Merge remote-tracking branch 'origin/master'

This commit is contained in:
Anuken
2026-02-10 19:37:51 -05:00
58 changed files with 1725 additions and 1165 deletions
+14
View File
@@ -1069,6 +1069,20 @@
"search": [
"planet"
]
},
{
"uid": "ec43f846ca53702f30310718d627f2b5",
"css": "arrow-note",
"code": 59444,
"src": "custom_icons",
"selected": true,
"svg": {
"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",
"width": 1200
},
"search": [
"arrow-note"
]
}
]
}
Binary file not shown.

After

Width:  |  Height:  |  Size: 411 B

+13 -1
View File
@@ -1019,7 +1019,6 @@ stat.targetsair = Targets Air
stat.targetsground = Targets Ground
stat.crushdamage = Crush Damage
stat.legsplashdamage = Leg Splash Damage
stat.legsplashrange = Leg Splash Range
stat.itemsmoved = Move Speed
stat.launchtime = Time Between Launches
stat.shootrange = Range
@@ -1036,6 +1035,7 @@ stat.itemcapacity = Item Capacity
stat.memorycapacity = Memory Capacity
stat.basepowergeneration = Base Power Generation
stat.productiontime = Production Time
stat.warmuptime = Warmup Time
stat.repairtime = Block Full Repair Time
stat.repairspeed = Repair Speed
stat.weapons = Weapons
@@ -1078,6 +1078,7 @@ stat.minetier = Mine Tier
stat.payloadcapacity = Payload Capacity
stat.abilities = Abilities
stat.canboost = Can Boost
stat.boostingspeed = Boosting Speed
stat.flying = Flying
stat.ammouse = Ammo Use
stat.ammocapacity = Ammo Capacity
@@ -1176,6 +1177,8 @@ bar.activated = Activated
units.processorcontrol = [lightgray]Processor Controlled
weapon.pointdefense = [stat]Point Defense
bullet.damage = [stat]{0}[lightgray] damage
bullet.splashdamage = [stat]{0}[lightgray] area dmg ~ [stat]{1}[lightgray] tiles
bullet.incendiary = [stat]incendiary
@@ -1186,10 +1189,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
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.frags = [stat]{0}x[lightgray] frag bullets:
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.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
bullet.knockback = [stat]{0}[lightgray] knockback
bullet.pierce = [stat]{0}x[lightgray] pierce
@@ -1210,6 +1220,7 @@ unit.liquidsecond = liquid units/second
unit.itemssecond = items/second
unit.liquidunits = liquid units
unit.powerunits = power units
unit.powerequilibrium = power equilibrium
unit.heatunits = heat units
unit.degrees = degrees
unit.seconds = seconds
@@ -1227,6 +1238,7 @@ unit.billions = b
unit.shots = shots
unit.pershot = /shot
unit.perleg = per leg
unit.perside = per side
category.purpose = Purpose
category.general = General
category.power = Power
+13 -1
View File
@@ -1016,7 +1016,6 @@ stat.targetsair = Паветраныя мэты
stat.targetsground = Наземныя мэты
stat.crushdamage = Crush Damage
stat.legsplashdamage = Leg Splash Damage
stat.legsplashrange = Leg Splash Range
stat.itemsmoved = Хуткасць перамяшчэння
stat.launchtime = Інтэрвал запускаў
stat.shootrange = Радыус дзеяння
@@ -1033,6 +1032,7 @@ stat.itemcapacity = Умяшчальнасць прадметаў
stat.memorycapacity = Ёмістасць Памяці
stat.basepowergeneration = Базавая генерацыя энергіі
stat.productiontime = Час вытворчасці
stat.warmuptime = Warmup Time
stat.repairtime = Час поўнай рэгенерацыі
stat.repairspeed = Хуткасць Рамонту
stat.weapons = Зброя
@@ -1075,6 +1075,7 @@ stat.minetier = Моц Здабычы
stat.payloadcapacity = Ёмістасць Нагрузкі
stat.abilities = Здольнасйі
stat.canboost = Можа Узлятаць
stat.boostingspeed = Boosting Speed
stat.flying = Паветраны
stat.ammouse = Выкарыстанне Боезапасу
stat.ammocapacity = Ammo Capacity
@@ -1173,6 +1174,8 @@ bar.activated = Activated
units.processorcontrol = [lightgray]Кантралюецца Працэссарам
weapon.pointdefense = [stat]Point Defense
bullet.damage = [stat] {0} [lightgray]страты
bullet.splashdamage = [stat] {0} [lightgray]страты ў радыусе ~ [stat] {1} [lightgray] блокаў
bullet.incendiary = [stat] запальны
@@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
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.frags = [stat]{0}[lightgray]x frag bullets:
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.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
bullet.knockback = [stat] {0} [lightgray]аддачы
bullet.pierce = [stat]{0}[lightgray]x pierce
@@ -1207,6 +1217,7 @@ unit.liquidsecond = вадкасных адзінак/секунду
unit.itemssecond = прадметаў/секунду
unit.liquidunits = вадкасных адзінак
unit.powerunits = энерг. адзінак
unit.powerequilibrium = power equilibrium
unit.heatunits = адзінкі энергіі
unit.degrees = град.
unit.seconds = сек.
@@ -1224,6 +1235,7 @@ unit.billions = Б.
unit.shots = shots
unit.pershot = /стрэл
unit.perleg = per leg
unit.perside = per side
category.purpose = Апісанне
category.general = Асноўныя
category.power = Энергія
+13 -1
View File
@@ -1016,7 +1016,6 @@ stat.targetsair = Напада по въздух
stat.targetsground = Напада по земя
stat.crushdamage = Crush Damage
stat.legsplashdamage = Leg Splash Damage
stat.legsplashrange = Leg Splash Range
stat.itemsmoved = Скорост на движение
stat.launchtime = Време между изстрелванията
stat.shootrange = Обхват
@@ -1033,6 +1032,7 @@ stat.itemcapacity = Ресурсен капацитет
stat.memorycapacity = Капацитет на паметта
stat.basepowergeneration = Основно производство на енергия
stat.productiontime = Време за производство
stat.warmuptime = Warmup Time
stat.repairtime = Време за пълна поправка на блок
stat.repairspeed = Скорост на поправяне
stat.weapons = Оръжия
@@ -1075,6 +1075,7 @@ stat.minetier = Ниво на добив
stat.payloadcapacity = Товарен капацитет
stat.abilities = Способности
stat.canboost = Може да ускорява
stat.boostingspeed = Boosting Speed
stat.flying = Летящ
stat.ammouse = Употреба на боеприпаси
stat.ammocapacity = Муниции
@@ -1173,6 +1174,8 @@ bar.activated = Activated
units.processorcontrol = [lightgray]Контролиран от процесор
weapon.pointdefense = [stat]Point Defense
bullet.damage = [stat]{0}[lightgray] щети
bullet.splashdamage = [stat]{0}[lightgray] щети на площ ~[stat] {1}[lightgray] полета
bullet.incendiary = [stat]Подпалване
@@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
bullet.maxdamagefraction = [stat]{0}%[lightgray] ограничена щета
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.frags = [stat]{0}[lightgray]x фрагменти:
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.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
bullet.knockback = [stat]{0}[lightgray] отблъскване
bullet.pierce = [stat]{0}[lightgray]x пробождане
@@ -1207,6 +1217,7 @@ unit.liquidsecond = течност/секунда
unit.itemssecond = предмети/секунда
unit.liquidunits = течност
unit.powerunits = електричество
unit.powerequilibrium = power equilibrium
unit.heatunits = единици горещина
unit.degrees = градуси
unit.seconds = секунди
@@ -1224,6 +1235,7 @@ unit.billions = млр
unit.shots = shots
unit.pershot = /изстрел
unit.perleg = per leg
unit.perside = per side
category.purpose = Предназначение
category.general = Обща информация
category.power = Електричество
+13 -1
View File
@@ -1016,7 +1016,6 @@ stat.targetsair = Dispara objectius aeris
stat.targetsground = Dispara objectius terrestres
stat.crushdamage = Dany per aixafament
stat.legsplashdamage = Dany per aixafament
stat.legsplashrange = Abast de laixafament
stat.itemsmoved = Velocitat de moviment
stat.launchtime = Temps entre llançaments
stat.shootrange = Abast
@@ -1033,6 +1032,7 @@ stat.itemcapacity = Capacitat delements
stat.memorycapacity = Capacitat de memòria
stat.basepowergeneration = Generació base denergia
stat.productiontime = Temps de producció
stat.warmuptime = Warmup Time
stat.repairtime = Temps de reparació completa de blocs
stat.repairspeed = Velocitat de reparació
stat.weapons = Armes
@@ -1075,6 +1075,7 @@ stat.minetier = Nivell de perforació
stat.payloadcapacity = Capacitat de les cintes de blocs
stat.abilities = Habilitats
stat.canboost = Pot sobrevolar.
stat.boostingspeed = Boosting Speed
stat.flying = Està volant.
stat.ammouse = Ús de munició
stat.ammocapacity = Capacitat de munició
@@ -1173,6 +1174,8 @@ bar.activated = Activated
units.processorcontrol = [lightgray]Controlat pel processador
weapon.pointdefense = [stat]Point Defense
bullet.damage = [stat]{0}[lightgray] de dany
bullet.splashdamage = [stat]{0}[lightgray] de dany a l’àrea ~[stat] {1}[lightgray] caselles
bullet.incendiary = [stat]incendiari
@@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
bullet.maxdamagefraction = [stat]{0}%[lightgray] de dany límit
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.frags = [stat]{0}[lightgray]× de bales de fragmentació:
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.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
bullet.shielddamage = [stat]{0} %[lightgray] de dany descut
bullet.knockback = [stat]{0}[lightgray] de bloqueig
bullet.pierce = [stat]{0}[lightgray]× de perforació
@@ -1207,6 +1217,7 @@ unit.liquidsecond = unitats de líquid/s
unit.itemssecond = elements/s
unit.liquidunits = unitats de líquid
unit.powerunits = unitats denergia
unit.powerequilibrium = power equilibrium
unit.heatunits = unitats de calor
unit.degrees = °
unit.seconds = s
@@ -1224,6 +1235,7 @@ unit.billions = kM
unit.shots = dispars
unit.pershot = /dispar
unit.perleg = per pota
unit.perside = per side
category.purpose = Funció
category.general = General
category.power = Energia
+13 -1
View File
@@ -1016,7 +1016,6 @@ stat.targetsair = Zaměřuje vzdušné jednotky
stat.targetsground = Zaměřuje pozemní jednotky
stat.crushdamage = Crush Damage
stat.legsplashdamage = Leg Splash Damage
stat.legsplashrange = Leg Splash Range
stat.itemsmoved = Rychlost pohybu
stat.launchtime = Čas mezi vysláním
stat.shootrange = Dostřel
@@ -1033,6 +1032,7 @@ stat.itemcapacity = Kapacita předmětů
stat.memorycapacity = Kapacita paměti
stat.basepowergeneration = Základní generování energie
stat.productiontime = Čas produkce
stat.warmuptime = Warmup Time
stat.repairtime = Čas do úplné opravy
stat.repairspeed = Rychlost Opravy
stat.weapons = Zbraně
@@ -1075,6 +1075,7 @@ stat.minetier = Těžící úroveň
stat.payloadcapacity = Kapacita pro náklad
stat.abilities = Schopnosti
stat.canboost = Umí posilovat
stat.boostingspeed = Boosting Speed
stat.flying = Létající
stat.ammouse = Spotřeba Munice
stat.ammocapacity = Kapacita nábojů
@@ -1173,6 +1174,8 @@ bar.activated = Activated
units.processorcontrol = [lightgray]Procesor je ovládán[]
weapon.pointdefense = [stat]Point Defense
bullet.damage = [stat]{0}[lightgray] poškození[]
bullet.splashdamage = [stat]{0}[lightgray] plošného poškození ~[stat] {1}[lightgray] dlaždic
bullet.incendiary = [stat]zápalný
@@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
bullet.maxdamagefraction = [stat]{0}%[lightgray] limit poškození
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.frags = [stat]{0}[lightgray]x střepinových střel:
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.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
bullet.shielddamage = [stat]{0}%[lightgray] poškození štítu
bullet.knockback = [stat]{0}[lightgray] odhození[]
bullet.pierce = [stat]{0}[lightgray]x průrazné[]
@@ -1207,6 +1217,7 @@ unit.liquidsecond = kapalin/sekunda
unit.itemssecond = předmětů/sekunda
unit.liquidunits = jednotek kapalin
unit.powerunits = jednotek energie
unit.powerequilibrium = power equilibrium
unit.heatunits = jednotek tepla
unit.degrees = úhly
unit.seconds = sekundy
@@ -1224,6 +1235,7 @@ unit.billions = mld.
unit.shots = střely
unit.pershot = /střela
unit.perleg = per leg
unit.perside = per side
category.purpose = Účel
category.general = Všeobecné
category.power = Energie
+13 -1
View File
@@ -1016,7 +1016,6 @@ stat.targetsair = Skyder flyvere
stat.targetsground = Skyder fodgængere
stat.crushdamage = Crush Damage
stat.legsplashdamage = Leg Splash Damage
stat.legsplashrange = Leg Splash Range
stat.itemsmoved = Bevægelseshastighed
stat.launchtime = Tid mellem affyringer
stat.shootrange = Rækkevidde
@@ -1033,6 +1032,7 @@ stat.itemcapacity = Beholdningskapacitet
stat.memorycapacity = Hukommelseskapacitet
stat.basepowergeneration = Grundlæggende strøm-output
stat.productiontime = Produktionstid
stat.warmuptime = Warmup Time
stat.repairtime = Block Full Repair Time
stat.repairspeed = Repair Speed
stat.weapons = Weapons
@@ -1075,6 +1075,7 @@ stat.minetier = Mine-niveau
stat.payloadcapacity = Last-kapacitet
stat.abilities = Evner
stat.canboost = Can Boost
stat.boostingspeed = Boosting Speed
stat.flying = Flying
stat.ammouse = Ammo Use
stat.ammocapacity = Ammo Capacity
@@ -1173,6 +1174,8 @@ bar.activated = Activated
units.processorcontrol = [lightgray]Processor kontrolleret
weapon.pointdefense = [stat]Point Defense
bullet.damage = [stat]{0}[lightgray] skade
bullet.splashdamage = [stat]{0}[lightgray] områdeskade ~[stat] {1}[lightgray] felter
bullet.incendiary = [stat]brændfarlig
@@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
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.frags = [stat]{0}[lightgray]x frag bullets:
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.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
bullet.knockback = [stat]{0}[lightgray] tilbageslag
bullet.pierce = [stat]{0}[lightgray]x gennemboring
@@ -1207,6 +1217,7 @@ unit.liquidsecond = væskeenheder/sekund
unit.itemssecond = genstande/sekund
unit.liquidunits = væskeenheder
unit.powerunits = strømenheder
unit.powerequilibrium = power equilibrium
unit.heatunits = heat units
unit.degrees = grader
unit.seconds = sekunder
@@ -1224,6 +1235,7 @@ unit.billions = mia
unit.shots = shots
unit.pershot = /shot
unit.perleg = per leg
unit.perside = per side
category.purpose = Purpose
category.general = Generel
category.power = Strøm
+13 -1
View File
@@ -1016,7 +1016,6 @@ stat.targetsair = Visiert Lufteinheiten an
stat.targetsground = Visiert Bodeneinheiten an
stat.crushdamage = Crush Damage
stat.legsplashdamage = Leg Splash Damage
stat.legsplashrange = Leg Splash Range
stat.itemsmoved = Bewegungsgeschwindigkeit
stat.launchtime = Zeit zwischen Starts
stat.shootrange = Reichweite
@@ -1033,6 +1032,7 @@ stat.itemcapacity = Materialkapazität
stat.memorycapacity = Speicherkapazität
stat.basepowergeneration = Basis-Stromerzeugung
stat.productiontime = Produktionszeit
stat.warmuptime = Warmup Time
stat.repairtime = Zeit zur vollständigen Reparatur
stat.repairspeed = Heilungsgeschwindigkeit
stat.weapons = Waffen
@@ -1075,6 +1075,7 @@ stat.minetier = Abbau-Kraft
stat.payloadcapacity = Einheitenkapazität
stat.abilities = Fähigkeiten
stat.canboost = Kann boosten
stat.boostingspeed = Boosting Speed
stat.flying = Flug
stat.ammouse = Muntionsverbrauch
stat.ammocapacity = Munitionskapazität
@@ -1173,6 +1174,8 @@ bar.activated = Activated
units.processorcontrol = [lightgray]Prozessorgesteuert
weapon.pointdefense = [stat]Point Defense
bullet.damage = [stat]{0}[lightgray] Schaden
bullet.splashdamage = [stat]{0}[lightgray] Flächenschaden ~[stat] {1}[lightgray] Kacheln
bullet.incendiary = [stat]entzündend
@@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
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.frags = [stat]{0}[lightgray]x Splittergeschosse:
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.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
bullet.knockback = [stat]{0}[lightgray] zurückstoßend
bullet.pierce = [stat]{0}[lightgray]x Durchstechkraft
@@ -1207,6 +1217,7 @@ unit.liquidsecond = Flüssigkeitseinheiten/Sekunde
unit.itemssecond = Materialeinheiten/Sekunde
unit.liquidunits = Flüssigkeitseinheiten
unit.powerunits = Stromeinheiten
unit.powerequilibrium = power equilibrium
unit.heatunits = Hitzeeinheiten
unit.degrees = Grad
unit.seconds = Sekunden
@@ -1224,6 +1235,7 @@ unit.billions = Mrd
unit.shots = Schuss
unit.pershot = /Schuss
unit.perleg = per leg
unit.perside = per side
category.purpose = Beschreibung
category.general = Allgemeines
category.power = Strom
+13 -1
View File
@@ -1016,7 +1016,6 @@ stat.targetsair = Apunta al aire
stat.targetsground = Apunta a tierra
stat.crushdamage = Daño de aplastamiento
stat.legsplashdamage = Daño de area por pisotón
stat.legsplashrange = Rango de pisotón
stat.itemsmoved = Velocidad de movimiento
stat.launchtime = Tiempo entre lanzamientos
stat.shootrange = Alcance
@@ -1033,6 +1032,7 @@ stat.itemcapacity = Capacidad de objetos
stat.memorycapacity = Capacidad de memoria
stat.basepowergeneration = Generación de energía
stat.productiontime = Tiempo de producción
stat.warmuptime = Warmup Time
stat.repairtime = Tiempo de reparación completa de bloques
stat.repairspeed = Velocidad de reparación
stat.weapons = Armas
@@ -1075,6 +1075,7 @@ stat.minetier = Nivel de taladro
stat.payloadcapacity = Capacidad de transporte
stat.abilities = Habilidades
stat.canboost = Puede volar
stat.boostingspeed = Boosting Speed
stat.flying = Aéreo
stat.ammouse = Uso de munición
stat.ammocapacity = Capacidad de munición
@@ -1173,6 +1174,8 @@ bar.activated = Activado
units.processorcontrol = [lightgray]Controlado desde el procesador
weapon.pointdefense = [stat]Point Defense
bullet.damage = [stat]{0}[lightgray] daño
bullet.splashdamage = [stat]{0}[lightgray] daño en área ~[stat] {1}[lightgray] bloques
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.maxdamagefraction = [stat]{0}%[lightgray] daño límite
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.frags = [stat]{0}[lightgray]x proyectiles fragmentados:
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.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
bullet.shielddamage = [stat]{0}%[lightgray] daño a escudo
bullet.knockback = [stat]{0}[lightgray] empuje
bullet.pierce = [stat]{0}[lightgray]x perforación
@@ -1207,6 +1217,7 @@ unit.liquidsecond = unidades de líquido/segundo
unit.itemssecond = objetos/segundo
unit.liquidunits = unidades de líquido
unit.powerunits = unidades de energía
unit.powerequilibrium = power equilibrium
unit.heatunits = unidades de calor
unit.degrees = grados
unit.seconds = segundos
@@ -1224,6 +1235,7 @@ unit.billions = B
unit.shots = shots
unit.pershot = /disparo
unit.perleg = por pata
unit.perside = per side
category.purpose = Objetivo
category.general = General
category.power = Energía
+13 -1
View File
@@ -1016,7 +1016,6 @@ stat.targetsair = Sihib õhku
stat.targetsground = Sihib maapinnale
stat.crushdamage = Crush Damage
stat.legsplashdamage = Leg Splash Damage
stat.legsplashrange = Leg Splash Range
stat.itemsmoved = Transportimise kiirus
stat.launchtime = Aeg lendutõusude vahel
stat.shootrange = Ulatus
@@ -1033,6 +1032,7 @@ stat.itemcapacity = Ressursside mahutavus
stat.memorycapacity = Memory Capacity
stat.basepowergeneration = Energiatootlus
stat.productiontime = Tootmisaeg
stat.warmuptime = Warmup Time
stat.repairtime = Täieliku parandamise aeg
stat.repairspeed = Repair Speed
stat.weapons = Weapons
@@ -1075,6 +1075,7 @@ stat.minetier = Mine Tier
stat.payloadcapacity = Payload Capacity
stat.abilities = Abilities
stat.canboost = Can Boost
stat.boostingspeed = Boosting Speed
stat.flying = Flying
stat.ammouse = Ammo Use
stat.ammocapacity = Ammo Capacity
@@ -1173,6 +1174,8 @@ bar.activated = Activated
units.processorcontrol = [lightgray]Processor Controlled
weapon.pointdefense = [stat]Point Defense
bullet.damage = [stat]{0}[lightgray] hävituspunkti
bullet.splashdamage = [stat]{0}[lightgray] hävituspunkti ~[stat] {1}[lightgray] blokki
bullet.incendiary = [stat]süttiv
@@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
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.frags = [stat]{0}[lightgray]x frag bullets:
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.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
bullet.knockback = [stat]{0}[lightgray]x tagasilöögi kordaja
bullet.pierce = [stat]{0}[lightgray]x pierce
@@ -1207,6 +1217,7 @@ unit.liquidsecond = vedelikuühikut/s
unit.itemssecond = ressursiühikut/s
unit.liquidunits = vedelikuühikut
unit.powerunits = energiaühikut
unit.powerequilibrium = power equilibrium
unit.heatunits = heat units
unit.degrees = kraadi
unit.seconds = s
@@ -1224,6 +1235,7 @@ unit.billions = b
unit.shots = shots
unit.pershot = /shot
unit.perleg = per leg
unit.perside = per side
category.purpose = Purpose
category.general = Üldinfo
category.power = Energia
File diff suppressed because it is too large Load Diff
+13 -1
View File
@@ -1016,7 +1016,6 @@ stat.targetsair = Hyökkää ilmaan
stat.targetsground = Hyökkää maahan
stat.crushdamage = Crush Damage
stat.legsplashdamage = Leg Splash Damage
stat.legsplashrange = Leg Splash Range
stat.itemsmoved = Liikkumisnopeus
stat.launchtime = Aika laukaisujen välillä
stat.shootrange = Kantama
@@ -1033,6 +1032,7 @@ stat.itemcapacity = Tavarakapasiteetti
stat.memorycapacity = Muistikapasiteetti
stat.basepowergeneration = Perus energiantuotto
stat.productiontime = Tuotantoaika
stat.warmuptime = Warmup Time
stat.repairtime = Kokonaisen palikan korjausaika
stat.repairspeed = Korjausnopeus
stat.weapons = Aseet
@@ -1075,6 +1075,7 @@ stat.minetier = Kaivuutaso
stat.payloadcapacity = Lastikapasiteetti
stat.abilities = Erikoisvoimat
stat.canboost = Voi tehostaa
stat.boostingspeed = Boosting Speed
stat.flying = Lentävä
stat.ammouse = Ammusten käyttö
stat.ammocapacity = Ammo Capacity
@@ -1173,6 +1174,8 @@ bar.activated = Activated
units.processorcontrol = [lightgray]Prosessorin hallitsema
weapon.pointdefense = [stat]Point Defense
bullet.damage = [stat]{0}[lightgray] Vahinko
bullet.splashdamage = [stat]{0}[lightgray] Aluevahinko ~[stat] {1}[lightgray] palikkaa
bullet.incendiary = [stat]sytyttävä
@@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
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.frags = [stat]{0}[lightgray]x sirpaleammuksia:
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.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
bullet.knockback = [stat]{0}[lightgray] tönäisy
bullet.pierce = [stat]{0}[lightgray]x lävistys
@@ -1207,6 +1217,7 @@ unit.liquidsecond = nesteyksikköä/sekunti
unit.itemssecond = esinettä/sekunti
unit.liquidunits = nesteyksikköä
unit.powerunits = energiayksikköä
unit.powerequilibrium = power equilibrium
unit.heatunits = lämpöyksikköä
unit.degrees = astetta
unit.seconds = sekunttia
@@ -1224,6 +1235,7 @@ unit.billions = mrd
unit.shots = shots
unit.pershot = /laukaisu
unit.perleg = per leg
unit.perside = per side
category.purpose = Tarkoitus
category.general = Yleinen
category.power = Energia
+13 -1
View File
@@ -1016,7 +1016,6 @@ stat.targetsair = Tinatarget ng mga Air
stat.targetsground = Tinatarget ng mga Ground
stat.crushdamage = Crush Damage
stat.legsplashdamage = Leg Splash Damage
stat.legsplashrange = Leg Splash Range
stat.itemsmoved = Bilis ng Pag-galaw
stat.launchtime = Oras sa pagitan ng mga launches
stat.shootrange = Saklaw
@@ -1033,6 +1032,7 @@ stat.itemcapacity = Kapasidad ng mga Aytem
stat.memorycapacity = Kapasidad ng Memorya
stat.basepowergeneration = Pagbuo ng Kuryente
stat.productiontime = Oras ng Produksyon
stat.warmuptime = Warmup Time
stat.repairtime = Block Full Repair Time
stat.repairspeed = Bilis ng pagkumpuni
stat.weapons = Armas
@@ -1075,6 +1075,7 @@ stat.minetier = Mine Tier
stat.payloadcapacity = Kapasidad ng Payload
stat.abilities = Mga Abilidad
stat.canboost = Maaaring Magpalakas
stat.boostingspeed = Boosting Speed
stat.flying = Maaring Maglipad
stat.ammouse = Paggamit ng Bala
stat.ammocapacity = Kapasidad ng Bala
@@ -1173,6 +1174,8 @@ bar.activated = Activated
units.processorcontrol = [lightgray]Processor Controlled
weapon.pointdefense = [stat]Point Defense
bullet.damage = [stat]{0}[lightgray] damage
bullet.splashdamage = [stat]{0}[lightgray] area dmg ~[stat] {1}[lightgray] tiles
bullet.incendiary = [stat]incendiary
@@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
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.frags = [stat]{0}[lightgray]x frag bullets:
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.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
bullet.knockback = [stat]{0}[lightgray] knockback
bullet.pierce = [stat]{0}[lightgray]x pierce
@@ -1207,6 +1217,7 @@ unit.liquidsecond = mga yunit ng likido/segundo
unit.itemssecond = aytem/segundo
unit.liquidunits = mga yunit ng likido
unit.powerunits = mga yunit ng kuryente
unit.powerequilibrium = power equilibrium
unit.heatunits = mga yunit ng init
unit.degrees = digri
unit.seconds = segundo
@@ -1224,6 +1235,7 @@ unit.billions = bil
unit.shots = shots
unit.pershot = /shot
unit.perleg = per leg
unit.perside = per side
category.purpose = Ang Purpose
category.general = Pangkalahatan
category.power = Kuryente
+13 -1
View File
@@ -1016,7 +1016,6 @@ stat.targetsair = Cibles Aériennes
stat.targetsground = Cibles Terrestres
stat.crushdamage = Crush Damage
stat.legsplashdamage = Leg Splash Damage
stat.legsplashrange = Leg Splash Range
stat.itemsmoved = Vitesse de Déplacement
stat.launchtime = Temps entre chaque lancement
stat.shootrange = Portée de tir
@@ -1033,6 +1032,7 @@ stat.itemcapacity = Stockage
stat.memorycapacity = Mémoire
stat.basepowergeneration = Production d'énergie de Base
stat.productiontime = Durée de production
stat.warmuptime = Warmup Time
stat.repairtime = Durée de réparation complète d'un Bloc
stat.repairspeed = Vitesse de réparation
stat.weapons = Armes
@@ -1075,6 +1075,7 @@ stat.minetier = Niveau de minage
stat.payloadcapacity = Capacité de chargement
stat.abilities = Habilités
stat.canboost = Boost
stat.boostingspeed = Boosting Speed
stat.flying = Unité volante
stat.ammouse = Utilisation de munitions
stat.ammocapacity = Ammo Capacity
@@ -1173,6 +1174,8 @@ bar.activated = Activated
units.processorcontrol = [lightgray]Contrôlé par un processeur.
weapon.pointdefense = [stat]Point Defense
bullet.damage = [stat]{0}[lightgray] dégâts
bullet.splashdamage = [stat]{0}[lightgray] dégâts de zone ~[stat] {1}[lightgray] blocs
bullet.incendiary = [stat]incendiaire
@@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
bullet.maxdamagefraction = [stat]{0}%[lightgray] limite de dégâts
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.frags = [stat]{0}[lightgray]x Balle à fragmentation:
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.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
bullet.knockback = [stat]{0}[lightgray] recul
bullet.pierce = [stat]{0}[lightgray]x perçant
@@ -1207,6 +1217,7 @@ unit.liquidsecond = unités de liquide/seconde
unit.itemssecond = objets/seconde
unit.liquidunits = unités de liquide
unit.powerunits = unités d'énergie
unit.powerequilibrium = power equilibrium
unit.heatunits = unités de température
unit.degrees = degrés
unit.seconds = sec
@@ -1224,6 +1235,7 @@ unit.billions = Md
unit.shots = tirs
unit.pershot = /tirs
unit.perleg = per leg
unit.perside = per side
category.purpose = Description
category.general = Caractéristiques
category.power = Énergie
+13 -1
View File
@@ -1016,7 +1016,6 @@ stat.targetsair = Légi célpontok
stat.targetsground = Földi célpontok
stat.crushdamage = Zúzó sebzés
stat.legsplashdamage = Lábbal okozott területsebzés
stat.legsplashrange = Lábbal okozott területsebzés hatótávolsága
stat.itemsmoved = Szállítási sebesség
stat.launchtime = Kilövések közötti idő
stat.shootrange = Hatótávolság
@@ -1033,6 +1032,7 @@ stat.itemcapacity = Nyersanyag-kapacitás
stat.memorycapacity = Memóriakapacitás
stat.basepowergeneration = Alap áramtermelés
stat.productiontime = Gyártási idő
stat.warmuptime = Warmup Time
stat.repairtime = Teljes javítási idő
stat.repairspeed = Javítási sebesség
stat.weapons = Fegyverek
@@ -1075,6 +1075,7 @@ stat.minetier = Termelési szint
stat.payloadcapacity = Raktérkapacitás
stat.abilities = Képességek
stat.canboost = Erősíthető
stat.boostingspeed = Boosting Speed
stat.flying = Repül
stat.ammouse = Lőszerhasználat
stat.ammocapacity = Lőszerkapacitás
@@ -1173,6 +1174,8 @@ bar.activated = Activated
units.processorcontrol = [lightgray]Processzorvezérelt
weapon.pointdefense = [stat]Point Defense
bullet.damage = [stat]{0}[lightgray] sebzés
bullet.splashdamage = [stat]{0}[lightgray] területi sebzés ~[stat] {1}[lightgray] mező
bullet.incendiary = [stat]gyújtó
@@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
bullet.maxdamagefraction = [stat]{0}%[lightgray] sebzési határérték
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.frags = [stat]{0}[lightgray]db repeszlövedék:
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.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
bullet.shielddamage = [stat]{0}%[lightgray] pajzssebzés
bullet.knockback = [stat]{0}[lightgray] hátralökés
bullet.pierce = [stat]{0}[lightgray]x átütő erő
@@ -1207,6 +1217,7 @@ unit.liquidsecond = folyadékegység/mp
unit.itemssecond = nyersanyag/mp
unit.liquidunits = folyadékegység
unit.powerunits = áramegység
unit.powerequilibrium = power equilibrium
unit.heatunits = hőegység
unit.degrees = fok
unit.seconds = másodperc
@@ -1224,6 +1235,7 @@ unit.billions = Mrd
unit.shots = lövés
unit.pershot = /lövés
unit.perleg = /láb
unit.perside = per side
category.purpose = Rendeltetés
category.general = Általános
category.power = Áram
+13 -1
View File
@@ -1016,7 +1016,6 @@ stat.targetsair = Target Udara
stat.targetsground = Target Darat
stat.crushdamage = Damage Benturan
stat.legsplashdamage = Damage Percikan Kaki
stat.legsplashrange = Jarak Percikan Kaki
stat.itemsmoved = Kecepatan Barang
stat.launchtime = Selang Waktu Peluncuran
stat.shootrange = Jarak
@@ -1033,6 +1032,7 @@ stat.itemcapacity = Kapasitas Item
stat.memorycapacity = Kapasitas Memori
stat.basepowergeneration = Produksi Tenaga Dasar
stat.productiontime = Waktu Produksi
stat.warmuptime = Warmup Time
stat.repairtime = Waktu Penuh Perbaikan Blok
stat.repairspeed = Kecepatan Perbaikan
stat.weapons = Senjata
@@ -1075,6 +1075,7 @@ stat.minetier = Tingkat Tambang
stat.payloadcapacity = Kapasitas Muatan
stat.abilities = Kemampuan
stat.canboost = Memiliki Pendorong
stat.boostingspeed = Boosting Speed
stat.flying = Terbang
stat.ammouse = Penggunaan Amunisi
stat.ammocapacity = Kapasitas Amunisi
@@ -1173,6 +1174,8 @@ bar.activated = Aktif
units.processorcontrol = [lightgray]Dikendalikan Prosesor
weapon.pointdefense = [stat]Point Defense
bullet.damage = [stat]{0}[lightgray] damage
bullet.splashdamage = [stat]{0}[lightgray] damage percikan~[stat] {1}[lightgray] ubin
bullet.incendiary = [stat]membakar
@@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] menembus pelindung
bullet.antiarmor = [stat]{0}x[lightgray] anti-pelindung
bullet.maxdamagefraction = [stat]{0}%[lightgray] batas damage
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.frags = [stat]{0}[lightgray]x pecahan:
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.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
bullet.shielddamage = [stat]{0}%[lightgray] damage perisai
bullet.knockback = [stat]{0}[lightgray] terdorong
bullet.pierce = [stat]{0}[lightgray]x tembus
@@ -1207,6 +1217,7 @@ unit.liquidsecond = unit zat cair/detik
unit.itemssecond = item/detik
unit.liquidunits = unit zat cair
unit.powerunits = unit tenaga
unit.powerequilibrium = power equilibrium
unit.heatunits = unit panas
unit.degrees = derajat
unit.seconds = detik
@@ -1224,6 +1235,7 @@ unit.billions = m
unit.shots = tembakan
unit.pershot = /tembakan
unit.perleg = per kaki
unit.perside = per side
category.purpose = Kegunaan
category.general = Umum
category.power = Tenaga
+13 -1
View File
@@ -1016,7 +1016,6 @@ stat.targetsair = Attacca Nemici Aerei
stat.targetsground = Attacca Nemici Terreni
stat.crushdamage = Crush Damage
stat.legsplashdamage = Leg Splash Damage
stat.legsplashrange = Leg Splash Range
stat.itemsmoved = Velocità
stat.launchtime = Tempo tra Lanci
stat.shootrange = Raggio
@@ -1033,6 +1032,7 @@ stat.itemcapacity = Capacità Oggetti
stat.memorycapacity = Capacità di Memoria
stat.basepowergeneration = Generazione Minima di Energia
stat.productiontime = Tempo di Produzione
stat.warmuptime = Warmup Time
stat.repairtime = Tempo di Riparazione Completa
stat.repairspeed = Velocità di riparazione
stat.weapons = Armi
@@ -1075,6 +1075,7 @@ stat.minetier = Livello Estrazione
stat.payloadcapacity = Capacità di Carico
stat.abilities = Abilità
stat.canboost = Capace di Potenziamento
stat.boostingspeed = Boosting Speed
stat.flying = Volo
stat.ammouse = Consumo di munizioni
stat.ammocapacity = Ammo Capacity
@@ -1173,6 +1174,8 @@ bar.activated = Attivato
units.processorcontrol = [lightgray]Controllato dal Processore
weapon.pointdefense = [stat]Point Defense
bullet.damage = [stat]{0}[lightgray] danno
bullet.splashdamage = [stat]{0}[lightgray] danno ad area ~[stat] {1}[lightgray] blocchi
bullet.incendiary = [stat]incendiario
@@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
bullet.maxdamagefraction = [stat]{0}%[lightgray] limite danno
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.frags = [stat]{0}[lightgray]x frammentazione:
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.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
bullet.knockback = [stat]{0}[lightgray] contraccolpo
bullet.pierce = [stat]{0}[lightgray]x perforazione
@@ -1207,6 +1217,7 @@ unit.liquidsecond = unità liquide/s
unit.itemssecond = oggetti/s
unit.liquidunits = unità liquidi
unit.powerunits = unità energetica
unit.powerequilibrium = power equilibrium
unit.heatunits = unità termica
unit.degrees = gradi
unit.seconds = secondi
@@ -1224,6 +1235,7 @@ unit.billions = mld
unit.shots = shots
unit.pershot = /colpo
unit.perleg = per leg
unit.perside = per side
category.purpose = Scopo
category.general = Generali
category.power = Energia
+13 -1
View File
@@ -1016,7 +1016,6 @@ stat.targetsair = 対空攻撃
stat.targetsground = 対地攻撃
stat.crushdamage = Crush Damage
stat.legsplashdamage = Leg Splash Damage
stat.legsplashrange = Leg Splash Range
stat.itemsmoved = 輸送速度
stat.launchtime = 発射の待機時間
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.basepowergeneration = 基本発電量
stat.productiontime = 製造速度
stat.warmuptime = Warmup Time
stat.repairtime = ブロックの完全修復速度
stat.repairspeed = 修復速度
stat.weapons = 武器
@@ -1075,6 +1075,7 @@ stat.minetier = 採掘
stat.payloadcapacity = 積載容量
stat.abilities = 能力
stat.canboost = ブースト可能
stat.boostingspeed = Boosting Speed
stat.flying = 飛行
stat.ammouse = 使用弾薬
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
weapon.pointdefense = [stat]Point Defense
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.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.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.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.frags = [stat]{0}[lightgray]x 破片数:
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.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
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.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.liquidunits = 液体
unit.powerunits = 電力
unit.powerequilibrium = power equilibrium
unit.heatunits = 熱量
unit.degrees =
unit.seconds =
@@ -1224,6 +1235,7 @@ unit.billions = b
unit.shots =
unit.pershot = /発
unit.perleg = per leg
unit.perside = per side
category.purpose = 説明
category.general = 一般
category.power = 電力
+13 -1
View File
@@ -1016,7 +1016,6 @@ stat.targetsair = 공중 조준
stat.targetsground = 지상 조준
stat.crushdamage = 파쇄 피해
stat.legsplashdamage = 다리 짓밟기 피해
stat.legsplashrange = 다리 짓밟기 피해 범위
stat.itemsmoved = 이동 속도
stat.launchtime = 출격 간격
stat.shootrange = 사거리
@@ -1033,6 +1032,7 @@ stat.itemcapacity = 자원 용량
stat.memorycapacity = 변수 용량
stat.basepowergeneration = 기본 전력 발전량
stat.productiontime = 소요 시간
stat.warmuptime = Warmup Time
stat.repairtime = 건물 완전 수리 시간
stat.repairspeed = 수리 속도
stat.weapons = 무기
@@ -1075,6 +1075,7 @@ stat.minetier = 채굴 등급
stat.payloadcapacity = 화물 용량
stat.abilities = 능력
stat.canboost = 이륙 가능
stat.boostingspeed = Boosting Speed
stat.flying = 비행
stat.ammouse = 탄약 사용
stat.ammocapacity = 탄약 용량
@@ -1173,6 +1174,8 @@ bar.activated = 활성화됨
units.processorcontrol = [lightgray]프로세서 제어됨[]
weapon.pointdefense = [stat]Point Defense
bullet.damage = [stat]{0}[lightgray] 피해량[][]
bullet.splashdamage = [stat]{0}[lightgray] 범위 피해량 ~ [stat]{1}[lightgray] 타일[][][][]
bullet.incendiary = [stat]방화[]
@@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] 방어력 관통
bullet.antiarmor = [stat]{0}x[lightgray] 방어력 반격
bullet.maxdamagefraction = [stat]{0}%[lightgray] 피해 한도
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.frags = [stat]{0}[lightgray]개 파편 탄환:[][]
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.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
bullet.shielddamage = [stat]{0}%[lightgray] 보호막 피해량
bullet.knockback = [stat]{0}[lightgray] 넉백[][]
bullet.pierce = [stat]{0}[lightgray]번 관통[][]
@@ -1207,6 +1217,7 @@ unit.liquidsecond = 액체/초
unit.itemssecond = 자원/초
unit.liquidunits = 액체
unit.powerunits = 전력
unit.powerequilibrium = power equilibrium
unit.heatunits = 열 단위
unit.degrees =
unit.seconds =
@@ -1224,6 +1235,7 @@ unit.billions = b
unit.shots =
unit.pershot = /발
unit.perleg = /다리
unit.perside = per side
category.purpose = 목적
category.general = 일반
category.power = 전력
+13 -1
View File
@@ -1016,7 +1016,6 @@ stat.targetsair = Šaudo į oro taikinius
stat.targetsground = Šaudo į žemės taikinius
stat.crushdamage = Crush Damage
stat.legsplashdamage = Leg Splash Damage
stat.legsplashrange = Leg Splash Range
stat.itemsmoved = Judėjimo Greitis
stat.launchtime = Laikas Tarp Paleidimų
stat.shootrange = Atstumas
@@ -1033,6 +1032,7 @@ stat.itemcapacity = Daiktų Talpumas
stat.memorycapacity = Memory Capacity
stat.basepowergeneration = Bazinis Energijos Generavimas
stat.productiontime = Gamybos Laikas
stat.warmuptime = Warmup Time
stat.repairtime = Pilnas bloko sutaisymo laikas
stat.repairspeed = Repair Speed
stat.weapons = Weapons
@@ -1075,6 +1075,7 @@ stat.minetier = Mine Tier
stat.payloadcapacity = Payload Capacity
stat.abilities = Abilities
stat.canboost = Can Boost
stat.boostingspeed = Boosting Speed
stat.flying = Flying
stat.ammouse = Ammo Use
stat.ammocapacity = Ammo Capacity
@@ -1173,6 +1174,8 @@ bar.activated = Activated
units.processorcontrol = [lightgray]Processor Controlled
weapon.pointdefense = [stat]Point Defense
bullet.damage = [stat]{0}[lightgray] žalos
bullet.splashdamage = [stat]{0}[lightgray] zonos žalos ~[stat] {1}[lightgray] blokai
bullet.incendiary = [stat]uždegantis
@@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
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.frags = [stat]{0}[lightgray]x frag bullets:
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.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
bullet.knockback = [stat]{0}[lightgray] numušimas
bullet.pierce = [stat]{0}[lightgray]x pierce
@@ -1207,6 +1217,7 @@ unit.liquidsecond = skysčio per sekundę
unit.itemssecond = daiktų per sekundę
unit.liquidunits = skysčio vienetai
unit.powerunits = energijos vienetai
unit.powerequilibrium = power equilibrium
unit.heatunits = heat units
unit.degrees = laipsnių
unit.seconds = sekundės
@@ -1224,6 +1235,7 @@ unit.billions = b
unit.shots = shots
unit.pershot = /shot
unit.perleg = per leg
unit.perside = per side
category.purpose = Purpose
category.general = Bendra
category.power = Energija
+13 -1
View File
@@ -1016,7 +1016,6 @@ stat.targetsair = Luchtdoelwitten
stat.targetsground = Gronddoelwitten
stat.crushdamage = Crush Damage
stat.legsplashdamage = Leg Splash Damage
stat.legsplashrange = Leg Splash Range
stat.itemsmoved = Beweegingssnelheid
stat.launchtime = Tijd tussen lanceringen
stat.shootrange = Bereik
@@ -1033,6 +1032,7 @@ stat.itemcapacity = Itemcapaciteit
stat.memorycapacity = Geheugencapaciteit
stat.basepowergeneration = Standaard Stroom Generatie
stat.productiontime = Productie Tijd
stat.warmuptime = Warmup Time
stat.repairtime = Volledige Blok Repareertijd
stat.repairspeed = Repareersnelheid
stat.weapons = Wapens
@@ -1075,6 +1075,7 @@ stat.minetier = Delvingsniveau
stat.payloadcapacity = Ladingscapaciteit
stat.abilities = Capaciteiten
stat.canboost = Kan Boosten
stat.boostingspeed = Boosting Speed
stat.flying = Vliegende
stat.ammouse = Ammunitie gebruik
stat.ammocapacity = Ammo Capacity
@@ -1173,6 +1174,8 @@ bar.activated = Activated
units.processorcontrol = [lightgray]Processor Gestuurd
weapon.pointdefense = [stat]Point Defense
bullet.damage = [stat]{0}[lightgray] schade
bullet.splashdamage = [stat]{0}[lightgray] gebied scade ~[stat] {1}[lightgray] tegels
bullet.incendiary = [stat]brandstichtend
@@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
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.frags = [stat]{0}[lightgray]x fragment kogels:
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.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
bullet.knockback = [stat]{0}[lightgray] terugslag
bullet.pierce = [stat]{0}[lightgray]x doorboor
@@ -1207,6 +1217,7 @@ unit.liquidsecond = vloeistof eenheden/seconde
unit.itemssecond = materialen/seconde
unit.liquidunits = vloeistof eenheden
unit.powerunits = stroom eenheden
unit.powerequilibrium = power equilibrium
unit.heatunits = warmte eenheden
unit.degrees = graden
unit.seconds = seconden
@@ -1224,6 +1235,7 @@ unit.billions = mjd
unit.shots = shots
unit.pershot = /schot
unit.perleg = per leg
unit.perside = per side
category.purpose = Doel
category.general = Algemeen
category.power = Stroom
+13 -1
View File
@@ -1016,7 +1016,6 @@ stat.targetsair = Targets Air
stat.targetsground = Targets Ground
stat.crushdamage = Crush Damage
stat.legsplashdamage = Leg Splash Damage
stat.legsplashrange = Leg Splash Range
stat.itemsmoved = Move Speed
stat.launchtime = Time Between Launches
stat.shootrange = Range
@@ -1033,6 +1032,7 @@ stat.itemcapacity = Item Capacity
stat.memorycapacity = Memory Capacity
stat.basepowergeneration = Base Power Generation
stat.productiontime = Production Time
stat.warmuptime = Warmup Time
stat.repairtime = Block Full Repair Time
stat.repairspeed = Repair Speed
stat.weapons = Weapons
@@ -1075,6 +1075,7 @@ stat.minetier = Mine Tier
stat.payloadcapacity = Payload Capacity
stat.abilities = Abilities
stat.canboost = Can Boost
stat.boostingspeed = Boosting Speed
stat.flying = Flying
stat.ammouse = Ammo Use
stat.ammocapacity = Ammo Capacity
@@ -1173,6 +1174,8 @@ bar.activated = Activated
units.processorcontrol = [lightgray]Processor Controlled
weapon.pointdefense = [stat]Point Defense
bullet.damage = [stat]{0}[lightgray] damage
bullet.splashdamage = [stat]{0}[lightgray] area dmg ~[stat] {1}[lightgray] tiles
bullet.incendiary = [stat]incendiary
@@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
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.frags = [stat]{0}[lightgray]x frag bullets:
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.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
bullet.knockback = [stat]{0}[lightgray] knockback
bullet.pierce = [stat]{0}[lightgray]x pierce
@@ -1207,6 +1217,7 @@ unit.liquidsecond = liquid units/second
unit.itemssecond = items/second
unit.liquidunits = liquid units
unit.powerunits = power units
unit.powerequilibrium = power equilibrium
unit.heatunits = heat units
unit.degrees = degrees
unit.seconds = seconds
@@ -1224,6 +1235,7 @@ unit.billions = b
unit.shots = shots
unit.pershot = /shot
unit.perleg = per leg
unit.perside = per side
category.purpose = Purpose
category.general = General
category.power = Power
+13 -1
View File
@@ -1016,7 +1016,6 @@ stat.targetsair = Namierza wrogów powietrznych
stat.targetsground = Namierza wrogów lądowych
stat.crushdamage = Crush Damage
stat.legsplashdamage = Leg Splash Damage
stat.legsplashrange = Leg Splash Range
stat.itemsmoved = Prędkość poruszania się
stat.launchtime = Czas pomiędzy wystrzeleniami
stat.shootrange = Zasięg
@@ -1033,6 +1032,7 @@ stat.itemcapacity = Pojemność przedmiotów
stat.memorycapacity = Pojemność pamięci
stat.basepowergeneration = Podstawowa generacja mocy
stat.productiontime = Czas produkcji
stat.warmuptime = Warmup Time
stat.repairtime = Czas pełnej naprawy bloku
stat.repairspeed = Prędkość napraw
stat.weapons = Bronie
@@ -1075,6 +1075,7 @@ stat.minetier = Stopień Wydobycia
stat.payloadcapacity = Ładowność
stat.abilities = Umiejętności
stat.canboost = Może przyspieszyć
stat.boostingspeed = Boosting Speed
stat.flying = Może latać
stat.ammouse = Zużycie Amunicji
stat.ammocapacity = Pojemność Amunicji
@@ -1173,6 +1174,8 @@ bar.activated = Activated
units.processorcontrol = [lightgray]Kontrolowany przez procesor
weapon.pointdefense = [stat]Point Defense
bullet.damage = [stat]{0}[lightgray] Obrażenia
bullet.splashdamage = [stat]{0}[lightgray] Obrażenia obszarowe ~[stat] {1}[lightgray] kratki
bullet.incendiary = [stat]zapalający
@@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
bullet.maxdamagefraction = [stat]{0}%[lightgray] maksymalne obrażenia
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.frags = [stat]{0}[lightgray]x pociski odłamkowe:
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.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
bullet.shielddamage = [stat]{0}%[lightgray] obrażenia tarczy
bullet.knockback = [stat]{0}[lightgray] odrzut
bullet.pierce = [stat]{0}[lightgray]x przebicia
@@ -1207,6 +1217,7 @@ unit.liquidsecond = jednostek płynu na sekundę
unit.itemssecond = przedmiotów na sekundę
unit.liquidunits = jednostek płynu
unit.powerunits = jednostek prądu
unit.powerequilibrium = power equilibrium
unit.heatunits = jednostek ciepła
unit.degrees = stopnie
unit.seconds = sekundy
@@ -1224,6 +1235,7 @@ unit.billions = mld.
unit.shots = strzały
unit.pershot = /strzał
unit.perleg = per leg
unit.perside = per side
category.purpose = Opis
category.general = Główne
category.power = Prąd
+13 -1
View File
@@ -1016,7 +1016,6 @@ stat.targetsair = Mira no ar
stat.targetsground = Mira no chão
stat.crushdamage = Crush Damage
stat.legsplashdamage = Leg Splash Damage
stat.legsplashrange = Leg Splash Range
stat.itemsmoved = Velocidade de movimento
stat.launchtime = Tempo entre Disparos
stat.shootrange = Alcance
@@ -1033,6 +1032,7 @@ stat.itemcapacity = Capacidade de Itens
stat.memorycapacity = Capacidade de Memória
stat.basepowergeneration = Geração de poder base
stat.productiontime = Tempo de produção
stat.warmuptime = Warmup Time
stat.repairtime = Tempo de reparo total do bloco
stat.repairspeed = Taxa de Reparo
stat.weapons = Armas
@@ -1075,6 +1075,7 @@ stat.minetier = Nível de Mineração
stat.payloadcapacity = Capacidade de Carga
stat.abilities = Habilidades
stat.canboost = Pode impulsionar
stat.boostingspeed = Boosting Speed
stat.flying = Voador
stat.ammouse = Consumo de Munição
stat.ammocapacity = Ammo Capacity
@@ -1173,6 +1174,8 @@ bar.activated = Activated
units.processorcontrol = [lightgray]Controlado por Processador
weapon.pointdefense = [stat]Point Defense
bullet.damage = [stat]{0}[lightgray] de dano
bullet.splashdamage = [stat]{0}[lightgray] de dano em área ~[stat] {1}[lightgray] bloco(s)
bullet.incendiary = [stat]Incendiário
@@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
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.frags = [stat]{0}[lightgray]x balas de fragmentação:
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.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
bullet.knockback = [stat]{0}[lightgray] Impulso
bullet.pierce = [stat]{0}[lightgray]x perfuração
@@ -1207,6 +1217,7 @@ unit.liquidsecond = líquido/seg
unit.itemssecond = itens/seg
unit.liquidunits = unidades de líquido
unit.powerunits = unidades de energia
unit.powerequilibrium = power equilibrium
unit.heatunits = unidades de calor
unit.degrees = Graus
unit.seconds = segundos
@@ -1224,6 +1235,7 @@ unit.billions = b
unit.shots = shots
unit.pershot = /disparo
unit.perleg = per leg
unit.perside = per side
category.purpose = Propósito
category.general = Geral
category.power = Energia
+13 -1
View File
@@ -1016,7 +1016,6 @@ stat.targetsair = Mirar no Ar
stat.targetsground = Mirar no Chão
stat.crushdamage = Crush Damage
stat.legsplashdamage = Leg Splash Damage
stat.legsplashrange = Leg Splash Range
stat.itemsmoved = Velocidade de movimento
stat.launchtime = Tempo entre Tiros
stat.shootrange = Alcance de Tiro
@@ -1033,6 +1032,7 @@ stat.itemcapacity = Capacidade de Itens
stat.memorycapacity = Capacidade de Memória
stat.basepowergeneration = Geração de Poder Base
stat.productiontime = Tempo de Produção
stat.warmuptime = Warmup Time
stat.repairtime = Tempo de Reparo Total do Bloco
stat.repairspeed = Velocidade de Reparação
stat.weapons = Armas
@@ -1075,6 +1075,7 @@ stat.minetier = Nível de Mineração
stat.payloadcapacity = Capacidade da Carga
stat.abilities = Habilidades
stat.canboost = Pode Impulsionar
stat.boostingspeed = Boosting Speed
stat.flying = Voar
stat.ammouse = Consumo de Munição
stat.ammocapacity = Capacidade de Munição
@@ -1173,6 +1174,8 @@ bar.activated = Activated
units.processorcontrol = [lightgray]Controlado por Processador
weapon.pointdefense = [stat]Point Defense
bullet.damage = [stat]{0}[lightgray] dano
bullet.splashdamage = [stat]{0}[lightgray] Dano em área ~[stat] {1}[lightgray] Bloco(s)
bullet.incendiary = [stat]incendiário
@@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
bullet.maxdamagefraction = [stat]{0}%[lightgray] limite de dano
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.frags = [stat]{0}[lightgray]x fragmentos de balas:
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.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
bullet.knockback = [stat]{0}[lightgray] impulso
bullet.pierce = [stat]{0}[lightgray]x perfuração
@@ -1207,6 +1217,7 @@ unit.liquidsecond = Unidades de líquido/seg.
unit.itemssecond = Itens/seg.
unit.liquidunits = Unidades de líquido
unit.powerunits = Unidades de energia
unit.powerequilibrium = power equilibrium
unit.heatunits = Unidades de calor
unit.degrees = Graus
unit.seconds = segundos
@@ -1224,6 +1235,7 @@ unit.billions = B
unit.shots = disparos
unit.pershot = /dispasro
unit.perleg = per leg
unit.perside = per side
category.purpose = Propósito
category.general = Geral
category.power = Poder
+13 -1
View File
@@ -1016,7 +1016,6 @@ stat.targetsair = Lovește Aeronave
stat.targetsground = Lovește Artilerie
stat.crushdamage = Crush Damage
stat.legsplashdamage = Leg Splash Damage
stat.legsplashrange = Leg Splash Range
stat.itemsmoved = Viteză de Mișcare a Materialelor
stat.launchtime = Timp între Lansări
stat.shootrange = Rază
@@ -1033,6 +1032,7 @@ stat.itemcapacity = Capacitate Materiale
stat.memorycapacity = Capacitate Memorie
stat.basepowergeneration = Generare Electricitate (Bază)
stat.productiontime = Timp Producție
stat.warmuptime = Warmup Time
stat.repairtime = Durată Reparare Bloc
stat.repairspeed = Viteză Reparare
stat.weapons = Arme
@@ -1075,6 +1075,7 @@ stat.minetier = Minabile
stat.payloadcapacity = Capacitate Încărcătură
stat.abilities = Abilități
stat.canboost = Are Propulsor
stat.boostingspeed = Boosting Speed
stat.flying = Zboară
stat.ammouse = Consum muniție
stat.ammocapacity = Ammo Capacity
@@ -1173,6 +1174,8 @@ bar.activated = Activated
units.processorcontrol = [lightgray]Controlat de Procesor
weapon.pointdefense = [stat]Point Defense
bullet.damage = [stat]{0}[lightgray] forță
bullet.splashdamage = [stat]{0}[lightgray] forță pe raza ~[stat] {1}[lightgray] pătrate
bullet.incendiary = [stat]incendiar
@@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
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.frags = [stat]{0}[lightgray]x fragmente:
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.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
bullet.knockback = [stat]{0}[lightgray] împingere
bullet.pierce = [stat]{0}[lightgray]x penetrează
@@ -1207,6 +1217,7 @@ unit.liquidsecond = unități lichid/secundă
unit.itemssecond = materiale/secundă
unit.liquidunits = unități lichid
unit.powerunits = electricitate
unit.powerequilibrium = power equilibrium
unit.heatunits = heat units
unit.degrees = grade
unit.seconds = secunde
@@ -1224,6 +1235,7 @@ unit.billions = mld
unit.shots = shots
unit.pershot = /lovitură
unit.perleg = per leg
unit.perside = per side
category.purpose = Utilizare
category.general = General
category.power = Electricitate
+13 -1
View File
@@ -1016,7 +1016,6 @@ stat.targetsair = Воздушные цели
stat.targetsground = Наземные цели
stat.crushdamage = Crush Damage
stat.legsplashdamage = Leg Splash Damage
stat.legsplashrange = Leg Splash Range
stat.itemsmoved = Скорость перемещения
stat.launchtime = Интервал запусков
stat.shootrange = Радиус действия
@@ -1033,6 +1032,7 @@ stat.itemcapacity = Вместимость предметов
stat.memorycapacity = Размер памяти
stat.basepowergeneration = Базовая генерация энергии
stat.productiontime = Время производства
stat.warmuptime = Warmup Time
stat.repairtime = Время полного ремонта
stat.repairspeed = Скорость ремонта
stat.weapons = Орудия
@@ -1075,6 +1075,7 @@ stat.minetier = Уровень добычи
stat.payloadcapacity = Грузоподъёмность
stat.abilities = Способности
stat.canboost = Может взлететь
stat.boostingspeed = Boosting Speed
stat.flying = Летающий
stat.ammouse = Использование боеприпасов
stat.ammocapacity = Вместимость боеприпасов
@@ -1173,6 +1174,8 @@ bar.activated = Activated
units.processorcontrol = [lightgray]Управляется процессором
weapon.pointdefense = [stat]Point Defense
bullet.damage = [stat]{0}[lightgray] урона
bullet.splashdamage = [stat]{0}[lightgray] урона в радиусе ~[stat] {1}[lightgray] блоков
bullet.incendiary = [stat]зажигательный
@@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
bullet.maxdamagefraction = [stat]{0}%[lightgray] предел урона
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.frags = [stat]{0}[lightgray]x осколочный(ых) снаряд(ов):
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.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
bullet.shielddamage = [stat]{0}%[lightgray] урона по щитам
bullet.knockback = [stat]{0}[lightgray] отбрасывания
bullet.pierce = [stat]{0}[lightgray]x пробития
@@ -1207,6 +1217,7 @@ unit.liquidsecond = жидкостных единиц/секунду
unit.itemssecond = предметов/секунду
unit.liquidunits = жидкостных единиц
unit.powerunits = энерг. единиц
unit.powerequilibrium = power equilibrium
unit.heatunits = единиц тепла
unit.degrees = °
unit.seconds = сек
@@ -1224,6 +1235,7 @@ unit.billions = В
unit.shots = выстрелы
unit.pershot = /выстрел
unit.perleg = per leg
unit.perside = per side
category.purpose = Назначение
category.general = Основные
category.power = Энергия
+13 -1
View File
@@ -1016,7 +1016,6 @@ stat.targetsair = Nišani vazduh
stat.targetsground = Nišani zemlju
stat.crushdamage = Crush Damage
stat.legsplashdamage = Leg Splash Damage
stat.legsplashrange = Leg Splash Range
stat.itemsmoved = Brzina kretanja
stat.launchtime = Vreme između lansiranja
stat.shootrange = Domet
@@ -1033,6 +1032,7 @@ stat.itemcapacity = Skladište materijala
stat.memorycapacity = Kapacitet memorije
stat.basepowergeneration = Osnovna generacija struje
stat.productiontime = Vreme proizvodnje
stat.warmuptime = Warmup Time
stat.repairtime = Vreme popravke celog bloka
stat.repairspeed = Brzina popravke
stat.weapons = Oružja
@@ -1075,6 +1075,7 @@ stat.minetier = Nivo kopanja
stat.payloadcapacity = Tovarni kapacitet
stat.abilities = Spospbnosti
stat.canboost = Može lebdeti
stat.boostingspeed = Boosting Speed
stat.flying = Leteća jedinica
stat.ammouse = Upotreba municije
stat.ammocapacity = Ammo Capacity
@@ -1173,6 +1174,8 @@ bar.activated = Activated
units.processorcontrol = [lightgray]Procesno Upravljan
weapon.pointdefense = [stat]Point Defense
bullet.damage = [stat]{0}[lightgray] šteta
bullet.splashdamage = [stat]{0}[lightgray] oblasna šteta ~[stat] {1}[lightgray] polja
bullet.incendiary = [stat]zapaljiv
@@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
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.frags = [stat]{0}[lightgray]x šrapnela:
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.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
bullet.knockback = [stat]{0}[lightgray] odbacivanje
bullet.pierce = [stat]{0}[lightgray]x probijanje
@@ -1207,6 +1217,7 @@ unit.liquidsecond = jedinica tečnosti/sekundi
unit.itemssecond = materijala/sekundi
unit.liquidunits = jedinica tečnosti
unit.powerunits = jedinica energije
unit.powerequilibrium = power equilibrium
unit.heatunits = jedinica toplote
unit.degrees = stepeni
unit.seconds = sekunde
@@ -1224,6 +1235,7 @@ unit.billions = milijarde
unit.shots = shots
unit.pershot = /pucnju
unit.perleg = per leg
unit.perside = per side
category.purpose = Namena
category.general = Opšte
category.power = Energija
+13 -1
View File
@@ -1016,7 +1016,6 @@ stat.targetsair = Targets Air
stat.targetsground = Targets Ground
stat.crushdamage = Crush Damage
stat.legsplashdamage = Leg Splash Damage
stat.legsplashrange = Leg Splash Range
stat.itemsmoved = Move Speed
stat.launchtime = Time Between Launches
stat.shootrange = Range
@@ -1033,6 +1032,7 @@ stat.itemcapacity = Item Capacity
stat.memorycapacity = Memory Capacity
stat.basepowergeneration = Base Power Generation
stat.productiontime = Production Time
stat.warmuptime = Warmup Time
stat.repairtime = Block Full Repair Time
stat.repairspeed = Repair Speed
stat.weapons = Weapons
@@ -1075,6 +1075,7 @@ stat.minetier = Mine Tier
stat.payloadcapacity = Payload Capacity
stat.abilities = Abilities
stat.canboost = Can Boost
stat.boostingspeed = Boosting Speed
stat.flying = Flying
stat.ammouse = Ammo Use
stat.ammocapacity = Ammo Capacity
@@ -1173,6 +1174,8 @@ bar.activated = Activated
units.processorcontrol = [lightgray]Processor Controlled
weapon.pointdefense = [stat]Point Defense
bullet.damage = [stat]{0}[lightgray] skada
bullet.splashdamage = [stat]{0}[lightgray] area dmg ~[stat] {1}[lightgray] tiles
bullet.incendiary = [stat]incendiary
@@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
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.frags = [stat]{0}[lightgray]x frag bullets:
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.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
bullet.knockback = [stat]{0}[lightgray] knockback
bullet.pierce = [stat]{0}[lightgray]x pierce
@@ -1207,6 +1217,7 @@ unit.liquidsecond = liquid units/second
unit.itemssecond = items/second
unit.liquidunits = liquid units
unit.powerunits = power units
unit.powerequilibrium = power equilibrium
unit.heatunits = heat units
unit.degrees = grader
unit.seconds = sekunder
@@ -1224,6 +1235,7 @@ unit.billions = b
unit.shots = shots
unit.pershot = /shot
unit.perleg = per leg
unit.perside = per side
category.purpose = Purpose
category.general = Allmänt
category.power = Energi
+13 -1
View File
@@ -1016,7 +1016,6 @@ stat.targetsair = ยิงอากาศ
stat.targetsground = ยิงพื้นดิน
stat.crushdamage = Crush Damage
stat.legsplashdamage = Leg Splash Damage
stat.legsplashrange = Leg Splash Range
stat.itemsmoved = ความเร็วการเคลื่อนย้าย
stat.launchtime = เวลาระหว่างการส่ง
stat.shootrange = ระยะยิง
@@ -1033,6 +1032,7 @@ stat.itemcapacity = ความจุไอเท็ม
stat.memorycapacity = ความจุหน่วยความจำ
stat.basepowergeneration = ผลิตพลังงานพื้นฐาน
stat.productiontime = เวลาในการผลิต
stat.warmuptime = Warmup Time
stat.repairtime = เวลาในการซ่อมบล็อกให้เสร็จ
stat.repairspeed = ความเร็วการซ่อม
stat.weapons = อาวุธ
@@ -1075,6 +1075,7 @@ stat.minetier = แร่ที่ขุดได้
stat.payloadcapacity = ความจุสิ่งบรรทุก
stat.abilities = ทักษะ
stat.canboost = บูสต์ได้
stat.boostingspeed = Boosting Speed
stat.flying = บินได้
stat.ammouse = การใช้กระสุน
stat.ammocapacity = ความจุกระสุน
@@ -1173,6 +1174,8 @@ bar.activated = Activated
units.processorcontrol = [lightgray]ถูกตัวประมวลผลควบคุมอยู่
weapon.pointdefense = [stat]Point Defense
bullet.damage = [stat]{0}[lightgray] ดาเมจ
bullet.splashdamage = [stat]{0}[lightgray] ดาเมจกระจาย ~[stat] {1}[lightgray] ช่อง
bullet.incendiary = [stat]ติดไฟ
@@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
bullet.maxdamagefraction = [stat]{0}%[lightgray] ความเสียหายสูงสุด
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.frags = [stat]{0}[lightgray]x กระสุนกระจาย:
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.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
bullet.knockback = [stat]{0}[lightgray] ดันกลับ
bullet.pierce = [lightgray]เจาะทะลุ [stat]{0}[lightgray]x
@@ -1207,6 +1217,7 @@ unit.liquidsecond = หน่วย/วินาที
unit.itemssecond = ไอเท็ม/วินาที
unit.liquidunits = หน่วยของเหลว
unit.powerunits = หน่วยพลังงาน
unit.powerequilibrium = power equilibrium
unit.heatunits = หน่วยความร้อน
unit.degrees = องศา
unit.seconds = วินาที
@@ -1224,6 +1235,7 @@ unit.billions = b
unit.shots = นัด
unit.pershot = /การยิง
unit.perleg = per leg
unit.perside = per side
category.purpose = วัตถุประสงค์
category.general = ทั่วไป
category.power = พลังงาน
+13 -1
View File
@@ -1016,7 +1016,6 @@ stat.targetsair = Havayi hedef alir mi?
stat.targetsground = Targets Ground
stat.crushdamage = Crush Damage
stat.legsplashdamage = Leg Splash Damage
stat.legsplashrange = Leg Splash Range
stat.itemsmoved = Move Speed
stat.launchtime = Time Between Launches
stat.shootrange = Menzil
@@ -1033,6 +1032,7 @@ stat.itemcapacity = Esya kapasitesi
stat.memorycapacity = Memory Capacity
stat.basepowergeneration = Base Power Generation
stat.productiontime = Production Time
stat.warmuptime = Warmup Time
stat.repairtime = Block Full Repair Time
stat.repairspeed = Repair Speed
stat.weapons = Weapons
@@ -1075,6 +1075,7 @@ stat.minetier = Mine Tier
stat.payloadcapacity = Payload Capacity
stat.abilities = Abilities
stat.canboost = Can Boost
stat.boostingspeed = Boosting Speed
stat.flying = Flying
stat.ammouse = Ammo Use
stat.ammocapacity = Ammo Capacity
@@ -1173,6 +1174,8 @@ bar.activated = Activated
units.processorcontrol = [lightgray]Processor Controlled
weapon.pointdefense = [stat]Point Defense
bullet.damage = [stat]{0}[lightgray] dmg
bullet.splashdamage = [stat]{0}[lightgray] area dmg ~[stat] {1}[lightgray] tiles
bullet.incendiary = [stat]incendiary
@@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
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.frags = [stat]{0}[lightgray]x frag bullets:
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.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
bullet.knockback = [stat]{0}[lightgray] knockback
bullet.pierce = [stat]{0}[lightgray]x pierce
@@ -1207,6 +1217,7 @@ unit.liquidsecond = Saniyede bir
unit.itemssecond = Saniyede bir
unit.liquidunits = Litre
unit.powerunits = Volt
unit.powerequilibrium = power equilibrium
unit.heatunits = heat units
unit.degrees = derece
unit.seconds = saniye
@@ -1224,6 +1235,7 @@ unit.billions = b
unit.shots = shots
unit.pershot = /shot
unit.perleg = per leg
unit.perside = per side
category.purpose = Purpose
category.general = General
category.power = Guc
+13 -1
View File
@@ -1016,7 +1016,6 @@ stat.targetsair = Havayı Hedefler Mi
stat.targetsground = Yeri Hedefler Mi
stat.crushdamage = Crush Damage
stat.legsplashdamage = Leg Splash Damage
stat.legsplashrange = Leg Splash Range
stat.itemsmoved = Hareket Hızı
stat.launchtime = Fırlatmalar Arasındaki Süre
stat.shootrange = Menzil
@@ -1033,6 +1032,7 @@ stat.itemcapacity = Eşya Kapasitesi
stat.memorycapacity = Bellek Kapasitesi
stat.basepowergeneration = Temel Enerji Üretimi
stat.productiontime = Üretim Süresi
stat.warmuptime = Warmup Time
stat.repairtime = Tamir Edilme Süresi
stat.repairspeed = Tamir Hızı
stat.weapons = Silahlar
@@ -1075,6 +1075,7 @@ stat.minetier = Kazı Seviyesi
stat.payloadcapacity = Yük Kapasitesi
stat.abilities = Kabiliyetler
stat.canboost = Gazlayabilir
stat.boostingspeed = Boosting Speed
stat.flying = Uçuyor
stat.ammouse = Mermi Kullanıyor
stat.ammocapacity = Mermi Kapasitesi
@@ -1173,6 +1174,8 @@ bar.activated = Activated
units.processorcontrol = [lightgray]İşlemci Kontrolünde
weapon.pointdefense = [stat]Point Defense
bullet.damage = [stat]{0} [lightgray]hasar
bullet.splashdamage = [stat]{0} [lightgray]alan hasarı ~[stat] {1} [lightgray]kare
bullet.incendiary = [stat]yakıcı
@@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
bullet.maxdamagefraction = [stat]{0}%[lightgray] hasar limiti
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.frags = [stat]{0}[lightgray]x parçalı mermiler:
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.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
bullet.knockback = [stat]{0} [lightgray]savurma
bullet.pierce = [stat]{0}[lightgray]x delme
@@ -1207,6 +1217,7 @@ unit.liquidsecond = sıvı birimi/saniye
unit.itemssecond = eşya/saniye
unit.liquidunits = sıvı birimi
unit.powerunits = enerji birimi
unit.powerequilibrium = power equilibrium
unit.heatunits = ısı birimi
unit.degrees = derece
unit.seconds = saniye
@@ -1224,6 +1235,7 @@ unit.billions = b
unit.shots = atış
unit.pershot = /vuruş
unit.perleg = per leg
unit.perside = per side
category.purpose = Açıklama
category.general = Genel
category.power = Enerji
+13 -1
View File
@@ -1016,7 +1016,6 @@ stat.targetsair = Повітряні противники
stat.targetsground = Наземні противники
stat.crushdamage = Crush Damage
stat.legsplashdamage = Leg Splash Damage
stat.legsplashrange = Leg Splash Range
stat.itemsmoved = Швидкість переміщення
stat.launchtime = Час між запусками
stat.shootrange = Радіус дії
@@ -1033,6 +1032,7 @@ stat.itemcapacity = Місткість предметів
stat.memorycapacity = Місткість пам’яті
stat.basepowergeneration = Базова генерація енергії
stat.productiontime = Час виробництва
stat.warmuptime = Warmup Time
stat.repairtime = Час повного відновлення блоку
stat.repairspeed = Швидкість відновлення
stat.weapons = Зброя
@@ -1075,6 +1075,7 @@ stat.minetier = Рівень видобутку
stat.payloadcapacity = Вантажність
stat.abilities = Здібності
stat.canboost = Можна прискорити
stat.boostingspeed = Boosting Speed
stat.flying = Літає
stat.ammouse = Патронів використовує
stat.ammocapacity = Ammo Capacity
@@ -1173,6 +1174,8 @@ bar.activated = Activated
units.processorcontrol = [lightgray]Керується процесором
weapon.pointdefense = [stat]Point Defense
bullet.damage = [stat]{0}[lightgray] шкода
bullet.splashdamage = [stat]{0}[lightgray] шкода по ділянці ~[stat] {1}[lightgray] плиток
bullet.incendiary = [stat]запальний
@@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
bullet.maxdamagefraction = [stat]{0}%[lightgray] обмеження шкоди
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.frags = [stat]{0}[lightgray]x шкода по ділянці від снарядів:
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.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
bullet.knockback = [stat]{0}[lightgray] відкидання
bullet.pierce = [stat]{0}[lightgray]x пробиття
@@ -1207,6 +1217,7 @@ unit.liquidsecond = одиниць рідини за сек.
unit.itemssecond = предметів за сек.
unit.liquidunits = одиниць рідини
unit.powerunits = одиниць енергії
unit.powerequilibrium = power equilibrium
unit.heatunits = одиниць нагрівання
unit.degrees = град.
unit.seconds = сек.
@@ -1224,6 +1235,7 @@ unit.billions = млрд
unit.shots = shots
unit.pershot = за постріл
unit.perleg = per leg
unit.perside = per side
category.purpose = Призначення
category.general = Загальне
category.power = Енергія
+13 -1
View File
@@ -1016,7 +1016,6 @@ stat.targetsair = Mục tiêu trên không
stat.targetsground = Mục tiêu mặt đất
stat.crushdamage = Sát thương nghiền nát
stat.legsplashdamage = Sát Thương Lan Tỏa Từ Chân
stat.legsplashrange = Tầm Lan Tỏa Từ Chân
stat.itemsmoved = Tốc độ dịch chuyển
stat.launchtime = Thời gian giữa các lần phóng
stat.shootrange = Phạm vi
@@ -1033,6 +1032,7 @@ stat.itemcapacity = Sức chứa vật phẩm
stat.memorycapacity = Dung lượng bộ nhớ
stat.basepowergeneration = Năng lượng tạo ra cơ bản
stat.productiontime = Thời gian sản xuất
stat.warmuptime = Warmup Time
stat.repairtime = Thời gian hoàn thành sửa chữa
stat.repairspeed = Tốc độ sửa
stat.weapons = Vũ khí
@@ -1075,6 +1075,7 @@ stat.minetier = Cấp độ đào
stat.payloadcapacity = Tải trọng
stat.abilities = Khả năng
stat.canboost = Có thể tăng cường
stat.boostingspeed = Boosting Speed
stat.flying = Bay
stat.ammouse = Sử dụng đạn
stat.ammocapacity = Trữ lượng đạn
@@ -1173,6 +1174,8 @@ bar.activated = Đã kích hoạt
units.processorcontrol = [lightgray]Điều khiển bởi bộ xử lý
weapon.pointdefense = [stat]Point Defense
bullet.damage = [stat]{0}[lightgray] sát thương
bullet.splashdamage = [stat]{0}[lightgray] sát thương diện rộng ~[stat] {1}[lightgray] ô
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.maxdamagefraction = [stat]{0}%[lightgray] giới hạn sát thương
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.frags = [stat]{0}x[lightgray] đạn phá mảnh:
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.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
bullet.shielddamage = [stat]{0}%[lightgray] sát thương khiên chắn
bullet.knockback = [stat]{0}[lightgray] đẩy lùi
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.liquidunits = đơn vị chất lỏng
unit.powerunits = đơn vị năng lượng
unit.powerequilibrium = power equilibrium
unit.heatunits = đơn vị nhiệt
unit.degrees = độ
unit.seconds = giây
@@ -1224,6 +1235,7 @@ unit.billions = tỷ
unit.shots = phát bắn
unit.pershot = /phát bắn
unit.perleg = mỗi chân
unit.perside = per side
category.purpose = Mục đích
category.general = Chung
category.power = Năng lượng
+13 -1
View File
@@ -1016,7 +1016,6 @@ stat.targetsair = 攻击空中单位
stat.targetsground = 攻击地面单位
stat.crushdamage = 碾压伤害
stat.legsplashdamage = 践踏伤害
stat.legsplashrange = 践踏范围
stat.itemsmoved = 移动速度
stat.launchtime = 发射间隔
stat.shootrange = 范围
@@ -1033,6 +1032,7 @@ stat.itemcapacity = 物品容量
stat.memorycapacity = 内存容量
stat.basepowergeneration = 基础电力输出
stat.productiontime = 生产时间
stat.warmuptime = Warmup Time
stat.repairtime = 建筑完全修复时间
stat.repairspeed = 修理速度
stat.weapons = 武器
@@ -1075,6 +1075,7 @@ stat.minetier = 可采集矿物
stat.payloadcapacity = 载荷容量
stat.abilities = 能力
stat.canboost = 可助推
stat.boostingspeed = Boosting Speed
stat.flying = 空中单位
stat.ammouse = 弹药
stat.ammocapacity = 弹药容量
@@ -1173,6 +1174,8 @@ bar.activated = Activated
units.processorcontrol = [lightgray]由处理器控制
weapon.pointdefense = [stat]Point Defense
bullet.damage = [stat]{0}[lightgray] 伤害
bullet.splashdamage = [stat]{0}[lightgray] 范围伤害 ~ [stat]{1}[lightgray] 格
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.maxdamagefraction = [stat]{0}%[lightgray] 伤害上限
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.frags = [stat]{0}[lightgray]x 分裂子弹:
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.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
bullet.shielddamage = [stat]{0}%[lightgray] 护盾伤害
bullet.knockback = [stat]{0}[lightgray] 击退
bullet.pierce = [stat]{0}[lightgray]x 穿透
@@ -1207,6 +1217,7 @@ unit.liquidsecond = 液体/秒
unit.itemssecond = 物品/秒
unit.liquidunits = 液体
unit.powerunits = 电力
unit.powerequilibrium = power equilibrium
unit.heatunits = 单位热量
unit.degrees =
unit.seconds =
@@ -1224,6 +1235,7 @@ unit.billions = B
unit.shots =
unit.pershot = /发
unit.perleg = per leg
unit.perside = per side
category.purpose = 用途
category.general = 基础
category.power = 电力
+13 -1
View File
@@ -1016,7 +1016,6 @@ stat.targetsair = 攻擊空中目標
stat.targetsground = 攻擊地面目標
stat.crushdamage = Crush Damage
stat.legsplashdamage = Leg Splash Damage
stat.legsplashrange = Leg Splash Range
stat.itemsmoved = 移動速度
stat.launchtime = 發射間隔
stat.shootrange = 範圍
@@ -1033,6 +1032,7 @@ stat.itemcapacity = 物品容量
stat.memorycapacity = 記憶體容量
stat.basepowergeneration = 基礎能量生產
stat.productiontime = 生產時間
stat.warmuptime = Warmup Time
stat.repairtime = 方塊完全修復時間
stat.repairspeed = 修復速度
stat.weapons = 武器
@@ -1075,6 +1075,7 @@ stat.minetier = 挖掘等級
stat.payloadcapacity = 負荷量
stat.abilities = 能力
stat.canboost = 推進器
stat.boostingspeed = Boosting Speed
stat.flying = 飛行單位
stat.ammouse = 彈藥使用
stat.ammocapacity = 彈藥容量
@@ -1173,6 +1174,8 @@ bar.activated = Activated
units.processorcontrol = [lightgray]由微處理器控制
weapon.pointdefense = [stat]Point Defense
bullet.damage = [stat]{0}[lightgray]傷害
bullet.splashdamage = [stat]{0}[lightgray]範圍傷害 ~[stat] {1}[lightgray]格
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.maxdamagefraction = [stat]{0}%[lightgray]傷害上限
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.frags = [stat]{0}[lightgray]x 集束子彈:
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.spawnBullets = [stat]{0}x[lightgray] spawned bullets:
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
bullet.knockback = [stat]{0}[lightgray]擊退
bullet.pierce = [stat]{0}[lightgray]×穿刺
@@ -1207,6 +1217,7 @@ unit.liquidsecond = 液體單位/秒
unit.itemssecond = 物品/秒
unit.liquidunits = 液體單位
unit.powerunits = 能量單位
unit.powerequilibrium = power equilibrium
unit.heatunits = 熱量單位
unit.degrees =
unit.seconds =
@@ -1224,6 +1235,7 @@ unit.billions = B
unit.shots =
unit.pershot = /發
unit.perleg = per leg
unit.perside = per side
category.purpose = 用途
category.general = 一般
category.power = 能量
Binary file not shown.
Binary file not shown.
+1 -1
View File
@@ -10,7 +10,7 @@ public class BoostAI extends AIController{
public void updateUnit(){
if(unit.controller() instanceof CommandAI ai){
ai.defaultBehavior();
unit.updateBoosting(true);
unit.updateBoosting(true, true);
//auto land when near target
if(ai.attackTarget != null && unit.within(ai.attackTarget, unit.range())){
+62 -58
View File
@@ -2368,64 +2368,6 @@ public class UnitTypes{
buildSpeed = 3.5f;
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"){{
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
@@ -3115,6 +3117,7 @@ public class UnitTypes{
float fin = 0.05f + (j + 1) / (float)count;
float spd = speed;
float life = lifetime / Mathf.lerp(fin, 1f, 0.5f);
boolean show = j == 0 && i > 0;
spawnBullets.add(new BasicBulletType(spd * fin, 60){{
drag = 0.002f;
width = 12f;
@@ -3124,6 +3127,7 @@ public class UnitTypes{
hitSize = 5f;
pierceCap = 2;
pierce = true;
showStats = show;
pierceBuilding = true;
hitColor = backColor = trailColor = Color.valueOf("feb380");
frontColor = Color.white;
@@ -43,11 +43,15 @@ public class RepairFieldAbility extends Ability{
super.addStats(t);
t.add(Core.bundle.format("bullet.range", Strings.autoFixed(range / tilesize, 2)));
t.row();
t.add(abilityStat("repairspeed", Strings.autoFixed(amount * 60f / reload, 2)));
t.add(abilityStat("firingrate", Strings.autoFixed(60f / reload, 2)));
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){
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){
t.row();
@@ -38,7 +38,7 @@ public class ShieldRegenFieldAbility extends Ability{
t.row();
t.add(abilityStat("firingrate", Strings.autoFixed(60f / reload, 2)));
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.add(abilityStat("shield", Strings.autoFixed(max, 2)));
}
@@ -241,6 +241,8 @@ public class BulletType extends Content implements Cloneable{
public Effect healEffect = Fx.healBlockFull;
/** Bullets spawned when this bullet is created. Rarely necessary, used for visuals. */
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. */
public float spawnBulletRandomSpread = 0f;
/** 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){
updateBoosting(boost, false);
}
public void updateBoosting(boolean boost, boolean event){
if(!type.canBoost || dead) return;
boolean shouldBoost = boost || onSolid() || (isFlying() && !canLand());
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. */
+1
View File
@@ -46,6 +46,7 @@ public class EventType{
unitCommandChange,
unitCommandPosition,
unitCommandAttack,
unitCommandBoost,
importMod,
draw,
drawOver,
+1 -2
View File
@@ -501,7 +501,7 @@ public class LExecutor{
}
}
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
if(p1.obj() == Blocks.air){
@@ -509,7 +509,6 @@ public class LExecutor{
if(!net.client()){
unit.clearItem();
}
exec.updateTimeout(unit);
}else{
Building build = p1.building();
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(() -> {
if(campaign() && player.core() != null && player.core().items.total() >= 10 * 1000){
drop10kitems.complete();
+7 -2
View File
@@ -794,8 +794,10 @@ public class UnitType extends UnlockableContent implements Senseable{
}
if(legSplashDamage > 0 && legSplashRange > 0){
stats.add(Stat.legSplashDamage, legSplashDamage, StatUnit.perLeg);
stats.add(Stat.legSplashRange, Strings.autoFixed(legSplashRange / tilesize, 1), StatUnit.blocks);
stats.add(Stat.legSplashDamage, table -> {
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);
@@ -809,6 +811,9 @@ public class UnitType extends UnlockableContent implements Senseable{
if(!flying){
stats.add(Stat.canBoost, canBoost);
if(canBoost){
stats.add(Stat.boostingSpeed, boostMultiplier * speed * 60f / tilesize, StatUnit.tilesSecond);
}
}
if(mineTier >= 1){
@@ -1,13 +1,18 @@
package mindustry.type.weapons;
import arc.*;
import arc.graphics.*;
import arc.math.*;
import arc.math.geom.*;
import arc.scene.ui.layout.*;
import arc.util.*;
import mindustry.content.*;
import mindustry.entities.*;
import mindustry.entities.units.*;
import mindustry.game.*;
import mindustry.gen.*;
import mindustry.type.*;
import mindustry.world.meta.*;
import static mindustry.Vars.*;
@@ -38,6 +43,12 @@ public class PointDefenseWeapon extends Weapon{
targetInterval = 10f;
}
@Override
public void addStats(UnitType u, Table t){
t.add(Core.bundle.format("weapon.pointdefense"));
super.addStats(u, t);
}
@Override
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));
@@ -1,5 +1,6 @@
package mindustry.world.blocks.defense;
import arc.*;
import arc.graphics.*;
import arc.graphics.g2d.*;
import arc.math.*;
@@ -11,6 +12,7 @@ import mindustry.entities.bullet.*;
import mindustry.gen.*;
import mindustry.graphics.*;
import mindustry.world.*;
import mindustry.world.meta.*;
public class ShockMine extends Block{
public final int timerDamage = timers++;
@@ -35,6 +37,14 @@ public class ShockMine extends Block{
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{
@Override
@@ -52,6 +52,7 @@ public class PointDefenseTurret extends ReloadTurret{
super.setStats();
stats.add(Stat.reload, 60f / reload, StatUnit.perSecond);
stats.add(Stat.damage, bulletDamage, StatUnit.none);
}
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)
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
@@ -59,6 +59,13 @@ public class ImpactReactor extends PowerGenerator{
if(hasItems){
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{
@@ -143,7 +143,7 @@ public class Unloader extends Block{
if(!other.interactable(team)) continue; //avoid blocks of the wrong team
//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;
if(canLoad || canUnload){ //avoid blocks that can neither give nor receive items
+2
View File
@@ -36,6 +36,7 @@ public class Stat implements Comparable<Stat>{
lightningDamage = new Stat("lightningDamage"),
abilities = new Stat("abilities"),
canBoost = new Stat("canBoost"),
boostingSpeed = new Stat("boostingspeed"),
maxUnits = new Stat("maxUnits"),
damageMultiplier = new Stat("damageMultiplier"),
@@ -60,6 +61,7 @@ public class Stat implements Comparable<Stat>{
powerRange = new Stat("powerRange", StatCat.power),
powerConnections = new Stat("powerConnections", StatCat.power),
basePowerGeneration = new Stat("basePowerGeneration", StatCat.power),
warmupTime = new Stat("warmupTime", StatCat.power),
tiles = new Stat("tiles", StatCat.crafting),
input = new Stat("input", StatCat.crafting),
@@ -20,6 +20,7 @@ public class StatUnit{
itemsSecond = new StatUnit("itemsSecond"),
liquidUnits = new StatUnit("liquidUnits", "[sky]" + Iconc.liquid + "[]"),
powerUnits = new StatUnit("powerUnits", "[accent]" + Iconc.power + "[]"),
powerEquilibrium = new StatUnit("powerEquilibrium"),
heatUnits = new StatUnit("heatUnits", "[red]" + Iconc.waves + "[]"),
degrees = new StatUnit("degrees"),
seconds = new StatUnit("seconds"),
@@ -29,6 +30,7 @@ public class StatUnit{
perMinute = new StatUnit("perMinute", false),
perShot = new StatUnit("perShot", false),
perLeg = new StatUnit("perLeg"),
perSide = new StatUnit("perSide"),
timesSpeed = new StatUnit("timesSpeed", false),
multiplier = new StatUnit("multiplier", false),
percent = new StatUnit("percent", false),
+71 -8
View File
@@ -7,6 +7,7 @@ import arc.graphics.g2d.*;
import arc.math.*;
import arc.scene.*;
import arc.scene.event.*;
import arc.scene.style.*;
import arc.scene.ui.*;
import arc.scene.ui.Tooltip.*;
import arc.scene.ui.layout.*;
@@ -19,6 +20,7 @@ import mindustry.ctype.*;
import mindustry.entities.abilities.*;
import mindustry.entities.bullet.*;
import mindustry.gen.*;
import mindustry.graphics.*;
import mindustry.maps.*;
import mindustry.type.*;
import mindustry.ui.*;
@@ -31,6 +33,9 @@ import static mindustry.Vars.*;
/** Utilities for displaying certain stats in a table. */
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){
String result = Strings.format(value, args);
return table -> table.add(result);
@@ -640,11 +645,8 @@ public class StatValues{
}
if(type.damage > 0 && (type.collides || type.splashDamage <= 0)){
if(type.continuousDamage() > 0){
bt.add(Core.bundle.format("bullet.damage", type.continuousDamage()) + StatUnit.perSecond.localized());
}else{
bt.add(Core.bundle.format("bullet.damage", type.damage));
}
bt.add(Core.bundle.format("bullet.damage", type.damage) + (type.continuousDamage() > 0 ?
"[lightgray] ~ [stat]" + Core.bundle.format("bullet.damage", type.continuousDamage()) + StatUnit.perSecond.localized() : ""));
}
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));
}
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){
sep(bt, "@bullet.armorpierce");
}
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){
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{
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.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);
table.row();
}
@@ -782,6 +832,19 @@ public class StatValues{
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
private static String ammoStat(float val){
return (val > 0 ? "[stat]+" : "[negstat]") + Strings.autoFixed(val, 1);