@@ -1763,14 +1763,13 @@ msgstr ""
17631763"`SelfHealing.RestartInCombatDelay` 指定的帧数后。"
17641764
17651765#: ../../New-or-Enhanced-Logics.md:429
1766- #, fuzzy
17671766msgid ""
17681767"If `Respawn.RestartInCombat` is set, respawn timer pauses and then "
17691768"resumes after `Respawn.RestartInCombatDelay` frames have passed when the "
17701769"TechnoType has a shield that's under respawn process."
17711770msgstr ""
1772- "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 "
1773- "`SelfHealing .RestartInCombatDelay` 指定的帧数后。"
1771+ "如果设置了 `Respawn .RestartInCombat` 当科技类型的护盾处于重生过程中时其重生计时器将被暂停直至 "
1772+ "`Respawn .RestartInCombatDelay` 指定的帧数后。"
17741773
17751774#: ../../New-or-Enhanced-Logics.md:430
17761775msgid ""
@@ -1785,22 +1784,20 @@ msgstr ""
17851784msgid ""
17861785"`Respawn.Anim`, if set, will be played when the shield respawns. If more "
17871786"than one animation is listed, a random one is selected."
1788- msgstr "`BreakAnim` 如果设置则会在护盾被击碎时播放 。如果列出了多个动画,则将随机选择一个。"
1787+ msgstr "`Respawn.Anim` 如果设置则会在护盾重生时播放 。如果列出了多个动画,则将随机选择一个。"
17891788
17901789#: ../../New-or-Enhanced-Logics.md:432
1791- #, fuzzy
17921790msgid ""
17931791"`Respawn.Weapon`, if set, will be fired at the TechnoType once the shield"
17941792" respawns."
1795- msgstr "`BreakWeapon` 如果设置则将在护盾被击碎时向科技类型发射 。"
1793+ msgstr "`Respawn.Weapon` 如果设置则将在护盾重生时向科技类型发射一次 。"
17961794
17971795#: ../../New-or-Enhanced-Logics.md:433
1798- #, fuzzy
17991796msgid ""
18001797"`SelfHealing.EnabledBy` can be used to control the self-heal and respawn "
18011798"of the shield. If the owner has no structures from this list then the "
18021799"shield won't self-heal or respawn."
1803- msgstr "`SelfHealing.EnabledBy` 可用于控制护盾自愈行为。只有拥有此列表中的建筑时才可以自愈 。"
1800+ msgstr "`SelfHealing.EnabledBy` 可用于控制护盾自愈和重生行为。只有拥有此列表中的建筑时才可以自愈或重生 。"
18041801
18051802#: ../../New-or-Enhanced-Logics.md:434
18061803msgid ""
@@ -1890,7 +1887,7 @@ msgstr ""
18901887msgid ""
18911888"`BreakWeapon`, if set, will be fired at the TechnoType once the shield "
18921889"breaks."
1893- msgstr "`BreakWeapon` 如果设置则将在护盾被击碎时向科技类型发射 。"
1890+ msgstr "`BreakWeapon` 如果设置则将在护盾被击碎时向科技类型发射一次 。"
18941891
18951892#: ../../New-or-Enhanced-Logics.md:444
18961893msgid ""
@@ -2119,7 +2116,6 @@ msgstr ""
21192116"用于被杀伤护盾计算弹头所造成伤害的倍率。"
21202117
21212118#: ../../New-or-Enhanced-Logics.md:471
2122- #, fuzzy
21232119msgid ""
21242120"`Shield.Respawn.Rate`, `Shield.Respawn.Amount`, `Shield.Respawn.Anims` "
21252121"and `Shield.Respawn.Weapon` override ShieldType `Respawn.Rate`, "
@@ -2134,22 +2130,21 @@ msgid ""
21342130"match ShieldType `Respawn.Rate`. Re-applying the effect resets the "
21352131"duration to `Shield.Respawn.Duration`"
21362132msgstr ""
2137- "`Shield.Respawn.Rate` 和 `Shield.Respawn.Amount ` 会在 "
2138- "`Shield.Respawn.Duration` 的帧数内覆盖护盾的 `Respawn.Rate` 和 `Respawn.Amount `。负值和"
2133+ "`Shield.Respawn.Rate`、`Shield.Respawn.Amount`、`Shield.Respawn.Anims` 和 `Shield.Respawn.Weapon ` 会在 "
2134+ "`Shield.Respawn.Duration` 的帧数内覆盖护盾的 `Respawn.Rate`、`Respawn.Amount`、`Respawn.Anim` 和 `Respawn.Weapon `。负值和"
21392135" 0 会默认使用护盾类型自身的值。如果设置了 `Shield.Respawn.RestartTimer` "
21402136"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` "
21412137"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"
21422138" `Shield.Respawn.Duration`"
21432139
21442140#: ../../New-or-Enhanced-Logics.md:472
2145- #, fuzzy
21462141msgid ""
21472142"Additionally `Shield.Respawn.RestartInCombat` & "
21482143"`Shield.Respawn.RestartInCombatDelay` can be used to override ShieldType "
21492144"settings."
21502145msgstr ""
2151- "此外 `Shield.SelfHealing .RestartInCombat` 和 "
2152- "`Shield.SelfHealing .RestartInCombatDelay` 可用于覆盖护盾类型上的同类设置。"
2146+ "此外 `Shield.Respawn .RestartInCombat` 和 "
2147+ "`Shield.Respawn .RestartInCombatDelay` 可用于覆盖护盾类型上的同类设置。"
21532148
21542149#: ../../New-or-Enhanced-Logics.md:473
21552150msgid ""
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