Merge remote-tracking branch 'origin/master'
This commit is contained in:
@@ -1069,6 +1069,20 @@
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"search": [
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||||
"planet"
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||||
]
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||||
},
|
||||
{
|
||||
"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"
|
||||
]
|
||||
}
|
||||
]
|
||||
}
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||||
Binary file not shown.
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After Width: | Height: | Size: 411 B |
@@ -1019,7 +1019,6 @@ stat.targetsair = Targets Air
|
||||
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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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 l’aixafament
|
||||
stat.itemsmoved = Velocitat de moviment
|
||||
stat.launchtime = Temps entre llançaments
|
||||
stat.shootrange = Abast
|
||||
@@ -1033,6 +1032,7 @@ stat.itemcapacity = Capacitat d’elements
|
||||
stat.memorycapacity = Capacitat de memòria
|
||||
stat.basepowergeneration = Generació base d’energia
|
||||
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 d’escut
|
||||
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 d’energia
|
||||
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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
+1066
-1054
File diff suppressed because it is too large
Load Diff
@@ -1016,7 +1016,6 @@ stat.targetsair = Hyökkää ilmaan
|
||||
stat.targetsground = Hyökkää maahan
|
||||
stat.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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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 = 度
|
||||
unit.seconds = 秒
|
||||
@@ -1224,6 +1235,7 @@ unit.billions = b
|
||||
unit.shots = 発
|
||||
unit.pershot = /発
|
||||
unit.perleg = per leg
|
||||
unit.perside = per side
|
||||
category.purpose = 説明
|
||||
category.general = 一般
|
||||
category.power = 電力
|
||||
|
||||
@@ -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 = 도
|
||||
unit.seconds = 초
|
||||
@@ -1224,6 +1235,7 @@ unit.billions = b
|
||||
unit.shots = 발
|
||||
unit.pershot = /발
|
||||
unit.perleg = /다리
|
||||
unit.perside = per side
|
||||
category.purpose = 목적
|
||||
category.general = 일반
|
||||
category.power = 전력
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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 = 度
|
||||
unit.seconds = 秒
|
||||
@@ -1224,6 +1235,7 @@ unit.billions = B
|
||||
unit.shots = 发
|
||||
unit.pershot = /发
|
||||
unit.perleg = per leg
|
||||
unit.perside = per side
|
||||
category.purpose = 用途
|
||||
category.general = 基础
|
||||
category.power = 电力
|
||||
|
||||
@@ -1016,7 +1016,6 @@ stat.targetsair = 攻擊空中目標
|
||||
stat.targetsground = 攻擊地面目標
|
||||
stat.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 = 度
|
||||
unit.seconds = 秒
|
||||
@@ -1224,6 +1235,7 @@ unit.billions = B
|
||||
unit.shots = 發
|
||||
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.
@@ -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())){
|
||||
|
||||
@@ -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. */
|
||||
|
||||
@@ -46,6 +46,7 @@ public class EventType{
|
||||
unitCommandChange,
|
||||
unitCommandPosition,
|
||||
unitCommandAttack,
|
||||
unitCommandBoost,
|
||||
importMod,
|
||||
draw,
|
||||
drawOver,
|
||||
|
||||
@@ -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();
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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),
|
||||
|
||||
@@ -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);
|
||||
|
||||
Reference in New Issue
Block a user