diff --git a/docs/AI-Scripting-and-Mapping.md b/docs/AI-Scripting-and-Mapping.md index 63b6a6f1a1..61219058a4 100644 --- a/docs/AI-Scripting-and-Mapping.md +++ b/docs/AI-Scripting-and-Mapping.md @@ -12,14 +12,14 @@ This page describes all AI scripting and mapping related additions and changes i - Script action `Deploy` now has vehicles with `DeploysInto` searching for free space to deploy at if failing to do so at initial location, instead of simply getting stuck. - Teams spawned by trigger action 7,80,107 can use IFV and opentopped logic normally. `InitialPayload` logic from Ares is not supported yet. - If a pre-placed building has a `NaturalParticleSystem`, it used to always be created when the game starts. This has been removed. -- Superweapons used by AI for script actions `56 Chronoshift to Building`, `57 Chronoshift to a Target Type` and `10104 Chronoshift to Enemy Base` can now be explicitly set via `[General]` -> `AIChronoSphereSW` & `AIChronoWarpSW` respectively. If `AIChronoSphereSW` is set but `AIChronoWarpSW` is not, game will check former's `SW.PostDependent` for a second superweapon to use. Otherwise if not set, last superweapon listed in `[SuperWeaponTypes]` with `Type=ChronoSphere` or `Type=ChronoWarp` will be used, respectively. +- Superweapons used by AI for script actions `56 Chronoshift to Building`, `57 Chronoshift to a Target Type` and `10104 Chronoshift to Enemy Base` can now be explicitly set via `[General] -> AIChronoSphereSW` & `AIChronoWarpSW` respectively. If `AIChronoSphereSW` is set but `AIChronoWarpSW` is not, game will check former's `SW.PostDependent` for a second superweapon to use. Otherwise if not set, last superweapon listed in `[SuperWeaponTypes]` with `Type=ChronoSphere` or `Type=ChronoWarp` will be used, respectively. ## Singleplayer Mission Maps ### Base node repairing - In singleplayer campaign missions you can now decide whether AI can repair the base nodes / buildings delivered by SW *(Ares feature)*. - - You can control it globally by setting `[Basic]->RepairBaseNodes`, or locally by setting the flag with same name in `[Some House]` in certain map file. The global one will be overriden if the local one is set. + - You can control it globally by setting `[Basic] -> RepairBaseNodes`, or locally by setting the flag with same name in `[Some House]` in certain map file. The global one will be overriden if the local one is set. In `rulesmd.ini`: ```ini @@ -52,7 +52,7 @@ DefaultLS800BkgdPal= ; filename - including the .pal extension ### MCV redeploying -- You can now decide whether MCV can redeploy in singleplayer campaign missions by setting `[Basic]->MCVRedeploys`. Overrides `[MultiplayerDialogSettings]`->`MCVRedeploys` only in singleplayer campaign missions. +- You can now decide whether MCV can redeploy in singleplayer campaign missions by setting `[Basic] -> MCVRedeploys`. Overrides `[MultiplayerDialogSettings] -> MCVRedeploys` only in singleplayer campaign missions. In map file: ```ini @@ -168,7 +168,7 @@ x=i,n ; For i values check the next table | 8 | House Threats | Any object that targets anything of the Team's House or any enemy that is near to the Team Leader | | 9 | Power Plants | Any enemy `BuildingTypes` with positive `Power=` values | | 10 | Occupied | Any `BuildingTypes` with garrisoned infantry | -| 11 | Tech Buildings | Any `BuildingTypes` with `Unsellable=yes`, `Capturable=yes`, negative `TechLevel=` values or appears in `[AI]->NeutralTechBuildings=` list | +| 11 | Tech Buildings | Any `BuildingTypes` with `Unsellable=yes`, `Capturable=yes`, negative `TechLevel=` values or appears in `[AI] -> NeutralTechBuildings=` list | | 12 | Refinery | Any enemy `BuildingTypes` with `Refinery=yes` or `ResourceGatherer=yes`, `VehicleTypes` with `ResourceGatherer=yes` & `Harvester=no` (i.e. Slave Miner) | | 13 | Mind Controller | Anything `VehicleTypes`, `AircraftTypes`, `InfantryTypes` and `BuildingTypes` with `MindControl=yes` in the weapons Warheads | | 14 | Air Units (incl. landed) | Any enemy, `AircraftTypes` and `Jumpjet=yes` `VehicleTypes` or `InfantryTypes`, including landed ones as well as any other currently airborne units | @@ -275,7 +275,7 @@ x=10103,0 ##### `10104` Chronoshift to Enemy Base -- Chronoshifts the members of the TeamType using first available `Type=ChronoSphere` superweapon to a location within `[General]` -> `AISafeDistance` (plus the additional distance defined in parameter, can be negative) cells from enemy house's base. The superweapon must be charged up to atleast `[General]` -> `AIMinorSuperReadyPercent` percentage of its recharge time to be available for use by this action. +- Chronoshifts the members of the TeamType using first available `Type=ChronoSphere` superweapon to a location within `[General] -> AISafeDistance` (plus the additional distance defined in parameter, can be negative) cells from enemy house's base. The superweapon must be charged up to atleast `[General] -> AIMinorSuperReadyPercent` percentage of its recharge time to be available for use by this action. In `aimd.ini`: ```ini diff --git a/docs/Fixed-or-Improved-Logics.md b/docs/Fixed-or-Improved-Logics.md index af0848949a..999551bf8a 100644 --- a/docs/Fixed-or-Improved-Logics.md +++ b/docs/Fixed-or-Improved-Logics.md @@ -18,7 +18,7 @@ This page describes all ingame logics that are fixed or improved in Phobos witho - Fixed building and defense tab hotkeys not enabling the placement mode after `Cannot build here.` triggered and the placement mode cancelled. - Fixed buildings with `UndeployInto` playing `EVA_NewRallypointEstablished` on undeploying. - Fixed buildings with `Naval=yes` ignoring `WaterBound=no` to be forced to place onto water. -- Fixed AI Aircraft docks bug when Ares tag `[GlobalControls]` -> `AllowParallelAIQueues=no` is set. +- Fixed AI Aircraft docks bug when Ares tag `[GlobalControls] -> AllowParallelAIQueues=no` is set. - Fixed laser drawing code to allow for thicker lasers in house color draw mode. - Fixed `DeathWeapon` not detonating properly. - Some settings are still ignored like `PreImpactAnim` *(Ares feature)*, this might change in future. @@ -47,7 +47,7 @@ This page describes all ingame logics that are fixed or improved in Phobos witho - `TurretOffset` is now supported for SHP vehicles. - `InfiniteMindControl` with `Damage=1` can now control more than 1 unit. - 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. -- 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. +- 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. - Infantry with `DeployFireWeapon=-1` can now fire both weapons (decided by its target), regardless of deployed or not. ![image](_static/images/remember-target-after-deploying-01.gif) @@ -77,16 +77,12 @@ This page describes all ingame logics that are fixed or improved in Phobos witho - Trailer animations now inherit the owner of the object (animation, projectile or aircraft) they are attached to. - Buildings now correctly use laser parameters set for Secondary weapons instead of reading them from Primary weapon. - 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. - -![Waving trees](_static/images/tree-shake.gif) -*Animated trees used in [Ion Shock](https://www.moddb.com/mods/tiberian-war-ionshock)* - - Fixed transports recursively put into each other not having a correct killer set after second transport when being killed by something. ![image](_static/images/translucency-fix.png) *Example gradient SHP drawing with 75% translucency, before and after* -- 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`. +- 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`. - Only applies to Z-aware drawing mode for now. - Fixed projectiles with `Inviso=true` suffering from potential inaccuracy problems if combined with `Airburst=yes` or Warhead with `EMEffect=true`. - Fixed the bug when `MakeInfantry` logic on BombClass resulted in `Neutral` side infantry. @@ -107,7 +103,7 @@ This page describes all ingame logics that are fixed or improved in Phobos witho - Fixed `NavalTargeting=6` not preventing from targeting empty water cells or TerrainTypes (trees etc.) on water. - Fixed `NavalTargeting=7` and/or `LandTargeting=2` resulting in still targeting TerrainTypes (trees etc.) on land with `Primary` weapon. - Fixed infantry without `C4=true` being killed in water if paradropped, chronoshifted etc. even if they can normally enter water. -- Allowed MCV to redeploy in campaigns using a new toggle different from `[MultiplayerDialogSettings]->MCVRedeploys`. +- Allowed MCV to redeploy in campaigns using a new toggle different from `[MultiplayerDialogSettings] -> MCVRedeploys`. - Fixed buildings with `UndeploysInto` but `Unsellable=no` & `ConstructionYard=no` unable to be sold normally. Restored `EVA_StructureSold` for buildings with `UndeploysInto` when being selled. - Fixed `WaterBound=true` buildings with `UndeploysInto` not correctly setting the location for the vehicle to move into when undeployed. - 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. @@ -115,19 +111,19 @@ This page describes all ingame logics that are fixed or improved in Phobos witho - 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. - 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. - Fixed disguised infantry not using custom palette for drawing the disguise when needed. -- 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`. +- 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`. - Buildings with superweapons no longer display `SuperAnimThree` at beginning of match if pre-placed on the map. - `SpySat=yes` can now be applied using building upgrades. - AI players can now build `Naval=true` and `Naval=false` vehicles concurrently like human players do. - 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). - 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. -- 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. +- 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. - They can also have map lighting apply on them if `AltPalette.ApplyLighting` is set to true. - Fixed `DeployToFire` not considering building placement rules for `DeploysInto` buildings and as a result not working properly with `WaterBound` buildings. - Fixed `DeployToFire` not recalculating firer's position on land if it cannot currently deploy. - `Arcing=true` projectile elevation inaccuracy can now be fixed by setting `Arcing.AllowElevationInaccuracy=false`. - Wall overlays are now drawn with the custom palette defined in `Palette` in `artmd.ini` if possible. -- 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. +- 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. - 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. - It is now possible to enable `Verses` and `PercentAtMax` to be applied on negative damage by setting `ApplyModifiersOnNegativeDamage` to true on the Warhead. - Attached animations on flying units now have their layer updated immediately after the parent unit, if on same layer they always draw above the parent. @@ -143,7 +139,7 @@ This page describes all ingame logics that are fixed or improved in Phobos witho - Fixed teleport units being unable to visually tilt on slopes. - Fixed rockets' shadow location. - Fixed units with Teleport, Tunnel or Fly locomotor being unable to be visually flipped like other locomotors do. -- Aircraft docking on buildings now respect `[AudioVisual]`->`PoseDir` as the default setting and do not always land facing north or in case of pre-placed buildings, the building's direction. +- Aircraft docking on buildings now respect `[AudioVisual] -> PoseDir` as the default setting and do not always land facing north or in case of pre-placed buildings, the building's direction. - Spawned aircraft now align with the spawner's facing when landing. - Fixed the bug that waypointing unarmed infantries with agent/engineer/occupier to a spyable/capturable/occupiable building triggers `EnteredBy` event by executing capture mission. - `PowerUpN` building animations can now use `Powered` & `PoweredLight/Effect/Special` keys. @@ -156,13 +152,13 @@ This page describes all ingame logics that are fixed or improved in Phobos witho - Units with `Sensors=true` will no longer reveal ally buildings. - Air units are now reliably included by target scan with large range and Warhead detonation by large `CellSpread`. - OverlayTypes now read and use `ZAdjust` if specified in their `artmd.ini` entry. -- 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`. +- 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`. - Weapons with `AA=true` Projectile can now correctly fire at air units when both firer and target are over a bridge. - Fixed disguised units not using the correct palette if target has custom palette. - Building upgrades now consistently use building's `PowerUpN` animation settings corresponding to the upgrade's `PowersUpToLevel` where possible. - 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. -- 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. -- Planning paths are now shown for all units under player control or when `[GlobalControls]->DebugPlanningPaths=yes` in singleplayer game modes. +- 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. +- Planning paths are now shown for all units under player control or when `[GlobalControls] -> DebugPlanningPaths=yes` in singleplayer game modes. - Fixed `Temporal=true` Warheads potentially crashing game if used to attack `Slaved=true` infantry. - Fixed some locomotors (Tunnel, Walk, Mech) getting stuck when moving too fast. - Animations with `MakeInfantry` and `UseNormalLight=false` that are drawn in unit palette will now have cell lighting changes applied on them. @@ -170,7 +166,7 @@ This page describes all ingame logics that are fixed or improved in Phobos witho - Fixed Nuke & Dominator Level lighting not applying to AircraftTypes. - Projectiles created from `AirburstWeapon` now remember the WeaponType and can apply radiation etc. - Fixed damaged aircraft not repairing on `UnitReload=true` docks unless they land on the dock first. -- 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. +- 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. - Fixed infantry `SecondaryFire` / `SecondaryProne` sequences being displayed in water instead of `WetAttack`. - Fixed objects with ally target and `AttackFriendlies=true` having their target reset every frame, particularly AI-owned buildings. - `` can now be used as owner for pre-placed objects on skirmish and multiplayer maps. @@ -223,7 +219,7 @@ VoicePickup= ; Sound ### Fixed spawn distance & spawn height for airstrike / SpyPlane aircraft - 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`. -- `SpawnHeight` can also be used to override the initial height of the aircraft, which defaults to `FlightLevel`, or if not set then `[General]` -> `FlightLevel`. +- `SpawnHeight` can also be used to override the initial height of the aircraft, which defaults to `FlightLevel`, or if not set then `[General] -> FlightLevel`. In `rulesmd.ini`: ```ini @@ -234,7 +230,7 @@ SpawnHeight= ; integer, height in leptons ### Landing direction -- 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. +- 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. - Negative values are allowed as a special case for `AirportBound=false` aircraft which makes them land facing their current direction. In `rulesmd.ini`: @@ -293,8 +289,8 @@ UseCenterCoordsIfAttached=false ; boolean - `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. - `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`. -- `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. -- `SplashAnims` contains list of splash animations used if `ExplodeOnWater` is not set and the animation impacts with water. Defaults to `[CombatDamage]` -> `SplashList`. +- `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. +- `SplashAnims` contains list of splash animations used if `ExplodeOnWater` is not set and the animation impacts with water. Defaults to `[CombatDamage] -> SplashList`. - 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. - `ExtraShadow` can be set to false to disable the display of shadows on the ground. @@ -311,16 +307,16 @@ ExtraShadow=true ; boolean ### Fire animations spawned by Scorch & Flamer -- 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. +- 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. - `ConstrainFireAnimsToCellSpots` controls whether or not spawned animations are locked to cell spots (e.g the subcell positions infantry are also constrained to). - `FireAnimDisallowedLandTypes` controls which landtypes the fire animations are not allowed to spawn on. Defaults to `water,rock,beach,ice` for `Scorch=true`, `none` otherwise. - `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. - `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. - - `SmallFireAnims` can be used to set the animation types, defaults to `[AudioVisual]` -> `SmallFire` (single animation). + - `SmallFireAnims` can be used to set the animation types, defaults to `[AudioVisual] -> SmallFire` (single animation). - `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. - `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. - `LargeFireCount` determines number of large fire animations to spawn by`Flamer=true` animations only. - - `LargeFireAnims` can be used to set the animation types, defaults to `[AudioVisual]` -> `LargeFire` (single animation). + - `LargeFireAnims` can be used to set the animation types, defaults to `[AudioVisual] -> LargeFire` (single animation). - `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. - `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. @@ -368,7 +364,7 @@ HideIfNoOre.Threshold=0 ; integer, minimal ore growth stage ### Aircraft docking direction -- 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`. +- 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`. In `rulesmd.ini`: ```ini @@ -446,7 +442,7 @@ BarracksExitCell= ; X,Y - cell offset - `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. - `Grinding.DisallowTypes` can be used to exclude InfantryTypes or VehicleTypes from being able to enter the grinder building. - `Grinding.PlayDieSound` controls if the units' `DieSound` and `VoiceDie` are played when entering the grinder. Default to `yes`. - - `Grinding.Sound` is a sound played by when object is grinded by the building. If not set, defaults to `[AudioVisual]`->`EnterGrinderSound`. + - `Grinding.Sound` is a sound played by when object is grinded by the building. If not set, defaults to `[AudioVisual] -> EnterGrinderSound`. - `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. - `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. - For money string indication upon grinding, please refer to [`DisplayIncome`](User-Interface.md#visual-indication-of-income-from-grinders-and-refineries). @@ -487,10 +483,10 @@ ExcludeFromMultipleFactoryBonus=false ; boolean ### Unit repair customization - It is now possible to customize the repairing of units by `UnitRepair=true`, `UnitReload=true` and `Hospital=true` buildings. - - `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`. + - `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`. - On `UnitReload=true` building setting this to negative value will fully disable the repair functionality. - - `Units.RepairStep` how much `Strength` is restored per repair tick. Defaults to `[General]`->`RepairStep`. - - `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. + - `Units.RepairStep` how much `Strength` is restored per repair tick. Defaults to `[General] -> RepairStep`. + - `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. - `Units.UseRepairCost` can be used to customize if repair cost is applied at all. Defaults to false for infantry, true for everything else. In `rulesmd.ini`: @@ -601,7 +597,7 @@ Gravity=6.0 ; floating point value ### FlakScatter distance customization -- 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. +- 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. In `rulesmd.ini`: ```ini @@ -642,9 +638,9 @@ SelfHealGainType= ; Self-Heal Gain Type Enumeration (nohea ### Chrono sparkle animation customization & improvements -- It is now possible to customize the frame delay between instances of `[General]` -> `ChronoSparkle1` animations created on objects being warped by setting `[General]` -> `ChronoSparkleDisplayDelay`. +- It is now possible to customize the frame delay between instances of `[General] -> ChronoSparkle1` animations created on objects being warped by setting `[General] -> ChronoSparkleDisplayDelay`. - 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. - - `[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. + - `[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. - 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. - 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. @@ -671,7 +667,7 @@ ChronoSpherePreDelay= ; integer, game frames ``` ```{warning} -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`. +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`. ``` ### Customizable veterancy insignias @@ -681,7 +677,7 @@ Due to technical constraints, these settings do not apply to buildings teleporte - `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. - 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. - 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. - - `Insignia.ShowEnemy` controls whether or not the insignia is shown to enemy players. Defaults to `[General]` -> `EnemyInsignia`, which in turn defaults to true. + - `Insignia.ShowEnemy` controls whether or not the insignia is shown to enemy players. Defaults to `[General] -> EnemyInsignia`, which in turn defaults to true. - You can make insignias appear only on selected units using `DrawInsignia.OnlyOnSelected`. - Position for insignias can be adjusted by setting `DrawInsignia.AdjustPos.Infantry` for infantry, `DrawInsignia.AdjustPos.Buildings` for buildings, and `DrawInsignia.AdjustPos.Units` for others. - `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. @@ -808,9 +804,9 @@ Storage.TiberiumIndex=-1 ; integer, [Tiberiums] list index In `rulesmd.ini`: ```ini [SOMETECHNO] ; TechnoType -Wake= ; Anim (played when Techno moving on the water), default to [General]->Wake -Wake.Grapple= ; Anim (played when Techno being parasited on the water), defaults to [SOMETECHNO]->Wake -Wake.Sinking= ; Anim (played when Techno sinking), defaults to [SOMETECHNO]->Wake +Wake= ; Anim (played when Techno moving on the water), default to [General] -> Wake +Wake.Grapple= ; Anim (played when Techno being parasited on the water), defaults to [SOMETECHNO] -> Wake +Wake.Sinking= ; Anim (played when Techno sinking), defaults to [SOMETECHNO] -> Wake ``` ### Customizing effect of level lighting on air units @@ -845,7 +841,7 @@ Explodes.DuringBuildup=true ; boolean - `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. - `invulnerable` : Iron Curtain makes the organic object invulnerable like buildings and vehicles. - `ignore` : Iron Curtain doesn't give any effect on the organic object. -- `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`. +- `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`. - Identical controls are available for Force Shield as well. In `rulesmd.ini`: @@ -911,7 +907,7 @@ Powered.KillSpawns=false ; boolean - Pips for TechnoTypes with `Spawns` can now also be customized. - `ShowSpawnsPips` determines whether or not these pips are shown at all, as they are independent from `PipScale` setting. - `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. - - `SpawnsPipSize` determines the pixel increment to the next pip drawn. Defaults to `[AudioVisual]` -> `Pips.Generic.(Buildings.)Size` if not set. + - `SpawnsPipSize` determines the pixel increment to the next pip drawn. Defaults to `[AudioVisual] -> Pips.Generic.(Buildings.)Size` if not set. - `SpawnsPipoffset` can be used to shift the starting position of spawnee pips. - Pips for `Storage` can now also be customized via new keys in `[AudioVisual]`. - `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. @@ -978,11 +974,11 @@ NoWobbles=false ; boolean ### Skirmish AI behavior dehardcode - 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. - - `[General]->AIFireSale` and `[General]->AIAllToHunt` control whether the AI will act selling and hunting respectively. - - `[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. + - `[General] -> AIFireSale` and `[General] -> AIAllToHunt` control whether the AI will act selling and hunting respectively. + - `[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. - You can use these flags to make the AIs "all in" before they are defeated. - 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. - - `[General]->GatherWhenMCVDeploy` controls this behavior. + - `[General] -> GatherWhenMCVDeploy` controls this behavior. In `rulesmd.ini`: ```ini @@ -996,7 +992,7 @@ GatherWhenMCVDeploy=true ; boolean ### Subterranean unit travel height and speed - It is now possible to control the height at which units with subterranean (Tunnel) `Locomotor` travel, globally or per TechnoType. -- 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`. +- 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`. In `rulesmd.ini`: ```ini @@ -1138,7 +1134,7 @@ Palette= ; filename - excluding .pal extension and three-character the ### Damaged frames and crumbling animation - 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`. - - 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. + - 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. - 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. - Crumbling frames start from first frame after both regular & damaged frames and ends at halfway point of the frames in TerrainType's image. - 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. @@ -1254,8 +1250,8 @@ IronCurtain.KeptOnDeploy=true ; boolean ForceShield.KeptOnDeploy=false ; boolean [SOMETECHNO] ; VehicleType with DeploysInto or BuildingType with UndeploysInto -IronCurtain.KeptOnDeploy= ; boolean, default to [CombatDamage]->IronCurtain.KeptOnDeploy -ForceShield.KeptOnDeploy= ; boolean, default to [CombatDamage]->ForceShield.KeptOnDeploy +IronCurtain.KeptOnDeploy= ; boolean, default to [CombatDamage] -> IronCurtain.KeptOnDeploy +ForceShield.KeptOnDeploy= ; boolean, default to [CombatDamage] -> ForceShield.KeptOnDeploy ``` ### Retain target on movement command @@ -1278,7 +1274,7 @@ KeepTargetOnMove.ExtraDistance=0 ; floating point value, distance in cells ### Voxel turret shadow -- 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. +- 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. In `rulesmd.ini`: ```ini @@ -1295,7 +1291,7 @@ TurretShadow= ; boolean ### IsSimpleDeployer vehicle deploy animation / direction customization - `DeployingAnim.AllowAnyDirection` if set, disables any direction constraints for deployers with `DeployingAnim` set. Only works for ground units. -- `DeployingAnim.KeepUnitVisible` determines if the unit is hidden while the animation is playing. +- `DeployingAnim.KeepUnitVisible` determines if the unit is **not** hidden while the animation is playing. - `DeployingAnim.ReverseForUndeploy` controls whether or not the animation is played in reverse for undeploying. - `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. @@ -1404,7 +1400,7 @@ In `rulesmd.ini`: ### Weeds & Weed Eaters - Vehicles with `Weeder=yes` can now collect weeds. The weeds can then be deposited into a building with `Weeder=yes`. -- Weeds are not stored in a building's storage, but rather in a House's storage. The weed capacity is listed under `[General]->WeedCapacity`. +- Weeds are not stored in a building's storage, but rather in a House's storage. The weed capacity is listed under `[General] -> WeedCapacity`. - Weeders now show the ore gathering animation. It can be customized the same way as for harvesters. - Weeders can use the Teleport locomotor like chrono miners. - Total amount of weeds in storage can be displayed on sidebar, see [Weeds counter](User-Interface.md#weeds-counter). @@ -1440,7 +1436,7 @@ UseWeeds.ReadinessAnimationPercentage=0.9 ; double - when this many weeds - 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. - 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. - `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. -- `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. +- `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. - `SplashList.PickRandom`, `SplashList.CreateAll`, `SplashList.CreationInterval` and `SplashList.ScatterMin/Max` apply to these animations in same manner as the `AnimList` equivalents. - - `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. - 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. @@ -1465,7 +1461,7 @@ Conventional.IgnoreUnits=false ; boolean ### Custom debris animations and additional debris spawn settings -- 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. +- 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. - `Debris.Conventional`, if set to true, makes `DebrisTypes` or `DebrisAnims` only spawn if Warhead is fired on non-water cell. In `rulesmd.ini`: @@ -1488,7 +1484,7 @@ AllowDamageOnSelf=false ; boolean ### Combat light customizations -- 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. +- 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. - You can now set a percentage chance a combat light effect is shown on Warhead impact by setting `CombatLightChance`. - Setting `CLIsBlack` to true on Warhead will now turn the flash black like on hitting an Iron Curtained object, irregardless of other color settings. @@ -1651,7 +1647,7 @@ Bolt.Disable3=false ; boolean ``` ```{note} -Due to technical constraints, this does not work with electric bolts created from support weapon of Ares' Prism Forwarding. +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). ``` ### Customizable ElectricBolt Arcs @@ -1665,7 +1661,7 @@ Bolt.Arcs=8 ; integer, number of arcs in a bolt ``` ```{note} -Due to technical constraints, this does not work with electric bolts created from support weapon of Ares' Prism Forwarding. +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). ``` ## RadialIndicator visibility @@ -1683,9 +1679,9 @@ RadialIndicatorVisibility=allies ; list of Affected House Enumeration (owner/se There are some improvements on goodie crate logic: - The statistic distribution of the randomly generated crates is now more uniform within the visible map region by using an optimized sampling procedure. -- You can now limit the crates' spawn region to land only by setting `[CrateRules]` -> `CreateOnlyOnLand` to true. +- You can now limit the crates' spawn region to land only by setting `[CrateRules] -> CreateOnlyOnLand` to true. - 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. -- `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. +- `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. - The previously hardcoded credits threshold that must be passed can also now be customized via `FreeMCV.CreditsThreshold`. - 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. @@ -1714,20 +1710,20 @@ DropPod properties can now be customized on a per-InfantryType basis. In `rulesmd.ini`: ```ini [SOMEINFANTRY] -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.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.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 = ; 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 af83d39f15..36124d4f36 100644 --- a/docs/Miscellanous.md +++ b/docs/Miscellanous.md @@ -50,7 +50,7 @@ Due to technical incompatibilities, enabling this feature disables [Ares' Custom ### Save variables to file - There's a [new hotkey](User-Interface.md#save-variables) to write all local variables to `locals.ini` and all global variables to `globals.ini`. Available only if `DebugKeysEnabled` under `[GlobalControls]` is set to true in `rulesmd.ini`. -- Variables will be also automatically saved to file on scenario end if `[General]->SaveVariablesOnScenarioEnd=true` is set in `rulesmd.ini`. +- Variables will be also automatically saved to file on scenario end if `[General] -> SaveVariablesOnScenarioEnd=true` is set in `rulesmd.ini`. - Variable section will use the same name as the mission file name in capital letters, i.e. `[MYCAMPAIGN.MAP]`. - Variables will be written as key-value pairs, i.e. `MyVariable=1`. - If an INI file with the same name (`locals.ini`/`globals.ini`) doesn't exist, it will be created. If it exists, all sections will be preserved. @@ -198,7 +198,7 @@ Due to a technical issue, there is a chance that ***the first line of a included ``` ```{warning} -When this feature is enabled, the [Ares equivalent of `[$Include]`](https://ares-developers.github.io/Ares-docs/new/misc/include.html) is disabled! +When this feature is enabled, the [Ares equivalent of `[#include]`](https://ares-developers.github.io/Ares-docs/new/misc/include.html) is disabled! ``` ### Section inheritance diff --git a/docs/New-or-Enhanced-Logics.md b/docs/New-or-Enhanced-Logics.md index 75fc0ddacf..d68b980b5d 100644 --- a/docs/New-or-Enhanced-Logics.md +++ b/docs/New-or-Enhanced-Logics.md @@ -4,9 +4,9 @@ This page describes all the engine features that are either new and introduced b ## New types / ingame entities -### Attached effects +### Attached Effects -- Similar (but not identical) to Ares' AttachEffect, but with some differences and new features. The largest difference is that here attached effects are explicitly defined types. +- 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. - `Duration` determines how long the effect lasts for. It can be overriden by `DurationOverrides` on TechnoTypes and Warheads. - `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. - `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`. @@ -45,7 +45,7 @@ This page describes all the engine features that are either new and introduced b - `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. - `RevengeWeapon` can be used to temporarily grant the specified weapon as a [revenge weapon](#revenge-weapon) for the attached object. - `RevengeWeapon.AffectsHouses` customizes which houses can trigger the revenge weapon. - - `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. + - `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. - 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. - `DisableWeapons` can be used to disable ability to fire any and all weapons. - 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`. @@ -62,7 +62,7 @@ This page describes all the engine features that are either new and introduced b - `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. - `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. - `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. - - Attached effects can be removed from objects by Warheads using `AttachEffect.RemoveTypes` or `AttachEffect.RemoveGroups`. + - Attached Effects can be removed from objects by Warheads using `AttachEffect.RemoveTypes` or `AttachEffect.RemoveGroups`. - `AttachEffect.CumulativeRemoveMinCounts` sets minimum number of active instaces per `RemoveTypes`/`RemoveGroups` required for `Cumulative=true` types to be removed. - `AttachEffect.CumulativeRemoveMaxCounts` sets maximum number of active instaces per `RemoveTypes`/`RemoveGroups` for `Cumulative=true` that are removed at once by this Warhead. @@ -365,10 +365,10 @@ Shield.InheritStateOnReplace=false ; boolean - 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. - Negative damage will recover shield, unless shield has been broken. If shield isn't full, all negative damage will be absorbed by shield. - 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. - - When a TechnoType has an unbroken shield, `[ShieldType]->Armor` will replace `[TechnoType]->Armor` for targeting and damage calculation purposes. - - `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. + - When a TechnoType has an unbroken shield, `[ShieldType] -> Armor` will replace `[TechnoType] -> Armor` for targeting and damage calculation purposes. + - `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. - `InitialStrength` can be used to set a different initial strength value from maximum. - - `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`. + - `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`. - 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. - This also works with Ares' `Convert.*`. - `Powered` controls whether or not the shield is active when a unit is running low on power or it is affected by EMP. @@ -379,8 +379,8 @@ Shield.InheritStateOnReplace=false ; boolean - If `SelfHealing.RestartInCombat` is set, self-healing timer pauses and then resumes after `SelfHealing.RestartInCombatDelay` frames have passed when the shield gets damaged. - `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. - `IdleAnim`, if set, will be played while the shield is intact. This animation is automatically set to loop indefinitely. - - `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`. - - `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. + - `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`. + - `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. - `Bouncer=true` and `IsMeteor=true` animations can exhibit irregular behaviour when used as `IdleAnim` and should be avoided. - `IdleAnim.OfflineAction` indicates what happens to the animation when the shield is in a low power state. - `IdleAnim.TemporalAction` indicates what happens to the animation when the shield is attacked by temporal weapons. @@ -401,7 +401,7 @@ Shield.InheritStateOnReplace=false ; boolean - `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. - `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. - `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`. - - 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. + - 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. - `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. - 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. - `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. @@ -665,12 +665,12 @@ Slaved.OwnerWhenMasterKilled=killer ; enumeration (suicide | master | killer | ### Customizable `SlavesFreeSound` -- `SlavesFreeSound` is now dehardcoded from `AudioVisual` and can be set individually for each enslavable infantry type. +- `SlavesFreeSound` is now dehardcoded from `[AudioVisual]` and can be set individually for each enslavable infantry type. In `rulesmd.ini` ```ini -[SOMEINFANTRY] ; Slave type +[SOMEINFANTRY] ; Slave type SlavesFreeSound= ; sound entry ``` @@ -689,7 +689,7 @@ OnlyUseLandSequences=false ; boolean ### Projectile interception logic ![image](_static/images/projectile-interception-01.gif) -*Interception logic used in [Tiberium Crisis](https://www.moddb.com/mods/tiberium-crisis) mod* +*Interception logic used in [Tiberium Crisis](https://www.moddb.com/mods/tiberium-crisis)* - 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. - `Interceptor.Weapon` determines the weapon (0 = `Primary`, 1 = `Secondary`) to be used for intercepting projectiles. @@ -933,7 +933,7 @@ Trajectory.Parabola.AxisOfRotation=0,0,1 ; integer - Forward,Lateral,Heig ### Shrapnel enhancements ![image](_static/images/shrapnel.gif) -*Shrapnel appearing against ground & buildings* ([Project Phantom](https://www.moddb.com/mods/project-phantom)) +*Shrapnel appearing against ground & buildings in [Project Phantom](https://www.moddb.com/mods/project-phantom)* - `ShrapnelWeapon` can now be triggered against ground & buildings via `Shrapnel.AffectsGround` and `Shrapnel.AffectsBuildings`. - Setting `Shrapnel.UseWeaponTargeting` now allows weapon target filtering to be enabled for `ShrapnelWeapon`. Target's `LegalTarget` setting, Warhead `Verses` against `Armor` as well as `ShrapnelWeapon` [weapon targeting filters](#weapon-targeting-filter) & [AttachEffect filters](#attached-effects) will be checked. @@ -1327,8 +1327,8 @@ ForceWeapon.Disguised=-1 ; integer. 0 for primary weapon, 1 for secondary ### Make units try turning to target when firing with `OmniFire=yes` -- The unit will try to turn the body to target even firing with `OmniFire=yes` - - Jumpjets are recommended to have the same value of body `ROT` and `JumpjetTurnRate` +- The unit will try to turn the body to target even firing with `OmniFire=yes`. + - Jumpjets are recommended to have the same value of body `ROT` and `JumpjetTurnRate`. In `rulesmd.ini`: ```ini @@ -1480,7 +1480,7 @@ WarpOutWeapon= ; WeaponType - A tint effect similar to that used by Iron Curtain / Force Shield or `Psychedelic=true` Warheads can be applied to TechnoTypes naturally by setting `Tint.Color` and/or `Tint Intensity`. - `Tint.Intensity` is additive lighting increase/decrease - 1.0 is the default object lighting. - `Tint.VisibleToHouses` can be used to customize which houses can see the tint effect. - - Tint effects can also be applied by [attached effects](#attached-effects) and on shields. + - Tint effects can also be applied by [attached effects](#attached-effects) and on [shields](#shields). In `rulesmd.ini`: ```ini @@ -1494,7 +1494,7 @@ Tint.VisibleToHouses=all ; list of Affected House Enumeration (none|owner/self| - 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. - `EVA.Sold` is used to customize the EVA voice when selling, default to `EVA_StructureSold` for buildings and `EVA_UnitSold` for vehicles. - - `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. + - `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`. In `rulesmd.ini`: ```ini @@ -1533,19 +1533,19 @@ Promote.EliteAnimation= ; Animation ### Raise alert when technos are taking damage - 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. -- `[AudioVisual]->CombatAlert` is a global switch, set it to `true` to enable the entire logic. +- `[AudioVisual] -> CombatAlert` is a global switch, set it to `true` to enable the entire logic. - These flags controlls when to trigger a combat alert. - - You can disable this logic on specific techno by setting `[SOMETECHNO]->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`. - - `[AudioVisual]->CombatAlert.IgnoreBuilding` will turn the logic off on buildings. You can override it for specific building by setting `[SOMETECHNO]->CombatAlert.NotBuilding` to true. You may hope to use it on veh-buildings. - - `[AudioVisual]->CombatAlert.SuppressIfInScreen` decides whether to disable the logic for the units in the current screen. - - `[AudioVisual]->CombatAlert.Interval` decides the time interval (in frames) between alerts, to prevent the alert from being anonying. It is default to 150 frames. - - `[AudioVisual]->CombatAlert.SuppressIfAllyDamage` decides whether to disable the logic for the damage from allys. - - Technos hitted by a warhead with `[SOMEWARHEAD]->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 `[SOMEWARHEAD]->Malicious` and `[SOMEWARHEAD]->Nonprovocative`. + - You can disable this logic on specific techno by setting `[SOMETECHNO] -> 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`. + - `[AudioVisual] -> CombatAlert.IgnoreBuilding` will turn the logic off on buildings. You can override it for specific building by setting `[SOMETECHNO] -> CombatAlert.NotBuilding` to true. You may hope to use it on veh-buildings. + - `[AudioVisual] -> CombatAlert.SuppressIfInScreen` decides whether to disable the logic for the units in the current screen. + - `[AudioVisual] -> CombatAlert.Interval` decides the time interval (in frames) between alerts, to prevent the alert from being anonying. It is default to 150 frames. + - `[AudioVisual] -> CombatAlert.SuppressIfAllyDamage` decides whether to disable the logic for the damage from allys. + - Technos hitted by a warhead with `[SOMEWARHEAD] -> 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 `[SOMEWARHEAD] -> Malicious` and `[SOMEWARHEAD] -> Nonprovocative`. - And the following flags controlls the effect of a combat alert. - - `[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. - - `[SOMETECHNO]->CombatAlert.UseFeedbackVoice` decides whether to use the sound defined by `VoiceFeedback`. Default to `[AudioVisual]->CombatAlert.UseFeedbackVoice`. - - `[SOMETECHNO]->CombatAlert.UseAttackVoice` decides whether to use the sound defined by `VoiceAttack`. Default to `[AudioVisual]->CombatAlert.UseAttackVoice`. - - `[SOMETECHNO]->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 `[SOMETECHNO]->CombatAlert.EVA`. + - `[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. + - `[SOMETECHNO] -> CombatAlert.UseFeedbackVoice` decides whether to use the sound defined by `VoiceFeedback`. Default to `[AudioVisual] -> CombatAlert.UseFeedbackVoice`. + - `[SOMETECHNO] -> CombatAlert.UseAttackVoice` decides whether to use the sound defined by `VoiceAttack`. Default to `[AudioVisual] -> CombatAlert.UseAttackVoice`. + - `[SOMETECHNO] -> 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 `[SOMETECHNO] -> CombatAlert.EVA`. - 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. - 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`. @@ -1603,7 +1603,7 @@ DestroySound= ; Sound ```{hint} All new Warhead effects -- Can be used with CellSpread and Ares' GenericWarhead superweapon where applicable. +- Can be used with `CellSpread` and Ares' GenericWarhead superweapon where applicable. - Cannot be used with `MindControl.Permanent=yes` of Ares. - 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. ``` @@ -1611,7 +1611,7 @@ All new Warhead effects ### Break Mind Control on impact ![image](_static/images/remove-mc.gif) -*Mind control break warhead being utilized* ([RA2: Reboot](https://www.moddb.com/mods/reboot)) +*Mind control break warhead being utilized in [RA2: Reboot](https://www.moddb.com/mods/reboot)* - Warheads can now break mind control (doesn't apply to perma-MC-ed objects). @@ -1740,13 +1740,13 @@ While this feature can provide better performance than a large `CellSpread` valu ### Generate credits on impact ![image](_static/images/hackerfinallyworks-01.gif) -*`TransactMoney` used in [Rise of the East](https://www.moddb.com/mods/riseoftheeast) mod* +*`TransactMoney` used in [Rise of the East](https://www.moddb.com/mods/riseoftheeast)* - Warheads can now give credits to its owner at impact. - `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. - `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. - `TransactMoney.Display.Houses` determines which houses can see the credits display. - - `TransactMoney.Display.Offset` is additional pixel offset for the center of the credits display, by default (0,0) at target's/firer's center. + - `TransactMoney.Display.Offset` is additional pixel offset for the center of the credits display, by default `0,0` at target's/firer's center. In `rulesmd.ini`: ```ini @@ -1779,7 +1779,7 @@ PenetratesForceShield= ; boolean - `LaunchSW.IgnoreDesignators` ignores `SW.Designators`/`SW.AnyDesignator` respectively. - `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. - `LaunchSW.DisplayMoney.Houses` determines which houses can see the credits display. - - `LaunchSW.DisplayMoney.Offset` is additional pixel offset for the center of the credits display, by default (0,0) at superweapon's target cell. + - `LaunchSW.DisplayMoney.Offset` is additional pixel offset for the center of the credits display, by default `0,0` at superweapon's target cell. ```{note} - For animation warheads/weapons to take effect, `Damage.DealtByInvoker` must be set. @@ -1835,7 +1835,7 @@ SpySat=false ; boolean ### Shroud map for enemies on impact - Warheads can now shroud the entire map on impact. -- Shroud only applies to enemies of the warhead owner. + - Shroud only applies to enemies of the warhead owner. In `rulesmd.ini`: ```ini @@ -1872,7 +1872,7 @@ NotHuman.DeathSequence= ; integer (1 to 5) ### AreaFire target customization - 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. -- `AreaFire.Target=self` respects normal targeting rules (Warhead Verses etc.) against the firer itself. +- `AreaFire.Target=self` respects normal targeting rules (Warhead `Verses` etc.) against the firer itself. - `AreaFire.Target=random` ignores cells that are ineligible or contain ineligible objects based on listed values in weapon's `CanTarget` & `CanTargetHouses`. In `rulesmd.ini`: @@ -1918,7 +1918,7 @@ ExtraWarheads.FullDetonation= ; list of booleans ### Feedback weapon ![image](_static/images/feedbackweapon.gif) -*`FeedbackWeapon` used to apply healing aura upon firing a weapon* ([Project Phantom](https://www.moddb.com/mods/project-phantom)) +*`FeedbackWeapon` used to apply healing aura upon firing a weapon in [Project Phantom](https://www.moddb.com/mods/project-phantom)* - You can now specify an auxiliary weapon to be fired on the firer itself when a weapon is fired. - `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. @@ -1957,7 +1957,7 @@ Strafing.UseAmmoPerShot=false ; boolean ### Weapon targeting filter ![image](_static/images/weaponfilter.gif) -*`Weapon target filter - different weapon used against enemies & allies as well as units & buildings* ([Project Phantom](https://www.moddb.com/mods/project-phantom)) +*`Weapon target filter - different weapon used against enemies & allies as well as units & buildings in [Project Phantom](https://www.moddb.com/mods/project-phantom)* - 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. - 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. diff --git a/docs/User-Interface.md b/docs/User-Interface.md index d8c85ed510..868f48447d 100644 --- a/docs/User-Interface.md +++ b/docs/User-Interface.md @@ -9,7 +9,7 @@ This page lists all user interface additions, changes, fixes that are implemente - Fixed `Blowfish.dll`-caused error `***FATAL*** String Manager failed to initialize properly`, which occurred if `Blowfish.dll` could not be registered in the OS, for example, it happened when the player did not have administrator rights. With Phobos, if the game did not find a registered file in the system, it will no longer try to register this file, but will load it bypassing registration. - 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 (font support required). - Fixed position and layer of info tip and reveal production cameo on selected building. -- Timer (superweapon, mission etc) blinking color scheme can be customized by setting `[AudioVisual]` -> `TimerBlinkColorScheme`. Defaults to third color scheme listed in `[Colors]`. +- Timer (superweapon, mission etc) blinking color scheme can be customized by setting `[AudioVisual] -> TimerBlinkColorScheme`. Defaults to third color scheme listed in `[Colors]`. - Fixed sidebar not updating queued unit numbers when adding or removing units when the production is on hold. ```{note} @@ -99,10 +99,10 @@ An example shape file for digits can be found on [Phobos supplementaries repo](h ### Show designator & inhibitor range -- It is now possible to display range of designator and inhibitor units when in super weapon targeting mode. Each instance of player owned techno types listed in `[SuperWeapon]->SW.Designators` will display a circle with radius set in `[TechnoType]->DesignatorRange` or `Sight`. - - In a similar manner, each instance of enemy owned techno types listed in `[SuperWeapon]->SW.Inhibitors` will display a circle with radius set in `[TechnoType]->InhibitorRange` or `Sight`. -- This feature can be disabled globally with `[AudioVisual]->ShowDesignatorRange=false` or per SuperWeaponType with `[SuperWeapon]->ShowDesignatorRange=false`. -- This feature can be toggled *by the player* (if enabled in the mod) with `ShowDesignatorRange` in `RA2MD.INI` or with "Toggle Designator Range" hotkey in "Interface" category. +- It is now possible to display range of designator and inhibitor units when in super weapon targeting mode. Each instance of player owned techno types listed in `[SuperWeapon] -> SW.Designators` will display a circle with radius set in `[TechnoType] -> DesignatorRange` or `Sight`. + - In a similar manner, each instance of enemy owned techno types listed in `[SuperWeapon] -> SW.Inhibitors` will display a circle with radius set in `[TechnoType] -> InhibitorRange` or `Sight`. +- This feature can be disabled globally with `[AudioVisual] -> ShowDesignatorRange=false` or per SuperWeaponType with `[SuperWeapon] -> ShowDesignatorRange=false`. +- This feature can be toggled *by the player* (if enabled in the mod) with `ShowDesignatorRange` in `RA2MD.INI` or with ["Toggle Designator Range" hotkey](#toggle-designator-range) in "Interface" category. In `rulesmd.ini`: ```ini @@ -136,8 +136,8 @@ HealthBar.Hide=false ; boolean - It is possible to toggle certain light flash effects off. These light flash effects include: - Combat light effects (`Bright=true`) and everything that uses same functionality e.g Iron Curtain / Force Field impact flashes. - - Alpha images attached to ParticleSystems or Particles that are generated through a Warhead's `Particle` if `[AudioVisual]` -> `WarheadParticleAlphaImageIsLightFlash` or on Warhead `Particle.AlphaImageIsLightFlash` is set to true, latter defaults to former. - - Additionally these alpha images are not created if `[AudioVisual]`->`LightFlashAlphaImageDetailLevel` is higher than current detail level, regardless of the `HideLightFlashEffects` setting. + - Alpha images attached to ParticleSystems or Particles that are generated through a Warhead's `Particle` if `[AudioVisual] -> WarheadParticleAlphaImageIsLightFlash` or on Warhead `Particle.AlphaImageIsLightFlash` is set to true, latter defaults to former. + - Additionally these alpha images are not created if `[AudioVisual] -> LightFlashAlphaImageDetailLevel` is higher than current detail level, regardless of the `HideLightFlashEffects` setting. In `rulesmd.ini`: ```ini @@ -182,8 +182,8 @@ PrioritySelectionFiltering=true ; boolean - Multiple income within less than one in-game second have their amounts coalesced into single display. - `DisplayIncome.Houses` determines which houses can see the credits display. - If you don't want players to see how AI cheats with `VirtualPurifiers` for example, `DisplayIncome.AllowAI` can be set to false to disable the display. It overrides the previous option. - - `DisplayIncome.Offset` is additional pixel offset for the center of the credits display, by default (0,0) at building's center. - - `[AudioVisual]->DisplayIncome` also allows to display the amount of credits when selling a unit on a repair bay. + - `DisplayIncome.Offset` is additional pixel offset for the center of the credits display, by default `0,0` at building's center. + - `[AudioVisual] -> DisplayIncome` also allows to display the amount of credits when selling a unit on a repair bay. In `rulesmd.ini`: ```ini @@ -193,8 +193,8 @@ DisplayIncome.Houses=All ; Affected House Enumeration (none|owner/self|allies/a DisplayIncome.AllowAI=yes ; boolean [SOMEBUILDING] ; BuildingType -DisplayIncome= ; boolean, defaults to [AudioVisual]->DisplayIncome -DisplayIncome.Houses= ; Affected House Enumeration, defaults to [AudioVisual]->DisplayIncome.Houses +DisplayIncome= ; boolean, defaults to [AudioVisual] -> DisplayIncome +DisplayIncome.Houses= ; Affected House Enumeration, defaults to [AudioVisual] -> DisplayIncome.Houses DisplayIncome.Offset=0,0 ; X,Y, pixels relative to default ``` @@ -203,7 +203,7 @@ DisplayIncome.Offset=0,0 ; X,Y, pixels relative to default ![placepreview](_static/images/placepreview.png) *Building placement preview using 50% translucency in [Rise of the East](https://www.moddb.com/mods/riseoftheeast)* -- Building previews can now be enabled when placing a building for construction. This can be enabled on a global basis with `[AudioVisual]->PlacementPreview` and then further customized for each building with `[SOMEBUILDING]->PlacementPreview`. +- Building previews can now be enabled when placing a building for construction. This can be enabled on a global basis with `[AudioVisual] -> PlacementPreview` and then further customized for each building with `[SOMEBUILDING] -> PlacementPreview`. - The building placement grid (`place.shp`) translucency setting can be adjusted via `PlacementGrid.Translucency` if `PlacementPreview` is disabled and `PlacementGrid.TranslucencyWithPreview` if enabled. - If using the building's appropriate `Buildup` is not desired, customizations allow for you to choose the exact SHP and frame you'd prefer to show as preview through `PlacementPreview.Shape`, `PlacementPreview.ShapeFrame` and `PlacementPreview.Palette`. - You can specify theater-specific palettes and shapes by putting three `~` marks to the theater specific part of the filename. `~~~` is replaced with the theater’s three-letter extension. @@ -213,7 +213,7 @@ In `rulesmd.ini`: ```ini [AudioVisual] PlacementGrid.Translucency=0 ; translucency level (0/25/50/75) -PlacementGrid.TranslucencyWithPreview= ; translucency level (0/25/50/75), defaults to [AudioVisual]->PlacementGrid.Translucency +PlacementGrid.TranslucencyWithPreview= ; translucency level (0/25/50/75), defaults to [AudioVisual] -> PlacementGrid.Translucency PlacementPreview=no ; boolean PlacementPreview.Translucency=75 ; translucency level (0/25/50/75) @@ -225,7 +225,7 @@ PlacementPreview.ShapeFrame= ; integer, zero-based frame index used for PlacementPreview.Offset=0,-15,1 ; integer, expressed in X,Y,Z used to alter position preview PlacementPreview.Remap=yes ; boolean, does this preview use player remap colors PlacementPreview.Palette= ; filename - including the .pal extension -PlacementPreview.Translucency= ; translucency level (0/25/50/75), defaults to [AudioVisual]->PlacementPreview.Translucency +PlacementPreview.Translucency= ; translucency level (0/25/50/75), defaults to [AudioVisual] -> PlacementPreview.Translucency ``` ```{note} @@ -610,9 +610,9 @@ Same as with harvester counter, you can download the improved font (v4 and highe In `rulesmd.ini`: ```ini [SOMESIDE] -ToolTip.Background.Color=0,0,0 ; integer - R,G,B, defaults to [AudioVisual]->ToolTip.Background.Color, which defaults to `0,0,0` -ToolTip.Background.Opacity=100 ; integer, ranged in [0, 100], defaults to [AudioVisual]->ToolTip.Background.Opacity, which defaults to `100` -ToolTip.Background.BlurSize=0.0 ; float, defaults to [AudioVisual]->ToolTip.Background.BlurSize, which defaults to `0.0` +ToolTip.Background.Color=0,0,0 ; integer - R,G,B, defaults to [AudioVisual] -> ToolTip.Background.Color, which defaults to `0,0,0` +ToolTip.Background.Opacity=100 ; integer, ranged in [0, 100], defaults to [AudioVisual] -> ToolTip.Background.Opacity, which defaults to `100` +ToolTip.Background.BlurSize=0.0 ; float, defaults to [AudioVisual] -> ToolTip.Background.BlurSize, which defaults to `0.0` ``` ```{note} diff --git a/docs/Whats-New.md b/docs/Whats-New.md index b58345070c..8b4558c3c0 100644 --- a/docs/Whats-New.md +++ b/docs/Whats-New.md @@ -11,18 +11,18 @@ You can use the migration utility (can be found on [Phobos supplementaries repo] ### From vanilla - `PowersUpNAnim` is now used instead of the upgrade building's image file for upgrade animation if set. Note that displaying a damaged version will still require setting `PowerUp1DamagedAnim` explicitly in all cases, as the fallback to upgrade building image does not extend to it, nor would it be safe to add. -- `[CrateRules]` -> `FreeMCV` now controls whether or not player is forced to receive unit from `[General]` -> `BaseUnit` from goodie crate if they own no buildings or any existing `BaseUnit` vehicles and own more than `[CrateRules]` -> `FreeMCV.CreditsThreshold` (defaults to 1500) credits. -- 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`. -- Iron Curtain status is now preserved by default when converting between TechnoTypes via `DeploysInto`/`UndeploysInto`. This behavior can be turned off per-TechnoType and global basis using `[SOMETECHNOTYPE]/[CombatDamage]->IronCurtain.KeptOnDeploy=no`. -- The obsolete `[General]` -> `WarpIn` has been enabled for the default anim type when technos are warping in. If you want to restore the vanilla behavior, use the same anim type as `WarpOut`. +- `[CrateRules] -> FreeMCV` now controls whether or not player is forced to receive unit from `[General] -> BaseUnit` from goodie crate if they own no buildings or any existing `BaseUnit` vehicles and own more than `[CrateRules] -> FreeMCV.CreditsThreshold` (defaults to 1500) credits. +- 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`. +- Iron Curtain status is now preserved by default when converting between TechnoTypes via `DeploysInto`/`UndeploysInto`. This behavior can be turned off per-TechnoType and global basis using `[SOMETECHNOTYPE]/[CombatDamage] -> IronCurtain.KeptOnDeploy=no`. +- The obsolete `[General] -> WarpIn` has been enabled for the default anim type when technos are warping in. If you want to restore the vanilla behavior, use the same anim type as `WarpOut`. - Vehicles with `Crusher=true` + `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`. ### From older Phobos versions #### From post-0.3 devbuilds -- Selecting weapons other than primary against walls based on `Wall=true` on Warhead etc. now requires `[CombatDamage]`->`AllowWeaponSelectAgainstWalls` to be set to true first. -- Lunar theater tileset parsing unhardcoding is now only applied if `lunarmd.ini` has `[General]` -> `ApplyLunarFixes` set to true. +- Selecting weapons other than primary against walls based on `Wall=true` on Warhead etc. now requires `[CombatDamage] -> AllowWeaponSelectAgainstWalls` to be set to true first. +- Lunar theater tileset parsing unhardcoding is now only applied if `lunarmd.ini` has `[General] -> ApplyLunarFixes` set to true. - `Units.DisableRepairCost` was changed to `Units.UseRepairCost` (note inverted expected value) as it no longer has discrete default value and affects `Hospital=true` buildings, infantry do not have repair cost by default. - Critical hit animations created by `Crit.AnimOnAffectedTargets=true` Warheads no longer default to `AnimList.PickRandom` if `Crit.AnimList.PickRandom` is not set. - `SelfHealGainType` value `none` has been changed to `noheal` due to `none` being treated as a blank string and not parsed by the game. @@ -46,9 +46,9 @@ You can use the migration utility (can be found on [Phobos supplementaries repo] - `Artillary`, `ICBMLauncher`, `TickTank` or `SensorArray` no longer affect whether or not building is considered as vehicle for AI attack scripts. Use [ConsideredVehicle](Fixed-or-Improved-Logics.md#buildings-considered-as-vehicles) instead on buildings that do not have both `UndeploysInto` set and `Foundation=1x1`. - `PassengerDeletion.SoylentFriendlies` has been replaced by `PassengerDeletion.SoylentAllowedHouses`. Current default value of `PassengerDeletion.SoylentAllowedHouses=enemies` matches the previous default behaviour with `PassengerDeletion.SoylentFriendlies=false`. - `Grinding.DisplayRefund` is changed to `DisplayIncome`, `Grinding.DisplayRefund.Houses` is changed to `DisplayIncome.Houses`, `Grinding.DisplayRefund.Offset` is changed to `DisplayIncome.Offset` -- `[JumpjetControls]`->`AllowLayerDeviation` and `JumpjetAllowLayerDeviation` have been deprecated as the animation layering issues have been properly fixed by default now. -- `[JumpjetControls]->TurnToTarget` and `JumpjetTurnToTarget` are obsolete. Jumpjet units who fire `OmniFire=no` weapons **always** turn to targets as other units do. -- Buildings delivered by trigger action 125 will now **always** play buildup anim as long as it exists. `[ParamTypes]->53` is deprecated. +- `[JumpjetControls] -> AllowLayerDeviation` and `JumpjetAllowLayerDeviation` have been deprecated as the animation layering issues have been properly fixed by default now. +- `[JumpjetControls] -> TurnToTarget` and `JumpjetTurnToTarget` are obsolete. Jumpjet units who fire `OmniFire=no` weapons **always** turn to targets as other units do. +- Buildings delivered by trigger action 125 will now **always** play buildup anim as long as it exists. `[ParamTypes] -> 53` is deprecated. - `Shadow` for debris & meteor animations is changed to `ExtraShadow`. #### From pre-0.3 devbuilds @@ -58,20 +58,20 @@ You can use the migration utility (can be found on [Phobos supplementaries repo] - Automatic self-destruction logic logic has been reimplemented, `Death.NoAmmo`, `Death.Countdown` and `Death.Peaceful` tags have been remade/renamed and require adjustments to function. - `DetachedFromOwner` on weapons is deprecated. This has been replaced by `AllowDamageOnSelf` on warheads. - Timed jump script actions now take the time measured in ingame seconds instead of frames. Divide your value by 15 to accommodate to this change. -- [Placement Preview](User-Interface.md#placement-preview) logic has been adjusted, `BuildingPlacementPreview.DefaultTranslucentLevel`, `BuildingPlacementGrid.TranslucentLevel`, `PlacementPreview.Show`, `PlacementPreview.TranslucentLevel` and `ShowBuildingPlacementPreview` tags have been remade/renamed and require adjustments to function. In addition, you must explicitly enable this feature by specifying `[AudioVisual]->PlacementPreview=yes`. +- [Placement Preview](User-Interface.md#placement-preview) logic has been adjusted, `BuildingPlacementPreview.DefaultTranslucentLevel`, `BuildingPlacementGrid.TranslucentLevel`, `PlacementPreview.Show`, `PlacementPreview.TranslucentLevel` and `ShowBuildingPlacementPreview` tags have been remade/renamed and require adjustments to function. In addition, you must explicitly enable this feature by specifying `[AudioVisual] -> PlacementPreview=yes`. - Existing script actions were renumbered, please use the migration utility to change the numbers to the correct ones. - `DiskLaser.Radius` values were misinterpreted by a factor of 1/2π. The default radius is now 240, please multiply your customized radii by 2π. #### From 0.2.2.2 -- Keys `rulesmd.ini->[SOMEWARHEAD]->PenetratesShield` and `rulesmd.ini->[SOMEWARHEAD]->BreaksShield` have been changed to `Shield.Penetrate` and `Shield.Break`, respectively. +- Keys `rulesmd.ini->[SOMEWARHEAD] -> PenetratesShield` and `rulesmd.ini->[SOMEWARHEAD] -> BreaksShield` have been changed to `Shield.Penetrate` and `Shield.Break`, respectively. - `Rad.NoOwner` on weapons is deprecated. This has been replaced by `RadHasOwner` key on radiation types itself. It also defaults to no, so radiation once again has no owner house by default. -- `RadApplicationDelay` and `RadApplicationDelay.Building` on custom radiation types are now only used if `[Radiation]` -> `UseGlobalRadApplicationDelay` is explicitly set to false, otherwise values from `[Radiation]` are used. +- `RadApplicationDelay` and `RadApplicationDelay.Building` on custom radiation types are now only used if `[Radiation] -> UseGlobalRadApplicationDelay` is explicitly set to false, otherwise values from `[Radiation]` are used. - Existing script actions were renumbered, please use the migration utility to change the numbers to the correct ones. #### From 0.1.1 -- Key `rulesmd.ini->[SOMETECHNOTYPE]->Deployed.RememberTarget` is deprecated and can be removed now, the bugfix for `DeployToFire` deployers is now always on. +- Key `rulesmd.ini->[SOMETECHNOTYPE] -> Deployed.RememberTarget` is deprecated and can be removed now, the bugfix for `DeployToFire` deployers is now always on. ### New user settings in RA2MD.INI @@ -436,7 +436,7 @@ New: - Toggleable height-based shadow scaling for voxel air units (by Trsdy & Starkku) - User setting toggles for harvester counter & power delta indicator (by Starkku) - Shrapnel weapon target filtering toggle (by Starkku) -- Restore functionality of `[CrateRules]` -> `FreeMCV` with customizable credits threshold (by Starkku) +- Restore functionality of `[CrateRules] -> FreeMCV` with customizable credits threshold (by Starkku) - Allow customizing the number of vehicles required for unit crates to turn into money crates (by Starkku) - Per-VehicleType reroll chance for `CrateGoodie=true` (by Starkku) - Warheads spawning powerup crates (by Starkku) @@ -462,7 +462,7 @@ New: - Promotion animation (by Fryone) - Allow different technos to share build limit in a group (by ststl & Ollerus) - Map events `604-605` for checking if a specific Techno enters in a cell (by FS-21) -- Waypoint path is drawn for all units under player control or if `[GlobalControls]->DebugPlanningPaths=yes` (by Trsdy) +- Waypoint path is drawn for all units under player control or if `[GlobalControls] -> DebugPlanningPaths=yes` (by Trsdy) - `RemoveDisguise` now works on vehicle disguises (by Trsdy) - Allow anchoring extended tooltips to the left side of the sidebar (by Trsdy) - Toggle to allow spawned aircraft to attack immediately after being spawned (by Starkku) @@ -554,7 +554,7 @@ Vanilla fixes: - Fixed teleport units' frozen-still timer being reset after load game (by Trsdy) - Fixed teleport units being unable to visually tilt on slopes (by Trsdy) - Fixed teleport and drill units being unable to be visually flipped (by Trsdy) -- Aircraft docking on buildings now respect `[AudioVisual]`->`PoseDir` as the default setting and do not always land facing north or in case of pre-placed buildings, the building's direction (by Starkku) +- Aircraft docking on buildings now respect `[AudioVisual] -> PoseDir` as the default setting and do not always land facing north or in case of pre-placed buildings, the building's direction (by Starkku) - Spawned aircraft now align with the spawner's facing when landing (by Starkku) - Fixed infantries attempted to entering buildings when waypointing together with engineer/agent/occupier/etc (by Trsdy) - Fixed jumpjet crash speed when crashing onto buildings (by NetsuNegi) @@ -800,14 +800,14 @@ Vanilla fixes: - Fixed the bug when reading a map which puts `Preview(Pack)` after `Map` lead to the game fail to draw the preview (by secsome) - Fixed the bug that GameModeOptions are not correctly saved (by secsome) - Fixed the bug that AITriggerTypes do not recognize building upgrades (by Uranusian) -- Fixed AI Aircraft docks bug when Ares tag `[GlobalControls]` -> `AllowParallelAIQueues=no` is set (by FS-21) +- Fixed AI Aircraft docks bug when Ares tag `[GlobalControls] -> AllowParallelAIQueues=no` is set (by FS-21) - Fixed the bug when occupied building's `MuzzleFlashX` is drawn on the center of the building when `X` goes past 10 (by Otamaa) - Fixed jumpjet units that are `Crashable` not crashing to ground properly if destroyed while being pulled by a `Locomotor` warhead (by Starkku) - Fixed aircraft & jumpjet units not being affected by speed modifiers (by Starkku) - Fixed vehicles (both voxel & SHP) to fully respect `Palette` (by Starkku) - Fixed mind control indicator animations not reappearing on mind controlled objects that are cloaked and then uncloaked (by Starkku) - Fixed Nuke carrier and payload weapons not respecting `Bright` setting on weapon (by Starkku) -- Fixed buildings not reverting to undamaged graphics when HP was restored above `[AudioVisual]`->`ConditionYellow` via `SelfHealing` (by Starkku) +- Fixed buildings not reverting to undamaged graphics when HP was restored above `[AudioVisual] -> ConditionYellow` via `SelfHealing` (by Starkku) - Fixed jumpjet units being unable to turn to the target when firing from a different direction (by Trsdy) - Fixed turreted jumpjet units always facing bottom-right direction when stop moving (by Trsdy) - Fixed jumpjet objects being unable to detect cloaked objects beneath (by Trsdy) 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 01fded3d3b..87bf4e3869 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 @@ -61,8 +61,8 @@ msgid "If a pre-placed building has a `NaturalParticleSystem`, it used to always msgstr "如果预先放置了拥有 `NaturalParticleSystem` 的建筑,它总是在游戏开始时被创建。这一行为已被移除。" #: ../../AI-Scripting-and-Mapping.md:15 -msgid "Superweapons used by AI for script actions `56 Chronoshift to Building`, `57 Chronoshift to a Target Type` and `10104 Chronoshift to Enemy Base` can now be explicitly set via `[General]` -> `AIChronoSphereSW` & `AIChronoWarpSW` respectively. If `AIChronoSphereSW` is set but `AIChronoWarpSW` is not, game will check former's `SW.PostDependent` for a second superweapon to use. Otherwise if not set, last superweapon listed in `[SuperWeaponTypes]` with `Type=ChronoSphere` or `Type=ChronoWarp` will be used, respectively." -msgstr "用于 AI 脚本动作的超级武器 `56 超时空传送至建筑`、`57 超时空传送至目标` 和 `10104 超时空传送至敌方基地` 现在可以通过 `[General]` -> `AIChronoSphereSW` 和 `AIChronoWarpSW` 分别明确设置。如果设置了 `AIChronoSphereSW` 但没有设置 `AIChronoWarpSW`,那么游戏会检查前者指定的 `SW.PostDependent` 来获取关联的超级武器。如果也没有设置那么会分别使用 `[SuperWeaponTypes]` 列表中最后一个 `Type=ChronoSphere` 和 `Type=ChronoWarp` 的超级武器。" +msgid "Superweapons used by AI for script actions `56 Chronoshift to Building`, `57 Chronoshift to a Target Type` and `10104 Chronoshift to Enemy Base` can now be explicitly set via `[General] -> AIChronoSphereSW` & `AIChronoWarpSW` respectively. If `AIChronoSphereSW` is set but `AIChronoWarpSW` is not, game will check former's `SW.PostDependent` for a second superweapon to use. Otherwise if not set, last superweapon listed in `[SuperWeaponTypes]` with `Type=ChronoSphere` or `Type=ChronoWarp` will be used, respectively." +msgstr "用于 AI 脚本动作的超级武器 `56 超时空传送至建筑`、`57 超时空传送至目标` 和 `10104 超时空传送至敌方基地` 现在可以通过 `[General] -> AIChronoSphereSW` 和 `AIChronoWarpSW` 分别明确设置。如果设置了 `AIChronoSphereSW` 但没有设置 `AIChronoWarpSW`,那么游戏会检查前者指定的 `SW.PostDependent` 来获取关联的超级武器。如果也没有设置那么会分别使用 `[SuperWeaponTypes]` 列表中最后一个 `Type=ChronoSphere` 和 `Type=ChronoWarp` 的超级武器。" #: ../../AI-Scripting-and-Mapping.md:17 msgid "Singleplayer Mission Maps" @@ -77,8 +77,8 @@ msgid "In singleplayer campaign missions you can now decide whether AI can repai msgstr "在单人战役中你可以决定 AI 是否修复由 Deliver 超武(*Ares 功能*)提供的基地节点/建筑。" #: ../../AI-Scripting-and-Mapping.md:22 -msgid "You can control it globally by setting `[Basic]->RepairBaseNodes`, or locally by setting the flag with same name in `[Some House]` in certain map file. The global one will be overriden if the local one is set." -msgstr "你可以通过设置 `[Basic]->RepairBaseNodes` 来全局控制,或者在特定地图文件的 `[Some House]` 中设置同名标签。局部标签会覆盖全局。" +msgid "You can control it globally by setting `[Basic] -> RepairBaseNodes`, or locally by setting the flag with same name in `[Some House]` in certain map file. The global one will be overriden if the local one is set." +msgstr "你可以通过设置 `[Basic] -> RepairBaseNodes` 来全局控制,或者在特定地图文件的 `[Some House]` 中设置同名标签。局部标签会覆盖全局。" #: ../../AI-Scripting-and-Mapping.md:24 msgid "In `rulesmd.ini`:" @@ -113,8 +113,8 @@ msgid "MCV redeploying" msgstr "基地车重部署" #: ../../AI-Scripting-and-Mapping.md:55 -msgid "You can now decide whether MCV can redeploy in singleplayer campaign missions by setting `[Basic]->MCVRedeploys`. Overrides `[MultiplayerDialogSettings]`->`MCVRedeploys` only in singleplayer campaign missions." -msgstr "现在你可以通过设置 `[Basic]->MCVRedeploys` 来决定单人战役中的基地车能否重部署。这会覆盖 `[MultiplayerDialogSettings]`->`MCVRedeploys` 但仅生效于单人战役地图中。" +msgid "You can now decide whether MCV can redeploy in singleplayer campaign missions by setting `[Basic] -> MCVRedeploys`. Overrides `[MultiplayerDialogSettings] -> MCVRedeploys` only in singleplayer campaign missions." +msgstr "现在你可以通过设置 `[Basic] -> MCVRedeploys` 来决定单人战役中的基地车能否重部署。这会覆盖 `[MultiplayerDialogSettings] -> MCVRedeploys` 但仅生效于单人战役地图中。" #: ../../AI-Scripting-and-Mapping.md:63 msgid "Set par times and related string labels in missionmd.ini" @@ -484,8 +484,8 @@ msgid "Tech Buildings" msgstr "科技建筑" #: ../../AI-Scripting-and-Mapping.md:0 -msgid "Any `BuildingTypes` with `Unsellable=yes`, `Capturable=yes`, negative `TechLevel=` values or appears in `[AI]->NeutralTechBuildings=` list" -msgstr "任何拥有 `Unsellable=yes`、`Capturable=yes`、负值 `TechLevel=` 或位于 `[AI]->NeutralTechBuildings=` 列表中的`建筑类型`" +msgid "Any `BuildingTypes` with `Unsellable=yes`, `Capturable=yes`, negative `TechLevel=` values or appears in `[AI] -> NeutralTechBuildings=` list" +msgstr "任何拥有 `Unsellable=yes`、`Capturable=yes`、负值 `TechLevel=` 或位于 `[AI] -> NeutralTechBuildings=` 列表中的`建筑类型`" #: ../../AI-Scripting-and-Mapping.md:0 msgid "12" @@ -917,8 +917,8 @@ msgid "`10104` Chronoshift to Enemy Base" msgstr "`10104` 超时空传送至敌方基地" #: ../../AI-Scripting-and-Mapping.md:278 -msgid "Chronoshifts the members of the TeamType using first available `Type=ChronoSphere` superweapon to a location within `[General]` -> `AISafeDistance` (plus the additional distance defined in parameter, can be negative) cells from enemy house's base. The superweapon must be charged up to atleast `[General]` -> `AIMinorSuperReadyPercent` percentage of its recharge time to be available for use by this action." -msgstr "使用第一个可用的 `Type=ChronoSphere` 超级武器将小队类型的成员超时空传送到敌方基地附近 `[General]` -> `AISafeDistance`(加上参数中定义的可为负值的额外距离)格的位置。超级武器必须先加载到 `[General]` -> `AIMinorSuperReadyPercent` 所指定百分比才能被此行为考虑。" +msgid "Chronoshifts the members of the TeamType using first available `Type=ChronoSphere` superweapon to a location within `[General] -> AISafeDistance` (plus the additional distance defined in parameter, can be negative) cells from enemy house's base. The superweapon must be charged up to atleast `[General] -> AIMinorSuperReadyPercent` percentage of its recharge time to be available for use by this action." +msgstr "使用第一个可用的 `Type=ChronoSphere` 超级武器将小队类型的成员超时空传送到敌方基地附近 `[General] -> AISafeDistance`(加上参数中定义的可为负值的额外距离)格的位置。超级武器必须先加载到 `[General] -> AIMinorSuperReadyPercent` 所指定百分比才能被此行为考虑。" #: ../../AI-Scripting-and-Mapping.md:286 msgid "`12000-12999` Suplementary/Setup Pre-actions" diff --git a/docs/locale/zh_CN/LC_MESSAGES/CREDITS.po b/docs/locale/zh_CN/LC_MESSAGES/CREDITS.po index 2782b8da2f..82113a6c10 100644 --- a/docs/locale/zh_CN/LC_MESSAGES/CREDITS.po +++ b/docs/locale/zh_CN/LC_MESSAGES/CREDITS.po @@ -8,779 +8,1806 @@ msgid "" msgstr "" "Project-Id-Version: Phobos \n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2022-08-01 11:42+0800\n" +"POT-Creation-Date: 2025-02-21 22:51+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-Transfer-Encoding: 8bit\n" -"Generated-By: Babel 2.9.1\n" +"Generated-By: Babel 2.16.0\n" -#: ../../CREDITS.md:1 +#: ../../../CREDITS.md:2 msgid "Credits" msgstr "工作人员名单表" -#: ../../CREDITS.md:3 +#: ../../../CREDITS.md:4 msgid "" "This page lists all the individual contributions to the project by their " "author." msgstr "本页面列出所有对本项目做出贡献的人及其贡献名单。" -#: ../../CREDITS.md:5 +#: ../../../CREDITS.md:6 msgid "**Belonit (Gluk-v48)**:" msgstr "" -#: ../../CREDITS.md:6 +#: ../../../CREDITS.md:7 msgid "Disable empty spawn positions" msgstr "禁止空起始点" -#: ../../CREDITS.md:7 +#: ../../../CREDITS.md:8 msgid "`gamemd.exe` icon customization" msgstr "自定义`gamemd.exe`图标" -#: ../../CREDITS.md:8 +#: ../../../CREDITS.md:9 msgid "Full-color non-paletted PCX support" msgstr "全彩色PCX支持" -#: ../../CREDITS.md:9 +#: ../../../CREDITS.md:10 msgid "Initial SpySat, BigGap, TransactMoney warheads" msgstr "最初的视野弹头和金币弹头" -#: ../../CREDITS.md:10 +#: ../../../CREDITS.md:11 msgid "PCX Loading Screen support" msgstr "PCX载入图支持" -#: ../../CREDITS.md:11 +#: ../../../CREDITS.md:12 msgid "Custom DiskLaser radius" msgstr "自定义飞碟激光半径" -#: ../../CREDITS.md:12 ../../CREDITS.md:25 +#: ../../../CREDITS.md:13 ../../../CREDITS.md:31 msgid "Extended tooltips" msgstr "扩展工具提示" -#: ../../CREDITS.md:13 ../../CREDITS.md:24 +#: ../../../CREDITS.md:14 ../../../CREDITS.md:30 msgid "Building upgrades enhancement" msgstr "建筑升级增强" -#: ../../CREDITS.md:14 +#: ../../../CREDITS.md:15 msgid "Option to hide health bar" msgstr "隐藏血条" -#: ../../CREDITS.md:15 +#: ../../../CREDITS.md:16 msgid "Sidebar.GDIPosition" msgstr "侧边栏GDI位置" -#: ../../CREDITS.md:16 ../../CREDITS.md:86 +#: ../../../CREDITS.md:17 ../../../CREDITS.md:100 msgid "Help with CellSpread" msgstr "弹头波及范围协助" -#: ../../CREDITS.md:17 +#: ../../../CREDITS.md:18 msgid "Blowfish.dll-related errors fix" msgstr "Blowfish.dll相关错误修复" -#: ../../CREDITS.md:18 ../../CREDITS.md:31 +#: ../../../CREDITS.md:19 ../../../CREDITS.md:37 msgid "Zero size map previews fix" msgstr "0大小地图预览修复" -#: ../../CREDITS.md:19 +#: ../../../CREDITS.md:20 msgid "Semantic locomotor aliases" msgstr "运动模式代称" -#: ../../CREDITS.md:20 ../../CREDITS.md:45 +#: ../../../CREDITS.md:21 ../../../CREDITS.md:57 msgid "Shield logic" msgstr "护盾逻辑" -#: ../../CREDITS.md:21 +#: ../../../CREDITS.md:22 msgid "Non-ASCII input fix" msgstr "非ASCII输入修复" -#: ../../CREDITS.md:22 -msgid "**Kerbiter (Metadorius)**:" +#: ../../../CREDITS.md:23 +msgid "Building Placement Preview Adjustment" +msgstr "" + +#: ../../../CREDITS.md:24 +msgid "Check for Changelog/Documentation/Credits in Pull Requests" +msgstr "" + +#: ../../../CREDITS.md:25 +msgid "Docs dark theme switcher" +msgstr "" + +#: ../../../CREDITS.md:26 +msgid "" +"Fix position and layer of info tip and reveal production cameo on " +"selected building" msgstr "" -#: ../../CREDITS.md:23 -msgid "SHP debris respect `Shadow` fix" -msgstr "SHP碎片遵循`Shadow`修复" +#: ../../../CREDITS.md:27 +msgid "Fix a glitch related to incorrect target setting for missiles" +msgstr "" + +#: ../../../CREDITS.md:28 ../../../CREDITS.md:49 +msgid "Ability to disable shadow for debris & meteor animations" +msgstr "" + +#: ../../../CREDITS.md:29 +msgid "**Kerbiter (Metadorius)**:" +msgstr "" -#: ../../CREDITS.md:26 +#: ../../../CREDITS.md:32 msgid "Selection priority filtering" msgstr "选择优先级筛选" -#: ../../CREDITS.md:27 +#: ../../../CREDITS.md:33 msgid "`TurretOffset` enhancement" msgstr "`TurretOffset`增强" -#: ../../CREDITS.md:28 +#: ../../../CREDITS.md:34 msgid "Customizable ore spawners" msgstr "自定义矿柱" -#: ../../CREDITS.md:29 +#: ../../../CREDITS.md:35 msgid "Select next idle harvester hotkey" msgstr "选择下一个空闲矿车快捷键" -#: ../../CREDITS.md:30 +#: ../../../CREDITS.md:36 msgid "Interceptor enhancement" msgstr "拦截者增强" -#: ../../CREDITS.md:32 +#: ../../../CREDITS.md:38 msgid "LaserTrails port and rework" msgstr "激光尾迹导入与重做" -#: ../../CREDITS.md:33 +#: ../../../CREDITS.md:39 msgid "Laser graphics fixes" msgstr "激光图像修复" -#: ../../CREDITS.md:34 +#: ../../../CREDITS.md:40 msgid "Recursive transport killer fix" msgstr "递归载具击杀修复" -#: ../../CREDITS.md:35 +#: ../../../CREDITS.md:41 +msgid "Custom locomotors example implementation and piggybacking test warheads" +msgstr "" + +#: ../../../CREDITS.md:42 +#, fuzzy +msgid "Jumpjet initial facing fix" +msgstr "Jumpjet面向修复" + +#: ../../../CREDITS.md:43 msgid "Migration utility" msgstr "迁移工具" -#: ../../CREDITS.md:36 +#: ../../../CREDITS.md:44 msgid "GitHub Actions setup" msgstr "GitHub Actions安装" -#: ../../CREDITS.md:37 +#: ../../../CREDITS.md:45 msgid "Official docs" msgstr "官方说明书" -#: ../../CREDITS.md:38 +#: ../../../CREDITS.md:46 msgid "VSCode configs" msgstr "VSCode配置" -#: ../../CREDITS.md:39 +#: ../../../CREDITS.md:47 msgid "Code style" msgstr "代码样式" -#: ../../CREDITS.md:40 +#: ../../../CREDITS.md:48 ../../../CREDITS.md:372 +#, fuzzy +msgid "Customizable ElectricBolt Arcs" +msgstr "可开关的电弧" + +#: ../../../CREDITS.md:50 ../../../CREDITS.md:275 +#, fuzzy +msgid "Voxel light source position customization" +msgstr "自定义附加动画位置" + +#: ../../../CREDITS.md:51 +msgid "Voxel light source position and tilting fix" +msgstr "" + +#: ../../../CREDITS.md:52 msgid "**Uranusian (Thrifinesma)**:" msgstr "**[Uranusian](https://space.bilibili.com/3339044) (Thrifinesma)**:" -#: ../../CREDITS.md:41 ../../CREDITS.md:66 +#: ../../../CREDITS.md:53 ../../../CREDITS.md:78 msgid "Mind Control enhancement" msgstr "心灵控制增强" -#: ../../CREDITS.md:42 +#: ../../../CREDITS.md:54 msgid "Custom warhead splash list" msgstr "自定义弹头水花动画" -#: ../../CREDITS.md:43 +#: ../../../CREDITS.md:55 ../../../CREDITS.md:308 msgid "Harvester counter" msgstr "矿车计数器" -#: ../../CREDITS.md:44 +#: ../../../CREDITS.md:56 msgid "Spawns promotion" msgstr "子机升级" -#: ../../CREDITS.md:46 +#: ../../../CREDITS.md:58 msgid "Multiple death fix" msgstr "多重死亡修复" -#: ../../CREDITS.md:47 +#: ../../../CREDITS.md:59 msgid "Customizable missing cameo" msgstr "自定义缺省图标" -#: ../../CREDITS.md:48 +#: ../../../CREDITS.md:60 msgid "Cameo sorting priority" msgstr "图标排序优先级" -#: ../../CREDITS.md:49 +#: ../../../CREDITS.md:61 msgid "Tab hotkey placement fix" msgstr "标签快捷键放置修复" -#: ../../CREDITS.md:50 +#: ../../../CREDITS.md:62 msgid "Producing progress indicators" msgstr "生产进度指示器" -#: ../../CREDITS.md:51 ../../CREDITS.md:73 +#: ../../../CREDITS.md:63 ../../../CREDITS.md:85 msgid "Custom ore gathering anim" msgstr "自定义矿车采矿动画" -#: ../../CREDITS.md:52 +#: ../../../CREDITS.md:64 msgid "`NoManualMove`" msgstr "无法手动移动" -#: ../../CREDITS.md:53 +#: ../../../CREDITS.md:65 msgid "Weapon target house filtering" msgstr "武器瞄准所属方筛选" -#: ../../CREDITS.md:54 +#: ../../../CREDITS.md:66 msgid "`DeathWeapon` fix" msgstr "死亡武器修复" -#: ../../CREDITS.md:55 +#: ../../../CREDITS.md:67 msgid "Re-enable obsolete `JumpjetControls`" msgstr "重激活废弃的`JumpjetControls`" -#: ../../CREDITS.md:56 +#: ../../../CREDITS.md:68 msgid "`AITrigger` Building Upgrades support" msgstr "AI触发对建筑升级的支持" -#: ../../CREDITS.md:57 +#: ../../../CREDITS.md:69 msgid "Wall-Gate links" msgstr "闸门-围墙链接" -#: ../../CREDITS.md:58 +#: ../../../CREDITS.md:70 msgid "Ability for deployed infantry to use both weapons" msgstr "部署步兵可以使用双武器" -#: ../../CREDITS.md:59 +#: ../../../CREDITS.md:71 msgid "Observer PCX loading screen" msgstr "观战者PCX载入图" -#: ../../CREDITS.md:60 +#: ../../../CREDITS.md:72 msgid "Official CN docs" msgstr "官方中文说明书" -#: ../../CREDITS.md:61 +#: ../../../CREDITS.md:73 msgid "**secsome (SEC-SOME)**:" msgstr "" -#: ../../CREDITS.md:62 +#: ../../../CREDITS.md:74 msgid "Debug info dump hotkey" msgstr "调试信息快捷键" -#: ../../CREDITS.md:63 +#: ../../../CREDITS.md:75 msgid "Refactoring & porting of Ares helper code" msgstr "重构与导入Ares助手代码" -#: ../../CREDITS.md:64 +#: ../../../CREDITS.md:76 msgid "Disguise removal warhead" msgstr "伪装移除弹头" -#: ../../CREDITS.md:65 +#: ../../../CREDITS.md:77 msgid "Mind Control removal warhead" msgstr "心灵控制移除弹头" -#: ../../CREDITS.md:67 +#: ../../../CREDITS.md:79 msgid "Shields logic help" msgstr "护盾逻辑帮助" -#: ../../CREDITS.md:68 +#: ../../../CREDITS.md:80 msgid "`AnimList.PickRandom`" msgstr "弹头随机动画" -#: ../../CREDITS.md:69 +#: ../../../CREDITS.md:81 msgid "`MoveToCell` fix" msgstr "移动到单元格修复" -#: ../../CREDITS.md:70 +#: ../../../CREDITS.md:82 msgid "Unlimited waypoints" msgstr "无限路径点" -#: ../../CREDITS.md:71 +#: ../../../CREDITS.md:83 msgid "`Build At` trigger action buildup anim fix" msgstr "触发动作`将建筑建造于`建造动画修复" -#: ../../CREDITS.md:72 +#: ../../../CREDITS.md:84 msgid "Undeploy building into a unit plays `EVA_NewRallyPointEstablished` fix" msgstr "反部署建筑播放`EVA_NewRallyPointEstablished`修复" -#: ../../CREDITS.md:74 +#: ../../../CREDITS.md:86 msgid "`TemporalClass` related crash" msgstr "`TemporalClass`相关修复" -#: ../../CREDITS.md:75 +#: ../../../CREDITS.md:87 msgid "Retry dialog on mission failure" msgstr "任务失败重试对话框" -#: ../../CREDITS.md:76 +#: ../../../CREDITS.md:88 msgid "Default disguise for individual InfantryTypes" msgstr "步兵微观默认伪装" -#: ../../CREDITS.md:77 +#: ../../../CREDITS.md:89 msgid "PowerPlant Enhancer" msgstr "电厂增幅器" -#: ../../CREDITS.md:78 +#: ../../../CREDITS.md:90 msgid "SaveGame Trigger Action" msgstr "保存游戏触发动作" -#: ../../CREDITS.md:79 +#: ../../../CREDITS.md:91 msgid "QuickSave command" msgstr "快捷保存快捷键" -#: ../../CREDITS.md:80 +#: ../../../CREDITS.md:92 msgid "Numeric variables" msgstr "数字变量" -#: ../../CREDITS.md:81 +#: ../../../CREDITS.md:93 msgid "Custom gravity for projectiles" msgstr "抛射体自定义重力" -#: ../../CREDITS.md:82 +#: ../../../CREDITS.md:94 msgid "Retint map actions bugfix" msgstr "地图触发光照修复" -#: ../../CREDITS.md:83 +#: ../../../CREDITS.md:95 msgid "Sharpnel enhancement" msgstr "溅射增强" -#: ../../CREDITS.md:84 +#: ../../../CREDITS.md:96 msgid "Vanilla map preview reading bugfix" msgstr "原版地图预览读取修复" -#: ../../CREDITS.md:85 +#: ../../../CREDITS.md:97 +msgid "Customizable tooltip background" +msgstr "" + +#: ../../../CREDITS.md:98 +msgid "Parts of Ares calling code" +msgstr "" + +#: ../../../CREDITS.md:99 msgid "**Otamaa (Fahroni, BoredEXE)**:" msgstr "" -#: ../../CREDITS.md:87 +#: ../../../CREDITS.md:101 msgid "Ported and fixed custom RadType code" msgstr "导入并修复自定义辐射代码" -#: ../../CREDITS.md:88 +#: ../../../CREDITS.md:102 msgid "Togglable ElectricBolt bolts" msgstr "可开关的电弧" -#: ../../CREDITS.md:89 +#: ../../../CREDITS.md:103 msgid "Customizable Chrono Locomotor properties per TechnoClass" msgstr "微观超时空运动属性" -#: ../../CREDITS.md:90 +#: ../../../CREDITS.md:104 +#, fuzzy +msgid "Building Placement Preview" +msgstr "建筑升级增强" + +#: ../../../CREDITS.md:105 msgid "`DebrisMaximums` fixes" msgstr "碎片修复" -#: ../../CREDITS.md:91 +#: ../../../CREDITS.md:106 msgid "Anim-to-Unit" msgstr "动画生成单位" -#: ../../CREDITS.md:92 +#: ../../../CREDITS.md:107 msgid "`NotHuman` anim sequences improvements" msgstr "`NotHuman`动画序列增强" -#: ../../CREDITS.md:93 +#: ../../../CREDITS.md:108 msgid "Customizable `OpenTopped` Properties" msgstr "自定义对外开火属性" -#: ../../CREDITS.md:94 +#: ../../../CREDITS.md:109 msgid "Hooks for ScriptType Actions 92 & 93" msgstr "脚本动作92&93的hook" -#: ../../CREDITS.md:95 +#: ../../../CREDITS.md:110 msgid "Ore stage threshold for `HideIfNoOre`" msgstr "`HideIfNoOre`的矿石下限" -#: ../../CREDITS.md:96 +#: ../../../CREDITS.md:111 msgid "Occupied building `MuzzleFlashX` bugfix" msgstr "进驻建筑`MuzzleFlashX`修复" -#: ../../CREDITS.md:97 +#: ../../../CREDITS.md:112 msgid "`EnemyUIName=` for other TechnoTypes" msgstr "`EnemyUIName=`对其他单位" -#: ../../CREDITS.md:98 +#: ../../../CREDITS.md:113 msgid "TerrainType `DestroyAnim` & `DestroySound`" msgstr "地形对象的摧毁动画与摧毁音效" -#: ../../CREDITS.md:99 +#: ../../../CREDITS.md:114 msgid "Laser trails for VoxelAnims" msgstr "VXL碎片激光尾迹" -#: ../../CREDITS.md:100 +#: ../../../CREDITS.md:115 +msgid "MakeInfantry logic on BombClass bugfix" +msgstr "" + +#: ../../../CREDITS.md:116 ../../../CREDITS.md:195 +msgid "Debris & meteor impact behaviour settings" +msgstr "" + +#: ../../../CREDITS.md:117 +msgid "Upgrade logic to allow altering of SpySat status" +msgstr "" + +#: ../../../CREDITS.md:118 ../../../CREDITS.md:269 +msgid "Ares detection and integration" +msgstr "" + +#: ../../../CREDITS.md:119 +#, fuzzy +msgid "Help with custom locomotors" +msgstr "说明书帮助" + +#: ../../../CREDITS.md:120 ../../../CREDITS.md:215 +#, fuzzy +msgid "Extension class optimization" +msgstr "自定义`gamemd.exe`图标" + +#: ../../../CREDITS.md:121 msgid "**FS-21**:" msgstr "" -#: ../../CREDITS.md:101 +#: ../../../CREDITS.md:122 msgid "Dump Object Info enhancements" msgstr "输出目标信息增强" -#: ../../CREDITS.md:102 +#: ../../../CREDITS.md:123 msgid "`Powered.KillSpawns`" msgstr "断电子机坠毁" -#: ../../CREDITS.md:103 +#: ../../../CREDITS.md:124 msgid "`Spawner.LimitRange`" msgstr "子机最大航程" -#: ../../CREDITS.md:104 -msgid "ScriptType Actions 71 to 113, 124 to 126" -msgstr "脚本动作71到113、124到126" +#: ../../../CREDITS.md:125 +#, fuzzy +msgid "Majority of ScriptType actions" +msgstr "脚本动作92&93的hook" -#: ../../CREDITS.md:105 +#: ../../../CREDITS.md:126 msgid "MC deployer fixes" msgstr "心控部署修复" -#: ../../CREDITS.md:106 ../../CREDITS.md:163 +#: ../../../CREDITS.md:127 ../../../CREDITS.md:277 msgid "Help with docs" msgstr "说明书帮助" -#: ../../CREDITS.md:107 +#: ../../../CREDITS.md:128 msgid "Automatic Passenger Deletion logic" msgstr "自动删除乘客逻辑" -#: ../../CREDITS.md:108 +#: ../../../CREDITS.md:129 msgid "`Fire SW At Location/Waypoint` Trigger Action" msgstr "`将超级武器发射到地点/路径点`触发动作" -#: ../../CREDITS.md:109 +#: ../../../CREDITS.md:130 msgid "Kill Object Automatically logic prototype" msgstr "单位自杀逻辑原型" -#: ../../CREDITS.md:110 +#: ../../../CREDITS.md:131 msgid "Customizable resource storage" msgstr "自定义资源存储" -#: ../../CREDITS.md:111 -msgid "Override Uncloaked Underwater attack behavior" +#: ../../../CREDITS.md:132 +#, fuzzy +msgid "Override uncloaked underwater attack behavior" msgstr "覆盖隐形水下单位攻击行为" -#: ../../CREDITS.md:112 +#: ../../../CREDITS.md:133 msgid "AI Aircraft docks fix" msgstr "AI飞机停机坪修复" -#: ../../CREDITS.md:113 -msgid "Shared Ammo logic" +#: ../../../CREDITS.md:134 +#, fuzzy +msgid "Shared ammo logic" msgstr "分享弹药逻辑" -#: ../../CREDITS.md:114 -msgid "Customizable FLH When Infantry Is Prone Or Deployed" +#: ../../../CREDITS.md:135 +#, fuzzy +msgid "Customizable FLH when infantry is prone or deployed" msgstr "自定义步兵匍匐/部署FLH" -#: ../../CREDITS.md:115 -msgid "Initial Strength for Cloned Infantry" +#: ../../../CREDITS.md:136 +#, fuzzy +msgid "Initial strength for cloned infantry" msgstr "克隆步兵初始生命值" -#: ../../CREDITS.md:116 +#: ../../../CREDITS.md:137 +msgid "Map Events 604 & 605 for checking if a specific Techno enters in a cell" +msgstr "" + +#: ../../../CREDITS.md:138 msgid "**Starkku**:" msgstr "" -#: ../../CREDITS.md:117 +#: ../../../CREDITS.md:139 +#, fuzzy +msgid "Misc. minor bugfixes & improvements" +msgstr "激光修复与增强" + +#: ../../../CREDITS.md:140 +msgid "AI script actions:" +msgstr "" + +#: ../../../CREDITS.md:141 +msgid "Chronoshift to Enemy Base" +msgstr "" + +#: ../../../CREDITS.md:142 msgid "Warhead shield penetration & breaking" msgstr "护盾穿透与击破弹头" -#: ../../CREDITS.md:118 +#: ../../../CREDITS.md:143 ../../../CREDITS.md:292 msgid "Strafing aircraft weapon customization" msgstr "飞机扫射武器自定义" -#: ../../CREDITS.md:119 +#: ../../../CREDITS.md:144 msgid "Vehicle `DeployFire` fixes/improvements" msgstr "载具部署开火修复/增强" -#: ../../CREDITS.md:120 +#: ../../../CREDITS.md:145 msgid "Stationary VehicleTypes" msgstr "静止载具" -#: ../../CREDITS.md:121 +#: ../../../CREDITS.md:146 msgid "Burst logic improvements" msgstr "Burst逻辑增强" -#: ../../CREDITS.md:122 +#: ../../../CREDITS.md:147 msgid "TechnoType auto-firing weapons" msgstr "单位自动开火" -#: ../../CREDITS.md:123 +#: ../../../CREDITS.md:148 msgid "Secondary weapon fallback customization" msgstr "自定义副武器自动推算" -#: ../../CREDITS.md:124 +#: ../../../CREDITS.md:149 msgid "Weapon target type filtering" msgstr "武器瞄准目标筛选" -#: ../../CREDITS.md:125 +#: ../../../CREDITS.md:150 msgid "`AreaFire` targeting customization" msgstr "自定义`AreaFire`瞄准" -#: ../../CREDITS.md:126 +#: ../../../CREDITS.md:151 msgid "`CreateUnit` improvements" msgstr "`CreateUnit`增强" -#: ../../CREDITS.md:127 +#: ../../../CREDITS.md:152 msgid "Attached animation & jumpjet unit layer customization" msgstr "自定义附加动画与Jumpjet单位图层" -#: ../../CREDITS.md:128 +#: ../../../CREDITS.md:153 msgid "`IsSimpleDeployer` improvements" msgstr "`IsSimpleDeployer`增强" -#: ../../CREDITS.md:129 +#: ../../../CREDITS.md:154 msgid "Shield modification warheads" msgstr "护盾修改弹头" -#: ../../CREDITS.md:130 +#: ../../../CREDITS.md:155 msgid "Warhead decloaking toggle" msgstr "弹头反隐形开关" -#: ../../CREDITS.md:131 +#: ../../../CREDITS.md:156 msgid "Warp(In/Out)Weapon" msgstr "传送武器" -#: ../../CREDITS.md:132 +#: ../../../CREDITS.md:157 msgid "Grinder improvements / additions" msgstr "部队回收站逻辑增强/扩展" -#: ../../CREDITS.md:133 +#: ../../../CREDITS.md:158 msgid "Attached animation position customization" msgstr "自定义附加动画位置" -#: ../../CREDITS.md:134 +#: ../../../CREDITS.md:159 msgid "Critical hit logic additions" msgstr "暴击逻辑增强" -#: ../../CREDITS.md:135 +#: ../../../CREDITS.md:160 msgid "Aircraft & jumpjet speed modifiers fix" msgstr "飞机与Jumpjet速度加成修复" -#: ../../CREDITS.md:136 +#: ../../../CREDITS.md:161 msgid "Local warhead screen shaking" msgstr "局部弹头屏幕震动" -#: ../../CREDITS.md:137 +#: ../../../CREDITS.md:162 msgid "Vehicle custom palette fix" msgstr "载具自定义色盘" -#: ../../CREDITS.md:138 +#: ../../../CREDITS.md:163 msgid "Feedback weapon" msgstr "反馈武器" -#: ../../CREDITS.md:139 +#: ../../../CREDITS.md:164 msgid "TerrainType & ore minimap color customization" msgstr "地形对象小地图颜色自定义" -#: ../../CREDITS.md:140 +#: ../../../CREDITS.md:165 msgid "Laser fixes & improvements" msgstr "激光修复与增强" -#: ../../CREDITS.md:141 +#: ../../../CREDITS.md:166 msgid "Mind control indicator animation cloak fix" msgstr "心灵控制指示动画隐形修复" -#: ../../CREDITS.md:142 +#: ../../../CREDITS.md:167 msgid "Warhead / Play animation trigger animation owner fix" msgstr "弹头与播放动画触发动画所属方修复" -#: ../../CREDITS.md:143 +#: ../../../CREDITS.md:168 msgid "Nuke carrier & payload Bright fix" msgstr "核弹Bright修复" -#: ../../CREDITS.md:144 +#: ../../../CREDITS.md:169 msgid "Display damage numbers hotkey command" msgstr "快捷键显示伤害数字" -#: ../../CREDITS.md:145 +#: ../../../CREDITS.md:170 msgid "TransactMoney.Display" msgstr "显示金币弹头的钱" -#: ../../CREDITS.md:146 +#: ../../../CREDITS.md:171 msgid "Building-provided self-heal customization" msgstr "自定义建筑提供自愈" -#: ../../CREDITS.md:147 +#: ../../../CREDITS.md:172 msgid "AI deploy script DeploysInto fix" msgstr "AI部署脚本DeploysInto修复" -#: ../../CREDITS.md:148 +#: ../../../CREDITS.md:173 msgid "Passable & buildable-upon TerrainTypes" msgstr "可通行与可在其上建造的地形对象" -#: ../../CREDITS.md:149 +#: ../../../CREDITS.md:174 msgid "Automatic passenger owner change toggle" msgstr "自动变换乘客所属方" -#: ../../CREDITS.md:150 +#: ../../../CREDITS.md:175 msgid "Interceptor improvements" msgstr "拦截逻辑增强" -#: ../../CREDITS.md:151 -msgid "OpenTopped transport rangefinding & deactivated state customizations" +#: ../../../CREDITS.md:176 +#, fuzzy +msgid "OpenTopped transport behaviour customizations" msgstr "自定义对外开火载具的寻敌与失活状态" -#: ../../CREDITS.md:152 +#: ../../../CREDITS.md:177 msgid "Animation damage / weapon improvements" msgstr "动画伤害/武器增强" -#: ../../CREDITS.md:153 +#: ../../../CREDITS.md:178 msgid "Warhead self-damaging toggle" msgstr "弹头自伤开关" -#: ../../CREDITS.md:154 +#: ../../../CREDITS.md:179 msgid "Trailer animation owner inheritance" msgstr "尾迹动画继承所属方" -#: ../../CREDITS.md:155 +#: ../../../CREDITS.md:180 msgid "Warhead detonation on all objects on map" msgstr "全图弹头" -#: ../../CREDITS.md:156 +#: ../../../CREDITS.md:181 msgid "Animated TerrainTypes extension" msgstr "可动地形对象扩展" -#: ../../CREDITS.md:157 -msgid "**Morton (MortonPL)**:" +#: ../../../CREDITS.md:182 +msgid "TerrainType damage & crumbling frames" msgstr "" -#: ../../CREDITS.md:158 -msgid "`XDrawOffset`" -msgstr "X绘制偏移" +#: ../../../CREDITS.md:183 +msgid "Exploding unit passenger killing customization" +msgstr "" -#: ../../CREDITS.md:159 -msgid "Shield passthrough & absorption" -msgstr "护盾穿透与吸收" +#: ../../../CREDITS.md:184 +msgid "Railgun particle target coordinate fix" +msgstr "" -#: ../../CREDITS.md:160 -msgid "Building `LimboDelivery` logic" -msgstr "建筑虚拟投放逻辑" +#: ../../../CREDITS.md:185 +msgid "Building target coordinate offset fix" +msgstr "" -#: ../../CREDITS.md:161 -msgid "Fix for `Image` in art rules" -msgstr "修复art中Image逻辑" +#: ../../../CREDITS.md:186 +msgid "Warhead / weapon detonation at superweapon target cell" +msgstr "" -#: ../../CREDITS.md:162 -msgid "Power delta counter" -msgstr "电力变动指示器" +#: ../../../CREDITS.md:187 +msgid "Cloaked & disguised objects displaying to observers" +msgstr "" -#: ../../CREDITS.md:164 -msgid "" -"**ChrisLv_CN** (work relicensed under [following " -"permission](https://github.com/Phobos-" -"developers/Phobos/blob/develop/images/ChrisLv-relicense.png)):" +#: ../../../CREDITS.md:188 +#, fuzzy +msgid "Building airstrike target eligibility customization" +msgstr "自定义`AreaFire`瞄准" + +#: ../../../CREDITS.md:189 +msgid "IvanBomb detonation & image display centered on buildings" msgstr "" -"**ChrisLv_CN** (授权见[此处](https://github.com/Phobos-" -"developers/Phobos/blob/develop/images/ChrisLv-relicense.png)):" -#: ../../CREDITS.md:165 -msgid "General assistance" -msgstr "一般协助" +#: ../../../CREDITS.md:190 +#, fuzzy +msgid "Customizable ROF random delay" +msgstr "自定义资源存储" -#: ../../CREDITS.md:166 -msgid "Interceptor logic prototype" -msgstr "拦截逻辑原型" +#: ../../../CREDITS.md:191 +msgid "BibShape drawing during buildup fix" +msgstr "" -#: ../../CREDITS.md:167 -msgid "LaserTrails prototype" -msgstr "激光尾迹原型" +#: ../../../CREDITS.md:192 +msgid "Spawner spawn delay customization" +msgstr "" -#: ../../CREDITS.md:168 -msgid "Laser fixes prototype" -msgstr "激光修复原型" +#: ../../../CREDITS.md:193 +msgid "Cluster scatter distance customization" +msgstr "" -#: ../../CREDITS.md:169 -msgid "**Trsdy**" +#: ../../../CREDITS.md:194 +msgid "FlakScatter distance customization" msgstr "" -#: ../../CREDITS.md:170 -msgid "Preserve IronCurtain status upon DeploysInto/UndeploysInto" -msgstr "载具部署与建筑反部署保留铁幕" +#: ../../../CREDITS.md:196 +#, fuzzy +msgid "Custom warhead debris animations" +msgstr "自定义弹头水花动画" -#: ../../CREDITS.md:171 -msgid "Jumpjet facing fix" -msgstr "Jumpjet面向修复" +#: ../../../CREDITS.md:197 +msgid "Attached particle system for animations" +msgstr "" -#: ../../CREDITS.md:172 -msgid "Object Self-destruction logic" -msgstr "单位自毁逻辑" +#: ../../../CREDITS.md:198 +msgid "Removal of hardcoded AA & Gattling weapon selection restrictions" +msgstr "" -#: ../../CREDITS.md:173 -msgid "Building EVA_StructureSold and SellSound dehardcode" -msgstr "建筑EVA_StructureSold与变卖音效解硬编码" +#: ../../../CREDITS.md:199 +#, fuzzy +msgid "Projectile obstacle logic additions" +msgstr "暴击逻辑增强" -#: ../../CREDITS.md:174 -msgid "Slaves' house customization when owner is killed" -msgstr "自定义奴矿被毁后的奴隶所属方" +#: ../../../CREDITS.md:200 +msgid "`AnimList` on zero damage Warheads toggle" +msgstr "" -#: ../../CREDITS.md:175 -msgid "Misc CN doc fix" -msgstr "部分中文说明书修复" +#: ../../../CREDITS.md:201 +#, fuzzy +msgid "Additions to automatic passenger deletion" +msgstr "自动删除乘客逻辑" -#: ../../CREDITS.md:176 -msgid "Warhead superweapon launch logic" -msgstr "弹头超级武器发射逻辑" +#: ../../../CREDITS.md:202 +msgid "Buildings considered as vehicles" +msgstr "" + +#: ../../../CREDITS.md:203 +msgid "TechnoType target evaluation map zone check behaviour customization" +msgstr "" + +#: ../../../CREDITS.md:204 +msgid "CanC4 damage rounding fix & toggle" +msgstr "" + +#: ../../../CREDITS.md:205 +msgid "Option to center pause menu background" +msgstr "" -#: ../../CREDITS.md:177 +#: ../../../CREDITS.md:206 #, fuzzy -msgid "**NetsuNegi** - Forbidding parallel AI queues by type" -msgstr "**NetsuNegi** - 阻止特定类型AI克隆" +msgid "Disguise logic improvements" +msgstr "Burst逻辑增强" -#: ../../CREDITS.md:178 -msgid "**Apollo** - Translucent SHP drawing patches" -msgstr "**Apollo** - 半透明SHP绘制补丁" +#: ../../../CREDITS.md:207 +msgid "Custom insignias" +msgstr "" -#: ../../CREDITS.md:179 -msgid "**FlyStar** - Campaign load screen PCX support" -msgstr "**FlyStar** - 战役载入图PCX支持" +#: ../../../CREDITS.md:208 +msgid "`ZShapePointMove` buildup toggle" +msgstr "" -#: ../../CREDITS.md:180 -msgid "**SukaHati (Erzoid)** - Minimum interceptor guard range" -msgstr "**SukaHati (Erzoid)** - 拦截者最小警戒距离" +#: ../../../CREDITS.md:209 +msgid "`UndeploysInto` building selling buildup sequence length customization" +msgstr "" -#: ../../CREDITS.md:181 -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:210 +msgid "AI naval vehicle production fix" +msgstr "" -#: ../../CREDITS.md:182 -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:211 +#, fuzzy +msgid "Crushing tilt and slowdown customization" +msgstr "飞机扫射武器自定义" -#: ../../CREDITS.md:183 -msgid "**Chasheen (Chasheenburg)** - CN docs help" -msgstr "**Chasheen (Chasheenburg)** - 中文说明书协助" +#: ../../../CREDITS.md:212 +#, fuzzy +msgid "Extra warhead detonations on weapons" +msgstr "全图弹头" -#: ../../CREDITS.md:184 -msgid "" -"**Ares developers** - YRpp and Syringe which are used, save/load, project" -" foundation and generally useful code from Ares, unfinished RadTypes " -"code, prototype deployer fixes" -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:213 +msgid "Chrono sparkle animation display customization and improvements" +msgstr "" -#: ../../CREDITS.md:185 -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:214 +msgid "PipScale pip size & ammo pip frame customization" +msgstr "" + +#: ../../../CREDITS.md:216 +msgid "Additional sync logging" +msgstr "" + +#: ../../../CREDITS.md:217 +msgid "`Arcing` elevation inaccuracy fix" +msgstr "" + +#: ../../../CREDITS.md:218 +msgid "`EMPulseCannon` projectile gravity fix" +msgstr "" + +#: ../../../CREDITS.md:219 +msgid "Custom palette support for wall overlays" +msgstr "" + +#: ../../../CREDITS.md:220 +#, fuzzy +msgid "Warhead animation improvements" +msgstr "`CreateUnit`增强" + +#: ../../../CREDITS.md:221 +msgid "Reloading ammo in transports" +msgstr "" + +#: ../../../CREDITS.md:222 +msgid "Straight projectile trajectory additions" +msgstr "" + +#: ../../../CREDITS.md:223 +msgid "Airstrike & spy plane fixed spawn distance & height" +msgstr "" + +#: ../../../CREDITS.md:224 +msgid "Negative damage `Verses/PercentAtMax` toggle" +msgstr "" + +#: ../../../CREDITS.md:225 +#, fuzzy +msgid "Misc. singleplayer mission improvements" +msgstr "激光修复与增强" + +#: ../../../CREDITS.md:226 +msgid "Weapon effect obstacle interaction fix" +msgstr "" + +#: ../../../CREDITS.md:227 +msgid "Fire particle rotation coordinate adjust toggle" +msgstr "" + +#: ../../../CREDITS.md:228 +#, fuzzy +msgid "`AmbientDamage` warhead & main target ignore customization" +msgstr "自定义`AreaFire`瞄准" + +#: ../../../CREDITS.md:229 +msgid "Projectile return weapon" +msgstr "" + +#: ../../../CREDITS.md:230 +msgid "Aircraft landing / docking direction" +msgstr "" + +#: ../../../CREDITS.md:231 +msgid "`DeploysInto` cursor desync fix" +msgstr "" -#: ../../CREDITS.md:186 +#: ../../../CREDITS.md:232 +#, fuzzy +msgid "Minor crate logic improvements" +msgstr "Burst逻辑增强" + +#: ../../../CREDITS.md:233 +#, fuzzy +msgid "Custom tint effects" +msgstr "抛射体自定义重力" + +#: ../../../CREDITS.md:234 +#, fuzzy +msgid "Revenge weapons" +msgstr "反馈武器" + +#: ../../../CREDITS.md:235 +msgid "AttachEffect" +msgstr "" + +#: ../../../CREDITS.md:236 +msgid "Air unit tracking fix for large range / `CellSpread`" +msgstr "" + +#: ../../../CREDITS.md:237 +msgid "Extra tint intensity for Iron Curtain & Force Shield" +msgstr "" + +#: ../../../CREDITS.md:238 msgid "" -"**CCHyper** - all-around help, current project logo, assistance and " -"guidance in reverse-engineering, YR binary mappings" -msgstr "**CCHyper** - 全方位帮助,项目logo,逆向工程方面协助与指导,YR解析" +"Option to enable parsing 8-bit RGB values from `[ColorAdd]` instead of " +"RGB565" +msgstr "" -#: ../../CREDITS.md:187 -msgid "**AlexB** - Original FlyingStrings implementation" -msgstr "**AlexB** - 原始 FlyingStrings 实装" +#: ../../../CREDITS.md:239 +msgid "Customizing height and speed at which subterranean units travel" +msgstr "" -#: ../../CREDITS.md:188 -msgid "**Joshy** - Original FlyingStrings implementation" -msgstr "**Joshy** - 原始 FlyingStrings 实装" +#: ../../../CREDITS.md:240 +#, fuzzy +msgid "AI superweapon delay timer customization" +msgstr "自定义副武器自动推算" -#: ../../CREDITS.md:189 -msgid "**ZΞPHYɌUS** - win/lose themes code" -msgstr "**ZΞPHYɌUS** - 胜利失败音乐" +#: ../../../CREDITS.md:241 +msgid "Disabling `MultipleFactory` bonus from specific BuildingType" +msgstr "" -#: ../../CREDITS.md:190 -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:242 +msgid "Customizable ChronoSphere teleport delays for units" +msgstr "" -#: ../../CREDITS.md:191 -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:243 +msgid "Allowed and disallowed types for `FactoryPlant`" +msgstr "" -#: ../../CREDITS.md:192 -msgid "**4SG** - help with docs" -msgstr "**4SG** - 帮助书写说明书" +#: ../../../CREDITS.md:244 +#, fuzzy +msgid "Forbidding parallel AI queues for specific TechnoTypes" +msgstr "**NetsuNegi** - 阻止特定类型AI克隆" -#: ../../CREDITS.md:193 -msgid "**thomassneddon** - general assistance" -msgstr "**thomassneddon** - 一般协助" +#: ../../../CREDITS.md:245 +msgid "Nonprovocative Warheads" +msgstr "" -#: ../../CREDITS.md:194 -msgid "**Xkein** - general assistance, YRpp edits" -msgstr "**Xkein** - 一般协助,YRpp编辑" +#: ../../../CREDITS.md:246 +msgid "Customizing effect of level lighting on air units" +msgstr "" -#: ../../CREDITS.md:195 -msgid "**mevitar** - honorary shield tester *triple* award" -msgstr "**mevitar** - 荣誉护盾测试员*三重*奖章" +#: ../../../CREDITS.md:247 +msgid "Reimplemented `Airburst` & `Splits` logic with more customization options" +msgstr "" -#: ../../CREDITS.md:196 -msgid "**Damfoos** - extensive and thorough testing" -msgstr "**Damfoos** - 广泛的深度测试" +#: ../../../CREDITS.md:248 +msgid "Buildings considered as destroyable pathfinding obstacles" +msgstr "" -#: ../../CREDITS.md:197 -msgid "**Dmitry Volkov** - extensive and thorough testing" -msgstr "**Dmitry Volkov** - 广泛的深度测试" +#: ../../../CREDITS.md:249 +#, fuzzy +msgid "Animation visibility customization settings" +msgstr "自定义附加动画位置" -#: ../../CREDITS.md:198 -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" +#: ../../../CREDITS.md:250 +#, fuzzy +msgid "Light effect customizations" +msgstr "自定义`gamemd.exe`图标" + +#: ../../../CREDITS.md:251 +#, fuzzy +msgid "Building unit repair customizations" +msgstr "自定义建筑提供自愈" + +#: ../../../CREDITS.md:252 +#, fuzzy +msgid "Build area customizations" +msgstr "自定义建筑提供自愈" + +#: ../../../CREDITS.md:253 +#, fuzzy +msgid "`Scorch` / `Flamer` fire animation customization" +msgstr "自定义`AreaFire`瞄准" + +#: ../../../CREDITS.md:254 +#, fuzzy +msgid "EM Pulse cannon logic improvements" +msgstr "Burst逻辑增强" + +#: ../../../CREDITS.md:255 +msgid "`` as owner for pre-placed objects" +msgstr "" + +#: ../../../CREDITS.md:256 +msgid "Custom exit cell for infantry factory" +msgstr "" + +#: ../../../CREDITS.md:257 +msgid "Vehicles keeping target on move command" +msgstr "" + +#: ../../../CREDITS.md:258 +msgid "**Morton (MortonPL)**:" +msgstr "" + +#: ../../../CREDITS.md:259 +#, fuzzy +msgid "`XDrawOffset` for animations" +msgstr "X绘制偏移" + +#: ../../../CREDITS.md:260 +msgid "Shield passthrough & absorption" +msgstr "护盾穿透与吸收" + +#: ../../../CREDITS.md:261 +msgid "Building `LimboDelivery` logic" +msgstr "建筑虚拟投放逻辑" + +#: ../../../CREDITS.md:262 +msgid "Fix for `Image` in art rules" +msgstr "修复art中Image逻辑" + +#: ../../../CREDITS.md:263 +msgid "Power delta counter" +msgstr "电力变动指示器" + +#: ../../../CREDITS.md:264 +msgid "Super Weapons launching other Super Weapons" +msgstr "" + +#: ../../../CREDITS.md:265 +msgid "SpyEffects expansion, launching Super Weapons on building infiltration" +msgstr "" + +#: ../../../CREDITS.md:266 +msgid "Real time timers" +msgstr "" + +#: ../../../CREDITS.md:267 +msgid "Default campaign game speed override and custom campaign game speed FPS" +msgstr "" + +#: ../../../CREDITS.md:268 +msgid "Including INI files and inheriting INI sections" +msgstr "" + +#: ../../../CREDITS.md:270 +msgid "TechnoType conversion warhead & superweapon" +msgstr "" + +#: ../../../CREDITS.md:271 +msgid "Unlimited skirmish colors" +msgstr "" + +#: ../../../CREDITS.md:272 +msgid "Show designator & inhibitor range" +msgstr "" + +#: ../../../CREDITS.md:273 +msgid "Dump variables to file on scenario end / hotkey" +msgstr "" + +#: ../../../CREDITS.md:274 +msgid "" +"\"House owns TechnoType\" and \"House doesn't own TechnoType\" trigger " +"events" +msgstr "" + +#: ../../../CREDITS.md:276 +msgid "Extending `Power` to all TechnoTypes" +msgstr "" + +#: ../../../CREDITS.md:278 +msgid "" +"**ChrisLv_CN** (work relicensed under [following " +"permission](https://github.com/Phobos-" +"developers/Phobos/blob/develop/images/ChrisLv-relicense.png)):" +msgstr "" +"**ChrisLv_CN** (授权见[此处](https://github.com/Phobos-" +"developers/Phobos/blob/develop/images/ChrisLv-relicense.png)):" + +#: ../../../CREDITS.md:279 +msgid "General assistance" +msgstr "一般协助" + +#: ../../../CREDITS.md:280 +msgid "Interceptor logic prototype" +msgstr "拦截逻辑原型" + +#: ../../../CREDITS.md:281 +msgid "LaserTrails prototype" +msgstr "激光尾迹原型" + +#: ../../../CREDITS.md:282 +msgid "Laser fixes prototype" +msgstr "激光修复原型" + +#: ../../../CREDITS.md:283 +msgid "**Trsdy**" +msgstr "" + +#: ../../../CREDITS.md:284 +msgid "Preserve IronCurtain status upon DeploysInto/UndeploysInto" +msgstr "载具部署与建筑反部署保留铁幕" + +#: ../../../CREDITS.md:285 +msgid "Several jumpjet fixes:" +msgstr "" + +#: ../../../CREDITS.md:286 +msgid "Facing towards target even if not omni-firing" +msgstr "" + +#: ../../../CREDITS.md:287 +msgid "Turret direction in idle state fix" +msgstr "" + +#: ../../../CREDITS.md:288 +msgid "Sensor fix" +msgstr "" + +#: ../../../CREDITS.md:289 +msgid "Allow to tilt regardless of TiltCrashJumpjet" +msgstr "" + +#: ../../../CREDITS.md:290 +msgid "Forbid firing when crashing" +msgstr "" + +#: ../../../CREDITS.md:291 +msgid "OmniFire.TurnToTarget" +msgstr "" + +#: ../../../CREDITS.md:293 +msgid "Object Self-destruction logic" +msgstr "单位自毁逻辑" + +#: ../../../CREDITS.md:294 +msgid "Misc vanilla suicidal behavior fix" +msgstr "" + +#: ../../../CREDITS.md:295 +msgid "Post-type-conversion update" +msgstr "" + +#: ../../../CREDITS.md:296 +msgid "Units retaining orders after changing ownership bugfix" +msgstr "" + +#: ../../../CREDITS.md:297 +msgid "Several fixes and dehardcode related to building selling/undeploying:" +msgstr "" + +#: ../../../CREDITS.md:298 +#, fuzzy +msgid "Building `EVA_StructureSold` and `SellSound` dehardcode" +msgstr "建筑EVA_StructureSold与变卖音效解硬编码" + +#: ../../../CREDITS.md:299 +msgid "Restore `EVA_StructureSold` for buildings with `UndeploysInto`" +msgstr "" + +#: ../../../CREDITS.md:300 +msgid "Redeployable MCV in campaigns" +msgstr "" + +#: ../../../CREDITS.md:301 +msgid "" +"Allow buildings with `UndeploysInto` to be sold if `Unsellable=no` even " +"if not conyard" +msgstr "" + +#: ../../../CREDITS.md:302 +msgid "Trigger actions that allow/forbid MCV to redeploy in game" +msgstr "" + +#: ../../../CREDITS.md:303 +msgid "`AlternateFLH` of vehicles in `OpenTopped` transport." +msgstr "" + +#: ../../../CREDITS.md:304 +msgid "Slaves' house customization when owner is killed" +msgstr "自定义奴矿被毁后的奴隶所属方" + +#: ../../../CREDITS.md:305 +msgid "Trigger Action spawned team IFV/Opentopped logic fix" +msgstr "" + +#: ../../../CREDITS.md:306 +msgid "" +"Singleplayer Campaign AI's base node/SW-delivered/trigger action " +"125-delivered structures' auto-repairability dehardcode" +msgstr "" + +#: ../../../CREDITS.md:307 +msgid "Power delta counter : blackout indication mark" +msgstr "" + +#: ../../../CREDITS.md:309 +msgid "Income money string indication upon ore dump" +msgstr "" + +#: ../../../CREDITS.md:310 +msgid "Warhead superweapon launch logic" +msgstr "弹头超级武器发射逻辑" + +#: ../../../CREDITS.md:311 ../../../CREDITS.md:326 +msgid "TechnoType conversion placeholder" +msgstr "" + +#: ../../../CREDITS.md:312 +msgid "\"Shield is broken\" trigger event" +msgstr "" + +#: ../../../CREDITS.md:313 +msgid "RadialIndicator observer visibility" +msgstr "" + +#: ../../../CREDITS.md:314 +msgid "Cloaked objects from allies displaying to player in singleplayer campaigns" +msgstr "" + +#: ../../../CREDITS.md:315 +msgid "Skip `NaturalParticleSystem` displaying from in-map pre-placed structures" +msgstr "" + +#: ../../../CREDITS.md:316 +msgid "" +"Random crate generation limited to land option, optimization for crates' " +"random sampling" +msgstr "" + +#: ../../../CREDITS.md:317 +msgid "`ImmuneToCrit` for shields" +msgstr "" + +#: ../../../CREDITS.md:318 ../../../CREDITS.md:349 +#, fuzzy +msgid "Forbidding parallel AI queues by type" +msgstr "**NetsuNegi** - 阻止特定类型AI克隆" + +#: ../../../CREDITS.md:319 +msgid "The option to allow DieSound/VoiceDie being played when grinding" +msgstr "" + +#: ../../../CREDITS.md:320 +msgid "Allow iron-curtain effects on infantries" +msgstr "" + +#: ../../../CREDITS.md:321 +msgid "" +"Break the mindcontrol link when capturing a mind-controlled building with" +" engineer" +msgstr "" + +#: ../../../CREDITS.md:322 +msgid "" +"Remove sound events when mind-controlled vehicles deploy into buildings " +"or when buildings considered as vehicles get captured" +msgstr "" + +#: ../../../CREDITS.md:323 +msgid "Building LightSource tint S/L fix" +msgstr "" + +#: ../../../CREDITS.md:324 +msgid "Permanent healthbar display on units targeted by temporal weapons fix" +msgstr "" + +#: ../../../CREDITS.md:325 +msgid "" +"Powered anims on buildings cease playing upon capture by different house " +"fix" +msgstr "" + +#: ../../../CREDITS.md:327 +msgid "TechnoType conversion upon ownership change" +msgstr "" + +#: ../../../CREDITS.md:328 +msgid "EIP 00529A14 crash fix on Linux" +msgstr "" + +#: ../../../CREDITS.md:329 +msgid "Teleport timer reset after load game fix" +msgstr "" + +#: ../../../CREDITS.md:330 +msgid "Teleport, Tunnel and Fly loco visual tilt fix" +msgstr "" + +#: ../../../CREDITS.md:331 +msgid "Turret/Barrel/NoSpawnAlt/Multi-section voxel shadow, dynamic voxel shadow" +msgstr "" + +#: ../../../CREDITS.md:332 +msgid "Skip units' turret rotation and jumpjets' wobbling under EMP" +msgstr "" + +#: ../../../CREDITS.md:333 +msgid "Droppod properties dehardcode" +msgstr "" + +#: ../../../CREDITS.md:334 +msgid "`Deployer = yes->no` infantry conversion sequence fix" +msgstr "" + +#: ../../../CREDITS.md:335 +msgid "Waypoint entering building together with engineer/agent bug fix" +msgstr "" + +#: ../../../CREDITS.md:336 +msgid "Skippable game save on scenario start" +msgstr "" + +#: ../../../CREDITS.md:337 +msgid "`InfDeath=9` versus jumpjet infantry 0 damage fix" +msgstr "" + +#: ../../../CREDITS.md:338 +msgid "Skip rally point line drawing when undeploying a building" +msgstr "" + +#: ../../../CREDITS.md:339 +msgid "Ares' `SW.Shots` hint on extended tooltips" +msgstr "" + +#: ../../../CREDITS.md:340 +msgid "Ares' Abductor weapon fix" +msgstr "" + +#: ../../../CREDITS.md:341 +msgid "Suppress Ares' swizzle warning when parsing tags and taskforces" +msgstr "" + +#: ../../../CREDITS.md:342 +msgid "" +"Better fix for Ares academy not working on the initial payloads of " +"vehicles built from a war factory" +msgstr "" + +#: ../../../CREDITS.md:343 +msgid "Fix Ares' InitialPayload for teams spawned by trigger actions" +msgstr "" + +#: ../../../CREDITS.md:344 +msgid "Misc code refactor & maintenance, CN doc fixes, bugfixes" +msgstr "" + +#: ../../../CREDITS.md:345 +msgid "**FlyStar**" +msgstr "" + +#: ../../../CREDITS.md:346 +#, fuzzy +msgid "Campaign load screen PCX support" +msgstr "**FlyStar** - 战役载入图PCX支持" + +#: ../../../CREDITS.md:347 +msgid "" +"New condition for automatic self-destruction logic when TechnoTypes " +"exist/don't exist" +msgstr "" + +#: ../../../CREDITS.md:348 +msgid "**NetsuNegi**" +msgstr "" + +#: ../../../CREDITS.md:350 +msgid "Jumpjet crash speed fix when crashing onto building" +msgstr "" + +#: ../../../CREDITS.md:351 +msgid "" +"Disguised units not using the correct palette if target has custom " +"palette bugfix" +msgstr "" + +#: ../../../CREDITS.md:352 +msgid "Tunnel/Walk/Mech locomotor being stuck when moving too fast bugfix" +msgstr "" + +#: ../../../CREDITS.md:353 +msgid "Assign Super Weapon cameo to any sidebar tab" +msgstr "" + +#: ../../../CREDITS.md:354 +msgid "" +"Fix impassable invisible barrier created by chronosphere on uncrushable " +"unit." +msgstr "" + +#: ../../../CREDITS.md:355 +msgid "**Apollo** - Translucent SHP drawing patches" +msgstr "**Apollo** - 半透明SHP绘制补丁" + +#: ../../../CREDITS.md:356 +msgid "**ststl**" +msgstr "" + +#: ../../../CREDITS.md:357 +msgid "Customizable ShowTimer priority of superweapons" +msgstr "" + +#: ../../../CREDITS.md:358 +msgid "Iron Curtain effects customization on infantries and organic units" +msgstr "" + +#: ../../../CREDITS.md:359 +msgid "Use `CustomPalette` for animations with `Tiled=yes`" +msgstr "" + +#: ../../../CREDITS.md:360 +msgid "Unlimited `AlternateFLH` entries" +msgstr "" + +#: ../../../CREDITS.md:361 +msgid "Build limit group" +msgstr "" + +#: ../../../CREDITS.md:362 +msgid "Customizing whether passengers are kicked out when an aircraft fires" +msgstr "" + +#: ../../../CREDITS.md:363 +msgid "**TwinkleStar**" +msgstr "" + +#: ../../../CREDITS.md:364 +msgid "Custom slaves free sound" +msgstr "" + +#: ../../../CREDITS.md:365 +msgid "Jumpjet crash rotation control" +msgstr "" + +#: ../../../CREDITS.md:366 +msgid "Vehicle voxel turret shadows & body multi-section shadows" +msgstr "" + +#: ../../../CREDITS.md:367 +msgid "`TurretOffset` support for SHP vehicles" +msgstr "" + +#: ../../../CREDITS.md:368 ../../../CREDITS.md:394 +#, fuzzy +msgid "Customizable rocker amplitude" +msgstr "自定义缺省图标" + +#: ../../../CREDITS.md:369 +#, fuzzy +msgid "Customizable wake anim" +msgstr "自定义矿柱" + +#: ../../../CREDITS.md:370 +msgid "Initial effort on optimization for crates' random distribution" +msgstr "" + +#: ../../../CREDITS.md:371 +msgid "**Fryone**" +msgstr "" + +#: ../../../CREDITS.md:373 +msgid "Sound entry on unit's creation" +msgstr "" + +#: ../../../CREDITS.md:374 +msgid "Auto-deploy/Deploy block on ammo change" +msgstr "" + +#: ../../../CREDITS.md:375 +msgid "Flashing Technos on selecting" +msgstr "" + +#: ../../../CREDITS.md:376 +msgid "Promotion animation" +msgstr "" + +#: ../../../CREDITS.md:377 +msgid "**ZivDero**" +msgstr "" + +#: ../../../CREDITS.md:378 +msgid "Re-enable the Veinhole Monster and Weeds from TS" +msgstr "" + +#: ../../../CREDITS.md:379 +msgid "Recreate the weed-charging of SWs like the TS Chemical Missile" +msgstr "" + +#: ../../../CREDITS.md:380 +msgid "Allow to change the speed of gas particles" +msgstr "" + +#: ../../../CREDITS.md:381 +msgid "**CrimRecya**" +msgstr "" + +#: ../../../CREDITS.md:382 +msgid "Fix `LimboKill` not working reliably" +msgstr "" + +#: ../../../CREDITS.md:383 +msgid "Allow using waypoints, area guard and attack move with aircraft" +msgstr "" + +#: ../../../CREDITS.md:384 +msgid "Fix `Stop` command not working so well in some cases" +msgstr "" + +#: ../../../CREDITS.md:385 +msgid "Fix aircraft `MovementZone` and `SpeedType` inconsistencies" +msgstr "" + +#: ../../../CREDITS.md:386 +msgid "" +"Use 2D distance instead of 3D to check whether in air team members have " +"arrived destination" +msgstr "" + +#: ../../../CREDITS.md:387 +msgid "Enhanced Straight trajectory" +msgstr "" + +#: ../../../CREDITS.md:388 +msgid "Enable Building Production Queue" +msgstr "" + +#: ../../../CREDITS.md:389 +msgid "Fix for sidebar not updating queued unit numbers when on hold" +msgstr "" + +#: ../../../CREDITS.md:390 +msgid "New Parabola trajectory" +msgstr "" + +#: ../../../CREDITS.md:391 ../../../CREDITS.md:397 +msgid "Enhanced Bombard trajectory" +msgstr "" + +#: ../../../CREDITS.md:392 +msgid "**Ollerus**" +msgstr "" + +#: ../../../CREDITS.md:393 +#, fuzzy +msgid "Build limit group enhancement" +msgstr "建筑升级增强" + +#: ../../../CREDITS.md:395 +msgid "" +"Allowed `AuxBuilding` and Ares' `SW.Aux/NegBuildings` to count building " +"upgrades" +msgstr "" + +#: ../../../CREDITS.md:396 +msgid "Type select for buildings (doc)" +msgstr "" + +#: ../../../CREDITS.md:398 +msgid "**NaotoYuuki** - Vertical & meteor trajectory projectile prototypes" +msgstr "" + +#: ../../../CREDITS.md:399 +msgid "**handama** - AI script action to jump back to previous script" +msgstr "" + +#: ../../../CREDITS.md:400 +msgid "**TaranDahl (航味麻酱)**" +msgstr "" + +#: ../../../CREDITS.md:401 +msgid "" +"Skirmish AI \"sell all buildings and set all technos to hunt\" behavior " +"dehardcode" +msgstr "" + +#: ../../../CREDITS.md:402 +msgid "Skirmish AI \"gather when MCV deploy\" behavior dehardcode" +msgstr "" + +#: ../../../CREDITS.md:403 +msgid "Global value of `RepairBaseNodes`" +msgstr "" + +#: ../../../CREDITS.md:404 +msgid "Skip anim delay for burst fire" +msgstr "" + +#: ../../../CREDITS.md:405 +msgid "Type select for buildings (code)" +msgstr "" + +#: ../../../CREDITS.md:406 +msgid "Raise alert when technos are taking damage" +msgstr "" + +#: ../../../CREDITS.md:407 +msgid "Toggle waypoint for building" +msgstr "" + +#: ../../../CREDITS.md:408 +msgid "Parasite returning bug fix" +msgstr "" + +#: ../../../CREDITS.md:409 +msgid "Bunkerable checks dehardcode" +msgstr "" + +#: ../../../CREDITS.md:410 +msgid "" +"Prevent the units with locomotors that cause problems from entering the " +"tank bunker" +msgstr "" + +#: ../../../CREDITS.md:411 +msgid "" +"**tyuah8** - Drive/Jumpjet/Ship/Teleport locomotor did not power on when " +"it is un-piggybacked bugfix" +msgstr "" + +#: ../../../CREDITS.md:412 +msgid "" +"**Aephiex** - initial fix for Ares academy not working on the initial " +"payloads of vehicles built from a war factory" +msgstr "" + +#: ../../../CREDITS.md:413 +msgid "" +"**Multfinite** - Allow to toggle main exception handler via command line " +"argument `-ExceptionHandler=boolean`" +msgstr "" + +#: ../../../CREDITS.md:414 +msgid "**Ares developers**" +msgstr "" + +#: ../../../CREDITS.md:415 +#, 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 +msgid "unfinished RadTypes code" +msgstr "" + +#: ../../../CREDITS.md:417 +#, fuzzy +msgid "prototype deployer fixes" +msgstr "心控部署修复" + +#: ../../../CREDITS.md:418 +msgid "Superweapon launch site & availability code" +msgstr "" + +#: ../../../CREDITS.md:419 +msgid "AI vehicle production update code" +msgstr "" + +#: ../../../CREDITS.md:420 +msgid "parts of TechnoType conversion placeholder code" +msgstr "" + +#: ../../../CREDITS.md:421 +msgid "**ststl, FlyStar, NaotoYuuki, Saigyouji, JunJacobYoung** - Digital Display" +msgstr "" + +#: ../../../CREDITS.md:422 +msgid "**SukaHati (Erzoid)** - Minimum interceptor guard range" +msgstr "**SukaHati (Erzoid)** - 拦截者最小警戒距离" + +#: ../../../CREDITS.md:423 +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 +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 +msgid "**Chasheen (Chasheenburg)** - CN docs help" +msgstr "**Chasheen (Chasheenburg)** - 中文说明书协助" + +#: ../../../CREDITS.md:426 +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 +#, fuzzy +msgid "" +"**CCHyper** - all-around help, current project logo, assistance and " +"guidance in reverse-engineering, YR binary mappings, custom locomotors " +"example implementation" +msgstr "**CCHyper** - 全方位帮助,项目logo,逆向工程方面协助与指导,YR解析" + +#: ../../../CREDITS.md:428 +msgid "**AlexB** - Original FlyingStrings implementation" +msgstr "**AlexB** - 原始 FlyingStrings 实装" + +#: ../../../CREDITS.md:429 +msgid "**Joshy** - Original FlyingStrings implementation" +msgstr "**Joshy** - 原始 FlyingStrings 实装" + +#: ../../../CREDITS.md:430 +msgid "**CnCVK** - Original custom locomotors experiment" +msgstr "" + +#: ../../../CREDITS.md:431 +msgid "**ZΞPHYɌUS** - win/lose themes code" +msgstr "**ZΞPHYɌUS** - 胜利失败音乐" + +#: ../../../CREDITS.md:432 +msgid "" +"**Neargye (Daniil Goncharov)** - [nameof " +"library](https://github.com/Neargye/nameof) (MIT)" +msgstr "" + +#: ../../../CREDITS.md:433 +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 +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 +msgid "**4SG** - help with docs" +msgstr "**4SG** - 帮助书写说明书" + +#: ../../../CREDITS.md:436 +#, fuzzy +msgid "" +"**thomassneddon** - general assistance, knowledge about voxel lighting " +"model" +msgstr "**thomassneddon** - 一般协助" + +#: ../../../CREDITS.md:437 +msgid "**Xkein** - general assistance, YRpp edits" +msgstr "**Xkein** - 一般协助,YRpp编辑" + +#: ../../../CREDITS.md:438 +msgid "**mevitar** - honorary shield tester *triple* award" +msgstr "**mevitar** - 荣誉护盾测试员*三重*奖章" + +#: ../../../CREDITS.md:439 +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 "" + +#: ../../../CREDITS.md:440 +msgid "**Damfoos** - extensive and thorough testing" +msgstr "**Damfoos** - 广泛的深度测试" + +#: ../../../CREDITS.md:441 +msgid "**Dmitry Volkov** - extensive and thorough testing" +msgstr "**Dmitry Volkov** - 广泛的深度测试" + +#: ../../../CREDITS.md:442 +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" + +#~ msgid "SHP debris respect `Shadow` fix" +#~ msgstr "SHP碎片遵循`Shadow`修复" + +#~ msgid "ScriptType Actions 71 to 113, 124 to 126" +#~ msgstr "脚本动作71到113、124到126" + +#~ msgid "Misc CN doc fix" +#~ msgstr "部分中文说明书修复" diff --git a/docs/locale/zh_CN/LC_MESSAGES/Contributing.po b/docs/locale/zh_CN/LC_MESSAGES/Contributing.po index c1a2bbefb8..b297830194 100644 --- a/docs/locale/zh_CN/LC_MESSAGES/Contributing.po +++ b/docs/locale/zh_CN/LC_MESSAGES/Contributing.po @@ -8,44 +8,220 @@ msgid "" msgstr "" "Project-Id-Version: Phobos \n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2022-07-31 14:34+0800\n" +"POT-Creation-Date: 2025-02-21 22:51+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-Transfer-Encoding: 8bit\n" -"Generated-By: Babel 2.9.1\n" +"Generated-By: Babel 2.16.0\n" -#: ../Contributing.md:1 +#: ../../Contributing.md:1 msgid "Contributing" msgstr "贡献" -#: ../Contributing.md:3 +#: ../../Contributing.md:3 msgid "" "This page describes ways to help or contribute to Phobos and lists the " "contributing guidelines that are used in the project." msgstr "本页面介绍了如何帮助或为火卫一做出贡献,以及所有的实现方法。" -#: ../Contributing.md:5 -msgid "Guidelines for contributors" +#: ../../Contributing.md:5 +msgid "Project guidelines and policies" +msgstr "" + +#: ../../Contributing.md:7 +msgid "Phobos maintenance crew structure" +msgstr "" + +#: ../../Contributing.md:9 +msgid "" +"Due to the size of the project and varying complexity of the codebase, we" +" have established a maintenance crew structure to help with the project's" +" development and maintenance. The structure is as follows:" +msgstr "" + +#: ../../Contributing.md:11 +msgid "" +"**Leads** (or `T3` maintainers) - primary decision makers, define where " +"the project is headed and have the final say in case of disputes. They " +"are responsible for the project's vision and direction, and are the main " +"point of contact for the community." +msgstr "" + +#: ../../Contributing.md:12 +msgid "**`T2` maintainers** - assigned to more complex PRs, can make releases." +msgstr "" + +#: ../../Contributing.md:13 +msgid "**`T1` maintainers** - assigned to less complex PRs." +msgstr "" + +#: ../../Contributing.md:14 +msgid "" +"**Triages** - help triage/label/assign PRs, issues, discussions, help " +"with communication with the community." +msgstr "" + +#: ../../Contributing.md:16 +msgid "" +"Those roles are assigned based on the complexity of the PRs and the " +"experience of the contributors. The roles are not fixed and can change " +"based on the contributor's experience and the complexity of the PRs they " +"are working on. Also only the commonly occured roles are established in " +"the list, in case of need - individual permissions can be assigned to " +"contributors by leads (for example, to help with documentation " +"translations)." +msgstr "" + +#: ../../Contributing.md:18 +#, fuzzy +msgid "Types of contributions" msgstr "对贡献者的指导" -#: ../Contributing.md:7 +#: ../../Contributing.md:20 +msgid "" +"To distribute the workload and make the project more manageable, we have " +"established several commonly occuring types of contributions that can be " +"made to the project. These types are as follows:" +msgstr "" + +#: ../../Contributing.md:22 +msgid "" +"Phobos bugfixes, including reconnection error (desync), crash (fatal " +"error) fixes, and documentation fixes" +msgstr "" + +#: ../../Contributing.md:23 ../../Contributing.md:25 ../../Contributing.md:27 +msgid "`T1` complexity by default" +msgstr "" + +#: ../../Contributing.md:24 +msgid "Vanilla bugfixes" +msgstr "" + +#: ../../Contributing.md:26 +msgid "" +"Unhardcodings/customizations - contributions that only make something " +"customizable through the INI or other way (by the modder usually), " +"without adding too much code to handle the customization" +msgstr "" + +#: ../../Contributing.md:28 +msgid "New features" +msgstr "" + +#: ../../Contributing.md:29 +msgid "" +"Extensions of existing systems - add logic to existing systems, doesn't " +"warrant it's own entity or type classes generally, but may introduce new " +"hooks" +msgstr "" + +#: ../../Contributing.md:30 +msgid "" +"Examples: feedback weapon logic, superweapon launch warhead logic, a new " +"type of trajectory that uses existing custom trajectory framework, etc." +msgstr "" + +#: ../../Contributing.md:31 +msgid "" +"`T1` or `T2` complexity by default, depending on judgement of the one who" +" assigns the PR" +msgstr "" + +#: ../../Contributing.md:32 +msgid "" +"New systems - generally with their own classes that don't extend game " +"classes/logics (or have such amount of code that should be separated into" +" separate classes)" +msgstr "" + +#: ../../Contributing.md:33 +msgid "" +"Examples: custom trajectories framework, interceptor logic, shield logic," +" etc." +msgstr "" + +#: ../../Contributing.md:34 ../../Contributing.md:36 +msgid "`T2` complexity by default" +msgstr "" + +#: ../../Contributing.md:35 +msgid "" +"Contributions to project infrastructure - changes to the project's build " +"system, CI, documentation, etc." +msgstr "" + +#: ../../Contributing.md:37 +msgid "" +"Project policy changes - changes to the project's guidelines, " +"contributing guidelines, etc." +msgstr "" + +#: ../../Contributing.md:38 +msgid "`T3` complexity by default (has to be reviewed by leads)" +msgstr "" + +#: ../../Contributing.md:41 +msgid "" +"Modders are highly encouraged to submit feedback on reusability of added " +"features (preferably most important takeaways should be tracked in pull " +"requests, discussions and issues) in order to not bloat the project with " +"one-off features." +msgstr "" + +#: ../../Contributing.md:44 +msgid "" +"The list is not exhaustive, you are welcome to propose/submit changes to " +"it (or to any project policies in order to improve how the project is " +"maintained)." +msgstr "" + +#: ../../Contributing.md:46 +msgid "In absence of a fitting category - a lead should review it." +msgstr "" + +#: ../../Contributing.md:48 +msgid "" +"What can make any PR more controversial and requiring a higher level " +"maintainer's assignment:" +msgstr "" + +#: ../../Contributing.md:49 +msgid "Modifying/breaking previous (or vanilla) behavior" +msgstr "" + +#: ../../Contributing.md:50 +msgid "Requiring migration" +msgstr "" + +#: ../../Contributing.md:51 +msgid "Mixing contribution types" +msgstr "" + +#: ../../Contributing.md:52 +msgid "" +"Current level of maintainers not being sure about whether they can judge " +"this PR" +msgstr "" + +#: ../../Contributing.md:54 msgid "Project structure" msgstr "项目结构" -#: ../Contributing.md:9 +#: ../../Contributing.md:56 msgid "" "Assuming you've successfully cloned and built the project before getting " "here, you should end up with the following project structure:" msgstr "假设你已经成功克隆并构建了项目,理应拥有下列项目结构:" -#: ../Contributing.md:10 +#: ../../Contributing.md:57 msgid "`src/` - all the project's source code resides here." msgstr "`src/` - 所有项目源文件均位于此。`" -#: ../Contributing.md:11 +#: ../../Contributing.md:58 msgid "" "`Commands/` - source code for new hotkey commands. Every command is a new" " class that inherits from `PhobosCommandClass` (defined in `Commands.h`) " @@ -55,11 +231,11 @@ msgstr "" "`Commands/` - " "快捷键源文件。每个新的快捷键类均继承自`PhobosCommandClass`(定义在`Commands.h`中)并且定义在一个分离的文件中,其中有一些方法,然后在`Commands.cpp`中注册。" -#: ../Contributing.md:12 +#: ../../Contributing.md:59 msgid "`New/` - source code for new ingame classes." msgstr "`New/` - 新的游戏内类源文件" -#: ../Contributing.md:13 +#: ../../Contributing.md:60 msgid "" "`Type/` - new enumerated types (types that are declared with a list " "section in an INI, for example, radiation types) implemented in the " @@ -69,25 +245,25 @@ msgstr "" "`Type/` - " "本项目中实装的新的枚举类型类(即需要注册在某个INI文件中的新的表的类型,例如辐射类)每个枚举类型类均继承自`Enumerable.h`中的`Enumerable`(其中`T`为枚举类型名)。" -#: ../Contributing.md:14 +#: ../../Contributing.md:61 msgid "`Entity/` - classes that represent ingame entities are located here." msgstr "`Entity/` - 游戏内实体类在此。" -#: ../Contributing.md:15 +#: ../../Contributing.md:62 msgid "" "`Ext/` - source code for vanilla engine class extensions. Each class " "extension is kept in a separate folder named after vanilla engine class " "name and contains the following:" msgstr "`Ext/` - 原版引擎类的扩展类源码。每个扩展类均以原版类命名,保存在各自的文件夹下,并包含以下文件:" -#: ../Contributing.md:16 +#: ../../Contributing.md:63 msgid "" "`Body.h` and `Body.cpp` contain class and method definitions/declarations" " and common extension hooks. Each extension class must contain the " "following to work correctly:" msgstr "`Body.h`与`Body.cpp`包含了类和方法的声明和定义以及标准扩展钩子(Hook)。每个扩展类必须包含下列东西以正常运作:" -#: ../Contributing.md:17 +#: ../../Contributing.md:64 msgid "" "`ExtData` - extension data class definition which inherits `Extension`" " from `Container.h` (where `T` is the class that is being extended), " @@ -96,7 +272,7 @@ msgstr "" "`ExtData` - " "继承自`Container.h`中`Extension`的扩展数据类(其中`T`是被扩展的类),这也是包含了原版类中新数据的实际类;" -#: ../Contributing.md:18 +#: ../../Contributing.md:65 msgid "" "`ExtContainer` - a definition of a special map class to store and look up" " `ExtData` instances for base class instances which inherits " @@ -104,43 +280,43 @@ msgid "" "class);" msgstr "`ExtContainer` - 用以存储和查找`ExtData`实例的映射类;" -#: ../Contributing.md:19 +#: ../../Contributing.md:66 msgid "`ExtMap` - a static instance of `ExtContainer` map;" msgstr "`ExtMap` - `ExtContainer`的静态实例;" -#: ../Contributing.md:20 +#: ../../Contributing.md:67 msgid "" "constructor, destructor, serialization, deserialization and (for " "appropriate classes) INI reading hooks." msgstr "构造函数,析构函数,序列化,反序列化以及(某些类的)读取INI的钩子。" -#: ../Contributing.md:21 +#: ../../Contributing.md:68 msgid "" "`Hooks.cpp` and `Hooks.*.cpp` contain non-common hooks to correctly patch" " in new custom logics." msgstr "`Hooks.cpp`和`Hooks.*.cpp`存储用以新逻辑的非标准钩子。" -#: ../Contributing.md:22 +#: ../../Contributing.md:69 msgid "" "`ExtraHeaders/` - extra header files to interact with / describe types " "included in game binary that are not included in YRpp yet." msgstr "`ExtraHeaders/` - 额外的头文件,用以交互或描述游戏中的未包含在YRpp中的类。" -#: ../Contributing.md:23 +#: ../../Contributing.md:70 msgid "" "`Misc/` - uncategorized source code, including hooks that don't belong to" " an extension class." msgstr "`Misc/` - 未分类的源码,包含不属于任何扩展类的钩子。" -#: ../Contributing.md:24 +#: ../../Contributing.md:71 msgid "`Utilities/` - common code that is used across the project." msgstr "`Utilities/` - 项目中常用的辅助代码。" -#: ../Contributing.md:25 +#: ../../Contributing.md:72 msgid "`Phobos.cpp`/`Phobos.h` - extension bootstrapping code." msgstr "`Phobos.cpp`/`Phobos.h` - 扩展引导代码。" -#: ../Contributing.md:26 +#: ../../Contributing.md:73 msgid "" "`Phobos.Ext.cpp` - contains common processing code new or extended " "classes. If you define a new or extended class you have to add your new " @@ -149,18 +325,18 @@ msgstr "" "`Phobos.Ext.cpp` - " "包含为新类或扩展类的一般加工代码。如果你定义了一个新的类,需要将此类加入全局变量`MassActions`中以进行声明。" -#: ../Contributing.md:27 +#: ../../Contributing.md:74 msgid "" "`YRpp/` - contains the header files to interact with / describe types " "included in game binary and also macros to write hooks using Syringe. " "Included as a submodule." msgstr "`YRpp/` - 包含了用来交互和描述游戏类的头文件,以及一些用于Syringe的宏。以子模块形式包含。" -#: ../Contributing.md:29 +#: ../../Contributing.md:76 msgid "Code styleguide" msgstr "代码样式指导" -#: ../Contributing.md:31 +#: ../../Contributing.md:78 msgid "" "We have established a couple of code style rules to keep things " "consistent. Some of the rules are enforced in `.editorconfig`, where " @@ -171,77 +347,85 @@ msgstr "" "我们建立了一系列代码样式规则保证代码的连续性。一些规则已经写入`.editorconfig`,你可以通过按下`Ctrl + K + " "D`来进行自动代码格式调整。此外还有一些需要手工检查的代码规范。" -#: ../Contributing.md:32 +#: ../../Contributing.md:79 msgid "We use tabs instead of spaces to indent code." msgstr "我们使用制表符而非空格作为缩进符号。" -#: ../Contributing.md:33 +#: ../../Contributing.md:80 +#, fuzzy msgid "" -"Curly braces are always to be placed on a new line. One of the reasons " -"for this is to clearly separate the end of the code block head and body " -"in case of multiline bodies:" +"Curly braces are always to be placed on a new line ([Allman indentation " +"style](https://en.wikipedia.org/wiki/Indentation_style#Allman_style)). " +"One of the reasons for this is to clearly separate the end of the code " +"block head and body in case of multiline bodies:" msgstr "大括号永远保持在新行的行首。其中之一的原因是保证多行代码块的收尾分割足够清晰:" -#: ../Contributing.md:42 +#: ../../Contributing.md:89 msgid "" "Braceless code block bodies should be made only when both code block head" " and body are single line, statements split into multiple lines and " "nested braceless blocks are not allowed within braceless blocks:" msgstr "只有当代码块头和代码块体都是单行时,才应该弄无大括号的代码块,语句分成多行和嵌套的无大括号块不允许在无大括号中:" -#: ../Contributing.md:69 +#: ../../Contributing.md:116 msgid "" "Only empty curly brace blocks may be left on the same line for both " "opening and closing braces (if appropriate)." msgstr "只有空的大括号允许留在同一行。" -#: ../Contributing.md:70 +#: ../../Contributing.md:117 msgid "" "If you use if-else you should either have all of the code blocks braced " "or braceless to keep things consistent." msgstr "如果使用了if-else语句,应该保持要么都有大括号要么都没有。" -#: ../Contributing.md:71 +#: ../../Contributing.md:118 +msgid "" +"Big conditions which span multiple lines and are hard to read otherwise " +"should be split into smaller logical parts to improve readability:" +msgstr "" + +#: ../../Contributing.md:134 msgid "" "Code should have empty lines to make it easier to read. Use an empty line" " to split code into logical parts. It's mandatory to have empty lines to " "separate:" msgstr "代码中应该有一些空行来分割代码,使得整体更加便于阅读。插入空行可以遵守以下规则:" -#: ../Contributing.md:72 +#: ../../Contributing.md:135 msgid "" "`return` statements (except when there is only one line of code except " "that statement);" msgstr "`return`语句(除非代码只有一行);" -#: ../Contributing.md:73 +#: ../../Contributing.md:136 msgid "" "local variable assignments that are used in the further code (you " "shouldn't put an empty line after one-line local variable assignments " "that are used only in the following code block though);" msgstr "局部变量声明(紧接着就要使用的单行局部变量声明后不要写空行);" -#: ../Contributing.md:74 +#: ../../Contributing.md:137 msgid "" "code blocks (braceless or not) or anything using code blocks (function or" " hook definitions, classes, namespaces etc.);" msgstr "代码块(无论是否有花括号)以及用代码块规则的其他东西(函数,钩子定义,类,名空间等);" -#: ../Contributing.md:75 +#: ../../Contributing.md:138 msgid "hook register input/output." msgstr "钩子注册的输入输出。" -#: ../Contributing.md:117 +#: ../../Contributing.md:180 msgid "" "`auto` may be used to hide an unnecessary type declaration if it doesn't " "make the code harder to read. `auto` may not be used on primitive types." msgstr "`auto`可被用于隐藏不必要的类型声明,只要能让代码阅读性不下降就行。原始类型的声明最好不要使用`auto`。" -#: ../Contributing.md:118 +#: ../../Contributing.md:181 msgid "A space must be put between braces of empty curly brace blocks." msgstr "空的大括号中间必须有一个空格。" -#: ../Contributing.md:119 +#: ../../Contributing.md:182 msgid "" "To have less Git merge conflicts member initializer lists and other list-" "like syntax structures used in frequently modified places should be split" @@ -249,7 +433,7 @@ msgid "" "*after newline character*:" msgstr "为了减少Git合并冲突,在经常修改的地方使用的成员初始值设定项列表和其他类似列表的语法结构应该按项目拆分,并在*换行符之后*放置项目分隔字符(例如逗号):" -#: ../Contributing.md:128 +#: ../../Contributing.md:191 msgid "" "Local variables and function/method args are named in the `camelCase` " "(using a `p` prefix to denote pointer type for every pointer nesting " @@ -257,41 +441,42 @@ msgid "" "`TechnoTypeClass*` variable." msgstr "局部变量和函数/方法参数应该以驼峰命名法(其中指针的命名前必须有一个`p`)和描述性名称命名,例如`pTechnoType`用于局部`TechnoTypeClass*`变量。" -#: ../Contributing.md:129 +#: ../../Contributing.md:192 msgid "" "Classes, namespaces, class fields and members are always written in " "`PascalCase`." msgstr "类,名空间,类字段和成员以帕斯卡命名法命名。" -#: ../Contributing.md:130 +#: ../../Contributing.md:193 msgid "" "Class fields that can be set via INI tags should be named exactly like " "ini tags with dots replaced with underscores." msgstr "可以通过INI标签设置的类字段应该和INI标签同名,但用下划线代替点。" -#: ../Contributing.md:131 +#: ../../Contributing.md:194 msgid "" "Pointer type declarations always have pointer sign `*` attached to the " "type declaration." msgstr "指针类型声明时,`*`挨着类型名。" -#: ../Contributing.md:132 +#: ../../Contributing.md:195 msgid "" "Non-static class extension methods faked by declaring a static method " "with `pThis` as a first argument are only to be placed in the extension " "class for the class instance of which `pThis` is." msgstr "通过声明一个以`pThis`作为第一个参数的静态方法来伪造的非静态类扩展方法只能放置在`pThis`所在的类实例的扩展类中。" -#: ../Contributing.md:133 +#: ../../Contributing.md:196 +#, fuzzy msgid "" "If it's crucial to fake `__thiscall` you may use `__fastcall` and use " -"`void* _` as a second argument to discard value passed through `EDX` " -"register. Such methods are to be used for call replacement." +"`void*` or `void* _` as a second argument to discard value passed through" +" `EDX` register. Such methods are to be used for call replacement." msgstr "" "如果需要伪造`__thiscall`,可以使用`__fastcall`和`void* " "_`作为第二个参数来丢弃通过`EDX`寄存器传递的值。此方法可用于替换call。" -#: ../Contributing.md:134 +#: ../../Contributing.md:197 msgid "" "Hooks have to be named using a following scheme: " "`HookedFunction_HookPurpose`, or `ClassName_HookedMethod_HookPurpose`. " @@ -299,76 +484,99 @@ msgid "" "define different names for the same hook." msgstr "钩子以以下方案命名:`钩上的函数_钩子的功能`或`类名_钩上的方法_钩子的功能`。由于无法为同一钩子定义不同的名称,再次定义(DEFINE_HOOK_AGAIN)的钩子不受此方案的约束。" -#: ../Contributing.md:135 +#: ../../Contributing.md:198 +#, fuzzy msgid "" "Return addresses should use anonymous enums to make it clear what address" -" means what, if applicable:" +" means what, if applicable. The enum has to be placed right at the " +"function start and include all addresses that are used in this hook:" msgstr "返回地址可以使用匿名枚举来伪装,使地址的用途更加清晰:" -#: ../Contributing.md:144 +#: ../../Contributing.md:207 +msgid "" +"Even if the hook doesn't use `return 0x0` to execute the overriden " +"instructions, you still have to write correct hook size (last parameter " +"of `DEFINE_HOOK` macro) to reduce potential issues if the person editing " +"this hook decides to use `return 0x0`." +msgstr "" + +#: ../../Contributing.md:208 msgid "" "New ingame \"entity\" classes are to be named with `Class` postfix (like " "`RadTypeClass`). Extension classes are to be named with `Ext` postfix " "instead (like `RadTypeExt`)." msgstr "新的游戏“实体”类将使用`Class`后缀命名(如RadTypeClass)。扩展类将使用`Ext`后缀命名(如RadTypeExt)。" -#: ../Contributing.md:1 +#: ../../Contributing.md:209 +msgid "Do not pollute the namespace." +msgstr "" + +#: ../../Contributing.md:210 +msgid "" +"Avoid introducing unnecessary macros if they can be replaced by " +"equivalent `constexpr` or `__forceinline` functions." +msgstr "" + +#: ../../Contributing.md:213 msgid "The styleguide is not exhaustive and may be adjusted in the future." msgstr "样式指南并不详尽,将来可能会进行调整。" -#: ../Contributing.md:150 +#: ../../Contributing.md:216 msgid "Git branching model" msgstr "Git分支模型" -#: ../Contributing.md:152 -msgid "Couple of notes regarding the Git practices:" -msgstr "关于Git实践的几个注意事项:" - -#: ../Contributing.md:153 +#: ../../Contributing.md:218 +#, fuzzy msgid "" -"We use [git-flow](https://nvie.com/posts/a-successful-git-branching-" -"model/)-like workflow:" +"Couple of notes regarding the Git practices. We use [git-" +"flow](https://nvie.com/posts/a-successful-git-branching-model/)-like " +"workflow:" msgstr "" "我们使用[git-flow](https://nvie.com/posts/a-successful-git-branching-" "model/)之类的工作流:" -#: ../Contributing.md:154 +#: ../../Contributing.md:219 +#, fuzzy msgid "" "`master` is for stable releases, can have hotfixes pushed to it or " "branched off like a feature branch with the requirement of version " -"increment and being merged into develop;" +"increment and `master` being merged into `develop` after that;" msgstr "`master`用于稳定版发布,可以推送热更新或像功能分支一样分支,需要版本增量并合并到`develop`中;" -#: ../Contributing.md:155 +#: ../../Contributing.md:220 msgid "`develop` is the main development branch;" msgstr "`develop`使主要开发分支;" -#: ../Contributing.md:156 +#: ../../Contributing.md:221 +#, fuzzy msgid "" "`feature/`-prefixed branches (sometimes the prefix may be different if " "appropriate, like for big fixes or changes) are so called \"feature " "branches\" - those are branched off `develop` for every new feature to be" " introduced into it and then merged back. We use squash merge to merge " -"them back." +"them back in case of smaller branches and sometimes merge commit in case " +"the branch is so big it would be viable to keep it as is." msgstr "`feature/`前缀的分支(有时前缀可能会有所不同,比如大的修复或更改)被称为“功能分支”——这些分支从`develop`分离出来,以引入每个新功能,然后合并回来。我们使用压缩合并将它们合并回来。" -#: ../Contributing.md:157 +#: ../../Contributing.md:222 +#, fuzzy msgid "" -"`hotfix/`-prefixed branches may be used in a same manner with `master` " -"branch if needed, with a requirement of `master` being merged into " -"`develop` after `hotfix/` branch was squash merged into `master`." +"`hotfix/`-prefixed branches may be used in a same manner as `feature/`, " +"but with `master` branch, with a requirement of `master` being merged " +"into `develop` after `hotfix/` branch was squash merged into `master`." msgstr "如果需要,`hotfix/`前缀的分支可以与`master`分支以相同的方式使用,要求在`hotfix/`分支被压缩合并到`master`之后将`master`合并到`develop`中。" -#: ../Contributing.md:158 +#: ../../Contributing.md:223 +#, fuzzy msgid "" "`release/`-prefixed branches are branched off `develop` when a new stable" " release is slated to allow working on features for a next release and " "stability improvements for this release. Those are merged with a merge " -"commit into `master` and `develop` with a stable version increase, after " -"which the stable version is released." +"commit into `master` and `develop` with a stable version number increase," +" after which the stable version is released." msgstr "当一个新的稳定版本计划允许处理下一个版本的功能和此版本的稳定性改进时,`release/`前缀的分支从`develop`分离出来。这些通过合并提交合并到`master`中,并通过稳定版本增加进行开发,然后发布稳定版本。" -#: ../Contributing.md:159 +#: ../../Contributing.md:224 msgid "" "When you're working with your local & remote branches use **fast-" "forward** pulls to get the changes from remote branch to local, **don't " @@ -376,22 +584,116 @@ msgid "" "commits and makes things unsquashable." msgstr "当你使用本地和远程分支时,使用**快进拉取**从远程分支到本地的更改,**不要将远程分支合并到本地**,反之亦然,这会产生垃圾提交并使分支不可压缩。" -#: ../Contributing.md:161 +#: ../../Contributing.md:226 +msgid "These commands will do the following for all repositories on your PC:" +msgstr "" + +#: ../../Contributing.md:227 +msgid "remove the automatic merge upon pull and replace it with a rebase;" +msgstr "" + +#: ../../Contributing.md:228 +msgid "" +"highlight changes consisting of moving existing lines to another location" +" with a different color." +msgstr "" + +#: ../../Contributing.md:236 +msgid "Working with YRpp via submodules" +msgstr "" + +#: ../../Contributing.md:238 +msgid "" +"Often when working on Phobos and/or researching the YR engine you'll need" +" to implement corrections for YRpp. Generally the corrections need to be " +"submitted to [YRpp repository](https://github.com/Phobos-developers/YRpp)" +" and can be done separately from the actual features in Phobos, but " +"frequently the improvements are to be submitted as a part of Phobos " +"contribution process. To submit improvements to YRpp you have to create a" +" branch in YRpp, then you can push it and submit a pull request to YRpp " +"repository." +msgstr "" + +#: ../../Contributing.md:240 +msgid "" +"When you clone Phobos recursively - you also clone YRpp as a submodule. " +"Basically submodules are just nested repositories. You can open it like " +"any other repository, so the changes can be synchronized to Phobos and " +"you don't need to rename stuff by hand." +msgstr "" + +#: ../../Contributing.md:242 +msgid "The suggested workflow is as follows:" +msgstr "" + +#: ../../Contributing.md:243 +msgid "" +"In your IDE of choice rename fields and functions using symbol renaming " +"feature (`Rename...` feature in Visual Studio (regular or Code), `[F2]` " +"by default), then you will have two \"levels\" of changes displayed in " +"your Git client:" +msgstr "" + +#: ../../Contributing.md:244 +msgid "" +"for Phobos repository - changes in the Phobos code (as regular changes) " +"and changes to YRpp (as one submodule change)" +msgstr "" + +#: ../../Contributing.md:245 +msgid "" +"for YRpp repository - changes to the field names and function names in " +"YRpp as regular changes." +msgstr "" + +#: ../../Contributing.md:246 +msgid "" +"Create a branch in YRpp repository (create a fork of it if you didn't " +"yet), commit and push the changes and submit it as a pull request. After " +"pushing it you have two options in Phobos repository:" +msgstr "" + +#: ../../Contributing.md:247 +msgid "" +"wait until it's accepted, then checkout YRpp at the newest commit, then " +"commit and push - this will save you having to commit and push multiple " +"times, but you won't be able to get a nightly build for people to test;" +msgstr "" + +#: ../../Contributing.md:248 +msgid "" +"don't wait for YRpp changes to be merged, commit and push right after you" +" pushed the YRpp changes to your YRpp branch - you will have an up-to-" +"date build on Phobos pull request this way. Note that you must do this " +"only after you committed to and pushed your YRpp branch, otherwise the " +"build system won't know what are the changes as they are not exposed to " +"the world, only available to you locally." +msgstr "" + +#: ../../Contributing.md:249 +msgid "" +"After the YRpp pull request gets accepted you will need to switch to the " +"latest commit that was merged (you do that in the submodule), verify that" +" it compiles like normal, and then commit and push it to your Phobos " +"branch that you made for your pull request." +msgstr "" + +#: ../../Contributing.md:251 msgid "Ways to help" msgstr "帮助的方法" -#: ../Contributing.md:163 +#: ../../Contributing.md:253 msgid "" "Engine modding is a complicated process which is pretty hard to pull off," " but there are also easier parts which don't require mastering the art of" " reverse-engineering or becoming a dank magician in C++." msgstr "引擎改造是一个复杂的过程,很难实现,但也有一些简单的部分并不需要掌握逆向工程的技巧或成为C++魔法师。" -#: ../Contributing.md:165 +#: ../../Contributing.md:255 msgid "Research and reverse-engineering" msgstr "研究与逆向工程" -#: ../Contributing.md:167 +#: ../../Contributing.md:257 msgid "" "You can observe how the stuff works by using the engine and note which " "other stuff influences the behavior, but sooner or later you would want " @@ -407,14 +709,14 @@ msgstr "" "sre.org/))之类的工具来解密二进制文件(`gamemd.exe`)和调试器([Cheat " "Engine](https://www.cheatengine.org)的调试器非常适合)来调试二进制工程。" -#: ../Contributing.md:1 +#: ../../Contributing.md:260 msgid "" "Reverse-engineering is a complex task, but don't be discouraged, if you " "want to try your hands at it ask us in the Discord channel, we will " "gladly help 😄" msgstr "逆向工程是个很复杂的任务,但是不要灰心,如果你想试试帮忙,可以在我们的Discord频道询问我们,我们乐意帮助😄" -#: ../Contributing.md:1 +#: ../../Contributing.md:264 msgid "" "[Assembly " "language](https://www.cs.virginia.edu/~evans/cs216/guides/x86.html) and " @@ -422,11 +724,11 @@ msgid "" "OOP and compiler theory would certainly help." msgstr "[汇编语言](https://www.cs.virginia.edu/~evans/cs216/guides/x86.html)和C++知识,对计算机体系结构,内存结构,OOP和编译器理论的理解会有所帮助。" -#: ../Contributing.md:177 +#: ../../Contributing.md:267 msgid "Development" msgstr "开发" -#: ../Contributing.md:179 +#: ../../Contributing.md:269 msgid "" "When you found out how the engine works and where you need to extend the " "logic you'd need to develop the code to achieve what you want. This is " @@ -442,11 +744,11 @@ msgstr "" "developers/YRpp)(它提供了一种与YR代码进行交互并使用Syringe注入代码的方法)完整的,以及通常使用[Visual " "Studio 2017/2019](https://visualstudio.microsoft.com)或更高版本。" -#: ../Contributing.md:182 +#: ../../Contributing.md:272 msgid "Contributing changes to the project" msgstr "为项目做贡献" -#: ../Contributing.md:184 +#: ../../Contributing.md:274 msgid "" "To contribute a feature or some sort of a change you you would need a Git" " client (I recommend [GitKraken](https://www.gitkraken.com/) personally)." @@ -455,7 +757,32 @@ msgid "" "request, wait for it to get reviewed, or merged." msgstr "要贡献功能或进行某种更改,你会需要一个Git客户端(我个人建议[GitKraken](https://www.gitkraken.com/))。Fork,克隆存储库,然后最好创建一个新分支,随后编辑/添加代码或任何你想贡献的内容。提交,推送,启动拉取请求,等待其被审核或合并。" -#: ../Contributing.md:1 +#: ../../Contributing.md:276 +msgid "If you contribute something, please make sure:" +msgstr "" + +#: ../../Contributing.md:277 +msgid "you write documentation for the change;" +msgstr "" + +#: ../../Contributing.md:278 +msgid "" +"you mention the change in the changelog and migration sections in the " +"[what's new page](Whats-New.md);" +msgstr "" + +#: ../../Contributing.md:279 +msgid "you mention your contribution in the [credits page](CREDITS.md)." +msgstr "" + +#: ../../Contributing.md:281 +msgid "" +"If your change does not fit in standard criteria or too small that it " +"doesn't need the above - add `[Minor]` to your pull request's title, so " +"the CI won't yell at you for no reason." +msgstr "" + +#: ../../Contributing.md:284 msgid "" "Every pull request push trigger a nightly build for the latest pushed " "commit, so you can check the build status at the bottom of PR page, press" @@ -466,7 +793,7 @@ msgstr "" "每个拉取请求的推送都会触发一个每日更新,以进行最新的推送提交,因此你可以在PR页面的底部检查生成状态,按`Show all " "checks`,转到生成运行的详细信息,并获取包含生成的DLL和PDB的zip(给你的测试人员)。不过请注意GitHub不允许游客下载生成文件。" -#: ../Contributing.md:1 +#: ../../Contributing.md:288 msgid "" "You'd benefit from C++ experience, knowledge of programming patterns, " "common techniques etc. [Basic assembly " @@ -477,11 +804,11 @@ msgstr "" "你会从C++的经验,编程模式的知识,常用技术等中受益。[基本的汇编知识](https://www.cs.virginia.edu/~evans/cs216/guides/x86.html)将有助于你正确地编写与依赖内存的交互。" " 此外,还需要对Git和GitHub有基本的了解。" -#: ../Contributing.md:194 +#: ../../Contributing.md:291 msgid "Testing" msgstr "测试" -#: ../Contributing.md:196 +#: ../../Contributing.md:293 msgid "" "This is a job that any modder (and even sometimes player) can do. Look at" " a new feature or a change, try to think of all possible cases when it " @@ -491,7 +818,7 @@ msgid "" "repo, if possible." msgstr "这是任何modder(甚至玩家)都可以完成的工作。查看一个新功能或一项更改,尝试思考所有可能的不同方式的情况,尝试思考任何可能的逻辑缺陷,边缘情况,无法预料的交互或条件等,然后根据你的想法进行测试。如有可能,应将任何错误报告给此库的问题(Issues)部分。" -#: ../Contributing.md:1 +#: ../../Contributing.md:296 msgid "" "**General stability** can only be achieved by extensive play-testing of " "new changes, both offline and online. Most modders have beta testing " @@ -500,18 +827,18 @@ msgid "" "list below can help you identify issues quicker." msgstr "只有通过大量离线和在线的测试,才能实现**总体稳定性**。大多数modder都有Beta测试团队,所以,如果你希望引擎稳定,请通过让测试人员使用新功能来为引擎做出贡献!另外,下面的清单也可以帮助你更快地确定问题。" -#: ../Contributing.md:202 +#: ../../Contributing.md:299 msgid "Testing check-list" msgstr "测试清单" -#: ../Contributing.md:204 +#: ../../Contributing.md:301 msgid "" "**All possible valid use cases covered**. Try to check all of the valid " "feature use cases you can think of and verify that they work as intended " "with the feature." msgstr "**涵盖了所有可能的有效用例**。尝试检查你可以想到的所有有效功能用法,并验证它们是否可以与功能一起正常使用。" -#: ../Contributing.md:205 +#: ../../Contributing.md:302 msgid "" "**Correct saving and loading**. Most of the additions like new INI tags " "require storing them in saved object info. Sometimes this is not done " @@ -520,7 +847,7 @@ msgid "" "saved and loaded (on the same version of Phobos, of course)." msgstr "**正确存档和读档**。大多数附加功能(比如新的功能标签)都需要将其存储在已保存的对象信息中。有时这不能正确完成,尤其是在复杂的物体上(比如辐射类型)。请确保所有改进在存档和读档之前和之后均能正常工作(当然,是指在相同版本的火卫一上)。" -#: ../Contributing.md:206 +#: ../../Contributing.md:303 msgid "" "**Interaction with other features**. Try to use the feature chained or " "interacting with other features from vanilla or other libs (for example, " @@ -528,7 +855,7 @@ msgid "" " mind control from a permanently mind-controlled unit)." msgstr "**与其他功能的交互**。尝试使用功能与原版或其他库中的其他功能进行链接或交互(例如,一开始尝试从永久心控单位移除心灵控制时,心灵控制移除弹头崩溃了)。" -#: ../Contributing.md:207 +#: ../../Contributing.md:304 msgid "" "**Overlapping features not working correctly** (including those from " "third-party libs like Ares, HAres, CnCNet spawner DLL). Think of what " @@ -540,7 +867,7 @@ msgid "" "it weren't being type selected properly)." msgstr "**重叠功能无法正常工作**(包括来自第三方库(如Ares,HAres,CnCNet生成器DLL)的功能)。考虑一下哪些功能的代码可能与你当前正在测试的代码重叠(从技术上讲,意味着它们修改了相同的代码)。由于该项目的性质,如果其他库的某些功能重叠,则可能碰巧无法正常工作(例如,在实现单位选择权重时,一开始Ares的`GroupAs`被破坏,使用它的单位不能被正确地同类选择)。" -#: ../Contributing.md:208 +#: ../../Contributing.md:305 msgid "" "**Edge cases**. Those are the cases of some specific cases usually " "induced by some extreme parameter values (for example, vanilla game " @@ -549,24 +876,24 @@ msgstr "" "**边缘情况**。这些是某些特定情况下的情况,通常是由一些极端参数值引起的(例如,原版游戏在Size=0,0,0,0的 PreviewPack " "上崩溃而不是不画)。" -#: ../Contributing.md:209 +#: ../../Contributing.md:306 msgid "" "**Corner cases**. Those are similar to edge cases but are hard to " "reproduce and are usually induced by a combination of extreme parameter " "values." msgstr "**角落案例**。那些类似于边缘情况,但是很难重现,并且通常是由极端参数值的组合引起的。" -#: ../Contributing.md:1 +#: ../../Contributing.md:309 msgid "" "Knowledge on how to mod YR and having an inquisitive mind, being " "attentive to details would help." msgstr "拥有制作YRmod的知识,好奇心与对细节的敏感性将会有所帮助。" -#: ../Contributing.md:215 +#: ../../Contributing.md:312 msgid "Writing docs" msgstr "书写说明书" -#: ../Contributing.md:217 +#: ../../Contributing.md:314 msgid "" "No explanation needed. If you fully understand how some stuff in Phobos " "works you can help by writing a detailed description in these docs, or " @@ -576,7 +903,7 @@ msgstr "" "无需任何解释。 " "如果你完全了解了火卫一中的某些东西是如何工作的,则可以通过在这些文档中写一个详细的描述来提供帮助,或者你可以改进你认为不够详细的文档。" -#: ../Contributing.md:219 +#: ../../Contributing.md:316 msgid "" "The docs are written in Markdown (which is dead simple, [learn MD in 60 " "seconds](https://commonmark.org/help/); if you need help on extended " @@ -588,7 +915,7 @@ msgstr "" "://myst-parser.readthedocs.io/))。火卫一官方说明书使用[Sphinx](https://sphinx-" "doc.org/)构建文档,[Read the Docs](https://readthedocs.io/)进行托管。" -#: ../Contributing.md:1 +#: ../../Contributing.md:319 msgid "" "You don't need to install Python, Sphinx and modules to see changes - " "every pull request you make is being built and served by Read the Docs " @@ -599,11 +926,11 @@ msgstr "" "你无需安装Python,Sphinx和模块即可查看更改——你创建的每个拉取请求均由Read the Docs自动生成并提供。 " "就像每日生成一样,在页面底部,按`Show all checks`,然后在生成运行的详细信息中查看生成的文档。" -#: ../Contributing.md:225 +#: ../../Contributing.md:322 msgid "There are two ways to edit the docs." msgstr "有两种方式可以编辑文档" -#: ../Contributing.md:226 +#: ../../Contributing.md:323 msgid "" "**Edit from your PC**. Pretty much the same like what's described in " "[contributing changes section](contributing-changes-to-the-project); the " @@ -612,7 +939,7 @@ msgstr "" "**通过你的电脑编辑**。与[贡献更改](#contributing-changes-to-the-" "project)中说的差不多;文档位于`docs`文件夹中。" -#: ../Contributing.md:227 +#: ../../Contributing.md:324 msgid "" "**Edit via online editor**. Navigate to the doc piece that you want to " "edit, press the button on the top right - and it will take you to the " @@ -623,37 +950,40 @@ msgid "" "repo." msgstr "**通过在线编辑器编辑**。到要编辑的文档中,按右上角的按钮——它将带你到需要编辑的GitHub文件(在右上角寻找铅笔图标)。按下它,便会创建fork,然后你将在fork库中编辑你的文档。你可以提交这些更改(最好是到新分支),并将其变成对主存储库的拉取请求。" -#: ../Contributing.md:1 +#: ../../Contributing.md:327 msgid "" "OK English grammar and understanding of docs structure would be enough. " "You would also need a GitHub account." msgstr "好的英语语法和对文档结构的理解就足够了。此外,你还需要一个GitHub帐户。" -#: ../Contributing.md:233 +#: ../../Contributing.md:330 msgid "Providing media to showcase features" msgstr "提供展示功能用的媒体文件" -#: ../Contributing.md:235 +#: ../../Contributing.md:332 msgid "" "Those would be used in docs and with a link to the respective mod as a " "bonus for the mod author. To record GIFs you can use such apps as, for " "example, [GifCam](http://blog.bahraniapps.com/gifcam/)." msgstr "这些将在文档中被使用,并可额外为mod作者带有一个可以指向相应mod的链接。要录制gif,你可以使用[GifCam](http://blog.bahraniapps.com/gifcam/)等应用程序。" -#: ../Contributing.md:1 +#: ../../Contributing.md:335 msgid "" "Please, provide screenshots, GIFs and videos in their natural size and " "without excess stuff or length." msgstr "请提供适当尺寸的屏幕截图,GIF和视频,并且不应有多余或过长的内容。" -#: ../Contributing.md:241 +#: ../../Contributing.md:338 msgid "Promoting the work" msgstr "促进工作" -#: ../Contributing.md:243 +#: ../../Contributing.md:340 msgid "" "You can always help us by spreading the word about the project among " "people, whether you're an influential youtuber, a C&C related community " "leader or just an average player." msgstr "无论您是不是有影响力的Youtuber、CNC相关社区领头或正常玩家,您都可以通过扩散有关该项目的信息来帮助我们。" +#~ msgid "Couple of notes regarding the Git practices:" +#~ msgstr "关于Git实践的几个注意事项:" + 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 60596ac60f..930027a457 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 @@ -85,8 +85,8 @@ msgid "Fixed buildings with `Naval=yes` ignoring `WaterBound=no` to be forced to 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." @@ -196,8 +196,8 @@ msgid "Aircraft with `Fighter` set to false or those using strafing pattern (wea 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." @@ -233,7 +233,7 @@ msgstr "现在 `EWGates` 和 `NSGates` 可以像 `xxGateOne` 和 `xxGateTwo` 那 #: ../../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` 以及箱子 / AttachEffect 中速度加成效果影响。" +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`." @@ -249,7 +249,7 @@ 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 #: ../../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。" +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)*)." @@ -289,7 +289,7 @@ 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 #: ../../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." -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因此无法触发地图事件等问题。" +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)*" @@ -308,8 +308,8 @@ msgid "![image](_static/images/translucency-fix.png) *Example gradient SHP drawi 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。" +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 msgid "Only applies to Z-aware drawing mode for now." @@ -392,8 +392,8 @@ msgid "Fixed infantry without `C4=true` being killed in water if paradropped, ch 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: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 "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: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." @@ -424,8 +424,8 @@ msgid "Fixed disguised infantry not using custom palette for drawing the disguis 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: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 "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:119 msgid "Buildings with superweapons no longer display `SuperAnimThree` at beginning of match if pre-placed on the map." @@ -448,8 +448,8 @@ msgid "Objects with `Palette` set now have their color tint adjusted accordingly 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: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 "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:125 msgid "They can also have map lighting apply on them if `AltPalette.ApplyLighting` is set to true." @@ -472,8 +472,8 @@ msgid "Wall overlays are now drawn with the custom palette defined in `Palette` 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。" +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." @@ -536,8 +536,8 @@ msgid "Fixed units with Teleport, Tunnel or Fly locomotor being unable to be vis 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." -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。" +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 msgid "Spawned aircraft now align with the spawner's facing when landing." @@ -545,7 +545,7 @@ msgstr "现在生成的子机在降落时会与其母舰的朝向对正。" #: ../../Fixed-or-Improved-Logics.md: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." -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。" +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." @@ -588,8 +588,8 @@ msgid "OverlayTypes now read and use `ZAdjust` if specified in their `artmd.ini` 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)" +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." @@ -608,12 +608,12 @@ msgid "Subterranean units are no longer allowed to perform deploy functions like 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。" +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。" +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." @@ -644,8 +644,8 @@ msgid "Fixed damaged aircraft not repairing on `UnitReload=true` docks unless th 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。" +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`." @@ -723,6 +723,13 @@ 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 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 +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 msgid "Fixes / interactions with other extensions" msgstr "修复或与其他扩展的交互" @@ -885,16 +892,16 @@ msgid "It is now possible to have aircraft spawned from `(Elite)AirstrikeTeamTyp 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`。" +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 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。" +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." @@ -988,12 +995,12 @@ msgid "`Warhead.Detonate`, if set to true, makes the `Warhead` fully detonate in 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。" +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`。" +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." @@ -1008,8 +1015,8 @@ msgid "Fire animations spawned by Scorch & Flamer" msgstr "由 Scorch 和 Flamer 生成的火焰动画" #: ../../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 "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:314 msgid "`ConstrainFireAnimsToCellSpots` controls whether or not spawned animations are locked to cell spots (e.g the subcell positions infantry are also constrained to)." @@ -1028,8 +1035,8 @@ msgid "`SmallFireCount` determines number of small fire animations to spawn by b 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: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 "`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: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." @@ -1044,8 +1051,8 @@ msgid "`LargeFireCount` determines number of large fire animations to spawn by`F 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)。" +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." @@ -1084,8 +1091,8 @@ 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`。" +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 msgid "Airstrike target eligibility" @@ -1200,8 +1207,8 @@ msgid "`Grinding.PlayDieSound` controls if the units' `DieSound` and `VoiceDie` 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`。" +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." @@ -1240,20 +1247,20 @@ msgid "It is now possible to customize the repairing of units by `UnitRepair=tru 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`。" +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." 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`." -msgstr "`Units.RepairStep` 设置每次维修时恢复多少 `Strength`。默认 `[General]`->`RepairStep`。" +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。" +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." @@ -1388,8 +1395,8 @@ 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。" +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 msgid "Technos" @@ -1428,16 +1435,16 @@ 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。" +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: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。" +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." @@ -1456,8 +1463,8 @@ msgid "It is now possible to customize (globally and per TechnoType) the warp-in 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`。" +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 msgid "Customizable veterancy insignias" @@ -1484,8 +1491,8 @@ msgid "Normal insignia can be overridden for specific weapon modes of `Gunner=tr 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: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。" +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`." @@ -1525,7 +1532,7 @@ msgstr "![image](_static/images/cust-Chrono.gif) *[YR: New War](https://www.modd #: ../../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]`." -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。" +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 msgid "Only applicable to Techno that have Teleport/Chrono Locomotor attached." @@ -1628,8 +1635,8 @@ 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`。" +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 msgid "Identical controls are available for Force Shield as well." @@ -1712,8 +1719,8 @@ msgid "`SpawnsPipFrame` and `EmptySpawnsPipFrame` are frames (zero-based) of `pi 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`。" +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." @@ -1776,12 +1783,12 @@ msgid "In vanilla, there is a hardcoded behavior that when an skirmish AI player 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。" +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。" +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." @@ -1792,8 +1799,8 @@ msgid "Another hardcoded behavior is that, when the AI deploys a MCV, it will ga 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 -msgid "`[General]->GatherWhenMCVDeploy` controls this behavior." -msgstr "`[General]->GatherWhenMCVDeploy` 控制这一行为。" +msgid "`[General] -> GatherWhenMCVDeploy` controls this behavior." +msgstr "`[General] -> GatherWhenMCVDeploy` 控制这一行为。" #: ../../Fixed-or-Improved-Logics.md:996 msgid "Subterranean unit travel height and speed" @@ -1804,8 +1811,8 @@ msgid "It is now possible to control the height at which units with subterranean 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。" +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." @@ -1944,8 +1951,8 @@ msgid "By default game shows damage frame only for TerrainTypes alive at only 1 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: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 "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: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." @@ -2125,8 +2132,8 @@ msgid "Voxel turret shadow" msgstr "Voxel 炮塔影子" #: ../../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 "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:1308 msgid "`IsSimpleDeployer` vehicle auto-deploy / deploy block on ammo change" @@ -2164,6 +2171,9 @@ msgstr "`IsSimpleDeployer` 载具在部署时更改弹药" 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 "Veinholes & Weeds" msgstr "泰伯利亚藤蔓与泰伯利亚废矿" @@ -2217,8 +2227,8 @@ msgid "Vehicles with `Weeder=yes` can now collect weeds. The weeds can then be d 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`." -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`。" +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." @@ -2277,12 +2287,12 @@ msgid "`AnimList.ScatterMin` & `AnimList.ScatterMax` can be used to set a range 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。" +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` 同类语句行为相同。" +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." @@ -2297,8 +2307,8 @@ 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。" +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." @@ -2321,8 +2331,8 @@ 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。" +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`." @@ -2354,7 +2364,7 @@ msgstr "当命中目标时无论是是矿车、基地建筑还是盟友的基地 #: ../../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." -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。" +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`." @@ -2382,7 +2392,7 @@ 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." -msgstr "拥有 `Rocker=yes` 的弹头其气波掀起载具的复读过去由武器的 `Damage` 值所决定。现在可以通过固定值覆盖它并添加一个倍率。" +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 msgid "When both multiplier and override values are set - both are used." @@ -2474,8 +2484,8 @@ msgstr "现在你可以为 `IsElectricBolt=true` 的武器指定你想要关闭 #: ../../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." -msgstr "由于技术限制,这不适用于 Ares 中光棱塔递光武器所创建的 EBolt 效果。" +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 msgid "Customizable ElectricBolt Arcs" @@ -2506,16 +2516,16 @@ msgid "The statistic distribution of the randomly generated crates is now more u 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." -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。" +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: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。" +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`." @@ -2558,5 +2568,5 @@ msgid "The landing speed is not smaller than it's current height /10 + 2 for unk 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)。" +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/Miscellanous.po b/docs/locale/zh_CN/LC_MESSAGES/Miscellanous.po index fbbda7a65f..5e75716370 100644 --- a/docs/locale/zh_CN/LC_MESSAGES/Miscellanous.po +++ b/docs/locale/zh_CN/LC_MESSAGES/Miscellanous.po @@ -1,27 +1,30 @@ # SOME DESCRIPTIVE TITLE. # Copyright (C) 2024, 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: 2025-02-18 13:34+0800\n" +"POT-Creation-Date: 2025-02-21 22:51+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" #: ../../Miscellanous.md:1 msgid "Miscellanous" msgstr "杂项内容" #: ../../Miscellanous.md:3 -msgid "This page describes every change in Phobos that wasn't categorized into a proper category yet." +msgid "" +"This page describes every change in Phobos that wasn't categorized into a" +" proper category yet." msgstr "此页面列出了 Phobos 中尚未归类到合适类别的所有更改。" #: ../../Miscellanous.md:5 @@ -33,35 +36,50 @@ msgid "Unlimited skirmish colors" msgstr "无限制遭遇战颜色" #: ../../Miscellanous.md:9 -msgid "It is now possible to have an unlimited number of skirmish/multiplayer player colors, as opposed to 8 in Yuri's Revenge and 16 with Ares." +msgid "" +"It is now possible to have an unlimited number of skirmish/multiplayer " +"player colors, as opposed to 8 in Yuri's Revenge and 16 with Ares." msgstr "现在可以拥有无限数量的遭遇战/多人游戏玩家颜色,而《尤里的复仇》中仅有 8 种,Ares 下仅有 16 种。" #: ../../Miscellanous.md:10 -msgid "This feature must be enabled with `SkirmishUnlimitedColors=true` in `[General]` section of game rules." +msgid "" +"This feature must be enabled with `SkirmishUnlimitedColors=true` in " +"`[General]` section of game rules." msgstr "此功能必须通过在游戏规则文件的 `[General]` 小节中设置 `SkirmishUnlimitedColors=true` 来启用。" #: ../../Miscellanous.md:11 -msgid "When enabled, the game will treat color indices passed from spawner as indices for `[Colors]` section entries." +msgid "" +"When enabled, the game will treat color indices passed from spawner as " +"indices for `[Colors]` section entries." msgstr "启用后游戏将会把 spawner 传递的颜色索引视为 `[Colors]` 小节中条目的索引。" #: ../../Miscellanous.md:12 -msgid "In example, with original rules, index 6 will correspond to color `Orange=25,230,255`." +msgid "" +"In example, with original rules, index 6 will correspond to color " +"`Orange=25,230,255`." msgstr "例如,在原本的规则中,索引 6 将对应颜色 `Orange=25,230,255`。" -#: ../../Miscellanous.md:15 -msgid "This feature should only be used if you use a spawner/outside client (i.e. CNCNet client). Using it in the original YR launcher will produce undesireable effects." -msgstr "此功能仅在使用 spanwer / 外部客户端(例如 XNA CNCNet Client)时使用。在原本的 YR 启动器下使用会产生不良效果。" - -#: ../../Miscellanous.md:19 -msgid "Due to technical incompatibilities, enabling this feature disables [Ares' Customizable Dropdown Colors](https://ares-developers.github.io/Ares-docs/ui-features/customizabledropdowncolors.html)." -msgstr "例如:由于技术不兼容,启用此功能会禁用 [Ares 的“可定制的玩家颜色”功能](https://ares-developers.github.io/Ares-docs/ui-features/customizabledropdowncolors.html)。" - -#: ../../Miscellanous.md:22 -#: ../../Miscellanous.md:58 -#: ../../Miscellanous.md:98 +#: ../../Miscellanous.md:14 ../../Miscellanous.md:58 ../../Miscellanous.md:101 msgid "In `rulesmd.ini`:" msgstr "在 `rulesmd.ini`:" +#: ../../Miscellanous.md:21 +msgid "" +"This feature should only be used if you use a spawner/outside client " +"(i.e. CNCNet client). Using it in the original YR launcher will produce " +"undesireable effects." +msgstr "此功能仅在使用 spanwer / 外部客户端(例如 XNA CNCNet Client)时使用。在原本的 YR 启动器下使用会产生不良效果。" + +#: ../../Miscellanous.md:25 +msgid "" +"Due to technical incompatibilities, enabling this feature disables [Ares'" +" Customizable Dropdown Colors](https://ares-developers.github.io/Ares-" +"docs/ui-features/customizabledropdowncolors.html)." +msgstr "" +"例如:由于技术不兼容,启用此功能会禁用 [Ares 的“可定制的玩家颜色”功能](https://ares-" +"developers.github.io/Ares-docs/ui-" +"features/customizabledropdowncolors.html)。" + #: ../../Miscellanous.md:28 msgid "Developer tools" msgstr "开发者工具" @@ -71,7 +89,10 @@ msgid "Additional sync logging" msgstr "额外的同步日志记录" #: ../../Miscellanous.md:32 -msgid "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." +msgid "" +"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." msgstr "当发生不同步时 Phobos 会将例如随机数生成函数的调用、朝向、目标、目的地的更改等额外信息写入 `SYNC#.txt` 日志文件中。" #: ../../Miscellanous.md:34 @@ -79,35 +100,58 @@ msgid "Dump Object Info" msgstr "输出对象信息" #: ../../Miscellanous.md:36 -msgid "![image](_static/images/objectinfo-01.png) *Object info dump from [CnC: Reloaded](https://www.moddb.com/mods/cncreloaded/)*" -msgstr "![image](_static/images/objectinfo-01.png) *[CnC: Reloaded](https://www.moddb.com/mods/cncreloaded/) 中的对象信息输出效果*" +msgid "" +"![image](_static/images/objectinfo-01.png) *Object info dump from [CnC: " +"Reloaded](https://www.moddb.com/mods/cncreloaded/)*" +msgstr "" +"![image](_static/images/objectinfo-01.png) *[CnC: " +"Reloaded](https://www.moddb.com/mods/cncreloaded/) 中的对象信息输出效果*" #: ../../Miscellanous.md:36 msgid "image" msgstr "图像" #: ../../Miscellanous.md:39 -msgid "There's a new hotkey to dump selected/hovered object info on press. Available only if `DebugKeysEnabled` under `[GlobalControls]` is set to true in `rulesmd.ini`." -msgstr "有一个[新的热键](User-Interface.md#dump-object-info)可以在按下时输出被选中/鼠标悬停于其上的对象的信息。仅当 `rulesmd.ini` 中 `[GlobalControls]` 下的 `DebugKeysEnabled` 设为 true 时可用。" +msgid "" +"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`." +msgstr "" +"有一个[新的热键](User-Interface.md#dump-object-info)可以在按下时输出被选中/鼠标悬停于其上的对象的信息。仅当" +" `rulesmd.ini` 中 `[GlobalControls]` 下的 `DebugKeysEnabled` 设为 true 时可用。" #: ../../Miscellanous.md:41 msgid "Display Damage Numbers" msgstr "显示伤害数字" #: ../../Miscellanous.md:43 -msgid "There's a new hotkey 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`." -msgstr "有一个[新的热键](User-Interface.md#display-damage-numbers)可以开关是否显示对单位与建筑造成的精确伤害数字。伤害数字以红色显示(对护盾为蓝色),治疗性质的伤害以绿色显示(对护盾为青色)。这些数字会显示在受影响的单位上,并在出现后向上移动。仅当 `rulesmd.ini` 中 `[GlobalControls]` 下的 `DebugKeysEnabled` 设为 true 时可用。" +msgid "" +"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`." +msgstr "" +"有一个[新的热键](User-Interface.md#display-damage-" +"numbers)可以开关是否显示对单位与建筑造成的精确伤害数字。伤害数字以红色显示(对护盾为蓝色),治疗性质的伤害以绿色显示(对护盾为青色)。这些数字会显示在受影响的单位上,并在出现后向上移动。仅当" +" `rulesmd.ini` 中 `[GlobalControls]` 下的 `DebugKeysEnabled` 设为 true 时可用。" #: ../../Miscellanous.md:45 msgid "Frame Step In" msgstr "进入逐帧模式" #: ../../Miscellanous.md:47 -msgid "There's a new hotkey to execute the game frame by frame for development usage." +msgid "" +"There's a [new hotkey](User-Interface.md#toggle-frame-by-frame-mode) to " +"execute the game frame by frame for development usage." msgstr "有一个[新的热键](User-Interface.md#toggle-frame-by-frame-mode)可以逐帧执行游戏以便开发。" #: ../../Miscellanous.md:48 -msgid "You can switch to frame by frame mode and then use frame step in command to forward 1, 5, 10, 15, 30 or 60 frames by one hit." +msgid "" +"You can switch to frame by frame mode and then use frame step in command " +"to forward 1, 5, 10, 15, 30 or 60 frames by one hit." msgstr "你可以切换到逐帧模式然后用逐帧命令一次前进 1、5、10、15、30 或 60 帧。" #: ../../Miscellanous.md:50 @@ -115,15 +159,28 @@ msgid "Save variables to file" msgstr "保存变量至文件" #: ../../Miscellanous.md:52 -msgid "There's a new hotkey to write all local variables to `locals.ini` and all global variables to `globals.ini`. Available only if `DebugKeysEnabled` under `[GlobalControls]` is set to true in `rulesmd.ini`." -msgstr "有一个[新的热键](User-Interface.md#save-variables)可以将所有局部变量写入 `locals.ini` 并将所有全局变量写入 `globals.ini`。仅当 `rulesmd.ini` 中 `[GlobalControls]` 下的 `DebugKeysEnabled` 设为 true 时可用。" +msgid "" +"There's a [new hotkey](User-Interface.md#save-variables) to write all " +"local variables to `locals.ini` and all global variables to " +"`globals.ini`. Available only if `DebugKeysEnabled` under " +"`[GlobalControls]` is set to true in `rulesmd.ini`." +msgstr "" +"有一个[新的热键](User-Interface.md#save-variables)可以将所有局部变量写入 `locals.ini` " +"并将所有全局变量写入 `globals.ini`。仅当 `rulesmd.ini` 中 `[GlobalControls]` 下的 " +"`DebugKeysEnabled` 设为 true 时可用。" #: ../../Miscellanous.md:53 -msgid "Variables will be also automatically saved to file on scenario end if `[General]->SaveVariablesOnScenarioEnd=true` is set in `rulesmd.ini`." -msgstr "变量也会在 `rulesmd.ini` 中设置了 `[General]->SaveVariablesOnScenarioEnd=true` 的情况下每次场景结束时自动保存到文件。" +msgid "" +"Variables will be also automatically saved to file on scenario end if " +"`[General] -> SaveVariablesOnScenarioEnd=true` is set in `rulesmd.ini`." +msgstr "" +"变量也会在 `rulesmd.ini` 中设置了 `[General] -> SaveVariablesOnScenarioEnd=true` " +"的情况下每次场景结束时自动保存到文件。" #: ../../Miscellanous.md:54 -msgid "Variable section will use the same name as the mission file name in capital letters, i.e. `[MYCAMPAIGN.MAP]`." +msgid "" +"Variable section will use the same name as the mission file name in " +"capital letters, i.e. `[MYCAMPAIGN.MAP]`." msgstr "变量小节将使用与任务文件名相同名称的大写字母表示,例如 `[MYCAMPAIGN.MAP]`。" #: ../../Miscellanous.md:55 @@ -131,7 +188,9 @@ msgid "Variables will be written as key-value pairs, i.e. `MyVariable=1`." msgstr "变量将以键值对的形式写入,例如 `MyVariable=1`。" #: ../../Miscellanous.md:56 -msgid "If an INI file with the same name (`locals.ini`/`globals.ini`) doesn't exist, it will be created. If it exists, all sections will be preserved." +msgid "" +"If an INI file with the same name (`locals.ini`/`globals.ini`) doesn't " +"exist, it will be created. If it exists, all sections will be preserved." msgstr "如果同名的 INI 文件(`locals.ini`/`globals.ini`)不存在那么将会被创建。如果存在,所有小节都将被保留。" #: ../../Miscellanous.md:64 @@ -139,111 +198,121 @@ msgid "Semantic locomotor aliases" msgstr "运动模式别称" #: ../../Miscellanous.md:66 -msgid "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." +msgid "" +"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." msgstr "现在可以在 `Locomotor` 标签值中写入运动模式的别称,而不再只能书写它们的 CLSIDs。使用下表查找运动模式所对应的别称。" -#: ../../Miscellanous.md:18 +#: ../../Miscellanous.md:24 msgid "*Alias*" msgstr "*别称*" -#: ../../Miscellanous.md:18 +#: ../../Miscellanous.md:24 msgid "*CLSID*" msgstr "*CLSID*" -#: ../../Miscellanous.md:18 +#: ../../Miscellanous.md:24 msgid "Drive" msgstr "Drive" -#: ../../Miscellanous.md:18 +#: ../../Miscellanous.md:24 msgid "`{4A582741-9839-11d1-B709-00A024DDAFD1}`" msgstr "`{4A582741-9839-11d1-B709-00A024DDAFD1}`" -#: ../../Miscellanous.md:18 +#: ../../Miscellanous.md:24 msgid "Jumpjet" msgstr "Jumpjet" -#: ../../Miscellanous.md:18 +#: ../../Miscellanous.md:24 msgid "`{92612C46-F71F-11d1-AC9F-006008055BB5}`" msgstr "`{92612C46-F71F-11d1-AC9F-006008055BB5}`" -#: ../../Miscellanous.md:18 +#: ../../Miscellanous.md:24 msgid "Hover" msgstr "Hover" -#: ../../Miscellanous.md:18 +#: ../../Miscellanous.md:24 msgid "`{4A582742-9839-11d1-B709-00A024DDAFD1}`" msgstr "`{4A582742-9839-11d1-B709-00A024DDAFD1}`" -#: ../../Miscellanous.md:18 +#: ../../Miscellanous.md:24 msgid "Rocket" msgstr "Rocket" -#: ../../Miscellanous.md:18 +#: ../../Miscellanous.md:24 msgid "`{B7B49766-E576-11d3-9BD9-00104B972FE8}`" msgstr "`{B7B49766-E576-11d3-9BD9-00104B972FE8}`" -#: ../../Miscellanous.md:18 +#: ../../Miscellanous.md:24 msgid "Tunnel" msgstr "Tunnel" -#: ../../Miscellanous.md:18 +#: ../../Miscellanous.md:24 msgid "`{4A582743-9839-11d1-B709-00A024DDAFD1}`" msgstr "`{4A582743-9839-11d1-B709-00A024DDAFD1}`" -#: ../../Miscellanous.md:18 +#: ../../Miscellanous.md:24 msgid "Walk" msgstr "Walk" -#: ../../Miscellanous.md:18 +#: ../../Miscellanous.md:24 msgid "`{4A582744-9839-11d1-B709-00A024DDAFD1}`" msgstr "`{4A582744-9839-11d1-B709-00A024DDAFD1}`" -#: ../../Miscellanous.md:18 +#: ../../Miscellanous.md:24 msgid "DropPod" msgstr "DropPod" -#: ../../Miscellanous.md:18 +#: ../../Miscellanous.md:24 msgid "`{4A582745-9839-11d1-B709-00A024DDAFD1}`" msgstr "`{4A582745-9839-11d1-B709-00A024DDAFD1}`" -#: ../../Miscellanous.md:18 +#: ../../Miscellanous.md:24 msgid "Fly" msgstr "Fly" -#: ../../Miscellanous.md:18 +#: ../../Miscellanous.md:24 msgid "`{4A582746-9839-11d1-B709-00A024DDAFD1}`" msgstr "`{4A582746-9839-11d1-B709-00A024DDAFD1}`" -#: ../../Miscellanous.md:18 +#: ../../Miscellanous.md:24 msgid "Teleport" msgstr "Teleport" -#: ../../Miscellanous.md:18 +#: ../../Miscellanous.md:24 msgid "`{4A582747-9839-11d1-B709-00A024DDAFD1}`" msgstr "`{4A582747-9839-11d1-B709-00A024DDAFD1}`" -#: ../../Miscellanous.md:18 +#: ../../Miscellanous.md:24 msgid "Mech" msgstr "Mech" -#: ../../Miscellanous.md:18 +#: ../../Miscellanous.md:24 msgid "`{55D141B8-DB94-11d1-AC98-006008055BB5}`" msgstr "`{55D141B8-DB94-11d1-AC98-006008055BB5}`" -#: ../../Miscellanous.md:18 +#: ../../Miscellanous.md:24 msgid "Ship" msgstr "Ship" -#: ../../Miscellanous.md:18 +#: ../../Miscellanous.md:24 msgid "`{2BEA74E1-7CCA-11d3-BE14-00104B62A16C}`" msgstr "`{2BEA74E1-7CCA-11d3-BE14-00104B62A16C}`" #: ../../Miscellanous.md:83 -msgid "`Chrono` is not a standard Alias, but since the default behavior of using `Teleport` will be triggered when the value of `Locomotor` is incorrect, the result of the operation will appear as if `Chrono` has taken effect." -msgstr "`Chrono` 并不是一个标准的别称,但由于 `Locomotor` 值无效时将使用的默认行为也是 `Teleport`,因此显得好似 `Chrono` 生效了一般。" +msgid "" +"`Chrono` is not a standard Alias, but since the default behavior of using" +" `Teleport` will be triggered when the value of `Locomotor` is incorrect," +" the result of the operation will appear as if `Chrono` has taken effect." +msgstr "" +"`Chrono` 并不是一个标准的别称,但由于 `Locomotor` 值无效时将使用的默认行为也是 `Teleport`,因此显得好似 " +"`Chrono` 生效了一般。" #: ../../Miscellanous.md:85 -msgid "Correspondingly, if such a writing method causes any errors, it is also not within the scope of responsibility of this function." +msgid "" +"Correspondingly, if such a writing method causes any errors, it is also " +"not within the scope of responsibility of this function." msgstr "但与之相对应的,如果这样的书写方式引发了什么错误,那也并不属于这个功能所涵盖的范围。" #: ../../Miscellanous.md:88 @@ -255,123 +324,210 @@ msgid "Single player game speed" msgstr "单人游戏速度" #: ../../Miscellanous.md:92 -msgid "It is now possible to change the default (GS4/Fast/30FPS) campaign game speed with `CampaignDefaultGameSpeed`." +msgid "" +"It is now possible to change the default (GS4/Fast/30FPS) campaign game " +"speed with `CampaignDefaultGameSpeed`." msgstr "现在可以使用 `CampaignDefaultGameSpeed` 更改默认的(游戏速度 4 / 快 / 30FPS)战役游戏速度。" #: ../../Miscellanous.md:93 -msgid "It is now possible to change the *values* of single player game speed, by inputing a pair of values. This feature must be enabled with `CustomGS=true`. **Only values between 10 and 60 FPS can be consistently achieved.**" -msgstr "现在可以输入一对值来更改单人游戏速度的值。此功能必须通过设置 `CustomGS=true` 来启用。**只能稳定控制在 10 到 60 FPS 之间的值。**" +msgid "" +"It is now possible to change the *values* of single player game speed, by" +" inputing a pair of values. This feature must be enabled with " +"`CustomGS=true`. **Only values between 10 and 60 FPS can be consistently " +"achieved.**" +msgstr "" +"现在可以输入一对值来更改单人游戏速度的值。此功能必须通过设置 `CustomGS=true` 来启用。**只能稳定控制在 10 到 60 FPS " +"之间的值。**" #: ../../Miscellanous.md:94 -msgid "Custom game speed is achieved by periodically manipulating the delay between game frames, thus increasing or decreasing FPS." +msgid "" +"Custom game speed is achieved by periodically manipulating the delay " +"between game frames, thus increasing or decreasing FPS." msgstr "自定义游戏速度是通过定期调整游戏帧之间的延迟来实现增加或减少 FPS 的。" #: ../../Miscellanous.md:95 -msgid "`CustomGSN.ChangeInterval` describes the frame interval between applying the effect. A value of 2 means \"every other frame\", 3 means \"every 3 frames\" etc. Increase of speedup/slowdown is approximately logarithmic." -msgstr "`CustomGSN.ChangeInterval` 设置应用该效果的帧间隔。值为 2 表示“每**隔**一帧执行一次”,3 表示“每 3 帧**中**执行一次”等。加速/减速的改动大致呈对数关系。" +msgid "" +"`CustomGSN.ChangeInterval` describes the frame interval between applying " +"the effect. A value of 2 means \"every other frame\", 3 means \"every 3 " +"frames\" etc. Increase of speedup/slowdown is approximately logarithmic." +msgstr "" +"`CustomGSN.ChangeInterval` 设置应用该效果的帧间隔。值为 2 表示“每**隔**一帧执行一次”,3 表示“每 3 " +"帧**中**执行一次”等。加速/减速的改动大致呈对数关系。" #: ../../Miscellanous.md:96 -msgid "`CustomGSN.ChangeDelay` sets the delay (game speed number) to use every `CustomGSN.ChangeInterval` frames." +msgid "" +"`CustomGSN.ChangeDelay` sets the delay (game speed number) to use every " +"`CustomGSN.ChangeInterval` frames." msgstr "`CustomGSN.ChangeDelay` 设置了每个 `CustomGSN.ChangeInterval` 帧使用的延迟(游戏速度编号)。" #: ../../Miscellanous.md:97 -msgid "`CustomGSN.DefaultDelay` sets the delay (game speed number) to use on other frames." +msgid "" +"`CustomGSN.DefaultDelay` sets the delay (game speed number) to use on " +"other frames." msgstr "`CustomGSN.DefaultDelay` 设置了在其他帧上应用的延迟(游戏速度编号)。" #: ../../Miscellanous.md:98 -msgid "Using game speed 6 (Fastest) in either `CustomGSN.ChangeDelay` or `CustomGSN.DefaultDelay` allows to set FPS above 60." -msgstr "在 `CustomGSN.ChangeDelay` 或 `CustomGSN.DefaultDelay` 中使用游戏速度 6(最快)可以将 FPS 设置为超过 60 的值。" +msgid "" +"Using game speed 6 (Fastest) in either `CustomGSN.ChangeDelay` or " +"`CustomGSN.DefaultDelay` allows to set FPS above 60." +msgstr "" +"在 `CustomGSN.ChangeDelay` 或 `CustomGSN.DefaultDelay` 中使用游戏速度 6(最快)可以将 FPS" +" 设置为超过 60 的值。" #: ../../Miscellanous.md:99 msgid "**However, the resulting FPS may vary on different machines.**" msgstr "**然而实际的 FPS 可能在不同的机器上有所不同。**" -#: ../../Miscellanous.md:101 -msgid "Currently there is no way to set desired FPS directly. Use the generator below to get required values. The generator supports values from 10 to 60." -msgstr "目前无法直接设置所需的 FPS。需要使用下面的生成器来获取所需的值。生成器支持 10 到 60 之间的值。" - -#: ../../Miscellanous.md:114 +#: ../../Miscellanous.md:111 msgid "In `RA2MD.INI`:" msgstr "在 `RA2MD.INI`:" -#: ../../Miscellanous.md:171 +#: ../../Miscellanous.md:118 +msgid "" +"Currently there is no way to set desired FPS directly. Use the generator " +"below to get required values. The generator supports values from 10 to " +"60." +msgstr "目前无法直接设置所需的 FPS。需要使用下面的生成器来获取所需的值。生成器支持 10 到 60 之间的值。" + +#: ../../Miscellanous.md:175 msgid "INI" msgstr "INI" -#: ../../Miscellanous.md:173 +#: ../../Miscellanous.md:177 msgid "Include files" msgstr "包含文件" -#: ../../Miscellanous.md:176 +#: ../../Miscellanous.md:180 msgid "This feature must be enabled via a command line argument `-Include`." msgstr "此功能必须通过命令行参数 `-Include` 来启用。" -#: ../../Miscellanous.md:179 -msgid "INI files can now include other files (merge them into self) using `[$Include]` section." +#: ../../Miscellanous.md:183 +msgid "" +"INI files can now include other files (merge them into self) using " +"`[$Include]` section." msgstr "现在 INI 文件可以使用 `[$Include]` 小节来包含其他文件(将它们合并到自身中)。" -#: ../../Miscellanous.md:180 -msgid "`[$Include]` section contains a list of files to read and include. Files can be directly in the Red Alert 2 directory or in a loaded MIX file." +#: ../../Miscellanous.md:184 +msgid "" +"`[$Include]` section contains a list of files to read and include. Files " +"can be directly in the Red Alert 2 directory or in a loaded MIX file." msgstr "`[$Include]` 小节包括了要读取和包含的文件列表。文件可以直接位于在《红色警戒 2》的目录中或已加载的 MIX 文件。" -#: ../../Miscellanous.md:181 -msgid "Files will be added in the same order they are defined. Index of each file **must be unique among all included files**." +#: ../../Miscellanous.md:185 +msgid "" +"Files will be added in the same order they are defined. Index of each " +"file **must be unique among all included files**." msgstr "文件将按照它们定义的顺序添加。每个文件的索引**必须在所有包括文件中唯一**。" -#: ../../Miscellanous.md:182 -msgid "Inclusion can be nested recursively (included files can include files further). Recursion is depth-first (before including next file, check if the current one includes anything)." +#: ../../Miscellanous.md:186 +msgid "" +"Inclusion can be nested recursively (included files can include files " +"further). Recursion is depth-first (before including next file, check if " +"the current one includes anything)." msgstr "包含可以递归嵌套(被包含的文件包含其他文件)。递归深度优先(在包含下一个文件之前,检查当前文件是否包含任何内容)。" -#: ../../Miscellanous.md:183 -msgid "When the same entry exists in two files, then the one read later will overwrite the value." +#: ../../Miscellanous.md:187 +msgid "" +"When the same entry exists in two files, then the one read later will " +"overwrite the value." msgstr "当两个文件中存在相同条目时,后读取的那个文件将覆盖前面的值。" -#: ../../Miscellanous.md:184 -#: ../../Miscellanous.md:210 -msgid "This feature can be used in *any* INI file, be it `rulesmd.ini`, `artmd.ini`, `soundmd.ini`, map file or anything else." +#: ../../Miscellanous.md:188 ../../Miscellanous.md:214 +msgid "" +"This feature can be used in *any* INI file, be it `rulesmd.ini`, " +"`artmd.ini`, `soundmd.ini`, map file or anything else." msgstr "此功能可以用于任何 INI 文件,无论 `rulesmd.ini`、`artmd.ini`、`soundmd.ini`、地图文件还是其他任何文件。" -#: ../../Miscellanous.md:187 -msgid "Due to a technical issue, there is a chance that ***the first line of a included file will be skipped!*** To prevent this, included files should start with an empty line or a comment." -msgstr "由于技术问题,包含文件的***第一行有可能会被跳过***!为了防止这种情况,包含的文件应以空行或注释开头。" - -#: ../../Miscellanous.md:191 -msgid "When this feature is enabled, the [Ares equivalent of `[$Include]`](https://ares-developers.github.io/Ares-docs/new/misc/include.html) is disabled!" -msgstr "当此功能启用后,[Ares 的 `[$Include]` 功能](https://ares-developers.github.io/Ares-docs/new/misc/include.html) 将被禁用!" - -#: ../../Miscellanous.md:194 -#: ../../Miscellanous.md:220 +#: ../../Miscellanous.md:190 ../../Miscellanous.md:216 msgid "In any file:" msgstr "在任何文件中:" -#: ../../Miscellanous.md:200 +#: ../../Miscellanous.md:197 +msgid "" +"Due to a technical issue, there is a chance that ***the first line of a " +"included file will be skipped!*** To prevent this, included files should " +"start with an empty line or a comment." +msgstr "由于技术问题,包含文件的***第一行有可能会被跳过***!为了防止这种情况,包含的文件应以空行或注释开头。" + +#: ../../Miscellanous.md:201 +msgid "" +"When this feature is enabled, the [Ares equivalent of `[#include]`](https" +"://ares-developers.github.io/Ares-docs/new/misc/include.html) is " +"disabled!" +msgstr "" +"当此功能启用后,[Ares 的 `[$Include]` 功能](https://ares-developers.github.io/Ares-" +"docs/new/misc/include.html) 将被禁用!" + +#: ../../Miscellanous.md:204 msgid "Section inheritance" msgstr "段落继承" -#: ../../Miscellanous.md:203 +#: ../../Miscellanous.md:207 msgid "This feature must be enabled via a command line argument `-Inheritance`." msgstr "此功能必须通过命令行参数 `-Inheritance` 来启用。" -#: ../../Miscellanous.md:206 -msgid "You can now make sections (children) inherit entries from other sections (parents) with `$Inherits` entry." +#: ../../Miscellanous.md:210 +msgid "" +"You can now make sections (children) inherit entries from other sections " +"(parents) with `$Inherits` entry." msgstr "现在你可以通过 `$Inherits` 条目让段落(子节)继承其他段落(父节)的条目。" -#: ../../Miscellanous.md:207 -msgid "When a section has no value set for an entry (or an entry is missing), the game will attempt to use parent's value. If no value is found, only then the default will be used." +#: ../../Miscellanous.md:211 +msgid "" +"When a section has no value set for an entry (or an entry is missing), " +"the game will attempt to use parent's value. If no value is found, only " +"then the default will be used." msgstr "当一个小节没有设置某个条目的值(或条目缺失)时,游戏将尝试使用父节中的值。如果也没有找到,那么才会使用默认值。" -#: ../../Miscellanous.md:208 -msgid "When multiple parents are specified, the order of inheritance is \"first come, first served\", looking up comma separated parents from left to right." +#: ../../Miscellanous.md:212 +msgid "" +"When multiple parents are specified, the order of inheritance is \"first " +"come, first served\", looking up comma separated parents from left to " +"right." msgstr "当指定了多个父节时,继承到顺序是“先到先得”,从左到右查找逗号分隔的父节。" -#: ../../Miscellanous.md:209 -msgid "Inheritance can be nested recursively (parent sections can have their own parents). Recursion is depth-first (before inheriting from the next parent, check if the current parent has parents)." +#: ../../Miscellanous.md:213 +msgid "" +"Inheritance can be nested recursively (parent sections can have their own" +" parents). Recursion is depth-first (before inheriting from the next " +"parent, check if the current parent has parents)." msgstr "继承可以递归嵌套(父节可以有自己的父节)。递归是深度优先的(在下一个父节继承之前,检查当前父节是否有父节)。" -#: ../../Miscellanous.md:213 -msgid "When this feature is enabled, the Ares equivalent of `$Inherits` (undocumented) is disabled!" -msgstr "当此功能启用后,[Ares 的继承功能](https://bbs.ra2diy.com/forum.php?mod=viewthread&tid=24681)(未在官方文档中列出)将被禁用!" +#: ../../Miscellanous.md:227 +msgid "" +"When this feature is enabled, the Ares equivalent of `$Inherits` " +"(undocumented) is disabled!" +msgstr "" +"当此功能启用后,[Ares " +"的继承功能](https://bbs.ra2diy.com/forum.php?mod=viewthread&tid=24681)(未在官方文档中列出)将被禁用!" -#: ../../Miscellanous.md:217 -msgid "This feature may noticeably increase game loading time, depending on the size of game rules and used hardware." +#: ../../Miscellanous.md:231 +msgid "" +"This feature may noticeably increase game loading time, depending on the " +"size of game rules and used hardware." msgstr "此功能可能显著增大游戏加载时间,具体取决于游戏规则的大小和硬件环境。" + +#: ../../Miscellanous.md:234 +msgid "Turning off/on in-game exception handling" +msgstr "游戏内异常处理开关" + +#: ../../Miscellanous.md:236 +msgid "" +"You can turn on/off the exception handler of the game's main loop using " +"the following command line arg: `-ExceptionHandler=boolean` where " +"`boolean` is `(true|false|yes|no|1|0)`." +msgstr "你可以使用以下命令行参数来开启/关闭游戏主循环的异常处理程序:`-ExceptionHandler=boolean`,其中 `boolean` 是 `(true|false|yes|no|1|0)`。" + +#: ../../Miscellanous.md:239 +msgid "" +"In **debug** builds the in-game exception handler is **turned off** by " +"default." +msgstr "在 **debug** 版本中默认情况下游戏内异常处理程序是 **关闭** 的。" + +#: ../../Miscellanous.md:243 +msgid "" +"The CnCNet 5 spawner uses the main loop exception handler for fixes. If " +"you get any issues (crashes, bugs) in combination with that then please " +"first test with the exception handler enabled." +msgstr "CNCNet 5 启动器使用主循环异常处理程序进行修复。如果你在使用它时遇到任何问题(崩溃、错误),请先在异常处理程序开启的情况下进行测试。" + 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 e98e4b5bf3..6185397c03 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 @@ -1,1512 +1,2757 @@ # SOME DESCRIPTIVE TITLE. -# Copyright (C) 2021, The Phobos Contributors +# Copyright (C) 2025, The Phobos Contributors # This file is distributed under the same license as the Phobos package. -# FIRST AUTHOR , 2021. +# FIRST AUTHOR , YEAR. # #, fuzzy msgid "" msgstr "" "Project-Id-Version: Phobos \n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2022-04-24 14:08+0800\n" +"POT-Creation-Date: 2025-02-19 19:14+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 2.9.1\n" -#: ../New-or-Enhanced-Logics.md:1 +#: ../../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." -msgstr "此页面列出了所有火卫一引入的新逻辑或扩展逻辑。" +#: ../../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." +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 +#: ../../New-or-Enhanced-Logics.md:5 msgid "New types / ingame entities" -msgstr "新类型/游戏内实体" +msgstr "新类型或游戏内实体" + +#: ../../New-or-Enhanced-Logics.md:7 +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。" + +#: ../../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." +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。" + +#: ../../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。" + +#: ../../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." +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." +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." +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." +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`." +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`." +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`." +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。" + +#: ../../New-or-Enhanced-Logics.md:21 +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。" + +#: ../../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." +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`." +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。" + +#: ../../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." +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。" + +#: ../../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。" + +#: ../../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。" + +#: ../../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。" + +#: ../../New-or-Enhanced-Logics.md:31 +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." +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。" + +#: ../../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." +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." +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。" -#: ../New-or-Enhanced-Logics.md:7 +#: ../../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。" + +#: ../../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。" + +#: ../../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." +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." +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。" + +#: ../../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。" + +#: ../../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。" + +#: ../../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。" + +#: ../../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." +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." +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." +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。" + +#: ../../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。" + +#: ../../New-or-Enhanced-Logics.md:50 +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。" + +#: ../../New-or-Enhanced-Logics.md:52 +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." +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`." +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: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。" + +#: ../../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。" + +#: ../../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。" + +#: ../../New-or-Enhanced-Logics.md:61 +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。" + +#: ../../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。" + +#: ../../New-or-Enhanced-Logics.md:65 +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。" + +#: ../../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。" + +#: ../../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." +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。" + +#: ../../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。" + +#: ../../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。" + +#: ../../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。" + +#: ../../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." +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." +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 +msgid "In `rulesmd.ini`:" +msgstr "在 `rulesmd.ini`:" + +#: ../../New-or-Enhanced-Logics.md:167 msgid "Custom Radiation Types" msgstr "自定义辐射类型" -#: ../New-or-Enhanced-Logics.md:9 -msgid "" -"![image](_static/images/radtype-01.png) *Mixing different radiation " -"types*" -msgstr "" -"![image](_static/images/radtype-01.png) \n" -"*不同种类的辐射正在混合*" - -#: ../New-or-Enhanced-Logics.md:191 ../New-or-Enhanced-Logics.md:825 -#: ../New-or-Enhanced-Logics.md:1138 -#: ../New-or-Enhanced-Logics.md:1150::1 -#: ../New-or-Enhanced-Logics.md:1173::1 -#: ../New-or-Enhanced-Logics.md:1257::1 -#: ../New-or-Enhanced-Logics.md:220::1 -#: ../New-or-Enhanced-Logics.md:293::1 -#: ../New-or-Enhanced-Logics.md:795::1 -#: ../New-or-Enhanced-Logics.md:839::1 -#: ../New-or-Enhanced-Logics.md:84::1 -#: ../New-or-Enhanced-Logics.md:852::1 -#: ../New-or-Enhanced-Logics.md:9::1 +#: ../../New-or-Enhanced-Logics.md:169 +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 msgid "image" -msgstr "" +msgstr "图像" -#: ../New-or-Enhanced-Logics.md:12 -msgid "" -"Allows to have custom radiation type for any weapon now. More details on " -"radiation [here](https://www.modenc.renegadeprojects.com/Radiation)." -msgstr "现在允许为武器自定义辐射的类型,且自定义辐射需要使用注册表,关于辐射的详情请见[这里](https://www.modenc.renegadeprojects.com/Radiation)。" - -#: ../New-or-Enhanced-Logics.md:14 ../New-or-Enhanced-Logics.md:76 -#: ../New-or-Enhanced-Logics.md:87 ../New-or-Enhanced-Logics.md:196 -#: ../New-or-Enhanced-Logics.md:227 ../New-or-Enhanced-Logics.md:239 -#: ../New-or-Enhanced-Logics.md:254 ../New-or-Enhanced-Logics.md:265 -#: ../New-or-Enhanced-Logics.md:278 ../New-or-Enhanced-Logics.md:302 -#: ../New-or-Enhanced-Logics.md:325 ../New-or-Enhanced-Logics.md:336 -#: ../New-or-Enhanced-Logics.md:346 ../New-or-Enhanced-Logics.md:494 -#: ../New-or-Enhanced-Logics.md:534 ../New-or-Enhanced-Logics.md:685 -#: ../New-or-Enhanced-Logics.md:703 ../New-or-Enhanced-Logics.md:718 -#: ../New-or-Enhanced-Logics.md:748 ../New-or-Enhanced-Logics.md:774 -#: ../New-or-Enhanced-Logics.md:786 ../New-or-Enhanced-Logics.md:804 -#: ../New-or-Enhanced-Logics.md:831 ../New-or-Enhanced-Logics.md:844 -#: ../New-or-Enhanced-Logics.md:858 ../New-or-Enhanced-Logics.md:871 -#: ../New-or-Enhanced-Logics.md:886 ../New-or-Enhanced-Logics.md:1098 -#: ../New-or-Enhanced-Logics.md:1115 ../New-or-Enhanced-Logics.md:1141 -#: ../New-or-Enhanced-Logics.md:1155 ../New-or-Enhanced-Logics.md:1165 -#: ../New-or-Enhanced-Logics.md:1179 ../New-or-Enhanced-Logics.md:1190 -#: ../New-or-Enhanced-Logics.md:1199 ../New-or-Enhanced-Logics.md:1213 -#: ../New-or-Enhanced-Logics.md:1225 ../New-or-Enhanced-Logics.md:1236 -#: ../New-or-Enhanced-Logics.md:1249 ../New-or-Enhanced-Logics.md:1264 -#: ../New-or-Enhanced-Logics.md:1275 ../New-or-Enhanced-Logics.md:1286 -msgid "In `rulesmd.ini`:" -msgstr "在`rulesmd.ini`中:" +#: ../../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)." +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:37 -msgid "Laser Trails" -msgstr "激光尾迹" +#: ../../New-or-Enhanced-Logics.md:173 +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:39 -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) \n" -"*激光尾迹在[Rise of the East](https://www.moddb.com/mods/riseoftheeast)中*" +#: ../../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。" -#: ../New-or-Enhanced-Logics.md:39::1 -msgid "激光尾迹" -msgstr "" +#: ../../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。" -#: ../New-or-Enhanced-Logics.md:42 -msgid "" -"Technos, Projectiles, and VoxelAnims can now have colorful trails of " -"different transparency, thickness and color, which are drawn via laser " -"drawing code." -msgstr "单位,抛射体和VXL碎片现在可以拥有多条不同透明度、厚度和颜色的彩色尾迹,这些尾迹是由引擎绘制的。" +#: ../../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。" -#: ../New-or-Enhanced-Logics.md:43 -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 "单位,抛射体和VXL碎片的尾迹可以设置其每一条尾迹的类型,以及相对车体或炮塔的FHL偏移。" +#: ../../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。" -#: ../New-or-Enhanced-Logics.md:1 -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 "激光尾迹非常消耗资源!由于游戏不使用GPU,因此如果设置了大量激光尾迹,即使在很好的电脑上也会迅速降低FPS。你可以通过以下方式减少这种影响:" +#: ../../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。" -#: ../New-or-Enhanced-Logics.md:2 -msgid "don't put too many laser trails on units and projectiles;" -msgstr "不要在单位和抛射体上放置太多激光尾迹;" +#: ../../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*" + +#: ../../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." +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." +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 +msgid "In `artmd.ini`:" +msgstr "在 `artmd.ini`:" -#: ../New-or-Enhanced-Logics.md:3 -msgid "" -"make sure you set as high `SegmentLength` value as possible without " -"trails being too jagged;" -msgstr "在尾迹不过于参差不齐的情况下设置尽可能高的`SegmentLength`值。" +#: ../../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:" +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:4 -msgid "" -"try to keep the length of the trail minimal (can be achieved with smaller" -" `FadeDuration` durations)." -msgstr "尽量使尾迹长度最小(可以通过设置较小的`FadeDuration`值实现)。" +#: ../../New-or-Enhanced-Logics.md:252 +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:52 ../New-or-Enhanced-Logics.md:202 -#: ../New-or-Enhanced-Logics.md:759 -msgid "In `artmd.ini`:" -msgstr "在`artmd.ini`中:" +#: ../../New-or-Enhanced-Logics.md:253 +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)." +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:82 +#: ../../New-or-Enhanced-Logics.md:257 msgid "Shields" msgstr "护盾" -#: ../New-or-Enhanced-Logics.md:84 -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) \n" -"*具有护盾的建筑,步兵和载具在[Fantasy ADVENTURE](https://www.moddb.com/mods/fantasy-" -"adventure)中*" +#: ../../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*" -#: ../New-or-Enhanced-Logics.md:144 -msgid "" -"Now you can have a shield for any TechnoType. It serves as a second " -"health pool with independent `Armor` and `Strength` values." -msgstr "所有建筑与单位现在都可以拥有护盾作为独立的(即可指定单独的`Armor`与`Strength`的)第二血条。" +#: ../../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." +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:145 -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 "负伤害将恢复护盾,除非护盾已经被击碎。如果护盾不满,全部的负伤害都会被护盾吸收。" +#: ../../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。" -#: ../New-or-Enhanced-Logics.md:146 -msgid "" -"When the TechnoType with a unbroken shield, `[ShieldType]->Armor` will " -"replace `[TechnoType]->Armor` for game calculation." -msgstr "当某TechnoType拥有未击碎的护盾时,`[ShieldType]->Armor`将会替代`[TechnoType]->Armor`参与游戏计算。" +#: ../../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." +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:147 -msgid "" -"`InitialStrength` can be used to set a different initial strength value " -"from maximum." -msgstr "" +#: ../../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。" -#: ../New-or-Enhanced-Logics.md:148 -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 "当通过`DeploysInto`,`UndeploysInto`模式转换时,护盾会按剩余百分比进行传递。如果目标单位不具备护盾,那么原始单位的护盾数据将会保存,直到变回来再恢复。" - -#: ../New-or-Enhanced-Logics.md:149 +#: ../../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。" + +#: ../../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`。" + +#: ../../New-or-Enhanced-Logics.md:370 +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`。" + +#: ../../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。" + +#: ../../New-or-Enhanced-Logics.md:373 msgid "This also works with Ares' `Convert.*`." -msgstr "也兼容Ares的`Convert.*`。" +msgstr "这同样适用于 Ares 的 `Convert.*`。" -#: ../New-or-Enhanced-Logics.md:150 -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`控制护盾是否在单位无电力支持或被EMP时仍旧生效。" +#: ../../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." +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:151 -msgid "" -"Attention, if TechnoType itself is not `Powered`, then the shield won't " -"be offline when low power." -msgstr "注意,如果单位本身`Powered=false`,那么护盾也不会因断电而失效。" +#: ../../New-or-Enhanced-Logics.md:375 +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:152 -msgid "" -"`AbsorbOverDamage` controls whether or not the shield absorbs damage " -"dealt beyond shield's current strength when the shield breaks." -msgstr "`AbsorbOverDamage`决定护盾是否会吸收超量伤害。" +#: ../../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." +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:153 -#, 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`与`Respawn`遵循以下设定:0.0将关闭功能,1%到100%为以百分比恢复/重生护盾,其他数字为以固定值直接恢复/重生护盾。此外,`SelfHealing`支持负数以扣除护盾。" +#: ../../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。" -#: ../New-or-Enhanced-Logics.md:154 -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只恢复1HP,目前需要将该标签的值设置在1到2之间的数,如`1.1`。" +#: ../../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`." +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:155 -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`与`Respawn.Rate`遵循以下设定:0.0立即恢复护盾,其他值以游戏内分钟为单位恢复/重生护盾。" +#: ../../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。" -#: ../New-or-Enhanced-Logics.md:156 -msgid "" -"`IdleAnim`, if set, will be played while the shield is intact. This " -"animation is automatically set to loop indefinitely." -msgstr "如果设置了`IdleAnim`,那么护盾存在的时候就会自动重复播放此动画。" +#: ../../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)。" -#: ../New-or-Enhanced-Logics.md:157 -msgid "`Bouncer=yes` animations are not supported at the moment." -msgstr "目前暂不支持使用`Bouncer=yes`的动画。" +#: ../../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." +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:158 -msgid "" -"`IdleAnim.OfflineAction` indicates what happens to the animation when the" -" shield is in a low power state." -msgstr "`IdleAnim.OfflineAction`决定在断电时空闲动画的动作。" +#: ../../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`。" -#: ../New-or-Enhanced-Logics.md:159 -msgid "" -"`IdleAnim.TemporalAction` indicates what happens to the animation when " -"the shield is attacked by temporal weapons." -msgstr "`IdleAnim.TemporalAction`决定在被超时空时空闲动画的动作。" +#: ../../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`。" + +#: ../../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." +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." +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." +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:160 +#: ../../New-or-Enhanced-Logics.md:387 msgid "`BreakAnim`, if set, will be played when the shield has been broken." -msgstr "如果设置了`BreakAnim`,那么护盾被击碎时将播放此动画。" +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." +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。" + +#: ../../New-or-Enhanced-Logics.md:390 +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." +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。" + +#: ../../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。" + +#: ../../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。" + +#: ../../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。" + +#: ../../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 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." +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." +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." +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." +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。" + +#: ../../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。" + +#: ../../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`." +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。" + +#: ../../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。" + +#: ../../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。" + +#: ../../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." +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." +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`." +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." +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." +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。" + +#: ../../New-or-Enhanced-Logics.md:413 +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." +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。" + +#: ../../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。" + +#: ../../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`" + +#: ../../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`。" + +#: ../../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。" + +#: ../../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." +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` 可以通过使用键 `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。" + +#: ../../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。" + +#: ../../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。" + +#: ../../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。" + +#: ../../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." +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。" + +#: ../../New-or-Enhanced-Logics.md:429 +msgid "Animations" +msgstr "动画" + +#: ../../New-or-Enhanced-Logics.md:431 +msgid "Anim-to-Unit" +msgstr "动画生产单位" + +#: ../../New-or-Enhanced-Logics.md:433 +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。" + +#: ../../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." +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。" + +#: ../../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." +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。" + +#: ../../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." +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。" + +#: ../../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。" + +#: ../../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。" + +#: ../../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。" + +#: ../../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." +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。" + +#: ../../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。" + +#: ../../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`." +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." +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 +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`." +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。" + +#: ../../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." +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。" + +#: ../../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." +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 +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。" + +#: ../../New-or-Enhanced-Logics.md:510 +msgid "Buildings" +msgstr "建筑" + +#: ../../New-or-Enhanced-Logics.md:512 +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." +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。" + +#: ../../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。" + +#: ../../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." +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 +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*" + +#: ../../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。" + +#: ../../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。" + +#: ../../New-or-Enhanced-Logics.md:537 +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 +msgid "Ares-introduced build limit for building upgrades works with this feature." +msgstr "Ares 引入的建筑加载物建造限制与这一功能兼容。" + +#: ../../New-or-Enhanced-Logics.md:547 +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。" + +#: ../../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。" + +#: ../../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." +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." +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 +msgid "Spy Effects" +msgstr "间谍效果" + +#: ../../New-or-Enhanced-Logics.md:573 +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." +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." +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 +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." +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 +msgid "Now you can implement the above logic using the following flag." +msgstr "现在你可以使用下面的标签实现上述逻辑。" + +#: ../../New-or-Enhanced-Logics.md:596 +msgid "Infantry" +msgstr "步兵" + +#: ../../New-or-Enhanced-Logics.md:598 +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]生效。" + +#: ../../New-or-Enhanced-Logics.md:611 +msgid "Default disguise for individual InfantryTypes" +msgstr "步兵类型默认伪装" + +#: ../../New-or-Enhanced-Logics.md:613 +msgid "Infantry can now have its `DefaultDisguise` overridden per-type." +msgstr "现在可以为每个步兵类型设置其 `DefaultDisguise`。" + +#: ../../New-or-Enhanced-Logics.md:614 +msgid "This tag's priority is higher than Ares' per-side `DefaultDisguise`." +msgstr "此标签的优先级高于 Ares 的各阵营 `DefaultDisguise`。" + +#: ../../New-or-Enhanced-Logics.md:622 +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`." +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." +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 +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。" + +#: ../../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." +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 +msgid "Transports must have ammo and should be able to reload ammo." +msgstr "运输工具必须拥有弹药并应当能够自行重装弹药。" + +#: ../../New-or-Enhanced-Logics.md:651 +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`:" +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 +msgid "`suicide`: Kill each slave if the slave miner is killed." +msgstr "`suicide`:以身殉主,奴隶矿场死亡则奴隶同步死亡。" + +#: ../../New-or-Enhanced-Logics.md:655 +msgid "`master`: Free the slaves but keep the house of the slave unchanged." +msgstr "`master ` :助纣为虐,拿起武器但所属不变。" + +#: ../../New-or-Enhanced-Logics.md:656 +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)" +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." +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 +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." +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 +msgid "Projectiles" +msgstr "抛射体" + +#: ../../New-or-Enhanced-Logics.md:689 +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) mod 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: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`)。" + +#: ../../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。" + +#: ../../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。" + +#: ../../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。" + +#: ../../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。" + +#: ../../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。" + +#: ../../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。" + +#: ../../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*)。" + +#: ../../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。" + +#: ../../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。" + +#: ../../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." +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 +msgid "Projectile trajectories" +msgstr "抛射体轨迹" + +#: ../../New-or-Enhanced-Logics.md:738 +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。" + +#: ../../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。" + +#: ../../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。" + +#: ../../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." +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 +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:753 +msgid "Straigh trajectory blasters" +msgstr "直线轨迹爆能枪" + +#: ../../New-or-Enhanced-Logics.md:756 +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。" + +#: ../../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。" + +#: ../../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)。" + +#: ../../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。" + +#: ../../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。" + +#: ../../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。" + +#: ../../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。" + +#: ../../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。" + +#: ../../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`。" + +#: ../../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。" + +#: ../../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。" + +#: ../../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。" + +#: ../../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。轴将随着单位朝向或从目标位置到源位置的向量旋转。" + +#: ../../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。)" + +#: ../../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。" + +#: ../../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。" + +#: ../../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。" + +#: ../../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。" + +#: ../../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。" + +#: ../../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。" + +#: ../../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`。" + +#: ../../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`。" + +#: ../../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。" + +#: ../../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。" + +#: ../../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。" + +#: ../../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。" + +#: ../../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: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。" + +#: ../../New-or-Enhanced-Logics.md:826 +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." +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 +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。" + +#: ../../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。" + +#: ../../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。" + +#: ../../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。" + +#: ../../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。" + +#: ../../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)。" + +#: ../../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。" + +#: ../../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。" + +#: ../../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。" + +#: ../../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。" + +#: ../../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。" + +#: ../../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`。" + +#: ../../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。" + +#: ../../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。" + +#: ../../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。" + +#: ../../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。轴将随着单位朝向或从目标位置到源位置的向量旋转。" + +#: ../../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。" + +#: ../../New-or-Enhanced-Logics.md:876 +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)。" + +#: ../../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。" + +#: ../../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:" + +#: ../../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。" + +#: ../../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。" + +#: ../../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。" + +#: ../../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。" + +#: ../../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。" + +#: ../../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。" + +#: ../../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。" + +#: ../../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)。" + +#: ../../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。" + +#: ../../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。" + +#: ../../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。" + +#: ../../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。" + +#: ../../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。" + +#: ../../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。" + +#: ../../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。" + +#: ../../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。" + +#: ../../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`。" + +#: ../../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。" + +#: ../../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。" + +#: ../../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。" + +#: ../../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。轴将随着单位朝向或从目标位置到源位置的向量旋转。" + +#: ../../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:930 +msgid "Certainly, `Gravity` can also affect the trajectory." +msgstr "当然,`Gravity` 仍会影响轨迹。" + +#: ../../New-or-Enhanced-Logics.md:933 +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: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。" + +#: ../../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." +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 +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." +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。通过设置这些键可以覆盖此行为。" + +#: ../../New-or-Enhanced-Logics.md:964 +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:975 +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 +msgid "Super Weapons" +msgstr "超级武器" + +#: ../../New-or-Enhanced-Logics.md:980 +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:990 +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)." +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.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 +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 +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`:" +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: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." +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 +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。" + +#: ../../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。" + +#: ../../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。" + +#: ../../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键是 [Ares 功能](https://ares-developers.github.io/Ares-docs/new/superweapons/types/empulse.html)。" + +#: ../../New-or-Enhanced-Logics.md:1046 +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." +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." +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." +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." +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 +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." +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。" + +#: ../../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。" + +#: ../../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:1062 +msgid "FactoryPlant" +msgstr "FactoryPlant" + +#: ../../New-or-Enhanced-Logics.md:1063 +msgid "OrePurifier" +msgstr "OrePurifier" + +#: ../../New-or-Enhanced-Logics.md:1064 +msgid "SpySat" +msgstr "SpySat" + +#: ../../New-or-Enhanced-Logics.md:1065 +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)" + +#: ../../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." +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:1087 +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。" + +#: ../../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。" + +#: ../../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`。" + +#: ../../New-or-Enhanced-Logics.md:1105 +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。" + +#: ../../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" + +#: ../../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。" + +#: ../../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。" + +#: ../../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。" + +#: ../../New-or-Enhanced-Logics.md:1124 +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`." +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)." +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 +msgid "Technos" +msgstr "技术类型" + +#: ../../New-or-Enhanced-Logics.md:1137 +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: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." +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." +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." +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." +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 +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。" + +#: ../../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`。" + +#: ../../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。" + +#: ../../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。" + +#: ../../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。" + +#: ../../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。" + +#: ../../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)。" + +#: ../../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)。" + +#: ../../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。" + +#: ../../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。" + +#: ../../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。" + +#: ../../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。" + +#: ../../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." +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 +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。" + +#: ../../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。" + +#: ../../New-or-Enhanced-Logics.md:1199 +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 +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:1219 +msgid "Build limit group" +msgstr "建造限制组" + +#: ../../New-or-Enhanced-Logics.md:1221 +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。" + +#: ../../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`)。" + +#: ../../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`。" + +#: ../../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。" + +#: ../../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。" + +#: ../../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。" + +#: ../../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。" + +#: ../../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。" + +#: ../../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。" + +#: ../../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。" + +#: ../../New-or-Enhanced-Logics.md:1248 +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。" + +#: ../../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。" + +#: ../../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." +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 +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。" + +#: ../../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`。" + +#: ../../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。" + +#: ../../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。" + +#: ../../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。" + +#: ../../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。" + +#: ../../New-or-Enhanced-Logics.md:1274 +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." +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)" +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`。" + +#: ../../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。" + +#: ../../New-or-Enhanced-Logics.md:1299 +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` 键为拥有 `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,如果只有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,则使用基础键(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." +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 +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` 的海军水下目标行为*" -#: ../New-or-Enhanced-Logics.md:161 -msgid "" -"`HitAnim`, if set, will be played when the shield is attacked, similar to" -" `WeaponNullifyAnim` for Iron Curtain." -msgstr "如果设置了`HitAnim`,那么护盾被攻击时将播放此动画,类似铁幕的`WeaponNullifyAnim`。" +#: ../../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:162 -msgid "" -"`BreakWeapon`, if set, will be fired at the TechnoType once the shield " -"breaks." -msgstr "如果设置了`BreakkWeapon`,那么护盾被击碎时将释放此武器。" +#: ../../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。" -#: ../New-or-Enhanced-Logics.md:163 -msgid "" -"`AbsorbPercent` controls the percentage of damage that will be absorbed " -"by the shield. Defaults to 1.0, meaning full damage absorption." -msgstr "`AbsorbPercent`决定此护盾吸收伤害的比例,默认1.0,即吸收全部伤害。" +#: ../../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。" -#: ../New-or-Enhanced-Logics.md:164 -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`决定此护盾的穿透比例(即不会被吸收的伤害),穿透伤害将直接作用在单位身上。默认0.0,即不穿透。" +#: ../../New-or-Enhanced-Logics.md:1318 +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:165 -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 "" +#: ../../New-or-Enhanced-Logics.md:1328 +msgid "Make units try turning to target when firing with `OmniFire=yes`" +msgstr "`OmniFire=yes` 下转向" -#: ../New-or-Enhanced-Logics.md:166 -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." -msgstr "拥有护盾的单位可以展示其护盾的HP条,如果护盾可重生,那么在被击碎后会保留一个空的护盾条。" +#: ../../New-or-Enhanced-Logics.md:1330 +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:167 -msgid "" -"Buildings now use the 5th frame of `pips.shp` to display the shield " -"strength while other units uses the 16th frame by default." -msgstr "建筑默认使用`pips.shp`中的5号帧为护盾HP条,其他单位默认使用16号帧。" +#: ../../New-or-Enhanced-Logics.md:1331 +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:168 -msgid "" -"`Pips.Shield` can be used to specify which pip frame should be used as " -"shield strength. If only 1 digit set, then it will always display it, or " -"if 3 digits set, it will respect `ConditionYellow` and `ConditionRed`. " -"`Pips.Shield.Building` is used for BuildingTypes." -msgstr "`Pips.Shield`可被用于指定护盾HP条用哪一帧。如果指定了1个数,那么就一直显示这一帧;如果指定了3个数,那么将遵循`ConditionYellow`和`ConditionRed`显示。建筑使用`Pips.Shield.Building`。" +#: ../../New-or-Enhanced-Logics.md:1340 +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:169 -msgid "" -"`pipbrd.shp` will use its 4th frame to display an infantry's shield " -"strength and the 3th frame for other units if `pipbrd.shp` has extra 2 " -"frames. And `BracketDelta` can be used as additional " -"`PixelSelectionBracketDelta` for shield strength." -msgstr "如果`pipbrd.shp`有额外的两帧,那么第4帧将用于步兵护盾条框,第3帧用于其他单位。`BracketDelta`可作为护盾HP条的额外`PixelSelectionBracketDelta`。" +#: ../../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:170 -msgid "Warheads have new options that interact with shields." -msgstr "弹头与护盾的新交互选项。" +#: ../../New-or-Enhanced-Logics.md:1345 +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:171 -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`允许弹头无视护盾,将直接伤害单位本身。并且在瞄准时也会无视护盾。" +#: ../../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:172 -msgid "" -"`Shield.Break` allows the warhead to always break shields of TechnoTypes." -" This is done before damage is dealt." -msgstr "`Shield.Break`允许弹头在伤害结算前一击击碎护盾。" +#: ../../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:173 -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`将会代替被此弹头击碎的护盾本身的`BreakAnim`播放。" +#: ../../New-or-Enhanced-Logics.md:1361 +msgid "Kill Object Automatically" +msgstr "自毁" -#: ../New-or-Enhanced-Logics.md:174 -msgid "" -"`Shield.HitAnim` will be displayed instead of ShieldType `HitAnim` if set" -" when Warhead hits the shield." -msgstr "`Shield.HitAnim`将会代替被此弹头击中的护盾本身的`HitAnim`播放。" +#: ../../New-or-Enhanced-Logics.md:1363 +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:175 -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`将会代替被此弹头击碎的护盾本身的`BreakWeapon`引爆。" +#: ../../New-or-Enhanced-Logics.md:1364 +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:176 -msgid "" -"`Shield.AbsorbPercent` overrides the `AbsorbPercent` value set in the " -"ShieldType that is being damaged." -msgstr "`Shield.AbsorbPercent`将会代替被此弹头击中的护盾的`AbsorbPercent`。" +#: ../../New-or-Enhanced-Logics.md:1365 +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:177 -msgid "" -"`Shield.PassPercent` overrides the `PassPercent` value set in the " -"ShieldType that is being damaged." -msgstr "`Shield.PassPercent`将会代替被此弹头击中的护盾的`PassPercent`。" +#: ../../New-or-Enhanced-Logics.md:1366 +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:178 -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.ResetTimer` is " -"set, currently running shield respawn timer is reset, otherwise the " -"timer's duration is adjusted to match `Shield.Respawn.Rate` without " -"restarting the timer. If the effect expires while respawn timer is " -"running, remaining time is adjusted to match ShieldType `Respawn.Rate`. " -"Re-applying the effect resets the duration to `Shield.Respawn.Duration`" -msgstr "`Shield.Respawn.Rate`与`Shield.Respawn.Amount`覆盖被此弹头击中的护盾重生效果,持续`Shield.Respawn.Duration`,负数或0则默认为护盾本身的值。如果设置了`Shield.Respawn.ResetTimer`,当前护盾的重生时间将会重置,否则按照新的时间进行比例缩放。如果覆盖效果在重生完成前结束了,剩余时间会按照护盾本身的`Respawn.Rate`进行缩放。" - -#: ../New-or-Enhanced-Logics.md:179 -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.ResetTimer` is set, currently running self-healing " -"timer is restarted, otherwise timer's duration 'is adjusted to match " -"`Shield.SelfHealing.Rate` without restarting the timer. If the effect " -"expires while self-healing timer is running, remaining time is adjusted " -"to match ShieldType `SelfHealing.Rate`. Re-applying the effect resets the" -" duration to `Shield.SelfHealing.Duration`." -msgstr "`Shield.SelfHealing.Rate`与`Shield.SelfHealing.Amount`覆盖被此弹头击中的护盾自愈效果,持续`Shield.SelfHealing.Duration`,负数或0则默认为护盾本身的值。如果设置了`Shield.SelfHealing.ResetTimer`,当前护盾的自愈时间将会重置,否则按照新的时间进行比例缩放。如果覆盖效果在一次自愈完成前结束了,剩余时间会按照护盾本身的`SelfHealing.Rate`进行缩放。" - -#: ../New-or-Enhanced-Logics.md:180 -msgid "" -"`Shield.AffectsTypes` allows listing which ShieldTypes can be affected by" -" any of the effects listed above. If none are listed, all ShieldTypes are" -" affected." -msgstr "`Shield.AffectsTypes`允许列出哪些护盾会被上述效果影响。如果不设置,所有的护盾都会被影响。" +#: ../../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." +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:181 -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`允许分别列出被此弹头影响的单位附加或移除的护盾。通常只有第一个`Shield.AttachTypes`被应用。" +#: ../../New-or-Enhanced-Logics.md:1368 +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:182 -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 "如果设置了`Shield.ReplaceOnly`,`Shield.AttachTypes`中的护盾会按位置替换中`Shield.RemoveTypes`的护盾。如果前者少于后者,那么多余的被移除的护盾被前者的最后一个护盾替换。" - -#: ../New-or-Enhanced-Logics.md:183 -msgid "" -"If `Shield.ReplaceNonRespawning` is set, shield from `Shield.AttachTypes`" -" replaces existing shields that have been broken and cannot respawn on " -"their own." -msgstr "如果设置了`Shield.ReplaceNonRespawning`,`Shield.AttachTypes`中的护盾会替换已被击破且不可再生的护盾。" +#: ../../New-or-Enhanced-Logics.md:1369 +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:184 -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`可被用来控制护盾在被击破后多久才能被替换。如果已过帧数不足,就不会被替换。" +#: ../../New-or-Enhanced-Logics.md:1371 +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:185 -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 "如果设置了`Shield.InheritStateOnReplace`,替换护盾后诸如血量,是否被击破等属性将会继承。自我恢复和重生时间不会继承,总是重设。" +#: ../../New-or-Enhanced-Logics.md:1372 +msgid "`kill`: The object will be destroyed normally." +msgstr "`kill`:对象将正常摧毁。" -#: ../New-or-Enhanced-Logics.md:187 -msgid "Animations" -msgstr "动画" +#: ../../New-or-Enhanced-Logics.md:1373 +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:189 -msgid "Anim-to-Unit" -msgstr "动画生成单位" +#: ../../New-or-Enhanced-Logics.md:1374 +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:191 -msgid "![image](_static/images/animToUnit.gif)" -msgstr "" +#: ../../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:193 -msgid "Animations can now create (or \"convert\" to) units when they end." -msgstr "动画现在可以在结束时生成或“转换成”单位" +#: ../../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+**." +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:194 -msgid "" -"Because in most cases animations do not have owner, the unit will be " -"created with civilian owner unless you use `DestroyAnim` which was " -"modified to store owner and facing information from the destroyed unit, " -"or animation from Warhead `AnimList` or one created through map trigger " -"action `41 Play Anim At`." -msgstr "" -"因为多数情况下动画并没有所属方,单位将以中立方出生,除非你使用`DestroyAnim`(因为其已经可以存储被摧毁单位的所属方和方向信息)或弹头`AnimList`或触发事件`41" -" 播放动画在...`。" +#: ../../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:216 -msgid "Buildings" -msgstr "建筑" +#: ../../New-or-Enhanced-Logics.md:1401 +msgid "Mind Control enhancement" +msgstr "心灵控制增强" -#: ../New-or-Enhanced-Logics.md:218 -msgid "Extended building upgrades" -msgstr "扩展建筑升级逻辑" +#: ../../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:220 -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) \n" -"*为自己和盟友的电厂升级在[CnC: Final War](https://www.moddb.com/mods/cncfinalwar)中*" +#: ../../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." +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:223 -msgid "" -"Building upgrades now can be placed on own buildings, on allied buildings" -" and/or on enemy buildings. These three owners can be specified via a new" -" tag, comma-separated. When upgrade is placed on building, it " -"automatically changes it's owner to match the building's owner." -msgstr "建筑升级现在可以放置在自己,盟友和/或敌人的建筑上。通过一个逗号分隔的新标签控制。当升级放在建筑上后,它将自动转换为建筑的所属方。" +#: ../../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." +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:224 -msgid "" -"One upgrade can now be applied to multiple buildings via a new tag, " -"comma-separated." -msgstr "建筑升级也可以被放置在多种建筑上。" +#: ../../New-or-Enhanced-Logics.md:1410 +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:225 -msgid "Ares-introduced build limit for building upgrades works with this feature." -msgstr "Ares引入的建造限制检查对此逻辑兼容。" +#: ../../New-or-Enhanced-Logics.md:1422 +msgid "No Manual Move" +msgstr "禁止手动改移动" -#: ../New-or-Enhanced-Logics.md:234 -msgid "Power plant enhancer" -msgstr "电厂增幅逻辑" +#: ../../New-or-Enhanced-Logics.md:1424 +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:236 -msgid "" -"When it exists, it can increase the power amount generated by the power " -"plants." -msgstr "存在的时候会增幅电厂产生的电力。" +#: ../../New-or-Enhanced-Logics.md:1432 +msgid "Promoted Spawns" +msgstr "子机升级" -#: ../New-or-Enhanced-Logics.md:237 -msgid "" -"When enchancing structures are sold or destroyed, the power amount " -"returns to normal." -msgstr "增幅建筑变卖或摧毁后,增幅电量就会消失。" +#: ../../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:45 ../New-or-Enhanced-Logics.md:247 -msgid "Infantry" -msgstr "步兵" +#: ../../New-or-Enhanced-Logics.md:1437 +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:249 -msgid "Default disguise for individual InfantryTypes" -msgstr "步兵类型拥有独立的默认伪装" +#: ../../New-or-Enhanced-Logics.md:1445 +msgid "Revenge weapon" +msgstr "复仇武器" -#: ../New-or-Enhanced-Logics.md:251 -msgid "Infantry can now have its `DefaultDisguise` overridden per-type." -msgstr "每种步兵单位现在都可以有它自己的“DefaultDisguise”(默认伪装)。" +#: ../../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:252 -msgid "This tag's priority is higher than Ares' per-side `DefaultDisguise`." -msgstr "此标签的优先级高于Ares中为Side设定的“DefaultDisguise”。" +#: ../../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。" -#: ../New-or-Enhanced-Logics.md:260 -msgid "Random death animaton for NotHuman Infantry" -msgstr "NotHuman步兵随机死亡动画" +#: ../../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。" -#: ../New-or-Enhanced-Logics.md:262 -msgid "" -"Infantry with `NotHuman=yes` can now play random death anim sequence " -"between `Die1` to `Die5` instead of the hardcoded `Die1`." -msgstr "有`NotHuman=yes`的步兵现在可以播放在`Die1`到`Die5`中随机播放死亡动画序列,而非只有硬编码的`Die1`。" +#: ../../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。" -#: ../New-or-Enhanced-Logics.md:263 -msgid "" -"Do not forget to tweak infantry anim sequences before enabling this " -"feature, otherwise it will play invisible anim sequence." -msgstr "在启用此功能之前不要忘记调整步兵动画序列,否则它会播放不可见的动画序列。" +#: ../../New-or-Enhanced-Logics.md:1463 +msgid "Weapons fired on warping in / out" +msgstr "武器在传送时开火" -#: ../New-or-Enhanced-Logics.md:271 -msgid "Shared Ammo" -msgstr "分享弹药" +#: ../../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:273 -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 "有`OpenTopped=yes`和`Ammo.Shared=yes`的运输载具将会将其弹药分享给有`Ammo.Shared=yes`的乘客。此外,载具也可以筛选仅和自身拥有相同的`Ammo.Shared.Group=`的单位才可以分享弹药,忽略不同组的单位。" - -#: ../New-or-Enhanced-Logics.md:275 -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`的载具会分享其弹药给所有`Ammo.Shared=yes`的乘客,无视组别设置。" +#: ../../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`。" -#: ../New-or-Enhanced-Logics.md:276 -msgid "Transports must have ammo and should be able to reload ammo." -msgstr "载具必须拥有弹药且可以恢复弹药。" +#: ../../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。" -#: ../New-or-Enhanced-Logics.md:289 -msgid "Projectiles" -msgstr "抛射体" +#: ../../New-or-Enhanced-Logics.md:1478 +msgid "Custom tint on TechnoTypes" +msgstr "染色" -#: ../New-or-Enhanced-Logics.md:291 -msgid "Projectile interception logic" -msgstr "拦截抛射体" +#: ../../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:293 -msgid "" -"![image](_static/images/projectile-interception-01.gif) *Interception " -"logic used in [Tiberium Crisis](https://www.moddb.com/mods/tiberium-" -"crisis) mod*" -msgstr "" -"![image](_static/images/projectile-interception-01.gif) \n" -"*拦截逻辑在[Tiberium Crisis](https://www.moddb.com/mods/tiberium-crisis)中*" +#: ../../New-or-Enhanced-Logics.md:1483 +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:296 -msgid "" -"Projectiles can now be made targetable by certain TechnoTypes. " -"Interceptor TechnoType's projectile must be `Inviso=yes` and `AA=yes` in " -"order for it to work properly and the projectile must be used in a " -"primary Weapon." -msgstr "抛射体现在可以被单位拦截,拦截者的抛射体必须设置`Inviso=yes`和`AA=yes`以确保拦截可以正常工作。此抛射体必须被用于主武器。" +#: ../../New-or-Enhanced-Logics.md:1493 +msgid "Customize EVA voice and `SellSound` when selling units" +msgstr "单位出售音效" -#: ../New-or-Enhanced-Logics.md:297 -msgid "" -"`Interceptor.GuardRange` is maximum range of the unit to intercept " -"projectile. The unit weapon range will limit the unit interception range " -"though." -msgstr "`Interceptor.GuardRange`决定拦截抛射体的最大距离。而单位的武器距离将限制拦截的实际距离。" +#: ../../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:298 -msgid "" -"`Interceptor.EliteGuardRange` value is used if the unit veterancy is " -"Elite." -msgstr "精英级时使用`Interceptor.EliteGuardRange`。" +#: ../../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`。" -#: ../New-or-Enhanced-Logics.md:299 -msgid "" -"`Interceptor.MinimumGuardRange` is the minimum range of the unit to " -"intercept projectile. Any projectile under this range will not be " -"intercepted." -msgstr "`Interceptor.MinimumGuardRange`决定拦截抛射体的最小距离。小于此距离的抛射体不会被拦截。" +#: ../../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。" -#: ../New-or-Enhanced-Logics.md:300 -msgid "" -"`Interceptor.EliteMinimumGuardRange` value is used if the unit veterancy " -"is Elite." -msgstr "精英级时使用`Interceptor.EliteMinimumGuardRange`。" +#: ../../New-or-Enhanced-Logics.md:1506 +msgid "Sound entry on unit's creation" +msgstr "单位创建时音效" -#: ../New-or-Enhanced-Logics.md:315 -msgid "Projectile trajectories" -msgstr "抛射体轨迹" +#: ../../New-or-Enhanced-Logics.md:1508 +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:317 -msgid "Projectiles can now have customizable trajectories." -msgstr "抛射体现在可以用几种自定义轨迹。" +#: ../../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:318 -msgid "" -"`Trajectory` should not be combined with original game's projectile " -"trajectory logics (`Arcing`, `ROT` or `Inviso`)." -msgstr "`Trajectory`不允许与原版的抛射体轨迹(`Arcing`,`ROT`或`Inviso`)混合使用。" +#: ../../New-or-Enhanced-Logics.md:1520 +msgid "Promotion animation" +msgstr "升级动画" -#: ../New-or-Enhanced-Logics.md:320 -msgid "Straight trajectory" -msgstr "直线轨迹" +#: ../../New-or-Enhanced-Logics.md:1522 +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:322 -msgid "Self-explanatory, is a straight-shot trajectory." -msgstr "不言自明,是直线射击的轨迹。" +#: ../../New-or-Enhanced-Logics.md:1523 +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:323 ../New-or-Enhanced-Logics.md:334 -msgid "Initial speed is determined by weapon's `Trajectory.Speed`." -msgstr "初始速度由武器的`Trajectory.Speed`决定。" +#: ../../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:331 -msgid "Bombard trajectory" -msgstr "轰击弹道" +#: ../../New-or-Enhanced-Logics.md:1533 +msgid "Raise alert when technos are taking damage" +msgstr "单位受伤警报" -#: ../New-or-Enhanced-Logics.md:333 -msgid "" -"Similar trajectory to `Straight`, but targets a coordinate above the " -"intended target (height determined by `Trajectory.Bombard.Height`). When " -"the projectile approaches that coordinate, it will free fall and explodes" -" when it hits the target or ground." -msgstr "类似直线弹道,但是攻击目标上方的坐标点(高度由`Trajectory.Bombard.Height`决定)。当抛射体接近坐标点后会自由落体,并在接触到地面或目标后爆炸。" - -#: ../New-or-Enhanced-Logics.md:343 -msgid "Shrapnel enhancement" -msgstr "溅射增强" +#: ../../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:344 -msgid "Shrapnel behavior can be triggered on the ground and buildings." -msgstr "溅射行为现在可以被地面或建筑触发。" +#: ../../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。" -#: ../New-or-Enhanced-Logics.md:656 -msgid "Super Weapons" -msgstr "超级武器" +#: ../../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。" -#: ../New-or-Enhanced-Logics.md:658 -msgid "LimboDelivery" -msgstr "虚拟投放" +#: ../../New-or-Enhanced-Logics.md:1538 +msgid "You can disable this logic on specific techno by setting `[SOMETECHNO] -> 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 `[SOMETECHNO] -> 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:660 -msgid "" -"Super Weapons can now deliver off-map buildings that act as if they were " -"on the field." -msgstr "超级武器现在可以投放不在地图上的建筑,好似他们在地图上一样。" +#: ../../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 `[SOMETECHNO] -> 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 `[SOMETECHNO] -> 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:661 -msgid "" -"`LimboDelivery.Types` is the list of BuildingTypes that will be created " -"when the Super Weapons fire. Super Weapon Type and coordinates do not " -"matter." -msgstr "`LimboDelivery.Types`列出此超武生效后创建的建筑列表。超武类型和发射位置并不重要。" +#: ../../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。" -#: ../New-or-Enhanced-Logics.md:662 -msgid "" -"`LimboDelivery.IDs` is the list of numeric IDs that will be assigned to " -"buildings. Necessary for LimboKill to work." -msgstr "`LimboDelivery.IDs`列出数字ID用以绑定建筑。要使虚拟击杀生效就必须设置。" +#: ../../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。" -#: ../New-or-Enhanced-Logics.md:664 -msgid "" -"Created buildings are not affected by any on-map threats. The only way to" -" remove them from the game is by using a Super Weapon with LimboKill set." -msgstr "被创建的建筑不会被任何地图内威胁影响到。只有虚拟击杀的超武才能移除这些建筑。" +#: ../../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。" -#: ../New-or-Enhanced-Logics.md:665 -msgid "`LimboKill.Affects` sets which houses are affected by this feature." -msgstr "`LimboKill.Affects`指定哪些所属方会被此功能影响" +#: ../../New-or-Enhanced-Logics.md:1543 +msgid "Technos hitted by a warhead with `[SOMEWARHEAD] -> 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 `[SOMEWARHEAD] -> Malicious` and `[SOMEWARHEAD] -> Nonprovocative`." +msgstr "技术类型被拥有 `[SOMEWARHEAD] -> 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 `[SOMEWARHEAD] -> Malicious` 的相反值和 `[SOMEWARHEAD] -> Nonprovocative` 的值。" -#: ../New-or-Enhanced-Logics.md:666 -msgid "" -"`LimboKill.IDs` lists IDs that will be targeted. Buildings with these IDs" -" will be removed from the game instantly." -msgstr "`LimboKill.IDs`列出目标ID。拥有此ID的虚拟投放建筑会被立刻移除。" +#: ../../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。" -#: ../New-or-Enhanced-Logics.md:668 -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 "投放可以通过一些可选的标签随机化。此时游戏会随机选择其中一种建筑投放。" +#: ../../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。" -#: ../New-or-Enhanced-Logics.md:669 -msgid "" -"`LimboDelivery.RollChance` lits 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.RollChance`指定虚拟投放的概率,值域为[0%,100%](从不发生,总是发生),默认为一次成功的投放。" +#: ../../New-or-Enhanced-Logics.md:1546 +msgid "`[SOMETECHNO] -> CombatAlert.UseFeedbackVoice` decides whether to use the sound defined by `VoiceFeedback`. Default to `[AudioVisual] -> CombatAlert.UseFeedbackVoice`." +msgstr "`[SOMETECHNO] -> 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:670 -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`指定虚拟投放的权重,RandomWeights相当于RandomWeights0。每次虚拟投放时都会给对应的建筑增加这些权重,若对应次投放没有指定权重,则使用指定的最后一次权重。" - -#: ../New-or-Enhanced-Logics.md:672 -msgid "" -"Note: This feature might not support every building flag. Flags that are " -"confirmed to work correctly are listed below:" -msgstr "注意:被虚拟投放的建筑不一定会使所有标签生效,以下标签是确定生效的:" +#: ../../New-or-Enhanced-Logics.md:1547 +msgid "`[SOMETECHNO] -> CombatAlert.UseAttackVoice` decides whether to use the sound defined by `VoiceAttack`. Default to `[AudioVisual] -> CombatAlert.UseAttackVoice`." +msgstr "`[SOMETECHNO] -> 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:673 -msgid "FactoryPlant" -msgstr "工业工厂" +#: ../../New-or-Enhanced-Logics.md:1548 +msgid "`[SOMETECHNO] -> 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 `[SOMETECHNO] -> CombatAlert.EVA`." +msgstr "`[SOMETECHNO] -> 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 `[SOMETECHNO] -> CombatAlert.EVA` 指定。" -#: ../New-or-Enhanced-Logics.md:674 -msgid "OrePurifier" -msgstr "矿石精炼器" +#: ../../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。" -#: ../New-or-Enhanced-Logics.md:675 -msgid "SpySat" -msgstr "间谍卫星" +#: ../../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`。" -#: ../New-or-Enhanced-Logics.md:676 -msgid "KeepAlive (Ares 3.0)" -msgstr "续命(KeepAlive, Ares 3.0)" +#: ../../New-or-Enhanced-Logics.md:1578 +msgid "Convert TechnoType on owner house change" +msgstr "根据操作者变形" -#: ../New-or-Enhanced-Logics.md:677 -msgid "" -"Prerequisite, PrerequisiteOverride, Prerequisite.List# (Ares 0.1), " -"Prerequisite.Negative (Ares 0.1), GenericPrerequisites (Ares 0.1)" -msgstr "建造前提(含Ares扩展)" +#: ../../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." +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:678 -msgid "" -"SuperWeapon, SuperWeapon2, SuperWeapons (Ares 0.9), SW.AuxBuildings (Ares" -" 0.9), SW.NegBuildings (Ares 0.9)" -msgstr "" -"SuperWeapon、SuperWeapon2,SuperWeapons、SW.AuxBuildings、SW.NegBuildings(Ares" -" 0.9)" +#: ../../New-or-Enhanced-Logics.md:1589 +msgid "Terrain" +msgstr "地形对象" -#: ../New-or-Enhanced-Logics.md:680 -msgid "" -"Note: In order for this feature to work with AITriggerTypes conditions " -"(\"Owning house owns ???\" and \"Enemy house owns ???\"), `LegalTarget` " -"must be set to true." -msgstr "注意,为了使此逻辑与`AITriggerTypes`条件共同运作,`LegalTarget`必须为yes。" +#: ../../New-or-Enhanced-Logics.md:1591 +msgid "Destroy animation & sound" +msgstr "摧毁动画与音效" -#: ../New-or-Enhanced-Logics.md:1 -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 "记住,虚拟投放的建筑并不实际存在,一切与其实际交互的机制都不能正常生效(比如工厂,克隆,维修厂,直升机平台等)。此外此建筑必须要么`KeepAlive=no`,要么可以被虚拟击杀,否则游戏将无法结束。" - -#: ../New-or-Enhanced-Logics.md:696 -msgid "Technos" -msgstr "通用" +#: ../../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." +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:698 -msgid "Automatic Passenger Deletion" -msgstr "自动删除乘客" +#: ../../New-or-Enhanced-Logics.md:1602 +msgid "Warheads" +msgstr "弹头" -#: ../New-or-Enhanced-Logics.md:700 -msgid "" -"Transports with these tags will erase the passengers overtime. Bigger " -"units takes more time. Optionally this logic can work like a grinder." -msgstr "有该标签的载具将随着时间移除其中乘客。大型单位将需要更多时间。该逻辑也可以像部队回收站一样工作。" +#: ../../New-or-Enhanced-Logics.md:1605 +msgid "All new Warhead effects" +msgstr "所有新增的弹头效果" -#: ../New-or-Enhanced-Logics.md:701 -msgid "Good combination with Ares Abductor logic." -msgstr "与Ares的劫持犯逻辑是很好的组合。" +#: ../../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:714 -msgid "Automatically firing weapons" -msgstr "自动开火武器" +#: ../../New-or-Enhanced-Logics.md:1607 +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:716 -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 "通过`AutoFire`,现在可以使单位自动开火,而不需要搜索目标。开火要么在单位脚下(此时使用强制攻击的武器),要么是单位本身(此时根据武器选择规则选择对单位自身有效的武器),由`AutoFire.TargetSelf`决定。" - -#: ../New-or-Enhanced-Logics.md:725 -msgid "Customizable OpenTopped Properties" -msgstr "自定义可对外射击载具的属性" - -#: ../New-or-Enhanced-Logics.md:727 -msgid "" -"You can now override settings of `OpenTopped` transport properties per " -"TechnoType." -msgstr "现在可以微观定义每种可对外射击载具各自的增益参数。" +#: ../../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:736 -msgid "Disabling fallback to (Elite)Secondary weapon" -msgstr "关闭副武器自动推算" +#: ../../New-or-Enhanced-Logics.md:1611 +msgid "Break Mind Control on impact" +msgstr "解除心控" -#: ../New-or-Enhanced-Logics.md:738 -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). This " -"does not apply to special cases where `(Elite)Secondary` weapon is always" -" chosen, including but not necessarily limited to the following:" -msgstr "现在当一个单位有`NoSecondaryWeaponFallback=true`(默认为false)时,如果它的主武器不能攻击一个目标,那副武器也可以不再对其有效了;同时有若干情况,这些情况下副武器总会被调用:" - -#: ../New-or-Enhanced-Logics.md:739 -msgid "" -"`OpenTransportWeapon=1` on an unit firing from inside `OpenTopped=true` " -"transport." -msgstr "`OpenTransportWeapon=1`的单位在`OpenTopped=true`的载具内开火。" +#: ../../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:740 -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,`Ammo`大于0且当前弹药数小于等于`NoAmmoAmount`。" +#: ../../New-or-Enhanced-Logics.md:1616 +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:741 -msgid "" -"Deployed `IsSimpleDeployer=true` units with`DeployFireWeapon=1` set or " -"omitted." -msgstr "部署的`IsSimpleDeployer=true`的`DeployFireWeapon=1`的单位。" +#: ../../New-or-Enhanced-Logics.md:1624 +msgid "Chance-based extra damage or Warhead detonation / 'critical hits'" +msgstr "暴击" -#: ../New-or-Enhanced-Logics.md:742 -msgid "`DrainWeapon=true` weapons against enemy `Drainable=yes` buildings." -msgstr "`DrainWeapon=true`的武器对`Drainable=yes`的建筑。" +#: ../../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:743 -msgid "" -"Units with `IsLocomotor=true` set on `Warhead` of `(Elite)Primary` weapon" -" against buildings." -msgstr "主武器的弹头有`IsLocomotor=true`时对建筑。" +#: ../../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。" -#: ../New-or-Enhanced-Logics.md:744 -msgid "" -"Weapons with `ElectricAssault=true` set on `Warhead` against " -"`Overpowerable=true` buildings belonging to owner or allies." -msgstr "弹头`ElectricAssault=true`对友军的`Overpowerable=true`的建筑。" +#: ../../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。" -#: ../New-or-Enhanced-Logics.md:745 -msgid "`Overpowerable=true` buildings that are currently overpowered." -msgstr "`Overpowerable=true`的建筑被过载。" +#: ../../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。" -#: ../New-or-Enhanced-Logics.md:746 -msgid "" -"Any system using `(Elite)WeaponX`, f.ex `Gunner=true` or " -"`IsGattling=true` is also wholly exempt." -msgstr "`(Elite)WeaponX`系统整个排除在外(即`Gunner=true`或`IsGattling=true`)。" +#: ../../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。" -#: ../New-or-Enhanced-Logics.md:754 -msgid "Firing offsets for specific Burst shots" -msgstr "Burst开火坐标" +#: ../../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。" -#: ../New-or-Enhanced-Logics.md:756 -msgid "" -"You can now specify separate firing offsets for each of the shots fired " -"by weapon with `Burst` via using " -"`(Elite)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 "现在可以为Burst指定独立的开火坐标,N从0开始,如果未指定则遵循原版设定。" - -#: ../New-or-Enhanced-Logics.md:757 -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 "应用此逻辑的开火坐标不受因Burst数导致的水平对称影响。" +#: ../../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。" -#: ../New-or-Enhanced-Logics.md:770 -msgid "Initial Strength" -msgstr "初始生命值" +#: ../../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。" -#: ../New-or-Enhanced-Logics.md:772 -msgid "You can now specify how many hitpoints a TechnoType starts with." -msgstr "现在可以指定单位的初始生命值了。" +#: ../../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。" -#: ../New-or-Enhanced-Logics.md:793 -msgid "Mind Control enhancement" -msgstr "心灵控制增强" +#: ../../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。" -#: ../New-or-Enhanced-Logics.md:795 -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) \n" -"*心灵控制距离限制在[Fantasy ADVENTURE](https://www.moddb.com/mods/fantasy-" -"adventure)中* \n" -"![image](_static/images/mindcontrol-multiple-01.gif) \n" -"*多心控自动释放首个目标在[Fantasy ADVENTURE](https://www.moddb.com/mods/fantasy-" -"adventure)中*" - -#: ../New-or-Enhanced-Logics.md:800 -msgid "" -"Mind controllers now can have the upper limit of the control distance. " -"Tag values greater than 0 will activate this feature." -msgstr "拥有心灵控制武器的单位现在可以拥有最大控制距离。大于0将激活此逻辑。" +#: ../../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。" -#: ../New-or-Enhanced-Logics.md:801 -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 "多重心控单位可以在过载前释放被控制的单位。" +#: ../../New-or-Enhanced-Logics.md:1637 +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:802 -msgid "" -"Allows Warheads to play custom `MindControl.Anim` which defaults to " -"`ControlledAnimationType`." -msgstr "心灵控制的动画现在可以用`MindControl.Anim`自定义了。" +#: ../../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." +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:814 -msgid "No Manual Move" -msgstr "禁止手动移动" +#: ../../New-or-Enhanced-Logics.md:1665 +msgid "Convert TechnoType on impact" +msgstr "单位转换弹头" -#: ../New-or-Enhanced-Logics.md:816 -msgid "" -"You can now specify whether a TechnoType is unable to receive move " -"command." -msgstr "可以控制某单位是否无视移动指令。" +#: ../../New-or-Enhanced-Logics.md:1673 +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:823 -msgid "Override Uncloaked Underwater attack behavior" -msgstr "覆盖隐形水下攻击行为" +#: ../../New-or-Enhanced-Logics.md:1702 +msgid "Custom 'SplashList' on Warheads" +msgstr "自定义弹头水花" -#: ../New-or-Enhanced-Logics.md:825 -msgid "" -"![image](_static/images/underwater-new-attack-tag.gif) *Naval " -"underwater behavior in [C&C: " -"Reloaded](https://www.moddb.com/mods/cncreloaded)*" -msgstr "" -"![image](_static/images/underwater-new-attack-tag.gif) \n" -"*海军水下行为在[CnC: Reloaded](https://www.moddb.com/mods/cncreloaded)中*" +#: ../../New-or-Enhanced-Logics.md:1704 +msgid "![image](_static/images/splashlist-01.gif)" +msgstr "![image](_static/images/splashlist-01.gif)" -#: ../New-or-Enhanced-Logics.md:828 -msgid "" -"Overrides a part of the vanilla YR logic for allowing naval units to use " -"a different weapon if the naval unit is uncloaked." -msgstr "覆盖了一部分原版YR中的逻辑,使海军单位在海军单位未隐形时可以使用不同的武器。" +#: ../../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:829 -msgid "" -"Useful if your naval unit have 1 weapon only for underwater and another " -"weapon for surface objects." -msgstr "在你的海军单位有一个武器对水下另一个武器对水面时很有用。" +#: ../../New-or-Enhanced-Logics.md:1714 +msgid "Detonate Warhead on all objects on map" +msgstr "全图弹头" -#: ../New-or-Enhanced-Logics.md:837 -msgid "Promoted Spawns" -msgstr "升级子机" +#: ../../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:839 -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) \n" -"*升级子机在[Fantasy ADVENTURE](https://www.moddb.com/mods/fantasy-adventure)中*" +#: ../../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。" -#: ../New-or-Enhanced-Logics.md:842 -msgid "The spawned units will promote as their owner's veterancy." -msgstr "子机现在可以以发射者的等级出现。" +#: ../../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。" -#: ../New-or-Enhanced-Logics.md:850 -msgid "Spawn range limit" -msgstr "子机最大航程" +#: ../../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。" -#: ../New-or-Enhanced-Logics.md:852 -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) \n" -"*子机限制追击距离在[Fantasy ADVENTURE](https://www.moddb.com/mods/fantasy-" -"adventure)中*" +#: ../../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。" -#: ../New-or-Enhanced-Logics.md:855 -msgid "" -"The spawned units will abort the infinite pursuit if the enemy is out of " -"range. `Spawner.ExtraLimitRange` adds extra pursuit range to the spawned " -"units." -msgstr "子机现在可以停止追击超出攻击距离的敌人。`Spawner.ExtraLimitRange`是额外追击距离。" +#: ../../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。" -#: ../New-or-Enhanced-Logics.md:865 -msgid "Weapons fired on warping in / out" -msgstr "武器在传送时开火" +#: ../../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。" -#: ../New-or-Enhanced-Logics.md:867 -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 "现在可以让武器在单位传送后开火,会在传送动画(`WarpIn` / `WarpOut`)播放的同时开火。" +#: ../../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:868 -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`用来在传送距离小于`ChronoRangeMinimum`时代替`WarpInWeapon`。它会无视`ChronoTrigger`设置与否而触发。如果未设置,默认为`WarpInWeapon`。" +#: ../../New-or-Enhanced-Logics.md:1740 +msgid "Generate credits on impact" +msgstr "撒币枪(弹)" -#: ../New-or-Enhanced-Logics.md:869 -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`,`WarpIn(MinRange)Weapon`的`Damage`会被传送穿过的单元数替代。" +#: ../../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:880 -msgid "Terrains" -msgstr "地形对象" +#: ../../New-or-Enhanced-Logics.md:1745 +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:882 -msgid "Destroy animation & sound" -msgstr "摧毁动画与音效" +#: ../../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:884 -msgid "" -"You can now specify a destroy animation and sound for a TerrainType that " -"are played when it is destroyed." -msgstr "现在可以设定地形对象的摧毁动画和音效。" +#: ../../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。" -#: ../New-or-Enhanced-Logics.md:1088 -msgid "Warheads" -msgstr "弹头" +#: ../../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。" -#: ../New-or-Enhanced-Logics.md:1 -msgid "" -"All new warheads can be used with CellSpread and Ares' GenericWarhead " -"superweapon where applicable." -msgstr "所有的新弹头对溅射范围和Ares的通用弹头超武都是支持的。" +#: ../../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." +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:1094 -msgid "Break Mind Control on impact" -msgstr "解除心控" +#: ../../New-or-Enhanced-Logics.md:1761 +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:1096 -msgid "" -"Warheads can now break mind control (doesn't apply to perma-MC-ed " -"objects)." -msgstr "弹头现在可以破坏心控链接 (对永久心控无效) 。" +#: ../../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:1104 -msgid "Chance-based extra damage or Warhead detonation / 'critical hits'" -msgstr "基于几率的额外伤害 / 弹头`暴击`" +#: ../../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。" -#: ../New-or-Enhanced-Logics.md:1106 -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 "现在可以设定某弹头是否会在爆炸时造成暴击伤害。可以设定暴击的几率,伤害,作用目标,HP上限,动画等。" +#: ../../New-or-Enhanced-Logics.md:1773 +msgid "Launch superweapons on impact" +msgstr "发射超武" -#: ../New-or-Enhanced-Logics.md:1107 -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`决定暴击几率。正常情况下仅检测一次暴击,若`Crit.ApplyChancePerTarget=yes`,则每个目标的暴击单独决定。" - -#: ../New-or-Enhanced-Logics.md:1108 -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`决定暴击额外伤害。若设置`Crit.Warhead`,则暴击的伤害使用此弹头,否则仍遵循当前弹头的`Verses`设定。" +#: ../../New-or-Enhanced-Logics.md:1775 +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:1109 -msgid "" -"`Crit.Affects` can be used to customize types of targets that this " -"Warhead can deal critical hits against." -msgstr "`Crit.Affects`决定何种目标可以被暴击。" +#: ../../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:1110 -msgid "" -"`Crit.AffectsBelowPercent` 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.AffectsBelowPercent`决定低于多少百分比血量的目标不会被暴击。" +#: ../../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。" -#: ../New-or-Enhanced-Logics.md:1111 -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." -msgstr "`Crit.AnimList`决定暴击后的弹头动画,替代弹头原本的动画。若设置`Crit.AnimList.PickRandom=yes`(默认为`AnimList.PickRandom`),则随机此动画。" +#: ../../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。" -#: ../New-or-Enhanced-Logics.md:1112 -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." -msgstr "若设置`Crit.AnimOnAffectedTargets`,则暴击动画不再替代原本的动画,而是给每一个被暴击目标播放。" +#: ../../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`。" -#: ../New-or-Enhanced-Logics.md:1113 -msgid "" -"`ImmuneToCrit` can be set on TechnoTypes to make them immune to critical " -"hits." -msgstr "`ImmuneToCrit`决定单位是否免疫暴击。" +#: ../../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。" -#: ../New-or-Enhanced-Logics.md:1 -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 "如果暴击弹头与原弹头为同一个弹头,或创建了一个链式循环暴击,那么游戏有可能卡死或崩溃。" +#: ../../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。" -#: ../New-or-Enhanced-Logics.md:1136 -msgid "Custom 'SplashList' on Warheads" -msgstr "微观定义水花" +#: ../../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." +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:1138 -msgid "![image](_static/images/splashlist-01.gif)" -msgstr "" +#: ../../New-or-Enhanced-Logics.md:1785 +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:1139 -msgid "" -"Allows Warheads to play custom water splash animations. See vanilla's " -"[Conventional](https://www.modenc.renegadeprojects.com/Conventional) " -"system here." -msgstr "允许弹头自定义水花动画,详情请见[Conventional](https://www.modenc.renegadeprojects.com/Conventional)。" +#: ../../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!**" +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:1148 -msgid "Generate credits on impact" -msgstr "金币弹" +#: ../../New-or-Enhanced-Logics.md:1789 +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:1150 -msgid "" -"![image](_static/images/hackerfinallyworks-01.gif) *`TransactMoney` " -"used in [Rise of the East](https://www.moddb.com/mods/riseoftheeast) mod*" -msgstr "" -"![image](_static/images/hackerfinallyworks-01.gif) \n" -"*`TransactMoney`使用在[Rise of the " -"East](https://www.moddb.com/mods/riseoftheeast)中*" +#: ../../New-or-Enhanced-Logics.md:1804 +msgid "Parasite removal" +msgstr "移除寄生" -#: ../New-or-Enhanced-Logics.md:1153 -msgid "Warheads can now give credits to its owner at impact." -msgstr "弹头引爆时可以指定获得或失去资金。" +#: ../../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:1161 +#: ../../New-or-Enhanced-Logics.md:1814 msgid "Remove disguise on impact" -msgstr "识破伪装" +msgstr "移除伪装" -#: ../New-or-Enhanced-Logics.md:1163 -msgid "" -"Warheads can now remove disguise from disguised infantry such as spies. " -"This will work even if the disguised was acquired by default through " -"`PermaDisguise`." -msgstr "弹头现在可以移除间谍的伪装。此逻辑也会生效在通过`PermaDisguise`获得的默认伪装上。" +#: ../../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`." +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:1171 +#: ../../New-or-Enhanced-Logics.md:1824 msgid "Reveal map for owner on impact" msgstr "揭示弹" -#: ../New-or-Enhanced-Logics.md:1173 -msgid "" -"![image](_static/images/revealwarhead-01.gif) *`SpySat=yes` on `[NUKE]`" -" warhead reveals the map when nuclear missile detonates*" -msgstr "" -"![image](_static/images/revealwarhead-01.gif) \n" -"*`SpySat=yes`在`[NUKE]`上,使核弹爆炸时开启全图视野*" - -#: ../New-or-Enhanced-Logics.md:1176 +#: ../../New-or-Enhanced-Logics.md:1826 msgid "Warheads can now reveal the entire map on impact." -msgstr "弹头可以引爆时揭示全部视野。" +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:1177 +#: ../../New-or-Enhanced-Logics.md:1827 msgid "Reveal only applies to the owner of the warhead." -msgstr "仅对所属方有效。" +msgstr "仅适用于弹头所有者。" -#: ../New-or-Enhanced-Logics.md:1185 +#: ../../New-or-Enhanced-Logics.md:1835 msgid "Shroud map for enemies on impact" -msgstr "迷雾弹" +msgstr "黑幕弹" -#: ../New-or-Enhanced-Logics.md:1187 +#: ../../New-or-Enhanced-Logics.md:1837 msgid "Warheads can now shroud the entire map on impact." -msgstr "弹头可以引爆时覆盖全部视野。" +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:1188 +#: ../../New-or-Enhanced-Logics.md:1838 msgid "Shroud only applies to enemies of the warhead owner." -msgstr "仅对敌人有效。" +msgstr "仅适用于敌对所属方。" + +#: ../../New-or-Enhanced-Logics.md:1846 +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:1196 +#: ../../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。" + +#: ../../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。" + +#: ../../New-or-Enhanced-Logics.md:1851 +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 msgid "Trigger specific NotHuman infantry Death anim sequence" -msgstr "触发特定的NotHuman步兵死亡动画序列" +msgstr "指定非人步兵死亡序列" -#: ../New-or-Enhanced-Logics.md:1197 -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 "弹头可以触发指定的`NotHuman=yes`的步兵的死亡动画序列,值代表`Die1`到`Die5`。" +#: ../../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`." +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:1205 +#: ../../New-or-Enhanced-Logics.md:1870 msgid "Weapons" msgstr "武器" -#: ../New-or-Enhanced-Logics.md:1207 +#: ../../New-or-Enhanced-Logics.md:1872 msgid "AreaFire target customization" -msgstr "自定义AreaFire目标" +msgstr "自定义 `AreaFire` 目标" -#: ../New-or-Enhanced-Logics.md:1209 -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 "现在可以指定区域开火的目标了。默认目标是开火者所在单元格,现在也可以通过设置`AreaFire.Target`为`self`或`random`将其修改为开火者本身或武器攻击范围内的随机某格。" - -#: ../New-or-Enhanced-Logics.md:1210 -msgid "" -"`AreaFire.Target=self` respects normal targeting rules (Warhead Verses " -"etc.) against the firer itself." -msgstr "`AreaFire.Target=self`遵循一般瞄准规则(如弹头比例等)对开火者自身。" - -#: ../New-or-Enhanced-Logics.md:1211 -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`会遵循武器的`CanTarget`和`CanTargetHouses`忽略不合格或包含不合格对象的单元格。" - -#: ../New-or-Enhanced-Logics.md:1219 -msgid "Burst.Delays" -msgstr "武器定义BurstDelay" - -#: ../New-or-Enhanced-Logics.md:1221 -msgid "" -"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 "现在支持为武器设定BurstDelay取代原本的`BurstDelayX`系统。对步兵,载具,建筑类型生效(飞机类型因开火系统完全不同无法支持)。并且允许为每一击都设定间隔,而非仅前四个。" - -#: ../New-or-Enhanced-Logics.md:1222 -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 "如果没有设置对应的间隔,那么就会使用最后设置的间隔。(比如`Burst=3`和`Burst.Delays=10`将每一击都使用10作为间隔。)" +#: ../../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:1223 -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`来取消此逻辑,应用原始的`BurstDelay0-3`。" +#: ../../New-or-Enhanced-Logics.md:1875 +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:1231 -msgid "Feedback weapon" -msgstr "反馈武器" +#: ../../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:1233 -msgid "" -"You can now specify an auxiliary weapon to be fired on the firer itself " -"when a weapon is fired." -msgstr "现在可以设定当开火者开火时发射向开火者自身的额外武器。" +#: ../../New-or-Enhanced-Logics.md:1884 +msgid "Burst delay customizations" +msgstr "自定义 BurstDelay" -#: ../New-or-Enhanced-Logics.md:1234 -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 "" +#: ../../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:1242 -msgid "Radiation enhancements" -msgstr "辐射增强" +#: ../../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:1244 -msgid "" -"Radiation now has owner by default, so any rad-kills will be scored. This" -" behavior can be reverted by a corresponding tag." -msgstr "辐射现在默认拥有所属方,辐射击杀可以被正常记录。此表现可被指定的标签关闭。" +#: ../../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." +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:1245 -msgid "" -"`AffectsAllies`, `AffectsOwner` and `AffectsEnemies` on `RadSiteWarhead` " -"are respected." -msgstr "`AffectsAllies`,`AffectsOwner`和`AffectsEnemies`也会被遵守。" +#: ../../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:1247 -msgid "" -"Radiation is now able to deal damage to Buildings. To enable set " -"`RadApplicationDelay.Building` value more than 0." -msgstr "辐射也可以对建筑产生伤害了,将`RadApplicationDelay.Building`设置大于0即可。" +#: ../../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)." +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:1255 -msgid "Strafing aircraft weapon customization" -msgstr "自定义飞机扫射" +#: ../../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:1257 -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) \n" -"*自定义飞机扫射在[Project Phantom](https://www.moddb.com/mods/project-phantom)中*" +#: ../../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)." +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:1260 -msgid "" -"Some of the behavior of strafing aircraft weapons (weapon projectile has " -"`ROT` below 2) can now be customized." -msgstr "扫射(武器抛射体ROT小于2)现在可以被自定义了。" +#: ../../New-or-Enhanced-Logics.md:1901 +msgid "Extra warhead detonations" +msgstr "额外弹头" -#: ../New-or-Enhanced-Logics.md:1261 -msgid "" -"`Strafing.Shots` controls the number of times the weapon is fired during " -"a single strafe run. `Ammo` is only deducted at the end of the strafe " -"run, regardless of the number of shots fired. Valid values range from 1 " -"to 5, any values smaller or larger are effectively treated same as either" -" 1 or 5, respectively. Defaults to 5." -msgstr "`Strafing.Shots`决定单轮扫射中武器发射几次。`Ammo`仅在本轮扫射结束后扣除,无论本轮开火几次。有效值为1到5之前,超出则被重置为1或5。默认为5。" - -#: ../New-or-Enhanced-Logics.md:1262 -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. " -"Defaults to false." -msgstr "`Strafing.SimulateBurst`决定发射过程中是否模拟`Burst`的表现,允许偏移开火坐标。仅当`Burst=1`或未指定时生效。默认否。" +#: ../../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:1271 -msgid "Trajectory speed" -msgstr "弹道速度" +#: ../../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:1273 -msgid "" -"This sets projectile speed used by custom [projectile trajectories" -"](#projectile-trajectories)." -msgstr "用来设定自定义[抛射体轨迹](#projectile-trajectories)的速度。" +#: ../../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:1281 -msgid "Weapon targeting filter" -msgstr "武器瞄准筛选" +#: ../../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:1283 -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 "现在可以指定武器可以攻击什么目标或所属方。这也会影响武器选择,除了某些固定情况。" +#: ../../New-or-Enhanced-Logics.md:1907 +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:1284 -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 "请注意,`CanTarget`需要`all`或`empty`以使武器能向没有单位的格子开火。" +#: ../../New-or-Enhanced-Logics.md:1918 +msgid "Feedback weapon" +msgstr "反馈武器" -#: ../New-or-Enhanced-Logics.md:1300 -msgid "" -"Launch superweapons on impact" -msgstr "发射超武" +#: ../../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:1301 -msgid "" -"Superweapons can now be launched when a warhead is detonated." -msgstr "超武在对应常规弹头所引爆的格子上发射" +#: ../../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." +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:1302 -msgid "" -"`LaunchSW` specifies the superweapons to launch" -" when the warhead is detonated." -msgstr "`LaunchSW` 指定所要发射的超武" +#: ../../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:1303 -msgid "" -"`LaunchSW.RealLaunch` controls whether the owner who fired " -"the warhead must own all listed superweapons " -"and sufficient fund to support `Money.Amout`. " -"Otherwise they will be launched out of nowhere." -msgstr "`LaunchSW.RealLaunch` 真实发射指仅使用弹头所属方目前真正拥有的超武。否则超武将无条件发射到指定格子,即无视是否拥有,是否够钱,是否充能" +#: ../../New-or-Enhanced-Logics.md:1932 +msgid "Radiation enhancements" +msgstr "辐射增强" -#: ../New-or-Enhanced-Logics.md:1304 -msgid "" -"`LaunchSW.IgnoreInhibitors` ignores `SW.Inhibitors` of each superweapon," -" otherwise only non-inhibited superweapons are launched. `SW.Designators` are always ignored." -msgstr "`LaunchSW.IgnoreInhibitors` 是否忽略`SW.Inhibitors`" +#: ../../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:1305 -msgid "" -"For animation warheads/weapons to take effect, `Damage.DealtByInvoker` must be set." -" Also, due to the nature of some superweapon types, not all superweapons are suitable for launch." -msgstr "若在动画伤害上使用该逻辑则必须设置Invoker" +#: ../../New-or-Enhanced-Logics.md:1936 +msgid "Strafing aircraft weapon customization" +msgstr "自定义战机扫射" -#: ../New-or-Enhanced-Logics.md:1310 -msgid "" -"Kill Object Automatically" -msgstr "自毁" +#: ../../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:1311 -msgid "" -"Objects can be destroyed automatically if *any* of these conditions is met:" -msgstr "任意如下条件满足则可自毁:" +#: ../../New-or-Enhanced-Logics.md:1941 +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:1312 -msgid "" -"`OnAmmoDepletion`: The object will die if the remaining ammo reaches 0." -msgstr "`OnAmmoDepletion`:没弹药;" +#: ../../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:1313 -msgid "" -"`AfterDelay`: The object will die if the countdown (in frames) reaches 0." -msgstr "`AfterDelay`: 时间到;" +#: ../../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:1314 -msgid "" -"The auto-death behavior can be chosen from the following:" -msgstr "自毁可从如下方式中选择:" +#: ../../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:1315 -msgid "" -"`kill`: The object will be destroyed normally." -msgstr "`kill`: 正常被击杀;" +#: ../../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." +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:1316 -msgid "" -"`vanish`: The object will be directly removed from the game peacefully instead of actually getting killed." -msgstr "`vanish`: 凭空消失;" +#: ../../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:1317 -msgid "" -"`sell`: If the object is a **building** with buildup, it will be sold instead of destroyed." -msgstr "`sell`: 如果是建筑则被变卖;" +#: ../../New-or-Enhanced-Logics.md:1957 +msgid "Weapon targeting filter" +msgstr "武器瞄准筛选" -#: ../New-or-Enhanced-Logics.md:1318 -msgid "" -"If this option is not set, the self-destruction logic will not be enabled." -msgstr "若不明确指定则自毁逻辑不会开启。" +#: ../../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:1319 -msgid "" -"Please notice that if the object is a unit which carries passengers," -" they will not be released even with the `kill` option." -" This might change in the future if necessary." -msgstr "若自毁的单位带乘客,则乘客不会逃逸" +#: ../../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." +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:1320 -msgid "" -"If the object enters transport, the countdown will continue, but it will not self-destruct inside the transport." -msgstr "。" +#: ../../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." +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。" diff --git a/docs/locale/zh_CN/LC_MESSAGES/User-Interface.po b/docs/locale/zh_CN/LC_MESSAGES/User-Interface.po index 5ab8a1238d..79ea8eb155 100644 --- a/docs/locale/zh_CN/LC_MESSAGES/User-Interface.po +++ b/docs/locale/zh_CN/LC_MESSAGES/User-Interface.po @@ -49,8 +49,8 @@ msgid "Fixed position and layer of info tip and reveal production cameo on selec msgstr "修复了被选中建筑上信息提示和显示生产图标的位置和图层问题。" #: ../../User-Interface.md:12 -msgid "Timer (superweapon, mission etc) blinking color scheme can be customized by setting `[AudioVisual]` -> `TimerBlinkColorScheme`. Defaults to third color scheme listed in `[Colors]`." -msgstr "可以通过设置 `[AudioVisual]` -> `TimerBlinkColorScheme` 来自定义计时器(超级武器、任务计时等)交替闪烁的配色方案。默认使用 `[Colors]` 中列出的第三种配色方案。" +msgid "Timer (superweapon, mission etc) blinking color scheme can be customized by setting `[AudioVisual] -> TimerBlinkColorScheme`. Defaults to third color scheme listed in `[Colors]`." +msgstr "可以通过设置 `[AudioVisual] -> TimerBlinkColorScheme` 来自定义计时器(超级武器、任务计时等)交替闪烁的配色方案。默认使用 `[Colors]` 中列出的第三种配色方案。" #: ../../User-Interface.md:15 msgid "You can use the improved vanilla font which can be found on [Phobos supplementaries repo](https://github.com/Phobos-developers/PhobosSupplementaries) which has way more Unicode character coverage than the default one." @@ -119,7 +119,7 @@ msgstr "现在你可以配置各种类型的数字化计数器来显示技术类 #: ../../User-Interface.md:39 msgid "`Anchor.Horizontal` and `Anchor.Vertical` set the anchor point from which the display is drawn (depending on `Align`) relative to unit's center/selection box. For buildings, `Anchor.Building` is used instead." -msgstr "`Anchor.Horizontal` 和 `Anchor.Vertical` 设置显示位置相对于单位中心/选择框的锚点(取决于 `Align`)。对于建筑,使用 `Anchor.Building`。" +msgstr "`Anchor.Horizontal` 和 `Anchor.Vertical` 设置显示位置相对于单位中心/选择框的锚点(取决于 `Align`)。建筑使用 `Anchor.Building`。" #: ../../User-Interface.md:40 msgid "`Offset` and `Offset.ShieldDelta` (the latter applied when a shield is active) can be used to further modify the position." @@ -185,20 +185,20 @@ msgid "Show designator & inhibitor range" msgstr "显示指示者和抑制者范围" #: ../../User-Interface.md:103 -msgid "It is now possible to display range of designator and inhibitor units when in super weapon targeting mode. Each instance of player owned techno types listed in `[SuperWeapon]->SW.Designators` will display a circle with radius set in `[TechnoType]->DesignatorRange` or `Sight`." -msgstr "现在可以在超级武器瞄准模式下显示指示者和抑制者单位的范围。每个玩家拥有的、列在 `[SuperWeapon]->SW.Designators` 中的技术类型将显示一个半径由 `[TechnoType]->DesignatorRange` 或 `Sight` 设置的圆。" +msgid "It is now possible to display range of designator and inhibitor units when in super weapon targeting mode. Each instance of player owned techno types listed in `[SuperWeapon] -> SW.Designators` will display a circle with radius set in `[TechnoType] -> DesignatorRange` or `Sight`." +msgstr "现在可以在超级武器瞄准模式下显示指示者和抑制者单位的范围。每个玩家拥有的、列在 `[SuperWeapon] -> SW.Designators` 中的技术类型将显示一个半径由 `[TechnoType] -> DesignatorRange` 或 `Sight` 设置的圆。" #: ../../User-Interface.md:104 -msgid "In a similar manner, each instance of enemy owned techno types listed in `[SuperWeapon]->SW.Inhibitors` will display a circle with radius set in `[TechnoType]->InhibitorRange` or `Sight`." -msgstr "类似的,每个敌方拥有的、列在 `[SuperWeapon]->SW.Inhibitors` 中的技术类型将显示一个半径由 `[TechnoType]->InhibitorRange` 或 `Sight` 设置的圆。" +msgid "In a similar manner, each instance of enemy owned techno types listed in `[SuperWeapon] -> SW.Inhibitors` will display a circle with radius set in `[TechnoType] -> InhibitorRange` or `Sight`." +msgstr "类似的,每个敌方拥有的、列在 `[SuperWeapon] -> SW.Inhibitors` 中的技术类型将显示一个半径由 `[TechnoType] -> InhibitorRange` 或 `Sight` 设置的圆。" #: ../../User-Interface.md:105 -msgid "This feature can be disabled globally with `[AudioVisual]->ShowDesignatorRange=false` or per SuperWeaponType with `[SuperWeapon]->ShowDesignatorRange=false`." -msgstr "可以通过全局的 `[AudioVisual]->ShowDesignatorRange=false` 或超级武器类型上的 `[SuperWeapon]->ShowDesignatorRange=false` 来禁用此功能。" +msgid "This feature can be disabled globally with `[AudioVisual] -> ShowDesignatorRange=false` or per SuperWeaponType with `[SuperWeapon] -> ShowDesignatorRange=false`." +msgstr "可以通过全局的 `[AudioVisual] -> ShowDesignatorRange=false` 或超级武器类型上的 `[SuperWeapon] -> ShowDesignatorRange=false` 来禁用此功能。" #: ../../User-Interface.md:106 -msgid "This feature can be toggled *by the player* (if enabled in the mod) with `ShowDesignatorRange` in `RA2MD.INI` or with \"Toggle Designator Range\" hotkey in \"Interface\" category." -msgstr "此功能可以*由玩家*通过在 `RA2MD.INI` 中设置 `ShowDesignatorRange` 或“界面”类别中的“开启指示者范围显示”热键来切换(如果在 mod 中启用)。" +msgid "This feature can be toggled *by the player* (if enabled in the mod) with `ShowDesignatorRange` in `RA2MD.INI` or with [\"Toggle Designator Range\" hotkey](#toggle-designator-range) in \"Interface\" category." +msgstr "此功能可以*由玩家*通过在 `RA2MD.INI` 中设置 `ShowDesignatorRange` 或“界面”类别中的[“开启指示者范围显示”热键](#toggle-designator-range)来切换(如果在 mod 中启用)。" #: ../../User-Interface.md:123 msgid "Hide health bars" @@ -225,12 +225,12 @@ msgid "Combat light effects (`Bright=true`) and everything that uses same functi msgstr "战斗闪光效果(`Bright=true`)以及使用相同逻辑的所有效果,例如铁幕 / 力场护盾受击闪光。" #: ../../User-Interface.md:140 -msgid "Alpha images attached to ParticleSystems or Particles that are generated through a Warhead's `Particle` if `[AudioVisual]` -> `WarheadParticleAlphaImageIsLightFlash` or on Warhead `Particle.AlphaImageIsLightFlash` is set to true, latter defaults to former." -msgstr "如果 `[AudioVisual]` -> `WarheadParticleAlphaImageIsLightFlash` 或弹头 `Particle.AlphaImageIsLightFlash` 设为 true,那么计入那些附加在由弹头 `Particle` 生成的粒子系统或粒子上的 AlphaImage 光效。" +msgid "Alpha images attached to ParticleSystems or Particles that are generated through a Warhead's `Particle` if `[AudioVisual] -> WarheadParticleAlphaImageIsLightFlash` or on Warhead `Particle.AlphaImageIsLightFlash` is set to true, latter defaults to former." +msgstr "如果 `[AudioVisual] -> WarheadParticleAlphaImageIsLightFlash` 或弹头 `Particle.AlphaImageIsLightFlash` 设为 true,那么计入那些附加在由弹头 `Particle` 生成的粒子系统或粒子上的 AlphaImage 光效。" #: ../../User-Interface.md:141 -msgid "Additionally these alpha images are not created if `[AudioVisual]`->`LightFlashAlphaImageDetailLevel` is higher than current detail level, regardless of the `HideLightFlashEffects` setting." -msgstr "此外如果 `[AudioVisual]`->`LightFlashAlphaImageDetailLevel` 高于当前画质级别,那么无论 `HideLightFlashEffects` 设置如何,这些 AlphaImage 都不会被创建。" +msgid "Additionally these alpha images are not created if `[AudioVisual] -> LightFlashAlphaImageDetailLevel` is higher than current detail level, regardless of the `HideLightFlashEffects` setting." +msgstr "此外如果 `[AudioVisual] -> LightFlashAlphaImageDetailLevel` 高于当前画质级别,那么无论 `HideLightFlashEffects` 设置如何,这些 AlphaImage 都不会被创建。" #: ../../User-Interface.md:159 msgid "Low priority for box selection" @@ -275,12 +275,12 @@ msgid "If you don't want players to see how AI cheats with `VirtualPurifiers` fo msgstr "例如如果你不希望玩家看到 AI 如何通过 `VirtualPurifiers` 作弊,可以将 `DisplayIncome.AllowAI` 设为 false 以禁用。覆盖上一条选项。" #: ../../User-Interface.md:186 -msgid "`DisplayIncome.Offset` is additional pixel offset for the center of the credits display, by default (0,0) at building's center." -msgstr "`DisplayIncome.Offset` 是资金点数显示中心以像素为单位的额外偏移,默认(0,0)即建筑的中心。" +msgid "`DisplayIncome.Offset` is additional pixel offset for the center of the credits display, by default `0,0` at building's center." +msgstr "`DisplayIncome.Offset` 是资金点数显示中心以像素为单位的额外偏移,默认 `0,0` 即建筑的中心。" #: ../../User-Interface.md:187 -msgid "`[AudioVisual]->DisplayIncome` also allows to display the amount of credits when selling a unit on a repair bay." -msgstr "`[AudioVisual]->DisplayIncome` 还允许在维修厂出售单位时显示资金点数。" +msgid "`[AudioVisual] -> DisplayIncome` also allows to display the amount of credits when selling a unit on a repair bay." +msgstr "`[AudioVisual] -> DisplayIncome` 还允许在维修厂出售单位时显示资金点数。" #: ../../User-Interface.md:202 msgid "Placement preview" @@ -295,8 +295,8 @@ msgid "placepreview" msgstr "放置预览" #: ../../User-Interface.md:207 -msgid "Building previews can now be enabled when placing a building for construction. This can be enabled on a global basis with `[AudioVisual]->PlacementPreview` and then further customized for each building with `[SOMEBUILDING]->PlacementPreview`." -msgstr "现在放置建筑进行建造时可以启用建筑预览。这可以通过在全局设置 `[AudioVisual]->PlacementPreview` 和每个建筑上设置 `[SOMEBUILDING]->PlacementPreview` 来进一步自定义开启。" +msgid "Building previews can now be enabled when placing a building for construction. This can be enabled on a global basis with `[AudioVisual] -> PlacementPreview` and then further customized for each building with `[SOMEBUILDING] -> PlacementPreview`." +msgstr "现在放置建筑进行建造时可以启用建筑预览。这可以通过在全局设置 `[AudioVisual] -> PlacementPreview` 和每个建筑上设置 `[SOMEBUILDING] -> PlacementPreview` 来进一步自定义开启。" #: ../../User-Interface.md:208 msgid "The building placement grid (`place.shp`) translucency setting can be adjusted via `PlacementGrid.Translucency` if `PlacementPreview` is disabled and `PlacementGrid.TranslucencyWithPreview` if enabled." @@ -456,7 +456,7 @@ msgstr "`[ ]` 切换指示范围" #: ../../User-Interface.md:336 msgid "Switches on/off super weapon designator range indicator. See [this](#show-designator--inhibitor-range) for details." -msgstr "切换超级武器" +msgstr "切换超级武器指示者范围指示器开关。参见 [此处](#show-designator--inhibitor-range) 以了解。" #: ../../User-Interface.md:337 msgid "For localization add `TXT_DESIGNATOR_RANGE` and `TXT_DESIGNATOR_RANGE_DESC` into your `.csf` file." diff --git a/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po b/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po index 30d3879ad8..6fe2761418 100644 --- a/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po +++ b/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po @@ -8,702 +8,2966 @@ msgid "" msgstr "" "Project-Id-Version: Phobos \n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2022-08-01 10:53+0800\n" +"POT-Creation-Date: 2025-02-21 22:51+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-Transfer-Encoding: 8bit\n" -"Generated-By: Babel 2.9.1\n" +"Generated-By: Babel 2.16.0\n" -#: ../Whats-New.md:1 +#: ../../Whats-New.md:1 msgid "What's New" msgstr "新东西" -#: ../Whats-New.md:3 +#: ../../Whats-New.md:3 +#, fuzzy +msgid "" +"This page lists the history of changes across stable Phobos releases and " +"also all the stuff that requires modders to change something in their " +"mods to accommodate." +msgstr "此页面列出了项目的更新日志以及所有modder需要对mod做的必要改动。" + +#: ../../Whats-New.md:5 +msgid "Migrating" +msgstr "迁移" + +#: ../../Whats-New.md:8 +msgid "" +"You can use the migration utility (can be found on [Phobos " +"supplementaries repo](https://github.com/Phobos-" +"developers/PhobosSupplementaries)) to apply most of the changes " +"automatically using a corresponding sed script file." +msgstr "" +"你可以使用[火卫一组件库](https://github.com/Phobos-" +"developers/PhobosSupplementaries)中的迁移工具来自动应用更改。" + +#: ../../Whats-New.md:11 +msgid "From vanilla" +msgstr "由原版" + +#: ../../Whats-New.md:13 +msgid "" +"`PowersUpNAnim` is now used instead of the upgrade building's image file " +"for upgrade animation if set. Note that displaying a damaged version will" +" still require setting `PowerUp1DamagedAnim` explicitly in all cases, as " +"the fallback to upgrade building image does not extend to it, nor would " +"it be safe to add." +msgstr "" + +#: ../../Whats-New.md:14 +msgid "" +"`[CrateRules] -> FreeMCV` now controls whether or not player is forced to" +" receive unit from `[General] -> BaseUnit` from goodie crate if they own " +"no buildings or any existing `BaseUnit` vehicles and own more than " +"`[CrateRules] -> FreeMCV.CreditsThreshold` (defaults to 1500) credits." +msgstr "" + +#: ../../Whats-New.md:15 +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 "" +"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 "" +"Iron Curtain status is now preserved by default when converting between " +"TechnoTypes via `DeploysInto`/`UndeploysInto`. This behavior can be " +"turned off per-TechnoType and global basis using " +"`[SOMETECHNOTYPE]/[CombatDamage] -> IronCurtain.KeptOnDeploy=no`." +msgstr "" +"铁幕状态现在可以在单位通过`DeploysInto`/`UndeploysInto`转换时保留。此行为可以被标签关闭`[SOMETECHNOTYPE]/[CombatDamage]" +" -> IronCurtain.KeptOnDeploy=no`。" + +#: ../../Whats-New.md:17 +msgid "" +"The obsolete `[General] -> WarpIn` has been enabled for the default anim " +"type when technos are warping in. If you want to restore the vanilla " +"behavior, use the same anim type as `WarpOut`." +msgstr "" + +#: ../../Whats-New.md:18 +msgid "" +"Vehicles with `Crusher=true` + `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 "" + +#: ../../Whats-New.md:20 +msgid "From older Phobos versions" +msgstr "由旧版本火卫一" + +#: ../../Whats-New.md:22 +#, fuzzy +msgid "From post-0.3 devbuilds" +msgstr "由pre-0.3开发版" + +#: ../../Whats-New.md:24 +msgid "" +"Selecting weapons other than primary against walls based on `Wall=true` " +"on Warhead etc. now requires `[CombatDamage] -> " +"AllowWeaponSelectAgainstWalls` to be set to true first." +msgstr "" + +#: ../../Whats-New.md:25 +msgid "" +"Lunar theater tileset parsing unhardcoding is now only applied if " +"`lunarmd.ini` has `[General] -> ApplyLunarFixes` set to true." +msgstr "" + +#: ../../Whats-New.md:26 +msgid "" +"`Units.DisableRepairCost` was changed to `Units.UseRepairCost` (note " +"inverted expected value) as it no longer has discrete default value and " +"affects `Hospital=true` buildings, infantry do not have repair cost by " +"default." +msgstr "" + +#: ../../Whats-New.md:27 +msgid "" +"Critical hit animations created by `Crit.AnimOnAffectedTargets=true` " +"Warheads no longer default to `AnimList.PickRandom` if " +"`Crit.AnimList.PickRandom` is not set." +msgstr "" + +#: ../../Whats-New.md:28 +msgid "" +"`SelfHealGainType` value `none` has been changed to `noheal` due to " +"`none` being treated as a blank string and not parsed by the game." +msgstr "" + +#: ../../Whats-New.md:29 +msgid "" +"Affected target enum (`CanTarget`, `Crit.Affects` et al) now considers " +"buildings considered vehicles (`ConsideredVehicle=true` or not set in " +"conjunction with `UndeploysInto` & 1x1 foundation) as units instead of " +"buildings." +msgstr "" + +#: ../../Whats-New.md:30 +msgid "" +"If `CreateUnit.AlwaysSpawnOnGround` is set to false, jumpjet vehicles " +"created will now automatically take off instead of staying on ground. Set" +" to true to force spawn on ground." +msgstr "" + +#: ../../Whats-New.md:31 +msgid "" +"Digital display `Offset` and `Offset.ShieldDelta` Y-axis coordinates now " +"work in inverted fashion (negative goes up, positive goes down) to be " +"consistent with how pixel offsets work elsewhere in the game." +msgstr "" + +#: ../../Whats-New.md:32 +msgid "" +"Phobos Warhead effects combined with `CellSpread` now correctly apply to " +"buildings if any of the foundation cells are hit instead of only the top-" +"left most cell (cell #0)." +msgstr "" + +#: ../../Whats-New.md:33 +msgid "" +"`ExtraWarheads.DamageOverrides` now falls back to last listed value if " +"list is shorter than `ExtraWarheads` for all Warhead detonations " +"exceeding the length." +msgstr "" + +#: ../../Whats-New.md:34 +msgid "" +"Air and Top layer contents are no longer sorted, animations in these " +"layers no longer respect `YSortAdjust`. Animations attached to flying " +"units now get their layer updated immediately after parent unit, if they " +"are on same layer they will draw above the parent unit." +msgstr "" + +#: ../../Whats-New.md:35 +msgid "" +"`AnimList.ShowOnZeroDamage` has been renamed to `CreateAnimsOnZeroDamage`" +" to make it more clear it applies to both `AnimList` and splash " +"animations." +msgstr "" + +#: ../../Whats-New.md:36 +msgid "" +"INI inclusion and inheritance are now turned off by default and need to " +"be turned on via command line flags `-Include` and `-Inheritance`." +msgstr "" + +#: ../../Whats-New.md:37 +msgid "" +"`Level=true` projectiles no longer attempt to do reposition against " +"targets that are behind non-water tiles by default. Use " +"`SubjectToLand=true` to re-enable this behaviour." +msgstr "" + +#: ../../Whats-New.md:39 +#, fuzzy +msgid "From 0.3" +msgstr "由0.1.1" + +#: ../../Whats-New.md:41 +msgid "" +"Phobos-introduced Warhead effects like shield modifiers, critical hits, " +"disguise & mind control removal now require Warhead `Verses` to affect " +"target to apply unless `EffectsRequireVerses` is set to false. Shield " +"armor type is used if target has an active shield that cannot be " +"penetrated by the Warhead." +msgstr "" + +#: ../../Whats-New.md:42 +msgid "" +"`Trajectory=Straight` projectiles can now snap on targets within 0.5 " +"cells from their detonation point, this distance can be customized via " +"`Trajectory.Straight.TargetSnapDistance`." +msgstr "" + +#: ../../Whats-New.md:43 +msgid "" +"`LaunchSW.RealLaunch=false` now checks if firing house has enough credits" +" to satisfy SW's `Money.Amount` in order to be fired." +msgstr "" + +#: ../../Whats-New.md:44 +msgid "" +"`CreateUnit` now creates the units by default at animation's height (even" +" if `CreateUnit.ConsiderPathfinding` is enabled) instead of always at " +"ground level. This behaviour can be restored by setting " +"`CreateUnit.AlwaysSpawnOnGround` to true." +msgstr "" + +#: ../../Whats-New.md:45 +msgid "" +"Phobos-introduced attack scripts now consider potential target's current " +"map zone when evaluating targets. [TargetZoneScanType](Fixed-or-Improved-" +"Logics.md#customizable-target-evaluation-map-zone-check-behaviour) can be" +" used to customize this behaviour." +msgstr "" + +#: ../../Whats-New.md:46 +msgid "" +"`Artillary`, `ICBMLauncher`, `TickTank` or `SensorArray` no longer affect" +" whether or not building is considered as vehicle for AI attack scripts. " +"Use [ConsideredVehicle](Fixed-or-Improved-Logics.md#buildings-considered-" +"as-vehicles) instead on buildings that do not have both `UndeploysInto` " +"set and `Foundation=1x1`." +msgstr "" + +#: ../../Whats-New.md:47 +msgid "" +"`PassengerDeletion.SoylentFriendlies` has been replaced by " +"`PassengerDeletion.SoylentAllowedHouses`. Current default value of " +"`PassengerDeletion.SoylentAllowedHouses=enemies` matches the previous " +"default behaviour with `PassengerDeletion.SoylentFriendlies=false`." +msgstr "" + +#: ../../Whats-New.md:48 +msgid "" +"`Grinding.DisplayRefund` is changed to `DisplayIncome`, " +"`Grinding.DisplayRefund.Houses` is changed to `DisplayIncome.Houses`, " +"`Grinding.DisplayRefund.Offset` is changed to `DisplayIncome.Offset`" +msgstr "" + +#: ../../Whats-New.md:49 +msgid "" +"`[JumpjetControls] -> AllowLayerDeviation` and " +"`JumpjetAllowLayerDeviation` have been deprecated as the animation " +"layering issues have been properly fixed by default now." +msgstr "" + +#: ../../Whats-New.md:50 +msgid "" +"`[JumpjetControls] -> TurnToTarget` and `JumpjetTurnToTarget` are " +"obsolete. Jumpjet units who fire `OmniFire=no` weapons **always** turn to" +" targets as other units do." +msgstr "" + +#: ../../Whats-New.md:51 +msgid "" +"Buildings delivered by trigger action 125 will now **always** play " +"buildup anim as long as it exists. `[ParamTypes] -> 53` is deprecated." +msgstr "" + +#: ../../Whats-New.md:52 +msgid "`Shadow` for debris & meteor animations is changed to `ExtraShadow`." +msgstr "" + +#: ../../Whats-New.md:54 +msgid "From pre-0.3 devbuilds" +msgstr "由pre-0.3开发版" + +#: ../../Whats-New.md:56 +msgid "`Trajectory.Speed` is now defined on projectile instead of weapon." +msgstr "`Trajectory.Speed`现在定义在抛射体上,而非武器上。" + +#: ../../Whats-New.md:57 +msgid "" +"`Gravity=0` is not supported anymore as it will cause the projectile to " +"fly backwards and be unable to hit the target which is not at the same " +"height. Use `Straight` Trajectory instead. See [here](New-or-Enhanced-" +"Logics.md#projectile-trajectories)." +msgstr "" +"`Gravity=0`会导致抛射体行为异常,因此不再使用。使用直线弹道代替,请见[此处](New-or-Enhanced-Logics.md" +"#projectile-trajectories)。" + +#: ../../Whats-New.md:58 +msgid "" +"Automatic self-destruction logic logic has been reimplemented, " +"`Death.NoAmmo`, `Death.Countdown` and `Death.Peaceful` tags have been " +"remade/renamed and require adjustments to function." +msgstr "" +"自毁逻辑重做,`Death.NoAmmo`,, " +"`Death.Countdown`与`Death.Peaceful`标签均被重做或重命名,并且需要一些调整才能生效。" + +#: ../../Whats-New.md:59 +msgid "" +"`DetachedFromOwner` on weapons is deprecated. This has been replaced by " +"`AllowDamageOnSelf` on warheads." +msgstr "" + +#: ../../Whats-New.md:60 +msgid "" +"Timed jump script actions now take the time measured in ingame seconds " +"instead of frames. Divide your value by 15 to accommodate to this change." +msgstr "" + +#: ../../Whats-New.md:61 +msgid "" +"[Placement Preview](User-Interface.md#placement-preview) logic has been " +"adjusted, `BuildingPlacementPreview.DefaultTranslucentLevel`, " +"`BuildingPlacementGrid.TranslucentLevel`, `PlacementPreview.Show`, " +"`PlacementPreview.TranslucentLevel` and `ShowBuildingPlacementPreview` " +"tags have been remade/renamed and require adjustments to function. In " +"addition, you must explicitly enable this feature by specifying " +"`[AudioVisual] -> PlacementPreview=yes`." +msgstr "" + +#: ../../Whats-New.md:62 ../../Whats-New.md:70 +msgid "" +"Existing script actions were renumbered, please use the migration utility" +" to change the numbers to the correct ones." +msgstr "" + +#: ../../Whats-New.md:63 +msgid "" +"`DiskLaser.Radius` values were misinterpreted by a factor of 1/2π. The " +"default radius is now 240, please multiply your customized radii by 2π." +msgstr "" + +#: ../../Whats-New.md:65 +msgid "From 0.2.2.2" +msgstr "由0.2.2.2" + +#: ../../Whats-New.md:67 +msgid "" +"Keys `rulesmd.ini->[SOMEWARHEAD] -> PenetratesShield` and " +"`rulesmd.ini->[SOMEWARHEAD] -> BreaksShield` have been changed to " +"`Shield.Penetrate` and `Shield.Break`, respectively." +msgstr "" +"`rulesmd.ini->[SOMEWARHEAD] -> " +"PenetratesShield`与`rulesmd.ini->[SOMEWARHEAD] -> " +"BreaksShield`已分别变更为`Shield.Penetrate`和`Shield.Break`。" + +#: ../../Whats-New.md:68 +msgid "" +"`Rad.NoOwner` on weapons is deprecated. This has been replaced by " +"`RadHasOwner` key on radiation types itself. It also defaults to no, so " +"radiation once again has no owner house by default." +msgstr "武器标签`Rad.NoOwner`已被弃用。其功能现在由辐射类型中的标签`RadHasOwner`代替,且默认值为否,意味着辐射再次变为默认无所属。" + +#: ../../Whats-New.md:69 +msgid "" +"`RadApplicationDelay` and `RadApplicationDelay.Building` on custom " +"radiation types are now only used if `[Radiation] -> " +"UseGlobalRadApplicationDelay` is explicitly set to false, otherwise " +"values from `[Radiation]` are used." +msgstr "" + +#: ../../Whats-New.md:72 +msgid "From 0.1.1" +msgstr "由0.1.1" + +#: ../../Whats-New.md:74 +msgid "" +"Key `rulesmd.ini->[SOMETECHNOTYPE] -> Deployed.RememberTarget` is " +"deprecated and can be removed now, the bugfix for `DeployToFire` " +"deployers is now always on." +msgstr "" +"`rulesmd.ini->[SOMETECHNOTYPE] -> " +"Deployed.RememberTarget`已被弃用并可以移除,对`DeployToFire`的修复现在一直开启。" + +#: ../../Whats-New.md:76 +msgid "New user settings in RA2MD.INI" +msgstr "" + +#: ../../Whats-New.md:78 +msgid "" +"These are new user setting keys added by various features in Phobos. Most" +" of them can be found in either in [user inteface](User-Interface.md) or " +"[miscellaneous](Miscellanous.md) sections. Search functionality can be " +"used to find them quickly if needed." +msgstr "" + +#: ../../Whats-New.md:98 +msgid "For Map Editor (Final Alert 2)" +msgstr "对地图编辑器(Final Alert 2)" + +#: ../../Whats-New.md:103 +msgid "In `FAData.ini`:" +msgstr "在`FAData.ini`中:" + +#: ../../Whats-New.md:306 +msgid "Changelog" +msgstr "更新日志" + +#: ../../Whats-New.md:308 +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 +msgid "New:" +msgstr "新的:" + +#: ../../Whats-New.md:314 +msgid "" +"Allow using waypoints, area guard and attack move with aircraft (by " +"CrimRecya)" +msgstr "" + +#: ../../Whats-New.md:315 +msgid "Enhanced Straight trajectory (by CrimRecya)" +msgstr "" + +#: ../../Whats-New.md:316 +msgid "Enable building production queue (by CrimRecya)" +msgstr "" + +#: ../../Whats-New.md:317 +msgid "" +"Fixed sidebar not updating queued unit numbers when adding or removing " +"units when the production is on hold (by CrimRecya)" +msgstr "" + +#: ../../Whats-New.md:318 +msgid "Custom exit cell for infantry factory (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:319 +msgid "Option for vehicles to keep target when issued move command (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:320 +msgid "Skip anim delay for burst fire (by TaranDahl)" +msgstr "" + +#: ../../Whats-New.md:321 +msgid "New Parabola trajectory (by CrimRecya)" +msgstr "" + +#: ../../Whats-New.md:322 +msgid "Type select for buildings (code by TaranDahl(航味麻酱), doc by Ollerus)" +msgstr "" + +#: ../../Whats-New.md:323 +msgid "Raise alert when technos are taking damage (by TaranDahl)" +msgstr "" + +#: ../../Whats-New.md:324 +msgid "" +"Enhanced Bombard trajectory (by CrimRecya & Ollerus, based on knowledge " +"of NaotoYuuki)" +msgstr "" + +#: ../../Whats-New.md:325 +msgid "Toggle waypoint for building (by TaranDahl)" +msgstr "" + +#: ../../Whats-New.md:326 +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)" +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)" +msgstr "" + +#: ../../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 +msgid "Fixes / interactions with other extensions:" +msgstr "" + +#: ../../Whats-New.md:339 +msgid "" +"Allowed `AuxBuilding` and Ares' `SW.Aux/NegBuildings` to count building " +"upgrades (by Ollerus)" +msgstr "" + +#: ../../Whats-New.md:342 +msgid "0.4" +msgstr "" + +#: ../../Whats-New.md:348 +msgid "`Crit.AffectsHouses` for critical hit system (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:349 +#, fuzzy +msgid "Warhead or weapon detonation at superweapon target cell (by Starkku)" +msgstr "全图弹头 (by Starkku)" + +#: ../../Whats-New.md:350 +#, fuzzy +msgid "Super Weapons launching other Super Weapons (by Morton)" +msgstr "弹头释放超武 (by Trsdy)" + +#: ../../Whats-New.md:351 +msgid "Launching Super Weapons on building infiltration (by Morton)" +msgstr "" + +#: ../../Whats-New.md:352 +#, 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 +msgid "IvanBomb detonation & image display centered on buildings (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:354 +msgid "Forcing specific weapon against cloaked or disguised targets (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:355 +#, fuzzy +msgid "Customizable ROF random delay (by Starkku)" +msgstr "自定义抛射体轨迹 (by secsome)" + +#: ../../Whats-New.md:356 +msgid "Animation with `Tiled=yes` now supports `CustomPalette` (by ststl)" +msgstr "" + +#: ../../Whats-New.md:357 +msgid "Toggleable DieSound when grinding (by Trsdy)" +msgstr "" + +#: ../../Whats-New.md:358 +#, 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 +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 +msgid "Allow random crates to be generated only on lands (by Trsdy)" +msgstr "" + +#: ../../Whats-New.md:361 +msgid "Iron-curtain effects on infantries and organic units (by ststl)" +msgstr "" + +#: ../../Whats-New.md:362 +msgid "Custom `SlavesFreeSound` (by TwinkleStar)" +msgstr "" + +#: ../../Whats-New.md:363 +msgid "Allows jumpjet to crash without rotation (by TwinkleStar)" +msgstr "" + +#: ../../Whats-New.md:364 +msgid "Customizable priority of superweapons timer sorting(by ststl)" +msgstr "" + +#: ../../Whats-New.md:365 +msgid "Customizable aircraft spawner spawn delay (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:366 +msgid "Customizable Cluster scatter distance (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:367 +msgid "Customizable FlakScatter distance (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:368 +msgid "" +"Customizable debris & meteor impact and warhead detonation behaviour (by " +"Starkku, Otamaa)" +msgstr "" + +#: ../../Whats-New.md:369 +#, fuzzy +msgid "Custom warhead debris animations (by Starkku)" +msgstr "弹头自伤开关 (by Starkku)" + +#: ../../Whats-New.md:370 +msgid "" +"Multiple burst shots / burst delay within infantry firing sequence (by " +"Starkku)" +msgstr "" + +#: ../../Whats-New.md:371 +#, 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 +msgid "" +"Removal of hardcoded AA & Gattling weapon selection restrictions (by " +"Starkku)" +msgstr "" + +#: ../../Whats-New.md:373 +msgid "Projectile `SubjectToLand/Water` (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:374 +#, 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 +msgid "" +"Default campaign game speed override and custom campaign game speed FPS " +"(by Morton)" +msgstr "" + +#: ../../Whats-New.md:376 +msgid "Trigger actions that allow/forbid MCV to redeploy in game (by Trsdy)" +msgstr "" + +#: ../../Whats-New.md:377 +msgid "" +"`AnimList` on zero damage Warheads toggle via `AnimList.ShowOnZeroDamage`" +" (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:378 +msgid "Including INI files and inheriting INI sections (by Morton)" +msgstr "" + +#: ../../Whats-New.md:379 +#, fuzzy +msgid "Additions to automatic passenger deletion (by Starkku)" +msgstr "自动删除乘客 (by FS-21)" + +#: ../../Whats-New.md:380 +#, fuzzy +msgid "Buildings considered as vehicles (by Starkku)" +msgstr "自定义建筑提供自愈 (by Starkku)" + +#: ../../Whats-New.md:381 +#, 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 +#, fuzzy +msgid "`CanC4=false` building zero damage toggle (by Starkku)" +msgstr "弹头自伤开关 (by Starkku)" + +#: ../../Whats-New.md:383 +#, 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 +#, 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 +msgid "`AAOnly` for projectiles (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:386 +msgid "" +"`CreateUnit` improvements & additions (can spawn infantry and aircraft, " +"units spawning in air, spawn animation) (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:387 +msgid "Option to center pause menu background (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:388 +#, fuzzy +msgid "LaunchSW.DisplayMoney (by Starkku)" +msgstr "可开关的显示金币弹资金 (by Starkku)" + +#: ../../Whats-New.md:389 +#, fuzzy +msgid "Disguise logic improvements (by Starkku)" +msgstr "动画伤害与武器升级 (by Starkku)" + +#: ../../Whats-New.md:390 +#, fuzzy +msgid "Custom insignias (by Starkku)" +msgstr "单位自动开火 (by Starkku)" + +#: ../../Whats-New.md:391 +msgid "Upgrade logic to allow altering of SpySat status (by Otamaa)" +msgstr "" + +#: ../../Whats-New.md:392 +msgid "" +"Allow `ZShapePointMove` to apply during buildup via " +"`ZShapePointMove.OnBuildup` (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:393 +#, 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 +msgid "" +"Allow overriding `Shield.AffectTypes` for each Warhead shield interaction" +" (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:395 +msgid "TechnoType conversion warhead & superweapon (by Morton)" +msgstr "" + +#: ../../Whats-New.md:396 +msgid "TechnoType conversion on ownership change (by Trsdy)" +msgstr "" + +#: ../../Whats-New.md:397 +msgid "Unlimited skirmish colors (by Morton)" +msgstr "" + +#: ../../Whats-New.md:398 +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 +msgid "" +"Vehicle voxel turret shadows & body multi-section shadows (by TwinkleStar" +" & Trsdy)" +msgstr "" + +#: ../../Whats-New.md:400 +#, 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 +#, fuzzy +msgid "Extra warhead detonations on weapon (by Starkku)" +msgstr "全图弹头 (by Starkku)" + +#: ../../Whats-New.md:402 +#, 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 +msgid "Script action to Chronoshift teams to enemy base (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:404 +#, 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 +msgid "" +"Digital display of HP and SP (by ststl, FlyStar, NaotoYuuki, Saigyouji, " +"JunJacobYoung, based on knowledge of DeathFish)" +msgstr "" + +#: ../../Whats-New.md:406 +msgid "" +"PipScale pip customizations (size, ammo / spawn / tiberium frames or " +"offsets) (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:407 +msgid "Auto-deploy/Deploy block on ammo change (by Fryone)" +msgstr "" + +#: ../../Whats-New.md:408 +#, fuzzy +msgid "`AltPalette` lighting toggle (by Starkku)" +msgstr "弹头自伤开关 (by Starkku)" + +#: ../../Whats-New.md:409 +msgid "Unhardcoded timer blinking color scheme (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:410 +msgid "" +"Customizing shield self-healing timer restart when shield is damaged (by " +"Starkku)" +msgstr "" + +#: ../../Whats-New.md:411 +msgid "" +"Customizing minimum & maximum amount of damage shield can take from a " +"single hit (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:412 +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 +msgid "Wall overlay `Palette` support (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:414 +msgid "Show designator & inhibitor range (by Morton)" +msgstr "" + +#: ../../Whats-New.md:415 +msgid "Owner-only sound on unit creation (by Fryone)" +msgstr "" + +#: ../../Whats-New.md:416 +msgid "" +"Allow using `Secondary` weapon against walls if `Primary` cannot target " +"them (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:417 +#, fuzzy +msgid "Reloading ammo in transports (by Starkku)" +msgstr "护盾修改弹头 (by Starkku)" + +#: ../../Whats-New.md:418 +msgid "Dump variables to file on scenario end / hotkey (by Morton)" +msgstr "" + +#: ../../Whats-New.md:419 +msgid "" +"\"House owns TechnoType\" and \"House doesn't own TechnoType\" trigger " +"events" +msgstr "" + +#: ../../Whats-New.md:420 +msgid "" +"Allow toggling `Infantry/UnitsGainSelfHeal` for `MultiplayPassive=true` " +"houses (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:421 +msgid "" +"Customizable straight trajectory detonation & snap distance and pass-" +"through option (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:422 +msgid "Airstrike & spy plane fixed spawn distance & height (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:423 +msgid "" +"Allow enabling application of `Verses` and `PercentAtMax` for negative " +"damage (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:424 +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 +msgid "Show briefing screen on singleplayer mission start (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:426 +msgid "" +"Allow setting mission par times and related messages in `missionmd.ini` " +"(by Starkku)" +msgstr "" + +#: ../../Whats-New.md:427 +msgid "" +"Allow setting default singleplayer map loading screen and briefing " +"offsets (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:428 +msgid "" +"Allow toggling whether or not fire particle systems adjust target " +"coordinates when firer rotates (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:429 +#, 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 +msgid "Flashing Technos on selecting (by Fryone)" +msgstr "" + +#: ../../Whats-New.md:431 +#, 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 +#, fuzzy +msgid "Projectile return weapon (by Starkku)" +msgstr "反馈 (by Starkku)" + +#: ../../Whats-New.md:433 +msgid "" +"Allow customizing aircraft landing direction per aircraft or per dock (by" +" Starkku)" +msgstr "" + +#: ../../Whats-New.md:434 +msgid "" +"Allow animations to play sounds detached from audio event handler (by " +"Starkku)" +msgstr "" + +#: ../../Whats-New.md:435 +msgid "Game save option when starting campaigns (by Trsdy)" +msgstr "" + +#: ../../Whats-New.md:436 +msgid "Carryall pickup voice (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:437 +msgid "" +"Option to have `Grinding.Weapon` require accumulated credits from " +"grinding (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:438 +msgid "Re-enable the Veinhole Monster and Weeds from TS (by ZivDero)" +msgstr "" + +#: ../../Whats-New.md:439 +msgid "" +"Recreate the weed-charging of SWs like the TS Chemical Missile (by " +"ZivDero)" +msgstr "" + +#: ../../Whats-New.md:440 +msgid "Allow to change the speed of gas particles (by ZivDero)" +msgstr "" + +#: ../../Whats-New.md:441 +msgid "" +"Allow upgrade animations to use `Powered` & `PoweredLight/Effect/Special`" +" keys (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:442 +msgid "" +"Toggle for `Explodes=true` BuildingTypes to not explode during buildup or" +" being sold (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:443 +msgid "" +"Toggleable height-based shadow scaling for voxel air units (by Trsdy & " +"Starkku)" +msgstr "" + +#: ../../Whats-New.md:444 +msgid "" +"User setting toggles for harvester counter & power delta indicator (by " +"Starkku)" +msgstr "" + +#: ../../Whats-New.md:445 +#, fuzzy +msgid "Shrapnel weapon target filtering toggle (by Starkku)" +msgstr "武器瞄准筛选 (by Uranusian, Starkku)" + +#: ../../Whats-New.md:446 +msgid "" +"Restore functionality of `[CrateRules] -> FreeMCV` with customizable " +"credits threshold (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:447 +msgid "" +"Allow customizing the number of vehicles required for unit crates to turn" +" into money crates (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:448 +msgid "Per-VehicleType reroll chance for `CrateGoodie=true` (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:449 +#, fuzzy +msgid "Warheads spawning powerup crates (by Starkku)" +msgstr "弹头自伤开关 (by Starkku)" + +#: ../../Whats-New.md:450 +#, fuzzy +msgid "Custom tint on TechnoTypes (by Starkku)" +msgstr "单位自动开火 (by Starkku)" + +#: ../../Whats-New.md:451 +#, fuzzy +msgid "Revenge weapon (by Starkku)" +msgstr "反馈 (by Starkku)" + +#: ../../Whats-New.md:452 +msgid "" +"AttachEffect types with new features like custom tint and weapon range " +"modifier (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:453 +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 +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 +msgid "" +"Allow restricting how many times per frame a single radiation site can " +"damage a building (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:456 +msgid "" +"Allow explicitly setting the superweapons AI uses for Chronoshift script " +"actions (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:457 +msgid "" +"Allow customizing Aircraft weapon strafing regardless of `ROT` and " +"`Strafing.Shots` values beyond 5 (by Trsdy)" +msgstr "" + +#: ../../Whats-New.md:458 +msgid "" +"Allow strafing weapons to deduct ammo per shot instead of per strafing " +"run (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:459 +msgid "" +"Allow `CloakVisible=true` laser trails optinally be seen only if unit is " +"detected (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:460 +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 +msgid "" +"Skirmish AI \"gather when MCV deploy\" behavior dehardcode (by " +"TaranDahl/航味麻酱)" +msgstr "" + +#: ../../Whats-New.md:462 +msgid "" +"Customizing whether passengers are kicked out when an aircraft fires (by " +"ststl)" +msgstr "" + +#: ../../Whats-New.md:463 +#, fuzzy +msgid "Shield hit flash (by Starkku)" +msgstr "护盾修改弹头 (by Starkku)" + +#: ../../Whats-New.md:464 +msgid "" +"Option to scatter `Anim/SplashList` animations around impact coordinates " +"(by Starkku)" +msgstr "" + +#: ../../Whats-New.md:465 +msgid "Customizable wake anim (by TwinkleStar)" +msgstr "" + +#: ../../Whats-New.md:466 +msgid "Customizable rocker amplitude (by TwinkleStar, Ollerus)" +msgstr "" + +#: ../../Whats-New.md:467 +msgid "" +"AI script action to jump back to previous script after picking a random " +"script (by handama)" +msgstr "" + +#: ../../Whats-New.md:468 +msgid "Insignias visibility and position adjustments (by Fryone)" +msgstr "" + +#: ../../Whats-New.md:469 +#, 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 +msgid "" +"Allow different technos to share build limit in a group (by ststl & " +"Ollerus)" +msgstr "" + +#: ../../Whats-New.md:471 +msgid "" +"Map events `604-605` for checking if a specific Techno enters in a cell " +"(by FS-21)" +msgstr "" + +#: ../../Whats-New.md:472 +msgid "" +"Waypoint path is drawn for all units under player control or if " +"`[GlobalControls] -> DebugPlanningPaths=yes` (by Trsdy)" +msgstr "" + +#: ../../Whats-New.md:473 +#, 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 +msgid "" +"Allow anchoring extended tooltips to the left side of the sidebar (by " +"Trsdy)" +msgstr "" + +#: ../../Whats-New.md:475 +msgid "" +"Toggle to allow spawned aircraft to attack immediately after being " +"spawned (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:476 +#, fuzzy +msgid "`ZAdjust` for OverlayTypes (by Starkku)" +msgstr "武器Burst间隔 (by Starkku)" + +#: ../../Whats-New.md:477 +msgid "" +"Allow customizing extra tint intensity for Iron Curtain & Force Shield " +"(by Starkku)" +msgstr "" + +#: ../../Whats-New.md:478 +msgid "" +"Option to enable parsing 8-bit RGB values from `[ColorAdd]` instead of " +"RGB565 (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:479 +msgid "" +"Customizing height and speed at which subterranean units travel (by " +"Starkku)" +msgstr "" + +#: ../../Whats-New.md:480 +msgid "" +"Option for Warhead damage to penetrate Iron Curtain or Force Shield (by " +"Starkku)" +msgstr "" + +#: ../../Whats-New.md:481 +msgid "Option for Warhead to remove all shield types at once (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:482 +msgid "" +"Allow customizing voxel light source position (by Kerbiter, Morton, based" +" on knowledge of thomassnedon)" +msgstr "" + +#: ../../Whats-New.md:483 +msgid "" +"Option to fix voxel light source being offset and incorrectly tilting on " +"slopes (by Kerbiter)" +msgstr "" + +#: ../../Whats-New.md:484 +#, fuzzy +msgid "AI superweapon delay timer customization (by Starkku)" +msgstr "AreaFire武器目标自定义 (by Starkku)" + +#: ../../Whats-New.md:485 +msgid "Disabling `MultipleFactory` bonus from specific BuildingType (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:486 +#, fuzzy +msgid "Customizable ChronoSphere teleport delays for units (by Starkku)" +msgstr "武器Burst间隔 (by Starkku)" + +#: ../../Whats-New.md:487 +msgid "Allowed and disallowed types for `FactoryPlant` (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:488 +#, 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 +#, fuzzy +msgid "Custom object palettes for TerrainTypes (by Starkku)" +msgstr "Burst独立FLH (by Starkku)" + +#: ../../Whats-New.md:490 +#, 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 +#, fuzzy +msgid "Nonprovocative Warheads (by Starkku)" +msgstr "护盾修改弹头 (by Starkku)" + +#: ../../Whats-New.md:492 ../../Whats-New.md:497 +msgid "Buildings considered as destroyable pathfinding obstacles (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:493 +msgid "`FireOnce` infantry sequence reset toggle (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:494 +msgid "Assign Super Weapon cameo to any sidebar tab (by NetsuNegi)" +msgstr "" + +#: ../../Whats-New.md:495 +msgid "Customizing effect of level lighting on air units (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:496 +#, 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 +#, fuzzy +msgid "Animation visibility customization settings (by Starkku)" +msgstr "附加动画图层自定义 (by Starkku)" + +#: ../../Whats-New.md:499 +#, 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 +#, fuzzy +msgid "Building unit repair customizations (by Starkku)" +msgstr "自定义建筑提供自愈 (by Starkku)" + +#: ../../Whats-New.md:501 +msgid "" +"Toggle to disallow buildings from providing build area during buildup (by" +" Starkku)" +msgstr "" + +#: ../../Whats-New.md:502 +msgid "" +"Allow customizing which building types provide build area for a building " +"(by Starkku)" +msgstr "" + +#: ../../Whats-New.md:503 +#, 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 +#, fuzzy +msgid "Warheads parasite removal customization (by Starkku)" +msgstr "附加动画图层自定义 (by Starkku)" + +#: ../../Whats-New.md:505 +#, 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 +msgid "" +"`` can now be used as owner for pre-placed objects on " +"skirmish and multiplayer maps (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:507 +#, 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 +msgid "Unit `Speed` setting now accepts floating point values (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:509 +#, 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 +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 +#, python-format +msgid "" +"Allow usage of `AlternateFLH%d` of vehicles in `OpenTopped` transport. " +"(by Trsdy)" +msgstr "" + +#: ../../Whats-New.md:514 +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 +msgid "" +"Teams spawned by trigger action 7,80,107 can use IFV and `OpenTopped` " +"logic normally (by Trsdy)" +msgstr "" + +#: ../../Whats-New.md:516 +msgid "" +"Prevented units from retaining previous order after ownership change (by " +"Trsdy)" +msgstr "" + +#: ../../Whats-New.md:517 +msgid "" +"Break the mind-control link when capturing a mind-controlled building " +"with an engineer (by Trsdy)" +msgstr "" + +#: ../../Whats-New.md:518 +msgid "" +"Fixed BibShape drawing for a couple of frames during buildup for " +"buildings with long buildup animations (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:519 +msgid "Cloaked & disguised objects displaying to observers (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:520 +msgid "" +"Cloaked objects from allies displaying to player in single player " +"missions (by Trsdy)" +msgstr "" + +#: ../../Whats-New.md:521 +msgid "" +"Skip `NaturalParticleSystem` displaying from in-map pre-placed structures" +" (by Trsdy)" +msgstr "" + +#: ../../Whats-New.md:522 +msgid "Made sure that `Suicide=yes` weapon does kill the firer (by Trsdy)" +msgstr "" + +#: ../../Whats-New.md:523 +msgid "" +"Made sure that vxl units being flipped over get killed instead of " +"rotating up and down (by Trsdy)" +msgstr "" + +#: ../../Whats-New.md:524 +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 +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 +msgid "" +"Fixed `LandTargeting=1` not preventing from targeting TerrainTypes (trees" +" etc.) on land (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:527 +msgid "" +"Fixed `NavalTargeting=6` not preventing from targeting empty water cells " +"or TerrainTypes (trees etc.) on water (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:528 +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 +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 +msgid "Restored `EVA_StructureSold` for buildings with `UndeploysInto` (by Trsdy)" +msgstr "" + +#: ../../Whats-New.md:531 +msgid "Allow MCV to redeploy in campaigns (by Trsdy)" +msgstr "" + +#: ../../Whats-New.md:532 +msgid "" +"Allow buildings with `UndeploysInto` to be sold if `Unsellable=no` but " +"`ConstructionYard=no` (by Trsdy)" +msgstr "" + +#: ../../Whats-New.md:533 +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 +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 +msgid "Allow more than 5 `AlternateFLH` entries for units (by ststl)" +msgstr "" + +#: ../../Whats-New.md:536 +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 +msgid "" +"Buildings with primary weapon that has `AG=false` projectile now have " +"attack cursor when selected (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:538 +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 +msgid "" +"Light tint created by a building is now able to be removed after loading " +"the game (by Trsdy)" +msgstr "" + +#: ../../Whats-New.md:540 +msgid "Prevented crashing jumpjet units from firing (by Trsdy)" +msgstr "" + +#: ../../Whats-New.md:541 +msgid "" +"Fixed disguised infantry not using custom palette for drawing the " +"disguise when needed (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:542 +msgid "" +"Reenabled the obsolete `[General] WarpIn` as default anim type when units" +" are warping in (by Trsdy)" +msgstr "" + +#: ../../Whats-New.md:543 +msgid "" +"Fixed permanent health bar display for units targeted by temporal weapons" +" upon mouse hover (by Trsdy)" +msgstr "" + +#: ../../Whats-New.md:544 +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 +msgid "" +"AI players can now build `Naval=true` and `Naval=false` vehicles " +"concurrently like human players do (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:546 +msgid "" +"Fixed the bug when jumpjets were snapping into facing bottom-right when " +"starting movement (by Kerbiter)" +msgstr "" + +#: ../../Whats-New.md:547 +msgid "" +"Suppressed the BuildingCaptured EVA events when capturing a building " +"considered as a vehicle (by Trsdy)" +msgstr "" + +#: ../../Whats-New.md:548 +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 (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:549 +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 +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 +msgid "" +"Fixed `DeployToFire` not recalculating firer's position on land if it " +"cannot currently deploy (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:552 +msgid "" +"`Arcing=true` projectile elevation inaccuracy can now be fixed by setting" +" `Arcing.AllowElevationInaccuracy=false` (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:553 +msgid "" +"Fixed position and layer of info tip and reveal production cameo on " +"selected building (by Belonit)" +msgstr "" + +#: ../../Whats-New.md:554 +msgid "Fixed `TurretOffset` to be supported for SHP vehicles (by TwinkleStar)" +msgstr "" + +#: ../../Whats-New.md:555 +msgid "" +"`Powered`/`PoweredSpecial` buildings' powered anims will update as usual " +"when being captured by enemies (by Trsdy)" +msgstr "" + +#: ../../Whats-New.md:556 +msgid "" +"Fixed a glitch related to incorrect target setting for missiles (by " +"Belonit)" +msgstr "" + +#: ../../Whats-New.md:557 +msgid "" +"Skipped parsing `[Header]` section of compaign maps which led to " +"occasional crashes on Linux (by Trsdy)" +msgstr "" + +#: ../../Whats-New.md:558 +msgid "Fixed units' turret rotation and jumpjet wobble under EMP (by Trsdy)" +msgstr "" + +#: ../../Whats-New.md:559 +msgid "" +"Fixed `AmbientDamage` when used with `IsRailgun=yes` being cut off by " +"elevation changes (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:560 +msgid "" +"Fixed railgun and fire particles being cut off by elevation changes (by " +"Starkku)" +msgstr "" + +#: ../../Whats-New.md:561 +msgid "" +"Fixed teleport units' frozen-still timer being reset after load game (by " +"Trsdy)" +msgstr "" + +#: ../../Whats-New.md:562 +msgid "Fixed teleport units being unable to visually tilt on slopes (by Trsdy)" +msgstr "" + +#: ../../Whats-New.md:563 +msgid "" +"Fixed teleport and drill units being unable to be visually flipped (by " +"Trsdy)" +msgstr "" + +#: ../../Whats-New.md:564 +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 +msgid "" +"Spawned aircraft now align with the spawner's facing when landing (by " +"Starkku)" +msgstr "" + +#: ../../Whats-New.md:566 +msgid "" +"Fixed infantries attempted to entering buildings when waypointing " +"together with engineer/agent/occupier/etc (by Trsdy)" +msgstr "" + +#: ../../Whats-New.md:567 +msgid "Fixed jumpjet crash speed when crashing onto buildings (by NetsuNegi)" +msgstr "" + +#: ../../Whats-New.md:568 +msgid "" +"Fixed a desync potentially caused by displaying of cursor over selected " +"`DeploysInto` units (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:569 +msgid "Skipped drawing the rally point line when undeploying a factory (by Trsdy)" +msgstr "" + +#: ../../Whats-New.md:570 +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 +msgid "" +"Iron Curtained / Force Shielded objects now always use the correct tint " +"color (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:572 +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 +msgid "" +"Units & buildings with `DecloakToFire=false` weapons can now cloak while " +"targeting & reloading (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:574 +msgid "" +"Units with `Sensors=true` will no longer reveal ally buildings (by " +"Starkku)" +msgstr "" + +#: ../../Whats-New.md:575 +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 +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 +msgid "" +"Fixed disguised units not using the correct palette if target has custom " +"palette (by NetsuNegi)" +msgstr "" + +#: ../../Whats-New.md:578 +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 +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 (by " +"Starkku)" +msgstr "" + +#: ../../Whats-New.md:580 +msgid "" +"Fixed `Temporal=true` Warheads potentially crashing game if used to " +"attack `Slaved=true` infantry (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:581 +msgid "" +"Fixed some locomotors (Tunnel, Walk, Mech) getting stuck when moving too " +"fast (by NetsuNegi)" +msgstr "" + +#: ../../Whats-New.md:582 +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 +msgid "" +"Fixed Nuke & Dominator Level lighting not applying to AircraftTypes (by " +"Starkku)" +msgstr "" + +#: ../../Whats-New.md:584 +msgid "" +"Removed the 0 damage effect from `InfDeath=9` warheads to in-air " +"infantries (by Trsdy)" +msgstr "" + +#: ../../Whats-New.md:585 +msgid "" +"Projectiles created from `AirburstWeapon` now remember their WeaponType " +"and can apply radiation etc. (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:586 +msgid "" +"Fixed damaged aircraft not repairing on `UnitReload=true` docks unless " +"they land on the dock first (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:587 +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 +msgid "" +"Fixed infantry `SecondaryFire` / `SecondaryProne` sequences being " +"displayed in water instead of `WetAttack` (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:589 +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 +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 (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:591 +msgid "" +"Drive/Jumpjet/Ship/Teleport locomotor did not power on when it is un-" +"piggybacked bugfix (by tyuah8)" +msgstr "" + +#: ../../Whats-New.md:592 +msgid "Fix `Stop` command not working so well in some cases (by CrimRecya)" +msgstr "" + +#: ../../Whats-New.md:593 +msgid "" +"Use 2D distance instead of 3D to check whether in air team members have " +"arrived destination (by CrimRecya)" +msgstr "" + +#: ../../Whats-New.md:594 +msgid "" +"Subterranean movement now benefits from speed multipliers from all " +"sources such as veterancy, AttachEffect etc. (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:597 +msgid "" +"Fixed a few errors of calling for superweapon launch by `LaunchSW` or " +"building infiltration (by Trsdy)" +msgstr "" + +#: ../../Whats-New.md:598 +msgid "Add `ImmuneToCrit` for shields (by Trsdy)" +msgstr "" + +#: ../../Whats-New.md:599 +msgid "" +"Reimplemented the bugfix for jumpjet units' facing when firing, discard " +"the inappropriate `JumpjetTurnToTarget` tag (by Trsdy)" +msgstr "" + +#: ../../Whats-New.md:600 +msgid "" +"`Gunner=true` transports now correctly change turret if a passenger is " +"removed by `PassengerDeletion` (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:601 +msgid "" +"`PassengerDeletion.Soylent` now correctly calculates refund value if " +"removed passenger has no explicitly set `Soylent` value (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:602 +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 +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 +msgid "" +"`IsHouseColor` laser trails on techno now correctly change color when it " +"changes owner (by Trsdy)" +msgstr "" + +#: ../../Whats-New.md:605 +msgid "" +"Fixed `Layer.UseObjectLayer=true` to work correctly for all cases where " +"object changes layer (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:606 +msgid "" +"Fixed `DetonateOnAllMapObjects.RequireVerses` not considering shield " +"armor types (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:607 +msgid "" +"Fixed new Phobos script actions not picking team leader correctly based " +"on `LeadershipRating` (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:608 +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 +msgid "" +"Used `MindControl.Anim` for buildings deployed from mind-controlled " +"vehicles (by Trsdy)" +msgstr "" + +#: ../../Whats-New.md:610 +msgid "" +"Optimized extension class implementation, should improve performance all " +"around (by Otamaa & Starkku)" +msgstr "" + +#: ../../Whats-New.md:611 +msgid "" +"Fixed `Interceptor` not resetting target if the intercepted projectile " +"changes type to non-interceptable one afterwards (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:612 +msgid "" +"Fixed `PlacementPreview` setting for BuildingTypes not being parsed from " +"INI (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:613 +msgid "" +"Fixed Phobos animation additions that support `CreateUnit.Owner` not also" +" checking `MakeInfantryOwner` (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:614 +msgid "" +"Fixed `AutoDeath` to consider all conditions for objects in limbo (by " +"Starkku)" +msgstr "" + +#: ../../Whats-New.md:615 +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 +msgid "Fixed interceptors causing multiplayer games to desync (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:617 +msgid "" +"Optimized performance for map trigger retint action light source fix (by " +"Starkku)" +msgstr "" + +#: ../../Whats-New.md:618 +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 +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 +msgid "" +"Fixed owned `LimboDelivery` buildings not being saved correctly in " +"savegames (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:621 +msgid "" +"Fixed a typo in weapon selector code causing issues with `NoAmmoWeapon` " +"and related checks (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:622 +msgid "" +"Fixed `DetonateOnAllMapObjects` behaving erratically or potentially " +"crashing if it destroys buildings using Ares' advanced rubble (by " +"Starkku)" +msgstr "" + +#: ../../Whats-New.md:623 +msgid "" +"Fixed game crashing on loading save games if the saved game state had " +"active radiation sites (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:624 +msgid "Fixed a desync error caused by air/top layer sorting (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:625 +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 +msgid "" +"Fixed `Inviso=true` interceptor projectiles applying damage on " +"interceptable, armor type-having projectiles twice (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:627 +msgid "" +"Fixed `AutoDeath` causing crashes when used to kill a parasite unit " +"inside an another unit (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:628 +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 +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 +msgid "" +"Fixed radiation site damage not taking the radiation level reduction into" +" accord (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:631 +msgid "" +"Correctly update laser trail position while techno is cloaked even if " +"trail is not drawn (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:632 +#, 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 +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 +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 +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 +msgid "Fix `LimboKill` not working reliably (by CrimRecya)" +msgstr "" + +#: ../../Whats-New.md:637 msgid "" -"This page lists the history of changes across stable Phobos releases and " -"also all the stuff that requires modders to change something in their " -"mods to accomodate." -msgstr "此页面列出了项目的更新日志以及所有modder需要对mod做的必要改动。" +"Fixed `SelfHealGainType=none` not working (changed to `noheal`) (by " +"Starkku)" +msgstr "" -#: ../Whats-New.md:5 -msgid "Migrating" -msgstr "迁移" +#: ../../Whats-New.md:638 +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:1 +#: ../../Whats-New.md:639 msgid "" -"You can use the migration utility (can be found on [Phobos " -"supplementaries repo](https://github.com/Phobos-" -"developers/PhobosSupplementaries)) to apply most of the changes " -"automatically using a corresponding sed script file." +"Fixed `LaunchSW.IgnoreInhibitors` and `SW.Next.IgnoreInhibitors` " +"overriding corresponding `IgnoreDesignators` settings (by Ollerus)" msgstr "" -"你可以使用[火卫一组件库](https://github.com/Phobos-" -"developers/PhobosSupplementaries)中的迁移工具来自动应用更改。" -#: ../Whats-New.md:11 -msgid "From vanilla" -msgstr "由原版" +#: ../../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)" +msgstr "" -#: ../Whats-New.md:13 +#: ../../Whats-New.md:641 msgid "" -"SHP debris hardcoded shadows now respect `Shadow=no` tag value, and due " -"to it being the default value they wouldn't have hardcoded shadows " -"anymore by default. Override this by specifying `Shadow=yes` for SHP " -"debris." -msgstr "SHP碎片硬编码的影子现在遵循`Shadow=no`,并且由于这就是默认值,所以它们不再拥有硬编码的影子。为SHP碎片指定`Shadow=yes`以覆盖此设定。" +"Fixed an issue that caused new attack and move script actions to pick " +"buildings with `InvisibleInGame=yes` as targets (FS-21)" +msgstr "" -#: ../Whats-New.md:14 +#: ../../Whats-New.md:644 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`." +"Weapons fired by EMPulse superweapons *(Ares feature)* now fully respect " +"the firing building's FLH." 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" -#: ../Whats-New.md:15 +#: ../../Whats-New.md:645 msgid "" -"Iron Curtain status is now preserved by default when converting between " -"TechnoTypes via `DeploysInto`/`UndeploysInto`. This behavior can be " -"turned off per-TechnoType and global basis using " -"`[SOMETECHNOTYPE]/[CombatDamage]->IronCurtain.KeptOnDeploy=no`." -msgstr "铁幕状态现在可以在单位通过`DeploysInto`/`UndeploysInto`转换时保留。此行为可以被标签关闭`[SOMETECHNOTYPE]/[CombatDamage]->IronCurtain.KeptOnDeploy=no`。" +"Weapons fired by EMPulse superweapons *(Ares feature)* now respect " +"`Floater` and Phobos-added `Gravity` setting (by Starkku)" +msgstr "" -#: ../Whats-New.md:17 -msgid "From older Phobos versions" -msgstr "由旧版本火卫一" +#: ../../Whats-New.md:646 +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:19 -msgid "From pre-0.3 devbuilds" -msgstr "由pre-0.3开发版" +#: ../../Whats-New.md:647 +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:21 -msgid "`Trajectory.Speed` is now defined on projectile instead of weapon." -msgstr "`Trajectory.Speed`现在定义在抛射体上,而非武器上。" +#: ../../Whats-New.md:648 +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:22 +#: ../../Whats-New.md:649 msgid "" -"`Gravity=0` is not supported anymore as it will cause the projectile to " -"fly backwards and be unable to hit the target which is not at the same " -"height. Use `Straight` Trajectory instead. See [here](New-or-Enhanced-" -"Logics.md#projectile-trajectories)." +"All forms of type conversion (including Ares') now correctly update " +"`OpenTopped` state of passengers in transport that is converted (by " +"Starkku)" msgstr "" -"`Gravity=0`会导致抛射体行为异常,因此不再使用。使用直线弹道代替,请见[此处](New-or-Enhanced-Logics.md" -"#projectile-trajectories)。" -#: ../Whats-New.md:23 +#: ../../Whats-New.md:650 msgid "" -"Automatic self-destruction logic logic has been reimplemented, " -"`Death.NoAmmo`, `Death.Countdown` and `Death.Peaceful` tags have been " -"remade/renamed and require adjustments to function." +"Infantry type conversion from `Deployer=yes` to `no` now correctly update" +" the sequence anim (by Trsdy)" msgstr "" -"自毁逻辑重做,`Death.NoAmmo`,, " -"`Death.Countdown`与`Death.Peaceful`标签均被重做或重命名,并且需要一些调整才能生效。" -#: ../Whats-New.md:25 -msgid "From 0.2.2.2" -msgstr "由0.2.2.2" +#: ../../Whats-New.md:651 +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:27 +#: ../../Whats-New.md:652 +msgid "Appended Ares' `SW.Shots` usage to extended tooltips (by Trsdy)" +msgstr "" + +#: ../../Whats-New.md:653 msgid "" -"Keys `rulesmd.ini->[SOMEWARHEAD]->PenetratesShield` and " -"`rulesmd.ini->[SOMEWARHEAD]->BreaksShield` have been changed to " -"`Shield.Penetrate` and `Shield.Break`, respectively." -msgstr "`rulesmd.ini->[SOMEWARHEAD]->PenetratesShield`与`rulesmd.ini->[SOMEWARHEAD]->BreaksShield`已分别变更为`Shield.Penetrate`和`Shield.Break`。" +"Fixed Ares' Abductor weapon leaves permanent placement stats when " +"abducting moving vehicles (by Trsdy)" +msgstr "" -#: ../Whats-New.md:28 +#: ../../Whats-New.md:654 msgid "" -"`Rad.NoOwner` on weapons is deprecated. This has been replaced by " -"`RadHasOwner` key on radiation types itself. It also defaults to no, so " -"radiation once again has no owner house by default." -msgstr "武器标签`Rad.NoOwner`已被弃用。其功能现在由辐射类型中的标签`RadHasOwner`代替,且默认值为否,意味着辐射再次变为默认无所属。" +"Suppressed Ares' swizzle warning when parsing `Tags` and `TaskForces` (by" +" Trsdy)" +msgstr "" -#: ../Whats-New.md:30 -msgid "From 0.1.1" -msgstr "由0.1.1" +#: ../../Whats-New.md:655 +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:32 +#: ../../Whats-New.md:656 msgid "" -"Key `rulesmd.ini->[SOMETECHNOTYPE]->Deployed.RememberTarget` is " -"deprecated and can be removed now, the bugfix for `DeployToFire` " -"deployers is now always on." -msgstr "`rulesmd.ini->[SOMETECHNOTYPE]->Deployed.RememberTarget`已被弃用并可以移除,对`DeployToFire`的修复现在一直开启。" +"Fixed Ares' InitialPayload not being created for vehicles spawned by " +"trigger actions (by Trsdy)" +msgstr "" -#: ../Whats-New.md:34 -msgid "For Map Editor (Final Alert 2)" -msgstr "对地图编辑器(Final Alert 2)" +#: ../../Whats-New.md:659 +msgid "0.3.0.1" +msgstr "" -#: ../Whats-New.md:39 -msgid "In `FAData.ini`:" -msgstr "在`FAData.ini`中:" +#: ../../Whats-New.md:665 +msgid "Additional sync logging in case of desync errors occuring (by Starkku)" +msgstr "" -#: ../Whats-New.md:230 -msgid "Changelog" -msgstr "更新日志" +#: ../../Whats-New.md:668 +msgid "`AutoDeath` support for objects in limbo (by Trsdy)" +msgstr "" -#: ../Whats-New.md:232 -msgid "0.3" +#: ../../Whats-New.md:669 +msgid "" +"Buildings sold by `AutoDeath` no longer play a click sound effect (by " +"Trsdy)" msgstr "" -#: ../Whats-New.md:237 ../Whats-New.md:411 ../Whats-New.md:441 -#: ../Whats-New.md:458 ../Whats-New.md:518 -msgid "New:" -msgstr "新的:" +#: ../../Whats-New.md:670 +msgid "" +"Fixed shield animation being hidden while underground or in tunnels fix " +"not working correctly (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:671 +msgid "" +"Restore the `MindClearedSound` when deploying a mind-controlled unit into" +" a building loses the mind-control (by Trsdy)" +msgstr "" + +#: ../../Whats-New.md:672 +msgid "" +"Fixed `RadSiteWarhead.Detonate` not detonating precisely on the affected " +"object (thus requiring `CellSpread`) (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:673 +#, 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 +msgid "" +"Changed mission retry dialog button order to better match old order " +"people are used to (by Trsdy)" +msgstr "" + +#: ../../Whats-New.md:675 +msgid "Allow PowerPlant Enhancer to be affected by EMP (by Trsdy)" +msgstr "" + +#: ../../Whats-New.md:676 +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 +#, 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 +msgid "" +"Fixed new AI attack scripts not allowing zero damage weapons to pick " +"targets (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:679 +msgid "" +"Fixed floating point value parsing precision to match the game (by " +"Starkku)" +msgstr "" + +#: ../../Whats-New.md:680 +msgid "" +"Power output / drain should now correctly be applied for buildings " +"created via `LimboDelivery` in campaigns (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:681 +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 +#, 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 +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 +msgid "" +"Fixed `IsAnimated` terrain not updating correctly in all circumstances " +"(by Starkku)" +msgstr "" + +#: ../../Whats-New.md:685 +msgid "" +"Fixed `CreateUnit` interaction with bridges (spawning under when " +"shouldn't etc) (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:686 +msgid "" +"`CanTarget` now considers bridges as land like game's normal weapon " +"selection does (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:687 +msgid "" +"`AreaFire.Target` now takes cells with bridges into consideration " +"depending on firer's elevation (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:690 +msgid "0.3" +msgstr "" -#: ../Whats-New.md:238 +#: ../../Whats-New.md:696 msgid "LaserTrails initial implementation (by Kerbiter, ChrisLv_CN)" msgstr "激光尾迹 (by Kerbiter, ChrisLv_CN)" -#: ../Whats-New.md:239 +#: ../../Whats-New.md:697 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:240 +#: ../../Whats-New.md:698 msgid "Shield modification warheads (by Starkku)" msgstr "护盾修改弹头 (by Starkku)" -#: ../Whats-New.md:241 +#: ../../Whats-New.md:699 msgid "Shield BreakWeapon & InitialStrength (by Starkku)" msgstr "护盾击碎武器与初始血量 (by Starkku)" -#: ../Whats-New.md:242 +#: ../../Whats-New.md:700 msgid "Initial Strength for TechnoTypes (by Uranusian)" msgstr "单位初始血量 (by Uranusian)" -#: ../Whats-New.md:243 +#: ../../Whats-New.md:701 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:244 +#: ../../Whats-New.md:702 msgid "Weapon targeting filter (by Uranusian, Starkku)" msgstr "武器瞄准筛选 (by Uranusian, Starkku)" -#: ../Whats-New.md:245 +#: ../../Whats-New.md:703 msgid "Secondary weapon fallback customization (by Starkku)" msgstr "副武器推算自定义 (by Starkku)" -#: ../Whats-New.md:246 +#: ../../Whats-New.md:704 msgid "Burst-specific FLHs for TechnoTypes (by Starkku)" msgstr "Burst独立FLH (by Starkku)" -#: ../Whats-New.md:247 +#: ../../Whats-New.md:705 msgid "Burst delays for weapons (by Starkku)" msgstr "武器Burst间隔 (by Starkku)" -#: ../Whats-New.md:248 +#: ../../Whats-New.md:706 msgid "AreaFire weapon target customization (by Starkku)" msgstr "AreaFire武器目标自定义 (by Starkku)" -#: ../Whats-New.md:249 +#: ../../Whats-New.md:707 msgid "Auto-firing TechnoType weapons (by Starkku)" msgstr "单位自动开火 (by Starkku)" -#: ../Whats-New.md:250 +#: ../../Whats-New.md:708 msgid "PowerPlant Enhancer (by secsome)" msgstr "电力增幅器 (by secsome)" -#: ../Whats-New.md:251 +#: ../../Whats-New.md:709 msgid "Unlimited Global / Local Variables (by secsome)" msgstr "无限全局/局部变量 (by secsome)" -#: ../Whats-New.md:252 +#: ../../Whats-New.md:710 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:253 +#: ../../Whats-New.md:711 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:254 +#: ../../Whats-New.md:712 msgid "Quicksave hotkey command (by secsome)" msgstr "存档快捷键 (by secsome)" -#: ../Whats-New.md:255 -msgid "Save Game Trigger Action (by secsome)" +#: ../../Whats-New.md:713 +#, fuzzy +msgid "Save Game trigger action (by secsome)" msgstr "存档触发动作 (by secsome)" -#: ../Whats-New.md:256 +#: ../../Whats-New.md:714 msgid "Numeric Variables (by secsome)" msgstr "数字变量 (by secsome)" -#: ../Whats-New.md:257 +#: ../../Whats-New.md:715 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:258 +#: ../../Whats-New.md:716 +#, 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 +#, fuzzy +msgid "FrameByFrame & FrameStep hotkey command (by secsome)" +msgstr "存档快捷键 (by secsome)" + +#: ../../Whats-New.md:718 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:259 +#: ../../Whats-New.md:719 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:260 +#: ../../Whats-New.md:720 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:261 +#: ../../Whats-New.md:721 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:262 +#: ../../Whats-New.md:722 msgid "Automatic Passenger Deletion (by FS-21)" msgstr "自动删除乘客 (by FS-21)" -#: ../Whats-New.md:263 -msgid "" -"Script Action 74 to 81, 84 to 91 and 104 to 105 for new AI attacks (by " -"FS-21)" +#: ../../Whats-New.md:723 +#, 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:264 -msgid "Script Actions 82 & 83 for modifying AI Trigger Current Weight (by FS-21)" +#: ../../Whats-New.md:724 +#, 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:265 +#: ../../Whats-New.md:725 +#, fuzzy msgid "" -"Script Action 92 for waiting & repeat the same new AI attack if no target" -" was found (by FS-21)" +"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:266 +#: ../../Whats-New.md:726 +#, fuzzy msgid "" -"Script Action 93 that modifies the Team's Trigger Weight when ends the " -"new attack action (by FS-21)" +"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:267 -msgid "Script Action 94 for picking a random script from a list (by FS-21)" +#: ../../Whats-New.md:727 +#, 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:268 -msgid "" -"Script Action 95 to 102 and 106 to 109 for new AI movements towards " -"certain objects (by FS-21)" +#: ../../Whats-New.md:728 +#, 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:269 +#: ../../Whats-New.md:729 +#, fuzzy msgid "" -"Script Action 103 that Modify Target Distance in the new move actions (by" -" FS-21)" +"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:270 -msgid "Script Action 110 that Modify how ends the new move actions (by FS-21)" +#: ../../Whats-New.md:730 +#, 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:271 -msgid "" -"Script Action 111 that un-register Team success, is just the opposite " -"effect of Action 49 (by FS-21)" +#: ../../Whats-New.md:731 +#, 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:272 -msgid "Script Action 112 to regroup temporarily around the Team Leader (by FS-21)" +#: ../../Whats-New.md:732 +#, 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:273 -msgid "Script Action 113 to Randomly Skip Next Action (by FS-21)" +#: ../../Whats-New.md:733 +#, 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:274 -msgid "Script Action 124 to 126 for timed Script Action jumps (by FS-21)" +#: ../../Whats-New.md:734 +#, 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:275 +#: ../../Whats-New.md:735 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:276 +#: ../../Whats-New.md:736 msgid "Shield absorption and passthrough customization (by Morton)" msgstr "护盾吸收与穿透自定义 (by Morton)" -#: ../Whats-New.md:277 +#: ../../Whats-New.md:737 msgid "Limbo Delivery of buildings (by Morton)" msgstr "虚拟投放建筑 (by Morton)" -#: ../Whats-New.md:278 +#: ../../Whats-New.md:738 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:279 +#: ../../Whats-New.md:739 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:280 +#: ../../Whats-New.md:740 msgid "Attached animation layer customization (by Starkku)" msgstr "附加动画图层自定义 (by Starkku)" -#: ../Whats-New.md:281 +#: ../../Whats-New.md:741 msgid "Jumpjet unit layer deviation customization (by Starkku)" msgstr "Jumpjet单位图层浮动自定义 (by Starkku)" -#: ../Whats-New.md:282 +#: ../../Whats-New.md:742 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:283 +#: ../../Whats-New.md:743 msgid "Customizable projectile gravity (by secsome)" msgstr "自定义抛射体重力 (by secsome)" -#: ../Whats-New.md:284 +#: ../../Whats-New.md:744 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:285 +#: ../../Whats-New.md:745 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:286 +#: ../../Whats-New.md:746 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:287 +#: ../../Whats-New.md:747 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:288 +#: ../../Whats-New.md:748 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:289 +#: ../../Whats-New.md:749 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:290 +#: ../../Whats-New.md:750 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:291 +#: ../../Whats-New.md:751 msgid "Weapons fired on warping in / out (by Starkku)" msgstr "传送动画武器 (by Otamaa)" -#: ../Whats-New.md:292 +#: ../../Whats-New.md:752 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:293 +#: ../../Whats-New.md:753 msgid "Grinder improvements & customizations (by Starkku)" msgstr "部队回收站增强与自定义 (by Starkku)" -#: ../Whats-New.md:294 +#: ../../Whats-New.md:754 msgid "Attached animation position customization (by Starkku)" msgstr "附加动画位置自定义 (by Starkku)" -#: ../Whats-New.md:295 +#: ../../Whats-New.md:755 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:296 +#: ../../Whats-New.md:756 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:297 +#: ../../Whats-New.md:757 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:298 +#: ../../Whats-New.md:758 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:299 +#: ../../Whats-New.md:759 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:300 +#: ../../Whats-New.md:760 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:301 +#: ../../Whats-New.md:761 msgid "Shrapnel enhancement (by secsome)" msgstr "溅射增强 (by secsome)" -#: ../Whats-New.md:302 +#: ../../Whats-New.md:762 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:303 +#: ../../Whats-New.md:763 msgid "Additional critical hit logic customizations (by Starkku)" msgstr "额外暴击逻辑 (by Starkku)" -#: ../Whats-New.md:304 +#: ../../Whats-New.md:764 msgid "Laser trails for VoxelAnims (by Otamaa)" msgstr "VXL碎片激光尾迹 (by Otamaa)" -#: ../Whats-New.md:305 +#: ../../Whats-New.md:765 msgid "Local warhead screen shaking (by Starkku)" msgstr "局部弹头震屏 (by Starkku)" -#: ../Whats-New.md:306 +#: ../../Whats-New.md:766 msgid "Feedback weapon (by Starkku)" msgstr "反馈 (by Starkku)" -#: ../Whats-New.md:307 +#: ../../Whats-New.md:767 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:308 +#: ../../Whats-New.md:768 msgid "Single-color weapon lasers (by Starkku)" msgstr "单一颜色激光 (by Starkku)" -#: ../Whats-New.md:309 +#: ../../Whats-New.md:769 msgid "Customizable projectile trajectory (by secsome)" msgstr "自定义抛射体轨迹 (by secsome)" -#: ../Whats-New.md:310 +#: ../../Whats-New.md:770 msgid "Display damage numbers debug hotkey command (by Starkku)" msgstr "快捷键显示伤害数字 (by Starkku)" -#: ../Whats-New.md:311 +#: ../../Whats-New.md:771 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:312 +#: ../../Whats-New.md:772 msgid "Building-provided self-healing customization (by Starkku)" msgstr "自定义建筑提供自愈 (by Starkku)" -#: ../Whats-New.md:313 -msgid "Building placement preview (by Otamaa)" +#: ../../Whats-New.md:773 +#, fuzzy +msgid "Building placement preview (by Otamaa & Belonit)" msgstr "建筑放置预览 (by Otamaa)" -#: ../Whats-New.md:314 +#: ../../Whats-New.md:774 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:315 +#: ../../Whats-New.md:775 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:316 +#: ../../Whats-New.md:776 msgid "Superweapon launch on warhead detonation (by Trsdy)" msgstr "弹头释放超武 (by Trsdy)" -#: ../Whats-New.md:317 +#: ../../Whats-New.md:777 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:318 +#: ../../Whats-New.md:778 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:319 +#: ../../Whats-New.md:779 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:320 +#: ../../Whats-New.md:780 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:321 +#: ../../Whats-New.md:781 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:322 +#: ../../Whats-New.md:782 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:323 -msgid "Forbidding parallel AI queues by type (by NetsuNegi)" +#: ../../Whats-New.md:783 +#, 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:324 +#: ../../Whats-New.md:784 msgid "Animation damage / weapon improvements (by Starkku)" msgstr "动画伤害与武器升级 (by Starkku)" -#: ../Whats-New.md:325 +#: ../../Whats-New.md:785 msgid "Warhead self-damaging toggle (by Starkku)" msgstr "弹头自伤开关 (by Starkku)" -#: ../Whats-New.md:326 +#: ../../Whats-New.md:786 msgid "Trailer animations inheriting owner (by Starkku)" msgstr "尾迹动画继承所属方 (by Starkku)" -#: ../Whats-New.md:327 +#: ../../Whats-New.md:787 msgid "Warhead detonation on all objects on map (by Starkku)" msgstr "全图弹头 (by Starkku)" -#: ../Whats-New.md:328 +#: ../../Whats-New.md:788 msgid "" "Implemented support for PCX images for campaign loading screen (by " "FlyStar)" msgstr "战役PCX载入图 (by FlyStar)" -#: ../Whats-New.md:329 +#: ../../Whats-New.md:789 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:330 +#: ../../Whats-New.md:790 msgid "Animated (non-tiberium spawning) TerrainTypes (by Starkku)" msgstr "可动地形对象 (by Starkku)" -#: ../Whats-New.md:332 ../Whats-New.md:417 ../Whats-New.md:444 -#: ../Whats-New.md:483 ../Whats-New.md:530 -msgid "Vanilla fixes:" -msgstr "原版修复:" +#: ../../Whats-New.md:791 +msgid "Toggleable passenger killing for Explodes=true units (by Starkku)" +msgstr "" -#: ../Whats-New.md:333 +#: ../../Whats-New.md:792 +msgid "" +"New condition for automatic self-destruction logic when TechnoTypes " +"exist/don't exist (by FlyStar)" +msgstr "" + +#: ../../Whats-New.md:793 +msgid "" +"For developers: now you can use command line arg to control main " +"exception handler (by Multfinite)" +msgstr "" + +#: ../../Whats-New.md:796 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:334 +#: ../../Whats-New.md:797 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:335 +#: ../../Whats-New.md:798 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:336 +#: ../../Whats-New.md:799 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:337 +#: ../../Whats-New.md:800 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:338 +#: ../../Whats-New.md:801 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:339 +#: ../../Whats-New.md:802 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:340 +#: ../../Whats-New.md:803 +msgid "Fixed the bug that GameModeOptions are not correctly saved (by secsome)" +msgstr "" + +#: ../../Whats-New.md:804 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:341 +#: ../../Whats-New.md:805 +#, 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)" +"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:342 +#: ../../Whats-New.md:806 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:343 +#: ../../Whats-New.md:807 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:344 +#: ../../Whats-New.md:808 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:345 +#: ../../Whats-New.md:809 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:346 +#: ../../Whats-New.md:810 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:347 +#: ../../Whats-New.md:811 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:348 +#: ../../Whats-New.md:812 msgid "" "Fixed buildings not reverting to undamaged graphics when HP was restored " -"above `[AudioVisual]`->`ConditionYellow` via `SelfHealing` (by Starkku)" +"above `[AudioVisual] -> ConditionYellow` via `SelfHealing` (by Starkku)" 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 " +"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:349 +#: ../../Whats-New.md:813 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:350 +#: ../../Whats-New.md:814 +msgid "" +"Fixed turreted jumpjet units always facing bottom-right direction when " +"stop moving (by Trsdy)" +msgstr "" + +#: ../../Whats-New.md:815 +msgid "" +"Fixed jumpjet objects being unable to detect cloaked objects beneath (by " +"Trsdy)" +msgstr "" + +#: ../../Whats-New.md:816 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:351 +#: ../../Whats-New.md:817 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:352 +#: ../../Whats-New.md:818 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:353 +#: ../../Whats-New.md:819 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:354 +#: ../../Whats-New.md:820 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:355 +#: ../../Whats-New.md:821 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 " @@ -711,518 +2975,645 @@ 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:356 +#: ../../Whats-New.md:822 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:357 +#: ../../Whats-New.md:823 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:359 ../Whats-New.md:383 ../Whats-New.md:396 -#: ../Whats-New.md:420 ../Whats-New.md:431 ../Whats-New.md:448 -#: ../Whats-New.md:496 ../Whats-New.md:508 -msgid "Phobos fixes:" -msgstr "火卫一修复:" +#: ../../Whats-New.md:824 +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 +msgid "" +"Fixed the bug when `MakeInfantry` logic on BombClass resulted in " +"`Neutral` side infantry (by Otamaa)" +msgstr "" + +#: ../../Whats-New.md:826 +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 +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 +msgid "Allowed observers to see a selected building's radial indicator (by Trsdy)" +msgstr "" -#: ../Whats-New.md:360 +#: ../../Whats-New.md:831 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:361 +#: ../../Whats-New.md:832 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:362 +#: ../../Whats-New.md:833 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:363 +#: ../../Whats-New.md:834 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:364 +#: ../../Whats-New.md:835 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:365 +#: ../../Whats-New.md:836 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:366 +#: ../../Whats-New.md:837 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:367 +#: ../../Whats-New.md:838 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:368 +#: ../../Whats-New.md:839 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:369 +#: ../../Whats-New.md:840 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:370 +#: ../../Whats-New.md:841 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:371 +#: ../../Whats-New.md:842 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:373 +#: ../../Whats-New.md:843 +msgid "" +"Fixed issue with incorrect input in edit dialog element when using IME " +"(by Belonit)" +msgstr "" + +#: ../../Whats-New.md:844 +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 +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 +msgid "Minor performance optimization related to shields (by Trsdy)" +msgstr "" + +#: ../../Whats-New.md:847 +msgid "" +"Fixed teleporting miners (Chrono Miner) considered to be idle by " +"harvester counter, improved related game performance (by Trsdy)" +msgstr "" + +#: ../../Whats-New.md:848 +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 +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 +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 +msgid "" +"Fixed shields not being removed from sinking units until they have fully " +"finished sinking (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:852 +msgid "Fixed techno-extdata update after type conversion (by Trsdy)" +msgstr "" + +#: ../../Whats-New.md:853 +msgid "" +"Fixed Phobos Warhead effects (crits, new shield modifiers etc.) " +"considering sinking units valid targets (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:854 +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 +msgid "" +"Fixed a game crash when checking BuildLimit if Phobos is running without " +"Ares (by Belonit)" +msgstr "" + +#: ../../Whats-New.md:856 +msgid "" +"Corrected the misinterpretation in the definition of `DiskLaser.Radius` " +"(by Trsdy)" +msgstr "" + +#: ../../Whats-New.md:857 +msgid "Fixed GlobalVariables failed working among scenarios (by Trsdy)" +msgstr "" + +#: ../../Whats-New.md:860 +msgid "" +"Weapons fired by EMPulse superweapons *(Ares feature)* without " +"`EMPulse.TargetSelf=true` can now create radiation (by Starkku)" +msgstr "" + +#: ../../Whats-New.md:862 msgid "Non-DLL:" msgstr "非DLL:" -#: ../Whats-New.md:374 +#: ../../Whats-New.md:863 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:378 +#: ../../Whats-New.md:867 msgid "0.2.2.2" msgstr "" -#: ../Whats-New.md:384 +#: ../../Whats-New.md:873 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:385 +#: ../../Whats-New.md:874 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:386 +#: ../../Whats-New.md:875 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:387 +#: ../../Whats-New.md:876 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:391 +#: ../../Whats-New.md:880 msgid "0.2.2.1" msgstr "" -#: ../Whats-New.md:397 +#: ../../Whats-New.md:886 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:398 +#: ../../Whats-New.md:887 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:399 +#: ../../Whats-New.md:888 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:400 +#: ../../Whats-New.md:889 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:401 +#: ../../Whats-New.md:890 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:402 +#: ../../Whats-New.md:891 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:406 +#: ../../Whats-New.md:895 msgid "0.2.2" msgstr "" -#: ../Whats-New.md:412 +#: ../../Whats-New.md:901 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:413 +#: ../../Whats-New.md:902 msgid "Customizable cameo sorting priority (by Uranusian)" msgstr "自定义图标排序优先级 (by Uranusian)" -#: ../Whats-New.md:414 +#: ../../Whats-New.md:903 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:415 +#: ../../Whats-New.md:904 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:418 +#: ../../Whats-New.md:907 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:421 +#: ../../Whats-New.md:910 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:422 +#: ../../Whats-New.md:911 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:426 +#: ../../Whats-New.md:915 msgid "0.2.1.1" msgstr "" -#: ../Whats-New.md:432 +#: ../../Whats-New.md:921 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:436 +#: ../../Whats-New.md:925 msgid "0.2.1" msgstr "" -#: ../Whats-New.md:442 +#: ../../Whats-New.md:931 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:445 +#: ../../Whats-New.md:934 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:446 +#: ../../Whats-New.md:935 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:449 +#: ../../Whats-New.md:938 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:453 +#: ../../Whats-New.md:942 msgid "0.2" msgstr "" -#: ../Whats-New.md:459 +#: ../../Whats-New.md:948 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:460 +#: ../../Whats-New.md:949 msgid "Custom Radiation Types (by AlexB, Otamaa, Belonit, Uranusian)" msgstr "自定义辐射 (by AlexB, Otamaa, Belonit, Uranusian)" -#: ../Whats-New.md:461 +#: ../../Whats-New.md:950 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:462 +#: ../../Whats-New.md:951 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:463 +#: ../../Whats-New.md:952 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:464 +#: ../../Whats-New.md:953 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:465 +#: ../../Whats-New.md:954 msgid "Select Next Idle Harvester hotkey command (by Kerbiter)" msgstr "选择下一矿车快捷键 (by Kerbiter)" -#: ../Whats-New.md:466 +#: ../../Whats-New.md:955 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:467 +#: ../../Whats-New.md:956 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:468 +#: ../../Whats-New.md:957 msgid "Custom per-warhead SplashLists (by Uranusian)" msgstr "自定义弹头水花动画 (by Uranusian)" -#: ../Whats-New.md:469 +#: ../../Whats-New.md:958 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:470 +#: ../../Whats-New.md:959 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:471 +#: ../../Whats-New.md:960 msgid "Optional mind control range limit (by Uranusian)" msgstr "可选的心灵控制距离 (by Uranusian)" -#: ../Whats-New.md:472 +#: ../../Whats-New.md:961 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:473 +#: ../../Whats-New.md:962 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:474 +#: ../../Whats-New.md:963 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:475 +#: ../../Whats-New.md:964 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:476 +#: ../../Whats-New.md:965 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:477 +#: ../../Whats-New.md:966 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:478 +#: ../../Whats-New.md:967 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:479 +#: ../../Whats-New.md:968 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:480 +#: ../../Whats-New.md:969 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:481 +#: ../../Whats-New.md:970 msgid "Customizeable Missing Cameo file (by Uranusian)" msgstr "自定义缺省图标 (by Uranusian)" -#: ../Whats-New.md:484 +#: ../../Whats-New.md:973 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:485 +#: ../../Whats-New.md:974 msgid "Tileset 255+ bridge fix (by E1 Elite)" msgstr "Tileset 255+的桥修复 (by E1 Elite)" -#: ../Whats-New.md:486 +#: ../../Whats-New.md:975 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:487 +#: ../../Whats-New.md:976 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:488 +#: ../../Whats-New.md:977 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:489 +#: ../../Whats-New.md:978 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:490 +#: ../../Whats-New.md:979 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:491 +#: ../../Whats-New.md:980 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:492 +#: ../../Whats-New.md:981 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:493 +#: ../../Whats-New.md:982 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:494 +#: ../../Whats-New.md:983 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:497 +#: ../../Whats-New.md:986 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:498 +#: ../../Whats-New.md:987 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:499 +#: ../../Whats-New.md:988 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:503 +#: ../../Whats-New.md:992 msgid "0.1.1" msgstr "" -#: ../Whats-New.md:509 +#: ../../Whats-New.md:998 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:513 +#: ../../Whats-New.md:1002 msgid "0.1" msgstr "" -#: ../Whats-New.md:519 +#: ../../Whats-New.md:1008 msgid "Full-color PCX graphics support (by Belonit)" msgstr "全彩色PCX支持 (by Belonit)" -#: ../Whats-New.md:520 +#: ../../Whats-New.md:1009 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:521 +#: ../../Whats-New.md:1010 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:522 +#: ../../Whats-New.md:1011 msgid "Selection priority filtering for box selection (by Kerbiter)" msgstr "选择优先级筛选 (by Kerbiter)" -#: ../Whats-New.md:523 +#: ../../Whats-New.md:1012 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:524 +#: ../../Whats-New.md:1013 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:525 +#: ../../Whats-New.md:1014 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:526 +#: ../../Whats-New.md:1015 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:527 +#: ../../Whats-New.md:1016 msgid "Customizable disk laser radius (by Belonit, Kerbiter)" msgstr "自定义飞碟激光范围 (by Belonit, Kerbiter)" -#: ../Whats-New.md:528 +#: ../../Whats-New.md:1017 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:531 +#: ../../Whats-New.md:1020 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:532 +#: ../../Whats-New.md:1021 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:533 +#: ../../Whats-New.md:1022 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:534 +#: ../../Whats-New.md:1023 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:535 +#: ../../Whats-New.md:1024 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:536 +#: ../../Whats-New.md:1025 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)" + +#~ msgid "" +#~ "SHP debris hardcoded shadows now respect" +#~ " `Shadow=no` tag value, and due to" +#~ " it being the default value they " +#~ "wouldn't have hardcoded shadows anymore " +#~ "by default. Override this by specifying" +#~ " `Shadow=yes` for SHP debris." +#~ msgstr "SHP碎片硬编码的影子现在遵循`Shadow=no`,并且由于这就是默认值,所以它们不再拥有硬编码的影子。为SHP碎片指定`Shadow=yes`以覆盖此设定。" +