Merge remote-tracking branch 'origin/master'
This commit is contained in:
@@ -1069,6 +1069,20 @@
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"search": [
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"search": [
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"planet"
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"planet"
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||||||
]
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]
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||||||
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},
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||||||
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{
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||||||
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"uid": "ec43f846ca53702f30310718d627f2b5",
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||||||
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"css": "arrow-note",
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||||||
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"code": 59444,
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||||||
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"src": "custom_icons",
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||||||
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"selected": true,
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||||||
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"svg": {
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||||||
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"path": "M50 0L0 50V150 250 350 450 550 650L50 700H150 250 350 450 550 650 750L800 750 750 800 700 850V950L750 1000H850L900 950 950 900 1000 850 1050 800 1100 750 1150 700 1200 650V550L1150 500 1100 450 1050 400 1000 350 950 300 900 250 850 200H750L700 250V350L750 400 800 450 750 500H650 550 450 350 250L200 450V350 250 150 50L150 0Z",
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||||||
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"width": 1200
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||||||
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},
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||||||
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"search": [
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||||||
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"arrow-note"
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||||||
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]
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||||||
}
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}
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||||||
]
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]
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||||||
}
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}
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Binary file not shown.
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After Width: | Height: | Size: 411 B |
@@ -1019,7 +1019,6 @@ stat.targetsair = Targets Air
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|||||||
stat.targetsground = Targets Ground
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stat.targetsground = Targets Ground
|
||||||
stat.crushdamage = Crush Damage
|
stat.crushdamage = Crush Damage
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||||||
stat.legsplashdamage = Leg Splash Damage
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stat.legsplashdamage = Leg Splash Damage
|
||||||
stat.legsplashrange = Leg Splash Range
|
|
||||||
stat.itemsmoved = Move Speed
|
stat.itemsmoved = Move Speed
|
||||||
stat.launchtime = Time Between Launches
|
stat.launchtime = Time Between Launches
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||||||
stat.shootrange = Range
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stat.shootrange = Range
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||||||
@@ -1036,6 +1035,7 @@ stat.itemcapacity = Item Capacity
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|||||||
stat.memorycapacity = Memory Capacity
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stat.memorycapacity = Memory Capacity
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||||||
stat.basepowergeneration = Base Power Generation
|
stat.basepowergeneration = Base Power Generation
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||||||
stat.productiontime = Production Time
|
stat.productiontime = Production Time
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||||||
|
stat.warmuptime = Warmup Time
|
||||||
stat.repairtime = Block Full Repair Time
|
stat.repairtime = Block Full Repair Time
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||||||
stat.repairspeed = Repair Speed
|
stat.repairspeed = Repair Speed
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||||||
stat.weapons = Weapons
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stat.weapons = Weapons
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||||||
@@ -1078,6 +1078,7 @@ stat.minetier = Mine Tier
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|||||||
stat.payloadcapacity = Payload Capacity
|
stat.payloadcapacity = Payload Capacity
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||||||
stat.abilities = Abilities
|
stat.abilities = Abilities
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||||||
stat.canboost = Can Boost
|
stat.canboost = Can Boost
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||||||
|
stat.boostingspeed = Boosting Speed
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||||||
stat.flying = Flying
|
stat.flying = Flying
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||||||
stat.ammouse = Ammo Use
|
stat.ammouse = Ammo Use
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||||||
stat.ammocapacity = Ammo Capacity
|
stat.ammocapacity = Ammo Capacity
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||||||
@@ -1176,6 +1177,8 @@ bar.activated = Activated
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|||||||
|
|
||||||
units.processorcontrol = [lightgray]Processor Controlled
|
units.processorcontrol = [lightgray]Processor Controlled
|
||||||
|
|
||||||
|
weapon.pointdefense = [stat]Point Defense
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||||||
|
|
||||||
bullet.damage = [stat]{0}[lightgray] damage
|
bullet.damage = [stat]{0}[lightgray] damage
|
||||||
bullet.splashdamage = [stat]{0}[lightgray] area dmg ~ [stat]{1}[lightgray] tiles
|
bullet.splashdamage = [stat]{0}[lightgray] area dmg ~ [stat]{1}[lightgray] tiles
|
||||||
bullet.incendiary = [stat]incendiary
|
bullet.incendiary = [stat]incendiary
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||||||
@@ -1186,10 +1189,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
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|||||||
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||||
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.empradius = [stat]{0}[lightgray] tiles EMP radius
|
||||||
|
bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empdamage = [stat]{0}%[lightgray] power damage
|
||||||
|
bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empunitdamage = [stat]{0}%[lightgray] unit damage
|
||||||
bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
||||||
bullet.frags = [stat]{0}x[lightgray] frag bullets:
|
bullet.frags = [stat]{0}x[lightgray] frag bullets:
|
||||||
bullet.lightning = [stat]{0}x[lightgray] lightning ~ [stat]{1}[lightgray] damage
|
bullet.lightning = [stat]{0}x[lightgray] lightning ~ [stat]{1}[lightgray] damage
|
||||||
|
bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] building damage
|
bullet.buildingdamage = [stat]{0}%[lightgray] building damage
|
||||||
|
bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
|
||||||
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
||||||
bullet.knockback = [stat]{0}[lightgray] knockback
|
bullet.knockback = [stat]{0}[lightgray] knockback
|
||||||
bullet.pierce = [stat]{0}x[lightgray] pierce
|
bullet.pierce = [stat]{0}x[lightgray] pierce
|
||||||
@@ -1210,6 +1220,7 @@ unit.liquidsecond = liquid units/second
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|||||||
unit.itemssecond = items/second
|
unit.itemssecond = items/second
|
||||||
unit.liquidunits = liquid units
|
unit.liquidunits = liquid units
|
||||||
unit.powerunits = power units
|
unit.powerunits = power units
|
||||||
|
unit.powerequilibrium = power equilibrium
|
||||||
unit.heatunits = heat units
|
unit.heatunits = heat units
|
||||||
unit.degrees = degrees
|
unit.degrees = degrees
|
||||||
unit.seconds = seconds
|
unit.seconds = seconds
|
||||||
@@ -1227,6 +1238,7 @@ unit.billions = b
|
|||||||
unit.shots = shots
|
unit.shots = shots
|
||||||
unit.pershot = /shot
|
unit.pershot = /shot
|
||||||
unit.perleg = per leg
|
unit.perleg = per leg
|
||||||
|
unit.perside = per side
|
||||||
category.purpose = Purpose
|
category.purpose = Purpose
|
||||||
category.general = General
|
category.general = General
|
||||||
category.power = Power
|
category.power = Power
|
||||||
|
|||||||
@@ -1016,7 +1016,6 @@ stat.targetsair = Паветраныя мэты
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|||||||
stat.targetsground = Наземныя мэты
|
stat.targetsground = Наземныя мэты
|
||||||
stat.crushdamage = Crush Damage
|
stat.crushdamage = Crush Damage
|
||||||
stat.legsplashdamage = Leg Splash Damage
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
stat.legsplashrange = Leg Splash Range
|
|
||||||
stat.itemsmoved = Хуткасць перамяшчэння
|
stat.itemsmoved = Хуткасць перамяшчэння
|
||||||
stat.launchtime = Інтэрвал запускаў
|
stat.launchtime = Інтэрвал запускаў
|
||||||
stat.shootrange = Радыус дзеяння
|
stat.shootrange = Радыус дзеяння
|
||||||
@@ -1033,6 +1032,7 @@ stat.itemcapacity = Умяшчальнасць прадметаў
|
|||||||
stat.memorycapacity = Ёмістасць Памяці
|
stat.memorycapacity = Ёмістасць Памяці
|
||||||
stat.basepowergeneration = Базавая генерацыя энергіі
|
stat.basepowergeneration = Базавая генерацыя энергіі
|
||||||
stat.productiontime = Час вытворчасці
|
stat.productiontime = Час вытворчасці
|
||||||
|
stat.warmuptime = Warmup Time
|
||||||
stat.repairtime = Час поўнай рэгенерацыі
|
stat.repairtime = Час поўнай рэгенерацыі
|
||||||
stat.repairspeed = Хуткасць Рамонту
|
stat.repairspeed = Хуткасць Рамонту
|
||||||
stat.weapons = Зброя
|
stat.weapons = Зброя
|
||||||
@@ -1075,6 +1075,7 @@ stat.minetier = Моц Здабычы
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|||||||
stat.payloadcapacity = Ёмістасць Нагрузкі
|
stat.payloadcapacity = Ёмістасць Нагрузкі
|
||||||
stat.abilities = Здольнасйі
|
stat.abilities = Здольнасйі
|
||||||
stat.canboost = Можа Узлятаць
|
stat.canboost = Можа Узлятаць
|
||||||
|
stat.boostingspeed = Boosting Speed
|
||||||
stat.flying = Паветраны
|
stat.flying = Паветраны
|
||||||
stat.ammouse = Выкарыстанне Боезапасу
|
stat.ammouse = Выкарыстанне Боезапасу
|
||||||
stat.ammocapacity = Ammo Capacity
|
stat.ammocapacity = Ammo Capacity
|
||||||
@@ -1173,6 +1174,8 @@ bar.activated = Activated
|
|||||||
|
|
||||||
units.processorcontrol = [lightgray]Кантралюецца Працэссарам
|
units.processorcontrol = [lightgray]Кантралюецца Працэссарам
|
||||||
|
|
||||||
|
weapon.pointdefense = [stat]Point Defense
|
||||||
|
|
||||||
bullet.damage = [stat] {0} [lightgray]страты
|
bullet.damage = [stat] {0} [lightgray]страты
|
||||||
bullet.splashdamage = [stat] {0} [lightgray]страты ў радыусе ~ [stat] {1} [lightgray] блокаў
|
bullet.splashdamage = [stat] {0} [lightgray]страты ў радыусе ~ [stat] {1} [lightgray] блокаў
|
||||||
bullet.incendiary = [stat] запальны
|
bullet.incendiary = [stat] запальны
|
||||||
@@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
|||||||
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
||||||
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
|
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
|
||||||
|
bullet.empradius = [stat]{0}[lightgray] tiles EMP radius
|
||||||
|
bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empdamage = [stat]{0}%[lightgray] power damage
|
||||||
|
bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empunitdamage = [stat]{0}%[lightgray] unit damage
|
||||||
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}[lightgray]x frag bullets:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x lightning ~ [stat]{1}[lightgray] damage
|
bullet.lightning = [stat]{0}[lightgray]x lightning ~ [stat]{1}[lightgray] damage
|
||||||
|
bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] building damage
|
bullet.buildingdamage = [stat]{0}%[lightgray] building damage
|
||||||
|
bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
|
||||||
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
||||||
bullet.knockback = [stat] {0} [lightgray]аддачы
|
bullet.knockback = [stat] {0} [lightgray]аддачы
|
||||||
bullet.pierce = [stat]{0}[lightgray]x pierce
|
bullet.pierce = [stat]{0}[lightgray]x pierce
|
||||||
@@ -1207,6 +1217,7 @@ unit.liquidsecond = вадкасных адзінак/секунду
|
|||||||
unit.itemssecond = прадметаў/секунду
|
unit.itemssecond = прадметаў/секунду
|
||||||
unit.liquidunits = вадкасных адзінак
|
unit.liquidunits = вадкасных адзінак
|
||||||
unit.powerunits = энерг. адзінак
|
unit.powerunits = энерг. адзінак
|
||||||
|
unit.powerequilibrium = power equilibrium
|
||||||
unit.heatunits = адзінкі энергіі
|
unit.heatunits = адзінкі энергіі
|
||||||
unit.degrees = град.
|
unit.degrees = град.
|
||||||
unit.seconds = сек.
|
unit.seconds = сек.
|
||||||
@@ -1224,6 +1235,7 @@ unit.billions = Б.
|
|||||||
unit.shots = shots
|
unit.shots = shots
|
||||||
unit.pershot = /стрэл
|
unit.pershot = /стрэл
|
||||||
unit.perleg = per leg
|
unit.perleg = per leg
|
||||||
|
unit.perside = per side
|
||||||
category.purpose = Апісанне
|
category.purpose = Апісанне
|
||||||
category.general = Асноўныя
|
category.general = Асноўныя
|
||||||
category.power = Энергія
|
category.power = Энергія
|
||||||
|
|||||||
@@ -1016,7 +1016,6 @@ stat.targetsair = Напада по въздух
|
|||||||
stat.targetsground = Напада по земя
|
stat.targetsground = Напада по земя
|
||||||
stat.crushdamage = Crush Damage
|
stat.crushdamage = Crush Damage
|
||||||
stat.legsplashdamage = Leg Splash Damage
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
stat.legsplashrange = Leg Splash Range
|
|
||||||
stat.itemsmoved = Скорост на движение
|
stat.itemsmoved = Скорост на движение
|
||||||
stat.launchtime = Време между изстрелванията
|
stat.launchtime = Време между изстрелванията
|
||||||
stat.shootrange = Обхват
|
stat.shootrange = Обхват
|
||||||
@@ -1033,6 +1032,7 @@ stat.itemcapacity = Ресурсен капацитет
|
|||||||
stat.memorycapacity = Капацитет на паметта
|
stat.memorycapacity = Капацитет на паметта
|
||||||
stat.basepowergeneration = Основно производство на енергия
|
stat.basepowergeneration = Основно производство на енергия
|
||||||
stat.productiontime = Време за производство
|
stat.productiontime = Време за производство
|
||||||
|
stat.warmuptime = Warmup Time
|
||||||
stat.repairtime = Време за пълна поправка на блок
|
stat.repairtime = Време за пълна поправка на блок
|
||||||
stat.repairspeed = Скорост на поправяне
|
stat.repairspeed = Скорост на поправяне
|
||||||
stat.weapons = Оръжия
|
stat.weapons = Оръжия
|
||||||
@@ -1075,6 +1075,7 @@ stat.minetier = Ниво на добив
|
|||||||
stat.payloadcapacity = Товарен капацитет
|
stat.payloadcapacity = Товарен капацитет
|
||||||
stat.abilities = Способности
|
stat.abilities = Способности
|
||||||
stat.canboost = Може да ускорява
|
stat.canboost = Може да ускорява
|
||||||
|
stat.boostingspeed = Boosting Speed
|
||||||
stat.flying = Летящ
|
stat.flying = Летящ
|
||||||
stat.ammouse = Употреба на боеприпаси
|
stat.ammouse = Употреба на боеприпаси
|
||||||
stat.ammocapacity = Муниции
|
stat.ammocapacity = Муниции
|
||||||
@@ -1173,6 +1174,8 @@ bar.activated = Activated
|
|||||||
|
|
||||||
units.processorcontrol = [lightgray]Контролиран от процесор
|
units.processorcontrol = [lightgray]Контролиран от процесор
|
||||||
|
|
||||||
|
weapon.pointdefense = [stat]Point Defense
|
||||||
|
|
||||||
bullet.damage = [stat]{0}[lightgray] щети
|
bullet.damage = [stat]{0}[lightgray] щети
|
||||||
bullet.splashdamage = [stat]{0}[lightgray] щети на площ ~[stat] {1}[lightgray] полета
|
bullet.splashdamage = [stat]{0}[lightgray] щети на площ ~[stat] {1}[lightgray] полета
|
||||||
bullet.incendiary = [stat]Подпалване
|
bullet.incendiary = [stat]Подпалване
|
||||||
@@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
|||||||
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] ограничена щета
|
bullet.maxdamagefraction = [stat]{0}%[lightgray] ограничена щета
|
||||||
bullet.suppression = [stat]{0} сек[lightgray] възпиране на поправки ~ [stat]{1}[lightgray] плочки
|
bullet.suppression = [stat]{0} сек[lightgray] възпиране на поправки ~ [stat]{1}[lightgray] плочки
|
||||||
|
bullet.empradius = [stat]{0}[lightgray] tiles EMP radius
|
||||||
|
bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empdamage = [stat]{0}%[lightgray] power damage
|
||||||
|
bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empunitdamage = [stat]{0}%[lightgray] unit damage
|
||||||
bullet.interval = [stat]{0}/сек[lightgray] куршуми в интервал:
|
bullet.interval = [stat]{0}/сек[lightgray] куршуми в интервал:
|
||||||
bullet.frags = [stat]{0}[lightgray]x фрагменти:
|
bullet.frags = [stat]{0}[lightgray]x фрагменти:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x светкавица ~ [stat]{1}[lightgray] щети
|
bullet.lightning = [stat]{0}[lightgray]x светкавица ~ [stat]{1}[lightgray] щети
|
||||||
|
bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] щети на сгради
|
bullet.buildingdamage = [stat]{0}%[lightgray] щети на сгради
|
||||||
|
bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
|
||||||
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
||||||
bullet.knockback = [stat]{0}[lightgray] отблъскване
|
bullet.knockback = [stat]{0}[lightgray] отблъскване
|
||||||
bullet.pierce = [stat]{0}[lightgray]x пробождане
|
bullet.pierce = [stat]{0}[lightgray]x пробождане
|
||||||
@@ -1207,6 +1217,7 @@ unit.liquidsecond = течност/секунда
|
|||||||
unit.itemssecond = предмети/секунда
|
unit.itemssecond = предмети/секунда
|
||||||
unit.liquidunits = течност
|
unit.liquidunits = течност
|
||||||
unit.powerunits = електричество
|
unit.powerunits = електричество
|
||||||
|
unit.powerequilibrium = power equilibrium
|
||||||
unit.heatunits = единици горещина
|
unit.heatunits = единици горещина
|
||||||
unit.degrees = градуси
|
unit.degrees = градуси
|
||||||
unit.seconds = секунди
|
unit.seconds = секунди
|
||||||
@@ -1224,6 +1235,7 @@ unit.billions = млр
|
|||||||
unit.shots = shots
|
unit.shots = shots
|
||||||
unit.pershot = /изстрел
|
unit.pershot = /изстрел
|
||||||
unit.perleg = per leg
|
unit.perleg = per leg
|
||||||
|
unit.perside = per side
|
||||||
category.purpose = Предназначение
|
category.purpose = Предназначение
|
||||||
category.general = Обща информация
|
category.general = Обща информация
|
||||||
category.power = Електричество
|
category.power = Електричество
|
||||||
|
|||||||
@@ -1016,7 +1016,6 @@ stat.targetsair = Dispara objectius aeris
|
|||||||
stat.targetsground = Dispara objectius terrestres
|
stat.targetsground = Dispara objectius terrestres
|
||||||
stat.crushdamage = Dany per aixafament
|
stat.crushdamage = Dany per aixafament
|
||||||
stat.legsplashdamage = Dany per aixafament
|
stat.legsplashdamage = Dany per aixafament
|
||||||
stat.legsplashrange = Abast de l’aixafament
|
|
||||||
stat.itemsmoved = Velocitat de moviment
|
stat.itemsmoved = Velocitat de moviment
|
||||||
stat.launchtime = Temps entre llançaments
|
stat.launchtime = Temps entre llançaments
|
||||||
stat.shootrange = Abast
|
stat.shootrange = Abast
|
||||||
@@ -1033,6 +1032,7 @@ stat.itemcapacity = Capacitat d’elements
|
|||||||
stat.memorycapacity = Capacitat de memòria
|
stat.memorycapacity = Capacitat de memòria
|
||||||
stat.basepowergeneration = Generació base d’energia
|
stat.basepowergeneration = Generació base d’energia
|
||||||
stat.productiontime = Temps de producció
|
stat.productiontime = Temps de producció
|
||||||
|
stat.warmuptime = Warmup Time
|
||||||
stat.repairtime = Temps de reparació completa de blocs
|
stat.repairtime = Temps de reparació completa de blocs
|
||||||
stat.repairspeed = Velocitat de reparació
|
stat.repairspeed = Velocitat de reparació
|
||||||
stat.weapons = Armes
|
stat.weapons = Armes
|
||||||
@@ -1075,6 +1075,7 @@ stat.minetier = Nivell de perforació
|
|||||||
stat.payloadcapacity = Capacitat de les cintes de blocs
|
stat.payloadcapacity = Capacitat de les cintes de blocs
|
||||||
stat.abilities = Habilitats
|
stat.abilities = Habilitats
|
||||||
stat.canboost = Pot sobrevolar.
|
stat.canboost = Pot sobrevolar.
|
||||||
|
stat.boostingspeed = Boosting Speed
|
||||||
stat.flying = Està volant.
|
stat.flying = Està volant.
|
||||||
stat.ammouse = Ús de munició
|
stat.ammouse = Ús de munició
|
||||||
stat.ammocapacity = Capacitat de munició
|
stat.ammocapacity = Capacitat de munició
|
||||||
@@ -1173,6 +1174,8 @@ bar.activated = Activated
|
|||||||
|
|
||||||
units.processorcontrol = [lightgray]Controlat pel processador
|
units.processorcontrol = [lightgray]Controlat pel processador
|
||||||
|
|
||||||
|
weapon.pointdefense = [stat]Point Defense
|
||||||
|
|
||||||
bullet.damage = [stat]{0}[lightgray] de dany
|
bullet.damage = [stat]{0}[lightgray] de dany
|
||||||
bullet.splashdamage = [stat]{0}[lightgray] de dany a l’àrea ~[stat] {1}[lightgray] caselles
|
bullet.splashdamage = [stat]{0}[lightgray] de dany a l’àrea ~[stat] {1}[lightgray] caselles
|
||||||
bullet.incendiary = [stat]incendiari
|
bullet.incendiary = [stat]incendiari
|
||||||
@@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
|||||||
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] de dany límit
|
bullet.maxdamagefraction = [stat]{0}%[lightgray] de dany límit
|
||||||
bullet.suppression = [stat]Supressió de reparacions cada {0} s[lightgray] ~ [stat]{1}[lightgray] caselles
|
bullet.suppression = [stat]Supressió de reparacions cada {0} s[lightgray] ~ [stat]{1}[lightgray] caselles
|
||||||
|
bullet.empradius = [stat]{0}[lightgray] tiles EMP radius
|
||||||
|
bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empdamage = [stat]{0}%[lightgray] power damage
|
||||||
|
bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empunitdamage = [stat]{0}%[lightgray] unit damage
|
||||||
bullet.interval = [stat]Interval de bales de {0}/s[lightgray]:
|
bullet.interval = [stat]Interval de bales de {0}/s[lightgray]:
|
||||||
bullet.frags = [stat]{0}[lightgray]× de bales de fragmentació:
|
bullet.frags = [stat]{0}[lightgray]× de bales de fragmentació:
|
||||||
bullet.lightning = [stat]{0}[lightgray]× llampec ~ [stat]{1}[lightgray] de dany
|
bullet.lightning = [stat]{0}[lightgray]× llampec ~ [stat]{1}[lightgray] de dany
|
||||||
|
bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length
|
||||||
bullet.buildingdamage = [stat]{0} %[lightgray] de dany a les estructures
|
bullet.buildingdamage = [stat]{0} %[lightgray] de dany a les estructures
|
||||||
|
bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
|
||||||
bullet.shielddamage = [stat]{0} %[lightgray] de dany d’escut
|
bullet.shielddamage = [stat]{0} %[lightgray] de dany d’escut
|
||||||
bullet.knockback = [stat]{0}[lightgray] de bloqueig
|
bullet.knockback = [stat]{0}[lightgray] de bloqueig
|
||||||
bullet.pierce = [stat]{0}[lightgray]× de perforació
|
bullet.pierce = [stat]{0}[lightgray]× de perforació
|
||||||
@@ -1207,6 +1217,7 @@ unit.liquidsecond = unitats de líquid/s
|
|||||||
unit.itemssecond = elements/s
|
unit.itemssecond = elements/s
|
||||||
unit.liquidunits = unitats de líquid
|
unit.liquidunits = unitats de líquid
|
||||||
unit.powerunits = unitats d’energia
|
unit.powerunits = unitats d’energia
|
||||||
|
unit.powerequilibrium = power equilibrium
|
||||||
unit.heatunits = unitats de calor
|
unit.heatunits = unitats de calor
|
||||||
unit.degrees = °
|
unit.degrees = °
|
||||||
unit.seconds = s
|
unit.seconds = s
|
||||||
@@ -1224,6 +1235,7 @@ unit.billions = kM
|
|||||||
unit.shots = dispars
|
unit.shots = dispars
|
||||||
unit.pershot = /dispar
|
unit.pershot = /dispar
|
||||||
unit.perleg = per pota
|
unit.perleg = per pota
|
||||||
|
unit.perside = per side
|
||||||
category.purpose = Funció
|
category.purpose = Funció
|
||||||
category.general = General
|
category.general = General
|
||||||
category.power = Energia
|
category.power = Energia
|
||||||
|
|||||||
@@ -1016,7 +1016,6 @@ stat.targetsair = Zaměřuje vzdušné jednotky
|
|||||||
stat.targetsground = Zaměřuje pozemní jednotky
|
stat.targetsground = Zaměřuje pozemní jednotky
|
||||||
stat.crushdamage = Crush Damage
|
stat.crushdamage = Crush Damage
|
||||||
stat.legsplashdamage = Leg Splash Damage
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
stat.legsplashrange = Leg Splash Range
|
|
||||||
stat.itemsmoved = Rychlost pohybu
|
stat.itemsmoved = Rychlost pohybu
|
||||||
stat.launchtime = Čas mezi vysláním
|
stat.launchtime = Čas mezi vysláním
|
||||||
stat.shootrange = Dostřel
|
stat.shootrange = Dostřel
|
||||||
@@ -1033,6 +1032,7 @@ stat.itemcapacity = Kapacita předmětů
|
|||||||
stat.memorycapacity = Kapacita paměti
|
stat.memorycapacity = Kapacita paměti
|
||||||
stat.basepowergeneration = Základní generování energie
|
stat.basepowergeneration = Základní generování energie
|
||||||
stat.productiontime = Čas produkce
|
stat.productiontime = Čas produkce
|
||||||
|
stat.warmuptime = Warmup Time
|
||||||
stat.repairtime = Čas do úplné opravy
|
stat.repairtime = Čas do úplné opravy
|
||||||
stat.repairspeed = Rychlost Opravy
|
stat.repairspeed = Rychlost Opravy
|
||||||
stat.weapons = Zbraně
|
stat.weapons = Zbraně
|
||||||
@@ -1075,6 +1075,7 @@ stat.minetier = Těžící úroveň
|
|||||||
stat.payloadcapacity = Kapacita pro náklad
|
stat.payloadcapacity = Kapacita pro náklad
|
||||||
stat.abilities = Schopnosti
|
stat.abilities = Schopnosti
|
||||||
stat.canboost = Umí posilovat
|
stat.canboost = Umí posilovat
|
||||||
|
stat.boostingspeed = Boosting Speed
|
||||||
stat.flying = Létající
|
stat.flying = Létající
|
||||||
stat.ammouse = Spotřeba Munice
|
stat.ammouse = Spotřeba Munice
|
||||||
stat.ammocapacity = Kapacita nábojů
|
stat.ammocapacity = Kapacita nábojů
|
||||||
@@ -1173,6 +1174,8 @@ bar.activated = Activated
|
|||||||
|
|
||||||
units.processorcontrol = [lightgray]Procesor je ovládán[]
|
units.processorcontrol = [lightgray]Procesor je ovládán[]
|
||||||
|
|
||||||
|
weapon.pointdefense = [stat]Point Defense
|
||||||
|
|
||||||
bullet.damage = [stat]{0}[lightgray] poškození[]
|
bullet.damage = [stat]{0}[lightgray] poškození[]
|
||||||
bullet.splashdamage = [stat]{0}[lightgray] plošného poškození ~[stat] {1}[lightgray] dlaždic
|
bullet.splashdamage = [stat]{0}[lightgray] plošného poškození ~[stat] {1}[lightgray] dlaždic
|
||||||
bullet.incendiary = [stat]zápalný
|
bullet.incendiary = [stat]zápalný
|
||||||
@@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
|||||||
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] limit poškození
|
bullet.maxdamagefraction = [stat]{0}%[lightgray] limit poškození
|
||||||
bullet.suppression = [stat]{0} sek[lightgray] potlačení opravy ~ [stat]{1}[lightgray] kostek
|
bullet.suppression = [stat]{0} sek[lightgray] potlačení opravy ~ [stat]{1}[lightgray] kostek
|
||||||
|
bullet.empradius = [stat]{0}[lightgray] tiles EMP radius
|
||||||
|
bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empdamage = [stat]{0}%[lightgray] power damage
|
||||||
|
bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empunitdamage = [stat]{0}%[lightgray] unit damage
|
||||||
bullet.interval = [stat]{0}/sek[lightgray] interval kulek:
|
bullet.interval = [stat]{0}/sek[lightgray] interval kulek:
|
||||||
bullet.frags = [stat]{0}[lightgray]x střepinových střel:
|
bullet.frags = [stat]{0}[lightgray]x střepinových střel:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x jiskření ~ [stat]{1}[lightgray] poškození
|
bullet.lightning = [stat]{0}[lightgray]x jiskření ~ [stat]{1}[lightgray] poškození
|
||||||
|
bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] poškození budov
|
bullet.buildingdamage = [stat]{0}%[lightgray] poškození budov
|
||||||
|
bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
|
||||||
bullet.shielddamage = [stat]{0}%[lightgray] poškození štítu
|
bullet.shielddamage = [stat]{0}%[lightgray] poškození štítu
|
||||||
bullet.knockback = [stat]{0}[lightgray] odhození[]
|
bullet.knockback = [stat]{0}[lightgray] odhození[]
|
||||||
bullet.pierce = [stat]{0}[lightgray]x průrazné[]
|
bullet.pierce = [stat]{0}[lightgray]x průrazné[]
|
||||||
@@ -1207,6 +1217,7 @@ unit.liquidsecond = kapalin/sekunda
|
|||||||
unit.itemssecond = předmětů/sekunda
|
unit.itemssecond = předmětů/sekunda
|
||||||
unit.liquidunits = jednotek kapalin
|
unit.liquidunits = jednotek kapalin
|
||||||
unit.powerunits = jednotek energie
|
unit.powerunits = jednotek energie
|
||||||
|
unit.powerequilibrium = power equilibrium
|
||||||
unit.heatunits = jednotek tepla
|
unit.heatunits = jednotek tepla
|
||||||
unit.degrees = úhly
|
unit.degrees = úhly
|
||||||
unit.seconds = sekundy
|
unit.seconds = sekundy
|
||||||
@@ -1224,6 +1235,7 @@ unit.billions = mld.
|
|||||||
unit.shots = střely
|
unit.shots = střely
|
||||||
unit.pershot = /střela
|
unit.pershot = /střela
|
||||||
unit.perleg = per leg
|
unit.perleg = per leg
|
||||||
|
unit.perside = per side
|
||||||
category.purpose = Účel
|
category.purpose = Účel
|
||||||
category.general = Všeobecné
|
category.general = Všeobecné
|
||||||
category.power = Energie
|
category.power = Energie
|
||||||
|
|||||||
@@ -1016,7 +1016,6 @@ stat.targetsair = Skyder flyvere
|
|||||||
stat.targetsground = Skyder fodgængere
|
stat.targetsground = Skyder fodgængere
|
||||||
stat.crushdamage = Crush Damage
|
stat.crushdamage = Crush Damage
|
||||||
stat.legsplashdamage = Leg Splash Damage
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
stat.legsplashrange = Leg Splash Range
|
|
||||||
stat.itemsmoved = Bevægelseshastighed
|
stat.itemsmoved = Bevægelseshastighed
|
||||||
stat.launchtime = Tid mellem affyringer
|
stat.launchtime = Tid mellem affyringer
|
||||||
stat.shootrange = Rækkevidde
|
stat.shootrange = Rækkevidde
|
||||||
@@ -1033,6 +1032,7 @@ stat.itemcapacity = Beholdningskapacitet
|
|||||||
stat.memorycapacity = Hukommelseskapacitet
|
stat.memorycapacity = Hukommelseskapacitet
|
||||||
stat.basepowergeneration = Grundlæggende strøm-output
|
stat.basepowergeneration = Grundlæggende strøm-output
|
||||||
stat.productiontime = Produktionstid
|
stat.productiontime = Produktionstid
|
||||||
|
stat.warmuptime = Warmup Time
|
||||||
stat.repairtime = Block Full Repair Time
|
stat.repairtime = Block Full Repair Time
|
||||||
stat.repairspeed = Repair Speed
|
stat.repairspeed = Repair Speed
|
||||||
stat.weapons = Weapons
|
stat.weapons = Weapons
|
||||||
@@ -1075,6 +1075,7 @@ stat.minetier = Mine-niveau
|
|||||||
stat.payloadcapacity = Last-kapacitet
|
stat.payloadcapacity = Last-kapacitet
|
||||||
stat.abilities = Evner
|
stat.abilities = Evner
|
||||||
stat.canboost = Can Boost
|
stat.canboost = Can Boost
|
||||||
|
stat.boostingspeed = Boosting Speed
|
||||||
stat.flying = Flying
|
stat.flying = Flying
|
||||||
stat.ammouse = Ammo Use
|
stat.ammouse = Ammo Use
|
||||||
stat.ammocapacity = Ammo Capacity
|
stat.ammocapacity = Ammo Capacity
|
||||||
@@ -1173,6 +1174,8 @@ bar.activated = Activated
|
|||||||
|
|
||||||
units.processorcontrol = [lightgray]Processor kontrolleret
|
units.processorcontrol = [lightgray]Processor kontrolleret
|
||||||
|
|
||||||
|
weapon.pointdefense = [stat]Point Defense
|
||||||
|
|
||||||
bullet.damage = [stat]{0}[lightgray] skade
|
bullet.damage = [stat]{0}[lightgray] skade
|
||||||
bullet.splashdamage = [stat]{0}[lightgray] områdeskade ~[stat] {1}[lightgray] felter
|
bullet.splashdamage = [stat]{0}[lightgray] områdeskade ~[stat] {1}[lightgray] felter
|
||||||
bullet.incendiary = [stat]brændfarlig
|
bullet.incendiary = [stat]brændfarlig
|
||||||
@@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
|||||||
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
||||||
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
|
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
|
||||||
|
bullet.empradius = [stat]{0}[lightgray] tiles EMP radius
|
||||||
|
bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empdamage = [stat]{0}%[lightgray] power damage
|
||||||
|
bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empunitdamage = [stat]{0}%[lightgray] unit damage
|
||||||
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}[lightgray]x frag bullets:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x lightning ~ [stat]{1}[lightgray] damage
|
bullet.lightning = [stat]{0}[lightgray]x lightning ~ [stat]{1}[lightgray] damage
|
||||||
|
bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] building damage
|
bullet.buildingdamage = [stat]{0}%[lightgray] building damage
|
||||||
|
bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
|
||||||
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
||||||
bullet.knockback = [stat]{0}[lightgray] tilbageslag
|
bullet.knockback = [stat]{0}[lightgray] tilbageslag
|
||||||
bullet.pierce = [stat]{0}[lightgray]x gennemboring
|
bullet.pierce = [stat]{0}[lightgray]x gennemboring
|
||||||
@@ -1207,6 +1217,7 @@ unit.liquidsecond = væskeenheder/sekund
|
|||||||
unit.itemssecond = genstande/sekund
|
unit.itemssecond = genstande/sekund
|
||||||
unit.liquidunits = væskeenheder
|
unit.liquidunits = væskeenheder
|
||||||
unit.powerunits = strømenheder
|
unit.powerunits = strømenheder
|
||||||
|
unit.powerequilibrium = power equilibrium
|
||||||
unit.heatunits = heat units
|
unit.heatunits = heat units
|
||||||
unit.degrees = grader
|
unit.degrees = grader
|
||||||
unit.seconds = sekunder
|
unit.seconds = sekunder
|
||||||
@@ -1224,6 +1235,7 @@ unit.billions = mia
|
|||||||
unit.shots = shots
|
unit.shots = shots
|
||||||
unit.pershot = /shot
|
unit.pershot = /shot
|
||||||
unit.perleg = per leg
|
unit.perleg = per leg
|
||||||
|
unit.perside = per side
|
||||||
category.purpose = Purpose
|
category.purpose = Purpose
|
||||||
category.general = Generel
|
category.general = Generel
|
||||||
category.power = Strøm
|
category.power = Strøm
|
||||||
|
|||||||
@@ -1016,7 +1016,6 @@ stat.targetsair = Visiert Lufteinheiten an
|
|||||||
stat.targetsground = Visiert Bodeneinheiten an
|
stat.targetsground = Visiert Bodeneinheiten an
|
||||||
stat.crushdamage = Crush Damage
|
stat.crushdamage = Crush Damage
|
||||||
stat.legsplashdamage = Leg Splash Damage
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
stat.legsplashrange = Leg Splash Range
|
|
||||||
stat.itemsmoved = Bewegungsgeschwindigkeit
|
stat.itemsmoved = Bewegungsgeschwindigkeit
|
||||||
stat.launchtime = Zeit zwischen Starts
|
stat.launchtime = Zeit zwischen Starts
|
||||||
stat.shootrange = Reichweite
|
stat.shootrange = Reichweite
|
||||||
@@ -1033,6 +1032,7 @@ stat.itemcapacity = Materialkapazität
|
|||||||
stat.memorycapacity = Speicherkapazität
|
stat.memorycapacity = Speicherkapazität
|
||||||
stat.basepowergeneration = Basis-Stromerzeugung
|
stat.basepowergeneration = Basis-Stromerzeugung
|
||||||
stat.productiontime = Produktionszeit
|
stat.productiontime = Produktionszeit
|
||||||
|
stat.warmuptime = Warmup Time
|
||||||
stat.repairtime = Zeit zur vollständigen Reparatur
|
stat.repairtime = Zeit zur vollständigen Reparatur
|
||||||
stat.repairspeed = Heilungsgeschwindigkeit
|
stat.repairspeed = Heilungsgeschwindigkeit
|
||||||
stat.weapons = Waffen
|
stat.weapons = Waffen
|
||||||
@@ -1075,6 +1075,7 @@ stat.minetier = Abbau-Kraft
|
|||||||
stat.payloadcapacity = Einheitenkapazität
|
stat.payloadcapacity = Einheitenkapazität
|
||||||
stat.abilities = Fähigkeiten
|
stat.abilities = Fähigkeiten
|
||||||
stat.canboost = Kann boosten
|
stat.canboost = Kann boosten
|
||||||
|
stat.boostingspeed = Boosting Speed
|
||||||
stat.flying = Flug
|
stat.flying = Flug
|
||||||
stat.ammouse = Muntionsverbrauch
|
stat.ammouse = Muntionsverbrauch
|
||||||
stat.ammocapacity = Munitionskapazität
|
stat.ammocapacity = Munitionskapazität
|
||||||
@@ -1173,6 +1174,8 @@ bar.activated = Activated
|
|||||||
|
|
||||||
units.processorcontrol = [lightgray]Prozessorgesteuert
|
units.processorcontrol = [lightgray]Prozessorgesteuert
|
||||||
|
|
||||||
|
weapon.pointdefense = [stat]Point Defense
|
||||||
|
|
||||||
bullet.damage = [stat]{0}[lightgray] Schaden
|
bullet.damage = [stat]{0}[lightgray] Schaden
|
||||||
bullet.splashdamage = [stat]{0}[lightgray] Flächenschaden ~[stat] {1}[lightgray] Kacheln
|
bullet.splashdamage = [stat]{0}[lightgray] Flächenschaden ~[stat] {1}[lightgray] Kacheln
|
||||||
bullet.incendiary = [stat]entzündend
|
bullet.incendiary = [stat]entzündend
|
||||||
@@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
|||||||
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
||||||
bullet.suppression = [stat]{0} sec[lightgray] Heilungsunterdrückung ~ [stat]{1}[lightgray] Kacheln
|
bullet.suppression = [stat]{0} sec[lightgray] Heilungsunterdrückung ~ [stat]{1}[lightgray] Kacheln
|
||||||
|
bullet.empradius = [stat]{0}[lightgray] tiles EMP radius
|
||||||
|
bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empdamage = [stat]{0}%[lightgray] power damage
|
||||||
|
bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empunitdamage = [stat]{0}%[lightgray] unit damage
|
||||||
bullet.interval = [stat]{0}/sec[lightgray] Intervallgeschosse:
|
bullet.interval = [stat]{0}/sec[lightgray] Intervallgeschosse:
|
||||||
bullet.frags = [stat]{0}[lightgray]x Splittergeschosse:
|
bullet.frags = [stat]{0}[lightgray]x Splittergeschosse:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x Blitz ~ [stat]{1}[lightgray] Schaden
|
bullet.lightning = [stat]{0}[lightgray]x Blitz ~ [stat]{1}[lightgray] Schaden
|
||||||
|
bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray]Blockschaden
|
bullet.buildingdamage = [stat]{0}%[lightgray]Blockschaden
|
||||||
|
bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
|
||||||
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
||||||
bullet.knockback = [stat]{0}[lightgray] zurückstoßend
|
bullet.knockback = [stat]{0}[lightgray] zurückstoßend
|
||||||
bullet.pierce = [stat]{0}[lightgray]x Durchstechkraft
|
bullet.pierce = [stat]{0}[lightgray]x Durchstechkraft
|
||||||
@@ -1207,6 +1217,7 @@ unit.liquidsecond = Flüssigkeitseinheiten/Sekunde
|
|||||||
unit.itemssecond = Materialeinheiten/Sekunde
|
unit.itemssecond = Materialeinheiten/Sekunde
|
||||||
unit.liquidunits = Flüssigkeitseinheiten
|
unit.liquidunits = Flüssigkeitseinheiten
|
||||||
unit.powerunits = Stromeinheiten
|
unit.powerunits = Stromeinheiten
|
||||||
|
unit.powerequilibrium = power equilibrium
|
||||||
unit.heatunits = Hitzeeinheiten
|
unit.heatunits = Hitzeeinheiten
|
||||||
unit.degrees = Grad
|
unit.degrees = Grad
|
||||||
unit.seconds = Sekunden
|
unit.seconds = Sekunden
|
||||||
@@ -1224,6 +1235,7 @@ unit.billions = Mrd
|
|||||||
unit.shots = Schuss
|
unit.shots = Schuss
|
||||||
unit.pershot = /Schuss
|
unit.pershot = /Schuss
|
||||||
unit.perleg = per leg
|
unit.perleg = per leg
|
||||||
|
unit.perside = per side
|
||||||
category.purpose = Beschreibung
|
category.purpose = Beschreibung
|
||||||
category.general = Allgemeines
|
category.general = Allgemeines
|
||||||
category.power = Strom
|
category.power = Strom
|
||||||
|
|||||||
@@ -1016,7 +1016,6 @@ stat.targetsair = Apunta al aire
|
|||||||
stat.targetsground = Apunta a tierra
|
stat.targetsground = Apunta a tierra
|
||||||
stat.crushdamage = Daño de aplastamiento
|
stat.crushdamage = Daño de aplastamiento
|
||||||
stat.legsplashdamage = Daño de area por pisotón
|
stat.legsplashdamage = Daño de area por pisotón
|
||||||
stat.legsplashrange = Rango de pisotón
|
|
||||||
stat.itemsmoved = Velocidad de movimiento
|
stat.itemsmoved = Velocidad de movimiento
|
||||||
stat.launchtime = Tiempo entre lanzamientos
|
stat.launchtime = Tiempo entre lanzamientos
|
||||||
stat.shootrange = Alcance
|
stat.shootrange = Alcance
|
||||||
@@ -1033,6 +1032,7 @@ stat.itemcapacity = Capacidad de objetos
|
|||||||
stat.memorycapacity = Capacidad de memoria
|
stat.memorycapacity = Capacidad de memoria
|
||||||
stat.basepowergeneration = Generación de energía
|
stat.basepowergeneration = Generación de energía
|
||||||
stat.productiontime = Tiempo de producción
|
stat.productiontime = Tiempo de producción
|
||||||
|
stat.warmuptime = Warmup Time
|
||||||
stat.repairtime = Tiempo de reparación completa de bloques
|
stat.repairtime = Tiempo de reparación completa de bloques
|
||||||
stat.repairspeed = Velocidad de reparación
|
stat.repairspeed = Velocidad de reparación
|
||||||
stat.weapons = Armas
|
stat.weapons = Armas
|
||||||
@@ -1075,6 +1075,7 @@ stat.minetier = Nivel de taladro
|
|||||||
stat.payloadcapacity = Capacidad de transporte
|
stat.payloadcapacity = Capacidad de transporte
|
||||||
stat.abilities = Habilidades
|
stat.abilities = Habilidades
|
||||||
stat.canboost = Puede volar
|
stat.canboost = Puede volar
|
||||||
|
stat.boostingspeed = Boosting Speed
|
||||||
stat.flying = Aéreo
|
stat.flying = Aéreo
|
||||||
stat.ammouse = Uso de munición
|
stat.ammouse = Uso de munición
|
||||||
stat.ammocapacity = Capacidad de munición
|
stat.ammocapacity = Capacidad de munición
|
||||||
@@ -1173,6 +1174,8 @@ bar.activated = Activado
|
|||||||
|
|
||||||
units.processorcontrol = [lightgray]Controlado desde el procesador
|
units.processorcontrol = [lightgray]Controlado desde el procesador
|
||||||
|
|
||||||
|
weapon.pointdefense = [stat]Point Defense
|
||||||
|
|
||||||
bullet.damage = [stat]{0}[lightgray] daño
|
bullet.damage = [stat]{0}[lightgray] daño
|
||||||
bullet.splashdamage = [stat]{0}[lightgray] daño en área ~[stat] {1}[lightgray] bloques
|
bullet.splashdamage = [stat]{0}[lightgray] daño en área ~[stat] {1}[lightgray] bloques
|
||||||
bullet.incendiary = [stat]incendiaria
|
bullet.incendiary = [stat]incendiaria
|
||||||
@@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] perforación de armadura
|
|||||||
bullet.antiarmor = [stat]{0}x[lightgray] anti-armadura
|
bullet.antiarmor = [stat]{0}x[lightgray] anti-armadura
|
||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] daño límite
|
bullet.maxdamagefraction = [stat]{0}%[lightgray] daño límite
|
||||||
bullet.suppression = [stat]{0} seg[lightgray] supresión de reparación ~ [stat]{1}[lightgray] casillas
|
bullet.suppression = [stat]{0} seg[lightgray] supresión de reparación ~ [stat]{1}[lightgray] casillas
|
||||||
|
bullet.empradius = [stat]{0}[lightgray] tiles EMP radius
|
||||||
|
bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empdamage = [stat]{0}%[lightgray] power damage
|
||||||
|
bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empunitdamage = [stat]{0}%[lightgray] unit damage
|
||||||
bullet.interval = [stat]{0}/seg[lightgray] balas por intervalo:
|
bullet.interval = [stat]{0}/seg[lightgray] balas por intervalo:
|
||||||
bullet.frags = [stat]{0}[lightgray]x proyectiles fragmentados:
|
bullet.frags = [stat]{0}[lightgray]x proyectiles fragmentados:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x rayos ~ [stat]{1}[lightgray] daño
|
bullet.lightning = [stat]{0}[lightgray]x rayos ~ [stat]{1}[lightgray] daño
|
||||||
|
bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] daño a estructuras
|
bullet.buildingdamage = [stat]{0}%[lightgray] daño a estructuras
|
||||||
|
bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
|
||||||
bullet.shielddamage = [stat]{0}%[lightgray] daño a escudo
|
bullet.shielddamage = [stat]{0}%[lightgray] daño a escudo
|
||||||
bullet.knockback = [stat]{0}[lightgray] empuje
|
bullet.knockback = [stat]{0}[lightgray] empuje
|
||||||
bullet.pierce = [stat]{0}[lightgray]x perforación
|
bullet.pierce = [stat]{0}[lightgray]x perforación
|
||||||
@@ -1207,6 +1217,7 @@ unit.liquidsecond = unidades de líquido/segundo
|
|||||||
unit.itemssecond = objetos/segundo
|
unit.itemssecond = objetos/segundo
|
||||||
unit.liquidunits = unidades de líquido
|
unit.liquidunits = unidades de líquido
|
||||||
unit.powerunits = unidades de energía
|
unit.powerunits = unidades de energía
|
||||||
|
unit.powerequilibrium = power equilibrium
|
||||||
unit.heatunits = unidades de calor
|
unit.heatunits = unidades de calor
|
||||||
unit.degrees = grados
|
unit.degrees = grados
|
||||||
unit.seconds = segundos
|
unit.seconds = segundos
|
||||||
@@ -1224,6 +1235,7 @@ unit.billions = B
|
|||||||
unit.shots = shots
|
unit.shots = shots
|
||||||
unit.pershot = /disparo
|
unit.pershot = /disparo
|
||||||
unit.perleg = por pata
|
unit.perleg = por pata
|
||||||
|
unit.perside = per side
|
||||||
category.purpose = Objetivo
|
category.purpose = Objetivo
|
||||||
category.general = General
|
category.general = General
|
||||||
category.power = Energía
|
category.power = Energía
|
||||||
|
|||||||
@@ -1016,7 +1016,6 @@ stat.targetsair = Sihib õhku
|
|||||||
stat.targetsground = Sihib maapinnale
|
stat.targetsground = Sihib maapinnale
|
||||||
stat.crushdamage = Crush Damage
|
stat.crushdamage = Crush Damage
|
||||||
stat.legsplashdamage = Leg Splash Damage
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
stat.legsplashrange = Leg Splash Range
|
|
||||||
stat.itemsmoved = Transportimise kiirus
|
stat.itemsmoved = Transportimise kiirus
|
||||||
stat.launchtime = Aeg lendutõusude vahel
|
stat.launchtime = Aeg lendutõusude vahel
|
||||||
stat.shootrange = Ulatus
|
stat.shootrange = Ulatus
|
||||||
@@ -1033,6 +1032,7 @@ stat.itemcapacity = Ressursside mahutavus
|
|||||||
stat.memorycapacity = Memory Capacity
|
stat.memorycapacity = Memory Capacity
|
||||||
stat.basepowergeneration = Energiatootlus
|
stat.basepowergeneration = Energiatootlus
|
||||||
stat.productiontime = Tootmisaeg
|
stat.productiontime = Tootmisaeg
|
||||||
|
stat.warmuptime = Warmup Time
|
||||||
stat.repairtime = Täieliku parandamise aeg
|
stat.repairtime = Täieliku parandamise aeg
|
||||||
stat.repairspeed = Repair Speed
|
stat.repairspeed = Repair Speed
|
||||||
stat.weapons = Weapons
|
stat.weapons = Weapons
|
||||||
@@ -1075,6 +1075,7 @@ stat.minetier = Mine Tier
|
|||||||
stat.payloadcapacity = Payload Capacity
|
stat.payloadcapacity = Payload Capacity
|
||||||
stat.abilities = Abilities
|
stat.abilities = Abilities
|
||||||
stat.canboost = Can Boost
|
stat.canboost = Can Boost
|
||||||
|
stat.boostingspeed = Boosting Speed
|
||||||
stat.flying = Flying
|
stat.flying = Flying
|
||||||
stat.ammouse = Ammo Use
|
stat.ammouse = Ammo Use
|
||||||
stat.ammocapacity = Ammo Capacity
|
stat.ammocapacity = Ammo Capacity
|
||||||
@@ -1173,6 +1174,8 @@ bar.activated = Activated
|
|||||||
|
|
||||||
units.processorcontrol = [lightgray]Processor Controlled
|
units.processorcontrol = [lightgray]Processor Controlled
|
||||||
|
|
||||||
|
weapon.pointdefense = [stat]Point Defense
|
||||||
|
|
||||||
bullet.damage = [stat]{0}[lightgray] hävituspunkti
|
bullet.damage = [stat]{0}[lightgray] hävituspunkti
|
||||||
bullet.splashdamage = [stat]{0}[lightgray] hävituspunkti ~[stat] {1}[lightgray] blokki
|
bullet.splashdamage = [stat]{0}[lightgray] hävituspunkti ~[stat] {1}[lightgray] blokki
|
||||||
bullet.incendiary = [stat]süttiv
|
bullet.incendiary = [stat]süttiv
|
||||||
@@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
|||||||
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
||||||
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
|
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
|
||||||
|
bullet.empradius = [stat]{0}[lightgray] tiles EMP radius
|
||||||
|
bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empdamage = [stat]{0}%[lightgray] power damage
|
||||||
|
bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empunitdamage = [stat]{0}%[lightgray] unit damage
|
||||||
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}[lightgray]x frag bullets:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x lightning ~ [stat]{1}[lightgray] damage
|
bullet.lightning = [stat]{0}[lightgray]x lightning ~ [stat]{1}[lightgray] damage
|
||||||
|
bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] building damage
|
bullet.buildingdamage = [stat]{0}%[lightgray] building damage
|
||||||
|
bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
|
||||||
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
||||||
bullet.knockback = [stat]{0}[lightgray]x tagasilöögi kordaja
|
bullet.knockback = [stat]{0}[lightgray]x tagasilöögi kordaja
|
||||||
bullet.pierce = [stat]{0}[lightgray]x pierce
|
bullet.pierce = [stat]{0}[lightgray]x pierce
|
||||||
@@ -1207,6 +1217,7 @@ unit.liquidsecond = vedelikuühikut/s
|
|||||||
unit.itemssecond = ressursiühikut/s
|
unit.itemssecond = ressursiühikut/s
|
||||||
unit.liquidunits = vedelikuühikut
|
unit.liquidunits = vedelikuühikut
|
||||||
unit.powerunits = energiaühikut
|
unit.powerunits = energiaühikut
|
||||||
|
unit.powerequilibrium = power equilibrium
|
||||||
unit.heatunits = heat units
|
unit.heatunits = heat units
|
||||||
unit.degrees = kraadi
|
unit.degrees = kraadi
|
||||||
unit.seconds = s
|
unit.seconds = s
|
||||||
@@ -1224,6 +1235,7 @@ unit.billions = b
|
|||||||
unit.shots = shots
|
unit.shots = shots
|
||||||
unit.pershot = /shot
|
unit.pershot = /shot
|
||||||
unit.perleg = per leg
|
unit.perleg = per leg
|
||||||
|
unit.perside = per side
|
||||||
category.purpose = Purpose
|
category.purpose = Purpose
|
||||||
category.general = Üldinfo
|
category.general = Üldinfo
|
||||||
category.power = Energia
|
category.power = Energia
|
||||||
|
|||||||
+1066
-1054
File diff suppressed because it is too large
Load Diff
@@ -1016,7 +1016,6 @@ stat.targetsair = Hyökkää ilmaan
|
|||||||
stat.targetsground = Hyökkää maahan
|
stat.targetsground = Hyökkää maahan
|
||||||
stat.crushdamage = Crush Damage
|
stat.crushdamage = Crush Damage
|
||||||
stat.legsplashdamage = Leg Splash Damage
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
stat.legsplashrange = Leg Splash Range
|
|
||||||
stat.itemsmoved = Liikkumisnopeus
|
stat.itemsmoved = Liikkumisnopeus
|
||||||
stat.launchtime = Aika laukaisujen välillä
|
stat.launchtime = Aika laukaisujen välillä
|
||||||
stat.shootrange = Kantama
|
stat.shootrange = Kantama
|
||||||
@@ -1033,6 +1032,7 @@ stat.itemcapacity = Tavarakapasiteetti
|
|||||||
stat.memorycapacity = Muistikapasiteetti
|
stat.memorycapacity = Muistikapasiteetti
|
||||||
stat.basepowergeneration = Perus energiantuotto
|
stat.basepowergeneration = Perus energiantuotto
|
||||||
stat.productiontime = Tuotantoaika
|
stat.productiontime = Tuotantoaika
|
||||||
|
stat.warmuptime = Warmup Time
|
||||||
stat.repairtime = Kokonaisen palikan korjausaika
|
stat.repairtime = Kokonaisen palikan korjausaika
|
||||||
stat.repairspeed = Korjausnopeus
|
stat.repairspeed = Korjausnopeus
|
||||||
stat.weapons = Aseet
|
stat.weapons = Aseet
|
||||||
@@ -1075,6 +1075,7 @@ stat.minetier = Kaivuutaso
|
|||||||
stat.payloadcapacity = Lastikapasiteetti
|
stat.payloadcapacity = Lastikapasiteetti
|
||||||
stat.abilities = Erikoisvoimat
|
stat.abilities = Erikoisvoimat
|
||||||
stat.canboost = Voi tehostaa
|
stat.canboost = Voi tehostaa
|
||||||
|
stat.boostingspeed = Boosting Speed
|
||||||
stat.flying = Lentävä
|
stat.flying = Lentävä
|
||||||
stat.ammouse = Ammusten käyttö
|
stat.ammouse = Ammusten käyttö
|
||||||
stat.ammocapacity = Ammo Capacity
|
stat.ammocapacity = Ammo Capacity
|
||||||
@@ -1173,6 +1174,8 @@ bar.activated = Activated
|
|||||||
|
|
||||||
units.processorcontrol = [lightgray]Prosessorin hallitsema
|
units.processorcontrol = [lightgray]Prosessorin hallitsema
|
||||||
|
|
||||||
|
weapon.pointdefense = [stat]Point Defense
|
||||||
|
|
||||||
bullet.damage = [stat]{0}[lightgray] Vahinko
|
bullet.damage = [stat]{0}[lightgray] Vahinko
|
||||||
bullet.splashdamage = [stat]{0}[lightgray] Aluevahinko ~[stat] {1}[lightgray] palikkaa
|
bullet.splashdamage = [stat]{0}[lightgray] Aluevahinko ~[stat] {1}[lightgray] palikkaa
|
||||||
bullet.incendiary = [stat]sytyttävä
|
bullet.incendiary = [stat]sytyttävä
|
||||||
@@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
|||||||
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
||||||
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
|
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
|
||||||
|
bullet.empradius = [stat]{0}[lightgray] tiles EMP radius
|
||||||
|
bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empdamage = [stat]{0}%[lightgray] power damage
|
||||||
|
bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empunitdamage = [stat]{0}%[lightgray] unit damage
|
||||||
bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
||||||
bullet.frags = [stat]{0}[lightgray]x sirpaleammuksia:
|
bullet.frags = [stat]{0}[lightgray]x sirpaleammuksia:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x salama ~ [stat]{1}[lightgray] vahinkoa
|
bullet.lightning = [stat]{0}[lightgray]x salama ~ [stat]{1}[lightgray] vahinkoa
|
||||||
|
bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] vahinko rakennuksiin
|
bullet.buildingdamage = [stat]{0}%[lightgray] vahinko rakennuksiin
|
||||||
|
bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
|
||||||
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
||||||
bullet.knockback = [stat]{0}[lightgray] tönäisy
|
bullet.knockback = [stat]{0}[lightgray] tönäisy
|
||||||
bullet.pierce = [stat]{0}[lightgray]x lävistys
|
bullet.pierce = [stat]{0}[lightgray]x lävistys
|
||||||
@@ -1207,6 +1217,7 @@ unit.liquidsecond = nesteyksikköä/sekunti
|
|||||||
unit.itemssecond = esinettä/sekunti
|
unit.itemssecond = esinettä/sekunti
|
||||||
unit.liquidunits = nesteyksikköä
|
unit.liquidunits = nesteyksikköä
|
||||||
unit.powerunits = energiayksikköä
|
unit.powerunits = energiayksikköä
|
||||||
|
unit.powerequilibrium = power equilibrium
|
||||||
unit.heatunits = lämpöyksikköä
|
unit.heatunits = lämpöyksikköä
|
||||||
unit.degrees = astetta
|
unit.degrees = astetta
|
||||||
unit.seconds = sekunttia
|
unit.seconds = sekunttia
|
||||||
@@ -1224,6 +1235,7 @@ unit.billions = mrd
|
|||||||
unit.shots = shots
|
unit.shots = shots
|
||||||
unit.pershot = /laukaisu
|
unit.pershot = /laukaisu
|
||||||
unit.perleg = per leg
|
unit.perleg = per leg
|
||||||
|
unit.perside = per side
|
||||||
category.purpose = Tarkoitus
|
category.purpose = Tarkoitus
|
||||||
category.general = Yleinen
|
category.general = Yleinen
|
||||||
category.power = Energia
|
category.power = Energia
|
||||||
|
|||||||
@@ -1016,7 +1016,6 @@ stat.targetsair = Tinatarget ng mga Air
|
|||||||
stat.targetsground = Tinatarget ng mga Ground
|
stat.targetsground = Tinatarget ng mga Ground
|
||||||
stat.crushdamage = Crush Damage
|
stat.crushdamage = Crush Damage
|
||||||
stat.legsplashdamage = Leg Splash Damage
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
stat.legsplashrange = Leg Splash Range
|
|
||||||
stat.itemsmoved = Bilis ng Pag-galaw
|
stat.itemsmoved = Bilis ng Pag-galaw
|
||||||
stat.launchtime = Oras sa pagitan ng mga launches
|
stat.launchtime = Oras sa pagitan ng mga launches
|
||||||
stat.shootrange = Saklaw
|
stat.shootrange = Saklaw
|
||||||
@@ -1033,6 +1032,7 @@ stat.itemcapacity = Kapasidad ng mga Aytem
|
|||||||
stat.memorycapacity = Kapasidad ng Memorya
|
stat.memorycapacity = Kapasidad ng Memorya
|
||||||
stat.basepowergeneration = Pagbuo ng Kuryente
|
stat.basepowergeneration = Pagbuo ng Kuryente
|
||||||
stat.productiontime = Oras ng Produksyon
|
stat.productiontime = Oras ng Produksyon
|
||||||
|
stat.warmuptime = Warmup Time
|
||||||
stat.repairtime = Block Full Repair Time
|
stat.repairtime = Block Full Repair Time
|
||||||
stat.repairspeed = Bilis ng pagkumpuni
|
stat.repairspeed = Bilis ng pagkumpuni
|
||||||
stat.weapons = Armas
|
stat.weapons = Armas
|
||||||
@@ -1075,6 +1075,7 @@ stat.minetier = Mine Tier
|
|||||||
stat.payloadcapacity = Kapasidad ng Payload
|
stat.payloadcapacity = Kapasidad ng Payload
|
||||||
stat.abilities = Mga Abilidad
|
stat.abilities = Mga Abilidad
|
||||||
stat.canboost = Maaaring Magpalakas
|
stat.canboost = Maaaring Magpalakas
|
||||||
|
stat.boostingspeed = Boosting Speed
|
||||||
stat.flying = Maaring Maglipad
|
stat.flying = Maaring Maglipad
|
||||||
stat.ammouse = Paggamit ng Bala
|
stat.ammouse = Paggamit ng Bala
|
||||||
stat.ammocapacity = Kapasidad ng Bala
|
stat.ammocapacity = Kapasidad ng Bala
|
||||||
@@ -1173,6 +1174,8 @@ bar.activated = Activated
|
|||||||
|
|
||||||
units.processorcontrol = [lightgray]Processor Controlled
|
units.processorcontrol = [lightgray]Processor Controlled
|
||||||
|
|
||||||
|
weapon.pointdefense = [stat]Point Defense
|
||||||
|
|
||||||
bullet.damage = [stat]{0}[lightgray] damage
|
bullet.damage = [stat]{0}[lightgray] damage
|
||||||
bullet.splashdamage = [stat]{0}[lightgray] area dmg ~[stat] {1}[lightgray] tiles
|
bullet.splashdamage = [stat]{0}[lightgray] area dmg ~[stat] {1}[lightgray] tiles
|
||||||
bullet.incendiary = [stat]incendiary
|
bullet.incendiary = [stat]incendiary
|
||||||
@@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
|||||||
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
||||||
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
|
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
|
||||||
|
bullet.empradius = [stat]{0}[lightgray] tiles EMP radius
|
||||||
|
bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empdamage = [stat]{0}%[lightgray] power damage
|
||||||
|
bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empunitdamage = [stat]{0}%[lightgray] unit damage
|
||||||
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}[lightgray]x frag bullets:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x lightning ~ [stat]{1}[lightgray] damage
|
bullet.lightning = [stat]{0}[lightgray]x lightning ~ [stat]{1}[lightgray] damage
|
||||||
|
bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] building damage
|
bullet.buildingdamage = [stat]{0}%[lightgray] building damage
|
||||||
|
bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
|
||||||
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
||||||
bullet.knockback = [stat]{0}[lightgray] knockback
|
bullet.knockback = [stat]{0}[lightgray] knockback
|
||||||
bullet.pierce = [stat]{0}[lightgray]x pierce
|
bullet.pierce = [stat]{0}[lightgray]x pierce
|
||||||
@@ -1207,6 +1217,7 @@ unit.liquidsecond = mga yunit ng likido/segundo
|
|||||||
unit.itemssecond = aytem/segundo
|
unit.itemssecond = aytem/segundo
|
||||||
unit.liquidunits = mga yunit ng likido
|
unit.liquidunits = mga yunit ng likido
|
||||||
unit.powerunits = mga yunit ng kuryente
|
unit.powerunits = mga yunit ng kuryente
|
||||||
|
unit.powerequilibrium = power equilibrium
|
||||||
unit.heatunits = mga yunit ng init
|
unit.heatunits = mga yunit ng init
|
||||||
unit.degrees = digri
|
unit.degrees = digri
|
||||||
unit.seconds = segundo
|
unit.seconds = segundo
|
||||||
@@ -1224,6 +1235,7 @@ unit.billions = bil
|
|||||||
unit.shots = shots
|
unit.shots = shots
|
||||||
unit.pershot = /shot
|
unit.pershot = /shot
|
||||||
unit.perleg = per leg
|
unit.perleg = per leg
|
||||||
|
unit.perside = per side
|
||||||
category.purpose = Ang Purpose
|
category.purpose = Ang Purpose
|
||||||
category.general = Pangkalahatan
|
category.general = Pangkalahatan
|
||||||
category.power = Kuryente
|
category.power = Kuryente
|
||||||
|
|||||||
@@ -1016,7 +1016,6 @@ stat.targetsair = Cibles Aériennes
|
|||||||
stat.targetsground = Cibles Terrestres
|
stat.targetsground = Cibles Terrestres
|
||||||
stat.crushdamage = Crush Damage
|
stat.crushdamage = Crush Damage
|
||||||
stat.legsplashdamage = Leg Splash Damage
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
stat.legsplashrange = Leg Splash Range
|
|
||||||
stat.itemsmoved = Vitesse de Déplacement
|
stat.itemsmoved = Vitesse de Déplacement
|
||||||
stat.launchtime = Temps entre chaque lancement
|
stat.launchtime = Temps entre chaque lancement
|
||||||
stat.shootrange = Portée de tir
|
stat.shootrange = Portée de tir
|
||||||
@@ -1033,6 +1032,7 @@ stat.itemcapacity = Stockage
|
|||||||
stat.memorycapacity = Mémoire
|
stat.memorycapacity = Mémoire
|
||||||
stat.basepowergeneration = Production d'énergie de Base
|
stat.basepowergeneration = Production d'énergie de Base
|
||||||
stat.productiontime = Durée de production
|
stat.productiontime = Durée de production
|
||||||
|
stat.warmuptime = Warmup Time
|
||||||
stat.repairtime = Durée de réparation complète d'un Bloc
|
stat.repairtime = Durée de réparation complète d'un Bloc
|
||||||
stat.repairspeed = Vitesse de réparation
|
stat.repairspeed = Vitesse de réparation
|
||||||
stat.weapons = Armes
|
stat.weapons = Armes
|
||||||
@@ -1075,6 +1075,7 @@ stat.minetier = Niveau de minage
|
|||||||
stat.payloadcapacity = Capacité de chargement
|
stat.payloadcapacity = Capacité de chargement
|
||||||
stat.abilities = Habilités
|
stat.abilities = Habilités
|
||||||
stat.canboost = Boost
|
stat.canboost = Boost
|
||||||
|
stat.boostingspeed = Boosting Speed
|
||||||
stat.flying = Unité volante
|
stat.flying = Unité volante
|
||||||
stat.ammouse = Utilisation de munitions
|
stat.ammouse = Utilisation de munitions
|
||||||
stat.ammocapacity = Ammo Capacity
|
stat.ammocapacity = Ammo Capacity
|
||||||
@@ -1173,6 +1174,8 @@ bar.activated = Activated
|
|||||||
|
|
||||||
units.processorcontrol = [lightgray]Contrôlé par un processeur.
|
units.processorcontrol = [lightgray]Contrôlé par un processeur.
|
||||||
|
|
||||||
|
weapon.pointdefense = [stat]Point Defense
|
||||||
|
|
||||||
bullet.damage = [stat]{0}[lightgray] dégâts
|
bullet.damage = [stat]{0}[lightgray] dégâts
|
||||||
bullet.splashdamage = [stat]{0}[lightgray] dégâts de zone ~[stat] {1}[lightgray] blocs
|
bullet.splashdamage = [stat]{0}[lightgray] dégâts de zone ~[stat] {1}[lightgray] blocs
|
||||||
bullet.incendiary = [stat]incendiaire
|
bullet.incendiary = [stat]incendiaire
|
||||||
@@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
|||||||
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] limite de dégâts
|
bullet.maxdamagefraction = [stat]{0}%[lightgray] limite de dégâts
|
||||||
bullet.suppression = [stat]{0} sec[lightgray] suppression de soins ~ [stat]{1}[lightgray] blocs
|
bullet.suppression = [stat]{0} sec[lightgray] suppression de soins ~ [stat]{1}[lightgray] blocs
|
||||||
|
bullet.empradius = [stat]{0}[lightgray] tiles EMP radius
|
||||||
|
bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empdamage = [stat]{0}%[lightgray] power damage
|
||||||
|
bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empunitdamage = [stat]{0}%[lightgray] unit damage
|
||||||
bullet.interval = [stat]{0}/sec[lightgray] Balle secondaire:
|
bullet.interval = [stat]{0}/sec[lightgray] Balle secondaire:
|
||||||
bullet.frags = [stat]{0}[lightgray]x Balle à fragmentation:
|
bullet.frags = [stat]{0}[lightgray]x Balle à fragmentation:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x foudre ~ [stat]{1}[lightgray] dégâts
|
bullet.lightning = [stat]{0}[lightgray]x foudre ~ [stat]{1}[lightgray] dégâts
|
||||||
|
bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] des dégâts aux bâtiments
|
bullet.buildingdamage = [stat]{0}%[lightgray] des dégâts aux bâtiments
|
||||||
|
bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
|
||||||
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
||||||
bullet.knockback = [stat]{0}[lightgray] recul
|
bullet.knockback = [stat]{0}[lightgray] recul
|
||||||
bullet.pierce = [stat]{0}[lightgray]x perçant
|
bullet.pierce = [stat]{0}[lightgray]x perçant
|
||||||
@@ -1207,6 +1217,7 @@ unit.liquidsecond = unités de liquide/seconde
|
|||||||
unit.itemssecond = objets/seconde
|
unit.itemssecond = objets/seconde
|
||||||
unit.liquidunits = unités de liquide
|
unit.liquidunits = unités de liquide
|
||||||
unit.powerunits = unités d'énergie
|
unit.powerunits = unités d'énergie
|
||||||
|
unit.powerequilibrium = power equilibrium
|
||||||
unit.heatunits = unités de température
|
unit.heatunits = unités de température
|
||||||
unit.degrees = degrés
|
unit.degrees = degrés
|
||||||
unit.seconds = sec
|
unit.seconds = sec
|
||||||
@@ -1224,6 +1235,7 @@ unit.billions = Md
|
|||||||
unit.shots = tirs
|
unit.shots = tirs
|
||||||
unit.pershot = /tirs
|
unit.pershot = /tirs
|
||||||
unit.perleg = per leg
|
unit.perleg = per leg
|
||||||
|
unit.perside = per side
|
||||||
category.purpose = Description
|
category.purpose = Description
|
||||||
category.general = Caractéristiques
|
category.general = Caractéristiques
|
||||||
category.power = Énergie
|
category.power = Énergie
|
||||||
|
|||||||
@@ -1016,7 +1016,6 @@ stat.targetsair = Légi célpontok
|
|||||||
stat.targetsground = Földi célpontok
|
stat.targetsground = Földi célpontok
|
||||||
stat.crushdamage = Zúzó sebzés
|
stat.crushdamage = Zúzó sebzés
|
||||||
stat.legsplashdamage = Lábbal okozott területsebzés
|
stat.legsplashdamage = Lábbal okozott területsebzés
|
||||||
stat.legsplashrange = Lábbal okozott területsebzés hatótávolsága
|
|
||||||
stat.itemsmoved = Szállítási sebesség
|
stat.itemsmoved = Szállítási sebesség
|
||||||
stat.launchtime = Kilövések közötti idő
|
stat.launchtime = Kilövések közötti idő
|
||||||
stat.shootrange = Hatótávolság
|
stat.shootrange = Hatótávolság
|
||||||
@@ -1033,6 +1032,7 @@ stat.itemcapacity = Nyersanyag-kapacitás
|
|||||||
stat.memorycapacity = Memóriakapacitás
|
stat.memorycapacity = Memóriakapacitás
|
||||||
stat.basepowergeneration = Alap áramtermelés
|
stat.basepowergeneration = Alap áramtermelés
|
||||||
stat.productiontime = Gyártási idő
|
stat.productiontime = Gyártási idő
|
||||||
|
stat.warmuptime = Warmup Time
|
||||||
stat.repairtime = Teljes javítási idő
|
stat.repairtime = Teljes javítási idő
|
||||||
stat.repairspeed = Javítási sebesség
|
stat.repairspeed = Javítási sebesség
|
||||||
stat.weapons = Fegyverek
|
stat.weapons = Fegyverek
|
||||||
@@ -1075,6 +1075,7 @@ stat.minetier = Termelési szint
|
|||||||
stat.payloadcapacity = Raktérkapacitás
|
stat.payloadcapacity = Raktérkapacitás
|
||||||
stat.abilities = Képességek
|
stat.abilities = Képességek
|
||||||
stat.canboost = Erősíthető
|
stat.canboost = Erősíthető
|
||||||
|
stat.boostingspeed = Boosting Speed
|
||||||
stat.flying = Repül
|
stat.flying = Repül
|
||||||
stat.ammouse = Lőszerhasználat
|
stat.ammouse = Lőszerhasználat
|
||||||
stat.ammocapacity = Lőszerkapacitás
|
stat.ammocapacity = Lőszerkapacitás
|
||||||
@@ -1173,6 +1174,8 @@ bar.activated = Activated
|
|||||||
|
|
||||||
units.processorcontrol = [lightgray]Processzorvezérelt
|
units.processorcontrol = [lightgray]Processzorvezérelt
|
||||||
|
|
||||||
|
weapon.pointdefense = [stat]Point Defense
|
||||||
|
|
||||||
bullet.damage = [stat]{0}[lightgray] sebzés
|
bullet.damage = [stat]{0}[lightgray] sebzés
|
||||||
bullet.splashdamage = [stat]{0}[lightgray] területi sebzés ~[stat] {1}[lightgray] mező
|
bullet.splashdamage = [stat]{0}[lightgray] területi sebzés ~[stat] {1}[lightgray] mező
|
||||||
bullet.incendiary = [stat]gyújtó
|
bullet.incendiary = [stat]gyújtó
|
||||||
@@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
|||||||
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] sebzési határérték
|
bullet.maxdamagefraction = [stat]{0}%[lightgray] sebzési határérték
|
||||||
bullet.suppression = [stat]{0} mp[lightgray] javításelnyomás ~[stat]{1}[lightgray] mező
|
bullet.suppression = [stat]{0} mp[lightgray] javításelnyomás ~[stat]{1}[lightgray] mező
|
||||||
|
bullet.empradius = [stat]{0}[lightgray] tiles EMP radius
|
||||||
|
bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empdamage = [stat]{0}%[lightgray] power damage
|
||||||
|
bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empunitdamage = [stat]{0}%[lightgray] unit damage
|
||||||
bullet.interval = [stat]{0}/mp[lightgray] gyakoriságú lövedékek:
|
bullet.interval = [stat]{0}/mp[lightgray] gyakoriságú lövedékek:
|
||||||
bullet.frags = [stat]{0}[lightgray]db repeszlövedék:
|
bullet.frags = [stat]{0}[lightgray]db repeszlövedék:
|
||||||
bullet.lightning = [stat]{0}[lightgray]db villámcsapás ~[stat]{1}[lightgray] sebzés
|
bullet.lightning = [stat]{0}[lightgray]db villámcsapás ~[stat]{1}[lightgray] sebzés
|
||||||
|
bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] épületsebzés
|
bullet.buildingdamage = [stat]{0}%[lightgray] épületsebzés
|
||||||
|
bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
|
||||||
bullet.shielddamage = [stat]{0}%[lightgray] pajzssebzés
|
bullet.shielddamage = [stat]{0}%[lightgray] pajzssebzés
|
||||||
bullet.knockback = [stat]{0}[lightgray] hátralökés
|
bullet.knockback = [stat]{0}[lightgray] hátralökés
|
||||||
bullet.pierce = [stat]{0}[lightgray]x átütő erő
|
bullet.pierce = [stat]{0}[lightgray]x átütő erő
|
||||||
@@ -1207,6 +1217,7 @@ unit.liquidsecond = folyadékegység/mp
|
|||||||
unit.itemssecond = nyersanyag/mp
|
unit.itemssecond = nyersanyag/mp
|
||||||
unit.liquidunits = folyadékegység
|
unit.liquidunits = folyadékegység
|
||||||
unit.powerunits = áramegység
|
unit.powerunits = áramegység
|
||||||
|
unit.powerequilibrium = power equilibrium
|
||||||
unit.heatunits = hőegység
|
unit.heatunits = hőegység
|
||||||
unit.degrees = fok
|
unit.degrees = fok
|
||||||
unit.seconds = másodperc
|
unit.seconds = másodperc
|
||||||
@@ -1224,6 +1235,7 @@ unit.billions = Mrd
|
|||||||
unit.shots = lövés
|
unit.shots = lövés
|
||||||
unit.pershot = /lövés
|
unit.pershot = /lövés
|
||||||
unit.perleg = /láb
|
unit.perleg = /láb
|
||||||
|
unit.perside = per side
|
||||||
category.purpose = Rendeltetés
|
category.purpose = Rendeltetés
|
||||||
category.general = Általános
|
category.general = Általános
|
||||||
category.power = Áram
|
category.power = Áram
|
||||||
|
|||||||
@@ -1016,7 +1016,6 @@ stat.targetsair = Target Udara
|
|||||||
stat.targetsground = Target Darat
|
stat.targetsground = Target Darat
|
||||||
stat.crushdamage = Damage Benturan
|
stat.crushdamage = Damage Benturan
|
||||||
stat.legsplashdamage = Damage Percikan Kaki
|
stat.legsplashdamage = Damage Percikan Kaki
|
||||||
stat.legsplashrange = Jarak Percikan Kaki
|
|
||||||
stat.itemsmoved = Kecepatan Barang
|
stat.itemsmoved = Kecepatan Barang
|
||||||
stat.launchtime = Selang Waktu Peluncuran
|
stat.launchtime = Selang Waktu Peluncuran
|
||||||
stat.shootrange = Jarak
|
stat.shootrange = Jarak
|
||||||
@@ -1033,6 +1032,7 @@ stat.itemcapacity = Kapasitas Item
|
|||||||
stat.memorycapacity = Kapasitas Memori
|
stat.memorycapacity = Kapasitas Memori
|
||||||
stat.basepowergeneration = Produksi Tenaga Dasar
|
stat.basepowergeneration = Produksi Tenaga Dasar
|
||||||
stat.productiontime = Waktu Produksi
|
stat.productiontime = Waktu Produksi
|
||||||
|
stat.warmuptime = Warmup Time
|
||||||
stat.repairtime = Waktu Penuh Perbaikan Blok
|
stat.repairtime = Waktu Penuh Perbaikan Blok
|
||||||
stat.repairspeed = Kecepatan Perbaikan
|
stat.repairspeed = Kecepatan Perbaikan
|
||||||
stat.weapons = Senjata
|
stat.weapons = Senjata
|
||||||
@@ -1075,6 +1075,7 @@ stat.minetier = Tingkat Tambang
|
|||||||
stat.payloadcapacity = Kapasitas Muatan
|
stat.payloadcapacity = Kapasitas Muatan
|
||||||
stat.abilities = Kemampuan
|
stat.abilities = Kemampuan
|
||||||
stat.canboost = Memiliki Pendorong
|
stat.canboost = Memiliki Pendorong
|
||||||
|
stat.boostingspeed = Boosting Speed
|
||||||
stat.flying = Terbang
|
stat.flying = Terbang
|
||||||
stat.ammouse = Penggunaan Amunisi
|
stat.ammouse = Penggunaan Amunisi
|
||||||
stat.ammocapacity = Kapasitas Amunisi
|
stat.ammocapacity = Kapasitas Amunisi
|
||||||
@@ -1173,6 +1174,8 @@ bar.activated = Aktif
|
|||||||
|
|
||||||
units.processorcontrol = [lightgray]Dikendalikan Prosesor
|
units.processorcontrol = [lightgray]Dikendalikan Prosesor
|
||||||
|
|
||||||
|
weapon.pointdefense = [stat]Point Defense
|
||||||
|
|
||||||
bullet.damage = [stat]{0}[lightgray] damage
|
bullet.damage = [stat]{0}[lightgray] damage
|
||||||
bullet.splashdamage = [stat]{0}[lightgray] damage percikan~[stat] {1}[lightgray] ubin
|
bullet.splashdamage = [stat]{0}[lightgray] damage percikan~[stat] {1}[lightgray] ubin
|
||||||
bullet.incendiary = [stat]membakar
|
bullet.incendiary = [stat]membakar
|
||||||
@@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] menembus pelindung
|
|||||||
bullet.antiarmor = [stat]{0}x[lightgray] anti-pelindung
|
bullet.antiarmor = [stat]{0}x[lightgray] anti-pelindung
|
||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] batas damage
|
bullet.maxdamagefraction = [stat]{0}%[lightgray] batas damage
|
||||||
bullet.suppression = [stat]{0}[lightgray] detik penahan perbaikan ~ [stat]{1}[lightgray] ubin
|
bullet.suppression = [stat]{0}[lightgray] detik penahan perbaikan ~ [stat]{1}[lightgray] ubin
|
||||||
|
bullet.empradius = [stat]{0}[lightgray] tiles EMP radius
|
||||||
|
bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empdamage = [stat]{0}%[lightgray] power damage
|
||||||
|
bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empunitdamage = [stat]{0}%[lightgray] unit damage
|
||||||
bullet.interval = [stat]{0}/detik[lightgray] jarak antar peluru:
|
bullet.interval = [stat]{0}/detik[lightgray] jarak antar peluru:
|
||||||
bullet.frags = [stat]{0}[lightgray]x pecahan:
|
bullet.frags = [stat]{0}[lightgray]x pecahan:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x petir ~ [stat]{1}[lightgray] damage
|
bullet.lightning = [stat]{0}[lightgray]x petir ~ [stat]{1}[lightgray] damage
|
||||||
|
bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] damage bangunan
|
bullet.buildingdamage = [stat]{0}%[lightgray] damage bangunan
|
||||||
|
bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
|
||||||
bullet.shielddamage = [stat]{0}%[lightgray] damage perisai
|
bullet.shielddamage = [stat]{0}%[lightgray] damage perisai
|
||||||
bullet.knockback = [stat]{0}[lightgray] terdorong
|
bullet.knockback = [stat]{0}[lightgray] terdorong
|
||||||
bullet.pierce = [stat]{0}[lightgray]x tembus
|
bullet.pierce = [stat]{0}[lightgray]x tembus
|
||||||
@@ -1207,6 +1217,7 @@ unit.liquidsecond = unit zat cair/detik
|
|||||||
unit.itemssecond = item/detik
|
unit.itemssecond = item/detik
|
||||||
unit.liquidunits = unit zat cair
|
unit.liquidunits = unit zat cair
|
||||||
unit.powerunits = unit tenaga
|
unit.powerunits = unit tenaga
|
||||||
|
unit.powerequilibrium = power equilibrium
|
||||||
unit.heatunits = unit panas
|
unit.heatunits = unit panas
|
||||||
unit.degrees = derajat
|
unit.degrees = derajat
|
||||||
unit.seconds = detik
|
unit.seconds = detik
|
||||||
@@ -1224,6 +1235,7 @@ unit.billions = m
|
|||||||
unit.shots = tembakan
|
unit.shots = tembakan
|
||||||
unit.pershot = /tembakan
|
unit.pershot = /tembakan
|
||||||
unit.perleg = per kaki
|
unit.perleg = per kaki
|
||||||
|
unit.perside = per side
|
||||||
category.purpose = Kegunaan
|
category.purpose = Kegunaan
|
||||||
category.general = Umum
|
category.general = Umum
|
||||||
category.power = Tenaga
|
category.power = Tenaga
|
||||||
|
|||||||
@@ -1016,7 +1016,6 @@ stat.targetsair = Attacca Nemici Aerei
|
|||||||
stat.targetsground = Attacca Nemici Terreni
|
stat.targetsground = Attacca Nemici Terreni
|
||||||
stat.crushdamage = Crush Damage
|
stat.crushdamage = Crush Damage
|
||||||
stat.legsplashdamage = Leg Splash Damage
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
stat.legsplashrange = Leg Splash Range
|
|
||||||
stat.itemsmoved = Velocità
|
stat.itemsmoved = Velocità
|
||||||
stat.launchtime = Tempo tra Lanci
|
stat.launchtime = Tempo tra Lanci
|
||||||
stat.shootrange = Raggio
|
stat.shootrange = Raggio
|
||||||
@@ -1033,6 +1032,7 @@ stat.itemcapacity = Capacità Oggetti
|
|||||||
stat.memorycapacity = Capacità di Memoria
|
stat.memorycapacity = Capacità di Memoria
|
||||||
stat.basepowergeneration = Generazione Minima di Energia
|
stat.basepowergeneration = Generazione Minima di Energia
|
||||||
stat.productiontime = Tempo di Produzione
|
stat.productiontime = Tempo di Produzione
|
||||||
|
stat.warmuptime = Warmup Time
|
||||||
stat.repairtime = Tempo di Riparazione Completa
|
stat.repairtime = Tempo di Riparazione Completa
|
||||||
stat.repairspeed = Velocità di riparazione
|
stat.repairspeed = Velocità di riparazione
|
||||||
stat.weapons = Armi
|
stat.weapons = Armi
|
||||||
@@ -1075,6 +1075,7 @@ stat.minetier = Livello Estrazione
|
|||||||
stat.payloadcapacity = Capacità di Carico
|
stat.payloadcapacity = Capacità di Carico
|
||||||
stat.abilities = Abilità
|
stat.abilities = Abilità
|
||||||
stat.canboost = Capace di Potenziamento
|
stat.canboost = Capace di Potenziamento
|
||||||
|
stat.boostingspeed = Boosting Speed
|
||||||
stat.flying = Volo
|
stat.flying = Volo
|
||||||
stat.ammouse = Consumo di munizioni
|
stat.ammouse = Consumo di munizioni
|
||||||
stat.ammocapacity = Ammo Capacity
|
stat.ammocapacity = Ammo Capacity
|
||||||
@@ -1173,6 +1174,8 @@ bar.activated = Attivato
|
|||||||
|
|
||||||
units.processorcontrol = [lightgray]Controllato dal Processore
|
units.processorcontrol = [lightgray]Controllato dal Processore
|
||||||
|
|
||||||
|
weapon.pointdefense = [stat]Point Defense
|
||||||
|
|
||||||
bullet.damage = [stat]{0}[lightgray] danno
|
bullet.damage = [stat]{0}[lightgray] danno
|
||||||
bullet.splashdamage = [stat]{0}[lightgray] danno ad area ~[stat] {1}[lightgray] blocchi
|
bullet.splashdamage = [stat]{0}[lightgray] danno ad area ~[stat] {1}[lightgray] blocchi
|
||||||
bullet.incendiary = [stat]incendiario
|
bullet.incendiary = [stat]incendiario
|
||||||
@@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
|||||||
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] limite danno
|
bullet.maxdamagefraction = [stat]{0}%[lightgray] limite danno
|
||||||
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
|
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
|
||||||
|
bullet.empradius = [stat]{0}[lightgray] tiles EMP radius
|
||||||
|
bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empdamage = [stat]{0}%[lightgray] power damage
|
||||||
|
bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empunitdamage = [stat]{0}%[lightgray] unit damage
|
||||||
bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
||||||
bullet.frags = [stat]{0}[lightgray]x frammentazione:
|
bullet.frags = [stat]{0}[lightgray]x frammentazione:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x fulmine ~ [stat]{1}[lightgray] danno
|
bullet.lightning = [stat]{0}[lightgray]x fulmine ~ [stat]{1}[lightgray] danno
|
||||||
|
bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] danno alle costruzioni
|
bullet.buildingdamage = [stat]{0}%[lightgray] danno alle costruzioni
|
||||||
|
bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
|
||||||
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
||||||
bullet.knockback = [stat]{0}[lightgray] contraccolpo
|
bullet.knockback = [stat]{0}[lightgray] contraccolpo
|
||||||
bullet.pierce = [stat]{0}[lightgray]x perforazione
|
bullet.pierce = [stat]{0}[lightgray]x perforazione
|
||||||
@@ -1207,6 +1217,7 @@ unit.liquidsecond = unità liquide/s
|
|||||||
unit.itemssecond = oggetti/s
|
unit.itemssecond = oggetti/s
|
||||||
unit.liquidunits = unità liquidi
|
unit.liquidunits = unità liquidi
|
||||||
unit.powerunits = unità energetica
|
unit.powerunits = unità energetica
|
||||||
|
unit.powerequilibrium = power equilibrium
|
||||||
unit.heatunits = unità termica
|
unit.heatunits = unità termica
|
||||||
unit.degrees = gradi
|
unit.degrees = gradi
|
||||||
unit.seconds = secondi
|
unit.seconds = secondi
|
||||||
@@ -1224,6 +1235,7 @@ unit.billions = mld
|
|||||||
unit.shots = shots
|
unit.shots = shots
|
||||||
unit.pershot = /colpo
|
unit.pershot = /colpo
|
||||||
unit.perleg = per leg
|
unit.perleg = per leg
|
||||||
|
unit.perside = per side
|
||||||
category.purpose = Scopo
|
category.purpose = Scopo
|
||||||
category.general = Generali
|
category.general = Generali
|
||||||
category.power = Energia
|
category.power = Energia
|
||||||
|
|||||||
@@ -1016,7 +1016,6 @@ stat.targetsair = 対空攻撃
|
|||||||
stat.targetsground = 対地攻撃
|
stat.targetsground = 対地攻撃
|
||||||
stat.crushdamage = Crush Damage
|
stat.crushdamage = Crush Damage
|
||||||
stat.legsplashdamage = Leg Splash Damage
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
stat.legsplashrange = Leg Splash Range
|
|
||||||
stat.itemsmoved = 輸送速度
|
stat.itemsmoved = 輸送速度
|
||||||
stat.launchtime = 発射の待機時間
|
stat.launchtime = 発射の待機時間
|
||||||
stat.shootrange = 範囲
|
stat.shootrange = 範囲
|
||||||
@@ -1033,6 +1032,7 @@ stat.itemcapacity = アイテム容量
|
|||||||
stat.memorycapacity = メモリー容量
|
stat.memorycapacity = メモリー容量
|
||||||
stat.basepowergeneration = 基本発電量
|
stat.basepowergeneration = 基本発電量
|
||||||
stat.productiontime = 製造速度
|
stat.productiontime = 製造速度
|
||||||
|
stat.warmuptime = Warmup Time
|
||||||
stat.repairtime = ブロックの完全修復速度
|
stat.repairtime = ブロックの完全修復速度
|
||||||
stat.repairspeed = 修復速度
|
stat.repairspeed = 修復速度
|
||||||
stat.weapons = 武器
|
stat.weapons = 武器
|
||||||
@@ -1075,6 +1075,7 @@ stat.minetier = 採掘
|
|||||||
stat.payloadcapacity = 積載容量
|
stat.payloadcapacity = 積載容量
|
||||||
stat.abilities = 能力
|
stat.abilities = 能力
|
||||||
stat.canboost = ブースト可能
|
stat.canboost = ブースト可能
|
||||||
|
stat.boostingspeed = Boosting Speed
|
||||||
stat.flying = 飛行
|
stat.flying = 飛行
|
||||||
stat.ammouse = 使用弾薬
|
stat.ammouse = 使用弾薬
|
||||||
stat.ammocapacity = 弾丸容量
|
stat.ammocapacity = 弾丸容量
|
||||||
@@ -1173,6 +1174,8 @@ bar.activated = Activated
|
|||||||
|
|
||||||
units.processorcontrol = [lightgray]プロセッサーの制御下
|
units.processorcontrol = [lightgray]プロセッサーの制御下
|
||||||
|
|
||||||
|
weapon.pointdefense = [stat]Point Defense
|
||||||
|
|
||||||
bullet.damage = [stat]{0}[lightgray] ダメージ
|
bullet.damage = [stat]{0}[lightgray] ダメージ
|
||||||
bullet.splashdamage = [stat]{0}[lightgray] 範囲ダメージ 約[stat] {1}[lightgray] タイル
|
bullet.splashdamage = [stat]{0}[lightgray] 範囲ダメージ 約[stat] {1}[lightgray] タイル
|
||||||
bullet.incendiary = [stat]焼夷弾
|
bullet.incendiary = [stat]焼夷弾
|
||||||
@@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
|||||||
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] ダメージ制限
|
bullet.maxdamagefraction = [stat]{0}%[lightgray] ダメージ制限
|
||||||
bullet.suppression = [stat]{0} 秒[lightgray] 修復妨害 ~ [stat]{1}[lightgray] タイル
|
bullet.suppression = [stat]{0} 秒[lightgray] 修復妨害 ~ [stat]{1}[lightgray] タイル
|
||||||
|
bullet.empradius = [stat]{0}[lightgray] tiles EMP radius
|
||||||
|
bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empdamage = [stat]{0}%[lightgray] power damage
|
||||||
|
bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empunitdamage = [stat]{0}%[lightgray] unit damage
|
||||||
bullet.interval = [stat]{0}/秒[lightgray] 発砲間隔:
|
bullet.interval = [stat]{0}/秒[lightgray] 発砲間隔:
|
||||||
bullet.frags = [stat]{0}[lightgray]x 破片数:
|
bullet.frags = [stat]{0}[lightgray]x 破片数:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x 電撃 ~ [stat]{1}[lightgray] ダメージ
|
bullet.lightning = [stat]{0}[lightgray]x 電撃 ~ [stat]{1}[lightgray] ダメージ
|
||||||
|
bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] 対物ダメージ
|
bullet.buildingdamage = [stat]{0}%[lightgray] 対物ダメージ
|
||||||
|
bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
|
||||||
bullet.shielddamage = [stat]{0}%[lightgray] シールドダメージ
|
bullet.shielddamage = [stat]{0}%[lightgray] シールドダメージ
|
||||||
bullet.knockback = [stat]{0}[lightgray] ノックバック
|
bullet.knockback = [stat]{0}[lightgray] ノックバック
|
||||||
bullet.pierce = [stat]{0}[lightgray]x 貫通弾
|
bullet.pierce = [stat]{0}[lightgray]x 貫通弾
|
||||||
@@ -1207,6 +1217,7 @@ unit.liquidsecond = 液体/秒
|
|||||||
unit.itemssecond = アイテム/秒
|
unit.itemssecond = アイテム/秒
|
||||||
unit.liquidunits = 液体
|
unit.liquidunits = 液体
|
||||||
unit.powerunits = 電力
|
unit.powerunits = 電力
|
||||||
|
unit.powerequilibrium = power equilibrium
|
||||||
unit.heatunits = 熱量
|
unit.heatunits = 熱量
|
||||||
unit.degrees = 度
|
unit.degrees = 度
|
||||||
unit.seconds = 秒
|
unit.seconds = 秒
|
||||||
@@ -1224,6 +1235,7 @@ unit.billions = b
|
|||||||
unit.shots = 発
|
unit.shots = 発
|
||||||
unit.pershot = /発
|
unit.pershot = /発
|
||||||
unit.perleg = per leg
|
unit.perleg = per leg
|
||||||
|
unit.perside = per side
|
||||||
category.purpose = 説明
|
category.purpose = 説明
|
||||||
category.general = 一般
|
category.general = 一般
|
||||||
category.power = 電力
|
category.power = 電力
|
||||||
|
|||||||
@@ -1016,7 +1016,6 @@ stat.targetsair = 공중 조준
|
|||||||
stat.targetsground = 지상 조준
|
stat.targetsground = 지상 조준
|
||||||
stat.crushdamage = 파쇄 피해
|
stat.crushdamage = 파쇄 피해
|
||||||
stat.legsplashdamage = 다리 짓밟기 피해
|
stat.legsplashdamage = 다리 짓밟기 피해
|
||||||
stat.legsplashrange = 다리 짓밟기 피해 범위
|
|
||||||
stat.itemsmoved = 이동 속도
|
stat.itemsmoved = 이동 속도
|
||||||
stat.launchtime = 출격 간격
|
stat.launchtime = 출격 간격
|
||||||
stat.shootrange = 사거리
|
stat.shootrange = 사거리
|
||||||
@@ -1033,6 +1032,7 @@ stat.itemcapacity = 자원 용량
|
|||||||
stat.memorycapacity = 변수 용량
|
stat.memorycapacity = 변수 용량
|
||||||
stat.basepowergeneration = 기본 전력 발전량
|
stat.basepowergeneration = 기본 전력 발전량
|
||||||
stat.productiontime = 소요 시간
|
stat.productiontime = 소요 시간
|
||||||
|
stat.warmuptime = Warmup Time
|
||||||
stat.repairtime = 건물 완전 수리 시간
|
stat.repairtime = 건물 완전 수리 시간
|
||||||
stat.repairspeed = 수리 속도
|
stat.repairspeed = 수리 속도
|
||||||
stat.weapons = 무기
|
stat.weapons = 무기
|
||||||
@@ -1075,6 +1075,7 @@ stat.minetier = 채굴 등급
|
|||||||
stat.payloadcapacity = 화물 용량
|
stat.payloadcapacity = 화물 용량
|
||||||
stat.abilities = 능력
|
stat.abilities = 능력
|
||||||
stat.canboost = 이륙 가능
|
stat.canboost = 이륙 가능
|
||||||
|
stat.boostingspeed = Boosting Speed
|
||||||
stat.flying = 비행
|
stat.flying = 비행
|
||||||
stat.ammouse = 탄약 사용
|
stat.ammouse = 탄약 사용
|
||||||
stat.ammocapacity = 탄약 용량
|
stat.ammocapacity = 탄약 용량
|
||||||
@@ -1173,6 +1174,8 @@ bar.activated = 활성화됨
|
|||||||
|
|
||||||
units.processorcontrol = [lightgray]프로세서 제어됨[]
|
units.processorcontrol = [lightgray]프로세서 제어됨[]
|
||||||
|
|
||||||
|
weapon.pointdefense = [stat]Point Defense
|
||||||
|
|
||||||
bullet.damage = [stat]{0}[lightgray] 피해량[][]
|
bullet.damage = [stat]{0}[lightgray] 피해량[][]
|
||||||
bullet.splashdamage = [stat]{0}[lightgray] 범위 피해량 ~ [stat]{1}[lightgray] 타일[][][][]
|
bullet.splashdamage = [stat]{0}[lightgray] 범위 피해량 ~ [stat]{1}[lightgray] 타일[][][][]
|
||||||
bullet.incendiary = [stat]방화[]
|
bullet.incendiary = [stat]방화[]
|
||||||
@@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] 방어력 관통
|
|||||||
bullet.antiarmor = [stat]{0}x[lightgray] 방어력 반격
|
bullet.antiarmor = [stat]{0}x[lightgray] 방어력 반격
|
||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] 피해 한도
|
bullet.maxdamagefraction = [stat]{0}%[lightgray] 피해 한도
|
||||||
bullet.suppression = [stat]{0} 초[lightgray] 수리 억제 ~ [stat]{1}[lightgray] 타일
|
bullet.suppression = [stat]{0} 초[lightgray] 수리 억제 ~ [stat]{1}[lightgray] 타일
|
||||||
|
bullet.empradius = [stat]{0}[lightgray] tiles EMP radius
|
||||||
|
bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empdamage = [stat]{0}%[lightgray] power damage
|
||||||
|
bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empunitdamage = [stat]{0}%[lightgray] unit damage
|
||||||
bullet.interval = [stat]{0}/초[lightgray] 간격 탄환:
|
bullet.interval = [stat]{0}/초[lightgray] 간격 탄환:
|
||||||
bullet.frags = [stat]{0}[lightgray]개 파편 탄환:[][]
|
bullet.frags = [stat]{0}[lightgray]개 파편 탄환:[][]
|
||||||
bullet.lightning = [stat]{0}[lightgray]x 전격 ~ [stat]{1}[lightgray] 피해량[][][][]
|
bullet.lightning = [stat]{0}[lightgray]x 전격 ~ [stat]{1}[lightgray] 피해량[][][][]
|
||||||
|
bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] 건물 피해량[][]
|
bullet.buildingdamage = [stat]{0}%[lightgray] 건물 피해량[][]
|
||||||
|
bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
|
||||||
bullet.shielddamage = [stat]{0}%[lightgray] 보호막 피해량
|
bullet.shielddamage = [stat]{0}%[lightgray] 보호막 피해량
|
||||||
bullet.knockback = [stat]{0}[lightgray] 넉백[][]
|
bullet.knockback = [stat]{0}[lightgray] 넉백[][]
|
||||||
bullet.pierce = [stat]{0}[lightgray]번 관통[][]
|
bullet.pierce = [stat]{0}[lightgray]번 관통[][]
|
||||||
@@ -1207,6 +1217,7 @@ unit.liquidsecond = 액체/초
|
|||||||
unit.itemssecond = 자원/초
|
unit.itemssecond = 자원/초
|
||||||
unit.liquidunits = 액체
|
unit.liquidunits = 액체
|
||||||
unit.powerunits = 전력
|
unit.powerunits = 전력
|
||||||
|
unit.powerequilibrium = power equilibrium
|
||||||
unit.heatunits = 열 단위
|
unit.heatunits = 열 단위
|
||||||
unit.degrees = 도
|
unit.degrees = 도
|
||||||
unit.seconds = 초
|
unit.seconds = 초
|
||||||
@@ -1224,6 +1235,7 @@ unit.billions = b
|
|||||||
unit.shots = 발
|
unit.shots = 발
|
||||||
unit.pershot = /발
|
unit.pershot = /발
|
||||||
unit.perleg = /다리
|
unit.perleg = /다리
|
||||||
|
unit.perside = per side
|
||||||
category.purpose = 목적
|
category.purpose = 목적
|
||||||
category.general = 일반
|
category.general = 일반
|
||||||
category.power = 전력
|
category.power = 전력
|
||||||
|
|||||||
@@ -1016,7 +1016,6 @@ stat.targetsair = Šaudo į oro taikinius
|
|||||||
stat.targetsground = Šaudo į žemės taikinius
|
stat.targetsground = Šaudo į žemės taikinius
|
||||||
stat.crushdamage = Crush Damage
|
stat.crushdamage = Crush Damage
|
||||||
stat.legsplashdamage = Leg Splash Damage
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
stat.legsplashrange = Leg Splash Range
|
|
||||||
stat.itemsmoved = Judėjimo Greitis
|
stat.itemsmoved = Judėjimo Greitis
|
||||||
stat.launchtime = Laikas Tarp Paleidimų
|
stat.launchtime = Laikas Tarp Paleidimų
|
||||||
stat.shootrange = Atstumas
|
stat.shootrange = Atstumas
|
||||||
@@ -1033,6 +1032,7 @@ stat.itemcapacity = Daiktų Talpumas
|
|||||||
stat.memorycapacity = Memory Capacity
|
stat.memorycapacity = Memory Capacity
|
||||||
stat.basepowergeneration = Bazinis Energijos Generavimas
|
stat.basepowergeneration = Bazinis Energijos Generavimas
|
||||||
stat.productiontime = Gamybos Laikas
|
stat.productiontime = Gamybos Laikas
|
||||||
|
stat.warmuptime = Warmup Time
|
||||||
stat.repairtime = Pilnas bloko sutaisymo laikas
|
stat.repairtime = Pilnas bloko sutaisymo laikas
|
||||||
stat.repairspeed = Repair Speed
|
stat.repairspeed = Repair Speed
|
||||||
stat.weapons = Weapons
|
stat.weapons = Weapons
|
||||||
@@ -1075,6 +1075,7 @@ stat.minetier = Mine Tier
|
|||||||
stat.payloadcapacity = Payload Capacity
|
stat.payloadcapacity = Payload Capacity
|
||||||
stat.abilities = Abilities
|
stat.abilities = Abilities
|
||||||
stat.canboost = Can Boost
|
stat.canboost = Can Boost
|
||||||
|
stat.boostingspeed = Boosting Speed
|
||||||
stat.flying = Flying
|
stat.flying = Flying
|
||||||
stat.ammouse = Ammo Use
|
stat.ammouse = Ammo Use
|
||||||
stat.ammocapacity = Ammo Capacity
|
stat.ammocapacity = Ammo Capacity
|
||||||
@@ -1173,6 +1174,8 @@ bar.activated = Activated
|
|||||||
|
|
||||||
units.processorcontrol = [lightgray]Processor Controlled
|
units.processorcontrol = [lightgray]Processor Controlled
|
||||||
|
|
||||||
|
weapon.pointdefense = [stat]Point Defense
|
||||||
|
|
||||||
bullet.damage = [stat]{0}[lightgray] žalos
|
bullet.damage = [stat]{0}[lightgray] žalos
|
||||||
bullet.splashdamage = [stat]{0}[lightgray] zonos žalos ~[stat] {1}[lightgray] blokai
|
bullet.splashdamage = [stat]{0}[lightgray] zonos žalos ~[stat] {1}[lightgray] blokai
|
||||||
bullet.incendiary = [stat]uždegantis
|
bullet.incendiary = [stat]uždegantis
|
||||||
@@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
|||||||
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
||||||
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
|
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
|
||||||
|
bullet.empradius = [stat]{0}[lightgray] tiles EMP radius
|
||||||
|
bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empdamage = [stat]{0}%[lightgray] power damage
|
||||||
|
bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empunitdamage = [stat]{0}%[lightgray] unit damage
|
||||||
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}[lightgray]x frag bullets:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x lightning ~ [stat]{1}[lightgray] damage
|
bullet.lightning = [stat]{0}[lightgray]x lightning ~ [stat]{1}[lightgray] damage
|
||||||
|
bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] building damage
|
bullet.buildingdamage = [stat]{0}%[lightgray] building damage
|
||||||
|
bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
|
||||||
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
||||||
bullet.knockback = [stat]{0}[lightgray] numušimas
|
bullet.knockback = [stat]{0}[lightgray] numušimas
|
||||||
bullet.pierce = [stat]{0}[lightgray]x pierce
|
bullet.pierce = [stat]{0}[lightgray]x pierce
|
||||||
@@ -1207,6 +1217,7 @@ unit.liquidsecond = skysčio per sekundę
|
|||||||
unit.itemssecond = daiktų per sekundę
|
unit.itemssecond = daiktų per sekundę
|
||||||
unit.liquidunits = skysčio vienetai
|
unit.liquidunits = skysčio vienetai
|
||||||
unit.powerunits = energijos vienetai
|
unit.powerunits = energijos vienetai
|
||||||
|
unit.powerequilibrium = power equilibrium
|
||||||
unit.heatunits = heat units
|
unit.heatunits = heat units
|
||||||
unit.degrees = laipsnių
|
unit.degrees = laipsnių
|
||||||
unit.seconds = sekundės
|
unit.seconds = sekundės
|
||||||
@@ -1224,6 +1235,7 @@ unit.billions = b
|
|||||||
unit.shots = shots
|
unit.shots = shots
|
||||||
unit.pershot = /shot
|
unit.pershot = /shot
|
||||||
unit.perleg = per leg
|
unit.perleg = per leg
|
||||||
|
unit.perside = per side
|
||||||
category.purpose = Purpose
|
category.purpose = Purpose
|
||||||
category.general = Bendra
|
category.general = Bendra
|
||||||
category.power = Energija
|
category.power = Energija
|
||||||
|
|||||||
@@ -1016,7 +1016,6 @@ stat.targetsair = Luchtdoelwitten
|
|||||||
stat.targetsground = Gronddoelwitten
|
stat.targetsground = Gronddoelwitten
|
||||||
stat.crushdamage = Crush Damage
|
stat.crushdamage = Crush Damage
|
||||||
stat.legsplashdamage = Leg Splash Damage
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
stat.legsplashrange = Leg Splash Range
|
|
||||||
stat.itemsmoved = Beweegingssnelheid
|
stat.itemsmoved = Beweegingssnelheid
|
||||||
stat.launchtime = Tijd tussen lanceringen
|
stat.launchtime = Tijd tussen lanceringen
|
||||||
stat.shootrange = Bereik
|
stat.shootrange = Bereik
|
||||||
@@ -1033,6 +1032,7 @@ stat.itemcapacity = Itemcapaciteit
|
|||||||
stat.memorycapacity = Geheugencapaciteit
|
stat.memorycapacity = Geheugencapaciteit
|
||||||
stat.basepowergeneration = Standaard Stroom Generatie
|
stat.basepowergeneration = Standaard Stroom Generatie
|
||||||
stat.productiontime = Productie Tijd
|
stat.productiontime = Productie Tijd
|
||||||
|
stat.warmuptime = Warmup Time
|
||||||
stat.repairtime = Volledige Blok Repareertijd
|
stat.repairtime = Volledige Blok Repareertijd
|
||||||
stat.repairspeed = Repareersnelheid
|
stat.repairspeed = Repareersnelheid
|
||||||
stat.weapons = Wapens
|
stat.weapons = Wapens
|
||||||
@@ -1075,6 +1075,7 @@ stat.minetier = Delvingsniveau
|
|||||||
stat.payloadcapacity = Ladingscapaciteit
|
stat.payloadcapacity = Ladingscapaciteit
|
||||||
stat.abilities = Capaciteiten
|
stat.abilities = Capaciteiten
|
||||||
stat.canboost = Kan Boosten
|
stat.canboost = Kan Boosten
|
||||||
|
stat.boostingspeed = Boosting Speed
|
||||||
stat.flying = Vliegende
|
stat.flying = Vliegende
|
||||||
stat.ammouse = Ammunitie gebruik
|
stat.ammouse = Ammunitie gebruik
|
||||||
stat.ammocapacity = Ammo Capacity
|
stat.ammocapacity = Ammo Capacity
|
||||||
@@ -1173,6 +1174,8 @@ bar.activated = Activated
|
|||||||
|
|
||||||
units.processorcontrol = [lightgray]Processor Gestuurd
|
units.processorcontrol = [lightgray]Processor Gestuurd
|
||||||
|
|
||||||
|
weapon.pointdefense = [stat]Point Defense
|
||||||
|
|
||||||
bullet.damage = [stat]{0}[lightgray] schade
|
bullet.damage = [stat]{0}[lightgray] schade
|
||||||
bullet.splashdamage = [stat]{0}[lightgray] gebied scade ~[stat] {1}[lightgray] tegels
|
bullet.splashdamage = [stat]{0}[lightgray] gebied scade ~[stat] {1}[lightgray] tegels
|
||||||
bullet.incendiary = [stat]brandstichtend
|
bullet.incendiary = [stat]brandstichtend
|
||||||
@@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
|||||||
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
||||||
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
|
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
|
||||||
|
bullet.empradius = [stat]{0}[lightgray] tiles EMP radius
|
||||||
|
bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empdamage = [stat]{0}%[lightgray] power damage
|
||||||
|
bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empunitdamage = [stat]{0}%[lightgray] unit damage
|
||||||
bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
||||||
bullet.frags = [stat]{0}[lightgray]x fragment kogels:
|
bullet.frags = [stat]{0}[lightgray]x fragment kogels:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x bliksem ~ [stat]{1}[lightgray] schade
|
bullet.lightning = [stat]{0}[lightgray]x bliksem ~ [stat]{1}[lightgray] schade
|
||||||
|
bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] gebouwschade
|
bullet.buildingdamage = [stat]{0}%[lightgray] gebouwschade
|
||||||
|
bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
|
||||||
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
||||||
bullet.knockback = [stat]{0}[lightgray] terugslag
|
bullet.knockback = [stat]{0}[lightgray] terugslag
|
||||||
bullet.pierce = [stat]{0}[lightgray]x doorboor
|
bullet.pierce = [stat]{0}[lightgray]x doorboor
|
||||||
@@ -1207,6 +1217,7 @@ unit.liquidsecond = vloeistof eenheden/seconde
|
|||||||
unit.itemssecond = materialen/seconde
|
unit.itemssecond = materialen/seconde
|
||||||
unit.liquidunits = vloeistof eenheden
|
unit.liquidunits = vloeistof eenheden
|
||||||
unit.powerunits = stroom eenheden
|
unit.powerunits = stroom eenheden
|
||||||
|
unit.powerequilibrium = power equilibrium
|
||||||
unit.heatunits = warmte eenheden
|
unit.heatunits = warmte eenheden
|
||||||
unit.degrees = graden
|
unit.degrees = graden
|
||||||
unit.seconds = seconden
|
unit.seconds = seconden
|
||||||
@@ -1224,6 +1235,7 @@ unit.billions = mjd
|
|||||||
unit.shots = shots
|
unit.shots = shots
|
||||||
unit.pershot = /schot
|
unit.pershot = /schot
|
||||||
unit.perleg = per leg
|
unit.perleg = per leg
|
||||||
|
unit.perside = per side
|
||||||
category.purpose = Doel
|
category.purpose = Doel
|
||||||
category.general = Algemeen
|
category.general = Algemeen
|
||||||
category.power = Stroom
|
category.power = Stroom
|
||||||
|
|||||||
@@ -1016,7 +1016,6 @@ stat.targetsair = Targets Air
|
|||||||
stat.targetsground = Targets Ground
|
stat.targetsground = Targets Ground
|
||||||
stat.crushdamage = Crush Damage
|
stat.crushdamage = Crush Damage
|
||||||
stat.legsplashdamage = Leg Splash Damage
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
stat.legsplashrange = Leg Splash Range
|
|
||||||
stat.itemsmoved = Move Speed
|
stat.itemsmoved = Move Speed
|
||||||
stat.launchtime = Time Between Launches
|
stat.launchtime = Time Between Launches
|
||||||
stat.shootrange = Range
|
stat.shootrange = Range
|
||||||
@@ -1033,6 +1032,7 @@ stat.itemcapacity = Item Capacity
|
|||||||
stat.memorycapacity = Memory Capacity
|
stat.memorycapacity = Memory Capacity
|
||||||
stat.basepowergeneration = Base Power Generation
|
stat.basepowergeneration = Base Power Generation
|
||||||
stat.productiontime = Production Time
|
stat.productiontime = Production Time
|
||||||
|
stat.warmuptime = Warmup Time
|
||||||
stat.repairtime = Block Full Repair Time
|
stat.repairtime = Block Full Repair Time
|
||||||
stat.repairspeed = Repair Speed
|
stat.repairspeed = Repair Speed
|
||||||
stat.weapons = Weapons
|
stat.weapons = Weapons
|
||||||
@@ -1075,6 +1075,7 @@ stat.minetier = Mine Tier
|
|||||||
stat.payloadcapacity = Payload Capacity
|
stat.payloadcapacity = Payload Capacity
|
||||||
stat.abilities = Abilities
|
stat.abilities = Abilities
|
||||||
stat.canboost = Can Boost
|
stat.canboost = Can Boost
|
||||||
|
stat.boostingspeed = Boosting Speed
|
||||||
stat.flying = Flying
|
stat.flying = Flying
|
||||||
stat.ammouse = Ammo Use
|
stat.ammouse = Ammo Use
|
||||||
stat.ammocapacity = Ammo Capacity
|
stat.ammocapacity = Ammo Capacity
|
||||||
@@ -1173,6 +1174,8 @@ bar.activated = Activated
|
|||||||
|
|
||||||
units.processorcontrol = [lightgray]Processor Controlled
|
units.processorcontrol = [lightgray]Processor Controlled
|
||||||
|
|
||||||
|
weapon.pointdefense = [stat]Point Defense
|
||||||
|
|
||||||
bullet.damage = [stat]{0}[lightgray] damage
|
bullet.damage = [stat]{0}[lightgray] damage
|
||||||
bullet.splashdamage = [stat]{0}[lightgray] area dmg ~[stat] {1}[lightgray] tiles
|
bullet.splashdamage = [stat]{0}[lightgray] area dmg ~[stat] {1}[lightgray] tiles
|
||||||
bullet.incendiary = [stat]incendiary
|
bullet.incendiary = [stat]incendiary
|
||||||
@@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
|||||||
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
||||||
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
|
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
|
||||||
|
bullet.empradius = [stat]{0}[lightgray] tiles EMP radius
|
||||||
|
bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empdamage = [stat]{0}%[lightgray] power damage
|
||||||
|
bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empunitdamage = [stat]{0}%[lightgray] unit damage
|
||||||
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}[lightgray]x frag bullets:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x lightning ~ [stat]{1}[lightgray] damage
|
bullet.lightning = [stat]{0}[lightgray]x lightning ~ [stat]{1}[lightgray] damage
|
||||||
|
bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] building damage
|
bullet.buildingdamage = [stat]{0}%[lightgray] building damage
|
||||||
|
bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
|
||||||
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
||||||
bullet.knockback = [stat]{0}[lightgray] knockback
|
bullet.knockback = [stat]{0}[lightgray] knockback
|
||||||
bullet.pierce = [stat]{0}[lightgray]x pierce
|
bullet.pierce = [stat]{0}[lightgray]x pierce
|
||||||
@@ -1207,6 +1217,7 @@ unit.liquidsecond = liquid units/second
|
|||||||
unit.itemssecond = items/second
|
unit.itemssecond = items/second
|
||||||
unit.liquidunits = liquid units
|
unit.liquidunits = liquid units
|
||||||
unit.powerunits = power units
|
unit.powerunits = power units
|
||||||
|
unit.powerequilibrium = power equilibrium
|
||||||
unit.heatunits = heat units
|
unit.heatunits = heat units
|
||||||
unit.degrees = degrees
|
unit.degrees = degrees
|
||||||
unit.seconds = seconds
|
unit.seconds = seconds
|
||||||
@@ -1224,6 +1235,7 @@ unit.billions = b
|
|||||||
unit.shots = shots
|
unit.shots = shots
|
||||||
unit.pershot = /shot
|
unit.pershot = /shot
|
||||||
unit.perleg = per leg
|
unit.perleg = per leg
|
||||||
|
unit.perside = per side
|
||||||
category.purpose = Purpose
|
category.purpose = Purpose
|
||||||
category.general = General
|
category.general = General
|
||||||
category.power = Power
|
category.power = Power
|
||||||
|
|||||||
@@ -1016,7 +1016,6 @@ stat.targetsair = Namierza wrogów powietrznych
|
|||||||
stat.targetsground = Namierza wrogów lądowych
|
stat.targetsground = Namierza wrogów lądowych
|
||||||
stat.crushdamage = Crush Damage
|
stat.crushdamage = Crush Damage
|
||||||
stat.legsplashdamage = Leg Splash Damage
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
stat.legsplashrange = Leg Splash Range
|
|
||||||
stat.itemsmoved = Prędkość poruszania się
|
stat.itemsmoved = Prędkość poruszania się
|
||||||
stat.launchtime = Czas pomiędzy wystrzeleniami
|
stat.launchtime = Czas pomiędzy wystrzeleniami
|
||||||
stat.shootrange = Zasięg
|
stat.shootrange = Zasięg
|
||||||
@@ -1033,6 +1032,7 @@ stat.itemcapacity = Pojemność przedmiotów
|
|||||||
stat.memorycapacity = Pojemność pamięci
|
stat.memorycapacity = Pojemność pamięci
|
||||||
stat.basepowergeneration = Podstawowa generacja mocy
|
stat.basepowergeneration = Podstawowa generacja mocy
|
||||||
stat.productiontime = Czas produkcji
|
stat.productiontime = Czas produkcji
|
||||||
|
stat.warmuptime = Warmup Time
|
||||||
stat.repairtime = Czas pełnej naprawy bloku
|
stat.repairtime = Czas pełnej naprawy bloku
|
||||||
stat.repairspeed = Prędkość napraw
|
stat.repairspeed = Prędkość napraw
|
||||||
stat.weapons = Bronie
|
stat.weapons = Bronie
|
||||||
@@ -1075,6 +1075,7 @@ stat.minetier = Stopień Wydobycia
|
|||||||
stat.payloadcapacity = Ładowność
|
stat.payloadcapacity = Ładowność
|
||||||
stat.abilities = Umiejętności
|
stat.abilities = Umiejętności
|
||||||
stat.canboost = Może przyspieszyć
|
stat.canboost = Może przyspieszyć
|
||||||
|
stat.boostingspeed = Boosting Speed
|
||||||
stat.flying = Może latać
|
stat.flying = Może latać
|
||||||
stat.ammouse = Zużycie Amunicji
|
stat.ammouse = Zużycie Amunicji
|
||||||
stat.ammocapacity = Pojemność Amunicji
|
stat.ammocapacity = Pojemność Amunicji
|
||||||
@@ -1173,6 +1174,8 @@ bar.activated = Activated
|
|||||||
|
|
||||||
units.processorcontrol = [lightgray]Kontrolowany przez procesor
|
units.processorcontrol = [lightgray]Kontrolowany przez procesor
|
||||||
|
|
||||||
|
weapon.pointdefense = [stat]Point Defense
|
||||||
|
|
||||||
bullet.damage = [stat]{0}[lightgray] Obrażenia
|
bullet.damage = [stat]{0}[lightgray] Obrażenia
|
||||||
bullet.splashdamage = [stat]{0}[lightgray] Obrażenia obszarowe ~[stat] {1}[lightgray] kratki
|
bullet.splashdamage = [stat]{0}[lightgray] Obrażenia obszarowe ~[stat] {1}[lightgray] kratki
|
||||||
bullet.incendiary = [stat]zapalający
|
bullet.incendiary = [stat]zapalający
|
||||||
@@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
|||||||
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] maksymalne obrażenia
|
bullet.maxdamagefraction = [stat]{0}%[lightgray] maksymalne obrażenia
|
||||||
bullet.suppression = [stat]{0} sec[lightgray] wyłączenie naprawy ~ [stat]{1}[lightgray] kratki
|
bullet.suppression = [stat]{0} sec[lightgray] wyłączenie naprawy ~ [stat]{1}[lightgray] kratki
|
||||||
|
bullet.empradius = [stat]{0}[lightgray] tiles EMP radius
|
||||||
|
bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empdamage = [stat]{0}%[lightgray] power damage
|
||||||
|
bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empunitdamage = [stat]{0}%[lightgray] unit damage
|
||||||
bullet.interval = [stat]{0}/sec[lightgray] częstotliwość strzału:
|
bullet.interval = [stat]{0}/sec[lightgray] częstotliwość strzału:
|
||||||
bullet.frags = [stat]{0}[lightgray]x pociski odłamkowe:
|
bullet.frags = [stat]{0}[lightgray]x pociski odłamkowe:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x błyskawice ~ [stat]{1}[lightgray] Obrażenia
|
bullet.lightning = [stat]{0}[lightgray]x błyskawice ~ [stat]{1}[lightgray] Obrażenia
|
||||||
|
bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] obrażeń budynkom
|
bullet.buildingdamage = [stat]{0}%[lightgray] obrażeń budynkom
|
||||||
|
bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
|
||||||
bullet.shielddamage = [stat]{0}%[lightgray] obrażenia tarczy
|
bullet.shielddamage = [stat]{0}%[lightgray] obrażenia tarczy
|
||||||
bullet.knockback = [stat]{0}[lightgray] odrzut
|
bullet.knockback = [stat]{0}[lightgray] odrzut
|
||||||
bullet.pierce = [stat]{0}[lightgray]x przebicia
|
bullet.pierce = [stat]{0}[lightgray]x przebicia
|
||||||
@@ -1207,6 +1217,7 @@ unit.liquidsecond = jednostek płynu na sekundę
|
|||||||
unit.itemssecond = przedmiotów na sekundę
|
unit.itemssecond = przedmiotów na sekundę
|
||||||
unit.liquidunits = jednostek płynu
|
unit.liquidunits = jednostek płynu
|
||||||
unit.powerunits = jednostek prądu
|
unit.powerunits = jednostek prądu
|
||||||
|
unit.powerequilibrium = power equilibrium
|
||||||
unit.heatunits = jednostek ciepła
|
unit.heatunits = jednostek ciepła
|
||||||
unit.degrees = stopnie
|
unit.degrees = stopnie
|
||||||
unit.seconds = sekundy
|
unit.seconds = sekundy
|
||||||
@@ -1224,6 +1235,7 @@ unit.billions = mld.
|
|||||||
unit.shots = strzały
|
unit.shots = strzały
|
||||||
unit.pershot = /strzał
|
unit.pershot = /strzał
|
||||||
unit.perleg = per leg
|
unit.perleg = per leg
|
||||||
|
unit.perside = per side
|
||||||
category.purpose = Opis
|
category.purpose = Opis
|
||||||
category.general = Główne
|
category.general = Główne
|
||||||
category.power = Prąd
|
category.power = Prąd
|
||||||
|
|||||||
@@ -1016,7 +1016,6 @@ stat.targetsair = Mira no ar
|
|||||||
stat.targetsground = Mira no chão
|
stat.targetsground = Mira no chão
|
||||||
stat.crushdamage = Crush Damage
|
stat.crushdamage = Crush Damage
|
||||||
stat.legsplashdamage = Leg Splash Damage
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
stat.legsplashrange = Leg Splash Range
|
|
||||||
stat.itemsmoved = Velocidade de movimento
|
stat.itemsmoved = Velocidade de movimento
|
||||||
stat.launchtime = Tempo entre Disparos
|
stat.launchtime = Tempo entre Disparos
|
||||||
stat.shootrange = Alcance
|
stat.shootrange = Alcance
|
||||||
@@ -1033,6 +1032,7 @@ stat.itemcapacity = Capacidade de Itens
|
|||||||
stat.memorycapacity = Capacidade de Memória
|
stat.memorycapacity = Capacidade de Memória
|
||||||
stat.basepowergeneration = Geração de poder base
|
stat.basepowergeneration = Geração de poder base
|
||||||
stat.productiontime = Tempo de produção
|
stat.productiontime = Tempo de produção
|
||||||
|
stat.warmuptime = Warmup Time
|
||||||
stat.repairtime = Tempo de reparo total do bloco
|
stat.repairtime = Tempo de reparo total do bloco
|
||||||
stat.repairspeed = Taxa de Reparo
|
stat.repairspeed = Taxa de Reparo
|
||||||
stat.weapons = Armas
|
stat.weapons = Armas
|
||||||
@@ -1075,6 +1075,7 @@ stat.minetier = Nível de Mineração
|
|||||||
stat.payloadcapacity = Capacidade de Carga
|
stat.payloadcapacity = Capacidade de Carga
|
||||||
stat.abilities = Habilidades
|
stat.abilities = Habilidades
|
||||||
stat.canboost = Pode impulsionar
|
stat.canboost = Pode impulsionar
|
||||||
|
stat.boostingspeed = Boosting Speed
|
||||||
stat.flying = Voador
|
stat.flying = Voador
|
||||||
stat.ammouse = Consumo de Munição
|
stat.ammouse = Consumo de Munição
|
||||||
stat.ammocapacity = Ammo Capacity
|
stat.ammocapacity = Ammo Capacity
|
||||||
@@ -1173,6 +1174,8 @@ bar.activated = Activated
|
|||||||
|
|
||||||
units.processorcontrol = [lightgray]Controlado por Processador
|
units.processorcontrol = [lightgray]Controlado por Processador
|
||||||
|
|
||||||
|
weapon.pointdefense = [stat]Point Defense
|
||||||
|
|
||||||
bullet.damage = [stat]{0}[lightgray] de dano
|
bullet.damage = [stat]{0}[lightgray] de dano
|
||||||
bullet.splashdamage = [stat]{0}[lightgray] de dano em área ~[stat] {1}[lightgray] bloco(s)
|
bullet.splashdamage = [stat]{0}[lightgray] de dano em área ~[stat] {1}[lightgray] bloco(s)
|
||||||
bullet.incendiary = [stat]Incendiário
|
bullet.incendiary = [stat]Incendiário
|
||||||
@@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
|||||||
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
||||||
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
|
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
|
||||||
|
bullet.empradius = [stat]{0}[lightgray] tiles EMP radius
|
||||||
|
bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empdamage = [stat]{0}%[lightgray] power damage
|
||||||
|
bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empunitdamage = [stat]{0}%[lightgray] unit damage
|
||||||
bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
||||||
bullet.frags = [stat]{0}[lightgray]x balas de fragmentação:
|
bullet.frags = [stat]{0}[lightgray]x balas de fragmentação:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x raio ~ [stat]{1}[lightgray] dano
|
bullet.lightning = [stat]{0}[lightgray]x raio ~ [stat]{1}[lightgray] dano
|
||||||
|
bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] dano em construção
|
bullet.buildingdamage = [stat]{0}%[lightgray] dano em construção
|
||||||
|
bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
|
||||||
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
||||||
bullet.knockback = [stat]{0}[lightgray] Impulso
|
bullet.knockback = [stat]{0}[lightgray] Impulso
|
||||||
bullet.pierce = [stat]{0}[lightgray]x perfuração
|
bullet.pierce = [stat]{0}[lightgray]x perfuração
|
||||||
@@ -1207,6 +1217,7 @@ unit.liquidsecond = líquido/seg
|
|||||||
unit.itemssecond = itens/seg
|
unit.itemssecond = itens/seg
|
||||||
unit.liquidunits = unidades de líquido
|
unit.liquidunits = unidades de líquido
|
||||||
unit.powerunits = unidades de energia
|
unit.powerunits = unidades de energia
|
||||||
|
unit.powerequilibrium = power equilibrium
|
||||||
unit.heatunits = unidades de calor
|
unit.heatunits = unidades de calor
|
||||||
unit.degrees = Graus
|
unit.degrees = Graus
|
||||||
unit.seconds = segundos
|
unit.seconds = segundos
|
||||||
@@ -1224,6 +1235,7 @@ unit.billions = b
|
|||||||
unit.shots = shots
|
unit.shots = shots
|
||||||
unit.pershot = /disparo
|
unit.pershot = /disparo
|
||||||
unit.perleg = per leg
|
unit.perleg = per leg
|
||||||
|
unit.perside = per side
|
||||||
category.purpose = Propósito
|
category.purpose = Propósito
|
||||||
category.general = Geral
|
category.general = Geral
|
||||||
category.power = Energia
|
category.power = Energia
|
||||||
|
|||||||
@@ -1016,7 +1016,6 @@ stat.targetsair = Mirar no Ar
|
|||||||
stat.targetsground = Mirar no Chão
|
stat.targetsground = Mirar no Chão
|
||||||
stat.crushdamage = Crush Damage
|
stat.crushdamage = Crush Damage
|
||||||
stat.legsplashdamage = Leg Splash Damage
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
stat.legsplashrange = Leg Splash Range
|
|
||||||
stat.itemsmoved = Velocidade de movimento
|
stat.itemsmoved = Velocidade de movimento
|
||||||
stat.launchtime = Tempo entre Tiros
|
stat.launchtime = Tempo entre Tiros
|
||||||
stat.shootrange = Alcance de Tiro
|
stat.shootrange = Alcance de Tiro
|
||||||
@@ -1033,6 +1032,7 @@ stat.itemcapacity = Capacidade de Itens
|
|||||||
stat.memorycapacity = Capacidade de Memória
|
stat.memorycapacity = Capacidade de Memória
|
||||||
stat.basepowergeneration = Geração de Poder Base
|
stat.basepowergeneration = Geração de Poder Base
|
||||||
stat.productiontime = Tempo de Produção
|
stat.productiontime = Tempo de Produção
|
||||||
|
stat.warmuptime = Warmup Time
|
||||||
stat.repairtime = Tempo de Reparo Total do Bloco
|
stat.repairtime = Tempo de Reparo Total do Bloco
|
||||||
stat.repairspeed = Velocidade de Reparação
|
stat.repairspeed = Velocidade de Reparação
|
||||||
stat.weapons = Armas
|
stat.weapons = Armas
|
||||||
@@ -1075,6 +1075,7 @@ stat.minetier = Nível de Mineração
|
|||||||
stat.payloadcapacity = Capacidade da Carga
|
stat.payloadcapacity = Capacidade da Carga
|
||||||
stat.abilities = Habilidades
|
stat.abilities = Habilidades
|
||||||
stat.canboost = Pode Impulsionar
|
stat.canboost = Pode Impulsionar
|
||||||
|
stat.boostingspeed = Boosting Speed
|
||||||
stat.flying = Voar
|
stat.flying = Voar
|
||||||
stat.ammouse = Consumo de Munição
|
stat.ammouse = Consumo de Munição
|
||||||
stat.ammocapacity = Capacidade de Munição
|
stat.ammocapacity = Capacidade de Munição
|
||||||
@@ -1173,6 +1174,8 @@ bar.activated = Activated
|
|||||||
|
|
||||||
units.processorcontrol = [lightgray]Controlado por Processador
|
units.processorcontrol = [lightgray]Controlado por Processador
|
||||||
|
|
||||||
|
weapon.pointdefense = [stat]Point Defense
|
||||||
|
|
||||||
bullet.damage = [stat]{0}[lightgray] dano
|
bullet.damage = [stat]{0}[lightgray] dano
|
||||||
bullet.splashdamage = [stat]{0}[lightgray] Dano em área ~[stat] {1}[lightgray] Bloco(s)
|
bullet.splashdamage = [stat]{0}[lightgray] Dano em área ~[stat] {1}[lightgray] Bloco(s)
|
||||||
bullet.incendiary = [stat]incendiário
|
bullet.incendiary = [stat]incendiário
|
||||||
@@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
|||||||
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] limite de dano
|
bullet.maxdamagefraction = [stat]{0}%[lightgray] limite de dano
|
||||||
bullet.suppression = [stat]{0} seg.[lightgray] supressão de reparação ~ [stat]{1}[lightgray] blocos
|
bullet.suppression = [stat]{0} seg.[lightgray] supressão de reparação ~ [stat]{1}[lightgray] blocos
|
||||||
|
bullet.empradius = [stat]{0}[lightgray] tiles EMP radius
|
||||||
|
bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empdamage = [stat]{0}%[lightgray] power damage
|
||||||
|
bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empunitdamage = [stat]{0}%[lightgray] unit damage
|
||||||
bullet.interval = [stat]{0}/seg.[lightgray] balas de intervalo:
|
bullet.interval = [stat]{0}/seg.[lightgray] balas de intervalo:
|
||||||
bullet.frags = [stat]{0}[lightgray]x fragmentos de balas:
|
bullet.frags = [stat]{0}[lightgray]x fragmentos de balas:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x raio ~ [stat]{1}[lightgray] dano
|
bullet.lightning = [stat]{0}[lightgray]x raio ~ [stat]{1}[lightgray] dano
|
||||||
|
bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] dano em construções
|
bullet.buildingdamage = [stat]{0}%[lightgray] dano em construções
|
||||||
|
bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
|
||||||
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
||||||
bullet.knockback = [stat]{0}[lightgray] impulso
|
bullet.knockback = [stat]{0}[lightgray] impulso
|
||||||
bullet.pierce = [stat]{0}[lightgray]x perfuração
|
bullet.pierce = [stat]{0}[lightgray]x perfuração
|
||||||
@@ -1207,6 +1217,7 @@ unit.liquidsecond = Unidades de líquido/seg.
|
|||||||
unit.itemssecond = Itens/seg.
|
unit.itemssecond = Itens/seg.
|
||||||
unit.liquidunits = Unidades de líquido
|
unit.liquidunits = Unidades de líquido
|
||||||
unit.powerunits = Unidades de energia
|
unit.powerunits = Unidades de energia
|
||||||
|
unit.powerequilibrium = power equilibrium
|
||||||
unit.heatunits = Unidades de calor
|
unit.heatunits = Unidades de calor
|
||||||
unit.degrees = Graus
|
unit.degrees = Graus
|
||||||
unit.seconds = segundos
|
unit.seconds = segundos
|
||||||
@@ -1224,6 +1235,7 @@ unit.billions = B
|
|||||||
unit.shots = disparos
|
unit.shots = disparos
|
||||||
unit.pershot = /dispasro
|
unit.pershot = /dispasro
|
||||||
unit.perleg = per leg
|
unit.perleg = per leg
|
||||||
|
unit.perside = per side
|
||||||
category.purpose = Propósito
|
category.purpose = Propósito
|
||||||
category.general = Geral
|
category.general = Geral
|
||||||
category.power = Poder
|
category.power = Poder
|
||||||
|
|||||||
@@ -1016,7 +1016,6 @@ stat.targetsair = Lovește Aeronave
|
|||||||
stat.targetsground = Lovește Artilerie
|
stat.targetsground = Lovește Artilerie
|
||||||
stat.crushdamage = Crush Damage
|
stat.crushdamage = Crush Damage
|
||||||
stat.legsplashdamage = Leg Splash Damage
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
stat.legsplashrange = Leg Splash Range
|
|
||||||
stat.itemsmoved = Viteză de Mișcare a Materialelor
|
stat.itemsmoved = Viteză de Mișcare a Materialelor
|
||||||
stat.launchtime = Timp între Lansări
|
stat.launchtime = Timp între Lansări
|
||||||
stat.shootrange = Rază
|
stat.shootrange = Rază
|
||||||
@@ -1033,6 +1032,7 @@ stat.itemcapacity = Capacitate Materiale
|
|||||||
stat.memorycapacity = Capacitate Memorie
|
stat.memorycapacity = Capacitate Memorie
|
||||||
stat.basepowergeneration = Generare Electricitate (Bază)
|
stat.basepowergeneration = Generare Electricitate (Bază)
|
||||||
stat.productiontime = Timp Producție
|
stat.productiontime = Timp Producție
|
||||||
|
stat.warmuptime = Warmup Time
|
||||||
stat.repairtime = Durată Reparare Bloc
|
stat.repairtime = Durată Reparare Bloc
|
||||||
stat.repairspeed = Viteză Reparare
|
stat.repairspeed = Viteză Reparare
|
||||||
stat.weapons = Arme
|
stat.weapons = Arme
|
||||||
@@ -1075,6 +1075,7 @@ stat.minetier = Minabile
|
|||||||
stat.payloadcapacity = Capacitate Încărcătură
|
stat.payloadcapacity = Capacitate Încărcătură
|
||||||
stat.abilities = Abilități
|
stat.abilities = Abilități
|
||||||
stat.canboost = Are Propulsor
|
stat.canboost = Are Propulsor
|
||||||
|
stat.boostingspeed = Boosting Speed
|
||||||
stat.flying = Zboară
|
stat.flying = Zboară
|
||||||
stat.ammouse = Consum muniție
|
stat.ammouse = Consum muniție
|
||||||
stat.ammocapacity = Ammo Capacity
|
stat.ammocapacity = Ammo Capacity
|
||||||
@@ -1173,6 +1174,8 @@ bar.activated = Activated
|
|||||||
|
|
||||||
units.processorcontrol = [lightgray]Controlat de Procesor
|
units.processorcontrol = [lightgray]Controlat de Procesor
|
||||||
|
|
||||||
|
weapon.pointdefense = [stat]Point Defense
|
||||||
|
|
||||||
bullet.damage = [stat]{0}[lightgray] forță
|
bullet.damage = [stat]{0}[lightgray] forță
|
||||||
bullet.splashdamage = [stat]{0}[lightgray] forță pe raza ~[stat] {1}[lightgray] pătrate
|
bullet.splashdamage = [stat]{0}[lightgray] forță pe raza ~[stat] {1}[lightgray] pătrate
|
||||||
bullet.incendiary = [stat]incendiar
|
bullet.incendiary = [stat]incendiar
|
||||||
@@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
|||||||
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
||||||
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
|
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
|
||||||
|
bullet.empradius = [stat]{0}[lightgray] tiles EMP radius
|
||||||
|
bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empdamage = [stat]{0}%[lightgray] power damage
|
||||||
|
bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empunitdamage = [stat]{0}%[lightgray] unit damage
|
||||||
bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
||||||
bullet.frags = [stat]{0}[lightgray]x fragmente:
|
bullet.frags = [stat]{0}[lightgray]x fragmente:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x fulgere ~ [stat]{1}[lightgray] forță
|
bullet.lightning = [stat]{0}[lightgray]x fulgere ~ [stat]{1}[lightgray] forță
|
||||||
|
bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] forță/clădire
|
bullet.buildingdamage = [stat]{0}%[lightgray] forță/clădire
|
||||||
|
bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
|
||||||
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
||||||
bullet.knockback = [stat]{0}[lightgray] împingere
|
bullet.knockback = [stat]{0}[lightgray] împingere
|
||||||
bullet.pierce = [stat]{0}[lightgray]x penetrează
|
bullet.pierce = [stat]{0}[lightgray]x penetrează
|
||||||
@@ -1207,6 +1217,7 @@ unit.liquidsecond = unități lichid/secundă
|
|||||||
unit.itemssecond = materiale/secundă
|
unit.itemssecond = materiale/secundă
|
||||||
unit.liquidunits = unități lichid
|
unit.liquidunits = unități lichid
|
||||||
unit.powerunits = electricitate
|
unit.powerunits = electricitate
|
||||||
|
unit.powerequilibrium = power equilibrium
|
||||||
unit.heatunits = heat units
|
unit.heatunits = heat units
|
||||||
unit.degrees = grade
|
unit.degrees = grade
|
||||||
unit.seconds = secunde
|
unit.seconds = secunde
|
||||||
@@ -1224,6 +1235,7 @@ unit.billions = mld
|
|||||||
unit.shots = shots
|
unit.shots = shots
|
||||||
unit.pershot = /lovitură
|
unit.pershot = /lovitură
|
||||||
unit.perleg = per leg
|
unit.perleg = per leg
|
||||||
|
unit.perside = per side
|
||||||
category.purpose = Utilizare
|
category.purpose = Utilizare
|
||||||
category.general = General
|
category.general = General
|
||||||
category.power = Electricitate
|
category.power = Electricitate
|
||||||
|
|||||||
@@ -1016,7 +1016,6 @@ stat.targetsair = Воздушные цели
|
|||||||
stat.targetsground = Наземные цели
|
stat.targetsground = Наземные цели
|
||||||
stat.crushdamage = Crush Damage
|
stat.crushdamage = Crush Damage
|
||||||
stat.legsplashdamage = Leg Splash Damage
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
stat.legsplashrange = Leg Splash Range
|
|
||||||
stat.itemsmoved = Скорость перемещения
|
stat.itemsmoved = Скорость перемещения
|
||||||
stat.launchtime = Интервал запусков
|
stat.launchtime = Интервал запусков
|
||||||
stat.shootrange = Радиус действия
|
stat.shootrange = Радиус действия
|
||||||
@@ -1033,6 +1032,7 @@ stat.itemcapacity = Вместимость предметов
|
|||||||
stat.memorycapacity = Размер памяти
|
stat.memorycapacity = Размер памяти
|
||||||
stat.basepowergeneration = Базовая генерация энергии
|
stat.basepowergeneration = Базовая генерация энергии
|
||||||
stat.productiontime = Время производства
|
stat.productiontime = Время производства
|
||||||
|
stat.warmuptime = Warmup Time
|
||||||
stat.repairtime = Время полного ремонта
|
stat.repairtime = Время полного ремонта
|
||||||
stat.repairspeed = Скорость ремонта
|
stat.repairspeed = Скорость ремонта
|
||||||
stat.weapons = Орудия
|
stat.weapons = Орудия
|
||||||
@@ -1075,6 +1075,7 @@ stat.minetier = Уровень добычи
|
|||||||
stat.payloadcapacity = Грузоподъёмность
|
stat.payloadcapacity = Грузоподъёмность
|
||||||
stat.abilities = Способности
|
stat.abilities = Способности
|
||||||
stat.canboost = Может взлететь
|
stat.canboost = Может взлететь
|
||||||
|
stat.boostingspeed = Boosting Speed
|
||||||
stat.flying = Летающий
|
stat.flying = Летающий
|
||||||
stat.ammouse = Использование боеприпасов
|
stat.ammouse = Использование боеприпасов
|
||||||
stat.ammocapacity = Вместимость боеприпасов
|
stat.ammocapacity = Вместимость боеприпасов
|
||||||
@@ -1173,6 +1174,8 @@ bar.activated = Activated
|
|||||||
|
|
||||||
units.processorcontrol = [lightgray]Управляется процессором
|
units.processorcontrol = [lightgray]Управляется процессором
|
||||||
|
|
||||||
|
weapon.pointdefense = [stat]Point Defense
|
||||||
|
|
||||||
bullet.damage = [stat]{0}[lightgray] урона
|
bullet.damage = [stat]{0}[lightgray] урона
|
||||||
bullet.splashdamage = [stat]{0}[lightgray] урона в радиусе ~[stat] {1}[lightgray] блоков
|
bullet.splashdamage = [stat]{0}[lightgray] урона в радиусе ~[stat] {1}[lightgray] блоков
|
||||||
bullet.incendiary = [stat]зажигательный
|
bullet.incendiary = [stat]зажигательный
|
||||||
@@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
|||||||
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] предел урона
|
bullet.maxdamagefraction = [stat]{0}%[lightgray] предел урона
|
||||||
bullet.suppression = [stat]{0} сек[lightgray] подавления регенерации в радиусе ~ [stat]{1}[lightgray] блоков
|
bullet.suppression = [stat]{0} сек[lightgray] подавления регенерации в радиусе ~ [stat]{1}[lightgray] блоков
|
||||||
|
bullet.empradius = [stat]{0}[lightgray] tiles EMP radius
|
||||||
|
bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empdamage = [stat]{0}%[lightgray] power damage
|
||||||
|
bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empunitdamage = [stat]{0}%[lightgray] unit damage
|
||||||
bullet.interval = [stat]{0}/сек[lightgray] интервальный(ых) снаряд(ов):
|
bullet.interval = [stat]{0}/сек[lightgray] интервальный(ых) снаряд(ов):
|
||||||
bullet.frags = [stat]{0}[lightgray]x осколочный(ых) снаряд(ов):
|
bullet.frags = [stat]{0}[lightgray]x осколочный(ых) снаряд(ов):
|
||||||
bullet.lightning = [stat]{0}[lightgray]x молнии ~ [stat]{1}[lightgray] урона
|
bullet.lightning = [stat]{0}[lightgray]x молнии ~ [stat]{1}[lightgray] урона
|
||||||
|
bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] урона по постройкам
|
bullet.buildingdamage = [stat]{0}%[lightgray] урона по постройкам
|
||||||
|
bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
|
||||||
bullet.shielddamage = [stat]{0}%[lightgray] урона по щитам
|
bullet.shielddamage = [stat]{0}%[lightgray] урона по щитам
|
||||||
bullet.knockback = [stat]{0}[lightgray] отбрасывания
|
bullet.knockback = [stat]{0}[lightgray] отбрасывания
|
||||||
bullet.pierce = [stat]{0}[lightgray]x пробития
|
bullet.pierce = [stat]{0}[lightgray]x пробития
|
||||||
@@ -1207,6 +1217,7 @@ unit.liquidsecond = жидкостных единиц/секунду
|
|||||||
unit.itemssecond = предметов/секунду
|
unit.itemssecond = предметов/секунду
|
||||||
unit.liquidunits = жидкостных единиц
|
unit.liquidunits = жидкостных единиц
|
||||||
unit.powerunits = энерг. единиц
|
unit.powerunits = энерг. единиц
|
||||||
|
unit.powerequilibrium = power equilibrium
|
||||||
unit.heatunits = единиц тепла
|
unit.heatunits = единиц тепла
|
||||||
unit.degrees = °
|
unit.degrees = °
|
||||||
unit.seconds = сек
|
unit.seconds = сек
|
||||||
@@ -1224,6 +1235,7 @@ unit.billions = В
|
|||||||
unit.shots = выстрелы
|
unit.shots = выстрелы
|
||||||
unit.pershot = /выстрел
|
unit.pershot = /выстрел
|
||||||
unit.perleg = per leg
|
unit.perleg = per leg
|
||||||
|
unit.perside = per side
|
||||||
category.purpose = Назначение
|
category.purpose = Назначение
|
||||||
category.general = Основные
|
category.general = Основные
|
||||||
category.power = Энергия
|
category.power = Энергия
|
||||||
|
|||||||
@@ -1016,7 +1016,6 @@ stat.targetsair = Nišani vazduh
|
|||||||
stat.targetsground = Nišani zemlju
|
stat.targetsground = Nišani zemlju
|
||||||
stat.crushdamage = Crush Damage
|
stat.crushdamage = Crush Damage
|
||||||
stat.legsplashdamage = Leg Splash Damage
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
stat.legsplashrange = Leg Splash Range
|
|
||||||
stat.itemsmoved = Brzina kretanja
|
stat.itemsmoved = Brzina kretanja
|
||||||
stat.launchtime = Vreme između lansiranja
|
stat.launchtime = Vreme između lansiranja
|
||||||
stat.shootrange = Domet
|
stat.shootrange = Domet
|
||||||
@@ -1033,6 +1032,7 @@ stat.itemcapacity = Skladište materijala
|
|||||||
stat.memorycapacity = Kapacitet memorije
|
stat.memorycapacity = Kapacitet memorije
|
||||||
stat.basepowergeneration = Osnovna generacija struje
|
stat.basepowergeneration = Osnovna generacija struje
|
||||||
stat.productiontime = Vreme proizvodnje
|
stat.productiontime = Vreme proizvodnje
|
||||||
|
stat.warmuptime = Warmup Time
|
||||||
stat.repairtime = Vreme popravke celog bloka
|
stat.repairtime = Vreme popravke celog bloka
|
||||||
stat.repairspeed = Brzina popravke
|
stat.repairspeed = Brzina popravke
|
||||||
stat.weapons = Oružja
|
stat.weapons = Oružja
|
||||||
@@ -1075,6 +1075,7 @@ stat.minetier = Nivo kopanja
|
|||||||
stat.payloadcapacity = Tovarni kapacitet
|
stat.payloadcapacity = Tovarni kapacitet
|
||||||
stat.abilities = Spospbnosti
|
stat.abilities = Spospbnosti
|
||||||
stat.canboost = Može lebdeti
|
stat.canboost = Može lebdeti
|
||||||
|
stat.boostingspeed = Boosting Speed
|
||||||
stat.flying = Leteća jedinica
|
stat.flying = Leteća jedinica
|
||||||
stat.ammouse = Upotreba municije
|
stat.ammouse = Upotreba municije
|
||||||
stat.ammocapacity = Ammo Capacity
|
stat.ammocapacity = Ammo Capacity
|
||||||
@@ -1173,6 +1174,8 @@ bar.activated = Activated
|
|||||||
|
|
||||||
units.processorcontrol = [lightgray]Procesno Upravljan
|
units.processorcontrol = [lightgray]Procesno Upravljan
|
||||||
|
|
||||||
|
weapon.pointdefense = [stat]Point Defense
|
||||||
|
|
||||||
bullet.damage = [stat]{0}[lightgray] šteta
|
bullet.damage = [stat]{0}[lightgray] šteta
|
||||||
bullet.splashdamage = [stat]{0}[lightgray] oblasna šteta ~[stat] {1}[lightgray] polja
|
bullet.splashdamage = [stat]{0}[lightgray] oblasna šteta ~[stat] {1}[lightgray] polja
|
||||||
bullet.incendiary = [stat]zapaljiv
|
bullet.incendiary = [stat]zapaljiv
|
||||||
@@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
|||||||
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
||||||
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
|
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
|
||||||
|
bullet.empradius = [stat]{0}[lightgray] tiles EMP radius
|
||||||
|
bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empdamage = [stat]{0}%[lightgray] power damage
|
||||||
|
bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empunitdamage = [stat]{0}%[lightgray] unit damage
|
||||||
bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
||||||
bullet.frags = [stat]{0}[lightgray]x šrapnela:
|
bullet.frags = [stat]{0}[lightgray]x šrapnela:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x munja ~ [stat]{1}[lightgray] štete
|
bullet.lightning = [stat]{0}[lightgray]x munja ~ [stat]{1}[lightgray] štete
|
||||||
|
bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] šteta za strukture
|
bullet.buildingdamage = [stat]{0}%[lightgray] šteta za strukture
|
||||||
|
bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
|
||||||
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
||||||
bullet.knockback = [stat]{0}[lightgray] odbacivanje
|
bullet.knockback = [stat]{0}[lightgray] odbacivanje
|
||||||
bullet.pierce = [stat]{0}[lightgray]x probijanje
|
bullet.pierce = [stat]{0}[lightgray]x probijanje
|
||||||
@@ -1207,6 +1217,7 @@ unit.liquidsecond = jedinica tečnosti/sekundi
|
|||||||
unit.itemssecond = materijala/sekundi
|
unit.itemssecond = materijala/sekundi
|
||||||
unit.liquidunits = jedinica tečnosti
|
unit.liquidunits = jedinica tečnosti
|
||||||
unit.powerunits = jedinica energije
|
unit.powerunits = jedinica energije
|
||||||
|
unit.powerequilibrium = power equilibrium
|
||||||
unit.heatunits = jedinica toplote
|
unit.heatunits = jedinica toplote
|
||||||
unit.degrees = stepeni
|
unit.degrees = stepeni
|
||||||
unit.seconds = sekunde
|
unit.seconds = sekunde
|
||||||
@@ -1224,6 +1235,7 @@ unit.billions = milijarde
|
|||||||
unit.shots = shots
|
unit.shots = shots
|
||||||
unit.pershot = /pucnju
|
unit.pershot = /pucnju
|
||||||
unit.perleg = per leg
|
unit.perleg = per leg
|
||||||
|
unit.perside = per side
|
||||||
category.purpose = Namena
|
category.purpose = Namena
|
||||||
category.general = Opšte
|
category.general = Opšte
|
||||||
category.power = Energija
|
category.power = Energija
|
||||||
|
|||||||
@@ -1016,7 +1016,6 @@ stat.targetsair = Targets Air
|
|||||||
stat.targetsground = Targets Ground
|
stat.targetsground = Targets Ground
|
||||||
stat.crushdamage = Crush Damage
|
stat.crushdamage = Crush Damage
|
||||||
stat.legsplashdamage = Leg Splash Damage
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
stat.legsplashrange = Leg Splash Range
|
|
||||||
stat.itemsmoved = Move Speed
|
stat.itemsmoved = Move Speed
|
||||||
stat.launchtime = Time Between Launches
|
stat.launchtime = Time Between Launches
|
||||||
stat.shootrange = Range
|
stat.shootrange = Range
|
||||||
@@ -1033,6 +1032,7 @@ stat.itemcapacity = Item Capacity
|
|||||||
stat.memorycapacity = Memory Capacity
|
stat.memorycapacity = Memory Capacity
|
||||||
stat.basepowergeneration = Base Power Generation
|
stat.basepowergeneration = Base Power Generation
|
||||||
stat.productiontime = Production Time
|
stat.productiontime = Production Time
|
||||||
|
stat.warmuptime = Warmup Time
|
||||||
stat.repairtime = Block Full Repair Time
|
stat.repairtime = Block Full Repair Time
|
||||||
stat.repairspeed = Repair Speed
|
stat.repairspeed = Repair Speed
|
||||||
stat.weapons = Weapons
|
stat.weapons = Weapons
|
||||||
@@ -1075,6 +1075,7 @@ stat.minetier = Mine Tier
|
|||||||
stat.payloadcapacity = Payload Capacity
|
stat.payloadcapacity = Payload Capacity
|
||||||
stat.abilities = Abilities
|
stat.abilities = Abilities
|
||||||
stat.canboost = Can Boost
|
stat.canboost = Can Boost
|
||||||
|
stat.boostingspeed = Boosting Speed
|
||||||
stat.flying = Flying
|
stat.flying = Flying
|
||||||
stat.ammouse = Ammo Use
|
stat.ammouse = Ammo Use
|
||||||
stat.ammocapacity = Ammo Capacity
|
stat.ammocapacity = Ammo Capacity
|
||||||
@@ -1173,6 +1174,8 @@ bar.activated = Activated
|
|||||||
|
|
||||||
units.processorcontrol = [lightgray]Processor Controlled
|
units.processorcontrol = [lightgray]Processor Controlled
|
||||||
|
|
||||||
|
weapon.pointdefense = [stat]Point Defense
|
||||||
|
|
||||||
bullet.damage = [stat]{0}[lightgray] skada
|
bullet.damage = [stat]{0}[lightgray] skada
|
||||||
bullet.splashdamage = [stat]{0}[lightgray] area dmg ~[stat] {1}[lightgray] tiles
|
bullet.splashdamage = [stat]{0}[lightgray] area dmg ~[stat] {1}[lightgray] tiles
|
||||||
bullet.incendiary = [stat]incendiary
|
bullet.incendiary = [stat]incendiary
|
||||||
@@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
|||||||
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
||||||
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
|
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
|
||||||
|
bullet.empradius = [stat]{0}[lightgray] tiles EMP radius
|
||||||
|
bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empdamage = [stat]{0}%[lightgray] power damage
|
||||||
|
bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empunitdamage = [stat]{0}%[lightgray] unit damage
|
||||||
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}[lightgray]x frag bullets:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x lightning ~ [stat]{1}[lightgray] damage
|
bullet.lightning = [stat]{0}[lightgray]x lightning ~ [stat]{1}[lightgray] damage
|
||||||
|
bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] building damage
|
bullet.buildingdamage = [stat]{0}%[lightgray] building damage
|
||||||
|
bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
|
||||||
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
||||||
bullet.knockback = [stat]{0}[lightgray] knockback
|
bullet.knockback = [stat]{0}[lightgray] knockback
|
||||||
bullet.pierce = [stat]{0}[lightgray]x pierce
|
bullet.pierce = [stat]{0}[lightgray]x pierce
|
||||||
@@ -1207,6 +1217,7 @@ unit.liquidsecond = liquid units/second
|
|||||||
unit.itemssecond = items/second
|
unit.itemssecond = items/second
|
||||||
unit.liquidunits = liquid units
|
unit.liquidunits = liquid units
|
||||||
unit.powerunits = power units
|
unit.powerunits = power units
|
||||||
|
unit.powerequilibrium = power equilibrium
|
||||||
unit.heatunits = heat units
|
unit.heatunits = heat units
|
||||||
unit.degrees = grader
|
unit.degrees = grader
|
||||||
unit.seconds = sekunder
|
unit.seconds = sekunder
|
||||||
@@ -1224,6 +1235,7 @@ unit.billions = b
|
|||||||
unit.shots = shots
|
unit.shots = shots
|
||||||
unit.pershot = /shot
|
unit.pershot = /shot
|
||||||
unit.perleg = per leg
|
unit.perleg = per leg
|
||||||
|
unit.perside = per side
|
||||||
category.purpose = Purpose
|
category.purpose = Purpose
|
||||||
category.general = Allmänt
|
category.general = Allmänt
|
||||||
category.power = Energi
|
category.power = Energi
|
||||||
|
|||||||
@@ -1016,7 +1016,6 @@ stat.targetsair = ยิงอากาศ
|
|||||||
stat.targetsground = ยิงพื้นดิน
|
stat.targetsground = ยิงพื้นดิน
|
||||||
stat.crushdamage = Crush Damage
|
stat.crushdamage = Crush Damage
|
||||||
stat.legsplashdamage = Leg Splash Damage
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
stat.legsplashrange = Leg Splash Range
|
|
||||||
stat.itemsmoved = ความเร็วการเคลื่อนย้าย
|
stat.itemsmoved = ความเร็วการเคลื่อนย้าย
|
||||||
stat.launchtime = เวลาระหว่างการส่ง
|
stat.launchtime = เวลาระหว่างการส่ง
|
||||||
stat.shootrange = ระยะยิง
|
stat.shootrange = ระยะยิง
|
||||||
@@ -1033,6 +1032,7 @@ stat.itemcapacity = ความจุไอเท็ม
|
|||||||
stat.memorycapacity = ความจุหน่วยความจำ
|
stat.memorycapacity = ความจุหน่วยความจำ
|
||||||
stat.basepowergeneration = ผลิตพลังงานพื้นฐาน
|
stat.basepowergeneration = ผลิตพลังงานพื้นฐาน
|
||||||
stat.productiontime = เวลาในการผลิต
|
stat.productiontime = เวลาในการผลิต
|
||||||
|
stat.warmuptime = Warmup Time
|
||||||
stat.repairtime = เวลาในการซ่อมบล็อกให้เสร็จ
|
stat.repairtime = เวลาในการซ่อมบล็อกให้เสร็จ
|
||||||
stat.repairspeed = ความเร็วการซ่อม
|
stat.repairspeed = ความเร็วการซ่อม
|
||||||
stat.weapons = อาวุธ
|
stat.weapons = อาวุธ
|
||||||
@@ -1075,6 +1075,7 @@ stat.minetier = แร่ที่ขุดได้
|
|||||||
stat.payloadcapacity = ความจุสิ่งบรรทุก
|
stat.payloadcapacity = ความจุสิ่งบรรทุก
|
||||||
stat.abilities = ทักษะ
|
stat.abilities = ทักษะ
|
||||||
stat.canboost = บูสต์ได้
|
stat.canboost = บูสต์ได้
|
||||||
|
stat.boostingspeed = Boosting Speed
|
||||||
stat.flying = บินได้
|
stat.flying = บินได้
|
||||||
stat.ammouse = การใช้กระสุน
|
stat.ammouse = การใช้กระสุน
|
||||||
stat.ammocapacity = ความจุกระสุน
|
stat.ammocapacity = ความจุกระสุน
|
||||||
@@ -1173,6 +1174,8 @@ bar.activated = Activated
|
|||||||
|
|
||||||
units.processorcontrol = [lightgray]ถูกตัวประมวลผลควบคุมอยู่
|
units.processorcontrol = [lightgray]ถูกตัวประมวลผลควบคุมอยู่
|
||||||
|
|
||||||
|
weapon.pointdefense = [stat]Point Defense
|
||||||
|
|
||||||
bullet.damage = [stat]{0}[lightgray] ดาเมจ
|
bullet.damage = [stat]{0}[lightgray] ดาเมจ
|
||||||
bullet.splashdamage = [stat]{0}[lightgray] ดาเมจกระจาย ~[stat] {1}[lightgray] ช่อง
|
bullet.splashdamage = [stat]{0}[lightgray] ดาเมจกระจาย ~[stat] {1}[lightgray] ช่อง
|
||||||
bullet.incendiary = [stat]ติดไฟ
|
bullet.incendiary = [stat]ติดไฟ
|
||||||
@@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
|||||||
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] ความเสียหายสูงสุด
|
bullet.maxdamagefraction = [stat]{0}%[lightgray] ความเสียหายสูงสุด
|
||||||
bullet.suppression = [stat]{0} วิ[lightgray] ระงับการฟื้นฟู ~ [stat]{1}[lightgray] ช่อง
|
bullet.suppression = [stat]{0} วิ[lightgray] ระงับการฟื้นฟู ~ [stat]{1}[lightgray] ช่อง
|
||||||
|
bullet.empradius = [stat]{0}[lightgray] tiles EMP radius
|
||||||
|
bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empdamage = [stat]{0}%[lightgray] power damage
|
||||||
|
bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empunitdamage = [stat]{0}%[lightgray] unit damage
|
||||||
bullet.interval = [stat]{0}/วิ[lightgray] กระสุนช่วงระยะ:
|
bullet.interval = [stat]{0}/วิ[lightgray] กระสุนช่วงระยะ:
|
||||||
bullet.frags = [stat]{0}[lightgray]x กระสุนกระจาย:
|
bullet.frags = [stat]{0}[lightgray]x กระสุนกระจาย:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x สายฟ้า ~ [stat]{1}[lightgray] ดาเมจ
|
bullet.lightning = [stat]{0}[lightgray]x สายฟ้า ~ [stat]{1}[lightgray] ดาเมจ
|
||||||
|
bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length
|
||||||
bullet.buildingdamage = [lightgray]ดาเมจต่อสิ่งก่อสร้าง [stat]{0}%[lightgray]
|
bullet.buildingdamage = [lightgray]ดาเมจต่อสิ่งก่อสร้าง [stat]{0}%[lightgray]
|
||||||
|
bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
|
||||||
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
||||||
bullet.knockback = [stat]{0}[lightgray] ดันกลับ
|
bullet.knockback = [stat]{0}[lightgray] ดันกลับ
|
||||||
bullet.pierce = [lightgray]เจาะทะลุ [stat]{0}[lightgray]x
|
bullet.pierce = [lightgray]เจาะทะลุ [stat]{0}[lightgray]x
|
||||||
@@ -1207,6 +1217,7 @@ unit.liquidsecond = หน่วย/วินาที
|
|||||||
unit.itemssecond = ไอเท็ม/วินาที
|
unit.itemssecond = ไอเท็ม/วินาที
|
||||||
unit.liquidunits = หน่วยของเหลว
|
unit.liquidunits = หน่วยของเหลว
|
||||||
unit.powerunits = หน่วยพลังงาน
|
unit.powerunits = หน่วยพลังงาน
|
||||||
|
unit.powerequilibrium = power equilibrium
|
||||||
unit.heatunits = หน่วยความร้อน
|
unit.heatunits = หน่วยความร้อน
|
||||||
unit.degrees = องศา
|
unit.degrees = องศา
|
||||||
unit.seconds = วินาที
|
unit.seconds = วินาที
|
||||||
@@ -1224,6 +1235,7 @@ unit.billions = b
|
|||||||
unit.shots = นัด
|
unit.shots = นัด
|
||||||
unit.pershot = /การยิง
|
unit.pershot = /การยิง
|
||||||
unit.perleg = per leg
|
unit.perleg = per leg
|
||||||
|
unit.perside = per side
|
||||||
category.purpose = วัตถุประสงค์
|
category.purpose = วัตถุประสงค์
|
||||||
category.general = ทั่วไป
|
category.general = ทั่วไป
|
||||||
category.power = พลังงาน
|
category.power = พลังงาน
|
||||||
|
|||||||
@@ -1016,7 +1016,6 @@ stat.targetsair = Havayi hedef alir mi?
|
|||||||
stat.targetsground = Targets Ground
|
stat.targetsground = Targets Ground
|
||||||
stat.crushdamage = Crush Damage
|
stat.crushdamage = Crush Damage
|
||||||
stat.legsplashdamage = Leg Splash Damage
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
stat.legsplashrange = Leg Splash Range
|
|
||||||
stat.itemsmoved = Move Speed
|
stat.itemsmoved = Move Speed
|
||||||
stat.launchtime = Time Between Launches
|
stat.launchtime = Time Between Launches
|
||||||
stat.shootrange = Menzil
|
stat.shootrange = Menzil
|
||||||
@@ -1033,6 +1032,7 @@ stat.itemcapacity = Esya kapasitesi
|
|||||||
stat.memorycapacity = Memory Capacity
|
stat.memorycapacity = Memory Capacity
|
||||||
stat.basepowergeneration = Base Power Generation
|
stat.basepowergeneration = Base Power Generation
|
||||||
stat.productiontime = Production Time
|
stat.productiontime = Production Time
|
||||||
|
stat.warmuptime = Warmup Time
|
||||||
stat.repairtime = Block Full Repair Time
|
stat.repairtime = Block Full Repair Time
|
||||||
stat.repairspeed = Repair Speed
|
stat.repairspeed = Repair Speed
|
||||||
stat.weapons = Weapons
|
stat.weapons = Weapons
|
||||||
@@ -1075,6 +1075,7 @@ stat.minetier = Mine Tier
|
|||||||
stat.payloadcapacity = Payload Capacity
|
stat.payloadcapacity = Payload Capacity
|
||||||
stat.abilities = Abilities
|
stat.abilities = Abilities
|
||||||
stat.canboost = Can Boost
|
stat.canboost = Can Boost
|
||||||
|
stat.boostingspeed = Boosting Speed
|
||||||
stat.flying = Flying
|
stat.flying = Flying
|
||||||
stat.ammouse = Ammo Use
|
stat.ammouse = Ammo Use
|
||||||
stat.ammocapacity = Ammo Capacity
|
stat.ammocapacity = Ammo Capacity
|
||||||
@@ -1173,6 +1174,8 @@ bar.activated = Activated
|
|||||||
|
|
||||||
units.processorcontrol = [lightgray]Processor Controlled
|
units.processorcontrol = [lightgray]Processor Controlled
|
||||||
|
|
||||||
|
weapon.pointdefense = [stat]Point Defense
|
||||||
|
|
||||||
bullet.damage = [stat]{0}[lightgray] dmg
|
bullet.damage = [stat]{0}[lightgray] dmg
|
||||||
bullet.splashdamage = [stat]{0}[lightgray] area dmg ~[stat] {1}[lightgray] tiles
|
bullet.splashdamage = [stat]{0}[lightgray] area dmg ~[stat] {1}[lightgray] tiles
|
||||||
bullet.incendiary = [stat]incendiary
|
bullet.incendiary = [stat]incendiary
|
||||||
@@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
|||||||
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
||||||
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
|
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
|
||||||
|
bullet.empradius = [stat]{0}[lightgray] tiles EMP radius
|
||||||
|
bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empdamage = [stat]{0}%[lightgray] power damage
|
||||||
|
bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empunitdamage = [stat]{0}%[lightgray] unit damage
|
||||||
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}[lightgray]x frag bullets:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x lightning ~ [stat]{1}[lightgray] damage
|
bullet.lightning = [stat]{0}[lightgray]x lightning ~ [stat]{1}[lightgray] damage
|
||||||
|
bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] building damage
|
bullet.buildingdamage = [stat]{0}%[lightgray] building damage
|
||||||
|
bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
|
||||||
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
||||||
bullet.knockback = [stat]{0}[lightgray] knockback
|
bullet.knockback = [stat]{0}[lightgray] knockback
|
||||||
bullet.pierce = [stat]{0}[lightgray]x pierce
|
bullet.pierce = [stat]{0}[lightgray]x pierce
|
||||||
@@ -1207,6 +1217,7 @@ unit.liquidsecond = Saniyede bir
|
|||||||
unit.itemssecond = Saniyede bir
|
unit.itemssecond = Saniyede bir
|
||||||
unit.liquidunits = Litre
|
unit.liquidunits = Litre
|
||||||
unit.powerunits = Volt
|
unit.powerunits = Volt
|
||||||
|
unit.powerequilibrium = power equilibrium
|
||||||
unit.heatunits = heat units
|
unit.heatunits = heat units
|
||||||
unit.degrees = derece
|
unit.degrees = derece
|
||||||
unit.seconds = saniye
|
unit.seconds = saniye
|
||||||
@@ -1224,6 +1235,7 @@ unit.billions = b
|
|||||||
unit.shots = shots
|
unit.shots = shots
|
||||||
unit.pershot = /shot
|
unit.pershot = /shot
|
||||||
unit.perleg = per leg
|
unit.perleg = per leg
|
||||||
|
unit.perside = per side
|
||||||
category.purpose = Purpose
|
category.purpose = Purpose
|
||||||
category.general = General
|
category.general = General
|
||||||
category.power = Guc
|
category.power = Guc
|
||||||
|
|||||||
@@ -1016,7 +1016,6 @@ stat.targetsair = Havayı Hedefler Mi
|
|||||||
stat.targetsground = Yeri Hedefler Mi
|
stat.targetsground = Yeri Hedefler Mi
|
||||||
stat.crushdamage = Crush Damage
|
stat.crushdamage = Crush Damage
|
||||||
stat.legsplashdamage = Leg Splash Damage
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
stat.legsplashrange = Leg Splash Range
|
|
||||||
stat.itemsmoved = Hareket Hızı
|
stat.itemsmoved = Hareket Hızı
|
||||||
stat.launchtime = Fırlatmalar Arasındaki Süre
|
stat.launchtime = Fırlatmalar Arasındaki Süre
|
||||||
stat.shootrange = Menzil
|
stat.shootrange = Menzil
|
||||||
@@ -1033,6 +1032,7 @@ stat.itemcapacity = Eşya Kapasitesi
|
|||||||
stat.memorycapacity = Bellek Kapasitesi
|
stat.memorycapacity = Bellek Kapasitesi
|
||||||
stat.basepowergeneration = Temel Enerji Üretimi
|
stat.basepowergeneration = Temel Enerji Üretimi
|
||||||
stat.productiontime = Üretim Süresi
|
stat.productiontime = Üretim Süresi
|
||||||
|
stat.warmuptime = Warmup Time
|
||||||
stat.repairtime = Tamir Edilme Süresi
|
stat.repairtime = Tamir Edilme Süresi
|
||||||
stat.repairspeed = Tamir Hızı
|
stat.repairspeed = Tamir Hızı
|
||||||
stat.weapons = Silahlar
|
stat.weapons = Silahlar
|
||||||
@@ -1075,6 +1075,7 @@ stat.minetier = Kazı Seviyesi
|
|||||||
stat.payloadcapacity = Yük Kapasitesi
|
stat.payloadcapacity = Yük Kapasitesi
|
||||||
stat.abilities = Kabiliyetler
|
stat.abilities = Kabiliyetler
|
||||||
stat.canboost = Gazlayabilir
|
stat.canboost = Gazlayabilir
|
||||||
|
stat.boostingspeed = Boosting Speed
|
||||||
stat.flying = Uçuyor
|
stat.flying = Uçuyor
|
||||||
stat.ammouse = Mermi Kullanıyor
|
stat.ammouse = Mermi Kullanıyor
|
||||||
stat.ammocapacity = Mermi Kapasitesi
|
stat.ammocapacity = Mermi Kapasitesi
|
||||||
@@ -1173,6 +1174,8 @@ bar.activated = Activated
|
|||||||
|
|
||||||
units.processorcontrol = [lightgray]İşlemci Kontrolünde
|
units.processorcontrol = [lightgray]İşlemci Kontrolünde
|
||||||
|
|
||||||
|
weapon.pointdefense = [stat]Point Defense
|
||||||
|
|
||||||
bullet.damage = [stat]{0} [lightgray]hasar
|
bullet.damage = [stat]{0} [lightgray]hasar
|
||||||
bullet.splashdamage = [stat]{0} [lightgray]alan hasarı ~[stat] {1} [lightgray]kare
|
bullet.splashdamage = [stat]{0} [lightgray]alan hasarı ~[stat] {1} [lightgray]kare
|
||||||
bullet.incendiary = [stat]yakıcı
|
bullet.incendiary = [stat]yakıcı
|
||||||
@@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
|||||||
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] hasar limiti
|
bullet.maxdamagefraction = [stat]{0}%[lightgray] hasar limiti
|
||||||
bullet.suppression = [stat]{0} sn[lightgray] tamir bastırması ~ [stat]{1}[lightgray] karolar
|
bullet.suppression = [stat]{0} sn[lightgray] tamir bastırması ~ [stat]{1}[lightgray] karolar
|
||||||
|
bullet.empradius = [stat]{0}[lightgray] tiles EMP radius
|
||||||
|
bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empdamage = [stat]{0}%[lightgray] power damage
|
||||||
|
bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empunitdamage = [stat]{0}%[lightgray] unit damage
|
||||||
bullet.interval = [stat]{0}/sn[lightgray] ara mermiler:
|
bullet.interval = [stat]{0}/sn[lightgray] ara mermiler:
|
||||||
bullet.frags = [stat]{0}[lightgray]x parçalı mermiler:
|
bullet.frags = [stat]{0}[lightgray]x parçalı mermiler:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x elektrik ~ [stat]{1}[lightgray] hasarı
|
bullet.lightning = [stat]{0}[lightgray]x elektrik ~ [stat]{1}[lightgray] hasarı
|
||||||
|
bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] inşa hasarı
|
bullet.buildingdamage = [stat]{0}%[lightgray] inşa hasarı
|
||||||
|
bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
|
||||||
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
||||||
bullet.knockback = [stat]{0} [lightgray]savurma
|
bullet.knockback = [stat]{0} [lightgray]savurma
|
||||||
bullet.pierce = [stat]{0}[lightgray]x delme
|
bullet.pierce = [stat]{0}[lightgray]x delme
|
||||||
@@ -1207,6 +1217,7 @@ unit.liquidsecond = sıvı birimi/saniye
|
|||||||
unit.itemssecond = eşya/saniye
|
unit.itemssecond = eşya/saniye
|
||||||
unit.liquidunits = sıvı birimi
|
unit.liquidunits = sıvı birimi
|
||||||
unit.powerunits = enerji birimi
|
unit.powerunits = enerji birimi
|
||||||
|
unit.powerequilibrium = power equilibrium
|
||||||
unit.heatunits = ısı birimi
|
unit.heatunits = ısı birimi
|
||||||
unit.degrees = derece
|
unit.degrees = derece
|
||||||
unit.seconds = saniye
|
unit.seconds = saniye
|
||||||
@@ -1224,6 +1235,7 @@ unit.billions = b
|
|||||||
unit.shots = atış
|
unit.shots = atış
|
||||||
unit.pershot = /vuruş
|
unit.pershot = /vuruş
|
||||||
unit.perleg = per leg
|
unit.perleg = per leg
|
||||||
|
unit.perside = per side
|
||||||
category.purpose = Açıklama
|
category.purpose = Açıklama
|
||||||
category.general = Genel
|
category.general = Genel
|
||||||
category.power = Enerji
|
category.power = Enerji
|
||||||
|
|||||||
@@ -1016,7 +1016,6 @@ stat.targetsair = Повітряні противники
|
|||||||
stat.targetsground = Наземні противники
|
stat.targetsground = Наземні противники
|
||||||
stat.crushdamage = Crush Damage
|
stat.crushdamage = Crush Damage
|
||||||
stat.legsplashdamage = Leg Splash Damage
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
stat.legsplashrange = Leg Splash Range
|
|
||||||
stat.itemsmoved = Швидкість переміщення
|
stat.itemsmoved = Швидкість переміщення
|
||||||
stat.launchtime = Час між запусками
|
stat.launchtime = Час між запусками
|
||||||
stat.shootrange = Радіус дії
|
stat.shootrange = Радіус дії
|
||||||
@@ -1033,6 +1032,7 @@ stat.itemcapacity = Місткість предметів
|
|||||||
stat.memorycapacity = Місткість пам’яті
|
stat.memorycapacity = Місткість пам’яті
|
||||||
stat.basepowergeneration = Базова генерація енергії
|
stat.basepowergeneration = Базова генерація енергії
|
||||||
stat.productiontime = Час виробництва
|
stat.productiontime = Час виробництва
|
||||||
|
stat.warmuptime = Warmup Time
|
||||||
stat.repairtime = Час повного відновлення блоку
|
stat.repairtime = Час повного відновлення блоку
|
||||||
stat.repairspeed = Швидкість відновлення
|
stat.repairspeed = Швидкість відновлення
|
||||||
stat.weapons = Зброя
|
stat.weapons = Зброя
|
||||||
@@ -1075,6 +1075,7 @@ stat.minetier = Рівень видобутку
|
|||||||
stat.payloadcapacity = Вантажність
|
stat.payloadcapacity = Вантажність
|
||||||
stat.abilities = Здібності
|
stat.abilities = Здібності
|
||||||
stat.canboost = Можна прискорити
|
stat.canboost = Можна прискорити
|
||||||
|
stat.boostingspeed = Boosting Speed
|
||||||
stat.flying = Літає
|
stat.flying = Літає
|
||||||
stat.ammouse = Патронів використовує
|
stat.ammouse = Патронів використовує
|
||||||
stat.ammocapacity = Ammo Capacity
|
stat.ammocapacity = Ammo Capacity
|
||||||
@@ -1173,6 +1174,8 @@ bar.activated = Activated
|
|||||||
|
|
||||||
units.processorcontrol = [lightgray]Керується процесором
|
units.processorcontrol = [lightgray]Керується процесором
|
||||||
|
|
||||||
|
weapon.pointdefense = [stat]Point Defense
|
||||||
|
|
||||||
bullet.damage = [stat]{0}[lightgray] шкода
|
bullet.damage = [stat]{0}[lightgray] шкода
|
||||||
bullet.splashdamage = [stat]{0}[lightgray] шкода по ділянці ~[stat] {1}[lightgray] плиток
|
bullet.splashdamage = [stat]{0}[lightgray] шкода по ділянці ~[stat] {1}[lightgray] плиток
|
||||||
bullet.incendiary = [stat]запальний
|
bullet.incendiary = [stat]запальний
|
||||||
@@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
|||||||
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] обмеження шкоди
|
bullet.maxdamagefraction = [stat]{0}%[lightgray] обмеження шкоди
|
||||||
bullet.suppression = [stat]{0}[lightgray] сек. пригнічення відновлення ~ [stat]{1}[lightgray] плит.
|
bullet.suppression = [stat]{0}[lightgray] сек. пригнічення відновлення ~ [stat]{1}[lightgray] плит.
|
||||||
|
bullet.empradius = [stat]{0}[lightgray] tiles EMP radius
|
||||||
|
bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empdamage = [stat]{0}%[lightgray] power damage
|
||||||
|
bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empunitdamage = [stat]{0}%[lightgray] unit damage
|
||||||
bullet.interval = [stat]{0} за сек. [lightgray] період між кулями:
|
bullet.interval = [stat]{0} за сек. [lightgray] період між кулями:
|
||||||
bullet.frags = [stat]{0}[lightgray]x шкода по ділянці від снарядів:
|
bullet.frags = [stat]{0}[lightgray]x шкода по ділянці від снарядів:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x блискавки ~ [stat]{1}[lightgray] шкоди
|
bullet.lightning = [stat]{0}[lightgray]x блискавки ~ [stat]{1}[lightgray] шкоди
|
||||||
|
bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] шкода по будівлях
|
bullet.buildingdamage = [stat]{0}%[lightgray] шкода по будівлях
|
||||||
|
bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
|
||||||
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
||||||
bullet.knockback = [stat]{0}[lightgray] відкидання
|
bullet.knockback = [stat]{0}[lightgray] відкидання
|
||||||
bullet.pierce = [stat]{0}[lightgray]x пробиття
|
bullet.pierce = [stat]{0}[lightgray]x пробиття
|
||||||
@@ -1207,6 +1217,7 @@ unit.liquidsecond = одиниць рідини за сек.
|
|||||||
unit.itemssecond = предметів за сек.
|
unit.itemssecond = предметів за сек.
|
||||||
unit.liquidunits = одиниць рідини
|
unit.liquidunits = одиниць рідини
|
||||||
unit.powerunits = одиниць енергії
|
unit.powerunits = одиниць енергії
|
||||||
|
unit.powerequilibrium = power equilibrium
|
||||||
unit.heatunits = одиниць нагрівання
|
unit.heatunits = одиниць нагрівання
|
||||||
unit.degrees = град.
|
unit.degrees = град.
|
||||||
unit.seconds = сек.
|
unit.seconds = сек.
|
||||||
@@ -1224,6 +1235,7 @@ unit.billions = млрд
|
|||||||
unit.shots = shots
|
unit.shots = shots
|
||||||
unit.pershot = за постріл
|
unit.pershot = за постріл
|
||||||
unit.perleg = per leg
|
unit.perleg = per leg
|
||||||
|
unit.perside = per side
|
||||||
category.purpose = Призначення
|
category.purpose = Призначення
|
||||||
category.general = Загальне
|
category.general = Загальне
|
||||||
category.power = Енергія
|
category.power = Енергія
|
||||||
|
|||||||
@@ -1016,7 +1016,6 @@ stat.targetsair = Mục tiêu trên không
|
|||||||
stat.targetsground = Mục tiêu mặt đất
|
stat.targetsground = Mục tiêu mặt đất
|
||||||
stat.crushdamage = Sát thương nghiền nát
|
stat.crushdamage = Sát thương nghiền nát
|
||||||
stat.legsplashdamage = Sát Thương Lan Tỏa Từ Chân
|
stat.legsplashdamage = Sát Thương Lan Tỏa Từ Chân
|
||||||
stat.legsplashrange = Tầm Lan Tỏa Từ Chân
|
|
||||||
stat.itemsmoved = Tốc độ dịch chuyển
|
stat.itemsmoved = Tốc độ dịch chuyển
|
||||||
stat.launchtime = Thời gian giữa các lần phóng
|
stat.launchtime = Thời gian giữa các lần phóng
|
||||||
stat.shootrange = Phạm vi
|
stat.shootrange = Phạm vi
|
||||||
@@ -1033,6 +1032,7 @@ stat.itemcapacity = Sức chứa vật phẩm
|
|||||||
stat.memorycapacity = Dung lượng bộ nhớ
|
stat.memorycapacity = Dung lượng bộ nhớ
|
||||||
stat.basepowergeneration = Năng lượng tạo ra cơ bản
|
stat.basepowergeneration = Năng lượng tạo ra cơ bản
|
||||||
stat.productiontime = Thời gian sản xuất
|
stat.productiontime = Thời gian sản xuất
|
||||||
|
stat.warmuptime = Warmup Time
|
||||||
stat.repairtime = Thời gian hoàn thành sửa chữa
|
stat.repairtime = Thời gian hoàn thành sửa chữa
|
||||||
stat.repairspeed = Tốc độ sửa
|
stat.repairspeed = Tốc độ sửa
|
||||||
stat.weapons = Vũ khí
|
stat.weapons = Vũ khí
|
||||||
@@ -1075,6 +1075,7 @@ stat.minetier = Cấp độ đào
|
|||||||
stat.payloadcapacity = Tải trọng
|
stat.payloadcapacity = Tải trọng
|
||||||
stat.abilities = Khả năng
|
stat.abilities = Khả năng
|
||||||
stat.canboost = Có thể tăng cường
|
stat.canboost = Có thể tăng cường
|
||||||
|
stat.boostingspeed = Boosting Speed
|
||||||
stat.flying = Bay
|
stat.flying = Bay
|
||||||
stat.ammouse = Sử dụng đạn
|
stat.ammouse = Sử dụng đạn
|
||||||
stat.ammocapacity = Trữ lượng đạn
|
stat.ammocapacity = Trữ lượng đạn
|
||||||
@@ -1173,6 +1174,8 @@ bar.activated = Đã kích hoạt
|
|||||||
|
|
||||||
units.processorcontrol = [lightgray]Điều khiển bởi bộ xử lý
|
units.processorcontrol = [lightgray]Điều khiển bởi bộ xử lý
|
||||||
|
|
||||||
|
weapon.pointdefense = [stat]Point Defense
|
||||||
|
|
||||||
bullet.damage = [stat]{0}[lightgray] sát thương
|
bullet.damage = [stat]{0}[lightgray] sát thương
|
||||||
bullet.splashdamage = [stat]{0}[lightgray] sát thương diện rộng ~[stat] {1}[lightgray] ô
|
bullet.splashdamage = [stat]{0}[lightgray] sát thương diện rộng ~[stat] {1}[lightgray] ô
|
||||||
bullet.incendiary = [stat]gây cháy
|
bullet.incendiary = [stat]gây cháy
|
||||||
@@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] xuyên giáp
|
|||||||
bullet.antiarmor = [stat]{0}x[lightgray] kháng giáp
|
bullet.antiarmor = [stat]{0}x[lightgray] kháng giáp
|
||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] giới hạn sát thương
|
bullet.maxdamagefraction = [stat]{0}%[lightgray] giới hạn sát thương
|
||||||
bullet.suppression = [stat]{0}[lightgray] giây ngăn sửa chữa ~ [stat]{1}[lightgray] ô
|
bullet.suppression = [stat]{0}[lightgray] giây ngăn sửa chữa ~ [stat]{1}[lightgray] ô
|
||||||
|
bullet.empradius = [stat]{0}[lightgray] tiles EMP radius
|
||||||
|
bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empdamage = [stat]{0}%[lightgray] power damage
|
||||||
|
bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empunitdamage = [stat]{0}%[lightgray] unit damage
|
||||||
bullet.interval = [stat]{0}/giây[lightgray] đạn ngắt quãng:
|
bullet.interval = [stat]{0}/giây[lightgray] đạn ngắt quãng:
|
||||||
bullet.frags = [stat]{0}x[lightgray] đạn phá mảnh:
|
bullet.frags = [stat]{0}x[lightgray] đạn phá mảnh:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x phóng điện ~ [stat]{1}[lightgray] sát thương
|
bullet.lightning = [stat]{0}[lightgray]x phóng điện ~ [stat]{1}[lightgray] sát thương
|
||||||
|
bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] sát thương công trình
|
bullet.buildingdamage = [stat]{0}%[lightgray] sát thương công trình
|
||||||
|
bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
|
||||||
bullet.shielddamage = [stat]{0}%[lightgray] sát thương khiên chắn
|
bullet.shielddamage = [stat]{0}%[lightgray] sát thương khiên chắn
|
||||||
bullet.knockback = [stat]{0}[lightgray] đẩy lùi
|
bullet.knockback = [stat]{0}[lightgray] đẩy lùi
|
||||||
bullet.pierce = [stat]{0}[lightgray]x xuyên thấu
|
bullet.pierce = [stat]{0}[lightgray]x xuyên thấu
|
||||||
@@ -1207,6 +1217,7 @@ unit.liquidsecond = đơn vị chất lỏng/giây
|
|||||||
unit.itemssecond = vật phẩm/giây
|
unit.itemssecond = vật phẩm/giây
|
||||||
unit.liquidunits = đơn vị chất lỏng
|
unit.liquidunits = đơn vị chất lỏng
|
||||||
unit.powerunits = đơn vị năng lượng
|
unit.powerunits = đơn vị năng lượng
|
||||||
|
unit.powerequilibrium = power equilibrium
|
||||||
unit.heatunits = đơn vị nhiệt
|
unit.heatunits = đơn vị nhiệt
|
||||||
unit.degrees = độ
|
unit.degrees = độ
|
||||||
unit.seconds = giây
|
unit.seconds = giây
|
||||||
@@ -1224,6 +1235,7 @@ unit.billions = tỷ
|
|||||||
unit.shots = phát bắn
|
unit.shots = phát bắn
|
||||||
unit.pershot = /phát bắn
|
unit.pershot = /phát bắn
|
||||||
unit.perleg = mỗi chân
|
unit.perleg = mỗi chân
|
||||||
|
unit.perside = per side
|
||||||
category.purpose = Mục đích
|
category.purpose = Mục đích
|
||||||
category.general = Chung
|
category.general = Chung
|
||||||
category.power = Năng lượng
|
category.power = Năng lượng
|
||||||
|
|||||||
@@ -1016,7 +1016,6 @@ stat.targetsair = 攻击空中单位
|
|||||||
stat.targetsground = 攻击地面单位
|
stat.targetsground = 攻击地面单位
|
||||||
stat.crushdamage = 碾压伤害
|
stat.crushdamage = 碾压伤害
|
||||||
stat.legsplashdamage = 践踏伤害
|
stat.legsplashdamage = 践踏伤害
|
||||||
stat.legsplashrange = 践踏范围
|
|
||||||
stat.itemsmoved = 移动速度
|
stat.itemsmoved = 移动速度
|
||||||
stat.launchtime = 发射间隔
|
stat.launchtime = 发射间隔
|
||||||
stat.shootrange = 范围
|
stat.shootrange = 范围
|
||||||
@@ -1033,6 +1032,7 @@ stat.itemcapacity = 物品容量
|
|||||||
stat.memorycapacity = 内存容量
|
stat.memorycapacity = 内存容量
|
||||||
stat.basepowergeneration = 基础电力输出
|
stat.basepowergeneration = 基础电力输出
|
||||||
stat.productiontime = 生产时间
|
stat.productiontime = 生产时间
|
||||||
|
stat.warmuptime = Warmup Time
|
||||||
stat.repairtime = 建筑完全修复时间
|
stat.repairtime = 建筑完全修复时间
|
||||||
stat.repairspeed = 修理速度
|
stat.repairspeed = 修理速度
|
||||||
stat.weapons = 武器
|
stat.weapons = 武器
|
||||||
@@ -1075,6 +1075,7 @@ stat.minetier = 可采集矿物
|
|||||||
stat.payloadcapacity = 载荷容量
|
stat.payloadcapacity = 载荷容量
|
||||||
stat.abilities = 能力
|
stat.abilities = 能力
|
||||||
stat.canboost = 可助推
|
stat.canboost = 可助推
|
||||||
|
stat.boostingspeed = Boosting Speed
|
||||||
stat.flying = 空中单位
|
stat.flying = 空中单位
|
||||||
stat.ammouse = 弹药
|
stat.ammouse = 弹药
|
||||||
stat.ammocapacity = 弹药容量
|
stat.ammocapacity = 弹药容量
|
||||||
@@ -1173,6 +1174,8 @@ bar.activated = Activated
|
|||||||
|
|
||||||
units.processorcontrol = [lightgray]由处理器控制
|
units.processorcontrol = [lightgray]由处理器控制
|
||||||
|
|
||||||
|
weapon.pointdefense = [stat]Point Defense
|
||||||
|
|
||||||
bullet.damage = [stat]{0}[lightgray] 伤害
|
bullet.damage = [stat]{0}[lightgray] 伤害
|
||||||
bullet.splashdamage = [stat]{0}[lightgray] 范围伤害 ~ [stat]{1}[lightgray] 格
|
bullet.splashdamage = [stat]{0}[lightgray] 范围伤害 ~ [stat]{1}[lightgray] 格
|
||||||
bullet.incendiary = [stat]燃烧
|
bullet.incendiary = [stat]燃烧
|
||||||
@@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
|||||||
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] 伤害上限
|
bullet.maxdamagefraction = [stat]{0}%[lightgray] 伤害上限
|
||||||
bullet.suppression = [stat]{0} 秒[lightgray] 修复压制 ~ [stat]{1}[lightgray] 格
|
bullet.suppression = [stat]{0} 秒[lightgray] 修复压制 ~ [stat]{1}[lightgray] 格
|
||||||
|
bullet.empradius = [stat]{0}[lightgray] tiles EMP radius
|
||||||
|
bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empdamage = [stat]{0}%[lightgray] power damage
|
||||||
|
bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empunitdamage = [stat]{0}%[lightgray] unit damage
|
||||||
bullet.interval = [stat]{0}/秒[lightgray] 分裂子弹:
|
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.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] 对建筑伤害
|
bullet.buildingdamage = [stat]{0}%[lightgray] 对建筑伤害
|
||||||
|
bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
|
||||||
bullet.shielddamage = [stat]{0}%[lightgray] 护盾伤害
|
bullet.shielddamage = [stat]{0}%[lightgray] 护盾伤害
|
||||||
bullet.knockback = [stat]{0}[lightgray] 击退
|
bullet.knockback = [stat]{0}[lightgray] 击退
|
||||||
bullet.pierce = [stat]{0}[lightgray]x 穿透
|
bullet.pierce = [stat]{0}[lightgray]x 穿透
|
||||||
@@ -1207,6 +1217,7 @@ unit.liquidsecond = 液体/秒
|
|||||||
unit.itemssecond = 物品/秒
|
unit.itemssecond = 物品/秒
|
||||||
unit.liquidunits = 液体
|
unit.liquidunits = 液体
|
||||||
unit.powerunits = 电力
|
unit.powerunits = 电力
|
||||||
|
unit.powerequilibrium = power equilibrium
|
||||||
unit.heatunits = 单位热量
|
unit.heatunits = 单位热量
|
||||||
unit.degrees = 度
|
unit.degrees = 度
|
||||||
unit.seconds = 秒
|
unit.seconds = 秒
|
||||||
@@ -1224,6 +1235,7 @@ unit.billions = B
|
|||||||
unit.shots = 发
|
unit.shots = 发
|
||||||
unit.pershot = /发
|
unit.pershot = /发
|
||||||
unit.perleg = per leg
|
unit.perleg = per leg
|
||||||
|
unit.perside = per side
|
||||||
category.purpose = 用途
|
category.purpose = 用途
|
||||||
category.general = 基础
|
category.general = 基础
|
||||||
category.power = 电力
|
category.power = 电力
|
||||||
|
|||||||
@@ -1016,7 +1016,6 @@ stat.targetsair = 攻擊空中目標
|
|||||||
stat.targetsground = 攻擊地面目標
|
stat.targetsground = 攻擊地面目標
|
||||||
stat.crushdamage = Crush Damage
|
stat.crushdamage = Crush Damage
|
||||||
stat.legsplashdamage = Leg Splash Damage
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
stat.legsplashrange = Leg Splash Range
|
|
||||||
stat.itemsmoved = 移動速度
|
stat.itemsmoved = 移動速度
|
||||||
stat.launchtime = 發射間隔
|
stat.launchtime = 發射間隔
|
||||||
stat.shootrange = 範圍
|
stat.shootrange = 範圍
|
||||||
@@ -1033,6 +1032,7 @@ stat.itemcapacity = 物品容量
|
|||||||
stat.memorycapacity = 記憶體容量
|
stat.memorycapacity = 記憶體容量
|
||||||
stat.basepowergeneration = 基礎能量生產
|
stat.basepowergeneration = 基礎能量生產
|
||||||
stat.productiontime = 生產時間
|
stat.productiontime = 生產時間
|
||||||
|
stat.warmuptime = Warmup Time
|
||||||
stat.repairtime = 方塊完全修復時間
|
stat.repairtime = 方塊完全修復時間
|
||||||
stat.repairspeed = 修復速度
|
stat.repairspeed = 修復速度
|
||||||
stat.weapons = 武器
|
stat.weapons = 武器
|
||||||
@@ -1075,6 +1075,7 @@ stat.minetier = 挖掘等級
|
|||||||
stat.payloadcapacity = 負荷量
|
stat.payloadcapacity = 負荷量
|
||||||
stat.abilities = 能力
|
stat.abilities = 能力
|
||||||
stat.canboost = 推進器
|
stat.canboost = 推進器
|
||||||
|
stat.boostingspeed = Boosting Speed
|
||||||
stat.flying = 飛行單位
|
stat.flying = 飛行單位
|
||||||
stat.ammouse = 彈藥使用
|
stat.ammouse = 彈藥使用
|
||||||
stat.ammocapacity = 彈藥容量
|
stat.ammocapacity = 彈藥容量
|
||||||
@@ -1173,6 +1174,8 @@ bar.activated = Activated
|
|||||||
|
|
||||||
units.processorcontrol = [lightgray]由微處理器控制
|
units.processorcontrol = [lightgray]由微處理器控制
|
||||||
|
|
||||||
|
weapon.pointdefense = [stat]Point Defense
|
||||||
|
|
||||||
bullet.damage = [stat]{0}[lightgray]傷害
|
bullet.damage = [stat]{0}[lightgray]傷害
|
||||||
bullet.splashdamage = [stat]{0}[lightgray]範圍傷害 ~[stat] {1}[lightgray]格
|
bullet.splashdamage = [stat]{0}[lightgray]範圍傷害 ~[stat] {1}[lightgray]格
|
||||||
bullet.incendiary = [stat]燃燒
|
bullet.incendiary = [stat]燃燒
|
||||||
@@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
|||||||
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray]傷害上限
|
bullet.maxdamagefraction = [stat]{0}%[lightgray]傷害上限
|
||||||
bullet.suppression = [stat]{0}秒[lightgray]抑制修復 ~ [stat]{1}[lightgray]格
|
bullet.suppression = [stat]{0}秒[lightgray]抑制修復 ~ [stat]{1}[lightgray]格
|
||||||
|
bullet.empradius = [stat]{0}[lightgray] tiles EMP radius
|
||||||
|
bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empdamage = [stat]{0}%[lightgray] power damage
|
||||||
|
bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray]
|
||||||
|
bullet.empunitdamage = [stat]{0}%[lightgray] unit damage
|
||||||
bullet.interval = [stat]{0}/秒[lightgray]分裂子彈:
|
bullet.interval = [stat]{0}/秒[lightgray]分裂子彈:
|
||||||
bullet.frags = [stat]{0}[lightgray]x 集束子彈:
|
bullet.frags = [stat]{0}[lightgray]x 集束子彈:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x 電弧 ~ [stat]{1}[lightgray] 傷害
|
bullet.lightning = [stat]{0}[lightgray]x 電弧 ~ [stat]{1}[lightgray] 傷害
|
||||||
|
bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] 建築傷害
|
bullet.buildingdamage = [stat]{0}%[lightgray] 建築傷害
|
||||||
|
bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
|
||||||
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
||||||
bullet.knockback = [stat]{0}[lightgray]擊退
|
bullet.knockback = [stat]{0}[lightgray]擊退
|
||||||
bullet.pierce = [stat]{0}[lightgray]×穿刺
|
bullet.pierce = [stat]{0}[lightgray]×穿刺
|
||||||
@@ -1207,6 +1217,7 @@ unit.liquidsecond = 液體單位/秒
|
|||||||
unit.itemssecond = 物品/秒
|
unit.itemssecond = 物品/秒
|
||||||
unit.liquidunits = 液體單位
|
unit.liquidunits = 液體單位
|
||||||
unit.powerunits = 能量單位
|
unit.powerunits = 能量單位
|
||||||
|
unit.powerequilibrium = power equilibrium
|
||||||
unit.heatunits = 熱量單位
|
unit.heatunits = 熱量單位
|
||||||
unit.degrees = 度
|
unit.degrees = 度
|
||||||
unit.seconds = 秒
|
unit.seconds = 秒
|
||||||
@@ -1224,6 +1235,7 @@ unit.billions = B
|
|||||||
unit.shots = 發
|
unit.shots = 發
|
||||||
unit.pershot = /發
|
unit.pershot = /發
|
||||||
unit.perleg = per leg
|
unit.perleg = per leg
|
||||||
|
unit.perside = per side
|
||||||
category.purpose = 用途
|
category.purpose = 用途
|
||||||
category.general = 一般
|
category.general = 一般
|
||||||
category.power = 能量
|
category.power = 能量
|
||||||
|
|||||||
Binary file not shown.
Binary file not shown.
@@ -10,7 +10,7 @@ public class BoostAI extends AIController{
|
|||||||
public void updateUnit(){
|
public void updateUnit(){
|
||||||
if(unit.controller() instanceof CommandAI ai){
|
if(unit.controller() instanceof CommandAI ai){
|
||||||
ai.defaultBehavior();
|
ai.defaultBehavior();
|
||||||
unit.updateBoosting(true);
|
unit.updateBoosting(true, true);
|
||||||
|
|
||||||
//auto land when near target
|
//auto land when near target
|
||||||
if(ai.attackTarget != null && unit.within(ai.attackTarget, unit.range())){
|
if(ai.attackTarget != null && unit.within(ai.attackTarget, unit.range())){
|
||||||
|
|||||||
@@ -2368,64 +2368,6 @@ public class UnitTypes{
|
|||||||
buildSpeed = 3.5f;
|
buildSpeed = 3.5f;
|
||||||
rotateToBuilding = false;
|
rotateToBuilding = false;
|
||||||
|
|
||||||
for(float mountY : new float[]{-117/4f, 50/4f}){
|
|
||||||
for(float sign : Mathf.signs){
|
|
||||||
weapons.add(new Weapon("plasma-laser-mount"){{
|
|
||||||
shadow = 20f;
|
|
||||||
controllable = false;
|
|
||||||
autoTarget = true;
|
|
||||||
mirror = false;
|
|
||||||
shake = 3f;
|
|
||||||
shootY = 7f;
|
|
||||||
rotate = true;
|
|
||||||
x = 84f/4f * sign;
|
|
||||||
y = mountY;
|
|
||||||
|
|
||||||
targetInterval = 20f;
|
|
||||||
targetSwitchInterval = 35f;
|
|
||||||
|
|
||||||
rotateSpeed = 3.5f;
|
|
||||||
reload = 170f;
|
|
||||||
recoil = 1f;
|
|
||||||
shootSound = Sounds.beamPlasmaSmall;
|
|
||||||
initialShootSound = Sounds.shootBeamPlasmaSmall;
|
|
||||||
continuous = true;
|
|
||||||
cooldownTime = reload;
|
|
||||||
immunities.add(StatusEffects.burning);
|
|
||||||
|
|
||||||
bullet = new ContinuousLaserBulletType(){{
|
|
||||||
maxRange = 90f;
|
|
||||||
damage = 27f;
|
|
||||||
length = 95f;
|
|
||||||
hitEffect = Fx.hitMeltHeal;
|
|
||||||
drawSize = 200f;
|
|
||||||
lifetime = 155f;
|
|
||||||
shake = 1f;
|
|
||||||
|
|
||||||
shootEffect = Fx.shootHeal;
|
|
||||||
smokeEffect = Fx.none;
|
|
||||||
width = 4f;
|
|
||||||
largeHit = false;
|
|
||||||
|
|
||||||
incendChance = 0.03f;
|
|
||||||
incendSpread = 5f;
|
|
||||||
incendAmount = 1;
|
|
||||||
|
|
||||||
healPercent = 0.4f;
|
|
||||||
collidesTeam = true;
|
|
||||||
|
|
||||||
colors = new Color[]{Pal.heal.cpy().a(.2f), Pal.heal.cpy().a(.5f), Pal.heal.cpy().mul(1.2f), Color.white};
|
|
||||||
}};
|
|
||||||
}});
|
|
||||||
}
|
|
||||||
}
|
|
||||||
abilities.add(new SuppressionFieldAbility(){{
|
|
||||||
orbRadius = 5;
|
|
||||||
particleSize = 3;
|
|
||||||
y = -10f;
|
|
||||||
particles = 10;
|
|
||||||
color = particleColor = effectColor = Pal.heal;
|
|
||||||
}});
|
|
||||||
weapons.add(new Weapon("emp-cannon-mount"){{
|
weapons.add(new Weapon("emp-cannon-mount"){{
|
||||||
rotate = true;
|
rotate = true;
|
||||||
|
|
||||||
@@ -2508,6 +2450,66 @@ public class UnitTypes{
|
|||||||
});
|
});
|
||||||
}};
|
}};
|
||||||
}});
|
}});
|
||||||
|
|
||||||
|
for(float mountY : new float[]{-117/4f, 50/4f}){
|
||||||
|
for(float sign : Mathf.signs){
|
||||||
|
weapons.add(new Weapon("plasma-laser-mount"){{
|
||||||
|
shadow = 20f;
|
||||||
|
controllable = false;
|
||||||
|
autoTarget = true;
|
||||||
|
mirror = false;
|
||||||
|
shake = 3f;
|
||||||
|
shootY = 7f;
|
||||||
|
rotate = true;
|
||||||
|
x = 84f/4f * sign;
|
||||||
|
y = mountY;
|
||||||
|
|
||||||
|
targetInterval = 20f;
|
||||||
|
targetSwitchInterval = 35f;
|
||||||
|
|
||||||
|
rotateSpeed = 3.5f;
|
||||||
|
reload = 170f;
|
||||||
|
recoil = 1f;
|
||||||
|
shootSound = Sounds.beamPlasmaSmall;
|
||||||
|
initialShootSound = Sounds.shootBeamPlasmaSmall;
|
||||||
|
continuous = true;
|
||||||
|
cooldownTime = reload;
|
||||||
|
immunities.add(StatusEffects.burning);
|
||||||
|
|
||||||
|
bullet = new ContinuousLaserBulletType(){{
|
||||||
|
maxRange = 90f;
|
||||||
|
damage = 27f;
|
||||||
|
length = 95f;
|
||||||
|
hitEffect = Fx.hitMeltHeal;
|
||||||
|
drawSize = 200f;
|
||||||
|
lifetime = 155f;
|
||||||
|
shake = 1f;
|
||||||
|
|
||||||
|
shootEffect = Fx.shootHeal;
|
||||||
|
smokeEffect = Fx.none;
|
||||||
|
width = 4f;
|
||||||
|
largeHit = false;
|
||||||
|
|
||||||
|
incendChance = 0.03f;
|
||||||
|
incendSpread = 5f;
|
||||||
|
incendAmount = 1;
|
||||||
|
|
||||||
|
healPercent = 0.4f;
|
||||||
|
collidesTeam = true;
|
||||||
|
|
||||||
|
colors = new Color[]{Pal.heal.cpy().a(.2f), Pal.heal.cpy().a(.5f), Pal.heal.cpy().mul(1.2f), Color.white};
|
||||||
|
}};
|
||||||
|
}});
|
||||||
|
}
|
||||||
|
}
|
||||||
|
abilities.add(new SuppressionFieldAbility(){{
|
||||||
|
orbRadius = 5;
|
||||||
|
particleSize = 3;
|
||||||
|
y = -10f;
|
||||||
|
particles = 10;
|
||||||
|
color = particleColor = effectColor = Pal.heal;
|
||||||
|
}});
|
||||||
|
|
||||||
}};
|
}};
|
||||||
|
|
||||||
//endregion
|
//endregion
|
||||||
@@ -3115,6 +3117,7 @@ public class UnitTypes{
|
|||||||
float fin = 0.05f + (j + 1) / (float)count;
|
float fin = 0.05f + (j + 1) / (float)count;
|
||||||
float spd = speed;
|
float spd = speed;
|
||||||
float life = lifetime / Mathf.lerp(fin, 1f, 0.5f);
|
float life = lifetime / Mathf.lerp(fin, 1f, 0.5f);
|
||||||
|
boolean show = j == 0 && i > 0;
|
||||||
spawnBullets.add(new BasicBulletType(spd * fin, 60){{
|
spawnBullets.add(new BasicBulletType(spd * fin, 60){{
|
||||||
drag = 0.002f;
|
drag = 0.002f;
|
||||||
width = 12f;
|
width = 12f;
|
||||||
@@ -3124,6 +3127,7 @@ public class UnitTypes{
|
|||||||
hitSize = 5f;
|
hitSize = 5f;
|
||||||
pierceCap = 2;
|
pierceCap = 2;
|
||||||
pierce = true;
|
pierce = true;
|
||||||
|
showStats = show;
|
||||||
pierceBuilding = true;
|
pierceBuilding = true;
|
||||||
hitColor = backColor = trailColor = Color.valueOf("feb380");
|
hitColor = backColor = trailColor = Color.valueOf("feb380");
|
||||||
frontColor = Color.white;
|
frontColor = Color.white;
|
||||||
|
|||||||
@@ -43,11 +43,15 @@ public class RepairFieldAbility extends Ability{
|
|||||||
super.addStats(t);
|
super.addStats(t);
|
||||||
t.add(Core.bundle.format("bullet.range", Strings.autoFixed(range / tilesize, 2)));
|
t.add(Core.bundle.format("bullet.range", Strings.autoFixed(range / tilesize, 2)));
|
||||||
t.row();
|
t.row();
|
||||||
t.add(abilityStat("repairspeed", Strings.autoFixed(amount * 60f / reload, 2)));
|
t.add(abilityStat("firingrate", Strings.autoFixed(60f / reload, 2)));
|
||||||
t.row();
|
t.row();
|
||||||
|
if(amount > 0){
|
||||||
|
t.add(Core.bundle.format("bullet.healamount", Strings.autoFixed(amount, 2)) + "[lightgray] ~ []" + abilityStat("repairspeed", Strings.autoFixed(amount * 60f / reload, 2)));
|
||||||
|
t.row();
|
||||||
|
}
|
||||||
if(healPercent > 0f){
|
if(healPercent > 0f){
|
||||||
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)) + "[lightgray] ~ []" + abilityStat("repairspeed", Strings.autoFixed(healPercent * 60f / reload, 2) + "%"));
|
||||||
}
|
}
|
||||||
if(sameTypeHealMult != 1f){
|
if(sameTypeHealMult != 1f){
|
||||||
t.row();
|
t.row();
|
||||||
|
|||||||
@@ -38,7 +38,7 @@ public class ShieldRegenFieldAbility extends Ability{
|
|||||||
t.row();
|
t.row();
|
||||||
t.add(abilityStat("firingrate", Strings.autoFixed(60f / reload, 2)));
|
t.add(abilityStat("firingrate", Strings.autoFixed(60f / reload, 2)));
|
||||||
t.row();
|
t.row();
|
||||||
t.add(abilityStat("pulseregen", Strings.autoFixed(amount, 2)));
|
t.add(abilityStat("pulseregen", Strings.autoFixed(amount, 2)) + "[lightgray] ~ []" + abilityStat("regen", Strings.autoFixed(amount * 60f / reload, 2)));
|
||||||
t.row();
|
t.row();
|
||||||
t.add(abilityStat("shield", Strings.autoFixed(max, 2)));
|
t.add(abilityStat("shield", Strings.autoFixed(max, 2)));
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -241,6 +241,8 @@ public class BulletType extends Content implements Cloneable{
|
|||||||
public Effect healEffect = Fx.healBlockFull;
|
public Effect healEffect = Fx.healBlockFull;
|
||||||
/** Bullets spawned when this bullet is created. Rarely necessary, used for visuals. */
|
/** Bullets spawned when this bullet is created. Rarely necessary, used for visuals. */
|
||||||
public Seq<BulletType> spawnBullets = new Seq<>();
|
public Seq<BulletType> spawnBullets = new Seq<>();
|
||||||
|
/** Whether to display the stats of the spawned bullet. */
|
||||||
|
public boolean showStats = false;
|
||||||
/** Random angle spread of spawn bullets. */
|
/** Random angle spread of spawn bullets. */
|
||||||
public float spawnBulletRandomSpread = 0f;
|
public float spawnBulletRandomSpread = 0f;
|
||||||
/** Unit spawned _instead of_ this bullet. Useful for missiles. */
|
/** Unit spawned _instead of_ this bullet. Useful for missiles. */
|
||||||
|
|||||||
@@ -113,10 +113,17 @@ abstract class UnitComp implements Healthc, Physicsc, Hitboxc, Statusc, Teamc, I
|
|||||||
}
|
}
|
||||||
|
|
||||||
public void updateBoosting(boolean boost){
|
public void updateBoosting(boolean boost){
|
||||||
|
updateBoosting(boost, false);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void updateBoosting(boolean boost, boolean event){
|
||||||
if(!type.canBoost || dead) return;
|
if(!type.canBoost || dead) return;
|
||||||
|
|
||||||
boolean shouldBoost = boost || onSolid() || (isFlying() && !canLand());
|
boolean shouldBoost = boost || onSolid() || (isFlying() && !canLand());
|
||||||
elevation = Mathf.approachDelta(elevation, type.canBoost ? Mathf.num(shouldBoost) : 0f, shouldBoost ? type.riseSpeed : type.descentSpeed);
|
elevation = Mathf.approachDelta(elevation, type.canBoost ? Mathf.num(shouldBoost) : 0f, shouldBoost ? type.riseSpeed : type.descentSpeed);
|
||||||
|
if(event){
|
||||||
|
Events.fire(Trigger.unitCommandBoost);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/** Move based on preferred unit movement type. */
|
/** Move based on preferred unit movement type. */
|
||||||
|
|||||||
@@ -46,6 +46,7 @@ public class EventType{
|
|||||||
unitCommandChange,
|
unitCommandChange,
|
||||||
unitCommandPosition,
|
unitCommandPosition,
|
||||||
unitCommandAttack,
|
unitCommandAttack,
|
||||||
|
unitCommandBoost,
|
||||||
importMod,
|
importMod,
|
||||||
draw,
|
draw,
|
||||||
drawOver,
|
drawOver,
|
||||||
|
|||||||
@@ -501,7 +501,7 @@ public class LExecutor{
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
case itemDrop -> {
|
case itemDrop -> {
|
||||||
if(!exec.timeoutDone(unit, LogicAI.transferDelay)) return;
|
if(p1.obj() != Blocks.air && !exec.timeoutDone(unit, LogicAI.transferDelay)) return;
|
||||||
|
|
||||||
//clear item when dropping to @air
|
//clear item when dropping to @air
|
||||||
if(p1.obj() == Blocks.air){
|
if(p1.obj() == Blocks.air){
|
||||||
@@ -509,7 +509,6 @@ public class LExecutor{
|
|||||||
if(!net.client()){
|
if(!net.client()){
|
||||||
unit.clearItem();
|
unit.clearItem();
|
||||||
}
|
}
|
||||||
exec.updateTimeout(unit);
|
|
||||||
}else{
|
}else{
|
||||||
Building build = p1.building();
|
Building build = p1.building();
|
||||||
int dropped = Math.min(unit.stack.amount, p2.numi());
|
int dropped = Math.min(unit.stack.amount, p2.numi());
|
||||||
|
|||||||
@@ -177,6 +177,12 @@ public class GameService{
|
|||||||
}
|
}
|
||||||
});
|
});
|
||||||
|
|
||||||
|
Events.run(Trigger.unitCommandBoost, () -> {
|
||||||
|
if(campaign()){
|
||||||
|
boostUnit.complete();
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
Events.run(Trigger.newGame, () -> Core.app.post(() -> {
|
Events.run(Trigger.newGame, () -> Core.app.post(() -> {
|
||||||
if(campaign() && player.core() != null && player.core().items.total() >= 10 * 1000){
|
if(campaign() && player.core() != null && player.core().items.total() >= 10 * 1000){
|
||||||
drop10kitems.complete();
|
drop10kitems.complete();
|
||||||
|
|||||||
@@ -794,8 +794,10 @@ public class UnitType extends UnlockableContent implements Senseable{
|
|||||||
}
|
}
|
||||||
|
|
||||||
if(legSplashDamage > 0 && legSplashRange > 0){
|
if(legSplashDamage > 0 && legSplashRange > 0){
|
||||||
stats.add(Stat.legSplashDamage, legSplashDamage, StatUnit.perLeg);
|
stats.add(Stat.legSplashDamage, table -> {
|
||||||
stats.add(Stat.legSplashRange, Strings.autoFixed(legSplashRange / tilesize, 1), StatUnit.blocks);
|
table.add((String)(Core.bundle.format("bullet.splashdamage", Strings.autoFixed(legSplashDamage, 2),
|
||||||
|
Strings.autoFixed(legSplashRange / tilesize, 2))).replace("[stat]", "[white]") + " " + StatUnit.perLeg.localized());
|
||||||
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
stats.add(Stat.targetsAir, targetAir);
|
stats.add(Stat.targetsAir, targetAir);
|
||||||
@@ -809,6 +811,9 @@ public class UnitType extends UnlockableContent implements Senseable{
|
|||||||
|
|
||||||
if(!flying){
|
if(!flying){
|
||||||
stats.add(Stat.canBoost, canBoost);
|
stats.add(Stat.canBoost, canBoost);
|
||||||
|
if(canBoost){
|
||||||
|
stats.add(Stat.boostingSpeed, boostMultiplier * speed * 60f / tilesize, StatUnit.tilesSecond);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if(mineTier >= 1){
|
if(mineTier >= 1){
|
||||||
|
|||||||
@@ -1,13 +1,18 @@
|
|||||||
package mindustry.type.weapons;
|
package mindustry.type.weapons;
|
||||||
|
|
||||||
|
import arc.*;
|
||||||
import arc.graphics.*;
|
import arc.graphics.*;
|
||||||
import arc.math.*;
|
import arc.math.*;
|
||||||
import arc.math.geom.*;
|
import arc.math.geom.*;
|
||||||
|
import arc.scene.ui.layout.*;
|
||||||
|
import arc.util.*;
|
||||||
import mindustry.content.*;
|
import mindustry.content.*;
|
||||||
import mindustry.entities.*;
|
import mindustry.entities.*;
|
||||||
import mindustry.entities.units.*;
|
import mindustry.entities.units.*;
|
||||||
|
import mindustry.game.*;
|
||||||
import mindustry.gen.*;
|
import mindustry.gen.*;
|
||||||
import mindustry.type.*;
|
import mindustry.type.*;
|
||||||
|
import mindustry.world.meta.*;
|
||||||
|
|
||||||
import static mindustry.Vars.*;
|
import static mindustry.Vars.*;
|
||||||
|
|
||||||
@@ -38,6 +43,12 @@ public class PointDefenseWeapon extends Weapon{
|
|||||||
targetInterval = 10f;
|
targetInterval = 10f;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@Override
|
||||||
|
public void addStats(UnitType u, Table t){
|
||||||
|
t.add(Core.bundle.format("weapon.pointdefense"));
|
||||||
|
super.addStats(u, t);
|
||||||
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
protected Teamc findTarget(Unit unit, float x, float y, float range, boolean air, boolean ground){
|
protected Teamc findTarget(Unit unit, float x, float y, float range, boolean air, boolean ground){
|
||||||
return Groups.bullet.intersect(x - range, y - range, range*2, range*2).min(b -> b.team != unit.team && b.type().hittable, b -> b.dst2(x, y));
|
return Groups.bullet.intersect(x - range, y - range, range*2, range*2).min(b -> b.team != unit.team && b.type().hittable, b -> b.dst2(x, y));
|
||||||
|
|||||||
@@ -1,5 +1,6 @@
|
|||||||
package mindustry.world.blocks.defense;
|
package mindustry.world.blocks.defense;
|
||||||
|
|
||||||
|
import arc.*;
|
||||||
import arc.graphics.*;
|
import arc.graphics.*;
|
||||||
import arc.graphics.g2d.*;
|
import arc.graphics.g2d.*;
|
||||||
import arc.math.*;
|
import arc.math.*;
|
||||||
@@ -11,6 +12,7 @@ import mindustry.entities.bullet.*;
|
|||||||
import mindustry.gen.*;
|
import mindustry.gen.*;
|
||||||
import mindustry.graphics.*;
|
import mindustry.graphics.*;
|
||||||
import mindustry.world.*;
|
import mindustry.world.*;
|
||||||
|
import mindustry.world.meta.*;
|
||||||
|
|
||||||
public class ShockMine extends Block{
|
public class ShockMine extends Block{
|
||||||
public final int timerDamage = timers++;
|
public final int timerDamage = timers++;
|
||||||
@@ -35,6 +37,14 @@ public class ShockMine extends Block{
|
|||||||
targetable = false;
|
targetable = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@Override
|
||||||
|
public void setStats(){
|
||||||
|
super.setStats();
|
||||||
|
stats.add(Stat.damage, table -> {
|
||||||
|
table.add((String)(Core.bundle.format("bullet.lightning", tendrils, Strings.autoFixed(damage, 2)).replace("[stat]", "[white]")));
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
public class ShockMineBuild extends Building{
|
public class ShockMineBuild extends Building{
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
|
|||||||
@@ -52,6 +52,7 @@ public class PointDefenseTurret extends ReloadTurret{
|
|||||||
super.setStats();
|
super.setStats();
|
||||||
|
|
||||||
stats.add(Stat.reload, 60f / reload, StatUnit.perSecond);
|
stats.add(Stat.reload, 60f / reload, StatUnit.perSecond);
|
||||||
|
stats.add(Stat.damage, bulletDamage, StatUnit.none);
|
||||||
}
|
}
|
||||||
|
|
||||||
public class PointDefenseBuild extends ReloadTurretBuild{
|
public class PointDefenseBuild extends ReloadTurretBuild{
|
||||||
|
|||||||
@@ -30,7 +30,9 @@ public class Junction extends Block{
|
|||||||
|
|
||||||
//(60f / speed * capacity) returns 13.84 which is not the actual value (non linear, depends on fps)
|
//(60f / speed * capacity) returns 13.84 which is not the actual value (non linear, depends on fps)
|
||||||
stats.add(Stat.itemsMoved, displayedSpeed, StatUnit.itemsSecond);
|
stats.add(Stat.itemsMoved, displayedSpeed, StatUnit.itemsSecond);
|
||||||
stats.add(Stat.itemCapacity, capacity, StatUnit.items);
|
stats.add(Stat.itemCapacity, table -> {
|
||||||
|
table.add(Strings.autoFixed(capacity, 2) + " " + StatUnit.items.localized() + " " + StatUnit.perSide.localized());
|
||||||
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
|
|||||||
@@ -59,6 +59,13 @@ public class ImpactReactor extends PowerGenerator{
|
|||||||
if(hasItems){
|
if(hasItems){
|
||||||
stats.add(Stat.productionTime, itemDuration / 60f, StatUnit.seconds);
|
stats.add(Stat.productionTime, itemDuration / 60f, StatUnit.seconds);
|
||||||
}
|
}
|
||||||
|
//exponential decay formula
|
||||||
|
float max = -(float)Math.log(0.001f) / warmupSpeed / 60f;
|
||||||
|
float equal = -(float)Math.log(1f - Mathf.pow(consPower.usage / powerProduction, 1f / 5f)) / warmupSpeed / 60f;
|
||||||
|
stats.add(Stat.warmupTime, t -> {
|
||||||
|
t.add(Strings.autoFixed(max, 2) + " " + StatUnit.seconds.localized() + (consPower != null ?
|
||||||
|
" ~ " + Strings.autoFixed(equal, 2) + " " + StatUnit.seconds.localized() + " " + StatUnit.powerEquilibrium.localized() : ""));
|
||||||
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
public class ImpactReactorBuild extends GeneratorBuild{
|
public class ImpactReactorBuild extends GeneratorBuild{
|
||||||
|
|||||||
@@ -143,7 +143,7 @@ public class Unloader extends Block{
|
|||||||
if(!other.interactable(team)) continue; //avoid blocks of the wrong team
|
if(!other.interactable(team)) continue; //avoid blocks of the wrong team
|
||||||
|
|
||||||
//partial check
|
//partial check
|
||||||
boolean canLoad = !(other instanceof CoreBuild || (other instanceof StorageBuild sb && sb.linkedCore != null));
|
boolean canLoad = !(other instanceof CoreBuild || other instanceof StorageBuild);
|
||||||
boolean canUnload = other.canUnload() && (allowCoreUnload || canLoad) && other.items != null;
|
boolean canUnload = other.canUnload() && (allowCoreUnload || canLoad) && other.items != null;
|
||||||
|
|
||||||
if(canLoad || canUnload){ //avoid blocks that can neither give nor receive items
|
if(canLoad || canUnload){ //avoid blocks that can neither give nor receive items
|
||||||
|
|||||||
@@ -36,6 +36,7 @@ public class Stat implements Comparable<Stat>{
|
|||||||
lightningDamage = new Stat("lightningDamage"),
|
lightningDamage = new Stat("lightningDamage"),
|
||||||
abilities = new Stat("abilities"),
|
abilities = new Stat("abilities"),
|
||||||
canBoost = new Stat("canBoost"),
|
canBoost = new Stat("canBoost"),
|
||||||
|
boostingSpeed = new Stat("boostingspeed"),
|
||||||
maxUnits = new Stat("maxUnits"),
|
maxUnits = new Stat("maxUnits"),
|
||||||
|
|
||||||
damageMultiplier = new Stat("damageMultiplier"),
|
damageMultiplier = new Stat("damageMultiplier"),
|
||||||
@@ -60,6 +61,7 @@ public class Stat implements Comparable<Stat>{
|
|||||||
powerRange = new Stat("powerRange", StatCat.power),
|
powerRange = new Stat("powerRange", StatCat.power),
|
||||||
powerConnections = new Stat("powerConnections", StatCat.power),
|
powerConnections = new Stat("powerConnections", StatCat.power),
|
||||||
basePowerGeneration = new Stat("basePowerGeneration", StatCat.power),
|
basePowerGeneration = new Stat("basePowerGeneration", StatCat.power),
|
||||||
|
warmupTime = new Stat("warmupTime", StatCat.power),
|
||||||
|
|
||||||
tiles = new Stat("tiles", StatCat.crafting),
|
tiles = new Stat("tiles", StatCat.crafting),
|
||||||
input = new Stat("input", StatCat.crafting),
|
input = new Stat("input", StatCat.crafting),
|
||||||
|
|||||||
@@ -20,6 +20,7 @@ public class StatUnit{
|
|||||||
itemsSecond = new StatUnit("itemsSecond"),
|
itemsSecond = new StatUnit("itemsSecond"),
|
||||||
liquidUnits = new StatUnit("liquidUnits", "[sky]" + Iconc.liquid + "[]"),
|
liquidUnits = new StatUnit("liquidUnits", "[sky]" + Iconc.liquid + "[]"),
|
||||||
powerUnits = new StatUnit("powerUnits", "[accent]" + Iconc.power + "[]"),
|
powerUnits = new StatUnit("powerUnits", "[accent]" + Iconc.power + "[]"),
|
||||||
|
powerEquilibrium = new StatUnit("powerEquilibrium"),
|
||||||
heatUnits = new StatUnit("heatUnits", "[red]" + Iconc.waves + "[]"),
|
heatUnits = new StatUnit("heatUnits", "[red]" + Iconc.waves + "[]"),
|
||||||
degrees = new StatUnit("degrees"),
|
degrees = new StatUnit("degrees"),
|
||||||
seconds = new StatUnit("seconds"),
|
seconds = new StatUnit("seconds"),
|
||||||
@@ -29,6 +30,7 @@ public class StatUnit{
|
|||||||
perMinute = new StatUnit("perMinute", false),
|
perMinute = new StatUnit("perMinute", false),
|
||||||
perShot = new StatUnit("perShot", false),
|
perShot = new StatUnit("perShot", false),
|
||||||
perLeg = new StatUnit("perLeg"),
|
perLeg = new StatUnit("perLeg"),
|
||||||
|
perSide = new StatUnit("perSide"),
|
||||||
timesSpeed = new StatUnit("timesSpeed", false),
|
timesSpeed = new StatUnit("timesSpeed", false),
|
||||||
multiplier = new StatUnit("multiplier", false),
|
multiplier = new StatUnit("multiplier", false),
|
||||||
percent = new StatUnit("percent", false),
|
percent = new StatUnit("percent", false),
|
||||||
|
|||||||
@@ -7,6 +7,7 @@ import arc.graphics.g2d.*;
|
|||||||
import arc.math.*;
|
import arc.math.*;
|
||||||
import arc.scene.*;
|
import arc.scene.*;
|
||||||
import arc.scene.event.*;
|
import arc.scene.event.*;
|
||||||
|
import arc.scene.style.*;
|
||||||
import arc.scene.ui.*;
|
import arc.scene.ui.*;
|
||||||
import arc.scene.ui.Tooltip.*;
|
import arc.scene.ui.Tooltip.*;
|
||||||
import arc.scene.ui.layout.*;
|
import arc.scene.ui.layout.*;
|
||||||
@@ -19,6 +20,7 @@ import mindustry.ctype.*;
|
|||||||
import mindustry.entities.abilities.*;
|
import mindustry.entities.abilities.*;
|
||||||
import mindustry.entities.bullet.*;
|
import mindustry.entities.bullet.*;
|
||||||
import mindustry.gen.*;
|
import mindustry.gen.*;
|
||||||
|
import mindustry.graphics.*;
|
||||||
import mindustry.maps.*;
|
import mindustry.maps.*;
|
||||||
import mindustry.type.*;
|
import mindustry.type.*;
|
||||||
import mindustry.ui.*;
|
import mindustry.ui.*;
|
||||||
@@ -31,6 +33,9 @@ import static mindustry.Vars.*;
|
|||||||
/** Utilities for displaying certain stats in a table. */
|
/** Utilities for displaying certain stats in a table. */
|
||||||
public class StatValues{
|
public class StatValues{
|
||||||
|
|
||||||
|
//only allocate once, dont break unit tests
|
||||||
|
static @Nullable TextureRegionDrawable noteIcon = Icon.arrowNoteSmall != null ? new TextureRegionDrawable(Icon.arrowNoteSmall) : null;
|
||||||
|
|
||||||
public static StatValue string(String value, Object... args){
|
public static StatValue string(String value, Object... args){
|
||||||
String result = Strings.format(value, args);
|
String result = Strings.format(value, args);
|
||||||
return table -> table.add(result);
|
return table -> table.add(result);
|
||||||
@@ -640,11 +645,8 @@ public class StatValues{
|
|||||||
}
|
}
|
||||||
|
|
||||||
if(type.damage > 0 && (type.collides || type.splashDamage <= 0)){
|
if(type.damage > 0 && (type.collides || type.splashDamage <= 0)){
|
||||||
if(type.continuousDamage() > 0){
|
bt.add(Core.bundle.format("bullet.damage", type.damage) + (type.continuousDamage() > 0 ?
|
||||||
bt.add(Core.bundle.format("bullet.damage", type.continuousDamage()) + StatUnit.perSecond.localized());
|
"[lightgray] ~ [stat]" + Core.bundle.format("bullet.damage", type.continuousDamage()) + StatUnit.perSecond.localized() : ""));
|
||||||
}else{
|
|
||||||
bt.add(Core.bundle.format("bullet.damage", type.damage));
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
if(type.buildingDamageMultiplier != 1){
|
if(type.buildingDamageMultiplier != 1){
|
||||||
@@ -700,17 +702,44 @@ public class StatValues{
|
|||||||
sep(bt, Core.bundle.format("bullet.lightning", type.lightning, type.lightningDamage < 0 ? type.damage : type.lightningDamage));
|
sep(bt, Core.bundle.format("bullet.lightning", type.lightning, type.lightningDamage < 0 ? type.damage : type.lightningDamage));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if(type instanceof LaserBulletType b && b.lightningSpacing > 0){
|
||||||
|
int count = (int)(b.length / b.lightningSpacing) * 2 + 2;
|
||||||
|
float damage = b.lightningDamage < 0 ? b.damage : b.lightningDamage;
|
||||||
|
sep(bt, Core.bundle.format("bullet.lightning", count, damage));
|
||||||
|
note(bt, Core.bundle.format("bullet.lightninginterval", Strings.autoFixed(b.lightningSpacing / tilesize, 2), Strings.autoFixed(b.lightningLength, 2))).left();
|
||||||
|
}
|
||||||
|
|
||||||
|
if(type instanceof EmpBulletType b && b.radius > 0f){
|
||||||
|
sep(bt, Core.bundle.format("bullet.empradius", Strings.fixed(b.radius / tilesize, 1)));
|
||||||
|
if(b.timeDuration > 0f && b.timeIncrease > 1f){
|
||||||
|
sep(bt, Core.bundle.format("bullet.empboost", Strings.autoFixed(b.timeIncrease * 100f, 2),
|
||||||
|
Strings.autoFixed(b.timeDuration / 60f, 1)) + " " + StatUnit.seconds.localized());
|
||||||
|
}
|
||||||
|
if(b.timeDuration > 0f && b.powerSclDecrease < 1f){
|
||||||
|
sep(bt, Core.bundle.format("bullet.empslowdown",
|
||||||
|
(b.powerSclDecrease < 1f ? "[negstat]" : "") + Strings.autoFixed((b.powerSclDecrease - 1f) * 100f, 2),
|
||||||
|
Strings.autoFixed(b.timeDuration / 60f, 1)) + " " + StatUnit.seconds.localized());
|
||||||
|
}
|
||||||
|
if(!Mathf.equal(b.powerDamageScl, 1f)){
|
||||||
|
sep(bt, Core.bundle.format("bullet.empdamage", Strings.autoFixed(b.powerDamageScl * 100f, 2)));
|
||||||
|
}
|
||||||
|
if(b.hitUnits){
|
||||||
|
sep(bt, Core.bundle.format("bullet.empunitdamage",
|
||||||
|
(b.unitDamageScl < 1f ? "[negstat]" : "") + Strings.autoFixed(b.unitDamageScl * 100f, 2)));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
if(type.pierceArmor){
|
if(type.pierceArmor){
|
||||||
sep(bt, "@bullet.armorpierce");
|
sep(bt, "@bullet.armorpierce");
|
||||||
}
|
}
|
||||||
|
|
||||||
if(type.armorMultiplier != 1f){
|
if(type.armorMultiplier != 1f){
|
||||||
if(type.armorMultiplier > 1f){
|
if(type.armorMultiplier > 1f){
|
||||||
sep(bt, Core.bundle.format("bullet.armorweakness", (int)(type.armorMultiplier * 100)));
|
sep(bt, Core.bundle.format("bullet.armorweakness", (int)(type.armorMultiplier * 100)));
|
||||||
}else if(Mathf.sign(type.armorMultiplier) == 1){
|
}else if(Mathf.sign(type.armorMultiplier) == 1){
|
||||||
sep(bt, Core.bundle.format("bullet.armorpiercing", (int)((1 - type.armorMultiplier) * 100)));
|
sep(bt, Core.bundle.format("bullet.armorpiercing", (int)((1 - type.armorMultiplier) * 100)));
|
||||||
}else{
|
}else{
|
||||||
sep(bt, Core.bundle.format("bullet.antiarmor", (-type.armorMultiplier)));
|
sep(bt, Core.bundle.format("bullet.antiarmor", (-type.armorMultiplier)));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -770,6 +799,27 @@ public class StatValues{
|
|||||||
bt.row();
|
bt.row();
|
||||||
bt.add(coll);
|
bt.add(coll);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if(type.spawnBullets != null && type.spawnBullets.size > 0){
|
||||||
|
bt.row();
|
||||||
|
|
||||||
|
Table sc = new Table();
|
||||||
|
for(BulletType spawn : type.spawnBullets){
|
||||||
|
if(spawn.showStats) ammo(ObjectMap.of(t, spawn), true, false).display(sc);
|
||||||
|
}
|
||||||
|
Collapser coll = new Collapser(sc, true);
|
||||||
|
coll.setDuration(0.1f);
|
||||||
|
|
||||||
|
bt.table(st -> {
|
||||||
|
st.left().defaults().left();
|
||||||
|
|
||||||
|
st.add(Core.bundle.format("bullet.spawnBullets", type.spawnBullets.size));
|
||||||
|
if(sc.getChildren().size > 0) st.button(Icon.downOpen, Styles.emptyi, () -> coll.toggle(false)).update(i -> i.getStyle().imageUp = (!coll.isCollapsed() ? Icon.upOpen : Icon.downOpen)).size(8).padLeft(16f).expandX();
|
||||||
|
});
|
||||||
|
bt.row();
|
||||||
|
bt.add(coll);
|
||||||
|
}
|
||||||
|
|
||||||
}).padLeft(5).padTop(5).padBottom(compact ? 0 : 5).growX().margin(compact ? 0 : 10);
|
}).padLeft(5).padTop(5).padBottom(compact ? 0 : 5).growX().margin(compact ? 0 : 10);
|
||||||
table.row();
|
table.row();
|
||||||
}
|
}
|
||||||
@@ -782,6 +832,19 @@ public class StatValues{
|
|||||||
return table.add(text);
|
return table.add(text);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//add a note under a value
|
||||||
|
private static Cell<?> note(Table table, String text){
|
||||||
|
table.row();
|
||||||
|
return table.table(t -> {
|
||||||
|
if(noteIcon != null){
|
||||||
|
noteIcon.setMinWidth(15f);
|
||||||
|
noteIcon.setMinHeight(15f);
|
||||||
|
t.image(noteIcon).color(Pal.stat).scaling(Scaling.fit).padRight(6).padLeft(12);
|
||||||
|
}
|
||||||
|
t.add(text);
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
//for AmmoListValue
|
//for AmmoListValue
|
||||||
private static String ammoStat(float val){
|
private static String ammoStat(float val){
|
||||||
return (val > 0 ? "[stat]+" : "[negstat]") + Strings.autoFixed(val, 1);
|
return (val > 0 ? "[stat]+" : "[negstat]") + Strings.autoFixed(val, 1);
|
||||||
|
|||||||
Reference in New Issue
Block a user