Merge branch 'Anuken:master' into do-you-hear-the-voices-too
This commit is contained in:
10
.github/workflows/gradle-wrapper-validation.yml
vendored
Normal file
10
.github/workflows/gradle-wrapper-validation.yml
vendored
Normal file
@@ -0,0 +1,10 @@
|
|||||||
|
name: "Validate Gradle Wrapper"
|
||||||
|
on: [push, pull_request]
|
||||||
|
|
||||||
|
jobs:
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||||||
|
validation:
|
||||||
|
name: "Validation"
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||||||
|
runs-on: ubuntu-latest
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||||||
|
steps:
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||||||
|
- uses: actions/checkout@v4
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||||||
|
- uses: gradle/wrapper-validation-action@v2
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||||||
@@ -101,64 +101,68 @@ public class AndroidLauncher extends AndroidApplication{
|
|||||||
}
|
}
|
||||||
|
|
||||||
void showFileChooser(boolean open, String title, Cons<Fi> cons, String... extensions){
|
void showFileChooser(boolean open, String title, Cons<Fi> cons, String... extensions){
|
||||||
String extension = extensions[0];
|
try{
|
||||||
|
String extension = extensions[0];
|
||||||
|
|
||||||
if(VERSION.SDK_INT >= VERSION_CODES.Q){
|
if(VERSION.SDK_INT >= VERSION_CODES.Q){
|
||||||
Intent intent = new Intent(open ? Intent.ACTION_OPEN_DOCUMENT : Intent.ACTION_CREATE_DOCUMENT);
|
Intent intent = new Intent(open ? Intent.ACTION_OPEN_DOCUMENT : Intent.ACTION_CREATE_DOCUMENT);
|
||||||
intent.addCategory(Intent.CATEGORY_OPENABLE);
|
intent.addCategory(Intent.CATEGORY_OPENABLE);
|
||||||
intent.setType(extension.equals("zip") && !open && extensions.length == 1 ? "application/zip" : "*/*");
|
intent.setType(extension.equals("zip") && !open && extensions.length == 1 ? "application/zip" : "*/*");
|
||||||
|
|
||||||
addResultListener(i -> startActivityForResult(intent, i), (code, in) -> {
|
addResultListener(i -> startActivityForResult(intent, i), (code, in) -> {
|
||||||
if(code == Activity.RESULT_OK && in != null && in.getData() != null){
|
if(code == Activity.RESULT_OK && in != null && in.getData() != null){
|
||||||
Uri uri = in.getData();
|
Uri uri = in.getData();
|
||||||
|
|
||||||
if(uri.getPath().contains("(invalid)")) return;
|
if(uri.getPath().contains("(invalid)")) return;
|
||||||
|
|
||||||
Core.app.post(() -> Core.app.post(() -> cons.get(new Fi(uri.getPath()){
|
Core.app.post(() -> Core.app.post(() -> cons.get(new Fi(uri.getPath()){
|
||||||
@Override
|
@Override
|
||||||
public InputStream read(){
|
public InputStream read(){
|
||||||
try{
|
try{
|
||||||
return getContentResolver().openInputStream(uri);
|
return getContentResolver().openInputStream(uri);
|
||||||
}catch(IOException e){
|
}catch(IOException e){
|
||||||
throw new ArcRuntimeException(e);
|
throw new ArcRuntimeException(e);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
public OutputStream write(boolean append){
|
public OutputStream write(boolean append){
|
||||||
try{
|
try{
|
||||||
return getContentResolver().openOutputStream(uri);
|
return getContentResolver().openOutputStream(uri);
|
||||||
}catch(IOException e){
|
}catch(IOException e){
|
||||||
throw new ArcRuntimeException(e);
|
throw new ArcRuntimeException(e);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
})));
|
||||||
})));
|
}
|
||||||
}
|
});
|
||||||
});
|
}else if(VERSION.SDK_INT >= VERSION_CODES.M && !(checkSelfPermission(Manifest.permission.WRITE_EXTERNAL_STORAGE) == PackageManager.PERMISSION_GRANTED &&
|
||||||
}else if(VERSION.SDK_INT >= VERSION_CODES.M && !(checkSelfPermission(Manifest.permission.WRITE_EXTERNAL_STORAGE) == PackageManager.PERMISSION_GRANTED &&
|
|
||||||
checkSelfPermission(Manifest.permission.READ_EXTERNAL_STORAGE) == PackageManager.PERMISSION_GRANTED)){
|
checkSelfPermission(Manifest.permission.READ_EXTERNAL_STORAGE) == PackageManager.PERMISSION_GRANTED)){
|
||||||
chooser = new FileChooser(title, file -> Structs.contains(extensions, file.extension().toLowerCase()), open, file -> {
|
chooser = new FileChooser(title, file -> Structs.contains(extensions, file.extension().toLowerCase()), open, file -> {
|
||||||
if(!open){
|
if(!open){
|
||||||
cons.get(file.parent().child(file.nameWithoutExtension() + "." + extension));
|
cons.get(file.parent().child(file.nameWithoutExtension() + "." + extension));
|
||||||
}else{
|
}else{
|
||||||
cons.get(file);
|
cons.get(file);
|
||||||
}
|
}
|
||||||
});
|
});
|
||||||
|
|
||||||
ArrayList<String> perms = new ArrayList<>();
|
ArrayList<String> perms = new ArrayList<>();
|
||||||
if(checkSelfPermission(Manifest.permission.WRITE_EXTERNAL_STORAGE) != PackageManager.PERMISSION_GRANTED){
|
if(checkSelfPermission(Manifest.permission.WRITE_EXTERNAL_STORAGE) != PackageManager.PERMISSION_GRANTED){
|
||||||
perms.add(Manifest.permission.WRITE_EXTERNAL_STORAGE);
|
perms.add(Manifest.permission.WRITE_EXTERNAL_STORAGE);
|
||||||
}
|
}
|
||||||
if(checkSelfPermission(Manifest.permission.READ_EXTERNAL_STORAGE) != PackageManager.PERMISSION_GRANTED){
|
if(checkSelfPermission(Manifest.permission.READ_EXTERNAL_STORAGE) != PackageManager.PERMISSION_GRANTED){
|
||||||
perms.add(Manifest.permission.READ_EXTERNAL_STORAGE);
|
perms.add(Manifest.permission.READ_EXTERNAL_STORAGE);
|
||||||
}
|
}
|
||||||
requestPermissions(perms.toArray(new String[0]), PERMISSION_REQUEST_CODE);
|
requestPermissions(perms.toArray(new String[0]), PERMISSION_REQUEST_CODE);
|
||||||
}else{
|
|
||||||
if(open){
|
|
||||||
new FileChooser(title, file -> Structs.contains(extensions, file.extension().toLowerCase()), true, cons).show();
|
|
||||||
}else{
|
}else{
|
||||||
super.showFileChooser(open, "@open", extension, cons);
|
if(open){
|
||||||
|
new FileChooser(title, file -> Structs.contains(extensions, file.extension().toLowerCase()), true, cons).show();
|
||||||
|
}else{
|
||||||
|
super.showFileChooser(open, "@open", extension, cons);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
}catch(Throwable error){
|
||||||
|
Core.app.post(() -> Vars.ui.showException(error));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
Binary file not shown.
|
Before Width: | Height: | Size: 71 B After Width: | Height: | Size: 81 B |
@@ -688,6 +688,7 @@ marker.shape.name = Shape
|
|||||||
marker.text.name = Text
|
marker.text.name = Text
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
|
|
||||||
marker.background = Background
|
marker.background = Background
|
||||||
marker.outline = Outline
|
marker.outline = Outline
|
||||||
@@ -738,7 +739,7 @@ error.any = Unknown network error.
|
|||||||
error.bloom = Failed to initialize bloom.\nYour device may not support it.
|
error.bloom = Failed to initialize bloom.\nYour device may not support it.
|
||||||
|
|
||||||
weather.rain.name = Rain
|
weather.rain.name = Rain
|
||||||
weather.snow.name = Snow
|
weather.snowing.name = Snow
|
||||||
weather.sandstorm.name = Sandstorm
|
weather.sandstorm.name = Sandstorm
|
||||||
weather.sporestorm.name = Sporestorm
|
weather.sporestorm.name = Sporestorm
|
||||||
weather.fog.name = Fog
|
weather.fog.name = Fog
|
||||||
@@ -998,17 +999,47 @@ stat.immunities = Immunities
|
|||||||
stat.healing = Healing
|
stat.healing = Healing
|
||||||
|
|
||||||
ability.forcefield = Force Field
|
ability.forcefield = Force Field
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = Repair Field
|
ability.repairfield = Repair Field
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = Status Field
|
ability.statusfield = Status Field
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = Factory
|
ability.unitspawn = Factory
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Shield Regen Field
|
ability.shieldregenfield = Shield Regen Field
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Movement Lightning
|
ability.movelightning = Movement Lightning
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Shield Arc
|
ability.shieldarc = Shield Arc
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Repair Suppression
|
ability.suppressionfield = Repair Suppression
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Energy Field
|
ability.energyfield = Energy Field
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Self Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = Only Core Depositing Allowed
|
bar.onlycoredeposit = Only Core Depositing Allowed
|
||||||
bar.drilltierreq = Better Drill Required
|
bar.drilltierreq = Better Drill Required
|
||||||
@@ -1051,15 +1082,15 @@ bullet.armorpierce = [stat]armor piercing
|
|||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
||||||
bullet.suppression = [stat]{0}[lightgray] seconds of repair suppression ~ [stat]{1}[lightgray] tiles
|
bullet.suppression = [stat]{0}[lightgray] seconds of repair suppression ~ [stat]{1}[lightgray] tiles
|
||||||
bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
||||||
bullet.frags = [stat]{0}[lightgray]x frag bullets:
|
bullet.frags = [stat]{0}x[lightgray] frag bullets:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x lightning ~ [stat]{1}[lightgray] damage
|
bullet.lightning = [stat]{0}x[lightgray] lightning ~ [stat]{1}[lightgray] damage
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] building damage
|
bullet.buildingdamage = [stat]{0}%[lightgray] building damage
|
||||||
bullet.knockback = [stat]{0}[lightgray] knockback
|
bullet.knockback = [stat]{0}[lightgray] knockback
|
||||||
bullet.pierce = [stat]{0}[lightgray]x pierce
|
bullet.pierce = [stat]{0}x[lightgray] pierce
|
||||||
bullet.infinitepierce = [stat]pierce
|
bullet.infinitepierce = [stat]pierce
|
||||||
bullet.healpercent = [stat]{0}[lightgray]% repair
|
bullet.healpercent = [stat]{0}%[lightgray] repair
|
||||||
bullet.healamount = [stat]{0}[lightgray] direct repair
|
bullet.healamount = [stat]{0}[lightgray] direct repair
|
||||||
bullet.multiplier = [stat]{0}[lightgray]x ammo multiplier
|
bullet.multiplier = [stat]{0}x[lightgray] ammo multiplier
|
||||||
bullet.reload = [stat]{0}%[lightgray] fire rate
|
bullet.reload = [stat]{0}%[lightgray] fire rate
|
||||||
bullet.range = [stat]{0}[lightgray] tiles range
|
bullet.range = [stat]{0}[lightgray] tiles range
|
||||||
|
|
||||||
@@ -1206,15 +1237,16 @@ keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
|||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
|
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
|
|
||||||
keybind.rebuild_select.name = Rebuild Region
|
keybind.rebuild_select.name = Rebuild Region
|
||||||
keybind.schematic_select.name = Select Region
|
keybind.schematic_select.name = Select Region
|
||||||
@@ -1313,6 +1345,7 @@ rules.unitdamagemultiplier = Unit Damage Multiplier
|
|||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.solarmultiplier = Solar Power Multiplier
|
rules.solarmultiplier = Solar Power Multiplier
|
||||||
rules.unitcapvariable = Cores Contribute To Unit Cap
|
rules.unitcapvariable = Cores Contribute To Unit Cap
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Base Unit Cap
|
rules.unitcap = Base Unit Cap
|
||||||
rules.limitarea = Limit Map Area
|
rules.limitarea = Limit Map Area
|
||||||
rules.enemycorebuildradius = Enemy Core No-Build Radius:[lightgray] (tiles)
|
rules.enemycorebuildradius = Enemy Core No-Build Radius:[lightgray] (tiles)
|
||||||
@@ -1346,6 +1379,9 @@ rules.weather.frequency = Frequency:
|
|||||||
rules.weather.always = Always
|
rules.weather.always = Always
|
||||||
rules.weather.duration = Duration:
|
rules.weather.duration = Duration:
|
||||||
|
|
||||||
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = Items
|
content.item.name = Items
|
||||||
content.liquid.name = Fluids
|
content.liquid.name = Fluids
|
||||||
content.unit.name = Units
|
content.unit.name = Units
|
||||||
@@ -2315,6 +2351,8 @@ lst.getblock = Get tile data at any location.
|
|||||||
lst.setblock = Set tile data at any location.
|
lst.setblock = Set tile data at any location.
|
||||||
lst.spawnunit = Spawn unit at a location.
|
lst.spawnunit = Spawn unit at a location.
|
||||||
lst.applystatus = Apply or clear a status effect from a unit.
|
lst.applystatus = Apply or clear a status effect from a unit.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Spawn a wave.
|
lst.spawnwave = Spawn a wave.
|
||||||
lst.explosion = Create an explosion at a location.
|
lst.explosion = Create an explosion at a location.
|
||||||
lst.setrate = Set processor execution speed in instructions/tick.
|
lst.setrate = Set processor execution speed in instructions/tick.
|
||||||
|
|||||||
@@ -598,7 +598,7 @@ filter.option.floor2 = Другая паверхню
|
|||||||
filter.option.threshold2 = Другасны гранічны парог
|
filter.option.threshold2 = Другасны гранічны парог
|
||||||
filter.option.radius = Радыус
|
filter.option.radius = Радыус
|
||||||
filter.option.percentile = Процентль
|
filter.option.percentile = Процентль
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
locales.applytoall = Apply Changes To All Locales
|
locales.applytoall = Apply Changes To All Locales
|
||||||
locales.addtoother = Add To Other Locales
|
locales.addtoother = Add To Other Locales
|
||||||
@@ -670,6 +670,7 @@ marker.shape.name = Форма
|
|||||||
marker.text.name = Тэкст
|
marker.text.name = Тэкст
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
marker.background = Задні Фон
|
marker.background = Задні Фон
|
||||||
marker.outline = Контур
|
marker.outline = Контур
|
||||||
objective.research = [accent]Даследаваць:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Даследаваць:\n[]{0}[lightgray]{1}
|
||||||
@@ -716,7 +717,7 @@ error.any = Невядомая сеткавая памылка.
|
|||||||
error.bloom = Не атрымалася ініцыялізаваць свячэнне (Bloom). \nМагчыма, зараз Вашая прылада не падтрымлівае яго.
|
error.bloom = Не атрымалася ініцыялізаваць свячэнне (Bloom). \nМагчыма, зараз Вашая прылада не падтрымлівае яго.
|
||||||
|
|
||||||
weather.rain.name = Дождж
|
weather.rain.name = Дождж
|
||||||
weather.snow.name = Снег
|
weather.snowing.name = Снег
|
||||||
weather.sandstorm.name = Пясчаная бура
|
weather.sandstorm.name = Пясчаная бура
|
||||||
weather.sporestorm.name = Спаравая бура
|
weather.sporestorm.name = Спаравая бура
|
||||||
weather.fog.name = Туман
|
weather.fog.name = Туман
|
||||||
@@ -971,17 +972,46 @@ stat.immunities = Імунітэт
|
|||||||
stat.healing = Аднаўленне
|
stat.healing = Аднаўленне
|
||||||
|
|
||||||
ability.forcefield = Сіловое Поле
|
ability.forcefield = Сіловое Поле
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = Поле Рамонту
|
ability.repairfield = Поле Рамонту
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = Поле Статусу
|
ability.statusfield = Поле Статусу
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = Завод
|
ability.unitspawn = Завод
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Васстанўляюяае Поле Шчыта
|
ability.shieldregenfield = Васстанўляюяае Поле Шчыта
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Рух Маланкі
|
ability.movelightning = Рух Маланкі
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Шчытавая Дуга
|
ability.shieldarc = Шчытавая Дуга
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Regen Suppression Field
|
ability.suppressionfield = Regen Suppression Field
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Энэргетычнае Поле
|
ability.energyfield = Энэргетычнае Поле
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
bar.onlycoredeposit = Даступны Толькі Перанос Рэсурсаў У Ядро
|
bar.onlycoredeposit = Даступны Толькі Перанос Рэсурсаў У Ядро
|
||||||
|
|
||||||
bar.drilltierreq = Патрабуецца свідар лепей
|
bar.drilltierreq = Патрабуецца свідар лепей
|
||||||
@@ -1177,15 +1207,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.rebuild_select.name = Перабудаваць Рэгіён
|
keybind.rebuild_select.name = Перабудаваць Рэгіён
|
||||||
keybind.schematic_select.name = Абраць Вобласць
|
keybind.schematic_select.name = Абраць Вобласць
|
||||||
keybind.schematic_menu.name = Меню Схем
|
keybind.schematic_menu.name = Меню Схем
|
||||||
@@ -1283,6 +1314,7 @@ rules.unitdamagemultiplier = Множнік страт баяв. адз.
|
|||||||
rules.unitcrashdamagemultiplier = Множнік Падрыўнога Пашкоджання Юніта
|
rules.unitcrashdamagemultiplier = Множнік Падрыўнога Пашкоджання Юніта
|
||||||
rules.solarmultiplier = Множнік Сонечнай Энергіі
|
rules.solarmultiplier = Множнік Сонечнай Энергіі
|
||||||
rules.unitcapvariable = Ядра Спрыяюць Колькасці Юнітаў
|
rules.unitcapvariable = Ядра Спрыяюць Колькасці Юнітаў
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Асноўная Колькасць Юнітаў
|
rules.unitcap = Асноўная Колькасць Юнітаў
|
||||||
rules.limitarea = Абмежаваць Вобласць Мапы
|
rules.limitarea = Абмежаваць Вобласць Мапы
|
||||||
rules.enemycorebuildradius = Радыус абароны варожае. ядраў: [lightgray] (блок.)
|
rules.enemycorebuildradius = Радыус абароны варожае. ядраў: [lightgray] (блок.)
|
||||||
@@ -1315,6 +1347,8 @@ rules.weather = Надвор'е
|
|||||||
rules.weather.frequency = Частата:
|
rules.weather.frequency = Частата:
|
||||||
rules.weather.always = Заўсёды
|
rules.weather.always = Заўсёды
|
||||||
rules.weather.duration = Працягласць:
|
rules.weather.duration = Працягласць:
|
||||||
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = Рэчывы
|
content.item.name = Рэчывы
|
||||||
content.liquid.name = Вадкасці
|
content.liquid.name = Вадкасці
|
||||||
@@ -2241,7 +2275,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
|
|||||||
lst.read = Read a number from a linked memory cell.
|
lst.read = Read a number from a linked memory cell.
|
||||||
lst.write = Write a number to a linked memory cell.
|
lst.write = Write a number to a linked memory cell.
|
||||||
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
||||||
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
||||||
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
||||||
@@ -2264,6 +2298,8 @@ lst.getblock = Get tile data at any location.
|
|||||||
lst.setblock = Set tile data at any location.
|
lst.setblock = Set tile data at any location.
|
||||||
lst.spawnunit = Spawn unit at a location.
|
lst.spawnunit = Spawn unit at a location.
|
||||||
lst.applystatus = Apply or clear a status effect from a uniut.
|
lst.applystatus = Apply or clear a status effect from a uniut.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
||||||
lst.explosion = Create an explosion at a location.
|
lst.explosion = Create an explosion at a location.
|
||||||
lst.setrate = Set processor execution speed in instructions/tick.
|
lst.setrate = Set processor execution speed in instructions/tick.
|
||||||
|
|||||||
@@ -604,7 +604,7 @@ filter.option.floor2 = Втори под
|
|||||||
filter.option.threshold2 = Втори праг
|
filter.option.threshold2 = Втори праг
|
||||||
filter.option.radius = Радиус
|
filter.option.radius = Радиус
|
||||||
filter.option.percentile = Перцентил
|
filter.option.percentile = Перцентил
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
locales.applytoall = Apply Changes To All Locales
|
locales.applytoall = Apply Changes To All Locales
|
||||||
locales.addtoother = Add To Other Locales
|
locales.addtoother = Add To Other Locales
|
||||||
@@ -676,6 +676,7 @@ marker.shape.name = Shape
|
|||||||
marker.text.name = Text
|
marker.text.name = Text
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
marker.background = Background
|
marker.background = Background
|
||||||
marker.outline = Outline
|
marker.outline = Outline
|
||||||
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
||||||
@@ -723,7 +724,7 @@ error.any = Неизвестна мрежова грешка.
|
|||||||
error.bloom = Неуспешно инициализиране на Сияния.\nВашето устройство може да не поддържа този ефект.
|
error.bloom = Неуспешно инициализиране на Сияния.\nВашето устройство може да не поддържа този ефект.
|
||||||
|
|
||||||
weather.rain.name = Дъжд
|
weather.rain.name = Дъжд
|
||||||
weather.snow.name = Сняг
|
weather.snowing.name = Сняг
|
||||||
weather.sandstorm.name = Пясъчна буря
|
weather.sandstorm.name = Пясъчна буря
|
||||||
weather.sporestorm.name = Спорова буря
|
weather.sporestorm.name = Спорова буря
|
||||||
weather.fog.name = Мъгла
|
weather.fog.name = Мъгла
|
||||||
@@ -981,17 +982,46 @@ stat.immunities = Immunities
|
|||||||
stat.healing = Healing
|
stat.healing = Healing
|
||||||
|
|
||||||
ability.forcefield = Енергийно Поле
|
ability.forcefield = Енергийно Поле
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = Възстановяващо Поле
|
ability.repairfield = Възстановяващо Поле
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = Подсилващо Поле
|
ability.statusfield = Подсилващо Поле
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = Factory
|
ability.unitspawn = Factory
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Възстановяващо броня Поле
|
ability.shieldregenfield = Възстановяващо броня Поле
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Подвижна светкавица
|
ability.movelightning = Подвижна светкавица
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Shield Arc
|
ability.shieldarc = Shield Arc
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Regen Suppression Field
|
ability.suppressionfield = Regen Suppression Field
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Energy Field
|
ability.energyfield = Energy Field
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = Only Core Depositing Allowed
|
bar.onlycoredeposit = Only Core Depositing Allowed
|
||||||
|
|
||||||
@@ -1188,15 +1218,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.rebuild_select.name = Rebuild Region
|
keybind.rebuild_select.name = Rebuild Region
|
||||||
keybind.schematic_select.name = Избери Регион
|
keybind.schematic_select.name = Избери Регион
|
||||||
keybind.schematic_menu.name = Меню със Схеми
|
keybind.schematic_menu.name = Меню със Схеми
|
||||||
@@ -1294,6 +1325,7 @@ rules.unitdamagemultiplier = Множител на Щетите на Едини
|
|||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.solarmultiplier = Solar Power Multiplier
|
rules.solarmultiplier = Solar Power Multiplier
|
||||||
rules.unitcapvariable = Ядрата Увеличават Максималния Брой Единици
|
rules.unitcapvariable = Ядрата Увеличават Максималния Брой Единици
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Максимален Брой Единици
|
rules.unitcap = Максимален Брой Единици
|
||||||
rules.limitarea = Limit Map Area
|
rules.limitarea = Limit Map Area
|
||||||
rules.enemycorebuildradius = Радиус на Защитена от Строене Зона Около Ядрата:[lightgray] (полета)
|
rules.enemycorebuildradius = Радиус на Защитена от Строене Зона Около Ядрата:[lightgray] (полета)
|
||||||
@@ -1326,6 +1358,8 @@ rules.weather = Климат
|
|||||||
rules.weather.frequency = Честота:
|
rules.weather.frequency = Честота:
|
||||||
rules.weather.always = Винаги
|
rules.weather.always = Винаги
|
||||||
rules.weather.duration = Продължителност:
|
rules.weather.duration = Продължителност:
|
||||||
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = Предмети
|
content.item.name = Предмети
|
||||||
content.liquid.name = Течности
|
content.liquid.name = Течности
|
||||||
@@ -2255,7 +2289,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
|
|||||||
lst.read = Прочети число от свързано хранилище за памет.
|
lst.read = Прочети число от свързано хранилище за памет.
|
||||||
lst.write = Запиши число в свързано хранилище за памет.
|
lst.write = Запиши число в свързано хранилище за памет.
|
||||||
lst.print = Добави текст в буфера за изписване.\nНе визуализира нищо докато не използвате [accent]Print Flush[].
|
lst.print = Добави текст в буфера за изписване.\nНе визуализира нищо докато не използвате [accent]Print Flush[].
|
||||||
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Добавя операция в буфера за изображение.\nНе показва нищо докато не използвате [accent]Draw Flush[].
|
lst.draw = Добавя операция в буфера за изображение.\nНе показва нищо докато не използвате [accent]Draw Flush[].
|
||||||
lst.drawflush = Изпълнява операции, поискани с команда [accent]Draw[] върху посочен дисплей.
|
lst.drawflush = Изпълнява операции, поискани с команда [accent]Draw[] върху посочен дисплей.
|
||||||
lst.printflush = Извежда текст натрупан с [accent]Print[] върху посочен блок за съобщение.
|
lst.printflush = Извежда текст натрупан с [accent]Print[] върху посочен блок за съобщение.
|
||||||
@@ -2278,6 +2312,8 @@ lst.getblock = Get tile data at any location.
|
|||||||
lst.setblock = Set tile data at any location.
|
lst.setblock = Set tile data at any location.
|
||||||
lst.spawnunit = Spawn unit at a location.
|
lst.spawnunit = Spawn unit at a location.
|
||||||
lst.applystatus = Apply or clear a status effect from a uniut.
|
lst.applystatus = Apply or clear a status effect from a uniut.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
||||||
lst.explosion = Create an explosion at a location.
|
lst.explosion = Create an explosion at a location.
|
||||||
lst.setrate = Set processor execution speed in instructions/tick.
|
lst.setrate = Set processor execution speed in instructions/tick.
|
||||||
|
|||||||
@@ -607,7 +607,7 @@ filter.option.floor2 = Terra secundari
|
|||||||
filter.option.threshold2 = Llindar secundari
|
filter.option.threshold2 = Llindar secundari
|
||||||
filter.option.radius = Radi
|
filter.option.radius = Radi
|
||||||
filter.option.percentile = Percentil
|
filter.option.percentile = Percentil
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
locales.applytoall = Apply Changes To All Locales
|
locales.applytoall = Apply Changes To All Locales
|
||||||
locales.addtoother = Add To Other Locales
|
locales.addtoother = Add To Other Locales
|
||||||
@@ -679,6 +679,7 @@ marker.shape.name = Forma
|
|||||||
marker.text.name = Text
|
marker.text.name = Text
|
||||||
marker.line.name = Línia
|
marker.line.name = Línia
|
||||||
marker.quad.name = Rectangle
|
marker.quad.name = Rectangle
|
||||||
|
marker.texture.name = Texture
|
||||||
marker.background = Fons
|
marker.background = Fons
|
||||||
marker.outline = Contorn
|
marker.outline = Contorn
|
||||||
|
|
||||||
@@ -727,7 +728,7 @@ error.any = S’ha produït un error de xarxa desconegut.
|
|||||||
error.bloom = No s’ha pogut inicialitzar l’efecte «bloom».\nPotser el dispositiu no admet aquesta funció.
|
error.bloom = No s’ha pogut inicialitzar l’efecte «bloom».\nPotser el dispositiu no admet aquesta funció.
|
||||||
|
|
||||||
weather.rain.name = Pluja
|
weather.rain.name = Pluja
|
||||||
weather.snow.name = Neu
|
weather.snowing.name = Neu
|
||||||
weather.sandstorm.name = Tempesta de sorra
|
weather.sandstorm.name = Tempesta de sorra
|
||||||
weather.sporestorm.name = Tempesta d’espores
|
weather.sporestorm.name = Tempesta d’espores
|
||||||
weather.fog.name = Boira
|
weather.fog.name = Boira
|
||||||
@@ -985,17 +986,46 @@ stat.immunities = Immunitats
|
|||||||
stat.healing = Reparador
|
stat.healing = Reparador
|
||||||
|
|
||||||
ability.forcefield = Camp de força
|
ability.forcefield = Camp de força
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = Repara el camp de força
|
ability.repairfield = Repara el camp de força
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = Estat del camp
|
ability.statusfield = Estat del camp
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = Fàbrica
|
ability.unitspawn = Fàbrica
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Regenerador de camps de força
|
ability.shieldregenfield = Regenerador de camps de força
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Moviment llampec
|
ability.movelightning = Moviment llampec
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Escut de descàrregues
|
ability.shieldarc = Escut de descàrregues
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Regen Suppression Field
|
ability.suppressionfield = Regen Suppression Field
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Camp de força
|
ability.energyfield = Camp de força
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Mateix tipus de guarició: [white]{0} %
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Objectius màx.: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneració
|
ability.regen = Regeneració
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = Només es permet depositar al nucli.
|
bar.onlycoredeposit = Només es permet depositar al nucli.
|
||||||
bar.drilltierreq = Cal una perforadora millor.
|
bar.drilltierreq = Cal una perforadora millor.
|
||||||
@@ -1191,15 +1221,16 @@ keybind.unit_stance_hold_fire.name = Comportament: Mantén el foc
|
|||||||
keybind.unit_stance_pursue_target.name = Comportament: Persegueix l’objectiu
|
keybind.unit_stance_pursue_target.name = Comportament: Persegueix l’objectiu
|
||||||
keybind.unit_stance_patrol.name = Comportament: Patrulla
|
keybind.unit_stance_patrol.name = Comportament: Patrulla
|
||||||
keybind.unit_stance_ram.name = Comportament: Senzill
|
keybind.unit_stance_ram.name = Comportament: Senzill
|
||||||
keybind.unit_command_move = Comportament: Mou
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Comportament: Repara
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Comportament: Reconstrueix
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Comportament: Assisteix
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Comportament: Extrau
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Comportament: Sobrevola
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Comportament: Carrega unitats
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Comportament: Carrega blocs
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = Comportament: Descarrega
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.rebuild_select.name = Reconstrueix la regió
|
keybind.rebuild_select.name = Reconstrueix la regió
|
||||||
keybind.schematic_select.name = Selecciona una regió
|
keybind.schematic_select.name = Selecciona una regió
|
||||||
keybind.schematic_menu.name = Menú de plànols
|
keybind.schematic_menu.name = Menú de plànols
|
||||||
@@ -1297,6 +1328,7 @@ rules.unitdamagemultiplier = Multiplicador del dany de les unitats
|
|||||||
rules.unitcrashdamagemultiplier = Multiplicador del dany de xoc de les unitats
|
rules.unitcrashdamagemultiplier = Multiplicador del dany de xoc de les unitats
|
||||||
rules.solarmultiplier = Multiplicador de l’energia solar
|
rules.solarmultiplier = Multiplicador de l’energia solar
|
||||||
rules.unitcapvariable = Els nuclis contribueixen al límit d’unitats
|
rules.unitcapvariable = Els nuclis contribueixen al límit d’unitats
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Capacitat base d’unitats
|
rules.unitcap = Capacitat base d’unitats
|
||||||
rules.limitarea = Limita l’àrea del mapa
|
rules.limitarea = Limita l’àrea del mapa
|
||||||
rules.enemycorebuildradius = Radi de no construcció del nucli enemic:[lightgray] (caselles)
|
rules.enemycorebuildradius = Radi de no construcció del nucli enemic:[lightgray] (caselles)
|
||||||
@@ -1329,6 +1361,8 @@ rules.weather = Estat meteorològic
|
|||||||
rules.weather.frequency = Freqüència:
|
rules.weather.frequency = Freqüència:
|
||||||
rules.weather.always = Sempre
|
rules.weather.always = Sempre
|
||||||
rules.weather.duration = Durada:
|
rules.weather.duration = Durada:
|
||||||
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = Elements
|
content.item.name = Elements
|
||||||
content.liquid.name = Fluids
|
content.liquid.name = Fluids
|
||||||
@@ -2265,7 +2299,7 @@ unit.emanate.description = Construeix estructures per defensar el nucli Acròpol
|
|||||||
lst.read = Llegeix un nombre des d’una cel·la de memòria connectada.
|
lst.read = Llegeix un nombre des d’una cel·la de memòria connectada.
|
||||||
lst.write = Escriu un nombre en una cel·la de memòria connectada.
|
lst.write = Escriu un nombre en una cel·la de memòria connectada.
|
||||||
lst.print = Afegeix un text a la cua d’impressió.\nEl text no es mostrarà fins que s’apliqui «[accent]Print Flush[]».
|
lst.print = Afegeix un text a la cua d’impressió.\nEl text no es mostrarà fins que s’apliqui «[accent]Print Flush[]».
|
||||||
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Afegeix una instrucció de dibuix a la cua corresponent.\nEl resultat no es mostrarà fins que s’apliqui «[accent]Draw Flush[]».
|
lst.draw = Afegeix una instrucció de dibuix a la cua corresponent.\nEl resultat no es mostrarà fins que s’apliqui «[accent]Draw Flush[]».
|
||||||
lst.drawflush = Executa les operacions de la cua de dibuix al monitor lògic.
|
lst.drawflush = Executa les operacions de la cua de dibuix al monitor lògic.
|
||||||
lst.printflush = Executa les operacions de la cua d’impressió al monitor lògic.
|
lst.printflush = Executa les operacions de la cua d’impressió al monitor lògic.
|
||||||
@@ -2288,6 +2322,8 @@ lst.getblock = Obtén les dades d’un bloc en qualsevol posició.
|
|||||||
lst.setblock = Estableix les dades d’un bloc en qualsevol posició.
|
lst.setblock = Estableix les dades d’un bloc en qualsevol posició.
|
||||||
lst.spawnunit = Fes aparèixer una unitat en una posició.
|
lst.spawnunit = Fes aparèixer una unitat en una posició.
|
||||||
lst.applystatus = Aplica o esborra un efecte d’estat d’una unitat.
|
lst.applystatus = Aplica o esborra un efecte d’estat d’una unitat.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Simula l’aparició d’una onada enemiga en una posició arbitrària.\nEl comptador d’onades no s’incrementarà.
|
lst.spawnwave = Simula l’aparició d’una onada enemiga en una posició arbitrària.\nEl comptador d’onades no s’incrementarà.
|
||||||
lst.explosion = Crea una explosió en una posició.
|
lst.explosion = Crea una explosió en una posició.
|
||||||
lst.setrate = Estableix la velocitat d’execució del processador en instruccions/tic.
|
lst.setrate = Estableix la velocitat d’execució del processador en instruccions/tic.
|
||||||
|
|||||||
@@ -606,7 +606,7 @@ filter.option.floor2 = Druhotný povrch
|
|||||||
filter.option.threshold2 = Druhotný práh
|
filter.option.threshold2 = Druhotný práh
|
||||||
filter.option.radius = Poloměr
|
filter.option.radius = Poloměr
|
||||||
filter.option.percentile = Percentil
|
filter.option.percentile = Percentil
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
locales.applytoall = Apply Changes To All Locales
|
locales.applytoall = Apply Changes To All Locales
|
||||||
locales.addtoother = Add To Other Locales
|
locales.addtoother = Add To Other Locales
|
||||||
@@ -678,6 +678,7 @@ marker.shape.name = Tvar
|
|||||||
marker.text.name = Text
|
marker.text.name = Text
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
marker.background = Pozadí
|
marker.background = Pozadí
|
||||||
marker.outline = Outline
|
marker.outline = Outline
|
||||||
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
||||||
@@ -725,7 +726,7 @@ error.any = Neznámá chyba sítě.
|
|||||||
error.bloom = Chyba inicializace filtru Bloom.\nTvé zařízení ho nejspíš nepodporuje.
|
error.bloom = Chyba inicializace filtru Bloom.\nTvé zařízení ho nejspíš nepodporuje.
|
||||||
|
|
||||||
weather.rain.name = Déšť
|
weather.rain.name = Déšť
|
||||||
weather.snow.name = Sníh
|
weather.snowing.name = Sníh
|
||||||
weather.sandstorm.name = Písečná ouře
|
weather.sandstorm.name = Písečná ouře
|
||||||
weather.sporestorm.name = Spórová bouře
|
weather.sporestorm.name = Spórová bouře
|
||||||
weather.fog.name = Mlha
|
weather.fog.name = Mlha
|
||||||
@@ -983,17 +984,46 @@ stat.immunities = Imunity
|
|||||||
stat.healing = Léčí se
|
stat.healing = Léčí se
|
||||||
|
|
||||||
ability.forcefield = Silové pole
|
ability.forcefield = Silové pole
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = Opravit pole
|
ability.repairfield = Opravit pole
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = Stav pole
|
ability.statusfield = Stav pole
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = továrna
|
ability.unitspawn = továrna
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Silově opravné pole
|
ability.shieldregenfield = Silově opravné pole
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Pohybující se blesk
|
ability.movelightning = Pohybující se blesk
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Štítovy Oblouk
|
ability.shieldarc = Štítovy Oblouk
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Regen Suppression Field
|
ability.suppressionfield = Regen Suppression Field
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Energetické pole
|
ability.energyfield = Energetické pole
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = Pouze Ukládání do Jádra je povoleno
|
bar.onlycoredeposit = Pouze Ukládání do Jádra je povoleno
|
||||||
|
|
||||||
@@ -1190,15 +1220,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.rebuild_select.name = Přestavět Region
|
keybind.rebuild_select.name = Přestavět Region
|
||||||
keybind.schematic_select.name = Vybrat oblast
|
keybind.schematic_select.name = Vybrat oblast
|
||||||
keybind.schematic_menu.name = Nabídka šablon
|
keybind.schematic_menu.name = Nabídka šablon
|
||||||
@@ -1296,6 +1327,7 @@ rules.unitdamagemultiplier = Násobek poškození jednotkami
|
|||||||
rules.unitcrashdamagemultiplier = Násobek poškození při nárazu jednotky
|
rules.unitcrashdamagemultiplier = Násobek poškození při nárazu jednotky
|
||||||
rules.solarmultiplier = Násobek Solární Energie
|
rules.solarmultiplier = Násobek Solární Energie
|
||||||
rules.unitcapvariable = Jádra Zvýšujou Maximum Počtu Jednotek
|
rules.unitcapvariable = Jádra Zvýšujou Maximum Počtu Jednotek
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Základní Maximum Počtu Jednotek
|
rules.unitcap = Základní Maximum Počtu Jednotek
|
||||||
rules.limitarea = Limit Map Area
|
rules.limitarea = Limit Map Area
|
||||||
rules.enemycorebuildradius = Poloměr, ve kterém se okolo nepřátelského jádra nesmí stavět: [lightgray](dlaždic)[]
|
rules.enemycorebuildradius = Poloměr, ve kterém se okolo nepřátelského jádra nesmí stavět: [lightgray](dlaždic)[]
|
||||||
@@ -1328,6 +1360,8 @@ rules.weather = Počasí
|
|||||||
rules.weather.frequency = Četnost:
|
rules.weather.frequency = Četnost:
|
||||||
rules.weather.always = Vždy
|
rules.weather.always = Vždy
|
||||||
rules.weather.duration = Trvání:
|
rules.weather.duration = Trvání:
|
||||||
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = Předměty
|
content.item.name = Předměty
|
||||||
content.liquid.name = Kapaliny
|
content.liquid.name = Kapaliny
|
||||||
@@ -2260,7 +2294,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
|
|||||||
lst.read = Přečte číslo z připojené paměti.
|
lst.read = Přečte číslo z připojené paměti.
|
||||||
lst.write = Zapíše číslo do připojené paměti.
|
lst.write = Zapíše číslo do připojené paměti.
|
||||||
lst.print = Přídá text do vypisovacího buferu.\nNezobrazí nic dokud [accent]Print Flush[] je použít.
|
lst.print = Přídá text do vypisovacího buferu.\nNezobrazí nic dokud [accent]Print Flush[] je použít.
|
||||||
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Přídá operaci do vykreslovacího buferu.\nNezobrazí nic dokud [accent]Draw Flush[] je použít.
|
lst.draw = Přídá operaci do vykreslovacího buferu.\nNezobrazí nic dokud [accent]Draw Flush[] je použít.
|
||||||
lst.drawflush = Provede všechny [accent]Draw[] operace na zobrazovač logiky. Pak vyčistí vykreslovací bufer.
|
lst.drawflush = Provede všechny [accent]Draw[] operace na zobrazovač logiky. Pak vyčistí vykreslovací bufer.
|
||||||
lst.printflush = Provede všechny [accent]Print[] operace do zprávy. Pak vyčistí vypisovací bufer.
|
lst.printflush = Provede všechny [accent]Print[] operace do zprávy. Pak vyčistí vypisovací bufer.
|
||||||
@@ -2283,6 +2317,8 @@ lst.getblock = Get tile data at any location.
|
|||||||
lst.setblock = Set tile data at any location.
|
lst.setblock = Set tile data at any location.
|
||||||
lst.spawnunit = Spawn unit at a location.
|
lst.spawnunit = Spawn unit at a location.
|
||||||
lst.applystatus = Apply or clear a status effect from a uniut.
|
lst.applystatus = Apply or clear a status effect from a uniut.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
||||||
lst.explosion = Create an explosion at a location.
|
lst.explosion = Create an explosion at a location.
|
||||||
lst.setrate = Set processor execution speed in instructions/tick.
|
lst.setrate = Set processor execution speed in instructions/tick.
|
||||||
|
|||||||
@@ -599,7 +599,7 @@ filter.option.floor2 = Sekundært gulv
|
|||||||
filter.option.threshold2 = Sekundær terskel
|
filter.option.threshold2 = Sekundær terskel
|
||||||
filter.option.radius = Radius
|
filter.option.radius = Radius
|
||||||
filter.option.percentile = Percentil
|
filter.option.percentile = Percentil
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
locales.applytoall = Apply Changes To All Locales
|
locales.applytoall = Apply Changes To All Locales
|
||||||
locales.addtoother = Add To Other Locales
|
locales.addtoother = Add To Other Locales
|
||||||
@@ -671,6 +671,7 @@ marker.shape.name = Shape
|
|||||||
marker.text.name = Text
|
marker.text.name = Text
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
marker.background = Background
|
marker.background = Background
|
||||||
marker.outline = Outline
|
marker.outline = Outline
|
||||||
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
||||||
@@ -717,7 +718,7 @@ error.any = Ukendt netværksfejl.
|
|||||||
error.bloom = Kunne ikke etablere bloom-effekt.\nMåske understøtter din enhed den ikke.
|
error.bloom = Kunne ikke etablere bloom-effekt.\nMåske understøtter din enhed den ikke.
|
||||||
|
|
||||||
weather.rain.name = Regn
|
weather.rain.name = Regn
|
||||||
weather.snow.name = Sne
|
weather.snowing.name = Sne
|
||||||
weather.sandstorm.name = Sandstorm
|
weather.sandstorm.name = Sandstorm
|
||||||
weather.sporestorm.name = Sporestorm
|
weather.sporestorm.name = Sporestorm
|
||||||
weather.fog.name = Tåge
|
weather.fog.name = Tåge
|
||||||
@@ -972,17 +973,46 @@ stat.immunities = Immunities
|
|||||||
stat.healing = Healing
|
stat.healing = Healing
|
||||||
|
|
||||||
ability.forcefield = Kraftfelt
|
ability.forcefield = Kraftfelt
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = Reparationsfelt
|
ability.repairfield = Reparationsfelt
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = Statusfelt
|
ability.statusfield = Statusfelt
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = Fabrik
|
ability.unitspawn = Fabrik
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Skjold-regenereringsfelt
|
ability.shieldregenfield = Skjold-regenereringsfelt
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Movement Lightning
|
ability.movelightning = Movement Lightning
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Shield Arc
|
ability.shieldarc = Shield Arc
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Regen Suppression Field
|
ability.suppressionfield = Regen Suppression Field
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Energy Field
|
ability.energyfield = Energy Field
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = Only Core Depositing Allowed
|
bar.onlycoredeposit = Only Core Depositing Allowed
|
||||||
|
|
||||||
@@ -1179,15 +1209,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.rebuild_select.name = Rebuild Region
|
keybind.rebuild_select.name = Rebuild Region
|
||||||
keybind.schematic_select.name = Vælg region
|
keybind.schematic_select.name = Vælg region
|
||||||
keybind.schematic_menu.name = Skabelon-visning
|
keybind.schematic_menu.name = Skabelon-visning
|
||||||
@@ -1285,6 +1316,7 @@ rules.unitdamagemultiplier = Enheds-skade-forstærker
|
|||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.solarmultiplier = Solar Power Multiplier
|
rules.solarmultiplier = Solar Power Multiplier
|
||||||
rules.unitcapvariable = Cores Contribute To Unit Cap
|
rules.unitcapvariable = Cores Contribute To Unit Cap
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Base Unit Cap
|
rules.unitcap = Base Unit Cap
|
||||||
rules.limitarea = Limit Map Area
|
rules.limitarea = Limit Map Area
|
||||||
rules.enemycorebuildradius = Radius af fjendtlig kernes ubebyggelig zone:[lightgray] (felter)
|
rules.enemycorebuildradius = Radius af fjendtlig kernes ubebyggelig zone:[lightgray] (felter)
|
||||||
@@ -1317,6 +1349,8 @@ rules.weather = Vejr
|
|||||||
rules.weather.frequency = Frekvens:
|
rules.weather.frequency = Frekvens:
|
||||||
rules.weather.always = Always
|
rules.weather.always = Always
|
||||||
rules.weather.duration = Varighed:
|
rules.weather.duration = Varighed:
|
||||||
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = Genstande
|
content.item.name = Genstande
|
||||||
content.liquid.name = Væsker
|
content.liquid.name = Væsker
|
||||||
@@ -2241,7 +2275,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
|
|||||||
lst.read = Read a number from a linked memory cell.
|
lst.read = Read a number from a linked memory cell.
|
||||||
lst.write = Write a number to a linked memory cell.
|
lst.write = Write a number to a linked memory cell.
|
||||||
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
||||||
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
||||||
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
||||||
@@ -2264,6 +2298,8 @@ lst.getblock = Get tile data at any location.
|
|||||||
lst.setblock = Set tile data at any location.
|
lst.setblock = Set tile data at any location.
|
||||||
lst.spawnunit = Spawn unit at a location.
|
lst.spawnunit = Spawn unit at a location.
|
||||||
lst.applystatus = Apply or clear a status effect from a uniut.
|
lst.applystatus = Apply or clear a status effect from a uniut.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
||||||
lst.explosion = Create an explosion at a location.
|
lst.explosion = Create an explosion at a location.
|
||||||
lst.setrate = Set processor execution speed in instructions/tick.
|
lst.setrate = Set processor execution speed in instructions/tick.
|
||||||
|
|||||||
@@ -610,7 +610,7 @@ filter.option.floor2 = Sekundärer Boden
|
|||||||
filter.option.threshold2 = Sekundärer Grenzwert
|
filter.option.threshold2 = Sekundärer Grenzwert
|
||||||
filter.option.radius = Radius
|
filter.option.radius = Radius
|
||||||
filter.option.percentile = Perzentil
|
filter.option.percentile = Perzentil
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
locales.applytoall = Apply Changes To All Locales
|
locales.applytoall = Apply Changes To All Locales
|
||||||
locales.addtoother = Add To Other Locales
|
locales.addtoother = Add To Other Locales
|
||||||
@@ -684,6 +684,7 @@ marker.shape.name = Form
|
|||||||
marker.text.name = Text
|
marker.text.name = Text
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
|
|
||||||
marker.background = Hintergrund
|
marker.background = Hintergrund
|
||||||
marker.outline = Umriss
|
marker.outline = Umriss
|
||||||
@@ -734,7 +735,7 @@ error.any = Unbekannter Netzwerkfehler.
|
|||||||
error.bloom = Bloom konnte nicht initialisiert werden.\nEs kann sein, dass dein Gerät es nicht unterstützt.
|
error.bloom = Bloom konnte nicht initialisiert werden.\nEs kann sein, dass dein Gerät es nicht unterstützt.
|
||||||
|
|
||||||
weather.rain.name = Regen
|
weather.rain.name = Regen
|
||||||
weather.snow.name = Schnee
|
weather.snowing.name = Schnee
|
||||||
weather.sandstorm.name = Sandsturm
|
weather.sandstorm.name = Sandsturm
|
||||||
weather.sporestorm.name = Sporensturm
|
weather.sporestorm.name = Sporensturm
|
||||||
weather.fog.name = Nebel
|
weather.fog.name = Nebel
|
||||||
@@ -994,17 +995,46 @@ stat.immunities = Immunitäten
|
|||||||
stat.healing = Heilung
|
stat.healing = Heilung
|
||||||
|
|
||||||
ability.forcefield = Kraftfeld
|
ability.forcefield = Kraftfeld
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = Heilungsfeld
|
ability.repairfield = Heilungsfeld
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = Statusfeld
|
ability.statusfield = Statusfeld
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = Fabrik
|
ability.unitspawn = Fabrik
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Schildregenerationsfeld
|
ability.shieldregenfield = Schildregenerationsfeld
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Bewegungsblitze
|
ability.movelightning = Bewegungsblitze
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Lichtbogenschild
|
ability.shieldarc = Lichtbogenschild
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Heilungsunterdrückungsfeld
|
ability.suppressionfield = Heilungsunterdrückungsfeld
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Energiefeld
|
ability.energyfield = Energiefeld
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = Nur Kernablage möglich
|
bar.onlycoredeposit = Nur Kernablage möglich
|
||||||
|
|
||||||
@@ -1201,15 +1231,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.rebuild_select.name = Region wiederaufbauen
|
keybind.rebuild_select.name = Region wiederaufbauen
|
||||||
keybind.schematic_select.name = Bereich auswählen
|
keybind.schematic_select.name = Bereich auswählen
|
||||||
keybind.schematic_menu.name = Entwurfsmenü
|
keybind.schematic_menu.name = Entwurfsmenü
|
||||||
@@ -1307,6 +1338,7 @@ rules.unitdamagemultiplier = Einheit-Schaden-Multiplikator
|
|||||||
rules.unitcrashdamagemultiplier = Einheiten-Absturzschaden-Multiplikator
|
rules.unitcrashdamagemultiplier = Einheiten-Absturzschaden-Multiplikator
|
||||||
rules.solarmultiplier = Solarstrom-Multiplikator
|
rules.solarmultiplier = Solarstrom-Multiplikator
|
||||||
rules.unitcapvariable = Kerne zählen zum Einheiten-Limit dazu
|
rules.unitcapvariable = Kerne zählen zum Einheiten-Limit dazu
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Einheiten-Limit
|
rules.unitcap = Einheiten-Limit
|
||||||
rules.limitarea = Kartenbereich begrenzen
|
rules.limitarea = Kartenbereich begrenzen
|
||||||
rules.enemycorebuildradius = Bauverbot-Radius durch feindlichen Kern:[lightgray] (Kacheln)
|
rules.enemycorebuildradius = Bauverbot-Radius durch feindlichen Kern:[lightgray] (Kacheln)
|
||||||
@@ -1339,6 +1371,8 @@ rules.weather = Wetter
|
|||||||
rules.weather.frequency = Häufigkeit:
|
rules.weather.frequency = Häufigkeit:
|
||||||
rules.weather.always = Immer
|
rules.weather.always = Immer
|
||||||
rules.weather.duration = Dauer:
|
rules.weather.duration = Dauer:
|
||||||
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = Materialien
|
content.item.name = Materialien
|
||||||
content.liquid.name = Flüssigkeiten
|
content.liquid.name = Flüssigkeiten
|
||||||
@@ -2290,7 +2324,7 @@ unit.emanate.description = Baut Blöcke, um den Akropolis-Kern zu beschützen. H
|
|||||||
lst.read = Liest einen Wert aus einer verbundenen Speicherzelle.
|
lst.read = Liest einen Wert aus einer verbundenen Speicherzelle.
|
||||||
lst.write = Schreibt eine Zahl in einer verbundene Speicherzelle.
|
lst.write = Schreibt eine Zahl in einer verbundene Speicherzelle.
|
||||||
lst.print = Fügt Text zum Textspeicher hinzu.\nZeigt nichts an, bis [accent]Print Flush[] verwendet wird.
|
lst.print = Fügt Text zum Textspeicher hinzu.\nZeigt nichts an, bis [accent]Print Flush[] verwendet wird.
|
||||||
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Fügt eine [accent]Draw[]-Aufgabe zum Bildspeicher hinzu.\nZeigt nichts an, bis [accent]Draw Flush[] verwendet wird.
|
lst.draw = Fügt eine [accent]Draw[]-Aufgabe zum Bildspeicher hinzu.\nZeigt nichts an, bis [accent]Draw Flush[] verwendet wird.
|
||||||
lst.drawflush = Druckt [accent]Draw[]-Aufgaben aus dem Bildspeicher auf einen Bildschirm.
|
lst.drawflush = Druckt [accent]Draw[]-Aufgaben aus dem Bildspeicher auf einen Bildschirm.
|
||||||
lst.printflush = Druckt [accent]Print[]-Aufgaben aus dem Textspeicher auf einen Nachrichtenblock.
|
lst.printflush = Druckt [accent]Print[]-Aufgaben aus dem Textspeicher auf einen Nachrichtenblock.
|
||||||
@@ -2313,6 +2347,8 @@ lst.getblock = Lese Tile-Daten von jedem Standort.
|
|||||||
lst.setblock = Setze Tile-Daten an jedem Standort.
|
lst.setblock = Setze Tile-Daten an jedem Standort.
|
||||||
lst.spawnunit = Einheit an einem Standort erstellen.
|
lst.spawnunit = Einheit an einem Standort erstellen.
|
||||||
lst.applystatus = Füge einer Einheit einen Effekt hinzu oder entferne ihn.
|
lst.applystatus = Füge einer Einheit einen Effekt hinzu oder entferne ihn.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Schickt die nächste Welle.
|
lst.spawnwave = Schickt die nächste Welle.
|
||||||
lst.explosion = Erstellt an einer beliebigen Stelle eine Explosion.
|
lst.explosion = Erstellt an einer beliebigen Stelle eine Explosion.
|
||||||
lst.setrate = Setzt die Ausführungsgeschwindigkeit von Prozessoren in Anweisungen/tick.
|
lst.setrate = Setzt die Ausführungsgeschwindigkeit von Prozessoren in Anweisungen/tick.
|
||||||
|
|||||||
@@ -607,7 +607,7 @@ filter.option.floor2 = Terreno secundario
|
|||||||
filter.option.threshold2 = Umbral secundario
|
filter.option.threshold2 = Umbral secundario
|
||||||
filter.option.radius = Radio
|
filter.option.radius = Radio
|
||||||
filter.option.percentile = Percentil
|
filter.option.percentile = Percentil
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
locales.applytoall = Apply Changes To All Locales
|
locales.applytoall = Apply Changes To All Locales
|
||||||
locales.addtoother = Add To Other Locales
|
locales.addtoother = Add To Other Locales
|
||||||
@@ -681,6 +681,7 @@ marker.shape.name = Forma
|
|||||||
marker.text.name = Texto
|
marker.text.name = Texto
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
|
|
||||||
marker.background = Fondo
|
marker.background = Fondo
|
||||||
marker.outline = Bordes
|
marker.outline = Bordes
|
||||||
@@ -731,7 +732,7 @@ error.any = Error de red desconocido.
|
|||||||
error.bloom = Error al cargar el efecto de bloom.\nPuede que tu dispositivo no sea compatible con esta característica.
|
error.bloom = Error al cargar el efecto de bloom.\nPuede que tu dispositivo no sea compatible con esta característica.
|
||||||
|
|
||||||
weather.rain.name = Lluvia
|
weather.rain.name = Lluvia
|
||||||
weather.snow.name = Nieve
|
weather.snowing.name = Nieve
|
||||||
weather.sandstorm.name = Tormenta de arena
|
weather.sandstorm.name = Tormenta de arena
|
||||||
weather.sporestorm.name = Tormenta de esporas
|
weather.sporestorm.name = Tormenta de esporas
|
||||||
weather.fog.name = Niebla
|
weather.fog.name = Niebla
|
||||||
@@ -991,17 +992,46 @@ stat.immunities = Inmune a
|
|||||||
stat.healing = Curación
|
stat.healing = Curación
|
||||||
|
|
||||||
ability.forcefield = Área de Escudo
|
ability.forcefield = Área de Escudo
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = Área de Reparación
|
ability.repairfield = Área de Reparación
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = Área de Potenciación
|
ability.statusfield = Área de Potenciación
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = Fábrica
|
ability.unitspawn = Fábrica
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Área de Regeneración de Armaduras
|
ability.shieldregenfield = Área de Regeneración de Armaduras
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Movimiento Relámpago
|
ability.movelightning = Movimiento Relámpago
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Sector de Escudo
|
ability.shieldarc = Sector de Escudo
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Área de Bloqueo de Regeneración
|
ability.suppressionfield = Área de Bloqueo de Regeneración
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Campo de Energía
|
ability.energyfield = Campo de Energía
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = Sólo se permite depositar en el núcleo
|
bar.onlycoredeposit = Sólo se permite depositar en el núcleo
|
||||||
bar.drilltierreq = Requiere un taladro mejor
|
bar.drilltierreq = Requiere un taladro mejor
|
||||||
@@ -1197,15 +1227,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.rebuild_select.name = Reconstruir región
|
keybind.rebuild_select.name = Reconstruir región
|
||||||
keybind.schematic_select.name = Seleccionar región
|
keybind.schematic_select.name = Seleccionar región
|
||||||
keybind.schematic_menu.name = Menú de esquemas
|
keybind.schematic_menu.name = Menú de esquemas
|
||||||
@@ -1303,6 +1334,7 @@ rules.unitdamagemultiplier = Multiplicador de daño de unidades
|
|||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.solarmultiplier = Multiplicador de energía solar
|
rules.solarmultiplier = Multiplicador de energía solar
|
||||||
rules.unitcapvariable = Las categorías del núcleo alteran el límite máximo de unidades
|
rules.unitcapvariable = Las categorías del núcleo alteran el límite máximo de unidades
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Límite base de unidades
|
rules.unitcap = Límite base de unidades
|
||||||
rules.limitarea = Limitar área del mapa
|
rules.limitarea = Limitar área del mapa
|
||||||
rules.enemycorebuildradius = Radio de zona anti-construcción del núcleo enemigo:[lightgray] (bloques)
|
rules.enemycorebuildradius = Radio de zona anti-construcción del núcleo enemigo:[lightgray] (bloques)
|
||||||
@@ -1335,6 +1367,8 @@ rules.weather = Clima
|
|||||||
rules.weather.frequency = Frecuencia:
|
rules.weather.frequency = Frecuencia:
|
||||||
rules.weather.always = Siempre
|
rules.weather.always = Siempre
|
||||||
rules.weather.duration = Duracion:
|
rules.weather.duration = Duracion:
|
||||||
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = Objetos
|
content.item.name = Objetos
|
||||||
content.liquid.name = Líquidos
|
content.liquid.name = Líquidos
|
||||||
@@ -2283,7 +2317,7 @@ unit.emanate.description = Construye estructuras para defender el núcleo Acropo
|
|||||||
lst.read = Lee un número desde una unidad de memoria conectada.
|
lst.read = Lee un número desde una unidad de memoria conectada.
|
||||||
lst.write = Escribe un número en una unidad de memoria conectada.
|
lst.write = Escribe un número en una unidad de memoria conectada.
|
||||||
lst.print = Añade texto a la cola para imprimir texto.\nNo mostrará nada hasta que se use [accent]Print Flush[].
|
lst.print = Añade texto a la cola para imprimir texto.\nNo mostrará nada hasta que se use [accent]Print Flush[].
|
||||||
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Añade una operación a la cola para dibujar.\nNo mostrará nada hasta que se use [accent]Draw Flush[].
|
lst.draw = Añade una operación a la cola para dibujar.\nNo mostrará nada hasta que se use [accent]Draw Flush[].
|
||||||
lst.drawflush = Muestra los datos en cola de operaciones [accent]Draw[] en un monitor gráfico.
|
lst.drawflush = Muestra los datos en cola de operaciones [accent]Draw[] en un monitor gráfico.
|
||||||
lst.printflush = Muestra los datos en cola de operaciones de [accent]Print[] en un bloque de mensaje.
|
lst.printflush = Muestra los datos en cola de operaciones de [accent]Print[] en un bloque de mensaje.
|
||||||
@@ -2306,6 +2340,8 @@ lst.getblock = Obtiene los datos de un bloque en cualquier lugar.
|
|||||||
lst.setblock = Cambia los datos de un bloque en cualquier lugar.
|
lst.setblock = Cambia los datos de un bloque en cualquier lugar.
|
||||||
lst.spawnunit = Crea una unidad en una localización.
|
lst.spawnunit = Crea una unidad en una localización.
|
||||||
lst.applystatus = Aplica o elimina un efecto de alteración de estado a una unidad.
|
lst.applystatus = Aplica o elimina un efecto de alteración de estado a una unidad.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Simula la aparición de una oleada de enemigos en una localización arbitraria.\nNo incrementará el contador de oleadas.
|
lst.spawnwave = Simula la aparición de una oleada de enemigos en una localización arbitraria.\nNo incrementará el contador de oleadas.
|
||||||
lst.explosion = Crea una explosión en una localización.
|
lst.explosion = Crea una explosión en una localización.
|
||||||
lst.setrate = Establece la velocidad de ejecución de los procesadores lógicos en formato instrucción/tick.
|
lst.setrate = Establece la velocidad de ejecución de los procesadores lógicos en formato instrucción/tick.
|
||||||
|
|||||||
@@ -599,7 +599,7 @@ filter.option.floor2 = Teine põrand
|
|||||||
filter.option.threshold2 = Teine lävi
|
filter.option.threshold2 = Teine lävi
|
||||||
filter.option.radius = Raadius
|
filter.option.radius = Raadius
|
||||||
filter.option.percentile = Protsentiil
|
filter.option.percentile = Protsentiil
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
locales.applytoall = Apply Changes To All Locales
|
locales.applytoall = Apply Changes To All Locales
|
||||||
locales.addtoother = Add To Other Locales
|
locales.addtoother = Add To Other Locales
|
||||||
@@ -671,6 +671,7 @@ marker.shape.name = Shape
|
|||||||
marker.text.name = Text
|
marker.text.name = Text
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
marker.background = Background
|
marker.background = Background
|
||||||
marker.outline = Outline
|
marker.outline = Outline
|
||||||
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
||||||
@@ -717,7 +718,7 @@ error.any = Teadmata viga võrgus.
|
|||||||
error.bloom = Bloom-efekti lähtestamine ebaõnnestus.\nSinu seade ei pruugi seda efekti toetada.
|
error.bloom = Bloom-efekti lähtestamine ebaõnnestus.\nSinu seade ei pruugi seda efekti toetada.
|
||||||
|
|
||||||
weather.rain.name = Rain
|
weather.rain.name = Rain
|
||||||
weather.snow.name = Snow
|
weather.snowing.name = Snow
|
||||||
weather.sandstorm.name = Sandstorm
|
weather.sandstorm.name = Sandstorm
|
||||||
weather.sporestorm.name = Sporestorm
|
weather.sporestorm.name = Sporestorm
|
||||||
weather.fog.name = Fog
|
weather.fog.name = Fog
|
||||||
@@ -972,17 +973,46 @@ stat.immunities = Immunities
|
|||||||
stat.healing = Healing
|
stat.healing = Healing
|
||||||
|
|
||||||
ability.forcefield = Force Field
|
ability.forcefield = Force Field
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = Repair Field
|
ability.repairfield = Repair Field
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = Status Field
|
ability.statusfield = Status Field
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = Factory
|
ability.unitspawn = Factory
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Shield Regen Field
|
ability.shieldregenfield = Shield Regen Field
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Movement Lightning
|
ability.movelightning = Movement Lightning
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Shield Arc
|
ability.shieldarc = Shield Arc
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Regen Suppression Field
|
ability.suppressionfield = Regen Suppression Field
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Energy Field
|
ability.energyfield = Energy Field
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = Only Core Depositing Allowed
|
bar.onlycoredeposit = Only Core Depositing Allowed
|
||||||
|
|
||||||
@@ -1179,15 +1209,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.rebuild_select.name = Rebuild Region
|
keybind.rebuild_select.name = Rebuild Region
|
||||||
keybind.schematic_select.name = Select Region
|
keybind.schematic_select.name = Select Region
|
||||||
keybind.schematic_menu.name = Schematic Menu
|
keybind.schematic_menu.name = Schematic Menu
|
||||||
@@ -1285,6 +1316,7 @@ rules.unitdamagemultiplier = Väeüksuste hävitusvõime kordaja
|
|||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.solarmultiplier = Solar Power Multiplier
|
rules.solarmultiplier = Solar Power Multiplier
|
||||||
rules.unitcapvariable = Cores Contribute To Unit Cap
|
rules.unitcapvariable = Cores Contribute To Unit Cap
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Base Unit Cap
|
rules.unitcap = Base Unit Cap
|
||||||
rules.limitarea = Limit Map Area
|
rules.limitarea = Limit Map Area
|
||||||
rules.enemycorebuildradius = Vaenlaste tuumiku ehitistevaba ala raadius:[lightgray] (ühik)
|
rules.enemycorebuildradius = Vaenlaste tuumiku ehitistevaba ala raadius:[lightgray] (ühik)
|
||||||
@@ -1317,6 +1349,8 @@ rules.weather = Weather
|
|||||||
rules.weather.frequency = Frequency:
|
rules.weather.frequency = Frequency:
|
||||||
rules.weather.always = Always
|
rules.weather.always = Always
|
||||||
rules.weather.duration = Duration:
|
rules.weather.duration = Duration:
|
||||||
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = Ressursid
|
content.item.name = Ressursid
|
||||||
content.liquid.name = Vedelikud
|
content.liquid.name = Vedelikud
|
||||||
@@ -2243,7 +2277,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
|
|||||||
lst.read = Read a number from a linked memory cell.
|
lst.read = Read a number from a linked memory cell.
|
||||||
lst.write = Write a number to a linked memory cell.
|
lst.write = Write a number to a linked memory cell.
|
||||||
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
||||||
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
||||||
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
||||||
@@ -2266,6 +2300,8 @@ lst.getblock = Get tile data at any location.
|
|||||||
lst.setblock = Set tile data at any location.
|
lst.setblock = Set tile data at any location.
|
||||||
lst.spawnunit = Spawn unit at a location.
|
lst.spawnunit = Spawn unit at a location.
|
||||||
lst.applystatus = Apply or clear a status effect from a uniut.
|
lst.applystatus = Apply or clear a status effect from a uniut.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
||||||
lst.explosion = Create an explosion at a location.
|
lst.explosion = Create an explosion at a location.
|
||||||
lst.setrate = Set processor execution speed in instructions/tick.
|
lst.setrate = Set processor execution speed in instructions/tick.
|
||||||
|
|||||||
@@ -601,7 +601,7 @@ filter.option.floor2 = Bigarren zorua
|
|||||||
filter.option.threshold2 = Bigarren atalasea
|
filter.option.threshold2 = Bigarren atalasea
|
||||||
filter.option.radius = Erradioa
|
filter.option.radius = Erradioa
|
||||||
filter.option.percentile = Pertzentila
|
filter.option.percentile = Pertzentila
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
locales.applytoall = Apply Changes To All Locales
|
locales.applytoall = Apply Changes To All Locales
|
||||||
locales.addtoother = Add To Other Locales
|
locales.addtoother = Add To Other Locales
|
||||||
@@ -673,6 +673,7 @@ marker.shape.name = Shape
|
|||||||
marker.text.name = Text
|
marker.text.name = Text
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
marker.background = Background
|
marker.background = Background
|
||||||
marker.outline = Outline
|
marker.outline = Outline
|
||||||
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
||||||
@@ -719,7 +720,7 @@ error.any = Sareko errore ezezaguna.
|
|||||||
error.bloom = Ezin izan da distira hasieratu.\nAgian zure gailuak ez du onartzen.
|
error.bloom = Ezin izan da distira hasieratu.\nAgian zure gailuak ez du onartzen.
|
||||||
|
|
||||||
weather.rain.name = Rain
|
weather.rain.name = Rain
|
||||||
weather.snow.name = Snow
|
weather.snowing.name = Snow
|
||||||
weather.sandstorm.name = Sandstorm
|
weather.sandstorm.name = Sandstorm
|
||||||
weather.sporestorm.name = Sporestorm
|
weather.sporestorm.name = Sporestorm
|
||||||
weather.fog.name = Fog
|
weather.fog.name = Fog
|
||||||
@@ -974,17 +975,46 @@ stat.immunities = Immunities
|
|||||||
stat.healing = Healing
|
stat.healing = Healing
|
||||||
|
|
||||||
ability.forcefield = Force Field
|
ability.forcefield = Force Field
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = Repair Field
|
ability.repairfield = Repair Field
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = Status Field
|
ability.statusfield = Status Field
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = Factory
|
ability.unitspawn = Factory
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Shield Regen Field
|
ability.shieldregenfield = Shield Regen Field
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Movement Lightning
|
ability.movelightning = Movement Lightning
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Shield Arc
|
ability.shieldarc = Shield Arc
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Regen Suppression Field
|
ability.suppressionfield = Regen Suppression Field
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Energy Field
|
ability.energyfield = Energy Field
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = Only Core Depositing Allowed
|
bar.onlycoredeposit = Only Core Depositing Allowed
|
||||||
|
|
||||||
@@ -1181,15 +1211,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.rebuild_select.name = Rebuild Region
|
keybind.rebuild_select.name = Rebuild Region
|
||||||
keybind.schematic_select.name = Hautatu eskualdea
|
keybind.schematic_select.name = Hautatu eskualdea
|
||||||
keybind.schematic_menu.name = Eskema menua
|
keybind.schematic_menu.name = Eskema menua
|
||||||
@@ -1287,6 +1318,7 @@ rules.unitdamagemultiplier = Unitateen kalte-biderkatzailea
|
|||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.solarmultiplier = Solar Power Multiplier
|
rules.solarmultiplier = Solar Power Multiplier
|
||||||
rules.unitcapvariable = Cores Contribute To Unit Cap
|
rules.unitcapvariable = Cores Contribute To Unit Cap
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Base Unit Cap
|
rules.unitcap = Base Unit Cap
|
||||||
rules.limitarea = Limit Map Area
|
rules.limitarea = Limit Map Area
|
||||||
rules.enemycorebuildradius = Etsaien muinaren ez-eraikitze erradioa:[lightgray] (lauzak)
|
rules.enemycorebuildradius = Etsaien muinaren ez-eraikitze erradioa:[lightgray] (lauzak)
|
||||||
@@ -1319,6 +1351,8 @@ rules.weather = Weather
|
|||||||
rules.weather.frequency = Frequency:
|
rules.weather.frequency = Frequency:
|
||||||
rules.weather.always = Always
|
rules.weather.always = Always
|
||||||
rules.weather.duration = Duration:
|
rules.weather.duration = Duration:
|
||||||
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = Solidoak
|
content.item.name = Solidoak
|
||||||
content.liquid.name = Likidoak
|
content.liquid.name = Likidoak
|
||||||
@@ -2245,7 +2279,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
|
|||||||
lst.read = Read a number from a linked memory cell.
|
lst.read = Read a number from a linked memory cell.
|
||||||
lst.write = Write a number to a linked memory cell.
|
lst.write = Write a number to a linked memory cell.
|
||||||
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
||||||
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
||||||
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
||||||
@@ -2268,6 +2302,8 @@ lst.getblock = Get tile data at any location.
|
|||||||
lst.setblock = Set tile data at any location.
|
lst.setblock = Set tile data at any location.
|
||||||
lst.spawnunit = Spawn unit at a location.
|
lst.spawnunit = Spawn unit at a location.
|
||||||
lst.applystatus = Apply or clear a status effect from a uniut.
|
lst.applystatus = Apply or clear a status effect from a uniut.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
||||||
lst.explosion = Create an explosion at a location.
|
lst.explosion = Create an explosion at a location.
|
||||||
lst.setrate = Set processor execution speed in instructions/tick.
|
lst.setrate = Set processor execution speed in instructions/tick.
|
||||||
|
|||||||
@@ -599,7 +599,7 @@ filter.option.floor2 = Toinen lattia
|
|||||||
filter.option.threshold2 = Toissijainen raja-arvo
|
filter.option.threshold2 = Toissijainen raja-arvo
|
||||||
filter.option.radius = Säde
|
filter.option.radius = Säde
|
||||||
filter.option.percentile = Prosentti
|
filter.option.percentile = Prosentti
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
locales.applytoall = Apply Changes To All Locales
|
locales.applytoall = Apply Changes To All Locales
|
||||||
locales.addtoother = Add To Other Locales
|
locales.addtoother = Add To Other Locales
|
||||||
@@ -671,6 +671,7 @@ marker.shape.name = Shape
|
|||||||
marker.text.name = Teksti
|
marker.text.name = Teksti
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
marker.background = Background
|
marker.background = Background
|
||||||
marker.outline = Outline
|
marker.outline = Outline
|
||||||
objective.research = [accent]Tutki:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Tutki:\n[]{0}[lightgray]{1}
|
||||||
@@ -717,7 +718,7 @@ error.any = Tuntematon verkon virhe.
|
|||||||
error.bloom = Bloomin initialisointi epäonnistui.\nLaitteesi ei ehkä tue sitä.
|
error.bloom = Bloomin initialisointi epäonnistui.\nLaitteesi ei ehkä tue sitä.
|
||||||
|
|
||||||
weather.rain.name = Sade
|
weather.rain.name = Sade
|
||||||
weather.snow.name = Lumi
|
weather.snowing.name = Lumi
|
||||||
weather.sandstorm.name = Hiekkamyrsky
|
weather.sandstorm.name = Hiekkamyrsky
|
||||||
weather.sporestorm.name = Sienimyräkkä
|
weather.sporestorm.name = Sienimyräkkä
|
||||||
weather.fog.name = Sumu
|
weather.fog.name = Sumu
|
||||||
@@ -971,17 +972,46 @@ stat.immunities = Immuuni
|
|||||||
stat.healing = Parantuu
|
stat.healing = Parantuu
|
||||||
|
|
||||||
ability.forcefield = Voimakenttä
|
ability.forcefield = Voimakenttä
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = Korjauskenttä
|
ability.repairfield = Korjauskenttä
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = Statuskenttä
|
ability.statusfield = Statuskenttä
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = Tehdas
|
ability.unitspawn = Tehdas
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Kilvenvahvistuskenttä
|
ability.shieldregenfield = Kilvenvahvistuskenttä
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Salamointi liikkuessa
|
ability.movelightning = Salamointi liikkuessa
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Kilpikaari
|
ability.shieldarc = Kilpikaari
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Regen Suppression Field
|
ability.suppressionfield = Regen Suppression Field
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Energiakenttä
|
ability.energyfield = Energiakenttä
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = Sijoittaminen sallittua vain ytimeen
|
bar.onlycoredeposit = Sijoittaminen sallittua vain ytimeen
|
||||||
|
|
||||||
@@ -1178,15 +1208,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.rebuild_select.name = Rebuild Region
|
keybind.rebuild_select.name = Rebuild Region
|
||||||
keybind.schematic_select.name = Valitse alue
|
keybind.schematic_select.name = Valitse alue
|
||||||
keybind.schematic_menu.name = Kaavio Valikko
|
keybind.schematic_menu.name = Kaavio Valikko
|
||||||
@@ -1284,6 +1315,7 @@ rules.unitdamagemultiplier = Yksikköjen vahinkokerroin
|
|||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.solarmultiplier = Aurinkovoimakerroin
|
rules.solarmultiplier = Aurinkovoimakerroin
|
||||||
rules.unitcapvariable = Ytimet vaikuttavat yksikkörajaan
|
rules.unitcapvariable = Ytimet vaikuttavat yksikkörajaan
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Perusyksikköraja
|
rules.unitcap = Perusyksikköraja
|
||||||
rules.limitarea = Rajoita kartan aluetta
|
rules.limitarea = Rajoita kartan aluetta
|
||||||
rules.enemycorebuildradius = Vihollisytimen rakennuksenestosäde:[lightgray] (laattoina)
|
rules.enemycorebuildradius = Vihollisytimen rakennuksenestosäde:[lightgray] (laattoina)
|
||||||
@@ -1316,6 +1348,8 @@ rules.weather = Sää
|
|||||||
rules.weather.frequency = Tiheys:
|
rules.weather.frequency = Tiheys:
|
||||||
rules.weather.always = Aina
|
rules.weather.always = Aina
|
||||||
rules.weather.duration = Kesto:
|
rules.weather.duration = Kesto:
|
||||||
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = Tavarat
|
content.item.name = Tavarat
|
||||||
content.liquid.name = Nesteet
|
content.liquid.name = Nesteet
|
||||||
@@ -2246,7 +2280,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
|
|||||||
lst.read = Lue numero yhdistetystä muistisolusta.
|
lst.read = Lue numero yhdistetystä muistisolusta.
|
||||||
lst.write = Kirjoita numero yhdistettyyn muistisoluun.
|
lst.write = Kirjoita numero yhdistettyyn muistisoluun.
|
||||||
lst.print = Lisää tekstiä tekstipuskuriin.\nEi näytä mitään, kunnes [accent]Painosyötettä[] käytetään.
|
lst.print = Lisää tekstiä tekstipuskuriin.\nEi näytä mitään, kunnes [accent]Painosyötettä[] käytetään.
|
||||||
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Lisää operaation piirtopuskuriin.\nEi näytä mitään, kunnes [accent]Piirtosyötettä[] käytetään.
|
lst.draw = Lisää operaation piirtopuskuriin.\nEi näytä mitään, kunnes [accent]Piirtosyötettä[] käytetään.
|
||||||
lst.drawflush = Syöttää jonottavat [accent]Piirto[]-operaatiot näyttöön.
|
lst.drawflush = Syöttää jonottavat [accent]Piirto[]-operaatiot näyttöön.
|
||||||
lst.printflush = Syöttää jonottavat [accent]Paino[]-operaatiot viestipalikkaan.
|
lst.printflush = Syöttää jonottavat [accent]Paino[]-operaatiot viestipalikkaan.
|
||||||
@@ -2269,6 +2303,8 @@ lst.getblock = Selvitä laattadata missä tahansa sijainnissa.
|
|||||||
lst.setblock = Aseta laattadata missä tahansa sijainnissa.
|
lst.setblock = Aseta laattadata missä tahansa sijainnissa.
|
||||||
lst.spawnunit = Luo joukko tietyssä sijainnissa.
|
lst.spawnunit = Luo joukko tietyssä sijainnissa.
|
||||||
lst.applystatus = Lisää tai poista statusefekti yksiköltä.
|
lst.applystatus = Lisää tai poista statusefekti yksiköltä.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Simuloi tason syntymistä mielivaltaisessa sijainnissa.\nEi vaikuta tasolaskuriin.
|
lst.spawnwave = Simuloi tason syntymistä mielivaltaisessa sijainnissa.\nEi vaikuta tasolaskuriin.
|
||||||
lst.explosion = Luo räjähdys tietyssä sijainnissa.
|
lst.explosion = Luo räjähdys tietyssä sijainnissa.
|
||||||
lst.setrate = Aseta prosessorin suoritusnopeus ohjeessa/sekunti.
|
lst.setrate = Aseta prosessorin suoritusnopeus ohjeessa/sekunti.
|
||||||
|
|||||||
@@ -599,7 +599,7 @@ filter.option.floor2 = Secondary Floor
|
|||||||
filter.option.threshold2 = Secondary Threshold
|
filter.option.threshold2 = Secondary Threshold
|
||||||
filter.option.radius = Radius
|
filter.option.radius = Radius
|
||||||
filter.option.percentile = Percentile
|
filter.option.percentile = Percentile
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
locales.applytoall = Apply Changes To All Locales
|
locales.applytoall = Apply Changes To All Locales
|
||||||
locales.addtoother = Add To Other Locales
|
locales.addtoother = Add To Other Locales
|
||||||
@@ -671,6 +671,7 @@ marker.shape.name = Shape
|
|||||||
marker.text.name = Text
|
marker.text.name = Text
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
marker.background = Background
|
marker.background = Background
|
||||||
marker.outline = Outline
|
marker.outline = Outline
|
||||||
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
||||||
@@ -717,7 +718,7 @@ error.any = Unknown network error.
|
|||||||
error.bloom = Nabigong simulan ang bloom.\nMaaaring hindi ito sinusuportahan ng iyong device.
|
error.bloom = Nabigong simulan ang bloom.\nMaaaring hindi ito sinusuportahan ng iyong device.
|
||||||
|
|
||||||
weather.rain.name = Rain
|
weather.rain.name = Rain
|
||||||
weather.snow.name = Snow
|
weather.snowing.name = Snow
|
||||||
weather.sandstorm.name = Sandstorm
|
weather.sandstorm.name = Sandstorm
|
||||||
weather.sporestorm.name = Sporestorm
|
weather.sporestorm.name = Sporestorm
|
||||||
weather.fog.name = Fog
|
weather.fog.name = Fog
|
||||||
@@ -971,17 +972,46 @@ stat.immunities = Immunities
|
|||||||
stat.healing = Healing
|
stat.healing = Healing
|
||||||
|
|
||||||
ability.forcefield = Force Field
|
ability.forcefield = Force Field
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = Repair Field
|
ability.repairfield = Repair Field
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = Status Field
|
ability.statusfield = Status Field
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = Factory
|
ability.unitspawn = Factory
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Shield Regen Field
|
ability.shieldregenfield = Shield Regen Field
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Movement Lightning
|
ability.movelightning = Movement Lightning
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Shield Arc
|
ability.shieldarc = Shield Arc
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Regen Suppression Field
|
ability.suppressionfield = Regen Suppression Field
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Energy Field
|
ability.energyfield = Energy Field
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = Only Core Depositing Allowed
|
bar.onlycoredeposit = Only Core Depositing Allowed
|
||||||
|
|
||||||
@@ -1178,15 +1208,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.rebuild_select.name = Rebuild Region
|
keybind.rebuild_select.name = Rebuild Region
|
||||||
keybind.schematic_select.name = Select Region
|
keybind.schematic_select.name = Select Region
|
||||||
keybind.schematic_menu.name = Schematic Menu
|
keybind.schematic_menu.name = Schematic Menu
|
||||||
@@ -1284,6 +1315,7 @@ rules.unitdamagemultiplier = Unit Damage Multiplier
|
|||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.solarmultiplier = Solar Power Multiplier
|
rules.solarmultiplier = Solar Power Multiplier
|
||||||
rules.unitcapvariable = Cores Contribute To Unit Cap
|
rules.unitcapvariable = Cores Contribute To Unit Cap
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Base Unit Cap
|
rules.unitcap = Base Unit Cap
|
||||||
rules.limitarea = Limit Map Area
|
rules.limitarea = Limit Map Area
|
||||||
rules.enemycorebuildradius = Enemy Core No-Build Radius:[lightgray] (tiles)
|
rules.enemycorebuildradius = Enemy Core No-Build Radius:[lightgray] (tiles)
|
||||||
@@ -1316,6 +1348,8 @@ rules.weather = Weather
|
|||||||
rules.weather.frequency = Frequency:
|
rules.weather.frequency = Frequency:
|
||||||
rules.weather.always = Always
|
rules.weather.always = Always
|
||||||
rules.weather.duration = Duration:
|
rules.weather.duration = Duration:
|
||||||
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = Items
|
content.item.name = Items
|
||||||
content.liquid.name = Liquids
|
content.liquid.name = Liquids
|
||||||
@@ -2242,7 +2276,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
|
|||||||
lst.read = Read a number from a linked memory cell.
|
lst.read = Read a number from a linked memory cell.
|
||||||
lst.write = Write a number to a linked memory cell.
|
lst.write = Write a number to a linked memory cell.
|
||||||
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
||||||
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
||||||
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
||||||
@@ -2265,6 +2299,8 @@ lst.getblock = Get tile data at any location.
|
|||||||
lst.setblock = Set tile data at any location.
|
lst.setblock = Set tile data at any location.
|
||||||
lst.spawnunit = Spawn unit at a location.
|
lst.spawnunit = Spawn unit at a location.
|
||||||
lst.applystatus = Apply or clear a status effect from a uniut.
|
lst.applystatus = Apply or clear a status effect from a uniut.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
||||||
lst.explosion = Create an explosion at a location.
|
lst.explosion = Create an explosion at a location.
|
||||||
lst.setrate = Set processor execution speed in instructions/tick.
|
lst.setrate = Set processor execution speed in instructions/tick.
|
||||||
|
|||||||
@@ -613,7 +613,7 @@ filter.option.floor2 = Sol secondaire
|
|||||||
filter.option.threshold2 = Seuil secondaire
|
filter.option.threshold2 = Seuil secondaire
|
||||||
filter.option.radius = Rayon
|
filter.option.radius = Rayon
|
||||||
filter.option.percentile = Pourcentage
|
filter.option.percentile = Pourcentage
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
locales.applytoall = Apply Changes To All Locales
|
locales.applytoall = Apply Changes To All Locales
|
||||||
locales.addtoother = Add To Other Locales
|
locales.addtoother = Add To Other Locales
|
||||||
@@ -687,6 +687,7 @@ marker.shape.name = Forme
|
|||||||
marker.text.name = Texte
|
marker.text.name = Texte
|
||||||
marker.line.name = Ligne
|
marker.line.name = Ligne
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
|
|
||||||
marker.background = Fond
|
marker.background = Fond
|
||||||
marker.outline = Contour
|
marker.outline = Contour
|
||||||
@@ -737,7 +738,7 @@ error.any = Erreur de réseau inconnue.
|
|||||||
error.bloom = Échec de l'initialisation du flou lumineux.\nIl se peut que votre appareil ne le prenne pas en charge.
|
error.bloom = Échec de l'initialisation du flou lumineux.\nIl se peut que votre appareil ne le prenne pas en charge.
|
||||||
|
|
||||||
weather.rain.name = Pluie
|
weather.rain.name = Pluie
|
||||||
weather.snow.name = Neige
|
weather.snowing.name = Neige
|
||||||
weather.sandstorm.name = Tempête de sable
|
weather.sandstorm.name = Tempête de sable
|
||||||
weather.sporestorm.name = Tempête de spores
|
weather.sporestorm.name = Tempête de spores
|
||||||
weather.fog.name = Brouillard
|
weather.fog.name = Brouillard
|
||||||
@@ -997,17 +998,46 @@ stat.immunities = Immunités
|
|||||||
stat.healing = Guérison
|
stat.healing = Guérison
|
||||||
|
|
||||||
ability.forcefield = Champ de Force
|
ability.forcefield = Champ de Force
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = Champ de Réparation
|
ability.repairfield = Champ de Réparation
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = Champ d'Amélioration
|
ability.statusfield = Champ d'Amélioration
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = Usine
|
ability.unitspawn = Usine
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Champ de régénération de bouclier
|
ability.shieldregenfield = Champ de régénération de bouclier
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Déplacement éclair
|
ability.movelightning = Déplacement éclair
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Arc de Bouclier
|
ability.shieldarc = Arc de Bouclier
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Champ de Suppression de Soins
|
ability.suppressionfield = Champ de Suppression de Soins
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Champ d'énergie
|
ability.energyfield = Champ d'énergie
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Soins des Unités du Même Type: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Cibles Maximales: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Régénération
|
ability.regen = Régénération
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = Seul le dépôt de ressources dans le Noyau est autorisé
|
bar.onlycoredeposit = Seul le dépôt de ressources dans le Noyau est autorisé
|
||||||
bar.drilltierreq = Meilleure Foreuse Requise
|
bar.drilltierreq = Meilleure Foreuse Requise
|
||||||
@@ -1204,16 +1234,16 @@ keybind.unit_stance_hold_fire.name = Ordre: Ne pas tirer
|
|||||||
keybind.unit_stance_pursue_target.name = Ordre: Poursuivre la cible
|
keybind.unit_stance_pursue_target.name = Ordre: Poursuivre la cible
|
||||||
keybind.unit_stance_patrol.name = Ordre: Patrouille
|
keybind.unit_stance_patrol.name = Ordre: Patrouille
|
||||||
keybind.unit_stance_ram.name = Ordre: Charger
|
keybind.unit_stance_ram.name = Ordre: Charger
|
||||||
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_move = Commande: Bouger
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_repair = Commande: Réparer
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_rebuild = Commande: Reconstruire
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_assist = Commande: Assister
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_mine = Commande: Miner
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_boost = Commande: Boost
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_units = Commande: Transporter unités
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_load_blocks = Commande: Transporter blocs
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
keybind.unit_command_unload_payload = Commande: Poser chargement
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
|
|
||||||
keybind.rebuild_select.name = Reconstruire la Zone
|
keybind.rebuild_select.name = Reconstruire la Zone
|
||||||
keybind.schematic_select.name = Sélectionner une Région
|
keybind.schematic_select.name = Sélectionner une Région
|
||||||
@@ -1312,6 +1342,7 @@ rules.unitdamagemultiplier = Multiplicateur de Dégât des Unités
|
|||||||
rules.unitcrashdamagemultiplier = Multiplicateur de Dégât de chute des Unités
|
rules.unitcrashdamagemultiplier = Multiplicateur de Dégât de chute des Unités
|
||||||
rules.solarmultiplier = Multiplicateur de l'Efficacité des Panneaux Solaires
|
rules.solarmultiplier = Multiplicateur de l'Efficacité des Panneaux Solaires
|
||||||
rules.unitcapvariable = Les Noyaux contribuent à la limite d'Unités actives
|
rules.unitcapvariable = Les Noyaux contribuent à la limite d'Unités actives
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Limite initiale d'Unités actives
|
rules.unitcap = Limite initiale d'Unités actives
|
||||||
rules.limitarea = Limite de la zone de jeu de la Carte
|
rules.limitarea = Limite de la zone de jeu de la Carte
|
||||||
rules.enemycorebuildradius = Périmètre Non-Constructible autour du Noyau ennemi :[lightgray] (blocs)
|
rules.enemycorebuildradius = Périmètre Non-Constructible autour du Noyau ennemi :[lightgray] (blocs)
|
||||||
@@ -1344,6 +1375,8 @@ rules.weather = Météo
|
|||||||
rules.weather.frequency = Fréquence :
|
rules.weather.frequency = Fréquence :
|
||||||
rules.weather.always = Permanent
|
rules.weather.always = Permanent
|
||||||
rules.weather.duration = Durée :
|
rules.weather.duration = Durée :
|
||||||
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = Objets
|
content.item.name = Objets
|
||||||
content.liquid.name = Liquides
|
content.liquid.name = Liquides
|
||||||
@@ -2291,7 +2324,7 @@ unit.emanate.description = Construit des structures pour défendre le Noyau acro
|
|||||||
lst.read = Lit un nombre depuis un bloc de mémoire relié au processeur.
|
lst.read = Lit un nombre depuis un bloc de mémoire relié au processeur.
|
||||||
lst.write = Écrit un nombre dans un bloc de mémoire relié au processeur.
|
lst.write = Écrit un nombre dans un bloc de mémoire relié au processeur.
|
||||||
lst.print = Ajoute du texte dans la mémoire tampon de l'imprimante.\nNe montrera aucun texte tant que [accent]Print Flush[] ne sera pas utilisé.
|
lst.print = Ajoute du texte dans la mémoire tampon de l'imprimante.\nNe montrera aucun texte tant que [accent]Print Flush[] ne sera pas utilisé.
|
||||||
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Ajoute une opération dans la mémoire tampon de dessin.\nNe montrera aucune image tant que [accent]Draw Flush[] ne sera pas utilisé.
|
lst.draw = Ajoute une opération dans la mémoire tampon de dessin.\nNe montrera aucune image tant que [accent]Draw Flush[] ne sera pas utilisé.
|
||||||
lst.drawflush = Affiche les opérations [accent]Draw[] en file d'attente vers un écran.
|
lst.drawflush = Affiche les opérations [accent]Draw[] en file d'attente vers un écran.
|
||||||
lst.printflush = Affiche les opérations [accent]Print[] en file d'attente vers un bloc de message.
|
lst.printflush = Affiche les opérations [accent]Print[] en file d'attente vers un bloc de message.
|
||||||
@@ -2314,6 +2347,8 @@ lst.getblock = Obtient les données d'une tuile à n'importe quel emplacement.
|
|||||||
lst.setblock = Définit les données d'une tuile à n'importe quel emplacement.
|
lst.setblock = Définit les données d'une tuile à n'importe quel emplacement.
|
||||||
lst.spawnunit = Fait apparaître une unité à un emplacement.
|
lst.spawnunit = Fait apparaître une unité à un emplacement.
|
||||||
lst.applystatus = Ajoute ou enlève un effet de statut d'une unité.
|
lst.applystatus = Ajoute ou enlève un effet de statut d'une unité.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Simule un déclenchement de vague à n'importe quel emplacement.\nCela n'incrémente pas le compteur de vaugues.
|
lst.spawnwave = Simule un déclenchement de vague à n'importe quel emplacement.\nCela n'incrémente pas le compteur de vaugues.
|
||||||
lst.explosion = Crée une explosion à un emplacement.
|
lst.explosion = Crée une explosion à un emplacement.
|
||||||
lst.setrate = Définit la vitesse d'exécution d'un processeur en instructions/tick.
|
lst.setrate = Définit la vitesse d'exécution d'un processeur en instructions/tick.
|
||||||
|
|||||||
File diff suppressed because it is too large
Load Diff
@@ -607,7 +607,7 @@ filter.option.floor2 = Lantai Sekunder
|
|||||||
filter.option.threshold2 = Ambang Sekunder
|
filter.option.threshold2 = Ambang Sekunder
|
||||||
filter.option.radius = Radius
|
filter.option.radius = Radius
|
||||||
filter.option.percentile = Perseratus
|
filter.option.percentile = Perseratus
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
locales.applytoall = Apply Changes To All Locales
|
locales.applytoall = Apply Changes To All Locales
|
||||||
locales.addtoother = Add To Other Locales
|
locales.addtoother = Add To Other Locales
|
||||||
@@ -681,6 +681,7 @@ marker.shape.name = Bentuk
|
|||||||
marker.text.name = Teks
|
marker.text.name = Teks
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
|
|
||||||
marker.background = Latar Belakang
|
marker.background = Latar Belakang
|
||||||
marker.outline = Garis Luar
|
marker.outline = Garis Luar
|
||||||
@@ -731,7 +732,7 @@ error.any = Terjadi kesalahan Jaringan tidak diketahui.
|
|||||||
error.bloom = Gagal untuk menjalankan bloom.\nPerangkat Anda mungkin tidak mendukung fitur ini.
|
error.bloom = Gagal untuk menjalankan bloom.\nPerangkat Anda mungkin tidak mendukung fitur ini.
|
||||||
|
|
||||||
weather.rain.name = Hujan
|
weather.rain.name = Hujan
|
||||||
weather.snow.name = Salju
|
weather.snowing.name = Salju
|
||||||
weather.sandstorm.name = Badai Pasir
|
weather.sandstorm.name = Badai Pasir
|
||||||
weather.sporestorm.name = Badai Spora
|
weather.sporestorm.name = Badai Spora
|
||||||
weather.fog.name = Kabut
|
weather.fog.name = Kabut
|
||||||
@@ -991,17 +992,46 @@ stat.immunities = Kekebalan
|
|||||||
stat.healing = Menyembuhkan
|
stat.healing = Menyembuhkan
|
||||||
|
|
||||||
ability.forcefield = Bidang Kekuatan
|
ability.forcefield = Bidang Kekuatan
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = Bidang Perbaikan
|
ability.repairfield = Bidang Perbaikan
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = Bidang Status
|
ability.statusfield = Bidang Status
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = Pabrik
|
ability.unitspawn = Pabrik
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Bidang Regenerasi Perisai
|
ability.shieldregenfield = Bidang Regenerasi Perisai
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Pergerakan Petir
|
ability.movelightning = Pergerakan Petir
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Shield Arc
|
ability.shieldarc = Shield Arc
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Regen Suppression Field
|
ability.suppressionfield = Regen Suppression Field
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Bidang Tenaga
|
ability.energyfield = Bidang Tenaga
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = Hanya Penyetoran Inti yang Diizinkan
|
bar.onlycoredeposit = Hanya Penyetoran Inti yang Diizinkan
|
||||||
bar.drilltierreq = Membutuhkan Bor yang Lebih Baik
|
bar.drilltierreq = Membutuhkan Bor yang Lebih Baik
|
||||||
@@ -1197,15 +1227,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.rebuild_select.name = Rebuild Region
|
keybind.rebuild_select.name = Rebuild Region
|
||||||
keybind.schematic_select.name = Pilih Daerah
|
keybind.schematic_select.name = Pilih Daerah
|
||||||
keybind.schematic_menu.name = Menu Skema
|
keybind.schematic_menu.name = Menu Skema
|
||||||
@@ -1303,6 +1334,7 @@ rules.unitdamagemultiplier = Penggandaan Kekuatan Unit
|
|||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.solarmultiplier = Penggandaan Tenaga Surya
|
rules.solarmultiplier = Penggandaan Tenaga Surya
|
||||||
rules.unitcapvariable = Inti Memengaruhi Batas Unit
|
rules.unitcapvariable = Inti Memengaruhi Batas Unit
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Batas Unit Dasar
|
rules.unitcap = Batas Unit Dasar
|
||||||
rules.limitarea = Batas Area Peta
|
rules.limitarea = Batas Area Peta
|
||||||
rules.enemycorebuildradius = Dilarang Membangun Radius Inti Musuh :[lightgray] (blok)
|
rules.enemycorebuildradius = Dilarang Membangun Radius Inti Musuh :[lightgray] (blok)
|
||||||
@@ -1335,6 +1367,8 @@ rules.weather = Cuaca
|
|||||||
rules.weather.frequency = Frekuensi:
|
rules.weather.frequency = Frekuensi:
|
||||||
rules.weather.always = Selalu
|
rules.weather.always = Selalu
|
||||||
rules.weather.duration = Durasi:
|
rules.weather.duration = Durasi:
|
||||||
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = Bahan
|
content.item.name = Bahan
|
||||||
content.liquid.name = Zat Cair
|
content.liquid.name = Zat Cair
|
||||||
@@ -2281,7 +2315,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
|
|||||||
lst.read = Membaca angka dari memori sel yang dihubungkan.
|
lst.read = Membaca angka dari memori sel yang dihubungkan.
|
||||||
lst.write = Menulis angka ke memori sel yang dihubungkan.
|
lst.write = Menulis angka ke memori sel yang dihubungkan.
|
||||||
lst.print = Menambahkan teks ke daftar cetak.\nTidak dapat menampilkan apapun sampai [accent]Print Flush[] dipakai.
|
lst.print = Menambahkan teks ke daftar cetak.\nTidak dapat menampilkan apapun sampai [accent]Print Flush[] dipakai.
|
||||||
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Menambahkan perintah ke daftar gambar.\nTidak dapat menampilkan apapun sampai [accent]Draw Flush[] dipakai.
|
lst.draw = Menambahkan perintah ke daftar gambar.\nTidak dapat menampilkan apapun sampai [accent]Draw Flush[] dipakai.
|
||||||
lst.drawflush = Mengeluarkan perintah [accent]Draw[] dari daftar antrean untuk ditampilkan.
|
lst.drawflush = Mengeluarkan perintah [accent]Draw[] dari daftar antrean untuk ditampilkan.
|
||||||
lst.printflush = Mengeluarkan perintah [accent]Print[] dari daftar antrean untuk blok pesan.
|
lst.printflush = Mengeluarkan perintah [accent]Print[] dari daftar antrean untuk blok pesan.
|
||||||
@@ -2304,6 +2338,8 @@ lst.getblock = Mendapatkan data petak di lokasi manapun.
|
|||||||
lst.setblock = Menentukan data petak di lokasi manapun.
|
lst.setblock = Menentukan data petak di lokasi manapun.
|
||||||
lst.spawnunit = Munculkan unit pada tempat yang ditentukan.
|
lst.spawnunit = Munculkan unit pada tempat yang ditentukan.
|
||||||
lst.applystatus = Menerapkan atau menghapus status efek dari sebuah unit.
|
lst.applystatus = Menerapkan atau menghapus status efek dari sebuah unit.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Simulasikan adanya gelombang pada lokasi acak.\nTidak akan ditambahkan pada jumlah gelombang keseluruhan.
|
lst.spawnwave = Simulasikan adanya gelombang pada lokasi acak.\nTidak akan ditambahkan pada jumlah gelombang keseluruhan.
|
||||||
lst.explosion = Membuat sebuah ledakan pada lokasi yang ditentukan.
|
lst.explosion = Membuat sebuah ledakan pada lokasi yang ditentukan.
|
||||||
lst.setrate = Menentukan kecepatan eksekusi prosesor dalam instruksi per tick.
|
lst.setrate = Menentukan kecepatan eksekusi prosesor dalam instruksi per tick.
|
||||||
|
|||||||
@@ -602,7 +602,7 @@ filter.option.floor2 = Terreno Secondario
|
|||||||
filter.option.threshold2 = Soglia Secondaria
|
filter.option.threshold2 = Soglia Secondaria
|
||||||
filter.option.radius = Raggio
|
filter.option.radius = Raggio
|
||||||
filter.option.percentile = Percentuale
|
filter.option.percentile = Percentuale
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
locales.applytoall = Apply Changes To All Locales
|
locales.applytoall = Apply Changes To All Locales
|
||||||
locales.addtoother = Add To Other Locales
|
locales.addtoother = Add To Other Locales
|
||||||
@@ -674,6 +674,7 @@ marker.shape.name = Forma
|
|||||||
marker.text.name = Testo
|
marker.text.name = Testo
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
marker.background = Sfondo
|
marker.background = Sfondo
|
||||||
marker.outline = Outline
|
marker.outline = Outline
|
||||||
objective.research = [accent]Ricerca:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Ricerca:\n[]{0}[lightgray]{1}
|
||||||
@@ -721,7 +722,7 @@ error.any = Errore di rete sconosciuto.
|
|||||||
error.bloom = Errore dell'avvio delle shaders.\nIl tuo dispositivo potrebbe non supportarle.
|
error.bloom = Errore dell'avvio delle shaders.\nIl tuo dispositivo potrebbe non supportarle.
|
||||||
|
|
||||||
weather.rain.name = Pioggia
|
weather.rain.name = Pioggia
|
||||||
weather.snow.name = Neve
|
weather.snowing.name = Neve
|
||||||
weather.sandstorm.name = Tempesta di Sabbia
|
weather.sandstorm.name = Tempesta di Sabbia
|
||||||
weather.sporestorm.name = Tempesta di Spore
|
weather.sporestorm.name = Tempesta di Spore
|
||||||
weather.fog.name = Nebbia
|
weather.fog.name = Nebbia
|
||||||
@@ -977,17 +978,46 @@ stat.immunities = Immunità
|
|||||||
stat.healing = Rigenerazione
|
stat.healing = Rigenerazione
|
||||||
|
|
||||||
ability.forcefield = Campo di Forza
|
ability.forcefield = Campo di Forza
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = Campo Riparativo
|
ability.repairfield = Campo Riparativo
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = Campo di Stato
|
ability.statusfield = Campo di Stato
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = Fabbrica
|
ability.unitspawn = Fabbrica
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Campo di Rigenerazione Scudo
|
ability.shieldregenfield = Campo di Rigenerazione Scudo
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Movimento Fulminante
|
ability.movelightning = Movimento Fulminante
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Shield Arc
|
ability.shieldarc = Shield Arc
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Regen Suppression Field
|
ability.suppressionfield = Regen Suppression Field
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Campo energetico
|
ability.energyfield = Campo energetico
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = Concesso solo il deposito al nucleo
|
bar.onlycoredeposit = Concesso solo il deposito al nucleo
|
||||||
|
|
||||||
@@ -1184,15 +1214,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.rebuild_select.name = Rebuild Region
|
keybind.rebuild_select.name = Rebuild Region
|
||||||
keybind.schematic_select.name = Seleziona Regione
|
keybind.schematic_select.name = Seleziona Regione
|
||||||
keybind.schematic_menu.name = Menu Schematica
|
keybind.schematic_menu.name = Menu Schematica
|
||||||
@@ -1290,6 +1321,7 @@ rules.unitdamagemultiplier = Moltiplicatore Danno Unità
|
|||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.solarmultiplier = Moltiplicatore energia solare
|
rules.solarmultiplier = Moltiplicatore energia solare
|
||||||
rules.unitcapvariable = Cores Contribute To Unit Cap
|
rules.unitcapvariable = Cores Contribute To Unit Cap
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Base Unit Cap
|
rules.unitcap = Base Unit Cap
|
||||||
rules.limitarea = Limite dimensioni mappa
|
rules.limitarea = Limite dimensioni mappa
|
||||||
rules.enemycorebuildradius = Raggio di protezione del Nucleo Nemico dalle costruzioni:[lightgray] (blocchi)
|
rules.enemycorebuildradius = Raggio di protezione del Nucleo Nemico dalle costruzioni:[lightgray] (blocchi)
|
||||||
@@ -1322,6 +1354,8 @@ rules.weather = Meteo
|
|||||||
rules.weather.frequency = Frequenza:
|
rules.weather.frequency = Frequenza:
|
||||||
rules.weather.always = sempre
|
rules.weather.always = sempre
|
||||||
rules.weather.duration = Durata:
|
rules.weather.duration = Durata:
|
||||||
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = Oggetti
|
content.item.name = Oggetti
|
||||||
content.liquid.name = Liquidi
|
content.liquid.name = Liquidi
|
||||||
@@ -2255,7 +2289,7 @@ unit.emanate.description = Costruisce strutture per difendere il nucleo dell'Acr
|
|||||||
lst.read = Leggi un numero da una cella di memoria collegata.
|
lst.read = Leggi un numero da una cella di memoria collegata.
|
||||||
lst.write = Scrivi un numero in una cella di memoria collegata.
|
lst.write = Scrivi un numero in una cella di memoria collegata.
|
||||||
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
||||||
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
||||||
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
||||||
@@ -2278,6 +2312,8 @@ lst.getblock = Get tile data at any location.
|
|||||||
lst.setblock = Set tile data at any location.
|
lst.setblock = Set tile data at any location.
|
||||||
lst.spawnunit = Spawn unit at a location.
|
lst.spawnunit = Spawn unit at a location.
|
||||||
lst.applystatus = Apply or clear a status effect from a uniut.
|
lst.applystatus = Apply or clear a status effect from a uniut.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
||||||
lst.explosion = Create an explosion at a location.
|
lst.explosion = Create an explosion at a location.
|
||||||
lst.setrate = Set processor execution speed in instructions/tick.
|
lst.setrate = Set processor execution speed in instructions/tick.
|
||||||
|
|||||||
@@ -606,7 +606,7 @@ filter.option.floor2 = 2番目の地面
|
|||||||
filter.option.threshold2 = 2番目の閾値
|
filter.option.threshold2 = 2番目の閾値
|
||||||
filter.option.radius = 半径
|
filter.option.radius = 半径
|
||||||
filter.option.percentile = パーセンタイル
|
filter.option.percentile = パーセンタイル
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
locales.applytoall = Apply Changes To All Locales
|
locales.applytoall = Apply Changes To All Locales
|
||||||
locales.addtoother = Add To Other Locales
|
locales.addtoother = Add To Other Locales
|
||||||
@@ -678,6 +678,7 @@ marker.shape.name = 図形
|
|||||||
marker.text.name = 文章
|
marker.text.name = 文章
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
marker.background = 背景
|
marker.background = 背景
|
||||||
marker.outline = 輪郭
|
marker.outline = 輪郭
|
||||||
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
||||||
@@ -725,7 +726,7 @@ error.any = 不明なネットワークエラーです。
|
|||||||
error.bloom = ブルームの初期化に失敗しました。\n恐らくあなたのデバイスではブルームがサポートされていません。
|
error.bloom = ブルームの初期化に失敗しました。\n恐らくあなたのデバイスではブルームがサポートされていません。
|
||||||
|
|
||||||
weather.rain.name = 雨
|
weather.rain.name = 雨
|
||||||
weather.snow.name = 雪
|
weather.snowing.name = 雪
|
||||||
weather.sandstorm.name = 砂嵐
|
weather.sandstorm.name = 砂嵐
|
||||||
weather.sporestorm.name = 胞子嵐
|
weather.sporestorm.name = 胞子嵐
|
||||||
weather.fog.name = 霧
|
weather.fog.name = 霧
|
||||||
@@ -983,17 +984,46 @@ stat.immunities = 耐性
|
|||||||
stat.healing = 治癒
|
stat.healing = 治癒
|
||||||
|
|
||||||
ability.forcefield = フォースフィールド
|
ability.forcefield = フォースフィールド
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = リペアフィールド
|
ability.repairfield = リペアフィールド
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = ステータスフィールド
|
ability.statusfield = ステータスフィールド
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = 生産
|
ability.unitspawn = 生産
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = シールドリペアフィールド
|
ability.shieldregenfield = シールドリペアフィールド
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = ムーブメントライトニング
|
ability.movelightning = ムーブメントライトニング
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = シールドアーク
|
ability.shieldarc = シールドアーク
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = リジェネ抑制フィールド
|
ability.suppressionfield = リジェネ抑制フィールド
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = エネルギー範囲
|
ability.energyfield = エネルギー範囲
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = コアにのみ搬入できます。
|
bar.onlycoredeposit = コアにのみ搬入できます。
|
||||||
|
|
||||||
@@ -1190,15 +1220,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.rebuild_select.name = リージョンの再構築
|
keybind.rebuild_select.name = リージョンの再構築
|
||||||
keybind.schematic_select.name = 範囲選択
|
keybind.schematic_select.name = 範囲選択
|
||||||
keybind.schematic_menu.name = 設計図メニュー
|
keybind.schematic_menu.name = 設計図メニュー
|
||||||
@@ -1296,6 +1327,7 @@ rules.unitdamagemultiplier = ユニットのダメージ倍率
|
|||||||
rules.unitcrashdamagemultiplier = ユニットの衝突ダメージ倍率
|
rules.unitcrashdamagemultiplier = ユニットの衝突ダメージ倍率
|
||||||
rules.solarmultiplier = 太陽光の倍率
|
rules.solarmultiplier = 太陽光の倍率
|
||||||
rules.unitcapvariable = コア数によってユニット上限を変動
|
rules.unitcapvariable = コア数によってユニット上限を変動
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = 基礎ユニット上限数
|
rules.unitcap = 基礎ユニット上限数
|
||||||
rules.limitarea = マップエリアを制限
|
rules.limitarea = マップエリアを制限
|
||||||
rules.enemycorebuildradius = 敵コア周辺の建設禁止区域の半径:[lightgray] (タイル)
|
rules.enemycorebuildradius = 敵コア周辺の建設禁止区域の半径:[lightgray] (タイル)
|
||||||
@@ -1328,6 +1360,8 @@ rules.weather = 気象
|
|||||||
rules.weather.frequency = 頻度:
|
rules.weather.frequency = 頻度:
|
||||||
rules.weather.always = 常時
|
rules.weather.always = 常時
|
||||||
rules.weather.duration = 継続時間:
|
rules.weather.duration = 継続時間:
|
||||||
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = アイテム
|
content.item.name = アイテム
|
||||||
content.liquid.name = 液体
|
content.liquid.name = 液体
|
||||||
@@ -2259,7 +2293,7 @@ unit.emanate.description = アクロポリスコアを敵から守ります。\n
|
|||||||
lst.read = リンクされたメモリセルから数値を読み取ります。
|
lst.read = リンクされたメモリセルから数値を読み取ります。
|
||||||
lst.write = リンクされたメモリセルに数値を書き込みます。
|
lst.write = リンクされたメモリセルに数値を書き込みます。
|
||||||
lst.print = メッセージブロックにテキストを追加します。[accent]Print Flush[] を使用するまで何も表示しません。
|
lst.print = メッセージブロックにテキストを追加します。[accent]Print Flush[] を使用するまで何も表示しません。
|
||||||
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = ロジックディスプレイに操作を追加します。[accent]Draw Flush[] を使用するまで何も表示しません。
|
lst.draw = ロジックディスプレイに操作を追加します。[accent]Draw Flush[] を使用するまで何も表示しません。
|
||||||
lst.drawflush = キューに入れられた [accent]Draw[] 操作をディスプレイにフラッシュします。
|
lst.drawflush = キューに入れられた [accent]Draw[] 操作をディスプレイにフラッシュします。
|
||||||
lst.printflush = キューに入れられた [accent]Print[] 操作をメッセージ ブロックにフラッシュします。
|
lst.printflush = キューに入れられた [accent]Print[] 操作をメッセージ ブロックにフラッシュします。
|
||||||
@@ -2282,6 +2316,8 @@ lst.getblock = 任意の座標のタイルの情報を取得します。
|
|||||||
lst.setblock = 任意の座標のタイルの情報を変更します。
|
lst.setblock = 任意の座標のタイルの情報を変更します。
|
||||||
lst.spawnunit = 任意の座標にユニットをスポーンさせます。
|
lst.spawnunit = 任意の座標にユニットをスポーンさせます。
|
||||||
lst.applystatus = ユニットからステータス効果を適用または削除する。
|
lst.applystatus = ユニットからステータス効果を適用または削除する。
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = 任意の座標で発生するウェーブをシミュレーションします。\nウェーブを進めません。
|
lst.spawnwave = 任意の座標で発生するウェーブをシミュレーションします。\nウェーブを進めません。
|
||||||
lst.explosion = ある場所で爆発を起こします。
|
lst.explosion = ある場所で爆発を起こします。
|
||||||
lst.setrate = プロセッサーの実行速度を1命令/tickで設定します。
|
lst.setrate = プロセッサーの実行速度を1命令/tickで設定します。
|
||||||
|
|||||||
@@ -606,7 +606,7 @@ filter.option.floor2 = 2번째 타일
|
|||||||
filter.option.threshold2 = 2번째 경계선
|
filter.option.threshold2 = 2번째 경계선
|
||||||
filter.option.radius = 반경
|
filter.option.radius = 반경
|
||||||
filter.option.percentile = 백분율
|
filter.option.percentile = 백분율
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
locales.applytoall = Apply Changes To All Locales
|
locales.applytoall = Apply Changes To All Locales
|
||||||
locales.addtoother = Add To Other Locales
|
locales.addtoother = Add To Other Locales
|
||||||
@@ -678,6 +678,7 @@ marker.shape.name = 도형
|
|||||||
marker.text.name = 문자
|
marker.text.name = 문자
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
marker.background = 배경
|
marker.background = 배경
|
||||||
marker.outline = 외곽선
|
marker.outline = 외곽선
|
||||||
|
|
||||||
@@ -726,7 +727,7 @@ error.any = 알 수 없는 네트워크 오류
|
|||||||
error.bloom = 블룸 그래픽 효과를 적용하지 못했습니다.\n기기가 이 기능을 지원하지 않는 것일 수도 있습니다.
|
error.bloom = 블룸 그래픽 효과를 적용하지 못했습니다.\n기기가 이 기능을 지원하지 않는 것일 수도 있습니다.
|
||||||
|
|
||||||
weather.rain.name = 비
|
weather.rain.name = 비
|
||||||
weather.snow.name = 눈
|
weather.snowing.name = 눈
|
||||||
weather.sandstorm.name = 모래 폭풍
|
weather.sandstorm.name = 모래 폭풍
|
||||||
weather.sporestorm.name = 포자 폭풍
|
weather.sporestorm.name = 포자 폭풍
|
||||||
weather.fog.name = 안개
|
weather.fog.name = 안개
|
||||||
@@ -983,17 +984,46 @@ stat.immunities = 상태이상 면역
|
|||||||
stat.healing = 회복량
|
stat.healing = 회복량
|
||||||
|
|
||||||
ability.forcefield = 보호막 필드
|
ability.forcefield = 보호막 필드
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = 수리 필드
|
ability.repairfield = 수리 필드
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = 상태이상 필드
|
ability.statusfield = 상태이상 필드
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = 공장
|
ability.unitspawn = 공장
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = 방어막 복구 필드
|
ability.shieldregenfield = 방어막 복구 필드
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = 가속 전격
|
ability.movelightning = 가속 전격
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = 방어막 아크
|
ability.shieldarc = 방어막 아크
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = 재생성 억제 필드
|
ability.suppressionfield = 재생성 억제 필드
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = 에너지 필드
|
ability.energyfield = 에너지 필드
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = 코어에만 투입할 수 있습니다
|
bar.onlycoredeposit = 코어에만 투입할 수 있습니다
|
||||||
bar.drilltierreq = 더 좋은 드릴 필요
|
bar.drilltierreq = 더 좋은 드릴 필요
|
||||||
@@ -1189,15 +1219,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.rebuild_select.name = 지역 재건
|
keybind.rebuild_select.name = 지역 재건
|
||||||
keybind.schematic_select.name = 영역 설정
|
keybind.schematic_select.name = 영역 설정
|
||||||
keybind.schematic_menu.name = 설계도 메뉴
|
keybind.schematic_menu.name = 설계도 메뉴
|
||||||
@@ -1295,6 +1326,7 @@ rules.unitdamagemultiplier = 기체 피해량 배수
|
|||||||
rules.unitcrashdamagemultiplier = 기체 파손 피해량 배수
|
rules.unitcrashdamagemultiplier = 기체 파손 피해량 배수
|
||||||
rules.solarmultiplier = 태양광 전력 배수
|
rules.solarmultiplier = 태양광 전력 배수
|
||||||
rules.unitcapvariable = 코어 기체수 제한 추가
|
rules.unitcapvariable = 코어 기체수 제한 추가
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = 기본 기체 제한
|
rules.unitcap = 기본 기체 제한
|
||||||
rules.limitarea = 맵 영역 제한
|
rules.limitarea = 맵 영역 제한
|
||||||
rules.enemycorebuildradius = 적 코어 건설금지 범위:[lightgray] (타일)
|
rules.enemycorebuildradius = 적 코어 건설금지 범위:[lightgray] (타일)
|
||||||
@@ -1327,6 +1359,8 @@ rules.weather = 날씨 추가
|
|||||||
rules.weather.frequency = 빈도:
|
rules.weather.frequency = 빈도:
|
||||||
rules.weather.always = 항상
|
rules.weather.always = 항상
|
||||||
rules.weather.duration = 지속 시간:
|
rules.weather.duration = 지속 시간:
|
||||||
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = 자원
|
content.item.name = 자원
|
||||||
content.liquid.name = 액체
|
content.liquid.name = 액체
|
||||||
@@ -2258,7 +2292,7 @@ unit.emanate.description = 코어: 도심을 지켜내기 위해 구조물을
|
|||||||
lst.read = 연결된 메모리 셀에서 숫자 읽음
|
lst.read = 연결된 메모리 셀에서 숫자 읽음
|
||||||
lst.write = 연결된 메모리 셀에 숫자 작성
|
lst.write = 연결된 메모리 셀에 숫자 작성
|
||||||
lst.print = 프린트 버퍼에 텍스트 추가\n[accent]Print Flush[]가 사용되기 전까진 아무것도 보여주지 않습니다
|
lst.print = 프린트 버퍼에 텍스트 추가\n[accent]Print Flush[]가 사용되기 전까진 아무것도 보여주지 않습니다
|
||||||
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = 드로잉 버퍼에 실행문 추가\n[accent]Draw Flush[]가 사용되기 전까진 아무것도 보여주지 않습니다
|
lst.draw = 드로잉 버퍼에 실행문 추가\n[accent]Draw Flush[]가 사용되기 전까진 아무것도 보여주지 않습니다
|
||||||
lst.drawflush = 대기중인 [accent]Draw[]실행문을 디스플레이에 출력
|
lst.drawflush = 대기중인 [accent]Draw[]실행문을 디스플레이에 출력
|
||||||
lst.printflush = 대기중인 [accent]Print[]실행문을 메시지 블록에 출력
|
lst.printflush = 대기중인 [accent]Print[]실행문을 메시지 블록에 출력
|
||||||
@@ -2281,6 +2315,8 @@ lst.getblock = 특정 위치의 타일 정보를 불러옴
|
|||||||
lst.setblock = 특정 위치의 타일 정보 설정
|
lst.setblock = 특정 위치의 타일 정보 설정
|
||||||
lst.spawnunit = 특정 위치에 기체 소환
|
lst.spawnunit = 특정 위치에 기체 소환
|
||||||
lst.applystatus = 기체에게 상태이상을 적용하거나 삭제
|
lst.applystatus = 기체에게 상태이상을 적용하거나 삭제
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = 특정 위치에 이전 단계를 실행\n실제 단계가 넘어가지 않습니다
|
lst.spawnwave = 특정 위치에 이전 단계를 실행\n실제 단계가 넘어가지 않습니다
|
||||||
lst.explosion = 특정 위치에 폭발 생성
|
lst.explosion = 특정 위치에 폭발 생성
|
||||||
lst.setrate = 프로세서 실행 속도를 틱당 연산량으로 설정
|
lst.setrate = 프로세서 실행 속도를 틱당 연산량으로 설정
|
||||||
|
|||||||
@@ -599,7 +599,7 @@ filter.option.floor2 = Antrasis sluoksnis
|
|||||||
filter.option.threshold2 = Antrasis slenkstis
|
filter.option.threshold2 = Antrasis slenkstis
|
||||||
filter.option.radius = Spindulys
|
filter.option.radius = Spindulys
|
||||||
filter.option.percentile = Procentilė
|
filter.option.percentile = Procentilė
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
locales.applytoall = Apply Changes To All Locales
|
locales.applytoall = Apply Changes To All Locales
|
||||||
locales.addtoother = Add To Other Locales
|
locales.addtoother = Add To Other Locales
|
||||||
@@ -671,6 +671,7 @@ marker.shape.name = Shape
|
|||||||
marker.text.name = Text
|
marker.text.name = Text
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
marker.background = Background
|
marker.background = Background
|
||||||
marker.outline = Outline
|
marker.outline = Outline
|
||||||
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
||||||
@@ -717,7 +718,7 @@ error.any = Nžinoma tinklo klaida.
|
|||||||
error.bloom = Nepavyko inicijuoti spindėjimo.\nJūsų įrenginys gali nepalaikyti šios funkcijos.
|
error.bloom = Nepavyko inicijuoti spindėjimo.\nJūsų įrenginys gali nepalaikyti šios funkcijos.
|
||||||
|
|
||||||
weather.rain.name = Rain
|
weather.rain.name = Rain
|
||||||
weather.snow.name = Snow
|
weather.snowing.name = Snow
|
||||||
weather.sandstorm.name = Sandstorm
|
weather.sandstorm.name = Sandstorm
|
||||||
weather.sporestorm.name = Sporestorm
|
weather.sporestorm.name = Sporestorm
|
||||||
weather.fog.name = Fog
|
weather.fog.name = Fog
|
||||||
@@ -972,17 +973,46 @@ stat.immunities = Immunities
|
|||||||
stat.healing = Healing
|
stat.healing = Healing
|
||||||
|
|
||||||
ability.forcefield = Force Field
|
ability.forcefield = Force Field
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = Repair Field
|
ability.repairfield = Repair Field
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = Status Field
|
ability.statusfield = Status Field
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = Factory
|
ability.unitspawn = Factory
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Shield Regen Field
|
ability.shieldregenfield = Shield Regen Field
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Movement Lightning
|
ability.movelightning = Movement Lightning
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Shield Arc
|
ability.shieldarc = Shield Arc
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Regen Suppression Field
|
ability.suppressionfield = Regen Suppression Field
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Energy Field
|
ability.energyfield = Energy Field
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = Only Core Depositing Allowed
|
bar.onlycoredeposit = Only Core Depositing Allowed
|
||||||
|
|
||||||
@@ -1179,15 +1209,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.rebuild_select.name = Rebuild Region
|
keybind.rebuild_select.name = Rebuild Region
|
||||||
keybind.schematic_select.name = Pasirinkite Regioną
|
keybind.schematic_select.name = Pasirinkite Regioną
|
||||||
keybind.schematic_menu.name = Schemų Meniu
|
keybind.schematic_menu.name = Schemų Meniu
|
||||||
@@ -1285,6 +1316,7 @@ rules.unitdamagemultiplier = Vienetų Žalos Daugiklis
|
|||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.solarmultiplier = Solar Power Multiplier
|
rules.solarmultiplier = Solar Power Multiplier
|
||||||
rules.unitcapvariable = Cores Contribute To Unit Cap
|
rules.unitcapvariable = Cores Contribute To Unit Cap
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Base Unit Cap
|
rules.unitcap = Base Unit Cap
|
||||||
rules.limitarea = Limit Map Area
|
rules.limitarea = Limit Map Area
|
||||||
rules.enemycorebuildradius = Nestatymo aplink priešų branduolį spindulys:[lightgray] (blokais)
|
rules.enemycorebuildradius = Nestatymo aplink priešų branduolį spindulys:[lightgray] (blokais)
|
||||||
@@ -1317,6 +1349,8 @@ rules.weather = Weather
|
|||||||
rules.weather.frequency = Frequency:
|
rules.weather.frequency = Frequency:
|
||||||
rules.weather.always = Always
|
rules.weather.always = Always
|
||||||
rules.weather.duration = Duration:
|
rules.weather.duration = Duration:
|
||||||
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = Daiktai
|
content.item.name = Daiktai
|
||||||
content.liquid.name = Skysčiai
|
content.liquid.name = Skysčiai
|
||||||
@@ -2243,7 +2277,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
|
|||||||
lst.read = Read a number from a linked memory cell.
|
lst.read = Read a number from a linked memory cell.
|
||||||
lst.write = Write a number to a linked memory cell.
|
lst.write = Write a number to a linked memory cell.
|
||||||
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
||||||
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
||||||
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
||||||
@@ -2266,6 +2300,8 @@ lst.getblock = Get tile data at any location.
|
|||||||
lst.setblock = Set tile data at any location.
|
lst.setblock = Set tile data at any location.
|
||||||
lst.spawnunit = Spawn unit at a location.
|
lst.spawnunit = Spawn unit at a location.
|
||||||
lst.applystatus = Apply or clear a status effect from a uniut.
|
lst.applystatus = Apply or clear a status effect from a uniut.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
||||||
lst.explosion = Create an explosion at a location.
|
lst.explosion = Create an explosion at a location.
|
||||||
lst.setrate = Set processor execution speed in instructions/tick.
|
lst.setrate = Set processor execution speed in instructions/tick.
|
||||||
|
|||||||
@@ -609,7 +609,7 @@ filter.option.floor2 = Secundaire Vloer
|
|||||||
filter.option.threshold2 = Secundaire Drempel
|
filter.option.threshold2 = Secundaire Drempel
|
||||||
filter.option.radius = Straal
|
filter.option.radius = Straal
|
||||||
filter.option.percentile = percentiel
|
filter.option.percentile = percentiel
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
locales.applytoall = Apply Changes To All Locales
|
locales.applytoall = Apply Changes To All Locales
|
||||||
locales.addtoother = Add To Other Locales
|
locales.addtoother = Add To Other Locales
|
||||||
@@ -682,6 +682,7 @@ marker.shape.name = Vorm
|
|||||||
marker.text.name = Tekst
|
marker.text.name = Tekst
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
marker.background = Achtergrond
|
marker.background = Achtergrond
|
||||||
marker.outline = Omtrek
|
marker.outline = Omtrek
|
||||||
objective.research = [accent]Onderzoek:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Onderzoek:\n[]{0}[lightgray]{1}
|
||||||
@@ -728,7 +729,7 @@ error.any = Onbekende netwerk fout.
|
|||||||
error.bloom = Bloom aanzetten mislukt.\nJe apparaat ondersteunt het waarschijnlijk niet.
|
error.bloom = Bloom aanzetten mislukt.\nJe apparaat ondersteunt het waarschijnlijk niet.
|
||||||
|
|
||||||
weather.rain.name = Regen
|
weather.rain.name = Regen
|
||||||
weather.snow.name = Sneeuw
|
weather.snowing.name = Sneeuw
|
||||||
weather.sandstorm.name = Zandstorm
|
weather.sandstorm.name = Zandstorm
|
||||||
weather.sporestorm.name = Schimmelstorm
|
weather.sporestorm.name = Schimmelstorm
|
||||||
weather.fog.name = Mist
|
weather.fog.name = Mist
|
||||||
@@ -984,17 +985,46 @@ stat.immunities = Immuniteiten
|
|||||||
stat.healing = Genezing
|
stat.healing = Genezing
|
||||||
|
|
||||||
ability.forcefield = Krachtveld
|
ability.forcefield = Krachtveld
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = Reparatieveld
|
ability.repairfield = Reparatieveld
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = Statusveld
|
ability.statusfield = Statusveld
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = Fabriek
|
ability.unitspawn = Fabriek
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Schild Regeneratie Veld
|
ability.shieldregenfield = Schild Regeneratie Veld
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Beweging Bliksem
|
ability.movelightning = Beweging Bliksem
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Schild Boog
|
ability.shieldarc = Schild Boog
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Regeneratie Onderdrukkingsveld
|
ability.suppressionfield = Regeneratie Onderdrukkingsveld
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Energieveld
|
ability.energyfield = Energieveld
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = Alleen materialen in de Core toegestaan.
|
bar.onlycoredeposit = Alleen materialen in de Core toegestaan.
|
||||||
|
|
||||||
@@ -1191,15 +1221,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.rebuild_select.name = Herbouw Regio
|
keybind.rebuild_select.name = Herbouw Regio
|
||||||
keybind.schematic_select.name = Selecteer gebied
|
keybind.schematic_select.name = Selecteer gebied
|
||||||
keybind.schematic_menu.name = Ontwerpmenu
|
keybind.schematic_menu.name = Ontwerpmenu
|
||||||
@@ -1297,6 +1328,7 @@ rules.unitdamagemultiplier = Eenheid Schade Vermenigvuldiger
|
|||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.solarmultiplier = Zonne-Energie Vermenigvuldiger
|
rules.solarmultiplier = Zonne-Energie Vermenigvuldiger
|
||||||
rules.unitcapvariable = Cores Dragen Bij Aan Eenheidslimiet
|
rules.unitcapvariable = Cores Dragen Bij Aan Eenheidslimiet
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Bais Eenheidlimiet
|
rules.unitcap = Bais Eenheidlimiet
|
||||||
rules.limitarea = Limiteer Kaart Gebied
|
rules.limitarea = Limiteer Kaart Gebied
|
||||||
rules.enemycorebuildradius = Niet-Bouw Bereik Vijandelijke Cores:[lightgray] (tegels)
|
rules.enemycorebuildradius = Niet-Bouw Bereik Vijandelijke Cores:[lightgray] (tegels)
|
||||||
@@ -1329,6 +1361,8 @@ rules.weather = Weer
|
|||||||
rules.weather.frequency = Frequentie:
|
rules.weather.frequency = Frequentie:
|
||||||
rules.weather.always = Altijd
|
rules.weather.always = Altijd
|
||||||
rules.weather.duration = Duur:
|
rules.weather.duration = Duur:
|
||||||
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = Materialen
|
content.item.name = Materialen
|
||||||
content.liquid.name = Vloeistoffen
|
content.liquid.name = Vloeistoffen
|
||||||
@@ -2256,7 +2290,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
|
|||||||
lst.read = Read a number from a linked memory cell.
|
lst.read = Read a number from a linked memory cell.
|
||||||
lst.write = Write a number to a linked memory cell.
|
lst.write = Write a number to a linked memory cell.
|
||||||
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
||||||
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
||||||
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
||||||
@@ -2279,6 +2313,8 @@ lst.getblock = Get tile data at any location.
|
|||||||
lst.setblock = Set tile data at any location.
|
lst.setblock = Set tile data at any location.
|
||||||
lst.spawnunit = Spawn unit at a location.
|
lst.spawnunit = Spawn unit at a location.
|
||||||
lst.applystatus = Apply or clear a status effect from a uniut.
|
lst.applystatus = Apply or clear a status effect from a uniut.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
||||||
lst.explosion = Create an explosion at a location.
|
lst.explosion = Create an explosion at a location.
|
||||||
lst.setrate = Set processor execution speed in instructions/tick.
|
lst.setrate = Set processor execution speed in instructions/tick.
|
||||||
|
|||||||
@@ -599,7 +599,7 @@ filter.option.floor2 = Secondary Floor
|
|||||||
filter.option.threshold2 = Secondary Threshold
|
filter.option.threshold2 = Secondary Threshold
|
||||||
filter.option.radius = Radius
|
filter.option.radius = Radius
|
||||||
filter.option.percentile = Percentile
|
filter.option.percentile = Percentile
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
locales.applytoall = Apply Changes To All Locales
|
locales.applytoall = Apply Changes To All Locales
|
||||||
locales.addtoother = Add To Other Locales
|
locales.addtoother = Add To Other Locales
|
||||||
@@ -671,6 +671,7 @@ marker.shape.name = Shape
|
|||||||
marker.text.name = Text
|
marker.text.name = Text
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
marker.background = Background
|
marker.background = Background
|
||||||
marker.outline = Outline
|
marker.outline = Outline
|
||||||
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
||||||
@@ -717,7 +718,7 @@ error.any = Unknown network error.
|
|||||||
error.bloom = Failed to initialize bloom.\nYour device may not support it.
|
error.bloom = Failed to initialize bloom.\nYour device may not support it.
|
||||||
|
|
||||||
weather.rain.name = Rain
|
weather.rain.name = Rain
|
||||||
weather.snow.name = Snow
|
weather.snowing.name = Snow
|
||||||
weather.sandstorm.name = Sandstorm
|
weather.sandstorm.name = Sandstorm
|
||||||
weather.sporestorm.name = Sporestorm
|
weather.sporestorm.name = Sporestorm
|
||||||
weather.fog.name = Fog
|
weather.fog.name = Fog
|
||||||
@@ -972,17 +973,46 @@ stat.immunities = Immunities
|
|||||||
stat.healing = Healing
|
stat.healing = Healing
|
||||||
|
|
||||||
ability.forcefield = Force Field
|
ability.forcefield = Force Field
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = Repair Field
|
ability.repairfield = Repair Field
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = Status Field
|
ability.statusfield = Status Field
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = Factory
|
ability.unitspawn = Factory
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Shield Regen Field
|
ability.shieldregenfield = Shield Regen Field
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Movement Lightning
|
ability.movelightning = Movement Lightning
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Shield Arc
|
ability.shieldarc = Shield Arc
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Regen Suppression Field
|
ability.suppressionfield = Regen Suppression Field
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Energy Field
|
ability.energyfield = Energy Field
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = Only Core Depositing Allowed
|
bar.onlycoredeposit = Only Core Depositing Allowed
|
||||||
|
|
||||||
@@ -1179,15 +1209,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.rebuild_select.name = Rebuild Region
|
keybind.rebuild_select.name = Rebuild Region
|
||||||
keybind.schematic_select.name = Select Region
|
keybind.schematic_select.name = Select Region
|
||||||
keybind.schematic_menu.name = Schematic Menu
|
keybind.schematic_menu.name = Schematic Menu
|
||||||
@@ -1285,6 +1316,7 @@ rules.unitdamagemultiplier = Unit Damage Multiplier
|
|||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.solarmultiplier = Solar Power Multiplier
|
rules.solarmultiplier = Solar Power Multiplier
|
||||||
rules.unitcapvariable = Cores Contribute To Unit Cap
|
rules.unitcapvariable = Cores Contribute To Unit Cap
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Base Unit Cap
|
rules.unitcap = Base Unit Cap
|
||||||
rules.limitarea = Limit Map Area
|
rules.limitarea = Limit Map Area
|
||||||
rules.enemycorebuildradius = Enemy Core No-Build Radius:[lightgray] (tiles)
|
rules.enemycorebuildradius = Enemy Core No-Build Radius:[lightgray] (tiles)
|
||||||
@@ -1317,6 +1349,8 @@ rules.weather = Weather
|
|||||||
rules.weather.frequency = Frequency:
|
rules.weather.frequency = Frequency:
|
||||||
rules.weather.always = Always
|
rules.weather.always = Always
|
||||||
rules.weather.duration = Duration:
|
rules.weather.duration = Duration:
|
||||||
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = Items
|
content.item.name = Items
|
||||||
content.liquid.name = Liquids
|
content.liquid.name = Liquids
|
||||||
@@ -2243,7 +2277,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
|
|||||||
lst.read = Read a number from a linked memory cell.
|
lst.read = Read a number from a linked memory cell.
|
||||||
lst.write = Write a number to a linked memory cell.
|
lst.write = Write a number to a linked memory cell.
|
||||||
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
||||||
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
||||||
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
||||||
@@ -2266,6 +2300,8 @@ lst.getblock = Get tile data at any location.
|
|||||||
lst.setblock = Set tile data at any location.
|
lst.setblock = Set tile data at any location.
|
||||||
lst.spawnunit = Spawn unit at a location.
|
lst.spawnunit = Spawn unit at a location.
|
||||||
lst.applystatus = Apply or clear a status effect from a uniut.
|
lst.applystatus = Apply or clear a status effect from a uniut.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
||||||
lst.explosion = Create an explosion at a location.
|
lst.explosion = Create an explosion at a location.
|
||||||
lst.setrate = Set processor execution speed in instructions/tick.
|
lst.setrate = Set processor execution speed in instructions/tick.
|
||||||
|
|||||||
@@ -604,7 +604,7 @@ filter.option.floor2 = Druga Podłoga
|
|||||||
filter.option.threshold2 = Drugi Próg
|
filter.option.threshold2 = Drugi Próg
|
||||||
filter.option.radius = Zasięg
|
filter.option.radius = Zasięg
|
||||||
filter.option.percentile = Procent
|
filter.option.percentile = Procent
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
locales.applytoall = Apply Changes To All Locales
|
locales.applytoall = Apply Changes To All Locales
|
||||||
locales.addtoother = Add To Other Locales
|
locales.addtoother = Add To Other Locales
|
||||||
@@ -676,6 +676,7 @@ marker.shape.name = Figura
|
|||||||
marker.text.name = Tekst
|
marker.text.name = Tekst
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
marker.background = Tło
|
marker.background = Tło
|
||||||
marker.outline = Kontur
|
marker.outline = Kontur
|
||||||
objective.research = [accent]Zbadaj:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Zbadaj:\n[]{0}[lightgray]{1}
|
||||||
@@ -723,7 +724,7 @@ error.any = Nieznany błąd sieci.
|
|||||||
error.bloom = Nie udało się załadować funkcji bloom.\nTwoje urządzenie może nie wspierać tej funkcji.
|
error.bloom = Nie udało się załadować funkcji bloom.\nTwoje urządzenie może nie wspierać tej funkcji.
|
||||||
|
|
||||||
weather.rain.name = Deszcz
|
weather.rain.name = Deszcz
|
||||||
weather.snow.name = Śnieg
|
weather.snowing.name = Śnieg
|
||||||
weather.sandstorm.name = Burza piaskowa
|
weather.sandstorm.name = Burza piaskowa
|
||||||
weather.sporestorm.name = Burza zarodników
|
weather.sporestorm.name = Burza zarodników
|
||||||
weather.fog.name = Mgła
|
weather.fog.name = Mgła
|
||||||
@@ -981,17 +982,46 @@ stat.immunities = Odporności
|
|||||||
stat.healing = Leczy
|
stat.healing = Leczy
|
||||||
|
|
||||||
ability.forcefield = Pole Siłowe
|
ability.forcefield = Pole Siłowe
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = Pole Naprawy
|
ability.repairfield = Pole Naprawy
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = Pole Statusu
|
ability.statusfield = Pole Statusu
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = Fabryka Jednostek
|
ability.unitspawn = Fabryka Jednostek
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Strefa Tarczy Regenerującej
|
ability.shieldregenfield = Strefa Tarczy Regenerującej
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Pioruny Poruszania
|
ability.movelightning = Pioruny Poruszania
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Łuk Tarczy
|
ability.shieldarc = Łuk Tarczy
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Pole Tłumienia Regeneracji
|
ability.suppressionfield = Pole Tłumienia Regeneracji
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Pole Energii
|
ability.energyfield = Pole Energii
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Ten sam typ leczenia: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Maksymalne cele: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneracja
|
ability.regen = Regeneracja
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = Dozwolone jest tylko przeniesienie z rdzenia
|
bar.onlycoredeposit = Dozwolone jest tylko przeniesienie z rdzenia
|
||||||
|
|
||||||
@@ -1188,15 +1218,16 @@ keybind.unit_stance_hold_fire.name = Wstrzymaj ogień
|
|||||||
keybind.unit_stance_pursue_target.name = Goń Cel
|
keybind.unit_stance_pursue_target.name = Goń Cel
|
||||||
keybind.unit_stance_patrol.name = Patroluj
|
keybind.unit_stance_patrol.name = Patroluj
|
||||||
keybind.unit_stance_ram.name = Taranuj
|
keybind.unit_stance_ram.name = Taranuj
|
||||||
keybind.unit_command_move = Porusz
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Naprawiaj
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Odbudowywuj
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Asystuj
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Kop
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Przyspieszaj
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Załaduj jednostki
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Załaduj Bloki
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = Rozładuj Ładunek
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.rebuild_select.name = Odbuduj Region
|
keybind.rebuild_select.name = Odbuduj Region
|
||||||
keybind.schematic_select.name = Wybierz Region
|
keybind.schematic_select.name = Wybierz Region
|
||||||
keybind.schematic_menu.name = Menu Schematów
|
keybind.schematic_menu.name = Menu Schematów
|
||||||
@@ -1294,6 +1325,7 @@ rules.unitdamagemultiplier = Mnożnik Obrażeń jednostek
|
|||||||
rules.unitcrashdamagemultiplier = Obrażenia Zadawane Po Zniszczeniu
|
rules.unitcrashdamagemultiplier = Obrażenia Zadawane Po Zniszczeniu
|
||||||
rules.solarmultiplier = Mnożnik Mocy Paneli Słonecznych
|
rules.solarmultiplier = Mnożnik Mocy Paneli Słonecznych
|
||||||
rules.unitcapvariable = Rdzenie mają wpływ na limit jednostek
|
rules.unitcapvariable = Rdzenie mają wpływ na limit jednostek
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Podstawowy limit jednostek
|
rules.unitcap = Podstawowy limit jednostek
|
||||||
rules.limitarea = Limit Obszaru Mapy
|
rules.limitarea = Limit Obszaru Mapy
|
||||||
rules.enemycorebuildradius = Zasięg Blokady Budowy Przy Rdzeniu Wroga:[lightgray] (kratki)
|
rules.enemycorebuildradius = Zasięg Blokady Budowy Przy Rdzeniu Wroga:[lightgray] (kratki)
|
||||||
@@ -1326,6 +1358,8 @@ rules.weather = Pogoda
|
|||||||
rules.weather.frequency = Częstotliwość:
|
rules.weather.frequency = Częstotliwość:
|
||||||
rules.weather.always = Zawsze
|
rules.weather.always = Zawsze
|
||||||
rules.weather.duration = Czas trwania:
|
rules.weather.duration = Czas trwania:
|
||||||
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = Przedmioty
|
content.item.name = Przedmioty
|
||||||
content.liquid.name = Płyny
|
content.liquid.name = Płyny
|
||||||
@@ -2277,7 +2311,7 @@ unit.emanate.description = Lotnicza jednostka aministracyjna zdolna do wydobycia
|
|||||||
lst.read = Wczytuje liczbę z połączonej komórki pamięci.
|
lst.read = Wczytuje liczbę z połączonej komórki pamięci.
|
||||||
lst.write = Zapisuje liczbę do połączonej komórki pamięci.
|
lst.write = Zapisuje liczbę do połączonej komórki pamięci.
|
||||||
lst.print = Dodaje tekst do buforu drukującego.\nNie wyświetla niczego dopóki [accent]Print Flush[] nie jest użyte.
|
lst.print = Dodaje tekst do buforu drukującego.\nNie wyświetla niczego dopóki [accent]Print Flush[] nie jest użyte.
|
||||||
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Dodaje operacje do buforu rysującego.\nNie wyświetla niczego dopóki [accent]Draw Flush[] nie jest użyte.
|
lst.draw = Dodaje operacje do buforu rysującego.\nNie wyświetla niczego dopóki [accent]Draw Flush[] nie jest użyte.
|
||||||
lst.drawflush = Wyświetla oczekujące operacje z funkcji [accent]Draw[] na wyświetlaczu.
|
lst.drawflush = Wyświetla oczekujące operacje z funkcji [accent]Draw[] na wyświetlaczu.
|
||||||
lst.printflush = Dodaje oczekujące operacje z funkcji [accent]Print[] do bloku wiadomości.
|
lst.printflush = Dodaje oczekujące operacje z funkcji [accent]Print[] do bloku wiadomości.
|
||||||
@@ -2300,6 +2334,8 @@ lst.getblock = Uzyskaj dane dla dowolnej lokalizacji.
|
|||||||
lst.setblock = Ustaw dane dla dowolnej lokalizacji.
|
lst.setblock = Ustaw dane dla dowolnej lokalizacji.
|
||||||
lst.spawnunit = Odródź jednostkę w lokalizacji.
|
lst.spawnunit = Odródź jednostkę w lokalizacji.
|
||||||
lst.applystatus = Zastosuj lub wyczyść efekty statusu jednostki.
|
lst.applystatus = Zastosuj lub wyczyść efekty statusu jednostki.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Symuluj falę odradzającą się w dowolnym miejscu.\nNie zwiększy licznika fali.
|
lst.spawnwave = Symuluj falę odradzającą się w dowolnym miejscu.\nNie zwiększy licznika fali.
|
||||||
lst.explosion = Stwórz eksplozję w lokalizacji.
|
lst.explosion = Stwórz eksplozję w lokalizacji.
|
||||||
lst.setrate = Ustaw szybkość wykonywania procesora w instrukcjach/tick.
|
lst.setrate = Ustaw szybkość wykonywania procesora w instrukcjach/tick.
|
||||||
|
|||||||
@@ -41,16 +41,16 @@ be.ignore = Ignorar
|
|||||||
be.noupdates = Nenhuma atualização encontrada.
|
be.noupdates = Nenhuma atualização encontrada.
|
||||||
be.check = Checar por atualizações
|
be.check = Checar por atualizações
|
||||||
|
|
||||||
mods.browser = Mod Browser
|
mods.browser = Navegador de mods
|
||||||
mods.browser.selected = Mod selecionado
|
mods.browser.selected = Mod selecionado
|
||||||
mods.browser.add = Instalar
|
mods.browser.add = Instalar
|
||||||
mods.browser.reinstall = Reinstalar
|
mods.browser.reinstall = Reinstalar
|
||||||
mods.browser.view-releases = View Releases
|
mods.browser.view-releases = Ver versões
|
||||||
mods.browser.noreleases = [scarlet]Nenhum lançamento encontrado\n[accent]Não foi possível encontrar nenhum lançamento para este mod. Verifique se o repositório do mod tem algum lançamento publicado.
|
mods.browser.noreleases = [scarlet]Nenhuma versão encontrada\n[accent]Não foi possível encontrar nenhuma versão do mod. Veja se o repositório do mod possui alguma versão publicada.
|
||||||
mods.browser.latest = <Latest>
|
mods.browser.latest = <Mais recente>
|
||||||
mods.browser.releases = Releases
|
mods.browser.releases = Versões
|
||||||
mods.github.open = Repositório
|
mods.github.open = Repositório
|
||||||
mods.github.open-release = Release Page
|
mods.github.open-release = Página da versão
|
||||||
mods.browser.sortdate = Ordenar por mais recente
|
mods.browser.sortdate = Ordenar por mais recente
|
||||||
mods.browser.sortstars = Ordenar por estrelas
|
mods.browser.sortstars = Ordenar por estrelas
|
||||||
|
|
||||||
@@ -146,9 +146,9 @@ mod.multiplayer.compatible = [gray]Compatível com Multiplayer
|
|||||||
mod.disable = Desati-\nvar
|
mod.disable = Desati-\nvar
|
||||||
mod.content = Conteúdo:
|
mod.content = Conteúdo:
|
||||||
mod.delete.error = Incapaz de deletar o mod. O arquivo talvez esteja em uso.
|
mod.delete.error = Incapaz de deletar o mod. O arquivo talvez esteja em uso.
|
||||||
mod.incompatiblegame = [red]Outdated Game
|
mod.incompatiblegame = [red]Jogo desatualizado
|
||||||
mod.incompatiblemod = [red]Incompatible
|
mod.incompatiblemod = [red]Incompatível
|
||||||
mod.blacklisted = [red]Unsupported
|
mod.blacklisted = [red]Não suportado
|
||||||
mod.unmetdependencies = [red]Unmet Dependencies
|
mod.unmetdependencies = [red]Unmet Dependencies
|
||||||
mod.erroredcontent = [scarlet]Erros no conteúdo
|
mod.erroredcontent = [scarlet]Erros no conteúdo
|
||||||
mod.circulardependencies = [red]Circular Dependencies
|
mod.circulardependencies = [red]Circular Dependencies
|
||||||
@@ -190,9 +190,9 @@ unlocked = Novo bloco desbloqueado!
|
|||||||
available = Nova pesquisa disponível!
|
available = Nova pesquisa disponível!
|
||||||
unlock.incampaign = < Desbloqueie na campanha para mais detalhes >
|
unlock.incampaign = < Desbloqueie na campanha para mais detalhes >
|
||||||
campaign.select = Selecione a campanha inicial
|
campaign.select = Selecione a campanha inicial
|
||||||
campaign.none = [lightgray]Selecione um planeta para começar.\nEle pode ser alterado a qualquer momento.
|
campaign.none = [lightgray]Selecione um planeta para começar nele.\nVocê pode mudar de planeta a qualquer momento.
|
||||||
campaign.erekir = Conteúdo mais novo e mais polido. Progressão de campanha principalmente linear.\n\nMapas de maior qualidade e experiência geral.
|
campaign.erekir = Novo, conteúdo mais polido. Uma progressão mais linear na campanha.\n\nExperiência geral e mapas de maior qualidade.
|
||||||
campaign.serpulo = Conteúdo mais antigo; a experiência clássica. Mais aberto.\n\nMapas e mecânicas de campanha potencialmente desbalanceados. Menos polido.
|
campaign.serpulo = Conteúdo antigo; a experiência clássica. Mais aberto.\n\nMapas e mecânicas de campanha potencialmente desbalanceados. Menos polido.
|
||||||
completed = [accent]Completado
|
completed = [accent]Completado
|
||||||
techtree = Árvore Tecnológica
|
techtree = Árvore Tecnológica
|
||||||
techtree.select = Seleção de Árvore Tecnológica
|
techtree.select = Seleção de Árvore Tecnológica
|
||||||
@@ -383,8 +383,8 @@ pausebuilding = [accent][[{0}][] para parar a construção
|
|||||||
resumebuilding = [scarlet][[{0}][] para continuar a construção
|
resumebuilding = [scarlet][[{0}][] para continuar a construção
|
||||||
enablebuilding = [scarlet][[{0}][] para habilitar construção
|
enablebuilding = [scarlet][[{0}][] para habilitar construção
|
||||||
showui = Interface escondida.\nPressione [accent][[{0}][] para mostrar a interface.
|
showui = Interface escondida.\nPressione [accent][[{0}][] para mostrar a interface.
|
||||||
commandmode.name = [accent]Command Mode
|
commandmode.name = [accent]Modo de comando
|
||||||
commandmode.nounits = [no units]
|
commandmode.nounits = [nenhuma unidade]
|
||||||
wave = [accent]Horda {0}
|
wave = [accent]Horda {0}
|
||||||
wave.cap = [accent]Horda {0}/{1}
|
wave.cap = [accent]Horda {0}/{1}
|
||||||
wave.waiting = Proxima horda em {0}
|
wave.waiting = Proxima horda em {0}
|
||||||
@@ -607,7 +607,7 @@ filter.option.floor2 = Chão secundário
|
|||||||
filter.option.threshold2 = Margem secundária
|
filter.option.threshold2 = Margem secundária
|
||||||
filter.option.radius = Raio
|
filter.option.radius = Raio
|
||||||
filter.option.percentile = Percentual
|
filter.option.percentile = Percentual
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
locales.applytoall = Apply Changes To All Locales
|
locales.applytoall = Apply Changes To All Locales
|
||||||
locales.addtoother = Add To Other Locales
|
locales.addtoother = Add To Other Locales
|
||||||
@@ -681,6 +681,7 @@ marker.shape.name = Shape
|
|||||||
marker.text.name = Texto
|
marker.text.name = Texto
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
|
|
||||||
marker.background = Fundo
|
marker.background = Fundo
|
||||||
marker.outline = Contorno
|
marker.outline = Contorno
|
||||||
@@ -731,7 +732,7 @@ error.any = Erro de rede desconhecido.
|
|||||||
error.bloom = Falha ao inicializar bloom.\nSeu dispositivo talvez não o suporte.
|
error.bloom = Falha ao inicializar bloom.\nSeu dispositivo talvez não o suporte.
|
||||||
|
|
||||||
weather.rain.name = Chuva
|
weather.rain.name = Chuva
|
||||||
weather.snow.name = Neve
|
weather.snowing.name = Neve
|
||||||
weather.sandstorm.name = Tempestade de Areia
|
weather.sandstorm.name = Tempestade de Areia
|
||||||
weather.sporestorm.name = Tempestade de Esporos
|
weather.sporestorm.name = Tempestade de Esporos
|
||||||
weather.fog.name = Névoa
|
weather.fog.name = Névoa
|
||||||
@@ -992,17 +993,46 @@ stat.immunities = Imunidades
|
|||||||
stat.healing = Reparo
|
stat.healing = Reparo
|
||||||
|
|
||||||
ability.forcefield = Campo de Força
|
ability.forcefield = Campo de Força
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = Campo de Reparação
|
ability.repairfield = Campo de Reparação
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = Campo de Status
|
ability.statusfield = Campo de Status
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = Fábrica
|
ability.unitspawn = Fábrica
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Raio de Regeneração do Escudo
|
ability.shieldregenfield = Raio de Regeneração do Escudo
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Raio de Movimento
|
ability.movelightning = Raio de Movimento
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Arco do Escudo
|
ability.shieldarc = Arco do Escudo
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Regen Suppression Field
|
ability.suppressionfield = Regen Suppression Field
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Campo de Energia
|
ability.energyfield = Campo de Energia
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = Somente depósito no núcleo permitido
|
bar.onlycoredeposit = Somente depósito no núcleo permitido
|
||||||
bar.drilltierreq = Broca melhor necessária.
|
bar.drilltierreq = Broca melhor necessária.
|
||||||
@@ -1198,15 +1228,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.rebuild_select.name = Rebuild Region
|
keybind.rebuild_select.name = Rebuild Region
|
||||||
keybind.schematic_select.name = Selecionar região
|
keybind.schematic_select.name = Selecionar região
|
||||||
keybind.schematic_menu.name = Menu de Esquemas
|
keybind.schematic_menu.name = Menu de Esquemas
|
||||||
@@ -1304,6 +1335,7 @@ rules.unitdamagemultiplier = Multiplicador de dano de Unidade
|
|||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.solarmultiplier = Multiplicador de Energia Solar
|
rules.solarmultiplier = Multiplicador de Energia Solar
|
||||||
rules.unitcapvariable = Núcleos contribuem para a capacidade da unidade
|
rules.unitcapvariable = Núcleos contribuem para a capacidade da unidade
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Capacidade base da Unidade
|
rules.unitcap = Capacidade base da Unidade
|
||||||
rules.limitarea = Limitar área do mapa
|
rules.limitarea = Limitar área do mapa
|
||||||
rules.enemycorebuildradius = Raio de "não-criação" de núcleo inimigo:[lightgray] (blocos)
|
rules.enemycorebuildradius = Raio de "não-criação" de núcleo inimigo:[lightgray] (blocos)
|
||||||
@@ -1336,6 +1368,8 @@ rules.weather = Clima
|
|||||||
rules.weather.frequency = Frequência:
|
rules.weather.frequency = Frequência:
|
||||||
rules.weather.always = Sempre
|
rules.weather.always = Sempre
|
||||||
rules.weather.duration = Duração:
|
rules.weather.duration = Duração:
|
||||||
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = Itens
|
content.item.name = Itens
|
||||||
content.liquid.name = Líquidos
|
content.liquid.name = Líquidos
|
||||||
@@ -1851,12 +1885,12 @@ hint.research = Use o botão de \ue875 [accent]Pesquisa[] para pesquisar novas t
|
|||||||
hint.research.mobile = Use o botão de \ue875 [accent]Pesquisa[] no \ue88c [accent]Menu[] para pesquisar novas tecnologias.
|
hint.research.mobile = Use o botão de \ue875 [accent]Pesquisa[] no \ue88c [accent]Menu[] para pesquisar novas tecnologias.
|
||||||
hint.unitControl = Segure [accent][[L-ctrl][] e [accent]click[] para controlar suas unidades ou torretas.
|
hint.unitControl = Segure [accent][[L-ctrl][] e [accent]click[] para controlar suas unidades ou torretas.
|
||||||
hint.unitControl.mobile = [accent][[Toque duas vezes][] para controlar suas unidades ou torretas.
|
hint.unitControl.mobile = [accent][[Toque duas vezes][] para controlar suas unidades ou torretas.
|
||||||
hint.unitSelectControl = To control units, enter [accent]command mode[] by holding [accent]L-shift.[]\nWhile in command mode, click and drag to select units. [accent]Right-click[] a location or target to command units there.
|
hint.unitSelectControl = Para controlar unidades, entre no [accent]modo de comando[] segurando [accent]Shift esquerdo.[]\nEnquanto no modo de comando, clique e segure pra selecionar unidades. Clique com o [accent]Botão direito[] em um lugar ou alvo para mandar as unidades para lá.
|
||||||
hint.unitSelectControl.mobile = To control units, enter [accent]command mode[] by pressing the [accent]command[] button in the bottom left.\nWhile in command mode, long-press and drag to select units. Tap a location or target to command units there.
|
hint.unitSelectControl.mobile = Para controlar unidades, entre no [accent]modo de comando[] segurando o botão de [accent]comando[] no canto inferior esquerdo.\nEnquanto no modo de comando, segure e arraste pra selecionar unidades. Toque em algum lugar ou alvo para mandar as unidades para lá.
|
||||||
hint.launch = Quando recursos suficientes forem coletados, você pode [accent]Lançar[] selecionando setores próximos a partir do \ue827 [accent]Mapa[] no canto inferior direito.
|
hint.launch = Quando recursos suficientes forem coletados, você pode [accent]Lançar[] selecionando setores próximos a partir do \ue827 [accent]Mapa[] no canto inferior direito.
|
||||||
hint.launch.mobile = Quando recursos suficientes forem coletados, você pode [accent]Lançar[] selecionando setores próximos a partir do \ue827 [accent]Mapa[] no \ue88c [accent]Menu[].
|
hint.launch.mobile = Quando recursos suficientes forem coletados, você pode [accent]Lançar[] selecionando setores próximos a partir do \ue827 [accent]Mapa[] no \ue88c [accent]Menu[].
|
||||||
hint.schematicSelect = Segure [accent][[F][] e arraste para selecionar blocos para copiar e colar.\n\n[accent][[Middle Click][] para copiar um bloco só.
|
hint.schematicSelect = Segure [accent][[F][] e arraste para selecionar blocos para copiar e colar.\n\n[accent][[Middle Click][] para copiar um bloco só.
|
||||||
hint.rebuildSelect = Hold [accent][[B][] and drag to select destroyed block plans.\nThis will rebuild them automatically.
|
hint.rebuildSelect = Segure [accent][[B][] e arraste para selecionar blocos destruídos.\nIsso irá reconstruí-los automaticamente.
|
||||||
hint.rebuildSelect.mobile = Select the \ue874 copy button, then tap the \ue80f rebuild button and drag to select destroyed block plans.\nThis will rebuild them automatically.
|
hint.rebuildSelect.mobile = Select the \ue874 copy button, then tap the \ue80f rebuild button and drag to select destroyed block plans.\nThis will rebuild them automatically.
|
||||||
hint.conveyorPathfind = Segure [accent][[L-Ctrl][] enquanto arrasta as esteiras para gerar automaticamente um caminho.
|
hint.conveyorPathfind = Segure [accent][[L-Ctrl][] enquanto arrasta as esteiras para gerar automaticamente um caminho.
|
||||||
hint.conveyorPathfind.mobile = Ative o \ue844 [accent]modo diagonal[] e arraste as esteiras para gerar automaticamente um caminho.
|
hint.conveyorPathfind.mobile = Ative o \ue844 [accent]modo diagonal[] e arraste as esteiras para gerar automaticamente um caminho.
|
||||||
@@ -1874,53 +1908,53 @@ hint.presetDifficulty = Esse setor tem um [scarlet]alto nível de ameaça inimig
|
|||||||
hint.coreIncinerate = Depois que o núcleo ter recebido até a capacidade máxima de um item, qualquer item do mesmo tipo que ele receber será [accent]incinerado[].
|
hint.coreIncinerate = Depois que o núcleo ter recebido até a capacidade máxima de um item, qualquer item do mesmo tipo que ele receber será [accent]incinerado[].
|
||||||
hint.factoryControl = Para definir a [accent]o local de saída[] de uma fábrica de unidades, clique em uma fábrica enquanto estiver no modo de comando, depois clique com o botão direito em um local.\nAs unidades produzidas por ela se moverão automaticamente para lá.
|
hint.factoryControl = Para definir a [accent]o local de saída[] de uma fábrica de unidades, clique em uma fábrica enquanto estiver no modo de comando, depois clique com o botão direito em um local.\nAs unidades produzidas por ela se moverão automaticamente para lá.
|
||||||
hint.factoryControl.mobile = Para definir a [accent]o local de saída[] de uma fábrica de unidades, toque em uma fábrica enquanto estiver no modo de comando, depois toque em um local.\nAs unidades produzidas por ela se moverão automaticamente para lá.
|
hint.factoryControl.mobile = Para definir a [accent]o local de saída[] de uma fábrica de unidades, toque em uma fábrica enquanto estiver no modo de comando, depois toque em um local.\nAs unidades produzidas por ela se moverão automaticamente para lá.
|
||||||
gz.mine = Move near the \uf8c4 [accent]copper ore[] on the ground and click to begin mining.
|
gz.mine = Vá para perto do \uf8c4 [accent]minério de cobre[] no chão e clique para começar a minerar.
|
||||||
gz.mine.mobile = Move near the \uf8c4 [accent]copper ore[] on the ground and tap it to begin mining.
|
gz.mine.mobile = Vá para perto do \uf8c4 [accent]minério de cobre[] no chão e toque nele para começar a minerar.
|
||||||
gz.research = Open the \ue875 tech tree.\nResearch the \uf870 [accent]Mechanical Drill[], then select it from the menu in the bottom right.\nClick on a copper patch to place it.
|
gz.research = Abra a \ue875 árvore tecnológica.\nPesquise a \uf870 [accent]Broca mecânica[], Depois selecione-a pelo menu no canto inferior direito.\nClique no cobre para coloca-la.
|
||||||
gz.research.mobile = Open the \ue875 tech tree.\nResearch the \uf870 [accent]Mechanical Drill[], then select it from the menu in the bottom right.\nTap on a copper patch to place it.\n\nPress the \ue800 [accent]checkmark[] at the bottom right to confirm.
|
gz.research.mobile = Abra a \ue875 árvore tecnológica.\nPesquise a \uf870 [accent]Broca mecânica[], Depois selecione-a pelo menu no canto inferior direito.\nClique no cobre para colocá-la.\n\nPressione a \ue800 [accent]confirmação[] no canto inferior direito para confirmar.
|
||||||
gz.conveyors = Research and place \uf896 [accent]conveyors[] to move the mined resources\nfrom drills to the core.\n\nClick and drag to place multiple conveyors.\n[accent]Scroll[] to rotate.
|
gz.conveyors = Pesquise e coloque \uf896 [accent]esteiras[] para mover os recursos minerados\ndas brocas para o núcleo.\n\nClique e arraste para pôr multiplas esteiras.\n[accent]Scroll[] para rotacionar.
|
||||||
gz.conveyors.mobile = Research and place \uf896 [accent]conveyors[] to move the mined resources\nfrom drills to the core.\n\nHold down your finger for a second and drag to place multiple conveyors.
|
gz.conveyors.mobile = Pesquise e coloque \uf896 [accent]esteiras[] para mover os recursos minerados\ndas brocas para o núcleo.\n\nSegure por um segundo e arraste para colocar múltiplas esteiras.
|
||||||
gz.drills = Expand the mining operation.\nPlace more Mechanical Drills.\nMine 100 copper.
|
gz.drills = Expanda a mineração.\nColoque mais Brocas Mecânicas.\nMinere 100 cobres.
|
||||||
gz.lead = \uf837 [accent]Lead[] is another commonly used resource.\nSet up drills to mine lead.
|
gz.lead = \uf837 [accent]Chumbo[] é outro recurso comumente usado.\nColoque brocas para minerar chumbo.
|
||||||
gz.moveup = \ue804 Move up for further objectives.
|
gz.moveup = \ue804 Vá para cima para outros objetivos.
|
||||||
gz.turrets = Research and place 2 \uf861 [accent]Duo[] turrets to defend the core.\nDuo turrets require \uf838 [accent]ammo[] from conveyors.
|
gz.turrets = Pesquise e coloque 2 torretas \uf861 [accent]Duo[] para defender o núcleo.\ntorretas Duo requerem \uf838 [accent]munição[] de esteiras.
|
||||||
gz.duoammo = Supply the Duo turrets with [accent]copper[], using conveyors.
|
gz.duoammo = Abasteça as torretas Duo com [accent]cobre[], usando esteiras.
|
||||||
gz.walls = [accent]Walls[] can prevent oncoming damage from reaching buildings.\nPlace \uf8ae [accent]copper walls[] around the turrets.
|
gz.walls = [accent]Muros[] podem previnir danos recebidos de atingir as construções.\nColoque \uf8ae [accent]muros de cobre[] em volta das torretas.
|
||||||
gz.defend = Enemy incoming, prepare to defend.
|
gz.defend = Inimigos vindo, prepare-se para defender.
|
||||||
gz.aa = Flying units cannot easily be dispatched with standard turrets.\n\uf860 [accent]Scatter[] turrets provide excellent anti-air, but require \uf837 [accent]lead[] as ammo.
|
gz.aa = Unidades flutuantes não podem ser destruidas facilmente por torretas comuns.\nTorretas\uf860 [accent]Scatter[] Proveem ótima defesa aérea, mas requerem \uf837 [accent]chumbo[] como munição.
|
||||||
gz.scatterammo = Supply the Scatter turret with [accent]lead[], using conveyors.
|
gz.scatterammo = Abasteça a torreta Scatter com [accent]chumbo[], usando esteiras.
|
||||||
gz.supplyturret = [accent]Supply Turret
|
gz.supplyturret = [accent]Abasteça a torreta
|
||||||
gz.zone1 = This is the enemy drop zone.
|
gz.zone1 = Essa é a zona de spawn inimigo.
|
||||||
gz.zone2 = Anything built in the radius is destroyed when a wave starts.
|
gz.zone2 = Qualquer coisa construida nesta área será destruida quando uma horda começar.
|
||||||
gz.zone3 = A wave will begin now.\nGet ready.
|
gz.zone3 = Uma horda vai começar agora\nSe prepare.
|
||||||
gz.finish = Build more turrets, mine more resources,\nand defend against all the waves to [accent]capture the sector[].
|
gz.finish = Construa mais torretas, minere mais recursos,\ne se defenda de todas as hordas para [accent]capturar o setor[].
|
||||||
onset.mine = Click to mine \uf748 [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
|
onset.mine = Clique para minerar \uf748 [accent]berílio[] das paredes.\n\nUse [accent][[WASD] para se mover.
|
||||||
onset.mine.mobile = Tap to mine \uf748 [accent]beryllium[] from walls.
|
onset.mine.mobile = Toque para minerar \uf748 [accent]berílio[] das paredes.
|
||||||
onset.research = Open the \ue875 tech tree.\nResearch, then place a \uf73e [accent]turbine condenser[] on the vent.\nThis will generate [accent]power[].
|
onset.research = Abra a \ue875 árvore tecnológica.\nPesquise, e então coloque um \uf73e [accent]Condensador de Turbina[] na ventilação.\nIsso vai gerar [accent]energia[].
|
||||||
onset.bore = Research and place a \uf741 [accent]plasma bore[].\nThis automatically mines resources from walls.
|
onset.bore = Pesquise e coloque uma \uf741 [accent]Mineradora de Plasma[].\nEla minera recursos das paredes automaticamente.
|
||||||
onset.power = To [accent]power[] the plasma bore, research and place a \uf73d [accent]beam node[].\nConnect the turbine condenser to the plasma bore.
|
onset.power = Para[accent]alimentar[] a Mineradora de Plasma, pesquise e coloque uma \uf73d [accent]Célula de Feixe[].\nConecte o condensador de turbina ao minerador de plasma.
|
||||||
onset.ducts = Research and place \uf799 [accent]ducts[] to move the mined resources from the plasma bore to the core.\nClick and drag to place multiple ducts.\n[accent]Scroll[] to rotate.
|
onset.ducts = Pesquise e coloque \uf799 [accent]dutos[] para mover recursos minerados da mineradora de plasma para o núcleo.\nClique e segure para colocar múltiplos dutos.\n[accent]Scroll[] para rotacionar.
|
||||||
onset.ducts.mobile = Research and place \uf799 [accent]ducts[] to move the mined resources from the plasma bore to the core.\n\nHold down your finger for a second and drag to place multiple ducts.
|
onset.ducts.mobile = Pesquise e coloque \uf799 [accent]dutos[] para mover recursos minerados da mineradora de plasma para o núcleo.\n\nSegure por um segundo e arraste para colocar múltiplos dutos.
|
||||||
onset.moremine = Expand the mining operation.\nPlace more Plasma Bores and use beam nodes and ducts to support them.\nMine 200 beryllium.
|
onset.moremine = Expanda a mineração.\nColoque mais Mineradoras de Plasma, use as Células de Feixe e dutos para isso.\nMinere 200 berílios.
|
||||||
onset.graphite = More complex blocks require \uf835 [accent]graphite[].\nSet up plasma bores to mine graphite.
|
onset.graphite = Blocos mais complexos requerem \uf835 [accent]grafite[].\nColoque Mineradoras de Plasma para minerar grafite.
|
||||||
onset.research2 = Begin researching [accent]factories[].\nResearch the \uf74d [accent]cliff crusher[] and \uf779 [accent]silicon arc furnace[].
|
onset.research2 = Comece a pesquisar [accent]fábricas[].\nPesquise o \uf74d [accent]Esmagador de Penhasco[] e o \uf779 [accent]silicon arc furnace[].
|
||||||
onset.arcfurnace = The arc furnace needs \uf834 [accent]sand[] and \uf835 [accent]graphite[] to create \uf82f [accent]silicon[].\n[accent]Power[] is also required.
|
onset.arcfurnace = O arc furnace precisa de \uf834 [accent]areia[] e \uf835 [accent]grafite[] para criar \uf82f [accent]silício[].\n[accent]Energia[] também é necessária.
|
||||||
onset.crusher = Use \uf74d [accent]cliff crushers[] to mine sand.
|
onset.crusher = Use o \uf74d [accent]Esmagador de Areia[] para minerar areia.
|
||||||
onset.fabricator = Use [accent]units[] to explore the map, defend buildings, and attack the enemy. Research and place a \uf6a2 [accent]tank fabricator[].
|
onset.fabricator = Use [accent]unidades[] para explorar o mapa, defender construções e atacar o inimigo. Pesquise e coloque um \uf6a2 [accent]Fabricador de Tanques[].
|
||||||
onset.makeunit = Produce a unit.\nUse the "?" button to see selected factory requirements.
|
onset.makeunit = Produza uma unidade.\nUse o botão "?" para ver os requisitos da fábrica selecionada.
|
||||||
onset.turrets = Units are effective, but [accent]turrets[] provide better defensive capabilities if used effectively.\nPlace a \uf6eb [accent]Breach[] turret.\nTurrets require \uf748 [accent]ammo[].
|
onset.turrets = Unidades são efetivas, mas [accent]torretas[] proveem melhores capacidades defensivas se usadas efetivamente.\nColoque uma torreta \uf6eb [accent]Breach[].\nTorretas requerem \uf748 [accent]munição[].
|
||||||
onset.turretammo = Supply the turret with [accent]beryllium ammo.[]
|
onset.turretammo = Abasteça a torreta com [accent]munição de berílio.[]
|
||||||
onset.walls = [accent]Walls[] can prevent oncoming damage from reaching buildings.\nPlace some \uf6ee [accent]beryllium walls[] around the turret.
|
onset.walls = [accent]Muros[] podem previnir danos recebidos de atingir as construções.\nColoque \uf6ee [accent]muros de berílio[] em volta das torretas.
|
||||||
onset.enemies = Enemy incoming, prepare to defend.
|
|
||||||
onset.defenses = [accent]Set up defenses:[lightgray] {0}
|
|
||||||
onset.attack = The enemy is vulnerable. Counter-attack.
|
|
||||||
onset.cores = New cores can be placed on [accent]core tiles[].\nNew cores function as forward bases and share a resource inventory with other cores.\nPlace a \uf725 core.
|
|
||||||
onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defenses, mining, and production.
|
|
||||||
|
|
||||||
#Don't translate these yet!
|
onset.enemies = Inimigo vindo, se prepare.
|
||||||
|
onset.defenses = [accent]Set up defenses:[lightgray] {0}
|
||||||
|
onset.attack = O inimigo está vulnerável. Contra ataque.
|
||||||
|
onset.cores = Novos núcleos podem ser colocados em [accent]ladrilhos de núcleo[].\nNovos núcleos funcionam como bases avançadas e compartilham seus recursos com outros núcleos.\nColoque um \uf725 núcleo.
|
||||||
|
onset.detect = O inimigo poderá te detectar em 2 minutos.\nConstrua defesas, mineração e produção.
|
||||||
onset.commandmode = Hold [accent]shift[] to enter [accent]command mode[].\n[accent]Left-click and drag[] to select units.\n[accent]Right-click[] to order selected units to move or attack.
|
onset.commandmode = Hold [accent]shift[] to enter [accent]command mode[].\n[accent]Left-click and drag[] to select units.\n[accent]Right-click[] to order selected units to move or attack.
|
||||||
onset.commandmode.mobile = Press the [accent]command button[] to enter [accent]command mode[].\nHold down a finger, then [accent]drag[] to select units.\n[accent]Tap[] to order selected units to move or attack.
|
onset.commandmode.mobile = Press the [accent]command button[] to enter [accent]command mode[].\nHold down a finger, then [accent]drag[] to select units.\n[accent]Tap[] to order selected units to move or attack.
|
||||||
aegis.tungsten = Tungsten can be mined using an [accent]impact drill[].\nThis structure requires [accent]water[] and [accent]power[].
|
aegis.tungsten = Tungsten can be mined using an [accent]impact drill[].\nThis structure requires [accent]water[] and [accent]power[].
|
||||||
|
|
||||||
split.pickup = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(Default keys are [ and ] to pick up and drop)
|
split.pickup = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(Default keys are [ and ] to pick up and drop)
|
||||||
split.pickup.mobile = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(To pick up or drop something, long-press it.)
|
split.pickup.mobile = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(To pick up or drop something, long-press it.)
|
||||||
split.acquire = You must acquire some tungsten to build units.
|
split.acquire = You must acquire some tungsten to build units.
|
||||||
@@ -2276,7 +2310,7 @@ unit.emanate.description = Constrói estruturas para defender o Núcelo Acrópol
|
|||||||
lst.read = Ler um número de uma célula de memória vinculada.
|
lst.read = Ler um número de uma célula de memória vinculada.
|
||||||
lst.write = Escrever um número de uma célula de memória vinculada.
|
lst.write = Escrever um número de uma célula de memória vinculada.
|
||||||
lst.print = Adiciona texto ao buffer de impressão.\nNão exibe nada até [accent]Print Flush[] ser usado.
|
lst.print = Adiciona texto ao buffer de impressão.\nNão exibe nada até [accent]Print Flush[] ser usado.
|
||||||
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Adicionar uma operação ao buffer de desenho.\nNão exibe nada até [accent]Draw Flush[] ser usado.
|
lst.draw = Adicionar uma operação ao buffer de desenho.\nNão exibe nada até [accent]Draw Flush[] ser usado.
|
||||||
lst.drawflush = Liberar operações [accent]Draw[] enfileiradas para um display.
|
lst.drawflush = Liberar operações [accent]Draw[] enfileiradas para um display.
|
||||||
lst.printflush = Liberar operações [accent]Print[] enfileiradas para um bloco de mensagem.
|
lst.printflush = Liberar operações [accent]Print[] enfileiradas para um bloco de mensagem.
|
||||||
@@ -2299,6 +2333,8 @@ lst.getblock = Obtenha dados de blocos em qualquer local.
|
|||||||
lst.setblock = Defina os dados do bloco em qualquer local.
|
lst.setblock = Defina os dados do bloco em qualquer local.
|
||||||
lst.spawnunit = Gere uma unidade em um local.
|
lst.spawnunit = Gere uma unidade em um local.
|
||||||
lst.applystatus = Aplique ou elimine um efeito de status de uma unidade.
|
lst.applystatus = Aplique ou elimine um efeito de status de uma unidade.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Gerar uma onda.
|
lst.spawnwave = Gerar uma onda.
|
||||||
lst.explosion = Crie uma explosão em um local.
|
lst.explosion = Crie uma explosão em um local.
|
||||||
lst.setrate = Defina a velocidade de execução do processador em instruções/tick.
|
lst.setrate = Defina a velocidade de execução do processador em instruções/tick.
|
||||||
|
|||||||
@@ -599,7 +599,7 @@ filter.option.floor2 = Chão secundário
|
|||||||
filter.option.threshold2 = Margem secundária
|
filter.option.threshold2 = Margem secundária
|
||||||
filter.option.radius = Raio
|
filter.option.radius = Raio
|
||||||
filter.option.percentile = Percentual
|
filter.option.percentile = Percentual
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
locales.applytoall = Apply Changes To All Locales
|
locales.applytoall = Apply Changes To All Locales
|
||||||
locales.addtoother = Add To Other Locales
|
locales.addtoother = Add To Other Locales
|
||||||
@@ -671,6 +671,7 @@ marker.shape.name = Shape
|
|||||||
marker.text.name = Text
|
marker.text.name = Text
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
marker.background = Background
|
marker.background = Background
|
||||||
marker.outline = Outline
|
marker.outline = Outline
|
||||||
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
||||||
@@ -717,7 +718,7 @@ error.any = Erro de rede desconhecido.
|
|||||||
error.bloom = Falha ao inicializar bloom.\nSeu aparelho talvez não o suporte.
|
error.bloom = Falha ao inicializar bloom.\nSeu aparelho talvez não o suporte.
|
||||||
|
|
||||||
weather.rain.name = Rain
|
weather.rain.name = Rain
|
||||||
weather.snow.name = Snow
|
weather.snowing.name = Snow
|
||||||
weather.sandstorm.name = Sandstorm
|
weather.sandstorm.name = Sandstorm
|
||||||
weather.sporestorm.name = Sporestorm
|
weather.sporestorm.name = Sporestorm
|
||||||
weather.fog.name = Fog
|
weather.fog.name = Fog
|
||||||
@@ -972,17 +973,46 @@ stat.immunities = Immunities
|
|||||||
stat.healing = Healing
|
stat.healing = Healing
|
||||||
|
|
||||||
ability.forcefield = Force Field
|
ability.forcefield = Force Field
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = Repair Field
|
ability.repairfield = Repair Field
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = Status Field
|
ability.statusfield = Status Field
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = Factory
|
ability.unitspawn = Factory
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Shield Regen Field
|
ability.shieldregenfield = Shield Regen Field
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Movement Lightning
|
ability.movelightning = Movement Lightning
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Shield Arc
|
ability.shieldarc = Shield Arc
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Regen Suppression Field
|
ability.suppressionfield = Regen Suppression Field
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Energy Field
|
ability.energyfield = Energy Field
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = Only Core Depositing Allowed
|
bar.onlycoredeposit = Only Core Depositing Allowed
|
||||||
|
|
||||||
@@ -1179,15 +1209,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.rebuild_select.name = Rebuild Region
|
keybind.rebuild_select.name = Rebuild Region
|
||||||
keybind.schematic_select.name = Selecionar região
|
keybind.schematic_select.name = Selecionar região
|
||||||
keybind.schematic_menu.name = Menu esquemático
|
keybind.schematic_menu.name = Menu esquemático
|
||||||
@@ -1285,6 +1316,7 @@ rules.unitdamagemultiplier = Multiplicador de dano de Unidade
|
|||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.solarmultiplier = Solar Power Multiplier
|
rules.solarmultiplier = Solar Power Multiplier
|
||||||
rules.unitcapvariable = Cores Contribute To Unit Cap
|
rules.unitcapvariable = Cores Contribute To Unit Cap
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Base Unit Cap
|
rules.unitcap = Base Unit Cap
|
||||||
rules.limitarea = Limit Map Area
|
rules.limitarea = Limit Map Area
|
||||||
rules.enemycorebuildradius = Raio de "Não-criação" de core inimigo:[lightgray] (blocos)
|
rules.enemycorebuildradius = Raio de "Não-criação" de core inimigo:[lightgray] (blocos)
|
||||||
@@ -1317,6 +1349,8 @@ rules.weather = Weather
|
|||||||
rules.weather.frequency = Frequency:
|
rules.weather.frequency = Frequency:
|
||||||
rules.weather.always = Always
|
rules.weather.always = Always
|
||||||
rules.weather.duration = Duration:
|
rules.weather.duration = Duration:
|
||||||
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = Itens
|
content.item.name = Itens
|
||||||
content.liquid.name = Liquidos
|
content.liquid.name = Liquidos
|
||||||
@@ -2243,7 +2277,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
|
|||||||
lst.read = Read a number from a linked memory cell.
|
lst.read = Read a number from a linked memory cell.
|
||||||
lst.write = Write a number to a linked memory cell.
|
lst.write = Write a number to a linked memory cell.
|
||||||
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
||||||
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
||||||
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
||||||
@@ -2266,6 +2300,8 @@ lst.getblock = Get tile data at any location.
|
|||||||
lst.setblock = Set tile data at any location.
|
lst.setblock = Set tile data at any location.
|
||||||
lst.spawnunit = Spawn unit at a location.
|
lst.spawnunit = Spawn unit at a location.
|
||||||
lst.applystatus = Apply or clear a status effect from a uniut.
|
lst.applystatus = Apply or clear a status effect from a uniut.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
||||||
lst.explosion = Create an explosion at a location.
|
lst.explosion = Create an explosion at a location.
|
||||||
lst.setrate = Set processor execution speed in instructions/tick.
|
lst.setrate = Set processor execution speed in instructions/tick.
|
||||||
|
|||||||
@@ -606,7 +606,7 @@ filter.option.floor2 = Podea Secundară
|
|||||||
filter.option.threshold2 = Cantitate Secundară
|
filter.option.threshold2 = Cantitate Secundară
|
||||||
filter.option.radius = Rază
|
filter.option.radius = Rază
|
||||||
filter.option.percentile = Procent
|
filter.option.percentile = Procent
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
locales.applytoall = Apply Changes To All Locales
|
locales.applytoall = Apply Changes To All Locales
|
||||||
locales.addtoother = Add To Other Locales
|
locales.addtoother = Add To Other Locales
|
||||||
@@ -678,6 +678,7 @@ marker.shape.name = Shape
|
|||||||
marker.text.name = Text
|
marker.text.name = Text
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
marker.background = Background
|
marker.background = Background
|
||||||
marker.outline = Outline
|
marker.outline = Outline
|
||||||
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
||||||
@@ -725,7 +726,7 @@ error.any = Eroare de rețea necunoscută.
|
|||||||
error.bloom = Inițializarea strălucirii a eșuat.\nS-ar putea ca dispozitivul tău să nu suporte funcția.
|
error.bloom = Inițializarea strălucirii a eșuat.\nS-ar putea ca dispozitivul tău să nu suporte funcția.
|
||||||
|
|
||||||
weather.rain.name = Ploaie
|
weather.rain.name = Ploaie
|
||||||
weather.snow.name = Ninsoare
|
weather.snowing.name = Ninsoare
|
||||||
weather.sandstorm.name = Furtună de nisip
|
weather.sandstorm.name = Furtună de nisip
|
||||||
weather.sporestorm.name = Furtună de spori
|
weather.sporestorm.name = Furtună de spori
|
||||||
weather.fog.name = Ceață
|
weather.fog.name = Ceață
|
||||||
@@ -983,17 +984,46 @@ stat.immunities = Immunities
|
|||||||
stat.healing = Reparare
|
stat.healing = Reparare
|
||||||
|
|
||||||
ability.forcefield = Câmp de Forță
|
ability.forcefield = Câmp de Forță
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = Câmp de Reparare
|
ability.repairfield = Câmp de Reparare
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = Câmp de Stare
|
ability.statusfield = Câmp de Stare
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = Fabrică
|
ability.unitspawn = Fabrică
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Câmp Regenerare Scut
|
ability.shieldregenfield = Câmp Regenerare Scut
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Mișcare Fulger
|
ability.movelightning = Mișcare Fulger
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Shield Arc
|
ability.shieldarc = Shield Arc
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Regen Suppression Field
|
ability.suppressionfield = Regen Suppression Field
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Câmp de Energie
|
ability.energyfield = Câmp de Energie
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = Only Core Depositing Allowed
|
bar.onlycoredeposit = Only Core Depositing Allowed
|
||||||
|
|
||||||
@@ -1190,15 +1220,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.rebuild_select.name = Rebuild Region
|
keybind.rebuild_select.name = Rebuild Region
|
||||||
keybind.schematic_select.name = Selectează Regiunea
|
keybind.schematic_select.name = Selectează Regiunea
|
||||||
keybind.schematic_menu.name = Meniu Scheme
|
keybind.schematic_menu.name = Meniu Scheme
|
||||||
@@ -1296,6 +1327,7 @@ rules.unitdamagemultiplier = Multiplicatorul Deteriorării Unităților
|
|||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.solarmultiplier = Solar Power Multiplier
|
rules.solarmultiplier = Solar Power Multiplier
|
||||||
rules.unitcapvariable = Nucleele Contribuie la Limita Unităților
|
rules.unitcapvariable = Nucleele Contribuie la Limita Unităților
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Limita de Bază a Unităților
|
rules.unitcap = Limita de Bază a Unităților
|
||||||
rules.limitarea = Limit Map Area
|
rules.limitarea = Limit Map Area
|
||||||
rules.enemycorebuildradius = Interzisă Construirea în Jurul Nucleului Inamic:[lightgray] (pătrate)
|
rules.enemycorebuildradius = Interzisă Construirea în Jurul Nucleului Inamic:[lightgray] (pătrate)
|
||||||
@@ -1328,6 +1360,8 @@ rules.weather = Vreme
|
|||||||
rules.weather.frequency = Frevență:
|
rules.weather.frequency = Frevență:
|
||||||
rules.weather.always = Încontinuu
|
rules.weather.always = Încontinuu
|
||||||
rules.weather.duration = Durată:
|
rules.weather.duration = Durată:
|
||||||
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = Materiale
|
content.item.name = Materiale
|
||||||
content.liquid.name = Lichide
|
content.liquid.name = Lichide
|
||||||
@@ -2260,7 +2294,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
|
|||||||
lst.read = Citește un număr dintr-o celulă de memorie conectată.
|
lst.read = Citește un număr dintr-o celulă de memorie conectată.
|
||||||
lst.write = Scrie un număr într-o celulă de memorie conectată.
|
lst.write = Scrie un număr într-o celulă de memorie conectată.
|
||||||
lst.print = Adaugă text în bufferul de tipărire.\nNu tipărește decât când se execută [accent]Print Flush[].
|
lst.print = Adaugă text în bufferul de tipărire.\nNu tipărește decât când se execută [accent]Print Flush[].
|
||||||
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Adaugă o operație în bufferul de desenare.\nNu afișează decât când se execută [accent]Draw Flush[].
|
lst.draw = Adaugă o operație în bufferul de desenare.\nNu afișează decât când se execută [accent]Draw Flush[].
|
||||||
lst.drawflush = Afișează pe un monitor instrucțiunile [accent]Draw[] aflate în așteptare.
|
lst.drawflush = Afișează pe un monitor instrucțiunile [accent]Draw[] aflate în așteptare.
|
||||||
lst.printflush = Tipărește într-un bloc Mesaj instrucțiunile [accent]Print[] aflate în așteptare.
|
lst.printflush = Tipărește într-un bloc Mesaj instrucțiunile [accent]Print[] aflate în așteptare.
|
||||||
@@ -2283,6 +2317,8 @@ lst.getblock = Get tile data at any location.
|
|||||||
lst.setblock = Set tile data at any location.
|
lst.setblock = Set tile data at any location.
|
||||||
lst.spawnunit = Spawn unit at a location.
|
lst.spawnunit = Spawn unit at a location.
|
||||||
lst.applystatus = Apply or clear a status effect from a uniut.
|
lst.applystatus = Apply or clear a status effect from a uniut.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
||||||
lst.explosion = Create an explosion at a location.
|
lst.explosion = Create an explosion at a location.
|
||||||
lst.setrate = Set processor execution speed in instructions/tick.
|
lst.setrate = Set processor execution speed in instructions/tick.
|
||||||
|
|||||||
@@ -606,7 +606,7 @@ filter.option.floor2 = Вторая поверхность
|
|||||||
filter.option.threshold2 = Вторичный предельный порог
|
filter.option.threshold2 = Вторичный предельный порог
|
||||||
filter.option.radius = Радиус
|
filter.option.radius = Радиус
|
||||||
filter.option.percentile = Процентиль
|
filter.option.percentile = Процентиль
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
locales.applytoall = Apply Changes To All Locales
|
locales.applytoall = Apply Changes To All Locales
|
||||||
locales.addtoother = Add To Other Locales
|
locales.addtoother = Add To Other Locales
|
||||||
@@ -678,6 +678,7 @@ marker.shape.name = Фигура
|
|||||||
marker.text.name = Текст
|
marker.text.name = Текст
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
marker.background = Фон
|
marker.background = Фон
|
||||||
marker.outline = Контур
|
marker.outline = Контур
|
||||||
objective.research = [accent]Исследуйте:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Исследуйте:\n[]{0}[lightgray]{1}
|
||||||
@@ -725,7 +726,7 @@ error.any = Неизвестная сетевая ошибка.
|
|||||||
error.bloom = Не удалось инициализировать свечение (Bloom).\nВозможно, ваше устройство не поддерживает его.
|
error.bloom = Не удалось инициализировать свечение (Bloom).\nВозможно, ваше устройство не поддерживает его.
|
||||||
|
|
||||||
weather.rain.name = Дождь
|
weather.rain.name = Дождь
|
||||||
weather.snow.name = Снегопад
|
weather.snowing.name = Снегопад
|
||||||
weather.sandstorm.name = Песчаная буря
|
weather.sandstorm.name = Песчаная буря
|
||||||
weather.sporestorm.name = Споровая буря
|
weather.sporestorm.name = Споровая буря
|
||||||
weather.fog.name = Туман
|
weather.fog.name = Туман
|
||||||
@@ -984,17 +985,46 @@ stat.immunities = Невосприимчив
|
|||||||
stat.healing = Ремонт
|
stat.healing = Ремонт
|
||||||
|
|
||||||
ability.forcefield = Силовое поле
|
ability.forcefield = Силовое поле
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = Ремонтирующее поле
|
ability.repairfield = Ремонтирующее поле
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = Усиливающее поле
|
ability.statusfield = Усиливающее поле
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = Завод единиц <20>
|
ability.unitspawn = Завод единиц <20>
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Поле восстановления щита
|
ability.shieldregenfield = Поле восстановления щита
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Молнии при движении
|
ability.movelightning = Молнии при движении
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Дуговой щит
|
ability.shieldarc = Дуговой щит
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Поле подавления регенерации
|
ability.suppressionfield = Поле подавления регенерации
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Энергетическое поле
|
ability.energyfield = Энергетическое поле
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
bar.onlycoredeposit = Доступен перенос только в ядро
|
bar.onlycoredeposit = Доступен перенос только в ядро
|
||||||
|
|
||||||
bar.drilltierreq = Требуется бур получше
|
bar.drilltierreq = Требуется бур получше
|
||||||
@@ -1190,15 +1220,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.rebuild_select.name = Перестроить в области
|
keybind.rebuild_select.name = Перестроить в области
|
||||||
keybind.schematic_select.name = Выбрать область
|
keybind.schematic_select.name = Выбрать область
|
||||||
keybind.schematic_menu.name = Меню схем
|
keybind.schematic_menu.name = Меню схем
|
||||||
@@ -1266,7 +1297,7 @@ rules.invaliddata = Invalid clipboard data.
|
|||||||
rules.hidebannedblocks = Скрыть запрещенные блоки
|
rules.hidebannedblocks = Скрыть запрещенные блоки
|
||||||
rules.infiniteresources = Бесконечные ресурсы
|
rules.infiniteresources = Бесконечные ресурсы
|
||||||
rules.onlydepositcore = Разрешен перенос только в ядро
|
rules.onlydepositcore = Разрешен перенос только в ядро
|
||||||
rules.derelictrepair = Allow Derelict Block Repair
|
rules.derelictrepair = Разрешить починку покинутых построек
|
||||||
rules.reactorexplosions = Взрывы реакторов
|
rules.reactorexplosions = Взрывы реакторов
|
||||||
rules.coreincinerates = Ядро сжигает избыток ресурсов
|
rules.coreincinerates = Ядро сжигает избыток ресурсов
|
||||||
rules.disableworldprocessors = Отключить мировые процессоры
|
rules.disableworldprocessors = Отключить мировые процессоры
|
||||||
@@ -1296,6 +1327,7 @@ rules.unitdamagemultiplier = Множитель урона боев. ед.
|
|||||||
rules.unitcrashdamagemultiplier = Множитель урона от падения боев. ед.
|
rules.unitcrashdamagemultiplier = Множитель урона от падения боев. ед.
|
||||||
rules.solarmultiplier = Множитель солнечной энергии
|
rules.solarmultiplier = Множитель солнечной энергии
|
||||||
rules.unitcapvariable = Ядра увеличивают лимит единиц
|
rules.unitcapvariable = Ядра увеличивают лимит единиц
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Начальный лимит единиц
|
rules.unitcap = Начальный лимит единиц
|
||||||
rules.limitarea = Ограничить область карты
|
rules.limitarea = Ограничить область карты
|
||||||
rules.enemycorebuildradius = Радиус защиты враж. ядер:[lightgray] (блок.)
|
rules.enemycorebuildradius = Радиус защиты враж. ядер:[lightgray] (блок.)
|
||||||
@@ -1328,6 +1360,8 @@ rules.weather = Погода
|
|||||||
rules.weather.frequency = Периодичность:
|
rules.weather.frequency = Периодичность:
|
||||||
rules.weather.always = Всегда
|
rules.weather.always = Всегда
|
||||||
rules.weather.duration = Длительность:
|
rules.weather.duration = Длительность:
|
||||||
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = Предметы
|
content.item.name = Предметы
|
||||||
content.liquid.name = Жидкости
|
content.liquid.name = Жидкости
|
||||||
@@ -2262,7 +2296,7 @@ unit.emanate.description = Защищает ядро «Акрополь» от
|
|||||||
lst.read = Считывает число из соединённой ячейки памяти.
|
lst.read = Считывает число из соединённой ячейки памяти.
|
||||||
lst.write = Записывает число в соединённую ячейку памяти.
|
lst.write = Записывает число в соединённую ячейку памяти.
|
||||||
lst.print = Добавляет текст в текстовый буфер. Ничего не отображает, пока не будет вызван [accent]Print Flush[].
|
lst.print = Добавляет текст в текстовый буфер. Ничего не отображает, пока не будет вызван [accent]Print Flush[].
|
||||||
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Добавляет операцию в буфер отрисовки. Ничего не отображает, пока не будет вызван [accent]Draw Flush[].
|
lst.draw = Добавляет операцию в буфер отрисовки. Ничего не отображает, пока не будет вызван [accent]Draw Flush[].
|
||||||
lst.drawflush = Сбрасывает буфер [accent]Draw[] операций на дисплей.
|
lst.drawflush = Сбрасывает буфер [accent]Draw[] операций на дисплей.
|
||||||
lst.printflush = Сбрасывает буфер [accent]Print[] операций в блок-сообщение.
|
lst.printflush = Сбрасывает буфер [accent]Print[] операций в блок-сообщение.
|
||||||
@@ -2285,6 +2319,8 @@ lst.getblock = Получает данные о плитке в любом ме
|
|||||||
lst.setblock = Устанавливает плитку в любом месте.
|
lst.setblock = Устанавливает плитку в любом месте.
|
||||||
lst.spawnunit = Создает боевую единицу на локации.
|
lst.spawnunit = Создает боевую единицу на локации.
|
||||||
lst.applystatus = Применяет или снимает эффект статуса с боевой единицы.
|
lst.applystatus = Применяет или снимает эффект статуса с боевой единицы.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Имитация волны, создаваемой в произвольном месте.\nСчетчик волн не увеличивается.
|
lst.spawnwave = Имитация волны, создаваемой в произвольном месте.\nСчетчик волн не увеличивается.
|
||||||
lst.explosion = Создает взрыв на локации.
|
lst.explosion = Создает взрыв на локации.
|
||||||
lst.setrate = Устанавливает скорость выполнения процессора в инструкциях/тиках.
|
lst.setrate = Устанавливает скорость выполнения процессора в инструкциях/тиках.
|
||||||
|
|||||||
@@ -606,7 +606,7 @@ filter.option.floor2 = Drugi Pod
|
|||||||
filter.option.threshold2 = Secondary Threshold
|
filter.option.threshold2 = Secondary Threshold
|
||||||
filter.option.radius = Radius
|
filter.option.radius = Radius
|
||||||
filter.option.percentile = Percentile
|
filter.option.percentile = Percentile
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
locales.applytoall = Apply Changes To All Locales
|
locales.applytoall = Apply Changes To All Locales
|
||||||
locales.addtoother = Add To Other Locales
|
locales.addtoother = Add To Other Locales
|
||||||
@@ -678,6 +678,7 @@ marker.shape.name = Oblik
|
|||||||
marker.text.name = Tekst
|
marker.text.name = Tekst
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
marker.background = Pozadina
|
marker.background = Pozadina
|
||||||
marker.outline = Outline
|
marker.outline = Outline
|
||||||
objective.research = [accent]Izuči:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Izuči:\n[]{0}[lightgray]{1}
|
||||||
@@ -726,7 +727,7 @@ error.any = Nepoznata greška u mreži.
|
|||||||
error.bloom = Failed to initialize bloom.\nYour device may not support it.
|
error.bloom = Failed to initialize bloom.\nYour device may not support it.
|
||||||
|
|
||||||
weather.rain.name = Kiša
|
weather.rain.name = Kiša
|
||||||
weather.snow.name = Sneg
|
weather.snowing.name = Sneg
|
||||||
weather.sandstorm.name = Peščana Oluja
|
weather.sandstorm.name = Peščana Oluja
|
||||||
weather.sporestorm.name = Sporna Oluja
|
weather.sporestorm.name = Sporna Oluja
|
||||||
weather.fog.name = Magla
|
weather.fog.name = Magla
|
||||||
@@ -985,17 +986,46 @@ stat.immunities = Imuniteti
|
|||||||
stat.healing = Popravlja
|
stat.healing = Popravlja
|
||||||
|
|
||||||
ability.forcefield = Polje Sile
|
ability.forcefield = Polje Sile
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = Polje Popravke
|
ability.repairfield = Polje Popravke
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = Statusno Polje
|
ability.statusfield = Statusno Polje
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = Fabrika
|
ability.unitspawn = Fabrika
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Brzina Obnove Štita
|
ability.shieldregenfield = Brzina Obnove Štita
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Munje Pri Kretanju
|
ability.movelightning = Munje Pri Kretanju
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Elektrolučni Štit
|
ability.shieldarc = Elektrolučni Štit
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Polje Prigušivanja Popravki
|
ability.suppressionfield = Polje Prigušivanja Popravki
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Energetsko Polje
|
ability.energyfield = Energetsko Polje
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = Dozvoljeno Dostavljanje Samo Unutar Jezgra
|
bar.onlycoredeposit = Dozvoljeno Dostavljanje Samo Unutar Jezgra
|
||||||
|
|
||||||
@@ -1192,15 +1222,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.rebuild_select.name = Ponovo Sagradi Region
|
keybind.rebuild_select.name = Ponovo Sagradi Region
|
||||||
keybind.schematic_select.name = Izaberi Region
|
keybind.schematic_select.name = Izaberi Region
|
||||||
keybind.schematic_menu.name = Menu Šema
|
keybind.schematic_menu.name = Menu Šema
|
||||||
@@ -1298,6 +1329,7 @@ rules.unitdamagemultiplier = Unit Damage Multiplier
|
|||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.solarmultiplier = Solar Power Multiplier
|
rules.solarmultiplier = Solar Power Multiplier
|
||||||
rules.unitcapvariable = Jezgara Povećavaju Maksimalni Broj Jedinica
|
rules.unitcapvariable = Jezgara Povećavaju Maksimalni Broj Jedinica
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Maksimalni Broj Jedinica (ne računajući jezgra)
|
rules.unitcap = Maksimalni Broj Jedinica (ne računajući jezgra)
|
||||||
rules.limitarea = Ograniči Prostor Mape
|
rules.limitarea = Ograniči Prostor Mape
|
||||||
rules.enemycorebuildradius = Radius Neprijateljskog jezgra bez gradnje:[lightgray] (polja)
|
rules.enemycorebuildradius = Radius Neprijateljskog jezgra bez gradnje:[lightgray] (polja)
|
||||||
@@ -1330,6 +1362,8 @@ rules.weather = Vreme
|
|||||||
rules.weather.frequency = Učestalost:
|
rules.weather.frequency = Učestalost:
|
||||||
rules.weather.always = Stalno
|
rules.weather.always = Stalno
|
||||||
rules.weather.duration = Dužina:
|
rules.weather.duration = Dužina:
|
||||||
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = Materijali
|
content.item.name = Materijali
|
||||||
content.liquid.name = Tečnosti
|
content.liquid.name = Tečnosti
|
||||||
@@ -2263,7 +2297,7 @@ unit.emanate.description = Gradi građevine da odbrani Veliki Grad jezgro. Popra
|
|||||||
lst.read = Čita broj iz povezane memorijske ćelije.
|
lst.read = Čita broj iz povezane memorijske ćelije.
|
||||||
lst.write = Piše broj u povezanu memorijsku ćeliju.
|
lst.write = Piše broj u povezanu memorijsku ćeliju.
|
||||||
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
||||||
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
||||||
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
||||||
@@ -2286,6 +2320,8 @@ lst.getblock = Get tile data at any location.
|
|||||||
lst.setblock = Set tile data at any location.
|
lst.setblock = Set tile data at any location.
|
||||||
lst.spawnunit = Prizovi jedinicu na mestu.
|
lst.spawnunit = Prizovi jedinicu na mestu.
|
||||||
lst.applystatus = Dodaj ili ukloni statusni efekat na jedinicu/e.
|
lst.applystatus = Dodaj ili ukloni statusni efekat na jedinicu/e.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
||||||
lst.explosion = Izazovi eksploziju na mestu.
|
lst.explosion = Izazovi eksploziju na mestu.
|
||||||
lst.setrate = Set processor execution speed in instructions/tick.
|
lst.setrate = Set processor execution speed in instructions/tick.
|
||||||
|
|||||||
@@ -599,7 +599,7 @@ filter.option.floor2 = Secondary Floor
|
|||||||
filter.option.threshold2 = Secondary Threshold
|
filter.option.threshold2 = Secondary Threshold
|
||||||
filter.option.radius = Radie
|
filter.option.radius = Radie
|
||||||
filter.option.percentile = Percentile
|
filter.option.percentile = Percentile
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
locales.applytoall = Apply Changes To All Locales
|
locales.applytoall = Apply Changes To All Locales
|
||||||
locales.addtoother = Add To Other Locales
|
locales.addtoother = Add To Other Locales
|
||||||
@@ -671,6 +671,7 @@ marker.shape.name = Shape
|
|||||||
marker.text.name = Text
|
marker.text.name = Text
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
marker.background = Background
|
marker.background = Background
|
||||||
marker.outline = Outline
|
marker.outline = Outline
|
||||||
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
||||||
@@ -717,7 +718,7 @@ error.any = Okänt nätverksfel.
|
|||||||
error.bloom = Failed to initialize bloom.\nYour device may not support it.
|
error.bloom = Failed to initialize bloom.\nYour device may not support it.
|
||||||
|
|
||||||
weather.rain.name = Rain
|
weather.rain.name = Rain
|
||||||
weather.snow.name = Snow
|
weather.snowing.name = Snow
|
||||||
weather.sandstorm.name = Sandstorm
|
weather.sandstorm.name = Sandstorm
|
||||||
weather.sporestorm.name = Sporestorm
|
weather.sporestorm.name = Sporestorm
|
||||||
weather.fog.name = Fog
|
weather.fog.name = Fog
|
||||||
@@ -972,17 +973,46 @@ stat.immunities = Immunities
|
|||||||
stat.healing = Healing
|
stat.healing = Healing
|
||||||
|
|
||||||
ability.forcefield = Force Field
|
ability.forcefield = Force Field
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = Repair Field
|
ability.repairfield = Repair Field
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = Status Field
|
ability.statusfield = Status Field
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = Factory
|
ability.unitspawn = Factory
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Shield Regen Field
|
ability.shieldregenfield = Shield Regen Field
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Movement Lightning
|
ability.movelightning = Movement Lightning
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Shield Arc
|
ability.shieldarc = Shield Arc
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Regen Suppression Field
|
ability.suppressionfield = Regen Suppression Field
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Energy Field
|
ability.energyfield = Energy Field
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = Only Core Depositing Allowed
|
bar.onlycoredeposit = Only Core Depositing Allowed
|
||||||
|
|
||||||
@@ -1179,15 +1209,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.rebuild_select.name = Rebuild Region
|
keybind.rebuild_select.name = Rebuild Region
|
||||||
keybind.schematic_select.name = Select Region
|
keybind.schematic_select.name = Select Region
|
||||||
keybind.schematic_menu.name = Schematic Menu
|
keybind.schematic_menu.name = Schematic Menu
|
||||||
@@ -1285,6 +1316,7 @@ rules.unitdamagemultiplier = Unit Damage Multiplier
|
|||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.solarmultiplier = Solar Power Multiplier
|
rules.solarmultiplier = Solar Power Multiplier
|
||||||
rules.unitcapvariable = Cores Contribute To Unit Cap
|
rules.unitcapvariable = Cores Contribute To Unit Cap
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Base Unit Cap
|
rules.unitcap = Base Unit Cap
|
||||||
rules.limitarea = Limit Map Area
|
rules.limitarea = Limit Map Area
|
||||||
rules.enemycorebuildradius = Enemy Core No-Build Radius:[lightgray] (tiles)
|
rules.enemycorebuildradius = Enemy Core No-Build Radius:[lightgray] (tiles)
|
||||||
@@ -1317,6 +1349,8 @@ rules.weather = Weather
|
|||||||
rules.weather.frequency = Frequency:
|
rules.weather.frequency = Frequency:
|
||||||
rules.weather.always = Always
|
rules.weather.always = Always
|
||||||
rules.weather.duration = Duration:
|
rules.weather.duration = Duration:
|
||||||
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = Föremål
|
content.item.name = Föremål
|
||||||
content.liquid.name = Vätskor
|
content.liquid.name = Vätskor
|
||||||
@@ -2243,7 +2277,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
|
|||||||
lst.read = Read a number from a linked memory cell.
|
lst.read = Read a number from a linked memory cell.
|
||||||
lst.write = Write a number to a linked memory cell.
|
lst.write = Write a number to a linked memory cell.
|
||||||
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
||||||
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
||||||
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
||||||
@@ -2266,6 +2300,8 @@ lst.getblock = Get tile data at any location.
|
|||||||
lst.setblock = Set tile data at any location.
|
lst.setblock = Set tile data at any location.
|
||||||
lst.spawnunit = Spawn unit at a location.
|
lst.spawnunit = Spawn unit at a location.
|
||||||
lst.applystatus = Apply or clear a status effect from a uniut.
|
lst.applystatus = Apply or clear a status effect from a uniut.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
||||||
lst.explosion = Create an explosion at a location.
|
lst.explosion = Create an explosion at a location.
|
||||||
lst.setrate = Set processor execution speed in instructions/tick.
|
lst.setrate = Set processor execution speed in instructions/tick.
|
||||||
|
|||||||
@@ -606,7 +606,7 @@ filter.option.floor2 = พื้นชั้นสอง
|
|||||||
filter.option.threshold2 = เกณฑ์ชั้นสอง
|
filter.option.threshold2 = เกณฑ์ชั้นสอง
|
||||||
filter.option.radius = รัศมี
|
filter.option.radius = รัศมี
|
||||||
filter.option.percentile = เปอร์เซ็นต์ไทล์
|
filter.option.percentile = เปอร์เซ็นต์ไทล์
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
locales.applytoall = Apply Changes To All Locales
|
locales.applytoall = Apply Changes To All Locales
|
||||||
locales.addtoother = Add To Other Locales
|
locales.addtoother = Add To Other Locales
|
||||||
@@ -678,6 +678,7 @@ marker.shape.name = รูปทรง
|
|||||||
marker.text.name = ข้อความ
|
marker.text.name = ข้อความ
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
marker.background = พื้นหลัง
|
marker.background = พื้นหลัง
|
||||||
marker.outline = โครงร่าง
|
marker.outline = โครงร่าง
|
||||||
objective.research = [accent]วิจัย:\n[]{0}[lightgray]{1}
|
objective.research = [accent]วิจัย:\n[]{0}[lightgray]{1}
|
||||||
@@ -725,7 +726,7 @@ error.any = ข้อผิดพลาด: เครือข่ายที่
|
|||||||
error.bloom = ไม่สามารถเริ่มต้นบลูมได้\nอุปกรณ์ของคุณอาจไม่รองรับ
|
error.bloom = ไม่สามารถเริ่มต้นบลูมได้\nอุปกรณ์ของคุณอาจไม่รองรับ
|
||||||
|
|
||||||
weather.rain.name = ฝน
|
weather.rain.name = ฝน
|
||||||
weather.snow.name = หิมะ
|
weather.snowing.name = หิมะ
|
||||||
weather.sandstorm.name = พายุทราย
|
weather.sandstorm.name = พายุทราย
|
||||||
weather.sporestorm.name = พายุสปอร์
|
weather.sporestorm.name = พายุสปอร์
|
||||||
weather.fog.name = หมอก
|
weather.fog.name = หมอก
|
||||||
@@ -985,17 +986,46 @@ stat.immunities = ต่อต้านสถานะ
|
|||||||
stat.healing = การรักษา
|
stat.healing = การรักษา
|
||||||
|
|
||||||
ability.forcefield = โล่พลังงาน
|
ability.forcefield = โล่พลังงาน
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = สนามซ่อมแซม
|
ability.repairfield = สนามซ่อมแซม
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = สนามเอฟเฟกต์
|
ability.statusfield = สนามเอฟเฟกต์
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = โรงงานผลิต
|
ability.unitspawn = โรงงานผลิต
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = สนามรักษาโล่
|
ability.shieldregenfield = สนามรักษาโล่
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = ปล่อยสายฟ้าเมื่อเคลื่อนที่
|
ability.movelightning = ปล่อยสายฟ้าเมื่อเคลื่อนที่
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = โล่พลังงานโค้ง
|
ability.shieldarc = โล่พลังงานโค้ง
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = สนามระงับการฟื้นฟู
|
ability.suppressionfield = สนามระงับการฟื้นฟู
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = สนามพลังงาน
|
ability.energyfield = สนามพลังงาน
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = ขนย้ายทรัพยากรลงแกนกลางได้เท่านั้น
|
bar.onlycoredeposit = ขนย้ายทรัพยากรลงแกนกลางได้เท่านั้น
|
||||||
bar.drilltierreq = ต้องมีเครื่องขุดที่ดีกว่านี้
|
bar.drilltierreq = ต้องมีเครื่องขุดที่ดีกว่านี้
|
||||||
@@ -1191,15 +1221,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.rebuild_select.name = เลือกพื้นที่สร้างใหม่
|
keybind.rebuild_select.name = เลือกพื้นที่สร้างใหม่
|
||||||
keybind.schematic_select.name = เลือกพื้นที่
|
keybind.schematic_select.name = เลือกพื้นที่
|
||||||
keybind.schematic_menu.name = เมนูแผนผัง
|
keybind.schematic_menu.name = เมนูแผนผัง
|
||||||
@@ -1297,6 +1328,7 @@ rules.unitdamagemultiplier = พหุคูณพลังโจมตีขอ
|
|||||||
rules.unitcrashdamagemultiplier = พหูคูณดาเมจการตกของยานยูนิต
|
rules.unitcrashdamagemultiplier = พหูคูณดาเมจการตกของยานยูนิต
|
||||||
rules.solarmultiplier = พหูคุณพลังงานแสงอาทิตย์
|
rules.solarmultiplier = พหูคุณพลังงานแสงอาทิตย์
|
||||||
rules.unitcapvariable = เพิ่มจำนวนยูนิตสูงสุดต่อแกนกลาง
|
rules.unitcapvariable = เพิ่มจำนวนยูนิตสูงสุดต่อแกนกลาง
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = ขีดกำจัดยูนิตสูงสุดพื้นฐาน
|
rules.unitcap = ขีดกำจัดยูนิตสูงสุดพื้นฐาน
|
||||||
rules.limitarea = จำกัดพื้นที่แมพ
|
rules.limitarea = จำกัดพื้นที่แมพ
|
||||||
rules.enemycorebuildradius = รัศมีห้ามสร้างบริเวณแกนกลางของศัตรู:[lightgray] (ช่อง)
|
rules.enemycorebuildradius = รัศมีห้ามสร้างบริเวณแกนกลางของศัตรู:[lightgray] (ช่อง)
|
||||||
@@ -1329,6 +1361,8 @@ rules.weather = สภาพอากาศ
|
|||||||
rules.weather.frequency = ความถี่:
|
rules.weather.frequency = ความถี่:
|
||||||
rules.weather.always = ตลอด
|
rules.weather.always = ตลอด
|
||||||
rules.weather.duration = ระยะเวลา:
|
rules.weather.duration = ระยะเวลา:
|
||||||
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = ไอเท็ม
|
content.item.name = ไอเท็ม
|
||||||
content.liquid.name = ของเหลว
|
content.liquid.name = ของเหลว
|
||||||
@@ -2280,7 +2314,7 @@ unit.emanate.description = สร้างสิ่งต่างๆ เพื
|
|||||||
lst.read = อ่านเลขจากเซลล์ความจำที่เชื่อมต่อไว้
|
lst.read = อ่านเลขจากเซลล์ความจำที่เชื่อมต่อไว้
|
||||||
lst.write = เขียนเลขไปยังเซลล์ความจำที่เชื่อมต่อไว้
|
lst.write = เขียนเลขไปยังเซลล์ความจำที่เชื่อมต่อไว้
|
||||||
lst.print = เพิ่มข้อความไปยังคิวข้อความ\nข้อความจะยังไม่แสดงจนกว่าจะใช้คำสั่ง [accent]Print Flush[]
|
lst.print = เพิ่มข้อความไปยังคิวข้อความ\nข้อความจะยังไม่แสดงจนกว่าจะใช้คำสั่ง [accent]Print Flush[]
|
||||||
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = เพิ่มรูปไปยังคิวการวาด\nภาพจะยังไม่แสดงจนกว่าจะใช้คำสั่ง [accent]Draw Flush[]
|
lst.draw = เพิ่มรูปไปยังคิวการวาด\nภาพจะยังไม่แสดงจนกว่าจะใช้คำสั่ง [accent]Draw Flush[]
|
||||||
lst.drawflush = ปล่อยคิว [accent]Draw[] ไปยังหน้าจอลอจิกที่เชื่อมต่อไว้
|
lst.drawflush = ปล่อยคิว [accent]Draw[] ไปยังหน้าจอลอจิกที่เชื่อมต่อไว้
|
||||||
lst.printflush = ปล่อยคิว [accent]Print[] ไปยังตัวเก็บข้อความที่เชื่อมต่อไว้
|
lst.printflush = ปล่อยคิว [accent]Print[] ไปยังตัวเก็บข้อความที่เชื่อมต่อไว้
|
||||||
@@ -2303,6 +2337,8 @@ lst.getblock = รับข้อมูลของช่องที่ตำ
|
|||||||
lst.setblock = ปรับแต่งข้อมูลของช่องที่ตำแหน่งใดๆ
|
lst.setblock = ปรับแต่งข้อมูลของช่องที่ตำแหน่งใดๆ
|
||||||
lst.spawnunit = เสกยูนิตมาที่ตำแหน่งที่กำหนดไว้
|
lst.spawnunit = เสกยูนิตมาที่ตำแหน่งที่กำหนดไว้
|
||||||
lst.applystatus = ใส่หรือล้างเอฟเฟกต์สถานะจากยูนิต
|
lst.applystatus = ใส่หรือล้างเอฟเฟกต์สถานะจากยูนิต
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = จำลองคลื่นที่ตำแหน่งใดๆ
|
lst.spawnwave = จำลองคลื่นที่ตำแหน่งใดๆ
|
||||||
lst.explosion = เสกระเบิดที่ตำแหน่ง
|
lst.explosion = เสกระเบิดที่ตำแหน่ง
|
||||||
lst.setrate = ตั้งค่าความเร็วการสั่งเป็นคำสั่งใน คำสั่ง/ติก
|
lst.setrate = ตั้งค่าความเร็วการสั่งเป็นคำสั่งใน คำสั่ง/ติก
|
||||||
|
|||||||
@@ -599,7 +599,7 @@ filter.option.floor2 = Secondary Floor
|
|||||||
filter.option.threshold2 = Secondary Threshold
|
filter.option.threshold2 = Secondary Threshold
|
||||||
filter.option.radius = Radius
|
filter.option.radius = Radius
|
||||||
filter.option.percentile = Percentile
|
filter.option.percentile = Percentile
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
locales.applytoall = Apply Changes To All Locales
|
locales.applytoall = Apply Changes To All Locales
|
||||||
locales.addtoother = Add To Other Locales
|
locales.addtoother = Add To Other Locales
|
||||||
@@ -671,6 +671,7 @@ marker.shape.name = Shape
|
|||||||
marker.text.name = Text
|
marker.text.name = Text
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
marker.background = Background
|
marker.background = Background
|
||||||
marker.outline = Outline
|
marker.outline = Outline
|
||||||
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
||||||
@@ -717,7 +718,7 @@ error.any = Unkown network error.
|
|||||||
error.bloom = Failed to initialize bloom.\nYour device may not support it.
|
error.bloom = Failed to initialize bloom.\nYour device may not support it.
|
||||||
|
|
||||||
weather.rain.name = Rain
|
weather.rain.name = Rain
|
||||||
weather.snow.name = Snow
|
weather.snowing.name = Snow
|
||||||
weather.sandstorm.name = Sandstorm
|
weather.sandstorm.name = Sandstorm
|
||||||
weather.sporestorm.name = Sporestorm
|
weather.sporestorm.name = Sporestorm
|
||||||
weather.fog.name = Fog
|
weather.fog.name = Fog
|
||||||
@@ -972,17 +973,46 @@ stat.immunities = Immunities
|
|||||||
stat.healing = Healing
|
stat.healing = Healing
|
||||||
|
|
||||||
ability.forcefield = Force Field
|
ability.forcefield = Force Field
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = Repair Field
|
ability.repairfield = Repair Field
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = Status Field
|
ability.statusfield = Status Field
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = Factory
|
ability.unitspawn = Factory
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Shield Regen Field
|
ability.shieldregenfield = Shield Regen Field
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Movement Lightning
|
ability.movelightning = Movement Lightning
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Shield Arc
|
ability.shieldarc = Shield Arc
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Regen Suppression Field
|
ability.suppressionfield = Regen Suppression Field
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Energy Field
|
ability.energyfield = Energy Field
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = Only Core Depositing Allowed
|
bar.onlycoredeposit = Only Core Depositing Allowed
|
||||||
|
|
||||||
@@ -1179,15 +1209,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.rebuild_select.name = Rebuild Region
|
keybind.rebuild_select.name = Rebuild Region
|
||||||
keybind.schematic_select.name = Select Region
|
keybind.schematic_select.name = Select Region
|
||||||
keybind.schematic_menu.name = Schematic Menu
|
keybind.schematic_menu.name = Schematic Menu
|
||||||
@@ -1285,6 +1316,7 @@ rules.unitdamagemultiplier = Unit Damage Multiplier
|
|||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.solarmultiplier = Solar Power Multiplier
|
rules.solarmultiplier = Solar Power Multiplier
|
||||||
rules.unitcapvariable = Cores Contribute To Unit Cap
|
rules.unitcapvariable = Cores Contribute To Unit Cap
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Base Unit Cap
|
rules.unitcap = Base Unit Cap
|
||||||
rules.limitarea = Limit Map Area
|
rules.limitarea = Limit Map Area
|
||||||
rules.enemycorebuildradius = Enemy Core No-Build Radius:[lightgray] (tiles)
|
rules.enemycorebuildradius = Enemy Core No-Build Radius:[lightgray] (tiles)
|
||||||
@@ -1317,6 +1349,8 @@ rules.weather = Weather
|
|||||||
rules.weather.frequency = Frequency:
|
rules.weather.frequency = Frequency:
|
||||||
rules.weather.always = Always
|
rules.weather.always = Always
|
||||||
rules.weather.duration = Duration:
|
rules.weather.duration = Duration:
|
||||||
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = Esyalar
|
content.item.name = Esyalar
|
||||||
content.liquid.name = Sivilar
|
content.liquid.name = Sivilar
|
||||||
@@ -2243,7 +2277,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
|
|||||||
lst.read = Read a number from a linked memory cell.
|
lst.read = Read a number from a linked memory cell.
|
||||||
lst.write = Write a number to a linked memory cell.
|
lst.write = Write a number to a linked memory cell.
|
||||||
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
||||||
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
||||||
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
||||||
@@ -2266,6 +2300,8 @@ lst.getblock = Get tile data at any location.
|
|||||||
lst.setblock = Set tile data at any location.
|
lst.setblock = Set tile data at any location.
|
||||||
lst.spawnunit = Spawn unit at a location.
|
lst.spawnunit = Spawn unit at a location.
|
||||||
lst.applystatus = Apply or clear a status effect from a uniut.
|
lst.applystatus = Apply or clear a status effect from a uniut.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
||||||
lst.explosion = Create an explosion at a location.
|
lst.explosion = Create an explosion at a location.
|
||||||
lst.setrate = Set processor execution speed in instructions/tick.
|
lst.setrate = Set processor execution speed in instructions/tick.
|
||||||
|
|||||||
@@ -606,7 +606,7 @@ filter.option.floor2 = İkincil Duvar
|
|||||||
filter.option.threshold2 = İkincil Eşik
|
filter.option.threshold2 = İkincil Eşik
|
||||||
filter.option.radius = Yarıçap
|
filter.option.radius = Yarıçap
|
||||||
filter.option.percentile = Yüzdelik
|
filter.option.percentile = Yüzdelik
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
locales.applytoall = Apply Changes To All Locales
|
locales.applytoall = Apply Changes To All Locales
|
||||||
locales.addtoother = Add To Other Locales
|
locales.addtoother = Add To Other Locales
|
||||||
@@ -678,6 +678,7 @@ marker.shape.name = Şekil
|
|||||||
marker.text.name = Yazı
|
marker.text.name = Yazı
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
marker.background = Arkaplan
|
marker.background = Arkaplan
|
||||||
marker.outline = Anahat
|
marker.outline = Anahat
|
||||||
objective.research = [accent]Araştır:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Araştır:\n[]{0}[lightgray]{1}
|
||||||
@@ -725,7 +726,7 @@ error.any = Bilinmeyen ağ hatası.
|
|||||||
error.bloom = Kamaşma başlatılamadı.\nCihazınız bu özelliği desteklemiyor olabilir.
|
error.bloom = Kamaşma başlatılamadı.\nCihazınız bu özelliği desteklemiyor olabilir.
|
||||||
|
|
||||||
weather.rain.name = Yağmur
|
weather.rain.name = Yağmur
|
||||||
weather.snow.name = Kar
|
weather.snowing.name = Kar
|
||||||
weather.sandstorm.name = Kum Fırtınası
|
weather.sandstorm.name = Kum Fırtınası
|
||||||
weather.sporestorm.name = Spor Fırtınası
|
weather.sporestorm.name = Spor Fırtınası
|
||||||
weather.fog.name = Sis
|
weather.fog.name = Sis
|
||||||
@@ -982,17 +983,46 @@ stat.immunities = Bağışıklıklar
|
|||||||
stat.healing = Tamir Eder
|
stat.healing = Tamir Eder
|
||||||
|
|
||||||
ability.forcefield = Güç Kalkanı
|
ability.forcefield = Güç Kalkanı
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = Onarma Alanı
|
ability.repairfield = Onarma Alanı
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = Hızlandırma Alanı
|
ability.statusfield = Hızlandırma Alanı
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = Birliği Fabrikası
|
ability.unitspawn = Birliği Fabrikası
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Kalkan Yenileme Alanı
|
ability.shieldregenfield = Kalkan Yenileme Alanı
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Hareket Enerjisi
|
ability.movelightning = Hareket Enerjisi
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Ark Kalkanı
|
ability.shieldarc = Ark Kalkanı
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Tamir Engelleme Alanı
|
ability.suppressionfield = Tamir Engelleme Alanı
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Güç Kalkanı
|
ability.energyfield = Güç Kalkanı
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Aynı Türden İyileştirme: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Azami Hedefler: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Yenilenme
|
ability.regen = Yenilenme
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
bar.onlycoredeposit = Sadece Merkeze Aktarım Mümkün
|
bar.onlycoredeposit = Sadece Merkeze Aktarım Mümkün
|
||||||
|
|
||||||
bar.drilltierreq = Daha Güçlü Matkap Gerekli
|
bar.drilltierreq = Daha Güçlü Matkap Gerekli
|
||||||
@@ -1188,15 +1218,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.rebuild_select.name = Alanı Geri İşaa Et
|
keybind.rebuild_select.name = Alanı Geri İşaa Et
|
||||||
keybind.schematic_select.name = Bölge Seç
|
keybind.schematic_select.name = Bölge Seç
|
||||||
keybind.schematic_menu.name = Şema Menüsü
|
keybind.schematic_menu.name = Şema Menüsü
|
||||||
@@ -1294,6 +1325,7 @@ rules.unitdamagemultiplier = Birim Hasar Çapanı
|
|||||||
rules.unitcrashdamagemultiplier = Birim Çakılma Hasar Çarpanı
|
rules.unitcrashdamagemultiplier = Birim Çakılma Hasar Çarpanı
|
||||||
rules.solarmultiplier = Güneş Paneli Üretim Çarpanı
|
rules.solarmultiplier = Güneş Paneli Üretim Çarpanı
|
||||||
rules.unitcapvariable = Merkezler Birim Sınırını Etkiler
|
rules.unitcapvariable = Merkezler Birim Sınırını Etkiler
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Sabit Birim Sınırı
|
rules.unitcap = Sabit Birim Sınırı
|
||||||
rules.limitarea = Haritayı Sınırla
|
rules.limitarea = Haritayı Sınırla
|
||||||
rules.enemycorebuildradius = Düşman Merkezi İnşa Yasağı Yarıçapı: [lightgray](kare)
|
rules.enemycorebuildradius = Düşman Merkezi İnşa Yasağı Yarıçapı: [lightgray](kare)
|
||||||
@@ -1326,6 +1358,8 @@ rules.weather = Hava Durumu
|
|||||||
rules.weather.frequency = Sıklık:
|
rules.weather.frequency = Sıklık:
|
||||||
rules.weather.always = Her zaman
|
rules.weather.always = Her zaman
|
||||||
rules.weather.duration = Süreklilik:
|
rules.weather.duration = Süreklilik:
|
||||||
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = Malzemeler
|
content.item.name = Malzemeler
|
||||||
content.liquid.name = Sıvılar
|
content.liquid.name = Sıvılar
|
||||||
@@ -2260,7 +2294,7 @@ unit.emanate.description = Akropolis Merkezini korumak için binalar inşa eder.
|
|||||||
lst.read = Bağlı hafıza kutusundaki numarayı okur.
|
lst.read = Bağlı hafıza kutusundaki numarayı okur.
|
||||||
lst.write = Bağlı hafıza kutuaundaki numaraya yazar.
|
lst.write = Bağlı hafıza kutuaundaki numaraya yazar.
|
||||||
lst.print = Yazı yazar.
|
lst.print = Yazı yazar.
|
||||||
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Ekrana Çizer.
|
lst.draw = Ekrana Çizer.
|
||||||
lst.drawflush = Ekrana Çizimi Aktarır.
|
lst.drawflush = Ekrana Çizimi Aktarır.
|
||||||
lst.printflush = Mesaj bloğuna metnini aktarır,
|
lst.printflush = Mesaj bloğuna metnini aktarır,
|
||||||
@@ -2283,6 +2317,8 @@ lst.getblock = Herhangi bir yerdeki blok bilgisini al.
|
|||||||
lst.setblock = Herhangi bir yerdeki blok bilgisini değiştir.
|
lst.setblock = Herhangi bir yerdeki blok bilgisini değiştir.
|
||||||
lst.spawnunit = Herhangi bir yerde birim var et.
|
lst.spawnunit = Herhangi bir yerde birim var et.
|
||||||
lst.applystatus = Bir Birime Durum Etkisi ekle.
|
lst.applystatus = Bir Birime Durum Etkisi ekle.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Bellir bir noktada dalga başlat.\nDalga Zamanlayıcı Oluşturmaz!
|
lst.spawnwave = Bellir bir noktada dalga başlat.\nDalga Zamanlayıcı Oluşturmaz!
|
||||||
lst.explosion = Bir Noktada Patlama oluştur.
|
lst.explosion = Bir Noktada Patlama oluştur.
|
||||||
lst.setrate = İşlemci Hızını Ayarla (işlem/tick)
|
lst.setrate = İşlemci Hızını Ayarla (işlem/tick)
|
||||||
|
|||||||
@@ -609,7 +609,7 @@ filter.option.floor2 = Друга поверхня
|
|||||||
filter.option.threshold2 = Вторинний граничний поріг
|
filter.option.threshold2 = Вторинний граничний поріг
|
||||||
filter.option.radius = Радіус
|
filter.option.radius = Радіус
|
||||||
filter.option.percentile = Спад
|
filter.option.percentile = Спад
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
locales.applytoall = Apply Changes To All Locales
|
locales.applytoall = Apply Changes To All Locales
|
||||||
locales.addtoother = Add To Other Locales
|
locales.addtoother = Add To Other Locales
|
||||||
@@ -683,6 +683,7 @@ marker.shape.name = Форма
|
|||||||
marker.text.name = Текст
|
marker.text.name = Текст
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
|
|
||||||
marker.background = Фон
|
marker.background = Фон
|
||||||
marker.outline = Контур
|
marker.outline = Контур
|
||||||
@@ -733,7 +734,7 @@ error.any = Невідома мережева помилка
|
|||||||
error.bloom = Не вдалося ініціалізувати світіння.\nВаш пристрій, мабуть, не підтримує це.
|
error.bloom = Не вдалося ініціалізувати світіння.\nВаш пристрій, мабуть, не підтримує це.
|
||||||
|
|
||||||
weather.rain.name = Дощ
|
weather.rain.name = Дощ
|
||||||
weather.snow.name = Сніг
|
weather.snowing.name = Сніг
|
||||||
weather.sandstorm.name = Піщана буря
|
weather.sandstorm.name = Піщана буря
|
||||||
weather.sporestorm.name = Спорова буря
|
weather.sporestorm.name = Спорова буря
|
||||||
weather.fog.name = Туман
|
weather.fog.name = Туман
|
||||||
@@ -993,17 +994,46 @@ stat.immunities = Імунітети
|
|||||||
stat.healing = Відновлювання
|
stat.healing = Відновлювання
|
||||||
|
|
||||||
ability.forcefield = Щитове поле
|
ability.forcefield = Щитове поле
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = Ремонтувальне поле
|
ability.repairfield = Ремонтувальне поле
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = Поле підсилення
|
ability.statusfield = Поле підсилення
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = Завод одиниць <20>
|
ability.unitspawn = Завод одиниць <20>
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Щитовідновлювальне поле
|
ability.shieldregenfield = Щитовідновлювальне поле
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Блискавки під час руху
|
ability.movelightning = Блискавки під час руху
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Щитова дуга
|
ability.shieldarc = Щитова дуга
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Поле пригнічення відновлення
|
ability.suppressionfield = Поле пригнічення відновлення
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Енергетичне поле
|
ability.energyfield = Енергетичне поле
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = Передача предметів дозволена лише до ядра
|
bar.onlycoredeposit = Передача предметів дозволена лише до ядра
|
||||||
bar.drilltierreq = Потрібен ліпший бур
|
bar.drilltierreq = Потрібен ліпший бур
|
||||||
@@ -1199,15 +1229,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.rebuild_select.name = Відбудувати регіон
|
keybind.rebuild_select.name = Відбудувати регіон
|
||||||
keybind.schematic_select.name = Вибрати ділянку
|
keybind.schematic_select.name = Вибрати ділянку
|
||||||
keybind.schematic_menu.name = Меню схем
|
keybind.schematic_menu.name = Меню схем
|
||||||
@@ -1305,6 +1336,7 @@ rules.unitdamagemultiplier = Множник шкоди бойових одини
|
|||||||
rules.unitcrashdamagemultiplier = Множник шкоди одиниці при зіткненні одиниць
|
rules.unitcrashdamagemultiplier = Множник шкоди одиниці при зіткненні одиниць
|
||||||
rules.solarmultiplier = Множник сонячної енергії
|
rules.solarmultiplier = Множник сонячної енергії
|
||||||
rules.unitcapvariable = Ядра збільшують обмеження на кількість одиниць
|
rules.unitcapvariable = Ядра збільшують обмеження на кількість одиниць
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Початкове обмеження одиниць
|
rules.unitcap = Початкове обмеження одиниць
|
||||||
rules.limitarea = Обмежити територію мапи
|
rules.limitarea = Обмежити територію мапи
|
||||||
rules.enemycorebuildradius = Радіус оборони для ворожого ядра:[lightgray] (плитки)
|
rules.enemycorebuildradius = Радіус оборони для ворожого ядра:[lightgray] (плитки)
|
||||||
@@ -1337,6 +1369,8 @@ rules.weather = Погода
|
|||||||
rules.weather.frequency = Повторюваність:
|
rules.weather.frequency = Повторюваність:
|
||||||
rules.weather.always = Завжди
|
rules.weather.always = Завжди
|
||||||
rules.weather.duration = Тривалість:
|
rules.weather.duration = Тривалість:
|
||||||
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = Предмети
|
content.item.name = Предмети
|
||||||
content.liquid.name = Рідини
|
content.liquid.name = Рідини
|
||||||
@@ -2287,7 +2321,7 @@ unit.emanate.description = Англійська назва: Emanate\nБудує
|
|||||||
lst.read = Зчитує число із з’єднаної комірки пам’яті.
|
lst.read = Зчитує число із з’єднаної комірки пам’яті.
|
||||||
lst.write = Записує числу у з’єднану комірку пам’яті.
|
lst.write = Записує числу у з’єднану комірку пам’яті.
|
||||||
lst.print = Додайте текст до буфера друку.\nНічого не відображає, поки [accent]Print Flush[] використовується.
|
lst.print = Додайте текст до буфера друку.\nНічого не відображає, поки [accent]Print Flush[] використовується.
|
||||||
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Додає операцію до буфера рисунка.\nНічого не відображає, поки [accent]Draw Flush[] використовується.
|
lst.draw = Додає операцію до буфера рисунка.\nНічого не відображає, поки [accent]Draw Flush[] використовується.
|
||||||
lst.drawflush = Скидає буфер операцій [accent]Draw[] на дисплей.
|
lst.drawflush = Скидає буфер операцій [accent]Draw[] на дисплей.
|
||||||
lst.printflush = Скидає буфер операцій [accent]Print[] у блок «Повідомлення».
|
lst.printflush = Скидає буфер операцій [accent]Print[] у блок «Повідомлення».
|
||||||
@@ -2310,6 +2344,8 @@ lst.getblock = Отримує дані плитки в будь-якому мі
|
|||||||
lst.setblock = Установлює дані плитки в будь-якому місці.
|
lst.setblock = Установлює дані плитки в будь-якому місці.
|
||||||
lst.spawnunit = Породжує одиницю на певному місці.
|
lst.spawnunit = Породжує одиницю на певному місці.
|
||||||
lst.applystatus = Застосовує або видаляє ефект стану з одиниці.
|
lst.applystatus = Застосовує або видаляє ефект стану з одиниці.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Змодельовує хвилю, що виникає у довільному місці.\nНе збільшує лічильник хвиль.
|
lst.spawnwave = Змодельовує хвилю, що виникає у довільному місці.\nНе збільшує лічильник хвиль.
|
||||||
lst.explosion = Створює вибух у певному місці.
|
lst.explosion = Створює вибух у певному місці.
|
||||||
lst.setrate = Установлює швидкість виконання процесора в інструкціях за такт.
|
lst.setrate = Установлює швидкість виконання процесора в інструкціях за такт.
|
||||||
|
|||||||
@@ -31,8 +31,8 @@ load.map = Bản đồ
|
|||||||
load.image = Hình ảnh
|
load.image = Hình ảnh
|
||||||
load.content = Nội dung
|
load.content = Nội dung
|
||||||
load.system = Hệ thống
|
load.system = Hệ thống
|
||||||
load.mod = Mods
|
load.mod = Bản mod
|
||||||
load.scripts = Scripts
|
load.scripts = Ngữ lệnh
|
||||||
|
|
||||||
be.update = Đã tìm thấy bản cập nhật mới:
|
be.update = Đã tìm thấy bản cập nhật mới:
|
||||||
be.update.confirm = Tải xuống và khởi động lại ngay bây giờ?
|
be.update.confirm = Tải xuống và khởi động lại ngay bây giờ?
|
||||||
@@ -77,9 +77,9 @@ schematic.tags = Thẻ:
|
|||||||
schematic.edittags = Chỉnh sửa thẻ
|
schematic.edittags = Chỉnh sửa thẻ
|
||||||
schematic.addtag = Thêm thẻ
|
schematic.addtag = Thêm thẻ
|
||||||
schematic.texttag = Thẻ văn bản
|
schematic.texttag = Thẻ văn bản
|
||||||
schematic.icontag = Thẻ icon
|
schematic.icontag = Thẻ biểu tượng
|
||||||
schematic.renametag = Đổi tên thẻ
|
schematic.renametag = Đổi tên thẻ
|
||||||
schematic.tagged = {0} đã gắn thẻ
|
schematic.tagged = {0} thẻ đã gắn
|
||||||
schematic.tagdelconfirm = Xóa thẻ này?
|
schematic.tagdelconfirm = Xóa thẻ này?
|
||||||
schematic.tagexists = Thẻ đã tồn tại.
|
schematic.tagexists = Thẻ đã tồn tại.
|
||||||
|
|
||||||
@@ -243,8 +243,8 @@ host.invalid = [scarlet]Không thể kết nối đến máy chủ.
|
|||||||
|
|
||||||
servers.local = Máy chủ cục bộ
|
servers.local = Máy chủ cục bộ
|
||||||
servers.local.steam = Màn chơi hiện có & Máy chủ cục bộ
|
servers.local.steam = Màn chơi hiện có & Máy chủ cục bộ
|
||||||
servers.remote = Máy chủ tùy chỉnh
|
servers.remote = Máy chủ từ xa
|
||||||
servers.global = Máy chủ từ cộng đồng
|
servers.global = Máy chủ cộng đồng
|
||||||
|
|
||||||
servers.disclaimer = Nhà phát triển [accent]không[] sở hữu và kiểm soát máy chủ cộng đồng.\n\nMáy chủ có thể chứa nội dung do người dùng tạo và không phù hợp với mọi lứa tuổi.
|
servers.disclaimer = Nhà phát triển [accent]không[] sở hữu và kiểm soát máy chủ cộng đồng.\n\nMáy chủ có thể chứa nội dung do người dùng tạo và không phù hợp với mọi lứa tuổi.
|
||||||
servers.showhidden = Hiển thị Máy chủ Ẩn
|
servers.showhidden = Hiển thị Máy chủ Ẩn
|
||||||
@@ -256,7 +256,7 @@ trace = Tìm người chơi
|
|||||||
trace.playername = Tên người chơi: [accent]{0}
|
trace.playername = Tên người chơi: [accent]{0}
|
||||||
trace.ip = IP: [accent]{0}
|
trace.ip = IP: [accent]{0}
|
||||||
trace.id = ID: [accent]{0}
|
trace.id = ID: [accent]{0}
|
||||||
trace.language = Language: [accent]{0}
|
trace.language = Ngôn ngữ: [accent]{0}
|
||||||
trace.mobile = Máy khách di động: [accent]{0}
|
trace.mobile = Máy khách di động: [accent]{0}
|
||||||
trace.modclient = Máy khách tùy chỉnh: [accent]{0}
|
trace.modclient = Máy khách tùy chỉnh: [accent]{0}
|
||||||
trace.times.joined = Số lần tham gia: [accent]{0}
|
trace.times.joined = Số lần tham gia: [accent]{0}
|
||||||
@@ -342,23 +342,23 @@ open = Mở
|
|||||||
customize = Luật tùy chỉnh
|
customize = Luật tùy chỉnh
|
||||||
cancel = Hủy
|
cancel = Hủy
|
||||||
command = Mệnh lệnh
|
command = Mệnh lệnh
|
||||||
command.queue = [lightgray][Queuing]
|
command.queue = [lightgray][Đang lệnh tuần tự]
|
||||||
command.mine = Đào
|
command.mine = Đào
|
||||||
command.repair = Sửa Chữa
|
command.repair = Sửa Chữa
|
||||||
command.rebuild = Xây Dựng
|
command.rebuild = Xây Dựng
|
||||||
command.assist = Hỗ Trợ Người Chơi
|
command.assist = Hỗ Trợ Người Chơi
|
||||||
command.move = Di Chuyển
|
command.move = Di Chuyển
|
||||||
command.boost = Tăng Cường
|
command.boost = Tăng Cường
|
||||||
command.enterPayload = Enter Payload Block
|
command.enterPayload = Nhập khối hàng vào công trình
|
||||||
command.loadUnits = Load Units
|
command.loadUnits = Nhận đơn vị
|
||||||
command.loadBlocks = Load Blocks
|
command.loadBlocks = Nhận khối công trình
|
||||||
command.unloadPayload = Unload Payload
|
command.unloadPayload = Dỡ khối hàng
|
||||||
stance.stop = Cancel Orders
|
stance.stop = Hủy mệnh lệnh
|
||||||
stance.shoot = Stance: Shoot
|
stance.shoot = Tư thế: Bắn
|
||||||
stance.holdfire = Stance: Hold Fire
|
stance.holdfire = Tư thế: Ngừng bắn
|
||||||
stance.pursuetarget = Stance: Pursue Target
|
stance.pursuetarget = Tư thế: Bám đuổi mục tiêu
|
||||||
stance.patrol = Stance: Patrol Path
|
stance.patrol = Tư thế: Đường tuần tra
|
||||||
stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
|
stance.ram = Tư thế: Tông thẳng\n[lightgray]Đi theo đường thẳng, không tìm đường
|
||||||
openlink = Mở liên kết
|
openlink = Mở liên kết
|
||||||
copylink = Sao chép liên kết
|
copylink = Sao chép liên kết
|
||||||
back = Quay lại
|
back = Quay lại
|
||||||
@@ -439,7 +439,7 @@ editor.waves = Lượt:
|
|||||||
editor.rules = Luật:
|
editor.rules = Luật:
|
||||||
editor.generation = Cấu trúc:
|
editor.generation = Cấu trúc:
|
||||||
editor.objectives = Mục tiêu
|
editor.objectives = Mục tiêu
|
||||||
editor.locales = Locale Bundles
|
editor.locales = Gói ngôn ngữ
|
||||||
editor.ingame = Chỉnh sửa trong trò chơi
|
editor.ingame = Chỉnh sửa trong trò chơi
|
||||||
editor.playtest = Chơi thử
|
editor.playtest = Chơi thử
|
||||||
editor.publish.workshop = Xuất bản lên Workshop
|
editor.publish.workshop = Xuất bản lên Workshop
|
||||||
@@ -459,7 +459,7 @@ waves.title = Đợt
|
|||||||
waves.remove = Xóa
|
waves.remove = Xóa
|
||||||
waves.every = mỗi
|
waves.every = mỗi
|
||||||
waves.waves = đợt
|
waves.waves = đợt
|
||||||
waves.health = health: {0}%
|
waves.health = độ bền: {0}%
|
||||||
waves.perspawn = mỗi lần xuất hiện
|
waves.perspawn = mỗi lần xuất hiện
|
||||||
waves.shields = khiên/đợt
|
waves.shields = khiên/đợt
|
||||||
waves.to = đến
|
waves.to = đến
|
||||||
@@ -480,7 +480,7 @@ waves.none = Không có kẻ thù được xác định.\nLưu ý rằng bố c
|
|||||||
waves.sort = Sắp xếp theo
|
waves.sort = Sắp xếp theo
|
||||||
waves.sort.reverse = Đảo ngược sắp xếp
|
waves.sort.reverse = Đảo ngược sắp xếp
|
||||||
waves.sort.begin = Bắt đầu
|
waves.sort.begin = Bắt đầu
|
||||||
waves.sort.health = Máu
|
waves.sort.health = Độ bền
|
||||||
waves.sort.type = Thể loại
|
waves.sort.type = Thể loại
|
||||||
waves.search = Tìm kiếm các lượt...
|
waves.search = Tìm kiếm các lượt...
|
||||||
waves.filter = Bộ lọc đơn vị
|
waves.filter = Bộ lọc đơn vị
|
||||||
@@ -490,13 +490,13 @@ waves.units.show = Hiện tất cả
|
|||||||
#these are intentionally in lower case
|
#these are intentionally in lower case
|
||||||
wavemode.counts = số lượng
|
wavemode.counts = số lượng
|
||||||
wavemode.totals = tổng số
|
wavemode.totals = tổng số
|
||||||
wavemode.health = máu
|
wavemode.health = độ bền
|
||||||
|
|
||||||
editor.default = [lightgray]<Mặc định>
|
editor.default = [lightgray]<Mặc định>
|
||||||
details = Chi tiết...
|
details = Chi tiết...
|
||||||
edit = Chỉnh sửa...
|
edit = Chỉnh sửa...
|
||||||
variables = Thông số
|
variables = Thông số
|
||||||
logic.globals = Built-in Variables
|
logic.globals = Thông số sẵn có
|
||||||
editor.name = Tên:
|
editor.name = Tên:
|
||||||
editor.spawn = Thêm kẻ địch
|
editor.spawn = Thêm kẻ địch
|
||||||
editor.removeunit = Xóa kẻ địch
|
editor.removeunit = Xóa kẻ địch
|
||||||
@@ -508,7 +508,7 @@ editor.errorlegacy = Bản đồ này quá cũ, và sử dụng định dạng b
|
|||||||
editor.errornot = Đây không phải là tệp bản đồ.
|
editor.errornot = Đây không phải là tệp bản đồ.
|
||||||
editor.errorheader = Tệp bản đồ này không hợp lệ hoặc bị hỏng.
|
editor.errorheader = Tệp bản đồ này không hợp lệ hoặc bị hỏng.
|
||||||
editor.errorname = Bản đồ không có tên được xác định. Bạn đang cố gắng tải một bản lưu?
|
editor.errorname = Bản đồ không có tên được xác định. Bạn đang cố gắng tải một bản lưu?
|
||||||
editor.errorlocales = Error reading invalid locale bundles.
|
editor.errorlocales = Lỗi đọc gói ngôn ngữ không hợp lệ.
|
||||||
editor.update = Cập nhật
|
editor.update = Cập nhật
|
||||||
editor.randomize = Ngẫu nhiên
|
editor.randomize = Ngẫu nhiên
|
||||||
editor.moveup = Di chuyển lên
|
editor.moveup = Di chuyển lên
|
||||||
@@ -520,7 +520,7 @@ editor.sectorgenerate = Tạo ra khu vực
|
|||||||
editor.resize = Thay đổi kích thước
|
editor.resize = Thay đổi kích thước
|
||||||
editor.loadmap = Mở bản đồ
|
editor.loadmap = Mở bản đồ
|
||||||
editor.savemap = Lưu bản đồ
|
editor.savemap = Lưu bản đồ
|
||||||
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
|
editor.savechanges = [scarlet]Bạn có thay đổi chưa lưu!\n\n[]Bạn có muốn lưu chúng không?
|
||||||
editor.saved = Đã lưu!
|
editor.saved = Đã lưu!
|
||||||
editor.save.noname = Bản đồ của bạn không có tên! Hãy đặt một cái tên trong 'Thông tin bản đồ'.
|
editor.save.noname = Bản đồ của bạn không có tên! Hãy đặt một cái tên trong 'Thông tin bản đồ'.
|
||||||
editor.save.overwrite = Bản đồ của bạn ghi đè lên một bản đồ đã có sẵn! Hãy chọn một cái tên khác trong 'Thông tin bản đồ'.
|
editor.save.overwrite = Bản đồ của bạn ghi đè lên một bản đồ đã có sẵn! Hãy chọn một cái tên khác trong 'Thông tin bản đồ'.
|
||||||
@@ -607,23 +607,23 @@ filter.option.floor2 = Nền phụ
|
|||||||
filter.option.threshold2 = Ngưỡng phụ
|
filter.option.threshold2 = Ngưỡng phụ
|
||||||
filter.option.radius = Bán kính
|
filter.option.radius = Bán kính
|
||||||
filter.option.percentile = Phần trăm
|
filter.option.percentile = Phần trăm
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
locales.info = Tại đây, bạn có thể thêm gói ngôn ngữ cho ngôn ngữ cụ thể vào bản đồ của bạn. Trong gói ngôn ngữ, mỗi thuộc tính có tên và giá trị. Những thuộc tính này có thể được sử dụng bởi Bộ xử lý thế giới và Mục tiêu nhiệm vụ bằng tên của chúng. Chúng hỗ trợ định dạng văn bản (thay thế kí tự giữ chỗ bằng giá trị thực tế).\n\n[cyan]Ví dụ thuộc tính:\n[]tên: [accent]timer[]\nvalue: [accent]Bộ đếm thời gian ví dụ, thời gian còn lại: {0}[]\n\n[cyan]Cách dùng:\n[]Đặt làm văn bản cho Mục tiêu nhiệm vụ: [accent]@timer\n\n[]In nó trong Bộ xử lý thế giới:\n[accent]localeprint "timer"\nformat time\n[gray](với time là biến được tính toán riêng biệt)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.deletelocale = Bạn có chắc muốn xóa gói ngôn ngữ này?
|
||||||
locales.applytoall = Apply Changes To All Locales
|
locales.applytoall = Áp dụng thay đổi cho tất cả gói ngôn ngữ
|
||||||
locales.addtoother = Add To Other Locales
|
locales.addtoother = Thêm vào các gói ngôn ngữ khác
|
||||||
locales.rollback = Rollback to last applied
|
locales.rollback = Khôi phục lại lầ áp dụng cuối
|
||||||
locales.filter = Property filter
|
locales.filter = Lọc thuộc tính
|
||||||
locales.searchname = Search name...
|
locales.searchname = Tìm tên...
|
||||||
locales.searchvalue = Search value...
|
locales.searchvalue = Tìm giá trị...
|
||||||
locales.searchlocale = Search locale...
|
locales.searchlocale = Tìm ngôn ngữ...
|
||||||
locales.byname = By name
|
locales.byname = Theo tên
|
||||||
locales.byvalue = By value
|
locales.byvalue = Theo giá trị
|
||||||
locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
|
locales.showcorrect = Hiện thuộc tính có trong tất cả ngôn ngữ và có giá trị riêng biệt mỗi nơi
|
||||||
locales.showmissing = Show properties that are missing in some locales
|
locales.showmissing = Hiện thuộc tính bị mất trong một số ngôn ngữ
|
||||||
locales.showsame = Show properties that have same values in different locales
|
locales.showsame = Hiện thuộc tính có giá trị giống nhau trong các ngôn ngữ khác nhau
|
||||||
locales.viewproperty = View in all locales
|
locales.viewproperty = Xem trong tất cả ngôn ngữ
|
||||||
locales.viewing = Viewing property "{0}"
|
locales.viewing = Đang xem thuộc tính "{0}"
|
||||||
locales.addicon = Add Icon
|
locales.addicon = Thêm biểu tượng
|
||||||
|
|
||||||
width = Chiều rộng:
|
width = Chiều rộng:
|
||||||
height = Chiều cao:
|
height = Chiều cao:
|
||||||
@@ -674,11 +674,12 @@ objective.destroycore.name = Phá huỷ căn cứ
|
|||||||
objective.commandmode.name = Chế độ ra lệnh
|
objective.commandmode.name = Chế độ ra lệnh
|
||||||
objective.flag.name = Cờ
|
objective.flag.name = Cờ
|
||||||
marker.shapetext.name = Hình dạng văn bản
|
marker.shapetext.name = Hình dạng văn bản
|
||||||
marker.point.name = Point
|
marker.point.name = Điểm
|
||||||
marker.shape.name = Hình dạng
|
marker.shape.name = Hình dạng
|
||||||
marker.text.name = Văn bản
|
marker.text.name = Văn bản
|
||||||
marker.line.name = Line
|
marker.line.name = Đường kẻ
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Bốn điểm
|
||||||
|
marker.texture.name = Texture
|
||||||
marker.background = Nền
|
marker.background = Nền
|
||||||
marker.outline = Đường viền
|
marker.outline = Đường viền
|
||||||
objective.research = [accent]Nghiên cứu:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Nghiên cứu:\n[]{0}[lightgray]{1}
|
||||||
@@ -726,7 +727,7 @@ error.any = Lỗi mạng không xác định.
|
|||||||
error.bloom = Không khởi tạo được hiệu ứng phát sáng.\nThiết bị của bạn có thể không hỗ trợ.
|
error.bloom = Không khởi tạo được hiệu ứng phát sáng.\nThiết bị của bạn có thể không hỗ trợ.
|
||||||
|
|
||||||
weather.rain.name = Mưa
|
weather.rain.name = Mưa
|
||||||
weather.snow.name = Tuyết
|
weather.snowing.name = Tuyết
|
||||||
weather.sandstorm.name = Bão cát
|
weather.sandstorm.name = Bão cát
|
||||||
weather.sporestorm.name = Bão bào tử
|
weather.sporestorm.name = Bão bào tử
|
||||||
weather.fog.name = Sương mù
|
weather.fog.name = Sương mù
|
||||||
@@ -762,8 +763,8 @@ sector.curlost = Khu vực đã mất
|
|||||||
sector.missingresources = [scarlet]Không đủ tài nguyên căn cứ
|
sector.missingresources = [scarlet]Không đủ tài nguyên căn cứ
|
||||||
sector.attacked = Khu vực [accent]{0}[white] đang bị tấn công!
|
sector.attacked = Khu vực [accent]{0}[white] đang bị tấn công!
|
||||||
sector.lost = Khu vực [accent]{0}[white] đã mất!
|
sector.lost = Khu vực [accent]{0}[white] đã mất!
|
||||||
sector.capture = Sector [accent]{0}[white]Captured!
|
sector.capture = Khu vực [accent]{0}[white] đã chiếm!
|
||||||
sector.capture.current = Sector Captured!
|
sector.capture.current = Khu vực đã chiếm!
|
||||||
sector.changeicon = Thay đổi biểu tượng
|
sector.changeicon = Thay đổi biểu tượng
|
||||||
sector.noswitch.title = Không thể thay đổi sang khu vực khác
|
sector.noswitch.title = Không thể thay đổi sang khu vực khác
|
||||||
sector.noswitch = Bạn không thể đổi sang khu vực khác khi một khu vực đang bị tấn công.\n\nKhu vực: [accent]{0}[] ở [accent]{1}[]
|
sector.noswitch = Bạn không thể đổi sang khu vực khác khi một khu vực đang bị tấn công.\n\nKhu vực: [accent]{0}[] ở [accent]{1}[]
|
||||||
@@ -986,17 +987,46 @@ stat.immunities = Miễn nhiễm
|
|||||||
stat.healing = Sửa chữa
|
stat.healing = Sửa chữa
|
||||||
|
|
||||||
ability.forcefield = Tạo khiên
|
ability.forcefield = Tạo khiên
|
||||||
|
ability.forcefield.description = Phát một khiên trường lực hấp thụ các loại đạn
|
||||||
ability.repairfield = Sửa chữa/Xây dựng
|
ability.repairfield = Sửa chữa/Xây dựng
|
||||||
|
ability.repairfield.description = Sửa chữa các đơn vị gần đó
|
||||||
ability.statusfield = Vùng gia tốc
|
ability.statusfield = Vùng gia tốc
|
||||||
|
ability.statusfield.description = Áp dụng hiệu ứng trạng thái vào các đơn vị gần đó
|
||||||
ability.unitspawn = Sản xuất
|
ability.unitspawn = Sản xuất
|
||||||
|
ability.unitspawn.description = Sản xuất đơn vị
|
||||||
ability.shieldregenfield = Tạo khiên nhỏ
|
ability.shieldregenfield = Tạo khiên nhỏ
|
||||||
|
ability.shieldregenfield.description = Tạo khiên cho các đơn vị gần đó
|
||||||
ability.movelightning = Phóng điện khi di chuyển
|
ability.movelightning = Phóng điện khi di chuyển
|
||||||
ability.shieldarc = Khiên Vòng Cung
|
ability.movelightning.description = Giải phóng tia điện khi di chuyển
|
||||||
ability.suppressionfield = Trường sửa chữa
|
ability.armorplate = Mảnh giáp
|
||||||
|
ability.armorplate.description = Giảm sát thương gánh chịu trong khi bắn
|
||||||
|
ability.shieldarc = Khiên vòng cung
|
||||||
|
ability.shieldarc.description = Phát một khiên trường lực vòng cung hấp thụ các loại đạn
|
||||||
|
ability.suppressionfield = Ngăn chặn sửa chữa
|
||||||
|
ability.suppressionfield.description = Ngăn chặn các công trình sửa chữa
|
||||||
ability.energyfield = Trường điện từ
|
ability.energyfield = Trường điện từ
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Giật điện các kẻ thù gần đó
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Giật điện các kẻ thù gần đó và hồi phục đồng minh
|
||||||
ability.regen = Regeneration
|
ability.regen = Hồi phục
|
||||||
|
ability.regen.description = Tự hồi phục theo thời gian
|
||||||
|
ability.liquidregen = Hấp thụ chất lỏng
|
||||||
|
ability.liquidregen.description = Hấp thụ chất lỏng để tự hồi phục
|
||||||
|
ability.spawndeath = Chết sản sinh
|
||||||
|
ability.spawndeath.description = Sinh ra đơn vị khi chết
|
||||||
|
ability.liquidexplode = Chết tràn dịch
|
||||||
|
ability.liquidexplode.description = Tràn chất lỏng khi chết
|
||||||
|
ability.stat.firingrate = tốc bắn [stat]{0}/giây[lightgray]
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] độ bền/giây
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] khiên
|
||||||
|
ability.stat.repairspeed = [stat]{0}/giây[lightgray] tốc độ sửa chữa
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] độ bền/đơn vị chất lỏng
|
||||||
|
ability.stat.cooldown = [stat]{0} giây[lightgray] hồi chiêu
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] mục tiêu tối đa
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] số lượng sửa chữa cùng kiểu
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] giảm sát thương
|
||||||
|
ability.stat.minspeed = tốc độ tối thiểu [stat]{0} ô/giây[lightgray]
|
||||||
|
ability.stat.duration = thời hạn [stat]{0} giây[lightgray]
|
||||||
|
ability.stat.buildtime = thời gian xây [stat]{0} giây[lightgray]
|
||||||
bar.onlycoredeposit = Chỉ có thể đưa vào căn cứ
|
bar.onlycoredeposit = Chỉ có thể đưa vào căn cứ
|
||||||
|
|
||||||
bar.drilltierreq = Cần máy khoan tốt hơn
|
bar.drilltierreq = Cần máy khoan tốt hơn
|
||||||
@@ -1036,7 +1066,7 @@ bullet.splashdamage = [stat]{0}[lightgray] sát thương diện rộng ~[stat] {
|
|||||||
bullet.incendiary = [stat]cháy
|
bullet.incendiary = [stat]cháy
|
||||||
bullet.homing = [stat]truy đuổi
|
bullet.homing = [stat]truy đuổi
|
||||||
bullet.armorpierce = [stat]xuyên giáp
|
bullet.armorpierce = [stat]xuyên giáp
|
||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
bullet.maxdamagefraction = [stat]{0}%[lightgray] giới hạn sát thương
|
||||||
bullet.suppression = [stat]{0} giây[lightgray] ngăn sửa chữa ~ [stat]{1}[lightgray] ô
|
bullet.suppression = [stat]{0} giây[lightgray] ngăn sửa chữa ~ [stat]{1}[lightgray] ô
|
||||||
bullet.interval = [stat]{0}/giây[lightgray] interval bullets:
|
bullet.interval = [stat]{0}/giây[lightgray] interval bullets:
|
||||||
bullet.frags = [stat]phá mảnh
|
bullet.frags = [stat]phá mảnh
|
||||||
@@ -1091,8 +1121,8 @@ setting.logichints.name = Gợi ý Logic
|
|||||||
setting.backgroundpause.name = Tạm dừng trong nền
|
setting.backgroundpause.name = Tạm dừng trong nền
|
||||||
setting.buildautopause.name = Tự động dừng xây dựng
|
setting.buildautopause.name = Tự động dừng xây dựng
|
||||||
setting.doubletapmine.name = Nhấn đúp để Đào
|
setting.doubletapmine.name = Nhấn đúp để Đào
|
||||||
setting.commandmodehold.name = Nhấn giữ để vào chế độ khiển quân
|
setting.commandmodehold.name = Nhấn giữ để vào chế độ khiển đơn vị
|
||||||
setting.distinctcontrolgroups.name = Limit One Control Group Per Unit
|
setting.distinctcontrolgroups.name = Giới hạn một nhóm điều khiển cho mỗi đơn vị
|
||||||
setting.modcrashdisable.name = Tắt các mod khi gặp sự cố trong khởi động
|
setting.modcrashdisable.name = Tắt các mod khi gặp sự cố trong khởi động
|
||||||
setting.animatedwater.name = Hiệu ứng nước
|
setting.animatedwater.name = Hiệu ứng nước
|
||||||
setting.animatedshields.name = Hiệu ứng khiên
|
setting.animatedshields.name = Hiệu ứng khiên
|
||||||
@@ -1139,14 +1169,14 @@ setting.position.name = Hiển thị vị trí người chơi
|
|||||||
setting.mouseposition.name = Hiện vị trí trỏ chuột
|
setting.mouseposition.name = Hiện vị trí trỏ chuột
|
||||||
setting.musicvol.name = Âm lượng nhạc
|
setting.musicvol.name = Âm lượng nhạc
|
||||||
setting.atmosphere.name = Hiển thị bầu khí quyển hành tinh
|
setting.atmosphere.name = Hiển thị bầu khí quyển hành tinh
|
||||||
setting.drawlight.name = Draw Darkness/Lighting
|
setting.drawlight.name = Vẽ Bóng tối/Ánh sáng
|
||||||
setting.ambientvol.name = Âm lượng tổng
|
setting.ambientvol.name = Âm lượng tổng
|
||||||
setting.mutemusic.name = Tắt nhạc
|
setting.mutemusic.name = Tắt nhạc
|
||||||
setting.sfxvol.name = Âm lượng SFX
|
setting.sfxvol.name = Âm lượng SFX
|
||||||
setting.mutesound.name = Tắt tiếng
|
setting.mutesound.name = Tắt tiếng
|
||||||
setting.crashreport.name = Gửi báo cáo sự cố
|
setting.crashreport.name = Gửi báo cáo sự cố
|
||||||
setting.savecreate.name = Tự động lưu
|
setting.savecreate.name = Tự động lưu
|
||||||
setting.steampublichost.name = Public Game Visibility
|
setting.steampublichost.name = Hiển thị trò chơi công khai
|
||||||
setting.playerlimit.name = Giới hạn người chơi
|
setting.playerlimit.name = Giới hạn người chơi
|
||||||
setting.chatopacity.name = Độ mờ trò chuyện
|
setting.chatopacity.name = Độ mờ trò chuyện
|
||||||
setting.lasersopacity.name = Độ mờ kết nối năng lượng
|
setting.lasersopacity.name = Độ mờ kết nối năng lượng
|
||||||
@@ -1166,7 +1196,7 @@ keybind.title = Sửa phím
|
|||||||
keybinds.mobile = [scarlet]Hầu hết phím ở đây không hoạt động trên thiết bị di động. Chỉ hỗ trợ di chuyển cơ bản.
|
keybinds.mobile = [scarlet]Hầu hết phím ở đây không hoạt động trên thiết bị di động. Chỉ hỗ trợ di chuyển cơ bản.
|
||||||
category.general.name = Chung
|
category.general.name = Chung
|
||||||
category.view.name = Xem
|
category.view.name = Xem
|
||||||
category.command.name = Unit Command
|
category.command.name = Mệnh lệnh đơn vị
|
||||||
category.multiplayer.name = Nhiều người chơi
|
category.multiplayer.name = Nhiều người chơi
|
||||||
category.blocks.name = Chọn khối
|
category.blocks.name = Chọn khối
|
||||||
placement.blockselectkeys = \n[lightgray]Phím: [{0},
|
placement.blockselectkeys = \n[lightgray]Phím: [{0},
|
||||||
@@ -1183,24 +1213,25 @@ keybind.move_y.name = Di chuyển Y
|
|||||||
keybind.mouse_move.name = Theo chuột
|
keybind.mouse_move.name = Theo chuột
|
||||||
keybind.pan.name = Di chuyển góc nhìn
|
keybind.pan.name = Di chuyển góc nhìn
|
||||||
keybind.boost.name = Tăng tốc
|
keybind.boost.name = Tăng tốc
|
||||||
keybind.command_mode.name = Chế độ điều khiển quân
|
keybind.command_mode.name = Chế độ mệnh lệnh
|
||||||
keybind.command_queue.name = Unit Command Queue
|
keybind.command_queue.name = Lệnh tuần tự đơn vị
|
||||||
keybind.create_control_group.name = Create Control Group
|
keybind.create_control_group.name = Tạo nhóm điều khiển
|
||||||
keybind.cancel_orders.name = Cancel Orders
|
keybind.cancel_orders.name = Hủy lệnh
|
||||||
keybind.unit_stance_shoot.name = Unit Stance: Shoot
|
keybind.unit_stance_shoot.name = Tư thế đơn vị: Bắn
|
||||||
keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
keybind.unit_stance_hold_fire.name = Tư thế đơn vị: Ngừng bắn
|
||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Tư thế đơn vị: Bám đuổi mục tiêu
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Tư thế đơn vị: Tuần tra
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Tư thế đơn vị: Tông thẳng
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.rebuild_select.name = Chọn khu vực xây dựng lại
|
keybind.rebuild_select.name = Chọn khu vực xây dựng lại
|
||||||
keybind.schematic_select.name = Chọn khu vực
|
keybind.schematic_select.name = Chọn khu vực
|
||||||
keybind.schematic_menu.name = Menu bản thiết kế
|
keybind.schematic_menu.name = Menu bản thiết kế
|
||||||
@@ -1264,12 +1295,12 @@ mode.pvp.description = Chiến đấu với những người chơi khác trên c
|
|||||||
mode.attack.name = Tấn công
|
mode.attack.name = Tấn công
|
||||||
mode.attack.description = Phá hủy căn cứ của kẻ địch. \n[gray]Cần căn cứ màu đỏ trong bản đồ để chơi.
|
mode.attack.description = Phá hủy căn cứ của kẻ địch. \n[gray]Cần căn cứ màu đỏ trong bản đồ để chơi.
|
||||||
mode.custom = Tùy chỉnh luật
|
mode.custom = Tùy chỉnh luật
|
||||||
rules.invaliddata = Invalid clipboard data.
|
rules.invaliddata = Dữ liệu bộ nhớ tạm không hợp lệ.
|
||||||
rules.hidebannedblocks = Ẩn Các Khối Bị Cấm
|
rules.hidebannedblocks = Ẩn các khối bị cấm
|
||||||
|
|
||||||
rules.infiniteresources = Tài nguyên vô hạn
|
rules.infiniteresources = Tài nguyên vô hạn
|
||||||
rules.onlydepositcore = Chỉ cho phép đưa tài nguyên vào căn cứ
|
rules.onlydepositcore = Chỉ cho phép đưa tài nguyên vào căn cứ
|
||||||
rules.derelictrepair = Allow Derelict Block Repair
|
rules.derelictrepair = Cho phép sửa khối bỏ hoang
|
||||||
rules.reactorexplosions = Nổ lò phản ứng
|
rules.reactorexplosions = Nổ lò phản ứng
|
||||||
rules.coreincinerates = Hủy vật phẩm khi căn cứ đầy
|
rules.coreincinerates = Hủy vật phẩm khi căn cứ đầy
|
||||||
rules.disableworldprocessors = Vô hiệu hoá bộ xử lý thế giới
|
rules.disableworldprocessors = Vô hiệu hoá bộ xử lý thế giới
|
||||||
@@ -1293,11 +1324,12 @@ rules.blockhealthmultiplier = Hệ số độ bền khối
|
|||||||
rules.blockdamagemultiplier = Hệ số sát thương của khối
|
rules.blockdamagemultiplier = Hệ số sát thương của khối
|
||||||
rules.unitbuildspeedmultiplier = Hệ số tốc độ sản xuất lính
|
rules.unitbuildspeedmultiplier = Hệ số tốc độ sản xuất lính
|
||||||
rules.unitcostmultiplier = Hệ số yêu cầu tài nguyên sản xuất đơn vị
|
rules.unitcostmultiplier = Hệ số yêu cầu tài nguyên sản xuất đơn vị
|
||||||
rules.unithealthmultiplier = Hệ số máu của đơn vị
|
rules.unithealthmultiplier = Hệ số độ bền của đơn vị
|
||||||
rules.unitdamagemultiplier = Hệ số sát thương của đơn vị
|
rules.unitdamagemultiplier = Hệ số sát thương của đơn vị
|
||||||
rules.unitcrashdamagemultiplier = Hệ số sát thương của đơn vị khi bị bắn rơi
|
rules.unitcrashdamagemultiplier = Hệ số sát thương của đơn vị khi bị bắn rơi
|
||||||
rules.solarmultiplier = Hệ số năng lượng mặt trời
|
rules.solarmultiplier = Hệ số năng lượng mặt trời
|
||||||
rules.unitcapvariable = Căn cứ tăng giới hạn đơn vị
|
rules.unitcapvariable = Căn cứ tăng giới hạn đơn vị
|
||||||
|
rules.unitpayloadsexplode = Khối hàng mang theo phát nổ cùng đơn vị
|
||||||
rules.unitcap = Giới hạn đơn vị
|
rules.unitcap = Giới hạn đơn vị
|
||||||
rules.limitarea = Giới hạn kích thước bản đồ
|
rules.limitarea = Giới hạn kích thước bản đồ
|
||||||
rules.enemycorebuildradius = Bán kính không xây dựng trong căn cứ của kẻ địch:[lightgray] (ô)
|
rules.enemycorebuildradius = Bán kính không xây dựng trong căn cứ của kẻ địch:[lightgray] (ô)
|
||||||
@@ -1330,6 +1362,8 @@ rules.weather = Thời tiết
|
|||||||
rules.weather.frequency = Tần suất:
|
rules.weather.frequency = Tần suất:
|
||||||
rules.weather.always = Luôn luôn
|
rules.weather.always = Luôn luôn
|
||||||
rules.weather.duration = Thời gian:
|
rules.weather.duration = Thời gian:
|
||||||
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = Vật phẩm
|
content.item.name = Vật phẩm
|
||||||
content.liquid.name = Chất lỏng
|
content.liquid.name = Chất lỏng
|
||||||
@@ -1549,7 +1583,7 @@ block.inverted-sorter.name = Bộ lọc ngược
|
|||||||
block.message.name = Thông điệp
|
block.message.name = Thông điệp
|
||||||
block.reinforced-message.name = Thông điệp [Gia cố]
|
block.reinforced-message.name = Thông điệp [Gia cố]
|
||||||
block.world-message.name = Thông điệp thế giới
|
block.world-message.name = Thông điệp thế giới
|
||||||
block.world-switch.name = World Switch
|
block.world-switch.name = Công tắc thế giới
|
||||||
block.illuminator.name = Đèn
|
block.illuminator.name = Đèn
|
||||||
block.overflow-gate.name = Cổng tràn
|
block.overflow-gate.name = Cổng tràn
|
||||||
block.underflow-gate.name = Cổng tràn ngược
|
block.underflow-gate.name = Cổng tràn ngược
|
||||||
@@ -1826,7 +1860,7 @@ block.memory-bank.name = Bộ nhớ lớn
|
|||||||
team.malis.name = Malis
|
team.malis.name = Malis
|
||||||
team.crux.name = Crux
|
team.crux.name = Crux
|
||||||
team.sharded.name = Sharded
|
team.sharded.name = Sharded
|
||||||
team.derelict.name = Không xác định
|
team.derelict.name = Bỏ hoang
|
||||||
team.green.name = Xanh lá cây
|
team.green.name = Xanh lá cây
|
||||||
team.blue.name = Xanh dương
|
team.blue.name = Xanh dương
|
||||||
|
|
||||||
@@ -1841,7 +1875,7 @@ hint.desktopPause = Nhấn [accent][[Space][] để tạm dừng và tiếp tụ
|
|||||||
hint.breaking = [accent]Chuột phải[] và kéo để phá vỡ các khối.
|
hint.breaking = [accent]Chuột phải[] và kéo để phá vỡ các khối.
|
||||||
hint.breaking.mobile = Kích hoạt \ue817 [accent]Cây búa[] ở phía dưới cùng bên phải và nhấn để phá vỡ các khối.\n\nGiữ ngón tay của bạn trong một giây và kéo để phá khối trong vùng được chọn.
|
hint.breaking.mobile = Kích hoạt \ue817 [accent]Cây búa[] ở phía dưới cùng bên phải và nhấn để phá vỡ các khối.\n\nGiữ ngón tay của bạn trong một giây và kéo để phá khối trong vùng được chọn.
|
||||||
hint.blockInfo = Xem thông tin của một khối bằng cách chọn nó trong [accent]menu xây dựng[], Sau đó chọn nút [accent][[?][] ở bên phải.
|
hint.blockInfo = Xem thông tin của một khối bằng cách chọn nó trong [accent]menu xây dựng[], Sau đó chọn nút [accent][[?][] ở bên phải.
|
||||||
hint.derelict = [accent]Không xác định[] là các công trình bị hỏng của các căn cứ cũ mà không còn hoạt động.\n\nCác công trình này có thể [accent]được tháo dỡ[] để nhận được nguyên liệu.
|
hint.derelict = [accent]Bỏ hoang[] là các công trình bị hỏng của các căn cứ cũ mà không còn hoạt động.\n\nCác công trình này có thể [accent]được tháo dỡ[] để nhận được nguyên liệu.
|
||||||
hint.research = Sử dụng nút \ue875 [accent]Nghiên cứu[] để nghiên cứu công nghệ mới.
|
hint.research = Sử dụng nút \ue875 [accent]Nghiên cứu[] để nghiên cứu công nghệ mới.
|
||||||
hint.research.mobile = Sử dụng nút \ue875 [accent]Nghiên cứu[] trong \ue88c [accent]Trình đơn[] để nghiên cứu công nghệ mới.
|
hint.research.mobile = Sử dụng nút \ue875 [accent]Nghiên cứu[] trong \ue88c [accent]Trình đơn[] để nghiên cứu công nghệ mới.
|
||||||
hint.unitControl = Giữ [accent][[L-ctrl][] và [accent]nhấp chuột[] để điều khiển đơn vị của bạn hoặc súng.
|
hint.unitControl = Giữ [accent][[L-ctrl][] và [accent]nhấp chuột[] để điều khiển đơn vị của bạn hoặc súng.
|
||||||
@@ -1907,13 +1941,13 @@ onset.turrets = Các đơn vị rất tốt, nhưng [accent]súng[] cung cấp k
|
|||||||
onset.turretammo = Tiếp đạn cho súng bằng [accent]beryllium[].
|
onset.turretammo = Tiếp đạn cho súng bằng [accent]beryllium[].
|
||||||
onset.walls = [accent]Tường[] có thể ngăn chặn sát thương đến các công trình.\nĐặt một số \uf6ee [accent]tường beryllium[] xung quanh súng.
|
onset.walls = [accent]Tường[] có thể ngăn chặn sát thương đến các công trình.\nĐặt một số \uf6ee [accent]tường beryllium[] xung quanh súng.
|
||||||
onset.enemies = Quân địch đang đến, hãy chuẩn bị phòng thủ.
|
onset.enemies = Quân địch đang đến, hãy chuẩn bị phòng thủ.
|
||||||
onset.defenses = [accent]Set up defenses:[lightgray] {0}
|
onset.defenses = [accent]Thiết lập phòng thủ:[lightgray] {0}
|
||||||
onset.attack = Quân địch đã suy yếu.\nHãy phản công.
|
onset.attack = Quân địch đã suy yếu.\nHãy phản công.
|
||||||
onset.cores = Các căn cứ có thể được đặt trên [accent]ô căn cứ[].\nCác căn cứ mới có thể được đặt ở bất kỳ đâu trên bản đồ.\nĐặt một \uf725 căn cứ.
|
onset.cores = Các căn cứ có thể được đặt trên [accent]ô căn cứ[].\nCác căn cứ mới có thể được đặt ở bất kỳ đâu trên bản đồ.\nĐặt một \uf725 căn cứ.
|
||||||
onset.detect = Quân địch sẽ phát hiện bạn trong vòng 2 phút.\nHãy chuẩn bị phòng thủ, khai thác và sản xuất.
|
onset.detect = Quân địch sẽ phát hiện bạn trong vòng 2 phút.\nHãy chuẩn bị phòng thủ, khai thác và sản xuất.
|
||||||
onset.commandmode = Giữ [accent]Shift[] để vào [accent]chế độ điều khiển quân[].\n[accent]Nhấp chuột trái và kéo[] để chọn các đơn vị.\n[accent]Chuộc phải[] để điều khiển các đơn vị di chuyển hoặc tấn công.
|
onset.commandmode = Giữ [accent]Shift[] để vào [accent]chế độ điều khiển quân[].\n[accent]Nhấp chuột trái và kéo[] để chọn các đơn vị.\n[accent]Chuộc phải[] để điều khiển các đơn vị di chuyển hoặc tấn công.
|
||||||
onset.commandmode.mobile = Nhấn vào [accent]nút điều khiển[] để vào [accent]chế độ điều khiển quân[].\nGiữ một ngón tay, sau đó [accent]kéo[] để chọn các đơn vị.\n[accent]Nhấp[] để điều khiển các đơn vị di chuyển hoặc tấn công.
|
onset.commandmode.mobile = Nhấn vào [accent]nút điều khiển[] để vào [accent]chế độ điều khiển quân[].\nGiữ một ngón tay, sau đó [accent]kéo[] để chọn các đơn vị.\n[accent]Nhấp[] để điều khiển các đơn vị di chuyển hoặc tấn công.
|
||||||
aegis.tungsten = Tungsten can be mined using an [accent]impact drill[].\nThis structure requires [accent]water[] and [accent]power[].
|
aegis.tungsten = Tungsten có thể khai thác bằng [accent]khoan thủy lực[].\nCông trình này cần có [accent]nước[] và [accent]năng lượng[].
|
||||||
split.pickup = Một số khối có thể được mang bởi đơn vị.\nNhấp vào [accent]container[] và đặt nó lên [accent]máy nạp vật phẩm[].\n(Phím mặc định là [ và ] để mang và thả)
|
split.pickup = Một số khối có thể được mang bởi đơn vị.\nNhấp vào [accent]container[] và đặt nó lên [accent]máy nạp vật phẩm[].\n(Phím mặc định là [ và ] để mang và thả)
|
||||||
split.pickup.mobile = Một số khối có thể được mang bởi đơn vị.\nNhấp vào [accent]container[] và đặt nó lên [accent]máy nạp vật phẩm[].\n(Để mang hoặc thả một khối, ấn giữ nó một chút.)
|
split.pickup.mobile = Một số khối có thể được mang bởi đơn vị.\nNhấp vào [accent]container[] và đặt nó lên [accent]máy nạp vật phẩm[].\n(Để mang hoặc thả một khối, ấn giữ nó một chút.)
|
||||||
split.acquire = Bạn cần một số tungsten để sản xuất đơn vị.
|
split.acquire = Bạn cần một số tungsten để sản xuất đơn vị.
|
||||||
@@ -1958,7 +1992,7 @@ liquid.nitrogen.description = Được sử dụng trong khai thác tài nguyên
|
|||||||
liquid.neoplasm.description = Một sản phẩm phụ sinh học nguy hiểm của lò phản ứng Neoplasia. Lan nhanh sang bất kì khối chứa nước nào mà nó chạm vào và gây hư hại chúng. Nhớt.
|
liquid.neoplasm.description = Một sản phẩm phụ sinh học nguy hiểm của lò phản ứng Neoplasia. Lan nhanh sang bất kì khối chứa nước nào mà nó chạm vào và gây hư hại chúng. Nhớt.
|
||||||
liquid.neoplasm.details = Neoplasm. Một khối lượng các tế bào tổng hợp phân chia nhanh chóng không kiểm soát với độ đặc giống như bùn. Kháng nhiệt. Cực kì nguy hiểm cho bất cứ khối nào có liên quan đến nước.\n\nQuá phức tạp và không ổn định để được phân tích. Chưa rõ được tiềm năng và ứng dụng của nó. Khuyến nghị đốt chúng trong xỉ nóng chảy
|
liquid.neoplasm.details = Neoplasm. Một khối lượng các tế bào tổng hợp phân chia nhanh chóng không kiểm soát với độ đặc giống như bùn. Kháng nhiệt. Cực kì nguy hiểm cho bất cứ khối nào có liên quan đến nước.\n\nQuá phức tạp và không ổn định để được phân tích. Chưa rõ được tiềm năng và ứng dụng của nó. Khuyến nghị đốt chúng trong xỉ nóng chảy
|
||||||
|
|
||||||
block.derelict = \uf77e [lightgray]Không xác định
|
block.derelict = \uf77e [lightgray]Bỏ hoang
|
||||||
block.armored-conveyor.description = Vận chuyển vật phẩm về phía trước. Không nhận đầu vào từ phía bên cạnh.
|
block.armored-conveyor.description = Vận chuyển vật phẩm về phía trước. Không nhận đầu vào từ phía bên cạnh.
|
||||||
block.illuminator.description = Phát sáng.
|
block.illuminator.description = Phát sáng.
|
||||||
block.message.description = Lưu trữ tin nhắn giao tiếp giữa đồng đội.
|
block.message.description = Lưu trữ tin nhắn giao tiếp giữa đồng đội.
|
||||||
@@ -2098,7 +2132,7 @@ block.additive-reconstructor.description = Nâng cấp quân của bạn lên c
|
|||||||
block.multiplicative-reconstructor.description = Nâng cấp quân của bạn lên cấp ba.
|
block.multiplicative-reconstructor.description = Nâng cấp quân của bạn lên cấp ba.
|
||||||
block.exponential-reconstructor.description = Nâng cấp quân của bạn lên cấp bốn.
|
block.exponential-reconstructor.description = Nâng cấp quân của bạn lên cấp bốn.
|
||||||
block.tetrative-reconstructor.description = Nâng cấp quân của bạn lên cấp năm (cuối cùng).
|
block.tetrative-reconstructor.description = Nâng cấp quân của bạn lên cấp năm (cuối cùng).
|
||||||
block.switch.description = Công tắc, trạng thái có thể được đọc và điều khiển với vi xử lý logic.
|
block.switch.description = Công tắc, trạng thái có thể được đọc và điều khiển với xử lý logic.
|
||||||
block.micro-processor.description = Chạy tập hợp các chỉ dẫn trong một vòng lặp, có thể dùng để điều khiển robot và công trình.
|
block.micro-processor.description = Chạy tập hợp các chỉ dẫn trong một vòng lặp, có thể dùng để điều khiển robot và công trình.
|
||||||
block.logic-processor.description = Chạy tập hợp các chỉ dẫn trong một vòng lặp, có thể dùng để điều khiển robot và công trình. Nhanh hơn bộ xử lý nhỏ.
|
block.logic-processor.description = Chạy tập hợp các chỉ dẫn trong một vòng lặp, có thể dùng để điều khiển robot và công trình. Nhanh hơn bộ xử lý nhỏ.
|
||||||
block.hyper-processor.description = Chạy tập hợp các chỉ dẫn trong một vòng lặp, có thể dùng để điều khiển robot và công trình. Nhanh hơn bộ xử lý.
|
block.hyper-processor.description = Chạy tập hợp các chỉ dẫn trong một vòng lặp, có thể dùng để điều khiển robot và công trình. Nhanh hơn bộ xử lý.
|
||||||
@@ -2261,7 +2295,7 @@ unit.emanate.description = Xây công trình để phòng thủ lõi Acropolis.
|
|||||||
lst.read = Đọc một số từ bộ nhớ được liên kết.
|
lst.read = Đọc một số từ bộ nhớ được liên kết.
|
||||||
lst.write = Ghi một số vào bộ nhớ được liên kết.
|
lst.write = Ghi một số vào bộ nhớ được liên kết.
|
||||||
lst.print = Thêm văn bản vào bộ nhớ in.\nKhông hiển thị gì cho đến khi sử dụng [accent]Print Flush[].
|
lst.print = Thêm văn bản vào bộ nhớ in.\nKhông hiển thị gì cho đến khi sử dụng [accent]Print Flush[].
|
||||||
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
|
lst.format = Thay thế kí tự giữ chỗ tiếp theo ("[accent]@[]") trong bộ đệm văn bản bằng giá trị.\nVí dụ:\n[accent]print "test @"\nformat "example"
|
||||||
lst.draw = Thêm một thao tác vào bộ nhớ vẽ.\nKhông hiển thị gì cho đến khi sử dụng [accent]Draw Flush[].
|
lst.draw = Thêm một thao tác vào bộ nhớ vẽ.\nKhông hiển thị gì cho đến khi sử dụng [accent]Draw Flush[].
|
||||||
lst.drawflush = Chuyển các thao tác [accent]Draw[] đến màn hình.
|
lst.drawflush = Chuyển các thao tác [accent]Draw[] đến màn hình.
|
||||||
lst.printflush = Chuyển các thao tác [accent]Print[] đến khối tin nhắn.
|
lst.printflush = Chuyển các thao tác [accent]Print[] đến khối tin nhắn.
|
||||||
@@ -2284,6 +2318,8 @@ lst.getblock = Lấy dữ liệu từ ô từ vị trí bất kì.
|
|||||||
lst.setblock = Chỉnh sửa dữ liệu từ ô từ vị trí bất kì.
|
lst.setblock = Chỉnh sửa dữ liệu từ ô từ vị trí bất kì.
|
||||||
lst.spawnunit = Tạo ra quân từ vị trí.
|
lst.spawnunit = Tạo ra quân từ vị trí.
|
||||||
lst.applystatus = Áp dụng hoặc loại bỏ một hiệu ứng trạng thái cho một đơn vị.
|
lst.applystatus = Áp dụng hoặc loại bỏ một hiệu ứng trạng thái cho một đơn vị.
|
||||||
|
lst.weathersense = Kiểm tra kiểu thời tiết đang hoạt động.
|
||||||
|
lst.weatherset = Thiết lập trạng thái hiện tại của kiểu thời tiết.
|
||||||
lst.spawnwave = Mô phỏng một lượt xuất hiện ở vị trí tùy ý.\nSẽ không tăng số đếm lượt.
|
lst.spawnwave = Mô phỏng một lượt xuất hiện ở vị trí tùy ý.\nSẽ không tăng số đếm lượt.
|
||||||
lst.explosion = Tạo ra một vụ nổ tại vị trí đó.
|
lst.explosion = Tạo ra một vụ nổ tại vị trí đó.
|
||||||
lst.setrate = Đặt tốc độ thực thi khối xử lý theo chỉ thị/tíc-tắc.
|
lst.setrate = Đặt tốc độ thực thi khối xử lý theo chỉ thị/tíc-tắc.
|
||||||
@@ -2297,45 +2333,45 @@ lst.getflag = Kiểm tra nếu cờ toàn cục được đặt.
|
|||||||
lst.setprop = Đặt một thuộc tính của đơn vị hoặc công trình.
|
lst.setprop = Đặt một thuộc tính của đơn vị hoặc công trình.
|
||||||
lst.effect = Tạo một phần hiệu ứng nhỏ.
|
lst.effect = Tạo một phần hiệu ứng nhỏ.
|
||||||
lst.sync = Đồng bộ giá trị biến qua mạng.\nChỉ gọi tối đa 10 lần mỗi giây.
|
lst.sync = Đồng bộ giá trị biến qua mạng.\nChỉ gọi tối đa 10 lần mỗi giây.
|
||||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
lst.makemarker = Tạo mới điểm đánh dấu lô-gic trên thế giới.\n Một định danh cho điểm đánh dấu này phải được cung cấp.\nĐiểm đánh dấu hiện tại bị giới hạn 20,000 trên mỗi thế giới.
|
||||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
lst.setmarker = Lập một thuộc tính cho một điểm đánh dấu.\n Định danh phải giống như định danh ở chỉ dẫn lệnh Tạo Điểm đánh dấu (Make Marker).\nGiá trị [accent]null [] sẽ bị phớt lờ thay vì chuyển thành 0.
|
||||||
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
lst.localeprint = Thêm một giá trị thuộc tính ngôn ngữ của bản đồ vào bộ đệm văn bản.\nĐể thiết đặt gói ngôn ngữ trong trình chỉnh sửa bản đồ, xem qua [accent]Thông tin bản đồ > Gói ngôn ngữ[].\nNếu máy khách là một thiết bị di động, sẽ cố in thuộc tính kết thúc bằng ".mobile" trước tiên.
|
||||||
lglobal.false = 0
|
lglobal.false = 0
|
||||||
lglobal.true = 1
|
lglobal.true = 1
|
||||||
lglobal.null = null
|
lglobal.null = null
|
||||||
lglobal.@pi = The mathematical constant pi (3.141...)
|
lglobal.@pi = Hằng số toán học pi (3.141...)
|
||||||
lglobal.@e = The mathematical constant e (2.718...)
|
lglobal.@e = Hằng số toán học e (2.718...)
|
||||||
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
lglobal.@degToRad = Nhân với số này để chuyển từ độ (deg) sang radian (rad)
|
||||||
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
lglobal.@radToDeg = Nhân với số này để chuyển từ radian (rad) sang độ (deg)
|
||||||
lglobal.@time = Playtime of current save, in milliseconds
|
lglobal.@time = Thời gian chơi của bản lưu hiện tại, tính bằng mili-giây
|
||||||
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
lglobal.@tick = Thời gian chơi của bản lưu hiện tại, tính bằng tích-tắc (1 giây = 60 tích-tắc)
|
||||||
lglobal.@second = Playtime of current save, in seconds
|
lglobal.@second = Thời gian chơi của bản lưu hiện tại, tính bằng giây
|
||||||
lglobal.@minute = Playtime of current save, in minutes
|
lglobal.@minute = Thời gian chơi của bản lưu hiện tại, tính bằng phút
|
||||||
lglobal.@waveNumber = Current wave number, if waves are enabled
|
lglobal.@waveNumber = Số lượt hiện tại, nếu chế độ lượt được bật
|
||||||
lglobal.@waveTime = Countdown timer for waves, in seconds
|
lglobal.@waveTime = Thời gian đếm ngược của lượt, tính bằng giây
|
||||||
lglobal.@mapw = Map width in tiles
|
lglobal.@mapw = Độ rộng bản đồ, tính bằng ô
|
||||||
lglobal.@maph = Map height in tiles
|
lglobal.@maph = Độ cao bản đồ, tính bằng ô
|
||||||
lglobal.sectionMap = Map
|
lglobal.sectionMap = Bản đồ
|
||||||
lglobal.sectionGeneral = General
|
lglobal.sectionGeneral = Chung
|
||||||
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
lglobal.sectionNetwork = Mạng/Máy khách [Chỉ Bộ xử lý thế giới]
|
||||||
lglobal.sectionProcessor = Processor
|
lglobal.sectionProcessor = Bộ xử lý
|
||||||
lglobal.sectionLookup = Lookup
|
lglobal.sectionLookup = Tra cứu
|
||||||
lglobal.@this = The logic block executing the code
|
lglobal.@this = Khối lô-gíc đang thực thi đoạn mã
|
||||||
lglobal.@thisx = X coordinate of block executing the code
|
lglobal.@thisx = Tọa độ x của khối đang thực thi đoạn mã
|
||||||
lglobal.@thisy = Y coordinate of block executing the code
|
lglobal.@thisy = Tọa độ y của khối đang thực thi đoạn mã
|
||||||
lglobal.@links = Total number of blocks linked to this processors
|
lglobal.@links = Tổng số khối đã liên kết đến bộ xử lý này
|
||||||
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
lglobal.@ipt = Tốc độ thực thi của bộ xử lý tính bằng lệnh mỗi tích-tắc (60 tích-tắc = 1 giây)
|
||||||
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
lglobal.@unitCount = Tổng số kiểu mẫu đơn vị trong trò chơi; được dùng với lệnh tra cứu
|
||||||
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
lglobal.@blockCount = Tổng số kiểu mẫu khối trong trò chơi; được dùng với lệnh tra cứu
|
||||||
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
lglobal.@itemCount = Tổng số kiểu mẫu vật phẩm trong trò chơi; được dùng với lệnh tra cứu
|
||||||
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
lglobal.@liquidCount = Tổng số kiểu mẫu chất lỏng trong trò chơi; được dùng với lệnh tra cứu
|
||||||
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
lglobal.@server = True nếu đoạn mã chạy trên máy chủ hoặc chơi đơn, ngược lại là false
|
||||||
lglobal.@client = True if the code is running on a client connected to a server
|
lglobal.@client = True nếu đoạn mã chạy trên máy khách được kết nối đến máy chủ
|
||||||
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
lglobal.@clientLocale = Ngôn ngữ của máy khách đang chạy đoạn mã. Ví dụ: vi_VN
|
||||||
lglobal.@clientUnit = Unit of client running the code
|
lglobal.@clientUnit = Đơn vị máy khách đang chạy đoạn mã
|
||||||
lglobal.@clientName = Player name of client running the code
|
lglobal.@clientName = Tên người chơi của máy khách đang chạy đoạn mã
|
||||||
lglobal.@clientTeam = Team ID of client running the code
|
lglobal.@clientTeam = Định danh đội của máy khách đang chạy đoạn mã
|
||||||
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
lglobal.@clientMobile = True nếu máy khách đang chạy đoạn mã trên thiết bị di động, ngược lại là false
|
||||||
|
|
||||||
logic.nounitbuild = [red]Lô-gíc xây dựng đơn vị không được phép ở đây.
|
logic.nounitbuild = [red]Lô-gíc xây dựng đơn vị không được phép ở đây.
|
||||||
|
|
||||||
@@ -2378,7 +2414,7 @@ graphicstype.poly = Tô vào đa giác đều.
|
|||||||
graphicstype.linepoly = Vẽ đường viền đa giác đều.
|
graphicstype.linepoly = Vẽ đường viền đa giác đều.
|
||||||
graphicstype.triangle = Tô một hình tam giác.
|
graphicstype.triangle = Tô một hình tam giác.
|
||||||
graphicstype.image = Vẽ hình ảnh một số nội dung.\nVí dụ: [accent]@router[] hoặc [accent]@dagger[].
|
graphicstype.image = Vẽ hình ảnh một số nội dung.\nVí dụ: [accent]@router[] hoặc [accent]@dagger[].
|
||||||
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
graphicstype.print = Vẽ văn bản từ bộ đệm in ra.\nLàm sạch bộ đệm.
|
||||||
|
|
||||||
lenum.always = Luôn đúng.
|
lenum.always = Luôn đúng.
|
||||||
lenum.idiv = Chia lấy phần nguyên.
|
lenum.idiv = Chia lấy phần nguyên.
|
||||||
@@ -2487,10 +2523,10 @@ lenum.build = Xây công trình.
|
|||||||
lenum.getblock = Lấy một cấu trúc và kiểu tại một tọa độ.\nĐơn vị phải nằm trong tầm của vị trí.\nKhối rắn không phải công trình có kiểu [accent]@solid[].
|
lenum.getblock = Lấy một cấu trúc và kiểu tại một tọa độ.\nĐơn vị phải nằm trong tầm của vị trí.\nKhối rắn không phải công trình có kiểu [accent]@solid[].
|
||||||
lenum.within = Kiểm tra xem đơn vị có gần vị trí không.
|
lenum.within = Kiểm tra xem đơn vị có gần vị trí không.
|
||||||
lenum.boost = Bắt đầu/Dừng tăng tốc.
|
lenum.boost = Bắt đầu/Dừng tăng tốc.
|
||||||
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
lenum.flushtext = Lấp đầy nội dung của bộ đệm cho điểm đánh dấu, nếu có thể áp dụng.\n Nếu [accent]fetch[] gắn là [accent]true[], sẽ cố truy vấn các thuộc tính từ gói ngôn ngữ của bản đồ hoặc trò chơi.
|
||||||
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
lenum.texture = Tên kết cấu lấy thẳng từ bản khung kết cấu của trò chơi (dùng kiểu tên kebab-case, tên-chữ-thường-chứa-gạch-nối).\nNếu printFlush gán bằng true, sẽ sử dụng nội dung bộ đệm văn bản làm tham số văn bản.
|
||||||
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
lenum.texturesize = Kích thước của kết cấu bằng ô. Giá trị 0 chia tỷ lệ chiều rộng của điểm đánh dấu theo kích thước của kết cấu ban đầu.
|
||||||
lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
lenum.autoscale = Có chia tỷ lệ điểm đánh dấu tương ứng với mức thu phóng của người chơi hay không.
|
||||||
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
lenum.posi = Vị trí theo chỉ số, dùng cho điểm đánh dấu đường kẻ (line) và bốn điểm (quad) với 0 là vị trí đầu tiên.
|
||||||
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
lenum.uvi = Vị trí của kết cấu trong phạm vi từ 0 đến 1, dùng cho đánh dấu bốn điểm (quad).
|
||||||
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
lenum.colori = Màu theo chỉ số, dùng cho điểm đánh dấu đường kẻ (line) và bốn điểm (quad) với 0 là màu đầu tiên.
|
||||||
|
|||||||
@@ -152,17 +152,17 @@ mod.incompatiblemod = [red]不兼容
|
|||||||
mod.blacklisted = [red]不支持
|
mod.blacklisted = [red]不支持
|
||||||
mod.unmetdependencies = [red]缺少前置模组
|
mod.unmetdependencies = [red]缺少前置模组
|
||||||
mod.erroredcontent = [scarlet]内容错误
|
mod.erroredcontent = [scarlet]内容错误
|
||||||
mod.circulardependencies = [red]Circular Dependencies
|
mod.circulardependencies = [red]循环依赖
|
||||||
mod.incompletedependencies = [red]Incomplete Dependencies
|
mod.incompletedependencies = [red]缺失依赖
|
||||||
|
|
||||||
mod.requiresversion.details = 所需的最低游戏版本:[accent]{0}[]\n您的游戏版本过低。 这个模组需要更新的游戏版本(通常是beta/alpha版本)才能工作。
|
mod.requiresversion.details = 所需的最低游戏版本:[accent]{0}[]\n您的游戏版本过低。 此模组需要更新的游戏版本(通常是beta/alpha版本)才能工作。
|
||||||
mod.outdatedv7.details = 这个模组与最新版游戏不兼容。 作者必须更新它,并在[accent]mod.json[]文件中写入[accent]minGameVersion: 136[]。
|
mod.outdatedv7.details = 此模组与最新版游戏不兼容。 作者必须更新它,并在[accent]mod.json[]文件中写入[accent]minGameVersion: 136[]。
|
||||||
mod.blacklisted.details = 这个模组由于造成该版本游戏崩溃或其他原因被手动禁用了。 不要使用它。
|
mod.blacklisted.details = 此模组由于造成该版本游戏崩溃或其他原因被手动禁用了。 不要使用它。
|
||||||
mod.missingdependencies.details = 缺少前置模组:{0}
|
mod.missingdependencies.details = 缺少前置模组:{0}
|
||||||
mod.erroredcontent.details = 这个模组在游戏加载时发生了错误。 请通知模组作者修复它。
|
mod.erroredcontent.details = 此模组在游戏加载时发生了错误。 请通知模组作者修复它。
|
||||||
mod.circulardependencies.details = This mod has dependencies that depends on each other.
|
mod.circulardependencies.details = 此模组与其他模组相互依赖。
|
||||||
mod.incompletedependencies.details = This mod is unable to be loaded due to invalid or missing dependencies: {0}.
|
mod.incompletedependencies.details = 由于依赖项无效或缺失,此模组无法加载:{0}.
|
||||||
mod.requiresversion = Requires game version: [red]{0}
|
mod.requiresversion = 需要游戏版本: [red]{0}
|
||||||
|
|
||||||
mod.errors = 读取内容时发生错误。
|
mod.errors = 读取内容时发生错误。
|
||||||
mod.noerrorplay = [scarlet]您的模组发生了错误。 []禁用相关模组或修复错误后才能进入游戏。
|
mod.noerrorplay = [scarlet]您的模组发生了错误。 []禁用相关模组或修复错误后才能进入游戏。
|
||||||
@@ -258,19 +258,19 @@ trace = 跟踪玩家
|
|||||||
trace.playername = 玩家名称:[accent]{0}
|
trace.playername = 玩家名称:[accent]{0}
|
||||||
trace.ip = IP地址:[accent]{0}
|
trace.ip = IP地址:[accent]{0}
|
||||||
trace.id = 玩家 ID:[accent]{0}
|
trace.id = 玩家 ID:[accent]{0}
|
||||||
trace.language = Language: [accent]{0}
|
trace.language = 语言: [accent]{0}
|
||||||
trace.mobile = 移动客户端:[accent]{0}
|
trace.mobile = 移动客户端:[accent]{0}
|
||||||
trace.modclient = 自定义客户端:[accent]{0}
|
trace.modclient = 自定义客户端:[accent]{0}
|
||||||
trace.times.joined = 进入服务器次数: [accent]{0}
|
trace.times.joined = 进入服务器次数: [accent]{0}
|
||||||
trace.times.kicked = 踢出服务器次数: [accent]{0}
|
trace.times.kicked = 踢出服务器次数: [accent]{0}
|
||||||
trace.ips = IPs:
|
trace.ips = 曾用IP:
|
||||||
trace.names = Names:
|
trace.names = 曾用名:
|
||||||
invalidid = 无效的客户端ID!提交一个错误报告。
|
invalidid = 无效的客户端ID!提交一个错误报告。
|
||||||
player.ban = Ban
|
player.ban = 封禁
|
||||||
player.kick = Kick
|
player.kick = 踢出
|
||||||
player.trace = Trace
|
player.trace = 追朔
|
||||||
player.admin = Toggle Admin
|
player.admin = 切换管理员
|
||||||
player.team = Change Team
|
player.team = 改变队伍
|
||||||
server.bans = 黑名单
|
server.bans = 黑名单
|
||||||
server.bans.none = 没有被封禁的玩家!
|
server.bans.none = 没有被封禁的玩家!
|
||||||
server.admins = 管理员
|
server.admins = 管理员
|
||||||
@@ -287,8 +287,8 @@ confirmkick = 确定踢出玩家“{0}[white]”?
|
|||||||
confirmunban = 确定解封这名玩家?
|
confirmunban = 确定解封这名玩家?
|
||||||
confirmadmin = 确定给予玩家“{0}[white]”管理员权限?
|
confirmadmin = 确定给予玩家“{0}[white]”管理员权限?
|
||||||
confirmunadmin = 确定收回玩家“{0}[white]”的管理员权限?
|
confirmunadmin = 确定收回玩家“{0}[white]”的管理员权限?
|
||||||
votekick.reason = Vote-Kick Reason
|
votekick.reason = 投票踢出理由
|
||||||
votekick.reason.message = Are you sure you want to vote-kick "{0}[white]"?\nIf yes, please enter the reason:
|
votekick.reason.message = 确定投票踢出玩家"{0}[white]"?\n如果是,请输入理由:
|
||||||
joingame.title = 加入游戏
|
joingame.title = 加入游戏
|
||||||
joingame.ip = 地址:
|
joingame.ip = 地址:
|
||||||
disconnect = 已断开连接
|
disconnect = 已断开连接
|
||||||
@@ -306,7 +306,7 @@ server.invalidport = 无效的端口!
|
|||||||
server.error = [scarlet]创建服务器错误。
|
server.error = [scarlet]创建服务器错误。
|
||||||
save.new = 新存档
|
save.new = 新存档
|
||||||
save.overwrite = 确定要覆盖这个存档吗?
|
save.overwrite = 确定要覆盖这个存档吗?
|
||||||
save.nocampaign = Individual save files from the campaign cannot be imported.
|
save.nocampaign = 无法导入战役中的单个保存文件。
|
||||||
overwrite = 覆盖
|
overwrite = 覆盖
|
||||||
save.none = 没有找到存档!
|
save.none = 没有找到存档!
|
||||||
savefail = 保存失败!
|
savefail = 保存失败!
|
||||||
@@ -344,23 +344,23 @@ open = 打开
|
|||||||
customize = 自定义规则
|
customize = 自定义规则
|
||||||
cancel = 取消
|
cancel = 取消
|
||||||
command = 指挥
|
command = 指挥
|
||||||
command.queue = [lightgray][Queuing]
|
command.queue = [lightgray][排队中]
|
||||||
command.mine = 挖矿
|
command.mine = 挖矿
|
||||||
command.repair = 维修
|
command.repair = 维修
|
||||||
command.rebuild = 重建
|
command.rebuild = 重建
|
||||||
command.assist = 协助建造
|
command.assist = 协助建造
|
||||||
command.move = 移动
|
command.move = 移动
|
||||||
command.boost = Boost
|
command.boost = 助推
|
||||||
command.enterPayload = Enter Payload Block
|
command.enterPayload = 进入载荷建筑
|
||||||
command.loadUnits = Load Units
|
command.loadUnits = 拾取单位
|
||||||
command.loadBlocks = Load Blocks
|
command.loadBlocks = 拾取建筑
|
||||||
command.unloadPayload = Unload Payload
|
command.unloadPayload = 卸载载荷
|
||||||
stance.stop = Cancel Orders
|
stance.stop = 取消指令
|
||||||
stance.shoot = Stance: Shoot
|
stance.shoot = 姿态: 射击
|
||||||
stance.holdfire = Stance: Hold Fire
|
stance.holdfire = 姿态: 停火
|
||||||
stance.pursuetarget = Stance: Pursue Target
|
stance.pursuetarget = 姿态: 追逐目标
|
||||||
stance.patrol = Stance: Patrol Path
|
stance.patrol = 姿态: 路径巡逻
|
||||||
stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
|
stance.ram = 姿态: 冲锋\n[lightgray]径直移动,不进行寻路。
|
||||||
openlink = 打开链接
|
openlink = 打开链接
|
||||||
copylink = 复制链接
|
copylink = 复制链接
|
||||||
back = 返回
|
back = 返回
|
||||||
@@ -386,8 +386,8 @@ pausebuilding = 按[accent][[{0}][]键暂停建造
|
|||||||
resumebuilding = 按[scarlet][[{0}][]键恢复建造
|
resumebuilding = 按[scarlet][[{0}][]键恢复建造
|
||||||
enablebuilding = 按[scarlet][[{0}][]键启用建造
|
enablebuilding = 按[scarlet][[{0}][]键启用建造
|
||||||
showui = UI已隐藏\n按[accent][[{0}][]键显示UI
|
showui = UI已隐藏\n按[accent][[{0}][]键显示UI
|
||||||
commandmode.name = [accent]Command Mode
|
commandmode.name = [accent]指挥模式
|
||||||
commandmode.nounits = [no units]
|
commandmode.nounits = [无单位]
|
||||||
wave = [accent]第{0}波
|
wave = [accent]第{0}波
|
||||||
wave.cap = [accent]波次 {0}/{1}
|
wave.cap = [accent]波次 {0}/{1}
|
||||||
wave.waiting = [lightgray]下一波倒计时:{0}秒
|
wave.waiting = [lightgray]下一波倒计时:{0}秒
|
||||||
@@ -441,7 +441,7 @@ editor.waves = 波次
|
|||||||
editor.rules = 规则
|
editor.rules = 规则
|
||||||
editor.generation = 生成
|
editor.generation = 生成
|
||||||
editor.objectives = 目标
|
editor.objectives = 目标
|
||||||
editor.locales = Locale Bundles
|
editor.locales = 本地化语言包
|
||||||
editor.ingame = 游戏内编辑
|
editor.ingame = 游戏内编辑
|
||||||
editor.playtest = 游戏内测试
|
editor.playtest = 游戏内测试
|
||||||
editor.publish.workshop = 上传到创意工坊
|
editor.publish.workshop = 上传到创意工坊
|
||||||
@@ -473,7 +473,7 @@ waves.max = 最大单位数
|
|||||||
waves.guardian = Boss
|
waves.guardian = Boss
|
||||||
waves.preview = 预览
|
waves.preview = 预览
|
||||||
waves.edit = 编辑…
|
waves.edit = 编辑…
|
||||||
waves.random = Random
|
waves.random = 随机
|
||||||
waves.copy = 复制到剪贴板
|
waves.copy = 复制到剪贴板
|
||||||
waves.load = 从剪贴板读取
|
waves.load = 从剪贴板读取
|
||||||
waves.invalid = 剪贴板中的波次信息无效。
|
waves.invalid = 剪贴板中的波次信息无效。
|
||||||
@@ -484,12 +484,12 @@ waves.sort.reverse = 反向排序
|
|||||||
waves.sort.begin = 出场顺序
|
waves.sort.begin = 出场顺序
|
||||||
waves.sort.health = 生命值
|
waves.sort.health = 生命值
|
||||||
waves.sort.type = 类型
|
waves.sort.type = 类型
|
||||||
waves.search = Search waves...
|
waves.search = 搜索波次...
|
||||||
waves.filter = Unit Filter
|
waves.filter = 单位过滤器
|
||||||
waves.units.hide = 全部隐藏
|
waves.units.hide = 全部隐藏
|
||||||
waves.units.show = 全部显示
|
waves.units.show = 全部显示
|
||||||
|
|
||||||
#these are intentionally in lower case(中文无关)
|
#these are intentionally in lower case
|
||||||
wavemode.counts = 数目
|
wavemode.counts = 数目
|
||||||
wavemode.totals = 总数
|
wavemode.totals = 总数
|
||||||
wavemode.health = 生命值
|
wavemode.health = 生命值
|
||||||
@@ -498,7 +498,7 @@ editor.default = [lightgray]<默认>
|
|||||||
details = 详情…
|
details = 详情…
|
||||||
edit = 编辑…
|
edit = 编辑…
|
||||||
variables = 变量
|
variables = 变量
|
||||||
logic.globals = Built-in Variables
|
logic.globals = 内置变量
|
||||||
editor.name = 名称:
|
editor.name = 名称:
|
||||||
editor.spawn = 生成单位
|
editor.spawn = 生成单位
|
||||||
editor.removeunit = 移除单位
|
editor.removeunit = 移除单位
|
||||||
@@ -510,7 +510,7 @@ editor.errorlegacy = 此地图太旧了,旧的地图格式已不再支持。
|
|||||||
editor.errornot = 这不是地图文件。
|
editor.errornot = 这不是地图文件。
|
||||||
editor.errorheader = 此地图文件无效或已损坏。
|
editor.errorheader = 此地图文件无效或已损坏。
|
||||||
editor.errorname = 地图没有定义名称。 加载的可能是存档文件?
|
editor.errorname = 地图没有定义名称。 加载的可能是存档文件?
|
||||||
editor.errorlocales = Error reading invalid locale bundles.
|
editor.errorlocales = 读取无效本地化语言包时出错。
|
||||||
editor.update = 更新
|
editor.update = 更新
|
||||||
editor.randomize = 重新生成
|
editor.randomize = 重新生成
|
||||||
editor.moveup = 上移
|
editor.moveup = 上移
|
||||||
@@ -522,7 +522,7 @@ editor.sectorgenerate = 生成区块
|
|||||||
editor.resize = 改变尺寸
|
editor.resize = 改变尺寸
|
||||||
editor.loadmap = 载入地图
|
editor.loadmap = 载入地图
|
||||||
editor.savemap = 保存地图
|
editor.savemap = 保存地图
|
||||||
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
|
editor.savechanges = [scarlet]您有未保存的更改!\n\n[]您想要保存他们吗?
|
||||||
editor.saved = 已保存!
|
editor.saved = 已保存!
|
||||||
editor.save.noname = 您还没有指定地图的名称!在“地图信息”菜单里设置一个名称。
|
editor.save.noname = 您还没有指定地图的名称!在“地图信息”菜单里设置一个名称。
|
||||||
editor.save.overwrite = 您正试图覆盖一张内置地图!在“地图信息”菜单里重新设置一个其他的名称。
|
editor.save.overwrite = 您正试图覆盖一张内置地图!在“地图信息”菜单里重新设置一个其他的名称。
|
||||||
@@ -561,8 +561,8 @@ toolmode.eraseores = 擦除矿脉
|
|||||||
toolmode.eraseores.description = 仅擦除矿脉,不影响其他物体。
|
toolmode.eraseores.description = 仅擦除矿脉,不影响其他物体。
|
||||||
toolmode.fillteams = 填充队伍
|
toolmode.fillteams = 填充队伍
|
||||||
toolmode.fillteams.description = 不再填充方块,而是填充队伍颜色。
|
toolmode.fillteams.description = 不再填充方块,而是填充队伍颜色。
|
||||||
toolmode.fillerase = Fill Erase
|
toolmode.fillerase = 擦除同类
|
||||||
toolmode.fillerase.description = Erase blocks of the same type.
|
toolmode.fillerase.description = 擦除同种种类的方块。
|
||||||
toolmode.drawteams = 绘制队伍
|
toolmode.drawteams = 绘制队伍
|
||||||
toolmode.drawteams.description = 不再绘制方块,而是绘制队伍颜色。
|
toolmode.drawteams.description = 不再绘制方块,而是绘制队伍颜色。
|
||||||
#未使用
|
#未使用
|
||||||
@@ -610,23 +610,23 @@ filter.option.floor2 = 内层地形
|
|||||||
filter.option.threshold2 = 内层比例
|
filter.option.threshold2 = 内层比例
|
||||||
filter.option.radius = 半径
|
filter.option.radius = 半径
|
||||||
filter.option.percentile = 百分比
|
filter.option.percentile = 百分比
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
locales.info = 在这里,您可以为特定语言添加本地化语言包到您的地图中。在本地化语言包中,每个文本属性都有一个名称和一个值。这些文本属性可以由世界处理器和游戏目标使用它们的名称。它们支持文本格式化(用实际值替换占位符)。\n\n[cyan]示例文本属性:\n[]名称: [accent]timer[]值: [accent]示例计时器, 剩余时间: {0}[]\n\n[cyan]用法:\n[]将其设置为目标的文本: [accent]@timer\n\n[]在世界处理器中打印它:\n[accent]localeprint "timer"\n格式化时间\n[gray](时间是一个单独计算的变量)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.deletelocale = 您确定要删除该本地化语言包吗?
|
||||||
locales.applytoall = Apply Changes To All Locales
|
locales.applytoall = 将更改应用于所有本地化语言包
|
||||||
locales.addtoother = Add To Other Locales
|
locales.addtoother = 添加到其他本地化语言包
|
||||||
locales.rollback = Rollback to last applied
|
locales.rollback = 回滚到上次应用的状态
|
||||||
locales.filter = Property filter
|
locales.filter = 文本属性过滤器
|
||||||
locales.searchname = Search name...
|
locales.searchname = 搜索名称...
|
||||||
locales.searchvalue = Search value...
|
locales.searchvalue = 搜索值...
|
||||||
locales.searchlocale = Search locale...
|
locales.searchlocale = 搜索本地化...
|
||||||
locales.byname = By name
|
locales.byname = 按名称
|
||||||
locales.byvalue = By value
|
locales.byvalue = 按值
|
||||||
locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
|
locales.showcorrect = 显示所有本地化语言包中存在并且在所有地方具有唯一值的文本属性
|
||||||
locales.showmissing = Show properties that are missing in some locales
|
locales.showmissing = 显示在某些本地化语言包中缺失的文本属性
|
||||||
locales.showsame = Show properties that have same values in different locales
|
locales.showsame = 显示在不同本地化语言包中具有相同值的文本属性
|
||||||
locales.viewproperty = View in all locales
|
locales.viewproperty = 在所有本地化语言包中查看
|
||||||
locales.viewing = Viewing property "{0}"
|
locales.viewing = 查看文本属性 "{0}"
|
||||||
locales.addicon = Add Icon
|
locales.addicon = 添加图标
|
||||||
|
|
||||||
width = 宽度:
|
width = 宽度:
|
||||||
height = 高度:
|
height = 高度:
|
||||||
@@ -679,11 +679,12 @@ objective.commandmode.name = 指挥模式
|
|||||||
objective.flag.name = 标签
|
objective.flag.name = 标签
|
||||||
|
|
||||||
marker.shapetext.name = 带形状文本
|
marker.shapetext.name = 带形状文本
|
||||||
marker.point.name = Point
|
marker.point.name = 点
|
||||||
marker.shape.name = 形状
|
marker.shape.name = 形状
|
||||||
marker.text.name = 文本
|
marker.text.name = 文本
|
||||||
marker.line.name = Line
|
marker.line.name = 线
|
||||||
marker.quad.name = Quad
|
marker.quad.name = 四边形
|
||||||
|
marker.texture.name = Texture
|
||||||
|
|
||||||
marker.background = 背景
|
marker.background = 背景
|
||||||
marker.outline = 轮廓
|
marker.outline = 轮廓
|
||||||
@@ -734,7 +735,7 @@ error.any = 未知网络错误。
|
|||||||
error.bloom = 未能初始化光效。 \n您的设备可能不支持。
|
error.bloom = 未能初始化光效。 \n您的设备可能不支持。
|
||||||
|
|
||||||
weather.rain.name = 降雨
|
weather.rain.name = 降雨
|
||||||
weather.snow.name = 降雪
|
weather.snowing.name = 降雪
|
||||||
weather.sandstorm.name = 沙尘暴
|
weather.sandstorm.name = 沙尘暴
|
||||||
weather.sporestorm.name = 孢子风暴
|
weather.sporestorm.name = 孢子风暴
|
||||||
weather.fog.name = 雾
|
weather.fog.name = 雾
|
||||||
@@ -771,8 +772,8 @@ sector.curlost = 区块已丢失
|
|||||||
sector.missingresources = [scarlet]建造核心所需资源不足
|
sector.missingresources = [scarlet]建造核心所需资源不足
|
||||||
sector.attacked = 区块[accent]{0}[white]受到攻击!
|
sector.attacked = 区块[accent]{0}[white]受到攻击!
|
||||||
sector.lost = 区块[accent]{0}[white]已丢失!
|
sector.lost = 区块[accent]{0}[white]已丢失!
|
||||||
sector.capture = Sector [accent]{0}[white]Captured!
|
sector.capture = 区块[accent]{0}[white]已占领!
|
||||||
sector.capture.current = Sector Captured!
|
sector.capture.current = 区块已占领!
|
||||||
sector.changeicon = 更改图标
|
sector.changeicon = 更改图标
|
||||||
sector.noswitch.title = 无法切换区块
|
sector.noswitch.title = 无法切换区块
|
||||||
sector.noswitch = 你无法在当前区块遭受攻击时切换区块。\n\n区块:[accent]{0}[]位于[accent]{1}[]
|
sector.noswitch = 你无法在当前区块遭受攻击时切换区块。\n\n区块:[accent]{0}[]位于[accent]{1}[]
|
||||||
@@ -947,7 +948,7 @@ stat.repairspeed = 修理速度
|
|||||||
stat.weapons = 武器
|
stat.weapons = 武器
|
||||||
stat.bullet = 子弹
|
stat.bullet = 子弹
|
||||||
stat.moduletier = 模块等级
|
stat.moduletier = 模块等级
|
||||||
stat.unittype = Unit Type
|
stat.unittype = 单位类型
|
||||||
stat.speedincrease = 提速
|
stat.speedincrease = 提速
|
||||||
stat.range = 范围
|
stat.range = 范围
|
||||||
stat.drilltier = 可钻探矿物
|
stat.drilltier = 可钻探矿物
|
||||||
@@ -994,17 +995,47 @@ stat.immunities = 免疫
|
|||||||
stat.healing = 治疗
|
stat.healing = 治疗
|
||||||
|
|
||||||
ability.forcefield = 力墙场
|
ability.forcefield = 力墙场
|
||||||
|
ability.forcefield.description = 投射一个能吸收子弹的力场护盾
|
||||||
ability.repairfield = 修复场
|
ability.repairfield = 修复场
|
||||||
|
ability.repairfield.description = 修复附近的单位
|
||||||
ability.statusfield = 状态场
|
ability.statusfield = 状态场
|
||||||
ability.unitspawn = 单位工厂
|
ability.statusfield.description = 对附近的单位施加状态效果
|
||||||
|
ability.unitspawn = 单位生成
|
||||||
|
ability.unitspawn.description = 建造单位
|
||||||
ability.shieldregenfield = 护盾再生场
|
ability.shieldregenfield = 护盾再生场
|
||||||
|
ability.shieldregenfield.description = 再生附近单位的护盾
|
||||||
ability.movelightning = 闪电助推器
|
ability.movelightning = 闪电助推器
|
||||||
|
ability.movelightning.description = 移动时释放闪电
|
||||||
|
ability.armorplate = 装甲板
|
||||||
|
ability.armorplate.description = 在射击时减少受到的伤害
|
||||||
ability.shieldarc = 弧形护盾
|
ability.shieldarc = 弧形护盾
|
||||||
|
ability.shieldarc.description = 投射一个弧形的力场护盾,能吸收子弹
|
||||||
ability.suppressionfield = 修复压制场
|
ability.suppressionfield = 修复压制场
|
||||||
ability.energyfield = 能量场:
|
ability.suppressionfield.description = 使附近的修复建筑停止工作
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield = 能量场
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.description = 对附近的敌人释放电击
|
||||||
ability.regen = Regeneration
|
ability.energyfield.healdescription = 对附近的敌人释放电击,并治疗友方
|
||||||
|
ability.regen = 再生
|
||||||
|
ability.regen.description = 随着时间的推移恢复自己的生命值
|
||||||
|
ability.liquidregen = 液体吸收
|
||||||
|
ability.liquidregen.description = 吸收液体以治疗自身
|
||||||
|
ability.spawndeath = 死亡产生单位
|
||||||
|
ability.spawndeath.description = 死亡时释放单位
|
||||||
|
ability.liquidexplode = 死亡溢液
|
||||||
|
ability.liquidexplode.description = 死亡时释放液体
|
||||||
|
ability.stat.firingrate = [stat]{0}/秒[lightgray] 射速
|
||||||
|
ability.stat.regen = [stat]{0}/秒[lightgray] 生命恢复速度
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] 护盾
|
||||||
|
ability.stat.repairspeed = [stat]{0}/秒[lightgray] 修复速度
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] 生命/液体单位
|
||||||
|
ability.stat.cooldown = [stat]{0} 秒[lightgray] 冷却时间
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] 最大目标数
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] 同类型修复量
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] 伤害减免
|
||||||
|
ability.stat.minspeed = [stat]{0} 格/秒[lightgray] 最低速度
|
||||||
|
ability.stat.duration = [stat]{0} 秒[lightgray] 持续时间
|
||||||
|
ability.stat.buildtime = [stat]{0} 秒[lightgray] 建造时间
|
||||||
|
|
||||||
|
|
||||||
bar.onlycoredeposit = 仅核心可丢入资源
|
bar.onlycoredeposit = 仅核心可丢入资源
|
||||||
bar.drilltierreq = 需要更高级的钻头
|
bar.drilltierreq = 需要更高级的钻头
|
||||||
@@ -1044,9 +1075,9 @@ bullet.splashdamage = [stat]{0}[lightgray]范围伤害~[stat] {1}[lightgray]格
|
|||||||
bullet.incendiary = [stat]燃烧
|
bullet.incendiary = [stat]燃烧
|
||||||
bullet.homing = [stat]追踪
|
bullet.homing = [stat]追踪
|
||||||
bullet.armorpierce = [stat]穿甲
|
bullet.armorpierce = [stat]穿甲
|
||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
bullet.maxdamagefraction = [stat]{0}%[lightgray] 伤害上限
|
||||||
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
|
bullet.suppression = [stat]{0}秒[lightgray] 修复压制 ~ [stat]{1}[lightgray] 格
|
||||||
bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
bullet.interval = [stat]{0}/秒[lightgray] 分裂子弹:
|
||||||
bullet.frags = [stat]{0}[lightgray]x分裂子弹:
|
bullet.frags = [stat]{0}[lightgray]x分裂子弹:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x闪电~[stat]{1}[lightgray]伤害
|
bullet.lightning = [stat]{0}[lightgray]x闪电~[stat]{1}[lightgray]伤害
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray]对建筑伤害
|
bullet.buildingdamage = [stat]{0}%[lightgray]对建筑伤害
|
||||||
@@ -1100,7 +1131,7 @@ setting.backgroundpause.name = 游戏在后台时自动暂停
|
|||||||
setting.buildautopause.name = 自动暂停建造
|
setting.buildautopause.name = 自动暂停建造
|
||||||
setting.doubletapmine.name = 双击采矿
|
setting.doubletapmine.name = 双击采矿
|
||||||
setting.commandmodehold.name = 长按保持指挥模式
|
setting.commandmodehold.name = 长按保持指挥模式
|
||||||
setting.distinctcontrolgroups.name = Limit One Control Group Per Unit
|
setting.distinctcontrolgroups.name = 每单位限制一个编队
|
||||||
setting.modcrashdisable.name = 游戏启动崩溃后禁用模组
|
setting.modcrashdisable.name = 游戏启动崩溃后禁用模组
|
||||||
setting.animatedwater.name = 动态液体
|
setting.animatedwater.name = 动态液体
|
||||||
setting.animatedshields.name = 动态力场
|
setting.animatedshields.name = 动态力场
|
||||||
@@ -1147,14 +1178,14 @@ setting.position.name = 显示玩家坐标
|
|||||||
setting.mouseposition.name = 显示鼠标坐标
|
setting.mouseposition.name = 显示鼠标坐标
|
||||||
setting.musicvol.name = 音乐音量
|
setting.musicvol.name = 音乐音量
|
||||||
setting.atmosphere.name = 显示行星大气层
|
setting.atmosphere.name = 显示行星大气层
|
||||||
setting.drawlight.name = Draw Darkness/Lighting
|
setting.drawlight.name = 绘制阴影/光照
|
||||||
setting.ambientvol.name = 环境音量
|
setting.ambientvol.name = 环境音量
|
||||||
setting.mutemusic.name = 禁用音乐
|
setting.mutemusic.name = 禁用音乐
|
||||||
setting.sfxvol.name = 音效音量
|
setting.sfxvol.name = 音效音量
|
||||||
setting.mutesound.name = 禁用音效
|
setting.mutesound.name = 禁用音效
|
||||||
setting.crashreport.name = 发送匿名的崩溃报告
|
setting.crashreport.name = 发送匿名的崩溃报告
|
||||||
setting.savecreate.name = 自动创建存档
|
setting.savecreate.name = 自动创建存档
|
||||||
setting.steampublichost.name = Public Game Visibility
|
setting.steampublichost.name = 公共游戏可见性
|
||||||
setting.playerlimit.name = 玩家数量限制
|
setting.playerlimit.name = 玩家数量限制
|
||||||
setting.chatopacity.name = 聊天界面不透明度
|
setting.chatopacity.name = 聊天界面不透明度
|
||||||
setting.lasersopacity.name = 电力连接线不透明度
|
setting.lasersopacity.name = 电力连接线不透明度
|
||||||
@@ -1164,8 +1195,8 @@ setting.showweather.name = 显示天气效果
|
|||||||
setting.hidedisplays.name = 不显示逻辑绘图
|
setting.hidedisplays.name = 不显示逻辑绘图
|
||||||
setting.macnotch.name = 立陶宛語
|
setting.macnotch.name = 立陶宛語
|
||||||
setting.macnotch.description = 需要重新启动
|
setting.macnotch.description = 需要重新启动
|
||||||
steam.friendsonly = Friends Only
|
steam.friendsonly = 仅限好友
|
||||||
steam.friendsonly.tooltip = Whether only Steam friends will be able to join your game.\nUnchecking this box will make your game public - anyone can join.
|
steam.friendsonly.tooltip = 是否只有 Steam 好友才能加入您的游戏。\n取消选中此选项将使您的游戏公开 - 任何人都可以加入。
|
||||||
public.beta = 请注意,测试版的游戏不能公开可见。
|
public.beta = 请注意,测试版的游戏不能公开可见。
|
||||||
uiscale.reset = UI缩放比例已更改。\n点击“确定”接受更改。\n[accent]{0}[]秒后[scarlet]将自动退出并还原设置。
|
uiscale.reset = UI缩放比例已更改。\n点击“确定”接受更改。\n[accent]{0}[]秒后[scarlet]将自动退出并还原设置。
|
||||||
uiscale.cancel = 取消并退出
|
uiscale.cancel = 取消并退出
|
||||||
@@ -1174,7 +1205,7 @@ keybind.title = 重新绑定按键
|
|||||||
keybinds.mobile = [scarlet]除了基本的移动以外,大多数按键绑定在移动设备上无效。
|
keybinds.mobile = [scarlet]除了基本的移动以外,大多数按键绑定在移动设备上无效。
|
||||||
category.general.name = 常规
|
category.general.name = 常规
|
||||||
category.view.name = 视图
|
category.view.name = 视图
|
||||||
category.command.name = Unit Command
|
category.command.name = 单位指挥
|
||||||
category.multiplayer.name = 多人游戏
|
category.multiplayer.name = 多人游戏
|
||||||
category.blocks.name = 建筑选择
|
category.blocks.name = 建筑选择
|
||||||
placement.blockselectkeys = \n[lightgray]按键:[{0},
|
placement.blockselectkeys = \n[lightgray]按键:[{0},
|
||||||
@@ -1192,23 +1223,24 @@ keybind.mouse_move.name = 单位跟随鼠标
|
|||||||
keybind.pan.name = 鼠标控制镜头
|
keybind.pan.name = 鼠标控制镜头
|
||||||
keybind.boost.name = 启动助推
|
keybind.boost.name = 启动助推
|
||||||
keybind.command_mode.name = 指挥模式
|
keybind.command_mode.name = 指挥模式
|
||||||
keybind.command_queue.name = Unit Command Queue
|
keybind.command_queue.name = 单位指挥队列
|
||||||
keybind.create_control_group.name = Create Control Group
|
keybind.create_control_group.name = 创建操控队伍
|
||||||
keybind.cancel_orders.name = Cancel Orders
|
keybind.cancel_orders.name = 取消指令
|
||||||
keybind.unit_stance_shoot.name = Unit Stance: Shoot
|
keybind.unit_stance_shoot.name = 单位姿态:射击
|
||||||
keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
keybind.unit_stance_hold_fire.name = 单位姿态:停火
|
||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = 单位姿态:追逐目标
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = 单位姿态:巡逻
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = 单位姿态:冲锋
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.rebuild_select.name = 重建建筑
|
keybind.rebuild_select.name = 重建建筑
|
||||||
keybind.schematic_select.name = 框选建筑
|
keybind.schematic_select.name = 框选建筑
|
||||||
keybind.schematic_menu.name = 蓝图目录
|
keybind.schematic_menu.name = 蓝图目录
|
||||||
@@ -1272,12 +1304,12 @@ mode.pvp.description = 与其他玩家对战。 \n[gray]需要地图中有至少
|
|||||||
mode.attack.name = 进攻
|
mode.attack.name = 进攻
|
||||||
mode.attack.description = 摧毁敌人的基地。 \n[gray]需要地图中有敌方队伍的核心。
|
mode.attack.description = 摧毁敌人的基地。 \n[gray]需要地图中有敌方队伍的核心。
|
||||||
mode.custom = 自定义模式
|
mode.custom = 自定义模式
|
||||||
rules.invaliddata = Invalid clipboard data.
|
rules.invaliddata = 无效剪贴板数据。
|
||||||
rules.hidebannedblocks = 隐藏禁用的建筑
|
rules.hidebannedblocks = 隐藏禁用的建筑
|
||||||
|
|
||||||
rules.infiniteresources = 无限资源
|
rules.infiniteresources = 无限资源
|
||||||
rules.onlydepositcore = 仅核心可放入资源
|
rules.onlydepositcore = 仅核心可放入资源
|
||||||
rules.derelictrepair = Allow Derelict Block Repair
|
rules.derelictrepair = 允许修复残骸建筑
|
||||||
rules.reactorexplosions = 反应堆爆炸
|
rules.reactorexplosions = 反应堆爆炸
|
||||||
rules.coreincinerates = 核心焚烧
|
rules.coreincinerates = 核心焚烧
|
||||||
rules.disableworldprocessors = 禁用世界处理器
|
rules.disableworldprocessors = 禁用世界处理器
|
||||||
@@ -1286,8 +1318,8 @@ rules.wavetimer = 波次计时器
|
|||||||
rules.wavesending = 波次可跳波
|
rules.wavesending = 波次可跳波
|
||||||
rules.waves = 波次
|
rules.waves = 波次
|
||||||
rules.attack = 进攻模式
|
rules.attack = 进攻模式
|
||||||
rules.buildai = Base Builder AI
|
rules.buildai = 基础建筑者 AI
|
||||||
rules.buildaitier = Builder AI Tier
|
rules.buildaitier = 建筑者 AI 等级
|
||||||
rules.rtsai = RTS AI
|
rules.rtsai = RTS AI
|
||||||
rules.rtsminsquadsize = 最小部队规模
|
rules.rtsminsquadsize = 最小部队规模
|
||||||
rules.rtsmaxsquadsize = 最大部队规模
|
rules.rtsmaxsquadsize = 最大部队规模
|
||||||
@@ -1303,9 +1335,10 @@ rules.unitbuildspeedmultiplier = 单位生产速度倍率
|
|||||||
rules.unitcostmultiplier = 单位生产花费倍率
|
rules.unitcostmultiplier = 单位生产花费倍率
|
||||||
rules.unithealthmultiplier = 单位生命倍率
|
rules.unithealthmultiplier = 单位生命倍率
|
||||||
rules.unitdamagemultiplier = 单位伤害倍率
|
rules.unitdamagemultiplier = 单位伤害倍率
|
||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = 单位坠毁伤害倍率
|
||||||
rules.solarmultiplier = 太阳能发电倍率
|
rules.solarmultiplier = 太阳能发电倍率
|
||||||
rules.unitcapvariable = 核心可增加单位上限
|
rules.unitcapvariable = 核心可增加单位上限
|
||||||
|
rules.unitpayloadsexplode = 单位携带载荷与单位一起爆炸
|
||||||
rules.unitcap = 基础单位上限
|
rules.unitcap = 基础单位上限
|
||||||
rules.limitarea = 限制地图有效区域
|
rules.limitarea = 限制地图有效区域
|
||||||
rules.enemycorebuildradius = 敌方核心不可建造区域半径:[lightgray](格)
|
rules.enemycorebuildradius = 敌方核心不可建造区域半径:[lightgray](格)
|
||||||
@@ -1315,7 +1348,7 @@ rules.buildcostmultiplier = 建造花费倍率
|
|||||||
rules.buildspeedmultiplier = 建造速度倍率
|
rules.buildspeedmultiplier = 建造速度倍率
|
||||||
rules.deconstructrefundmultiplier = 拆除返还倍率
|
rules.deconstructrefundmultiplier = 拆除返还倍率
|
||||||
rules.waitForWaveToEnd = 等待波次结束
|
rules.waitForWaveToEnd = 等待波次结束
|
||||||
rules.wavelimit = Map Ends After Wave
|
rules.wavelimit = 地图在有限波次后结束
|
||||||
rules.dropzoneradius = 敌人出生点禁区大小:[lightgray](格)
|
rules.dropzoneradius = 敌人出生点禁区大小:[lightgray](格)
|
||||||
rules.unitammo = 单位有弹药限制
|
rules.unitammo = 单位有弹药限制
|
||||||
rules.enemyteam = 敌方队伍
|
rules.enemyteam = 敌方队伍
|
||||||
@@ -1338,6 +1371,8 @@ rules.weather = 天气
|
|||||||
rules.weather.frequency = 周期:
|
rules.weather.frequency = 周期:
|
||||||
rules.weather.always = 永久
|
rules.weather.always = 永久
|
||||||
rules.weather.duration = 时长:
|
rules.weather.duration = 时长:
|
||||||
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = 物品
|
content.item.name = 物品
|
||||||
content.liquid.name = 液体
|
content.liquid.name = 液体
|
||||||
@@ -2286,7 +2321,7 @@ unit.emanate.description = 保护卫城核心,可建造建筑。 使用一对
|
|||||||
lst.read = 从连接的内存读取数字
|
lst.read = 从连接的内存读取数字
|
||||||
lst.write = 向连接的内存写入数字
|
lst.write = 向连接的内存写入数字
|
||||||
lst.print = 添加文字到打印缓存\n使用[accent]Print Flush[]后才会真正显示
|
lst.print = 添加文字到打印缓存\n使用[accent]Print Flush[]后才会真正显示
|
||||||
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = 添加绘图操作到绘图缓存\n使用[accent]Draw Flush[]后才会真正显示
|
lst.draw = 添加绘图操作到绘图缓存\n使用[accent]Draw Flush[]后才会真正显示
|
||||||
lst.drawflush = 将绘图缓存中的[accent]Draw[]队列刷新到显示屏
|
lst.drawflush = 将绘图缓存中的[accent]Draw[]队列刷新到显示屏
|
||||||
lst.printflush = 将打印缓存中的[accent]Print[]队列刷新到信息板
|
lst.printflush = 将打印缓存中的[accent]Print[]队列刷新到信息板
|
||||||
@@ -2309,6 +2344,8 @@ lst.getblock = 获取任意位置的地块数据
|
|||||||
lst.setblock = 设置任意位置的地块数据
|
lst.setblock = 设置任意位置的地块数据
|
||||||
lst.spawnunit = 在指定位置生成单位
|
lst.spawnunit = 在指定位置生成单位
|
||||||
lst.applystatus = 添加或清除单位的一个状态效果
|
lst.applystatus = 添加或清除单位的一个状态效果
|
||||||
|
lst.weathersense = 检查特定种类的天气当前是否启用。
|
||||||
|
lst.weatherset = 设置当前状态为特定类型天气。
|
||||||
lst.spawnwave = 在任意位置生成一波敌人\n并不记录在波数计数器中
|
lst.spawnwave = 在任意位置生成一波敌人\n并不记录在波数计数器中
|
||||||
lst.explosion = 在某个位置生成爆炸
|
lst.explosion = 在某个位置生成爆炸
|
||||||
lst.setrate = 在指令/时间刻的时间下设置处理器处理速度
|
lst.setrate = 在指令/时间刻的时间下设置处理器处理速度
|
||||||
@@ -2317,50 +2354,51 @@ lst.packcolor = 将[0,1]范围内的RGBA分量整合成单个数字,用于绘
|
|||||||
lst.setrule = 设置地图规则
|
lst.setrule = 设置地图规则
|
||||||
lst.flushmessage = 在屏幕中央投影文字缓存区的内容\n会等待上一个文字显示结束
|
lst.flushmessage = 在屏幕中央投影文字缓存区的内容\n会等待上一个文字显示结束
|
||||||
lst.cutscene = 控制玩家游戏视角
|
lst.cutscene = 控制玩家游戏视角
|
||||||
lst.setflag = 设置一个可以被所有处理器读取的全局flag
|
lst.setflag = 设置一个可以被所有处理器读取的全局标志。
|
||||||
lst.getflag = 检查是否设置了全局flag
|
lst.getflag = 检查是否设置了全局标志。
|
||||||
lst.setprop = Sets a property of a unit or building.
|
lst.setprop = 设置单位或建筑物的属性。
|
||||||
lst.effect = Create a particle effect.
|
lst.effect = 创建一个粒子效果。
|
||||||
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
lst.sync = 在网络中同步一个变量。\n最多每秒调用10次。
|
||||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
lst.makemarker = 在世界中创建一个新的逻辑标记。\n必须提供一个用于标识此标记的ID。\n目前每个世界限制最多20000个标记。
|
||||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
lst.setmarker = 为标记设置属性。\n使用的ID必须与制作标记指令中的相同。
|
||||||
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
lst.localeprint = 将地图本地化文本属性值添加到文本缓冲区中。\n要在地图编辑器中设置地图本地化包,请检查 [accent]地图信息 > 本地化包[]。\n如果客户端是移动设备,则尝试首先打印以 ".mobile" 结尾的属性。
|
||||||
lglobal.false = 0
|
lglobal.false = 0
|
||||||
lglobal.true = 1
|
lglobal.true = 1
|
||||||
lglobal.null = null
|
lglobal.null = null
|
||||||
lglobal.@pi = The mathematical constant pi (3.141...)
|
lglobal.@pi = 数学常数 pi (3.141...)
|
||||||
lglobal.@e = The mathematical constant e (2.718...)
|
lglobal.@e = 数学常数 e (2.718...)
|
||||||
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
lglobal.@degToRad = 将角度制转换为弧度制
|
||||||
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
lglobal.@radToDeg = 将弧度制转换为角度制
|
||||||
lglobal.@time = Playtime of current save, in milliseconds
|
lglobal.@time = 当前保存的游戏时间,以毫秒为单位
|
||||||
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
lglobal.@tick = 当前保存的游戏时间,以tick为单位(1秒 = 60 tick)
|
||||||
lglobal.@second = Playtime of current save, in seconds
|
lglobal.@second = 当前保存的游戏时间,以秒为单位
|
||||||
lglobal.@minute = Playtime of current save, in minutes
|
lglobal.@minute = 当前保存的游戏时间,以分钟为单位
|
||||||
lglobal.@waveNumber = Current wave number, if waves are enabled
|
lglobal.@waveNumber = 如果启用了波次,则为当前波次编号
|
||||||
lglobal.@waveTime = Countdown timer for waves, in seconds
|
lglobal.@waveTime = 波次的倒计时计时器,以秒为单位
|
||||||
lglobal.@mapw = Map width in tiles
|
lglobal.@mapw = 地图宽度(单位:格)
|
||||||
lglobal.@maph = Map height in tiles
|
lglobal.@maph = 地图高度(单位:格)
|
||||||
lglobal.sectionMap = Map
|
lglobal.sectionMap = 地图
|
||||||
lglobal.sectionGeneral = General
|
lglobal.sectionGeneral = 通用
|
||||||
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
lglobal.sectionNetwork = 网络/客户端 [仅限世界处理器]
|
||||||
lglobal.sectionProcessor = Processor
|
lglobal.sectionProcessor = 处理器
|
||||||
lglobal.sectionLookup = Lookup
|
lglobal.sectionLookup = 查找
|
||||||
lglobal.@this = The logic block executing the code
|
lglobal.@this = 执行代码的逻辑块
|
||||||
lglobal.@thisx = X coordinate of block executing the code
|
lglobal.@thisx = 执行代码的逻辑块的 X 坐标
|
||||||
lglobal.@thisy = Y coordinate of block executing the code
|
lglobal.@thisy = 执行代码的逻辑块的 Y 坐标
|
||||||
lglobal.@links = Total number of blocks linked to this processors
|
lglobal.@links = 连接到此处理器的总块数
|
||||||
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
lglobal.@ipt = 处理器每 tick 的执行速度(每秒 60 tick)
|
||||||
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
lglobal.@unitCount = 游戏中单位内容的类型总数;与查找指令一起使用
|
||||||
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
lglobal.@blockCount = 游戏中块内容的类型总数;与查找指令一起使用
|
||||||
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
lglobal.@itemCount = 游戏中物品内容的类型总数;与查找指令一起使用
|
||||||
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
lglobal.@liquidCount = 游戏中液体内容的类型总数;与查找指令一起使用
|
||||||
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
lglobal.@server = 如果代码正在服务器上运行或单人游戏中运行,则为真,否则为假
|
||||||
lglobal.@client = True if the code is running on a client connected to a server
|
lglobal.@client = 如果代码正在连接到服务器的客户端上运行,则为真
|
||||||
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
lglobal.@clientLocale = 运行代码的客户端的区域设置。例如:en_US
|
||||||
lglobal.@clientUnit = Unit of client running the code
|
lglobal.@clientUnit = 运行代码的客户端的单位
|
||||||
lglobal.@clientName = Player name of client running the code
|
lglobal.@clientName = 运行代码的客户端的玩家名称
|
||||||
lglobal.@clientTeam = Team ID of client running the code
|
lglobal.@clientTeam = 运行代码的客户端的团队 ID
|
||||||
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
lglobal.@clientMobile = 如果运行代码的客户端在移动设备上,则为真,否则为假
|
||||||
|
|
||||||
|
|
||||||
logic.nounitbuild = [red]此处不允许处理器操控单位去建设
|
logic.nounitbuild = [red]此处不允许处理器操控单位去建设
|
||||||
|
|
||||||
@@ -2376,7 +2414,7 @@ laccess.dead = 单位或建筑是否已被摧毁或者已失效
|
|||||||
laccess.controlled = 若单位的控制方是处理器,返回[accent]@ctrlProcessor[]\n若单位/建筑由玩家控制,返回[accent]@ctrlPlayer[]\n若单位在编队中,返回[accent]@ctrlFormation[]\n其他情况,返回0
|
laccess.controlled = 若单位的控制方是处理器,返回[accent]@ctrlProcessor[]\n若单位/建筑由玩家控制,返回[accent]@ctrlPlayer[]\n若单位在编队中,返回[accent]@ctrlFormation[]\n其他情况,返回0
|
||||||
laccess.progress = 进度,0到1之间的数值。 \n返回工厂生产、 炮塔装填,或者建筑建造的进度
|
laccess.progress = 进度,0到1之间的数值。 \n返回工厂生产、 炮塔装填,或者建筑建造的进度
|
||||||
laccess.speed = 单位的最高速度(格/秒)
|
laccess.speed = 单位的最高速度(格/秒)
|
||||||
laccess.id = ID of a unit/block/item/liquid.\nThis is the inverse of the lookup operation.
|
laccess.id = 单位/块/物品/液体的ID。\n这是 Lookup 的反向操作。
|
||||||
|
|
||||||
lcategory.unknown = 未知
|
lcategory.unknown = 未知
|
||||||
lcategory.unknown.description = 未分类的指令
|
lcategory.unknown.description = 未分类的指令
|
||||||
@@ -2404,7 +2442,7 @@ graphicstype.poly = 绘制实心正多边形
|
|||||||
graphicstype.linepoly = 绘制正多边形轮廓
|
graphicstype.linepoly = 绘制正多边形轮廓
|
||||||
graphicstype.triangle = 绘制实心三角形
|
graphicstype.triangle = 绘制实心三角形
|
||||||
graphicstype.image = 画出某个游戏内容的图像\n例如[accent]@router[]或者[accent]@dagger[]
|
graphicstype.image = 画出某个游戏内容的图像\n例如[accent]@router[]或者[accent]@dagger[]
|
||||||
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
graphicstype.print = 从打印缓冲区绘制文本。\n清除打印缓冲区。
|
||||||
|
|
||||||
lenum.always = 无条件跳转
|
lenum.always = 无条件跳转
|
||||||
lenum.idiv = 整数除法,返回不带小数的商
|
lenum.idiv = 整数除法,返回不带小数的商
|
||||||
@@ -2424,7 +2462,7 @@ lenum.xor = 按位异或
|
|||||||
lenum.min = 取较小值
|
lenum.min = 取较小值
|
||||||
lenum.max = 取较大值
|
lenum.max = 取较大值
|
||||||
lenum.angle = 返回向量的辐角(角度制)
|
lenum.angle = 返回向量的辐角(角度制)
|
||||||
lenum.anglediff = Absolute distance between two angles in degrees.
|
lenum.anglediff = 返回两个角度之间的绝对距离(角度制)。
|
||||||
lenum.len = 返回向量的长度
|
lenum.len = 返回向量的长度
|
||||||
|
|
||||||
lenum.sin = 正弦(角度制)
|
lenum.sin = 正弦(角度制)
|
||||||
@@ -2499,7 +2537,7 @@ lenum.unbind = 停用单位的逻辑控制\n恢复常规AI
|
|||||||
lenum.move = 移动到某个位置
|
lenum.move = 移动到某个位置
|
||||||
lenum.approach = 靠近某个位置至一定的距离内
|
lenum.approach = 靠近某个位置至一定的距离内
|
||||||
lenum.pathfind = 寻路移动至敌人出生点
|
lenum.pathfind = 寻路移动至敌人出生点
|
||||||
lenum.autopathfind = Automatically pathfinds to the nearest enemy core or drop point.\nThis is the same as standard wave enemy pathfinding.
|
lenum.autopathfind = "自动寻找最近的敌方核心或敌人生成点。\n这与波次中的敌人寻路相同。"
|
||||||
lenum.target = 向某个位置瞄准/射击
|
lenum.target = 向某个位置瞄准/射击
|
||||||
lenum.targetp = 根据提前量向某个目标瞄准/射击
|
lenum.targetp = 根据提前量向某个目标瞄准/射击
|
||||||
lenum.itemdrop = 将携带的物品放入一座建筑
|
lenum.itemdrop = 将携带的物品放入一座建筑
|
||||||
@@ -2513,10 +2551,10 @@ lenum.build = 建造建筑
|
|||||||
lenum.getblock = 获取某个坐标处的建筑及其类型\n坐标需要在单位的感知范围内\n无建筑的地面返回[accent]@air[],墙壁返回[accent]@solid[]
|
lenum.getblock = 获取某个坐标处的建筑及其类型\n坐标需要在单位的感知范围内\n无建筑的地面返回[accent]@air[],墙壁返回[accent]@solid[]
|
||||||
lenum.within = 检查单位是否接近了某个位置
|
lenum.within = 检查单位是否接近了某个位置
|
||||||
lenum.boost = 开始/停止助推
|
lenum.boost = 开始/停止助推
|
||||||
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
lenum.flushtext = 如果适用的话,将打印缓冲区的内容刷新到标记。\n如果 fetch 设置为 true,则尝试从地图本地化包或游戏的包中获取属性。
|
||||||
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
lenum.texture = 直接来自游戏纹理图集的纹理名称(使用 kebab-case 命名风格)。\n如果 printFlush 设置为 true,则将文本缓冲区内容作为文本参数消耗。
|
||||||
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
lenum.texturesize = 纹理的大小(格)。零值将标记宽度缩放为原始纹理的大小。
|
||||||
lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
lenum.autoscale = 是否根据玩家的缩放级别缩放标记。
|
||||||
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
lenum.posi = 索引位置,用于线和四边形标记,索引零表示第一个位置。
|
||||||
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
lenum.uvi = 纹理的位置范围从零到一,用于四边形标记。
|
||||||
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
lenum.colori = 索引位置,用于线和四边形标记,索引零表示第一个颜色。
|
||||||
|
|||||||
@@ -607,7 +607,7 @@ filter.option.floor2 = 次要地板
|
|||||||
filter.option.threshold2 = 次要閾值
|
filter.option.threshold2 = 次要閾值
|
||||||
filter.option.radius = 半徑
|
filter.option.radius = 半徑
|
||||||
filter.option.percentile = 百分比
|
filter.option.percentile = 百分比
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
locales.applytoall = Apply Changes To All Locales
|
locales.applytoall = Apply Changes To All Locales
|
||||||
locales.addtoother = Add To Other Locales
|
locales.addtoother = Add To Other Locales
|
||||||
@@ -681,6 +681,7 @@ marker.shape.name = 稜框標示
|
|||||||
marker.text.name = 文字標示
|
marker.text.name = 文字標示
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
|
|
||||||
marker.background = 反黑背景
|
marker.background = 反黑背景
|
||||||
marker.outline = 描邊
|
marker.outline = 描邊
|
||||||
@@ -731,7 +732,7 @@ error.any = 未知網路錯誤。
|
|||||||
error.bloom = 初始化特效失敗。\n您的裝置可能不支援
|
error.bloom = 初始化特效失敗。\n您的裝置可能不支援
|
||||||
|
|
||||||
weather.rain.name = 雨
|
weather.rain.name = 雨
|
||||||
weather.snow.name = 雪
|
weather.snowing.name = 雪
|
||||||
weather.sandstorm.name = 沙塵暴
|
weather.sandstorm.name = 沙塵暴
|
||||||
weather.sporestorm.name = 孢子風暴
|
weather.sporestorm.name = 孢子風暴
|
||||||
weather.fog.name = 霧
|
weather.fog.name = 霧
|
||||||
@@ -990,17 +991,46 @@ stat.immunities = Immunities
|
|||||||
stat.healing = 治癒
|
stat.healing = 治癒
|
||||||
|
|
||||||
ability.forcefield = 防護罩
|
ability.forcefield = 防護罩
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = 維修力場
|
ability.repairfield = 維修力場
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = 狀態力場
|
ability.statusfield = 狀態力場
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = 工廠
|
ability.unitspawn = 工廠
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = 護盾充能力場
|
ability.shieldregenfield = 護盾充能力場
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = 移動閃電
|
ability.movelightning = 移動閃電
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Shield Arc
|
ability.shieldarc = Shield Arc
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Regen Suppression Field
|
ability.suppressionfield = Regen Suppression Field
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = 能量場:
|
ability.energyfield = 能量場:
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = 僅允許向核心放置物品
|
bar.onlycoredeposit = 僅允許向核心放置物品
|
||||||
bar.drilltierreq = 需要更好的鑽頭
|
bar.drilltierreq = 需要更好的鑽頭
|
||||||
@@ -1196,15 +1226,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.rebuild_select.name = Rebuild Region
|
keybind.rebuild_select.name = Rebuild Region
|
||||||
keybind.schematic_select.name = 選擇區域
|
keybind.schematic_select.name = 選擇區域
|
||||||
keybind.schematic_menu.name = 藍圖目錄
|
keybind.schematic_menu.name = 藍圖目錄
|
||||||
@@ -1302,6 +1333,7 @@ rules.unitdamagemultiplier = 單位傷害加成
|
|||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.solarmultiplier = 太陽能電加成
|
rules.solarmultiplier = 太陽能電加成
|
||||||
rules.unitcapvariable = 核心限制單位上限
|
rules.unitcapvariable = 核心限制單位上限
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = 基礎單位上限
|
rules.unitcap = 基礎單位上限
|
||||||
rules.limitarea = 限制地圖區域
|
rules.limitarea = 限制地圖區域
|
||||||
rules.enemycorebuildradius = 敵人核心禁止建設半徑︰[lightgray](格)
|
rules.enemycorebuildradius = 敵人核心禁止建設半徑︰[lightgray](格)
|
||||||
@@ -1334,6 +1366,8 @@ rules.weather = 天氣
|
|||||||
rules.weather.frequency = 頻率:
|
rules.weather.frequency = 頻率:
|
||||||
rules.weather.always = 永遠
|
rules.weather.always = 永遠
|
||||||
rules.weather.duration = 持續時間:
|
rules.weather.duration = 持續時間:
|
||||||
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = 物品
|
content.item.name = 物品
|
||||||
content.liquid.name = 液體
|
content.liquid.name = 液體
|
||||||
@@ -2272,7 +2306,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
|
|||||||
lst.read = [accent]讀取[]記憶體中的一項數值
|
lst.read = [accent]讀取[]記憶體中的一項數值
|
||||||
lst.write = [accent]寫入[]一項數值到記憶體中
|
lst.write = [accent]寫入[]一項數值到記憶體中
|
||||||
lst.print = 將文字加入輸出的暫存中,搭配[accent]Print Flush[], [accent]Flush message[]使用
|
lst.print = 將文字加入輸出的暫存中,搭配[accent]Print Flush[], [accent]Flush message[]使用
|
||||||
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = 將圖形加入顯示的暫存中,搭配[accent]Draw Flush[]使用
|
lst.draw = 將圖形加入顯示的暫存中,搭配[accent]Draw Flush[]使用
|
||||||
lst.drawflush = 將所有暫存的[accent]Draw[]指令推到顯示器上
|
lst.drawflush = 將所有暫存的[accent]Draw[]指令推到顯示器上
|
||||||
lst.printflush = 將所有暫存的[accent]Print[]指令推到訊息板上
|
lst.printflush = 將所有暫存的[accent]Print[]指令推到訊息板上
|
||||||
@@ -2295,6 +2329,8 @@ lst.getblock = 由位置取方塊數據
|
|||||||
lst.setblock = 由位置設置方塊數據
|
lst.setblock = 由位置設置方塊數據
|
||||||
lst.spawnunit = 在某一位置生成單位
|
lst.spawnunit = 在某一位置生成單位
|
||||||
lst.applystatus = 爲單位添加或移除狀態效果
|
lst.applystatus = 爲單位添加或移除狀態效果
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = 在某一位置生成一波敵人\n不計入波數
|
lst.spawnwave = 在某一位置生成一波敵人\n不計入波數
|
||||||
lst.explosion = 在某一位置製造爆炸
|
lst.explosion = 在某一位置製造爆炸
|
||||||
lst.setrate = 以指令/每時刻設置處理器速度
|
lst.setrate = 以指令/每時刻設置處理器速度
|
||||||
|
|||||||
@@ -28,6 +28,7 @@ import mindustry.net.*;
|
|||||||
import mindustry.service.*;
|
import mindustry.service.*;
|
||||||
import mindustry.ui.dialogs.*;
|
import mindustry.ui.dialogs.*;
|
||||||
import mindustry.world.*;
|
import mindustry.world.*;
|
||||||
|
import mindustry.world.blocks.storage.*;
|
||||||
import mindustry.world.meta.*;
|
import mindustry.world.meta.*;
|
||||||
|
|
||||||
import java.io.*;
|
import java.io.*;
|
||||||
@@ -105,8 +106,8 @@ public class Vars implements Loadable{
|
|||||||
public static final float invasionGracePeriod = 20;
|
public static final float invasionGracePeriod = 20;
|
||||||
/** min armor fraction damage; e.g. 0.05 = at least 5% damage */
|
/** min armor fraction damage; e.g. 0.05 = at least 5% damage */
|
||||||
public static final float minArmorDamage = 0.1f;
|
public static final float minArmorDamage = 0.1f;
|
||||||
/** land/launch animation duration */
|
/** @deprecated see {@link CoreBlock#landDuration} instead! */
|
||||||
public static final float coreLandDuration = 160f;
|
public static final @Deprecated float coreLandDuration = 160f;
|
||||||
/** size of tiles in units */
|
/** size of tiles in units */
|
||||||
public static final int tilesize = 8;
|
public static final int tilesize = 8;
|
||||||
/** size of one tile payload (^2) */
|
/** size of one tile payload (^2) */
|
||||||
|
|||||||
@@ -12,30 +12,12 @@ import mindustry.async.*;
|
|||||||
import mindustry.content.*;
|
import mindustry.content.*;
|
||||||
import mindustry.core.*;
|
import mindustry.core.*;
|
||||||
import mindustry.gen.*;
|
import mindustry.gen.*;
|
||||||
import mindustry.world.blocks.environment.*;
|
|
||||||
|
|
||||||
public class UnitGroup{
|
public class UnitGroup{
|
||||||
public Seq<Unit> units = new Seq<>();
|
public Seq<Unit> units = new Seq<>();
|
||||||
public int collisionLayer;
|
public int collisionLayer;
|
||||||
public volatile float[] positions, originalPositions;
|
public volatile float[] positions, originalPositions;
|
||||||
public volatile boolean valid;
|
public volatile boolean valid;
|
||||||
public long lastSpeedUpdate = -1;
|
|
||||||
public float minSpeed = 999999f;
|
|
||||||
|
|
||||||
public void updateMinSpeed(){
|
|
||||||
if(lastSpeedUpdate == Vars.state.updateId) return;
|
|
||||||
|
|
||||||
lastSpeedUpdate = Vars.state.updateId;
|
|
||||||
minSpeed = 999999f;
|
|
||||||
|
|
||||||
for(Unit unit : units){
|
|
||||||
//don't factor in the floor speed multiplier
|
|
||||||
Floor on = unit.isFlying() ? Blocks.air.asFloor() : unit.floorOn();
|
|
||||||
minSpeed = Math.min(unit.speed() / on.speedMultiplier, minSpeed);
|
|
||||||
}
|
|
||||||
|
|
||||||
if(Float.isInfinite(minSpeed) || Float.isNaN(minSpeed)) minSpeed = 999999f;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void calculateFormation(Vec2 dest, int collisionLayer){
|
public void calculateFormation(Vec2 dest, int collisionLayer){
|
||||||
this.collisionLayer = collisionLayer;
|
this.collisionLayer = collisionLayer;
|
||||||
@@ -58,8 +40,6 @@ public class UnitGroup{
|
|||||||
unit.command().groupIndex = i;
|
unit.command().groupIndex = i;
|
||||||
}
|
}
|
||||||
|
|
||||||
updateMinSpeed();
|
|
||||||
|
|
||||||
//run on new thread to prevent stutter
|
//run on new thread to prevent stutter
|
||||||
Vars.mainExecutor.submit(() -> {
|
Vars.mainExecutor.submit(() -> {
|
||||||
//unused space between circles that needs to be reached for compression to end
|
//unused space between circles that needs to be reached for compression to end
|
||||||
|
|||||||
@@ -148,10 +148,6 @@ public class CommandAI extends AIController{
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if(group != null){
|
|
||||||
group.updateMinSpeed();
|
|
||||||
}
|
|
||||||
|
|
||||||
if(!net.client() && command == UnitCommand.enterPayloadCommand && unit.buildOn() != null && (targetPos == null || (world.buildWorld(targetPos.x, targetPos.y) != null && world.buildWorld(targetPos.x, targetPos.y) == unit.buildOn()))){
|
if(!net.client() && command == UnitCommand.enterPayloadCommand && unit.buildOn() != null && (targetPos == null || (world.buildWorld(targetPos.x, targetPos.y) != null && world.buildWorld(targetPos.x, targetPos.y) == unit.buildOn()))){
|
||||||
var build = unit.buildOn();
|
var build = unit.buildOn();
|
||||||
tmpPayload.unit = unit;
|
tmpPayload.unit = unit;
|
||||||
@@ -363,11 +359,6 @@ public class CommandAI extends AIController{
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@Override
|
|
||||||
public float prefSpeed(){
|
|
||||||
return group == null ? super.prefSpeed() : Math.min(group.minSpeed, unit.speed());
|
|
||||||
}
|
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
public boolean shouldFire(){
|
public boolean shouldFire(){
|
||||||
return stance != UnitStance.holdFire;
|
return stance != UnitStance.holdFire;
|
||||||
|
|||||||
@@ -1181,6 +1181,7 @@ public class Blocks{
|
|||||||
rotate = true;
|
rotate = true;
|
||||||
invertFlip = true;
|
invertFlip = true;
|
||||||
group = BlockGroup.liquids;
|
group = BlockGroup.liquids;
|
||||||
|
itemCapacity = 0;
|
||||||
|
|
||||||
liquidCapacity = 50f;
|
liquidCapacity = 50f;
|
||||||
|
|
||||||
@@ -1231,6 +1232,7 @@ public class Blocks{
|
|||||||
}});
|
}});
|
||||||
|
|
||||||
researchCostMultiplier = 1.1f;
|
researchCostMultiplier = 1.1f;
|
||||||
|
itemCapacity = 0;
|
||||||
liquidCapacity = 40f;
|
liquidCapacity = 40f;
|
||||||
consumePower(2f);
|
consumePower(2f);
|
||||||
ambientSound = Sounds.extractLoop;
|
ambientSound = Sounds.extractLoop;
|
||||||
@@ -2782,6 +2784,7 @@ public class Blocks{
|
|||||||
ambientSoundVolume = 0.06f;
|
ambientSoundVolume = 0.06f;
|
||||||
hasLiquids = true;
|
hasLiquids = true;
|
||||||
boostScale = 1f / 9f;
|
boostScale = 1f / 9f;
|
||||||
|
itemCapacity = 0;
|
||||||
outputLiquid = new LiquidStack(Liquids.water, 30f / 60f);
|
outputLiquid = new LiquidStack(Liquids.water, 30f / 60f);
|
||||||
consumePower(0.5f);
|
consumePower(0.5f);
|
||||||
liquidCapacity = 60f;
|
liquidCapacity = 60f;
|
||||||
@@ -5791,6 +5794,8 @@ public class Blocks{
|
|||||||
heatOutput = 1000f;
|
heatOutput = 1000f;
|
||||||
warmupRate = 1000f;
|
warmupRate = 1000f;
|
||||||
regionRotated1 = 1;
|
regionRotated1 = 1;
|
||||||
|
itemCapacity = 0;
|
||||||
|
alwaysUnlocked = true;
|
||||||
ambientSound = Sounds.none;
|
ambientSound = Sounds.none;
|
||||||
}};
|
}};
|
||||||
|
|
||||||
|
|||||||
@@ -1318,6 +1318,7 @@ public class UnitTypes{
|
|||||||
|
|
||||||
healPercent = 5.5f;
|
healPercent = 5.5f;
|
||||||
collidesTeam = true;
|
collidesTeam = true;
|
||||||
|
reflectable = false;
|
||||||
backColor = Pal.heal;
|
backColor = Pal.heal;
|
||||||
trailColor = Pal.heal;
|
trailColor = Pal.heal;
|
||||||
}};
|
}};
|
||||||
@@ -3894,7 +3895,7 @@ public class UnitTypes{
|
|||||||
x = 43f * i / 4f;
|
x = 43f * i / 4f;
|
||||||
particles = parts;
|
particles = parts;
|
||||||
//visual only, the middle one does the actual suppressing
|
//visual only, the middle one does the actual suppressing
|
||||||
display = active = false;
|
active = false;
|
||||||
}});
|
}});
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -17,7 +17,7 @@ public class Weathers{
|
|||||||
suspendParticles;
|
suspendParticles;
|
||||||
|
|
||||||
public static void load(){
|
public static void load(){
|
||||||
snow = new ParticleWeather("snow"){{
|
snow = new ParticleWeather("snowing"){{
|
||||||
particleRegion = "particle";
|
particleRegion = "particle";
|
||||||
sizeMax = 13f;
|
sizeMax = 13f;
|
||||||
sizeMin = 2.6f;
|
sizeMin = 2.6f;
|
||||||
|
|||||||
@@ -314,6 +314,14 @@ public class ContentLoader{
|
|||||||
return getByName(ContentType.planet, name);
|
return getByName(ContentType.planet, name);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public Seq<Weather> weathers(){
|
||||||
|
return getBy(ContentType.weather);
|
||||||
|
}
|
||||||
|
|
||||||
|
public Weather weather(String name){
|
||||||
|
return getByName(ContentType.weather, name);
|
||||||
|
}
|
||||||
|
|
||||||
public Seq<UnitStance> unitStances(){
|
public Seq<UnitStance> unitStances(){
|
||||||
return getBy(ContentType.unitStance);
|
return getBy(ContentType.unitStance);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -30,6 +30,7 @@ import mindustry.net.*;
|
|||||||
import mindustry.type.*;
|
import mindustry.type.*;
|
||||||
import mindustry.ui.dialogs.*;
|
import mindustry.ui.dialogs.*;
|
||||||
import mindustry.world.*;
|
import mindustry.world.*;
|
||||||
|
import mindustry.world.blocks.storage.*;
|
||||||
import mindustry.world.blocks.storage.CoreBlock.*;
|
import mindustry.world.blocks.storage.CoreBlock.*;
|
||||||
|
|
||||||
import java.io.*;
|
import java.io.*;
|
||||||
@@ -191,43 +192,29 @@ public class Control implements ApplicationListener, Loadable{
|
|||||||
|
|
||||||
Events.run(Trigger.newGame, () -> {
|
Events.run(Trigger.newGame, () -> {
|
||||||
var core = player.bestCore();
|
var core = player.bestCore();
|
||||||
|
|
||||||
if(core == null) return;
|
if(core == null) return;
|
||||||
|
|
||||||
camera.position.set(core);
|
camera.position.set(core);
|
||||||
player.set(core);
|
player.set(core);
|
||||||
|
|
||||||
float coreDelay = 0f;
|
float coreDelay = 0f;
|
||||||
|
|
||||||
if(!settings.getBool("skipcoreanimation") && !state.rules.pvp){
|
if(!settings.getBool("skipcoreanimation") && !state.rules.pvp){
|
||||||
coreDelay = coreLandDuration;
|
coreDelay = core.landDuration();
|
||||||
//delay player respawn so animation can play.
|
//delay player respawn so animation can play.
|
||||||
player.deathTimer = Player.deathDelay - coreLandDuration;
|
player.deathTimer = Player.deathDelay - core.landDuration();
|
||||||
//TODO this sounds pretty bad due to conflict
|
//TODO this sounds pretty bad due to conflict
|
||||||
if(settings.getInt("musicvol") > 0){
|
if(settings.getInt("musicvol") > 0){
|
||||||
Musics.land.stop();
|
//TODO what to do if another core with different music is already playing?
|
||||||
Musics.land.play();
|
Music music = core.landMusic();
|
||||||
Musics.land.setVolume(settings.getInt("musicvol") / 100f);
|
music.stop();
|
||||||
|
music.play();
|
||||||
|
music.setVolume(settings.getInt("musicvol") / 100f);
|
||||||
}
|
}
|
||||||
|
|
||||||
app.post(() -> ui.hudfrag.showLand());
|
renderer.showLanding(core);
|
||||||
renderer.showLanding();
|
|
||||||
|
|
||||||
Time.run(coreLandDuration, () -> {
|
|
||||||
Fx.launch.at(core);
|
|
||||||
Effect.shake(5f, 5f, core);
|
|
||||||
core.thrusterTime = 1f;
|
|
||||||
|
|
||||||
if(state.isCampaign() && Vars.showSectorLandInfo && (state.rules.sector.preset == null || state.rules.sector.preset.showSectorLandInfo)){
|
|
||||||
ui.announce("[accent]" + state.rules.sector.name() + "\n" +
|
|
||||||
(state.rules.sector.info.resources.any() ? "[lightgray]" + bundle.get("sectors.resources") + "[white] " +
|
|
||||||
state.rules.sector.info.resources.toString(" ", u -> u.emoji()) : ""), 5);
|
|
||||||
}
|
|
||||||
});
|
|
||||||
}
|
}
|
||||||
|
|
||||||
if(state.isCampaign()){
|
if(state.isCampaign()){
|
||||||
|
|
||||||
//don't run when hosting, that doesn't really work.
|
//don't run when hosting, that doesn't really work.
|
||||||
if(state.rules.sector.planet.prebuildBase){
|
if(state.rules.sector.planet.prebuildBase){
|
||||||
toBePlaced.clear();
|
toBePlaced.clear();
|
||||||
|
|||||||
@@ -13,7 +13,6 @@ import arc.scene.ui.layout.*;
|
|||||||
import arc.struct.*;
|
import arc.struct.*;
|
||||||
import arc.util.*;
|
import arc.util.*;
|
||||||
import mindustry.*;
|
import mindustry.*;
|
||||||
import mindustry.content.*;
|
|
||||||
import mindustry.game.EventType.*;
|
import mindustry.game.EventType.*;
|
||||||
import mindustry.gen.*;
|
import mindustry.gen.*;
|
||||||
import mindustry.graphics.*;
|
import mindustry.graphics.*;
|
||||||
@@ -30,11 +29,6 @@ public class Renderer implements ApplicationListener{
|
|||||||
/** These are global variables, for headless access. Cached. */
|
/** These are global variables, for headless access. Cached. */
|
||||||
public static float laserOpacity = 0.5f, bridgeOpacity = 0.75f;
|
public static float laserOpacity = 0.5f, bridgeOpacity = 0.75f;
|
||||||
|
|
||||||
private static final float cloudScaling = 1700f, cfinScl = -2f, cfinOffset = 0.3f, calphaFinOffset = 0.25f;
|
|
||||||
private static final float[] cloudAlphas = {0, 0.5f, 1f, 0.1f, 0, 0f};
|
|
||||||
private static final float cloudAlpha = 0.81f;
|
|
||||||
private static final Interp landInterp = Interp.pow3;
|
|
||||||
|
|
||||||
public final BlockRenderer blocks = new BlockRenderer();
|
public final BlockRenderer blocks = new BlockRenderer();
|
||||||
public final FogRenderer fog = new FogRenderer();
|
public final FogRenderer fog = new FogRenderer();
|
||||||
public final MinimapRenderer minimap = new MinimapRenderer();
|
public final MinimapRenderer minimap = new MinimapRenderer();
|
||||||
@@ -55,18 +49,15 @@ public class Renderer implements ApplicationListener{
|
|||||||
public TextureRegion[] bubbles = new TextureRegion[16], splashes = new TextureRegion[12];
|
public TextureRegion[] bubbles = new TextureRegion[16], splashes = new TextureRegion[12];
|
||||||
public TextureRegion[][] fluidFrames;
|
public TextureRegion[][] fluidFrames;
|
||||||
|
|
||||||
|
//currently landing core, null if there are no cores or it has finished landing.
|
||||||
private @Nullable CoreBuild landCore;
|
private @Nullable CoreBuild landCore;
|
||||||
private @Nullable CoreBlock launchCoreType;
|
private @Nullable CoreBlock launchCoreType;
|
||||||
private Color clearColor = new Color(0f, 0f, 0f, 1f);
|
private Color clearColor = new Color(0f, 0f, 0f, 1f);
|
||||||
private float
|
private float
|
||||||
//seed for cloud visuals, 0-1
|
|
||||||
cloudSeed = 0f,
|
|
||||||
//target camera scale that is lerp-ed to
|
//target camera scale that is lerp-ed to
|
||||||
targetscale = Scl.scl(4),
|
targetscale = Scl.scl(4),
|
||||||
//current actual camera scale
|
//current actual camera scale
|
||||||
camerascale = targetscale,
|
camerascale = targetscale,
|
||||||
//minimum camera zoom value for landing/launching; constant TODO make larger?
|
|
||||||
minZoomScl = Scl.scl(0.02f),
|
|
||||||
//starts at coreLandDuration, ends at 0. if positive, core is landing.
|
//starts at coreLandDuration, ends at 0. if positive, core is landing.
|
||||||
landTime,
|
landTime,
|
||||||
//timer for core landing particles
|
//timer for core landing particles
|
||||||
@@ -113,10 +104,6 @@ public class Renderer implements ApplicationListener{
|
|||||||
setupBloom();
|
setupBloom();
|
||||||
}
|
}
|
||||||
|
|
||||||
Events.run(Trigger.newGame, () -> {
|
|
||||||
landCore = player.bestCore();
|
|
||||||
});
|
|
||||||
|
|
||||||
EnvRenderers.init();
|
EnvRenderers.init();
|
||||||
for(int i = 0; i < bubbles.length; i++) bubbles[i] = atlas.find("bubble-" + i);
|
for(int i = 0; i < bubbles.length; i++) bubbles[i] = atlas.find("bubble-" + i);
|
||||||
for(int i = 0; i < splashes.length; i++) splashes[i] = atlas.find("splash-" + i);
|
for(int i = 0; i < splashes.length; i++) splashes[i] = atlas.find("splash-" + i);
|
||||||
@@ -181,32 +168,26 @@ public class Renderer implements ApplicationListener{
|
|||||||
enableEffects = settings.getBool("effects");
|
enableEffects = settings.getBool("effects");
|
||||||
drawDisplays = !settings.getBool("hidedisplays");
|
drawDisplays = !settings.getBool("hidedisplays");
|
||||||
drawLight = settings.getBool("drawlight", true);
|
drawLight = settings.getBool("drawlight", true);
|
||||||
pixelate = Core.settings.getBool("pixelate");
|
pixelate = settings.getBool("pixelate");
|
||||||
|
|
||||||
|
//don't bother drawing landing animation if core is null
|
||||||
|
if(landCore == null) landTime = 0f;
|
||||||
if(landTime > 0){
|
if(landTime > 0){
|
||||||
if(!state.isPaused()){
|
if(!state.isPaused()) landCore.updateLaunching();
|
||||||
CoreBuild build = landCore == null ? player.bestCore() : landCore;
|
|
||||||
if(build != null){
|
|
||||||
build.updateLandParticles();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if(!state.isPaused()){
|
|
||||||
landTime -= Time.delta;
|
|
||||||
}
|
|
||||||
float fin = landTime / coreLandDuration;
|
|
||||||
if(!launching) fin = 1f - fin;
|
|
||||||
camerascale = landInterp.apply(minZoomScl, Scl.scl(4f), fin);
|
|
||||||
weatherAlpha = 0f;
|
weatherAlpha = 0f;
|
||||||
|
camerascale = landCore.zoomLaunching();
|
||||||
|
|
||||||
//snap camera to cutscene core regardless of player input
|
if(!state.isPaused()) landTime -= Time.delta;
|
||||||
if(landCore != null){
|
|
||||||
camera.position.set(landCore);
|
|
||||||
}
|
|
||||||
}else{
|
}else{
|
||||||
weatherAlpha = Mathf.lerpDelta(weatherAlpha, 1f, 0.08f);
|
weatherAlpha = Mathf.lerpDelta(weatherAlpha, 1f, 0.08f);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if(landCore != null && landTime <= 0f){
|
||||||
|
landCore.endLaunch();
|
||||||
|
landCore = null;
|
||||||
|
}
|
||||||
|
|
||||||
camera.width = graphics.getWidth() / camerascale;
|
camera.width = graphics.getWidth() / camerascale;
|
||||||
camera.height = graphics.getHeight() / camerascale;
|
camera.height = graphics.getHeight() / camerascale;
|
||||||
|
|
||||||
@@ -304,7 +285,7 @@ public class Renderer implements ApplicationListener{
|
|||||||
graphics.clear(clearColor);
|
graphics.clear(clearColor);
|
||||||
Draw.reset();
|
Draw.reset();
|
||||||
|
|
||||||
if(Core.settings.getBool("animatedwater") || animateShields){
|
if(settings.getBool("animatedwater") || animateShields){
|
||||||
effectBuffer.resize(graphics.getWidth(), graphics.getHeight());
|
effectBuffer.resize(graphics.getWidth(), graphics.getHeight());
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -393,7 +374,10 @@ public class Renderer implements ApplicationListener{
|
|||||||
|
|
||||||
Draw.draw(Layer.overlayUI, overlays::drawTop);
|
Draw.draw(Layer.overlayUI, overlays::drawTop);
|
||||||
if(state.rules.fog) Draw.draw(Layer.fogOfWar, fog::drawFog);
|
if(state.rules.fog) Draw.draw(Layer.fogOfWar, fog::drawFog);
|
||||||
Draw.draw(Layer.space, this::drawLanding);
|
Draw.draw(Layer.space, () -> {
|
||||||
|
if(landCore == null || landTime <= 0f) return;
|
||||||
|
landCore.drawLanding(launching && launchCoreType != null ? launchCoreType : (CoreBlock)landCore.block);
|
||||||
|
});
|
||||||
|
|
||||||
Events.fire(Trigger.drawOver);
|
Events.fire(Trigger.drawOver);
|
||||||
blocks.drawBlocks();
|
blocks.drawBlocks();
|
||||||
@@ -481,61 +465,6 @@ public class Renderer implements ApplicationListener{
|
|||||||
if(state.rules.customBackgroundCallback != null && customBackgrounds.containsKey(state.rules.customBackgroundCallback)){
|
if(state.rules.customBackgroundCallback != null && customBackgrounds.containsKey(state.rules.customBackgroundCallback)){
|
||||||
customBackgrounds.get(state.rules.customBackgroundCallback).run();
|
customBackgrounds.get(state.rules.customBackgroundCallback).run();
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
void drawLanding(){
|
|
||||||
CoreBuild build = landCore == null ? player.bestCore() : landCore;
|
|
||||||
var clouds = assets.get("sprites/clouds.png", Texture.class);
|
|
||||||
if(landTime > 0 && build != null){
|
|
||||||
float fout = landTime / coreLandDuration;
|
|
||||||
if(launching) fout = 1f - fout;
|
|
||||||
float fin = 1f - fout;
|
|
||||||
float scl = Scl.scl(4f) / camerascale;
|
|
||||||
float pfin = Interp.pow3Out.apply(fin), pf = Interp.pow2In.apply(fout);
|
|
||||||
|
|
||||||
//draw particles
|
|
||||||
Draw.color(Pal.lightTrail);
|
|
||||||
Angles.randLenVectors(1, pfin, 100, 800f * scl * pfin, (ax, ay, ffin, ffout) -> {
|
|
||||||
Lines.stroke(scl * ffin * pf * 3f);
|
|
||||||
Lines.lineAngle(build.x + ax, build.y + ay, Mathf.angle(ax, ay), (ffin * 20 + 1f) * scl);
|
|
||||||
});
|
|
||||||
Draw.color();
|
|
||||||
|
|
||||||
CoreBlock block = launching && launchCoreType != null ? launchCoreType : (CoreBlock)build.block;
|
|
||||||
block.drawLanding(build, build.x, build.y);
|
|
||||||
|
|
||||||
Draw.color();
|
|
||||||
Draw.mixcol(Color.white, Interp.pow5In.apply(fout));
|
|
||||||
|
|
||||||
//accent tint indicating that the core was just constructed
|
|
||||||
if(launching){
|
|
||||||
float f = Mathf.clamp(1f - fout * 12f);
|
|
||||||
if(f > 0.001f){
|
|
||||||
Draw.mixcol(Pal.accent, f);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
//draw clouds
|
|
||||||
if(state.rules.cloudColor.a > 0.0001f){
|
|
||||||
float scaling = cloudScaling;
|
|
||||||
float sscl = Math.max(1f + Mathf.clamp(fin + cfinOffset)* cfinScl, 0f) * camerascale;
|
|
||||||
|
|
||||||
Tmp.tr1.set(clouds);
|
|
||||||
Tmp.tr1.set(
|
|
||||||
(camera.position.x - camera.width/2f * sscl) / scaling,
|
|
||||||
(camera.position.y - camera.height/2f * sscl) / scaling,
|
|
||||||
(camera.position.x + camera.width/2f * sscl) / scaling,
|
|
||||||
(camera.position.y + camera.height/2f * sscl) / scaling);
|
|
||||||
|
|
||||||
Tmp.tr1.scroll(10f * cloudSeed, 10f * cloudSeed);
|
|
||||||
|
|
||||||
Draw.alpha(Mathf.sample(cloudAlphas, fin + calphaFinOffset) * cloudAlpha);
|
|
||||||
Draw.mixcol(state.rules.cloudColor, state.rules.cloudColor.a);
|
|
||||||
Draw.rect(Tmp.tr1, camera.position.x, camera.position.y, camera.width, camera.height);
|
|
||||||
Draw.reset();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void scaleCamera(float amount){
|
public void scaleCamera(float amount){
|
||||||
@@ -580,6 +509,13 @@ public class Renderer implements ApplicationListener{
|
|||||||
return landTime;
|
return landTime;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public float getLandTimeIn(){
|
||||||
|
if(landCore == null) return 0f;
|
||||||
|
float fin = landTime / landCore.landDuration();
|
||||||
|
if(!launching) fin = 1f - fin;
|
||||||
|
return fin;
|
||||||
|
}
|
||||||
|
|
||||||
public float getLandPTimer(){
|
public float getLandPTimer(){
|
||||||
return landPTimer;
|
return landPTimer;
|
||||||
}
|
}
|
||||||
@@ -588,25 +524,37 @@ public class Renderer implements ApplicationListener{
|
|||||||
this.landPTimer = landPTimer;
|
this.landPTimer = landPTimer;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@Deprecated
|
||||||
public void showLanding(){
|
public void showLanding(){
|
||||||
launching = false;
|
var core = player.bestCore();
|
||||||
camerascale = minZoomScl;
|
if(core != null) showLanding(core);
|
||||||
landTime = coreLandDuration;
|
|
||||||
cloudSeed = Mathf.random(1f);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void showLanding(CoreBuild landCore){
|
||||||
|
this.landCore = landCore;
|
||||||
|
launching = false;
|
||||||
|
landTime = landCore.landDuration();
|
||||||
|
|
||||||
|
landCore.beginLaunch(null);
|
||||||
|
camerascale = landCore.zoomLaunching();
|
||||||
|
}
|
||||||
|
|
||||||
|
@Deprecated
|
||||||
public void showLaunch(CoreBlock coreType){
|
public void showLaunch(CoreBlock coreType){
|
||||||
Vars.ui.hudfrag.showLaunch();
|
var core = player.team().core();
|
||||||
Vars.control.input.config.hideConfig();
|
if(core != null) showLaunch(core, coreType);
|
||||||
Vars.control.input.inv.hide();
|
}
|
||||||
launchCoreType = coreType;
|
|
||||||
|
public void showLaunch(CoreBuild landCore, CoreBlock coreType){
|
||||||
|
control.input.config.hideConfig();
|
||||||
|
control.input.inv.hide();
|
||||||
|
|
||||||
|
this.landCore = landCore;
|
||||||
launching = true;
|
launching = true;
|
||||||
landCore = player.team().core();
|
landTime = landCore.landDuration();
|
||||||
cloudSeed = Mathf.random(1f);
|
launchCoreType = coreType;
|
||||||
landTime = coreLandDuration;
|
|
||||||
if(landCore != null){
|
landCore.beginLaunch(coreType);
|
||||||
Fx.coreLaunchConstruct.at(landCore.x, landCore.y, coreType.size);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void takeMapScreenshot(){
|
public void takeMapScreenshot(){
|
||||||
@@ -648,7 +596,7 @@ public class Renderer implements ApplicationListener{
|
|||||||
Fi file = screenshotDirectory.child("screenshot-" + Time.millis() + ".png");
|
Fi file = screenshotDirectory.child("screenshot-" + Time.millis() + ".png");
|
||||||
PixmapIO.writePng(file, fullPixmap);
|
PixmapIO.writePng(file, fullPixmap);
|
||||||
fullPixmap.dispose();
|
fullPixmap.dispose();
|
||||||
app.post(() -> ui.showInfoFade(Core.bundle.format("screenshot", file.toString())));
|
app.post(() -> ui.showInfoFade(bundle.format("screenshot", file.toString())));
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -43,6 +43,8 @@ public abstract class UnlockableContent extends MappableContent{
|
|||||||
public TextureRegion uiIcon;
|
public TextureRegion uiIcon;
|
||||||
/** Icon of the full content. Unscaled.*/
|
/** Icon of the full content. Unscaled.*/
|
||||||
public TextureRegion fullIcon;
|
public TextureRegion fullIcon;
|
||||||
|
/** Override for the full icon. Useful for mod content with duplicate icons. Overrides any other full icon.*/
|
||||||
|
public String fullOverride = "";
|
||||||
/** The tech tree node for this content, if applicable. Null if not part of a tech tree. */
|
/** The tech tree node for this content, if applicable. Null if not part of a tech tree. */
|
||||||
public @Nullable TechNode techNode;
|
public @Nullable TechNode techNode;
|
||||||
/** Tech nodes for all trees that this content is part of. */
|
/** Tech nodes for all trees that this content is part of. */
|
||||||
@@ -62,11 +64,12 @@ public abstract class UnlockableContent extends MappableContent{
|
|||||||
@Override
|
@Override
|
||||||
public void loadIcon(){
|
public void loadIcon(){
|
||||||
fullIcon =
|
fullIcon =
|
||||||
|
Core.atlas.find(fullOverride,
|
||||||
Core.atlas.find(getContentType().name() + "-" + name + "-full",
|
Core.atlas.find(getContentType().name() + "-" + name + "-full",
|
||||||
Core.atlas.find(name + "-full",
|
Core.atlas.find(name + "-full",
|
||||||
Core.atlas.find(name,
|
Core.atlas.find(name,
|
||||||
Core.atlas.find(getContentType().name() + "-" + name,
|
Core.atlas.find(getContentType().name() + "-" + name,
|
||||||
Core.atlas.find(name + "1")))));
|
Core.atlas.find(name + "1"))))));
|
||||||
|
|
||||||
uiIcon = Core.atlas.find(getContentType().name() + "-" + name + "-ui", fullIcon);
|
uiIcon = Core.atlas.find(getContentType().name() + "-" + name + "-ui", fullIcon);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -74,7 +74,7 @@ public class MapEditor{
|
|||||||
for(int i = 0; i < tiles.width * tiles.height; i++){
|
for(int i = 0; i < tiles.width * tiles.height; i++){
|
||||||
Tile tile = tiles.geti(i);
|
Tile tile = tiles.geti(i);
|
||||||
var build = tile.build;
|
var build = tile.build;
|
||||||
if(build != null){
|
if(build != null && tile.isCenter()){
|
||||||
builds.add(build);
|
builds.add(build);
|
||||||
}
|
}
|
||||||
tiles.seti(i, new EditorTile(tile.x, tile.y, tile.floorID(), tile.overlayID(), build == null ? tile.blockID() : 0));
|
tiles.seti(i, new EditorTile(tile.x, tile.y, tile.floorID(), tile.overlayID(), build == null ? tile.blockID() : 0));
|
||||||
|
|||||||
@@ -5,7 +5,6 @@ import arc.func.*;
|
|||||||
import arc.graphics.*;
|
import arc.graphics.*;
|
||||||
import arc.scene.style.*;
|
import arc.scene.style.*;
|
||||||
import arc.scene.ui.*;
|
import arc.scene.ui.*;
|
||||||
import arc.scene.ui.Button.*;
|
|
||||||
import arc.scene.ui.TextButton.*;
|
import arc.scene.ui.TextButton.*;
|
||||||
import arc.scene.ui.layout.*;
|
import arc.scene.ui.layout.*;
|
||||||
import arc.scene.utils.*;
|
import arc.scene.utils.*;
|
||||||
|
|||||||
@@ -293,7 +293,6 @@ public class Damage{
|
|||||||
collided.each(c -> {
|
collided.each(c -> {
|
||||||
if(hitter.damage > 0 && (pierceCap <= 0 || collideCount[0] < pierceCap)){
|
if(hitter.damage > 0 && (pierceCap <= 0 || collideCount[0] < pierceCap)){
|
||||||
if(c.target instanceof Unit u){
|
if(c.target instanceof Unit u){
|
||||||
effect.at(c.x, c.y);
|
|
||||||
u.collision(hitter, c.x, c.y);
|
u.collision(hitter, c.x, c.y);
|
||||||
hitter.collision(u, c.x, c.y);
|
hitter.collision(u, c.x, c.y);
|
||||||
collideCount[0]++;
|
collideCount[0]++;
|
||||||
@@ -344,7 +343,6 @@ public class Damage{
|
|||||||
|
|
||||||
Units.nearbyEnemies(team, rect.setCentered(x, y, 1f), u -> {
|
Units.nearbyEnemies(team, rect.setCentered(x, y, 1f), u -> {
|
||||||
if(u.checkTarget(hitter.type.collidesAir, hitter.type.collidesGround) && u.hittable()){
|
if(u.checkTarget(hitter.type.collidesAir, hitter.type.collidesGround) && u.hittable()){
|
||||||
effect.at(x, y);
|
|
||||||
u.collision(hitter, x, y);
|
u.collision(hitter, x, y);
|
||||||
hitter.collision(u, x, y);
|
hitter.collision(u, x, y);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -74,7 +74,7 @@ public class Puddles{
|
|||||||
Puddle puddle = Puddle.create();
|
Puddle puddle = Puddle.create();
|
||||||
puddle.tile = tile;
|
puddle.tile = tile;
|
||||||
puddle.liquid = liquid;
|
puddle.liquid = liquid;
|
||||||
puddle.amount = amount;
|
puddle.amount = Math.min(amount, maxLiquid);
|
||||||
puddle.set(ax, ay);
|
puddle.set(ax, ay);
|
||||||
register(puddle);
|
register(puddle);
|
||||||
puddle.add();
|
puddle.add();
|
||||||
|
|||||||
@@ -6,6 +6,7 @@ import mindustry.gen.*;
|
|||||||
import mindustry.type.*;
|
import mindustry.type.*;
|
||||||
|
|
||||||
public abstract class Ability implements Cloneable{
|
public abstract class Ability implements Cloneable{
|
||||||
|
protected static final float descriptionWidth = 350f;
|
||||||
/** If false, this ability does not show in unit stats. */
|
/** If false, this ability does not show in unit stats. */
|
||||||
public boolean display = true;
|
public boolean display = true;
|
||||||
//the one and only data variable that is synced.
|
//the one and only data variable that is synced.
|
||||||
@@ -16,7 +17,16 @@ public abstract class Ability implements Cloneable{
|
|||||||
public void death(Unit unit){}
|
public void death(Unit unit){}
|
||||||
public void init(UnitType type){}
|
public void init(UnitType type){}
|
||||||
public void displayBars(Unit unit, Table bars){}
|
public void displayBars(Unit unit, Table bars){}
|
||||||
public void addStats(Table t){}
|
public void addStats(Table t){
|
||||||
|
if(Core.bundle.has(getBundle() + ".description")){
|
||||||
|
t.add(Core.bundle.get(getBundle() + ".description")).wrap().width(descriptionWidth);
|
||||||
|
t.row();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public String abilityStat(String stat, Object... values){
|
||||||
|
return Core.bundle.format("ability.stat." + stat, values);
|
||||||
|
}
|
||||||
|
|
||||||
public Ability copy(){
|
public Ability copy(){
|
||||||
try{
|
try{
|
||||||
@@ -29,7 +39,11 @@ public abstract class Ability implements Cloneable{
|
|||||||
|
|
||||||
/** @return localized ability name; mods should override this. */
|
/** @return localized ability name; mods should override this. */
|
||||||
public String localized(){
|
public String localized(){
|
||||||
|
return Core.bundle.get(getBundle());
|
||||||
|
}
|
||||||
|
|
||||||
|
public String getBundle(){
|
||||||
var type = getClass();
|
var type = getClass();
|
||||||
return Core.bundle.get("ability." + (type.isAnonymousClass() ? type.getSuperclass() : type).getSimpleName().replace("Ability", "").toLowerCase());
|
return "ability." + (type.isAnonymousClass() ? type.getSuperclass() : type).getSimpleName().replace("Ability", "").toLowerCase();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -4,11 +4,10 @@ import arc.*;
|
|||||||
import arc.graphics.*;
|
import arc.graphics.*;
|
||||||
import arc.graphics.g2d.*;
|
import arc.graphics.g2d.*;
|
||||||
import arc.math.*;
|
import arc.math.*;
|
||||||
import arc.scene.ui.layout.Table;
|
import arc.scene.ui.layout.*;
|
||||||
import arc.util.*;
|
import arc.util.*;
|
||||||
import mindustry.gen.*;
|
import mindustry.gen.*;
|
||||||
import mindustry.graphics.*;
|
import mindustry.graphics.*;
|
||||||
import mindustry.world.meta.*;
|
|
||||||
|
|
||||||
public class ArmorPlateAbility extends Ability{
|
public class ArmorPlateAbility extends Ability{
|
||||||
public TextureRegion plateRegion;
|
public TextureRegion plateRegion;
|
||||||
@@ -39,7 +38,8 @@ public class ArmorPlateAbility extends Ability{
|
|||||||
|
|
||||||
@Override
|
@Override
|
||||||
public void addStats(Table t){
|
public void addStats(Table t){
|
||||||
t.add("[lightgray]" + Stat.healthMultiplier.localized() + ": [white]" + Math.round(healthMultiplier * 100f) + 100 + "%");
|
super.addStats(t);
|
||||||
|
t.add(abilityStat("damagereduction", Strings.autoFixed(-healthMultiplier * 100f, 1)));
|
||||||
}
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
|
|||||||
@@ -14,7 +14,6 @@ import mindustry.game.*;
|
|||||||
import mindustry.gen.*;
|
import mindustry.gen.*;
|
||||||
import mindustry.graphics.*;
|
import mindustry.graphics.*;
|
||||||
import mindustry.type.*;
|
import mindustry.type.*;
|
||||||
import mindustry.world.meta.*;
|
|
||||||
|
|
||||||
import static mindustry.Vars.*;
|
import static mindustry.Vars.*;
|
||||||
|
|
||||||
@@ -53,23 +52,29 @@ public class EnergyFieldAbility extends Ability{
|
|||||||
|
|
||||||
@Override
|
@Override
|
||||||
public void addStats(Table t){
|
public void addStats(Table t){
|
||||||
t.add(Core.bundle.format("bullet.damage", damage));
|
if(displayHeal){
|
||||||
|
t.add(Core.bundle.get(getBundle() + ".healdescription")).wrap().width(descriptionWidth);
|
||||||
|
}else{
|
||||||
|
t.add(Core.bundle.get(getBundle() + ".description")).wrap().width(descriptionWidth);
|
||||||
|
}
|
||||||
t.row();
|
t.row();
|
||||||
t.add("[lightgray]" + Stat.reload.localized() + ": [white]" + Strings.autoFixed(60f / reload, 2) + " " + StatUnit.perSecond.localized());
|
|
||||||
t.row();
|
|
||||||
t.add("[lightgray]" + Stat.shootRange.localized() + ": [white]" + Strings.autoFixed(range / tilesize, 2) + " " + StatUnit.blocks.localized());
|
|
||||||
t.row();
|
|
||||||
t.add(Core.bundle.format("ability.energyfield.maxtargets", maxTargets));
|
|
||||||
|
|
||||||
|
t.add(Core.bundle.format("bullet.range", Strings.autoFixed(range / tilesize, 2)));
|
||||||
|
t.row();
|
||||||
|
t.add(abilityStat("firingrate", Strings.autoFixed(60f / reload, 2)));
|
||||||
|
t.row();
|
||||||
|
t.add(abilityStat("maxtargets", maxTargets));
|
||||||
|
t.row();
|
||||||
|
t.add(Core.bundle.format("bullet.damage", damage));
|
||||||
|
if(status != StatusEffects.none){
|
||||||
|
t.row();
|
||||||
|
t.add((status.hasEmoji() ? status.emoji() : "") + "[stat]" + status.localizedName);
|
||||||
|
}
|
||||||
if(displayHeal){
|
if(displayHeal){
|
||||||
t.row();
|
t.row();
|
||||||
t.add(Core.bundle.format("bullet.healpercent", Strings.autoFixed(healPercent, 2)));
|
t.add(Core.bundle.format("bullet.healpercent", Strings.autoFixed(healPercent, 2)));
|
||||||
t.row();
|
t.row();
|
||||||
t.add(Core.bundle.format("ability.energyfield.sametypehealmultiplier", Math.round(sameTypeHealMult * 100f)));
|
t.add(abilityStat("sametypehealmultiplier", (sameTypeHealMult < 1f ? "[negstat]" : "") + Strings.autoFixed(sameTypeHealMult * 100f, 2)));
|
||||||
}
|
|
||||||
if(status != StatusEffects.none){
|
|
||||||
t.row();
|
|
||||||
t.add(status.emoji() + " " + status.localizedName);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -1,5 +1,6 @@
|
|||||||
package mindustry.entities.abilities;
|
package mindustry.entities.abilities;
|
||||||
|
|
||||||
|
import arc.*;
|
||||||
import arc.func.*;
|
import arc.func.*;
|
||||||
import arc.graphics.*;
|
import arc.graphics.*;
|
||||||
import arc.graphics.g2d.*;
|
import arc.graphics.g2d.*;
|
||||||
@@ -12,7 +13,6 @@ import mindustry.content.*;
|
|||||||
import mindustry.gen.*;
|
import mindustry.gen.*;
|
||||||
import mindustry.graphics.*;
|
import mindustry.graphics.*;
|
||||||
import mindustry.ui.*;
|
import mindustry.ui.*;
|
||||||
import mindustry.world.meta.*;
|
|
||||||
|
|
||||||
import static mindustry.Vars.*;
|
import static mindustry.Vars.*;
|
||||||
|
|
||||||
@@ -73,14 +73,14 @@ public class ForceFieldAbility extends Ability{
|
|||||||
|
|
||||||
@Override
|
@Override
|
||||||
public void addStats(Table t){
|
public void addStats(Table t){
|
||||||
t.add("[lightgray]" + Stat.health.localized() + ": [white]" + Math.round(max));
|
super.addStats(t);
|
||||||
|
t.add(Core.bundle.format("bullet.range", Strings.autoFixed(radius / tilesize, 2)));
|
||||||
t.row();
|
t.row();
|
||||||
t.add("[lightgray]" + Stat.shootRange.localized() + ": [white]" + Strings.autoFixed(radius / tilesize, 2) + " " + StatUnit.blocks.localized());
|
t.add(abilityStat("shield", Strings.autoFixed(max, 2)));
|
||||||
t.row();
|
t.row();
|
||||||
t.add("[lightgray]" + Stat.repairSpeed.localized() + ": [white]" + Strings.autoFixed(regen * 60f, 2) + StatUnit.perSecond.localized());
|
t.add(abilityStat("repairspeed", Strings.autoFixed(regen * 60f, 2)));
|
||||||
t.row();
|
|
||||||
t.add("[lightgray]" + Stat.cooldownTime.localized() + ": [white]" + Strings.autoFixed(cooldown / 60f, 2) + " " + StatUnit.seconds.localized());
|
|
||||||
t.row();
|
t.row();
|
||||||
|
t.add(abilityStat("cooldown", Strings.autoFixed(cooldown / 60f, 2)));
|
||||||
}
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
|
|||||||
@@ -1,6 +1,7 @@
|
|||||||
package mindustry.entities.abilities;
|
package mindustry.entities.abilities;
|
||||||
|
|
||||||
import arc.math.*;
|
import arc.math.*;
|
||||||
|
import arc.scene.ui.layout.*;
|
||||||
import arc.util.noise.*;
|
import arc.util.noise.*;
|
||||||
import mindustry.content.*;
|
import mindustry.content.*;
|
||||||
import mindustry.entities.*;
|
import mindustry.entities.*;
|
||||||
@@ -16,6 +17,12 @@ public class LiquidExplodeAbility extends Ability{
|
|||||||
public float radAmountScale = 5f, radScale = 1f;
|
public float radAmountScale = 5f, radScale = 1f;
|
||||||
public float noiseMag = 6.5f, noiseScl = 5f;
|
public float noiseMag = 6.5f, noiseScl = 5f;
|
||||||
|
|
||||||
|
@Override
|
||||||
|
public void addStats(Table t){
|
||||||
|
super.addStats(t);
|
||||||
|
t.add((liquid.hasEmoji() ? liquid.emoji() : "") + "[stat]" + liquid.localizedName);
|
||||||
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
public void death(Unit unit){
|
public void death(Unit unit){
|
||||||
//TODO what if noise is radial, so it looks like a splat?
|
//TODO what if noise is radial, so it looks like a splat?
|
||||||
|
|||||||
@@ -1,6 +1,7 @@
|
|||||||
package mindustry.entities.abilities;
|
package mindustry.entities.abilities;
|
||||||
|
|
||||||
import arc.math.*;
|
import arc.math.*;
|
||||||
|
import arc.scene.ui.layout.*;
|
||||||
import arc.util.*;
|
import arc.util.*;
|
||||||
import mindustry.content.*;
|
import mindustry.content.*;
|
||||||
import mindustry.entities.*;
|
import mindustry.entities.*;
|
||||||
@@ -17,6 +18,14 @@ public class LiquidRegenAbility extends Ability{
|
|||||||
public float slurpEffectChance = 0.4f;
|
public float slurpEffectChance = 0.4f;
|
||||||
public Effect slurpEffect = Fx.heal;
|
public Effect slurpEffect = Fx.heal;
|
||||||
|
|
||||||
|
@Override
|
||||||
|
public void addStats(Table t){
|
||||||
|
super.addStats(t);
|
||||||
|
t.add((liquid.hasEmoji() ? liquid.emoji() : "") + "[stat]" + liquid.localizedName);
|
||||||
|
t.row();
|
||||||
|
t.add(abilityStat("slurpheal", Strings.autoFixed(regenPerSlurp, 2)));
|
||||||
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
public void update(Unit unit){
|
public void update(Unit unit){
|
||||||
//TODO timer?
|
//TODO timer?
|
||||||
|
|||||||
@@ -5,12 +5,15 @@ import arc.audio.*;
|
|||||||
import arc.graphics.*;
|
import arc.graphics.*;
|
||||||
import arc.graphics.g2d.*;
|
import arc.graphics.g2d.*;
|
||||||
import arc.math.*;
|
import arc.math.*;
|
||||||
|
import arc.scene.ui.layout.*;
|
||||||
import arc.util.*;
|
import arc.util.*;
|
||||||
import mindustry.content.*;
|
import mindustry.content.*;
|
||||||
import mindustry.entities.*;
|
import mindustry.entities.*;
|
||||||
import mindustry.entities.bullet.*;
|
import mindustry.entities.bullet.*;
|
||||||
import mindustry.gen.*;
|
import mindustry.gen.*;
|
||||||
|
|
||||||
|
import static mindustry.Vars.*;
|
||||||
|
|
||||||
public class MoveLightningAbility extends Ability{
|
public class MoveLightningAbility extends Ability{
|
||||||
/** Lightning damage */
|
/** Lightning damage */
|
||||||
public float damage = 35f;
|
public float damage = 35f;
|
||||||
@@ -63,7 +66,15 @@ public class MoveLightningAbility extends Ability{
|
|||||||
this.maxSpeed = maxSpeed;
|
this.maxSpeed = maxSpeed;
|
||||||
this.color = color;
|
this.color = color;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@Override
|
||||||
|
public void addStats(Table t){
|
||||||
|
super.addStats(t);
|
||||||
|
t.add(abilityStat("minspeed", Strings.autoFixed(minSpeed * 60f / tilesize, 2)));
|
||||||
|
t.row();
|
||||||
|
t.add(Core.bundle.format("bullet.damage", damage));
|
||||||
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
public void update(Unit unit){
|
public void update(Unit unit){
|
||||||
float scl = Mathf.clamp((unit.vel().len() - minSpeed) / (maxSpeed - minSpeed));
|
float scl = Mathf.clamp((unit.vel().len() - minSpeed) / (maxSpeed - minSpeed));
|
||||||
|
|||||||
@@ -1,10 +1,8 @@
|
|||||||
package mindustry.entities.abilities;
|
package mindustry.entities.abilities;
|
||||||
|
|
||||||
import arc.Core;
|
|
||||||
import arc.scene.ui.layout.*;
|
import arc.scene.ui.layout.*;
|
||||||
import arc.util.*;
|
import arc.util.*;
|
||||||
import mindustry.gen.*;
|
import mindustry.gen.*;
|
||||||
import mindustry.world.meta.*;
|
|
||||||
|
|
||||||
public class RegenAbility extends Ability{
|
public class RegenAbility extends Ability{
|
||||||
/** Amount healed as percent per tick. */
|
/** Amount healed as percent per tick. */
|
||||||
@@ -14,13 +12,16 @@ public class RegenAbility extends Ability{
|
|||||||
|
|
||||||
@Override
|
@Override
|
||||||
public void addStats(Table t){
|
public void addStats(Table t){
|
||||||
if(amount > 0.01f){
|
super.addStats(t);
|
||||||
t.add("[lightgray]" + Stat.repairSpeed.localized() + ": [white]" + Strings.autoFixed(amount * 60f, 2) + StatUnit.perSecond.localized());
|
|
||||||
t.row();
|
|
||||||
}
|
|
||||||
|
|
||||||
if(percentAmount > 0.01f){
|
boolean flat = amount >= 0.001f;
|
||||||
t.add(Core.bundle.format("bullet.healpercent", Strings.autoFixed(percentAmount * 60f, 2)) + StatUnit.perSecond.localized()); //stupid but works
|
boolean percent = percentAmount >= 0.001f;
|
||||||
|
|
||||||
|
if(flat || percent){
|
||||||
|
t.add(abilityStat("regen",
|
||||||
|
(flat ? Strings.autoFixed(amount * 60f, 2) + (percent ? " [lightgray]+[stat] " : "") : "")
|
||||||
|
+ (percent ? Strings.autoFixed(percentAmount * 60f, 2) + "%" : "")
|
||||||
|
));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -1,13 +1,13 @@
|
|||||||
package mindustry.entities.abilities;
|
package mindustry.entities.abilities;
|
||||||
|
|
||||||
|
import arc.*;
|
||||||
import arc.scene.ui.layout.*;
|
import arc.scene.ui.layout.*;
|
||||||
import arc.util.*;
|
import arc.util.*;
|
||||||
import mindustry.content.*;
|
import mindustry.content.*;
|
||||||
import mindustry.entities.*;
|
import mindustry.entities.*;
|
||||||
import mindustry.gen.*;
|
import mindustry.gen.*;
|
||||||
import mindustry.world.meta.*;
|
|
||||||
|
|
||||||
import static mindustry.Vars.tilesize;
|
import static mindustry.Vars.*;
|
||||||
|
|
||||||
public class RepairFieldAbility extends Ability{
|
public class RepairFieldAbility extends Ability{
|
||||||
public float amount = 1, reload = 100, range = 60;
|
public float amount = 1, reload = 100, range = 60;
|
||||||
@@ -28,9 +28,10 @@ public class RepairFieldAbility extends Ability{
|
|||||||
|
|
||||||
@Override
|
@Override
|
||||||
public void addStats(Table t){
|
public void addStats(Table t){
|
||||||
t.add("[lightgray]" + Stat.repairSpeed.localized() + ": [white]" + Strings.autoFixed(amount * 60f / reload, 2) + StatUnit.perSecond.localized());
|
super.addStats(t);
|
||||||
|
t.add(Core.bundle.format("bullet.range", Strings.autoFixed(range / tilesize, 2)));
|
||||||
t.row();
|
t.row();
|
||||||
t.add("[lightgray]" + Stat.shootRange.localized() + ": [white]" + Strings.autoFixed(range / tilesize, 2) + " " + StatUnit.blocks.localized());
|
t.add(abilityStat("repairspeed", Strings.autoFixed(amount * 60f / reload, 2)));
|
||||||
}
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
|
|||||||
@@ -13,7 +13,6 @@ import mindustry.gen.*;
|
|||||||
import mindustry.graphics.*;
|
import mindustry.graphics.*;
|
||||||
import mindustry.type.*;
|
import mindustry.type.*;
|
||||||
import mindustry.ui.*;
|
import mindustry.ui.*;
|
||||||
import mindustry.world.meta.*;
|
|
||||||
|
|
||||||
public class ShieldArcAbility extends Ability{
|
public class ShieldArcAbility extends Ability{
|
||||||
private static Unit paramUnit;
|
private static Unit paramUnit;
|
||||||
@@ -69,12 +68,12 @@ public class ShieldArcAbility extends Ability{
|
|||||||
|
|
||||||
@Override
|
@Override
|
||||||
public void addStats(Table t){
|
public void addStats(Table t){
|
||||||
t.add("[lightgray]" + Stat.health.localized() + ": [white]" + Math.round(max));
|
super.addStats(t);
|
||||||
|
t.add(abilityStat("shield", Strings.autoFixed(max, 2)));
|
||||||
t.row();
|
t.row();
|
||||||
t.add("[lightgray]" + Stat.repairSpeed.localized() + ": [white]" + Strings.autoFixed(regen * 60f, 2) + StatUnit.perSecond.localized());
|
t.add(abilityStat("repairspeed", Strings.autoFixed(regen * 60f, 2)));
|
||||||
t.row();
|
|
||||||
t.add("[lightgray]" + Stat.cooldownTime.localized() + ": [white]" + Strings.autoFixed(cooldown / 60f, 2) + " " + StatUnit.seconds.localized());
|
|
||||||
t.row();
|
t.row();
|
||||||
|
t.add(abilityStat("cooldown", Strings.autoFixed(cooldown / 60f, 2)));
|
||||||
}
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
|
|||||||
@@ -1,14 +1,13 @@
|
|||||||
package mindustry.entities.abilities;
|
package mindustry.entities.abilities;
|
||||||
|
|
||||||
import arc.Core;
|
import arc.*;
|
||||||
import arc.scene.ui.layout.*;
|
import arc.scene.ui.layout.*;
|
||||||
import arc.util.*;
|
import arc.util.*;
|
||||||
import mindustry.content.*;
|
import mindustry.content.*;
|
||||||
import mindustry.entities.*;
|
import mindustry.entities.*;
|
||||||
import mindustry.gen.*;
|
import mindustry.gen.*;
|
||||||
import mindustry.world.meta.*;
|
|
||||||
|
|
||||||
import static mindustry.Vars.tilesize;
|
import static mindustry.Vars.*;
|
||||||
|
|
||||||
public class ShieldRegenFieldAbility extends Ability{
|
public class ShieldRegenFieldAbility extends Ability{
|
||||||
public float amount = 1, max = 100f, reload = 100, range = 60;
|
public float amount = 1, max = 100f, reload = 100, range = 60;
|
||||||
@@ -30,12 +29,12 @@ public class ShieldRegenFieldAbility extends Ability{
|
|||||||
|
|
||||||
@Override
|
@Override
|
||||||
public void addStats(Table t){
|
public void addStats(Table t){
|
||||||
t.add("[lightgray]" + Core.bundle.get("waves.shields") + ": [white]" + Math.round(max)); //extremely stupid usage
|
super.addStats(t);
|
||||||
|
t.add(Core.bundle.format("bullet.range", Strings.autoFixed(range / tilesize, 2)));
|
||||||
t.row();
|
t.row();
|
||||||
t.add("[lightgray]" + Stat.shootRange.localized() + ": [white]" + Strings.autoFixed(range / tilesize, 2) + " " + StatUnit.blocks.localized());
|
t.add(abilityStat("firingrate", Strings.autoFixed(60f / reload, 2)));
|
||||||
t.row();
|
|
||||||
t.add("[lightgray]" + Stat.reload.localized() + ": [white]" + Strings.autoFixed(60f / reload, 2) + " " + StatUnit.perSecond.localized());
|
|
||||||
t.row();
|
t.row();
|
||||||
|
t.add(abilityStat("shield", Strings.autoFixed(max, 2)));
|
||||||
}
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
|
|||||||
@@ -27,7 +27,8 @@ public class SpawnDeathAbility extends Ability{
|
|||||||
|
|
||||||
@Override
|
@Override
|
||||||
public void addStats(Table t){
|
public void addStats(Table t){
|
||||||
t.add((randAmount > 0 ? amount + "-" + (amount + randAmount) : amount) + " " + unit.emoji() + " " + unit.localizedName);
|
super.addStats(t);
|
||||||
|
t.add("[stat]" + (randAmount > 0 ? amount + "x-" + (amount + randAmount) : amount) + "x[] " + (unit.hasEmoji() ? unit.emoji() : "") + "[stat]" + unit.localizedName);
|
||||||
}
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
|
|||||||
@@ -1,15 +1,15 @@
|
|||||||
package mindustry.entities.abilities;
|
package mindustry.entities.abilities;
|
||||||
|
|
||||||
|
import arc.*;
|
||||||
import arc.math.*;
|
import arc.math.*;
|
||||||
import arc.scene.ui.layout.Table;
|
import arc.scene.ui.layout.*;
|
||||||
import arc.util.*;
|
import arc.util.*;
|
||||||
import mindustry.content.*;
|
import mindustry.content.*;
|
||||||
import mindustry.entities.*;
|
import mindustry.entities.*;
|
||||||
import mindustry.gen.*;
|
import mindustry.gen.*;
|
||||||
import mindustry.type.*;
|
import mindustry.type.*;
|
||||||
import mindustry.world.meta.*;
|
|
||||||
|
|
||||||
import static mindustry.Vars.tilesize;
|
import static mindustry.Vars.*;
|
||||||
|
|
||||||
public class StatusFieldAbility extends Ability{
|
public class StatusFieldAbility extends Ability{
|
||||||
public StatusEffect effect;
|
public StatusEffect effect;
|
||||||
@@ -33,11 +33,12 @@ public class StatusFieldAbility extends Ability{
|
|||||||
|
|
||||||
@Override
|
@Override
|
||||||
public void addStats(Table t){
|
public void addStats(Table t){
|
||||||
t.add("[lightgray]" + Stat.reload.localized() + ": [white]" + Strings.autoFixed(60f / reload, 2) + " " + StatUnit.perSecond.localized());
|
super.addStats(t);
|
||||||
|
t.add(Core.bundle.format("bullet.range", Strings.autoFixed(range / tilesize, 2)));
|
||||||
t.row();
|
t.row();
|
||||||
t.add("[lightgray]" + Stat.shootRange.localized() + ": [white]" + Strings.autoFixed(range / tilesize, 2) + " " + StatUnit.blocks.localized());
|
t.add(abilityStat("firingrate", Strings.autoFixed(60f / reload, 2)));
|
||||||
t.row();
|
t.row();
|
||||||
t.add(effect.emoji() + " " + effect.localizedName);
|
t.add((effect.hasEmoji() ? effect.emoji() : "") + "[stat]" + effect.localizedName);
|
||||||
}
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
|
|||||||
@@ -1,12 +1,17 @@
|
|||||||
package mindustry.entities.abilities;
|
package mindustry.entities.abilities;
|
||||||
|
|
||||||
|
import arc.*;
|
||||||
import arc.graphics.*;
|
import arc.graphics.*;
|
||||||
import arc.graphics.g2d.*;
|
import arc.graphics.g2d.*;
|
||||||
import arc.math.*;
|
import arc.math.*;
|
||||||
|
import arc.scene.ui.layout.*;
|
||||||
import arc.util.*;
|
import arc.util.*;
|
||||||
import mindustry.entities.*;
|
import mindustry.entities.*;
|
||||||
import mindustry.gen.*;
|
import mindustry.gen.*;
|
||||||
import mindustry.graphics.*;
|
import mindustry.graphics.*;
|
||||||
|
import mindustry.type.*;
|
||||||
|
|
||||||
|
import static mindustry.Vars.*;
|
||||||
|
|
||||||
public class SuppressionFieldAbility extends Ability{
|
public class SuppressionFieldAbility extends Ability{
|
||||||
protected static Rand rand = new Rand();
|
protected static Rand rand = new Rand();
|
||||||
@@ -33,6 +38,19 @@ public class SuppressionFieldAbility extends Ability{
|
|||||||
|
|
||||||
protected float timer;
|
protected float timer;
|
||||||
|
|
||||||
|
@Override
|
||||||
|
public void init(UnitType type){
|
||||||
|
if(!active) display = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
@Override
|
||||||
|
public void addStats(Table t){
|
||||||
|
super.addStats(t);
|
||||||
|
t.add(Core.bundle.format("bullet.range", Strings.autoFixed(range / tilesize, 2)));
|
||||||
|
t.row();
|
||||||
|
t.add(abilityStat("duration", Strings.autoFixed(reload / 60f, 2)));
|
||||||
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
public void update(Unit unit){
|
public void update(Unit unit){
|
||||||
if(!active) return;
|
if(!active) return;
|
||||||
|
|||||||
@@ -12,7 +12,6 @@ import mindustry.game.EventType.*;
|
|||||||
import mindustry.gen.*;
|
import mindustry.gen.*;
|
||||||
import mindustry.graphics.*;
|
import mindustry.graphics.*;
|
||||||
import mindustry.type.*;
|
import mindustry.type.*;
|
||||||
import mindustry.world.meta.*;
|
|
||||||
|
|
||||||
import static mindustry.Vars.*;
|
import static mindustry.Vars.*;
|
||||||
|
|
||||||
@@ -36,9 +35,10 @@ public class UnitSpawnAbility extends Ability{
|
|||||||
|
|
||||||
@Override
|
@Override
|
||||||
public void addStats(Table t){
|
public void addStats(Table t){
|
||||||
t.add("[lightgray]" + Stat.buildTime.localized() + ": [white]" + Strings.autoFixed(spawnTime / 60f, 2) + " " + StatUnit.seconds.localized());
|
super.addStats(t);
|
||||||
|
t.add(abilityStat("buildtime", Strings.autoFixed(spawnTime / 60f, 2)));
|
||||||
t.row();
|
t.row();
|
||||||
t.add(unit.emoji() + " " + unit.localizedName);
|
t.add((unit.hasEmoji() ? unit.emoji() : "") + "[stat]" + unit.localizedName);
|
||||||
}
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
|
|||||||
@@ -176,6 +176,8 @@ public class BulletType extends Content implements Cloneable{
|
|||||||
public float fragLifeMin = 1f, fragLifeMax = 1f;
|
public float fragLifeMin = 1f, fragLifeMax = 1f;
|
||||||
/** Random offset of frag bullets from the parent bullet. */
|
/** Random offset of frag bullets from the parent bullet. */
|
||||||
public float fragOffsetMin = 1f, fragOffsetMax = 7f;
|
public float fragOffsetMin = 1f, fragOffsetMax = 7f;
|
||||||
|
/** How many times this bullet can release frag bullets, if pierce = true. */
|
||||||
|
public int pierceFragCap = -1;
|
||||||
|
|
||||||
/** Bullet that is created at a fixed interval. */
|
/** Bullet that is created at a fixed interval. */
|
||||||
public @Nullable BulletType intervalBullet;
|
public @Nullable BulletType intervalBullet;
|
||||||
@@ -509,12 +511,13 @@ public class BulletType extends Content implements Cloneable{
|
|||||||
}
|
}
|
||||||
|
|
||||||
public void createFrags(Bullet b, float x, float y){
|
public void createFrags(Bullet b, float x, float y){
|
||||||
if(fragBullet != null && (fragOnAbsorb || !b.absorbed)){
|
if(fragBullet != null && (fragOnAbsorb || !b.absorbed) && !(b.frags >= pierceFragCap && pierceFragCap > 0)){
|
||||||
for(int i = 0; i < fragBullets; i++){
|
for(int i = 0; i < fragBullets; i++){
|
||||||
float len = Mathf.random(fragOffsetMin, fragOffsetMax);
|
float len = Mathf.random(fragOffsetMin, fragOffsetMax);
|
||||||
float a = b.rotation() + Mathf.range(fragRandomSpread / 2) + fragAngle + ((i - fragBullets/2) * fragSpread);
|
float a = b.rotation() + Mathf.range(fragRandomSpread / 2) + fragAngle + ((i - fragBullets/2) * fragSpread);
|
||||||
fragBullet.create(b, x + Angles.trnsx(a, len), y + Angles.trnsy(a, len), a, Mathf.random(fragVelocityMin, fragVelocityMax), Mathf.random(fragLifeMin, fragLifeMax));
|
fragBullet.create(b, x + Angles.trnsx(a, len), y + Angles.trnsy(a, len), a, Mathf.random(fragVelocityMin, fragVelocityMax), Mathf.random(fragLifeMin, fragLifeMax));
|
||||||
}
|
}
|
||||||
|
b.frags++;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -49,6 +49,7 @@ public class ContinuousFlameBulletType extends ContinuousBulletType{
|
|||||||
lifetime = 16f;
|
lifetime = 16f;
|
||||||
hitColor = colors[1].cpy().a(1f);
|
hitColor = colors[1].cpy().a(1f);
|
||||||
lightColor = hitColor;
|
lightColor = hitColor;
|
||||||
|
lightOpacity = 0.7f;
|
||||||
laserAbsorb = false;
|
laserAbsorb = false;
|
||||||
ammoMultiplier = 1f;
|
ammoMultiplier = 1f;
|
||||||
pierceArmor = true;
|
pierceArmor = true;
|
||||||
@@ -87,7 +88,7 @@ public class ContinuousFlameBulletType extends ContinuousBulletType{
|
|||||||
}
|
}
|
||||||
|
|
||||||
Tmp.v1.trns(b.rotation(), realLength * 1.1f);
|
Tmp.v1.trns(b.rotation(), realLength * 1.1f);
|
||||||
Drawf.light(b.x, b.y, b.x + Tmp.v1.x, b.y + Tmp.v1.y, lightStroke, lightColor, 0.7f);
|
Drawf.light(b.x, b.y, b.x + Tmp.v1.x, b.y + Tmp.v1.y, lightStroke, lightColor, lightOpacity);
|
||||||
Draw.reset();
|
Draw.reset();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -45,6 +45,7 @@ abstract class BulletComp implements Timedc, Damagec, Hitboxc, Teamc, Posc, Draw
|
|||||||
transient @Nullable Mover mover;
|
transient @Nullable Mover mover;
|
||||||
transient boolean absorbed, hit;
|
transient boolean absorbed, hit;
|
||||||
transient @Nullable Trail trail;
|
transient @Nullable Trail trail;
|
||||||
|
transient int frags;
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
public void getCollisions(Cons<QuadTree> consumer){
|
public void getCollisions(Cons<QuadTree> consumer){
|
||||||
|
|||||||
@@ -4,6 +4,7 @@ import arc.math.*;
|
|||||||
import arc.util.*;
|
import arc.util.*;
|
||||||
import mindustry.annotations.Annotations.*;
|
import mindustry.annotations.Annotations.*;
|
||||||
import mindustry.gen.*;
|
import mindustry.gen.*;
|
||||||
|
import mindustry.world.blocks.*;
|
||||||
|
|
||||||
@Component
|
@Component
|
||||||
abstract class ChildComp implements Posc, Rotc{
|
abstract class ChildComp implements Posc, Rotc{
|
||||||
@@ -18,9 +19,14 @@ abstract class ChildComp implements Posc, Rotc{
|
|||||||
if(parent != null){
|
if(parent != null){
|
||||||
offsetX = x - parent.getX();
|
offsetX = x - parent.getX();
|
||||||
offsetY = y - parent.getY();
|
offsetY = y - parent.getY();
|
||||||
if(rotWithParent && parent instanceof Rotc r){
|
if(rotWithParent){
|
||||||
offsetPos = -r.rotation();
|
if(parent instanceof Rotc r){
|
||||||
offsetRot = rotation - r.rotation();
|
offsetPos = -r.rotation();
|
||||||
|
offsetRot = rotation - r.rotation();
|
||||||
|
}else if(parent instanceof RotBlock rot){
|
||||||
|
offsetPos = -rot.buildRotation();
|
||||||
|
offsetRot = rotation - rot.buildRotation();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -28,10 +34,16 @@ abstract class ChildComp implements Posc, Rotc{
|
|||||||
@Override
|
@Override
|
||||||
public void update(){
|
public void update(){
|
||||||
if(parent != null){
|
if(parent != null){
|
||||||
if(rotWithParent && parent instanceof Rotc r){
|
if(rotWithParent){
|
||||||
x = parent.getX() + Angles.trnsx(r.rotation() + offsetPos, offsetX, offsetY);
|
if(parent instanceof Rotc r){
|
||||||
y = parent.getY() + Angles.trnsy(r.rotation() + offsetPos, offsetX, offsetY);
|
x = parent.getX() + Angles.trnsx(r.rotation() + offsetPos, offsetX, offsetY);
|
||||||
rotation = r.rotation() + offsetRot;
|
y = parent.getY() + Angles.trnsy(r.rotation() + offsetPos, offsetX, offsetY);
|
||||||
|
rotation = r.rotation() + offsetRot;
|
||||||
|
}else if(parent instanceof RotBlock rot){
|
||||||
|
x = parent.getX() + Angles.trnsx(rot.buildRotation() + offsetPos, offsetX, offsetY);
|
||||||
|
y = parent.getY() + Angles.trnsy(rot.buildRotation() + offsetPos, offsetX, offsetY);
|
||||||
|
rotation = rot.buildRotation() + offsetRot;
|
||||||
|
}
|
||||||
}else{
|
}else{
|
||||||
x = parent.getX() + offsetX;
|
x = parent.getX() + offsetX;
|
||||||
y = parent.getY() + offsetY;
|
y = parent.getY() + offsetY;
|
||||||
|
|||||||
@@ -60,6 +60,11 @@ abstract class PayloadComp implements Posc, Rotc, Hitboxc, Unitc{
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@Override
|
||||||
|
public void destroy(){
|
||||||
|
if(Vars.state.rules.unitPayloadsExplode) payloads.each(Payload::destroyed);
|
||||||
|
}
|
||||||
|
|
||||||
float payloadUsed(){
|
float payloadUsed(){
|
||||||
return payloads.sumf(p -> p.size() * p.size());
|
return payloads.sumf(p -> p.size() * p.size());
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -59,6 +59,7 @@ abstract class PuddleComp implements Posc, Puddlec, Drawc, Syncc{
|
|||||||
|
|
||||||
amount -= Time.delta * (1f - liquid.viscosity) / (5f + addSpeed);
|
amount -= Time.delta * (1f - liquid.viscosity) / (5f + addSpeed);
|
||||||
amount += accepting;
|
amount += accepting;
|
||||||
|
amount = Math.min(amount, maxLiquid);
|
||||||
accepting = 0f;
|
accepting = 0f;
|
||||||
|
|
||||||
if(amount >= maxLiquid / 1.5f){
|
if(amount >= maxLiquid / 1.5f){
|
||||||
|
|||||||
@@ -39,6 +39,7 @@ public class EventType{
|
|||||||
socketConfigChanged,
|
socketConfigChanged,
|
||||||
update,
|
update,
|
||||||
unitCommandChange,
|
unitCommandChange,
|
||||||
|
unitCommandPosition,
|
||||||
unitCommandAttack,
|
unitCommandAttack,
|
||||||
importMod,
|
importMod,
|
||||||
draw,
|
draw,
|
||||||
|
|||||||
@@ -851,7 +851,7 @@ public class MapObjectives implements Iterable<MapObjective>, Eachable<MapObject
|
|||||||
|
|
||||||
/** Displays a shape with an outline and color. */
|
/** Displays a shape with an outline and color. */
|
||||||
public static class ShapeMarker extends PosMarker{
|
public static class ShapeMarker extends PosMarker{
|
||||||
public float radius = 8f, rotation = 0f, stroke = 1f;
|
public float radius = 8f, rotation = 0f, stroke = 1f, startAngle = 0f, endAngle = 360f;
|
||||||
public boolean fill = false, outline = true;
|
public boolean fill = false, outline = true;
|
||||||
public int sides = 4;
|
public int sides = 4;
|
||||||
public Color color = Color.valueOf("ffd37f");
|
public Color color = Color.valueOf("ffd37f");
|
||||||
@@ -877,14 +877,18 @@ public class MapObjectives implements Iterable<MapObjective>, Eachable<MapObject
|
|||||||
if(!fill){
|
if(!fill){
|
||||||
if(outline){
|
if(outline){
|
||||||
Lines.stroke((stroke + 2f) * scaleFactor, Pal.gray);
|
Lines.stroke((stroke + 2f) * scaleFactor, Pal.gray);
|
||||||
Lines.poly(pos.x, pos.y, sides, (radius + 1f) * scaleFactor, rotation);
|
Lines.poly(pos.x, pos.y, sides, (radius + 1f) * scaleFactor, rotation + startAngle, rotation + endAngle);
|
||||||
}
|
}
|
||||||
|
|
||||||
Lines.stroke(stroke * scaleFactor, color);
|
Lines.stroke(stroke * scaleFactor, color);
|
||||||
Lines.poly(pos.x, pos.y, sides, (radius + 1f) * scaleFactor, rotation);
|
Lines.poly(pos.x, pos.y, sides, (radius + 1f) * scaleFactor, rotation + startAngle, rotation + endAngle);
|
||||||
}else{
|
}else{
|
||||||
Draw.color(color);
|
Draw.color(color);
|
||||||
Fill.poly(pos.x, pos.y, sides, radius * scaleFactor, rotation);
|
if (startAngle < endAngle){
|
||||||
|
Fill.arc(pos.x, pos.y, radius * scaleFactor, (endAngle - startAngle) / 360f, rotation + startAngle, sides);
|
||||||
|
}else{
|
||||||
|
Fill.arc(pos.x, pos.y, radius * scaleFactor, (startAngle - endAngle) / 360f, rotation + endAngle, sides);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
Draw.reset();
|
Draw.reset();
|
||||||
@@ -901,12 +905,14 @@ public class MapObjectives implements Iterable<MapObjective>, Eachable<MapObject
|
|||||||
case rotation -> rotation = (float)p1;
|
case rotation -> rotation = (float)p1;
|
||||||
case color -> color.fromDouble(p1);
|
case color -> color.fromDouble(p1);
|
||||||
case shape -> sides = (int)p1;
|
case shape -> sides = (int)p1;
|
||||||
|
case arc -> startAngle = (float)p1;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if(!Double.isNaN(p2)){
|
if(!Double.isNaN(p2)){
|
||||||
switch(type){
|
switch(type){
|
||||||
case shape -> fill = !Mathf.equal((float)p2, 0f);
|
case shape -> fill = !Mathf.equal((float)p2, 0f);
|
||||||
|
case arc -> endAngle = (float)p2;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -59,6 +59,8 @@ public class Rules{
|
|||||||
public boolean unitAmmo = false;
|
public boolean unitAmmo = false;
|
||||||
/** EXPERIMENTAL! If true, blocks will update in units and share power. */
|
/** EXPERIMENTAL! If true, blocks will update in units and share power. */
|
||||||
public boolean unitPayloadUpdate = false;
|
public boolean unitPayloadUpdate = false;
|
||||||
|
/** If true, units' payloads are destroy()ed when the unit is destroyed. */
|
||||||
|
public boolean unitPayloadsExplode = false;
|
||||||
/** Whether cores add to unit limit */
|
/** Whether cores add to unit limit */
|
||||||
public boolean unitCapVariable = true;
|
public boolean unitCapVariable = true;
|
||||||
/** If true, unit spawn points are shown. */
|
/** If true, unit spawn points are shown. */
|
||||||
|
|||||||
@@ -176,10 +176,7 @@ public class MinimapRenderer{
|
|||||||
if(fullView && net.active()){
|
if(fullView && net.active()){
|
||||||
for(Player player : Groups.player){
|
for(Player player : Groups.player){
|
||||||
if(!player.dead()){
|
if(!player.dead()){
|
||||||
float rx = player.x / (world.width() * tilesize) * w;
|
drawLabel(player.x, player.y, player.name, player.color);
|
||||||
float ry = player.y / (world.height() * tilesize) * h;
|
|
||||||
|
|
||||||
drawLabel(x + rx, y + ry, player.name, player.color);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -65,6 +65,12 @@ public class Trail{
|
|||||||
x2 = items[i + 3];
|
x2 = items[i + 3];
|
||||||
y2 = items[i + 4];
|
y2 = items[i + 4];
|
||||||
w2 = items[i + 5];
|
w2 = items[i + 5];
|
||||||
|
|
||||||
|
if(i == 0 && points.size >= (length - 1) * 3){
|
||||||
|
x1 = Mathf.lerp(x1, x2, counter);
|
||||||
|
y1 = Mathf.lerp(y1, y2, counter);
|
||||||
|
w1 = Mathf.lerp(w1, w2, counter);
|
||||||
|
}
|
||||||
}else{
|
}else{
|
||||||
x2 = lastX;
|
x2 = lastX;
|
||||||
y2 = lastY;
|
y2 = lastY;
|
||||||
@@ -97,12 +103,11 @@ public class Trail{
|
|||||||
|
|
||||||
/** Removes the last point from the trail at intervals. */
|
/** Removes the last point from the trail at intervals. */
|
||||||
public void shorten(){
|
public void shorten(){
|
||||||
if((counter += Time.delta) >= 1f){
|
int count = (int)(counter += Time.delta);
|
||||||
if(points.size >= 3){
|
counter -= count;
|
||||||
points.removeRange(0, 2);
|
|
||||||
}
|
|
||||||
|
|
||||||
counter %= 1f;
|
if(points.size + ((count - 1) * 3) > length * 3 && points.size > 0){
|
||||||
|
points.removeRange(0, Math.min(3 * count - 1, points.size - 1));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -113,18 +118,27 @@ public class Trail{
|
|||||||
|
|
||||||
/** Adds a new point to the trail at intervals. */
|
/** Adds a new point to the trail at intervals. */
|
||||||
public void update(float x, float y, float width){
|
public void update(float x, float y, float width){
|
||||||
//TODO fix longer trails at low FPS
|
int count = (int)(counter += Time.delta);
|
||||||
if((counter += Time.delta) >= 1f){
|
counter -= count;
|
||||||
if(points.size > length*3){
|
|
||||||
points.removeRange(0, 2);
|
if(count > 0){
|
||||||
|
int toRemove = points.size + (count - 1 - length) * 3;
|
||||||
|
if(toRemove > 0 && points.size > 0){
|
||||||
|
points.removeRange(0, Math.min(toRemove - 1, points.size - 1));
|
||||||
}
|
}
|
||||||
|
|
||||||
points.add(x, y, width);
|
//if lastX is -1, this trail has never updated, so only add one point - there is nothing to interpolate with
|
||||||
|
if(count == 1 || lastX == -1f){
|
||||||
counter %= 1f;
|
points.add(x, y, width);
|
||||||
|
}else{
|
||||||
|
for(int i = 0; i < count; i++){
|
||||||
|
float f = (i + 1f) / count;
|
||||||
|
points.add(Mathf.lerp(lastX, x, f), Mathf.lerp(lastY, y, f), Mathf.lerp(lastW, width, f));
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
//update last position regardless, so it joins
|
//update last position regardless, so it joins at the origin
|
||||||
lastAngle = -Angles.angleRad(x, y, lastX, lastY);
|
lastAngle = -Angles.angleRad(x, y, lastX, lastY);
|
||||||
lastX = x;
|
lastX = x;
|
||||||
lastY = y;
|
lastY = y;
|
||||||
|
|||||||
@@ -451,7 +451,7 @@ public class DesktopInput extends InputHandler{
|
|||||||
cursorType = cursor.build.getCursor();
|
cursorType = cursor.build.getCursor();
|
||||||
}
|
}
|
||||||
|
|
||||||
if(cursor.build != null && cursor.build.team == Team.derelict && Build.validPlace(cursor.block(), player.team(), cursor.build.tileX(), cursor.build.tileY(), cursor.build.rotation)){
|
if(cursor.build != null && player.team() != Team.derelict && cursor.build.team == Team.derelict && Build.validPlace(cursor.block(), player.team(), cursor.build.tileX(), cursor.build.tileY(), cursor.build.rotation)){
|
||||||
cursorType = ui.repairCursor;
|
cursorType = ui.repairCursor;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -568,7 +568,7 @@ public class DesktopInput extends InputHandler{
|
|||||||
schematicY += shiftY;
|
schematicY += shiftY;
|
||||||
}
|
}
|
||||||
|
|
||||||
if(Core.input.keyTap(Binding.deselect) && !isPlacing() && player.unit().plans.isEmpty() && !commandMode){
|
if(Core.input.keyTap(Binding.deselect) && !ui.minimapfrag.shown() && !isPlacing() && player.unit().plans.isEmpty() && !commandMode){
|
||||||
player.unit().mineTile = null;
|
player.unit().mineTile = null;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -311,18 +311,10 @@ public abstract class InputHandler implements InputProcessor, GestureListener{
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
float minSpeed = 100000000f;
|
|
||||||
for(int i = 0; i < groups.length; i ++){
|
for(int i = 0; i < groups.length; i ++){
|
||||||
var group = groups[i];
|
var group = groups[i];
|
||||||
if(group != null && group.units.size > 0){
|
if(group != null && group.units.size > 0){
|
||||||
group.calculateFormation(targetAsVec, i);
|
group.calculateFormation(targetAsVec, i);
|
||||||
minSpeed = Math.min(group.minSpeed, minSpeed);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
for(var group : groups){
|
|
||||||
if(group != null){
|
|
||||||
group.minSpeed = minSpeed;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -1012,6 +1004,8 @@ public abstract class InputHandler implements InputProcessor, GestureListener{
|
|||||||
|
|
||||||
if(attack != null){
|
if(attack != null){
|
||||||
Events.fire(Trigger.unitCommandAttack);
|
Events.fire(Trigger.unitCommandAttack);
|
||||||
|
}else{
|
||||||
|
Events.fire(Trigger.unitCommandPosition);
|
||||||
}
|
}
|
||||||
|
|
||||||
int maxChunkSize = 200;
|
int maxChunkSize = 200;
|
||||||
@@ -1661,7 +1655,7 @@ public abstract class InputHandler implements InputProcessor, GestureListener{
|
|||||||
}
|
}
|
||||||
|
|
||||||
boolean tryRepairDerelict(Tile selected){
|
boolean tryRepairDerelict(Tile selected){
|
||||||
if(selected != null && selected.build != null && selected.build.block.unlockedNow() && selected.build.team == Team.derelict && Build.validPlace(selected.block(), player.team(), selected.build.tileX(), selected.build.tileY(), selected.build.rotation)){
|
if(selected != null && player.team() != Team.derelict && selected.build != null && selected.build.block.unlockedNow() && selected.build.team == Team.derelict && Build.validPlace(selected.block(), player.team(), selected.build.tileX(), selected.build.tileY(), selected.build.rotation)){
|
||||||
player.unit().addBuild(new BuildPlan(selected.build.tileX(), selected.build.tileY(), selected.build.rotation, selected.block(), selected.build.config()));
|
player.unit().addBuild(new BuildPlan(selected.build.tileX(), selected.build.tileY(), selected.build.rotation, selected.block(), selected.build.config()));
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -125,6 +125,10 @@ public class GlobalVars{
|
|||||||
put("@" + type.name, type);
|
put("@" + type.name, type);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
for(Weather weather : Vars.content.weathers()){
|
||||||
|
put("@" + weather.name, weather);
|
||||||
|
}
|
||||||
|
|
||||||
//store sensor constants
|
//store sensor constants
|
||||||
for(LAccess sensor : LAccess.all){
|
for(LAccess sensor : LAccess.all){
|
||||||
put("@" + sensor.name(), sensor);
|
put("@" + sensor.name(), sensor);
|
||||||
|
|||||||
@@ -13,8 +13,8 @@ import mindustry.content.*;
|
|||||||
import mindustry.core.*;
|
import mindustry.core.*;
|
||||||
import mindustry.ctype.*;
|
import mindustry.ctype.*;
|
||||||
import mindustry.entities.*;
|
import mindustry.entities.*;
|
||||||
import mindustry.game.*;
|
|
||||||
import mindustry.game.EventType.*;
|
import mindustry.game.EventType.*;
|
||||||
|
import mindustry.game.*;
|
||||||
import mindustry.game.MapObjectives.*;
|
import mindustry.game.MapObjectives.*;
|
||||||
import mindustry.game.Teams.*;
|
import mindustry.game.Teams.*;
|
||||||
import mindustry.gen.*;
|
import mindustry.gen.*;
|
||||||
@@ -1363,13 +1363,21 @@ public class LExecutor{
|
|||||||
TeamData data = t.data();
|
TeamData data = t.data();
|
||||||
|
|
||||||
switch(type){
|
switch(type){
|
||||||
case unit -> exec.setobj(result, i < 0 || i >= data.units.size ? null : data.units.get(i));
|
case unit -> {
|
||||||
|
UnitType type = exec.obj(extra) instanceof UnitType u ? u : null;
|
||||||
|
if(type == null){
|
||||||
|
exec.setobj(result, i < 0 || i >= data.units.size ? null : data.units.get(i));
|
||||||
|
}else{
|
||||||
|
var units = data.unitCache(type);
|
||||||
|
exec.setobj(result, units == null || i < 0 || i >= units.size ? null : units.get(i));
|
||||||
|
}
|
||||||
|
}
|
||||||
case player -> exec.setobj(result, i < 0 || i >= data.players.size || data.players.get(i).unit().isNull() ? null : data.players.get(i).unit());
|
case player -> exec.setobj(result, i < 0 || i >= data.players.size || data.players.get(i).unit().isNull() ? null : data.players.get(i).unit());
|
||||||
case core -> exec.setobj(result, i < 0 || i >= data.cores.size ? null : data.cores.get(i));
|
case core -> exec.setobj(result, i < 0 || i >= data.cores.size ? null : data.cores.get(i));
|
||||||
case build -> {
|
case build -> {
|
||||||
Block block = exec.obj(extra) instanceof Block b ? b : null;
|
Block block = exec.obj(extra) instanceof Block b ? b : null;
|
||||||
if(block == null){
|
if(block == null){
|
||||||
exec.setobj(result, null);
|
exec.setobj(result, i < 0 || i >= data.buildings.size ? null : data.buildings.get(i));
|
||||||
}else{
|
}else{
|
||||||
var builds = data.getBuildings(block);
|
var builds = data.getBuildings(block);
|
||||||
exec.setobj(result, i < 0 || i >= builds.size ? null : builds.get(i));
|
exec.setobj(result, i < 0 || i >= builds.size ? null : builds.get(i));
|
||||||
@@ -1380,7 +1388,7 @@ public class LExecutor{
|
|||||||
if(type == null){
|
if(type == null){
|
||||||
exec.setnum(result, data.units.size);
|
exec.setnum(result, data.units.size);
|
||||||
}else{
|
}else{
|
||||||
exec.setnum(result, data.unitsByType[type.id].size);
|
exec.setnum(result, data.unitCache(type) == null ? 0 : data.unitCache(type).size);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
case coreCount -> exec.setnum(result, data.cores.size);
|
case coreCount -> exec.setnum(result, data.cores.size);
|
||||||
@@ -1511,6 +1519,47 @@ public class LExecutor{
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public static class SenseWeatherI implements LInstruction{
|
||||||
|
public int type, to;
|
||||||
|
|
||||||
|
public SenseWeatherI(int type, int to){
|
||||||
|
this.type = type;
|
||||||
|
this.to = to;
|
||||||
|
}
|
||||||
|
|
||||||
|
@Override
|
||||||
|
public void run(LExecutor exec){
|
||||||
|
exec.setbool(to, exec.obj(type) instanceof Weather weather && weather.isActive());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public static class SetWeatherI implements LInstruction{
|
||||||
|
public int type, state;
|
||||||
|
|
||||||
|
public SetWeatherI(int type, int state){
|
||||||
|
this.type = type;
|
||||||
|
this.state = state;
|
||||||
|
}
|
||||||
|
|
||||||
|
@Override
|
||||||
|
public void run(LExecutor exec){
|
||||||
|
if(exec.obj(type) instanceof Weather weather){
|
||||||
|
if(exec.bool(state)){
|
||||||
|
if(!weather.isActive()){ //Create is not already active
|
||||||
|
Tmp.v1.setToRandomDirection();
|
||||||
|
Call.createWeather(weather, 1f, WeatherState.fadeTime, Tmp.v1.x, Tmp.v1.y);
|
||||||
|
}else{
|
||||||
|
weather.instance().life(WeatherState.fadeTime);
|
||||||
|
}
|
||||||
|
}else{
|
||||||
|
if(weather.isActive() && weather.instance().life > WeatherState.fadeTime){
|
||||||
|
weather.instance().life(WeatherState.fadeTime);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
public static class ApplyEffectI implements LInstruction{
|
public static class ApplyEffectI implements LInstruction{
|
||||||
public boolean clear;
|
public boolean clear;
|
||||||
public String effect;
|
public String effect;
|
||||||
|
|||||||
@@ -13,6 +13,7 @@ public enum LMarkerControl{
|
|||||||
stroke("stroke"),
|
stroke("stroke"),
|
||||||
rotation("rotation"),
|
rotation("rotation"),
|
||||||
shape("sides", "fill", "outline"),
|
shape("sides", "fill", "outline"),
|
||||||
|
arc("start", "end"),
|
||||||
flushText("fetch"),
|
flushText("fetch"),
|
||||||
fontSize("size"),
|
fontSize("size"),
|
||||||
textHeight("height"),
|
textHeight("height"),
|
||||||
|
|||||||
@@ -16,7 +16,7 @@ import mindustry.logic.LCanvas.*;
|
|||||||
import mindustry.logic.LExecutor.*;
|
import mindustry.logic.LExecutor.*;
|
||||||
import mindustry.ui.*;
|
import mindustry.ui.*;
|
||||||
|
|
||||||
import static mindustry.Vars.ui;
|
import static mindustry.Vars.*;
|
||||||
import static mindustry.logic.LCanvas.*;
|
import static mindustry.logic.LCanvas.*;
|
||||||
|
|
||||||
/**
|
/**
|
||||||
|
|||||||
@@ -1380,6 +1380,115 @@ public class LStatements{
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@RegisterStatement("weathersense")
|
||||||
|
public static class WeatherSenseStatement extends LStatement{
|
||||||
|
public String to = "result";
|
||||||
|
public String weather = "@rain";
|
||||||
|
|
||||||
|
private transient TextField tfield;
|
||||||
|
|
||||||
|
@Override
|
||||||
|
public void build(Table table){
|
||||||
|
field(table, to, str -> to = str);
|
||||||
|
|
||||||
|
table.add(" = weather ");
|
||||||
|
|
||||||
|
row(table);
|
||||||
|
|
||||||
|
tfield = field(table, weather, str -> weather = str).padRight(0f).get();
|
||||||
|
|
||||||
|
table.button(b -> {
|
||||||
|
b.image(Icon.pencilSmall);
|
||||||
|
|
||||||
|
b.clicked(() -> showSelectTable(b, (t, hide) -> {
|
||||||
|
t.row();
|
||||||
|
t.table(i -> {
|
||||||
|
i.left();
|
||||||
|
int c = 0;
|
||||||
|
for(Weather w : Vars.content.weathers()){
|
||||||
|
i.button(w.name, Styles.flatt, () -> {
|
||||||
|
weather = "@" + w.name;
|
||||||
|
tfield.setText(weather);
|
||||||
|
hide.run();
|
||||||
|
}).height(40f).uniformX().wrapLabel(false).growX();
|
||||||
|
|
||||||
|
if(++c % 2 == 0) i.row();
|
||||||
|
}
|
||||||
|
}).left();
|
||||||
|
}));
|
||||||
|
}, Styles.logict, () -> {}).size(40f).padLeft(-1).color(table.color);
|
||||||
|
}
|
||||||
|
|
||||||
|
@Override
|
||||||
|
public boolean privileged(){
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
@Override
|
||||||
|
public LInstruction build(LAssembler builder){
|
||||||
|
return new SenseWeatherI(builder.var(weather), builder.var(to));
|
||||||
|
}
|
||||||
|
|
||||||
|
@Override
|
||||||
|
public LCategory category(){
|
||||||
|
return LCategory.world;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
@RegisterStatement("weatherset")
|
||||||
|
public static class WeatherSetStatement extends LStatement{
|
||||||
|
public String weather = "@rain", state = "true";
|
||||||
|
|
||||||
|
private transient TextField tfield;
|
||||||
|
|
||||||
|
@Override
|
||||||
|
public void build(Table table){
|
||||||
|
table.add(" set weather ");
|
||||||
|
|
||||||
|
tfield = field(table, weather, str -> weather = str).padRight(0f).get();
|
||||||
|
|
||||||
|
table.button(b -> {
|
||||||
|
b.image(Icon.pencilSmall);
|
||||||
|
|
||||||
|
b.clicked(() -> showSelectTable(b, (t, hide) -> {
|
||||||
|
t.row();
|
||||||
|
t.table(i -> {
|
||||||
|
i.left();
|
||||||
|
int c = 0;
|
||||||
|
for(Weather w : Vars.content.weathers()){
|
||||||
|
i.button(w.name, Styles.flatt, () -> {
|
||||||
|
weather = "@" + w.name;
|
||||||
|
tfield.setText(weather);
|
||||||
|
hide.run();
|
||||||
|
}).height(40f).uniformX().wrapLabel(false).growX();
|
||||||
|
|
||||||
|
if(++c % 2 == 0) i.row();
|
||||||
|
}
|
||||||
|
}).left();
|
||||||
|
}));
|
||||||
|
}, Styles.logict, () -> {}).size(40f).padLeft(-1).color(table.color);
|
||||||
|
|
||||||
|
table.add(" state ");
|
||||||
|
|
||||||
|
fields(table, state, str -> state = str);
|
||||||
|
}
|
||||||
|
|
||||||
|
@Override
|
||||||
|
public boolean privileged(){
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
@Override
|
||||||
|
public LInstruction build(LAssembler builder){
|
||||||
|
return new SetWeatherI(builder.var(weather), builder.var(state));
|
||||||
|
}
|
||||||
|
|
||||||
|
@Override
|
||||||
|
public LCategory category(){
|
||||||
|
return LCategory.world;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
@RegisterStatement("spawnwave")
|
@RegisterStatement("spawnwave")
|
||||||
public static class SpawnWaveStatement extends LStatement{
|
public static class SpawnWaveStatement extends LStatement{
|
||||||
public String x = "10", y = "10", natural = "false";
|
public String x = "10", y = "10", natural = "false";
|
||||||
@@ -1747,11 +1856,17 @@ public class LStatements{
|
|||||||
fields(table, index, i -> index = i);
|
fields(table, index, i -> index = i);
|
||||||
}
|
}
|
||||||
|
|
||||||
if(type == FetchType.buildCount || type == FetchType.build || type == FetchType.unitCount){
|
if(type == FetchType.buildCount || type == FetchType.build){
|
||||||
row(table);
|
row(table);
|
||||||
|
|
||||||
fields(table, "block", extra, i -> extra = i);
|
fields(table, "block", extra, i -> extra = i);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if(type == FetchType.unitCount || type == FetchType.unit){
|
||||||
|
row(table);
|
||||||
|
|
||||||
|
fields(table, "unit", extra, i -> extra = i);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
|
|||||||
@@ -47,20 +47,20 @@ public class BaseGenerator{
|
|||||||
if(bases.cores.isEmpty()) return;
|
if(bases.cores.isEmpty()) return;
|
||||||
|
|
||||||
Mathf.rand.setSeed(sector.id);
|
Mathf.rand.setSeed(sector.id);
|
||||||
|
Mathf.rand.nextDouble();
|
||||||
|
|
||||||
float bracketRange = 0.17f;
|
float bracketRange = 0.17f;
|
||||||
float baseChance = Mathf.lerp(0.7f, 2.1f, difficulty);
|
float baseChance = Mathf.lerp(0.7f, 2.1f, difficulty);
|
||||||
int wallAngle = 70; //180 for full coverage
|
int wallAngle = 70; //180 for full coverage
|
||||||
double resourceChance = 0.5 * baseChance;
|
double resourceChance = 0.5 * baseChance;
|
||||||
double nonResourceChance = 0.002 * baseChance;
|
double nonResourceChance = 0.002 * baseChance;
|
||||||
BasePart coreschem = bases.cores.getFrac(difficulty);
|
|
||||||
int passes = difficulty < 0.4 ? 1 : difficulty < 0.8 ? 3 : 5;
|
int passes = difficulty < 0.4 ? 1 : difficulty < 0.8 ? 3 : 5;
|
||||||
|
|
||||||
Block wall = getDifficultyWall(1, difficulty), wallLarge = getDifficultyWall(2, difficulty);
|
Block wall = getDifficultyWall(1, difficulty), wallLarge = getDifficultyWall(2, difficulty);
|
||||||
|
|
||||||
for(Tile tile : cores){
|
for(Tile tile : cores){
|
||||||
tile.clearOverlay();
|
tile.clearOverlay();
|
||||||
Schematics.placeLoadout(coreschem.schematic, tile.x, tile.y, team, false);
|
Schematics.placeLoadout(bases.cores.getFrac((difficulty + Mathf.rand.range(0.4f)) / 1.4f).schematic, tile.x, tile.y, team, false);
|
||||||
|
|
||||||
//fill core with every type of item (even non-material)
|
//fill core with every type of item (even non-material)
|
||||||
Building entity = tile.build;
|
Building entity = tile.build;
|
||||||
@@ -81,7 +81,7 @@ public class BaseGenerator{
|
|||||||
tryPlace(parts.getFrac(difficulty + Mathf.range(bracketRange)), tile.x, tile.y, team);
|
tryPlace(parts.getFrac(difficulty + Mathf.range(bracketRange)), tile.x, tile.y, team);
|
||||||
}
|
}
|
||||||
}else if(Mathf.chance(nonResourceChance)){
|
}else if(Mathf.chance(nonResourceChance)){
|
||||||
tryPlace(bases.parts.getFrac(Mathf.random(1f)), tile.x, tile.y, team);
|
tryPlace(bases.parts.getFrac(Mathf.rand.random(1f)), tile.x, tile.y, team);
|
||||||
}
|
}
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
@@ -235,7 +235,7 @@ public class BaseGenerator{
|
|||||||
set(placed, item);
|
set(placed, item);
|
||||||
}
|
}
|
||||||
|
|
||||||
Tile rand = world.tiles.getc(ex + Mathf.range(1), ey + Mathf.range(1));
|
Tile rand = world.tiles.getc(ex + Mathf.rand.range(1), ey + Mathf.rand.range(1));
|
||||||
if(rand.floor().hasSurface()){
|
if(rand.floor().hasSurface()){
|
||||||
//random ores nearby to make it look more natural
|
//random ores nearby to make it look more natural
|
||||||
set(rand, item);
|
set(rand, item);
|
||||||
|
|||||||
@@ -1054,7 +1054,21 @@ public class ContentParser{
|
|||||||
}
|
}
|
||||||
Field field = metadata.field;
|
Field field = metadata.field;
|
||||||
try{
|
try{
|
||||||
field.set(object, parser.readValue(field.getType(), metadata.elementType, child, metadata.keyType));
|
boolean mergeMap = ObjectMap.class.isAssignableFrom(field.getType()) && child.has("add") && child.get("add").isBoolean() && child.getBoolean("add", false);
|
||||||
|
|
||||||
|
if(mergeMap){
|
||||||
|
child.remove("add");
|
||||||
|
}
|
||||||
|
|
||||||
|
Object readField = parser.readValue(field.getType(), metadata.elementType, child, metadata.keyType);
|
||||||
|
|
||||||
|
//if a map has add: true, add its contents to the map instead
|
||||||
|
if(mergeMap && field.get(object) instanceof ObjectMap<?,?> baseMap){
|
||||||
|
baseMap.putAll((ObjectMap)readField);
|
||||||
|
}else{
|
||||||
|
field.set(object, readField);
|
||||||
|
}
|
||||||
|
|
||||||
}catch(IllegalAccessException ex){
|
}catch(IllegalAccessException ex){
|
||||||
throw new SerializationException("Error accessing field: " + field.getName() + " (" + type.getName() + ")", ex);
|
throw new SerializationException("Error accessing field: " + field.getName() + " (" + type.getName() + ")", ex);
|
||||||
}catch(SerializationException ex){
|
}catch(SerializationException ex){
|
||||||
@@ -1102,8 +1116,8 @@ public class ContentParser{
|
|||||||
}
|
}
|
||||||
|
|
||||||
//all items have a produce requirement unless already specified
|
//all items have a produce requirement unless already specified
|
||||||
if(object instanceof Item i && !node.objectives.contains(o -> o instanceof Produce p && p.content == i)){
|
if((unlock instanceof Item || unlock instanceof Liquid) && !node.objectives.contains(o -> o instanceof Produce p && p.content == unlock)){
|
||||||
node.objectives.add(new Produce(i));
|
node.objectives.add(new Produce(unlock));
|
||||||
}
|
}
|
||||||
|
|
||||||
//remove old node from parent
|
//remove old node from parent
|
||||||
|
|||||||
@@ -218,7 +218,10 @@ public class Mods implements Loadable{
|
|||||||
}
|
}
|
||||||
//this returns a *runnable* which actually packs the resulting pixmap; this has to be done synchronously outside the method
|
//this returns a *runnable* which actually packs the resulting pixmap; this has to be done synchronously outside the method
|
||||||
return () -> {
|
return () -> {
|
||||||
String fullName = (prefix ? mod.name + "-" : "") + baseName;
|
//don't prefix with mod name if it's already prefixed by a category, e.g. `block-modname-content-full`.
|
||||||
|
int hyphen = baseName.indexOf('-');
|
||||||
|
String fullName = ((prefix && !(hyphen != -1 && baseName.substring(hyphen + 1).startsWith(mod.name + "-"))) ? mod.name + "-" : "") + baseName;
|
||||||
|
|
||||||
packer.add(getPage(file), fullName, new PixmapRegion(pix));
|
packer.add(getPage(file), fullName, new PixmapRegion(pix));
|
||||||
if(textureScale != 1.0f){
|
if(textureScale != 1.0f){
|
||||||
textureResize.put(fullName, textureScale);
|
textureResize.put(fullName, textureScale);
|
||||||
@@ -358,7 +361,24 @@ public class Mods implements Loadable{
|
|||||||
Log.debug("Time to generate icons: @", Time.elapsed());
|
Log.debug("Time to generate icons: @", Time.elapsed());
|
||||||
|
|
||||||
//dispose old atlas data
|
//dispose old atlas data
|
||||||
Core.atlas = packer.flush(filter, new TextureAtlas());
|
Core.atlas = packer.flush(filter, new TextureAtlas(){
|
||||||
|
PixmapRegion fake = new PixmapRegion(new Pixmap(1, 1));
|
||||||
|
boolean didWarn = false;
|
||||||
|
|
||||||
|
@Override
|
||||||
|
public PixmapRegion getPixmap(AtlasRegion region){
|
||||||
|
var other = super.getPixmap(region);
|
||||||
|
if(other.pixmap.isDisposed()){
|
||||||
|
if(!didWarn){
|
||||||
|
Log.err(new RuntimeException("Calling getPixmap outside of createIcons is not supported! This will be a crash in the future."));
|
||||||
|
didWarn = true;
|
||||||
|
}
|
||||||
|
return fake;
|
||||||
|
}
|
||||||
|
|
||||||
|
return other;
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
textureResize.each(e -> Core.atlas.find(e.key).scale = e.value);
|
textureResize.each(e -> Core.atlas.find(e.key).scale = e.value);
|
||||||
|
|
||||||
@@ -856,7 +876,7 @@ public class Mods implements Loadable{
|
|||||||
return false;
|
return false;
|
||||||
// If dependency present, resolve it, or if it's not required, ignore it
|
// If dependency present, resolve it, or if it's not required, ignore it
|
||||||
}else if(context.dependencies.containsKey(dependency.name)){
|
}else if(context.dependencies.containsKey(dependency.name)){
|
||||||
if(!context.ordered.contains(dependency.name) && !resolve(dependency.name, context) && dependency.required){
|
if(((!context.ordered.contains(dependency.name) && !resolve(dependency.name, context)) || !Core.settings.getBool("mod-" + dependency.name + "-enabled", true)) && dependency.required){
|
||||||
context.invalid.put(element, ModState.incompleteDependencies);
|
context.invalid.put(element, ModState.incompleteDependencies);
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -146,6 +146,7 @@ public class Item extends UnlockableContent implements Senseable{
|
|||||||
|
|
||||||
Pixmap res = Pixmaps.blend(pixmaps[i], pixmaps[(i + 1) % frames], f);
|
Pixmap res = Pixmaps.blend(pixmaps[i], pixmaps[(i + 1) % frames], f);
|
||||||
packer.add(PageType.main, name + "-t" + index, res);
|
packer.add(PageType.main, name + "-t" + index, res);
|
||||||
|
res.dispose();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -39,8 +39,10 @@ public class SectorPreset extends UnlockableContent{
|
|||||||
/** Internal use only! */
|
/** Internal use only! */
|
||||||
public SectorPreset(String name, LoadedMod mod){
|
public SectorPreset(String name, LoadedMod mod){
|
||||||
super(name);
|
super(name);
|
||||||
this.minfo.mod = mod;
|
if(mod != null){
|
||||||
this.generator = new FileMapGenerator(name, this);
|
this.minfo.mod = mod;
|
||||||
|
}
|
||||||
|
this.generator = new FileMapGenerator(this.name, this);
|
||||||
}
|
}
|
||||||
|
|
||||||
/** Internal use only! */
|
/** Internal use only! */
|
||||||
|
|||||||
@@ -1270,6 +1270,7 @@ public class UnitType extends UnlockableContent implements Senseable{
|
|||||||
DrawPart.params.life = s.fin();
|
DrawPart.params.life = s.fin();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
applyColor(unit);
|
||||||
part.draw(DrawPart.params);
|
part.draw(DrawPart.params);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -228,6 +228,7 @@ public class Weapon implements Cloneable{
|
|||||||
var part = parts.get(i);
|
var part = parts.get(i);
|
||||||
DrawPart.params.setRecoil(part.recoilIndex >= 0 && mount.recoils != null ? mount.recoils[part.recoilIndex] : mount.recoil);
|
DrawPart.params.setRecoil(part.recoilIndex >= 0 && mount.recoils != null ? mount.recoils[part.recoilIndex] : mount.recoil);
|
||||||
if(part.under){
|
if(part.under){
|
||||||
|
unit.type.applyColor(unit);
|
||||||
part.draw(DrawPart.params);
|
part.draw(DrawPart.params);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -262,6 +263,7 @@ public class Weapon implements Cloneable{
|
|||||||
var part = parts.get(i);
|
var part = parts.get(i);
|
||||||
DrawPart.params.setRecoil(part.recoilIndex >= 0 && mount.recoils != null ? mount.recoils[part.recoilIndex] : mount.recoil);
|
DrawPart.params.setRecoil(part.recoilIndex >= 0 && mount.recoils != null ? mount.recoils[part.recoilIndex] : mount.recoil);
|
||||||
if(!part.under){
|
if(!part.under){
|
||||||
|
unit.type.applyColor(unit);
|
||||||
part.draw(DrawPart.params);
|
part.draw(DrawPart.params);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -297,31 +299,9 @@ public class Weapon implements Cloneable{
|
|||||||
mount.warmup = Mathf.lerpDelta(mount.warmup, warmupTarget, shootWarmupSpeed);
|
mount.warmup = Mathf.lerpDelta(mount.warmup, warmupTarget, shootWarmupSpeed);
|
||||||
}
|
}
|
||||||
|
|
||||||
//rotate if applicable
|
|
||||||
if(rotate && (mount.rotate || mount.shoot) && can){
|
|
||||||
float axisX = unit.x + Angles.trnsx(unit.rotation - 90, x, y),
|
|
||||||
axisY = unit.y + Angles.trnsy(unit.rotation - 90, x, y);
|
|
||||||
|
|
||||||
mount.targetRotation = Angles.angle(axisX, axisY, mount.aimX, mount.aimY) - unit.rotation;
|
|
||||||
mount.rotation = Angles.moveToward(mount.rotation, mount.targetRotation, rotateSpeed * Time.delta);
|
|
||||||
if(rotationLimit < 360){
|
|
||||||
float dst = Angles.angleDist(mount.rotation, baseRotation);
|
|
||||||
if(dst > rotationLimit/2f){
|
|
||||||
mount.rotation = Angles.moveToward(mount.rotation, baseRotation, dst - rotationLimit/2f);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}else if(!rotate){
|
|
||||||
mount.rotation = baseRotation;
|
|
||||||
mount.targetRotation = unit.angleTo(mount.aimX, mount.aimY);
|
|
||||||
}
|
|
||||||
|
|
||||||
float
|
float
|
||||||
weaponRotation = unit.rotation - 90 + (rotate ? mount.rotation : baseRotation),
|
|
||||||
mountX = unit.x + Angles.trnsx(unit.rotation - 90, x, y),
|
mountX = unit.x + Angles.trnsx(unit.rotation - 90, x, y),
|
||||||
mountY = unit.y + Angles.trnsy(unit.rotation - 90, x, y),
|
mountY = unit.y + Angles.trnsy(unit.rotation - 90, x, y);
|
||||||
bulletX = mountX + Angles.trnsx(weaponRotation, this.shootX, this.shootY),
|
|
||||||
bulletY = mountY + Angles.trnsy(weaponRotation, this.shootX, this.shootY),
|
|
||||||
shootAngle = bulletRotation(unit, mount, bulletX, bulletY);
|
|
||||||
|
|
||||||
//find a new target
|
//find a new target
|
||||||
if(!controllable && autoTarget){
|
if(!controllable && autoTarget){
|
||||||
@@ -355,6 +335,30 @@ public class Weapon implements Cloneable{
|
|||||||
//logic will return shooting as false even if these return true, which is fine
|
//logic will return shooting as false even if these return true, which is fine
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//rotate if applicable
|
||||||
|
if(rotate && (mount.rotate || mount.shoot) && can){
|
||||||
|
float axisX = unit.x + Angles.trnsx(unit.rotation - 90, x, y),
|
||||||
|
axisY = unit.y + Angles.trnsy(unit.rotation - 90, x, y);
|
||||||
|
|
||||||
|
mount.targetRotation = Angles.angle(axisX, axisY, mount.aimX, mount.aimY) - unit.rotation;
|
||||||
|
mount.rotation = Angles.moveToward(mount.rotation, mount.targetRotation, rotateSpeed * Time.delta);
|
||||||
|
if(rotationLimit < 360){
|
||||||
|
float dst = Angles.angleDist(mount.rotation, baseRotation);
|
||||||
|
if(dst > rotationLimit/2f){
|
||||||
|
mount.rotation = Angles.moveToward(mount.rotation, baseRotation, dst - rotationLimit/2f);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}else if(!rotate){
|
||||||
|
mount.rotation = baseRotation;
|
||||||
|
mount.targetRotation = unit.angleTo(mount.aimX, mount.aimY);
|
||||||
|
}
|
||||||
|
|
||||||
|
float
|
||||||
|
weaponRotation = unit.rotation - 90 + (rotate ? mount.rotation : baseRotation),
|
||||||
|
bulletX = mountX + Angles.trnsx(weaponRotation, this.shootX, this.shootY),
|
||||||
|
bulletY = mountY + Angles.trnsy(weaponRotation, this.shootX, this.shootY),
|
||||||
|
shootAngle = bulletRotation(unit, mount, bulletX, bulletY);
|
||||||
|
|
||||||
if(alwaysShooting) mount.shoot = true;
|
if(alwaysShooting) mount.shoot = true;
|
||||||
|
|
||||||
//update continuous state
|
//update continuous state
|
||||||
|
|||||||
@@ -314,7 +314,7 @@ public class Weather extends UnlockableContent{
|
|||||||
@EntityDef(value = {WeatherStatec.class}, pooled = true, isFinal = false)
|
@EntityDef(value = {WeatherStatec.class}, pooled = true, isFinal = false)
|
||||||
@Component(base = true)
|
@Component(base = true)
|
||||||
abstract static class WeatherStateComp implements Drawc, Syncc{
|
abstract static class WeatherStateComp implements Drawc, Syncc{
|
||||||
private static final float fadeTime = 60 * 4;
|
public static final float fadeTime = 60 * 4;
|
||||||
|
|
||||||
Weather weather;
|
Weather weather;
|
||||||
float intensity = 1f, opacity = 0f, life, effectTimer;
|
float intensity = 1f, opacity = 0f, life, effectTimer;
|
||||||
|
|||||||
@@ -3,6 +3,7 @@ package mindustry.ui.dialogs;
|
|||||||
import arc.*;
|
import arc.*;
|
||||||
import arc.func.*;
|
import arc.func.*;
|
||||||
import arc.graphics.*;
|
import arc.graphics.*;
|
||||||
|
import arc.input.KeyCode;
|
||||||
import arc.scene.style.*;
|
import arc.scene.style.*;
|
||||||
import arc.scene.ui.*;
|
import arc.scene.ui.*;
|
||||||
import arc.scene.ui.ImageButton.*;
|
import arc.scene.ui.ImageButton.*;
|
||||||
@@ -30,6 +31,12 @@ public class CustomRulesDialog extends BaseDialog{
|
|||||||
private Table main;
|
private Table main;
|
||||||
private Prov<Rules> resetter;
|
private Prov<Rules> resetter;
|
||||||
private LoadoutDialog loadoutDialog;
|
private LoadoutDialog loadoutDialog;
|
||||||
|
public Seq<Table> categories;
|
||||||
|
public Table current;
|
||||||
|
public Seq<String> categoryNames;
|
||||||
|
public String currentName;
|
||||||
|
public String ruleSearch = "";
|
||||||
|
public Seq<Runnable> additionalSetup; // for modding to easily add new rules
|
||||||
|
|
||||||
public CustomRulesDialog(){
|
public CustomRulesDialog(){
|
||||||
super("@mode.custom");
|
super("@mode.custom");
|
||||||
@@ -40,6 +47,12 @@ public class CustomRulesDialog extends BaseDialog{
|
|||||||
shown(this::setup);
|
shown(this::setup);
|
||||||
addCloseButton();
|
addCloseButton();
|
||||||
|
|
||||||
|
additionalSetup = new Seq<>();
|
||||||
|
categories = new Seq<>();
|
||||||
|
categoryNames = new Seq<>();
|
||||||
|
currentName = "";
|
||||||
|
ruleSearch = "";
|
||||||
|
|
||||||
buttons.button("@edit", Icon.pencil, () -> {
|
buttons.button("@edit", Icon.pencil, () -> {
|
||||||
BaseDialog dialog = new BaseDialog("@waves.edit");
|
BaseDialog dialog = new BaseDialog("@waves.edit");
|
||||||
dialog.addCloseButton();
|
dialog.addCloseButton();
|
||||||
@@ -176,13 +189,26 @@ public class CustomRulesDialog extends BaseDialog{
|
|||||||
}
|
}
|
||||||
|
|
||||||
void setup(){
|
void setup(){
|
||||||
|
categories.clear();
|
||||||
cont.clear();
|
cont.clear();
|
||||||
|
cont.table(t -> {
|
||||||
|
t.add("@search").padRight(10);
|
||||||
|
t.field(ruleSearch, text ->
|
||||||
|
ruleSearch = text.trim().replaceAll(" +", " ").toLowerCase()
|
||||||
|
).grow().pad(8).get().keyDown(KeyCode.enter, this::setup);
|
||||||
|
t.button(Icon.cancel, Styles.emptyi, () -> {
|
||||||
|
ruleSearch = "";
|
||||||
|
setup();
|
||||||
|
}).padLeft(10f).size(35f);
|
||||||
|
t.button(Icon.zoom, Styles.emptyi, this::setup).size(54f);
|
||||||
|
}).row();
|
||||||
cont.pane(m -> main = m).scrollX(false);
|
cont.pane(m -> main = m).scrollX(false);
|
||||||
main.margin(10f);
|
main.margin(10f);
|
||||||
main.left().defaults().fillX().left().pad(5);
|
main.left().defaults().fillX().left();
|
||||||
main.row();
|
main.row();
|
||||||
|
|
||||||
title("@rules.title.waves");
|
|
||||||
|
category("waves");
|
||||||
check("@rules.waves", b -> rules.waves = b, () -> rules.waves);
|
check("@rules.waves", b -> rules.waves = b, () -> rules.waves);
|
||||||
check("@rules.wavesending", b -> rules.waveSending = b, () -> rules.waveSending, () -> rules.waves);
|
check("@rules.wavesending", b -> rules.waveSending = b, () -> rules.waveSending, () -> rules.waves);
|
||||||
check("@rules.wavetimer", b -> rules.waveTimer = b, () -> rules.waveTimer, () -> rules.waves);
|
check("@rules.wavetimer", b -> rules.waveTimer = b, () -> rules.waveTimer, () -> rules.waves);
|
||||||
@@ -195,7 +221,8 @@ public class CustomRulesDialog extends BaseDialog{
|
|||||||
}
|
}
|
||||||
number("@rules.dropzoneradius", false, f -> rules.dropZoneRadius = f * tilesize, () -> rules.dropZoneRadius / tilesize, () -> rules.waves);
|
number("@rules.dropzoneradius", false, f -> rules.dropZoneRadius = f * tilesize, () -> rules.dropZoneRadius / tilesize, () -> rules.waves);
|
||||||
|
|
||||||
title("@rules.title.resourcesbuilding");
|
|
||||||
|
category("resourcesbuilding");
|
||||||
check("@rules.infiniteresources", b -> {
|
check("@rules.infiniteresources", b -> {
|
||||||
rules.infiniteResources = b;
|
rules.infiniteResources = b;
|
||||||
|
|
||||||
@@ -207,7 +234,7 @@ public class CustomRulesDialog extends BaseDialog{
|
|||||||
setup();
|
setup();
|
||||||
}
|
}
|
||||||
}, () -> rules.infiniteResources);
|
}, () -> rules.infiniteResources);
|
||||||
check("@rules.onlydepositcore", b -> rules.onlyDepositCore = b, () -> rules.onlyDepositCore);
|
withInfo("@rules.onlydepositcore.info", () -> check("@rules.onlydepositcore", b -> rules.onlyDepositCore = b, () -> rules.onlyDepositCore));
|
||||||
check("@rules.derelictrepair", b -> rules.derelictRepair = b, () -> rules.derelictRepair);
|
check("@rules.derelictrepair", b -> rules.derelictRepair = b, () -> rules.derelictRepair);
|
||||||
check("@rules.reactorexplosions", b -> rules.reactorExplosions = b, () -> rules.reactorExplosions);
|
check("@rules.reactorexplosions", b -> rules.reactorExplosions = b, () -> rules.reactorExplosions);
|
||||||
check("@rules.schematic", b -> rules.schematicsAllowed = b, () -> rules.schematicsAllowed);
|
check("@rules.schematic", b -> rules.schematicsAllowed = b, () -> rules.schematicsAllowed);
|
||||||
@@ -220,19 +247,25 @@ public class CustomRulesDialog extends BaseDialog{
|
|||||||
number("@rules.blockhealthmultiplier", f -> rules.blockHealthMultiplier = f, () -> rules.blockHealthMultiplier);
|
number("@rules.blockhealthmultiplier", f -> rules.blockHealthMultiplier = f, () -> rules.blockHealthMultiplier);
|
||||||
number("@rules.blockdamagemultiplier", f -> rules.blockDamageMultiplier = f, () -> rules.blockDamageMultiplier);
|
number("@rules.blockdamagemultiplier", f -> rules.blockDamageMultiplier = f, () -> rules.blockDamageMultiplier);
|
||||||
|
|
||||||
main.button("@configure",
|
if(Core.bundle.get("configure").toLowerCase().contains(ruleSearch)){
|
||||||
() -> loadoutDialog.show(999999, rules.loadout,
|
current.button("@configure",
|
||||||
i -> true,
|
() -> loadoutDialog.show(999999, rules.loadout,
|
||||||
() -> rules.loadout.clear().add(new ItemStack(Items.copper, 100)),
|
i -> true,
|
||||||
() -> {}, () -> {}
|
() -> rules.loadout.clear().add(new ItemStack(Items.copper, 100)),
|
||||||
)).left().width(300f).row();
|
() -> {}, () -> {}
|
||||||
|
)).left().width(300f).row();
|
||||||
|
}
|
||||||
|
|
||||||
main.button("@bannedblocks", () -> showBanned("@bannedblocks", ContentType.block, rules.bannedBlocks, Block::canBeBuilt)).left().width(300f).row();
|
if(Core.bundle.get("bannedblocks").toLowerCase().contains(ruleSearch)){
|
||||||
|
current.button("@bannedblocks", () -> showBanned("@bannedblocks", ContentType.block, rules.bannedBlocks, Block::canBeBuilt)).left().width(300f).row();
|
||||||
|
}
|
||||||
check("@rules.hidebannedblocks", b -> rules.hideBannedBlocks = b, () -> rules.hideBannedBlocks);
|
check("@rules.hidebannedblocks", b -> rules.hideBannedBlocks = b, () -> rules.hideBannedBlocks);
|
||||||
check("@bannedblocks.whitelist", b -> rules.blockWhitelist = b, () -> rules.blockWhitelist);
|
check("@bannedblocks.whitelist", b -> rules.blockWhitelist = b, () -> rules.blockWhitelist);
|
||||||
|
|
||||||
title("@rules.title.unit");
|
|
||||||
|
category("unit");
|
||||||
check("@rules.unitcapvariable", b -> rules.unitCapVariable = b, () -> rules.unitCapVariable);
|
check("@rules.unitcapvariable", b -> rules.unitCapVariable = b, () -> rules.unitCapVariable);
|
||||||
|
check("@rules.unitpayloadsexplode", b -> rules.unitPayloadsExplode = b, () -> rules.unitPayloadsExplode);
|
||||||
numberi("@rules.unitcap", f -> rules.unitCap = f, () -> rules.unitCap, -999, 999);
|
numberi("@rules.unitcap", f -> rules.unitCap = f, () -> rules.unitCap, -999, 999);
|
||||||
number("@rules.unitdamagemultiplier", f -> rules.unitDamageMultiplier = f, () -> rules.unitDamageMultiplier);
|
number("@rules.unitdamagemultiplier", f -> rules.unitDamageMultiplier = f, () -> rules.unitDamageMultiplier);
|
||||||
number("@rules.unitcrashdamagemultiplier", f -> rules.unitCrashDamageMultiplier = f, () -> rules.unitCrashDamageMultiplier);
|
number("@rules.unitcrashdamagemultiplier", f -> rules.unitCrashDamageMultiplier = f, () -> rules.unitCrashDamageMultiplier);
|
||||||
@@ -240,17 +273,21 @@ public class CustomRulesDialog extends BaseDialog{
|
|||||||
number("@rules.unitcostmultiplier", f -> rules.unitCostMultiplier = f, () -> rules.unitCostMultiplier);
|
number("@rules.unitcostmultiplier", f -> rules.unitCostMultiplier = f, () -> rules.unitCostMultiplier);
|
||||||
number("@rules.unithealthmultiplier", f -> rules.unitHealthMultiplier = f, () -> rules.unitHealthMultiplier);
|
number("@rules.unithealthmultiplier", f -> rules.unitHealthMultiplier = f, () -> rules.unitHealthMultiplier);
|
||||||
|
|
||||||
main.button("@bannedunits", () -> showBanned("@bannedunits", ContentType.unit, rules.bannedUnits, u -> !u.isHidden())).left().width(300f).row();
|
if(Core.bundle.get("bannedunits").toLowerCase().contains(ruleSearch)){
|
||||||
|
current.button("@bannedunits", () -> showBanned("@bannedunits", ContentType.unit, rules.bannedUnits, u -> !u.isHidden())).left().width(300f).row();
|
||||||
|
}
|
||||||
check("@bannedunits.whitelist", b -> rules.unitWhitelist = b, () -> rules.unitWhitelist);
|
check("@bannedunits.whitelist", b -> rules.unitWhitelist = b, () -> rules.unitWhitelist);
|
||||||
|
|
||||||
title("@rules.title.enemy");
|
|
||||||
|
category("enemy");
|
||||||
check("@rules.attack", b -> rules.attackMode = b, () -> rules.attackMode);
|
check("@rules.attack", b -> rules.attackMode = b, () -> rules.attackMode);
|
||||||
check("@rules.corecapture", b -> rules.coreCapture = b, () -> rules.coreCapture);
|
check("@rules.corecapture", b -> rules.coreCapture = b, () -> rules.coreCapture);
|
||||||
check("@rules.placerangecheck", b -> rules.placeRangeCheck = b, () -> rules.placeRangeCheck);
|
withInfo("@rules.placerangecheck.info",() -> check("@rules.placerangecheck", b -> rules.placeRangeCheck = b, () -> rules.placeRangeCheck));
|
||||||
check("@rules.polygoncoreprotection", b -> rules.polygonCoreProtection = b, () -> rules.polygonCoreProtection);
|
check("@rules.polygoncoreprotection", b -> rules.polygonCoreProtection = b, () -> rules.polygonCoreProtection);
|
||||||
number("@rules.enemycorebuildradius", f -> rules.enemyCoreBuildRadius = f * tilesize, () -> Math.min(rules.enemyCoreBuildRadius / tilesize, 200), () -> !rules.polygonCoreProtection);
|
number("@rules.enemycorebuildradius", f -> rules.enemyCoreBuildRadius = f * tilesize, () -> Math.min(rules.enemyCoreBuildRadius / tilesize, 200), () -> !rules.polygonCoreProtection);
|
||||||
|
|
||||||
title("@rules.title.environment");
|
|
||||||
|
category("environment");
|
||||||
check("@rules.explosions", b -> rules.damageExplosions = b, () -> rules.damageExplosions);
|
check("@rules.explosions", b -> rules.damageExplosions = b, () -> rules.damageExplosions);
|
||||||
check("@rules.fire", b -> rules.fire = b, () -> rules.fire);
|
check("@rules.fire", b -> rules.fire = b, () -> rules.fire);
|
||||||
check("@rules.fog", b -> rules.fog = b, () -> rules.fog);
|
check("@rules.fog", b -> rules.fog = b, () -> rules.fog);
|
||||||
@@ -266,63 +303,70 @@ public class CustomRulesDialog extends BaseDialog{
|
|||||||
|
|
||||||
number("@rules.solarmultiplier", f -> rules.solarMultiplier = f, () -> rules.solarMultiplier);
|
number("@rules.solarmultiplier", f -> rules.solarMultiplier = f, () -> rules.solarMultiplier);
|
||||||
|
|
||||||
main.button(b -> {
|
if(Core.bundle.get("rules.ambientlight").toLowerCase().contains(ruleSearch)){
|
||||||
b.left();
|
current.button(b -> {
|
||||||
b.table(Tex.pane, in -> {
|
b.left();
|
||||||
in.stack(new Image(Tex.alphaBg), new Image(Tex.whiteui){{
|
b.table(Tex.pane, in -> {
|
||||||
update(() -> setColor(rules.ambientLight));
|
in.stack(new Image(Tex.alphaBg), new Image(Tex.whiteui){{
|
||||||
}}).grow();
|
update(() -> setColor(rules.ambientLight));
|
||||||
}).margin(4).size(50f).padRight(10);
|
}}).grow();
|
||||||
b.add("@rules.ambientlight");
|
}).margin(4).size(50f).padRight(10);
|
||||||
}, () -> ui.picker.show(rules.ambientLight, rules.ambientLight::set)).left().width(250f).row();
|
b.add("@rules.ambientlight");
|
||||||
|
}, () -> ui.picker.show(rules.ambientLight, rules.ambientLight::set)).left().width(250f).row();
|
||||||
|
}
|
||||||
|
|
||||||
main.button("@rules.weather", this::weatherDialog).width(250f).left().row();
|
if(Core.bundle.get("rules.weather").toLowerCase().contains(ruleSearch)){
|
||||||
|
current.button("@rules.weather", this::weatherDialog).width(250f).left().row();
|
||||||
|
}
|
||||||
|
|
||||||
title("@rules.title.planet");
|
|
||||||
|
|
||||||
main.table(Tex.button, t -> {
|
category("planet");
|
||||||
t.margin(10f);
|
if(Core.bundle.get("rules.title.planet").toLowerCase().contains(ruleSearch)){
|
||||||
var group = new ButtonGroup<>();
|
current.table(Tex.button, t -> {
|
||||||
var style = Styles.flatTogglet;
|
t.margin(10f);
|
||||||
|
var group = new ButtonGroup<>();
|
||||||
|
var style = Styles.flatTogglet;
|
||||||
|
|
||||||
t.defaults().size(140f, 50f);
|
t.defaults().size(140f, 50f);
|
||||||
|
|
||||||
for(Planet planet : content.planets().select(p -> p.accessible && p.visible && p.isLandable())){
|
for(Planet planet : content.planets().select(p -> p.accessible && p.visible && p.isLandable())){
|
||||||
t.button(planet.localizedName, style, () -> {
|
t.button(planet.localizedName, style, () -> {
|
||||||
planet.applyRules(rules);
|
planet.applyRules(rules);
|
||||||
}).group(group).checked(b -> rules.planet == planet);
|
}).group(group).checked(b -> rules.planet == planet);
|
||||||
|
|
||||||
if(t.getChildren().size % 3 == 0){
|
if(t.getChildren().size % 3 == 0){
|
||||||
t.row();
|
t.row();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
t.button("@rules.anyenv", style, () -> {
|
t.button("@rules.anyenv", style, () -> {
|
||||||
rules.env = Vars.defaultEnv;
|
rules.env = Vars.defaultEnv;
|
||||||
rules.hiddenBuildItems.clear();
|
rules.hiddenBuildItems.clear();
|
||||||
rules.planet = Planets.sun;
|
rules.planet = Planets.sun;
|
||||||
}).group(group).checked(b -> rules.planet == Planets.sun);
|
}).group(group).checked(b -> rules.planet == Planets.sun);
|
||||||
}).left().fill(false).expand(false, false).row();
|
}).left().fill(false).expand(false, false).row();
|
||||||
|
}
|
||||||
|
|
||||||
title("@rules.title.teams");
|
|
||||||
|
|
||||||
|
category("teams");
|
||||||
team("@rules.playerteam", t -> rules.defaultTeam = t, () -> rules.defaultTeam);
|
team("@rules.playerteam", t -> rules.defaultTeam = t, () -> rules.defaultTeam);
|
||||||
team("@rules.enemyteam", t -> rules.waveTeam = t, () -> rules.waveTeam);
|
team("@rules.enemyteam", t -> rules.waveTeam = t, () -> rules.waveTeam);
|
||||||
|
|
||||||
for(Team team : Team.baseTeams){
|
for(Team team : Team.baseTeams){
|
||||||
boolean[] shown = {false};
|
boolean[] shown = {false};
|
||||||
Table wasMain = main;
|
Table wasCurrent = current;
|
||||||
|
|
||||||
main.button(team.coloredName(), Icon.downOpen, Styles.togglet, () -> {
|
Table teamRules = new Table(); // just button and collapser in one table
|
||||||
|
teamRules.button(team.coloredName(), Icon.downOpen, Styles.togglet, () -> {
|
||||||
shown[0] = !shown[0];
|
shown[0] = !shown[0];
|
||||||
}).marginLeft(14f).width(260f).height(55f).update(t -> {
|
}).marginLeft(14f).width(260f).height(55f).update(t -> {
|
||||||
((Image)t.getChildren().get(1)).setDrawable(shown[0] ? Icon.upOpen : Icon.downOpen);
|
((Image)t.getChildren().get(1)).setDrawable(shown[0] ? Icon.upOpen : Icon.downOpen);
|
||||||
t.setChecked(shown[0]);
|
t.setChecked(shown[0]);
|
||||||
}).row();
|
}).left().padBottom(2f).row();
|
||||||
|
|
||||||
main.collapser(t -> {
|
teamRules.collapser(c -> {
|
||||||
t.left().defaults().fillX().left().pad(5);
|
c.left().defaults().fillX().left().pad(5);
|
||||||
main = t;
|
current = c;
|
||||||
TeamRule teams = rules.teams.get(team);
|
TeamRule teams = rules.teams.get(team);
|
||||||
|
|
||||||
number("@rules.blockhealthmultiplier", f -> teams.blockHealthMultiplier = f, () -> teams.blockHealthMultiplier);
|
number("@rules.blockhealthmultiplier", f -> teams.blockHealthMultiplier = f, () -> teams.blockHealthMultiplier);
|
||||||
@@ -346,13 +390,42 @@ public class CustomRulesDialog extends BaseDialog{
|
|||||||
number("@rules.unitcostmultiplier", f -> teams.unitCostMultiplier = f, () -> teams.unitCostMultiplier);
|
number("@rules.unitcostmultiplier", f -> teams.unitCostMultiplier = f, () -> teams.unitCostMultiplier);
|
||||||
number("@rules.unithealthmultiplier", f -> teams.unitHealthMultiplier = f, () -> teams.unitHealthMultiplier);
|
number("@rules.unithealthmultiplier", f -> teams.unitHealthMultiplier = f, () -> teams.unitHealthMultiplier);
|
||||||
|
|
||||||
main = wasMain;
|
if(!current.hasChildren()){
|
||||||
}, () -> shown[0]).growX().row();
|
teamRules.clear();
|
||||||
|
}else{
|
||||||
|
wasCurrent.add(teamRules).row();
|
||||||
|
}
|
||||||
|
|
||||||
|
current = wasCurrent;
|
||||||
|
}, () -> shown[0]).left().growX().row();
|
||||||
|
}
|
||||||
|
|
||||||
|
additionalSetup.each(Runnable::run);
|
||||||
|
|
||||||
|
for(var i = 0; i < categories.size; i++){
|
||||||
|
addToMain(categories.get(i), Core.bundle.get("rules.title." + categoryNames.get(i)));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void team(String text, Cons<Team> cons, Prov<Team> prov){
|
public void category(String name){
|
||||||
main.table(t -> {
|
current = new Table();
|
||||||
|
current.left().defaults().fillX().left().pad(5);
|
||||||
|
currentName = name;
|
||||||
|
categories.add(current);
|
||||||
|
categoryNames.add(currentName);
|
||||||
|
}
|
||||||
|
|
||||||
|
void addToMain(Table category, String title){
|
||||||
|
if(category.hasChildren()){
|
||||||
|
main.add(title).color(Pal.accent).padTop(20).padRight(100f).padBottom(-3).fillX().left().pad(5).row();
|
||||||
|
main.image().color(Pal.accent).height(3f).padRight(100f).padBottom(20).fillX().left().pad(5).row();
|
||||||
|
main.add(category).row();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void team(String text, Cons<Team> cons, Prov<Team> prov){
|
||||||
|
if(!Core.bundle.get(text.substring(1)).toLowerCase().contains(ruleSearch)) return;
|
||||||
|
current.table(t -> {
|
||||||
t.left();
|
t.left();
|
||||||
t.add(text).left().padRight(5);
|
t.add(text).left().padRight(5);
|
||||||
|
|
||||||
@@ -364,28 +437,29 @@ public class CustomRulesDialog extends BaseDialog{
|
|||||||
}).padTop(0).row();
|
}).padTop(0).row();
|
||||||
}
|
}
|
||||||
|
|
||||||
void number(String text, Floatc cons, Floatp prov){
|
public void number(String text, Floatc cons, Floatp prov){
|
||||||
number(text, false, cons, prov, () -> true, 0, Float.MAX_VALUE);
|
number(text, false, cons, prov, () -> true, 0, Float.MAX_VALUE);
|
||||||
}
|
}
|
||||||
|
|
||||||
void number(String text, Floatc cons, Floatp prov, float min, float max){
|
public void number(String text, Floatc cons, Floatp prov, float min, float max){
|
||||||
number(text, false, cons, prov, () -> true, min, max);
|
number(text, false, cons, prov, () -> true, min, max);
|
||||||
}
|
}
|
||||||
|
|
||||||
void number(String text, boolean integer, Floatc cons, Floatp prov, Boolp condition){
|
public void number(String text, boolean integer, Floatc cons, Floatp prov, Boolp condition){
|
||||||
number(text, integer, cons, prov, condition, 0, Float.MAX_VALUE);
|
number(text, integer, cons, prov, condition, 0, Float.MAX_VALUE);
|
||||||
}
|
}
|
||||||
|
|
||||||
void number(String text, Floatc cons, Floatp prov, Boolp condition){
|
public void number(String text, Floatc cons, Floatp prov, Boolp condition){
|
||||||
number(text, false, cons, prov, condition, 0, Float.MAX_VALUE);
|
number(text, false, cons, prov, condition, 0, Float.MAX_VALUE);
|
||||||
}
|
}
|
||||||
|
|
||||||
void numberi(String text, Intc cons, Intp prov, int min, int max){
|
public void numberi(String text, Intc cons, Intp prov, int min, int max){
|
||||||
numberi(text, cons, prov, () -> true, min, max);
|
numberi(text, cons, prov, () -> true, min, max);
|
||||||
}
|
}
|
||||||
|
|
||||||
void numberi(String text, Intc cons, Intp prov, Boolp condition, int min, int max){
|
public void numberi(String text, Intc cons, Intp prov, Boolp condition, int min, int max){
|
||||||
main.table(t -> {
|
if(!Core.bundle.get(text.substring(1)).toLowerCase().contains(ruleSearch)) return;
|
||||||
|
current.table(t -> {
|
||||||
t.left();
|
t.left();
|
||||||
t.add(text).left().padRight(5)
|
t.add(text).left().padRight(5)
|
||||||
.update(a -> a.setColor(condition.get() ? Color.white : Color.gray));
|
.update(a -> a.setColor(condition.get() ? Color.white : Color.gray));
|
||||||
@@ -396,8 +470,9 @@ public class CustomRulesDialog extends BaseDialog{
|
|||||||
}).padTop(0).row();
|
}).padTop(0).row();
|
||||||
}
|
}
|
||||||
|
|
||||||
void number(String text, boolean integer, Floatc cons, Floatp prov, Boolp condition, float min, float max){
|
public void number(String text, boolean integer, Floatc cons, Floatp prov, Boolp condition, float min, float max){
|
||||||
main.table(t -> {
|
if(!Core.bundle.get(text.substring(1)).toLowerCase().contains(ruleSearch)) return;
|
||||||
|
current.table(t -> {
|
||||||
t.left();
|
t.left();
|
||||||
t.add(text).left().padRight(5)
|
t.add(text).left().padRight(5)
|
||||||
.update(a -> a.setColor(condition.get() ? Color.white : Color.gray));
|
.update(a -> a.setColor(condition.get() ? Color.white : Color.gray));
|
||||||
@@ -406,23 +481,34 @@ public class CustomRulesDialog extends BaseDialog{
|
|||||||
.update(a -> a.setDisabled(!condition.get()))
|
.update(a -> a.setDisabled(!condition.get()))
|
||||||
.valid(f -> Strings.canParsePositiveFloat(f) && Strings.parseFloat(f) >= min && Strings.parseFloat(f) <= max).width(120f).left();
|
.valid(f -> Strings.canParsePositiveFloat(f) && Strings.parseFloat(f) >= min && Strings.parseFloat(f) <= max).width(120f).left();
|
||||||
}).padTop(0);
|
}).padTop(0);
|
||||||
main.row();
|
current.row();
|
||||||
}
|
}
|
||||||
|
|
||||||
void check(String text, Boolc cons, Boolp prov){
|
public void check(String text, Boolc cons, Boolp prov){
|
||||||
check(text, cons, prov, () -> true);
|
check(text, cons, prov, () -> true);
|
||||||
}
|
}
|
||||||
|
|
||||||
void check(String text, Boolc cons, Boolp prov, Boolp condition){
|
public void check(String text, Boolc cons, Boolp prov, Boolp condition){
|
||||||
main.check(text, cons).checked(prov.get()).update(a -> a.setDisabled(!condition.get())).padRight(100f).get().left();
|
if(!Core.bundle.get(text.substring(1)).toLowerCase().contains(ruleSearch)) return;
|
||||||
main.row();
|
current.check(text, cons).checked(prov.get()).update(a -> a.setDisabled(!condition.get())).padRight(100f).get().left();
|
||||||
|
current.row();
|
||||||
}
|
}
|
||||||
|
|
||||||
void title(String text){
|
public void withInfo(String info, Runnable add){
|
||||||
main.add(text).color(Pal.accent).padTop(20).padRight(100f).padBottom(-3);
|
Table wasCurrent = current;
|
||||||
main.row();
|
current = new Table();
|
||||||
main.image().color(Pal.accent).height(3f).padRight(100f).padBottom(20);
|
current.left().defaults().fillX().left();
|
||||||
main.row();
|
|
||||||
|
current.button(Icon.infoSmall, () -> ui.showInfo(info)).size(32f).padRight(10f);
|
||||||
|
add.run();
|
||||||
|
|
||||||
|
// rule does not match search pattern (runnable returned without adding anything)
|
||||||
|
if(current.getCells().size < 2){
|
||||||
|
current.clear();
|
||||||
|
}else{
|
||||||
|
wasCurrent.add(current).row();
|
||||||
|
}
|
||||||
|
current = wasCurrent;
|
||||||
}
|
}
|
||||||
|
|
||||||
Cell<TextField> field(Table table, float value, Floatc setter){
|
Cell<TextField> field(Table table, float value, Floatc setter){
|
||||||
|
|||||||
@@ -35,6 +35,7 @@ import mindustry.maps.*;
|
|||||||
import mindustry.type.*;
|
import mindustry.type.*;
|
||||||
import mindustry.ui.*;
|
import mindustry.ui.*;
|
||||||
import mindustry.world.blocks.storage.*;
|
import mindustry.world.blocks.storage.*;
|
||||||
|
import mindustry.world.blocks.storage.CoreBlock.*;
|
||||||
|
|
||||||
import static arc.Core.*;
|
import static arc.Core.*;
|
||||||
import static mindustry.Vars.*;
|
import static mindustry.Vars.*;
|
||||||
@@ -1244,7 +1245,8 @@ public class PlanetDialog extends BaseDialog implements PlanetInterfaceRenderer{
|
|||||||
|
|
||||||
Events.fire(new SectorLaunchLoadoutEvent(sector, from, loadout));
|
Events.fire(new SectorLaunchLoadoutEvent(sector, from, loadout));
|
||||||
|
|
||||||
if(settings.getBool("skipcoreanimation")){
|
CoreBuild core = player.team().core();
|
||||||
|
if(core == null || settings.getBool("skipcoreanimation")){
|
||||||
//just... go there
|
//just... go there
|
||||||
control.playSector(from, sector);
|
control.playSector(from, sector);
|
||||||
//hide only after load screen is shown
|
//hide only after load screen is shown
|
||||||
@@ -1256,9 +1258,9 @@ public class PlanetDialog extends BaseDialog implements PlanetInterfaceRenderer{
|
|||||||
//allow planet dialog to finish hiding before actually launching
|
//allow planet dialog to finish hiding before actually launching
|
||||||
Time.runTask(5f, () -> {
|
Time.runTask(5f, () -> {
|
||||||
Runnable doLaunch = () -> {
|
Runnable doLaunch = () -> {
|
||||||
renderer.showLaunch(schemCore);
|
renderer.showLaunch(core, schemCore);
|
||||||
//run with less delay, as the loading animation is delayed by several frames
|
//run with less delay, as the loading animation is delayed by several frames
|
||||||
Time.runTask(coreLandDuration - 8f, () -> control.playSector(from, sector));
|
Time.runTask(core.landDuration() - 8f, () -> control.playSector(from, sector));
|
||||||
};
|
};
|
||||||
|
|
||||||
//load launchFrom sector right before launching so animation is correct
|
//load launchFrom sector right before launching so animation is correct
|
||||||
@@ -1276,7 +1278,6 @@ public class PlanetDialog extends BaseDialog implements PlanetInterfaceRenderer{
|
|||||||
}else if(mode == select){
|
}else if(mode == select){
|
||||||
listener.get(sector);
|
listener.get(sector);
|
||||||
}else if(mode == planetLaunch){ //TODO make sure it doesn't have a base already.
|
}else if(mode == planetLaunch){ //TODO make sure it doesn't have a base already.
|
||||||
|
|
||||||
//TODO animation
|
//TODO animation
|
||||||
//schematic selection and cost handled by listener
|
//schematic selection and cost handled by listener
|
||||||
listener.get(sector);
|
listener.get(sector);
|
||||||
|
|||||||
@@ -11,6 +11,7 @@ import arc.scene.ui.layout.*;
|
|||||||
import arc.struct.*;
|
import arc.struct.*;
|
||||||
import arc.util.*;
|
import arc.util.*;
|
||||||
import mindustry.*;
|
import mindustry.*;
|
||||||
|
import mindustry.ai.types.*;
|
||||||
import mindustry.content.*;
|
import mindustry.content.*;
|
||||||
import mindustry.game.EventType.*;
|
import mindustry.game.EventType.*;
|
||||||
import mindustry.game.*;
|
import mindustry.game.*;
|
||||||
@@ -169,7 +170,8 @@ public class HintsFragment{
|
|||||||
depositItems(() -> player.unit().hasItem(), () -> !player.unit().hasItem()),
|
depositItems(() -> player.unit().hasItem(), () -> !player.unit().hasItem()),
|
||||||
desktopPause(visibleDesktop, () -> isTutorial.get() && !Vars.net.active() && state.wave >= 2, () -> Core.input.keyTap(Binding.pause)),
|
desktopPause(visibleDesktop, () -> isTutorial.get() && !Vars.net.active() && state.wave >= 2, () -> Core.input.keyTap(Binding.pause)),
|
||||||
unitControl(() -> isSerpulo() && state.rules.defaultTeam.data().units.size > 2 && !net.active() && !player.dead(), () -> !player.dead() && !player.unit().spawnedByCore),
|
unitControl(() -> isSerpulo() && state.rules.defaultTeam.data().units.size > 2 && !net.active() && !player.dead(), () -> !player.dead() && !player.unit().spawnedByCore),
|
||||||
unitSelectControl(() -> isSerpulo() && state.rules.defaultTeam.data().units.size > 3 && !net.active() && !player.dead(), () -> control.input.commandMode && control.input.selectedUnits.size > 0),
|
unitSelectControl(() -> isSerpulo() && state.rules.defaultTeam.data().units.size > 3 && !net.active() && !player.dead(),
|
||||||
|
() -> control.input.commandMode && control.input.selectedUnits.size > 0 && control.input.selectedUnits.first().controller() instanceof CommandAI ai && ai.targetPos != null),
|
||||||
respawn(visibleMobile, () -> !player.dead() && !player.unit().spawnedByCore, () -> !player.dead() && player.unit().spawnedByCore),
|
respawn(visibleMobile, () -> !player.dead() && !player.unit().spawnedByCore, () -> !player.dead() && player.unit().spawnedByCore),
|
||||||
launch(() -> (isTutorial.get() || Vars.state.rules.sector == SectorPresets.onset.sector) && state.rules.sector.isCaptured(), () -> ui.planet.isShown()),
|
launch(() -> (isTutorial.get() || Vars.state.rules.sector == SectorPresets.onset.sector) && state.rules.sector.isCaptured(), () -> ui.planet.isShown()),
|
||||||
schematicSelect(visibleDesktop, () -> ui.hints.placedBlocks.contains(Blocks.router) || ui.hints.placedBlocks.contains(Blocks.ductRouter), () -> Core.input.keyRelease(Binding.schematic_select) || Core.input.keyTap(Binding.pick)),
|
schematicSelect(visibleDesktop, () -> ui.hints.placedBlocks.contains(Blocks.router) || ui.hints.placedBlocks.contains(Blocks.ductRouter), () -> Core.input.keyRelease(Binding.schematic_select) || Core.input.keyTap(Binding.pick)),
|
||||||
|
|||||||
@@ -27,6 +27,8 @@ import mindustry.input.*;
|
|||||||
import mindustry.net.Packets.*;
|
import mindustry.net.Packets.*;
|
||||||
import mindustry.type.*;
|
import mindustry.type.*;
|
||||||
import mindustry.ui.*;
|
import mindustry.ui.*;
|
||||||
|
import mindustry.world.blocks.storage.*;
|
||||||
|
import mindustry.world.blocks.storage.CoreBlock.*;
|
||||||
|
|
||||||
import static mindustry.Vars.*;
|
import static mindustry.Vars.*;
|
||||||
import static mindustry.gen.Tex.*;
|
import static mindustry.gen.Tex.*;
|
||||||
@@ -584,6 +586,8 @@ public class HudFragment{
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/** @deprecated see {@link CoreBuild#beginLaunch(CoreBlock)} */
|
||||||
|
@Deprecated
|
||||||
public void showLaunch(){
|
public void showLaunch(){
|
||||||
float margin = 30f;
|
float margin = 30f;
|
||||||
|
|
||||||
@@ -602,6 +606,8 @@ public class HudFragment{
|
|||||||
Core.scene.add(image);
|
Core.scene.add(image);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/** @deprecated see {@link CoreBuild#beginLaunch(CoreBlock)} */
|
||||||
|
@Deprecated
|
||||||
public void showLand(){
|
public void showLand(){
|
||||||
Image image = new Image();
|
Image image = new Image();
|
||||||
image.color.a = 1f;
|
image.color.a = 1f;
|
||||||
|
|||||||
@@ -993,6 +993,11 @@ public class Block extends UnlockableContent implements Senseable{
|
|||||||
return consume(new ConsumePowerDynamic((Floatf<Building>)usage));
|
return consume(new ConsumePowerDynamic((Floatf<Building>)usage));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/** Creates a consumer that consumes a dynamic amount of power. */
|
||||||
|
public <T extends Building> ConsumePower consumePowerDynamic(float displayed, Floatf<T> usage){
|
||||||
|
return consume(new ConsumePowerDynamic(displayed, (Floatf<Building>)usage));
|
||||||
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Creates a consumer which stores power.
|
* Creates a consumer which stores power.
|
||||||
* @param powerCapacity The maximum capacity in power units.
|
* @param powerCapacity The maximum capacity in power units.
|
||||||
|
|||||||
@@ -164,8 +164,9 @@ public class ConstructBlock extends Block{
|
|||||||
public boolean wasConstructing, activeDeconstruct;
|
public boolean wasConstructing, activeDeconstruct;
|
||||||
public float constructColor;
|
public float constructColor;
|
||||||
|
|
||||||
private float[] accumulator;
|
private @Nullable float[] accumulator;
|
||||||
private float[] totalAccumulator;
|
private @Nullable float[] totalAccumulator;
|
||||||
|
private @Nullable int[] itemsLeft;
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
public String getDisplayName(){
|
public String getDisplayName(){
|
||||||
@@ -270,7 +271,7 @@ public class ConstructBlock extends Block{
|
|||||||
|
|
||||||
for(int i = 0; i < current.requirements.length; i++){
|
for(int i = 0; i < current.requirements.length; i++){
|
||||||
int reqamount = Math.round(state.rules.buildCostMultiplier * current.requirements[i].amount);
|
int reqamount = Math.round(state.rules.buildCostMultiplier * current.requirements[i].amount);
|
||||||
accumulator[i] += Math.min(reqamount * maxProgress, reqamount - totalAccumulator[i] + 0.00001f); //add min amount progressed to the accumulator
|
accumulator[i] += Math.min(reqamount * maxProgress, reqamount - totalAccumulator[i]); //add min amount progressed to the accumulator
|
||||||
totalAccumulator[i] = Math.min(totalAccumulator[i] + reqamount * maxProgress, reqamount);
|
totalAccumulator[i] = Math.min(totalAccumulator[i] + reqamount * maxProgress, reqamount);
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -279,9 +280,28 @@ public class ConstructBlock extends Block{
|
|||||||
progress = Mathf.clamp(progress + maxProgress);
|
progress = Mathf.clamp(progress + maxProgress);
|
||||||
|
|
||||||
if(progress >= 1f || state.rules.infiniteResources){
|
if(progress >= 1f || state.rules.infiniteResources){
|
||||||
if(lastBuilder == null) lastBuilder = builder;
|
boolean canFinish = true;
|
||||||
if(!net.client()){
|
|
||||||
constructed(tile, current, lastBuilder, (byte)rotation, builder.team, config);
|
//look at leftover resources to consume, get them from the core if necessary, delay building if not
|
||||||
|
if(!state.rules.infiniteResources){
|
||||||
|
for(int i = 0; i < itemsLeft.length; i++){
|
||||||
|
if(itemsLeft[i] > 0){
|
||||||
|
if(core != null && core.items.has(current.requirements[i].item, itemsLeft[i])){
|
||||||
|
core.items.remove(current.requirements[i].item, itemsLeft[i]);
|
||||||
|
itemsLeft[i] = 0;
|
||||||
|
}else{
|
||||||
|
canFinish = false;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if(canFinish){
|
||||||
|
if(lastBuilder == null) lastBuilder = builder;
|
||||||
|
if(!net.client()){
|
||||||
|
constructed(tile, current, lastBuilder, (byte)rotation, builder.team, config);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -321,6 +341,7 @@ public class ConstructBlock extends Block{
|
|||||||
int accepting = Math.min(accumulated, core.storageCapacity - core.items.get(requirements[i].item));
|
int accepting = Math.min(accumulated, core.storageCapacity - core.items.get(requirements[i].item));
|
||||||
//transfer items directly, as this is not production.
|
//transfer items directly, as this is not production.
|
||||||
core.items.add(requirements[i].item, accepting);
|
core.items.add(requirements[i].item, accepting);
|
||||||
|
itemsLeft[i] += accepting;
|
||||||
accumulator[i] -= accepting;
|
accumulator[i] -= accepting;
|
||||||
}else{
|
}else{
|
||||||
accumulator[i] -= accumulated;
|
accumulator[i] -= accumulated;
|
||||||
@@ -331,6 +352,17 @@ public class ConstructBlock extends Block{
|
|||||||
progress = Mathf.clamp(progress - amount);
|
progress = Mathf.clamp(progress - amount);
|
||||||
|
|
||||||
if(progress <= current.deconstructThreshold || state.rules.infiniteResources){
|
if(progress <= current.deconstructThreshold || state.rules.infiniteResources){
|
||||||
|
//add any leftover items that weren't obtained due to rounding errors
|
||||||
|
if(core != null){
|
||||||
|
for(int i = 0; i < itemsLeft.length; i++){
|
||||||
|
int target = Mathf.round(requirements[i].amount * state.rules.buildCostMultiplier * state.rules.deconstructRefundMultiplier);
|
||||||
|
int remaining = target - itemsLeft[i];
|
||||||
|
|
||||||
|
core.items.add(current.requirements[i].item, Mathf.clamp(remaining, 0, core.storageCapacity - core.items.get(current.requirements[i].item)));
|
||||||
|
itemsLeft[i] = target;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
if(lastBuilder == null) lastBuilder = builder;
|
if(lastBuilder == null) lastBuilder = builder;
|
||||||
Call.deconstructFinish(tile, this.current, lastBuilder);
|
Call.deconstructFinish(tile, this.current, lastBuilder);
|
||||||
}
|
}
|
||||||
@@ -341,6 +373,11 @@ public class ConstructBlock extends Block{
|
|||||||
boolean infinite = team.rules().infiniteResources || state.rules.infiniteResources;
|
boolean infinite = team.rules().infiniteResources || state.rules.infiniteResources;
|
||||||
|
|
||||||
for(int i = 0; i < current.requirements.length; i++){
|
for(int i = 0; i < current.requirements.length; i++){
|
||||||
|
//there is no need to remove items that have already been fully taken out
|
||||||
|
if(itemsLeft[i] == 0){
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
int sclamount = Math.round(state.rules.buildCostMultiplier * current.requirements[i].amount);
|
int sclamount = Math.round(state.rules.buildCostMultiplier * current.requirements[i].amount);
|
||||||
int required = (int)(accumulator[i]); //calculate items that are required now
|
int required = (int)(accumulator[i]); //calculate items that are required now
|
||||||
|
|
||||||
@@ -360,6 +397,7 @@ public class ConstructBlock extends Block{
|
|||||||
//remove stuff that is actually used
|
//remove stuff that is actually used
|
||||||
if(remove && !infinite){
|
if(remove && !infinite){
|
||||||
inventory.remove(current.requirements[i].item, maxUse);
|
inventory.remove(current.requirements[i].item, maxUse);
|
||||||
|
itemsLeft[i] -= maxUse;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
//else, no items are required yet, so just keep going
|
//else, no items are required yet, so just keep going
|
||||||
@@ -368,6 +406,7 @@ public class ConstructBlock extends Block{
|
|||||||
return maxProgress;
|
return maxProgress;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@Override
|
||||||
public float progress(){
|
public float progress(){
|
||||||
return progress;
|
return progress;
|
||||||
}
|
}
|
||||||
@@ -380,8 +419,14 @@ public class ConstructBlock extends Block{
|
|||||||
this.current = block;
|
this.current = block;
|
||||||
this.previous = previous;
|
this.previous = previous;
|
||||||
this.buildCost = block.buildCost * state.rules.buildCostMultiplier;
|
this.buildCost = block.buildCost * state.rules.buildCostMultiplier;
|
||||||
|
this.itemsLeft = new int[block.requirements.length];
|
||||||
this.accumulator = new float[block.requirements.length];
|
this.accumulator = new float[block.requirements.length];
|
||||||
this.totalAccumulator = new float[block.requirements.length];
|
this.totalAccumulator = new float[block.requirements.length];
|
||||||
|
|
||||||
|
ItemStack[] requirements = current.requirements;
|
||||||
|
for(int i = 0; i < requirements.length; i++){
|
||||||
|
this.itemsLeft[i] = Mathf.round(requirements[i].amount * state.rules.buildCostMultiplier);
|
||||||
|
}
|
||||||
pathfinder.updateTile(tile);
|
pathfinder.updateTile(tile);
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -394,11 +439,17 @@ public class ConstructBlock extends Block{
|
|||||||
this.progress = 1f;
|
this.progress = 1f;
|
||||||
this.current = previous;
|
this.current = previous;
|
||||||
this.buildCost = previous.buildCost * state.rules.buildCostMultiplier;
|
this.buildCost = previous.buildCost * state.rules.buildCostMultiplier;
|
||||||
|
this.itemsLeft = new int[previous.requirements.length];
|
||||||
this.accumulator = new float[previous.requirements.length];
|
this.accumulator = new float[previous.requirements.length];
|
||||||
this.totalAccumulator = new float[previous.requirements.length];
|
this.totalAccumulator = new float[previous.requirements.length];
|
||||||
pathfinder.updateTile(tile);
|
pathfinder.updateTile(tile);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@Override
|
||||||
|
public byte version(){
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
public void write(Writes write){
|
public void write(Writes write){
|
||||||
super.write(write);
|
super.write(write);
|
||||||
@@ -413,6 +464,7 @@ public class ConstructBlock extends Block{
|
|||||||
for(int i = 0; i < accumulator.length; i++){
|
for(int i = 0; i < accumulator.length; i++){
|
||||||
write.f(accumulator[i]);
|
write.f(accumulator[i]);
|
||||||
write.f(totalAccumulator[i]);
|
write.f(totalAccumulator[i]);
|
||||||
|
write.i(itemsLeft[i]);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -428,9 +480,13 @@ public class ConstructBlock extends Block{
|
|||||||
if(acsize != -1){
|
if(acsize != -1){
|
||||||
accumulator = new float[acsize];
|
accumulator = new float[acsize];
|
||||||
totalAccumulator = new float[acsize];
|
totalAccumulator = new float[acsize];
|
||||||
|
itemsLeft = new int[acsize];
|
||||||
for(int i = 0; i < acsize; i++){
|
for(int i = 0; i < acsize; i++){
|
||||||
accumulator[i] = read.f();
|
accumulator[i] = read.f();
|
||||||
totalAccumulator[i] = read.f();
|
totalAccumulator[i] = read.f();
|
||||||
|
if(revision >= 1){
|
||||||
|
itemsLeft[i] = read.i();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
6
core/src/mindustry/world/blocks/RotBlock.java
Normal file
6
core/src/mindustry/world/blocks/RotBlock.java
Normal file
@@ -0,0 +1,6 @@
|
|||||||
|
package mindustry.world.blocks;
|
||||||
|
|
||||||
|
/** Any block that has 360-degree rotation */
|
||||||
|
public interface RotBlock{
|
||||||
|
float buildRotation();
|
||||||
|
}
|
||||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user