From 8edd4d3d8a8aa581ca662bfdeb2b7c6a8782b604 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E4=B9=9D=E5=8D=83=E5=A4=A9=E5=8D=8E?= <1065703286@qq.com> Date: Tue, 25 Feb 2025 12:58:09 +0800 Subject: [PATCH] [Docs] update Check the documentation and update the localized documents. Unified the sorting of hotkey functions. Note: In the current theme, some table formats are set to be centered but actually appear left-aligned. In the new theme that may be used in the future, they will be displayed correctly, but the actual effect is not good. Therefore, those in these tables that do not look good when centered are pre-processed to be left-aligned here to maintain consistency with the original display effect. This will not have any impact on the display of the current document. --- docs/AI-Scripting-and-Mapping.md | 34 +- docs/Fixed-or-Improved-Logics.md | 28 +- docs/Miscellanous.md | 10 +- docs/New-or-Enhanced-Logics.md | 6 +- docs/User-Interface.md | 26 +- .../LC_MESSAGES/AI-Scripting-and-Mapping.po | 4 +- docs/locale/zh_CN/LC_MESSAGES/CREDITS.po | 139 +- .../LC_MESSAGES/Fixed-or-Improved-Logics.po | 4222 +++++++++----- .../LC_MESSAGES/New-or-Enhanced-Logics.po | 4937 ++++++++++++----- docs/locale/zh_CN/LC_MESSAGES/Whats-New.po | 1271 ++--- 10 files changed, 7393 insertions(+), 3284 deletions(-) diff --git a/docs/AI-Scripting-and-Mapping.md b/docs/AI-Scripting-and-Mapping.md index f166f0c39a..cd5f133d2f 100644 --- a/docs/AI-Scripting-and-Mapping.md +++ b/docs/AI-Scripting-and-Mapping.md @@ -133,7 +133,7 @@ x=i,n ; For i values check the next table ``` | *Action* | *Argument* | *Repeats* | *Target Priority* | *Description* | -| :------: | :--------------------: | :-------: | :--------------------: | :------------------------------------------------: | +|:--------:|:----------------------:|:---------:|:-----------------------|:--------------------------------------------------:| | 10000 | Target Type# | Yes | Closer | | | 10001 | Target Type# | No | Closer | Ends when a team member kill the designated target | | 10002 | `AITargetTypes` index# | Yes | Closer | | @@ -157,7 +157,7 @@ x=i,n ; For i values check the next table - 'Buildings considered as vehicles' means buildings with both `UndeploysInto` set & `Foundation=1x1` and `ConsideredVehicle` not set or buildings with `ConsideredVehicle=true`. | *Value* | *Target Type* | *Description* | -| :-----: | :----------------------: | :-------------------------------------------: | +|:-------:|:------------------------:|:----------------------------------------------| | 1 | Anything | Any enemy `VehicleTypes`, `AircraftTypes`, `InfantryTypes` and `BuildingTypes` | | 2 | Structures | Any enemy `BuildingTypes` that are not considered as vehicles | | 3 | Ore Miners | Any enemy `VehicleTypes` with `Harvester=yes` or `ResourceGatherer=yes`, `BuildingTypes` with `ResourceGatherer=yes` | @@ -203,7 +203,7 @@ In `rulesmd.ini`: [AITargetTypes] ; List of TechnoType lists 0=SOMETECHNOTYPE,SOMEOTHERTECHNOTYPE,SAMPLETECHNOTYPE 1=ANOTHERTECHNOTYPE,YETANOTHERTECHNOTYPE -; ... +... ``` #### `10050-10099` Move Team to Techno Location actions @@ -217,7 +217,7 @@ x=i,n ; For i values check the next table ``` | *Action* | *Argument* | *Target Owner* | *Target Priority* | *Description* | -| :------: | :---------------------: | :------------: | :--------------------: | :------------------------------------------: | +|:--------:|:----------------------:|:---------:|:-----------------------|:--------------------------------------------------:| | 10050 | Target Type# | Enemy | Closer, higher threat | | | 10051 | `[AITargetType]` index# | Enemy | Closer, higher threat | | | 10052 | `[AITargetType]` index# | Enemy | Closer | Picks 1 random target from the selected list | @@ -240,7 +240,7 @@ x=i,n ; For i values check the next table In `aimd.ini`: ```ini [SOMESCRIPTTYPE] ; ScriptType -x=10100,n ; integer, time in ingame seconds +x=10100,n ; integer, time in ingame seconds ``` ##### `10101` Wait Until Ammo is Full @@ -292,7 +292,7 @@ x=10104,n ; integer, additional distance in cells In `aimd.ini`: ```ini [SOMESCRIPTTYPE] ; ScriptType -x=12000,n ; integer n=0 +x=12000,n ; integer n=0 ``` #### `12001` Modify Target Distance @@ -318,7 +318,7 @@ x=12002,n - The possible argument values are: | *Argument* | *Action ends when...* | -| :--------: | :-------------------------------------------: | +|:----------:|:---------------------------------------------:| | 0 | Team Leader reaches the minimum distance | | 1 | One unit reaches the minimum distance | | 2 | All team members reached the minimum distance | @@ -374,7 +374,7 @@ x=14003,0 In `aimd.ini`: ```ini [SOMESCRIPTTYPE] ; ScriptType -x=16000,n ; integer n=0, in ingame seconds +x=16000,n ; integer n=0, in ingame seconds ``` #### `16001` Start a Timed Jump to the Next Line @@ -384,7 +384,7 @@ x=16000,n ; integer n=0, in ingame seconds In `aimd.ini`: ```ini [SOMESCRIPTTYPE] ; ScriptType -x=16001,n ; integer n=0, in ingame seconds +x=16001,n ; integer n=0, in ingame seconds ``` #### `16002` Stop the Timed Jumps @@ -404,7 +404,7 @@ x=16002,0 In `aimd.ini`: ```ini [SOMESCRIPTTYPE] ; ScriptType -x=16003,n ; where 0 > n <= 100 +x=16003,n ; where 0 > n <= 100 ``` #### `16004` Pick a Random Script @@ -424,7 +424,7 @@ In `rulesmd.ini`: [AIScriptsList] ; List of ScriptType lists 0=SOMESCRIPTTYPE,SOMEOTHERSCRIPTTYPE,SAMPLESCRIPTTYPE 1=ANOTHERSCRIPTTYPE,YETANOTHERSCRIPTTYPE -; ... +... ``` #### `16005` Jump Back To Previous Script @@ -509,7 +509,7 @@ ID=ActionCount,[Action1],501,0,[VariableIndex],[Operation],[Number],[IsGlobalVar ``` | *Operation* | *Description* | -| :---------: | :-------------------------------------------: | +|------------:|:----------------------------------------------| | 0 | CurrentValue = Number | | 1 | CurrentValue = CurrentValue + Number | | 2 | CurrentValue = CurrentValue - Number | @@ -569,7 +569,7 @@ ID=ActionCount,[Action1],504,0,[VariableIndex],[Operation],[VariableForOperation - `HouseIndex` can take various values: | *House Index* | *Description* | -| :-----------: | :---------------------------------------: | +|:-------------:|:------------------------------------------| | >= 0 | The index of the current House in the map | | 4475-4482 | Like in the index range 0-7 | | -1 | Pick a random House that isn't Neutral | @@ -626,7 +626,7 @@ ID=EventCount,[Event1],[EVENTID],2,[VariableIndex],[Param],[EventX] ``` | *Event ID* | *Description* | *Global* | -| :--------: | :--------------------: | :------: | +|:----------:|:-----------------------|:--------:| | 500 | CurrentValue > Number | No | | 501 | CurrentValue < Number | No | | 502 | CurrentValue = Number | No | @@ -653,7 +653,7 @@ ID=EventCount,[Event1],[EVENTID],2,[VariableIndex],[LocalVariableIndex],[EventX] ``` | *Event ID* | *Description* | *Global* | -| :--------: | :--------------------------------: | :------: | +|:----------:|:-----------------------------------|:--------:| | 512 | CurrentValue > LocalVariableValue | No | | 513 | CurrentValue < LocalVariableValue | No | | 514 | CurrentValue = LocalVariableValue | No | @@ -680,7 +680,7 @@ ID=EventCount,[Event1],[EVENTID],2,[VariableIndex],[GlobalVariableIndex],[EventX ``` | *Event ID* | *Description* | *Global* | -| :--------: | :---------------------------------: | :------: | +|:----------:|:------------------------------------|:--------:| | 524 | CurrentValue > GlobalVariableValue | No | | 525 | CurrentValue < GlobalVariableValue | No | | 526 | CurrentValue = GlobalVariableValue | No | @@ -738,7 +738,7 @@ ID=EventCount,...,605,2,[HouseIndex],[AITargetTypes index#],... ``` | *House Index* | *Description* | -| :-----------: | :----------------------------------------: | +|:-------------:|:------------------------------------------:| | >= 0 | The index of the current House in the map | | -1 | This value is ignored (any house is valid) | | -2 | Pick the owner of the map trigger | diff --git a/docs/Fixed-or-Improved-Logics.md b/docs/Fixed-or-Improved-Logics.md index 0bf3c9ca7d..25b385930e 100644 --- a/docs/Fixed-or-Improved-Logics.md +++ b/docs/Fixed-or-Improved-Logics.md @@ -1341,7 +1341,7 @@ Due to technical constraints, units that use `Convert.Deploy` from [Ares’ Type ### Unit Without Turret Always Turn To Target -- Now vehicles (exclude jumpjets) without turret will attempt to turn to the target while the weapon is cooling down, rather than after the weapon has cooled down, by setting to `NoTurret.TrackTarget` true. +- Now vehicles (exclude jumpjets) without turret will attempt to turn to the target while the weapon is cooling down, rather than after the weapon has cooled down, by setting `NoTurret.TrackTarget` to true. In `rulesmd.ini`: ```ini @@ -1723,20 +1723,20 @@ DropPod properties can now be customized on a per-InfantryType basis. In `rulesmd.ini`: ```ini [SOMEINFANTRY] ; InfantryType -DropPod.Angle = ; double, default to [General] -> DropPodAngle, measured in radians -DropPod.AtmosphereEntry = ; anim, default to [AudioVisual] -> AtmosphereEntry -DropPod.GroundAnim = ; 2 anims, default to [General] -> DropPod -DropPod.AirImage = ; SHP file, the pod's shape, default to POD -DropPod.Height = ; int, default to [General] -> DropPodHeight -DropPod.Puff = ; anim, default to [AudioVisual] -> DropPodPuff -DropPod.Speed = ; int, default to [General] -> DropPodSpeed -DropPod.Trailer = ; anim, default to [General] -> DropPodTrailer, which by default is SMOKEY -DropPod.Trailer.Attached = ; boolean, default to no -DropPod.Trailer.SpawnDelay = ; int, number of frames between each spawn of DropPod.Trailer, default to 6 -DropPod.Weapon = ; weapon, default to [General] -> DropPodWeapon -DropPod.Weapon.HitLandOnly = ; boolean, default to no +DropPod.Angle= ; double, default to [General] -> DropPodAngle, measured in radians +DropPod.AtmosphereEntry= ; anim, default to [AudioVisual] -> AtmosphereEntry +DropPod.GroundAnim= ; 2 anims, default to [General] -> DropPod +DropPod.AirImage= ; SHP file, the pod's shape, default to POD +DropPod.Height= ; int, default to [General] -> DropPodHeight +DropPod.Puff= ; anim, default to [AudioVisual] -> DropPodPuff +DropPod.Speed= ; int, default to [General] -> DropPodSpeed +DropPod.Trailer= ; anim, default to [General] -> DropPodTrailer, which by default is SMOKEY +DropPod.Trailer.Attached= ; boolean, default to no +DropPod.Trailer.SpawnDelay= ; int, number of frames between each spawn of DropPod.Trailer, default to 6 +DropPod.Weapon= ; weapon, default to [General] -> DropPodWeapon +DropPod.Weapon.HitLandOnly= ; boolean, default to no ``` ```{note} -`[General] -> DropPodTrailer`is [Ares features](https://ares-developers.github.io/Ares-docs/new/droppod.html). +`[General] -> DropPodTrailer` is [Ares features](https://ares-developers.github.io/Ares-docs/new/droppod.html). ``` diff --git a/docs/Miscellanous.md b/docs/Miscellanous.md index a8e96ea48e..77006d8744 100644 --- a/docs/Miscellanous.md +++ b/docs/Miscellanous.md @@ -31,6 +31,10 @@ Due to technical incompatibilities, enabling this feature disables [Ares' Custom - Phobos writes additional information to the `SYNC#.txt` log files when a desynchronization occurs such as calls to random number generator functions, facing / target / destination changes etc. +### Display Damage Numbers + +- There's a [new hotkey](User-Interface.md#display-damage-numbers) to show exact numbers of damage dealt on units & buildings. The numbers are shown in red (blue against shields) for damage, and for healing damage in green (cyan against shields). They are shown on the affected units and will move upwards after appearing. Available only if `DebugKeysEnabled` under `[GlobalControls]` is set to true in `rulesmd.ini`. + ### Dump Object Info ![image](_static/images/objectinfo-01.png) @@ -38,10 +42,6 @@ Due to technical incompatibilities, enabling this feature disables [Ares' Custom - There's a [new hotkey](User-Interface.md#dump-object-info) to dump selected/hovered object info on press. Available only if `DebugKeysEnabled` under `[GlobalControls]` is set to true in `rulesmd.ini`. -### Display Damage Numbers - -- There's a [new hotkey](User-Interface.md#display-damage-numbers) to show exact numbers of damage dealt on units & buildings. The numbers are shown in red (blue against shields) for damage, and for healing damage in green (cyan against shields). They are shown on the affected units and will move upwards after appearing. Available only if `DebugKeysEnabled` under `[GlobalControls]` is set to true in `rulesmd.ini`. - ### Frame Step In - There's a [new hotkey](User-Interface.md#toggle-frame-by-frame-mode) to execute the game frame by frame for development usage. @@ -66,7 +66,7 @@ SaveVariablesOnScenarioEnd=false ; boolean - It's now possible to write locomotor aliases instead of their CLSIDs in the `Locomotor` tag value. Use the table below to find the needed alias for a locomotor. | *Alias* | *CLSID* | -| ------: | :--------------------------------------: | +|--------:|:----------------------------------------:| |Drive | `{4A582741-9839-11d1-B709-00A024DDAFD1}` | |Jumpjet | `{92612C46-F71F-11d1-AC9F-006008055BB5}` | |Hover | `{4A582742-9839-11d1-B709-00A024DDAFD1}` | diff --git a/docs/New-or-Enhanced-Logics.md b/docs/New-or-Enhanced-Logics.md index 60b5ae615a..2fbf805683 100644 --- a/docs/New-or-Enhanced-Logics.md +++ b/docs/New-or-Enhanced-Logics.md @@ -1583,8 +1583,8 @@ CombatAlert.Suppress= ; boolean In `rulesmd.ini`: ```ini [SOMETECHNO] ; TechnoType -Convert.HumanToComputer = ; TechnoType -Convert.ComputerToHuman = ; TechnoType +Convert.HumanToComputer= ; TechnoType +Convert.ComputerToHuman= ; TechnoType ``` ## Terrain @@ -1870,7 +1870,7 @@ NotHuman.DeathSequence= ; integer (1 to 5) ### Damage multiplier for different houses -- Warheads are now able to define the extra damage multiplier for owner house, ally houses and enemy houses. If the warhead's own `DamageXXMultiplier` are not set, these will default to respective `[CombatDamage]` -> `DamageXXMultiplier` which all default to 1.0 .Note that `DamageAlliesMultiplier` won't affect your own units like `AffectsAllies` did, and this function will not affect damage with ignore defenses like `Suicide`.etc . +- Warheads are now able to define the extra damage multiplier for owner house, ally houses and enemy houses. If the warhead's own `Damage(Owner|Allies|Enemies)Multiplier` are not set, these will default to respective `[CombatDamage] -> Damage(Owner|Allies|Enemies)Multiplier` which all default to 1.0 .Note that `DamageAlliesMultiplier` won't affect your own units like `AffectsAllies` did, and this function will not affect damage with ignore defenses like `Suicide`.etc . In `rulesmd.ini`: ```ini diff --git a/docs/User-Interface.md b/docs/User-Interface.md index 1c4df94243..5d1fad46db 100644 --- a/docs/User-Interface.md +++ b/docs/User-Interface.md @@ -313,17 +313,10 @@ ShowFlashOnSelecting=false ; boolean - Writes currently hovered or last selected object info in log and shows a message. See [this](Miscellanous.md#dump-object-info) for details. - For localization add `TXT_DUMP_OBJECT_INFO` and `TXT_DUMP_OBJECT_INFO_DESC` into your `.csf` file. -### `[ ]` Next Idle Harvester - -- Selects and centers the camera on the next TechnoType that is counted via the [harvester counter](#harvester-counter) and is currently idle. -- For localization add `TXT_NEXT_IDLE_HARVESTER` and `TXT_NEXT_IDLE_HARVESTER_DESC` into your `.csf` file. - -### `[ ]` Quicksave +### `[ ]` Toggle Frame By Frame Mode -- Save the current singleplayer game. -- For localization, add `TXT_QUICKSAVE`, `TXT_QUICKSAVE_DESC`, `TXT_QUICKSAVE_SUFFIX` and `MSG:NotAvailableInMultiplayer` into your `.csf` file. - - These vanilla CSF entries will be used: `TXT_SAVING_GAME`, `TXT_GAME_WAS_SAVED` and `TXT_ERROR_SAVING_GAME`. - - The save should be looks like `Allied Mission 25: Esther's Money - QuickSaved`. +- Switches on/off [frame by frame mode](Miscellanous.md#frame-step-in). +- For localization add `TXT_FRAME_BY_FRAME` and `TXT_FRAME_BY_FRAME_DESC` into your `.csf` file. ### `[ ]` Save Variables @@ -340,10 +333,17 @@ ShowFlashOnSelecting=false ; boolean - Switches on/off [digital display types](#digital-display). - For localization add `TXT_DIGITAL_DISPLAY` and `TXT_DIGITAL_DISPLAY_DESC` into your `.csf` file. -### `[ ]` Toggle Frame By Frame Mode +### `[ ]` Next Idle Harvester -- Switches on/off [frame by frame mode](Miscellanous.md#frame-step-in). -- For localization add `TXT_FRAME_BY_FRAME` and `TXT_FRAME_BY_FRAME_DESC` into your `.csf` file. +- Selects and centers the camera on the next TechnoType that is counted via the [harvester counter](#harvester-counter) and is currently idle. +- For localization add `TXT_NEXT_IDLE_HARVESTER` and `TXT_NEXT_IDLE_HARVESTER_DESC` into your `.csf` file. + +### `[ ]` Quicksave + +- Save the current singleplayer game. +- For localization, add `TXT_QUICKSAVE`, `TXT_QUICKSAVE_DESC`, `TXT_QUICKSAVE_SUFFIX` and `MSG:NotAvailableInMultiplayer` into your `.csf` file. + - These vanilla CSF entries will be used: `TXT_SAVING_GAME`, `TXT_GAME_WAS_SAVED` and `TXT_ERROR_SAVING_GAME`. + - The save should be looks like `Allied Mission 25: Esther's Money - QuickSaved`. ## Loading screen diff --git a/docs/locale/zh_CN/LC_MESSAGES/AI-Scripting-and-Mapping.po b/docs/locale/zh_CN/LC_MESSAGES/AI-Scripting-and-Mapping.po index 2a2ea9a076..62336a59bd 100644 --- a/docs/locale/zh_CN/LC_MESSAGES/AI-Scripting-and-Mapping.po +++ b/docs/locale/zh_CN/LC_MESSAGES/AI-Scripting-and-Mapping.po @@ -305,7 +305,7 @@ msgstr "10010" #: ../../AI-Scripting-and-Mapping.md:0 msgid "Closer, higher threat" -msgstr "较近,威胁较高" +msgstr "较近且威胁较高" #: ../../AI-Scripting-and-Mapping.md:0 msgid "10011" @@ -325,7 +325,7 @@ msgstr "10014" #: ../../AI-Scripting-and-Mapping.md:0 msgid "Farther, higher threat" -msgstr "较远,威胁较高" +msgstr "较远且威胁较高" #: ../../AI-Scripting-and-Mapping.md:0 msgid "10015" diff --git a/docs/locale/zh_CN/LC_MESSAGES/CREDITS.po b/docs/locale/zh_CN/LC_MESSAGES/CREDITS.po index 82113a6c10..16f10e7316 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: 2025-02-21 22:51+0800\n" +"POT-Creation-Date: 2025-02-25 12:27+0800\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -1477,7 +1477,7 @@ msgstr "" msgid "`TurretOffset` support for SHP vehicles" msgstr "" -#: ../../../CREDITS.md:368 ../../../CREDITS.md:394 +#: ../../../CREDITS.md:368 ../../../CREDITS.md:396 #, fuzzy msgid "Customizable rocker amplitude" msgstr "自定义缺省图标" @@ -1569,162 +1569,170 @@ msgstr "" msgid "New Parabola trajectory" msgstr "" -#: ../../../CREDITS.md:391 ../../../CREDITS.md:397 +#: ../../../CREDITS.md:391 ../../../CREDITS.md:399 msgid "Enhanced Bombard trajectory" msgstr "" -#: ../../../CREDITS.md:392 -msgid "**Ollerus**" +#: ../../../CREDITS.md:392 ../../../CREDITS.md:413 +msgid "No turret unit turn to the target" msgstr "" #: ../../../CREDITS.md:393 +msgid "Damage multiplier for different houses" +msgstr "" + +#: ../../../CREDITS.md:394 +msgid "**Ollerus**" +msgstr "" + +#: ../../../CREDITS.md:395 #, fuzzy msgid "Build limit group enhancement" msgstr "建筑升级增强" -#: ../../../CREDITS.md:395 +#: ../../../CREDITS.md:397 msgid "" "Allowed `AuxBuilding` and Ares' `SW.Aux/NegBuildings` to count building " "upgrades" msgstr "" -#: ../../../CREDITS.md:396 +#: ../../../CREDITS.md:398 msgid "Type select for buildings (doc)" msgstr "" -#: ../../../CREDITS.md:398 +#: ../../../CREDITS.md:400 msgid "**NaotoYuuki** - Vertical & meteor trajectory projectile prototypes" msgstr "" -#: ../../../CREDITS.md:399 +#: ../../../CREDITS.md:401 msgid "**handama** - AI script action to jump back to previous script" msgstr "" -#: ../../../CREDITS.md:400 +#: ../../../CREDITS.md:402 msgid "**TaranDahl (航味麻酱)**" msgstr "" -#: ../../../CREDITS.md:401 +#: ../../../CREDITS.md:403 msgid "" "Skirmish AI \"sell all buildings and set all technos to hunt\" behavior " "dehardcode" msgstr "" -#: ../../../CREDITS.md:402 +#: ../../../CREDITS.md:404 msgid "Skirmish AI \"gather when MCV deploy\" behavior dehardcode" msgstr "" -#: ../../../CREDITS.md:403 +#: ../../../CREDITS.md:405 msgid "Global value of `RepairBaseNodes`" msgstr "" -#: ../../../CREDITS.md:404 +#: ../../../CREDITS.md:406 msgid "Skip anim delay for burst fire" msgstr "" -#: ../../../CREDITS.md:405 +#: ../../../CREDITS.md:407 msgid "Type select for buildings (code)" msgstr "" -#: ../../../CREDITS.md:406 +#: ../../../CREDITS.md:408 msgid "Raise alert when technos are taking damage" msgstr "" -#: ../../../CREDITS.md:407 +#: ../../../CREDITS.md:409 msgid "Toggle waypoint for building" msgstr "" -#: ../../../CREDITS.md:408 +#: ../../../CREDITS.md:410 msgid "Parasite returning bug fix" msgstr "" -#: ../../../CREDITS.md:409 +#: ../../../CREDITS.md:411 msgid "Bunkerable checks dehardcode" msgstr "" -#: ../../../CREDITS.md:410 +#: ../../../CREDITS.md:412 msgid "" "Prevent the units with locomotors that cause problems from entering the " "tank bunker" msgstr "" -#: ../../../CREDITS.md:411 +#: ../../../CREDITS.md:414 msgid "" "**tyuah8** - Drive/Jumpjet/Ship/Teleport locomotor did not power on when " "it is un-piggybacked bugfix" msgstr "" -#: ../../../CREDITS.md:412 +#: ../../../CREDITS.md:415 msgid "" "**Aephiex** - initial fix for Ares academy not working on the initial " "payloads of vehicles built from a war factory" msgstr "" -#: ../../../CREDITS.md:413 +#: ../../../CREDITS.md:416 msgid "" "**Multfinite** - Allow to toggle main exception handler via command line " "argument `-ExceptionHandler=boolean`" msgstr "" -#: ../../../CREDITS.md:414 +#: ../../../CREDITS.md:417 msgid "**Ares developers**" msgstr "" -#: ../../../CREDITS.md:415 +#: ../../../CREDITS.md:418 #, fuzzy msgid "" "YRpp and Syringe which are used, save/load, project foundation and " "generally useful code from Ares" msgstr "**Ares开发者** - YRpp和Syringe,存读档,Ares的项目基础与有助的代码,未完成的RadType代码,部署修复原型代码" -#: ../../../CREDITS.md:416 +#: ../../../CREDITS.md:419 msgid "unfinished RadTypes code" msgstr "" -#: ../../../CREDITS.md:417 +#: ../../../CREDITS.md:420 #, fuzzy msgid "prototype deployer fixes" msgstr "心控部署修复" -#: ../../../CREDITS.md:418 +#: ../../../CREDITS.md:421 msgid "Superweapon launch site & availability code" msgstr "" -#: ../../../CREDITS.md:419 +#: ../../../CREDITS.md:422 msgid "AI vehicle production update code" msgstr "" -#: ../../../CREDITS.md:420 +#: ../../../CREDITS.md:423 msgid "parts of TechnoType conversion placeholder code" msgstr "" -#: ../../../CREDITS.md:421 +#: ../../../CREDITS.md:424 msgid "**ststl, FlyStar, NaotoYuuki, Saigyouji, JunJacobYoung** - Digital Display" msgstr "" -#: ../../../CREDITS.md:422 +#: ../../../CREDITS.md:425 msgid "**SukaHati (Erzoid)** - Minimum interceptor guard range" msgstr "**SukaHati (Erzoid)** - 拦截者最小警戒距离" -#: ../../../CREDITS.md:423 +#: ../../../CREDITS.md:426 msgid "**E1 Elite** - TileSet 255 and above bridge repair fix" msgstr "**E1 Elite** - TileSet 255以上桥梁维修修复" -#: ../../../CREDITS.md:424 +#: ../../../CREDITS.md:427 msgid "**AutoGavy** - interceptor logic, Warhead critical hit logic" msgstr "**AutoGavy** - 拦截者逻辑,弹头暴击伤害系统" -#: ../../../CREDITS.md:425 +#: ../../../CREDITS.md:428 msgid "**Chasheen (Chasheenburg)** - CN docs help" msgstr "**Chasheen (Chasheenburg)** - 中文说明书协助" -#: ../../../CREDITS.md:426 +#: ../../../CREDITS.md:429 msgid "" "**tomsons26** - all-around help, assistance and guidance in reverse-" "engineering, YR binary mappings" msgstr "**tomsons26** - 全方位帮助,逆向工程方面协助与指导,YR解析" -#: ../../../CREDITS.md:427 +#: ../../../CREDITS.md:430 #, fuzzy msgid "" "**CCHyper** - all-around help, current project logo, assistance and " @@ -1732,73 +1740,79 @@ msgid "" "example implementation" msgstr "**CCHyper** - 全方位帮助,项目logo,逆向工程方面协助与指导,YR解析" -#: ../../../CREDITS.md:428 +#: ../../../CREDITS.md:431 msgid "**AlexB** - Original FlyingStrings implementation" msgstr "**AlexB** - 原始 FlyingStrings 实装" -#: ../../../CREDITS.md:429 +#: ../../../CREDITS.md:432 msgid "**Joshy** - Original FlyingStrings implementation" msgstr "**Joshy** - 原始 FlyingStrings 实装" -#: ../../../CREDITS.md:430 +#: ../../../CREDITS.md:433 msgid "**CnCVK** - Original custom locomotors experiment" msgstr "" -#: ../../../CREDITS.md:431 +#: ../../../CREDITS.md:434 msgid "**ZΞPHYɌUS** - win/lose themes code" msgstr "**ZΞPHYɌUS** - 胜利失败音乐" -#: ../../../CREDITS.md:432 +#: ../../../CREDITS.md:435 msgid "" "**Neargye (Daniil Goncharov)** - [nameof " "library](https://github.com/Neargye/nameof) (MIT)" msgstr "" -#: ../../../CREDITS.md:433 +#: ../../../CREDITS.md:436 msgid "**ayylmao** - help with docs, extensive and thorough testing" msgstr "**ayylmao** - 帮助书写说明书,广泛的深度测试" -#: ../../../CREDITS.md:434 +#: ../../../CREDITS.md:437 msgid "**SMxReaver** - help with docs, extensive and thorough testing" msgstr "**SMxReaver** - 帮助书写说明书,广泛的深度测试" -#: ../../../CREDITS.md:435 +#: ../../../CREDITS.md:438 msgid "**4SG** - help with docs" msgstr "**4SG** - 帮助书写说明书" -#: ../../../CREDITS.md:436 +#: ../../../CREDITS.md:439 #, fuzzy msgid "" "**thomassneddon** - general assistance, knowledge about voxel lighting " "model" msgstr "**thomassneddon** - 一般协助" -#: ../../../CREDITS.md:437 +#: ../../../CREDITS.md:440 msgid "**Xkein** - general assistance, YRpp edits" msgstr "**Xkein** - 一般协助,YRpp编辑" -#: ../../../CREDITS.md:438 +#: ../../../CREDITS.md:441 msgid "**mevitar** - honorary shield tester *triple* award" msgstr "**mevitar** - 荣誉护盾测试员*三重*奖章" -#: ../../../CREDITS.md:439 +#: ../../../CREDITS.md:442 msgid "" -"**Phobos CN Tester Group (Reedom, Mantis, Swim Wing, Takitoru, Examon, " -"AKB, Pusheen, ZQ, Claptrap, BunkerGeneral, Big J, Skywalker, " -"ChickEmperor, Shifty, Mikain, Tobiichi Origami, Feiron, W_S502, Ailink, " -"AbrahamMikhail, Tide, Fnfalsc, Yumeri_Rei, Nacho, Zhuzi, Ika_Aru)** - " -"extensive and thorough testing" +"**Mentalmeisters Team (Speeder, Ollerus, mevitar, Reedom, Takitoru, " +"Terumasa, Zhelin)** - extensive and thorough testing" msgstr "" -#: ../../../CREDITS.md:440 +#: ../../../CREDITS.md:443 +msgid "" +"**Phobos CN Tester Group (Mantis, Swim Wing, Examon, AKB, Pusheen, ZQ, " +"Claptrap, BunkerGeneral, Big J, Skywalker, ChickEmperor, Shifty, Mikain, " +"Tobiichi Origami, Feiron, W_S502, Ailink, AbrahamMikhail, Tide, Fnfalsc, " +"Yumeri_Rei, Nacho, Zhuzi, Ika_Aru, EUSiegfried, HanpiBaozi, Nxusbot, " +"TientsinWind)** - extensive and thorough testing" +msgstr "" + +#: ../../../CREDITS.md:444 msgid "**Damfoos** - extensive and thorough testing" msgstr "**Damfoos** - 广泛的深度测试" -#: ../../../CREDITS.md:441 +#: ../../../CREDITS.md:445 msgid "**Dmitry Volkov** - extensive and thorough testing" msgstr "**Dmitry Volkov** - 广泛的深度测试" -#: ../../../CREDITS.md:442 +#: ../../../CREDITS.md:446 msgid "**Rise of the East community** - extensive playtesting of in-dev features" msgstr "**东方崛起社区** - 对开发中功能的广泛游戏测试" @@ -1811,3 +1825,14 @@ msgstr "**东方崛起社区** - 对开发中功能的广泛游戏测试" #~ msgid "Misc CN doc fix" #~ msgstr "部分中文说明书修复" +#~ msgid "" +#~ "**Phobos CN Tester Group (Reedom, " +#~ "Mantis, Swim Wing, Takitoru, Examon, " +#~ "AKB, Pusheen, ZQ, Claptrap, BunkerGeneral, " +#~ "Big J, Skywalker, ChickEmperor, Shifty, " +#~ "Mikain, Tobiichi Origami, Feiron, W_S502, " +#~ "Ailink, AbrahamMikhail, Tide, Fnfalsc, " +#~ "Yumeri_Rei, Nacho, Zhuzi, Ika_Aru)** - " +#~ "extensive and thorough testing" +#~ msgstr "" + 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 7d2aed501d..a48c412f5a 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 @@ -1,27 +1,30 @@ # SOME DESCRIPTIVE TITLE. # Copyright (C) 2025, The Phobos Contributors # This file is distributed under the same license as the Phobos package. -# FIRST AUTHOR , YEAR. +# FIRST AUTHOR , 2025. # #, fuzzy msgid "" msgstr "" "Project-Id-Version: Phobos \n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2025-02-14 13:38+0800\n" +"POT-Creation-Date: 2025-02-25 12:27+0800\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" "MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" +"Content-Type: text/plain; charset=utf-8\n" "Content-Transfer-Encoding: 8bit\n" +"Generated-By: Babel 2.16.0\n" #: ../../Fixed-or-Improved-Logics.md:1 msgid "Fixed / Improved Logics" msgstr "修复或改进的逻辑" #: ../../Fixed-or-Improved-Logics.md:3 -msgid "This page describes all ingame logics that are fixed or improved in Phobos without adding anything significant." +msgid "" +"This page describes all ingame logics that are fixed or improved in " +"Phobos without adding anything significant." msgstr "此页面列出了 Phobos 中并不特别重要的所有修复或改进的游戏逻辑。" #: ../../Fixed-or-Improved-Logics.md:5 @@ -29,67 +32,103 @@ msgid "Bugfixes and miscellaneous" msgstr "Bug 修复与各类杂项" #: ../../Fixed-or-Improved-Logics.md:7 -msgid "Fixed the bug that GameModeOptions are not correctly saved. For example, `BuildOffAlly` is corrupted after load a save." +msgid "" +"Fixed the bug that GameModeOptions are not correctly saved. For example, " +"`BuildOffAlly` is corrupted after load a save." msgstr "修复了游戏模式选项未能正确保存的 Bug。例如以前载入存档后 `BuildOffAlly` 会被破坏。" #: ../../Fixed-or-Improved-Logics.md:8 -msgid "Fixed the bug that light tint created by buildings can never be removed (light tint persists even if the building is destroyed/sold) after loading a game" +msgid "" +"Fixed the bug that light tint created by buildings can never be removed " +"(light tint persists even if the building is destroyed/sold) after " +"loading a game" msgstr "修复了载入游戏后由建筑创建的灯光色调无法移除的 Bug(即便灯光建筑被摧毁或出售也会保留灯光色调)。" #: ../../Fixed-or-Improved-Logics.md:9 -msgid "Fixed the bug when reading a map which puts `Preview(Pack)` after `Map` lead to the game fail to draw the preview" +msgid "" +"Fixed the bug when reading a map which puts `Preview(Pack)` after `Map` " +"lead to the game fail to draw the preview" 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。" #: ../../Fixed-or-Improved-Logics.md:10 -msgid "Fixed the bug when retinting map lighting with a map action corrupted light sources." +msgid "" +"Fixed the bug when retinting map lighting with a map action corrupted " +"light sources." 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。" #: ../../Fixed-or-Improved-Logics.md:11 -msgid "Fixed the bug when deploying mindcontrolled vehicle into a building permanently transferred the control to the house which mindcontrolled it." +msgid "" +"Fixed the bug when deploying mindcontrolled vehicle into a building " +"permanently transferred the control to the house which mindcontrolled it." msgstr "修复了被心灵控制的载具部署成建筑后控制权将拥有转移给心灵控制方的 Bug。" #: ../../Fixed-or-Improved-Logics.md:12 -msgid "Fixed the bug when capturing a mind-controlled building with an engineer fail to break the mind-control link." +msgid "" +"Fixed the bug when capturing a mind-controlled building with an engineer " +"fail to break the mind-control link." msgstr "修复了使用工程师占领被心灵控制的建筑时无法消除心灵控制链接的 Bug。" #: ../../Fixed-or-Improved-Logics.md:13 -msgid "Removed the `EVA_BuildingCaptured` event when capturing a building considered as a vehicle." +msgid "" +"Removed the `EVA_BuildingCaptured` event when capturing a building " +"considered as a vehicle." msgstr "移除了占领被视为载具的建筑时触发的 `EVA_BuildingCaptured` 事件播报。" #: ../../Fixed-or-Improved-Logics.md:14 -msgid "Fixed the bug when units are already dead but still in map (for sinking, crashing, dying animation, etc.), they could die again." +msgid "" +"Fixed the bug when units are already dead but still in map (for sinking, " +"crashing, dying animation, etc.), they could die again." 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。" #: ../../Fixed-or-Improved-Logics.md:15 msgid "Fixed the bug when cloaked Desolator was unable to fire his deploy weapon." -msgstr "修复了隐形的辐射功能无法部署发射武器的 Bug。" +msgstr "修复了隐形的辐射工兵无法部署发射武器的 Bug。" #: ../../Fixed-or-Improved-Logics.md:16 -msgid "Fixed the bug that temporaryed unit cannot be erased correctly and no longer raise an error." +msgid "" +"Fixed the bug that temporaryed unit cannot be erased correctly and no " +"longer raise an error." msgstr "修复了被超时空冻结的单位无法正确抹除的 Bug 并使其不再导致报错。" #: ../../Fixed-or-Improved-Logics.md:17 -msgid "Fixed `DebrisMaximums` (spawned debris type amounts cannot go beyond specified maximums anymore). Only applied when `DebrisMaximums` values amount is more than 1 for compatibility reasons." -msgstr "修复了 `DebrisMaximums`(被生成的碎片类型数量不能超过这里指定最大值)。仅当 `DebrisMaximums` 值数量大于 1 时才生效,以保持对旧有行为的兼容。" +msgid "" +"Fixed `DebrisMaximums` (spawned debris type amounts cannot go beyond " +"specified maximums anymore). Only applied when `DebrisMaximums` values " +"amount is more than 1 for compatibility reasons." +msgstr "" +"修复了 `DebrisMaximums`(被生成的碎片类型数量不能超过这里指定最大值)。仅当 `DebrisMaximums` 值数量大于 1 " +"时才生效,以保持对旧有行为的兼容。" #: ../../Fixed-or-Improved-Logics.md:18 -msgid "Fixed building and defense tab hotkeys not enabling the placement mode after *Cannot build here.* triggered and the placement mode cancelled." +msgid "" +"Fixed building and defense tab hotkeys not enabling the placement mode " +"after *Cannot build here.* triggered and the placement mode cancelled." msgstr "修复了在触发 *Cannot build here.*(摆放失败)并取消放置模式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。" #: ../../Fixed-or-Improved-Logics.md:19 -msgid "Fixed buildings with `UndeployInto` playing `EVA_NewRallypointEstablished` on undeploying." +msgid "" +"Fixed buildings with `UndeployInto` playing " +"`EVA_NewRallypointEstablished` on undeploying." msgstr "修复了拥有 `UndeployInto` 的建筑在反部署时会播放 `EVA_NewRallypointEstablished` 的问题。" #: ../../Fixed-or-Improved-Logics.md:20 -msgid "Fixed buildings with `Naval=yes` ignoring `WaterBound=no` to be forced to place onto water." +msgid "" +"Fixed buildings with `Naval=yes` ignoring `WaterBound=no` to be forced to" +" place onto water." msgstr "修复了拥有 `Naval=yes` 的建筑会忽略 `WaterBound=no` 而被强制放置在水中的问题。" #: ../../Fixed-or-Improved-Logics.md:21 -msgid "Fixed AI Aircraft docks bug when Ares tag `[GlobalControls] -> AllowParallelAIQueues=no` is set." -msgstr "修复了当设置 Ares 标签 `[GlobalControls] -> AllowParallelAIQueues=no` 时 AI 战机对接机场的 Bug。" +msgid "" +"Fixed AI Aircraft docks bug when Ares tag `[GlobalControls] -> " +"AllowParallelAIQueues=no` is set." +msgstr "" +"修复了当设置 Ares 标签 `[GlobalControls] -> AllowParallelAIQueues=no` 时 AI " +"战机对接机场的 Bug。" #: ../../Fixed-or-Improved-Logics.md:22 -msgid "Fixed laser drawing code to allow for thicker lasers in house color draw mode." +msgid "" +"Fixed laser drawing code to allow for thicker lasers in house color draw " +"mode." msgstr "修复了激光绘制代码以允许在所属色绘制模式下使用更粗的激光。" #: ../../Fixed-or-Improved-Logics.md:23 @@ -97,66 +136,85 @@ msgid "Fixed `DeathWeapon` not detonating properly." msgstr "修复了 `DeathWeapon` 未能正确引爆的问题。" #: ../../Fixed-or-Improved-Logics.md:24 -msgid "Some settings are still ignored like `PreImpactAnim` *(Ares feature)*, this might change in future." +msgid "" +"Some settings are still ignored like `PreImpactAnim` *(Ares feature)*, " +"this might change in future." msgstr "例如 `PreImpactAnim`(*Ares 功能*)这样的某些设置仍然被忽略,未来可能会进行更改。" #: ../../Fixed-or-Improved-Logics.md:25 -msgid "Fixed the bug when occupied building's `MuzzleFlashX` is drawn on the center of the building when `X` goes past 10." +msgid "" +"Fixed the bug when occupied building's `MuzzleFlashX` is drawn on the " +"center of the building when `X` goes past 10." 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。" #: ../../Fixed-or-Improved-Logics.md:26 -msgid "Fixed the bug where jumpjet units that are `Crashable` do not crashing to ground properly if destroyed while being pulled by a `Locomotor` warhead." +msgid "" +"Fixed the bug where jumpjet units that are `Crashable` do not crashing to" +" ground properly if destroyed while being pulled by a `Locomotor` " +"warhead." 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。" #: ../../Fixed-or-Improved-Logics.md:27 -msgid "Fixed the bug that prevents jumpjet units from turn to the target when firing from a different direction." +msgid "" +"Fixed the bug that prevents jumpjet units from turn to the target when " +"firing from a different direction." msgstr "修复了 Jumpjet 单位从其他方向开火时无法转向目标的 Bug。" #: ../../Fixed-or-Improved-Logics.md:28 -msgid "Fixed the bug allowing jumpjet units to continue firing at enemy target when crashing." +msgid "" +"Fixed the bug allowing jumpjet units to continue firing at enemy target " +"when crashing." msgstr "修复了 Jumpjet 单位在坠毁时仍可继续向敌方目标开火的 Bug。" #: ../../Fixed-or-Improved-Logics.md:30 -msgid "![image](_static/images/jumpjet-turning.gif) *Jumpjet turning to target applied in [Robot Storm X](https://www.moddb.com/mods/cc-robot-storm-x)*" -msgstr "![image](_static/images/jumpjet-turning.gif) *[Robot Storm X](https://www.moddb.com/mods/cc-robot-storm-x) 中的 Jumpjet 转向目标应用实例*" - -#: ../../Fixed-or-Improved-Logics.md:30 -#: ../../Fixed-or-Improved-Logics.md:43 -#: ../../Fixed-or-Improved-Logics.md:53 -#: ../../Fixed-or-Improved-Logics.md:86 -#: ../../Fixed-or-Improved-Logics.md:439 -#: ../../Fixed-or-Improved-Logics.md:728 -#: ../../Fixed-or-Improved-Logics.md:743 -#: ../../Fixed-or-Improved-Logics.md:1037 -#: ../../Fixed-or-Improved-Logics.md:1108 -#: ../../Fixed-or-Improved-Logics.md:1256 -#: ../../Fixed-or-Improved-Logics.md:1575 -#: ../../Fixed-or-Improved-Logics.md:1620 -#: ../../Fixed-or-Improved-Logics.md:1633 +msgid "" +"![image](_static/images/jumpjet-turning.gif) *Jumpjet turning to target " +"applied in [Robot Storm X](https://www.moddb.com/mods/cc-robot-storm-x)*" +msgstr "" +"![image](_static/images/jumpjet-turning.gif) *[Robot Storm " +"X](https://www.moddb.com/mods/cc-robot-storm-x) 中的 Jumpjet 转向目标应用实例*" + +#: ../../Fixed-or-Improved-Logics.md:30 ../../Fixed-or-Improved-Logics.md:43 +#: ../../Fixed-or-Improved-Logics.md:53 ../../Fixed-or-Improved-Logics.md:82 +#: ../../Fixed-or-Improved-Logics.md:436 ../../Fixed-or-Improved-Logics.md:725 +#: ../../Fixed-or-Improved-Logics.md:740 ../../Fixed-or-Improved-Logics.md:1033 +#: ../../Fixed-or-Improved-Logics.md:1107 +#: ../../Fixed-or-Improved-Logics.md:1239 +#: ../../Fixed-or-Improved-Logics.md:1591 +#: ../../Fixed-or-Improved-Logics.md:1636 +#: ../../Fixed-or-Improved-Logics.md:1649 msgid "image" msgstr "图像" #: ../../Fixed-or-Improved-Logics.md:33 -msgid "Fixed the bug when turreted jumpjet units always facing bottom-right direction when motion stops." +msgid "" +"Fixed the bug when turreted jumpjet units always facing bottom-right " +"direction when motion stops." msgstr "修复了 Jumpjet 单位总是在停止移动时朝向右下方向的 Bug。" #: ../../Fixed-or-Improved-Logics.md:34 msgid "Fixed the bug when jumpjet objects are unable to use `Sensors`." msgstr "修复了 Jumpjet 对象无法使用 `Sensors` 的 Bug。" -#: ../../Fixed-or-Improved-Logics.md:35 -#: ../../Fixed-or-Improved-Logics.md:62 -msgid "Fixed interaction of `UnitAbsorb` & `InfantryAbsorb` with `Grinding` buildings. The keys will now make the building only accept appropriate types of objects." -msgstr "修复了 `UnitAbsorb` 和 `InfantryAbsorb` 与 `Grinding` 建筑的交互。现在这些标签将使建筑只接受对应类型的对象。" +#: ../../Fixed-or-Improved-Logics.md:35 ../../Fixed-or-Improved-Logics.md:62 +msgid "" +"Fixed interaction of `UnitAbsorb` & `InfantryAbsorb` with `Grinding` " +"buildings. The keys will now make the building only accept appropriate " +"types of objects." +msgstr "" +"修复了 `UnitAbsorb` 和 `InfantryAbsorb` 与 `Grinding` " +"建筑的交互。现在这些标签将使建筑只接受对应类型的对象。" -#: ../../Fixed-or-Improved-Logics.md:36 -#: ../../Fixed-or-Improved-Logics.md:63 -msgid "Fixed missing 'no enter' cursor for VehicleTypes being unable to enter a `Grinding` building." +#: ../../Fixed-or-Improved-Logics.md:36 ../../Fixed-or-Improved-Logics.md:63 +msgid "" +"Fixed missing 'no enter' cursor for VehicleTypes being unable to enter a " +"`Grinding` building." msgstr "修复了缺少 `no enter` 光标的载具无法进入 `Grinding` 建筑的问题。" -#: ../../Fixed-or-Improved-Logics.md:37 -#: ../../Fixed-or-Improved-Logics.md:64 -msgid "Fixed Engineers being able to enter `Grinding` buildings even when they shouldn't (such as ally building at full HP)." +#: ../../Fixed-or-Improved-Logics.md:37 ../../Fixed-or-Improved-Logics.md:64 +msgid "" +"Fixed Engineers being able to enter `Grinding` buildings even when they " +"shouldn't (such as ally building at full HP)." msgstr "修复了工程师能够在不应进入的情况下进入 `Grinding` 建筑的 Bug(例如满血的友军建筑)。" #: ../../Fixed-or-Improved-Logics.md:38 @@ -164,11 +222,16 @@ msgid "Allowed usage of `AlternateFLH` of vehicles in `OpenTopped` transport." msgstr "允许载具在 `OpenTopped` 的运输工具中使用 `AlternateFLH`。" #: ../../Fixed-or-Improved-Logics.md:39 -msgid "Improved the statistic distribution of the spawned crates over the visible area of the map so that they will no longer have a higher chance to show up near the edges." +msgid "" +"Improved the statistic distribution of the spawned crates over the " +"visible area of the map so that they will no longer have a higher chance " +"to show up near the edges." msgstr "改进了生成箱子在地图可见区域的统计分布使其不再具有更高的概率出现在地图边界。" #: ../../Fixed-or-Improved-Logics.md:40 -msgid "Allowed usage of TileSet of 255 and above without making NE-SW broken bridges unrepairable." +msgid "" +"Allowed usage of TileSet of 255 and above without making NE-SW broken " +"bridges unrepairable." msgstr "允许使用 255 及以上的 TileSet 而不再会导致东北-西南方向的断桥无法修复。" #: ../../Fixed-or-Improved-Logics.md:41 @@ -176,12 +239,22 @@ msgid "Added a \"Load Game\" button to the retry dialog on mission failure." msgstr "在任务失败的重开对话框中添加了一个“载入游戏”按钮。" #: ../../Fixed-or-Improved-Logics.md:43 -msgid "![image](_static/images/turretoffset-01.png) *Side offset voxel turret in Breaking Blue project*" -msgstr "![image](_static/images/turretoffset-01.png) *Breaking Blue project 中的 Voxel 炮塔侧向偏移*" +msgid "" +"![image](_static/images/turretoffset-01.png) *Side offset voxel turret in" +" Breaking Blue project*" +msgstr "" +"![image](_static/images/turretoffset-01.png) *Breaking Blue project 中的 " +"Voxel 炮塔侧向偏移*" #: ../../Fixed-or-Improved-Logics.md:46 -msgid "`TurretOffset` tag for voxel turreted TechnoTypes now accepts FLH (forward, lateral, height) values like `TurretOffset=F,L` or `TurretOffset=F,L,H`, which means turret location can be adjusted in all three axes." -msgstr "用于技术类型 Voxel 炮塔的 `TurretOffset` 标签现在接受像 FLH(前,侧,高)那样的值,例如 `TurretOffset=F,L` 或 `TurretOffset=F,L,H`,这意味着炮塔的位置可以在三个轴上进行调整。" +msgid "" +"`TurretOffset` tag for voxel turreted TechnoTypes now accepts FLH " +"(forward, lateral, height) values like `TurretOffset=F,L` or " +"`TurretOffset=F,L,H`, which means turret location can be adjusted in all " +"three axes." +msgstr "" +"用于技术类型 Voxel 炮塔的 `TurretOffset` 标签现在接受像 FLH(前,侧,高)那样的值,例如 " +"`TurretOffset=F,L` 或 `TurretOffset=F,L,H`,这意味着炮塔的位置可以在三个轴上进行调整。" #: ../../Fixed-or-Improved-Logics.md:47 msgid "`TurretOffset` is now supported for SHP vehicles." @@ -192,27 +265,54 @@ msgid "`InfiniteMindControl` with `Damage=1` can now control more than 1 unit." msgstr "现在允许`InfiniteMindControl` 在 `Damage=1` 的情况下正常控制 1 个以上的单位。" #: ../../Fixed-or-Improved-Logics.md:49 -msgid "Aircraft with `Fighter` set to false or those using strafing pattern (weapon projectile `ROT` is below 2) now take weapon's `Burst` into accord for all shots instead of just the first one." -msgstr "现在 `Fighter` 被设为 false 或使用扫射模式(抛射体 `ROT` 小于 2)的战机每次开火都会正常考虑武器的 `Burst` 设置而不仅限第一次开火。" +msgid "" +"Aircraft with `Fighter` set to false or those using strafing pattern " +"(weapon projectile `ROT` is below 2) now take weapon's `Burst` into " +"accord for all shots instead of just the first one." +msgstr "" +"现在 `Fighter` 被设为 false 或使用扫射模式(抛射体 `ROT` 小于 2)的战机每次开火都会正常考虑武器的 `Burst` " +"设置而不仅限第一次开火。" #: ../../Fixed-or-Improved-Logics.md:50 -msgid "Vehicles using `DeployFire` will now use `DeployFireWeapon` for firing the deploy weapon if explicitly set, if not it behaves like previously (`Primary` if can fire, `Secondary` if not) and respect `FireOnce` setting on weapon and any stop commands issued during firing. If `FireOnce` is set to true the unit won't accept further deploy commands for number of frames that is equal to whichever is smaller between weapon `ROF` and `[Unload] -> Rate` times 900." -msgstr "现在使用 `DeployFire` 的载具在明确设置了的情况下会严格遵照 `DeployFireWeapon` 开火,否则将像原有的行为(如果 `Primary` 可以开火则使用之,否则使用 `Secondary`)并且尊重武器的 `FireOnce` 设置以及开火期间发出的任何停止命令。如果 `FireOnce` 设置为 true 那么单位在等于武器的 `ROF` 和 `[Unload] -> Rate` * 900 的时间内不会接受新的的部署命令。" +msgid "" +"Vehicles using `DeployFire` will now use `DeployFireWeapon` for firing " +"the deploy weapon if explicitly set, if not it behaves like previously " +"(`Primary` if can fire, `Secondary` if not) and respect `FireOnce` " +"setting on weapon and any stop commands issued during firing. If " +"`FireOnce` is set to true the unit won't accept further deploy commands " +"for number of frames that is equal to whichever is smaller between weapon" +" `ROF` and `[Unload] -> Rate` times 900." +msgstr "" +"现在使用 `DeployFire` 的载具在明确设置了的情况下会严格遵照 `DeployFireWeapon` 开火,否则将像原有的行为(如果 " +"`Primary` 可以开火则使用之,否则使用 `Secondary`)并且尊重武器的 `FireOnce` " +"设置以及开火期间发出的任何停止命令。如果 `FireOnce` 设置为 true 那么单位在等于武器的 `ROF` 和 `[Unload] -> " +"Rate` * 900 的时间内不会接受新的的部署命令。" #: ../../Fixed-or-Improved-Logics.md:51 -msgid "Infantry with `DeployFireWeapon=-1` can now fire both weapons (decided by its target), regardless of deployed or not." +msgid "" +"Infantry with `DeployFireWeapon=-1` can now fire both weapons (decided by" +" its target), regardless of deployed or not." msgstr "现在允许拥有 `DeployFireWeapon=-1` 的步兵在部署后使用所有武器(取决于目标),无论是否处于部署状态。" #: ../../Fixed-or-Improved-Logics.md:53 -msgid "![image](_static/images/remember-target-after-deploying-01.gif) *Nod arty keeping target on attack order in [C&C: Reloaded](https://www.moddb.com/mods/cncreloaded/)*" -msgstr "![image](_static/images/remember-target-after-deploying-01.gif) *在 [C&C: Reloaded](https://www.moddb.com/mods/cncreloaded/) 中 Nod 吊炮保持了攻击指令的目标*" +msgid "" +"![image](_static/images/remember-target-after-deploying-01.gif) *Nod arty" +" keeping target on attack order in [C&C: " +"Reloaded](https://www.moddb.com/mods/cncreloaded/)*" +msgstr "" +"![image](_static/images/remember-target-after-deploying-01.gif) *在 [C&C: " +"Reloaded](https://www.moddb.com/mods/cncreloaded/) 中 Nod 吊炮保持了攻击指令的目标*" #: ../../Fixed-or-Improved-Logics.md:56 -msgid "Vehicle to building deployers now keep their target when deploying with `DeployToFire`." +msgid "" +"Vehicle to building deployers now keep their target when deploying with " +"`DeployToFire`." msgstr "现在载具通过 `DeployToFire` 部署成的建筑会保留它们的目标。" #: ../../Fixed-or-Improved-Logics.md:57 -msgid "Effects like lasers are no longer drawn from wrong firing offset on weapons that use Burst." +msgid "" +"Effects like lasers are no longer drawn from wrong firing offset on " +"weapons that use Burst." msgstr "现在使用 `Burst` 的武器不会再在绘制激光等效果时使用错误的偏移位置。" #: ../../Fixed-or-Improved-Logics.md:58 @@ -220,2353 +320,3913 @@ msgid "Animations can now be offset on the X axis with `XDrawOffset`." msgstr "现在可以使用 `XDrawOffset` 在 X 轴上调整动画。" #: ../../Fixed-or-Improved-Logics.md:59 -msgid "`IsSimpleDeployer` units now only play `DeploySound` and `UndeploySound` once, when done with (un)deploying instead of repeating it over duration of turning and/or `DeployingAnim`." -msgstr "现在 `IsSimpleDeployer` 的单位只会在(反)部署时播放一次 `DeploySound` 和 `UndeploySound` 而不再是转向和/或播放 `DeployingAnim` 期间持续播放。" +msgid "" +"`IsSimpleDeployer` units now only play `DeploySound` and `UndeploySound` " +"once, when done with (un)deploying instead of repeating it over duration " +"of turning and/or `DeployingAnim`." +msgstr "" +"现在 `IsSimpleDeployer` 的单位只会在(反)部署时播放一次 `DeploySound` 和 `UndeploySound` " +"而不再是转向和/或播放 `DeployingAnim` 期间持续播放。" #: ../../Fixed-or-Improved-Logics.md:60 msgid "AITrigger can now recognize Building Upgrades as legal condition." msgstr "现在 AI 触发可以识别建筑的加载物为合法的条件。" #: ../../Fixed-or-Improved-Logics.md:61 -msgid "`EWGates` and `NSGates` now will link walls like `xxGateOne` and `xxGateTwo` do." +msgid "" +"`EWGates` and `NSGates` now will link walls like `xxGateOne` and " +"`xxGateTwo` do." msgstr "现在 `EWGates` 和 `NSGates` 可以像 `xxGateOne` 和 `xxGateTwo` 那样正常与墙体连接。" #: ../../Fixed-or-Improved-Logics.md:65 -msgid "Aircraft & jumpjet units are now affected by speed modifiers such as `SpeedAircraft/Infantry/UnitsMult` on `Countries`, `VeteranSpeed` and Crates / AttachEffect *(Ares feature)*." -msgstr "现在战机与 Jumpjet 单位正常受国家设置中的 `SpeedAircraft/Infantry/UnitsMult`、`VeteranSpeed` 和箱子 / AttachEffect 中速度加成效果影响。" +msgid "" +"Aircraft & jumpjet units are now affected by speed modifiers such as " +"`SpeedAircraft/Infantry/UnitsMult` on `Countries`, `VeteranSpeed` and " +"Crates / AttachEffect *(Ares feature)*." +msgstr "" +"现在战机与 Jumpjet 单位正常受国家设置中的 " +"`SpeedAircraft/Infantry/UnitsMult`、`VeteranSpeed` 和箱子 / AttachEffect " +"中速度加成效果影响。" #: ../../Fixed-or-Improved-Logics.md:66 -msgid "Both voxel and SHP vehicle units should now correctly respect custom palette set through `Palette`." +msgid "" +"Both voxel and SHP vehicle units should now correctly respect custom " +"palette set through `Palette`." msgstr "现在 Voxel 与 Shape 载具单位都可以正确使用 `Palette` 设置的自定义色盘。" #: ../../Fixed-or-Improved-Logics.md:67 -msgid "Setting `RadarInvisible` to true on TerrainTypes now hides them from minimap display." +msgid "" +"Setting `RadarInvisible` to true on TerrainTypes now hides them from " +"minimap display." msgstr "现在设置了 `RadarInvisible` 的地形对象将不再会显示于小地图中。" #: ../../Fixed-or-Improved-Logics.md:68 -msgid "Mind control indicator animations will now correctly restore on mind controlled objects when uncloaked." +msgid "" +"Mind control indicator animations will now correctly restore on mind " +"controlled objects when uncloaked." msgstr "现在心灵控制指示动画将在被心灵控制的单位解除隐形后正确恢复。" #: ../../Fixed-or-Improved-Logics.md:69 -msgid "Animations from Warhead `AnimList` & `SplashList` etc. as well as animations created through map trigger `41 Play Anim At` now have the appropriate house set as owner of the animation by default." -msgstr "现在弹头 `AnimList` 与 `SplashList` 等语句以及地图触发 `41 播放动画在...` 创建的动画都将默认将适当的所属方设置为动画的所有者。" +msgid "" +"Animations from Warhead `AnimList` & `SplashList` etc. as well as " +"animations created through map trigger `41 Play Anim At` now have the " +"appropriate house set as owner of the animation by default." +msgstr "" +"现在弹头 `AnimList` 与 `SplashList` 等语句以及地图触发 `41 播放动画在...` " +"创建的动画都将默认将适当的所属方设置为动画的所有者。" #: ../../Fixed-or-Improved-Logics.md:70 -msgid "Nuke carrier & payload weapons now respect `Bright` setting on the weapons always when appropriate (previously only payload did and only if Superweapon had `Nuke.SiloLaunch=false` *(Ares feature)*)." -msgstr "现在核弹载体(原版上升)与载荷(原版下落)武器在适当的情况下始终(此前只有超级武器设置了 `Nuke.SiloLaunch=false`(*Ares 功能*) 的情况下载荷武器会)尊重武器上的 `Bright` 设定" +msgid "" +"Nuke carrier & payload weapons now respect `Bright` setting on the " +"weapons always when appropriate (previously only payload did and only if " +"Superweapon had `Nuke.SiloLaunch=false` *(Ares feature)*)." +msgstr "" +"现在核弹载体(原版上升)与载荷(原版下落)武器在适当的情况下始终(此前只有超级武器设置了 " +"`Nuke.SiloLaunch=false`(*Ares 功能*) 的情况下载荷武器会)尊重武器上的 `Bright` 设定" #: ../../Fixed-or-Improved-Logics.md:71 -msgid "Self-healing pips from `InfantryGainSelfHeal` & `UnitsGainSelfHeal` now respect unit's `PixelSelectionBracketDelta` like health bar pips do." -msgstr "现在,来自 `InfantryGainSelfHeal` 与 `UnitsGainSelfHeal` 的自愈 pip 图像将会像血条那样尊重单位的 `PixelSelectionBracketDelta` 。" +msgid "" +"Self-healing pips from `InfantryGainSelfHeal` & `UnitsGainSelfHeal` now " +"respect unit's `PixelSelectionBracketDelta` like health bar pips do." +msgstr "" +"现在,来自 `InfantryGainSelfHeal` 与 `UnitsGainSelfHeal` 的自愈 pip 图像将会像血条那样尊重单位的" +" `PixelSelectionBracketDelta` 。" #: ../../Fixed-or-Improved-Logics.md:72 -msgid "Fixed the bug where the health bar of a unit being attacked by temporal weapons would not disappear after mouse hover, causing it to remain visible even when the mouse moved away." +msgid "" +"Fixed the bug where the health bar of a unit being attacked by temporal " +"weapons would not disappear after mouse hover, causing it to remain " +"visible even when the mouse moved away." 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。" #: ../../Fixed-or-Improved-Logics.md:73 -msgid "Buildings using `SelfHealing` will now correctly revert to undamaged graphics if their health is restored back by self-healing." +msgid "" +"Buildings using `SelfHealing` will now correctly revert to undamaged " +"graphics if their health is restored back by self-healing." msgstr "现在使用 `SelfHealing` 的建筑如果通过自愈恢复了生命值将正确的恢复到未受损状态的图像。" #: ../../Fixed-or-Improved-Logics.md:74 -msgid "Allow use of `Foundation=0x0` on TerrainTypes without crashing for similar results as for buildings." +msgid "" +"Allow use of `Foundation=0x0` on TerrainTypes without crashing for " +"similar results as for buildings." msgstr "允许在地形对象上使用 `Foundation=0x0` 而不会导致崩溃且其效果类似于建筑。" #: ../../Fixed-or-Improved-Logics.md:75 -msgid "Projectiles now remember the house of the firer even if the firer is destroyed before the projectile detonates. Does not currently apply to some Ares-introduced Warhead effects like EMP." +msgid "" +"Projectiles now remember the house of the firer even if the firer is " +"destroyed before the projectile detonates. Does not currently apply to " +"some Ares-introduced Warhead effects like EMP." 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。目前暂不适用于例如 EMP 等某些 Ares 引入的弹头效果。" #: ../../Fixed-or-Improved-Logics.md:76 -msgid "`OpenTopped` transports now take `OpenTransportWeapon` setting of passengers into consideration when determining weapon range used for threat scanning and approaching targets." +msgid "" +"`OpenTopped` transports now take `OpenTransportWeapon` setting of " +"passengers into consideration when determining weapon range used for " +"threat scanning and approaching targets." msgstr "`OpenTopped` 的运输工具现在确定用于威胁扫描和接近目标的武器范围时会考虑乘客的 `OpenTransportWeapon` 设置。" #: ../../Fixed-or-Improved-Logics.md:77 -msgid "Trailer animations now inherit the owner of the object (animation, projectile or aircraft) they are attached to." +msgid "" +"Trailer animations now inherit the owner of the object (animation, " +"projectile or aircraft) they are attached to." msgstr "现在尾烟动画会继承它们所附着对象(动画,抛射体或战机)的所属方。" #: ../../Fixed-or-Improved-Logics.md:78 -msgid "Buildings now correctly use laser parameters set for Secondary weapons instead of reading them from Primary weapon." +msgid "" +"Buildings now correctly use laser parameters set for Secondary weapons " +"instead of reading them from Primary weapon." 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。" #: ../../Fixed-or-Improved-Logics.md:79 -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 damage) to not be recorded as killed correctly and thus not spring map trigger events etc." +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 " +"damage) to not be recorded as killed correctly and thus not spring map " +"trigger events etc." msgstr "修复了只有所属方但没有开火者技术类型造成的伤害击杀(例如来自动画弹头伤害)未能正确记录为被击杀而无法触发地图事件等问题。" -#: ../../Fixed-or-Improved-Logics.md:81 -msgid "![Waving trees](_static/images/tree-shake.gif) *Animated trees used in [Ion Shock](https://www.moddb.com/mods/tiberian-war-ionshock)*" -msgstr "![Waving trees](_static/images/tree-shake.gif) *[Ion Shock](https://www.moddb.com/mods/tiberian-war-ionshock) 中会动的树*" - -#: ../../Fixed-or-Improved-Logics.md:81 -msgid "Waving trees" -msgstr "会动的树" - -#: ../../Fixed-or-Improved-Logics.md:84 -msgid "Fixed transports recursively put into each other not having a correct killer set after second transport when being killed by something." +#: ../../Fixed-or-Improved-Logics.md:80 +msgid "" +"Fixed transports recursively put into each other not having a correct " +"killer set after second transport when being killed by something." 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。" -#: ../../Fixed-or-Improved-Logics.md:86 -msgid "![image](_static/images/translucency-fix.png) *Example gradient SHP drawing with 75% translucency, before and after*" +#: ../../Fixed-or-Improved-Logics.md:82 +msgid "" +"![image](_static/images/translucency-fix.png) *Example gradient SHP " +"drawing with 75% translucency, before and after*" msgstr "![image](_static/images/translucency-fix.png) *75% 透明度的 Shape 绘制示例,前后对比*" -#: ../../Fixed-or-Improved-Logics.md:89 -msgid "Translucent RLE SHPs will now be drawn using a more precise and performant algorithm that has no green tint and banding. Can be disabled with `rulesmd.ini -> [General] -> FixTransparencyBlitters=no`." -msgstr "现在半透明的 RLE SHP 将使用更精确且性能更高的算法进行绘制,不会出现绿色色调和条纹。可以通过 `rulesmd.ini -> [General] -> FixTransparencyBlitters=no` 来禁用。" +#: ../../Fixed-or-Improved-Logics.md:85 +msgid "" +"Translucent RLE SHPs will now be drawn using a more precise and " +"performant algorithm that has no green tint and banding. Can be disabled " +"with `rulesmd.ini -> [General] -> FixTransparencyBlitters=no`." +msgstr "" +"现在半透明的 RLE SHP 将使用更精确且性能更高的算法进行绘制,不会出现绿色色调和条纹。可以通过 `rulesmd.ini -> " +"[General] -> FixTransparencyBlitters=no` 来禁用。" -#: ../../Fixed-or-Improved-Logics.md:90 +#: ../../Fixed-or-Improved-Logics.md:86 msgid "Only applies to Z-aware drawing mode for now." msgstr "目前仅适用于 Z-aware 绘图模式。" -#: ../../Fixed-or-Improved-Logics.md:91 -msgid "Fixed projectiles with `Inviso=true` suffering from potential inaccuracy problems if combined with `Airburst=yes` or Warhead with `EMEffect=true`." -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。" +#: ../../Fixed-or-Improved-Logics.md:87 +msgid "" +"Fixed projectiles with `Inviso=true` suffering from potential inaccuracy " +"problems if combined with `Airburst=yes` or Warhead with `EMEffect=true`." +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。" -#: ../../Fixed-or-Improved-Logics.md:92 -msgid "Fixed the bug when `MakeInfantry` logic on BombClass resulted in `Neutral` side infantry." +#: ../../Fixed-or-Improved-Logics.md:88 +msgid "" +"Fixed the bug when `MakeInfantry` logic on BombClass resulted in " +"`Neutral` side infantry." 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。" -#: ../../Fixed-or-Improved-Logics.md:93 -msgid "Fixed railgun particles being drawn to wrong coordinate against buildings with non-default `TargetCoordOffset` or when force-firing on bridges." +#: ../../Fixed-or-Improved-Logics.md:89 +msgid "" +"Fixed railgun particles being drawn to wrong coordinate against buildings" +" with non-default `TargetCoordOffset` or when force-firing on bridges." 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。" -#: ../../Fixed-or-Improved-Logics.md:94 -msgid "Fixed building `TargetCoordOffset` not being taken into accord for several things like fire angle calculations and target lines." +#: ../../Fixed-or-Improved-Logics.md:90 +msgid "" +"Fixed building `TargetCoordOffset` not being taken into accord for " +"several things like fire angle calculations and target lines." 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。" -#: ../../Fixed-or-Improved-Logics.md:95 -msgid "In singleplayer missions, the player can now see cloaked objects owned by allied houses." +#: ../../Fixed-or-Improved-Logics.md:91 +msgid "" +"In singleplayer missions, the player can now see cloaked objects owned by" +" allied houses." msgstr "在单人任务中,玩家现在可以看到盟友所属方的隐形对象。" -#: ../../Fixed-or-Improved-Logics.md:96 -msgid "IvanBomb images now display and the bombs detonate at center of buildings instead of in top-leftmost cell of the building foundation." +#: ../../Fixed-or-Improved-Logics.md:92 +msgid "" +"IvanBomb images now display and the bombs detonate at center of buildings" +" instead of in top-leftmost cell of the building foundation." msgstr "现在伊文炸弹的图像显示和炸弹引爆位置都位于建筑中心而不再是建筑占地左上角的单元格。" -#: ../../Fixed-or-Improved-Logics.md:97 -msgid "Fixed BibShape drawing for a couple of frames during buildup for buildings with long buildup animations." +#: ../../Fixed-or-Improved-Logics.md:93 +msgid "" +"Fixed BibShape drawing for a couple of frames during buildup for " +"buildings with long buildup animations." msgstr "修复了具有较长建造动画的建筑在建造过程中会绘制几帧 BibShape 的问题。" -#: ../../Fixed-or-Improved-Logics.md:98 +#: ../../Fixed-or-Improved-Logics.md:94 msgid "Animation with `Tiled=yes` now supports `CustomPalette`." msgstr "现在带有 `Tiled=yes` 的动画也支持 `CustomPalette` 了。" -#: ../../Fixed-or-Improved-Logics.md:99 -msgid "Attempted to avoid units from retaining previous orders (attack,grind,garrison,etc) after changing ownership (mind-control,abduction,etc)." +#: ../../Fixed-or-Improved-Logics.md:95 +msgid "" +"Attempted to avoid units from retaining previous orders " +"(attack,grind,garrison,etc) after changing ownership (mind-" +"control,abduction,etc)." msgstr "尝试避免单位在更改所属方(心灵控制、超时空监狱等)后保留之前的命令(攻击,回收,进驻等)。" -#: ../../Fixed-or-Improved-Logics.md:100 -msgid "Fixed buildings' `NaturalParticleSystem` being created for in-map pre-placed structures." +#: ../../Fixed-or-Improved-Logics.md:96 +msgid "" +"Fixed buildings' `NaturalParticleSystem` being created for in-map pre-" +"placed structures." msgstr "修复了地图中预先放置的结构也会创建建筑 `NaturalParticleSystem` 的问题。" -#: ../../Fixed-or-Improved-Logics.md:101 -msgid "Fixed jumpjet units being unable to visually tilt or be flipped if `TiltCrashJumpjet=no`." +#: ../../Fixed-or-Improved-Logics.md:97 +msgid "" +"Fixed jumpjet units being unable to visually tilt or be flipped if " +"`TiltCrashJumpjet=no`." msgstr "修复了 `TiltCrashJumpjet=no` 时 Jumpjet 单位无法视觉上倾斜或翻转的问题。" -#: ../../Fixed-or-Improved-Logics.md:102 +#: ../../Fixed-or-Improved-Logics.md:98 msgid "Unlimited (more than 5) `AlternateFLH` entries for units." msgstr "单位的 `AlternateFLH` 条目数量不再被限制(可以超过 5 个)。" -#: ../../Fixed-or-Improved-Logics.md:103 -msgid "Warheads spawning debris now use `MaxDebris` as an actual cap for number of debris to spawn instead of `MaxDebris` - 1." +#: ../../Fixed-or-Improved-Logics.md:99 +msgid "" +"Warheads spawning debris now use `MaxDebris` as an actual cap for number " +"of debris to spawn instead of `MaxDebris` - 1." msgstr "现在生成碎片的弹头使用 `MaxDebris` 作为实际的碎片数量上限而不再是 `MaxDebris` - 1。" +#: ../../Fixed-or-Improved-Logics.md:100 +msgid "" +"If both `Primary` and `Secondary` weapons can fire at air targets " +"(projectile has `AA=true`), `Primary` can now be picked instead of always" +" forcing `Secondary`. Also applies to `IsGattling=true`, with odd-" +"numbered and even-numbered `WeaponX` slots instead of `Primary` and " +"`Secondary`, respectively." +msgstr "" +"如果 `Primary` 和 `Secondary` 都可以攻击空中目标(抛射体具有 `AA=true`),现在可以选用 `Primary` " +"而不再总是强制使用 `Secondary`。这也适用于 `IsGattling=true`,奇数与偶数的 `WeaponX` 分别对应 " +"`Primary` 与 `Secondary`。" + +#: ../../Fixed-or-Improved-Logics.md:101 +msgid "" +"`IsGattling=true` can now fall back to secondary weapon slot (even-" +"numbered `WeaponX` slots) if primary one (odd-numbered) cannot fire at " +"current target (armor type, `CanTarget(Houses)`, shield etc)." +msgstr "" +"现在 `IsGattling=true` 在主要武器(奇数 `WeaponX` 序列)无法对当前目标开火(受制于 " +"Armor、`CanTarget(Houses)`、护盾等)时可以更换到次要武器(偶数 `WeaponX` 序列)。" + +#: ../../Fixed-or-Improved-Logics.md:102 +msgid "" +"Fixed `LandTargeting=1` not preventing from targeting TerrainTypes (trees" +" etc.) on land." +msgstr "修复了 `LandTargeting=1` 未能阻止瞄准陆地上的地形对象(树木等)的问题。" + +#: ../../Fixed-or-Improved-Logics.md:103 +msgid "" +"Fixed `NavalTargeting=6` not preventing from targeting empty water cells " +"or TerrainTypes (trees etc.) on water." +msgstr "修复了 `NavalTargeting=6` 未能阻止瞄准水上空置单元格或水上地形对象(树木等)的问题。" + #: ../../Fixed-or-Improved-Logics.md:104 -msgid "If both `Primary` and `Secondary` weapons can fire at air targets (projectile has `AA=true`), `Primary` can now be picked instead of always forcing `Secondary`. Also applies to `IsGattling=true`, with odd-numbered and even-numbered `WeaponX` slots instead of `Primary` and `Secondary`, respectively." -msgstr "如果 `Primary` 和 `Secondary` 都可以攻击空中目标(抛射体具有 `AA=true`),现在可以选用 `Primary` 而不再总是强制使用 `Secondary`。这也适用于 `IsGattling=true`,奇数与偶数的 `WeaponX` 分别对应 `Primary` 与 `Secondary`。" +msgid "" +"Fixed `NavalTargeting=7` and/or `LandTargeting=2` resulting in still " +"targeting TerrainTypes (trees etc.) on land with `Primary` weapon." +msgstr "" +"修复了 `NavalTargeting=7` 和/或 `LandTargeting=2` 导致在陆地上仍然使用 `Primary` " +"武器来瞄准地形对象(树木等)的问题。" #: ../../Fixed-or-Improved-Logics.md:105 -msgid "`IsGattling=true` can now fall back to secondary weapon slot (even-numbered `WeaponX` slots) if primary one (odd-numbered) cannot fire at current target (armor type, `CanTarget(Houses)`, shield etc)." -msgstr "现在 `IsGattling=true` 在主要武器(奇数 `WeaponX` 序列)无法对当前目标开火(受制于 Armor、`CanTarget(Houses)`、护盾等)时可以更换到次要武器(偶数 `WeaponX` 序列)。" +msgid "" +"Fixed infantry without `C4=true` being killed in water if paradropped, " +"chronoshifted etc. even if they can normally enter water." +msgstr "修复了没有 `C4=true` 的步兵即便可以正常进入水中但当被空投、超时空传送等情况下在水中会死亡的问题。" #: ../../Fixed-or-Improved-Logics.md:106 -msgid "Fixed `LandTargeting=1` not preventing from targeting TerrainTypes (trees etc.) on land." -msgstr "修复了 `LandTargeting=1` 未能阻止瞄准陆地上的地形对象(树木等)的问题。" +msgid "" +"Allowed MCV to redeploy in campaigns using a new toggle different from " +"`[MultiplayerDialogSettings] -> MCVRedeploys`." +msgstr "允许在战役中使用一个与 `[MultiplayerDialogSettings] -> MCVRedeploys` 不同的新开关设置重部署 MCV。" #: ../../Fixed-or-Improved-Logics.md:107 -msgid "Fixed `NavalTargeting=6` not preventing from targeting empty water cells or TerrainTypes (trees etc.) on water." -msgstr "修复了 `NavalTargeting=6` 未能阻止瞄准水上空置单元格或水上地形对象(树木等)的问题。" +msgid "" +"Fixed buildings with `UndeploysInto` but `Unsellable=no` & " +"`ConstructionYard=no` unable to be sold normally. Restored " +"`EVA_StructureSold` for buildings with `UndeploysInto` when being selled." +msgstr "" +"修复了拥有 `UndeploysInto` 但 `Unsellable=no` 且 `ConstructionYard=no` " +"的建筑无法正常出售的问题。恢复了 `EVA_StructureSold` 用于具有 `UndeploysInto` 的建筑被出售。" #: ../../Fixed-or-Improved-Logics.md:108 -msgid "Fixed `NavalTargeting=7` and/or `LandTargeting=2` resulting in still targeting TerrainTypes (trees etc.) on land with `Primary` weapon." -msgstr "修复了 `NavalTargeting=7` 和/或 `LandTargeting=2` 导致在陆地上仍然使用 `Primary` 武器来瞄准地形对象(树木等)的问题。" +msgid "" +"Fixed `WaterBound=true` buildings with `UndeploysInto` not correctly " +"setting the location for the vehicle to move into when undeployed." +msgstr "修复了 `WaterBound=true` 且拥有 `UndeployInto` 的建筑在反部署时无法正常设置载具移动位置的问题。" #: ../../Fixed-or-Improved-Logics.md:109 -msgid "Fixed infantry without `C4=true` being killed in water if paradropped, chronoshifted etc. even if they can normally enter water." -msgstr "修复了没有 `C4=true` 的步兵即便可以正常进入水中但当被空投、超时空传送等情况下在水中会死亡的问题。" +msgid "" +"Buildings with `CanC4=false` used to take 1 point of damage if hit by " +"damage below 1 (calculated after `Verses` are applied but before " +"veterancy, crate and AttachEffect modifiers). This no longer applies to " +"negative damage under any conditions and can be disabled for zero damage " +"by setting `CanC4.AllowZeroDamage` to true." +msgstr "" +"具有 `CanC4=false` 的建筑以前在受到低于 1 的伤害时会强制受到 1 点伤害(在 `Verses` 之后但于升级效果、箱子加成与 " +"AttachEffect 之前计算)。这不再适用于任何情况下的负值伤害并且可以通过将 `CanC4.AllowZeroDamage` 设为 " +"true 来禁用 0 伤害。" #: ../../Fixed-or-Improved-Logics.md:110 -msgid "Allowed MCV to redeploy in campaigns using a new toggle different from `[MultiplayerDialogSettings] -> MCVRedeploys`." -msgstr "允许在战役中使用一个与 `[MultiplayerDialogSettings] -> MCVRedeploys` 不同的新开关设置重部署 MCV。" +msgid "" +"Buildings with primary weapon that has `AG=false` projectile now have " +"attack cursor when selected." +msgstr "现在主武器具有 `AG=false` 抛射体的建筑在被选中时会正常拥有攻击光标" #: ../../Fixed-or-Improved-Logics.md:111 -msgid "Fixed buildings with `UndeploysInto` but `Unsellable=no` & `ConstructionYard=no` unable to be sold normally. Restored `EVA_StructureSold` for buildings with `UndeploysInto` when being selled." -msgstr "修复了拥有 `UndeploysInto` 但 `Unsellable=no` 且 `ConstructionYard=no` 的建筑无法正常出售的问题。恢复了 `EVA_StructureSold` 用于具有 `UndeploysInto` 的建筑被出售。" +msgid "" +"Weapons with `AA=true` projectiles can now be set to fire exclusively at " +"air targets by setting `AAOnly=true`, regardless of other conditions. " +"This is useful because `AG=false` only prevents targeting ground cells " +"(and cannot be changed without breaking existing behaviour) and for cases" +" where `LandTargeting` cannot be used." +msgstr "" +"现在拥有 `AA=true ` 抛射体的武器可以通过设置 `AAOnly=true` 来使其仅可对空中目标进行攻击。这很有用:毕竟 " +"`AG=false` 只能防止瞄准地面单元格(并且无法在不破坏现有行为的情况下更改)而且它适用于无法使用 `LandTargeting` 的情况。" #: ../../Fixed-or-Improved-Logics.md:112 -msgid "Fixed `WaterBound=true` buildings with `UndeploysInto` not correctly setting the location for the vehicle to move into when undeployed." -msgstr "修复了 `WaterBound=true` 且拥有 `UndeployInto` 的建筑在反部署时无法正常设置载具移动位置的问题。" +msgid "" +"Transports with `OpenTopped=true` and weapon that has `Burst` above 1 and" +" passengers firing out no longer have the passenger firing offset shift " +"lateral position based on burst index." +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。" #: ../../Fixed-or-Improved-Logics.md:113 -msgid "Buildings with `CanC4=false` used to take 1 point of damage if hit by damage below 1 (calculated after `Verses` are applied but before veterancy, crate and AttachEffect modifiers). This no longer applies to negative damage under any conditions and can be disabled for zero damage by setting `CanC4.AllowZeroDamage` to true." -msgstr "具有 `CanC4=false` 的建筑以前在受到低于 1 的伤害时会强制受到 1 点伤害(在 `Verses` 之后但于升级效果、箱子加成与 AttachEffect 之前计算)。这不再适用于任何情况下的负值伤害并且可以通过将 `CanC4.AllowZeroDamage` 设为 true 来禁用 0 伤害。" +msgid "" +"Fixed disguised infantry not using custom palette for drawing the " +"disguise when needed." +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。" #: ../../Fixed-or-Improved-Logics.md:114 -msgid "Buildings with primary weapon that has `AG=false` projectile now have attack cursor when selected." -msgstr "现在主武器具有 `AG=false` 抛射体的建筑在被选中时会正常拥有攻击光标" +msgid "" +"Disguised infantry now show appropriate insignia when disguise is " +"visible, based on the disguise type and house. Original unit's insignia " +"is always shown to observers and if disguise blinking is enabled for the " +"current player by `[General] -> DisguiseBlinkingVisibility`." +msgstr "" +"现在当伪装闪烁时伪装的步兵将会根据伪装的类型和所属方显示对应的军衔。原始单位的军衔始终显示给观察者和 `[General] -> " +"DisguiseBlinkingVisibility` 设置所支持可见伪装闪烁的当前玩家。" #: ../../Fixed-or-Improved-Logics.md:115 -msgid "Weapons with `AA=true` projectiles can now be set to fire exclusively at air targets by setting `AAOnly=true`, regardless of other conditions. This is useful because `AG=false` only prevents targeting ground cells (and cannot be changed without breaking existing behaviour) and for cases where `LandTargeting` cannot be used." -msgstr "现在拥有 `AA=true ` 抛射体的武器可以通过设置 `AAOnly=true` 来使其仅可对空中目标进行攻击。这很有用:毕竟 `AG=false` 只能防止瞄准地面单元格(并且无法在不破坏现有行为的情况下更改)而且它适用于无法使用 `LandTargeting` 的情况。" +msgid "" +"Buildings with superweapons no longer display `SuperAnimThree` at " +"beginning of match if pre-placed on the map." +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`。" #: ../../Fixed-or-Improved-Logics.md:116 -msgid "Transports with `OpenTopped=true` and weapon that has `Burst` above 1 and passengers firing out no longer have the passenger firing offset shift lateral position based on burst index." -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。" +msgid "`SpySat=yes` can now be applied using building upgrades." +msgstr "现在 `SpySat=yes` 可以通过建筑加载物获得。" #: ../../Fixed-or-Improved-Logics.md:117 -msgid "Fixed disguised infantry not using custom palette for drawing the disguise when needed." -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。" +msgid "" +"AI players can now build `Naval=true` and `Naval=false` vehicles " +"concurrently like human players do." +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。" #: ../../Fixed-or-Improved-Logics.md:118 -msgid "Disguised infantry now show appropriate insignia when disguise is visible, based on the disguise type and house. Original unit's insignia is always shown to observers and if disguise blinking is enabled for the current player by `[General] -> DisguiseBlinkingVisibility`." -msgstr "现在当伪装闪烁时伪装的步兵将会根据伪装的类型和所属方显示对应的军衔。原始单位的军衔始终显示给观察者和 `[General] -> DisguiseBlinkingVisibility` 设置所支持可见伪装闪烁的当前玩家。" +msgid "" +"Fixed the bug when jumpjets were snapping into facing bottom-right when " +"starting movement (observable when the starting unit is a jumpjet and is " +"ordered to move)." +msgstr "修复了 Jumpjet 单位在开始移动时(当初始部队是 Jumpjet 单位并命令去移动时可以观察到)会突然面向右下方向的 Bug。" #: ../../Fixed-or-Improved-Logics.md:119 -msgid "Buildings with superweapons no longer display `SuperAnimThree` at beginning of match if pre-placed on the map." -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`。" +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" +" any color scheme instead of only those from the first half of `[Colors]`" +" list." +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。" #: ../../Fixed-or-Improved-Logics.md:120 -msgid "`SpySat=yes` can now be applied using building upgrades." -msgstr "现在 `SpySat=yes` 可以通过建筑加载物获得。" +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. Color scheme from `[AudioVisual] -> AnimRemapDefaultColorScheme` " +"is used if anim has no owner, which defaults to first listed color scheme" +" from `[Colors]` still." +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。如果动画没有所属方那么将会使用 " +"`[AudioVisual] -> AnimRemapDefaultColorScheme` 指定的配色方案,它同样默认为 `[Colors]` " +"中被列出的第一个配色方案。" #: ../../Fixed-or-Improved-Logics.md:121 -msgid "AI players can now build `Naval=true` and `Naval=false` vehicles concurrently like human players do." -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。" +msgid "" +"They can also have map lighting apply on them if " +"`AltPalette.ApplyLighting` is set to true." +msgstr "如果将 `AltPalette.ApplyLighting` 设置为 true 那么地图光照同样可以对它们生效。" #: ../../Fixed-or-Improved-Logics.md:122 -msgid "Fixed the bug when jumpjets were snapping into facing bottom-right when starting movement (observable when the starting unit is a jumpjet and is ordered to move)." -msgstr "修复了 Jumpjet 单位在开始移动时(当初始部队是 Jumpjet 单位并命令去移动时可以观察到)会突然面向右下方向的 Bug。" +msgid "" +"Fixed `DeployToFire` not considering building placement rules for " +"`DeploysInto` buildings and as a result not working properly with " +"`WaterBound` buildings." +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。" #: ../../Fixed-or-Improved-Logics.md:123 -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 any color scheme instead of only those from the first half of `[Colors]` list." -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。" +msgid "" +"Fixed `DeployToFire` not recalculating firer's position on land if it " +"cannot currently deploy." +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。" #: ../../Fixed-or-Improved-Logics.md:124 -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. Color scheme from `[AudioVisual] -> AnimRemapDefaultColorScheme` is used if anim has no owner, which defaults to first listed color scheme from `[Colors]` still." -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。如果动画没有所属方那么将会使用 `[AudioVisual] -> AnimRemapDefaultColorScheme` 指定的配色方案,它同样默认为 `[Colors]` 中被列出的第一个配色方案。" +msgid "" +"`Arcing=true` projectile elevation inaccuracy can now be fixed by setting" +" `Arcing.AllowElevationInaccuracy=false`." +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。" #: ../../Fixed-or-Improved-Logics.md:125 -msgid "They can also have map lighting apply on them if `AltPalette.ApplyLighting` is set to true." -msgstr "如果将 `AltPalette.ApplyLighting` 设置为 true 那么地图光照同样可以对它们生效。" +msgid "" +"Wall overlays are now drawn with the custom palette defined in `Palette` " +"in `artmd.ini` if possible." +msgstr "现在如果可能的话墙类覆盖物将会使用 `artmd.ini` 中使用 `Palette` 指定的自定义色盘进行绘制。" #: ../../Fixed-or-Improved-Logics.md:126 -msgid "Fixed `DeployToFire` not considering building placement rules for `DeploysInto` buildings and as a result not working properly with `WaterBound` buildings." -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。" +msgid "" +"If `[CombatDamage] -> AllowWeaponSelectAgainstWalls` is set to true, " +"`Secondary` will now be used against walls if `Primary` weapon Warhead " +"has `Wall=false`, `Secondary` has `Wall=true` and the firer does not have" +" `NoSecondaryWeaponFallback` set to true." +msgstr "" +"现在如果 `[CombatDamage] -> AllowWeaponSelectAgainstWalls` 设置为 true,假设 " +"`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 那么在 `Secondary` 将在应对墙时被使用。" #: ../../Fixed-or-Improved-Logics.md:127 -msgid "Fixed `DeployToFire` not recalculating firer's position on land if it cannot currently deploy." -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。" +msgid "" +"Setting `ReloadInTransport` to true on units with `Ammo` will allow the " +"ammo to be reloaded according to `Reload` or `EmptyReload` timers even " +"while the unit is inside a transport." +msgstr "" +"在拥有 `Ammo` 的单位上设置 `ReloadInTransport` 为 true 将允许在运输工具内的单位也根据 `Reload` 或 " +"`EmptyReload` 计时器进行重新装填。" #: ../../Fixed-or-Improved-Logics.md:128 -msgid "`Arcing=true` projectile elevation inaccuracy can now be fixed by setting `Arcing.AllowElevationInaccuracy=false`." -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。" +msgid "" +"It is now possible to enable `Verses` and `PercentAtMax` to be applied on" +" negative damage by setting `ApplyModifiersOnNegativeDamage` to true on " +"the Warhead." +msgstr "" +"现在可以通过在弹头上将 `ApplyModifiersOnNegativeDamage` 设置为 true 来为负伤害启用 `Verses` 和 " +"`PercentAtMax`。" #: ../../Fixed-or-Improved-Logics.md:129 -msgid "Wall overlays are now drawn with the custom palette defined in `Palette` in `artmd.ini` if possible." -msgstr "现在如果可能的话墙类覆盖物将会使用 `artmd.ini` 中使用 `Palette` 指定的自定义色盘进行绘制。" - -#: ../../Fixed-or-Improved-Logics.md:130 -msgid "If `[CombatDamage] -> AllowWeaponSelectAgainstWalls` is set to true, `Secondary` will now be used against walls if `Primary` weapon Warhead has `Wall=false`, `Secondary` has `Wall=true` and the firer does not have `NoSecondaryWeaponFallback` set to true." -msgstr "现在如果 `[CombatDamage] -> AllowWeaponSelectAgainstWalls` 设置为 true,假设 `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 那么在 `Secondary` 将在应对墙时被使用。" - -#: ../../Fixed-or-Improved-Logics.md:131 -msgid "Setting `ReloadInTransport` to true on units with `Ammo` will allow the ammo to be reloaded according to `Reload` or `EmptyReload` timers even while the unit is inside a transport." -msgstr "在拥有 `Ammo` 的单位上设置 `ReloadInTransport` 为 true 将允许在运输工具内的单位也根据 `Reload` 或 `EmptyReload` 计时器进行重新装填。" - -#: ../../Fixed-or-Improved-Logics.md:132 -msgid "It is now possible to enable `Verses` and `PercentAtMax` to be applied on negative damage by setting `ApplyModifiersOnNegativeDamage` to true on the Warhead." -msgstr "现在可以通过在弹头上将 `ApplyModifiersOnNegativeDamage` 设置为 true 来为负伤害启用 `Verses` 和 `PercentAtMax`。" - -#: ../../Fixed-or-Improved-Logics.md:133 -msgid "Attached animations on flying units now have their layer updated immediately after the parent unit, if on same layer they always draw above the parent." +msgid "" +"Attached animations on flying units now have their layer updated " +"immediately after the parent unit, if on same layer they always draw " +"above the parent." msgstr "现在飞行单位上所附加的动画会紧随其父单位之后立即更新其图层,如果在同一图层上它们将始终绘制在父单位之上。" -#: ../../Fixed-or-Improved-Logics.md:134 -msgid "Fixed the issue where the powered anims of `Powered`/`PoweredSpecial` buildings cease to update when being captured by enemies." +#: ../../Fixed-or-Improved-Logics.md:130 +msgid "" +"Fixed the issue where the powered anims of `Powered`/`PoweredSpecial` " +"buildings cease to update when being captured by enemies." msgstr "修复了 `Powered`/`PoweredSpecial` 的建筑在被敌人占领时其受电力影响的动画不再更新的问题。" -#: ../../Fixed-or-Improved-Logics.md:135 +#: ../../Fixed-or-Improved-Logics.md:131 msgid "Fix a glitch related to incorrect target setting for missiles." msgstr "修复了有关于导弹目标设置不正确的问题。" -#: ../../Fixed-or-Improved-Logics.md:136 -msgid "Fix [EIP 00529A14](https://modenc.renegadeprojects.com/Internal_Error/YR#eip_00529A14) when attempting to read `[Header]` section of campaign maps." -msgstr "修复了在尝试读取战役地图的 `[Header]` 时的 [EIP 00529A14](https://modenc.renegadeprojects.com/Internal_Error/YR#eip_00529A14) 问题。" +#: ../../Fixed-or-Improved-Logics.md:132 +msgid "" +"Fix [EIP " +"00529A14](https://modenc.renegadeprojects.com/Internal_Error/YR#eip_00529A14)" +" when attempting to read `[Header]` section of campaign maps." +msgstr "" +"修复了在尝试读取战役地图的 `[Header]` 时的 [EIP " +"00529A14](https://modenc.renegadeprojects.com/Internal_Error/YR#eip_00529A14)" +" 问题。" -#: ../../Fixed-or-Improved-Logics.md:137 +#: ../../Fixed-or-Improved-Logics.md:133 msgid "Units will no longer rotate its turret under EMP." msgstr "单位在 EMP 状态下不再会旋转炮塔。" -#: ../../Fixed-or-Improved-Logics.md:138 +#: ../../Fixed-or-Improved-Logics.md:134 msgid "Jumpjets will no longer wobble under EMP." msgstr "Jumpjet 单位在 EMP 状态下不再会浮动。" -#: ../../Fixed-or-Improved-Logics.md:139 +#: ../../Fixed-or-Improved-Logics.md:135 msgid "Removed jumpjet units' deceleration when crashing onto buildings." msgstr "移除了 Jumpjet 单位坠毁到建筑上时的减速效果。" -#: ../../Fixed-or-Improved-Logics.md:140 -msgid "Fixed `AmbientDamage` when used with `IsRailgun=yes` being cut off by elevation changes." +#: ../../Fixed-or-Improved-Logics.md:136 +msgid "" +"Fixed `AmbientDamage` when used with `IsRailgun=yes` being cut off by " +"elevation changes." msgstr "修复了`AmbientDamage` 在与 `IsRailgun=yes` 共用时会被高度变化切断的问题。" -#: ../../Fixed-or-Improved-Logics.md:141 +#: ../../Fixed-or-Improved-Logics.md:137 msgid "Fixed railgun and fire particles being cut off by elevation changes." msgstr "修复了轨道炮和火焰粒子被高度变化切断的问题。" -#: ../../Fixed-or-Improved-Logics.md:142 -msgid "Fixed teleport units' (for example `[CLEG]`) frozen-still timer being cleared after load game." +#: ../../Fixed-or-Improved-Logics.md:138 +msgid "" +"Fixed teleport units' (for example `[CLEG]`) frozen-still timer being " +"cleared after load game." msgstr "修复了超时空单位(例如 `[CLEG]`)的僵直计时器在载入游戏后被清空的问题。" -#: ../../Fixed-or-Improved-Logics.md:143 +#: ../../Fixed-or-Improved-Logics.md:139 msgid "Fixed teleport units being unable to visually tilt on slopes." 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。" -#: ../../Fixed-or-Improved-Logics.md:144 +#: ../../Fixed-or-Improved-Logics.md:140 msgid "Fixed rockets' shadow location." msgstr "修复了火箭的影子位置问题。" -#: ../../Fixed-or-Improved-Logics.md:145 -msgid "Fixed units with Teleport, Tunnel or Fly locomotor being unable to be visually flipped like other locomotors do." +#: ../../Fixed-or-Improved-Logics.md:141 +msgid "" +"Fixed units with Teleport, Tunnel or Fly locomotor being unable to be " +"visually flipped like other locomotors do." msgstr "修复了使用 Teleport、Tunnel 或 Fly 运动模式的单位无法像其他运动模式那样视觉翻转的问题。" -#: ../../Fixed-or-Improved-Logics.md:146 -msgid "Aircraft docking on buildings now respect `[AudioVisual] -> PoseDir` as the default setting and do not always land facing north or in case of pre-placed buildings, the building's direction." +#: ../../Fixed-or-Improved-Logics.md:142 +msgid "" +"Aircraft docking on buildings now respect `[AudioVisual] -> PoseDir` as " +"the default setting and do not always land facing north or in case of " +"pre-placed buildings, the building's direction." 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,或者在预先放置建筑上面向建筑的方向。" -#: ../../Fixed-or-Improved-Logics.md:147 +#: ../../Fixed-or-Improved-Logics.md:143 msgid "Spawned aircraft now align with the spawner's facing when landing." msgstr "现在生成的子机在降落时会与其母舰的朝向对正。" -#: ../../Fixed-or-Improved-Logics.md:148 -msgid "Fixed the bug that waypointing unarmed infantries with agent/engineer/occupier to a spyable/capturable/occupiable building triggers `EnteredBy` event by executing capture mission." +#: ../../Fixed-or-Improved-Logics.md:144 +msgid "" +"Fixed the bug that waypointing unarmed infantries with " +"agent/engineer/occupier to a spyable/capturable/occupiable building " +"triggers `EnteredBy` event by executing capture mission." msgstr "修复了在路径点中为间谍/工程师/需要驻军的无武装步兵设置目标为可渗透/占领/驻军的建筑执行行为时会触发`被...进入`条件的 Bug。" -#: ../../Fixed-or-Improved-Logics.md:149 -msgid "`PowerUpN` building animations can now use `Powered` & `PoweredLight/Effect/Special` keys." -msgstr "`PowerUpN` 建筑动画现在可以使用 `Powered` 和 `PoweredLight/Effect/Special` 标签。" +#: ../../Fixed-or-Improved-Logics.md:145 +msgid "" +"`PowerUpN` building animations can now use `Powered` & " +"`PoweredLight/Effect/Special` keys." +msgstr "`PowerUpN` 建筑动画现在可以使用 `Powered` 和 `PoweredLight/Effect/Special` 标签。" -#: ../../Fixed-or-Improved-Logics.md:150 -msgid "Fixed a desync potentially caused by displaying of cursor over selected `DeploysInto` units." +#: ../../Fixed-or-Improved-Logics.md:146 +msgid "" +"Fixed a desync potentially caused by displaying of cursor over selected " +"`DeploysInto` units." 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。" -#: ../../Fixed-or-Improved-Logics.md:151 +#: ../../Fixed-or-Improved-Logics.md:147 msgid "Skipped drawing rally point line when undeploying a factory." msgstr "在一个工厂反部署时跳过了绘制集结线。" -#: ../../Fixed-or-Improved-Logics.md:152 -msgid "Tint effects are now correctly applied to SHP vehicles and all types of aircraft as well as building animations regardless of their position." +#: ../../Fixed-or-Improved-Logics.md:148 +msgid "" +"Tint effects are now correctly applied to SHP vehicles and all types of " +"aircraft as well as building animations regardless of their position." 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。" -#: ../../Fixed-or-Improved-Logics.md:153 -msgid "Iron Curtained / Force Shielded objects now always use the correct tint color." +#: ../../Fixed-or-Improved-Logics.md:149 +msgid "" +"Iron Curtained / Force Shielded objects now always use the correct tint " +"color." 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。" -#: ../../Fixed-or-Improved-Logics.md:154 -msgid "Objects in invalid map coordinates are no longer used for starting view and AI base center calculations." +#: ../../Fixed-or-Improved-Logics.md:150 +msgid "" +"Objects in invalid map coordinates are no longer used for starting view " +"and AI base center calculations." 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。" -#: ../../Fixed-or-Improved-Logics.md:155 -msgid "Units & buildings with `DecloakToFire=false` weapons now cloak while targeting & reloading." +#: ../../Fixed-or-Improved-Logics.md:151 +msgid "" +"Units & buildings with `DecloakToFire=false` weapons now cloak while " +"targeting & reloading." 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。" -#: ../../Fixed-or-Improved-Logics.md:156 +#: ../../Fixed-or-Improved-Logics.md:152 msgid "Units with `Sensors=true` will no longer reveal ally buildings." msgstr "拥有 `Sensors=true` 的单位将不再解除友军建筑的隐形。" -#: ../../Fixed-or-Improved-Logics.md:157 -msgid "Air units are now reliably included by target scan with large range and Warhead detonation by large `CellSpread`." +#: ../../Fixed-or-Improved-Logics.md:153 +msgid "" +"Air units are now reliably included by target scan with large range and " +"Warhead detonation by large `CellSpread`." 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。" -#: ../../Fixed-or-Improved-Logics.md:158 -msgid "OverlayTypes now read and use `ZAdjust` if specified in their `artmd.ini` entry." +#: ../../Fixed-or-Improved-Logics.md:154 +msgid "" +"OverlayTypes now read and use `ZAdjust` if specified in their `artmd.ini`" +" entry." msgstr "现在如果被指定那么覆盖物可以正常读取并使用它们在 `artmd.ini` 条目中的 `ZAdjust`。" -#: ../../Fixed-or-Improved-Logics.md:159 -msgid "Setting `[AudioVisual] -> ColorAddUse8BitRGB` to true makes game treat values from `[ColorAdd]` as 8-bit RGB (0-255) instead of RGB565 (0-31 for red & blue, 0-63 for green). This works for `LaserTargetColor`, `IronCurtainColor`, `BerserkColor` and `ForceShieldColor`." -msgstr "设置 `[AudioVisual] -> ColorAddUse8BitRGB` 为 true 时游戏会将 `[ColorAdd]` 中的值视为 8 位 RGB(0-255)而不是 RGB565(红色和蓝色为 0-31,绿色为 0-63)。这适用于 `LaserTargetColor`、`IronCurtainColor`、`BerserkColor` 和 `ForceShieldColor`。(已知 KratosPP v0.1.15会抵消该逻辑)" +#: ../../Fixed-or-Improved-Logics.md:155 +msgid "" +"Setting `[AudioVisual] -> ColorAddUse8BitRGB` to true makes game treat " +"values from `[ColorAdd]` as 8-bit RGB (0-255) instead of RGB565 (0-31 for" +" red & blue, 0-63 for green). This works for `LaserTargetColor`, " +"`IronCurtainColor`, `BerserkColor` and `ForceShieldColor`." +msgstr "" +"设置 `[AudioVisual] -> ColorAddUse8BitRGB` 为 true 时游戏会将 `[ColorAdd]` 中的值视为 " +"8 位 RGB(0-255)而不是 RGB565(红色和蓝色为 0-31,绿色为 0-63)。这适用于 " +"`LaserTargetColor`、`IronCurtainColor`、`BerserkColor` 和 " +"`ForceShieldColor`。(已知 KratosPP v0.1.15会抵消该逻辑)" -#: ../../Fixed-or-Improved-Logics.md:160 -msgid "Weapons with `AA=true` Projectile can now correctly fire at air units when both firer and target are over a bridge." +#: ../../Fixed-or-Improved-Logics.md:156 +msgid "" +"Weapons with `AA=true` Projectile can now correctly fire at air units " +"when both firer and target are over a bridge." 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。" -#: ../../Fixed-or-Improved-Logics.md:161 -msgid "Fixed disguised units not using the correct palette if target has custom palette." +#: ../../Fixed-or-Improved-Logics.md:157 +msgid "" +"Fixed disguised units not using the correct palette if target has custom " +"palette." 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。" -#: ../../Fixed-or-Improved-Logics.md:162 -msgid "Building upgrades now consistently use building's `PowerUpN` animation settings corresponding to the upgrade's `PowersUpToLevel` where possible." +#: ../../Fixed-or-Improved-Logics.md:158 +msgid "" +"Building upgrades now consistently use building's `PowerUpN` animation " +"settings corresponding to the upgrade's `PowersUpToLevel` where possible." msgstr "现在建筑加载物尽可能一致地使用与加载的 `PowersUpToLevel` 相对应的建筑 `PowerUpN` 动画设置。" -#: ../../Fixed-or-Improved-Logics.md:163 -msgid "Subterranean units are no longer allowed to perform deploy functions like firing weapons or `IsSimpleDeployer` while burrowed or burrowing, they will instead emerge first like they do for transport unloading." -msgstr "现在钻地单位在钻地或正在钻地时不再允许执行例如发射武器或 `IsSimpleDeployer` 那样的部署功能,现在它们会先像运输工具释放乘客那样先钻出地面。" +#: ../../Fixed-or-Improved-Logics.md:159 +msgid "" +"Subterranean units are no longer allowed to perform deploy functions like" +" firing weapons or `IsSimpleDeployer` while burrowed or burrowing, they " +"will instead emerge first like they do for transport unloading." +msgstr "" +"现在钻地单位在钻地或正在钻地时不再允许执行例如发射武器或 `IsSimpleDeployer` " +"那样的部署功能,现在它们会先像运输工具释放乘客那样先钻出地面。" -#: ../../Fixed-or-Improved-Logics.md:164 -msgid "The otherwise unused setting `[AI] -> PowerSurplus` (defaults to 50) which determines how much surplus power AI players will strive to have can be restored by setting `[AI] -> EnablePowerSurplus` to true." -msgstr "可以通过将 `[AI] -> EnablePowerSurplus` 设置为 true 来复原 `[AI] -> PowerSurplus`(默认为 50)以决定 AI 玩家将尽力保持的富余电力值。" +#: ../../Fixed-or-Improved-Logics.md:160 +msgid "" +"The otherwise unused setting `[AI] -> PowerSurplus` (defaults to 50) " +"which determines how much surplus power AI players will strive to have " +"can be restored by setting `[AI] -> EnablePowerSurplus` to true." +msgstr "" +"可以通过将 `[AI] -> EnablePowerSurplus` 设置为 true 来复原 `[AI] -> " +"PowerSurplus`(默认为 50)以决定 AI 玩家将尽力保持的富余电力值。" -#: ../../Fixed-or-Improved-Logics.md:165 -msgid "Planning paths are now shown for all units under player control or when `[GlobalControls] -> DebugPlanningPaths=yes` in singleplayer game modes." -msgstr "现在当 `[GlobalControls] -> DebugPlanningPaths=yes` 时在单人游戏模式中所有受玩家操作的单位都会显示路径点规划的路径。" +#: ../../Fixed-or-Improved-Logics.md:161 +msgid "" +"Planning paths are now shown for all units under player control or when " +"`[GlobalControls] -> DebugPlanningPaths=yes` in singleplayer game modes." +msgstr "" +"现在当 `[GlobalControls] -> DebugPlanningPaths=yes` " +"时在单人游戏模式中所有受玩家操作的单位都会显示路径点规划的路径。" -#: ../../Fixed-or-Improved-Logics.md:166 -msgid "Fixed `Temporal=true` Warheads potentially crashing game if used to attack `Slaved=true` infantry." +#: ../../Fixed-or-Improved-Logics.md:162 +msgid "" +"Fixed `Temporal=true` Warheads potentially crashing game if used to " +"attack `Slaved=true` infantry." msgstr "修复了 `Temporal=true` 弹头在攻击 `Slaved=true` 步兵时可能崩溃的问题。" -#: ../../Fixed-or-Improved-Logics.md:167 -msgid "Fixed some locomotors (Tunnel, Walk, Mech) getting stuck when moving too fast." +#: ../../Fixed-or-Improved-Logics.md:163 +msgid "" +"Fixed some locomotors (Tunnel, Walk, Mech) getting stuck when moving too " +"fast." msgstr "修复了一些运动模式(Tunnel、Walk、Mech)在移动过快时卡住的问题。" -#: ../../Fixed-or-Improved-Logics.md:168 -msgid "Animations with `MakeInfantry` and `UseNormalLight=false` that are drawn in unit palette will now have cell lighting changes applied on them." +#: ../../Fixed-or-Improved-Logics.md:164 +msgid "" +"Animations with `MakeInfantry` and `UseNormalLight=false` that are drawn " +"in unit palette will now have cell lighting changes applied on them." msgstr "现在使用 `MakeInfantry` 和 `UseNormalLight=false` 并使用单位色盘绘制的动画将正常应用单元格的亮度变化。" -#: ../../Fixed-or-Improved-Logics.md:169 +#: ../../Fixed-or-Improved-Logics.md:165 msgid "Removed 0 damage effect on jumpjet infantries from `InfDeath=9` warhead." msgstr "移除了 `InfDeath=9` 的弹头对 Jumpjet 步兵只能造成 0 伤害的效果。" -#: ../../Fixed-or-Improved-Logics.md:170 +#: ../../Fixed-or-Improved-Logics.md:166 msgid "Fixed Nuke & Dominator Level lighting not applying to AircraftTypes." 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。" -#: ../../Fixed-or-Improved-Logics.md:171 -msgid "Projectiles created from `AirburstWeapon` now remember the WeaponType and can apply radiation etc." +#: ../../Fixed-or-Improved-Logics.md:167 +msgid "" +"Projectiles created from `AirburstWeapon` now remember the WeaponType and" +" can apply radiation etc." 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。" -#: ../../Fixed-or-Improved-Logics.md:172 -msgid "Fixed damaged aircraft not repairing on `UnitReload=true` docks unless they land on the dock first." +#: ../../Fixed-or-Improved-Logics.md:168 +msgid "" +"Fixed damaged aircraft not repairing on `UnitReload=true` docks unless " +"they land on the dock first." 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。" -#: ../../Fixed-or-Improved-Logics.md:173 -msgid "Certain global tileset indices (`ShorePieces`, `WaterSet`, `CliffSet`, `WaterCliffs`, `WaterBridge`, `BridgeSet` and `WoodBridgeSet`) can now be toggled to be parsed for lunar theater by setting `[General] -> ApplyLunarFixes` to true in `lunarmd.ini`. Do note that enabling this without fixing f.ex `WoodBridgeTileSet` pointing to a tileset with `TilesInSet=0` will cause issues in-game." -msgstr "现在可以通过在 `lunarmd.ini` 中将 `[General] -> ApplyLunarFixes` 设置为 true 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。注意如果不修复例如 `WoodBridgeTileSet` 指向 `TilesInSet=0` 的地块这样的隐患就启用本功能将在游戏中引发问题。" +#: ../../Fixed-or-Improved-Logics.md:169 +msgid "" +"Certain global tileset indices (`ShorePieces`, `WaterSet`, `CliffSet`, " +"`WaterCliffs`, `WaterBridge`, `BridgeSet` and `WoodBridgeSet`) can now be" +" toggled to be parsed for lunar theater by setting `[General] -> " +"ApplyLunarFixes` to true in `lunarmd.ini`. Do note that enabling this " +"without fixing f.ex `WoodBridgeTileSet` pointing to a tileset with " +"`TilesInSet=0` will cause issues in-game." +msgstr "" +"现在可以通过在 `lunarmd.ini` 中将 `[General] -> ApplyLunarFixes` 设置为 true " +"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。注意如果不修复例如 `WoodBridgeTileSet` 指向 " +"`TilesInSet=0` 的地块这样的隐患就启用本功能将在游戏中引发问题。" -#: ../../Fixed-or-Improved-Logics.md:174 -msgid "Fixed infantry `SecondaryFire` / `SecondaryProne` sequences being displayed in water instead of `WetAttack`." +#: ../../Fixed-or-Improved-Logics.md:170 +msgid "" +"Fixed infantry `SecondaryFire` / `SecondaryProne` sequences being " +"displayed in water instead of `WetAttack`." msgstr "修复了步兵在水中显示 `SecondaryFire` / `SecondaryProne` 序列而不是 `WetAttack` 的问题。" -#: ../../Fixed-or-Improved-Logics.md:175 -msgid "Fixed objects with ally target and `AttackFriendlies=true` having their target reset every frame, particularly AI-owned buildings." +#: ../../Fixed-or-Improved-Logics.md:171 +msgid "" +"Fixed objects with ally target and `AttackFriendlies=true` having their " +"target reset every frame, particularly AI-owned buildings." msgstr "修复了具有友军目标和 `AttackFriendlies=true` 的对象每帧重置目标的问题,尤其是 AI 拥有的建筑。" -#: ../../Fixed-or-Improved-Logics.md:176 -msgid "`` can now be used as owner for pre-placed objects on skirmish and multiplayer maps." +#: ../../Fixed-or-Improved-Logics.md:172 +msgid "" +"`` can now be used as owner for pre-placed objects on " +"skirmish and multiplayer maps." msgstr "现在 `` 可以直接用于遭遇战和多人地图上预先放置对象的所有者。" -#: ../../Fixed-or-Improved-Logics.md:177 -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 vehicles that could not be created or created vehicles having other vehicles as initial passengers." -msgstr "现在地图中预先放置的载具其跟随载具索引明确受限于地图文件中的 `[Units]` 列表并且不再因为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而混乱。" +#: ../../Fixed-or-Improved-Logics.md:173 +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" +" vehicles that could not be created or created vehicles having other " +"vehicles as initial passengers." +msgstr "" +"现在地图中预先放置的载具其跟随载具索引明确受限于地图文件中的 `[Units]` " +"列表并且不再因为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而混乱。" -#: ../../Fixed-or-Improved-Logics.md:178 -msgid "Drive/Jumpjet/Ship/Teleport locomotor did not power on when it is un-piggybacked bugfix" +#: ../../Fixed-or-Improved-Logics.md:174 +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。" -#: ../../Fixed-or-Improved-Logics.md:179 +#: ../../Fixed-or-Improved-Logics.md:175 msgid "Stop command (`[S]` by default) behavior is now more correct:" msgstr "停止命令(默认 `[S]`)的行为现在更加正确:" -#: ../../Fixed-or-Improved-Logics.md:180 +#: ../../Fixed-or-Improved-Logics.md:176 msgid "Jumpjets no longer fall into a state of standing by idly." msgstr "Jumpjet 单位不再进入空闲站立状态。" -#: ../../Fixed-or-Improved-Logics.md:181 +#: ../../Fixed-or-Improved-Logics.md:177 msgid "Technos are no longer unable to stop the attack move mission." msgstr "技术类型现在可以停止移动攻击任务。" -#: ../../Fixed-or-Improved-Logics.md:182 +#: ../../Fixed-or-Improved-Logics.md:178 msgid "Technos are no longer unable to stop the area guard mission." msgstr "技术类型现在可以停止区域警戒任务。" -#: ../../Fixed-or-Improved-Logics.md:183 +#: ../../Fixed-or-Improved-Logics.md:179 msgid "Aircraft no longer find airport twice and overlap." msgstr "战机不再两次寻找机场并重叠。" -#: ../../Fixed-or-Improved-Logics.md:184 +#: ../../Fixed-or-Improved-Logics.md:180 msgid "Aircraft no longer briefly pause in the air before returning." msgstr "战机在返回前不再在空中端在停留" -#: ../../Fixed-or-Improved-Logics.md:185 +#: ../../Fixed-or-Improved-Logics.md:181 msgid "Aircraft with `AirportBound=no` continue moving forward." msgstr "拥有 `AirportBound=no` 的战机继续向前移动" -#: ../../Fixed-or-Improved-Logics.md:186 -msgid "Now in air team members will use the 2D distance instead of the 3D distance to judge whether have reached the mission destination, so as to prevent the problem that the mission is stuck and cannot continue in some cases (such as when the jumpjet stops on the building)." -msgstr "现在空中小队的成员将使用 2D 距离而不是 3D 距离来判断是否达到任务目的地,以防止任务卡住且无法继续的问题(例如 Jumpjet 单位停在建筑上时)。" +#: ../../Fixed-or-Improved-Logics.md:182 +msgid "" +"Now in air team members will use the 2D distance instead of the 3D " +"distance to judge whether have reached the mission destination, so as to " +"prevent the problem that the mission is stuck and cannot continue in some" +" cases (such as when the jumpjet stops on the building)." +msgstr "" +"现在空中小队的成员将使用 2D 距离而不是 3D 距离来判断是否达到任务目的地,以防止任务卡住且无法继续的问题(例如 Jumpjet " +"单位停在建筑上时)。" -#: ../../Fixed-or-Improved-Logics.md:187 -msgid "Unit `Speed` setting now accepts floating-point values. Internally parsed values are clamped down to maximum of 100, multiplied by 256 and divided by 100, the result (which at this point is converted to an integer) then clamped down to maximum of 255 giving effective internal speed value range of 0 to 255, e.g leptons traveled per game frame." -msgstr "现在单位的 `Speed` 设置接受小数。内部解析的值被限制为最大 100,乘以 256 并除以 100,结果(此时转换为整数)被限制为最大 255,从而获得有效内部速度值范围 0 到 255,例如以 leptons 为单位每帧移动的距离。" +#: ../../Fixed-or-Improved-Logics.md:183 +msgid "" +"Unit `Speed` setting now accepts floating-point values. Internally parsed" +" values are clamped down to maximum of 100, multiplied by 256 and divided" +" by 100, the result (which at this point is converted to an integer) then" +" clamped down to maximum of 255 giving effective internal speed value " +"range of 0 to 255, e.g leptons traveled per game frame." +msgstr "" +"现在单位的 `Speed` 设置接受小数。内部解析的值被限制为最大 100,乘以 256 并除以 100,结果(此时转换为整数)被限制为最大 " +"255,从而获得有效内部速度值范围 0 到 255,例如以 leptons 为单位每帧移动的距离。" -#: ../../Fixed-or-Improved-Logics.md:188 -msgid "Subterranean movement now benefits from speed multipliers from all sources such as veterancy, AttachEffect etc." +#: ../../Fixed-or-Improved-Logics.md:184 +msgid "" +"Subterranean movement now benefits from speed multipliers from all " +"sources such as veterancy, AttachEffect etc." msgstr "现在钻地移动受益于所有来源的速度加成例如升级、AttachEffect 等。" -#: ../../Fixed-or-Improved-Logics.md:189 -msgid "Aircraft will now behave as expected according to it's `MovementZone` and `SpeedType` when moving onto different surfaces. In particular, this fixes erratic behavior when vanilla aircraft is ordered to move onto water surface and instead the movement order changes to a shore nearby." -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。" +#: ../../Fixed-or-Improved-Logics.md:185 +msgid "" +"Aircraft will now behave as expected according to it's `MovementZone` and" +" `SpeedType` when moving onto different surfaces. In particular, this " +"fixes erratic behavior when vanilla aircraft is ordered to move onto " +"water surface and instead the movement order changes to a shore nearby." +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。" -#: ../../Fixed-or-Improved-Logics.md:190 +#: ../../Fixed-or-Improved-Logics.md:186 msgid "Allowed `AuxBuilding` to count building upgrades." msgstr "允许 `AuxBuilding` 计入建筑加载物。" -#: ../../Fixed-or-Improved-Logics.md:191 -msgid "Fix the bug that parasite will vanish if it missed its target when its previous cell is occupied." +#: ../../Fixed-or-Improved-Logics.md:187 +msgid "" +"Fix the bug that parasite will vanish if it missed its target when its " +"previous cell is occupied." 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。" -#: ../../Fixed-or-Improved-Logics.md:192 -msgid "Prevent the units with locomotors that cause problems from entering the tank bunker." +#: ../../Fixed-or-Improved-Logics.md:188 +msgid "" +"Prevent the units with locomotors that cause problems from entering the " +"tank bunker." msgstr "防止拥有会导致问题的运动方式的单位进入坦克碉堡。" -#: ../../Fixed-or-Improved-Logics.md:193 +#: ../../Fixed-or-Improved-Logics.md:189 msgid "" "Fix 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." 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。" -#: ../../Fixed-or-Improved-Logics.md:194 +#: ../../Fixed-or-Improved-Logics.md:191 msgid "Fixes / interactions with other extensions" msgstr "修复或与其他扩展的交互" -#: ../../Fixed-or-Improved-Logics.md:196 -msgid "Weapons fired by EMPulse superweapons *(Ares feature)* now fully respect the firing building's FLH." +#: ../../Fixed-or-Improved-Logics.md:193 +msgid "" +"Weapons fired by EMPulse superweapons *(Ares feature)* now fully respect " +"the firing building's FLH." msgstr "现在由 EMPulse 超级武器(*Ares 功能*)发射的武器将完全遵照发射建筑的 FLH 设置。" -#: ../../Fixed-or-Improved-Logics.md:197 -msgid "Weapons fired by EMPulse superweapons *(Ares feature)* without `EMPulse.TargetSelf=true` can now create radiation." -msgstr "现在由 EMPulse 超级武器(*Ares 功能*)发射的武器在没有 `EMPulse.TargetSelf=true` 的情况下也可以正常产生辐射。" +#: ../../Fixed-or-Improved-Logics.md:194 +msgid "" +"Weapons fired by EMPulse superweapons *(Ares feature)* without " +"`EMPulse.TargetSelf=true` can now create radiation." +msgstr "" +"现在由 EMPulse 超级武器(*Ares 功能*)发射的武器在没有 `EMPulse.TargetSelf=true` " +"的情况下也可以正常产生辐射。" -#: ../../Fixed-or-Improved-Logics.md:198 -msgid "Weapons fired by EMPulse superweapons *(Ares feature)* now respect `Floater` and Phobos-added `Gravity` setting." +#: ../../Fixed-or-Improved-Logics.md:195 +msgid "" +"Weapons fired by EMPulse superweapons *(Ares feature)* now respect " +"`Floater` and Phobos-added `Gravity` setting." msgstr "现在由 EMPulse 超级武器(*Ares 功能*)发射的武器正常使用 `Floater` 与 Phobos 添加的 `Gravity` 功能。" -#: ../../Fixed-or-Improved-Logics.md:199 -msgid "`IsSimpleDeployer` units with Hover locomotor and `DeployToLand` no longer get stuck after deploying or play their move sound indefinitely." +#: ../../Fixed-or-Improved-Logics.md:196 +msgid "" +"`IsSimpleDeployer` units with Hover locomotor and `DeployToLand` no " +"longer get stuck after deploying or play their move sound indefinitely." msgstr "拥有 Hover 运动模式的 `IsSimpleDeployer` 且 `DeployToLand` 的单位在部署后不再卡住或无限播放移动音效。" -#: ../../Fixed-or-Improved-Logics.md:200 -msgid "All forms of type conversion (including Ares') now correctly update the warp-in delay if unit with teleport `Locomotor` was converted while the delay was active." +#: ../../Fixed-or-Improved-Logics.md:197 +msgid "" +"All forms of type conversion (including Ares') now correctly update the " +"warp-in delay if unit with teleport `Locomotor` was converted while the " +"delay was active." msgstr "现在所有单位转换形式(包括 Ares 的)在使用超时空 `Locomotor` 的单位处于僵直状态被转换时可以正确的更新传送延迟。" -#: ../../Fixed-or-Improved-Logics.md:201 -msgid "All forms of type conversion (including Ares') now correctly update `MoveSound` if a moving unit has their type changed." +#: ../../Fixed-or-Improved-Logics.md:198 +msgid "" +"All forms of type conversion (including Ares') now correctly update " +"`MoveSound` if a moving unit has their type changed." msgstr "现在所有单位转换形式(包括 Ares 的)在移动单位的类型被转换时可以正确更新 `MoveSound`。" -#: ../../Fixed-or-Improved-Logics.md:202 -msgid "All forms of type conversion (including Ares') now correctly update `OpenTopped` state of passengers in transport that is converted." +#: ../../Fixed-or-Improved-Logics.md:199 +msgid "" +"All forms of type conversion (including Ares') now correctly update " +"`OpenTopped` state of passengers in transport that is converted." msgstr "现在所有单位转换形式(包括 Ares 的)在运输工具被转换时可以正确更新乘客的 `OpenTopped` 状态。" -#: ../../Fixed-or-Improved-Logics.md:203 -msgid "Fixed an issue introduced by Ares that caused `Grinding=true` building `ActiveAnim` to be incorrectly restored while `SpecialAnim` was playing and the building was sold, erased or destroyed." -msgstr "修复了 Ares 引入的一个当 `SpecialAnim` 播放且建筑被出售、删除或摧毁时 `Grinding=true` 建筑的 `ActiveAnim` 会被错误地恢复的问题。" +#: ../../Fixed-or-Improved-Logics.md:200 +msgid "" +"Fixed an issue introduced by Ares that caused `Grinding=true` building " +"`ActiveAnim` to be incorrectly restored while `SpecialAnim` was playing " +"and the building was sold, erased or destroyed." +msgstr "" +"修复了 Ares 引入的一个当 `SpecialAnim` 播放且建筑被出售、删除或摧毁时 `Grinding=true` 建筑的 " +"`ActiveAnim` 会被错误地恢复的问题。" -#: ../../Fixed-or-Improved-Logics.md:204 -msgid "Fixed Ares' Abductor weapon leaves permanent placement stats when abducting moving vehicles." +#: ../../Fixed-or-Improved-Logics.md:201 +msgid "" +"Fixed Ares' Abductor weapon leaves permanent placement stats when " +"abducting moving vehicles." msgstr "修复了 Ares 的超时空监狱武器在绑架移动载具时会留下永久放置统计(空气墙)的问题。" -#: ../../Fixed-or-Improved-Logics.md:205 -msgid "Suppressed Ares' swizzle warning when parsing `Tags` and `TaskForces` (typically begin with `[Developer fatal]Pointer 00000000 declared change to both`)." -msgstr "在解析 `Tags` 和 `TaskForces` 时抑制 Ares 的 swizzle 警告(通常以 `[Developer fatal]Pointer 00000000 declared change to both` 开头)。" +#: ../../Fixed-or-Improved-Logics.md:202 +msgid "" +"Suppressed Ares' swizzle warning when parsing `Tags` and `TaskForces` " +"(typically begin with `[Developer fatal]Pointer 00000000 declared change " +"to both`)." +msgstr "" +"在解析 `Tags` 和 `TaskForces` 时抑制 Ares 的 swizzle 警告(通常以 `[Developer " +"fatal]Pointer 00000000 declared change to both` 开头)。" -#: ../../Fixed-or-Improved-Logics.md:206 -msgid "Fixed Academy *(Ares feature)* not working on the initial payloads *(Ares feature)* of vehicles built from a war factory." +#: ../../Fixed-or-Improved-Logics.md:203 +msgid "" +"Fixed Academy *(Ares feature)* not working on the initial payloads *(Ares" +" feature)* of vehicles built from a war factory." msgstr "修复了训练所(*Ares 功能*)在由战车工厂所生产载具的初始载员(*Ares 功能*)上不起作用的问题。" -#: ../../Fixed-or-Improved-Logics.md:207 -msgid "Fixed Ares' InitialPayload not being created for vehicles spawned by trigger actions." +#: ../../Fixed-or-Improved-Logics.md:204 +msgid "" +"Fixed Ares' InitialPayload not being created for vehicles spawned by " +"trigger actions." msgstr "修复了 Ares 的初始荷载未为触发行为生成的载具创建的问题。" -#: ../../Fixed-or-Improved-Logics.md:208 -msgid "Allowed Ares' `SW.AuxBuildings` and `SW.NegBuildings` to count building upgrades." +#: ../../Fixed-or-Improved-Logics.md:205 +msgid "" +"Allowed Ares' `SW.AuxBuildings` and `SW.NegBuildings` to count building " +"upgrades." msgstr "允许 Ares 的 `SW.AuxBuildings` 和 `SW.NegBuildings` 计入建筑加载物了。" -#: ../../Fixed-or-Improved-Logics.md:210 +#: ../../Fixed-or-Improved-Logics.md:207 msgid "Aircraft" msgstr "战机类型" -#: ../../Fixed-or-Improved-Logics.md:212 +#: ../../Fixed-or-Improved-Logics.md:209 msgid "Carryall pickup voice" msgstr "吊运拾取音效" -#: ../../Fixed-or-Improved-Logics.md:214 -msgid "It is now possible to override `VoiceMove` for `Carryall=true` aircraft for when commanding it to pick up vehicles by setting `VoicePickup`." +#: ../../Fixed-or-Improved-Logics.md:211 +msgid "" +"It is now possible to override `VoiceMove` for `Carryall=true` aircraft " +"for when commanding it to pick up vehicles by setting `VoicePickup`." msgstr "现在可以通过设置 `VoicePickup` 来覆盖 `Carryall=true` 战机在命令其拾取载具时的 `VoiceMove` 音效。" -#: ../../Fixed-or-Improved-Logics.md:216 -#: ../../Fixed-or-Improved-Logics.md:227 -#: ../../Fixed-or-Improved-Logics.md:239 -#: ../../Fixed-or-Improved-Logics.md:253 -#: ../../Fixed-or-Improved-Logics.md:372 -#: ../../Fixed-or-Improved-Logics.md:382 -#: ../../Fixed-or-Improved-Logics.md:393 -#: ../../Fixed-or-Improved-Logics.md:415 -#: ../../Fixed-or-Improved-Logics.md:431 -#: ../../Fixed-or-Improved-Logics.md:453 -#: ../../Fixed-or-Improved-Logics.md:470 -#: ../../Fixed-or-Improved-Logics.md:480 -#: ../../Fixed-or-Improved-Logics.md:495 -#: ../../Fixed-or-Improved-Logics.md:508 -#: ../../Fixed-or-Improved-Logics.md:520 -#: ../../Fixed-or-Improved-Logics.md:532 -#: ../../Fixed-or-Improved-Logics.md:558 -#: ../../Fixed-or-Improved-Logics.md:583 -#: ../../Fixed-or-Improved-Logics.md:595 -#: ../../Fixed-or-Improved-Logics.md:605 -#: ../../Fixed-or-Improved-Logics.md:623 -#: ../../Fixed-or-Improved-Logics.md:650 -#: ../../Fixed-or-Improved-Logics.md:661 -#: ../../Fixed-or-Improved-Logics.md:688 -#: ../../Fixed-or-Improved-Logics.md:733 -#: ../../Fixed-or-Improved-Logics.md:749 -#: ../../Fixed-or-Improved-Logics.md:766 -#: ../../Fixed-or-Improved-Logics.md:779 -#: ../../Fixed-or-Improved-Logics.md:796 -#: ../../Fixed-or-Improved-Logics.md:807 -#: ../../Fixed-or-Improved-Logics.md:820 -#: ../../Fixed-or-Improved-Logics.md:832 -#: ../../Fixed-or-Improved-Logics.md:850 -#: ../../Fixed-or-Improved-Logics.md:869 -#: ../../Fixed-or-Improved-Logics.md:880 -#: ../../Fixed-or-Improved-Logics.md:896 -#: ../../Fixed-or-Improved-Logics.md:923 -#: ../../Fixed-or-Improved-Logics.md:953 -#: ../../Fixed-or-Improved-Logics.md:967 -#: ../../Fixed-or-Improved-Logics.md:987 -#: ../../Fixed-or-Improved-Logics.md:1001 -#: ../../Fixed-or-Improved-Logics.md:1044 -#: ../../Fixed-or-Improved-Logics.md:1062 -#: ../../Fixed-or-Improved-Logics.md:1100 -#: ../../Fixed-or-Improved-Logics.md:1115 -#: ../../Fixed-or-Improved-Logics.md:1145 -#: ../../Fixed-or-Improved-Logics.md:1160 -#: ../../Fixed-or-Improved-Logics.md:1079 -#: ../../Fixed-or-Improved-Logics.md:1172 -#: ../../Fixed-or-Improved-Logics.md:1185 -#: ../../Fixed-or-Improved-Logics.md:1199 -#: ../../Fixed-or-Improved-Logics.md:1217 -#: ../../Fixed-or-Improved-Logics.md:1231 -#: ../../Fixed-or-Improved-Logics.md:1245 -#: ../../Fixed-or-Improved-Logics.md:1263 -#: ../../Fixed-or-Improved-Logics.md:1281 -#: ../../Fixed-or-Improved-Logics.md:1296 -#: ../../Fixed-or-Improved-Logics.md:1316 -#: ../../Fixed-or-Improved-Logics.md:1333 -#: ../../Fixed-or-Improved-Logics.md:1358 -#: ../../Fixed-or-Improved-Logics.md:1389 -#: ../../Fixed-or-Improved-Logics.md:1413 -#: ../../Fixed-or-Improved-Logics.md:1441 -#: ../../Fixed-or-Improved-Logics.md:1464 -#: ../../Fixed-or-Improved-Logics.md:1476 -#: ../../Fixed-or-Improved-Logics.md:1488 -#: ../../Fixed-or-Improved-Logics.md:1503 -#: ../../Fixed-or-Improved-Logics.md:1517 -#: ../../Fixed-or-Improved-Logics.md:1531 -#: ../../Fixed-or-Improved-Logics.md:1542 -#: ../../Fixed-or-Improved-Logics.md:1555 -#: ../../Fixed-or-Improved-Logics.md:1567 -#: ../../Fixed-or-Improved-Logics.md:1578 -#: ../../Fixed-or-Improved-Logics.md:1589 -#: ../../Fixed-or-Improved-Logics.md:1612 -#: ../../Fixed-or-Improved-Logics.md:1625 -#: ../../Fixed-or-Improved-Logics.md:1638 +#: ../../Fixed-or-Improved-Logics.md:213 ../../Fixed-or-Improved-Logics.md:224 +#: ../../Fixed-or-Improved-Logics.md:236 ../../Fixed-or-Improved-Logics.md:250 +#: ../../Fixed-or-Improved-Logics.md:369 ../../Fixed-or-Improved-Logics.md:379 +#: ../../Fixed-or-Improved-Logics.md:390 ../../Fixed-or-Improved-Logics.md:412 +#: ../../Fixed-or-Improved-Logics.md:428 ../../Fixed-or-Improved-Logics.md:450 +#: ../../Fixed-or-Improved-Logics.md:467 ../../Fixed-or-Improved-Logics.md:477 +#: ../../Fixed-or-Improved-Logics.md:492 ../../Fixed-or-Improved-Logics.md:505 +#: ../../Fixed-or-Improved-Logics.md:517 ../../Fixed-or-Improved-Logics.md:529 +#: ../../Fixed-or-Improved-Logics.md:555 ../../Fixed-or-Improved-Logics.md:580 +#: ../../Fixed-or-Improved-Logics.md:592 ../../Fixed-or-Improved-Logics.md:602 +#: ../../Fixed-or-Improved-Logics.md:620 ../../Fixed-or-Improved-Logics.md:647 +#: ../../Fixed-or-Improved-Logics.md:658 ../../Fixed-or-Improved-Logics.md:685 +#: ../../Fixed-or-Improved-Logics.md:730 ../../Fixed-or-Improved-Logics.md:746 +#: ../../Fixed-or-Improved-Logics.md:763 ../../Fixed-or-Improved-Logics.md:776 +#: ../../Fixed-or-Improved-Logics.md:793 ../../Fixed-or-Improved-Logics.md:804 +#: ../../Fixed-or-Improved-Logics.md:817 ../../Fixed-or-Improved-Logics.md:829 +#: ../../Fixed-or-Improved-Logics.md:847 ../../Fixed-or-Improved-Logics.md:866 +#: ../../Fixed-or-Improved-Logics.md:877 ../../Fixed-or-Improved-Logics.md:892 +#: ../../Fixed-or-Improved-Logics.md:919 ../../Fixed-or-Improved-Logics.md:949 +#: ../../Fixed-or-Improved-Logics.md:963 ../../Fixed-or-Improved-Logics.md:983 +#: ../../Fixed-or-Improved-Logics.md:997 ../../Fixed-or-Improved-Logics.md:1040 +#: ../../Fixed-or-Improved-Logics.md:1058 +#: ../../Fixed-or-Improved-Logics.md:1075 +#: ../../Fixed-or-Improved-Logics.md:1099 +#: ../../Fixed-or-Improved-Logics.md:1114 +#: ../../Fixed-or-Improved-Logics.md:1144 +#: ../../Fixed-or-Improved-Logics.md:1159 +#: ../../Fixed-or-Improved-Logics.md:1171 +#: ../../Fixed-or-Improved-Logics.md:1184 +#: ../../Fixed-or-Improved-Logics.md:1198 +#: ../../Fixed-or-Improved-Logics.md:1216 +#: ../../Fixed-or-Improved-Logics.md:1230 +#: ../../Fixed-or-Improved-Logics.md:1246 +#: ../../Fixed-or-Improved-Logics.md:1264 +#: ../../Fixed-or-Improved-Logics.md:1279 +#: ../../Fixed-or-Improved-Logics.md:1298 +#: ../../Fixed-or-Improved-Logics.md:1315 +#: ../../Fixed-or-Improved-Logics.md:1332 +#: ../../Fixed-or-Improved-Logics.md:1346 +#: ../../Fixed-or-Improved-Logics.md:1374 +#: ../../Fixed-or-Improved-Logics.md:1405 +#: ../../Fixed-or-Improved-Logics.md:1429 +#: ../../Fixed-or-Improved-Logics.md:1457 +#: ../../Fixed-or-Improved-Logics.md:1480 +#: ../../Fixed-or-Improved-Logics.md:1492 +#: ../../Fixed-or-Improved-Logics.md:1504 +#: ../../Fixed-or-Improved-Logics.md:1519 +#: ../../Fixed-or-Improved-Logics.md:1533 +#: ../../Fixed-or-Improved-Logics.md:1547 +#: ../../Fixed-or-Improved-Logics.md:1558 +#: ../../Fixed-or-Improved-Logics.md:1571 +#: ../../Fixed-or-Improved-Logics.md:1583 +#: ../../Fixed-or-Improved-Logics.md:1594 +#: ../../Fixed-or-Improved-Logics.md:1605 +#: ../../Fixed-or-Improved-Logics.md:1618 +#: ../../Fixed-or-Improved-Logics.md:1628 +#: ../../Fixed-or-Improved-Logics.md:1641 #: ../../Fixed-or-Improved-Logics.md:1654 -#: ../../Fixed-or-Improved-Logics.md:1669 +#: ../../Fixed-or-Improved-Logics.md:1670 #: ../../Fixed-or-Improved-Logics.md:1685 -#: ../../Fixed-or-Improved-Logics.md:1602 -#: ../../Fixed-or-Improved-Logics.md:1707 +#: ../../Fixed-or-Improved-Logics.md:1701 +#: ../../Fixed-or-Improved-Logics.md:1723 msgid "In `rulesmd.ini`:" msgstr "在 `rulesmd.ini`:" -#: ../../Fixed-or-Improved-Logics.md:222 +#: ../../Fixed-or-Improved-Logics.md:219 msgid "Fixed spawn distance & spawn height for airstrike / SpyPlane aircraft" msgstr "空袭战机和侦察机的生成距离和生成高度" -#: ../../Fixed-or-Improved-Logics.md:224 -msgid "It is now possible to have aircraft spawned from `(Elite)AirstrikeTeamType` or `Type=SpyPlane` superweapons to be created at fixed distance from their intended target/destination instead of from edge of the map by setting `SpawnDistanceFromTarget`." -msgstr "现在可以通过设置 `SpawnDistanceFromTarget` 来让由 `(Elite)AirstrikeTeamType` 或 `Type=SpyPlane` 超级武器生成的战机在与目标/目的地固定距离处生成而不再是地图边界。" +#: ../../Fixed-or-Improved-Logics.md:221 +msgid "" +"It is now possible to have aircraft spawned from " +"`(Elite)AirstrikeTeamType` or `Type=SpyPlane` superweapons to be created " +"at fixed distance from their intended target/destination instead of from " +"edge of the map by setting `SpawnDistanceFromTarget`." +msgstr "" +"现在可以通过设置 `SpawnDistanceFromTarget` 来让由 `(Elite)AirstrikeTeamType` 或 " +"`Type=SpyPlane` 超级武器生成的战机在与目标/目的地固定距离处生成而不再是地图边界。" -#: ../../Fixed-or-Improved-Logics.md:225 -msgid "`SpawnHeight` can also be used to override the initial height of the aircraft, which defaults to `FlightLevel`, or if not set then `[General] -> FlightLevel`." -msgstr "也可以通过 `SpawnHeight` 来覆盖战机的初始高度,默认为 `FlightLevel`,如果没有设置则使用 `[General] -> FlightLevel`。" +#: ../../Fixed-or-Improved-Logics.md:222 +msgid "" +"`SpawnHeight` can also be used to override the initial height of the " +"aircraft, which defaults to `FlightLevel`, or if not set then `[General] " +"-> FlightLevel`." +msgstr "" +"也可以通过 `SpawnHeight` 来覆盖战机的初始高度,默认为 `FlightLevel`,如果没有设置则使用 `[General] -> " +"FlightLevel`。" -#: ../../Fixed-or-Improved-Logics.md:234 +#: ../../Fixed-or-Improved-Logics.md:231 msgid "Landing direction" msgstr "降落方向" -#: ../../Fixed-or-Improved-Logics.md:236 -msgid "By default aircraft land facing the direction specified by `[AudioVisual] -> PoseDir`. This can now be customized per AircraftType via `LandingDir`, defaults to `[AudioVisual] -> PoseDir`. If the building the aircraft is docking to has [aircraft docking direction](#aircraft-docking-direction) set, that setting takes priority over this." -msgstr "默认情况下战机降落时朝向 `[AudioVisual] -> PoseDir` 指定的方向。现在可以通过每个战机类型上的 `LandingDir` 进行自定义,默认为 `[AudioVisual] -> PoseDir`。如果战机停靠的建筑设置了[战机停靠方向](#aircraft-docking-direction),则该设置优先于此设置。" +#: ../../Fixed-or-Improved-Logics.md:233 +msgid "" +"By default aircraft land facing the direction specified by `[AudioVisual]" +" -> PoseDir`. This can now be customized per AircraftType via " +"`LandingDir`, defaults to `[AudioVisual] -> PoseDir`. If the building the" +" aircraft is docking to has [aircraft docking direction](#aircraft-" +"docking-direction) set, that setting takes priority over this." +msgstr "" +"默认情况下战机降落时朝向 `[AudioVisual] -> PoseDir` 指定的方向。现在可以通过每个战机类型上的 `LandingDir`" +" 进行自定义,默认为 `[AudioVisual] -> PoseDir`。如果战机停靠的建筑设置了[战机停靠方向](#aircraft-" +"docking-direction),则该设置优先于此设置。" -#: ../../Fixed-or-Improved-Logics.md:237 -msgid "Negative values are allowed as a special case for `AirportBound=false` aircraft which makes them land facing their current direction." +#: ../../Fixed-or-Improved-Logics.md:234 +msgid "" +"Negative values are allowed as a special case for `AirportBound=false` " +"aircraft which makes them land facing their current direction." msgstr "对于 `AirportBound=false` 的战机允许使用负值以使其降落时面向当前方向。" -#: ../../Fixed-or-Improved-Logics.md:245 +#: ../../Fixed-or-Improved-Logics.md:242 msgid "Extended Aircraft Missions" msgstr "拓展的战机任务" -#: ../../Fixed-or-Improved-Logics.md:247 +#: ../../Fixed-or-Improved-Logics.md:244 msgid "Aircraft will now be able to use waypoints." msgstr "战机现在将能够使用路径点。" -#: ../../Fixed-or-Improved-Logics.md:248 -msgid "When a `guard` command (`[G]` by default) is issued, the aircraft will search for targets around the current location and return immediately when target is not found, target is destroyed or ammos are depleted." +#: ../../Fixed-or-Improved-Logics.md:245 +msgid "" +"When a `guard` command (`[G]` by default) is issued, the aircraft will " +"search for targets around the current location and return immediately " +"when target is not found, target is destroyed or ammos are depleted." msgstr "当发出 `guard` 命令(默认 `[G]`)时战机将在当前位置周围搜素目标并在未找到目标、目标被摧毁或弹药耗尽时立即返回。" -#: ../../Fixed-or-Improved-Logics.md:249 -msgid "If the target is destroyed but ammos are not depleted yet, it will also return because the aircraft's command is one-time." +#: ../../Fixed-or-Improved-Logics.md:246 +msgid "" +"If the target is destroyed but ammos are not depleted yet, it will also " +"return because the aircraft's command is one-time." msgstr "如果目标被摧毁但弹药尚未耗尽,它同样会直接返回,因为战机的命令是一次性的。" -#: ../../Fixed-or-Improved-Logics.md:250 -msgid "When an `attack move` command (`[Ctrl]+[Shift]`) is issued, the aircraft will move towards the destination and search for nearby targets on the route for attack. Once ammo is depleted or the destination is reached, it will return." -msgstr "当发出 `attack move` 命令(`[Ctrl]+[Shift]`)时战机将向目的地移动并在路线上搜索附近的目标进行攻击。一旦弹药耗尽或抵达目的地,它将返回。" +#: ../../Fixed-or-Improved-Logics.md:247 +msgid "" +"When an `attack move` command (`[Ctrl]+[Shift]`) is issued, the aircraft " +"will move towards the destination and search for nearby targets on the " +"route for attack. Once ammo is depleted or the destination is reached, it" +" will return." +msgstr "" +"当发出 `attack move` " +"命令(`[Ctrl]+[Shift]`)时战机将向目的地移动并在路线上搜索附近的目标进行攻击。一旦弹药耗尽或抵达目的地,它将返回。" -#: ../../Fixed-or-Improved-Logics.md:251 -msgid "If the automatically selected target is destroyed but ammo is not depleted yet during the process, the aircraft will continue flying to the destination." +#: ../../Fixed-or-Improved-Logics.md:248 +msgid "" +"If the automatically selected target is destroyed but ammo is not " +"depleted yet during the process, the aircraft will continue flying to the" +" destination." msgstr "如果在过程中自动选择的目标被摧毁但弹药尚未耗尽,战机将继续飞往目的地。" -#: ../../Fixed-or-Improved-Logics.md:259 +#: ../../Fixed-or-Improved-Logics.md:256 msgid "Animations" msgstr "动画类型" -#: ../../Fixed-or-Improved-Logics.md:261 +#: ../../Fixed-or-Improved-Logics.md:258 msgid "Animation weapon and damage settings" msgstr "动画武器和伤害设置" +#: ../../Fixed-or-Improved-Logics.md:260 +msgid "" +"`Weapon` can be set to a WeaponType, to create a projectile and " +"immediately detonate it instead of simply dealing `Damage` by `Warhead`. " +"This allows weapon effects to be applied." +msgstr "" +"现在 `Weapon` 可以设置为完整的 WeaponType,以创建一个抛射体并立即引爆,而不是简单地通过 `Warhead` 造成 " +"`Damage`。这允许武器效果正常使用。" + +#: ../../Fixed-or-Improved-Logics.md:261 +msgid "" +"`Damage.Delay` determines delay between two applications of `Damage`. " +"Requires `Damage` to be set to 1.0 or above. Value of 0 disables the " +"delay. Keep in mind that this is measured in animation frames, not game " +"frames. Depending on `Rate`, animation may or may not advance animation " +"frames on every game frame." +msgstr "" +"`Damage.Delay` 确定两次应用 `Damage` 之间的间隔。需要将 `Damage` 设置为 1.0 或更高。值为 0 " +"将禁用间隔。请注意这是以动画帧为单位而不是游戏帧。动画会根据 `Rate` 可能在每个游戏帧上推进动画帧也可能不进行推进。" + +#: ../../Fixed-or-Improved-Logics.md:262 +msgid "" +"`Damage.DealtByInvoker`, if set to true, makes any `Damage` dealt to be " +"considered as coming from the animation's invoker (f.ex, firer of the " +"weapon if it is Warhead `AnimList/SplashList` animation, the destroyed " +"vehicle if it is `DestroyAnim` animation or the object the animation is " +"attached to). If invoker has died or does not exist, the house the " +"invoker belonged to is still used to deal damage and apply Phobos-" +"introduced Warhead effects. Does not affect which house the `Damage` " +"dealt by `Warhead` is dealt by." +msgstr "" +"如果设置 `Damage.DealtByInvoker` 为 true,则任何造成的 `Damage` 都被视为来自动画的调用者(例如弹头的 " +"`AnimList/SplashList` 动画则为武器发射者;如果是 `DestroyAnim` " +"动画则为被摧毁的载具;或者动画所附着的对象)。即便调用者已经死亡或不存在也会继续使用调用者的所属方来造成伤害并应用 Phobos " +"引入的弹头效果。不影响由 `Warhead` 造成 `Damage` 的所属方。" + #: ../../Fixed-or-Improved-Logics.md:263 -msgid "`Weapon` can be set to a WeaponType, to create a projectile and immediately detonate it instead of simply dealing `Damage` by `Warhead`. This allows weapon effects to be applied." -msgstr "现在 `Weapon` 可以设置为完整的 WeaponType,以创建一个抛射体并立即引爆,而不是简单地通过 `Warhead` 造成 `Damage`。这允许武器效果正常使用。" - -#: ../../Fixed-or-Improved-Logics.md:264 -msgid "`Damage.Delay` determines delay between two applications of `Damage`. Requires `Damage` to be set to 1.0 or above. Value of 0 disables the delay. Keep in mind that this is measured in animation frames, not game frames. Depending on `Rate`, animation may or may not advance animation frames on every game frame." -msgstr "`Damage.Delay` 确定两次应用 `Damage` 之间的间隔。需要将 `Damage` 设置为 1.0 或更高。值为 0 将禁用间隔。请注意这是以动画帧为单位而不是游戏帧。动画会根据 `Rate` 可能在每个游戏帧上推进动画帧也可能不进行推进。" - -#: ../../Fixed-or-Improved-Logics.md:265 -msgid "`Damage.DealtByInvoker`, if set to true, makes any `Damage` dealt to be considered as coming from the animation's invoker (f.ex, firer of the weapon if it is Warhead `AnimList/SplashList` animation, the destroyed vehicle if it is `DestroyAnim` animation or the object the animation is attached to). If invoker has died or does not exist, the house the invoker belonged to is still used to deal damage and apply Phobos-introduced Warhead effects. Does not affect which house the `Damage` dealt by `Warhead` is dealt by." -msgstr "如果设置 `Damage.DealtByInvoker` 为 true,则任何造成的 `Damage` 都被视为来自动画的调用者(例如弹头的 `AnimList/SplashList` 动画则为武器发射者;如果是 `DestroyAnim` 动画则为被摧毁的载具;或者动画所附着的对象)。即便调用者已经死亡或不存在也会继续使用调用者的所属方来造成伤害并应用 Phobos 引入的弹头效果。不影响由 `Warhead` 造成 `Damage` 的所属方。" - -#: ../../Fixed-or-Improved-Logics.md:266 -msgid "`Damage.ApplyOncePerLoop`, if set to true, makes `Damage` be dealt only once per animation loop (on single loop animations, only once, period) instead of on every frame or intervals defined by `Damage.Delay`. The frame on which it is dealt is determined by `Damage.Delay`, defaulting to after the first animation frame." -msgstr "如果设置 `Damage.ApplyOncePerLoop` 为 true,则动画每次循环只造成一次 `Damage`(在单次循环的动画中只会造成一次)而不是在每帧或由 `Damage.Delay` 定义的间隔造成。造成伤害的帧由 `Damage.Delay` 决定,默认为在第一个动画帧之后。" - -#: ../../Fixed-or-Improved-Logics.md:268 -#: ../../Fixed-or-Improved-Logics.md:285 -#: ../../Fixed-or-Improved-Logics.md:300 -#: ../../Fixed-or-Improved-Logics.md:326 -#: ../../Fixed-or-Improved-Logics.md:350 -#: ../../Fixed-or-Improved-Logics.md:360 -#: ../../Fixed-or-Improved-Logics.md:404 -#: ../../Fixed-or-Improved-Logics.md:785 -#: ../../Fixed-or-Improved-Logics.md:1021 -#: ../../Fixed-or-Improved-Logics.md:1129 -#: ../../Fixed-or-Improved-Logics.md:1302 +msgid "" +"`Damage.ApplyOncePerLoop`, if set to true, makes `Damage` be dealt only " +"once per animation loop (on single loop animations, only once, period) " +"instead of on every frame or intervals defined by `Damage.Delay`. The " +"frame on which it is dealt is determined by `Damage.Delay`, defaulting to" +" after the first animation frame." +msgstr "" +"如果设置 `Damage.ApplyOncePerLoop` 为 true,则动画每次循环只造成一次 " +"`Damage`(在单次循环的动画中只会造成一次)而不是在每帧或由 `Damage.Delay` 定义的间隔造成。造成伤害的帧由 " +"`Damage.Delay` 决定,默认为在第一个动画帧之后。" + +#: ../../Fixed-or-Improved-Logics.md:265 ../../Fixed-or-Improved-Logics.md:282 +#: ../../Fixed-or-Improved-Logics.md:297 ../../Fixed-or-Improved-Logics.md:323 +#: ../../Fixed-or-Improved-Logics.md:347 ../../Fixed-or-Improved-Logics.md:357 +#: ../../Fixed-or-Improved-Logics.md:401 ../../Fixed-or-Improved-Logics.md:782 +#: ../../Fixed-or-Improved-Logics.md:1017 +#: ../../Fixed-or-Improved-Logics.md:1128 +#: ../../Fixed-or-Improved-Logics.md:1285 msgid "In `artmd.ini`:" msgstr "在 `artmd.ini`:" -#: ../../Fixed-or-Improved-Logics.md:278 -msgid "`Weapon` and `Damage.Delay`, beyond the other additions, should function similarly to the equivalent features introduced by Ares and take precedence over them if Phobos is used together with Ares." -msgstr "`Weapon` 和 `Damage.Delay`,除了其他新增功能外应与 Ares 引入的等效功能类似,并且在 Phobos 与 Ares 一起使用时优先于它们。" +#: ../../Fixed-or-Improved-Logics.md:275 +msgid "" +"`Weapon` and `Damage.Delay`, beyond the other additions, should function " +"similarly to the equivalent features introduced by Ares and take " +"precedence over them if Phobos is used together with Ares." +msgstr "" +"`Weapon` 和 `Damage.Delay`,除了其他新增功能外应与 Ares 引入的等效功能类似,并且在 Phobos 与 Ares " +"一起使用时优先于它们。" -#: ../../Fixed-or-Improved-Logics.md:281 +#: ../../Fixed-or-Improved-Logics.md:278 msgid "Attached animation position customization" msgstr "自定义附着动画位置" -#: ../../Fixed-or-Improved-Logics.md:283 -msgid "You can now customize whether or not animations attached to objects are centered at the object's actual center rather than the bottom of their top-leftmost cell (cell #0)." +#: ../../Fixed-or-Improved-Logics.md:280 +msgid "" +"You can now customize whether or not animations attached to objects are " +"centered at the object's actual center rather than the bottom of their " +"top-leftmost cell (cell #0)." msgstr "现在你可以自定义附着于对象的动画是否以对象的实际中心为基准而非以其最左上角的单元格(单元格 #0)的底部为基准、" -#: ../../Fixed-or-Improved-Logics.md:291 -#: ../../Fixed-or-Improved-Logics.md:1424 +#: ../../Fixed-or-Improved-Logics.md:288 ../../Fixed-or-Improved-Logics.md:1440 msgid "Customizable debris & meteor impact and warhead detonation behaviour" msgstr "自定义碎片 & 流星撞击和弹头引爆行为" -#: ../../Fixed-or-Improved-Logics.md:293 -msgid "`ExplodeOnWater` can be set to true to make the animation explode on impact with water. `ExpireAnim` will be played and `Warhead` is detonated or used to deal damage / generate light flash." -msgstr "`Warhead.Detonate` 设置为 true 可以使动画在与水面接触时爆炸。`ExpireAnim` 将被触发,`Warhead` 将被引爆或用于造成伤害/产生闪光。" +#: ../../Fixed-or-Improved-Logics.md:290 +msgid "" +"`ExplodeOnWater` can be set to true to make the animation explode on " +"impact with water. `ExpireAnim` will be played and `Warhead` is detonated" +" or used to deal damage / generate light flash." +msgstr "" +"`Warhead.Detonate` 设置为 true 可以使动画在与水面接触时爆炸。`ExpireAnim` 将被触发,`Warhead` " +"将被引爆或用于造成伤害/产生闪光。" -#: ../../Fixed-or-Improved-Logics.md:294 -msgid "`Warhead.Detonate`, if set to true, makes the `Warhead` fully detonate instead of simply being used to deal damage and generate light flash if it has `Bright=true`." -msgstr "如果将 `Warhead.Detonate` 设置为 true,则 `Warhead` 将完全引爆,而不仅仅是用于造成伤害和产生闪光(如果它拥有 `Bright=true`)。" +#: ../../Fixed-or-Improved-Logics.md:291 +msgid "" +"`Warhead.Detonate`, if set to true, makes the `Warhead` fully detonate " +"instead of simply being used to deal damage and generate light flash if " +"it has `Bright=true`." +msgstr "" +"如果将 `Warhead.Detonate` 设置为 true,则 `Warhead` 将完全引爆,而不仅仅是用于造成伤害和产生闪光(如果它拥有 " +"`Bright=true`)。" -#: ../../Fixed-or-Improved-Logics.md:295 -msgid "`WakeAnim` contains a wake animation to play if `ExplodeOnWater` is not set and the animation impacts with water. Defaults to `[General] -> Wake` if `IsMeteor` is not set to true, otherwise no animation." -msgstr "`WakeAnim` 包含一个在 `ExplodeOnWater` 没有设置且动画与水面接触时使用的水波动画。如果 `IsMeteor` 未设置为 true 则默认为 `[General] -> Wake`,否则无动画。" +#: ../../Fixed-or-Improved-Logics.md:292 +msgid "" +"`WakeAnim` contains a wake animation to play if `ExplodeOnWater` is not " +"set and the animation impacts with water. Defaults to `[General] -> Wake`" +" if `IsMeteor` is not set to true, otherwise no animation." +msgstr "" +"`WakeAnim` 包含一个在 `ExplodeOnWater` 没有设置且动画与水面接触时使用的水波动画。如果 `IsMeteor` 未设置为" +" true 则默认为 `[General] -> Wake`,否则无动画。" -#: ../../Fixed-or-Improved-Logics.md:296 -msgid "`SplashAnims` contains list of splash animations used if `ExplodeOnWater` is not set and the animation impacts with water. Defaults to `[CombatDamage] -> SplashList`." -msgstr "`SplashAnims` 包含一组在 `ExplodeOnWater` 没有设置且动画与水面接触时使用的水花动画。默认为 `[CombatDamage] -> SplashList`。" +#: ../../Fixed-or-Improved-Logics.md:293 +msgid "" +"`SplashAnims` contains list of splash animations used if `ExplodeOnWater`" +" is not set and the animation impacts with water. Defaults to " +"`[CombatDamage] -> SplashList`." +msgstr "" +"`SplashAnims` 包含一组在 `ExplodeOnWater` 没有设置且动画与水面接触时使用的水花动画。默认为 " +"`[CombatDamage] -> SplashList`。" -#: ../../Fixed-or-Improved-Logics.md:297 -msgid "If `SplashAnims.PickRandom` is set to true, picks a random animation from `SplashAnims` to use on each impact with water. Otherwise last listed animation from `SplashAnims` is used." -msgstr "如果设置 `SplashAnims.PickRandom` 为 true,则从 `SplashAnims` 中随机选择一个动画。否则使用 `SplashAnims` 中列出的最后一个动画。" +#: ../../Fixed-or-Improved-Logics.md:294 +msgid "" +"If `SplashAnims.PickRandom` is set to true, picks a random animation from" +" `SplashAnims` to use on each impact with water. Otherwise last listed " +"animation from `SplashAnims` is used." +msgstr "" +"如果设置 `SplashAnims.PickRandom` 为 true,则从 `SplashAnims` 中随机选择一个动画。否则使用 " +"`SplashAnims` 中列出的最后一个动画。" -#: ../../Fixed-or-Improved-Logics.md:298 -msgid "`ExtraShadow` can be set to false to disable the display of shadows on the ground." +#: ../../Fixed-or-Improved-Logics.md:295 +msgid "" +"`ExtraShadow` can be set to false to disable the display of shadows on " +"the ground." msgstr "`ExtraShadow` 可以设为 false 以禁用地面上的影子显示。" -#: ../../Fixed-or-Improved-Logics.md:311 +#: ../../Fixed-or-Improved-Logics.md:308 msgid "Fire animations spawned by Scorch & Flamer" msgstr "由 Scorch 和 Flamer 生成的火焰动画" +#: ../../Fixed-or-Improved-Logics.md:310 +msgid "" +"Tiberian Sun allowed `Scorch=true` and `Flamer=true` animations to spawn " +"fire animations from `[AudioVisual] -> SmallFire` & `LargeFire`. This " +"behaviour has been reimplemented and is fully customizable." +msgstr "" +"《泰伯利亚之日》中允许 `Scorch=true` 和 `Flamer=true` 的动画生成 `[AudioVisual] -> " +"SmallFire` 和 `LargeFire` 指定的火焰动画。此行为已重新实现,并且完全可自定义。" + +#: ../../Fixed-or-Improved-Logics.md:311 +msgid "" +"`ConstrainFireAnimsToCellSpots` controls whether or not spawned " +"animations are locked to cell spots (e.g the subcell positions infantry " +"are also constrained to)." +msgstr "`ConstrainFireAnimsToCellSpots` 控制生成的动画是否锁定到单元格位置(例如步兵也受子单元格位置限制)。" + +#: ../../Fixed-or-Improved-Logics.md:312 +msgid "" +"`FireAnimDisallowedLandTypes` controls which landtypes the fire " +"animations are not allowed to spawn on. Defaults to " +"`water,rock,beach,ice` for `Scorch=true`, `none` otherwise." +msgstr "" +"`FireAnimDisallowedLandTypes` 控制不允许生成火焰动画的地形类型。对于 `Scorch=true` 默认为 " +"`water,rock,beach,ice` 否则为 `none`。" + #: ../../Fixed-or-Improved-Logics.md:313 -msgid "Tiberian Sun allowed `Scorch=true` and `Flamer=true` animations to spawn fire animations from `[AudioVisual] -> SmallFire` & `LargeFire`. This behaviour has been reimplemented and is fully customizable." -msgstr "《泰伯利亚之日》中允许 `Scorch=true` 和 `Flamer=true` 的动画生成 `[AudioVisual] -> SmallFire` 和 `LargeFire` 指定的火焰动画。此行为已重新实现,并且完全可自定义。" +msgid "" +"`AttachFireAnimsToParent` controls if the spawned animations are attached" +" to the owner of the parent animation if it is also attached. Defaults to" +" true for `Scorch=true`, otherwise false." +msgstr "" +"`AttachFireAnimsToParent` 控制生成的动画是否附着于父动画所附着的对象(如果父动画也是附着动画)。对于 " +"`Scorch=true` 默认为 true,否则为 false。" #: ../../Fixed-or-Improved-Logics.md:314 -msgid "`ConstrainFireAnimsToCellSpots` controls whether or not spawned animations are locked to cell spots (e.g the subcell positions infantry are also constrained to)." -msgstr "`ConstrainFireAnimsToCellSpots` 控制生成的动画是否锁定到单元格位置(例如步兵也受子单元格位置限制)。" +msgid "" +"`SmallFireCount` determines number of small fire animations to spawn by " +"both `Scorch=true` and `Flamer=true` animations. Defaults to 2 for " +"`Flamer=true`, otherwise 1." +msgstr "" +"`SmallFireCount` 决定由 `Scorch=true` 和 `Flamer=true` 动画生成小火焰动画的数量。对于 " +"`Flamer=true` 默认为 2,否则为 1。" #: ../../Fixed-or-Improved-Logics.md:315 -msgid "`FireAnimDisallowedLandTypes` controls which landtypes the fire animations are not allowed to spawn on. Defaults to `water,rock,beach,ice` for `Scorch=true`, `none` otherwise." -msgstr "`FireAnimDisallowedLandTypes` 控制不允许生成火焰动画的地形类型。对于 `Scorch=true` 默认为 `water,rock,beach,ice` 否则为 `none`。" +msgid "" +"`SmallFireAnims` can be used to set the animation types, defaults to " +"`[AudioVisual] -> SmallFire` (single animation)." +msgstr "`SmallFireAnims` 可以用于设置动画类型,默认为 `[AudioVisual] -> SmallFire`(单个动画)。" #: ../../Fixed-or-Improved-Logics.md:316 -msgid "`AttachFireAnimsToParent` controls if the spawned animations are attached to the owner of the parent animation if it is also attached. Defaults to true for `Scorch=true`, otherwise false." -msgstr "`AttachFireAnimsToParent` 控制生成的动画是否附着于父动画所附着的对象(如果父动画也是附着动画)。对于 `Scorch=true` 默认为 true,否则为 false。" +msgid "" +"`SmallFireChances` is a list of probabilities for the animations to " +"spawn, up to `SmallFireCount` amount of items are read. Last item listed " +"is used if count exceeds the number of listed probabilities. Defaults to " +"`1.0,0.5` for `Flamer=true`, `1.0` otherwise." +msgstr "" +"`SmallFireChances` 是一个用于动画生成的概率列表,最多读取前 `SmallFireCount` " +"数量的项。如果计数超出列出的概率数量则超出部分使用最后一个列出的概率。对于 `Flamer=true` 默认为 `1.0,0.5`,否则为 " +"`1.0`。" #: ../../Fixed-or-Improved-Logics.md:317 -msgid "`SmallFireCount` determines number of small fire animations to spawn by both `Scorch=true` and `Flamer=true` animations. Defaults to 2 for `Flamer=true`, otherwise 1." -msgstr "`SmallFireCount` 决定由 `Scorch=true` 和 `Flamer=true` 动画生成小火焰动画的数量。对于 `Flamer=true` 默认为 2,否则为 1。" +msgid "" +"`SmallFireDistances` is a list of distances in cells for the animations " +"to spawn at from the parent animation's coordinates, up to " +"`SmallFireCount` amount of items are read. Last item listed is used if " +"count exceeds the number of listed probabilities. Defaults to " +"`0.25,0.625` for `Flamer=true`, `0.0` otherwise." +msgstr "" +"`SmallFireDistances` 是一个用于动画相对父动画坐标生成位置单元格距离的列表,最多读取前 `SmallFireCount` " +"数量的项。如果计数超出列出的概率数量则超出部分使用最后一个列出的概率。对于 `Flamer=true` 默认为 `0.25,0.625`,否则为 " +"`0.0`。" #: ../../Fixed-or-Improved-Logics.md:318 -msgid "`SmallFireAnims` can be used to set the animation types, defaults to `[AudioVisual] -> SmallFire` (single animation)." -msgstr "`SmallFireAnims` 可以用于设置动画类型,默认为 `[AudioVisual] -> SmallFire`(单个动画)。" +msgid "" +"`LargeFireCount` determines number of large fire animations to spawn " +"by`Flamer=true` animations only." +msgstr "`LargeFireCount` 决定仅由 `Flamer=true` 动画生成的大火焰动画的数量。" #: ../../Fixed-or-Improved-Logics.md:319 -msgid "`SmallFireChances` is a list of probabilities for the animations to spawn, up to `SmallFireCount` amount of items are read. Last item listed is used if count exceeds the number of listed probabilities. Defaults to `1.0,0.5` for `Flamer=true`, `1.0` otherwise." -msgstr "`SmallFireChances` 是一个用于动画生成的概率列表,最多读取前 `SmallFireCount` 数量的项。如果计数超出列出的概率数量则超出部分使用最后一个列出的概率。对于 `Flamer=true` 默认为 `1.0,0.5`,否则为 `1.0`。" +msgid "" +"`LargeFireAnims` can be used to set the animation types, defaults to " +"`[AudioVisual] -> LargeFire` (single animation)." +msgstr "`LargeFireAnims` 可以用于设置动画类型,默认为 `[AudioVisual] -> LargeFire`(单个动画)。" #: ../../Fixed-or-Improved-Logics.md:320 -msgid "`SmallFireDistances` is a list of distances in cells for the animations to spawn at from the parent animation's coordinates, up to `SmallFireCount` amount of items are read. Last item listed is used if count exceeds the number of listed probabilities. Defaults to `0.25,0.625` for `Flamer=true`, `0.0` otherwise." -msgstr "`SmallFireDistances` 是一个用于动画相对父动画坐标生成位置单元格距离的列表,最多读取前 `SmallFireCount` 数量的项。如果计数超出列出的概率数量则超出部分使用最后一个列出的概率。对于 `Flamer=true` 默认为 `0.25,0.625`,否则为 `0.0`。" +msgid "" +"`LargeFireChances` is a list of probabilities for the animations to " +"spawn, up to `LargeFireCount` amount of items are read. Last item listed " +"is used if count exceeds the number of listed probabilities." +msgstr "" +"`LargeFireChances` 是一个用于动画生成的概率列表,最多读取前 `LargeFireCount` " +"数量的项。如果计数超出列出的概率数量则超出部分使用最后一个列出的概率。" #: ../../Fixed-or-Improved-Logics.md:321 -msgid "`LargeFireCount` determines number of large fire animations to spawn by`Flamer=true` animations only." -msgstr "`LargeFireCount` 决定仅由 `Flamer=true` 动画生成的大火焰动画的数量。" - -#: ../../Fixed-or-Improved-Logics.md:322 -msgid "`LargeFireAnims` can be used to set the animation types, defaults to `[AudioVisual] -> LargeFire` (single animation)." -msgstr "`LargeFireAnims` 可以用于设置动画类型,默认为 `[AudioVisual] -> LargeFire`(单个动画)。" - -#: ../../Fixed-or-Improved-Logics.md:323 -msgid "`LargeFireChances` is a list of probabilities for the animations to spawn, up to `LargeFireCount` amount of items are read. Last item listed is used if count exceeds the number of listed probabilities." -msgstr "`LargeFireChances` 是一个用于动画生成的概率列表,最多读取前 `LargeFireCount` 数量的项。如果计数超出列出的概率数量则超出部分使用最后一个列出的概率。" - -#: ../../Fixed-or-Improved-Logics.md:324 -msgid "`LargeFireDistances` is a list of distances in cells for the animations to spawn at from the parent animation's coordinates, up to `LargeFireCount` amount of items are read. Last item listed is used if count exceeds the number of listed probabilities." -msgstr "`SmallFireDistances` 是一个用于动画相对父动画坐标生成位置单元格距离的列表,最多读取前 `LargeFireCount` 数量的项。如果计数超出列出的概率数量则超出部分使用最后一个列出的概率。" +msgid "" +"`LargeFireDistances` is a list of distances in cells for the animations " +"to spawn at from the parent animation's coordinates, up to " +"`LargeFireCount` amount of items are read. Last item listed is used if " +"count exceeds the number of listed probabilities." +msgstr "" +"`SmallFireDistances` 是一个用于动画相对父动画坐标生成位置单元格距离的列表,最多读取前 `LargeFireCount` " +"数量的项。如果计数超出列出的概率数量则超出部分使用最后一个列出的概率。" -#: ../../Fixed-or-Improved-Logics.md:343 -msgid "Save for the change that `Flamer` does not spawn animations if the parent animation is in air, the default settings should provide identical results to similar feature from Ares." +#: ../../Fixed-or-Improved-Logics.md:340 +msgid "" +"Save for the change that `Flamer` does not spawn animations if the parent" +" animation is in air, the default settings should provide identical " +"results to similar feature from Ares." msgstr "除了 `Flamer` 在父动画位于空中时不生成这一更改外,默认设置应该与 Ares 中类似功能拥有相同的效果。" -#: ../../Fixed-or-Improved-Logics.md:346 +#: ../../Fixed-or-Improved-Logics.md:343 msgid "Layer on animations attached to objects" msgstr "附加动画的图层" -#: ../../Fixed-or-Improved-Logics.md:348 -msgid "You can now customize whether or not animations attached to objects follow the object's layer or respect their own `Layer` setting. If this is unset, attached animations use `ground` layer." +#: ../../Fixed-or-Improved-Logics.md:345 +msgid "" +"You can now customize whether or not animations attached to objects " +"follow the object's layer or respect their own `Layer` setting. If this " +"is unset, attached animations use `ground` layer." msgstr "现在你可以自定义让附加于对象的动画跟随对象的图层还是遵循它们自身的 `Layer` 设置。如果不设置,附加的动画会使用 `ground` 图层。" -#: ../../Fixed-or-Improved-Logics.md:356 +#: ../../Fixed-or-Improved-Logics.md:353 msgid "Ore stage threshold for `HideIfNoOre`" msgstr "`HideIfNoOre` 的矿石阶段下限" -#: ../../Fixed-or-Improved-Logics.md:358 -msgid "You can now customize which growth stage should an ore/tiberium cell have to have animation with `HideIfNoOre` displayed. Cells with growth stage less than specified value won't allow the anim to display." -msgstr "现在你可以自定义一个矿石/泰伯利亚所在的单元格至少需要到哪个生长阶段才能显示带有 `HideIfNoOre` 的动画。生长阶段低于指定值的单元格将不允许动画显示。" +#: ../../Fixed-or-Improved-Logics.md:355 +msgid "" +"You can now customize which growth stage should an ore/tiberium cell have" +" to have animation with `HideIfNoOre` displayed. Cells with growth stage " +"less than specified value won't allow the anim to display." +msgstr "" +"现在你可以自定义一个矿石/泰伯利亚所在的单元格至少需要到哪个生长阶段才能显示带有 `HideIfNoOre` " +"的动画。生长阶段低于指定值的单元格将不允许动画显示。" -#: ../../Fixed-or-Improved-Logics.md:366 +#: ../../Fixed-or-Improved-Logics.md:363 msgid "Buildings" msgstr "建筑类型" -#: ../../Fixed-or-Improved-Logics.md:368 +#: ../../Fixed-or-Improved-Logics.md:365 msgid "Aircraft docking direction" msgstr "战机停靠方向" -#: ../../Fixed-or-Improved-Logics.md:370 -msgid "It is now possible to customize the landing direction for docking aircraft via `AircraftDockingDir(N)` (`N` optionally replaced by 0-based index for each `DockingOffset` separately, `AircraftDockingDir` and `AircraftDockingDir0` are synonymous and will be used if direction is not set for a specific offset) on the dock building. This overrides the aircraft's own [landing direction](#landing-direction) setting and defaults to `[AudioVisual] -> PoseDir`." -msgstr "现在可以通过在停靠建筑上使用 `AircraftDockingDir(N)` (`N` 可选地分别替换为每个从 0 开始的 `DockingOffset` 索引,`AircraftDockingDir` 与 `AircraftDockingDir0` 是没有为特定偏移设置方向时将使用的同义词)来设置停靠战机的降落方向。这会覆盖战机自己的[降落方向](#landing-direction)设置并默认为 `[AudioVisual] -> PoseDir`。" +#: ../../Fixed-or-Improved-Logics.md:367 +msgid "" +"It is now possible to customize the landing direction for docking " +"aircraft via `AircraftDockingDir(N)` (`N` optionally replaced by 0-based " +"index for each `DockingOffset` separately, `AircraftDockingDir` and " +"`AircraftDockingDir0` are synonymous and will be used if direction is not" +" set for a specific offset) on the dock building. This overrides the " +"aircraft's own [landing direction](#landing-direction) setting and " +"defaults to `[AudioVisual] -> PoseDir`." +msgstr "" +"现在可以通过在停靠建筑上使用 `AircraftDockingDir(N)` (`N` 可选地分别替换为每个从 0 开始的 " +"`DockingOffset` 索引,`AircraftDockingDir` 与 `AircraftDockingDir0` " +"是没有为特定偏移设置方向时将使用的同义词)来设置停靠战机的降落方向。这会覆盖战机自己的[降落方向](#landing-" +"direction)设置并默认为 `[AudioVisual] -> PoseDir`。" -#: ../../Fixed-or-Improved-Logics.md:378 +#: ../../Fixed-or-Improved-Logics.md:375 msgid "Airstrike target eligibility" msgstr "空袭目标资格" -#: ../../Fixed-or-Improved-Logics.md:380 -msgid "By default whether or not a building can be targeted by airstrikes depends on value of `CanC4`, which also affects other things. This can now be changed independently by setting `AllowAirstrike`. If not set, defaults to value of `CanC4`." -msgstr "默认情况下建筑能否作为空袭目标取决于 `CanC4` 的值,这也会影响其他方面。现在可以通过设置 `AllowAirstrike` 来独立更改这一点,如果未设置,默认为 `CanC4` 的值。" +#: ../../Fixed-or-Improved-Logics.md:377 +msgid "" +"By default whether or not a building can be targeted by airstrikes " +"depends on value of `CanC4`, which also affects other things. This can " +"now be changed independently by setting `AllowAirstrike`. If not set, " +"defaults to value of `CanC4`." +msgstr "" +"默认情况下建筑能否作为空袭目标取决于 `CanC4` 的值,这也会影响其他方面。现在可以通过设置 `AllowAirstrike` " +"来独立更改这一点,如果未设置,默认为 `CanC4` 的值。" -#: ../../Fixed-or-Improved-Logics.md:388 +#: ../../Fixed-or-Improved-Logics.md:385 msgid "Allowed / disallowed types for FactoryPlant" msgstr "工业工厂的类型限制" -#: ../../Fixed-or-Improved-Logics.md:390 -msgid "It is now possible to customize which TechnoTypes benefit from bonuses of a `FactoryPlant=true` building by listing them on `FactoryPlant.AllowTypes` and/or `FactoryPlant.DisallowTypes`." -msgstr "现在可以通过在 `FactoryPlant.AllowTypes` 和/或 `FactoryPlant.DisallowTypes` 中列出有哪些技术类型受到 `FactoryPlant=true` 建筑的加成。" +#: ../../Fixed-or-Improved-Logics.md:387 +msgid "" +"It is now possible to customize which TechnoTypes benefit from bonuses of" +" a `FactoryPlant=true` building by listing them on " +"`FactoryPlant.AllowTypes` and/or `FactoryPlant.DisallowTypes`." +msgstr "" +"现在可以通过在 `FactoryPlant.AllowTypes` 和/或 `FactoryPlant.DisallowTypes` " +"中列出有哪些技术类型受到 `FactoryPlant=true` 建筑的加成。" -#: ../../Fixed-or-Improved-Logics.md:391 -msgid "`FactoryPlant.Multiplier` *(Ares feature)* is still applied on the bonuses if they are in effect." +#: ../../Fixed-or-Improved-Logics.md:388 +msgid "" +"`FactoryPlant.Multiplier` *(Ares feature)* is still applied on the " +"bonuses if they are in effect." msgstr "`FactoryPlant.Multiplier`(*Ares 功能*)仍然会应用于加成。" -#: ../../Fixed-or-Improved-Logics.md:400 +#: ../../Fixed-or-Improved-Logics.md:397 msgid "Apply ZShapePointMove during buildups" msgstr "在拔起期间应用 ZShapePointMove" -#: ../../Fixed-or-Improved-Logics.md:402 -msgid "By default buildings do not apply `ZShapePointMove` (which offsets the 'z shape' applied on buildings which is used to adjust them in depth buffer and is used to fix issues related to that such as corners of buildings getting cut off when drawn) when buildup is being displayed. This behaviour can now be toggled by setting `ZShapePointMove.OnBuildup`." -msgstr "默认情况下建筑物在播放建造动画时并不应用 `ZShapePointMove`(这会调整应用于建筑物的 z shape 以在深度缓冲区中调整它们并用于修复与此相关的例如建筑缺角等问题)。现在可以通过设置 `ZShapePointMove.OnBuildup` 来开关此行为。" +#: ../../Fixed-or-Improved-Logics.md:399 +msgid "" +"By default buildings do not apply `ZShapePointMove` (which offsets the 'z" +" shape' applied on buildings which is used to adjust them in depth buffer" +" and is used to fix issues related to that such as corners of buildings " +"getting cut off when drawn) when buildup is being displayed. This " +"behaviour can now be toggled by setting `ZShapePointMove.OnBuildup`." +msgstr "" +"默认情况下建筑物在播放建造动画时并不应用 `ZShapePointMove`(这会调整应用于建筑物的 z shape " +"以在深度缓冲区中调整它们并用于修复与此相关的例如建筑缺角等问题)。现在可以通过设置 `ZShapePointMove.OnBuildup` " +"来开关此行为。" -#: ../../Fixed-or-Improved-Logics.md:410 +#: ../../Fixed-or-Improved-Logics.md:407 msgid "Buildings considered as vehicles" msgstr "被视为载具的建筑" -#: ../../Fixed-or-Improved-Logics.md:412 -msgid "By default game considers buildings with both `UndeploysInto` set and `Foundation` equaling `1x1` as vehicles, in a manner of speaking. This behaviour can now be toggled individually of these conditions by setting `ConsideredVehicle`. These buildings are counted as vehicles for unit count tracking, are not considered as base under attack when damaged and can be mass selected by default, for an example." -msgstr "总的来说默认情况下游戏将同时设置了 `UndeploysInto` 且 `Foundation` 等于 `1x1` 的建筑视为载具。现在可以通过设置 `ConsideredVehicle` 来开关此行为。这些建筑在单位计数追踪中被视为载具,受损时不会被视为基地受到攻击,并且默认可以进行批量选择。" +#: ../../Fixed-or-Improved-Logics.md:409 +msgid "" +"By default game considers buildings with both `UndeploysInto` set and " +"`Foundation` equaling `1x1` as vehicles, in a manner of speaking. This " +"behaviour can now be toggled individually of these conditions by setting " +"`ConsideredVehicle`. These buildings are counted as vehicles for unit " +"count tracking, are not considered as base under attack when damaged and " +"can be mass selected by default, for an example." +msgstr "" +"总的来说默认情况下游戏将同时设置了 `UndeploysInto` 且 `Foundation` 等于 `1x1` " +"的建筑视为载具。现在可以通过设置 `ConsideredVehicle` " +"来开关此行为。这些建筑在单位计数追踪中被视为载具,受损时不会被视为基地受到攻击,并且默认可以进行批量选择。" -#: ../../Fixed-or-Improved-Logics.md:413 -msgid "When capturing such \"buildings\", the player won't be notified by EVA capture event." +#: ../../Fixed-or-Improved-Logics.md:410 +msgid "" +"When capturing such \"buildings\", the player won't be notified by EVA " +"capture event." msgstr "当占领此类“建筑”时,玩家不会收到 EVA 占领事件的播报。" -#: ../../Fixed-or-Improved-Logics.md:421 +#: ../../Fixed-or-Improved-Logics.md:418 msgid "Custom exit cell for infantry factory" msgstr "兵营自定义出口" -#: ../../Fixed-or-Improved-Logics.md:423 -msgid "By default `Factory=InfantryType` buildings use exit cell for the created infantry based on hardcoded settings if any of `GDIBarracks`, `NODBarracks` or `YuriBarracks` are set to true. It is now possible to define arbitrary exit cell for such building via `BarracksExitCell`. Below is a reference of the cell offsets for the hardcoded values." -msgstr "默认情况下如果 `GDIBarracks`、`NODBarracks` 或 `YuriBarracks` 中的任何一个设置为 true,则 `Factory=InfantryType` 的建筑将会根据硬编码设置为创建的步兵设置出口单元格。现在可以通过 `BarracksExitCell` 为这类建筑定义任意单元格为出口。以下是硬编码值的单元格偏移量参考值。" +#: ../../Fixed-or-Improved-Logics.md:420 +msgid "" +"By default `Factory=InfantryType` buildings use exit cell for the created" +" infantry based on hardcoded settings if any of `GDIBarracks`, " +"`NODBarracks` or `YuriBarracks` are set to true. It is now possible to " +"define arbitrary exit cell for such building via `BarracksExitCell`. " +"Below is a reference of the cell offsets for the hardcoded values." +msgstr "" +"默认情况下如果 `GDIBarracks`、`NODBarracks` 或 `YuriBarracks` 中的任何一个设置为 true,则 " +"`Factory=InfantryType` 的建筑将会根据硬编码设置为创建的步兵设置出口单元格。现在可以通过 " +"`BarracksExitCell` 为这类建筑定义任意单元格为出口。以下是硬编码值的单元格偏移量参考值。" -#: ../../Fixed-or-Improved-Logics.md:342 +#: ../../Fixed-or-Improved-Logics.md:339 msgid "Key" msgstr "标签" -#: ../../Fixed-or-Improved-Logics.md:342 +#: ../../Fixed-or-Improved-Logics.md:339 msgid "Cell Offset" msgstr "单元格偏移" -#: ../../Fixed-or-Improved-Logics.md:342 +#: ../../Fixed-or-Improved-Logics.md:339 msgid "`GDIBarracks`" msgstr "`GDIBarracks`" -#: ../../Fixed-or-Improved-Logics.md:342 +#: ../../Fixed-or-Improved-Logics.md:339 msgid "1,2" msgstr "1,2" -#: ../../Fixed-or-Improved-Logics.md:342 +#: ../../Fixed-or-Improved-Logics.md:339 msgid "`NODBarracks`" msgstr "`NODBarracks`" -#: ../../Fixed-or-Improved-Logics.md:342 +#: ../../Fixed-or-Improved-Logics.md:339 msgid "2,2" msgstr "2,2" -#: ../../Fixed-or-Improved-Logics.md:342 +#: ../../Fixed-or-Improved-Logics.md:339 msgid "`YuriBarracks`" msgstr "`YuriBarracks`" -#: ../../Fixed-or-Improved-Logics.md:342 +#: ../../Fixed-or-Improved-Logics.md:339 msgid "2,1" msgstr "2,1" -#: ../../Fixed-or-Improved-Logics.md:437 +#: ../../Fixed-or-Improved-Logics.md:434 msgid "Customizable & new grinder properties" msgstr "自定义 & 新的部队回收站特性" -#: ../../Fixed-or-Improved-Logics.md:439 -msgid "![image](_static/images/grinding.gif) *Using ally grinder, restricting to vehicles only and refund display ([Project Phantom](https://www.moddb.com/mods/project-phantom))*" -msgstr "![image](_static/images/grinding.gif) *使用友军的部队回收站、仅限载具以及显示资金([幽灵计划](https://www.moddb.com/mods/project-phantom))*" +#: ../../Fixed-or-Improved-Logics.md:436 +msgid "" +"![image](_static/images/grinding.gif) *Using ally grinder, restricting to" +" vehicles only and refund display ([Project " +"Phantom](https://www.moddb.com/mods/project-phantom))*" +msgstr "" +"![image](_static/images/grinding.gif) " +"*使用友军的部队回收站、仅限载具以及显示资金([幽灵计划](https://www.moddb.com/mods/project-" +"phantom))*" -#: ../../Fixed-or-Improved-Logics.md:442 -msgid "You can now customize which types of objects a building with `Grinding` set can grind as well as the grinding sound." +#: ../../Fixed-or-Improved-Logics.md:439 +msgid "" +"You can now customize which types of objects a building with `Grinding` " +"set can grind as well as the grinding sound." msgstr "现在你可以自定义具有 `Grinding` 设置的建筑可回收的对象类别以及回收使用的音效。" -#: ../../Fixed-or-Improved-Logics.md:443 -msgid "`Grinding.AllowAllies` changes whether or not to allow units to enter allies' buildings." +#: ../../Fixed-or-Improved-Logics.md:440 +msgid "" +"`Grinding.AllowAllies` changes whether or not to allow units to enter " +"allies' buildings." msgstr "`Grinding.AllowAllies` 决定是否允许单位进入友军的这座建筑。" -#: ../../Fixed-or-Improved-Logics.md:444 -msgid "`Grinding.AllowOwner` changes whether or not to allow units to enter your own buildings." +#: ../../Fixed-or-Improved-Logics.md:441 +msgid "" +"`Grinding.AllowOwner` changes whether or not to allow units to enter your" +" own buildings." msgstr "`Grinding.AllowOwner` 决定是否允许单位进入己方的这座建筑。" -#: ../../Fixed-or-Improved-Logics.md:445 -msgid "`Grinding.AllowTypes` can be used to define InfantryTypes and VehicleTypes that can be grinded by the building. Listing any will disable grinding for all types except those listed." +#: ../../Fixed-or-Improved-Logics.md:442 +msgid "" +"`Grinding.AllowTypes` can be used to define InfantryTypes and " +"VehicleTypes that can be grinded by the building. Listing any will " +"disable grinding for all types except those listed." msgstr "`Grinding.AllowTypes` 可以用于定义可以被这座建筑回收的步兵和载具。只要设置列表就会导致其他不在表中的任何类型无法被回收。" -#: ../../Fixed-or-Improved-Logics.md:446 -msgid "`Grinding.DisallowTypes` can be used to exclude InfantryTypes or VehicleTypes from being able to enter the grinder building." +#: ../../Fixed-or-Improved-Logics.md:443 +msgid "" +"`Grinding.DisallowTypes` can be used to exclude InfantryTypes or " +"VehicleTypes from being able to enter the grinder building." msgstr "`Grinding.DisallowTypes` 可以定义不可被这座建筑回收的步兵和载具。" -#: ../../Fixed-or-Improved-Logics.md:447 -msgid "`Grinding.PlayDieSound` controls if the units' `DieSound` and `VoiceDie` are played when entering the grinder. Default to `yes`." -msgstr "`Grinding.PlayDieSound` 控制单位的 `DieSound` 和 `VoiceDie` 是否都会在进入回收站时播放。默认 `yes`。" +#: ../../Fixed-or-Improved-Logics.md:444 +msgid "" +"`Grinding.PlayDieSound` controls if the units' `DieSound` and `VoiceDie` " +"are played when entering the grinder. Default to `yes`." +msgstr "" +"`Grinding.PlayDieSound` 控制单位的 `DieSound` 和 `VoiceDie` 是否都会在进入回收站时播放。默认 " +"`yes`。" -#: ../../Fixed-or-Improved-Logics.md:448 -msgid "`Grinding.Sound` is a sound played by when object is grinded by the building. If not set, defaults to `[AudioVisual] -> EnterGrinderSound`." -msgstr "`Grinding.Sound` 用于定义物体被这座建筑回收时所播放的音效。如果不设置,默认为 `[AudioVisual] -> EnterGrinderSound`。" +#: ../../Fixed-or-Improved-Logics.md:445 +msgid "" +"`Grinding.Sound` is a sound played by when object is grinded by the " +"building. If not set, defaults to `[AudioVisual] -> EnterGrinderSound`." +msgstr "" +"`Grinding.Sound` 用于定义物体被这座建筑回收时所播放的音效。如果不设置,默认为 `[AudioVisual] -> " +"EnterGrinderSound`。" -#: ../../Fixed-or-Improved-Logics.md:449 -msgid "`Grinding.Weapon` is a weapon fired at the building & by the building when it grinds an object. Will only be fired if at least weapon's `ROF` amount of frames have passed since it was last fired." -msgstr "`Grinding.Weapon` 用于定义当建筑回收物体时由建筑向该建筑发射的武器。只有在其上次开火以来至少经过了武器 `ROF` 设置的帧数后才能被发射。" +#: ../../Fixed-or-Improved-Logics.md:446 +msgid "" +"`Grinding.Weapon` is a weapon fired at the building & by the building " +"when it grinds an object. Will only be fired if at least weapon's `ROF` " +"amount of frames have passed since it was last fired." +msgstr "" +"`Grinding.Weapon` 用于定义当建筑回收物体时由建筑向该建筑发射的武器。只有在其上次开火以来至少经过了武器 `ROF` " +"设置的帧数后才能被发射。" -#: ../../Fixed-or-Improved-Logics.md:450 -msgid "`Grinding.Weapon.RequiredCredits` can be set to have the weapon require accumulated credits from grinding to fire. Accumulated credits for this purpose are reset every time when the weapon fires." +#: ../../Fixed-or-Improved-Logics.md:447 +msgid "" +"`Grinding.Weapon.RequiredCredits` can be set to have the weapon require " +"accumulated credits from grinding to fire. Accumulated credits for this " +"purpose are reset every time when the weapon fires." msgstr "`Grinding.Weapon.RequiredCredits` 可以设置武器开火所需的资金。为此目的积累的资金会在每次武器开火时重置。" -#: ../../Fixed-or-Improved-Logics.md:451 -msgid "For money string indication upon grinding, please refer to [`DisplayIncome`](User-Interface.md#visual-indication-of-income-from-grinders-and-refineries)." -msgstr "关于回收时的资金字符串提示,请参考 [`DisplayIncome`](User-Interface.md#visual-indication-of-income-from-grinders-and-refineries)。" +#: ../../Fixed-or-Improved-Logics.md:448 +msgid "" +"For money string indication upon grinding, please refer to " +"[`DisplayIncome`](User-Interface.md#visual-indication-of-income-from-" +"grinders-and-refineries)." +msgstr "" +"关于回收时的资金字符串提示,请参考 [`DisplayIncome`](User-Interface.md#visual-indication-" +"of-income-from-grinders-and-refineries)。" -#: ../../Fixed-or-Improved-Logics.md:466 -msgid "Customizable selling buildup sequence length for buildings that can undeploy" +#: ../../Fixed-or-Improved-Logics.md:463 +msgid "" +"Customizable selling buildup sequence length for buildings that can " +"undeploy" msgstr "自定义可反部署建筑出售序列动画长度" -#: ../../Fixed-or-Improved-Logics.md:468 -msgid "By default buildings with `UndeploysInto` will only play 23 frames of their buildup sequence (in reverse starting from last frame) when being sold as opposed to being undeployed. This can now be customized via `SellBuildupLength`." -msgstr "默认情况下拥有 `UndeploysInto` 的建筑在出售时只会播放其建造动画序列的前 23 帧(从最后一帧开始反向播放)。现在可以通过 `SellBuildupLength` 自定义。" +#: ../../Fixed-or-Improved-Logics.md:465 +msgid "" +"By default buildings with `UndeploysInto` will only play 23 frames of " +"their buildup sequence (in reverse starting from last frame) when being " +"sold as opposed to being undeployed. This can now be customized via " +"`SellBuildupLength`." +msgstr "" +"默认情况下拥有 `UndeploysInto` 的建筑在出售时只会播放其建造动画序列的前 23 帧(从最后一帧开始反向播放)。现在可以通过 " +"`SellBuildupLength` 自定义。" -#: ../../Fixed-or-Improved-Logics.md:476 +#: ../../Fixed-or-Improved-Logics.md:473 msgid "Exclude Factory from providing multiple factory bonus" msgstr "排除特定工厂的多工厂加成" -#: ../../Fixed-or-Improved-Logics.md:478 -msgid "It is now possible to exclude a building with `Factory` from counting towards `MultipleFactory` bonus." +#: ../../Fixed-or-Improved-Logics.md:475 +msgid "" +"It is now possible to exclude a building with `Factory` from counting " +"towards `MultipleFactory` bonus." msgstr "现在可以将某个具有 `Factory` 的建筑排除在 `MultipleFactory` 之外" -#: ../../Fixed-or-Improved-Logics.md:486 +#: ../../Fixed-or-Improved-Logics.md:483 msgid "Unit repair customization" msgstr "单位自定义维修" -#: ../../Fixed-or-Improved-Logics.md:488 -msgid "It is now possible to customize the repairing of units by `UnitRepair=true`, `UnitReload=true` and `Hospital=true` buildings." -msgstr "现在可以通过 `UnitRepair=true`、`UnitReload=true` 和 `Hospital=true` 的建筑来自定义单位的维修参数。" +#: ../../Fixed-or-Improved-Logics.md:485 +msgid "" +"It is now possible to customize the repairing of units by " +"`UnitRepair=true`, `UnitReload=true` and `Hospital=true` buildings." +msgstr "" +"现在可以通过 `UnitRepair=true`、`UnitReload=true` 和 `Hospital=true` " +"的建筑来自定义单位的维修参数。" -#: ../../Fixed-or-Improved-Logics.md:489 -msgid "`Units.RepairRate` customizes the rate at which the units are repaired. This defaults to `[General] -> ReloadRate` if `UnitReload=true` and if overridden per AircraftType *(Ares feature)* can tick at different time for each docked aircraft. Setting this overrides that behaviour. For `UnitRepair=true` buildings this defaults to `[General] -> URepairRate`." -msgstr "`Units.RepairRate` 自定义单位的维修速度。如果 `UnitReload=true` 则默认为 `[General] -> ReloadRate` 并覆盖每个战机类型独立的时间设置(*Ares 功能*)。对于 `UnitRepair=true` 的建筑此默认值为 `[General] -> URepairRate`。" +#: ../../Fixed-or-Improved-Logics.md:486 +msgid "" +"`Units.RepairRate` customizes the rate at which the units are repaired. " +"This defaults to `[General] -> ReloadRate` if `UnitReload=true` and if " +"overridden per AircraftType *(Ares feature)* can tick at different time " +"for each docked aircraft. Setting this overrides that behaviour. For " +"`UnitRepair=true` buildings this defaults to `[General] -> URepairRate`." +msgstr "" +"`Units.RepairRate` 自定义单位的维修速度。如果 `UnitReload=true` 则默认为 `[General] -> " +"ReloadRate` 并覆盖每个战机类型独立的时间设置(*Ares 功能*)。对于 `UnitRepair=true` 的建筑此默认值为 " +"`[General] -> URepairRate`。" -#: ../../Fixed-or-Improved-Logics.md:490 -msgid "On `UnitReload=true` building setting this to negative value will fully disable the repair functionality." +#: ../../Fixed-or-Improved-Logics.md:487 +msgid "" +"On `UnitReload=true` building setting this to negative value will fully " +"disable the repair functionality." msgstr "在 `UnitReload=true` 的建筑上将此值设置为附属将完全禁用维修功能。" -#: ../../Fixed-or-Improved-Logics.md:491 -msgid "`Units.RepairStep` how much `Strength` is restored per repair tick. Defaults to `[General] -> RepairStep`." +#: ../../Fixed-or-Improved-Logics.md:488 +msgid "" +"`Units.RepairStep` how much `Strength` is restored per repair tick. " +"Defaults to `[General] -> RepairStep`." msgstr "`Units.RepairStep` 设置每次维修时恢复多少 `Strength`。默认 `[General] -> RepairStep`。" -#: ../../Fixed-or-Improved-Logics.md:492 -msgid "`Units.RepairPercent` is a multiplier to cost of repairing (cost / (maximum health / repair step)). Defaults to `[General] -> RepairPercent`. Note that the final cost is set to 1 if it is less than that." -msgstr "`Units.RepairPercent` 是维修成本的倍率(Cost/(最大生命值/RepairStep))。默认值为 `[General] -> RepairPercent`。注意如果最终的成本低于 1 那么会设为 1。" +#: ../../Fixed-or-Improved-Logics.md:489 +msgid "" +"`Units.RepairPercent` is a multiplier to cost of repairing (cost / " +"(maximum health / repair step)). Defaults to `[General] -> " +"RepairPercent`. Note that the final cost is set to 1 if it is less than " +"that." +msgstr "" +"`Units.RepairPercent` 是维修成本的倍率(Cost/(最大生命值/RepairStep))。默认值为 `[General] " +"-> RepairPercent`。注意如果最终的成本低于 1 那么会设为 1。" -#: ../../Fixed-or-Improved-Logics.md:493 -msgid "`Units.UseRepairCost` can be used to customize if repair cost is applied at all. Defaults to false for infantry, true for everything else." +#: ../../Fixed-or-Improved-Logics.md:490 +msgid "" +"`Units.UseRepairCost` can be used to customize if repair cost is applied " +"at all. Defaults to false for infantry, true for everything else." msgstr "`Units.UseRepairCost` 可以用于自定义是否使用维修成本。步兵默认 false,其他默认 true。" -#: ../../Fixed-or-Improved-Logics.md:504 +#: ../../Fixed-or-Improved-Logics.md:501 msgid "Waypoints for buildings" msgstr "建筑路径点" -#: ../../Fixed-or-Improved-Logics.md:506 -msgid "In vanilla, buildings are forbidden to use waypoints. Now you can allow that using the following flag." +#: ../../Fixed-or-Improved-Logics.md:503 +msgid "" +"In vanilla, buildings are forbidden to use waypoints. Now you can allow " +"that using the following flag." msgstr "在原版中,建筑被禁止使用路径点。现在你可以使用以下标签来允许使用。" -#: ../../Fixed-or-Improved-Logics.md:514 +#: ../../Fixed-or-Improved-Logics.md:511 msgid "Particle systems" msgstr "粒子系统" -#: ../../Fixed-or-Improved-Logics.md:516 +#: ../../Fixed-or-Improved-Logics.md:513 msgid "Fire particle target coordinate adjustment when firer rotates" msgstr "开火者旋转时火焰粒子目标坐标调整" -#: ../../Fixed-or-Improved-Logics.md:518 -msgid "By default particle systems with `BehavesLike=Fire` shift their target coordinates if the object that created the particle system (e.g firer of a weapon) is rotating. This behavior can now be disabled per particle system type." -msgstr "默认情况下拥有 `BehavesLike=Fire` 的粒子系统会根据创建粒子系统的对象(例如武器的开火者)是否旋转来调整其坐标。现在可以为每个粒子系统禁用这一行为。" +#: ../../Fixed-or-Improved-Logics.md:515 +msgid "" +"By default particle systems with `BehavesLike=Fire` shift their target " +"coordinates if the object that created the particle system (e.g firer of " +"a weapon) is rotating. This behavior can now be disabled per particle " +"system type." +msgstr "" +"默认情况下拥有 `BehavesLike=Fire` " +"的粒子系统会根据创建粒子系统的对象(例如武器的开火者)是否旋转来调整其坐标。现在可以为每个粒子系统禁用这一行为。" -#: ../../Fixed-or-Improved-Logics.md:526 +#: ../../Fixed-or-Improved-Logics.md:523 msgid "Particles" msgstr "粒子" -#: ../../Fixed-or-Improved-Logics.md:528 +#: ../../Fixed-or-Improved-Logics.md:525 msgid "Customizable gas particle speed" msgstr "自定义 gas 粒子速度" -#: ../../Fixed-or-Improved-Logics.md:530 +#: ../../Fixed-or-Improved-Logics.md:527 msgid "Gas particles can now drift at a custom speed." msgstr "Gas 类的粒子现在可以自定义漂浮速度。" -#: ../../Fixed-or-Improved-Logics.md:538 +#: ../../Fixed-or-Improved-Logics.md:535 msgid "Projectiles" msgstr "抛射体" -#: ../../Fixed-or-Improved-Logics.md:540 +#: ../../Fixed-or-Improved-Logics.md:537 msgid "Airburst & Splits" msgstr "空爆与分裂" -#: ../../Fixed-or-Improved-Logics.md:542 -msgid "`AirburstWeapon` logic has been reimplemented and thus there are several additions & changes to it." +#: ../../Fixed-or-Improved-Logics.md:539 +msgid "" +"`AirburstWeapon` logic has been reimplemented and thus there are several " +"additions & changes to it." msgstr "`AirburstWeapon` 逻辑已被重新实现从而对其进行了一些添加和更改。" -#: ../../Fixed-or-Improved-Logics.md:543 -msgid "`Splits` can be set to true to use projectile splitting logic from Firestorm, with the number of split projectiles defined by `Cluster`." +#: ../../Fixed-or-Improved-Logics.md:540 +msgid "" +"`Splits` can be set to true to use projectile splitting logic from " +"Firestorm, with the number of split projectiles defined by `Cluster`." msgstr "`Splits` 可以设置为 true 以使用 《火风暴》 中的抛射体分裂逻辑,分裂抛射体的数量由 `Cluster` 决定。" -#: ../../Fixed-or-Improved-Logics.md:544 -msgid "`RetargetAccuracy` defines the probability that the splitted projectiles head to the same target as the original projectile." +#: ../../Fixed-or-Improved-Logics.md:541 +msgid "" +"`RetargetAccuracy` defines the probability that the splitted projectiles " +"head to the same target as the original projectile." msgstr "`RetargetAccuracy` 决定了分裂抛射体与原抛射体瞄准同一目标的概率。" -#: ../../Fixed-or-Improved-Logics.md:545 -msgid "`RetargetSelf` determines if it is possible for the splitted projectiles to aim at the firer of the original projectile." +#: ../../Fixed-or-Improved-Logics.md:542 +msgid "" +"`RetargetSelf` determines if it is possible for the splitted projectiles " +"to aim at the firer of the original projectile." msgstr "`RetargetSelf` 决定了分裂抛射体是否可以将原抛射体的发射至视为目标。" -#: ../../Fixed-or-Improved-Logics.md:546 -msgid "`RetargetSelf.Probability` is the probability that if the original firer is chosen as a target, it is kept as the target instead of rerolled to another." +#: ../../Fixed-or-Improved-Logics.md:543 +msgid "" +"`RetargetSelf.Probability` is the probability that if the original firer " +"is chosen as a target, it is kept as the target instead of rerolled to " +"another." msgstr "`RetargetSelf.Probability` 是选择了原本的开火者为目标时它将保留其为目标而不是去重新随机另一个目标的概率。" -#: ../../Fixed-or-Improved-Logics.md:547 -msgid "`Splits.TargetingDistance` is the distance in cells that any potential target has to be within from the original target coordinates to be eligible for targeting by the splitted projectiles." +#: ../../Fixed-or-Improved-Logics.md:544 +msgid "" +"`Splits.TargetingDistance` is the distance in cells that any potential " +"target has to be within from the original target coordinates to be " +"eligible for targeting by the splitted projectiles." msgstr "`Splits.TargetingDistance` 是以单元格为单位的距离,任何潜在目标都必须在原始目标坐标的这个范围内才能够被分裂的抛射体瞄准。" -#: ../../Fixed-or-Improved-Logics.md:548 -msgid "`Splits.TargetCellRange` is the distance in whole cells from the original target cell from which the splitted projectiles can pick new target cells if not enough TechnoType targets were found nearby." -msgstr "`Splits.TargetCellRange` 是以完整单元格数为单位的距离,用于附近没有发现足够的技术类型目标时分裂的抛射体从该范围选取新的目标单元格。" +#: ../../Fixed-or-Improved-Logics.md:545 +msgid "" +"`Splits.TargetCellRange` is the distance in whole cells from the original" +" target cell from which the splitted projectiles can pick new target " +"cells if not enough TechnoType targets were found nearby." +msgstr "" +"`Splits.TargetCellRange` " +"是以完整单元格数为单位的距离,用于附近没有发现足够的技术类型目标时分裂的抛射体从该范围选取新的目标单元格。" -#: ../../Fixed-or-Improved-Logics.md:549 -msgid "`Splits.UseWeaponTargeting`, if set to true, enables weapon targeting filter for when checking targets for splitted projectiles. Target's `LegalTarget` setting, Warhead `Verses` against `Armor` as well as `AirburstWeapon` [weapon targeting filters](New-or-Enhanced-Logics.md#weapon-targeting-filter) & [AttachEffect filters](New-or-Enhanced-Logics.md#attached-effects) will be checked." -msgstr "`Splits.UseWeaponTargeting` 如果设为 true,则在检查分裂抛射体的目标时启用武器瞄准筛选。目标上的 `LegalTarget` 设置、弹头的 `Verses` 对 `Armor` 的设置以及 `AirburstWeapon` 所填武器的[武器瞄准筛选](New-or-Enhanced-Logics.md#weapon-targeting-filter) 和 [AttachEffect 筛选](New-or-Enhanced-Logics.md#attached-effects) 都将被检查。" +#: ../../Fixed-or-Improved-Logics.md:546 +msgid "" +"`Splits.UseWeaponTargeting`, if set to true, enables weapon targeting " +"filter for when checking targets for splitted projectiles. Target's " +"`LegalTarget` setting, Warhead `Verses` against `Armor` as well as " +"`AirburstWeapon` [weapon targeting filters](New-or-Enhanced-Logics.md" +"#weapon-targeting-filter) & [AttachEffect filters](New-or-Enhanced-" +"Logics.md#attached-effects) will be checked." +msgstr "" +"`Splits.UseWeaponTargeting` 如果设为 true,则在检查分裂抛射体的目标时启用武器瞄准筛选。目标上的 " +"`LegalTarget` 设置、弹头的 `Verses` 对 `Armor` 的设置以及 `AirburstWeapon` " +"所填武器的[武器瞄准筛选](New-or-Enhanced-Logics.md#weapon-targeting-filter) 和 " +"[AttachEffect 筛选](New-or-Enhanced-Logics.md#attached-effects) 都将被检查。" -#: ../../Fixed-or-Improved-Logics.md:550 -msgid "Do note that this overrides checking Warhead for `AffectsAllies/Owner/Enemies` for targeting. You can use `CanTargetHouses` on `AirburstWeapon` to achieve similar behaviour, however." -msgstr "注意这会在瞄准时覆盖弹头对 `AffectsAllies/Owner/Enemies` 的检查。不过,你可以通过在 `AirburstWeapon` 设置的武器上使用 `CanTargetHouses` 来实现类似的行为。" +#: ../../Fixed-or-Improved-Logics.md:547 +msgid "" +"Do note that this overrides checking Warhead for " +"`AffectsAllies/Owner/Enemies` for targeting. You can use " +"`CanTargetHouses` on `AirburstWeapon` to achieve similar behaviour, " +"however." +msgstr "" +"注意这会在瞄准时覆盖弹头对 `AffectsAllies/Owner/Enemies` 的检查。不过,你可以通过在 " +"`AirburstWeapon` 设置的武器上使用 `CanTargetHouses` 来实现类似的行为。" -#: ../../Fixed-or-Improved-Logics.md:551 +#: ../../Fixed-or-Improved-Logics.md:548 msgid "Behaviour for if `Airburst` is set to true can also be customized." msgstr "如果将 `Airburst` 设为 true 其行为也同样可以自定义。" -#: ../../Fixed-or-Improved-Logics.md:552 -msgid "`AirburstSpread` is the distance in cells that the effect covers, with each cell in range being targeted by `AirburstWeapon` by default." +#: ../../Fixed-or-Improved-Logics.md:549 +msgid "" +"`AirburstSpread` is the distance in cells that the effect covers, with " +"each cell in range being targeted by `AirburstWeapon` by default." msgstr "`AirburstSpread` 是以单元格为单位的效果所覆盖范围,默认情况下范围内的每个单元格都会被 `AirburstWeapon` 瞄准。" -#: ../../Fixed-or-Improved-Logics.md:553 -msgid "`Airburst.UseCluster`, if set to true, makes it so that only number of cells in the affected area dictated by `Cluster` will be affected, instead of all of them." +#: ../../Fixed-or-Improved-Logics.md:550 +msgid "" +"`Airburst.UseCluster`, if set to true, makes it so that only number of " +"cells in the affected area dictated by `Cluster` will be affected, " +"instead of all of them." msgstr "`Airburst.UseCluster` 如果设为 true,则只有 `Cluster` 所指定数量的单元格会被影响,而不是所有单元格。" -#: ../../Fixed-or-Improved-Logics.md:554 -msgid "If `Airburst.RandomClusters` is set to true, the cells affected will be picked by random. Otherwise they will be evenly spaced (counting from center to edges of affected area)." -msgstr "`Airburst.RandomClusters` 如果设为 true,则受影响的单元格将由随机选取。否则它们将均匀分布(从受影响区域的中心到边缘)。" +#: ../../Fixed-or-Improved-Logics.md:551 +msgid "" +"If `Airburst.RandomClusters` is set to true, the cells affected will be " +"picked by random. Otherwise they will be evenly spaced (counting from " +"center to edges of affected area)." +msgstr "" +"`Airburst.RandomClusters` 如果设为 " +"true,则受影响的单元格将由随机选取。否则它们将均匀分布(从受影响区域的中心到边缘)。" -#: ../../Fixed-or-Improved-Logics.md:555 -msgid "`AroundTarget` controls whether or not targets for projectiles created by `Airburst` or `Splits` are checked for in area around the original projectile's intended target, or where the original projectile detonated. Defaults to value of `Splits`." -msgstr "`AroundTarget` 控制由 `Airburst` 或 `Splits` 创建的抛射体的目标是否在原抛射体目标周围的区域检查获取,否则从原抛射体爆炸的位置。默认为 `Splits` 值。" +#: ../../Fixed-or-Improved-Logics.md:552 +msgid "" +"`AroundTarget` controls whether or not targets for projectiles created by" +" `Airburst` or `Splits` are checked for in area around the original " +"projectile's intended target, or where the original projectile detonated." +" Defaults to value of `Splits`." +msgstr "" +"`AroundTarget` 控制由 `Airburst` 或 `Splits` " +"创建的抛射体的目标是否在原抛射体目标周围的区域检查获取,否则从原抛射体爆炸的位置。默认为 `Splits` 值。" -#: ../../Fixed-or-Improved-Logics.md:556 -msgid "`AirburstWeapon.ApplyFirepowerMult` determines whether or not firepower modifiers from the firer of the original projectile are applied on the projectiles created from `AirburstWeapon`." -msgstr "`AirburstWeapon.ApplyFirepowerMult` 决定是否将原抛射体发射者的火力加成应用于由 `AirburstWeapon` 创建的抛射体。" +#: ../../Fixed-or-Improved-Logics.md:553 +msgid "" +"`AirburstWeapon.ApplyFirepowerMult` determines whether or not firepower " +"modifiers from the firer of the original projectile are applied on the " +"projectiles created from `AirburstWeapon`." +msgstr "" +"`AirburstWeapon.ApplyFirepowerMult` 决定是否将原抛射体发射者的火力加成应用于由 " +"`AirburstWeapon` 创建的抛射体。" -#: ../../Fixed-or-Improved-Logics.md:576 -msgid "`Splits`, `AirburstSpread`, `RetargetAccuracy`, `RetargetSelf` and `AroundTarget`, beyond the other additions, should function similarly to the equivalent features introduced by Ares and take precedence over them if Phobos is used together with Ares." -msgstr "`Splits`、`AirburstSpread`、`RetargetAccuracy`、`RetargetSelf` 和 `AroundTarget`,除了其他新增功能外,应该与 Ares 所引入的类似功能拥有相同效果并且如果 Phobos 与 Ares 一起使用则优先于 Ares 的。" +#: ../../Fixed-or-Improved-Logics.md:573 +msgid "" +"`Splits`, `AirburstSpread`, `RetargetAccuracy`, `RetargetSelf` and " +"`AroundTarget`, beyond the other additions, should function similarly to " +"the equivalent features introduced by Ares and take precedence over them " +"if Phobos is used together with Ares." +msgstr "" +"`Splits`、`AirburstSpread`、`RetargetAccuracy`、`RetargetSelf` 和 " +"`AroundTarget`,除了其他新增功能外,应该与 Ares 所引入的类似功能拥有相同效果并且如果 Phobos 与 Ares " +"一起使用则优先于 Ares 的。" -#: ../../Fixed-or-Improved-Logics.md:579 +#: ../../Fixed-or-Improved-Logics.md:576 msgid "Cluster scatter distance customization" msgstr "自定义 Cluster 散布距离" -#: ../../Fixed-or-Improved-Logics.md:581 -msgid "`ClusterScatter.Min` and `ClusterScatter.Max` can be used to set minimum and maximum distance, respectively, in cells from the original detonation coordinate any additional detonations if `Cluster` is set to value higher than 1 can appear at." -msgstr "`ClusterScatter.Min` 和 `ClusterScatter.Max` 可各自用于设置最小和最大距离,用于当 `Cluster` 设为一个大于 1 的值时任何额外爆炸可出现的位置相对原爆炸坐标以单元格为单位的距离。" +#: ../../Fixed-or-Improved-Logics.md:578 +msgid "" +"`ClusterScatter.Min` and `ClusterScatter.Max` can be used to set minimum " +"and maximum distance, respectively, in cells from the original detonation" +" coordinate any additional detonations if `Cluster` is set to value " +"higher than 1 can appear at." +msgstr "" +"`ClusterScatter.Min` 和 `ClusterScatter.Max` 可各自用于设置最小和最大距离,用于当 `Cluster` " +"设为一个大于 1 的值时任何额外爆炸可出现的位置相对原爆炸坐标以单元格为单位的距离。" -#: ../../Fixed-or-Improved-Logics.md:590 +#: ../../Fixed-or-Improved-Logics.md:587 msgid "Customizable projectile gravity" msgstr "自定义抛射体重力" -#: ../../Fixed-or-Improved-Logics.md:592 +#: ../../Fixed-or-Improved-Logics.md:589 msgid "You can now specify individual projectile gravity." msgstr "现在你可以为特定抛射体指定其重力。" -#: ../../Fixed-or-Improved-Logics.md:593 -msgid "Setting `Gravity=0` is not recommended as it will cause the projectile to fly backwards and be unable to hit the target which is not at the same height. We suggest to use `Straight` Trajectory instead. See [here](New-or-Enhanced-Logics.md#projectile-trajectories)." -msgstr "由于 `Gravity=0` 会导致抛射体向后飞行并且无法击中不在相同高度的目标因此不推荐设置 `Gravity=0` 。我们建议使用 `Straight` 轨迹替代。见[这里](New-or-Enhanced-Logics.md#projectile-trajectories)。" +#: ../../Fixed-or-Improved-Logics.md:590 +msgid "" +"Setting `Gravity=0` is not recommended as it will cause the projectile to" +" fly backwards and be unable to hit the target which is not at the same " +"height. We suggest to use `Straight` Trajectory instead. See [here](New-" +"or-Enhanced-Logics.md#projectile-trajectories)." +msgstr "" +"由于 `Gravity=0` 会导致抛射体向后飞行并且无法击中不在相同高度的目标因此不推荐设置 `Gravity=0` 。我们建议使用 " +"`Straight` 轨迹替代。见[这里](New-or-Enhanced-Logics.md#projectile-trajectories)。" -#: ../../Fixed-or-Improved-Logics.md:601 +#: ../../Fixed-or-Improved-Logics.md:598 msgid "FlakScatter distance customization" msgstr "自定义 FlakScatter 距离" -#: ../../Fixed-or-Improved-Logics.md:603 -msgid "By default `FlakScatter=true` makes `Inviso=true` projectiles scatter by random distance (in cells) from 0 to `[CombatDamage] -> BallisticScatter`. This distance range can now be customized by setting `BallisticScatter.Min` & `BallisticScatter.Max` on the projectile. If not set, the default values are used." -msgstr "默认情况下 `FlakScatter=true` 会使 `Inviso=true` 抛射体以从 0 到 `[CombatDamage] -> BallisticScatter` 的随机距离(以单元格为单位)进行散布。现在可以通过在抛射体上设置 `BallisticScatter.Min` 与 `BallisticScatter.Max` 来自定义这个距离的范围。如果没有设置则使用默认值。" +#: ../../Fixed-or-Improved-Logics.md:600 +msgid "" +"By default `FlakScatter=true` makes `Inviso=true` projectiles scatter by " +"random distance (in cells) from 0 to `[CombatDamage] -> " +"BallisticScatter`. This distance range can now be customized by setting " +"`BallisticScatter.Min` & `BallisticScatter.Max` on the projectile. If not" +" set, the default values are used." +msgstr "" +"默认情况下 `FlakScatter=true` 会使 `Inviso=true` 抛射体以从 0 到 `[CombatDamage] -> " +"BallisticScatter` 的随机距离(以单元格为单位)进行散布。现在可以通过在抛射体上设置 `BallisticScatter.Min`" +" 与 `BallisticScatter.Max` 来自定义这个距离的范围。如果没有设置则使用默认值。" -#: ../../Fixed-or-Improved-Logics.md:612 +#: ../../Fixed-or-Improved-Logics.md:609 msgid "Technos" msgstr "技术类型" -#: ../../Fixed-or-Improved-Logics.md:614 -msgid "Building-provided self-healing customization" -msgstr "自定义建筑提供的自愈" +#: ../../Fixed-or-Improved-Logics.md:611 +msgid "Building-provided self-healing customization" +msgstr "自定义建筑提供的自愈" + +#: ../../Fixed-or-Improved-Logics.md:613 +msgid "" +"It is now possible to set a global cap for the effects of " +"`InfantryGainSelfHeal` and `UnitsGainSelfHeal` by setting " +"`InfantryGainSelfHealCap` & `UnitsGainSelfHealCap` under `[General]`, " +"respectively." +msgstr "" +"现在可以通过分别在 `[General]` 中设置 `InfantryGainSelfHealCap` 与 " +"`UnitsGainSelfHealCap` 来为 `InfantryGainSelfHeal` 和 `UnitsGainSelfHeal` " +"的效果设置全局上限。" + +#: ../../Fixed-or-Improved-Logics.md:614 +msgid "" +"Whether or not `MultiplayPassive=true` houses benefit from these effects " +"can be controlled via `GainSelfHealAllowMultiplayPassive`." +msgstr "" +"`MultiplayPassive=true` 的所属方是否受益于这些效果可以通过 " +"`GainSelfHealAllowMultiplayPassive` 加以控制。" + +#: ../../Fixed-or-Improved-Logics.md:615 +msgid "" +"It is also possible to change the pip frames displayed from `pips.shp` " +"individually for infantry, units and buildings by setting the frames for " +"infantry & unit self-healing on `Pips.SelfHeal.Infantry/Units/Buildings` " +"under `[AudioVisual]`, respectively." +msgstr "" +"还可以分别为步兵、载具和建筑在 `[AudioVisual]` 中使用 " +"`Pips.SelfHeal.Infantry/Units/Buildings` 设置各自 `pips.shp` 中用于显示的 pip 帧。" #: ../../Fixed-or-Improved-Logics.md:616 -msgid "It is now possible to set a global cap for the effects of `InfantryGainSelfHeal` and `UnitsGainSelfHeal` by setting `InfantryGainSelfHealCap` & `UnitsGainSelfHealCap` under `[General]`, respectively." -msgstr "现在可以通过分别在 `[General]` 中设置 `InfantryGainSelfHealCap` 与 `UnitsGainSelfHealCap` 来为 `InfantryGainSelfHeal` 和 `UnitsGainSelfHeal` 的效果设置全局上限。" +msgid "" +"`Pips.SelfHeal.Infantry/Units/Buildings.Offset` can be used to customize " +"the pixel offsets for the displayed pips, individually for infantry, " +"units and buildings." +msgstr "" +"`Pips.SelfHeal.Infantry/Units/Buildings.Offset` 可以被用于分辨自定义步兵、载具和建筑显示 pip " +"使用的像素偏移量。" #: ../../Fixed-or-Improved-Logics.md:617 -msgid "Whether or not `MultiplayPassive=true` houses benefit from these effects can be controlled via `GainSelfHealAllowMultiplayPassive`." -msgstr "`MultiplayPassive=true` 的所属方是否受益于这些效果可以通过 `GainSelfHealAllowMultiplayPassive` 加以控制。" +msgid "" +"Whether or not a TechnoType benefits from effects of " +"`InfantryGainSelfHeal` or `UnitsGainSelfHeal` buildings or neither can " +"now be controlled by setting `SelfHealGainType`." +msgstr "" +"通过设置 `SelfHealGainType` 可以控制技术类型是否受到 `InfantryGainSelfHeal` 或 " +"`UnitsGainSelfHeal` 建筑的增益效果或者对两者都不享有。" #: ../../Fixed-or-Improved-Logics.md:618 -msgid "It is also possible to change the pip frames displayed from `pips.shp` individually for infantry, units and buildings by setting the frames for infantry & unit self-healing on `Pips.SelfHeal.Infantry/Units/Buildings` under `[AudioVisual]`, respectively." -msgstr "还可以分别为步兵、载具和建筑在 `[AudioVisual]` 中使用 `Pips.SelfHeal.Infantry/Units/Buildings` 设置各自 `pips.shp` 中用于显示的 pip 帧。" - -#: ../../Fixed-or-Improved-Logics.md:619 -msgid "`Pips.SelfHeal.Infantry/Units/Buildings.Offset` can be used to customize the pixel offsets for the displayed pips, individually for infantry, units and buildings." -msgstr "`Pips.SelfHeal.Infantry/Units/Buildings.Offset` 可以被用于分辨自定义步兵、载具和建筑显示 pip 使用的像素偏移量。" - -#: ../../Fixed-or-Improved-Logics.md:620 -msgid "Whether or not a TechnoType benefits from effects of `InfantryGainSelfHeal` or `UnitsGainSelfHeal` buildings or neither can now be controlled by setting `SelfHealGainType`." -msgstr "通过设置 `SelfHealGainType` 可以控制技术类型是否受到 `InfantryGainSelfHeal` 或 `UnitsGainSelfHeal` 建筑的增益效果或者对两者都不享有。" - -#: ../../Fixed-or-Improved-Logics.md:621 -msgid "If `SelfHealGainType` is not set, InfantryTypes and VehicleTypes with `Organic` set to true gain self-healing from `InfantryGainSelfHeal`, other VehicleTypes from `UnitsGainSelfHeal` and AircraftTypes & BuildingTypes never gain self-healing." -msgstr "如果未设置 `SelfHealGainType`,那么步兵类型和 `Organic` 设置为 true 载具类型将从 `InfantryGainSelfHeal` 获得自愈,其他载具类型从 `UnitsGainSelfHeal` 获得以及战机类型和建筑类型永远不会获得自愈。" +msgid "" +"If `SelfHealGainType` is not set, InfantryTypes and VehicleTypes with " +"`Organic` set to true gain self-healing from `InfantryGainSelfHeal`, " +"other VehicleTypes from `UnitsGainSelfHeal` and AircraftTypes & " +"BuildingTypes never gain self-healing." +msgstr "" +"如果未设置 `SelfHealGainType`,那么步兵类型和 `Organic` 设置为 true 载具类型将从 " +"`InfantryGainSelfHeal` 获得自愈,其他载具类型从 `UnitsGainSelfHeal` " +"获得以及战机类型和建筑类型永远不会获得自愈。" -#: ../../Fixed-or-Improved-Logics.md:642 +#: ../../Fixed-or-Improved-Logics.md:639 msgid "Chrono sparkle animation customization & improvements" msgstr "超时空闪光动画的自定义与改进" -#: ../../Fixed-or-Improved-Logics.md:644 -msgid "It is now possible to customize the frame delay between instances of `[General] -> ChronoSparkle1` animations created on objects being warped by setting `[General] -> ChronoSparkleDisplayDelay`." -msgstr "现在可以通过设置 `[General] -> ChronoSparkleDisplayDelay` 来自定义被结的对象上创建 `[General] -> ChronoSparkle1` 动画之间的帧间隔。" +#: ../../Fixed-or-Improved-Logics.md:641 +msgid "" +"It is now possible to customize the frame delay between instances of " +"`[General] -> ChronoSparkle1` animations created on objects being warped " +"by setting `[General] -> ChronoSparkleDisplayDelay`." +msgstr "" +"现在可以通过设置 `[General] -> ChronoSparkleDisplayDelay` 来自定义被结的对象上创建 `[General]" +" -> ChronoSparkle1` 动画之间的帧间隔。" -#: ../../Fixed-or-Improved-Logics.md:645 -msgid "By default on buildings with `MaxOccupants` higher than 0, chrono sparkle animation would be shown at each of the `MuzzleFlashX` coordinates. This behaviour is now customizable, and supports `MuzzleFlashX` indices higher than 10." -msgstr "默认情况下对于 `MaxOccupants` 大于 0 的建筑,超时空闪烁动画会在每个 `MuzzleFlashX` 坐标处显示。现在这种行为可以自定义,并且支持大于 10 的 `MuzzleFlashX` 索引。" +#: ../../Fixed-or-Improved-Logics.md:642 +msgid "" +"By default on buildings with `MaxOccupants` higher than 0, chrono sparkle" +" animation would be shown at each of the `MuzzleFlashX` coordinates. This" +" behaviour is now customizable, and supports `MuzzleFlashX` indices " +"higher than 10." +msgstr "" +"默认情况下对于 `MaxOccupants` 大于 0 的建筑,超时空闪烁动画会在每个 `MuzzleFlashX` " +"坐标处显示。现在这种行为可以自定义,并且支持大于 10 的 `MuzzleFlashX` 索引。" -#: ../../Fixed-or-Improved-Logics.md:646 -msgid "`[General] -> ChronoSparkleBuildingDisplayPositions` can be set to show the sparkle animation on the building (`building`), muzzle flash coordinates of current occupants (`occupants`), muzzle flash coordinates of all occupant slots (`occupantslots`) or any combination of these." -msgstr "`[General] -> ChronoSparkleBuildingDisplayPositions` 可以设置闪烁动画为在建筑上闪烁 (`building`)、在当前驻军的枪口坐标闪烁 (`occupants`)、所有驻军的枪口闪烁坐标 (`occupantslots`) 或这些中任意组合的情况下显示。" +#: ../../Fixed-or-Improved-Logics.md:643 +msgid "" +"`[General] -> ChronoSparkleBuildingDisplayPositions` can be set to show " +"the sparkle animation on the building (`building`), muzzle flash " +"coordinates of current occupants (`occupants`), muzzle flash coordinates " +"of all occupant slots (`occupantslots`) or any combination of these." +msgstr "" +"`[General] -> ChronoSparkleBuildingDisplayPositions` 可以设置闪烁动画为在建筑上闪烁 " +"(`building`)、在当前驻军的枪口坐标闪烁 (`occupants`)、所有驻军的枪口闪烁坐标 (`occupantslots`) " +"或这些中任意组合的情况下显示。" -#: ../../Fixed-or-Improved-Logics.md:647 -msgid "If `occupants` or `occupantslots` is listed without `building`, a single chrono sparkle animation is still displayed on building if it doesn't have any occupants or it has `MaxOccupants` value less than 1, respectively." -msgstr "如果列出了 `occupants` 或 `occupantslots` 而没有 `building`,那么在建筑没有任何驻军或其 `MaxOccupants` 小于 1 的情况下仍会在建筑上显示一个超时空闪烁动画。" +#: ../../Fixed-or-Improved-Logics.md:644 +msgid "" +"If `occupants` or `occupantslots` is listed without `building`, a single " +"chrono sparkle animation is still displayed on building if it doesn't " +"have any occupants or it has `MaxOccupants` value less than 1, " +"respectively." +msgstr "" +"如果列出了 `occupants` 或 `occupantslots` 而没有 `building`,那么在建筑没有任何驻军或其 " +"`MaxOccupants` 小于 1 的情况下仍会在建筑上显示一个超时空闪烁动画。" -#: ../../Fixed-or-Improved-Logics.md:648 -msgid "The chrono sparkle animation that is displayed on building itself is also now displayed at the center of it rather than at center of its topmost cell." +#: ../../Fixed-or-Improved-Logics.md:645 +msgid "" +"The chrono sparkle animation that is displayed on building itself is also" +" now displayed at the center of it rather than at center of its topmost " +"cell." msgstr "现在显示在建筑自身的超时空闪烁动画位于其正中心而不再是其最顶端单元格的中心。" -#: ../../Fixed-or-Improved-Logics.md:657 +#: ../../Fixed-or-Improved-Logics.md:654 msgid "Customizable ChronoSphere teleport delays for units" msgstr "单位自定义 ChronoSphere 传送延迟" -#: ../../Fixed-or-Improved-Logics.md:659 -msgid "It is now possible to customize (globally and per TechnoType) the warp-in delay for units teleporting through `Type=ChronoSphere/Warp` Superweapon, both before and after the jump." +#: ../../Fixed-or-Improved-Logics.md:656 +msgid "" +"It is now possible to customize (globally and per TechnoType) the warp-in" +" delay for units teleporting through `Type=ChronoSphere/Warp` " +"Superweapon, both before and after the jump." msgstr "现在可以自定义(全局和所有技术类型)单位通过 `Type=ChronoSphere/Warp` 超级武器传送前后的延迟。" -#: ../../Fixed-or-Improved-Logics.md:673 -msgid "Due to technical constraints, these settings do not apply to buildings teleported by Ares' customizable ChronoSphere SW. They only have a pre-teleport delay equal to `[General] -> ChronoDelay`." -msgstr "由于技术限制,这些设置不适用于 Ares 的自定义 ChronoSphere 超级武器传送的建筑。它们仅有一个共用的 `[General] -> ChronoDelay`。" +#: ../../Fixed-or-Improved-Logics.md:670 +msgid "" +"Due to technical constraints, these settings do not apply to buildings " +"teleported by Ares' customizable ChronoSphere SW. They only have a pre-" +"teleport delay equal to `[General] -> ChronoDelay`." +msgstr "" +"由于技术限制,这些设置不适用于 Ares 的自定义 ChronoSphere 超级武器传送的建筑。它们仅有一个共用的 `[General] -> " +"ChronoDelay`。" -#: ../../Fixed-or-Improved-Logics.md:676 +#: ../../Fixed-or-Improved-Logics.md:673 msgid "Customizable veterancy insignias" msgstr "自定义等级军衔" -#: ../../Fixed-or-Improved-Logics.md:678 +#: ../../Fixed-or-Improved-Logics.md:675 msgid "You can now customize veterancy insignia of TechnoTypes." msgstr "现在可以自定义技术类型的等级军衔。" +#: ../../Fixed-or-Improved-Logics.md:676 +msgid "" +"`Insignia.(Rookie|Veteran|Elite)` can be used to set a custom insignia " +"file, optionally for each veterancy stage. Like the original / default " +"file, `pips.shp`, they are drawn using `palette.pal` as palette." +msgstr "" +"`Insignia.(Rookie|Veteran|Elite)` 可用于为每个等级设置一个自定义军衔文件。与原本/默认的文件 " +"`pips.shp` 一样,它们使用 `palette.pal` 作为色盘进行绘制。" + +#: ../../Fixed-or-Improved-Logics.md:677 +msgid "" +"`InsigniaFrame.(Rookie|Veteran|Elite)` can be used to set (zero-based) " +"frame index of the insignia to display, optionally for each veterancy " +"stage. Using -1 uses the default setting. Default settings are -1 (none) " +"for rookie, 14 for veteran and 15 for elite." +msgstr "" +"`InsigniaFrame.(Rookie|Veteran|Elite)` 可用于为每个等级阶段设置军衔的(从 0 开始的)帧索引。使用 -1 " +"表示使用默认设置。默认设置对新兵为 -1(无),对老兵为 14,对精英为 15。" + +#: ../../Fixed-or-Improved-Logics.md:678 +msgid "" +"A shorthand `InsigniaFrames` can be used to list them in order from " +"rookie, veteran and elite instead as well. " +"`InsigniaFrame.(Rookie|Veteran|Elite)` takes priority over this." +msgstr "" +"也可以使用简写 `InsigniaFrames` " +"按顺序列出新兵、老兵和精英的帧索引。`InsigniaFrame.(Rookie|Veteran|Elite)` 的优先级高于此。" + #: ../../Fixed-or-Improved-Logics.md:679 -msgid "`Insignia.(Rookie|Veteran|Elite)` can be used to set a custom insignia file, optionally for each veterancy stage. Like the original / default file, `pips.shp`, they are drawn using `palette.pal` as palette." -msgstr "`Insignia.(Rookie|Veteran|Elite)` 可用于为每个等级设置一个自定义军衔文件。与原本/默认的文件 `pips.shp` 一样,它们使用 `palette.pal` 作为色盘进行绘制。" +msgid "" +"Normal insignia can be overridden for specific weapon modes of " +"`Gunner=true` units by setting `Insignia.(Frame/Frames).WeaponN` where " +"`N` stands for 1-based weapon mode index. If not set, defaults to non-" +"mode specific insignia settings." +msgstr "" +"可以通过设置 `Insignia.(Frame/Frames).WeaponN` 来为 `Gunner=true` " +"的单位使用不同武器时换成不同的军衔,其中 `N` 表示基于 1 的武器模式索引。如果不设置,默认使用非特定模式的军衔设置。" #: ../../Fixed-or-Improved-Logics.md:680 -msgid "`InsigniaFrame.(Rookie|Veteran|Elite)` can be used to set (zero-based) frame index of the insignia to display, optionally for each veterancy stage. Using -1 uses the default setting. Default settings are -1 (none) for rookie, 14 for veteran and 15 for elite." -msgstr "`InsigniaFrame.(Rookie|Veteran|Elite)` 可用于为每个等级阶段设置军衔的(从 0 开始的)帧索引。使用 -1 表示使用默认设置。默认设置对新兵为 -1(无),对老兵为 14,对精英为 15。" +msgid "" +"`Insignia.ShowEnemy` controls whether or not the insignia is shown to " +"enemy players. Defaults to `[General] -> EnemyInsignia`, which in turn " +"defaults to true." +msgstr "" +"`Insignia.ShowEnemy` 控制军衔是否对敌方玩家可见。默认为 `[General] -> " +"EnemyInsignia`,而后者默认为 true。" #: ../../Fixed-or-Improved-Logics.md:681 -msgid "A shorthand `InsigniaFrames` can be used to list them in order from rookie, veteran and elite instead as well. `InsigniaFrame.(Rookie|Veteran|Elite)` takes priority over this." -msgstr "也可以使用简写 `InsigniaFrames` 按顺序列出新兵、老兵和精英的帧索引。`InsigniaFrame.(Rookie|Veteran|Elite)` 的优先级高于此。" +msgid "" +"You can make insignias appear only on selected units using " +"`DrawInsignia.OnlyOnSelected`." +msgstr "你可以使用 `DrawInsignia.OnlyOnSelected` 来使军衔仅出现在被选中的单位上。" #: ../../Fixed-or-Improved-Logics.md:682 -msgid "Normal insignia can be overridden for specific weapon modes of `Gunner=true` units by setting `Insignia.(Frame/Frames).WeaponN` where `N` stands for 1-based weapon mode index. If not set, defaults to non-mode specific insignia settings." -msgstr "可以通过设置 `Insignia.(Frame/Frames).WeaponN` 来为 `Gunner=true` 的单位使用不同武器时换成不同的军衔,其中 `N` 表示基于 1 的武器模式索引。如果不设置,默认使用非特定模式的军衔设置。" +msgid "" +"Position for insignias can be adjusted by setting " +"`DrawInsignia.AdjustPos.Infantry` for infantry, " +"`DrawInsignia.AdjustPos.Buildings` for buildings, and " +"`DrawInsignia.AdjustPos.Units` for others." +msgstr "" +"可以通过为步兵设置 `DrawInsignia.AdjustPos.Infantry`、为建筑设置 " +"`DrawInsignia.AdjustPos.Buildings`、为其他单位设置 `DrawInsignia.AdjustPos.Units`" +" 来调整军衔的位置。" #: ../../Fixed-or-Improved-Logics.md:683 -msgid "`Insignia.ShowEnemy` controls whether or not the insignia is shown to enemy players. Defaults to `[General] -> EnemyInsignia`, which in turn defaults to true." -msgstr "`Insignia.ShowEnemy` 控制军衔是否对敌方玩家可见。默认为 `[General] -> EnemyInsignia`,而后者默认为 true。" - -#: ../../Fixed-or-Improved-Logics.md:684 -msgid "You can make insignias appear only on selected units using `DrawInsignia.OnlyOnSelected`." -msgstr "你可以使用 `DrawInsignia.OnlyOnSelected` 来使军衔仅出现在被选中的单位上。" - -#: ../../Fixed-or-Improved-Logics.md:685 -msgid "Position for insignias can be adjusted by setting `DrawInsignia.AdjustPos.Infantry` for infantry, `DrawInsignia.AdjustPos.Buildings` for buildings, and `DrawInsignia.AdjustPos.Units` for others." -msgstr "可以通过为步兵设置 `DrawInsignia.AdjustPos.Infantry`、为建筑设置 `DrawInsignia.AdjustPos.Buildings`、为其他单位设置 `DrawInsignia.AdjustPos.Units` 来调整军衔的位置。" +msgid "" +"`DrawInsignia.AdjustPos.BuildingsAnchor` can be set to an anchor point to" +" anchor the insignia position relative to the building's selection " +"bracket. By default the insignia position is not anchored to the " +"selection bracket." +msgstr "" +"`DrawInsignia.AdjustPos.BuildingsAnchor` " +"可以设置一个锚点,用于相对建筑选择框锚定军衔位置。默认情况下军衔位置未锚定到选择框。" -#: ../../Fixed-or-Improved-Logics.md:686 -msgid "`DrawInsignia.AdjustPos.BuildingsAnchor` can be set to an anchor point to anchor the insignia position relative to the building's selection bracket. By default the insignia position is not anchored to the selection bracket." -msgstr "`DrawInsignia.AdjustPos.BuildingsAnchor` 可以设置一个锚点,用于相对建筑选择框锚定军衔位置。默认情况下军衔位置未锚定到选择框。" +#: ../../Fixed-or-Improved-Logics.md:720 +msgid "" +"Insignia customization besides the `InsigniaFrames` shorthand should " +"function similarly to the equivalent feature introduced by Ares and takes" +" precedence over it if Phobos is used together with Ares." +msgstr "" +"除了使用 `InsigniaFrames` 简写外,自定义军衔功能类似于 Ares 引入的相应功能,并且如果 Phobos 与 Ares " +"一起使用优先于 Ares 的。" #: ../../Fixed-or-Improved-Logics.md:723 -msgid "Insignia customization besides the `InsigniaFrames` shorthand should function similarly to the equivalent feature introduced by Ares and takes precedence over it if Phobos is used together with Ares." -msgstr "除了使用 `InsigniaFrames` 简写外,自定义军衔功能类似于 Ares 引入的相应功能,并且如果 Phobos 与 Ares 一起使用优先于 Ares 的。" - -#: ../../Fixed-or-Improved-Logics.md:726 msgid "Customizable harvester ore gathering animation" msgstr "自定义采矿动画" -#: ../../Fixed-or-Improved-Logics.md:728 -msgid "![image](_static/images/oregath.gif) *Custom ore gathering anims in [Project Phantom](https://www.moddb.com/mods/project-phantom)*" -msgstr "![image](_static/images/oregath.gif) *在[幽灵计划](https://www.moddb.com/mods/project-phantom)中的自定义矿石采集动画*" +#: ../../Fixed-or-Improved-Logics.md:725 +msgid "" +"![image](_static/images/oregath.gif) *Custom ore gathering anims in " +"[Project Phantom](https://www.moddb.com/mods/project-phantom)*" +msgstr "" +"![image](_static/images/oregath.gif) *在[幽灵计划](https://www.moddb.com/mods" +"/project-phantom)中的自定义矿石采集动画*" -#: ../../Fixed-or-Improved-Logics.md:731 -msgid "You can now specify which anim should be drawn when a harvester of specified type is gathering specified type of ore." +#: ../../Fixed-or-Improved-Logics.md:728 +msgid "" +"You can now specify which anim should be drawn when a harvester of " +"specified type is gathering specified type of ore." msgstr "现在你可以在设定特定矿车在采集特定类型的矿石时哪些动画应当被绘制。" -#: ../../Fixed-or-Improved-Logics.md:741 +#: ../../Fixed-or-Improved-Logics.md:738 msgid "Customizable Teleport/Chrono Locomotor settings per TechnoType" msgstr "自定义超时空运动" -#: ../../Fixed-or-Improved-Logics.md:743 -msgid "![image](_static/images/cust-Chrono.gif) *Chrono Legionnaire and Ronco using different teleportation settings in [YR: New War](https://www.moddb.com/mods/yuris-revenge-new-war)*" -msgstr "![image](_static/images/cust-Chrono.gif) *[YR: New War](https://www.moddb.com/mods/yuris-revenge-new-war) 中的超时空军团兵与 Ronco 使用不同的超时空设置*" +#: ../../Fixed-or-Improved-Logics.md:740 +msgid "" +"![image](_static/images/cust-Chrono.gif) *Chrono Legionnaire and Ronco " +"using different teleportation settings in [YR: New " +"War](https://www.moddb.com/mods/yuris-revenge-new-war)*" +msgstr "" +"![image](_static/images/cust-Chrono.gif) *[YR: New " +"War](https://www.moddb.com/mods/yuris-revenge-new-war) 中的超时空军团兵与 Ronco " +"使用不同的超时空设置*" -#: ../../Fixed-or-Improved-Logics.md:746 -msgid "You can now specify Teleport/Chrono Locomotor settings per TechnoType to override default rules values. Unfilled values default to values in `[General]`." +#: ../../Fixed-or-Improved-Logics.md:743 +msgid "" +"You can now specify Teleport/Chrono Locomotor settings per TechnoType to " +"override default rules values. Unfilled values default to values in " +"`[General]`." msgstr "现在你可以为每个技术类型指定其超时空运动方式设置以覆盖默认规则的值。未填充值则默认使用 `[General]` 中的值。" -#: ../../Fixed-or-Improved-Logics.md:747 +#: ../../Fixed-or-Improved-Logics.md:744 msgid "Only applicable to Techno that have Teleport/Chrono Locomotor attached." msgstr "仅对使用超时空运动方式的技术类型有效。" -#: ../../Fixed-or-Improved-Logics.md:762 +#: ../../Fixed-or-Improved-Logics.md:759 msgid "Customizable target evaluation map zone check behaviour" msgstr "自定义目标评估地图区域检查行为" -#: ../../Fixed-or-Improved-Logics.md:764 -msgid "By default, any non-AircraftType units seeking targets via ScriptType team mission (action) `0 Attack Target Type` or any [attack team missions introduced in Phobos](AI-Scripting-and-Mapping.md#attack-actions) check if the potential target is in same map zone as the attacking unit to be able to pick it as a target. This can now be customized to allow objects from any map zone with no constraints (`TargetZoneScanType=any`) or only if they are within weapon range (`TargetZoneScanType=inrange`)." -msgstr "默认情况下,任何非战机类类型单位通过脚本动作 `0 攻击目标类型` 或任何 [Phobos 引入的小队攻击任务](AI-Scripting-and-Mapping.md#10000-10049-attack-actions) 寻找目标时都会检查潜在目标与攻击单位是否处于同一区域,以便将其选为攻击目标。现在这可以被自定义为允许选择来自任何地图区域的对象且不受限制 (`TargetZoneScanType=any`) 或者仅当目标在武器射程内时才允许选择 (`TargetZoneScanType=inrange`)。" +#: ../../Fixed-or-Improved-Logics.md:761 +msgid "" +"By default, any non-AircraftType units seeking targets via ScriptType " +"team mission (action) `0 Attack Target Type` or any [attack team missions" +" introduced in Phobos](AI-Scripting-and-Mapping.md#attack-actions) check " +"if the potential target is in same map zone as the attacking unit to be " +"able to pick it as a target. This can now be customized to allow objects " +"from any map zone with no constraints (`TargetZoneScanType=any`) or only " +"if they are within weapon range (`TargetZoneScanType=inrange`)." +msgstr "" +"默认情况下,任何非战机类类型单位通过脚本动作 `0 攻击目标类型` 或任何 [Phobos 引入的小队攻击任务](AI-Scripting-" +"and-Mapping.md#10000-10049-attack-actions) " +"寻找目标时都会检查潜在目标与攻击单位是否处于同一区域,以便将其选为攻击目标。现在这可以被自定义为允许选择来自任何地图区域的对象且不受限制 " +"(`TargetZoneScanType=any`) 或者仅当目标在武器射程内时才允许选择 " +"(`TargetZoneScanType=inrange`)。" -#: ../../Fixed-or-Improved-Logics.md:772 +#: ../../Fixed-or-Improved-Logics.md:769 msgid "Customizable unit image in art" msgstr "在 art 中自定义单位图像" -#: ../../Fixed-or-Improved-Logics.md:774 -msgid "`Image` tag in art INI is no longer limited to AnimationTypes and BuildingTypes, and can be applied to all TechnoTypes (InfantryTypes, VehicleTypes, AircraftTypes, BuildingTypes)." +#: ../../Fixed-or-Improved-Logics.md:771 +msgid "" +"`Image` tag in art INI is no longer limited to AnimationTypes and " +"BuildingTypes, and can be applied to all TechnoTypes (InfantryTypes, " +"VehicleTypes, AircraftTypes, BuildingTypes)." msgstr "art INI 中的 `Image` 标签不再局限于动画类型和建筑类型,而是作用于所有技术类型(步兵类型、载具类型、战机类型、建筑类型)。" -#: ../../Fixed-or-Improved-Logics.md:775 -msgid "The tag specifies **only** the file name (without extension) of the asset that replaces TechnoType's graphics. If the name in `Image` is also an entry in the art INI, **no tags will be read from it**." -msgstr "这个标签**仅**指定替代技术类型图像的文件名(不带扩展名)。如果 `Image` 中的名称也是 art INI 中的一个条目,那么**不会从中读取任何标签**。" +#: ../../Fixed-or-Improved-Logics.md:772 +msgid "" +"The tag specifies **only** the file name (without extension) of the asset" +" that replaces TechnoType's graphics. If the name in `Image` is also an " +"entry in the art INI, **no tags will be read from it**." +msgstr "" +"这个标签**仅**指定替代技术类型图像的文件名(不带扩展名)。如果 `Image` 中的名称也是 art INI " +"中的一个条目,那么**不会从中读取任何标签**。" -#: ../../Fixed-or-Improved-Logics.md:776 -msgid "**By default this feature is disabled** to remain compatible with YR. To use this feature, enable it in rules with `ArtImageSwap=true`." +#: ../../Fixed-or-Improved-Logics.md:773 +msgid "" +"**By default this feature is disabled** to remain compatible with YR. To " +"use this feature, enable it in rules with `ArtImageSwap=true`." msgstr "**此功能默认关闭**以保持对 YR 原行为的兼容。为使用该功能,需要在 rules 中使用 `ArtImageSwap=true` 来开启。" -#: ../../Fixed-or-Improved-Logics.md:777 -msgid "This feature supports SHP images for InfantryTypes, SHP and VXL images for VehicleTypes and VXL images for AircraftTypes." +#: ../../Fixed-or-Improved-Logics.md:774 +msgid "" +"This feature supports SHP images for InfantryTypes, SHP and VXL images " +"for VehicleTypes and VXL images for AircraftTypes." msgstr "此功能仅支持 Shape 图像用于步兵类型,Shape 与 Voxel 图像用于载具类型以及 Voxel 图像用于战机类型。" -#: ../../Fixed-or-Improved-Logics.md:791 +#: ../../Fixed-or-Improved-Logics.md:788 msgid "Customize resource storage" msgstr "自定义资源储存" -#: ../../Fixed-or-Improved-Logics.md:793 -msgid "Now Ares `Storage` feature can set which Tiberium type from `[Tiberiums]` list should be used for storing resources in structures with `Refinery.UseStorage=yes` and `Storage` > 0." -msgstr "现在 Ares 的 `Storage` 功能可以设置 `[Tiberiums]` 列表中的哪种类型被用于在拥有 `Refinery.UseStorage=yes` 且 `Storage` > 0 的结构中存储。" +#: ../../Fixed-or-Improved-Logics.md:790 +msgid "" +"Now Ares `Storage` feature can set which Tiberium type from `[Tiberiums]`" +" list should be used for storing resources in structures with " +"`Refinery.UseStorage=yes` and `Storage` > 0." +msgstr "" +"现在 Ares 的 `Storage` 功能可以设置 `[Tiberiums]` 列表中的哪种类型被用于在拥有 " +"`Refinery.UseStorage=yes` 且 `Storage` > 0 的结构中存储。" -#: ../../Fixed-or-Improved-Logics.md:794 +#: ../../Fixed-or-Improved-Logics.md:791 msgid "This tag can not be used without Ares." msgstr "此标签无法在没有 Ares 的情况下使用。" -#: ../../Fixed-or-Improved-Logics.md:802 +#: ../../Fixed-or-Improved-Logics.md:799 msgid "Customizable wake anim" msgstr "自定义水波动画" -#: ../../Fixed-or-Improved-Logics.md:804 -msgid "You can now specify the `Wake` anim per TechnoType to override default rules value." +#: ../../Fixed-or-Improved-Logics.md:801 +msgid "" +"You can now specify the `Wake` anim per TechnoType to override default " +"rules value." msgstr "现在你可以为每个技术类型指定 `Wake` 动画以覆盖默认规则值。" -#: ../../Fixed-or-Improved-Logics.md:805 -msgid "`Wake.Grapple` and `Wake.Sinking` can be used to further customize wake anim when the techno is being parasited or sunken." +#: ../../Fixed-or-Improved-Logics.md:802 +msgid "" +"`Wake.Grapple` and `Wake.Sinking` can be used to further customize wake " +"anim when the techno is being parasited or sunken." msgstr "`Wake.Grapple` 和 `Wake.Sinking` 可用于在技术类型被寄生或沉没时进一步自定义水波动画。" -#: ../../Fixed-or-Improved-Logics.md:815 +#: ../../Fixed-or-Improved-Logics.md:812 msgid "Customizing effect of level lighting on air units" msgstr "自定义光照等级对空中单位的影响" -#: ../../Fixed-or-Improved-Logics.md:817 -msgid "It is now possible to customize how air units are affected by level lighting, separately for AircraftTypes and infantry/vehicles with Jumpjet `Locomotor`." +#: ../../Fixed-or-Improved-Logics.md:814 +msgid "" +"It is now possible to customize how air units are affected by level " +"lighting, separately for AircraftTypes and infantry/vehicles with Jumpjet" +" `Locomotor`." msgstr "现在可以分别针战机类型和使用 `Locomotor=Jumpjet` 的步兵/载具自定义空中单位所受光照等级影响的方式。" -#: ../../Fixed-or-Improved-Logics.md:818 -msgid "`AircraftLevelLightMultiplier` & `JumpjetLevelLightMultiplier` are direct multipliers to level lighting applied on the units, for height levels above the cell they are on." -msgstr "`AircraftLevelLightMultiplier` 和 `JumpjetLevelLightMultiplier` 是直接用于单位的光照等级强度倍率,适用于它们所飞掠单元格的高度。" +#: ../../Fixed-or-Improved-Logics.md:815 +msgid "" +"`AircraftLevelLightMultiplier` & `JumpjetLevelLightMultiplier` are direct" +" multipliers to level lighting applied on the units, for height levels " +"above the cell they are on." +msgstr "" +"`AircraftLevelLightMultiplier` 和 `JumpjetLevelLightMultiplier` " +"是直接用于单位的光照等级强度倍率,适用于它们所飞掠单元格的高度。" -#: ../../Fixed-or-Improved-Logics.md:827 +#: ../../Fixed-or-Improved-Logics.md:824 msgid "Exploding object customizations" msgstr "爆炸对象的自定义" -#: ../../Fixed-or-Improved-Logics.md:829 -msgid "By default `Explodes=true` TechnoTypes have all of their passengers killed when they are destroyed. This behaviour can now be disabled by setting `Explodes.KillPassengers=false`." -msgstr "默认情况下 `Explodes=true` 的技术类型被摧毁时它们的所有乘客都会被击杀。现在可以通过设置 `Explodes.KillPassengers=false` 禁用此行为。" +#: ../../Fixed-or-Improved-Logics.md:826 +msgid "" +"By default `Explodes=true` TechnoTypes have all of their passengers " +"killed when they are destroyed. This behaviour can now be disabled by " +"setting `Explodes.KillPassengers=false`." +msgstr "" +"默认情况下 `Explodes=true` 的技术类型被摧毁时它们的所有乘客都会被击杀。现在可以通过设置 " +"`Explodes.KillPassengers=false` 禁用此行为。" -#: ../../Fixed-or-Improved-Logics.md:830 -msgid "BuildingTypes with `Explodes=true` can by default explode even when they are still being built or sold. This can be disabled by setting `Explodes.DuringBuildup` to false. This causes them to behave as if `Explodes` was set to false while being built up or sold." -msgstr "默认情况下拥有 `Explodes=true` 的建筑即使处于建造或出售过程中也可以引爆。可以通过设置 `Explodes.DuringBuildup` 为 false 来禁用。这样它们在建造或出售过程中会表现得像是 `Explodes` 被设为 false 一样。" +#: ../../Fixed-or-Improved-Logics.md:827 +msgid "" +"BuildingTypes with `Explodes=true` can by default explode even when they " +"are still being built or sold. This can be disabled by setting " +"`Explodes.DuringBuildup` to false. This causes them to behave as if " +"`Explodes` was set to false while being built up or sold." +msgstr "" +"默认情况下拥有 `Explodes=true` 的建筑即使处于建造或出售过程中也可以引爆。可以通过设置 " +"`Explodes.DuringBuildup` 为 false 来禁用。这样它们在建造或出售过程中会表现得像是 `Explodes` 被设为 " +"false 一样。" -#: ../../Fixed-or-Improved-Logics.md:841 +#: ../../Fixed-or-Improved-Logics.md:838 msgid "Iron Curtain & Force Shield effects on organics customization" msgstr "铁幕和力场护盾对有机体效果的自定义" -#: ../../Fixed-or-Improved-Logics.md:843 -msgid "In vanilla game, when Iron Curtain is applied on `Organic=true` units like squids or infantry, they could only get killed instantly by `C4Warhead`. This behavior is now unhardcoded and can be set with `IronCurtain.EffectOnOrganics` globally and on per-TechnoType basis with `IronCurtain.Effect`. Following values are respected:" -msgstr "在原本的游戏中,当铁幕效果应用于例如巨型乌贼和步兵这种 `Organic=true` 的单位时,它们只能被 `C4Warhead` 瞬间击杀。现在此行为已被解除硬编码,并且可以通过全局的 `IronCurtain.EffectOnOrganics` 和每个技术类型的 `IronCurtain.Effect` 属性来自定义。可接受的值如下:" +#: ../../Fixed-or-Improved-Logics.md:840 +msgid "" +"In vanilla game, when Iron Curtain is applied on `Organic=true` units " +"like squids or infantry, they could only get killed instantly by " +"`C4Warhead`. This behavior is now unhardcoded and can be set with " +"`IronCurtain.EffectOnOrganics` globally and on per-TechnoType basis with " +"`IronCurtain.Effect`. Following values are respected:" +msgstr "" +"在原本的游戏中,当铁幕效果应用于例如巨型乌贼和步兵这种 `Organic=true` 的单位时,它们只能被 `C4Warhead` " +"瞬间击杀。现在此行为已被解除硬编码,并且可以通过全局的 `IronCurtain.EffectOnOrganics` 和每个技术类型的 " +"`IronCurtain.Effect` 属性来自定义。可接受的值如下:" -#: ../../Fixed-or-Improved-Logics.md:844 -msgid "`kill` : Iron Curtain kills the organic object with a specifc warhead. This is the default value for `Organic=true` units and infantry if not otherwise specified." +#: ../../Fixed-or-Improved-Logics.md:841 +msgid "" +"`kill` : Iron Curtain kills the organic object with a specifc warhead. " +"This is the default value for `Organic=true` units and infantry if not " +"otherwise specified." msgstr "`kill`:铁幕会用特定的弹头杀死有机体,这是 `Organic=true` 单位和步兵的默认值,除非专门指定。" -#: ../../Fixed-or-Improved-Logics.md:845 -msgid "`invulnerable` : Iron Curtain makes the organic object invulnerable like buildings and vehicles." +#: ../../Fixed-or-Improved-Logics.md:842 +msgid "" +"`invulnerable` : Iron Curtain makes the organic object invulnerable like " +"buildings and vehicles." msgstr "`invulnerable`:铁幕会使有机体像建筑和载具一样获得无敌效果。" -#: ../../Fixed-or-Improved-Logics.md:846 +#: ../../Fixed-or-Improved-Logics.md:843 msgid "`ignore` : Iron Curtain doesn't give any effect on the organic object." msgstr "`ignore`:铁幕不会对有机体造成任何影响。" -#: ../../Fixed-or-Improved-Logics.md:847 -msgid "`IronCurtain.KillOrganicsWarhead` and `IronCurtain.KillWarhead` can be used to customize the Warhead used to kill units, globally or per TechnoType-basis respectively, with latter defaulting to former and former defaulting to `[CombatDamage] -> C4Warhead`." -msgstr "`IronCurtain.KillOrganicsWarhead` 和 `IronCurtain.KillWarhead` 可用于自定义击杀单位的弹头,前者用于全局设置,后者用于单独的技术类型基础设置,后者默认为前者,前者默认为 `[CombatDamage] -> C4Warhead`。" +#: ../../Fixed-or-Improved-Logics.md:844 +msgid "" +"`IronCurtain.KillOrganicsWarhead` and `IronCurtain.KillWarhead` can be " +"used to customize the Warhead used to kill units, globally or per " +"TechnoType-basis respectively, with latter defaulting to former and " +"former defaulting to `[CombatDamage] -> C4Warhead`." +msgstr "" +"`IronCurtain.KillOrganicsWarhead` 和 `IronCurtain.KillWarhead` " +"可用于自定义击杀单位的弹头,前者用于全局设置,后者用于单独的技术类型基础设置,后者默认为前者,前者默认为 `[CombatDamage] -> " +"C4Warhead`。" -#: ../../Fixed-or-Improved-Logics.md:848 +#: ../../Fixed-or-Improved-Logics.md:845 msgid "Identical controls are available for Force Shield as well." msgstr "力场护盾也有相同的控制选项。" -#: ../../Fixed-or-Improved-Logics.md:865 +#: ../../Fixed-or-Improved-Logics.md:862 msgid "Iron Curtain & Force Shield extra tint intensity" msgstr "铁幕和力场护盾的额外染色强度" -#: ../../Fixed-or-Improved-Logics.md:867 -msgid "It is now possible to specify additional tint intensity applied to Iron Curtained and Force Shielded units." +#: ../../Fixed-or-Improved-Logics.md:864 +msgid "" +"It is now possible to specify additional tint intensity applied to Iron " +"Curtained and Force Shielded units." msgstr "现在可以指定应用于处于铁幕和力场护盾中的单位的额外染色强度。" -#: ../../Fixed-or-Improved-Logics.md:876 +#: ../../Fixed-or-Improved-Logics.md:873 msgid "Jumpjet rotating on crashing toggle" msgstr "Jumpjet 旋转着坠毁的开关" -#: ../../Fixed-or-Improved-Logics.md:878 -msgid "Jumpjet that is going to crash starts to change its facing uncontrollably, this can now be turned off." +#: ../../Fixed-or-Improved-Logics.md:875 +msgid "" +"Jumpjet that is going to crash starts to change its facing " +"uncontrollably, this can now be turned off." msgstr "即将坠毁的 Jumpjet 会开始不可控地改变其朝向,现在可以将其关闭。" -#: ../../Fixed-or-Improved-Logics.md:888 +#: ../../Fixed-or-Improved-Logics.md:884 msgid "This may subject to further changes." msgstr "这可能会在未来进一步更改。" -#: ../../Fixed-or-Improved-Logics.md:891 +#: ../../Fixed-or-Improved-Logics.md:887 msgid "Kill spawns on low power" msgstr "断电时击杀子机" -#: ../../Fixed-or-Improved-Logics.md:893 -msgid "`Powered=yes` structures that spawns aircraft like Aircrafts Carriers will stop targeting the enemy if low power." +#: ../../Fixed-or-Improved-Logics.md:889 +msgid "" +"`Powered=yes` structures that spawns aircraft like Aircrafts Carriers " +"will stop targeting the enemy if low power." msgstr "像航空母舰那样生成子机的 `Powered=yes` 结构将在断电时停止攻击敌人。" -#: ../../Fixed-or-Improved-Logics.md:894 +#: ../../Fixed-or-Improved-Logics.md:890 msgid "Spawned aircrafts self-destruct if they are flying." msgstr "被生成的战机如果正在飞行那么会自毁。" -#: ../../Fixed-or-Improved-Logics.md:902 +#: ../../Fixed-or-Improved-Logics.md:898 msgid "PipScale pip customizations" msgstr "自定义 PipScale" -#: ../../Fixed-or-Improved-Logics.md:904 -msgid "It is now possible to change the size of pips (or more accurately the pixel increment to the next pip drawn) displayed on `PipScale`." +#: ../../Fixed-or-Improved-Logics.md:900 +msgid "" +"It is now possible to change the size of pips (or more accurately the " +"pixel increment to the next pip drawn) displayed on `PipScale`." msgstr "现在可以更改在 `PipScale` 中显示的 pip 的大小(或者更确切的说是绘制下一个 pip 的像素增量)。" -#: ../../Fixed-or-Improved-Logics.md:905 -msgid "`Pips.Generic.(Buildings.)Size` is for non-ammo pips on non-building TechnoTypes / buildings, accordingly, and `Pips.Ammo.(Buildings.)Size` is in turn for ammo pips, split similarly between non-building technos and buildings." -msgstr "`Pips.Generic.(Buildings.)Size` 用于非建筑技术类型/建筑的非弹药 pip,相应的,`Pips.Ammo.(Buildings.)Size` 则是针对弹药 pip,同样分别对应非建筑技术类型/建筑。" +#: ../../Fixed-or-Improved-Logics.md:901 +msgid "" +"`Pips.Generic.(Buildings.)Size` is for non-ammo pips on non-building " +"TechnoTypes / buildings, accordingly, and `Pips.Ammo.(Buildings.)Size` is" +" in turn for ammo pips, split similarly between non-building technos and " +"buildings." +msgstr "" +"`Pips.Generic.(Buildings.)Size` 用于非建筑技术类型/建筑的非弹药 " +"pip,相应的,`Pips.Ammo.(Buildings.)Size` 则是针对弹药 pip,同样分别对应非建筑技术类型/建筑。" -#: ../../Fixed-or-Improved-Logics.md:906 -msgid "Ammo pip size can also be overridden on per TechnoType-basis using `AmmoPipSize`." +#: ../../Fixed-or-Improved-Logics.md:902 +msgid "" +"Ammo pip size can also be overridden on per TechnoType-basis using " +"`AmmoPipSize`." msgstr "还可以通过 `AmmoPipSize` 为每个技术类型重写弹药 pip 的大小。" -#: ../../Fixed-or-Improved-Logics.md:907 +#: ../../Fixed-or-Improved-Logics.md:903 msgid "Ammo pip frames can now also be customized." msgstr "现在也可以自定义弹药 pip 的帧。" -#: ../../Fixed-or-Improved-Logics.md:908 -msgid "`AmmoPipFrame` and `AmmoPipFrame` are frames (zero-based) of `pips2.shp` used for ammo pip and empty ammo pip (this is not set by default) for when `PipWrap=0` (this is the default)." -msgstr "`AmmoPipFrame` 和 `AmmoPipFrame` 是在 `PipWrap=0`(这是默认行为)时使用的 `pips2.shp` 中(从 0 开始的)帧,用于弹药 pip 和空弹药 pip。" +#: ../../Fixed-or-Improved-Logics.md:904 +msgid "" +"`AmmoPipFrame` and `AmmoPipFrame` are frames (zero-based) of `pips2.shp` " +"used for ammo pip and empty ammo pip (this is not set by default) for " +"when `PipWrap=0` (this is the default)." +msgstr "" +"`AmmoPipFrame` 和 `AmmoPipFrame` 是在 `PipWrap=0`(这是默认行为)时使用的 `pips2.shp` " +"中(从 0 开始的)帧,用于弹药 pip 和空弹药 pip。" -#: ../../Fixed-or-Improved-Logics.md:909 -msgid "`AmmoPipWrapStartFrame` is used as start frame (zero-based, from `pips2.shp`) for when `PipWrap` is above 0. The start frame is the empty frame and up to `Ammo` divided by `PipWrap` frames after it are used for the different reload stages." -msgstr "`AmmoPipWrapStartFrame` 用作 `PipWrap` 大于 0 时将 `pips2.shp` 中(从 0 开始的)帧设为起始帧。起始帧是空帧,从起始帧之后最多有 `Ammo` 除以 `PipWrap` 个帧用于不同的装填阶段。" +#: ../../Fixed-or-Improved-Logics.md:905 +msgid "" +"`AmmoPipWrapStartFrame` is used as start frame (zero-based, from " +"`pips2.shp`) for when `PipWrap` is above 0. The start frame is the empty " +"frame and up to `Ammo` divided by `PipWrap` frames after it are used for " +"the different reload stages." +msgstr "" +"`AmmoPipWrapStartFrame` 用作 `PipWrap` 大于 0 时将 `pips2.shp` 中(从 0 " +"开始的)帧设为起始帧。起始帧是空帧,从起始帧之后最多有 `Ammo` 除以 `PipWrap` 个帧用于不同的装填阶段。" -#: ../../Fixed-or-Improved-Logics.md:910 +#: ../../Fixed-or-Improved-Logics.md:906 msgid "`AmmoPipOffset` can be used to shift the starting position of ammo pips." msgstr "`AmmoPipOffset` 可用于移动弹药 pip 的起始位置。" -#: ../../Fixed-or-Improved-Logics.md:911 +#: ../../Fixed-or-Improved-Logics.md:907 msgid "Pips for TechnoTypes with `Spawns` can now also be customized." msgstr "现在带有 `Spawns` 的技术类型的 pip 也可以进行自定义。" -#: ../../Fixed-or-Improved-Logics.md:912 -msgid "`ShowSpawnsPips` determines whether or not these pips are shown at all, as they are independent from `PipScale` setting." +#: ../../Fixed-or-Improved-Logics.md:908 +msgid "" +"`ShowSpawnsPips` determines whether or not these pips are shown at all, " +"as they are independent from `PipScale` setting." msgstr "`ShowSpawnsPips` 决定这些 pip 是否显示,因为它们与 `PipScale` 设置无关。" -#: ../../Fixed-or-Improved-Logics.md:913 -msgid "`SpawnsPipFrame` and `EmptySpawnsPipFrame` are frames (zero-based) of `pips.shp` (for buildings) or `pips2.shp` (for others) used for a spawnee pip and empty spawnee pip, respectively." -msgstr "`SpawnsPipFrame` 和 `EmptySpawnsPipFrame` 分别是 `pips.shp`(对于建筑)或 `pips2.shp`(对于其他)中(从 0 开始的)帧,用于子机 pip 和空子机 pip。" +#: ../../Fixed-or-Improved-Logics.md:909 +msgid "" +"`SpawnsPipFrame` and `EmptySpawnsPipFrame` are frames (zero-based) of " +"`pips.shp` (for buildings) or `pips2.shp` (for others) used for a spawnee" +" pip and empty spawnee pip, respectively." +msgstr "" +"`SpawnsPipFrame` 和 `EmptySpawnsPipFrame` 分别是 `pips.shp`(对于建筑)或 " +"`pips2.shp`(对于其他)中(从 0 开始的)帧,用于子机 pip 和空子机 pip。" -#: ../../Fixed-or-Improved-Logics.md:914 -msgid "`SpawnsPipSize` determines the pixel increment to the next pip drawn. Defaults to `[AudioVisual] -> Pips.Generic.(Buildings.)Size` if not set." -msgstr "`SpawnsPipSize` 决定了到下一个 pip 绘制的像素增量。若未设置则默认为 `[AudioVisual] -> Pips.Generic.(Buildings.)Size`。" +#: ../../Fixed-or-Improved-Logics.md:910 +msgid "" +"`SpawnsPipSize` determines the pixel increment to the next pip drawn. " +"Defaults to `[AudioVisual] -> Pips.Generic.(Buildings.)Size` if not set." +msgstr "" +"`SpawnsPipSize` 决定了到下一个 pip 绘制的像素增量。若未设置则默认为 `[AudioVisual] -> " +"Pips.Generic.(Buildings.)Size`。" -#: ../../Fixed-or-Improved-Logics.md:915 -msgid "`SpawnsPipoffset` can be used to shift the starting position of spawnee pips." +#: ../../Fixed-or-Improved-Logics.md:911 +msgid "" +"`SpawnsPipoffset` can be used to shift the starting position of spawnee " +"pips." msgstr "`SpawnsPipoffset` 可以被用于移动子机 pip 的起始位置。" -#: ../../Fixed-or-Improved-Logics.md:916 -msgid "Pips for `Storage` can now also be customized via new keys in `[AudioVisual]`." +#: ../../Fixed-or-Improved-Logics.md:912 +msgid "" +"Pips for `Storage` can now also be customized via new keys in " +"`[AudioVisual]`." msgstr "现在可以通过 `[AudioVisual]` 中的新标签来自定义 `Storage` 的 pip。" -#: ../../Fixed-or-Improved-Logics.md:917 -msgid "`Pips.Tiberiums.Frames` can be used to list frames (zero-based) of `pips.shp` (for buildings) or `pips2.shp` (for others) used for tiberium types, in the listed order corresponding to tiberium type index. Defaults to 5 for tiberium type index 1, otherwise 2." -msgstr "`Pips.Tiberiums.Frames` 可用于列出用于泰伯利亚类型的 `pips.shp`(用于建筑)或 `pips2.shp`(用于其他)中(从 0 开始的)帧,按与泰伯利亚类型序数对应的列表排列顺序,泰伯利亚类型为 1 时默认 5,否则为 2。" +#: ../../Fixed-or-Improved-Logics.md:913 +msgid "" +"`Pips.Tiberiums.Frames` can be used to list frames (zero-based) of " +"`pips.shp` (for buildings) or `pips2.shp` (for others) used for tiberium " +"types, in the listed order corresponding to tiberium type index. Defaults" +" to 5 for tiberium type index 1, otherwise 2." +msgstr "" +"`Pips.Tiberiums.Frames` 可用于列出用于泰伯利亚类型的 `pips.shp`(用于建筑)或 " +"`pips2.shp`(用于其他)中(从 0 开始的)帧,按与泰伯利亚类型序数对应的列表排列顺序,泰伯利亚类型为 1 时默认 5,否则为 2。" -#: ../../Fixed-or-Improved-Logics.md:918 -msgid "`Pips.Tiberiums.EmptyFrame` can be used to set the frame for empty slots, defaults to 0." +#: ../../Fixed-or-Improved-Logics.md:914 +msgid "" +"`Pips.Tiberiums.EmptyFrame` can be used to set the frame for empty slots," +" defaults to 0." msgstr "`Pips.Tiberiums.EmptyFrame` 可用于设置空槽的帧,默认 0。" -#: ../../Fixed-or-Improved-Logics.md:919 -msgid "`Pips.Tiberiums.DisplayOrder` controls in which order the tiberium type pips are displayed, takes a list of tiberium type indices. Any tiberium type not listed will be displayed in sequential order after the listed ones." -msgstr "`Pips.Tiberiums.DisplayOrder` 控制泰伯利亚类型 pip 显示的顺序,取一个泰伯利亚类型索引列表。任何未列出的将在列出后按顺序显示。" +#: ../../Fixed-or-Improved-Logics.md:915 +msgid "" +"`Pips.Tiberiums.DisplayOrder` controls in which order the tiberium type " +"pips are displayed, takes a list of tiberium type indices. Any tiberium " +"type not listed will be displayed in sequential order after the listed " +"ones." +msgstr "" +"`Pips.Tiberiums.DisplayOrder` 控制泰伯利亚类型 pip " +"显示的顺序,取一个泰伯利亚类型索引列表。任何未列出的将在列出后按顺序显示。" -#: ../../Fixed-or-Improved-Logics.md:920 -msgid "`Pips.Tiberiums.WeedFrame` controls which frame is displayed on Technos with `Weeder=yes`, takes a (zero-based) index of a frame in `pips.shp` (for buildings) or `pips2.shp` (for others). Defaults to 1." -msgstr "`Pips.Tiberiums.WeedFrame` 控制在 `Weeder=yes` 技术类型上显示的帧,使用 `pips.shp`(用于建筑)或 `pips2.shp`(用于其他)中(从 0 开始的)索引,默认 1。" +#: ../../Fixed-or-Improved-Logics.md:916 +msgid "" +"`Pips.Tiberiums.WeedFrame` controls which frame is displayed on Technos " +"with `Weeder=yes`, takes a (zero-based) index of a frame in `pips.shp` " +"(for buildings) or `pips2.shp` (for others). Defaults to 1." +msgstr "" +"`Pips.Tiberiums.WeedFrame` 控制在 `Weeder=yes` 技术类型上显示的帧,使用 " +"`pips.shp`(用于建筑)或 `pips2.shp`(用于其他)中(从 0 开始的)索引,默认 1。" -#: ../../Fixed-or-Improved-Logics.md:921 -msgid "`Pips.Tiberiums.WeedEmptyFrame` can be used to set the frame for empty weed slots, defaults to 0." +#: ../../Fixed-or-Improved-Logics.md:917 +msgid "" +"`Pips.Tiberiums.WeedEmptyFrame` can be used to set the frame for empty " +"weed slots, defaults to 0." msgstr "`Pips.Tiberiums.WeedEmptyFrame` 可用于设置空置废矿槽的帧,默认为 0。" -#: ../../Fixed-or-Improved-Logics.md:949 +#: ../../Fixed-or-Improved-Logics.md:945 msgid "Power drain for units" msgstr "单位消耗电力" -#: ../../Fixed-or-Improved-Logics.md:951 -msgid "Infantry, vehicles and aircraft can now drain or provide `Power` if `UnitPowerDrain=true` is set." +#: ../../Fixed-or-Improved-Logics.md:947 +msgid "" +"Infantry, vehicles and aircraft can now drain or provide `Power` if " +"`UnitPowerDrain=true` is set." msgstr "如果设置了 `UnitPowerDrain=true`,步兵、载具和战机现在都将可以小号或提供 `Power`。" -#: ../../Fixed-or-Improved-Logics.md:962 +#: ../../Fixed-or-Improved-Logics.md:958 msgid "Re-enable obsolete [JumpjetControls]" msgstr "重启废弃的 [JumpjetControls]" -#: ../../Fixed-or-Improved-Logics.md:964 -msgid "Re-enable obsolete `[JumpjetControls]`, the keys in it will be as the default value of jumpjet units." +#: ../../Fixed-or-Improved-Logics.md:960 +msgid "" +"Re-enable obsolete `[JumpjetControls]`, the keys in it will be as the " +"default value of jumpjet units." msgstr "重启了废弃的 `[JumpjetControls]`,其中的标签将用于 Jumpjet 单位的默认值。" -#: ../../Fixed-or-Improved-Logics.md:965 +#: ../../Fixed-or-Improved-Logics.md:961 msgid "Moreover, added two tags for missing ones." msgstr "此外,新增了两个标签用于空缺项。" -#: ../../Fixed-or-Improved-Logics.md:975 -msgid "`CruiseHeight` is for `JumpjetHeight`, `WobblesPerSecond` is for `JumpjetWobbles`, `WobbleDeviation` is for `JumpjetDeviation`, and `Acceleration` is for `JumpjetAccel`. All other corresponding keys just simply have no Jumpjet prefix." -msgstr "`CruiseHeight` 对应 `JumpjetHeight`、`WobblesPerSecond` 对应 `JumpjetWobbles`、`WobbleDeviation` 对应 `JumpjetDeviation` 以及 `Acceleration` 对应 `JumpjetAccel`。其他所有相应的标签只是去掉了 Jumpjet 前缀。" +#: ../../Fixed-or-Improved-Logics.md:971 +msgid "" +"`CruiseHeight` is for `JumpjetHeight`, `WobblesPerSecond` is for " +"`JumpjetWobbles`, `WobbleDeviation` is for `JumpjetDeviation`, and " +"`Acceleration` is for `JumpjetAccel`. All other corresponding keys just " +"simply have no Jumpjet prefix." +msgstr "" +"`CruiseHeight` 对应 `JumpjetHeight`、`WobblesPerSecond` 对应 " +"`JumpjetWobbles`、`WobbleDeviation` 对应 `JumpjetDeviation` 以及 " +"`Acceleration` 对应 `JumpjetAccel`。其他所有相应的标签只是去掉了 Jumpjet 前缀。" -#: ../../Fixed-or-Improved-Logics.md:978 +#: ../../Fixed-or-Improved-Logics.md:974 msgid "Skirmish AI behavior dehardcode" msgstr "遭遇战 AI 行为解编码" -#: ../../Fixed-or-Improved-Logics.md:980 -msgid "In vanilla, there is a hardcoded behavior that when an skirmish AI player has no factory and has not taken damage for a while, it will sell its buildings and set its units to hunt. This can be customized now." +#: ../../Fixed-or-Improved-Logics.md:976 +msgid "" +"In vanilla, there is a hardcoded behavior that when an skirmish AI player" +" has no factory and has not taken damage for a while, it will sell its " +"buildings and set its units to hunt. This can be customized now." msgstr "在原版中存在一个遭遇战 AI 玩家没有 Factory 类建筑且一段时间未受到伤害将会发起卖家冲锋(让所有单位进入 Hunt)的硬编码的行为。" -#: ../../Fixed-or-Improved-Logics.md:981 -msgid "`[General] -> AIFireSale` and `[General] -> AIAllToHunt` control whether the AI will act selling and hunting respectively." -msgstr "`[General] -> AIFireSale` 和 `[General] -> AIAllToHunt` 分别控制 AI 是否会执行卖家和狩猎(冲锋)行为。" +#: ../../Fixed-or-Improved-Logics.md:977 +msgid "" +"`[General] -> AIFireSale` and `[General] -> AIAllToHunt` control whether " +"the AI will act selling and hunting respectively." +msgstr "" +"`[General] -> AIFireSale` 和 `[General] -> AIAllToHunt` 分别控制 AI " +"是否会执行卖家和狩猎(冲锋)行为。" -#: ../../Fixed-or-Improved-Logics.md:982 -msgid "`[General] -> AIFireSaleDelay` defines a timer, it will only work if `[General] -> AIFireSale` is set to `true`. When the first time the AI reaches the trigger condition of vanilla behavior, the timer starts and prevents the selling behavior from happening until the timer is expired." -msgstr "`[General] -> AIFireSaleDelay` 定义了一个计时器,它只有当 `[General] -> AIFireSale` 设为 true 时才会生效。当 AI 首次达到原有行为的触发条件时计时器开始计时,并在计时器到期之前阻止出售建筑的行为。" +#: ../../Fixed-or-Improved-Logics.md:978 +msgid "" +"`[General] -> AIFireSaleDelay` defines a timer, it will only work if " +"`[General] -> AIFireSale` is set to `true`. When the first time the AI " +"reaches the trigger condition of vanilla behavior, the timer starts and " +"prevents the selling behavior from happening until the timer is expired." +msgstr "" +"`[General] -> AIFireSaleDelay` 定义了一个计时器,它只有当 `[General] -> AIFireSale` 设为" +" true 时才会生效。当 AI 首次达到原有行为的触发条件时计时器开始计时,并在计时器到期之前阻止出售建筑的行为。" -#: ../../Fixed-or-Improved-Logics.md:983 -msgid "You can use these flags to make the AIs \"all in\" before they are defeated." +#: ../../Fixed-or-Improved-Logics.md:979 +msgid "" +"You can use these flags to make the AIs \"all in\" before they are " +"defeated." msgstr "你可以用这些标签让 AI 被击败前“全力以赴”" -#: ../../Fixed-or-Improved-Logics.md:984 -msgid "Another hardcoded behavior is that, when the AI deploys a MCV, it will gather all of its forces to that place. This can be toggle off now." +#: ../../Fixed-or-Improved-Logics.md:980 +msgid "" +"Another hardcoded behavior is that, when the AI deploys a MCV, it will " +"gather all of its forces to that place. This can be toggle off now." msgstr "另一个硬编码行为是,当 AI 部署 MCV 时,它会将所有不对集结到该地点。现在可以关闭这一行为。" -#: ../../Fixed-or-Improved-Logics.md:985 +#: ../../Fixed-or-Improved-Logics.md:981 msgid "`[General] -> GatherWhenMCVDeploy` controls this behavior." msgstr "`[General] -> GatherWhenMCVDeploy` 控制这一行为。" -#: ../../Fixed-or-Improved-Logics.md:996 +#: ../../Fixed-or-Improved-Logics.md:992 msgid "Subterranean unit travel height and speed" msgstr "钻地单位移动高度和速度" -#: ../../Fixed-or-Improved-Logics.md:998 -msgid "It is now possible to control the height at which units with subterranean (Tunnel) `Locomotor` travel, globally or per TechnoType." +#: ../../Fixed-or-Improved-Logics.md:994 +msgid "" +"It is now possible to control the height at which units with subterranean" +" (Tunnel) `Locomotor` travel, globally or per TechnoType." msgstr "现在可以控制拥有钻地(Tunnel)`Locomotor` 的单位移动的高度,可以在全局和每个技术类型上定义。" -#: ../../Fixed-or-Improved-Logics.md:999 -msgid "Subterranean movement speed is now also customizable, both globally and per TechnoType. If per-TechnoType value is negative, global value is used. This does not affect the speed at which the unit moves vertically when burrowing which is determined by `Speed` multiplied by `[General] -> TunnelSpeed`." -msgstr "钻地移动速度现在也可以自定义,同样拥有全局和微观标签。如果微观标签的值为负数则使用全局值。这不会影响单位在钻地时的垂直移动速度。该速度由 `Speed` * `[General] -> TunnelSpeed` 决定。" +#: ../../Fixed-or-Improved-Logics.md:995 +msgid "" +"Subterranean movement speed is now also customizable, both globally and " +"per TechnoType. If per-TechnoType value is negative, global value is " +"used. This does not affect the speed at which the unit moves vertically " +"when burrowing which is determined by `Speed` multiplied by `[General] ->" +" TunnelSpeed`." +msgstr "" +"钻地移动速度现在也可以自定义,同样拥有全局和微观标签。如果微观标签的值为负数则使用全局值。这不会影响单位在钻地时的垂直移动速度。该速度由 " +"`Speed` * `[General] -> TunnelSpeed` 决定。" -#: ../../Fixed-or-Improved-Logics.md:1013 -msgid "`SubterraneanHeight` expects negative values to be used and may behave erratically if set to above -50." +#: ../../Fixed-or-Improved-Logics.md:1009 +msgid "" +"`SubterraneanHeight` expects negative values to be used and may behave " +"erratically if set to above -50." msgstr "`SubterraneanHeight` 最好使用一个负值并且如果设置为大于 -50 的值可能会出现异常行为。" -#: ../../Fixed-or-Improved-Logics.md:1016 +#: ../../Fixed-or-Improved-Logics.md:1012 msgid "Voxel body multi-section shadows" msgstr "Voxel 主体多组件阴影" -#: ../../Fixed-or-Improved-Logics.md:1018 -msgid "It is also now possible for vehicles and aircraft to display shadows for multiple sections of the voxel body at once, instead of just one section specified by `ShadowIndex`, by specifying the section indices in `ShadowIndices` (which defaults to `ShadowIndex`) in unit's `artmd.ini` entry." -msgstr "现在载具和战机可以通过在单位的 `artmd.ini` 条目中使用 `ShadowIndices`(默认为 `ShadowIndex`)指定多个组件索引来一性次显示出 Voxel 主体中多个组件的影子,而不再仅限于绘制 `ShadowIndex` 所指定的单个组件。" +#: ../../Fixed-or-Improved-Logics.md:1014 +msgid "" +"It is also now possible for vehicles and aircraft to display shadows for " +"multiple sections of the voxel body at once, instead of just one section " +"specified by `ShadowIndex`, by specifying the section indices in " +"`ShadowIndices` (which defaults to `ShadowIndex`) in unit's `artmd.ini` " +"entry." +msgstr "" +"现在载具和战机可以通过在单位的 `artmd.ini` 条目中使用 `ShadowIndices`(默认为 " +"`ShadowIndex`)指定多个组件索引来一性次显示出 Voxel 主体中多个组件的影子,而不再仅限于绘制 `ShadowIndex` " +"所指定的单个组件。" -#: ../../Fixed-or-Improved-Logics.md:1019 -msgid "`ShadowIndex.Frame` and `ShadowIndices.Frame` can be used to customize which frame of the HVA animation for the section from `ShadowIndex` and `ShadowIndices` is used to display the shadow, respectively. -1 is special value which means currently shown frame is used, and `ShadowIndices.Frame` defaults to this." -msgstr "`ShadowIndex.Frame` 和 `ShadowIndices.Frame` 可以分别用于自定义从 `ShadowIndex` 和 `ShadowIndices` 所指定组件的 HVA 动画中显示影子时所使用的帧。-1 是一个用于表示使用当前帧的特殊值,并且 `ShadowIndices.Frame` 默认如此。" +#: ../../Fixed-or-Improved-Logics.md:1015 +msgid "" +"`ShadowIndex.Frame` and `ShadowIndices.Frame` can be used to customize " +"which frame of the HVA animation for the section from `ShadowIndex` and " +"`ShadowIndices` is used to display the shadow, respectively. -1 is " +"special value which means currently shown frame is used, and " +"`ShadowIndices.Frame` defaults to this." +msgstr "" +"`ShadowIndex.Frame` 和 `ShadowIndices.Frame` 可以分别用于自定义从 `ShadowIndex` 和 " +"`ShadowIndices` 所指定组件的 HVA 动画中显示影子时所使用的帧。-1 是一个用于表示使用当前帧的特殊值,并且 " +"`ShadowIndices.Frame` 默认如此。" -#: ../../Fixed-or-Improved-Logics.md:1029 +#: ../../Fixed-or-Improved-Logics.md:1025 msgid "Voxel light source customization" msgstr "自定义 Voxel 光源" -#: ../../Fixed-or-Improved-Logics.md:1031 -msgid "Vanilla game applies some weird unnecessary math which resulted in the voxel light source being \"nudged\" up by a bit and light being applied incorrectly on tilted voxels. It is now possible to fix that." -msgstr "原本的游戏中使用了一些奇怪且不必要的数学计算导致 Voxel 的光源被“微调”向上了一些并在倾斜的 Voxel 上光照效果不正确。现在可以修复这个问题。" +#: ../../Fixed-or-Improved-Logics.md:1027 +msgid "" +"Vanilla game applies some weird unnecessary math which resulted in the " +"voxel light source being \"nudged\" up by a bit and light being applied " +"incorrectly on tilted voxels. It is now possible to fix that." +msgstr "" +"原本的游戏中使用了一些奇怪且不必要的数学计算导致 Voxel 的光源被“微调”向上了一些并在倾斜的 Voxel " +"上光照效果不正确。现在可以修复这个问题。" -#: ../../Fixed-or-Improved-Logics.md:1034 -msgid "Please note that enabling this will remove the vertical offset vanilla engine applies to the light source position. Assuming vanilla lighting this will make the light shine even more from below the ground than it was before, so it is recommended to turn the Z value up in value of `VoxelLightSource`." -msgstr "请注意启用此功能将移除原版引擎对光源位置应用的垂直偏移。假设使用原版光照这将会使光线从地下照射来更多,因此建议将 `VoxelLightSource` 的 Z 值调高。" +#: ../../Fixed-or-Improved-Logics.md:1030 +msgid "" +"Please note that enabling this will remove the vertical offset vanilla " +"engine applies to the light source position. Assuming vanilla lighting " +"this will make the light shine even more from below the ground than it " +"was before, so it is recommended to turn the Z value up in value of " +"`VoxelLightSource`." +msgstr "" +"请注意启用此功能将移除原版引擎对光源位置应用的垂直偏移。假设使用原版光照这将会使光线从地下照射来更多,因此建议将 " +"`VoxelLightSource` 的 Z 值调高。" -#: ../../Fixed-or-Improved-Logics.md:1037 -msgid "![image](_static/images/VoxelLightSourceComparison.png) *Applying `VoxelLightSource=0.02,-0.69,0.36` (assuming `UseFixedVoxelLighting=false`) vs default lighting, Prism Tank voxel by [CCS_qkl](https://bbs.ra2diy.com/home.php?mod=space&uid=20016&do=index)*" -msgstr "![image](_static/images/VoxelLightSourceComparison.png) *[CCS_qkl](https://bbs.ra2diy.com/home.php?mod=space&uid=20016&do=index) 将 `VoxelLightSource=0.02,-0.69,0.36`(假设 `UseFixedVoxelLighting=false`)与默认光照分别应用于光棱坦克 Voxel*" +#: ../../Fixed-or-Improved-Logics.md:1033 +msgid "" +"![image](_static/images/VoxelLightSourceComparison.png) *Applying " +"`VoxelLightSource=0.02,-0.69,0.36` (assuming " +"`UseFixedVoxelLighting=false`) vs default lighting, Prism Tank voxel by " +"[CCS_qkl](https://bbs.ra2diy.com/home.php?mod=space&uid=20016&do=index)*" +msgstr "" +"![image](_static/images/VoxelLightSourceComparison.png) " +"*[CCS_qkl](https://bbs.ra2diy.com/home.php?mod=space&uid=20016&do=index) " +"将 `VoxelLightSource=0.02,-0.69,0.36`(假设 " +"`UseFixedVoxelLighting=false`)与默认光照分别应用于光棱坦克 Voxel*" -#: ../../Fixed-or-Improved-Logics.md:1040 -msgid "It is now possible to change the position of the light relative to the voxels. This allows for better lighting to be set up." +#: ../../Fixed-or-Improved-Logics.md:1036 +msgid "" +"It is now possible to change the position of the light relative to the " +"voxels. This allows for better lighting to be set up." msgstr "现在可以改变光源相对于 Voxel 素材的位置。这有助于更好的设置光照。" -#: ../../Fixed-or-Improved-Logics.md:1041 -msgid "Only the direction of the light is accounted, the distance to the voxel is not accounted." +#: ../../Fixed-or-Improved-Logics.md:1037 +msgid "" +"Only the direction of the light is accounted, the distance to the voxel " +"is not accounted." msgstr "仅考虑光源的方向,不考虑与 Voxel 的距离(视为平行光)" -#: ../../Fixed-or-Improved-Logics.md:1042 -msgid "Vanilla light (assuming `UseFixedVoxelLighting=false`) is located roughly at `VoxelLightSource=0.201,-0.907,-0.362`." -msgstr "原版光照(假设 `UseFixedVoxelLighting=false`)大致位于 `VoxelLightSource=0.201,-0.907,-0.362`。" +#: ../../Fixed-or-Improved-Logics.md:1038 +msgid "" +"Vanilla light (assuming `UseFixedVoxelLighting=false`) is located roughly" +" at `VoxelLightSource=0.201,-0.907,-0.362`." +msgstr "" +"原版光照(假设 `UseFixedVoxelLighting=false`)大致位于 " +"`VoxelLightSource=0.201,-0.907,-0.362`。" -#: ../../Fixed-or-Improved-Logics.md:1052 -msgid "In order to easily preview the light source settings use the [VXL Viewer and VPL Generator tool by thomassneddon](https://github.com/ThomasSneddon/vxl-renderer/releases). To use the tool unpack it somewhere, then drag the main VXL file of a voxel that you will use to preview onto it (auxilliary VXL and HVA files must be in the same folder)." -msgstr "为了方便预览光源设置可以使用 [thomassneddon 的 VXL 猹看器 与 VPL 生成工具](https://github.com/ThomasSneddon/vxl-renderer/releases)。使用该工具时**先将其解压**然后将需要预览的 Voxel 文件**拖拽**到工具上(辅助 VXL 和 HVA 文件必须在同一文件夹中)。" +#: ../../Fixed-or-Improved-Logics.md:1048 +msgid "" +"In order to easily preview the light source settings use the [VXL Viewer " +"and VPL Generator tool by thomassneddon](https://github.com/ThomasSneddon" +"/vxl-renderer/releases). To use the tool unpack it somewhere, then drag " +"the main VXL file of a voxel that you will use to preview onto it " +"(auxilliary VXL and HVA files must be in the same folder)." +msgstr "" +"为了方便预览光源设置可以使用 [thomassneddon 的 VXL 猹看器 与 VPL " +"生成工具](https://github.com/ThomasSneddon/vxl-" +"renderer/releases)。使用该工具时**先将其解压**然后将需要预览的 Voxel 文件**拖拽**到工具上(辅助 VXL 和 " +"HVA 文件必须在同一文件夹中)。" -#: ../../Fixed-or-Improved-Logics.md:1054 -msgid "Keep in mind that the tool doesn't account for `UseFixedVoxelLighting=true` as of yet, so the values shown in tool need to be offset when putting in the game with with fixed voxel lighting." -msgstr "请注意该工具目前尚未考虑 `UseFixedVoxelLighting=true` 的情况,因此在将值放入使用该设置的游戏中时需要对工具中显示的值进行调整。" +#: ../../Fixed-or-Improved-Logics.md:1050 +msgid "" +"Keep in mind that the tool doesn't account for " +"`UseFixedVoxelLighting=true` as of yet, so the values shown in tool need " +"to be offset when putting in the game with with fixed voxel lighting." +msgstr "" +"请注意该工具目前尚未考虑 `UseFixedVoxelLighting=true` " +"的情况,因此在将值放入使用该设置的游戏中时需要对工具中显示的值进行调整。" -#: ../../Fixed-or-Improved-Logics.md:1057 +#: ../../Fixed-or-Improved-Logics.md:1053 msgid "Voxel shadow scaling in air" msgstr "Voxel 在空中时的影子缩放" -#: ../../Fixed-or-Improved-Logics.md:1059 -msgid "It is now possible to adjust how voxel air units (`VehicleType` & `AircraftType`) shadows scale in air. By default the shadows scale by `AirShadowBaseScale` (defaults to 0.5) amount if unit is `ConsideredAircraft=true`." -msgstr "现在可以调整 Voxel 空中单位(载具和战机)的影子如何缩放。默认情况下如果单位拥有 `ConsideredAircraft=true` 那么影子会按 `AirShadowBaseScale` (默认为 0.5)进行缩放" - -#: ../../Fixed-or-Improved-Logics.md:1060 -msgid "If `HeightShadowScaling=true`, the shadow is scaled by amount that is determined by following formula: `Max(AirShadowBaseScale ^ (currentHeight / ShadowSizeCharacteristicHeight), HeightShadowScaling.MinScale)`, where `currentHeight` is unit's current height in leptons, `ShadowSizeCharacteristicHeight` overrideable value that defaults to the maximum cruise height (`JumpjetHeight`, `FlightLevel` etc) and `HeightShadowScaling.MinScale` sets a floor for the scale." -msgstr "如果 `HeightShadowScaling=true`,影子会根据以下公式缩放: `Max(AirShadowBaseScale ^ (currentHeight / ShadowSizeCharacteristicHeight), HeightShadowScaling.MinScale)`,这里的 `currentHeight` 是单位当前高度(单位 lepton),`ShadowSizeCharacteristicHeight` 是一个可覆盖的值,默认为最大巡航高度(`JumpjetHeight`、`FlightLevel` 等),而 `HeightShadowScaling.MinScale` 设置了缩放的下限。" +#: ../../Fixed-or-Improved-Logics.md:1055 +msgid "" +"It is now possible to adjust how voxel air units (`VehicleType` & " +"`AircraftType`) shadows scale in air. By default the shadows scale by " +"`AirShadowBaseScale` (defaults to 0.5) amount if unit is " +"`ConsideredAircraft=true`." +msgstr "" +"现在可以调整 Voxel 空中单位(载具和战机)的影子如何缩放。默认情况下如果单位拥有 `ConsideredAircraft=true` " +"那么影子会按 `AirShadowBaseScale` (默认为 0.5)进行缩放" -#: ../../Fixed-or-Improved-Logics.md:1073 +#: ../../Fixed-or-Improved-Logics.md:1056 +msgid "" +"If `HeightShadowScaling=true`, the shadow is scaled by amount that is " +"determined by following formula: `Max(AirShadowBaseScale ^ (currentHeight" +" / ShadowSizeCharacteristicHeight), HeightShadowScaling.MinScale)`, where" +" `currentHeight` is unit's current height in leptons, " +"`ShadowSizeCharacteristicHeight` overrideable value that defaults to the " +"maximum cruise height (`JumpjetHeight`, `FlightLevel` etc) and " +"`HeightShadowScaling.MinScale` sets a floor for the scale." +msgstr "" +"如果 `HeightShadowScaling=true`,影子会根据以下公式缩放: `Max(AirShadowBaseScale ^ " +"(currentHeight / ShadowSizeCharacteristicHeight), " +"HeightShadowScaling.MinScale)`,这里的 `currentHeight` 是单位当前高度(单位 " +"lepton),`ShadowSizeCharacteristicHeight` " +"是一个可覆盖的值,默认为最大巡航高度(`JumpjetHeight`、`FlightLevel` 等),而 " +"`HeightShadowScaling.MinScale` 设置了缩放的下限。" + +#: ../../Fixed-or-Improved-Logics.md:1069 msgid "Forbid parallel AI queues" msgstr "禁止 AI 并行生产队列" -#: ../../Fixed-or-Improved-Logics.md:1075 -msgid "You can now set if specific types of factories do not have AI production cloning issue instead of Ares' indiscriminate behavior of `AllowParallelAIQueues=no`." +#: ../../Fixed-or-Improved-Logics.md:1071 +msgid "" +"You can now set if specific types of factories do not have AI production " +"cloning issue instead of Ares' indiscriminate behavior of " +"`AllowParallelAIQueues=no`." msgstr "现在你可以设置特定类型的工厂是否禁用 AI 克隆生产而不是 Ares 的 `AllowParallelAIQueues=no` 那样全部禁用。" -#: ../../Fixed-or-Improved-Logics.md:1076 -msgid "If `AllowParallelAIQueues=no` *(Ares feature)* is set, the tags have no effect." +#: ../../Fixed-or-Improved-Logics.md:1072 +msgid "" +"If `AllowParallelAIQueues=no` *(Ares feature)* is set, the tags have no " +"effect." msgstr "如果 `AllowParallelAIQueues=no`(*Ares 功能*)被设置,该标签无效。" -#: ../../Fixed-or-Improved-Logics.md:1077 -msgid "You can also exclude specific TechnoTypes from being built in parallel by AI by setting `ForbidParallelAIQueues` to true on a TechnoType." +#: ../../Fixed-or-Improved-Logics.md:1073 +msgid "" +"You can also exclude specific TechnoTypes from being built in parallel by" +" AI by setting `ForbidParallelAIQueues` to true on a TechnoType." msgstr "你还可以通过在技术类型上将 `ForbidParallelAIQueues` 设为 true 来禁止特定技术类型被 AI 克隆生产。" -#: ../../Fixed-or-Improved-Logics.md:1093 +#: ../../Fixed-or-Improved-Logics.md:1089 msgid "Terrains" msgstr "地形对象" -#: ../../Fixed-or-Improved-Logics.md:1095 +#: ../../Fixed-or-Improved-Logics.md:1091 msgid "Animated TerrainTypes" msgstr "动画化地形对象" -#: ../../Fixed-or-Improved-Logics.md:1097 -msgid "By default `IsAnimated`, `AnimationRate` and `AnimationProbability` only work on TerrainTypes with `SpawnsTiberium` set to true. This restriction has now been lifted." -msgstr "默认情况下 `IsAnimated`、`AnimationRate` 和 `AnimationProbability` 仅适用于 `SpawnsTiberium` 设置为 true 的地形对象。这一限制已被解除。" +#: ../../Fixed-or-Improved-Logics.md:1093 +msgid "" +"![Waving trees](_static/images/tree-shake.gif) *Animated trees used in " +"[Ion Shock](https://www.moddb.com/mods/tiberian-war-ionshock)*" +msgstr "" +"![Waving trees](_static/images/tree-shake.gif) *[Ion " +"Shock](https://www.moddb.com/mods/tiberian-war-ionshock) 中会动的树*" + +#: ../../Fixed-or-Improved-Logics.md:1093 +msgid "Waving trees" +msgstr "会动的树" + +#: ../../Fixed-or-Improved-Logics.md:1096 +msgid "" +"By default `IsAnimated`, `AnimationRate` and `AnimationProbability` only " +"work on TerrainTypes with `SpawnsTiberium` set to true. This restriction " +"has now been lifted." +msgstr "" +"默认情况下 `IsAnimated`、`AnimationRate` 和 `AnimationProbability` 仅适用于 " +"`SpawnsTiberium` 设置为 true 的地形对象。这一限制已被解除。" -#: ../../Fixed-or-Improved-Logics.md:1098 -msgid "Length of the animation can now be customized by setting `AnimationLength` as well, defaulting to half (or quarter if [damaged frames](#damaged-frames-and-crumbling-animation) are enabled) the number of frames in TerrainType's image." -msgstr "现在动画的长度可以通过设置 `AnimationLength` 来自定义,默认为地形对象图像帧数的一半(如果启用了[破损帧](#damaged-frames-and-crumbling-animation)则为四分之一)。" +#: ../../Fixed-or-Improved-Logics.md:1097 +msgid "" +"Length of the animation can now be customized by setting " +"`AnimationLength` as well, defaulting to half (or quarter if [damaged " +"frames](#damaged-frames-and-crumbling-animation) are enabled) the number " +"of frames in TerrainType's image." +msgstr "" +"现在动画的长度可以通过设置 `AnimationLength` 来自定义,默认为地形对象图像帧数的一半(如果启用了[破损帧](#damaged-" +"frames-and-crumbling-animation)则为四分之一)。" -#: ../../Fixed-or-Improved-Logics.md:1106 +#: ../../Fixed-or-Improved-Logics.md:1105 msgid "Customizable ore spawners" msgstr "自定义矿石生成者" -#: ../../Fixed-or-Improved-Logics.md:1108 -msgid "![image](_static/images/ore-01.png) *Different ore spawners in [Rise of the East](https://www.moddb.com/mods/riseoftheeast)*" -msgstr "![image](_static/images/ore-01.png) *[东方崛起](https://www.moddb.com/mods/riseoftheeast) 中不同的矿石生成者(矿柱)*" +#: ../../Fixed-or-Improved-Logics.md:1107 +msgid "" +"![image](_static/images/ore-01.png) *Different ore spawners in [Rise of " +"the East](https://www.moddb.com/mods/riseoftheeast)*" +msgstr "" +"![image](_static/images/ore-01.png) " +"*[东方崛起](https://www.moddb.com/mods/riseoftheeast) 中不同的矿石生成者(矿柱)*" -#: ../../Fixed-or-Improved-Logics.md:1111 +#: ../../Fixed-or-Improved-Logics.md:1110 msgid "You can now specify which type of ore certain TerrainType would generate." msgstr "现在你可以指定地形对象将会生成哪种矿石。" -#: ../../Fixed-or-Improved-Logics.md:1112 -msgid "It's also now possible to specify a range value for an ore generation area different compared to standard 3x3 rectangle. Ore will be uniformly distributed across all affected cells in a spread range." +#: ../../Fixed-or-Improved-Logics.md:1111 +msgid "" +"It's also now possible to specify a range value for an ore generation " +"area different compared to standard 3x3 rectangle. Ore will be uniformly " +"distributed across all affected cells in a spread range." msgstr "现在还可以指定与标准 3x3 矩形不同的矿石生成区域范围值。矿石将均匀地分布在扩散范围内所有受影响的单元格中。" -#: ../../Fixed-or-Improved-Logics.md:1113 -msgid "You can specify which ore growth stage will be spawned and how many cells will be filled with ore per ore generation animation. Corresponding tags accept either a single integer value or two comma-separated values to allow randomized growth stages from the range (inclusive)." +#: ../../Fixed-or-Improved-Logics.md:1112 +msgid "" +"You can specify which ore growth stage will be spawned and how many cells" +" will be filled with ore per ore generation animation. Corresponding tags" +" accept either a single integer value or two comma-separated values to " +"allow randomized growth stages from the range (inclusive)." msgstr "此外也可以指定将生成哪个矿石生长阶段以及每次播放矿石生成动画将会填充多少个单元格。相对应的标签接受单个整数值或两个逗号分隔的值以允许范围内(含)随机化的生长阶段。" -#: ../../Fixed-or-Improved-Logics.md:1124 +#: ../../Fixed-or-Improved-Logics.md:1123 msgid "Custom palette" msgstr "自定义色盘" -#: ../../Fixed-or-Improved-Logics.md:1126 -msgid "You can now specify custom palette for TerrainTypes in similar manner as TechnoTypes can." +#: ../../Fixed-or-Improved-Logics.md:1125 +msgid "" +"You can now specify custom palette for TerrainTypes in similar manner as " +"TechnoTypes can." msgstr "现在你可以像为技术类型那样为地形对象指定自定义色盘。" -#: ../../Fixed-or-Improved-Logics.md:1127 -msgid "Note that this palette behaves like an object palette and does not use tint etc. that have been applied to the tile the TerrainType resides on like a TerrainType using tile palette would." +#: ../../Fixed-or-Improved-Logics.md:1126 +msgid "" +"Note that this palette behaves like an object palette and does not use " +"tint etc. that have been applied to the tile the TerrainType resides on " +"like a TerrainType using tile palette would." msgstr "注意此色盘的行为就像原有的地形对象色盘那样不受光效影响。也就是地形对象将不会同步使用应用于地形对象所在地块上的色调。" -#: ../../Fixed-or-Improved-Logics.md:1135 +#: ../../Fixed-or-Improved-Logics.md:1134 msgid "Damaged frames and crumbling animation" msgstr "伤残和倒坍动画" +#: ../../Fixed-or-Improved-Logics.md:1136 +msgid "" +"By default game shows damage frame only for TerrainTypes alive at only 1 " +"point of health left. Because none of the original game TerrainType " +"assets were made with this in mind, the logic is now locked behind a new " +"key `HasDamagedFrames`." +msgstr "" +"默认情况下游戏在地形对象仅 1 点血时显示破损帧。由于原本游戏中的地形对象资源文件并未考虑这一点因此目前该逻辑仅限添加了 " +"`HasDamagedFrames` 的情况下使用。" + #: ../../Fixed-or-Improved-Logics.md:1137 -msgid "By default game shows damage frame only for TerrainTypes alive at only 1 point of health left. Because none of the original game TerrainType assets were made with this in mind, the logic is now locked behind a new key `HasDamagedFrames`." -msgstr "默认情况下游戏在地形对象仅 1 点血时显示破损帧。由于原本游戏中的地形对象资源文件并未考虑这一点因此目前该逻辑仅限添加了 `HasDamagedFrames` 的情况下使用。" +msgid "" +"Instead of showing at 1 point of HP left, TerrainTypes switch to damaged " +"frames once their health reaches `[AudioVisual] -> " +"ConditionYellow.Terrain` percentage of their maximum health. Defaults to " +"`ConditionYellow` if not set." +msgstr "" +"地形对象不再在仅剩 1 点血时显示破损帧,而是在其血量达到 `[AudioVisual] -> ConditionYellow.Terrain` " +"的百分比时才进行切换。如果未设置则默认为 `ConditionYellow`。" #: ../../Fixed-or-Improved-Logics.md:1138 -msgid "Instead of showing at 1 point of HP left, TerrainTypes switch to damaged frames once their health reaches `[AudioVisual] -> ConditionYellow.Terrain` percentage of their maximum health. Defaults to `ConditionYellow` if not set." -msgstr "地形对象不再在仅剩 1 点血时显示破损帧,而是在其血量达到 `[AudioVisual] -> ConditionYellow.Terrain` 的百分比时才进行切换。如果未设置则默认为 `ConditionYellow`。" +msgid "" +"In addition, TerrainTypes can now show 'crumbling' animation after their " +"health has reached zero and before they are deleted from the map by " +"setting `HasCrumblingFrames` to true." +msgstr "" +"此外,地形对象现在可以在其血量归 0 后到从地图中删除前的这段时间中通过设置 `HasCrumblingFrames` 为 true " +"来显示一个“倒坍”动画。" #: ../../Fixed-or-Improved-Logics.md:1139 -msgid "In addition, TerrainTypes can now show 'crumbling' animation after their health has reached zero and before they are deleted from the map by setting `HasCrumblingFrames` to true." -msgstr "此外,地形对象现在可以在其血量归 0 后到从地图中删除前的这段时间中通过设置 `HasCrumblingFrames` 为 true 来显示一个“倒坍”动画。" +msgid "" +"Crumbling frames start from first frame after both regular & damaged " +"frames and ends at halfway point of the frames in TerrainType's image." +msgstr "倒坍所用的帧从紧随于常规帧和破损帧之后的第一帧开始直到地形对象图像帧的一半处中止(另一半是影子)。" #: ../../Fixed-or-Improved-Logics.md:1140 -msgid "Crumbling frames start from first frame after both regular & damaged frames and ends at halfway point of the frames in TerrainType's image." -msgstr "倒坍所用的帧从紧随于常规帧和破损帧之后的第一帧开始直到地形对象图像帧的一半处中止(另一半是影子)。" +msgid "" +"Note that the number of regular & damage frames considered for this " +"depends on value of `HasDamagedFrames` and for `IsAnimated` TerrainTypes," +" `AnimationLength` (see [Animated TerrainTypes](#animated-terraintypes))." +" Exercise caution and ensure there are correct amount of frames to " +"display." +msgstr "" +"注意此处考虑的常规帧和破损帧数量取决于 `HasDamagedFrames` 的值,对于 `IsAnimated` 的地形对象则取决于 " +"`AnimationLength` 的值(见[动画化地形对象](#animated-terraintypes))。请谨慎操作以确保显示的帧数正确。" #: ../../Fixed-or-Improved-Logics.md:1141 -msgid "Note that the number of regular & damage frames considered for this depends on value of `HasDamagedFrames` and for `IsAnimated` TerrainTypes, `AnimationLength` (see [Animated TerrainTypes](#animated-terraintypes)). Exercise caution and ensure there are correct amount of frames to display." -msgstr "注意此处考虑的常规帧和破损帧数量取决于 `HasDamagedFrames` 的值,对于 `IsAnimated` 的地形对象则取决于 `AnimationLength` 的值(见[动画化地形对象](#animated-terraintypes))。请谨慎操作以确保显示的帧数正确。" - -#: ../../Fixed-or-Improved-Logics.md:1142 -msgid "Sound event from `CrumblingSound` (if set) is played when crumbling animation starts playing." +msgid "" +"Sound event from `CrumblingSound` (if set) is played when crumbling " +"animation starts playing." msgstr "当倒坍动画开始播放时将会播放 `CrumblingSound`(如果设置)指定的音效。" -#: ../../Fixed-or-Improved-Logics.md:1143 -msgid "[Destroy animation & sound](New-or-Enhanced-Logics.md#destroy-animation--sound) only play after crumbling animation has finished." +#: ../../Fixed-or-Improved-Logics.md:1142 +msgid "" +"[Destroy animation & sound](New-or-Enhanced-Logics.md#destroy-animation--" +"sound) only play after crumbling animation has finished." msgstr "[摧毁动画和音效](New-or-Enhanced-Logics.md#destroy-animation--sound)仅在倒坍动画结束后播放。" -#: ../../Fixed-or-Improved-Logics.md:1156 -#: ../../Fixed-or-Improved-Logics.md:1181 +#: ../../Fixed-or-Improved-Logics.md:1155 +#: ../../Fixed-or-Improved-Logics.md:1180 msgid "Minimap color customization" msgstr "小地图颜色的自定义" -#: ../../Fixed-or-Improved-Logics.md:1158 -msgid "TerrainTypes can now be made to display on minimap with different colors by setting `MinimapColor`." +#: ../../Fixed-or-Improved-Logics.md:1157 +msgid "" +"TerrainTypes can now be made to display on minimap with different colors " +"by setting `MinimapColor`." msgstr "现在地形对象可以通过设置 `MinimapColor` 使用不同的颜色显示在小地图上。" -#: ../../Fixed-or-Improved-Logics.md:1166 +#: ../../Fixed-or-Improved-Logics.md:1165 msgid "Passable & buildable-upon TerrainTypes" msgstr "可通行和可建造于其上的地形对象" -#: ../../Fixed-or-Improved-Logics.md:1168 -msgid "TerrainTypes can now be made passable or buildable upon by setting `IsPassable` or `CanBeBuiltOn`, respectively." +#: ../../Fixed-or-Improved-Logics.md:1167 +msgid "" +"TerrainTypes can now be made passable or buildable upon by setting " +"`IsPassable` or `CanBeBuiltOn`, respectively." msgstr "现在可以分别通过设置 `IsPassable` 或 `CanBeBuiltOn` 来让地形对象可通行或可以将建筑建造于其上。" -#: ../../Fixed-or-Improved-Logics.md:1169 -msgid "Movement cursor is displayed on `IsPassable` TerrainTypes unless force-firing." +#: ../../Fixed-or-Improved-Logics.md:1168 +msgid "" +"Movement cursor is displayed on `IsPassable` TerrainTypes unless force-" +"firing." msgstr "除非使用强制开火否则 `IsPassable` 的地形对象上会显示移动光标。" -#: ../../Fixed-or-Improved-Logics.md:1170 -msgid "`CanBeBuiltOn=true` terrain objects are removed when building is placed on them." +#: ../../Fixed-or-Improved-Logics.md:1169 +msgid "" +"`CanBeBuiltOn=true` terrain objects are removed when building is placed " +"on them." msgstr "`CanBeBuiltOn=true` 的地形对象在建筑建造于其上时会被移除。" -#: ../../Fixed-or-Improved-Logics.md:1179 +#: ../../Fixed-or-Improved-Logics.md:1178 msgid "Tiberiums (ores)" msgstr "泰伯利亚(矿石)" -#: ../../Fixed-or-Improved-Logics.md:1183 -msgid "Ore can now be made to display on minimap with different colors by setting `MinimapColor` on Tiberiums." +#: ../../Fixed-or-Improved-Logics.md:1182 +msgid "" +"Ore can now be made to display on minimap with different colors by " +"setting `MinimapColor` on Tiberiums." msgstr "矿石现在可以通过设置 `MinimapColor` 使用不同的颜色显示在小地图上。" -#: ../../Fixed-or-Improved-Logics.md:1191 +#: ../../Fixed-or-Improved-Logics.md:1190 msgid "Vehicles" msgstr "载具类型" -#: ../../Fixed-or-Improved-Logics.md:1193 +#: ../../Fixed-or-Improved-Logics.md:1192 msgid "Bunker entering check dehardcode" msgstr "进入坦克碉堡去除硬编码检查" -#: ../../Fixed-or-Improved-Logics.md:1195 -msgid "In vanilla, vehicles entering tank bunkers are subject to a series of hardcoding restrictions, including having to have turrets, having to have weapons, and not having Hover speed types. Now you can skip these restrictions." -msgstr "在原版,载具进入坦克碉堡时受到一系列硬编码限制,包括必须拥有炮塔、必须拥有武器以及不能使用 `SpeedType=Hover`。现在你可以跳过这些限制。" +#: ../../Fixed-or-Improved-Logics.md:1194 +msgid "" +"In vanilla, vehicles entering tank bunkers are subject to a series of " +"hardcoding restrictions, including having to have turrets, having to have" +" weapons, and not having Hover speed types. Now you can skip these " +"restrictions." +msgstr "" +"在原版,载具进入坦克碉堡时受到一系列硬编码限制,包括必须拥有炮塔、必须拥有武器以及不能使用 " +"`SpeedType=Hover`。现在你可以跳过这些限制。" -#: ../../Fixed-or-Improved-Logics.md:1196 +#: ../../Fixed-or-Improved-Logics.md:1195 msgid "This needs to be used with `Bunkerable=yes`." msgstr "这需要于 `Bunkerable=yes` 共同使用。" -#: ../../Fixed-or-Improved-Logics.md:1197 -msgid "This flag only skips the static check, that is, the check on the unit type. The dynamic check (cannot be parasitized) remains unchanged." +#: ../../Fixed-or-Improved-Logics.md:1196 +msgid "" +"This flag only skips the static check, that is, the check on the unit " +"type. The dynamic check (cannot be parasitized) remains unchanged." msgstr "这个标签近跳过惊叹检查,即对单位类型的检查。动态检查(不能处于被寄生状态)保持不变。" -#: ../../Fixed-or-Improved-Logics.md:1206 -msgid "Skipping checks with this feature doesn't mean that vehicles and tank bunkers will interact correctly. Following the simple checks performed by the provider of this feature, bunkerability is mainly determined by Locomotor. The details about locomotors' bunkerability can be found on [ModEnc](https://modenc.renegadeprojects.com/Bunkerable)." -msgstr "使用此功能跳过检查并不意味着载具和坦克碉堡就可以正确的交互。根据次功能提供者的简单检查,坦克碉堡的效果主要受到运动模式影响。不同运动模式进入坦克碉堡的详细信息可以在 [MODENC](https://modenc.renegadeprojects.com/Bunkerable) 上找到。" +#: ../../Fixed-or-Improved-Logics.md:1205 +msgid "" +"Skipping checks with this feature doesn't mean that vehicles and tank " +"bunkers will interact correctly. Following the simple checks performed by" +" the provider of this feature, bunkerability is mainly determined by " +"Locomotor. The details about locomotors' bunkerability can be found on " +"[ModEnc](https://modenc.renegadeprojects.com/Bunkerable)." +msgstr "" +"使用此功能跳过检查并不意味着载具和坦克碉堡就可以正确的交互。根据次功能提供者的简单检查,坦克碉堡的效果主要受到运动模式影响。不同运动模式进入坦克碉堡的详细信息可以在" +" [MODENC](https://modenc.renegadeprojects.com/Bunkerable) 上找到。" -#: ../../Fixed-or-Improved-Logics.md:1210 +#: ../../Fixed-or-Improved-Logics.md:1209 msgid "Customizing crushing tilt and slowdown" msgstr "自定义碾压倾斜和减速" +#: ../../Fixed-or-Improved-Logics.md:1211 +msgid "" +"Vehicles with `Crusher=true` and `OmniCrusher=true` / " +"`MovementZone=CrusherAll` were hardcoded to tilt when crushing vehicles /" +" walls respectively. This now obeys `TiltsWhenCrushes` but can be " +"customized individually for these two scenarios using " +"`TiltsWhenCrusher.Vehicles` and `TiltsWhenCrusher.Overlays`, which both " +"default to `TiltsWhenCrushes`." +msgstr "" +"拥有 `Crusher=true` 和 `OmniCrusher=true` / `MovementZone=CrusherAll` " +"的载具在碾压载具/围墙时原版被硬编码进行倾斜。现在这遵守 `TiltsWhenCrushes`,并且可以对 " +"`TiltsWhenCrusher.Vehicles` 和 `TiltsWhenCrusher.Overlays` " +"对两种情况分别进行定义,它们都默认为 `TiltsWhenCrushes`。" + #: ../../Fixed-or-Improved-Logics.md:1212 -msgid "Vehicles with `Crusher=true` and `OmniCrusher=true` / `MovementZone=CrusherAll` were hardcoded to tilt when crushing vehicles / walls respectively. This now obeys `TiltsWhenCrushes` but can be customized individually for these two scenarios using `TiltsWhenCrusher.Vehicles` and `TiltsWhenCrusher.Overlays`, which both default to `TiltsWhenCrushes`." -msgstr "拥有 `Crusher=true` 和 `OmniCrusher=true` / `MovementZone=CrusherAll` 的载具在碾压载具/围墙时原版被硬编码进行倾斜。现在这遵守 `TiltsWhenCrushes`,并且可以对 `TiltsWhenCrusher.Vehicles` 和 `TiltsWhenCrusher.Overlays` 对两种情况分别进行定义,它们都默认为 `TiltsWhenCrushes`。" +msgid "" +"`CrushForwardTiltPerFrame` determines how much the forward tilt is " +"adjusted per frame when crushing overlays or vehicles. Defaults to -0.02 " +"for vehicles using Ship locomotor crushing overlays, -0.050000001 for all" +" other cases." +msgstr "" +"`CrushForwardTiltPerFrame` 决定在碾压覆盖物或载具时每帧前倾的幅度。对于 `Locomotor=Ship` " +"的载具碾压覆盖物的时默认为 -0.02,其他情况默认为 -0.050000001。" #: ../../Fixed-or-Improved-Logics.md:1213 -msgid "`CrushForwardTiltPerFrame` determines how much the forward tilt is adjusted per frame when crushing overlays or vehicles. Defaults to -0.02 for vehicles using Ship locomotor crushing overlays, -0.050000001 for all other cases." -msgstr "`CrushForwardTiltPerFrame` 决定在碾压覆盖物或载具时每帧前倾的幅度。对于 `Locomotor=Ship` 的载具碾压覆盖物的时默认为 -0.02,其他情况默认为 -0.050000001。" - -#: ../../Fixed-or-Improved-Logics.md:1214 -msgid "`CrushOverlayExtraForwardTilt` is additional forward tilt applied after an overlay has been crushed by the vehicle." +msgid "" +"`CrushOverlayExtraForwardTilt` is additional forward tilt applied after " +"an overlay has been crushed by the vehicle." msgstr "`CrushOverlayExtraForwardTilt` 是载具碾压覆盖物后额外的向前倾斜量" -#: ../../Fixed-or-Improved-Logics.md:1215 -msgid "It is possible to customize the movement speed slowdown when `MovementZone=CrusherAll` vehicle crushes walls by setting `CrushSlowdownMultiplier`." -msgstr "可以通过设置 `CrushSlowdownMultiplier` 来自定义 `MovementZone=CrusherAll` 的载具碾压围墙时移动速度的减速幅度。" +#: ../../Fixed-or-Improved-Logics.md:1214 +msgid "" +"It is possible to customize the movement speed slowdown when " +"`MovementZone=CrusherAll` vehicle crushes walls by setting " +"`CrushSlowdownMultiplier`." +msgstr "" +"可以通过设置 `CrushSlowdownMultiplier` 来自定义 `MovementZone=CrusherAll` " +"的载具碾压围墙时移动速度的减速幅度。" -#: ../../Fixed-or-Improved-Logics.md:1227 +#: ../../Fixed-or-Improved-Logics.md:1226 msgid "Destroy animations" msgstr "摧毁动画" -#: ../../Fixed-or-Improved-Logics.md:1229 -msgid "`DestroyAnim` has been extended to work with VehicleTypes, with option to pick random animation if `DestroyAnim.Random` is set to true. These animations store owner and facing information for use with [CreateUnit logic](New-or-Enhanced-Logics.md#anim-to-unit)." -msgstr "`DestroyAnim` 已扩展至载具类型,并且如果 `DestroyAnim.Random` 设为 true 那么可以随机选取其中一个动画。这些动画存储了所属方和朝向信息以供[生成单位](New-or-Enhanced-Logics.md#anim-to-unit)逻辑使用。" - -#: ../../Fixed-or-Improved-Logics.md:1238 -msgid "IsSimpleDeployer vehicle deploy animation / direction customization" -msgstr "自定义 IsSimpleDeployer 载具部署" - -#: ../../Fixed-or-Improved-Logics.md:1240 -msgid "`DeployingAnim.AllowAnyDirection` if set, disables any direction constraints for deployers with `DeployingAnim` set. Only works for ground units." -msgstr "`DeployingAnim.AllowAnyDirection` 如果设置,那么将会取消所有由于 `DeployingAnim` 设置而对部署者在方向上的约束。只适用于地面单位。" - -#: ../../Fixed-or-Improved-Logics.md:1241 -msgid "`DeployingAnim.KeepUnitVisible` determines if the unit is **not** hidden while the animation is playing." -msgstr "`DeployingAnim.KeepUnitVisible` 决定单位是否在动画播放期间**不**被隐藏。" - -#: ../../Fixed-or-Improved-Logics.md:1242 -msgid "`DeployingAnim.ReverseForUndeploy` controls whether or not the animation is played in reverse for undeploying." -msgstr "`DeployingAnim.KeepUnitVisible` 控制反部署时是否使动画反向播放。" - -#: ../../Fixed-or-Improved-Logics.md:1243 -msgid "`DeployingAnim.UseUnitDrawer` controls whether or not the animation is displayed in the unit's palette and team colours or regular animation palette, including a potential custom palette." -msgstr "`DeployingAnim.UseUnitDrawer` 控制动画使用 unit 色盘以及所属色还是常规动画色盘,包括潜在的自定义色盘。" +#: ../../Fixed-or-Improved-Logics.md:1228 +msgid "" +"`DestroyAnim` has been extended to work with VehicleTypes, with option to" +" pick random animation if `DestroyAnim.Random` is set to true. These " +"animations store owner and facing information for use with [CreateUnit " +"logic](New-or-Enhanced-Logics.md#anim-to-unit)." +msgstr "" +"`DestroyAnim` 已扩展至载具类型,并且如果 `DestroyAnim.Random` 设为 true " +"那么可以随机选取其中一个动画。这些动画存储了所属方和朝向信息以供[生成单位](New-or-Enhanced-Logics.md#anim-to-" +"unit)逻辑使用。" -#: ../../Fixed-or-Improved-Logics.md:1254 +#: ../../Fixed-or-Improved-Logics.md:1237 msgid "Preserve Iron Curtain / Force Shield status on type conversion" msgstr "在单位转换时保留铁幕/力场护盾状态" -#: ../../Fixed-or-Improved-Logics.md:1256 +#: ../../Fixed-or-Improved-Logics.md:1239 msgid "![image](_static/images/preserve-ic.gif) *Bugfix in action*" msgstr "![image](_static/images/preserve-ic.gif) *Bug 修复后的行为*" -#: ../../Fixed-or-Improved-Logics.md:1259 -msgid "Iron Curtain status is now preserved by default when converting between TechnoTypes via `DeploysInto`/`UndeploysInto`. Force Shield status preservation is turned off by default." +#: ../../Fixed-or-Improved-Logics.md:1242 +msgid "" +"Iron Curtain status is now preserved by default when converting between " +"TechnoTypes via `DeploysInto`/`UndeploysInto`. Force Shield status " +"preservation is turned off by default." msgstr "通过 `DeploysInto`/`UndeploysInto` 在技术类型之间的转换现在默认保留铁幕状态。力场护盾则默认不保留。" -#: ../../Fixed-or-Improved-Logics.md:1260 +#: ../../Fixed-or-Improved-Logics.md:1243 msgid "This behavior can be turned on/off per-TechnoType and on global basis." msgstr "这一行为可以对每个技术类型和全局进行开启/关闭。" -#: ../../Fixed-or-Improved-Logics.md:1261 -msgid "`IronCurtain.Modifier` / `ForceShield.Modifier` (whichever is applicable) is re-applied upon type conversion." +#: ../../Fixed-or-Improved-Logics.md:1244 +msgid "" +"`IronCurtain.Modifier` / `ForceShield.Modifier` (whichever is applicable)" +" is re-applied upon type conversion." msgstr "`IronCurtain.Modifier` / `ForceShield.Modifier`(视情况而定)将在单位转换时刷新。" -#: ../../Fixed-or-Improved-Logics.md:1274 +#: ../../Fixed-or-Improved-Logics.md:1257 msgid "Retain target on movement command" msgstr "在命令移动后保留目标" -#: ../../Fixed-or-Improved-Logics.md:1276 -msgid "It is now possible for vehicles to retain their target when issued movement command by setting `KeepTargetOnMove` to true." +#: ../../Fixed-or-Improved-Logics.md:1259 +msgid "" +"It is now possible for vehicles to retain their target when issued " +"movement command by setting `KeepTargetOnMove` to true." msgstr "现在可以通过设置 `KeepTargetOnMove` 为 true 来使载具在接收到移动命令时保留其目标。" -#: ../../Fixed-or-Improved-Logics.md:1277 -msgid "Note that no check is done whether or not the vehicle or the weapon can actually fire while moving, this is on modder's discretion." +#: ../../Fixed-or-Improved-Logics.md:1260 +msgid "" +"Note that no check is done whether or not the vehicle or the weapon can " +"actually fire while moving, this is on modder's discretion." msgstr "注意这不会检查载具或武器实际上能否在移动中开火,这由 modder 自行决定。" -#: ../../Fixed-or-Improved-Logics.md:1278 -msgid "The target is automatically reset if the vehicle moves beyond the weapon's range from the target." +#: ../../Fixed-or-Improved-Logics.md:1261 +msgid "" +"The target is automatically reset if the vehicle moves beyond the " +"weapon's range from the target." msgstr "如果由于载具移动导致目标超出武器射程那么目标将自动重置。" -#: ../../Fixed-or-Improved-Logics.md:1279 -msgid "`KeepTargetOnMove.ExtraDistance` can be used to modify the distance considered 'out of range' from target (it is added to weapon range), negative values work to reduce the distance." +#: ../../Fixed-or-Improved-Logics.md:1262 +msgid "" +"`KeepTargetOnMove.ExtraDistance` can be used to modify the distance " +"considered 'out of range' from target (it is added to weapon range), " +"negative values work to reduce the distance." msgstr "`KeepTargetOnMove.ExtraDistance` 可以用来修改被认为“超出射程”的范围(基于武器射程的修正值),负值会缩短判定距离。" -#: ../../Fixed-or-Improved-Logics.md:1288 +#: ../../Fixed-or-Improved-Logics.md:1271 msgid "Stationary vehicles" msgstr "静止的载具" -#: ../../Fixed-or-Improved-Logics.md:1290 -msgid "Setting VehicleType `Speed` to 0 now makes game treat them as stationary, behaving in very similar manner to deployed vehicles with `IsSimpleDeployer` set to true. Should not be used on buildable vehicles, as they won't be able to exit factories." -msgstr "现在载具将在 `Speed` 设置为 0 时使游戏将它们视为静止的,其行为方式非常类似于 `IsSimpleDeployer` 设置为 true 的部署状态载具。不应用于可生产的载具,否则它们将无法退出工厂。" +#: ../../Fixed-or-Improved-Logics.md:1273 +msgid "" +"Setting VehicleType `Speed` to 0 now makes game treat them as stationary," +" behaving in very similar manner to deployed vehicles with " +"`IsSimpleDeployer` set to true. Should not be used on buildable vehicles," +" as they won't be able to exit factories." +msgstr "" +"现在载具将在 `Speed` 设置为 0 时使游戏将它们视为静止的,其行为方式非常类似于 `IsSimpleDeployer` 设置为 true " +"的部署状态载具。不应用于可生产的载具,否则它们将无法退出工厂。" -#: ../../Fixed-or-Improved-Logics.md:1292 +#: ../../Fixed-or-Improved-Logics.md:1275 msgid "Voxel turret shadow" msgstr "Voxel 炮塔影子" +#: ../../Fixed-or-Improved-Logics.md:1277 +msgid "" +"Vehicle voxel turrets can now draw shadows if `[AudioVisual] -> " +"DrawTurretShadow` is set to true. This can be overridden per VehicleType " +"by setting `TurretShadow` in the vehicle's `artmd.ini` section." +msgstr "" +"如果 `[AudioVisual] -> DrawTurretShadow` 被设为 true 那么载具的 Voxel " +"炮塔现在可以绘制影子。这可以在载具的 `artmd.ini` 小节中设置 `TurretShadow` 来覆盖。" + +#: ../../Fixed-or-Improved-Logics.md:1291 +msgid "IsSimpleDeployer vehicle deploy animation / direction customization" +msgstr "自定义 IsSimpleDeployer 载具部署" + +#: ../../Fixed-or-Improved-Logics.md:1293 +msgid "" +"`DeployingAnim.AllowAnyDirection` if set, disables any direction " +"constraints for deployers with `DeployingAnim` set. Only works for ground" +" units." +msgstr "" +"`DeployingAnim.AllowAnyDirection` 如果设置,那么将会取消所有由于 `DeployingAnim` " +"设置而对部署者在方向上的约束。只适用于地面单位。" + #: ../../Fixed-or-Improved-Logics.md:1294 -msgid "Vehicle voxel turrets can now draw shadows if `[AudioVisual] -> DrawTurretShadow` is set to true. This can be overridden per VehicleType by setting `TurretShadow` in the vehicle's `artmd.ini` section." -msgstr "如果 `[AudioVisual] -> DrawTurretShadow` 被设为 true 那么载具的 Voxel 炮塔现在可以绘制影子。这可以在载具的 `artmd.ini` 小节中设置 `TurretShadow` 来覆盖。" +msgid "" +"`DeployingAnim.KeepUnitVisible` determines if the unit is **not** hidden " +"while the animation is playing." +msgstr "`DeployingAnim.KeepUnitVisible` 决定单位是否在动画播放期间**不**被隐藏。" + +#: ../../Fixed-or-Improved-Logics.md:1295 +msgid "" +"`DeployingAnim.ReverseForUndeploy` controls whether or not the animation " +"is played in reverse for undeploying." +msgstr "`DeployingAnim.KeepUnitVisible` 控制反部署时是否使动画反向播放。" + +#: ../../Fixed-or-Improved-Logics.md:1296 +msgid "" +"`DeployingAnim.UseUnitDrawer` controls whether or not the animation is " +"displayed in the unit's palette and team colours or regular animation " +"palette, including a potential custom palette." +msgstr "`DeployingAnim.UseUnitDrawer` 控制动画使用 unit 色盘以及所属色还是常规动画色盘,包括潜在的自定义色盘。" -#: ../../Fixed-or-Improved-Logics.md:1308 +#: ../../Fixed-or-Improved-Logics.md:1307 msgid "`IsSimpleDeployer` vehicle auto-deploy / deploy block on ammo change" msgstr "`IsSimpleDeployer` 的载具根据弹药自动部署 / 阻止部署" -#: ../../Fixed-or-Improved-Logics.md:1310 +#: ../../Fixed-or-Improved-Logics.md:1309 msgid "Vehicle deployment can now be affected by ammo count." msgstr "载具的部署行为现在可以受弹药数量影响。" -#: ../../Fixed-or-Improved-Logics.md:1311 -msgid "`Ammo.AutoDeployMinimumAmount` determines the minimal number of ammo at which a vehicle converts/deploys automatically." +#: ../../Fixed-or-Improved-Logics.md:1310 +msgid "" +"`Ammo.AutoDeployMinimumAmount` determines the minimal number of ammo at " +"which a vehicle converts/deploys automatically." msgstr "`Ammo.AutoDeployMinimumAmount` 决定载具自动转换/部署时所需的最小弹药量。" -#: ../../Fixed-or-Improved-Logics.md:1312 -msgid "`Ammo.DeployUnlockMinimumAmount` determines the minimal number of ammo that unlocks issuing vehicle converting/deploying command." +#: ../../Fixed-or-Improved-Logics.md:1311 +msgid "" +"`Ammo.DeployUnlockMinimumAmount` determines the minimal number of ammo " +"that unlocks issuing vehicle converting/deploying command." msgstr "`Ammo.DeployUnlockMinimumAmount` 决定载具解除转换/部署命令的最小弹药量。" -#: ../../Fixed-or-Improved-Logics.md:1313 -msgid "`Ammo.AutoDeployMaximumAmount` and `Ammo.DeployUnlockMaximumAmount` behave analogically." +#: ../../Fixed-or-Improved-Logics.md:1312 +msgid "" +"`Ammo.AutoDeployMaximumAmount` and `Ammo.DeployUnlockMaximumAmount` " +"behave analogically." msgstr "`Ammo.AutoDeployMaximumAmount` 和 `Ammo.DeployUnlockMaximumAmount` 的功能与之类似。" -#: ../../Fixed-or-Improved-Logics.md:1314 +#: ../../Fixed-or-Improved-Logics.md:1313 msgid "Setting a negative number will disable ammo count check." msgstr "设为负数将禁用弹药数量检查。" -#: ../../Fixed-or-Improved-Logics.md:1326 -msgid "Auto-deploy feature requires `Convert.Deploy` from [Ares’ Type Conversion](https://ares-developers.github.io/Ares-docs/new/typeconversion.html) to change type. Unit without it will constantly use deploy command on self until ammo is changed." -msgstr "自动部署功能需要 [Ares 的单位转换](https://ares-developers.github.io/Ares-docs/new/typeconversion.html)功能来改变类型。没有启用该功能的单位将会不断尝试部署直至其弹药量变化。" +#: ../../Fixed-or-Improved-Logics.md:1325 +msgid "" +"Auto-deploy feature requires `Convert.Deploy` from [Ares’ Type " +"Conversion](https://ares-developers.github.io/Ares-" +"docs/new/typeconversion.html) to change type. Unit without it will " +"constantly use deploy command on self until ammo is changed." +msgstr "" +"自动部署功能需要 [Ares 的单位转换](https://ares-developers.github.io/Ares-" +"docs/new/typeconversion.html)功能来改变类型。没有启用该功能的单位将会不断尝试部署直至其弹药量变化。" -#: ../../Fixed-or-Improved-Logics.md:1329 +#: ../../Fixed-or-Improved-Logics.md:1328 msgid "`IsSimpleDeployer` vehicle ammo change on deploy" msgstr "`IsSimpleDeployer` 载具在部署时更改弹药" -#: ../../Fixed-or-Improved-Logics.md:1331 -msgid "`Ammo.AddOnDeploy` determines the number of ammo added or substracted on unit deploy." +#: ../../Fixed-or-Improved-Logics.md:1330 +msgid "" +"`Ammo.AddOnDeploy` determines the number of ammo added or substracted on " +"unit deploy." msgstr "`Ammo.AddOnDeploy` 决定单位部署时增加或减少的弹药量。" -msgid "Due to technical constraints, units that use `Convert.Deploy` from [Ares’ Type Conversion](https://ares-developers.github.io/Ares-docs/new/typeconversion.html) to change type with `Ammo.AddOnDeploy` will add or substract ammo despite of convertion success. This will also happen when unit exits tank bunker." -msgstr "由于技术限制,使用 [Ares 单位转换](https://ares-developers.github.io/Ares-docs/new/typeconversion.html)中 `Convert.Deploy` 的单位通过 `Ammo.AddOnDeploy` 改变类型时无论转换是否成功都会改变弹药量。这同样发生在单位离开坦克碉堡时。" - #: ../../Fixed-or-Improved-Logics.md:1339 +msgid "" +"Due to technical constraints, units that use `Convert.Deploy` from [Ares’" +" Type Conversion](https://ares-developers.github.io/Ares-" +"docs/new/typeconversion.html) to change type with `Ammo.AddOnDeploy` will" +" add or substract ammo despite of convertion success. This will also " +"happen when unit exits tank bunker." +msgstr "" +"由于技术限制,使用 [Ares 单位转换](https://ares-developers.github.io/Ares-" +"docs/new/typeconversion.html)中 `Convert.Deploy` 的单位通过 `Ammo.AddOnDeploy` " +"改变类型时无论转换是否成功都会改变弹药量。这同样发生在单位离开坦克碉堡时。" + +#: ../../Fixed-or-Improved-Logics.md:1342 +msgid "Unit Without Turret Always Turn To Target" +msgstr "无炮塔单位始终面向目标" + +#: ../../Fixed-or-Improved-Logics.md:1344 +msgid "" +"Now vehicles (exclude jumpjets) without turret will attempt to turn to " +"the target while the weapon is cooling down, rather than after the weapon" +" has cooled down, by setting `NoTurret.TrackTarget` to true." +msgstr "" +"现在可以通过将 `NoTurret.TrackTarget` 设为 true 来让" +"没有炮塔的载具(不包括 Jumpjet 单位)在武器冷却期间就" +"尝试更改朝向以面向目标而不是等到武器冷却完成后。" + +#: ../../Fixed-or-Improved-Logics.md:1355 msgid "Veinholes & Weeds" msgstr "泰伯利亚藤蔓与泰伯利亚废矿" -#: ../../Fixed-or-Improved-Logics.md:1341 +#: ../../Fixed-or-Improved-Logics.md:1357 msgid "Veinholes" msgstr "泰伯利亚藤蔓" -#: ../../Fixed-or-Improved-Logics.md:1343 +#: ../../Fixed-or-Improved-Logics.md:1359 msgid "Veinhole monsters now work like they used to in Tiberian Sun." msgstr "泰伯利亚藤蔓怪现在可以像《泰伯利亚之日》中那样工作。" -#: ../../Fixed-or-Improved-Logics.md:1344 +#: ../../Fixed-or-Improved-Logics.md:1360 msgid "Their core parameters are still loaded from `[General]`." msgstr "它们的核心参数仍然从 `[General]` 读取。" -#: ../../Fixed-or-Improved-Logics.md:1345 -msgid "The Warhead used by veins is specified under `[CombatDamage]`. The warhead has to have `Veinhole=yes` set." +#: ../../Fixed-or-Improved-Logics.md:1361 +msgid "" +"The Warhead used by veins is specified under `[CombatDamage]`. The " +"warhead has to have `Veinhole=yes` set." msgstr "藤蔓的弹头在 `[CombatDamage]` 下指定。弹头必须设置 `Veinhole=yes`。" -#: ../../Fixed-or-Improved-Logics.md:1346 +#: ../../Fixed-or-Improved-Logics.md:1362 msgid "Veinholes are hardcoded to use several overlay types." msgstr "泰伯利亚藤蔓被硬编码使用几种覆盖物。" -#: ../../Fixed-or-Improved-Logics.md:1347 -msgid "The vein attack animation specified under `[AudioVisual]` is what deals the damage. The animation has to be properly listed under `[Animations]` as well." +#: ../../Fixed-or-Improved-Logics.md:1363 +msgid "" +"The vein attack animation specified under `[AudioVisual]` is what deals " +"the damage. The animation has to be properly listed under `[Animations]` " +"as well." msgstr "泰伯利亚藤蔓造成杀伤的攻击效果动画于 `[AudioVisual]` 下指定。动画必须列于 `[Animations]` 注册表中。" -#: ../../Fixed-or-Improved-Logics.md:1348 +#: ../../Fixed-or-Improved-Logics.md:1364 msgid "Units can be made immune to veins the same way as in Tiberian Sun." msgstr "单位可以像在《泰伯利亚之日》中一样设置对泰伯利亚藤蔓免疫。" -#: ../../Fixed-or-Improved-Logics.md:1349 -msgid "The monster itself is represented by the `VEINTREE` TerrainType, which has `IsVeinhole=true` set. Its strength is what determines the strength of the Veinhole." -msgstr "怪物主体以 `VEINTREE` 地形对象的形式存在,其拥有 `IsVeinhole=true` 设置。并且它的 `Strength` 决定了泰伯利亚藤蔓的生命值。" +#: ../../Fixed-or-Improved-Logics.md:1365 +msgid "" +"The monster itself is represented by the `VEINTREE` TerrainType, which " +"has `IsVeinhole=true` set. Its strength is what determines the strength " +"of the Veinhole." +msgstr "" +"怪物主体以 `VEINTREE` 地形对象的形式存在,其拥有 `IsVeinhole=true` 设置。并且它的 `Strength` " +"决定了泰伯利亚藤蔓的生命值。" -#: ../../Fixed-or-Improved-Logics.md:1352 -msgid "Everything listed below functions identically to Tiberian Sun. Many of the tags from Tiberian Sun have been re-enabled. The values provided below are identical to those found in TS and YR rules. You can read more about them on ModENC: [VeinholeGrowthRate](https://modenc.renegadeprojects.com/VeinholeGrowthRate), [VeinholeShrinkRate](https://modenc.renegadeprojects.com/VeinholeShrinkRate), [MaxVeinholeGrowth](https://modenc.renegadeprojects.com/MaxVeinholeGrowth), [VeinDamage](https://modenc.renegadeprojects.com/VeinDamage), [VeinholeTypeClass](https://modenc.renegadeprojects.com/VeinholeTypeClass), [VeinholeWarhead](https://modenc.renegadeprojects.com/VeinholeWarhead), [Veinhole](https://modenc.renegadeprojects.com/Veinhole), [VeinAttack](https://modenc.renegadeprojects.com/VeinAttack), [ImmuneToVeins](https://modenc.renegadeprojects.com/ImmuneToVeins), [IsVeinhole](https://modenc.renegadeprojects.com/IsVeinhole)" -msgstr "下列内容均与《泰伯利亚之日》中的功能完全相同。许多《泰伯利亚之日》中的标签已被重新启用。下面提供的值与 TS 和 YR rules 中的值相同。你可以在 MODENC 上了解更多关于它们的信息:[VeinholeGrowthRate](https://modenc.renegadeprojects.com/VeinholeGrowthRate)、[VeinholeShrinkRate](https://modenc.renegadeprojects.com/VeinholeShrinkRate)、[MaxVeinholeGrowth](https://modenc.renegadeprojects.com/MaxVeinholeGrowth)、[VeinDamage](https://modenc.renegadeprojects.com/VeinDamage)、[VeinholeTypeClass](https://modenc.renegadeprojects.com/VeinholeTypeClass)、[VeinholeWarhead](https://modenc.renegadeprojects.com/VeinholeWarhead)、[Veinhole](https://modenc.renegadeprojects.com/Veinhole)、[VeinAttack](https://modenc.renegadeprojects.com/VeinAttack)、[ImmuneToVeins](https://modenc.renegadeprojects.com/ImmuneToVeins)、[IsVeinhole](https://modenc.renegadeprojects.com/IsVeinhole)" +#: ../../Fixed-or-Improved-Logics.md:1368 +msgid "" +"Everything listed below functions identically to Tiberian Sun. Many of " +"the tags from Tiberian Sun have been re-enabled. The values provided " +"below are identical to those found in TS and YR rules. You can read more " +"about them on ModENC: " +"[VeinholeGrowthRate](https://modenc.renegadeprojects.com/VeinholeGrowthRate)," +" " +"[VeinholeShrinkRate](https://modenc.renegadeprojects.com/VeinholeShrinkRate)," +" " +"[MaxVeinholeGrowth](https://modenc.renegadeprojects.com/MaxVeinholeGrowth)," +" [VeinDamage](https://modenc.renegadeprojects.com/VeinDamage), " +"[VeinholeTypeClass](https://modenc.renegadeprojects.com/VeinholeTypeClass)," +" [VeinholeWarhead](https://modenc.renegadeprojects.com/VeinholeWarhead), " +"[Veinhole](https://modenc.renegadeprojects.com/Veinhole), " +"[VeinAttack](https://modenc.renegadeprojects.com/VeinAttack), " +"[ImmuneToVeins](https://modenc.renegadeprojects.com/ImmuneToVeins), " +"[IsVeinhole](https://modenc.renegadeprojects.com/IsVeinhole)" +msgstr "" +"下列内容均与《泰伯利亚之日》中的功能完全相同。许多《泰伯利亚之日》中的标签已被重新启用。下面提供的值与 TS 和 YR rules " +"中的值相同。你可以在 MODENC " +"上了解更多关于它们的信息:[VeinholeGrowthRate](https://modenc.renegadeprojects.com/VeinholeGrowthRate)、[VeinholeShrinkRate](https://modenc.renegadeprojects.com/VeinholeShrinkRate)、[MaxVeinholeGrowth](https://modenc.renegadeprojects.com/MaxVeinholeGrowth)、[VeinDamage](https://modenc.renegadeprojects.com/VeinDamage)、[VeinholeTypeClass](https://modenc.renegadeprojects.com/VeinholeTypeClass)、[VeinholeWarhead](https://modenc.renegadeprojects.com/VeinholeWarhead)、[Veinhole](https://modenc.renegadeprojects.com/Veinhole)、[VeinAttack](https://modenc.renegadeprojects.com/VeinAttack)、[ImmuneToVeins](https://modenc.renegadeprojects.com/ImmuneToVeins)、[IsVeinhole](https://modenc.renegadeprojects.com/IsVeinhole)" -#: ../../Fixed-or-Improved-Logics.md:1386 -msgid "The game expects certain overlays related to Veinholes to have certain indices, they are listed below. Please keep in mind that the indices in the OverlayTypes list are 0-based, formed internally by the game, and the identifiers left of \"=\" don't matter. Vanilla `rulesmd.ini` already has the required overlays listed at the correct indices." -msgstr "游戏需要泰伯利亚藤蔓相关的覆盖物使用特定的索引,如下所示。请注意 `OverlayTypes` 注册表中的索引是从 0 开始的,由于游戏内部规则,等号左侧的标识符无关紧要。原版 `rulesmd.ini` 已经在正确的索引处列出了所需的覆盖物。" +#: ../../Fixed-or-Improved-Logics.md:1402 +msgid "" +"The game expects certain overlays related to Veinholes to have certain " +"indices, they are listed below. Please keep in mind that the indices in " +"the OverlayTypes list are 0-based, formed internally by the game, and the" +" identifiers left of \"=\" don't matter. Vanilla `rulesmd.ini` already " +"has the required overlays listed at the correct indices." +msgstr "" +"游戏需要泰伯利亚藤蔓相关的覆盖物使用特定的索引,如下所示。请注意 `OverlayTypes` 注册表中的索引是从 0 " +"开始的,由于游戏内部规则,等号左侧的标识符无关紧要。原版 `rulesmd.ini` 已经在正确的索引处列出了所需的覆盖物。" -#: ../../Fixed-or-Improved-Logics.md:1397 +#: ../../Fixed-or-Improved-Logics.md:1413 msgid "Weeds & Weed Eaters" msgstr "泰伯利亚废矿与废矿采集者" -#: ../../Fixed-or-Improved-Logics.md:1399 -msgid "Vehicles with `Weeder=yes` can now collect weeds. The weeds can then be deposited into a building with `Weeder=yes`." +#: ../../Fixed-or-Improved-Logics.md:1415 +msgid "" +"Vehicles with `Weeder=yes` can now collect weeds. The weeds can then be " +"deposited into a building with `Weeder=yes`." msgstr "拥有 `Weeder=yes` 的载具现在可以收集泰伯利亚废矿。然后这些废矿可以存入 `Weeder=yes` 的建筑中。" -#: ../../Fixed-or-Improved-Logics.md:1400 -msgid "Weeds are not stored in a building's storage, but rather in a House's storage. The weed capacity is listed under `[General] -> WeedCapacity`." +#: ../../Fixed-or-Improved-Logics.md:1416 +msgid "" +"Weeds are not stored in a building's storage, but rather in a House's " +"storage. The weed capacity is listed under `[General] -> WeedCapacity`." msgstr "泰伯利亚废矿并不是储藏在储存仓建筑中而是这个阵营的内部数据。废矿的储藏量读取自 `[General] -> WeedCapacity`。" -#: ../../Fixed-or-Improved-Logics.md:1401 -msgid "Weeders now show the ore gathering animation. It can be customized the same way as for harvesters." +#: ../../Fixed-or-Improved-Logics.md:1417 +msgid "" +"Weeders now show the ore gathering animation. It can be customized the " +"same way as for harvesters." msgstr "废矿矿车现在可以像普通矿车那样自定义矿石采集动画。" -#: ../../Fixed-or-Improved-Logics.md:1402 +#: ../../Fixed-or-Improved-Logics.md:1418 msgid "Weeders can use the Teleport locomotor like chrono miners." msgstr "废矿矿车可以像超时空矿车一样使用 Teleport 运动模式。" -#: ../../Fixed-or-Improved-Logics.md:1403 -msgid "Total amount of weeds in storage can be displayed on sidebar, see [Weeds counter](User-Interface.md#weeds-counter)." +#: ../../Fixed-or-Improved-Logics.md:1419 +msgid "" +"Total amount of weeds in storage can be displayed on sidebar, see [Weeds " +"counter](User-Interface.md#weeds-counter)." msgstr "储存的废矿总量可以在侧边栏上显示,参见[废矿计数器](User-Interface.md#weeds-counter)。" -#: ../../Fixed-or-Improved-Logics.md:1405 +#: ../../Fixed-or-Improved-Logics.md:1421 msgid "Weed-consuming superweapons" msgstr "消耗废矿的超级武器" -#: ../../Fixed-or-Improved-Logics.md:1407 -msgid "Superweapons can consume weeds to recharge, like the Chemical Missile special in Tiberian Sun." +#: ../../Fixed-or-Improved-Logics.md:1423 +msgid "" +"Superweapons can consume weeds to recharge, like the Chemical Missile " +"special in Tiberian Sun." msgstr "超级武器可以消耗泰伯利亚废矿来加载,就像《泰伯利亚之日》中的化学飞弹一样。" -#: ../../Fixed-or-Improved-Logics.md:1410 -msgid "As the code for the Chemical Missile had been removed, setting `Type=ChemMissile` will not work." +#: ../../Fixed-or-Improved-Logics.md:1426 +msgid "" +"As the code for the Chemical Missile had been removed, setting " +"`Type=ChemMissile` will not work." msgstr "由于化学飞弹的代码已被移除,设置 `Type=ChemMissile` 并不会生效。" -#: ../../Fixed-or-Improved-Logics.md:1422 +#: ../../Fixed-or-Improved-Logics.md:1438 msgid "VoxelAnims" msgstr "Voxel 碎片" -#: ../../Fixed-or-Improved-Logics.md:1426 -msgid "The INI keys and behaviour is mostly identical to the [equivalent behaviour available to regular animations](#customizable-debris--meteor-impact-and-warhead-detonation-behaviour). Main difference is that the keys must be listed in the VoxelAnim's entry in `rulesmd.ini`, not `artmd.ini`." -msgstr "INI 标签的行为与[常规动画的等效行为](#customizable-debris--meteor-impact-and-warhead-detonation-behaviour)基本相同。主要区别是这些标签必须列在 `rulesmd.ini` 中的 Voxel 碎片条目中,而不是 `artmd.ini` 中。" +#: ../../Fixed-or-Improved-Logics.md:1442 +msgid "" +"The INI keys and behaviour is mostly identical to the [equivalent " +"behaviour available to regular animations](#customizable-debris--meteor-" +"impact-and-warhead-detonation-behaviour). Main difference is that the " +"keys must be listed in the VoxelAnim's entry in `rulesmd.ini`, not " +"`artmd.ini`." +msgstr "" +"INI 标签的行为与[常规动画的等效行为](#customizable-debris--meteor-impact-and-warhead-" +"detonation-behaviour)基本相同。主要区别是这些标签必须列在 `rulesmd.ini` 中的 Voxel 碎片条目中,而不是 " +"`artmd.ini` 中。" -#: ../../Fixed-or-Improved-Logics.md:1428 +#: ../../Fixed-or-Improved-Logics.md:1444 msgid "Warheads" msgstr "弹头" -#: ../../Fixed-or-Improved-Logics.md:1430 +#: ../../Fixed-or-Improved-Logics.md:1446 msgid "Customizable Warhead animation behaviour" msgstr "自定义弹头动画行为" -#: ../../Fixed-or-Improved-Logics.md:1432 -msgid "It is possible to make game play random animation from `AnimList` by setting `AnimList.PickRandom` to true. The result is similar to what `EMEffect=true` produces, however it comes with no side-effects (`EMEffect=true` prevents `Inviso=true` projectiles from snapping on targets, making them miss moving targets)." -msgstr "现在可以通过设置 `AnimList.PickRandom` 为 true 来让游戏从 `AnimList` 列表中随机播放动画。其效果类似于 `EMEffect=true` 时的效果,但它不会带来副作用(`EMEffect=true` 会影响 `Inviso=true` 的抛射体锁定目标,导致它们无法击中移动目标)。" +#: ../../Fixed-or-Improved-Logics.md:1448 +msgid "" +"It is possible to make game play random animation from `AnimList` by " +"setting `AnimList.PickRandom` to true. The result is similar to what " +"`EMEffect=true` produces, however it comes with no side-effects " +"(`EMEffect=true` prevents `Inviso=true` projectiles from snapping on " +"targets, making them miss moving targets)." +msgstr "" +"现在可以通过设置 `AnimList.PickRandom` 为 true 来让游戏从 `AnimList` 列表中随机播放动画。其效果类似于 " +"`EMEffect=true` 时的效果,但它不会带来副作用(`EMEffect=true` 会影响 `Inviso=true` " +"的抛射体锁定目标,导致它们无法击中移动目标)。" -#: ../../Fixed-or-Improved-Logics.md:1433 -msgid "If `AnimList.CreateAll` is set to true, all animations from `AnimList` are created, instead of a single anim based on damage or random if `AnimList.PickRandom` is set to true." -msgstr "如果 `AnimList.CreateAll` 被设为 true,所有 `AnimList` 列表中的动画都将会被创建,而不再是只创建单个基于杀伤值计算或随机选取的动画,前提是 `AnimList.PickRandom` 没有被设为 true。" +#: ../../Fixed-or-Improved-Logics.md:1449 +msgid "" +"If `AnimList.CreateAll` is set to true, all animations from `AnimList` " +"are created, instead of a single anim based on damage or random if " +"`AnimList.PickRandom` is set to true." +msgstr "" +"如果 `AnimList.CreateAll` 被设为 true,所有 `AnimList` " +"列表中的动画都将会被创建,而不再是只创建单个基于杀伤值计算或随机选取的动画,前提是 `AnimList.PickRandom` 没有被设为 " +"true。" -#: ../../Fixed-or-Improved-Logics.md:1434 -msgid "If `AnimList.CreationInterval` is set to a value higher than 0, there will be that number of detonations of the Warhead before animations from `AnimList` will be created again. If the Warhead had a TechnoType firing it, this number is remembered by the TechnoType across all Warheads fired by it, otherwise it is shared between all detonations of same WarheadType period. This can be useful for things like `Airburst` with large spread where one might want uniform distribution of animations to appear but not on every detonation." -msgstr "如果 `AnimList.CreationInterval` 设为大于 0 的值,那么在再次创建 `AnimList` 中的动画前需要爆炸一定数量的该弹头。如果该弹头是由一个单位发射的,那么该单位只会检查它自己所发射该弹头的次数,否则会对全图所有同一弹头的引爆次数进行计数。如果你希望像 `Airburst` 这种具有大范围扩散的效果其弹头动画可以均匀出现而不是每次引爆都出现的话那么这会非常有用。" +#: ../../Fixed-or-Improved-Logics.md:1450 +msgid "" +"If `AnimList.CreationInterval` is set to a value higher than 0, there " +"will be that number of detonations of the Warhead before animations from " +"`AnimList` will be created again. If the Warhead had a TechnoType firing " +"it, this number is remembered by the TechnoType across all Warheads fired" +" by it, otherwise it is shared between all detonations of same " +"WarheadType period. This can be useful for things like `Airburst` with " +"large spread where one might want uniform distribution of animations to " +"appear but not on every detonation." +msgstr "" +"如果 `AnimList.CreationInterval` 设为大于 0 的值,那么在再次创建 `AnimList` " +"中的动画前需要爆炸一定数量的该弹头。如果该弹头是由一个单位发射的,那么该单位只会检查它自己所发射该弹头的次数,否则会对全图所有同一弹头的引爆次数进行计数。如果你希望像" +" `Airburst` 这种具有大范围扩散的效果其弹头动画可以均匀出现而不是每次引爆都出现的话那么这会非常有用。" -#: ../../Fixed-or-Improved-Logics.md:1435 -msgid "`AnimList.ScatterMin` & `AnimList.ScatterMax` can be used to set a range in cells around which any created animations will randomly scatter around from the impact point." +#: ../../Fixed-or-Improved-Logics.md:1451 +msgid "" +"`AnimList.ScatterMin` & `AnimList.ScatterMax` can be used to set a range " +"in cells around which any created animations will randomly scatter around" +" from the impact point." msgstr "`AnimList.ScatterMin` 和 `AnimList.ScatterMax` 可用于设置从爆炸中心点开始一定范围内的动画随机散布范围。" -#: ../../Fixed-or-Improved-Logics.md:1436 -msgid "`SplashList` can be used to override animations displayed if the Warhead has `Conventional=true` and it hits water, by default animations from `[CombatDamage] -> SplashList` are used." -msgstr "`SplashList` 可以在拥有 `Conventional=true` 的弹头击中水面时覆盖显示的动画,默认使用 `[CombatDamage] -> SplashList` 中的动画。" +#: ../../Fixed-or-Improved-Logics.md:1452 +msgid "" +"`SplashList` can be used to override animations displayed if the Warhead " +"has `Conventional=true` and it hits water, by default animations from " +"`[CombatDamage] -> SplashList` are used." +msgstr "" +"`SplashList` 可以在拥有 `Conventional=true` 的弹头击中水面时覆盖显示的动画,默认使用 " +"`[CombatDamage] -> SplashList` 中的动画。" -#: ../../Fixed-or-Improved-Logics.md:1437 -msgid "`SplashList.PickRandom`, `SplashList.CreateAll`, `SplashList.CreationInterval` and `SplashList.ScatterMin/Max` apply to these animations in same manner as the `AnimList` equivalents." -msgstr "`SplashList.PickRandom`、`SplashList.CreateAll`、`SplashList.CreationInterval` 和 `SplashList.ScatterMin/Max` 与 `AnimList` 同类语句相同。" +#: ../../Fixed-or-Improved-Logics.md:1453 +msgid "" +"`SplashList.PickRandom`, `SplashList.CreateAll`, " +"`SplashList.CreationInterval` and `SplashList.ScatterMin/Max` apply to " +"these animations in same manner as the `AnimList` equivalents." +msgstr "" +"`SplashList.PickRandom`、`SplashList.CreateAll`、`SplashList.CreationInterval`" +" 和 `SplashList.ScatterMin/Max` 与 `AnimList` 同类语句相同。" -#: ../../Fixed-or-Improved-Logics.md:1438 -msgid "`CreateAnimsOnZeroDamage`, if set to true, makes it so that `AnimList` or `SplashList` animations are created even if the weapon that fired the Warhead deals zero damage." -msgstr "`CreateAnimsOnZeroDamage` 如果设为 true,即便发射该弹头的武器只会造成 0 点伤害也会正常创建 `AnimList` 或 `SplashList` 动画。" +#: ../../Fixed-or-Improved-Logics.md:1454 +msgid "" +"`CreateAnimsOnZeroDamage`, if set to true, makes it so that `AnimList` or" +" `SplashList` animations are created even if the weapon that fired the " +"Warhead deals zero damage." +msgstr "" +"`CreateAnimsOnZeroDamage` 如果设为 true,即便发射该弹头的武器只会造成 0 点伤害也会正常创建 `AnimList`" +" 或 `SplashList` 动画。" -#: ../../Fixed-or-Improved-Logics.md:1439 -msgid "Setting `Conventional.IgnoreUnits` to true on Warhead with `Conventional=true` will make the Warhead detonate on non-underwater VehicleTypes on water tiles as if they are water tiles, instead of treating it as land. This determines whether to use `AnimList` or `SplashList` when hitting surface ships." -msgstr "在 `Conventional=true` 的弹头上设置 `Conventional.IgnoreUnits` 为 true 会使弹头命中位于水中的非水下载具类型时视为在水中引爆而不是视为在陆地上引爆。这决定了命中水面舰船时使用 `AnimList` 还是 `SplashList`。" +#: ../../Fixed-or-Improved-Logics.md:1455 +msgid "" +"Setting `Conventional.IgnoreUnits` to true on Warhead with " +"`Conventional=true` will make the Warhead detonate on non-underwater " +"VehicleTypes on water tiles as if they are water tiles, instead of " +"treating it as land. This determines whether to use `AnimList` or " +"`SplashList` when hitting surface ships." +msgstr "" +"在 `Conventional=true` 的弹头上设置 `Conventional.IgnoreUnits` 为 true " +"会使弹头命中位于水中的非水下载具类型时视为在水中引爆而不是视为在陆地上引爆。这决定了命中水面舰船时使用 `AnimList` 还是 " +"`SplashList`。" -#: ../../Fixed-or-Improved-Logics.md:1459 +#: ../../Fixed-or-Improved-Logics.md:1475 msgid "Custom debris animations and additional debris spawn settings" msgstr "自定义碎片动画和额外的碎片生成设置" -#: ../../Fixed-or-Improved-Logics.md:1461 -msgid "You can now use `DebrisAnims` to specify a list of debris animations to spawn instead of animations from `[General] -> MetallicDebris` when Warhead with `MaxDebris` > 0 and no `DebrisTypes` (VoxelAnims) listed is detonated." -msgstr "现在可以使用 `DebrisAnims` 指定要生成的碎片动画列表,而不是仅能在引爆拥有 `MaxDebris` > 0 且没有 `DebrisTypes`(指定 Voxel 碎片)的弹头时使用 `[General] -> MetallicDebris` 列表中的动画。" +#: ../../Fixed-or-Improved-Logics.md:1477 +msgid "" +"You can now use `DebrisAnims` to specify a list of debris animations to " +"spawn instead of animations from `[General] -> MetallicDebris` when " +"Warhead with `MaxDebris` > 0 and no `DebrisTypes` (VoxelAnims) listed is " +"detonated." +msgstr "" +"现在可以使用 `DebrisAnims` 指定要生成的碎片动画列表,而不是仅能在引爆拥有 `MaxDebris` > 0 且没有 " +"`DebrisTypes`(指定 Voxel 碎片)的弹头时使用 `[General] -> MetallicDebris` 列表中的动画。" -#: ../../Fixed-or-Improved-Logics.md:1462 -msgid "`Debris.Conventional`, if set to true, makes `DebrisTypes` or `DebrisAnims` only spawn if Warhead is fired on non-water cell." -msgstr "`Debris.Conventional` 如果设为 true,那么仅在弹头在非水面单元格上引爆时才会使用 `DebrisTypes` 或 `DebrisAnims`。" +#: ../../Fixed-or-Improved-Logics.md:1478 +msgid "" +"`Debris.Conventional`, if set to true, makes `DebrisTypes` or " +"`DebrisAnims` only spawn if Warhead is fired on non-water cell." +msgstr "" +"`Debris.Conventional` 如果设为 true,那么仅在弹头在非水面单元格上引爆时才会使用 `DebrisTypes` 或 " +"`DebrisAnims`。" -#: ../../Fixed-or-Improved-Logics.md:1471 +#: ../../Fixed-or-Improved-Logics.md:1487 msgid "Allowing damage dealt to firer" msgstr "允许杀伤开火者" -#: ../../Fixed-or-Improved-Logics.md:1473 -msgid "You can now allow warhead to deal damage (and apply damage-adjacent effects such as `KillDriver` and `DisableWeapons/Sonar/Flash.Duration` *(Ares features)*) on the object that is considered as the firer of the Warhead even if it does not have `DamageSelf=true`." -msgstr "现在即使对象没有 `DamageSelf=true` 你也可以允许弹头对被视为开火者的对象造成杀伤(并使用诸如 `KillDriver` 和 `DisableWeapons/Sonar/Flash.Duration`(*Ares 功能*)这些与杀伤相关的效果。))" +#: ../../Fixed-or-Improved-Logics.md:1489 +msgid "" +"You can now allow warhead to deal damage (and apply damage-adjacent " +"effects such as `KillDriver` and `DisableWeapons/Sonar/Flash.Duration` " +"*(Ares features)*) on the object that is considered as the firer of the " +"Warhead even if it does not have `DamageSelf=true`." +msgstr "" +"现在即使对象没有 `DamageSelf=true` 你也可以允许弹头对被视为开火者的对象造成杀伤(并使用诸如 `KillDriver` 和 " +"`DisableWeapons/Sonar/Flash.Duration`(*Ares 功能*)这些与杀伤相关的效果。))" -#: ../../Fixed-or-Improved-Logics.md:1474 -msgid "Note that effect of `Psychedelic=true`, despite being tied to damage will still fail to apply on the firer as it does not affect any objects belonging to same house as the firer, including itself." +#: ../../Fixed-or-Improved-Logics.md:1490 +msgid "" +"Note that effect of `Psychedelic=true`, despite being tied to damage will" +" still fail to apply on the firer as it does not affect any objects " +"belonging to same house as the firer, including itself." msgstr "注意尽管 `Psychedelic=true` 的效果与杀伤相关但由于其不会影响任何包括开火者在内所有与开火者同一所属的对象因此仍然无法生效。" -#: ../../Fixed-or-Improved-Logics.md:1482 +#: ../../Fixed-or-Improved-Logics.md:1498 msgid "Combat light customizations" msgstr "自定义战斗闪光" -#: ../../Fixed-or-Improved-Logics.md:1484 -msgid "You can now set minimum detail level at which combat light effects are shown by setting `[AudioVisual] -> CombatLightDetailLevel` or `CombatLightDetailLevel` on Warhead, latter defaults to former." -msgstr "现在你可以通过设置 `[AudioVisual] -> CombatLightDetailLevel` 或在弹头上设置 `CombatLightDetailLevel` 来限定显示闪光效果的最小画质级别,后者默认为前者。" +#: ../../Fixed-or-Improved-Logics.md:1500 +msgid "" +"You can now set minimum detail level at which combat light effects are " +"shown by setting `[AudioVisual] -> CombatLightDetailLevel` or " +"`CombatLightDetailLevel` on Warhead, latter defaults to former." +msgstr "" +"现在你可以通过设置 `[AudioVisual] -> CombatLightDetailLevel` 或在弹头上设置 " +"`CombatLightDetailLevel` 来限定显示闪光效果的最小画质级别,后者默认为前者。" -#: ../../Fixed-or-Improved-Logics.md:1485 -msgid "You can now set a percentage chance a combat light effect is shown on Warhead impact by setting `CombatLightChance`." +#: ../../Fixed-or-Improved-Logics.md:1501 +msgid "" +"You can now set a percentage chance a combat light effect is shown on " +"Warhead impact by setting `CombatLightChance`." msgstr "现在你可以通过设置 `CombatLightChance` 来限定弹头命中时显示战斗闪光效果的概率百分比。" -#: ../../Fixed-or-Improved-Logics.md:1486 -msgid "Setting `CLIsBlack` to true on Warhead will now turn the flash black like on hitting an Iron Curtained object, irregardless of other color settings." +#: ../../Fixed-or-Improved-Logics.md:1502 +msgid "" +"Setting `CLIsBlack` to true on Warhead will now turn the flash black like" +" on hitting an Iron Curtained object, irregardless of other color " +"settings." msgstr "现在可以通过在弹头上设置 `CLIsBlack` 为 true 来让闪光就像击中在铁幕保护下的物体一样使用黑色,无视其他颜色设置。" -#: ../../Fixed-or-Improved-Logics.md:1499 +#: ../../Fixed-or-Improved-Logics.md:1515 msgid "Customizing decloak on damaging targets" msgstr "自定义被伤害目标解除隐形" -#: ../../Fixed-or-Improved-Logics.md:1501 -msgid "You can now specify whether or not the warhead decloaks objects that are damaged by the warhead." +#: ../../Fixed-or-Improved-Logics.md:1517 +msgid "" +"You can now specify whether or not the warhead decloaks objects that are " +"damaged by the warhead." msgstr "现在你可以指定被这个弹头杀伤的对象是否解除隐形。" -#: ../../Fixed-or-Improved-Logics.md:1509 +#: ../../Fixed-or-Improved-Logics.md:1525 msgid "Nonprovocative Warheads" msgstr "非挑衅弹头" -#: ../../Fixed-or-Improved-Logics.md:1511 -msgid "You can now make Warheads behave in nonprovocative fashion. Warheads with `Nonprovocative=true` exhibit following behaviours:" +#: ../../Fixed-or-Improved-Logics.md:1527 +msgid "" +"You can now make Warheads behave in nonprovocative fashion. Warheads with" +" `Nonprovocative=true` exhibit following behaviours:" msgstr "现在你可以让弹头以非挑衅的方式表现。设置为 `Nonprovocative=true` 的弹头会表现出以下行为:" -#: ../../Fixed-or-Improved-Logics.md:1512 -msgid "They will not generate any EVA announcements upon hitting targets, be it for attacking ore miners, base buildings or ally base buildings." +#: ../../Fixed-or-Improved-Logics.md:1528 +msgid "" +"They will not generate any EVA announcements upon hitting targets, be it " +"for attacking ore miners, base buildings or ally base buildings." msgstr "当命中目标时无论是是矿车、基地建筑还是盟友的基地建筑都不会播放任何 EVA 通报。" -#: ../../Fixed-or-Improved-Logics.md:1513 -msgid "They will not spring 'attacked' / 'attacked by' events. Note that if the Warhead deals actual damage, events that check for that can still be sprung." +#: ../../Fixed-or-Improved-Logics.md:1529 +msgid "" +"They will not spring 'attacked' / 'attacked by' events. Note that if the " +"Warhead deals actual damage, events that check for that can still be " +"sprung." msgstr "它们不会触发“受到攻击”/“被...攻击”事件。注意如果弹头造成了实际杀伤那么检查杀伤的事件仍可能被触发。" -#: ../../Fixed-or-Improved-Logics.md:1514 -msgid "They will not evoke defense response from AI players when used to attack base buildings, `ToProtect=true` TechnoTypes or members of TeamTypes with `Whiner=true`." +#: ../../Fixed-or-Improved-Logics.md:1530 +msgid "" +"They will not evoke defense response from AI players when used to attack " +"base buildings, `ToProtect=true` TechnoTypes or members of TeamTypes with" +" `Whiner=true`." msgstr "它们不会在攻击基地建筑、`ToProtect=true` 的技术类型或具有 `Whiner=true` 的小队的成员时引发 AI 玩家的防御反应。" -#: ../../Fixed-or-Improved-Logics.md:1515 +#: ../../Fixed-or-Improved-Logics.md:1531 msgid "They will not evoke retaliation from TechnoTypes hit by the Warhead." msgstr "它们不会引发弹头所命中技术类型的反击。" -#: ../../Fixed-or-Improved-Logics.md:1524 -msgid "Due to technical constraints, this does not suppress warnings from Ares' EMP effect." +#: ../../Fixed-or-Improved-Logics.md:1540 +msgid "" +"Due to technical constraints, this does not suppress warnings from Ares' " +"EMP effect." msgstr "由于技术限制,这不会去除 Ares 的 EMP 效果所产生的警告。" -#: ../../Fixed-or-Improved-Logics.md:1527 +#: ../../Fixed-or-Improved-Logics.md:1543 msgid "Restricting screen shaking to current view" msgstr "限制屏幕抖动于当前视角" -#: ../../Fixed-or-Improved-Logics.md:1529 -msgid "You can now specify whether or not the warhead can only shake screen (`ShakeX/Ylo/hi`) if it is detonated while visible on current screen view." +#: ../../Fixed-or-Improved-Logics.md:1545 +msgid "" +"You can now specify whether or not the warhead can only shake screen " +"(`ShakeX/Ylo/hi`) if it is detonated while visible on current screen " +"view." msgstr "现在你可以指定这个弹头是否只能在可视的当前屏幕可见区域内爆炸时才能抖动(`ShakeX/Ylo/hi`)屏幕" -#: ../../Fixed-or-Improved-Logics.md:1537 +#: ../../Fixed-or-Improved-Logics.md:1553 msgid "Customizable rocker amplitude" msgstr "自定义掀起幅度" -#: ../../Fixed-or-Improved-Logics.md:1539 -msgid "The rocker amplitude of warheads with `Rocker=yes` used to be determined by `Damage` value of the weapon. You can now override it with fixed value and add a multiplier to it." +#: ../../Fixed-or-Improved-Logics.md:1555 +msgid "" +"The rocker amplitude of warheads with `Rocker=yes` used to be determined " +"by `Damage` value of the weapon. You can now override it with fixed value" +" and add a multiplier to it." msgstr "拥有 `Rocker=yes` 的弹头其气波掀起载具的幅度过去由武器的 `Damage` 值所决定。现在可以通过固定值覆盖它并添加一个倍率。" -#: ../../Fixed-or-Improved-Logics.md:1540 +#: ../../Fixed-or-Improved-Logics.md:1556 msgid "When both multiplier and override values are set - both are used." msgstr "当同时设置了倍率和覆盖值时两者都会被使用。" -#: ../../Fixed-or-Improved-Logics.md:1549 +#: ../../Fixed-or-Improved-Logics.md:1565 msgid "Weapons" msgstr "武器" -#: ../../Fixed-or-Improved-Logics.md:1551 +#: ../../Fixed-or-Improved-Logics.md:1567 msgid "AmbientDamage customizations" msgstr "自定义穿透伤害" -#: ../../Fixed-or-Improved-Logics.md:1553 -msgid "You can now specify separate Warhead used for `AmbientDamage` via `AmbientDamage.Warhead` or make it never apply to weapon's main target by setting `AmbientDamage.IgnoreTarget` to true." -msgstr "现在你可以通过 `AmbientDamage.Warhead` 指定用于 `AmbientDamage` 的弹头或通过将 `AmbientDamage.IgnoreTarget` 设为 true 使其永远不会对武器的直接目标生效。" +#: ../../Fixed-or-Improved-Logics.md:1569 +msgid "" +"You can now specify separate Warhead used for `AmbientDamage` via " +"`AmbientDamage.Warhead` or make it never apply to weapon's main target by" +" setting `AmbientDamage.IgnoreTarget` to true." +msgstr "" +"现在你可以通过 `AmbientDamage.Warhead` 指定用于 `AmbientDamage` 的弹头或通过将 " +"`AmbientDamage.IgnoreTarget` 设为 true 使其永远不会对武器的直接目标生效。" -#: ../../Fixed-or-Improved-Logics.md:1562 +#: ../../Fixed-or-Improved-Logics.md:1578 msgid "Charge turret delays" msgstr "炮塔充能间隔" -#: ../../Fixed-or-Improved-Logics.md:1564 -msgid "It is now possible to customize the delay of `IsChargeTurret=true` unit turret animation per weapon, per `Burst` shot instead of defaulting to weapon's rearm timer (`ROF`, `Burst.Delays` etc). Delay in the list corresponding to burst shot is used, or last delay listed if number of listed values is lower than the current burst index. Delay of 0 or less means previous delay, if applicable, is not restarted." -msgstr "现在可以为每个武器的每一发 `Burst` 设定 `IsChargeTurret=true` 的单位其充能炮塔动画效果的间隔(实际上是整个充能过程的时长)而不是默认使用武器的重新装填计时器(`ROF`、`Burst.Delays` 等)。使用列表中与 `Burst` 一一对应值的间隔,若当前连发的次数高于列表中值的数量那么使用列表中最后一个值。间隔为 0 或更小将不会被使用,并且不会重置先前的充能序列(目前仍会重置序列但不会重置充能动画播放时间)。" +#: ../../Fixed-or-Improved-Logics.md:1580 +msgid "" +"It is now possible to customize the delay of `IsChargeTurret=true` unit " +"turret animation per weapon, per `Burst` shot instead of defaulting to " +"weapon's rearm timer (`ROF`, `Burst.Delays` etc). Delay in the list " +"corresponding to burst shot is used, or last delay listed if number of " +"listed values is lower than the current burst index. Delay of 0 or less " +"means previous delay, if applicable, is not restarted." +msgstr "" +"现在可以为每个武器的每一发 `Burst` 设定 `IsChargeTurret=true` " +"的单位其充能炮塔动画效果的间隔(实际上是整个充能过程的时长)而不是默认使用武器的重新装填计时器(`ROF`、`Burst.Delays` " +"等)。使用列表中与 `Burst` 一一对应值的间隔,若当前连发的次数高于列表中值的数量那么使用列表中最后一个值。间隔为 0 " +"或更小将不会被使用,并且不会重置先前的充能序列(目前仍会重置序列但不会重置充能动画播放时间)。" -#: ../../Fixed-or-Improved-Logics.md:1565 -msgid "Note that unlike the default rearm timer that uses `ROF`, any modifiers are not applied to explicitly set charge turret delays." +#: ../../Fixed-or-Improved-Logics.md:1581 +msgid "" +"Note that unlike the default rearm timer that uses `ROF`, any modifiers " +"are not applied to explicitly set charge turret delays." msgstr "注意与使用 `ROF` 的默认重新装填计时器不同,任何倍率都不会对明确指定的充能炮塔间隔生效。" -#: ../../Fixed-or-Improved-Logics.md:1573 +#: ../../Fixed-or-Improved-Logics.md:1589 msgid "Customizable disk laser radius" msgstr "自定义飞碟激光半径" -#: ../../Fixed-or-Improved-Logics.md:1575 +#: ../../Fixed-or-Improved-Logics.md:1591 msgid "![image](_static/images/disklaser-radius-values-01.gif)" msgstr "![image](_static/images/disklaser-radius-values-01.gif)" -#: ../../Fixed-or-Improved-Logics.md:1576 +#: ../../Fixed-or-Improved-Logics.md:1592 msgid "You can now set disk laser animation radius using a new tag." msgstr "现在你可以通过一个新的标签来设置飞碟激光动画效果的半径。" -#: ../../Fixed-or-Improved-Logics.md:1585 +#: ../../Fixed-or-Improved-Logics.md:1601 msgid "Customizable ROF random delay" msgstr "自定义 ROF 随机延迟" -#: ../../Fixed-or-Improved-Logics.md:1587 -msgid "By default weapon `ROF` has a random delay of 0 to 2 frames added to it. This random delay is now customizable, globally and on per-WeaponType basis." +#: ../../Fixed-or-Improved-Logics.md:1603 +msgid "" +"By default weapon `ROF` has a random delay of 0 to 2 frames added to it. " +"This random delay is now customizable, globally and on per-WeaponType " +"basis." msgstr "默认情况下武器的 `ROF` 会添加 0 到 2 的随机延迟。现在可以在全局和武器微观层面定义此随机延迟。" -#: ../../Fixed-or-Improved-Logics.md:1598 +#: ../../Fixed-or-Improved-Logics.md:1614 msgid "Customizing whether passengers are kicked out when an aircraft fires" msgstr "自定义战机开火时是否踢出乘客" -#: ../../Fixed-or-Improved-Logics.md:1600 -msgid "You can now customize whether aircraft will forcefully eject passengers (vanilla behavior) or fire its weapon when attempting to fire." +#: ../../Fixed-or-Improved-Logics.md:1616 +msgid "" +"You can now customize whether aircraft will forcefully eject passengers " +"(vanilla behavior) or fire its weapon when attempting to fire." msgstr "现在你可以自定义战机在尝试开火时是强行踢出乘客(默认行为)还是发射这个武器。" -#: ../../Fixed-or-Improved-Logics.md:1608 +#: ../../Fixed-or-Improved-Logics.md:1624 msgid "Disable FireOnce resetting infantry sequence" msgstr "禁止 FireOnce 充值步兵序列" -#: ../../Fixed-or-Improved-Logics.md:1610 -msgid "It is now possible to disable `FireOnce=true` weapon resetting infantry sequences after firing via `FireOnce.ResetSequence`. Target will be forgotten like before, the firing sequence will simply continue playing after firing if there are any frames left." -msgstr "现在可以通过 `FireOnce.ResetSequence` 来禁用 `FireOnce=true` 武器在开火后重置步兵序列的效果。目标将像以前一样被遗忘,如果开火后还有剩余帧,那么开火序列将简单地照常继续播放。" +#: ../../Fixed-or-Improved-Logics.md:1626 +msgid "" +"It is now possible to disable `FireOnce=true` weapon resetting infantry " +"sequences after firing via `FireOnce.ResetSequence`. Target will be " +"forgotten like before, the firing sequence will simply continue playing " +"after firing if there are any frames left." +msgstr "" +"现在可以通过 `FireOnce.ResetSequence` 来禁用 `FireOnce=true` " +"武器在开火后重置步兵序列的效果。目标将像以前一样被遗忘,如果开火后还有剩余帧,那么开火序列将简单地照常继续播放。" -#: ../../Fixed-or-Improved-Logics.md:1618 +#: ../../Fixed-or-Improved-Logics.md:1634 msgid "Single-color lasers" msgstr "单色激光" -#: ../../Fixed-or-Improved-Logics.md:1620 -msgid "![image](_static/images/issinglecolor.gif) *Comparison of `IsSingleColor=yes` lasers with higher thickness to regular ones ([RA2: Reboot](https://www.moddb.com/mods/reboot))*" -msgstr "![image](_static/images/issinglecolor.gif) *[RA2: Reboot](https://www.moddb.com/mods/reboot) 中宽度更大的 `IsSingleColor=yes` 激光与常规激光的比较*" +#: ../../Fixed-or-Improved-Logics.md:1636 +msgid "" +"![image](_static/images/issinglecolor.gif) *Comparison of " +"`IsSingleColor=yes` lasers with higher thickness to regular ones ([RA2: " +"Reboot](https://www.moddb.com/mods/reboot))*" +msgstr "" +"![image](_static/images/issinglecolor.gif) *[RA2: " +"Reboot](https://www.moddb.com/mods/reboot) 中宽度更大的 `IsSingleColor=yes` " +"激光与常规激光的比较*" -#: ../../Fixed-or-Improved-Logics.md:1623 -msgid "You can now set laser to draw using only `LaserInnerColor` by setting `IsSingleColor`, in same manner as `IsHouseColor` lasers do using player's team color. These lasers respect laser thickness. Note that this is not available on prism support weapons." -msgstr "现在你可以通过设置 `IsSingleColor` 使激光仅使用 `LaserInnerColor` 进行绘制,就像 `IsHouseColor` 的激光使用玩家所属方的颜色一样。这样的激光同样尊重激光宽度。注意这在光棱塔递光武器上并不可用。" +#: ../../Fixed-or-Improved-Logics.md:1639 +msgid "" +"You can now set laser to draw using only `LaserInnerColor` by setting " +"`IsSingleColor`, in same manner as `IsHouseColor` lasers do using " +"player's team color. These lasers respect laser thickness. Note that this" +" is not available on prism support weapons." +msgstr "" +"现在你可以通过设置 `IsSingleColor` 使激光仅使用 `LaserInnerColor` 进行绘制,就像 `IsHouseColor`" +" 的激光使用玩家所属方的颜色一样。这样的激光同样尊重激光宽度。注意这在光棱塔递光武器上并不可用。" -#: ../../Fixed-or-Improved-Logics.md:1631 +#: ../../Fixed-or-Improved-Logics.md:1647 msgid "Toggle-able ElectricBolt visuals" msgstr "可开关的 EBolt 视觉效果" -#: ../../Fixed-or-Improved-Logics.md:1633 -msgid "![image](_static/images/ebolt.gif) *EBolt customization utilized for different Tesla bolt weapon usage ([RA2: Reboot](https://www.moddb.com/mods/reboot))*" -msgstr "![image](_static/images/ebolt.gif) *[RA2: Reboot](https://www.moddb.com/mods/reboot) 中自定义用于不同磁爆电流武器的 EBolt 效果*" +#: ../../Fixed-or-Improved-Logics.md:1649 +msgid "" +"![image](_static/images/ebolt.gif) *EBolt customization utilized for " +"different Tesla bolt weapon usage ([RA2: " +"Reboot](https://www.moddb.com/mods/reboot))*" +msgstr "" +"![image](_static/images/ebolt.gif) *[RA2: " +"Reboot](https://www.moddb.com/mods/reboot) 中自定义用于不同磁爆电流武器的 EBolt 效果*" -#: ../../Fixed-or-Improved-Logics.md:1636 -msgid "You can now specify individual bolts you want to disable for `IsElectricBolt=true` weapons. Note that this is only a visual change." +#: ../../Fixed-or-Improved-Logics.md:1652 +msgid "" +"You can now specify individual bolts you want to disable for " +"`IsElectricBolt=true` weapons. Note that this is only a visual change." msgstr "现在你可以为 `IsElectricBolt=true` 的武器指定你想要关闭的特定电流。注意这只是视觉变化。" -#: ../../Fixed-or-Improved-Logics.md:1647 -#: ../../Fixed-or-Improved-Logics.md:1661 -msgid "Due to technical constraints, this does not work with electric bolts created from support weapon of [Ares' Prism Forwarding](https://ares-developers.github.io/Ares-docs/new/buildings/prismforwarding.html)." -msgstr "由于技术限制,这不适用于 [Ares 中光棱塔递光武器](https://ares-developers.github.io/Ares-docs/new/buildings/prismforwarding.html)所创建的 EBolt 效果。" +#: ../../Fixed-or-Improved-Logics.md:1663 +#: ../../Fixed-or-Improved-Logics.md:1677 +msgid "" +"Due to technical constraints, this does not work with electric bolts " +"created from support weapon of [Ares' Prism Forwarding](https://ares-" +"developers.github.io/Ares-docs/new/buildings/prismforwarding.html)." +msgstr "" +"由于技术限制,这不适用于 [Ares 中光棱塔递光武器](https://ares-developers.github.io/Ares-" +"docs/new/buildings/prismforwarding.html)所创建的 EBolt 效果。" -#: ../../Fixed-or-Improved-Logics.md:1650 +#: ../../Fixed-or-Improved-Logics.md:1666 msgid "Customizable ElectricBolt Arcs" msgstr "自定义 EBolt 电弧" -#: ../../Fixed-or-Improved-Logics.md:1652 -msgid "By default `IsElectricBolt=true` effect draws a bolt with 8 arcs. This can now be customized per WeaponType with `Bolt.Arcs`. Value of 0 results in a straight line being drawn." -msgstr "默认情况下,`IsElectricBolt=true` 效果会绘制带有 8 条电弧的电流。现在可以通过 `Bolt.Arcs` 为每种武器自定义这一效果。值为 0 将会绘制一条直线。" +#: ../../Fixed-or-Improved-Logics.md:1668 +msgid "" +"By default `IsElectricBolt=true` effect draws a bolt with 8 arcs. This " +"can now be customized per WeaponType with `Bolt.Arcs`. Value of 0 results" +" in a straight line being drawn." +msgstr "" +"默认情况下,`IsElectricBolt=true` 效果会绘制带有 8 条电弧的电流。现在可以通过 `Bolt.Arcs` " +"为每种武器自定义这一效果。值为 0 将会绘制一条直线。" -#: ../../Fixed-or-Improved-Logics.md:1664 +#: ../../Fixed-or-Improved-Logics.md:1680 msgid "RadialIndicator visibility" msgstr "范围指示环可见性" -#: ../../Fixed-or-Improved-Logics.md:1666 -msgid "In vanilla game, a structure's radial indicator can be drawn only when it belongs to the player. Now it can also be visible to observer. On top of that, you can specify its visibility from other houses." +#: ../../Fixed-or-Improved-Logics.md:1682 +msgid "" +"In vanilla game, a structure's radial indicator can be drawn only when it" +" belongs to the player. Now it can also be visible to observer. On top of" +" that, you can specify its visibility from other houses." msgstr "在原本的游戏中,结构的范围指示环只有在玩家拥有时才绘制。现在它也对观察者可见。此外,你还可以指定其他所属方的可见性。" -#: ../../Fixed-or-Improved-Logics.md:1675 +#: ../../Fixed-or-Improved-Logics.md:1691 msgid "Crate improvements" msgstr "升级工具箱增强" -#: ../../Fixed-or-Improved-Logics.md:1677 +#: ../../Fixed-or-Improved-Logics.md:1693 msgid "There are some improvements on goodie crate logic:" msgstr "对升级工具箱逻辑提供了以下改进:" -#: ../../Fixed-or-Improved-Logics.md:1678 -msgid "The statistic distribution of the randomly generated crates is now more uniform within the visible map region by using an optimized sampling procedure." +#: ../../Fixed-or-Improved-Logics.md:1694 +msgid "" +"The statistic distribution of the randomly generated crates is now more " +"uniform within the visible map region by using an optimized sampling " +"procedure." msgstr "优化了随机算法使得随机生成的升级工具箱在可见地图区域内的统计分布更加均匀。" -#: ../../Fixed-or-Improved-Logics.md:1679 -msgid "You can now limit the crates' spawn region to land only by setting `[CrateRules] -> CreateOnlyOnLand` to true." +#: ../../Fixed-or-Improved-Logics.md:1695 +msgid "" +"You can now limit the crates' spawn region to land only by setting " +"`[CrateRules] -> CreateOnlyOnLand` to true." msgstr "现在你可以通过将 `[CrateRules] -> CreateOnlyOnLand` 设为 true 来让升级工具箱的生成区域仅限陆地。" -#: ../../Fixed-or-Improved-Logics.md:1680 -msgid "The limit of vehicles a player can own before unit crates start giving money instead can now be customized by setting `UnitCrateVehicleCap`. Negative numbers disable the cap entirely." -msgstr "现在可以通过 `UnitCrateVehicleCap` 来设置玩家在单位箱子转为给予金钱之前可以拥有的载具数量上限。负数将禁用上限也就是永久生成载具不会达到一定数目后转为金钱。" +#: ../../Fixed-or-Improved-Logics.md:1696 +msgid "" +"The limit of vehicles a player can own before unit crates start giving " +"money instead can now be customized by setting `UnitCrateVehicleCap`. " +"Negative numbers disable the cap entirely." +msgstr "" +"现在可以通过 `UnitCrateVehicleCap` " +"来设置玩家在单位箱子转为给予金钱之前可以拥有的载具数量上限。负数将禁用上限也就是永久生成载具不会达到一定数目后转为金钱。" -#: ../../Fixed-or-Improved-Logics.md:1681 -msgid "`FreeMCV` setting is now actually respected and can be used to disable the forced unit selected from `[General] -> BaseUnit` that is given if player picks a crate and has enough credits but no existing buildings or `BaseUnit` vehicles." -msgstr "现在尊重 `FreeMCV` 设置并且可以用来禁止玩家拾取升级工具箱且拥有足够的资金单然而没有建筑或 `BaseUnit` 载具时强制将内容选择为 `[General] -> BaseUnit` 中的单位。" +#: ../../Fixed-or-Improved-Logics.md:1697 +msgid "" +"`FreeMCV` setting is now actually respected and can be used to disable " +"the forced unit selected from `[General] -> BaseUnit` that is given if " +"player picks a crate and has enough credits but no existing buildings or " +"`BaseUnit` vehicles." +msgstr "" +"现在尊重 `FreeMCV` 设置并且可以用来禁止玩家拾取升级工具箱且拥有足够的资金单然而没有建筑或 `BaseUnit` 载具时强制将内容选择为" +" `[General] -> BaseUnit` 中的单位。" -#: ../../Fixed-or-Improved-Logics.md:1682 -msgid "The previously hardcoded credits threshold that must be passed can also now be customized via `FreeMCV.CreditsThreshold`." +#: ../../Fixed-or-Improved-Logics.md:1698 +msgid "" +"The previously hardcoded credits threshold that must be passed can also " +"now be customized via `FreeMCV.CreditsThreshold`." msgstr "现在可以通过 `FreeMCV.CreditsThreshold` 自定义先前硬编码需要高于的资金阈值。" -#: ../../Fixed-or-Improved-Logics.md:1683 -msgid "It is possible to influence weighting of units given from crates (`CrateGoodie=true`) via `CrateGoodie.RerollChance`, which determines the chance that if this type of unit is rolled, it will reroll again for another type of unit." -msgstr "现在可以通过 `CrateGoodie.RerollChance` 来影响从升级工具箱 (`CrateGoodie=true`) 中获得一个单位的权重,该值决定了如果随机到这种类型的单位,那么它将重新随机另一种单位的概率。" +#: ../../Fixed-or-Improved-Logics.md:1699 +msgid "" +"It is possible to influence weighting of units given from crates " +"(`CrateGoodie=true`) via `CrateGoodie.RerollChance`, which determines the" +" chance that if this type of unit is rolled, it will reroll again for " +"another type of unit." +msgstr "" +"现在可以通过 `CrateGoodie.RerollChance` 来影响从升级工具箱 (`CrateGoodie=true`) " +"中获得一个单位的权重,该值决定了如果随机到这种类型的单位,那么它将重新随机另一种单位的概率。" -#: ../../Fixed-or-Improved-Logics.md:1697 +#: ../../Fixed-or-Improved-Logics.md:1713 msgid "DropPod" msgstr "空降仓" -#: ../../Fixed-or-Improved-Logics.md:1699 +#: ../../Fixed-or-Improved-Logics.md:1715 msgid "DropPod properties can now be customized on a per-InfantryType basis." msgstr "现在可以在步兵类型上微观定义 DropPod 属性。" -#: ../../Fixed-or-Improved-Logics.md:1700 -msgid "Note that the DropPod is actually the infantry itself with a different shp image." +#: ../../Fixed-or-Improved-Logics.md:1716 +msgid "" +"Note that the DropPod is actually the infantry itself with a different " +"shp image." msgstr "注意 DropPod 其实是使用了不同 shp 图像的该步兵自身。" -#: ../../Fixed-or-Improved-Logics.md:1701 -msgid "If you want to attach the trailer animation to the pod, set `DropPod.Trailer.Attached` to yes." +#: ../../Fixed-or-Improved-Logics.md:1717 +msgid "" +"If you want to attach the trailer animation to the pod, set " +"`DropPod.Trailer.Attached` to yes." msgstr "如果你要将尾烟动画附加到空降仓上,请将 `DropPod.Trailer.Attached` 设为 yes。" -#: ../../Fixed-or-Improved-Logics.md:1702 -msgid "By default LaserTrails that are attached to the infantry will not be drawn if it's on DropPod." +#: ../../Fixed-or-Improved-Logics.md:1718 +msgid "" +"By default LaserTrails that are attached to the infantry will not be " +"drawn if it's on DropPod." msgstr "默认情况下附加到步兵上的激光尾焰如果处于 DropPod 状态将不会绘制。" -#: ../../Fixed-or-Improved-Logics.md:1703 -msgid "If you really want to use it, set `DropPodOnly` on the LaserTrail's type entry in art." +#: ../../Fixed-or-Improved-Logics.md:1719 +msgid "" +"If you really want to use it, set `DropPodOnly` on the LaserTrail's type " +"entry in art." msgstr "如果你实在想要使用它,那么请在 art 中的激光尾焰条目下设置 `DropPodOnly`。" -#: ../../Fixed-or-Improved-Logics.md:1704 -msgid "If you want `DropPod.Weapon` to be fired only upon hard landing, set `DropPod.Weapon.HitLandOnly` to true." +#: ../../Fixed-or-Improved-Logics.md:1720 +msgid "" +"If you want `DropPod.Weapon` to be fired only upon hard landing, set " +"`DropPod.Weapon.HitLandOnly` to true." msgstr "如果要在着陆时才发射 `DropPod.Weapon`,请将 `DropPod.Weapon.HitLandOnly` 设为 true。" -#: ../../Fixed-or-Improved-Logics.md:1705 -msgid "The landing speed is not smaller than it's current height /10 + 2 for unknown reason. A small `DropPod.Speed` value therefore results in exponential deceleration." +#: ../../Fixed-or-Improved-Logics.md:1721 +msgid "" +"The landing speed is not smaller than it's current height /10 + 2 for " +"unknown reason. A small `DropPod.Speed` value therefore results in " +"exponential deceleration." msgstr "由于某些未知原因着陆速度不小于其当前高度 / 20 + 2 的值。因此较小的 `DropPod.Speed` 值会导致指数级减速。" -#: ../../Fixed-or-Improved-Logics.md:1725 -msgid "`[General] -> DropPodTrailer`is [Ares features](https://ares-developers.github.io/Ares-docs/new/droppod.html)." -msgstr "`[General] -> DropPodTrailer` 是一个 [Ares 功能](https://ares-developers.github.io/Ares-docs/new/droppod.html)。" +#: ../../Fixed-or-Improved-Logics.md:1741 +msgid "" +"`[General] -> DropPodTrailer` is [Ares features](https://ares-" +"developers.github.io/Ares-docs/new/droppod.html)." +msgstr "" +"`[General] -> DropPodTrailer` 是一个 [Ares 功能](https://ares-" +"developers.github.io/Ares-docs/new/droppod.html)。" + diff --git a/docs/locale/zh_CN/LC_MESSAGES/New-or-Enhanced-Logics.po b/docs/locale/zh_CN/LC_MESSAGES/New-or-Enhanced-Logics.po index b6a93e0165..e90d775fe4 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 @@ -1,27 +1,30 @@ # SOME DESCRIPTIVE TITLE. # Copyright (C) 2025, The Phobos Contributors # This file is distributed under the same license as the Phobos package. -# FIRST AUTHOR , YEAR. +# FIRST AUTHOR , 2025. # #, fuzzy msgid "" msgstr "" "Project-Id-Version: Phobos \n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2025-02-19 19:14+0800\n" +"POT-Creation-Date: 2025-02-25 12:27+0800\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" "MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" +"Content-Type: text/plain; charset=utf-8\n" "Content-Transfer-Encoding: 8bit\n" +"Generated-By: Babel 2.16.0\n" #: ../../New-or-Enhanced-Logics.md:1 msgid "New / Enhanced Logics" msgstr "新增或增强的逻辑" #: ../../New-or-Enhanced-Logics.md:3 -msgid "This page describes all the engine features that are either new and introduced by Phobos or significantly extended or expanded." +msgid "" +"This page describes all the engine features that are either new and " +"introduced by Phobos or significantly extended or expanded." msgstr "此页面列出了 Phobos 新增的引擎功能或着重扩展的旧有逻辑。" #: ../../New-or-Enhanced-Logics.md:5 @@ -33,328 +36,578 @@ msgid "Attached Effects" msgstr "新的 AE 逻辑" #: ../../New-or-Enhanced-Logics.md:9 -msgid "Similar (but not identical) to [Ares' AttachEffect](https://ares-developers.github.io/Ares-docs/new/attacheffect.html), but with some differences and new features. The largest difference is that here attached effects are explicitly defined types." -msgstr "类似于 [Ares 的 AttachEffect](https://ares-developers.github.io/Ares-docs/new/attacheffect.html),但是有一些差异和新特性。最大的不同在于这里的 Attach Effect 是一个需要明确定义的新类型。" +msgid "" +"Similar (but not identical) to [Ares' AttachEffect](https://ares-" +"developers.github.io/Ares-docs/new/attacheffect.html), but with some " +"differences and new features. The largest difference is that here " +"attached effects are explicitly defined types." +msgstr "" +"类似于 [Ares 的 AttachEffect](https://ares-developers.github.io/Ares-" +"docs/new/attacheffect.html),但是有一些差异和新特性。最大的不同在于这里的 Attach Effect " +"是一个需要明确定义的新类型。" #: ../../New-or-Enhanced-Logics.md:10 -msgid "`Duration` determines how long the effect lasts for. It can be overriden by `DurationOverrides` on TechnoTypes and Warheads." +msgid "" +"`Duration` determines how long the effect lasts for. It can be overriden " +"by `DurationOverrides` on TechnoTypes and Warheads." msgstr "`Duration` 决定了 AE 的持续时长。它可以被技术类型和弹头上的 `DurationOverrides` 覆盖。" #: ../../New-or-Enhanced-Logics.md:11 -msgid "`Cumulative`, if set to true, allows the same type of effect to be applied on same object multiple times, up to `Cumulative.MaxCount` number or with no limit if `Cumulative.MaxCount` is a negative number. If the target already has `Cumulative.MaxCount` number of the same effect applied on it, trying to attach another will refresh duration of the attached instance with shortest remaining duration." -msgstr "`Cumulative` 如果设为 true,那么允许在同一对象上多次赋予相同类型的 AE,上限取决于 `Cumulative.MaxCount` 的值,如果 `Cumulative.MaxCount` 是一个负数则没有上限。如果目标已经有了 `Cumulative.MaxCount` 个相同类型的 AE,那么再赋予同类 AE 将会刷新所剩持续时间最短的已有 AE 的剩余持续时间。" +msgid "" +"`Cumulative`, if set to true, allows the same type of effect to be " +"applied on same object multiple times, up to `Cumulative.MaxCount` number" +" or with no limit if `Cumulative.MaxCount` is a negative number. If the " +"target already has `Cumulative.MaxCount` number of the same effect " +"applied on it, trying to attach another will refresh duration of the " +"attached instance with shortest remaining duration." +msgstr "" +"`Cumulative` 如果设为 true,那么允许在同一对象上多次赋予相同类型的 AE,上限取决于 `Cumulative.MaxCount`" +" 的值,如果 `Cumulative.MaxCount` 是一个负数则没有上限。如果目标已经有了 `Cumulative.MaxCount` " +"个相同类型的 AE,那么再赋予同类 AE 将会刷新所剩持续时间最短的已有 AE 的剩余持续时间。" #: ../../New-or-Enhanced-Logics.md:12 -msgid "`Powered` controls whether or not the effect is rendered inactive if the object it is attached to is deactivated (`PoweredUnit` or affected by EMP) or on low power. What happens to animation is controlled by `Animation.OfflineAction`." -msgstr "`Powered` 控制如果附加的对象罢工(`PoweredUnit` 或者正处于 EMP 中)或缺少电力支持时 AE 是否同样会进入非活动状态。动画的行为由 `Animation.OfflineAction` 控制。" +msgid "" +"`Powered` controls whether or not the effect is rendered inactive if the " +"object it is attached to is deactivated (`PoweredUnit` or affected by " +"EMP) or on low power. What happens to animation is controlled by " +"`Animation.OfflineAction`." +msgstr "" +"`Powered` 控制如果附加的对象罢工(`PoweredUnit` 或者正处于 EMP 中)或缺少电力支持时 AE " +"是否同样会进入非活动状态。动画的行为由 `Animation.OfflineAction` 控制。" #: ../../New-or-Enhanced-Logics.md:13 -msgid "`DiscardOn` accepts a list of values corresponding to conditions where the attached effect should be discarded. Defaults to `none`, meaning it is never discarded." +msgid "" +"`DiscardOn` accepts a list of values corresponding to conditions where " +"the attached effect should be discarded. Defaults to `none`, meaning it " +"is never discarded." msgstr "`DiscardOn` 是一个控制什么情况下弃用该 AE 的条件列表。默认 `none` 表示永远不会弃用。" #: ../../New-or-Enhanced-Logics.md:14 -msgid "`entry`: Discard on exiting the map when entering transports or buildings etc." +msgid "" +"`entry`: Discard on exiting the map when entering transports or buildings" +" etc." msgstr "`entry`:当进入运输工具或建筑等而从地图上消失时弃用。" #: ../../New-or-Enhanced-Logics.md:15 -msgid "`move`: Discard when the object the effect is attached on moves. Ignored if the object is a building." +msgid "" +"`move`: Discard when the object the effect is attached on moves. Ignored " +"if the object is a building." msgstr "`move`:当 AE 所附加的对象移动时弃用。如果对象是建筑则忽略。" #: ../../New-or-Enhanced-Logics.md:16 -msgid "`stationary`: Discard when the object the effect is attached on stops moving. Ignored if the object is a building." +msgid "" +"`stationary`: Discard when the object the effect is attached on stops " +"moving. Ignored if the object is a building." msgstr "`stationary`:当 AE 所附加的对象停止移动时弃用。如果对象是建筑则忽略。" #: ../../New-or-Enhanced-Logics.md:17 -msgid "`drain`: Discard when the object is being affected by a weapon with `DrainWeapon=true`." +msgid "" +"`drain`: Discard when the object is being affected by a weapon with " +"`DrainWeapon=true`." msgstr "`drain`:当对象受到一个带有 `DrainWeapon=true` 的武器影响时弃用。" #: ../../New-or-Enhanced-Logics.md:18 -msgid "`inrange`: Discard if within weapon range from current target. Distance can be overridden via `DiscardOn.RangeOverride`." +msgid "" +"`inrange`: Discard if within weapon range from current target. Distance " +"can be overridden via `DiscardOn.RangeOverride`." msgstr "`inrange`:当对象处于当前目标的武器射程内则弃用。距离可以通过 `DiscardOn.RangeOverride` 覆盖。" #: ../../New-or-Enhanced-Logics.md:19 -msgid "`outofrange`: Discard if outside weapon range from current target. Distance can be overridden via `DiscardOn.RangeOverride`." +msgid "" +"`outofrange`: Discard if outside weapon range from current target. " +"Distance can be overridden via `DiscardOn.RangeOverride`." msgstr "`outofrange`:当对象处于当前目标的武器射程外则弃用。距离可以通过 `DiscardOn.RangeOverride` 覆盖。" #: ../../New-or-Enhanced-Logics.md:20 -msgid "`firing`: Discard when firing a weapon. This counts special weapons that are not actually fired such as ones with `Spawner=true` or `DrainWeapon=true`." -msgstr "`firing`:当对象开火时弃用。这包括那些实际上并未开火的特殊武器,例如带有 `Spawner=true` 或 `DrainWeapon=true` 的武器。" +msgid "" +"`firing`: Discard when firing a weapon. This counts special weapons that " +"are not actually fired such as ones with `Spawner=true` or " +"`DrainWeapon=true`." +msgstr "" +"`firing`:当对象开火时弃用。这包括那些实际上并未开火的特殊武器,例如带有 `Spawner=true` 或 " +"`DrainWeapon=true` 的武器。" #: ../../New-or-Enhanced-Logics.md:21 -msgid "If `PenetratesIronCurtain` is not set to true, the effect is not applied on currently invulnerable objects." +msgid "" +"If `PenetratesIronCurtain` is not set to true, the effect is not applied " +"on currently invulnerable objects." msgstr "如果 `PenetratesIronCurtain` 没有设为 true,AE 不会应用在当前被铁幕保护的对象上。" #: ../../New-or-Enhanced-Logics.md:22 -msgid "`PenetratesForceShield` can be used to set this separately for Force Shielded objects, defaults to value of `PenetratesIronCurtain`." -msgstr "`PenetratesForceShield` 可以用于为处于力场护盾保护中的对象分离控制,默认为 `PenetratesIronCurtain` 的值。" +msgid "" +"`PenetratesForceShield` can be used to set this separately for Force " +"Shielded objects, defaults to value of `PenetratesIronCurtain`." +msgstr "" +"`PenetratesForceShield` 可以用于为处于力场护盾保护中的对象分离控制,默认为 `PenetratesIronCurtain`" +" 的值。" #: ../../New-or-Enhanced-Logics.md:23 -msgid "`Animation` defines animation to play in an indefinite loop for as long as the effect is active on the object it is attached to." +msgid "" +"`Animation` defines animation to play in an indefinite loop for as long " +"as the effect is active on the object it is attached to." msgstr "`Animation` 定义一个只要 AE 所附加的对象处于活动状态就会一直循环播放的动画。" #: ../../New-or-Enhanced-Logics.md:24 -msgid "If `Animation.ResetOnReapply` is set to true, the animation playback is reset every time the effect is applied if `Cumulative=false`." +msgid "" +"If `Animation.ResetOnReapply` is set to true, the animation playback is " +"reset every time the effect is applied if `Cumulative=false`." msgstr "如果 `Animation.ResetOnReapply` 设为 true,当 `Cumulative=false` 时再次赋予 AE 会重设动画。" #: ../../New-or-Enhanced-Logics.md:25 -msgid "`Animation.OfflineAction` determines what happens to the animation when the attached object is deactivated or not powered. Only applies if `Powered=true`." -msgstr "`Animation.OfflineAction` 决定当 AE 所附加的对象处于非活动状态或电力不足时动画的行为。仅当 `Powered=true` 时有效。" +msgid "" +"`Animation.OfflineAction` determines what happens to the animation when " +"the attached object is deactivated or not powered. Only applies if " +"`Powered=true`." +msgstr "" +"`Animation.OfflineAction` 决定当 AE 所附加的对象处于非活动状态或电力不足时动画的行为。仅当 " +"`Powered=true` 时有效。" #: ../../New-or-Enhanced-Logics.md:26 -msgid "`Animation.TemporalAction` determines what happens to the animation when the attached object is under effect of `Temporal=true` Warhead." +msgid "" +"`Animation.TemporalAction` determines what happens to the animation when " +"the attached object is under effect of `Temporal=true` Warhead." msgstr "`Animation.TemporalAction` 决定当 AE 所附加的对象被 `Temporal=true` 的弹头冻结时动画的行为。" #: ../../New-or-Enhanced-Logics.md:27 -msgid "`Animation.UseInvokerAsOwner` can be used to set the house and TechnoType that created the effect (e.g firer of the weapon that applied it) as the animation's owner & invoker instead of the object the effect is attached to." -msgstr "`Animation.UseInvokerAsOwner` 可以设置赋予 AE 的所属方和技术类型(例如武器的发射者)为 AE 的所有者和调用者而不是 AE 所附加的对象。" +msgid "" +"`Animation.UseInvokerAsOwner` can be used to set the house and TechnoType" +" that created the effect (e.g firer of the weapon that applied it) as the" +" animation's owner & invoker instead of the object the effect is attached" +" to." +msgstr "" +"`Animation.UseInvokerAsOwner` 可以设置赋予 AE 的所属方和技术类型(例如武器的发射者)为 AE " +"的所有者和调用者而不是 AE 所附加的对象。" #: ../../New-or-Enhanced-Logics.md:28 -msgid "`Animation.HideIfAttachedWith` contains list of other AttachEffectTypes that if attached to same techno as the current one, will hide this effect's animation." -msgstr "`Animation.HideIfAttachedWith` 包含一个如果与此 AE 附加到同一个技术类型时会导致此 AE 动画隐藏的 AE 类型列表。" +msgid "" +"`Animation.HideIfAttachedWith` contains list of other AttachEffectTypes " +"that if attached to same techno as the current one, will hide this " +"effect's animation." +msgstr "" +"`Animation.HideIfAttachedWith` 包含一个如果与此 AE 附加到同一个技术类型时会导致此 AE 动画隐藏的 AE " +"类型列表。" #: ../../New-or-Enhanced-Logics.md:29 -msgid "`CumulativeAnimations` can be used to declare a list of animations used for `Cumulative=true` types instead of `Animation`. An animation is picked from the list in order matching the number of active instances of the type on the object, with last listed animation used if number is higher than the number of listed animations. This animation is only displayed once and is transferred from the effect to another of same type (specifically one with longest remaining duration), if such exists, upon expiration or removal. Note that because `Cumulative.MaxCount` limits the number of effects of same type that can be applied this can cause animations to 'flicker' here as effects expire before new ones can be applied in some circumstances." -msgstr "`CumulativeAnimations` 可用于声明一个在 `Cumulative=true` 类 AE 上替代 `Animation` 语句使用的动画列表。列表中的动画索引对应叠加的层数,如果层数超过列表中的动画数量则使用最后一个动画。此动画会在 AE 层数变化时更换成另一个对应层数的动画。注意由于 `Cumulative.MaxCount` 限制了可以叠加的 AE 类型数量,这可能导致某些情况下动画在 AE 过期之前闪现。" +msgid "" +"`CumulativeAnimations` can be used to declare a list of animations used " +"for `Cumulative=true` types instead of `Animation`. An animation is " +"picked from the list in order matching the number of active instances of " +"the type on the object, with last listed animation used if number is " +"higher than the number of listed animations. This animation is only " +"displayed once and is transferred from the effect to another of same type" +" (specifically one with longest remaining duration), if such exists, upon" +" expiration or removal. Note that because `Cumulative.MaxCount` limits " +"the number of effects of same type that can be applied this can cause " +"animations to 'flicker' here as effects expire before new ones can be " +"applied in some circumstances." +msgstr "" +"`CumulativeAnimations` 可用于声明一个在 `Cumulative=true` 类 AE 上替代 `Animation` " +"语句使用的动画列表。列表中的动画索引对应叠加的层数,如果层数超过列表中的动画数量则使用最后一个动画。此动画会在 AE " +"层数变化时更换成另一个对应层数的动画。注意由于 `Cumulative.MaxCount` 限制了可以叠加的 AE " +"类型数量,这可能导致某些情况下动画在 AE 过期之前闪现。" #: ../../New-or-Enhanced-Logics.md:30 -msgid "`CumulativeAnimations.RestartOnChange` determines if the animation playback is restarted when the type of animation changes, if not then playback resumes at frame at same position relative to the animation's length." -msgstr "`CumulativeAnimations.RestartOnChange` 决定当 AE 层数改变时是否重设动画,如果为 `false` 则从上个动画相同长度的位置开始播放。例如使用两个图形相同但颜色不同的原版动画 `[RING1]` 和 `[PDFXLOC]` 那么默认层数变化时另一个动画从起始帧开始播放,而如果该句改为 `false` 那么视觉上将会表现为动画在层数改变时变成了另一种颜色继续播放。" +msgid "" +"`CumulativeAnimations.RestartOnChange` determines if the animation " +"playback is restarted when the type of animation changes, if not then " +"playback resumes at frame at same position relative to the animation's " +"length." +msgstr "" +"`CumulativeAnimations.RestartOnChange` 决定当 AE 层数改变时是否重设动画,如果为 `false` " +"则从上个动画相同长度的位置开始播放。例如使用两个图形相同但颜色不同的原版动画 `[RING1]` 和 `[PDFXLOC]` " +"那么默认层数变化时另一个动画从起始帧开始播放,而如果该句改为 `false` 那么视觉上将会表现为动画在层数改变时变成了另一种颜色继续播放。" #: ../../New-or-Enhanced-Logics.md:31 -msgid "Attached effect can fire off a weapon when expired / removed / object dies by setting `ExpireWeapon`." +msgid "" +"Attached effect can fire off a weapon when expired / removed / object " +"dies by setting `ExpireWeapon`." msgstr "AE 可以在自然结束/被移除/对象死亡时通过设置 `ExpireWeapon` 发射一个武器。" #: ../../New-or-Enhanced-Logics.md:32 -msgid "`ExpireWeapon.TriggerOn` determines the exact conditions upon which the weapon is fired, defaults to `expire` which means only if the effect naturally expires." +msgid "" +"`ExpireWeapon.TriggerOn` determines the exact conditions upon which the " +"weapon is fired, defaults to `expire` which means only if the effect " +"naturally expires." msgstr "`ExpireWeapon.TriggerOn` 决定触发发射武器的条件,如果为 `expire` 则意味着只有当 AE 自然结束时才会触发。" #: ../../New-or-Enhanced-Logics.md:33 -msgid "`ExpireWeapon.CumulativeOnlyOnce`, if set to true, makes it so that `Cumulative=true` attached effects only detonate the weapon once period, instead of once per active instance. On `remove` and `expire` condition this means it will only detonate after last instance has expired or been removed." -msgstr "`ExpireWeapon.CumulativeOnlyOnce` 如果设为 true,则 `Cumulative=true` 的 AE 只会整体触发一次,而不是每层 AE 都触发。在 `remove` 和 `expire` 条件下这会让它们只在最后一层 AE 自然结束或被移除后触发。" +msgid "" +"`ExpireWeapon.CumulativeOnlyOnce`, if set to true, makes it so that " +"`Cumulative=true` attached effects only detonate the weapon once period, " +"instead of once per active instance. On `remove` and `expire` condition " +"this means it will only detonate after last instance has expired or been " +"removed." +msgstr "" +"`ExpireWeapon.CumulativeOnlyOnce` 如果设为 true,则 `Cumulative=true` 的 AE " +"只会整体触发一次,而不是每层 AE 都触发。在 `remove` 和 `expire` 条件下这会让它们只在最后一层 AE " +"自然结束或被移除后触发。" #: ../../New-or-Enhanced-Logics.md:34 -msgid "`Tint.Color` & `Tint.Intensity` can be used to set a color tint effect and additive lighting increase/decrease on the object the effect is attached to, respectively." +msgid "" +"`Tint.Color` & `Tint.Intensity` can be used to set a color tint effect " +"and additive lighting increase/decrease on the object the effect is " +"attached to, respectively." msgstr "`Tint.Color` 和 `Tint.Intensity` 可用于设置一个染色效果和染色的光效强度。" #: ../../New-or-Enhanced-Logics.md:35 -msgid "`Tint.VisibleToHouses` can be used to control which houses can see the tint effect." +msgid "" +"`Tint.VisibleToHouses` can be used to control which houses can see the " +"tint effect." msgstr "`Tint.VisibleToHouses` 可用于控制哪些所属方可见这些染色效果。" #: ../../New-or-Enhanced-Logics.md:36 -msgid "`FirepowerMultiplier`, `ArmorMultiplier`, `SpeedMultiplier` and `ROFMultiplier` can be used to modify the object's firepower, armor strength, movement speed and weapon reload rate, respectively." -msgstr "`FirepowerMultiplier`、`ArmorMultiplier`、`SpeedMultiplier` 和 `ROFMultiplier` 分别修改对象的火力、护甲强度、移动速度和武器装填速度。" +msgid "" +"`FirepowerMultiplier`, `ArmorMultiplier`, `SpeedMultiplier` and " +"`ROFMultiplier` can be used to modify the object's firepower, armor " +"strength, movement speed and weapon reload rate, respectively." +msgstr "" +"`FirepowerMultiplier`、`ArmorMultiplier`、`SpeedMultiplier` 和 " +"`ROFMultiplier` 分别修改对象的火力、护甲强度、移动速度和武器装填速度。" #: ../../New-or-Enhanced-Logics.md:37 -msgid "`ArmorMultiplier.AllowWarheads` and `ArmorMultiplier.DisallowWarheads` can be used to restrict which Warheads the armor multiplier is applied to when dealing damage." -msgstr "`ArmorMultiplier.AllowWarheads` 和 `ArmorMultiplier.DisallowWarheads` 可用于限制护甲倍率在哪些弹头造成杀伤时生效。" +msgid "" +"`ArmorMultiplier.AllowWarheads` and `ArmorMultiplier.DisallowWarheads` " +"can be used to restrict which Warheads the armor multiplier is applied to" +" when dealing damage." +msgstr "" +"`ArmorMultiplier.AllowWarheads` 和 `ArmorMultiplier.DisallowWarheads` " +"可用于限制护甲倍率在哪些弹头造成杀伤时生效。" #: ../../New-or-Enhanced-Logics.md:38 -msgid "If `ROFMultiplier.ApplyOnCurrentTimer` is set to true, `ROFMultiplier` is applied on currently running reload timer (if any) when the effect is first applied." -msgstr "如果 `ROFMultiplier.ApplyOnCurrentTimer` 设为 true,`ROFMultiplier` 会在 AE 首次赋予时就对当前正在使用的武器装填计时器生效而不是等到下一次。" +msgid "" +"If `ROFMultiplier.ApplyOnCurrentTimer` is set to true, `ROFMultiplier` is" +" applied on currently running reload timer (if any) when the effect is " +"first applied." +msgstr "" +"如果 `ROFMultiplier.ApplyOnCurrentTimer` 设为 true,`ROFMultiplier` 会在 AE " +"首次赋予时就对当前正在使用的武器装填计时器生效而不是等到下一次。" #: ../../New-or-Enhanced-Logics.md:39 -msgid "If `Cloakable` is set to true, the object the effect is attached to is granted ability to cloak itself for duration of the effect." +msgid "" +"If `Cloakable` is set to true, the object the effect is attached to is " +"granted ability to cloak itself for duration of the effect." msgstr "如果 `Cloakable` 设为 true,被附加 AE 的对象在 AE 生效期间获得隐形能力。" #: ../../New-or-Enhanced-Logics.md:40 -msgid "`ForceDecloak`, if set to true, will uncloak and make the object the effect is attached to unable to cloak itself for duration of the effect." +msgid "" +"`ForceDecloak`, if set to true, will uncloak and make the object the " +"effect is attached to unable to cloak itself for duration of the effect." msgstr "如果 `ForceDecloak` 设为 true,被附加 AE 的对象在 AE 生效期间强制显形。" #: ../../New-or-Enhanced-Logics.md:41 -msgid "`WeaponRange.Multiplier` and `WeaponRange.ExtraRange` can be used to multiply the weapon firing range of the object the effect is attached to, or give it an increase / decrease (measured in cells), respectively. `ExtraRange` is cumulatively applied from all attached effects after all `Multiplier` values have been applied." -msgstr "`WeaponRange.Multiplier` 和 `WeaponRange.ExtraRange` 可分别用于乘算或加算(以单元格为单位)所附加对象的武器射程。`ExtraRange` 会在所有 AE 的 `Multiplier` 值叠加后叠加计算。" +msgid "" +"`WeaponRange.Multiplier` and `WeaponRange.ExtraRange` can be used to " +"multiply the weapon firing range of the object the effect is attached to," +" or give it an increase / decrease (measured in cells), respectively. " +"`ExtraRange` is cumulatively applied from all attached effects after all " +"`Multiplier` values have been applied." +msgstr "" +"`WeaponRange.Multiplier` 和 `WeaponRange.ExtraRange` " +"可分别用于乘算或加算(以单元格为单位)所附加对象的武器射程。`ExtraRange` 会在所有 AE 的 `Multiplier` " +"值叠加后叠加计算。" #: ../../New-or-Enhanced-Logics.md:42 -msgid "`WeaponRange.AllowWeapons` can be used to list only weapons that can benefit from this range bonus and `WeaponRange.DisallowWeapons` weapons that are not allowed to, respectively." -msgstr "`WeaponRange.AllowWeapons` 和 `WeaponRange.DisallowWeapons` 分别设定哪些武器可以/不可以获得上述射程加成。" +msgid "" +"`WeaponRange.AllowWeapons` can be used to list only weapons that can " +"benefit from this range bonus and `WeaponRange.DisallowWeapons` weapons " +"that are not allowed to, respectively." +msgstr "" +"`WeaponRange.AllowWeapons` 和 `WeaponRange.DisallowWeapons` " +"分别设定哪些武器可以/不可以获得上述射程加成。" #: ../../New-or-Enhanced-Logics.md:43 -msgid "On TechnoTypes with `OpenTopped=true`, `OpenTopped.UseTransportRangeModifiers` can be set to true to make passengers firing out use the transport's active range bonuses instead." -msgstr "对于拥有 `OpenTopped=true` 的技术类型,`OpenTopped.UseTransportRangeModifiers` 可以设为 true 以使载员同步获得运输工具所获得的射程加成。" +msgid "" +"On TechnoTypes with `OpenTopped=true`, " +"`OpenTopped.UseTransportRangeModifiers` can be set to true to make " +"passengers firing out use the transport's active range bonuses instead." +msgstr "" +"对于拥有 `OpenTopped=true` 的技术类型,`OpenTopped.UseTransportRangeModifiers` 可以设为" +" true 以使载员同步获得运输工具所获得的射程加成。" #: ../../New-or-Enhanced-Logics.md:44 -msgid "`Crit.Multiplier` and `Crit.ExtraChance` can be used to multiply the [critical hit](#chance-based-extra-damage-or-warhead-detonation--critical-hits) chance or grant a fixed bonus to it for the object the effect is attached to, respectively." -msgstr "`Crit.Multiplier` 和 `Crit.ExtraChance` 可以分别乘算或加算 AE 所附加对象的[暴击](#chance-based-extra-damage-or-warhead-detonation--critical-hits)概率。" +msgid "" +"`Crit.Multiplier` and `Crit.ExtraChance` can be used to multiply the " +"[critical hit](#chance-based-extra-damage-or-warhead-detonation" +"--critical-hits) chance or grant a fixed bonus to it for the object the " +"effect is attached to, respectively." +msgstr "" +"`Crit.Multiplier` 和 `Crit.ExtraChance` 可以分别乘算或加算 AE 所附加对象的[暴击](#chance-" +"based-extra-damage-or-warhead-detonation--critical-hits)概率。" #: ../../New-or-Enhanced-Logics.md:45 -msgid "`Crit.AllowWarheads` can be used to list only Warheads that can benefit from this critical hit chance multiplier and `Crit.DisallowWarheads` weapons that are not allowed to, respectively." +msgid "" +"`Crit.AllowWarheads` can be used to list only Warheads that can benefit " +"from this critical hit chance multiplier and `Crit.DisallowWarheads` " +"weapons that are not allowed to, respectively." msgstr "`Crit.AllowWarheads` 和 `Crit.DisallowWarheads` 可分别列出哪些弹头可以/不可以获得上述暴击概率加成。" #: ../../New-or-Enhanced-Logics.md:46 -msgid "`RevengeWeapon` can be used to temporarily grant the specified weapon as a [revenge weapon](#revenge-weapon) for the attached object." +msgid "" +"`RevengeWeapon` can be used to temporarily grant the specified weapon as " +"a [revenge weapon](#revenge-weapon) for the attached object." msgstr "`RevengeWeapon` 可用于通过 AE 为被附加对象设置一个临时的[复仇武器](#revenge-weapon)。" #: ../../New-or-Enhanced-Logics.md:47 -msgid "`RevengeWeapon.AffectsHouses` customizes which houses can trigger the revenge weapon." +msgid "" +"`RevengeWeapon.AffectsHouses` customizes which houses can trigger the " +"revenge weapon." msgstr "`RevengeWeapon.AffectsHouses` 定义哪些所属方可以触发这个复仇武器" #: ../../New-or-Enhanced-Logics.md:48 -msgid "`ReflectDamage` can be set to true to have any positive damage dealt to the object the effect is attached to be reflected back to the attacker. `ReflectDamage.Warhead` determines which Warhead is used to deal the damage, defaults to `[CombatDamage] -> C4Warhead`. If `ReflectDamage.Warhead.Detonate` is set to true, the Warhead is fully detonated instead of used to simply deal damage. `ReflectDamage.Multiplier` is a multiplier to the damage received and then reflected back. Already reflected damage cannot be further reflected back." -msgstr "`ReflectDamage` 可设为 true 以使 AE 所附加对象所受的任何正值杀伤反弹回攻击者。`ReflectDamage.Warhead` 决定用于反弹伤害的弹头,默认读取自 `[CombatDamage] -> C4Warhead`。如果 `ReflectDamage.Warhead.Detonate` 设为 true 那么弹头可以完整的引爆而不仅仅用于造成杀伤。`ReflectDamage.Multiplier` 是返回伤害相对于所接收伤害的倍率。反弹效果不会被另一个反弹来的伤害所触发。" +msgid "" +"`ReflectDamage` can be set to true to have any positive damage dealt to " +"the object the effect is attached to be reflected back to the attacker. " +"`ReflectDamage.Warhead` determines which Warhead is used to deal the " +"damage, defaults to `[CombatDamage] -> C4Warhead`. If " +"`ReflectDamage.Warhead.Detonate` is set to true, the Warhead is fully " +"detonated instead of used to simply deal damage. " +"`ReflectDamage.Multiplier` is a multiplier to the damage received and " +"then reflected back. Already reflected damage cannot be further reflected" +" back." +msgstr "" +"`ReflectDamage` 可设为 true 以使 AE " +"所附加对象所受的任何正值杀伤反弹回攻击者。`ReflectDamage.Warhead` 决定用于反弹伤害的弹头,默认读取自 " +"`[CombatDamage] -> C4Warhead`。如果 `ReflectDamage.Warhead.Detonate` 设为 true" +" 那么弹头可以完整的引爆而不仅仅用于造成杀伤。`ReflectDamage.Multiplier` " +"是返回伤害相对于所接收伤害的倍率。反弹效果不会被另一个反弹来的伤害所触发。" #: ../../New-or-Enhanced-Logics.md:49 -msgid "Warheads can prevent reflect damage from occuring by setting `SuppressReflectDamage` to true. `SuppressReflectDamage.Types` can control which AttachEffectTypes' reflect damage is suppressed, if none are listed then all of them are suppressed." -msgstr "可以将弹头的 `SuppressReflectDamage` 设为 true 来避免触发伤害反弹效果。`SuppressReflectDamage.Types` 可以控制哪些 AE 类型的反弹伤害效果会被抑制。如果留空则代表所有 AE 类型。" +msgid "" +"Warheads can prevent reflect damage from occuring by setting " +"`SuppressReflectDamage` to true. `SuppressReflectDamage.Types` can " +"control which AttachEffectTypes' reflect damage is suppressed, if none " +"are listed then all of them are suppressed." +msgstr "" +"可以将弹头的 `SuppressReflectDamage` 设为 true " +"来避免触发伤害反弹效果。`SuppressReflectDamage.Types` 可以控制哪些 AE " +"类型的反弹伤害效果会被抑制。如果留空则代表所有 AE 类型。" #: ../../New-or-Enhanced-Logics.md:50 -msgid "`DisableWeapons` can be used to disable ability to fire any and all weapons." +msgid "" +"`DisableWeapons` can be used to disable ability to fire any and all " +"weapons." msgstr "`DisableWeapons` 可用于禁用 AE 附加对象的所有武器。" #: ../../New-or-Enhanced-Logics.md:51 -msgid "On TechnoTypes with `OpenTopped=true`, `OpenTopped.CheckTransportDisableWeapons` can be set to true to make passengers not be able to fire out if transport's weapons are disabled by `DisableWeapons`." -msgstr "在拥有 `OpenTopped=true` 的技术类型上,`OpenTopped.CheckTransportDisableWeapons` 可设为 true 以使载员在运输工具受 `DisableWeapons` 影响期间同步禁言效果。" +msgid "" +"On TechnoTypes with `OpenTopped=true`, " +"`OpenTopped.CheckTransportDisableWeapons` can be set to true to make " +"passengers not be able to fire out if transport's weapons are disabled by" +" `DisableWeapons`." +msgstr "" +"在拥有 `OpenTopped=true` 的技术类型上,`OpenTopped.CheckTransportDisableWeapons` " +"可设为 true 以使载员在运输工具受 `DisableWeapons` 影响期间同步禁言效果。" #: ../../New-or-Enhanced-Logics.md:52 -msgid "It is possible to set groups for attach effect types by defining strings in `Groups`." +msgid "" +"It is possible to set groups for attach effect types by defining strings " +"in `Groups`." msgstr "可以通过在 `Groups` 中定义字符串来为 AE 类型设置分组。" #: ../../New-or-Enhanced-Logics.md:53 -msgid "Groups can be used instead of types for removing effects and weapon filters." +msgid "" +"Groups can be used instead of types for removing effects and weapon " +"filters." msgstr "组别可用于在移除 AE 和武器过滤时替代类型参与计算。" #: ../../New-or-Enhanced-Logics.md:55 -msgid "AttachEffectTypes can be attached to TechnoTypes using `AttachEffect.AttachTypes`." +msgid "" +"AttachEffectTypes can be attached to TechnoTypes using " +"`AttachEffect.AttachTypes`." msgstr "AE 可以通过 `AttachEffect.AttachTypes` 在技术类型上赋予。" -#: ../../New-or-Enhanced-Logics.md:56 -#: ../../New-or-Enhanced-Logics.md:62 -msgid "`AttachEffect.DurationOverrides` can be used to override the default durations. Duration matching the position in `AttachTypes` is used for that type, or the last listed duration if not available." -msgstr "`AttachEffect.DurationOverrides` 可用于覆盖 AE 自身所写的默认 `Duration`。该列表中的值与 `AttachTypes` 中的 AE 类型一一对应,如果一个 AE 类型没有对应的项目则使用该列表中的最后一个。" +#: ../../New-or-Enhanced-Logics.md:56 ../../New-or-Enhanced-Logics.md:62 +msgid "" +"`AttachEffect.DurationOverrides` can be used to override the default " +"durations. Duration matching the position in `AttachTypes` is used for " +"that type, or the last listed duration if not available." +msgstr "" +"`AttachEffect.DurationOverrides` 可用于覆盖 AE 自身所写的默认 `Duration`。该列表中的值与 " +"`AttachTypes` 中的 AE 类型一一对应,如果一个 AE 类型没有对应的项目则使用该列表中的最后一个。" #: ../../New-or-Enhanced-Logics.md:57 -msgid "`AttachEffect.Delays` can be used to set the delays for recreating the effects on the TechnoType after they expire. Defaults to 0 (immediately), negative values mean the effects are not recreated. Delay matching the position in `AttachTypes` is used for that type, or the last listed delay if not available." -msgstr "`AttachEffect.Delays` 可用于设置 AE 在技术类型上自然结束后重新创建所需的时间间隔。默认 0(立即),负值表示 AE 不会被重新创建。该列表中的值与 `AttachTypes` 中的 AE 类型一一对应,如果一个 AE 类型没有对应的项目则使用该列表中的最后一个。" +msgid "" +"`AttachEffect.Delays` can be used to set the delays for recreating the " +"effects on the TechnoType after they expire. Defaults to 0 (immediately)," +" negative values mean the effects are not recreated. Delay matching the " +"position in `AttachTypes` is used for that type, or the last listed delay" +" if not available." +msgstr "" +"`AttachEffect.Delays` 可用于设置 AE 在技术类型上自然结束后重新创建所需的时间间隔。默认 0(立即),负值表示 AE " +"不会被重新创建。该列表中的值与 `AttachTypes` 中的 AE 类型一一对应,如果一个 AE 类型没有对应的项目则使用该列表中的最后一个。" #: ../../New-or-Enhanced-Logics.md:58 -msgid "`AttachEffect.InitialDelays` can be used to set the delays before first creating the effects on TechnoType. Defaults to 0 (immediately). Delay matching the position in `AttachTypes` is used for that type, or the last listed delay if not available." -msgstr "`AttachEffect.InitialDelays` 可用于设置 AE 在技术类型上首次创建所需的初始间隔。默认 0(立即)。该列表中的值与 `AttachTypes` 中的 AE 类型一一对应,如果一个 AE 类型没有对应的项目则使用该列表中的最后一个。" +msgid "" +"`AttachEffect.InitialDelays` can be used to set the delays before first " +"creating the effects on TechnoType. Defaults to 0 (immediately). Delay " +"matching the position in `AttachTypes` is used for that type, or the last" +" listed delay if not available." +msgstr "" +"`AttachEffect.InitialDelays` 可用于设置 AE 在技术类型上首次创建所需的初始间隔。默认 0(立即)。该列表中的值与 " +"`AttachTypes` 中的 AE 类型一一对应,如果一个 AE 类型没有对应的项目则使用该列表中的最后一个。" #: ../../New-or-Enhanced-Logics.md:59 -msgid "`AttachEffect.RecreationDelays` is used to determine if the effect can be recreated if it is removed completely (e.g `AttachEffect.RemoveTypes`), and if yes, how long this takes. Defaults to -1, meaning no recreation. Delay matching the position in `AttachTypes` is used for that type, or the last listed delay if not available." -msgstr "`AttachEffect.RecreationDelays` 用于决定如果 AE 被完全移除(例如使用 `AttachEffect.RemoveTypes`)是否可以重新创建 AE,如果可以则这里设置了重新创建所需的时间间隔。默认 -1 表示不允许重新创建。该列表中的值与 `AttachTypes` 中的 AE 类型一一对应,如果一个 AE 类型没有对应的项目则使用该列表中的最后一个。" +msgid "" +"`AttachEffect.RecreationDelays` is used to determine if the effect can be" +" recreated if it is removed completely (e.g `AttachEffect.RemoveTypes`), " +"and if yes, how long this takes. Defaults to -1, meaning no recreation. " +"Delay matching the position in `AttachTypes` is used for that type, or " +"the last listed delay if not available." +msgstr "" +"`AttachEffect.RecreationDelays` 用于决定如果 AE 被完全移除(例如使用 " +"`AttachEffect.RemoveTypes`)是否可以重新创建 AE,如果可以则这里设置了重新创建所需的时间间隔。默认 -1 " +"表示不允许重新创建。该列表中的值与 `AttachTypes` 中的 AE 类型一一对应,如果一个 AE " +"类型没有对应的项目则使用该列表中的最后一个。" #: ../../New-or-Enhanced-Logics.md:61 -msgid "AttachEffectTypes can be attached to objects via Warheads using `AttachEffect.AttachTypes`." +msgid "" +"AttachEffectTypes can be attached to objects via Warheads using " +"`AttachEffect.AttachTypes`." msgstr "AE 可以通过 `AttachEffect.AttachTypes` 被弹头上赋予给其他对象。" #: ../../New-or-Enhanced-Logics.md:63 -msgid "`AttachEffect.CumulativeRefreshAll` if set to true makes it so that trying to attach `Cumulative=true` effect to a target that already has `Cumulative.MaxCount` amount of effects will refresh duration of all attached effects of the same type instead of only the one with shortest remaining duration. If `AttachEffect.CumulativeRefreshAll.OnAttach` is also set to true, this refresh applies even if the target does not have maximum allowed amount of effects of same type." -msgstr "`AttachEffect.CumulativeRefreshAll` 如果设为 true 将尝试在 `Cumulative=true` 的 AE 赋予被到一个现有 AE 已达到 `Cumulative.MaxCount` 的目标时刷新该目标上所有同类 AE 的持续时间而不只是刷新所剩持续时间最短的那个。如果 `AttachEffect.CumulativeRefreshAll.OnAttach` 也设为 true,那么即使未达到 `Cumulative.MaxCount` 也使用此刷新效果。" +msgid "" +"`AttachEffect.CumulativeRefreshAll` if set to true makes it so that " +"trying to attach `Cumulative=true` effect to a target that already has " +"`Cumulative.MaxCount` amount of effects will refresh duration of all " +"attached effects of the same type instead of only the one with shortest " +"remaining duration. If `AttachEffect.CumulativeRefreshAll.OnAttach` is " +"also set to true, this refresh applies even if the target does not have " +"maximum allowed amount of effects of same type." +msgstr "" +"`AttachEffect.CumulativeRefreshAll` 如果设为 true 将尝试在 `Cumulative=true` 的 AE" +" 赋予被到一个现有 AE 已达到 `Cumulative.MaxCount` 的目标时刷新该目标上所有同类 AE " +"的持续时间而不只是刷新所剩持续时间最短的那个。如果 `AttachEffect.CumulativeRefreshAll.OnAttach` " +"也设为 true,那么即使未达到 `Cumulative.MaxCount` 也使用此刷新效果。" #: ../../New-or-Enhanced-Logics.md:64 -msgid "`AttachEffect.CumulativeRefreshSameSourceOnly` controls whether or not trying to apply `Cumulative=true` effect on target requires any existing effects of same type to come from same Warhead by same firer for them to be eligible for duration refresh." -msgstr "`AttachEffect.CumulativeRefreshSameSourceOnly` 控制是否需要现有 AE 来自同一个发射者的同一个弹头才能达到使用上述刷新效果的条件。" +msgid "" +"`AttachEffect.CumulativeRefreshSameSourceOnly` controls whether or not " +"trying to apply `Cumulative=true` effect on target requires any existing " +"effects of same type to come from same Warhead by same firer for them to " +"be eligible for duration refresh." +msgstr "" +"`AttachEffect.CumulativeRefreshSameSourceOnly` 控制是否需要现有 AE " +"来自同一个发射者的同一个弹头才能达到使用上述刷新效果的条件。" #: ../../New-or-Enhanced-Logics.md:65 -msgid "Attached Effects can be removed from objects by Warheads using `AttachEffect.RemoveTypes` or `AttachEffect.RemoveGroups`." +msgid "" +"Attached Effects can be removed from objects by Warheads using " +"`AttachEffect.RemoveTypes` or `AttachEffect.RemoveGroups`." msgstr "AE 可以通过弹头上的 `AttachEffect.RemoveTypes` 或 `AttachEffect.RemoveGroups` 移除。" #: ../../New-or-Enhanced-Logics.md:66 -msgid "`AttachEffect.CumulativeRemoveMinCounts` sets minimum number of active instaces per `RemoveTypes`/`RemoveGroups` required for `Cumulative=true` types to be removed." -msgstr "`AttachEffect.CumulativeRemoveMinCounts` 设置了 `Cumulative=true` 类 AE 被 `RemoveTypes`/`RemoveGroups` 每次移除的最小数量。" +msgid "" +"`AttachEffect.CumulativeRemoveMinCounts` sets minimum number of active " +"instaces per `RemoveTypes`/`RemoveGroups` required for `Cumulative=true` " +"types to be removed." +msgstr "" +"`AttachEffect.CumulativeRemoveMinCounts` 设置了 `Cumulative=true` 类 AE 被 " +"`RemoveTypes`/`RemoveGroups` 每次移除的最小数量。" #: ../../New-or-Enhanced-Logics.md:67 -msgid "`AttachEffect.CumulativeRemoveMaxCounts` sets maximum number of active instaces per `RemoveTypes`/`RemoveGroups` for `Cumulative=true` that are removed at once by this Warhead." -msgstr "`AttachEffect.CumulativeRemoveMaxCounts` 设置了 `Cumulative=true` 类 AE 被 `RemoveTypes`/`RemoveGroups` 一次移除的最大数量。" +msgid "" +"`AttachEffect.CumulativeRemoveMaxCounts` sets maximum number of active " +"instaces per `RemoveTypes`/`RemoveGroups` for `Cumulative=true` that are " +"removed at once by this Warhead." +msgstr "" +"`AttachEffect.CumulativeRemoveMaxCounts` 设置了 `Cumulative=true` 类 AE 被 " +"`RemoveTypes`/`RemoveGroups` 一次移除的最大数量。" #: ../../New-or-Enhanced-Logics.md:69 -msgid "Weapons can require attached effects on target to fire, or be prevented by firing if specific attached effects are applied." +msgid "" +"Weapons can require attached effects on target to fire, or be prevented " +"by firing if specific attached effects are applied." msgstr "武器可以根据目标上是否附加了特定的 AE 来决定是否(不)可以开火。" #: ../../New-or-Enhanced-Logics.md:70 -msgid "`AttachEffect.RequiredTypes` can be used to list attached effects required to be on target to fire, all listed effect types must be present to allow firing." -msgstr "`AttachEffect.RequiredTypes` 可用设置一个对象可以作为武器目标所需要拥有的 AE 列表,当所有列出的 AE 类型全部拥有时才允许开火。" +msgid "" +"`AttachEffect.RequiredTypes` can be used to list attached effects " +"required to be on target to fire, all listed effect types must be present" +" to allow firing." +msgstr "" +"`AttachEffect.RequiredTypes` 可用设置一个对象可以作为武器目标所需要拥有的 AE 列表,当所有列出的 AE " +"类型全部拥有时才允许开火。" #: ../../New-or-Enhanced-Logics.md:71 -msgid "`AttachEffect.DisallowedTypes` can be used to list attached effects that when present prevent the weapon from firing, any of the listed effect types will prevent firing if present." -msgstr "`AttachEffect.DisallowedTypes` 可用于设置一个对象作为武器目标所不得拥有的 AE 列表,当表中列出的 AE 任一类型存在时将阻止开火。" +msgid "" +"`AttachEffect.DisallowedTypes` can be used to list attached effects that " +"when present prevent the weapon from firing, any of the listed effect " +"types will prevent firing if present." +msgstr "" +"`AttachEffect.DisallowedTypes` 可用于设置一个对象作为武器目标所不得拥有的 AE 列表,当表中列出的 AE " +"任一类型存在时将阻止开火。" #: ../../New-or-Enhanced-Logics.md:72 -msgid "`AttachEffect.Required/DisallowedGroups` have the same effect except applied with/to all types that have one of the listed groups in their `Groups` listing." -msgstr "`AttachEffect.Required/DisallowedGroups` 与上面两句拥有相同的效果但使用 `Groups` 列表而不是 AE 类型列表。" +msgid "" +"`AttachEffect.Required/DisallowedGroups` have the same effect except " +"applied with/to all types that have one of the listed groups in their " +"`Groups` listing." +msgstr "" +"`AttachEffect.Required/DisallowedGroups` 与上面两句拥有相同的效果但使用 `Groups` 列表而不是 " +"AE 类型列表。" #: ../../New-or-Enhanced-Logics.md:73 -msgid "`AttachEffect.(Required|Disallowed)MinCounts & (Required|Disallowed)MaxCounts` can be used to set the minimum and maximum number of instances required / disallowed to be on the Techno for `Cumulative=true` types (ignored for other types) respectively." -msgstr "`AttachEffect.(Required|Disallowed)MinCounts & (Required|Disallowed)MaxCounts` 可用于设置技术类型上必须存在/禁止存在的 `Cumulative=true` 类(对其他类型无效) AE 的最小/最大数量。" +msgid "" +"`AttachEffect.(Required|Disallowed)MinCounts & " +"(Required|Disallowed)MaxCounts` can be used to set the minimum and " +"maximum number of instances required / disallowed to be on the Techno for" +" `Cumulative=true` types (ignored for other types) respectively." +msgstr "" +"`AttachEffect.(Required|Disallowed)MinCounts & " +"(Required|Disallowed)MaxCounts` 可用于设置技术类型上必须存在/禁止存在的 `Cumulative=true` " +"类(对其他类型无效) AE 的最小/最大数量。" #: ../../New-or-Enhanced-Logics.md:74 -msgid "`AttachEffect.IgnoreFromSameSource` can be set to true to ignore effects that have been attached by the firer of the weapon and its Warhead." +msgid "" +"`AttachEffect.IgnoreFromSameSource` can be set to true to ignore effects " +"that have been attached by the firer of the weapon and its Warhead." msgstr "`AttachEffect.IgnoreFromSameSource` 可设为 true 以忽略由武器开火者及其弹头赋予的 AE 效果。" #: ../../New-or-Enhanced-Logics.md:75 -msgid "`AttachEffect.CheckOnFirer` is set to true makes it so that the required / disallowed attached effects are checked from the firer of the weapon instead of the target." +msgid "" +"`AttachEffect.CheckOnFirer` is set to true makes it so that the required " +"/ disallowed attached effects are checked from the firer of the weapon " +"instead of the target." msgstr "`AttachEffect.CheckOnFirer` 可设为 true 以将必须存在/禁止存在 AE 的检查对象更改为武器发射者而不是目标。" -#: ../../New-or-Enhanced-Logics.md:77 -#: ../../New-or-Enhanced-Logics.md:180 -#: ../../New-or-Enhanced-Logics.md:244 -#: ../../New-or-Enhanced-Logics.md:262 -#: ../../New-or-Enhanced-Logics.md:519 -#: ../../New-or-Enhanced-Logics.md:540 -#: ../../New-or-Enhanced-Logics.md:552 -#: ../../New-or-Enhanced-Logics.md:563 -#: ../../New-or-Enhanced-Logics.md:577 -#: ../../New-or-Enhanced-Logics.md:616 -#: ../../New-or-Enhanced-Logics.md:627 -#: ../../New-or-Enhanced-Logics.md:640 -#: ../../New-or-Enhanced-Logics.md:706 -#: ../../New-or-Enhanced-Logics.md:745 -#: ../../New-or-Enhanced-Logics.md:785 -#: ../../New-or-Enhanced-Logics.md:849 -#: ../../New-or-Enhanced-Logics.md:904 -#: ../../New-or-Enhanced-Logics.md:942 -#: ../../New-or-Enhanced-Logics.md:955 -#: ../../New-or-Enhanced-Logics.md:968 -#: ../../New-or-Enhanced-Logics.md:984 -#: ../../New-or-Enhanced-Logics.md:1007 -#: ../../New-or-Enhanced-Logics.md:1035 -#: ../../New-or-Enhanced-Logics.md:1072 -#: ../../New-or-Enhanced-Logics.md:1094 -#: ../../New-or-Enhanced-Logics.md:1114 -#: ../../New-or-Enhanced-Logics.md:1129 -#: ../../New-or-Enhanced-Logics.md:1147 -#: ../../New-or-Enhanced-Logics.md:1173 -#: ../../New-or-Enhanced-Logics.md:1201 -#: ../../New-or-Enhanced-Logics.md:1212 -#: ../../New-or-Enhanced-Logics.md:1234 -#: ../../New-or-Enhanced-Logics.md:1277 -#: ../../New-or-Enhanced-Logics.md:1290 -#: ../../New-or-Enhanced-Logics.md:1320 -#: ../../New-or-Enhanced-Logics.md:1333 -#: ../../New-or-Enhanced-Logics.md:1348 -#: ../../New-or-Enhanced-Logics.md:1384 -#: ../../New-or-Enhanced-Logics.md:1412 -#: ../../New-or-Enhanced-Logics.md:1426 -#: ../../New-or-Enhanced-Logics.md:1439 -#: ../../New-or-Enhanced-Logics.md:1452 -#: ../../New-or-Enhanced-Logics.md:1469 -#: ../../New-or-Enhanced-Logics.md:1485 -#: ../../New-or-Enhanced-Logics.md:1499 -#: ../../New-or-Enhanced-Logics.md:1511 -#: ../../New-or-Enhanced-Logics.md:1526 -#: ../../New-or-Enhanced-Logics.md:1552 -#: ../../New-or-Enhanced-Logics.md:1582 -#: ../../New-or-Enhanced-Logics.md:1595 -#: ../../New-or-Enhanced-Logics.md:1618 -#: ../../New-or-Enhanced-Logics.md:1639 -#: ../../New-or-Enhanced-Logics.md:1681 -#: ../../New-or-Enhanced-Logics.md:1707 -#: ../../New-or-Enhanced-Logics.md:1724 -#: ../../New-or-Enhanced-Logics.md:1751 -#: ../../New-or-Enhanced-Logics.md:1766 -#: ../../New-or-Enhanced-Logics.md:1792 -#: ../../New-or-Enhanced-Logics.md:1808 -#: ../../New-or-Enhanced-Logics.md:1818 -#: ../../New-or-Enhanced-Logics.md:1829 -#: ../../New-or-Enhanced-Logics.md:1840 -#: ../../New-or-Enhanced-Logics.md:1853 -#: ../../New-or-Enhanced-Logics.md:1864 -#: ../../New-or-Enhanced-Logics.md:1878 -#: ../../New-or-Enhanced-Logics.md:1894 -#: ../../New-or-Enhanced-Logics.md:1909 -#: ../../New-or-Enhanced-Logics.md:1926 -#: ../../New-or-Enhanced-Logics.md:1948 -#: ../../New-or-Enhanced-Logics.md:1965 +#: ../../New-or-Enhanced-Logics.md:77 ../../New-or-Enhanced-Logics.md:180 +#: ../../New-or-Enhanced-Logics.md:244 ../../New-or-Enhanced-Logics.md:262 +#: ../../New-or-Enhanced-Logics.md:519 ../../New-or-Enhanced-Logics.md:540 +#: ../../New-or-Enhanced-Logics.md:552 ../../New-or-Enhanced-Logics.md:563 +#: ../../New-or-Enhanced-Logics.md:577 ../../New-or-Enhanced-Logics.md:616 +#: ../../New-or-Enhanced-Logics.md:627 ../../New-or-Enhanced-Logics.md:640 +#: ../../New-or-Enhanced-Logics.md:659 ../../New-or-Enhanced-Logics.md:670 +#: ../../New-or-Enhanced-Logics.md:707 ../../New-or-Enhanced-Logics.md:746 +#: ../../New-or-Enhanced-Logics.md:786 ../../New-or-Enhanced-Logics.md:850 +#: ../../New-or-Enhanced-Logics.md:905 ../../New-or-Enhanced-Logics.md:943 +#: ../../New-or-Enhanced-Logics.md:956 ../../New-or-Enhanced-Logics.md:969 +#: ../../New-or-Enhanced-Logics.md:985 ../../New-or-Enhanced-Logics.md:1008 +#: ../../New-or-Enhanced-Logics.md:1036 ../../New-or-Enhanced-Logics.md:1073 +#: ../../New-or-Enhanced-Logics.md:1095 ../../New-or-Enhanced-Logics.md:1115 +#: ../../New-or-Enhanced-Logics.md:1130 ../../New-or-Enhanced-Logics.md:1148 +#: ../../New-or-Enhanced-Logics.md:1174 ../../New-or-Enhanced-Logics.md:1202 +#: ../../New-or-Enhanced-Logics.md:1213 ../../New-or-Enhanced-Logics.md:1235 +#: ../../New-or-Enhanced-Logics.md:1278 ../../New-or-Enhanced-Logics.md:1291 +#: ../../New-or-Enhanced-Logics.md:1321 ../../New-or-Enhanced-Logics.md:1334 +#: ../../New-or-Enhanced-Logics.md:1349 ../../New-or-Enhanced-Logics.md:1385 +#: ../../New-or-Enhanced-Logics.md:1413 ../../New-or-Enhanced-Logics.md:1427 +#: ../../New-or-Enhanced-Logics.md:1440 ../../New-or-Enhanced-Logics.md:1453 +#: ../../New-or-Enhanced-Logics.md:1470 ../../New-or-Enhanced-Logics.md:1486 +#: ../../New-or-Enhanced-Logics.md:1500 ../../New-or-Enhanced-Logics.md:1512 +#: ../../New-or-Enhanced-Logics.md:1527 ../../New-or-Enhanced-Logics.md:1553 +#: ../../New-or-Enhanced-Logics.md:1583 ../../New-or-Enhanced-Logics.md:1596 +#: ../../New-or-Enhanced-Logics.md:1619 ../../New-or-Enhanced-Logics.md:1640 +#: ../../New-or-Enhanced-Logics.md:1682 ../../New-or-Enhanced-Logics.md:1708 +#: ../../New-or-Enhanced-Logics.md:1725 ../../New-or-Enhanced-Logics.md:1752 +#: ../../New-or-Enhanced-Logics.md:1767 ../../New-or-Enhanced-Logics.md:1793 +#: ../../New-or-Enhanced-Logics.md:1809 ../../New-or-Enhanced-Logics.md:1819 +#: ../../New-or-Enhanced-Logics.md:1830 ../../New-or-Enhanced-Logics.md:1841 +#: ../../New-or-Enhanced-Logics.md:1854 ../../New-or-Enhanced-Logics.md:1865 +#: ../../New-or-Enhanced-Logics.md:1875 ../../New-or-Enhanced-Logics.md:1896 +#: ../../New-or-Enhanced-Logics.md:1912 ../../New-or-Enhanced-Logics.md:1927 +#: ../../New-or-Enhanced-Logics.md:1944 ../../New-or-Enhanced-Logics.md:1966 +#: ../../New-or-Enhanced-Logics.md:1983 msgid "In `rulesmd.ini`:" msgstr "在 `rulesmd.ini`:" @@ -366,28 +619,22 @@ msgstr "自定义辐射类型" msgid "![image](_static/images/radtype-01.png) *Mixing different radiation types*" msgstr "![image](_static/images/radtype-01.png) *混合起来的多种辐射类型*" -#: ../../New-or-Enhanced-Logics.md:169 -#: ../../New-or-Enhanced-Logics.md:259 -#: ../../New-or-Enhanced-Logics.md:433 -#: ../../New-or-Enhanced-Logics.md:529 -#: ../../New-or-Enhanced-Logics.md:691 -#: ../../New-or-Enhanced-Logics.md:935 -#: ../../New-or-Enhanced-Logics.md:1139 -#: ../../New-or-Enhanced-Logics.md:1312 -#: ../../New-or-Enhanced-Logics.md:1342 -#: ../../New-or-Enhanced-Logics.md:1403 -#: ../../New-or-Enhanced-Logics.md:1434 -#: ../../New-or-Enhanced-Logics.md:1613 -#: ../../New-or-Enhanced-Logics.md:1704 -#: ../../New-or-Enhanced-Logics.md:1742 -#: ../../New-or-Enhanced-Logics.md:1920 -#: ../../New-or-Enhanced-Logics.md:1938 -#: ../../New-or-Enhanced-Logics.md:1959 +#: ../../New-or-Enhanced-Logics.md:169 ../../New-or-Enhanced-Logics.md:259 +#: ../../New-or-Enhanced-Logics.md:433 ../../New-or-Enhanced-Logics.md:529 +#: ../../New-or-Enhanced-Logics.md:692 ../../New-or-Enhanced-Logics.md:936 +#: ../../New-or-Enhanced-Logics.md:1140 ../../New-or-Enhanced-Logics.md:1313 +#: ../../New-or-Enhanced-Logics.md:1343 ../../New-or-Enhanced-Logics.md:1404 +#: ../../New-or-Enhanced-Logics.md:1435 ../../New-or-Enhanced-Logics.md:1614 +#: ../../New-or-Enhanced-Logics.md:1705 ../../New-or-Enhanced-Logics.md:1743 +#: ../../New-or-Enhanced-Logics.md:1938 ../../New-or-Enhanced-Logics.md:1956 +#: ../../New-or-Enhanced-Logics.md:1977 msgid "image" msgstr "图像" #: ../../New-or-Enhanced-Logics.md:172 -msgid "Any weapon can now have a custom radiation type. More details on radiation [here](https://www.modenc.renegadeprojects.com/Radiation)." +msgid "" +"Any weapon can now have a custom radiation type. More details on " +"radiation [here](https://www.modenc.renegadeprojects.com/Radiation)." msgstr "现在任何武器都可以拥有自定义的辐射类。有关辐射的更多详细信息请参见[此处](https://www.modenc.renegadeprojects.com/Radiation)。" #: ../../New-or-Enhanced-Logics.md:173 @@ -395,55 +642,107 @@ msgid "There are several new properties available to all radiation types." msgstr "所有辐射类型现在都有几个新的属性可用。" #: ../../New-or-Enhanced-Logics.md:174 -msgid "`RadApplicationDelay.Building` can be set to value higher than 0 to allow radiation to damage buildings. How many times a single radiation site can deal this damage to same building (every cell of the foundation is hit by all radiation sites on a cell) can be customized with `RadBuildingDamageMaxCount`, negative values mean no limit." -msgstr "`RadApplicationDelay.Building` 可以设置为大于 0 的值以允许辐射对建筑造成伤害。单个辐射源可以对同一建筑(建筑所占的每个单元格都会受到该单元格上所有辐射源的伤害)造成这种伤害的次数可以通过 `RadBuildingDamageMaxCount` 来定义,负值表示无限制。" +msgid "" +"`RadApplicationDelay.Building` can be set to value higher than 0 to allow" +" radiation to damage buildings. How many times a single radiation site " +"can deal this damage to same building (every cell of the foundation is " +"hit by all radiation sites on a cell) can be customized with " +"`RadBuildingDamageMaxCount`, negative values mean no limit." +msgstr "" +"`RadApplicationDelay.Building` 可以设置为大于 0 " +"的值以允许辐射对建筑造成伤害。单个辐射源可以对同一建筑(建筑所占的每个单元格都会受到该单元格上所有辐射源的伤害)造成这种伤害的次数可以通过 " +"`RadBuildingDamageMaxCount` 来定义,负值表示无限制。" #: ../../New-or-Enhanced-Logics.md:175 -msgid "`RadSiteWarhead.Detonate` can be set to make `RadSiteWarhead` detonate on affected objects rather than only be used to dealt direct damage. This enables most Warhead effects, display of animations etc. If `RadSiteWarhead.Detonate.Full` is set to false instead, instead of full Warhead detonation it only applies area damage and Phobos Warhead effects." -msgstr "`RadSiteWarhead.Detonate` 可以使得 `RadSiteWarhead` 在被影响的对象上引爆而不单纯造成直接杀伤。这可以使大多数弹头效果、动画显示等生效。如果 `RadSiteWarhead.Detonate.Full` 设为 false 那么它只能对所在区域造成杀伤和 Phobos 所提供的弹头效果而不是完全引爆。" +msgid "" +"`RadSiteWarhead.Detonate` can be set to make `RadSiteWarhead` detonate on" +" affected objects rather than only be used to dealt direct damage. This " +"enables most Warhead effects, display of animations etc. If " +"`RadSiteWarhead.Detonate.Full` is set to false instead, instead of full " +"Warhead detonation it only applies area damage and Phobos Warhead " +"effects." +msgstr "" +"`RadSiteWarhead.Detonate` 可以使得 `RadSiteWarhead` " +"在被影响的对象上引爆而不单纯造成直接杀伤。这可以使大多数弹头效果、动画显示等生效。如果 " +"`RadSiteWarhead.Detonate.Full` 设为 false 那么它只能对所在区域造成杀伤和 Phobos " +"所提供的弹头效果而不是完全引爆。" #: ../../New-or-Enhanced-Logics.md:176 -msgid "`RadHasOwner`, if set to true, makes damage dealt by the radiation count as having been dealt by the house that fired the projectile that created the radiation field. This means that Warhead controls such as `AffectsAllies` will be respected and any units killed will count towards that player's destroyed units count." -msgstr "`RadHasOwner` 如果设为 true 则辐射造成的伤害会被视为由发射用于创建辐射区域的抛射体其开火者的所属方造成的。这意味着诸如 `AffectsAllies` 之类的弹头设置将可以使用,并且任何被击杀的单位都将计入该玩家的摧毁数。" +msgid "" +"`RadHasOwner`, if set to true, makes damage dealt by the radiation count " +"as having been dealt by the house that fired the projectile that created " +"the radiation field. This means that Warhead controls such as " +"`AffectsAllies` will be respected and any units killed will count towards" +" that player's destroyed units count." +msgstr "" +"`RadHasOwner` 如果设为 true 则辐射造成的伤害会被视为由发射用于创建辐射区域的抛射体其开火者的所属方造成的。这意味着诸如 " +"`AffectsAllies` 之类的弹头设置将可以使用,并且任何被击杀的单位都将计入该玩家的摧毁数。" #: ../../New-or-Enhanced-Logics.md:177 -msgid "`RadHasInvoker`, if set to true, makes the damage dealt by the radiation count as having been dealt by the TechnoType (the 'invoker') that fired the projectile that created the radiation field. In addition to the effects of `RadHasOwner`, this will also grant experience from units killed by the radiation to the invoker. Note that if the invoker dies at any point during the radiation's lifetime it continues to behave as if not having an invoker." -msgstr "`RadHasInvoker` 如果设为 true 则辐射造成的伤害会被视为由发射用于创建辐射区域的抛射体的技术类型(即“调用者”)造成的。除 `RadHasOwner` 的效果外这还将使调用者从被辐射击杀的单位中获得经验。注意如果调用者在辐射生命周期中的任何时刻死亡那么它将继续变得如同没有调用者一样。" +msgid "" +"`RadHasInvoker`, if set to true, makes the damage dealt by the radiation " +"count as having been dealt by the TechnoType (the 'invoker') that fired " +"the projectile that created the radiation field. In addition to the " +"effects of `RadHasOwner`, this will also grant experience from units " +"killed by the radiation to the invoker. Note that if the invoker dies at " +"any point during the radiation's lifetime it continues to behave as if " +"not having an invoker." +msgstr "" +"`RadHasInvoker` 如果设为 true 则辐射造成的伤害会被视为由发射用于创建辐射区域的抛射体的技术类型(即“调用者”)造成的。除 " +"`RadHasOwner` " +"的效果外这还将使调用者从被辐射击杀的单位中获得经验。注意如果调用者在辐射生命周期中的任何时刻死亡那么它将继续变得如同没有调用者一样。" #: ../../New-or-Enhanced-Logics.md:178 -msgid "By default `UseGlobalRadApplicationDelay` is set to true. This makes game always use `RadApplicationDelay` and `RadApplicationDelay.Building` from `[Radiation]` rather than specific radiation types. This is a performance-optimizing measure that should be disabled if a radiation type declares different application delay." -msgstr "默认情况下 `UseGlobalRadApplicationDelay` 被设为 true,这使得游戏始终使用 `[Radiation]` 中的 `RadApplicationDelay` 和 `RadApplicationDelay.Building` 而不是特定辐射类型的。这是个性能优化措施,如果你需要给辐射类型使用不同的间隔那么应当禁用该设置。" +msgid "" +"By default `UseGlobalRadApplicationDelay` is set to true. This makes game" +" always use `RadApplicationDelay` and `RadApplicationDelay.Building` from" +" `[Radiation]` rather than specific radiation types. This is a " +"performance-optimizing measure that should be disabled if a radiation " +"type declares different application delay." +msgstr "" +"默认情况下 `UseGlobalRadApplicationDelay` 被设为 true,这使得游戏始终使用 `[Radiation]` 中的 " +"`RadApplicationDelay` 和 `RadApplicationDelay.Building` " +"而不是特定辐射类型的。这是个性能优化措施,如果你需要给辐射类型使用不同的间隔那么应当禁用该设置。" -#: ../../New-or-Enhanced-Logics.md:210 -#: ../../New-or-Enhanced-Logics.md:212 +#: ../../New-or-Enhanced-Logics.md:210 ../../New-or-Enhanced-Logics.md:212 msgid "Laser Trails" msgstr "激光尾焰" #: ../../New-or-Enhanced-Logics.md:212 -msgid "![Laser Trails](_static/images/lasertrails.gif) *Laser trails used in [Rise of the East](https://www.moddb.com/mods/riseoftheeast)*" -msgstr "![Laser Trails](_static/images/lasertrails.gif) *[东方崛起](https://www.moddb.com/mods/riseoftheeast) 中的激光尾焰应用实例*" +msgid "" +"![Laser Trails](_static/images/lasertrails.gif) *Laser trails used in " +"[Rise of the East](https://www.moddb.com/mods/riseoftheeast)*" +msgstr "" +"![Laser Trails](_static/images/lasertrails.gif) " +"*[东方崛起](https://www.moddb.com/mods/riseoftheeast) 中的激光尾焰应用实例*" #: ../../New-or-Enhanced-Logics.md:215 -msgid "Technos, Projectiles, and VoxelAnims can now have colorful trails of different transparency, thickness and color, which are drawn via laser drawing code." +msgid "" +"Technos, Projectiles, and VoxelAnims can now have colorful trails of " +"different transparency, thickness and color, which are drawn via laser " +"drawing code." msgstr "技术类型、抛射体和 Voxel 碎片现在都可以拥有不同透明度、宽度和颜色的彩色尾焰,这些尾焰是通过激光绘制代码完成的。" #: ../../New-or-Enhanced-Logics.md:216 -msgid "Technos, Projectiles, and VoxelAnims can have multiple laser trails. For technos each trail can have custom laser trail type and FLH offset relative to turret and body." +msgid "" +"Technos, Projectiles, and VoxelAnims can have multiple laser trails. For " +"technos each trail can have custom laser trail type and FLH offset " +"relative to turret and body." msgstr "技术类型、抛射体和 Voxel 碎片可以拥有多个尾焰。对于技术类型的每个激光尾焰都可以自定义其相对于炮塔或车体的 FLH 偏移值。" -#: ../../New-or-Enhanced-Logics.md:218 -#: ../../New-or-Enhanced-Logics.md:449 -#: ../../New-or-Enhanced-Logics.md:477 -#: ../../New-or-Enhanced-Logics.md:491 -#: ../../New-or-Enhanced-Logics.md:504 -#: ../../New-or-Enhanced-Logics.md:590 -#: ../../New-or-Enhanced-Logics.md:602 -#: ../../New-or-Enhanced-Logics.md:1304 +#: ../../New-or-Enhanced-Logics.md:218 ../../New-or-Enhanced-Logics.md:449 +#: ../../New-or-Enhanced-Logics.md:477 ../../New-or-Enhanced-Logics.md:491 +#: ../../New-or-Enhanced-Logics.md:504 ../../New-or-Enhanced-Logics.md:590 +#: ../../New-or-Enhanced-Logics.md:602 ../../New-or-Enhanced-Logics.md:682 +#: ../../New-or-Enhanced-Logics.md:1305 msgid "In `artmd.ini`:" msgstr "在 `artmd.ini`:" #: ../../New-or-Enhanced-Logics.md:251 -msgid "Laser trails are very resource intensive! Due to the game not utilizing GPU having a lot of trails can quickly drop the FPS on even good machines. To reduce that effect:" +msgid "" +"Laser trails are very resource intensive! Due to the game not utilizing " +"GPU having a lot of trails can quickly drop the FPS on even good " +"machines. To reduce that effect:" msgstr "激光尾焰非常占用资源!由于游戏不使用 GPU,大量尾焰即便在高性能设备上也会迅速降低 FPS。想要减少这种影响:" #: ../../New-or-Enhanced-Logics.md:252 @@ -451,11 +750,15 @@ msgid "don't put too many laser trails on units and projectiles;" msgstr "不要再单位和抛射体上使用过多的激光尾焰;" #: ../../New-or-Enhanced-Logics.md:253 -msgid "make sure you set as high `SegmentLength` value as possible without trails being too jagged;" +msgid "" +"make sure you set as high `SegmentLength` value as possible without " +"trails being too jagged;" msgstr "确保在尾焰不过与参差不齐使用尽量高的 `SegmentLength` 值;" #: ../../New-or-Enhanced-Logics.md:254 -msgid "try to keep the length of the trail minimal (can be achieved with smaller `FadeDuration` durations)." +msgid "" +"try to keep the length of the trail minimal (can be achieved with smaller" +" `FadeDuration` durations)." msgstr "尽量使激光尾焰的长度短一些(可以通过设置较小的 `FadeDuration` 值实现)。" #: ../../New-or-Enhanced-Logics.md:257 @@ -463,99 +766,198 @@ msgid "Shields" msgstr "护盾" #: ../../New-or-Enhanced-Logics.md:259 -msgid "![image](_static/images/technoshield-01.gif) *Buildings, Infantries and Vehicles with Shield in [Fantasy ADVENTURE](https://www.moddb.com/mods/fantasy-adventure)*" -msgstr "![image](_static/images/technoshield-01.gif) *[幻想奇遇](https://www.moddb.com/mods/fantasy-adventure) 中拥有护盾的建筑、步兵和载具*" +msgid "" +"![image](_static/images/technoshield-01.gif) *Buildings, Infantries and " +"Vehicles with Shield in [Fantasy ADVENTURE](https://www.moddb.com/mods" +"/fantasy-adventure)*" +msgstr "" +"![image](_static/images/technoshield-01.gif) " +"*[幻想奇遇](https://www.moddb.com/mods/fantasy-adventure) 中拥有护盾的建筑、步兵和载具*" #: ../../New-or-Enhanced-Logics.md:364 -msgid "Now you can have a shield for any TechnoType. It serves as a second health pool with independent `Armor` and `Strength` values." +msgid "" +"Now you can have a shield for any TechnoType. It serves as a second " +"health pool with independent `Armor` and `Strength` values." msgstr "现在你可以给予任何技术类型护盾。它作为一个独立的第二血量池拥有独立的 `Armor` 和 `Strength` 值。" #: ../../New-or-Enhanced-Logics.md:365 -msgid "Shield will not take damage if the TechnoType is under effects of `Temporal` warhead, is Iron Curtained / Force Shielded, has `Immune=true` or if it has `TypeImmune=true` and the damage source is another instance of same TechnoType belonging to same house." -msgstr "如果技术类型处于 `Temporal` 弹头的效果中、处于铁幕 / 力场护盾保护中、拥有 `Immune=true` 或者拥有 `TypeImmune=true` 并且伤害来自相同所属的同类单位,那么护盾将不会受到伤害。" +msgid "" +"Shield will not take damage if the TechnoType is under effects of " +"`Temporal` warhead, is Iron Curtained / Force Shielded, has `Immune=true`" +" or if it has `TypeImmune=true` and the damage source is another instance" +" of same TechnoType belonging to same house." +msgstr "" +"如果技术类型处于 `Temporal` 弹头的效果中、处于铁幕 / 力场护盾保护中、拥有 `Immune=true` 或者拥有 " +"`TypeImmune=true` 并且伤害来自相同所属的同类单位,那么护盾将不会受到伤害。" #: ../../New-or-Enhanced-Logics.md:366 -msgid "Negative damage will recover shield, unless shield has been broken. If shield isn't full, all negative damage will be absorbed by shield." +msgid "" +"Negative damage will recover shield, unless shield has been broken. If " +"shield isn't full, all negative damage will be absorbed by shield." msgstr "负值伤害将会恢复护盾,除非护盾已被击碎。在护盾回满前所有负值伤害都将被护盾吸收。" #: ../../New-or-Enhanced-Logics.md:367 -msgid "Negative damage weapons will consider targets with active, but not at full health shields in need of healing / repairing unless the Warhead has `Shield.Penetrate=true`, in which case only object health is considered." -msgstr "负值伤害武器将认为拥有一个激活但不满血护盾的目标需要治疗/维修,除非弹头具有 `Shield.Penetrate=true`,这种情况下只会考虑对象的血量。" +msgid "" +"Negative damage weapons will consider targets with active, but not at " +"full health shields in need of healing / repairing unless the Warhead has" +" `Shield.Penetrate=true`, in which case only object health is considered." +msgstr "" +"负值伤害武器将认为拥有一个激活但不满血护盾的目标需要治疗/维修,除非弹头具有 " +"`Shield.Penetrate=true`,这种情况下只会考虑对象的血量。" #: ../../New-or-Enhanced-Logics.md:368 -msgid "When a TechnoType has an unbroken shield, `[ShieldType] -> Armor` will replace `[TechnoType] -> Armor` for targeting and damage calculation purposes." -msgstr "当一个技术类型拥有未被击碎的护盾时,`[ShieldType] -> Armor` 将替代 `[TechnoType] -> Armor` 用于参与索敌和杀伤计算。" +msgid "" +"When a TechnoType has an unbroken shield, `[ShieldType] -> Armor` will " +"replace `[TechnoType] -> Armor` for targeting and damage calculation " +"purposes." +msgstr "" +"当一个技术类型拥有未被击碎的护盾时,`[ShieldType] -> Armor` 将替代 `[TechnoType] -> Armor` " +"用于参与索敌和杀伤计算。" #: ../../New-or-Enhanced-Logics.md:369 -msgid "`InheritArmorFromTechno` can be set to true to override this so that `[TechnoType] -> Armor` is used even if shield is active and `[ShieldType] -> Armor` is ignored." -msgstr "`InheritArmorFromTechno` 可设为 true 以覆盖这一行为即即便护盾处于激活状态也使用 `[TechnoType] -> Armor` 而忽略 `[ShieldType] -> Armor`。" +msgid "" +"`InheritArmorFromTechno` can be set to true to override this so that " +"`[TechnoType] -> Armor` is used even if shield is active and " +"`[ShieldType] -> Armor` is ignored." +msgstr "" +"`InheritArmorFromTechno` 可设为 true 以覆盖这一行为即即便护盾处于激活状态也使用 `[TechnoType] -> " +"Armor` 而忽略 `[ShieldType] -> Armor`。" #: ../../New-or-Enhanced-Logics.md:370 -msgid "`InitialStrength` can be used to set a different initial strength value from maximum." +msgid "" +"`InitialStrength` can be used to set a different initial strength value " +"from maximum." msgstr "`InitialStrength` 可用于设置一个不同于最大值的初始护盾值。" #: ../../New-or-Enhanced-Logics.md:371 -msgid "`ConditionYellow` and `ConditionRed` can be used to set the thresholds for shield damage states, defaulting to `[AudioVisual] -> Shield.ConditionYellow & Shield.ConditionRed` respectively which in turn default to just `ConditionYellow & ConditionRed`." -msgstr "`ConditionYellow` 和 `ConditionRed` 可被用于设置护盾损伤状态的阈值,默认分别为 `[AudioVisual] -> Shield.ConditionYellow & Shield.ConditionRed` 而它们又默认为 `ConditionYellow & ConditionRed`。" +msgid "" +"`ConditionYellow` and `ConditionRed` can be used to set the thresholds " +"for shield damage states, defaulting to `[AudioVisual] -> " +"Shield.ConditionYellow & Shield.ConditionRed` respectively which in turn " +"default to just `ConditionYellow & ConditionRed`." +msgstr "" +"`ConditionYellow` 和 `ConditionRed` 可被用于设置护盾损伤状态的阈值,默认分别为 `[AudioVisual] " +"-> Shield.ConditionYellow & Shield.ConditionRed` 而它们又默认为 `ConditionYellow" +" & ConditionRed`。" #: ../../New-or-Enhanced-Logics.md:372 -msgid "When executing `DeploysInto` or `UndeploysInto`, if both of the TechnoTypes have shields, the transformed unit/building would keep relative shield health (in percents), same as with `Strength`. If one of the TechnoTypes doesn't have shields, it's shield's state on conversion will be preserved until converted back." -msgstr "当执行 `DeploysInto` 或 `UndeploysInto` 时,如果两个技术类型都拥有护盾,转换后的单位/建筑将保持相对(百分比)的护盾值,类似 `Strength`。如果其中一个技术类型没有护盾,其护盾状态会被保留直到转换回来。" +msgid "" +"When executing `DeploysInto` or `UndeploysInto`, if both of the " +"TechnoTypes have shields, the transformed unit/building would keep " +"relative shield health (in percents), same as with `Strength`. If one of " +"the TechnoTypes doesn't have shields, it's shield's state on conversion " +"will be preserved until converted back." +msgstr "" +"当执行 `DeploysInto` 或 `UndeploysInto` " +"时,如果两个技术类型都拥有护盾,转换后的单位/建筑将保持相对(百分比)的护盾值,类似 " +"`Strength`。如果其中一个技术类型没有护盾,其护盾状态会被保留直到转换回来。" #: ../../New-or-Enhanced-Logics.md:373 msgid "This also works with Ares' `Convert.*`." msgstr "这同样适用于 Ares 的 `Convert.*`。" #: ../../New-or-Enhanced-Logics.md:374 -msgid "`Powered` controls whether or not the shield is active when a unit is running low on power or it is affected by EMP." +msgid "" +"`Powered` controls whether or not the shield is active when a unit is " +"running low on power or it is affected by EMP." msgstr "`Powered` 控制当前单位电力不足或受 EMP 影响时护盾是否依然工作。" #: ../../New-or-Enhanced-Logics.md:375 -msgid "Attention, if TechnoType itself is not `Powered`, then the shield won't be offline when low power." +msgid "" +"Attention, if TechnoType itself is not `Powered`, then the shield won't " +"be offline when low power." msgstr "注意,如果技术类型自身不受制于 `Powered`,那么护盾在电力不足时也不会罢工。" #: ../../New-or-Enhanced-Logics.md:376 -msgid "`AbsorbOverDamage` controls whether or not the shield absorbs damage dealt beyond shield's current strength when the shield breaks." +msgid "" +"`AbsorbOverDamage` controls whether or not the shield absorbs damage " +"dealt beyond shield's current strength when the shield breaks." msgstr "`AbsorbOverDamage` 控制护盾是否在被击碎时吸收本次所受的所有伤害。" #: ../../New-or-Enhanced-Logics.md:377 -msgid "`SelfHealing` and `Respawn` respect the following settings: 0.0 disables the feature, 1%-100% recovers/respawns the shield strength in percentage, other number recovers/respawns the shield strength directly. Specially, `SelfHealing` with a negative number deducts the shield strength." -msgstr "`SelfHealing` 和 `Respawn` 遵循以下设置:0.0 禁用该功能,1%-100% 按百分比恢复/重生护盾值,其他数字直接恢复/重生指定护盾值。特别的一点是 `SelfHealing` 为负数代表扣除护盾值。" +#, python-format +msgid "" +"`SelfHealing` and `Respawn` respect the following settings: 0.0 disables " +"the feature, 1%-100% recovers/respawns the shield strength in percentage," +" other number recovers/respawns the shield strength directly. Specially, " +"`SelfHealing` with a negative number deducts the shield strength." +msgstr "" +"`SelfHealing` 和 `Respawn` 遵循以下设置:0.0 禁用该功能,1%-100% " +"按百分比恢复/重生护盾值,其他数字直接恢复/重生指定护盾值。特别的一点是 `SelfHealing` 为负数代表扣除护盾值。" #: ../../New-or-Enhanced-Logics.md:378 -msgid "If you want shield recovers/respawns 1 HP per time, currently you need to set tag value to any number between 1 and 2, like `1.1`." +msgid "" +"If you want shield recovers/respawns 1 HP per time, currently you need to" +" set tag value to any number between 1 and 2, like `1.1`." msgstr "如果你想让护盾每次恢复/重生 1 点 HP,目前你需要将标签值设为 1 到 2 之间的任意数字,比如 `1.1`。" #: ../../New-or-Enhanced-Logics.md:379 -msgid "If `SelfHealing.RestartInCombat` is set, self-healing timer pauses and then resumes after `SelfHealing.RestartInCombatDelay` frames have passed when the shield gets damaged." -msgstr "如果设置了 `SelfHealing.RestartInCombat` 当护盾受到伤害时其恢复计时器将被暂停直至 `SelfHealing.RestartInCombatDelay` 指定的帧数后。" +msgid "" +"If `SelfHealing.RestartInCombat` is set, self-healing timer pauses and " +"then resumes after `SelfHealing.RestartInCombatDelay` frames have passed " +"when the shield gets damaged." +msgstr "" +"如果设置了 `SelfHealing.RestartInCombat` 当护盾受到伤害时其恢复计时器将被暂停直至 " +"`SelfHealing.RestartInCombatDelay` 指定的帧数后。" #: ../../New-or-Enhanced-Logics.md:380 -msgid "`SelfHealing.Rate` and `Respawn.Rate` respect the following settings: 0.0 instantly recovers the shield, other values determine the frequency of shield recovers/respawns in ingame minutes." -msgstr "`SelfHealing.Rate` 和 `Respawn.Rate` 遵循以下设置:0.0 立即恢复护盾,其他值表示护盾恢复/重生间隔(单位:分)。" +msgid "" +"`SelfHealing.Rate` and `Respawn.Rate` respect the following settings: 0.0" +" instantly recovers the shield, other values determine the frequency of " +"shield recovers/respawns in ingame minutes." +msgstr "" +"`SelfHealing.Rate` 和 `Respawn.Rate` 遵循以下设置:0.0 " +"立即恢复护盾,其他值表示护盾恢复/重生间隔(单位:分)。" #: ../../New-or-Enhanced-Logics.md:381 -msgid "`IdleAnim`, if set, will be played while the shield is intact. This animation is automatically set to loop indefinitely." +msgid "" +"`IdleAnim`, if set, will be played while the shield is intact. This " +"animation is automatically set to loop indefinitely." msgstr "`IdleAnim` 如果设置则会在护盾完好时播放。该动画会自动设置为无限循环播放。" #: ../../New-or-Enhanced-Logics.md:382 -msgid "`IdleAnim.ConditionYellow` and `IdleAnim.ConditionRed` can be used to set different animations for when shield health is at or below the percentage defined in `[AudioVisual] -> ConditionYellow`/`ConditionRed`, respectively. If `IdleAnim.ConditionRed` is not set it falls back to `IdleAnim.ConditionYellow`, which in turn falls back to `IdleAnim`." -msgstr "`IdleAnim.ConditionYellow` 和 `IdleAnim.ConditionRed` 可用于设置当护盾值达到 `[AudioVisual] -> ConditionYellow`/`ConditionRed` 的百分比时使用的不同动画。如果未设置 `IdleAnim.ConditionRed` 则会回退到 `IdleAnim.ConditionYellow`,而后者则会回退到 `IdleAnim`。" +msgid "" +"`IdleAnim.ConditionYellow` and `IdleAnim.ConditionRed` can be used to set" +" different animations for when shield health is at or below the " +"percentage defined in `[AudioVisual] -> ConditionYellow`/`ConditionRed`, " +"respectively. If `IdleAnim.ConditionRed` is not set it falls back to " +"`IdleAnim.ConditionYellow`, which in turn falls back to `IdleAnim`." +msgstr "" +"`IdleAnim.ConditionYellow` 和 `IdleAnim.ConditionRed` 可用于设置当护盾值达到 " +"`[AudioVisual] -> ConditionYellow`/`ConditionRed` 的百分比时使用的不同动画。如果未设置 " +"`IdleAnim.ConditionRed` 则会回退到 `IdleAnim.ConditionYellow`,而后者则会回退到 " +"`IdleAnim`。" #: ../../New-or-Enhanced-Logics.md:383 -msgid "`IdleAnimDamaged`, `IdleAnimDamaged.ConditionYellow` and `IdleAnimDamaged.ConditionRed` are used in an identical manner, but only when health of the object the shield is attached to is at or below `[AudioVisual] -> ConditionYellow`. Follows similar fallback sequence to regular `IdleAnim` variants and if none are set, falls back to the regular `IdleAnim` or variants thereof." -msgstr "`IdleAnimDamaged`、`IdleAnimDamaged.ConditionYellow` 和 `IdleAnimDamaged.ConditionRed` 的使用方式相同,但仅当护盾附着的对象血量处于或低于 `[AudioVisual] -> ConditionYellow` 的百分比时使用。遵守与常规 `IdleAnim` 相同的回退序列,如果未设置则回退到伤残状态的上一个闲置动画变体或者直至回退到常规的 `IdleAnim`。" +msgid "" +"`IdleAnimDamaged`, `IdleAnimDamaged.ConditionYellow` and " +"`IdleAnimDamaged.ConditionRed` are used in an identical manner, but only " +"when health of the object the shield is attached to is at or below " +"`[AudioVisual] -> ConditionYellow`. Follows similar fallback sequence to " +"regular `IdleAnim` variants and if none are set, falls back to the " +"regular `IdleAnim` or variants thereof." +msgstr "" +"`IdleAnimDamaged`、`IdleAnimDamaged.ConditionYellow` 和 " +"`IdleAnimDamaged.ConditionRed` 的使用方式相同,但仅当护盾附着的对象血量处于或低于 `[AudioVisual] " +"-> ConditionYellow` 的百分比时使用。遵守与常规 `IdleAnim` " +"相同的回退序列,如果未设置则回退到伤残状态的上一个闲置动画变体或者直至回退到常规的 `IdleAnim`。" #: ../../New-or-Enhanced-Logics.md:384 -msgid "`Bouncer=true` and `IsMeteor=true` animations can exhibit irregular behaviour when used as `IdleAnim` and should be avoided." +msgid "" +"`Bouncer=true` and `IsMeteor=true` animations can exhibit irregular " +"behaviour when used as `IdleAnim` and should be avoided." msgstr "`Bouncer=true` 和 `IsMeteor=true` 的动画在用作 `IdleAnim` 时会出现不合理的行为,应避免使用。" #: ../../New-or-Enhanced-Logics.md:385 -msgid "`IdleAnim.OfflineAction` indicates what happens to the animation when the shield is in a low power state." +msgid "" +"`IdleAnim.OfflineAction` indicates what happens to the animation when the" +" shield is in a low power state." msgstr "`IdleAnim.OfflineAction` 指定处于低电量状态时护盾动画的行为。" #: ../../New-or-Enhanced-Logics.md:386 -msgid "`IdleAnim.TemporalAction` indicates what happens to the animation when the shield is attacked by temporal weapons." +msgid "" +"`IdleAnim.TemporalAction` indicates what happens to the animation when " +"the shield is attacked by temporal weapons." msgstr "`IdleAnim.TemporalAction` 指定被时空武器冻结时护盾动画的行为。" #: ../../New-or-Enhanced-Logics.md:387 @@ -563,166 +965,381 @@ msgid "`BreakAnim`, if set, will be played when the shield has been broken." msgstr "`BreakAnim` 如果设置则会在护盾被击碎时播放。" #: ../../New-or-Enhanced-Logics.md:388 -msgid "`HitAnim`, if set, will be played when the shield is attacked, similar to `WeaponNullifyAnim` for Iron Curtain." +msgid "" +"`HitAnim`, if set, will be played when the shield is attacked, similar to" +" `WeaponNullifyAnim` for Iron Curtain." msgstr "`HitAnim` 如果设置则会在护盾受到攻击时播放,类似于 `WeaponNullifyAnim` 用于铁幕。" #: ../../New-or-Enhanced-Logics.md:389 -msgid "`HitFlash`, if set to true, makes it so that a light flash is generated when the shield is attacked by a Warhead unless it has `Shield.HitFlash=false`. Size of the flash is determined by damage dealt, unless `HitFlash.FixedSize` is set to a number, in which case that value is used instead (range of values that produces visible effect are increments of 4 from 81 to 252, anything higher or below does not have effect). Color can be customized via `HitFlash.Red/Green/Blue`. If `HitFlash.Black` is set to true, the generated flash will be black regardless of other color settings." -msgstr "`HitFlash` 如果设为 true 则当护盾受到一个弹头攻击时将产生一个闪光除非其拥有 `Shield.HitFlash=false`。闪光的大小由受到的伤害决定,除非设置了 `HitFlash.FixedSize` 为某个数值,此时将使用该值(想要产生可见的该效果该句有效值范围为 81 到 252,高于或低于该范围的值将没有该效果)。颜色可以通过 `HitFlash.Red/Green/Blue` 进行自定义。如果设置了 `HitFlash.Black` 为 true,那么无论其他颜色设置如何,产生的闪光都是黑色的。" +msgid "" +"`HitFlash`, if set to true, makes it so that a light flash is generated " +"when the shield is attacked by a Warhead unless it has " +"`Shield.HitFlash=false`. Size of the flash is determined by damage dealt," +" unless `HitFlash.FixedSize` is set to a number, in which case that value" +" is used instead (range of values that produces visible effect are " +"increments of 4 from 81 to 252, anything higher or below does not have " +"effect). Color can be customized via `HitFlash.Red/Green/Blue`. If " +"`HitFlash.Black` is set to true, the generated flash will be black " +"regardless of other color settings." +msgstr "" +"`HitFlash` 如果设为 true 则当护盾受到一个弹头攻击时将产生一个闪光除非其拥有 " +"`Shield.HitFlash=false`。闪光的大小由受到的伤害决定,除非设置了 `HitFlash.FixedSize` " +"为某个数值,此时将使用该值(想要产生可见的该效果该句有效值范围为 81 到 252,高于或低于该范围的值将没有该效果)。颜色可以通过 " +"`HitFlash.Red/Green/Blue` 进行自定义。如果设置了 `HitFlash.Black` 为 " +"true,那么无论其他颜色设置如何,产生的闪光都是黑色的。" #: ../../New-or-Enhanced-Logics.md:390 -msgid "`BreakWeapon`, if set, will be fired at the TechnoType once the shield breaks." +msgid "" +"`BreakWeapon`, if set, will be fired at the TechnoType once the shield " +"breaks." msgstr "`BreakWeapon` 如果设置则将在护盾被击碎时向技术类型发射。" #: ../../New-or-Enhanced-Logics.md:391 -msgid "`AbsorbPercent` controls the percentage of damage that will be absorbed by the shield. Defaults to 1.0, meaning full damage absorption." +msgid "" +"`AbsorbPercent` controls the percentage of damage that will be absorbed " +"by the shield. Defaults to 1.0, meaning full damage absorption." msgstr "`AbsorbPercent` 控制该护盾吸收伤害的百分比。默认为 1.0,表示完全吸收伤害。" #: ../../New-or-Enhanced-Logics.md:392 -msgid "`PassPercent` controls the percentage of damage that will *not* be absorbed by the shield, and will be dealt to the unit directly even if the shield is active. Defaults to 0.0 - no penetration." -msgstr "`PassPercent` 控制该护盾所 *没* 能吸收(穿透了)伤害的百分比,即使护盾处于激活状态也会直接被施加到单位上。默认为 0.0 - 无穿透。" +msgid "" +"`PassPercent` controls the percentage of damage that will *not* be " +"absorbed by the shield, and will be dealt to the unit directly even if " +"the shield is active. Defaults to 0.0 - no penetration." +msgstr "" +"`PassPercent` 控制该护盾所 *没* 能吸收(穿透了)伤害的百分比,即使护盾处于激活状态也会直接被施加到单位上。默认为 0.0 - " +"无穿透。" #: ../../New-or-Enhanced-Logics.md:393 -msgid "`ReceivedDamage.Minimum` & `ReceivedDamage.Maximum` control the minimum and maximum amount of damage that can be dealt to shield in a single hit. This is applied after armor type and `AbsorbPercent` adjustments. If `AbsorbOverDamage=false`, the residual damage dealt to the TechnoType is still based on the original damage before the clamping to the range." -msgstr "`ReceivedDamage.Minimum` 和 `ReceivedDamage.Maximum` 控制单次攻击中对护盾造成的最小和最大伤害量。这在应用护甲类型和 `AbsorbPercent` 百分比之后生效。如果 `AbsorbOverDamage=false`,则对技术类型造成的剩余伤害仍基于原始伤害受此范围调整前的值。" +msgid "" +"`ReceivedDamage.Minimum` & `ReceivedDamage.Maximum` control the minimum " +"and maximum amount of damage that can be dealt to shield in a single hit." +" This is applied after armor type and `AbsorbPercent` adjustments. If " +"`AbsorbOverDamage=false`, the residual damage dealt to the TechnoType is " +"still based on the original damage before the clamping to the range." +msgstr "" +"`ReceivedDamage.Minimum` 和 `ReceivedDamage.Maximum` " +"控制单次攻击中对护盾造成的最小和最大伤害量。这在应用护甲类型和 `AbsorbPercent` 百分比之后生效。如果 " +"`AbsorbOverDamage=false`,则对技术类型造成的剩余伤害仍基于原始伤害受此范围调整前的值。" #: ../../New-or-Enhanced-Logics.md:394 -msgid "`AllowTransfer` controls whether or not the shield can be transferred if the TechnoType changes (such as `(Un)DeploysInto` or Ares type conversion). If not set, defaults to true if shield was attached via `Shield.AttachTypes`, otherwise false." -msgstr "`AllowTransfer` 控制如果技术类型发生变化(例如 `(Un)DeploysInto` 或 Ares 的单位转换)时护盾能否转移。如果未设置,通过 `Shield.AttachTypes` 被赋予来的护盾默认 true 其他默认 false。" +msgid "" +"`AllowTransfer` controls whether or not the shield can be transferred if " +"the TechnoType changes (such as `(Un)DeploysInto` or Ares type " +"conversion). If not set, defaults to true if shield was attached via " +"`Shield.AttachTypes`, otherwise false." +msgstr "" +"`AllowTransfer` 控制如果技术类型发生变化(例如 `(Un)DeploysInto` 或 Ares " +"的单位转换)时护盾能否转移。如果未设置,通过 `Shield.AttachTypes` 被赋予来的护盾默认 true 其他默认 false。" #: ../../New-or-Enhanced-Logics.md:395 -msgid "`ImmuneToBerserk` gives the immunity against `Psychedelic=yes` warhead. Otherwise the berserk effect penetrates shields by default. Note that this shouldn't prevent the unit from targeting at the shielded object. `Versus.shieldArmor=0%` is still required in this case." -msgstr "`ImmuneToBerserk` 给予对 `Psychedelic=yes` 弹头的免疫能力。否则混乱默认可以穿过护盾。注意这不应组织单位对护盾所保护对象进行索敌。在这种情况下 `Versus.shieldArmor=0%` 仍然是必需的。" +msgid "" +"`ImmuneToBerserk` gives the immunity against `Psychedelic=yes` warhead. " +"Otherwise the berserk effect penetrates shields by default. Note that " +"this shouldn't prevent the unit from targeting at the shielded object. " +"`Versus.shieldArmor=0%` is still required in this case." +msgstr "" +"`ImmuneToBerserk` 给予对 `Psychedelic=yes` " +"弹头的免疫能力。否则混乱默认可以穿过护盾。注意这不应组织单位对护盾所保护对象进行索敌。在这种情况下 `Versus.shieldArmor=0%`" +" 仍然是必需的。" #: ../../New-or-Enhanced-Logics.md:396 -msgid "A tint effect similar to that used by Iron Curtain / Force Shield or `Psychedelic=true` Warheads can be applied to TechnoTypes with shields by setting `Tint.Color` and/or `Tint Intensity`." -msgstr "通过设置 `Tint.Color` 和/或 `Tint Intensity` 可以为拥有护盾的技术类型使用类似于铁幕/力场护盾或 `Psychedelic=true` 弹头的染色效果。" +msgid "" +"A tint effect similar to that used by Iron Curtain / Force Shield or " +"`Psychedelic=true` Warheads can be applied to TechnoTypes with shields by" +" setting `Tint.Color` and/or `Tint Intensity`." +msgstr "" +"通过设置 `Tint.Color` 和/或 `Tint Intensity` 可以为拥有护盾的技术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:397 -#: ../../New-or-Enhanced-Logics.md:1481 -msgid "`Tint.Intensity` is additive lighting increase/decrease - 1.0 is the default object lighting." +#: ../../New-or-Enhanced-Logics.md:397 ../../New-or-Enhanced-Logics.md:1482 +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:398 -#: ../../New-or-Enhanced-Logics.md:1482 -msgid "`Tint.VisibleToHouses` can be used to customize which houses can see the tint effect." +#: ../../New-or-Enhanced-Logics.md:398 ../../New-or-Enhanced-Logics.md:1483 +msgid "" +"`Tint.VisibleToHouses` can be used to customize which houses can see the " +"tint effect." msgstr "`Tint.VisibleToHouses` 可用于自定义哪些所属方可见这些染色效果。" #: ../../New-or-Enhanced-Logics.md:399 -msgid "A TechnoType with a shield will show its shield Strength. An empty shield strength bar will be left after destroyed if it is respawnable. Several customizations are available for the shield strength pips." +msgid "" +"A TechnoType with a shield will show its shield Strength. An empty shield" +" strength bar will be left after destroyed if it is respawnable. Several " +"customizations are available for the shield strength pips." msgstr "拥有护盾的技术类型将显示其护盾值。若护盾可以重生则会在被击碎后留下一个空的胡盾条。对于护盾条的 pip 有多种自定义选项可选。" #: ../../New-or-Enhanced-Logics.md:400 -msgid "By default, buildings use the 6th frame of `pips.shp` to display the shield strength while others use the 17th frame." +msgid "" +"By default, buildings use the 6th frame of `pips.shp` to display the " +"shield strength while others use the 17th frame." msgstr "默认情况下建筑使用 `pips.shp` 的第 6 帧来显示护盾值,其他则使用第 17 帧。 " #: ../../New-or-Enhanced-Logics.md:401 -msgid "`Pips.Shield` can be used to specify which pip frame should be used as shield strength. If only 1 digit is set, then it will always display that frame, or if 3 digits are set, it will use those if shield's current strength is at or below `ConditionYellow` and `ConditionRed`, respectively. `Pips.Shield.Building` is used for BuildingTypes. -1 as value will use the default frame, whether it is fallback to first value or the aforementioned hardcoded defaults." -msgstr "`Pips.Shield` 可用于指定使用哪个 pip 帧作为护盾值。如果仅设为 1 位数字则使用显示该帧;如果设置 3 位数字,则当护盾值达到 `[AudioVisual] -> ConditionYellow`/`ConditionRed` 时使用该值。`Pips.Shield.Building` 用于 BuildingTypes。-1 作为值将使用默认帧,无论是否回退到第一个值或上述硬编码的默认值。" +msgid "" +"`Pips.Shield` can be used to specify which pip frame should be used as " +"shield strength. If only 1 digit is set, then it will always display that" +" frame, or if 3 digits are set, it will use those if shield's current " +"strength is at or below `ConditionYellow` and `ConditionRed`, " +"respectively. `Pips.Shield.Building` is used for BuildingTypes. -1 as " +"value will use the default frame, whether it is fallback to first value " +"or the aforementioned hardcoded defaults." +msgstr "" +"`Pips.Shield` 可用于指定使用哪个 pip 帧作为护盾值。如果仅设为 1 位数字则使用显示该帧;如果设置 3 位数字,则当护盾值达到 " +"`[AudioVisual] -> ConditionYellow`/`ConditionRed` " +"时使用该值。`Pips.Shield.Building` 用于 BuildingTypes。-1 " +"作为值将使用默认帧,无论是否回退到第一个值或上述硬编码的默认值。" #: ../../New-or-Enhanced-Logics.md:402 -msgid "`Pips.Shield.Background` can be used to set the background or 'frame' for non-building pips, which defaults to `pipbrd.shp`. 4th frame is used to display an infantry's shield strength and the 3th frame for other units, or 2nd and 1st respectively if not enough frames are available." -msgstr "`Pips.Shield.Background` 可用于指定非建筑 pip 的背景或“边框”。默认为 `pipbrd.shp`。第 4 帧用于显示步兵的护盾值,其他单位使用第 3 帧,如果可用帧不足则分别使用第 2 帧和第 1 帧。" +msgid "" +"`Pips.Shield.Background` can be used to set the background or 'frame' for" +" non-building pips, which defaults to `pipbrd.shp`. 4th frame is used to " +"display an infantry's shield strength and the 3th frame for other units, " +"or 2nd and 1st respectively if not enough frames are available." +msgstr "" +"`Pips.Shield.Background` 可用于指定非建筑 pip 的背景或“边框”。默认为 `pipbrd.shp`。第 4 " +"帧用于显示步兵的护盾值,其他单位使用第 3 帧,如果可用帧不足则分别使用第 2 帧和第 1 帧。" #: ../../New-or-Enhanced-Logics.md:403 -msgid "`Pips.Shield.Building.Empty` can be used to set the frame of `pips.shp` displayed for empty building strength pips, defaults to 1st frame of `pips.shp`." +msgid "" +"`Pips.Shield.Building.Empty` can be used to set the frame of `pips.shp` " +"displayed for empty building strength pips, defaults to 1st frame of " +"`pips.shp`." msgstr "`Pips.Shield.Building.Empty` 可用于设置建筑空护盾值显示的 pip 帧,默认为 `pips.shp` 的第 1 帧。" #: ../../New-or-Enhanced-Logics.md:404 -msgid "The above customizations are also available on per ShieldType basis, e.g `[ShieldType] -> Pips` instead of `[AudioVisual] -> Pips.Shield` and so on. ShieldType settings take precedence over the global ones, but will fall back to them if not set." -msgstr "以上配置支持基于每个护盾类型单独设置,例如使用 `[ShieldType] -> Pips` 替代全局的 `[AudioVisual] -> Pips.Shield`。护盾类型上的设置优先于全局设置,未单独设置时回退至全局默认值。" +msgid "" +"The above customizations are also available on per ShieldType basis, e.g " +"`[ShieldType] -> Pips` instead of `[AudioVisual] -> Pips.Shield` and so " +"on. ShieldType settings take precedence over the global ones, but will " +"fall back to them if not set." +msgstr "" +"以上配置支持基于每个护盾类型单独设置,例如使用 `[ShieldType] -> Pips` 替代全局的 `[AudioVisual] -> " +"Pips.Shield`。护盾类型上的设置优先于全局设置,未单独设置时回退至全局默认值。" #: ../../New-or-Enhanced-Logics.md:405 -msgid "`BracketDelta` can be used as additional vertical offset (negative shifts it up) for shield strength bar. Much like `PixelSelectionBracketDelta`, it is not applied on buildings." -msgstr "`BracketDelta` 可用于添加护盾条在竖直方向的偏移量(负数为向上)。类似于 `PixelSelectionBracketDelta`,对建筑无效。" +msgid "" +"`BracketDelta` can be used as additional vertical offset (negative shifts" +" it up) for shield strength bar. Much like `PixelSelectionBracketDelta`, " +"it is not applied on buildings." +msgstr "" +"`BracketDelta` 可用于添加护盾条在竖直方向的偏移量(负数为向上)。类似于 " +"`PixelSelectionBracketDelta`,对建筑无效。" #: ../../New-or-Enhanced-Logics.md:406 -msgid "Warheads have new options that interact with shields. Note that all of these that do not by their very nature require ability to target the shield (such as modifiers like `Shield.Break` or removing / attaching) still require Warhead `Verses` to affect the target unless `EffectsRequireVerses` is set to false on the Warhead." -msgstr "弹头拥有与护盾交互的新选项。注意,所有这些本身并不需要能够对护盾进行目标选择(例如像 `Shield.Break` 或移除/附加护盾这样的修改)的选项仍然需要弹头的 `Verses` 才能影响目标,除非在弹头上将 `EffectsRequireVerses` 设置为 false。" +msgid "" +"Warheads have new options that interact with shields. Note that all of " +"these that do not by their very nature require ability to target the " +"shield (such as modifiers like `Shield.Break` or removing / attaching) " +"still require Warhead `Verses` to affect the target unless " +"`EffectsRequireVerses` is set to false on the Warhead." +msgstr "" +"弹头拥有与护盾交互的新选项。注意,所有这些本身并不需要能够对护盾进行目标选择(例如像 `Shield.Break` " +"或移除/附加护盾这样的修改)的选项仍然需要弹头的 `Verses` 才能影响目标,除非在弹头上将 `EffectsRequireVerses` " +"设置为 false。" #: ../../New-or-Enhanced-Logics.md:407 -msgid "`Shield.Penetrate` allows the warhead ignore the shield and always deal full damage to the TechnoType itself. It also allows targeting the TechnoType as if shield doesn't exist." +msgid "" +"`Shield.Penetrate` allows the warhead ignore the shield and always deal " +"full damage to the TechnoType itself. It also allows targeting the " +"TechnoType as if shield doesn't exist." msgstr "`Shield.Penetrate` 允许弹头无视这些护盾始终对技术类型本体造成全额伤害。并允许忽略护盾直接锁定技术类型。" #: ../../New-or-Enhanced-Logics.md:408 -msgid "`Shield.Break` allows the warhead to always break shields of TechnoTypes. This is done before damage is dealt." +msgid "" +"`Shield.Break` allows the warhead to always break shields of TechnoTypes." +" This is done before damage is dealt." msgstr "`Shield.Break` 允许弹头总是会击碎技术类型上的这些护盾。此效果在结算伤害前生效。" #: ../../New-or-Enhanced-Logics.md:409 -msgid "`Shield.BreakAnim` will be displayed instead of ShieldType `BreakAnim` if the shield is broken by the Warhead, either through damage or `Shield.Break`." +msgid "" +"`Shield.BreakAnim` will be displayed instead of ShieldType `BreakAnim` if" +" the shield is broken by the Warhead, either through damage or " +"`Shield.Break`." msgstr "`Shield.BreakAnim` 用于设置弹头击中护盾时替代护盾 `BreakAnim` 播放的动画。" #: ../../New-or-Enhanced-Logics.md:410 -msgid "`Shield.HitAnim` will be displayed instead of ShieldType `HitAnim` if set when Warhead hits the shield." +msgid "" +"`Shield.HitAnim` will be displayed instead of ShieldType `HitAnim` if set" +" when Warhead hits the shield." msgstr "`Shield.HitAnim` 用于设置弹头击中护盾时替代护盾 `HitAnim` 播放的动画。" #: ../../New-or-Enhanced-Logics.md:411 -msgid "If `Shield.SkipHitAnim` is set to true, no hit anim is shown when the Warhead damages the shield whatsoever." +msgid "" +"If `Shield.SkipHitAnim` is set to true, no hit anim is shown when the " +"Warhead damages the shield whatsoever." msgstr "如果 `Shield.SkipHitAnim` 设为 true,当弹头对护盾造成伤害时将不会播放任何击中动画。" #: ../../New-or-Enhanced-Logics.md:412 -msgid "`Shield.BreakWeapon` will be fired instead of ShieldType `BreakWeapon` if the shield is broken by the Warhead, either through damage or `Shield.Break`." -msgstr "`Shield.BreakWeapon` 用于设置弹头击碎护盾时替代护盾 `BreakWeapon` 发射的武器,无论是伤害饱和还是 `Shield.Break` 所造成的击碎。" +msgid "" +"`Shield.BreakWeapon` will be fired instead of ShieldType `BreakWeapon` if" +" the shield is broken by the Warhead, either through damage or " +"`Shield.Break`." +msgstr "" +"`Shield.BreakWeapon` 用于设置弹头击碎护盾时替代护盾 `BreakWeapon` 发射的武器,无论是伤害饱和还是 " +"`Shield.Break` 所造成的击碎。" #: ../../New-or-Enhanced-Logics.md:413 -msgid "`Shield.AbsorbPercent` overrides the `AbsorbPercent` value set in the ShieldType that is being damaged." +msgid "" +"`Shield.AbsorbPercent` overrides the `AbsorbPercent` value set in the " +"ShieldType that is being damaged." msgstr "`Shield.AbsorbPercent` 覆盖被杀伤护盾类型的 `AbsorbPercent` 值。" #: ../../New-or-Enhanced-Logics.md:414 -msgid "`Shield.PassPercent` overrides the `PassPercent` value set in the ShieldType that is being damaged." +msgid "" +"`Shield.PassPercent` overrides the `PassPercent` value set in the " +"ShieldType that is being damaged." msgstr "`Shield.PassPercent` 覆盖被杀伤护盾类型的 `PassPercent` 值。" #: ../../New-or-Enhanced-Logics.md:415 -msgid "`Shield.ReceivedDamage.Minimum` & `Shield.ReceivedDamage.Maximum` override the values set in in the ShieldType that is being damaged." -msgstr "`Shield.ReceivedDamage.Minimum` 和 `Shield.ReceivedDamage.Maximum` 覆盖被杀伤护盾类型上的同类设置。" +msgid "" +"`Shield.ReceivedDamage.Minimum` & `Shield.ReceivedDamage.Maximum` " +"override the values set in in the ShieldType that is being damaged." +msgstr "" +"`Shield.ReceivedDamage.Minimum` 和 `Shield.ReceivedDamage.Maximum` " +"覆盖被杀伤护盾类型上的同类设置。" #: ../../New-or-Enhanced-Logics.md:416 -msgid "`Shield.ReceivedDamage.MinMultiplier` and `Shield.ReceivedDamage.MinMultiplier` are multipliers to the effective `Shield.ReceivedDamage.Minimum` and `Shield.ReceivedDamage.Maximum` respectively that are applied when the Warhead deals damage to a shield." -msgstr "`Shield.ReceivedDamage.MinMultiplier` 和 `Shield.ReceivedDamage.MinMultiplier` 分别为上面`Shield.ReceivedDamage.Minimum` 和 `Shield.ReceivedDamage.Maximum` 用于被杀伤护盾计算弹头所造成伤害的倍率。" +msgid "" +"`Shield.ReceivedDamage.MinMultiplier` and " +"`Shield.ReceivedDamage.MinMultiplier` are multipliers to the effective " +"`Shield.ReceivedDamage.Minimum` and `Shield.ReceivedDamage.Maximum` " +"respectively that are applied when the Warhead deals damage to a shield." +msgstr "" +"`Shield.ReceivedDamage.MinMultiplier` 和 " +"`Shield.ReceivedDamage.MinMultiplier` " +"分别为上面`Shield.ReceivedDamage.Minimum` 和 `Shield.ReceivedDamage.Maximum` " +"用于被杀伤护盾计算弹头所造成伤害的倍率。" #: ../../New-or-Enhanced-Logics.md:417 -msgid "`Shield.Respawn.Rate` & `Shield.Respawn.Amount` override ShieldType `Respawn.Rate` and `Respawn.Amount` for duration of `Shield.Respawn.Duration` amount of frames. Negative rate & zero or lower amount default to ShieldType values. If `Shield.Respawn.RestartTimer` is set, currently running shield respawn timer is reset, otherwise the timer's duration is adjusted in proportion to the new `Shield.Respawn.Rate` (e.g timer will be same percentage through before and after) without restarting the timer. If the effect expires while respawn timer is running, remaining time is adjusted to proportionally match ShieldType `Respawn.Rate`. Re-applying the effect resets the duration to `Shield.Respawn.Duration`" -msgstr "`Shield.Respawn.Rate` 和 `Shield.Respawn.Amount` 会在 `Shield.Respawn.Duration` 的帧数内覆盖护盾的 `Respawn.Rate` 和 `Respawn.Amount`。负值和 0 会默认使用护盾类型自身的值。如果设置了 `Shield.Respawn.RestartTimer` 当前正在使用的护盾重生计时器将被重置否则计时器将被根据新的 `Shield.Respawn.Rate` 按比例进行调整(例如计时器在前后保持相同百分比的进度)而不会重置。如果效果在重生计时器运作状态中失效,剩余时间也同样会按比例调整为护盾自身的`Respawn.Rate`。重新应用效果会将持续时间重置为 `Shield.Respawn.Duration`" +msgid "" +"`Shield.Respawn.Rate` & `Shield.Respawn.Amount` override ShieldType " +"`Respawn.Rate` and `Respawn.Amount` for duration of " +"`Shield.Respawn.Duration` amount of frames. Negative rate & zero or lower" +" amount default to ShieldType values. If `Shield.Respawn.RestartTimer` is" +" set, currently running shield respawn timer is reset, otherwise the " +"timer's duration is adjusted in proportion to the new " +"`Shield.Respawn.Rate` (e.g timer will be same percentage through before " +"and after) without restarting the timer. If the effect expires while " +"respawn timer is running, remaining time is adjusted to proportionally " +"match ShieldType `Respawn.Rate`. Re-applying the effect resets the " +"duration to `Shield.Respawn.Duration`" +msgstr "" +"`Shield.Respawn.Rate` 和 `Shield.Respawn.Amount` 会在 " +"`Shield.Respawn.Duration` 的帧数内覆盖护盾的 `Respawn.Rate` 和 `Respawn.Amount`。负值和" +" 0 会默认使用护盾类型自身的值。如果设置了 `Shield.Respawn.RestartTimer` " +"当前正在使用的护盾重生计时器将被重置否则计时器将被根据新的 `Shield.Respawn.Rate` " +"按比例进行调整(例如计时器在前后保持相同百分比的进度)而不会重置。如果效果在重生计时器运作状态中失效,剩余时间也同样会按比例调整为护盾自身的`Respawn.Rate`。重新应用效果会将持续时间重置为" +" `Shield.Respawn.Duration`" #: ../../New-or-Enhanced-Logics.md:418 -msgid "`Shield.SelfHealing.Rate` & `Shield.SelfHealing.Amount` override ShieldType `SelfHealing.Rate` and `SelfHealing.Amount` for duration of `Shield.SelfHealing.Duration` amount of frames. Negative rate & zero or lower amount default to ShieldType values. If `Shield.SelfHealing.RestartTimer` is set, currently running self-healing timer is restarted, otherwise timer's duration is adjusted in proportion to the new `Shield.SelfHealing.Rate` (e.g timer will be same percentage through before and after) without restarting the timer. If the effect expires while self-healing timer is running, remaining time is adjusted to proportionally match ShieldType `SelfHealing.Rate`. Re-applying the effect resets the duration to `Shield.SelfHealing.Duration`." -msgstr "`Shield.SelfHealing.Rate` 和 `Shield.SelfHealing.Amount` 会在 `Shield.Respawn.Duration` 的帧数内覆盖护盾的 `SelfHealing.Rate` 和 `SelfHealing.Amount`。负值和 0 会默认使用护盾类型自身的值。如果设置了 `Shield.SelfHealing.RestartTimer` 当前正在使用的恢复计时器将被重置否则计时器将被根据新的 `Shield.SelfHealing.Rate` 按比例进行调整(例如计时器在前后保持相同百分比的进度)而不会重置。如果效果在恢复计时器运作状态中失效,剩余时间也同样会按比例调整为护盾自身的 `SelfHealing.Rate`。重新应用效果会将持续时间重置为 `Shield.SelfHealing.Duration`。" +msgid "" +"`Shield.SelfHealing.Rate` & `Shield.SelfHealing.Amount` override " +"ShieldType `SelfHealing.Rate` and `SelfHealing.Amount` for duration of " +"`Shield.SelfHealing.Duration` amount of frames. Negative rate & zero or " +"lower amount default to ShieldType values. If " +"`Shield.SelfHealing.RestartTimer` is set, currently running self-healing " +"timer is restarted, otherwise timer's duration is adjusted in proportion " +"to the new `Shield.SelfHealing.Rate` (e.g timer will be same percentage " +"through before and after) without restarting the timer. If the effect " +"expires while self-healing timer is running, remaining time is adjusted " +"to proportionally match ShieldType `SelfHealing.Rate`. Re-applying the " +"effect resets the duration to `Shield.SelfHealing.Duration`." +msgstr "" +"`Shield.SelfHealing.Rate` 和 `Shield.SelfHealing.Amount` 会在 " +"`Shield.Respawn.Duration` 的帧数内覆盖护盾的 `SelfHealing.Rate` 和 " +"`SelfHealing.Amount`。负值和 0 会默认使用护盾类型自身的值。如果设置了 " +"`Shield.SelfHealing.RestartTimer` 当前正在使用的恢复计时器将被重置否则计时器将被根据新的 " +"`Shield.SelfHealing.Rate` " +"按比例进行调整(例如计时器在前后保持相同百分比的进度)而不会重置。如果效果在恢复计时器运作状态中失效,剩余时间也同样会按比例调整为护盾自身的 " +"`SelfHealing.Rate`。重新应用效果会将持续时间重置为 `Shield.SelfHealing.Duration`。" #: ../../New-or-Enhanced-Logics.md:419 -msgid "Additionally `Shield.SelfHealing.RestartInCombat` & `Shield.SelfHealing.RestartInCombatDelay` can be used to override ShieldType settings." -msgstr "此外 `Shield.SelfHealing.RestartInCombat` 和 `Shield.SelfHealing.RestartInCombatDelay` 可用于覆盖护盾类型上的同类设置。" +msgid "" +"Additionally `Shield.SelfHealing.RestartInCombat` & " +"`Shield.SelfHealing.RestartInCombatDelay` can be used to override " +"ShieldType settings." +msgstr "" +"此外 `Shield.SelfHealing.RestartInCombat` 和 " +"`Shield.SelfHealing.RestartInCombatDelay` 可用于覆盖护盾类型上的同类设置。" #: ../../New-or-Enhanced-Logics.md:420 -msgid "`Shield.AffectTypes` allows listing which ShieldTypes can be affected by any of the effects listed above. If none are listed, all ShieldTypes are affected." +msgid "" +"`Shield.AffectTypes` allows listing which ShieldTypes can be affected by " +"any of the effects listed above. If none are listed, all ShieldTypes are " +"affected." msgstr "`Shield.AffectTypes` 允许列出哪些护盾类型受上述效果的影响。如果未列出则代表所有护盾类型。" #: ../../New-or-Enhanced-Logics.md:421 -msgid "`Shield.AffectTypes` can be overriden for specific shield interactions by using keys `Shield.Penetrate.Types`, `Shield.Break.Types`, `Shield.Respawn.Types` and `Shield.SelfHealing.Types` respectively." -msgstr "`Shield.AffectTypes` 可以通过使用标签 `Shield.Penetrate.Types`、`Shield.Break.Types`、`Shield.Respawn.Types` 和 `Shield.SelfHealing.Types` 分别为特定的护盾分离覆盖的参数类型。" +msgid "" +"`Shield.AffectTypes` can be overriden for specific shield interactions by" +" using keys `Shield.Penetrate.Types`, `Shield.Break.Types`, " +"`Shield.Respawn.Types` and `Shield.SelfHealing.Types` respectively." +msgstr "" +"`Shield.AffectTypes` 可以通过使用标签 " +"`Shield.Penetrate.Types`、`Shield.Break.Types`、`Shield.Respawn.Types` 和 " +"`Shield.SelfHealing.Types` 分别为特定的护盾分离覆盖的参数类型。" #: ../../New-or-Enhanced-Logics.md:422 -msgid "`Shield.AttachTypes` & `Shield.RemoveTypes` allows listing ShieldTypes that are attached or removed, respectively from any targets affected by the warhead (positive `Verses` values). Normally only first listed ShieldType in `Shield.AttachTypes` is applied." -msgstr "`Shield.AttachTypes` 和 `Shield.RemoveTypes` 允许分别列出从被弹头影响(正 `Verses` 值)的任何目标上附加或移除的护盾类型。通常只使用 `Shield.AttachTypes` 中列出的第一个。" +msgid "" +"`Shield.AttachTypes` & `Shield.RemoveTypes` allows listing ShieldTypes " +"that are attached or removed, respectively from any targets affected by " +"the warhead (positive `Verses` values). Normally only first listed " +"ShieldType in `Shield.AttachTypes` is applied." +msgstr "" +"`Shield.AttachTypes` 和 `Shield.RemoveTypes` 允许分别列出从被弹头影响(正 `Verses` " +"值)的任何目标上附加或移除的护盾类型。通常只使用 `Shield.AttachTypes` 中列出的第一个。" #: ../../New-or-Enhanced-Logics.md:423 -msgid "If `Shield.ReplaceOnly` is set, shields from `Shield.AttachTypes` are only applied to affected targets from which shields were simultaneously removed, matching the order listed in `Shield.RemoveTypes`. If `Shield.AttachTypes` contains less items than `Shield.RemoveTypes`, last item from the former is used for any remaining removed shields." -msgstr "如果设置 `Shield.ReplaceOnly` 则 `Shield.AttachTypes` 中的所有护盾只会应用于同时移除了护盾的目标,并与 `Shield.RemoveTypes` 列表中的顺序对应。如果 `Shield.AttachTypes` 中的项少于 `Shield.RemoveTypes` 则使用前者的最后一项来替换任何剩余的被移除护盾类型。" +msgid "" +"If `Shield.ReplaceOnly` is set, shields from `Shield.AttachTypes` are " +"only applied to affected targets from which shields were simultaneously " +"removed, matching the order listed in `Shield.RemoveTypes`. If " +"`Shield.AttachTypes` contains less items than `Shield.RemoveTypes`, last " +"item from the former is used for any remaining removed shields." +msgstr "" +"如果设置 `Shield.ReplaceOnly` 则 `Shield.AttachTypes` 中的所有护盾只会应用于同时移除了护盾的目标,并与" +" `Shield.RemoveTypes` 列表中的顺序对应。如果 `Shield.AttachTypes` 中的项少于 " +"`Shield.RemoveTypes` 则使用前者的最后一项来替换任何剩余的被移除护盾类型。" #: ../../New-or-Enhanced-Logics.md:424 -msgid "If `Shield.ReplaceNonRespawning` is set, shield from `Shield.AttachTypes` replaces existing shields that have been broken and cannot respawn on their own." -msgstr "如果设置 `Shield.ReplaceNonRespawning` 则 `Shield.AttachTypes` 中的护盾将替换那些已被击碎且无法自行重生的已有护盾。" +msgid "" +"If `Shield.ReplaceNonRespawning` is set, shield from `Shield.AttachTypes`" +" replaces existing shields that have been broken and cannot respawn on " +"their own." +msgstr "" +"如果设置 `Shield.ReplaceNonRespawning` 则 `Shield.AttachTypes` " +"中的护盾将替换那些已被击碎且无法自行重生的已有护盾。" #: ../../New-or-Enhanced-Logics.md:425 -msgid "If `Shield.RemoveAll` is set, all shield types are removed from the affected targets, even those that are not listed in `Shield.RemoveTypes`. If `Shield.ReplaceOnly` is set, first type listed in `Shield.AttachTypes` is used to replace any removed types not listed in `Shield.RemoveTypes`." -msgstr "如果设置 `Shield.RemoveAll` 则移除所影响目标上的所有护盾,即使这些护盾没有列在 `Shield.RemoveTypes` 中。如果设置了 `Shield.ReplaceOnly` 则 `Shield.AttachTypes` 中的第一项将用于替换那些被移除但未列在 `Shield.RemoveTypes` 中的护盾类型。" +msgid "" +"If `Shield.RemoveAll` is set, all shield types are removed from the " +"affected targets, even those that are not listed in `Shield.RemoveTypes`." +" If `Shield.ReplaceOnly` is set, first type listed in " +"`Shield.AttachTypes` is used to replace any removed types not listed in " +"`Shield.RemoveTypes`." +msgstr "" +"如果设置 `Shield.RemoveAll` 则移除所影响目标上的所有护盾,即使这些护盾没有列在 `Shield.RemoveTypes` " +"中。如果设置了 `Shield.ReplaceOnly` 则 `Shield.AttachTypes` 中的第一项将用于替换那些被移除但未列在 " +"`Shield.RemoveTypes` 中的护盾类型。" #: ../../New-or-Enhanced-Logics.md:426 -msgid "`Shield.MinimumReplaceDelay` can be used to control how long after the shield has been broken (in game frames) can it be replaced. If not enough frames have passed, it won't be replaced." +msgid "" +"`Shield.MinimumReplaceDelay` can be used to control how long after the " +"shield has been broken (in game frames) can it be replaced. If not enough" +" frames have passed, it won't be replaced." msgstr "`Shield.MinimumReplaceDelay` 可用于控制护盾被击碎后(以游戏帧为单位)多久才能被替换。如果未经过足够的时间则不会被替换。" #: ../../New-or-Enhanced-Logics.md:427 -msgid "If `Shield.InheritStateOnReplace` is set, shields replaced via `Shield.ReplaceOnly` inherit the current strength (relative to ShieldType `Strength`) of the previous shield and whether or not the shield was currently broken. Self-healing and respawn timers are always reset." -msgstr "如果设置 `Shield.InheritStateOnReplace` 则通过 `Shield.ReplaceOnly` 替换的护盾将继承前一个护盾的当前强度(护盾类型的 `Strength`)以及是否已被击碎的状态。恢复和重生计时器将始终被重置。" +msgid "" +"If `Shield.InheritStateOnReplace` is set, shields replaced via " +"`Shield.ReplaceOnly` inherit the current strength (relative to ShieldType" +" `Strength`) of the previous shield and whether or not the shield was " +"currently broken. Self-healing and respawn timers are always reset." +msgstr "" +"如果设置 `Shield.InheritStateOnReplace` 则通过 `Shield.ReplaceOnly` " +"替换的护盾将继承前一个护盾的当前强度(护盾类型的 `Strength`)以及是否已被击碎的状态。恢复和重生计时器将始终被重置。" #: ../../New-or-Enhanced-Logics.md:429 msgid "Animations" @@ -737,71 +1354,137 @@ msgid "![image](_static/images/animToUnit.gif)" msgstr "![image](_static/images/animToUnit.gif)" #: ../../New-or-Enhanced-Logics.md:435 -msgid "Animations can now create (or \"convert\" to) any unit (vehicles, aircraft and infantry) when they end via `CreateUnit`. This offers more settings than `MakeInfantry` does for infantry." -msgstr "动画现在可以在结束时通过 `CreateUnit` 创建任何单位(载具、战机和步兵)。这比用于生成步兵的 `MakeInfantry` 提供了更多的设置。" +msgid "" +"Animations can now create (or \"convert\" to) any unit (vehicles, " +"aircraft and infantry) when they end via `CreateUnit`. This offers more " +"settings than `MakeInfantry` does for infantry." +msgstr "" +"动画现在可以在结束时通过 `CreateUnit` 创建任何单位(载具、战机和步兵)。这比用于生成步兵的 `MakeInfantry` " +"提供了更多的设置。" #: ../../New-or-Enhanced-Logics.md:436 -msgid "`CreateUnit.Owner` determines which house will own the created unit. This only works as expected if the animation has owner set." +msgid "" +"`CreateUnit.Owner` determines which house will own the created unit. This" +" only works as expected if the animation has owner set." msgstr "`CreateUnit.Owner` 决定创建的单位属于哪个所属方。这仅在动画拥有所有者的情况生效。" #: ../../New-or-Enhanced-Logics.md:437 -msgid "Vehicle [destroy animations](Fixed-or-Improved-Logics.md#destroy-animations), animations from Warhead `AnimList/SplashList` and map trigger action `41 Play Anim At` will have the owner set correctly." -msgstr "载具[摧毁动画](Fixed-or-Improved-Logics.md#destroy-animations)、弹头 `AnimList/SplashList` 的动画以及地图触发结果 `41 播放动画在...` 将拥有正确的所有者。" +msgid "" +"Vehicle [destroy animations](Fixed-or-Improved-Logics.md#destroy-" +"animations), animations from Warhead `AnimList/SplashList` and map " +"trigger action `41 Play Anim At` will have the owner set correctly." +msgstr "" +"载具[摧毁动画](Fixed-or-Improved-Logics.md#destroy-animations)、弹头 " +"`AnimList/SplashList` 的动画以及地图触发结果 `41 播放动画在...` 将拥有正确的所有者。" #: ../../New-or-Enhanced-Logics.md:438 -msgid "`CreateUnit.RemapAnim`, if set to true, will cause the animation to be drawn in unit palette and remappable to owner's team color." +msgid "" +"`CreateUnit.RemapAnim`, if set to true, will cause the animation to be " +"drawn in unit palette and remappable to owner's team color." msgstr "`CreateUnit.RemapAnim` 如果设为 true 则动画将使用单位色盘绘制并可重映射所有者的颜色。" #: ../../New-or-Enhanced-Logics.md:439 -msgid "`CreateUnit.Mission` determines the initial mission of the created unit. This can be overridden for AI players by setting `CreateUnit.AIMission`." -msgstr "`CreateUnit.Mission` 决定所创建单位的初始任务。对于 AI 玩家可使用 `CreateUnit.AIMission` 来分离设置。" +msgid "" +"`CreateUnit.Mission` determines the initial mission of the created unit. " +"This can be overridden for AI players by setting `CreateUnit.AIMission`." +msgstr "" +"`CreateUnit.Mission` 决定所创建单位的初始任务。对于 AI 玩家可使用 `CreateUnit.AIMission` " +"来分离设置。" #: ../../New-or-Enhanced-Logics.md:440 msgid "`CreateUnit.Facing` determines the initial facing of created unit." msgstr "`CreateUnit.Facing` 决定所创建单位的初始朝向。" #: ../../New-or-Enhanced-Logics.md:441 -msgid "`CreateUnit.RandomFacing`, if set to true, makes it so that a random facing is picked instead." +msgid "" +"`CreateUnit.RandomFacing`, if set to true, makes it so that a random " +"facing is picked instead." msgstr "`CreateUnit.RandomFacing` 如果设为 true 那么初始朝向会随机选取。" #: ../../New-or-Enhanced-Logics.md:442 -msgid "For VehicleTypes only, `CreateUnit.InheritFacings` and `CreateUnit.InheritTurretFacings` inherit facings for vehicle body and turret respectively from the destroyed vehicle if the animation is a vehicle destroy animation. `InheritTurretFacings` does not work with jumpjet vehicles due to technical constraints." -msgstr "仅用于载具:如果动画来自一个被摧毁载具的载具摧毁动画那么 `CreateUnit.InheritFacings` 和 `CreateUnit.InheritTurretFacings` 将分别从被摧毁载具的载具上继承载具主体和炮塔的朝向。由于技术限制,`InheritTurretFacings` 不适用于 Jumpjet 载具。" +msgid "" +"For VehicleTypes only, `CreateUnit.InheritFacings` and " +"`CreateUnit.InheritTurretFacings` inherit facings for vehicle body and " +"turret respectively from the destroyed vehicle if the animation is a " +"vehicle destroy animation. `InheritTurretFacings` does not work with " +"jumpjet vehicles due to technical constraints." +msgstr "" +"仅用于载具:如果动画来自一个被摧毁载具的载具摧毁动画那么 `CreateUnit.InheritFacings` 和 " +"`CreateUnit.InheritTurretFacings` " +"将分别从被摧毁载具的载具上继承载具主体和炮塔的朝向。由于技术限制,`InheritTurretFacings` 不适用于 Jumpjet 载具。" #: ../../New-or-Enhanced-Logics.md:443 -msgid "`CreateUnit.AlwaysSpawnOnGround`, if set to true, ensures the unit will be created on the cell at ground level even if animation is in air. If set to false, jumpjet units spawned on ground will take off automatically after being spawned regardless." -msgstr "`CreateUnit.AlwaysSpawnOnGround` 如果设为 true 那么即使动画在空中单位也会在对应的地面单元格上创建。如果设为 false 则此设置无效。" +msgid "" +"`CreateUnit.AlwaysSpawnOnGround`, if set to true, ensures the unit will " +"be created on the cell at ground level even if animation is in air. If " +"set to false, jumpjet units spawned on ground will take off automatically" +" after being spawned regardless." +msgstr "" +"`CreateUnit.AlwaysSpawnOnGround` 如果设为 true 那么即使动画在空中单位也会在对应的地面单元格上创建。如果设为" +" false 则此设置无效。" #: ../../New-or-Enhanced-Logics.md:444 -msgid "`CreateUnit.SpawnParachutedInAir`, if set to true, makes it so that the unit is created with a parachute if it is spawned in air. Has no effect if `CreateUnit.AlwaysSpawnOnGround` is set to true." -msgstr "`CreateUnit.SpawnParachutedInAir` 如果设为 true 那么动画在空中的情况下所创建的单位会拥有降落伞。如果 `CreateUnit.AlwaysSpawnOnGround` 设为 true 则此设置无效。" +msgid "" +"`CreateUnit.SpawnParachutedInAir`, if set to true, makes it so that the " +"unit is created with a parachute if it is spawned in air. Has no effect " +"if `CreateUnit.AlwaysSpawnOnGround` is set to true." +msgstr "" +"`CreateUnit.SpawnParachutedInAir` 如果设为 true 那么动画在空中的情况下所创建的单位会拥有降落伞。如果 " +"`CreateUnit.AlwaysSpawnOnGround` 设为 true 则此设置无效。" #: ../../New-or-Enhanced-Logics.md:445 -msgid "`CreateUnit.ConsiderPathfinding`, if set to true, will consider whether or not the cell where the animation is located is occupied by other objects or impassable to the unit being created and will attempt to find a nearby cell that is not. Otherwise the unit will be created at the animation's location despite these obstacles if possible." -msgstr "`CreateUnit.ConsiderPathfinding` 如果设为 true 则考虑动画所在单元格是否被其他对象占据或对于所要创建的单位而言无法行驶并尝试寻找一个附近未被占用的单元格。否则即便存在障碍物单位也会尽量创建在动画所在的位置。" +msgid "" +"`CreateUnit.ConsiderPathfinding`, if set to true, will consider whether " +"or not the cell where the animation is located is occupied by other " +"objects or impassable to the unit being created and will attempt to find " +"a nearby cell that is not. Otherwise the unit will be created at the " +"animation's location despite these obstacles if possible." +msgstr "" +"`CreateUnit.ConsiderPathfinding` 如果设为 true " +"则考虑动画所在单元格是否被其他对象占据或对于所要创建的单位而言无法行驶并尝试寻找一个附近未被占用的单元格。否则即便存在障碍物单位也会尽量创建在动画所在的位置。" #: ../../New-or-Enhanced-Logics.md:446 -msgid "`CreateUnit.SpawnAnim` can be used to play another animation at created unit's location after it has appeared. This animation has same owner and invoker as the parent animation." +msgid "" +"`CreateUnit.SpawnAnim` can be used to play another animation at created " +"unit's location after it has appeared. This animation has same owner and " +"invoker as the parent animation." msgstr "`CreateUnit.SpawnAnim` 可用于在创建的单位出现后在其位置播放另一个动画。此动画拥有与父动画相同的所有者和调用者。" #: ../../New-or-Enhanced-Logics.md:447 -msgid "`CreateUnit.SpawnHeight` can be set to override the animation's height when determining where to spawn the created unit if set to positive value. Has no effect if `CreateUnit.AlwaysSpawnOnGround` is set to true." -msgstr "`CreateUnit.SpawnHeight` 如果设为正值则决定动画创建单位的高度。如果 `CreateUnit.AlwaysSpawnOnGround` 设为 true 则此设置无效。" +msgid "" +"`CreateUnit.SpawnHeight` can be set to override the animation's height " +"when determining where to spawn the created unit if set to positive " +"value. Has no effect if `CreateUnit.AlwaysSpawnOnGround` is set to true." +msgstr "" +"`CreateUnit.SpawnHeight` 如果设为正值则决定动画创建单位的高度。如果 " +"`CreateUnit.AlwaysSpawnOnGround` 设为 true 则此设置无效。" #: ../../New-or-Enhanced-Logics.md:469 -msgid "Due to technical constraints, infantry death animations including Ares' `InfDeathAnim` cannot have `CreateUnit.Owner` correctly applied to them. You can use Ares' `MakeInfantryOwner` as a workaround instead, which should function for this use-case even without `MakeInfantry` set." -msgstr "由于技术限制,步兵死亡动画包括 Ares 的 `InfDeathAnim` 无法正确应用 `CreateUnit.Owner`。你可以使用 Ares 的 `MakeInfantryOwner` 作为替代方案,此方案甚至无需设置 `MakeInfantry` 就能正常工作。" +msgid "" +"Due to technical constraints, infantry death animations including Ares' " +"`InfDeathAnim` cannot have `CreateUnit.Owner` correctly applied to them. " +"You can use Ares' `MakeInfantryOwner` as a workaround instead, which " +"should function for this use-case even without `MakeInfantry` set." +msgstr "" +"由于技术限制,步兵死亡动画包括 Ares 的 `InfDeathAnim` 无法正确应用 `CreateUnit.Owner`。你可以使用 " +"Ares 的 `MakeInfantryOwner` 作为替代方案,此方案甚至无需设置 `MakeInfantry` 就能正常工作。" #: ../../New-or-Enhanced-Logics.md:472 msgid "Attached particle system" msgstr "附加粒子系统" #: ../../New-or-Enhanced-Logics.md:474 -msgid "It is now possible to attach a particle system to an animation. Only particle systems with `BehavesLike=Smoke` are supported. This works similarly to the identically named key on `VoxelAnims`." +msgid "" +"It is now possible to attach a particle system to an animation. Only " +"particle systems with `BehavesLike=Smoke` are supported. This works " +"similarly to the identically named key on `VoxelAnims`." msgstr "现在可以将粒子系统附加到动画。仅支持 `BehavesLike=Smoke` 的粒子系统。这与 Voxel 碎片中的同名语句等效。" #: ../../New-or-Enhanced-Logics.md:475 -msgid "On animations with `Next`, the particle system will be deleted when the next animation starts playing and new one created in its stead if the `Next` animation defines a different particle system." +msgid "" +"On animations with `Next`, the particle system will be deleted when the " +"next animation starts playing and new one created in its stead if the " +"`Next` animation defines a different particle system." msgstr "对于有 `Next` 的动画下一个动画开始播放时粒子系统将被删除且如果 `Next` 的动画定义了另一个粒子系统那么新的粒子系统将被创建。" #: ../../New-or-Enhanced-Logics.md:483 @@ -809,23 +1492,43 @@ msgid "Customizable animation visibility settings" msgstr "自定义动画可见性" #: ../../New-or-Enhanced-Logics.md:485 -msgid "It is now possible to customize which players can see an animation using `VisibleTo`." +msgid "" +"It is now possible to customize which players can see an animation using " +"`VisibleTo`." msgstr "现在可以通过 `VisibleTo` 自定义哪些玩家可以看到动画。" #: ../../New-or-Enhanced-Logics.md:486 -msgid "`VisibleTo.ConsiderInvokerAsOwner`, if set, makes it so that animation's invoker house is considered as owner for purposes of `VisibleTo` instead of owning house of TechnoType it is attached to or animation's owning house. On most animations the they are the same, but it can be different for some." -msgstr "`VisibleTo.ConsiderInvokerAsOwner` 如果设置则动画调用者的所属方将被视为 `VisibleTo` 的所有者而不是它所附着技术类型或动画的的所属方。大多动画中它们是相同的但部分动画可能不同。" +msgid "" +"`VisibleTo.ConsiderInvokerAsOwner`, if set, makes it so that animation's " +"invoker house is considered as owner for purposes of `VisibleTo` instead " +"of owning house of TechnoType it is attached to or animation's owning " +"house. On most animations the they are the same, but it can be different " +"for some." +msgstr "" +"`VisibleTo.ConsiderInvokerAsOwner` 如果设置则动画调用者的所属方将被视为 `VisibleTo` " +"的所有者而不是它所附着技术类型或动画的的所属方。大多动画中它们是相同的但部分动画可能不同。" #: ../../New-or-Enhanced-Logics.md:487 -msgid "Note that this is a purely visual feature, any logic attached to these animations like damage is still processed for all players." +msgid "" +"Note that this is a purely visual feature, any logic attached to these " +"animations like damage is still processed for all players." msgstr "注意这是一个视觉效果,任何附加到动画上的逻辑例如造成伤害仍然会为所有玩家处理。" #: ../../New-or-Enhanced-Logics.md:488 -msgid "`RestrictVisibilityIfCloaked`, if set to true, makes so that attached animations or aircraft `Trailer` animations (due to technical constraints, spawned missile trailers are exempt from this) on cloaked objects are only visible to observers and players who can currently detect them." -msgstr "`RestrictVisibilityIfCloaked` 如果设为 true 则隐形对象上所附着的动画和战机 `Trailer` 的(由于技术限制导弹子机的尾烟不受此限制)动画仅对观察者和可检测到它们的玩家可见。" +msgid "" +"`RestrictVisibilityIfCloaked`, if set to true, makes so that attached " +"animations or aircraft `Trailer` animations (due to technical " +"constraints, spawned missile trailers are exempt from this) on cloaked " +"objects are only visible to observers and players who can currently " +"detect them." +msgstr "" +"`RestrictVisibilityIfCloaked` 如果设为 true 则隐形对象上所附着的动画和战机 `Trailer` " +"的(由于技术限制导弹子机的尾烟不受此限制)动画仅对观察者和可检测到它们的玩家可见。" #: ../../New-or-Enhanced-Logics.md:489 -msgid "`DetachOnCloak` can be set to false to override vanilla game behaviour where attached animations are removed from cloaked objects." +msgid "" +"`DetachOnCloak` can be set to false to override vanilla game behaviour " +"where attached animations are removed from cloaked objects." msgstr "`DetachOnCloak` 可设为 false 以覆盖原本游戏从隐形对象上移除所附着动画的行为。" #: ../../New-or-Enhanced-Logics.md:500 @@ -833,8 +1536,18 @@ msgid "Play sound as a detached sound event" msgstr "以独立声音事件播放声音" #: ../../New-or-Enhanced-Logics.md:502 -msgid "It is now possible for animation to play a sound that is not attached to an audio event handler by using `DetachedReport`. By default animation `Report/StartSound` is played by an audio event handler, which allows the sound to loop and play at correct location even if it changes after its initial creation. This can also cause issues with animations that chain different types through `Next`, as the audio event handler resets when the animation restarts." -msgstr "现在可以通过 `DetachedReport` 让动画播放一个未附加到音频事件处理器的声音。默认情况下动画的 `Report/StartSound` 由音频事件处理器播放,这允许即使它在初始创建后发生了变化声音也会循环和在正确的位置播放。这也导致通过 `Next` 链接不同的动画类型时出现问题,因为动画重新开始时音频事件处理器会重置。" +msgid "" +"It is now possible for animation to play a sound that is not attached to " +"an audio event handler by using `DetachedReport`. By default animation " +"`Report/StartSound` is played by an audio event handler, which allows the" +" sound to loop and play at correct location even if it changes after its " +"initial creation. This can also cause issues with animations that chain " +"different types through `Next`, as the audio event handler resets when " +"the animation restarts." +msgstr "" +"现在可以通过 `DetachedReport` 让动画播放一个未附加到音频事件处理器的声音。默认情况下动画的 " +"`Report/StartSound` 由音频事件处理器播放,这允许即使它在初始创建后发生了变化声音也会循环和在正确的位置播放。这也导致通过 " +"`Next` 链接不同的动画类型时出现问题,因为动画重新开始时音频事件处理器会重置。" #: ../../New-or-Enhanced-Logics.md:510 msgid "Buildings" @@ -845,19 +1558,34 @@ msgid "Build area customizations" msgstr "自定义建造区域" #: ../../New-or-Enhanced-Logics.md:514 -msgid "There are now additional customizations available for building placement next to other buildings." +msgid "" +"There are now additional customizations available for building placement " +"next to other buildings." msgstr "现在允许对一个建筑旁其他建筑能否进行建造的区域自定义" #: ../../New-or-Enhanced-Logics.md:515 -msgid "`Adjacent.Allowed` lists BuildingTypes this BuildingType can be placed off (within distance defined by `Adjacent`). If empty, any BuildingType not listed in `Adjacent.Disallowed` is okay." -msgstr "`Adjacent.Allowed` 列出了可以放置在其附近(由 `Adjacent` 定义的距离内)的建筑类型。如果留空则任何未列在 `Adjacent.Disallowed` 的建筑类型都可以。" +msgid "" +"`Adjacent.Allowed` lists BuildingTypes this BuildingType can be placed " +"off (within distance defined by `Adjacent`). If empty, any BuildingType " +"not listed in `Adjacent.Disallowed` is okay." +msgstr "" +"`Adjacent.Allowed` 列出了可以放置在其附近(由 `Adjacent` 定义的距离内)的建筑类型。如果留空则任何未列在 " +"`Adjacent.Disallowed` 的建筑类型都可以。" #: ../../New-or-Enhanced-Logics.md:516 -msgid "`Adjacent.Disallowed` lists BuildingTypes this BuildingType cannot be placed next to. If empty, any BuildingTypes are okay as long as `Adjacent.Allowed` is empty or they are listed on it." -msgstr "`Adjacent.Disallowed` 列出了不得放置在其附近(由 `Adjacent` 定义的距离内)的建筑类型。如果留空则任何建筑类型都可以。" +msgid "" +"`Adjacent.Disallowed` lists BuildingTypes this BuildingType cannot be " +"placed next to. If empty, any BuildingTypes are okay as long as " +"`Adjacent.Allowed` is empty or they are listed on it." +msgstr "" +"`Adjacent.Disallowed` 列出了不得放置在其附近(由 `Adjacent` " +"定义的距离内)的建筑类型。如果留空则任何建筑类型都可以。" #: ../../New-or-Enhanced-Logics.md:517 -msgid "If `NoBuildAreaOnBuildup` is set to true, no building can be built next to this building regardless of any other settings if it is currently displaying its buildup animation." +msgid "" +"If `NoBuildAreaOnBuildup` is set to true, no building can be built next " +"to this building regardless of any other settings if it is currently " +"displaying its buildup animation." msgstr "如果 `NoBuildAreaOnBuildup` 设为 true 则任何建筑类型都不能当其在播放建造动画时在其附近建造。" #: ../../New-or-Enhanced-Logics.md:527 @@ -865,19 +1593,43 @@ msgid "Extended building upgrades" msgstr "拓展的建筑加载物" #: ../../New-or-Enhanced-Logics.md:529 -msgid "![image](_static/images/powersup.owner-01.png) *Upgrading own and allied Power Plants in [CnC: Final War](https://www.moddb.com/mods/cncfinalwar)*" -msgstr "![image](_static/images/powersup.owner-01.png) *[CnC: Final War](https://www.moddb.com/mods/cncfinalwar) 中加载到自己的和盟友的发电厂*" +msgid "" +"![image](_static/images/powersup.owner-01.png) *Upgrading own and allied " +"Power Plants in [CnC: Final War](https://www.moddb.com/mods/cncfinalwar)*" +msgstr "" +"![image](_static/images/powersup.owner-01.png) *[CnC: Final " +"War](https://www.moddb.com/mods/cncfinalwar) 中加载到自己的和盟友的发电厂*" #: ../../New-or-Enhanced-Logics.md:533 -msgid "Due to technical limitations, with Ares, upgrades placed through `PowersUp.Buildings` instead of `PowersUpBuilding` (note that internally `PowersUpBuilding` is set to first entry of `PowersUp.Buildings` if former is not set but latter is) **DO NOT** satisfy prerequisites. Suggested workaround is to use the upgrades to provide Superweapons that spawn in buildings via [LimboDelivery](#limbodelivery) logic to function as prerequisites, which are destroyed by another SW that becomes available if parent building is gone and so on." -msgstr "由于技术限制,使用 Ares 时通过 `PowersUp.Buildings` 而不是 `PowersUpBuilding` 放置的加载物(注意如果前者未设置而后者已设置则程序将 `PowersUpBuilding` 视为 `PowersUp.Buildings` 的第一个条目) **不会** 满足先决条件。建议的解决方法是通过加载物来提供一个超武武器通过 [虚拟投放](#limbodelivery) 的建筑来作为先决条件,当父建筑消失时这些先决条件会被另一个超级武器销毁,以此类推。" +msgid "" +"Due to technical limitations, with Ares, upgrades placed through " +"`PowersUp.Buildings` instead of `PowersUpBuilding` (note that internally " +"`PowersUpBuilding` is set to first entry of `PowersUp.Buildings` if " +"former is not set but latter is) **DO NOT** satisfy prerequisites. " +"Suggested workaround is to use the upgrades to provide Superweapons that " +"spawn in buildings via [LimboDelivery](#limbodelivery) logic to function " +"as prerequisites, which are destroyed by another SW that becomes " +"available if parent building is gone and so on." +msgstr "" +"由于技术限制,使用 Ares 时通过 `PowersUp.Buildings` 而不是 `PowersUpBuilding` " +"放置的加载物(注意如果前者未设置而后者已设置则程序将 `PowersUpBuilding` 视为 `PowersUp.Buildings` " +"的第一个条目) **不会** 满足先决条件。建议的解决方法是通过加载物来提供一个超武武器通过 [虚拟投放](#limbodelivery) " +"的建筑来作为先决条件,当父建筑消失时这些先决条件会被另一个超级武器销毁,以此类推。" #: ../../New-or-Enhanced-Logics.md:536 -msgid "Building upgrades now can be placed on own buildings, on allied buildings and/or on enemy buildings. These three owners can be specified by `PowersUp.Owner`. When upgrade is placed on building, it automatically changes it's owner to match the building's owner." -msgstr "现在建筑加载物可以放置在己方建筑、友方建筑乃至敌方建筑上。这三种所有者可以通过 `PowersUp.Owner` 指定。当加载物放置在建筑上时,它将自动更改为与建筑所有者相同的所有者。" +msgid "" +"Building upgrades now can be placed on own buildings, on allied buildings" +" and/or on enemy buildings. These three owners can be specified by " +"`PowersUp.Owner`. When upgrade is placed on building, it automatically " +"changes it's owner to match the building's owner." +msgstr "" +"现在建筑加载物可以放置在己方建筑、友方建筑乃至敌方建筑上。这三种所有者可以通过 `PowersUp.Owner` " +"指定。当加载物放置在建筑上时,它将自动更改为与建筑所有者相同的所有者。" #: ../../New-or-Enhanced-Logics.md:537 -msgid "One upgrade can now be applied to multiple different types of buildings specified by `PowersUp.Buildings`." +msgid "" +"One upgrade can now be applied to multiple different types of buildings " +"specified by `PowersUp.Buildings`." msgstr "现在一个加载物可以应用于由 `PowersUp.Buildings` 指定的多种不同类型的建筑。" #: ../../New-or-Enhanced-Logics.md:538 @@ -889,23 +1641,43 @@ msgid "Destroyable pathfinding obstacles" msgstr "可摧毁的寻路障碍" #: ../../New-or-Enhanced-Logics.md:549 -msgid "It is possible to make buildings be considered pathfinding obstacles that can be destroyed by setting `IsDestroyableBlockage` to true. What this does is make the building be considered impassable and impenetrable pathfinding obstacle to every unit that is not flying or have appropriate `MovementZone` (ones that allow destroyable obstacles to be overcome, e.g `(Infantry|Amphibious)Destroyer`) akin to wall overlays and TerrainTypes." -msgstr "可以通过将 `IsDestroyableBlockage` 设为 true 使建筑被视为可摧毁的寻路障碍物。这会使得每个无法飞行或没有适当 `MovementZone`(允许处理可摧毁障碍物的类别,例如 `(Infantry|Amphibious)Destroyer`)的单位会将建筑视为就像墙类覆盖物和地形对象那样不可通行且不可逾越的障碍物。" +msgid "" +"It is possible to make buildings be considered pathfinding obstacles that" +" can be destroyed by setting `IsDestroyableBlockage` to true. What this " +"does is make the building be considered impassable and impenetrable " +"pathfinding obstacle to every unit that is not flying or have appropriate" +" `MovementZone` (ones that allow destroyable obstacles to be overcome, " +"e.g `(Infantry|Amphibious)Destroyer`) akin to wall overlays and " +"TerrainTypes." +msgstr "" +"可以通过将 `IsDestroyableBlockage` 设为 true 使建筑被视为可摧毁的寻路障碍物。这会使得每个无法飞行或没有适当 " +"`MovementZone`(允许处理可摧毁障碍物的类别,例如 " +"`(Infantry|Amphibious)Destroyer`)的单位会将建筑视为就像墙类覆盖物和地形对象那样不可通行且不可逾越的障碍物。" #: ../../New-or-Enhanced-Logics.md:550 -msgid "Keep in mind that if an unit has appropriate `MovementZone` but no means to actually destroy an obstacle (such as a weapon that can fire and deal damage at them), they will get stuck trying to go through them instead of pathing around." -msgstr "注意如果一个单位拥有适当的 `MovementZone` 单缺少实际摧毁障碍物的手段(例如一个可以发射并造成伤害的武器)那么它们仍会尝试摧毁并穿越障碍物进而卡在那里而不是绕过障碍物。" +msgid "" +"Keep in mind that if an unit has appropriate `MovementZone` but no means " +"to actually destroy an obstacle (such as a weapon that can fire and deal " +"damage at them), they will get stuck trying to go through them instead of" +" pathing around." +msgstr "" +"注意如果一个单位拥有适当的 `MovementZone` " +"单缺少实际摧毁障碍物的手段(例如一个可以发射并造成伤害的武器)那么它们仍会尝试摧毁并穿越障碍物进而卡在那里而不是绕过障碍物。" #: ../../New-or-Enhanced-Logics.md:558 msgid "Power plant enhancer" msgstr "电厂增幅器" #: ../../New-or-Enhanced-Logics.md:560 -msgid "When it exists, it can increase the power amount generated by the power plants." +msgid "" +"When it exists, it can increase the power amount generated by the power " +"plants." msgstr "当它存在时可以增加电厂产生的电量。" #: ../../New-or-Enhanced-Logics.md:561 -msgid "When enchancing structures are sold or destroyed, the power amount returns to normal." +msgid "" +"When enchancing structures are sold or destroyed, the power amount " +"returns to normal." msgstr "当结构被出售或摧毁时电量将恢复到正常水平。" #: ../../New-or-Enhanced-Logics.md:571 @@ -917,11 +1689,15 @@ msgid "Additional espionage bonuses can be toggled with `SpyEffect.Custom`." msgstr "可以通过 `SpyEffect.Custom` 开启额外的间谍效果。" #: ../../New-or-Enhanced-Logics.md:574 -msgid "`SpyEffect.VictimSuperWeapon` instantly launches a Super Weapon for the owner of the infiltrated building at building's coordinates." +msgid "" +"`SpyEffect.VictimSuperWeapon` instantly launches a Super Weapon for the " +"owner of the infiltrated building at building's coordinates." msgstr "`SpyEffect.VictimSuperWeapon` 会立即在被渗透建筑的坐标处为被渗透建筑的所属方发射一个超级武器。" #: ../../New-or-Enhanced-Logics.md:575 -msgid "`SpyEffect.InfiltratorSuperWeapon` behaves the same as above, with the Super Weapon's owner being the owner of the spying unit." +msgid "" +"`SpyEffect.InfiltratorSuperWeapon` behaves the same as above, with the " +"Super Weapon's owner being the owner of the spying unit." msgstr "`SpyEffect.InfiltratorSuperWeapon` 同上但超级武器的所有者是间谍单位的所属方。" #: ../../New-or-Enhanced-Logics.md:585 @@ -929,7 +1705,10 @@ msgid "Skip anim delay for burst fire" msgstr "跳过 `DelayedFireDelay`" #: ../../New-or-Enhanced-Logics.md:587 -msgid "In Red Alert 1, the tesla coil will attack multiple times after charging animation. This is not possible in Red Alert 2, where the building must play the charge animation every time it fires." +msgid "" +"In Red Alert 1, the tesla coil will attack multiple times after charging " +"animation. This is not possible in Red Alert 2, where the building must " +"play the charge animation every time it fires." msgstr "《红色警戒 1》中的磁暴线圈会在充能后多次攻击。这在《红色警戒 2》中是不可能的,因为建筑必须每次发射时都播放充能动画。" #: ../../New-or-Enhanced-Logics.md:588 @@ -945,8 +1724,13 @@ msgid "Customizable FLH When Infantry Is Prone Or Deployed" msgstr "自定义步兵匍匐或部署状态的 FLH" #: ../../New-or-Enhanced-Logics.md:600 -msgid "Now infantry can override `PrimaryFireFLH` and `SecondaryFireFLH` if is prone (crawling) or deployed. Also works in conjunction with [burst-index specific firing offsets](#firing-offsets-for-specific-burst-shots)." -msgstr "现在步兵处于匍匐(爪巴)或部署状态的 FLH 可以独立于 `PrimaryFireFLH` 和 `SecondaryFireFLH` 进行设置。同样对 [Burst 开火坐标](#firing-offsets-for-specific-burst-shots) 生效。" +msgid "" +"Now infantry can override `PrimaryFireFLH` and `SecondaryFireFLH` if is " +"prone (crawling) or deployed. Also works in conjunction with [burst-index" +" specific firing offsets](#firing-offsets-for-specific-burst-shots)." +msgstr "" +"现在步兵处于匍匐(爪巴)或部署状态的 FLH 可以独立于 `PrimaryFireFLH` 和 `SecondaryFireFLH` " +"进行设置。同样对 [Burst 开火坐标](#firing-offsets-for-specific-burst-shots) 生效。" #: ../../New-or-Enhanced-Logics.md:611 msgid "Default disguise for individual InfantryTypes" @@ -965,11 +1749,15 @@ msgid "Random death animaton for NotHuman Infantry" msgstr "非人步兵随机死亡动画" #: ../../New-or-Enhanced-Logics.md:624 -msgid "Infantry with `NotHuman=yes` can now play random death anim sequence between `Die1` to `Die5` instead of the hardcoded `Die1`." +msgid "" +"Infantry with `NotHuman=yes` can now play random death anim sequence " +"between `Die1` to `Die5` instead of the hardcoded `Die1`." msgstr "现在拥有 `NotHuman=yes` 的步兵可以从 `Die1` 到 `Die5` 之间随机播放死亡动画序列而不再是硬编码的 `Die1`。" #: ../../New-or-Enhanced-Logics.md:625 -msgid "Do not forget to tweak infantry anim sequences before enabling this feature, otherwise it will play invisible anim sequence." +msgid "" +"Do not forget to tweak infantry anim sequences before enabling this " +"feature, otherwise it will play invisible anim sequence." msgstr "在启用此功能前请务必调整步兵动画序列否则可能播放不可见的动画序列。" #: ../../New-or-Enhanced-Logics.md:633 @@ -977,11 +1765,21 @@ msgid "Shared Ammo" msgstr "共享弹药" #: ../../New-or-Enhanced-Logics.md:635 -msgid "Transports with `OpenTopped=yes` and `Ammo.Shared=yes` will transfer ammo to passengers that have `Ammo.Shared=yes`. In addition, a transport can filter who will receive ammo if passengers have the same value in `Ammo.Shared.Group=` of the transport, ignoring other passengers with different groups values." -msgstr "拥有 `OpenTopped=yes` 和 `Ammo.Shared=yes` 的运输工具将像拥有 `Ammo.Shared=yes` 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。" +msgid "" +"Transports with `OpenTopped=yes` and `Ammo.Shared=yes` will transfer ammo" +" to passengers that have `Ammo.Shared=yes`. In addition, a transport can " +"filter who will receive ammo if passengers have the same value in " +"`Ammo.Shared.Group=` of the transport, ignoring other passengers" +" with different groups values." +msgstr "" +"拥有 `OpenTopped=yes` 和 `Ammo.Shared=yes` 的运输工具将像拥有 `Ammo.Shared=yes` " +"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:637 -msgid "Transports with `Ammo.Shared.Group=-1` will transfer ammo to any passenger with `Ammo.Shared=yes` ignoring the group." +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:638 @@ -993,7 +1791,9 @@ msgid "Slaves' house decision customization when owner is killed" msgstr "奴隶解放演变" #: ../../New-or-Enhanced-Logics.md:653 -msgid "You can now decide the slaves' house when the corresponding slave miner is killed using `Slaved.OwnerWhenMasterKilled`:" +msgid "" +"You can now decide the slaves' house when the corresponding slave miner " +"is killed using `Slaved.OwnerWhenMasterKilled`:" msgstr "现在你可以使用 `Slaved.OwnerWhenMasterKilled` 来决定奴隶矿场被毁后奴隶移交的所属方或行为:" #: ../../New-or-Enhanced-Logics.md:654 @@ -1009,1749 +1809,3362 @@ msgid "`neutral`: The slaves belong to civilian house." msgstr "`neutral`:独善其身,解放后转为平民所属方开摆。" #: ../../New-or-Enhanced-Logics.md:657 -msgid "`killer`: Free the slaves and give them to the house of the slave miner's killer. (vanilla behavior)" +msgid "" +"`killer`: Free the slaves and give them to the house of the slave miner's" +" killer. (vanilla behavior)" msgstr "`killer ` :揭竿而起,解放后转为奴隶矿场击杀者的所属方。(原版行为)" -#: ../../New-or-Enhanced-Logics.md:659 -#: ../../New-or-Enhanced-Logics.md:670 -msgid "In `rulesmd.ini`" -msgstr "在 `rulesmd.ini`:" - #: ../../New-or-Enhanced-Logics.md:666 msgid "Customizable `SlavesFreeSound`" msgstr "自定义 `SlavesFreeSound`" #: ../../New-or-Enhanced-Logics.md:668 -msgid "`SlavesFreeSound` is now dehardcoded from `[AudioVisual]` and can be set individually for each enslavable infantry type." +msgid "" +"`SlavesFreeSound` is now dehardcoded from `[AudioVisual]` and can be set " +"individually for each enslavable infantry type." msgstr "现在 `SlavesFreeSound` 已从 `[AudioVisual]` 中解码并可以单独为每个奴隶类步兵类型微观设置。" -#: ../../New-or-Enhanced-Logics.md:677 +#: ../../New-or-Enhanced-Logics.md:678 msgid "Use land sequences even in water" msgstr "在水中使用路上序列" -#: ../../New-or-Enhanced-Logics.md:679 -msgid "Setting `OnlyUseLandSequences` to true will make infantry display only the regular sequences used on land even if it is in water." +#: ../../New-or-Enhanced-Logics.md:680 +msgid "" +"Setting `OnlyUseLandSequences` to true will make infantry display only " +"the regular sequences used on land even if it is in water." msgstr "设置 `OnlyUseLandSequences` 为 true 可以使步兵即使在水中也只显示在陆地上使用的常规序列。" -#: ../../New-or-Enhanced-Logics.md:681 -msgid "In `artmd.ini`" -msgstr "在 `artmd.ini`:" - -#: ../../New-or-Enhanced-Logics.md:687 +#: ../../New-or-Enhanced-Logics.md:688 msgid "Projectiles" msgstr "抛射体" -#: ../../New-or-Enhanced-Logics.md:689 +#: ../../New-or-Enhanced-Logics.md:690 msgid "Projectile interception logic" msgstr "抛射体拦截" -#: ../../New-or-Enhanced-Logics.md:691 -msgid "![image](_static/images/projectile-interception-01.gif) *Interception logic used in [Tiberium Crisis](https://www.moddb.com/mods/tiberium-crisis)*" -msgstr "![image](_static/images/projectile-interception-01.gif) *[泰伯利亚危机](https://www.moddb.com/mods/tiberium-crisis) 中的拦截抛射体*" - -#: ../../New-or-Enhanced-Logics.md:694 -msgid "Projectiles can now be made interceptable by certain TechnoTypes by setting `Interceptable=true` on them. The TechnoType scans for interceptable projectiles within a range if it has no other target and will use one of its weapons to shoot at them. Projectiles can define `Armor` and `Strength`. Weapons that cannot target the projectile's armor type will not attempt to intercept it. On interception, if the projectile has `Armor` set, an amount equaling to the intercepting weapon's `Damage` adjusted by Warhead `Verses` and the TechnoType's firepower multipliers is deducted from the projectile's current strength. Regardless of if the current projectile strength was reduced or not, if it sits at 0 or below after interception, the projectile is detonated." -msgstr "现在可以通过在一些抛射体上设置 `Interceptable=true` 来使它们能够被特定的技术类型拦截。如果该技术类型没有其他目标那么它将扫描范围内的可拦截抛射体并使用它的一个武器进行射击。抛射体可以定义 `Armor` 和 `Strength`。无法对该抛射体护甲类型发起攻击的武器不会尝试拦截。在拦截时如果抛射体设置了 `Armor` 那么从抛射体的当前血量中扣除一个等于拦截武器 `Damage` 经弹头 `Verses` 和技术类型火力加成调整后的数值。无论当前抛射体血量是否被减少若拦截后其血量为 0 或更低那么抛射体将被引爆。" +#: ../../New-or-Enhanced-Logics.md:692 +msgid "" +"![image](_static/images/projectile-interception-01.gif) *Interception " +"logic used in [Tiberium Crisis](https://www.moddb.com/mods/tiberium-" +"crisis)*" +msgstr "" +"![image](_static/images/projectile-interception-01.gif) " +"*[泰伯利亚危机](https://www.moddb.com/mods/tiberium-crisis) 中的拦截抛射体*" #: ../../New-or-Enhanced-Logics.md:695 -msgid "`Interceptor.Weapon` determines the weapon (0 = `Primary`, 1 = `Secondary`) to be used for intercepting projectiles." -msgstr "`Interceptor.Weapon` 决定用于拦截抛射体的武器(0 = `Primary`, 1 = `Secondary`)。" +msgid "" +"Projectiles can now be made interceptable by certain TechnoTypes by " +"setting `Interceptable=true` on them. The TechnoType scans for " +"interceptable projectiles within a range if it has no other target and " +"will use one of its weapons to shoot at them. Projectiles can define " +"`Armor` and `Strength`. Weapons that cannot target the projectile's armor" +" type will not attempt to intercept it. On interception, if the " +"projectile has `Armor` set, an amount equaling to the intercepting " +"weapon's `Damage` adjusted by Warhead `Verses` and the TechnoType's " +"firepower multipliers is deducted from the projectile's current strength." +" Regardless of if the current projectile strength was reduced or not, if " +"it sits at 0 or below after interception, the projectile is detonated." +msgstr "" +"现在可以通过在一些抛射体上设置 `Interceptable=true` " +"来使它们能够被特定的技术类型拦截。如果该技术类型没有其他目标那么它将扫描范围内的可拦截抛射体并使用它的一个武器进行射击。抛射体可以定义 " +"`Armor` 和 `Strength`。无法对该抛射体护甲类型发起攻击的武器不会尝试拦截。在拦截时如果抛射体设置了 `Armor` " +"那么从抛射体的当前血量中扣除一个等于拦截武器 `Damage` 经弹头 `Verses` " +"和技术类型火力加成调整后的数值。无论当前抛射体血量是否被减少若拦截后其血量为 0 或更低那么抛射体将被引爆。" #: ../../New-or-Enhanced-Logics.md:696 -msgid "The interceptor weapon may need `AG` and/or `AA` set to true on its projectile to be able to target projectiles depending on their elevation from ground. If you don't set those then the weapon won't be able to target low-flying or high-flying projectiles respectively." -msgstr "拦截武器可能需要在其抛射体上将 `AG` 和/或 `AA` 设为 true 以使其能够根据抛射体相对地面的高度来瞄准。如果你不设置这些那么武器将无法分别瞄准低空或高空飞行的抛射体。" +msgid "" +"`Interceptor.Weapon` determines the weapon (0 = `Primary`, 1 = " +"`Secondary`) to be used for intercepting projectiles." +msgstr "`Interceptor.Weapon` 决定用于拦截抛射体的武器(0 = `Primary`, 1 = `Secondary`)。" #: ../../New-or-Enhanced-Logics.md:697 -msgid "`Interceptor.CanTargetHouses` controls which houses the projectiles (or rather their firers) can belong to be eligible for interception." -msgstr "`Interceptor.CanTargetHouses` 控制抛射体(或其发射者)属于哪些所属方时可以被拦截。" +msgid "" +"The interceptor weapon may need `AG` and/or `AA` set to true on its " +"projectile to be able to target projectiles depending on their elevation " +"from ground. If you don't set those then the weapon won't be able to " +"target low-flying or high-flying projectiles respectively." +msgstr "" +"拦截武器可能需要在其抛射体上将 `AG` 和/或 `AA` 设为 true " +"以使其能够根据抛射体相对地面的高度来瞄准。如果你不设置这些那么武器将无法分别瞄准低空或高空飞行的抛射体。" #: ../../New-or-Enhanced-Logics.md:698 -msgid "`Interceptor.GuardRange` (and `Interceptor.(Rookie|Veteran|EliteGuardRange`) is maximum range of the unit to intercept projectile. The unit weapon range will limit the unit interception range though." -msgstr "`Interceptor.GuardRange`(以及 `Interceptor.(Rookie|Veteran|EliteGuardRange`)是单位拦截抛射体的最大范围。不过武器的射程仍会限制单位的实际拦截范围。" +msgid "" +"`Interceptor.CanTargetHouses` controls which houses the projectiles (or " +"rather their firers) can belong to be eligible for interception." +msgstr "`Interceptor.CanTargetHouses` 控制抛射体(或其发射者)属于哪些所属方时可以被拦截。" #: ../../New-or-Enhanced-Logics.md:699 -msgid "`Interceptor.MinimumGuardRange` (and `Interceptor.(Rookie|Veteran|EliteMinimumGuardRange`) is the minimum range of the unit to intercept projectile. Any projectile under this range will not be intercepted." -msgstr "`Interceptor.MinimumGuardRange`(以及 `Interceptor.(Rookie|Veteran|EliteMinimumGuardRange`)是单位拦截抛射体的最小范围。任何小于此范围的抛射体都不会被拦截。" +msgid "" +"`Interceptor.GuardRange` (and " +"`Interceptor.(Rookie|Veteran|EliteGuardRange`) is maximum range of the " +"unit to intercept projectile. The unit weapon range will limit the unit " +"interception range though." +msgstr "" +"`Interceptor.GuardRange`(以及 " +"`Interceptor.(Rookie|Veteran|EliteGuardRange`)是单位拦截抛射体的最大范围。不过武器的射程仍会限制单位的实际拦截范围。" #: ../../New-or-Enhanced-Logics.md:700 -msgid "`Interceptable.DeleteOnIntercept` determines whether or not the projectile will simply be deleted on detonation upon interception, or if it will properly detonate. Will be overridden by `Interceptor.DeleteOnIntercept` setting on the interceptor." -msgstr "`Interceptable.DeleteOnIntercept` 决定抛射体被拦截时是被简单的移除还是直接引爆。这会被拦截者的 `Interceptor.DeleteOnIntercept` 设置覆盖。" +msgid "" +"`Interceptor.MinimumGuardRange` (and " +"`Interceptor.(Rookie|Veteran|EliteMinimumGuardRange`) is the minimum " +"range of the unit to intercept projectile. Any projectile under this " +"range will not be intercepted." +msgstr "" +"`Interceptor.MinimumGuardRange`(以及 " +"`Interceptor.(Rookie|Veteran|EliteMinimumGuardRange`)是单位拦截抛射体的最小范围。任何小于此范围的抛射体都不会被拦截。" #: ../../New-or-Enhanced-Logics.md:701 -msgid "`Interceptable.WeaponOverride` can be set to a WeaponType that will be used to override characteristics such as `Damage` and `Warhead` of the current projectile for detonation after interception. Will be overridden by `Interceptor.WeaponOverride` setting on the interceptor." -msgstr "`Interceptable.WeaponOverride` 可以设置一个武器覆盖替代此抛射体在拦截时的 `Damage` 和 `Warhead` 等特性进行引爆。这会被拦截者的 `Interceptor.WeaponOverride` 设置覆盖。" +msgid "" +"`Interceptable.DeleteOnIntercept` determines whether or not the " +"projectile will simply be deleted on detonation upon interception, or if " +"it will properly detonate. Will be overridden by " +"`Interceptor.DeleteOnIntercept` setting on the interceptor." +msgstr "" +"`Interceptable.DeleteOnIntercept` 决定抛射体被拦截时是被简单的移除还是直接引爆。这会被拦截者的 " +"`Interceptor.DeleteOnIntercept` 设置覆盖。" #: ../../New-or-Enhanced-Logics.md:702 -msgid "On interceptors, `Interceptor.WeaponReplaceProjectile` can be set to true to make `Interceptor.WeaponOverride` also replace the intercepted projectile's type (including `Image` and other projectile characteristics) and `Speed` with its own. Does not replace particle systems (`AttachedSystem`, *Ares feature*)." -msgstr "在拦截者上可以将 `Interceptor.WeaponReplaceProjectile` 设为 true 以使 `Interceptor.WeaponOverride` 也使用自己的抛射体类型(包括 `Image` 和其他抛射体特性)和 `Speed` 替换被拦截的抛射体。不会替换附着的粒子系统(`AttachedSystem` 是一个 *Ares 功能*)。" +msgid "" +"`Interceptable.WeaponOverride` can be set to a WeaponType that will be " +"used to override characteristics such as `Damage` and `Warhead` of the " +"current projectile for detonation after interception. Will be overridden " +"by `Interceptor.WeaponOverride` setting on the interceptor." +msgstr "" +"`Interceptable.WeaponOverride` 可以设置一个武器覆盖替代此抛射体在拦截时的 `Damage` 和 `Warhead`" +" 等特性进行引爆。这会被拦截者的 `Interceptor.WeaponOverride` 设置覆盖。" #: ../../New-or-Enhanced-Logics.md:703 -msgid "On interceptors, `Interceptor.WeaponCumulativeDamage` can be set to true to make `Damage` from `Interceptor.WeaponOverride` weapon be added on the projectile's damage rather than override it." -msgstr "在拦截者上可以将 `Interceptor.WeaponCumulativeDamage` 设为 true 以使 `Interceptor.WeaponOverride` 武器的 `Damage` 会叠加到抛射体的 `Damage` 上而不是覆盖它。" +msgid "" +"On interceptors, `Interceptor.WeaponReplaceProjectile` can be set to true" +" to make `Interceptor.WeaponOverride` also replace the intercepted " +"projectile's type (including `Image` and other projectile " +"characteristics) and `Speed` with its own. Does not replace particle " +"systems (`AttachedSystem`, *Ares feature*)." +msgstr "" +"在拦截者上可以将 `Interceptor.WeaponReplaceProjectile` 设为 true 以使 " +"`Interceptor.WeaponOverride` 也使用自己的抛射体类型(包括 `Image` 和其他抛射体特性)和 `Speed` " +"替换被拦截的抛射体。不会替换附着的粒子系统(`AttachedSystem` 是一个 *Ares 功能*)。" #: ../../New-or-Enhanced-Logics.md:704 -msgid "`Interceptor.KeepIntact` can be set to true to allow intercepted projectiles to continue traveling as if they were not intercepted, but effects such as `Interceptor.WeaponOverride` will still be applied." -msgstr "`Interceptor.KeepIntact` 可视为 true 以允许被拦截的抛射体继续飞行就像它们没有被拦截一样,不过 `Interceptor.WeaponOverride` 等效果仍会应用。" +msgid "" +"On interceptors, `Interceptor.WeaponCumulativeDamage` can be set to true " +"to make `Damage` from `Interceptor.WeaponOverride` weapon be added on the" +" projectile's damage rather than override it." +msgstr "" +"在拦截者上可以将 `Interceptor.WeaponCumulativeDamage` 设为 true 以使 " +"`Interceptor.WeaponOverride` 武器的 `Damage` 会叠加到抛射体的 `Damage` 上而不是覆盖它。" + +#: ../../New-or-Enhanced-Logics.md:705 +msgid "" +"`Interceptor.KeepIntact` can be set to true to allow intercepted " +"projectiles to continue traveling as if they were not intercepted, but " +"effects such as `Interceptor.WeaponOverride` will still be applied." +msgstr "" +"`Interceptor.KeepIntact` 可视为 true 以允许被拦截的抛射体继续飞行就像它们没有被拦截一样,不过 " +"`Interceptor.WeaponOverride` 等效果仍会应用。" -#: ../../New-or-Enhanced-Logics.md:733 -msgid "Currently interceptor weapons with projectiles that do not have `Inviso=true` will be unable to intercept projectiles if the firer of the interceptor weapon dies before the interceptor weapon projectile reaches its target. This may change in future." +#: ../../New-or-Enhanced-Logics.md:734 +msgid "" +"Currently interceptor weapons with projectiles that do not have " +"`Inviso=true` will be unable to intercept projectiles if the firer of the" +" interceptor weapon dies before the interceptor weapon projectile reaches" +" its target. This may change in future." msgstr "目前如果拦截武器的开火者提前死亡那么没有 `Inviso=true` 的拦截抛射体将无法拦截目标抛射体,这在未来可能会进行更改。" -#: ../../New-or-Enhanced-Logics.md:736 +#: ../../New-or-Enhanced-Logics.md:737 msgid "Projectile trajectories" msgstr "抛射体轨迹" -#: ../../New-or-Enhanced-Logics.md:738 +#: ../../New-or-Enhanced-Logics.md:739 msgid "Projectiles can now have customizable trajectories." msgstr "抛射体现在可以有自定义的轨迹。" -#: ../../New-or-Enhanced-Logics.md:739 -msgid "`Trajectory` should not be combined with original game's projectile trajectory logics (`Arcing`, `ROT`, `Vertical` or `Inviso`). Attempt to do so will result in the other logics being disabled and a warning being written to log file." -msgstr "`Trajectory` 不应与原游戏的抛射体逻辑(`Arcing`、`ROT`、`Vertical` 或 `Inviso`)结合使用。尝试你这样做将导致其他逻辑被禁用并在日志文件中写入一条警告。" - #: ../../New-or-Enhanced-Logics.md:740 -msgid "The speed of the projectile is defined by `Trajectory.Speed`, which unlike `Speed` used by `ROT` > 0 projectiles is defined on projectile not weapon." -msgstr "抛射体的速度由 `Trajectory.Speed` 定义,与 `ROT` > 0 抛射体不同的是 `Trajectory.Speed` 定义在抛射体上而不是武器上。" +msgid "" +"`Trajectory` should not be combined with original game's projectile " +"trajectory logics (`Arcing`, `ROT`, `Vertical` or `Inviso`). Attempt to " +"do so will result in the other logics being disabled and a warning being " +"written to log file." +msgstr "" +"`Trajectory` 不应与原游戏的抛射体逻辑(`Arcing`、`ROT`、`Vertical` 或 " +"`Inviso`)结合使用。尝试你这样做将导致其他逻辑被禁用并在日志文件中写入一条警告。" #: ../../New-or-Enhanced-Logics.md:741 -msgid "In `Trajectory=Straight`, it refers to the whole distance speed of the projectile and it has no restrictions." -msgstr "对于 `Trajectory=Straight` 它指的是抛射体的全程速度并且没有限制。" +msgid "" +"The speed of the projectile is defined by `Trajectory.Speed`, which " +"unlike `Speed` used by `ROT` > 0 projectiles is defined on projectile not" +" weapon." +msgstr "" +"抛射体的速度由 `Trajectory.Speed` 定义,与 `ROT` > 0 抛射体不同的是 `Trajectory.Speed` " +"定义在抛射体上而不是武器上。" #: ../../New-or-Enhanced-Logics.md:742 -msgid "In `Trajectory=Bombard`, it refers to the initial speed of the projectile and it has no restrictions." -msgstr "对于 `Trajectory=Bombard` 它指的是抛射体的初始速度并且没有限制。" +msgid "" +"In `Trajectory=Straight`, it refers to the whole distance speed of the " +"projectile and it has no restrictions." +msgstr "对于 `Trajectory=Straight` 它指的是抛射体的全程速度并且没有限制。" #: ../../New-or-Enhanced-Logics.md:743 -msgid "In `Trajectory=Parabola`, it refers to the horizontal velocity of the projectile and is only used for modes 0, 3, or 5 and it has no restrictions." +msgid "" +"In `Trajectory=Bombard`, it refers to the initial speed of the projectile" +" and it has no restrictions." +msgstr "对于 `Trajectory=Bombard` 它指的是抛射体的初始速度并且没有限制。" + +#: ../../New-or-Enhanced-Logics.md:744 +msgid "" +"In `Trajectory=Parabola`, it refers to the horizontal velocity of the " +"projectile and is only used for modes 0, 3, or 5 and it has no " +"restrictions." msgstr "对于 `Trajectory=Parabola` 它指的是抛射体仅用于模式 0、3 或 5 的水平速度并且没有限制。" -#: ../../New-or-Enhanced-Logics.md:751 +#: ../../New-or-Enhanced-Logics.md:752 msgid "Straight trajectory" msgstr "直线轨迹" -#: ../../New-or-Enhanced-Logics.md:753 -msgid "![Straigh trajectory blasters](_static/images/straight.gif) *Straight trajectory used to make blasters in a private mod by @brsajo#9745*" -msgstr "![Straigh trajectory blasters](_static/images/straight.gif) *@brsajo#9745 在私人 mod 中使用直线轨迹制作的爆能枪*" +#: ../../New-or-Enhanced-Logics.md:754 +msgid "" +"![Straigh trajectory blasters](_static/images/straight.gif) *Straight " +"trajectory used to make blasters in a private mod by @brsajo#9745*" +msgstr "" +"![Straigh trajectory blasters](_static/images/straight.gif) *@brsajo#9745" +" 在私人 mod 中使用直线轨迹制作的爆能枪*" -#: ../../New-or-Enhanced-Logics.md:753 +#: ../../New-or-Enhanced-Logics.md:754 msgid "Straigh trajectory blasters" msgstr "直线轨迹爆能枪" -#: ../../New-or-Enhanced-Logics.md:756 +#: ../../New-or-Enhanced-Logics.md:757 msgid "Self-explanatory, is a straight-shot trajectory." msgstr "不言自明,这是一种直线射击轨迹。" -#: ../../New-or-Enhanced-Logics.md:757 -msgid "`Trajectory.Straight.DetonationDistance` controls the maximum distance in cells from intended target (checked at start of each game frame, before the projectile moves) at which the projectile will be forced to detonate. Set to 0 to disable forced detonation (note that this can cause the projectile to overshoot the target). If `Trajectory.Straight.ApplyRangeModifiers` is set to true, any applicable weapon range modifiers from the firer are applied here as well. By setting `Trajectory.Straight.PassThrough=true`, it refers to the distance that projectile should travel from itself when it above 0, and the distance that projectile should move behind the target when it below 0 (use the absolute value)." -msgstr "`Trajectory.Straight.DetonationDistance` 控制抛射体强制引爆位置相对于目标单元格的距离阈值(每个游戏帧开始时、抛射体移动前检查)。设为 0 以禁用强制引爆(注意这可能导致抛射体飞掠目标)。如果 `Trajectory.Straight.ApplyRangeModifiers` 设为 true 则发射者的任何适用于武器射程的修正也将在此处被使用。通过设置 `Trajectory.Straight.PassThrough=true` 当值大于 0 时它指的是抛射体从自身开始移动的距离,当值小于 0 时它指的是抛射体飞跃目标后移动的距离(使用绝对值)。" - #: ../../New-or-Enhanced-Logics.md:758 -msgid "`Trajectory.Straight.TargetSnapDistance` controls the maximum distance in cells from intended target the projectile can be at moment of detonation to make the projectile 'snap' on the intended target. Set to 0 to disable snapping." -msgstr "`Trajectory.Straight.TargetSnapDistance` 控制抛射体在引爆时与目标的最大距离以使抛射体在引爆时“瞬移”到目标。设为 0 将禁用瞬移。" +msgid "" +"`Trajectory.Straight.DetonationDistance` controls the maximum distance in" +" cells from intended target (checked at start of each game frame, before " +"the projectile moves) at which the projectile will be forced to detonate." +" Set to 0 to disable forced detonation (note that this can cause the " +"projectile to overshoot the target). If " +"`Trajectory.Straight.ApplyRangeModifiers` is set to true, any applicable " +"weapon range modifiers from the firer are applied here as well. By " +"setting `Trajectory.Straight.PassThrough=true`, it refers to the distance" +" that projectile should travel from itself when it above 0, and the " +"distance that projectile should move behind the target when it below 0 " +"(use the absolute value)." +msgstr "" +"`Trajectory.Straight.DetonationDistance` " +"控制抛射体强制引爆位置相对于目标单元格的距离阈值(每个游戏帧开始时、抛射体移动前检查)。设为 0 " +"以禁用强制引爆(注意这可能导致抛射体飞掠目标)。如果 `Trajectory.Straight.ApplyRangeModifiers` 设为 " +"true 则发射者的任何适用于武器射程的修正也将在此处被使用。通过设置 " +"`Trajectory.Straight.PassThrough=true` 当值大于 0 时它指的是抛射体从自身开始移动的距离,当值小于 0 " +"时它指的是抛射体飞跃目标后移动的距离(使用绝对值)。" #: ../../New-or-Enhanced-Logics.md:759 -msgid "`Trajectory.Straight.PassThrough` enables special case logic where the projectile does not detonate in contact with the target but instead travels up to a distance defined by `Trajectory.Straight.DetonationDistance`. Note that the firing angle of the projectile is adjusted with this in mind, making it fire straight ahead if the target is on same elevation." -msgstr "`Trajectory.Straight.PassThrough` 启用特殊的逻辑:抛射体在接触目标时不会引爆而是继续飞行到由 `Trajectory.Straight.DetonationDistance` 定义的距离。注意抛射体发射角度会受此影响,如果与目标处于同一高度那么直接向前发射。" +msgid "" +"`Trajectory.Straight.TargetSnapDistance` controls the maximum distance in" +" cells from intended target the projectile can be at moment of detonation" +" to make the projectile 'snap' on the intended target. Set to 0 to " +"disable snapping." +msgstr "" +"`Trajectory.Straight.TargetSnapDistance` " +"控制抛射体在引爆时与目标的最大距离以使抛射体在引爆时“瞬移”到目标。设为 0 将禁用瞬移。" #: ../../New-or-Enhanced-Logics.md:760 -msgid "`Trajectory.Straight.PassDetonate` enables extra detonations when the projectile is traveling. (You can use this when you want the projectile to detonate warheads every other distance/time during the flight.)" -msgstr "`Trajectory.Straight.PassDetonate` 启用抛射体在飞行过程中的额外爆炸。(如果你希望抛射体在飞行过程中每隔一定距离/时间引爆一次那么可以使用此功能)。" +msgid "" +"`Trajectory.Straight.PassThrough` enables special case logic where the " +"projectile does not detonate in contact with the target but instead " +"travels up to a distance defined by " +"`Trajectory.Straight.DetonationDistance`. Note that the firing angle of " +"the projectile is adjusted with this in mind, making it fire straight " +"ahead if the target is on same elevation." +msgstr "" +"`Trajectory.Straight.PassThrough` 启用特殊的逻辑:抛射体在接触目标时不会引爆而是继续飞行到由 " +"`Trajectory.Straight.DetonationDistance` " +"定义的距离。注意抛射体发射角度会受此影响,如果与目标处于同一高度那么直接向前发射。" #: ../../New-or-Enhanced-Logics.md:761 -msgid "`Trajectory.Straight.PassDetonateWarhead` defines the warhead detonated by `Trajectory.Straight.PassDetonate`, and `Trajectory.Straight.PassDetonateDamage` defines the damage caused by `Trajectory.Straight.PassDetonateWarhead`." -msgstr "`Trajectory.Straight.PassDetonateWarhead` 定义由 `Trajectory.Straight.PassDetonate` 引爆的弹头,`Trajectory.Straight.PassDetonateDamage` 定义由 `Trajectory.Straight.PassDetonateWarhead` 引爆的伤害。" +msgid "" +"`Trajectory.Straight.PassDetonate` enables extra detonations when the " +"projectile is traveling. (You can use this when you want the projectile " +"to detonate warheads every other distance/time during the flight.)" +msgstr "" +"`Trajectory.Straight.PassDetonate` " +"启用抛射体在飞行过程中的额外爆炸。(如果你希望抛射体在飞行过程中每隔一定距离/时间引爆一次那么可以使用此功能)。" #: ../../New-or-Enhanced-Logics.md:762 -msgid "`Trajectory.Straight.PassDetonateDelay` controls the delay for detonating the warhead defined by `Trajectory.Straight.Warhead`." -msgstr "`Trajectory.Straight.PassDetonateDelay` 控制 `Trajectory.Straight.Warhead` 所定义弹头的引爆间隔。" +msgid "" +"`Trajectory.Straight.PassDetonateWarhead` defines the warhead detonated " +"by `Trajectory.Straight.PassDetonate`, and " +"`Trajectory.Straight.PassDetonateDamage` defines the damage caused by " +"`Trajectory.Straight.PassDetonateWarhead`." +msgstr "" +"`Trajectory.Straight.PassDetonateWarhead` 定义由 " +"`Trajectory.Straight.PassDetonate` " +"引爆的弹头,`Trajectory.Straight.PassDetonateDamage` 定义由 " +"`Trajectory.Straight.PassDetonateWarhead` 引爆的伤害。" #: ../../New-or-Enhanced-Logics.md:763 -msgid "`Trajectory.Straight.PassDetonateInitialDelay` controls the initial delay for detonating the warhead defined by `Trajectory.Straight.PassDetonateWarhead`." -msgstr "`Trajectory.Straight.PassDetonateInitialDelay` 控制 `Trajectory.Straight.PassDetonateWarhead` 所定义弹头的初始引爆间隔。" +msgid "" +"`Trajectory.Straight.PassDetonateDelay` controls the delay for detonating" +" the warhead defined by `Trajectory.Straight.Warhead`." +msgstr "" +"`Trajectory.Straight.PassDetonateDelay` 控制 `Trajectory.Straight.Warhead` " +"所定义弹头的引爆间隔。" #: ../../New-or-Enhanced-Logics.md:764 -msgid "`Trajectory.Straight.PassDetonateLocal` controls whether `Trajectory.Straight.PassDetonateWarhead` and weapon's `Warhead` are always detonate at ground level. It will also no longer restrict vertical velocity of the projectile when using `Trajectory.Straight.ConfineAtHeight`." -msgstr "`Trajectory.Straight.PassDetonateLocal` 控制 `Trajectory.Straight.PassDetonateWarhead` 和武器 `Warhead` 是否始终在下方地面引爆。它还将不再限制抛射体在使用 `Trajectory.Straight.ConfineAtHeight` 时的垂直速度。" +msgid "" +"`Trajectory.Straight.PassDetonateInitialDelay` controls the initial delay" +" for detonating the warhead defined by " +"`Trajectory.Straight.PassDetonateWarhead`." +msgstr "" +"`Trajectory.Straight.PassDetonateInitialDelay` 控制 " +"`Trajectory.Straight.PassDetonateWarhead` 所定义弹头的初始引爆间隔。" #: ../../New-or-Enhanced-Logics.md:765 -msgid "`Trajectory.Straight.LeadTimeCalculate` controls whether the projectile need to calculate the lead time of the target when firing. Note that this will not affect the facing of the turret." -msgstr "`Trajectory.Straight.LeadTimeCalculate` 控制抛射体在射击时是否需要计算目标的提前量。注意这不会影响炮塔的朝向。" +msgid "" +"`Trajectory.Straight.PassDetonateLocal` controls whether " +"`Trajectory.Straight.PassDetonateWarhead` and weapon's `Warhead` are " +"always detonate at ground level. It will also no longer restrict vertical" +" velocity of the projectile when using " +"`Trajectory.Straight.ConfineAtHeight`." +msgstr "" +"`Trajectory.Straight.PassDetonateLocal` 控制 " +"`Trajectory.Straight.PassDetonateWarhead` 和武器 `Warhead` " +"是否始终在下方地面引爆。它还将不再限制抛射体在使用 `Trajectory.Straight.ConfineAtHeight` 时的垂直速度。" #: ../../New-or-Enhanced-Logics.md:766 -msgid "`Trajectory.Straight.OffsetCoord` controls the offsets of the target. Projectile will aim at this position to attack. It also supports `Inaccurate=yes` and `Trajectory.Straight.LeadTimeCalculate=true` on this basis." -msgstr "`Trajectory.Straight.OffsetCoord` 控制锁定目标的偏移量。抛射体将瞄准此为止进行攻击。在此基础上它也支持 `Inaccurate=yes` 和 `Trajectory.Straight.LeadTimeCalculate=true`。" +msgid "" +"`Trajectory.Straight.LeadTimeCalculate` controls whether the projectile " +"need to calculate the lead time of the target when firing. Note that this" +" will not affect the facing of the turret." +msgstr "" +"`Trajectory.Straight.LeadTimeCalculate` " +"控制抛射体在射击时是否需要计算目标的提前量。注意这不会影响炮塔的朝向。" #: ../../New-or-Enhanced-Logics.md:767 -msgid "`Trajectory.Straight.RotateCoord` controls whether to rotate the projectile's firing direction within the angle bisector of `Trajectory.Straight.OffsetCoord` according to the weapon's `Burst`. Set to 0 to disable this function." -msgstr "`Trajectory.Straight.RotateCoord` 控制是否根据武器的 `Burst` 在以 `Trajectory.Straight.OffsetCoord` 为角平分线的角度内旋转抛射体的发射方向。设为 0 以禁用此功能。" +msgid "" +"`Trajectory.Straight.OffsetCoord` controls the offsets of the target. " +"Projectile will aim at this position to attack. It also supports " +"`Inaccurate=yes` and `Trajectory.Straight.LeadTimeCalculate=true` on this" +" basis." +msgstr "" +"`Trajectory.Straight.OffsetCoord` 控制锁定目标的偏移量。抛射体将瞄准此为止进行攻击。在此基础上它也支持 " +"`Inaccurate=yes` 和 `Trajectory.Straight.LeadTimeCalculate=true`。" #: ../../New-or-Enhanced-Logics.md:768 -msgid "`Trajectory.Straight.MirrorCoord` controls whether `Trajectory.Straight.OffsetCoord` need to mirror the lateral value to adapt to the current burst index. At the same time, the rotation direction calculated by `Trajectory.Straight.RotateCoord` will also be reversed, and the rotation angle between each adjacent projectile on each side will not change as a result." -msgstr "`Trajectory.Straight.MirrorCoord` 控制 `Trajectory.Straight.OffsetCoord` 是否需要镜像水平方向值以适应当前的连发索引。同时,`Trajectory.Straight.RotateCoord` 计算出的旋转方向也将被反转,每侧相邻抛射体之间的旋转角度不会受此改变。" +msgid "" +"`Trajectory.Straight.RotateCoord` controls whether to rotate the " +"projectile's firing direction within the angle bisector of " +"`Trajectory.Straight.OffsetCoord` according to the weapon's `Burst`. Set " +"to 0 to disable this function." +msgstr "" +"`Trajectory.Straight.RotateCoord` 控制是否根据武器的 `Burst` 在以 " +"`Trajectory.Straight.OffsetCoord` 为角平分线的角度内旋转抛射体的发射方向。设为 0 以禁用此功能。" #: ../../New-or-Enhanced-Logics.md:769 -msgid "`Trajectory.Straight.UseDisperseBurst` controls whether the calculation of `Trajectory.Straight.RotateCoord` is based on its superior's `Trajectory.Disperse.WeaponBurst` of the dispersed trajectory, rather than `Burst` of the weapon. If this value is not appropriate, it will result in unsatisfactory visual displays." -msgstr "`Trajectory.Straight.UseDisperseBurst` 控制 `Trajectory.Straight.RotateCoord` 的计算是否基于其上级武器的 `Trajectory.Disperse.WeaponBurst` 而不是武器的 `Burst`。此值不合适将导致不理想的视觉效果。" +msgid "" +"`Trajectory.Straight.MirrorCoord` controls whether " +"`Trajectory.Straight.OffsetCoord` need to mirror the lateral value to " +"adapt to the current burst index. At the same time, the rotation " +"direction calculated by `Trajectory.Straight.RotateCoord` will also be " +"reversed, and the rotation angle between each adjacent projectile on each" +" side will not change as a result." +msgstr "" +"`Trajectory.Straight.MirrorCoord` 控制 `Trajectory.Straight.OffsetCoord` " +"是否需要镜像水平方向值以适应当前的连发索引。同时,`Trajectory.Straight.RotateCoord` " +"计算出的旋转方向也将被反转,每侧相邻抛射体之间的旋转角度不会受此改变。" #: ../../New-or-Enhanced-Logics.md:770 -msgid "`Trajectory.Straight.AxisOfRotation` controls the rotation axis when calculating `Trajectory.Straight.RotateCoord`. The axis will rotates with the unit orientation or the vector that from target position to the source position." -msgstr "`Trajectory.Straight.AxisOfRotation` 控制计算 `Trajectory.Straight.RotateCoord` 的转轴。随单位朝向或目标位置到源位置的向量旋转。" +msgid "" +"`Trajectory.Straight.UseDisperseBurst` controls whether the calculation " +"of `Trajectory.Straight.RotateCoord` is based on its superior's " +"`Trajectory.Disperse.WeaponBurst` of the dispersed trajectory, rather " +"than `Burst` of the weapon. If this value is not appropriate, it will " +"result in unsatisfactory visual displays." +msgstr "" +"`Trajectory.Straight.UseDisperseBurst` 控制 " +"`Trajectory.Straight.RotateCoord` 的计算是否基于其上级武器的 " +"`Trajectory.Disperse.WeaponBurst` 而不是武器的 `Burst`。此值不合适将导致不理想的视觉效果。" #: ../../New-or-Enhanced-Logics.md:771 -msgid "`Trajectory.Straight.ProximityImpact` controls the initial proximity fuse times. When there are enough remaining times and the projectile approaches another valid target, it will detonate a warhead defined by `Trajectory.Straight.ProximityWarhead` on it. If the times is about to run out, it will also detonate itself at its location. This function can be cancelled by setting to 0. A negative integer means unlimited times. By the way, you can use the weapon's `Warhead` with low versus only to aim at the target, and use the `Trajectory.Straight.ProximityWarhead` to causing actual harm. (You can use this to cause non repeated damage to all units encountered during the flight of the projectile.)" -msgstr "`Trajectory.Straight.ProximityImpact` 控制初始的近炸引信次数。当剩余次数足够且抛射体靠近另一个有效目标时它将引爆由 `Trajectory.Straight.ProximityWarhead` 定义的弹头,如果剩余次数即将用完它将在当前位置引爆。此功能可以通过设为 0 禁用。负值整数表示无限次数。顺带一提,你可以使用带有低 `Versus` 的武器 `Warhead` 以瞄准目标,使用 `Trajectory.Straight.ProximityWarhead` 造成实际伤害。(你可以使用此功能在抛射体飞行期间对遇到的所有单位造成非重复伤害。)" +msgid "" +"`Trajectory.Straight.AxisOfRotation` controls the rotation axis when " +"calculating `Trajectory.Straight.RotateCoord`. The axis will rotates with" +" the unit orientation or the vector that from target position to the " +"source position." +msgstr "" +"`Trajectory.Straight.AxisOfRotation` 控制计算 " +"`Trajectory.Straight.RotateCoord` 的转轴。随单位朝向或目标位置到源位置的向量旋转。" #: ../../New-or-Enhanced-Logics.md:772 -msgid "`Trajectory.Straight.ProximityWarhead` defines the warhead detonated by `Trajectory.Straight.ProximityImpact`, and `Trajectory.Straight.ProximityDamage` defines the damage caused by `Trajectory.Straight.ProximityWarhead`." -msgstr "`Trajectory.Straight.ProximityWarhead` 定义由 `Trajectory.Straight.ProximityImpact` 引爆的弹头,`Trajectory.Straight.ProximityDamage` 定义由 `Trajectory.Straight.ProximityWarhead` 引爆的伤害。" +msgid "" +"`Trajectory.Straight.ProximityImpact` controls the initial proximity fuse" +" times. When there are enough remaining times and the projectile " +"approaches another valid target, it will detonate a warhead defined by " +"`Trajectory.Straight.ProximityWarhead` on it. If the times is about to " +"run out, it will also detonate itself at its location. This function can " +"be cancelled by setting to 0. A negative integer means unlimited times. " +"By the way, you can use the weapon's `Warhead` with low versus only to " +"aim at the target, and use the `Trajectory.Straight.ProximityWarhead` to " +"causing actual harm. (You can use this to cause non repeated damage to " +"all units encountered during the flight of the projectile.)" +msgstr "" +"`Trajectory.Straight.ProximityImpact` " +"控制初始的近炸引信次数。当剩余次数足够且抛射体靠近另一个有效目标时它将引爆由 " +"`Trajectory.Straight.ProximityWarhead` " +"定义的弹头,如果剩余次数即将用完它将在当前位置引爆。此功能可以通过设为 0 禁用。负值整数表示无限次数。顺带一提,你可以使用带有低 " +"`Versus` 的武器 `Warhead` 以瞄准目标,使用 `Trajectory.Straight.ProximityWarhead` " +"造成实际伤害。(你可以使用此功能在抛射体飞行期间对遇到的所有单位造成非重复伤害。)" #: ../../New-or-Enhanced-Logics.md:773 -msgid "`Trajectory.Straight.ProximityRadius` controls the range of proximity fuse. It can NOT be set as a negative integer." -msgstr "`Trajectory.Straight.ProximityRadius` 控制近炸引信的范围。不支持负整数。" +msgid "" +"`Trajectory.Straight.ProximityWarhead` defines the warhead detonated by " +"`Trajectory.Straight.ProximityImpact`, and " +"`Trajectory.Straight.ProximityDamage` defines the damage caused by " +"`Trajectory.Straight.ProximityWarhead`." +msgstr "" +"`Trajectory.Straight.ProximityWarhead` 定义由 " +"`Trajectory.Straight.ProximityImpact` " +"引爆的弹头,`Trajectory.Straight.ProximityDamage` 定义由 " +"`Trajectory.Straight.ProximityWarhead` 引爆的伤害。" #: ../../New-or-Enhanced-Logics.md:774 -msgid "`Trajectory.Straight.ProximityDirect` controls whether let the target receive damage instead of detonating the warhead." -msgstr "`Trajectory.Straight.ProximityDirect` 控制是否直接伤害目标而不是引爆弹头。" +msgid "" +"`Trajectory.Straight.ProximityRadius` controls the range of proximity " +"fuse. It can NOT be set as a negative integer." +msgstr "`Trajectory.Straight.ProximityRadius` 控制近炸引信的范围。不支持负整数。" #: ../../New-or-Enhanced-Logics.md:775 -msgid "`Trajectory.Straight.ProximityMedial` controls whether to detonate `Trajectory.Straight.ProximityWarhead` at the bullet's location rather than the proximity target's location. If `Trajectory.Straight.ProximityDirect` is set to true, this will only affect the calculation result of `Trajectory.Straight.EdgeAttenuation`." -msgstr "`Trajectory.Straight.ProximityMedial` 控制是否在抛射体位置而不是近炸目标位置引爆弹头。如果 `Trajectory.Straight.ProximityDirect` 设为 true,这只会影响 `Trajectory.Straight.EdgeAttenuation` 的计算结果。" +msgid "" +"`Trajectory.Straight.ProximityDirect` controls whether let the target " +"receive damage instead of detonating the warhead." +msgstr "`Trajectory.Straight.ProximityDirect` 控制是否直接伤害目标而不是引爆弹头。" #: ../../New-or-Enhanced-Logics.md:776 -msgid "`Trajectory.Straight.ProximityAllies` controls whether allies will also trigger the proximity fuse." -msgstr "`Trajectory.Straight.ProximityAllies` 控制友军是否也会触发近炸引信。" +msgid "" +"`Trajectory.Straight.ProximityMedial` controls whether to detonate " +"`Trajectory.Straight.ProximityWarhead` at the bullet's location rather " +"than the proximity target's location. If " +"`Trajectory.Straight.ProximityDirect` is set to true, this will only " +"affect the calculation result of `Trajectory.Straight.EdgeAttenuation`." +msgstr "" +"`Trajectory.Straight.ProximityMedial` 控制是否在抛射体位置而不是近炸目标位置引爆弹头。如果 " +"`Trajectory.Straight.ProximityDirect` 设为 true,这只会影响 " +"`Trajectory.Straight.EdgeAttenuation` 的计算结果。" #: ../../New-or-Enhanced-Logics.md:777 -msgid "`Trajectory.Straight.ProximityFlight` controls whether to count units in the air." -msgstr "`Trajectory.Straight.ProximityFlight` 控制是否考虑空中的单位。" +msgid "" +"`Trajectory.Straight.ProximityAllies` controls whether allies will also " +"trigger the proximity fuse." +msgstr "`Trajectory.Straight.ProximityAllies` 控制友军是否也会触发近炸引信。" #: ../../New-or-Enhanced-Logics.md:778 -msgid "`Trajectory.Straight.ThroughVehicles` controls whether the projectile will not be obstructed by vehicles or aircrafts on the ground. When it is obstructed, it will be directly detonated at its location. If it still have `Trajectory.Straight.ProximityImpact` times, it will also detonate a `Trajectory.Straight.ProximityImpact` at the location of the obstacle." -msgstr "`Trajectory.Straight.ThroughVehicles` 控制抛射体是否不会被地面上的载具或战机阻挡。当它被阻挡时将直接在其位置引爆。如果它的 `Trajectory.Straight.ProximityImpact` 次数还没耗尽,它也会在障碍物位置引爆一个 `Trajectory.Straight.ProximityImpact`。" +msgid "" +"`Trajectory.Straight.ProximityFlight` controls whether to count units in " +"the air." +msgstr "`Trajectory.Straight.ProximityFlight` 控制是否考虑空中的单位。" #: ../../New-or-Enhanced-Logics.md:779 -msgid "`Trajectory.Straight.ThroughBuilding` controls whether the projectile will not be obstructed by buildings. When it is obstructed, it will be directly detonated at its location. If it still have `Trajectory.Straight.ProximityImpact` times, it will also detonate a `Trajectory.Straight.ProximityImpact` at the location of the obstacle." -msgstr "`Trajectory.Straight.ThroughBuilding` 控制抛射体是否不会被建筑阻挡。当它被阻挡时将直接在其位置引爆。如果它的 `Trajectory.Straight.ProximityImpact` 次数还没耗尽,它也会在障碍物位置引爆一个 `Trajectory.Straight.ProximityImpact`。" +msgid "" +"`Trajectory.Straight.ThroughVehicles` controls whether the projectile " +"will not be obstructed by vehicles or aircrafts on the ground. When it is" +" obstructed, it will be directly detonated at its location. If it still " +"have `Trajectory.Straight.ProximityImpact` times, it will also detonate a" +" `Trajectory.Straight.ProximityImpact` at the location of the obstacle." +msgstr "" +"`Trajectory.Straight.ThroughVehicles` " +"控制抛射体是否不会被地面上的载具或战机阻挡。当它被阻挡时将直接在其位置引爆。如果它的 " +"`Trajectory.Straight.ProximityImpact` 次数还没耗尽,它也会在障碍物位置引爆一个 " +"`Trajectory.Straight.ProximityImpact`。" #: ../../New-or-Enhanced-Logics.md:780 -msgid "`Trajectory.Straight.SubjectToGround` controls whether the projectile should explode when it hits the ground. Note that this will not make AI search for suitable attack locations." -msgstr "`Trajectory.Straight.SubjectToGround` 控制抛射体在击中地面时是否爆炸。注意这并不能让 AI 去寻找合适的攻击位置。" +msgid "" +"`Trajectory.Straight.ThroughBuilding` controls whether the projectile " +"will not be obstructed by buildings. When it is obstructed, it will be " +"directly detonated at its location. If it still have " +"`Trajectory.Straight.ProximityImpact` times, it will also detonate a " +"`Trajectory.Straight.ProximityImpact` at the location of the obstacle." +msgstr "" +"`Trajectory.Straight.ThroughBuilding` 控制抛射体是否不会被建筑阻挡。当它被阻挡时将直接在其位置引爆。如果它的" +" `Trajectory.Straight.ProximityImpact` 次数还没耗尽,它也会在障碍物位置引爆一个 " +"`Trajectory.Straight.ProximityImpact`。" #: ../../New-or-Enhanced-Logics.md:781 -msgid "`Trajectory.Straight.ConfineAtHeight` controls the height above ground that projectile will try to travel as it can. It can not move down from the cliff by setting `SubjectToCliffs=true`. It can be cancelled by setting as a non positive integer. It will be forcibly cancelled by setting `Trajectory.Speed` above 256." -msgstr "`Trajectory.Straight.ConfineAtHeight` 控制抛射体尽可能保持的飞行高度。通过设置 `SubjectToCliffs=true` 可以使其不得从悬崖上向下移动。可以通过设置为非正整数来取消。如果 `Trajectory.Speed` 大于 256,它将被强制取消。" +msgid "" +"`Trajectory.Straight.SubjectToGround` controls whether the projectile " +"should explode when it hits the ground. Note that this will not make AI " +"search for suitable attack locations." +msgstr "" +"`Trajectory.Straight.SubjectToGround` 控制抛射体在击中地面时是否爆炸。注意这并不能让 AI " +"去寻找合适的攻击位置。" #: ../../New-or-Enhanced-Logics.md:782 -msgid "`Trajectory.Straight.EdgeAttenuation` controls the edge attenuation ratio of projectile damage (includes all types of the trajectory's damage), that is, the actual damage caused will be this value multiplied by the ratio of the current distance to the weapon's range. Can NOT be set to a negative integer." -msgstr "`Trajectory.Straight.EdgeAttenuation` 控制抛射体杀伤的边缘衰减比例(包括轨迹添加的所有伤害类型),即实际造成的伤害是将此值乘以当前距离与武器射程的比值。不能设为负整数。" +msgid "" +"`Trajectory.Straight.ConfineAtHeight` controls the height above ground " +"that projectile will try to travel as it can. It can not move down from " +"the cliff by setting `SubjectToCliffs=true`. It can be cancelled by " +"setting as a non positive integer. It will be forcibly cancelled by " +"setting `Trajectory.Speed` above 256." +msgstr "" +"`Trajectory.Straight.ConfineAtHeight` 控制抛射体尽可能保持的飞行高度。通过设置 " +"`SubjectToCliffs=true` 可以使其不得从悬崖上向下移动。可以通过设置为非正整数来取消。如果 " +"`Trajectory.Speed` 大于 256,它将被强制取消。" #: ../../New-or-Enhanced-Logics.md:783 -msgid "`Trajectory.Straight.CountAttenuation` controls the attenuation coefficient of projectile damage (includes all types of the trajectory's damage), that is, how many times the next damage after each bounce is the damage just caused. Can NOT be set to a negative integer." -msgstr "`Trajectory.Straight.CountAttenuation` 控制抛射体杀伤的衰减系数(包括轨迹添加的所有伤害类型),即每次造成伤害后的下一次伤害会翻多少倍。不能设为负整数。" +msgid "" +"`Trajectory.Straight.EdgeAttenuation` controls the edge attenuation ratio" +" of projectile damage (includes all types of the trajectory's damage), " +"that is, the actual damage caused will be this value multiplied by the " +"ratio of the current distance to the weapon's range. Can NOT be set to a " +"negative integer." +msgstr "" +"`Trajectory.Straight.EdgeAttenuation` " +"控制抛射体杀伤的边缘衰减比例(包括轨迹添加的所有伤害类型),即实际造成的伤害是将此值乘以当前距离与武器射程的比值。不能设为负整数。" -#: ../../New-or-Enhanced-Logics.md:822 -msgid "Make sure you set a low `Trajectory.Straight.ProximityRadius` value unless necessary." -msgstr "除非实在必要否则请设置较低的 `Trajectory.Straight.ProximityRadius` 值。" +#: ../../New-or-Enhanced-Logics.md:784 +msgid "" +"`Trajectory.Straight.CountAttenuation` controls the attenuation " +"coefficient of projectile damage (includes all types of the trajectory's " +"damage), that is, how many times the next damage after each bounce is the" +" damage just caused. Can NOT be set to a negative integer." +msgstr "" +"`Trajectory.Straight.CountAttenuation` " +"控制抛射体杀伤的衰减系数(包括轨迹添加的所有伤害类型),即每次造成伤害后的下一次伤害会翻多少倍。不能设为负整数。" #: ../../New-or-Enhanced-Logics.md:823 -msgid "The listed Warheads in `Trajectory.Straight.PassDetonateWarhead` and `Trajectory.Straight.ProximityWarhead` must be listed in `[Warheads]` for them to work." -msgstr "列于 `Trajectory.Straight.PassDetonateWarhead` 和 `Trajectory.Straight.ProximityWarhead` 的弹头必须在 `[Warheads]` 中列出才能生效。" +msgid "" +"Make sure you set a low `Trajectory.Straight.ProximityRadius` value " +"unless necessary." +msgstr "除非实在必要否则请设置较低的 `Trajectory.Straight.ProximityRadius` 值。" + +#: ../../New-or-Enhanced-Logics.md:824 +msgid "" +"The listed Warheads in `Trajectory.Straight.PassDetonateWarhead` and " +"`Trajectory.Straight.ProximityWarhead` must be listed in `[Warheads]` for" +" them to work." +msgstr "" +"列于 `Trajectory.Straight.PassDetonateWarhead` 和 " +"`Trajectory.Straight.ProximityWarhead` 的弹头必须在 `[Warheads]` 中列出才能生效。" -#: ../../New-or-Enhanced-Logics.md:826 +#: ../../New-or-Enhanced-Logics.md:827 msgid "Bombard trajectory" msgstr "轰击轨迹" -#: ../../New-or-Enhanced-Logics.md:828 -msgid "Similar trajectory to `Straight`, but targets a coordinate between the attacker and intended target first. When the projectile approaches that turning point, it'll turn to the intended target and explodes when it hits the target or ground." +#: ../../New-or-Enhanced-Logics.md:829 +msgid "" +"Similar trajectory to `Straight`, but targets a coordinate between the " +"attacker and intended target first. When the projectile approaches that " +"turning point, it'll turn to the intended target and explodes when it " +"hits the target or ground." msgstr "类似于 `Straight` 但首先瞄准攻击者和目标间的某个坐标。当抛射体接近该拐点后它才会转向目标并在击中目标或地面时引爆。" -#: ../../New-or-Enhanced-Logics.md:829 +#: ../../New-or-Enhanced-Logics.md:830 msgid "`Trajectory.Bombard.Height` controls the height of the turning point." msgstr "`Trajectory.Bombard.Height` 控制拐点的高度。" -#: ../../New-or-Enhanced-Logics.md:830 -msgid "`Trajectory.Bombard.FallPercent` controls the distance of the turning point by its percentage of the total distance between attacker and intended target. If set to 0%, then it'll fly up vertically. If set to 100%, then it'll travel to the top of the intended target." -msgstr "`Trajectory.Bombard.FallPercent` 通过拐点位置占发射位置与目标位置间总距离的百分比来控制拐点的距离。如果设为 0% 则它将在开火位置的正上方。如果设为 100% 则它将位于目标正上方。" - #: ../../New-or-Enhanced-Logics.md:831 -msgid "For each launch the turning point percentage could add or minus a random value, which is not greater than `Trajectory.Bombard.FallPercentShift`. If set to 0%, random shift will be disabled." -msgstr "每次发射时拐点位置的百分比值可以随机浮动,该值不大于 `Trajectory.Bombard.FallPercentShift`。如果设为 0 则随机调整将被禁用。" +msgid "" +"`Trajectory.Bombard.FallPercent` controls the distance of the turning " +"point by its percentage of the total distance between attacker and " +"intended target. If set to 0%, then it'll fly up vertically. If set to " +"100%, then it'll travel to the top of the intended target." +msgstr "" +"`Trajectory.Bombard.FallPercent` 通过拐点位置占发射位置与目标位置间总距离的百分比来控制拐点的距离。如果设为 0%" +" 则它将在开火位置的正上方。如果设为 100% 则它将位于目标正上方。" #: ../../New-or-Enhanced-Logics.md:832 -msgid "You can also makes the turning point scatter randomly in a circle with `Trajectory.Bombard.FallScatter.Max` as its radius. If set to 0, random scatter will be disabled. `Trajectory.Bombard.FallScatter.Min` can be used to determine the minimum radius of the circle. If `Trajectory.Bombard.FallScatter.Linear` set to true, the random scatter will be limited to the line that is vertical to the original direction of the projectile." -msgstr "你还可以使拐点在以 `Trajectory.Bombard.FallScatter.Max` 为半径的圆内随机散布。如果设为 0 则随机散布将被禁用。`Trajectory.Bombard.FallScatter.Min` 可用于确定圆的最低半径。如果 `Trajectory.Bombard.FallScatter.Linear` 设为 true,则随机散布范围将被限制在发射位置与目标位置之间连线的垂面。" +msgid "" +"For each launch the turning point percentage could add or minus a random " +"value, which is not greater than `Trajectory.Bombard.FallPercentShift`. " +"If set to 0%, random shift will be disabled." +msgstr "" +"每次发射时拐点位置的百分比值可以随机浮动,该值不大于 `Trajectory.Bombard.FallPercentShift`。如果设为 0 " +"则随机调整将被禁用。" #: ../../New-or-Enhanced-Logics.md:833 -msgid "`Trajectory.Bombard.FreeFallOnTarget` controls how it'll hit the intended target. If set to true, the projectile will be respawned above the intended target and free fall. If set to false, the projectile will travel to the intended target from the turning point." -msgstr "`Trajectory.Bombard.FreeFallOnTarget` 控制它将如何击中目标。如果设为 true,则抛射体将在目标上方重新生成并自由落体。如果设为 false,则抛射体将正常从拐点位置飞向目标。" +msgid "" +"You can also makes the turning point scatter randomly in a circle with " +"`Trajectory.Bombard.FallScatter.Max` as its radius. If set to 0, random " +"scatter will be disabled. `Trajectory.Bombard.FallScatter.Min` can be " +"used to determine the minimum radius of the circle. If " +"`Trajectory.Bombard.FallScatter.Linear` set to true, the random scatter " +"will be limited to the line that is vertical to the original direction of" +" the projectile." +msgstr "" +"你还可以使拐点在以 `Trajectory.Bombard.FallScatter.Max` 为半径的圆内随机散布。如果设为 0 " +"则随机散布将被禁用。`Trajectory.Bombard.FallScatter.Min` 可用于确定圆的最低半径。如果 " +"`Trajectory.Bombard.FallScatter.Linear` 设为 " +"true,则随机散布范围将被限制在发射位置与目标位置之间连线的垂面。" #: ../../New-or-Enhanced-Logics.md:834 -msgid "`Trajectory.Bombard.NoLaunch` controls whether the attacker will fire the projectile by itself. If set to true, projectile will directly fall from the turning point." -msgstr "`Trajectory.Bombard.NoLaunch` 控制攻击者是否会自行发射抛射体。如果设为 true,则抛射体将直接从拐点位置下落。" +msgid "" +"`Trajectory.Bombard.FreeFallOnTarget` controls how it'll hit the intended" +" target. If set to true, the projectile will be respawned above the " +"intended target and free fall. If set to false, the projectile will " +"travel to the intended target from the turning point." +msgstr "" +"`Trajectory.Bombard.FreeFallOnTarget` 控制它将如何击中目标。如果设为 " +"true,则抛射体将在目标上方重新生成并自由落体。如果设为 false,则抛射体将正常从拐点位置飞向目标。" #: ../../New-or-Enhanced-Logics.md:835 -msgid "`Trajectory.Bombard.FallSpeed` controls the initial speed of the projectile after it turns. If set to 0.0, then it'll use `Trajectory.Speed`. Can't work when `Trajectory.Bombard.FreeFallOnTarget` set to true." -msgstr "`Trajectory.Bombard.FallSpeed` 控制抛射体经过拐点后的初速度。如果设为 0.0,则它将使用 `Trajectory.Speed`。当 `Trajectory.Bombard.FreeFallOnTarget` 设为 true 时将无法工作。" +msgid "" +"`Trajectory.Bombard.NoLaunch` controls whether the attacker will fire the" +" projectile by itself. If set to true, projectile will directly fall from" +" the turning point." +msgstr "`Trajectory.Bombard.NoLaunch` 控制攻击者是否会自行发射抛射体。如果设为 true,则抛射体将直接从拐点位置下落。" #: ../../New-or-Enhanced-Logics.md:836 -msgid "`Trajectory.Bombard.DetonationDistance` controls the maximum distance in cells from intended target (checked at start of each game frame, before the projectile moves) at which the projectile will be forced to detonate. Set to 0 to disable forced detonation (note that this can cause the projectile to overshoot the target)." -msgstr "`Trajectory.Bombard.DetonationDistance` 控制强制引爆位置相对于目标单元格的距离阈值(在每次游戏帧开始时检查,抛射体移动之前)。设为 0 可以禁用强制引爆(注意这可能导致抛射体越过目标)。" +msgid "" +"`Trajectory.Bombard.FallSpeed` controls the initial speed of the " +"projectile after it turns. If set to 0.0, then it'll use " +"`Trajectory.Speed`. Can't work when `Trajectory.Bombard.FreeFallOnTarget`" +" set to true." +msgstr "" +"`Trajectory.Bombard.FallSpeed` 控制抛射体经过拐点后的初速度。如果设为 0.0,则它将使用 " +"`Trajectory.Speed`。当 `Trajectory.Bombard.FreeFallOnTarget` 设为 true " +"时将无法工作。" #: ../../New-or-Enhanced-Logics.md:837 -msgid "`Trajectory.Bombard.DetonationHeight` controls when the projectile is in a descending state and below the height of the launch position plus this value, it will detonate prematurely. Taking effect when it is set to non negative value. If `Trajectory.Bombard.EarlyDetonation` is set to true, it'll take effect during the ascending stage instead, which makes it detonate when its height is above the launch position plus this value." -msgstr "`Trajectory.Bombard.DetonationHeight` 控制当抛射体处于下降状态且低于发射位置的高度加上此值时将会提前引爆。设置为非负数时生效。如果 `Trajectory.Bombard.EarlyDetonation` 设为 true,则它将在上升段生效,这表示当抛射体高度高于发射位置加上此值时将引爆。" +msgid "" +"`Trajectory.Bombard.DetonationDistance` controls the maximum distance in " +"cells from intended target (checked at start of each game frame, before " +"the projectile moves) at which the projectile will be forced to detonate." +" Set to 0 to disable forced detonation (note that this can cause the " +"projectile to overshoot the target)." +msgstr "" +"`Trajectory.Bombard.DetonationDistance` " +"控制强制引爆位置相对于目标单元格的距离阈值(在每次游戏帧开始时检查,抛射体移动之前)。设为 0 可以禁用强制引爆(注意这可能导致抛射体越过目标)。" #: ../../New-or-Enhanced-Logics.md:838 -msgid "`Trajectory.Bombard.TargetSnapDistance` controls the maximum distance in cells from intended target the projectile can be at moment of detonation to make the projectile 'snap' on the intended target. Set to 0 to disable snapping." -msgstr "`Trajectory.Bombard.TargetSnapDistance` 控制抛射体在引爆时与目标的最大距离以使抛射体在引爆时“瞬移”到目标。设为 0 将禁用瞬移。" +msgid "" +"`Trajectory.Bombard.DetonationHeight` controls when the projectile is in " +"a descending state and below the height of the launch position plus this " +"value, it will detonate prematurely. Taking effect when it is set to non " +"negative value. If `Trajectory.Bombard.EarlyDetonation` is set to true, " +"it'll take effect during the ascending stage instead, which makes it " +"detonate when its height is above the launch position plus this value." +msgstr "" +"`Trajectory.Bombard.DetonationHeight` " +"控制当抛射体处于下降状态且低于发射位置的高度加上此值时将会提前引爆。设置为非负数时生效。如果 " +"`Trajectory.Bombard.EarlyDetonation` 设为 " +"true,则它将在上升段生效,这表示当抛射体高度高于发射位置加上此值时将引爆。" #: ../../New-or-Enhanced-Logics.md:839 -msgid "`Trajectory.Bombard.TurningPointAnims`, if set, will play an anim when the projectile reaches the turning point. If `Trajectory.Bombard.FreeFallOnTarget` is set to true, it'll be spawned above the target with the projectile together. If `Trajectory.Bombard.NoLaunch` is set to true, it'll be played at where the projectile falls, no matter if it's free fall or not. If more than one animation is listed, a random one is selected." -msgstr "`Trajectory.Bombard.TurningPointAnims` 如果设置将会在抛射体抵达拐点时播放动画。如果 `Trajectory.Bombard.FreeFallOnTarget` 设为 true,则抛射体将与目标一起在目标上方生成。如果 `Trajectory.Bombard.NoLaunch` 设为 true,则无论抛射体是否自由落体,它都将在抛射体下落的位置播放动画。如果列出了多个动画,则将随机选择一个。" +msgid "" +"`Trajectory.Bombard.TargetSnapDistance` controls the maximum distance in " +"cells from intended target the projectile can be at moment of detonation " +"to make the projectile 'snap' on the intended target. Set to 0 to disable" +" snapping." +msgstr "" +"`Trajectory.Bombard.TargetSnapDistance` " +"控制抛射体在引爆时与目标的最大距离以使抛射体在引爆时“瞬移”到目标。设为 0 将禁用瞬移。" #: ../../New-or-Enhanced-Logics.md:840 -msgid "`Trajectory.Bombard.LeadTimeCalculate` controls whether the projectile need to calculate the lead time of the target when firing. Note that this will not affect the facing of the turret." -msgstr "`Trajectory.Bombard.LeadTimeCalculate` 控制抛射体在射击时是否需要计算目标的提前量。注意这不会影响炮塔的朝向。" +msgid "" +"`Trajectory.Bombard.TurningPointAnims`, if set, will play an anim when " +"the projectile reaches the turning point. If " +"`Trajectory.Bombard.FreeFallOnTarget` is set to true, it'll be spawned " +"above the target with the projectile together. If " +"`Trajectory.Bombard.NoLaunch` is set to true, it'll be played at where " +"the projectile falls, no matter if it's free fall or not. If more than " +"one animation is listed, a random one is selected." +msgstr "" +"`Trajectory.Bombard.TurningPointAnims` 如果设置将会在抛射体抵达拐点时播放动画。如果 " +"`Trajectory.Bombard.FreeFallOnTarget` 设为 true,则抛射体将与目标一起在目标上方生成。如果 " +"`Trajectory.Bombard.NoLaunch` 设为 " +"true,则无论抛射体是否自由落体,它都将在抛射体下落的位置播放动画。如果列出了多个动画,则将随机选择一个。" #: ../../New-or-Enhanced-Logics.md:841 -msgid "The following tags further customize the projectile's descending behaviors when `Trajectory.Bombard.FreeFallOnTarget` set to false." -msgstr "一下标签在 `Trajectory.Bombard.FreeFallOnTarget` 设为 false 时进一步自定义抛射体的下落行为。" +msgid "" +"`Trajectory.Bombard.LeadTimeCalculate` controls whether the projectile " +"need to calculate the lead time of the target when firing. Note that this" +" will not affect the facing of the turret." +msgstr "`Trajectory.Bombard.LeadTimeCalculate` 控制抛射体在射击时是否需要计算目标的提前量。注意这不会影响炮塔的朝向。" #: ../../New-or-Enhanced-Logics.md:842 -msgid "`Trajectory.Bombard.OffsetCoord` controls the offsets of the target. Projectile will aim at this position to attack. It also supports `Inaccurate=yes` and `Trajectory.Bombard.LeadTimeCalculate=true` on this basis." -msgstr "`Trajectory.Bombard.OffsetCoord` 控制锁定目标的偏移量。抛射体将瞄准此为止进行攻击。在此基础上它也支持 `Inaccurate=yes` 和 `Trajectory.Bombard.LeadTimeCalculate=true`。" +msgid "" +"The following tags further customize the projectile's descending " +"behaviors when `Trajectory.Bombard.FreeFallOnTarget` set to false." +msgstr "一下标签在 `Trajectory.Bombard.FreeFallOnTarget` 设为 false 时进一步自定义抛射体的下落行为。" #: ../../New-or-Enhanced-Logics.md:843 -msgid "`Trajectory.Bombard.RotateCoord` controls whether to rotate the projectile's firing direction within the angle bisector of `Trajectory.Bombard.OffsetCoord` according to the weapon's `Burst`. Set to 0 to disable this function." -msgstr "`Trajectory.Bombard.RotateCoord` 控制是否根据武器的 `Burst` 在以 `Trajectory.Bombard.OffsetCoord` 为角平分线的角度内旋转抛射体的发射方向。设为 0 以禁用此功能。" +msgid "" +"`Trajectory.Bombard.OffsetCoord` controls the offsets of the target. " +"Projectile will aim at this position to attack. It also supports " +"`Inaccurate=yes` and `Trajectory.Bombard.LeadTimeCalculate=true` on this " +"basis." +msgstr "" +"`Trajectory.Bombard.OffsetCoord` 控制锁定目标的偏移量。抛射体将瞄准此为止进行攻击。在此基础上它也支持 " +"`Inaccurate=yes` 和 `Trajectory.Bombard.LeadTimeCalculate=true`。" #: ../../New-or-Enhanced-Logics.md:844 -msgid "`Trajectory.Bombard.MirrorCoord` controls whether `Trajectory.Bombard.OffsetCoord` need to mirror the lateral value to adapt to the current burst index. At the same time, the rotation direction calculated by `Trajectory.Bombard.RotateCoord` will also be reversed, and the rotation angle between each adjacent projectile on each side will not change as a result." -msgstr "`Trajectory.Bombard.MirrorCoord` 控制 `Trajectory.Bombard.OffsetCoord` 是否需要镜像水平方向值以适应当前的连发索引。同时,`Trajectory.Straight.RotateCoord` 计算出的旋转方向也将被反转,每侧相邻抛射体之间的旋转角度不会受此改变。" +msgid "" +"`Trajectory.Bombard.RotateCoord` controls whether to rotate the " +"projectile's firing direction within the angle bisector of " +"`Trajectory.Bombard.OffsetCoord` according to the weapon's `Burst`. Set " +"to 0 to disable this function." +msgstr "" +"`Trajectory.Bombard.RotateCoord` 控制是否根据武器的 `Burst` 在以 " +"`Trajectory.Bombard.OffsetCoord` 为角平分线的角度内旋转抛射体的发射方向。设为 0 以禁用此功能。" #: ../../New-or-Enhanced-Logics.md:845 -msgid "`Trajectory.Bombard.UseDisperseBurst` controls whether the calculation of `Trajectory.Bombard.RotateCoord` is based on its superior's `Trajectory.Disperse.WeaponBurst` of the dispersed trajectory, rather than `Burst` of the weapon. If this value is not appropriate, it will result in unsatisfactory visual displays." -msgstr "`Trajectory.Bombard.UseDisperseBurst` 控制 `Trajectory.Bombard.RotateCoord` 的计算是否基于其上级武器的 `Trajectory.Disperse.WeaponBurst` 而不是武器的 `Burst`。此值不合适将导致不理想的视觉效果。" +msgid "" +"`Trajectory.Bombard.MirrorCoord` controls whether " +"`Trajectory.Bombard.OffsetCoord` need to mirror the lateral value to " +"adapt to the current burst index. At the same time, the rotation " +"direction calculated by `Trajectory.Bombard.RotateCoord` will also be " +"reversed, and the rotation angle between each adjacent projectile on each" +" side will not change as a result." +msgstr "" +"`Trajectory.Bombard.MirrorCoord` 控制 `Trajectory.Bombard.OffsetCoord` " +"是否需要镜像水平方向值以适应当前的连发索引。同时,`Trajectory.Straight.RotateCoord` " +"计算出的旋转方向也将被反转,每侧相邻抛射体之间的旋转角度不会受此改变。" #: ../../New-or-Enhanced-Logics.md:846 -msgid "`Trajectory.Bombard.AxisOfRotation` controls the rotation axis when calculating `Trajectory.Bombard.RotateCoord`. The axis will rotates with the unit orientation or the vector that from target position to the source position." -msgstr "`Trajectory.Bombard.AxisOfRotation` 控制计算 `Trajectory.Bombard.RotateCoord` 的转轴。随单位朝向或目标位置到源位置的向量旋转。" +msgid "" +"`Trajectory.Bombard.UseDisperseBurst` controls whether the calculation of" +" `Trajectory.Bombard.RotateCoord` is based on its superior's " +"`Trajectory.Disperse.WeaponBurst` of the dispersed trajectory, rather " +"than `Burst` of the weapon. If this value is not appropriate, it will " +"result in unsatisfactory visual displays." +msgstr "" +"`Trajectory.Bombard.UseDisperseBurst` 控制 `Trajectory.Bombard.RotateCoord`" +" 的计算是否基于其上级武器的 `Trajectory.Disperse.WeaponBurst` 而不是武器的 " +"`Burst`。此值不合适将导致不理想的视觉效果。" #: ../../New-or-Enhanced-Logics.md:847 -msgid "`Trajectory.Bombard.SubjectToGround` controls whether the projectile should explode when it hits the ground. Note that this will not make AI search for suitable attack locations." -msgstr "`Trajectory.Bombard.SubjectToGround` 控制抛射体在击中地面时是否爆炸。注意这并不能让 AI 去寻找合适的攻击位置。" +msgid "" +"`Trajectory.Bombard.AxisOfRotation` controls the rotation axis when " +"calculating `Trajectory.Bombard.RotateCoord`. The axis will rotates with " +"the unit orientation or the vector that from target position to the " +"source position." +msgstr "" +"`Trajectory.Bombard.AxisOfRotation` 控制计算 `Trajectory.Bombard.RotateCoord`" +" 的转轴。随单位朝向或目标位置到源位置的向量旋转。" + +#: ../../New-or-Enhanced-Logics.md:848 +msgid "" +"`Trajectory.Bombard.SubjectToGround` controls whether the projectile " +"should explode when it hits the ground. Note that this will not make AI " +"search for suitable attack locations." +msgstr "" +"`Trajectory.Bombard.SubjectToGround` 控制抛射体在击中地面时是否爆炸。注意这并不能让 AI " +"去寻找合适的攻击位置。" -#: ../../New-or-Enhanced-Logics.md:876 +#: ../../New-or-Enhanced-Logics.md:877 msgid "Parabola trajectory" msgstr "抛物线轨迹" -#: ../../New-or-Enhanced-Logics.md:878 -msgid "As the name says, this is a completely reset `Arcing` with different enhanced functions. Without doubt, It supported linkage with `Trajectory=Disperse`." -msgstr "顾名思义,这是一种完全重置且拥有不同增强功能的类 `Arcing` 轨迹,它支持与 `Trajectory=Disperse` 的联动。" - #: ../../New-or-Enhanced-Logics.md:879 -msgid "`Trajectory.Parabola.DetonationDistance` controls the maximum distance in cells from intended target (checked at start of each game frame, before the projectile moves) at which the projectile will be forced to detonate. Set to 0 to disable forced detonation. More specifically, when it is set to a negative value, if the target is movable, it will change its target to the cell where the target is located (This is a function expanded for `Disperse` and `Airburst` purposes)." -msgstr "`Trajectory.Parabola.DetonationDistance` 控制强制引爆位置相对于目标单元格的距离阈值(在每次游戏帧开始时检查,抛射体移动之前)。设为 0 可以禁用强制引爆(注意这可能导致抛射体越过目标)。更具体地说,当它被设为负值时,如果目标可移动,它将改变其目标到目标所在单元格的位置(这是为 `Disperse` 和 `Airburst` 而扩展的功能)。" +msgid "" +"As the name says, this is a completely reset `Arcing` with different " +"enhanced functions. Without doubt, It supported linkage with " +"`Trajectory=Disperse`." +msgstr "顾名思义,这是一种完全重置且拥有不同增强功能的类 `Arcing` 轨迹,它支持与 `Trajectory=Disperse` 的联动。" #: ../../New-or-Enhanced-Logics.md:880 -msgid "`Trajectory.Parabola.TargetSnapDistance` controls the maximum distance in cells from intended target the projectile can be at moment of detonation to make the projectile 'snap' on the intended target. Set to 0 to disable snapping." -msgstr "`Trajectory.Parabola.TargetSnapDistance` 控制抛射体在引爆时与目标的最大距离以使抛射体在引爆时“瞬移”到目标。设为 0 将禁用瞬移。" +msgid "" +"`Trajectory.Parabola.DetonationDistance` controls the maximum distance in" +" cells from intended target (checked at start of each game frame, before " +"the projectile moves) at which the projectile will be forced to detonate." +" Set to 0 to disable forced detonation. More specifically, when it is set" +" to a negative value, if the target is movable, it will change its target" +" to the cell where the target is located (This is a function expanded for" +" `Disperse` and `Airburst` purposes)." +msgstr "" +"`Trajectory.Parabola.DetonationDistance` " +"控制强制引爆位置相对于目标单元格的距离阈值(在每次游戏帧开始时检查,抛射体移动之前)。设为 0 " +"可以禁用强制引爆(注意这可能导致抛射体越过目标)。更具体地说,当它被设为负值时,如果目标可移动,它将改变其目标到目标所在单元格的位置(这是为 " +"`Disperse` 和 `Airburst` 而扩展的功能)。" #: ../../New-or-Enhanced-Logics.md:881 -msgid "`Trajectory.Parabola.OpenFireMode` controls how should the projectile be launched. This has the following 6 modes." -msgstr "`Trajectory.Parabola.OpenFireMode` 控制抛射体应该如何发射,它有如下 6 种模式:" +msgid "" +"`Trajectory.Parabola.TargetSnapDistance` controls the maximum distance in" +" cells from intended target the projectile can be at moment of detonation" +" to make the projectile 'snap' on the intended target. Set to 0 to " +"disable snapping." +msgstr "" +"`Trajectory.Parabola.TargetSnapDistance` " +"控制抛射体在引爆时与目标的最大距离以使抛射体在引爆时“瞬移”到目标。设为 0 将禁用瞬移。" #: ../../New-or-Enhanced-Logics.md:882 -msgid "Speed - Automatic calculation mode with fixed horizontal velocity, using `Trajectory.Speed` and target coordinates as calculation conditions, i.e. the flight time of the projectile is permanently fixed." -msgstr "Speed - 固定水平速度的自动计算模式,使用 `Trajectory.Speed` 和目标坐标作为计算条件,即抛射体的飞行时间将永久固定。" +msgid "" +"`Trajectory.Parabola.OpenFireMode` controls how should the projectile be " +"launched. This has the following 6 modes." +msgstr "`Trajectory.Parabola.OpenFireMode` 控制抛射体应该如何发射,它有如下 6 种模式:" #: ../../New-or-Enhanced-Logics.md:883 -msgid "Height - Automatic calculation mode with fixed maximum height, useing `Trajectory.Parabola.ThrowHeight` and target coordinates as calculation conditions, i.e. the detonation time of the projectile is relatively fixed." -msgstr "Height - 固定最大高度的自动计算模式,使用 `Trajectory.Parabola.ThrowHeight` 和目标坐标作为计算条件,即抛射体的引爆时间将相对固定。" +msgid "" +"Speed - Automatic calculation mode with fixed horizontal velocity, using " +"`Trajectory.Speed` and target coordinates as calculation conditions, i.e." +" the flight time of the projectile is permanently fixed." +msgstr "Speed - 固定水平速度的自动计算模式,使用 `Trajectory.Speed` 和目标坐标作为计算条件,即抛射体的飞行时间将永久固定。" #: ../../New-or-Enhanced-Logics.md:884 -msgid "Angle - Automatic calculation mode with fixed fire angle, useing `Trajectory.Parabola.LaunchAngle` and target coordinates as calculation conditions. In this mode, the performance consumption is high, and may have no solution. It is not recommended to enable `SubjectToCliffs` or enable `AA` with a smaller `MinimumRange` when using this mode." -msgstr "Angle - 固定开火角度的自动计算模式,使用 `Trajectory.Parabola.LaunchAngle` 和目标坐标作为计算条件。在此模式下,性能消耗较高且可能无法解决。不建议在启用 `SubjectToCliffs` 或启用 `AA` 且 `MinimumRange` 较小时使用此模式。" +msgid "" +"Height - Automatic calculation mode with fixed maximum height, useing " +"`Trajectory.Parabola.ThrowHeight` and target coordinates as calculation " +"conditions, i.e. the detonation time of the projectile is relatively " +"fixed." +msgstr "" +"Height - 固定最大高度的自动计算模式,使用 `Trajectory.Parabola.ThrowHeight` " +"和目标坐标作为计算条件,即抛射体的引爆时间将相对固定。" #: ../../New-or-Enhanced-Logics.md:885 -msgid "SpeedAndHeight - Fixed horizontal velocity and maximum height mode, using `Trajectory.Speed` and `Trajectory.Parabola.ThrowHeight` as calculation conditions, i.e. the trajectory will only undergo altitude changes with the height of the target." -msgstr "SpeedAndHeight - 固定水平速度和最大高度模式,使用 `Trajectory.Speed` 和 `Trajectory.Parabola.ThrowHeight` 作为计算条件,即抛射体将只进行高度变化,高度随目标高度变化。" +msgid "" +"Angle - Automatic calculation mode with fixed fire angle, useing " +"`Trajectory.Parabola.LaunchAngle` and target coordinates as calculation " +"conditions. In this mode, the performance consumption is high, and may " +"have no solution. It is not recommended to enable `SubjectToCliffs` or " +"enable `AA` with a smaller `MinimumRange` when using this mode." +msgstr "" +"Angle - 固定开火角度的自动计算模式,使用 `Trajectory.Parabola.LaunchAngle` " +"和目标坐标作为计算条件。在此模式下,性能消耗较高且可能无法解决。不建议在启用 `SubjectToCliffs` 或启用 `AA` 且 " +"`MinimumRange` 较小时使用此模式。" #: ../../New-or-Enhanced-Logics.md:886 -msgid "HeightAndAngle - Fixed maximum height and fire angle mode, using `Trajectory.Parabola.ThrowHeight` and `Trajectory.Parabola.LaunchAngle` as calculation conditions, i.e. the trajectory will change horizontally with the height of the target." -msgstr "HeightAndAngle - 固定最大高度和开火角度模式,使用 `Trajectory.Parabola.ThrowHeight` 和 `Trajectory.Parabola.LaunchAngle` 作为计算条件,即抛射体将随高度变化而水平变化。" +msgid "" +"SpeedAndHeight - Fixed horizontal velocity and maximum height mode, using" +" `Trajectory.Speed` and `Trajectory.Parabola.ThrowHeight` as calculation " +"conditions, i.e. the trajectory will only undergo altitude changes with " +"the height of the target." +msgstr "" +"SpeedAndHeight - 固定水平速度和最大高度模式,使用 `Trajectory.Speed` 和 " +"`Trajectory.Parabola.ThrowHeight` 作为计算条件,即抛射体将只进行高度变化,高度随目标高度变化。" #: ../../New-or-Enhanced-Logics.md:887 -msgid "SpeedAndAngle - Fixed horizontal velocity and fire angle mode, using `Trajectory.Speed` and `Trajectory.Parabola.LaunchAngle` as calculation conditions, i.e. the trajectory will be permanently fixed." -msgstr "SpeedAndAngle - 固定水平速度和开火角度模式,使用 `Trajectory.Speed` 和 `Trajectory.Parabola.LaunchAngle` 作为计算条件,即抛射体轨迹恒定。" +msgid "" +"HeightAndAngle - Fixed maximum height and fire angle mode, using " +"`Trajectory.Parabola.ThrowHeight` and `Trajectory.Parabola.LaunchAngle` " +"as calculation conditions, i.e. the trajectory will change horizontally " +"with the height of the target." +msgstr "" +"HeightAndAngle - 固定最大高度和开火角度模式,使用 `Trajectory.Parabola.ThrowHeight` 和 " +"`Trajectory.Parabola.LaunchAngle` 作为计算条件,即抛射体将随高度变化而水平变化。" #: ../../New-or-Enhanced-Logics.md:888 -msgid "`Trajectory.Parabola.ThrowHeight` controls the maximum height of the projectile and is only used for modes 1, 3, or 4. The specific height will be determined by taking the larger of the launch height and the target height then increasing this value. Non positive numbers are not supported." -msgstr "`Trajectory.Parabola.ThrowHeight` 控制抛射体的最大高度,仅用于模式 1、3 或 4。具体高度将由取发射高度和目标高度中的较大值然后增加此值决定。不支持非正数。" +msgid "" +"SpeedAndAngle - Fixed horizontal velocity and fire angle mode, using " +"`Trajectory.Speed` and `Trajectory.Parabola.LaunchAngle` as calculation " +"conditions, i.e. the trajectory will be permanently fixed." +msgstr "" +"SpeedAndAngle - 固定水平速度和开火角度模式,使用 `Trajectory.Speed` 和 " +"`Trajectory.Parabola.LaunchAngle` 作为计算条件,即抛射体轨迹恒定。" #: ../../New-or-Enhanced-Logics.md:889 -msgid "`Trajectory.Parabola.LaunchAngle` controls the fire angle of the projectile and is only used for modes 2, 4, or 5. Only supports -90.0 ~ 90.0 (Cannot use boundary values) in Mode 2 or 5, and 0.0 ~ 90.0 (Cannot use boundary values) in Mode 4." -msgstr "`Trajectory.Parabola.LaunchAngle` 控制抛射体的开火角度,仅用于模式 2、4 或 5。在模式 2 或 5 中仅支持 -90.0 ~ 90.0(不能使用边界值),在模式 4 中则是 0.0 ~ 90.0(不能使用边界值)。" +msgid "" +"`Trajectory.Parabola.ThrowHeight` controls the maximum height of the " +"projectile and is only used for modes 1, 3, or 4. The specific height " +"will be determined by taking the larger of the launch height and the " +"target height then increasing this value. Non positive numbers are not " +"supported." +msgstr "" +"`Trajectory.Parabola.ThrowHeight` 控制抛射体的最大高度,仅用于模式 1、3 或 " +"4。具体高度将由取发射高度和目标高度中的较大值然后增加此值决定。不支持非正数。" #: ../../New-or-Enhanced-Logics.md:890 -msgid "`Trajectory.Parabola.LeadTimeCalculate` controls whether the projectile need to calculate the lead time of the target when firing. Note that this will not affect the facing of the turret." -msgstr "`Trajectory.Parabola.LeadTimeCalculate` 控制抛射体在射击时是否需要计算目标的提前量。注意这不会影响炮塔的朝向。" +msgid "" +"`Trajectory.Parabola.LaunchAngle` controls the fire angle of the " +"projectile and is only used for modes 2, 4, or 5. Only supports -90.0 ~ " +"90.0 (Cannot use boundary values) in Mode 2 or 5, and 0.0 ~ 90.0 (Cannot " +"use boundary values) in Mode 4." +msgstr "" +"`Trajectory.Parabola.LaunchAngle` 控制抛射体的开火角度,仅用于模式 2、4 或 5。在模式 2 或 5 中仅支持" +" -90.0 ~ 90.0(不能使用边界值),在模式 4 中则是 0.0 ~ 90.0(不能使用边界值)。" #: ../../New-or-Enhanced-Logics.md:891 -msgid "`Trajectory.Parabola.DetonationAngle` controls when the angle between the projectile in the current velocity direction and the horizontal plane is less than this value, it will detonate prematurely. Taking effect when the value is at -90.0 ~ 90.0 (Cannot use boundary values)." -msgstr "`Trajectory.Parabola.DetonationAngle` 控制当抛射体当前速度方向与水平方向的角度小于此值时,它将提前引爆。当值为 -90.0 ~ 90.0(不能使用边界值)时生效。" +msgid "" +"`Trajectory.Parabola.LeadTimeCalculate` controls whether the projectile " +"need to calculate the lead time of the target when firing. Note that this" +" will not affect the facing of the turret." +msgstr "" +"`Trajectory.Parabola.LeadTimeCalculate` " +"控制抛射体在射击时是否需要计算目标的提前量。注意这不会影响炮塔的朝向。" #: ../../New-or-Enhanced-Logics.md:892 -msgid "`Trajectory.Parabola.DetonationHeight` controls when the projectile is in a descending state and below the height of the launch position plus this value, it will detonate prematurely. Taking effect when it is set to non negative value." -msgstr "`Trajectory.Parabola.DetonationHeight` 控制当抛射体处于下落段且低于发射位置的高度加上此值时会提前引爆。设置为非负数时生效。" +msgid "" +"`Trajectory.Parabola.DetonationAngle` controls when the angle between the" +" projectile in the current velocity direction and the horizontal plane is" +" less than this value, it will detonate prematurely. Taking effect when " +"the value is at -90.0 ~ 90.0 (Cannot use boundary values)." +msgstr "" +"`Trajectory.Parabola.DetonationAngle` " +"控制当抛射体当前速度方向与水平方向的角度小于此值时,它将提前引爆。当值为 -90.0 ~ 90.0(不能使用边界值)时生效。" #: ../../New-or-Enhanced-Logics.md:893 -msgid "`Trajectory.Parabola.BounceTimes` controls how many times can it bounce back when the projectile hits the ground or cliff. Be aware that excessive projectile speed may cause abnormal operation. And `Trajectory.Parabola.DetonationDistance` do not conflict with this and will take effect simultaneously. So if you want to explode the bullet only after the times of bounces is exhausted, you should set `Trajectory.Parabola.DetonationDistance` to a non positive value." -msgstr "`Trajectory.Parabola.BounceTimes` 控制抛射体在击中地面或悬崖时可以弹跳的次数。注意过高的抛射体速度可能导致异常操作。此外,`Trajectory.Parabola.DetonationDistance` 与此不会冲突,它们将同时生效。因此,如果你想让子弹只在弹跳次数用尽后爆炸,你应该将 `Trajectory.Parabola.DetonationDistance` 设置为非正数。" +msgid "" +"`Trajectory.Parabola.DetonationHeight` controls when the projectile is in" +" a descending state and below the height of the launch position plus this" +" value, it will detonate prematurely. Taking effect when it is set to non" +" negative value." +msgstr "" +"`Trajectory.Parabola.DetonationHeight` " +"控制当抛射体处于下落段且低于发射位置的高度加上此值时会提前引爆。设置为非负数时生效。" #: ../../New-or-Enhanced-Logics.md:894 -msgid "`Trajectory.Parabola.BounceOnWater` controls whether it can bounce on the water surface." -msgstr "`Trajectory.Parabola.BounceOnWater` 控制能否在水面上弹跳。" +msgid "" +"`Trajectory.Parabola.BounceTimes` controls how many times can it bounce " +"back when the projectile hits the ground or cliff. Be aware that " +"excessive projectile speed may cause abnormal operation. And " +"`Trajectory.Parabola.DetonationDistance` do not conflict with this and " +"will take effect simultaneously. So if you want to explode the bullet " +"only after the times of bounces is exhausted, you should set " +"`Trajectory.Parabola.DetonationDistance` to a non positive value." +msgstr "" +"`Trajectory.Parabola.BounceTimes` " +"控制抛射体在击中地面或悬崖时可以弹跳的次数。注意过高的抛射体速度可能导致异常操作。此外,`Trajectory.Parabola.DetonationDistance`" +" 与此不会冲突,它们将同时生效。因此,如果你想让子弹只在弹跳次数用尽后爆炸,你应该将 " +"`Trajectory.Parabola.DetonationDistance` 设置为非正数。" #: ../../New-or-Enhanced-Logics.md:895 -msgid "`Trajectory.Parabola.BounceDetonate` controls whether it detonates the warhead once extra during each bounce." -msgstr "`Trajectory.Parabola.BounceDetonate` 控制是否在每次弹跳时额外引爆一次弹头。" +msgid "" +"`Trajectory.Parabola.BounceOnWater` controls whether it can bounce on the" +" water surface." +msgstr "`Trajectory.Parabola.BounceOnWater` 控制能否在水面上弹跳。" #: ../../New-or-Enhanced-Logics.md:896 -msgid "`Trajectory.Parabola.BounceAttenuation` controls the attenuation coefficient of projectile bounce damage, that is, how many times the next damage after each bounce is the damage just caused. This will also affect the damage of the final detonation." -msgstr "`Trajectory.Parabola.BounceAttenuation` 控制抛射体弹跳伤害的衰减系数,即每次造成伤害后的下一次伤害会翻多少倍。这也将影响最终引爆的伤害。" +msgid "" +"`Trajectory.Parabola.BounceDetonate` controls whether it detonates the " +"warhead once extra during each bounce." +msgstr "`Trajectory.Parabola.BounceDetonate` 控制是否在每次弹跳时额外引爆一次弹头。" #: ../../New-or-Enhanced-Logics.md:897 -msgid "`Trajectory.Parabola.BounceCoefficient` controls the attenuation coefficient of projectile bounce elasticity, that is, how many times the speed after each bounce is the speed before bouncing." -msgstr "`Trajectory.Parabola.BounceCoefficient` 控制抛射体弹跳弹性的衰减系数,即每次弹跳后的速度会翻多少倍。" +msgid "" +"`Trajectory.Parabola.BounceAttenuation` controls the attenuation " +"coefficient of projectile bounce damage, that is, how many times the next" +" damage after each bounce is the damage just caused. This will also " +"affect the damage of the final detonation." +msgstr "" +"`Trajectory.Parabola.BounceAttenuation` " +"控制抛射体弹跳伤害的衰减系数,即每次造成伤害后的下一次伤害会翻多少倍。这也将影响最终引爆的伤害。" #: ../../New-or-Enhanced-Logics.md:898 -msgid "`Trajectory.Parabola.OffsetCoord` controls the offsets of the target. Projectile will aim at this position to attack. It also supports `Inaccurate=yes` and `Trajectory.Parabola.LeadTimeCalculate=true` on this basis." -msgstr "`Trajectory.Parabola.OffsetCoord` 控制锁定目标的偏移量。抛射体将瞄准此为止进行攻击。在此基础上它也支持 `Inaccurate=yes` 和 `Trajectory.Parabola.LeadTimeCalculate=true`。" +msgid "" +"`Trajectory.Parabola.BounceCoefficient` controls the attenuation " +"coefficient of projectile bounce elasticity, that is, how many times the " +"speed after each bounce is the speed before bouncing." +msgstr "`Trajectory.Parabola.BounceCoefficient` 控制抛射体弹跳弹性的衰减系数,即每次弹跳后的速度会翻多少倍。" #: ../../New-or-Enhanced-Logics.md:899 -msgid "`Trajectory.Parabola.RotateCoord` controls whether to rotate the projectile's firing direction within the angle bisector of `Trajectory.Parabola.OffsetCoord` according to the weapon's `Burst`. Set to 0 to disable this function." -msgstr "`Trajectory.Parabola.RotateCoord` 控制是否根据武器的 `Burst` 在以 `Trajectory.Parabola.OffsetCoord` 为角平分线的角度内旋转抛射体的发射方向。设为 0 以禁用此功能。" +msgid "" +"`Trajectory.Parabola.OffsetCoord` controls the offsets of the target. " +"Projectile will aim at this position to attack. It also supports " +"`Inaccurate=yes` and `Trajectory.Parabola.LeadTimeCalculate=true` on this" +" basis." +msgstr "" +"`Trajectory.Parabola.OffsetCoord` 控制锁定目标的偏移量。抛射体将瞄准此为止进行攻击。在此基础上它也支持 " +"`Inaccurate=yes` 和 `Trajectory.Parabola.LeadTimeCalculate=true`。" #: ../../New-or-Enhanced-Logics.md:900 -msgid "`Trajectory.Parabola.MirrorCoord` controls whether `Trajectory.Parabola.OffsetCoord` need to mirror the lateral value to adapt to the current burst index. At the same time, the rotation direction calculated by `Trajectory.Parabola.RotateCoord` will also be reversed, and the rotation angle between each adjacent projectile on each side will not change as a result." -msgstr "`Trajectory.Parabola.MirrorCoord` 控制 `Trajectory.Parabola.OffsetCoord` 是否需要镜像水平方向值以适应当前的连发索引。同时,`Trajectory.Straight.RotateCoord` 计算出的旋转方向也将被反转,每侧相邻抛射体之间的旋转角度不会受此改变。" +msgid "" +"`Trajectory.Parabola.RotateCoord` controls whether to rotate the " +"projectile's firing direction within the angle bisector of " +"`Trajectory.Parabola.OffsetCoord` according to the weapon's `Burst`. Set " +"to 0 to disable this function." +msgstr "" +"`Trajectory.Parabola.RotateCoord` 控制是否根据武器的 `Burst` 在以 " +"`Trajectory.Parabola.OffsetCoord` 为角平分线的角度内旋转抛射体的发射方向。设为 0 以禁用此功能。" #: ../../New-or-Enhanced-Logics.md:901 -msgid "`Trajectory.Parabola.UseDisperseBurst` controls whether the calculation of `Trajectory.Parabola.RotateCoord` is based on its superior's `Trajectory.Disperse.WeaponBurst` of the dispersed trajectory, rather than `Burst` of the weapon. If this value is not appropriate, it will result in unsatisfactory visual displays." -msgstr "`Trajectory.Parabola.UseDisperseBurst` 控制 `Trajectory.Parabola.RotateCoord` 的计算是否基于其上级武器的 `Trajectory.Disperse.WeaponBurst` 而不是武器的 `Burst`。此值不合适将导致不理想的视觉效果。" +msgid "" +"`Trajectory.Parabola.MirrorCoord` controls whether " +"`Trajectory.Parabola.OffsetCoord` need to mirror the lateral value to " +"adapt to the current burst index. At the same time, the rotation " +"direction calculated by `Trajectory.Parabola.RotateCoord` will also be " +"reversed, and the rotation angle between each adjacent projectile on each" +" side will not change as a result." +msgstr "" +"`Trajectory.Parabola.MirrorCoord` 控制 `Trajectory.Parabola.OffsetCoord` " +"是否需要镜像水平方向值以适应当前的连发索引。同时,`Trajectory.Straight.RotateCoord` " +"计算出的旋转方向也将被反转,每侧相邻抛射体之间的旋转角度不会受此改变。" #: ../../New-or-Enhanced-Logics.md:902 -msgid "`Trajectory.Parabola.AxisOfRotation` controls the rotation axis when calculating `Trajectory.Parabola.RotateCoord`. The axis will rotates with the unit orientation or the vector that from target position to the source position." -msgstr "`Trajectory.Parabola.AxisOfRotation` 控制计算 `Trajectory.Parabola.RotateCoord` 的转轴。随单位朝向或目标位置到源位置的向量旋转。" +msgid "" +"`Trajectory.Parabola.UseDisperseBurst` controls whether the calculation " +"of `Trajectory.Parabola.RotateCoord` is based on its superior's " +"`Trajectory.Disperse.WeaponBurst` of the dispersed trajectory, rather " +"than `Burst` of the weapon. If this value is not appropriate, it will " +"result in unsatisfactory visual displays." +msgstr "" +"`Trajectory.Parabola.UseDisperseBurst` 控制 " +"`Trajectory.Parabola.RotateCoord` 的计算是否基于其上级武器的 " +"`Trajectory.Disperse.WeaponBurst` 而不是武器的 `Burst`。此值不合适将导致不理想的视觉效果。" -#: ../../New-or-Enhanced-Logics.md:929 -msgid "Compared to vanilla `Arcing`, this can also be used for aircrafts and airburst weapon." -msgstr "与原有的 `Arcing` 相比,它还可以用于战机和空爆武器。" +#: ../../New-or-Enhanced-Logics.md:903 +msgid "" +"`Trajectory.Parabola.AxisOfRotation` controls the rotation axis when " +"calculating `Trajectory.Parabola.RotateCoord`. The axis will rotates with" +" the unit orientation or the vector that from target position to the " +"source position." +msgstr "" +"`Trajectory.Parabola.AxisOfRotation` 控制计算 " +"`Trajectory.Parabola.RotateCoord` 的转轴。随单位朝向或目标位置到源位置的向量旋转。" #: ../../New-or-Enhanced-Logics.md:930 -msgid "Certainly, `Gravity` can also affect the trajectory." -msgstr "当然,`Gravity` 仍会影响轨迹。" +msgid "" +"Compared to vanilla `Arcing`, this can also be used for aircrafts and " +"airburst weapon." +msgstr "与原有的 `Arcing` 相比,它还可以用于战机和空爆武器。" + +#: ../../New-or-Enhanced-Logics.md:931 +msgid "Certainly, `Gravity` can also affect the trajectory." +msgstr "当然,`Gravity` 仍会影响轨迹。" -#: ../../New-or-Enhanced-Logics.md:933 +#: ../../New-or-Enhanced-Logics.md:934 msgid "Shrapnel enhancements" msgstr "溅射增强" -#: ../../New-or-Enhanced-Logics.md:935 -msgid "![image](_static/images/shrapnel.gif) *Shrapnel appearing against ground & buildings in [Project Phantom](https://www.moddb.com/mods/project-phantom)*" -msgstr "![image](_static/images/shrapnel.gif) *[幽灵计划](https://www.moddb.com/mods/project-phantom) 中击中地面和建筑的溅射*" - -#: ../../New-or-Enhanced-Logics.md:938 -msgid "`ShrapnelWeapon` can now be triggered against ground & buildings via `Shrapnel.AffectsGround` and `Shrapnel.AffectsBuildings`." -msgstr "现在可以通过 `Shrapnel.AffectsGround` 和 `Shrapnel.AffectsBuildings` 触发对地面和建筑的溅射。" +#: ../../New-or-Enhanced-Logics.md:936 +msgid "" +"![image](_static/images/shrapnel.gif) *Shrapnel appearing against ground " +"& buildings in [Project Phantom](https://www.moddb.com/mods/project-" +"phantom)*" +msgstr "" +"![image](_static/images/shrapnel.gif) *[幽灵计划](https://www.moddb.com/mods" +"/project-phantom) 中击中地面和建筑的溅射*" #: ../../New-or-Enhanced-Logics.md:939 -msgid "Setting `Shrapnel.UseWeaponTargeting` now allows weapon target filtering to be enabled for `ShrapnelWeapon`. Target's `LegalTarget` setting, Warhead `Verses` against `Armor` as well as `ShrapnelWeapon` [weapon targeting filters](#weapon-targeting-filter) & [AttachEffect filters](#attached-effects) will be checked." -msgstr "设置 `Shrapnel.UseWeaponTargeting` 现在允许为 `ShrapnelWeapon` 启用武器目标过滤。目标的 `LegalTarget` 设置、弹头的 `Verses` 对 `Armor` 以及 `ShrapnelWeapon` [武器目标筛选](#weapon-targeting-filter) 和 [AE 武器过滤](#attached-effects) 将被检查。" +msgid "" +"`ShrapnelWeapon` can now be triggered against ground & buildings via " +"`Shrapnel.AffectsGround` and `Shrapnel.AffectsBuildings`." +msgstr "现在可以通过 `Shrapnel.AffectsGround` 和 `Shrapnel.AffectsBuildings` 触发对地面和建筑的溅射。" #: ../../New-or-Enhanced-Logics.md:940 -msgid "Do note that this overrides the normal check of only allowing shrapnels to hit non-allied objects. Use `CanTargetHouses=enemies` to manually enable this behaviour again." +msgid "" +"Setting `Shrapnel.UseWeaponTargeting` now allows weapon target filtering " +"to be enabled for `ShrapnelWeapon`. Target's `LegalTarget` setting, " +"Warhead `Verses` against `Armor` as well as `ShrapnelWeapon` [weapon " +"targeting filters](#weapon-targeting-filter) & [AttachEffect filters" +"](#attached-effects) will be checked." +msgstr "" +"设置 `Shrapnel.UseWeaponTargeting` 现在允许为 `ShrapnelWeapon` 启用武器目标过滤。目标的 " +"`LegalTarget` 设置、弹头的 `Verses` 对 `Armor` 以及 `ShrapnelWeapon` [武器目标筛选" +"](#weapon-targeting-filter) 和 [AE 武器过滤](#attached-effects) 将被检查。" + +#: ../../New-or-Enhanced-Logics.md:941 +msgid "" +"Do note that this overrides the normal check of only allowing shrapnels " +"to hit non-allied objects. Use `CanTargetHouses=enemies` to manually " +"enable this behaviour again." msgstr "注意这会覆盖允许溅射武器选择非盟友对象的默认检查。使用 `CanTargetHouses=enemies` 可手动重新启用此行为。" -#: ../../New-or-Enhanced-Logics.md:950 +#: ../../New-or-Enhanced-Logics.md:951 msgid "Projectiles blocked by land or water" msgstr "SubjectToLand/Water" -#: ../../New-or-Enhanced-Logics.md:952 -msgid "It is now possible to make projectiles consider either land or water as obstacles that block their path by setting `SubjectToLand/Water` to true, respectively. Weapons firing such projectiles will consider targets blocked by such obstacles as out of range and will attempt to reposition themselves so they can fire without being blocked by the said obstacles before firing and if `SubjectToLand/Water.Detonate` is set to true, the projectiles will detonate if they somehow manage to collide with the said obstacles." -msgstr "现在可以通过将 `SubjectToLand/Water` 分别设为 true 以使抛射体将陆地或水域视为阻挡其路径的障碍物。发射此类抛射体的武器将把这些障碍物阻挡的目标视为超出射程并尝试重新移动自己的位置以便在不受这些障碍阻挡的情况下开火。如果 `SubjectToLand/Water.Detonate` 设置为 true,那么抛射体设法与上述障碍交叠时将会爆炸。" - #: ../../New-or-Enhanced-Logics.md:953 -msgid "`Level=true` projectiles detonate on tiles belonging to non-water tilesets by default, but will not consider such tiles as true obstacles. This behaviour can be overridden by setting these keys." +msgid "" +"It is now possible to make projectiles consider either land or water as " +"obstacles that block their path by setting `SubjectToLand/Water` to true," +" respectively. Weapons firing such projectiles will consider targets " +"blocked by such obstacles as out of range and will attempt to reposition " +"themselves so they can fire without being blocked by the said obstacles " +"before firing and if `SubjectToLand/Water.Detonate` is set to true, the " +"projectiles will detonate if they somehow manage to collide with the said" +" obstacles." +msgstr "" +"现在可以通过将 `SubjectToLand/Water` 分别设为 true " +"以使抛射体将陆地或水域视为阻挡其路径的障碍物。发射此类抛射体的武器将把这些障碍物阻挡的目标视为超出射程并尝试重新移动自己的位置以便在不受这些障碍阻挡的情况下开火。如果" +" `SubjectToLand/Water.Detonate` 设置为 true,那么抛射体设法与上述障碍交叠时将会爆炸。" + +#: ../../New-or-Enhanced-Logics.md:954 +msgid "" +"`Level=true` projectiles detonate on tiles belonging to non-water " +"tilesets by default, but will not consider such tiles as true obstacles. " +"This behaviour can be overridden by setting these keys." msgstr "默认情况下 `Level=true` 的抛射体在非水域的地块上爆炸,但不会将这些地块视为真正的障碍物。通过设置这些标签可以覆盖此行为。" -#: ../../New-or-Enhanced-Logics.md:964 +#: ../../New-or-Enhanced-Logics.md:965 msgid "Return weapon" msgstr "反馈武器" -#: ../../New-or-Enhanced-Logics.md:966 -msgid "It is now possible to make another weapon & projectile go off from a detonated projectile (in somewhat similar manner to `AirburstWeapon` or `ShrapnelWeapon`) straight back to the firer by setting `ReturnWeapon`. If the firer perishes before the initial projectile detonates, `ReturnWeapon` is not fired off." -msgstr "现在可以通过设置 `ReturnWeapon` 使一个已爆炸的抛射体(以类似于 `AirburstWeapon` 或 `ShrapnelWeapon` 的方式)发射另一个武器和抛射体返回到发射者。如果发射者在初始抛射体引爆前死亡则 `ReturnWeapon` 不会发射。" +#: ../../New-or-Enhanced-Logics.md:967 +msgid "" +"It is now possible to make another weapon & projectile go off from a " +"detonated projectile (in somewhat similar manner to `AirburstWeapon` or " +"`ShrapnelWeapon`) straight back to the firer by setting `ReturnWeapon`. " +"If the firer perishes before the initial projectile detonates, " +"`ReturnWeapon` is not fired off." +msgstr "" +"现在可以通过设置 `ReturnWeapon` 使一个已爆炸的抛射体(以类似于 `AirburstWeapon` 或 " +"`ShrapnelWeapon` 的方式)发射另一个武器和抛射体返回到发射者。如果发射者在初始抛射体引爆前死亡则 `ReturnWeapon` " +"不会发射。" -#: ../../New-or-Enhanced-Logics.md:975 -msgid "This currently has same limitations as `AirburstWeapon` in that it does not properly support `Arcing=true` projectiles." +#: ../../New-or-Enhanced-Logics.md:976 +msgid "" +"This currently has same limitations as `AirburstWeapon` in that it does " +"not properly support `Arcing=true` projectiles." msgstr "这目前与 `AirburstWeapon` 拥有相同的限制即不完全支持 `Arcing=true` 的抛射体。" -#: ../../New-or-Enhanced-Logics.md:978 +#: ../../New-or-Enhanced-Logics.md:979 msgid "Super Weapons" msgstr "超级武器" -#: ../../New-or-Enhanced-Logics.md:980 +#: ../../New-or-Enhanced-Logics.md:981 msgid "AI Superweapon delay timer" msgstr "AI 超级武器延迟" -#: ../../New-or-Enhanced-Logics.md:982 -msgid "By default AI houses only process superweapon logic e.g checks if it can fire any superweapons firing them at randomized intervals of 106 to 112 game frames. This behaviour can now be customized by setting explicit delay, or disabling it entirely. Values of 0 and below disable the delay and cause AI houses to check superweapons on every game frame." -msgstr "默认情况下 AI 所属方只检查它能否发射任何超级武器并在 106 到 112 个游戏帧的随机间隔内发射该超武。这一行为现在可以自定义设置为明确的间隔时间或禁用。0 及更小的值会禁用间隔并导致 AI 所属方每帧检查超级武器。" +#: ../../New-or-Enhanced-Logics.md:983 +msgid "" +"By default AI houses only process superweapon logic e.g checks if it can " +"fire any superweapons firing them at randomized intervals of 106 to 112 " +"game frames. This behaviour can now be customized by setting explicit " +"delay, or disabling it entirely. Values of 0 and below disable the delay " +"and cause AI houses to check superweapons on every game frame." +msgstr "" +"默认情况下 AI 所属方只检查它能否发射任何超级武器并在 106 到 112 " +"个游戏帧的随机间隔内发射该超武。这一行为现在可以自定义设置为明确的间隔时间或禁用。0 及更小的值会禁用间隔并导致 AI 所属方每帧检查超级武器。" -#: ../../New-or-Enhanced-Logics.md:990 +#: ../../New-or-Enhanced-Logics.md:991 msgid "Convert TechnoType" msgstr "单位转换超武" -#: ../../New-or-Enhanced-Logics.md:992 -#: ../../New-or-Enhanced-Logics.md:1667 -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)." +#: ../../New-or-Enhanced-Logics.md:993 ../../New-or-Enhanced-Logics.md:1668 +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技术类型更改为同大类的其他技术类型(步兵到步兵,车辆到车辆,战机到战机)。" -#: ../../New-or-Enhanced-Logics.md:993 -#: ../../New-or-Enhanced-Logics.md:1668 -msgid "`ConvertN.From` (where N is 0, 1, 2...) specifies which TechnoTypes are valid for conversion. This entry can have many types listed, meanging that many types will be converted at once. When no types are included, conversion will affect all valid targets." -msgstr "`ConvertN.From`(此处 N 为 0, 1, 2...)指定哪些技术类型可用于转换。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:994 ../../New-or-Enhanced-Logics.md:1669 +msgid "" +"`ConvertN.From` (where N is 0, 1, 2...) specifies which TechnoTypes are " +"valid for conversion. This entry can have many types listed, meanging " +"that many types will be converted at once. When no types are included, " +"conversion will affect all valid targets." +msgstr "" +"`ConvertN.From`(此处 N 为 0, 1, " +"2...)指定哪些技术类型可用于转换。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:994 -#: ../../New-or-Enhanced-Logics.md:1669 +#: ../../New-or-Enhanced-Logics.md:995 ../../New-or-Enhanced-Logics.md:1670 msgid "`ConvertN.To` specifies the TechnoType which is the result of conversion." msgstr "`ConvertN.To` 指定转换后的技术类型。" -#: ../../New-or-Enhanced-Logics.md:995 -#: ../../New-or-Enhanced-Logics.md:1670 +#: ../../New-or-Enhanced-Logics.md:996 ../../New-or-Enhanced-Logics.md:1671 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:996 -#: ../../New-or-Enhanced-Logics.md:1671 -msgid "`Convert.From`, `Convert.To` and `Convert.AffectedHouses` (without numbers) are a valid alternative to `Convert0.From`, `Convert0.To` and `Convert0.AffectedHouses` if only one pair is specified." -msgstr "若只指定一组转换则 `Convert.From`、`Convert.To` 和 `Convert.AffectedHouses`(不带序号)相当于 `Convert0.From`、`Convert0.To` 和 `Convert0.AffectedHouses`的别称。" +#: ../../New-or-Enhanced-Logics.md:997 ../../New-or-Enhanced-Logics.md:1672 +msgid "" +"`Convert.From`, `Convert.To` and `Convert.AffectedHouses` (without " +"numbers) are a valid alternative to `Convert0.From`, `Convert0.To` and " +"`Convert0.AffectedHouses` if only one pair is specified." +msgstr "" +"若只指定一组转换则 `Convert.From`、`Convert.To` 和 `Convert.AffectedHouses`(不带序号)相当于" +" `Convert0.From`、`Convert0.To` 和 `Convert0.AffectedHouses`的别称。" -#: ../../New-or-Enhanced-Logics.md:997 -msgid "Conversion affects *all* existing units of set TechnoTypes, this includes units in: transports, occupied buildings, buildings with `InfantryAbsorb=yes` or `UnitAbsorb=yes`, buildings with `Bunker=yes`." -msgstr "转换影响被指定的 *所有* 当前存在的技术类型,包括处于运输工具中的、驻扎在建筑内的、处于 `InfantryAbsorb=yes` 或 `UnitAbsorb=yes` 的建筑中的、正在 `Bunker=yes` 建筑里的。" +#: ../../New-or-Enhanced-Logics.md:998 +msgid "" +"Conversion affects *all* existing units of set TechnoTypes, this includes" +" units in: transports, occupied buildings, buildings with " +"`InfantryAbsorb=yes` or `UnitAbsorb=yes`, buildings with `Bunker=yes`." +msgstr "" +"转换影响被指定的 *所有* 当前存在的技术类型,包括处于运输工具中的、驻扎在建筑内的、处于 `InfantryAbsorb=yes` 或 " +"`UnitAbsorb=yes` 的建筑中的、正在 `Bunker=yes` 建筑里的。" -#: ../../New-or-Enhanced-Logics.md:999 -msgid "In example, this superweapon would convert all owned and friendly `SOLDIERA` and `SOLDIERB` to `NEWSOLDIER`:" +#: ../../New-or-Enhanced-Logics.md:1000 +msgid "" +"In example, this superweapon would convert all owned and friendly " +"`SOLDIERA` and `SOLDIERB` to `NEWSOLDIER`:" msgstr "例如,这个超级武器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:1021 -#: ../../New-or-Enhanced-Logics.md:1695 -msgid "This feature has the same limitations as [Ares' Type Conversion](https://ares-developers.github.io/Ares-docs/new/typeconversion.html). This feature does not support BuildingTypes." -msgstr "此功能与 [Ares 的单位转换](https://ares-developers.github.io/Ares-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:1022 ../../New-or-Enhanced-Logics.md:1696 +msgid "" +"This feature has the same limitations as [Ares' Type Conversion](https" +"://ares-developers.github.io/Ares-docs/new/typeconversion.html). This " +"feature does not support BuildingTypes." +msgstr "" +"此功能与 [Ares 的单位转换](https://ares-developers.github.io/Ares-" +"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:1025 -#: ../../New-or-Enhanced-Logics.md:1699 -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." +#: ../../New-or-Enhanced-Logics.md:1026 ../../New-or-Enhanced-Logics.md:1700 +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." msgstr "此功能需要 3.0 及以上版本的 Ares!如果未检测到 Ares 3.0+,单位的某些属性可能不会被更新。" -#: ../../New-or-Enhanced-Logics.md:1028 +#: ../../New-or-Enhanced-Logics.md:1029 msgid "EMPulse settings" msgstr "EMPulse 设置" -#: ../../New-or-Enhanced-Logics.md:1030 -msgid "It is possible to customize which weapon a building with `EMPulseCannon=true` fires when an associated `Type=EMPulse` superweapon (**only** if `EMPulse.TargetSelf=false` or omitted) is fired by setting `EMPulse.WeaponIndex`." -msgstr "可以通过设置 `EMPulse.WeaponIndex` 来自定义具有 `EMPulseCannon=true` 的建筑在发射其所关联的 `Type=EMPulse` 类超级武器时(**仅**当 `EMPulse.TargetSelf=false` 或省略时)所使用的武器。" - #: ../../New-or-Enhanced-Logics.md:1031 -msgid "Note that if you fire another `Type=EMPulse` superweapon with different weapon index that the same building is capable of launching before the first weapon was fired, the latter superweapon's settings will take precedence." -msgstr "注意如果在同一个建筑发射第一种武器前发射另一种具有不同武器索引的 `Type=EMPulse` 超级武器那么较晚者的设置将优先生效。" +msgid "" +"It is possible to customize which weapon a building with " +"`EMPulseCannon=true` fires when an associated `Type=EMPulse` superweapon " +"(**only** if `EMPulse.TargetSelf=false` or omitted) is fired by setting " +"`EMPulse.WeaponIndex`." +msgstr "" +"可以通过设置 `EMPulse.WeaponIndex` 来自定义具有 `EMPulseCannon=true` 的建筑在发射其所关联的 " +"`Type=EMPulse` 类超级武器时(**仅**当 `EMPulse.TargetSelf=false` 或省略时)所使用的武器。" #: ../../New-or-Enhanced-Logics.md:1032 -msgid "Additionally, due to technical limitations the targeting constraints will always default to primary weapon's `Range/MinimumRange` unless `SW.RangeMinimum/SW.RangeMaximum` are explicitly set." -msgstr "此外由于技术限制目前除非手动列出了 `SW.RangeMinimum/SW.RangeMaximum` 否则始终默认使用主武器的 `Range/MinimumRange` 执行瞄准限制。" +msgid "" +"Note that if you fire another `Type=EMPulse` superweapon with different " +"weapon index that the same building is capable of launching before the " +"first weapon was fired, the latter superweapon's settings will take " +"precedence." +msgstr "注意如果在同一个建筑发射第一种武器前发射另一种具有不同武器索引的 `Type=EMPulse` 超级武器那么较晚者的设置将优先生效。" #: ../../New-or-Enhanced-Logics.md:1033 -msgid "Is is now also possible to have all other `Type=EMPulse` superweapons that can be fired by same buildings as current one be put on hold until first of the buildings currently set to fire goes off if the firing superweapon has `EMPulse.SuspendOthers=true`." -msgstr "现在如果发射的超级武器拥有 `EMPulse.SuspendOthers=true` 那么在第一个建筑发射之前,所有其他可以由同一建筑发射的 `Type=EMPulse` 超级武器将被暂停直到第一个建筑发射完毕。" +msgid "" +"Additionally, due to technical limitations the targeting constraints will" +" always default to primary weapon's `Range/MinimumRange` unless " +"`SW.RangeMinimum/SW.RangeMaximum` are explicitly set." +msgstr "" +"此外由于技术限制目前除非手动列出了 `SW.RangeMinimum/SW.RangeMaximum` 否则始终默认使用主武器的 " +"`Range/MinimumRange` 执行瞄准限制。" -#: ../../New-or-Enhanced-Logics.md:1043 -msgid "`Type=EMPulse` superweapon and any associated keys are [Ares features](https://ares-developers.github.io/Ares-docs/new/superweapons/types/empulse.html)." -msgstr "`Type=EMPulse` 超级武器及其任何关联标签是 [Ares 功能](https://ares-developers.github.io/Ares-docs/new/superweapons/types/empulse.html)。" +#: ../../New-or-Enhanced-Logics.md:1034 +msgid "" +"Is is now also possible to have all other `Type=EMPulse` superweapons " +"that can be fired by same buildings as current one be put on hold until " +"first of the buildings currently set to fire goes off if the firing " +"superweapon has `EMPulse.SuspendOthers=true`." +msgstr "" +"现在如果发射的超级武器拥有 `EMPulse.SuspendOthers=true` 那么在第一个建筑发射之前,所有其他可以由同一建筑发射的 " +"`Type=EMPulse` 超级武器将被暂停直到第一个建筑发射完毕。" -#: ../../New-or-Enhanced-Logics.md:1046 +#: ../../New-or-Enhanced-Logics.md:1044 +msgid "" +"`Type=EMPulse` superweapon and any associated keys are [Ares " +"features](https://ares-developers.github.io/Ares-" +"docs/new/superweapons/types/empulse.html)." +msgstr "" +"`Type=EMPulse` 超级武器及其任何关联标签是 [Ares 功能](https://ares-developers.github.io" +"/Ares-docs/new/superweapons/types/empulse.html)。" + +#: ../../New-or-Enhanced-Logics.md:1047 msgid "LimboDelivery" msgstr "虚拟投放" -#: ../../New-or-Enhanced-Logics.md:1048 -msgid "Superweapons can now deliver off-map buildings that act as if they were on the field." +#: ../../New-or-Enhanced-Logics.md:1049 +msgid "" +"Superweapons can now deliver off-map buildings that act as if they were " +"on the field." msgstr "现在超级武器可以在地图外投放与在场上时表现一致的建筑。" -#: ../../New-or-Enhanced-Logics.md:1049 -msgid "`LimboDelivery.Types` is the list of BuildingTypes that will be created when the Superweapons fire. Superweapon `Type` and coordinates do not matter." +#: ../../New-or-Enhanced-Logics.md:1050 +msgid "" +"`LimboDelivery.Types` is the list of BuildingTypes that will be created " +"when the Superweapons fire. Superweapon `Type` and coordinates do not " +"matter." msgstr "`LimboDelivery.Types` 是超级武器发射时将创建的建筑类型列表。与超级武器的 `Type` 和坐标无关。" -#: ../../New-or-Enhanced-Logics.md:1050 -msgid "`LimboDelivery.IDs` is the list of numeric IDs that will be assigned to buildings. Necessary for LimboKill to work." +#: ../../New-or-Enhanced-Logics.md:1051 +msgid "" +"`LimboDelivery.IDs` is the list of numeric IDs that will be assigned to " +"buildings. Necessary for LimboKill to work." msgstr "`LimboDelivery.IDs` 是分配给建筑的数字 ID列表。这是虚拟击杀功能所必需的。" -#: ../../New-or-Enhanced-Logics.md:1052 -msgid "Created buildings are not affected by any on-map threats. The only way to remove them from the game is by using a Superweapon with `LimboKill.IDs` set." +#: ../../New-or-Enhanced-Logics.md:1053 +msgid "" +"Created buildings are not affected by any on-map threats. The only way to" +" remove them from the game is by using a Superweapon with `LimboKill.IDs`" +" set." msgstr "创建的建筑不受地图上任何威胁的影响。从游戏中移除它们的唯一方法是使用设置了 `LimboKill.IDs` 的超级武器。" -#: ../../New-or-Enhanced-Logics.md:1053 +#: ../../New-or-Enhanced-Logics.md:1054 msgid "`LimboKill.Affected` sets which houses are affected by this feature." msgstr "`LimboKill.Affected` 设置那个所属方受此效果影响。" -#: ../../New-or-Enhanced-Logics.md:1054 -msgid "`LimboKill.IDs` lists IDs that will be targeted. Buildings with these IDs will be removed from the game instantly." +#: ../../New-or-Enhanced-Logics.md:1055 +msgid "" +"`LimboKill.IDs` lists IDs that will be targeted. Buildings with these IDs" +" will be removed from the game instantly." msgstr "`LimboKill.IDs` 是建筑 ID列表,这些建筑将被立即从游戏中移除。" -#: ../../New-or-Enhanced-Logics.md:1056 -msgid "Delivery can be made random with these optional tags. The game will randomly choose only a single building from the list for each roll chance provided." -msgstr "使用这些标签可以使投放变得随机。游戏将根据每个提供的“掷骰子”概率随机选择列表中的一个建筑。" - #: ../../New-or-Enhanced-Logics.md:1057 -msgid "`LimboDelivery.RollChances` lists chances of each \"dice roll\" happening. Valid values range from 0% (never happens) to 100% (always happens). Defaults to a single sure roll." -msgstr "`LimboDelivery.RollChances` 是“掷骰子”发生的概率列表。有效值的范围为 0%(从不发生)到 100%(总是发生)。默认为单次必出。" +msgid "" +"Delivery can be made random with these optional tags. The game will " +"randomly choose only a single building from the list for each roll chance" +" provided." +msgstr "使用这些标签可以使投放变得随机。游戏将根据每个提供的“掷骰子”概率随机选择列表中的一个建筑。" #: ../../New-or-Enhanced-Logics.md:1058 -msgid "`LimboDelivery.RandomWeightsN` lists the weights for each \"dice roll\" that increase the probability of picking a specific building. Valid values are 0 (don't pick) and above (the higher value, the bigger the likelyhood). `RandomWeights` are a valid alias for `RandomWeights0`. If a roll attempt doesn't have weights specified, the last weights will be used." -msgstr "`LimboDelivery.RandomWeightsN` 是每个“掷骰子”发生概率的权重列表。有效值为 0(从不发生)到 100%(总是发生)。`RandomWeights` 是 `RandomWeights0` 的有效别名。如果掷骰尝试没有指定权重,则使用最后一个权重。" +msgid "" +"`LimboDelivery.RollChances` lists chances of each \"dice roll\" " +"happening. Valid values range from 0% (never happens) to 100% (always " +"happens). Defaults to a single sure roll." +msgstr "" +"`LimboDelivery.RollChances` 是“掷骰子”发生的概率列表。有效值的范围为 0%(从不发生)到 " +"100%(总是发生)。默认为单次必出。" -#: ../../New-or-Enhanced-Logics.md:1061 -msgid "This feature might not support every building flag. Flags that are confirmed to work correctly are listed below:" -msgstr "此功能可能不支持所有建筑标签。以下列出了已确认可正常工作的标签:" +#: ../../New-or-Enhanced-Logics.md:1059 +msgid "" +"`LimboDelivery.RandomWeightsN` lists the weights for each \"dice roll\" " +"that increase the probability of picking a specific building. Valid " +"values are 0 (don't pick) and above (the higher value, the bigger the " +"likelyhood). `RandomWeights` are a valid alias for `RandomWeights0`. If a" +" roll attempt doesn't have weights specified, the last weights will be " +"used." +msgstr "" +"`LimboDelivery.RandomWeightsN` 是每个“掷骰子”发生概率的权重列表。有效值为 0(从不发生)到 " +"100%(总是发生)。`RandomWeights` 是 `RandomWeights0` " +"的有效别名。如果掷骰尝试没有指定权重,则使用最后一个权重。" #: ../../New-or-Enhanced-Logics.md:1062 +msgid "" +"This feature might not support every building flag. Flags that are " +"confirmed to work correctly are listed below:" +msgstr "此功能可能不支持所有建筑标签。以下列出了已确认可正常工作的标签:" + +#: ../../New-or-Enhanced-Logics.md:1063 msgid "FactoryPlant" msgstr "FactoryPlant" -#: ../../New-or-Enhanced-Logics.md:1063 +#: ../../New-or-Enhanced-Logics.md:1064 msgid "OrePurifier" msgstr "OrePurifier" -#: ../../New-or-Enhanced-Logics.md:1064 +#: ../../New-or-Enhanced-Logics.md:1065 msgid "SpySat" msgstr "SpySat" -#: ../../New-or-Enhanced-Logics.md:1065 +#: ../../New-or-Enhanced-Logics.md:1066 msgid "KeepAlive (Ares 3.0)" msgstr "KeepAlive (Ares 3.0)" -#: ../../New-or-Enhanced-Logics.md:1066 -msgid "Prerequisite, PrerequisiteOverride, Prerequisite.List# (Ares 0.1), Prerequisite.Negative (Ares 0.1), GenericPrerequisites (Ares 0.1)" -msgstr "Prerequisite、PrerequisiteOverride、Prerequisite.List# (Ares 0.1)、Prerequisite.Negative (Ares 0.1)、GenericPrerequisites (Ares 0.1)" - #: ../../New-or-Enhanced-Logics.md:1067 -msgid "SuperWeapon, SuperWeapon2, SuperWeapons (Ares 0.9), SW.AuxBuildings (Ares 0.9), SW.NegBuildings (Ares 0.9)" -msgstr "SuperWeapon、SuperWeapon2、SuperWeapons (Ares 0.9)、SW.AuxBuildings (Ares 0.9)、SW.NegBuildings (Ares 0.9)" +msgid "" +"Prerequisite, PrerequisiteOverride, Prerequisite.List# (Ares 0.1), " +"Prerequisite.Negative (Ares 0.1), GenericPrerequisites (Ares 0.1)" +msgstr "" +"Prerequisite、PrerequisiteOverride、Prerequisite.List# (Ares " +"0.1)、Prerequisite.Negative (Ares 0.1)、GenericPrerequisites (Ares 0.1)" + +#: ../../New-or-Enhanced-Logics.md:1068 +msgid "" +"SuperWeapon, SuperWeapon2, SuperWeapons (Ares 0.9), SW.AuxBuildings (Ares" +" 0.9), SW.NegBuildings (Ares 0.9)" +msgstr "" +"SuperWeapon、SuperWeapon2、SuperWeapons (Ares 0.9)、SW.AuxBuildings (Ares " +"0.9)、SW.NegBuildings (Ares 0.9)" -#: ../../New-or-Enhanced-Logics.md:1069 -msgid "In order for this feature to work with AITriggerTypes conditions (\"Owning house owns ???\" and \"Enemy house owns ???\"), `LegalTarget` must be set to true." +#: ../../New-or-Enhanced-Logics.md:1070 +msgid "" +"In order for this feature to work with AITriggerTypes conditions " +"(\"Owning house owns ???\" and \"Enemy house owns ???\"), `LegalTarget` " +"must be set to true." msgstr "为使此功能与 AITriggerTypes 条件(“拥有者拥有?”和“敌人拥有?”)一起工作,`LegalTarget` 必须设置为 true。" -#: ../../New-or-Enhanced-Logics.md:1084 -msgid "Remember that Limbo Delivered buildings don't exist physically! This means they should never have enabled machanics that require interaction with the game world (i.e. factories, cloning vats, service depots, helipads). They also **should have either `KeepAlive=no` set or be killable with LimboKill** - otherwise the game might never end." -msgstr "谨记虚拟投放的建筑并不真实存在于地图上!这意味着它们不应启用需要与游戏战场内交互的机制(例如工厂、克隆、维修厂、停机坪)。它们还 **应该设为 `KeepAlive=no` 或者可以被虚拟击杀** - 否则游戏永远不会结束。" +#: ../../New-or-Enhanced-Logics.md:1085 +msgid "" +"Remember that Limbo Delivered buildings don't exist physically! This " +"means they should never have enabled machanics that require interaction " +"with the game world (i.e. factories, cloning vats, service depots, " +"helipads). They also **should have either `KeepAlive=no` set or be " +"killable with LimboKill** - otherwise the game might never end." +msgstr "" +"谨记虚拟投放的建筑并不真实存在于地图上!这意味着它们不应启用需要与游戏战场内交互的机制(例如工厂、克隆、维修厂、停机坪)。它们还 **应该设为 " +"`KeepAlive=no` 或者可以被虚拟击杀** - 否则游戏永远不会结束。" -#: ../../New-or-Enhanced-Logics.md:1087 +#: ../../New-or-Enhanced-Logics.md:1088 msgid "Next" msgstr "Next" -#: ../../New-or-Enhanced-Logics.md:1089 -msgid "Superweapons can now launch other superweapons at the same target. Launched types can be additionally randomized using the same rules as with LimboDelivery (see above)." -msgstr "现在超级武器可以向同一目标地点发射其他超级武器。发射的类型可以使用与虚拟投放相同的规则进行随机化(见上文)。" - #: ../../New-or-Enhanced-Logics.md:1090 -msgid "`SW.Next.RealLaunch` controls whether the owner who fired the initial superweapon must own all listed superweapons and sufficient funds to support `Money.Amout`. Otherwise they will be launched forcibly." -msgstr "`SW.Next.RealLaunch` 控制发射初始超级武器的所有者是否必须拥有所列出的超级武器和足够 `Money.Amout` 的资金来支持。否则强制发射。" +msgid "" +"Superweapons can now launch other superweapons at the same target. " +"Launched types can be additionally randomized using the same rules as " +"with LimboDelivery (see above)." +msgstr "现在超级武器可以向同一目标地点发射其他超级武器。发射的类型可以使用与虚拟投放相同的规则进行随机化(见上文)。" #: ../../New-or-Enhanced-Logics.md:1091 -msgid "`SW.Next.IgnoreInhibitors` ignores `SW.Inhibitors`/`SW.AnyInhibitor` of each superweapon, otherwise only non-inhibited superweapons are launched." -msgstr "`SW.Next.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。" +msgid "" +"`SW.Next.RealLaunch` controls whether the owner who fired the initial " +"superweapon must own all listed superweapons and sufficient funds to " +"support `Money.Amout`. Otherwise they will be launched forcibly." +msgstr "" +"`SW.Next.RealLaunch` 控制发射初始超级武器的所有者是否必须拥有所列出的超级武器和足够 `Money.Amout` " +"的资金来支持。否则强制发射。" #: ../../New-or-Enhanced-Logics.md:1092 -msgid "`SW.Next.IgnoreDesignators` ignores `SW.Designators`/`SW.AnyDesignator` respectively." -msgstr "`SW.Next.IgnoreDesignators` 设置是否忽略每个超级武器的 `SW.Designators`/`SW.AnyDesignator`。" +msgid "" +"`SW.Next.IgnoreInhibitors` ignores `SW.Inhibitors`/`SW.AnyInhibitor` of " +"each superweapon, otherwise only non-inhibited superweapons are launched." +msgstr "" +"`SW.Next.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:1093 +msgid "" +"`SW.Next.IgnoreDesignators` ignores `SW.Designators`/`SW.AnyDesignator` " +"respectively." +msgstr "" +"`SW.Next.IgnoreDesignators` 设置是否忽略每个超级武器的 " +"`SW.Designators`/`SW.AnyDesignator`。" -#: ../../New-or-Enhanced-Logics.md:1105 +#: ../../New-or-Enhanced-Logics.md:1106 msgid "Warhead or Weapon detonation at target cell" msgstr "在目标单元格处引爆弹头或武器" -#: ../../New-or-Enhanced-Logics.md:1107 -msgid "Any superweapon can now detonate a Warhead or a weapon at superweapon's target cell." -msgstr "现在任何超级武器都可以在超级武器的目标单元格处引爆弹头或武器。" - #: ../../New-or-Enhanced-Logics.md:1108 -msgid "If both `Detonate.Warhead` and `Detonate.Weapon` are set, latter takes precedence." -msgstr "如果同时拥有 `Detonate.Warhead` 和 `Detonate.Weapon`,那么后者优先。" +msgid "" +"Any superweapon can now detonate a Warhead or a weapon at superweapon's " +"target cell." +msgstr "现在任何超级武器都可以在超级武器的目标单元格处引爆弹头或武器。" #: ../../New-or-Enhanced-Logics.md:1109 -msgid "`Detonate.Warhead.Full` customizes whether or not the Warhead is detonated fully (as part of a dummy weapon) or simply deals area damage and applies Phobos' Warhead effects." -msgstr "`Detonate.Warhead.Full` 可用于设置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" +msgid "" +"If both `Detonate.Warhead` and `Detonate.Weapon` are set, latter takes " +"precedence." +msgstr "如果同时拥有 `Detonate.Warhead` 和 `Detonate.Weapon`,那么后者优先。" #: ../../New-or-Enhanced-Logics.md:1110 -msgid "`Detonate.Damage`, if not set, defaults to weapon `Damage` for `Detonate.Weapon` and 0 for `Detonate.Warhead`." -msgstr "`Detonate.Damage` 如果未设置则默认为 `Detonate.Weapon` 的 `Damage`,对于 `Detonate.Warhead` 则是 0。" +msgid "" +"`Detonate.Warhead.Full` customizes whether or not the Warhead is " +"detonated fully (as part of a dummy weapon) or simply deals area damage " +"and applies Phobos' Warhead effects." +msgstr "" +"`Detonate.Warhead.Full` 可用于设置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:1111 -msgid "Both the weapon and Warhead behave as if fired by whatever building fired the Superweapon. This respects controls like `SW.RangeMinimum/Maximum` (similar to Ares' GenericWarhead superweapon in this regard). If firing building could not be found, the house the Superweapon belonged to is still used to deal damage and apply Phobos-introduced Warhead effects." -msgstr "武器和弹头的行为就像由发射超级武器的建筑所发射的一样。这尊重诸如 `SW.RangeMinimum/Maximum` 之类的控制(在这方面类似于 Ares 的 GenericWarhead 超级武器)。即便找不到发射建筑也仍会使用超级武器所属于的所属方来造成伤害并应用 Phobos 引入的弹头效果。" +msgid "" +"`Detonate.Damage`, if not set, defaults to weapon `Damage` for " +"`Detonate.Weapon` and 0 for `Detonate.Warhead`." +msgstr "" +"`Detonate.Damage` 如果未设置则默认为 `Detonate.Weapon` 的 `Damage`,对于 " +"`Detonate.Warhead` 则是 0。" #: ../../New-or-Enhanced-Logics.md:1112 -msgid "If `Detonate.AtFirer` is set to true, the weapon or Warhead is detonated at the firing building instead of the superweapon's target cell. If there is no firer, no detonation will occur." -msgstr "如果 `Detonate.AtFirer` 设置为 true,那么武器或弹头将在发射建筑上而不是超级武器的目标单元格处引爆。如果找不到发射建筑则不会引爆。" +msgid "" +"Both the weapon and Warhead behave as if fired by whatever building fired" +" the Superweapon. This respects controls like `SW.RangeMinimum/Maximum` " +"(similar to Ares' GenericWarhead superweapon in this regard). If firing " +"building could not be found, the house the Superweapon belonged to is " +"still used to deal damage and apply Phobos-introduced Warhead effects." +msgstr "" +"武器和弹头的行为就像由发射超级武器的建筑所发射的一样。这尊重诸如 `SW.RangeMinimum/Maximum` 之类的控制(在这方面类似于 " +"Ares 的 GenericWarhead 超级武器)。即便找不到发射建筑也仍会使用超级武器所属于的所属方来造成伤害并应用 Phobos " +"引入的弹头效果。" + +#: ../../New-or-Enhanced-Logics.md:1113 +msgid "" +"If `Detonate.AtFirer` is set to true, the weapon or Warhead is detonated " +"at the firing building instead of the superweapon's target cell. If there" +" is no firer, no detonation will occur." +msgstr "" +"如果 `Detonate.AtFirer` 设置为 " +"true,那么武器或弹头将在发射建筑上而不是超级武器的目标单元格处引爆。如果找不到发射建筑则不会引爆。" -#: ../../New-or-Enhanced-Logics.md:1124 +#: ../../New-or-Enhanced-Logics.md:1125 msgid "Customize SuperWeapon TabIndex" msgstr "自定义超级武器所在栏" -#: ../../New-or-Enhanced-Logics.md:1126 -msgid "You can now assign a Super Weapon's cameo to any sidebar tab using `TabIndex`." +#: ../../New-or-Enhanced-Logics.md:1127 +msgid "" +"You can now assign a Super Weapon's cameo to any sidebar tab using " +"`TabIndex`." msgstr "现在你可以通过 `TabIndex` 将超级武器的图标分配到任何侧边栏标签下。" -#: ../../New-or-Enhanced-Logics.md:1127 -msgid "Valid values are: 0 (buildings tab), 1 (arsenal tab), 2 (infantry tab), 3 (vehicle tab)." +#: ../../New-or-Enhanced-Logics.md:1128 +msgid "" +"Valid values are: 0 (buildings tab), 1 (arsenal tab), 2 (infantry tab), 3" +" (vehicle tab)." msgstr "有效值为:0(建筑栏)、1(防御栏)、2(步兵栏)、3(载具栏)。" -#: ../../New-or-Enhanced-Logics.md:1135 +#: ../../New-or-Enhanced-Logics.md:1136 msgid "Technos" msgstr "技术类型" -#: ../../New-or-Enhanced-Logics.md:1137 +#: ../../New-or-Enhanced-Logics.md:1138 msgid "Aircraft spawner customizations" msgstr "子机发射器自定义" -#: ../../New-or-Enhanced-Logics.md:1139 -msgid "![image](_static/images/spawnrange-01.gif) *Limited pursue range for spawns in [Fantasy ADVENTURE](https://www.moddb.com/mods/fantasy-adventure)*" -msgstr "![image](_static/images/spawnrange-01.gif) *[幻想奇遇](https://www.moddb.com/mods/fantasy-adventure) 中的有限追击范围子机*" +#: ../../New-or-Enhanced-Logics.md:1140 +msgid "" +"![image](_static/images/spawnrange-01.gif) *Limited pursue range for " +"spawns in [Fantasy ADVENTURE](https://www.moddb.com/mods/fantasy-" +"adventure)*" +msgstr "" +"![image](_static/images/spawnrange-01.gif) " +"*[幻想奇遇](https://www.moddb.com/mods/fantasy-adventure) 中的有限追击范围子机*" -#: ../../New-or-Enhanced-Logics.md:1142 -msgid "If `Spawner.LimitRange` is set, the spawned units will abort their pursuit if the enemy is out of the range of the largest weapon `Range` of a `Spawner=true` weapon of the spawner." +#: ../../New-or-Enhanced-Logics.md:1143 +msgid "" +"If `Spawner.LimitRange` is set, the spawned units will abort their " +"pursuit if the enemy is out of the range of the largest weapon `Range` of" +" a `Spawner=true` weapon of the spawner." msgstr "如果设置 `Spawner.LimitRange` 则子机将在敌人超出子机发射器武器 `Range` 最大值范围后停止追击。" -#: ../../New-or-Enhanced-Logics.md:1143 -msgid "`Spawner.ExtraLimitRange` adds extra pursuit range on top of the weapon range." +#: ../../New-or-Enhanced-Logics.md:1144 +msgid "" +"`Spawner.ExtraLimitRange` adds extra pursuit range on top of the weapon " +"range." msgstr "`Spawner.ExtraLimitRange` 是基于武器射程对追击范围的额外调整量。" -#: ../../New-or-Enhanced-Logics.md:1144 -msgid "`Spawner.DelayFrames` can be used to set the minimum number of game frames in between each spawn ejecting from the spawner. By default this is 9 frames for missiles and 20 for everything else." +#: ../../New-or-Enhanced-Logics.md:1145 +msgid "" +"`Spawner.DelayFrames` can be used to set the minimum number of game " +"frames in between each spawn ejecting from the spawner. By default this " +"is 9 frames for missiles and 20 for everything else." msgstr "`Spawner.DelayFrames` 可用于设置每次从子机发射器中生成单位的最小游戏帧数。对于导弹默认是 9 帧,其他默认是 20 帧。" -#: ../../New-or-Enhanced-Logics.md:1145 -msgid "If `Spawner.AttackImmediately` is set to true, spawned aircraft will assume attack mission immediately after being spawned instead of waiting for the remaining aircraft to spawn first." +#: ../../New-or-Enhanced-Logics.md:1146 +msgid "" +"If `Spawner.AttackImmediately` is set to true, spawned aircraft will " +"assume attack mission immediately after being spawned instead of waiting " +"for the remaining aircraft to spawn first." msgstr "如果 `Spawner.AttackImmediately` 设为 true,战机子机将在生成后立即执行攻击任务而不是先等待其余战机生成和集结。" -#: ../../New-or-Enhanced-Logics.md:1156 +#: ../../New-or-Enhanced-Logics.md:1157 msgid "Automatic passenger deletion" msgstr "自动删除乘客" -#: ../../New-or-Enhanced-Logics.md:1158 -msgid "Transports can erase passengers over time. Passengers are deleted in order of entering the transport, from first to last." -msgstr "运输工具可以随时间删除乘客。乘客将按照进入运输工具顺序的先后被删除。" - #: ../../New-or-Enhanced-Logics.md:1159 -msgid "`PassengerDeletion.Rate` determines the interval in game frames that it takes to erase a single passenger." -msgstr "`PassengerDeletion.Rate` 决定删除单个乘客所需的游戏帧数。" +msgid "" +"Transports can erase passengers over time. Passengers are deleted in " +"order of entering the transport, from first to last." +msgstr "运输工具可以随时间删除乘客。乘客将按照进入运输工具顺序的先后被删除。" #: ../../New-or-Enhanced-Logics.md:1160 -msgid "If `PassengerDeletion.Rate.SizeMultiply` is set to true, this time interval is multiplied by the passenger's `Size`." -msgstr "如果 `PassengerDeletion.Rate.SizeMultiply` 设为 true 则此时间间隔将乘算乘客的 `Size`。" +msgid "" +"`PassengerDeletion.Rate` determines the interval in game frames that it " +"takes to erase a single passenger." +msgstr "`PassengerDeletion.Rate` 决定删除单个乘客所需的游戏帧数。" #: ../../New-or-Enhanced-Logics.md:1161 -msgid "`PassengerDeletion.UseCostAsRate`, if set to true, changes the time interval for erasing a passenger to be based on the passenger's `Cost`. This does not factor in modifiers like `FactoryPlant`." -msgstr "如果 `PassengerDeletion.UseCostAsRate` 设为 true 则删除乘客的间隔将基于乘客的 `Cost` 计算。这不考虑 `FactoryPlant` 等修正。" +msgid "" +"If `PassengerDeletion.Rate.SizeMultiply` is set to true, this time " +"interval is multiplied by the passenger's `Size`." +msgstr "如果 `PassengerDeletion.Rate.SizeMultiply` 设为 true 则此时间间隔将乘算乘客的 `Size`。" #: ../../New-or-Enhanced-Logics.md:1162 -msgid "`PassengerDeletion.CostMultiplier` can be used to modify the cost-based time interval." -msgstr "`PassengerDeletion.CostMultiplier` 可用于设置基于成本的时间间隔倍率。" +msgid "" +"`PassengerDeletion.UseCostAsRate`, if set to true, changes the time " +"interval for erasing a passenger to be based on the passenger's `Cost`. " +"This does not factor in modifiers like `FactoryPlant`." +msgstr "" +"如果 `PassengerDeletion.UseCostAsRate` 设为 true 则删除乘客的间隔将基于乘客的 `Cost` " +"计算。这不考虑 `FactoryPlant` 等修正。" #: ../../New-or-Enhanced-Logics.md:1163 -msgid "`PassengerDeletion.CostRateCap` can be used to set a cap to the cost-based time interval." -msgstr "`PassengerDeletion.CostRateCap` 可用于设置基于成本计算的时间间隔上限。" +msgid "" +"`PassengerDeletion.CostMultiplier` can be used to modify the cost-based " +"time interval." +msgstr "`PassengerDeletion.CostMultiplier` 可用于设置基于成本的时间间隔倍率。" #: ../../New-or-Enhanced-Logics.md:1164 -msgid "`PassengerDeletion.AllowedHouses` determines which houses passengers can belong to be eligible for deletion." -msgstr "`PassengerDeletion.AllowedHouses` 决定了哪些所属方的乘客会被删除。" +msgid "" +"`PassengerDeletion.CostRateCap` can be used to set a cap to the cost-" +"based time interval." +msgstr "`PassengerDeletion.CostRateCap` 可用于设置基于成本计算的时间间隔上限。" #: ../../New-or-Enhanced-Logics.md:1165 -msgid "`PassengerDeletion.DontScore`, if set to true, makes it so that the deleted passengers are not counted as having been killed by the transport (no experience, not recorded towards owning house's score etc)." -msgstr "如果 `PassengerDeletion.DontScore` 设为 true 则删除的乘客不会被视为被运输工具击杀(没有经验,不会计入所属方击杀数等)。" +msgid "" +"`PassengerDeletion.AllowedHouses` determines which houses passengers can " +"belong to be eligible for deletion." +msgstr "`PassengerDeletion.AllowedHouses` 决定了哪些所属方的乘客会被删除。" #: ../../New-or-Enhanced-Logics.md:1166 -msgid "If `PassengerDeletion.Soylent` is set to true, an amount of credits is refunded to the owner of the transport. The exact amount refunded is determined by the passengers `Soylent`, or if not set, its `Cost` (this is affected by modifiers such as `FactoryPlant`)." -msgstr "如果 `PassengerDeletion.Soylent` 设为 true 则会向运输工具的所有者返还一定数量的资金。具体金额由乘客的 `Soylent` 决定,若为设置则由 `Cost` 决定(这里可受到 `FactoryPlant` 等修正的影响)。" +msgid "" +"`PassengerDeletion.DontScore`, if set to true, makes it so that the " +"deleted passengers are not counted as having been killed by the transport" +" (no experience, not recorded towards owning house's score etc)." +msgstr "" +"如果 `PassengerDeletion.DontScore` 设为 true " +"则删除的乘客不会被视为被运输工具击杀(没有经验,不会计入所属方击杀数等)。" #: ../../New-or-Enhanced-Logics.md:1167 -msgid "`PassengerDeletion.SoylentMultiplier` is a direct multiplier applied to the refunded amount of credits." -msgstr "`PassengerDeletion.SoylentMultiplier` 是直接应用于返还资金的倍率。" +msgid "" +"If `PassengerDeletion.Soylent` is set to true, an amount of credits is " +"refunded to the owner of the transport. The exact amount refunded is " +"determined by the passengers `Soylent`, or if not set, its `Cost` (this " +"is affected by modifiers such as `FactoryPlant`)." +msgstr "" +"如果 `PassengerDeletion.Soylent` 设为 true 则会向运输工具的所有者返还一定数量的资金。具体金额由乘客的 " +"`Soylent` 决定,若为设置则由 `Cost` 决定(这里可受到 `FactoryPlant` 等修正的影响)。" #: ../../New-or-Enhanced-Logics.md:1168 -msgid "`PassengerDeletion.SoylentAllowedHouses` determines which houses passengers can belong to be eligible for refunding." -msgstr "`PassengerDeletion.SoylentAllowedHouses` 决定了哪些所属方的乘客会造成资金返还。" +msgid "" +"`PassengerDeletion.SoylentMultiplier` is a direct multiplier applied to " +"the refunded amount of credits." +msgstr "`PassengerDeletion.SoylentMultiplier` 是直接应用于返还资金的倍率。" #: ../../New-or-Enhanced-Logics.md:1169 -msgid "`PassengerDeletion.DisplaySoylent` can be set to true to display the amount of credits refunded on the transport. `PassengerDeletion.DisplaySoylentToHouses` determines which houses can see this and `PassengerDeletion.DisplaySoylentOffset` can be used to adjust the display offset." -msgstr "`PassengerDeletion.DisplaySoylent` 可设为 true 以在运输工具上显示返还的资金金额。`PassengerDeletion.DisplaySoylentToHouses` 决定了哪些所属方可以看到此消息,`PassengerDeletion.DisplaySoylentOffset` 可用于调整显示坐标偏移。" +msgid "" +"`PassengerDeletion.SoylentAllowedHouses` determines which houses " +"passengers can belong to be eligible for refunding." +msgstr "`PassengerDeletion.SoylentAllowedHouses` 决定了哪些所属方的乘客会造成资金返还。" #: ../../New-or-Enhanced-Logics.md:1170 -msgid "`PassengerDeletion.ReportSound` and `PassengerDeletion.Anim` can be used to specify a sound and animation to play when a passenger is erased, respectively." -msgstr "`PassengerDeletion.ReportSound` 和 `PassengerDeletion.Anim` 可用于分别指定在删除乘客时播放的声音和动画。" +msgid "" +"`PassengerDeletion.DisplaySoylent` can be set to true to display the " +"amount of credits refunded on the transport. " +"`PassengerDeletion.DisplaySoylentToHouses` determines which houses can " +"see this and `PassengerDeletion.DisplaySoylentOffset` can be used to " +"adjust the display offset." +msgstr "" +"`PassengerDeletion.DisplaySoylent` 可设为 true " +"以在运输工具上显示返还的资金金额。`PassengerDeletion.DisplaySoylentToHouses` " +"决定了哪些所属方可以看到此消息,`PassengerDeletion.DisplaySoylentOffset` 可用于调整显示坐标偏移。" #: ../../New-or-Enhanced-Logics.md:1171 -msgid "If `PassengerDeletion.UnderEMP` is set to true, the deletion will be processed when the transport is under EMP or deactivated." +msgid "" +"`PassengerDeletion.ReportSound` and `PassengerDeletion.Anim` can be used " +"to specify a sound and animation to play when a passenger is erased, " +"respectively." +msgstr "" +"`PassengerDeletion.ReportSound` 和 `PassengerDeletion.Anim` " +"可用于分别指定在删除乘客时播放的声音和动画。" + +#: ../../New-or-Enhanced-Logics.md:1172 +msgid "" +"If `PassengerDeletion.UnderEMP` is set to true, the deletion will be " +"processed when the transport is under EMP or deactivated." msgstr "如果 `PassengerDeletion.UnderEMP` 设为 true 则在运输工具受 EMP 影响或瘫痪时继续执行删除操作。" -#: ../../New-or-Enhanced-Logics.md:1194 +#: ../../New-or-Enhanced-Logics.md:1195 msgid "Automatic passenger owner change to match transport owner" msgstr "自动同步载员所属方" -#: ../../New-or-Enhanced-Logics.md:1196 -msgid "Transports with `Passengers.SyncOwner` set to true will have the owner of their passengers changed to match the transport if transport's owner changes." -msgstr "如果运输工具的 `Passengers.SyncOwner` 设为 true 则当运输工具的所有者发生改变那么其载员的所有者也将会更改以与运输工具同步。" - #: ../../New-or-Enhanced-Logics.md:1197 -msgid "On `OpenTopped=true` transports this will also disable checks that prevent target acquisition by passengers when the transport is temporarily mind controlled." -msgstr "对于 `OpenTopped=true` 的运输工具这还将禁用在运输工具暂时被心灵控制时阻止载员对目标进行攻击的检查。" +msgid "" +"Transports with `Passengers.SyncOwner` set to true will have the owner of" +" their passengers changed to match the transport if transport's owner " +"changes." +msgstr "" +"如果运输工具的 `Passengers.SyncOwner` 设为 true " +"则当运输工具的所有者发生改变那么其载员的所有者也将会更改以与运输工具同步。" #: ../../New-or-Enhanced-Logics.md:1198 -msgid "`Passengers.SyncOwner.RevertOnExit`, if set to true (which is the default), changes the passengers' owner back to whatever it was originally when they entered the transport when they are ejected." -msgstr "如果 `Passengers.SyncOwner.RevertOnExit` 设为 true(默认行为),当载员被弹出时,其所属方将恢复为载员进入时所属方。" +msgid "" +"On `OpenTopped=true` transports this will also disable checks that " +"prevent target acquisition by passengers when the transport is " +"temporarily mind controlled." +msgstr "对于 `OpenTopped=true` 的运输工具这还将禁用在运输工具暂时被心灵控制时阻止载员对目标进行攻击的检查。" #: ../../New-or-Enhanced-Logics.md:1199 -msgid "Does not work on passengers acquired through use of `Abductor=true` weapon *(Ares feature)*." +msgid "" +"`Passengers.SyncOwner.RevertOnExit`, if set to true (which is the " +"default), changes the passengers' owner back to whatever it was " +"originally when they entered the transport when they are ejected." +msgstr "" +"如果 `Passengers.SyncOwner.RevertOnExit` 设为 " +"true(默认行为),当载员被弹出时,其所属方将恢复为载员进入时所属方。" + +#: ../../New-or-Enhanced-Logics.md:1200 +msgid "" +"Does not work on passengers acquired through use of `Abductor=true` " +"weapon *(Ares feature)*." msgstr "不适用于通过 `Abductor=true` 武器(*Ares 功能*)获取的载员。" -#: ../../New-or-Enhanced-Logics.md:1208 +#: ../../New-or-Enhanced-Logics.md:1209 msgid "Automatically firing weapons" msgstr "自动发射武器" -#: ../../New-or-Enhanced-Logics.md:1210 -msgid "You can now make TechnoType automatically fire its weapon(s) without having to scan for suitable targets by setting `AutoFire`, on either its base cell (in which case the weapon that is used for force-firing is used) or itself (in which case normal targeting and weapon selection rules and are respected) depending on if `AutoFire.TargetSelf` is set or not." -msgstr "现在你可以设置 `AutoFire` 使技术类型根据 `AutoFire.TargetSelf` 选择当前单元格或开火者自身自动发射其武器而无需检索一个合适的目标。" +#: ../../New-or-Enhanced-Logics.md:1211 +msgid "" +"You can now make TechnoType automatically fire its weapon(s) without " +"having to scan for suitable targets by setting `AutoFire`, on either its " +"base cell (in which case the weapon that is used for force-firing is " +"used) or itself (in which case normal targeting and weapon selection " +"rules and are respected) depending on if `AutoFire.TargetSelf` is set or " +"not." +msgstr "" +"现在你可以设置 `AutoFire` 使技术类型根据 `AutoFire.TargetSelf` " +"选择当前单元格或开火者自身自动发射其武器而无需检索一个合适的目标。" -#: ../../New-or-Enhanced-Logics.md:1219 +#: ../../New-or-Enhanced-Logics.md:1220 msgid "Build limit group" msgstr "建造限制组" -#: ../../New-or-Enhanced-Logics.md:1221 +#: ../../New-or-Enhanced-Logics.md:1222 msgid "You can now make different technos share build limit in a group." msgstr "现在你可以使不同的技术类型在一个组内共享建造限制。" -#: ../../New-or-Enhanced-Logics.md:1222 -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 applied to technos in the list. To do this, you'll have to manually define the limit per techno." -msgstr "`BuildLimitGroup.Types` 决定了将用于所选技术类型建造条件的其他技术类型。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技术类型设置建造限制。" - #: ../../New-or-Enhanced-Logics.md:1223 -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 technos in the group to calculate build limit. If using a list of integers with the same size of `BuildLimitGroup.Types`, it'll calculate build limit per techno with value matching the position in `BuildLimitGroup.Types` is used for that type." -msgstr "`BuildLimitGroup.Nums` 决定了将达到建造限制的数量。如果使用单个整数,则使用组内所有技术类型的数量来计算建造限制。如果使用与 `BuildLimitGroup.Types` 数量相同的整数列表,则会为每个技术类型计算建造限制,其值的位置与 `BuildLimitGroup.Types` 中的位置对应。" +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 " +"applied to technos in the list. To do this, you'll have to manually " +"define the limit per techno." +msgstr "" +"`BuildLimitGroup.Types` " +"决定了将用于所选技术类型建造条件的其他技术类型。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技术类型设置建造限制。" #: ../../New-or-Enhanced-Logics.md:1224 -msgid "`BuildLimitGroup.Factor` determines each of this techno instance will count as what value when calculating build limit." -msgstr "`BuildLimitGroup.Factor` 决定了每个此类技术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`)。" +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 " +"technos in the group to calculate build limit. If using a list of " +"integers with the same size of `BuildLimitGroup.Types`, it'll calculate " +"build limit per techno with value matching the position in " +"`BuildLimitGroup.Types` is used for that type." +msgstr "" +"`BuildLimitGroup.Nums` 决定了将达到建造限制的数量。如果使用单个整数,则使用组内所有技术类型的数量来计算建造限制。如果使用与" +" `BuildLimitGroup.Types` 数量相同的整数列表,则会为每个技术类型计算建造限制,其值的位置与 " +"`BuildLimitGroup.Types` 中的位置对应。" #: ../../New-or-Enhanced-Logics.md:1225 -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`。" +msgid "" +"`BuildLimitGroup.Factor` determines each of this techno instance will " +"count as what value when calculating build limit." +msgstr "" +"`BuildLimitGroup.Factor` 决定了每个此类技术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:1226 -msgid "`BuildLimitGroup.ContentIfAnyMatch` determines the rule of calculating build limit per techno. If set to true, build limit will be content if the amount of any techno in the group reaches its `BuildLimitGroup.Nums` value. If set to false, then it'll only be content if the amount of all technos in the group reached." -msgstr "`BuildLimitGroup.ContentIfAnyMatch` 决定其建造限制的计算规则。如果设置为 true,则当组内任意技术类型的数量达到其 `BuildLimitGroup.Nums` 值时视为全组达到建造限制。如果设置为 false,则只有当组内所有技术类型的数量达到时建造限制才有效。" +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:1227 -msgid "`BuildLimitGroup.NotBuildableIfQueueMatch` determines the moment to stop the techno's production. If set to true, its production will be stopped once the condition is content by the sum of real technos and technos in production queue. If set to false, it'll only be stopped when the condition is content by real technos." -msgstr "`BuildLimitGroup.NotBuildableIfQueueMatch` 决定了禁用技术类型生产的时刻,如果设为 true 则已存在的技术类型与处于生产序列中的技术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技术类型满足条件才会停止生产。" +msgid "" +"`BuildLimitGroup.ContentIfAnyMatch` determines the rule of calculating " +"build limit per techno. If set to true, build limit will be content if " +"the amount of any techno in the group reaches its `BuildLimitGroup.Nums` " +"value. If set to false, then it'll only be content if the amount of all " +"technos in the group reached." +msgstr "" +"`BuildLimitGroup.ContentIfAnyMatch` 决定其建造限制的计算规则。如果设置为 " +"true,则当组内任意技术类型的数量达到其 `BuildLimitGroup.Nums` 值时视为全组达到建造限制。如果设置为 " +"false,则只有当组内所有技术类型的数量达到时建造限制才有效。" #: ../../New-or-Enhanced-Logics.md:1228 -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技术类型数量向 `BuildLimitGroup.Nums` 添加一个额外调整值。" +msgid "" +"`BuildLimitGroup.NotBuildableIfQueueMatch` determines the moment to stop " +"the techno's production. If set to true, its production will be stopped " +"once the condition is content by the sum of real technos and technos in " +"production queue. If set to false, it'll only be stopped when the " +"condition is content by real technos." +msgstr "" +"`BuildLimitGroup.NotBuildableIfQueueMatch` 决定了禁用技术类型生产的时刻,如果设为 true " +"则已存在的技术类型与处于生产序列中的技术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技术类型满足条件才会停止生产。" #: ../../New-or-Enhanced-Logics.md:1229 -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技术类型。" +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技术类型数量向 `BuildLimitGroup.Nums` 添加一个额外调整值。" #: ../../New-or-Enhanced-Logics.md:1230 -msgid "`BuildLimitGroup.ExtraLimit.Nums` determines the actual value of increment. Value matching the position in `BuildLimitGroup.ExtraLimit.Types` is used for that type. For each of these technos, it'll increase the extra value by its amount * corresponding value from the list." -msgstr "`BuildLimitGroup.ExtraLimit.Nums` 决定了其额外值的增量。与 `BuildLimitGroup.ExtraLimit.Types` 中对应位置的技术类型一一对应。每个列表中的技术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。" +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技术类型。" #: ../../New-or-Enhanced-Logics.md:1231 -msgid "`BuildLimitGroup.ExtraLimit.MaxCount` determines the maximum amount of technos being counted into the extra value calculation. Value matching the position in `BuildLimitGroup.ExtraLimit.Types` is used for that type. If not set or set to a value below 1, it'll be considered as no maximum count." -msgstr "`BuildLimitGroup.ExtraLimit.MaxCount` 决定了会被用于计算额外值的技术类型会被计入的最大数量。与 `BuildLimitGroup.ExtraLimit.Types` 中对应位置的技术类型一一对应。如果未设置或设为小于 1 的值,则视为无最大数量限制。" +msgid "" +"`BuildLimitGroup.ExtraLimit.Nums` determines the actual value of " +"increment. Value matching the position in " +"`BuildLimitGroup.ExtraLimit.Types` is used for that type. For each of " +"these technos, it'll increase the extra value by its amount * " +"corresponding value from the list." +msgstr "" +"`BuildLimitGroup.ExtraLimit.Nums` 决定了其额外值的增量。与 " +"`BuildLimitGroup.ExtraLimit.Types` " +"中对应位置的技术类型一一对应。每个列表中的技术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:1232 -msgid "`BuildLimitGroup.ExtraLimit.MaxNum` determines the maximum of values in `BuildLimitGroup.Nums` after extra limit calculation. If not set or set to a value below 1, it'll be considered as no maximum value." -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。" +msgid "" +"`BuildLimitGroup.ExtraLimit.MaxCount` determines the maximum amount of " +"technos being counted into the extra value calculation. Value matching " +"the position in `BuildLimitGroup.ExtraLimit.Types` is used for that type." +" If not set or set to a value below 1, it'll be considered as no maximum " +"count." +msgstr "" +"`BuildLimitGroup.ExtraLimit.MaxCount` 决定了会被用于计算额外值的技术类型会被计入的最大数量。与 " +"`BuildLimitGroup.ExtraLimit.Types` 中对应位置的技术类型一一对应。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:1233 +msgid "" +"`BuildLimitGroup.ExtraLimit.MaxNum` determines the maximum of values in " +"`BuildLimitGroup.Nums` after extra limit calculation. If not set or set " +"to a value below 1, it'll be considered as no maximum value." +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:1248 +#: ../../New-or-Enhanced-Logics.md:1249 msgid "Customizable OpenTopped properties" msgstr "自定义 `OpenTopped` 属性" -#: ../../New-or-Enhanced-Logics.md:1250 -msgid "You can now override global `OpenTopped` transport properties per TechnoType." -msgstr "现在你可以为每个技术类型微观设定全局 `OpenTopped` 运输工具的属性。" - #: ../../New-or-Enhanced-Logics.md:1251 -msgid "`OpenTopped.IgnoreRangefinding` can be used to disable `OpenTopped` transport rangefinding behaviour where smallest weapon range between transport and all passengers is used when approaching targets that are out of range and when scanning for potential targets." -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。" +msgid "" +"You can now override global `OpenTopped` transport properties per " +"TechnoType." +msgstr "现在你可以为每个技术类型微观设定全局 `OpenTopped` 运输工具的属性。" #: ../../New-or-Enhanced-Logics.md:1252 -msgid "`OpenTopped.AllowFiringIfDeactivated` can be used to customize whether or not passengers can fire out when the transport is deactivated (EMP, powered unit etc)." -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。" +msgid "" +"`OpenTopped.IgnoreRangefinding` can be used to disable `OpenTopped` " +"transport rangefinding behaviour where smallest weapon range between " +"transport and all passengers is used when approaching targets that are " +"out of range and when scanning for potential targets." +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:1253 -msgid "`OpenTopped.ShareTransportTarget` controls whether or not the current target of the transport itself is passed to the passengers as well." +msgid "" +"`OpenTopped.AllowFiringIfDeactivated` can be used to customize whether or" +" not passengers can fire out when the transport is deactivated (EMP, " +"powered unit etc)." +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:1254 +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:1265 +#: ../../New-or-Enhanced-Logics.md:1266 msgid "Disabling fallback to (Elite)Secondary weapon" msgstr "禁用副武器自动推算" -#: ../../New-or-Enhanced-Logics.md:1267 -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 setting `NoSecondaryWeaponFallback` to true (defaults to false). `NoSecondaryWeaponFallback.AllowAA` controls whether or not fallback because of projectile `AA` setting and target being in air is still allowed. This does not apply to special cases where `(Elite)Secondary` weapon is always chosen, including but not necessarily limited to the following:" -msgstr "现在如果 `(Elite)Primary` 武器无法对选定目标开火那么可以通过将 `NoSecondaryWeaponFallback` 设为 true(默认 false)来禁用其尝试换用 `(Elite)Secondary` 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:1268 -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。" +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 " +"setting `NoSecondaryWeaponFallback` to true (defaults to false). " +"`NoSecondaryWeaponFallback.AllowAA` controls whether or not fallback " +"because of projectile `AA` setting and target being in air is still " +"allowed. This does not apply to special cases where `(Elite)Secondary` " +"weapon is always chosen, including but not necessarily limited to the " +"following:" +msgstr "" +"现在如果 `(Elite)Primary` 武器无法对选定目标开火那么可以通过将 `NoSecondaryWeaponFallback` 设为 " +"true(默认 false)来禁用其尝试换用 `(Elite)Secondary` " +"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:1269 -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`。" +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:1270 -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。" +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:1271 -msgid "`DrainWeapon=true` weapons against enemy `Drainable=yes` buildings." -msgstr "`DrainWeapon=true` 的武器应对敌方 `Drainable=yes` 的建筑。" +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:1272 -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。" +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:1273 -msgid "Weapons with `ElectricAssault=true` set on `Warhead` against `Overpowerable=true` buildings belonging to owner or allies." -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。" +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:1274 +msgid "" +"Weapons with `ElectricAssault=true` set on `Warhead` against " +"`Overpowerable=true` buildings belonging to owner or allies." +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:1275 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:1275 -msgid "Any system using `(Elite)WeaponX`, f.ex `Gunner=true` or `IsGattling=true` is also wholly exempt." +#: ../../New-or-Enhanced-Logics.md:1276 +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:1284 -msgid "Disguise logic additions (disguise-based movement speed, disguise blinking visibility)" +#: ../../New-or-Enhanced-Logics.md:1285 +msgid "" +"Disguise logic additions (disguise-based movement speed, disguise " +"blinking visibility)" msgstr "伪装逻辑增强" -#: ../../New-or-Enhanced-Logics.md:1286 -msgid "`DisguiseBlinkingVisibility` can be used to customize which players can see disguises blinking on units. This does not affect targeting but does affect veterancy insignia visibility - blinking disguise means the original unit's insignia is visible always instead of disguise's." -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:1287 -msgid "Another thing to note is that in singleplayer missions, for purposes of the disguise blinking, disguised objects owned by any player-controlled houses are also considered to be owned by the current player even if they are not allied, meaning players are always able to see their disguises 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他们的伪装闪烁,除非 `DisguiseBlinkingVisibility` 设置为 `none` 或 `enemies`。" +msgid "" +"`DisguiseBlinkingVisibility` can be used to customize which players can " +"see disguises blinking on units. This does not affect targeting but does " +"affect veterancy insignia visibility - blinking disguise means the " +"original unit's insignia is visible always instead of disguise's." +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:1288 -msgid "`UseDisguiseMovementSpeed`, if set, makes disguised unit adjust its movement speed to match that of the disguise, if applicable. Note that this applies even when the disguise is revealed, as long as it has not been removed." -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。" +msgid "" +"Another thing to note is that in singleplayer missions, for purposes of " +"the disguise blinking, disguised objects owned by any player-controlled " +"houses are also considered to be owned by the current player even if they" +" are not allied, meaning players are always able to see their disguises " +"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他们的伪装闪烁,除非" +" `DisguiseBlinkingVisibility` 设置为 `none` 或 `enemies`。" + +#: ../../New-or-Enhanced-Logics.md:1289 +msgid "" +"`UseDisguiseMovementSpeed`, if set, makes disguised unit adjust its " +"movement speed to match that of the disguise, if applicable. Note that " +"this applies even when the disguise is revealed, as long as it has not " +"been removed." +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:1299 +#: ../../New-or-Enhanced-Logics.md:1300 msgid "Firing offsets for specific Burst shots" msgstr "Burst 开火坐标" -#: ../../New-or-Enhanced-Logics.md:1301 -msgid "You can now specify separate firing offsets for each of the shots fired by weapon with `Burst` via using `(Elite)(Prone/Deployed)PrimaryFire|SecondaryFire|WeaponX|FLH.BurstN` keys, depending on which weapons your TechnoType makes use of. *N* in `BurstN` is zero-based burst shot index, and the values are parsed sequentially until no value for either regular or elite weapon is present, with elite weapon defaulting to regular weapon FLH if only it is missing. If no burst-index specific value is available, value from the base key (f.ex `PrimaryFireFLH`) is used." -msgstr "现在你可以通过使用 `(Elite)(Prone/Deployed)PrimaryFire|SecondaryFire|WeaponX|FLH.BurstN` 标签为拥有 `Burst` 的武器指定每个连发单独的开火坐标,具体取决于你的技术类型使用哪些武器。`BurstN` 中的 *N* 是从 0 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:1302 -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." +msgid "" +"You can now specify separate firing offsets for each of the shots fired " +"by weapon with `Burst` via using " +"`(Elite)(Prone/Deployed)PrimaryFire|SecondaryFire|WeaponX|FLH.BurstN` " +"keys, depending on which weapons your TechnoType makes use of. *N* in " +"`BurstN` is zero-based burst shot index, and the values are parsed " +"sequentially until no value for either regular or elite weapon is " +"present, with elite weapon defaulting to regular weapon FLH if only it is" +" missing. If no burst-index specific value is available, value from the " +"base key (f.ex `PrimaryFireFLH`) is used." +msgstr "" +"现在你可以通过使用 " +"`(Elite)(Prone/Deployed)PrimaryFire|SecondaryFire|WeaponX|FLH.BurstN` " +"标签为拥有 `Burst` 的武器指定每个连发单独的开火坐标,具体取决于你的技术类型使用哪些武器。`BurstN` 中的 *N* 是从 0 " +"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:1303 +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:1310 +#: ../../New-or-Enhanced-Logics.md:1311 msgid "Forcing specific weapon against certain targets" msgstr "对特定目标使用特定武器" -#: ../../New-or-Enhanced-Logics.md:1312 -msgid "![image](_static/images/underwater-new-attack-tag.gif) *Naval underwater target behavior with `ForceWeapon.Naval.Decloaked` in [C&C: Reloaded](https://www.moddb.com/mods/cncreloaded)*" -msgstr "![image](_static/images/underwater-new-attack-tag.gif) *[C&C: 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:1315 -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 satisfies the conditions, the first one in listed order satisfied takes 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:1313 +msgid "" +"![image](_static/images/underwater-new-attack-tag.gif) *Naval underwater " +"target behavior with `ForceWeapon.Naval.Decloaked` in [C&C: " +"Reloaded](https://www.moddb.com/mods/cncreloaded)*" +msgstr "" +"![image](_static/images/underwater-new-attack-tag.gif) *[C&C: " +"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:1316 -msgid "`ForceWeapon.Naval.Decloaked` forces specified weapon to be used against uncloaked naval targets. Useful if your naval unit has one weapon only for underwater and another weapon for surface targets." -msgstr "`ForceWeapon.Naval.Decloaked` 强制指定对未隐形(下潜)状态海军目标使用的武器。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。" +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 " +"satisfies the conditions, the first one in listed order satisfied takes " +"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:1317 -msgid "`ForceWeapon.Cloaked` forces specified weapon to be used against any cloaked targets." -msgstr "`ForceWeapon.Cloaked` 强制对隐形(下潜)状态目标使用的武器。" +msgid "" +"`ForceWeapon.Naval.Decloaked` forces specified weapon to be used against " +"uncloaked naval targets. Useful if your naval unit has one weapon only " +"for underwater and another weapon for surface targets." +msgstr "" +"`ForceWeapon.Naval.Decloaked` " +"强制指定对未隐形(下潜)状态海军目标使用的武器。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:1318 -msgid "`ForceWeapon.Disguised` forces specified weapon to be used against any disguised targets." +msgid "" +"`ForceWeapon.Cloaked` forces specified weapon to be used against any " +"cloaked targets." +msgstr "`ForceWeapon.Cloaked` 强制对隐形(下潜)状态目标使用的武器。" + +#: ../../New-or-Enhanced-Logics.md:1319 +msgid "" +"`ForceWeapon.Disguised` forces specified weapon to be used against any " +"disguised targets." msgstr "`ForceWeapon.Disguised` 强制针对伪装目标所使用的武器。" -#: ../../New-or-Enhanced-Logics.md:1328 +#: ../../New-or-Enhanced-Logics.md:1329 msgid "Make units try turning to target when firing with `OmniFire=yes`" msgstr "`OmniFire=yes` 下转向" -#: ../../New-or-Enhanced-Logics.md:1330 -msgid "The unit will try to turn the body to target even firing with `OmniFire=yes`." +#: ../../New-or-Enhanced-Logics.md:1331 +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:1331 -msgid "Jumpjets are recommended to have the same value of body `ROT` and `JumpjetTurnRate`." +#: ../../New-or-Enhanced-Logics.md:1332 +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:1340 +#: ../../New-or-Enhanced-Logics.md:1341 msgid "Initial strength for TechnoTypes and cloned infantry" msgstr "技术类型与克隆步兵的初始血量" -#: ../../New-or-Enhanced-Logics.md:1342 -msgid "![image](_static/images/initialstrength.cloning-01.png) *Initial strength for cloned infantry example in [C&C: Reloaded](https://www.moddb.com/mods/cncreloaded)*" -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:1343 +msgid "" +"![image](_static/images/initialstrength.cloning-01.png) *Initial strength" +" for cloned infantry example in [C&C: " +"Reloaded](https://www.moddb.com/mods/cncreloaded)*" +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:1345 -msgid "`InitialStrength` can be used to set how many hitpoints a TechnoType starts with." +#: ../../New-or-Enhanced-Logics.md:1346 +msgid "" +"`InitialStrength` can be used to set how many hitpoints a TechnoType " +"starts with." msgstr "`InitialStrength` 可用于设置技术类型的初始血量。" -#: ../../New-or-Enhanced-Logics.md:1346 -msgid "`InitialStrength.Cloning` can be used to specify a percentage of hitpoints (single value or a range from which a random value is picked) cloned infantry produced by `Cloning=true` building start with." -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:1347 +msgid "" +"`InitialStrength.Cloning` can be used to specify a percentage of " +"hitpoints (single value or a range from which a random value is picked) " +"cloned infantry produced by `Cloning=true` building start with." +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:1358 -msgid "Both `InitialStrength` and `InitialStrength.Cloning` never surpass the type's `Strength`, even if your values are bigger than it." -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:1359 +msgid "" +"Both `InitialStrength` and `InitialStrength.Cloning` never surpass the " +"type's `Strength`, even if your values are bigger than it." +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:1361 +#: ../../New-or-Enhanced-Logics.md:1362 msgid "Kill Object Automatically" msgstr "自毁" -#: ../../New-or-Enhanced-Logics.md:1363 -msgid "Objects can be destroyed automatically if *any* of these conditions is met:" +#: ../../New-or-Enhanced-Logics.md:1364 +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:1364 +#: ../../New-or-Enhanced-Logics.md:1365 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:1365 +#: ../../New-or-Enhanced-Logics.md:1366 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:1366 -msgid "`TechnosExist` / `TechnosDontExist`: The object will die if TechnoTypes exist or do not exist, respectively." +#: ../../New-or-Enhanced-Logics.md:1367 +msgid "" +"`TechnosExist` / `TechnosDontExist`: The object will die if TechnoTypes " +"exist or do not exist, respectively." msgstr "`TechnosExist` / `TechnosDontExist`:如果技术类型分辨存在或不存在则对象死亡。" -#: ../../New-or-Enhanced-Logics.md:1367 -msgid "`Technos(Dont)Exist.Any` controls whether or not a single listed TechnoType is enough to satisfy the requirement or if all are required." +#: ../../New-or-Enhanced-Logics.md:1368 +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技术类型还是所有技术类型来满足条件。" -#: ../../New-or-Enhanced-Logics.md:1368 -msgid "`Technos(Dont)Exist.AllowLimboed` controls whether or not limboed TechnoTypes (f.ex those in transports) are counted." +#: ../../New-or-Enhanced-Logics.md:1369 +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技术类型(例如在运输工具中的那些)。" -#: ../../New-or-Enhanced-Logics.md:1369 +#: ../../New-or-Enhanced-Logics.md:1370 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:1371 +#: ../../New-or-Enhanced-Logics.md:1372 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:1372 +#: ../../New-or-Enhanced-Logics.md:1373 msgid "`kill`: The object will be destroyed normally." msgstr "`kill`:对象将正常摧毁。" -#: ../../New-or-Enhanced-Logics.md:1373 -msgid "`vanish`: The object will be directly removed from the game peacefully instead of actually getting killed." +#: ../../New-or-Enhanced-Logics.md:1374 +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:1374 -msgid "`sell`: If the object is a **building** with buildup, it will be sold instead of destroyed." +#: ../../New-or-Enhanced-Logics.md:1375 +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:1376 -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 object's location if `vanish` behaviour is chosen." -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。" +#: ../../New-or-Enhanced-Logics.md:1377 +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 " +"object's location if `vanish` behaviour is chosen." +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。" -#: ../../New-or-Enhanced-Logics.md:1379 -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+**." +#: ../../New-or-Enhanced-Logics.md:1380 +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:1382 -msgid "This logic also supports buildings delivered by [LimboDelivery](#limbodelivery). However in this case, all `AutoDeath.Behavior` values produce identical result where the building is simply deleted." -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:1383 +msgid "" +"This logic also supports buildings delivered by " +"[LimboDelivery](#limbodelivery). However in this case, all " +"`AutoDeath.Behavior` values produce identical result where the building " +"is simply deleted." +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:1401 +#: ../../New-or-Enhanced-Logics.md:1402 msgid "Mind Control enhancement" msgstr "心灵控制增强" -#: ../../New-or-Enhanced-Logics.md:1403 -msgid "![image](_static/images/mindcontrol-max-range-01.gif) *Mind Control Range Limit used in [Fantasy ADVENTURE](https://www.moddb.com/mods/fantasy-adventure)* ![image](_static/images/mindcontrol-multiple-01.gif) *Multiple Mind Control unit auto-releases the first victim in [Fantasy ADVENTURE](https://www.moddb.com/mods/fantasy-adventure)*" -msgstr "![image](_static/images/mindcontrol-max-range-01.gif) *[幻想奇遇](https://www.moddb.com/mods/fantasy-adventure) 中的心灵控制范围限制* ![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:1404 +msgid "" +"![image](_static/images/mindcontrol-max-range-01.gif) *Mind Control Range" +" Limit used in [Fantasy ADVENTURE](https://www.moddb.com/mods/fantasy-" +"adventure)* ![image](_static/images/mindcontrol-multiple-01.gif) " +"*Multiple Mind Control unit auto-releases the first victim in [Fantasy " +"ADVENTURE](https://www.moddb.com/mods/fantasy-adventure)*" +msgstr "" +"![image](_static/images/mindcontrol-max-range-01.gif) " +"*[幻想奇遇](https://www.moddb.com/mods/fantasy-adventure) 中的心灵控制范围限制* " +"![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:1408 -msgid "Mind controllers now can have the upper limit of the control distance. Tag values greater than 0 will activate this feature." +#: ../../New-or-Enhanced-Logics.md:1409 +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:1409 -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." +#: ../../New-or-Enhanced-Logics.md:1410 +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:1410 -msgid "Allows Warheads to play custom `MindControl.Anim` which defaults to `ControlledAnimationType`." +#: ../../New-or-Enhanced-Logics.md:1411 +msgid "" +"Allows Warheads to play custom `MindControl.Anim` which defaults to " +"`ControlledAnimationType`." msgstr "允许弹头播放自定义的 `MindControl.Anim`,默认为 `ControlledAnimationType`。" -#: ../../New-or-Enhanced-Logics.md:1422 +#: ../../New-or-Enhanced-Logics.md:1423 msgid "No Manual Move" msgstr "禁止手动改移动" -#: ../../New-or-Enhanced-Logics.md:1424 -msgid "You can now specify whether a TechnoType is unable to receive move command." +#: ../../New-or-Enhanced-Logics.md:1425 +msgid "" +"You can now specify whether a TechnoType is unable to receive move " +"command." msgstr "现在你可以指定一个技术类型是否无法接收移动指令。" -#: ../../New-or-Enhanced-Logics.md:1432 +#: ../../New-or-Enhanced-Logics.md:1433 msgid "Promoted Spawns" msgstr "子机升级" -#: ../../New-or-Enhanced-Logics.md:1434 -msgid "![image](_static/images/promotedspawns-01.gif) *Promoted Spawns in [Fantasy ADVENTURE](https://www.moddb.com/mods/fantasy-adventure)*" -msgstr "![image](_static/images/promotedspawns-01.gif) *[幻想奇遇](https://www.moddb.com/mods/fantasy-adventure) 中的子机升级*" +#: ../../New-or-Enhanced-Logics.md:1435 +msgid "" +"![image](_static/images/promotedspawns-01.gif) *Promoted Spawns in " +"[Fantasy ADVENTURE](https://www.moddb.com/mods/fantasy-adventure)*" +msgstr "" +"![image](_static/images/promotedspawns-01.gif) " +"*[幻想奇遇](https://www.moddb.com/mods/fantasy-adventure) 中的子机升级*" -#: ../../New-or-Enhanced-Logics.md:1437 +#: ../../New-or-Enhanced-Logics.md:1438 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:1445 +#: ../../New-or-Enhanced-Logics.md:1446 msgid "Revenge weapon" msgstr "复仇武器" -#: ../../New-or-Enhanced-Logics.md:1447 -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 the damage that killed the TechnoType. If TechnoType died of sources other than direct damage dealt by another TechnoType, `RevengeWeapon` will not be fired." -msgstr "类似于 `DeathWeapon`,它在技术类型被击杀后发射,但不同的是它将发射给造成伤害并杀死技术类型的人。如果技术类型不是由于其他技术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:1448 -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。" +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 " +"the damage that killed the TechnoType. If TechnoType died of sources " +"other than direct damage dealt by another TechnoType, `RevengeWeapon` " +"will not be fired." +msgstr "" +"类似于 " +"`DeathWeapon`,它在技术类型被击杀后发射,但不同的是它将发射给造成伤害并杀死技术类型的人。如果技术类型不是由于其他技术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:1449 -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。" +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:1450 -msgid "Ìf a Warhead has `SuppressRevengeWeapons` set to true, it will not trigger revenge weapons. `SuppressRevengeWeapons.Types` can be used to list WeaponTypes affected by this, if none are listed all WeaponTypes are affected." -msgstr "如果武器 `SuppressRevengeWeapons` 设为 true 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。" +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:1463 +#: ../../New-or-Enhanced-Logics.md:1451 +msgid "" +"Ìf a Warhead has `SuppressRevengeWeapons` set to true, it will not " +"trigger revenge weapons. `SuppressRevengeWeapons.Types` can be used to " +"list WeaponTypes affected by this, if none are listed all WeaponTypes are" +" affected." +msgstr "" +"如果武器 `SuppressRevengeWeapons` 设为 true " +"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:1464 msgid "Weapons fired on warping in / out" msgstr "武器在传送时开火" -#: ../../New-or-Enhanced-Logics.md:1465 -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 "现在可以在技术类型传送来/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:1466 -msgid "`WarpInMinRangeWeapon` is used instead of `WarpInWeapon` if the distance traveled (in leptons) was less than `ChronoRangeMinimum`. This works regardless of if `ChronoTrigger` is set or not. If `WarpInMinRangeWeapon` is not set, it defaults to `WarpInWeapon`." -msgstr "`WarpInMinRangeWeapon` 将在传送距离(以 leptons 为单位)小于 `ChronoRangeMinimum` 时使用,无论是否设置了 `ChronoTrigger`。如果未设置 `WarpInMinRangeWeapon`,则默认为 `WarpInWeapon`。" +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 "现在可以在技术类型传送来/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:1467 -msgid "If `WarpInWeapon.UseDistanceAsDamage` is set, `Damage` of `WarpIn(MinRange)Weapon` is overriden by the number of whole cells teleported across." -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。" +msgid "" +"`WarpInMinRangeWeapon` is used instead of `WarpInWeapon` if the distance " +"traveled (in leptons) was less than `ChronoRangeMinimum`. This works " +"regardless of if `ChronoTrigger` is set or not. If `WarpInMinRangeWeapon`" +" is not set, it defaults to `WarpInWeapon`." +msgstr "" +"`WarpInMinRangeWeapon` 将在传送距离(以 leptons 为单位)小于 `ChronoRangeMinimum` " +"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:1468 +msgid "" +"If `WarpInWeapon.UseDistanceAsDamage` is set, `Damage` of " +"`WarpIn(MinRange)Weapon` is overriden by the number of whole cells " +"teleported across." +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:1478 +#: ../../New-or-Enhanced-Logics.md:1479 msgid "Custom tint on TechnoTypes" msgstr "染色" -#: ../../New-or-Enhanced-Logics.md:1480 -msgid "A tint effect similar to that used by Iron Curtain / Force Shield or `Psychedelic=true` Warheads can be applied to TechnoTypes naturally by setting `Tint.Color` and/or `Tint Intensity`." -msgstr "通过设置 `Tint.Color` 和/或 `Tint Intensity` 可以为拥有护盾的技术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:1481 +msgid "" +"A tint effect similar to that used by Iron Curtain / Force Shield or " +"`Psychedelic=true` Warheads can be applied to TechnoTypes naturally by " +"setting `Tint.Color` and/or `Tint Intensity`." +msgstr "" +"通过设置 `Tint.Color` 和/或 `Tint Intensity` 可以为拥有护盾的技术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:1483 -msgid "Tint effects can also be applied by [attached effects](#attached-effects) and on [shields](#shields)." +#: ../../New-or-Enhanced-Logics.md:1484 +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:1494 msgid "Customize EVA voice and `SellSound` when selling units" msgstr "单位出售音效" -#: ../../New-or-Enhanced-Logics.md:1495 -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:1496 -msgid "`EVA.Sold` is used to customize the EVA voice when selling, default to `EVA_StructureSold` for buildings and `EVA_UnitSold` for vehicles." -msgstr "`EVA.Sold` 用于自定义出售时的 EVA 语音,简直默认为 `EVA_StructureSold` 载具默认为 `EVA_UnitSold`。" +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:1497 -msgid "`SellSound` is used to customize the report sound when selling, default to `[AudioVisual] -> SellSound`. Note that vanilla game played vehicles' `SellSound` globally. This has been changed in consistency with buildings' `SellSound`." -msgstr "`SellSound` 用于自定义出售时的音效,默认为 `[AudioVisual] -> SellSound`。请注意,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。" +msgid "" +"`EVA.Sold` is used to customize the EVA voice when selling, default to " +"`EVA_StructureSold` for buildings and `EVA_UnitSold` for vehicles." +msgstr "" +"`EVA.Sold` 用于自定义出售时的 EVA 语音,简直默认为 `EVA_StructureSold` 载具默认为 " +"`EVA_UnitSold`。" + +#: ../../New-or-Enhanced-Logics.md:1498 +msgid "" +"`SellSound` is used to customize the report sound when selling, default " +"to `[AudioVisual] -> SellSound`. Note that vanilla game played vehicles' " +"`SellSound` globally. This has been changed in consistency with " +"buildings' `SellSound`." +msgstr "" +"`SellSound` 用于自定义出售时的音效,默认为 `[AudioVisual] -> SellSound`。请注意,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:1506 +#: ../../New-or-Enhanced-Logics.md:1507 msgid "Sound entry on unit's creation" msgstr "单位创建时音效" -#: ../../New-or-Enhanced-Logics.md:1508 -msgid "When a unit is created, sound specified in `VoiceCreated` will be played for the unit owner." +#: ../../New-or-Enhanced-Logics.md:1509 +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:1509 -msgid "If `IsVoiceCreatedGlobal` is set to true, `VoiceCreated` will be played globally instead of `EVA_UnitReady`." -msgstr "如果 `IsVoiceCreatedGlobal` 设为 true 则将全局播放 `VoiceCreated` 而不是 `EVA_UnitReady`。" +#: ../../New-or-Enhanced-Logics.md:1510 +msgid "" +"If `IsVoiceCreatedGlobal` is set to true, `VoiceCreated` will be played " +"globally instead of `EVA_UnitReady`." +msgstr "" +"如果 `IsVoiceCreatedGlobal` 设为 true 则将全局播放 `VoiceCreated` 而不是 " +"`EVA_UnitReady`。" -#: ../../New-or-Enhanced-Logics.md:1520 +#: ../../New-or-Enhanced-Logics.md:1521 msgid "Promotion animation" msgstr "升级动画" -#: ../../New-or-Enhanced-Logics.md:1522 +#: ../../New-or-Enhanced-Logics.md:1523 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:1523 -msgid "`Promote.VeteranAnimation` is used when unit or structure is promoted to veteran." +#: ../../New-or-Enhanced-Logics.md:1524 +msgid "" +"`Promote.VeteranAnimation` is used when unit or structure is promoted to " +"veteran." msgstr "`Promote.VeteranAnimation` 用于单位或建筑升级为老兵时。" -#: ../../New-or-Enhanced-Logics.md:1524 -msgid "`Promote.EliteAnimation` is used when unit or structure is promoted to elite. If `Promote.EliteAnimation` is not defined, `Promote.VeteranAnimation` will play instead when unit or structure is promoted to elite." -msgstr "`Promote.EliteAnimation` 用于单位或建筑升级为精英时。如果未定义 `Promote.EliteAnimation` 则使用 `Promote.VeteranAnimation`。" +#: ../../New-or-Enhanced-Logics.md:1525 +msgid "" +"`Promote.EliteAnimation` is used when unit or structure is promoted to " +"elite. If `Promote.EliteAnimation` is not defined, " +"`Promote.VeteranAnimation` will play instead when unit or structure is " +"promoted to elite." +msgstr "" +"`Promote.EliteAnimation` 用于单位或建筑升级为精英时。如果未定义 `Promote.EliteAnimation` 则使用" +" `Promote.VeteranAnimation`。" -#: ../../New-or-Enhanced-Logics.md:1533 +#: ../../New-or-Enhanced-Logics.md:1534 msgid "Raise alert when technos are taking damage" msgstr "单位受伤警报" -#: ../../New-or-Enhanced-Logics.md:1535 -msgid "In Vanilla, non-building technos will not generate radar events or EVAs when attacked, so players can hardly notice them until they are destroyed. You can now receive a radar event (and optionally a sound effect) when your units is attacked, so you can respond to the combats in time." -msgstr "在原版,非建筑技术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:1536 -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。" +msgid "" +"In Vanilla, non-building technos will not generate radar events or EVAs " +"when attacked, so players can hardly notice them until they are " +"destroyed. You can now receive a radar event (and optionally a sound " +"effect) when your units is attacked, so you can respond to the combats in" +" time." +msgstr "" +"在原版,非建筑技术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:1537 -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。" +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:1538 -msgid "You can disable this logic on specific techno by setting `[TechnoType] -> CombatAlert` to `false`, which default to `[AudioVisual] -> CombatAlert.Default`. If `CombatAlert.Default` is also empty, it is defaultly disabled for technos with `Insignificant=yes` or `Spawned=yes`." -msgstr "你可以通过将 `[TechnoType] -> CombatAlert` 设置为 `false` 来为特定技术类型禁用此逻辑,默认为 `[AudioVisual] -> CombatAlert.Default`。如果 `CombatAlert.Default` 也为空,则默认为对 `Insignificant=yes` 或 `Spawned=yes` 的技术类型禁用。" +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:1539 -msgid "`[AudioVisual] -> CombatAlert.IgnoreBuilding` will turn the logic off on buildings. You can override it for specific building by setting `[TechnoType] -> CombatAlert.NotBuilding` to true. You may hope to use it on veh-buildings." -msgstr "`[AudioVisual] -> CombatAlert.IgnoreBuilding` 将在建筑上关闭此逻辑,你可以通过设置 `[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。" +msgid "" +"You can disable this logic on specific techno by setting `[TechnoType] ->" +" CombatAlert` to `false`, which default to `[AudioVisual] -> " +"CombatAlert.Default`. If `CombatAlert.Default` is also empty, it is " +"defaultly disabled for technos with `Insignificant=yes` or `Spawned=yes`." +msgstr "" +"你可以通过将 `[TechnoType] -> CombatAlert` 设置为 `false` 来为特定技术类型禁用此逻辑,默认为 " +"`[AudioVisual] -> CombatAlert.Default`。如果 `CombatAlert.Default` 也为空,则默认为对" +" `Insignificant=yes` 或 `Spawned=yes` 的技术类型禁用。" #: ../../New-or-Enhanced-Logics.md:1540 -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。" +msgid "" +"`[AudioVisual] -> CombatAlert.IgnoreBuilding` will turn the logic off on " +"buildings. You can override it for specific building by setting " +"`[TechnoType] -> CombatAlert.NotBuilding` to true. You may hope to use it" +" on veh-buildings." +msgstr "" +"`[AudioVisual] -> CombatAlert.IgnoreBuilding` 将在建筑上关闭此逻辑,你可以通过设置 " +"`[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:1541 -msgid "`[AudioVisual] -> CombatAlert.Interval` decides the time interval (in frames) between alerts, to prevent the alert from being anonying. It is default to 150 frames." -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。" +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:1542 -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。" +msgid "" +"`[AudioVisual] -> CombatAlert.Interval` decides the time interval (in " +"frames) between alerts, to prevent the alert from being anonying. It is " +"default to 150 frames." +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:1543 -msgid "Technos hitted by a warhead with `[WarheadType] -> CombatAlert.Suppress` setted to `true` will not raise a radar event or EVA. This flag is default to the logical or of inverse value of ares flag `[WarheadType] -> Malicious` and `[WarheadType] -> Nonprovocative`." -msgstr "技术类型被拥有 `[WarheadType] -> CombatAlert.Suppress` 设置为 `true` 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。" +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:1544 -msgid "And the following flags controlls the effect of a combat alert." -msgstr "一下标签控制战斗警报的效果。" +msgid "" +"Technos hitted by a warhead with `[WarheadType] -> CombatAlert.Suppress` " +"setted to `true` will not raise a radar event or EVA. This flag is " +"default to the logical or of inverse value of ares flag `[WarheadType] ->" +" Malicious` and `[WarheadType] -> Nonprovocative`." +msgstr "" +"技术类型被拥有 `[WarheadType] -> CombatAlert.Suppress` 设置为 `true` " +"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:1545 -msgid "`[AudioVisual] -> CombatAlert.MakeAVoice` decides whether to play some sound effect with the combat alert. Set it to `true` will enable the following flags, otherwise they will be ignored." -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。" +msgid "And the following flags controlls the effect of a combat alert." +msgstr "一下标签控制战斗警报的效果。" #: ../../New-or-Enhanced-Logics.md:1546 -msgid "`[TechnoType] -> CombatAlert.UseFeedbackVoice` decides whether to use the sound defined by `VoiceFeedback`. Default to `[AudioVisual] -> CombatAlert.UseFeedbackVoice`." -msgstr "`[TechnoType] -> CombatAlert.UseFeedbackVoice` 决定是否使用 `VoiceFeedback` 定义的声音。默认为 `[AudioVisual] -> CombatAlert.UseFeedbackVoice`。" +msgid "" +"`[AudioVisual] -> CombatAlert.MakeAVoice` decides whether to play some " +"sound effect with the combat alert. Set it to `true` will enable the " +"following flags, otherwise they will be ignored." +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:1547 -msgid "`[TechnoType] -> CombatAlert.UseAttackVoice` decides whether to use the sound defined by `VoiceAttack`. Default to `[AudioVisual] -> CombatAlert.UseAttackVoice`." -msgstr "`[TechnoType] -> CombatAlert.UseAttackVoice` 决定是否使用 `VoiceAttack` 定义的声音。默认为 `[AudioVisual] -> CombatAlert.UseAttackVoice`。" +msgid "" +"`[TechnoType] -> CombatAlert.UseFeedbackVoice` decides whether to use the" +" sound defined by `VoiceFeedback`. Default to `[AudioVisual] -> " +"CombatAlert.UseFeedbackVoice`." +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:1548 -msgid "`[TechnoType] -> CombatAlert.UseEVA` decides whether to play an EVA. Default to `[AudioVisual] -> CombatAlert.UseEVA`. The EVA to play is default to `EVA_UnitsInCombat`, and can be specified through `[TechnoType] -> CombatAlert.EVA`." -msgstr "`[TechnoType] -> CombatAlert.UseEVA` 决定是否使用 EVA。默认为 `[AudioVisual] -> CombatAlert.UseEVA`。所用的 EVA 默认为 `EVA_UnitsInCombat`,可以通过 `[TechnoType] -> CombatAlert.EVA` 指定。" +msgid "" +"`[TechnoType] -> CombatAlert.UseAttackVoice` decides whether to use the " +"sound defined by `VoiceAttack`. Default to `[AudioVisual] -> " +"CombatAlert.UseAttackVoice`." +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:1549 -msgid "The sound effect is taken **at order**, feedback first, attack then, eva finally. The flags in `[AudioVisual]` controlls whether to check it globally, and can be specify per techno." -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,可以为每个技术类型单独指定。" +msgid "" +"`[TechnoType] -> CombatAlert.UseEVA` decides whether to play an EVA. " +"Default to `[AudioVisual] -> CombatAlert.UseEVA`. The EVA to play is " +"default to `EVA_UnitsInCombat`, and can be specified through " +"`[TechnoType] -> CombatAlert.EVA`." +msgstr "" +"`[TechnoType] -> CombatAlert.UseEVA` 决定是否使用 EVA。默认为 `[AudioVisual] -> " +"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:1550 -msgid "An example: You set `CombatAlert.UseFeedbackVoice` and `CombatAlert.UseEVA` to `true` and `CombatAlert.UseAttackVoice` to `false`. A unit with `VoiceFeedback` `VoiceAttack` and `CombatAlert.EVA` are all set will play `VoiceFeedback`. A unit with `VoiceAttack` set will play `EVA_UnitsInCombat`." -msgstr "一个示例:你设置了 `CombatAlert.UseFeedbackVoice` 和 `CombatAlert.UseEVA` 为 `true`,`CombatAlert.UseAttackVoice` 为 `false`。拥有 `VoiceFeedback`、`VoiceAttack` 和 `CombatAlert.EVA` 的单位将播放 `VoiceFeedback`。拥有 `VoiceAttack` 的单位将播放 `EVA_UnitsInCombat`。" +msgid "" +"The sound effect is taken **at order**, feedback first, attack then, eva " +"finally. The flags in `[AudioVisual]` controlls whether to check it " +"globally, and can be specify per techno." +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,可以为每个技术类型单独指定。" + +#: ../../New-or-Enhanced-Logics.md:1551 +msgid "" +"An example: You set `CombatAlert.UseFeedbackVoice` and " +"`CombatAlert.UseEVA` to `true` and `CombatAlert.UseAttackVoice` to " +"`false`. A unit with `VoiceFeedback` `VoiceAttack` and `CombatAlert.EVA` " +"are all set will play `VoiceFeedback`. A unit with `VoiceAttack` set will" +" play `EVA_UnitsInCombat`." +msgstr "" +"一个示例:你设置了 `CombatAlert.UseFeedbackVoice` 和 `CombatAlert.UseEVA` 为 " +"`true`,`CombatAlert.UseAttackVoice` 为 `false`。拥有 " +"`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:1578 +#: ../../New-or-Enhanced-Logics.md:1579 msgid "Convert TechnoType on owner house change" msgstr "根据操作者变形" -#: ../../New-or-Enhanced-Logics.md:1580 -msgid "You can now change a unit's type when changing ownership from human to computer or from computer to human." +#: ../../New-or-Enhanced-Logics.md:1581 +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:1589 +#: ../../New-or-Enhanced-Logics.md:1590 msgid "Terrain" msgstr "地形对象" -#: ../../New-or-Enhanced-Logics.md:1591 +#: ../../New-or-Enhanced-Logics.md:1592 msgid "Destroy animation & sound" msgstr "摧毁动画与音效" -#: ../../New-or-Enhanced-Logics.md:1593 -msgid "You can now specify a destroy animation and sound for a TerrainType that are played when it is destroyed." +#: ../../New-or-Enhanced-Logics.md:1594 +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。" -#: ../../New-or-Enhanced-Logics.md:1602 +#: ../../New-or-Enhanced-Logics.md:1603 msgid "Warheads" msgstr "弹头" -#: ../../New-or-Enhanced-Logics.md:1605 +#: ../../New-or-Enhanced-Logics.md:1606 msgid "All new Warhead effects" msgstr "所有新增的弹头效果" -#: ../../New-or-Enhanced-Logics.md:1606 -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 的通用弹头一起使用。" - #: ../../New-or-Enhanced-Logics.md:1607 +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:1608 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:1608 -msgid "Respect `Verses` where applicable unless `EffectsRequireVerses` is set to false. If target has an active shield, its armor type is used instead unless warhead can penetrate the shield." -msgstr "在适用的情况下除非 `EffectsRequireVerses` 设为 false 否则尊重 `Verses`。如果目标拥有一个激活的护盾,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:1609 +msgid "" +"Respect `Verses` where applicable unless `EffectsRequireVerses` is set to" +" false. If target has an active shield, its armor type is used instead " +"unless warhead can penetrate the shield." +msgstr "" +"在适用的情况下除非 `EffectsRequireVerses` 设为 false 否则尊重 " +"`Verses`。如果目标拥有一个激活的护盾,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:1611 +#: ../../New-or-Enhanced-Logics.md:1612 msgid "Break Mind Control on impact" msgstr "解除心控" -#: ../../New-or-Enhanced-Logics.md:1613 -msgid "![image](_static/images/remove-mc.gif) *Mind control break warhead being utilized in [RA2: Reboot](https://www.moddb.com/mods/reboot)*" -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:1614 +msgid "" +"![image](_static/images/remove-mc.gif) *Mind control break warhead being " +"utilized in [RA2: Reboot](https://www.moddb.com/mods/reboot)*" +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:1616 -msgid "Warheads can now break mind control (doesn't apply to perma-MC-ed objects)." +#: ../../New-or-Enhanced-Logics.md:1617 +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:1624 +#: ../../New-or-Enhanced-Logics.md:1625 msgid "Chance-based extra damage or Warhead detonation / 'critical hits'" msgstr "暴击" -#: ../../New-or-Enhanced-Logics.md:1626 -msgid "Warheads can now apply additional chance-based damage or Warhead detonation ('critical hits') with the ability to customize chance, damage, affected targets, affected target HP threshold and animations of critical hit." -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:1627 -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 is susceptible to critical hits will be affected. If `Crit.ApplyChancePerTarget` is set, then whether or not the chance roll is successful is determined individually for each target." -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。" +msgid "" +"Warheads can now apply additional chance-based damage or Warhead " +"detonation ('critical hits') with the ability to customize chance, " +"damage, affected targets, affected target HP threshold and animations of " +"critical hit." +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:1628 -msgid "`Crit.ExtraDamage` determines the damage dealt by the critical hit. If `Crit.Warhead` is set, the damage is used to detonate the specified Warhead on each affected target, otherwise the damage is directly dealt based on current Warhead's `Verses` settings." -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。" +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 " +"is susceptible to critical hits will be affected. If " +"`Crit.ApplyChancePerTarget` is set, then whether or not the chance roll " +"is successful is determined individually for each target." +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:1629 -msgid "`Crit.Warhead` can be used to set a Warhead to detonate instead of using current Warhead. `Crit.Warhead.FullDetonation` controls whether or not the Warhead is detonated fully on the targets (as part of a dummy weapon) or simply deals area damage and applies Phobos' Warhead effects." -msgstr "`Crit.Warhead` 可用于设置一个用于替代当前弹头引爆的弹头。`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。" +msgid "" +"`Crit.ExtraDamage` determines the damage dealt by the critical hit. If " +"`Crit.Warhead` is set, the damage is used to detonate the specified " +"Warhead on each affected target, otherwise the damage is directly dealt " +"based on current Warhead's `Verses` settings." +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:1630 -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。" +msgid "" +"`Crit.Warhead` can be used to set a Warhead to detonate instead of using " +"current Warhead. `Crit.Warhead.FullDetonation` controls whether or not " +"the Warhead is detonated fully on the targets (as part of a dummy weapon)" +" or simply deals area damage and applies Phobos' Warhead effects." +msgstr "" +"`Crit.Warhead` 可用于设置一个用于替代当前弹头引爆的弹头。`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:1631 -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。" +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:1632 -msgid "`Crit.AffectBelowPercent` can be used to set minimum percentage of their maximum `Strength` that targets must have left to be affected by a critical hit." -msgstr "`Crit.AffectBelowPercent` 可用于设置暴击允许的目标其剩余血量相对最大 `Strength` 的百分比下限。" +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:1633 -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. If `Crit.AnimList.PickRandom` is set (defaults to `AnimList.PickRandom`) then the animation is chosen randomly from the list. If `Crit.AnimList.CreateAll` is set (defaults to `AnimList.CreateAll`), all animations from the list are created." -msgstr "`Crit.AnimList` 可用于设置一个当弹头对至少一个目标造成暴击时替代弹头 `AnimList` 使用的动画列表。如果设置了 `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。" +msgid "" +"`Crit.AffectBelowPercent` can be used to set minimum percentage of their " +"maximum `Strength` that targets must have left to be affected by a " +"critical hit." +msgstr "`Crit.AffectBelowPercent` 可用于设置暴击允许的目标其剩余血量相对最大 `Strength` 的百分比下限。" #: ../../New-or-Enhanced-Logics.md:1634 -msgid "`Crit.AnimOnAffectedTargets`, if set, makes the animation(s) from `Crit.AnimList` play on each affected target *in addition* to animation from Warhead's `AnimList` playing as normal instead of replacing `AnimList` animation. Note that because these animations are independent from `AnimList`, `Crit.AnimList.PickRandom` and `Crit.AnimList.CreateAll` will not default to their `AnimList` counterparts here and need to be explicitly set if needed." -msgstr "`Crit.AnimOnAffectedTargets` 如果设置则使 `Crit.AnimList` 中的动画在每个受影响的目标上播放,*此外* 还会正常播放弹头 `AnimList` 而不是覆盖之。注意因为这些动画与 `AnimList` 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。" +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. " +"If `Crit.AnimList.PickRandom` is set (defaults to `AnimList.PickRandom`) " +"then the animation is chosen randomly from the list. If " +"`Crit.AnimList.CreateAll` is set (defaults to `AnimList.CreateAll`), all " +"animations from the list are created." +msgstr "" +"`Crit.AnimList` 可用于设置一个当弹头对至少一个目标造成暴击时替代弹头 `AnimList` 使用的动画列表。如果设置了 " +"`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:1635 -msgid "`Crit.ActiveChanceAnims` can be used to set animation to be always displayed at the Warhead's detonation coordinates if the current Warhead has a chance to critically hit. If more than one animation is listed, a 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。" +msgid "" +"`Crit.AnimOnAffectedTargets`, if set, makes the animation(s) from " +"`Crit.AnimList` play on each affected target *in addition* to animation " +"from Warhead's `AnimList` playing as normal instead of replacing " +"`AnimList` animation. Note that because these animations are independent " +"from `AnimList`, `Crit.AnimList.PickRandom` and `Crit.AnimList.CreateAll`" +" will not default to their `AnimList` counterparts here and need to be " +"explicitly set if needed." +msgstr "" +"`Crit.AnimOnAffectedTargets` 如果设置则使 `Crit.AnimList` 中的动画在每个受影响的目标上播放,*此外*" +" 还会正常播放弹头 `AnimList` 而不是覆盖之。注意因为这些动画与 `AnimList` " +"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:1636 -msgid "`Crit.SuppressWhenIntercepted`, if set, prevents critical hits from occuring at all if the warhead was detonated from a [projectile that was intercepted](#projectile-interception-logic)." -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。" +msgid "" +"`Crit.ActiveChanceAnims` can be used to set animation to be always " +"displayed at the Warhead's detonation coordinates if the current Warhead " +"has a chance to critically hit. If more than one animation is listed, a " +"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:1637 -msgid "`ImmuneToCrit` can be set on TechnoTypes and ShieldTypes to make them immune to critical hits." +msgid "" +"`Crit.SuppressWhenIntercepted`, if set, prevents critical hits from " +"occuring at all if the warhead was detonated from a [projectile that was " +"intercepted](#projectile-interception-logic)." +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:1638 +msgid "" +"`ImmuneToCrit` can be set on TechnoTypes and ShieldTypes to make them " +"immune to critical hits." msgstr "`ImmuneToCrit` 可以设置在技术类型和护盾类型上以使它们免疫暴击。" -#: ../../New-or-Enhanced-Logics.md:1662 -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 possibility for the game to get stuck in a loop and freeze or crash afterwards." +#: ../../New-or-Enhanced-Logics.md:1663 +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 " +"possibility for the game to get stuck in a loop and freeze or crash " +"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:1665 +#: ../../New-or-Enhanced-Logics.md:1666 msgid "Convert TechnoType on impact" msgstr "单位转换弹头" -#: ../../New-or-Enhanced-Logics.md:1673 -msgid "In example, this warhead would convert all affected owned and friendly `SOLDIERA` and `SOLDIERB` to `NEWSOLDIER`:" +#: ../../New-or-Enhanced-Logics.md:1674 +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:1702 +#: ../../New-or-Enhanced-Logics.md:1703 msgid "Custom 'SplashList' on Warheads" msgstr "自定义弹头水花" -#: ../../New-or-Enhanced-Logics.md:1704 +#: ../../New-or-Enhanced-Logics.md:1705 msgid "![image](_static/images/splashlist-01.gif)" msgstr "![image](_static/images/splashlist-01.gif)" -#: ../../New-or-Enhanced-Logics.md:1705 -msgid "Allows Warheads to play custom water splash animations. See vanilla's [Conventional](https://www.modenc.renegadeprojects.com/Conventional) system here. `SplashList.PickRandom` can be set to true to pick a random animation to play from the list." -msgstr "允许弹头自定义其水花动画,在此参阅原版的 [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:1706 +msgid "" +"Allows Warheads to play custom water splash animations. See vanilla's " +"[Conventional](https://www.modenc.renegadeprojects.com/Conventional) " +"system here. `SplashList.PickRandom` can be set to true to pick a random " +"animation to play from the list." +msgstr "" +"允许弹头自定义其水花动画,在此参阅原版的 " +"[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:1714 +#: ../../New-or-Enhanced-Logics.md:1715 msgid "Detonate Warhead on all objects on map" msgstr "全图弹头" -#: ../../New-or-Enhanced-Logics.md:1716 -msgid "Setting `DetonateOnAllMapObjects` to true allows a Warhead that is detonated by a projectile (for an example, this excludes things like animation `Warhead` and Ares' GenericWarhead superweapon but includes `Crit.Warhead` and animation `Weapon`) and consequently any `Airburst/ShrapnelWeapon` that may follow to detonate on each object currently alive and existing on the map regardless of its actual target, with optional filters. Note that this is done immediately prior Warhead detonation so after `PreImpactAnim` *(Ares feature)* has been displayed." -msgstr "设置 `DetonateOnAllMapObjects` 为 true 允许由抛射体引爆的弹头(例如这不包括动画 `Warhead` 和 Ares 的通用弹头超武,但包括 `Crit.Warhead` 和动画 `Weapon`)以及随之在后的任何 `Airburst/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:1717 -msgid "`DetonateOnAllMapObjects.Full` customizes whether or not the Warhead is detonated fully on the targets (as part of a dummy weapon) or simply deals area damage and applies Phobos' Warhead effects." -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。" +msgid "" +"Setting `DetonateOnAllMapObjects` to true allows a Warhead that is " +"detonated by a projectile (for an example, this excludes things like " +"animation `Warhead` and Ares' GenericWarhead superweapon but includes " +"`Crit.Warhead` and animation `Weapon`) and consequently any " +"`Airburst/ShrapnelWeapon` that may follow to detonate on each object " +"currently alive and existing on the map regardless of its actual target, " +"with optional filters. Note that this is done immediately prior Warhead " +"detonation so after `PreImpactAnim` *(Ares feature)* has been displayed." +msgstr "" +"设置 `DetonateOnAllMapObjects` 为 true 允许由抛射体引爆的弹头(例如这不包括动画 `Warhead` 和 Ares" +" 的通用弹头超武,但包括 `Crit.Warhead` 和动画 `Weapon`)以及随之在后的任何 " +"`Airburst/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:1718 -msgid "`DetonateOnAllMapObjects.AffectTargets` is used to filter which types of targets (TechnoTypes) are considered valid and must be set to a valid value other than `none` for this feature to work. Only `none`, `all`, `aircraft`, `buildings`, `infantry` and `units` are valid values. This is set to `none` by default as inclusion of all object types can be performance-heavy." -msgstr "`DetonateOnAllMapObjects.AffectTargets` 用于在非 `none` 时筛选哪些类型的目标(技术类型)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。" +msgid "" +"`DetonateOnAllMapObjects.Full` customizes whether or not the Warhead is " +"detonated fully on the targets (as part of a dummy weapon) or simply " +"deals area damage and applies Phobos' Warhead effects." +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:1719 -msgid "`DetonateOnAllMapObjects.AffectHouses` is used to filter which houses targets can belong to be considered valid and must be set to a valid value other than `none` for this feature to work. Only applicable if the house that fired the projectile is known. This is set to `none` by default as inclusion of all houses can be performance-heavy." -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。" +msgid "" +"`DetonateOnAllMapObjects.AffectTargets` is used to filter which types of " +"targets (TechnoTypes) are considered valid and must be set to a valid " +"value other than `none` for this feature to work. Only `none`, `all`, " +"`aircraft`, `buildings`, `infantry` and `units` are valid values. This is" +" set to `none` by default as inclusion of all object types can be " +"performance-heavy." +msgstr "" +"`DetonateOnAllMapObjects.AffectTargets` 用于在非 `none` " +"时筛选哪些类型的目标(技术类型)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:1720 -msgid "`DetonateOnAllMapObjects.AffectTypes` can be used to list specific TechnoTypes to be considered as valid targets. If any valid TechnoTypes are listed, then only matching objects will be targeted. Note that `DetonateOnAllMapObjects.AffectTargets` and `DetonateOnAllMapObjects.AffectHouses` take priority over this setting." -msgstr "`DetonateOnAllMapObjects.AffectTypes` 可用于列出特定的技术类型作为有效目标。如果列出了任何有效技术类型,则只有匹配的对象才会被作为目标。注意 `DetonateOnAllMapObjects.AffectTargets` 和 `DetonateOnAllMapObjects.AffectHouses` 的优先级高于此设置。" +msgid "" +"`DetonateOnAllMapObjects.AffectHouses` is used to filter which houses " +"targets can belong to be considered valid and must be set to a valid " +"value other than `none` for this feature to work. Only applicable if the " +"house that fired the projectile is known. This is set to `none` by " +"default as inclusion of all houses can be performance-heavy." +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:1721 -msgid "`DetonateOnAllMapObjects.IgnoreTypes` can be used to list specific TechnoTypes to be never considered as valid targets." -msgstr "`DetonateOnAllMapObjects.IgnoreTypes` 可用于列出特定的技术类型不得作为目标。" +msgid "" +"`DetonateOnAllMapObjects.AffectTypes` can be used to list specific " +"TechnoTypes to be considered as valid targets. If any valid TechnoTypes " +"are listed, then only matching objects will be targeted. Note that " +"`DetonateOnAllMapObjects.AffectTargets` and " +"`DetonateOnAllMapObjects.AffectHouses` take priority over this setting." +msgstr "" +"`DetonateOnAllMapObjects.AffectTypes` " +"可用于列出特定的技术类型作为有效目标。如果列出了任何有效技术类型,则只有匹配的对象才会被作为目标。注意 " +"`DetonateOnAllMapObjects.AffectTargets` 和 " +"`DetonateOnAllMapObjects.AffectHouses` 的优先级高于此设置。" #: ../../New-or-Enhanced-Logics.md:1722 -msgid "`DetonateOnAllMapObjects.RequireVerses`, if set to true, only considers targets whose armor type the warhead has non-zero `Verses` value against as valid. On targets with active shields, shield's armor type is used unless the Warhead has `Shield.Penetrate=true`. This is checked after all other filters listed above." -msgstr "`DetonateOnAllMapObjects.RequireVerses` 如果设为 true 则只考虑弹头对其护甲类型具有非零 `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。" +msgid "" +"`DetonateOnAllMapObjects.IgnoreTypes` can be used to list specific " +"TechnoTypes to be never considered as valid targets." +msgstr "`DetonateOnAllMapObjects.IgnoreTypes` 可用于列出特定的技术类型不得作为目标。" + +#: ../../New-or-Enhanced-Logics.md:1723 +msgid "" +"`DetonateOnAllMapObjects.RequireVerses`, if set to true, only considers " +"targets whose armor type the warhead has non-zero `Verses` value against " +"as valid. On targets with active shields, shield's armor type is used " +"unless the Warhead has `Shield.Penetrate=true`. This is checked after all" +" other filters listed above." +msgstr "" +"`DetonateOnAllMapObjects.RequireVerses` 如果设为 true 则只考虑弹头对其护甲类型具有非零 " +"`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:1737 -msgid "While this feature can provide better performance than a large `CellSpread` value, it still has potential to slow down the game, especially if used in conjunction with things like animations, alpha lights etc. Modder discretion and use of the filter keys (`AffectTargets/Houses/Types` etc.) is advised." -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:1738 +msgid "" +"While this feature can provide better performance than a large " +"`CellSpread` value, it still has potential to slow down the game, " +"especially if used in conjunction with things like animations, alpha " +"lights etc. Modder discretion and use of the filter keys " +"(`AffectTargets/Houses/Types` etc.) is advised." +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:1740 +#: ../../New-or-Enhanced-Logics.md:1741 msgid "Generate credits on impact" msgstr "撒币枪(弹)" -#: ../../New-or-Enhanced-Logics.md:1742 -msgid "![image](_static/images/hackerfinallyworks-01.gif) *`TransactMoney` used in [Rise of the East](https://www.moddb.com/mods/riseoftheeast)*" -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:1743 +msgid "" +"![image](_static/images/hackerfinallyworks-01.gif) *`TransactMoney` used " +"in [Rise of the East](https://www.moddb.com/mods/riseoftheeast)*" +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:1745 +#: ../../New-or-Enhanced-Logics.md:1746 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:1746 -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:1747 -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 display at target regardless." -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。" +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:1748 -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。" +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 " +"display at target regardless." +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:1749 -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." +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:1750 +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:1761 +#: ../../New-or-Enhanced-Logics.md:1762 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:1763 -msgid "It is now possible to have Warhead be able to deal damage to Iron Curtained and/or Force Shielded objects. `PenetratesForceShield` defaults to value of `PenetratesIronCurtain`." -msgstr "现在可以让弹头对被铁幕和/或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:1764 -msgid "Note that this does not affect any Warhead effects other than those adjacent to damage (e.g `Psychedelic`) and things like debris generation and detonation of `AirburstWeapon` that do not normally occur if the hit was nullified." -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。" +msgid "" +"It is now possible to have Warhead be able to deal damage to Iron " +"Curtained and/or Force Shielded objects. `PenetratesForceShield` defaults" +" to value of `PenetratesIronCurtain`." +msgstr "" +"现在可以让弹头对被铁幕和/或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:1773 +#: ../../New-or-Enhanced-Logics.md:1765 +msgid "" +"Note that this does not affect any Warhead effects other than those " +"adjacent to damage (e.g `Psychedelic`) and things like debris generation " +"and detonation of `AirburstWeapon` that do not normally occur if the hit " +"was nullified." +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:1774 msgid "Launch superweapons on impact" msgstr "发射超武" -#: ../../New-or-Enhanced-Logics.md:1775 +#: ../../New-or-Enhanced-Logics.md:1776 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:1776 -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:1777 -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。" +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:1778 -msgid "`LaunchSW.IgnoreInhibitors` ignores `SW.Inhibitors`/`SW.AnyInhibitor` of each superweapon, otherwise only non-inhibited superweapons are launched." -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。" +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:1779 -msgid "`LaunchSW.IgnoreDesignators` ignores `SW.Designators`/`SW.AnyDesignator` respectively." -msgstr "`LaunchSW.IgnoreDesignators` 设置是否忽略每个超级武器的 `SW.Designators`/`SW.AnyDesignator`。" +msgid "" +"`LaunchSW.IgnoreInhibitors` ignores `SW.Inhibitors`/`SW.AnyInhibitor` of " +"each superweapon, otherwise only non-inhibited superweapons are launched." +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:1780 -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 displayed in green if given, red if deducted and will move upwards after appearing." -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。" +msgid "" +"`LaunchSW.IgnoreDesignators` ignores `SW.Designators`/`SW.AnyDesignator` " +"respectively." +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:1781 -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。" +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" +" displayed in green if given, red if deducted and will move upwards after" +" appearing." +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:1782 -msgid "`LaunchSW.DisplayMoney.Offset` is additional pixel offset for the center of the credits display, by default `0,0` at superweapon's target cell." +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:1783 +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:1785 -msgid "For animation warheads/weapons to take effect, `Damage.DealtByInvoker` must be set." +#: ../../New-or-Enhanced-Logics.md:1786 +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:1787 -msgid "Due to the nature of some superweapon types, not all superweapons are suitable for launch. **Please use with caution!**" +#: ../../New-or-Enhanced-Logics.md:1788 +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:1789 -msgid "The superweapons are launched on the *cell* where the warhead is detonated, instead of being click-fired." +#: ../../New-or-Enhanced-Logics.md:1790 +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:1804 +#: ../../New-or-Enhanced-Logics.md:1805 msgid "Parasite removal" msgstr "移除寄生" -#: ../../New-or-Enhanced-Logics.md:1806 -msgid "By default if unit takes negative damage from a Warhead (before `Verses` are calculated), any parasites infecting it are removed and deleted. This behaviour can now be customized to disable the removal for negative damage, or enable it for any arbitrary warhead." -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:1807 +msgid "" +"By default if unit takes negative damage from a Warhead (before `Verses` " +"are calculated), any parasites infecting it are removed and deleted. This" +" behaviour can now be customized to disable the removal for negative " +"damage, or enable it for any arbitrary warhead." +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:1814 +#: ../../New-or-Enhanced-Logics.md:1815 msgid "Remove disguise on impact" msgstr "移除伪装" -#: ../../New-or-Enhanced-Logics.md:1816 -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`." +#: ../../New-or-Enhanced-Logics.md:1817 +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:1824 +#: ../../New-or-Enhanced-Logics.md:1825 msgid "Reveal map for owner on impact" msgstr "揭示弹" -#: ../../New-or-Enhanced-Logics.md:1826 +#: ../../New-or-Enhanced-Logics.md:1827 msgid "Warheads can now reveal the entire map on impact." msgstr "现在弹头可以在引爆时揭示整个地图的黑幕。" -#: ../../New-or-Enhanced-Logics.md:1827 +#: ../../New-or-Enhanced-Logics.md:1828 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:1835 +#: ../../New-or-Enhanced-Logics.md:1836 msgid "Shroud map for enemies on impact" msgstr "黑幕弹" -#: ../../New-or-Enhanced-Logics.md:1837 +#: ../../New-or-Enhanced-Logics.md:1838 msgid "Warheads can now shroud the entire map on impact." msgstr "现在弹头可以在引爆时填充整个地图的黑幕" -#: ../../New-or-Enhanced-Logics.md:1838 +#: ../../New-or-Enhanced-Logics.md:1839 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:1846 +#: ../../New-or-Enhanced-Logics.md:1847 msgid "Spawn powerup crate" msgstr "生成工具箱" -#: ../../New-or-Enhanced-Logics.md:1848 -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 crate) akin to map trigger action `108 Create Crate`." -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:1849 -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。" +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" +" crate) akin to map trigger action `108 Create Crate`." +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:1850 -msgid "`SpawnsCrateN.Weight` is a number that determines relative weighting of spawning corresponding crate type vs. other listed ones (0 is no chance, higher means higher probability) defaulting to 1 if not defined." -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。" +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:1851 -msgid "`SpawnsCrate.Type/Weight` is an alias for `SpawnsCrate0.Type/Weight` if latter is not set." +msgid "" +"`SpawnsCrateN.Weight` is a number that determines relative weighting of " +"spawning corresponding crate type vs. other listed ones (0 is no chance, " +"higher means higher probability) defaulting to 1 if not defined." +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:1852 +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:1860 +#: ../../New-or-Enhanced-Logics.md:1861 msgid "Trigger specific NotHuman infantry Death anim sequence" msgstr "指定非人步兵死亡序列" -#: ../../New-or-Enhanced-Logics.md:1862 -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`." +#: ../../New-or-Enhanced-Logics.md:1863 +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:1870 +#: ../../New-or-Enhanced-Logics.md:1871 +msgid "Damage multiplier for different houses" +msgstr "对不同所属方的伤害修正比" + +#: ../../New-or-Enhanced-Logics.md:1873 +msgid "" +"Warheads are now able to define the extra damage multiplier for owner " +"house, ally houses and enemy houses. If the warhead's own " +"`Damage(Owner|Allies|Enemies)Multiplier` are not set, these will default to respective " +"`[CombatDamage] -> Damage(Owner|Allies|Enemies)Multiplier` which all default to 1.0 .Note " +"that `DamageAlliesMultiplier` won't affect your own units like " +"`AffectsAllies` did, and this function will not affect damage with ignore" +" defenses like `Suicide`.etc ." +msgstr "" +"现在弹头可以额外定义对己方所属、友方所属、敌方所属的伤害修正比。如果弹头自身的 " +"`Damage(Owner|Allies|Enemies)Multiplier` 未设置则默认使用 `[CombatDamage] -> " +"Damage(Owner|Allies|Enemies)Multiplier`,这些的默认值则均为 " +"1.0。注意:`DamageAlliesMultiplier` 不会像 `AffectsAllies` " +"那样影响己方单位。此外这个功能不会影响无视防御的伤害,例如 `Suicide` 等。" + +#: ../../New-or-Enhanced-Logics.md:1888 msgid "Weapons" msgstr "武器" -#: ../../New-or-Enhanced-Logics.md:1872 +#: ../../New-or-Enhanced-Logics.md:1890 msgid "AreaFire target customization" msgstr "自定义 `AreaFire` 目标" -#: ../../New-or-Enhanced-Logics.md:1874 -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 changed to fire on the firer itself or at a random cell within the radius of the weapon's `Range` by setting `AreaFire.Target` to `self` or `random` respectively." -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:1892 +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 " +"changed to fire on the firer itself or at a random cell within the radius" +" of the weapon's `Range` by setting `AreaFire.Target` to `self` or " +"`random` respectively." +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:1875 -msgid "`AreaFire.Target=self` respects normal targeting rules (Warhead `Verses` etc.) against the firer itself." +#: ../../New-or-Enhanced-Logics.md:1893 +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:1876 -msgid "`AreaFire.Target=random` ignores cells that are ineligible or contain ineligible objects based on listed values in weapon's `CanTarget` & `CanTargetHouses`." -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:1894 +msgid "" +"`AreaFire.Target=random` ignores cells that are ineligible or contain " +"ineligible objects based on listed values in weapon's `CanTarget` & " +"`CanTargetHouses`." +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:1884 +#: ../../New-or-Enhanced-Logics.md:1902 msgid "Burst delay customizations" msgstr "自定义 BurstDelay" -#: ../../New-or-Enhanced-Logics.md:1886 -msgid "`Burst.Delays` allows specifying weapon-specific burst shot delays. Takes precedence over the old `BurstDelayX` logic available on VehicleTypes, functions with Infantry & BuildingType weapons (AircraftTypes are not supported due to their weapon firing system being completely different) and allows every shot of `Burst` to have a separate delay instead of only first four shots." -msgstr "`Burst.Delays` 允许为特定武器指定其连发间隔。优先于载具类型中就有的 `BurstDelayX` 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:1904 +msgid "" +"`Burst.Delays` allows specifying weapon-specific burst shot delays. Takes" +" precedence over the old `BurstDelayX` logic available on VehicleTypes, " +"functions with Infantry & BuildingType weapons (AircraftTypes are not " +"supported due to their weapon firing system being completely different) " +"and allows every shot of `Burst` to have a separate delay instead of only" +" first four shots." +msgstr "" +"`Burst.Delays` 允许为特定武器指定其连发间隔。优先于载具类型中就有的 `BurstDelayX` " +"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:1887 -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 all shots)." -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:1905 +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 " +"all shots)." +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:1888 -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." +#: ../../New-or-Enhanced-Logics.md:1906 +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:1889 -msgid "`Burst.FireWithinSequence` is only used if the weapon is fired by InfantryTypes, and setting it to true allows infantry to fire multiple `Burst` shots within same firing sequence." -msgstr "`Burst.FireWithinSequence` 仅在步兵发射武器时使用,将其设为 true 以允许步兵在同一射击序列内射出多发 `Burst`。" +#: ../../New-or-Enhanced-Logics.md:1907 +msgid "" +"`Burst.FireWithinSequence` is only used if the weapon is fired by " +"InfantryTypes, and setting it to true allows infantry to fire multiple " +"`Burst` shots within same firing sequence." +msgstr "" +"`Burst.FireWithinSequence` 仅在步兵发射武器时使用,将其设为 true 以允许步兵在同一射击序列内射出多发 " +"`Burst`。" -#: ../../New-or-Enhanced-Logics.md:1890 -msgid "First shot is always fired at sequence frame determined by firing frame controls on InfantryType image (`FireUp` et al)." +#: ../../New-or-Enhanced-Logics.md:1908 +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:1891 -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 defined. Note that if next shot would be fired at a frame that is beyond the firing sequence's length, burst shot count is reset and weapon starts reloading." -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:1909 +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 " +"defined. Note that if next shot would be fired at a frame that is beyond " +"the firing sequence's length, burst shot count is reset and weapon starts" +" reloading." +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:1892 -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 is fired will not be influenced by this (in other words, resuming firing afterward without weapon reload taking place would restart firing sequence but no firing will take place until the frame at which next burst shot should be fired is hit)." +#: ../../New-or-Enhanced-Logics.md:1910 +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 " +"is fired will not be influenced by this (in other words, resuming firing " +"afterward without weapon reload taking place would restart firing " +"sequence but no firing will take place until the frame at which next " +"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:1901 +#: ../../New-or-Enhanced-Logics.md:1919 msgid "Extra warhead detonations" msgstr "额外弹头" -#: ../../New-or-Enhanced-Logics.md:1903 -msgid "It is now possible to have same weapon detonate multiple Warheads on impact by listing `ExtraWarheads`. The warheads are detonated at same location as the main one, after it in listed order. This only works in cases where a projectile has been fired by a weapon and still remembers it when it is detonated (due to currently existing technical limitations, this excludes `AirburstWeapon`)." -msgstr "现在可以通过列出 `ExtraWarheads` 来让同意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:1921 +msgid "" +"It is now possible to have same weapon detonate multiple Warheads on " +"impact by listing `ExtraWarheads`. The warheads are detonated at same " +"location as the main one, after it in listed order. This only works in " +"cases where a projectile has been fired by a weapon and still remembers " +"it when it is detonated (due to currently existing technical limitations," +" this excludes `AirburstWeapon`)." +msgstr "" +"现在可以通过列出 `ExtraWarheads` " +"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:1904 -msgid "`ExtraWarheads.DamageOverrides` can be used to override the weapon's `Damage` for the extra Warhead detonations. Value from position matching the position from `ExtraWarheads` is used if found, or last listed value if not found. If list is empty, WeaponType `Damage` is used." -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:1922 +msgid "" +"`ExtraWarheads.DamageOverrides` can be used to override the weapon's " +"`Damage` for the extra Warhead detonations. Value from position matching " +"the position from `ExtraWarheads` is used if found, or last listed value " +"if not found. If list is empty, WeaponType `Damage` is used." +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:1905 -msgid "`ExtraWarheads.DetonationChances` can be used to customize the chance of each extra Warhead detonation occuring. Value from position matching the position from `ExtraWarheads` is used if found, or last listed value if not found. If list is empty, every extra Warhead detonation is guaranteed to occur." -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:1923 +msgid "" +"`ExtraWarheads.DetonationChances` can be used to customize the chance of " +"each extra Warhead detonation occuring. Value from position matching the " +"position from `ExtraWarheads` is used if found, or last listed value if " +"not found. If list is empty, every extra Warhead detonation is guaranteed" +" to occur." +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:1906 -msgid "`ExtraWarheads.FullDetonation` can be used to customize whether or not each individual Warhead is detonated fully (as part of a dummy weapon) or simply deals area damage and applies Phobos' Warhead effects. Value from position matching the position from `ExtraWarheads` is used if found, or last listed value if not found. If list is empty, defaults to true." -msgstr "`ExtraWarheads.FullDetonation` 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:1924 +msgid "" +"`ExtraWarheads.FullDetonation` can be used to customize whether or not " +"each individual Warhead is detonated fully (as part of a dummy weapon) or" +" simply deals area damage and applies Phobos' Warhead effects. Value from" +" position matching the position from `ExtraWarheads` is used if found, or" +" last listed value if not found. If list is empty, defaults to true." +msgstr "" +"`ExtraWarheads.FullDetonation` " +"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:1907 -msgid "Note that the listed Warheads must be listed in `[Warheads]` for them to work." +#: ../../New-or-Enhanced-Logics.md:1925 +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:1918 +#: ../../New-or-Enhanced-Logics.md:1936 msgid "Feedback weapon" msgstr "反馈武器" -#: ../../New-or-Enhanced-Logics.md:1920 -msgid "![image](_static/images/feedbackweapon.gif) *`FeedbackWeapon` used to apply healing aura upon firing a weapon in [Project Phantom](https://www.moddb.com/mods/project-phantom)*" -msgstr "![image](_static/images/feedbackweapon.gif) *[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:1938 +msgid "" +"![image](_static/images/feedbackweapon.gif) *`FeedbackWeapon` used to " +"apply healing aura upon firing a weapon in [Project " +"Phantom](https://www.moddb.com/mods/project-phantom)*" +msgstr "" +"![image](_static/images/feedbackweapon.gif) " +"*[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:1923 -msgid "You can now specify an auxiliary weapon to be fired on the firer itself when a weapon is fired." +#: ../../New-or-Enhanced-Logics.md:1941 +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:1924 -msgid "`FireInTransport` setting of the feedback weapon is respected to determine if it can be fired when the original weapon is fired from inside `OpenTopped=true` transport. If feedback weapon is fired, it is fired on the transport. `OpenToppedDamageMultiplier` is not applied on feedback weapons." -msgstr "`FireInTransport` 设置当原始武器从内部 `OpenTopped=true` 的运输工具中开火时是否可以发射反馈武器。如果反馈武器被发射,它会在运输工具上发射。`OpenToppedDamageMultiplier` 不适用于反馈武器。" +#: ../../New-or-Enhanced-Logics.md:1942 +msgid "" +"`FireInTransport` setting of the feedback weapon is respected to " +"determine if it can be fired when the original weapon is fired from " +"inside `OpenTopped=true` transport. If feedback weapon is fired, it is " +"fired on the transport. `OpenToppedDamageMultiplier` is not applied on " +"feedback weapons." +msgstr "" +"`FireInTransport` 设置当原始武器从内部 `OpenTopped=true` " +"的运输工具中开火时是否可以发射反馈武器。如果反馈武器被发射,它会在运输工具上发射。`OpenToppedDamageMultiplier` " +"不适用于反馈武器。" -#: ../../New-or-Enhanced-Logics.md:1932 +#: ../../New-or-Enhanced-Logics.md:1950 msgid "Radiation enhancements" msgstr "辐射增强" -#: ../../New-or-Enhanced-Logics.md:1934 -msgid "In addition to allowing custom radiation types, several enhancements are also available to the default radiation type defined in `[Radiation]`, such as ability to set owner & invoker or deal damage against buildings. See [Custom Radiation Types](#custom-radiation-types) for more details." -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:1952 +msgid "" +"In addition to allowing custom radiation types, several enhancements are " +"also available to the default radiation type defined in `[Radiation]`, " +"such as ability to set owner & invoker or deal damage against buildings. " +"See [Custom Radiation Types](#custom-radiation-types) for more details." +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:1936 +#: ../../New-or-Enhanced-Logics.md:1954 msgid "Strafing aircraft weapon customization" msgstr "自定义战机扫射" -#: ../../New-or-Enhanced-Logics.md:1938 -msgid "![image](_static/images/strafing-01.gif) *Strafing aircraft weapon customization in [Project Phantom](https://www.moddb.com/mods/project-phantom)*" -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:1956 +msgid "" +"![image](_static/images/strafing-01.gif) *Strafing aircraft weapon " +"customization in [Project Phantom](https://www.moddb.com/mods/project-" +"phantom)*" +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:1941 +#: ../../New-or-Enhanced-Logics.md:1959 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:1942 -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`, otherwise `false`." -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` 则默认为 `true` 其他情况为 `false`。" +#: ../../New-or-Enhanced-Logics.md:1960 +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`, " +"otherwise `false`." +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` 则默认为 `true` " +"其他情况为 `false`。" -#: ../../New-or-Enhanced-Logics.md:1943 -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 the end of the strafe run, regardless of the number of shots fired." -msgstr "`Strafing.Shots` 控制在单词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:1961 +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" +" the end of the strafe run, regardless of the number of shots fired." +msgstr "" +"`Strafing.Shots` 控制在单词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:1944 -msgid "`Strafing.SimulateBurst` controls whether or not the shots fired during strafing simulate behavior of `Burst`, allowing for alternating firing offset. Only takes effect if weapon has `Burst` set to 1 or undefined." -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:1962 +msgid "" +"`Strafing.SimulateBurst` controls whether or not the shots fired during " +"strafing simulate behavior of `Burst`, allowing for alternating firing " +"offset. Only takes effect if weapon has `Burst` set to 1 or undefined." +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:1945 -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." +#: ../../New-or-Enhanced-Logics.md:1963 +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:1946 -msgid "There is a special case for aircraft spawned by `Type=SpyPlane` superweapons on `SpyPlane Approach` or `SpyPlane Overfly` mission where `Strafing.Shots` only if explicitly set on its primary weapon, determines the maximum number of times the map revealing effect can activate irregardless of other factors." -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:1964 +msgid "" +"There is a special case for aircraft spawned by `Type=SpyPlane` " +"superweapons on `SpyPlane Approach` or `SpyPlane Overfly` mission where " +"`Strafing.Shots` only if explicitly set on its primary weapon, determines" +" the maximum number of times the map revealing effect can activate " +"irregardless of other factors." +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:1957 +#: ../../New-or-Enhanced-Logics.md:1975 msgid "Weapon targeting filter" msgstr "武器瞄准筛选" -#: ../../New-or-Enhanced-Logics.md:1959 -msgid "![image](_static/images/weaponfilter.gif) *`Weapon target filter - different weapon used against enemies & allies as well as units & buildings in [Project Phantom](https://www.moddb.com/mods/project-phantom)*" -msgstr "![image](_static/images/weaponfilter.gif) *[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:1977 +msgid "" +"![image](_static/images/weaponfilter.gif) *`Weapon target filter - " +"different weapon used against enemies & allies as well as units & " +"buildings in [Project Phantom](https://www.moddb.com/mods/project-" +"phantom)*" +msgstr "" +"![image](_static/images/weaponfilter.gif) " +"*[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:1962 -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." +#: ../../New-or-Enhanced-Logics.md:1980 +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:1963 -msgid "Note that `CanTarget` explicitly requires either `all` or `empty` to be listed for the weapon to be able to fire at cells containing no TechnoTypes." +#: ../../New-or-Enhanced-Logics.md:1981 +msgid "" +"Note that `CanTarget` explicitly requires either `all` or `empty` to be " +"listed for the weapon to be able to fire at cells containing no " +"TechnoTypes." msgstr "注意 `CanTarget` 要求明确列出 `all` 或 `empty` 才能对不包含任何技术类型的单元格开火。" + +#~ msgid "In `rulesmd.ini`" +#~ msgstr "在 `rulesmd.ini`:" + +#~ msgid "In `artmd.ini`" +#~ msgstr "在 `artmd.ini`:" + diff --git a/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po b/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po index 43c4b04f7f..0309f87ec9 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: 2025-02-21 22:51+0800\n" +"POT-Creation-Date: 2025-02-25 12:27+0800\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -70,8 +70,8 @@ msgid "" "performant algorithm that has no green tint and banding. Can be disabled " "with `rulesmd.ini -> [General] -> FixTransparencyBlitters=no`." msgstr "" -"绘制半透明的RLE SHP时,现在会使用更精确更高效的算法,此算法没有绿色偏移和条纹,可通过`rulesmd.ini -> [General] -> " -"FixTransparencyBlitters=no`关闭" +"绘制半透明的RLE SHP时,现在会使用更精确更高效的算法,此算法没有绿色偏移和条纹,可通过`rulesmd.ini -> [General] " +"-> FixTransparencyBlitters=no`关闭" #: ../../Whats-New.md:16 msgid "" @@ -366,13 +366,12 @@ msgstr "由0.2.2.2" #: ../../Whats-New.md:67 msgid "" -"Keys `rulesmd.ini -> [WarheadType] -> PenetratesShield` and " -"`rulesmd.ini -> [WarheadType] -> BreaksShield` have been changed to " -"`Shield.Penetrate` and `Shield.Break`, respectively." +"Keys `rulesmd.ini -> [WarheadType] -> PenetratesShield` and `rulesmd.ini " +"-> [WarheadType] -> BreaksShield` have been changed to `Shield.Penetrate`" +" and `Shield.Break`, respectively." msgstr "" -"`rulesmd.ini -> [WarheadType] -> " -"PenetratesShield`与`rulesmd.ini -> [WarheadType] -> " -"BreaksShield`已分别变更为`Shield.Penetrate`和`Shield.Break`。" +"`rulesmd.ini -> [WarheadType] -> PenetratesShield`与`rulesmd.ini -> " +"[WarheadType] -> BreaksShield`已分别变更为`Shield.Penetrate`和`Shield.Break`。" #: ../../Whats-New.md:68 msgid "" @@ -430,9 +429,9 @@ msgstr "更新日志" msgid "Version TBD (develop branch nightly builds)" msgstr "" -#: ../../Whats-New.md:313 ../../Whats-New.md:347 ../../Whats-New.md:664 -#: ../../Whats-New.md:695 ../../Whats-New.md:900 ../../Whats-New.md:930 -#: ../../Whats-New.md:947 ../../Whats-New.md:1007 +#: ../../Whats-New.md:313 ../../Whats-New.md:342 ../../Whats-New.md:665 +#: ../../Whats-New.md:696 ../../Whats-New.md:901 ../../Whats-New.md:931 +#: ../../Whats-New.md:948 ../../Whats-New.md:1008 msgid "New:" msgstr "新的:" @@ -494,1114 +493,1081 @@ msgstr "" msgid "Bunkerable checks dehardcode (by TaranDahl)" msgstr "" -#: ../../Whats-New.md:328 ../../Whats-New.md:511 ../../Whats-New.md:795 -#: ../../Whats-New.md:906 ../../Whats-New.md:933 ../../Whats-New.md:972 -#: ../../Whats-New.md:1019 -msgid "Vanilla fixes:" -msgstr "原版修复:" - -#: ../../Whats-New.md:329 -msgid "" -"Aircraft will now behave as expected according to it's `MovementZone` and" -" `SpeedType` when moving onto different surfaces. In particular, this " -"fixes erratic behavior when vanilla aircraft is ordered to move onto " -"water surface and instead the movement order changes to a shore nearby " -"(by CrimRecya)" +#: ../../Whats-New.md:327 +msgid "No turret unit turn to the target (by CrimRecya & TaranDahl)" msgstr "" -#: ../../Whats-New.md:330 -msgid "" -"Fix the bug that parasite will vanish if it missed its target when its " -"previous cell is occupied (by 航味麻酱)" +#: ../../Whats-New.md:328 +msgid "Damage multiplier for different houses (by CrimRecya)" msgstr "" +#: ../../Whats-New.md:330 ../../Whats-New.md:506 ../../Whats-New.md:796 +#: ../../Whats-New.md:907 ../../Whats-New.md:934 ../../Whats-New.md:973 +#: ../../Whats-New.md:1020 +msgid "Vanilla fixes:" +msgstr "原版修复:" + #: ../../Whats-New.md:331 msgid "" "Prevent the units with locomotors that cause problems from entering the " "tank bunker (by TaranDahl)" msgstr "" -#: ../../Whats-New.md:332 -msgid "" -"Fix 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 "" - -#: ../../Whats-New.md:334 ../../Whats-New.md:596 ../../Whats-New.md:667 -#: ../../Whats-New.md:830 ../../Whats-New.md:872 ../../Whats-New.md:885 -#: ../../Whats-New.md:909 ../../Whats-New.md:920 ../../Whats-New.md:937 -#: ../../Whats-New.md:985 ../../Whats-New.md:997 -msgid "Phobos fixes:" -msgstr "火卫一修复:" - -#: ../../Whats-New.md:335 -msgid "" -"Fixed `Ammo.DeployUnlockMinimumAmount`/`Ammo.DeployUnlockMaximumAmount` " -"behavior inside tank bunkers (by Fryone)" -msgstr "" - -#: ../../Whats-New.md:336 -msgid "" -"Fixed `Ammo.AddOnDeploy` behavior inside tank bunkers for non-converters " -"(by Fryone)" -msgstr "" - -#: ../../Whats-New.md:338 ../../Whats-New.md:643 ../../Whats-New.md:859 +#: ../../Whats-New.md:333 ../../Whats-New.md:644 ../../Whats-New.md:860 msgid "Fixes / interactions with other extensions:" msgstr "" -#: ../../Whats-New.md:339 +#: ../../Whats-New.md:334 msgid "" "Allowed `AuxBuilding` and Ares' `SW.Aux/NegBuildings` to count building " "upgrades (by Ollerus)" msgstr "" -#: ../../Whats-New.md:342 +#: ../../Whats-New.md:337 msgid "0.4" msgstr "" -#: ../../Whats-New.md:348 +#: ../../Whats-New.md:343 msgid "`Crit.AffectsHouses` for critical hit system (by Starkku)" msgstr "" -#: ../../Whats-New.md:349 +#: ../../Whats-New.md:344 #, fuzzy msgid "Warhead or weapon detonation at superweapon target cell (by Starkku)" msgstr "全图弹头 (by Starkku)" -#: ../../Whats-New.md:350 +#: ../../Whats-New.md:345 #, fuzzy msgid "Super Weapons launching other Super Weapons (by Morton)" msgstr "弹头释放超武 (by Trsdy)" -#: ../../Whats-New.md:351 +#: ../../Whats-New.md:346 msgid "Launching Super Weapons on building infiltration (by Morton)" msgstr "" -#: ../../Whats-New.md:352 +#: ../../Whats-New.md:347 #, fuzzy msgid "Building airstrike target eligibility customization (by Starkku)" msgstr "自定义建筑提供自愈 (by Starkku)" -#: ../../Whats-New.md:353 +#: ../../Whats-New.md:348 msgid "IvanBomb detonation & image display centered on buildings (by Starkku)" msgstr "" -#: ../../Whats-New.md:354 +#: ../../Whats-New.md:349 msgid "Forcing specific weapon against cloaked or disguised targets (by Starkku)" msgstr "" -#: ../../Whats-New.md:355 +#: ../../Whats-New.md:350 #, fuzzy msgid "Customizable ROF random delay (by Starkku)" msgstr "自定义抛射体轨迹 (by secsome)" -#: ../../Whats-New.md:356 +#: ../../Whats-New.md:351 msgid "Animation with `Tiled=yes` now supports `CustomPalette` (by ststl)" msgstr "" -#: ../../Whats-New.md:357 +#: ../../Whats-New.md:352 msgid "Toggleable DieSound when grinding (by Trsdy)" msgstr "" -#: ../../Whats-New.md:358 +#: ../../Whats-New.md:353 #, fuzzy msgid "Shields can inherit Techno ArmorType (by Starkku)" msgstr "尾迹动画继承所属方 (by Starkku)" -#: ../../Whats-New.md:359 +#: ../../Whats-New.md:354 msgid "" "Income money flying-string display when harvesters or slaves are docking " "to refineries or when spies steal credits (by Trsdy)" msgstr "" -#: ../../Whats-New.md:360 +#: ../../Whats-New.md:355 msgid "Allow random crates to be generated only on lands (by Trsdy)" msgstr "" -#: ../../Whats-New.md:361 +#: ../../Whats-New.md:356 msgid "Iron-curtain effects on infantries and organic units (by ststl)" msgstr "" -#: ../../Whats-New.md:362 +#: ../../Whats-New.md:357 msgid "Custom `SlavesFreeSound` (by TwinkleStar)" msgstr "" -#: ../../Whats-New.md:363 +#: ../../Whats-New.md:358 msgid "Allows jumpjet to crash without rotation (by TwinkleStar)" msgstr "" -#: ../../Whats-New.md:364 +#: ../../Whats-New.md:359 msgid "Customizable priority of superweapons timer sorting(by ststl)" msgstr "" -#: ../../Whats-New.md:365 +#: ../../Whats-New.md:360 msgid "Customizable aircraft spawner spawn delay (by Starkku)" msgstr "" -#: ../../Whats-New.md:366 +#: ../../Whats-New.md:361 msgid "Customizable Cluster scatter distance (by Starkku)" msgstr "" -#: ../../Whats-New.md:367 +#: ../../Whats-New.md:362 msgid "Customizable FlakScatter distance (by Starkku)" msgstr "" -#: ../../Whats-New.md:368 +#: ../../Whats-New.md:363 msgid "" "Customizable debris & meteor impact and warhead detonation behaviour (by " "Starkku, Otamaa)" msgstr "" -#: ../../Whats-New.md:369 +#: ../../Whats-New.md:364 #, fuzzy msgid "Custom warhead debris animations (by Starkku)" msgstr "弹头自伤开关 (by Starkku)" -#: ../../Whats-New.md:370 +#: ../../Whats-New.md:365 msgid "" "Multiple burst shots / burst delay within infantry firing sequence (by " "Starkku)" msgstr "" -#: ../../Whats-New.md:371 +#: ../../Whats-New.md:366 #, fuzzy msgid "Attached particle system for animations (by Starkku)" msgstr "附加动画图层自定义 (by Starkku)" -#: ../../Whats-New.md:372 +#: ../../Whats-New.md:367 msgid "" "Removal of hardcoded AA & Gattling weapon selection restrictions (by " "Starkku)" msgstr "" -#: ../../Whats-New.md:373 +#: ../../Whats-New.md:368 msgid "Projectile `SubjectToLand/Water` (by Starkku)" msgstr "" -#: ../../Whats-New.md:374 +#: ../../Whats-New.md:369 #, fuzzy msgid "Real time timers (by Morton)" msgstr "使用XDrawOffset为动画设置X轴偏移量 (by Morton)" -#: ../../Whats-New.md:375 +#: ../../Whats-New.md:370 msgid "" "Default campaign game speed override and custom campaign game speed FPS " "(by Morton)" msgstr "" -#: ../../Whats-New.md:376 +#: ../../Whats-New.md:371 msgid "Trigger actions that allow/forbid MCV to redeploy in game (by Trsdy)" msgstr "" -#: ../../Whats-New.md:377 +#: ../../Whats-New.md:372 msgid "" "`AnimList` on zero damage Warheads toggle via `AnimList.ShowOnZeroDamage`" " (by Starkku)" msgstr "" -#: ../../Whats-New.md:378 +#: ../../Whats-New.md:373 msgid "Including INI files and inheriting INI sections (by Morton)" msgstr "" -#: ../../Whats-New.md:379 +#: ../../Whats-New.md:374 #, fuzzy msgid "Additions to automatic passenger deletion (by Starkku)" msgstr "自动删除乘客 (by FS-21)" -#: ../../Whats-New.md:380 +#: ../../Whats-New.md:375 #, fuzzy msgid "Buildings considered as vehicles (by Starkku)" msgstr "自定义建筑提供自愈 (by Starkku)" -#: ../../Whats-New.md:381 +#: ../../Whats-New.md:376 #, fuzzy msgid "" "TechnoType target evaluation map zone check behaviour customization (by " "Starkku)" msgstr "地形对象与矿石小地图颜色自定义 (by Starkku)" -#: ../../Whats-New.md:382 +#: ../../Whats-New.md:377 #, fuzzy msgid "`CanC4=false` building zero damage toggle (by Starkku)" msgstr "弹头自伤开关 (by Starkku)" -#: ../../Whats-New.md:383 +#: ../../Whats-New.md:378 #, fuzzy msgid "OpenTopped transport target sharing customization (by Starkku)" msgstr "OpenTopped载具寻敌与失活状态定义 (by Starkku)" -#: ../../Whats-New.md:384 +#: ../../Whats-New.md:379 #, fuzzy msgid "Vanish animation for `AutoDeath.Behavior=vanish` (by Starkku)" msgstr "附加动画图层自定义 (by Starkku)" -#: ../../Whats-New.md:385 +#: ../../Whats-New.md:380 msgid "`AAOnly` for projectiles (by Starkku)" msgstr "" -#: ../../Whats-New.md:386 +#: ../../Whats-New.md:381 msgid "" "`CreateUnit` improvements & additions (can spawn infantry and aircraft, " "units spawning in air, spawn animation) (by Starkku)" msgstr "" -#: ../../Whats-New.md:387 +#: ../../Whats-New.md:382 msgid "Option to center pause menu background (by Starkku)" msgstr "" -#: ../../Whats-New.md:388 +#: ../../Whats-New.md:383 #, fuzzy msgid "LaunchSW.DisplayMoney (by Starkku)" msgstr "可开关的显示金币弹资金 (by Starkku)" -#: ../../Whats-New.md:389 +#: ../../Whats-New.md:384 #, fuzzy msgid "Disguise logic improvements (by Starkku)" msgstr "动画伤害与武器升级 (by Starkku)" -#: ../../Whats-New.md:390 +#: ../../Whats-New.md:385 #, fuzzy msgid "Custom insignias (by Starkku)" msgstr "单位自动开火 (by Starkku)" -#: ../../Whats-New.md:391 +#: ../../Whats-New.md:386 msgid "Upgrade logic to allow altering of SpySat status (by Otamaa)" msgstr "" -#: ../../Whats-New.md:392 +#: ../../Whats-New.md:387 msgid "" "Allow `ZShapePointMove` to apply during buildup via " "`ZShapePointMove.OnBuildup` (by Starkku)" msgstr "" -#: ../../Whats-New.md:393 +#: ../../Whats-New.md:388 #, fuzzy msgid "" "`UndeploysInto` building selling buildup sequence length customization " "(by Starkku)" msgstr "自定义建筑提供自愈 (by Starkku)" -#: ../../Whats-New.md:394 +#: ../../Whats-New.md:389 msgid "" "Allow overriding `Shield.AffectTypes` for each Warhead shield interaction" " (by Starkku)" msgstr "" -#: ../../Whats-New.md:395 +#: ../../Whats-New.md:390 msgid "TechnoType conversion warhead & superweapon (by Morton)" msgstr "" -#: ../../Whats-New.md:396 +#: ../../Whats-New.md:391 msgid "TechnoType conversion on ownership change (by Trsdy)" msgstr "" -#: ../../Whats-New.md:397 +#: ../../Whats-New.md:392 msgid "Unlimited skirmish colors (by Morton)" msgstr "" -#: ../../Whats-New.md:398 +#: ../../Whats-New.md:393 msgid "" "Example custom locomotor that circles around the target (*NOTE: For " "developer use only*) (by Kerbiter, CCHyper, with help from Otamaa; based " "on earlier experiment by CnCVK)" msgstr "" -#: ../../Whats-New.md:399 +#: ../../Whats-New.md:394 msgid "" "Vehicle voxel turret shadows & body multi-section shadows (by TwinkleStar" " & Trsdy)" msgstr "" -#: ../../Whats-New.md:400 +#: ../../Whats-New.md:395 #, fuzzy msgid "Crushing tilt and slowdown customization (by Starkku)" msgstr "自定义建筑提供自愈 (by Starkku)" -#: ../../Whats-New.md:401 +#: ../../Whats-New.md:396 #, fuzzy msgid "Extra warhead detonations on weapon (by Starkku)" msgstr "全图弹头 (by Starkku)" -#: ../../Whats-New.md:402 +#: ../../Whats-New.md:397 #, fuzzy msgid "" "Chrono sparkle animation display customization and improvements (by " "Starkku)" msgstr "附加动画图层自定义 (by Starkku)" -#: ../../Whats-New.md:403 +#: ../../Whats-New.md:398 msgid "Script action to Chronoshift teams to enemy base (by Starkku)" msgstr "" -#: ../../Whats-New.md:404 +#: ../../Whats-New.md:399 #, fuzzy msgid "Customizable ElectricBolt Arcs (by Fryone, Kerbiter)" msgstr "自定义飞碟激光范围 (by Belonit, Kerbiter)" -#: ../../Whats-New.md:405 +#: ../../Whats-New.md:400 msgid "" "Digital display of HP and SP (by ststl, FlyStar, NaotoYuuki, Saigyouji, " "JunJacobYoung, based on knowledge of DeathFish)" msgstr "" -#: ../../Whats-New.md:406 +#: ../../Whats-New.md:401 msgid "" "PipScale pip customizations (size, ammo / spawn / tiberium frames or " "offsets) (by Starkku)" msgstr "" -#: ../../Whats-New.md:407 +#: ../../Whats-New.md:402 msgid "Auto-deploy/Deploy block on ammo change (by Fryone)" msgstr "" -#: ../../Whats-New.md:408 +#: ../../Whats-New.md:403 #, fuzzy msgid "`AltPalette` lighting toggle (by Starkku)" msgstr "弹头自伤开关 (by Starkku)" -#: ../../Whats-New.md:409 +#: ../../Whats-New.md:404 msgid "Unhardcoded timer blinking color scheme (by Starkku)" msgstr "" -#: ../../Whats-New.md:410 +#: ../../Whats-New.md:405 msgid "" "Customizing shield self-healing timer restart when shield is damaged (by " "Starkku)" msgstr "" -#: ../../Whats-New.md:411 +#: ../../Whats-New.md:406 msgid "" "Customizing minimum & maximum amount of damage shield can take from a " "single hit (by Starkku)" msgstr "" -#: ../../Whats-New.md:412 +#: ../../Whats-New.md:407 msgid "" "`AutoDeath.Technos(Dont)Exist` can optionally track limboed (not " "physically on map, e.g transports etc) technos (by Starkku)" msgstr "" -#: ../../Whats-New.md:413 +#: ../../Whats-New.md:408 msgid "Wall overlay `Palette` support (by Starkku)" msgstr "" -#: ../../Whats-New.md:414 +#: ../../Whats-New.md:409 msgid "Show designator & inhibitor range (by Morton)" msgstr "" -#: ../../Whats-New.md:415 +#: ../../Whats-New.md:410 msgid "Owner-only sound on unit creation (by Fryone)" msgstr "" -#: ../../Whats-New.md:416 +#: ../../Whats-New.md:411 msgid "" "Allow using `Secondary` weapon against walls if `Primary` cannot target " "them (by Starkku)" msgstr "" -#: ../../Whats-New.md:417 +#: ../../Whats-New.md:412 #, fuzzy msgid "Reloading ammo in transports (by Starkku)" msgstr "护盾修改弹头 (by Starkku)" -#: ../../Whats-New.md:418 +#: ../../Whats-New.md:413 msgid "Dump variables to file on scenario end / hotkey (by Morton)" msgstr "" -#: ../../Whats-New.md:419 +#: ../../Whats-New.md:414 msgid "" "\"House owns TechnoType\" and \"House doesn't own TechnoType\" trigger " "events" msgstr "" -#: ../../Whats-New.md:420 +#: ../../Whats-New.md:415 msgid "" "Allow toggling `Infantry/UnitsGainSelfHeal` for `MultiplayPassive=true` " "houses (by Starkku)" msgstr "" -#: ../../Whats-New.md:421 +#: ../../Whats-New.md:416 msgid "" "Customizable straight trajectory detonation & snap distance and pass-" "through option (by Starkku)" msgstr "" -#: ../../Whats-New.md:422 +#: ../../Whats-New.md:417 msgid "Airstrike & spy plane fixed spawn distance & height (by Starkku)" msgstr "" -#: ../../Whats-New.md:423 +#: ../../Whats-New.md:418 msgid "" "Allow enabling application of `Verses` and `PercentAtMax` for negative " "damage (by Starkku)" msgstr "" -#: ../../Whats-New.md:424 +#: ../../Whats-New.md:419 msgid "" "In addition to `PlacementGrid.Translucency`, allow to set the " "transparency of the grid when PlacementPreview is enabled, using the " "`PlacementGrid.TranslucencyWithPreview` tag (by Belonit)." msgstr "" -#: ../../Whats-New.md:425 +#: ../../Whats-New.md:420 msgid "Show briefing screen on singleplayer mission start (by Starkku)" msgstr "" -#: ../../Whats-New.md:426 +#: ../../Whats-New.md:421 msgid "" "Allow setting mission par times and related messages in `missionmd.ini` " "(by Starkku)" msgstr "" -#: ../../Whats-New.md:427 +#: ../../Whats-New.md:422 msgid "" "Allow setting default singleplayer map loading screen and briefing " "offsets (by Starkku)" msgstr "" -#: ../../Whats-New.md:428 +#: ../../Whats-New.md:423 msgid "" "Allow toggling whether or not fire particle systems adjust target " "coordinates when firer rotates (by Starkku)" msgstr "" -#: ../../Whats-New.md:429 +#: ../../Whats-New.md:424 #, fuzzy msgid "`AmbientDamage` warhead & main target ignore customization (by Starkku)" msgstr "AreaFire武器目标自定义 (by Starkku)" -#: ../../Whats-New.md:430 +#: ../../Whats-New.md:425 msgid "Flashing Technos on selecting (by Fryone)" msgstr "" -#: ../../Whats-New.md:431 +#: ../../Whats-New.md:426 #, fuzzy msgid "Customizable DropPod properties on a per-InfantryType basis (by Trsdy)" msgstr "自定义可对外射击载具的属性 (by Otamaa)" -#: ../../Whats-New.md:432 +#: ../../Whats-New.md:427 #, fuzzy msgid "Projectile return weapon (by Starkku)" msgstr "反馈 (by Starkku)" -#: ../../Whats-New.md:433 +#: ../../Whats-New.md:428 msgid "" "Allow customizing aircraft landing direction per aircraft or per dock (by" " Starkku)" msgstr "" -#: ../../Whats-New.md:434 +#: ../../Whats-New.md:429 msgid "" "Allow animations to play sounds detached from audio event handler (by " "Starkku)" msgstr "" -#: ../../Whats-New.md:435 +#: ../../Whats-New.md:430 msgid "Game save option when starting campaigns (by Trsdy)" msgstr "" -#: ../../Whats-New.md:436 +#: ../../Whats-New.md:431 msgid "Carryall pickup voice (by Starkku)" msgstr "" -#: ../../Whats-New.md:437 +#: ../../Whats-New.md:432 msgid "" "Option to have `Grinding.Weapon` require accumulated credits from " "grinding (by Starkku)" msgstr "" -#: ../../Whats-New.md:438 +#: ../../Whats-New.md:433 msgid "Re-enable the Veinhole Monster and Weeds from TS (by ZivDero)" msgstr "" -#: ../../Whats-New.md:439 +#: ../../Whats-New.md:434 msgid "" "Recreate the weed-charging of SWs like the TS Chemical Missile (by " "ZivDero)" msgstr "" -#: ../../Whats-New.md:440 +#: ../../Whats-New.md:435 msgid "Allow to change the speed of gas particles (by ZivDero)" msgstr "" -#: ../../Whats-New.md:441 +#: ../../Whats-New.md:436 msgid "" "Allow upgrade animations to use `Powered` & `PoweredLight/Effect/Special`" " keys (by Starkku)" msgstr "" -#: ../../Whats-New.md:442 +#: ../../Whats-New.md:437 msgid "" "Toggle for `Explodes=true` BuildingTypes to not explode during buildup or" " being sold (by Starkku)" msgstr "" -#: ../../Whats-New.md:443 +#: ../../Whats-New.md:438 msgid "" "Toggleable height-based shadow scaling for voxel air units (by Trsdy & " "Starkku)" msgstr "" -#: ../../Whats-New.md:444 +#: ../../Whats-New.md:439 msgid "" "User setting toggles for harvester counter & power delta indicator (by " "Starkku)" msgstr "" -#: ../../Whats-New.md:445 +#: ../../Whats-New.md:440 #, fuzzy msgid "Shrapnel weapon target filtering toggle (by Starkku)" msgstr "武器瞄准筛选 (by Uranusian, Starkku)" -#: ../../Whats-New.md:446 +#: ../../Whats-New.md:441 msgid "" "Restore functionality of `[CrateRules] -> FreeMCV` with customizable " "credits threshold (by Starkku)" msgstr "" -#: ../../Whats-New.md:447 +#: ../../Whats-New.md:442 msgid "" "Allow customizing the number of vehicles required for unit crates to turn" " into money crates (by Starkku)" msgstr "" -#: ../../Whats-New.md:448 +#: ../../Whats-New.md:443 msgid "Per-VehicleType reroll chance for `CrateGoodie=true` (by Starkku)" msgstr "" -#: ../../Whats-New.md:449 +#: ../../Whats-New.md:444 #, fuzzy msgid "Warheads spawning powerup crates (by Starkku)" msgstr "弹头自伤开关 (by Starkku)" -#: ../../Whats-New.md:450 +#: ../../Whats-New.md:445 #, fuzzy msgid "Custom tint on TechnoTypes (by Starkku)" msgstr "单位自动开火 (by Starkku)" -#: ../../Whats-New.md:451 +#: ../../Whats-New.md:446 #, fuzzy msgid "Revenge weapon (by Starkku)" msgstr "反馈 (by Starkku)" -#: ../../Whats-New.md:452 +#: ../../Whats-New.md:447 msgid "" "AttachEffect types with new features like custom tint and weapon range " "modifier (by Starkku)" msgstr "" -#: ../../Whats-New.md:453 +#: ../../Whats-New.md:448 msgid "" "Force shield effect sync on deploy & vs. organic targets effect " "customization to complement the Iron Curtain ones (by Starkku)" msgstr "" -#: ../../Whats-New.md:454 +#: ../../Whats-New.md:449 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 "" -#: ../../Whats-New.md:455 +#: ../../Whats-New.md:450 msgid "" "Allow restricting how many times per frame a single radiation site can " "damage a building (by Starkku)" msgstr "" -#: ../../Whats-New.md:456 +#: ../../Whats-New.md:451 msgid "" "Allow explicitly setting the superweapons AI uses for Chronoshift script " "actions (by Starkku)" msgstr "" -#: ../../Whats-New.md:457 +#: ../../Whats-New.md:452 msgid "" "Allow customizing Aircraft weapon strafing regardless of `ROT` and " "`Strafing.Shots` values beyond 5 (by Trsdy)" msgstr "" -#: ../../Whats-New.md:458 +#: ../../Whats-New.md:453 msgid "" "Allow strafing weapons to deduct ammo per shot instead of per strafing " "run (by Starkku)" msgstr "" -#: ../../Whats-New.md:459 +#: ../../Whats-New.md:454 msgid "" "Allow `CloakVisible=true` laser trails optinally be seen only if unit is " "detected (by Starkku)" msgstr "" -#: ../../Whats-New.md:460 +#: ../../Whats-New.md:455 msgid "" "Skirmish AI \"sell all buildings and set all technos to hunt\" behavior " "dehardcode (by TaranDahl/航味麻酱)" msgstr "" -#: ../../Whats-New.md:461 +#: ../../Whats-New.md:456 msgid "" "Skirmish AI \"gather when MCV deploy\" behavior dehardcode (by " "TaranDahl/航味麻酱)" msgstr "" -#: ../../Whats-New.md:462 +#: ../../Whats-New.md:457 msgid "" "Customizing whether passengers are kicked out when an aircraft fires (by " "ststl)" msgstr "" -#: ../../Whats-New.md:463 +#: ../../Whats-New.md:458 #, fuzzy msgid "Shield hit flash (by Starkku)" msgstr "护盾修改弹头 (by Starkku)" -#: ../../Whats-New.md:464 +#: ../../Whats-New.md:459 msgid "" "Option to scatter `Anim/SplashList` animations around impact coordinates " "(by Starkku)" msgstr "" -#: ../../Whats-New.md:465 +#: ../../Whats-New.md:460 msgid "Customizable wake anim (by TwinkleStar)" msgstr "" -#: ../../Whats-New.md:466 +#: ../../Whats-New.md:461 msgid "Customizable rocker amplitude (by TwinkleStar, Ollerus)" msgstr "" -#: ../../Whats-New.md:467 +#: ../../Whats-New.md:462 msgid "" "AI script action to jump back to previous script after picking a random " "script (by handama)" msgstr "" -#: ../../Whats-New.md:468 +#: ../../Whats-New.md:463 msgid "Insignias visibility and position adjustments (by Fryone)" msgstr "" -#: ../../Whats-New.md:469 +#: ../../Whats-New.md:464 #, fuzzy msgid "Promotion animation (by Fryone)" msgstr "使用XDrawOffset为动画设置X轴偏移量 (by Morton)" -#: ../../Whats-New.md:470 +#: ../../Whats-New.md:465 msgid "" "Allow different technos to share build limit in a group (by ststl & " "Ollerus)" msgstr "" -#: ../../Whats-New.md:471 +#: ../../Whats-New.md:466 msgid "" "Map events `604-605` for checking if a specific Techno enters in a cell " "(by FS-21)" msgstr "" -#: ../../Whats-New.md:472 +#: ../../Whats-New.md:467 msgid "" "Waypoint path is drawn for all units under player control or if " "`[GlobalControls] -> DebugPlanningPaths=yes` (by Trsdy)" msgstr "" -#: ../../Whats-New.md:473 +#: ../../Whats-New.md:468 #, fuzzy msgid "`RemoveDisguise` now works on vehicle disguises (by Trsdy)" msgstr "修复了伪装移除弹头对永久伪装步兵无效的问题 (by Starkku)" -#: ../../Whats-New.md:474 +#: ../../Whats-New.md:469 msgid "" "Allow anchoring extended tooltips to the left side of the sidebar (by " "Trsdy)" msgstr "" -#: ../../Whats-New.md:475 +#: ../../Whats-New.md:470 msgid "" "Toggle to allow spawned aircraft to attack immediately after being " "spawned (by Starkku)" msgstr "" -#: ../../Whats-New.md:476 +#: ../../Whats-New.md:471 #, fuzzy msgid "`ZAdjust` for OverlayTypes (by Starkku)" msgstr "武器Burst间隔 (by Starkku)" -#: ../../Whats-New.md:477 +#: ../../Whats-New.md:472 msgid "" "Allow customizing extra tint intensity for Iron Curtain & Force Shield " "(by Starkku)" msgstr "" -#: ../../Whats-New.md:478 +#: ../../Whats-New.md:473 msgid "" "Option to enable parsing 8-bit RGB values from `[ColorAdd]` instead of " "RGB565 (by Starkku)" msgstr "" -#: ../../Whats-New.md:479 +#: ../../Whats-New.md:474 msgid "" "Customizing height and speed at which subterranean units travel (by " "Starkku)" msgstr "" -#: ../../Whats-New.md:480 +#: ../../Whats-New.md:475 msgid "" "Option for Warhead damage to penetrate Iron Curtain or Force Shield (by " "Starkku)" msgstr "" -#: ../../Whats-New.md:481 +#: ../../Whats-New.md:476 msgid "Option for Warhead to remove all shield types at once (by Starkku)" msgstr "" -#: ../../Whats-New.md:482 +#: ../../Whats-New.md:477 msgid "" "Allow customizing voxel light source position (by Kerbiter, Morton, based" " on knowledge of thomassnedon)" msgstr "" -#: ../../Whats-New.md:483 +#: ../../Whats-New.md:478 msgid "" "Option to fix voxel light source being offset and incorrectly tilting on " "slopes (by Kerbiter)" msgstr "" -#: ../../Whats-New.md:484 +#: ../../Whats-New.md:479 #, fuzzy msgid "AI superweapon delay timer customization (by Starkku)" msgstr "AreaFire武器目标自定义 (by Starkku)" -#: ../../Whats-New.md:485 +#: ../../Whats-New.md:480 msgid "Disabling `MultipleFactory` bonus from specific BuildingType (by Starkku)" msgstr "" -#: ../../Whats-New.md:486 +#: ../../Whats-New.md:481 #, fuzzy msgid "Customizable ChronoSphere teleport delays for units (by Starkku)" msgstr "武器Burst间隔 (by Starkku)" -#: ../../Whats-New.md:487 +#: ../../Whats-New.md:482 msgid "Allowed and disallowed types for `FactoryPlant` (by Starkku)" msgstr "" -#: ../../Whats-New.md:488 +#: ../../Whats-New.md:483 #, fuzzy msgid "" "Customizable damage & 'crumbling' (destruction) frames for TerrainTypes " "(by Starkku)" msgstr "可通行与不阻挡建造的地形对象 (by Starkku)" -#: ../../Whats-New.md:489 +#: ../../Whats-New.md:484 #, fuzzy msgid "Custom object palettes for TerrainTypes (by Starkku)" msgstr "Burst独立FLH (by Starkku)" -#: ../../Whats-New.md:490 +#: ../../Whats-New.md:485 #, fuzzy msgid "Forbidding parallel AI queues for specific TechnoTypes (by Starkku)" msgstr "根据类型关闭AI克隆 (by NetsuNegi)" -#: ../../Whats-New.md:491 +#: ../../Whats-New.md:486 #, fuzzy msgid "Nonprovocative Warheads (by Starkku)" msgstr "护盾修改弹头 (by Starkku)" -#: ../../Whats-New.md:492 ../../Whats-New.md:497 +#: ../../Whats-New.md:487 ../../Whats-New.md:492 msgid "Buildings considered as destroyable pathfinding obstacles (by Starkku)" msgstr "" -#: ../../Whats-New.md:493 +#: ../../Whats-New.md:488 msgid "`FireOnce` infantry sequence reset toggle (by Starkku)" msgstr "" -#: ../../Whats-New.md:494 +#: ../../Whats-New.md:489 msgid "Assign Super Weapon cameo to any sidebar tab (by NetsuNegi)" msgstr "" -#: ../../Whats-New.md:495 +#: ../../Whats-New.md:490 msgid "Customizing effect of level lighting on air units (by Starkku)" msgstr "" -#: ../../Whats-New.md:496 +#: ../../Whats-New.md:491 #, fuzzy msgid "" "Reimplemented `Airburst` & `Splits` logic with more customization options" " (by Starkku)" msgstr "部队回收站增强与自定义 (by Starkku)" -#: ../../Whats-New.md:498 +#: ../../Whats-New.md:493 #, fuzzy msgid "Animation visibility customization settings (by Starkku)" msgstr "附加动画图层自定义 (by Starkku)" -#: ../../Whats-New.md:499 +#: ../../Whats-New.md:494 #, fuzzy msgid "Light effect customizations (by Starkku)" msgstr "部队回收站增强与自定义 (by Starkku)" -#: ../../Whats-New.md:500 +#: ../../Whats-New.md:495 #, fuzzy msgid "Building unit repair customizations (by Starkku)" msgstr "自定义建筑提供自愈 (by Starkku)" -#: ../../Whats-New.md:501 +#: ../../Whats-New.md:496 msgid "" "Toggle to disallow buildings from providing build area during buildup (by" " Starkku)" msgstr "" -#: ../../Whats-New.md:502 +#: ../../Whats-New.md:497 msgid "" "Allow customizing which building types provide build area for a building " "(by Starkku)" msgstr "" -#: ../../Whats-New.md:503 +#: ../../Whats-New.md:498 #, fuzzy msgid "`Scorch` / `Flamer` fire animation customization (by Starkku)" msgstr "附加动画图层自定义 (by Starkku)" -#: ../../Whats-New.md:504 +#: ../../Whats-New.md:499 #, fuzzy msgid "Warheads parasite removal customization (by Starkku)" msgstr "附加动画图层自定义 (by Starkku)" -#: ../../Whats-New.md:505 +#: ../../Whats-New.md:500 #, fuzzy msgid "Allow infantry to use land sequences in water (by Starkku)" msgstr "允许`NotHuman=yes`的步兵使用随机的死亡动画序列 (by Otamaa)" -#: ../../Whats-New.md:506 +#: ../../Whats-New.md:501 msgid "" "`` can now be used as owner for pre-placed objects on " "skirmish and multiplayer maps (by Starkku)" msgstr "" -#: ../../Whats-New.md:507 +#: ../../Whats-New.md:502 #, fuzzy msgid "Allow customizing charge turret delays per burst on a weapon (by Starkku)" msgstr "单位自动开火 (by Starkku)" -#: ../../Whats-New.md:508 +#: ../../Whats-New.md:503 msgid "Unit `Speed` setting now accepts floating point values (by Starkku)" msgstr "" -#: ../../Whats-New.md:509 +#: ../../Whats-New.md:504 #, fuzzy msgid "Extending `Power` to all TechnoTypes (by Morton)" msgstr "在artmd.ini中可以为全部科技类型指定Image (by Morton)" -#: ../../Whats-New.md:512 +#: ../../Whats-New.md:507 msgid "" "Allow AI to repair structures built from base nodes/trigger action 125/SW" " delivery in single player missions (by Trsdy)" msgstr "" -#: ../../Whats-New.md:513 +#: ../../Whats-New.md:508 #, python-format msgid "" "Allow usage of `AlternateFLH%d` of vehicles in `OpenTopped` transport. " "(by Trsdy)" msgstr "" -#: ../../Whats-New.md:514 +#: ../../Whats-New.md:509 msgid "" "Improved the statistic distribution of the spawned crates over the " "visible area of the map. (by Trsdy, based on TwinkleStar's work)" msgstr "" -#: ../../Whats-New.md:515 +#: ../../Whats-New.md:510 msgid "" "Teams spawned by trigger action 7,80,107 can use IFV and `OpenTopped` " "logic normally (by Trsdy)" msgstr "" -#: ../../Whats-New.md:516 +#: ../../Whats-New.md:511 msgid "" "Prevented units from retaining previous order after ownership change (by " "Trsdy)" msgstr "" -#: ../../Whats-New.md:517 +#: ../../Whats-New.md:512 msgid "" "Break the mind-control link when capturing a mind-controlled building " "with an engineer (by Trsdy)" msgstr "" -#: ../../Whats-New.md:518 +#: ../../Whats-New.md:513 msgid "" "Fixed BibShape drawing for a couple of frames during buildup for " "buildings with long buildup animations (by Starkku)" msgstr "" -#: ../../Whats-New.md:519 +#: ../../Whats-New.md:514 msgid "Cloaked & disguised objects displaying to observers (by Starkku)" msgstr "" -#: ../../Whats-New.md:520 +#: ../../Whats-New.md:515 msgid "" "Cloaked objects from allies displaying to player in single player " "missions (by Trsdy)" msgstr "" -#: ../../Whats-New.md:521 +#: ../../Whats-New.md:516 msgid "" "Skip `NaturalParticleSystem` displaying from in-map pre-placed structures" " (by Trsdy)" msgstr "" -#: ../../Whats-New.md:522 +#: ../../Whats-New.md:517 msgid "Made sure that `Suicide=yes` weapon does kill the firer (by Trsdy)" msgstr "" -#: ../../Whats-New.md:523 +#: ../../Whats-New.md:518 msgid "" "Made sure that vxl units being flipped over get killed instead of " "rotating up and down (by Trsdy)" msgstr "" -#: ../../Whats-New.md:524 +#: ../../Whats-New.md:519 msgid "" "Allow jumpjet units to visually tilt or be flipped over on the ground " "even if `TiltCrashJumpjet=no` (by Trsdy)" msgstr "" -#: ../../Whats-New.md:525 +#: ../../Whats-New.md:520 msgid "" "Fixed the range for number of debris spawned by Warhead to use MaxDebris " "instead of MaxDebris - 1 (by Starkku)" msgstr "" -#: ../../Whats-New.md:526 +#: ../../Whats-New.md:521 msgid "" "Fixed `LandTargeting=1` not preventing from targeting TerrainTypes (trees" " etc.) on land (by Starkku)" msgstr "" -#: ../../Whats-New.md:527 +#: ../../Whats-New.md:522 msgid "" "Fixed `NavalTargeting=6` not preventing from targeting empty water cells " "or TerrainTypes (trees etc.) on water (by Starkku)" msgstr "" -#: ../../Whats-New.md:528 +#: ../../Whats-New.md:523 msgid "" "Fixed `NavalTargeting=7` and/or `LandTargeting=2` resulting in still " "targeting TerrainTypes (trees etc.) on land with `Primary` weapon (by " "Starkku)" msgstr "" -#: ../../Whats-New.md:529 +#: ../../Whats-New.md:524 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 "" -#: ../../Whats-New.md:530 +#: ../../Whats-New.md:525 msgid "Restored `EVA_StructureSold` for buildings with `UndeploysInto` (by Trsdy)" msgstr "" -#: ../../Whats-New.md:531 +#: ../../Whats-New.md:526 msgid "Allow MCV to redeploy in campaigns (by Trsdy)" msgstr "" -#: ../../Whats-New.md:532 +#: ../../Whats-New.md:527 msgid "" "Allow buildings with `UndeploysInto` to be sold if `Unsellable=no` but " "`ConstructionYard=no` (by Trsdy)" msgstr "" -#: ../../Whats-New.md:533 +#: ../../Whats-New.md:528 msgid "" "Fixed infantry without `C4=true` being killed in water if paradropped, " "chronoshifted etc. even if they can normally enter water (by Starkku)" msgstr "" -#: ../../Whats-New.md:534 +#: ../../Whats-New.md:529 msgid "" "Fixed `WaterBound=true` buildings with `UndeploysInto` not correctly " "setting the location for the vehicle to move into when undeployed (by " "Starkku)" msgstr "" -#: ../../Whats-New.md:535 +#: ../../Whats-New.md:530 msgid "Allow more than 5 `AlternateFLH` entries for units (by ststl)" msgstr "" -#: ../../Whats-New.md:536 +#: ../../Whats-New.md:531 msgid "" "Buildings with `CanC4=false` will no longer take 1 point of positive " "damage if hit by negative damage (by Starkku)" msgstr "" -#: ../../Whats-New.md:537 +#: ../../Whats-New.md:532 msgid "" "Buildings with primary weapon that has `AG=false` projectile now have " "attack cursor when selected (by Starkku)" msgstr "" -#: ../../Whats-New.md:538 +#: ../../Whats-New.md:533 msgid "" "Transports with `OpenTopped=true` and weapon that has `Burst` above 1 and" " passengers firing out no longer have the passenger firing offset shift " "lateral position based on burst index (by Starkku)" msgstr "" -#: ../../Whats-New.md:539 +#: ../../Whats-New.md:534 msgid "" "Light tint created by a building is now able to be removed after loading " "the game (by Trsdy)" msgstr "" -#: ../../Whats-New.md:540 +#: ../../Whats-New.md:535 msgid "Prevented crashing jumpjet units from firing (by Trsdy)" msgstr "" -#: ../../Whats-New.md:541 +#: ../../Whats-New.md:536 msgid "" "Fixed disguised infantry not using custom palette for drawing the " "disguise when needed (by Starkku)" msgstr "" -#: ../../Whats-New.md:542 +#: ../../Whats-New.md:537 msgid "" "Reenabled the obsolete `[General] WarpIn` as default anim type when units" " are warping in (by Trsdy)" msgstr "" -#: ../../Whats-New.md:543 +#: ../../Whats-New.md:538 msgid "" "Fixed permanent health bar display for units targeted by temporal weapons" " upon mouse hover (by Trsdy)" msgstr "" -#: ../../Whats-New.md:544 +#: ../../Whats-New.md:539 msgid "" "Buildings with superweapons no longer display `SuperAnimThree` at " "beginning of match if pre-placed on the map (by Starkku)" msgstr "" -#: ../../Whats-New.md:545 +#: ../../Whats-New.md:540 msgid "" "AI players can now build `Naval=true` and `Naval=false` vehicles " "concurrently like human players do (by Starkku)" msgstr "" -#: ../../Whats-New.md:546 +#: ../../Whats-New.md:541 msgid "" "Fixed the bug when jumpjets were snapping into facing bottom-right when " "starting movement (by Kerbiter)" msgstr "" -#: ../../Whats-New.md:547 +#: ../../Whats-New.md:542 msgid "" "Suppressed the BuildingCaptured EVA events when capturing a building " "considered as a vehicle (by Trsdy)" msgstr "" -#: ../../Whats-New.md:548 +#: ../../Whats-New.md:543 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" @@ -1609,182 +1575,182 @@ msgid "" " list (by Starkku)" msgstr "" -#: ../../Whats-New.md:549 +#: ../../Whats-New.md:544 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 "" -#: ../../Whats-New.md:550 +#: ../../Whats-New.md:545 msgid "" "Fixed `DeployToFire` not considering building placement rules for " "`DeploysInto` buildings and as a result not working properly with " "`WaterBound` buildings (by Starkku)" msgstr "" -#: ../../Whats-New.md:551 +#: ../../Whats-New.md:546 msgid "" "Fixed `DeployToFire` not recalculating firer's position on land if it " "cannot currently deploy (by Starkku)" msgstr "" -#: ../../Whats-New.md:552 +#: ../../Whats-New.md:547 msgid "" "`Arcing=true` projectile elevation inaccuracy can now be fixed by setting" " `Arcing.AllowElevationInaccuracy=false` (by Starkku)" msgstr "" -#: ../../Whats-New.md:553 +#: ../../Whats-New.md:548 msgid "" "Fixed position and layer of info tip and reveal production cameo on " "selected building (by Belonit)" msgstr "" -#: ../../Whats-New.md:554 +#: ../../Whats-New.md:549 msgid "Fixed `TurretOffset` to be supported for SHP vehicles (by TwinkleStar)" msgstr "" -#: ../../Whats-New.md:555 +#: ../../Whats-New.md:550 msgid "" "`Powered`/`PoweredSpecial` buildings' powered anims will update as usual " "when being captured by enemies (by Trsdy)" msgstr "" -#: ../../Whats-New.md:556 +#: ../../Whats-New.md:551 msgid "" "Fixed a glitch related to incorrect target setting for missiles (by " "Belonit)" msgstr "" -#: ../../Whats-New.md:557 +#: ../../Whats-New.md:552 msgid "" "Skipped parsing `[Header]` section of compaign maps which led to " "occasional crashes on Linux (by Trsdy)" msgstr "" -#: ../../Whats-New.md:558 +#: ../../Whats-New.md:553 msgid "Fixed units' turret rotation and jumpjet wobble under EMP (by Trsdy)" msgstr "" -#: ../../Whats-New.md:559 +#: ../../Whats-New.md:554 msgid "" "Fixed `AmbientDamage` when used with `IsRailgun=yes` being cut off by " "elevation changes (by Starkku)" msgstr "" -#: ../../Whats-New.md:560 +#: ../../Whats-New.md:555 msgid "" "Fixed railgun and fire particles being cut off by elevation changes (by " "Starkku)" msgstr "" -#: ../../Whats-New.md:561 +#: ../../Whats-New.md:556 msgid "" "Fixed teleport units' frozen-still timer being reset after load game (by " "Trsdy)" msgstr "" -#: ../../Whats-New.md:562 +#: ../../Whats-New.md:557 msgid "Fixed teleport units being unable to visually tilt on slopes (by Trsdy)" msgstr "" -#: ../../Whats-New.md:563 +#: ../../Whats-New.md:558 msgid "" "Fixed teleport and drill units being unable to be visually flipped (by " "Trsdy)" msgstr "" -#: ../../Whats-New.md:564 +#: ../../Whats-New.md:559 msgid "" "Aircraft docking on buildings now respect `[AudioVisual] -> PoseDir` as " "the default setting and do not always land facing north or in case of " "pre-placed buildings, the building's direction (by Starkku)" msgstr "" -#: ../../Whats-New.md:565 +#: ../../Whats-New.md:560 msgid "" "Spawned aircraft now align with the spawner's facing when landing (by " "Starkku)" msgstr "" -#: ../../Whats-New.md:566 +#: ../../Whats-New.md:561 msgid "" "Fixed infantries attempted to entering buildings when waypointing " "together with engineer/agent/occupier/etc (by Trsdy)" msgstr "" -#: ../../Whats-New.md:567 +#: ../../Whats-New.md:562 msgid "Fixed jumpjet crash speed when crashing onto buildings (by NetsuNegi)" msgstr "" -#: ../../Whats-New.md:568 +#: ../../Whats-New.md:563 msgid "" "Fixed a desync potentially caused by displaying of cursor over selected " "`DeploysInto` units (by Starkku)" msgstr "" -#: ../../Whats-New.md:569 +#: ../../Whats-New.md:564 msgid "Skipped drawing the rally point line when undeploying a factory (by Trsdy)" msgstr "" -#: ../../Whats-New.md:570 +#: ../../Whats-New.md:565 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 "" -#: ../../Whats-New.md:571 +#: ../../Whats-New.md:566 msgid "" "Iron Curtained / Force Shielded objects now always use the correct tint " "color (by Starkku)" msgstr "" -#: ../../Whats-New.md:572 +#: ../../Whats-New.md:567 msgid "" "Objects in invalid map coordinates are no longer used for starting view " "and AI base center calculations (by Starkku)" msgstr "" -#: ../../Whats-New.md:573 +#: ../../Whats-New.md:568 msgid "" "Units & buildings with `DecloakToFire=false` weapons can now cloak while " "targeting & reloading (by Starkku)" msgstr "" -#: ../../Whats-New.md:574 +#: ../../Whats-New.md:569 msgid "" "Units with `Sensors=true` will no longer reveal ally buildings (by " "Starkku)" msgstr "" -#: ../../Whats-New.md:575 +#: ../../Whats-New.md:570 msgid "" "Air units are now reliably included by target scan with large range and " "Warhead detonation by large `CellSpread` (by Starkku)" msgstr "" -#: ../../Whats-New.md:576 +#: ../../Whats-New.md:571 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 "" -#: ../../Whats-New.md:577 +#: ../../Whats-New.md:572 msgid "" "Fixed disguised units not using the correct palette if target has custom " "palette (by NetsuNegi)" msgstr "" -#: ../../Whats-New.md:578 +#: ../../Whats-New.md:573 msgid "" "Building upgrades now consistently use building's `PowerUpN` animation " "settings corresponding to the upgrade's `PowersUpToLevel` where possible " "(by Starkku)" msgstr "" -#: ../../Whats-New.md:579 +#: ../../Whats-New.md:574 msgid "" "Subterranean units are no longer allowed to perform deploy functions like" " firing weapons or `IsSimpleDeployer` while burrowed or burrowing, they " @@ -1792,69 +1758,69 @@ msgid "" "Starkku)" msgstr "" -#: ../../Whats-New.md:580 +#: ../../Whats-New.md:575 msgid "" "Fixed `Temporal=true` Warheads potentially crashing game if used to " "attack `Slaved=true` infantry (by Starkku)" msgstr "" -#: ../../Whats-New.md:581 +#: ../../Whats-New.md:576 msgid "" "Fixed some locomotors (Tunnel, Walk, Mech) getting stuck when moving too " "fast (by NetsuNegi)" msgstr "" -#: ../../Whats-New.md:582 +#: ../../Whats-New.md:577 msgid "" "Animations with `MakeInfantry` and `UseNormalLight=false` that are drawn " "in unit palette will now have cell lighting changes applied on them (by " "Starkku)" msgstr "" -#: ../../Whats-New.md:583 +#: ../../Whats-New.md:578 msgid "" "Fixed Nuke & Dominator Level lighting not applying to AircraftTypes (by " "Starkku)" msgstr "" -#: ../../Whats-New.md:584 +#: ../../Whats-New.md:579 msgid "" "Removed the 0 damage effect from `InfDeath=9` warheads to in-air " "infantries (by Trsdy)" msgstr "" -#: ../../Whats-New.md:585 +#: ../../Whats-New.md:580 msgid "" "Projectiles created from `AirburstWeapon` now remember their WeaponType " "and can apply radiation etc. (by Starkku)" msgstr "" -#: ../../Whats-New.md:586 +#: ../../Whats-New.md:581 msgid "" "Fixed damaged aircraft not repairing on `UnitReload=true` docks unless " "they land on the dock first (by Starkku)" msgstr "" -#: ../../Whats-New.md:587 +#: ../../Whats-New.md:582 msgid "" "Certain global tileset indices (`ShorePieces`, `WaterSet`, `CliffSet`, " "`WaterCliffs`, `WaterBridge`, `BridgeSet` and `WoodBridgeSet`) can now be" " toggled to be parsed for lunar theater (by Starkku)" msgstr "" -#: ../../Whats-New.md:588 +#: ../../Whats-New.md:583 msgid "" "Fixed infantry `SecondaryFire` / `SecondaryProne` sequences being " "displayed in water instead of `WetAttack` (by Starkku)" msgstr "" -#: ../../Whats-New.md:589 +#: ../../Whats-New.md:584 msgid "" "Fixed objects with ally target and `AttackFriendlies=true` having their " "target reset every frame, particularly AI-owned buildings (by Starkku)" msgstr "" -#: ../../Whats-New.md:590 +#: ../../Whats-New.md:585 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" @@ -1862,292 +1828,333 @@ msgid "" "vehicles as initial passengers (by Starkku)" msgstr "" -#: ../../Whats-New.md:591 +#: ../../Whats-New.md:586 msgid "" "Drive/Jumpjet/Ship/Teleport locomotor did not power on when it is un-" "piggybacked bugfix (by tyuah8)" msgstr "" -#: ../../Whats-New.md:592 +#: ../../Whats-New.md:587 msgid "Fix `Stop` command not working so well in some cases (by CrimRecya)" msgstr "" -#: ../../Whats-New.md:593 +#: ../../Whats-New.md:588 msgid "" "Use 2D distance instead of 3D to check whether in air team members have " "arrived destination (by CrimRecya)" msgstr "" -#: ../../Whats-New.md:594 +#: ../../Whats-New.md:589 msgid "" "Subterranean movement now benefits from speed multipliers from all " "sources such as veterancy, AttachEffect etc. (by Starkku)" msgstr "" -#: ../../Whats-New.md:597 +#: ../../Whats-New.md:590 +msgid "" +"Fix 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 "" + +#: ../../Whats-New.md:591 +msgid "" +"Fix the bug that parasite will vanish if it missed its target when its " +"previous cell is occupied (by 航味麻酱)" +msgstr "" + +#: ../../Whats-New.md:592 +msgid "" +"Aircraft will now behave as expected according to it's `MovementZone` and" +" `SpeedType` when moving onto different surfaces. In particular, this " +"fixes erratic behavior when vanilla aircraft is ordered to move onto " +"water surface and instead the movement order changes to a shore nearby " +"(by CrimRecya)" +msgstr "" + +#: ../../Whats-New.md:594 ../../Whats-New.md:668 ../../Whats-New.md:831 +#: ../../Whats-New.md:873 ../../Whats-New.md:886 ../../Whats-New.md:910 +#: ../../Whats-New.md:921 ../../Whats-New.md:938 ../../Whats-New.md:986 +#: ../../Whats-New.md:998 +msgid "Phobos fixes:" +msgstr "火卫一修复:" + +#: ../../Whats-New.md:595 msgid "" "Fixed a few errors of calling for superweapon launch by `LaunchSW` or " "building infiltration (by Trsdy)" msgstr "" -#: ../../Whats-New.md:598 +#: ../../Whats-New.md:596 msgid "Add `ImmuneToCrit` for shields (by Trsdy)" msgstr "" -#: ../../Whats-New.md:599 +#: ../../Whats-New.md:597 msgid "" "Reimplemented the bugfix for jumpjet units' facing when firing, discard " "the inappropriate `JumpjetTurnToTarget` tag (by Trsdy)" msgstr "" -#: ../../Whats-New.md:600 +#: ../../Whats-New.md:598 msgid "" "`Gunner=true` transports now correctly change turret if a passenger is " "removed by `PassengerDeletion` (by Starkku)" msgstr "" -#: ../../Whats-New.md:601 +#: ../../Whats-New.md:599 msgid "" "`PassengerDeletion.Soylent` now correctly calculates refund value if " "removed passenger has no explicitly set `Soylent` value (by Starkku)" msgstr "" -#: ../../Whats-New.md:602 +#: ../../Whats-New.md:600 msgid "" "Superweapon `Detonate.Weapon` & `Detonate.Warhead` now use the firing " "house to deal damage and apply Phobos warhead effects even if no firing " "building is found (by Starkku)" msgstr "" -#: ../../Whats-New.md:603 +#: ../../Whats-New.md:601 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 "" -#: ../../Whats-New.md:604 +#: ../../Whats-New.md:602 msgid "" "`IsHouseColor` laser trails on techno now correctly change color when it " "changes owner (by Trsdy)" msgstr "" -#: ../../Whats-New.md:605 +#: ../../Whats-New.md:603 msgid "" "Fixed `Layer.UseObjectLayer=true` to work correctly for all cases where " "object changes layer (by Starkku)" msgstr "" -#: ../../Whats-New.md:606 +#: ../../Whats-New.md:604 msgid "" "Fixed `DetonateOnAllMapObjects.RequireVerses` not considering shield " "armor types (by Starkku)" msgstr "" -#: ../../Whats-New.md:607 +#: ../../Whats-New.md:605 msgid "" "Fixed new Phobos script actions not picking team leader correctly based " "on `LeadershipRating` (by Starkku)" msgstr "" -#: ../../Whats-New.md:608 +#: ../../Whats-New.md:606 msgid "" "Fixed an issue with `Gunner=true` vehicles not correctly using the first " "passenger's mode with multiple passengers inside (by Starkku)" msgstr "" -#: ../../Whats-New.md:609 +#: ../../Whats-New.md:607 msgid "" "Used `MindControl.Anim` for buildings deployed from mind-controlled " "vehicles (by Trsdy)" msgstr "" -#: ../../Whats-New.md:610 +#: ../../Whats-New.md:608 msgid "" "Optimized extension class implementation, should improve performance all " "around (by Otamaa & Starkku)" msgstr "" -#: ../../Whats-New.md:611 +#: ../../Whats-New.md:609 msgid "" "Fixed `Interceptor` not resetting target if the intercepted projectile " "changes type to non-interceptable one afterwards (by Starkku)" msgstr "" -#: ../../Whats-New.md:612 +#: ../../Whats-New.md:610 msgid "" "Fixed `PlacementPreview` setting for BuildingTypes not being parsed from " "INI (by Starkku)" msgstr "" -#: ../../Whats-New.md:613 +#: ../../Whats-New.md:611 msgid "" "Fixed Phobos animation additions that support `CreateUnit.Owner` not also" " checking `MakeInfantryOwner` (by Starkku)" msgstr "" -#: ../../Whats-New.md:614 +#: ../../Whats-New.md:612 msgid "" "Fixed `AutoDeath` to consider all conditions for objects in limbo (by " "Starkku)" msgstr "" -#: ../../Whats-New.md:615 +#: ../../Whats-New.md:613 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 " "TechnoType owned by same house (by Starkku)" msgstr "" -#: ../../Whats-New.md:616 +#: ../../Whats-New.md:614 msgid "Fixed interceptors causing multiplayer games to desync (by Starkku)" msgstr "" -#: ../../Whats-New.md:617 +#: ../../Whats-New.md:615 msgid "" "Optimized performance for map trigger retint action light source fix (by " "Starkku)" msgstr "" -#: ../../Whats-New.md:618 +#: ../../Whats-New.md:616 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 "" -#: ../../Whats-New.md:619 +#: ../../Whats-New.md:617 msgid "" "Fixed a problem with disguise visibility logic that could cause game to " "crash on loading a map (by Starkku)" msgstr "" -#: ../../Whats-New.md:620 +#: ../../Whats-New.md:618 msgid "" "Fixed owned `LimboDelivery` buildings not being saved correctly in " "savegames (by Starkku)" msgstr "" -#: ../../Whats-New.md:621 +#: ../../Whats-New.md:619 msgid "" "Fixed a typo in weapon selector code causing issues with `NoAmmoWeapon` " "and related checks (by Starkku)" msgstr "" -#: ../../Whats-New.md:622 +#: ../../Whats-New.md:620 msgid "" "Fixed `DetonateOnAllMapObjects` behaving erratically or potentially " "crashing if it destroys buildings using Ares' advanced rubble (by " "Starkku)" msgstr "" -#: ../../Whats-New.md:623 +#: ../../Whats-New.md:621 msgid "" "Fixed game crashing on loading save games if the saved game state had " "active radiation sites (by Starkku)" msgstr "" -#: ../../Whats-New.md:624 +#: ../../Whats-New.md:622 msgid "Fixed a desync error caused by air/top layer sorting (by Starkku)" msgstr "" -#: ../../Whats-New.md:625 +#: ../../Whats-New.md:623 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 "" -#: ../../Whats-New.md:626 +#: ../../Whats-New.md:624 msgid "" "Fixed `Inviso=true` interceptor projectiles applying damage on " "interceptable, armor type-having projectiles twice (by Starkku)" msgstr "" -#: ../../Whats-New.md:627 +#: ../../Whats-New.md:625 msgid "" "Fixed `AutoDeath` causing crashes when used to kill a parasite unit " "inside an another unit (by Starkku)" msgstr "" -#: ../../Whats-New.md:628 +#: ../../Whats-New.md:626 msgid "" "Phobos Warhead effects combined with `CellSpread` now correctly apply to " "buildings if any of the foundation cells are hit (by Starkku)" msgstr "" -#: ../../Whats-New.md:629 +#: ../../Whats-New.md:627 msgid "" "Phobos Warhead effects on zero-`CellSpread` Warheads no longer apply to " "target if projectile detonates prematurely, far-away from target (by " "Starkku)" msgstr "" -#: ../../Whats-New.md:630 +#: ../../Whats-New.md:628 msgid "" "Fixed radiation site damage not taking the radiation level reduction into" " accord (by Starkku)" msgstr "" -#: ../../Whats-New.md:631 +#: ../../Whats-New.md:629 msgid "" "Correctly update laser trail position while techno is cloaked even if " "trail is not drawn (by Starkku)" msgstr "" -#: ../../Whats-New.md:632 +#: ../../Whats-New.md:630 #, fuzzy msgid "" "Fixed `Shield.Respawn.Amount` not defaulting to shield type default if " "not set (by Starkku)" msgstr "修复了护盾受击时单位不会被解除隐形的问题 (by Starkku)" -#: ../../Whats-New.md:633 +#: ../../Whats-New.md:631 msgid "" "Fixed frame by frame hotkey description to read `TXT_FRAME_BY_FRAME_DESC`" " instead of `TXT_DISPLAY_DAMAGE_DESC` (by DeathFishAtEase)" msgstr "" -#: ../../Whats-New.md:634 +#: ../../Whats-New.md:632 msgid "" "Buildings considered vehicles (`ConsideredVehicle=true` or not set in " "conjunction with `UndeploysInto` & 1x1 foundation) are now considered " "units by affected target enum checks (by Starkku)" msgstr "" -#: ../../Whats-New.md:635 +#: ../../Whats-New.md:633 msgid "" "Fixed Phobos Warhead effects not reliably being applied on damage area as" " opposed to full weapon-based Warhead detonation (by Starkku)" msgstr "" -#: ../../Whats-New.md:636 +#: ../../Whats-New.md:634 msgid "Fix `LimboKill` not working reliably (by CrimRecya)" msgstr "" -#: ../../Whats-New.md:637 +#: ../../Whats-New.md:635 msgid "" "Fixed `SelfHealGainType=none` not working (changed to `noheal`) (by " "Starkku)" msgstr "" -#: ../../Whats-New.md:638 +#: ../../Whats-New.md:636 msgid "" "Fixed AircraftTypes gaining self-healing from `UnitsGainSelfHeal` by " "default (while not displaying the pip) when they should not (by Starkku)" msgstr "" +#: ../../Whats-New.md:637 +msgid "" +"Fixed `LaunchSW.IgnoreInhibitors` and `SW.Next.IgnoreInhibitors` " +"overriding corresponding `IgnoreDesignators` settings (by Ollerus)" +msgstr "" + +#: ../../Whats-New.md:638 +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 "" + #: ../../Whats-New.md:639 msgid "" -"Fixed `LaunchSW.IgnoreInhibitors` and `SW.Next.IgnoreInhibitors` " -"overriding corresponding `IgnoreDesignators` settings (by Ollerus)" +"Fixed `Ammo.DeployUnlockMinimumAmount`/`Ammo.DeployUnlockMaximumAmount` " +"behavior inside tank bunkers (by Fryone)" msgstr "" #: ../../Whats-New.md:640 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)" +"Fixed `Ammo.AddOnDeploy` behavior inside tank bunkers for non-converters " +"(by Fryone)" msgstr "" #: ../../Whats-New.md:641 @@ -2156,762 +2163,766 @@ msgid "" "buildings with `InvisibleInGame=yes` as targets (FS-21)" msgstr "" -#: ../../Whats-New.md:644 +#: ../../Whats-New.md:642 +msgid "Fix `Insignia.Weapon` failing to parse in map (by Ollerus)" +msgstr "" + +#: ../../Whats-New.md:645 msgid "" "Weapons fired by EMPulse superweapons *(Ares feature)* now fully respect " "the firing building's FLH." msgstr "" -#: ../../Whats-New.md:645 +#: ../../Whats-New.md:646 msgid "" "Weapons fired by EMPulse superweapons *(Ares feature)* now respect " "`Floater` and Phobos-added `Gravity` setting (by Starkku)" msgstr "" -#: ../../Whats-New.md:646 +#: ../../Whats-New.md:647 msgid "" "`IsSimpleDeployer` units with Hover locomotor and `DeployToLand` no " "longer get stuck after deploying or play their move sound indefinitely " "(by Starkku)" msgstr "" -#: ../../Whats-New.md:647 +#: ../../Whats-New.md:648 msgid "" "All forms of type conversion (including Ares') now correctly update the " "warp-in delay if unit with teleport `Locomotor` was converted while the " "delay was active (by Starkku)" msgstr "" -#: ../../Whats-New.md:648 +#: ../../Whats-New.md:649 msgid "" "All forms of type conversion (including Ares') now correctly update " "`MoveSound` if a moving unit has their type changed (by Starkku)" msgstr "" -#: ../../Whats-New.md:649 +#: ../../Whats-New.md:650 msgid "" "All forms of type conversion (including Ares') now correctly update " "`OpenTopped` state of passengers in transport that is converted (by " "Starkku)" msgstr "" -#: ../../Whats-New.md:650 +#: ../../Whats-New.md:651 msgid "" "Infantry type conversion from `Deployer=yes` to `no` now correctly update" " the sequence anim (by Trsdy)" msgstr "" -#: ../../Whats-New.md:651 +#: ../../Whats-New.md:652 msgid "" "Fixed an issue introduced by Ares that caused `Grinding=true` building " "`ActiveAnim` to be incorrectly restored while `SpecialAnim` was playing " "and the building was sold, erased or destroyed (by Starkku)" msgstr "" -#: ../../Whats-New.md:652 +#: ../../Whats-New.md:653 msgid "Appended Ares' `SW.Shots` usage to extended tooltips (by Trsdy)" msgstr "" -#: ../../Whats-New.md:653 +#: ../../Whats-New.md:654 msgid "" "Fixed Ares' Abductor weapon leaves permanent placement stats when " "abducting moving vehicles (by Trsdy)" msgstr "" -#: ../../Whats-New.md:654 +#: ../../Whats-New.md:655 msgid "" "Suppressed Ares' swizzle warning when parsing `Tags` and `TaskForces` (by" " Trsdy)" msgstr "" -#: ../../Whats-New.md:655 +#: ../../Whats-New.md:656 msgid "" "Fixed Academy *(Ares feature)* not working on the initial payloads *(Ares" " feature)* of vehicles built from a war factory (by Trsdy, supersedes " "Aephiex impl.)" msgstr "" -#: ../../Whats-New.md:656 +#: ../../Whats-New.md:657 msgid "" "Fixed Ares' InitialPayload not being created for vehicles spawned by " "trigger actions (by Trsdy)" msgstr "" -#: ../../Whats-New.md:659 +#: ../../Whats-New.md:660 msgid "0.3.0.1" msgstr "" -#: ../../Whats-New.md:665 +#: ../../Whats-New.md:666 msgid "Additional sync logging in case of desync errors occuring (by Starkku)" msgstr "" -#: ../../Whats-New.md:668 +#: ../../Whats-New.md:669 msgid "`AutoDeath` support for objects in limbo (by Trsdy)" msgstr "" -#: ../../Whats-New.md:669 +#: ../../Whats-New.md:670 msgid "" "Buildings sold by `AutoDeath` no longer play a click sound effect (by " "Trsdy)" msgstr "" -#: ../../Whats-New.md:670 +#: ../../Whats-New.md:671 msgid "" "Fixed shield animation being hidden while underground or in tunnels fix " "not working correctly (by Starkku)" msgstr "" -#: ../../Whats-New.md:671 +#: ../../Whats-New.md:672 msgid "" "Restore the `MindClearedSound` when deploying a mind-controlled unit into" " a building loses the mind-control (by Trsdy)" msgstr "" -#: ../../Whats-New.md:672 +#: ../../Whats-New.md:673 msgid "" "Fixed `RadSiteWarhead.Detonate` not detonating precisely on the affected " "object (thus requiring `CellSpread`) (by Starkku)" msgstr "" -#: ../../Whats-New.md:673 +#: ../../Whats-New.md:674 #, fuzzy msgid "" "Fixed script action 10103 'Load Into Transports' unintentionally skipping" " next action (by FS-21)" msgstr "本动作113用以随机跳过下一动作 (by FS-21)\"" -#: ../../Whats-New.md:674 +#: ../../Whats-New.md:675 msgid "" "Changed mission retry dialog button order to better match old order " "people are used to (by Trsdy)" msgstr "" -#: ../../Whats-New.md:675 +#: ../../Whats-New.md:676 msgid "Allow PowerPlant Enhancer to be affected by EMP (by Trsdy)" msgstr "" -#: ../../Whats-New.md:676 +#: ../../Whats-New.md:677 msgid "" "Animation `Weapon` with `Damage.DealtByInvoker=true` now uses the " "invoker's house to deal damage and apply Phobos warhead effects even if " "invoker is dead when weapon is fired (by Starkku)" msgstr "" -#: ../../Whats-New.md:677 +#: ../../Whats-New.md:678 #, fuzzy msgid "" "Fixed a crash when trying to create radiation outside map bounds (by " "Otamaa)" msgstr "修复了当使用地图快照快捷键时崩溃的问题 (by Otamaa)" -#: ../../Whats-New.md:678 +#: ../../Whats-New.md:679 msgid "" "Fixed new AI attack scripts not allowing zero damage weapons to pick " "targets (by Starkku)" msgstr "" -#: ../../Whats-New.md:679 +#: ../../Whats-New.md:680 msgid "" "Fixed floating point value parsing precision to match the game (by " "Starkku)" msgstr "" -#: ../../Whats-New.md:680 +#: ../../Whats-New.md:681 msgid "" "Power output / drain should now correctly be applied for buildings " "created via `LimboDelivery` in campaigns (by Starkku)" msgstr "" -#: ../../Whats-New.md:681 +#: ../../Whats-New.md:682 msgid "" "Fixed shield health bar showing empty bar when shield is still on very " "low health instead of depleted (by Starkku)" msgstr "" -#: ../../Whats-New.md:682 +#: ../../Whats-New.md:683 #, fuzzy msgid "" "Fixed `CanTarget` not considering objects on bridges when checking if " "cell is empty (by Starkku)" msgstr "修复了护盾受击时单位不会被解除隐形的问题 (by Starkku)" -#: ../../Whats-New.md:683 +#: ../../Whats-New.md:684 msgid "" "Fixed vehicle deploy weapons not working if the unit is cloaked and " "weapon has `DecloakToFire=true` (by NetsuNegi & Starkku)" msgstr "" -#: ../../Whats-New.md:684 +#: ../../Whats-New.md:685 msgid "" "Fixed `IsAnimated` terrain not updating correctly in all circumstances " "(by Starkku)" msgstr "" -#: ../../Whats-New.md:685 +#: ../../Whats-New.md:686 msgid "" "Fixed `CreateUnit` interaction with bridges (spawning under when " "shouldn't etc) (by Starkku)" msgstr "" -#: ../../Whats-New.md:686 +#: ../../Whats-New.md:687 msgid "" "`CanTarget` now considers bridges as land like game's normal weapon " "selection does (by Starkku)" msgstr "" -#: ../../Whats-New.md:687 +#: ../../Whats-New.md:688 msgid "" "`AreaFire.Target` now takes cells with bridges into consideration " "depending on firer's elevation (by Starkku)" msgstr "" -#: ../../Whats-New.md:690 +#: ../../Whats-New.md:691 msgid "0.3" msgstr "" -#: ../../Whats-New.md:696 +#: ../../Whats-New.md:697 msgid "LaserTrails initial implementation (by Kerbiter, ChrisLv_CN)" msgstr "激光尾迹 (by Kerbiter, ChrisLv_CN)" -#: ../../Whats-New.md:697 +#: ../../Whats-New.md:698 msgid "Anim-to-Unit logic and ability to randomize DestroyAnim (by Otamaa)" msgstr "动画生成单位与随机DestroyAnim (by Otamaa)" -#: ../../Whats-New.md:698 +#: ../../Whats-New.md:699 msgid "Shield modification warheads (by Starkku)" msgstr "护盾修改弹头 (by Starkku)" -#: ../../Whats-New.md:699 +#: ../../Whats-New.md:700 msgid "Shield BreakWeapon & InitialStrength (by Starkku)" msgstr "护盾击碎武器与初始血量 (by Starkku)" -#: ../../Whats-New.md:700 +#: ../../Whats-New.md:701 msgid "Initial Strength for TechnoTypes (by Uranusian)" msgstr "单位初始血量 (by Uranusian)" -#: ../../Whats-New.md:701 +#: ../../Whats-New.md:702 msgid "" "Re-enable obsolete `JumpjetControls` for TechnoTypes' default Jumpjet " "properties (by Uranusian)" msgstr "重新激活废弃的`JumpjetControls`作为单位的Jumpjet参数初始值 (by Uranusian)" -#: ../../Whats-New.md:702 +#: ../../Whats-New.md:703 msgid "Weapon targeting filter (by Uranusian, Starkku)" msgstr "武器瞄准筛选 (by Uranusian, Starkku)" -#: ../../Whats-New.md:703 +#: ../../Whats-New.md:704 msgid "Secondary weapon fallback customization (by Starkku)" msgstr "副武器推算自定义 (by Starkku)" -#: ../../Whats-New.md:704 +#: ../../Whats-New.md:705 msgid "Burst-specific FLHs for TechnoTypes (by Starkku)" msgstr "Burst独立FLH (by Starkku)" -#: ../../Whats-New.md:705 +#: ../../Whats-New.md:706 msgid "Burst delays for weapons (by Starkku)" msgstr "武器Burst间隔 (by Starkku)" -#: ../../Whats-New.md:706 +#: ../../Whats-New.md:707 msgid "AreaFire weapon target customization (by Starkku)" msgstr "AreaFire武器目标自定义 (by Starkku)" -#: ../../Whats-New.md:707 +#: ../../Whats-New.md:708 msgid "Auto-firing TechnoType weapons (by Starkku)" msgstr "单位自动开火 (by Starkku)" -#: ../../Whats-New.md:708 +#: ../../Whats-New.md:709 msgid "PowerPlant Enhancer (by secsome)" msgstr "电力增幅器 (by secsome)" -#: ../../Whats-New.md:709 +#: ../../Whats-New.md:710 msgid "Unlimited Global / Local Variables (by secsome)" msgstr "无限全局/局部变量 (by secsome)" -#: ../../Whats-New.md:710 +#: ../../Whats-New.md:711 msgid "" "Adds a \"Load Game\" button to the retry dialog on mission failure (by " "secsome)" msgstr "在重新开始游戏的对话框中增加了一个“读取游戏”按钮 (by secsome)" -#: ../../Whats-New.md:711 +#: ../../Whats-New.md:712 msgid "Default disguise for individual InfantryTypes (by secsome)" msgstr "为步兵类型单独设置默认伪装 (by secsome)" -#: ../../Whats-New.md:712 +#: ../../Whats-New.md:713 msgid "Quicksave hotkey command (by secsome)" msgstr "存档快捷键 (by secsome)" -#: ../../Whats-New.md:713 +#: ../../Whats-New.md:714 #, fuzzy msgid "Save Game trigger action (by secsome)" msgstr "存档触发动作 (by secsome)" -#: ../../Whats-New.md:714 +#: ../../Whats-New.md:715 msgid "Numeric Variables (by secsome)" msgstr "数字变量 (by secsome)" -#: ../../Whats-New.md:715 +#: ../../Whats-New.md:716 msgid "TechnoType's tooltip would display it's build time now (by secsome)" msgstr "科技类型的工具提示现在会显示建造时间 (by secsome)" -#: ../../Whats-New.md:716 +#: ../../Whats-New.md:717 #, fuzzy msgid "Customizable tooltip background color and opacity (by secsome)" msgstr "自定义抛射体重力 (by secsome)" -#: ../../Whats-New.md:717 +#: ../../Whats-New.md:718 #, fuzzy msgid "FrameByFrame & FrameStep hotkey command (by secsome)" msgstr "存档快捷键 (by secsome)" -#: ../../Whats-New.md:718 +#: ../../Whats-New.md:719 msgid "" "Allow `NotHuman=yes` infantry to use random `Death` anim sequence (by " "Otamaa)" msgstr "允许`NotHuman=yes`的步兵使用随机的死亡动画序列 (by Otamaa)" -#: ../../Whats-New.md:719 +#: ../../Whats-New.md:720 msgid "" "Ability for warheads to trigger specific `NotHuman=yes` infantry `Death` " "anim sequence (by Otamaa)" msgstr "允许弹头触发特定的`NotHuman=yes`步兵的死亡动画序列 (by Otamaa)" -#: ../../Whats-New.md:720 +#: ../../Whats-New.md:721 msgid "XDrawOffset for animations (by Morton)" msgstr "使用XDrawOffset为动画设置X轴偏移量 (by Morton)" -#: ../../Whats-New.md:721 +#: ../../Whats-New.md:722 msgid "Customizable OpenTopped properties (by Otamaa)" msgstr "自定义可对外射击载具的属性 (by Otamaa)" -#: ../../Whats-New.md:722 +#: ../../Whats-New.md:723 msgid "Automatic Passenger Deletion (by FS-21)" msgstr "自动删除乘客 (by FS-21)" -#: ../../Whats-New.md:723 +#: ../../Whats-New.md:724 #, fuzzy msgid "Script actions for new AI attacks (by FS-21)" msgstr "脚本动作74至81,84至91,104,105用于新AI攻击 (by FS-21)" -#: ../../Whats-New.md:724 +#: ../../Whats-New.md:725 #, fuzzy msgid "Script actions for modifying AI Trigger Current Weight (by FS-21)" msgstr "脚本动作82&83用于变更AI触发当前的权重 (by FS-21)" -#: ../../Whats-New.md:725 +#: ../../Whats-New.md:726 #, fuzzy msgid "" "Script action for waiting & repeat the same new AI attack if no target " "was found (by FS-21)" msgstr "脚本动作92用于在未发现目标时等待并重复相同新AI攻击 (by FS-21)" -#: ../../Whats-New.md:726 +#: ../../Whats-New.md:727 #, fuzzy msgid "" "Script action that modifies the Team's Trigger Weight when ends the new " "attack action (by FS-21)" msgstr "脚本动作93将在新攻击行为结束时更改小队触发权重 (by FS-21)" -#: ../../Whats-New.md:727 +#: ../../Whats-New.md:728 #, fuzzy msgid "Script action for picking a random script from a list (by FS-21)" msgstr "脚本动作94用于在列表中抽选一个随机脚本 (by FS-21)" -#: ../../Whats-New.md:728 +#: ../../Whats-New.md:729 #, fuzzy msgid "Script action for new AI movements towards certain objects (by FS-21)" msgstr "脚本动作95至98及106至109提供新型的AI向某些对象移动指令 (by FS-21)" -#: ../../Whats-New.md:729 +#: ../../Whats-New.md:730 #, fuzzy msgid "" "Script action that modify target distance in the new move actions (by " "FS-21)" msgstr "脚本动作103用以定义新的移动动作的目标距离 (by FS-21)" -#: ../../Whats-New.md:730 +#: ../../Whats-New.md:731 #, fuzzy msgid "Script action that modify how ends the new move actions (by FS-21)" msgstr "脚本动作110用以定义新的移动动作如何视为完成 (by FS-21)" -#: ../../Whats-New.md:731 +#: ../../Whats-New.md:732 #, fuzzy msgid "Script action that un-register Team success (by FS-21)" msgstr "脚本动作 111 取消任务执行成功,即49号动作的反向版本 (by FS-21)" -#: ../../Whats-New.md:732 +#: ../../Whats-New.md:733 #, fuzzy msgid "Script action to regroup temporarily around the Team Leader (by FS-21)" msgstr "脚本动作112可使小队成员暂时在队长周围集结 (by FS-21)" -#: ../../Whats-New.md:733 +#: ../../Whats-New.md:734 #, fuzzy msgid "Script action to randomly skip next action (by FS-21)" msgstr "本动作113用以随机跳过下一动作 (by FS-21)\"" -#: ../../Whats-New.md:734 +#: ../../Whats-New.md:735 #, fuzzy msgid "Script action for timed script action jumps (by FS-21)" msgstr "本动作124到126用以定时跳至脚本动作 (by FS-21)\"" -#: ../../Whats-New.md:735 +#: ../../Whats-New.md:736 msgid "ObjectInfo now shows current Target and AI Trigger data (by FS-21)" msgstr "ObjectInfo现在会显示当前目标和AI触发数据 (by FS-21)" -#: ../../Whats-New.md:736 +#: ../../Whats-New.md:737 msgid "Shield absorption and passthrough customization (by Morton)" msgstr "护盾吸收与穿透自定义 (by Morton)" -#: ../../Whats-New.md:737 +#: ../../Whats-New.md:738 msgid "Limbo Delivery of buildings (by Morton)" msgstr "虚拟投放建筑 (by Morton)" -#: ../../Whats-New.md:738 +#: ../../Whats-New.md:739 msgid "Ore stage threshold for `HideIfNoOre` (by Otamaa)" msgstr "可根据矿石阶段上下限的`HideIfNoOre` (by Otamaa)" -#: ../../Whats-New.md:739 +#: ../../Whats-New.md:740 msgid "Image reading in art rules for all TechnoTypes (by Morton)" msgstr "在artmd.ini中可以为全部科技类型指定Image (by Morton)" -#: ../../Whats-New.md:740 +#: ../../Whats-New.md:741 msgid "Attached animation layer customization (by Starkku)" msgstr "附加动画图层自定义 (by Starkku)" -#: ../../Whats-New.md:741 +#: ../../Whats-New.md:742 msgid "Jumpjet unit layer deviation customization (by Starkku)" msgstr "Jumpjet单位图层浮动自定义 (by Starkku)" -#: ../../Whats-New.md:742 +#: ../../Whats-New.md:743 msgid "IsSimpleDeployer deploy direction & animation customizations (by Starkku)" msgstr "IsSimpleDeployer部署方向和动画自定义 (by Starkku)" -#: ../../Whats-New.md:743 +#: ../../Whats-New.md:744 msgid "Customizable projectile gravity (by secsome)" msgstr "自定义抛射体重力 (by secsome)" -#: ../../Whats-New.md:744 +#: ../../Whats-New.md:745 msgid "" "Gates can now link with walls correctly via `NSGates` or `EWGates` (by " "Uranusian)" msgstr "闸门现在可以通过`NSGates`或`EWGates`与围墙链接 (by Uranusian)" -#: ../../Whats-New.md:745 +#: ../../Whats-New.md:746 msgid "Per-warhead toggle for decloak of damaged targets (by Starkku)" msgstr "弹头自定义被弹显形 (by Starkku)" -#: ../../Whats-New.md:746 +#: ../../Whats-New.md:747 msgid "" "`DeployFireWeapon=-1` now allows the deployed infantries using both " "weapons as undeployed (by Uranusian)" msgstr "`DeployFireWeapon=-1`允许部署的步兵像未部署的步兵一样使用两种武器 (by Uranusian)" -#: ../../Whats-New.md:747 +#: ../../Whats-New.md:748 msgid "Power delta (surplus) counter for sidebar (by Morton)" msgstr "侧边栏电力变动(盈余)显示 (by Morton)" -#: ../../Whats-New.md:748 +#: ../../Whats-New.md:749 msgid "Added Production and Money to Dump Object Info command (by FS-21)" msgstr "显示目标信息快捷键现在可以显示建筑的生产与资金 (by FS-21)" -#: ../../Whats-New.md:749 +#: ../../Whats-New.md:750 msgid "`EnemyUIName=` Now also works for other TechnoTypes (by Otamaa)" msgstr "`EnemyUIName=`可为其他所有科技类型生效 (by Otamaa)" -#: ../../Whats-New.md:750 +#: ../../Whats-New.md:751 msgid "`DestroyAnim` & `DestroySound` for TerrainTypes (by Otamaa)" msgstr "地形对象的摧毁动画与摧毁音效 (by Otamaa)" -#: ../../Whats-New.md:751 +#: ../../Whats-New.md:752 msgid "Weapons fired on warping in / out (by Starkku)" msgstr "传送动画武器 (by Otamaa)" -#: ../../Whats-New.md:752 +#: ../../Whats-New.md:753 msgid "" "`Storage.TiberiumIndex` for customizing resource storage in structures " "(by FS-21)" msgstr "自定义建筑存储矿物类型 (by FS-21)" -#: ../../Whats-New.md:753 +#: ../../Whats-New.md:754 msgid "Grinder improvements & customizations (by Starkku)" msgstr "部队回收站增强与自定义 (by Starkku)" -#: ../../Whats-New.md:754 +#: ../../Whats-New.md:755 msgid "Attached animation position customization (by Starkku)" msgstr "附加动画位置自定义 (by Starkku)" -#: ../../Whats-New.md:755 +#: ../../Whats-New.md:756 msgid "Trigger Action 505 for Firing SW at specified location (by FS-21)" msgstr "触发动作505,在指定位置发射超级武器 (by FS-21)" -#: ../../Whats-New.md:756 +#: ../../Whats-New.md:757 msgid "Trigger Action 506 for Firing SW at waypoint (by FS-21)" msgstr "触发动作506,在指定路径点发射超级武器 (by FS-21)" -#: ../../Whats-New.md:757 +#: ../../Whats-New.md:758 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 (by Trsdy & FS-21)" -#: ../../Whats-New.md:758 +#: ../../Whats-New.md:759 msgid "" "Slaves' ownership decision when corresponding slave miner is destroyed " "(by Trsdy)" msgstr "奴隶矿车被毁后奴隶归属 (by Trsdy)" -#: ../../Whats-New.md:759 +#: ../../Whats-New.md:760 msgid "Customize buildings' selling sound and EVA voice (by Trsdy)" msgstr "自定义建筑变卖音效与副官语音 (by Trsdy)" -#: ../../Whats-New.md:760 +#: ../../Whats-New.md:761 msgid "" "`ForceWeapon.Naval.Decloacked` for overriding uncloaked underwater attack" " behavior (by FS-21)" msgstr "`ForceWeapon.Naval.Decloacked`用以覆盖攻击未隐形的水下单位 (by FS-21)" -#: ../../Whats-New.md:761 +#: ../../Whats-New.md:762 msgid "Shrapnel enhancement (by secsome)" msgstr "溅射增强 (by secsome)" -#: ../../Whats-New.md:762 +#: ../../Whats-New.md:763 msgid "Shared Ammo for transports to passengers (by FS-21)" msgstr "载具与乘客分享弹药(by FS-21)" -#: ../../Whats-New.md:763 +#: ../../Whats-New.md:764 msgid "Additional critical hit logic customizations (by Starkku)" msgstr "额外暴击逻辑 (by Starkku)" -#: ../../Whats-New.md:764 +#: ../../Whats-New.md:765 msgid "Laser trails for VoxelAnims (by Otamaa)" msgstr "VXL碎片激光尾迹 (by Otamaa)" -#: ../../Whats-New.md:765 +#: ../../Whats-New.md:766 msgid "Local warhead screen shaking (by Starkku)" msgstr "局部弹头震屏 (by Starkku)" -#: ../../Whats-New.md:766 +#: ../../Whats-New.md:767 msgid "Feedback weapon (by Starkku)" msgstr "反馈 (by Starkku)" -#: ../../Whats-New.md:767 +#: ../../Whats-New.md:768 msgid "TerrainType & ore minimap color customization (by Starkku)" msgstr "地形对象与矿石小地图颜色自定义 (by Starkku)" -#: ../../Whats-New.md:768 +#: ../../Whats-New.md:769 msgid "Single-color weapon lasers (by Starkku)" msgstr "单一颜色激光 (by Starkku)" -#: ../../Whats-New.md:769 +#: ../../Whats-New.md:770 msgid "Customizable projectile trajectory (by secsome)" msgstr "自定义抛射体轨迹 (by secsome)" -#: ../../Whats-New.md:770 +#: ../../Whats-New.md:771 msgid "Display damage numbers debug hotkey command (by Starkku)" msgstr "快捷键显示伤害数字 (by Starkku)" -#: ../../Whats-New.md:771 +#: ../../Whats-New.md:772 msgid "Toggleable display of TransactMoney amounts (by Starkku)" msgstr "可开关的显示金币弹资金 (by Starkku)" -#: ../../Whats-New.md:772 +#: ../../Whats-New.md:773 msgid "Building-provided self-healing customization (by Starkku)" msgstr "自定义建筑提供自愈 (by Starkku)" -#: ../../Whats-New.md:773 +#: ../../Whats-New.md:774 #, fuzzy msgid "Building placement preview (by Otamaa & Belonit)" msgstr "建筑放置预览 (by Otamaa)" -#: ../../Whats-New.md:774 +#: ../../Whats-New.md:775 msgid "Passable & buildable-upon TerrainTypes (by Starkku)" msgstr "可通行与不阻挡建造的地形对象 (by Starkku)" -#: ../../Whats-New.md:775 +#: ../../Whats-New.md:776 msgid "" "Toggle for passengers to automatically change owner if transport owner " "changes (by Starkku)" msgstr "载具所属方变更时可选的乘客跟随变更 (by Starkku)" -#: ../../Whats-New.md:776 +#: ../../Whats-New.md:777 msgid "Superweapon launch on warhead detonation (by Trsdy)" msgstr "弹头释放超武 (by Trsdy)" -#: ../../Whats-New.md:777 +#: ../../Whats-New.md:778 msgid "Preserve IronCurtain status upon DeploysInto/UndeploysInto (by Trsdy)" msgstr "部署与反部署保存铁幕状态 (by Trsdy)" -#: ../../Whats-New.md:778 +#: ../../Whats-New.md:779 msgid "" "Correct owner house for Warhead Anim/SplashList & Play Animation trigger " "animations (by Starkku)" msgstr "弹头动画与播放动画触发的动画拥有所属方 (by Starkku)" -#: ../../Whats-New.md:779 +#: ../../Whats-New.md:780 msgid "Customizable FLH When Infantry Is Crouched Or Deployed (by FS-21)" msgstr "步兵匍匐与部署FLH (by FS-21)" -#: ../../Whats-New.md:780 +#: ../../Whats-New.md:781 msgid "" "Enhanced projectile interception logic, including projectile strength & " "armor types (by Starkku)" msgstr "增强的抛射体拦截逻辑,支持定义抛射体血量与护甲 (by Starkku)" -#: ../../Whats-New.md:781 +#: ../../Whats-New.md:782 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:782 +#: ../../Whats-New.md:783 msgid "" "OpenTopped transport rangefinding & deactivated state customizations (by " "Starkku)" msgstr "OpenTopped载具寻敌与失活状态定义 (by Starkku)" -#: ../../Whats-New.md:783 +#: ../../Whats-New.md:784 #, fuzzy msgid "Forbidding parallel AI queues by type (by NetsuNegi & Trsdy)" msgstr "根据类型关闭AI克隆 (by NetsuNegi)" -#: ../../Whats-New.md:784 +#: ../../Whats-New.md:785 msgid "Animation damage / weapon improvements (by Starkku)" msgstr "动画伤害与武器升级 (by Starkku)" -#: ../../Whats-New.md:785 +#: ../../Whats-New.md:786 msgid "Warhead self-damaging toggle (by Starkku)" msgstr "弹头自伤开关 (by Starkku)" -#: ../../Whats-New.md:786 +#: ../../Whats-New.md:787 msgid "Trailer animations inheriting owner (by Starkku)" msgstr "尾迹动画继承所属方 (by Starkku)" -#: ../../Whats-New.md:787 +#: ../../Whats-New.md:788 msgid "Warhead detonation on all objects on map (by Starkku)" msgstr "全图弹头 (by Starkku)" -#: ../../Whats-New.md:788 +#: ../../Whats-New.md:789 msgid "" "Implemented support for PCX images for campaign loading screen (by " "FlyStar)" msgstr "战役PCX载入图 (by FlyStar)" -#: ../../Whats-New.md:789 +#: ../../Whats-New.md:790 msgid "" "Implemented support for PCX images for observer loading screen (by " "Uranusian)" msgstr "观战者PCX载入图 (by Uranusian)" -#: ../../Whats-New.md:790 +#: ../../Whats-New.md:791 msgid "Animated (non-tiberium spawning) TerrainTypes (by Starkku)" msgstr "可动地形对象 (by Starkku)" -#: ../../Whats-New.md:791 +#: ../../Whats-New.md:792 msgid "Toggleable passenger killing for Explodes=true units (by Starkku)" msgstr "" -#: ../../Whats-New.md:792 +#: ../../Whats-New.md:793 msgid "" "New condition for automatic self-destruction logic when TechnoTypes " "exist/don't exist (by FlyStar)" msgstr "" -#: ../../Whats-New.md:793 +#: ../../Whats-New.md:794 msgid "" "For developers: now you can use command line arg to control main " "exception handler (by Multfinite)" msgstr "" -#: ../../Whats-New.md:796 +#: ../../Whats-New.md:797 msgid "" "Fixed laser drawing code to allow for thicker lasers in house color draw " "mode (by Kerbiter, ChrisLv_CN)" msgstr "修复了激光绘制的代码使其能够在所属方颜色模式下绘制更粗的激光 (by Kerbiter, ChrisLv_CN)" -#: ../../Whats-New.md:797 +#: ../../Whats-New.md:798 msgid "Fixed DeathWeapon not detonating properly (by Uranusian)" msgstr "修复了DeathWeapon不会正确引爆的问题 (by Uranusian)" -#: ../../Whats-New.md:798 +#: ../../Whats-New.md:799 msgid "" "Fixed lasers & other effects drawing from wrong offset with weapons that " "use Burst (by Starkku)" msgstr "修复了激光和其他效果在Burst武器上绘制偏移错误的问题 (by Starkku)" -#: ../../Whats-New.md:799 +#: ../../Whats-New.md:800 msgid "" "Fixed buildings with `Naval=yes` ignoring `WaterBound=no` to be forced to" " place onto water (by Uranusian)" msgstr "修复了有`Naval=yes`的建筑会无视`WaterBound=no`强制建筑只能放置在水面上的问题 (by Uranusian)" -#: ../../Whats-New.md:800 +#: ../../Whats-New.md:801 msgid "" "Fixed temporal weapon crash under certain conditions where stack dump " "starts with 0051BB7D (by secsome)" msgstr "修复了某些情况下超时空武器的弹框,此情况下Stack dump以0051BB7D开始 (by secsome)" -#: ../../Whats-New.md:801 +#: ../../Whats-New.md:802 msgid "" "Fixed the bug when retinting map lighting with a map action corrupted " "light sources (by secsome)" msgstr "修复了重绘地图光照触发会使建筑光效失灵的问题 (by secsome)" -#: ../../Whats-New.md:802 +#: ../../Whats-New.md:803 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,Preview(Pack)节位于Map节时导致游戏不能绘制预览图的问题 (by secsome)" -#: ../../Whats-New.md:803 +#: ../../Whats-New.md:804 msgid "Fixed the bug that GameModeOptions are not correctly saved (by secsome)" msgstr "" -#: ../../Whats-New.md:804 +#: ../../Whats-New.md:805 msgid "" "Fixed the bug that AITriggerTypes do not recognize building upgrades (by " "Uranusian)" msgstr "修复了AITriggerTypes不能正确识别建筑升级的问题 (by Uranusian)" -#: ../../Whats-New.md:805 +#: ../../Whats-New.md:806 #, fuzzy msgid "" "Fixed AI Aircraft docks bug when Ares tag `[GlobalControls] -> " "AllowParallelAIQueues=no` is set (by FS-21)" msgstr "修复了AI停机坪bug当`[GlobalControls] -> AllowParallelAIQueues=no`时 (by FS-21)" -#: ../../Whats-New.md:806 +#: ../../Whats-New.md:807 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`X`超过10之后,驻军建筑的`MuzzleFlashX`会画在建筑中心的问题。 (by Otamaa)" -#: ../../Whats-New.md:807 +#: ../../Whats-New.md:808 msgid "" "Fixed jumpjet units that are `Crashable` not crashing to ground properly " "if destroyed while being pulled by a `Locomotor` warhead (by Starkku)" msgstr "修复了`Crashable`的Jumpjet单位在被`Locomotor`弹头拉起后不能正确坠毁到地面上的问题 (by Starkku)" -#: ../../Whats-New.md:808 +#: ../../Whats-New.md:809 msgid "" "Fixed aircraft & jumpjet units not being affected by speed modifiers (by " "Starkku)" msgstr "修复了飞机与Jumpjet单位无法被速度倍率影响的问题 (by Starkku)" -#: ../../Whats-New.md:809 +#: ../../Whats-New.md:810 msgid "Fixed vehicles (both voxel & SHP) to fully respect `Palette` (by Starkku)" msgstr "修复了载具(VXL与SHP)不读取Palette的问题 (by Starkku)" -#: ../../Whats-New.md:810 +#: ../../Whats-New.md:811 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隐形和显形后消失的问题 (by Starkku)" -#: ../../Whats-New.md:811 +#: ../../Whats-New.md:812 msgid "" "Fixed Nuke carrier and payload weapons not respecting `Bright` setting on" " weapon (by Starkku)" msgstr "修复了核弹起飞与落地武器不遵循其武器Bright设定的问题 (by Starkku)" -#: ../../Whats-New.md:812 +#: ../../Whats-New.md:813 msgid "" "Fixed buildings not reverting to undamaged graphics when HP was restored " "above `[AudioVisual] -> ConditionYellow` via `SelfHealing` (by Starkku)" @@ -2919,55 +2930,55 @@ msgstr "" "修复了建筑在通过自愈回血到`[AudioVisual] -> ConditionYellow`以上的生命值后不会自动变回未受损图像的问题 (by " "Starkku)" -#: ../../Whats-New.md:813 +#: ../../Whats-New.md:814 msgid "" "Fixed jumpjet units being unable to turn to the target when firing from a" " different direction (by Trsdy)" msgstr "修复了Jumpjet单位无法正确转向到开火目标方向的问题 (by trsdy)" -#: ../../Whats-New.md:814 +#: ../../Whats-New.md:815 msgid "" "Fixed turreted jumpjet units always facing bottom-right direction when " "stop moving (by Trsdy)" msgstr "" -#: ../../Whats-New.md:815 +#: ../../Whats-New.md:816 msgid "" "Fixed jumpjet objects being unable to detect cloaked objects beneath (by " "Trsdy)" msgstr "" -#: ../../Whats-New.md:816 +#: ../../Whats-New.md:817 msgid "" "Anim owner is now set for warhead AnimList/SplashList anims and Play Anim" " at Waypoint trigger animations (by Starkku)" msgstr "弹头AnimList/SplashList与触发动作播放动画在路径点中生成的动画现在均会自动获得所属方 (by Starkku)" -#: ../../Whats-New.md:817 +#: ../../Whats-New.md:818 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脚本动作部署对于拥有DeploysInto的载具来说,在其初始位置没有足够的空间可以展开时导致卡住的问题 (by Starkku)" -#: ../../Whats-New.md:818 +#: ../../Whats-New.md:819 msgid "Fixed `Foundation=0x0` causing crashes if used on TerrainTypes." msgstr "修复了Foundation=0x0使用在TerrainTypes上时导致崩溃的问题。" -#: ../../Whats-New.md:819 +#: ../../Whats-New.md:820 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 "抛射体现在会记住其发射所属方,即便开火者在其爆炸前已经被毁。目前尚不影响Ares引入的弹头效果 (by Starkku)" -#: ../../Whats-New.md:820 +#: ../../Whats-New.md:821 msgid "" "Buildings now correctly use laser parameters set for Secondary weapons " "instead of reading them from Primary weapon (by Starkku)" msgstr "建筑现在会正确使用副武器的激光参数,而非固定读取主武器 (by Starkku)" -#: ../../Whats-New.md:821 +#: ../../Whats-New.md:822 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 " @@ -2975,636 +2986,636 @@ msgid "" "trigger events etc. (by Starkku)" msgstr "修复了当载具被已知所属方但没有源头单位的伤害击杀时,不会被记录为被击杀,因此无法触发事件等问题 (by Starkku)" -#: ../../Whats-New.md:822 +#: ../../Whats-New.md:823 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 "绘制半透明的RLE SHP时,现在会使用更精确更高效的算法,此算法没有绿色偏移和条纹 (by Apollo)" -#: ../../Whats-New.md:823 +#: ../../Whats-New.md:824 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 "修复了载具套娃时计算击杀不正确的问题 (by Kerbiter)" -#: ../../Whats-New.md:824 +#: ../../Whats-New.md:825 msgid "" "Fixed projectiles with `Inviso=true` suffering from potential inaccuracy " "problems if combined with `Airburst=yes` or Warhead with `EMEffect=true` " "(by Starkku)" msgstr "" -#: ../../Whats-New.md:825 +#: ../../Whats-New.md:826 msgid "" "Fixed the bug when `MakeInfantry` logic on BombClass resulted in " "`Neutral` side infantry (by Otamaa)" msgstr "" -#: ../../Whats-New.md:826 +#: ../../Whats-New.md:827 msgid "" "Fixed railgun particles being drawn to wrong coordinate against buildings" " with non-default `TargetCoordOffset` or when force-firing on bridges (by" " Starkku)" msgstr "" -#: ../../Whats-New.md:827 +#: ../../Whats-New.md:828 msgid "" "Fixed building `TargetCoordOffset` not being taken into accord for " "several things like fire angle calculations and target lines (by Starkku)" msgstr "" -#: ../../Whats-New.md:828 +#: ../../Whats-New.md:829 msgid "Allowed observers to see a selected building's radial indicator (by Trsdy)" msgstr "" -#: ../../Whats-New.md:831 +#: ../../Whats-New.md:832 msgid "" "Fixed shields being able to take damage when the parent TechnoType was " "under effects of a `Temporal` Warhead (by Starkku)" msgstr "修复了单位被超时空弹头攻击后,护盾仍然能够受到伤害的问题 (by Starkku)" -#: ../../Whats-New.md:832 +#: ../../Whats-New.md:833 msgid "Improved shield behavior for forced damage (by Uranusian)" msgstr "升级了护盾对强制伤害的处理 (by Uranusian)" -#: ../../Whats-New.md:833 +#: ../../Whats-New.md:834 msgid "" "Fixed SplashList animations playing when a unit is hit on a bridge over " "water (by Uranusian)" msgstr "修复了弹头水花动画会在攻击位于水面上的高架桥上的单位时播放的问题 (by Uranusian)" -#: ../../Whats-New.md:834 +#: ../../Whats-New.md:835 msgid "Fixed shielded objects not decloaking if shield takes damage (by Starkku)" msgstr "修复了护盾受击时单位不会被解除隐形的问题 (by Starkku)" -#: ../../Whats-New.md:835 +#: ../../Whats-New.md:836 msgid "" "Fixed critical hit animation playing even if no critical hits were dealt " "due to `Crit.Affects` or `ImmuneToCrit` settings (by Starkku)" msgstr "修复了当暴击没有发生时,暴击动画仍会播放的问题 (by Starkku)" -#: ../../Whats-New.md:836 +#: ../../Whats-New.md:837 msgid "" "Fixed `RemoveDisguise` not working on `PermaDisguise` infantry (by " "Starkku)" msgstr "修复了伪装移除弹头对永久伪装步兵无效的问题 (by Starkku)" -#: ../../Whats-New.md:837 +#: ../../Whats-New.md:838 msgid "" "Fixed single-color laser (IsHouseColor, IsSingleColor, LaserTrails) glow " "falloff to match the vanilla appearance (by Starkku)" msgstr "修复了单色激光(IsHouseColor, IsSingleColor, LaserTrails)的光照衰减以匹配原版表现 (by Starkku)" -#: ../../Whats-New.md:838 +#: ../../Whats-New.md:839 msgid "" "Fixed a potential cause of crashes concerning shield animations (such in " "conjunction with cloaking) (by Starkku)" msgstr "修复了一个可能的导致护盾动画崩溃的问题 (by Starkku)" -#: ../../Whats-New.md:839 +#: ../../Whats-New.md:840 msgid "" "Fixed interceptors intercepting projectiles fired by friendly objects if " "the said object died after firing the projectile (by Starkku)" msgstr "修复了当友军死亡后,由友军发射的抛射体可以被拦截者拦截的问题 (by Starkku)" -#: ../../Whats-New.md:840 +#: ../../Whats-New.md:841 msgid "" "Fixed interceptor weapons with `Inviso=true` projectiles detonating the " "projectile at wrong coordinates (by Starkku)" msgstr "修复了Inviso拦截武器爆炸位置错误的问题 (by Starkku)" -#: ../../Whats-New.md:841 +#: ../../Whats-New.md:842 msgid "" "Fixed some possible configuration reading issues when using Phobos with " "patches that rename `uimd.ini` (by Belonit)" msgstr "修复了当重命名uimd.ini后配置无法正确读取的问题 (by Belonit)" -#: ../../Whats-New.md:842 +#: ../../Whats-New.md:843 msgid "Fixed a game crash when using the Map Snapshot command (by Otamaa)" msgstr "修复了当使用地图快照快捷键时崩溃的问题 (by Otamaa)" -#: ../../Whats-New.md:843 +#: ../../Whats-New.md:844 msgid "" "Fixed issue with incorrect input in edit dialog element when using IME " "(by Belonit)" msgstr "" -#: ../../Whats-New.md:844 +#: ../../Whats-New.md:845 msgid "" "Fixed an issue where tooltip text could be clipped by tooltip rectangle " "border if using `MaxWidth` > 0 (by Starkku)" msgstr "" -#: ../../Whats-New.md:845 +#: ../../Whats-New.md:846 msgid "" "Fixed projectiles with `Trajectory=Straight` suffering from potential " "inaccuracy problems if combined with `Airburst=yes` or Warhead with " "`EMEffect=true` (by Starkku)" msgstr "" -#: ../../Whats-New.md:846 +#: ../../Whats-New.md:847 msgid "Minor performance optimization related to shields (by Trsdy)" msgstr "" -#: ../../Whats-New.md:847 +#: ../../Whats-New.md:848 msgid "" "Fixed teleporting miners (Chrono Miner) considered to be idle by " "harvester counter, improved related game performance (by Trsdy)" msgstr "" -#: ../../Whats-New.md:848 +#: ../../Whats-New.md:849 msgid "" "Fixed negative damage weapons considering shield health when evaluating " "targets even if Warhead had `Shield.Penetrate` set to true (by Starkku)" msgstr "" -#: ../../Whats-New.md:849 +#: ../../Whats-New.md:850 msgid "" "Fixed engineers considering shield health instead of building health when" " determining if they can repair or capture a building (by Starkku)" msgstr "" -#: ../../Whats-New.md:850 +#: ../../Whats-New.md:851 msgid "" "Fixed shield animations (`IdleAnim`, `BreakAnim` and `HitAnim`) showing " "up even if the object shield is attached to is currently underground (by " "Starkku)" msgstr "" -#: ../../Whats-New.md:851 +#: ../../Whats-New.md:852 msgid "" "Fixed shields not being removed from sinking units until they have fully " "finished sinking (by Starkku)" msgstr "" -#: ../../Whats-New.md:852 +#: ../../Whats-New.md:853 msgid "Fixed techno-extdata update after type conversion (by Trsdy)" msgstr "" -#: ../../Whats-New.md:853 +#: ../../Whats-New.md:854 msgid "" "Fixed Phobos Warhead effects (crits, new shield modifiers etc.) " "considering sinking units valid targets (by Starkku)" msgstr "" -#: ../../Whats-New.md:854 +#: ../../Whats-New.md:855 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 "" -#: ../../Whats-New.md:855 +#: ../../Whats-New.md:856 msgid "" "Fixed a game crash when checking BuildLimit if Phobos is running without " "Ares (by Belonit)" msgstr "" -#: ../../Whats-New.md:856 +#: ../../Whats-New.md:857 msgid "" "Corrected the misinterpretation in the definition of `DiskLaser.Radius` " "(by Trsdy)" msgstr "" -#: ../../Whats-New.md:857 +#: ../../Whats-New.md:858 msgid "Fixed GlobalVariables failed working among scenarios (by Trsdy)" msgstr "" -#: ../../Whats-New.md:860 +#: ../../Whats-New.md:861 msgid "" "Weapons fired by EMPulse superweapons *(Ares feature)* without " "`EMPulse.TargetSelf=true` can now create radiation (by Starkku)" msgstr "" -#: ../../Whats-New.md:862 +#: ../../Whats-New.md:863 msgid "Non-DLL:" msgstr "非DLL:" -#: ../../Whats-New.md:863 +#: ../../Whats-New.md:864 msgid "" "Implemented a tool (sed wrapper) to semi-automatically upgrade INIs to " "use latest Phobos tags (by Kerbiter)" msgstr "实装了一个工具来半自动升级ini (by Kerbiter)" -#: ../../Whats-New.md:867 +#: ../../Whats-New.md:868 msgid "0.2.2.2" msgstr "" -#: ../../Whats-New.md:873 +#: ../../Whats-New.md:874 msgid "Fixed shield type info not saving properly (by Uranusian)" msgstr "修复了护盾类型信息不能被正确保存的问题 (by Uranusian)" -#: ../../Whats-New.md:874 +#: ../../Whats-New.md:875 msgid "" "Fixed extended building upgrades logic not properly interacting with " "Ares' BuildLimit check (by Uranusian)" msgstr "修复了扩展建筑升级与Ares的BuildLimit检查不兼容的问题 (by Uranusian)" -#: ../../Whats-New.md:875 +#: ../../Whats-New.md:876 msgid "Fix more random crashes for Cameo Priority (by Uranusian)" msgstr "修复了由图标优先级导致的随机崩溃 (by Uranusian)" -#: ../../Whats-New.md:876 +#: ../../Whats-New.md:877 msgid "" "Fix aircraft weapons causing game freeze when burst index was not " "correctly reset after firing (by Starkku)" msgstr "修复了飞机开火后Burst武器开火次序没有被正确重置导致游戏失去响应的问题 (by Starkku)" -#: ../../Whats-New.md:880 +#: ../../Whats-New.md:881 msgid "0.2.2.1" msgstr "" -#: ../../Whats-New.md:886 +#: ../../Whats-New.md:887 msgid "Fixed random crashes about CameoPriority (by Uranusian)" msgstr "修复了由图标优先级导致的随机崩溃 (by Uranusian)" -#: ../../Whats-New.md:887 +#: ../../Whats-New.md:888 msgid "Fixed trigger action 125 not functioning properly (by Uranusian)" msgstr "修复了触发动作125的修复未能正确生效的问题 (by Uranusian)" -#: ../../Whats-New.md:888 +#: ../../Whats-New.md:889 msgid "Fixed area warhead detonation not falling back to firer house (by Otamaa)" msgstr "修复了区域弹头不会回馈所属方的问题 (by Otamaa)" -#: ../../Whats-New.md:889 +#: ../../Whats-New.md:890 msgid "" "RadSite hook adjustment for `FootClass` to support Ares `RadImmune`; also" " various fixes to radiation / desolators (by Otamaa)" msgstr "辐射现在会读取Ares的ImmuneToRadiation;以及其它的一些关于辐射和辐射工兵的修复 (by Otamaa)" -#: ../../Whats-New.md:890 +#: ../../Whats-New.md:891 msgid "Fixed `Crit.Affects` not functioning properly (by Uranusian)" msgstr "修复了`Crit.Affects`未能正常生效的问题 (by Uranusian)" -#: ../../Whats-New.md:891 +#: ../../Whats-New.md:892 msgid "" "Fixed improper upgrade owner transfer which resulted in built ally / " "enemy building upgrades keeping the player who built them alive (by " "Kerbiter)" msgstr "修复了由将插件建造在其他所属方导致自己不能正常战败的问题 (by Kerbiter)" -#: ../../Whats-New.md:895 +#: ../../Whats-New.md:896 msgid "0.2.2" msgstr "" -#: ../../Whats-New.md:901 +#: ../../Whats-New.md:902 msgid "" "Customizable producing progress \"bars\" like CnC:Remastered did (by " "Uranusian)" msgstr "像《命令与征服:重制版》一样的自定义生产进度“条” (by Uranusian)" -#: ../../Whats-New.md:902 +#: ../../Whats-New.md:903 msgid "Customizable cameo sorting priority (by Uranusian)" msgstr "自定义图标排序优先级 (by Uranusian)" -#: ../../Whats-New.md:903 +#: ../../Whats-New.md:904 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:904 +#: ../../Whats-New.md:905 msgid "" "Allow making technos unable to be issued with movement order (by " "Uranusian)" msgstr "允许使单位无法接受移动指令 (by Uranusian)" -#: ../../Whats-New.md:907 +#: ../../Whats-New.md:908 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对于使用基础拉丁/拉丁-1以外的语言/键盘布局的支持 (by Belonit)" -#: ../../Whats-New.md:910 +#: ../../Whats-New.md:911 msgid "Fixed the critical damage logic not functioning properly (by Uranusian)" msgstr "修复了暴击伤害逻辑工作失常的问题 (by Uranusian)" -#: ../../Whats-New.md:911 +#: ../../Whats-New.md:912 msgid "Fixed the bug when executing the stop command game crashes (by Uranusian)" msgstr "修复了某些情况下按下停止命令时会崩溃的问题 (by Uranusian)" -#: ../../Whats-New.md:915 +#: ../../Whats-New.md:916 msgid "0.2.1.1" msgstr "" -#: ../../Whats-New.md:921 +#: ../../Whats-New.md:922 msgid "" "Fixed occasional crashes introduced by `Speed=0` stationary vehicles code" " (by Starkku)" msgstr "修复了`Speed=0`的单位偶尔崩溃的问题 (by Starkku)" -#: ../../Whats-New.md:925 +#: ../../Whats-New.md:926 msgid "0.2.1" msgstr "" -#: ../../Whats-New.md:931 +#: ../../Whats-New.md:932 msgid "" "Setting VehicleType `Speed` to 0 now makes game treat them as stationary " "(by Starkku)" msgstr "将载具的速度设置为0将认为他们是静止单位 (by Starkku)" -#: ../../Whats-New.md:934 +#: ../../Whats-New.md:935 msgid "" "Fixed the bug when after a failed placement the building/defence tab " "hotkeys won't trigger placement mode again (by Uranusian)" msgstr "修复了当一次摆放失败后,建筑标签/防御标签快捷键(Q/W)无法正确响应的问题 (by Uranusian)" -#: ../../Whats-New.md:935 +#: ../../Whats-New.md:936 msgid "" "Fixed the bug when building with `UndeployInto` plays " "`EVA_NewRallypointEstablished` while undeploying (by secsome)" msgstr "修复了有UndeployInto的建筑在反部署时会播放`EVA_NewRallypointEstablished`的问题 (by secsome)" -#: ../../Whats-New.md:938 +#: ../../Whats-New.md:939 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 "修复了触发动作125`将建筑建造于...`在目标单元格被占用时将无法将建筑放下的问题 (by secsome)" -#: ../../Whats-New.md:942 +#: ../../Whats-New.md:943 msgid "0.2" msgstr "" -#: ../../Whats-New.md:948 +#: ../../Whats-New.md:949 msgid "" "Shield logic for TechnoTypes (by Uranusian, secsome, Belonit) with " "warhead additions (by Starkku)" msgstr "护盾逻辑 (by Uranusian, secsome, Belonit) 及对应的新弹头 (by Starkku)" -#: ../../Whats-New.md:949 +#: ../../Whats-New.md:950 msgid "Custom Radiation Types (by AlexB, Otamaa, Belonit, Uranusian)" msgstr "自定义辐射 (by AlexB, Otamaa, Belonit, Uranusian)" -#: ../../Whats-New.md:950 +#: ../../Whats-New.md:951 msgid "" "New ScriptType actions `71 Timed Area Guard`, `72 Load Onto Transports`, " "`73 Wait until ammo is full` (by FS-21)" msgstr "新的脚本`71 时效性区域警戒`,`72 向载具中装载`,`73 等待直到装满弹药` (by FS-21)" -#: ../../Whats-New.md:951 +#: ../../Whats-New.md:952 msgid "" "Ore drills now have customizable ore type, range, ore growth stage and " "amount of cells generated (by Kerbiter)" msgstr "矿柱自定义生成矿石类型,范围,生长阶段和生长格数 (by Kerbiter)" -#: ../../Whats-New.md:952 +#: ../../Whats-New.md:953 msgid "" "Basic projectile interception logic (by AutoGavy, ChrisLv_CN, Kerbiter, " "Erzoid/SukaHati)" msgstr "基本的抛射体拦截逻辑 (by AutoGavy, ChrisLv_CN, Kerbiter, Erzoid/SukaHati)" -#: ../../Whats-New.md:953 +#: ../../Whats-New.md:954 msgid "" "Customizable harvester active/total counter next to credits counter (by " "Uranusian)" msgstr "资金计数器旁边的可自定义的矿车活动/总共计数器 (by Uranusian)" -#: ../../Whats-New.md:954 +#: ../../Whats-New.md:955 msgid "Select Next Idle Harvester hotkey command (by Kerbiter)" msgstr "选择下一矿车快捷键 (by Kerbiter)" -#: ../../Whats-New.md:955 +#: ../../Whats-New.md:956 msgid "Dump Object Info hotkey command (by secsome, FS-21)" msgstr "输出目标信息快捷键 (by secsome, FS-21)" -#: ../../Whats-New.md:956 +#: ../../Whats-New.md:957 msgid "Remove Disguise and Remove Mind Control warhead effects (by secsome)" msgstr "反伪装和反心控弹头 (by secsome)" -#: ../../Whats-New.md:957 +#: ../../Whats-New.md:958 msgid "Custom per-warhead SplashLists (by Uranusian)" msgstr "自定义弹头水花动画 (by Uranusian)" -#: ../../Whats-New.md:958 +#: ../../Whats-New.md:959 msgid "" "`AnimList.PickRandom` used to randomize `AnimList` with no side effects " "(by secsome)" msgstr "`AnimList.PickRandom`作为无副作用的随机`AnimList` (by secsome)" -#: ../../Whats-New.md:959 +#: ../../Whats-New.md:960 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:960 +#: ../../Whats-New.md:961 msgid "Optional mind control range limit (by Uranusian)" msgstr "可选的心灵控制距离 (by Uranusian)" -#: ../../Whats-New.md:961 +#: ../../Whats-New.md:962 msgid "" "Multiple mind controllers can now release units on overload (by " "Uranusian, secsome)" msgstr "多重心控可以在过载时释放单位 (by Uranusian, secsome)" -#: ../../Whats-New.md:962 +#: ../../Whats-New.md:963 msgid "" "Spawns now can be killed on low power and have limited pursuing range (by" " FS-21)" msgstr "子机可以在断电模式下坠毁,并可以有有限追击距离 (by FS-21)" -#: ../../Whats-New.md:963 +#: ../../Whats-New.md:964 msgid "Spawns can now have the same exp. level as owner techno (by Uranusian)" msgstr "子机与发射者共有经验等级 (by Uranusian)" -#: ../../Whats-New.md:964 +#: ../../Whats-New.md:965 msgid "" "`TurretOffset` now accepts `F,L,H` and `F,L` values instead of just `F` " "value (by Kerbiter)" msgstr "`TurretOffset`现在除了`F`以外还可以接受`F,L,H`和`F,L`作为值 (by Kerbiter)" -#: ../../Whats-New.md:965 +#: ../../Whats-New.md:966 msgid "ElectricBolt arc visuals can now be disabled per-arc (by Otamaa)" msgstr "特斯拉电弧(ElectricBolt)的视觉特效中单独的弧可以关闭 (by Otamaa)" -#: ../../Whats-New.md:966 +#: ../../Whats-New.md:967 msgid "Semantic locomotor aliases for modder convenience (by Belonit)" msgstr "为modder方便所用的locomotor别称 (by Belonit)" -#: ../../Whats-New.md:967 +#: ../../Whats-New.md:968 msgid "" "Ability to specify amount of shots for strafing aircraft and burst " "simulation (by Starkku)" msgstr "扫射飞机每轮射击次数与Burst模拟 (by Starkku)" -#: ../../Whats-New.md:968 +#: ../../Whats-New.md:969 msgid "" "Customizeable Teleport/Chrono Locomotor properties per TechnoType (by " "Otamaa)" msgstr "自定义超时空移动参数 (by Otamaa)" -#: ../../Whats-New.md:969 +#: ../../Whats-New.md:970 msgid "Maximum waypoints amount increased from 702 to 2147483647 (by secsome)" msgstr "路径点数量上限由702增加到2147483647 (by secsome)" -#: ../../Whats-New.md:970 +#: ../../Whats-New.md:971 msgid "Customizeable Missing Cameo file (by Uranusian)" msgstr "自定义缺省图标 (by Uranusian)" -#: ../../Whats-New.md:973 +#: ../../Whats-New.md:974 msgid "" "Map previews with zero size won't crash the game anymore (by Kerbiter, " "Belonit)" msgstr "0大小的地图预览不再使游戏崩溃 (by Kerbiter, Belonit)" -#: ../../Whats-New.md:974 +#: ../../Whats-New.md:975 msgid "Tileset 255+ bridge fix (by E1 Elite)" msgstr "Tileset 255+的桥修复 (by E1 Elite)" -#: ../../Whats-New.md:975 +#: ../../Whats-New.md:976 msgid "" "Fixed fatal errors when `Blowfish.dll` couldn't be registered in the " "system properly due to missing admin rights (by Belonit)" msgstr "修复了由于无管理员权限导致的`Blowfish.dll`未被注册导致的致命错误 (by Belonit)" -#: ../../Whats-New.md:976 +#: ../../Whats-New.md:977 msgid "" "Fix to take Burst into account for aircraft weapon shots beyond the first" " one (by Starkku)" msgstr "修复了扫射攻击的飞机只有第一次攻击时读取Burst的问题 (by Starkku)" -#: ../../Whats-New.md:977 +#: ../../Whats-New.md:978 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 "修复了当单位死亡时仍然可以受到伤害导致多次死亡的问题 (by Uranusian)" -#: ../../Whats-New.md:978 +#: ../../Whats-New.md:979 msgid "" "Fixed the bug when cloaked Desolator was unable to fire his deploy weapon" " (by Otamaa)" msgstr "修复了辐射工兵在隐形时无法使用部署武器的问题 (by Otamaa)" -#: ../../Whats-New.md:979 +#: ../../Whats-New.md:980 msgid "" "Fixed the bug when `InfiniteMindControl` with `Damage=1` will auto-" "release the victim to control new one (by Uranusian)" msgstr "多重心控单位可以在过载前释放单位 (by Uranusian)" -#: ../../Whats-New.md:980 +#: ../../Whats-New.md:981 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“移动到坐标”使用先前游戏中的残留计算的问题 (by secsome)" -#: ../../Whats-New.md:981 +#: ../../Whats-New.md:982 msgid "" "Fixed the bug when trigger action `125 Build At...` didn't play buildup " "anim (by secsome)" msgstr "修复了触发动作125“将建筑建造于...” 不能播放建造动画的问题,由新的参数控制 (by secsome)" -#: ../../Whats-New.md:982 +#: ../../Whats-New.md:983 msgid "" "Fixed `DebrisMaximums` (spawned debris type amounts cannot go beyond " "specified maximums anymore) (by Otamaa)" msgstr "修复了DebrisMaximums(生成的碎片不再能超过对应最大上限) (by Otamaa)" -#: ../../Whats-New.md:983 +#: ../../Whats-New.md:984 msgid "" "Fixes to `DeployFire` logic (`DeployFireWeapon`, `FireOnce`, stop command" " now work properly) (by Starkku)" msgstr "修复了DeployFire逻辑(DeployFireWeapon, FireOnce, 及停止指令现在可以正常运作) (by Starkku)" -#: ../../Whats-New.md:986 +#: ../../Whats-New.md:987 msgid "" "Properly rewritten a fix for mind-controlled vehicles deploying into " "buildings (by FS-21)" msgstr "重写了被心控的车辆变成建筑的修复 (by FS-21)" -#: ../../Whats-New.md:987 +#: ../../Whats-New.md:988 msgid "" "Properly rewritten `DeployToFire` fix, tag `Deployed.RememberTarget` is " "deprecated, now always on (by Kerbiter)" msgstr "重写了`DeployToFire`的修复,标签`Deployed.RememberTarget`已被弃用,永久开启 (by Kerbiter)" -#: ../../Whats-New.md:988 +#: ../../Whats-New.md:989 msgid "New warheads now work with Ares' `GenericWarhead` superweapon (by Belonit)" msgstr "新的弹头特效可以与Ares的通用弹头(`GenericWarhead`)超武兼容 (by Belonit)" -#: ../../Whats-New.md:992 +#: ../../Whats-New.md:993 msgid "0.1.1" msgstr "" -#: ../../Whats-New.md:998 +#: ../../Whats-New.md:999 msgid "Fixed an occasional crash when selecting units with a selection box" msgstr "修复了选择单位时偶然的崩溃问题" -#: ../../Whats-New.md:1002 +#: ../../Whats-New.md:1003 msgid "0.1" msgstr "" -#: ../../Whats-New.md:1008 +#: ../../Whats-New.md:1009 msgid "Full-color PCX graphics support (by Belonit)" msgstr "全彩色PCX支持 (by Belonit)" -#: ../../Whats-New.md:1009 +#: ../../Whats-New.md:1010 msgid "Support for PCX loading screens of any size (by Belonit)" msgstr "支持任意大小的PCX载入屏幕 (by Belonit)" -#: ../../Whats-New.md:1010 +#: ../../Whats-New.md:1011 msgid "" "Extended sidebar tooltips with descriptions, recharge time and power " "consumption/generation (by Kerbiter, Belonit)" msgstr "带有介绍,充能时间,电力生成/消耗的扩展工具提示 (by Kerbiter, Belonit)" -#: ../../Whats-New.md:1011 +#: ../../Whats-New.md:1012 msgid "Selection priority filtering for box selection (by Kerbiter)" msgstr "选择优先级筛选 (by Kerbiter)" -#: ../../Whats-New.md:1012 +#: ../../Whats-New.md:1013 msgid "Shroud, reveal and money transact warheads (by Belonit)" msgstr "迷雾弹,揭示弹和金币弹弹头 (by Belonit)" -#: ../../Whats-New.md:1013 +#: ../../Whats-New.md:1014 msgid "Custom game icon command line arg (by Belonit)" msgstr "自定义游戏图标命令行参数 (by Belonit)" -#: ../../Whats-New.md:1014 +#: ../../Whats-New.md:1015 msgid "Ability to disable black spawn position dots on map preview (by Belonit)" msgstr "允许关闭游戏预览时的黑点 (by Belonit)" -#: ../../Whats-New.md:1015 +#: ../../Whats-New.md:1016 msgid "" "Ability to specify applicable building owner for building upgrades (by " "Kerbiter)" msgstr "允许将建筑升级建给其它可用所属方 (by Kerbiter)" -#: ../../Whats-New.md:1016 +#: ../../Whats-New.md:1017 msgid "Customizable disk laser radius (by Belonit, Kerbiter)" msgstr "自定义飞碟激光范围 (by Belonit, Kerbiter)" -#: ../../Whats-New.md:1017 +#: ../../Whats-New.md:1018 msgid "Ability to switch to GDI sidebar layout for any side (by Belonit)" msgstr "允许为任意阵营切换GDI侧边栏布局 (by Belonit)" -#: ../../Whats-New.md:1020 +#: ../../Whats-New.md:1021 msgid "" "Deploying mind-controlled TechnoTypes won't make them permanently mind-" "controlled anymore (unfinished fix by DCoder)" msgstr "部署心灵控制单位不再会使他们永久转变所属方 (未完成的修复by DCoder)" -#: ../../Whats-New.md:1021 +#: ../../Whats-New.md:1022 msgid "" "SHP debris hardcoded shadows now respect `Shadow=no` tag value (by " "Kerbiter)" msgstr "SHP碎片硬编码影子现在遵循`Shadow=no`设定 (by Kerbiter)" -#: ../../Whats-New.md:1022 +#: ../../Whats-New.md:1023 msgid "" "`DeployToFire` vehicles won't lose target on deploy anymore (unfinished " "fix by DCoder)" msgstr "`DeployToFire`不再会因部署失去目标 (未完成的修复by DCoder)" -#: ../../Whats-New.md:1023 +#: ../../Whats-New.md:1024 msgid "" "Fixed QWER hotkey tab switching not hiding the displayed tooltip as it " "should (by Belonit)" msgstr "修复了当通过QWER切换标签页时, 工具提示不会消失的问题 (by Belonit)" -#: ../../Whats-New.md:1024 +#: ../../Whats-New.md:1025 msgid "Sidebar tooltips now can go over sidebar bounds (by Belonit)" msgstr "侧边栏工具提示现在可以超越侧边栏边界 (by Belonit)" -#: ../../Whats-New.md:1025 +#: ../../Whats-New.md:1026 msgid "Lifted stupidly small limit for tooltip character amount (by Belonit)" msgstr "提升了小得过分的工具提示字符上限 (by Belonit)"