diff --git a/docs/Fixed-or-Improved-Logics.md b/docs/Fixed-or-Improved-Logics.md index 7d743f2a52..3483927474 100644 --- a/docs/Fixed-or-Improved-Logics.md +++ b/docs/Fixed-or-Improved-Logics.md @@ -1363,7 +1363,7 @@ BallisticScatter.Max= ; floating point value, distance in cells - `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](New-or-Enhanced-Logics.md#weapon-targeting-filter) & [AttachEffect filters](New-or-Enhanced-Logics.md#attached-effects) will be checked. - Do note that this overrides the normal check of only allowing shrapnels to hit non-allied objects. Use `CanTargetHouses=enemies` to manually enable this behaviour again. -- `Shrapnel.IgnoreHitBuildings` can be used to override default behaviour where shrapnels can snap onto building targets multiple times if the building occupies more than one cell. Defaults to `[CombatDamage]` -> `Shrapnel.IgnoreHitBuildings` which defaults to false. Note that this wont prevent random cells within the building's `Foundation` from being targeted if there are not enough objects around to satisfy `ShrapnelCount`. +- `Shrapnel.IgnoreHitBuildings` can be used to override default behaviour where shrapnels can snap onto building targets multiple times if the building occupies more than one cell. Note that this wont prevent random cells within the building's `Foundation` from being targeted if there are not enough objects around to satisfy `ShrapnelCount`. In `rulesmd.ini`: ```ini diff --git a/docs/User-Interface.md b/docs/User-Interface.md index 56b0621e4b..40a70bd2d0 100644 --- a/docs/User-Interface.md +++ b/docs/User-Interface.md @@ -55,7 +55,7 @@ ShowTimer.Percentage= ; boolean In `rulesmd.ini`: ```ini -[SOMENAME] ; TechnoType +[SOMETECHNO] ; TechnoType HealthBar.Hide=false ; boolean HealthBar.HidePips=false ; boolean HealthBar.Permanent=false ; boolean @@ -154,7 +154,7 @@ Palette=palette.pal ; filename with .pal extension Shape.Spacing= ; integers - horizontal, vertical spacing between digits Shape.PercentageFrame=false ; boolean -[SOMETECHNOTYPE] ; TechnoType +[SOMETECHNO] ; TechnoType DigitalDisplay.Disable=false ; boolean DigitalDisplayTypes= ; List of DigitalDisplayTypes DigitalDisplay.Health.FakeAtDisguise=true ; boolean @@ -182,7 +182,7 @@ You can create a circular health bar for technos, where the different frames of The arrangement of static images on the plane is entirely up to you to draw freely, without being constrained by pre-established frameworks (e.g., the original rule for health bars was to start at a fixed coordinate, fetch a pip from a fixed frame of a fixed file at fixed intervals, and then arrange them horizontally), choosing from inherently limited options. ``` -Of course, this is just the implementation method. To balance freedom with efficiency—that is, how to efficiently draw the patterns you need—you still need to independently explore a workflow that suits you. +Of course, this is just the implementation method. To balance freedom with efficiency - that is, how to efficiently draw the patterns you need - you still need to independently explore a workflow that suits you. ```` ### Flashing Technos on selecting @@ -619,7 +619,7 @@ In `rulesmd.ini`: [General] SortCameoByName=false ; boolean -[SOMENAME] ; TechnoType / SuperWeaponType +[SOMETECHNO/SOMESW] ; TechnoType / SuperWeaponType CameoPriority=0 ; integer ``` @@ -894,8 +894,8 @@ MaxWidth=0 ; integer, pixels ``` In `rulesmd.ini`: ```ini -[SOMENAME] ; TechnoType or SWType -UIDescription= ; CSF entry key +[SOMETECHNO/SOMESW] ; TechnoType or SWType +UIDescription= ; CSF entry key ``` - The descriptions are designed to be toggleable by users. For now you can only do that externally via client or manually. 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 f721dffa13..017e58642f 100644 --- a/docs/locale/zh_CN/LC_MESSAGES/Fixed-or-Improved-Logics.po +++ b/docs/locale/zh_CN/LC_MESSAGES/Fixed-or-Improved-Logics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Phobos \n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2026-05-17 00:53+0800\n" +"POT-Creation-Date: 2026-05-21 01:03+0800\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -3569,12 +3569,12 @@ 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 msgid "" "`Shrapnel.IgnoreHitBuildings` can be used to override default behaviour " "where shrapnels can snap onto building targets multiple times if the " -"building occupies more than one cell. Defaults to `[CombatDamage]` -> " -"`Shrapnel.IgnoreHitBuildings` which defaults to false. Note that this " -"wont prevent random cells within the building's `Foundation` from being " -"targeted if there are not enough objects around to satisfy " -"`ShrapnelCount`." +"building occupies more than one cell. Note that this wont prevent random " +"cells within the building's `Foundation` from being targeted if there are" +" not enough objects around to satisfy `ShrapnelCount`." msgstr "" +"`Shrapnel.IgnoreHitBuildings` 用于覆盖多格建筑可能被溅射子武器多次命中的默认行为。注意这并不能在周围没有满足 " +"`ShrapnelCount` 数量的目标时组织建筑 `Foundation` 内的随机单元格被选为目标。" msgid "Technos" msgstr "科技类型" @@ -5605,14 +5605,12 @@ msgstr "" "效果。" msgid "Electric bolt Z-adjust" -msgstr "" -"自定义 EBolt 的 Z 深校正值" +msgstr "自定义 EBolt 的 Z 深校正值" msgid "" "It is now possible to change the Z-adjust for weapon EBolt drawing via " "`EBoltZAdjust` per weapon." -msgstr "" -"现在可以在每个武器上通过 `EBoltZAdjust` 更改武器 EBolt 绘制的 Z 深校正值" +msgstr "现在可以在每个武器上通过 `EBoltZAdjust` 更改武器 EBolt 绘制的 Z 深校正值" msgid "" "In vanilla, the EBolt effect fired by BuildingType takes `min(the Z-depth" @@ -5620,16 +5618,15 @@ msgid "" " EBolt effect is not blocked by other images such as tiles in some cases," " and now this processing can be turned off to meet some specific needs." msgstr "" -"在原版中,建筑类型发射的 EBolt 效果会在坐标变换得出 Z 深后与 `0` 取较小者," -"这是为了确保在部分情况下 EBolt 效果不会被地形等其他图像挡住," -"现在这一处理可以通过 `EBoltZAdjust.ClampInitialDepthForBuilding` 关闭以满足一些特定的需求。" +"在原版中,建筑类型发射的 EBolt 效果会在坐标变换得出 Z 深后与 `0` 取较小者,这是为了确保在部分情况下 EBolt " +"效果不会被地形等其他图像挡住,现在这一处理可以通过 `EBoltZAdjust.ClampInitialDepthForBuilding` " +"关闭以满足一些特定的需求。" msgid "" "This only determines whether the Z-depth of the EBolt effect created by " "BuildingType can be positive; `EBoltZAdjust` can always be normally added" " to it." -msgstr "" -"这只决定了由建筑创建的 EBolt 效果其 Z 深能否为正值;`EBoltZAdjust` 总是可以正常在该值之上加算。" +msgstr "这只决定了由建筑创建的 EBolt 效果其 Z 深能否为正值;`EBoltZAdjust` 总是可以正常在该值之上加算。" msgid "Laser Z-adjust" msgstr "激光 Z 深校正" diff --git a/docs/locale/zh_CN/LC_MESSAGES/User-Interface.po b/docs/locale/zh_CN/LC_MESSAGES/User-Interface.po index eb3fb18771..fb7a983a51 100644 --- a/docs/locale/zh_CN/LC_MESSAGES/User-Interface.po +++ b/docs/locale/zh_CN/LC_MESSAGES/User-Interface.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Phobos \n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2026-05-12 23:32+0800\n" +"POT-Creation-Date: 2026-05-21 00:51+0800\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -375,8 +375,8 @@ msgstr "" msgid "" "Of course, this is just the implementation method. To balance freedom " -"with efficiency—that is, how to efficiently draw the patterns you " -"need—you still need to independently explore a workflow that suits you." +"with efficiency - that is, how to efficiently draw the patterns you need " +"- you still need to independently explore a workflow that suits you." msgstr "当然,这只是实现方式,对于在可行的同时兼顾效率,即如何高效绘制您所需要的图样,您仍需自主探索属于您的工作流。" msgid "Flashing Technos on selecting" @@ -782,8 +782,7 @@ msgstr "`DisplayIncome` 可以设置为显示建筑在回收单位或从矿车 msgid "" "`DisplayIncome.Delay` is the interval in frames between two consecutive " "income displays, defaults to 15 (one in-game second on middle speed)." -msgstr "" -"`DisplayIncome.Delay` 设置了每两次连续收入提示之间间隔的帧数,默认 15(中速下的 1 秒)。" +msgstr "`DisplayIncome.Delay` 设置了每两次连续收入提示之间间隔的帧数,默认 15(中速下的 1 秒)。" msgid "" "Multiple income within less than the time defined by " @@ -793,8 +792,7 @@ msgstr "在游戏内不到 `DisplayIncome.Delay` 定义的时间内多次收入 msgid "" "Delay cannot be set to 0, this will change the delay to 1 and outputs a " "developer warning to log." -msgstr "" -"该间隔不得设为 0,否则将会自动调整为 1 并在日志中输出开发者警告。" +msgstr "该间隔不得设为 0,否则将会自动调整为 1 并在日志中输出开发者警告。" msgid "" "`DisplayIncome.Houses` determines which houses can see the credits " diff --git a/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po b/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po index c28315fa0e..ba55cbd8f5 100644 --- a/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po +++ b/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Phobos \n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2026-05-17 12:14+0800\n" +"POT-Creation-Date: 2026-05-21 00:51+0800\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -1914,11 +1914,13 @@ msgid "" "Allow disabling the processing of the Z-depth of EBolt drawn by " "BuildingType being clamped to non-positive numbers (by Noble_Fish)" msgstr "" +"允许禁用由建筑绘制的 EBolt 其 Z 深被钳位到非正数的处理(by Noble_Fish)" msgid "" "Add the `Bolt.ZAdjust` setting item to the LaserTrailType with " "`DrawType=ebolt` (by Noble_Fish)" msgstr "" +"为拥有 `DrawType=ebolt` 的激光尾迹类型添加 `Bolt.ZAdjust` 设置项(by Noble_Fish)" msgid "Vanilla fixes:" msgstr "原版问题修复:" @@ -2600,12 +2602,24 @@ msgid "" "`WeaponRange.DisallowWeapons` only support weapons listed in the " "`[WeaponTypes]` list (by Noble_Fish)" msgstr "" -"修复了 `WeaponRange.AllowWeapons` 和 `WeaponRange.DisallowWeapons` 仅支持通过 `[WeaponTypes]` 注册的武器这一 Bug(by Noble_Fish)" +"修复了 `WeaponRange.AllowWeapons` 和 `WeaponRange.DisallowWeapons` 仅支持通过 " +"`[WeaponTypes]` 注册的武器这一 Bug(by Noble_Fish)" msgid "" -"Fixed the bug where passengers, when their transport unit is removed, would cause incorrect `LimboTracker` counts due to either having their destructor called directly (bypassing `UnInit`) or nested `UnInit` calls resetting the deletion flag too early, thereby breaking auto-death and superweapon auxiliary techno checks (by NetsuNegi)" +"Fixed the bug where passengers, when their transport unit is removed, " +"would cause incorrect `LimboTracker` counts due to either having their " +"destructor called directly (bypassing `UnInit`) or nested `UnInit` calls " +"resetting the deletion flag too early, thereby breaking auto-death and " +"superweapon auxiliary techno checks (by NetsuNegi)" msgstr "" -"修复了乘客在其所在的运输工具被移除时,因被直接调用析构函数(绕过 `UnInit` )或 `UnInit` 嵌套调用导致删除标志过早重置,从而使 `LimboTracker` 计数错误,进而影响自动死亡及超武辅助单位判定的 Bug(by NetsuNegi)" +"修复了乘客在其所在的运输工具被移除时,因被直接调用析构函数(绕过 `UnInit` )或 `UnInit` 嵌套调用导致删除标志过早重置,从而使 " +"`LimboTracker` 计数错误,进而影响自动死亡及超武辅助单位判定的 Bug(by NetsuNegi)" + +msgid "" +"Fixed a bug where stationary vehicles would also block movement caused by" +" external factors (by Noble_Fish)" +msgstr "" +"修复了 *静止的载具* 也会阻碍外部力量引发移动的 Bug(by Noble_Fish)" msgid "Fixes / interactions with other extensions:" msgstr "其他扩展引擎相关的修复/交互:"