📄 messages.properties
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GameOptionsInfo.option.clan_ignore_eq_limits.displayableName=Ignore Clan Ammo LimitationsGameOptionsInfo.option.clan_ignore_eq_limits.description=If checked, Clan units can use ammo normally limited to IS units only; for example, Thunder-Augmented, Thunder-Inferno, and Thunder-Active LRM rounds.GameOptionsInfo.option.no_clan_physical.displayableName=No physical attacks for the clansGameOptionsInfo.option.no_clan_physical.description=If checked, clan Meks may not make physical attacks.\n\nUnchecked by default.GameOptionsInfo.option.no_hover_charge.displayableName=No charge attacks for Hover vehiclesGameOptionsInfo.option.no_hover_charge.description=If checked, Hover vehicles may not make rams/charges.\n\nUnchecked by default.GameOptionsInfo.option.woods_burn_down.displayableName=Woods have a chance to burn downGameOptionsInfo.option.woods_burn_down.description=If checked, woods will burn down as if cleared on a roll of 11+.\n\nUnchecked by default.GameOptionsInfo.option.vehicles_safe_from_infernos.displayableName=Vehicles may not be the target of an Inferno missile attack.GameOptionsInfo.option.vehicles_safe_from_infernos.description=If checked, Vehicles cannot be the target of an Inferno SRM attack.\n\nUnchecked by default.GameOptionsInfo.option.protos_safe_from_infernos.displayableName=Protomechs may not be the target of an Inferno missile attack.GameOptionsInfo.option.protos_safe_from_infernos.description=If checked, Protomechs cannot be the target of an Inferno SRM attack.\n\nUnchecked by default.GameOptionsInfo.option.lobby_ammo_dump.displayableName=Allow Ammo Dumping in the LobbyGameOptionsInfo.option.lobby_ammo_dump.description=If checked, Players may dump their Mech's ammo before the game starts.\n\nUnchecked by default.GameOptionsInfo.option.set_arty_player_homeedge.displayableName=Automatically set artillery home edgeGameOptionsInfo.option.set_arty_player_homeedge.description=If checked, all of the players' artillery units will have their homeedge set to the deployment edge of the player,\nNW and NE are North, SW and SE are South.\n\nUnchecked by default.GameOptionsInfo.option.no_premove_vibra.displayableName=Do not damage Mek by Vibrabomb if it has not yet movedGameOptionsInfo.option.no_premove_vibra.description=If checked, vibrabombs that explode will not damage Meks that have not yet finished their move.\n\nUnchecked by default.GameOptionsInfo.option.auto_spot.displayableName=Any unit that does not do anything special is a spotterGameOptionsInfo.option.auto_spot.description=If checked, units that don't fire weapons/search for clubs/etc automatically spot for indirect LRMs.\n\nUnchecked by default.GameOptionsInfo.option.margin_scatter_distance.displayableName=Artillery scatters by margin of failureGameOptionsInfo.option.margin_scatter_distance.description=If checked, missed artillery scatters by an amount equal to the margin of failure instead of a random amount.\n\nUnchecked by default.GameOptionsInfo.option.allow_illegal_units.displayableName=Allow invalid unit designsGameOptionsInfo.option.allow_illegal_units.description=If checked, players may use units that do not conform to the official construction rules. Basically, this allows players to cheat, so make sure you have a good reason to check it.GameOptionsInfo.option.allow_nukes.displayableName=Allow command-line nukes.GameOptionsInfo.option.allow_nukes.description=This must be checked to allow players to throw nukes from the command line. If this is not checked, nukes are still available as level 3 munitions.GameOptionsInfo.option.really_allow_nukes.displayableName=REALLY allow command-line nukes.GameOptionsInfo.option.really_allow_nukes.description=This must be checked to allow players to throw nukes from the command line. If this is not checked, nukes are still available as level 3 munitions.GameOptionsInfo.option.allow_level_3_units.displayableName=Allow level 3 unitsGameOptionsInfo.option.allow_level_3_units.description=If checked, level 3 units may be selected from the unit selection dialog.\n\nUnchecked by default.GameOptionsInfo.option.allow_level_3_targsys.displayableName=Allow level 3 targetting systemsGameOptionsInfo.option.allow_level_3_targsys.description=If checked, level 1 or 2 units may be configured to use level 3 targetting systems.GameOptionsInfo.option.allow_level_3_ammo.displayableName=Allow level 3 ammunition typesGameOptionsInfo.option.allow_level_3_ammo.description=If checked, allows level 3 ammunition types to be used by units that can otherwise use them, as defined by options (especially Ammo & Equipment Limits).GameOptionsInfo.option.ejected_pilots_flee.displayableName=Ejected Pilots FleeGameOptionsInfo.option.ejected_pilots_flee.description=If checked, an ejected pilot (whether autoejected or not) is automatically fled from the field.\n\nUnchecked by default.GameOptionsInfo.option.a4homing_target_area.displayableName=Arrow IV homing targets areaGameOptionsInfo.option.a4homing_target_area.description=If checked, Arrow IV homing missiles target an 8 hex radius around the chosen hex, instead of the map sheet containing the chosen hex.GameOptionsInfo.option.canon_only.displayableName=Canon Units OnlyGameOptionsInfo.option.canon_only.description=If checked, the "add unit" dialog will only show official units.GameOptionsInfo.option.indirect_always_possible.displayableName=Indirect LRM fire always possibleGameOptionsInfo.option.indirect_always_possible.description=If checked, and indirect fire for LRMs active, indirect fire is possible regardless of LOS from attacker to target.\n\nUnchecked by default.GameOptionsInfo.option.all_have_ei_cockpit.displayableName=All units have EI cockpitGameOptionsInfo.option.all_have_ei_cockpit.description=If checked, pilots with EI implants get the benefit in any unit, not just clan mechs and BA. For pilot damage, Protomechs use Mech rules, all other units use BA rules.GameOptionsInfo.option.quad_hit_location_plus.displayableName=Quad punch/kick hit location tablesGameOptionsInfo.option.quad_hit_location_plus.description=If checked, a special table is used for determining hit location to a quad mech.\nThis extends the level 3 option to punch and kick tables.\nPunches will not hit legs (chance for head hit is the same), kicks will hit legs on the side kicked.GameOptionsInfo.option.armed_mechwarriors.displayableName=Armed MechWarriorsGameOptionsInfo.option.armed_mechwarriors.description=If checked, MechWarriors carry a sidearm that can be fired using same rules as an infantry rifle.GameOptionsInfo.option.auto_abandon_unit.displayableName=Auto Abandon UnitGameOptionsInfo.option.auto_abandon_unit.description=If checked, MechWarriors are created in place of the destroyed Mek, no more hiding good pilots in downed meks.GameOptionsInfo.option.individual_initiative.displayableName=Individual InitiativeGameOptionsInfo.option.individual_initiative.description=If checked, each unit has its own initiative roll, and must move in that fixed order. Good for zellbrigen or RPG style games.GameOptionsInfo.option.no_ignite_clear.displayableName=No igniting clear hexesGameOptionsInfo.option.no_ignite_clear.description=If checked, clear hexes cannot be targetted for ignite, however they may still be accidently ignited by a missed inferno attack.GameOptionsInfo.option.falls_end_movement.displayableName=Falling ends movementGameOptionsInfo.option.falls_end_movement.description=If checked, a fall will end a unit's movement for the turn. It cannot get up again or change facing until the next movement phase.PilotOptionsInfo.group.adv.displayableName=AdvantagesPilotOptionsInfo.option.dodge_maneuver.displayableName=Dodge ManeuverPilotOptionsInfo.option.dodge_maneuver.description=Enables the unit to make a dodge maneuver instead of a physical attack. This maneuver adds +2 to the BTH to physical attacks against the unit.\n\nNOTE: The dodge maneuver is declared during the weapons phase. Note: This ability is only used for BattleMechs.PilotOptionsInfo.option.maneuvering_ace.displayableName=Maneuvering AcePilotOptionsInfo.option.maneuvering_ace.description=Enables the unit to move laterally like a Quad. Units also receive a -1 BTH to rolls against skidding.PilotOptionsInfo.option.melee_specialist.displayableName=Melee SpecialistPilotOptionsInfo.option.melee_specialist.description=Enables the unit to do 1 additional point of damage with physical attacks and subtracts one from the attacker movement modifier (to a minimum of zero).\n\nNote: This ability is only used for BattleMechs.PilotOptionsInfo.option.pain_resistance.displayableName=Pain ResistancePilotOptionsInfo.option.pain_resistance.description=When making consciousness rolls, 1 is added to all rolls. Also, damage received from ammo explosions is reduced to 1.\n\nNote: This ability is only used for BattleMechs.PilotOptionsInfo.option.tactical_genius.displayableName=Tactical GeniusPilotOptionsInfo.option.tactical_genius.description=A pilot who has a Tactical Genius may reroll their initiative once per turn. The second roll must be accepted.\n\nNote: Only one Tactical Genius may be utilized per team.PilotOptionsInfo.option.weapon_specialist.displayableName=Weapon SpecialistPilotOptionsInfo.option.weapon_specialist.description=A pilot who specializes in a particular weapon receives a -2 to hit modifier on all attacks with that weapon.PilotOptionsInfo.option.gunnery_laser.displayableName=Gunnery/LaserPilotOptionsInfo.option.gunnery_laser.description=NOTE: This is a unofficial rule. Pilot gets a -1 to-hit bonus on all energy-based weapons (Laser, PPC, and Flamer).PilotOptionsInfo.option.gunnery_missile.displayableName=Gunnery/MissilePilotOptionsInfo.option.gunnery_missile.description=NOTE: This is a unofficial rule. Pilot gets a -1 to-hit bonus on all missile weapons (LRM, SRM, MRM, RL and ATM).PilotOptionsInfo.option.gunnery_ballistic.displayableName=Gunnery/BallisticPilotOptionsInfo.option.gunnery_ballistic.description=NOTE: This is a unofficial rule. Pilot gets a -1 to-hit bonus on all ballistic weapons (MGs, all ACs, Gaussrifles).PilotOptionsInfo.option.iron_man.displayableName=Iron ManPilotOptionsInfo.option.iron_man.description=NOTE: This is a unofficial rule. A pilot with this skill receives only 1 pilot hit from ammunition explosions.PilotOptionsInfo.option.ei_implant.displayableName=EI implantPilotOptionsInfo.option.ei_implant.description=Neural interface to the clan enhanced imaging systemPilotOptionsInfo.option.edge.displayableName=EdgePilotOptionsInfo.option.edge.description=Certain rolls against this unit have to be rerolled.PilotOptionsInfo.option.edge_when_tac.displayableName= Use Edge for TACsPilotOptionsInfo.option.edge_when_tac.description=Through Armor Criticals will be rerolled with Edge.PilotOptionsInfo.option.edge_when_headhit.displayableName= Use Edge for head hitsPilotOptionsInfo.option.edge_when_headhit.description=Hits to the head will be rerolled with Edge.PilotOptionsInfo.option.edge_when_ko.displayableName= Use Edge for pilot KOsPilotOptionsInfo.option.edge_when_ko.description=Pilot blackout rolls will be rerolled with Edge.PilotOptionsInfo.option.edge_when_explosion.displayableName= Use Edge for explosions.PilotOptionsInfo.option.edge_when_explosion.description=Critical hits on explosive devices will be rerolled with Edge
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