Merge branch 'master' of https://github.com/Anuken/Mindustry into new-pathfinding
This commit is contained in:
2
.github/workflows/deployment.yml
vendored
2
.github/workflows/deployment.yml
vendored
@@ -44,7 +44,7 @@ jobs:
|
|||||||
rm -rf .github
|
rm -rf .github
|
||||||
rm README.md
|
rm README.md
|
||||||
git add .
|
git add .
|
||||||
git commit --allow-empty -m "${GITHUB_SHA}"
|
git commit --allow-empty -m "Updating"
|
||||||
git push https://Anuken:${{ secrets.API_TOKEN_GITHUB }}@github.com/Anuken/MindustryJitpack
|
git push https://Anuken:${{ secrets.API_TOKEN_GITHUB }}@github.com/Anuken/MindustryJitpack
|
||||||
git tag ${RELEASE_VERSION}
|
git tag ${RELEASE_VERSION}
|
||||||
git push https://Anuken:${{ secrets.API_TOKEN_GITHUB }}@github.com/Anuken/MindustryJitpack
|
git push https://Anuken:${{ secrets.API_TOKEN_GITHUB }}@github.com/Anuken/MindustryJitpack
|
||||||
|
|||||||
10
.github/workflows/gradle-wrapper-validation.yml
vendored
Normal file
10
.github/workflows/gradle-wrapper-validation.yml
vendored
Normal file
@@ -0,0 +1,10 @@
|
|||||||
|
name: "Validate Gradle Wrapper"
|
||||||
|
on: [push, pull_request]
|
||||||
|
|
||||||
|
jobs:
|
||||||
|
validation:
|
||||||
|
name: "Validation"
|
||||||
|
runs-on: ubuntu-latest
|
||||||
|
steps:
|
||||||
|
- uses: actions/checkout@v4
|
||||||
|
- uses: gradle/wrapper-validation-action@v2
|
||||||
4
.github/workflows/pr.yml
vendored
4
.github/workflows/pr.yml
vendored
@@ -17,8 +17,10 @@ jobs:
|
|||||||
java-version: 17
|
java-version: 17
|
||||||
- name: Setup Gradle
|
- name: Setup Gradle
|
||||||
uses: gradle/gradle-build-action@v2
|
uses: gradle/gradle-build-action@v2
|
||||||
|
- name: Run unit tests
|
||||||
|
run: ./gradlew tests:test --stacktrace --rerun
|
||||||
- name: Run unit tests and build JAR
|
- name: Run unit tests and build JAR
|
||||||
run: ./gradlew test desktop:dist
|
run: ./gradlew desktop:dist
|
||||||
- name: Upload desktop JAR for testing
|
- name: Upload desktop JAR for testing
|
||||||
uses: actions/upload-artifact@v2
|
uses: actions/upload-artifact@v2
|
||||||
with:
|
with:
|
||||||
|
|||||||
5
.github/workflows/push.yml
vendored
5
.github/workflows/push.yml
vendored
@@ -33,6 +33,7 @@ jobs:
|
|||||||
./gradlew updateBundles
|
./gradlew updateBundles
|
||||||
|
|
||||||
if [ -n "$(git status --porcelain)" ]; then
|
if [ -n "$(git status --porcelain)" ]; then
|
||||||
|
git config --global user.name "Github Actions"
|
||||||
git add core/assets/bundles/*
|
git add core/assets/bundles/*
|
||||||
git commit -m "Automatic bundle update"
|
git commit -m "Automatic bundle update"
|
||||||
git push
|
git push
|
||||||
@@ -52,8 +53,8 @@ jobs:
|
|||||||
rm -rf .github
|
rm -rf .github
|
||||||
rm README.md
|
rm README.md
|
||||||
git add .
|
git add .
|
||||||
git commit --allow-empty -m "${GITHUB_SHA}"
|
git commit --allow-empty -m "Updating"
|
||||||
git push https://Anuken:${{ secrets.API_TOKEN_GITHUB }}@github.com/Anuken/MindustryJitpack
|
git push https://Anuken:${{ secrets.API_TOKEN_GITHUB }}@github.com/Anuken/MindustryJitpack
|
||||||
cd ../Mindustry
|
cd ../Mindustry
|
||||||
- name: Run unit tests
|
- name: Run unit tests
|
||||||
run: ./gradlew clean cleanTest test --stacktrace
|
run: ./gradlew tests:test --rerun --stacktrace
|
||||||
|
|||||||
2
.gitignore
vendored
2
.gitignore
vendored
@@ -6,6 +6,7 @@ logs/
|
|||||||
/core/assets/.gifimages/
|
/core/assets/.gifimages/
|
||||||
/deploy/
|
/deploy/
|
||||||
/out/
|
/out/
|
||||||
|
ios/libs/
|
||||||
/desktop/packr-out/
|
/desktop/packr-out/
|
||||||
/desktop/packr-export/
|
/desktop/packr-export/
|
||||||
/desktop/mindustry-saves/
|
/desktop/mindustry-saves/
|
||||||
@@ -43,6 +44,7 @@ steam_appid.txt
|
|||||||
ios/robovm.properties
|
ios/robovm.properties
|
||||||
packr-out/
|
packr-out/
|
||||||
config/
|
config/
|
||||||
|
buildSrc/
|
||||||
*.gif
|
*.gif
|
||||||
/tests/out
|
/tests/out
|
||||||
|
|
||||||
|
|||||||
@@ -18,13 +18,16 @@ You'll need to either hire some moderators, or make use of (currently non-existe
|
|||||||
4. **Get some good maps.** *(optional, but highly recommended)*. Add some maps to your server and set the map rotation to custom-only. You can get maps from the Steam workshop by subscribing and exporting them; using the `#maps` channel on Discord is also an option.
|
4. **Get some good maps.** *(optional, but highly recommended)*. Add some maps to your server and set the map rotation to custom-only. You can get maps from the Steam workshop by subscribing and exporting them; using the `#maps` channel on Discord is also an option.
|
||||||
5. **Check your server configuration.** *(optional)* I would recommend adding a message rate limit of 1 second (`config messageRateLimit 1`), and disabling connect/disconnect messages to reduce spam (`config showConnectMessages false`).
|
5. **Check your server configuration.** *(optional)* I would recommend adding a message rate limit of 1 second (`config messageRateLimit 1`), and disabling connect/disconnect messages to reduce spam (`config showConnectMessages false`).
|
||||||
6. Finally, **submit a pull request** to add your server's IP to the list.
|
6. Finally, **submit a pull request** to add your server's IP to the list.
|
||||||
This should be fairly straightforward: Press the edit button on the [server file](https://github.com/Anuken/Mindustry/blob/master/servers_v7.json), then add a JSON object with a single key, indicating your server address.
|
This should be fairly straightforward: Press the edit button on the [server file](https://github.com/Anuken/Mindustry/blob/master/servers_v7.json), then add a JSON object with the following format:
|
||||||
For example, if your server address is `example.com:6000`, you would add a comma after the last entry and insert:
|
|
||||||
```json
|
```json
|
||||||
{
|
{
|
||||||
"address": "example.com:6000"
|
"name": "Your Server Group Name",
|
||||||
|
"address": ["your.server.address"]
|
||||||
}
|
}
|
||||||
```
|
```
|
||||||
|
|
||||||
|
If your group has multiple servers, simply add extra addresses inside the square brackets, separated by commas. For example: `["address1", "address2"]`
|
||||||
|
|
||||||
> Note that Mindustry also support SRV records. This allows you to use a subdomain for your server address instead of specifying the port. For example, if you want to use `play.example.com` instead of `example.com:6000`, in the dns settings of your domain, add an SRV record with `_mindustry` as the service, `tcp` as the protocol, `play` as the target and `6000` as the port. You can also setup fallback servers by modifying the weight or priority of the record. Although SRV records are very convenient, keep in mind they are slower than regular addresses. Avoid using them in the server list, but rather as an easy way to share your server address.
|
> Note that Mindustry also support SRV records. This allows you to use a subdomain for your server address instead of specifying the port. For example, if you want to use `play.example.com` instead of `example.com:6000`, in the dns settings of your domain, add an SRV record with `_mindustry` as the service, `tcp` as the protocol, `play` as the target and `6000` as the port. You can also setup fallback servers by modifying the weight or priority of the record. Although SRV records are very convenient, keep in mind they are slower than regular addresses. Avoid using them in the server list, but rather as an easy way to share your server address.
|
||||||
|
|
||||||
Then, press the *'submit pull request'* button and I'll take a look at your server. If I have any issues with it, I'll let you know in the PR comments.
|
Then, press the *'submit pull request'* button and I'll take a look at your server. If I have any issues with it, I'll let you know in the PR comments.
|
||||||
|
|||||||
@@ -101,64 +101,68 @@ public class AndroidLauncher extends AndroidApplication{
|
|||||||
}
|
}
|
||||||
|
|
||||||
void showFileChooser(boolean open, String title, Cons<Fi> cons, String... extensions){
|
void showFileChooser(boolean open, String title, Cons<Fi> cons, String... extensions){
|
||||||
String extension = extensions[0];
|
try{
|
||||||
|
String extension = extensions[0];
|
||||||
|
|
||||||
if(VERSION.SDK_INT >= VERSION_CODES.Q){
|
if(VERSION.SDK_INT >= VERSION_CODES.Q){
|
||||||
Intent intent = new Intent(open ? Intent.ACTION_OPEN_DOCUMENT : Intent.ACTION_CREATE_DOCUMENT);
|
Intent intent = new Intent(open ? Intent.ACTION_OPEN_DOCUMENT : Intent.ACTION_CREATE_DOCUMENT);
|
||||||
intent.addCategory(Intent.CATEGORY_OPENABLE);
|
intent.addCategory(Intent.CATEGORY_OPENABLE);
|
||||||
intent.setType(extension.equals("zip") && !open && extensions.length == 1 ? "application/zip" : "*/*");
|
intent.setType(extension.equals("zip") && !open && extensions.length == 1 ? "application/zip" : "*/*");
|
||||||
|
|
||||||
addResultListener(i -> startActivityForResult(intent, i), (code, in) -> {
|
addResultListener(i -> startActivityForResult(intent, i), (code, in) -> {
|
||||||
if(code == Activity.RESULT_OK && in != null && in.getData() != null){
|
if(code == Activity.RESULT_OK && in != null && in.getData() != null){
|
||||||
Uri uri = in.getData();
|
Uri uri = in.getData();
|
||||||
|
|
||||||
if(uri.getPath().contains("(invalid)")) return;
|
if(uri.getPath().contains("(invalid)")) return;
|
||||||
|
|
||||||
Core.app.post(() -> Core.app.post(() -> cons.get(new Fi(uri.getPath()){
|
Core.app.post(() -> Core.app.post(() -> cons.get(new Fi(uri.getPath()){
|
||||||
@Override
|
@Override
|
||||||
public InputStream read(){
|
public InputStream read(){
|
||||||
try{
|
try{
|
||||||
return getContentResolver().openInputStream(uri);
|
return getContentResolver().openInputStream(uri);
|
||||||
}catch(IOException e){
|
}catch(IOException e){
|
||||||
throw new ArcRuntimeException(e);
|
throw new ArcRuntimeException(e);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
public OutputStream write(boolean append){
|
public OutputStream write(boolean append){
|
||||||
try{
|
try{
|
||||||
return getContentResolver().openOutputStream(uri);
|
return getContentResolver().openOutputStream(uri);
|
||||||
}catch(IOException e){
|
}catch(IOException e){
|
||||||
throw new ArcRuntimeException(e);
|
throw new ArcRuntimeException(e);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
})));
|
||||||
})));
|
}
|
||||||
}
|
});
|
||||||
});
|
}else if(VERSION.SDK_INT >= VERSION_CODES.M && !(checkSelfPermission(Manifest.permission.WRITE_EXTERNAL_STORAGE) == PackageManager.PERMISSION_GRANTED &&
|
||||||
}else if(VERSION.SDK_INT >= VERSION_CODES.M && !(checkSelfPermission(Manifest.permission.WRITE_EXTERNAL_STORAGE) == PackageManager.PERMISSION_GRANTED &&
|
|
||||||
checkSelfPermission(Manifest.permission.READ_EXTERNAL_STORAGE) == PackageManager.PERMISSION_GRANTED)){
|
checkSelfPermission(Manifest.permission.READ_EXTERNAL_STORAGE) == PackageManager.PERMISSION_GRANTED)){
|
||||||
chooser = new FileChooser(title, file -> Structs.contains(extensions, file.extension().toLowerCase()), open, file -> {
|
chooser = new FileChooser(title, file -> Structs.contains(extensions, file.extension().toLowerCase()), open, file -> {
|
||||||
if(!open){
|
if(!open){
|
||||||
cons.get(file.parent().child(file.nameWithoutExtension() + "." + extension));
|
cons.get(file.parent().child(file.nameWithoutExtension() + "." + extension));
|
||||||
}else{
|
}else{
|
||||||
cons.get(file);
|
cons.get(file);
|
||||||
}
|
}
|
||||||
});
|
});
|
||||||
|
|
||||||
ArrayList<String> perms = new ArrayList<>();
|
ArrayList<String> perms = new ArrayList<>();
|
||||||
if(checkSelfPermission(Manifest.permission.WRITE_EXTERNAL_STORAGE) != PackageManager.PERMISSION_GRANTED){
|
if(checkSelfPermission(Manifest.permission.WRITE_EXTERNAL_STORAGE) != PackageManager.PERMISSION_GRANTED){
|
||||||
perms.add(Manifest.permission.WRITE_EXTERNAL_STORAGE);
|
perms.add(Manifest.permission.WRITE_EXTERNAL_STORAGE);
|
||||||
}
|
}
|
||||||
if(checkSelfPermission(Manifest.permission.READ_EXTERNAL_STORAGE) != PackageManager.PERMISSION_GRANTED){
|
if(checkSelfPermission(Manifest.permission.READ_EXTERNAL_STORAGE) != PackageManager.PERMISSION_GRANTED){
|
||||||
perms.add(Manifest.permission.READ_EXTERNAL_STORAGE);
|
perms.add(Manifest.permission.READ_EXTERNAL_STORAGE);
|
||||||
}
|
}
|
||||||
requestPermissions(perms.toArray(new String[0]), PERMISSION_REQUEST_CODE);
|
requestPermissions(perms.toArray(new String[0]), PERMISSION_REQUEST_CODE);
|
||||||
}else{
|
|
||||||
if(open){
|
|
||||||
new FileChooser(title, file -> Structs.contains(extensions, file.extension().toLowerCase()), true, cons).show();
|
|
||||||
}else{
|
}else{
|
||||||
super.showFileChooser(open, "@open", extension, cons);
|
if(open){
|
||||||
|
new FileChooser(title, file -> Structs.contains(extensions, file.extension().toLowerCase()), true, cons).show();
|
||||||
|
}else{
|
||||||
|
super.showFileChooser(open, "@open", extension, cons);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
}catch(Throwable error){
|
||||||
|
Core.app.post(() -> Vars.ui.showException(error));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
13
build.gradle
13
build.gradle
@@ -106,12 +106,12 @@ allprojects{
|
|||||||
generateLocales = {
|
generateLocales = {
|
||||||
def output = 'en\n'
|
def output = 'en\n'
|
||||||
def bundles = new File(project(':core').projectDir, 'assets/bundles/')
|
def bundles = new File(project(':core').projectDir, 'assets/bundles/')
|
||||||
bundles.listFiles().each{ other ->
|
bundles.list().sort().each{ name ->
|
||||||
if(other.name == "bundle.properties") return
|
if(name == "bundle.properties") return
|
||||||
output += other.name.substring("bundle".length() + 1, other.name.lastIndexOf('.')) + "\n"
|
output += name.substring("bundle".length() + 1, name.lastIndexOf('.')) + "\n"
|
||||||
}
|
}
|
||||||
new File(project(':core').projectDir, 'assets/locales').text = output
|
new File(project(':core').projectDir, 'assets/locales').text = output
|
||||||
new File(project(':core').projectDir, 'assets/basepartnames').text = new File(project(':core').projectDir, 'assets/baseparts/').list().join("\n")
|
new File(project(':core').projectDir, 'assets/basepartnames').text = new File(project(':core').projectDir, 'assets/baseparts/').list().sort().join("\n")
|
||||||
}
|
}
|
||||||
|
|
||||||
writeVersion = {
|
writeVersion = {
|
||||||
@@ -185,7 +185,7 @@ allprojects{
|
|||||||
|
|
||||||
tasks.withType(JavaCompile){
|
tasks.withType(JavaCompile){
|
||||||
targetCompatibility = 8
|
targetCompatibility = 8
|
||||||
sourceCompatibility = JavaVersion.VERSION_16
|
sourceCompatibility = JavaVersion.VERSION_17
|
||||||
options.encoding = "UTF-8"
|
options.encoding = "UTF-8"
|
||||||
options.compilerArgs += ["-Xlint:deprecation"]
|
options.compilerArgs += ["-Xlint:deprecation"]
|
||||||
dependsOn clearCache
|
dependsOn clearCache
|
||||||
@@ -326,7 +326,7 @@ project(":core"){
|
|||||||
|
|
||||||
annotationProcessor 'com.github.Anuken:jabel:0.9.0'
|
annotationProcessor 'com.github.Anuken:jabel:0.9.0'
|
||||||
compileOnly project(":annotations")
|
compileOnly project(":annotations")
|
||||||
kapt project(":annotations")
|
if(!project.hasProperty("noKapt")) kapt project(":annotations")
|
||||||
}
|
}
|
||||||
|
|
||||||
afterEvaluate{
|
afterEvaluate{
|
||||||
@@ -381,6 +381,7 @@ project(":tests"){
|
|||||||
testImplementation "org.junit.jupiter:junit-jupiter-params:5.7.1"
|
testImplementation "org.junit.jupiter:junit-jupiter-params:5.7.1"
|
||||||
testImplementation "org.junit.jupiter:junit-jupiter-api:5.7.1"
|
testImplementation "org.junit.jupiter:junit-jupiter-api:5.7.1"
|
||||||
testImplementation arcModule("backends:backend-headless")
|
testImplementation arcModule("backends:backend-headless")
|
||||||
|
testImplementation "org.json:json:20230618"
|
||||||
testRuntimeOnly "org.junit.jupiter:junit-jupiter-engine:5.7.1"
|
testRuntimeOnly "org.junit.jupiter:junit-jupiter-engine:5.7.1"
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
Binary file not shown.
|
After Width: | Height: | Size: 510 B |
Binary file not shown.
|
Before Width: | Height: | Size: 71 B After Width: | Height: | Size: 81 B |
@@ -444,6 +444,7 @@ editor.waves = Waves
|
|||||||
editor.rules = Rules
|
editor.rules = Rules
|
||||||
editor.generation = Generation
|
editor.generation = Generation
|
||||||
editor.objectives = Objectives
|
editor.objectives = Objectives
|
||||||
|
editor.locales = Locale Bundles
|
||||||
editor.ingame = Edit In-Game
|
editor.ingame = Edit In-Game
|
||||||
editor.playtest = Playtest
|
editor.playtest = Playtest
|
||||||
editor.publish.workshop = Publish On Workshop
|
editor.publish.workshop = Publish On Workshop
|
||||||
@@ -500,6 +501,7 @@ editor.default = [lightgray]<Default>
|
|||||||
details = Details...
|
details = Details...
|
||||||
edit = Edit
|
edit = Edit
|
||||||
variables = Vars
|
variables = Vars
|
||||||
|
logic.globals = Built-in Variables
|
||||||
editor.name = Name:
|
editor.name = Name:
|
||||||
editor.spawn = Spawn Unit
|
editor.spawn = Spawn Unit
|
||||||
editor.removeunit = Remove Unit
|
editor.removeunit = Remove Unit
|
||||||
@@ -511,6 +513,7 @@ editor.errorlegacy = This map is too old, and uses a legacy map format that is n
|
|||||||
editor.errornot = This is not a map file.
|
editor.errornot = This is not a map file.
|
||||||
editor.errorheader = This map file is either not valid or corrupt.
|
editor.errorheader = This map file is either not valid or corrupt.
|
||||||
editor.errorname = Map has no name defined. Are you trying to load a save file?
|
editor.errorname = Map has no name defined. Are you trying to load a save file?
|
||||||
|
editor.errorlocales = Error reading invalid locale bundles.
|
||||||
editor.update = Update
|
editor.update = Update
|
||||||
editor.randomize = Randomize
|
editor.randomize = Randomize
|
||||||
editor.moveup = Move Up
|
editor.moveup = Move Up
|
||||||
@@ -522,6 +525,7 @@ editor.sectorgenerate = Sector Generate
|
|||||||
editor.resize = Resize
|
editor.resize = Resize
|
||||||
editor.loadmap = Load Map
|
editor.loadmap = Load Map
|
||||||
editor.savemap = Save Map
|
editor.savemap = Save Map
|
||||||
|
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
|
||||||
editor.saved = Saved!
|
editor.saved = Saved!
|
||||||
editor.save.noname = Your map does not have a name! Set one in the 'map info' menu.
|
editor.save.noname = Your map does not have a name! Set one in the 'map info' menu.
|
||||||
editor.save.overwrite = Your map overwrites a built-in map! Pick a different name in the 'map info' menu.
|
editor.save.overwrite = Your map overwrites a built-in map! Pick a different name in the 'map info' menu.
|
||||||
@@ -610,6 +614,24 @@ filter.option.threshold2 = Secondary Threshold
|
|||||||
filter.option.radius = Radius
|
filter.option.radius = Radius
|
||||||
filter.option.percentile = Percentile
|
filter.option.percentile = Percentile
|
||||||
|
|
||||||
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
|
locales.applytoall = Apply Changes To All Locales
|
||||||
|
locales.addtoother = Add To Other Locales
|
||||||
|
locales.rollback = Rollback to last applied
|
||||||
|
locales.filter = Property filter
|
||||||
|
locales.searchname = Search name...
|
||||||
|
locales.searchvalue = Search value...
|
||||||
|
locales.searchlocale = Search locale...
|
||||||
|
locales.byname = By name
|
||||||
|
locales.byvalue = By value
|
||||||
|
locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
|
||||||
|
locales.showmissing = Show properties that are missing in some locales
|
||||||
|
locales.showsame = Show properties that have same values in different locales
|
||||||
|
locales.viewproperty = View in all locales
|
||||||
|
locales.viewing = Viewing property "{0}"
|
||||||
|
locales.addicon = Add Icon
|
||||||
|
|
||||||
width = Width:
|
width = Width:
|
||||||
height = Height:
|
height = Height:
|
||||||
menu = Menu
|
menu = Menu
|
||||||
@@ -661,10 +683,12 @@ objective.commandmode.name = Command Mode
|
|||||||
objective.flag.name = Flag
|
objective.flag.name = Flag
|
||||||
|
|
||||||
marker.shapetext.name = Shape Text
|
marker.shapetext.name = Shape Text
|
||||||
marker.minimap.name = Minimap
|
marker.point.name = Point
|
||||||
marker.shape.name = Shape
|
marker.shape.name = Shape
|
||||||
marker.text.name = Text
|
marker.text.name = Text
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
|
|
||||||
marker.background = Background
|
marker.background = Background
|
||||||
marker.outline = Outline
|
marker.outline = Outline
|
||||||
@@ -715,7 +739,7 @@ error.any = Unknown network error.
|
|||||||
error.bloom = Failed to initialize bloom.\nYour device may not support it.
|
error.bloom = Failed to initialize bloom.\nYour device may not support it.
|
||||||
|
|
||||||
weather.rain.name = Rain
|
weather.rain.name = Rain
|
||||||
weather.snow.name = Snow
|
weather.snowing.name = Snow
|
||||||
weather.sandstorm.name = Sandstorm
|
weather.sandstorm.name = Sandstorm
|
||||||
weather.sporestorm.name = Sporestorm
|
weather.sporestorm.name = Sporestorm
|
||||||
weather.fog.name = Fog
|
weather.fog.name = Fog
|
||||||
@@ -752,8 +776,8 @@ sector.curlost = Sector Lost
|
|||||||
sector.missingresources = [scarlet]Insufficient Core Resources
|
sector.missingresources = [scarlet]Insufficient Core Resources
|
||||||
sector.attacked = Sector [accent]{0}[white] under attack!
|
sector.attacked = Sector [accent]{0}[white] under attack!
|
||||||
sector.lost = Sector [accent]{0}[white] lost!
|
sector.lost = Sector [accent]{0}[white] lost!
|
||||||
#note: the missing space in the line below is intentional
|
sector.capture = Sector [accent]{0}[white] Captured!
|
||||||
sector.captured = Sector [accent]{0}[white]captured!
|
sector.capture.current = Sector Captured!
|
||||||
sector.changeicon = Change Icon
|
sector.changeicon = Change Icon
|
||||||
sector.noswitch.title = Unable to Switch Sectors
|
sector.noswitch.title = Unable to Switch Sectors
|
||||||
sector.noswitch = You may not switch sectors while an existing sector is under attack.\n\nSector: [accent]{0}[] on [accent]{1}[]
|
sector.noswitch = You may not switch sectors while an existing sector is under attack.\n\nSector: [accent]{0}[] on [accent]{1}[]
|
||||||
@@ -975,17 +999,47 @@ stat.immunities = Immunities
|
|||||||
stat.healing = Healing
|
stat.healing = Healing
|
||||||
|
|
||||||
ability.forcefield = Force Field
|
ability.forcefield = Force Field
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = Repair Field
|
ability.repairfield = Repair Field
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = Status Field
|
ability.statusfield = Status Field
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = Factory
|
ability.unitspawn = Factory
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Shield Regen Field
|
ability.shieldregenfield = Shield Regen Field
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Movement Lightning
|
ability.movelightning = Movement Lightning
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Shield Arc
|
ability.shieldarc = Shield Arc
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Repair Suppression
|
ability.suppressionfield = Repair Suppression
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Energy Field
|
ability.energyfield = Energy Field
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Self Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = Only Core Depositing Allowed
|
bar.onlycoredeposit = Only Core Depositing Allowed
|
||||||
bar.drilltierreq = Better Drill Required
|
bar.drilltierreq = Better Drill Required
|
||||||
@@ -1028,15 +1082,15 @@ bullet.armorpierce = [stat]armor piercing
|
|||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
||||||
bullet.suppression = [stat]{0}[lightgray] seconds of repair suppression ~ [stat]{1}[lightgray] tiles
|
bullet.suppression = [stat]{0}[lightgray] seconds of repair suppression ~ [stat]{1}[lightgray] tiles
|
||||||
bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
||||||
bullet.frags = [stat]{0}[lightgray]x frag bullets:
|
bullet.frags = [stat]{0}x[lightgray] frag bullets:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x lightning ~ [stat]{1}[lightgray] damage
|
bullet.lightning = [stat]{0}x[lightgray] lightning ~ [stat]{1}[lightgray] damage
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] building damage
|
bullet.buildingdamage = [stat]{0}%[lightgray] building damage
|
||||||
bullet.knockback = [stat]{0}[lightgray] knockback
|
bullet.knockback = [stat]{0}[lightgray] knockback
|
||||||
bullet.pierce = [stat]{0}[lightgray]x pierce
|
bullet.pierce = [stat]{0}x[lightgray] pierce
|
||||||
bullet.infinitepierce = [stat]pierce
|
bullet.infinitepierce = [stat]pierce
|
||||||
bullet.healpercent = [stat]{0}[lightgray]% repair
|
bullet.healpercent = [stat]{0}%[lightgray] repair
|
||||||
bullet.healamount = [stat]{0}[lightgray] direct repair
|
bullet.healamount = [stat]{0}[lightgray] direct repair
|
||||||
bullet.multiplier = [stat]{0}[lightgray]x ammo multiplier
|
bullet.multiplier = [stat]{0}x[lightgray] ammo multiplier
|
||||||
bullet.reload = [stat]{0}%[lightgray] fire rate
|
bullet.reload = [stat]{0}%[lightgray] fire rate
|
||||||
bullet.range = [stat]{0}[lightgray] tiles range
|
bullet.range = [stat]{0}[lightgray] tiles range
|
||||||
|
|
||||||
@@ -1135,7 +1189,7 @@ setting.sfxvol.name = SFX Volume
|
|||||||
setting.mutesound.name = Mute Sound
|
setting.mutesound.name = Mute Sound
|
||||||
setting.crashreport.name = Send Anonymous Crash Reports
|
setting.crashreport.name = Send Anonymous Crash Reports
|
||||||
setting.savecreate.name = Auto-Create Saves
|
setting.savecreate.name = Auto-Create Saves
|
||||||
setting.publichost.name = Public Game Visibility
|
setting.steampublichost.name = Public Game Visibility
|
||||||
setting.playerlimit.name = Player Limit
|
setting.playerlimit.name = Player Limit
|
||||||
setting.chatopacity.name = Chat Opacity
|
setting.chatopacity.name = Chat Opacity
|
||||||
setting.lasersopacity.name = Power Laser Opacity
|
setting.lasersopacity.name = Power Laser Opacity
|
||||||
@@ -1183,15 +1237,16 @@ keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
|||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
|
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
|
|
||||||
keybind.rebuild_select.name = Rebuild Region
|
keybind.rebuild_select.name = Rebuild Region
|
||||||
keybind.schematic_select.name = Select Region
|
keybind.schematic_select.name = Select Region
|
||||||
@@ -1290,6 +1345,7 @@ rules.unitdamagemultiplier = Unit Damage Multiplier
|
|||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.solarmultiplier = Solar Power Multiplier
|
rules.solarmultiplier = Solar Power Multiplier
|
||||||
rules.unitcapvariable = Cores Contribute To Unit Cap
|
rules.unitcapvariable = Cores Contribute To Unit Cap
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Base Unit Cap
|
rules.unitcap = Base Unit Cap
|
||||||
rules.limitarea = Limit Map Area
|
rules.limitarea = Limit Map Area
|
||||||
rules.enemycorebuildradius = Enemy Core No-Build Radius:[lightgray] (tiles)
|
rules.enemycorebuildradius = Enemy Core No-Build Radius:[lightgray] (tiles)
|
||||||
@@ -1323,6 +1379,9 @@ rules.weather.frequency = Frequency:
|
|||||||
rules.weather.always = Always
|
rules.weather.always = Always
|
||||||
rules.weather.duration = Duration:
|
rules.weather.duration = Duration:
|
||||||
|
|
||||||
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = Items
|
content.item.name = Items
|
||||||
content.liquid.name = Fluids
|
content.liquid.name = Fluids
|
||||||
content.unit.name = Units
|
content.unit.name = Units
|
||||||
@@ -1543,6 +1602,7 @@ block.inverted-sorter.name = Inverted Sorter
|
|||||||
block.message.name = Message
|
block.message.name = Message
|
||||||
block.reinforced-message.name = Reinforced Message
|
block.reinforced-message.name = Reinforced Message
|
||||||
block.world-message.name = World Message
|
block.world-message.name = World Message
|
||||||
|
block.world-switch.name = World Switch
|
||||||
block.illuminator.name = Illuminator
|
block.illuminator.name = Illuminator
|
||||||
block.overflow-gate.name = Overflow Gate
|
block.overflow-gate.name = Overflow Gate
|
||||||
block.underflow-gate.name = Underflow Gate
|
block.underflow-gate.name = Underflow Gate
|
||||||
@@ -1785,7 +1845,6 @@ block.disperse.name = Disperse
|
|||||||
block.afflict.name = Afflict
|
block.afflict.name = Afflict
|
||||||
block.lustre.name = Lustre
|
block.lustre.name = Lustre
|
||||||
block.scathe.name = Scathe
|
block.scathe.name = Scathe
|
||||||
block.fabricator.name = Fabricator
|
|
||||||
block.tank-refabricator.name = Tank Refabricator
|
block.tank-refabricator.name = Tank Refabricator
|
||||||
block.mech-refabricator.name = Mech Refabricator
|
block.mech-refabricator.name = Mech Refabricator
|
||||||
block.ship-refabricator.name = Ship Refabricator
|
block.ship-refabricator.name = Ship Refabricator
|
||||||
@@ -1845,7 +1904,7 @@ hint.unitControl = Hold [accent][[L-ctrl][] and [accent]click[] to manually cont
|
|||||||
hint.unitControl.mobile = [accent][[Double-tap][] to manually control friendly units or turrets.
|
hint.unitControl.mobile = [accent][[Double-tap][] to manually control friendly units or turrets.
|
||||||
hint.unitSelectControl = To control units, enter [accent]command mode[] by holding [accent]L-shift.[]\nWhile in command mode, click and drag to select units. [accent]Right-click[] a location or target to command units there.
|
hint.unitSelectControl = To control units, enter [accent]command mode[] by holding [accent]L-shift.[]\nWhile in command mode, click and drag to select units. [accent]Right-click[] a location or target to command units there.
|
||||||
hint.unitSelectControl.mobile = To control units, enter [accent]command mode[] by pressing the [accent]command[] button in the bottom left.\nWhile in command mode, long-press and drag to select units. Tap a location or target to command units there.
|
hint.unitSelectControl.mobile = To control units, enter [accent]command mode[] by pressing the [accent]command[] button in the bottom left.\nWhile in command mode, long-press and drag to select units. Tap a location or target to command units there.
|
||||||
hint.launch = Once enough resources are collected, you can [accent]Launch[] by selecting nearby sectors from the \uE827 [accent]Map[] in the bottom right.
|
hint.launch = Once enough resources are collected, you can [accent]Launch[] to the next sector by opening the \uE827 [accent]Map[] in the bottom right, and panning over to the new location.
|
||||||
hint.launch.mobile = Once enough resources are collected, you can [accent]Launch[] by selecting nearby sectors from the \uE827 [accent]Map[] in the \uE88C [accent]Menu[].
|
hint.launch.mobile = Once enough resources are collected, you can [accent]Launch[] by selecting nearby sectors from the \uE827 [accent]Map[] in the \uE88C [accent]Menu[].
|
||||||
hint.schematicSelect = Hold [accent][[F][] and drag to select blocks to copy and paste.\n\n[accent][[Middle Click][] to copy a single block type.
|
hint.schematicSelect = Hold [accent][[F][] and drag to select blocks to copy and paste.\n\n[accent][[Middle Click][] to copy a single block type.
|
||||||
hint.rebuildSelect = Hold [accent][[B][] and drag to select destroyed block plans.\nThis will rebuild them automatically.
|
hint.rebuildSelect = Hold [accent][[B][] and drag to select destroyed block plans.\nThis will rebuild them automatically.
|
||||||
@@ -1906,6 +1965,7 @@ onset.turrets = Units are effective, but [accent]turrets[] provide better defens
|
|||||||
onset.turretammo = Supply the turret with [accent]beryllium[] as ammo, using ducts.
|
onset.turretammo = Supply the turret with [accent]beryllium[] as ammo, using ducts.
|
||||||
onset.walls = [accent]Walls[] can prevent oncoming damage from reaching buildings.\nPlace some \uF6EE [accent]beryllium walls[] around the turret.
|
onset.walls = [accent]Walls[] can prevent oncoming damage from reaching buildings.\nPlace some \uF6EE [accent]beryllium walls[] around the turret.
|
||||||
onset.enemies = Enemy incoming, prepare to defend.
|
onset.enemies = Enemy incoming, prepare to defend.
|
||||||
|
onset.defenses = [accent]Set up defenses:[lightgray] {0}
|
||||||
onset.attack = The enemy is vulnerable. Counter-attack.
|
onset.attack = The enemy is vulnerable. Counter-attack.
|
||||||
onset.cores = New cores can be placed on [accent]core tiles[].\nNew cores function as forward bases and share a resource inventory with other cores.\nPlace a \uF725 core.
|
onset.cores = New cores can be placed on [accent]core tiles[].\nNew cores function as forward bases and share a resource inventory with other cores.\nPlace a \uF725 core.
|
||||||
onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defenses, mining, and production.
|
onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defenses, mining, and production.
|
||||||
@@ -2111,7 +2171,6 @@ block.logic-display.description = Displays arbitrary graphics from a logic proce
|
|||||||
block.large-logic-display.description = Displays arbitrary graphics from a logic processor.
|
block.large-logic-display.description = Displays arbitrary graphics from a logic processor.
|
||||||
block.interplanetary-accelerator.description = A massive electromagnetic railgun tower. Accelerates cores to escape velocity for interplanetary deployment.
|
block.interplanetary-accelerator.description = A massive electromagnetic railgun tower. Accelerates cores to escape velocity for interplanetary deployment.
|
||||||
block.repair-turret.description = Continuously repairs the closest damaged unit in its vicinity. Optionally accepts coolant.
|
block.repair-turret.description = Continuously repairs the closest damaged unit in its vicinity. Optionally accepts coolant.
|
||||||
block.payload-propulsion-tower.description = Long-range payload transport structure. Shoots payloads to other linked payload propulsion towers.
|
|
||||||
|
|
||||||
#Erekir
|
#Erekir
|
||||||
block.core-bastion.description = Core of the base. Armored. Once destroyed, the sector is lost.
|
block.core-bastion.description = Core of the base. Armored. Once destroyed, the sector is lost.
|
||||||
@@ -2149,7 +2208,6 @@ block.impact-drill.description = When placed on ore, outputs items in bursts ind
|
|||||||
block.eruption-drill.description = An improved impact drill. Capable of mining thorium. Requires hydrogen.
|
block.eruption-drill.description = An improved impact drill. Capable of mining thorium. Requires hydrogen.
|
||||||
block.reinforced-conduit.description = Moves fluids forward. Doesn't accept non-conduit inputs to the sides.
|
block.reinforced-conduit.description = Moves fluids forward. Doesn't accept non-conduit inputs to the sides.
|
||||||
block.reinforced-liquid-router.description = Distributes fluids equally to all sides.
|
block.reinforced-liquid-router.description = Distributes fluids equally to all sides.
|
||||||
block.reinforced-junction.description = Acts as a bridge between two crossing conduits.
|
|
||||||
block.reinforced-liquid-tank.description = Stores a large amount of fluids.
|
block.reinforced-liquid-tank.description = Stores a large amount of fluids.
|
||||||
block.reinforced-liquid-container.description = Stores a sizeable amount of fluids.
|
block.reinforced-liquid-container.description = Stores a sizeable amount of fluids.
|
||||||
block.reinforced-bridge-conduit.description = Transports fluids over structures and terrain.
|
block.reinforced-bridge-conduit.description = Transports fluids over structures and terrain.
|
||||||
@@ -2270,6 +2328,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
|
|||||||
lst.read = Read a number from a linked memory cell.
|
lst.read = Read a number from a linked memory cell.
|
||||||
lst.write = Write a number to a linked memory cell.
|
lst.write = Write a number to a linked memory cell.
|
||||||
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
||||||
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
||||||
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
||||||
@@ -2292,6 +2351,8 @@ lst.getblock = Get tile data at any location.
|
|||||||
lst.setblock = Set tile data at any location.
|
lst.setblock = Set tile data at any location.
|
||||||
lst.spawnunit = Spawn unit at a location.
|
lst.spawnunit = Spawn unit at a location.
|
||||||
lst.applystatus = Apply or clear a status effect from a unit.
|
lst.applystatus = Apply or clear a status effect from a unit.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Spawn a wave.
|
lst.spawnwave = Spawn a wave.
|
||||||
lst.explosion = Create an explosion at a location.
|
lst.explosion = Create an explosion at a location.
|
||||||
lst.setrate = Set processor execution speed in instructions/tick.
|
lst.setrate = Set processor execution speed in instructions/tick.
|
||||||
@@ -2306,7 +2367,51 @@ lst.setprop = Sets a property of a unit or building.
|
|||||||
lst.effect = Create a particle effect.
|
lst.effect = Create a particle effect.
|
||||||
lst.sync = Sync a variable across the network.\nLimited to 20 times a second per variable.
|
lst.sync = Sync a variable across the network.\nLimited to 20 times a second per variable.
|
||||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.\n[accent]null []values are ignored.
|
||||||
|
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||||
|
|
||||||
|
lglobal.false = 0
|
||||||
|
lglobal.true = 1
|
||||||
|
lglobal.null = null
|
||||||
|
lglobal.@pi = The mathematical constant pi (3.141...)
|
||||||
|
lglobal.@e = The mathematical constant e (2.718...)
|
||||||
|
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
||||||
|
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
||||||
|
|
||||||
|
lglobal.@time = Playtime of current save, in milliseconds
|
||||||
|
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
||||||
|
lglobal.@second = Playtime of current save, in seconds
|
||||||
|
lglobal.@minute = Playtime of current save, in minutes
|
||||||
|
lglobal.@waveNumber = Current wave number, if waves are enabled
|
||||||
|
lglobal.@waveTime = Countdown timer for waves, in seconds
|
||||||
|
lglobal.@mapw = Map width in tiles
|
||||||
|
lglobal.@maph = Map height in tiles
|
||||||
|
|
||||||
|
lglobal.sectionMap = Map
|
||||||
|
lglobal.sectionGeneral = General
|
||||||
|
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
||||||
|
lglobal.sectionProcessor = Processor
|
||||||
|
lglobal.sectionLookup = Lookup
|
||||||
|
|
||||||
|
lglobal.@this = The logic block executing the code
|
||||||
|
lglobal.@thisx = X coordinate of block executing the code
|
||||||
|
lglobal.@thisy = Y coordinate of block executing the code
|
||||||
|
lglobal.@links = Total number of blocks linked to this processors
|
||||||
|
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
||||||
|
|
||||||
|
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
||||||
|
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
||||||
|
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
||||||
|
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
||||||
|
|
||||||
|
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
||||||
|
lglobal.@client = True if the code is running on a client connected to a server
|
||||||
|
|
||||||
|
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
||||||
|
lglobal.@clientUnit = Unit of client running the code
|
||||||
|
lglobal.@clientName = Player name of client running the code
|
||||||
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
|
lglobal.@clientMobile = True if the client running the code is on mobile, false otherwise
|
||||||
|
|
||||||
logic.nounitbuild = [red]Unit building logic is not allowed here.
|
logic.nounitbuild = [red]Unit building logic is not allowed here.
|
||||||
|
|
||||||
@@ -2350,6 +2455,7 @@ graphicstype.poly = Fill a regular polygon.
|
|||||||
graphicstype.linepoly = Draw a regular polygon outline.
|
graphicstype.linepoly = Draw a regular polygon outline.
|
||||||
graphicstype.triangle = Fill a triangle.
|
graphicstype.triangle = Fill a triangle.
|
||||||
graphicstype.image = Draw an image of some content.\nex: [accent]@router[] or [accent]@dagger[].
|
graphicstype.image = Draw an image of some content.\nex: [accent]@router[] or [accent]@dagger[].
|
||||||
|
graphicstype.print = Draws text from the print buffer.\nOnly ASCII characters are allowed.\nClears the print buffer.
|
||||||
|
|
||||||
lenum.always = Always true.
|
lenum.always = Always true.
|
||||||
lenum.idiv = Integer division.
|
lenum.idiv = Integer division.
|
||||||
@@ -2458,3 +2564,11 @@ lenum.build = Build a structure.
|
|||||||
lenum.getblock = Fetch a building, floor and type at coordinates.\nUnit must be in range of position.\nSolid non-buildings will have the type [accent]@solid[].
|
lenum.getblock = Fetch a building, floor and type at coordinates.\nUnit must be in range of position.\nSolid non-buildings will have the type [accent]@solid[].
|
||||||
lenum.within = Check if unit is near a position.
|
lenum.within = Check if unit is near a position.
|
||||||
lenum.boost = Start/stop boosting.
|
lenum.boost = Start/stop boosting.
|
||||||
|
|
||||||
|
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||||
|
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
||||||
|
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
||||||
|
lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
||||||
|
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||||||
|
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
||||||
|
lenum.colori = Indexed color, used for line and quad markers with index zero being the first color.
|
||||||
|
|||||||
@@ -433,6 +433,7 @@ editor.waves = Хвалі:
|
|||||||
editor.rules = Правілы:
|
editor.rules = Правілы:
|
||||||
editor.generation = Генерацыя:
|
editor.generation = Генерацыя:
|
||||||
editor.objectives = Мэты
|
editor.objectives = Мэты
|
||||||
|
editor.locales = Locale Bundles
|
||||||
editor.ingame = Рэдагаваць ў гульні
|
editor.ingame = Рэдагаваць ў гульні
|
||||||
editor.playtest = Тэставаць
|
editor.playtest = Тэставаць
|
||||||
editor.publish.workshop = Апублікаваць у майстэрні
|
editor.publish.workshop = Апублікаваць у майстэрні
|
||||||
@@ -488,6 +489,7 @@ editor.default = [lightgray]<Па змаўчанні>
|
|||||||
details = Падрабязнасці...
|
details = Падрабязнасці...
|
||||||
edit = Рэдагаваць...
|
edit = Рэдагаваць...
|
||||||
variables = Пераменныя
|
variables = Пераменныя
|
||||||
|
logic.globals = Built-in Variables
|
||||||
editor.name = Назва:
|
editor.name = Назва:
|
||||||
editor.spawn = Стварыць баявую адзінку
|
editor.spawn = Стварыць баявую адзінку
|
||||||
editor.removeunit = Выдаліць баявую адзінку
|
editor.removeunit = Выдаліць баявую адзінку
|
||||||
@@ -499,6 +501,7 @@ editor.errorlegacy = Гэтая карта занадта старая і вык
|
|||||||
editor.errornot = Гэта не файл карты.
|
editor.errornot = Гэта не файл карты.
|
||||||
editor.errorheader = Гэты файл карты ня дзейнічае або пашкоджаны.
|
editor.errorheader = Гэты файл карты ня дзейнічае або пашкоджаны.
|
||||||
editor.errorname = Карта не мае імя. Можа быць, Вы спрабуеце загрузіць захаванне?
|
editor.errorname = Карта не мае імя. Можа быць, Вы спрабуеце загрузіць захаванне?
|
||||||
|
editor.errorlocales = Error reading invalid locale bundles.
|
||||||
editor.update = Абнавіць
|
editor.update = Абнавіць
|
||||||
editor.randomize = Выпадкова
|
editor.randomize = Выпадкова
|
||||||
editor.moveup = Рухацца Уверх
|
editor.moveup = Рухацца Уверх
|
||||||
@@ -510,6 +513,7 @@ editor.sectorgenerate = Згенераваць Сектар
|
|||||||
editor.resize = Змяніць \nразмер
|
editor.resize = Змяніць \nразмер
|
||||||
editor.loadmap = Загрузіць \nкарту
|
editor.loadmap = Загрузіць \nкарту
|
||||||
editor.savemap = Захаваць \nкарту
|
editor.savemap = Захаваць \nкарту
|
||||||
|
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
|
||||||
editor.saved = Захавана!
|
editor.saved = Захавана!
|
||||||
editor.save.noname = У Вашай карты няма імя! Назавіце яе ў меню «Інфармацыя аб карце».
|
editor.save.noname = У Вашай карты няма імя! Назавіце яе ў меню «Інфармацыя аб карце».
|
||||||
editor.save.overwrite = Ваша карта не можа быць запісана па-над убудаванай карты! Калі ласка, увядзіце іншую назву ў меню «Інфармацыя аб карце»
|
editor.save.overwrite = Ваша карта не можа быць запісана па-над убудаванай карты! Калі ласка, увядзіце іншую назву ў меню «Інфармацыя аб карце»
|
||||||
@@ -594,6 +598,23 @@ filter.option.floor2 = Другая паверхню
|
|||||||
filter.option.threshold2 = Другасны гранічны парог
|
filter.option.threshold2 = Другасны гранічны парог
|
||||||
filter.option.radius = Радыус
|
filter.option.radius = Радыус
|
||||||
filter.option.percentile = Процентль
|
filter.option.percentile = Процентль
|
||||||
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
|
locales.applytoall = Apply Changes To All Locales
|
||||||
|
locales.addtoother = Add To Other Locales
|
||||||
|
locales.rollback = Rollback to last applied
|
||||||
|
locales.filter = Property filter
|
||||||
|
locales.searchname = Search name...
|
||||||
|
locales.searchvalue = Search value...
|
||||||
|
locales.searchlocale = Search locale...
|
||||||
|
locales.byname = By name
|
||||||
|
locales.byvalue = By value
|
||||||
|
locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
|
||||||
|
locales.showmissing = Show properties that are missing in some locales
|
||||||
|
locales.showsame = Show properties that have same values in different locales
|
||||||
|
locales.viewproperty = View in all locales
|
||||||
|
locales.viewing = Viewing property "{0}"
|
||||||
|
locales.addicon = Add Icon
|
||||||
|
|
||||||
width = Шырыня:
|
width = Шырыня:
|
||||||
height = Вышыня:
|
height = Вышыня:
|
||||||
@@ -644,10 +665,12 @@ objective.destroycore.name = Знішчыць Ядро
|
|||||||
objective.commandmode.name = Рэжым Загадаў
|
objective.commandmode.name = Рэжым Загадаў
|
||||||
objective.flag.name = Сцяг
|
objective.flag.name = Сцяг
|
||||||
marker.shapetext.name = Форма Тэксту
|
marker.shapetext.name = Форма Тэксту
|
||||||
marker.minimap.name = Міні-Мапа
|
marker.point.name = Point
|
||||||
marker.shape.name = Форма
|
marker.shape.name = Форма
|
||||||
marker.text.name = Тэкст
|
marker.text.name = Тэкст
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
marker.background = Задні Фон
|
marker.background = Задні Фон
|
||||||
marker.outline = Контур
|
marker.outline = Контур
|
||||||
objective.research = [accent]Даследаваць:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Даследаваць:\n[]{0}[lightgray]{1}
|
||||||
@@ -694,7 +717,7 @@ error.any = Невядомая сеткавая памылка.
|
|||||||
error.bloom = Не атрымалася ініцыялізаваць свячэнне (Bloom). \nМагчыма, зараз Вашая прылада не падтрымлівае яго.
|
error.bloom = Не атрымалася ініцыялізаваць свячэнне (Bloom). \nМагчыма, зараз Вашая прылада не падтрымлівае яго.
|
||||||
|
|
||||||
weather.rain.name = Дождж
|
weather.rain.name = Дождж
|
||||||
weather.snow.name = Снег
|
weather.snowing.name = Снег
|
||||||
weather.sandstorm.name = Пясчаная бура
|
weather.sandstorm.name = Пясчаная бура
|
||||||
weather.sporestorm.name = Спаравая бура
|
weather.sporestorm.name = Спаравая бура
|
||||||
weather.fog.name = Туман
|
weather.fog.name = Туман
|
||||||
@@ -730,7 +753,8 @@ sector.curlost = Сектар Згублены
|
|||||||
sector.missingresources = [scarlet]Insufficient Core Resources
|
sector.missingresources = [scarlet]Insufficient Core Resources
|
||||||
sector.attacked = Сектар [accent]{0}[white] атакуецца!
|
sector.attacked = Сектар [accent]{0}[white] атакуецца!
|
||||||
sector.lost = Сектар [accent]{0}[white] згублены!
|
sector.lost = Сектар [accent]{0}[white] згублены!
|
||||||
sector.captured = Сектар [accent]{0}[white]захоплены!
|
sector.capture = Sector [accent]{0}[white]Captured!
|
||||||
|
sector.capture.current = Sector Captured!
|
||||||
sector.changeicon = Змяніць Іконку
|
sector.changeicon = Змяніць Іконку
|
||||||
sector.noswitch.title = Немагчыма Пераключыцца на Сектар
|
sector.noswitch.title = Немагчыма Пераключыцца на Сектар
|
||||||
sector.noswitch = Вы не можаце пераключацца на сектары калі гэты сектар атакуецца.\n\nСектар: [accent]{0}[] у [accent]{1}[]
|
sector.noswitch = Вы не можаце пераключацца на сектары калі гэты сектар атакуецца.\n\nСектар: [accent]{0}[] у [accent]{1}[]
|
||||||
@@ -948,17 +972,46 @@ stat.immunities = Імунітэт
|
|||||||
stat.healing = Аднаўленне
|
stat.healing = Аднаўленне
|
||||||
|
|
||||||
ability.forcefield = Сіловое Поле
|
ability.forcefield = Сіловое Поле
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = Поле Рамонту
|
ability.repairfield = Поле Рамонту
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = Поле Статусу
|
ability.statusfield = Поле Статусу
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = Завод
|
ability.unitspawn = Завод
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Васстанўляюяае Поле Шчыта
|
ability.shieldregenfield = Васстанўляюяае Поле Шчыта
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Рух Маланкі
|
ability.movelightning = Рух Маланкі
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Шчытавая Дуга
|
ability.shieldarc = Шчытавая Дуга
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Regen Suppression Field
|
ability.suppressionfield = Regen Suppression Field
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Энэргетычнае Поле
|
ability.energyfield = Энэргетычнае Поле
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
bar.onlycoredeposit = Даступны Толькі Перанос Рэсурсаў У Ядро
|
bar.onlycoredeposit = Даступны Толькі Перанос Рэсурсаў У Ядро
|
||||||
|
|
||||||
bar.drilltierreq = Патрабуецца свідар лепей
|
bar.drilltierreq = Патрабуецца свідар лепей
|
||||||
@@ -1108,7 +1161,7 @@ setting.sfxvol.name = Гучнасць эфектаў
|
|||||||
setting.mutesound.name = Заглушыць гук
|
setting.mutesound.name = Заглушыць гук
|
||||||
setting.crashreport.name = Адпраўляць ананімныя справаздачы аб вылетах
|
setting.crashreport.name = Адпраўляць ананімныя справаздачы аб вылетах
|
||||||
setting.savecreate.name = Аўтаматычнае стварэнне захаванняў
|
setting.savecreate.name = Аўтаматычнае стварэнне захаванняў
|
||||||
setting.publichost.name = Агульная даступнасць гульні
|
setting.steampublichost.name = Public Game Visibility
|
||||||
setting.playerlimit.name = Абмежаванне гульцоў
|
setting.playerlimit.name = Абмежаванне гульцоў
|
||||||
setting.chatopacity.name = Непразрыстасць чата
|
setting.chatopacity.name = Непразрыстасць чата
|
||||||
setting.lasersopacity.name = Непразрыстасць лазераў энергазабеспячэння
|
setting.lasersopacity.name = Непразрыстасць лазераў энергазабеспячэння
|
||||||
@@ -1154,15 +1207,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.rebuild_select.name = Перабудаваць Рэгіён
|
keybind.rebuild_select.name = Перабудаваць Рэгіён
|
||||||
keybind.schematic_select.name = Абраць Вобласць
|
keybind.schematic_select.name = Абраць Вобласць
|
||||||
keybind.schematic_menu.name = Меню Схем
|
keybind.schematic_menu.name = Меню Схем
|
||||||
@@ -1260,6 +1314,7 @@ rules.unitdamagemultiplier = Множнік страт баяв. адз.
|
|||||||
rules.unitcrashdamagemultiplier = Множнік Падрыўнога Пашкоджання Юніта
|
rules.unitcrashdamagemultiplier = Множнік Падрыўнога Пашкоджання Юніта
|
||||||
rules.solarmultiplier = Множнік Сонечнай Энергіі
|
rules.solarmultiplier = Множнік Сонечнай Энергіі
|
||||||
rules.unitcapvariable = Ядра Спрыяюць Колькасці Юнітаў
|
rules.unitcapvariable = Ядра Спрыяюць Колькасці Юнітаў
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Асноўная Колькасць Юнітаў
|
rules.unitcap = Асноўная Колькасць Юнітаў
|
||||||
rules.limitarea = Абмежаваць Вобласць Мапы
|
rules.limitarea = Абмежаваць Вобласць Мапы
|
||||||
rules.enemycorebuildradius = Радыус абароны варожае. ядраў: [lightgray] (блок.)
|
rules.enemycorebuildradius = Радыус абароны варожае. ядраў: [lightgray] (блок.)
|
||||||
@@ -1292,6 +1347,8 @@ rules.weather = Надвор'е
|
|||||||
rules.weather.frequency = Частата:
|
rules.weather.frequency = Частата:
|
||||||
rules.weather.always = Заўсёды
|
rules.weather.always = Заўсёды
|
||||||
rules.weather.duration = Працягласць:
|
rules.weather.duration = Працягласць:
|
||||||
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = Рэчывы
|
content.item.name = Рэчывы
|
||||||
content.liquid.name = Вадкасці
|
content.liquid.name = Вадкасці
|
||||||
@@ -1509,6 +1566,7 @@ block.inverted-sorter.name = Інвертаваны сартавальнік
|
|||||||
block.message.name = Паведамленне
|
block.message.name = Паведамленне
|
||||||
block.reinforced-message.name = Узмоцненнае Паведамленне
|
block.reinforced-message.name = Узмоцненнае Паведамленне
|
||||||
block.world-message.name = Паведамленне Свету
|
block.world-message.name = Паведамленне Свету
|
||||||
|
block.world-switch.name = World Switch
|
||||||
block.illuminator.name = Асвятляльнік
|
block.illuminator.name = Асвятляльнік
|
||||||
block.overflow-gate.name = Залішнi затвор
|
block.overflow-gate.name = Залішнi затвор
|
||||||
block.underflow-gate.name = Залішнi шлюз
|
block.underflow-gate.name = Залішнi шлюз
|
||||||
@@ -1749,7 +1807,6 @@ block.disperse.name = Разыход
|
|||||||
block.afflict.name = Пакута
|
block.afflict.name = Пакута
|
||||||
block.lustre.name = Блеск
|
block.lustre.name = Блеск
|
||||||
block.scathe.name = Паражэнне
|
block.scathe.name = Паражэнне
|
||||||
block.fabricator.name = Фабрыкатар
|
|
||||||
block.tank-refabricator.name = Рэфабрыкатар Танкаў
|
block.tank-refabricator.name = Рэфабрыкатар Танкаў
|
||||||
block.mech-refabricator.name = Рэфабрыкатар Мяхоў
|
block.mech-refabricator.name = Рэфабрыкатар Мяхоў
|
||||||
block.ship-refabricator.name = Рэфабрыкатар Суднаў
|
block.ship-refabricator.name = Рэфабрыкатар Суднаў
|
||||||
@@ -1867,6 +1924,7 @@ onset.turrets = Units are effective, but [accent]turrets[] provide better defens
|
|||||||
onset.turretammo = Supply the turret with [accent]beryllium ammo.[]
|
onset.turretammo = Supply the turret with [accent]beryllium ammo.[]
|
||||||
onset.walls = [accent]Walls[] can prevent oncoming damage from reaching buildings.\nPlace some \uf6ee [accent]beryllium walls[] around the turret.
|
onset.walls = [accent]Walls[] can prevent oncoming damage from reaching buildings.\nPlace some \uf6ee [accent]beryllium walls[] around the turret.
|
||||||
onset.enemies = Enemy incoming, prepare to defend.
|
onset.enemies = Enemy incoming, prepare to defend.
|
||||||
|
onset.defenses = [accent]Set up defenses:[lightgray] {0}
|
||||||
onset.attack = The enemy is vulnerable. Counter-attack.
|
onset.attack = The enemy is vulnerable. Counter-attack.
|
||||||
onset.cores = New cores can be placed on [accent]core tiles[].\nNew cores function as forward bases and share a resource inventory with other cores.\nPlace a \uf725 core.
|
onset.cores = New cores can be placed on [accent]core tiles[].\nNew cores function as forward bases and share a resource inventory with other cores.\nPlace a \uf725 core.
|
||||||
onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defenses, mining, and production.
|
onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defenses, mining, and production.
|
||||||
@@ -2066,7 +2124,6 @@ block.logic-display.description = Displays arbitrary graphics from a logic proce
|
|||||||
block.large-logic-display.description = Displays arbitrary graphics from a logic processor.
|
block.large-logic-display.description = Displays arbitrary graphics from a logic processor.
|
||||||
block.interplanetary-accelerator.description = A massive electromagnetic railgun tower. Accelerates cores to escape velocity for interplanetary deployment.
|
block.interplanetary-accelerator.description = A massive electromagnetic railgun tower. Accelerates cores to escape velocity for interplanetary deployment.
|
||||||
block.repair-turret.description = Continuously repairs the closest damaged unit in its vicinity. Optionally accepts coolant.
|
block.repair-turret.description = Continuously repairs the closest damaged unit in its vicinity. Optionally accepts coolant.
|
||||||
block.payload-propulsion-tower.description = Long-range payload transport structure. Shoots payloads to other linked payload propulsion towers.
|
|
||||||
block.core-bastion.description = Core of the base. Armored. Once destroyed, the sector is lost.
|
block.core-bastion.description = Core of the base. Armored. Once destroyed, the sector is lost.
|
||||||
block.core-citadel.description = Core of the base. Very well armored. Stores more resources than a Bastion core.
|
block.core-citadel.description = Core of the base. Very well armored. Stores more resources than a Bastion core.
|
||||||
block.core-acropolis.description = Core of the base. Exceptionally well armored. Stores more resources than a Citadel core.
|
block.core-acropolis.description = Core of the base. Exceptionally well armored. Stores more resources than a Citadel core.
|
||||||
@@ -2102,7 +2159,6 @@ block.impact-drill.description = When placed on ore, outputs items in bursts ind
|
|||||||
block.eruption-drill.description = An improved impact drill. Capable of mining thorium. Requires hydrogen.
|
block.eruption-drill.description = An improved impact drill. Capable of mining thorium. Requires hydrogen.
|
||||||
block.reinforced-conduit.description = Moves fluids forward. Doesn't accept non-conduit inputs to the sides.
|
block.reinforced-conduit.description = Moves fluids forward. Doesn't accept non-conduit inputs to the sides.
|
||||||
block.reinforced-liquid-router.description = Distributes fluids equally to all sides.
|
block.reinforced-liquid-router.description = Distributes fluids equally to all sides.
|
||||||
block.reinforced-junction.description = Acts as a bridge for two crossing conduits.
|
|
||||||
block.reinforced-liquid-tank.description = Stores a large amount of fluids.
|
block.reinforced-liquid-tank.description = Stores a large amount of fluids.
|
||||||
block.reinforced-liquid-container.description = Stores a sizeable amount of fluids.
|
block.reinforced-liquid-container.description = Stores a sizeable amount of fluids.
|
||||||
block.reinforced-bridge-conduit.description = Transports fluids over structures and terrain.
|
block.reinforced-bridge-conduit.description = Transports fluids over structures and terrain.
|
||||||
@@ -2219,6 +2275,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
|
|||||||
lst.read = Read a number from a linked memory cell.
|
lst.read = Read a number from a linked memory cell.
|
||||||
lst.write = Write a number to a linked memory cell.
|
lst.write = Write a number to a linked memory cell.
|
||||||
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
||||||
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
||||||
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
||||||
@@ -2241,6 +2298,8 @@ lst.getblock = Get tile data at any location.
|
|||||||
lst.setblock = Set tile data at any location.
|
lst.setblock = Set tile data at any location.
|
||||||
lst.spawnunit = Spawn unit at a location.
|
lst.spawnunit = Spawn unit at a location.
|
||||||
lst.applystatus = Apply or clear a status effect from a uniut.
|
lst.applystatus = Apply or clear a status effect from a uniut.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
||||||
lst.explosion = Create an explosion at a location.
|
lst.explosion = Create an explosion at a location.
|
||||||
lst.setrate = Set processor execution speed in instructions/tick.
|
lst.setrate = Set processor execution speed in instructions/tick.
|
||||||
@@ -2256,6 +2315,43 @@ lst.effect = Create a particle effect.
|
|||||||
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
||||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||||
|
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||||
|
lglobal.false = 0
|
||||||
|
lglobal.true = 1
|
||||||
|
lglobal.null = null
|
||||||
|
lglobal.@pi = The mathematical constant pi (3.141...)
|
||||||
|
lglobal.@e = The mathematical constant e (2.718...)
|
||||||
|
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
||||||
|
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
||||||
|
lglobal.@time = Playtime of current save, in milliseconds
|
||||||
|
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
||||||
|
lglobal.@second = Playtime of current save, in seconds
|
||||||
|
lglobal.@minute = Playtime of current save, in minutes
|
||||||
|
lglobal.@waveNumber = Current wave number, if waves are enabled
|
||||||
|
lglobal.@waveTime = Countdown timer for waves, in seconds
|
||||||
|
lglobal.@mapw = Map width in tiles
|
||||||
|
lglobal.@maph = Map height in tiles
|
||||||
|
lglobal.sectionMap = Map
|
||||||
|
lglobal.sectionGeneral = General
|
||||||
|
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
||||||
|
lglobal.sectionProcessor = Processor
|
||||||
|
lglobal.sectionLookup = Lookup
|
||||||
|
lglobal.@this = The logic block executing the code
|
||||||
|
lglobal.@thisx = X coordinate of block executing the code
|
||||||
|
lglobal.@thisy = Y coordinate of block executing the code
|
||||||
|
lglobal.@links = Total number of blocks linked to this processors
|
||||||
|
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
||||||
|
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
||||||
|
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
||||||
|
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
||||||
|
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
||||||
|
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
||||||
|
lglobal.@client = True if the code is running on a client connected to a server
|
||||||
|
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
||||||
|
lglobal.@clientUnit = Unit of client running the code
|
||||||
|
lglobal.@clientName = Player name of client running the code
|
||||||
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
logic.nounitbuild = [red]Unit building logic is not allowed here.
|
logic.nounitbuild = [red]Unit building logic is not allowed here.
|
||||||
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
||||||
lenum.shoot = Shoot at a position.
|
lenum.shoot = Shoot at a position.
|
||||||
@@ -2294,6 +2390,7 @@ graphicstype.poly = Fill a regular polygon.
|
|||||||
graphicstype.linepoly = Draw a regular polygon outline.
|
graphicstype.linepoly = Draw a regular polygon outline.
|
||||||
graphicstype.triangle = Fill a triangle.
|
graphicstype.triangle = Fill a triangle.
|
||||||
graphicstype.image = Draw an image of some content.\nex: [accent]@router[] or [accent]@dagger[].
|
graphicstype.image = Draw an image of some content.\nex: [accent]@router[] or [accent]@dagger[].
|
||||||
|
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
||||||
lenum.always = Always true.
|
lenum.always = Always true.
|
||||||
lenum.idiv = Integer division.
|
lenum.idiv = Integer division.
|
||||||
lenum.div = Division.\nReturns [accent]null[] on divide-by-zero.
|
lenum.div = Division.\nReturns [accent]null[] on divide-by-zero.
|
||||||
@@ -2387,3 +2484,10 @@ lenum.build = Пабудаваць структуру.
|
|||||||
lenum.getblock = Атрымаць будынак і яго тып у каардынатах.\nАдзінка павінна быць у дыяпазоне ад каардынат.\nЦвердыя не будынкі павінны мець тып [accent]@solid[].
|
lenum.getblock = Атрымаць будынак і яго тып у каардынатах.\nАдзінка павінна быць у дыяпазоне ад каардынат.\nЦвердыя не будынкі павінны мець тып [accent]@solid[].
|
||||||
lenum.within = Правярае калі адзінка знаходзіцца каля каардынат.
|
lenum.within = Правярае калі адзінка знаходзіцца каля каардынат.
|
||||||
lenum.boost = Пачаць/перастаць узлятаць.
|
lenum.boost = Пачаць/перастаць узлятаць.
|
||||||
|
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||||
|
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
||||||
|
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
||||||
|
lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
||||||
|
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||||||
|
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
||||||
|
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
||||||
|
|||||||
@@ -438,6 +438,7 @@ editor.waves = Вълни:
|
|||||||
editor.rules = Правила:
|
editor.rules = Правила:
|
||||||
editor.generation = Генериране:
|
editor.generation = Генериране:
|
||||||
editor.objectives = Objectives
|
editor.objectives = Objectives
|
||||||
|
editor.locales = Locale Bundles
|
||||||
editor.ingame = Редактирай в игра
|
editor.ingame = Редактирай в игра
|
||||||
editor.playtest = Playtest
|
editor.playtest = Playtest
|
||||||
editor.publish.workshop = Публикувай в Работилницата
|
editor.publish.workshop = Публикувай в Работилницата
|
||||||
@@ -494,6 +495,7 @@ editor.default = [lightgray]<Стандартно>
|
|||||||
details = Детайли...
|
details = Детайли...
|
||||||
edit = Редактирай...
|
edit = Редактирай...
|
||||||
variables = Vars
|
variables = Vars
|
||||||
|
logic.globals = Built-in Variables
|
||||||
editor.name = Име:
|
editor.name = Име:
|
||||||
editor.spawn = Създай Единица
|
editor.spawn = Създай Единица
|
||||||
editor.removeunit = Премахни Единица
|
editor.removeunit = Премахни Единица
|
||||||
@@ -505,6 +507,7 @@ editor.errorlegacy = Тази карта е твърде стара, играт
|
|||||||
editor.errornot = Този файл не е карта.
|
editor.errornot = Този файл не е карта.
|
||||||
editor.errorheader = Този файл с карта е повреден или невалиден.
|
editor.errorheader = Този файл с карта е повреден или невалиден.
|
||||||
editor.errorname = Картата няма зададено име. Да не се опитвате да заредите игра?
|
editor.errorname = Картата няма зададено име. Да не се опитвате да заредите игра?
|
||||||
|
editor.errorlocales = Error reading invalid locale bundles.
|
||||||
editor.update = Обнови
|
editor.update = Обнови
|
||||||
editor.randomize = Случайно
|
editor.randomize = Случайно
|
||||||
editor.moveup = Move Up
|
editor.moveup = Move Up
|
||||||
@@ -516,6 +519,7 @@ editor.sectorgenerate = Sector Generate
|
|||||||
editor.resize = Смени размера
|
editor.resize = Смени размера
|
||||||
editor.loadmap = Зареди Карта
|
editor.loadmap = Зареди Карта
|
||||||
editor.savemap = Запиши Карта
|
editor.savemap = Запиши Карта
|
||||||
|
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
|
||||||
editor.saved = Записано!
|
editor.saved = Записано!
|
||||||
editor.save.noname = Картата няма име! Задайте такова в 'Информация за картата' от менюто.
|
editor.save.noname = Картата няма име! Задайте такова в 'Информация за картата' от менюто.
|
||||||
editor.save.overwrite = Съществува стандартна карта с такова име! Изберете различно име от 'Информация за картата' от менюто.
|
editor.save.overwrite = Съществува стандартна карта с такова име! Изберете различно име от 'Информация за картата' от менюто.
|
||||||
@@ -600,6 +604,23 @@ filter.option.floor2 = Втори под
|
|||||||
filter.option.threshold2 = Втори праг
|
filter.option.threshold2 = Втори праг
|
||||||
filter.option.radius = Радиус
|
filter.option.radius = Радиус
|
||||||
filter.option.percentile = Перцентил
|
filter.option.percentile = Перцентил
|
||||||
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
|
locales.applytoall = Apply Changes To All Locales
|
||||||
|
locales.addtoother = Add To Other Locales
|
||||||
|
locales.rollback = Rollback to last applied
|
||||||
|
locales.filter = Property filter
|
||||||
|
locales.searchname = Search name...
|
||||||
|
locales.searchvalue = Search value...
|
||||||
|
locales.searchlocale = Search locale...
|
||||||
|
locales.byname = By name
|
||||||
|
locales.byvalue = By value
|
||||||
|
locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
|
||||||
|
locales.showmissing = Show properties that are missing in some locales
|
||||||
|
locales.showsame = Show properties that have same values in different locales
|
||||||
|
locales.viewproperty = View in all locales
|
||||||
|
locales.viewing = Viewing property "{0}"
|
||||||
|
locales.addicon = Add Icon
|
||||||
|
|
||||||
width = Дължина:
|
width = Дължина:
|
||||||
height = Височина:
|
height = Височина:
|
||||||
@@ -650,10 +671,12 @@ objective.destroycore.name = Destroy Core
|
|||||||
objective.commandmode.name = Command Mode
|
objective.commandmode.name = Command Mode
|
||||||
objective.flag.name = Flag
|
objective.flag.name = Flag
|
||||||
marker.shapetext.name = Shape Text
|
marker.shapetext.name = Shape Text
|
||||||
marker.minimap.name = Minimap
|
marker.point.name = Point
|
||||||
marker.shape.name = Shape
|
marker.shape.name = Shape
|
||||||
marker.text.name = Text
|
marker.text.name = Text
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
marker.background = Background
|
marker.background = Background
|
||||||
marker.outline = Outline
|
marker.outline = Outline
|
||||||
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
||||||
@@ -701,7 +724,7 @@ error.any = Неизвестна мрежова грешка.
|
|||||||
error.bloom = Неуспешно инициализиране на Сияния.\nВашето устройство може да не поддържа този ефект.
|
error.bloom = Неуспешно инициализиране на Сияния.\nВашето устройство може да не поддържа този ефект.
|
||||||
|
|
||||||
weather.rain.name = Дъжд
|
weather.rain.name = Дъжд
|
||||||
weather.snow.name = Сняг
|
weather.snowing.name = Сняг
|
||||||
weather.sandstorm.name = Пясъчна буря
|
weather.sandstorm.name = Пясъчна буря
|
||||||
weather.sporestorm.name = Спорова буря
|
weather.sporestorm.name = Спорова буря
|
||||||
weather.fog.name = Мъгла
|
weather.fog.name = Мъгла
|
||||||
@@ -737,8 +760,8 @@ sector.curlost = Зоната загубена
|
|||||||
sector.missingresources = [scarlet]Недостатъчни ресурси в ядрото
|
sector.missingresources = [scarlet]Недостатъчни ресурси в ядрото
|
||||||
sector.attacked = Зона [accent]{0}[white] е под атака!
|
sector.attacked = Зона [accent]{0}[white] е под атака!
|
||||||
sector.lost = Зона [accent]{0}[white] беше загубена!
|
sector.lost = Зона [accent]{0}[white] беше загубена!
|
||||||
#note: the missing space in the line below is intentional
|
sector.capture = Sector [accent]{0}[white]Captured!
|
||||||
sector.captured = Зона [accent]{0}[white]беше превзета!
|
sector.capture.current = Sector Captured!
|
||||||
sector.changeicon = Change Icon
|
sector.changeicon = Change Icon
|
||||||
sector.noswitch.title = Unable to Switch Sectors
|
sector.noswitch.title = Unable to Switch Sectors
|
||||||
sector.noswitch = You may not switch sectors while an existing sector is under attack.\n\nSector: [accent]{0}[] on [accent]{1}[]
|
sector.noswitch = You may not switch sectors while an existing sector is under attack.\n\nSector: [accent]{0}[] on [accent]{1}[]
|
||||||
@@ -959,17 +982,46 @@ stat.immunities = Immunities
|
|||||||
stat.healing = Healing
|
stat.healing = Healing
|
||||||
|
|
||||||
ability.forcefield = Енергийно Поле
|
ability.forcefield = Енергийно Поле
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = Възстановяващо Поле
|
ability.repairfield = Възстановяващо Поле
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = Подсилващо Поле
|
ability.statusfield = Подсилващо Поле
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = Factory
|
ability.unitspawn = Factory
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Възстановяващо броня Поле
|
ability.shieldregenfield = Възстановяващо броня Поле
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Подвижна светкавица
|
ability.movelightning = Подвижна светкавица
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Shield Arc
|
ability.shieldarc = Shield Arc
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Regen Suppression Field
|
ability.suppressionfield = Regen Suppression Field
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Energy Field
|
ability.energyfield = Energy Field
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = Only Core Depositing Allowed
|
bar.onlycoredeposit = Only Core Depositing Allowed
|
||||||
|
|
||||||
@@ -1120,7 +1172,7 @@ setting.sfxvol.name = Сила на Звуковите Ефекти
|
|||||||
setting.mutesound.name = Заглуши Звука
|
setting.mutesound.name = Заглуши Звука
|
||||||
setting.crashreport.name = ИЗпращай Анонимни Отчети за Сривове
|
setting.crashreport.name = ИЗпращай Анонимни Отчети за Сривове
|
||||||
setting.savecreate.name = Автоматични Записи
|
setting.savecreate.name = Автоматични Записи
|
||||||
setting.publichost.name = Видимост на Публичните Игри
|
setting.steampublichost.name = Public Game Visibility
|
||||||
setting.playerlimit.name = Лимит на Играчи
|
setting.playerlimit.name = Лимит на Играчи
|
||||||
setting.chatopacity.name = Плътност на Чата
|
setting.chatopacity.name = Плътност на Чата
|
||||||
setting.lasersopacity.name = Плътност на Енергийните Лазери
|
setting.lasersopacity.name = Плътност на Енергийните Лазери
|
||||||
@@ -1166,15 +1218,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.rebuild_select.name = Rebuild Region
|
keybind.rebuild_select.name = Rebuild Region
|
||||||
keybind.schematic_select.name = Избери Регион
|
keybind.schematic_select.name = Избери Регион
|
||||||
keybind.schematic_menu.name = Меню със Схеми
|
keybind.schematic_menu.name = Меню със Схеми
|
||||||
@@ -1272,6 +1325,7 @@ rules.unitdamagemultiplier = Множител на Щетите на Едини
|
|||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.solarmultiplier = Solar Power Multiplier
|
rules.solarmultiplier = Solar Power Multiplier
|
||||||
rules.unitcapvariable = Ядрата Увеличават Максималния Брой Единици
|
rules.unitcapvariable = Ядрата Увеличават Максималния Брой Единици
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Максимален Брой Единици
|
rules.unitcap = Максимален Брой Единици
|
||||||
rules.limitarea = Limit Map Area
|
rules.limitarea = Limit Map Area
|
||||||
rules.enemycorebuildradius = Радиус на Защитена от Строене Зона Около Ядрата:[lightgray] (полета)
|
rules.enemycorebuildradius = Радиус на Защитена от Строене Зона Около Ядрата:[lightgray] (полета)
|
||||||
@@ -1304,6 +1358,8 @@ rules.weather = Климат
|
|||||||
rules.weather.frequency = Честота:
|
rules.weather.frequency = Честота:
|
||||||
rules.weather.always = Винаги
|
rules.weather.always = Винаги
|
||||||
rules.weather.duration = Продължителност:
|
rules.weather.duration = Продължителност:
|
||||||
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = Предмети
|
content.item.name = Предмети
|
||||||
content.liquid.name = Течности
|
content.liquid.name = Течности
|
||||||
@@ -1521,6 +1577,7 @@ block.inverted-sorter.name = Обърнат сортирач
|
|||||||
block.message.name = Съобщение
|
block.message.name = Съобщение
|
||||||
block.reinforced-message.name = Reinforced Message
|
block.reinforced-message.name = Reinforced Message
|
||||||
block.world-message.name = World Message
|
block.world-message.name = World Message
|
||||||
|
block.world-switch.name = World Switch
|
||||||
block.illuminator.name = Осветител
|
block.illuminator.name = Осветител
|
||||||
block.overflow-gate.name = Преливаща Порта
|
block.overflow-gate.name = Преливаща Порта
|
||||||
block.underflow-gate.name = Обратна Преливаща Порта
|
block.underflow-gate.name = Обратна Преливаща Порта
|
||||||
@@ -1761,7 +1818,6 @@ block.disperse.name = Disperse
|
|||||||
block.afflict.name = Afflict
|
block.afflict.name = Afflict
|
||||||
block.lustre.name = Lustre
|
block.lustre.name = Lustre
|
||||||
block.scathe.name = Scathe
|
block.scathe.name = Scathe
|
||||||
block.fabricator.name = Fabricator
|
|
||||||
block.tank-refabricator.name = Tank Refabricator
|
block.tank-refabricator.name = Tank Refabricator
|
||||||
block.mech-refabricator.name = Mech Refabricator
|
block.mech-refabricator.name = Mech Refabricator
|
||||||
block.ship-refabricator.name = Ship Refabricator
|
block.ship-refabricator.name = Ship Refabricator
|
||||||
@@ -1880,6 +1936,7 @@ onset.turrets = Units are effective, but [accent]turrets[] provide better defens
|
|||||||
onset.turretammo = Supply the turret with [accent]beryllium ammo.[]
|
onset.turretammo = Supply the turret with [accent]beryllium ammo.[]
|
||||||
onset.walls = [accent]Walls[] can prevent oncoming damage from reaching buildings.\nPlace some \uf6ee [accent]beryllium walls[] around the turret.
|
onset.walls = [accent]Walls[] can prevent oncoming damage from reaching buildings.\nPlace some \uf6ee [accent]beryllium walls[] around the turret.
|
||||||
onset.enemies = Enemy incoming, prepare to defend.
|
onset.enemies = Enemy incoming, prepare to defend.
|
||||||
|
onset.defenses = [accent]Set up defenses:[lightgray] {0}
|
||||||
onset.attack = The enemy is vulnerable. Counter-attack.
|
onset.attack = The enemy is vulnerable. Counter-attack.
|
||||||
onset.cores = New cores can be placed on [accent]core tiles[].\nNew cores function as forward bases and share a resource inventory with other cores.\nPlace a \uf725 core.
|
onset.cores = New cores can be placed on [accent]core tiles[].\nNew cores function as forward bases and share a resource inventory with other cores.\nPlace a \uf725 core.
|
||||||
onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defenses, mining, and production.
|
onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defenses, mining, and production.
|
||||||
@@ -2079,7 +2136,6 @@ block.logic-display.description = Позволява изобразяванет
|
|||||||
block.large-logic-display.description = Позволява изобразяването на графика чрез процесор.
|
block.large-logic-display.description = Позволява изобразяването на графика чрез процесор.
|
||||||
block.interplanetary-accelerator.description = Масивна електромагнитна релсова кула. Ускорява ядрата до необходимата скорост за междупланетно изстрелване.
|
block.interplanetary-accelerator.description = Масивна електромагнитна релсова кула. Ускорява ядрата до необходимата скорост за междупланетно изстрелване.
|
||||||
block.repair-turret.description = Continuously repairs the closest damaged unit in its vicinity. Optionally accepts coolant.
|
block.repair-turret.description = Continuously repairs the closest damaged unit in its vicinity. Optionally accepts coolant.
|
||||||
block.payload-propulsion-tower.description = Long-range payload transport structure. Shoots payloads to other linked payload propulsion towers.
|
|
||||||
block.core-bastion.description = Core of the base. Armored. Once destroyed, the sector is lost.
|
block.core-bastion.description = Core of the base. Armored. Once destroyed, the sector is lost.
|
||||||
block.core-citadel.description = Core of the base. Very well armored. Stores more resources than a Bastion core.
|
block.core-citadel.description = Core of the base. Very well armored. Stores more resources than a Bastion core.
|
||||||
block.core-acropolis.description = Core of the base. Exceptionally well armored. Stores more resources than a Citadel core.
|
block.core-acropolis.description = Core of the base. Exceptionally well armored. Stores more resources than a Citadel core.
|
||||||
@@ -2115,7 +2171,6 @@ block.impact-drill.description = When placed on ore, outputs items in bursts ind
|
|||||||
block.eruption-drill.description = An improved impact drill. Capable of mining thorium. Requires hydrogen.
|
block.eruption-drill.description = An improved impact drill. Capable of mining thorium. Requires hydrogen.
|
||||||
block.reinforced-conduit.description = Moves fluids forward. Doesn't accept non-conduit inputs to the sides.
|
block.reinforced-conduit.description = Moves fluids forward. Doesn't accept non-conduit inputs to the sides.
|
||||||
block.reinforced-liquid-router.description = Distributes fluids equally to all sides.
|
block.reinforced-liquid-router.description = Distributes fluids equally to all sides.
|
||||||
block.reinforced-junction.description = Acts as a bridge for two crossing conduits.
|
|
||||||
block.reinforced-liquid-tank.description = Stores a large amount of fluids.
|
block.reinforced-liquid-tank.description = Stores a large amount of fluids.
|
||||||
block.reinforced-liquid-container.description = Stores a sizeable amount of fluids.
|
block.reinforced-liquid-container.description = Stores a sizeable amount of fluids.
|
||||||
block.reinforced-bridge-conduit.description = Transports fluids over structures and terrain.
|
block.reinforced-bridge-conduit.description = Transports fluids over structures and terrain.
|
||||||
@@ -2234,6 +2289,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
|
|||||||
lst.read = Прочети число от свързано хранилище за памет.
|
lst.read = Прочети число от свързано хранилище за памет.
|
||||||
lst.write = Запиши число в свързано хранилище за памет.
|
lst.write = Запиши число в свързано хранилище за памет.
|
||||||
lst.print = Добави текст в буфера за изписване.\nНе визуализира нищо докато не използвате [accent]Print Flush[].
|
lst.print = Добави текст в буфера за изписване.\nНе визуализира нищо докато не използвате [accent]Print Flush[].
|
||||||
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Добавя операция в буфера за изображение.\nНе показва нищо докато не използвате [accent]Draw Flush[].
|
lst.draw = Добавя операция в буфера за изображение.\nНе показва нищо докато не използвате [accent]Draw Flush[].
|
||||||
lst.drawflush = Изпълнява операции, поискани с команда [accent]Draw[] върху посочен дисплей.
|
lst.drawflush = Изпълнява операции, поискани с команда [accent]Draw[] върху посочен дисплей.
|
||||||
lst.printflush = Извежда текст натрупан с [accent]Print[] върху посочен блок за съобщение.
|
lst.printflush = Извежда текст натрупан с [accent]Print[] върху посочен блок за съобщение.
|
||||||
@@ -2256,6 +2312,8 @@ lst.getblock = Get tile data at any location.
|
|||||||
lst.setblock = Set tile data at any location.
|
lst.setblock = Set tile data at any location.
|
||||||
lst.spawnunit = Spawn unit at a location.
|
lst.spawnunit = Spawn unit at a location.
|
||||||
lst.applystatus = Apply or clear a status effect from a uniut.
|
lst.applystatus = Apply or clear a status effect from a uniut.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
||||||
lst.explosion = Create an explosion at a location.
|
lst.explosion = Create an explosion at a location.
|
||||||
lst.setrate = Set processor execution speed in instructions/tick.
|
lst.setrate = Set processor execution speed in instructions/tick.
|
||||||
@@ -2271,6 +2329,43 @@ lst.effect = Create a particle effect.
|
|||||||
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
||||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||||
|
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||||
|
lglobal.false = 0
|
||||||
|
lglobal.true = 1
|
||||||
|
lglobal.null = null
|
||||||
|
lglobal.@pi = The mathematical constant pi (3.141...)
|
||||||
|
lglobal.@e = The mathematical constant e (2.718...)
|
||||||
|
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
||||||
|
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
||||||
|
lglobal.@time = Playtime of current save, in milliseconds
|
||||||
|
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
||||||
|
lglobal.@second = Playtime of current save, in seconds
|
||||||
|
lglobal.@minute = Playtime of current save, in minutes
|
||||||
|
lglobal.@waveNumber = Current wave number, if waves are enabled
|
||||||
|
lglobal.@waveTime = Countdown timer for waves, in seconds
|
||||||
|
lglobal.@mapw = Map width in tiles
|
||||||
|
lglobal.@maph = Map height in tiles
|
||||||
|
lglobal.sectionMap = Map
|
||||||
|
lglobal.sectionGeneral = General
|
||||||
|
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
||||||
|
lglobal.sectionProcessor = Processor
|
||||||
|
lglobal.sectionLookup = Lookup
|
||||||
|
lglobal.@this = The logic block executing the code
|
||||||
|
lglobal.@thisx = X coordinate of block executing the code
|
||||||
|
lglobal.@thisy = Y coordinate of block executing the code
|
||||||
|
lglobal.@links = Total number of blocks linked to this processors
|
||||||
|
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
||||||
|
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
||||||
|
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
||||||
|
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
||||||
|
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
||||||
|
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
||||||
|
lglobal.@client = True if the code is running on a client connected to a server
|
||||||
|
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
||||||
|
lglobal.@clientUnit = Unit of client running the code
|
||||||
|
lglobal.@clientName = Player name of client running the code
|
||||||
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
|
|
||||||
logic.nounitbuild = [red]Действия за строене на единици не са позволени тук.
|
logic.nounitbuild = [red]Действия за строене на единици не са позволени тук.
|
||||||
|
|
||||||
@@ -2313,6 +2408,7 @@ graphicstype.poly = Запълва правилен многоъгълник.
|
|||||||
graphicstype.linepoly = Очертава правилен многоъгълник.
|
graphicstype.linepoly = Очертава правилен многоъгълник.
|
||||||
graphicstype.triangle = Запълва триъгълник.
|
graphicstype.triangle = Запълва триъгълник.
|
||||||
graphicstype.image = Рисува изображение.\nНапример: [accent]@router[] или [accent]@dagger[].
|
graphicstype.image = Рисува изображение.\nНапример: [accent]@router[] или [accent]@dagger[].
|
||||||
|
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
||||||
|
|
||||||
lenum.always = Винаги вярно
|
lenum.always = Винаги вярно
|
||||||
lenum.idiv = Деление с цели числа.
|
lenum.idiv = Деление с цели числа.
|
||||||
@@ -2418,3 +2514,10 @@ lenum.build = Построй структура.
|
|||||||
lenum.getblock = Преверете типът на постройката на дадени координати.\nПозицията трябва да е в обхвата на единицата.\nСолидни не-сгради ще имат типа [accent]@solid[].
|
lenum.getblock = Преверете типът на постройката на дадени координати.\nПозицията трябва да е в обхвата на единицата.\nСолидни не-сгради ще имат типа [accent]@solid[].
|
||||||
lenum.within = Проверете дали дадена позиция е в обхват на единицата.
|
lenum.within = Проверете дали дадена позиция е в обхват на единицата.
|
||||||
lenum.boost = Започни/Спри ускорението.
|
lenum.boost = Започни/Спри ускорението.
|
||||||
|
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||||
|
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
||||||
|
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
||||||
|
lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
||||||
|
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||||||
|
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
||||||
|
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
||||||
|
|||||||
@@ -438,6 +438,7 @@ editor.waves = Onades
|
|||||||
editor.rules = Regles
|
editor.rules = Regles
|
||||||
editor.generation = Generació
|
editor.generation = Generació
|
||||||
editor.objectives = Objectius
|
editor.objectives = Objectius
|
||||||
|
editor.locales = Locale Bundles
|
||||||
editor.ingame = Edita des de la partida
|
editor.ingame = Edita des de la partida
|
||||||
editor.playtest = Prova el mapa
|
editor.playtest = Prova el mapa
|
||||||
editor.publish.workshop = Publica al Workshop
|
editor.publish.workshop = Publica al Workshop
|
||||||
@@ -494,6 +495,7 @@ editor.default = [lightgray]<Per defecte>
|
|||||||
details = Detalls
|
details = Detalls
|
||||||
edit = Edita
|
edit = Edita
|
||||||
variables = Variables
|
variables = Variables
|
||||||
|
logic.globals = Built-in Variables
|
||||||
editor.name = Nom:
|
editor.name = Nom:
|
||||||
editor.spawn = Genera una unitat
|
editor.spawn = Genera una unitat
|
||||||
editor.removeunit = Treu una unitat
|
editor.removeunit = Treu una unitat
|
||||||
@@ -505,6 +507,7 @@ editor.errorlegacy = Aquest mapa és massa antic i fa servir un format obsolet.
|
|||||||
editor.errornot = No és un fitxer de mapa.
|
editor.errornot = No és un fitxer de mapa.
|
||||||
editor.errorheader = Aquest fitxer de mapa no és vàlid o està corromput.
|
editor.errorheader = Aquest fitxer de mapa no és vàlid o està corromput.
|
||||||
editor.errorname = No s’ha definit el nom del mapa. Esteu intentant carregar una partida desada?
|
editor.errorname = No s’ha definit el nom del mapa. Esteu intentant carregar una partida desada?
|
||||||
|
editor.errorlocales = Error reading invalid locale bundles.
|
||||||
editor.update = Actualitza
|
editor.update = Actualitza
|
||||||
editor.randomize = Assigna a l’atzar
|
editor.randomize = Assigna a l’atzar
|
||||||
editor.moveup = Mou amunt
|
editor.moveup = Mou amunt
|
||||||
@@ -516,6 +519,7 @@ editor.sectorgenerate = Generació del sector
|
|||||||
editor.resize = Canvia la mida
|
editor.resize = Canvia la mida
|
||||||
editor.loadmap = Carrega un mapa
|
editor.loadmap = Carrega un mapa
|
||||||
editor.savemap = Desa el mapa
|
editor.savemap = Desa el mapa
|
||||||
|
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
|
||||||
editor.saved = S’ha desat.
|
editor.saved = S’ha desat.
|
||||||
editor.save.noname = El mapa no té nom! Trieu-ne un des del menú «Informació del mapa».
|
editor.save.noname = El mapa no té nom! Trieu-ne un des del menú «Informació del mapa».
|
||||||
editor.save.overwrite = El vostre mapa sobreescriu un mapa incorporat al joc! Trieu un nom diferent des del menú «Informació del mapa».
|
editor.save.overwrite = El vostre mapa sobreescriu un mapa incorporat al joc! Trieu un nom diferent des del menú «Informació del mapa».
|
||||||
@@ -603,6 +607,23 @@ filter.option.floor2 = Terra secundari
|
|||||||
filter.option.threshold2 = Llindar secundari
|
filter.option.threshold2 = Llindar secundari
|
||||||
filter.option.radius = Radi
|
filter.option.radius = Radi
|
||||||
filter.option.percentile = Percentil
|
filter.option.percentile = Percentil
|
||||||
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
|
locales.applytoall = Apply Changes To All Locales
|
||||||
|
locales.addtoother = Add To Other Locales
|
||||||
|
locales.rollback = Rollback to last applied
|
||||||
|
locales.filter = Property filter
|
||||||
|
locales.searchname = Search name...
|
||||||
|
locales.searchvalue = Search value...
|
||||||
|
locales.searchlocale = Search locale...
|
||||||
|
locales.byname = By name
|
||||||
|
locales.byvalue = By value
|
||||||
|
locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
|
||||||
|
locales.showmissing = Show properties that are missing in some locales
|
||||||
|
locales.showsame = Show properties that have same values in different locales
|
||||||
|
locales.viewproperty = View in all locales
|
||||||
|
locales.viewing = Viewing property "{0}"
|
||||||
|
locales.addicon = Add Icon
|
||||||
|
|
||||||
width = Amplada:
|
width = Amplada:
|
||||||
height = Alçada:
|
height = Alçada:
|
||||||
@@ -653,10 +674,12 @@ objective.destroycore.name = Destrueix el nucli
|
|||||||
objective.commandmode.name = Mode de comandament
|
objective.commandmode.name = Mode de comandament
|
||||||
objective.flag.name = Bandera
|
objective.flag.name = Bandera
|
||||||
marker.shapetext.name = Forma del text
|
marker.shapetext.name = Forma del text
|
||||||
marker.minimap.name = Minimapa
|
marker.point.name = Punt
|
||||||
marker.shape.name = Forma
|
marker.shape.name = Forma
|
||||||
marker.text.name = Text
|
marker.text.name = Text
|
||||||
marker.line.name = Línia
|
marker.line.name = Línia
|
||||||
|
marker.quad.name = Rectangle
|
||||||
|
marker.texture.name = Texture
|
||||||
marker.background = Fons
|
marker.background = Fons
|
||||||
marker.outline = Contorn
|
marker.outline = Contorn
|
||||||
|
|
||||||
@@ -705,7 +728,7 @@ error.any = S’ha produït un error de xarxa desconegut.
|
|||||||
error.bloom = No s’ha pogut inicialitzar l’efecte «bloom».\nPotser el dispositiu no admet aquesta funció.
|
error.bloom = No s’ha pogut inicialitzar l’efecte «bloom».\nPotser el dispositiu no admet aquesta funció.
|
||||||
|
|
||||||
weather.rain.name = Pluja
|
weather.rain.name = Pluja
|
||||||
weather.snow.name = Neu
|
weather.snowing.name = Neu
|
||||||
weather.sandstorm.name = Tempesta de sorra
|
weather.sandstorm.name = Tempesta de sorra
|
||||||
weather.sporestorm.name = Tempesta d’espores
|
weather.sporestorm.name = Tempesta d’espores
|
||||||
weather.fog.name = Boira
|
weather.fog.name = Boira
|
||||||
@@ -741,8 +764,8 @@ sector.curlost = Sector perdut
|
|||||||
sector.missingresources = [scarlet]Recursos insuficients al nucli
|
sector.missingresources = [scarlet]Recursos insuficients al nucli
|
||||||
sector.attacked = Ataquen el sector [accent]{0}[white]!
|
sector.attacked = Ataquen el sector [accent]{0}[white]!
|
||||||
sector.lost = Heu perdut el sector [accent]{0}[white]!
|
sector.lost = Heu perdut el sector [accent]{0}[white]!
|
||||||
#note: the missing space in the line below is intentional
|
sector.capture = S’ha capturat el sector [accent]{0}[white]!
|
||||||
sector.captured = S’ha capturat el sector [accent]{0}[white]!
|
sector.capture.current = Sector capturat!
|
||||||
sector.changeicon = Canvia la icona
|
sector.changeicon = Canvia la icona
|
||||||
sector.noswitch.title = Els sectors no es poden canviar.
|
sector.noswitch.title = Els sectors no es poden canviar.
|
||||||
sector.noswitch = Potser no podeu canviar de sector perquè n’ataquen un altre.\n\nSector: [accent]{0}[] de [accent]{1}[]
|
sector.noswitch = Potser no podeu canviar de sector perquè n’ataquen un altre.\n\nSector: [accent]{0}[] de [accent]{1}[]
|
||||||
@@ -963,17 +986,46 @@ stat.immunities = Immunitats
|
|||||||
stat.healing = Reparador
|
stat.healing = Reparador
|
||||||
|
|
||||||
ability.forcefield = Camp de força
|
ability.forcefield = Camp de força
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = Repara el camp de força
|
ability.repairfield = Repara el camp de força
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = Estat del camp
|
ability.statusfield = Estat del camp
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = Fàbrica
|
ability.unitspawn = Fàbrica
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Regenerador de camps de força
|
ability.shieldregenfield = Regenerador de camps de força
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Moviment llampec
|
ability.movelightning = Moviment llampec
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Escut de descàrregues
|
ability.shieldarc = Escut de descàrregues
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Regen Suppression Field
|
ability.suppressionfield = Regen Suppression Field
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Camp de força
|
ability.energyfield = Camp de força
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Mateix tipus de guarició: [white]{0} %
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Objectius màx.: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneració
|
ability.regen = Regeneració
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = Només es permet depositar al nucli.
|
bar.onlycoredeposit = Només es permet depositar al nucli.
|
||||||
bar.drilltierreq = Cal una perforadora millor.
|
bar.drilltierreq = Cal una perforadora millor.
|
||||||
@@ -1123,7 +1175,7 @@ setting.sfxvol.name = Volums dels efectes de so
|
|||||||
setting.mutesound.name = Silencia el so
|
setting.mutesound.name = Silencia el so
|
||||||
setting.crashreport.name = Envia informes d’error anònims
|
setting.crashreport.name = Envia informes d’error anònims
|
||||||
setting.savecreate.name = Desa automàticament la partida
|
setting.savecreate.name = Desa automàticament la partida
|
||||||
setting.publichost.name = Visibilitat de la partida pública
|
setting.steampublichost.name = Visibilitat de la partida pública
|
||||||
setting.playerlimit.name = Límit de jugadors
|
setting.playerlimit.name = Límit de jugadors
|
||||||
setting.chatopacity.name = Opacitat del xat
|
setting.chatopacity.name = Opacitat del xat
|
||||||
setting.lasersopacity.name = Opacitat dels làsers d’energia
|
setting.lasersopacity.name = Opacitat dels làsers d’energia
|
||||||
@@ -1169,15 +1221,16 @@ keybind.unit_stance_hold_fire.name = Comportament: Mantén el foc
|
|||||||
keybind.unit_stance_pursue_target.name = Comportament: Persegueix l’objectiu
|
keybind.unit_stance_pursue_target.name = Comportament: Persegueix l’objectiu
|
||||||
keybind.unit_stance_patrol.name = Comportament: Patrulla
|
keybind.unit_stance_patrol.name = Comportament: Patrulla
|
||||||
keybind.unit_stance_ram.name = Comportament: Senzill
|
keybind.unit_stance_ram.name = Comportament: Senzill
|
||||||
keybind.unit_command_move = Comportament: Mou
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Comportament: Repara
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Comportament: Reconstrueix
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Comportament: Assisteix
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Comportament: Extrau
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Comportament: Sobrevola
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Comportament: Carrega unitats
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Comportament: Carrega blocs
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = Comportament: Descarrega
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.rebuild_select.name = Reconstrueix la regió
|
keybind.rebuild_select.name = Reconstrueix la regió
|
||||||
keybind.schematic_select.name = Selecciona una regió
|
keybind.schematic_select.name = Selecciona una regió
|
||||||
keybind.schematic_menu.name = Menú de plànols
|
keybind.schematic_menu.name = Menú de plànols
|
||||||
@@ -1275,6 +1328,7 @@ rules.unitdamagemultiplier = Multiplicador del dany de les unitats
|
|||||||
rules.unitcrashdamagemultiplier = Multiplicador del dany de xoc de les unitats
|
rules.unitcrashdamagemultiplier = Multiplicador del dany de xoc de les unitats
|
||||||
rules.solarmultiplier = Multiplicador de l’energia solar
|
rules.solarmultiplier = Multiplicador de l’energia solar
|
||||||
rules.unitcapvariable = Els nuclis contribueixen al límit d’unitats
|
rules.unitcapvariable = Els nuclis contribueixen al límit d’unitats
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Capacitat base d’unitats
|
rules.unitcap = Capacitat base d’unitats
|
||||||
rules.limitarea = Limita l’àrea del mapa
|
rules.limitarea = Limita l’àrea del mapa
|
||||||
rules.enemycorebuildradius = Radi de no construcció del nucli enemic:[lightgray] (caselles)
|
rules.enemycorebuildradius = Radi de no construcció del nucli enemic:[lightgray] (caselles)
|
||||||
@@ -1307,6 +1361,8 @@ rules.weather = Estat meteorològic
|
|||||||
rules.weather.frequency = Freqüència:
|
rules.weather.frequency = Freqüència:
|
||||||
rules.weather.always = Sempre
|
rules.weather.always = Sempre
|
||||||
rules.weather.duration = Durada:
|
rules.weather.duration = Durada:
|
||||||
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = Elements
|
content.item.name = Elements
|
||||||
content.liquid.name = Fluids
|
content.liquid.name = Fluids
|
||||||
@@ -1528,6 +1584,7 @@ block.inverted-sorter.name = Classificador invers
|
|||||||
block.message.name = Missatge
|
block.message.name = Missatge
|
||||||
block.reinforced-message.name = Missatge destacat
|
block.reinforced-message.name = Missatge destacat
|
||||||
block.world-message.name = Missatge mundial
|
block.world-message.name = Missatge mundial
|
||||||
|
block.world-switch.name = Interruptor mundial
|
||||||
block.illuminator.name = Il·luminador
|
block.illuminator.name = Il·luminador
|
||||||
block.overflow-gate.name = Porta de desbordament
|
block.overflow-gate.name = Porta de desbordament
|
||||||
block.underflow-gate.name = Porta de subdesbordament
|
block.underflow-gate.name = Porta de subdesbordament
|
||||||
@@ -1770,7 +1827,6 @@ block.disperse.name = Disperse
|
|||||||
block.afflict.name = Afflict
|
block.afflict.name = Afflict
|
||||||
block.lustre.name = Lustre
|
block.lustre.name = Lustre
|
||||||
block.scathe.name = Scathe
|
block.scathe.name = Scathe
|
||||||
block.fabricator.name = Fabricadora
|
|
||||||
block.tank-refabricator.name = Milloradora de tancs
|
block.tank-refabricator.name = Milloradora de tancs
|
||||||
block.mech-refabricator.name = Milloradora de meques
|
block.mech-refabricator.name = Milloradora de meques
|
||||||
block.ship-refabricator.name = Milloradora de naus
|
block.ship-refabricator.name = Milloradora de naus
|
||||||
@@ -1889,6 +1945,7 @@ onset.turrets = Les unitats són efectives, però les [accent]torretes[] proporc
|
|||||||
onset.turretammo = Subministreu [accent]munició de beril·li[] a la torreta.
|
onset.turretammo = Subministreu [accent]munició de beril·li[] a la torreta.
|
||||||
onset.walls = Els [accent]murs[] poden evitar que el dany arribi a les estructures importants.\nConstruïu alguns \uf6ee [accent]murs de beril·li[] al voltant de la torreta.
|
onset.walls = Els [accent]murs[] poden evitar que el dany arribi a les estructures importants.\nConstruïu alguns \uf6ee [accent]murs de beril·li[] al voltant de la torreta.
|
||||||
onset.enemies = S’apropa un enemic. Prepareu la defensa.
|
onset.enemies = S’apropa un enemic. Prepareu la defensa.
|
||||||
|
onset.defenses = [accent]Establiu defenses:[lightgray] {0}
|
||||||
onset.attack = L’enemic és vulnerable. Contraataqueu.
|
onset.attack = L’enemic és vulnerable. Contraataqueu.
|
||||||
onset.cores = Els nuclis nous es poden construir en [accent]caselles de nucli[].\nEls nuclis nous funcionen com a bases i comparteixen un inventari de recursos amb altres nuclis.\nConstruïu un \uf725 nucli.
|
onset.cores = Els nuclis nous es poden construir en [accent]caselles de nucli[].\nEls nuclis nous funcionen com a bases i comparteixen un inventari de recursos amb altres nuclis.\nConstruïu un \uf725 nucli.
|
||||||
onset.detect = L’enemic us detectarà d’aquí 2 minuts.\nEstabliu les defenses i les explotacions mineres i de producció.
|
onset.detect = L’enemic us detectarà d’aquí 2 minuts.\nEstabliu les defenses i les explotacions mineres i de producció.
|
||||||
@@ -2089,7 +2146,6 @@ block.logic-display.description = Mostra un gràfic des d’un processador lògi
|
|||||||
block.large-logic-display.description = Mostra un gràfic des d’un processador lògic.
|
block.large-logic-display.description = Mostra un gràfic des d’un processador lògic.
|
||||||
block.interplanetary-accelerator.description = Una torreta amb un canó electromagnètic enorme. Accelera els nuclis fins aconseguir la velocitat d’escapament per a fer llançaments interplanetaris.
|
block.interplanetary-accelerator.description = Una torreta amb un canó electromagnètic enorme. Accelera els nuclis fins aconseguir la velocitat d’escapament per a fer llançaments interplanetaris.
|
||||||
block.repair-turret.description = Repara contínuament la unitat danyada que tingui més a prop al seu voltant. També se li pot subministrar refrigerant perquè funcioni més ràpid.
|
block.repair-turret.description = Repara contínuament la unitat danyada que tingui més a prop al seu voltant. També se li pot subministrar refrigerant perquè funcioni més ràpid.
|
||||||
block.payload-propulsion-tower.description = Estructura de transport de recursos a distància. Dispara paquets de càrrega a altres torres de transport a distància enllaçades.
|
|
||||||
block.core-bastion.description = Nucli de la base. Blindat. Quan es destrueix, es perd el sector.
|
block.core-bastion.description = Nucli de la base. Blindat. Quan es destrueix, es perd el sector.
|
||||||
block.core-citadel.description = Nucli de la base. Molt ben blindat. Emmagatzema més recursos que un nucli Bastió.
|
block.core-citadel.description = Nucli de la base. Molt ben blindat. Emmagatzema més recursos que un nucli Bastió.
|
||||||
block.core-acropolis.description = Nucli de la base. Excepcionalment ben blindat. Emmagatzema més recursos que un nucli Ciutadella.
|
block.core-acropolis.description = Nucli de la base. Excepcionalment ben blindat. Emmagatzema més recursos que un nucli Ciutadella.
|
||||||
@@ -2125,7 +2181,6 @@ block.impact-drill.description = Quan es posa a sobre de minerals, n’extrau in
|
|||||||
block.eruption-drill.description = Una perforadora d’impacte millorada. Pot extraure tori. Necessita hidrogen.
|
block.eruption-drill.description = Una perforadora d’impacte millorada. Pot extraure tori. Necessita hidrogen.
|
||||||
block.reinforced-conduit.description = Impulsa i fa circular els fluids. No accepta entrades des dels laterals si no és a través de conductes.
|
block.reinforced-conduit.description = Impulsa i fa circular els fluids. No accepta entrades des dels laterals si no és a través de conductes.
|
||||||
block.reinforced-liquid-router.description = Distribueix fluids a tots els seus costats.
|
block.reinforced-liquid-router.description = Distribueix fluids a tots els seus costats.
|
||||||
block.reinforced-junction.description = Actua com a dues canonades independents que es creuen.
|
|
||||||
block.reinforced-liquid-tank.description = Emmagatzema una gran quantitat de fluid.
|
block.reinforced-liquid-tank.description = Emmagatzema una gran quantitat de fluid.
|
||||||
block.reinforced-liquid-container.description = Emmagatzema fluids.
|
block.reinforced-liquid-container.description = Emmagatzema fluids.
|
||||||
block.reinforced-bridge-conduit.description = Transporta fluids per sota de les estructures i del terreny.
|
block.reinforced-bridge-conduit.description = Transporta fluids per sota de les estructures i del terreny.
|
||||||
@@ -2244,6 +2299,7 @@ unit.emanate.description = Construeix estructures per defensar el nucli Acròpol
|
|||||||
lst.read = Llegeix un nombre des d’una cel·la de memòria connectada.
|
lst.read = Llegeix un nombre des d’una cel·la de memòria connectada.
|
||||||
lst.write = Escriu un nombre en una cel·la de memòria connectada.
|
lst.write = Escriu un nombre en una cel·la de memòria connectada.
|
||||||
lst.print = Afegeix un text a la cua d’impressió.\nEl text no es mostrarà fins que s’apliqui «[accent]Print Flush[]».
|
lst.print = Afegeix un text a la cua d’impressió.\nEl text no es mostrarà fins que s’apliqui «[accent]Print Flush[]».
|
||||||
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Afegeix una instrucció de dibuix a la cua corresponent.\nEl resultat no es mostrarà fins que s’apliqui «[accent]Draw Flush[]».
|
lst.draw = Afegeix una instrucció de dibuix a la cua corresponent.\nEl resultat no es mostrarà fins que s’apliqui «[accent]Draw Flush[]».
|
||||||
lst.drawflush = Executa les operacions de la cua de dibuix al monitor lògic.
|
lst.drawflush = Executa les operacions de la cua de dibuix al monitor lògic.
|
||||||
lst.printflush = Executa les operacions de la cua d’impressió al monitor lògic.
|
lst.printflush = Executa les operacions de la cua d’impressió al monitor lògic.
|
||||||
@@ -2266,6 +2322,8 @@ lst.getblock = Obtén les dades d’un bloc en qualsevol posició.
|
|||||||
lst.setblock = Estableix les dades d’un bloc en qualsevol posició.
|
lst.setblock = Estableix les dades d’un bloc en qualsevol posició.
|
||||||
lst.spawnunit = Fes aparèixer una unitat en una posició.
|
lst.spawnunit = Fes aparèixer una unitat en una posició.
|
||||||
lst.applystatus = Aplica o esborra un efecte d’estat d’una unitat.
|
lst.applystatus = Aplica o esborra un efecte d’estat d’una unitat.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Simula l’aparició d’una onada enemiga en una posició arbitrària.\nEl comptador d’onades no s’incrementarà.
|
lst.spawnwave = Simula l’aparició d’una onada enemiga en una posició arbitrària.\nEl comptador d’onades no s’incrementarà.
|
||||||
lst.explosion = Crea una explosió en una posició.
|
lst.explosion = Crea una explosió en una posició.
|
||||||
lst.setrate = Estableix la velocitat d’execució del processador en instruccions/tic.
|
lst.setrate = Estableix la velocitat d’execució del processador en instruccions/tic.
|
||||||
@@ -2281,6 +2339,43 @@ lst.effect = Crea un efecte de particula.
|
|||||||
lst.sync = Sincronitza una variable a través de la xarxa.\nS’invoca com a molt 10 vegades per segon.
|
lst.sync = Sincronitza una variable a través de la xarxa.\nS’invoca com a molt 10 vegades per segon.
|
||||||
lst.makemarker = Crea una marca lògica al món.\nS’ha de donar un ID per a identificar-la.\nEs poden establir fins a 20.000 marcadors per món.
|
lst.makemarker = Crea una marca lògica al món.\nS’ha de donar un ID per a identificar-la.\nEs poden establir fins a 20.000 marcadors per món.
|
||||||
lst.setmarker = Estableix una propietat per a la marca.\nL’ID que es faci servir ha de ser el mateix que el de la instrucció de crear la marca.
|
lst.setmarker = Estableix una propietat per a la marca.\nL’ID que es faci servir ha de ser el mateix que el de la instrucció de crear la marca.
|
||||||
|
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||||
|
lglobal.false = 0
|
||||||
|
lglobal.true = 1
|
||||||
|
lglobal.null = null
|
||||||
|
lglobal.@pi = The mathematical constant pi (3.141...)
|
||||||
|
lglobal.@e = The mathematical constant e (2.718...)
|
||||||
|
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
||||||
|
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
||||||
|
lglobal.@time = Playtime of current save, in milliseconds
|
||||||
|
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
||||||
|
lglobal.@second = Playtime of current save, in seconds
|
||||||
|
lglobal.@minute = Playtime of current save, in minutes
|
||||||
|
lglobal.@waveNumber = Current wave number, if waves are enabled
|
||||||
|
lglobal.@waveTime = Countdown timer for waves, in seconds
|
||||||
|
lglobal.@mapw = Map width in tiles
|
||||||
|
lglobal.@maph = Map height in tiles
|
||||||
|
lglobal.sectionMap = Map
|
||||||
|
lglobal.sectionGeneral = General
|
||||||
|
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
||||||
|
lglobal.sectionProcessor = Processor
|
||||||
|
lglobal.sectionLookup = Lookup
|
||||||
|
lglobal.@this = The logic block executing the code
|
||||||
|
lglobal.@thisx = X coordinate of block executing the code
|
||||||
|
lglobal.@thisy = Y coordinate of block executing the code
|
||||||
|
lglobal.@links = Total number of blocks linked to this processors
|
||||||
|
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
||||||
|
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
||||||
|
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
||||||
|
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
||||||
|
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
||||||
|
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
||||||
|
lglobal.@client = True if the code is running on a client connected to a server
|
||||||
|
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
||||||
|
lglobal.@clientUnit = Unit of client running the code
|
||||||
|
lglobal.@clientName = Player name of client running the code
|
||||||
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
|
|
||||||
logic.nounitbuild = [red]Aquí no es permet construir blocs de tipus lògic.
|
logic.nounitbuild = [red]Aquí no es permet construir blocs de tipus lògic.
|
||||||
|
|
||||||
@@ -2323,6 +2418,7 @@ graphicstype.poly = Omple un polígon regular.
|
|||||||
graphicstype.linepoly = Dibuixa els costats d’un polígon regular.
|
graphicstype.linepoly = Dibuixa els costats d’un polígon regular.
|
||||||
graphicstype.triangle = Omple un triangle.
|
graphicstype.triangle = Omple un triangle.
|
||||||
graphicstype.image = Dibuixa una imatge d’algun element del joc.\nPer exemple: [accent]@router[] o [accent]@dagger[].
|
graphicstype.image = Dibuixa una imatge d’algun element del joc.\nPer exemple: [accent]@router[] o [accent]@dagger[].
|
||||||
|
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
||||||
|
|
||||||
lenum.always = Sempre cert.
|
lenum.always = Sempre cert.
|
||||||
lenum.idiv = Divisió entera.
|
lenum.idiv = Divisió entera.
|
||||||
@@ -2431,3 +2527,10 @@ lenum.build = Construeix una estructura.
|
|||||||
lenum.getblock = Obté un bloc i el seu tipus a les coordenades indicades.\nLa posició escollida ha d’estar a l’abast de la unitat.\nEls blocs que no són construccions tindran el tipus [accent]@solid[].
|
lenum.getblock = Obté un bloc i el seu tipus a les coordenades indicades.\nLa posició escollida ha d’estar a l’abast de la unitat.\nEls blocs que no són construccions tindran el tipus [accent]@solid[].
|
||||||
lenum.within = Comprova si la unitat està a prop d’una posició.
|
lenum.within = Comprova si la unitat està a prop d’una posició.
|
||||||
lenum.boost = Inicia/Detén el vol.
|
lenum.boost = Inicia/Detén el vol.
|
||||||
|
lenum.flushtext = Passa el contingut de la cua d’impressió al marcador, si es pot.\nSi s’estableix «fetch» a vertader, s’intentarà carregar les propietats de la traducció del mapa o del joc.
|
||||||
|
lenum.texture = Nom de la textura directa de l’atles de textures del joc (amb l’estil de noms kebab-case).\nSi «printFlush» s’estableix a vertader, consumeix el contingut de la cua d’impressió com a argument de text.
|
||||||
|
lenum.texturesize = Mida de la textura a les caselles. Un valor de zero indica que s’ha d'escalar l’amplada del marcador a la mida original de la textura.
|
||||||
|
lenum.autoscale = Indica si cal escalar el marcador segons el nivell de zoom del jugador.
|
||||||
|
lenum.posi = Posició indexada que es fa servir per a marcadors de línia i de rectangles on l’índex zero és la primera posició.
|
||||||
|
lenum.uvi = Posició de la textura que va de zero a u i que es fa servir per a marcadors de tipus rectangle.
|
||||||
|
lenum.colori = Posició indexada que es fa servir per a marcadors de línies i rectangles on l’índex zero és el primer color.
|
||||||
|
|||||||
@@ -153,12 +153,12 @@ mod.unmetdependencies = [red]Nesplněné Dependencies
|
|||||||
mod.erroredcontent = [scarlet]V obsahu jsou chyby[]
|
mod.erroredcontent = [scarlet]V obsahu jsou chyby[]
|
||||||
mod.circulardependencies = [red]Kruhové Dependencies
|
mod.circulardependencies = [red]Kruhové Dependencies
|
||||||
mod.incompletedependencies = [red]Nedokončené Dependencies
|
mod.incompletedependencies = [red]Nedokončené Dependencies
|
||||||
mod.requiresversion.details = Requires game version: [accent]{0}[]\nYour game is outdated. This mod requires a newer version of the game (possibly a beta/alpha release) to function.
|
mod.requiresversion.details = Vyžaduje verzi hry: [accent]{0}[]\nVaše hra je zastaralá. Tento mod vyžaduje novější verzi hry (možná beta/alfa verze) aby fungoval.
|
||||||
mod.outdatedv7.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 136[] to its [accent]mod.json[] file.
|
mod.outdatedv7.details = Tento mod není kompatibilní s nejnovější verzí hry. Autor ho musí aktualizovat a přidat [accent]minGameVersion: 136[] ho do [accent]mod.json[] složky.
|
||||||
mod.blacklisted.details = This mod has been manually blacklisted for causing crashes or other issues with this version of the game. Do not use it.
|
mod.blacklisted.details = Tento mod byl ručně zařazen na černou listinu, protože způsobuje pády nebo jiné problémy s touto verzí hry. Nepoužívejte jej.
|
||||||
mod.missingdependencies.details = This mod is missing dependencies: {0}
|
mod.missingdependencies.details = Tomuto módu chybí závislosti: {0}
|
||||||
mod.erroredcontent.details = This game caused errors when loading. Ask the mod author to fix them.
|
mod.erroredcontent.details = Tato hra způsobovala chyby při načítání. Požádejte autora módu o jejich opravu.
|
||||||
mod.circulardependencies.details = This mod has dependencies that depends on each other.
|
mod.circulardependencies.details = Tento mod má závislosti, které na sobě navzájem závisí.
|
||||||
mod.incompletedependencies.details = This mod is unable to be loaded due to invalid or missing dependencies: {0}.
|
mod.incompletedependencies.details = This mod is unable to be loaded due to invalid or missing dependencies: {0}.
|
||||||
mod.requiresversion = Requires game version: [red]{0}
|
mod.requiresversion = Requires game version: [red]{0}
|
||||||
mod.errors = Při načítání obsahu hry se vyskytly problémy.
|
mod.errors = Při načítání obsahu hry se vyskytly problémy.
|
||||||
@@ -261,13 +261,13 @@ trace.modclient = Upravený klient hry: [accent]{0}[]
|
|||||||
trace.times.joined = Krát Připojen: [accent]{0}
|
trace.times.joined = Krát Připojen: [accent]{0}
|
||||||
trace.times.kicked = Krát Vyhozen: [accent]{0}
|
trace.times.kicked = Krát Vyhozen: [accent]{0}
|
||||||
trace.ips = IPs:
|
trace.ips = IPs:
|
||||||
trace.names = Names:
|
trace.names = Jména:
|
||||||
invalidid = Neplatná adresa IP klienta! Zašli prosím zprávu o chybě.
|
invalidid = Neplatná adresa IP klienta! Zašli prosím zprávu o chybě.
|
||||||
player.ban = Ban
|
player.ban = Ban
|
||||||
player.kick = Kick
|
player.kick = Vyhodit
|
||||||
player.trace = Trace
|
player.trace = Trace
|
||||||
player.admin = Toggle Admin
|
player.admin = Přepínání správce
|
||||||
player.team = Change Team
|
player.team = Změnit tým
|
||||||
server.bans = Zákazy
|
server.bans = Zákazy
|
||||||
server.bans.none = Žádní hráči se zákazem nebyli nalezeni.
|
server.bans.none = Žádní hráči se zákazem nebyli nalezeni.
|
||||||
server.admins = Správci
|
server.admins = Správci
|
||||||
@@ -340,13 +340,14 @@ ok = OK
|
|||||||
open = Otevřít
|
open = Otevřít
|
||||||
customize = Přizpůsobit pravidla
|
customize = Přizpůsobit pravidla
|
||||||
cancel = Zrušit
|
cancel = Zrušit
|
||||||
command = Command
|
command = Velet
|
||||||
command.queue = [lightgray][Queuing]
|
command.queue = Queue
|
||||||
command.mine = Mine
|
command.mine = Těžit
|
||||||
command.repair = Repair
|
command.repair = Opravovat
|
||||||
command.rebuild = Rebuild
|
command.rebuild = Přestavět
|
||||||
command.assist = Assist Player
|
command.assist = Asistovat hráči
|
||||||
command.move = Move
|
command.move = Pohyb
|
||||||
|
|
||||||
command.boost = Boost
|
command.boost = Boost
|
||||||
command.enterPayload = Enter Payload Block
|
command.enterPayload = Enter Payload Block
|
||||||
command.loadUnits = Load Units
|
command.loadUnits = Load Units
|
||||||
@@ -362,7 +363,7 @@ openlink = Otevřít odkaz
|
|||||||
copylink = Zkopírovat odkaz
|
copylink = Zkopírovat odkaz
|
||||||
back = Zpět
|
back = Zpět
|
||||||
max = Max
|
max = Max
|
||||||
objective = Map Objective
|
objective = Úkol mapy
|
||||||
crash.export = Exportovat záznamy o zhroucení hry
|
crash.export = Exportovat záznamy o zhroucení hry
|
||||||
crash.none = Záznamy o zhroucení hry nebyly nalezeny.
|
crash.none = Záznamy o zhroucení hry nebyly nalezeny.
|
||||||
crash.exported = Záznamy o zhroucení hry byly exportovány.
|
crash.exported = Záznamy o zhroucení hry byly exportovány.
|
||||||
@@ -383,7 +384,7 @@ pausebuilding = [accent][[{0}][] zastaví stavění
|
|||||||
resumebuilding = [scarlet][[{0}][] bude pokračovat ve stavění
|
resumebuilding = [scarlet][[{0}][] bude pokračovat ve stavění
|
||||||
enablebuilding = [scarlet][[{0}][] povolí stavení
|
enablebuilding = [scarlet][[{0}][] povolí stavení
|
||||||
showui = UI je skryto.\nZmáčkni [accent][[{0}][] pro jeho zobrazení.
|
showui = UI je skryto.\nZmáčkni [accent][[{0}][] pro jeho zobrazení.
|
||||||
commandmode.name = [accent]Command Mode
|
commandmode.name = [accent]Velící zežim
|
||||||
commandmode.nounits = [no units]
|
commandmode.nounits = [no units]
|
||||||
wave = [accent]Vlna číslo {0}[]
|
wave = [accent]Vlna číslo {0}[]
|
||||||
wave.cap = [accent]Vlna {0} z {1}[]
|
wave.cap = [accent]Vlna {0} z {1}[]
|
||||||
@@ -438,6 +439,7 @@ editor.waves = Vln:
|
|||||||
editor.rules = Pravidla:
|
editor.rules = Pravidla:
|
||||||
editor.generation = Generace:
|
editor.generation = Generace:
|
||||||
editor.objectives = Úkoly:
|
editor.objectives = Úkoly:
|
||||||
|
editor.locales = Locale Bundles
|
||||||
editor.ingame = Upravit ve hře
|
editor.ingame = Upravit ve hře
|
||||||
editor.playtest = Playtest
|
editor.playtest = Playtest
|
||||||
editor.publish.workshop = Publikovat do Workshopu na Steamu
|
editor.publish.workshop = Publikovat do Workshopu na Steamu
|
||||||
@@ -494,6 +496,7 @@ editor.default = [lightgray]<Výchozí>[]
|
|||||||
details = Podrobnosti...
|
details = Podrobnosti...
|
||||||
edit = Upravit...
|
edit = Upravit...
|
||||||
variables = Hodnoty
|
variables = Hodnoty
|
||||||
|
logic.globals = Built-in Variables
|
||||||
editor.name = Jméno:
|
editor.name = Jméno:
|
||||||
editor.spawn = Zrodit jednotku
|
editor.spawn = Zrodit jednotku
|
||||||
editor.removeunit = Odstranit jednotku
|
editor.removeunit = Odstranit jednotku
|
||||||
@@ -505,6 +508,7 @@ editor.errorlegacy = Tato mapa je příliš stará a používá formát mapy, kt
|
|||||||
editor.errornot = Toto není soubor mapy.
|
editor.errornot = Toto není soubor mapy.
|
||||||
editor.errorheader = Tento soubor mapy je buď neplatný nebo poškozen.
|
editor.errorheader = Tento soubor mapy je buď neplatný nebo poškozen.
|
||||||
editor.errorname = Mapa nemá definované jméno. Nesnažíš se náhodou nahrát soubor s uložením hry?
|
editor.errorname = Mapa nemá definované jméno. Nesnažíš se náhodou nahrát soubor s uložením hry?
|
||||||
|
editor.errorlocales = Error reading invalid locale bundles.
|
||||||
editor.update = Aktualizovat
|
editor.update = Aktualizovat
|
||||||
editor.randomize = Náhodně vygenerovat
|
editor.randomize = Náhodně vygenerovat
|
||||||
editor.moveup = Pohyb Nahoru
|
editor.moveup = Pohyb Nahoru
|
||||||
@@ -516,6 +520,7 @@ editor.sectorgenerate = Generovat Sektor
|
|||||||
editor.resize = Změnit velikost
|
editor.resize = Změnit velikost
|
||||||
editor.loadmap = Načíst mapu
|
editor.loadmap = Načíst mapu
|
||||||
editor.savemap = Uložit mapu
|
editor.savemap = Uložit mapu
|
||||||
|
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
|
||||||
editor.saved = Uloženo!
|
editor.saved = Uloženo!
|
||||||
editor.save.noname = Tvoje mapa nemá jméno! Jméno nastavíš v položce nabídky "Informace o mapě".
|
editor.save.noname = Tvoje mapa nemá jméno! Jméno nastavíš v položce nabídky "Informace o mapě".
|
||||||
editor.save.overwrite = Tvoje mapa přepisuje vestavěnou mapu! Nastav jí radši jiné jméno v položce nabídky "Informace o mapě".
|
editor.save.overwrite = Tvoje mapa přepisuje vestavěnou mapu! Nastav jí radši jiné jméno v položce nabídky "Informace o mapě".
|
||||||
@@ -601,6 +606,23 @@ filter.option.floor2 = Druhotný povrch
|
|||||||
filter.option.threshold2 = Druhotný práh
|
filter.option.threshold2 = Druhotný práh
|
||||||
filter.option.radius = Poloměr
|
filter.option.radius = Poloměr
|
||||||
filter.option.percentile = Percentil
|
filter.option.percentile = Percentil
|
||||||
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
|
locales.applytoall = Apply Changes To All Locales
|
||||||
|
locales.addtoother = Add To Other Locales
|
||||||
|
locales.rollback = Rollback to last applied
|
||||||
|
locales.filter = Property filter
|
||||||
|
locales.searchname = Search name...
|
||||||
|
locales.searchvalue = Search value...
|
||||||
|
locales.searchlocale = Search locale...
|
||||||
|
locales.byname = By name
|
||||||
|
locales.byvalue = By value
|
||||||
|
locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
|
||||||
|
locales.showmissing = Show properties that are missing in some locales
|
||||||
|
locales.showsame = Show properties that have same values in different locales
|
||||||
|
locales.viewproperty = View in all locales
|
||||||
|
locales.viewing = Viewing property "{0}"
|
||||||
|
locales.addicon = Add Icon
|
||||||
|
|
||||||
width = Šířka:
|
width = Šířka:
|
||||||
height = Výška:
|
height = Výška:
|
||||||
@@ -651,10 +673,12 @@ objective.destroycore.name = Zničit Jádro
|
|||||||
objective.commandmode.name = Příkazovy Režim
|
objective.commandmode.name = Příkazovy Režim
|
||||||
objective.flag.name = Vlajka
|
objective.flag.name = Vlajka
|
||||||
marker.shapetext.name = Shape Text
|
marker.shapetext.name = Shape Text
|
||||||
marker.minimap.name = Minimapa
|
marker.point.name = Point
|
||||||
marker.shape.name = Tvar
|
marker.shape.name = Tvar
|
||||||
marker.text.name = Text
|
marker.text.name = Text
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
marker.background = Pozadí
|
marker.background = Pozadí
|
||||||
marker.outline = Outline
|
marker.outline = Outline
|
||||||
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
||||||
@@ -684,7 +708,7 @@ bannedunits.whitelist = Banned Units As Whitelist
|
|||||||
bannedblocks.whitelist = Banned Blocks As Whitelist
|
bannedblocks.whitelist = Banned Blocks As Whitelist
|
||||||
addall = Přidat vše
|
addall = Přidat vše
|
||||||
launch.from = Vysláno z: [accent]{0}
|
launch.from = Vysláno z: [accent]{0}
|
||||||
launch.capacity = Launching Item Capacity: [accent]{0}
|
launch.capacity = Odpalovací kapacita: [accent]{0}
|
||||||
launch.destination = Cíl: {0}
|
launch.destination = Cíl: {0}
|
||||||
configure.invalid = Hodnota musí být číslo mezi 0 a {0}.
|
configure.invalid = Hodnota musí být číslo mezi 0 a {0}.
|
||||||
add = Přidat...
|
add = Přidat...
|
||||||
@@ -702,7 +726,7 @@ error.any = Neznámá chyba sítě.
|
|||||||
error.bloom = Chyba inicializace filtru Bloom.\nTvé zařízení ho nejspíš nepodporuje.
|
error.bloom = Chyba inicializace filtru Bloom.\nTvé zařízení ho nejspíš nepodporuje.
|
||||||
|
|
||||||
weather.rain.name = Déšť
|
weather.rain.name = Déšť
|
||||||
weather.snow.name = Sníh
|
weather.snowing.name = Sníh
|
||||||
weather.sandstorm.name = Písečná ouře
|
weather.sandstorm.name = Písečná ouře
|
||||||
weather.sporestorm.name = Spórová bouře
|
weather.sporestorm.name = Spórová bouře
|
||||||
weather.fog.name = Mlha
|
weather.fog.name = Mlha
|
||||||
@@ -714,8 +738,8 @@ sectorlist.attacked = {0} pod útokem
|
|||||||
sectors.unexplored = [lightgray]Neprozkoumáno
|
sectors.unexplored = [lightgray]Neprozkoumáno
|
||||||
sectors.resources = Zdroje:
|
sectors.resources = Zdroje:
|
||||||
sectors.production = Výroba:
|
sectors.production = Výroba:
|
||||||
sectors.export = Export:
|
sectors.export = Exportovat:
|
||||||
sectors.import = Import:
|
sectors.import = Importovat:
|
||||||
sectors.time = Čas:
|
sectors.time = Čas:
|
||||||
sectors.threat = Ohrožení:
|
sectors.threat = Ohrožení:
|
||||||
sectors.wave = Vlna:
|
sectors.wave = Vlna:
|
||||||
@@ -738,8 +762,8 @@ sector.curlost = Sektor ztracen
|
|||||||
sector.missingresources = [scarlet]Nedostatečné zdroje v jádře
|
sector.missingresources = [scarlet]Nedostatečné zdroje v jádře
|
||||||
sector.attacked = Sektor [accent]{0}[white] pod útokem!
|
sector.attacked = Sektor [accent]{0}[white] pod útokem!
|
||||||
sector.lost = Sektor [accent]{0}[white] ztracen! :(
|
sector.lost = Sektor [accent]{0}[white] ztracen! :(
|
||||||
#note: chybějící mezera v řádce níže je záměrná :)
|
sector.capture = Sector [accent]{0}[white]Captured!
|
||||||
sector.captured = Sektor [accent]{0}[white]polapen! :)
|
sector.capture.current = Sector Captured!
|
||||||
sector.changeicon = Změnit Ikonu
|
sector.changeicon = Změnit Ikonu
|
||||||
sector.noswitch.title = Nelze Vyměnit Sektor
|
sector.noswitch.title = Nelze Vyměnit Sektor
|
||||||
sector.noswitch = Sektory nelze přepnut, pokud je stávající sektor pod útokem.\n\nSektor: [accent]{0}[] na [accent]{1}[]
|
sector.noswitch = Sektory nelze přepnut, pokud je stávající sektor pod útokem.\n\nSektor: [accent]{0}[] na [accent]{1}[]
|
||||||
@@ -792,43 +816,43 @@ sector.windsweptIslands.description = Vzdálen od pevniny je tento řetízek ost
|
|||||||
sector.extractionOutpost.description = Vzdálená pevnost, postavená nepřítelem za účelem vysílání zdrojů do okolních sektorů.\n\nDoprava položek napříč sektory je nezbytná pro lapení dalších sektorů. Znič základnu. Vyzkoumej jejich Vysílací plošiny.
|
sector.extractionOutpost.description = Vzdálená pevnost, postavená nepřítelem za účelem vysílání zdrojů do okolních sektorů.\n\nDoprava položek napříč sektory je nezbytná pro lapení dalších sektorů. Znič základnu. Vyzkoumej jejich Vysílací plošiny.
|
||||||
sector.impact0078.description = Zde leží zbytky mezihvězdné lodi, která vstoupila do tohoto systému.\n\nZachraň z vraku vše, co se dá. Vyzkoumej nepoškozenou technologii.
|
sector.impact0078.description = Zde leží zbytky mezihvězdné lodi, která vstoupila do tohoto systému.\n\nZachraň z vraku vše, co se dá. Vyzkoumej nepoškozenou technologii.
|
||||||
sector.planetaryTerminal.description = Konečný cíl.\n\nTato pobřežní základna obsahuje konstrukce schopné vyslat jádra na okolní planety. Je mimořádně dobře opevněna.\n\nVyrob námořní jednotky. Odstraň nepřítele tak rychle, jak umíš. Vyzkoumej vysílací konstrukci.
|
sector.planetaryTerminal.description = Konečný cíl.\n\nTato pobřežní základna obsahuje konstrukce schopné vyslat jádra na okolní planety. Je mimořádně dobře opevněna.\n\nVyrob námořní jednotky. Odstraň nepřítele tak rychle, jak umíš. Vyzkoumej vysílací konstrukci.
|
||||||
sector.coastline.description = Remnants of naval unit technology have been detected at this location. Repel the enemy attacks, capture this sector, and acquire the technology.
|
sector.coastline.description = V této lokaci byly objeveny pozůstatky techniky námořních jednotek. Odražte nepřátelské útoky, dobijte tento sektor a získejte technologii.
|
||||||
sector.navalFortress.description = The enemy has established a base on a remote, naturally-fortified island. Destroy this outpost. Acquire their advanced naval craft technology, and research it.
|
sector.navalFortress.description = Nepřítel si vybudoval základnu na odlehlém, přírodou opevněném ostrově. Zničte tuto základnu. Získejte jejich pokročilou technologii námořních plavidel a vyzkoumejte ji.
|
||||||
sector.onset.name = The Onset
|
sector.onset.name = Nástup
|
||||||
sector.aegis.name = Aegis
|
sector.aegis.name = Aegis
|
||||||
sector.lake.name = Lake
|
sector.lake.name = Jezero
|
||||||
sector.intersect.name = Intersect
|
sector.intersect.name = Průsečík
|
||||||
sector.atlas.name = Atlas
|
sector.atlas.name = Atlas
|
||||||
sector.split.name = Split
|
sector.split.name = Rozdělení
|
||||||
sector.basin.name = Basin
|
sector.basin.name = Povodí
|
||||||
sector.marsh.name = Marsh
|
sector.marsh.name = Marš
|
||||||
sector.peaks.name = Peaks
|
sector.peaks.name = Vrcholy
|
||||||
sector.ravine.name = Ravine
|
sector.ravine.name = Rokle
|
||||||
sector.caldera-erekir.name = Caldera
|
sector.caldera-erekir.name = Kaldera
|
||||||
sector.stronghold.name = Stronghold
|
sector.stronghold.name = Pevnost
|
||||||
sector.crevice.name = Crevice
|
sector.crevice.name = Štěrbina
|
||||||
sector.siege.name = Siege
|
sector.siege.name = Obléhání
|
||||||
sector.crossroads.name = Crossroads
|
sector.crossroads.name = Křižovatka
|
||||||
sector.karst.name = Karst
|
sector.karst.name = Kras
|
||||||
sector.origin.name = Origin
|
sector.origin.name = Původ
|
||||||
sector.onset.description = Commence the conquest of Erekir. Gather resources, produce units, and begin researching technology.
|
sector.onset.description = Zahajte dobývání Erekiru. Shromážděte zdroje, vyrobte jednotky a začněte zkoumat technologie.
|
||||||
|
|
||||||
sector.aegis.description = This sector contains deposits of tungsten.\nResearch the [accent]Impact Drill[] to mine this resource, and destroy the enemy base in the area.
|
sector.aegis.description = Tento sektor obsahuje ložiska wolframu.\nVyzkoumej [accent]Nárazový vrták[] k vytěžení této suroviny, a znič nepřátelskou základnu.
|
||||||
sector.lake.description = This sector's slag lake greatly limits viable units. A hover unit is the only option.\nResearch the [accent]ship fabricator[] and produce an [accent]elude[] unit as soon as possible.
|
sector.lake.description = Struskové jezero v tomto sektoru značně omezuje použitelné jednotky. Jedinou možností je vznášecí jednotka.\nVyzkoumej [accent]továrna na výrobu lodí[] a vyrob [accent]elude[] jednotku co nejdříve
|
||||||
sector.intersect.description = Scans suggest that this sector will be attacked from multiple sides soon after landing.\nSet up defenses quickly and expand as soon as possible.\n[accent]Mech[] units will be required for the area's rough terrain.
|
sector.intersect.description = Podle průzkumů bude tento sektor brzy po přistání napaden z více stran.\nRychle vytvořte obranu a co nejdříve expandujte.\n[accent]Mech[] jednotky budou zapotřebí pro překročení teréu v oblasti.
|
||||||
sector.atlas.description = This sector contains varied terrain and will require a variety of units to attack effectively.\nUpgraded units may also be necessary to get past some of the tougher enemy bases detected here.\nResearch the [accent]Electrolyzer[] and the [accent]Tank Refabricator[].
|
sector.atlas.description = Tento sektor obsahuje rozmanitý terén a pro efektivní útok bude vyžadovat různé jednotky.\nPro překonání některých těžších nepřátelských základen zde mohou být nutné i vylepšené jednotky.\nVyzkoumej [accent]Electrolyzér[] a [accent]Přestavovač tanků[].
|
||||||
sector.split.description = The minimal enemy presence in this sector makes it perfect for testing new transport tech.
|
sector.split.description = Minimální přítomnost nepřátel v tomto sektoru je ideální pro testování nových dopravních technologií.
|
||||||
sector.basin.description = Large enemy presence detected in this sector.\nBuild units quickly and capture enemy cores to gain a foothold.
|
sector.basin.description = V tomto sektoru byla zjištěna velká přítomnost nepřátel.\nRychle postavte jednotky a získejte nepřátelská jádra, abyste se prosadili.
|
||||||
sector.marsh.description = This sector has an abundance of arkycite, but has limited vents.\nBuild [accent]Chemical Combustion Chambers[] to generate power.
|
sector.marsh.description = Tento sektor má hojnost arkycitu, ale má omezené průduchy.\nPostav [accent]Chemické spalovací komory[] k výrobě energie.
|
||||||
sector.peaks.description = The mountainous terrain in this sector make most units useless. Flying units will be required.\nBe aware of enemy anti-air installations. It may be possible to disable some of these installations by targeting their supporting buildings.
|
sector.peaks.description = Hornatý terén v tomto sektoru činí většinu jednotek nepoužitelnými. Bude zapotřebí létajících jednotek.\nDejte si pozor na nepřátelská protiletecká zařízení. Některá z těchto zařízení je možné vyřadit zaměřením jejich podpůrných budov.
|
||||||
sector.ravine.description = No enemy cores detected in the sector, although it's an important transportation route for the enemy. Expect variety of enemy forces.\nProduce [accent]surge alloy[]. Construct [accent]Afflict[] turrets.
|
sector.ravine.description = V sektoru nebyla zjištěna žádná nepřátelská jádra, ačkoli se jedná o důležitou dopravní trasu pro nepřítele. Očekávejte rozmanitost nepřátelských sil.\nVyrob [accent]rázová slitina[]. Postav [accent]Aflict[] věže.
|
||||||
sector.caldera-erekir.description = The resources detected in this sector are scattered across several islands.\nResearch and deploy drone-based transportation.
|
sector.caldera-erekir.description = Zdroje zjištěné v tomto sektoru jsou rozptýleny na několika ostrovech. \nVyzkoumejte a nasaďte dopravu pomocí dronů.
|
||||||
sector.stronghold.description = The large enemy encampment in this sector guards significant deposits of [accent]thorium[].\nUse it to develop higher tier units and turrets.
|
sector.stronghold.description = Rozsáhlé nepřátelské ležení v tomto sektoru střeží významná ložiska [accent]thoria[].\nPoužijte ho na vývoj jednotek a věží vyšší úrovně.
|
||||||
sector.crevice.description = The enemy will send fierce attack forces to take out your base in this sector.\nDeveloping [accent]carbide[] and the [accent]Pyrolysis Generator[] may be imperative for survival.
|
sector.crevice.description = Nepřítel vyšle ostré útočné síly, aby zničily vaši základnu v tomto sektoru.\nVývoj [accent]karbid[] a [accent]Pyrolytický generátor[] může být nezbytný pro přežití.
|
||||||
sector.siege.description = This sector features two parallel canyons that will force a two-pronged attack.\nResearch [accent]cyanogen[] to gain the capability to create even stronger tank units.\nCaution: enemy long-range missiles have been detected. The missiles may be shot down before impact.
|
sector.siege.description = V tomto sektoru se nacházejí dva paralelní kaňony, které si vynutí útok dvěma směry.\nVyzkoumej [accent]kyan[] pro získání schopnosti vytvářet ještě silnější tankové jednotky.\nPozor: byly detekovány nepřátelské rakety dlouhého doletu. Rakety mohou být sestřeleny před dopadem.
|
||||||
sector.crossroads.description = The enemy bases in this sector have been established in varying terrain. Research different units to adapt.\nAdditionally, some bases are protected by shields. Figure out how they are powered.
|
sector.crossroads.description = Nepřátelské základny v tomto sektoru jsou rozmístěny v různém terénu. Výzkumem různých jednotek se jim přizpůsobíte.\nNěkteré základny jsou navíc chráněny štíty. Zjistěte, jak jsou napájeny.
|
||||||
sector.karst.description = This sector is rich in resources, but will be attacked by the enemy once a new core lands.\nTake advantage of the resources and research [accent]phase fabric[].
|
sector.karst.description = Tento sektor je bohatý na zdroje, ale jakmile se zde objeví nové jádro, bude napaden nepřítelem.\nVyužijte zdroje a vyzkoumej [accent]fázová tkanina[].
|
||||||
sector.origin.description = The final sector with a significant enemy presence.\nNo probable research opportunities remain - focus solely on destroying all enemy cores.
|
sector.origin.description = Poslední sektor s výrazným výskytem nepřátel.\nŽádné pravděpodobné možnosti výzkumu nezbývají - soustřeďte se výhradně na zničení všech nepřátelských jader.
|
||||||
|
|
||||||
status.burning.name = Hořící
|
status.burning.name = Hořící
|
||||||
status.freezing.name = Mrazící
|
status.freezing.name = Mrazící
|
||||||
@@ -960,17 +984,46 @@ stat.immunities = Imunity
|
|||||||
stat.healing = Léčí se
|
stat.healing = Léčí se
|
||||||
|
|
||||||
ability.forcefield = Silové pole
|
ability.forcefield = Silové pole
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = Opravit pole
|
ability.repairfield = Opravit pole
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = Stav pole
|
ability.statusfield = Stav pole
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = továrna
|
ability.unitspawn = továrna
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Silově opravné pole
|
ability.shieldregenfield = Silově opravné pole
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Pohybující se blesk
|
ability.movelightning = Pohybující se blesk
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Štítovy Oblouk
|
ability.shieldarc = Štítovy Oblouk
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Regen Suppression Field
|
ability.suppressionfield = Regen Suppression Field
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Energetické pole
|
ability.energyfield = Energetické pole
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = Pouze Ukládání do Jádra je povoleno
|
bar.onlycoredeposit = Pouze Ukládání do Jádra je povoleno
|
||||||
|
|
||||||
@@ -1121,7 +1174,7 @@ setting.sfxvol.name = Hlasitost efektů
|
|||||||
setting.mutesound.name = Ztišit zvuk
|
setting.mutesound.name = Ztišit zvuk
|
||||||
setting.crashreport.name = Poslat anonymní hlášení o spadnutí Mindustry
|
setting.crashreport.name = Poslat anonymní hlášení o spadnutí Mindustry
|
||||||
setting.savecreate.name = Automaticky ukládat hru
|
setting.savecreate.name = Automaticky ukládat hru
|
||||||
setting.publichost.name = Veřejná viditelnost hry
|
setting.steampublichost.name = Public Game Visibility
|
||||||
setting.playerlimit.name = Nejvyšší počet hráčů
|
setting.playerlimit.name = Nejvyšší počet hráčů
|
||||||
setting.chatopacity.name = Průsvitnost kanálu zpráv
|
setting.chatopacity.name = Průsvitnost kanálu zpráv
|
||||||
setting.lasersopacity.name = Průsvitnost energetického laseru
|
setting.lasersopacity.name = Průsvitnost energetického laseru
|
||||||
@@ -1167,15 +1220,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.rebuild_select.name = Přestavět Region
|
keybind.rebuild_select.name = Přestavět Region
|
||||||
keybind.schematic_select.name = Vybrat oblast
|
keybind.schematic_select.name = Vybrat oblast
|
||||||
keybind.schematic_menu.name = Nabídka šablon
|
keybind.schematic_menu.name = Nabídka šablon
|
||||||
@@ -1273,6 +1327,7 @@ rules.unitdamagemultiplier = Násobek poškození jednotkami
|
|||||||
rules.unitcrashdamagemultiplier = Násobek poškození při nárazu jednotky
|
rules.unitcrashdamagemultiplier = Násobek poškození při nárazu jednotky
|
||||||
rules.solarmultiplier = Násobek Solární Energie
|
rules.solarmultiplier = Násobek Solární Energie
|
||||||
rules.unitcapvariable = Jádra Zvýšujou Maximum Počtu Jednotek
|
rules.unitcapvariable = Jádra Zvýšujou Maximum Počtu Jednotek
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Základní Maximum Počtu Jednotek
|
rules.unitcap = Základní Maximum Počtu Jednotek
|
||||||
rules.limitarea = Limit Map Area
|
rules.limitarea = Limit Map Area
|
||||||
rules.enemycorebuildradius = Poloměr, ve kterém se okolo nepřátelského jádra nesmí stavět: [lightgray](dlaždic)[]
|
rules.enemycorebuildradius = Poloměr, ve kterém se okolo nepřátelského jádra nesmí stavět: [lightgray](dlaždic)[]
|
||||||
@@ -1305,6 +1360,8 @@ rules.weather = Počasí
|
|||||||
rules.weather.frequency = Četnost:
|
rules.weather.frequency = Četnost:
|
||||||
rules.weather.always = Vždy
|
rules.weather.always = Vždy
|
||||||
rules.weather.duration = Trvání:
|
rules.weather.duration = Trvání:
|
||||||
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = Předměty
|
content.item.name = Předměty
|
||||||
content.liquid.name = Kapaliny
|
content.liquid.name = Kapaliny
|
||||||
@@ -1524,6 +1581,7 @@ block.inverted-sorter.name = Obrácená třídička
|
|||||||
block.message.name = Zpráva
|
block.message.name = Zpráva
|
||||||
block.reinforced-message.name = Posílená Zpráva
|
block.reinforced-message.name = Posílená Zpráva
|
||||||
block.world-message.name = Světová Zpráva
|
block.world-message.name = Světová Zpráva
|
||||||
|
block.world-switch.name = World Switch
|
||||||
block.illuminator.name = Osvětlovač
|
block.illuminator.name = Osvětlovač
|
||||||
block.overflow-gate.name = Brána s přepadem
|
block.overflow-gate.name = Brána s přepadem
|
||||||
block.underflow-gate.name = Brána s podtokem
|
block.underflow-gate.name = Brána s podtokem
|
||||||
@@ -1764,7 +1822,6 @@ block.disperse.name = Disperse
|
|||||||
block.afflict.name = Afflict
|
block.afflict.name = Afflict
|
||||||
block.lustre.name = Lustre
|
block.lustre.name = Lustre
|
||||||
block.scathe.name = Scathe
|
block.scathe.name = Scathe
|
||||||
block.fabricator.name = Fabrikátor
|
|
||||||
block.tank-refabricator.name = Tank Refabricator
|
block.tank-refabricator.name = Tank Refabricator
|
||||||
block.mech-refabricator.name = Mech Refabricator
|
block.mech-refabricator.name = Mech Refabricator
|
||||||
block.ship-refabricator.name = Ship Refabricator
|
block.ship-refabricator.name = Ship Refabricator
|
||||||
@@ -1883,6 +1940,7 @@ onset.turrets = Units are effective, but [accent]turrets[] provide better defens
|
|||||||
onset.turretammo = Supply the turret with [accent]beryllium ammo.[]
|
onset.turretammo = Supply the turret with [accent]beryllium ammo.[]
|
||||||
onset.walls = [accent]Walls[] can prevent oncoming damage from reaching buildings.\nPlace some \uf6ee [accent]beryllium walls[] around the turret.
|
onset.walls = [accent]Walls[] can prevent oncoming damage from reaching buildings.\nPlace some \uf6ee [accent]beryllium walls[] around the turret.
|
||||||
onset.enemies = Enemy incoming, prepare to defend.
|
onset.enemies = Enemy incoming, prepare to defend.
|
||||||
|
onset.defenses = [accent]Set up defenses:[lightgray] {0}
|
||||||
onset.attack = The enemy is vulnerable. Counter-attack.
|
onset.attack = The enemy is vulnerable. Counter-attack.
|
||||||
onset.cores = New cores can be placed on [accent]core tiles[].\nNew cores function as forward bases and share a resource inventory with other cores.\nPlace a \uf725 core.
|
onset.cores = New cores can be placed on [accent]core tiles[].\nNew cores function as forward bases and share a resource inventory with other cores.\nPlace a \uf725 core.
|
||||||
onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defenses, mining, and production.
|
onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defenses, mining, and production.
|
||||||
@@ -2083,7 +2141,6 @@ block.logic-display.description = Zobrazuje libovolnou grafiku z logického proc
|
|||||||
block.large-logic-display.description = Zobrazuje libovolnou grafiku z logického procesoru.
|
block.large-logic-display.description = Zobrazuje libovolnou grafiku z logického procesoru.
|
||||||
block.interplanetary-accelerator.description = Masivní elektromagnetická věž. Urychlí jádro na únikovou rychlost pro meziplanetární vyslání.
|
block.interplanetary-accelerator.description = Masivní elektromagnetická věž. Urychlí jádro na únikovou rychlost pro meziplanetární vyslání.
|
||||||
block.repair-turret.description = Nepřetržitě opravuje nejblížší poškozenou jednotku v jeho blízkosti. Lze volitelně dodávat chlazení pro jeho posílení.
|
block.repair-turret.description = Nepřetržitě opravuje nejblížší poškozenou jednotku v jeho blízkosti. Lze volitelně dodávat chlazení pro jeho posílení.
|
||||||
block.payload-propulsion-tower.description = Dálková nákladní transportní věž. Střílí náklad do dalších propojených nákladních transportních věží.
|
|
||||||
block.core-bastion.description = Core of the base. Armored. Once destroyed, the sector is lost.
|
block.core-bastion.description = Core of the base. Armored. Once destroyed, the sector is lost.
|
||||||
block.core-citadel.description = Core of the base. Very well armored. Stores more resources than a Bastion core.
|
block.core-citadel.description = Core of the base. Very well armored. Stores more resources than a Bastion core.
|
||||||
block.core-acropolis.description = Core of the base. Exceptionally well armored. Stores more resources than a Citadel core.
|
block.core-acropolis.description = Core of the base. Exceptionally well armored. Stores more resources than a Citadel core.
|
||||||
@@ -2119,7 +2176,6 @@ block.impact-drill.description = When placed on ore, outputs items in bursts ind
|
|||||||
block.eruption-drill.description = An improved impact drill. Capable of mining thorium. Requires hydrogen.
|
block.eruption-drill.description = An improved impact drill. Capable of mining thorium. Requires hydrogen.
|
||||||
block.reinforced-conduit.description = Moves fluids forward. Doesn't accept non-conduit inputs to the sides.
|
block.reinforced-conduit.description = Moves fluids forward. Doesn't accept non-conduit inputs to the sides.
|
||||||
block.reinforced-liquid-router.description = Distributes fluids equally to all sides.
|
block.reinforced-liquid-router.description = Distributes fluids equally to all sides.
|
||||||
block.reinforced-junction.description = Acts as a bridge for two crossing conduits.
|
|
||||||
block.reinforced-liquid-tank.description = Stores a large amount of fluids.
|
block.reinforced-liquid-tank.description = Stores a large amount of fluids.
|
||||||
block.reinforced-liquid-container.description = Stores a sizeable amount of fluids.
|
block.reinforced-liquid-container.description = Stores a sizeable amount of fluids.
|
||||||
block.reinforced-bridge-conduit.description = Transports fluids over structures and terrain.
|
block.reinforced-bridge-conduit.description = Transports fluids over structures and terrain.
|
||||||
@@ -2238,6 +2294,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
|
|||||||
lst.read = Přečte číslo z připojené paměti.
|
lst.read = Přečte číslo z připojené paměti.
|
||||||
lst.write = Zapíše číslo do připojené paměti.
|
lst.write = Zapíše číslo do připojené paměti.
|
||||||
lst.print = Přídá text do vypisovacího buferu.\nNezobrazí nic dokud [accent]Print Flush[] je použít.
|
lst.print = Přídá text do vypisovacího buferu.\nNezobrazí nic dokud [accent]Print Flush[] je použít.
|
||||||
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Přídá operaci do vykreslovacího buferu.\nNezobrazí nic dokud [accent]Draw Flush[] je použít.
|
lst.draw = Přídá operaci do vykreslovacího buferu.\nNezobrazí nic dokud [accent]Draw Flush[] je použít.
|
||||||
lst.drawflush = Provede všechny [accent]Draw[] operace na zobrazovač logiky. Pak vyčistí vykreslovací bufer.
|
lst.drawflush = Provede všechny [accent]Draw[] operace na zobrazovač logiky. Pak vyčistí vykreslovací bufer.
|
||||||
lst.printflush = Provede všechny [accent]Print[] operace do zprávy. Pak vyčistí vypisovací bufer.
|
lst.printflush = Provede všechny [accent]Print[] operace do zprávy. Pak vyčistí vypisovací bufer.
|
||||||
@@ -2260,6 +2317,8 @@ lst.getblock = Get tile data at any location.
|
|||||||
lst.setblock = Set tile data at any location.
|
lst.setblock = Set tile data at any location.
|
||||||
lst.spawnunit = Spawn unit at a location.
|
lst.spawnunit = Spawn unit at a location.
|
||||||
lst.applystatus = Apply or clear a status effect from a uniut.
|
lst.applystatus = Apply or clear a status effect from a uniut.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
||||||
lst.explosion = Create an explosion at a location.
|
lst.explosion = Create an explosion at a location.
|
||||||
lst.setrate = Set processor execution speed in instructions/tick.
|
lst.setrate = Set processor execution speed in instructions/tick.
|
||||||
@@ -2275,6 +2334,43 @@ lst.effect = Create a particle effect.
|
|||||||
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
||||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||||
|
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||||
|
lglobal.false = 0
|
||||||
|
lglobal.true = 1
|
||||||
|
lglobal.null = null
|
||||||
|
lglobal.@pi = The mathematical constant pi (3.141...)
|
||||||
|
lglobal.@e = The mathematical constant e (2.718...)
|
||||||
|
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
||||||
|
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
||||||
|
lglobal.@time = Playtime of current save, in milliseconds
|
||||||
|
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
||||||
|
lglobal.@second = Playtime of current save, in seconds
|
||||||
|
lglobal.@minute = Playtime of current save, in minutes
|
||||||
|
lglobal.@waveNumber = Current wave number, if waves are enabled
|
||||||
|
lglobal.@waveTime = Countdown timer for waves, in seconds
|
||||||
|
lglobal.@mapw = Map width in tiles
|
||||||
|
lglobal.@maph = Map height in tiles
|
||||||
|
lglobal.sectionMap = Map
|
||||||
|
lglobal.sectionGeneral = General
|
||||||
|
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
||||||
|
lglobal.sectionProcessor = Processor
|
||||||
|
lglobal.sectionLookup = Lookup
|
||||||
|
lglobal.@this = The logic block executing the code
|
||||||
|
lglobal.@thisx = X coordinate of block executing the code
|
||||||
|
lglobal.@thisy = Y coordinate of block executing the code
|
||||||
|
lglobal.@links = Total number of blocks linked to this processors
|
||||||
|
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
||||||
|
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
||||||
|
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
||||||
|
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
||||||
|
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
||||||
|
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
||||||
|
lglobal.@client = True if the code is running on a client connected to a server
|
||||||
|
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
||||||
|
lglobal.@clientUnit = Unit of client running the code
|
||||||
|
lglobal.@clientName = Player name of client running the code
|
||||||
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
|
|
||||||
logic.nounitbuild = [red]Stavba budov pomoci jednotek kontrolované procesorem neni povolené.
|
logic.nounitbuild = [red]Stavba budov pomoci jednotek kontrolované procesorem neni povolené.
|
||||||
|
|
||||||
@@ -2317,6 +2413,7 @@ graphicstype.poly = Vyplní pravidelný mnohoúhelník.
|
|||||||
graphicstype.linepoly = Nakreslí obrys pravidelného mnohoúhelníku.
|
graphicstype.linepoly = Nakreslí obrys pravidelného mnohoúhelníku.
|
||||||
graphicstype.triangle = Vyplní trojúhelník.
|
graphicstype.triangle = Vyplní trojúhelník.
|
||||||
graphicstype.image = Vykreslí obrázek nějakého obsahu.\nnapř.: [accent]@router[] nebo [accent]@dagger[].
|
graphicstype.image = Vykreslí obrázek nějakého obsahu.\nnapř.: [accent]@router[] nebo [accent]@dagger[].
|
||||||
|
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
||||||
|
|
||||||
lenum.always = Vždy pravda.
|
lenum.always = Vždy pravda.
|
||||||
lenum.idiv = Číselné dělení.
|
lenum.idiv = Číselné dělení.
|
||||||
@@ -2425,3 +2522,10 @@ lenum.build = Postavit strukturu.
|
|||||||
lenum.getblock = Získat budovu a typ na dané pozici.\nJednotka musí být v dosahu dané pozice.\nSolidní non-budovy budou mít typ [accent]@solid[].
|
lenum.getblock = Získat budovu a typ na dané pozici.\nJednotka musí být v dosahu dané pozice.\nSolidní non-budovy budou mít typ [accent]@solid[].
|
||||||
lenum.within = Zkontrolovat, jestli jednotka je blízko dané pozice.
|
lenum.within = Zkontrolovat, jestli jednotka je blízko dané pozice.
|
||||||
lenum.boost = Začít/Přestat posilovat.
|
lenum.boost = Začít/Přestat posilovat.
|
||||||
|
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||||
|
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
||||||
|
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
||||||
|
lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
||||||
|
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||||||
|
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
||||||
|
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
||||||
|
|||||||
@@ -434,6 +434,7 @@ editor.waves = Bølge:
|
|||||||
editor.rules = Regler:
|
editor.rules = Regler:
|
||||||
editor.generation = Generering:
|
editor.generation = Generering:
|
||||||
editor.objectives = Objectives
|
editor.objectives = Objectives
|
||||||
|
editor.locales = Locale Bundles
|
||||||
editor.ingame = Ændr i spil
|
editor.ingame = Ændr i spil
|
||||||
editor.playtest = Playtest
|
editor.playtest = Playtest
|
||||||
editor.publish.workshop = Publicer på Workshop
|
editor.publish.workshop = Publicer på Workshop
|
||||||
@@ -489,6 +490,7 @@ editor.default = [lightgray]<standard>
|
|||||||
details = Detaljer...
|
details = Detaljer...
|
||||||
edit = Rediger...
|
edit = Rediger...
|
||||||
variables = Vars
|
variables = Vars
|
||||||
|
logic.globals = Built-in Variables
|
||||||
editor.name = Navn:
|
editor.name = Navn:
|
||||||
editor.spawn = Påkald enhed
|
editor.spawn = Påkald enhed
|
||||||
editor.removeunit = Fjern enhed
|
editor.removeunit = Fjern enhed
|
||||||
@@ -500,6 +502,7 @@ editor.errorlegacy = Denne bane er forældet, og bruger et eftermægle-format, d
|
|||||||
editor.errornot = Dette er ikke en bane-fil.
|
editor.errornot = Dette er ikke en bane-fil.
|
||||||
editor.errorheader = Denne bane er enten ugyldig eller i stykker.
|
editor.errorheader = Denne bane er enten ugyldig eller i stykker.
|
||||||
editor.errorname = Banen har ikke noget navn. Forsøger du at gemme filen?
|
editor.errorname = Banen har ikke noget navn. Forsøger du at gemme filen?
|
||||||
|
editor.errorlocales = Error reading invalid locale bundles.
|
||||||
editor.update = Opdater
|
editor.update = Opdater
|
||||||
editor.randomize = Tilfældiggør
|
editor.randomize = Tilfældiggør
|
||||||
editor.moveup = Move Up
|
editor.moveup = Move Up
|
||||||
@@ -511,6 +514,7 @@ editor.sectorgenerate = Sector Generate
|
|||||||
editor.resize = Omskaler
|
editor.resize = Omskaler
|
||||||
editor.loadmap = Indlæs bane
|
editor.loadmap = Indlæs bane
|
||||||
editor.savemap = Gem bane
|
editor.savemap = Gem bane
|
||||||
|
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
|
||||||
editor.saved = Gemt!
|
editor.saved = Gemt!
|
||||||
editor.save.noname = Din bane har intet navn! Giv den et navn under 'bane-information'-menuen.
|
editor.save.noname = Din bane har intet navn! Giv den et navn under 'bane-information'-menuen.
|
||||||
editor.save.overwrite = Din bane overskriver en indbygget bane! Vælge et andet navn under 'bane-information'-menuen.
|
editor.save.overwrite = Din bane overskriver en indbygget bane! Vælge et andet navn under 'bane-information'-menuen.
|
||||||
@@ -595,6 +599,23 @@ filter.option.floor2 = Sekundært gulv
|
|||||||
filter.option.threshold2 = Sekundær terskel
|
filter.option.threshold2 = Sekundær terskel
|
||||||
filter.option.radius = Radius
|
filter.option.radius = Radius
|
||||||
filter.option.percentile = Percentil
|
filter.option.percentile = Percentil
|
||||||
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
|
locales.applytoall = Apply Changes To All Locales
|
||||||
|
locales.addtoother = Add To Other Locales
|
||||||
|
locales.rollback = Rollback to last applied
|
||||||
|
locales.filter = Property filter
|
||||||
|
locales.searchname = Search name...
|
||||||
|
locales.searchvalue = Search value...
|
||||||
|
locales.searchlocale = Search locale...
|
||||||
|
locales.byname = By name
|
||||||
|
locales.byvalue = By value
|
||||||
|
locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
|
||||||
|
locales.showmissing = Show properties that are missing in some locales
|
||||||
|
locales.showsame = Show properties that have same values in different locales
|
||||||
|
locales.viewproperty = View in all locales
|
||||||
|
locales.viewing = Viewing property "{0}"
|
||||||
|
locales.addicon = Add Icon
|
||||||
|
|
||||||
width = Bredde:
|
width = Bredde:
|
||||||
height = Højde:
|
height = Højde:
|
||||||
@@ -645,10 +666,12 @@ objective.destroycore.name = Destroy Core
|
|||||||
objective.commandmode.name = Command Mode
|
objective.commandmode.name = Command Mode
|
||||||
objective.flag.name = Flag
|
objective.flag.name = Flag
|
||||||
marker.shapetext.name = Shape Text
|
marker.shapetext.name = Shape Text
|
||||||
marker.minimap.name = Minimap
|
marker.point.name = Point
|
||||||
marker.shape.name = Shape
|
marker.shape.name = Shape
|
||||||
marker.text.name = Text
|
marker.text.name = Text
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
marker.background = Background
|
marker.background = Background
|
||||||
marker.outline = Outline
|
marker.outline = Outline
|
||||||
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
||||||
@@ -695,7 +718,7 @@ error.any = Ukendt netværksfejl.
|
|||||||
error.bloom = Kunne ikke etablere bloom-effekt.\nMåske understøtter din enhed den ikke.
|
error.bloom = Kunne ikke etablere bloom-effekt.\nMåske understøtter din enhed den ikke.
|
||||||
|
|
||||||
weather.rain.name = Regn
|
weather.rain.name = Regn
|
||||||
weather.snow.name = Sne
|
weather.snowing.name = Sne
|
||||||
weather.sandstorm.name = Sandstorm
|
weather.sandstorm.name = Sandstorm
|
||||||
weather.sporestorm.name = Sporestorm
|
weather.sporestorm.name = Sporestorm
|
||||||
weather.fog.name = Tåge
|
weather.fog.name = Tåge
|
||||||
@@ -731,7 +754,8 @@ sector.curlost = Sector Lost
|
|||||||
sector.missingresources = [scarlet]Ikke nok resurser i kernen.
|
sector.missingresources = [scarlet]Ikke nok resurser i kernen.
|
||||||
sector.attacked = Sector [accent]{0}[white] under attack!
|
sector.attacked = Sector [accent]{0}[white] under attack!
|
||||||
sector.lost = Sector [accent]{0}[white] lost!
|
sector.lost = Sector [accent]{0}[white] lost!
|
||||||
sector.captured = Sector [accent]{0}[white]captured!
|
sector.capture = Sector [accent]{0}[white]Captured!
|
||||||
|
sector.capture.current = Sector Captured!
|
||||||
sector.changeicon = Change Icon
|
sector.changeicon = Change Icon
|
||||||
sector.noswitch.title = Unable to Switch Sectors
|
sector.noswitch.title = Unable to Switch Sectors
|
||||||
sector.noswitch = You may not switch sectors while an existing sector is under attack.\n\nSector: [accent]{0}[] on [accent]{1}[]
|
sector.noswitch = You may not switch sectors while an existing sector is under attack.\n\nSector: [accent]{0}[] on [accent]{1}[]
|
||||||
@@ -949,17 +973,46 @@ stat.immunities = Immunities
|
|||||||
stat.healing = Healing
|
stat.healing = Healing
|
||||||
|
|
||||||
ability.forcefield = Kraftfelt
|
ability.forcefield = Kraftfelt
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = Reparationsfelt
|
ability.repairfield = Reparationsfelt
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = Statusfelt
|
ability.statusfield = Statusfelt
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = Fabrik
|
ability.unitspawn = Fabrik
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Skjold-regenereringsfelt
|
ability.shieldregenfield = Skjold-regenereringsfelt
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Movement Lightning
|
ability.movelightning = Movement Lightning
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Shield Arc
|
ability.shieldarc = Shield Arc
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Regen Suppression Field
|
ability.suppressionfield = Regen Suppression Field
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Energy Field
|
ability.energyfield = Energy Field
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = Only Core Depositing Allowed
|
bar.onlycoredeposit = Only Core Depositing Allowed
|
||||||
|
|
||||||
@@ -1110,7 +1163,7 @@ setting.sfxvol.name = SFX-volumen
|
|||||||
setting.mutesound.name = Forstum lyde
|
setting.mutesound.name = Forstum lyde
|
||||||
setting.crashreport.name = Send anonyme fejlrapporter
|
setting.crashreport.name = Send anonyme fejlrapporter
|
||||||
setting.savecreate.name = Gem automatisk
|
setting.savecreate.name = Gem automatisk
|
||||||
setting.publichost.name = Synlighed af offentlige spil
|
setting.steampublichost.name = Public Game Visibility
|
||||||
setting.playerlimit.name = Spiller-grænse
|
setting.playerlimit.name = Spiller-grænse
|
||||||
setting.chatopacity.name = Chat-gennemsigtighed
|
setting.chatopacity.name = Chat-gennemsigtighed
|
||||||
setting.lasersopacity.name = Strøm-laser-gennemsigtighed
|
setting.lasersopacity.name = Strøm-laser-gennemsigtighed
|
||||||
@@ -1156,15 +1209,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.rebuild_select.name = Rebuild Region
|
keybind.rebuild_select.name = Rebuild Region
|
||||||
keybind.schematic_select.name = Vælg region
|
keybind.schematic_select.name = Vælg region
|
||||||
keybind.schematic_menu.name = Skabelon-visning
|
keybind.schematic_menu.name = Skabelon-visning
|
||||||
@@ -1262,6 +1316,7 @@ rules.unitdamagemultiplier = Enheds-skade-forstærker
|
|||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.solarmultiplier = Solar Power Multiplier
|
rules.solarmultiplier = Solar Power Multiplier
|
||||||
rules.unitcapvariable = Cores Contribute To Unit Cap
|
rules.unitcapvariable = Cores Contribute To Unit Cap
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Base Unit Cap
|
rules.unitcap = Base Unit Cap
|
||||||
rules.limitarea = Limit Map Area
|
rules.limitarea = Limit Map Area
|
||||||
rules.enemycorebuildradius = Radius af fjendtlig kernes ubebyggelig zone:[lightgray] (felter)
|
rules.enemycorebuildradius = Radius af fjendtlig kernes ubebyggelig zone:[lightgray] (felter)
|
||||||
@@ -1294,6 +1349,8 @@ rules.weather = Vejr
|
|||||||
rules.weather.frequency = Frekvens:
|
rules.weather.frequency = Frekvens:
|
||||||
rules.weather.always = Always
|
rules.weather.always = Always
|
||||||
rules.weather.duration = Varighed:
|
rules.weather.duration = Varighed:
|
||||||
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = Genstande
|
content.item.name = Genstande
|
||||||
content.liquid.name = Væsker
|
content.liquid.name = Væsker
|
||||||
@@ -1511,6 +1568,7 @@ block.inverted-sorter.name = Omvendt Filter
|
|||||||
block.message.name = Besked
|
block.message.name = Besked
|
||||||
block.reinforced-message.name = Reinforced Message
|
block.reinforced-message.name = Reinforced Message
|
||||||
block.world-message.name = World Message
|
block.world-message.name = World Message
|
||||||
|
block.world-switch.name = World Switch
|
||||||
block.illuminator.name = Lyskilde
|
block.illuminator.name = Lyskilde
|
||||||
block.overflow-gate.name = Overflods-låge
|
block.overflow-gate.name = Overflods-låge
|
||||||
block.underflow-gate.name = Underflods-låge
|
block.underflow-gate.name = Underflods-låge
|
||||||
@@ -1751,7 +1809,6 @@ block.disperse.name = Disperse
|
|||||||
block.afflict.name = Afflict
|
block.afflict.name = Afflict
|
||||||
block.lustre.name = Lustre
|
block.lustre.name = Lustre
|
||||||
block.scathe.name = Scathe
|
block.scathe.name = Scathe
|
||||||
block.fabricator.name = Fabricator
|
|
||||||
block.tank-refabricator.name = Tank Refabricator
|
block.tank-refabricator.name = Tank Refabricator
|
||||||
block.mech-refabricator.name = Mech Refabricator
|
block.mech-refabricator.name = Mech Refabricator
|
||||||
block.ship-refabricator.name = Ship Refabricator
|
block.ship-refabricator.name = Ship Refabricator
|
||||||
@@ -1869,6 +1926,7 @@ onset.turrets = Units are effective, but [accent]turrets[] provide better defens
|
|||||||
onset.turretammo = Supply the turret with [accent]beryllium ammo.[]
|
onset.turretammo = Supply the turret with [accent]beryllium ammo.[]
|
||||||
onset.walls = [accent]Walls[] can prevent oncoming damage from reaching buildings.\nPlace some \uf6ee [accent]beryllium walls[] around the turret.
|
onset.walls = [accent]Walls[] can prevent oncoming damage from reaching buildings.\nPlace some \uf6ee [accent]beryllium walls[] around the turret.
|
||||||
onset.enemies = Enemy incoming, prepare to defend.
|
onset.enemies = Enemy incoming, prepare to defend.
|
||||||
|
onset.defenses = [accent]Set up defenses:[lightgray] {0}
|
||||||
onset.attack = The enemy is vulnerable. Counter-attack.
|
onset.attack = The enemy is vulnerable. Counter-attack.
|
||||||
onset.cores = New cores can be placed on [accent]core tiles[].\nNew cores function as forward bases and share a resource inventory with other cores.\nPlace a \uf725 core.
|
onset.cores = New cores can be placed on [accent]core tiles[].\nNew cores function as forward bases and share a resource inventory with other cores.\nPlace a \uf725 core.
|
||||||
onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defenses, mining, and production.
|
onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defenses, mining, and production.
|
||||||
@@ -2066,7 +2124,6 @@ block.logic-display.description = Displays arbitrary graphics from a logic proce
|
|||||||
block.large-logic-display.description = Displays arbitrary graphics from a logic processor.
|
block.large-logic-display.description = Displays arbitrary graphics from a logic processor.
|
||||||
block.interplanetary-accelerator.description = A massive electromagnetic railgun tower. Accelerates cores to escape velocity for interplanetary deployment.
|
block.interplanetary-accelerator.description = A massive electromagnetic railgun tower. Accelerates cores to escape velocity for interplanetary deployment.
|
||||||
block.repair-turret.description = Continuously repairs the closest damaged unit in its vicinity. Optionally accepts coolant.
|
block.repair-turret.description = Continuously repairs the closest damaged unit in its vicinity. Optionally accepts coolant.
|
||||||
block.payload-propulsion-tower.description = Long-range payload transport structure. Shoots payloads to other linked payload propulsion towers.
|
|
||||||
block.core-bastion.description = Core of the base. Armored. Once destroyed, the sector is lost.
|
block.core-bastion.description = Core of the base. Armored. Once destroyed, the sector is lost.
|
||||||
block.core-citadel.description = Core of the base. Very well armored. Stores more resources than a Bastion core.
|
block.core-citadel.description = Core of the base. Very well armored. Stores more resources than a Bastion core.
|
||||||
block.core-acropolis.description = Core of the base. Exceptionally well armored. Stores more resources than a Citadel core.
|
block.core-acropolis.description = Core of the base. Exceptionally well armored. Stores more resources than a Citadel core.
|
||||||
@@ -2102,7 +2159,6 @@ block.impact-drill.description = When placed on ore, outputs items in bursts ind
|
|||||||
block.eruption-drill.description = An improved impact drill. Capable of mining thorium. Requires hydrogen.
|
block.eruption-drill.description = An improved impact drill. Capable of mining thorium. Requires hydrogen.
|
||||||
block.reinforced-conduit.description = Moves fluids forward. Doesn't accept non-conduit inputs to the sides.
|
block.reinforced-conduit.description = Moves fluids forward. Doesn't accept non-conduit inputs to the sides.
|
||||||
block.reinforced-liquid-router.description = Distributes fluids equally to all sides.
|
block.reinforced-liquid-router.description = Distributes fluids equally to all sides.
|
||||||
block.reinforced-junction.description = Acts as a bridge for two crossing conduits.
|
|
||||||
block.reinforced-liquid-tank.description = Stores a large amount of fluids.
|
block.reinforced-liquid-tank.description = Stores a large amount of fluids.
|
||||||
block.reinforced-liquid-container.description = Stores a sizeable amount of fluids.
|
block.reinforced-liquid-container.description = Stores a sizeable amount of fluids.
|
||||||
block.reinforced-bridge-conduit.description = Transports fluids over structures and terrain.
|
block.reinforced-bridge-conduit.description = Transports fluids over structures and terrain.
|
||||||
@@ -2219,6 +2275,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
|
|||||||
lst.read = Read a number from a linked memory cell.
|
lst.read = Read a number from a linked memory cell.
|
||||||
lst.write = Write a number to a linked memory cell.
|
lst.write = Write a number to a linked memory cell.
|
||||||
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
||||||
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
||||||
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
||||||
@@ -2241,6 +2298,8 @@ lst.getblock = Get tile data at any location.
|
|||||||
lst.setblock = Set tile data at any location.
|
lst.setblock = Set tile data at any location.
|
||||||
lst.spawnunit = Spawn unit at a location.
|
lst.spawnunit = Spawn unit at a location.
|
||||||
lst.applystatus = Apply or clear a status effect from a uniut.
|
lst.applystatus = Apply or clear a status effect from a uniut.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
||||||
lst.explosion = Create an explosion at a location.
|
lst.explosion = Create an explosion at a location.
|
||||||
lst.setrate = Set processor execution speed in instructions/tick.
|
lst.setrate = Set processor execution speed in instructions/tick.
|
||||||
@@ -2256,6 +2315,43 @@ lst.effect = Create a particle effect.
|
|||||||
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
||||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||||
|
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||||
|
lglobal.false = 0
|
||||||
|
lglobal.true = 1
|
||||||
|
lglobal.null = null
|
||||||
|
lglobal.@pi = The mathematical constant pi (3.141...)
|
||||||
|
lglobal.@e = The mathematical constant e (2.718...)
|
||||||
|
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
||||||
|
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
||||||
|
lglobal.@time = Playtime of current save, in milliseconds
|
||||||
|
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
||||||
|
lglobal.@second = Playtime of current save, in seconds
|
||||||
|
lglobal.@minute = Playtime of current save, in minutes
|
||||||
|
lglobal.@waveNumber = Current wave number, if waves are enabled
|
||||||
|
lglobal.@waveTime = Countdown timer for waves, in seconds
|
||||||
|
lglobal.@mapw = Map width in tiles
|
||||||
|
lglobal.@maph = Map height in tiles
|
||||||
|
lglobal.sectionMap = Map
|
||||||
|
lglobal.sectionGeneral = General
|
||||||
|
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
||||||
|
lglobal.sectionProcessor = Processor
|
||||||
|
lglobal.sectionLookup = Lookup
|
||||||
|
lglobal.@this = The logic block executing the code
|
||||||
|
lglobal.@thisx = X coordinate of block executing the code
|
||||||
|
lglobal.@thisy = Y coordinate of block executing the code
|
||||||
|
lglobal.@links = Total number of blocks linked to this processors
|
||||||
|
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
||||||
|
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
||||||
|
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
||||||
|
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
||||||
|
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
||||||
|
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
||||||
|
lglobal.@client = True if the code is running on a client connected to a server
|
||||||
|
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
||||||
|
lglobal.@clientUnit = Unit of client running the code
|
||||||
|
lglobal.@clientName = Player name of client running the code
|
||||||
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
logic.nounitbuild = [red]Unit building logic is not allowed here.
|
logic.nounitbuild = [red]Unit building logic is not allowed here.
|
||||||
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
||||||
lenum.shoot = Shoot at a position.
|
lenum.shoot = Shoot at a position.
|
||||||
@@ -2294,6 +2390,7 @@ graphicstype.poly = Fill a regular polygon.
|
|||||||
graphicstype.linepoly = Draw a regular polygon outline.
|
graphicstype.linepoly = Draw a regular polygon outline.
|
||||||
graphicstype.triangle = Fill a triangle.
|
graphicstype.triangle = Fill a triangle.
|
||||||
graphicstype.image = Draw an image of some content.\nex: [accent]@router[] or [accent]@dagger[].
|
graphicstype.image = Draw an image of some content.\nex: [accent]@router[] or [accent]@dagger[].
|
||||||
|
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
||||||
lenum.always = Always true.
|
lenum.always = Always true.
|
||||||
lenum.idiv = Integer division.
|
lenum.idiv = Integer division.
|
||||||
lenum.div = Division.\nReturns [accent]null[] on divide-by-zero.
|
lenum.div = Division.\nReturns [accent]null[] on divide-by-zero.
|
||||||
@@ -2387,3 +2484,10 @@ lenum.build = Build a structure.
|
|||||||
lenum.getblock = Fetch a building and type at coordinates.\nUnit must be in range of position.\nSolid non-buildings will have the type [accent]@solid[].
|
lenum.getblock = Fetch a building and type at coordinates.\nUnit must be in range of position.\nSolid non-buildings will have the type [accent]@solid[].
|
||||||
lenum.within = Check if unit is near a position.
|
lenum.within = Check if unit is near a position.
|
||||||
lenum.boost = Start/stop boosting.
|
lenum.boost = Start/stop boosting.
|
||||||
|
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||||
|
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
||||||
|
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
||||||
|
lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
||||||
|
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||||||
|
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
||||||
|
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
||||||
|
|||||||
@@ -441,6 +441,7 @@ editor.waves = Wellen
|
|||||||
editor.rules = Regeln
|
editor.rules = Regeln
|
||||||
editor.generation = Generator
|
editor.generation = Generator
|
||||||
editor.objectives = Ziele
|
editor.objectives = Ziele
|
||||||
|
editor.locales = Locale Bundles
|
||||||
editor.ingame = Im Spiel bearbeiten
|
editor.ingame = Im Spiel bearbeiten
|
||||||
editor.playtest = Playtest
|
editor.playtest = Playtest
|
||||||
editor.publish.workshop = Im Workshop veröffentlichen
|
editor.publish.workshop = Im Workshop veröffentlichen
|
||||||
@@ -497,6 +498,7 @@ editor.default = [lightgray]<Standard>
|
|||||||
details = Details
|
details = Details
|
||||||
edit = Bearbeiten
|
edit = Bearbeiten
|
||||||
variables = Variablen
|
variables = Variablen
|
||||||
|
logic.globals = Built-in Variables
|
||||||
editor.name = Name:
|
editor.name = Name:
|
||||||
editor.spawn = Spawnbereich
|
editor.spawn = Spawnbereich
|
||||||
editor.removeunit = Bereich entfernen
|
editor.removeunit = Bereich entfernen
|
||||||
@@ -508,6 +510,7 @@ editor.errorlegacy = Diese Karte ist zu alt und benutzt ein veraltetes Kartenfor
|
|||||||
editor.errornot = Dies ist keine Kartendatei.
|
editor.errornot = Dies ist keine Kartendatei.
|
||||||
editor.errorheader = Diese Karte ist entweder nicht gültig oder beschädigt.
|
editor.errorheader = Diese Karte ist entweder nicht gültig oder beschädigt.
|
||||||
editor.errorname = Karte hat keinen Namen.
|
editor.errorname = Karte hat keinen Namen.
|
||||||
|
editor.errorlocales = Error reading invalid locale bundles.
|
||||||
editor.update = Aktualisieren
|
editor.update = Aktualisieren
|
||||||
editor.randomize = Zufällig anordnen
|
editor.randomize = Zufällig anordnen
|
||||||
editor.moveup = Hochschieben
|
editor.moveup = Hochschieben
|
||||||
@@ -519,6 +522,7 @@ editor.sectorgenerate = Sektor generieren
|
|||||||
editor.resize = Größe\nanpassen
|
editor.resize = Größe\nanpassen
|
||||||
editor.loadmap = Karte\nladen
|
editor.loadmap = Karte\nladen
|
||||||
editor.savemap = Karte\nspeichern
|
editor.savemap = Karte\nspeichern
|
||||||
|
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
|
||||||
editor.saved = Gespeichert!
|
editor.saved = Gespeichert!
|
||||||
editor.save.noname = Deine Karte hat keinen Namen! Setze einen Namen im [accent]Karten-Info[]-Menü.
|
editor.save.noname = Deine Karte hat keinen Namen! Setze einen Namen im [accent]Karten-Info[]-Menü.
|
||||||
editor.save.overwrite = Deine Karte überschreibt eine Standardkarte! Wähle einen anderen Karten Namen im [accent]Karten-Info[]-Menü.
|
editor.save.overwrite = Deine Karte überschreibt eine Standardkarte! Wähle einen anderen Karten Namen im [accent]Karten-Info[]-Menü.
|
||||||
@@ -606,6 +610,23 @@ filter.option.floor2 = Sekundärer Boden
|
|||||||
filter.option.threshold2 = Sekundärer Grenzwert
|
filter.option.threshold2 = Sekundärer Grenzwert
|
||||||
filter.option.radius = Radius
|
filter.option.radius = Radius
|
||||||
filter.option.percentile = Perzentil
|
filter.option.percentile = Perzentil
|
||||||
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
|
locales.applytoall = Apply Changes To All Locales
|
||||||
|
locales.addtoother = Add To Other Locales
|
||||||
|
locales.rollback = Rollback to last applied
|
||||||
|
locales.filter = Property filter
|
||||||
|
locales.searchname = Search name...
|
||||||
|
locales.searchvalue = Search value...
|
||||||
|
locales.searchlocale = Search locale...
|
||||||
|
locales.byname = By name
|
||||||
|
locales.byvalue = By value
|
||||||
|
locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
|
||||||
|
locales.showmissing = Show properties that are missing in some locales
|
||||||
|
locales.showsame = Show properties that have same values in different locales
|
||||||
|
locales.viewproperty = View in all locales
|
||||||
|
locales.viewing = Viewing property "{0}"
|
||||||
|
locales.addicon = Add Icon
|
||||||
|
|
||||||
width = Breite:
|
width = Breite:
|
||||||
height = Höhe:
|
height = Höhe:
|
||||||
@@ -658,10 +679,12 @@ objective.commandmode.name = Steuerungsmodus
|
|||||||
objective.flag.name = Flag
|
objective.flag.name = Flag
|
||||||
|
|
||||||
marker.shapetext.name = Geformter Text
|
marker.shapetext.name = Geformter Text
|
||||||
marker.minimap.name = Minimap
|
marker.point.name = Point
|
||||||
marker.shape.name = Form
|
marker.shape.name = Form
|
||||||
marker.text.name = Text
|
marker.text.name = Text
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
|
|
||||||
marker.background = Hintergrund
|
marker.background = Hintergrund
|
||||||
marker.outline = Umriss
|
marker.outline = Umriss
|
||||||
@@ -712,7 +735,7 @@ error.any = Unbekannter Netzwerkfehler.
|
|||||||
error.bloom = Bloom konnte nicht initialisiert werden.\nEs kann sein, dass dein Gerät es nicht unterstützt.
|
error.bloom = Bloom konnte nicht initialisiert werden.\nEs kann sein, dass dein Gerät es nicht unterstützt.
|
||||||
|
|
||||||
weather.rain.name = Regen
|
weather.rain.name = Regen
|
||||||
weather.snow.name = Schnee
|
weather.snowing.name = Schnee
|
||||||
weather.sandstorm.name = Sandsturm
|
weather.sandstorm.name = Sandsturm
|
||||||
weather.sporestorm.name = Sporensturm
|
weather.sporestorm.name = Sporensturm
|
||||||
weather.fog.name = Nebel
|
weather.fog.name = Nebel
|
||||||
@@ -749,8 +772,8 @@ sector.curlost = Sektor verloren
|
|||||||
sector.missingresources = [scarlet]Fehlende Kernressourcen
|
sector.missingresources = [scarlet]Fehlende Kernressourcen
|
||||||
sector.attacked = Sektor [accent]{0}[white] wird angegriffen!
|
sector.attacked = Sektor [accent]{0}[white] wird angegriffen!
|
||||||
sector.lost = Sektor [accent]{0}[white] verloren!
|
sector.lost = Sektor [accent]{0}[white] verloren!
|
||||||
#note: the missing space in the line below is intentional
|
sector.capture = Sector [accent]{0}[white]Captured!
|
||||||
sector.captured = Sektor [accent]{0}[white]erobert!
|
sector.capture.current = Sector Captured!
|
||||||
sector.changeicon = Bild ändern
|
sector.changeicon = Bild ändern
|
||||||
sector.noswitch.title = Kann Sektoren nicht wechseln
|
sector.noswitch.title = Kann Sektoren nicht wechseln
|
||||||
sector.noswitch = Du kannst nicht zwischen Sektoren wechseln, wenn ein anderer angegriffen wird.\n\nSektor: [accent]{0}[] auf [accent]{1}[]
|
sector.noswitch = Du kannst nicht zwischen Sektoren wechseln, wenn ein anderer angegriffen wird.\n\nSektor: [accent]{0}[] auf [accent]{1}[]
|
||||||
@@ -972,17 +995,46 @@ stat.immunities = Immunitäten
|
|||||||
stat.healing = Heilung
|
stat.healing = Heilung
|
||||||
|
|
||||||
ability.forcefield = Kraftfeld
|
ability.forcefield = Kraftfeld
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = Heilungsfeld
|
ability.repairfield = Heilungsfeld
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = Statusfeld
|
ability.statusfield = Statusfeld
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = Fabrik
|
ability.unitspawn = Fabrik
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Schildregenerationsfeld
|
ability.shieldregenfield = Schildregenerationsfeld
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Bewegungsblitze
|
ability.movelightning = Bewegungsblitze
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Lichtbogenschild
|
ability.shieldarc = Lichtbogenschild
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Heilungsunterdrückungsfeld
|
ability.suppressionfield = Heilungsunterdrückungsfeld
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Energiefeld
|
ability.energyfield = Energiefeld
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = Nur Kernablage möglich
|
bar.onlycoredeposit = Nur Kernablage möglich
|
||||||
|
|
||||||
@@ -1133,7 +1185,7 @@ setting.sfxvol.name = Audioeffekt-Lautstärke
|
|||||||
setting.mutesound.name = Audioeffekte stummschalten
|
setting.mutesound.name = Audioeffekte stummschalten
|
||||||
setting.crashreport.name = Anonyme Absturzberichte senden
|
setting.crashreport.name = Anonyme Absturzberichte senden
|
||||||
setting.savecreate.name = Automatisch speichern
|
setting.savecreate.name = Automatisch speichern
|
||||||
setting.publichost.name = Öffentliche Sichtbarkeit des Spiels
|
setting.steampublichost.name = Public Game Visibility
|
||||||
setting.playerlimit.name = Spielerbegrenzung
|
setting.playerlimit.name = Spielerbegrenzung
|
||||||
setting.chatopacity.name = Chat-Deckkraft
|
setting.chatopacity.name = Chat-Deckkraft
|
||||||
setting.lasersopacity.name = Power-Laser-Deckkraft
|
setting.lasersopacity.name = Power-Laser-Deckkraft
|
||||||
@@ -1179,15 +1231,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.rebuild_select.name = Region wiederaufbauen
|
keybind.rebuild_select.name = Region wiederaufbauen
|
||||||
keybind.schematic_select.name = Bereich auswählen
|
keybind.schematic_select.name = Bereich auswählen
|
||||||
keybind.schematic_menu.name = Entwurfsmenü
|
keybind.schematic_menu.name = Entwurfsmenü
|
||||||
@@ -1285,6 +1338,7 @@ rules.unitdamagemultiplier = Einheit-Schaden-Multiplikator
|
|||||||
rules.unitcrashdamagemultiplier = Einheiten-Absturzschaden-Multiplikator
|
rules.unitcrashdamagemultiplier = Einheiten-Absturzschaden-Multiplikator
|
||||||
rules.solarmultiplier = Solarstrom-Multiplikator
|
rules.solarmultiplier = Solarstrom-Multiplikator
|
||||||
rules.unitcapvariable = Kerne zählen zum Einheiten-Limit dazu
|
rules.unitcapvariable = Kerne zählen zum Einheiten-Limit dazu
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Einheiten-Limit
|
rules.unitcap = Einheiten-Limit
|
||||||
rules.limitarea = Kartenbereich begrenzen
|
rules.limitarea = Kartenbereich begrenzen
|
||||||
rules.enemycorebuildradius = Bauverbot-Radius durch feindlichen Kern:[lightgray] (Kacheln)
|
rules.enemycorebuildradius = Bauverbot-Radius durch feindlichen Kern:[lightgray] (Kacheln)
|
||||||
@@ -1317,6 +1371,8 @@ rules.weather = Wetter
|
|||||||
rules.weather.frequency = Häufigkeit:
|
rules.weather.frequency = Häufigkeit:
|
||||||
rules.weather.always = Immer
|
rules.weather.always = Immer
|
||||||
rules.weather.duration = Dauer:
|
rules.weather.duration = Dauer:
|
||||||
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = Materialien
|
content.item.name = Materialien
|
||||||
content.liquid.name = Flüssigkeiten
|
content.liquid.name = Flüssigkeiten
|
||||||
@@ -1538,6 +1594,7 @@ block.inverted-sorter.name = Invertierter Sortierer
|
|||||||
block.message.name = Nachricht
|
block.message.name = Nachricht
|
||||||
block.reinforced-message.name = Verstärkte Nachricht
|
block.reinforced-message.name = Verstärkte Nachricht
|
||||||
block.world-message.name = Weltnachricht
|
block.world-message.name = Weltnachricht
|
||||||
|
block.world-switch.name = World Switch
|
||||||
block.illuminator.name = Illuminierer
|
block.illuminator.name = Illuminierer
|
||||||
block.overflow-gate.name = Überlauftor
|
block.overflow-gate.name = Überlauftor
|
||||||
block.underflow-gate.name = Unterlauftor
|
block.underflow-gate.name = Unterlauftor
|
||||||
@@ -1780,7 +1837,6 @@ block.disperse.name = Streu
|
|||||||
block.afflict.name = Afflikt
|
block.afflict.name = Afflikt
|
||||||
block.lustre.name = Lustre
|
block.lustre.name = Lustre
|
||||||
block.scathe.name = Skate
|
block.scathe.name = Skate
|
||||||
block.fabricator.name = Hersteller
|
|
||||||
block.tank-refabricator.name = Panzerverbesserer
|
block.tank-refabricator.name = Panzerverbesserer
|
||||||
block.mech-refabricator.name = Mechverbesserer
|
block.mech-refabricator.name = Mechverbesserer
|
||||||
block.ship-refabricator.name = Schiffverbesserer
|
block.ship-refabricator.name = Schiffverbesserer
|
||||||
@@ -1903,6 +1959,7 @@ onset.turrets = Einheiten sind effektiv, aber [accent]Geschütze[] sind beim Ver
|
|||||||
onset.turretammo = Versorge das Geschütz mit [accent]Berylliummunition[].
|
onset.turretammo = Versorge das Geschütz mit [accent]Berylliummunition[].
|
||||||
onset.walls = [accent]Mauern[] können andere Blöcke vor Schaden schützen.\nBaue \uf6ee [accent]Berylliummauern[] um die Geschütze.
|
onset.walls = [accent]Mauern[] können andere Blöcke vor Schaden schützen.\nBaue \uf6ee [accent]Berylliummauern[] um die Geschütze.
|
||||||
onset.enemies = Feinde kommen bald, bereite dich vor.
|
onset.enemies = Feinde kommen bald, bereite dich vor.
|
||||||
|
onset.defenses = [accent]Set up defenses:[lightgray] {0}
|
||||||
onset.attack = Der Feid ist verwundbar. Greife ihn an.
|
onset.attack = Der Feid ist verwundbar. Greife ihn an.
|
||||||
onset.cores = Neue Kerne können auf [accent]Kernzonen[] platziert werden.\nNeue Kerne funktionieren als Außenposten und haben alle Zugriff auf dasselbe Kerninventar.\nBaue einen \uf725 Kern.
|
onset.cores = Neue Kerne können auf [accent]Kernzonen[] platziert werden.\nNeue Kerne funktionieren als Außenposten und haben alle Zugriff auf dasselbe Kerninventar.\nBaue einen \uf725 Kern.
|
||||||
onset.detect = Der Feind wird dich in zwei Minuten entdecken.\nStelle Verteidigung, Bergbau und Produktion auf.
|
onset.detect = Der Feind wird dich in zwei Minuten entdecken.\nStelle Verteidigung, Bergbau und Produktion auf.
|
||||||
@@ -2110,7 +2167,6 @@ block.logic-display.description = Zeigt mithilfe eines Prozessors Beliebiges an.
|
|||||||
block.large-logic-display.description = Zeigt mithilfe eines Prozessors Beliebiges an.
|
block.large-logic-display.description = Zeigt mithilfe eines Prozessors Beliebiges an.
|
||||||
block.interplanetary-accelerator.description = Ein Riesen-Railgun-Turm, der mithilfe des Elektromagnetismus Kerne auf die nötige Geschwindigkeit bringt, um interplanetarisches Reisen zu ermöglichen.
|
block.interplanetary-accelerator.description = Ein Riesen-Railgun-Turm, der mithilfe des Elektromagnetismus Kerne auf die nötige Geschwindigkeit bringt, um interplanetarisches Reisen zu ermöglichen.
|
||||||
block.repair-turret.description = Heilt durchgehend die nächste befreundete, beschädigte Einheit in der Umgebung. Verwendet optional Kühlung.
|
block.repair-turret.description = Heilt durchgehend die nächste befreundete, beschädigte Einheit in der Umgebung. Verwendet optional Kühlung.
|
||||||
block.payload-propulsion-tower.description = Frachttransportationsturm mit hoher Reichweite. Schießt Fracht zu verbundenen Türmen.
|
|
||||||
|
|
||||||
#Erekir
|
#Erekir
|
||||||
block.core-bastion.description = Kern der Basis. Gepanzert. Einmal zerstört, ist jeglicher Kontakt zum Sektor verloren.
|
block.core-bastion.description = Kern der Basis. Gepanzert. Einmal zerstört, ist jeglicher Kontakt zum Sektor verloren.
|
||||||
@@ -2148,7 +2204,6 @@ block.impact-drill.description = Baut unbefristet Erze in Schüben aus dem Boden
|
|||||||
block.eruption-drill.description = Ein verbesserter Schlagbohrer. Kann Thorium abbauen. Benötigt Wasserstoff.
|
block.eruption-drill.description = Ein verbesserter Schlagbohrer. Kann Thorium abbauen. Benötigt Wasserstoff.
|
||||||
block.reinforced-conduit.description = Transportiert Flüssigkeiten. Nimmt von nicht-Kanälen nur von hinten an.
|
block.reinforced-conduit.description = Transportiert Flüssigkeiten. Nimmt von nicht-Kanälen nur von hinten an.
|
||||||
block.reinforced-liquid-router.description = Verteilt Flüssigkeiten gleichmäßig auf bis zu drei Richtungen.
|
block.reinforced-liquid-router.description = Verteilt Flüssigkeiten gleichmäßig auf bis zu drei Richtungen.
|
||||||
block.reinforced-junction.description = Kann als Brücke für zwei sich kreuzende Kanäle verwendet werden.
|
|
||||||
block.reinforced-liquid-tank.description = Lagert eine große Menge an Flüssigkeiten.
|
block.reinforced-liquid-tank.description = Lagert eine große Menge an Flüssigkeiten.
|
||||||
block.reinforced-liquid-container.description = Lagert eine beträchtliche Menge an Flüssigkeiten.
|
block.reinforced-liquid-container.description = Lagert eine beträchtliche Menge an Flüssigkeiten.
|
||||||
block.reinforced-bridge-conduit.description = Transportiert Flüssigkeiten über Blöcke und Terrain.
|
block.reinforced-bridge-conduit.description = Transportiert Flüssigkeiten über Blöcke und Terrain.
|
||||||
@@ -2269,6 +2324,7 @@ unit.emanate.description = Baut Blöcke, um den Akropolis-Kern zu beschützen. H
|
|||||||
lst.read = Liest einen Wert aus einer verbundenen Speicherzelle.
|
lst.read = Liest einen Wert aus einer verbundenen Speicherzelle.
|
||||||
lst.write = Schreibt eine Zahl in einer verbundene Speicherzelle.
|
lst.write = Schreibt eine Zahl in einer verbundene Speicherzelle.
|
||||||
lst.print = Fügt Text zum Textspeicher hinzu.\nZeigt nichts an, bis [accent]Print Flush[] verwendet wird.
|
lst.print = Fügt Text zum Textspeicher hinzu.\nZeigt nichts an, bis [accent]Print Flush[] verwendet wird.
|
||||||
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Fügt eine [accent]Draw[]-Aufgabe zum Bildspeicher hinzu.\nZeigt nichts an, bis [accent]Draw Flush[] verwendet wird.
|
lst.draw = Fügt eine [accent]Draw[]-Aufgabe zum Bildspeicher hinzu.\nZeigt nichts an, bis [accent]Draw Flush[] verwendet wird.
|
||||||
lst.drawflush = Druckt [accent]Draw[]-Aufgaben aus dem Bildspeicher auf einen Bildschirm.
|
lst.drawflush = Druckt [accent]Draw[]-Aufgaben aus dem Bildspeicher auf einen Bildschirm.
|
||||||
lst.printflush = Druckt [accent]Print[]-Aufgaben aus dem Textspeicher auf einen Nachrichtenblock.
|
lst.printflush = Druckt [accent]Print[]-Aufgaben aus dem Textspeicher auf einen Nachrichtenblock.
|
||||||
@@ -2291,6 +2347,8 @@ lst.getblock = Lese Tile-Daten von jedem Standort.
|
|||||||
lst.setblock = Setze Tile-Daten an jedem Standort.
|
lst.setblock = Setze Tile-Daten an jedem Standort.
|
||||||
lst.spawnunit = Einheit an einem Standort erstellen.
|
lst.spawnunit = Einheit an einem Standort erstellen.
|
||||||
lst.applystatus = Füge einer Einheit einen Effekt hinzu oder entferne ihn.
|
lst.applystatus = Füge einer Einheit einen Effekt hinzu oder entferne ihn.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Schickt die nächste Welle.
|
lst.spawnwave = Schickt die nächste Welle.
|
||||||
lst.explosion = Erstellt an einer beliebigen Stelle eine Explosion.
|
lst.explosion = Erstellt an einer beliebigen Stelle eine Explosion.
|
||||||
lst.setrate = Setzt die Ausführungsgeschwindigkeit von Prozessoren in Anweisungen/tick.
|
lst.setrate = Setzt die Ausführungsgeschwindigkeit von Prozessoren in Anweisungen/tick.
|
||||||
@@ -2306,6 +2364,43 @@ lst.effect = Create a particle effect.
|
|||||||
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
||||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||||
|
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||||
|
lglobal.false = 0
|
||||||
|
lglobal.true = 1
|
||||||
|
lglobal.null = null
|
||||||
|
lglobal.@pi = The mathematical constant pi (3.141...)
|
||||||
|
lglobal.@e = The mathematical constant e (2.718...)
|
||||||
|
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
||||||
|
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
||||||
|
lglobal.@time = Playtime of current save, in milliseconds
|
||||||
|
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
||||||
|
lglobal.@second = Playtime of current save, in seconds
|
||||||
|
lglobal.@minute = Playtime of current save, in minutes
|
||||||
|
lglobal.@waveNumber = Current wave number, if waves are enabled
|
||||||
|
lglobal.@waveTime = Countdown timer for waves, in seconds
|
||||||
|
lglobal.@mapw = Map width in tiles
|
||||||
|
lglobal.@maph = Map height in tiles
|
||||||
|
lglobal.sectionMap = Map
|
||||||
|
lglobal.sectionGeneral = General
|
||||||
|
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
||||||
|
lglobal.sectionProcessor = Processor
|
||||||
|
lglobal.sectionLookup = Lookup
|
||||||
|
lglobal.@this = The logic block executing the code
|
||||||
|
lglobal.@thisx = X coordinate of block executing the code
|
||||||
|
lglobal.@thisy = Y coordinate of block executing the code
|
||||||
|
lglobal.@links = Total number of blocks linked to this processors
|
||||||
|
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
||||||
|
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
||||||
|
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
||||||
|
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
||||||
|
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
||||||
|
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
||||||
|
lglobal.@client = True if the code is running on a client connected to a server
|
||||||
|
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
||||||
|
lglobal.@clientUnit = Unit of client running the code
|
||||||
|
lglobal.@clientName = Player name of client running the code
|
||||||
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
|
|
||||||
logic.nounitbuild = [red]Logik, die Blöcke baut, ist hier nicht erlaubt.
|
logic.nounitbuild = [red]Logik, die Blöcke baut, ist hier nicht erlaubt.
|
||||||
|
|
||||||
@@ -2349,6 +2444,7 @@ graphicstype.poly = Füllt ein gleichmäßiges Polygon.
|
|||||||
graphicstype.linepoly = Zeichnet den Umriss eines gleichmäßigen Polygons.
|
graphicstype.linepoly = Zeichnet den Umriss eines gleichmäßigen Polygons.
|
||||||
graphicstype.triangle = Zeichnet ein Dreieck.
|
graphicstype.triangle = Zeichnet ein Dreieck.
|
||||||
graphicstype.image = Zeichnet ein Bild von einem englischen Namen.\nz.B. [accent]@router[] oder [accent]@dagger[].
|
graphicstype.image = Zeichnet ein Bild von einem englischen Namen.\nz.B. [accent]@router[] oder [accent]@dagger[].
|
||||||
|
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
||||||
|
|
||||||
lenum.always = Immer.
|
lenum.always = Immer.
|
||||||
lenum.idiv = Division mit ganzen Zahlen.
|
lenum.idiv = Division mit ganzen Zahlen.
|
||||||
@@ -2457,3 +2553,10 @@ lenum.build = Einen Block bauen.
|
|||||||
lenum.getblock = Gibt den Boden- und Blocktyp an den Koordinaten zurück.\nEinheiten müssen nah genug dran sein.\nFeste nicht-Blöcke sind [accent]@solid[].
|
lenum.getblock = Gibt den Boden- und Blocktyp an den Koordinaten zurück.\nEinheiten müssen nah genug dran sein.\nFeste nicht-Blöcke sind [accent]@solid[].
|
||||||
lenum.within = Prüft, ob eine Einheit in einem Radius um einen Punkt ist.
|
lenum.within = Prüft, ob eine Einheit in einem Radius um einen Punkt ist.
|
||||||
lenum.boost = Aktiviert / deaktiviert den Boost.
|
lenum.boost = Aktiviert / deaktiviert den Boost.
|
||||||
|
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||||
|
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
||||||
|
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
||||||
|
lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
||||||
|
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||||||
|
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
||||||
|
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
||||||
|
|||||||
@@ -438,6 +438,7 @@ editor.waves = Oleadas:
|
|||||||
editor.rules = Normas:
|
editor.rules = Normas:
|
||||||
editor.generation = Generación:
|
editor.generation = Generación:
|
||||||
editor.objectives = Objetivos
|
editor.objectives = Objetivos
|
||||||
|
editor.locales = Locale Bundles
|
||||||
editor.ingame = Editar desde la nave
|
editor.ingame = Editar desde la nave
|
||||||
editor.playtest = Probar mapa
|
editor.playtest = Probar mapa
|
||||||
editor.publish.workshop = Publicar en Steam Workshop
|
editor.publish.workshop = Publicar en Steam Workshop
|
||||||
@@ -494,6 +495,7 @@ editor.default = [lightgray]<Por defecto>
|
|||||||
details = Detalles...
|
details = Detalles...
|
||||||
edit = Editar...
|
edit = Editar...
|
||||||
variables = Variables
|
variables = Variables
|
||||||
|
logic.globals = Built-in Variables
|
||||||
editor.name = Nombre:
|
editor.name = Nombre:
|
||||||
editor.spawn = Generar unidad
|
editor.spawn = Generar unidad
|
||||||
editor.removeunit = Eliminar unidad
|
editor.removeunit = Eliminar unidad
|
||||||
@@ -505,6 +507,7 @@ editor.errorlegacy = Este mapa es demasiado antiguo y usa un formato obsoleto.
|
|||||||
editor.errornot = Esto no es un fichero de mapa.
|
editor.errornot = Esto no es un fichero de mapa.
|
||||||
editor.errorheader = Este mapa no es válido o está corrupto.
|
editor.errorheader = Este mapa no es válido o está corrupto.
|
||||||
editor.errorname = El mapa no tiene un nombre definido. ¿Estás intentando cargar un fichero de guardado?
|
editor.errorname = El mapa no tiene un nombre definido. ¿Estás intentando cargar un fichero de guardado?
|
||||||
|
editor.errorlocales = Error reading invalid locale bundles.
|
||||||
editor.update = Actualizar
|
editor.update = Actualizar
|
||||||
editor.randomize = Aleatorizar
|
editor.randomize = Aleatorizar
|
||||||
editor.moveup = Subir
|
editor.moveup = Subir
|
||||||
@@ -516,6 +519,7 @@ editor.sectorgenerate = Generación de sector
|
|||||||
editor.resize = Redimensionar
|
editor.resize = Redimensionar
|
||||||
editor.loadmap = Cargar mapa
|
editor.loadmap = Cargar mapa
|
||||||
editor.savemap = Guardar mapa
|
editor.savemap = Guardar mapa
|
||||||
|
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
|
||||||
editor.saved = ¡Guardado!
|
editor.saved = ¡Guardado!
|
||||||
editor.save.noname = ¡Tu mapa no tiene un nombre! Ponle uno en el menú "Info del Mapa".
|
editor.save.noname = ¡Tu mapa no tiene un nombre! Ponle uno en el menú "Info del Mapa".
|
||||||
editor.save.overwrite = ¡Tu mapa sobrescribe uno ya incorporado! Elige un nombre diferente en el menú 'Info del Mapa'.
|
editor.save.overwrite = ¡Tu mapa sobrescribe uno ya incorporado! Elige un nombre diferente en el menú 'Info del Mapa'.
|
||||||
@@ -603,6 +607,23 @@ filter.option.floor2 = Terreno secundario
|
|||||||
filter.option.threshold2 = Umbral secundario
|
filter.option.threshold2 = Umbral secundario
|
||||||
filter.option.radius = Radio
|
filter.option.radius = Radio
|
||||||
filter.option.percentile = Percentil
|
filter.option.percentile = Percentil
|
||||||
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
|
locales.applytoall = Apply Changes To All Locales
|
||||||
|
locales.addtoother = Add To Other Locales
|
||||||
|
locales.rollback = Rollback to last applied
|
||||||
|
locales.filter = Property filter
|
||||||
|
locales.searchname = Search name...
|
||||||
|
locales.searchvalue = Search value...
|
||||||
|
locales.searchlocale = Search locale...
|
||||||
|
locales.byname = By name
|
||||||
|
locales.byvalue = By value
|
||||||
|
locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
|
||||||
|
locales.showmissing = Show properties that are missing in some locales
|
||||||
|
locales.showsame = Show properties that have same values in different locales
|
||||||
|
locales.viewproperty = View in all locales
|
||||||
|
locales.viewing = Viewing property "{0}"
|
||||||
|
locales.addicon = Add Icon
|
||||||
|
|
||||||
width = Ancho:
|
width = Ancho:
|
||||||
height = Alto:
|
height = Alto:
|
||||||
@@ -655,10 +676,12 @@ objective.commandmode.name = Modo comando
|
|||||||
objective.flag.name = Bandera
|
objective.flag.name = Bandera
|
||||||
|
|
||||||
marker.shapetext.name = Forma del texto
|
marker.shapetext.name = Forma del texto
|
||||||
marker.minimap.name = Minimapa
|
marker.point.name = Point
|
||||||
marker.shape.name = Forma
|
marker.shape.name = Forma
|
||||||
marker.text.name = Texto
|
marker.text.name = Texto
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
|
|
||||||
marker.background = Fondo
|
marker.background = Fondo
|
||||||
marker.outline = Bordes
|
marker.outline = Bordes
|
||||||
@@ -709,7 +732,7 @@ error.any = Error de red desconocido.
|
|||||||
error.bloom = Error al cargar el efecto de bloom.\nPuede que tu dispositivo no sea compatible con esta característica.
|
error.bloom = Error al cargar el efecto de bloom.\nPuede que tu dispositivo no sea compatible con esta característica.
|
||||||
|
|
||||||
weather.rain.name = Lluvia
|
weather.rain.name = Lluvia
|
||||||
weather.snow.name = Nieve
|
weather.snowing.name = Nieve
|
||||||
weather.sandstorm.name = Tormenta de arena
|
weather.sandstorm.name = Tormenta de arena
|
||||||
weather.sporestorm.name = Tormenta de esporas
|
weather.sporestorm.name = Tormenta de esporas
|
||||||
weather.fog.name = Niebla
|
weather.fog.name = Niebla
|
||||||
@@ -745,8 +768,8 @@ sector.curlost = Sector perdido
|
|||||||
sector.missingresources = [scarlet]Recursos insuficientes en el núcleo
|
sector.missingresources = [scarlet]Recursos insuficientes en el núcleo
|
||||||
sector.attacked = ¡Sector [accent]{0}[white] bajo ataque!
|
sector.attacked = ¡Sector [accent]{0}[white] bajo ataque!
|
||||||
sector.lost = ¡Sector [accent]{0}[white] perdido!
|
sector.lost = ¡Sector [accent]{0}[white] perdido!
|
||||||
#nota: El espacio que falta en la línea inferior (antes de "capturado") es intencional:
|
sector.capture = Sector [accent]{0}[white]Captured!
|
||||||
sector.captured = ¡Sector [accent]{0}[white]capturado!
|
sector.capture.current = Sector Captured!
|
||||||
sector.changeicon = Cambiar icono
|
sector.changeicon = Cambiar icono
|
||||||
sector.noswitch.title = No se pueden cambiar los sectores
|
sector.noswitch.title = No se pueden cambiar los sectores
|
||||||
sector.noswitch = Tal vez no puedas cambiar de sector mientras se encuentre bajo ataque.\n\nSector: [accent]{0}[] en [accent]{1}[]
|
sector.noswitch = Tal vez no puedas cambiar de sector mientras se encuentre bajo ataque.\n\nSector: [accent]{0}[] en [accent]{1}[]
|
||||||
@@ -969,17 +992,46 @@ stat.immunities = Inmune a
|
|||||||
stat.healing = Curación
|
stat.healing = Curación
|
||||||
|
|
||||||
ability.forcefield = Área de Escudo
|
ability.forcefield = Área de Escudo
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = Área de Reparación
|
ability.repairfield = Área de Reparación
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = Área de Potenciación
|
ability.statusfield = Área de Potenciación
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = Fábrica
|
ability.unitspawn = Fábrica
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Área de Regeneración de Armaduras
|
ability.shieldregenfield = Área de Regeneración de Armaduras
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Movimiento Relámpago
|
ability.movelightning = Movimiento Relámpago
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Sector de Escudo
|
ability.shieldarc = Sector de Escudo
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Área de Bloqueo de Regeneración
|
ability.suppressionfield = Área de Bloqueo de Regeneración
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Campo de Energía
|
ability.energyfield = Campo de Energía
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = Sólo se permite depositar en el núcleo
|
bar.onlycoredeposit = Sólo se permite depositar en el núcleo
|
||||||
bar.drilltierreq = Requiere un taladro mejor
|
bar.drilltierreq = Requiere un taladro mejor
|
||||||
@@ -1129,7 +1181,7 @@ setting.sfxvol.name = Volumen del sonido
|
|||||||
setting.mutesound.name = Silenciar sonido
|
setting.mutesound.name = Silenciar sonido
|
||||||
setting.crashreport.name = Enviar registros de errores anónimos
|
setting.crashreport.name = Enviar registros de errores anónimos
|
||||||
setting.savecreate.name = Guardado automático
|
setting.savecreate.name = Guardado automático
|
||||||
setting.publichost.name = Visibilidad pública de la partida
|
setting.steampublichost.name = Public Game Visibility
|
||||||
setting.playerlimit.name = Limite de jugadores
|
setting.playerlimit.name = Limite de jugadores
|
||||||
setting.chatopacity.name = Opacidad del chat
|
setting.chatopacity.name = Opacidad del chat
|
||||||
setting.lasersopacity.name = Opacidad de láseres energía
|
setting.lasersopacity.name = Opacidad de láseres energía
|
||||||
@@ -1175,15 +1227,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.rebuild_select.name = Reconstruir región
|
keybind.rebuild_select.name = Reconstruir región
|
||||||
keybind.schematic_select.name = Seleccionar región
|
keybind.schematic_select.name = Seleccionar región
|
||||||
keybind.schematic_menu.name = Menú de esquemas
|
keybind.schematic_menu.name = Menú de esquemas
|
||||||
@@ -1281,6 +1334,7 @@ rules.unitdamagemultiplier = Multiplicador de daño de unidades
|
|||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.solarmultiplier = Multiplicador de energía solar
|
rules.solarmultiplier = Multiplicador de energía solar
|
||||||
rules.unitcapvariable = Las categorías del núcleo alteran el límite máximo de unidades
|
rules.unitcapvariable = Las categorías del núcleo alteran el límite máximo de unidades
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Límite base de unidades
|
rules.unitcap = Límite base de unidades
|
||||||
rules.limitarea = Limitar área del mapa
|
rules.limitarea = Limitar área del mapa
|
||||||
rules.enemycorebuildradius = Radio de zona anti-construcción del núcleo enemigo:[lightgray] (bloques)
|
rules.enemycorebuildradius = Radio de zona anti-construcción del núcleo enemigo:[lightgray] (bloques)
|
||||||
@@ -1313,6 +1367,8 @@ rules.weather = Clima
|
|||||||
rules.weather.frequency = Frecuencia:
|
rules.weather.frequency = Frecuencia:
|
||||||
rules.weather.always = Siempre
|
rules.weather.always = Siempre
|
||||||
rules.weather.duration = Duracion:
|
rules.weather.duration = Duracion:
|
||||||
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = Objetos
|
content.item.name = Objetos
|
||||||
content.liquid.name = Líquidos
|
content.liquid.name = Líquidos
|
||||||
@@ -1534,6 +1590,7 @@ block.inverted-sorter.name = Clasificador invertido
|
|||||||
block.message.name = Mensaje
|
block.message.name = Mensaje
|
||||||
block.reinforced-message.name = Mensaje reforzado
|
block.reinforced-message.name = Mensaje reforzado
|
||||||
block.world-message.name = Mensaje estático
|
block.world-message.name = Mensaje estático
|
||||||
|
block.world-switch.name = World Switch
|
||||||
block.illuminator.name = Iluminador
|
block.illuminator.name = Iluminador
|
||||||
block.overflow-gate.name = Compuerta de desborde
|
block.overflow-gate.name = Compuerta de desborde
|
||||||
block.underflow-gate.name = Compuerta de subdesbordamiento
|
block.underflow-gate.name = Compuerta de subdesbordamiento
|
||||||
@@ -1776,7 +1833,6 @@ block.disperse.name = Disperse
|
|||||||
block.afflict.name = Afflict
|
block.afflict.name = Afflict
|
||||||
block.lustre.name = Lustre
|
block.lustre.name = Lustre
|
||||||
block.scathe.name = Scathe
|
block.scathe.name = Scathe
|
||||||
block.fabricator.name = Fabricador
|
|
||||||
block.tank-refabricator.name = Refabricador de tanques
|
block.tank-refabricator.name = Refabricador de tanques
|
||||||
block.mech-refabricator.name = Refabricador de mechs
|
block.mech-refabricator.name = Refabricador de mechs
|
||||||
block.ship-refabricator.name = Refabricador de aeronaves
|
block.ship-refabricator.name = Refabricador de aeronaves
|
||||||
@@ -1896,6 +1952,7 @@ onset.turrets = Las unidades son efectivas, pero las [accent]torretas[] pueden o
|
|||||||
onset.turretammo = Suministra [accent]munición de berilio[] a la torreta.
|
onset.turretammo = Suministra [accent]munición de berilio[] a la torreta.
|
||||||
onset.walls = Los [accent]muros[] pueden evitar que las estructuras reciban daño.\nColoca unos \uf6ee [accent]muros de berilio[] alrededor de la torreta.
|
onset.walls = Los [accent]muros[] pueden evitar que las estructuras reciban daño.\nColoca unos \uf6ee [accent]muros de berilio[] alrededor de la torreta.
|
||||||
onset.enemies = Se aproxima un enemigo, prepárate para defenderte.
|
onset.enemies = Se aproxima un enemigo, prepárate para defenderte.
|
||||||
|
onset.defenses = [accent]Set up defenses:[lightgray] {0}
|
||||||
onset.attack = El enemigo es ahora vulnerable. Contraataca.
|
onset.attack = El enemigo es ahora vulnerable. Contraataca.
|
||||||
onset.cores = Se pueden colocar nuevos núcleos sobre las [accent]zonas de núcleo[].\nLos núcleos adicionales funcionan como bases avanzadas y comparten el inventario de recursos con otros núcleos.\nColoca un \uf725 núcleo.
|
onset.cores = Se pueden colocar nuevos núcleos sobre las [accent]zonas de núcleo[].\nLos núcleos adicionales funcionan como bases avanzadas y comparten el inventario de recursos con otros núcleos.\nColoca un \uf725 núcleo.
|
||||||
onset.detect = El enemigo te detectará en 2 minutos.\nEstablece sistemas de defensa, minería, y producción.
|
onset.detect = El enemigo te detectará en 2 minutos.\nEstablece sistemas de defensa, minería, y producción.
|
||||||
@@ -2102,7 +2159,6 @@ block.logic-display.description = Muestra gráficos arbitrarios dibujados desde
|
|||||||
block.large-logic-display.description = Muestra gráficos arbitrarios dibujados desde un procesador lógico.
|
block.large-logic-display.description = Muestra gráficos arbitrarios dibujados desde un procesador lógico.
|
||||||
block.interplanetary-accelerator.description = Una torre de proyección electromagnética masiva. Acelera núcleos hasta la velocidad necesaria para escapar del campo gravitatorio del planeta, habilitando el despliegue interplanetario.
|
block.interplanetary-accelerator.description = Una torre de proyección electromagnética masiva. Acelera núcleos hasta la velocidad necesaria para escapar del campo gravitatorio del planeta, habilitando el despliegue interplanetario.
|
||||||
block.repair-turret.description = Repara continuamente la unidad dañada más cercana dentro de su alcance. Opcionalmente acepta refrigerante.
|
block.repair-turret.description = Repara continuamente la unidad dañada más cercana dentro de su alcance. Opcionalmente acepta refrigerante.
|
||||||
block.payload-propulsion-tower.description = Estructura que permite transportar otras estructuras a largo alcance. Dispara cargas, tales como unidades o bloques hasta otras torres de propulsión elazadas.
|
|
||||||
|
|
||||||
# Erekir
|
# Erekir
|
||||||
block.core-bastion.description = Núcleo de la base. Blindado. Una vez destruido, se pierde toda comunicación con el sector.
|
block.core-bastion.description = Núcleo de la base. Blindado. Una vez destruido, se pierde toda comunicación con el sector.
|
||||||
@@ -2140,7 +2196,6 @@ block.impact-drill.description = Si se coloca sobre un mineral, extraerá ráfag
|
|||||||
block.eruption-drill.description = Un taladro de impacto mejorado, capaz de extraer torio. Requiere hidrógeno.
|
block.eruption-drill.description = Un taladro de impacto mejorado, capaz de extraer torio. Requiere hidrógeno.
|
||||||
block.reinforced-conduit.description = Mueve fluidos en una dirección. Sus lados no se conectarán con otros tipos de bloques, salvo que también sean tuberías.
|
block.reinforced-conduit.description = Mueve fluidos en una dirección. Sus lados no se conectarán con otros tipos de bloques, salvo que también sean tuberías.
|
||||||
block.reinforced-liquid-router.description = Distribuye fluidos equitativamente en todas direcciones.
|
block.reinforced-liquid-router.description = Distribuye fluidos equitativamente en todas direcciones.
|
||||||
block.reinforced-junction.description = Funciona como un puente para dos tuberías que se cruzan.
|
|
||||||
block.reinforced-liquid-tank.description = Almacena una gran cantidad de fluidos.
|
block.reinforced-liquid-tank.description = Almacena una gran cantidad de fluidos.
|
||||||
block.reinforced-liquid-container.description = Almacena una cantidad considerable de fluidos.
|
block.reinforced-liquid-container.description = Almacena una cantidad considerable de fluidos.
|
||||||
block.reinforced-bridge-conduit.description = Transporta fluidos sobre el terreno o estructuras.
|
block.reinforced-bridge-conduit.description = Transporta fluidos sobre el terreno o estructuras.
|
||||||
@@ -2262,6 +2317,7 @@ unit.emanate.description = Construye estructuras para defender el núcleo Acropo
|
|||||||
lst.read = Lee un número desde una unidad de memoria conectada.
|
lst.read = Lee un número desde una unidad de memoria conectada.
|
||||||
lst.write = Escribe un número en una unidad de memoria conectada.
|
lst.write = Escribe un número en una unidad de memoria conectada.
|
||||||
lst.print = Añade texto a la cola para imprimir texto.\nNo mostrará nada hasta que se use [accent]Print Flush[].
|
lst.print = Añade texto a la cola para imprimir texto.\nNo mostrará nada hasta que se use [accent]Print Flush[].
|
||||||
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Añade una operación a la cola para dibujar.\nNo mostrará nada hasta que se use [accent]Draw Flush[].
|
lst.draw = Añade una operación a la cola para dibujar.\nNo mostrará nada hasta que se use [accent]Draw Flush[].
|
||||||
lst.drawflush = Muestra los datos en cola de operaciones [accent]Draw[] en un monitor gráfico.
|
lst.drawflush = Muestra los datos en cola de operaciones [accent]Draw[] en un monitor gráfico.
|
||||||
lst.printflush = Muestra los datos en cola de operaciones de [accent]Print[] en un bloque de mensaje.
|
lst.printflush = Muestra los datos en cola de operaciones de [accent]Print[] en un bloque de mensaje.
|
||||||
@@ -2284,6 +2340,8 @@ lst.getblock = Obtiene los datos de un bloque en cualquier lugar.
|
|||||||
lst.setblock = Cambia los datos de un bloque en cualquier lugar.
|
lst.setblock = Cambia los datos de un bloque en cualquier lugar.
|
||||||
lst.spawnunit = Crea una unidad en una localización.
|
lst.spawnunit = Crea una unidad en una localización.
|
||||||
lst.applystatus = Aplica o elimina un efecto de alteración de estado a una unidad.
|
lst.applystatus = Aplica o elimina un efecto de alteración de estado a una unidad.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Simula la aparición de una oleada de enemigos en una localización arbitraria.\nNo incrementará el contador de oleadas.
|
lst.spawnwave = Simula la aparición de una oleada de enemigos en una localización arbitraria.\nNo incrementará el contador de oleadas.
|
||||||
lst.explosion = Crea una explosión en una localización.
|
lst.explosion = Crea una explosión en una localización.
|
||||||
lst.setrate = Establece la velocidad de ejecución de los procesadores lógicos en formato instrucción/tick.
|
lst.setrate = Establece la velocidad de ejecución de los procesadores lógicos en formato instrucción/tick.
|
||||||
@@ -2299,6 +2357,43 @@ lst.effect = Create a particle effect.
|
|||||||
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
||||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||||
|
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||||
|
lglobal.false = 0
|
||||||
|
lglobal.true = 1
|
||||||
|
lglobal.null = null
|
||||||
|
lglobal.@pi = The mathematical constant pi (3.141...)
|
||||||
|
lglobal.@e = The mathematical constant e (2.718...)
|
||||||
|
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
||||||
|
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
||||||
|
lglobal.@time = Playtime of current save, in milliseconds
|
||||||
|
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
||||||
|
lglobal.@second = Playtime of current save, in seconds
|
||||||
|
lglobal.@minute = Playtime of current save, in minutes
|
||||||
|
lglobal.@waveNumber = Current wave number, if waves are enabled
|
||||||
|
lglobal.@waveTime = Countdown timer for waves, in seconds
|
||||||
|
lglobal.@mapw = Map width in tiles
|
||||||
|
lglobal.@maph = Map height in tiles
|
||||||
|
lglobal.sectionMap = Map
|
||||||
|
lglobal.sectionGeneral = General
|
||||||
|
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
||||||
|
lglobal.sectionProcessor = Processor
|
||||||
|
lglobal.sectionLookup = Lookup
|
||||||
|
lglobal.@this = The logic block executing the code
|
||||||
|
lglobal.@thisx = X coordinate of block executing the code
|
||||||
|
lglobal.@thisy = Y coordinate of block executing the code
|
||||||
|
lglobal.@links = Total number of blocks linked to this processors
|
||||||
|
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
||||||
|
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
||||||
|
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
||||||
|
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
||||||
|
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
||||||
|
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
||||||
|
lglobal.@client = True if the code is running on a client connected to a server
|
||||||
|
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
||||||
|
lglobal.@clientUnit = Unit of client running the code
|
||||||
|
lglobal.@clientName = Player name of client running the code
|
||||||
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
|
|
||||||
logic.nounitbuild = [red]No se permite construir bloques de categoría lógica.
|
logic.nounitbuild = [red]No se permite construir bloques de categoría lógica.
|
||||||
|
|
||||||
@@ -2342,6 +2437,7 @@ graphicstype.poly = Rellena un polígono regular.
|
|||||||
graphicstype.linepoly = Dibuja las aristas de un polígono regular.
|
graphicstype.linepoly = Dibuja las aristas de un polígono regular.
|
||||||
graphicstype.triangle = Rellena un triángulo.
|
graphicstype.triangle = Rellena un triángulo.
|
||||||
graphicstype.image = Dibuja una imagen de algún contenido.\nEjemplo: [accent]@router[] o [accent]@dagger[].
|
graphicstype.image = Dibuja una imagen de algún contenido.\nEjemplo: [accent]@router[] o [accent]@dagger[].
|
||||||
|
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
||||||
|
|
||||||
lenum.always = Siempre "true".
|
lenum.always = Siempre "true".
|
||||||
lenum.idiv = División de un número entero.
|
lenum.idiv = División de un número entero.
|
||||||
@@ -2450,3 +2546,10 @@ lenum.build = Construye una estructura.
|
|||||||
lenum.getblock = Obtiene la estructura y su categoría en unas coordenadas específicas.\nLa unidad debe estar en el rango de su posición.\nLos bloques no-construcciones tendrán el tipo [accent]@solid[].
|
lenum.getblock = Obtiene la estructura y su categoría en unas coordenadas específicas.\nLa unidad debe estar en el rango de su posición.\nLos bloques no-construcciones tendrán el tipo [accent]@solid[].
|
||||||
lenum.within = Comprueba si una unidad se encuentra cerca de una posición.
|
lenum.within = Comprueba si una unidad se encuentra cerca de una posición.
|
||||||
lenum.boost = Iniciar/Detener vuelo.
|
lenum.boost = Iniciar/Detener vuelo.
|
||||||
|
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||||
|
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
||||||
|
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
||||||
|
lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
||||||
|
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||||||
|
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
||||||
|
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
||||||
|
|||||||
@@ -434,6 +434,7 @@ editor.waves = Lahingulained:
|
|||||||
editor.rules = Reeglid:
|
editor.rules = Reeglid:
|
||||||
editor.generation = Genereerimine:
|
editor.generation = Genereerimine:
|
||||||
editor.objectives = Objectives
|
editor.objectives = Objectives
|
||||||
|
editor.locales = Locale Bundles
|
||||||
editor.ingame = Redigeeri mängus
|
editor.ingame = Redigeeri mängus
|
||||||
editor.playtest = Playtest
|
editor.playtest = Playtest
|
||||||
editor.publish.workshop = Avalda Workshop'is
|
editor.publish.workshop = Avalda Workshop'is
|
||||||
@@ -489,6 +490,7 @@ editor.default = [lightgray]<Vaikimisi>
|
|||||||
details = Üksikasjad...
|
details = Üksikasjad...
|
||||||
edit = Muuda...
|
edit = Muuda...
|
||||||
variables = Vars
|
variables = Vars
|
||||||
|
logic.globals = Built-in Variables
|
||||||
editor.name = Nimi:
|
editor.name = Nimi:
|
||||||
editor.spawn = Tekita väeüksus
|
editor.spawn = Tekita väeüksus
|
||||||
editor.removeunit = Eemalda väeüksus
|
editor.removeunit = Eemalda väeüksus
|
||||||
@@ -500,6 +502,7 @@ editor.errorlegacy = See maailmafail on liiga vana ja kasutab iganenud formaati,
|
|||||||
editor.errornot = See ei ole maailmafail.
|
editor.errornot = See ei ole maailmafail.
|
||||||
editor.errorheader = See maailmafail on ebasobiv või riknenud.
|
editor.errorheader = See maailmafail on ebasobiv või riknenud.
|
||||||
editor.errorname = Maailma nime pole täpsustatud.
|
editor.errorname = Maailma nime pole täpsustatud.
|
||||||
|
editor.errorlocales = Error reading invalid locale bundles.
|
||||||
editor.update = Uuenda
|
editor.update = Uuenda
|
||||||
editor.randomize = Juhuslikusta
|
editor.randomize = Juhuslikusta
|
||||||
editor.moveup = Move Up
|
editor.moveup = Move Up
|
||||||
@@ -511,6 +514,7 @@ editor.sectorgenerate = Sector Generate
|
|||||||
editor.resize = Suurus
|
editor.resize = Suurus
|
||||||
editor.loadmap = Lae maailm
|
editor.loadmap = Lae maailm
|
||||||
editor.savemap = Salvesta
|
editor.savemap = Salvesta
|
||||||
|
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
|
||||||
editor.saved = Salvestatud!
|
editor.saved = Salvestatud!
|
||||||
editor.save.noname = Su maailmal ei ole nime! Anna maailmale nimi, vajutades menüüs nupule "Üldinfo".
|
editor.save.noname = Su maailmal ei ole nime! Anna maailmale nimi, vajutades menüüs nupule "Üldinfo".
|
||||||
editor.save.overwrite = Sinu maailm kirjutaks üle sisse-ehitatud maailma! Anna maailmale teistsugune nimi, vajutades menüüs nupule "Üldinfo".
|
editor.save.overwrite = Sinu maailm kirjutaks üle sisse-ehitatud maailma! Anna maailmale teistsugune nimi, vajutades menüüs nupule "Üldinfo".
|
||||||
@@ -595,6 +599,23 @@ filter.option.floor2 = Teine põrand
|
|||||||
filter.option.threshold2 = Teine lävi
|
filter.option.threshold2 = Teine lävi
|
||||||
filter.option.radius = Raadius
|
filter.option.radius = Raadius
|
||||||
filter.option.percentile = Protsentiil
|
filter.option.percentile = Protsentiil
|
||||||
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
|
locales.applytoall = Apply Changes To All Locales
|
||||||
|
locales.addtoother = Add To Other Locales
|
||||||
|
locales.rollback = Rollback to last applied
|
||||||
|
locales.filter = Property filter
|
||||||
|
locales.searchname = Search name...
|
||||||
|
locales.searchvalue = Search value...
|
||||||
|
locales.searchlocale = Search locale...
|
||||||
|
locales.byname = By name
|
||||||
|
locales.byvalue = By value
|
||||||
|
locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
|
||||||
|
locales.showmissing = Show properties that are missing in some locales
|
||||||
|
locales.showsame = Show properties that have same values in different locales
|
||||||
|
locales.viewproperty = View in all locales
|
||||||
|
locales.viewing = Viewing property "{0}"
|
||||||
|
locales.addicon = Add Icon
|
||||||
|
|
||||||
width = Laius:
|
width = Laius:
|
||||||
height = Kõrgus:
|
height = Kõrgus:
|
||||||
@@ -645,10 +666,12 @@ objective.destroycore.name = Destroy Core
|
|||||||
objective.commandmode.name = Command Mode
|
objective.commandmode.name = Command Mode
|
||||||
objective.flag.name = Flag
|
objective.flag.name = Flag
|
||||||
marker.shapetext.name = Shape Text
|
marker.shapetext.name = Shape Text
|
||||||
marker.minimap.name = Minimap
|
marker.point.name = Point
|
||||||
marker.shape.name = Shape
|
marker.shape.name = Shape
|
||||||
marker.text.name = Text
|
marker.text.name = Text
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
marker.background = Background
|
marker.background = Background
|
||||||
marker.outline = Outline
|
marker.outline = Outline
|
||||||
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
||||||
@@ -695,7 +718,7 @@ error.any = Teadmata viga võrgus.
|
|||||||
error.bloom = Bloom-efekti lähtestamine ebaõnnestus.\nSinu seade ei pruugi seda efekti toetada.
|
error.bloom = Bloom-efekti lähtestamine ebaõnnestus.\nSinu seade ei pruugi seda efekti toetada.
|
||||||
|
|
||||||
weather.rain.name = Rain
|
weather.rain.name = Rain
|
||||||
weather.snow.name = Snow
|
weather.snowing.name = Snow
|
||||||
weather.sandstorm.name = Sandstorm
|
weather.sandstorm.name = Sandstorm
|
||||||
weather.sporestorm.name = Sporestorm
|
weather.sporestorm.name = Sporestorm
|
||||||
weather.fog.name = Fog
|
weather.fog.name = Fog
|
||||||
@@ -731,7 +754,8 @@ sector.curlost = Sector Lost
|
|||||||
sector.missingresources = [scarlet]Insufficient Core Resources
|
sector.missingresources = [scarlet]Insufficient Core Resources
|
||||||
sector.attacked = Sector [accent]{0}[white] under attack!
|
sector.attacked = Sector [accent]{0}[white] under attack!
|
||||||
sector.lost = Sector [accent]{0}[white] lost!
|
sector.lost = Sector [accent]{0}[white] lost!
|
||||||
sector.captured = Sector [accent]{0}[white]captured!
|
sector.capture = Sector [accent]{0}[white]Captured!
|
||||||
|
sector.capture.current = Sector Captured!
|
||||||
sector.changeicon = Change Icon
|
sector.changeicon = Change Icon
|
||||||
sector.noswitch.title = Unable to Switch Sectors
|
sector.noswitch.title = Unable to Switch Sectors
|
||||||
sector.noswitch = You may not switch sectors while an existing sector is under attack.\n\nSector: [accent]{0}[] on [accent]{1}[]
|
sector.noswitch = You may not switch sectors while an existing sector is under attack.\n\nSector: [accent]{0}[] on [accent]{1}[]
|
||||||
@@ -949,17 +973,46 @@ stat.immunities = Immunities
|
|||||||
stat.healing = Healing
|
stat.healing = Healing
|
||||||
|
|
||||||
ability.forcefield = Force Field
|
ability.forcefield = Force Field
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = Repair Field
|
ability.repairfield = Repair Field
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = Status Field
|
ability.statusfield = Status Field
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = Factory
|
ability.unitspawn = Factory
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Shield Regen Field
|
ability.shieldregenfield = Shield Regen Field
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Movement Lightning
|
ability.movelightning = Movement Lightning
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Shield Arc
|
ability.shieldarc = Shield Arc
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Regen Suppression Field
|
ability.suppressionfield = Regen Suppression Field
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Energy Field
|
ability.energyfield = Energy Field
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = Only Core Depositing Allowed
|
bar.onlycoredeposit = Only Core Depositing Allowed
|
||||||
|
|
||||||
@@ -1110,7 +1163,7 @@ setting.sfxvol.name = Heliefektide tugevus
|
|||||||
setting.mutesound.name = Vaigista heli
|
setting.mutesound.name = Vaigista heli
|
||||||
setting.crashreport.name = Saada automaatseid veateateid
|
setting.crashreport.name = Saada automaatseid veateateid
|
||||||
setting.savecreate.name = Loo automaatseid salvestisi
|
setting.savecreate.name = Loo automaatseid salvestisi
|
||||||
setting.publichost.name = Avaliku mängu nähtavus
|
setting.steampublichost.name = Public Game Visibility
|
||||||
setting.playerlimit.name = Player Limit
|
setting.playerlimit.name = Player Limit
|
||||||
setting.chatopacity.name = Vestlusakna läbipaistmatus
|
setting.chatopacity.name = Vestlusakna läbipaistmatus
|
||||||
setting.lasersopacity.name = Power Laser Opacity
|
setting.lasersopacity.name = Power Laser Opacity
|
||||||
@@ -1156,15 +1209,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.rebuild_select.name = Rebuild Region
|
keybind.rebuild_select.name = Rebuild Region
|
||||||
keybind.schematic_select.name = Select Region
|
keybind.schematic_select.name = Select Region
|
||||||
keybind.schematic_menu.name = Schematic Menu
|
keybind.schematic_menu.name = Schematic Menu
|
||||||
@@ -1262,6 +1316,7 @@ rules.unitdamagemultiplier = Väeüksuste hävitusvõime kordaja
|
|||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.solarmultiplier = Solar Power Multiplier
|
rules.solarmultiplier = Solar Power Multiplier
|
||||||
rules.unitcapvariable = Cores Contribute To Unit Cap
|
rules.unitcapvariable = Cores Contribute To Unit Cap
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Base Unit Cap
|
rules.unitcap = Base Unit Cap
|
||||||
rules.limitarea = Limit Map Area
|
rules.limitarea = Limit Map Area
|
||||||
rules.enemycorebuildradius = Vaenlaste tuumiku ehitistevaba ala raadius:[lightgray] (ühik)
|
rules.enemycorebuildradius = Vaenlaste tuumiku ehitistevaba ala raadius:[lightgray] (ühik)
|
||||||
@@ -1294,6 +1349,8 @@ rules.weather = Weather
|
|||||||
rules.weather.frequency = Frequency:
|
rules.weather.frequency = Frequency:
|
||||||
rules.weather.always = Always
|
rules.weather.always = Always
|
||||||
rules.weather.duration = Duration:
|
rules.weather.duration = Duration:
|
||||||
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = Ressursid
|
content.item.name = Ressursid
|
||||||
content.liquid.name = Vedelikud
|
content.liquid.name = Vedelikud
|
||||||
@@ -1511,6 +1568,7 @@ block.inverted-sorter.name = Inverted Sorter
|
|||||||
block.message.name = Sõnum
|
block.message.name = Sõnum
|
||||||
block.reinforced-message.name = Reinforced Message
|
block.reinforced-message.name = Reinforced Message
|
||||||
block.world-message.name = World Message
|
block.world-message.name = World Message
|
||||||
|
block.world-switch.name = World Switch
|
||||||
block.illuminator.name = Illuminator
|
block.illuminator.name = Illuminator
|
||||||
block.overflow-gate.name = Ülevooluvärav
|
block.overflow-gate.name = Ülevooluvärav
|
||||||
block.underflow-gate.name = Underflow Gate
|
block.underflow-gate.name = Underflow Gate
|
||||||
@@ -1751,7 +1809,6 @@ block.disperse.name = Disperse
|
|||||||
block.afflict.name = Afflict
|
block.afflict.name = Afflict
|
||||||
block.lustre.name = Lustre
|
block.lustre.name = Lustre
|
||||||
block.scathe.name = Scathe
|
block.scathe.name = Scathe
|
||||||
block.fabricator.name = Fabricator
|
|
||||||
block.tank-refabricator.name = Tank Refabricator
|
block.tank-refabricator.name = Tank Refabricator
|
||||||
block.mech-refabricator.name = Mech Refabricator
|
block.mech-refabricator.name = Mech Refabricator
|
||||||
block.ship-refabricator.name = Ship Refabricator
|
block.ship-refabricator.name = Ship Refabricator
|
||||||
@@ -1869,6 +1926,7 @@ onset.turrets = Units are effective, but [accent]turrets[] provide better defens
|
|||||||
onset.turretammo = Supply the turret with [accent]beryllium ammo.[]
|
onset.turretammo = Supply the turret with [accent]beryllium ammo.[]
|
||||||
onset.walls = [accent]Walls[] can prevent oncoming damage from reaching buildings.\nPlace some \uf6ee [accent]beryllium walls[] around the turret.
|
onset.walls = [accent]Walls[] can prevent oncoming damage from reaching buildings.\nPlace some \uf6ee [accent]beryllium walls[] around the turret.
|
||||||
onset.enemies = Enemy incoming, prepare to defend.
|
onset.enemies = Enemy incoming, prepare to defend.
|
||||||
|
onset.defenses = [accent]Set up defenses:[lightgray] {0}
|
||||||
onset.attack = The enemy is vulnerable. Counter-attack.
|
onset.attack = The enemy is vulnerable. Counter-attack.
|
||||||
onset.cores = New cores can be placed on [accent]core tiles[].\nNew cores function as forward bases and share a resource inventory with other cores.\nPlace a \uf725 core.
|
onset.cores = New cores can be placed on [accent]core tiles[].\nNew cores function as forward bases and share a resource inventory with other cores.\nPlace a \uf725 core.
|
||||||
onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defenses, mining, and production.
|
onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defenses, mining, and production.
|
||||||
@@ -2068,7 +2126,6 @@ block.logic-display.description = Displays arbitrary graphics from a logic proce
|
|||||||
block.large-logic-display.description = Displays arbitrary graphics from a logic processor.
|
block.large-logic-display.description = Displays arbitrary graphics from a logic processor.
|
||||||
block.interplanetary-accelerator.description = A massive electromagnetic railgun tower. Accelerates cores to escape velocity for interplanetary deployment.
|
block.interplanetary-accelerator.description = A massive electromagnetic railgun tower. Accelerates cores to escape velocity for interplanetary deployment.
|
||||||
block.repair-turret.description = Continuously repairs the closest damaged unit in its vicinity. Optionally accepts coolant.
|
block.repair-turret.description = Continuously repairs the closest damaged unit in its vicinity. Optionally accepts coolant.
|
||||||
block.payload-propulsion-tower.description = Long-range payload transport structure. Shoots payloads to other linked payload propulsion towers.
|
|
||||||
block.core-bastion.description = Core of the base. Armored. Once destroyed, the sector is lost.
|
block.core-bastion.description = Core of the base. Armored. Once destroyed, the sector is lost.
|
||||||
block.core-citadel.description = Core of the base. Very well armored. Stores more resources than a Bastion core.
|
block.core-citadel.description = Core of the base. Very well armored. Stores more resources than a Bastion core.
|
||||||
block.core-acropolis.description = Core of the base. Exceptionally well armored. Stores more resources than a Citadel core.
|
block.core-acropolis.description = Core of the base. Exceptionally well armored. Stores more resources than a Citadel core.
|
||||||
@@ -2104,7 +2161,6 @@ block.impact-drill.description = When placed on ore, outputs items in bursts ind
|
|||||||
block.eruption-drill.description = An improved impact drill. Capable of mining thorium. Requires hydrogen.
|
block.eruption-drill.description = An improved impact drill. Capable of mining thorium. Requires hydrogen.
|
||||||
block.reinforced-conduit.description = Moves fluids forward. Doesn't accept non-conduit inputs to the sides.
|
block.reinforced-conduit.description = Moves fluids forward. Doesn't accept non-conduit inputs to the sides.
|
||||||
block.reinforced-liquid-router.description = Distributes fluids equally to all sides.
|
block.reinforced-liquid-router.description = Distributes fluids equally to all sides.
|
||||||
block.reinforced-junction.description = Acts as a bridge for two crossing conduits.
|
|
||||||
block.reinforced-liquid-tank.description = Stores a large amount of fluids.
|
block.reinforced-liquid-tank.description = Stores a large amount of fluids.
|
||||||
block.reinforced-liquid-container.description = Stores a sizeable amount of fluids.
|
block.reinforced-liquid-container.description = Stores a sizeable amount of fluids.
|
||||||
block.reinforced-bridge-conduit.description = Transports fluids over structures and terrain.
|
block.reinforced-bridge-conduit.description = Transports fluids over structures and terrain.
|
||||||
@@ -2221,6 +2277,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
|
|||||||
lst.read = Read a number from a linked memory cell.
|
lst.read = Read a number from a linked memory cell.
|
||||||
lst.write = Write a number to a linked memory cell.
|
lst.write = Write a number to a linked memory cell.
|
||||||
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
||||||
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
||||||
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
||||||
@@ -2243,6 +2300,8 @@ lst.getblock = Get tile data at any location.
|
|||||||
lst.setblock = Set tile data at any location.
|
lst.setblock = Set tile data at any location.
|
||||||
lst.spawnunit = Spawn unit at a location.
|
lst.spawnunit = Spawn unit at a location.
|
||||||
lst.applystatus = Apply or clear a status effect from a uniut.
|
lst.applystatus = Apply or clear a status effect from a uniut.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
||||||
lst.explosion = Create an explosion at a location.
|
lst.explosion = Create an explosion at a location.
|
||||||
lst.setrate = Set processor execution speed in instructions/tick.
|
lst.setrate = Set processor execution speed in instructions/tick.
|
||||||
@@ -2258,6 +2317,43 @@ lst.effect = Create a particle effect.
|
|||||||
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
||||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||||
|
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||||
|
lglobal.false = 0
|
||||||
|
lglobal.true = 1
|
||||||
|
lglobal.null = null
|
||||||
|
lglobal.@pi = The mathematical constant pi (3.141...)
|
||||||
|
lglobal.@e = The mathematical constant e (2.718...)
|
||||||
|
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
||||||
|
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
||||||
|
lglobal.@time = Playtime of current save, in milliseconds
|
||||||
|
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
||||||
|
lglobal.@second = Playtime of current save, in seconds
|
||||||
|
lglobal.@minute = Playtime of current save, in minutes
|
||||||
|
lglobal.@waveNumber = Current wave number, if waves are enabled
|
||||||
|
lglobal.@waveTime = Countdown timer for waves, in seconds
|
||||||
|
lglobal.@mapw = Map width in tiles
|
||||||
|
lglobal.@maph = Map height in tiles
|
||||||
|
lglobal.sectionMap = Map
|
||||||
|
lglobal.sectionGeneral = General
|
||||||
|
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
||||||
|
lglobal.sectionProcessor = Processor
|
||||||
|
lglobal.sectionLookup = Lookup
|
||||||
|
lglobal.@this = The logic block executing the code
|
||||||
|
lglobal.@thisx = X coordinate of block executing the code
|
||||||
|
lglobal.@thisy = Y coordinate of block executing the code
|
||||||
|
lglobal.@links = Total number of blocks linked to this processors
|
||||||
|
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
||||||
|
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
||||||
|
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
||||||
|
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
||||||
|
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
||||||
|
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
||||||
|
lglobal.@client = True if the code is running on a client connected to a server
|
||||||
|
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
||||||
|
lglobal.@clientUnit = Unit of client running the code
|
||||||
|
lglobal.@clientName = Player name of client running the code
|
||||||
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
logic.nounitbuild = [red]Unit building logic is not allowed here.
|
logic.nounitbuild = [red]Unit building logic is not allowed here.
|
||||||
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
||||||
lenum.shoot = Shoot at a position.
|
lenum.shoot = Shoot at a position.
|
||||||
@@ -2296,6 +2392,7 @@ graphicstype.poly = Fill a regular polygon.
|
|||||||
graphicstype.linepoly = Draw a regular polygon outline.
|
graphicstype.linepoly = Draw a regular polygon outline.
|
||||||
graphicstype.triangle = Fill a triangle.
|
graphicstype.triangle = Fill a triangle.
|
||||||
graphicstype.image = Draw an image of some content.\nex: [accent]@router[] or [accent]@dagger[].
|
graphicstype.image = Draw an image of some content.\nex: [accent]@router[] or [accent]@dagger[].
|
||||||
|
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
||||||
lenum.always = Always true.
|
lenum.always = Always true.
|
||||||
lenum.idiv = Integer division.
|
lenum.idiv = Integer division.
|
||||||
lenum.div = Division.\nReturns [accent]null[] on divide-by-zero.
|
lenum.div = Division.\nReturns [accent]null[] on divide-by-zero.
|
||||||
@@ -2389,3 +2486,10 @@ lenum.build = Build a structure.
|
|||||||
lenum.getblock = Fetch a building and type at coordinates.\nUnit must be in range of position.\nSolid non-buildings will have the type [accent]@solid[].
|
lenum.getblock = Fetch a building and type at coordinates.\nUnit must be in range of position.\nSolid non-buildings will have the type [accent]@solid[].
|
||||||
lenum.within = Check if unit is near a position.
|
lenum.within = Check if unit is near a position.
|
||||||
lenum.boost = Start/stop boosting.
|
lenum.boost = Start/stop boosting.
|
||||||
|
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||||
|
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
||||||
|
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
||||||
|
lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
||||||
|
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||||||
|
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
||||||
|
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
||||||
|
|||||||
@@ -436,6 +436,7 @@ editor.waves = Boladak:
|
|||||||
editor.rules = Arauak:
|
editor.rules = Arauak:
|
||||||
editor.generation = Sorrarazi:
|
editor.generation = Sorrarazi:
|
||||||
editor.objectives = Objectives
|
editor.objectives = Objectives
|
||||||
|
editor.locales = Locale Bundles
|
||||||
editor.ingame = Editatu jolasean
|
editor.ingame = Editatu jolasean
|
||||||
editor.playtest = Playtest
|
editor.playtest = Playtest
|
||||||
editor.publish.workshop = Argitaratu lantegian
|
editor.publish.workshop = Argitaratu lantegian
|
||||||
@@ -491,6 +492,7 @@ editor.default = [lightgray]<Lehenetsia>
|
|||||||
details = Xehetasunak...
|
details = Xehetasunak...
|
||||||
edit = Editatu...
|
edit = Editatu...
|
||||||
variables = Vars
|
variables = Vars
|
||||||
|
logic.globals = Built-in Variables
|
||||||
editor.name = Izena:
|
editor.name = Izena:
|
||||||
editor.spawn = Sortu unitatea
|
editor.spawn = Sortu unitatea
|
||||||
editor.removeunit = Kendu unitatea
|
editor.removeunit = Kendu unitatea
|
||||||
@@ -502,6 +504,7 @@ editor.errorlegacy = Mapa hau zaharregia da, eta jada onartzen ez den formatu za
|
|||||||
editor.errornot = Hau ez da mapa-fitxategi bat.
|
editor.errornot = Hau ez da mapa-fitxategi bat.
|
||||||
editor.errorheader = Mapa hau hondatuta dago edo baliogabea da.
|
editor.errorheader = Mapa hau hondatuta dago edo baliogabea da.
|
||||||
editor.errorname = Mapak ez du zehaztutako izenik. Gordetako partida bat kargatzen saiatu zara?
|
editor.errorname = Mapak ez du zehaztutako izenik. Gordetako partida bat kargatzen saiatu zara?
|
||||||
|
editor.errorlocales = Error reading invalid locale bundles.
|
||||||
editor.update = Eguneratu
|
editor.update = Eguneratu
|
||||||
editor.randomize = Ausazkoa
|
editor.randomize = Ausazkoa
|
||||||
editor.moveup = Move Up
|
editor.moveup = Move Up
|
||||||
@@ -513,6 +516,7 @@ editor.sectorgenerate = Sector Generate
|
|||||||
editor.resize = Aldatu neurria
|
editor.resize = Aldatu neurria
|
||||||
editor.loadmap = Kargatu mapa
|
editor.loadmap = Kargatu mapa
|
||||||
editor.savemap = Gorde mapa
|
editor.savemap = Gorde mapa
|
||||||
|
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
|
||||||
editor.saved = Gordeta!
|
editor.saved = Gordeta!
|
||||||
editor.save.noname = Zure mapak ez du izenik" Jarri baten bat 'Mapa info' menuan.
|
editor.save.noname = Zure mapak ez du izenik" Jarri baten bat 'Mapa info' menuan.
|
||||||
editor.save.overwrite = Zure mapak jolas barneko mapa bat gainidatziko luke! Hautatu beste izen bat 'Mapa info' menuan.
|
editor.save.overwrite = Zure mapak jolas barneko mapa bat gainidatziko luke! Hautatu beste izen bat 'Mapa info' menuan.
|
||||||
@@ -597,6 +601,23 @@ filter.option.floor2 = Bigarren zorua
|
|||||||
filter.option.threshold2 = Bigarren atalasea
|
filter.option.threshold2 = Bigarren atalasea
|
||||||
filter.option.radius = Erradioa
|
filter.option.radius = Erradioa
|
||||||
filter.option.percentile = Pertzentila
|
filter.option.percentile = Pertzentila
|
||||||
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
|
locales.applytoall = Apply Changes To All Locales
|
||||||
|
locales.addtoother = Add To Other Locales
|
||||||
|
locales.rollback = Rollback to last applied
|
||||||
|
locales.filter = Property filter
|
||||||
|
locales.searchname = Search name...
|
||||||
|
locales.searchvalue = Search value...
|
||||||
|
locales.searchlocale = Search locale...
|
||||||
|
locales.byname = By name
|
||||||
|
locales.byvalue = By value
|
||||||
|
locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
|
||||||
|
locales.showmissing = Show properties that are missing in some locales
|
||||||
|
locales.showsame = Show properties that have same values in different locales
|
||||||
|
locales.viewproperty = View in all locales
|
||||||
|
locales.viewing = Viewing property "{0}"
|
||||||
|
locales.addicon = Add Icon
|
||||||
|
|
||||||
width = Zabalera:
|
width = Zabalera:
|
||||||
height = Altuera:
|
height = Altuera:
|
||||||
@@ -647,10 +668,12 @@ objective.destroycore.name = Destroy Core
|
|||||||
objective.commandmode.name = Command Mode
|
objective.commandmode.name = Command Mode
|
||||||
objective.flag.name = Flag
|
objective.flag.name = Flag
|
||||||
marker.shapetext.name = Shape Text
|
marker.shapetext.name = Shape Text
|
||||||
marker.minimap.name = Minimap
|
marker.point.name = Point
|
||||||
marker.shape.name = Shape
|
marker.shape.name = Shape
|
||||||
marker.text.name = Text
|
marker.text.name = Text
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
marker.background = Background
|
marker.background = Background
|
||||||
marker.outline = Outline
|
marker.outline = Outline
|
||||||
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
||||||
@@ -697,7 +720,7 @@ error.any = Sareko errore ezezaguna.
|
|||||||
error.bloom = Ezin izan da distira hasieratu.\nAgian zure gailuak ez du onartzen.
|
error.bloom = Ezin izan da distira hasieratu.\nAgian zure gailuak ez du onartzen.
|
||||||
|
|
||||||
weather.rain.name = Rain
|
weather.rain.name = Rain
|
||||||
weather.snow.name = Snow
|
weather.snowing.name = Snow
|
||||||
weather.sandstorm.name = Sandstorm
|
weather.sandstorm.name = Sandstorm
|
||||||
weather.sporestorm.name = Sporestorm
|
weather.sporestorm.name = Sporestorm
|
||||||
weather.fog.name = Fog
|
weather.fog.name = Fog
|
||||||
@@ -733,7 +756,8 @@ sector.curlost = Sector Lost
|
|||||||
sector.missingresources = [scarlet]Insufficient Core Resources
|
sector.missingresources = [scarlet]Insufficient Core Resources
|
||||||
sector.attacked = Sector [accent]{0}[white] under attack!
|
sector.attacked = Sector [accent]{0}[white] under attack!
|
||||||
sector.lost = Sector [accent]{0}[white] lost!
|
sector.lost = Sector [accent]{0}[white] lost!
|
||||||
sector.captured = Sector [accent]{0}[white]captured!
|
sector.capture = Sector [accent]{0}[white]Captured!
|
||||||
|
sector.capture.current = Sector Captured!
|
||||||
sector.changeicon = Change Icon
|
sector.changeicon = Change Icon
|
||||||
sector.noswitch.title = Unable to Switch Sectors
|
sector.noswitch.title = Unable to Switch Sectors
|
||||||
sector.noswitch = You may not switch sectors while an existing sector is under attack.\n\nSector: [accent]{0}[] on [accent]{1}[]
|
sector.noswitch = You may not switch sectors while an existing sector is under attack.\n\nSector: [accent]{0}[] on [accent]{1}[]
|
||||||
@@ -951,17 +975,46 @@ stat.immunities = Immunities
|
|||||||
stat.healing = Healing
|
stat.healing = Healing
|
||||||
|
|
||||||
ability.forcefield = Force Field
|
ability.forcefield = Force Field
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = Repair Field
|
ability.repairfield = Repair Field
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = Status Field
|
ability.statusfield = Status Field
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = Factory
|
ability.unitspawn = Factory
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Shield Regen Field
|
ability.shieldregenfield = Shield Regen Field
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Movement Lightning
|
ability.movelightning = Movement Lightning
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Shield Arc
|
ability.shieldarc = Shield Arc
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Regen Suppression Field
|
ability.suppressionfield = Regen Suppression Field
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Energy Field
|
ability.energyfield = Energy Field
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = Only Core Depositing Allowed
|
bar.onlycoredeposit = Only Core Depositing Allowed
|
||||||
|
|
||||||
@@ -1112,7 +1165,7 @@ setting.sfxvol.name = Efektuen bolumena
|
|||||||
setting.mutesound.name = Isilarazi soinua
|
setting.mutesound.name = Isilarazi soinua
|
||||||
setting.crashreport.name = Bidali kraskatze txosten automatikoak
|
setting.crashreport.name = Bidali kraskatze txosten automatikoak
|
||||||
setting.savecreate.name = Gorde automatikoki
|
setting.savecreate.name = Gorde automatikoki
|
||||||
setting.publichost.name = Partidaren ikusgaitasun publikoa
|
setting.steampublichost.name = Public Game Visibility
|
||||||
setting.playerlimit.name = Player Limit
|
setting.playerlimit.name = Player Limit
|
||||||
setting.chatopacity.name = Txataren opakotasuna
|
setting.chatopacity.name = Txataren opakotasuna
|
||||||
setting.lasersopacity.name = Energia laserraren opakutasuna
|
setting.lasersopacity.name = Energia laserraren opakutasuna
|
||||||
@@ -1158,15 +1211,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.rebuild_select.name = Rebuild Region
|
keybind.rebuild_select.name = Rebuild Region
|
||||||
keybind.schematic_select.name = Hautatu eskualdea
|
keybind.schematic_select.name = Hautatu eskualdea
|
||||||
keybind.schematic_menu.name = Eskema menua
|
keybind.schematic_menu.name = Eskema menua
|
||||||
@@ -1264,6 +1318,7 @@ rules.unitdamagemultiplier = Unitateen kalte-biderkatzailea
|
|||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.solarmultiplier = Solar Power Multiplier
|
rules.solarmultiplier = Solar Power Multiplier
|
||||||
rules.unitcapvariable = Cores Contribute To Unit Cap
|
rules.unitcapvariable = Cores Contribute To Unit Cap
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Base Unit Cap
|
rules.unitcap = Base Unit Cap
|
||||||
rules.limitarea = Limit Map Area
|
rules.limitarea = Limit Map Area
|
||||||
rules.enemycorebuildradius = Etsaien muinaren ez-eraikitze erradioa:[lightgray] (lauzak)
|
rules.enemycorebuildradius = Etsaien muinaren ez-eraikitze erradioa:[lightgray] (lauzak)
|
||||||
@@ -1296,6 +1351,8 @@ rules.weather = Weather
|
|||||||
rules.weather.frequency = Frequency:
|
rules.weather.frequency = Frequency:
|
||||||
rules.weather.always = Always
|
rules.weather.always = Always
|
||||||
rules.weather.duration = Duration:
|
rules.weather.duration = Duration:
|
||||||
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = Solidoak
|
content.item.name = Solidoak
|
||||||
content.liquid.name = Likidoak
|
content.liquid.name = Likidoak
|
||||||
@@ -1513,6 +1570,7 @@ block.inverted-sorter.name = Alderantzizko antolatzailea
|
|||||||
block.message.name = Mezua
|
block.message.name = Mezua
|
||||||
block.reinforced-message.name = Reinforced Message
|
block.reinforced-message.name = Reinforced Message
|
||||||
block.world-message.name = World Message
|
block.world-message.name = World Message
|
||||||
|
block.world-switch.name = World Switch
|
||||||
block.illuminator.name = Illuminator
|
block.illuminator.name = Illuminator
|
||||||
block.overflow-gate.name = Gainezkatze atea
|
block.overflow-gate.name = Gainezkatze atea
|
||||||
block.underflow-gate.name = Underflow Gate
|
block.underflow-gate.name = Underflow Gate
|
||||||
@@ -1753,7 +1811,6 @@ block.disperse.name = Disperse
|
|||||||
block.afflict.name = Afflict
|
block.afflict.name = Afflict
|
||||||
block.lustre.name = Lustre
|
block.lustre.name = Lustre
|
||||||
block.scathe.name = Scathe
|
block.scathe.name = Scathe
|
||||||
block.fabricator.name = Fabricator
|
|
||||||
block.tank-refabricator.name = Tank Refabricator
|
block.tank-refabricator.name = Tank Refabricator
|
||||||
block.mech-refabricator.name = Mech Refabricator
|
block.mech-refabricator.name = Mech Refabricator
|
||||||
block.ship-refabricator.name = Ship Refabricator
|
block.ship-refabricator.name = Ship Refabricator
|
||||||
@@ -1871,6 +1928,7 @@ onset.turrets = Units are effective, but [accent]turrets[] provide better defens
|
|||||||
onset.turretammo = Supply the turret with [accent]beryllium ammo.[]
|
onset.turretammo = Supply the turret with [accent]beryllium ammo.[]
|
||||||
onset.walls = [accent]Walls[] can prevent oncoming damage from reaching buildings.\nPlace some \uf6ee [accent]beryllium walls[] around the turret.
|
onset.walls = [accent]Walls[] can prevent oncoming damage from reaching buildings.\nPlace some \uf6ee [accent]beryllium walls[] around the turret.
|
||||||
onset.enemies = Enemy incoming, prepare to defend.
|
onset.enemies = Enemy incoming, prepare to defend.
|
||||||
|
onset.defenses = [accent]Set up defenses:[lightgray] {0}
|
||||||
onset.attack = The enemy is vulnerable. Counter-attack.
|
onset.attack = The enemy is vulnerable. Counter-attack.
|
||||||
onset.cores = New cores can be placed on [accent]core tiles[].\nNew cores function as forward bases and share a resource inventory with other cores.\nPlace a \uf725 core.
|
onset.cores = New cores can be placed on [accent]core tiles[].\nNew cores function as forward bases and share a resource inventory with other cores.\nPlace a \uf725 core.
|
||||||
onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defenses, mining, and production.
|
onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defenses, mining, and production.
|
||||||
@@ -2070,7 +2128,6 @@ block.logic-display.description = Displays arbitrary graphics from a logic proce
|
|||||||
block.large-logic-display.description = Displays arbitrary graphics from a logic processor.
|
block.large-logic-display.description = Displays arbitrary graphics from a logic processor.
|
||||||
block.interplanetary-accelerator.description = A massive electromagnetic railgun tower. Accelerates cores to escape velocity for interplanetary deployment.
|
block.interplanetary-accelerator.description = A massive electromagnetic railgun tower. Accelerates cores to escape velocity for interplanetary deployment.
|
||||||
block.repair-turret.description = Continuously repairs the closest damaged unit in its vicinity. Optionally accepts coolant.
|
block.repair-turret.description = Continuously repairs the closest damaged unit in its vicinity. Optionally accepts coolant.
|
||||||
block.payload-propulsion-tower.description = Long-range payload transport structure. Shoots payloads to other linked payload propulsion towers.
|
|
||||||
block.core-bastion.description = Core of the base. Armored. Once destroyed, the sector is lost.
|
block.core-bastion.description = Core of the base. Armored. Once destroyed, the sector is lost.
|
||||||
block.core-citadel.description = Core of the base. Very well armored. Stores more resources than a Bastion core.
|
block.core-citadel.description = Core of the base. Very well armored. Stores more resources than a Bastion core.
|
||||||
block.core-acropolis.description = Core of the base. Exceptionally well armored. Stores more resources than a Citadel core.
|
block.core-acropolis.description = Core of the base. Exceptionally well armored. Stores more resources than a Citadel core.
|
||||||
@@ -2106,7 +2163,6 @@ block.impact-drill.description = When placed on ore, outputs items in bursts ind
|
|||||||
block.eruption-drill.description = An improved impact drill. Capable of mining thorium. Requires hydrogen.
|
block.eruption-drill.description = An improved impact drill. Capable of mining thorium. Requires hydrogen.
|
||||||
block.reinforced-conduit.description = Moves fluids forward. Doesn't accept non-conduit inputs to the sides.
|
block.reinforced-conduit.description = Moves fluids forward. Doesn't accept non-conduit inputs to the sides.
|
||||||
block.reinforced-liquid-router.description = Distributes fluids equally to all sides.
|
block.reinforced-liquid-router.description = Distributes fluids equally to all sides.
|
||||||
block.reinforced-junction.description = Acts as a bridge for two crossing conduits.
|
|
||||||
block.reinforced-liquid-tank.description = Stores a large amount of fluids.
|
block.reinforced-liquid-tank.description = Stores a large amount of fluids.
|
||||||
block.reinforced-liquid-container.description = Stores a sizeable amount of fluids.
|
block.reinforced-liquid-container.description = Stores a sizeable amount of fluids.
|
||||||
block.reinforced-bridge-conduit.description = Transports fluids over structures and terrain.
|
block.reinforced-bridge-conduit.description = Transports fluids over structures and terrain.
|
||||||
@@ -2223,6 +2279,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
|
|||||||
lst.read = Read a number from a linked memory cell.
|
lst.read = Read a number from a linked memory cell.
|
||||||
lst.write = Write a number to a linked memory cell.
|
lst.write = Write a number to a linked memory cell.
|
||||||
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
||||||
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
||||||
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
||||||
@@ -2245,6 +2302,8 @@ lst.getblock = Get tile data at any location.
|
|||||||
lst.setblock = Set tile data at any location.
|
lst.setblock = Set tile data at any location.
|
||||||
lst.spawnunit = Spawn unit at a location.
|
lst.spawnunit = Spawn unit at a location.
|
||||||
lst.applystatus = Apply or clear a status effect from a uniut.
|
lst.applystatus = Apply or clear a status effect from a uniut.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
||||||
lst.explosion = Create an explosion at a location.
|
lst.explosion = Create an explosion at a location.
|
||||||
lst.setrate = Set processor execution speed in instructions/tick.
|
lst.setrate = Set processor execution speed in instructions/tick.
|
||||||
@@ -2260,6 +2319,43 @@ lst.effect = Create a particle effect.
|
|||||||
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
||||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||||
|
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||||
|
lglobal.false = 0
|
||||||
|
lglobal.true = 1
|
||||||
|
lglobal.null = null
|
||||||
|
lglobal.@pi = The mathematical constant pi (3.141...)
|
||||||
|
lglobal.@e = The mathematical constant e (2.718...)
|
||||||
|
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
||||||
|
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
||||||
|
lglobal.@time = Playtime of current save, in milliseconds
|
||||||
|
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
||||||
|
lglobal.@second = Playtime of current save, in seconds
|
||||||
|
lglobal.@minute = Playtime of current save, in minutes
|
||||||
|
lglobal.@waveNumber = Current wave number, if waves are enabled
|
||||||
|
lglobal.@waveTime = Countdown timer for waves, in seconds
|
||||||
|
lglobal.@mapw = Map width in tiles
|
||||||
|
lglobal.@maph = Map height in tiles
|
||||||
|
lglobal.sectionMap = Map
|
||||||
|
lglobal.sectionGeneral = General
|
||||||
|
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
||||||
|
lglobal.sectionProcessor = Processor
|
||||||
|
lglobal.sectionLookup = Lookup
|
||||||
|
lglobal.@this = The logic block executing the code
|
||||||
|
lglobal.@thisx = X coordinate of block executing the code
|
||||||
|
lglobal.@thisy = Y coordinate of block executing the code
|
||||||
|
lglobal.@links = Total number of blocks linked to this processors
|
||||||
|
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
||||||
|
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
||||||
|
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
||||||
|
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
||||||
|
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
||||||
|
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
||||||
|
lglobal.@client = True if the code is running on a client connected to a server
|
||||||
|
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
||||||
|
lglobal.@clientUnit = Unit of client running the code
|
||||||
|
lglobal.@clientName = Player name of client running the code
|
||||||
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
logic.nounitbuild = [red]Unit building logic is not allowed here.
|
logic.nounitbuild = [red]Unit building logic is not allowed here.
|
||||||
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
||||||
lenum.shoot = Shoot at a position.
|
lenum.shoot = Shoot at a position.
|
||||||
@@ -2298,6 +2394,7 @@ graphicstype.poly = Fill a regular polygon.
|
|||||||
graphicstype.linepoly = Draw a regular polygon outline.
|
graphicstype.linepoly = Draw a regular polygon outline.
|
||||||
graphicstype.triangle = Fill a triangle.
|
graphicstype.triangle = Fill a triangle.
|
||||||
graphicstype.image = Draw an image of some content.\nex: [accent]@router[] or [accent]@dagger[].
|
graphicstype.image = Draw an image of some content.\nex: [accent]@router[] or [accent]@dagger[].
|
||||||
|
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
||||||
lenum.always = Always true.
|
lenum.always = Always true.
|
||||||
lenum.idiv = Integer division.
|
lenum.idiv = Integer division.
|
||||||
lenum.div = Division.\nReturns [accent]null[] on divide-by-zero.
|
lenum.div = Division.\nReturns [accent]null[] on divide-by-zero.
|
||||||
@@ -2391,3 +2488,10 @@ lenum.build = Build a structure.
|
|||||||
lenum.getblock = Fetch a building and type at coordinates.\nUnit must be in range of position.\nSolid non-buildings will have the type [accent]@solid[].
|
lenum.getblock = Fetch a building and type at coordinates.\nUnit must be in range of position.\nSolid non-buildings will have the type [accent]@solid[].
|
||||||
lenum.within = Check if unit is near a position.
|
lenum.within = Check if unit is near a position.
|
||||||
lenum.boost = Start/stop boosting.
|
lenum.boost = Start/stop boosting.
|
||||||
|
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||||
|
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
||||||
|
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
||||||
|
lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
||||||
|
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||||||
|
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
||||||
|
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
||||||
|
|||||||
@@ -434,6 +434,7 @@ editor.waves = Tasot:
|
|||||||
editor.rules = Säännöt:
|
editor.rules = Säännöt:
|
||||||
editor.generation = Generaatio:
|
editor.generation = Generaatio:
|
||||||
editor.objectives = Tehtävät
|
editor.objectives = Tehtävät
|
||||||
|
editor.locales = Locale Bundles
|
||||||
editor.ingame = Muokka pelin sisällä
|
editor.ingame = Muokka pelin sisällä
|
||||||
editor.playtest = Testaa pelin sisällä
|
editor.playtest = Testaa pelin sisällä
|
||||||
editor.publish.workshop = Julkaise Workshoppiin
|
editor.publish.workshop = Julkaise Workshoppiin
|
||||||
@@ -489,6 +490,7 @@ editor.default = [lightgray]<Oletus>
|
|||||||
details = Yksityiskohdat...
|
details = Yksityiskohdat...
|
||||||
edit = Muokkaa...
|
edit = Muokkaa...
|
||||||
variables = Muuttujat
|
variables = Muuttujat
|
||||||
|
logic.globals = Built-in Variables
|
||||||
editor.name = Nimi:
|
editor.name = Nimi:
|
||||||
editor.spawn = Luo yksikkö
|
editor.spawn = Luo yksikkö
|
||||||
editor.removeunit = Poista yksikkö
|
editor.removeunit = Poista yksikkö
|
||||||
@@ -500,6 +502,7 @@ editor.errorlegacy = Tämä kartta on liian vanha, ja se käyttää vanhentunutt
|
|||||||
editor.errornot = Tämä ei ole karttatiedosto.
|
editor.errornot = Tämä ei ole karttatiedosto.
|
||||||
editor.errorheader = Tämä karttatiedosto on joko kelvoton tai turmeltunut.
|
editor.errorheader = Tämä karttatiedosto on joko kelvoton tai turmeltunut.
|
||||||
editor.errorname = Kartalla ei ole määritettyä nimeä. Yritätkö ladata tallennusta?
|
editor.errorname = Kartalla ei ole määritettyä nimeä. Yritätkö ladata tallennusta?
|
||||||
|
editor.errorlocales = Error reading invalid locale bundles.
|
||||||
editor.update = Päivitä
|
editor.update = Päivitä
|
||||||
editor.randomize = Satunnaista
|
editor.randomize = Satunnaista
|
||||||
editor.moveup = Liiku yläkansioon
|
editor.moveup = Liiku yläkansioon
|
||||||
@@ -511,6 +514,7 @@ editor.sectorgenerate = Sektorigeneraatio
|
|||||||
editor.resize = Säädä kokoa
|
editor.resize = Säädä kokoa
|
||||||
editor.loadmap = Lataa kartta
|
editor.loadmap = Lataa kartta
|
||||||
editor.savemap = Tallenna kartta
|
editor.savemap = Tallenna kartta
|
||||||
|
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
|
||||||
editor.saved = Tallennettu!
|
editor.saved = Tallennettu!
|
||||||
editor.save.noname = Kartallasi ei ole nimeä! Aseta sellainen 'Kartan tiedot' valikossa.
|
editor.save.noname = Kartallasi ei ole nimeä! Aseta sellainen 'Kartan tiedot' valikossa.
|
||||||
editor.save.overwrite = Karttasi on ylikirjoittamassa sisäänrakennettua karttaa! Valitse toinen nimi 'Kartan tiedot' -valikossa.
|
editor.save.overwrite = Karttasi on ylikirjoittamassa sisäänrakennettua karttaa! Valitse toinen nimi 'Kartan tiedot' -valikossa.
|
||||||
@@ -595,6 +599,23 @@ filter.option.floor2 = Toinen lattia
|
|||||||
filter.option.threshold2 = Toissijainen raja-arvo
|
filter.option.threshold2 = Toissijainen raja-arvo
|
||||||
filter.option.radius = Säde
|
filter.option.radius = Säde
|
||||||
filter.option.percentile = Prosentti
|
filter.option.percentile = Prosentti
|
||||||
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
|
locales.applytoall = Apply Changes To All Locales
|
||||||
|
locales.addtoother = Add To Other Locales
|
||||||
|
locales.rollback = Rollback to last applied
|
||||||
|
locales.filter = Property filter
|
||||||
|
locales.searchname = Search name...
|
||||||
|
locales.searchvalue = Search value...
|
||||||
|
locales.searchlocale = Search locale...
|
||||||
|
locales.byname = By name
|
||||||
|
locales.byvalue = By value
|
||||||
|
locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
|
||||||
|
locales.showmissing = Show properties that are missing in some locales
|
||||||
|
locales.showsame = Show properties that have same values in different locales
|
||||||
|
locales.viewproperty = View in all locales
|
||||||
|
locales.viewing = Viewing property "{0}"
|
||||||
|
locales.addicon = Add Icon
|
||||||
|
|
||||||
width = Leveys:
|
width = Leveys:
|
||||||
height = Korkeus:
|
height = Korkeus:
|
||||||
@@ -645,10 +666,12 @@ objective.destroycore.name = Destroy Core
|
|||||||
objective.commandmode.name = Command Mode
|
objective.commandmode.name = Command Mode
|
||||||
objective.flag.name = Flag
|
objective.flag.name = Flag
|
||||||
marker.shapetext.name = Shape Text
|
marker.shapetext.name = Shape Text
|
||||||
marker.minimap.name = Pikkukartta
|
marker.point.name = Point
|
||||||
marker.shape.name = Shape
|
marker.shape.name = Shape
|
||||||
marker.text.name = Teksti
|
marker.text.name = Teksti
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
marker.background = Background
|
marker.background = Background
|
||||||
marker.outline = Outline
|
marker.outline = Outline
|
||||||
objective.research = [accent]Tutki:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Tutki:\n[]{0}[lightgray]{1}
|
||||||
@@ -695,7 +718,7 @@ error.any = Tuntematon verkon virhe.
|
|||||||
error.bloom = Bloomin initialisointi epäonnistui.\nLaitteesi ei ehkä tue sitä.
|
error.bloom = Bloomin initialisointi epäonnistui.\nLaitteesi ei ehkä tue sitä.
|
||||||
|
|
||||||
weather.rain.name = Sade
|
weather.rain.name = Sade
|
||||||
weather.snow.name = Lumi
|
weather.snowing.name = Lumi
|
||||||
weather.sandstorm.name = Hiekkamyrsky
|
weather.sandstorm.name = Hiekkamyrsky
|
||||||
weather.sporestorm.name = Sienimyräkkä
|
weather.sporestorm.name = Sienimyräkkä
|
||||||
weather.fog.name = Sumu
|
weather.fog.name = Sumu
|
||||||
@@ -731,7 +754,8 @@ sector.curlost = Sektori menetetty
|
|||||||
sector.missingresources = [scarlet]Sinulla ei ole tarpeeksi resursseja.
|
sector.missingresources = [scarlet]Sinulla ei ole tarpeeksi resursseja.
|
||||||
sector.attacked = Sektori [accent]{0}[white] on hyökkäyksen kohteena!
|
sector.attacked = Sektori [accent]{0}[white] on hyökkäyksen kohteena!
|
||||||
sector.lost = Sektori [accent]{0}[white] menetetty!
|
sector.lost = Sektori [accent]{0}[white] menetetty!
|
||||||
sector.captured = Sektori [accent]{0}[white]vallattu!
|
sector.capture = Sector [accent]{0}[white]Captured!
|
||||||
|
sector.capture.current = Sector Captured!
|
||||||
sector.changeicon = Vaihda kuvaketta
|
sector.changeicon = Vaihda kuvaketta
|
||||||
sector.noswitch.title = Sektoria ei voida vaihtaa
|
sector.noswitch.title = Sektoria ei voida vaihtaa
|
||||||
sector.noswitch = Et voi vaihtaa sektoria, kun olemassaoleva sektori on hyökkäyksen kohteena.\n\nSektori: [accent]{0}[] planeetalla [accent]{1}[]
|
sector.noswitch = Et voi vaihtaa sektoria, kun olemassaoleva sektori on hyökkäyksen kohteena.\n\nSektori: [accent]{0}[] planeetalla [accent]{1}[]
|
||||||
@@ -948,17 +972,46 @@ stat.immunities = Immuuni
|
|||||||
stat.healing = Parantuu
|
stat.healing = Parantuu
|
||||||
|
|
||||||
ability.forcefield = Voimakenttä
|
ability.forcefield = Voimakenttä
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = Korjauskenttä
|
ability.repairfield = Korjauskenttä
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = Statuskenttä
|
ability.statusfield = Statuskenttä
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = Tehdas
|
ability.unitspawn = Tehdas
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Kilvenvahvistuskenttä
|
ability.shieldregenfield = Kilvenvahvistuskenttä
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Salamointi liikkuessa
|
ability.movelightning = Salamointi liikkuessa
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Kilpikaari
|
ability.shieldarc = Kilpikaari
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Regen Suppression Field
|
ability.suppressionfield = Regen Suppression Field
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Energiakenttä
|
ability.energyfield = Energiakenttä
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = Sijoittaminen sallittua vain ytimeen
|
bar.onlycoredeposit = Sijoittaminen sallittua vain ytimeen
|
||||||
|
|
||||||
@@ -1109,7 +1162,7 @@ setting.sfxvol.name = SFX-voimakkuus
|
|||||||
setting.mutesound.name = Mykistä äänet
|
setting.mutesound.name = Mykistä äänet
|
||||||
setting.crashreport.name = Lähetä anonyymejä kaatumisilmoituksia
|
setting.crashreport.name = Lähetä anonyymejä kaatumisilmoituksia
|
||||||
setting.savecreate.name = Luo tallenuksia automaattisesti
|
setting.savecreate.name = Luo tallenuksia automaattisesti
|
||||||
setting.publichost.name = Julkisen pelin näkyvyys
|
setting.steampublichost.name = Public Game Visibility
|
||||||
setting.playerlimit.name = Pelaajaraja
|
setting.playerlimit.name = Pelaajaraja
|
||||||
setting.chatopacity.name = Keskustelun läpinäkymättömyys
|
setting.chatopacity.name = Keskustelun läpinäkymättömyys
|
||||||
setting.lasersopacity.name = Energia laserin läpinäkymättömyys
|
setting.lasersopacity.name = Energia laserin läpinäkymättömyys
|
||||||
@@ -1155,15 +1208,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.rebuild_select.name = Rebuild Region
|
keybind.rebuild_select.name = Rebuild Region
|
||||||
keybind.schematic_select.name = Valitse alue
|
keybind.schematic_select.name = Valitse alue
|
||||||
keybind.schematic_menu.name = Kaavio Valikko
|
keybind.schematic_menu.name = Kaavio Valikko
|
||||||
@@ -1261,6 +1315,7 @@ rules.unitdamagemultiplier = Yksikköjen vahinkokerroin
|
|||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.solarmultiplier = Aurinkovoimakerroin
|
rules.solarmultiplier = Aurinkovoimakerroin
|
||||||
rules.unitcapvariable = Ytimet vaikuttavat yksikkörajaan
|
rules.unitcapvariable = Ytimet vaikuttavat yksikkörajaan
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Perusyksikköraja
|
rules.unitcap = Perusyksikköraja
|
||||||
rules.limitarea = Rajoita kartan aluetta
|
rules.limitarea = Rajoita kartan aluetta
|
||||||
rules.enemycorebuildradius = Vihollisytimen rakennuksenestosäde:[lightgray] (laattoina)
|
rules.enemycorebuildradius = Vihollisytimen rakennuksenestosäde:[lightgray] (laattoina)
|
||||||
@@ -1293,6 +1348,8 @@ rules.weather = Sää
|
|||||||
rules.weather.frequency = Tiheys:
|
rules.weather.frequency = Tiheys:
|
||||||
rules.weather.always = Aina
|
rules.weather.always = Aina
|
||||||
rules.weather.duration = Kesto:
|
rules.weather.duration = Kesto:
|
||||||
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = Tavarat
|
content.item.name = Tavarat
|
||||||
content.liquid.name = Nesteet
|
content.liquid.name = Nesteet
|
||||||
@@ -1512,6 +1569,7 @@ block.inverted-sorter.name = Käänteinen Lajittelija
|
|||||||
block.message.name = Viesti
|
block.message.name = Viesti
|
||||||
block.reinforced-message.name = Reinforced Message
|
block.reinforced-message.name = Reinforced Message
|
||||||
block.world-message.name = World Message
|
block.world-message.name = World Message
|
||||||
|
block.world-switch.name = World Switch
|
||||||
block.illuminator.name = Lamppu
|
block.illuminator.name = Lamppu
|
||||||
block.overflow-gate.name = Ylivuotoportti
|
block.overflow-gate.name = Ylivuotoportti
|
||||||
block.underflow-gate.name = Alivuotoportti
|
block.underflow-gate.name = Alivuotoportti
|
||||||
@@ -1753,7 +1811,6 @@ block.disperse.name = Hälvennys
|
|||||||
block.afflict.name = Aiheuttaja
|
block.afflict.name = Aiheuttaja
|
||||||
block.lustre.name = Kiilto
|
block.lustre.name = Kiilto
|
||||||
block.scathe.name = Vahinko
|
block.scathe.name = Vahinko
|
||||||
block.fabricator.name = Valmistaja
|
|
||||||
block.tank-refabricator.name = Tankkijälleenrakentaja
|
block.tank-refabricator.name = Tankkijälleenrakentaja
|
||||||
block.mech-refabricator.name = Robottijälleenrakentaja
|
block.mech-refabricator.name = Robottijälleenrakentaja
|
||||||
block.ship-refabricator.name = Ilma-alusjälleenrakentaja
|
block.ship-refabricator.name = Ilma-alusjälleenrakentaja
|
||||||
@@ -1871,6 +1928,7 @@ onset.turrets = Units are effective, but [accent]turrets[] provide better defens
|
|||||||
onset.turretammo = Supply the turret with [accent]beryllium ammo.[]
|
onset.turretammo = Supply the turret with [accent]beryllium ammo.[]
|
||||||
onset.walls = [accent]Walls[] can prevent oncoming damage from reaching buildings.\nPlace some \uf6ee [accent]beryllium walls[] around the turret.
|
onset.walls = [accent]Walls[] can prevent oncoming damage from reaching buildings.\nPlace some \uf6ee [accent]beryllium walls[] around the turret.
|
||||||
onset.enemies = Enemy incoming, prepare to defend.
|
onset.enemies = Enemy incoming, prepare to defend.
|
||||||
|
onset.defenses = [accent]Set up defenses:[lightgray] {0}
|
||||||
onset.attack = The enemy is vulnerable. Counter-attack.
|
onset.attack = The enemy is vulnerable. Counter-attack.
|
||||||
onset.cores = New cores can be placed on [accent]core tiles[].\nNew cores function as forward bases and share a resource inventory with other cores.\nPlace a \uf725 core.
|
onset.cores = New cores can be placed on [accent]core tiles[].\nNew cores function as forward bases and share a resource inventory with other cores.\nPlace a \uf725 core.
|
||||||
onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defenses, mining, and production.
|
onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defenses, mining, and production.
|
||||||
@@ -2071,7 +2129,6 @@ block.logic-display.description = Näyttää mielivaltaista ggrafiikkaa prosesso
|
|||||||
block.large-logic-display.description = Näyttää mielivaltaista ggrafiikkaa prosessorista.
|
block.large-logic-display.description = Näyttää mielivaltaista ggrafiikkaa prosessorista.
|
||||||
block.interplanetary-accelerator.description = Massiivinen sähkömagneettinen raidetykkitorni. Kiihdyttää ytimiä pakonopeuteen interplanetaarista leviämistä varten.
|
block.interplanetary-accelerator.description = Massiivinen sähkömagneettinen raidetykkitorni. Kiihdyttää ytimiä pakonopeuteen interplanetaarista leviämistä varten.
|
||||||
block.repair-turret.description = Korjaa jatkuvasti lähintä vahingoittunutta yksikköä lähellään. Käyttää vaihtoehtoisesti jäähdytysnestettä.
|
block.repair-turret.description = Korjaa jatkuvasti lähintä vahingoittunutta yksikköä lähellään. Käyttää vaihtoehtoisesti jäähdytysnestettä.
|
||||||
block.payload-propulsion-tower.description = Pitkän kantaman lastinsiirtorakennus. Ampuu lastia muihin yhdistettyihin massakiihdytystorneihin.
|
|
||||||
block.core-bastion.description = Tukikohdan ydin. Panssaroitu. Mikäli tuhottu, sektori on menetetty.
|
block.core-bastion.description = Tukikohdan ydin. Panssaroitu. Mikäli tuhottu, sektori on menetetty.
|
||||||
block.core-citadel.description = Tukikohdan ydin. Tosi hyvin panssaroitu. Varastoi enemmän tavaraa kuin Linnaydin.
|
block.core-citadel.description = Tukikohdan ydin. Tosi hyvin panssaroitu. Varastoi enemmän tavaraa kuin Linnaydin.
|
||||||
block.core-acropolis.description = Tukikohdan ydin. Hemmetin hyvin panssaroitu. Varastoi enemmän tavaraa kuin Sitadelliydin.
|
block.core-acropolis.description = Tukikohdan ydin. Hemmetin hyvin panssaroitu. Varastoi enemmän tavaraa kuin Sitadelliydin.
|
||||||
@@ -2107,7 +2164,6 @@ block.impact-drill.description = When placed on ore, outputs items in bursts ind
|
|||||||
block.eruption-drill.description = An improved impact drill. Capable of mining thorium. Requires hydrogen.
|
block.eruption-drill.description = An improved impact drill. Capable of mining thorium. Requires hydrogen.
|
||||||
block.reinforced-conduit.description = Moves fluids forward. Doesn't accept non-conduit inputs to the sides.
|
block.reinforced-conduit.description = Moves fluids forward. Doesn't accept non-conduit inputs to the sides.
|
||||||
block.reinforced-liquid-router.description = Distributes fluids equally to all sides.
|
block.reinforced-liquid-router.description = Distributes fluids equally to all sides.
|
||||||
block.reinforced-junction.description = Acts as a bridge for two crossing conduits.
|
|
||||||
block.reinforced-liquid-tank.description = Stores a large amount of fluids.
|
block.reinforced-liquid-tank.description = Stores a large amount of fluids.
|
||||||
block.reinforced-liquid-container.description = Stores a sizeable amount of fluids.
|
block.reinforced-liquid-container.description = Stores a sizeable amount of fluids.
|
||||||
block.reinforced-bridge-conduit.description = Transports fluids over structures and terrain.
|
block.reinforced-bridge-conduit.description = Transports fluids over structures and terrain.
|
||||||
@@ -2224,6 +2280,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
|
|||||||
lst.read = Lue numero yhdistetystä muistisolusta.
|
lst.read = Lue numero yhdistetystä muistisolusta.
|
||||||
lst.write = Kirjoita numero yhdistettyyn muistisoluun.
|
lst.write = Kirjoita numero yhdistettyyn muistisoluun.
|
||||||
lst.print = Lisää tekstiä tekstipuskuriin.\nEi näytä mitään, kunnes [accent]Painosyötettä[] käytetään.
|
lst.print = Lisää tekstiä tekstipuskuriin.\nEi näytä mitään, kunnes [accent]Painosyötettä[] käytetään.
|
||||||
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Lisää operaation piirtopuskuriin.\nEi näytä mitään, kunnes [accent]Piirtosyötettä[] käytetään.
|
lst.draw = Lisää operaation piirtopuskuriin.\nEi näytä mitään, kunnes [accent]Piirtosyötettä[] käytetään.
|
||||||
lst.drawflush = Syöttää jonottavat [accent]Piirto[]-operaatiot näyttöön.
|
lst.drawflush = Syöttää jonottavat [accent]Piirto[]-operaatiot näyttöön.
|
||||||
lst.printflush = Syöttää jonottavat [accent]Paino[]-operaatiot viestipalikkaan.
|
lst.printflush = Syöttää jonottavat [accent]Paino[]-operaatiot viestipalikkaan.
|
||||||
@@ -2246,6 +2303,8 @@ lst.getblock = Selvitä laattadata missä tahansa sijainnissa.
|
|||||||
lst.setblock = Aseta laattadata missä tahansa sijainnissa.
|
lst.setblock = Aseta laattadata missä tahansa sijainnissa.
|
||||||
lst.spawnunit = Luo joukko tietyssä sijainnissa.
|
lst.spawnunit = Luo joukko tietyssä sijainnissa.
|
||||||
lst.applystatus = Lisää tai poista statusefekti yksiköltä.
|
lst.applystatus = Lisää tai poista statusefekti yksiköltä.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Simuloi tason syntymistä mielivaltaisessa sijainnissa.\nEi vaikuta tasolaskuriin.
|
lst.spawnwave = Simuloi tason syntymistä mielivaltaisessa sijainnissa.\nEi vaikuta tasolaskuriin.
|
||||||
lst.explosion = Luo räjähdys tietyssä sijainnissa.
|
lst.explosion = Luo räjähdys tietyssä sijainnissa.
|
||||||
lst.setrate = Aseta prosessorin suoritusnopeus ohjeessa/sekunti.
|
lst.setrate = Aseta prosessorin suoritusnopeus ohjeessa/sekunti.
|
||||||
@@ -2261,6 +2320,43 @@ lst.effect = Create a particle effect.
|
|||||||
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
||||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||||
|
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||||
|
lglobal.false = 0
|
||||||
|
lglobal.true = 1
|
||||||
|
lglobal.null = null
|
||||||
|
lglobal.@pi = The mathematical constant pi (3.141...)
|
||||||
|
lglobal.@e = The mathematical constant e (2.718...)
|
||||||
|
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
||||||
|
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
||||||
|
lglobal.@time = Playtime of current save, in milliseconds
|
||||||
|
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
||||||
|
lglobal.@second = Playtime of current save, in seconds
|
||||||
|
lglobal.@minute = Playtime of current save, in minutes
|
||||||
|
lglobal.@waveNumber = Current wave number, if waves are enabled
|
||||||
|
lglobal.@waveTime = Countdown timer for waves, in seconds
|
||||||
|
lglobal.@mapw = Map width in tiles
|
||||||
|
lglobal.@maph = Map height in tiles
|
||||||
|
lglobal.sectionMap = Map
|
||||||
|
lglobal.sectionGeneral = General
|
||||||
|
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
||||||
|
lglobal.sectionProcessor = Processor
|
||||||
|
lglobal.sectionLookup = Lookup
|
||||||
|
lglobal.@this = The logic block executing the code
|
||||||
|
lglobal.@thisx = X coordinate of block executing the code
|
||||||
|
lglobal.@thisy = Y coordinate of block executing the code
|
||||||
|
lglobal.@links = Total number of blocks linked to this processors
|
||||||
|
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
||||||
|
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
||||||
|
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
||||||
|
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
||||||
|
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
||||||
|
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
||||||
|
lglobal.@client = True if the code is running on a client connected to a server
|
||||||
|
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
||||||
|
lglobal.@clientUnit = Unit of client running the code
|
||||||
|
lglobal.@clientName = Player name of client running the code
|
||||||
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
logic.nounitbuild = [red]Logiikan käyttö ei täällä ole sallittu yksikköjen tuottamisessa.
|
logic.nounitbuild = [red]Logiikan käyttö ei täällä ole sallittu yksikköjen tuottamisessa.
|
||||||
lenum.type = Rakennuksen/Yksikön tyyppi.\nEsim. jokaisesta reitittimestä tämä palauttaa [accent]@router[].\nEi ole merkkijono.
|
lenum.type = Rakennuksen/Yksikön tyyppi.\nEsim. jokaisesta reitittimestä tämä palauttaa [accent]@router[].\nEi ole merkkijono.
|
||||||
lenum.shoot = Ammu tiettyä sijaintia.
|
lenum.shoot = Ammu tiettyä sijaintia.
|
||||||
@@ -2299,6 +2395,7 @@ graphicstype.poly = Piirrä säännöllinen monikulmio.
|
|||||||
graphicstype.linepoly = Piirrä säännöllisen monikulmion ääriviivat.
|
graphicstype.linepoly = Piirrä säännöllisen monikulmion ääriviivat.
|
||||||
graphicstype.triangle = Piirrä täytetty kolmio.
|
graphicstype.triangle = Piirrä täytetty kolmio.
|
||||||
graphicstype.image = Piirrä kuva jostain sisällöstä.\nEsim: [accent]@router[] tai [accent]@dagger[].
|
graphicstype.image = Piirrä kuva jostain sisällöstä.\nEsim: [accent]@router[] tai [accent]@dagger[].
|
||||||
|
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
||||||
lenum.always = Aina tosi.
|
lenum.always = Aina tosi.
|
||||||
lenum.idiv = Kokonaislukujen osamäärä.
|
lenum.idiv = Kokonaislukujen osamäärä.
|
||||||
lenum.div = Osamäärä.\nPalauttaa arvon [accent]null[] jaettaessa nollalla.
|
lenum.div = Osamäärä.\nPalauttaa arvon [accent]null[] jaettaessa nollalla.
|
||||||
@@ -2392,3 +2489,10 @@ lenum.build = Rakenna tietty rakennus.
|
|||||||
lenum.getblock = Selvitä rakennus ja sen tyyppi tietyissä koordinaateissa.\nSijainnin täytyy olla yksikön kantamalla.\nKiinteillä ei-rakennuksilla on tyyppi [accent]@solid[].
|
lenum.getblock = Selvitä rakennus ja sen tyyppi tietyissä koordinaateissa.\nSijainnin täytyy olla yksikön kantamalla.\nKiinteillä ei-rakennuksilla on tyyppi [accent]@solid[].
|
||||||
lenum.within = Tarkista, onko joukko tietyn sijainnin lähellä.
|
lenum.within = Tarkista, onko joukko tietyn sijainnin lähellä.
|
||||||
lenum.boost = Aloita tai lopeta tehostus.
|
lenum.boost = Aloita tai lopeta tehostus.
|
||||||
|
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||||
|
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
||||||
|
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
||||||
|
lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
||||||
|
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||||||
|
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
||||||
|
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
||||||
|
|||||||
@@ -434,6 +434,7 @@ editor.waves = Waves:
|
|||||||
editor.rules = Rules:
|
editor.rules = Rules:
|
||||||
editor.generation = Generation:
|
editor.generation = Generation:
|
||||||
editor.objectives = Objectives
|
editor.objectives = Objectives
|
||||||
|
editor.locales = Locale Bundles
|
||||||
editor.ingame = Edit In-Game
|
editor.ingame = Edit In-Game
|
||||||
editor.playtest = Playtest
|
editor.playtest = Playtest
|
||||||
editor.publish.workshop = I-Publish Sa Workshop
|
editor.publish.workshop = I-Publish Sa Workshop
|
||||||
@@ -489,6 +490,7 @@ editor.default = [lightgray]<Default>
|
|||||||
details = Details...
|
details = Details...
|
||||||
edit = Edit...
|
edit = Edit...
|
||||||
variables = Vars
|
variables = Vars
|
||||||
|
logic.globals = Built-in Variables
|
||||||
editor.name = Name:
|
editor.name = Name:
|
||||||
editor.spawn = Spawn Unit
|
editor.spawn = Spawn Unit
|
||||||
editor.removeunit = Remove Unit
|
editor.removeunit = Remove Unit
|
||||||
@@ -500,6 +502,7 @@ editor.errorlegacy = Masyadong luma ang mapang ito, at gumagamit ng legacy na fo
|
|||||||
editor.errornot = Ito ay hindi isang file ng mapa.
|
editor.errornot = Ito ay hindi isang file ng mapa.
|
||||||
editor.errorheader = Ang file ng mapa na ito ay maaaring hindi wasto o sira.
|
editor.errorheader = Ang file ng mapa na ito ay maaaring hindi wasto o sira.
|
||||||
editor.errorname = Walang tinukoy na pangalan ang mapa. Sinusubukan mo bang mag-load ng save file?
|
editor.errorname = Walang tinukoy na pangalan ang mapa. Sinusubukan mo bang mag-load ng save file?
|
||||||
|
editor.errorlocales = Error reading invalid locale bundles.
|
||||||
editor.update = Update
|
editor.update = Update
|
||||||
editor.randomize = Randomize
|
editor.randomize = Randomize
|
||||||
editor.moveup = Move Up
|
editor.moveup = Move Up
|
||||||
@@ -511,6 +514,7 @@ editor.sectorgenerate = Sector Generate
|
|||||||
editor.resize = Resize
|
editor.resize = Resize
|
||||||
editor.loadmap = Load Map
|
editor.loadmap = Load Map
|
||||||
editor.savemap = Save Map
|
editor.savemap = Save Map
|
||||||
|
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
|
||||||
editor.saved = Saved!
|
editor.saved = Saved!
|
||||||
editor.save.noname = Walang pangalan ang iyong mapa! Itakda ang isa sa menu na 'impormasyon ng mapa'.
|
editor.save.noname = Walang pangalan ang iyong mapa! Itakda ang isa sa menu na 'impormasyon ng mapa'.
|
||||||
editor.save.overwrite = Ino-overwrite ng iyong mapa ang isang built-in na mapa! Pumili ng ibang pangalan sa menu na 'impormasyon ng mapa'.
|
editor.save.overwrite = Ino-overwrite ng iyong mapa ang isang built-in na mapa! Pumili ng ibang pangalan sa menu na 'impormasyon ng mapa'.
|
||||||
@@ -595,6 +599,23 @@ filter.option.floor2 = Secondary Floor
|
|||||||
filter.option.threshold2 = Secondary Threshold
|
filter.option.threshold2 = Secondary Threshold
|
||||||
filter.option.radius = Radius
|
filter.option.radius = Radius
|
||||||
filter.option.percentile = Percentile
|
filter.option.percentile = Percentile
|
||||||
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
|
locales.applytoall = Apply Changes To All Locales
|
||||||
|
locales.addtoother = Add To Other Locales
|
||||||
|
locales.rollback = Rollback to last applied
|
||||||
|
locales.filter = Property filter
|
||||||
|
locales.searchname = Search name...
|
||||||
|
locales.searchvalue = Search value...
|
||||||
|
locales.searchlocale = Search locale...
|
||||||
|
locales.byname = By name
|
||||||
|
locales.byvalue = By value
|
||||||
|
locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
|
||||||
|
locales.showmissing = Show properties that are missing in some locales
|
||||||
|
locales.showsame = Show properties that have same values in different locales
|
||||||
|
locales.viewproperty = View in all locales
|
||||||
|
locales.viewing = Viewing property "{0}"
|
||||||
|
locales.addicon = Add Icon
|
||||||
|
|
||||||
width = Width:
|
width = Width:
|
||||||
height = Height:
|
height = Height:
|
||||||
@@ -645,10 +666,12 @@ objective.destroycore.name = Destroy Core
|
|||||||
objective.commandmode.name = Command Mode
|
objective.commandmode.name = Command Mode
|
||||||
objective.flag.name = Flag
|
objective.flag.name = Flag
|
||||||
marker.shapetext.name = Shape Text
|
marker.shapetext.name = Shape Text
|
||||||
marker.minimap.name = Minimap
|
marker.point.name = Point
|
||||||
marker.shape.name = Shape
|
marker.shape.name = Shape
|
||||||
marker.text.name = Text
|
marker.text.name = Text
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
marker.background = Background
|
marker.background = Background
|
||||||
marker.outline = Outline
|
marker.outline = Outline
|
||||||
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
||||||
@@ -695,7 +718,7 @@ error.any = Unknown network error.
|
|||||||
error.bloom = Nabigong simulan ang bloom.\nMaaaring hindi ito sinusuportahan ng iyong device.
|
error.bloom = Nabigong simulan ang bloom.\nMaaaring hindi ito sinusuportahan ng iyong device.
|
||||||
|
|
||||||
weather.rain.name = Rain
|
weather.rain.name = Rain
|
||||||
weather.snow.name = Snow
|
weather.snowing.name = Snow
|
||||||
weather.sandstorm.name = Sandstorm
|
weather.sandstorm.name = Sandstorm
|
||||||
weather.sporestorm.name = Sporestorm
|
weather.sporestorm.name = Sporestorm
|
||||||
weather.fog.name = Fog
|
weather.fog.name = Fog
|
||||||
@@ -731,7 +754,8 @@ sector.curlost = Nawala ang sector
|
|||||||
sector.missingresources = [scarlet]Kulang ang mga Core Resources
|
sector.missingresources = [scarlet]Kulang ang mga Core Resources
|
||||||
sector.attacked = Ang sector [accent]{0}[white] ay inaatake!
|
sector.attacked = Ang sector [accent]{0}[white] ay inaatake!
|
||||||
sector.lost = Ang sector [accent]{0}[white] ay nawala!
|
sector.lost = Ang sector [accent]{0}[white] ay nawala!
|
||||||
sector.captured = Ang sector [accent]{0}[white] ay na-capture na!
|
sector.capture = Sector [accent]{0}[white]Captured!
|
||||||
|
sector.capture.current = Sector Captured!
|
||||||
sector.changeicon = Change Icon
|
sector.changeicon = Change Icon
|
||||||
sector.noswitch.title = Unable to Switch Sectors
|
sector.noswitch.title = Unable to Switch Sectors
|
||||||
sector.noswitch = You may not switch sectors while an existing sector is under attack.\n\nSector: [accent]{0}[] on [accent]{1}[]
|
sector.noswitch = You may not switch sectors while an existing sector is under attack.\n\nSector: [accent]{0}[] on [accent]{1}[]
|
||||||
@@ -948,17 +972,46 @@ stat.immunities = Immunities
|
|||||||
stat.healing = Healing
|
stat.healing = Healing
|
||||||
|
|
||||||
ability.forcefield = Force Field
|
ability.forcefield = Force Field
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = Repair Field
|
ability.repairfield = Repair Field
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = Status Field
|
ability.statusfield = Status Field
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = Factory
|
ability.unitspawn = Factory
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Shield Regen Field
|
ability.shieldregenfield = Shield Regen Field
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Movement Lightning
|
ability.movelightning = Movement Lightning
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Shield Arc
|
ability.shieldarc = Shield Arc
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Regen Suppression Field
|
ability.suppressionfield = Regen Suppression Field
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Energy Field
|
ability.energyfield = Energy Field
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = Only Core Depositing Allowed
|
bar.onlycoredeposit = Only Core Depositing Allowed
|
||||||
|
|
||||||
@@ -1109,7 +1162,7 @@ setting.sfxvol.name = SFX Volume
|
|||||||
setting.mutesound.name = Mute Sound
|
setting.mutesound.name = Mute Sound
|
||||||
setting.crashreport.name = Mag-send ng Anonymous Crash Reports
|
setting.crashreport.name = Mag-send ng Anonymous Crash Reports
|
||||||
setting.savecreate.name = Auto-Create Saves
|
setting.savecreate.name = Auto-Create Saves
|
||||||
setting.publichost.name = Public Game Visibility
|
setting.steampublichost.name = Public Game Visibility
|
||||||
setting.playerlimit.name = Player Limit
|
setting.playerlimit.name = Player Limit
|
||||||
setting.chatopacity.name = Chat Opacity
|
setting.chatopacity.name = Chat Opacity
|
||||||
setting.lasersopacity.name = Power Laser Opacity
|
setting.lasersopacity.name = Power Laser Opacity
|
||||||
@@ -1155,15 +1208,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.rebuild_select.name = Rebuild Region
|
keybind.rebuild_select.name = Rebuild Region
|
||||||
keybind.schematic_select.name = Select Region
|
keybind.schematic_select.name = Select Region
|
||||||
keybind.schematic_menu.name = Schematic Menu
|
keybind.schematic_menu.name = Schematic Menu
|
||||||
@@ -1261,6 +1315,7 @@ rules.unitdamagemultiplier = Unit Damage Multiplier
|
|||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.solarmultiplier = Solar Power Multiplier
|
rules.solarmultiplier = Solar Power Multiplier
|
||||||
rules.unitcapvariable = Cores Contribute To Unit Cap
|
rules.unitcapvariable = Cores Contribute To Unit Cap
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Base Unit Cap
|
rules.unitcap = Base Unit Cap
|
||||||
rules.limitarea = Limit Map Area
|
rules.limitarea = Limit Map Area
|
||||||
rules.enemycorebuildradius = Enemy Core No-Build Radius:[lightgray] (tiles)
|
rules.enemycorebuildradius = Enemy Core No-Build Radius:[lightgray] (tiles)
|
||||||
@@ -1293,6 +1348,8 @@ rules.weather = Weather
|
|||||||
rules.weather.frequency = Frequency:
|
rules.weather.frequency = Frequency:
|
||||||
rules.weather.always = Always
|
rules.weather.always = Always
|
||||||
rules.weather.duration = Duration:
|
rules.weather.duration = Duration:
|
||||||
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = Items
|
content.item.name = Items
|
||||||
content.liquid.name = Liquids
|
content.liquid.name = Liquids
|
||||||
@@ -1510,6 +1567,7 @@ block.inverted-sorter.name = Inverted Sorter
|
|||||||
block.message.name = Message
|
block.message.name = Message
|
||||||
block.reinforced-message.name = Reinforced Message
|
block.reinforced-message.name = Reinforced Message
|
||||||
block.world-message.name = World Message
|
block.world-message.name = World Message
|
||||||
|
block.world-switch.name = World Switch
|
||||||
block.illuminator.name = Illuminator
|
block.illuminator.name = Illuminator
|
||||||
block.overflow-gate.name = Overflow Gate
|
block.overflow-gate.name = Overflow Gate
|
||||||
block.underflow-gate.name = Underflow Gate
|
block.underflow-gate.name = Underflow Gate
|
||||||
@@ -1750,7 +1808,6 @@ block.disperse.name = Disperse
|
|||||||
block.afflict.name = Afflict
|
block.afflict.name = Afflict
|
||||||
block.lustre.name = Lustre
|
block.lustre.name = Lustre
|
||||||
block.scathe.name = Scathe
|
block.scathe.name = Scathe
|
||||||
block.fabricator.name = Fabricator
|
|
||||||
block.tank-refabricator.name = Tank Refabricator
|
block.tank-refabricator.name = Tank Refabricator
|
||||||
block.mech-refabricator.name = Mech Refabricator
|
block.mech-refabricator.name = Mech Refabricator
|
||||||
block.ship-refabricator.name = Ship Refabricator
|
block.ship-refabricator.name = Ship Refabricator
|
||||||
@@ -1868,6 +1925,7 @@ onset.turrets = Units are effective, but [accent]turrets[] provide better defens
|
|||||||
onset.turretammo = Supply the turret with [accent]beryllium ammo.[]
|
onset.turretammo = Supply the turret with [accent]beryllium ammo.[]
|
||||||
onset.walls = [accent]Walls[] can prevent oncoming damage from reaching buildings.\nPlace some \uf6ee [accent]beryllium walls[] around the turret.
|
onset.walls = [accent]Walls[] can prevent oncoming damage from reaching buildings.\nPlace some \uf6ee [accent]beryllium walls[] around the turret.
|
||||||
onset.enemies = Enemy incoming, prepare to defend.
|
onset.enemies = Enemy incoming, prepare to defend.
|
||||||
|
onset.defenses = [accent]Set up defenses:[lightgray] {0}
|
||||||
onset.attack = The enemy is vulnerable. Counter-attack.
|
onset.attack = The enemy is vulnerable. Counter-attack.
|
||||||
onset.cores = New cores can be placed on [accent]core tiles[].\nNew cores function as forward bases and share a resource inventory with other cores.\nPlace a \uf725 core.
|
onset.cores = New cores can be placed on [accent]core tiles[].\nNew cores function as forward bases and share a resource inventory with other cores.\nPlace a \uf725 core.
|
||||||
onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defenses, mining, and production.
|
onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defenses, mining, and production.
|
||||||
@@ -2067,7 +2125,6 @@ block.logic-display.description = Displays arbitrary graphics from a logic proce
|
|||||||
block.large-logic-display.description = Displays arbitrary graphics from a logic processor.
|
block.large-logic-display.description = Displays arbitrary graphics from a logic processor.
|
||||||
block.interplanetary-accelerator.description = A massive electromagnetic railgun tower. Accelerates cores to escape velocity for interplanetary deployment.
|
block.interplanetary-accelerator.description = A massive electromagnetic railgun tower. Accelerates cores to escape velocity for interplanetary deployment.
|
||||||
block.repair-turret.description = Continuously repairs the closest damaged unit in its vicinity. Optionally accepts coolant.
|
block.repair-turret.description = Continuously repairs the closest damaged unit in its vicinity. Optionally accepts coolant.
|
||||||
block.payload-propulsion-tower.description = Long-range payload transport structure. Shoots payloads to other linked payload propulsion towers.
|
|
||||||
block.core-bastion.description = Core of the base. Armored. Once destroyed, the sector is lost.
|
block.core-bastion.description = Core of the base. Armored. Once destroyed, the sector is lost.
|
||||||
block.core-citadel.description = Core of the base. Very well armored. Stores more resources than a Bastion core.
|
block.core-citadel.description = Core of the base. Very well armored. Stores more resources than a Bastion core.
|
||||||
block.core-acropolis.description = Core of the base. Exceptionally well armored. Stores more resources than a Citadel core.
|
block.core-acropolis.description = Core of the base. Exceptionally well armored. Stores more resources than a Citadel core.
|
||||||
@@ -2103,7 +2160,6 @@ block.impact-drill.description = When placed on ore, outputs items in bursts ind
|
|||||||
block.eruption-drill.description = An improved impact drill. Capable of mining thorium. Requires hydrogen.
|
block.eruption-drill.description = An improved impact drill. Capable of mining thorium. Requires hydrogen.
|
||||||
block.reinforced-conduit.description = Moves fluids forward. Doesn't accept non-conduit inputs to the sides.
|
block.reinforced-conduit.description = Moves fluids forward. Doesn't accept non-conduit inputs to the sides.
|
||||||
block.reinforced-liquid-router.description = Distributes fluids equally to all sides.
|
block.reinforced-liquid-router.description = Distributes fluids equally to all sides.
|
||||||
block.reinforced-junction.description = Acts as a bridge for two crossing conduits.
|
|
||||||
block.reinforced-liquid-tank.description = Stores a large amount of fluids.
|
block.reinforced-liquid-tank.description = Stores a large amount of fluids.
|
||||||
block.reinforced-liquid-container.description = Stores a sizeable amount of fluids.
|
block.reinforced-liquid-container.description = Stores a sizeable amount of fluids.
|
||||||
block.reinforced-bridge-conduit.description = Transports fluids over structures and terrain.
|
block.reinforced-bridge-conduit.description = Transports fluids over structures and terrain.
|
||||||
@@ -2220,6 +2276,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
|
|||||||
lst.read = Read a number from a linked memory cell.
|
lst.read = Read a number from a linked memory cell.
|
||||||
lst.write = Write a number to a linked memory cell.
|
lst.write = Write a number to a linked memory cell.
|
||||||
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
||||||
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
||||||
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
||||||
@@ -2242,6 +2299,8 @@ lst.getblock = Get tile data at any location.
|
|||||||
lst.setblock = Set tile data at any location.
|
lst.setblock = Set tile data at any location.
|
||||||
lst.spawnunit = Spawn unit at a location.
|
lst.spawnunit = Spawn unit at a location.
|
||||||
lst.applystatus = Apply or clear a status effect from a uniut.
|
lst.applystatus = Apply or clear a status effect from a uniut.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
||||||
lst.explosion = Create an explosion at a location.
|
lst.explosion = Create an explosion at a location.
|
||||||
lst.setrate = Set processor execution speed in instructions/tick.
|
lst.setrate = Set processor execution speed in instructions/tick.
|
||||||
@@ -2257,6 +2316,43 @@ lst.effect = Create a particle effect.
|
|||||||
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
||||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||||
|
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||||
|
lglobal.false = 0
|
||||||
|
lglobal.true = 1
|
||||||
|
lglobal.null = null
|
||||||
|
lglobal.@pi = The mathematical constant pi (3.141...)
|
||||||
|
lglobal.@e = The mathematical constant e (2.718...)
|
||||||
|
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
||||||
|
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
||||||
|
lglobal.@time = Playtime of current save, in milliseconds
|
||||||
|
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
||||||
|
lglobal.@second = Playtime of current save, in seconds
|
||||||
|
lglobal.@minute = Playtime of current save, in minutes
|
||||||
|
lglobal.@waveNumber = Current wave number, if waves are enabled
|
||||||
|
lglobal.@waveTime = Countdown timer for waves, in seconds
|
||||||
|
lglobal.@mapw = Map width in tiles
|
||||||
|
lglobal.@maph = Map height in tiles
|
||||||
|
lglobal.sectionMap = Map
|
||||||
|
lglobal.sectionGeneral = General
|
||||||
|
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
||||||
|
lglobal.sectionProcessor = Processor
|
||||||
|
lglobal.sectionLookup = Lookup
|
||||||
|
lglobal.@this = The logic block executing the code
|
||||||
|
lglobal.@thisx = X coordinate of block executing the code
|
||||||
|
lglobal.@thisy = Y coordinate of block executing the code
|
||||||
|
lglobal.@links = Total number of blocks linked to this processors
|
||||||
|
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
||||||
|
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
||||||
|
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
||||||
|
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
||||||
|
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
||||||
|
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
||||||
|
lglobal.@client = True if the code is running on a client connected to a server
|
||||||
|
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
||||||
|
lglobal.@clientUnit = Unit of client running the code
|
||||||
|
lglobal.@clientName = Player name of client running the code
|
||||||
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
logic.nounitbuild = [red]Unit building logic is not allowed here.
|
logic.nounitbuild = [red]Unit building logic is not allowed here.
|
||||||
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
||||||
lenum.shoot = Shoot at a position.
|
lenum.shoot = Shoot at a position.
|
||||||
@@ -2295,6 +2391,7 @@ graphicstype.poly = Fill a regular polygon.
|
|||||||
graphicstype.linepoly = Draw a regular polygon outline.
|
graphicstype.linepoly = Draw a regular polygon outline.
|
||||||
graphicstype.triangle = Fill a triangle.
|
graphicstype.triangle = Fill a triangle.
|
||||||
graphicstype.image = Draw an image of some content.\nex: [accent]@router[] or [accent]@dagger[].
|
graphicstype.image = Draw an image of some content.\nex: [accent]@router[] or [accent]@dagger[].
|
||||||
|
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
||||||
lenum.always = Always true.
|
lenum.always = Always true.
|
||||||
lenum.idiv = Integer division.
|
lenum.idiv = Integer division.
|
||||||
lenum.div = Division.\nReturns [accent]null[] on divide-by-zero.
|
lenum.div = Division.\nReturns [accent]null[] on divide-by-zero.
|
||||||
@@ -2388,3 +2485,10 @@ lenum.build = Build a structure.
|
|||||||
lenum.getblock = Fetch a building and type at coordinates.\nUnit must be in range of position.\nSolid non-buildings will have the type [accent]@solid[].
|
lenum.getblock = Fetch a building and type at coordinates.\nUnit must be in range of position.\nSolid non-buildings will have the type [accent]@solid[].
|
||||||
lenum.within = Check if unit is near a position.
|
lenum.within = Check if unit is near a position.
|
||||||
lenum.boost = Start/stop boosting.
|
lenum.boost = Start/stop boosting.
|
||||||
|
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||||
|
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
||||||
|
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
||||||
|
lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
||||||
|
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||||||
|
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
||||||
|
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
||||||
|
|||||||
@@ -444,6 +444,7 @@ editor.waves = Vagues
|
|||||||
editor.rules = Règles
|
editor.rules = Règles
|
||||||
editor.generation = Génération
|
editor.generation = Génération
|
||||||
editor.objectives = Objectifs
|
editor.objectives = Objectifs
|
||||||
|
editor.locales = Locale Bundles
|
||||||
editor.ingame = Éditer dans le jeu
|
editor.ingame = Éditer dans le jeu
|
||||||
editor.playtest = Tester
|
editor.playtest = Tester
|
||||||
editor.publish.workshop = Publier sur le Workshop
|
editor.publish.workshop = Publier sur le Workshop
|
||||||
@@ -500,6 +501,7 @@ editor.default = [lightgray]<par défaut>
|
|||||||
details = Détails...
|
details = Détails...
|
||||||
edit = Modifier...
|
edit = Modifier...
|
||||||
variables = Variables
|
variables = Variables
|
||||||
|
logic.globals = Built-in Variables
|
||||||
editor.name = Nom :
|
editor.name = Nom :
|
||||||
editor.spawn = Ajouter une unité
|
editor.spawn = Ajouter une unité
|
||||||
editor.removeunit = Retirer l'unité
|
editor.removeunit = Retirer l'unité
|
||||||
@@ -511,6 +513,7 @@ editor.errorlegacy = Cette carte est trop ancienne et utilise un format de carte
|
|||||||
editor.errornot = Ceci n'est pas un fichier de carte.
|
editor.errornot = Ceci n'est pas un fichier de carte.
|
||||||
editor.errorheader = Ce fichier de carte est invalide ou corrompu.
|
editor.errorheader = Ce fichier de carte est invalide ou corrompu.
|
||||||
editor.errorname = La carte n'a pas de nom. Essayez-vous de charger une sauvegarde ?
|
editor.errorname = La carte n'a pas de nom. Essayez-vous de charger une sauvegarde ?
|
||||||
|
editor.errorlocales = Error reading invalid locale bundles.
|
||||||
editor.update = Mettre à jour
|
editor.update = Mettre à jour
|
||||||
editor.randomize = Générer
|
editor.randomize = Générer
|
||||||
editor.moveup = Monter
|
editor.moveup = Monter
|
||||||
@@ -522,6 +525,7 @@ editor.sectorgenerate = Générer un Secteur
|
|||||||
editor.resize = Redimensionner
|
editor.resize = Redimensionner
|
||||||
editor.loadmap = Charger la carte
|
editor.loadmap = Charger la carte
|
||||||
editor.savemap = Sauvegarder la carte
|
editor.savemap = Sauvegarder la carte
|
||||||
|
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
|
||||||
editor.saved = Sauvegardé !
|
editor.saved = Sauvegardé !
|
||||||
editor.save.noname = Votre carte n'a pas de nom !\nAjoutez un nom dans le menu 'Infos de la Carte'.
|
editor.save.noname = Votre carte n'a pas de nom !\nAjoutez un nom dans le menu 'Infos de la Carte'.
|
||||||
editor.save.overwrite = Votre carte écrase une carte de base du jeu !\nChoisissez un nom différent dans le menu 'Infos de la Carte'.
|
editor.save.overwrite = Votre carte écrase une carte de base du jeu !\nChoisissez un nom différent dans le menu 'Infos de la Carte'.
|
||||||
@@ -609,6 +613,23 @@ filter.option.floor2 = Sol secondaire
|
|||||||
filter.option.threshold2 = Seuil secondaire
|
filter.option.threshold2 = Seuil secondaire
|
||||||
filter.option.radius = Rayon
|
filter.option.radius = Rayon
|
||||||
filter.option.percentile = Pourcentage
|
filter.option.percentile = Pourcentage
|
||||||
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
|
locales.applytoall = Apply Changes To All Locales
|
||||||
|
locales.addtoother = Add To Other Locales
|
||||||
|
locales.rollback = Rollback to last applied
|
||||||
|
locales.filter = Property filter
|
||||||
|
locales.searchname = Search name...
|
||||||
|
locales.searchvalue = Search value...
|
||||||
|
locales.searchlocale = Search locale...
|
||||||
|
locales.byname = By name
|
||||||
|
locales.byvalue = By value
|
||||||
|
locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
|
||||||
|
locales.showmissing = Show properties that are missing in some locales
|
||||||
|
locales.showsame = Show properties that have same values in different locales
|
||||||
|
locales.viewproperty = View in all locales
|
||||||
|
locales.viewing = Viewing property "{0}"
|
||||||
|
locales.addicon = Add Icon
|
||||||
|
|
||||||
width = Largeur :
|
width = Largeur :
|
||||||
height = Hauteur :
|
height = Hauteur :
|
||||||
@@ -661,10 +682,12 @@ objective.commandmode.name = Mode « Commande »
|
|||||||
objective.flag.name = Drapeau
|
objective.flag.name = Drapeau
|
||||||
|
|
||||||
marker.shapetext.name = Forme de Texte
|
marker.shapetext.name = Forme de Texte
|
||||||
marker.minimap.name = Minicarte
|
marker.point.name = Point
|
||||||
marker.shape.name = Forme
|
marker.shape.name = Forme
|
||||||
marker.text.name = Texte
|
marker.text.name = Texte
|
||||||
marker.line.name = Ligne
|
marker.line.name = Ligne
|
||||||
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
|
|
||||||
marker.background = Fond
|
marker.background = Fond
|
||||||
marker.outline = Contour
|
marker.outline = Contour
|
||||||
@@ -715,7 +738,7 @@ error.any = Erreur de réseau inconnue.
|
|||||||
error.bloom = Échec de l'initialisation du flou lumineux.\nIl se peut que votre appareil ne le prenne pas en charge.
|
error.bloom = Échec de l'initialisation du flou lumineux.\nIl se peut que votre appareil ne le prenne pas en charge.
|
||||||
|
|
||||||
weather.rain.name = Pluie
|
weather.rain.name = Pluie
|
||||||
weather.snow.name = Neige
|
weather.snowing.name = Neige
|
||||||
weather.sandstorm.name = Tempête de sable
|
weather.sandstorm.name = Tempête de sable
|
||||||
weather.sporestorm.name = Tempête de spores
|
weather.sporestorm.name = Tempête de spores
|
||||||
weather.fog.name = Brouillard
|
weather.fog.name = Brouillard
|
||||||
@@ -752,8 +775,8 @@ sector.curlost = Secteur perdu
|
|||||||
sector.missingresources = [scarlet]Ressources du Noyau insuffisantes !
|
sector.missingresources = [scarlet]Ressources du Noyau insuffisantes !
|
||||||
sector.attacked = Secteur [accent]{0}[white] attaqué !
|
sector.attacked = Secteur [accent]{0}[white] attaqué !
|
||||||
sector.lost = Secteur [accent]{0}[white] perdu !
|
sector.lost = Secteur [accent]{0}[white] perdu !
|
||||||
#note: l'espace manquant dans la ligne ci-dessous est intentionnel
|
sector.capture = Sector [accent]{0}[white]Captured!
|
||||||
sector.captured = Secteur [accent]{0}[white]capturé !
|
sector.capture.current = Sector Captured!
|
||||||
sector.changeicon = Changer l'Icône
|
sector.changeicon = Changer l'Icône
|
||||||
sector.noswitch.title = Impossible de changer de Secteur
|
sector.noswitch.title = Impossible de changer de Secteur
|
||||||
sector.noswitch = Vous ne pouvez pas changer de secteur pendant qu’un autre est attaqué.\n\nSecteur: [accent]{0}[] sur [accent]{1}[]
|
sector.noswitch = Vous ne pouvez pas changer de secteur pendant qu’un autre est attaqué.\n\nSecteur: [accent]{0}[] sur [accent]{1}[]
|
||||||
@@ -975,17 +998,46 @@ stat.immunities = Immunités
|
|||||||
stat.healing = Guérison
|
stat.healing = Guérison
|
||||||
|
|
||||||
ability.forcefield = Champ de Force
|
ability.forcefield = Champ de Force
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = Champ de Réparation
|
ability.repairfield = Champ de Réparation
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = Champ d'Amélioration
|
ability.statusfield = Champ d'Amélioration
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = Usine
|
ability.unitspawn = Usine
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Champ de régénération de bouclier
|
ability.shieldregenfield = Champ de régénération de bouclier
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Déplacement éclair
|
ability.movelightning = Déplacement éclair
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Arc de Bouclier
|
ability.shieldarc = Arc de Bouclier
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Champ de Suppression de Soins
|
ability.suppressionfield = Champ de Suppression de Soins
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Champ d'énergie
|
ability.energyfield = Champ d'énergie
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Soins des Unités du Même Type: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Cibles Maximales: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Régénération
|
ability.regen = Régénération
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = Seul le dépôt de ressources dans le Noyau est autorisé
|
bar.onlycoredeposit = Seul le dépôt de ressources dans le Noyau est autorisé
|
||||||
bar.drilltierreq = Meilleure Foreuse Requise
|
bar.drilltierreq = Meilleure Foreuse Requise
|
||||||
@@ -1135,7 +1187,7 @@ setting.sfxvol.name = Volume des Sons et Effets
|
|||||||
setting.mutesound.name = Couper les Sons et Effets
|
setting.mutesound.name = Couper les Sons et Effets
|
||||||
setting.crashreport.name = Envoyer des Rapports de crash anonymes
|
setting.crashreport.name = Envoyer des Rapports de crash anonymes
|
||||||
setting.savecreate.name = Sauvegardes Automatiques
|
setting.savecreate.name = Sauvegardes Automatiques
|
||||||
setting.publichost.name = Visibilité de la Partie publique
|
setting.steampublichost.name = Public Game Visibility
|
||||||
setting.playerlimit.name = Limite de Joueurs
|
setting.playerlimit.name = Limite de Joueurs
|
||||||
setting.chatopacity.name = Opacité du Chat
|
setting.chatopacity.name = Opacité du Chat
|
||||||
setting.lasersopacity.name = Opacité des Connexions laser
|
setting.lasersopacity.name = Opacité des Connexions laser
|
||||||
@@ -1182,16 +1234,16 @@ keybind.unit_stance_hold_fire.name = Ordre: Ne pas tirer
|
|||||||
keybind.unit_stance_pursue_target.name = Ordre: Poursuivre la cible
|
keybind.unit_stance_pursue_target.name = Ordre: Poursuivre la cible
|
||||||
keybind.unit_stance_patrol.name = Ordre: Patrouille
|
keybind.unit_stance_patrol.name = Ordre: Patrouille
|
||||||
keybind.unit_stance_ram.name = Ordre: Charger
|
keybind.unit_stance_ram.name = Ordre: Charger
|
||||||
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_move = Commande: Bouger
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_repair = Commande: Réparer
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_rebuild = Commande: Reconstruire
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_assist = Commande: Assister
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_mine = Commande: Miner
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_boost = Commande: Boost
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_units = Commande: Transporter unités
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_load_blocks = Commande: Transporter blocs
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
keybind.unit_command_unload_payload = Commande: Poser chargement
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
|
|
||||||
keybind.rebuild_select.name = Reconstruire la Zone
|
keybind.rebuild_select.name = Reconstruire la Zone
|
||||||
keybind.schematic_select.name = Sélectionner une Région
|
keybind.schematic_select.name = Sélectionner une Région
|
||||||
@@ -1290,6 +1342,7 @@ rules.unitdamagemultiplier = Multiplicateur de Dégât des Unités
|
|||||||
rules.unitcrashdamagemultiplier = Multiplicateur de Dégât de chute des Unités
|
rules.unitcrashdamagemultiplier = Multiplicateur de Dégât de chute des Unités
|
||||||
rules.solarmultiplier = Multiplicateur de l'Efficacité des Panneaux Solaires
|
rules.solarmultiplier = Multiplicateur de l'Efficacité des Panneaux Solaires
|
||||||
rules.unitcapvariable = Les Noyaux contribuent à la limite d'Unités actives
|
rules.unitcapvariable = Les Noyaux contribuent à la limite d'Unités actives
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Limite initiale d'Unités actives
|
rules.unitcap = Limite initiale d'Unités actives
|
||||||
rules.limitarea = Limite de la zone de jeu de la Carte
|
rules.limitarea = Limite de la zone de jeu de la Carte
|
||||||
rules.enemycorebuildradius = Périmètre Non-Constructible autour du Noyau ennemi :[lightgray] (blocs)
|
rules.enemycorebuildradius = Périmètre Non-Constructible autour du Noyau ennemi :[lightgray] (blocs)
|
||||||
@@ -1322,6 +1375,8 @@ rules.weather = Météo
|
|||||||
rules.weather.frequency = Fréquence :
|
rules.weather.frequency = Fréquence :
|
||||||
rules.weather.always = Permanent
|
rules.weather.always = Permanent
|
||||||
rules.weather.duration = Durée :
|
rules.weather.duration = Durée :
|
||||||
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = Objets
|
content.item.name = Objets
|
||||||
content.liquid.name = Liquides
|
content.liquid.name = Liquides
|
||||||
@@ -1543,6 +1598,7 @@ block.inverted-sorter.name = Trieur Inversé
|
|||||||
block.message.name = Bloc de Message
|
block.message.name = Bloc de Message
|
||||||
block.reinforced-message.name = Bloc de Message Renforcé
|
block.reinforced-message.name = Bloc de Message Renforcé
|
||||||
block.world-message.name = Bloc de Message Global
|
block.world-message.name = Bloc de Message Global
|
||||||
|
block.world-switch.name = World Switch
|
||||||
block.illuminator.name = Illuminateur
|
block.illuminator.name = Illuminateur
|
||||||
block.overflow-gate.name = Barrière de Débordement
|
block.overflow-gate.name = Barrière de Débordement
|
||||||
block.underflow-gate.name = Barrière de Refoulement
|
block.underflow-gate.name = Barrière de Refoulement
|
||||||
@@ -1785,7 +1841,6 @@ block.disperse.name = Propagateur
|
|||||||
block.afflict.name = Éclateur
|
block.afflict.name = Éclateur
|
||||||
block.lustre.name = Lustre
|
block.lustre.name = Lustre
|
||||||
block.scathe.name = Scathe
|
block.scathe.name = Scathe
|
||||||
block.fabricator.name = Fabricateur
|
|
||||||
block.tank-refabricator.name = Refabricateur de Tanks
|
block.tank-refabricator.name = Refabricateur de Tanks
|
||||||
block.mech-refabricator.name = Refabricateur de Mécas
|
block.mech-refabricator.name = Refabricateur de Mécas
|
||||||
block.ship-refabricator.name = Refabricateur de Vaisseaux
|
block.ship-refabricator.name = Refabricateur de Vaisseaux
|
||||||
@@ -1906,6 +1961,7 @@ onset.turrets = Les unités sont efficaces, mais les [accent]tourelles[] ont de
|
|||||||
onset.turretammo = Approvisionnez les tourelles avec du [accent]béryllium[].
|
onset.turretammo = Approvisionnez les tourelles avec du [accent]béryllium[].
|
||||||
onset.walls = Les [accent]murs[] peuvent encaisser les dégâts des attaques ennemies avant qu'elles atteignent vos constructions.\nPlacez quelques \uf6ee [accent]murs de béryllium[] autour de la tourelle.
|
onset.walls = Les [accent]murs[] peuvent encaisser les dégâts des attaques ennemies avant qu'elles atteignent vos constructions.\nPlacez quelques \uf6ee [accent]murs de béryllium[] autour de la tourelle.
|
||||||
onset.enemies = Ennemis en approche, préparez-vous à défendre.
|
onset.enemies = Ennemis en approche, préparez-vous à défendre.
|
||||||
|
onset.defenses = [accent]Set up defenses:[lightgray] {0}
|
||||||
onset.attack = L'ennemi est vulnérable. Contre-attaquez !
|
onset.attack = L'ennemi est vulnérable. Contre-attaquez !
|
||||||
onset.cores = Les noyaux peuvent être placés sur des [accent]tuiles de noyau[].\nCes nouveaux noyaux servent à faire avancer votre base et partager vos ressources avec d'autres noyaux.\nPlacez un noyau \uf725.
|
onset.cores = Les noyaux peuvent être placés sur des [accent]tuiles de noyau[].\nCes nouveaux noyaux servent à faire avancer votre base et partager vos ressources avec d'autres noyaux.\nPlacez un noyau \uf725.
|
||||||
onset.detect = L'ennemi sera capable de vous détecter dans 2 minutes.\nAméliorez vos défenses, vos exploitations minières ainsi que votre production.
|
onset.detect = L'ennemi sera capable de vous détecter dans 2 minutes.\nAméliorez vos défenses, vos exploitations minières ainsi que votre production.
|
||||||
@@ -2111,7 +2167,6 @@ block.logic-display.description = Affiche des images à partir des instructions
|
|||||||
block.large-logic-display.description = Affiche des images à partir des instructions d'un processeur logique. Possède une plus grande résolution qu'un écran.
|
block.large-logic-display.description = Affiche des images à partir des instructions d'un processeur logique. Possède une plus grande résolution qu'un écran.
|
||||||
block.interplanetary-accelerator.description = Un énorme canon électromagnétique à rails. Accélère les Noyaux pour qu'ils échappent à la gravité de leur planète et leur permettent un déploiement interplanétaire.
|
block.interplanetary-accelerator.description = Un énorme canon électromagnétique à rails. Accélère les Noyaux pour qu'ils échappent à la gravité de leur planète et leur permettent un déploiement interplanétaire.
|
||||||
block.repair-turret.description = Répare en continu l'unité endommagée la plus proche dans son périmètre. Accepte le liquide de refroidissement en option.
|
block.repair-turret.description = Répare en continu l'unité endommagée la plus proche dans son périmètre. Accepte le liquide de refroidissement en option.
|
||||||
block.payload-propulsion-tower.description = Structure de transport de charges utiles à longue portée. Projette des charges utiles vers d'autres tours de propulsion de charges utiles reliées.
|
|
||||||
|
|
||||||
#Erekir
|
#Erekir
|
||||||
block.core-bastion.description = Le cœur de votre base. Blindé. Une fois détruit, le secteur est perdu.
|
block.core-bastion.description = Le cœur de votre base. Blindé. Une fois détruit, le secteur est perdu.
|
||||||
@@ -2149,7 +2204,6 @@ block.impact-drill.description = Lorsqu'il est placé sur du minerai, il produit
|
|||||||
block.eruption-drill.description = Une foreuse à impact améliorée. Capable d'extraire du thorium. Requiert de l'hydrogène.
|
block.eruption-drill.description = Une foreuse à impact améliorée. Capable d'extraire du thorium. Requiert de l'hydrogène.
|
||||||
block.reinforced-conduit.description = Déplace les fluides. N'accepte pas les entrées sans conduit sur les côtés.
|
block.reinforced-conduit.description = Déplace les fluides. N'accepte pas les entrées sans conduit sur les côtés.
|
||||||
block.reinforced-liquid-router.description = Accepte les fluides depuis une direction et les distribue jusqu'à 3 directions équitablement.
|
block.reinforced-liquid-router.description = Accepte les fluides depuis une direction et les distribue jusqu'à 3 directions équitablement.
|
||||||
block.reinforced-junction.description = Agit comme un pont entre deux conduits qui se croisent.
|
|
||||||
block.reinforced-liquid-tank.description = Stocke une grande quantité de fluides.
|
block.reinforced-liquid-tank.description = Stocke une grande quantité de fluides.
|
||||||
block.reinforced-liquid-container.description = Stocke une quantité importante de fluides.
|
block.reinforced-liquid-container.description = Stocke une quantité importante de fluides.
|
||||||
block.reinforced-bridge-conduit.description = Transporte les fluides par-dessus les structures et le terrain.
|
block.reinforced-bridge-conduit.description = Transporte les fluides par-dessus les structures et le terrain.
|
||||||
@@ -2270,6 +2324,7 @@ unit.emanate.description = Construit des structures pour défendre le Noyau acro
|
|||||||
lst.read = Lit un nombre depuis un bloc de mémoire relié au processeur.
|
lst.read = Lit un nombre depuis un bloc de mémoire relié au processeur.
|
||||||
lst.write = Écrit un nombre dans un bloc de mémoire relié au processeur.
|
lst.write = Écrit un nombre dans un bloc de mémoire relié au processeur.
|
||||||
lst.print = Ajoute du texte dans la mémoire tampon de l'imprimante.\nNe montrera aucun texte tant que [accent]Print Flush[] ne sera pas utilisé.
|
lst.print = Ajoute du texte dans la mémoire tampon de l'imprimante.\nNe montrera aucun texte tant que [accent]Print Flush[] ne sera pas utilisé.
|
||||||
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Ajoute une opération dans la mémoire tampon de dessin.\nNe montrera aucune image tant que [accent]Draw Flush[] ne sera pas utilisé.
|
lst.draw = Ajoute une opération dans la mémoire tampon de dessin.\nNe montrera aucune image tant que [accent]Draw Flush[] ne sera pas utilisé.
|
||||||
lst.drawflush = Affiche les opérations [accent]Draw[] en file d'attente vers un écran.
|
lst.drawflush = Affiche les opérations [accent]Draw[] en file d'attente vers un écran.
|
||||||
lst.printflush = Affiche les opérations [accent]Print[] en file d'attente vers un bloc de message.
|
lst.printflush = Affiche les opérations [accent]Print[] en file d'attente vers un bloc de message.
|
||||||
@@ -2292,6 +2347,8 @@ lst.getblock = Obtient les données d'une tuile à n'importe quel emplacement.
|
|||||||
lst.setblock = Définit les données d'une tuile à n'importe quel emplacement.
|
lst.setblock = Définit les données d'une tuile à n'importe quel emplacement.
|
||||||
lst.spawnunit = Fait apparaître une unité à un emplacement.
|
lst.spawnunit = Fait apparaître une unité à un emplacement.
|
||||||
lst.applystatus = Ajoute ou enlève un effet de statut d'une unité.
|
lst.applystatus = Ajoute ou enlève un effet de statut d'une unité.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Simule un déclenchement de vague à n'importe quel emplacement.\nCela n'incrémente pas le compteur de vaugues.
|
lst.spawnwave = Simule un déclenchement de vague à n'importe quel emplacement.\nCela n'incrémente pas le compteur de vaugues.
|
||||||
lst.explosion = Crée une explosion à un emplacement.
|
lst.explosion = Crée une explosion à un emplacement.
|
||||||
lst.setrate = Définit la vitesse d'exécution d'un processeur en instructions/tick.
|
lst.setrate = Définit la vitesse d'exécution d'un processeur en instructions/tick.
|
||||||
@@ -2307,6 +2364,43 @@ lst.effect = Crée un effet de particules.
|
|||||||
lst.sync = Synchronise une variable dans le réseau.\nLimité à 20 fois par seconde et par variable.
|
lst.sync = Synchronise une variable dans le réseau.\nLimité à 20 fois par seconde et par variable.
|
||||||
lst.makemarker = Crée un marqueur dans le monde.\nUn ID pour identifier le marqueur doit être donné.\nLes marqueurs sont limités à 20,000 par monde.
|
lst.makemarker = Crée un marqueur dans le monde.\nUn ID pour identifier le marqueur doit être donné.\nLes marqueurs sont limités à 20,000 par monde.
|
||||||
lst.setmarker = Change une propriété d'un marqueur.\nL'ID utilisé doit être le même que celui de l'instruction "Make Marker".
|
lst.setmarker = Change une propriété d'un marqueur.\nL'ID utilisé doit être le même que celui de l'instruction "Make Marker".
|
||||||
|
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||||
|
lglobal.false = 0
|
||||||
|
lglobal.true = 1
|
||||||
|
lglobal.null = null
|
||||||
|
lglobal.@pi = The mathematical constant pi (3.141...)
|
||||||
|
lglobal.@e = The mathematical constant e (2.718...)
|
||||||
|
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
||||||
|
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
||||||
|
lglobal.@time = Playtime of current save, in milliseconds
|
||||||
|
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
||||||
|
lglobal.@second = Playtime of current save, in seconds
|
||||||
|
lglobal.@minute = Playtime of current save, in minutes
|
||||||
|
lglobal.@waveNumber = Current wave number, if waves are enabled
|
||||||
|
lglobal.@waveTime = Countdown timer for waves, in seconds
|
||||||
|
lglobal.@mapw = Map width in tiles
|
||||||
|
lglobal.@maph = Map height in tiles
|
||||||
|
lglobal.sectionMap = Map
|
||||||
|
lglobal.sectionGeneral = General
|
||||||
|
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
||||||
|
lglobal.sectionProcessor = Processor
|
||||||
|
lglobal.sectionLookup = Lookup
|
||||||
|
lglobal.@this = The logic block executing the code
|
||||||
|
lglobal.@thisx = X coordinate of block executing the code
|
||||||
|
lglobal.@thisy = Y coordinate of block executing the code
|
||||||
|
lglobal.@links = Total number of blocks linked to this processors
|
||||||
|
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
||||||
|
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
||||||
|
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
||||||
|
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
||||||
|
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
||||||
|
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
||||||
|
lglobal.@client = True if the code is running on a client connected to a server
|
||||||
|
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
||||||
|
lglobal.@clientUnit = Unit of client running the code
|
||||||
|
lglobal.@clientName = Player name of client running the code
|
||||||
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
|
|
||||||
logic.nounitbuild = [red]Les unités contrôlées par des processeurs ne peuvent pas construire ici.
|
logic.nounitbuild = [red]Les unités contrôlées par des processeurs ne peuvent pas construire ici.
|
||||||
|
|
||||||
@@ -2350,6 +2444,7 @@ graphicstype.poly = Dessine un polygone régulier.
|
|||||||
graphicstype.linepoly = Dessine le contour d'un polygone régulier.
|
graphicstype.linepoly = Dessine le contour d'un polygone régulier.
|
||||||
graphicstype.triangle = Dessine un triangle.
|
graphicstype.triangle = Dessine un triangle.
|
||||||
graphicstype.image = Dessine une image provenant du contenu du jeu.\nexemple: [accent]@router[] ou [accent]@dagger[].
|
graphicstype.image = Dessine une image provenant du contenu du jeu.\nexemple: [accent]@router[] ou [accent]@dagger[].
|
||||||
|
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
||||||
|
|
||||||
lenum.always = Toujours [accent]true[].
|
lenum.always = Toujours [accent]true[].
|
||||||
lenum.idiv = Division entière.
|
lenum.idiv = Division entière.
|
||||||
@@ -2458,3 +2553,10 @@ lenum.build = Construit une structure.
|
|||||||
lenum.getblock = Récupère des données sur un bâtiment et son type aux coordonnées données.\nL'unité doit se trouver dans la portée de la position.\nLes blocs solides qui ne sont pas des bâtiments auront le type [accent]@solid[].
|
lenum.getblock = Récupère des données sur un bâtiment et son type aux coordonnées données.\nL'unité doit se trouver dans la portée de la position.\nLes blocs solides qui ne sont pas des bâtiments auront le type [accent]@solid[].
|
||||||
lenum.within = Vérifie si l'unité est près de la position.
|
lenum.within = Vérifie si l'unité est près de la position.
|
||||||
lenum.boost = Active/Désactive le boost.
|
lenum.boost = Active/Désactive le boost.
|
||||||
|
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||||
|
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
||||||
|
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
||||||
|
lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
||||||
|
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||||||
|
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
||||||
|
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
||||||
|
|||||||
File diff suppressed because it is too large
Load Diff
@@ -438,6 +438,7 @@ editor.waves = Gelombang:
|
|||||||
editor.rules = Peraturan:
|
editor.rules = Peraturan:
|
||||||
editor.generation = Generasi:
|
editor.generation = Generasi:
|
||||||
editor.objectives = Tujuan
|
editor.objectives = Tujuan
|
||||||
|
editor.locales = Locale Bundles
|
||||||
editor.ingame = Sunting dalam Permainan
|
editor.ingame = Sunting dalam Permainan
|
||||||
editor.playtest = Tes Bermain
|
editor.playtest = Tes Bermain
|
||||||
editor.publish.workshop = Terbitkan di Workshop
|
editor.publish.workshop = Terbitkan di Workshop
|
||||||
@@ -494,6 +495,7 @@ editor.default = [lightgray]<Standar>
|
|||||||
details = Detail...
|
details = Detail...
|
||||||
edit = Sunting...
|
edit = Sunting...
|
||||||
variables = Vars
|
variables = Vars
|
||||||
|
logic.globals = Built-in Variables
|
||||||
editor.name = Nama:
|
editor.name = Nama:
|
||||||
editor.spawn = Munculkan Unit
|
editor.spawn = Munculkan Unit
|
||||||
editor.removeunit = Hapus Unit
|
editor.removeunit = Hapus Unit
|
||||||
@@ -505,6 +507,7 @@ editor.errorlegacy = Peta ini terlalu tua, dan memakai format peta "legacy" yang
|
|||||||
editor.errornot = Ini bukan merupakan file peta.
|
editor.errornot = Ini bukan merupakan file peta.
|
||||||
editor.errorheader = File peta ini bisa jadi tidak sah atau rusak.
|
editor.errorheader = File peta ini bisa jadi tidak sah atau rusak.
|
||||||
editor.errorname = Peta tidak ada nama. Apakah Anda mencoba untuk memuat file simpanan?
|
editor.errorname = Peta tidak ada nama. Apakah Anda mencoba untuk memuat file simpanan?
|
||||||
|
editor.errorlocales = Error reading invalid locale bundles.
|
||||||
editor.update = Perbaruan
|
editor.update = Perbaruan
|
||||||
editor.randomize = Acak
|
editor.randomize = Acak
|
||||||
editor.moveup = Pindah Ke Atas
|
editor.moveup = Pindah Ke Atas
|
||||||
@@ -516,6 +519,7 @@ editor.sectorgenerate = Generasi Sektor
|
|||||||
editor.resize = Ubah Ukuran
|
editor.resize = Ubah Ukuran
|
||||||
editor.loadmap = Memuat Peta
|
editor.loadmap = Memuat Peta
|
||||||
editor.savemap = Simpan Peta
|
editor.savemap = Simpan Peta
|
||||||
|
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
|
||||||
editor.saved = Tersimpan!
|
editor.saved = Tersimpan!
|
||||||
editor.save.noname = Peta Anda tidak ada nama! Tambahkan di menu 'info peta'.
|
editor.save.noname = Peta Anda tidak ada nama! Tambahkan di menu 'info peta'.
|
||||||
editor.save.overwrite = Peta ini menindih peta built-in! Pilih nama yang berbeda di menu 'info peta'.
|
editor.save.overwrite = Peta ini menindih peta built-in! Pilih nama yang berbeda di menu 'info peta'.
|
||||||
@@ -603,6 +607,23 @@ filter.option.floor2 = Lantai Sekunder
|
|||||||
filter.option.threshold2 = Ambang Sekunder
|
filter.option.threshold2 = Ambang Sekunder
|
||||||
filter.option.radius = Radius
|
filter.option.radius = Radius
|
||||||
filter.option.percentile = Perseratus
|
filter.option.percentile = Perseratus
|
||||||
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
|
locales.applytoall = Apply Changes To All Locales
|
||||||
|
locales.addtoother = Add To Other Locales
|
||||||
|
locales.rollback = Rollback to last applied
|
||||||
|
locales.filter = Property filter
|
||||||
|
locales.searchname = Search name...
|
||||||
|
locales.searchvalue = Search value...
|
||||||
|
locales.searchlocale = Search locale...
|
||||||
|
locales.byname = By name
|
||||||
|
locales.byvalue = By value
|
||||||
|
locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
|
||||||
|
locales.showmissing = Show properties that are missing in some locales
|
||||||
|
locales.showsame = Show properties that have same values in different locales
|
||||||
|
locales.viewproperty = View in all locales
|
||||||
|
locales.viewing = Viewing property "{0}"
|
||||||
|
locales.addicon = Add Icon
|
||||||
|
|
||||||
width = Lebar:
|
width = Lebar:
|
||||||
height = Tinggi:
|
height = Tinggi:
|
||||||
@@ -655,10 +676,12 @@ objective.commandmode.name = Mode Perintah
|
|||||||
objective.flag.name = Bendera
|
objective.flag.name = Bendera
|
||||||
|
|
||||||
marker.shapetext.name = Teks Berbentuk
|
marker.shapetext.name = Teks Berbentuk
|
||||||
marker.minimap.name = Peta Kecil
|
marker.point.name = Point
|
||||||
marker.shape.name = Bentuk
|
marker.shape.name = Bentuk
|
||||||
marker.text.name = Teks
|
marker.text.name = Teks
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
|
|
||||||
marker.background = Latar Belakang
|
marker.background = Latar Belakang
|
||||||
marker.outline = Garis Luar
|
marker.outline = Garis Luar
|
||||||
@@ -709,7 +732,7 @@ error.any = Terjadi kesalahan Jaringan tidak diketahui.
|
|||||||
error.bloom = Gagal untuk menjalankan bloom.\nPerangkat Anda mungkin tidak mendukung fitur ini.
|
error.bloom = Gagal untuk menjalankan bloom.\nPerangkat Anda mungkin tidak mendukung fitur ini.
|
||||||
|
|
||||||
weather.rain.name = Hujan
|
weather.rain.name = Hujan
|
||||||
weather.snow.name = Salju
|
weather.snowing.name = Salju
|
||||||
weather.sandstorm.name = Badai Pasir
|
weather.sandstorm.name = Badai Pasir
|
||||||
weather.sporestorm.name = Badai Spora
|
weather.sporestorm.name = Badai Spora
|
||||||
weather.fog.name = Kabut
|
weather.fog.name = Kabut
|
||||||
@@ -745,8 +768,8 @@ sector.curlost = Sektor Gagal Bertahan
|
|||||||
sector.missingresources = [scarlet]Sumber Daya Inti Tidak Cukup
|
sector.missingresources = [scarlet]Sumber Daya Inti Tidak Cukup
|
||||||
sector.attacked = Sektor [accent]{0}[white] sedang diserang!
|
sector.attacked = Sektor [accent]{0}[white] sedang diserang!
|
||||||
sector.lost = Sektor [accent]{0}[white] telah dihancurkan!
|
sector.lost = Sektor [accent]{0}[white] telah dihancurkan!
|
||||||
#note: the missing space in the line below is intentional
|
sector.capture = Sector [accent]{0}[white]Captured!
|
||||||
sector.captured = Sektor [accent]{0}[white]ditaklukkan!
|
sector.capture.current = Sector Captured!
|
||||||
sector.changeicon = Ubah Ikon
|
sector.changeicon = Ubah Ikon
|
||||||
sector.noswitch.title = Tidak Dapat beralih Sektor
|
sector.noswitch.title = Tidak Dapat beralih Sektor
|
||||||
sector.noswitch = Andak tidak boleh berpindah sektor jika salah satu sektor terkena serangan.\nSektor: [accent]{0}[] di [accent]{1}[]
|
sector.noswitch = Andak tidak boleh berpindah sektor jika salah satu sektor terkena serangan.\nSektor: [accent]{0}[] di [accent]{1}[]
|
||||||
@@ -969,17 +992,46 @@ stat.immunities = Kekebalan
|
|||||||
stat.healing = Menyembuhkan
|
stat.healing = Menyembuhkan
|
||||||
|
|
||||||
ability.forcefield = Bidang Kekuatan
|
ability.forcefield = Bidang Kekuatan
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = Bidang Perbaikan
|
ability.repairfield = Bidang Perbaikan
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = Bidang Status
|
ability.statusfield = Bidang Status
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = Pabrik
|
ability.unitspawn = Pabrik
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Bidang Regenerasi Perisai
|
ability.shieldregenfield = Bidang Regenerasi Perisai
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Pergerakan Petir
|
ability.movelightning = Pergerakan Petir
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Shield Arc
|
ability.shieldarc = Shield Arc
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Regen Suppression Field
|
ability.suppressionfield = Regen Suppression Field
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Bidang Tenaga
|
ability.energyfield = Bidang Tenaga
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = Hanya Penyetoran Inti yang Diizinkan
|
bar.onlycoredeposit = Hanya Penyetoran Inti yang Diizinkan
|
||||||
bar.drilltierreq = Membutuhkan Bor yang Lebih Baik
|
bar.drilltierreq = Membutuhkan Bor yang Lebih Baik
|
||||||
@@ -1129,7 +1181,7 @@ setting.sfxvol.name = Volume Efek Suara
|
|||||||
setting.mutesound.name = Diamkan Suara
|
setting.mutesound.name = Diamkan Suara
|
||||||
setting.crashreport.name = Laporkan Masalah
|
setting.crashreport.name = Laporkan Masalah
|
||||||
setting.savecreate.name = Otomatis Menyimpan
|
setting.savecreate.name = Otomatis Menyimpan
|
||||||
setting.publichost.name = Visibilitas Game Publik
|
setting.steampublichost.name = Public Game Visibility
|
||||||
setting.playerlimit.name = Batas pemain
|
setting.playerlimit.name = Batas pemain
|
||||||
setting.chatopacity.name = Jelas-Beningnya Pesan
|
setting.chatopacity.name = Jelas-Beningnya Pesan
|
||||||
setting.lasersopacity.name = Jelas-Beningnya Tenaga Laser
|
setting.lasersopacity.name = Jelas-Beningnya Tenaga Laser
|
||||||
@@ -1175,15 +1227,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.rebuild_select.name = Rebuild Region
|
keybind.rebuild_select.name = Rebuild Region
|
||||||
keybind.schematic_select.name = Pilih Daerah
|
keybind.schematic_select.name = Pilih Daerah
|
||||||
keybind.schematic_menu.name = Menu Skema
|
keybind.schematic_menu.name = Menu Skema
|
||||||
@@ -1281,6 +1334,7 @@ rules.unitdamagemultiplier = Penggandaan Kekuatan Unit
|
|||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.solarmultiplier = Penggandaan Tenaga Surya
|
rules.solarmultiplier = Penggandaan Tenaga Surya
|
||||||
rules.unitcapvariable = Inti Memengaruhi Batas Unit
|
rules.unitcapvariable = Inti Memengaruhi Batas Unit
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Batas Unit Dasar
|
rules.unitcap = Batas Unit Dasar
|
||||||
rules.limitarea = Batas Area Peta
|
rules.limitarea = Batas Area Peta
|
||||||
rules.enemycorebuildradius = Dilarang Membangun Radius Inti Musuh :[lightgray] (blok)
|
rules.enemycorebuildradius = Dilarang Membangun Radius Inti Musuh :[lightgray] (blok)
|
||||||
@@ -1313,6 +1367,8 @@ rules.weather = Cuaca
|
|||||||
rules.weather.frequency = Frekuensi:
|
rules.weather.frequency = Frekuensi:
|
||||||
rules.weather.always = Selalu
|
rules.weather.always = Selalu
|
||||||
rules.weather.duration = Durasi:
|
rules.weather.duration = Durasi:
|
||||||
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = Bahan
|
content.item.name = Bahan
|
||||||
content.liquid.name = Zat Cair
|
content.liquid.name = Zat Cair
|
||||||
@@ -1534,6 +1590,7 @@ block.inverted-sorter.name = Penyortir Terbalik
|
|||||||
block.message.name = Pesan
|
block.message.name = Pesan
|
||||||
block.reinforced-message.name = Reinforced Message
|
block.reinforced-message.name = Reinforced Message
|
||||||
block.world-message.name = World Message
|
block.world-message.name = World Message
|
||||||
|
block.world-switch.name = World Switch
|
||||||
block.illuminator.name = Lampu
|
block.illuminator.name = Lampu
|
||||||
block.overflow-gate.name = Gerbang Luap
|
block.overflow-gate.name = Gerbang Luap
|
||||||
block.underflow-gate.name = Gerbang Luap Terbalik
|
block.underflow-gate.name = Gerbang Luap Terbalik
|
||||||
@@ -1776,7 +1833,6 @@ block.disperse.name = Disperse
|
|||||||
block.afflict.name = Afflict
|
block.afflict.name = Afflict
|
||||||
block.lustre.name = Lustre
|
block.lustre.name = Lustre
|
||||||
block.scathe.name = Scathe
|
block.scathe.name = Scathe
|
||||||
block.fabricator.name = Fabrikator
|
|
||||||
block.tank-refabricator.name = Refabrikator Tank
|
block.tank-refabricator.name = Refabrikator Tank
|
||||||
block.mech-refabricator.name = Refabrikator Mech
|
block.mech-refabricator.name = Refabrikator Mech
|
||||||
block.ship-refabricator.name = Refabrikator Kapal
|
block.ship-refabricator.name = Refabrikator Kapal
|
||||||
@@ -1895,6 +1951,7 @@ onset.turrets = Units are effective, but [accent]turrets[] provide better defens
|
|||||||
onset.turretammo = Supply the turret with [accent]beryllium ammo.[]
|
onset.turretammo = Supply the turret with [accent]beryllium ammo.[]
|
||||||
onset.walls = [accent]Walls[] can prevent oncoming damage from reaching buildings.\nPlace some \uf6ee [accent]beryllium walls[] around the turret.
|
onset.walls = [accent]Walls[] can prevent oncoming damage from reaching buildings.\nPlace some \uf6ee [accent]beryllium walls[] around the turret.
|
||||||
onset.enemies = Enemy incoming, prepare to defend.
|
onset.enemies = Enemy incoming, prepare to defend.
|
||||||
|
onset.defenses = [accent]Set up defenses:[lightgray] {0}
|
||||||
onset.attack = The enemy is vulnerable. Counter-attack.
|
onset.attack = The enemy is vulnerable. Counter-attack.
|
||||||
onset.cores = New cores can be placed on [accent]core tiles[].\nNew cores function as forward bases and share a resource inventory with other cores.\nPlace a \uf725 core.
|
onset.cores = New cores can be placed on [accent]core tiles[].\nNew cores function as forward bases and share a resource inventory with other cores.\nPlace a \uf725 core.
|
||||||
onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defenses, mining, and production.
|
onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defenses, mining, and production.
|
||||||
@@ -2101,7 +2158,6 @@ block.logic-display.description = Menampilkan grafik sembarang dari prosesor.
|
|||||||
block.large-logic-display.description = Menampilkan grafik sembarang dari prosesor. Lebih besar.
|
block.large-logic-display.description = Menampilkan grafik sembarang dari prosesor. Lebih besar.
|
||||||
block.interplanetary-accelerator.description = Sebuah menara railgun elektromagnetik raksasa. Meluncurkan Inti dengan kecepatan tinggi untuk peluncuran antarplanet.
|
block.interplanetary-accelerator.description = Sebuah menara railgun elektromagnetik raksasa. Meluncurkan Inti dengan kecepatan tinggi untuk peluncuran antarplanet.
|
||||||
block.repair-turret.description = Memperbaiki unit terdekat yang sekarat dalam jangkauan secara terus-menerus. Dapat menerima pendingin.
|
block.repair-turret.description = Memperbaiki unit terdekat yang sekarat dalam jangkauan secara terus-menerus. Dapat menerima pendingin.
|
||||||
block.payload-propulsion-tower.description = Bangunan transportasi muatan jarak jauh. Menembakkan muatan pada menara penggerak muatan lainnya yang terhubung.
|
|
||||||
|
|
||||||
#Erekir
|
#Erekir
|
||||||
block.core-bastion.description = Inti markas. Terlindungi. Jika hancur, sektor jatuh ke tangan musuh.
|
block.core-bastion.description = Inti markas. Terlindungi. Jika hancur, sektor jatuh ke tangan musuh.
|
||||||
@@ -2139,7 +2195,6 @@ block.impact-drill.description = When placed on ore, outputs items in bursts ind
|
|||||||
block.eruption-drill.description = An improved impact drill. Capable of mining thorium. Requires hydrogen.
|
block.eruption-drill.description = An improved impact drill. Capable of mining thorium. Requires hydrogen.
|
||||||
block.reinforced-conduit.description = Moves fluids forward. Doesn't accept non-conduit inputs to the sides.
|
block.reinforced-conduit.description = Moves fluids forward. Doesn't accept non-conduit inputs to the sides.
|
||||||
block.reinforced-liquid-router.description = Distributes fluids equally to all sides.
|
block.reinforced-liquid-router.description = Distributes fluids equally to all sides.
|
||||||
block.reinforced-junction.description = Acts as a bridge for two crossing conduits.
|
|
||||||
block.reinforced-liquid-tank.description = Stores a large amount of fluids.
|
block.reinforced-liquid-tank.description = Stores a large amount of fluids.
|
||||||
block.reinforced-liquid-container.description = Stores a sizeable amount of fluids.
|
block.reinforced-liquid-container.description = Stores a sizeable amount of fluids.
|
||||||
block.reinforced-bridge-conduit.description = Transports fluids over structures and terrain.
|
block.reinforced-bridge-conduit.description = Transports fluids over structures and terrain.
|
||||||
@@ -2260,6 +2315,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
|
|||||||
lst.read = Membaca angka dari memori sel yang dihubungkan.
|
lst.read = Membaca angka dari memori sel yang dihubungkan.
|
||||||
lst.write = Menulis angka ke memori sel yang dihubungkan.
|
lst.write = Menulis angka ke memori sel yang dihubungkan.
|
||||||
lst.print = Menambahkan teks ke daftar cetak.\nTidak dapat menampilkan apapun sampai [accent]Print Flush[] dipakai.
|
lst.print = Menambahkan teks ke daftar cetak.\nTidak dapat menampilkan apapun sampai [accent]Print Flush[] dipakai.
|
||||||
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Menambahkan perintah ke daftar gambar.\nTidak dapat menampilkan apapun sampai [accent]Draw Flush[] dipakai.
|
lst.draw = Menambahkan perintah ke daftar gambar.\nTidak dapat menampilkan apapun sampai [accent]Draw Flush[] dipakai.
|
||||||
lst.drawflush = Mengeluarkan perintah [accent]Draw[] dari daftar antrean untuk ditampilkan.
|
lst.drawflush = Mengeluarkan perintah [accent]Draw[] dari daftar antrean untuk ditampilkan.
|
||||||
lst.printflush = Mengeluarkan perintah [accent]Print[] dari daftar antrean untuk blok pesan.
|
lst.printflush = Mengeluarkan perintah [accent]Print[] dari daftar antrean untuk blok pesan.
|
||||||
@@ -2282,6 +2338,8 @@ lst.getblock = Mendapatkan data petak di lokasi manapun.
|
|||||||
lst.setblock = Menentukan data petak di lokasi manapun.
|
lst.setblock = Menentukan data petak di lokasi manapun.
|
||||||
lst.spawnunit = Munculkan unit pada tempat yang ditentukan.
|
lst.spawnunit = Munculkan unit pada tempat yang ditentukan.
|
||||||
lst.applystatus = Menerapkan atau menghapus status efek dari sebuah unit.
|
lst.applystatus = Menerapkan atau menghapus status efek dari sebuah unit.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Simulasikan adanya gelombang pada lokasi acak.\nTidak akan ditambahkan pada jumlah gelombang keseluruhan.
|
lst.spawnwave = Simulasikan adanya gelombang pada lokasi acak.\nTidak akan ditambahkan pada jumlah gelombang keseluruhan.
|
||||||
lst.explosion = Membuat sebuah ledakan pada lokasi yang ditentukan.
|
lst.explosion = Membuat sebuah ledakan pada lokasi yang ditentukan.
|
||||||
lst.setrate = Menentukan kecepatan eksekusi prosesor dalam instruksi per tick.
|
lst.setrate = Menentukan kecepatan eksekusi prosesor dalam instruksi per tick.
|
||||||
@@ -2297,6 +2355,43 @@ lst.effect = Create a particle effect.
|
|||||||
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
||||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||||
|
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||||
|
lglobal.false = 0
|
||||||
|
lglobal.true = 1
|
||||||
|
lglobal.null = null
|
||||||
|
lglobal.@pi = The mathematical constant pi (3.141...)
|
||||||
|
lglobal.@e = The mathematical constant e (2.718...)
|
||||||
|
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
||||||
|
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
||||||
|
lglobal.@time = Playtime of current save, in milliseconds
|
||||||
|
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
||||||
|
lglobal.@second = Playtime of current save, in seconds
|
||||||
|
lglobal.@minute = Playtime of current save, in minutes
|
||||||
|
lglobal.@waveNumber = Current wave number, if waves are enabled
|
||||||
|
lglobal.@waveTime = Countdown timer for waves, in seconds
|
||||||
|
lglobal.@mapw = Map width in tiles
|
||||||
|
lglobal.@maph = Map height in tiles
|
||||||
|
lglobal.sectionMap = Map
|
||||||
|
lglobal.sectionGeneral = General
|
||||||
|
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
||||||
|
lglobal.sectionProcessor = Processor
|
||||||
|
lglobal.sectionLookup = Lookup
|
||||||
|
lglobal.@this = The logic block executing the code
|
||||||
|
lglobal.@thisx = X coordinate of block executing the code
|
||||||
|
lglobal.@thisy = Y coordinate of block executing the code
|
||||||
|
lglobal.@links = Total number of blocks linked to this processors
|
||||||
|
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
||||||
|
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
||||||
|
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
||||||
|
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
||||||
|
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
||||||
|
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
||||||
|
lglobal.@client = True if the code is running on a client connected to a server
|
||||||
|
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
||||||
|
lglobal.@clientUnit = Unit of client running the code
|
||||||
|
lglobal.@clientName = Player name of client running the code
|
||||||
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
|
|
||||||
logic.nounitbuild = [red]Logika unit membangun tidak diperbolehkan di sini.
|
logic.nounitbuild = [red]Logika unit membangun tidak diperbolehkan di sini.
|
||||||
|
|
||||||
@@ -2340,6 +2435,7 @@ graphicstype.poly = Mengisi sebuah poligon beraturan.
|
|||||||
graphicstype.linepoly = Menggambar sebuah garis poligon beraturan.
|
graphicstype.linepoly = Menggambar sebuah garis poligon beraturan.
|
||||||
graphicstype.triangle = Mengisi sebuah segitiga.
|
graphicstype.triangle = Mengisi sebuah segitiga.
|
||||||
graphicstype.image = Membentuk sebuah gambar dari suatu konten.\nMisal: [accent]@router[] atau [accent]@dagger[].
|
graphicstype.image = Membentuk sebuah gambar dari suatu konten.\nMisal: [accent]@router[] atau [accent]@dagger[].
|
||||||
|
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
||||||
|
|
||||||
lenum.always = Selalu benar.
|
lenum.always = Selalu benar.
|
||||||
lenum.idiv = Pembagian integer.
|
lenum.idiv = Pembagian integer.
|
||||||
@@ -2448,3 +2544,10 @@ lenum.build = Membangun sebuah sttruktur.
|
|||||||
lenum.getblock = Mengambil bangunan dan tipenya pada koordinat tertentu.\nUnit harus ada dalam jangkauan tersebut.\nBentuk padat yang bukan merupakan bangunan akan memiliki tipe [accent]@solid[].
|
lenum.getblock = Mengambil bangunan dan tipenya pada koordinat tertentu.\nUnit harus ada dalam jangkauan tersebut.\nBentuk padat yang bukan merupakan bangunan akan memiliki tipe [accent]@solid[].
|
||||||
lenum.within = Memeriksa apakah unit di dekat suatu posisi.
|
lenum.within = Memeriksa apakah unit di dekat suatu posisi.
|
||||||
lenum.boost = Mulai/berhenti mempercepat.
|
lenum.boost = Mulai/berhenti mempercepat.
|
||||||
|
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||||
|
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
||||||
|
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
||||||
|
lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
||||||
|
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||||||
|
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
||||||
|
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
||||||
|
|||||||
@@ -436,6 +436,7 @@ editor.waves = Ondate:
|
|||||||
editor.rules = Regole:
|
editor.rules = Regole:
|
||||||
editor.generation = Generazione:
|
editor.generation = Generazione:
|
||||||
editor.objectives = Obbiettivi
|
editor.objectives = Obbiettivi
|
||||||
|
editor.locales = Locale Bundles
|
||||||
editor.ingame = Modifica in Gioco
|
editor.ingame = Modifica in Gioco
|
||||||
editor.playtest = Playtest
|
editor.playtest = Playtest
|
||||||
editor.publish.workshop = Pubblica nel Workshop
|
editor.publish.workshop = Pubblica nel Workshop
|
||||||
@@ -492,6 +493,7 @@ editor.default = [lightgray]<Predefinito>
|
|||||||
details = Dettagli...
|
details = Dettagli...
|
||||||
edit = Modifica...
|
edit = Modifica...
|
||||||
variables = Vars
|
variables = Vars
|
||||||
|
logic.globals = Built-in Variables
|
||||||
editor.name = Nome:
|
editor.name = Nome:
|
||||||
editor.spawn = Piazza un'Unità
|
editor.spawn = Piazza un'Unità
|
||||||
editor.removeunit = Rimuovi un'Unità
|
editor.removeunit = Rimuovi un'Unità
|
||||||
@@ -503,6 +505,7 @@ editor.errorlegacy = La mappa è troppo vecchia ed usa un formato che non è pi
|
|||||||
editor.errornot = Questo non è un file mappa.
|
editor.errornot = Questo non è un file mappa.
|
||||||
editor.errorheader = Il file di questa mappa non è valido o è corrotto.
|
editor.errorheader = Il file di questa mappa non è valido o è corrotto.
|
||||||
editor.errorname = Questa mappa è senza nome. Stai cercando di caricare un salvataggio?
|
editor.errorname = Questa mappa è senza nome. Stai cercando di caricare un salvataggio?
|
||||||
|
editor.errorlocales = Error reading invalid locale bundles.
|
||||||
editor.update = Aggiorna
|
editor.update = Aggiorna
|
||||||
editor.randomize = Casualizza
|
editor.randomize = Casualizza
|
||||||
editor.moveup = Muovi in alto
|
editor.moveup = Muovi in alto
|
||||||
@@ -514,6 +517,7 @@ editor.sectorgenerate = Genera settore
|
|||||||
editor.resize = Ridimensiona
|
editor.resize = Ridimensiona
|
||||||
editor.loadmap = Carica Mappa
|
editor.loadmap = Carica Mappa
|
||||||
editor.savemap = Salva Mappa
|
editor.savemap = Salva Mappa
|
||||||
|
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
|
||||||
editor.saved = Salvato!
|
editor.saved = Salvato!
|
||||||
editor.save.noname = La tua mappa non ha un nome! Impostane uno nel menu 'Info Mappa'.
|
editor.save.noname = La tua mappa non ha un nome! Impostane uno nel menu 'Info Mappa'.
|
||||||
editor.save.overwrite = La tua mappa sovrascrive quelle incluse! Imposta un nome diverso nel menu 'Info Mappa'.
|
editor.save.overwrite = La tua mappa sovrascrive quelle incluse! Imposta un nome diverso nel menu 'Info Mappa'.
|
||||||
@@ -598,6 +602,23 @@ filter.option.floor2 = Terreno Secondario
|
|||||||
filter.option.threshold2 = Soglia Secondaria
|
filter.option.threshold2 = Soglia Secondaria
|
||||||
filter.option.radius = Raggio
|
filter.option.radius = Raggio
|
||||||
filter.option.percentile = Percentuale
|
filter.option.percentile = Percentuale
|
||||||
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
|
locales.applytoall = Apply Changes To All Locales
|
||||||
|
locales.addtoother = Add To Other Locales
|
||||||
|
locales.rollback = Rollback to last applied
|
||||||
|
locales.filter = Property filter
|
||||||
|
locales.searchname = Search name...
|
||||||
|
locales.searchvalue = Search value...
|
||||||
|
locales.searchlocale = Search locale...
|
||||||
|
locales.byname = By name
|
||||||
|
locales.byvalue = By value
|
||||||
|
locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
|
||||||
|
locales.showmissing = Show properties that are missing in some locales
|
||||||
|
locales.showsame = Show properties that have same values in different locales
|
||||||
|
locales.viewproperty = View in all locales
|
||||||
|
locales.viewing = Viewing property "{0}"
|
||||||
|
locales.addicon = Add Icon
|
||||||
|
|
||||||
width = Larghezza:
|
width = Larghezza:
|
||||||
height = Altezza:
|
height = Altezza:
|
||||||
@@ -648,10 +669,12 @@ objective.destroycore.name = Distruggi nuclei
|
|||||||
objective.commandmode.name = Modalità comando
|
objective.commandmode.name = Modalità comando
|
||||||
objective.flag.name = Flag
|
objective.flag.name = Flag
|
||||||
marker.shapetext.name = Shape Text
|
marker.shapetext.name = Shape Text
|
||||||
marker.minimap.name = Minimappa
|
marker.point.name = Point
|
||||||
marker.shape.name = Forma
|
marker.shape.name = Forma
|
||||||
marker.text.name = Testo
|
marker.text.name = Testo
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
marker.background = Sfondo
|
marker.background = Sfondo
|
||||||
marker.outline = Outline
|
marker.outline = Outline
|
||||||
objective.research = [accent]Ricerca:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Ricerca:\n[]{0}[lightgray]{1}
|
||||||
@@ -699,7 +722,7 @@ error.any = Errore di rete sconosciuto.
|
|||||||
error.bloom = Errore dell'avvio delle shaders.\nIl tuo dispositivo potrebbe non supportarle.
|
error.bloom = Errore dell'avvio delle shaders.\nIl tuo dispositivo potrebbe non supportarle.
|
||||||
|
|
||||||
weather.rain.name = Pioggia
|
weather.rain.name = Pioggia
|
||||||
weather.snow.name = Neve
|
weather.snowing.name = Neve
|
||||||
weather.sandstorm.name = Tempesta di Sabbia
|
weather.sandstorm.name = Tempesta di Sabbia
|
||||||
weather.sporestorm.name = Tempesta di Spore
|
weather.sporestorm.name = Tempesta di Spore
|
||||||
weather.fog.name = Nebbia
|
weather.fog.name = Nebbia
|
||||||
@@ -735,8 +758,8 @@ sector.curlost = Settore Perso
|
|||||||
sector.missingresources = [scarlet]Risorse del Nucleo Insufficienti
|
sector.missingresources = [scarlet]Risorse del Nucleo Insufficienti
|
||||||
sector.attacked = Settore [accent]{0}[white] sotto attacco!
|
sector.attacked = Settore [accent]{0}[white] sotto attacco!
|
||||||
sector.lost = Settore [accent]{0}[white] perso!
|
sector.lost = Settore [accent]{0}[white] perso!
|
||||||
#nota: lo spazio mancante nella linea sotto è intenzionale
|
sector.capture = Sector [accent]{0}[white]Captured!
|
||||||
sector.captured = Settore [accent]{0}[white]catturato!
|
sector.capture.current = Sector Captured!
|
||||||
sector.changeicon = Cambia icona
|
sector.changeicon = Cambia icona
|
||||||
sector.noswitch.title = Impossibile cambiare settore
|
sector.noswitch.title = Impossibile cambiare settore
|
||||||
sector.noswitch = Non puoi cambiare settore mentre sei sotto attacco.\n\nSectore: [accent]{0}[] on [accent]{1}[]
|
sector.noswitch = Non puoi cambiare settore mentre sei sotto attacco.\n\nSectore: [accent]{0}[] on [accent]{1}[]
|
||||||
@@ -955,17 +978,46 @@ stat.immunities = Immunità
|
|||||||
stat.healing = Rigenerazione
|
stat.healing = Rigenerazione
|
||||||
|
|
||||||
ability.forcefield = Campo di Forza
|
ability.forcefield = Campo di Forza
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = Campo Riparativo
|
ability.repairfield = Campo Riparativo
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = Campo di Stato
|
ability.statusfield = Campo di Stato
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = Fabbrica
|
ability.unitspawn = Fabbrica
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Campo di Rigenerazione Scudo
|
ability.shieldregenfield = Campo di Rigenerazione Scudo
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Movimento Fulminante
|
ability.movelightning = Movimento Fulminante
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Shield Arc
|
ability.shieldarc = Shield Arc
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Regen Suppression Field
|
ability.suppressionfield = Regen Suppression Field
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Campo energetico
|
ability.energyfield = Campo energetico
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = Concesso solo il deposito al nucleo
|
bar.onlycoredeposit = Concesso solo il deposito al nucleo
|
||||||
|
|
||||||
@@ -1116,7 +1168,7 @@ setting.sfxvol.name = Volume Effetti
|
|||||||
setting.mutesound.name = Silenzia Suoni
|
setting.mutesound.name = Silenzia Suoni
|
||||||
setting.crashreport.name = Invia rapporti anonimi sugli arresti anomali
|
setting.crashreport.name = Invia rapporti anonimi sugli arresti anomali
|
||||||
setting.savecreate.name = Salvataggi Automatici
|
setting.savecreate.name = Salvataggi Automatici
|
||||||
setting.publichost.name = Gioco Visibile Pubblicamente
|
setting.steampublichost.name = Public Game Visibility
|
||||||
setting.playerlimit.name = Limite Giocatori
|
setting.playerlimit.name = Limite Giocatori
|
||||||
setting.chatopacity.name = Opacità Chat
|
setting.chatopacity.name = Opacità Chat
|
||||||
setting.lasersopacity.name = Opacità Raggi Energetici
|
setting.lasersopacity.name = Opacità Raggi Energetici
|
||||||
@@ -1162,15 +1214,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.rebuild_select.name = Rebuild Region
|
keybind.rebuild_select.name = Rebuild Region
|
||||||
keybind.schematic_select.name = Seleziona Regione
|
keybind.schematic_select.name = Seleziona Regione
|
||||||
keybind.schematic_menu.name = Menu Schematica
|
keybind.schematic_menu.name = Menu Schematica
|
||||||
@@ -1268,6 +1321,7 @@ rules.unitdamagemultiplier = Moltiplicatore Danno Unità
|
|||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.solarmultiplier = Moltiplicatore energia solare
|
rules.solarmultiplier = Moltiplicatore energia solare
|
||||||
rules.unitcapvariable = Cores Contribute To Unit Cap
|
rules.unitcapvariable = Cores Contribute To Unit Cap
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Base Unit Cap
|
rules.unitcap = Base Unit Cap
|
||||||
rules.limitarea = Limite dimensioni mappa
|
rules.limitarea = Limite dimensioni mappa
|
||||||
rules.enemycorebuildradius = Raggio di protezione del Nucleo Nemico dalle costruzioni:[lightgray] (blocchi)
|
rules.enemycorebuildradius = Raggio di protezione del Nucleo Nemico dalle costruzioni:[lightgray] (blocchi)
|
||||||
@@ -1300,6 +1354,8 @@ rules.weather = Meteo
|
|||||||
rules.weather.frequency = Frequenza:
|
rules.weather.frequency = Frequenza:
|
||||||
rules.weather.always = sempre
|
rules.weather.always = sempre
|
||||||
rules.weather.duration = Durata:
|
rules.weather.duration = Durata:
|
||||||
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = Oggetti
|
content.item.name = Oggetti
|
||||||
content.liquid.name = Liquidi
|
content.liquid.name = Liquidi
|
||||||
@@ -1522,6 +1578,7 @@ block.inverted-sorter.name = Filtro Inverso
|
|||||||
block.message.name = Messaggio
|
block.message.name = Messaggio
|
||||||
block.reinforced-message.name = Reinforced Message
|
block.reinforced-message.name = Reinforced Message
|
||||||
block.world-message.name = World Message
|
block.world-message.name = World Message
|
||||||
|
block.world-switch.name = World Switch
|
||||||
block.illuminator.name = Lanterna
|
block.illuminator.name = Lanterna
|
||||||
block.overflow-gate.name = Separatore per Eccesso
|
block.overflow-gate.name = Separatore per Eccesso
|
||||||
block.underflow-gate.name = Separatore per Eccesso Inverso
|
block.underflow-gate.name = Separatore per Eccesso Inverso
|
||||||
@@ -1762,7 +1819,6 @@ block.disperse.name = Disperse
|
|||||||
block.afflict.name = Afflict
|
block.afflict.name = Afflict
|
||||||
block.lustre.name = Lustre
|
block.lustre.name = Lustre
|
||||||
block.scathe.name = Scathe
|
block.scathe.name = Scathe
|
||||||
block.fabricator.name = Fabricator
|
|
||||||
block.tank-refabricator.name = Tank Refabricator
|
block.tank-refabricator.name = Tank Refabricator
|
||||||
block.mech-refabricator.name = Mech Refabricator
|
block.mech-refabricator.name = Mech Refabricator
|
||||||
block.ship-refabricator.name = Ship Refabricator
|
block.ship-refabricator.name = Ship Refabricator
|
||||||
@@ -1881,6 +1937,7 @@ onset.turrets = Units are effective, but [accent]turrets[] provide better defens
|
|||||||
onset.turretammo = Supply the turret with [accent]beryllium ammo.[]
|
onset.turretammo = Supply the turret with [accent]beryllium ammo.[]
|
||||||
onset.walls = [accent]Walls[] can prevent oncoming damage from reaching buildings.\nPlace some \uf6ee [accent]beryllium walls[] around the turret.
|
onset.walls = [accent]Walls[] can prevent oncoming damage from reaching buildings.\nPlace some \uf6ee [accent]beryllium walls[] around the turret.
|
||||||
onset.enemies = Enemy incoming, prepare to defend.
|
onset.enemies = Enemy incoming, prepare to defend.
|
||||||
|
onset.defenses = [accent]Set up defenses:[lightgray] {0}
|
||||||
onset.attack = The enemy is vulnerable. Counter-attack.
|
onset.attack = The enemy is vulnerable. Counter-attack.
|
||||||
onset.cores = New cores can be placed on [accent]core tiles[].\nNew cores function as forward bases and share a resource inventory with other cores.\nPlace a \uf725 core.
|
onset.cores = New cores can be placed on [accent]core tiles[].\nNew cores function as forward bases and share a resource inventory with other cores.\nPlace a \uf725 core.
|
||||||
onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defenses, mining, and production.
|
onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defenses, mining, and production.
|
||||||
@@ -2080,7 +2137,6 @@ block.logic-display.description = Visualizza la grafica arbitraria elaborata da
|
|||||||
block.large-logic-display.description = Visualizza la grafica arbitraria elaborata dal processore.
|
block.large-logic-display.description = Visualizza la grafica arbitraria elaborata dal processore.
|
||||||
block.interplanetary-accelerator.description = Una massiccia torre che utilizza potenti campi elettromagnetici. Accelera nuclei fino alla velocità di fuga per un impiego interplanetario.
|
block.interplanetary-accelerator.description = Una massiccia torre che utilizza potenti campi elettromagnetici. Accelera nuclei fino alla velocità di fuga per un impiego interplanetario.
|
||||||
block.repair-turret.description = Continuously repairs the closest damaged unit in its vicinity. Optionally accepts coolant.
|
block.repair-turret.description = Continuously repairs the closest damaged unit in its vicinity. Optionally accepts coolant.
|
||||||
block.payload-propulsion-tower.description = Long-range payload transport structure. Shoots payloads to other linked payload propulsion towers.
|
|
||||||
block.core-bastion.description = Core of the base. Armored. Once destroyed, the sector is lost.
|
block.core-bastion.description = Core of the base. Armored. Once destroyed, the sector is lost.
|
||||||
block.core-citadel.description = Core of the base. Very well armored. Stores more resources than a Bastion core.
|
block.core-citadel.description = Core of the base. Very well armored. Stores more resources than a Bastion core.
|
||||||
block.core-acropolis.description = Core of the base. Exceptionally well armored. Stores more resources than a Citadel core.
|
block.core-acropolis.description = Core of the base. Exceptionally well armored. Stores more resources than a Citadel core.
|
||||||
@@ -2116,7 +2172,6 @@ block.impact-drill.description = When placed on ore, outputs items in bursts ind
|
|||||||
block.eruption-drill.description = An improved impact drill. Capable of mining thorium. Requires hydrogen.
|
block.eruption-drill.description = An improved impact drill. Capable of mining thorium. Requires hydrogen.
|
||||||
block.reinforced-conduit.description = Moves fluids forward. Doesn't accept non-conduit inputs to the sides.
|
block.reinforced-conduit.description = Moves fluids forward. Doesn't accept non-conduit inputs to the sides.
|
||||||
block.reinforced-liquid-router.description = Distributes fluids equally to all sides.
|
block.reinforced-liquid-router.description = Distributes fluids equally to all sides.
|
||||||
block.reinforced-junction.description = Acts as a bridge for two crossing conduits.
|
|
||||||
block.reinforced-liquid-tank.description = Stores a large amount of fluids.
|
block.reinforced-liquid-tank.description = Stores a large amount of fluids.
|
||||||
block.reinforced-liquid-container.description = Stores a sizeable amount of fluids.
|
block.reinforced-liquid-container.description = Stores a sizeable amount of fluids.
|
||||||
block.reinforced-bridge-conduit.description = Transports fluids over structures and terrain.
|
block.reinforced-bridge-conduit.description = Transports fluids over structures and terrain.
|
||||||
@@ -2234,6 +2289,7 @@ unit.emanate.description = Costruisce strutture per difendere il nucleo dell'Acr
|
|||||||
lst.read = Leggi un numero da una cella di memoria collegata.
|
lst.read = Leggi un numero da una cella di memoria collegata.
|
||||||
lst.write = Scrivi un numero in una cella di memoria collegata.
|
lst.write = Scrivi un numero in una cella di memoria collegata.
|
||||||
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
||||||
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
||||||
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
||||||
@@ -2256,6 +2312,8 @@ lst.getblock = Get tile data at any location.
|
|||||||
lst.setblock = Set tile data at any location.
|
lst.setblock = Set tile data at any location.
|
||||||
lst.spawnunit = Spawn unit at a location.
|
lst.spawnunit = Spawn unit at a location.
|
||||||
lst.applystatus = Apply or clear a status effect from a uniut.
|
lst.applystatus = Apply or clear a status effect from a uniut.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
||||||
lst.explosion = Create an explosion at a location.
|
lst.explosion = Create an explosion at a location.
|
||||||
lst.setrate = Set processor execution speed in instructions/tick.
|
lst.setrate = Set processor execution speed in instructions/tick.
|
||||||
@@ -2271,6 +2329,43 @@ lst.effect = Create a particle effect.
|
|||||||
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
||||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||||
|
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||||
|
lglobal.false = 0
|
||||||
|
lglobal.true = 1
|
||||||
|
lglobal.null = null
|
||||||
|
lglobal.@pi = The mathematical constant pi (3.141...)
|
||||||
|
lglobal.@e = The mathematical constant e (2.718...)
|
||||||
|
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
||||||
|
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
||||||
|
lglobal.@time = Playtime of current save, in milliseconds
|
||||||
|
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
||||||
|
lglobal.@second = Playtime of current save, in seconds
|
||||||
|
lglobal.@minute = Playtime of current save, in minutes
|
||||||
|
lglobal.@waveNumber = Current wave number, if waves are enabled
|
||||||
|
lglobal.@waveTime = Countdown timer for waves, in seconds
|
||||||
|
lglobal.@mapw = Map width in tiles
|
||||||
|
lglobal.@maph = Map height in tiles
|
||||||
|
lglobal.sectionMap = Map
|
||||||
|
lglobal.sectionGeneral = General
|
||||||
|
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
||||||
|
lglobal.sectionProcessor = Processor
|
||||||
|
lglobal.sectionLookup = Lookup
|
||||||
|
lglobal.@this = The logic block executing the code
|
||||||
|
lglobal.@thisx = X coordinate of block executing the code
|
||||||
|
lglobal.@thisy = Y coordinate of block executing the code
|
||||||
|
lglobal.@links = Total number of blocks linked to this processors
|
||||||
|
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
||||||
|
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
||||||
|
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
||||||
|
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
||||||
|
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
||||||
|
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
||||||
|
lglobal.@client = True if the code is running on a client connected to a server
|
||||||
|
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
||||||
|
lglobal.@clientUnit = Unit of client running the code
|
||||||
|
lglobal.@clientName = Player name of client running the code
|
||||||
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
logic.nounitbuild = [red]Unit building logic is not allowed here.
|
logic.nounitbuild = [red]Unit building logic is not allowed here.
|
||||||
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
||||||
lenum.shoot = Shoot at a position.
|
lenum.shoot = Shoot at a position.
|
||||||
@@ -2309,6 +2404,7 @@ graphicstype.poly = Fill a regular polygon.
|
|||||||
graphicstype.linepoly = Draw a regular polygon outline.
|
graphicstype.linepoly = Draw a regular polygon outline.
|
||||||
graphicstype.triangle = Fill a triangle.
|
graphicstype.triangle = Fill a triangle.
|
||||||
graphicstype.image = Draw an image of some content.\nex: [accent]@router[] or [accent]@dagger[].
|
graphicstype.image = Draw an image of some content.\nex: [accent]@router[] or [accent]@dagger[].
|
||||||
|
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
||||||
lenum.always = Always true.
|
lenum.always = Always true.
|
||||||
lenum.idiv = Integer division.
|
lenum.idiv = Integer division.
|
||||||
lenum.div = Division.\nReturns [accent]null[] on divide-by-zero.
|
lenum.div = Division.\nReturns [accent]null[] on divide-by-zero.
|
||||||
@@ -2402,3 +2498,10 @@ lenum.build = Build a structure.
|
|||||||
lenum.getblock = Fetch a building and type at coordinates.\nUnit must be in range of position.\nSolid non-buildings will have the type [accent]@solid[].
|
lenum.getblock = Fetch a building and type at coordinates.\nUnit must be in range of position.\nSolid non-buildings will have the type [accent]@solid[].
|
||||||
lenum.within = Check if unit is near a position.
|
lenum.within = Check if unit is near a position.
|
||||||
lenum.boost = Start/stop boosting.
|
lenum.boost = Start/stop boosting.
|
||||||
|
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||||
|
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
||||||
|
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
||||||
|
lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
||||||
|
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||||||
|
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
||||||
|
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
||||||
|
|||||||
@@ -438,6 +438,7 @@ editor.waves = ウェーブ:
|
|||||||
editor.rules = ルール:
|
editor.rules = ルール:
|
||||||
editor.generation = 生成:
|
editor.generation = 生成:
|
||||||
editor.objectives = オブジェクティブ
|
editor.objectives = オブジェクティブ
|
||||||
|
editor.locales = Locale Bundles
|
||||||
editor.ingame = ゲーム内で編集する
|
editor.ingame = ゲーム内で編集する
|
||||||
editor.playtest = Playtest
|
editor.playtest = Playtest
|
||||||
editor.publish.workshop = ワークショップで公開
|
editor.publish.workshop = ワークショップで公開
|
||||||
@@ -494,6 +495,7 @@ editor.default = [lightgray]<デフォルト>
|
|||||||
details = 詳細...
|
details = 詳細...
|
||||||
edit = 編集...
|
edit = 編集...
|
||||||
variables = 変数
|
variables = 変数
|
||||||
|
logic.globals = Built-in Variables
|
||||||
editor.name = 名前:
|
editor.name = 名前:
|
||||||
editor.spawn = ユニットを出す
|
editor.spawn = ユニットを出す
|
||||||
editor.removeunit = ユニットを消す
|
editor.removeunit = ユニットを消す
|
||||||
@@ -505,6 +507,7 @@ editor.errorlegacy = このマップは古いです。今後、古いマップ
|
|||||||
editor.errornot = これはマップファイルではありません。
|
editor.errornot = これはマップファイルではありません。
|
||||||
editor.errorheader = このマップファイルは無効または破損しています。
|
editor.errorheader = このマップファイルは無効または破損しています。
|
||||||
editor.errorname = マップに名前が設定されていません。
|
editor.errorname = マップに名前が設定されていません。
|
||||||
|
editor.errorlocales = Error reading invalid locale bundles.
|
||||||
editor.update = 更新
|
editor.update = 更新
|
||||||
editor.randomize = ランダム
|
editor.randomize = ランダム
|
||||||
editor.moveup = 上に移動
|
editor.moveup = 上に移動
|
||||||
@@ -516,6 +519,7 @@ editor.sectorgenerate = セクターを生成
|
|||||||
editor.resize = リサイズ
|
editor.resize = リサイズ
|
||||||
editor.loadmap = マップを読み込む
|
editor.loadmap = マップを読み込む
|
||||||
editor.savemap = マップを保存
|
editor.savemap = マップを保存
|
||||||
|
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
|
||||||
editor.saved = 保存しました!
|
editor.saved = 保存しました!
|
||||||
editor.save.noname = マップに名前が設定されていません! メニューの 'マップ情報' から設定してください。
|
editor.save.noname = マップに名前が設定されていません! メニューの 'マップ情報' から設定してください。
|
||||||
editor.save.overwrite = 組み込みマップを上書きしようとしています! メニューの 'マップ情報' から異なる名前に設定してください。
|
editor.save.overwrite = 組み込みマップを上書きしようとしています! メニューの 'マップ情報' から異なる名前に設定してください。
|
||||||
@@ -602,6 +606,23 @@ filter.option.floor2 = 2番目の地面
|
|||||||
filter.option.threshold2 = 2番目の閾値
|
filter.option.threshold2 = 2番目の閾値
|
||||||
filter.option.radius = 半径
|
filter.option.radius = 半径
|
||||||
filter.option.percentile = パーセンタイル
|
filter.option.percentile = パーセンタイル
|
||||||
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
|
locales.applytoall = Apply Changes To All Locales
|
||||||
|
locales.addtoother = Add To Other Locales
|
||||||
|
locales.rollback = Rollback to last applied
|
||||||
|
locales.filter = Property filter
|
||||||
|
locales.searchname = Search name...
|
||||||
|
locales.searchvalue = Search value...
|
||||||
|
locales.searchlocale = Search locale...
|
||||||
|
locales.byname = By name
|
||||||
|
locales.byvalue = By value
|
||||||
|
locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
|
||||||
|
locales.showmissing = Show properties that are missing in some locales
|
||||||
|
locales.showsame = Show properties that have same values in different locales
|
||||||
|
locales.viewproperty = View in all locales
|
||||||
|
locales.viewing = Viewing property "{0}"
|
||||||
|
locales.addicon = Add Icon
|
||||||
|
|
||||||
width = 幅:
|
width = 幅:
|
||||||
height = 高さ:
|
height = 高さ:
|
||||||
@@ -652,10 +673,12 @@ objective.destroycore.name = コアを破壊する
|
|||||||
objective.commandmode.name = コマンドモード
|
objective.commandmode.name = コマンドモード
|
||||||
objective.flag.name = フラグ
|
objective.flag.name = フラグ
|
||||||
marker.shapetext.name = テキストの形
|
marker.shapetext.name = テキストの形
|
||||||
marker.minimap.name = ミニマップ
|
marker.point.name = Point
|
||||||
marker.shape.name = 図形
|
marker.shape.name = 図形
|
||||||
marker.text.name = 文章
|
marker.text.name = 文章
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
marker.background = 背景
|
marker.background = 背景
|
||||||
marker.outline = 輪郭
|
marker.outline = 輪郭
|
||||||
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
||||||
@@ -703,7 +726,7 @@ error.any = 不明なネットワークエラーです。
|
|||||||
error.bloom = ブルームの初期化に失敗しました。\n恐らくあなたのデバイスではブルームがサポートされていません。
|
error.bloom = ブルームの初期化に失敗しました。\n恐らくあなたのデバイスではブルームがサポートされていません。
|
||||||
|
|
||||||
weather.rain.name = 雨
|
weather.rain.name = 雨
|
||||||
weather.snow.name = 雪
|
weather.snowing.name = 雪
|
||||||
weather.sandstorm.name = 砂嵐
|
weather.sandstorm.name = 砂嵐
|
||||||
weather.sporestorm.name = 胞子嵐
|
weather.sporestorm.name = 胞子嵐
|
||||||
weather.fog.name = 霧
|
weather.fog.name = 霧
|
||||||
@@ -739,8 +762,8 @@ sector.curlost = 失われたセクター
|
|||||||
sector.missingresources = [scarlet]資源が足りません
|
sector.missingresources = [scarlet]資源が足りません
|
||||||
sector.attacked = セクター [accent]{0}[white] が攻撃を受けています!
|
sector.attacked = セクター [accent]{0}[white] が攻撃を受けています!
|
||||||
sector.lost = セクター [accent]{0}[white] 喪失!
|
sector.lost = セクター [accent]{0}[white] 喪失!
|
||||||
#note: the missing space in the line below is intentional = #注: 以下の行の空白は意図的なものです
|
sector.capture = Sector [accent]{0}[white]Captured!
|
||||||
sector.captured = セクター [accent]{0}[white]制圧!
|
sector.capture.current = Sector Captured!
|
||||||
sector.changeicon = アイコンを変更
|
sector.changeicon = アイコンを変更
|
||||||
sector.noswitch.title = セクターを切り替えることができません
|
sector.noswitch.title = セクターを切り替えることができません
|
||||||
sector.noswitch = 既存のセクターが攻撃を受けている間は、セクターを切り替えることはできません。\n\nセクター: [accent]{0}[] on [accent]{1}[]
|
sector.noswitch = 既存のセクターが攻撃を受けている間は、セクターを切り替えることはできません。\n\nセクター: [accent]{0}[] on [accent]{1}[]
|
||||||
@@ -961,17 +984,46 @@ stat.immunities = 耐性
|
|||||||
stat.healing = 治癒
|
stat.healing = 治癒
|
||||||
|
|
||||||
ability.forcefield = フォースフィールド
|
ability.forcefield = フォースフィールド
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = リペアフィールド
|
ability.repairfield = リペアフィールド
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = ステータスフィールド
|
ability.statusfield = ステータスフィールド
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = 生産
|
ability.unitspawn = 生産
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = シールドリペアフィールド
|
ability.shieldregenfield = シールドリペアフィールド
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = ムーブメントライトニング
|
ability.movelightning = ムーブメントライトニング
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = シールドアーク
|
ability.shieldarc = シールドアーク
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = リジェネ抑制フィールド
|
ability.suppressionfield = リジェネ抑制フィールド
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = エネルギー範囲
|
ability.energyfield = エネルギー範囲
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = コアにのみ搬入できます。
|
bar.onlycoredeposit = コアにのみ搬入できます。
|
||||||
|
|
||||||
@@ -1122,7 +1174,7 @@ setting.sfxvol.name = 効果音 音量
|
|||||||
setting.mutesound.name = 効果音をミュート
|
setting.mutesound.name = 効果音をミュート
|
||||||
setting.crashreport.name = 匿名でクラッシュレポートを送信する
|
setting.crashreport.name = 匿名でクラッシュレポートを送信する
|
||||||
setting.savecreate.name = 自動保存
|
setting.savecreate.name = 自動保存
|
||||||
setting.publichost.name = 誰でもゲームに参加できるようにする
|
setting.steampublichost.name = Public Game Visibility
|
||||||
setting.playerlimit.name = プレイヤー数制限
|
setting.playerlimit.name = プレイヤー数制限
|
||||||
setting.chatopacity.name = チャットの透明度
|
setting.chatopacity.name = チャットの透明度
|
||||||
setting.lasersopacity.name = 電線の透明度
|
setting.lasersopacity.name = 電線の透明度
|
||||||
@@ -1168,15 +1220,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.rebuild_select.name = リージョンの再構築
|
keybind.rebuild_select.name = リージョンの再構築
|
||||||
keybind.schematic_select.name = 範囲選択
|
keybind.schematic_select.name = 範囲選択
|
||||||
keybind.schematic_menu.name = 設計図メニュー
|
keybind.schematic_menu.name = 設計図メニュー
|
||||||
@@ -1274,6 +1327,7 @@ rules.unitdamagemultiplier = ユニットのダメージ倍率
|
|||||||
rules.unitcrashdamagemultiplier = ユニットの衝突ダメージ倍率
|
rules.unitcrashdamagemultiplier = ユニットの衝突ダメージ倍率
|
||||||
rules.solarmultiplier = 太陽光の倍率
|
rules.solarmultiplier = 太陽光の倍率
|
||||||
rules.unitcapvariable = コア数によってユニット上限を変動
|
rules.unitcapvariable = コア数によってユニット上限を変動
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = 基礎ユニット上限数
|
rules.unitcap = 基礎ユニット上限数
|
||||||
rules.limitarea = マップエリアを制限
|
rules.limitarea = マップエリアを制限
|
||||||
rules.enemycorebuildradius = 敵コア周辺の建設禁止区域の半径:[lightgray] (タイル)
|
rules.enemycorebuildradius = 敵コア周辺の建設禁止区域の半径:[lightgray] (タイル)
|
||||||
@@ -1306,6 +1360,8 @@ rules.weather = 気象
|
|||||||
rules.weather.frequency = 頻度:
|
rules.weather.frequency = 頻度:
|
||||||
rules.weather.always = 常時
|
rules.weather.always = 常時
|
||||||
rules.weather.duration = 継続時間:
|
rules.weather.duration = 継続時間:
|
||||||
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = アイテム
|
content.item.name = アイテム
|
||||||
content.liquid.name = 液体
|
content.liquid.name = 液体
|
||||||
@@ -1525,6 +1581,7 @@ block.inverted-sorter.name = 反転ソーター
|
|||||||
block.message.name = メッセージブロック
|
block.message.name = メッセージブロック
|
||||||
block.reinforced-message.name = 強化されたメッセージブロック
|
block.reinforced-message.name = 強化されたメッセージブロック
|
||||||
block.world-message.name = ワールドメッセージブロック
|
block.world-message.name = ワールドメッセージブロック
|
||||||
|
block.world-switch.name = World Switch
|
||||||
block.illuminator.name = イルミネーター
|
block.illuminator.name = イルミネーター
|
||||||
block.overflow-gate.name = オーバーフローゲート
|
block.overflow-gate.name = オーバーフローゲート
|
||||||
block.underflow-gate.name = アンダーフローゲート
|
block.underflow-gate.name = アンダーフローゲート
|
||||||
@@ -1765,7 +1822,6 @@ block.disperse.name = ディスパーズ
|
|||||||
block.afflict.name = アフリクト
|
block.afflict.name = アフリクト
|
||||||
block.lustre.name = ラストル
|
block.lustre.name = ラストル
|
||||||
block.scathe.name = スケース
|
block.scathe.name = スケース
|
||||||
block.fabricator.name = ファブリケーター
|
|
||||||
block.tank-refabricator.name = 戦車再加工工場
|
block.tank-refabricator.name = 戦車再加工工場
|
||||||
block.mech-refabricator.name = メカ再加工工場
|
block.mech-refabricator.name = メカ再加工工場
|
||||||
block.ship-refabricator.name = 戦艦再加工工場
|
block.ship-refabricator.name = 戦艦再加工工場
|
||||||
@@ -1884,6 +1940,7 @@ onset.turrets = ユニットは効果的ですが、[accent]タレット[] は
|
|||||||
onset.turretammo = タレットに[accent]ベリリウム弾[]を供給してください。
|
onset.turretammo = タレットに[accent]ベリリウム弾[]を供給してください。
|
||||||
onset.walls = [accent]壁[]は建物に対するダメージを防ぐことができます。\n砲台の周囲に \uf6ee [accent]ベリリウムの壁[] をいくつか配置しましょう。
|
onset.walls = [accent]壁[]は建物に対するダメージを防ぐことができます。\n砲台の周囲に \uf6ee [accent]ベリリウムの壁[] をいくつか配置しましょう。
|
||||||
onset.enemies = 敵が迫ってきました、防御する準備をしてください。
|
onset.enemies = 敵が迫ってきました、防御する準備をしてください。
|
||||||
|
onset.defenses = [accent]Set up defenses:[lightgray] {0}
|
||||||
onset.attack = 敵は脆弱です。反撃しましょう!
|
onset.attack = 敵は脆弱です。反撃しましょう!
|
||||||
onset.cores = 新しいコアは [accent]コアタイル[] に配置できます。\n新しいコアは前線基地として機能し、リソースインベントリを他のコアと共有します。\n\uf725 コアを配置しましょう。
|
onset.cores = 新しいコアは [accent]コアタイル[] に配置できます。\n新しいコアは前線基地として機能し、リソースインベントリを他のコアと共有します。\n\uf725 コアを配置しましょう。
|
||||||
onset.detect = 敵は 2 分以内にあなたを見つけます。\n防御、採掘、生産を用意しましょう。
|
onset.detect = 敵は 2 分以内にあなたを見つけます。\n防御、採掘、生産を用意しましょう。
|
||||||
@@ -2084,7 +2141,6 @@ block.logic-display.description = プロセッサからの任意のグラフィ
|
|||||||
block.large-logic-display.description = プロセッサからの任意のグラフィックを表示します。
|
block.large-logic-display.description = プロセッサからの任意のグラフィックを表示します。
|
||||||
block.interplanetary-accelerator.description = 巨大な電磁レールガンタワーです。別惑星への展開のためにコアを重力圏脱出可能速度まで加速します。
|
block.interplanetary-accelerator.description = 巨大な電磁レールガンタワーです。別惑星への展開のためにコアを重力圏脱出可能速度まで加速します。
|
||||||
block.repair-turret.description = 範囲内の損傷したブロックを近い順に継続的に修復します。オプションで冷却液を活用できます。
|
block.repair-turret.description = 範囲内の損傷したブロックを近い順に継続的に修復します。オプションで冷却液を活用できます。
|
||||||
block.payload-propulsion-tower.description = 長距離ペイロード輸送構造です。他の接続されたペイロード推進タワーにペイロードを発射します。
|
|
||||||
block.core-bastion.description = 基本的な堅いコアです。一度破壊されると、セクターを失います。破壊されないようにしましょう。
|
block.core-bastion.description = 基本的な堅いコアです。一度破壊されると、セクターを失います。破壊されないようにしましょう。
|
||||||
block.core-citadel.description = バージョンアップしたコアです。 より優れた耐久を持っています。 バスティオンコアよりも多くの資源を格納します。
|
block.core-citadel.description = バージョンアップしたコアです。 より優れた耐久を持っています。 バスティオンコアよりも多くの資源を格納します。
|
||||||
block.core-acropolis.description = さらにバージョンアップしたコアです。 非常に優れた耐久を持っています。 シタデルコアよりも多くの資源を格納します。
|
block.core-acropolis.description = さらにバージョンアップしたコアです。 非常に優れた耐久を持っています。 シタデルコアよりも多くの資源を格納します。
|
||||||
@@ -2120,7 +2176,6 @@ block.impact-drill.description = 鉱石の上に置くと、一定の間隔で
|
|||||||
block.eruption-drill.description = 改良されたインパクトドリルです。 トリウムの採掘が可能。 電力と水素が必要です。
|
block.eruption-drill.description = 改良されたインパクトドリルです。 トリウムの採掘が可能。 電力と水素が必要です。
|
||||||
block.reinforced-conduit.description = 液体または気体を輸送します。 側面からの搬入を受け入れません。
|
block.reinforced-conduit.description = 液体または気体を輸送します。 側面からの搬入を受け入れません。
|
||||||
block.reinforced-liquid-router.description = 液体をすべての向きに均等に分配します。
|
block.reinforced-liquid-router.description = 液体をすべての向きに均等に分配します。
|
||||||
block.reinforced-junction.description = 交差する 2 つのパイプのブリッジとして機能します。
|
|
||||||
block.reinforced-liquid-tank.description = 大量の液体を蓄えることができます。
|
block.reinforced-liquid-tank.description = 大量の液体を蓄えることができます。
|
||||||
block.reinforced-liquid-container.description = 中量の液体を蓄えることができます。
|
block.reinforced-liquid-container.description = 中量の液体を蓄えることができます。
|
||||||
block.reinforced-bridge-conduit.description = 構造物や地形の上に液体を輸送させることができます。
|
block.reinforced-bridge-conduit.description = 構造物や地形の上に液体を輸送させることができます。
|
||||||
@@ -2238,6 +2293,7 @@ unit.emanate.description = アクロポリスコアを敵から守ります。\n
|
|||||||
lst.read = リンクされたメモリセルから数値を読み取ります。
|
lst.read = リンクされたメモリセルから数値を読み取ります。
|
||||||
lst.write = リンクされたメモリセルに数値を書き込みます。
|
lst.write = リンクされたメモリセルに数値を書き込みます。
|
||||||
lst.print = メッセージブロックにテキストを追加します。[accent]Print Flush[] を使用するまで何も表示しません。
|
lst.print = メッセージブロックにテキストを追加します。[accent]Print Flush[] を使用するまで何も表示しません。
|
||||||
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = ロジックディスプレイに操作を追加します。[accent]Draw Flush[] を使用するまで何も表示しません。
|
lst.draw = ロジックディスプレイに操作を追加します。[accent]Draw Flush[] を使用するまで何も表示しません。
|
||||||
lst.drawflush = キューに入れられた [accent]Draw[] 操作をディスプレイにフラッシュします。
|
lst.drawflush = キューに入れられた [accent]Draw[] 操作をディスプレイにフラッシュします。
|
||||||
lst.printflush = キューに入れられた [accent]Print[] 操作をメッセージ ブロックにフラッシュします。
|
lst.printflush = キューに入れられた [accent]Print[] 操作をメッセージ ブロックにフラッシュします。
|
||||||
@@ -2260,6 +2316,8 @@ lst.getblock = 任意の座標のタイルの情報を取得します。
|
|||||||
lst.setblock = 任意の座標のタイルの情報を変更します。
|
lst.setblock = 任意の座標のタイルの情報を変更します。
|
||||||
lst.spawnunit = 任意の座標にユニットをスポーンさせます。
|
lst.spawnunit = 任意の座標にユニットをスポーンさせます。
|
||||||
lst.applystatus = ユニットからステータス効果を適用または削除する。
|
lst.applystatus = ユニットからステータス効果を適用または削除する。
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = 任意の座標で発生するウェーブをシミュレーションします。\nウェーブを進めません。
|
lst.spawnwave = 任意の座標で発生するウェーブをシミュレーションします。\nウェーブを進めません。
|
||||||
lst.explosion = ある場所で爆発を起こします。
|
lst.explosion = ある場所で爆発を起こします。
|
||||||
lst.setrate = プロセッサーの実行速度を1命令/tickで設定します。
|
lst.setrate = プロセッサーの実行速度を1命令/tickで設定します。
|
||||||
@@ -2275,6 +2333,43 @@ lst.effect = Create a particle effect.
|
|||||||
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
||||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||||
|
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||||
|
lglobal.false = 0
|
||||||
|
lglobal.true = 1
|
||||||
|
lglobal.null = null
|
||||||
|
lglobal.@pi = The mathematical constant pi (3.141...)
|
||||||
|
lglobal.@e = The mathematical constant e (2.718...)
|
||||||
|
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
||||||
|
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
||||||
|
lglobal.@time = Playtime of current save, in milliseconds
|
||||||
|
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
||||||
|
lglobal.@second = Playtime of current save, in seconds
|
||||||
|
lglobal.@minute = Playtime of current save, in minutes
|
||||||
|
lglobal.@waveNumber = Current wave number, if waves are enabled
|
||||||
|
lglobal.@waveTime = Countdown timer for waves, in seconds
|
||||||
|
lglobal.@mapw = Map width in tiles
|
||||||
|
lglobal.@maph = Map height in tiles
|
||||||
|
lglobal.sectionMap = Map
|
||||||
|
lglobal.sectionGeneral = General
|
||||||
|
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
||||||
|
lglobal.sectionProcessor = Processor
|
||||||
|
lglobal.sectionLookup = Lookup
|
||||||
|
lglobal.@this = The logic block executing the code
|
||||||
|
lglobal.@thisx = X coordinate of block executing the code
|
||||||
|
lglobal.@thisy = Y coordinate of block executing the code
|
||||||
|
lglobal.@links = Total number of blocks linked to this processors
|
||||||
|
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
||||||
|
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
||||||
|
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
||||||
|
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
||||||
|
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
||||||
|
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
||||||
|
lglobal.@client = True if the code is running on a client connected to a server
|
||||||
|
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
||||||
|
lglobal.@clientUnit = Unit of client running the code
|
||||||
|
lglobal.@clientName = Player name of client running the code
|
||||||
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
logic.nounitbuild = [red]ここではユニット構築ロジックは使用できません。
|
logic.nounitbuild = [red]ここではユニット構築ロジックは使用できません。
|
||||||
lenum.type = ユニットや建物の種類を取得します。\n例:任意のルーターに対して、 [accent]@router[] を返します。\n文字列ではありません。
|
lenum.type = ユニットや建物の種類を取得します。\n例:任意のルーターに対して、 [accent]@router[] を返します。\n文字列ではありません。
|
||||||
lenum.shoot = 指定した座標に向かって撃ちます。
|
lenum.shoot = 指定した座標に向かって撃ちます。
|
||||||
@@ -2313,6 +2408,7 @@ graphicstype.poly = 塗りつぶされた多角形を描きます。
|
|||||||
graphicstype.linepoly = 輪郭だけの多角形を描きます。
|
graphicstype.linepoly = 輪郭だけの多角形を描きます。
|
||||||
graphicstype.triangle = 塗りつぶされた三角形を描きます。
|
graphicstype.triangle = 塗りつぶされた三角形を描きます。
|
||||||
graphicstype.image = 何らかのコンテンツのイメージを描画します。\n例: [accent]@router[] や [accent]@dagger[]など。
|
graphicstype.image = 何らかのコンテンツのイメージを描画します。\n例: [accent]@router[] や [accent]@dagger[]など。
|
||||||
|
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
||||||
lenum.always = 常にtrueを返します。
|
lenum.always = 常にtrueを返します。
|
||||||
lenum.idiv = 整数の割り算をします。
|
lenum.idiv = 整数の割り算をします。
|
||||||
lenum.div = 割り算をします。\nゼロ除算で [accent]null[] を返します。
|
lenum.div = 割り算をします。\nゼロ除算で [accent]null[] を返します。
|
||||||
@@ -2406,3 +2502,10 @@ lenum.build = 建築をします。
|
|||||||
lenum.getblock = 座標から建物とタイプを取得します。\nユニットは範囲内でなければなりません。\n建物以外の物の型は [accent]@solid[] になります。
|
lenum.getblock = 座標から建物とタイプを取得します。\nユニットは範囲内でなければなりません。\n建物以外の物の型は [accent]@solid[] になります。
|
||||||
lenum.within = ユニットが座標の近くにあるかどうかを確認します。
|
lenum.within = ユニットが座標の近くにあるかどうかを確認します。
|
||||||
lenum.boost = ブーストの開始、停止をします。
|
lenum.boost = ブーストの開始、停止をします。
|
||||||
|
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||||
|
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
||||||
|
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
||||||
|
lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
||||||
|
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||||||
|
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
||||||
|
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
||||||
|
|||||||
@@ -437,6 +437,7 @@ editor.waves = 단계
|
|||||||
editor.rules = 규칙
|
editor.rules = 규칙
|
||||||
editor.generation = 지형 생성
|
editor.generation = 지형 생성
|
||||||
editor.objectives = 목표
|
editor.objectives = 목표
|
||||||
|
editor.locales = Locale Bundles
|
||||||
editor.ingame = 인게임 편집
|
editor.ingame = 인게임 편집
|
||||||
editor.playtest = 맵 테스트
|
editor.playtest = 맵 테스트
|
||||||
editor.publish.workshop = 창작마당 게시
|
editor.publish.workshop = 창작마당 게시
|
||||||
@@ -493,6 +494,7 @@ editor.default = [lightgray]<기본값>
|
|||||||
details = 설명...
|
details = 설명...
|
||||||
edit = 편집...
|
edit = 편집...
|
||||||
variables = 변수
|
variables = 변수
|
||||||
|
logic.globals = Built-in Variables
|
||||||
editor.name = 이름:
|
editor.name = 이름:
|
||||||
editor.spawn = 기체 생성
|
editor.spawn = 기체 생성
|
||||||
editor.removeunit = 기체 삭제
|
editor.removeunit = 기체 삭제
|
||||||
@@ -504,6 +506,7 @@ editor.errorlegacy = 이 맵은 너무 오래됐고, 더 이상 지원하지 않
|
|||||||
editor.errornot = 맵 파일이 아닙니다.
|
editor.errornot = 맵 파일이 아닙니다.
|
||||||
editor.errorheader = 이 맵 파일은 유효하지 않거나 손상되었습니다.
|
editor.errorheader = 이 맵 파일은 유효하지 않거나 손상되었습니다.
|
||||||
editor.errorname = 맵에 이름이 지정되어 있지 않습니다. 저장 파일을 불러오려고 시도하는 건가요?
|
editor.errorname = 맵에 이름이 지정되어 있지 않습니다. 저장 파일을 불러오려고 시도하는 건가요?
|
||||||
|
editor.errorlocales = Error reading invalid locale bundles.
|
||||||
editor.update = 업데이트
|
editor.update = 업데이트
|
||||||
editor.randomize = 무작위
|
editor.randomize = 무작위
|
||||||
editor.moveup = 위로 이동
|
editor.moveup = 위로 이동
|
||||||
@@ -515,6 +518,7 @@ editor.sectorgenerate = 구역 형성
|
|||||||
editor.resize = 맵 크기조정
|
editor.resize = 맵 크기조정
|
||||||
editor.loadmap = 맵 불러오기
|
editor.loadmap = 맵 불러오기
|
||||||
editor.savemap = 맵 저장
|
editor.savemap = 맵 저장
|
||||||
|
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
|
||||||
editor.saved = 저장됨!
|
editor.saved = 저장됨!
|
||||||
editor.save.noname = 맵에 이름이 없습니다! '맵 정보' 메뉴에서 설정하세요.
|
editor.save.noname = 맵에 이름이 없습니다! '맵 정보' 메뉴에서 설정하세요.
|
||||||
editor.save.overwrite = 이 맵은 내장된 맵을 덮어씁니다! '맵 정보' 에서 다른 이름을 선택하세요.
|
editor.save.overwrite = 이 맵은 내장된 맵을 덮어씁니다! '맵 정보' 에서 다른 이름을 선택하세요.
|
||||||
@@ -602,6 +606,23 @@ filter.option.floor2 = 2번째 타일
|
|||||||
filter.option.threshold2 = 2번째 경계선
|
filter.option.threshold2 = 2번째 경계선
|
||||||
filter.option.radius = 반경
|
filter.option.radius = 반경
|
||||||
filter.option.percentile = 백분율
|
filter.option.percentile = 백분율
|
||||||
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
|
locales.applytoall = Apply Changes To All Locales
|
||||||
|
locales.addtoother = Add To Other Locales
|
||||||
|
locales.rollback = Rollback to last applied
|
||||||
|
locales.filter = Property filter
|
||||||
|
locales.searchname = Search name...
|
||||||
|
locales.searchvalue = Search value...
|
||||||
|
locales.searchlocale = Search locale...
|
||||||
|
locales.byname = By name
|
||||||
|
locales.byvalue = By value
|
||||||
|
locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
|
||||||
|
locales.showmissing = Show properties that are missing in some locales
|
||||||
|
locales.showsame = Show properties that have same values in different locales
|
||||||
|
locales.viewproperty = View in all locales
|
||||||
|
locales.viewing = Viewing property "{0}"
|
||||||
|
locales.addicon = Add Icon
|
||||||
|
|
||||||
width = 너비:
|
width = 너비:
|
||||||
height = 높이:
|
height = 높이:
|
||||||
@@ -652,10 +673,12 @@ objective.destroycore.name = 코어 파괴
|
|||||||
objective.commandmode.name = 명령 모드
|
objective.commandmode.name = 명령 모드
|
||||||
objective.flag.name = 플래그
|
objective.flag.name = 플래그
|
||||||
marker.shapetext.name = 도형과 문자
|
marker.shapetext.name = 도형과 문자
|
||||||
marker.minimap.name = 미니맵
|
marker.point.name = Point
|
||||||
marker.shape.name = 도형
|
marker.shape.name = 도형
|
||||||
marker.text.name = 문자
|
marker.text.name = 문자
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
marker.background = 배경
|
marker.background = 배경
|
||||||
marker.outline = 외곽선
|
marker.outline = 외곽선
|
||||||
|
|
||||||
@@ -704,7 +727,7 @@ error.any = 알 수 없는 네트워크 오류
|
|||||||
error.bloom = 블룸 그래픽 효과를 적용하지 못했습니다.\n기기가 이 기능을 지원하지 않는 것일 수도 있습니다.
|
error.bloom = 블룸 그래픽 효과를 적용하지 못했습니다.\n기기가 이 기능을 지원하지 않는 것일 수도 있습니다.
|
||||||
|
|
||||||
weather.rain.name = 비
|
weather.rain.name = 비
|
||||||
weather.snow.name = 눈
|
weather.snowing.name = 눈
|
||||||
weather.sandstorm.name = 모래 폭풍
|
weather.sandstorm.name = 모래 폭풍
|
||||||
weather.sporestorm.name = 포자 폭풍
|
weather.sporestorm.name = 포자 폭풍
|
||||||
weather.fog.name = 안개
|
weather.fog.name = 안개
|
||||||
@@ -740,8 +763,8 @@ sector.curlost = 지역 잃음
|
|||||||
sector.missingresources = [scarlet]코어 자원 부족[]
|
sector.missingresources = [scarlet]코어 자원 부족[]
|
||||||
sector.attacked = [accent]{0}[white] 지역이 공격받고 있습니다![]
|
sector.attacked = [accent]{0}[white] 지역이 공격받고 있습니다![]
|
||||||
sector.lost = [accent]{0}[white] 지역을 잃었습니다![]
|
sector.lost = [accent]{0}[white] 지역을 잃었습니다![]
|
||||||
#note: the missing space in the line below is intentional
|
sector.capture = Sector [accent]{0}[white]Captured!
|
||||||
sector.captured = [accent]{0}[white] 지역을 점령했습니다![]
|
sector.capture.current = Sector Captured!
|
||||||
sector.changeicon = 아이콘 바꾸기
|
sector.changeicon = 아이콘 바꾸기
|
||||||
sector.noswitch.title = 지역 전환 불가능
|
sector.noswitch.title = 지역 전환 불가능
|
||||||
sector.noswitch = 기존 지역이 공격받는 동안은 지역을 전환할 수 없습니다.\n\n지역: [accent]{0}[] 중 [accent]{1}[]
|
sector.noswitch = 기존 지역이 공격받는 동안은 지역을 전환할 수 없습니다.\n\n지역: [accent]{0}[] 중 [accent]{1}[]
|
||||||
@@ -961,17 +984,46 @@ stat.immunities = 상태이상 면역
|
|||||||
stat.healing = 회복량
|
stat.healing = 회복량
|
||||||
|
|
||||||
ability.forcefield = 보호막 필드
|
ability.forcefield = 보호막 필드
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = 수리 필드
|
ability.repairfield = 수리 필드
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = 상태이상 필드
|
ability.statusfield = 상태이상 필드
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = 공장
|
ability.unitspawn = 공장
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = 방어막 복구 필드
|
ability.shieldregenfield = 방어막 복구 필드
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = 가속 전격
|
ability.movelightning = 가속 전격
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = 방어막 아크
|
ability.shieldarc = 방어막 아크
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = 재생성 억제 필드
|
ability.suppressionfield = 재생성 억제 필드
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = 에너지 필드
|
ability.energyfield = 에너지 필드
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = 코어에만 투입할 수 있습니다
|
bar.onlycoredeposit = 코어에만 투입할 수 있습니다
|
||||||
bar.drilltierreq = 더 좋은 드릴 필요
|
bar.drilltierreq = 더 좋은 드릴 필요
|
||||||
@@ -1121,7 +1173,7 @@ setting.sfxvol.name = 효과음 크기
|
|||||||
setting.mutesound.name = 소리 끄기
|
setting.mutesound.name = 소리 끄기
|
||||||
setting.crashreport.name = 익명으로 오류 보고서 자동 전송
|
setting.crashreport.name = 익명으로 오류 보고서 자동 전송
|
||||||
setting.savecreate.name = 자동 저장 활성화
|
setting.savecreate.name = 자동 저장 활성화
|
||||||
setting.publichost.name = 공용 서버로 표시
|
setting.steampublichost.name = Public Game Visibility
|
||||||
setting.playerlimit.name = 플레이어 제한
|
setting.playerlimit.name = 플레이어 제한
|
||||||
setting.chatopacity.name = 채팅창 투명도
|
setting.chatopacity.name = 채팅창 투명도
|
||||||
setting.lasersopacity.name = 전선 투명도
|
setting.lasersopacity.name = 전선 투명도
|
||||||
@@ -1167,15 +1219,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.rebuild_select.name = 지역 재건
|
keybind.rebuild_select.name = 지역 재건
|
||||||
keybind.schematic_select.name = 영역 설정
|
keybind.schematic_select.name = 영역 설정
|
||||||
keybind.schematic_menu.name = 설계도 메뉴
|
keybind.schematic_menu.name = 설계도 메뉴
|
||||||
@@ -1273,6 +1326,7 @@ rules.unitdamagemultiplier = 기체 피해량 배수
|
|||||||
rules.unitcrashdamagemultiplier = 기체 파손 피해량 배수
|
rules.unitcrashdamagemultiplier = 기체 파손 피해량 배수
|
||||||
rules.solarmultiplier = 태양광 전력 배수
|
rules.solarmultiplier = 태양광 전력 배수
|
||||||
rules.unitcapvariable = 코어 기체수 제한 추가
|
rules.unitcapvariable = 코어 기체수 제한 추가
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = 기본 기체 제한
|
rules.unitcap = 기본 기체 제한
|
||||||
rules.limitarea = 맵 영역 제한
|
rules.limitarea = 맵 영역 제한
|
||||||
rules.enemycorebuildradius = 적 코어 건설금지 범위:[lightgray] (타일)
|
rules.enemycorebuildradius = 적 코어 건설금지 범위:[lightgray] (타일)
|
||||||
@@ -1305,6 +1359,8 @@ rules.weather = 날씨 추가
|
|||||||
rules.weather.frequency = 빈도:
|
rules.weather.frequency = 빈도:
|
||||||
rules.weather.always = 항상
|
rules.weather.always = 항상
|
||||||
rules.weather.duration = 지속 시간:
|
rules.weather.duration = 지속 시간:
|
||||||
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = 자원
|
content.item.name = 자원
|
||||||
content.liquid.name = 액체
|
content.liquid.name = 액체
|
||||||
@@ -1524,6 +1580,7 @@ block.inverted-sorter.name = 반전 필터
|
|||||||
block.message.name = 메모 블록
|
block.message.name = 메모 블록
|
||||||
block.reinforced-message.name = 보강된 메모 블록
|
block.reinforced-message.name = 보강된 메모 블록
|
||||||
block.world-message.name = 월드 메모 블록
|
block.world-message.name = 월드 메모 블록
|
||||||
|
block.world-switch.name = World Switch
|
||||||
block.illuminator.name = 조명
|
block.illuminator.name = 조명
|
||||||
block.overflow-gate.name = 포화 필터
|
block.overflow-gate.name = 포화 필터
|
||||||
block.underflow-gate.name = 불포화 필터
|
block.underflow-gate.name = 불포화 필터
|
||||||
@@ -1764,7 +1821,6 @@ block.disperse.name = 디스퍼스
|
|||||||
block.afflict.name = 어플릭트
|
block.afflict.name = 어플릭트
|
||||||
block.lustre.name = 러스터
|
block.lustre.name = 러스터
|
||||||
block.scathe.name = 스캐드
|
block.scathe.name = 스캐드
|
||||||
block.fabricator.name = 조립기
|
|
||||||
block.tank-refabricator.name = 전차 재조립기
|
block.tank-refabricator.name = 전차 재조립기
|
||||||
block.mech-refabricator.name = 기계 재조립기
|
block.mech-refabricator.name = 기계 재조립기
|
||||||
block.ship-refabricator.name = 함선 재조립기
|
block.ship-refabricator.name = 함선 재조립기
|
||||||
@@ -1882,6 +1938,7 @@ onset.turrets = 기체는 유용하지만, [accent]포탑[]은 사용하기에
|
|||||||
onset.turretammo = 포탑에 [accent]베릴륨 탄약[]을 공급하세요.
|
onset.turretammo = 포탑에 [accent]베릴륨 탄약[]을 공급하세요.
|
||||||
onset.walls = [accent]벽[]은 건물로 날아오는 공격을 막을 수 있습니다. \n포탑 주변에 \uf6ee [accent]베릴륨 벽[]을 배치하세요.
|
onset.walls = [accent]벽[]은 건물로 날아오는 공격을 막을 수 있습니다. \n포탑 주변에 \uf6ee [accent]베릴륨 벽[]을 배치하세요.
|
||||||
onset.enemies = 적이 다가옵니다, 방어 태세를 갖추세요.
|
onset.enemies = 적이 다가옵니다, 방어 태세를 갖추세요.
|
||||||
|
onset.defenses = [accent]Set up defenses:[lightgray] {0}
|
||||||
onset.attack = 적은 취약한 상태입니다. 반격하세요.
|
onset.attack = 적은 취약한 상태입니다. 반격하세요.
|
||||||
onset.cores = 새로운 코어는 [accent]코어 타일[]위에 배치할 수 있습니다.\n새로운 코어는 전진기지 역할을 하며 다른 코어와 저장된 자원을 공유합니다.\n \uf725 코어를 배치하세요.
|
onset.cores = 새로운 코어는 [accent]코어 타일[]위에 배치할 수 있습니다.\n새로운 코어는 전진기지 역할을 하며 다른 코어와 저장된 자원을 공유합니다.\n \uf725 코어를 배치하세요.
|
||||||
onset.detect = 적은 2분 이내에 당신을 탐지할 것입니다.\n생산, 채굴, 방어시설을 구성하세요.
|
onset.detect = 적은 2분 이내에 당신을 탐지할 것입니다.\n생산, 채굴, 방어시설을 구성하세요.
|
||||||
@@ -2082,7 +2139,6 @@ block.logic-display.description = 프로세서를 이용해 임의로 그래픽
|
|||||||
block.large-logic-display.description = 프로세서를 이용해 임의로 그래픽을 출력할 수 있습니다.
|
block.large-logic-display.description = 프로세서를 이용해 임의로 그래픽을 출력할 수 있습니다.
|
||||||
block.interplanetary-accelerator.description = 거대한 전자기 레일건 타워. 행성 간 이동을 위한 탈출 속도까지 코어를 가속합니다.
|
block.interplanetary-accelerator.description = 거대한 전자기 레일건 타워. 행성 간 이동을 위한 탈출 속도까지 코어를 가속합니다.
|
||||||
block.repair-turret.description = 피해를 입은 가장 가까운 기체를 지속적으로 수리합니다. 선택적으로 냉각수를 넣을 수 있습니다.
|
block.repair-turret.description = 피해를 입은 가장 가까운 기체를 지속적으로 수리합니다. 선택적으로 냉각수를 넣을 수 있습니다.
|
||||||
block.payload-propulsion-tower.description = 장거리 화물 운송 구조물. 화물을 연결된 다른 화물 드라이버로 발사합니다.
|
|
||||||
block.core-bastion.description = 기지의 핵심입니다. 튼튼합니다. 한번 파괴되면, 구역을 잃습니다.
|
block.core-bastion.description = 기지의 핵심입니다. 튼튼합니다. 한번 파괴되면, 구역을 잃습니다.
|
||||||
block.core-citadel.description = 기지의 핵심입니다. 더 튼튼합니다. 코어: 요새보다 더 많은 양의 자원을 저장합니다.
|
block.core-citadel.description = 기지의 핵심입니다. 더 튼튼합니다. 코어: 요새보다 더 많은 양의 자원을 저장합니다.
|
||||||
block.core-acropolis.description = 기지의 핵심입니다. 매우 튼튼합니다. 코어: 성채보다 더 많은 양의 자원을 저장합니다.
|
block.core-acropolis.description = 기지의 핵심입니다. 매우 튼튼합니다. 코어: 성채보다 더 많은 양의 자원을 저장합니다.
|
||||||
@@ -2118,7 +2174,6 @@ block.impact-drill.description = 광석에 배치하면 자원을 한번에 몰
|
|||||||
block.eruption-drill.description = 개선된 충격 드릴. 토륨을 채굴할 수 있습니다. 수소가 필요합니다.
|
block.eruption-drill.description = 개선된 충격 드릴. 토륨을 채굴할 수 있습니다. 수소가 필요합니다.
|
||||||
block.reinforced-conduit.description = 유체를 앞으로 이동합니다. 측면에서 파이프가 아닌 입력을 허용하지 않습니다.
|
block.reinforced-conduit.description = 유체를 앞으로 이동합니다. 측면에서 파이프가 아닌 입력을 허용하지 않습니다.
|
||||||
block.reinforced-liquid-router.description = 유체를 모든 면에 균등하게 분배합니다.
|
block.reinforced-liquid-router.description = 유체를 모든 면에 균등하게 분배합니다.
|
||||||
block.reinforced-junction.description = 두 개의 교차 파이프를 위한 다리 역할을 합니다.
|
|
||||||
block.reinforced-liquid-tank.description = 대량의 유체를 저장합니다.
|
block.reinforced-liquid-tank.description = 대량의 유체를 저장합니다.
|
||||||
block.reinforced-liquid-container.description = 상당량의 유체를 저장합니다.
|
block.reinforced-liquid-container.description = 상당량의 유체를 저장합니다.
|
||||||
block.reinforced-bridge-conduit.description = 구조물 및 지형 위로 유체를 운반합니다.
|
block.reinforced-bridge-conduit.description = 구조물 및 지형 위로 유체를 운반합니다.
|
||||||
@@ -2237,6 +2292,7 @@ unit.emanate.description = 코어: 도심을 지켜내기 위해 구조물을
|
|||||||
lst.read = 연결된 메모리 셀에서 숫자 읽음
|
lst.read = 연결된 메모리 셀에서 숫자 읽음
|
||||||
lst.write = 연결된 메모리 셀에 숫자 작성
|
lst.write = 연결된 메모리 셀에 숫자 작성
|
||||||
lst.print = 프린트 버퍼에 텍스트 추가\n[accent]Print Flush[]가 사용되기 전까진 아무것도 보여주지 않습니다
|
lst.print = 프린트 버퍼에 텍스트 추가\n[accent]Print Flush[]가 사용되기 전까진 아무것도 보여주지 않습니다
|
||||||
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = 드로잉 버퍼에 실행문 추가\n[accent]Draw Flush[]가 사용되기 전까진 아무것도 보여주지 않습니다
|
lst.draw = 드로잉 버퍼에 실행문 추가\n[accent]Draw Flush[]가 사용되기 전까진 아무것도 보여주지 않습니다
|
||||||
lst.drawflush = 대기중인 [accent]Draw[]실행문을 디스플레이에 출력
|
lst.drawflush = 대기중인 [accent]Draw[]실행문을 디스플레이에 출력
|
||||||
lst.printflush = 대기중인 [accent]Print[]실행문을 메시지 블록에 출력
|
lst.printflush = 대기중인 [accent]Print[]실행문을 메시지 블록에 출력
|
||||||
@@ -2259,6 +2315,8 @@ lst.getblock = 특정 위치의 타일 정보를 불러옴
|
|||||||
lst.setblock = 특정 위치의 타일 정보 설정
|
lst.setblock = 특정 위치의 타일 정보 설정
|
||||||
lst.spawnunit = 특정 위치에 기체 소환
|
lst.spawnunit = 특정 위치에 기체 소환
|
||||||
lst.applystatus = 기체에게 상태이상을 적용하거나 삭제
|
lst.applystatus = 기체에게 상태이상을 적용하거나 삭제
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = 특정 위치에 이전 단계를 실행\n실제 단계가 넘어가지 않습니다
|
lst.spawnwave = 특정 위치에 이전 단계를 실행\n실제 단계가 넘어가지 않습니다
|
||||||
lst.explosion = 특정 위치에 폭발 생성
|
lst.explosion = 특정 위치에 폭발 생성
|
||||||
lst.setrate = 프로세서 실행 속도를 틱당 연산량으로 설정
|
lst.setrate = 프로세서 실행 속도를 틱당 연산량으로 설정
|
||||||
@@ -2274,6 +2332,43 @@ lst.effect = Create a particle effect.
|
|||||||
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
||||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||||
|
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||||
|
lglobal.false = 0
|
||||||
|
lglobal.true = 1
|
||||||
|
lglobal.null = null
|
||||||
|
lglobal.@pi = The mathematical constant pi (3.141...)
|
||||||
|
lglobal.@e = The mathematical constant e (2.718...)
|
||||||
|
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
||||||
|
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
||||||
|
lglobal.@time = Playtime of current save, in milliseconds
|
||||||
|
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
||||||
|
lglobal.@second = Playtime of current save, in seconds
|
||||||
|
lglobal.@minute = Playtime of current save, in minutes
|
||||||
|
lglobal.@waveNumber = Current wave number, if waves are enabled
|
||||||
|
lglobal.@waveTime = Countdown timer for waves, in seconds
|
||||||
|
lglobal.@mapw = Map width in tiles
|
||||||
|
lglobal.@maph = Map height in tiles
|
||||||
|
lglobal.sectionMap = Map
|
||||||
|
lglobal.sectionGeneral = General
|
||||||
|
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
||||||
|
lglobal.sectionProcessor = Processor
|
||||||
|
lglobal.sectionLookup = Lookup
|
||||||
|
lglobal.@this = The logic block executing the code
|
||||||
|
lglobal.@thisx = X coordinate of block executing the code
|
||||||
|
lglobal.@thisy = Y coordinate of block executing the code
|
||||||
|
lglobal.@links = Total number of blocks linked to this processors
|
||||||
|
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
||||||
|
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
||||||
|
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
||||||
|
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
||||||
|
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
||||||
|
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
||||||
|
lglobal.@client = True if the code is running on a client connected to a server
|
||||||
|
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
||||||
|
lglobal.@clientUnit = Unit of client running the code
|
||||||
|
lglobal.@clientName = Player name of client running the code
|
||||||
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
|
|
||||||
logic.nounitbuild = [red]기체의 건설 로직은 여기서 허용되지 않습니다.
|
logic.nounitbuild = [red]기체의 건설 로직은 여기서 허용되지 않습니다.
|
||||||
|
|
||||||
@@ -2316,6 +2411,7 @@ graphicstype.poly = 정다각형 채우기
|
|||||||
graphicstype.linepoly = 정다각형 외곽선 그리기
|
graphicstype.linepoly = 정다각형 외곽선 그리기
|
||||||
graphicstype.triangle = 삼각형 채우기
|
graphicstype.triangle = 삼각형 채우기
|
||||||
graphicstype.image = 일부 콘텐츠의 이미지 그리기\n예: [accent]@router[] 또는 [accent]@dagger[].
|
graphicstype.image = 일부 콘텐츠의 이미지 그리기\n예: [accent]@router[] 또는 [accent]@dagger[].
|
||||||
|
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
||||||
|
|
||||||
lenum.always = 항상 참
|
lenum.always = 항상 참
|
||||||
lenum.idiv = 정수 나누기
|
lenum.idiv = 정수 나누기
|
||||||
@@ -2424,3 +2520,10 @@ lenum.build = 구조물 건설
|
|||||||
lenum.getblock = 특정 좌표의 빌딩과 블록을 반환합니다.\n위치는 기체의 인지 범위 내여야 합니다.\n자연 지형은 [accent]@solid[]의 유형을 가집니다.
|
lenum.getblock = 특정 좌표의 빌딩과 블록을 반환합니다.\n위치는 기체의 인지 범위 내여야 합니다.\n자연 지형은 [accent]@solid[]의 유형을 가집니다.
|
||||||
lenum.within = 좌표 주변 기체 발견 여부
|
lenum.within = 좌표 주변 기체 발견 여부
|
||||||
lenum.boost = 이륙 시작/중단
|
lenum.boost = 이륙 시작/중단
|
||||||
|
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||||
|
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
||||||
|
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
||||||
|
lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
||||||
|
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||||||
|
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
||||||
|
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
||||||
|
|||||||
@@ -434,6 +434,7 @@ editor.waves = Bangos:
|
|||||||
editor.rules = Taisyklės:
|
editor.rules = Taisyklės:
|
||||||
editor.generation = Generacija:
|
editor.generation = Generacija:
|
||||||
editor.objectives = Objectives
|
editor.objectives = Objectives
|
||||||
|
editor.locales = Locale Bundles
|
||||||
editor.ingame = Redaguoti žaidime
|
editor.ingame = Redaguoti žaidime
|
||||||
editor.playtest = Playtest
|
editor.playtest = Playtest
|
||||||
editor.publish.workshop = Publikuoti Dirbtuvėje
|
editor.publish.workshop = Publikuoti Dirbtuvėje
|
||||||
@@ -489,6 +490,7 @@ editor.default = [lightgray]<Numatytasis>
|
|||||||
details = Detaliau...
|
details = Detaliau...
|
||||||
edit = Redaguoti...
|
edit = Redaguoti...
|
||||||
variables = Vars
|
variables = Vars
|
||||||
|
logic.globals = Built-in Variables
|
||||||
editor.name = Pavadinimas:
|
editor.name = Pavadinimas:
|
||||||
editor.spawn = Atradinti vienetą
|
editor.spawn = Atradinti vienetą
|
||||||
editor.removeunit = Panaikinti vienetą
|
editor.removeunit = Panaikinti vienetą
|
||||||
@@ -500,6 +502,7 @@ editor.errorlegacy = Šis žemėlapis yra per senas ir naudoja seną žemėlapi
|
|||||||
editor.errornot = Tai nėra žemėlapio formatas.
|
editor.errornot = Tai nėra žemėlapio formatas.
|
||||||
editor.errorheader = Šis žemėlapis yra netaisyklingas arba sugadintas.
|
editor.errorheader = Šis žemėlapis yra netaisyklingas arba sugadintas.
|
||||||
editor.errorname = Šis žemėlapis neturi nustatyto pavadinimo. Ar bandote užkrauti išsaugotą failą?
|
editor.errorname = Šis žemėlapis neturi nustatyto pavadinimo. Ar bandote užkrauti išsaugotą failą?
|
||||||
|
editor.errorlocales = Error reading invalid locale bundles.
|
||||||
editor.update = Atnaujinti
|
editor.update = Atnaujinti
|
||||||
editor.randomize = Sumaišyti atsitiktinai
|
editor.randomize = Sumaišyti atsitiktinai
|
||||||
editor.moveup = Move Up
|
editor.moveup = Move Up
|
||||||
@@ -511,6 +514,7 @@ editor.sectorgenerate = Sector Generate
|
|||||||
editor.resize = Pakeisti dydį
|
editor.resize = Pakeisti dydį
|
||||||
editor.loadmap = Užkrauti žemėlapį
|
editor.loadmap = Užkrauti žemėlapį
|
||||||
editor.savemap = Išsaugoti žemėlapį
|
editor.savemap = Išsaugoti žemėlapį
|
||||||
|
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
|
||||||
editor.saved = Išsaugota!
|
editor.saved = Išsaugota!
|
||||||
editor.save.noname = Jūsų žemėlapis neturi pavadinimo! Nustatykite meniu 'žemėlapio informacija'.
|
editor.save.noname = Jūsų žemėlapis neturi pavadinimo! Nustatykite meniu 'žemėlapio informacija'.
|
||||||
editor.save.overwrite = Jūsų žemėlapis perrašo integruotą žemėlapį! Pasirinkite skirtingą pavadinimą 'žemėlapio informacija' meniu.
|
editor.save.overwrite = Jūsų žemėlapis perrašo integruotą žemėlapį! Pasirinkite skirtingą pavadinimą 'žemėlapio informacija' meniu.
|
||||||
@@ -595,6 +599,23 @@ filter.option.floor2 = Antrasis sluoksnis
|
|||||||
filter.option.threshold2 = Antrasis slenkstis
|
filter.option.threshold2 = Antrasis slenkstis
|
||||||
filter.option.radius = Spindulys
|
filter.option.radius = Spindulys
|
||||||
filter.option.percentile = Procentilė
|
filter.option.percentile = Procentilė
|
||||||
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
|
locales.applytoall = Apply Changes To All Locales
|
||||||
|
locales.addtoother = Add To Other Locales
|
||||||
|
locales.rollback = Rollback to last applied
|
||||||
|
locales.filter = Property filter
|
||||||
|
locales.searchname = Search name...
|
||||||
|
locales.searchvalue = Search value...
|
||||||
|
locales.searchlocale = Search locale...
|
||||||
|
locales.byname = By name
|
||||||
|
locales.byvalue = By value
|
||||||
|
locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
|
||||||
|
locales.showmissing = Show properties that are missing in some locales
|
||||||
|
locales.showsame = Show properties that have same values in different locales
|
||||||
|
locales.viewproperty = View in all locales
|
||||||
|
locales.viewing = Viewing property "{0}"
|
||||||
|
locales.addicon = Add Icon
|
||||||
|
|
||||||
width = Plotis:
|
width = Plotis:
|
||||||
height = Aukštis:
|
height = Aukštis:
|
||||||
@@ -645,10 +666,12 @@ objective.destroycore.name = Destroy Core
|
|||||||
objective.commandmode.name = Command Mode
|
objective.commandmode.name = Command Mode
|
||||||
objective.flag.name = Flag
|
objective.flag.name = Flag
|
||||||
marker.shapetext.name = Shape Text
|
marker.shapetext.name = Shape Text
|
||||||
marker.minimap.name = Minimap
|
marker.point.name = Point
|
||||||
marker.shape.name = Shape
|
marker.shape.name = Shape
|
||||||
marker.text.name = Text
|
marker.text.name = Text
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
marker.background = Background
|
marker.background = Background
|
||||||
marker.outline = Outline
|
marker.outline = Outline
|
||||||
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
||||||
@@ -695,7 +718,7 @@ error.any = Nžinoma tinklo klaida.
|
|||||||
error.bloom = Nepavyko inicijuoti spindėjimo.\nJūsų įrenginys gali nepalaikyti šios funkcijos.
|
error.bloom = Nepavyko inicijuoti spindėjimo.\nJūsų įrenginys gali nepalaikyti šios funkcijos.
|
||||||
|
|
||||||
weather.rain.name = Rain
|
weather.rain.name = Rain
|
||||||
weather.snow.name = Snow
|
weather.snowing.name = Snow
|
||||||
weather.sandstorm.name = Sandstorm
|
weather.sandstorm.name = Sandstorm
|
||||||
weather.sporestorm.name = Sporestorm
|
weather.sporestorm.name = Sporestorm
|
||||||
weather.fog.name = Fog
|
weather.fog.name = Fog
|
||||||
@@ -731,7 +754,8 @@ sector.curlost = Sector Lost
|
|||||||
sector.missingresources = [scarlet]Insufficient Core Resources
|
sector.missingresources = [scarlet]Insufficient Core Resources
|
||||||
sector.attacked = Sector [accent]{0}[white] under attack!
|
sector.attacked = Sector [accent]{0}[white] under attack!
|
||||||
sector.lost = Sector [accent]{0}[white] lost!
|
sector.lost = Sector [accent]{0}[white] lost!
|
||||||
sector.captured = Sector [accent]{0}[white]captured!
|
sector.capture = Sector [accent]{0}[white]Captured!
|
||||||
|
sector.capture.current = Sector Captured!
|
||||||
sector.changeicon = Change Icon
|
sector.changeicon = Change Icon
|
||||||
sector.noswitch.title = Unable to Switch Sectors
|
sector.noswitch.title = Unable to Switch Sectors
|
||||||
sector.noswitch = You may not switch sectors while an existing sector is under attack.\n\nSector: [accent]{0}[] on [accent]{1}[]
|
sector.noswitch = You may not switch sectors while an existing sector is under attack.\n\nSector: [accent]{0}[] on [accent]{1}[]
|
||||||
@@ -949,17 +973,46 @@ stat.immunities = Immunities
|
|||||||
stat.healing = Healing
|
stat.healing = Healing
|
||||||
|
|
||||||
ability.forcefield = Force Field
|
ability.forcefield = Force Field
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = Repair Field
|
ability.repairfield = Repair Field
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = Status Field
|
ability.statusfield = Status Field
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = Factory
|
ability.unitspawn = Factory
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Shield Regen Field
|
ability.shieldregenfield = Shield Regen Field
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Movement Lightning
|
ability.movelightning = Movement Lightning
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Shield Arc
|
ability.shieldarc = Shield Arc
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Regen Suppression Field
|
ability.suppressionfield = Regen Suppression Field
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Energy Field
|
ability.energyfield = Energy Field
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = Only Core Depositing Allowed
|
bar.onlycoredeposit = Only Core Depositing Allowed
|
||||||
|
|
||||||
@@ -1110,7 +1163,7 @@ setting.sfxvol.name = SFX Garsumas
|
|||||||
setting.mutesound.name = Nutildyti Garsus
|
setting.mutesound.name = Nutildyti Garsus
|
||||||
setting.crashreport.name = Siųsti Anoniminius Strigties Pranešimus
|
setting.crashreport.name = Siųsti Anoniminius Strigties Pranešimus
|
||||||
setting.savecreate.name = Automatiškai Kurti Išsaugojimus
|
setting.savecreate.name = Automatiškai Kurti Išsaugojimus
|
||||||
setting.publichost.name = Viešojo Žaidimo Matomumas
|
setting.steampublichost.name = Public Game Visibility
|
||||||
setting.playerlimit.name = Žaidėjų Limitas
|
setting.playerlimit.name = Žaidėjų Limitas
|
||||||
setting.chatopacity.name = Pokalbių Lentos Nepermatomumas
|
setting.chatopacity.name = Pokalbių Lentos Nepermatomumas
|
||||||
setting.lasersopacity.name = Elektros Tinklo Nepermatomumas
|
setting.lasersopacity.name = Elektros Tinklo Nepermatomumas
|
||||||
@@ -1156,15 +1209,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.rebuild_select.name = Rebuild Region
|
keybind.rebuild_select.name = Rebuild Region
|
||||||
keybind.schematic_select.name = Pasirinkite Regioną
|
keybind.schematic_select.name = Pasirinkite Regioną
|
||||||
keybind.schematic_menu.name = Schemų Meniu
|
keybind.schematic_menu.name = Schemų Meniu
|
||||||
@@ -1262,6 +1316,7 @@ rules.unitdamagemultiplier = Vienetų Žalos Daugiklis
|
|||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.solarmultiplier = Solar Power Multiplier
|
rules.solarmultiplier = Solar Power Multiplier
|
||||||
rules.unitcapvariable = Cores Contribute To Unit Cap
|
rules.unitcapvariable = Cores Contribute To Unit Cap
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Base Unit Cap
|
rules.unitcap = Base Unit Cap
|
||||||
rules.limitarea = Limit Map Area
|
rules.limitarea = Limit Map Area
|
||||||
rules.enemycorebuildradius = Nestatymo aplink priešų branduolį spindulys:[lightgray] (blokais)
|
rules.enemycorebuildradius = Nestatymo aplink priešų branduolį spindulys:[lightgray] (blokais)
|
||||||
@@ -1294,6 +1349,8 @@ rules.weather = Weather
|
|||||||
rules.weather.frequency = Frequency:
|
rules.weather.frequency = Frequency:
|
||||||
rules.weather.always = Always
|
rules.weather.always = Always
|
||||||
rules.weather.duration = Duration:
|
rules.weather.duration = Duration:
|
||||||
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = Daiktai
|
content.item.name = Daiktai
|
||||||
content.liquid.name = Skysčiai
|
content.liquid.name = Skysčiai
|
||||||
@@ -1511,6 +1568,7 @@ block.inverted-sorter.name = Atbulinis Rūšiuotojas
|
|||||||
block.message.name = Žinutė
|
block.message.name = Žinutė
|
||||||
block.reinforced-message.name = Reinforced Message
|
block.reinforced-message.name = Reinforced Message
|
||||||
block.world-message.name = World Message
|
block.world-message.name = World Message
|
||||||
|
block.world-switch.name = World Switch
|
||||||
block.illuminator.name = Šviestuvas
|
block.illuminator.name = Šviestuvas
|
||||||
block.overflow-gate.name = Perpildymo Užtvara
|
block.overflow-gate.name = Perpildymo Užtvara
|
||||||
block.underflow-gate.name = Neperpildymo Užtvara
|
block.underflow-gate.name = Neperpildymo Užtvara
|
||||||
@@ -1751,7 +1809,6 @@ block.disperse.name = Disperse
|
|||||||
block.afflict.name = Afflict
|
block.afflict.name = Afflict
|
||||||
block.lustre.name = Lustre
|
block.lustre.name = Lustre
|
||||||
block.scathe.name = Scathe
|
block.scathe.name = Scathe
|
||||||
block.fabricator.name = Fabricator
|
|
||||||
block.tank-refabricator.name = Tank Refabricator
|
block.tank-refabricator.name = Tank Refabricator
|
||||||
block.mech-refabricator.name = Mech Refabricator
|
block.mech-refabricator.name = Mech Refabricator
|
||||||
block.ship-refabricator.name = Ship Refabricator
|
block.ship-refabricator.name = Ship Refabricator
|
||||||
@@ -1869,6 +1926,7 @@ onset.turrets = Units are effective, but [accent]turrets[] provide better defens
|
|||||||
onset.turretammo = Supply the turret with [accent]beryllium ammo.[]
|
onset.turretammo = Supply the turret with [accent]beryllium ammo.[]
|
||||||
onset.walls = [accent]Walls[] can prevent oncoming damage from reaching buildings.\nPlace some \uf6ee [accent]beryllium walls[] around the turret.
|
onset.walls = [accent]Walls[] can prevent oncoming damage from reaching buildings.\nPlace some \uf6ee [accent]beryllium walls[] around the turret.
|
||||||
onset.enemies = Enemy incoming, prepare to defend.
|
onset.enemies = Enemy incoming, prepare to defend.
|
||||||
|
onset.defenses = [accent]Set up defenses:[lightgray] {0}
|
||||||
onset.attack = The enemy is vulnerable. Counter-attack.
|
onset.attack = The enemy is vulnerable. Counter-attack.
|
||||||
onset.cores = New cores can be placed on [accent]core tiles[].\nNew cores function as forward bases and share a resource inventory with other cores.\nPlace a \uf725 core.
|
onset.cores = New cores can be placed on [accent]core tiles[].\nNew cores function as forward bases and share a resource inventory with other cores.\nPlace a \uf725 core.
|
||||||
onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defenses, mining, and production.
|
onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defenses, mining, and production.
|
||||||
@@ -2068,7 +2126,6 @@ block.logic-display.description = Displays arbitrary graphics from a logic proce
|
|||||||
block.large-logic-display.description = Displays arbitrary graphics from a logic processor.
|
block.large-logic-display.description = Displays arbitrary graphics from a logic processor.
|
||||||
block.interplanetary-accelerator.description = A massive electromagnetic railgun tower. Accelerates cores to escape velocity for interplanetary deployment.
|
block.interplanetary-accelerator.description = A massive electromagnetic railgun tower. Accelerates cores to escape velocity for interplanetary deployment.
|
||||||
block.repair-turret.description = Continuously repairs the closest damaged unit in its vicinity. Optionally accepts coolant.
|
block.repair-turret.description = Continuously repairs the closest damaged unit in its vicinity. Optionally accepts coolant.
|
||||||
block.payload-propulsion-tower.description = Long-range payload transport structure. Shoots payloads to other linked payload propulsion towers.
|
|
||||||
block.core-bastion.description = Core of the base. Armored. Once destroyed, the sector is lost.
|
block.core-bastion.description = Core of the base. Armored. Once destroyed, the sector is lost.
|
||||||
block.core-citadel.description = Core of the base. Very well armored. Stores more resources than a Bastion core.
|
block.core-citadel.description = Core of the base. Very well armored. Stores more resources than a Bastion core.
|
||||||
block.core-acropolis.description = Core of the base. Exceptionally well armored. Stores more resources than a Citadel core.
|
block.core-acropolis.description = Core of the base. Exceptionally well armored. Stores more resources than a Citadel core.
|
||||||
@@ -2104,7 +2161,6 @@ block.impact-drill.description = When placed on ore, outputs items in bursts ind
|
|||||||
block.eruption-drill.description = An improved impact drill. Capable of mining thorium. Requires hydrogen.
|
block.eruption-drill.description = An improved impact drill. Capable of mining thorium. Requires hydrogen.
|
||||||
block.reinforced-conduit.description = Moves fluids forward. Doesn't accept non-conduit inputs to the sides.
|
block.reinforced-conduit.description = Moves fluids forward. Doesn't accept non-conduit inputs to the sides.
|
||||||
block.reinforced-liquid-router.description = Distributes fluids equally to all sides.
|
block.reinforced-liquid-router.description = Distributes fluids equally to all sides.
|
||||||
block.reinforced-junction.description = Acts as a bridge for two crossing conduits.
|
|
||||||
block.reinforced-liquid-tank.description = Stores a large amount of fluids.
|
block.reinforced-liquid-tank.description = Stores a large amount of fluids.
|
||||||
block.reinforced-liquid-container.description = Stores a sizeable amount of fluids.
|
block.reinforced-liquid-container.description = Stores a sizeable amount of fluids.
|
||||||
block.reinforced-bridge-conduit.description = Transports fluids over structures and terrain.
|
block.reinforced-bridge-conduit.description = Transports fluids over structures and terrain.
|
||||||
@@ -2221,6 +2277,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
|
|||||||
lst.read = Read a number from a linked memory cell.
|
lst.read = Read a number from a linked memory cell.
|
||||||
lst.write = Write a number to a linked memory cell.
|
lst.write = Write a number to a linked memory cell.
|
||||||
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
||||||
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
||||||
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
||||||
@@ -2243,6 +2300,8 @@ lst.getblock = Get tile data at any location.
|
|||||||
lst.setblock = Set tile data at any location.
|
lst.setblock = Set tile data at any location.
|
||||||
lst.spawnunit = Spawn unit at a location.
|
lst.spawnunit = Spawn unit at a location.
|
||||||
lst.applystatus = Apply or clear a status effect from a uniut.
|
lst.applystatus = Apply or clear a status effect from a uniut.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
||||||
lst.explosion = Create an explosion at a location.
|
lst.explosion = Create an explosion at a location.
|
||||||
lst.setrate = Set processor execution speed in instructions/tick.
|
lst.setrate = Set processor execution speed in instructions/tick.
|
||||||
@@ -2258,6 +2317,43 @@ lst.effect = Create a particle effect.
|
|||||||
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
||||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||||
|
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||||
|
lglobal.false = 0
|
||||||
|
lglobal.true = 1
|
||||||
|
lglobal.null = null
|
||||||
|
lglobal.@pi = The mathematical constant pi (3.141...)
|
||||||
|
lglobal.@e = The mathematical constant e (2.718...)
|
||||||
|
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
||||||
|
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
||||||
|
lglobal.@time = Playtime of current save, in milliseconds
|
||||||
|
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
||||||
|
lglobal.@second = Playtime of current save, in seconds
|
||||||
|
lglobal.@minute = Playtime of current save, in minutes
|
||||||
|
lglobal.@waveNumber = Current wave number, if waves are enabled
|
||||||
|
lglobal.@waveTime = Countdown timer for waves, in seconds
|
||||||
|
lglobal.@mapw = Map width in tiles
|
||||||
|
lglobal.@maph = Map height in tiles
|
||||||
|
lglobal.sectionMap = Map
|
||||||
|
lglobal.sectionGeneral = General
|
||||||
|
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
||||||
|
lglobal.sectionProcessor = Processor
|
||||||
|
lglobal.sectionLookup = Lookup
|
||||||
|
lglobal.@this = The logic block executing the code
|
||||||
|
lglobal.@thisx = X coordinate of block executing the code
|
||||||
|
lglobal.@thisy = Y coordinate of block executing the code
|
||||||
|
lglobal.@links = Total number of blocks linked to this processors
|
||||||
|
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
||||||
|
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
||||||
|
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
||||||
|
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
||||||
|
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
||||||
|
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
||||||
|
lglobal.@client = True if the code is running on a client connected to a server
|
||||||
|
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
||||||
|
lglobal.@clientUnit = Unit of client running the code
|
||||||
|
lglobal.@clientName = Player name of client running the code
|
||||||
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
logic.nounitbuild = [red]Unit building logic is not allowed here.
|
logic.nounitbuild = [red]Unit building logic is not allowed here.
|
||||||
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
||||||
lenum.shoot = Shoot at a position.
|
lenum.shoot = Shoot at a position.
|
||||||
@@ -2296,6 +2392,7 @@ graphicstype.poly = Fill a regular polygon.
|
|||||||
graphicstype.linepoly = Draw a regular polygon outline.
|
graphicstype.linepoly = Draw a regular polygon outline.
|
||||||
graphicstype.triangle = Fill a triangle.
|
graphicstype.triangle = Fill a triangle.
|
||||||
graphicstype.image = Draw an image of some content.\nex: [accent]@router[] or [accent]@dagger[].
|
graphicstype.image = Draw an image of some content.\nex: [accent]@router[] or [accent]@dagger[].
|
||||||
|
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
||||||
lenum.always = Always true.
|
lenum.always = Always true.
|
||||||
lenum.idiv = Integer division.
|
lenum.idiv = Integer division.
|
||||||
lenum.div = Division.\nReturns [accent]null[] on divide-by-zero.
|
lenum.div = Division.\nReturns [accent]null[] on divide-by-zero.
|
||||||
@@ -2389,3 +2486,10 @@ lenum.build = Build a structure.
|
|||||||
lenum.getblock = Fetch a building and type at coordinates.\nUnit must be in range of position.\nSolid non-buildings will have the type [accent]@solid[].
|
lenum.getblock = Fetch a building and type at coordinates.\nUnit must be in range of position.\nSolid non-buildings will have the type [accent]@solid[].
|
||||||
lenum.within = Check if unit is near a position.
|
lenum.within = Check if unit is near a position.
|
||||||
lenum.boost = Start/stop boosting.
|
lenum.boost = Start/stop boosting.
|
||||||
|
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||||
|
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
||||||
|
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
||||||
|
lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
||||||
|
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||||||
|
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
||||||
|
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
||||||
|
|||||||
@@ -442,6 +442,7 @@ editor.waves = Rondes:
|
|||||||
editor.rules = Regels:
|
editor.rules = Regels:
|
||||||
editor.generation = Generatie:
|
editor.generation = Generatie:
|
||||||
editor.objectives = Doelen
|
editor.objectives = Doelen
|
||||||
|
editor.locales = Locale Bundles
|
||||||
editor.ingame = Bewerk In-Spel
|
editor.ingame = Bewerk In-Spel
|
||||||
editor.playtest = Speeltest
|
editor.playtest = Speeltest
|
||||||
editor.publish.workshop = Publiceer in Werkplaats
|
editor.publish.workshop = Publiceer in Werkplaats
|
||||||
@@ -497,6 +498,7 @@ editor.default = [lightgray]<Standaard>
|
|||||||
details = Details...
|
details = Details...
|
||||||
edit = Bewerk...
|
edit = Bewerk...
|
||||||
variables = Vars
|
variables = Vars
|
||||||
|
logic.globals = Built-in Variables
|
||||||
editor.name = Naam:
|
editor.name = Naam:
|
||||||
editor.spawn = Voeg Eenheid toe
|
editor.spawn = Voeg Eenheid toe
|
||||||
editor.removeunit = Verwijder Eenheid
|
editor.removeunit = Verwijder Eenheid
|
||||||
@@ -508,6 +510,7 @@ editor.errorlegacy = Deze kaart is te oud, bestandsformaat word niet meer onders
|
|||||||
editor.errornot = Dat is geen kaartbestand.
|
editor.errornot = Dat is geen kaartbestand.
|
||||||
editor.errorheader = Dit kaartbestand is ongeldig of corrupt.
|
editor.errorheader = Dit kaartbestand is ongeldig of corrupt.
|
||||||
editor.errorname = Kaart heeft geen naam.
|
editor.errorname = Kaart heeft geen naam.
|
||||||
|
editor.errorlocales = Error reading invalid locale bundles.
|
||||||
editor.update = Bijwerken
|
editor.update = Bijwerken
|
||||||
editor.randomize = Willekeurig
|
editor.randomize = Willekeurig
|
||||||
editor.moveup = Beweeg Omhoog
|
editor.moveup = Beweeg Omhoog
|
||||||
@@ -519,6 +522,7 @@ editor.sectorgenerate = Sector Genereren
|
|||||||
editor.resize = Verander formaat
|
editor.resize = Verander formaat
|
||||||
editor.loadmap = Laad Kaart
|
editor.loadmap = Laad Kaart
|
||||||
editor.savemap = Bewaar Kaart
|
editor.savemap = Bewaar Kaart
|
||||||
|
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
|
||||||
editor.saved = Bewaard!
|
editor.saved = Bewaard!
|
||||||
editor.save.noname = Je kaart heeft geen naam! Stel er <20><>n in het menu 'kaartinfo'.
|
editor.save.noname = Je kaart heeft geen naam! Stel er <20><>n in het menu 'kaartinfo'.
|
||||||
editor.save.overwrite = De naam van deze kaart is al in gebruik door een van het spel zelf, kies een andere.
|
editor.save.overwrite = De naam van deze kaart is al in gebruik door een van het spel zelf, kies een andere.
|
||||||
@@ -605,6 +609,23 @@ filter.option.floor2 = Secundaire Vloer
|
|||||||
filter.option.threshold2 = Secundaire Drempel
|
filter.option.threshold2 = Secundaire Drempel
|
||||||
filter.option.radius = Straal
|
filter.option.radius = Straal
|
||||||
filter.option.percentile = percentiel
|
filter.option.percentile = percentiel
|
||||||
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
|
locales.applytoall = Apply Changes To All Locales
|
||||||
|
locales.addtoother = Add To Other Locales
|
||||||
|
locales.rollback = Rollback to last applied
|
||||||
|
locales.filter = Property filter
|
||||||
|
locales.searchname = Search name...
|
||||||
|
locales.searchvalue = Search value...
|
||||||
|
locales.searchlocale = Search locale...
|
||||||
|
locales.byname = By name
|
||||||
|
locales.byvalue = By value
|
||||||
|
locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
|
||||||
|
locales.showmissing = Show properties that are missing in some locales
|
||||||
|
locales.showsame = Show properties that have same values in different locales
|
||||||
|
locales.viewproperty = View in all locales
|
||||||
|
locales.viewing = Viewing property "{0}"
|
||||||
|
locales.addicon = Add Icon
|
||||||
|
|
||||||
width = Breedte:
|
width = Breedte:
|
||||||
height = Hoogte:
|
height = Hoogte:
|
||||||
@@ -656,10 +677,12 @@ objective.destroycore.name = Vernietig Core
|
|||||||
objective.commandmode.name = Commando Modus
|
objective.commandmode.name = Commando Modus
|
||||||
objective.flag.name = Vlag
|
objective.flag.name = Vlag
|
||||||
marker.shapetext.name = Vorm Tekst
|
marker.shapetext.name = Vorm Tekst
|
||||||
marker.minimap.name = Minimap
|
marker.point.name = Point
|
||||||
marker.shape.name = Vorm
|
marker.shape.name = Vorm
|
||||||
marker.text.name = Tekst
|
marker.text.name = Tekst
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
marker.background = Achtergrond
|
marker.background = Achtergrond
|
||||||
marker.outline = Omtrek
|
marker.outline = Omtrek
|
||||||
objective.research = [accent]Onderzoek:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Onderzoek:\n[]{0}[lightgray]{1}
|
||||||
@@ -706,7 +729,7 @@ error.any = Onbekende netwerk fout.
|
|||||||
error.bloom = Bloom aanzetten mislukt.\nJe apparaat ondersteunt het waarschijnlijk niet.
|
error.bloom = Bloom aanzetten mislukt.\nJe apparaat ondersteunt het waarschijnlijk niet.
|
||||||
|
|
||||||
weather.rain.name = Regen
|
weather.rain.name = Regen
|
||||||
weather.snow.name = Sneeuw
|
weather.snowing.name = Sneeuw
|
||||||
weather.sandstorm.name = Zandstorm
|
weather.sandstorm.name = Zandstorm
|
||||||
weather.sporestorm.name = Schimmelstorm
|
weather.sporestorm.name = Schimmelstorm
|
||||||
weather.fog.name = Mist
|
weather.fog.name = Mist
|
||||||
@@ -742,7 +765,8 @@ sector.curlost = Sector Verloren
|
|||||||
sector.missingresources = [scarlet]Onvoeldoende Materialen in Core
|
sector.missingresources = [scarlet]Onvoeldoende Materialen in Core
|
||||||
sector.attacked = Sector [accent]{0}[white] onder vuur!
|
sector.attacked = Sector [accent]{0}[white] onder vuur!
|
||||||
sector.lost = Sector [accent]{0}[white] verloren!
|
sector.lost = Sector [accent]{0}[white] verloren!
|
||||||
sector.captured = Sector [accent]{0}[white]veroverd!
|
sector.capture = Sector [accent]{0}[white]Captured!
|
||||||
|
sector.capture.current = Sector Captured!
|
||||||
sector.changeicon = Verander icoon
|
sector.changeicon = Verander icoon
|
||||||
sector.noswitch.title = Kan niet van sector wisselen
|
sector.noswitch.title = Kan niet van sector wisselen
|
||||||
sector.noswitch = Je mag niet van sector wisselen terwijl een bestaande sector wordt aangevallen.\n\nSector: [accent]{0}[] op [accent]{1}[]
|
sector.noswitch = Je mag niet van sector wisselen terwijl een bestaande sector wordt aangevallen.\n\nSector: [accent]{0}[] op [accent]{1}[]
|
||||||
@@ -961,17 +985,46 @@ stat.immunities = Immuniteiten
|
|||||||
stat.healing = Genezing
|
stat.healing = Genezing
|
||||||
|
|
||||||
ability.forcefield = Krachtveld
|
ability.forcefield = Krachtveld
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = Reparatieveld
|
ability.repairfield = Reparatieveld
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = Statusveld
|
ability.statusfield = Statusveld
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = Fabriek
|
ability.unitspawn = Fabriek
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Schild Regeneratie Veld
|
ability.shieldregenfield = Schild Regeneratie Veld
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Beweging Bliksem
|
ability.movelightning = Beweging Bliksem
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Schild Boog
|
ability.shieldarc = Schild Boog
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Regeneratie Onderdrukkingsveld
|
ability.suppressionfield = Regeneratie Onderdrukkingsveld
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Energieveld
|
ability.energyfield = Energieveld
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = Alleen materialen in de Core toegestaan.
|
bar.onlycoredeposit = Alleen materialen in de Core toegestaan.
|
||||||
|
|
||||||
@@ -1122,7 +1175,7 @@ setting.sfxvol.name = SFX Volume
|
|||||||
setting.mutesound.name = Demp Geluid
|
setting.mutesound.name = Demp Geluid
|
||||||
setting.crashreport.name = Stuur Anonieme Crashmeldingen
|
setting.crashreport.name = Stuur Anonieme Crashmeldingen
|
||||||
setting.savecreate.name = Bewaar Saves Automatisch
|
setting.savecreate.name = Bewaar Saves Automatisch
|
||||||
setting.publichost.name = Publieke Server Zichtbaarheid
|
setting.steampublichost.name = Public Game Visibility
|
||||||
setting.playerlimit.name = Spelerslijst
|
setting.playerlimit.name = Spelerslijst
|
||||||
setting.chatopacity.name = Chat Transparantie
|
setting.chatopacity.name = Chat Transparantie
|
||||||
setting.lasersopacity.name = Stroomdraad Transparantie
|
setting.lasersopacity.name = Stroomdraad Transparantie
|
||||||
@@ -1168,15 +1221,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.rebuild_select.name = Herbouw Regio
|
keybind.rebuild_select.name = Herbouw Regio
|
||||||
keybind.schematic_select.name = Selecteer gebied
|
keybind.schematic_select.name = Selecteer gebied
|
||||||
keybind.schematic_menu.name = Ontwerpmenu
|
keybind.schematic_menu.name = Ontwerpmenu
|
||||||
@@ -1274,6 +1328,7 @@ rules.unitdamagemultiplier = Eenheid Schade Vermenigvuldiger
|
|||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.solarmultiplier = Zonne-Energie Vermenigvuldiger
|
rules.solarmultiplier = Zonne-Energie Vermenigvuldiger
|
||||||
rules.unitcapvariable = Cores Dragen Bij Aan Eenheidslimiet
|
rules.unitcapvariable = Cores Dragen Bij Aan Eenheidslimiet
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Bais Eenheidlimiet
|
rules.unitcap = Bais Eenheidlimiet
|
||||||
rules.limitarea = Limiteer Kaart Gebied
|
rules.limitarea = Limiteer Kaart Gebied
|
||||||
rules.enemycorebuildradius = Niet-Bouw Bereik Vijandelijke Cores:[lightgray] (tegels)
|
rules.enemycorebuildradius = Niet-Bouw Bereik Vijandelijke Cores:[lightgray] (tegels)
|
||||||
@@ -1306,6 +1361,8 @@ rules.weather = Weer
|
|||||||
rules.weather.frequency = Frequentie:
|
rules.weather.frequency = Frequentie:
|
||||||
rules.weather.always = Altijd
|
rules.weather.always = Altijd
|
||||||
rules.weather.duration = Duur:
|
rules.weather.duration = Duur:
|
||||||
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = Materialen
|
content.item.name = Materialen
|
||||||
content.liquid.name = Vloeistoffen
|
content.liquid.name = Vloeistoffen
|
||||||
@@ -1523,6 +1580,7 @@ block.inverted-sorter.name = Omgekeerder Sorteerder
|
|||||||
block.message.name = Bericht
|
block.message.name = Bericht
|
||||||
block.reinforced-message.name = Gepansterd Bericht
|
block.reinforced-message.name = Gepansterd Bericht
|
||||||
block.world-message.name = Wereldbericht
|
block.world-message.name = Wereldbericht
|
||||||
|
block.world-switch.name = World Switch
|
||||||
block.illuminator.name = Lamp
|
block.illuminator.name = Lamp
|
||||||
block.overflow-gate.name = Overstroom Poort
|
block.overflow-gate.name = Overstroom Poort
|
||||||
block.underflow-gate.name = Onderstroom Poort
|
block.underflow-gate.name = Onderstroom Poort
|
||||||
@@ -1764,7 +1822,6 @@ block.disperse.name = Disperse
|
|||||||
block.afflict.name = Afflict
|
block.afflict.name = Afflict
|
||||||
block.lustre.name = Lustre
|
block.lustre.name = Lustre
|
||||||
block.scathe.name = Scathe
|
block.scathe.name = Scathe
|
||||||
block.fabricator.name = Fabricator
|
|
||||||
block.tank-refabricator.name = Tank Refabricator
|
block.tank-refabricator.name = Tank Refabricator
|
||||||
block.mech-refabricator.name = Mech Refabricator
|
block.mech-refabricator.name = Mech Refabricator
|
||||||
block.ship-refabricator.name = Ship Refabricator
|
block.ship-refabricator.name = Ship Refabricator
|
||||||
@@ -1882,6 +1939,7 @@ onset.turrets = Units are effective, but [accent]turrets[] provide better defens
|
|||||||
onset.turretammo = Supply the turret with [accent]beryllium ammo.[]
|
onset.turretammo = Supply the turret with [accent]beryllium ammo.[]
|
||||||
onset.walls = [accent]Walls[] can prevent oncoming damage from reaching buildings.\nPlace some \uf6ee [accent]beryllium walls[] around the turret.
|
onset.walls = [accent]Walls[] can prevent oncoming damage from reaching buildings.\nPlace some \uf6ee [accent]beryllium walls[] around the turret.
|
||||||
onset.enemies = Enemy incoming, prepare to defend.
|
onset.enemies = Enemy incoming, prepare to defend.
|
||||||
|
onset.defenses = [accent]Set up defenses:[lightgray] {0}
|
||||||
onset.attack = The enemy is vulnerable. Counter-attack.
|
onset.attack = The enemy is vulnerable. Counter-attack.
|
||||||
onset.cores = New cores can be placed on [accent]core tiles[].\nNew cores function as forward bases and share a resource inventory with other cores.\nPlace a \uf725 core.
|
onset.cores = New cores can be placed on [accent]core tiles[].\nNew cores function as forward bases and share a resource inventory with other cores.\nPlace a \uf725 core.
|
||||||
onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defenses, mining, and production.
|
onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defenses, mining, and production.
|
||||||
@@ -2081,7 +2139,6 @@ block.logic-display.description = Displays arbitrary graphics from a logic proce
|
|||||||
block.large-logic-display.description = Displays arbitrary graphics from a logic processor.
|
block.large-logic-display.description = Displays arbitrary graphics from a logic processor.
|
||||||
block.interplanetary-accelerator.description = A massive electromagnetic railgun tower. Accelerates cores to escape velocity for interplanetary deployment.
|
block.interplanetary-accelerator.description = A massive electromagnetic railgun tower. Accelerates cores to escape velocity for interplanetary deployment.
|
||||||
block.repair-turret.description = Continuously repairs the closest damaged unit in its vicinity. Optionally accepts coolant.
|
block.repair-turret.description = Continuously repairs the closest damaged unit in its vicinity. Optionally accepts coolant.
|
||||||
block.payload-propulsion-tower.description = Long-range payload transport structure. Shoots payloads to other linked payload propulsion towers.
|
|
||||||
block.core-bastion.description = Core of the base. Armored. Once destroyed, the sector is lost.
|
block.core-bastion.description = Core of the base. Armored. Once destroyed, the sector is lost.
|
||||||
block.core-citadel.description = Core of the base. Very well armored. Stores more resources than a Bastion core.
|
block.core-citadel.description = Core of the base. Very well armored. Stores more resources than a Bastion core.
|
||||||
block.core-acropolis.description = Core of the base. Exceptionally well armored. Stores more resources than a Citadel core.
|
block.core-acropolis.description = Core of the base. Exceptionally well armored. Stores more resources than a Citadel core.
|
||||||
@@ -2117,7 +2174,6 @@ block.impact-drill.description = When placed on ore, outputs items in bursts ind
|
|||||||
block.eruption-drill.description = An improved impact drill. Capable of mining thorium. Requires hydrogen.
|
block.eruption-drill.description = An improved impact drill. Capable of mining thorium. Requires hydrogen.
|
||||||
block.reinforced-conduit.description = Moves fluids forward. Doesn't accept non-conduit inputs to the sides.
|
block.reinforced-conduit.description = Moves fluids forward. Doesn't accept non-conduit inputs to the sides.
|
||||||
block.reinforced-liquid-router.description = Distributes fluids equally to all sides.
|
block.reinforced-liquid-router.description = Distributes fluids equally to all sides.
|
||||||
block.reinforced-junction.description = Acts as a bridge for two crossing conduits.
|
|
||||||
block.reinforced-liquid-tank.description = Stores a large amount of fluids.
|
block.reinforced-liquid-tank.description = Stores a large amount of fluids.
|
||||||
block.reinforced-liquid-container.description = Stores a sizeable amount of fluids.
|
block.reinforced-liquid-container.description = Stores a sizeable amount of fluids.
|
||||||
block.reinforced-bridge-conduit.description = Transports fluids over structures and terrain.
|
block.reinforced-bridge-conduit.description = Transports fluids over structures and terrain.
|
||||||
@@ -2234,6 +2290,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
|
|||||||
lst.read = Read a number from a linked memory cell.
|
lst.read = Read a number from a linked memory cell.
|
||||||
lst.write = Write a number to a linked memory cell.
|
lst.write = Write a number to a linked memory cell.
|
||||||
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
||||||
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
||||||
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
||||||
@@ -2256,6 +2313,8 @@ lst.getblock = Get tile data at any location.
|
|||||||
lst.setblock = Set tile data at any location.
|
lst.setblock = Set tile data at any location.
|
||||||
lst.spawnunit = Spawn unit at a location.
|
lst.spawnunit = Spawn unit at a location.
|
||||||
lst.applystatus = Apply or clear a status effect from a uniut.
|
lst.applystatus = Apply or clear a status effect from a uniut.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
||||||
lst.explosion = Create an explosion at a location.
|
lst.explosion = Create an explosion at a location.
|
||||||
lst.setrate = Set processor execution speed in instructions/tick.
|
lst.setrate = Set processor execution speed in instructions/tick.
|
||||||
@@ -2271,6 +2330,43 @@ lst.effect = Create a particle effect.
|
|||||||
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
||||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||||
|
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||||
|
lglobal.false = 0
|
||||||
|
lglobal.true = 1
|
||||||
|
lglobal.null = null
|
||||||
|
lglobal.@pi = The mathematical constant pi (3.141...)
|
||||||
|
lglobal.@e = The mathematical constant e (2.718...)
|
||||||
|
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
||||||
|
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
||||||
|
lglobal.@time = Playtime of current save, in milliseconds
|
||||||
|
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
||||||
|
lglobal.@second = Playtime of current save, in seconds
|
||||||
|
lglobal.@minute = Playtime of current save, in minutes
|
||||||
|
lglobal.@waveNumber = Current wave number, if waves are enabled
|
||||||
|
lglobal.@waveTime = Countdown timer for waves, in seconds
|
||||||
|
lglobal.@mapw = Map width in tiles
|
||||||
|
lglobal.@maph = Map height in tiles
|
||||||
|
lglobal.sectionMap = Map
|
||||||
|
lglobal.sectionGeneral = General
|
||||||
|
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
||||||
|
lglobal.sectionProcessor = Processor
|
||||||
|
lglobal.sectionLookup = Lookup
|
||||||
|
lglobal.@this = The logic block executing the code
|
||||||
|
lglobal.@thisx = X coordinate of block executing the code
|
||||||
|
lglobal.@thisy = Y coordinate of block executing the code
|
||||||
|
lglobal.@links = Total number of blocks linked to this processors
|
||||||
|
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
||||||
|
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
||||||
|
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
||||||
|
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
||||||
|
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
||||||
|
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
||||||
|
lglobal.@client = True if the code is running on a client connected to a server
|
||||||
|
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
||||||
|
lglobal.@clientUnit = Unit of client running the code
|
||||||
|
lglobal.@clientName = Player name of client running the code
|
||||||
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
logic.nounitbuild = [red]Unit building logic is not allowed here.
|
logic.nounitbuild = [red]Unit building logic is not allowed here.
|
||||||
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
||||||
lenum.shoot = Shoot at a position.
|
lenum.shoot = Shoot at a position.
|
||||||
@@ -2309,6 +2405,7 @@ graphicstype.poly = Fill a regular polygon.
|
|||||||
graphicstype.linepoly = Draw a regular polygon outline.
|
graphicstype.linepoly = Draw a regular polygon outline.
|
||||||
graphicstype.triangle = Fill a triangle.
|
graphicstype.triangle = Fill a triangle.
|
||||||
graphicstype.image = Draw an image of some content.\nex: [accent]@router[] or [accent]@dagger[].
|
graphicstype.image = Draw an image of some content.\nex: [accent]@router[] or [accent]@dagger[].
|
||||||
|
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
||||||
lenum.always = Always true.
|
lenum.always = Always true.
|
||||||
lenum.idiv = Integer division.
|
lenum.idiv = Integer division.
|
||||||
lenum.div = Division.\nReturns [accent]null[] on divide-by-zero.
|
lenum.div = Division.\nReturns [accent]null[] on divide-by-zero.
|
||||||
@@ -2402,3 +2499,10 @@ lenum.build = Build a structure.
|
|||||||
lenum.getblock = Fetch a building and type at coordinates.\nUnit must be in range of position.\nSolid non-buildings will have the type [accent]@solid[].
|
lenum.getblock = Fetch a building and type at coordinates.\nUnit must be in range of position.\nSolid non-buildings will have the type [accent]@solid[].
|
||||||
lenum.within = Check if unit is near a position.
|
lenum.within = Check if unit is near a position.
|
||||||
lenum.boost = Start/stop boosting.
|
lenum.boost = Start/stop boosting.
|
||||||
|
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||||
|
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
||||||
|
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
||||||
|
lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
||||||
|
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||||||
|
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
||||||
|
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
||||||
|
|||||||
@@ -434,6 +434,7 @@ editor.waves = Waves:
|
|||||||
editor.rules = Rules:
|
editor.rules = Rules:
|
||||||
editor.generation = Generation:
|
editor.generation = Generation:
|
||||||
editor.objectives = Objectives
|
editor.objectives = Objectives
|
||||||
|
editor.locales = Locale Bundles
|
||||||
editor.ingame = Edit In-Game
|
editor.ingame = Edit In-Game
|
||||||
editor.playtest = Playtest
|
editor.playtest = Playtest
|
||||||
editor.publish.workshop = Publish On Workshop
|
editor.publish.workshop = Publish On Workshop
|
||||||
@@ -489,6 +490,7 @@ editor.default = [lightgray]<Default>
|
|||||||
details = Details...
|
details = Details...
|
||||||
edit = Edit...
|
edit = Edit...
|
||||||
variables = Vars
|
variables = Vars
|
||||||
|
logic.globals = Built-in Variables
|
||||||
editor.name = Name:
|
editor.name = Name:
|
||||||
editor.spawn = Spawn Unit
|
editor.spawn = Spawn Unit
|
||||||
editor.removeunit = Remove Unit
|
editor.removeunit = Remove Unit
|
||||||
@@ -500,6 +502,7 @@ editor.errorlegacy = This map is too old, and uses a legacy map format that is n
|
|||||||
editor.errornot = This is not a map file.
|
editor.errornot = This is not a map file.
|
||||||
editor.errorheader = This map file is either not valid or corrupt.
|
editor.errorheader = This map file is either not valid or corrupt.
|
||||||
editor.errorname = Map has no name defined.
|
editor.errorname = Map has no name defined.
|
||||||
|
editor.errorlocales = Error reading invalid locale bundles.
|
||||||
editor.update = Update
|
editor.update = Update
|
||||||
editor.randomize = Randomize
|
editor.randomize = Randomize
|
||||||
editor.moveup = Move Up
|
editor.moveup = Move Up
|
||||||
@@ -511,6 +514,7 @@ editor.sectorgenerate = Sector Generate
|
|||||||
editor.resize = Resize
|
editor.resize = Resize
|
||||||
editor.loadmap = Load Map
|
editor.loadmap = Load Map
|
||||||
editor.savemap = Save Map
|
editor.savemap = Save Map
|
||||||
|
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
|
||||||
editor.saved = Saved!
|
editor.saved = Saved!
|
||||||
editor.save.noname = Your map does not have a name! Set one in the 'map info' menu.
|
editor.save.noname = Your map does not have a name! Set one in the 'map info' menu.
|
||||||
editor.save.overwrite = Your map overwrites a built-in map! Pick a different name in the 'map info' menu.
|
editor.save.overwrite = Your map overwrites a built-in map! Pick a different name in the 'map info' menu.
|
||||||
@@ -595,6 +599,23 @@ filter.option.floor2 = Secondary Floor
|
|||||||
filter.option.threshold2 = Secondary Threshold
|
filter.option.threshold2 = Secondary Threshold
|
||||||
filter.option.radius = Radius
|
filter.option.radius = Radius
|
||||||
filter.option.percentile = Percentile
|
filter.option.percentile = Percentile
|
||||||
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
|
locales.applytoall = Apply Changes To All Locales
|
||||||
|
locales.addtoother = Add To Other Locales
|
||||||
|
locales.rollback = Rollback to last applied
|
||||||
|
locales.filter = Property filter
|
||||||
|
locales.searchname = Search name...
|
||||||
|
locales.searchvalue = Search value...
|
||||||
|
locales.searchlocale = Search locale...
|
||||||
|
locales.byname = By name
|
||||||
|
locales.byvalue = By value
|
||||||
|
locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
|
||||||
|
locales.showmissing = Show properties that are missing in some locales
|
||||||
|
locales.showsame = Show properties that have same values in different locales
|
||||||
|
locales.viewproperty = View in all locales
|
||||||
|
locales.viewing = Viewing property "{0}"
|
||||||
|
locales.addicon = Add Icon
|
||||||
|
|
||||||
width = Width:
|
width = Width:
|
||||||
height = Height:
|
height = Height:
|
||||||
@@ -645,10 +666,12 @@ objective.destroycore.name = Destroy Core
|
|||||||
objective.commandmode.name = Command Mode
|
objective.commandmode.name = Command Mode
|
||||||
objective.flag.name = Flag
|
objective.flag.name = Flag
|
||||||
marker.shapetext.name = Shape Text
|
marker.shapetext.name = Shape Text
|
||||||
marker.minimap.name = Minimap
|
marker.point.name = Point
|
||||||
marker.shape.name = Shape
|
marker.shape.name = Shape
|
||||||
marker.text.name = Text
|
marker.text.name = Text
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
marker.background = Background
|
marker.background = Background
|
||||||
marker.outline = Outline
|
marker.outline = Outline
|
||||||
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
||||||
@@ -695,7 +718,7 @@ error.any = Unknown network error.
|
|||||||
error.bloom = Failed to initialize bloom.\nYour device may not support it.
|
error.bloom = Failed to initialize bloom.\nYour device may not support it.
|
||||||
|
|
||||||
weather.rain.name = Rain
|
weather.rain.name = Rain
|
||||||
weather.snow.name = Snow
|
weather.snowing.name = Snow
|
||||||
weather.sandstorm.name = Sandstorm
|
weather.sandstorm.name = Sandstorm
|
||||||
weather.sporestorm.name = Sporestorm
|
weather.sporestorm.name = Sporestorm
|
||||||
weather.fog.name = Fog
|
weather.fog.name = Fog
|
||||||
@@ -731,7 +754,8 @@ sector.curlost = Sector Lost
|
|||||||
sector.missingresources = [scarlet]Insufficient Core Resources
|
sector.missingresources = [scarlet]Insufficient Core Resources
|
||||||
sector.attacked = Sector [accent]{0}[white] under attack!
|
sector.attacked = Sector [accent]{0}[white] under attack!
|
||||||
sector.lost = Sector [accent]{0}[white] lost!
|
sector.lost = Sector [accent]{0}[white] lost!
|
||||||
sector.captured = Sector [accent]{0}[white]captured!
|
sector.capture = Sector [accent]{0}[white]Captured!
|
||||||
|
sector.capture.current = Sector Captured!
|
||||||
sector.changeicon = Change Icon
|
sector.changeicon = Change Icon
|
||||||
sector.noswitch.title = Unable to Switch Sectors
|
sector.noswitch.title = Unable to Switch Sectors
|
||||||
sector.noswitch = You may not switch sectors while an existing sector is under attack.\n\nSector: [accent]{0}[] on [accent]{1}[]
|
sector.noswitch = You may not switch sectors while an existing sector is under attack.\n\nSector: [accent]{0}[] on [accent]{1}[]
|
||||||
@@ -949,17 +973,46 @@ stat.immunities = Immunities
|
|||||||
stat.healing = Healing
|
stat.healing = Healing
|
||||||
|
|
||||||
ability.forcefield = Force Field
|
ability.forcefield = Force Field
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = Repair Field
|
ability.repairfield = Repair Field
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = Status Field
|
ability.statusfield = Status Field
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = Factory
|
ability.unitspawn = Factory
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Shield Regen Field
|
ability.shieldregenfield = Shield Regen Field
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Movement Lightning
|
ability.movelightning = Movement Lightning
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Shield Arc
|
ability.shieldarc = Shield Arc
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Regen Suppression Field
|
ability.suppressionfield = Regen Suppression Field
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Energy Field
|
ability.energyfield = Energy Field
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = Only Core Depositing Allowed
|
bar.onlycoredeposit = Only Core Depositing Allowed
|
||||||
|
|
||||||
@@ -1110,7 +1163,7 @@ setting.sfxvol.name = SFX Volume
|
|||||||
setting.mutesound.name = Mute Sound
|
setting.mutesound.name = Mute Sound
|
||||||
setting.crashreport.name = Send Anonymous Crash Reports
|
setting.crashreport.name = Send Anonymous Crash Reports
|
||||||
setting.savecreate.name = Auto-Create Saves
|
setting.savecreate.name = Auto-Create Saves
|
||||||
setting.publichost.name = Public Game Visibility
|
setting.steampublichost.name = Public Game Visibility
|
||||||
setting.playerlimit.name = Player Limit
|
setting.playerlimit.name = Player Limit
|
||||||
setting.chatopacity.name = Chat Opacity
|
setting.chatopacity.name = Chat Opacity
|
||||||
setting.lasersopacity.name = Power Laser Opacity
|
setting.lasersopacity.name = Power Laser Opacity
|
||||||
@@ -1156,15 +1209,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.rebuild_select.name = Rebuild Region
|
keybind.rebuild_select.name = Rebuild Region
|
||||||
keybind.schematic_select.name = Select Region
|
keybind.schematic_select.name = Select Region
|
||||||
keybind.schematic_menu.name = Schematic Menu
|
keybind.schematic_menu.name = Schematic Menu
|
||||||
@@ -1262,6 +1316,7 @@ rules.unitdamagemultiplier = Unit Damage Multiplier
|
|||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.solarmultiplier = Solar Power Multiplier
|
rules.solarmultiplier = Solar Power Multiplier
|
||||||
rules.unitcapvariable = Cores Contribute To Unit Cap
|
rules.unitcapvariable = Cores Contribute To Unit Cap
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Base Unit Cap
|
rules.unitcap = Base Unit Cap
|
||||||
rules.limitarea = Limit Map Area
|
rules.limitarea = Limit Map Area
|
||||||
rules.enemycorebuildradius = Enemy Core No-Build Radius:[lightgray] (tiles)
|
rules.enemycorebuildradius = Enemy Core No-Build Radius:[lightgray] (tiles)
|
||||||
@@ -1294,6 +1349,8 @@ rules.weather = Weather
|
|||||||
rules.weather.frequency = Frequency:
|
rules.weather.frequency = Frequency:
|
||||||
rules.weather.always = Always
|
rules.weather.always = Always
|
||||||
rules.weather.duration = Duration:
|
rules.weather.duration = Duration:
|
||||||
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = Items
|
content.item.name = Items
|
||||||
content.liquid.name = Liquids
|
content.liquid.name = Liquids
|
||||||
@@ -1511,6 +1568,7 @@ block.inverted-sorter.name = Inverted Sorter
|
|||||||
block.message.name = Message
|
block.message.name = Message
|
||||||
block.reinforced-message.name = Reinforced Message
|
block.reinforced-message.name = Reinforced Message
|
||||||
block.world-message.name = World Message
|
block.world-message.name = World Message
|
||||||
|
block.world-switch.name = World Switch
|
||||||
block.illuminator.name = Illuminator
|
block.illuminator.name = Illuminator
|
||||||
block.overflow-gate.name = Overflow Gate
|
block.overflow-gate.name = Overflow Gate
|
||||||
block.underflow-gate.name = Underflow Gate
|
block.underflow-gate.name = Underflow Gate
|
||||||
@@ -1751,7 +1809,6 @@ block.disperse.name = Disperse
|
|||||||
block.afflict.name = Afflict
|
block.afflict.name = Afflict
|
||||||
block.lustre.name = Lustre
|
block.lustre.name = Lustre
|
||||||
block.scathe.name = Scathe
|
block.scathe.name = Scathe
|
||||||
block.fabricator.name = Fabricator
|
|
||||||
block.tank-refabricator.name = Tank Refabricator
|
block.tank-refabricator.name = Tank Refabricator
|
||||||
block.mech-refabricator.name = Mech Refabricator
|
block.mech-refabricator.name = Mech Refabricator
|
||||||
block.ship-refabricator.name = Ship Refabricator
|
block.ship-refabricator.name = Ship Refabricator
|
||||||
@@ -1869,6 +1926,7 @@ onset.turrets = Units are effective, but [accent]turrets[] provide better defens
|
|||||||
onset.turretammo = Supply the turret with [accent]beryllium ammo.[]
|
onset.turretammo = Supply the turret with [accent]beryllium ammo.[]
|
||||||
onset.walls = [accent]Walls[] can prevent oncoming damage from reaching buildings.\nPlace some \uf6ee [accent]beryllium walls[] around the turret.
|
onset.walls = [accent]Walls[] can prevent oncoming damage from reaching buildings.\nPlace some \uf6ee [accent]beryllium walls[] around the turret.
|
||||||
onset.enemies = Enemy incoming, prepare to defend.
|
onset.enemies = Enemy incoming, prepare to defend.
|
||||||
|
onset.defenses = [accent]Set up defenses:[lightgray] {0}
|
||||||
onset.attack = The enemy is vulnerable. Counter-attack.
|
onset.attack = The enemy is vulnerable. Counter-attack.
|
||||||
onset.cores = New cores can be placed on [accent]core tiles[].\nNew cores function as forward bases and share a resource inventory with other cores.\nPlace a \uf725 core.
|
onset.cores = New cores can be placed on [accent]core tiles[].\nNew cores function as forward bases and share a resource inventory with other cores.\nPlace a \uf725 core.
|
||||||
onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defenses, mining, and production.
|
onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defenses, mining, and production.
|
||||||
@@ -2068,7 +2126,6 @@ block.logic-display.description = Displays arbitrary graphics from a logic proce
|
|||||||
block.large-logic-display.description = Displays arbitrary graphics from a logic processor.
|
block.large-logic-display.description = Displays arbitrary graphics from a logic processor.
|
||||||
block.interplanetary-accelerator.description = A massive electromagnetic railgun tower. Accelerates cores to escape velocity for interplanetary deployment.
|
block.interplanetary-accelerator.description = A massive electromagnetic railgun tower. Accelerates cores to escape velocity for interplanetary deployment.
|
||||||
block.repair-turret.description = Continuously repairs the closest damaged unit in its vicinity. Optionally accepts coolant.
|
block.repair-turret.description = Continuously repairs the closest damaged unit in its vicinity. Optionally accepts coolant.
|
||||||
block.payload-propulsion-tower.description = Long-range payload transport structure. Shoots payloads to other linked payload propulsion towers.
|
|
||||||
block.core-bastion.description = Core of the base. Armored. Once destroyed, the sector is lost.
|
block.core-bastion.description = Core of the base. Armored. Once destroyed, the sector is lost.
|
||||||
block.core-citadel.description = Core of the base. Very well armored. Stores more resources than a Bastion core.
|
block.core-citadel.description = Core of the base. Very well armored. Stores more resources than a Bastion core.
|
||||||
block.core-acropolis.description = Core of the base. Exceptionally well armored. Stores more resources than a Citadel core.
|
block.core-acropolis.description = Core of the base. Exceptionally well armored. Stores more resources than a Citadel core.
|
||||||
@@ -2104,7 +2161,6 @@ block.impact-drill.description = When placed on ore, outputs items in bursts ind
|
|||||||
block.eruption-drill.description = An improved impact drill. Capable of mining thorium. Requires hydrogen.
|
block.eruption-drill.description = An improved impact drill. Capable of mining thorium. Requires hydrogen.
|
||||||
block.reinforced-conduit.description = Moves fluids forward. Doesn't accept non-conduit inputs to the sides.
|
block.reinforced-conduit.description = Moves fluids forward. Doesn't accept non-conduit inputs to the sides.
|
||||||
block.reinforced-liquid-router.description = Distributes fluids equally to all sides.
|
block.reinforced-liquid-router.description = Distributes fluids equally to all sides.
|
||||||
block.reinforced-junction.description = Acts as a bridge for two crossing conduits.
|
|
||||||
block.reinforced-liquid-tank.description = Stores a large amount of fluids.
|
block.reinforced-liquid-tank.description = Stores a large amount of fluids.
|
||||||
block.reinforced-liquid-container.description = Stores a sizeable amount of fluids.
|
block.reinforced-liquid-container.description = Stores a sizeable amount of fluids.
|
||||||
block.reinforced-bridge-conduit.description = Transports fluids over structures and terrain.
|
block.reinforced-bridge-conduit.description = Transports fluids over structures and terrain.
|
||||||
@@ -2221,6 +2277,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
|
|||||||
lst.read = Read a number from a linked memory cell.
|
lst.read = Read a number from a linked memory cell.
|
||||||
lst.write = Write a number to a linked memory cell.
|
lst.write = Write a number to a linked memory cell.
|
||||||
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
||||||
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
||||||
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
||||||
@@ -2243,6 +2300,8 @@ lst.getblock = Get tile data at any location.
|
|||||||
lst.setblock = Set tile data at any location.
|
lst.setblock = Set tile data at any location.
|
||||||
lst.spawnunit = Spawn unit at a location.
|
lst.spawnunit = Spawn unit at a location.
|
||||||
lst.applystatus = Apply or clear a status effect from a uniut.
|
lst.applystatus = Apply or clear a status effect from a uniut.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
||||||
lst.explosion = Create an explosion at a location.
|
lst.explosion = Create an explosion at a location.
|
||||||
lst.setrate = Set processor execution speed in instructions/tick.
|
lst.setrate = Set processor execution speed in instructions/tick.
|
||||||
@@ -2258,6 +2317,43 @@ lst.effect = Create a particle effect.
|
|||||||
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
||||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||||
|
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||||
|
lglobal.false = 0
|
||||||
|
lglobal.true = 1
|
||||||
|
lglobal.null = null
|
||||||
|
lglobal.@pi = The mathematical constant pi (3.141...)
|
||||||
|
lglobal.@e = The mathematical constant e (2.718...)
|
||||||
|
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
||||||
|
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
||||||
|
lglobal.@time = Playtime of current save, in milliseconds
|
||||||
|
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
||||||
|
lglobal.@second = Playtime of current save, in seconds
|
||||||
|
lglobal.@minute = Playtime of current save, in minutes
|
||||||
|
lglobal.@waveNumber = Current wave number, if waves are enabled
|
||||||
|
lglobal.@waveTime = Countdown timer for waves, in seconds
|
||||||
|
lglobal.@mapw = Map width in tiles
|
||||||
|
lglobal.@maph = Map height in tiles
|
||||||
|
lglobal.sectionMap = Map
|
||||||
|
lglobal.sectionGeneral = General
|
||||||
|
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
||||||
|
lglobal.sectionProcessor = Processor
|
||||||
|
lglobal.sectionLookup = Lookup
|
||||||
|
lglobal.@this = The logic block executing the code
|
||||||
|
lglobal.@thisx = X coordinate of block executing the code
|
||||||
|
lglobal.@thisy = Y coordinate of block executing the code
|
||||||
|
lglobal.@links = Total number of blocks linked to this processors
|
||||||
|
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
||||||
|
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
||||||
|
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
||||||
|
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
||||||
|
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
||||||
|
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
||||||
|
lglobal.@client = True if the code is running on a client connected to a server
|
||||||
|
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
||||||
|
lglobal.@clientUnit = Unit of client running the code
|
||||||
|
lglobal.@clientName = Player name of client running the code
|
||||||
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
logic.nounitbuild = [red]Unit building logic is not allowed here.
|
logic.nounitbuild = [red]Unit building logic is not allowed here.
|
||||||
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
||||||
lenum.shoot = Shoot at a position.
|
lenum.shoot = Shoot at a position.
|
||||||
@@ -2296,6 +2392,7 @@ graphicstype.poly = Fill a regular polygon.
|
|||||||
graphicstype.linepoly = Draw a regular polygon outline.
|
graphicstype.linepoly = Draw a regular polygon outline.
|
||||||
graphicstype.triangle = Fill a triangle.
|
graphicstype.triangle = Fill a triangle.
|
||||||
graphicstype.image = Draw an image of some content.\nex: [accent]@router[] or [accent]@dagger[].
|
graphicstype.image = Draw an image of some content.\nex: [accent]@router[] or [accent]@dagger[].
|
||||||
|
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
||||||
lenum.always = Always true.
|
lenum.always = Always true.
|
||||||
lenum.idiv = Integer division.
|
lenum.idiv = Integer division.
|
||||||
lenum.div = Division.\nReturns [accent]null[] on divide-by-zero.
|
lenum.div = Division.\nReturns [accent]null[] on divide-by-zero.
|
||||||
@@ -2389,3 +2486,10 @@ lenum.build = Build a structure.
|
|||||||
lenum.getblock = Fetch a building and type at coordinates.\nUnit must be in range of position.\nSolid non-buildings will have the type [accent]@solid[].
|
lenum.getblock = Fetch a building and type at coordinates.\nUnit must be in range of position.\nSolid non-buildings will have the type [accent]@solid[].
|
||||||
lenum.within = Check if unit is near a position.
|
lenum.within = Check if unit is near a position.
|
||||||
lenum.boost = Start/stop boosting.
|
lenum.boost = Start/stop boosting.
|
||||||
|
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||||
|
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
||||||
|
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
||||||
|
lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
||||||
|
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||||||
|
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
||||||
|
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
||||||
|
|||||||
@@ -438,6 +438,7 @@ editor.waves = Fale:
|
|||||||
editor.rules = Zasady:
|
editor.rules = Zasady:
|
||||||
editor.generation = Generacja:
|
editor.generation = Generacja:
|
||||||
editor.objectives = Cele
|
editor.objectives = Cele
|
||||||
|
editor.locales = Locale Bundles
|
||||||
editor.ingame = Edytuj w Grze
|
editor.ingame = Edytuj w Grze
|
||||||
editor.playtest = Testuj Mapę
|
editor.playtest = Testuj Mapę
|
||||||
editor.publish.workshop = Opublikuj w Warsztacie
|
editor.publish.workshop = Opublikuj w Warsztacie
|
||||||
@@ -494,6 +495,7 @@ editor.default = [lightgray]<Domyślne>
|
|||||||
details = Detale...
|
details = Detale...
|
||||||
edit = Edytuj...
|
edit = Edytuj...
|
||||||
variables = Zmienne
|
variables = Zmienne
|
||||||
|
logic.globals = Built-in Variables
|
||||||
editor.name = Nazwa:
|
editor.name = Nazwa:
|
||||||
editor.spawn = Stwórz Jednostkę
|
editor.spawn = Stwórz Jednostkę
|
||||||
editor.removeunit = Usuń Jednostkę
|
editor.removeunit = Usuń Jednostkę
|
||||||
@@ -505,6 +507,7 @@ editor.errorlegacy = Ta mapa jest zbyt stara i używa starszego formatu mapy, kt
|
|||||||
editor.errornot = To nie jest plik mapy.
|
editor.errornot = To nie jest plik mapy.
|
||||||
editor.errorheader = Ten plik mapy jest nieprawidłowy lub uszkodzony.
|
editor.errorheader = Ten plik mapy jest nieprawidłowy lub uszkodzony.
|
||||||
editor.errorname = Mapa nie zawiera nazwy. Czy próbujesz załadować zapis gry?
|
editor.errorname = Mapa nie zawiera nazwy. Czy próbujesz załadować zapis gry?
|
||||||
|
editor.errorlocales = Error reading invalid locale bundles.
|
||||||
editor.update = Aktualizuj
|
editor.update = Aktualizuj
|
||||||
editor.randomize = Losuj
|
editor.randomize = Losuj
|
||||||
editor.moveup = Przesuń w górę
|
editor.moveup = Przesuń w górę
|
||||||
@@ -516,6 +519,7 @@ editor.sectorgenerate = Generuj Sektor
|
|||||||
editor.resize = Zmień Rozmiar
|
editor.resize = Zmień Rozmiar
|
||||||
editor.loadmap = Załaduj Mapę
|
editor.loadmap = Załaduj Mapę
|
||||||
editor.savemap = Zapisz Mapę
|
editor.savemap = Zapisz Mapę
|
||||||
|
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
|
||||||
editor.saved = Zapisano!
|
editor.saved = Zapisano!
|
||||||
editor.save.noname = Twoja mapa nie ma nazwy! Ustaw ją w 'Informacjach o mapie'.
|
editor.save.noname = Twoja mapa nie ma nazwy! Ustaw ją w 'Informacjach o mapie'.
|
||||||
editor.save.overwrite = Ta mapa nadpisze wbudowaną mapę! Ustaw inną nazwę w 'Informacjach o mapie'.
|
editor.save.overwrite = Ta mapa nadpisze wbudowaną mapę! Ustaw inną nazwę w 'Informacjach o mapie'.
|
||||||
@@ -600,6 +604,23 @@ filter.option.floor2 = Druga Podłoga
|
|||||||
filter.option.threshold2 = Drugi Próg
|
filter.option.threshold2 = Drugi Próg
|
||||||
filter.option.radius = Zasięg
|
filter.option.radius = Zasięg
|
||||||
filter.option.percentile = Procent
|
filter.option.percentile = Procent
|
||||||
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
|
locales.applytoall = Apply Changes To All Locales
|
||||||
|
locales.addtoother = Add To Other Locales
|
||||||
|
locales.rollback = Rollback to last applied
|
||||||
|
locales.filter = Property filter
|
||||||
|
locales.searchname = Search name...
|
||||||
|
locales.searchvalue = Search value...
|
||||||
|
locales.searchlocale = Search locale...
|
||||||
|
locales.byname = By name
|
||||||
|
locales.byvalue = By value
|
||||||
|
locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
|
||||||
|
locales.showmissing = Show properties that are missing in some locales
|
||||||
|
locales.showsame = Show properties that have same values in different locales
|
||||||
|
locales.viewproperty = View in all locales
|
||||||
|
locales.viewing = Viewing property "{0}"
|
||||||
|
locales.addicon = Add Icon
|
||||||
|
|
||||||
width = Szerokość:
|
width = Szerokość:
|
||||||
height = Wysokość:
|
height = Wysokość:
|
||||||
@@ -650,10 +671,12 @@ objective.destroycore.name = Zniszcz Rdzeń
|
|||||||
objective.commandmode.name = Tryb Poleceń
|
objective.commandmode.name = Tryb Poleceń
|
||||||
objective.flag.name = Oznaczenie
|
objective.flag.name = Oznaczenie
|
||||||
marker.shapetext.name = Dostosuj Tekst
|
marker.shapetext.name = Dostosuj Tekst
|
||||||
marker.minimap.name = Minimapa
|
marker.point.name = Point
|
||||||
marker.shape.name = Figura
|
marker.shape.name = Figura
|
||||||
marker.text.name = Tekst
|
marker.text.name = Tekst
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
marker.background = Tło
|
marker.background = Tło
|
||||||
marker.outline = Kontur
|
marker.outline = Kontur
|
||||||
objective.research = [accent]Zbadaj:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Zbadaj:\n[]{0}[lightgray]{1}
|
||||||
@@ -701,7 +724,7 @@ error.any = Nieznany błąd sieci.
|
|||||||
error.bloom = Nie udało się załadować funkcji bloom.\nTwoje urządzenie może nie wspierać tej funkcji.
|
error.bloom = Nie udało się załadować funkcji bloom.\nTwoje urządzenie może nie wspierać tej funkcji.
|
||||||
|
|
||||||
weather.rain.name = Deszcz
|
weather.rain.name = Deszcz
|
||||||
weather.snow.name = Śnieg
|
weather.snowing.name = Śnieg
|
||||||
weather.sandstorm.name = Burza piaskowa
|
weather.sandstorm.name = Burza piaskowa
|
||||||
weather.sporestorm.name = Burza zarodników
|
weather.sporestorm.name = Burza zarodników
|
||||||
weather.fog.name = Mgła
|
weather.fog.name = Mgła
|
||||||
@@ -737,8 +760,8 @@ sector.curlost = Sektor Stracony
|
|||||||
sector.missingresources = [scarlet]Niewystarczające Zasoby Rdzenia
|
sector.missingresources = [scarlet]Niewystarczające Zasoby Rdzenia
|
||||||
sector.attacked = Sektor [accent]{0}[white] jest atakowany!
|
sector.attacked = Sektor [accent]{0}[white] jest atakowany!
|
||||||
sector.lost = Sektor [accent]{0}[white] został stracony!
|
sector.lost = Sektor [accent]{0}[white] został stracony!
|
||||||
#note: the missing space in the line below is intentional
|
sector.capture = Sector [accent]{0}[white]Captured!
|
||||||
sector.captured = Sektor [accent]{0}[white]został podbity!
|
sector.capture.current = Sector Captured!
|
||||||
sector.changeicon = Zmień Ikonę
|
sector.changeicon = Zmień Ikonę
|
||||||
sector.noswitch.title = Nie można zmienić sektorów
|
sector.noswitch.title = Nie można zmienić sektorów
|
||||||
sector.noswitch = Nie możesz zmieniać sektorów, gdy istniejący sektor jest atakowany.\n\nSektor: [accent]{0}[] na [accent]{1}[]
|
sector.noswitch = Nie możesz zmieniać sektorów, gdy istniejący sektor jest atakowany.\n\nSektor: [accent]{0}[] na [accent]{1}[]
|
||||||
@@ -959,17 +982,46 @@ stat.immunities = Odporności
|
|||||||
stat.healing = Leczy
|
stat.healing = Leczy
|
||||||
|
|
||||||
ability.forcefield = Pole Siłowe
|
ability.forcefield = Pole Siłowe
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = Pole Naprawy
|
ability.repairfield = Pole Naprawy
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = Pole Statusu
|
ability.statusfield = Pole Statusu
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = Fabryka Jednostek
|
ability.unitspawn = Fabryka Jednostek
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Strefa Tarczy Regenerującej
|
ability.shieldregenfield = Strefa Tarczy Regenerującej
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Pioruny Poruszania
|
ability.movelightning = Pioruny Poruszania
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Łuk Tarczy
|
ability.shieldarc = Łuk Tarczy
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Pole Tłumienia Regeneracji
|
ability.suppressionfield = Pole Tłumienia Regeneracji
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Pole Energii
|
ability.energyfield = Pole Energii
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Ten sam typ leczenia: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Maksymalne cele: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneracja
|
ability.regen = Regeneracja
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = Dozwolone jest tylko przeniesienie z rdzenia
|
bar.onlycoredeposit = Dozwolone jest tylko przeniesienie z rdzenia
|
||||||
|
|
||||||
@@ -1120,7 +1172,7 @@ setting.sfxvol.name = Głośność dźwięków
|
|||||||
setting.mutesound.name = Wycisz dźwięki
|
setting.mutesound.name = Wycisz dźwięki
|
||||||
setting.crashreport.name = Wysyłaj anonimowo dane o crashu gry
|
setting.crashreport.name = Wysyłaj anonimowo dane o crashu gry
|
||||||
setting.savecreate.name = Automatyczne tworzenie zapisów
|
setting.savecreate.name = Automatyczne tworzenie zapisów
|
||||||
setting.publichost.name = Widoczność gry publicznej
|
setting.steampublichost.name = Public Game Visibility
|
||||||
setting.playerlimit.name = Limit graczy
|
setting.playerlimit.name = Limit graczy
|
||||||
setting.chatopacity.name = Przezroczystość czatu
|
setting.chatopacity.name = Przezroczystość czatu
|
||||||
setting.lasersopacity.name = Przezroczystość laserów zasilających
|
setting.lasersopacity.name = Przezroczystość laserów zasilających
|
||||||
@@ -1166,15 +1218,16 @@ keybind.unit_stance_hold_fire.name = Wstrzymaj ogień
|
|||||||
keybind.unit_stance_pursue_target.name = Goń Cel
|
keybind.unit_stance_pursue_target.name = Goń Cel
|
||||||
keybind.unit_stance_patrol.name = Patroluj
|
keybind.unit_stance_patrol.name = Patroluj
|
||||||
keybind.unit_stance_ram.name = Taranuj
|
keybind.unit_stance_ram.name = Taranuj
|
||||||
keybind.unit_command_move = Porusz
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Naprawiaj
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Odbudowywuj
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Asystuj
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Kop
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Przyspieszaj
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Załaduj jednostki
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Załaduj Bloki
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = Rozładuj Ładunek
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.rebuild_select.name = Odbuduj Region
|
keybind.rebuild_select.name = Odbuduj Region
|
||||||
keybind.schematic_select.name = Wybierz Region
|
keybind.schematic_select.name = Wybierz Region
|
||||||
keybind.schematic_menu.name = Menu Schematów
|
keybind.schematic_menu.name = Menu Schematów
|
||||||
@@ -1272,6 +1325,7 @@ rules.unitdamagemultiplier = Mnożnik Obrażeń jednostek
|
|||||||
rules.unitcrashdamagemultiplier = Obrażenia Zadawane Po Zniszczeniu
|
rules.unitcrashdamagemultiplier = Obrażenia Zadawane Po Zniszczeniu
|
||||||
rules.solarmultiplier = Mnożnik Mocy Paneli Słonecznych
|
rules.solarmultiplier = Mnożnik Mocy Paneli Słonecznych
|
||||||
rules.unitcapvariable = Rdzenie mają wpływ na limit jednostek
|
rules.unitcapvariable = Rdzenie mają wpływ na limit jednostek
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Podstawowy limit jednostek
|
rules.unitcap = Podstawowy limit jednostek
|
||||||
rules.limitarea = Limit Obszaru Mapy
|
rules.limitarea = Limit Obszaru Mapy
|
||||||
rules.enemycorebuildradius = Zasięg Blokady Budowy Przy Rdzeniu Wroga:[lightgray] (kratki)
|
rules.enemycorebuildradius = Zasięg Blokady Budowy Przy Rdzeniu Wroga:[lightgray] (kratki)
|
||||||
@@ -1304,6 +1358,8 @@ rules.weather = Pogoda
|
|||||||
rules.weather.frequency = Częstotliwość:
|
rules.weather.frequency = Częstotliwość:
|
||||||
rules.weather.always = Zawsze
|
rules.weather.always = Zawsze
|
||||||
rules.weather.duration = Czas trwania:
|
rules.weather.duration = Czas trwania:
|
||||||
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = Przedmioty
|
content.item.name = Przedmioty
|
||||||
content.liquid.name = Płyny
|
content.liquid.name = Płyny
|
||||||
@@ -1531,6 +1587,7 @@ block.inverted-sorter.name = Odwrotny Sortownik
|
|||||||
block.message.name = Wiadomość
|
block.message.name = Wiadomość
|
||||||
block.reinforced-message.name = Wzmocniona Wiadomość
|
block.reinforced-message.name = Wzmocniona Wiadomość
|
||||||
block.world-message.name = World Message
|
block.world-message.name = World Message
|
||||||
|
block.world-switch.name = World Switch
|
||||||
block.illuminator.name = Rozświetlacz
|
block.illuminator.name = Rozświetlacz
|
||||||
block.overflow-gate.name = Brama Przepełnieniowa
|
block.overflow-gate.name = Brama Przepełnieniowa
|
||||||
block.underflow-gate.name = Brama Niedomiaru
|
block.underflow-gate.name = Brama Niedomiaru
|
||||||
@@ -1772,7 +1829,6 @@ block.disperse.name = Burza
|
|||||||
block.afflict.name = Cios
|
block.afflict.name = Cios
|
||||||
block.lustre.name = Błysk
|
block.lustre.name = Błysk
|
||||||
block.scathe.name = Zamęt
|
block.scathe.name = Zamęt
|
||||||
block.fabricator.name = Fabrykator
|
|
||||||
block.tank-refabricator.name = Konstruktor Czołgów
|
block.tank-refabricator.name = Konstruktor Czołgów
|
||||||
block.mech-refabricator.name = Konstruktor Mechów
|
block.mech-refabricator.name = Konstruktor Mechów
|
||||||
block.ship-refabricator.name = Konstruktor Statków
|
block.ship-refabricator.name = Konstruktor Statków
|
||||||
@@ -1890,6 +1946,7 @@ onset.turrets = Jednostki są efektywne, ale [accent]działka[] zapewniają leps
|
|||||||
onset.turretammo = Dostarcz [accent]beryl[] do działka.
|
onset.turretammo = Dostarcz [accent]beryl[] do działka.
|
||||||
onset.walls = [accent]Mury[] chronią budynki przed obrażeniami.\nPostaw parę \uf6ee [accent]berylowych murów[] naokoło działka.
|
onset.walls = [accent]Mury[] chronią budynki przed obrażeniami.\nPostaw parę \uf6ee [accent]berylowych murów[] naokoło działka.
|
||||||
onset.enemies = Nadchodzi wróg, przygotuj obronę.
|
onset.enemies = Nadchodzi wróg, przygotuj obronę.
|
||||||
|
onset.defenses = [accent]Set up defenses:[lightgray] {0}
|
||||||
onset.attack = Wróg jest wrażliwy na atak. Przeprowadź kontratak.
|
onset.attack = Wróg jest wrażliwy na atak. Przeprowadź kontratak.
|
||||||
onset.cores = Nowe rdzenie mogą być postawione tylko w [accent]strefach rdzenia[].\nNowy rdzeń działa tak samo jak każdy poprzedni. Rdzenie współdzielą surowce.\nPostaw nowy \uf725 rdzeń.
|
onset.cores = Nowe rdzenie mogą być postawione tylko w [accent]strefach rdzenia[].\nNowy rdzeń działa tak samo jak każdy poprzedni. Rdzenie współdzielą surowce.\nPostaw nowy \uf725 rdzeń.
|
||||||
onset.detect = Wróg wykryje cię za 2 minuty.\nPrzygotuj obronę, wydobywaj surowce i je produkuj.
|
onset.detect = Wróg wykryje cię za 2 minuty.\nPrzygotuj obronę, wydobywaj surowce i je produkuj.
|
||||||
@@ -2090,7 +2147,6 @@ block.logic-display.description = Wyświetla obraz z procesora.
|
|||||||
block.large-logic-display.description = Wyświetla obraz z procesora.
|
block.large-logic-display.description = Wyświetla obraz z procesora.
|
||||||
block.interplanetary-accelerator.description = Masywna elektromagnetyczna wieża. Przyspiesza rdzeń do prędkości ucieczki by wylądować na innych planetach.
|
block.interplanetary-accelerator.description = Masywna elektromagnetyczna wieża. Przyspiesza rdzeń do prędkości ucieczki by wylądować na innych planetach.
|
||||||
block.repair-turret.description = Na bieżąco naprawia najbliższą uszkodzoną jednostkę w jej sąsiedztwie. Opcjonalnie akceptuje chłodziwo.
|
block.repair-turret.description = Na bieżąco naprawia najbliższą uszkodzoną jednostkę w jej sąsiedztwie. Opcjonalnie akceptuje chłodziwo.
|
||||||
block.payload-propulsion-tower.description = Konstrukcja o dużym zasięgu do transportu ładunków. Strzela ładunkami do innych podłączonych wież napędowych ładunku.
|
|
||||||
block.core-bastion.description = Rdzeń bazy. Uzbrojony. Po zniszczeniu tracisz sektor.
|
block.core-bastion.description = Rdzeń bazy. Uzbrojony. Po zniszczeniu tracisz sektor.
|
||||||
block.core-citadel.description = Rdzeń bazy. Bardzo dobrze uzbrojony. Składuje wiecej zasobów niż rdzeń Bastion.
|
block.core-citadel.description = Rdzeń bazy. Bardzo dobrze uzbrojony. Składuje wiecej zasobów niż rdzeń Bastion.
|
||||||
block.core-acropolis.description = Rdzeń bazy. Wyjątkowo dobrze uzbrojony. Składuje wiecej zasobów niż rdzeń Cytadela.
|
block.core-acropolis.description = Rdzeń bazy. Wyjątkowo dobrze uzbrojony. Składuje wiecej zasobów niż rdzeń Cytadela.
|
||||||
@@ -2126,7 +2182,6 @@ block.impact-drill.description = Kiedy stoi na rudzie, wydobywa surowce seriami.
|
|||||||
block.eruption-drill.description = Ulepszona wersja wiertła wybuchowego. Zdolne do wydobycia toru. Potrzebuje wodoru do działania.
|
block.eruption-drill.description = Ulepszona wersja wiertła wybuchowego. Zdolne do wydobycia toru. Potrzebuje wodoru do działania.
|
||||||
block.reinforced-conduit.description = Służy do przemieszczania płynów i gazów. Od boku można podłączyć tylko inne rury.
|
block.reinforced-conduit.description = Służy do przemieszczania płynów i gazów. Od boku można podłączyć tylko inne rury.
|
||||||
block.reinforced-liquid-router.description = Równo rozdziela płyn do wszystkich podłączonych rur.
|
block.reinforced-liquid-router.description = Równo rozdziela płyn do wszystkich podłączonych rur.
|
||||||
block.reinforced-junction.description = Pozwala na przecięcie się dwóch rur, bez mieszania ich zawartości.
|
|
||||||
block.reinforced-liquid-tank.description = Przechowuje duże ilości płynów.
|
block.reinforced-liquid-tank.description = Przechowuje duże ilości płynów.
|
||||||
block.reinforced-liquid-container.description = Przechowuje umiarkowane ilości płynów.
|
block.reinforced-liquid-container.description = Przechowuje umiarkowane ilości płynów.
|
||||||
block.reinforced-bridge-conduit.description = Transportuje płyny nad rozmaitymi przeszkodami.
|
block.reinforced-bridge-conduit.description = Transportuje płyny nad rozmaitymi przeszkodami.
|
||||||
@@ -2256,6 +2311,7 @@ unit.emanate.description = Lotnicza jednostka aministracyjna zdolna do wydobycia
|
|||||||
lst.read = Wczytuje liczbę z połączonej komórki pamięci.
|
lst.read = Wczytuje liczbę z połączonej komórki pamięci.
|
||||||
lst.write = Zapisuje liczbę do połączonej komórki pamięci.
|
lst.write = Zapisuje liczbę do połączonej komórki pamięci.
|
||||||
lst.print = Dodaje tekst do buforu drukującego.\nNie wyświetla niczego dopóki [accent]Print Flush[] nie jest użyte.
|
lst.print = Dodaje tekst do buforu drukującego.\nNie wyświetla niczego dopóki [accent]Print Flush[] nie jest użyte.
|
||||||
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Dodaje operacje do buforu rysującego.\nNie wyświetla niczego dopóki [accent]Draw Flush[] nie jest użyte.
|
lst.draw = Dodaje operacje do buforu rysującego.\nNie wyświetla niczego dopóki [accent]Draw Flush[] nie jest użyte.
|
||||||
lst.drawflush = Wyświetla oczekujące operacje z funkcji [accent]Draw[] na wyświetlaczu.
|
lst.drawflush = Wyświetla oczekujące operacje z funkcji [accent]Draw[] na wyświetlaczu.
|
||||||
lst.printflush = Dodaje oczekujące operacje z funkcji [accent]Print[] do bloku wiadomości.
|
lst.printflush = Dodaje oczekujące operacje z funkcji [accent]Print[] do bloku wiadomości.
|
||||||
@@ -2278,6 +2334,8 @@ lst.getblock = Uzyskaj dane dla dowolnej lokalizacji.
|
|||||||
lst.setblock = Ustaw dane dla dowolnej lokalizacji.
|
lst.setblock = Ustaw dane dla dowolnej lokalizacji.
|
||||||
lst.spawnunit = Odródź jednostkę w lokalizacji.
|
lst.spawnunit = Odródź jednostkę w lokalizacji.
|
||||||
lst.applystatus = Zastosuj lub wyczyść efekty statusu jednostki.
|
lst.applystatus = Zastosuj lub wyczyść efekty statusu jednostki.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Symuluj falę odradzającą się w dowolnym miejscu.\nNie zwiększy licznika fali.
|
lst.spawnwave = Symuluj falę odradzającą się w dowolnym miejscu.\nNie zwiększy licznika fali.
|
||||||
lst.explosion = Stwórz eksplozję w lokalizacji.
|
lst.explosion = Stwórz eksplozję w lokalizacji.
|
||||||
lst.setrate = Ustaw szybkość wykonywania procesora w instrukcjach/tick.
|
lst.setrate = Ustaw szybkość wykonywania procesora w instrukcjach/tick.
|
||||||
@@ -2293,6 +2351,43 @@ lst.effect = Stwórz efekt cząsteczki.
|
|||||||
lst.sync = Synchronizuje zmienną poprzez sieć.\nWywoływane maksymalnie 10 razy na sekundę.
|
lst.sync = Synchronizuje zmienną poprzez sieć.\nWywoływane maksymalnie 10 razy na sekundę.
|
||||||
lst.makemarker = Stwórz nowy marker logiki.\nMusisz podać ID, aby móc go później zidentyfikować.\nLimit markerów to 20,000.
|
lst.makemarker = Stwórz nowy marker logiki.\nMusisz podać ID, aby móc go później zidentyfikować.\nLimit markerów to 20,000.
|
||||||
lst.setmarker = Ustaw właściwości markera.\nID markera musi być takie samo jak podczas jego tworzenia.
|
lst.setmarker = Ustaw właściwości markera.\nID markera musi być takie samo jak podczas jego tworzenia.
|
||||||
|
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||||
|
lglobal.false = 0
|
||||||
|
lglobal.true = 1
|
||||||
|
lglobal.null = null
|
||||||
|
lglobal.@pi = The mathematical constant pi (3.141...)
|
||||||
|
lglobal.@e = The mathematical constant e (2.718...)
|
||||||
|
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
||||||
|
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
||||||
|
lglobal.@time = Playtime of current save, in milliseconds
|
||||||
|
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
||||||
|
lglobal.@second = Playtime of current save, in seconds
|
||||||
|
lglobal.@minute = Playtime of current save, in minutes
|
||||||
|
lglobal.@waveNumber = Current wave number, if waves are enabled
|
||||||
|
lglobal.@waveTime = Countdown timer for waves, in seconds
|
||||||
|
lglobal.@mapw = Map width in tiles
|
||||||
|
lglobal.@maph = Map height in tiles
|
||||||
|
lglobal.sectionMap = Map
|
||||||
|
lglobal.sectionGeneral = General
|
||||||
|
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
||||||
|
lglobal.sectionProcessor = Processor
|
||||||
|
lglobal.sectionLookup = Lookup
|
||||||
|
lglobal.@this = The logic block executing the code
|
||||||
|
lglobal.@thisx = X coordinate of block executing the code
|
||||||
|
lglobal.@thisy = Y coordinate of block executing the code
|
||||||
|
lglobal.@links = Total number of blocks linked to this processors
|
||||||
|
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
||||||
|
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
||||||
|
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
||||||
|
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
||||||
|
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
||||||
|
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
||||||
|
lglobal.@client = True if the code is running on a client connected to a server
|
||||||
|
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
||||||
|
lglobal.@clientUnit = Unit of client running the code
|
||||||
|
lglobal.@clientName = Player name of client running the code
|
||||||
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
|
|
||||||
logic.nounitbuild = [red]Logika budowania jednostek nie jest tu dozwolona.
|
logic.nounitbuild = [red]Logika budowania jednostek nie jest tu dozwolona.
|
||||||
|
|
||||||
@@ -2336,6 +2431,7 @@ graphicstype.poly = Wypełnia wielokąt foremny.
|
|||||||
graphicstype.linepoly = Rysuje obwód wielokąta foremnego.
|
graphicstype.linepoly = Rysuje obwód wielokąta foremnego.
|
||||||
graphicstype.triangle = Wypełnia trójkąt.
|
graphicstype.triangle = Wypełnia trójkąt.
|
||||||
graphicstype.image = Rysuje ikonę jakiejś treści.\nnp. [accent]@router[] lub [accent]@dagger[].
|
graphicstype.image = Rysuje ikonę jakiejś treści.\nnp. [accent]@router[] lub [accent]@dagger[].
|
||||||
|
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
||||||
|
|
||||||
lenum.always = Zawsze prawda.
|
lenum.always = Zawsze prawda.
|
||||||
lenum.idiv = Dzielenie liczb całkowitych.
|
lenum.idiv = Dzielenie liczb całkowitych.
|
||||||
@@ -2443,3 +2539,10 @@ lenum.build = Buduj strukturę.
|
|||||||
lenum.getblock = Pobierz budynek i typ ze współrzędnych.\nJednostka musi być w zasięgu pozycji.\nSolidne niebudynki będą miały typ [accent]@solid[].
|
lenum.getblock = Pobierz budynek i typ ze współrzędnych.\nJednostka musi być w zasięgu pozycji.\nSolidne niebudynki będą miały typ [accent]@solid[].
|
||||||
lenum.within = Sprawdź czy jednostka jest w pobliżu pozycji.
|
lenum.within = Sprawdź czy jednostka jest w pobliżu pozycji.
|
||||||
lenum.boost = Zacznij/zakończ przyspieszać.
|
lenum.boost = Zacznij/zakończ przyspieszać.
|
||||||
|
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||||
|
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
||||||
|
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
||||||
|
lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
||||||
|
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||||||
|
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
||||||
|
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
||||||
|
|||||||
@@ -41,16 +41,16 @@ be.ignore = Ignorar
|
|||||||
be.noupdates = Nenhuma atualização encontrada.
|
be.noupdates = Nenhuma atualização encontrada.
|
||||||
be.check = Checar por atualizações
|
be.check = Checar por atualizações
|
||||||
|
|
||||||
mods.browser = Mod Browser
|
mods.browser = Navegador de mods
|
||||||
mods.browser.selected = Mod selecionado
|
mods.browser.selected = Mod selecionado
|
||||||
mods.browser.add = Instalar
|
mods.browser.add = Instalar
|
||||||
mods.browser.reinstall = Reinstalar
|
mods.browser.reinstall = Reinstalar
|
||||||
mods.browser.view-releases = View Releases
|
mods.browser.view-releases = Ver versões
|
||||||
mods.browser.noreleases = [scarlet]Nenhum lançamento encontrado\n[accent]Não foi possível encontrar nenhum lançamento para este mod. Verifique se o repositório do mod tem algum lançamento publicado.
|
mods.browser.noreleases = [scarlet]Nenhuma versão encontrada\n[accent]Não foi possível encontrar nenhuma versão do mod. Veja se o repositório do mod possui alguma versão publicada.
|
||||||
mods.browser.latest = <Latest>
|
mods.browser.latest = <Mais recente>
|
||||||
mods.browser.releases = Releases
|
mods.browser.releases = Versões
|
||||||
mods.github.open = Repositório
|
mods.github.open = Repositório
|
||||||
mods.github.open-release = Release Page
|
mods.github.open-release = Página da versão
|
||||||
mods.browser.sortdate = Ordenar por mais recente
|
mods.browser.sortdate = Ordenar por mais recente
|
||||||
mods.browser.sortstars = Ordenar por estrelas
|
mods.browser.sortstars = Ordenar por estrelas
|
||||||
|
|
||||||
@@ -146,9 +146,9 @@ mod.multiplayer.compatible = [gray]Compatível com Multiplayer
|
|||||||
mod.disable = Desati-\nvar
|
mod.disable = Desati-\nvar
|
||||||
mod.content = Conteúdo:
|
mod.content = Conteúdo:
|
||||||
mod.delete.error = Incapaz de deletar o mod. O arquivo talvez esteja em uso.
|
mod.delete.error = Incapaz de deletar o mod. O arquivo talvez esteja em uso.
|
||||||
mod.incompatiblegame = [red]Outdated Game
|
mod.incompatiblegame = [red]Jogo desatualizado
|
||||||
mod.incompatiblemod = [red]Incompatible
|
mod.incompatiblemod = [red]Incompatível
|
||||||
mod.blacklisted = [red]Unsupported
|
mod.blacklisted = [red]Não suportado
|
||||||
mod.unmetdependencies = [red]Unmet Dependencies
|
mod.unmetdependencies = [red]Unmet Dependencies
|
||||||
mod.erroredcontent = [scarlet]Erros no conteúdo
|
mod.erroredcontent = [scarlet]Erros no conteúdo
|
||||||
mod.circulardependencies = [red]Circular Dependencies
|
mod.circulardependencies = [red]Circular Dependencies
|
||||||
@@ -190,9 +190,9 @@ unlocked = Novo bloco desbloqueado!
|
|||||||
available = Nova pesquisa disponível!
|
available = Nova pesquisa disponível!
|
||||||
unlock.incampaign = < Desbloqueie na campanha para mais detalhes >
|
unlock.incampaign = < Desbloqueie na campanha para mais detalhes >
|
||||||
campaign.select = Selecione a campanha inicial
|
campaign.select = Selecione a campanha inicial
|
||||||
campaign.none = [lightgray]Selecione um planeta para começar.\nEle pode ser alterado a qualquer momento.
|
campaign.none = [lightgray]Selecione um planeta para começar nele.\nVocê pode mudar de planeta a qualquer momento.
|
||||||
campaign.erekir = Conteúdo mais novo e mais polido. Progressão de campanha principalmente linear.\n\nMapas de maior qualidade e experiência geral.
|
campaign.erekir = Novo, conteúdo mais polido. Uma progressão mais linear na campanha.\n\nExperiência geral e mapas de maior qualidade.
|
||||||
campaign.serpulo = Conteúdo mais antigo; a experiência clássica. Mais aberto.\n\nMapas e mecânicas de campanha potencialmente desbalanceados. Menos polido.
|
campaign.serpulo = Conteúdo antigo; a experiência clássica. Mais aberto.\n\nMapas e mecânicas de campanha potencialmente desbalanceados. Menos polido.
|
||||||
completed = [accent]Completado
|
completed = [accent]Completado
|
||||||
techtree = Árvore Tecnológica
|
techtree = Árvore Tecnológica
|
||||||
techtree.select = Seleção de Árvore Tecnológica
|
techtree.select = Seleção de Árvore Tecnológica
|
||||||
@@ -383,8 +383,8 @@ pausebuilding = [accent][[{0}][] para parar a construção
|
|||||||
resumebuilding = [scarlet][[{0}][] para continuar a construção
|
resumebuilding = [scarlet][[{0}][] para continuar a construção
|
||||||
enablebuilding = [scarlet][[{0}][] para habilitar construção
|
enablebuilding = [scarlet][[{0}][] para habilitar construção
|
||||||
showui = Interface escondida.\nPressione [accent][[{0}][] para mostrar a interface.
|
showui = Interface escondida.\nPressione [accent][[{0}][] para mostrar a interface.
|
||||||
commandmode.name = [accent]Command Mode
|
commandmode.name = [accent]Modo de comando
|
||||||
commandmode.nounits = [no units]
|
commandmode.nounits = [nenhuma unidade]
|
||||||
wave = [accent]Horda {0}
|
wave = [accent]Horda {0}
|
||||||
wave.cap = [accent]Horda {0}/{1}
|
wave.cap = [accent]Horda {0}/{1}
|
||||||
wave.waiting = Proxima horda em {0}
|
wave.waiting = Proxima horda em {0}
|
||||||
@@ -438,6 +438,7 @@ editor.waves = Hordas:
|
|||||||
editor.rules = Regras:
|
editor.rules = Regras:
|
||||||
editor.generation = Geração:
|
editor.generation = Geração:
|
||||||
editor.objectives = Objetivos:
|
editor.objectives = Objetivos:
|
||||||
|
editor.locales = Locale Bundles
|
||||||
editor.ingame = Editar em jogo
|
editor.ingame = Editar em jogo
|
||||||
editor.playtest = Jogar Teste
|
editor.playtest = Jogar Teste
|
||||||
editor.publish.workshop = Publicar na oficina
|
editor.publish.workshop = Publicar na oficina
|
||||||
@@ -494,6 +495,7 @@ editor.default = [lightgray]<padrão>
|
|||||||
details = Detalhes...
|
details = Detalhes...
|
||||||
edit = Editar...
|
edit = Editar...
|
||||||
variables = Variáveis
|
variables = Variáveis
|
||||||
|
logic.globals = Built-in Variables
|
||||||
editor.name = Nome:
|
editor.name = Nome:
|
||||||
editor.spawn = Spawnar unidade
|
editor.spawn = Spawnar unidade
|
||||||
editor.removeunit = Remover unidade
|
editor.removeunit = Remover unidade
|
||||||
@@ -505,6 +507,7 @@ editor.errorlegacy = Esse mapa é velho demais, e usa um formato de mapa legacy
|
|||||||
editor.errornot = Este não é um arquivo de mapa.
|
editor.errornot = Este não é um arquivo de mapa.
|
||||||
editor.errorheader = Este arquivo de mapa não é mais válido ou está corrompido.
|
editor.errorheader = Este arquivo de mapa não é mais válido ou está corrompido.
|
||||||
editor.errorname = O mapa não tem nome definido.
|
editor.errorname = O mapa não tem nome definido.
|
||||||
|
editor.errorlocales = Error reading invalid locale bundles.
|
||||||
editor.update = Atualizar
|
editor.update = Atualizar
|
||||||
editor.randomize = Aleatorizar
|
editor.randomize = Aleatorizar
|
||||||
editor.moveup = Mover para Cima
|
editor.moveup = Mover para Cima
|
||||||
@@ -516,6 +519,7 @@ editor.sectorgenerate = Gerar Setor
|
|||||||
editor.resize = Redimen-\nsionar
|
editor.resize = Redimen-\nsionar
|
||||||
editor.loadmap = Carregar\nmapa
|
editor.loadmap = Carregar\nmapa
|
||||||
editor.savemap = Salvar\nmapa
|
editor.savemap = Salvar\nmapa
|
||||||
|
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
|
||||||
editor.saved = Salvo!
|
editor.saved = Salvo!
|
||||||
editor.save.noname = Seu mapa não tem um nome! Coloque um no menu de "Informação do mapa"
|
editor.save.noname = Seu mapa não tem um nome! Coloque um no menu de "Informação do mapa"
|
||||||
editor.save.overwrite = O seu mapa substitui um mapa já construído! Coloque um nome diferente no menu "Informação do mapa"
|
editor.save.overwrite = O seu mapa substitui um mapa já construído! Coloque um nome diferente no menu "Informação do mapa"
|
||||||
@@ -603,6 +607,23 @@ filter.option.floor2 = Chão secundário
|
|||||||
filter.option.threshold2 = Margem secundária
|
filter.option.threshold2 = Margem secundária
|
||||||
filter.option.radius = Raio
|
filter.option.radius = Raio
|
||||||
filter.option.percentile = Percentual
|
filter.option.percentile = Percentual
|
||||||
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
|
locales.applytoall = Apply Changes To All Locales
|
||||||
|
locales.addtoother = Add To Other Locales
|
||||||
|
locales.rollback = Rollback to last applied
|
||||||
|
locales.filter = Property filter
|
||||||
|
locales.searchname = Search name...
|
||||||
|
locales.searchvalue = Search value...
|
||||||
|
locales.searchlocale = Search locale...
|
||||||
|
locales.byname = By name
|
||||||
|
locales.byvalue = By value
|
||||||
|
locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
|
||||||
|
locales.showmissing = Show properties that are missing in some locales
|
||||||
|
locales.showsame = Show properties that have same values in different locales
|
||||||
|
locales.viewproperty = View in all locales
|
||||||
|
locales.viewing = Viewing property "{0}"
|
||||||
|
locales.addicon = Add Icon
|
||||||
|
|
||||||
width = Largura:
|
width = Largura:
|
||||||
height = Altura:
|
height = Altura:
|
||||||
@@ -655,10 +676,12 @@ objective.commandmode.name = Modo de Comando
|
|||||||
objective.flag.name = Flag
|
objective.flag.name = Flag
|
||||||
|
|
||||||
marker.shapetext.name = Shape Text
|
marker.shapetext.name = Shape Text
|
||||||
marker.minimap.name = Minimapa
|
marker.point.name = Point
|
||||||
marker.shape.name = Shape
|
marker.shape.name = Shape
|
||||||
marker.text.name = Texto
|
marker.text.name = Texto
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
|
|
||||||
marker.background = Fundo
|
marker.background = Fundo
|
||||||
marker.outline = Contorno
|
marker.outline = Contorno
|
||||||
@@ -709,7 +732,7 @@ error.any = Erro de rede desconhecido.
|
|||||||
error.bloom = Falha ao inicializar bloom.\nSeu dispositivo talvez não o suporte.
|
error.bloom = Falha ao inicializar bloom.\nSeu dispositivo talvez não o suporte.
|
||||||
|
|
||||||
weather.rain.name = Chuva
|
weather.rain.name = Chuva
|
||||||
weather.snow.name = Neve
|
weather.snowing.name = Neve
|
||||||
weather.sandstorm.name = Tempestade de Areia
|
weather.sandstorm.name = Tempestade de Areia
|
||||||
weather.sporestorm.name = Tempestade de Esporos
|
weather.sporestorm.name = Tempestade de Esporos
|
||||||
weather.fog.name = Névoa
|
weather.fog.name = Névoa
|
||||||
@@ -745,8 +768,8 @@ sector.curlost = Setor Perdido
|
|||||||
sector.missingresources = [scarlet]Recursos Insuficientes no Núcleo
|
sector.missingresources = [scarlet]Recursos Insuficientes no Núcleo
|
||||||
sector.attacked = Setor [accent]{0}[white] sob ataque!
|
sector.attacked = Setor [accent]{0}[white] sob ataque!
|
||||||
sector.lost = Setor [accent]{0}[white] perdido!
|
sector.lost = Setor [accent]{0}[white] perdido!
|
||||||
#note: the missing space in the line below is intentional
|
sector.capture = Sector [accent]{0}[white]Captured!
|
||||||
sector.captured = Setor [accent]{0}[white]capturado!
|
sector.capture.current = Sector Captured!
|
||||||
sector.changeicon = Trocar Ícone
|
sector.changeicon = Trocar Ícone
|
||||||
sector.noswitch.title = Incapaz de Mudar de Setores
|
sector.noswitch.title = Incapaz de Mudar de Setores
|
||||||
sector.noswitch = Você não pode trocar de setor enquanto um setor existente estiver sob ataque.\n\nSetor: [accent]{0}[] em [accent]{1}[]
|
sector.noswitch = Você não pode trocar de setor enquanto um setor existente estiver sob ataque.\n\nSetor: [accent]{0}[] em [accent]{1}[]
|
||||||
@@ -970,17 +993,46 @@ stat.immunities = Imunidades
|
|||||||
stat.healing = Reparo
|
stat.healing = Reparo
|
||||||
|
|
||||||
ability.forcefield = Campo de Força
|
ability.forcefield = Campo de Força
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = Campo de Reparação
|
ability.repairfield = Campo de Reparação
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = Campo de Status
|
ability.statusfield = Campo de Status
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = Fábrica
|
ability.unitspawn = Fábrica
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Raio de Regeneração do Escudo
|
ability.shieldregenfield = Raio de Regeneração do Escudo
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Raio de Movimento
|
ability.movelightning = Raio de Movimento
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Arco do Escudo
|
ability.shieldarc = Arco do Escudo
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Regen Suppression Field
|
ability.suppressionfield = Regen Suppression Field
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Campo de Energia
|
ability.energyfield = Campo de Energia
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = Somente depósito no núcleo permitido
|
bar.onlycoredeposit = Somente depósito no núcleo permitido
|
||||||
bar.drilltierreq = Broca melhor necessária.
|
bar.drilltierreq = Broca melhor necessária.
|
||||||
@@ -1130,7 +1182,7 @@ setting.sfxvol.name = Volume de Efeitos
|
|||||||
setting.mutesound.name = Desligar Som
|
setting.mutesound.name = Desligar Som
|
||||||
setting.crashreport.name = Enviar denúncias anônimas de erros
|
setting.crashreport.name = Enviar denúncias anônimas de erros
|
||||||
setting.savecreate.name = Criar salvamentos automaticamente
|
setting.savecreate.name = Criar salvamentos automaticamente
|
||||||
setting.publichost.name = Visibilidade do jogo público
|
setting.steampublichost.name = Public Game Visibility
|
||||||
setting.playerlimit.name = Limites de Player
|
setting.playerlimit.name = Limites de Player
|
||||||
setting.chatopacity.name = Opacidade do chat
|
setting.chatopacity.name = Opacidade do chat
|
||||||
setting.lasersopacity.name = Opacidade do laser
|
setting.lasersopacity.name = Opacidade do laser
|
||||||
@@ -1176,15 +1228,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.rebuild_select.name = Rebuild Region
|
keybind.rebuild_select.name = Rebuild Region
|
||||||
keybind.schematic_select.name = Selecionar região
|
keybind.schematic_select.name = Selecionar região
|
||||||
keybind.schematic_menu.name = Menu de Esquemas
|
keybind.schematic_menu.name = Menu de Esquemas
|
||||||
@@ -1282,6 +1335,7 @@ rules.unitdamagemultiplier = Multiplicador de dano de Unidade
|
|||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.solarmultiplier = Multiplicador de Energia Solar
|
rules.solarmultiplier = Multiplicador de Energia Solar
|
||||||
rules.unitcapvariable = Núcleos contribuem para a capacidade da unidade
|
rules.unitcapvariable = Núcleos contribuem para a capacidade da unidade
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Capacidade base da Unidade
|
rules.unitcap = Capacidade base da Unidade
|
||||||
rules.limitarea = Limitar área do mapa
|
rules.limitarea = Limitar área do mapa
|
||||||
rules.enemycorebuildradius = Raio de "não-criação" de núcleo inimigo:[lightgray] (blocos)
|
rules.enemycorebuildradius = Raio de "não-criação" de núcleo inimigo:[lightgray] (blocos)
|
||||||
@@ -1314,6 +1368,8 @@ rules.weather = Clima
|
|||||||
rules.weather.frequency = Frequência:
|
rules.weather.frequency = Frequência:
|
||||||
rules.weather.always = Sempre
|
rules.weather.always = Sempre
|
||||||
rules.weather.duration = Duração:
|
rules.weather.duration = Duração:
|
||||||
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = Itens
|
content.item.name = Itens
|
||||||
content.liquid.name = Líquidos
|
content.liquid.name = Líquidos
|
||||||
@@ -1531,6 +1587,7 @@ block.inverted-sorter.name = Ordenador invertido
|
|||||||
block.message.name = Mensagem
|
block.message.name = Mensagem
|
||||||
block.reinforced-message.name = Reinforced Message
|
block.reinforced-message.name = Reinforced Message
|
||||||
block.world-message.name = World Message
|
block.world-message.name = World Message
|
||||||
|
block.world-switch.name = World Switch
|
||||||
block.illuminator.name = Iluminador
|
block.illuminator.name = Iluminador
|
||||||
block.overflow-gate.name = Portão de Sobrecarga
|
block.overflow-gate.name = Portão de Sobrecarga
|
||||||
block.underflow-gate.name = Portão de Sobrecarga Invertido
|
block.underflow-gate.name = Portão de Sobrecarga Invertido
|
||||||
@@ -1771,7 +1828,6 @@ block.disperse.name = Disperse
|
|||||||
block.afflict.name = Afflict
|
block.afflict.name = Afflict
|
||||||
block.lustre.name = Lustre
|
block.lustre.name = Lustre
|
||||||
block.scathe.name = Scathe
|
block.scathe.name = Scathe
|
||||||
block.fabricator.name = Fabricador
|
|
||||||
block.tank-refabricator.name = Refabricador de Tanque
|
block.tank-refabricator.name = Refabricador de Tanque
|
||||||
block.mech-refabricator.name = Refabricador de Mech
|
block.mech-refabricator.name = Refabricador de Mech
|
||||||
block.ship-refabricator.name = Refrabricador de Nave
|
block.ship-refabricator.name = Refrabricador de Nave
|
||||||
@@ -1829,12 +1885,12 @@ hint.research = Use o botão de \ue875 [accent]Pesquisa[] para pesquisar novas t
|
|||||||
hint.research.mobile = Use o botão de \ue875 [accent]Pesquisa[] no \ue88c [accent]Menu[] para pesquisar novas tecnologias.
|
hint.research.mobile = Use o botão de \ue875 [accent]Pesquisa[] no \ue88c [accent]Menu[] para pesquisar novas tecnologias.
|
||||||
hint.unitControl = Segure [accent][[L-ctrl][] e [accent]click[] para controlar suas unidades ou torretas.
|
hint.unitControl = Segure [accent][[L-ctrl][] e [accent]click[] para controlar suas unidades ou torretas.
|
||||||
hint.unitControl.mobile = [accent][[Toque duas vezes][] para controlar suas unidades ou torretas.
|
hint.unitControl.mobile = [accent][[Toque duas vezes][] para controlar suas unidades ou torretas.
|
||||||
hint.unitSelectControl = To control units, enter [accent]command mode[] by holding [accent]L-shift.[]\nWhile in command mode, click and drag to select units. [accent]Right-click[] a location or target to command units there.
|
hint.unitSelectControl = Para controlar unidades, entre no [accent]modo de comando[] segurando [accent]Shift esquerdo.[]\nEnquanto no modo de comando, clique e segure pra selecionar unidades. Clique com o [accent]Botão direito[] em um lugar ou alvo para mandar as unidades para lá.
|
||||||
hint.unitSelectControl.mobile = To control units, enter [accent]command mode[] by pressing the [accent]command[] button in the bottom left.\nWhile in command mode, long-press and drag to select units. Tap a location or target to command units there.
|
hint.unitSelectControl.mobile = Para controlar unidades, entre no [accent]modo de comando[] segurando o botão de [accent]comando[] no canto inferior esquerdo.\nEnquanto no modo de comando, segure e arraste pra selecionar unidades. Toque em algum lugar ou alvo para mandar as unidades para lá.
|
||||||
hint.launch = Quando recursos suficientes forem coletados, você pode [accent]Lançar[] selecionando setores próximos a partir do \ue827 [accent]Mapa[] no canto inferior direito.
|
hint.launch = Quando recursos suficientes forem coletados, você pode [accent]Lançar[] selecionando setores próximos a partir do \ue827 [accent]Mapa[] no canto inferior direito.
|
||||||
hint.launch.mobile = Quando recursos suficientes forem coletados, você pode [accent]Lançar[] selecionando setores próximos a partir do \ue827 [accent]Mapa[] no \ue88c [accent]Menu[].
|
hint.launch.mobile = Quando recursos suficientes forem coletados, você pode [accent]Lançar[] selecionando setores próximos a partir do \ue827 [accent]Mapa[] no \ue88c [accent]Menu[].
|
||||||
hint.schematicSelect = Segure [accent][[F][] e arraste para selecionar blocos para copiar e colar.\n\n[accent][[Middle Click][] para copiar um bloco só.
|
hint.schematicSelect = Segure [accent][[F][] e arraste para selecionar blocos para copiar e colar.\n\n[accent][[Middle Click][] para copiar um bloco só.
|
||||||
hint.rebuildSelect = Hold [accent][[B][] and drag to select destroyed block plans.\nThis will rebuild them automatically.
|
hint.rebuildSelect = Segure [accent][[B][] e arraste para selecionar blocos destruídos.\nIsso irá reconstruí-los automaticamente.
|
||||||
hint.rebuildSelect.mobile = Select the \ue874 copy button, then tap the \ue80f rebuild button and drag to select destroyed block plans.\nThis will rebuild them automatically.
|
hint.rebuildSelect.mobile = Select the \ue874 copy button, then tap the \ue80f rebuild button and drag to select destroyed block plans.\nThis will rebuild them automatically.
|
||||||
hint.conveyorPathfind = Segure [accent][[L-Ctrl][] enquanto arrasta as esteiras para gerar automaticamente um caminho.
|
hint.conveyorPathfind = Segure [accent][[L-Ctrl][] enquanto arrasta as esteiras para gerar automaticamente um caminho.
|
||||||
hint.conveyorPathfind.mobile = Ative o \ue844 [accent]modo diagonal[] e arraste as esteiras para gerar automaticamente um caminho.
|
hint.conveyorPathfind.mobile = Ative o \ue844 [accent]modo diagonal[] e arraste as esteiras para gerar automaticamente um caminho.
|
||||||
@@ -1852,52 +1908,53 @@ hint.presetDifficulty = Esse setor tem um [scarlet]alto nível de ameaça inimig
|
|||||||
hint.coreIncinerate = Depois que o núcleo ter recebido até a capacidade máxima de um item, qualquer item do mesmo tipo que ele receber será [accent]incinerado[].
|
hint.coreIncinerate = Depois que o núcleo ter recebido até a capacidade máxima de um item, qualquer item do mesmo tipo que ele receber será [accent]incinerado[].
|
||||||
hint.factoryControl = Para definir a [accent]o local de saída[] de uma fábrica de unidades, clique em uma fábrica enquanto estiver no modo de comando, depois clique com o botão direito em um local.\nAs unidades produzidas por ela se moverão automaticamente para lá.
|
hint.factoryControl = Para definir a [accent]o local de saída[] de uma fábrica de unidades, clique em uma fábrica enquanto estiver no modo de comando, depois clique com o botão direito em um local.\nAs unidades produzidas por ela se moverão automaticamente para lá.
|
||||||
hint.factoryControl.mobile = Para definir a [accent]o local de saída[] de uma fábrica de unidades, toque em uma fábrica enquanto estiver no modo de comando, depois toque em um local.\nAs unidades produzidas por ela se moverão automaticamente para lá.
|
hint.factoryControl.mobile = Para definir a [accent]o local de saída[] de uma fábrica de unidades, toque em uma fábrica enquanto estiver no modo de comando, depois toque em um local.\nAs unidades produzidas por ela se moverão automaticamente para lá.
|
||||||
gz.mine = Move near the \uf8c4 [accent]copper ore[] on the ground and click to begin mining.
|
gz.mine = Vá para perto do \uf8c4 [accent]minério de cobre[] no chão e clique para começar a minerar.
|
||||||
gz.mine.mobile = Move near the \uf8c4 [accent]copper ore[] on the ground and tap it to begin mining.
|
gz.mine.mobile = Vá para perto do \uf8c4 [accent]minério de cobre[] no chão e toque nele para começar a minerar.
|
||||||
gz.research = Open the \ue875 tech tree.\nResearch the \uf870 [accent]Mechanical Drill[], then select it from the menu in the bottom right.\nClick on a copper patch to place it.
|
gz.research = Abra a \ue875 árvore tecnológica.\nPesquise a \uf870 [accent]Broca mecânica[], Depois selecione-a pelo menu no canto inferior direito.\nClique no cobre para coloca-la.
|
||||||
gz.research.mobile = Open the \ue875 tech tree.\nResearch the \uf870 [accent]Mechanical Drill[], then select it from the menu in the bottom right.\nTap on a copper patch to place it.\n\nPress the \ue800 [accent]checkmark[] at the bottom right to confirm.
|
gz.research.mobile = Abra a \ue875 árvore tecnológica.\nPesquise a \uf870 [accent]Broca mecânica[], Depois selecione-a pelo menu no canto inferior direito.\nClique no cobre para colocá-la.\n\nPressione a \ue800 [accent]confirmação[] no canto inferior direito para confirmar.
|
||||||
gz.conveyors = Research and place \uf896 [accent]conveyors[] to move the mined resources\nfrom drills to the core.\n\nClick and drag to place multiple conveyors.\n[accent]Scroll[] to rotate.
|
gz.conveyors = Pesquise e coloque \uf896 [accent]esteiras[] para mover os recursos minerados\ndas brocas para o núcleo.\n\nClique e arraste para pôr multiplas esteiras.\n[accent]Scroll[] para rotacionar.
|
||||||
gz.conveyors.mobile = Research and place \uf896 [accent]conveyors[] to move the mined resources\nfrom drills to the core.\n\nHold down your finger for a second and drag to place multiple conveyors.
|
gz.conveyors.mobile = Pesquise e coloque \uf896 [accent]esteiras[] para mover os recursos minerados\ndas brocas para o núcleo.\n\nSegure por um segundo e arraste para colocar múltiplas esteiras.
|
||||||
gz.drills = Expand the mining operation.\nPlace more Mechanical Drills.\nMine 100 copper.
|
gz.drills = Expanda a mineração.\nColoque mais Brocas Mecânicas.\nMinere 100 cobres.
|
||||||
gz.lead = \uf837 [accent]Lead[] is another commonly used resource.\nSet up drills to mine lead.
|
gz.lead = \uf837 [accent]Chumbo[] é outro recurso comumente usado.\nColoque brocas para minerar chumbo.
|
||||||
gz.moveup = \ue804 Move up for further objectives.
|
gz.moveup = \ue804 Vá para cima para outros objetivos.
|
||||||
gz.turrets = Research and place 2 \uf861 [accent]Duo[] turrets to defend the core.\nDuo turrets require \uf838 [accent]ammo[] from conveyors.
|
gz.turrets = Pesquise e coloque 2 torretas \uf861 [accent]Duo[] para defender o núcleo.\ntorretas Duo requerem \uf838 [accent]munição[] de esteiras.
|
||||||
gz.duoammo = Supply the Duo turrets with [accent]copper[], using conveyors.
|
gz.duoammo = Abasteça as torretas Duo com [accent]cobre[], usando esteiras.
|
||||||
gz.walls = [accent]Walls[] can prevent oncoming damage from reaching buildings.\nPlace \uf8ae [accent]copper walls[] around the turrets.
|
gz.walls = [accent]Muros[] podem previnir danos recebidos de atingir as construções.\nColoque \uf8ae [accent]muros de cobre[] em volta das torretas.
|
||||||
gz.defend = Enemy incoming, prepare to defend.
|
gz.defend = Inimigos vindo, prepare-se para defender.
|
||||||
gz.aa = Flying units cannot easily be dispatched with standard turrets.\n\uf860 [accent]Scatter[] turrets provide excellent anti-air, but require \uf837 [accent]lead[] as ammo.
|
gz.aa = Unidades flutuantes não podem ser destruidas facilmente por torretas comuns.\nTorretas\uf860 [accent]Scatter[] Proveem ótima defesa aérea, mas requerem \uf837 [accent]chumbo[] como munição.
|
||||||
gz.scatterammo = Supply the Scatter turret with [accent]lead[], using conveyors.
|
gz.scatterammo = Abasteça a torreta Scatter com [accent]chumbo[], usando esteiras.
|
||||||
gz.supplyturret = [accent]Supply Turret
|
gz.supplyturret = [accent]Abasteça a torreta
|
||||||
gz.zone1 = This is the enemy drop zone.
|
gz.zone1 = Essa é a zona de spawn inimigo.
|
||||||
gz.zone2 = Anything built in the radius is destroyed when a wave starts.
|
gz.zone2 = Qualquer coisa construida nesta área será destruida quando uma horda começar.
|
||||||
gz.zone3 = A wave will begin now.\nGet ready.
|
gz.zone3 = Uma horda vai começar agora\nSe prepare.
|
||||||
gz.finish = Build more turrets, mine more resources,\nand defend against all the waves to [accent]capture the sector[].
|
gz.finish = Construa mais torretas, minere mais recursos,\ne se defenda de todas as hordas para [accent]capturar o setor[].
|
||||||
onset.mine = Click to mine \uf748 [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
|
onset.mine = Clique para minerar \uf748 [accent]berílio[] das paredes.\n\nUse [accent][[WASD] para se mover.
|
||||||
onset.mine.mobile = Tap to mine \uf748 [accent]beryllium[] from walls.
|
onset.mine.mobile = Toque para minerar \uf748 [accent]berílio[] das paredes.
|
||||||
onset.research = Open the \ue875 tech tree.\nResearch, then place a \uf73e [accent]turbine condenser[] on the vent.\nThis will generate [accent]power[].
|
onset.research = Abra a \ue875 árvore tecnológica.\nPesquise, e então coloque um \uf73e [accent]Condensador de Turbina[] na ventilação.\nIsso vai gerar [accent]energia[].
|
||||||
onset.bore = Research and place a \uf741 [accent]plasma bore[].\nThis automatically mines resources from walls.
|
onset.bore = Pesquise e coloque uma \uf741 [accent]Mineradora de Plasma[].\nEla minera recursos das paredes automaticamente.
|
||||||
onset.power = To [accent]power[] the plasma bore, research and place a \uf73d [accent]beam node[].\nConnect the turbine condenser to the plasma bore.
|
onset.power = Para[accent]alimentar[] a Mineradora de Plasma, pesquise e coloque uma \uf73d [accent]Célula de Feixe[].\nConecte o condensador de turbina ao minerador de plasma.
|
||||||
onset.ducts = Research and place \uf799 [accent]ducts[] to move the mined resources from the plasma bore to the core.\nClick and drag to place multiple ducts.\n[accent]Scroll[] to rotate.
|
onset.ducts = Pesquise e coloque \uf799 [accent]dutos[] para mover recursos minerados da mineradora de plasma para o núcleo.\nClique e segure para colocar múltiplos dutos.\n[accent]Scroll[] para rotacionar.
|
||||||
onset.ducts.mobile = Research and place \uf799 [accent]ducts[] to move the mined resources from the plasma bore to the core.\n\nHold down your finger for a second and drag to place multiple ducts.
|
onset.ducts.mobile = Pesquise e coloque \uf799 [accent]dutos[] para mover recursos minerados da mineradora de plasma para o núcleo.\n\nSegure por um segundo e arraste para colocar múltiplos dutos.
|
||||||
onset.moremine = Expand the mining operation.\nPlace more Plasma Bores and use beam nodes and ducts to support them.\nMine 200 beryllium.
|
onset.moremine = Expanda a mineração.\nColoque mais Mineradoras de Plasma, use as Células de Feixe e dutos para isso.\nMinere 200 berílios.
|
||||||
onset.graphite = More complex blocks require \uf835 [accent]graphite[].\nSet up plasma bores to mine graphite.
|
onset.graphite = Blocos mais complexos requerem \uf835 [accent]grafite[].\nColoque Mineradoras de Plasma para minerar grafite.
|
||||||
onset.research2 = Begin researching [accent]factories[].\nResearch the \uf74d [accent]cliff crusher[] and \uf779 [accent]silicon arc furnace[].
|
onset.research2 = Comece a pesquisar [accent]fábricas[].\nPesquise o \uf74d [accent]Esmagador de Penhasco[] e o \uf779 [accent]silicon arc furnace[].
|
||||||
onset.arcfurnace = The arc furnace needs \uf834 [accent]sand[] and \uf835 [accent]graphite[] to create \uf82f [accent]silicon[].\n[accent]Power[] is also required.
|
onset.arcfurnace = O arc furnace precisa de \uf834 [accent]areia[] e \uf835 [accent]grafite[] para criar \uf82f [accent]silício[].\n[accent]Energia[] também é necessária.
|
||||||
onset.crusher = Use \uf74d [accent]cliff crushers[] to mine sand.
|
onset.crusher = Use o \uf74d [accent]Esmagador de Areia[] para minerar areia.
|
||||||
onset.fabricator = Use [accent]units[] to explore the map, defend buildings, and attack the enemy. Research and place a \uf6a2 [accent]tank fabricator[].
|
onset.fabricator = Use [accent]unidades[] para explorar o mapa, defender construções e atacar o inimigo. Pesquise e coloque um \uf6a2 [accent]Fabricador de Tanques[].
|
||||||
onset.makeunit = Produce a unit.\nUse the "?" button to see selected factory requirements.
|
onset.makeunit = Produza uma unidade.\nUse o botão "?" para ver os requisitos da fábrica selecionada.
|
||||||
onset.turrets = Units are effective, but [accent]turrets[] provide better defensive capabilities if used effectively.\nPlace a \uf6eb [accent]Breach[] turret.\nTurrets require \uf748 [accent]ammo[].
|
onset.turrets = Unidades são efetivas, mas [accent]torretas[] proveem melhores capacidades defensivas se usadas efetivamente.\nColoque uma torreta \uf6eb [accent]Breach[].\nTorretas requerem \uf748 [accent]munição[].
|
||||||
onset.turretammo = Supply the turret with [accent]beryllium ammo.[]
|
onset.turretammo = Abasteça a torreta com [accent]munição de berílio.[]
|
||||||
onset.walls = [accent]Walls[] can prevent oncoming damage from reaching buildings.\nPlace some \uf6ee [accent]beryllium walls[] around the turret.
|
onset.walls = [accent]Muros[] podem previnir danos recebidos de atingir as construções.\nColoque \uf6ee [accent]muros de berílio[] em volta das torretas.
|
||||||
onset.enemies = Enemy incoming, prepare to defend.
|
|
||||||
onset.attack = The enemy is vulnerable. Counter-attack.
|
|
||||||
onset.cores = New cores can be placed on [accent]core tiles[].\nNew cores function as forward bases and share a resource inventory with other cores.\nPlace a \uf725 core.
|
|
||||||
onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defenses, mining, and production.
|
|
||||||
|
|
||||||
#Don't translate these yet!
|
onset.enemies = Inimigo vindo, se prepare.
|
||||||
|
onset.defenses = [accent]Set up defenses:[lightgray] {0}
|
||||||
|
onset.attack = O inimigo está vulnerável. Contra ataque.
|
||||||
|
onset.cores = Novos núcleos podem ser colocados em [accent]ladrilhos de núcleo[].\nNovos núcleos funcionam como bases avançadas e compartilham seus recursos com outros núcleos.\nColoque um \uf725 núcleo.
|
||||||
|
onset.detect = O inimigo poderá te detectar em 2 minutos.\nConstrua defesas, mineração e produção.
|
||||||
onset.commandmode = Hold [accent]shift[] to enter [accent]command mode[].\n[accent]Left-click and drag[] to select units.\n[accent]Right-click[] to order selected units to move or attack.
|
onset.commandmode = Hold [accent]shift[] to enter [accent]command mode[].\n[accent]Left-click and drag[] to select units.\n[accent]Right-click[] to order selected units to move or attack.
|
||||||
onset.commandmode.mobile = Press the [accent]command button[] to enter [accent]command mode[].\nHold down a finger, then [accent]drag[] to select units.\n[accent]Tap[] to order selected units to move or attack.
|
onset.commandmode.mobile = Press the [accent]command button[] to enter [accent]command mode[].\nHold down a finger, then [accent]drag[] to select units.\n[accent]Tap[] to order selected units to move or attack.
|
||||||
aegis.tungsten = Tungsten can be mined using an [accent]impact drill[].\nThis structure requires [accent]water[] and [accent]power[].
|
aegis.tungsten = Tungsten can be mined using an [accent]impact drill[].\nThis structure requires [accent]water[] and [accent]power[].
|
||||||
|
|
||||||
split.pickup = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(Default keys are [ and ] to pick up and drop)
|
split.pickup = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(Default keys are [ and ] to pick up and drop)
|
||||||
split.pickup.mobile = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(To pick up or drop something, long-press it.)
|
split.pickup.mobile = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(To pick up or drop something, long-press it.)
|
||||||
split.acquire = You must acquire some tungsten to build units.
|
split.acquire = You must acquire some tungsten to build units.
|
||||||
@@ -2098,7 +2155,6 @@ block.logic-display.description = Exibe gráficos arbitrários de um processador
|
|||||||
block.large-logic-display.description = Exibe gráficos arbitrários de um processador lógico.
|
block.large-logic-display.description = Exibe gráficos arbitrários de um processador lógico.
|
||||||
block.interplanetary-accelerator.description = Uma enorme torre eletromagnética. Acelera a velocidade de fuga dos núcleos para o desdobramento interplanetário.
|
block.interplanetary-accelerator.description = Uma enorme torre eletromagnética. Acelera a velocidade de fuga dos núcleos para o desdobramento interplanetário.
|
||||||
block.repair-turret.description = Conserta continuamente a unidade danificada mais próxima a ela. Opcionalmente, aceita líquido refrigerante.
|
block.repair-turret.description = Conserta continuamente a unidade danificada mais próxima a ela. Opcionalmente, aceita líquido refrigerante.
|
||||||
block.payload-propulsion-tower.description = Estrutura de transporte de carga de longo alcance. Atira cargas para outras torres de propulsão de carga interligadas.
|
|
||||||
|
|
||||||
#Erekir
|
#Erekir
|
||||||
block.core-bastion.description = O núcleo da base. Blindado. Uma vez destruído, o setor é perdido.
|
block.core-bastion.description = O núcleo da base. Blindado. Uma vez destruído, o setor é perdido.
|
||||||
@@ -2136,7 +2192,6 @@ block.impact-drill.description = Quando colocados sobre minério, os itens saem
|
|||||||
block.eruption-drill.description = Uma Broca de Impacto melhorada. Capaz de minerar Tório. Requer Hidrogênio.
|
block.eruption-drill.description = Uma Broca de Impacto melhorada. Capaz de minerar Tório. Requer Hidrogênio.
|
||||||
block.reinforced-conduit.description = Movimenta fluidos para frente. Não aceita entradas de outros blocos, a não ser canos, dos lados.
|
block.reinforced-conduit.description = Movimenta fluidos para frente. Não aceita entradas de outros blocos, a não ser canos, dos lados.
|
||||||
block.reinforced-liquid-router.description = Distribui fluidos igualmente para todos os lados.
|
block.reinforced-liquid-router.description = Distribui fluidos igualmente para todos os lados.
|
||||||
block.reinforced-junction.description = Funciona como uma ponte para dois canos se cruzando.
|
|
||||||
block.reinforced-liquid-tank.description = Armazena uma grande quantidade de fluidos.
|
block.reinforced-liquid-tank.description = Armazena uma grande quantidade de fluidos.
|
||||||
block.reinforced-liquid-container.description = Armazena uma quantidade considerável de fluidos.
|
block.reinforced-liquid-container.description = Armazena uma quantidade considerável de fluidos.
|
||||||
block.reinforced-bridge-conduit.description = Transporta fluidos sobre estruturas e terrenos.
|
block.reinforced-bridge-conduit.description = Transporta fluidos sobre estruturas e terrenos.
|
||||||
@@ -2255,6 +2310,7 @@ unit.emanate.description = Constrói estruturas para defender o Núcelo Acrópol
|
|||||||
lst.read = Ler um número de uma célula de memória vinculada.
|
lst.read = Ler um número de uma célula de memória vinculada.
|
||||||
lst.write = Escrever um número de uma célula de memória vinculada.
|
lst.write = Escrever um número de uma célula de memória vinculada.
|
||||||
lst.print = Adiciona texto ao buffer de impressão.\nNão exibe nada até [accent]Print Flush[] ser usado.
|
lst.print = Adiciona texto ao buffer de impressão.\nNão exibe nada até [accent]Print Flush[] ser usado.
|
||||||
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Adicionar uma operação ao buffer de desenho.\nNão exibe nada até [accent]Draw Flush[] ser usado.
|
lst.draw = Adicionar uma operação ao buffer de desenho.\nNão exibe nada até [accent]Draw Flush[] ser usado.
|
||||||
lst.drawflush = Liberar operações [accent]Draw[] enfileiradas para um display.
|
lst.drawflush = Liberar operações [accent]Draw[] enfileiradas para um display.
|
||||||
lst.printflush = Liberar operações [accent]Print[] enfileiradas para um bloco de mensagem.
|
lst.printflush = Liberar operações [accent]Print[] enfileiradas para um bloco de mensagem.
|
||||||
@@ -2277,6 +2333,8 @@ lst.getblock = Obtenha dados de blocos em qualquer local.
|
|||||||
lst.setblock = Defina os dados do bloco em qualquer local.
|
lst.setblock = Defina os dados do bloco em qualquer local.
|
||||||
lst.spawnunit = Gere uma unidade em um local.
|
lst.spawnunit = Gere uma unidade em um local.
|
||||||
lst.applystatus = Aplique ou elimine um efeito de status de uma unidade.
|
lst.applystatus = Aplique ou elimine um efeito de status de uma unidade.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Gerar uma onda.
|
lst.spawnwave = Gerar uma onda.
|
||||||
lst.explosion = Crie uma explosão em um local.
|
lst.explosion = Crie uma explosão em um local.
|
||||||
lst.setrate = Defina a velocidade de execução do processador em instruções/tick.
|
lst.setrate = Defina a velocidade de execução do processador em instruções/tick.
|
||||||
@@ -2292,6 +2350,43 @@ lst.effect = Create a particle effect.
|
|||||||
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
||||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||||
|
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||||
|
lglobal.false = 0
|
||||||
|
lglobal.true = 1
|
||||||
|
lglobal.null = null
|
||||||
|
lglobal.@pi = The mathematical constant pi (3.141...)
|
||||||
|
lglobal.@e = The mathematical constant e (2.718...)
|
||||||
|
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
||||||
|
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
||||||
|
lglobal.@time = Playtime of current save, in milliseconds
|
||||||
|
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
||||||
|
lglobal.@second = Playtime of current save, in seconds
|
||||||
|
lglobal.@minute = Playtime of current save, in minutes
|
||||||
|
lglobal.@waveNumber = Current wave number, if waves are enabled
|
||||||
|
lglobal.@waveTime = Countdown timer for waves, in seconds
|
||||||
|
lglobal.@mapw = Map width in tiles
|
||||||
|
lglobal.@maph = Map height in tiles
|
||||||
|
lglobal.sectionMap = Map
|
||||||
|
lglobal.sectionGeneral = General
|
||||||
|
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
||||||
|
lglobal.sectionProcessor = Processor
|
||||||
|
lglobal.sectionLookup = Lookup
|
||||||
|
lglobal.@this = The logic block executing the code
|
||||||
|
lglobal.@thisx = X coordinate of block executing the code
|
||||||
|
lglobal.@thisy = Y coordinate of block executing the code
|
||||||
|
lglobal.@links = Total number of blocks linked to this processors
|
||||||
|
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
||||||
|
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
||||||
|
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
||||||
|
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
||||||
|
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
||||||
|
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
||||||
|
lglobal.@client = True if the code is running on a client connected to a server
|
||||||
|
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
||||||
|
lglobal.@clientUnit = Unit of client running the code
|
||||||
|
lglobal.@clientName = Player name of client running the code
|
||||||
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
|
|
||||||
logic.nounitbuild = [red]Lógica de construção de unidades não é permitida aqui.
|
logic.nounitbuild = [red]Lógica de construção de unidades não é permitida aqui.
|
||||||
|
|
||||||
@@ -2335,6 +2430,7 @@ graphicstype.poly = Preenche um polígono regular.
|
|||||||
graphicstype.linepoly = Desenha um contorno de polígono regular.
|
graphicstype.linepoly = Desenha um contorno de polígono regular.
|
||||||
graphicstype.triangle = Preenche um triângulo.
|
graphicstype.triangle = Preenche um triângulo.
|
||||||
graphicstype.image = Desenha uma imagem de algum conteúdo.\nex: [accent]@router[] ou [accent]@dagger[].
|
graphicstype.image = Desenha uma imagem de algum conteúdo.\nex: [accent]@router[] ou [accent]@dagger[].
|
||||||
|
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
||||||
|
|
||||||
lenum.always = Sempre verdade.
|
lenum.always = Sempre verdade.
|
||||||
lenum.idiv = Divisão inteira.
|
lenum.idiv = Divisão inteira.
|
||||||
@@ -2441,3 +2537,10 @@ lenum.build = Construa uma estrutura.
|
|||||||
lenum.getblock = Busque uma construção e digite nas coordenadas.\nA unidade deve estar no intervalo de posição.\nConstruções sólidas não construídas terão o tipo [accent]@solid[].
|
lenum.getblock = Busque uma construção e digite nas coordenadas.\nA unidade deve estar no intervalo de posição.\nConstruções sólidas não construídas terão o tipo [accent]@solid[].
|
||||||
lenum.within = Verifique se a unidade está perto de uma posição.
|
lenum.within = Verifique se a unidade está perto de uma posição.
|
||||||
lenum.boost = Iniciar/parar o reforço.
|
lenum.boost = Iniciar/parar o reforço.
|
||||||
|
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||||
|
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
||||||
|
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
||||||
|
lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
||||||
|
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||||||
|
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
||||||
|
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
||||||
|
|||||||
@@ -434,6 +434,7 @@ editor.waves = Hordas:
|
|||||||
editor.rules = Regras:
|
editor.rules = Regras:
|
||||||
editor.generation = Geração:
|
editor.generation = Geração:
|
||||||
editor.objectives = Objectives
|
editor.objectives = Objectives
|
||||||
|
editor.locales = Locale Bundles
|
||||||
editor.ingame = Editar em jogo
|
editor.ingame = Editar em jogo
|
||||||
editor.playtest = Playtest
|
editor.playtest = Playtest
|
||||||
editor.publish.workshop = Publicar na oficina
|
editor.publish.workshop = Publicar na oficina
|
||||||
@@ -489,6 +490,7 @@ editor.default = [lightgray]<padrão>
|
|||||||
details = Detalhes...
|
details = Detalhes...
|
||||||
edit = Editar...
|
edit = Editar...
|
||||||
variables = Vars
|
variables = Vars
|
||||||
|
logic.globals = Built-in Variables
|
||||||
editor.name = Nome:
|
editor.name = Nome:
|
||||||
editor.spawn = Criar unidade
|
editor.spawn = Criar unidade
|
||||||
editor.removeunit = Remover unidade
|
editor.removeunit = Remover unidade
|
||||||
@@ -500,6 +502,7 @@ editor.errorlegacy = Esse mapa é velho demais, E usa um formato de mapa legacy
|
|||||||
editor.errornot = Este não é um ficheiro de mapa.
|
editor.errornot = Este não é um ficheiro de mapa.
|
||||||
editor.errorheader = Este ficheiro de mapa não é mais válido ou está corrompido.
|
editor.errorheader = Este ficheiro de mapa não é mais válido ou está corrompido.
|
||||||
editor.errorname = O mapa não tem nome definido.
|
editor.errorname = O mapa não tem nome definido.
|
||||||
|
editor.errorlocales = Error reading invalid locale bundles.
|
||||||
editor.update = Atualizar
|
editor.update = Atualizar
|
||||||
editor.randomize = Aleatorizar
|
editor.randomize = Aleatorizar
|
||||||
editor.moveup = Move Up
|
editor.moveup = Move Up
|
||||||
@@ -511,6 +514,7 @@ editor.sectorgenerate = Sector Generate
|
|||||||
editor.resize = Redimen-\nsionar
|
editor.resize = Redimen-\nsionar
|
||||||
editor.loadmap = Carregar\nmapa
|
editor.loadmap = Carregar\nmapa
|
||||||
editor.savemap = Gravar\nmapa
|
editor.savemap = Gravar\nmapa
|
||||||
|
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
|
||||||
editor.saved = Gravado!
|
editor.saved = Gravado!
|
||||||
editor.save.noname = Seu mapa não tem um nome! Coloque um no menu de "Informação do mapa"
|
editor.save.noname = Seu mapa não tem um nome! Coloque um no menu de "Informação do mapa"
|
||||||
editor.save.overwrite = O seu mapa substitui um mapa já construído! Coloque um nome diferente no menu "Informação do mapa"
|
editor.save.overwrite = O seu mapa substitui um mapa já construído! Coloque um nome diferente no menu "Informação do mapa"
|
||||||
@@ -595,6 +599,23 @@ filter.option.floor2 = Chão secundário
|
|||||||
filter.option.threshold2 = Margem secundária
|
filter.option.threshold2 = Margem secundária
|
||||||
filter.option.radius = Raio
|
filter.option.radius = Raio
|
||||||
filter.option.percentile = Percentual
|
filter.option.percentile = Percentual
|
||||||
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
|
locales.applytoall = Apply Changes To All Locales
|
||||||
|
locales.addtoother = Add To Other Locales
|
||||||
|
locales.rollback = Rollback to last applied
|
||||||
|
locales.filter = Property filter
|
||||||
|
locales.searchname = Search name...
|
||||||
|
locales.searchvalue = Search value...
|
||||||
|
locales.searchlocale = Search locale...
|
||||||
|
locales.byname = By name
|
||||||
|
locales.byvalue = By value
|
||||||
|
locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
|
||||||
|
locales.showmissing = Show properties that are missing in some locales
|
||||||
|
locales.showsame = Show properties that have same values in different locales
|
||||||
|
locales.viewproperty = View in all locales
|
||||||
|
locales.viewing = Viewing property "{0}"
|
||||||
|
locales.addicon = Add Icon
|
||||||
|
|
||||||
width = Largura:
|
width = Largura:
|
||||||
height = Altura:
|
height = Altura:
|
||||||
@@ -645,10 +666,12 @@ objective.destroycore.name = Destroy Core
|
|||||||
objective.commandmode.name = Command Mode
|
objective.commandmode.name = Command Mode
|
||||||
objective.flag.name = Flag
|
objective.flag.name = Flag
|
||||||
marker.shapetext.name = Shape Text
|
marker.shapetext.name = Shape Text
|
||||||
marker.minimap.name = Minimap
|
marker.point.name = Point
|
||||||
marker.shape.name = Shape
|
marker.shape.name = Shape
|
||||||
marker.text.name = Text
|
marker.text.name = Text
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
marker.background = Background
|
marker.background = Background
|
||||||
marker.outline = Outline
|
marker.outline = Outline
|
||||||
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
||||||
@@ -695,7 +718,7 @@ error.any = Erro de rede desconhecido.
|
|||||||
error.bloom = Falha ao inicializar bloom.\nSeu aparelho talvez não o suporte.
|
error.bloom = Falha ao inicializar bloom.\nSeu aparelho talvez não o suporte.
|
||||||
|
|
||||||
weather.rain.name = Rain
|
weather.rain.name = Rain
|
||||||
weather.snow.name = Snow
|
weather.snowing.name = Snow
|
||||||
weather.sandstorm.name = Sandstorm
|
weather.sandstorm.name = Sandstorm
|
||||||
weather.sporestorm.name = Sporestorm
|
weather.sporestorm.name = Sporestorm
|
||||||
weather.fog.name = Fog
|
weather.fog.name = Fog
|
||||||
@@ -731,7 +754,8 @@ sector.curlost = Sector Lost
|
|||||||
sector.missingresources = [scarlet]Insufficient Core Resources
|
sector.missingresources = [scarlet]Insufficient Core Resources
|
||||||
sector.attacked = Sector [accent]{0}[white] under attack!
|
sector.attacked = Sector [accent]{0}[white] under attack!
|
||||||
sector.lost = Sector [accent]{0}[white] lost!
|
sector.lost = Sector [accent]{0}[white] lost!
|
||||||
sector.captured = Sector [accent]{0}[white]captured!
|
sector.capture = Sector [accent]{0}[white]Captured!
|
||||||
|
sector.capture.current = Sector Captured!
|
||||||
sector.changeicon = Change Icon
|
sector.changeicon = Change Icon
|
||||||
sector.noswitch.title = Unable to Switch Sectors
|
sector.noswitch.title = Unable to Switch Sectors
|
||||||
sector.noswitch = You may not switch sectors while an existing sector is under attack.\n\nSector: [accent]{0}[] on [accent]{1}[]
|
sector.noswitch = You may not switch sectors while an existing sector is under attack.\n\nSector: [accent]{0}[] on [accent]{1}[]
|
||||||
@@ -949,17 +973,46 @@ stat.immunities = Immunities
|
|||||||
stat.healing = Healing
|
stat.healing = Healing
|
||||||
|
|
||||||
ability.forcefield = Force Field
|
ability.forcefield = Force Field
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = Repair Field
|
ability.repairfield = Repair Field
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = Status Field
|
ability.statusfield = Status Field
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = Factory
|
ability.unitspawn = Factory
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Shield Regen Field
|
ability.shieldregenfield = Shield Regen Field
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Movement Lightning
|
ability.movelightning = Movement Lightning
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Shield Arc
|
ability.shieldarc = Shield Arc
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Regen Suppression Field
|
ability.suppressionfield = Regen Suppression Field
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Energy Field
|
ability.energyfield = Energy Field
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = Only Core Depositing Allowed
|
bar.onlycoredeposit = Only Core Depositing Allowed
|
||||||
|
|
||||||
@@ -1110,7 +1163,7 @@ setting.sfxvol.name = Volume de Efeitos
|
|||||||
setting.mutesound.name = Desligar Som
|
setting.mutesound.name = Desligar Som
|
||||||
setting.crashreport.name = Enviar denuncias de crash anonimas
|
setting.crashreport.name = Enviar denuncias de crash anonimas
|
||||||
setting.savecreate.name = Criar gravamentos automaticamente
|
setting.savecreate.name = Criar gravamentos automaticamente
|
||||||
setting.publichost.name = Visibilidade do jogo público
|
setting.steampublichost.name = Public Game Visibility
|
||||||
setting.playerlimit.name = Limite de Jogadores
|
setting.playerlimit.name = Limite de Jogadores
|
||||||
setting.chatopacity.name = Opacidade do chat
|
setting.chatopacity.name = Opacidade do chat
|
||||||
setting.lasersopacity.name = Opacidade do Power Laser
|
setting.lasersopacity.name = Opacidade do Power Laser
|
||||||
@@ -1156,15 +1209,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.rebuild_select.name = Rebuild Region
|
keybind.rebuild_select.name = Rebuild Region
|
||||||
keybind.schematic_select.name = Selecionar região
|
keybind.schematic_select.name = Selecionar região
|
||||||
keybind.schematic_menu.name = Menu esquemático
|
keybind.schematic_menu.name = Menu esquemático
|
||||||
@@ -1262,6 +1316,7 @@ rules.unitdamagemultiplier = Multiplicador de dano de Unidade
|
|||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.solarmultiplier = Solar Power Multiplier
|
rules.solarmultiplier = Solar Power Multiplier
|
||||||
rules.unitcapvariable = Cores Contribute To Unit Cap
|
rules.unitcapvariable = Cores Contribute To Unit Cap
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Base Unit Cap
|
rules.unitcap = Base Unit Cap
|
||||||
rules.limitarea = Limit Map Area
|
rules.limitarea = Limit Map Area
|
||||||
rules.enemycorebuildradius = Raio de "Não-criação" de core inimigo:[lightgray] (blocos)
|
rules.enemycorebuildradius = Raio de "Não-criação" de core inimigo:[lightgray] (blocos)
|
||||||
@@ -1294,6 +1349,8 @@ rules.weather = Weather
|
|||||||
rules.weather.frequency = Frequency:
|
rules.weather.frequency = Frequency:
|
||||||
rules.weather.always = Always
|
rules.weather.always = Always
|
||||||
rules.weather.duration = Duration:
|
rules.weather.duration = Duration:
|
||||||
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = Itens
|
content.item.name = Itens
|
||||||
content.liquid.name = Liquidos
|
content.liquid.name = Liquidos
|
||||||
@@ -1511,6 +1568,7 @@ block.inverted-sorter.name = Inverted Sorter
|
|||||||
block.message.name = Mensagem
|
block.message.name = Mensagem
|
||||||
block.reinforced-message.name = Reinforced Message
|
block.reinforced-message.name = Reinforced Message
|
||||||
block.world-message.name = World Message
|
block.world-message.name = World Message
|
||||||
|
block.world-switch.name = World Switch
|
||||||
block.illuminator.name = Illuminator
|
block.illuminator.name = Illuminator
|
||||||
block.overflow-gate.name = Portão Sobrecarregado
|
block.overflow-gate.name = Portão Sobrecarregado
|
||||||
block.underflow-gate.name = Portão Desobrecarregado
|
block.underflow-gate.name = Portão Desobrecarregado
|
||||||
@@ -1751,7 +1809,6 @@ block.disperse.name = Disperse
|
|||||||
block.afflict.name = Afflict
|
block.afflict.name = Afflict
|
||||||
block.lustre.name = Lustre
|
block.lustre.name = Lustre
|
||||||
block.scathe.name = Scathe
|
block.scathe.name = Scathe
|
||||||
block.fabricator.name = Fabricator
|
|
||||||
block.tank-refabricator.name = Tank Refabricator
|
block.tank-refabricator.name = Tank Refabricator
|
||||||
block.mech-refabricator.name = Mech Refabricator
|
block.mech-refabricator.name = Mech Refabricator
|
||||||
block.ship-refabricator.name = Ship Refabricator
|
block.ship-refabricator.name = Ship Refabricator
|
||||||
@@ -1869,6 +1926,7 @@ onset.turrets = Units are effective, but [accent]turrets[] provide better defens
|
|||||||
onset.turretammo = Supply the turret with [accent]beryllium ammo.[]
|
onset.turretammo = Supply the turret with [accent]beryllium ammo.[]
|
||||||
onset.walls = [accent]Walls[] can prevent oncoming damage from reaching buildings.\nPlace some \uf6ee [accent]beryllium walls[] around the turret.
|
onset.walls = [accent]Walls[] can prevent oncoming damage from reaching buildings.\nPlace some \uf6ee [accent]beryllium walls[] around the turret.
|
||||||
onset.enemies = Enemy incoming, prepare to defend.
|
onset.enemies = Enemy incoming, prepare to defend.
|
||||||
|
onset.defenses = [accent]Set up defenses:[lightgray] {0}
|
||||||
onset.attack = The enemy is vulnerable. Counter-attack.
|
onset.attack = The enemy is vulnerable. Counter-attack.
|
||||||
onset.cores = New cores can be placed on [accent]core tiles[].\nNew cores function as forward bases and share a resource inventory with other cores.\nPlace a \uf725 core.
|
onset.cores = New cores can be placed on [accent]core tiles[].\nNew cores function as forward bases and share a resource inventory with other cores.\nPlace a \uf725 core.
|
||||||
onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defenses, mining, and production.
|
onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defenses, mining, and production.
|
||||||
@@ -2068,7 +2126,6 @@ block.logic-display.description = Displays arbitrary graphics from a logic proce
|
|||||||
block.large-logic-display.description = Displays arbitrary graphics from a logic processor.
|
block.large-logic-display.description = Displays arbitrary graphics from a logic processor.
|
||||||
block.interplanetary-accelerator.description = A massive electromagnetic railgun tower. Accelerates cores to escape velocity for interplanetary deployment.
|
block.interplanetary-accelerator.description = A massive electromagnetic railgun tower. Accelerates cores to escape velocity for interplanetary deployment.
|
||||||
block.repair-turret.description = Continuously repairs the closest damaged unit in its vicinity. Optionally accepts coolant.
|
block.repair-turret.description = Continuously repairs the closest damaged unit in its vicinity. Optionally accepts coolant.
|
||||||
block.payload-propulsion-tower.description = Long-range payload transport structure. Shoots payloads to other linked payload propulsion towers.
|
|
||||||
block.core-bastion.description = Core of the base. Armored. Once destroyed, the sector is lost.
|
block.core-bastion.description = Core of the base. Armored. Once destroyed, the sector is lost.
|
||||||
block.core-citadel.description = Core of the base. Very well armored. Stores more resources than a Bastion core.
|
block.core-citadel.description = Core of the base. Very well armored. Stores more resources than a Bastion core.
|
||||||
block.core-acropolis.description = Core of the base. Exceptionally well armored. Stores more resources than a Citadel core.
|
block.core-acropolis.description = Core of the base. Exceptionally well armored. Stores more resources than a Citadel core.
|
||||||
@@ -2104,7 +2161,6 @@ block.impact-drill.description = When placed on ore, outputs items in bursts ind
|
|||||||
block.eruption-drill.description = An improved impact drill. Capable of mining thorium. Requires hydrogen.
|
block.eruption-drill.description = An improved impact drill. Capable of mining thorium. Requires hydrogen.
|
||||||
block.reinforced-conduit.description = Moves fluids forward. Doesn't accept non-conduit inputs to the sides.
|
block.reinforced-conduit.description = Moves fluids forward. Doesn't accept non-conduit inputs to the sides.
|
||||||
block.reinforced-liquid-router.description = Distributes fluids equally to all sides.
|
block.reinforced-liquid-router.description = Distributes fluids equally to all sides.
|
||||||
block.reinforced-junction.description = Acts as a bridge for two crossing conduits.
|
|
||||||
block.reinforced-liquid-tank.description = Stores a large amount of fluids.
|
block.reinforced-liquid-tank.description = Stores a large amount of fluids.
|
||||||
block.reinforced-liquid-container.description = Stores a sizeable amount of fluids.
|
block.reinforced-liquid-container.description = Stores a sizeable amount of fluids.
|
||||||
block.reinforced-bridge-conduit.description = Transports fluids over structures and terrain.
|
block.reinforced-bridge-conduit.description = Transports fluids over structures and terrain.
|
||||||
@@ -2221,6 +2277,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
|
|||||||
lst.read = Read a number from a linked memory cell.
|
lst.read = Read a number from a linked memory cell.
|
||||||
lst.write = Write a number to a linked memory cell.
|
lst.write = Write a number to a linked memory cell.
|
||||||
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
||||||
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
||||||
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
||||||
@@ -2243,6 +2300,8 @@ lst.getblock = Get tile data at any location.
|
|||||||
lst.setblock = Set tile data at any location.
|
lst.setblock = Set tile data at any location.
|
||||||
lst.spawnunit = Spawn unit at a location.
|
lst.spawnunit = Spawn unit at a location.
|
||||||
lst.applystatus = Apply or clear a status effect from a uniut.
|
lst.applystatus = Apply or clear a status effect from a uniut.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
||||||
lst.explosion = Create an explosion at a location.
|
lst.explosion = Create an explosion at a location.
|
||||||
lst.setrate = Set processor execution speed in instructions/tick.
|
lst.setrate = Set processor execution speed in instructions/tick.
|
||||||
@@ -2258,6 +2317,43 @@ lst.effect = Create a particle effect.
|
|||||||
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
||||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||||
|
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||||
|
lglobal.false = 0
|
||||||
|
lglobal.true = 1
|
||||||
|
lglobal.null = null
|
||||||
|
lglobal.@pi = The mathematical constant pi (3.141...)
|
||||||
|
lglobal.@e = The mathematical constant e (2.718...)
|
||||||
|
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
||||||
|
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
||||||
|
lglobal.@time = Playtime of current save, in milliseconds
|
||||||
|
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
||||||
|
lglobal.@second = Playtime of current save, in seconds
|
||||||
|
lglobal.@minute = Playtime of current save, in minutes
|
||||||
|
lglobal.@waveNumber = Current wave number, if waves are enabled
|
||||||
|
lglobal.@waveTime = Countdown timer for waves, in seconds
|
||||||
|
lglobal.@mapw = Map width in tiles
|
||||||
|
lglobal.@maph = Map height in tiles
|
||||||
|
lglobal.sectionMap = Map
|
||||||
|
lglobal.sectionGeneral = General
|
||||||
|
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
||||||
|
lglobal.sectionProcessor = Processor
|
||||||
|
lglobal.sectionLookup = Lookup
|
||||||
|
lglobal.@this = The logic block executing the code
|
||||||
|
lglobal.@thisx = X coordinate of block executing the code
|
||||||
|
lglobal.@thisy = Y coordinate of block executing the code
|
||||||
|
lglobal.@links = Total number of blocks linked to this processors
|
||||||
|
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
||||||
|
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
||||||
|
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
||||||
|
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
||||||
|
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
||||||
|
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
||||||
|
lglobal.@client = True if the code is running on a client connected to a server
|
||||||
|
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
||||||
|
lglobal.@clientUnit = Unit of client running the code
|
||||||
|
lglobal.@clientName = Player name of client running the code
|
||||||
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
logic.nounitbuild = [red]Unit building logic is not allowed here.
|
logic.nounitbuild = [red]Unit building logic is not allowed here.
|
||||||
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
||||||
lenum.shoot = Shoot at a position.
|
lenum.shoot = Shoot at a position.
|
||||||
@@ -2296,6 +2392,7 @@ graphicstype.poly = Fill a regular polygon.
|
|||||||
graphicstype.linepoly = Draw a regular polygon outline.
|
graphicstype.linepoly = Draw a regular polygon outline.
|
||||||
graphicstype.triangle = Fill a triangle.
|
graphicstype.triangle = Fill a triangle.
|
||||||
graphicstype.image = Draw an image of some content.\nex: [accent]@router[] or [accent]@dagger[].
|
graphicstype.image = Draw an image of some content.\nex: [accent]@router[] or [accent]@dagger[].
|
||||||
|
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
||||||
lenum.always = Always true.
|
lenum.always = Always true.
|
||||||
lenum.idiv = Integer division.
|
lenum.idiv = Integer division.
|
||||||
lenum.div = Division.\nReturns [accent]null[] on divide-by-zero.
|
lenum.div = Division.\nReturns [accent]null[] on divide-by-zero.
|
||||||
@@ -2389,3 +2486,10 @@ lenum.build = Build a structure.
|
|||||||
lenum.getblock = Fetch a building and type at coordinates.\nUnit must be in range of position.\nSolid non-buildings will have the type [accent]@solid[].
|
lenum.getblock = Fetch a building and type at coordinates.\nUnit must be in range of position.\nSolid non-buildings will have the type [accent]@solid[].
|
||||||
lenum.within = Check if unit is near a position.
|
lenum.within = Check if unit is near a position.
|
||||||
lenum.boost = Start/stop boosting.
|
lenum.boost = Start/stop boosting.
|
||||||
|
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||||
|
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
||||||
|
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
||||||
|
lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
||||||
|
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||||||
|
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
||||||
|
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
||||||
|
|||||||
@@ -438,6 +438,7 @@ editor.waves = Valuri:
|
|||||||
editor.rules = Reguli:
|
editor.rules = Reguli:
|
||||||
editor.generation = Generare:
|
editor.generation = Generare:
|
||||||
editor.objectives = Objectives
|
editor.objectives = Objectives
|
||||||
|
editor.locales = Locale Bundles
|
||||||
editor.ingame = Editează în Joc
|
editor.ingame = Editează în Joc
|
||||||
editor.playtest = Playtest
|
editor.playtest = Playtest
|
||||||
editor.publish.workshop = Publică pe Workshop
|
editor.publish.workshop = Publică pe Workshop
|
||||||
@@ -494,6 +495,7 @@ editor.default = [lightgray]<Prestabilit>
|
|||||||
details = Detalii...
|
details = Detalii...
|
||||||
edit = Editează...
|
edit = Editează...
|
||||||
variables = Vars
|
variables = Vars
|
||||||
|
logic.globals = Built-in Variables
|
||||||
editor.name = Nume:
|
editor.name = Nume:
|
||||||
editor.spawn = Adaugă Unitate
|
editor.spawn = Adaugă Unitate
|
||||||
editor.removeunit = Înlătură Unitate
|
editor.removeunit = Înlătură Unitate
|
||||||
@@ -505,6 +507,7 @@ editor.errorlegacy = Hartă aceasta este prea veche, și folosește un format î
|
|||||||
editor.errornot = Acesta nu este un fișier cu o hartă.
|
editor.errornot = Acesta nu este un fișier cu o hartă.
|
||||||
editor.errorheader = Acest fișier de hartă este invalid sau corupf.
|
editor.errorheader = Acest fișier de hartă este invalid sau corupf.
|
||||||
editor.errorname = Harta nu are un nume definit. Încerci cumva să încarci un fișier cu o salvare de joc?
|
editor.errorname = Harta nu are un nume definit. Încerci cumva să încarci un fișier cu o salvare de joc?
|
||||||
|
editor.errorlocales = Error reading invalid locale bundles.
|
||||||
editor.update = Update
|
editor.update = Update
|
||||||
editor.randomize = Aleatoriu
|
editor.randomize = Aleatoriu
|
||||||
editor.moveup = Move Up
|
editor.moveup = Move Up
|
||||||
@@ -516,6 +519,7 @@ editor.sectorgenerate = Sector Generate
|
|||||||
editor.resize = Schimbă Dimensiune
|
editor.resize = Schimbă Dimensiune
|
||||||
editor.loadmap = Încarcă Harta
|
editor.loadmap = Încarcă Harta
|
||||||
editor.savemap = Salvează Harta
|
editor.savemap = Salvează Harta
|
||||||
|
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
|
||||||
editor.saved = Salvat!
|
editor.saved = Salvat!
|
||||||
editor.save.noname = Hartă ta nu are un nume! Setează unul în meniul 'Informații despre hartă'.
|
editor.save.noname = Hartă ta nu are un nume! Setează unul în meniul 'Informații despre hartă'.
|
||||||
editor.save.overwrite = Hartă ta suprascrie o hartă prestabilită! Alege un nume diferit în meniul 'Informații despre hartă'.
|
editor.save.overwrite = Hartă ta suprascrie o hartă prestabilită! Alege un nume diferit în meniul 'Informații despre hartă'.
|
||||||
@@ -602,6 +606,23 @@ filter.option.floor2 = Podea Secundară
|
|||||||
filter.option.threshold2 = Cantitate Secundară
|
filter.option.threshold2 = Cantitate Secundară
|
||||||
filter.option.radius = Rază
|
filter.option.radius = Rază
|
||||||
filter.option.percentile = Procent
|
filter.option.percentile = Procent
|
||||||
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
|
locales.applytoall = Apply Changes To All Locales
|
||||||
|
locales.addtoother = Add To Other Locales
|
||||||
|
locales.rollback = Rollback to last applied
|
||||||
|
locales.filter = Property filter
|
||||||
|
locales.searchname = Search name...
|
||||||
|
locales.searchvalue = Search value...
|
||||||
|
locales.searchlocale = Search locale...
|
||||||
|
locales.byname = By name
|
||||||
|
locales.byvalue = By value
|
||||||
|
locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
|
||||||
|
locales.showmissing = Show properties that are missing in some locales
|
||||||
|
locales.showsame = Show properties that have same values in different locales
|
||||||
|
locales.viewproperty = View in all locales
|
||||||
|
locales.viewing = Viewing property "{0}"
|
||||||
|
locales.addicon = Add Icon
|
||||||
|
|
||||||
width = Lățime:
|
width = Lățime:
|
||||||
height = Înălțime:
|
height = Înălțime:
|
||||||
@@ -652,10 +673,12 @@ objective.destroycore.name = Destroy Core
|
|||||||
objective.commandmode.name = Command Mode
|
objective.commandmode.name = Command Mode
|
||||||
objective.flag.name = Flag
|
objective.flag.name = Flag
|
||||||
marker.shapetext.name = Shape Text
|
marker.shapetext.name = Shape Text
|
||||||
marker.minimap.name = Minimap
|
marker.point.name = Point
|
||||||
marker.shape.name = Shape
|
marker.shape.name = Shape
|
||||||
marker.text.name = Text
|
marker.text.name = Text
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
marker.background = Background
|
marker.background = Background
|
||||||
marker.outline = Outline
|
marker.outline = Outline
|
||||||
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
||||||
@@ -703,7 +726,7 @@ error.any = Eroare de rețea necunoscută.
|
|||||||
error.bloom = Inițializarea strălucirii a eșuat.\nS-ar putea ca dispozitivul tău să nu suporte funcția.
|
error.bloom = Inițializarea strălucirii a eșuat.\nS-ar putea ca dispozitivul tău să nu suporte funcția.
|
||||||
|
|
||||||
weather.rain.name = Ploaie
|
weather.rain.name = Ploaie
|
||||||
weather.snow.name = Ninsoare
|
weather.snowing.name = Ninsoare
|
||||||
weather.sandstorm.name = Furtună de nisip
|
weather.sandstorm.name = Furtună de nisip
|
||||||
weather.sporestorm.name = Furtună de spori
|
weather.sporestorm.name = Furtună de spori
|
||||||
weather.fog.name = Ceață
|
weather.fog.name = Ceață
|
||||||
@@ -739,8 +762,8 @@ sector.curlost = Sector Pierdut
|
|||||||
sector.missingresources = [scarlet]Resurse din Nucleu Insuficiente
|
sector.missingresources = [scarlet]Resurse din Nucleu Insuficiente
|
||||||
sector.attacked = Sectorul [accent]{0}[white] este atacat!
|
sector.attacked = Sectorul [accent]{0}[white] este atacat!
|
||||||
sector.lost = Ai pierdut sectorul [accent]{0}[white]!
|
sector.lost = Ai pierdut sectorul [accent]{0}[white]!
|
||||||
#spațiul lipsă de mai jos e intenționat
|
sector.capture = Sector [accent]{0}[white]Captured!
|
||||||
sector.captured = Ai capturat sectorul [accent]{0}[white]!
|
sector.capture.current = Sector Captured!
|
||||||
sector.changeicon = Schimbă Iconița
|
sector.changeicon = Schimbă Iconița
|
||||||
sector.noswitch.title = Unable to Switch Sectors
|
sector.noswitch.title = Unable to Switch Sectors
|
||||||
sector.noswitch = You may not switch sectors while an existing sector is under attack.\n\nSector: [accent]{0}[] on [accent]{1}[]
|
sector.noswitch = You may not switch sectors while an existing sector is under attack.\n\nSector: [accent]{0}[] on [accent]{1}[]
|
||||||
@@ -961,17 +984,46 @@ stat.immunities = Immunities
|
|||||||
stat.healing = Reparare
|
stat.healing = Reparare
|
||||||
|
|
||||||
ability.forcefield = Câmp de Forță
|
ability.forcefield = Câmp de Forță
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = Câmp de Reparare
|
ability.repairfield = Câmp de Reparare
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = Câmp de Stare
|
ability.statusfield = Câmp de Stare
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = Fabrică
|
ability.unitspawn = Fabrică
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Câmp Regenerare Scut
|
ability.shieldregenfield = Câmp Regenerare Scut
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Mișcare Fulger
|
ability.movelightning = Mișcare Fulger
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Shield Arc
|
ability.shieldarc = Shield Arc
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Regen Suppression Field
|
ability.suppressionfield = Regen Suppression Field
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Câmp de Energie
|
ability.energyfield = Câmp de Energie
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = Only Core Depositing Allowed
|
bar.onlycoredeposit = Only Core Depositing Allowed
|
||||||
|
|
||||||
@@ -1122,7 +1174,7 @@ setting.sfxvol.name = Volum Efecte Sonore
|
|||||||
setting.mutesound.name = Sunetul pe Mut
|
setting.mutesound.name = Sunetul pe Mut
|
||||||
setting.crashreport.name = Trimite Rapoarte de Crash anonime
|
setting.crashreport.name = Trimite Rapoarte de Crash anonime
|
||||||
setting.savecreate.name = Auto-Creează Salvări
|
setting.savecreate.name = Auto-Creează Salvări
|
||||||
setting.publichost.name = Vizibilitatea Jocurilor Publice
|
setting.steampublichost.name = Public Game Visibility
|
||||||
setting.playerlimit.name = Limita Jucătorilor
|
setting.playerlimit.name = Limita Jucătorilor
|
||||||
setting.chatopacity.name = Opacitate Chat
|
setting.chatopacity.name = Opacitate Chat
|
||||||
setting.lasersopacity.name = Opacitate Laser Electric
|
setting.lasersopacity.name = Opacitate Laser Electric
|
||||||
@@ -1168,15 +1220,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.rebuild_select.name = Rebuild Region
|
keybind.rebuild_select.name = Rebuild Region
|
||||||
keybind.schematic_select.name = Selectează Regiunea
|
keybind.schematic_select.name = Selectează Regiunea
|
||||||
keybind.schematic_menu.name = Meniu Scheme
|
keybind.schematic_menu.name = Meniu Scheme
|
||||||
@@ -1274,6 +1327,7 @@ rules.unitdamagemultiplier = Multiplicatorul Deteriorării Unităților
|
|||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.solarmultiplier = Solar Power Multiplier
|
rules.solarmultiplier = Solar Power Multiplier
|
||||||
rules.unitcapvariable = Nucleele Contribuie la Limita Unităților
|
rules.unitcapvariable = Nucleele Contribuie la Limita Unităților
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Limita de Bază a Unităților
|
rules.unitcap = Limita de Bază a Unităților
|
||||||
rules.limitarea = Limit Map Area
|
rules.limitarea = Limit Map Area
|
||||||
rules.enemycorebuildradius = Interzisă Construirea în Jurul Nucleului Inamic:[lightgray] (pătrate)
|
rules.enemycorebuildradius = Interzisă Construirea în Jurul Nucleului Inamic:[lightgray] (pătrate)
|
||||||
@@ -1306,6 +1360,8 @@ rules.weather = Vreme
|
|||||||
rules.weather.frequency = Frevență:
|
rules.weather.frequency = Frevență:
|
||||||
rules.weather.always = Încontinuu
|
rules.weather.always = Încontinuu
|
||||||
rules.weather.duration = Durată:
|
rules.weather.duration = Durată:
|
||||||
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = Materiale
|
content.item.name = Materiale
|
||||||
content.liquid.name = Lichide
|
content.liquid.name = Lichide
|
||||||
@@ -1525,6 +1581,7 @@ block.inverted-sorter.name = Sortator Invers
|
|||||||
block.message.name = Mesaj
|
block.message.name = Mesaj
|
||||||
block.reinforced-message.name = Reinforced Message
|
block.reinforced-message.name = Reinforced Message
|
||||||
block.world-message.name = World Message
|
block.world-message.name = World Message
|
||||||
|
block.world-switch.name = World Switch
|
||||||
block.illuminator.name = Iluminator
|
block.illuminator.name = Iluminator
|
||||||
block.overflow-gate.name = Poartă de Revărsare
|
block.overflow-gate.name = Poartă de Revărsare
|
||||||
block.underflow-gate.name = Poartă de Subversare
|
block.underflow-gate.name = Poartă de Subversare
|
||||||
@@ -1765,7 +1822,6 @@ block.disperse.name = Disperse
|
|||||||
block.afflict.name = Afflict
|
block.afflict.name = Afflict
|
||||||
block.lustre.name = Lustre
|
block.lustre.name = Lustre
|
||||||
block.scathe.name = Scathe
|
block.scathe.name = Scathe
|
||||||
block.fabricator.name = Fabricator
|
|
||||||
block.tank-refabricator.name = Tank Refabricator
|
block.tank-refabricator.name = Tank Refabricator
|
||||||
block.mech-refabricator.name = Mech Refabricator
|
block.mech-refabricator.name = Mech Refabricator
|
||||||
block.ship-refabricator.name = Ship Refabricator
|
block.ship-refabricator.name = Ship Refabricator
|
||||||
@@ -1884,6 +1940,7 @@ onset.turrets = Units are effective, but [accent]turrets[] provide better defens
|
|||||||
onset.turretammo = Supply the turret with [accent]beryllium ammo.[]
|
onset.turretammo = Supply the turret with [accent]beryllium ammo.[]
|
||||||
onset.walls = [accent]Walls[] can prevent oncoming damage from reaching buildings.\nPlace some \uf6ee [accent]beryllium walls[] around the turret.
|
onset.walls = [accent]Walls[] can prevent oncoming damage from reaching buildings.\nPlace some \uf6ee [accent]beryllium walls[] around the turret.
|
||||||
onset.enemies = Enemy incoming, prepare to defend.
|
onset.enemies = Enemy incoming, prepare to defend.
|
||||||
|
onset.defenses = [accent]Set up defenses:[lightgray] {0}
|
||||||
onset.attack = The enemy is vulnerable. Counter-attack.
|
onset.attack = The enemy is vulnerable. Counter-attack.
|
||||||
onset.cores = New cores can be placed on [accent]core tiles[].\nNew cores function as forward bases and share a resource inventory with other cores.\nPlace a \uf725 core.
|
onset.cores = New cores can be placed on [accent]core tiles[].\nNew cores function as forward bases and share a resource inventory with other cores.\nPlace a \uf725 core.
|
||||||
onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defenses, mining, and production.
|
onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defenses, mining, and production.
|
||||||
@@ -2084,7 +2141,6 @@ block.logic-display.description = Afișează grafica transmisă de un procesor l
|
|||||||
block.large-logic-display.description = Afișează grafica transmisă de un procesor logic.
|
block.large-logic-display.description = Afișează grafica transmisă de un procesor logic.
|
||||||
block.interplanetary-accelerator.description = Un turn masiv cu o armă railgun electromagnetică. Accelerează nucleele la viteză cosmică pt lansare interplanetară.
|
block.interplanetary-accelerator.description = Un turn masiv cu o armă railgun electromagnetică. Accelerează nucleele la viteză cosmică pt lansare interplanetară.
|
||||||
block.repair-turret.description = Repară încontinuu cea mai deteriorată unitate din vecinătate. Poate accepta răcitor.
|
block.repair-turret.description = Repară încontinuu cea mai deteriorată unitate din vecinătate. Poate accepta răcitor.
|
||||||
block.payload-propulsion-tower.description = Structură de transport al încărcăturii pe distanțe mari. Lansează încărcătura către un alt turn propulsor conectat.
|
|
||||||
block.core-bastion.description = Core of the base. Armored. Once destroyed, the sector is lost.
|
block.core-bastion.description = Core of the base. Armored. Once destroyed, the sector is lost.
|
||||||
block.core-citadel.description = Core of the base. Very well armored. Stores more resources than a Bastion core.
|
block.core-citadel.description = Core of the base. Very well armored. Stores more resources than a Bastion core.
|
||||||
block.core-acropolis.description = Core of the base. Exceptionally well armored. Stores more resources than a Citadel core.
|
block.core-acropolis.description = Core of the base. Exceptionally well armored. Stores more resources than a Citadel core.
|
||||||
@@ -2120,7 +2176,6 @@ block.impact-drill.description = When placed on ore, outputs items in bursts ind
|
|||||||
block.eruption-drill.description = An improved impact drill. Capable of mining thorium. Requires hydrogen.
|
block.eruption-drill.description = An improved impact drill. Capable of mining thorium. Requires hydrogen.
|
||||||
block.reinforced-conduit.description = Moves fluids forward. Doesn't accept non-conduit inputs to the sides.
|
block.reinforced-conduit.description = Moves fluids forward. Doesn't accept non-conduit inputs to the sides.
|
||||||
block.reinforced-liquid-router.description = Distributes fluids equally to all sides.
|
block.reinforced-liquid-router.description = Distributes fluids equally to all sides.
|
||||||
block.reinforced-junction.description = Acts as a bridge for two crossing conduits.
|
|
||||||
block.reinforced-liquid-tank.description = Stores a large amount of fluids.
|
block.reinforced-liquid-tank.description = Stores a large amount of fluids.
|
||||||
block.reinforced-liquid-container.description = Stores a sizeable amount of fluids.
|
block.reinforced-liquid-container.description = Stores a sizeable amount of fluids.
|
||||||
block.reinforced-bridge-conduit.description = Transports fluids over structures and terrain.
|
block.reinforced-bridge-conduit.description = Transports fluids over structures and terrain.
|
||||||
@@ -2239,6 +2294,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
|
|||||||
lst.read = Citește un număr dintr-o celulă de memorie conectată.
|
lst.read = Citește un număr dintr-o celulă de memorie conectată.
|
||||||
lst.write = Scrie un număr într-o celulă de memorie conectată.
|
lst.write = Scrie un număr într-o celulă de memorie conectată.
|
||||||
lst.print = Adaugă text în bufferul de tipărire.\nNu tipărește decât când se execută [accent]Print Flush[].
|
lst.print = Adaugă text în bufferul de tipărire.\nNu tipărește decât când se execută [accent]Print Flush[].
|
||||||
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Adaugă o operație în bufferul de desenare.\nNu afișează decât când se execută [accent]Draw Flush[].
|
lst.draw = Adaugă o operație în bufferul de desenare.\nNu afișează decât când se execută [accent]Draw Flush[].
|
||||||
lst.drawflush = Afișează pe un monitor instrucțiunile [accent]Draw[] aflate în așteptare.
|
lst.drawflush = Afișează pe un monitor instrucțiunile [accent]Draw[] aflate în așteptare.
|
||||||
lst.printflush = Tipărește într-un bloc Mesaj instrucțiunile [accent]Print[] aflate în așteptare.
|
lst.printflush = Tipărește într-un bloc Mesaj instrucțiunile [accent]Print[] aflate în așteptare.
|
||||||
@@ -2261,6 +2317,8 @@ lst.getblock = Get tile data at any location.
|
|||||||
lst.setblock = Set tile data at any location.
|
lst.setblock = Set tile data at any location.
|
||||||
lst.spawnunit = Spawn unit at a location.
|
lst.spawnunit = Spawn unit at a location.
|
||||||
lst.applystatus = Apply or clear a status effect from a uniut.
|
lst.applystatus = Apply or clear a status effect from a uniut.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
||||||
lst.explosion = Create an explosion at a location.
|
lst.explosion = Create an explosion at a location.
|
||||||
lst.setrate = Set processor execution speed in instructions/tick.
|
lst.setrate = Set processor execution speed in instructions/tick.
|
||||||
@@ -2276,6 +2334,43 @@ lst.effect = Create a particle effect.
|
|||||||
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
||||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||||
|
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||||
|
lglobal.false = 0
|
||||||
|
lglobal.true = 1
|
||||||
|
lglobal.null = null
|
||||||
|
lglobal.@pi = The mathematical constant pi (3.141...)
|
||||||
|
lglobal.@e = The mathematical constant e (2.718...)
|
||||||
|
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
||||||
|
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
||||||
|
lglobal.@time = Playtime of current save, in milliseconds
|
||||||
|
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
||||||
|
lglobal.@second = Playtime of current save, in seconds
|
||||||
|
lglobal.@minute = Playtime of current save, in minutes
|
||||||
|
lglobal.@waveNumber = Current wave number, if waves are enabled
|
||||||
|
lglobal.@waveTime = Countdown timer for waves, in seconds
|
||||||
|
lglobal.@mapw = Map width in tiles
|
||||||
|
lglobal.@maph = Map height in tiles
|
||||||
|
lglobal.sectionMap = Map
|
||||||
|
lglobal.sectionGeneral = General
|
||||||
|
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
||||||
|
lglobal.sectionProcessor = Processor
|
||||||
|
lglobal.sectionLookup = Lookup
|
||||||
|
lglobal.@this = The logic block executing the code
|
||||||
|
lglobal.@thisx = X coordinate of block executing the code
|
||||||
|
lglobal.@thisy = Y coordinate of block executing the code
|
||||||
|
lglobal.@links = Total number of blocks linked to this processors
|
||||||
|
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
||||||
|
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
||||||
|
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
||||||
|
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
||||||
|
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
||||||
|
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
||||||
|
lglobal.@client = True if the code is running on a client connected to a server
|
||||||
|
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
||||||
|
lglobal.@clientUnit = Unit of client running the code
|
||||||
|
lglobal.@clientName = Player name of client running the code
|
||||||
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
|
|
||||||
logic.nounitbuild = [red]Nu ai voie să construiești cu unitățile folosind procesoare.
|
logic.nounitbuild = [red]Nu ai voie să construiești cu unitățile folosind procesoare.
|
||||||
|
|
||||||
@@ -2318,6 +2413,7 @@ graphicstype.poly = Desenează un poligon regulat.
|
|||||||
graphicstype.linepoly = Desenează conturul unui poligon regulat.
|
graphicstype.linepoly = Desenează conturul unui poligon regulat.
|
||||||
graphicstype.triangle = Desenează un triunghi.
|
graphicstype.triangle = Desenează un triunghi.
|
||||||
graphicstype.image = Desenează imaginea unui obiect din joc.\nde ex.: [accent]@router[] sau [accent]@dagger[].
|
graphicstype.image = Desenează imaginea unui obiect din joc.\nde ex.: [accent]@router[] sau [accent]@dagger[].
|
||||||
|
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
||||||
|
|
||||||
lenum.always = Mereu adevărat.
|
lenum.always = Mereu adevărat.
|
||||||
lenum.idiv = Împărțirea naturală a numerelor (int).
|
lenum.idiv = Împărțirea naturală a numerelor (int).
|
||||||
@@ -2426,3 +2522,10 @@ lenum.build = Construiește o structură.
|
|||||||
lenum.getblock = Obține clădirea și tipul clădirii aflate la coordonatele specificate.\nUnitatea trebuie să se afle în raza poziției.\nBlocurile solide care nu sunt clădiri vor avea tipul [accent]@solid[].
|
lenum.getblock = Obține clădirea și tipul clădirii aflate la coordonatele specificate.\nUnitatea trebuie să se afle în raza poziției.\nBlocurile solide care nu sunt clădiri vor avea tipul [accent]@solid[].
|
||||||
lenum.within = Verifică dacă unitatea se află în apropierea poziției.
|
lenum.within = Verifică dacă unitatea se află în apropierea poziției.
|
||||||
lenum.boost = Pornește/oprește propulsorul.
|
lenum.boost = Pornește/oprește propulsorul.
|
||||||
|
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||||
|
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
||||||
|
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
||||||
|
lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
||||||
|
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||||||
|
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
||||||
|
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
||||||
|
|||||||
@@ -438,6 +438,7 @@ editor.waves = Волны:
|
|||||||
editor.rules = Правила:
|
editor.rules = Правила:
|
||||||
editor.generation = Генерация:
|
editor.generation = Генерация:
|
||||||
editor.objectives = Цели
|
editor.objectives = Цели
|
||||||
|
editor.locales = Locale Bundles
|
||||||
editor.ingame = Редактировать в игре
|
editor.ingame = Редактировать в игре
|
||||||
editor.playtest = Опробовать карту
|
editor.playtest = Опробовать карту
|
||||||
editor.publish.workshop = Опубликовать в Мастерской
|
editor.publish.workshop = Опубликовать в Мастерской
|
||||||
@@ -494,6 +495,7 @@ editor.default = [lightgray]<По умолчанию>
|
|||||||
details = Подробности…
|
details = Подробности…
|
||||||
edit = Редактировать…
|
edit = Редактировать…
|
||||||
variables = Переменные
|
variables = Переменные
|
||||||
|
logic.globals = Built-in Variables
|
||||||
editor.name = Название:
|
editor.name = Название:
|
||||||
editor.spawn = Создать боевую единицу
|
editor.spawn = Создать боевую единицу
|
||||||
editor.removeunit = Удалить боевую единицу
|
editor.removeunit = Удалить боевую единицу
|
||||||
@@ -505,6 +507,7 @@ editor.errorlegacy = Эта карта слишком старая и испол
|
|||||||
editor.errornot = Это не файл карты.
|
editor.errornot = Это не файл карты.
|
||||||
editor.errorheader = Этот файл карты недействителен или повреждён.
|
editor.errorheader = Этот файл карты недействителен или повреждён.
|
||||||
editor.errorname = Карта не имеет имени. Может быть, вы пытаетесь загрузить сохранение?
|
editor.errorname = Карта не имеет имени. Может быть, вы пытаетесь загрузить сохранение?
|
||||||
|
editor.errorlocales = Error reading invalid locale bundles.
|
||||||
editor.update = Обновить
|
editor.update = Обновить
|
||||||
editor.randomize = Случайно
|
editor.randomize = Случайно
|
||||||
editor.moveup = Выше
|
editor.moveup = Выше
|
||||||
@@ -516,6 +519,7 @@ editor.sectorgenerate = Генерация сектора
|
|||||||
editor.resize = Изменить\nразмер
|
editor.resize = Изменить\nразмер
|
||||||
editor.loadmap = Загрузить\nкарту
|
editor.loadmap = Загрузить\nкарту
|
||||||
editor.savemap = Сохранить\nкарту
|
editor.savemap = Сохранить\nкарту
|
||||||
|
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
|
||||||
editor.saved = Сохранено!
|
editor.saved = Сохранено!
|
||||||
editor.save.noname = У вашей карты нет имени! Назовите её в меню «Информация о карте».
|
editor.save.noname = У вашей карты нет имени! Назовите её в меню «Информация о карте».
|
||||||
editor.save.overwrite = Ваша карта не может быть записана поверх встроенной карты! Введите другое название в меню «Информация о карте»
|
editor.save.overwrite = Ваша карта не может быть записана поверх встроенной карты! Введите другое название в меню «Информация о карте»
|
||||||
@@ -602,6 +606,23 @@ filter.option.floor2 = Вторая поверхность
|
|||||||
filter.option.threshold2 = Вторичный предельный порог
|
filter.option.threshold2 = Вторичный предельный порог
|
||||||
filter.option.radius = Радиус
|
filter.option.radius = Радиус
|
||||||
filter.option.percentile = Процентиль
|
filter.option.percentile = Процентиль
|
||||||
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
|
locales.applytoall = Apply Changes To All Locales
|
||||||
|
locales.addtoother = Add To Other Locales
|
||||||
|
locales.rollback = Rollback to last applied
|
||||||
|
locales.filter = Property filter
|
||||||
|
locales.searchname = Search name...
|
||||||
|
locales.searchvalue = Search value...
|
||||||
|
locales.searchlocale = Search locale...
|
||||||
|
locales.byname = By name
|
||||||
|
locales.byvalue = By value
|
||||||
|
locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
|
||||||
|
locales.showmissing = Show properties that are missing in some locales
|
||||||
|
locales.showsame = Show properties that have same values in different locales
|
||||||
|
locales.viewproperty = View in all locales
|
||||||
|
locales.viewing = Viewing property "{0}"
|
||||||
|
locales.addicon = Add Icon
|
||||||
|
|
||||||
width = Ширина:
|
width = Ширина:
|
||||||
height = Высота:
|
height = Высота:
|
||||||
@@ -652,10 +673,12 @@ objective.destroycore.name = Уничтожить ядро
|
|||||||
objective.commandmode.name = Командовать единицей
|
objective.commandmode.name = Командовать единицей
|
||||||
objective.flag.name = Флаг
|
objective.flag.name = Флаг
|
||||||
marker.shapetext.name = Фигура с текстом
|
marker.shapetext.name = Фигура с текстом
|
||||||
marker.minimap.name = Миникарта
|
marker.point.name = Point
|
||||||
marker.shape.name = Фигура
|
marker.shape.name = Фигура
|
||||||
marker.text.name = Текст
|
marker.text.name = Текст
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
marker.background = Фон
|
marker.background = Фон
|
||||||
marker.outline = Контур
|
marker.outline = Контур
|
||||||
objective.research = [accent]Исследуйте:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Исследуйте:\n[]{0}[lightgray]{1}
|
||||||
@@ -703,7 +726,7 @@ error.any = Неизвестная сетевая ошибка.
|
|||||||
error.bloom = Не удалось инициализировать свечение (Bloom).\nВозможно, ваше устройство не поддерживает его.
|
error.bloom = Не удалось инициализировать свечение (Bloom).\nВозможно, ваше устройство не поддерживает его.
|
||||||
|
|
||||||
weather.rain.name = Дождь
|
weather.rain.name = Дождь
|
||||||
weather.snow.name = Снегопад
|
weather.snowing.name = Снегопад
|
||||||
weather.sandstorm.name = Песчаная буря
|
weather.sandstorm.name = Песчаная буря
|
||||||
weather.sporestorm.name = Споровая буря
|
weather.sporestorm.name = Споровая буря
|
||||||
weather.fog.name = Туман
|
weather.fog.name = Туман
|
||||||
@@ -740,8 +763,8 @@ sector.curlost = Сектор потерян
|
|||||||
sector.missingresources = [scarlet]Недостаточно ресурсов для высадки
|
sector.missingresources = [scarlet]Недостаточно ресурсов для высадки
|
||||||
sector.attacked = Сектор [accent]{0}[white] атакован!
|
sector.attacked = Сектор [accent]{0}[white] атакован!
|
||||||
sector.lost = Сектор [accent]{0}[white] потерян!
|
sector.lost = Сектор [accent]{0}[white] потерян!
|
||||||
#note: the missing space in the line below is intentional (недостающий пробел управляется кодом)
|
sector.capture = Sector [accent]{0}[white]Captured!
|
||||||
sector.captured = Сектор [accent]{0}[white]захвачен!
|
sector.capture.current = Sector Captured!
|
||||||
sector.changeicon = Изменить иконку
|
sector.changeicon = Изменить иконку
|
||||||
sector.noswitch.title = Перемещение между секторами
|
sector.noswitch.title = Перемещение между секторами
|
||||||
sector.noswitch = Вы не можете переключаться между секторами, пока существующий сектор находится под атакой.\n\nСектор: [accent]{0}[] на [accent]{1}[]
|
sector.noswitch = Вы не можете переключаться между секторами, пока существующий сектор находится под атакой.\n\nСектор: [accent]{0}[] на [accent]{1}[]
|
||||||
@@ -962,17 +985,46 @@ stat.immunities = Невосприимчив
|
|||||||
stat.healing = Ремонт
|
stat.healing = Ремонт
|
||||||
|
|
||||||
ability.forcefield = Силовое поле
|
ability.forcefield = Силовое поле
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = Ремонтирующее поле
|
ability.repairfield = Ремонтирующее поле
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = Усиливающее поле
|
ability.statusfield = Усиливающее поле
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = Завод единиц <20>
|
ability.unitspawn = Завод единиц <20>
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Поле восстановления щита
|
ability.shieldregenfield = Поле восстановления щита
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Молнии при движении
|
ability.movelightning = Молнии при движении
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Дуговой щит
|
ability.shieldarc = Дуговой щит
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Поле подавления регенерации
|
ability.suppressionfield = Поле подавления регенерации
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Энергетическое поле
|
ability.energyfield = Энергетическое поле
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
bar.onlycoredeposit = Доступен перенос только в ядро
|
bar.onlycoredeposit = Доступен перенос только в ядро
|
||||||
|
|
||||||
bar.drilltierreq = Требуется бур получше
|
bar.drilltierreq = Требуется бур получше
|
||||||
@@ -1122,7 +1174,7 @@ setting.sfxvol.name = Громкость эффектов
|
|||||||
setting.mutesound.name = Заглушить звук
|
setting.mutesound.name = Заглушить звук
|
||||||
setting.crashreport.name = Отправлять анонимные отчёты о вылетах
|
setting.crashreport.name = Отправлять анонимные отчёты о вылетах
|
||||||
setting.savecreate.name = Автоматическое создание сохранений
|
setting.savecreate.name = Автоматическое создание сохранений
|
||||||
setting.publichost.name = Общедоступность игры
|
setting.steampublichost.name = Public Game Visibility
|
||||||
setting.playerlimit.name = Ограничение игроков
|
setting.playerlimit.name = Ограничение игроков
|
||||||
setting.chatopacity.name = Непрозрачность чата
|
setting.chatopacity.name = Непрозрачность чата
|
||||||
setting.lasersopacity.name = Непрозрачность лазеров энергоснабжения
|
setting.lasersopacity.name = Непрозрачность лазеров энергоснабжения
|
||||||
@@ -1168,15 +1220,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.rebuild_select.name = Перестроить в области
|
keybind.rebuild_select.name = Перестроить в области
|
||||||
keybind.schematic_select.name = Выбрать область
|
keybind.schematic_select.name = Выбрать область
|
||||||
keybind.schematic_menu.name = Меню схем
|
keybind.schematic_menu.name = Меню схем
|
||||||
@@ -1244,7 +1297,7 @@ rules.invaliddata = Invalid clipboard data.
|
|||||||
rules.hidebannedblocks = Скрыть запрещенные блоки
|
rules.hidebannedblocks = Скрыть запрещенные блоки
|
||||||
rules.infiniteresources = Бесконечные ресурсы
|
rules.infiniteresources = Бесконечные ресурсы
|
||||||
rules.onlydepositcore = Разрешен перенос только в ядро
|
rules.onlydepositcore = Разрешен перенос только в ядро
|
||||||
rules.derelictrepair = Allow Derelict Block Repair
|
rules.derelictrepair = Разрешить починку покинутых построек
|
||||||
rules.reactorexplosions = Взрывы реакторов
|
rules.reactorexplosions = Взрывы реакторов
|
||||||
rules.coreincinerates = Ядро сжигает избыток ресурсов
|
rules.coreincinerates = Ядро сжигает избыток ресурсов
|
||||||
rules.disableworldprocessors = Отключить мировые процессоры
|
rules.disableworldprocessors = Отключить мировые процессоры
|
||||||
@@ -1274,6 +1327,7 @@ rules.unitdamagemultiplier = Множитель урона боев. ед.
|
|||||||
rules.unitcrashdamagemultiplier = Множитель урона от падения боев. ед.
|
rules.unitcrashdamagemultiplier = Множитель урона от падения боев. ед.
|
||||||
rules.solarmultiplier = Множитель солнечной энергии
|
rules.solarmultiplier = Множитель солнечной энергии
|
||||||
rules.unitcapvariable = Ядра увеличивают лимит единиц
|
rules.unitcapvariable = Ядра увеличивают лимит единиц
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Начальный лимит единиц
|
rules.unitcap = Начальный лимит единиц
|
||||||
rules.limitarea = Ограничить область карты
|
rules.limitarea = Ограничить область карты
|
||||||
rules.enemycorebuildradius = Радиус защиты враж. ядер:[lightgray] (блок.)
|
rules.enemycorebuildradius = Радиус защиты враж. ядер:[lightgray] (блок.)
|
||||||
@@ -1306,6 +1360,8 @@ rules.weather = Погода
|
|||||||
rules.weather.frequency = Периодичность:
|
rules.weather.frequency = Периодичность:
|
||||||
rules.weather.always = Всегда
|
rules.weather.always = Всегда
|
||||||
rules.weather.duration = Длительность:
|
rules.weather.duration = Длительность:
|
||||||
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = Предметы
|
content.item.name = Предметы
|
||||||
content.liquid.name = Жидкости
|
content.liquid.name = Жидкости
|
||||||
@@ -1525,6 +1581,7 @@ block.inverted-sorter.name = Инвертированный сортировщи
|
|||||||
block.message.name = Сообщение
|
block.message.name = Сообщение
|
||||||
block.reinforced-message.name = Усиленное сообщение
|
block.reinforced-message.name = Усиленное сообщение
|
||||||
block.world-message.name = Мировое сообщение
|
block.world-message.name = Мировое сообщение
|
||||||
|
block.world-switch.name = World Switch
|
||||||
block.illuminator.name = Осветитель
|
block.illuminator.name = Осветитель
|
||||||
block.overflow-gate.name = Избыточный затвор
|
block.overflow-gate.name = Избыточный затвор
|
||||||
block.underflow-gate.name = Избыточный шлюз
|
block.underflow-gate.name = Избыточный шлюз
|
||||||
@@ -1765,7 +1822,6 @@ block.disperse.name = Диапазон
|
|||||||
block.afflict.name = Бедствие
|
block.afflict.name = Бедствие
|
||||||
block.lustre.name = Сияние
|
block.lustre.name = Сияние
|
||||||
block.scathe.name = Погибель
|
block.scathe.name = Погибель
|
||||||
block.fabricator.name = Фабрикатор
|
|
||||||
block.tank-refabricator.name = Рефабрикатор танков
|
block.tank-refabricator.name = Рефабрикатор танков
|
||||||
block.mech-refabricator.name = Рефабрикатор мехов
|
block.mech-refabricator.name = Рефабрикатор мехов
|
||||||
block.ship-refabricator.name = Рефабрикатор кораблей
|
block.ship-refabricator.name = Рефабрикатор кораблей
|
||||||
@@ -1885,12 +1941,13 @@ onset.turrets = Боевые единицы эффективны, но [accent]
|
|||||||
onset.turretammo = Снабдите турель [accent]бериллиевыми боеприпасами.[]
|
onset.turretammo = Снабдите турель [accent]бериллиевыми боеприпасами.[]
|
||||||
onset.walls = [accent]Стены[] могут предотвратить повреждение близлежащих построек.\nПоставьте \uf6ee [accent]бериллиевые стены[] вокруг турели.
|
onset.walls = [accent]Стены[] могут предотвратить повреждение близлежащих построек.\nПоставьте \uf6ee [accent]бериллиевые стены[] вокруг турели.
|
||||||
onset.enemies = Враг на подходе, приготовьтесь защищаться.
|
onset.enemies = Враг на подходе, приготовьтесь защищаться.
|
||||||
|
onset.defenses = [accent]Приготовьте оборону:[lightgray] {0}
|
||||||
onset.attack = Враг уязвим. Начните контратаку.
|
onset.attack = Враг уязвим. Начните контратаку.
|
||||||
onset.cores = Новые ядра могут быть поставлены на [accent]зоны ядра[].\nНовые ядра функционируют как передовые базы и имеют общий инвентарь между другими ядрами.\nПоставьте \uf725 ядро.
|
onset.cores = Новые ядра могут быть поставлены на [accent]зоны ядра[].\nНовые ядра функционируют как передовые базы и имеют общий инвентарь между другими ядрами.\nПоставьте \uf725 ядро.
|
||||||
onset.detect = Враг обнаружит вас через 2 минуты.\nПриготовьте оборону, добычу и производство.
|
onset.detect = Враг обнаружит вас через 2 минуты.\nПриготовьте оборону, добычу и производство.
|
||||||
onset.commandmode = Удерживайте [accent]shift[], чтобы войти в [accent]режим командования[].\n[accent]Щелкните левой кнопкой мыши и выделите область[] для выбора боевых единиц.\n[accent]Щелкните правой кнопкой мыши[], чтобы приказать выбранным единицам двигаться или атаковать.
|
onset.commandmode = Удерживайте [accent]shift[], чтобы войти в [accent]режим командования[].\n[accent]Щелкните левой кнопкой мыши и выделите область[] для выбора боевых единиц.\n[accent]Щелкните правой кнопкой мыши[], чтобы приказать выбранным единицам двигаться или атаковать.
|
||||||
onset.commandmode.mobile = Нажмите [accent]Командовать[], чтобы войти в [accent]режим командования[].\nЗажмите палец, затем [accent]выделите область[] для выбора боевых единиц.\n[accent]Нажмите[], чтобы приказать выбранным единицам двигаться или атаковать.
|
onset.commandmode.mobile = Нажмите [accent]Командовать[], чтобы войти в [accent]режим командования[].\nЗажмите палец, затем [accent]выделите область[] для выбора боевых единиц.\n[accent]Нажмите[], чтобы приказать выбранным единицам двигаться или атаковать.
|
||||||
aegis.tungsten = Tungsten can be mined using an [accent]impact drill[].\nThis structure requires [accent]water[] and [accent]power[].
|
aegis.tungsten = Вольфрам может быть добыт [accent]ударной дрелью[].\nЭта постройка требует [accent]воду[] и [accent]энергию[].
|
||||||
|
|
||||||
split.pickup = Некоторые блоки можно подобрать боевой единицей ядра.\nВозьмите этот [accent]контейнер[] и поставьте его на [accent]грузовой загрузчик[].\n(Клавиши по умолчанию - [ и ] для поднятия и разгрузки)
|
split.pickup = Некоторые блоки можно подобрать боевой единицей ядра.\nВозьмите этот [accent]контейнер[] и поставьте его на [accent]грузовой загрузчик[].\n(Клавиши по умолчанию - [ и ] для поднятия и разгрузки)
|
||||||
split.pickup.mobile = Некоторые блоки можно подобрать боевой единицей ядра.\nВозьмите этот [accent]контейнер[] и поставьте его на [accent]грузовой загрузчик[].\n(Чтобы поднять или разгрузить что-либо, удерживайте палец.)
|
split.pickup.mobile = Некоторые блоки можно подобрать боевой единицей ядра.\nВозьмите этот [accent]контейнер[] и поставьте его на [accent]грузовой загрузчик[].\n(Чтобы поднять или разгрузить что-либо, удерживайте палец.)
|
||||||
@@ -1983,7 +2040,7 @@ block.door-large.description = Стена, которую можно откры
|
|||||||
block.mender.description = Периодически ремонтирует блоки в непосредственной близости.\nОпционально использует кремний для увеличения дальности и эффективности.
|
block.mender.description = Периодически ремонтирует блоки в непосредственной близости.\nОпционально использует кремний для увеличения дальности и эффективности.
|
||||||
block.mend-projector.description = Периодически ремонтирует блоки в непосредственной близости.\nОпционально использует фазовую ткань для увеличения дальности и эффективности.
|
block.mend-projector.description = Периодически ремонтирует блоки в непосредственной близости.\nОпционально использует фазовую ткань для увеличения дальности и эффективности.
|
||||||
block.overdrive-projector.description = Увеличивает скорость близлежащих зданий.\nОпционально использует фазовую ткань для увеличения дальности и эффективности.
|
block.overdrive-projector.description = Увеличивает скорость близлежащих зданий.\nОпционально использует фазовую ткань для увеличения дальности и эффективности.
|
||||||
block.force-projector.description = Создает вокруг себя шестиугольное силовое поле, защищая здания и боевые единицы внутри от повреждений.\nПерегревается, если нанесено слишком большое количество повреждений. Опционально использует охлаждающую жидкость для предотвращения перегрева. Фазовая ткань увеличивает размера щита.
|
block.force-projector.description = Создает вокруг себя шестиугольное силовое поле, защищая здания и боевые единицы внутри от повреждений.\nПерегревается, если нанесено слишком большое количество повреждений. Опционально использует охлаждающую жидкость для предотвращения перегрева. Фазовая ткань увеличивает размер щита.
|
||||||
block.shock-mine.description = Высвобождает электрический разряд при контакте с вражеской единицей.
|
block.shock-mine.description = Высвобождает электрический разряд при контакте с вражеской единицей.
|
||||||
block.conveyor.description = Перемещает предметы вперёд.
|
block.conveyor.description = Перемещает предметы вперёд.
|
||||||
block.titanium-conveyor.description = Перемещает предметы вперёд. Быстрее, чем стандартный конвейер.
|
block.titanium-conveyor.description = Перемещает предметы вперёд. Быстрее, чем стандартный конвейер.
|
||||||
@@ -2086,7 +2143,6 @@ block.logic-display.description = Отображает произвольную
|
|||||||
block.large-logic-display.description = Отображает произвольную графику из логического процессора.
|
block.large-logic-display.description = Отображает произвольную графику из логического процессора.
|
||||||
block.interplanetary-accelerator.description = Массивная электромагнитная башня-рельсотрон. Ускоряет ядро, позволяя преодолеть гравитацию для межпланетного развёртывания.
|
block.interplanetary-accelerator.description = Массивная электромагнитная башня-рельсотрон. Ускоряет ядро, позволяя преодолеть гравитацию для межпланетного развёртывания.
|
||||||
block.repair-turret.description = Непрерывно ремонтирует ближайшую поврежденную единицу в своем радиусе. Опционально использует охлаждающую жидкость.
|
block.repair-turret.description = Непрерывно ремонтирует ближайшую поврежденную единицу в своем радиусе. Опционально использует охлаждающую жидкость.
|
||||||
block.payload-propulsion-tower.description = Конструкция для транспортировки больших грузов на большое расстояние. Стреляет грузом в другие грузовые катапульты.
|
|
||||||
block.core-bastion.description = Ядро базы. Бронировано. После уничтожения, весь контакт с регионом теряется.
|
block.core-bastion.description = Ядро базы. Бронировано. После уничтожения, весь контакт с регионом теряется.
|
||||||
block.core-citadel.description = Ядро базы. Очень хорошо бронировано. Хранит больше ресурсов, чем ядро Бастион.
|
block.core-citadel.description = Ядро базы. Очень хорошо бронировано. Хранит больше ресурсов, чем ядро Бастион.
|
||||||
block.core-acropolis.description = Ядро базы. Исключительно хорошо бронировано. Хранит больше ресурсов, чем ядро Цитадель.
|
block.core-acropolis.description = Ядро базы. Исключительно хорошо бронировано. Хранит больше ресурсов, чем ядро Цитадель.
|
||||||
@@ -2122,7 +2178,6 @@ block.impact-drill.description = При размещении на соответ
|
|||||||
block.eruption-drill.description = Усовершенствованная ударная дрель. Способна добывать торий. Требует водород для работы.
|
block.eruption-drill.description = Усовершенствованная ударная дрель. Способна добывать торий. Требует водород для работы.
|
||||||
block.reinforced-conduit.description = Перемещает жидкости вперед. Не принимает ввод по бокам.
|
block.reinforced-conduit.description = Перемещает жидкости вперед. Не принимает ввод по бокам.
|
||||||
block.reinforced-liquid-router.description = Равномерно распределяет жидкости во все стороны.
|
block.reinforced-liquid-router.description = Равномерно распределяет жидкости во все стороны.
|
||||||
block.reinforced-junction.description = Действует как мост для двух пересекающихся трубопроводов.
|
|
||||||
block.reinforced-liquid-tank.description = Хранит большое количество жидкости.
|
block.reinforced-liquid-tank.description = Хранит большое количество жидкости.
|
||||||
block.reinforced-liquid-container.description = Хранит небольшое количество жидкости.
|
block.reinforced-liquid-container.description = Хранит небольшое количество жидкости.
|
||||||
block.reinforced-bridge-conduit.description = Перемещает жидкости над любой местностью или зданиями.
|
block.reinforced-bridge-conduit.description = Перемещает жидкости над любой местностью или зданиями.
|
||||||
@@ -2241,6 +2296,7 @@ unit.emanate.description = Защищает ядро «Акрополь» от
|
|||||||
lst.read = Считывает число из соединённой ячейки памяти.
|
lst.read = Считывает число из соединённой ячейки памяти.
|
||||||
lst.write = Записывает число в соединённую ячейку памяти.
|
lst.write = Записывает число в соединённую ячейку памяти.
|
||||||
lst.print = Добавляет текст в текстовый буфер. Ничего не отображает, пока не будет вызван [accent]Print Flush[].
|
lst.print = Добавляет текст в текстовый буфер. Ничего не отображает, пока не будет вызван [accent]Print Flush[].
|
||||||
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Добавляет операцию в буфер отрисовки. Ничего не отображает, пока не будет вызван [accent]Draw Flush[].
|
lst.draw = Добавляет операцию в буфер отрисовки. Ничего не отображает, пока не будет вызван [accent]Draw Flush[].
|
||||||
lst.drawflush = Сбрасывает буфер [accent]Draw[] операций на дисплей.
|
lst.drawflush = Сбрасывает буфер [accent]Draw[] операций на дисплей.
|
||||||
lst.printflush = Сбрасывает буфер [accent]Print[] операций в блок-сообщение.
|
lst.printflush = Сбрасывает буфер [accent]Print[] операций в блок-сообщение.
|
||||||
@@ -2263,6 +2319,8 @@ lst.getblock = Получает данные о плитке в любом ме
|
|||||||
lst.setblock = Устанавливает плитку в любом месте.
|
lst.setblock = Устанавливает плитку в любом месте.
|
||||||
lst.spawnunit = Создает боевую единицу на локации.
|
lst.spawnunit = Создает боевую единицу на локации.
|
||||||
lst.applystatus = Применяет или снимает эффект статуса с боевой единицы.
|
lst.applystatus = Применяет или снимает эффект статуса с боевой единицы.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Имитация волны, создаваемой в произвольном месте.\nСчетчик волн не увеличивается.
|
lst.spawnwave = Имитация волны, создаваемой в произвольном месте.\nСчетчик волн не увеличивается.
|
||||||
lst.explosion = Создает взрыв на локации.
|
lst.explosion = Создает взрыв на локации.
|
||||||
lst.setrate = Устанавливает скорость выполнения процессора в инструкциях/тиках.
|
lst.setrate = Устанавливает скорость выполнения процессора в инструкциях/тиках.
|
||||||
@@ -2278,6 +2336,43 @@ lst.effect = Create a particle effect.
|
|||||||
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
||||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||||
|
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||||
|
lglobal.false = 0
|
||||||
|
lglobal.true = 1
|
||||||
|
lglobal.null = null
|
||||||
|
lglobal.@pi = The mathematical constant pi (3.141...)
|
||||||
|
lglobal.@e = The mathematical constant e (2.718...)
|
||||||
|
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
||||||
|
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
||||||
|
lglobal.@time = Playtime of current save, in milliseconds
|
||||||
|
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
||||||
|
lglobal.@second = Playtime of current save, in seconds
|
||||||
|
lglobal.@minute = Playtime of current save, in minutes
|
||||||
|
lglobal.@waveNumber = Current wave number, if waves are enabled
|
||||||
|
lglobal.@waveTime = Countdown timer for waves, in seconds
|
||||||
|
lglobal.@mapw = Map width in tiles
|
||||||
|
lglobal.@maph = Map height in tiles
|
||||||
|
lglobal.sectionMap = Map
|
||||||
|
lglobal.sectionGeneral = General
|
||||||
|
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
||||||
|
lglobal.sectionProcessor = Processor
|
||||||
|
lglobal.sectionLookup = Lookup
|
||||||
|
lglobal.@this = The logic block executing the code
|
||||||
|
lglobal.@thisx = X coordinate of block executing the code
|
||||||
|
lglobal.@thisy = Y coordinate of block executing the code
|
||||||
|
lglobal.@links = Total number of blocks linked to this processors
|
||||||
|
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
||||||
|
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
||||||
|
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
||||||
|
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
||||||
|
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
||||||
|
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
||||||
|
lglobal.@client = True if the code is running on a client connected to a server
|
||||||
|
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
||||||
|
lglobal.@clientUnit = Unit of client running the code
|
||||||
|
lglobal.@clientName = Player name of client running the code
|
||||||
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
|
|
||||||
logic.nounitbuild = [red]Строительство с помощью процессоров здесь запрещено.
|
logic.nounitbuild = [red]Строительство с помощью процессоров здесь запрещено.
|
||||||
|
|
||||||
@@ -2320,6 +2415,7 @@ graphicstype.poly = Отрисовка закрашенного правильн
|
|||||||
graphicstype.linepoly = Отрисовка контура правильного многоугольника.
|
graphicstype.linepoly = Отрисовка контура правильного многоугольника.
|
||||||
graphicstype.triangle = Отрисовка закрашенного треугольника.
|
graphicstype.triangle = Отрисовка закрашенного треугольника.
|
||||||
graphicstype.image = Отрисовка внутриигровых спрайтов.\nНапример: [accent]@router[] или [accent]@dagger[].
|
graphicstype.image = Отрисовка внутриигровых спрайтов.\nНапример: [accent]@router[] или [accent]@dagger[].
|
||||||
|
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
||||||
|
|
||||||
lenum.always = Всегда истина.
|
lenum.always = Всегда истина.
|
||||||
lenum.idiv = Целочисленное деление.
|
lenum.idiv = Целочисленное деление.
|
||||||
@@ -2428,3 +2524,10 @@ lenum.build = Строительство блоков.
|
|||||||
lenum.getblock = Распознавание блока и его типа на координатах.\nЕдиница должна находиться в пределах досягаемости.\nТвёрдые не-постройки будут иметь тип [accent]@solid[].
|
lenum.getblock = Распознавание блока и его типа на координатах.\nЕдиница должна находиться в пределах досягаемости.\nТвёрдые не-постройки будут иметь тип [accent]@solid[].
|
||||||
lenum.within = Проверка на нахождение единицы рядом с позицией.
|
lenum.within = Проверка на нахождение единицы рядом с позицией.
|
||||||
lenum.boost = Включение/выключение полёта.
|
lenum.boost = Включение/выключение полёта.
|
||||||
|
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||||
|
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
||||||
|
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
||||||
|
lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
||||||
|
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||||||
|
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
||||||
|
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
||||||
|
|||||||
@@ -438,6 +438,7 @@ editor.waves = Talasi:
|
|||||||
editor.rules = Pravila:
|
editor.rules = Pravila:
|
||||||
editor.generation = Generisanje:
|
editor.generation = Generisanje:
|
||||||
editor.objectives = Zadaci
|
editor.objectives = Zadaci
|
||||||
|
editor.locales = Locale Bundles
|
||||||
editor.ingame = Izmeni "U Igri"
|
editor.ingame = Izmeni "U Igri"
|
||||||
editor.playtest = Testiranje
|
editor.playtest = Testiranje
|
||||||
editor.publish.workshop = Objavi u Radionicu
|
editor.publish.workshop = Objavi u Radionicu
|
||||||
@@ -494,6 +495,7 @@ editor.default = [lightgray]<Default>
|
|||||||
details = Detalji...
|
details = Detalji...
|
||||||
edit = Izmeni...
|
edit = Izmeni...
|
||||||
variables = Varijabla
|
variables = Varijabla
|
||||||
|
logic.globals = Built-in Variables
|
||||||
editor.name = Ime:
|
editor.name = Ime:
|
||||||
editor.spawn = Prizovi Jedinicu
|
editor.spawn = Prizovi Jedinicu
|
||||||
editor.removeunit = Ukloni Jedinicu
|
editor.removeunit = Ukloni Jedinicu
|
||||||
@@ -505,6 +507,7 @@ editor.errorlegacy = Ova mapa je stara, i koristi format mape koji nije podržan
|
|||||||
editor.errornot = Ovo nije datoteka mape.
|
editor.errornot = Ovo nije datoteka mape.
|
||||||
editor.errorheader = This map file is either not valid or corrupt.
|
editor.errorheader = This map file is either not valid or corrupt.
|
||||||
editor.errorname = Mapa nema definisano ime. Da li pokušavate da učitate sačuvanu igru?
|
editor.errorname = Mapa nema definisano ime. Da li pokušavate da učitate sačuvanu igru?
|
||||||
|
editor.errorlocales = Error reading invalid locale bundles.
|
||||||
editor.update = Aržuriraj
|
editor.update = Aržuriraj
|
||||||
editor.randomize = Nasumično
|
editor.randomize = Nasumično
|
||||||
editor.moveup = Pomeri Gore
|
editor.moveup = Pomeri Gore
|
||||||
@@ -516,6 +519,7 @@ editor.sectorgenerate = Sektorska Generacija
|
|||||||
editor.resize = Preuveličaj
|
editor.resize = Preuveličaj
|
||||||
editor.loadmap = Učitaj Mapu
|
editor.loadmap = Učitaj Mapu
|
||||||
editor.savemap = Sačuvaj Mapu
|
editor.savemap = Sačuvaj Mapu
|
||||||
|
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
|
||||||
editor.saved = Sačuvano!
|
editor.saved = Sačuvano!
|
||||||
editor.save.noname = Vaša mapa ne sadrži ime! Postavi neko u 'informacije o mapi' meniju.
|
editor.save.noname = Vaša mapa ne sadrži ime! Postavi neko u 'informacije o mapi' meniju.
|
||||||
editor.save.overwrite = Vaša mapa prerezuje ugrađenu mapu! Izaberi drugo ime u 'informacije o mapi' meniju.
|
editor.save.overwrite = Vaša mapa prerezuje ugrađenu mapu! Izaberi drugo ime u 'informacije o mapi' meniju.
|
||||||
@@ -602,6 +606,23 @@ filter.option.floor2 = Drugi Pod
|
|||||||
filter.option.threshold2 = Secondary Threshold
|
filter.option.threshold2 = Secondary Threshold
|
||||||
filter.option.radius = Radius
|
filter.option.radius = Radius
|
||||||
filter.option.percentile = Percentile
|
filter.option.percentile = Percentile
|
||||||
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
|
locales.applytoall = Apply Changes To All Locales
|
||||||
|
locales.addtoother = Add To Other Locales
|
||||||
|
locales.rollback = Rollback to last applied
|
||||||
|
locales.filter = Property filter
|
||||||
|
locales.searchname = Search name...
|
||||||
|
locales.searchvalue = Search value...
|
||||||
|
locales.searchlocale = Search locale...
|
||||||
|
locales.byname = By name
|
||||||
|
locales.byvalue = By value
|
||||||
|
locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
|
||||||
|
locales.showmissing = Show properties that are missing in some locales
|
||||||
|
locales.showsame = Show properties that have same values in different locales
|
||||||
|
locales.viewproperty = View in all locales
|
||||||
|
locales.viewing = Viewing property "{0}"
|
||||||
|
locales.addicon = Add Icon
|
||||||
|
|
||||||
width = Širina:
|
width = Širina:
|
||||||
height = Visina:
|
height = Visina:
|
||||||
@@ -652,10 +673,12 @@ objective.destroycore.name = Uništi Jezgro
|
|||||||
objective.commandmode.name = Upravljački Mod
|
objective.commandmode.name = Upravljački Mod
|
||||||
objective.flag.name = Zastava
|
objective.flag.name = Zastava
|
||||||
marker.shapetext.name = Tekst i Oblik
|
marker.shapetext.name = Tekst i Oblik
|
||||||
marker.minimap.name = Minimapa
|
marker.point.name = Point
|
||||||
marker.shape.name = Oblik
|
marker.shape.name = Oblik
|
||||||
marker.text.name = Tekst
|
marker.text.name = Tekst
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
marker.background = Pozadina
|
marker.background = Pozadina
|
||||||
marker.outline = Outline
|
marker.outline = Outline
|
||||||
objective.research = [accent]Izuči:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Izuči:\n[]{0}[lightgray]{1}
|
||||||
@@ -704,7 +727,7 @@ error.any = Nepoznata greška u mreži.
|
|||||||
error.bloom = Failed to initialize bloom.\nYour device may not support it.
|
error.bloom = Failed to initialize bloom.\nYour device may not support it.
|
||||||
|
|
||||||
weather.rain.name = Kiša
|
weather.rain.name = Kiša
|
||||||
weather.snow.name = Sneg
|
weather.snowing.name = Sneg
|
||||||
weather.sandstorm.name = Peščana Oluja
|
weather.sandstorm.name = Peščana Oluja
|
||||||
weather.sporestorm.name = Sporna Oluja
|
weather.sporestorm.name = Sporna Oluja
|
||||||
weather.fog.name = Magla
|
weather.fog.name = Magla
|
||||||
@@ -740,8 +763,8 @@ sector.curlost = Sektor Izgubljen
|
|||||||
sector.missingresources = [scarlet]Nedovoljnema Resursa u Jezgru
|
sector.missingresources = [scarlet]Nedovoljnema Resursa u Jezgru
|
||||||
sector.attacked = Sektor [accent]{0}[white] je napadnut!
|
sector.attacked = Sektor [accent]{0}[white] je napadnut!
|
||||||
sector.lost = Sektor [accent]{0}[white] je izgubljen!
|
sector.lost = Sektor [accent]{0}[white] je izgubljen!
|
||||||
#note: the missing space in the line below is intentional
|
sector.capture = Sector [accent]{0}[white]Captured!
|
||||||
sector.captured = Sektor [accent]{0}[white]je zauzet!
|
sector.capture.current = Sector Captured!
|
||||||
sector.changeicon = Promeni Ikonicu
|
sector.changeicon = Promeni Ikonicu
|
||||||
sector.noswitch.title = Nije Moguće Promeniti Sektor
|
sector.noswitch.title = Nije Moguće Promeniti Sektor
|
||||||
sector.noswitch = Ne možete promeniti sektor dok je drugi napadnut.\n\nSektor: [accent]{0}[] na [accent]{1}[]
|
sector.noswitch = Ne možete promeniti sektor dok je drugi napadnut.\n\nSektor: [accent]{0}[] na [accent]{1}[]
|
||||||
@@ -963,17 +986,46 @@ stat.immunities = Imuniteti
|
|||||||
stat.healing = Popravlja
|
stat.healing = Popravlja
|
||||||
|
|
||||||
ability.forcefield = Polje Sile
|
ability.forcefield = Polje Sile
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = Polje Popravke
|
ability.repairfield = Polje Popravke
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = Statusno Polje
|
ability.statusfield = Statusno Polje
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = Fabrika
|
ability.unitspawn = Fabrika
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Brzina Obnove Štita
|
ability.shieldregenfield = Brzina Obnove Štita
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Munje Pri Kretanju
|
ability.movelightning = Munje Pri Kretanju
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Elektrolučni Štit
|
ability.shieldarc = Elektrolučni Štit
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Polje Prigušivanja Popravki
|
ability.suppressionfield = Polje Prigušivanja Popravki
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Energetsko Polje
|
ability.energyfield = Energetsko Polje
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = Dozvoljeno Dostavljanje Samo Unutar Jezgra
|
bar.onlycoredeposit = Dozvoljeno Dostavljanje Samo Unutar Jezgra
|
||||||
|
|
||||||
@@ -1124,7 +1176,7 @@ setting.sfxvol.name = Jačina Zvučnih Efekata
|
|||||||
setting.mutesound.name = Nema Zvuka
|
setting.mutesound.name = Nema Zvuka
|
||||||
setting.crashreport.name = Send Anonymous Crash Reports
|
setting.crashreport.name = Send Anonymous Crash Reports
|
||||||
setting.savecreate.name = Automatski Snimaj Igru
|
setting.savecreate.name = Automatski Snimaj Igru
|
||||||
setting.publichost.name = Vidljivost Javne Igre
|
setting.steampublichost.name = Public Game Visibility
|
||||||
setting.playerlimit.name = Limit Igrača
|
setting.playerlimit.name = Limit Igrača
|
||||||
setting.chatopacity.name = Prozirnost Četa
|
setting.chatopacity.name = Prozirnost Četa
|
||||||
setting.lasersopacity.name = Prozirnost Energetskih Lasera
|
setting.lasersopacity.name = Prozirnost Energetskih Lasera
|
||||||
@@ -1170,15 +1222,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.rebuild_select.name = Ponovo Sagradi Region
|
keybind.rebuild_select.name = Ponovo Sagradi Region
|
||||||
keybind.schematic_select.name = Izaberi Region
|
keybind.schematic_select.name = Izaberi Region
|
||||||
keybind.schematic_menu.name = Menu Šema
|
keybind.schematic_menu.name = Menu Šema
|
||||||
@@ -1276,6 +1329,7 @@ rules.unitdamagemultiplier = Unit Damage Multiplier
|
|||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.solarmultiplier = Solar Power Multiplier
|
rules.solarmultiplier = Solar Power Multiplier
|
||||||
rules.unitcapvariable = Jezgara Povećavaju Maksimalni Broj Jedinica
|
rules.unitcapvariable = Jezgara Povećavaju Maksimalni Broj Jedinica
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Maksimalni Broj Jedinica (ne računajući jezgra)
|
rules.unitcap = Maksimalni Broj Jedinica (ne računajući jezgra)
|
||||||
rules.limitarea = Ograniči Prostor Mape
|
rules.limitarea = Ograniči Prostor Mape
|
||||||
rules.enemycorebuildradius = Radius Neprijateljskog jezgra bez gradnje:[lightgray] (polja)
|
rules.enemycorebuildradius = Radius Neprijateljskog jezgra bez gradnje:[lightgray] (polja)
|
||||||
@@ -1308,6 +1362,8 @@ rules.weather = Vreme
|
|||||||
rules.weather.frequency = Učestalost:
|
rules.weather.frequency = Učestalost:
|
||||||
rules.weather.always = Stalno
|
rules.weather.always = Stalno
|
||||||
rules.weather.duration = Dužina:
|
rules.weather.duration = Dužina:
|
||||||
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = Materijali
|
content.item.name = Materijali
|
||||||
content.liquid.name = Tečnosti
|
content.liquid.name = Tečnosti
|
||||||
@@ -1527,6 +1583,7 @@ block.inverted-sorter.name = Naopaki Sorter
|
|||||||
block.message.name = Poruka
|
block.message.name = Poruka
|
||||||
block.reinforced-message.name = Armirana Poruka
|
block.reinforced-message.name = Armirana Poruka
|
||||||
block.world-message.name = Svetovna Poruka
|
block.world-message.name = Svetovna Poruka
|
||||||
|
block.world-switch.name = World Switch
|
||||||
block.illuminator.name = Svetlo
|
block.illuminator.name = Svetlo
|
||||||
block.overflow-gate.name = Prelivna Kapija
|
block.overflow-gate.name = Prelivna Kapija
|
||||||
block.underflow-gate.name = Podlivna Kapija
|
block.underflow-gate.name = Podlivna Kapija
|
||||||
@@ -1767,7 +1824,6 @@ block.disperse.name = Raspršivač
|
|||||||
block.afflict.name = Afflict
|
block.afflict.name = Afflict
|
||||||
block.lustre.name = Lustre
|
block.lustre.name = Lustre
|
||||||
block.scathe.name = Scathe
|
block.scathe.name = Scathe
|
||||||
block.fabricator.name = Fabrikator
|
|
||||||
block.tank-refabricator.name = Refabrikator Tenkova
|
block.tank-refabricator.name = Refabrikator Tenkova
|
||||||
block.mech-refabricator.name = Refabrikator Mečana
|
block.mech-refabricator.name = Refabrikator Mečana
|
||||||
block.ship-refabricator.name = Refabrikator Brodova
|
block.ship-refabricator.name = Refabrikator Brodova
|
||||||
@@ -1887,6 +1943,7 @@ onset.turrets = Jedinice su efikasne, ali [accent]platforme[] imaju veći odbram
|
|||||||
onset.turretammo = Snabdevajte platformu sa [accent]berilijumskom municijom.[]
|
onset.turretammo = Snabdevajte platformu sa [accent]berilijumskom municijom.[]
|
||||||
onset.walls = [accent]Zidovi[] mogu da spreče da se šteta nanese na građevine.\nPostavite nekoliko \uf6ee [accent]berilijumskih zidova[] oko platformi.
|
onset.walls = [accent]Zidovi[] mogu da spreče da se šteta nanese na građevine.\nPostavite nekoliko \uf6ee [accent]berilijumskih zidova[] oko platformi.
|
||||||
onset.enemies = Neprijatelj dolazi, spremite se.
|
onset.enemies = Neprijatelj dolazi, spremite se.
|
||||||
|
onset.defenses = [accent]Set up defenses:[lightgray] {0}
|
||||||
onset.attack = The enemy is vulnerable. Counter-attack.
|
onset.attack = The enemy is vulnerable. Counter-attack.
|
||||||
onset.cores = Nova jezgra se mogu postaviti na [accent]poljima jezgra[].\nNova jezgra funkcionišu kao prednje baze i dele resursni invetar sa ostalim jezgrima.\nPostavi \uf725 jezgro.
|
onset.cores = Nova jezgra se mogu postaviti na [accent]poljima jezgra[].\nNova jezgra funkcionišu kao prednje baze i dele resursni invetar sa ostalim jezgrima.\nPostavi \uf725 jezgro.
|
||||||
onset.detect = Neprijatelj će te primetiti za 2 minuta.\nPostavite odbranu, rudu i proizvodnju.
|
onset.detect = Neprijatelj će te primetiti za 2 minuta.\nPostavite odbranu, rudu i proizvodnju.
|
||||||
@@ -2087,7 +2144,6 @@ block.logic-display.description = Displays arbitrary graphics from a logic proce
|
|||||||
block.large-logic-display.description = Displays arbitrary graphics from a logic processor.
|
block.large-logic-display.description = Displays arbitrary graphics from a logic processor.
|
||||||
block.interplanetary-accelerator.description = A massive electromagnetic railgun tower. Accelerates cores to escape velocity for interplanetary deployment.
|
block.interplanetary-accelerator.description = A massive electromagnetic railgun tower. Accelerates cores to escape velocity for interplanetary deployment.
|
||||||
block.repair-turret.description = Continuously repairs the closest damaged unit in its vicinity. Optionally accepts coolant.
|
block.repair-turret.description = Continuously repairs the closest damaged unit in its vicinity. Optionally accepts coolant.
|
||||||
block.payload-propulsion-tower.description = Long-range payload transport structure. Shoots payloads to other linked payload propulsion towers.
|
|
||||||
block.core-bastion.description = Jezgro baze. Oklopljeno. Jednom uništeno gubi se sektor.
|
block.core-bastion.description = Jezgro baze. Oklopljeno. Jednom uništeno gubi se sektor.
|
||||||
block.core-citadel.description = Jezgro baze. Izuzetno dobro oklopljeno. Skladišti više resursa od Bastilje jezgra.
|
block.core-citadel.description = Jezgro baze. Izuzetno dobro oklopljeno. Skladišti više resursa od Bastilje jezgra.
|
||||||
block.core-acropolis.description = Jezgro baze. Izvrsno dobro oklopljeno. Skladišti više resursa od Citadele jezgra.
|
block.core-acropolis.description = Jezgro baze. Izvrsno dobro oklopljeno. Skladišti više resursa od Citadele jezgra.
|
||||||
@@ -2123,7 +2179,6 @@ block.impact-drill.description = Kada je postavljeno na rudi, beskonačno ispuš
|
|||||||
block.eruption-drill.description = Poboljšana udarna drobilica. Može iskopavati torijum. Zahteva vodonik.
|
block.eruption-drill.description = Poboljšana udarna drobilica. Može iskopavati torijum. Zahteva vodonik.
|
||||||
block.reinforced-conduit.description = Usmerava tečnosti napred. Ne prihvata unos sa strane od blokova koje nisu cevi.
|
block.reinforced-conduit.description = Usmerava tečnosti napred. Ne prihvata unos sa strane od blokova koje nisu cevi.
|
||||||
block.reinforced-liquid-router.description = Jednako distribuiše tečnosti u svim pravcima.
|
block.reinforced-liquid-router.description = Jednako distribuiše tečnosti u svim pravcima.
|
||||||
block.reinforced-junction.description = Acts as a bridge for two crossing conduits.
|
|
||||||
block.reinforced-liquid-tank.description = Skladišti veliku količinu tečnosti.
|
block.reinforced-liquid-tank.description = Skladišti veliku količinu tečnosti.
|
||||||
block.reinforced-liquid-container.description = Skladišti dobru količinu tečnosti.
|
block.reinforced-liquid-container.description = Skladišti dobru količinu tečnosti.
|
||||||
block.reinforced-bridge-conduit.description = Prenosi tečnosti preko terena i građevina.
|
block.reinforced-bridge-conduit.description = Prenosi tečnosti preko terena i građevina.
|
||||||
@@ -2242,6 +2297,7 @@ unit.emanate.description = Gradi građevine da odbrani Veliki Grad jezgro. Popra
|
|||||||
lst.read = Čita broj iz povezane memorijske ćelije.
|
lst.read = Čita broj iz povezane memorijske ćelije.
|
||||||
lst.write = Piše broj u povezanu memorijsku ćeliju.
|
lst.write = Piše broj u povezanu memorijsku ćeliju.
|
||||||
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
||||||
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
||||||
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
||||||
@@ -2264,6 +2320,8 @@ lst.getblock = Get tile data at any location.
|
|||||||
lst.setblock = Set tile data at any location.
|
lst.setblock = Set tile data at any location.
|
||||||
lst.spawnunit = Prizovi jedinicu na mestu.
|
lst.spawnunit = Prizovi jedinicu na mestu.
|
||||||
lst.applystatus = Dodaj ili ukloni statusni efekat na jedinicu/e.
|
lst.applystatus = Dodaj ili ukloni statusni efekat na jedinicu/e.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
||||||
lst.explosion = Izazovi eksploziju na mestu.
|
lst.explosion = Izazovi eksploziju na mestu.
|
||||||
lst.setrate = Set processor execution speed in instructions/tick.
|
lst.setrate = Set processor execution speed in instructions/tick.
|
||||||
@@ -2279,6 +2337,43 @@ lst.effect = Create a particle effect.
|
|||||||
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
||||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||||
|
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||||
|
lglobal.false = 0
|
||||||
|
lglobal.true = 1
|
||||||
|
lglobal.null = null
|
||||||
|
lglobal.@pi = The mathematical constant pi (3.141...)
|
||||||
|
lglobal.@e = The mathematical constant e (2.718...)
|
||||||
|
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
||||||
|
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
||||||
|
lglobal.@time = Playtime of current save, in milliseconds
|
||||||
|
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
||||||
|
lglobal.@second = Playtime of current save, in seconds
|
||||||
|
lglobal.@minute = Playtime of current save, in minutes
|
||||||
|
lglobal.@waveNumber = Current wave number, if waves are enabled
|
||||||
|
lglobal.@waveTime = Countdown timer for waves, in seconds
|
||||||
|
lglobal.@mapw = Map width in tiles
|
||||||
|
lglobal.@maph = Map height in tiles
|
||||||
|
lglobal.sectionMap = Map
|
||||||
|
lglobal.sectionGeneral = General
|
||||||
|
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
||||||
|
lglobal.sectionProcessor = Processor
|
||||||
|
lglobal.sectionLookup = Lookup
|
||||||
|
lglobal.@this = The logic block executing the code
|
||||||
|
lglobal.@thisx = X coordinate of block executing the code
|
||||||
|
lglobal.@thisy = Y coordinate of block executing the code
|
||||||
|
lglobal.@links = Total number of blocks linked to this processors
|
||||||
|
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
||||||
|
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
||||||
|
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
||||||
|
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
||||||
|
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
||||||
|
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
||||||
|
lglobal.@client = True if the code is running on a client connected to a server
|
||||||
|
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
||||||
|
lglobal.@clientUnit = Unit of client running the code
|
||||||
|
lglobal.@clientName = Player name of client running the code
|
||||||
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
|
|
||||||
logic.nounitbuild = [red]Unit building logic is not allowed here.
|
logic.nounitbuild = [red]Unit building logic is not allowed here.
|
||||||
|
|
||||||
@@ -2321,6 +2416,7 @@ graphicstype.poly = Fill a regular polygon.
|
|||||||
graphicstype.linepoly = Draw a regular polygon outline.
|
graphicstype.linepoly = Draw a regular polygon outline.
|
||||||
graphicstype.triangle = Fill a triangle.
|
graphicstype.triangle = Fill a triangle.
|
||||||
graphicstype.image = Draw an image of some content.\nex: [accent]@router[] or [accent]@dagger[].
|
graphicstype.image = Draw an image of some content.\nex: [accent]@router[] or [accent]@dagger[].
|
||||||
|
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
||||||
|
|
||||||
lenum.always = Uvek Tačno.
|
lenum.always = Uvek Tačno.
|
||||||
lenum.idiv = Integer division.
|
lenum.idiv = Integer division.
|
||||||
@@ -2429,3 +2525,10 @@ lenum.build = Build a structure.
|
|||||||
lenum.getblock = Fetch a building and type at coordinates.\nUnit must be in range of position.\nSolid non-buildings will have the type [accent]@solid[].
|
lenum.getblock = Fetch a building and type at coordinates.\nUnit must be in range of position.\nSolid non-buildings will have the type [accent]@solid[].
|
||||||
lenum.within = Check if unit is near a position.
|
lenum.within = Check if unit is near a position.
|
||||||
lenum.boost = Start/stop boosting.
|
lenum.boost = Start/stop boosting.
|
||||||
|
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||||
|
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
||||||
|
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
||||||
|
lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
||||||
|
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||||||
|
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
||||||
|
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
||||||
|
|||||||
@@ -434,6 +434,7 @@ editor.waves = Vågor:
|
|||||||
editor.rules = Regler:
|
editor.rules = Regler:
|
||||||
editor.generation = Generering:
|
editor.generation = Generering:
|
||||||
editor.objectives = Objectives
|
editor.objectives = Objectives
|
||||||
|
editor.locales = Locale Bundles
|
||||||
editor.ingame = Edit In-Game
|
editor.ingame = Edit In-Game
|
||||||
editor.playtest = Playtest
|
editor.playtest = Playtest
|
||||||
editor.publish.workshop = Publish On Workshop
|
editor.publish.workshop = Publish On Workshop
|
||||||
@@ -489,6 +490,7 @@ editor.default = [lightgray]<Default>
|
|||||||
details = Details...
|
details = Details...
|
||||||
edit = Redigera...
|
edit = Redigera...
|
||||||
variables = Vars
|
variables = Vars
|
||||||
|
logic.globals = Built-in Variables
|
||||||
editor.name = Namn:
|
editor.name = Namn:
|
||||||
editor.spawn = Spawn Unit
|
editor.spawn = Spawn Unit
|
||||||
editor.removeunit = Remove Unit
|
editor.removeunit = Remove Unit
|
||||||
@@ -500,6 +502,7 @@ editor.errorlegacy = This map is too old, and uses a legacy map format that is n
|
|||||||
editor.errornot = This is not a map file.
|
editor.errornot = This is not a map file.
|
||||||
editor.errorheader = This map file is either not valid or corrupt.
|
editor.errorheader = This map file is either not valid or corrupt.
|
||||||
editor.errorname = Map has no name defined. Are you trying to load a save file?
|
editor.errorname = Map has no name defined. Are you trying to load a save file?
|
||||||
|
editor.errorlocales = Error reading invalid locale bundles.
|
||||||
editor.update = Uppdatera
|
editor.update = Uppdatera
|
||||||
editor.randomize = Slumpa
|
editor.randomize = Slumpa
|
||||||
editor.moveup = Move Up
|
editor.moveup = Move Up
|
||||||
@@ -511,6 +514,7 @@ editor.sectorgenerate = Sector Generate
|
|||||||
editor.resize = Resize
|
editor.resize = Resize
|
||||||
editor.loadmap = Load Map
|
editor.loadmap = Load Map
|
||||||
editor.savemap = Save Map
|
editor.savemap = Save Map
|
||||||
|
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
|
||||||
editor.saved = Sparad!
|
editor.saved = Sparad!
|
||||||
editor.save.noname = Your map does not have a name! Set one in the 'map info' menu.
|
editor.save.noname = Your map does not have a name! Set one in the 'map info' menu.
|
||||||
editor.save.overwrite = Your map overwrites a built-in map! Pick a different name in the 'map info' menu.
|
editor.save.overwrite = Your map overwrites a built-in map! Pick a different name in the 'map info' menu.
|
||||||
@@ -595,6 +599,23 @@ filter.option.floor2 = Secondary Floor
|
|||||||
filter.option.threshold2 = Secondary Threshold
|
filter.option.threshold2 = Secondary Threshold
|
||||||
filter.option.radius = Radie
|
filter.option.radius = Radie
|
||||||
filter.option.percentile = Percentile
|
filter.option.percentile = Percentile
|
||||||
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
|
locales.applytoall = Apply Changes To All Locales
|
||||||
|
locales.addtoother = Add To Other Locales
|
||||||
|
locales.rollback = Rollback to last applied
|
||||||
|
locales.filter = Property filter
|
||||||
|
locales.searchname = Search name...
|
||||||
|
locales.searchvalue = Search value...
|
||||||
|
locales.searchlocale = Search locale...
|
||||||
|
locales.byname = By name
|
||||||
|
locales.byvalue = By value
|
||||||
|
locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
|
||||||
|
locales.showmissing = Show properties that are missing in some locales
|
||||||
|
locales.showsame = Show properties that have same values in different locales
|
||||||
|
locales.viewproperty = View in all locales
|
||||||
|
locales.viewing = Viewing property "{0}"
|
||||||
|
locales.addicon = Add Icon
|
||||||
|
|
||||||
width = Bredd:
|
width = Bredd:
|
||||||
height = Höjd:
|
height = Höjd:
|
||||||
@@ -645,10 +666,12 @@ objective.destroycore.name = Destroy Core
|
|||||||
objective.commandmode.name = Command Mode
|
objective.commandmode.name = Command Mode
|
||||||
objective.flag.name = Flag
|
objective.flag.name = Flag
|
||||||
marker.shapetext.name = Shape Text
|
marker.shapetext.name = Shape Text
|
||||||
marker.minimap.name = Minimap
|
marker.point.name = Point
|
||||||
marker.shape.name = Shape
|
marker.shape.name = Shape
|
||||||
marker.text.name = Text
|
marker.text.name = Text
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
marker.background = Background
|
marker.background = Background
|
||||||
marker.outline = Outline
|
marker.outline = Outline
|
||||||
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
||||||
@@ -695,7 +718,7 @@ error.any = Okänt nätverksfel.
|
|||||||
error.bloom = Failed to initialize bloom.\nYour device may not support it.
|
error.bloom = Failed to initialize bloom.\nYour device may not support it.
|
||||||
|
|
||||||
weather.rain.name = Rain
|
weather.rain.name = Rain
|
||||||
weather.snow.name = Snow
|
weather.snowing.name = Snow
|
||||||
weather.sandstorm.name = Sandstorm
|
weather.sandstorm.name = Sandstorm
|
||||||
weather.sporestorm.name = Sporestorm
|
weather.sporestorm.name = Sporestorm
|
||||||
weather.fog.name = Fog
|
weather.fog.name = Fog
|
||||||
@@ -731,7 +754,8 @@ sector.curlost = Sector Lost
|
|||||||
sector.missingresources = [scarlet]Insufficient Core Resources
|
sector.missingresources = [scarlet]Insufficient Core Resources
|
||||||
sector.attacked = Sector [accent]{0}[white] under attack!
|
sector.attacked = Sector [accent]{0}[white] under attack!
|
||||||
sector.lost = Sector [accent]{0}[white] lost!
|
sector.lost = Sector [accent]{0}[white] lost!
|
||||||
sector.captured = Sector [accent]{0}[white]captured!
|
sector.capture = Sector [accent]{0}[white]Captured!
|
||||||
|
sector.capture.current = Sector Captured!
|
||||||
sector.changeicon = Change Icon
|
sector.changeicon = Change Icon
|
||||||
sector.noswitch.title = Unable to Switch Sectors
|
sector.noswitch.title = Unable to Switch Sectors
|
||||||
sector.noswitch = You may not switch sectors while an existing sector is under attack.\n\nSector: [accent]{0}[] on [accent]{1}[]
|
sector.noswitch = You may not switch sectors while an existing sector is under attack.\n\nSector: [accent]{0}[] on [accent]{1}[]
|
||||||
@@ -949,17 +973,46 @@ stat.immunities = Immunities
|
|||||||
stat.healing = Healing
|
stat.healing = Healing
|
||||||
|
|
||||||
ability.forcefield = Force Field
|
ability.forcefield = Force Field
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = Repair Field
|
ability.repairfield = Repair Field
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = Status Field
|
ability.statusfield = Status Field
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = Factory
|
ability.unitspawn = Factory
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Shield Regen Field
|
ability.shieldregenfield = Shield Regen Field
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Movement Lightning
|
ability.movelightning = Movement Lightning
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Shield Arc
|
ability.shieldarc = Shield Arc
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Regen Suppression Field
|
ability.suppressionfield = Regen Suppression Field
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Energy Field
|
ability.energyfield = Energy Field
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = Only Core Depositing Allowed
|
bar.onlycoredeposit = Only Core Depositing Allowed
|
||||||
|
|
||||||
@@ -1110,7 +1163,7 @@ setting.sfxvol.name = Ljudeffektvolym
|
|||||||
setting.mutesound.name = Stäng Av Ljudeffekter
|
setting.mutesound.name = Stäng Av Ljudeffekter
|
||||||
setting.crashreport.name = Skicka Anonyma Krashrapporter
|
setting.crashreport.name = Skicka Anonyma Krashrapporter
|
||||||
setting.savecreate.name = Auto-Create Saves
|
setting.savecreate.name = Auto-Create Saves
|
||||||
setting.publichost.name = Public Game Visibility
|
setting.steampublichost.name = Public Game Visibility
|
||||||
setting.playerlimit.name = Player Limit
|
setting.playerlimit.name = Player Limit
|
||||||
setting.chatopacity.name = Chattgenomskinlighet
|
setting.chatopacity.name = Chattgenomskinlighet
|
||||||
setting.lasersopacity.name = Power Laser Opacity
|
setting.lasersopacity.name = Power Laser Opacity
|
||||||
@@ -1156,15 +1209,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.rebuild_select.name = Rebuild Region
|
keybind.rebuild_select.name = Rebuild Region
|
||||||
keybind.schematic_select.name = Select Region
|
keybind.schematic_select.name = Select Region
|
||||||
keybind.schematic_menu.name = Schematic Menu
|
keybind.schematic_menu.name = Schematic Menu
|
||||||
@@ -1262,6 +1316,7 @@ rules.unitdamagemultiplier = Unit Damage Multiplier
|
|||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.solarmultiplier = Solar Power Multiplier
|
rules.solarmultiplier = Solar Power Multiplier
|
||||||
rules.unitcapvariable = Cores Contribute To Unit Cap
|
rules.unitcapvariable = Cores Contribute To Unit Cap
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Base Unit Cap
|
rules.unitcap = Base Unit Cap
|
||||||
rules.limitarea = Limit Map Area
|
rules.limitarea = Limit Map Area
|
||||||
rules.enemycorebuildradius = Enemy Core No-Build Radius:[lightgray] (tiles)
|
rules.enemycorebuildradius = Enemy Core No-Build Radius:[lightgray] (tiles)
|
||||||
@@ -1294,6 +1349,8 @@ rules.weather = Weather
|
|||||||
rules.weather.frequency = Frequency:
|
rules.weather.frequency = Frequency:
|
||||||
rules.weather.always = Always
|
rules.weather.always = Always
|
||||||
rules.weather.duration = Duration:
|
rules.weather.duration = Duration:
|
||||||
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = Föremål
|
content.item.name = Föremål
|
||||||
content.liquid.name = Vätskor
|
content.liquid.name = Vätskor
|
||||||
@@ -1511,6 +1568,7 @@ block.inverted-sorter.name = Inverted Sorter
|
|||||||
block.message.name = Meddelande
|
block.message.name = Meddelande
|
||||||
block.reinforced-message.name = Reinforced Message
|
block.reinforced-message.name = Reinforced Message
|
||||||
block.world-message.name = World Message
|
block.world-message.name = World Message
|
||||||
|
block.world-switch.name = World Switch
|
||||||
block.illuminator.name = Illuminator
|
block.illuminator.name = Illuminator
|
||||||
block.overflow-gate.name = Överflödesgrind
|
block.overflow-gate.name = Överflödesgrind
|
||||||
block.underflow-gate.name = Underflow Gate
|
block.underflow-gate.name = Underflow Gate
|
||||||
@@ -1751,7 +1809,6 @@ block.disperse.name = Disperse
|
|||||||
block.afflict.name = Afflict
|
block.afflict.name = Afflict
|
||||||
block.lustre.name = Lustre
|
block.lustre.name = Lustre
|
||||||
block.scathe.name = Scathe
|
block.scathe.name = Scathe
|
||||||
block.fabricator.name = Fabricator
|
|
||||||
block.tank-refabricator.name = Tank Refabricator
|
block.tank-refabricator.name = Tank Refabricator
|
||||||
block.mech-refabricator.name = Mech Refabricator
|
block.mech-refabricator.name = Mech Refabricator
|
||||||
block.ship-refabricator.name = Ship Refabricator
|
block.ship-refabricator.name = Ship Refabricator
|
||||||
@@ -1869,6 +1926,7 @@ onset.turrets = Units are effective, but [accent]turrets[] provide better defens
|
|||||||
onset.turretammo = Supply the turret with [accent]beryllium ammo.[]
|
onset.turretammo = Supply the turret with [accent]beryllium ammo.[]
|
||||||
onset.walls = [accent]Walls[] can prevent oncoming damage from reaching buildings.\nPlace some \uf6ee [accent]beryllium walls[] around the turret.
|
onset.walls = [accent]Walls[] can prevent oncoming damage from reaching buildings.\nPlace some \uf6ee [accent]beryllium walls[] around the turret.
|
||||||
onset.enemies = Enemy incoming, prepare to defend.
|
onset.enemies = Enemy incoming, prepare to defend.
|
||||||
|
onset.defenses = [accent]Set up defenses:[lightgray] {0}
|
||||||
onset.attack = The enemy is vulnerable. Counter-attack.
|
onset.attack = The enemy is vulnerable. Counter-attack.
|
||||||
onset.cores = New cores can be placed on [accent]core tiles[].\nNew cores function as forward bases and share a resource inventory with other cores.\nPlace a \uf725 core.
|
onset.cores = New cores can be placed on [accent]core tiles[].\nNew cores function as forward bases and share a resource inventory with other cores.\nPlace a \uf725 core.
|
||||||
onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defenses, mining, and production.
|
onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defenses, mining, and production.
|
||||||
@@ -2068,7 +2126,6 @@ block.logic-display.description = Displays arbitrary graphics from a logic proce
|
|||||||
block.large-logic-display.description = Displays arbitrary graphics from a logic processor.
|
block.large-logic-display.description = Displays arbitrary graphics from a logic processor.
|
||||||
block.interplanetary-accelerator.description = A massive electromagnetic railgun tower. Accelerates cores to escape velocity for interplanetary deployment.
|
block.interplanetary-accelerator.description = A massive electromagnetic railgun tower. Accelerates cores to escape velocity for interplanetary deployment.
|
||||||
block.repair-turret.description = Continuously repairs the closest damaged unit in its vicinity. Optionally accepts coolant.
|
block.repair-turret.description = Continuously repairs the closest damaged unit in its vicinity. Optionally accepts coolant.
|
||||||
block.payload-propulsion-tower.description = Long-range payload transport structure. Shoots payloads to other linked payload propulsion towers.
|
|
||||||
block.core-bastion.description = Core of the base. Armored. Once destroyed, the sector is lost.
|
block.core-bastion.description = Core of the base. Armored. Once destroyed, the sector is lost.
|
||||||
block.core-citadel.description = Core of the base. Very well armored. Stores more resources than a Bastion core.
|
block.core-citadel.description = Core of the base. Very well armored. Stores more resources than a Bastion core.
|
||||||
block.core-acropolis.description = Core of the base. Exceptionally well armored. Stores more resources than a Citadel core.
|
block.core-acropolis.description = Core of the base. Exceptionally well armored. Stores more resources than a Citadel core.
|
||||||
@@ -2104,7 +2161,6 @@ block.impact-drill.description = When placed on ore, outputs items in bursts ind
|
|||||||
block.eruption-drill.description = An improved impact drill. Capable of mining thorium. Requires hydrogen.
|
block.eruption-drill.description = An improved impact drill. Capable of mining thorium. Requires hydrogen.
|
||||||
block.reinforced-conduit.description = Moves fluids forward. Doesn't accept non-conduit inputs to the sides.
|
block.reinforced-conduit.description = Moves fluids forward. Doesn't accept non-conduit inputs to the sides.
|
||||||
block.reinforced-liquid-router.description = Distributes fluids equally to all sides.
|
block.reinforced-liquid-router.description = Distributes fluids equally to all sides.
|
||||||
block.reinforced-junction.description = Acts as a bridge for two crossing conduits.
|
|
||||||
block.reinforced-liquid-tank.description = Stores a large amount of fluids.
|
block.reinforced-liquid-tank.description = Stores a large amount of fluids.
|
||||||
block.reinforced-liquid-container.description = Stores a sizeable amount of fluids.
|
block.reinforced-liquid-container.description = Stores a sizeable amount of fluids.
|
||||||
block.reinforced-bridge-conduit.description = Transports fluids over structures and terrain.
|
block.reinforced-bridge-conduit.description = Transports fluids over structures and terrain.
|
||||||
@@ -2221,6 +2277,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
|
|||||||
lst.read = Read a number from a linked memory cell.
|
lst.read = Read a number from a linked memory cell.
|
||||||
lst.write = Write a number to a linked memory cell.
|
lst.write = Write a number to a linked memory cell.
|
||||||
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
||||||
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
||||||
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
||||||
@@ -2243,6 +2300,8 @@ lst.getblock = Get tile data at any location.
|
|||||||
lst.setblock = Set tile data at any location.
|
lst.setblock = Set tile data at any location.
|
||||||
lst.spawnunit = Spawn unit at a location.
|
lst.spawnunit = Spawn unit at a location.
|
||||||
lst.applystatus = Apply or clear a status effect from a uniut.
|
lst.applystatus = Apply or clear a status effect from a uniut.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
||||||
lst.explosion = Create an explosion at a location.
|
lst.explosion = Create an explosion at a location.
|
||||||
lst.setrate = Set processor execution speed in instructions/tick.
|
lst.setrate = Set processor execution speed in instructions/tick.
|
||||||
@@ -2258,6 +2317,43 @@ lst.effect = Create a particle effect.
|
|||||||
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
||||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||||
|
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||||
|
lglobal.false = 0
|
||||||
|
lglobal.true = 1
|
||||||
|
lglobal.null = null
|
||||||
|
lglobal.@pi = The mathematical constant pi (3.141...)
|
||||||
|
lglobal.@e = The mathematical constant e (2.718...)
|
||||||
|
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
||||||
|
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
||||||
|
lglobal.@time = Playtime of current save, in milliseconds
|
||||||
|
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
||||||
|
lglobal.@second = Playtime of current save, in seconds
|
||||||
|
lglobal.@minute = Playtime of current save, in minutes
|
||||||
|
lglobal.@waveNumber = Current wave number, if waves are enabled
|
||||||
|
lglobal.@waveTime = Countdown timer for waves, in seconds
|
||||||
|
lglobal.@mapw = Map width in tiles
|
||||||
|
lglobal.@maph = Map height in tiles
|
||||||
|
lglobal.sectionMap = Map
|
||||||
|
lglobal.sectionGeneral = General
|
||||||
|
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
||||||
|
lglobal.sectionProcessor = Processor
|
||||||
|
lglobal.sectionLookup = Lookup
|
||||||
|
lglobal.@this = The logic block executing the code
|
||||||
|
lglobal.@thisx = X coordinate of block executing the code
|
||||||
|
lglobal.@thisy = Y coordinate of block executing the code
|
||||||
|
lglobal.@links = Total number of blocks linked to this processors
|
||||||
|
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
||||||
|
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
||||||
|
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
||||||
|
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
||||||
|
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
||||||
|
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
||||||
|
lglobal.@client = True if the code is running on a client connected to a server
|
||||||
|
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
||||||
|
lglobal.@clientUnit = Unit of client running the code
|
||||||
|
lglobal.@clientName = Player name of client running the code
|
||||||
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
logic.nounitbuild = [red]Unit building logic is not allowed here.
|
logic.nounitbuild = [red]Unit building logic is not allowed here.
|
||||||
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
||||||
lenum.shoot = Shoot at a position.
|
lenum.shoot = Shoot at a position.
|
||||||
@@ -2296,6 +2392,7 @@ graphicstype.poly = Fill a regular polygon.
|
|||||||
graphicstype.linepoly = Draw a regular polygon outline.
|
graphicstype.linepoly = Draw a regular polygon outline.
|
||||||
graphicstype.triangle = Fill a triangle.
|
graphicstype.triangle = Fill a triangle.
|
||||||
graphicstype.image = Draw an image of some content.\nex: [accent]@router[] or [accent]@dagger[].
|
graphicstype.image = Draw an image of some content.\nex: [accent]@router[] or [accent]@dagger[].
|
||||||
|
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
||||||
lenum.always = Always true.
|
lenum.always = Always true.
|
||||||
lenum.idiv = Integer division.
|
lenum.idiv = Integer division.
|
||||||
lenum.div = Division.\nReturns [accent]null[] on divide-by-zero.
|
lenum.div = Division.\nReturns [accent]null[] on divide-by-zero.
|
||||||
@@ -2389,3 +2486,10 @@ lenum.build = Build a structure.
|
|||||||
lenum.getblock = Fetch a building and type at coordinates.\nUnit must be in range of position.\nSolid non-buildings will have the type [accent]@solid[].
|
lenum.getblock = Fetch a building and type at coordinates.\nUnit must be in range of position.\nSolid non-buildings will have the type [accent]@solid[].
|
||||||
lenum.within = Check if unit is near a position.
|
lenum.within = Check if unit is near a position.
|
||||||
lenum.boost = Start/stop boosting.
|
lenum.boost = Start/stop boosting.
|
||||||
|
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||||
|
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
||||||
|
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
||||||
|
lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
||||||
|
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||||||
|
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
||||||
|
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
||||||
|
|||||||
@@ -438,6 +438,7 @@ editor.waves = คลื่น
|
|||||||
editor.rules = กฎ
|
editor.rules = กฎ
|
||||||
editor.generation = เจนเนอเรชั่น
|
editor.generation = เจนเนอเรชั่น
|
||||||
editor.objectives = เป้าหมาย
|
editor.objectives = เป้าหมาย
|
||||||
|
editor.locales = Locale Bundles
|
||||||
editor.ingame = แก้ไขในเกม
|
editor.ingame = แก้ไขในเกม
|
||||||
editor.playtest = เล่นทดสอบ
|
editor.playtest = เล่นทดสอบ
|
||||||
editor.publish.workshop = เผยแพร่บนเวิร์กช็อป
|
editor.publish.workshop = เผยแพร่บนเวิร์กช็อป
|
||||||
@@ -494,6 +495,7 @@ editor.default = [lightgray]<ค่าเริ่มต้น>
|
|||||||
details = รายละเอียด...
|
details = รายละเอียด...
|
||||||
edit = แก้ไข...
|
edit = แก้ไข...
|
||||||
variables = ตัวแปร
|
variables = ตัวแปร
|
||||||
|
logic.globals = Built-in Variables
|
||||||
editor.name = ชื่อ:
|
editor.name = ชื่อ:
|
||||||
editor.spawn = สร้างยูนิต
|
editor.spawn = สร้างยูนิต
|
||||||
editor.removeunit = ลบยูนิต
|
editor.removeunit = ลบยูนิต
|
||||||
@@ -505,6 +507,7 @@ editor.errorlegacy = แมพนี้เก่าเกินไปและ
|
|||||||
editor.errornot = นี่ไม่ใช้ไฟล์แมพ
|
editor.errornot = นี่ไม่ใช้ไฟล์แมพ
|
||||||
editor.errorheader = ไฟล์แมพนี้เสียหรือไม่ถูกต้อง
|
editor.errorheader = ไฟล์แมพนี้เสียหรือไม่ถูกต้อง
|
||||||
editor.errorname = แมพไม่มีการกำหนดชื่อ คุณกำลังพยายามโหลดไฟล์เซฟอยู่หรือไม่?
|
editor.errorname = แมพไม่มีการกำหนดชื่อ คุณกำลังพยายามโหลดไฟล์เซฟอยู่หรือไม่?
|
||||||
|
editor.errorlocales = Error reading invalid locale bundles.
|
||||||
editor.update = อัปเดต
|
editor.update = อัปเดต
|
||||||
editor.randomize = สุ่ม
|
editor.randomize = สุ่ม
|
||||||
editor.moveup = ขยับขึ้น
|
editor.moveup = ขยับขึ้น
|
||||||
@@ -516,6 +519,7 @@ editor.sectorgenerate = สร้างเซ็กเตอร์
|
|||||||
editor.resize = เปลี่ยนขนาด
|
editor.resize = เปลี่ยนขนาด
|
||||||
editor.loadmap = โหลดแมพ
|
editor.loadmap = โหลดแมพ
|
||||||
editor.savemap = เซฟแมพ
|
editor.savemap = เซฟแมพ
|
||||||
|
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
|
||||||
editor.saved = เซฟเรียบร้อย!
|
editor.saved = เซฟเรียบร้อย!
|
||||||
editor.save.noname = แมพของคุณไม่มีชื่อ! สามารถตั้งชื่อได้ในเมนู 'ข้อมูลแมพ'
|
editor.save.noname = แมพของคุณไม่มีชื่อ! สามารถตั้งชื่อได้ในเมนู 'ข้อมูลแมพ'
|
||||||
editor.save.overwrite = แมพของคุณไปทับซ้อนกับแมพค่าเริ่มต้น! เปลี่ยนชื่อได้ในเมนู 'ข้อมูลแมพ'
|
editor.save.overwrite = แมพของคุณไปทับซ้อนกับแมพค่าเริ่มต้น! เปลี่ยนชื่อได้ในเมนู 'ข้อมูลแมพ'
|
||||||
@@ -602,6 +606,23 @@ filter.option.floor2 = พื้นชั้นสอง
|
|||||||
filter.option.threshold2 = เกณฑ์ชั้นสอง
|
filter.option.threshold2 = เกณฑ์ชั้นสอง
|
||||||
filter.option.radius = รัศมี
|
filter.option.radius = รัศมี
|
||||||
filter.option.percentile = เปอร์เซ็นต์ไทล์
|
filter.option.percentile = เปอร์เซ็นต์ไทล์
|
||||||
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
|
locales.applytoall = Apply Changes To All Locales
|
||||||
|
locales.addtoother = Add To Other Locales
|
||||||
|
locales.rollback = Rollback to last applied
|
||||||
|
locales.filter = Property filter
|
||||||
|
locales.searchname = Search name...
|
||||||
|
locales.searchvalue = Search value...
|
||||||
|
locales.searchlocale = Search locale...
|
||||||
|
locales.byname = By name
|
||||||
|
locales.byvalue = By value
|
||||||
|
locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
|
||||||
|
locales.showmissing = Show properties that are missing in some locales
|
||||||
|
locales.showsame = Show properties that have same values in different locales
|
||||||
|
locales.viewproperty = View in all locales
|
||||||
|
locales.viewing = Viewing property "{0}"
|
||||||
|
locales.addicon = Add Icon
|
||||||
|
|
||||||
width = กว้าง:
|
width = กว้าง:
|
||||||
height = สูง:
|
height = สูง:
|
||||||
@@ -652,10 +673,12 @@ objective.destroycore.name = ทำลายแกนกลาง
|
|||||||
objective.commandmode.name = โหมดสั่งการ
|
objective.commandmode.name = โหมดสั่งการ
|
||||||
objective.flag.name = ธง
|
objective.flag.name = ธง
|
||||||
marker.shapetext.name = ข้อความในรูปทรง
|
marker.shapetext.name = ข้อความในรูปทรง
|
||||||
marker.minimap.name = มินิแมพ
|
marker.point.name = Point
|
||||||
marker.shape.name = รูปทรง
|
marker.shape.name = รูปทรง
|
||||||
marker.text.name = ข้อความ
|
marker.text.name = ข้อความ
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
marker.background = พื้นหลัง
|
marker.background = พื้นหลัง
|
||||||
marker.outline = โครงร่าง
|
marker.outline = โครงร่าง
|
||||||
objective.research = [accent]วิจัย:\n[]{0}[lightgray]{1}
|
objective.research = [accent]วิจัย:\n[]{0}[lightgray]{1}
|
||||||
@@ -703,7 +726,7 @@ error.any = ข้อผิดพลาด: เครือข่ายที่
|
|||||||
error.bloom = ไม่สามารถเริ่มต้นบลูมได้\nอุปกรณ์ของคุณอาจไม่รองรับ
|
error.bloom = ไม่สามารถเริ่มต้นบลูมได้\nอุปกรณ์ของคุณอาจไม่รองรับ
|
||||||
|
|
||||||
weather.rain.name = ฝน
|
weather.rain.name = ฝน
|
||||||
weather.snow.name = หิมะ
|
weather.snowing.name = หิมะ
|
||||||
weather.sandstorm.name = พายุทราย
|
weather.sandstorm.name = พายุทราย
|
||||||
weather.sporestorm.name = พายุสปอร์
|
weather.sporestorm.name = พายุสปอร์
|
||||||
weather.fog.name = หมอก
|
weather.fog.name = หมอก
|
||||||
@@ -740,8 +763,8 @@ sector.curlost = เราเสียเซ็กเตอร์!
|
|||||||
sector.missingresources = [scarlet]ขาดทรัพยากรในการลงจอด
|
sector.missingresources = [scarlet]ขาดทรัพยากรในการลงจอด
|
||||||
sector.attacked = เซ็กเตอร์ [accent]{0}[white] ถูกโจมตี!
|
sector.attacked = เซ็กเตอร์ [accent]{0}[white] ถูกโจมตี!
|
||||||
sector.lost = เราเสียเซ็กเตอร์ [accent]{0}[white]!
|
sector.lost = เราเสียเซ็กเตอร์ [accent]{0}[white]!
|
||||||
#note: the missing space in the line below is intentional
|
sector.capture = Sector [accent]{0}[white]Captured!
|
||||||
sector.captured = เรายึดครองเซ็กเตอร์'[accent]{0}[white]ได้แล้ว!
|
sector.capture.current = Sector Captured!
|
||||||
sector.changeicon = เปลี่ยนไอคอน
|
sector.changeicon = เปลี่ยนไอคอน
|
||||||
sector.noswitch.title = ไม่สามารถเปลี่ยนเซ็กเตอร์ได้
|
sector.noswitch.title = ไม่สามารถเปลี่ยนเซ็กเตอร์ได้
|
||||||
sector.noswitch = คุณไม่สามารถเปลี่ยนเซ็กเตอร์ได้ระหว่างที่อีกเซ็กเตอร์กำลังถูกโจมตีอยู่\n\nเซ็กเตอร์: [accent]{0}[] บนดาว [accent]{1}[]
|
sector.noswitch = คุณไม่สามารถเปลี่ยนเซ็กเตอร์ได้ระหว่างที่อีกเซ็กเตอร์กำลังถูกโจมตีอยู่\n\nเซ็กเตอร์: [accent]{0}[] บนดาว [accent]{1}[]
|
||||||
@@ -963,17 +986,46 @@ stat.immunities = ต่อต้านสถานะ
|
|||||||
stat.healing = การรักษา
|
stat.healing = การรักษา
|
||||||
|
|
||||||
ability.forcefield = โล่พลังงาน
|
ability.forcefield = โล่พลังงาน
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = สนามซ่อมแซม
|
ability.repairfield = สนามซ่อมแซม
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = สนามเอฟเฟกต์
|
ability.statusfield = สนามเอฟเฟกต์
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = โรงงานผลิต
|
ability.unitspawn = โรงงานผลิต
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = สนามรักษาโล่
|
ability.shieldregenfield = สนามรักษาโล่
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = ปล่อยสายฟ้าเมื่อเคลื่อนที่
|
ability.movelightning = ปล่อยสายฟ้าเมื่อเคลื่อนที่
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = โล่พลังงานโค้ง
|
ability.shieldarc = โล่พลังงานโค้ง
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = สนามระงับการฟื้นฟู
|
ability.suppressionfield = สนามระงับการฟื้นฟู
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = สนามพลังงาน
|
ability.energyfield = สนามพลังงาน
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = ขนย้ายทรัพยากรลงแกนกลางได้เท่านั้น
|
bar.onlycoredeposit = ขนย้ายทรัพยากรลงแกนกลางได้เท่านั้น
|
||||||
bar.drilltierreq = ต้องมีเครื่องขุดที่ดีกว่านี้
|
bar.drilltierreq = ต้องมีเครื่องขุดที่ดีกว่านี้
|
||||||
@@ -1123,7 +1175,7 @@ setting.sfxvol.name = ระดับเสียง SFX
|
|||||||
setting.mutesound.name = ปิดเสียง
|
setting.mutesound.name = ปิดเสียง
|
||||||
setting.crashreport.name = ส่งรายงานข้อขัดข้องแบบไม่ระบุตัวตน
|
setting.crashreport.name = ส่งรายงานข้อขัดข้องแบบไม่ระบุตัวตน
|
||||||
setting.savecreate.name = สร้างเซฟโดยอัตโนมัติ
|
setting.savecreate.name = สร้างเซฟโดยอัตโนมัติ
|
||||||
setting.publichost.name = การมองเห็นเซิร์ฟเวอร์สาธารณะ
|
setting.steampublichost.name = Public Game Visibility
|
||||||
setting.playerlimit.name = จำกัดผู้เล่น
|
setting.playerlimit.name = จำกัดผู้เล่น
|
||||||
setting.chatopacity.name = ความโปร่งแสงของแชท
|
setting.chatopacity.name = ความโปร่งแสงของแชท
|
||||||
setting.lasersopacity.name = ความโปร่งแสงของลำแสงพลังงาน
|
setting.lasersopacity.name = ความโปร่งแสงของลำแสงพลังงาน
|
||||||
@@ -1169,15 +1221,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.rebuild_select.name = เลือกพื้นที่สร้างใหม่
|
keybind.rebuild_select.name = เลือกพื้นที่สร้างใหม่
|
||||||
keybind.schematic_select.name = เลือกพื้นที่
|
keybind.schematic_select.name = เลือกพื้นที่
|
||||||
keybind.schematic_menu.name = เมนูแผนผัง
|
keybind.schematic_menu.name = เมนูแผนผัง
|
||||||
@@ -1275,6 +1328,7 @@ rules.unitdamagemultiplier = พหุคูณพลังโจมตีขอ
|
|||||||
rules.unitcrashdamagemultiplier = พหูคูณดาเมจการตกของยานยูนิต
|
rules.unitcrashdamagemultiplier = พหูคูณดาเมจการตกของยานยูนิต
|
||||||
rules.solarmultiplier = พหูคุณพลังงานแสงอาทิตย์
|
rules.solarmultiplier = พหูคุณพลังงานแสงอาทิตย์
|
||||||
rules.unitcapvariable = เพิ่มจำนวนยูนิตสูงสุดต่อแกนกลาง
|
rules.unitcapvariable = เพิ่มจำนวนยูนิตสูงสุดต่อแกนกลาง
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = ขีดกำจัดยูนิตสูงสุดพื้นฐาน
|
rules.unitcap = ขีดกำจัดยูนิตสูงสุดพื้นฐาน
|
||||||
rules.limitarea = จำกัดพื้นที่แมพ
|
rules.limitarea = จำกัดพื้นที่แมพ
|
||||||
rules.enemycorebuildradius = รัศมีห้ามสร้างบริเวณแกนกลางของศัตรู:[lightgray] (ช่อง)
|
rules.enemycorebuildradius = รัศมีห้ามสร้างบริเวณแกนกลางของศัตรู:[lightgray] (ช่อง)
|
||||||
@@ -1307,6 +1361,8 @@ rules.weather = สภาพอากาศ
|
|||||||
rules.weather.frequency = ความถี่:
|
rules.weather.frequency = ความถี่:
|
||||||
rules.weather.always = ตลอด
|
rules.weather.always = ตลอด
|
||||||
rules.weather.duration = ระยะเวลา:
|
rules.weather.duration = ระยะเวลา:
|
||||||
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = ไอเท็ม
|
content.item.name = ไอเท็ม
|
||||||
content.liquid.name = ของเหลว
|
content.liquid.name = ของเหลว
|
||||||
@@ -1532,6 +1588,7 @@ block.inverted-sorter.name = เครื่องคัดแยกกลับ
|
|||||||
block.message.name = กล่องข้อความ
|
block.message.name = กล่องข้อความ
|
||||||
block.reinforced-message.name = กล่องข้อความเสริมกำลัง
|
block.reinforced-message.name = กล่องข้อความเสริมกำลัง
|
||||||
block.world-message.name = กล่องข้อความโลก
|
block.world-message.name = กล่องข้อความโลก
|
||||||
|
block.world-switch.name = World Switch
|
||||||
block.illuminator.name = ตัวเปล่งแสง
|
block.illuminator.name = ตัวเปล่งแสง
|
||||||
block.overflow-gate.name = ประตูระบาย
|
block.overflow-gate.name = ประตูระบาย
|
||||||
block.underflow-gate.name = ประตูระบายข้าง
|
block.underflow-gate.name = ประตูระบายข้าง
|
||||||
@@ -1772,7 +1829,6 @@ block.disperse.name = ดิสเพิร์ส
|
|||||||
block.afflict.name = อัฟฟลิกต์
|
block.afflict.name = อัฟฟลิกต์
|
||||||
block.lustre.name = ลัสเตอร์
|
block.lustre.name = ลัสเตอร์
|
||||||
block.scathe.name = สเกซส์
|
block.scathe.name = สเกซส์
|
||||||
block.fabricator.name = เครื่องสรรค์สร้าง
|
|
||||||
block.tank-refabricator.name = เครื่องแปลงสภาพรถถัง
|
block.tank-refabricator.name = เครื่องแปลงสภาพรถถัง
|
||||||
block.mech-refabricator.name = เครื่องแปลงสภาพจักรกล
|
block.mech-refabricator.name = เครื่องแปลงสภาพจักรกล
|
||||||
block.ship-refabricator.name = เครื่องแปลงสภาพยานบิน
|
block.ship-refabricator.name = เครื่องแปลงสภาพยานบิน
|
||||||
@@ -1893,6 +1949,7 @@ onset.turrets = ยูนิตนั้นมีประสิทธิภา
|
|||||||
onset.turretammo = เติมกระสุนให้แก่ป้อมปืนด้วย[accent]กระสุนเบริลเลี่ยม[]
|
onset.turretammo = เติมกระสุนให้แก่ป้อมปืนด้วย[accent]กระสุนเบริลเลี่ยม[]
|
||||||
onset.walls = [accent]กำแพง[]สามารถป้องกันความเสียหายที่จะมาถึงให้ไม่ไปโดนสิ่งก่อสร้างได้\nวางกำแพง \uf6ee [accent]กำแพงเบริลเลี่ยม[]รอบๆ ป้อมปืน
|
onset.walls = [accent]กำแพง[]สามารถป้องกันความเสียหายที่จะมาถึงให้ไม่ไปโดนสิ่งก่อสร้างได้\nวางกำแพง \uf6ee [accent]กำแพงเบริลเลี่ยม[]รอบๆ ป้อมปืน
|
||||||
onset.enemies = ศัตรูกำลังจะเข้ามา เตรียมตัวป้องกันให้ดี
|
onset.enemies = ศัตรูกำลังจะเข้ามา เตรียมตัวป้องกันให้ดี
|
||||||
|
onset.defenses = [accent]Set up defenses:[lightgray] {0}
|
||||||
onset.attack = ศัตรูอ่อนแอลงแล้ว ตอบโต้กลับ
|
onset.attack = ศัตรูอ่อนแอลงแล้ว ตอบโต้กลับ
|
||||||
onset.cores = แกนกลางใหม่สามารถวางได้บน[accent]โซนแกนกลาง[]\nแกนกลางใหม่จะทำหน้าที่เป็นฐานทัพหน้าด่านและจะแบ่งปันทรัพยากรกับแกนกลางอื่นๆ\nวาง \uf725 แกนกลาง
|
onset.cores = แกนกลางใหม่สามารถวางได้บน[accent]โซนแกนกลาง[]\nแกนกลางใหม่จะทำหน้าที่เป็นฐานทัพหน้าด่านและจะแบ่งปันทรัพยากรกับแกนกลางอื่นๆ\nวาง \uf725 แกนกลาง
|
||||||
onset.detect = ศัตรูจะสามารถตรวจจับการมีอยู่ของคุณได้ในอีก 2 นาที\nจัดตั้งกองกำลังป้องกัน ปฏิบัติการขุด และการผลิต
|
onset.detect = ศัตรูจะสามารถตรวจจับการมีอยู่ของคุณได้ในอีก 2 นาที\nจัดตั้งกองกำลังป้องกัน ปฏิบัติการขุด และการผลิต
|
||||||
@@ -2100,7 +2157,6 @@ block.logic-display.description = แสดงกราฟิกโดยคว
|
|||||||
block.large-logic-display.description = แสดงกราฟิกโดยควบคุมจากตัวประมวลผลลอจิก มีขนาดใหญ่กว่า
|
block.large-logic-display.description = แสดงกราฟิกโดยควบคุมจากตัวประมวลผลลอจิก มีขนาดใหญ่กว่า
|
||||||
block.interplanetary-accelerator.description = หอคอยเรลกันแม่เหล็กไฟฟ้าขนาดมหึมา เร่งความเร็วแกนกลางเพื่อบินสู่อวกาศไปยังดาวเคราะห์อื่นๆ
|
block.interplanetary-accelerator.description = หอคอยเรลกันแม่เหล็กไฟฟ้าขนาดมหึมา เร่งความเร็วแกนกลางเพื่อบินสู่อวกาศไปยังดาวเคราะห์อื่นๆ
|
||||||
block.repair-turret.description = ซ่อมแซมยูนิตที่อยู่ในรัศมีของมันอย่างต่อเนื่อง สามารถใช้ของเหลวมาหล่อเย็นเพื่อเพิ่มประสิทธิภาพได้
|
block.repair-turret.description = ซ่อมแซมยูนิตที่อยู่ในรัศมีของมันอย่างต่อเนื่อง สามารถใช้ของเหลวมาหล่อเย็นเพื่อเพิ่มประสิทธิภาพได้
|
||||||
block.payload-propulsion-tower.description = บล็อกขนส่งสิ่งบรรทุกทางไกล\nยิงสิ่งบรรทุกไปยังหอเคลื่อนย้ายสิ่งบรรทุกอีกเครื่องที่เชื่อมต่อไว้
|
|
||||||
|
|
||||||
#Erekir
|
#Erekir
|
||||||
block.core-bastion.description = ใจกลางของฐานทัพ เสริมเกราะมาอย่างดี เมื่อถูกทำลาย การติดต่อกับพื้นที่นั้นทั้งหมดจะหายไป อย่าให้มันเกิดขึ้น
|
block.core-bastion.description = ใจกลางของฐานทัพ เสริมเกราะมาอย่างดี เมื่อถูกทำลาย การติดต่อกับพื้นที่นั้นทั้งหมดจะหายไป อย่าให้มันเกิดขึ้น
|
||||||
@@ -2138,7 +2194,6 @@ block.impact-drill.description = เมื่อวางบนพื้นแ
|
|||||||
block.eruption-drill.description = เครื่องขุดแรงกระแทกที่ได้รับการปรับปรุง สามารถขุดทอเรี่ยมได้ จำเป็นต้องใช้ไฮโดรเจน
|
block.eruption-drill.description = เครื่องขุดแรงกระแทกที่ได้รับการปรับปรุง สามารถขุดทอเรี่ยมได้ จำเป็นต้องใช้ไฮโดรเจน
|
||||||
block.reinforced-conduit.description = เคลื่อนย้ายของเหลวไปข้างหน้า ไม่รับของเหลวจากด้านข้างยกเว้นว่าจะเป็นท่อน้ำด้วยกันเอง
|
block.reinforced-conduit.description = เคลื่อนย้ายของเหลวไปข้างหน้า ไม่รับของเหลวจากด้านข้างยกเว้นว่าจะเป็นท่อน้ำด้วยกันเอง
|
||||||
block.reinforced-liquid-router.description = รับของเหลวจากทางเดียวแล้วส่งออกไปสามทางเท่าๆกัน สามารถเก็บของเหลวได้จำนวนหนึ่ง\nมีประโยชน์สำหรับการส่งของเหลวจากปั้มไปยังหลายที่
|
block.reinforced-liquid-router.description = รับของเหลวจากทางเดียวแล้วส่งออกไปสามทางเท่าๆกัน สามารถเก็บของเหลวได้จำนวนหนึ่ง\nมีประโยชน์สำหรับการส่งของเหลวจากปั้มไปยังหลายที่
|
||||||
block.reinforced-junction.description = มีหน้าที่เป็นสะพานสำหรับท่อสูญญากาศสองท่อข้ามกัน มีประโยชน์สำหรับเวลาท่อสูญญากาศสองท่อ\nขนไอเท็มสองชนิดไปยังสองสถานที่
|
|
||||||
block.reinforced-liquid-tank.description = เก็บของเหลวจำนวนมาก ส่งออกไปรอบด้านคล้ายกับเร้าเตอร์ของเหลว\nเหมาะในการใช้เพื่อสร้างกันชนในเวลาที่ของเหลวไม่คงที่\nหรือเวลาที่ใช้ของเหลวเป็นจำนวนมาก
|
block.reinforced-liquid-tank.description = เก็บของเหลวจำนวนมาก ส่งออกไปรอบด้านคล้ายกับเร้าเตอร์ของเหลว\nเหมาะในการใช้เพื่อสร้างกันชนในเวลาที่ของเหลวไม่คงที่\nหรือเวลาที่ใช้ของเหลวเป็นจำนวนมาก
|
||||||
block.reinforced-liquid-container.description = เก็บของเหลวจำนวนปานกลาง ส่งออกไปรอบด้านคล้ายกับ\nเร้าเตอร์ของเหลว เหมาะในการใช้กับเครื่องโหลดและถ่ายสิ่งบรรทุกสำหรับ\nการขนส่งของเหลวทางไกล
|
block.reinforced-liquid-container.description = เก็บของเหลวจำนวนปานกลาง ส่งออกไปรอบด้านคล้ายกับ\nเร้าเตอร์ของเหลว เหมาะในการใช้กับเครื่องโหลดและถ่ายสิ่งบรรทุกสำหรับ\nการขนส่งของเหลวทางไกล
|
||||||
block.reinforced-bridge-conduit.description = เคลื่อนย้ายของเหลวข้ามสิ่งก่อสร้างหรือกำแพง
|
block.reinforced-bridge-conduit.description = เคลื่อนย้ายของเหลวข้ามสิ่งก่อสร้างหรือกำแพง
|
||||||
@@ -2259,6 +2314,7 @@ unit.emanate.description = สร้างสิ่งต่างๆ เพื
|
|||||||
lst.read = อ่านเลขจากเซลล์ความจำที่เชื่อมต่อไว้
|
lst.read = อ่านเลขจากเซลล์ความจำที่เชื่อมต่อไว้
|
||||||
lst.write = เขียนเลขไปยังเซลล์ความจำที่เชื่อมต่อไว้
|
lst.write = เขียนเลขไปยังเซลล์ความจำที่เชื่อมต่อไว้
|
||||||
lst.print = เพิ่มข้อความไปยังคิวข้อความ\nข้อความจะยังไม่แสดงจนกว่าจะใช้คำสั่ง [accent]Print Flush[]
|
lst.print = เพิ่มข้อความไปยังคิวข้อความ\nข้อความจะยังไม่แสดงจนกว่าจะใช้คำสั่ง [accent]Print Flush[]
|
||||||
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = เพิ่มรูปไปยังคิวการวาด\nภาพจะยังไม่แสดงจนกว่าจะใช้คำสั่ง [accent]Draw Flush[]
|
lst.draw = เพิ่มรูปไปยังคิวการวาด\nภาพจะยังไม่แสดงจนกว่าจะใช้คำสั่ง [accent]Draw Flush[]
|
||||||
lst.drawflush = ปล่อยคิว [accent]Draw[] ไปยังหน้าจอลอจิกที่เชื่อมต่อไว้
|
lst.drawflush = ปล่อยคิว [accent]Draw[] ไปยังหน้าจอลอจิกที่เชื่อมต่อไว้
|
||||||
lst.printflush = ปล่อยคิว [accent]Print[] ไปยังตัวเก็บข้อความที่เชื่อมต่อไว้
|
lst.printflush = ปล่อยคิว [accent]Print[] ไปยังตัวเก็บข้อความที่เชื่อมต่อไว้
|
||||||
@@ -2281,6 +2337,8 @@ lst.getblock = รับข้อมูลของช่องที่ตำ
|
|||||||
lst.setblock = ปรับแต่งข้อมูลของช่องที่ตำแหน่งใดๆ
|
lst.setblock = ปรับแต่งข้อมูลของช่องที่ตำแหน่งใดๆ
|
||||||
lst.spawnunit = เสกยูนิตมาที่ตำแหน่งที่กำหนดไว้
|
lst.spawnunit = เสกยูนิตมาที่ตำแหน่งที่กำหนดไว้
|
||||||
lst.applystatus = ใส่หรือล้างเอฟเฟกต์สถานะจากยูนิต
|
lst.applystatus = ใส่หรือล้างเอฟเฟกต์สถานะจากยูนิต
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = จำลองคลื่นที่ตำแหน่งใดๆ
|
lst.spawnwave = จำลองคลื่นที่ตำแหน่งใดๆ
|
||||||
lst.explosion = เสกระเบิดที่ตำแหน่ง
|
lst.explosion = เสกระเบิดที่ตำแหน่ง
|
||||||
lst.setrate = ตั้งค่าความเร็วการสั่งเป็นคำสั่งใน คำสั่ง/ติก
|
lst.setrate = ตั้งค่าความเร็วการสั่งเป็นคำสั่งใน คำสั่ง/ติก
|
||||||
@@ -2296,6 +2354,43 @@ lst.effect = Create a particle effect.
|
|||||||
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
||||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||||
|
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||||
|
lglobal.false = 0
|
||||||
|
lglobal.true = 1
|
||||||
|
lglobal.null = null
|
||||||
|
lglobal.@pi = The mathematical constant pi (3.141...)
|
||||||
|
lglobal.@e = The mathematical constant e (2.718...)
|
||||||
|
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
||||||
|
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
||||||
|
lglobal.@time = Playtime of current save, in milliseconds
|
||||||
|
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
||||||
|
lglobal.@second = Playtime of current save, in seconds
|
||||||
|
lglobal.@minute = Playtime of current save, in minutes
|
||||||
|
lglobal.@waveNumber = Current wave number, if waves are enabled
|
||||||
|
lglobal.@waveTime = Countdown timer for waves, in seconds
|
||||||
|
lglobal.@mapw = Map width in tiles
|
||||||
|
lglobal.@maph = Map height in tiles
|
||||||
|
lglobal.sectionMap = Map
|
||||||
|
lglobal.sectionGeneral = General
|
||||||
|
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
||||||
|
lglobal.sectionProcessor = Processor
|
||||||
|
lglobal.sectionLookup = Lookup
|
||||||
|
lglobal.@this = The logic block executing the code
|
||||||
|
lglobal.@thisx = X coordinate of block executing the code
|
||||||
|
lglobal.@thisy = Y coordinate of block executing the code
|
||||||
|
lglobal.@links = Total number of blocks linked to this processors
|
||||||
|
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
||||||
|
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
||||||
|
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
||||||
|
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
||||||
|
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
||||||
|
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
||||||
|
lglobal.@client = True if the code is running on a client connected to a server
|
||||||
|
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
||||||
|
lglobal.@clientUnit = Unit of client running the code
|
||||||
|
lglobal.@clientName = Player name of client running the code
|
||||||
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
|
|
||||||
logic.nounitbuild = [red]ไม่อนุญาตให้ใช้ลอจิกควบคุมให้ยูนิตสร้างที่นี่
|
logic.nounitbuild = [red]ไม่อนุญาตให้ใช้ลอจิกควบคุมให้ยูนิตสร้างที่นี่
|
||||||
|
|
||||||
@@ -2339,6 +2434,7 @@ graphicstype.poly = เติมรูปหลายเหลี่ยมปก
|
|||||||
graphicstype.linepoly = วาดโครงร่างรูปหลายเหลี่ยมปกติ
|
graphicstype.linepoly = วาดโครงร่างรูปหลายเหลี่ยมปกติ
|
||||||
graphicstype.triangle = เติมสามเหลี่ยม
|
graphicstype.triangle = เติมสามเหลี่ยม
|
||||||
graphicstype.image = วาดรูปสิ่งต่างๆ \nตัวอย่างเช่น: [accent]@router[] หรือ [accent]@dagger[]
|
graphicstype.image = วาดรูปสิ่งต่างๆ \nตัวอย่างเช่น: [accent]@router[] หรือ [accent]@dagger[]
|
||||||
|
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
||||||
|
|
||||||
lenum.always = เป็นจริงเสมอ
|
lenum.always = เป็นจริงเสมอ
|
||||||
lenum.idiv = หารจำนวนเต็ม
|
lenum.idiv = หารจำนวนเต็ม
|
||||||
@@ -2447,3 +2543,10 @@ lenum.build = สร้างสิ่งก่อสร้าง
|
|||||||
lenum.getblock = ดึงข้อมูลสิ่งก่อสร้างและประเภทของสิ่งก่อสร้างที่ตำแหน่งเป้าหมาย\nยูนิตต้องอยู่ในระยะของตำแหน่ง\nบล็อกตันที่ไม่ใช่สิ่งก่อสร้างจะมีชนิดเป็น [accent]@solid[]
|
lenum.getblock = ดึงข้อมูลสิ่งก่อสร้างและประเภทของสิ่งก่อสร้างที่ตำแหน่งเป้าหมาย\nยูนิตต้องอยู่ในระยะของตำแหน่ง\nบล็อกตันที่ไม่ใช่สิ่งก่อสร้างจะมีชนิดเป็น [accent]@solid[]
|
||||||
lenum.within = ตรวจสอบว่ายูนิตนั้นอยู่ในระยะหรือไม่
|
lenum.within = ตรวจสอบว่ายูนิตนั้นอยู่ในระยะหรือไม่
|
||||||
lenum.boost = เริ่ม/หยุดการบูสต์
|
lenum.boost = เริ่ม/หยุดการบูสต์
|
||||||
|
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||||
|
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
||||||
|
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
||||||
|
lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
||||||
|
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||||||
|
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
||||||
|
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
||||||
|
|||||||
@@ -434,6 +434,7 @@ editor.waves = Waves:
|
|||||||
editor.rules = Rules:
|
editor.rules = Rules:
|
||||||
editor.generation = Generation:
|
editor.generation = Generation:
|
||||||
editor.objectives = Objectives
|
editor.objectives = Objectives
|
||||||
|
editor.locales = Locale Bundles
|
||||||
editor.ingame = Edit In-Game
|
editor.ingame = Edit In-Game
|
||||||
editor.playtest = Playtest
|
editor.playtest = Playtest
|
||||||
editor.publish.workshop = Publish On Workshop
|
editor.publish.workshop = Publish On Workshop
|
||||||
@@ -489,6 +490,7 @@ editor.default = [lightgray]<Default>
|
|||||||
details = Details...
|
details = Details...
|
||||||
edit = Edit...
|
edit = Edit...
|
||||||
variables = Vars
|
variables = Vars
|
||||||
|
logic.globals = Built-in Variables
|
||||||
editor.name = isim:
|
editor.name = isim:
|
||||||
editor.spawn = Spawn Unit
|
editor.spawn = Spawn Unit
|
||||||
editor.removeunit = Remove Unit
|
editor.removeunit = Remove Unit
|
||||||
@@ -500,6 +502,7 @@ editor.errorlegacy = This map is too old, and uses a legacy map format that is n
|
|||||||
editor.errornot = This is not a map file.
|
editor.errornot = This is not a map file.
|
||||||
editor.errorheader = This map file is either not valid or corrupt.
|
editor.errorheader = This map file is either not valid or corrupt.
|
||||||
editor.errorname = Map has no name defined.
|
editor.errorname = Map has no name defined.
|
||||||
|
editor.errorlocales = Error reading invalid locale bundles.
|
||||||
editor.update = Update
|
editor.update = Update
|
||||||
editor.randomize = Randomize
|
editor.randomize = Randomize
|
||||||
editor.moveup = Move Up
|
editor.moveup = Move Up
|
||||||
@@ -511,6 +514,7 @@ editor.sectorgenerate = Sector Generate
|
|||||||
editor.resize = Boyutunu degistir
|
editor.resize = Boyutunu degistir
|
||||||
editor.loadmap = Harita yukle
|
editor.loadmap = Harita yukle
|
||||||
editor.savemap = Haritayi kaydet
|
editor.savemap = Haritayi kaydet
|
||||||
|
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
|
||||||
editor.saved = Kaydedildi!
|
editor.saved = Kaydedildi!
|
||||||
editor.save.noname = Haritanin ismi yok! 'Harita bilgisinden' bi tane ekle
|
editor.save.noname = Haritanin ismi yok! 'Harita bilgisinden' bi tane ekle
|
||||||
editor.save.overwrite = Haritanin ismi varolan bir haritanin ismi ile ayni! 'Harita bilgisinden' degisik bir isim sec
|
editor.save.overwrite = Haritanin ismi varolan bir haritanin ismi ile ayni! 'Harita bilgisinden' degisik bir isim sec
|
||||||
@@ -595,6 +599,23 @@ filter.option.floor2 = Secondary Floor
|
|||||||
filter.option.threshold2 = Secondary Threshold
|
filter.option.threshold2 = Secondary Threshold
|
||||||
filter.option.radius = Radius
|
filter.option.radius = Radius
|
||||||
filter.option.percentile = Percentile
|
filter.option.percentile = Percentile
|
||||||
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
|
locales.applytoall = Apply Changes To All Locales
|
||||||
|
locales.addtoother = Add To Other Locales
|
||||||
|
locales.rollback = Rollback to last applied
|
||||||
|
locales.filter = Property filter
|
||||||
|
locales.searchname = Search name...
|
||||||
|
locales.searchvalue = Search value...
|
||||||
|
locales.searchlocale = Search locale...
|
||||||
|
locales.byname = By name
|
||||||
|
locales.byvalue = By value
|
||||||
|
locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
|
||||||
|
locales.showmissing = Show properties that are missing in some locales
|
||||||
|
locales.showsame = Show properties that have same values in different locales
|
||||||
|
locales.viewproperty = View in all locales
|
||||||
|
locales.viewing = Viewing property "{0}"
|
||||||
|
locales.addicon = Add Icon
|
||||||
|
|
||||||
width = Genislik:
|
width = Genislik:
|
||||||
height = Yukseklik:
|
height = Yukseklik:
|
||||||
@@ -645,10 +666,12 @@ objective.destroycore.name = Destroy Core
|
|||||||
objective.commandmode.name = Command Mode
|
objective.commandmode.name = Command Mode
|
||||||
objective.flag.name = Flag
|
objective.flag.name = Flag
|
||||||
marker.shapetext.name = Shape Text
|
marker.shapetext.name = Shape Text
|
||||||
marker.minimap.name = Minimap
|
marker.point.name = Point
|
||||||
marker.shape.name = Shape
|
marker.shape.name = Shape
|
||||||
marker.text.name = Text
|
marker.text.name = Text
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
marker.background = Background
|
marker.background = Background
|
||||||
marker.outline = Outline
|
marker.outline = Outline
|
||||||
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
||||||
@@ -695,7 +718,7 @@ error.any = Unkown network error.
|
|||||||
error.bloom = Failed to initialize bloom.\nYour device may not support it.
|
error.bloom = Failed to initialize bloom.\nYour device may not support it.
|
||||||
|
|
||||||
weather.rain.name = Rain
|
weather.rain.name = Rain
|
||||||
weather.snow.name = Snow
|
weather.snowing.name = Snow
|
||||||
weather.sandstorm.name = Sandstorm
|
weather.sandstorm.name = Sandstorm
|
||||||
weather.sporestorm.name = Sporestorm
|
weather.sporestorm.name = Sporestorm
|
||||||
weather.fog.name = Fog
|
weather.fog.name = Fog
|
||||||
@@ -731,7 +754,8 @@ sector.curlost = Sector Lost
|
|||||||
sector.missingresources = [scarlet]Insufficient Core Resources
|
sector.missingresources = [scarlet]Insufficient Core Resources
|
||||||
sector.attacked = Sector [accent]{0}[white] under attack!
|
sector.attacked = Sector [accent]{0}[white] under attack!
|
||||||
sector.lost = Sector [accent]{0}[white] lost!
|
sector.lost = Sector [accent]{0}[white] lost!
|
||||||
sector.captured = Sector [accent]{0}[white]captured!
|
sector.capture = Sector [accent]{0}[white]Captured!
|
||||||
|
sector.capture.current = Sector Captured!
|
||||||
sector.changeicon = Change Icon
|
sector.changeicon = Change Icon
|
||||||
sector.noswitch.title = Unable to Switch Sectors
|
sector.noswitch.title = Unable to Switch Sectors
|
||||||
sector.noswitch = You may not switch sectors while an existing sector is under attack.\n\nSector: [accent]{0}[] on [accent]{1}[]
|
sector.noswitch = You may not switch sectors while an existing sector is under attack.\n\nSector: [accent]{0}[] on [accent]{1}[]
|
||||||
@@ -949,17 +973,46 @@ stat.immunities = Immunities
|
|||||||
stat.healing = Healing
|
stat.healing = Healing
|
||||||
|
|
||||||
ability.forcefield = Force Field
|
ability.forcefield = Force Field
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = Repair Field
|
ability.repairfield = Repair Field
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = Status Field
|
ability.statusfield = Status Field
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = Factory
|
ability.unitspawn = Factory
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Shield Regen Field
|
ability.shieldregenfield = Shield Regen Field
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Movement Lightning
|
ability.movelightning = Movement Lightning
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Shield Arc
|
ability.shieldarc = Shield Arc
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Regen Suppression Field
|
ability.suppressionfield = Regen Suppression Field
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Energy Field
|
ability.energyfield = Energy Field
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = Only Core Depositing Allowed
|
bar.onlycoredeposit = Only Core Depositing Allowed
|
||||||
|
|
||||||
@@ -1110,7 +1163,7 @@ setting.sfxvol.name = Ses seviyesi
|
|||||||
setting.mutesound.name = Sesi kapat
|
setting.mutesound.name = Sesi kapat
|
||||||
setting.crashreport.name = Send Anonymous Crash Reports
|
setting.crashreport.name = Send Anonymous Crash Reports
|
||||||
setting.savecreate.name = Auto-Create Saves
|
setting.savecreate.name = Auto-Create Saves
|
||||||
setting.publichost.name = Public Game Visibility
|
setting.steampublichost.name = Public Game Visibility
|
||||||
setting.playerlimit.name = Player Limit
|
setting.playerlimit.name = Player Limit
|
||||||
setting.chatopacity.name = Chat Opacity
|
setting.chatopacity.name = Chat Opacity
|
||||||
setting.lasersopacity.name = Power Laser Opacity
|
setting.lasersopacity.name = Power Laser Opacity
|
||||||
@@ -1156,15 +1209,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.rebuild_select.name = Rebuild Region
|
keybind.rebuild_select.name = Rebuild Region
|
||||||
keybind.schematic_select.name = Select Region
|
keybind.schematic_select.name = Select Region
|
||||||
keybind.schematic_menu.name = Schematic Menu
|
keybind.schematic_menu.name = Schematic Menu
|
||||||
@@ -1262,6 +1316,7 @@ rules.unitdamagemultiplier = Unit Damage Multiplier
|
|||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.solarmultiplier = Solar Power Multiplier
|
rules.solarmultiplier = Solar Power Multiplier
|
||||||
rules.unitcapvariable = Cores Contribute To Unit Cap
|
rules.unitcapvariable = Cores Contribute To Unit Cap
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Base Unit Cap
|
rules.unitcap = Base Unit Cap
|
||||||
rules.limitarea = Limit Map Area
|
rules.limitarea = Limit Map Area
|
||||||
rules.enemycorebuildradius = Enemy Core No-Build Radius:[lightgray] (tiles)
|
rules.enemycorebuildradius = Enemy Core No-Build Radius:[lightgray] (tiles)
|
||||||
@@ -1294,6 +1349,8 @@ rules.weather = Weather
|
|||||||
rules.weather.frequency = Frequency:
|
rules.weather.frequency = Frequency:
|
||||||
rules.weather.always = Always
|
rules.weather.always = Always
|
||||||
rules.weather.duration = Duration:
|
rules.weather.duration = Duration:
|
||||||
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = Esyalar
|
content.item.name = Esyalar
|
||||||
content.liquid.name = Sivilar
|
content.liquid.name = Sivilar
|
||||||
@@ -1511,6 +1568,7 @@ block.inverted-sorter.name = Inverted Sorter
|
|||||||
block.message.name = Message
|
block.message.name = Message
|
||||||
block.reinforced-message.name = Reinforced Message
|
block.reinforced-message.name = Reinforced Message
|
||||||
block.world-message.name = World Message
|
block.world-message.name = World Message
|
||||||
|
block.world-switch.name = World Switch
|
||||||
block.illuminator.name = Illuminator
|
block.illuminator.name = Illuminator
|
||||||
block.overflow-gate.name = Kapali dagatici
|
block.overflow-gate.name = Kapali dagatici
|
||||||
block.underflow-gate.name = Underflow Gate
|
block.underflow-gate.name = Underflow Gate
|
||||||
@@ -1751,7 +1809,6 @@ block.disperse.name = Disperse
|
|||||||
block.afflict.name = Afflict
|
block.afflict.name = Afflict
|
||||||
block.lustre.name = Lustre
|
block.lustre.name = Lustre
|
||||||
block.scathe.name = Scathe
|
block.scathe.name = Scathe
|
||||||
block.fabricator.name = Fabricator
|
|
||||||
block.tank-refabricator.name = Tank Refabricator
|
block.tank-refabricator.name = Tank Refabricator
|
||||||
block.mech-refabricator.name = Mech Refabricator
|
block.mech-refabricator.name = Mech Refabricator
|
||||||
block.ship-refabricator.name = Ship Refabricator
|
block.ship-refabricator.name = Ship Refabricator
|
||||||
@@ -1869,6 +1926,7 @@ onset.turrets = Units are effective, but [accent]turrets[] provide better defens
|
|||||||
onset.turretammo = Supply the turret with [accent]beryllium ammo.[]
|
onset.turretammo = Supply the turret with [accent]beryllium ammo.[]
|
||||||
onset.walls = [accent]Walls[] can prevent oncoming damage from reaching buildings.\nPlace some \uf6ee [accent]beryllium walls[] around the turret.
|
onset.walls = [accent]Walls[] can prevent oncoming damage from reaching buildings.\nPlace some \uf6ee [accent]beryllium walls[] around the turret.
|
||||||
onset.enemies = Enemy incoming, prepare to defend.
|
onset.enemies = Enemy incoming, prepare to defend.
|
||||||
|
onset.defenses = [accent]Set up defenses:[lightgray] {0}
|
||||||
onset.attack = The enemy is vulnerable. Counter-attack.
|
onset.attack = The enemy is vulnerable. Counter-attack.
|
||||||
onset.cores = New cores can be placed on [accent]core tiles[].\nNew cores function as forward bases and share a resource inventory with other cores.\nPlace a \uf725 core.
|
onset.cores = New cores can be placed on [accent]core tiles[].\nNew cores function as forward bases and share a resource inventory with other cores.\nPlace a \uf725 core.
|
||||||
onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defenses, mining, and production.
|
onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defenses, mining, and production.
|
||||||
@@ -2068,7 +2126,6 @@ block.logic-display.description = Displays arbitrary graphics from a logic proce
|
|||||||
block.large-logic-display.description = Displays arbitrary graphics from a logic processor.
|
block.large-logic-display.description = Displays arbitrary graphics from a logic processor.
|
||||||
block.interplanetary-accelerator.description = A massive electromagnetic railgun tower. Accelerates cores to escape velocity for interplanetary deployment.
|
block.interplanetary-accelerator.description = A massive electromagnetic railgun tower. Accelerates cores to escape velocity for interplanetary deployment.
|
||||||
block.repair-turret.description = Continuously repairs the closest damaged unit in its vicinity. Optionally accepts coolant.
|
block.repair-turret.description = Continuously repairs the closest damaged unit in its vicinity. Optionally accepts coolant.
|
||||||
block.payload-propulsion-tower.description = Long-range payload transport structure. Shoots payloads to other linked payload propulsion towers.
|
|
||||||
block.core-bastion.description = Core of the base. Armored. Once destroyed, the sector is lost.
|
block.core-bastion.description = Core of the base. Armored. Once destroyed, the sector is lost.
|
||||||
block.core-citadel.description = Core of the base. Very well armored. Stores more resources than a Bastion core.
|
block.core-citadel.description = Core of the base. Very well armored. Stores more resources than a Bastion core.
|
||||||
block.core-acropolis.description = Core of the base. Exceptionally well armored. Stores more resources than a Citadel core.
|
block.core-acropolis.description = Core of the base. Exceptionally well armored. Stores more resources than a Citadel core.
|
||||||
@@ -2104,7 +2161,6 @@ block.impact-drill.description = When placed on ore, outputs items in bursts ind
|
|||||||
block.eruption-drill.description = An improved impact drill. Capable of mining thorium. Requires hydrogen.
|
block.eruption-drill.description = An improved impact drill. Capable of mining thorium. Requires hydrogen.
|
||||||
block.reinforced-conduit.description = Moves fluids forward. Doesn't accept non-conduit inputs to the sides.
|
block.reinforced-conduit.description = Moves fluids forward. Doesn't accept non-conduit inputs to the sides.
|
||||||
block.reinforced-liquid-router.description = Distributes fluids equally to all sides.
|
block.reinforced-liquid-router.description = Distributes fluids equally to all sides.
|
||||||
block.reinforced-junction.description = Acts as a bridge for two crossing conduits.
|
|
||||||
block.reinforced-liquid-tank.description = Stores a large amount of fluids.
|
block.reinforced-liquid-tank.description = Stores a large amount of fluids.
|
||||||
block.reinforced-liquid-container.description = Stores a sizeable amount of fluids.
|
block.reinforced-liquid-container.description = Stores a sizeable amount of fluids.
|
||||||
block.reinforced-bridge-conduit.description = Transports fluids over structures and terrain.
|
block.reinforced-bridge-conduit.description = Transports fluids over structures and terrain.
|
||||||
@@ -2221,6 +2277,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
|
|||||||
lst.read = Read a number from a linked memory cell.
|
lst.read = Read a number from a linked memory cell.
|
||||||
lst.write = Write a number to a linked memory cell.
|
lst.write = Write a number to a linked memory cell.
|
||||||
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
||||||
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
||||||
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
||||||
@@ -2243,6 +2300,8 @@ lst.getblock = Get tile data at any location.
|
|||||||
lst.setblock = Set tile data at any location.
|
lst.setblock = Set tile data at any location.
|
||||||
lst.spawnunit = Spawn unit at a location.
|
lst.spawnunit = Spawn unit at a location.
|
||||||
lst.applystatus = Apply or clear a status effect from a uniut.
|
lst.applystatus = Apply or clear a status effect from a uniut.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
||||||
lst.explosion = Create an explosion at a location.
|
lst.explosion = Create an explosion at a location.
|
||||||
lst.setrate = Set processor execution speed in instructions/tick.
|
lst.setrate = Set processor execution speed in instructions/tick.
|
||||||
@@ -2258,6 +2317,43 @@ lst.effect = Create a particle effect.
|
|||||||
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
||||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||||
|
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||||
|
lglobal.false = 0
|
||||||
|
lglobal.true = 1
|
||||||
|
lglobal.null = null
|
||||||
|
lglobal.@pi = The mathematical constant pi (3.141...)
|
||||||
|
lglobal.@e = The mathematical constant e (2.718...)
|
||||||
|
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
||||||
|
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
||||||
|
lglobal.@time = Playtime of current save, in milliseconds
|
||||||
|
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
||||||
|
lglobal.@second = Playtime of current save, in seconds
|
||||||
|
lglobal.@minute = Playtime of current save, in minutes
|
||||||
|
lglobal.@waveNumber = Current wave number, if waves are enabled
|
||||||
|
lglobal.@waveTime = Countdown timer for waves, in seconds
|
||||||
|
lglobal.@mapw = Map width in tiles
|
||||||
|
lglobal.@maph = Map height in tiles
|
||||||
|
lglobal.sectionMap = Map
|
||||||
|
lglobal.sectionGeneral = General
|
||||||
|
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
||||||
|
lglobal.sectionProcessor = Processor
|
||||||
|
lglobal.sectionLookup = Lookup
|
||||||
|
lglobal.@this = The logic block executing the code
|
||||||
|
lglobal.@thisx = X coordinate of block executing the code
|
||||||
|
lglobal.@thisy = Y coordinate of block executing the code
|
||||||
|
lglobal.@links = Total number of blocks linked to this processors
|
||||||
|
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
||||||
|
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
||||||
|
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
||||||
|
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
||||||
|
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
||||||
|
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
||||||
|
lglobal.@client = True if the code is running on a client connected to a server
|
||||||
|
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
||||||
|
lglobal.@clientUnit = Unit of client running the code
|
||||||
|
lglobal.@clientName = Player name of client running the code
|
||||||
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
logic.nounitbuild = [red]Unit building logic is not allowed here.
|
logic.nounitbuild = [red]Unit building logic is not allowed here.
|
||||||
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
||||||
lenum.shoot = Shoot at a position.
|
lenum.shoot = Shoot at a position.
|
||||||
@@ -2296,6 +2392,7 @@ graphicstype.poly = Fill a regular polygon.
|
|||||||
graphicstype.linepoly = Draw a regular polygon outline.
|
graphicstype.linepoly = Draw a regular polygon outline.
|
||||||
graphicstype.triangle = Fill a triangle.
|
graphicstype.triangle = Fill a triangle.
|
||||||
graphicstype.image = Draw an image of some content.\nex: [accent]@router[] or [accent]@dagger[].
|
graphicstype.image = Draw an image of some content.\nex: [accent]@router[] or [accent]@dagger[].
|
||||||
|
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
||||||
lenum.always = Always true.
|
lenum.always = Always true.
|
||||||
lenum.idiv = Integer division.
|
lenum.idiv = Integer division.
|
||||||
lenum.div = Division.\nReturns [accent]null[] on divide-by-zero.
|
lenum.div = Division.\nReturns [accent]null[] on divide-by-zero.
|
||||||
@@ -2389,3 +2486,10 @@ lenum.build = Build a structure.
|
|||||||
lenum.getblock = Fetch a building and type at coordinates.\nUnit must be in range of position.\nSolid non-buildings will have the type [accent]@solid[].
|
lenum.getblock = Fetch a building and type at coordinates.\nUnit must be in range of position.\nSolid non-buildings will have the type [accent]@solid[].
|
||||||
lenum.within = Check if unit is near a position.
|
lenum.within = Check if unit is near a position.
|
||||||
lenum.boost = Start/stop boosting.
|
lenum.boost = Start/stop boosting.
|
||||||
|
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||||
|
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
||||||
|
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
||||||
|
lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
||||||
|
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||||||
|
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
||||||
|
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
||||||
|
|||||||
@@ -438,6 +438,7 @@ editor.waves = Dalgalar:
|
|||||||
editor.rules = Kurallar:
|
editor.rules = Kurallar:
|
||||||
editor.generation = Oluşum:
|
editor.generation = Oluşum:
|
||||||
editor.objectives = Görevler:
|
editor.objectives = Görevler:
|
||||||
|
editor.locales = Locale Bundles
|
||||||
editor.ingame = Oyun içinde düzenle
|
editor.ingame = Oyun içinde düzenle
|
||||||
editor.playtest = Test Et
|
editor.playtest = Test Et
|
||||||
editor.publish.workshop = Atölyede Yayınla
|
editor.publish.workshop = Atölyede Yayınla
|
||||||
@@ -494,6 +495,7 @@ editor.default = [lightgray]<Varsayılan>
|
|||||||
details = Detaylar...
|
details = Detaylar...
|
||||||
edit = Düzenle...
|
edit = Düzenle...
|
||||||
variables = Değişkenler
|
variables = Değişkenler
|
||||||
|
logic.globals = Built-in Variables
|
||||||
editor.name = İsim:
|
editor.name = İsim:
|
||||||
editor.spawn = Birim Oluştur
|
editor.spawn = Birim Oluştur
|
||||||
editor.removeunit = Birim Kaldır
|
editor.removeunit = Birim Kaldır
|
||||||
@@ -505,6 +507,7 @@ editor.errorlegacy = Bu harita çok eski ve artık desteklenmeyen bir legacy har
|
|||||||
editor.errornot = Bu bir harita dosyası değil.
|
editor.errornot = Bu bir harita dosyası değil.
|
||||||
editor.errorheader = Bu harita dosyası geçerli değil ya da bozuk.
|
editor.errorheader = Bu harita dosyası geçerli değil ya da bozuk.
|
||||||
editor.errorname = Haritanın ismi yok!?! Bir kayıt dosyası mı yüklemeye çalışıyorsunuz?
|
editor.errorname = Haritanın ismi yok!?! Bir kayıt dosyası mı yüklemeye çalışıyorsunuz?
|
||||||
|
editor.errorlocales = Error reading invalid locale bundles.
|
||||||
editor.update = Güncelle
|
editor.update = Güncelle
|
||||||
editor.randomize = Rastgele Yap
|
editor.randomize = Rastgele Yap
|
||||||
editor.moveup = Yukarı Kaydır
|
editor.moveup = Yukarı Kaydır
|
||||||
@@ -516,6 +519,7 @@ editor.sectorgenerate = Sektör Oluştur
|
|||||||
editor.resize = Yeniden Boyutlandır
|
editor.resize = Yeniden Boyutlandır
|
||||||
editor.loadmap = Harita Yükle
|
editor.loadmap = Harita Yükle
|
||||||
editor.savemap = Haritayı Kaydet
|
editor.savemap = Haritayı Kaydet
|
||||||
|
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
|
||||||
editor.saved = Kaydedildi!
|
editor.saved = Kaydedildi!
|
||||||
editor.save.noname = Haritanın bir ismi yok! 'Harita bilgileri' menüsünden bir isim seç.
|
editor.save.noname = Haritanın bir ismi yok! 'Harita bilgileri' menüsünden bir isim seç.
|
||||||
editor.save.overwrite = Haritan bir yerleşik haritayla örtüşüyor! 'Harita bilgileri' menüsünden farklı bir isim seç.
|
editor.save.overwrite = Haritan bir yerleşik haritayla örtüşüyor! 'Harita bilgileri' menüsünden farklı bir isim seç.
|
||||||
@@ -602,6 +606,23 @@ filter.option.floor2 = İkincil Duvar
|
|||||||
filter.option.threshold2 = İkincil Eşik
|
filter.option.threshold2 = İkincil Eşik
|
||||||
filter.option.radius = Yarıçap
|
filter.option.radius = Yarıçap
|
||||||
filter.option.percentile = Yüzdelik
|
filter.option.percentile = Yüzdelik
|
||||||
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
|
locales.applytoall = Apply Changes To All Locales
|
||||||
|
locales.addtoother = Add To Other Locales
|
||||||
|
locales.rollback = Rollback to last applied
|
||||||
|
locales.filter = Property filter
|
||||||
|
locales.searchname = Search name...
|
||||||
|
locales.searchvalue = Search value...
|
||||||
|
locales.searchlocale = Search locale...
|
||||||
|
locales.byname = By name
|
||||||
|
locales.byvalue = By value
|
||||||
|
locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
|
||||||
|
locales.showmissing = Show properties that are missing in some locales
|
||||||
|
locales.showsame = Show properties that have same values in different locales
|
||||||
|
locales.viewproperty = View in all locales
|
||||||
|
locales.viewing = Viewing property "{0}"
|
||||||
|
locales.addicon = Add Icon
|
||||||
|
|
||||||
width = En:
|
width = En:
|
||||||
height = Boy:
|
height = Boy:
|
||||||
@@ -652,10 +673,12 @@ objective.destroycore.name = Merkezi Yok Et
|
|||||||
objective.commandmode.name = Komuta Et
|
objective.commandmode.name = Komuta Et
|
||||||
objective.flag.name = Bayrak
|
objective.flag.name = Bayrak
|
||||||
marker.shapetext.name = Şekilli Yazı
|
marker.shapetext.name = Şekilli Yazı
|
||||||
marker.minimap.name = Harita
|
marker.point.name = Point
|
||||||
marker.shape.name = Şekil
|
marker.shape.name = Şekil
|
||||||
marker.text.name = Yazı
|
marker.text.name = Yazı
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
marker.background = Arkaplan
|
marker.background = Arkaplan
|
||||||
marker.outline = Anahat
|
marker.outline = Anahat
|
||||||
objective.research = [accent]Araştır:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Araştır:\n[]{0}[lightgray]{1}
|
||||||
@@ -703,7 +726,7 @@ error.any = Bilinmeyen ağ hatası.
|
|||||||
error.bloom = Kamaşma başlatılamadı.\nCihazınız bu özelliği desteklemiyor olabilir.
|
error.bloom = Kamaşma başlatılamadı.\nCihazınız bu özelliği desteklemiyor olabilir.
|
||||||
|
|
||||||
weather.rain.name = Yağmur
|
weather.rain.name = Yağmur
|
||||||
weather.snow.name = Kar
|
weather.snowing.name = Kar
|
||||||
weather.sandstorm.name = Kum Fırtınası
|
weather.sandstorm.name = Kum Fırtınası
|
||||||
weather.sporestorm.name = Spor Fırtınası
|
weather.sporestorm.name = Spor Fırtınası
|
||||||
weather.fog.name = Sis
|
weather.fog.name = Sis
|
||||||
@@ -739,8 +762,8 @@ sector.curlost = Sektör Kaybedildi
|
|||||||
sector.missingresources = [scarlet]Yetersiz Merkez Kaynakları
|
sector.missingresources = [scarlet]Yetersiz Merkez Kaynakları
|
||||||
sector.attacked = Sektör [accent]{0}[white] saldırı altında!
|
sector.attacked = Sektör [accent]{0}[white] saldırı altında!
|
||||||
sector.lost = Sektör [accent]{0}[white] kaybedildi!
|
sector.lost = Sektör [accent]{0}[white] kaybedildi!
|
||||||
#Çekirdek -> Merkez -RTOmega
|
sector.capture = Sector [accent]{0}[white]Captured!
|
||||||
sector.captured = Sektör [accent]{0}[white]elegeçirildi!
|
sector.capture.current = Sector Captured!
|
||||||
sector.changeicon = İkon Değiştir
|
sector.changeicon = İkon Değiştir
|
||||||
sector.noswitch.title = Sektör Değiştirilemiyor
|
sector.noswitch.title = Sektör Değiştirilemiyor
|
||||||
sector.noswitch = Bir Sektör saldırı altındayken başka bir sektöre geçemezsin.\n\nSektör: [accent]{1}[] deki [accent]{0}[]
|
sector.noswitch = Bir Sektör saldırı altındayken başka bir sektöre geçemezsin.\n\nSektör: [accent]{1}[] deki [accent]{0}[]
|
||||||
@@ -960,17 +983,46 @@ stat.immunities = Bağışıklıklar
|
|||||||
stat.healing = Tamir Eder
|
stat.healing = Tamir Eder
|
||||||
|
|
||||||
ability.forcefield = Güç Kalkanı
|
ability.forcefield = Güç Kalkanı
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = Onarma Alanı
|
ability.repairfield = Onarma Alanı
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = Hızlandırma Alanı
|
ability.statusfield = Hızlandırma Alanı
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = Birliği Fabrikası
|
ability.unitspawn = Birliği Fabrikası
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Kalkan Yenileme Alanı
|
ability.shieldregenfield = Kalkan Yenileme Alanı
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Hareket Enerjisi
|
ability.movelightning = Hareket Enerjisi
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Ark Kalkanı
|
ability.shieldarc = Ark Kalkanı
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Tamir Engelleme Alanı
|
ability.suppressionfield = Tamir Engelleme Alanı
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Güç Kalkanı
|
ability.energyfield = Güç Kalkanı
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Aynı Türden İyileştirme: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Azami Hedefler: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Yenilenme
|
ability.regen = Yenilenme
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
bar.onlycoredeposit = Sadece Merkeze Aktarım Mümkün
|
bar.onlycoredeposit = Sadece Merkeze Aktarım Mümkün
|
||||||
|
|
||||||
bar.drilltierreq = Daha Güçlü Matkap Gerekli
|
bar.drilltierreq = Daha Güçlü Matkap Gerekli
|
||||||
@@ -1120,7 +1172,7 @@ setting.sfxvol.name = Oyun Sesi
|
|||||||
setting.mutesound.name = Sesi Kapat
|
setting.mutesound.name = Sesi Kapat
|
||||||
setting.crashreport.name = Anonim Çökme Raporları Gönder
|
setting.crashreport.name = Anonim Çökme Raporları Gönder
|
||||||
setting.savecreate.name = Otomatik Kayıt Oluştur
|
setting.savecreate.name = Otomatik Kayıt Oluştur
|
||||||
setting.publichost.name = Halka Açık Sunucular
|
setting.steampublichost.name = Public Game Visibility
|
||||||
setting.playerlimit.name = Oyuncu Limiti
|
setting.playerlimit.name = Oyuncu Limiti
|
||||||
setting.chatopacity.name = Mesajlaşma Opaklığı
|
setting.chatopacity.name = Mesajlaşma Opaklığı
|
||||||
setting.lasersopacity.name = Enerji Lazeri Opaklığı
|
setting.lasersopacity.name = Enerji Lazeri Opaklığı
|
||||||
@@ -1166,15 +1218,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.rebuild_select.name = Alanı Geri İşaa Et
|
keybind.rebuild_select.name = Alanı Geri İşaa Et
|
||||||
keybind.schematic_select.name = Bölge Seç
|
keybind.schematic_select.name = Bölge Seç
|
||||||
keybind.schematic_menu.name = Şema Menüsü
|
keybind.schematic_menu.name = Şema Menüsü
|
||||||
@@ -1272,6 +1325,7 @@ rules.unitdamagemultiplier = Birim Hasar Çapanı
|
|||||||
rules.unitcrashdamagemultiplier = Birim Çakılma Hasar Çarpanı
|
rules.unitcrashdamagemultiplier = Birim Çakılma Hasar Çarpanı
|
||||||
rules.solarmultiplier = Güneş Paneli Üretim Çarpanı
|
rules.solarmultiplier = Güneş Paneli Üretim Çarpanı
|
||||||
rules.unitcapvariable = Merkezler Birim Sınırını Etkiler
|
rules.unitcapvariable = Merkezler Birim Sınırını Etkiler
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Sabit Birim Sınırı
|
rules.unitcap = Sabit Birim Sınırı
|
||||||
rules.limitarea = Haritayı Sınırla
|
rules.limitarea = Haritayı Sınırla
|
||||||
rules.enemycorebuildradius = Düşman Merkezi İnşa Yasağı Yarıçapı: [lightgray](kare)
|
rules.enemycorebuildradius = Düşman Merkezi İnşa Yasağı Yarıçapı: [lightgray](kare)
|
||||||
@@ -1304,6 +1358,8 @@ rules.weather = Hava Durumu
|
|||||||
rules.weather.frequency = Sıklık:
|
rules.weather.frequency = Sıklık:
|
||||||
rules.weather.always = Her zaman
|
rules.weather.always = Her zaman
|
||||||
rules.weather.duration = Süreklilik:
|
rules.weather.duration = Süreklilik:
|
||||||
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = Malzemeler
|
content.item.name = Malzemeler
|
||||||
content.liquid.name = Sıvılar
|
content.liquid.name = Sıvılar
|
||||||
@@ -1523,6 +1579,7 @@ block.inverted-sorter.name = Ters Ayıklayıcı
|
|||||||
block.message.name = Mesaj Bloğu
|
block.message.name = Mesaj Bloğu
|
||||||
block.reinforced-message.name = Güçlendirilmiş Mesaj Bloğu
|
block.reinforced-message.name = Güçlendirilmiş Mesaj Bloğu
|
||||||
block.world-message.name = Evrensel Mesaj Bloğu
|
block.world-message.name = Evrensel Mesaj Bloğu
|
||||||
|
block.world-switch.name = World Switch
|
||||||
block.illuminator.name = Aydınlatıcı
|
block.illuminator.name = Aydınlatıcı
|
||||||
block.overflow-gate.name = Taşma Geçidi
|
block.overflow-gate.name = Taşma Geçidi
|
||||||
block.underflow-gate.name = Yana Taşma Geçidi
|
block.underflow-gate.name = Yana Taşma Geçidi
|
||||||
@@ -1764,7 +1821,6 @@ block.disperse.name = Disperse
|
|||||||
block.afflict.name = Afflict
|
block.afflict.name = Afflict
|
||||||
block.lustre.name = Lustre
|
block.lustre.name = Lustre
|
||||||
block.scathe.name = Scathe
|
block.scathe.name = Scathe
|
||||||
block.fabricator.name = Fabrikatör
|
|
||||||
block.tank-refabricator.name = Tank Yeniden Yapılandırıcı
|
block.tank-refabricator.name = Tank Yeniden Yapılandırıcı
|
||||||
block.mech-refabricator.name = Robot Yeniden Yapılandırıcı
|
block.mech-refabricator.name = Robot Yeniden Yapılandırıcı
|
||||||
block.ship-refabricator.name = Gemi Yeniden Yapılandırıcı
|
block.ship-refabricator.name = Gemi Yeniden Yapılandırıcı
|
||||||
@@ -1884,6 +1940,7 @@ onset.turrets = Birimler etkili, ancak [accent]taretler[] daha iyi bir savunma s
|
|||||||
onset.turretammo = Tareti [accent]berilyum mermi[] ile besle.
|
onset.turretammo = Tareti [accent]berilyum mermi[] ile besle.
|
||||||
onset.walls = [accent]Duvarlar[] gelen hasarı engelleyebilir.\nSilahların etrafına, koruma amçlı\uf8ae [accent]Berilyum Duvar[] inşa et.
|
onset.walls = [accent]Duvarlar[] gelen hasarı engelleyebilir.\nSilahların etrafına, koruma amçlı\uf8ae [accent]Berilyum Duvar[] inşa et.
|
||||||
onset.enemies = DÜŞMAN GELİYO!!! Hazırlan.
|
onset.enemies = DÜŞMAN GELİYO!!! Hazırlan.
|
||||||
|
onset.defenses = [accent]Set up defenses:[lightgray] {0}
|
||||||
onset.attack = Düşman zayıf! Hemen geri dal!
|
onset.attack = Düşman zayıf! Hemen geri dal!
|
||||||
onset.cores = [accent]Merkez Zemin[]lerinin üzerine yeni merkezler inşa edilebilir.\nTüm merkezler birbirleri ile malzemeleri paylaşır.\n\uf725 Bir merkez inşa et.
|
onset.cores = [accent]Merkez Zemin[]lerinin üzerine yeni merkezler inşa edilebilir.\nTüm merkezler birbirleri ile malzemeleri paylaşır.\n\uf725 Bir merkez inşa et.
|
||||||
onset.detect = Düşman seni 2 dakika içinde tespit edicek.\nSavunma, maden ve üretime başla.
|
onset.detect = Düşman seni 2 dakika içinde tespit edicek.\nSavunma, maden ve üretime başla.
|
||||||
@@ -2084,7 +2141,6 @@ block.logic-display.description = Bir işlemciden bilgi alarak grafik gösteriri
|
|||||||
block.large-logic-display.description = Bir işlemciden bilgi alarak grafik gösteririr.
|
block.large-logic-display.description = Bir işlemciden bilgi alarak grafik gösteririr.
|
||||||
block.interplanetary-accelerator.description = Gezegenler Arası ulaşım şimdi parmaklarının ucunda...
|
block.interplanetary-accelerator.description = Gezegenler Arası ulaşım şimdi parmaklarının ucunda...
|
||||||
block.repair-turret.description = Sürekli en yakın birimi tamir eder. Soğutucu kullanabilir.
|
block.repair-turret.description = Sürekli en yakın birimi tamir eder. Soğutucu kullanabilir.
|
||||||
block.payload-propulsion-tower.description = Kütle sürücü gibi bir yerden başka bir yere fırlatır, ancak malzeme yerine yük fırlatmakta kullanılır.
|
|
||||||
block.core-bastion.description = Ana Merkez. Güçlendirilmiş. Yok edildiğinde sektör kaybedilir.
|
block.core-bastion.description = Ana Merkez. Güçlendirilmiş. Yok edildiğinde sektör kaybedilir.
|
||||||
block.core-citadel.description = Ana Merkez. Yüksek Seviyede Güçlendirilmiş. Yok edildiğinde sektör kaybedilir. Daha fazla malzeme depolar.
|
block.core-citadel.description = Ana Merkez. Yüksek Seviyede Güçlendirilmiş. Yok edildiğinde sektör kaybedilir. Daha fazla malzeme depolar.
|
||||||
block.core-acropolis.description = Ana Merkez. Aşırı Yüksek Seviyede Güçlendirilmiş. Yok edildiğinde sektör kaybedilir. Daha da fazla malzeme depolar.
|
block.core-acropolis.description = Ana Merkez. Aşırı Yüksek Seviyede Güçlendirilmiş. Yok edildiğinde sektör kaybedilir. Daha da fazla malzeme depolar.
|
||||||
@@ -2120,7 +2176,6 @@ block.impact-drill.description = Bir madenin üstüne konduğu zaman ara ara mad
|
|||||||
block.eruption-drill.description = Gelişmiş bir Matkap. Toryum kazabilir. Hidrojen gerektirir.
|
block.eruption-drill.description = Gelişmiş bir Matkap. Toryum kazabilir. Hidrojen gerektirir.
|
||||||
block.reinforced-conduit.description = Sıvıları iletir. Yandan başka borular dışında sıvı almaz.
|
block.reinforced-conduit.description = Sıvıları iletir. Yandan başka borular dışında sıvı almaz.
|
||||||
block.reinforced-liquid-router.description = Tüm sıvıları eşit dağıtır.
|
block.reinforced-liquid-router.description = Tüm sıvıları eşit dağıtır.
|
||||||
block.reinforced-junction.description = Kesişen iki sıvı için bir kavşak.
|
|
||||||
block.reinforced-liquid-tank.description = Daha Bol miktarda sıvı depolar.
|
block.reinforced-liquid-tank.description = Daha Bol miktarda sıvı depolar.
|
||||||
block.reinforced-liquid-container.description = Bol miktarda sıvı depolar.
|
block.reinforced-liquid-container.description = Bol miktarda sıvı depolar.
|
||||||
block.reinforced-bridge-conduit.description = Sıvıları bina ve duvarların üzerinden geçirmek için bir köprü.
|
block.reinforced-bridge-conduit.description = Sıvıları bina ve duvarların üzerinden geçirmek için bir köprü.
|
||||||
@@ -2239,6 +2294,7 @@ unit.emanate.description = Akropolis Merkezini korumak için binalar inşa eder.
|
|||||||
lst.read = Bağlı hafıza kutusundaki numarayı okur.
|
lst.read = Bağlı hafıza kutusundaki numarayı okur.
|
||||||
lst.write = Bağlı hafıza kutuaundaki numaraya yazar.
|
lst.write = Bağlı hafıza kutuaundaki numaraya yazar.
|
||||||
lst.print = Yazı yazar.
|
lst.print = Yazı yazar.
|
||||||
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Ekrana Çizer.
|
lst.draw = Ekrana Çizer.
|
||||||
lst.drawflush = Ekrana Çizimi Aktarır.
|
lst.drawflush = Ekrana Çizimi Aktarır.
|
||||||
lst.printflush = Mesaj bloğuna metnini aktarır,
|
lst.printflush = Mesaj bloğuna metnini aktarır,
|
||||||
@@ -2261,6 +2317,8 @@ lst.getblock = Herhangi bir yerdeki blok bilgisini al.
|
|||||||
lst.setblock = Herhangi bir yerdeki blok bilgisini değiştir.
|
lst.setblock = Herhangi bir yerdeki blok bilgisini değiştir.
|
||||||
lst.spawnunit = Herhangi bir yerde birim var et.
|
lst.spawnunit = Herhangi bir yerde birim var et.
|
||||||
lst.applystatus = Bir Birime Durum Etkisi ekle.
|
lst.applystatus = Bir Birime Durum Etkisi ekle.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Bellir bir noktada dalga başlat.\nDalga Zamanlayıcı Oluşturmaz!
|
lst.spawnwave = Bellir bir noktada dalga başlat.\nDalga Zamanlayıcı Oluşturmaz!
|
||||||
lst.explosion = Bir Noktada Patlama oluştur.
|
lst.explosion = Bir Noktada Patlama oluştur.
|
||||||
lst.setrate = İşlemci Hızını Ayarla (işlem/tick)
|
lst.setrate = İşlemci Hızını Ayarla (işlem/tick)
|
||||||
@@ -2276,6 +2334,43 @@ lst.effect = Parçacık efekti oluştur.
|
|||||||
lst.sync = Ağ boyunca bir değişkeni senkronize et.\nSaniyede en fazla 10 kere yapılabilir.
|
lst.sync = Ağ boyunca bir değişkeni senkronize et.\nSaniyede en fazla 10 kere yapılabilir.
|
||||||
lst.makemarker = Dünyada yeni bir İşlemci İşareti koy.\nBu İşarete bir Kimlik adamalısın.\nDünya başına 20.000 limit bulunmakta.
|
lst.makemarker = Dünyada yeni bir İşlemci İşareti koy.\nBu İşarete bir Kimlik adamalısın.\nDünya başına 20.000 limit bulunmakta.
|
||||||
lst.setmarker = Bir İşlemci İşareti için bir arazi seç.\nKimlik, İşaret Koyucudaki ile aynı olmalı.
|
lst.setmarker = Bir İşlemci İşareti için bir arazi seç.\nKimlik, İşaret Koyucudaki ile aynı olmalı.
|
||||||
|
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||||
|
lglobal.false = 0
|
||||||
|
lglobal.true = 1
|
||||||
|
lglobal.null = null
|
||||||
|
lglobal.@pi = The mathematical constant pi (3.141...)
|
||||||
|
lglobal.@e = The mathematical constant e (2.718...)
|
||||||
|
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
||||||
|
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
||||||
|
lglobal.@time = Playtime of current save, in milliseconds
|
||||||
|
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
||||||
|
lglobal.@second = Playtime of current save, in seconds
|
||||||
|
lglobal.@minute = Playtime of current save, in minutes
|
||||||
|
lglobal.@waveNumber = Current wave number, if waves are enabled
|
||||||
|
lglobal.@waveTime = Countdown timer for waves, in seconds
|
||||||
|
lglobal.@mapw = Map width in tiles
|
||||||
|
lglobal.@maph = Map height in tiles
|
||||||
|
lglobal.sectionMap = Map
|
||||||
|
lglobal.sectionGeneral = General
|
||||||
|
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
||||||
|
lglobal.sectionProcessor = Processor
|
||||||
|
lglobal.sectionLookup = Lookup
|
||||||
|
lglobal.@this = The logic block executing the code
|
||||||
|
lglobal.@thisx = X coordinate of block executing the code
|
||||||
|
lglobal.@thisy = Y coordinate of block executing the code
|
||||||
|
lglobal.@links = Total number of blocks linked to this processors
|
||||||
|
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
||||||
|
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
||||||
|
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
||||||
|
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
||||||
|
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
||||||
|
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
||||||
|
lglobal.@client = True if the code is running on a client connected to a server
|
||||||
|
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
||||||
|
lglobal.@clientUnit = Unit of client running the code
|
||||||
|
lglobal.@clientName = Player name of client running the code
|
||||||
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
|
|
||||||
logic.nounitbuild = [red]Birim İnşası Yasak!
|
logic.nounitbuild = [red]Birim İnşası Yasak!
|
||||||
|
|
||||||
@@ -2318,6 +2413,7 @@ graphicstype.poly = İçi Dolu Çokgen Çiz.
|
|||||||
graphicstype.linepoly = İçi Boş Çokgen Çiz.
|
graphicstype.linepoly = İçi Boş Çokgen Çiz.
|
||||||
graphicstype.triangle = İçi Dolu Üçgen Çiz.
|
graphicstype.triangle = İçi Dolu Üçgen Çiz.
|
||||||
graphicstype.image = Bir ikon çiz. \nörnek: [accent]@router[] veya [accent]@dagger[].
|
graphicstype.image = Bir ikon çiz. \nörnek: [accent]@router[] veya [accent]@dagger[].
|
||||||
|
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
||||||
|
|
||||||
lenum.always = Her Zaman Doğru
|
lenum.always = Her Zaman Doğru
|
||||||
lenum.idiv = Tamsayı Bölme
|
lenum.idiv = Tamsayı Bölme
|
||||||
@@ -2426,3 +2522,10 @@ lenum.build = Bina inşa et.
|
|||||||
lenum.getblock = Bir bloğun verilerini al.
|
lenum.getblock = Bir bloğun verilerini al.
|
||||||
lenum.within = Bir birim menzil alanında mı?
|
lenum.within = Bir birim menzil alanında mı?
|
||||||
lenum.boost = Boostlamaya başla/dur
|
lenum.boost = Boostlamaya başla/dur
|
||||||
|
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||||
|
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
||||||
|
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
||||||
|
lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
||||||
|
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||||||
|
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
||||||
|
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
||||||
|
|||||||
@@ -440,6 +440,7 @@ editor.waves = Хвилі
|
|||||||
editor.rules = Правила
|
editor.rules = Правила
|
||||||
editor.generation = Генерація
|
editor.generation = Генерація
|
||||||
editor.objectives = Завдання
|
editor.objectives = Завдання
|
||||||
|
editor.locales = Locale Bundles
|
||||||
editor.ingame = Редагувати в грі
|
editor.ingame = Редагувати в грі
|
||||||
editor.playtest = Протестувати в грі
|
editor.playtest = Протестувати в грі
|
||||||
editor.publish.workshop = Опублікувати в Майстерні Steam
|
editor.publish.workshop = Опублікувати в Майстерні Steam
|
||||||
@@ -496,6 +497,7 @@ editor.default = [lightgray]<За замовчуванням>
|
|||||||
details = Подробиці…
|
details = Подробиці…
|
||||||
edit = Змінити…
|
edit = Змінити…
|
||||||
variables = Змінні
|
variables = Змінні
|
||||||
|
logic.globals = Built-in Variables
|
||||||
editor.name = Ім’я:
|
editor.name = Ім’я:
|
||||||
editor.spawn = Створити бойову одиницю
|
editor.spawn = Створити бойову одиницю
|
||||||
editor.removeunit = Видалити бойову одиницю
|
editor.removeunit = Видалити бойову одиницю
|
||||||
@@ -507,6 +509,7 @@ editor.errorlegacy = Ця мапа занадто стара і використ
|
|||||||
editor.errornot = Це не мапа.
|
editor.errornot = Це не мапа.
|
||||||
editor.errorheader = Цей файл мапи недійсний або пошкоджений.
|
editor.errorheader = Цей файл мапи недійсний або пошкоджений.
|
||||||
editor.errorname = Мапа не має назви. Може, ви намагаєтеся завантажити збереження?
|
editor.errorname = Мапа не має назви. Може, ви намагаєтеся завантажити збереження?
|
||||||
|
editor.errorlocales = Error reading invalid locale bundles.
|
||||||
editor.update = Оновити
|
editor.update = Оновити
|
||||||
editor.randomize = Випадково
|
editor.randomize = Випадково
|
||||||
editor.moveup = Підняти вище
|
editor.moveup = Підняти вище
|
||||||
@@ -518,6 +521,7 @@ editor.sectorgenerate = Згенерувати сектор
|
|||||||
editor.resize = Змінити\nрозмір
|
editor.resize = Змінити\nрозмір
|
||||||
editor.loadmap = Завантажити мапу
|
editor.loadmap = Завантажити мапу
|
||||||
editor.savemap = Зберегти мапу
|
editor.savemap = Зберегти мапу
|
||||||
|
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
|
||||||
editor.saved = Збережено!
|
editor.saved = Збережено!
|
||||||
editor.save.noname = Ваша мапа не має назви! Установіть його в «Інформація про мапу».
|
editor.save.noname = Ваша мапа не має назви! Установіть його в «Інформація про мапу».
|
||||||
editor.save.overwrite = Ваша мапа перезаписує вбудовану мапу! Виберіть іншу назву в «Інформація про мапу».
|
editor.save.overwrite = Ваша мапа перезаписує вбудовану мапу! Виберіть іншу назву в «Інформація про мапу».
|
||||||
@@ -605,6 +609,23 @@ filter.option.floor2 = Друга поверхня
|
|||||||
filter.option.threshold2 = Вторинний граничний поріг
|
filter.option.threshold2 = Вторинний граничний поріг
|
||||||
filter.option.radius = Радіус
|
filter.option.radius = Радіус
|
||||||
filter.option.percentile = Спад
|
filter.option.percentile = Спад
|
||||||
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
|
locales.applytoall = Apply Changes To All Locales
|
||||||
|
locales.addtoother = Add To Other Locales
|
||||||
|
locales.rollback = Rollback to last applied
|
||||||
|
locales.filter = Property filter
|
||||||
|
locales.searchname = Search name...
|
||||||
|
locales.searchvalue = Search value...
|
||||||
|
locales.searchlocale = Search locale...
|
||||||
|
locales.byname = By name
|
||||||
|
locales.byvalue = By value
|
||||||
|
locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
|
||||||
|
locales.showmissing = Show properties that are missing in some locales
|
||||||
|
locales.showsame = Show properties that have same values in different locales
|
||||||
|
locales.viewproperty = View in all locales
|
||||||
|
locales.viewing = Viewing property "{0}"
|
||||||
|
locales.addicon = Add Icon
|
||||||
|
|
||||||
width = Ширина:
|
width = Ширина:
|
||||||
height = Висота:
|
height = Висота:
|
||||||
@@ -657,10 +678,12 @@ objective.commandmode.name = Режим командування
|
|||||||
objective.flag.name = Прапорець
|
objective.flag.name = Прапорець
|
||||||
|
|
||||||
marker.shapetext.name = Форма тексту
|
marker.shapetext.name = Форма тексту
|
||||||
marker.minimap.name = Мінімапа
|
marker.point.name = Point
|
||||||
marker.shape.name = Форма
|
marker.shape.name = Форма
|
||||||
marker.text.name = Текст
|
marker.text.name = Текст
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
|
|
||||||
marker.background = Фон
|
marker.background = Фон
|
||||||
marker.outline = Контур
|
marker.outline = Контур
|
||||||
@@ -711,7 +734,7 @@ error.any = Невідома мережева помилка
|
|||||||
error.bloom = Не вдалося ініціалізувати світіння.\nВаш пристрій, мабуть, не підтримує це.
|
error.bloom = Не вдалося ініціалізувати світіння.\nВаш пристрій, мабуть, не підтримує це.
|
||||||
|
|
||||||
weather.rain.name = Дощ
|
weather.rain.name = Дощ
|
||||||
weather.snow.name = Сніг
|
weather.snowing.name = Сніг
|
||||||
weather.sandstorm.name = Піщана буря
|
weather.sandstorm.name = Піщана буря
|
||||||
weather.sporestorm.name = Спорова буря
|
weather.sporestorm.name = Спорова буря
|
||||||
weather.fog.name = Туман
|
weather.fog.name = Туман
|
||||||
@@ -748,8 +771,8 @@ sector.curlost = Сектор втрачено
|
|||||||
sector.missingresources = [scarlet]Недостатньо ресурсів у ядрі
|
sector.missingresources = [scarlet]Недостатньо ресурсів у ядрі
|
||||||
sector.attacked = Сектор [accent]{0}[white] під атакою!
|
sector.attacked = Сектор [accent]{0}[white] під атакою!
|
||||||
sector.lost = Сектор [accent]{0}[white] втрачено!
|
sector.lost = Сектор [accent]{0}[white] втрачено!
|
||||||
#note: the missing space in the line below is intentional
|
sector.capture = Sector [accent]{0}[white]Captured!
|
||||||
sector.captured = Сектор [accent]{0}[white]захоплено!
|
sector.capture.current = Sector Captured!
|
||||||
sector.changeicon = Змінити значок
|
sector.changeicon = Змінити значок
|
||||||
sector.noswitch.title = Неможливо переключити сектори
|
sector.noswitch.title = Неможливо переключити сектори
|
||||||
sector.noswitch = Ви не можете змінювати сектори, поки поточний сектор піддається атаці.\n\nСектор: [accent]{0}[] на [accent]{1}[]
|
sector.noswitch = Ви не можете змінювати сектори, поки поточний сектор піддається атаці.\n\nСектор: [accent]{0}[] на [accent]{1}[]
|
||||||
@@ -971,17 +994,46 @@ stat.immunities = Імунітети
|
|||||||
stat.healing = Відновлювання
|
stat.healing = Відновлювання
|
||||||
|
|
||||||
ability.forcefield = Щитове поле
|
ability.forcefield = Щитове поле
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = Ремонтувальне поле
|
ability.repairfield = Ремонтувальне поле
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = Поле підсилення
|
ability.statusfield = Поле підсилення
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = Завод одиниць <20>
|
ability.unitspawn = Завод одиниць <20>
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Щитовідновлювальне поле
|
ability.shieldregenfield = Щитовідновлювальне поле
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Блискавки під час руху
|
ability.movelightning = Блискавки під час руху
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Щитова дуга
|
ability.shieldarc = Щитова дуга
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Поле пригнічення відновлення
|
ability.suppressionfield = Поле пригнічення відновлення
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Енергетичне поле
|
ability.energyfield = Енергетичне поле
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = Передача предметів дозволена лише до ядра
|
bar.onlycoredeposit = Передача предметів дозволена лише до ядра
|
||||||
bar.drilltierreq = Потрібен ліпший бур
|
bar.drilltierreq = Потрібен ліпший бур
|
||||||
@@ -1131,7 +1183,7 @@ setting.sfxvol.name = Гучність звукових ефектів
|
|||||||
setting.mutesound.name = Заглушити звук
|
setting.mutesound.name = Заглушити звук
|
||||||
setting.crashreport.name = Відсилати анонімні звіти про аварійне завершення гри
|
setting.crashreport.name = Відсилати анонімні звіти про аварійне завершення гри
|
||||||
setting.savecreate.name = Автоматичне створення збережень
|
setting.savecreate.name = Автоматичне створення збережень
|
||||||
setting.publichost.name = Загальнодоступність гри
|
setting.steampublichost.name = Public Game Visibility
|
||||||
setting.playerlimit.name = Обмеження гравців
|
setting.playerlimit.name = Обмеження гравців
|
||||||
setting.chatopacity.name = Непрозорість чату
|
setting.chatopacity.name = Непрозорість чату
|
||||||
setting.lasersopacity.name = Непрозорість лазерів енергопостачання
|
setting.lasersopacity.name = Непрозорість лазерів енергопостачання
|
||||||
@@ -1177,15 +1229,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.rebuild_select.name = Відбудувати регіон
|
keybind.rebuild_select.name = Відбудувати регіон
|
||||||
keybind.schematic_select.name = Вибрати ділянку
|
keybind.schematic_select.name = Вибрати ділянку
|
||||||
keybind.schematic_menu.name = Меню схем
|
keybind.schematic_menu.name = Меню схем
|
||||||
@@ -1283,6 +1336,7 @@ rules.unitdamagemultiplier = Множник шкоди бойових одини
|
|||||||
rules.unitcrashdamagemultiplier = Множник шкоди одиниці при зіткненні одиниць
|
rules.unitcrashdamagemultiplier = Множник шкоди одиниці при зіткненні одиниць
|
||||||
rules.solarmultiplier = Множник сонячної енергії
|
rules.solarmultiplier = Множник сонячної енергії
|
||||||
rules.unitcapvariable = Ядра збільшують обмеження на кількість одиниць
|
rules.unitcapvariable = Ядра збільшують обмеження на кількість одиниць
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Початкове обмеження одиниць
|
rules.unitcap = Початкове обмеження одиниць
|
||||||
rules.limitarea = Обмежити територію мапи
|
rules.limitarea = Обмежити територію мапи
|
||||||
rules.enemycorebuildradius = Радіус оборони для ворожого ядра:[lightgray] (плитки)
|
rules.enemycorebuildradius = Радіус оборони для ворожого ядра:[lightgray] (плитки)
|
||||||
@@ -1315,6 +1369,8 @@ rules.weather = Погода
|
|||||||
rules.weather.frequency = Повторюваність:
|
rules.weather.frequency = Повторюваність:
|
||||||
rules.weather.always = Завжди
|
rules.weather.always = Завжди
|
||||||
rules.weather.duration = Тривалість:
|
rules.weather.duration = Тривалість:
|
||||||
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = Предмети
|
content.item.name = Предмети
|
||||||
content.liquid.name = Рідини
|
content.liquid.name = Рідини
|
||||||
@@ -1536,6 +1592,7 @@ block.inverted-sorter.name = Зворотний сортувальник
|
|||||||
block.message.name = Повідомлення
|
block.message.name = Повідомлення
|
||||||
block.reinforced-message.name = Посилене повідомлення
|
block.reinforced-message.name = Посилене повідомлення
|
||||||
block.world-message.name = Світове повідомлення
|
block.world-message.name = Світове повідомлення
|
||||||
|
block.world-switch.name = World Switch
|
||||||
block.illuminator.name = Освітлювач
|
block.illuminator.name = Освітлювач
|
||||||
block.overflow-gate.name = Надмірний затвор
|
block.overflow-gate.name = Надмірний затвор
|
||||||
block.underflow-gate.name = Недостатній затвор
|
block.underflow-gate.name = Недостатній затвор
|
||||||
@@ -1778,7 +1835,6 @@ block.disperse.name = Розпорошувач
|
|||||||
block.afflict.name = Уражач
|
block.afflict.name = Уражач
|
||||||
block.lustre.name = Блиск
|
block.lustre.name = Блиск
|
||||||
block.scathe.name = Знищувач
|
block.scathe.name = Знищувач
|
||||||
block.fabricator.name = Виробник
|
|
||||||
block.tank-refabricator.name = Танковий перебудовний завод
|
block.tank-refabricator.name = Танковий перебудовний завод
|
||||||
block.mech-refabricator.name = Меховий перебудовний завод
|
block.mech-refabricator.name = Меховий перебудовний завод
|
||||||
block.ship-refabricator.name = Корабельний перебудовний завод
|
block.ship-refabricator.name = Корабельний перебудовний завод
|
||||||
@@ -1900,6 +1956,7 @@ onset.turrets = Одиниці ефективні, але [accent]башти[]
|
|||||||
onset.turretammo = Забезпечте башту [accent]берилієвими боєприпасами[].
|
onset.turretammo = Забезпечте башту [accent]берилієвими боєприпасами[].
|
||||||
onset.walls = [accent]Стіни[] cможе запобігти потраплянню зустрічної шкоди на будівлі.\nРозмістіть декілька \uf6ee [accent]берилієвих стін[] навколо башти.
|
onset.walls = [accent]Стіни[] cможе запобігти потраплянню зустрічної шкоди на будівлі.\nРозмістіть декілька \uf6ee [accent]берилієвих стін[] навколо башти.
|
||||||
onset.enemies = Ворог наступає, готуйтеся до оборони.
|
onset.enemies = Ворог наступає, готуйтеся до оборони.
|
||||||
|
onset.defenses = [accent]Set up defenses:[lightgray] {0}
|
||||||
onset.attack = Ворог беззахисний. Контратакуйте.
|
onset.attack = Ворог беззахисний. Контратакуйте.
|
||||||
onset.cores = Нові ядра можуть бути розміщені на плитках [accent]зони ядра[].\nНові ядра функціонують як передові бази й мають спільний інвентар ресурсів з іншими ядрами.\nРозмістіть \uf725 ядро.
|
onset.cores = Нові ядра можуть бути розміщені на плитках [accent]зони ядра[].\nНові ядра функціонують як передові бази й мають спільний інвентар ресурсів з іншими ядрами.\nРозмістіть \uf725 ядро.
|
||||||
onset.detect = Ворог зможе виявити вас за 2 хвилини.\nОрганізуйте оборону, видобуток корисних копалин та виробництво.
|
onset.detect = Ворог зможе виявити вас за 2 хвилини.\nОрганізуйте оборону, видобуток корисних копалин та виробництво.
|
||||||
@@ -2107,7 +2164,6 @@ block.logic-display.description = Англійська назва: Logic Display
|
|||||||
block.large-logic-display.description = Англійська назва: Large Logic Display\nПоказує довільну графіку з логічного процесора.
|
block.large-logic-display.description = Англійська назва: Large Logic Display\nПоказує довільну графіку з логічного процесора.
|
||||||
block.interplanetary-accelerator.description = Англійська назва: Interplanetary Accelerator\nВелика електромагнітна башта-рейкотрон. Прискорює ядра, щоби подолати планетне тяжіння для міжпланетного розгортання.
|
block.interplanetary-accelerator.description = Англійська назва: Interplanetary Accelerator\nВелика електромагнітна башта-рейкотрон. Прискорює ядра, щоби подолати планетне тяжіння для міжпланетного розгортання.
|
||||||
block.repair-turret.description = Англійська назва: Repair Turret\nБезпервно ремонтує найближчу пошкоджену одиницю. Для прискорення ремонтування можна охолодити.
|
block.repair-turret.description = Англійська назва: Repair Turret\nБезпервно ремонтує найближчу пошкоджену одиницю. Для прискорення ремонтування можна охолодити.
|
||||||
block.payload-propulsion-tower.description = Англійська назва: Payload Propulsion Tower\nСтруктура транспортування вантажу на великі відстані. Вистрілює вантаж в інші вантажні катапульти.
|
|
||||||
|
|
||||||
#Erekir
|
#Erekir
|
||||||
block.core-bastion.description = Англійська назва: Core Bastion\nЯдро бази. Броньоване. Після знищення сектор втрачається.
|
block.core-bastion.description = Англійська назва: Core Bastion\nЯдро бази. Броньоване. Після знищення сектор втрачається.
|
||||||
@@ -2145,7 +2201,6 @@ block.impact-drill.description = Англійська назва: Impact Drill\n
|
|||||||
block.eruption-drill.description = Англійська назва: Eruption Drill\nПоліпшений імпульсний бур. Здатний видобувати торій. Потребує водню.
|
block.eruption-drill.description = Англійська назва: Eruption Drill\nПоліпшений імпульсний бур. Здатний видобувати торій. Потребує водню.
|
||||||
block.reinforced-conduit.description = Англійська назва: Reinforced Conduit\nПереміщує рідини вперед. Не приймає нетрубоповідні входи з боків.
|
block.reinforced-conduit.description = Англійська назва: Reinforced Conduit\nПереміщує рідини вперед. Не приймає нетрубоповідні входи з боків.
|
||||||
block.reinforced-liquid-router.description = Англійська назва: Reinforced Liquid Router\nРівномірно розподіляє рідини на всі сторони.
|
block.reinforced-liquid-router.description = Англійська назва: Reinforced Liquid Router\nРівномірно розподіляє рідини на всі сторони.
|
||||||
block.reinforced-junction.description = Англійська назва: Reinforced Junction\nВиконує роль моста для двох пересічних водоводів.
|
|
||||||
block.reinforced-liquid-tank.description = Англійська назва: Reinforced Liquid Tank\nЗберігає велику кількість рідини.
|
block.reinforced-liquid-tank.description = Англійська назва: Reinforced Liquid Tank\nЗберігає велику кількість рідини.
|
||||||
block.reinforced-liquid-container.description = Англійська назва: Reinforced Liquid Container\nЗберігає значну кількість рідини.
|
block.reinforced-liquid-container.description = Англійська назва: Reinforced Liquid Container\nЗберігає значну кількість рідини.
|
||||||
block.reinforced-bridge-conduit.description = Англійська назва: Reinforced Bridge Conduit\nТранспортує рідини над спорудами та місцевістю.
|
block.reinforced-bridge-conduit.description = Англійська назва: Reinforced Bridge Conduit\nТранспортує рідини над спорудами та місцевістю.
|
||||||
@@ -2266,6 +2321,7 @@ unit.emanate.description = Англійська назва: Emanate\nБудує
|
|||||||
lst.read = Зчитує число із з’єднаної комірки пам’яті.
|
lst.read = Зчитує число із з’єднаної комірки пам’яті.
|
||||||
lst.write = Записує числу у з’єднану комірку пам’яті.
|
lst.write = Записує числу у з’єднану комірку пам’яті.
|
||||||
lst.print = Додайте текст до буфера друку.\nНічого не відображає, поки [accent]Print Flush[] використовується.
|
lst.print = Додайте текст до буфера друку.\nНічого не відображає, поки [accent]Print Flush[] використовується.
|
||||||
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Додає операцію до буфера рисунка.\nНічого не відображає, поки [accent]Draw Flush[] використовується.
|
lst.draw = Додає операцію до буфера рисунка.\nНічого не відображає, поки [accent]Draw Flush[] використовується.
|
||||||
lst.drawflush = Скидає буфер операцій [accent]Draw[] на дисплей.
|
lst.drawflush = Скидає буфер операцій [accent]Draw[] на дисплей.
|
||||||
lst.printflush = Скидає буфер операцій [accent]Print[] у блок «Повідомлення».
|
lst.printflush = Скидає буфер операцій [accent]Print[] у блок «Повідомлення».
|
||||||
@@ -2288,6 +2344,8 @@ lst.getblock = Отримує дані плитки в будь-якому мі
|
|||||||
lst.setblock = Установлює дані плитки в будь-якому місці.
|
lst.setblock = Установлює дані плитки в будь-якому місці.
|
||||||
lst.spawnunit = Породжує одиницю на певному місці.
|
lst.spawnunit = Породжує одиницю на певному місці.
|
||||||
lst.applystatus = Застосовує або видаляє ефект стану з одиниці.
|
lst.applystatus = Застосовує або видаляє ефект стану з одиниці.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Змодельовує хвилю, що виникає у довільному місці.\nНе збільшує лічильник хвиль.
|
lst.spawnwave = Змодельовує хвилю, що виникає у довільному місці.\nНе збільшує лічильник хвиль.
|
||||||
lst.explosion = Створює вибух у певному місці.
|
lst.explosion = Створює вибух у певному місці.
|
||||||
lst.setrate = Установлює швидкість виконання процесора в інструкціях за такт.
|
lst.setrate = Установлює швидкість виконання процесора в інструкціях за такт.
|
||||||
@@ -2303,6 +2361,43 @@ lst.effect = Create a particle effect.
|
|||||||
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
||||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||||
|
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||||
|
lglobal.false = 0
|
||||||
|
lglobal.true = 1
|
||||||
|
lglobal.null = null
|
||||||
|
lglobal.@pi = The mathematical constant pi (3.141...)
|
||||||
|
lglobal.@e = The mathematical constant e (2.718...)
|
||||||
|
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
||||||
|
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
||||||
|
lglobal.@time = Playtime of current save, in milliseconds
|
||||||
|
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
||||||
|
lglobal.@second = Playtime of current save, in seconds
|
||||||
|
lglobal.@minute = Playtime of current save, in minutes
|
||||||
|
lglobal.@waveNumber = Current wave number, if waves are enabled
|
||||||
|
lglobal.@waveTime = Countdown timer for waves, in seconds
|
||||||
|
lglobal.@mapw = Map width in tiles
|
||||||
|
lglobal.@maph = Map height in tiles
|
||||||
|
lglobal.sectionMap = Map
|
||||||
|
lglobal.sectionGeneral = General
|
||||||
|
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
||||||
|
lglobal.sectionProcessor = Processor
|
||||||
|
lglobal.sectionLookup = Lookup
|
||||||
|
lglobal.@this = The logic block executing the code
|
||||||
|
lglobal.@thisx = X coordinate of block executing the code
|
||||||
|
lglobal.@thisy = Y coordinate of block executing the code
|
||||||
|
lglobal.@links = Total number of blocks linked to this processors
|
||||||
|
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
||||||
|
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
||||||
|
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
||||||
|
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
||||||
|
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
||||||
|
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
||||||
|
lglobal.@client = True if the code is running on a client connected to a server
|
||||||
|
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
||||||
|
lglobal.@clientUnit = Unit of client running the code
|
||||||
|
lglobal.@clientName = Player name of client running the code
|
||||||
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
|
|
||||||
logic.nounitbuild = [red]Будування за допомогою процесорів заборено.
|
logic.nounitbuild = [red]Будування за допомогою процесорів заборено.
|
||||||
|
|
||||||
@@ -2346,6 +2441,7 @@ graphicstype.poly = Залити кольором правильний бага
|
|||||||
graphicstype.linepoly = Намалювати контур правильного багатокутника.
|
graphicstype.linepoly = Намалювати контур правильного багатокутника.
|
||||||
graphicstype.triangle = Залити кольором трикутник.
|
graphicstype.triangle = Залити кольором трикутник.
|
||||||
graphicstype.image = Намалювати зображення із деяким вмістом.\nНаприклад: [accent]@router[] чи [accent]@dagger[].
|
graphicstype.image = Намалювати зображення із деяким вмістом.\nНаприклад: [accent]@router[] чи [accent]@dagger[].
|
||||||
|
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
||||||
|
|
||||||
lenum.always = Завжди істинне.
|
lenum.always = Завжди істинне.
|
||||||
lenum.idiv = Ціле ділення.
|
lenum.idiv = Ціле ділення.
|
||||||
@@ -2454,3 +2550,10 @@ lenum.build = Побудувати будівлю.
|
|||||||
lenum.getblock = Розпізнавання блока та його типа за координатами.\nОдиниця повинна знаходитися в межах досяжності.\nСуцільні не-будівлі матимуть тип [accent]@solid[].
|
lenum.getblock = Розпізнавання блока та його типа за координатами.\nОдиниця повинна знаходитися в межах досяжності.\nСуцільні не-будівлі матимуть тип [accent]@solid[].
|
||||||
lenum.within = Чи знаходиться одиниця біля позиції.
|
lenum.within = Чи знаходиться одиниця біля позиції.
|
||||||
lenum.boost = Почати чи зупинити політ.
|
lenum.boost = Почати чи зупинити політ.
|
||||||
|
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||||
|
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
||||||
|
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
||||||
|
lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
||||||
|
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||||||
|
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
||||||
|
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
||||||
|
|||||||
File diff suppressed because it is too large
Load Diff
@@ -152,17 +152,17 @@ mod.incompatiblemod = [red]不兼容
|
|||||||
mod.blacklisted = [red]不支持
|
mod.blacklisted = [red]不支持
|
||||||
mod.unmetdependencies = [red]缺少前置模组
|
mod.unmetdependencies = [red]缺少前置模组
|
||||||
mod.erroredcontent = [scarlet]内容错误
|
mod.erroredcontent = [scarlet]内容错误
|
||||||
mod.circulardependencies = [red]Circular Dependencies
|
mod.circulardependencies = [red]循环依赖
|
||||||
mod.incompletedependencies = [red]Incomplete Dependencies
|
mod.incompletedependencies = [red]缺失依赖
|
||||||
|
|
||||||
mod.requiresversion.details = 所需的最低游戏版本:[accent]{0}[]\n您的游戏版本过低。 这个模组需要更新的游戏版本(通常是beta/alpha版本)才能工作。
|
mod.requiresversion.details = 所需的最低游戏版本:[accent]{0}[]\n您的游戏版本过低。 此模组需要更新的游戏版本(通常是beta/alpha版本)才能工作。
|
||||||
mod.outdatedv7.details = 这个模组与最新版游戏不兼容。 作者必须更新它,并在[accent]mod.json[]文件中写入[accent]minGameVersion: 136[]。
|
mod.outdatedv7.details = 此模组与最新版游戏不兼容。 作者必须更新它,并在[accent]mod.json[]文件中写入[accent]minGameVersion: 136[]。
|
||||||
mod.blacklisted.details = 这个模组由于造成该版本游戏崩溃或其他原因被手动禁用了。 不要使用它。
|
mod.blacklisted.details = 此模组由于造成该版本游戏崩溃或其他原因被手动禁用了。 不要使用它。
|
||||||
mod.missingdependencies.details = 缺少前置模组:{0}
|
mod.missingdependencies.details = 缺少前置模组:{0}
|
||||||
mod.erroredcontent.details = 这个模组在游戏加载时发生了错误。 请通知模组作者修复它。
|
mod.erroredcontent.details = 此模组在游戏加载时发生了错误。 请通知模组作者修复它。
|
||||||
mod.circulardependencies.details = This mod has dependencies that depends on each other.
|
mod.circulardependencies.details = 此模组与其他模组相互依赖。
|
||||||
mod.incompletedependencies.details = This mod is unable to be loaded due to invalid or missing dependencies: {0}.
|
mod.incompletedependencies.details = 由于依赖项无效或缺失,此模组无法加载:{0}.
|
||||||
mod.requiresversion = Requires game version: [red]{0}
|
mod.requiresversion = 需要游戏版本: [red]{0}
|
||||||
|
|
||||||
mod.errors = 读取内容时发生错误。
|
mod.errors = 读取内容时发生错误。
|
||||||
mod.noerrorplay = [scarlet]您的模组发生了错误。 []禁用相关模组或修复错误后才能进入游戏。
|
mod.noerrorplay = [scarlet]您的模组发生了错误。 []禁用相关模组或修复错误后才能进入游戏。
|
||||||
@@ -258,19 +258,19 @@ trace = 跟踪玩家
|
|||||||
trace.playername = 玩家名称:[accent]{0}
|
trace.playername = 玩家名称:[accent]{0}
|
||||||
trace.ip = IP地址:[accent]{0}
|
trace.ip = IP地址:[accent]{0}
|
||||||
trace.id = 玩家 ID:[accent]{0}
|
trace.id = 玩家 ID:[accent]{0}
|
||||||
trace.language = Language: [accent]{0}
|
trace.language = 语言: [accent]{0}
|
||||||
trace.mobile = 移动客户端:[accent]{0}
|
trace.mobile = 移动客户端:[accent]{0}
|
||||||
trace.modclient = 自定义客户端:[accent]{0}
|
trace.modclient = 自定义客户端:[accent]{0}
|
||||||
trace.times.joined = 进入服务器次数: [accent]{0}
|
trace.times.joined = 进入服务器次数: [accent]{0}
|
||||||
trace.times.kicked = 踢出服务器次数: [accent]{0}
|
trace.times.kicked = 踢出服务器次数: [accent]{0}
|
||||||
trace.ips = IPs:
|
trace.ips = 曾用IP:
|
||||||
trace.names = Names:
|
trace.names = 曾用名:
|
||||||
invalidid = 无效的客户端ID!提交一个错误报告。
|
invalidid = 无效的客户端ID!提交一个错误报告。
|
||||||
player.ban = Ban
|
player.ban = 封禁
|
||||||
player.kick = Kick
|
player.kick = 踢出
|
||||||
player.trace = Trace
|
player.trace = 追朔
|
||||||
player.admin = Toggle Admin
|
player.admin = 切换管理员
|
||||||
player.team = Change Team
|
player.team = 改变队伍
|
||||||
server.bans = 黑名单
|
server.bans = 黑名单
|
||||||
server.bans.none = 没有被封禁的玩家!
|
server.bans.none = 没有被封禁的玩家!
|
||||||
server.admins = 管理员
|
server.admins = 管理员
|
||||||
@@ -287,8 +287,8 @@ confirmkick = 确定踢出玩家“{0}[white]”?
|
|||||||
confirmunban = 确定解封这名玩家?
|
confirmunban = 确定解封这名玩家?
|
||||||
confirmadmin = 确定给予玩家“{0}[white]”管理员权限?
|
confirmadmin = 确定给予玩家“{0}[white]”管理员权限?
|
||||||
confirmunadmin = 确定收回玩家“{0}[white]”的管理员权限?
|
confirmunadmin = 确定收回玩家“{0}[white]”的管理员权限?
|
||||||
votekick.reason = Vote-Kick Reason
|
votekick.reason = 投票踢出理由
|
||||||
votekick.reason.message = Are you sure you want to vote-kick "{0}[white]"?\nIf yes, please enter the reason:
|
votekick.reason.message = 确定投票踢出玩家"{0}[white]"?\n如果是,请输入理由:
|
||||||
joingame.title = 加入游戏
|
joingame.title = 加入游戏
|
||||||
joingame.ip = 地址:
|
joingame.ip = 地址:
|
||||||
disconnect = 已断开连接
|
disconnect = 已断开连接
|
||||||
@@ -306,7 +306,7 @@ server.invalidport = 无效的端口!
|
|||||||
server.error = [scarlet]创建服务器错误。
|
server.error = [scarlet]创建服务器错误。
|
||||||
save.new = 新存档
|
save.new = 新存档
|
||||||
save.overwrite = 确定要覆盖这个存档吗?
|
save.overwrite = 确定要覆盖这个存档吗?
|
||||||
save.nocampaign = Individual save files from the campaign cannot be imported.
|
save.nocampaign = 无法导入战役中的单个保存文件。
|
||||||
overwrite = 覆盖
|
overwrite = 覆盖
|
||||||
save.none = 没有找到存档!
|
save.none = 没有找到存档!
|
||||||
savefail = 保存失败!
|
savefail = 保存失败!
|
||||||
@@ -344,23 +344,23 @@ open = 打开
|
|||||||
customize = 自定义规则
|
customize = 自定义规则
|
||||||
cancel = 取消
|
cancel = 取消
|
||||||
command = 指挥
|
command = 指挥
|
||||||
command.queue = [lightgray][Queuing]
|
command.queue = [lightgray][排队中]
|
||||||
command.mine = 挖矿
|
command.mine = 挖矿
|
||||||
command.repair = 维修
|
command.repair = 维修
|
||||||
command.rebuild = 重建
|
command.rebuild = 重建
|
||||||
command.assist = 协助建造
|
command.assist = 协助建造
|
||||||
command.move = 移动
|
command.move = 移动
|
||||||
command.boost = Boost
|
command.boost = 助推
|
||||||
command.enterPayload = Enter Payload Block
|
command.enterPayload = 进入载荷建筑
|
||||||
command.loadUnits = Load Units
|
command.loadUnits = 拾取单位
|
||||||
command.loadBlocks = Load Blocks
|
command.loadBlocks = 拾取建筑
|
||||||
command.unloadPayload = Unload Payload
|
command.unloadPayload = 卸载载荷
|
||||||
stance.stop = Cancel Orders
|
stance.stop = 取消指令
|
||||||
stance.shoot = Stance: Shoot
|
stance.shoot = 姿态: 射击
|
||||||
stance.holdfire = Stance: Hold Fire
|
stance.holdfire = 姿态: 停火
|
||||||
stance.pursuetarget = Stance: Pursue Target
|
stance.pursuetarget = 姿态: 追逐目标
|
||||||
stance.patrol = Stance: Patrol Path
|
stance.patrol = 姿态: 路径巡逻
|
||||||
stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
|
stance.ram = 姿态: 冲锋\n[lightgray]径直移动,不进行寻路。
|
||||||
openlink = 打开链接
|
openlink = 打开链接
|
||||||
copylink = 复制链接
|
copylink = 复制链接
|
||||||
back = 返回
|
back = 返回
|
||||||
@@ -386,8 +386,8 @@ pausebuilding = 按[accent][[{0}][]键暂停建造
|
|||||||
resumebuilding = 按[scarlet][[{0}][]键恢复建造
|
resumebuilding = 按[scarlet][[{0}][]键恢复建造
|
||||||
enablebuilding = 按[scarlet][[{0}][]键启用建造
|
enablebuilding = 按[scarlet][[{0}][]键启用建造
|
||||||
showui = UI已隐藏\n按[accent][[{0}][]键显示UI
|
showui = UI已隐藏\n按[accent][[{0}][]键显示UI
|
||||||
commandmode.name = [accent]Command Mode
|
commandmode.name = [accent]指挥模式
|
||||||
commandmode.nounits = [no units]
|
commandmode.nounits = [无单位]
|
||||||
wave = [accent]第{0}波
|
wave = [accent]第{0}波
|
||||||
wave.cap = [accent]波次 {0}/{1}
|
wave.cap = [accent]波次 {0}/{1}
|
||||||
wave.waiting = [lightgray]下一波倒计时:{0}秒
|
wave.waiting = [lightgray]下一波倒计时:{0}秒
|
||||||
@@ -441,6 +441,7 @@ editor.waves = 波次
|
|||||||
editor.rules = 规则
|
editor.rules = 规则
|
||||||
editor.generation = 生成
|
editor.generation = 生成
|
||||||
editor.objectives = 目标
|
editor.objectives = 目标
|
||||||
|
editor.locales = 本地化语言包
|
||||||
editor.ingame = 游戏内编辑
|
editor.ingame = 游戏内编辑
|
||||||
editor.playtest = 游戏内测试
|
editor.playtest = 游戏内测试
|
||||||
editor.publish.workshop = 上传到创意工坊
|
editor.publish.workshop = 上传到创意工坊
|
||||||
@@ -472,7 +473,7 @@ waves.max = 最大单位数
|
|||||||
waves.guardian = Boss
|
waves.guardian = Boss
|
||||||
waves.preview = 预览
|
waves.preview = 预览
|
||||||
waves.edit = 编辑…
|
waves.edit = 编辑…
|
||||||
waves.random = Random
|
waves.random = 随机
|
||||||
waves.copy = 复制到剪贴板
|
waves.copy = 复制到剪贴板
|
||||||
waves.load = 从剪贴板读取
|
waves.load = 从剪贴板读取
|
||||||
waves.invalid = 剪贴板中的波次信息无效。
|
waves.invalid = 剪贴板中的波次信息无效。
|
||||||
@@ -483,12 +484,12 @@ waves.sort.reverse = 反向排序
|
|||||||
waves.sort.begin = 出场顺序
|
waves.sort.begin = 出场顺序
|
||||||
waves.sort.health = 生命值
|
waves.sort.health = 生命值
|
||||||
waves.sort.type = 类型
|
waves.sort.type = 类型
|
||||||
waves.search = Search waves...
|
waves.search = 搜索波次...
|
||||||
waves.filter = Unit Filter
|
waves.filter = 单位过滤器
|
||||||
waves.units.hide = 全部隐藏
|
waves.units.hide = 全部隐藏
|
||||||
waves.units.show = 全部显示
|
waves.units.show = 全部显示
|
||||||
|
|
||||||
#these are intentionally in lower case(中文无关)
|
#these are intentionally in lower case
|
||||||
wavemode.counts = 数目
|
wavemode.counts = 数目
|
||||||
wavemode.totals = 总数
|
wavemode.totals = 总数
|
||||||
wavemode.health = 生命值
|
wavemode.health = 生命值
|
||||||
@@ -497,6 +498,7 @@ editor.default = [lightgray]<默认>
|
|||||||
details = 详情…
|
details = 详情…
|
||||||
edit = 编辑…
|
edit = 编辑…
|
||||||
variables = 变量
|
variables = 变量
|
||||||
|
logic.globals = 内置变量
|
||||||
editor.name = 名称:
|
editor.name = 名称:
|
||||||
editor.spawn = 生成单位
|
editor.spawn = 生成单位
|
||||||
editor.removeunit = 移除单位
|
editor.removeunit = 移除单位
|
||||||
@@ -508,6 +510,7 @@ editor.errorlegacy = 此地图太旧了,旧的地图格式已不再支持。
|
|||||||
editor.errornot = 这不是地图文件。
|
editor.errornot = 这不是地图文件。
|
||||||
editor.errorheader = 此地图文件无效或已损坏。
|
editor.errorheader = 此地图文件无效或已损坏。
|
||||||
editor.errorname = 地图没有定义名称。 加载的可能是存档文件?
|
editor.errorname = 地图没有定义名称。 加载的可能是存档文件?
|
||||||
|
editor.errorlocales = 读取无效本地化语言包时出错。
|
||||||
editor.update = 更新
|
editor.update = 更新
|
||||||
editor.randomize = 重新生成
|
editor.randomize = 重新生成
|
||||||
editor.moveup = 上移
|
editor.moveup = 上移
|
||||||
@@ -519,6 +522,7 @@ editor.sectorgenerate = 生成区块
|
|||||||
editor.resize = 改变尺寸
|
editor.resize = 改变尺寸
|
||||||
editor.loadmap = 载入地图
|
editor.loadmap = 载入地图
|
||||||
editor.savemap = 保存地图
|
editor.savemap = 保存地图
|
||||||
|
editor.savechanges = [scarlet]您有未保存的更改!\n\n[]您想要保存他们吗?
|
||||||
editor.saved = 已保存!
|
editor.saved = 已保存!
|
||||||
editor.save.noname = 您还没有指定地图的名称!在“地图信息”菜单里设置一个名称。
|
editor.save.noname = 您还没有指定地图的名称!在“地图信息”菜单里设置一个名称。
|
||||||
editor.save.overwrite = 您正试图覆盖一张内置地图!在“地图信息”菜单里重新设置一个其他的名称。
|
editor.save.overwrite = 您正试图覆盖一张内置地图!在“地图信息”菜单里重新设置一个其他的名称。
|
||||||
@@ -557,8 +561,8 @@ toolmode.eraseores = 擦除矿脉
|
|||||||
toolmode.eraseores.description = 仅擦除矿脉,不影响其他物体。
|
toolmode.eraseores.description = 仅擦除矿脉,不影响其他物体。
|
||||||
toolmode.fillteams = 填充队伍
|
toolmode.fillteams = 填充队伍
|
||||||
toolmode.fillteams.description = 不再填充方块,而是填充队伍颜色。
|
toolmode.fillteams.description = 不再填充方块,而是填充队伍颜色。
|
||||||
toolmode.fillerase = Fill Erase
|
toolmode.fillerase = 擦除同类
|
||||||
toolmode.fillerase.description = Erase blocks of the same type.
|
toolmode.fillerase.description = 擦除同种种类的方块。
|
||||||
toolmode.drawteams = 绘制队伍
|
toolmode.drawteams = 绘制队伍
|
||||||
toolmode.drawteams.description = 不再绘制方块,而是绘制队伍颜色。
|
toolmode.drawteams.description = 不再绘制方块,而是绘制队伍颜色。
|
||||||
#未使用
|
#未使用
|
||||||
@@ -606,6 +610,23 @@ filter.option.floor2 = 内层地形
|
|||||||
filter.option.threshold2 = 内层比例
|
filter.option.threshold2 = 内层比例
|
||||||
filter.option.radius = 半径
|
filter.option.radius = 半径
|
||||||
filter.option.percentile = 百分比
|
filter.option.percentile = 百分比
|
||||||
|
locales.info = 在这里,您可以为特定语言添加本地化语言包到您的地图中。在本地化语言包中,每个文本属性都有一个名称和一个值。这些文本属性可以由世界处理器和游戏目标使用它们的名称。它们支持文本格式化(用实际值替换占位符)。\n\n[cyan]示例文本属性:\n[]名称: [accent]timer[]值: [accent]示例计时器, 剩余时间: {0}[]\n\n[cyan]用法:\n[]将其设置为目标的文本: [accent]@timer\n\n[]在世界处理器中打印它:\n[accent]localeprint "timer"\n格式化时间\n[gray](时间是一个单独计算的变量)
|
||||||
|
locales.deletelocale = 您确定要删除该本地化语言包吗?
|
||||||
|
locales.applytoall = 将更改应用于所有本地化语言包
|
||||||
|
locales.addtoother = 添加到其他本地化语言包
|
||||||
|
locales.rollback = 回滚到上次应用的状态
|
||||||
|
locales.filter = 文本属性过滤器
|
||||||
|
locales.searchname = 搜索名称...
|
||||||
|
locales.searchvalue = 搜索值...
|
||||||
|
locales.searchlocale = 搜索本地化...
|
||||||
|
locales.byname = 按名称
|
||||||
|
locales.byvalue = 按值
|
||||||
|
locales.showcorrect = 显示所有本地化语言包中存在并且在所有地方具有唯一值的文本属性
|
||||||
|
locales.showmissing = 显示在某些本地化语言包中缺失的文本属性
|
||||||
|
locales.showsame = 显示在不同本地化语言包中具有相同值的文本属性
|
||||||
|
locales.viewproperty = 在所有本地化语言包中查看
|
||||||
|
locales.viewing = 查看文本属性 "{0}"
|
||||||
|
locales.addicon = 添加图标
|
||||||
|
|
||||||
width = 宽度:
|
width = 宽度:
|
||||||
height = 高度:
|
height = 高度:
|
||||||
@@ -658,10 +679,12 @@ objective.commandmode.name = 指挥模式
|
|||||||
objective.flag.name = 标签
|
objective.flag.name = 标签
|
||||||
|
|
||||||
marker.shapetext.name = 带形状文本
|
marker.shapetext.name = 带形状文本
|
||||||
marker.minimap.name = 小地图
|
marker.point.name = 点
|
||||||
marker.shape.name = 形状
|
marker.shape.name = 形状
|
||||||
marker.text.name = 文本
|
marker.text.name = 文本
|
||||||
marker.line.name = Line
|
marker.line.name = 线
|
||||||
|
marker.quad.name = 四边形
|
||||||
|
marker.texture.name = Texture
|
||||||
|
|
||||||
marker.background = 背景
|
marker.background = 背景
|
||||||
marker.outline = 轮廓
|
marker.outline = 轮廓
|
||||||
@@ -712,7 +735,7 @@ error.any = 未知网络错误。
|
|||||||
error.bloom = 未能初始化光效。 \n您的设备可能不支持。
|
error.bloom = 未能初始化光效。 \n您的设备可能不支持。
|
||||||
|
|
||||||
weather.rain.name = 降雨
|
weather.rain.name = 降雨
|
||||||
weather.snow.name = 降雪
|
weather.snowing.name = 降雪
|
||||||
weather.sandstorm.name = 沙尘暴
|
weather.sandstorm.name = 沙尘暴
|
||||||
weather.sporestorm.name = 孢子风暴
|
weather.sporestorm.name = 孢子风暴
|
||||||
weather.fog.name = 雾
|
weather.fog.name = 雾
|
||||||
@@ -749,8 +772,8 @@ sector.curlost = 区块已丢失
|
|||||||
sector.missingresources = [scarlet]建造核心所需资源不足
|
sector.missingresources = [scarlet]建造核心所需资源不足
|
||||||
sector.attacked = 区块[accent]{0}[white]受到攻击!
|
sector.attacked = 区块[accent]{0}[white]受到攻击!
|
||||||
sector.lost = 区块[accent]{0}[white]已丢失!
|
sector.lost = 区块[accent]{0}[white]已丢失!
|
||||||
#note: the missing space in the line below is intentional(中文无关)
|
sector.capture = 区块[accent]{0}[white]已占领!
|
||||||
sector.captured = 区块[accent]{0}[white]已占领!
|
sector.capture.current = 区块已占领!
|
||||||
sector.changeicon = 更改图标
|
sector.changeicon = 更改图标
|
||||||
sector.noswitch.title = 无法切换区块
|
sector.noswitch.title = 无法切换区块
|
||||||
sector.noswitch = 你无法在当前区块遭受攻击时切换区块。\n\n区块:[accent]{0}[]位于[accent]{1}[]
|
sector.noswitch = 你无法在当前区块遭受攻击时切换区块。\n\n区块:[accent]{0}[]位于[accent]{1}[]
|
||||||
@@ -925,7 +948,7 @@ stat.repairspeed = 修理速度
|
|||||||
stat.weapons = 武器
|
stat.weapons = 武器
|
||||||
stat.bullet = 子弹
|
stat.bullet = 子弹
|
||||||
stat.moduletier = 模块等级
|
stat.moduletier = 模块等级
|
||||||
stat.unittype = Unit Type
|
stat.unittype = 单位类型
|
||||||
stat.speedincrease = 提速
|
stat.speedincrease = 提速
|
||||||
stat.range = 范围
|
stat.range = 范围
|
||||||
stat.drilltier = 可钻探矿物
|
stat.drilltier = 可钻探矿物
|
||||||
@@ -972,17 +995,47 @@ stat.immunities = 免疫
|
|||||||
stat.healing = 治疗
|
stat.healing = 治疗
|
||||||
|
|
||||||
ability.forcefield = 力墙场
|
ability.forcefield = 力墙场
|
||||||
|
ability.forcefield.description = 投射一个能吸收子弹的力场护盾
|
||||||
ability.repairfield = 修复场
|
ability.repairfield = 修复场
|
||||||
|
ability.repairfield.description = 修复附近的单位
|
||||||
ability.statusfield = 状态场
|
ability.statusfield = 状态场
|
||||||
ability.unitspawn = 单位工厂
|
ability.statusfield.description = 对附近的单位施加状态效果
|
||||||
|
ability.unitspawn = 单位生成
|
||||||
|
ability.unitspawn.description = 建造单位
|
||||||
ability.shieldregenfield = 护盾再生场
|
ability.shieldregenfield = 护盾再生场
|
||||||
|
ability.shieldregenfield.description = 再生附近单位的护盾
|
||||||
ability.movelightning = 闪电助推器
|
ability.movelightning = 闪电助推器
|
||||||
|
ability.movelightning.description = 移动时释放闪电
|
||||||
|
ability.armorplate = 装甲板
|
||||||
|
ability.armorplate.description = 在射击时减少受到的伤害
|
||||||
ability.shieldarc = 弧形护盾
|
ability.shieldarc = 弧形护盾
|
||||||
|
ability.shieldarc.description = 投射一个弧形的力场护盾,能吸收子弹
|
||||||
ability.suppressionfield = 修复压制场
|
ability.suppressionfield = 修复压制场
|
||||||
ability.energyfield = 能量场:
|
ability.suppressionfield.description = 使附近的修复建筑停止工作
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield = 能量场
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.description = 对附近的敌人释放电击
|
||||||
ability.regen = Regeneration
|
ability.energyfield.healdescription = 对附近的敌人释放电击,并治疗友方
|
||||||
|
ability.regen = 再生
|
||||||
|
ability.regen.description = 随着时间的推移恢复自己的生命值
|
||||||
|
ability.liquidregen = 液体吸收
|
||||||
|
ability.liquidregen.description = 吸收液体以治疗自身
|
||||||
|
ability.spawndeath = 死亡产生单位
|
||||||
|
ability.spawndeath.description = 死亡时释放单位
|
||||||
|
ability.liquidexplode = 死亡溢液
|
||||||
|
ability.liquidexplode.description = 死亡时释放液体
|
||||||
|
ability.stat.firingrate = [stat]{0}/秒[lightgray] 射速
|
||||||
|
ability.stat.regen = [stat]{0}/秒[lightgray] 生命恢复速度
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] 护盾
|
||||||
|
ability.stat.repairspeed = [stat]{0}/秒[lightgray] 修复速度
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] 生命/液体单位
|
||||||
|
ability.stat.cooldown = [stat]{0} 秒[lightgray] 冷却时间
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] 最大目标数
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] 同类型修复量
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] 伤害减免
|
||||||
|
ability.stat.minspeed = [stat]{0} 格/秒[lightgray] 最低速度
|
||||||
|
ability.stat.duration = [stat]{0} 秒[lightgray] 持续时间
|
||||||
|
ability.stat.buildtime = [stat]{0} 秒[lightgray] 建造时间
|
||||||
|
|
||||||
|
|
||||||
bar.onlycoredeposit = 仅核心可丢入资源
|
bar.onlycoredeposit = 仅核心可丢入资源
|
||||||
bar.drilltierreq = 需要更高级的钻头
|
bar.drilltierreq = 需要更高级的钻头
|
||||||
@@ -1022,9 +1075,9 @@ bullet.splashdamage = [stat]{0}[lightgray]范围伤害~[stat] {1}[lightgray]格
|
|||||||
bullet.incendiary = [stat]燃烧
|
bullet.incendiary = [stat]燃烧
|
||||||
bullet.homing = [stat]追踪
|
bullet.homing = [stat]追踪
|
||||||
bullet.armorpierce = [stat]穿甲
|
bullet.armorpierce = [stat]穿甲
|
||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
bullet.maxdamagefraction = [stat]{0}%[lightgray] 伤害上限
|
||||||
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
|
bullet.suppression = [stat]{0}秒[lightgray] 修复压制 ~ [stat]{1}[lightgray] 格
|
||||||
bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
bullet.interval = [stat]{0}/秒[lightgray] 分裂子弹:
|
||||||
bullet.frags = [stat]{0}[lightgray]x分裂子弹:
|
bullet.frags = [stat]{0}[lightgray]x分裂子弹:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x闪电~[stat]{1}[lightgray]伤害
|
bullet.lightning = [stat]{0}[lightgray]x闪电~[stat]{1}[lightgray]伤害
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray]对建筑伤害
|
bullet.buildingdamage = [stat]{0}%[lightgray]对建筑伤害
|
||||||
@@ -1078,7 +1131,7 @@ setting.backgroundpause.name = 游戏在后台时自动暂停
|
|||||||
setting.buildautopause.name = 自动暂停建造
|
setting.buildautopause.name = 自动暂停建造
|
||||||
setting.doubletapmine.name = 双击采矿
|
setting.doubletapmine.name = 双击采矿
|
||||||
setting.commandmodehold.name = 长按保持指挥模式
|
setting.commandmodehold.name = 长按保持指挥模式
|
||||||
setting.distinctcontrolgroups.name = Limit One Control Group Per Unit
|
setting.distinctcontrolgroups.name = 每单位限制一个编队
|
||||||
setting.modcrashdisable.name = 游戏启动崩溃后禁用模组
|
setting.modcrashdisable.name = 游戏启动崩溃后禁用模组
|
||||||
setting.animatedwater.name = 动态液体
|
setting.animatedwater.name = 动态液体
|
||||||
setting.animatedshields.name = 动态力场
|
setting.animatedshields.name = 动态力场
|
||||||
@@ -1125,14 +1178,14 @@ setting.position.name = 显示玩家坐标
|
|||||||
setting.mouseposition.name = 显示鼠标坐标
|
setting.mouseposition.name = 显示鼠标坐标
|
||||||
setting.musicvol.name = 音乐音量
|
setting.musicvol.name = 音乐音量
|
||||||
setting.atmosphere.name = 显示行星大气层
|
setting.atmosphere.name = 显示行星大气层
|
||||||
setting.drawlight.name = Draw Darkness/Lighting
|
setting.drawlight.name = 绘制阴影/光照
|
||||||
setting.ambientvol.name = 环境音量
|
setting.ambientvol.name = 环境音量
|
||||||
setting.mutemusic.name = 禁用音乐
|
setting.mutemusic.name = 禁用音乐
|
||||||
setting.sfxvol.name = 音效音量
|
setting.sfxvol.name = 音效音量
|
||||||
setting.mutesound.name = 禁用音效
|
setting.mutesound.name = 禁用音效
|
||||||
setting.crashreport.name = 发送匿名的崩溃报告
|
setting.crashreport.name = 发送匿名的崩溃报告
|
||||||
setting.savecreate.name = 自动创建存档
|
setting.savecreate.name = 自动创建存档
|
||||||
setting.publichost.name = 游戏公开可见
|
setting.steampublichost.name = 公共游戏可见性
|
||||||
setting.playerlimit.name = 玩家数量限制
|
setting.playerlimit.name = 玩家数量限制
|
||||||
setting.chatopacity.name = 聊天界面不透明度
|
setting.chatopacity.name = 聊天界面不透明度
|
||||||
setting.lasersopacity.name = 电力连接线不透明度
|
setting.lasersopacity.name = 电力连接线不透明度
|
||||||
@@ -1142,8 +1195,8 @@ setting.showweather.name = 显示天气效果
|
|||||||
setting.hidedisplays.name = 不显示逻辑绘图
|
setting.hidedisplays.name = 不显示逻辑绘图
|
||||||
setting.macnotch.name = 立陶宛語
|
setting.macnotch.name = 立陶宛語
|
||||||
setting.macnotch.description = 需要重新启动
|
setting.macnotch.description = 需要重新启动
|
||||||
steam.friendsonly = Friends Only
|
steam.friendsonly = 仅限好友
|
||||||
steam.friendsonly.tooltip = Whether only Steam friends will be able to join your game.\nUnchecking this box will make your game public - anyone can join.
|
steam.friendsonly.tooltip = 是否只有 Steam 好友才能加入您的游戏。\n取消选中此选项将使您的游戏公开 - 任何人都可以加入。
|
||||||
public.beta = 请注意,测试版的游戏不能公开可见。
|
public.beta = 请注意,测试版的游戏不能公开可见。
|
||||||
uiscale.reset = UI缩放比例已更改。\n点击“确定”接受更改。\n[accent]{0}[]秒后[scarlet]将自动退出并还原设置。
|
uiscale.reset = UI缩放比例已更改。\n点击“确定”接受更改。\n[accent]{0}[]秒后[scarlet]将自动退出并还原设置。
|
||||||
uiscale.cancel = 取消并退出
|
uiscale.cancel = 取消并退出
|
||||||
@@ -1152,7 +1205,7 @@ keybind.title = 重新绑定按键
|
|||||||
keybinds.mobile = [scarlet]除了基本的移动以外,大多数按键绑定在移动设备上无效。
|
keybinds.mobile = [scarlet]除了基本的移动以外,大多数按键绑定在移动设备上无效。
|
||||||
category.general.name = 常规
|
category.general.name = 常规
|
||||||
category.view.name = 视图
|
category.view.name = 视图
|
||||||
category.command.name = Unit Command
|
category.command.name = 单位指挥
|
||||||
category.multiplayer.name = 多人游戏
|
category.multiplayer.name = 多人游戏
|
||||||
category.blocks.name = 建筑选择
|
category.blocks.name = 建筑选择
|
||||||
placement.blockselectkeys = \n[lightgray]按键:[{0},
|
placement.blockselectkeys = \n[lightgray]按键:[{0},
|
||||||
@@ -1170,23 +1223,24 @@ keybind.mouse_move.name = 单位跟随鼠标
|
|||||||
keybind.pan.name = 鼠标控制镜头
|
keybind.pan.name = 鼠标控制镜头
|
||||||
keybind.boost.name = 启动助推
|
keybind.boost.name = 启动助推
|
||||||
keybind.command_mode.name = 指挥模式
|
keybind.command_mode.name = 指挥模式
|
||||||
keybind.command_queue.name = Unit Command Queue
|
keybind.command_queue.name = 单位指挥队列
|
||||||
keybind.create_control_group.name = Create Control Group
|
keybind.create_control_group.name = 创建操控队伍
|
||||||
keybind.cancel_orders.name = Cancel Orders
|
keybind.cancel_orders.name = 取消指令
|
||||||
keybind.unit_stance_shoot.name = Unit Stance: Shoot
|
keybind.unit_stance_shoot.name = 单位姿态:射击
|
||||||
keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
keybind.unit_stance_hold_fire.name = 单位姿态:停火
|
||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = 单位姿态:追逐目标
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = 单位姿态:巡逻
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = 单位姿态:冲锋
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.rebuild_select.name = 重建建筑
|
keybind.rebuild_select.name = 重建建筑
|
||||||
keybind.schematic_select.name = 框选建筑
|
keybind.schematic_select.name = 框选建筑
|
||||||
keybind.schematic_menu.name = 蓝图目录
|
keybind.schematic_menu.name = 蓝图目录
|
||||||
@@ -1250,12 +1304,12 @@ mode.pvp.description = 与其他玩家对战。 \n[gray]需要地图中有至少
|
|||||||
mode.attack.name = 进攻
|
mode.attack.name = 进攻
|
||||||
mode.attack.description = 摧毁敌人的基地。 \n[gray]需要地图中有敌方队伍的核心。
|
mode.attack.description = 摧毁敌人的基地。 \n[gray]需要地图中有敌方队伍的核心。
|
||||||
mode.custom = 自定义模式
|
mode.custom = 自定义模式
|
||||||
rules.invaliddata = Invalid clipboard data.
|
rules.invaliddata = 无效剪贴板数据。
|
||||||
rules.hidebannedblocks = 隐藏禁用的建筑
|
rules.hidebannedblocks = 隐藏禁用的建筑
|
||||||
|
|
||||||
rules.infiniteresources = 无限资源
|
rules.infiniteresources = 无限资源
|
||||||
rules.onlydepositcore = 仅核心可放入资源
|
rules.onlydepositcore = 仅核心可放入资源
|
||||||
rules.derelictrepair = Allow Derelict Block Repair
|
rules.derelictrepair = 允许修复残骸建筑
|
||||||
rules.reactorexplosions = 反应堆爆炸
|
rules.reactorexplosions = 反应堆爆炸
|
||||||
rules.coreincinerates = 核心焚烧
|
rules.coreincinerates = 核心焚烧
|
||||||
rules.disableworldprocessors = 禁用世界处理器
|
rules.disableworldprocessors = 禁用世界处理器
|
||||||
@@ -1264,8 +1318,8 @@ rules.wavetimer = 波次计时器
|
|||||||
rules.wavesending = 波次可跳波
|
rules.wavesending = 波次可跳波
|
||||||
rules.waves = 波次
|
rules.waves = 波次
|
||||||
rules.attack = 进攻模式
|
rules.attack = 进攻模式
|
||||||
rules.buildai = Base Builder AI
|
rules.buildai = 基础建筑者 AI
|
||||||
rules.buildaitier = Builder AI Tier
|
rules.buildaitier = 建筑者 AI 等级
|
||||||
rules.rtsai = RTS AI
|
rules.rtsai = RTS AI
|
||||||
rules.rtsminsquadsize = 最小部队规模
|
rules.rtsminsquadsize = 最小部队规模
|
||||||
rules.rtsmaxsquadsize = 最大部队规模
|
rules.rtsmaxsquadsize = 最大部队规模
|
||||||
@@ -1281,9 +1335,10 @@ rules.unitbuildspeedmultiplier = 单位生产速度倍率
|
|||||||
rules.unitcostmultiplier = 单位生产花费倍率
|
rules.unitcostmultiplier = 单位生产花费倍率
|
||||||
rules.unithealthmultiplier = 单位生命倍率
|
rules.unithealthmultiplier = 单位生命倍率
|
||||||
rules.unitdamagemultiplier = 单位伤害倍率
|
rules.unitdamagemultiplier = 单位伤害倍率
|
||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = 单位坠毁伤害倍率
|
||||||
rules.solarmultiplier = 太阳能发电倍率
|
rules.solarmultiplier = 太阳能发电倍率
|
||||||
rules.unitcapvariable = 核心可增加单位上限
|
rules.unitcapvariable = 核心可增加单位上限
|
||||||
|
rules.unitpayloadsexplode = 单位携带载荷与单位一起爆炸
|
||||||
rules.unitcap = 基础单位上限
|
rules.unitcap = 基础单位上限
|
||||||
rules.limitarea = 限制地图有效区域
|
rules.limitarea = 限制地图有效区域
|
||||||
rules.enemycorebuildradius = 敌方核心不可建造区域半径:[lightgray](格)
|
rules.enemycorebuildradius = 敌方核心不可建造区域半径:[lightgray](格)
|
||||||
@@ -1293,7 +1348,7 @@ rules.buildcostmultiplier = 建造花费倍率
|
|||||||
rules.buildspeedmultiplier = 建造速度倍率
|
rules.buildspeedmultiplier = 建造速度倍率
|
||||||
rules.deconstructrefundmultiplier = 拆除返还倍率
|
rules.deconstructrefundmultiplier = 拆除返还倍率
|
||||||
rules.waitForWaveToEnd = 等待波次结束
|
rules.waitForWaveToEnd = 等待波次结束
|
||||||
rules.wavelimit = Map Ends After Wave
|
rules.wavelimit = 地图在有限波次后结束
|
||||||
rules.dropzoneradius = 敌人出生点禁区大小:[lightgray](格)
|
rules.dropzoneradius = 敌人出生点禁区大小:[lightgray](格)
|
||||||
rules.unitammo = 单位有弹药限制
|
rules.unitammo = 单位有弹药限制
|
||||||
rules.enemyteam = 敌方队伍
|
rules.enemyteam = 敌方队伍
|
||||||
@@ -1316,6 +1371,8 @@ rules.weather = 天气
|
|||||||
rules.weather.frequency = 周期:
|
rules.weather.frequency = 周期:
|
||||||
rules.weather.always = 永久
|
rules.weather.always = 永久
|
||||||
rules.weather.duration = 时长:
|
rules.weather.duration = 时长:
|
||||||
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = 物品
|
content.item.name = 物品
|
||||||
content.liquid.name = 液体
|
content.liquid.name = 液体
|
||||||
@@ -1537,6 +1594,7 @@ block.inverted-sorter.name = 反向分类器
|
|||||||
block.message.name = 信息板
|
block.message.name = 信息板
|
||||||
block.reinforced-message.name = 强化信息板
|
block.reinforced-message.name = 强化信息板
|
||||||
block.world-message.name = 世界信息板
|
block.world-message.name = 世界信息板
|
||||||
|
block.world-switch.name = World Switch
|
||||||
block.illuminator.name = 照明器
|
block.illuminator.name = 照明器
|
||||||
block.overflow-gate.name = 溢流门
|
block.overflow-gate.name = 溢流门
|
||||||
block.underflow-gate.name = 反向溢流门
|
block.underflow-gate.name = 反向溢流门
|
||||||
@@ -1779,7 +1837,6 @@ block.disperse.name = 驱离
|
|||||||
block.afflict.name = 劫难
|
block.afflict.name = 劫难
|
||||||
block.lustre.name = 光辉
|
block.lustre.name = 光辉
|
||||||
block.scathe.name = 创伤
|
block.scathe.name = 创伤
|
||||||
block.fabricator.name = 重构厂
|
|
||||||
block.tank-refabricator.name = 坦克重构厂
|
block.tank-refabricator.name = 坦克重构厂
|
||||||
block.mech-refabricator.name = 机甲重构厂
|
block.mech-refabricator.name = 机甲重构厂
|
||||||
block.ship-refabricator.name = 飞船重构厂
|
block.ship-refabricator.name = 飞船重构厂
|
||||||
@@ -1901,6 +1958,7 @@ onset.turrets = 使用单位防御很有效,但合理使用[accent]炮塔[]可
|
|||||||
onset.turretammo = 给炮塔供给[accent]铍[]。
|
onset.turretammo = 给炮塔供给[accent]铍[]。
|
||||||
onset.walls = [accent]墙[]可以防止建筑受到伤害。\n在炮塔周围放置一些\uf6ee[accent]铍墙[]。
|
onset.walls = [accent]墙[]可以防止建筑受到伤害。\n在炮塔周围放置一些\uf6ee[accent]铍墙[]。
|
||||||
onset.enemies = 敌人来袭,准备防御。
|
onset.enemies = 敌人来袭,准备防御。
|
||||||
|
onset.defenses = [accent]Set up defenses:[lightgray] {0}
|
||||||
onset.attack = 敌军基地十分脆弱。 发动反攻。
|
onset.attack = 敌军基地十分脆弱。 发动反攻。
|
||||||
onset.cores = 你可以在[accent]核心地块[]上建造新的核心。\n新核心的功能类似于前沿基地,且与其他核心共享资源仓库。\n放置一个\uf725核心。
|
onset.cores = 你可以在[accent]核心地块[]上建造新的核心。\n新核心的功能类似于前沿基地,且与其他核心共享资源仓库。\n放置一个\uf725核心。
|
||||||
onset.detect = 敌军将在2分钟内发现你。\n设立防御,挖掘矿物,并建造生产设施。
|
onset.detect = 敌军将在2分钟内发现你。\n设立防御,挖掘矿物,并建造生产设施。
|
||||||
@@ -1908,7 +1966,7 @@ onset.commandmode = 按住[accent]shift[]键进入[accent]指挥模式[]。\n按
|
|||||||
onset.commandmode.mobile = 点击左下角的[accent]指挥[]进入[accent]指挥模式[]。\n按住屏幕,[accent]拖动[]框选单位。\n[accent]点击[]指挥所选单位移动或攻击。
|
onset.commandmode.mobile = 点击左下角的[accent]指挥[]进入[accent]指挥模式[]。\n按住屏幕,[accent]拖动[]框选单位。\n[accent]点击[]指挥所选单位移动或攻击。
|
||||||
aegis.tungsten = Tungsten can be mined using an [accent]impact drill[].\nThis structure requires [accent]water[] and [accent]power[].
|
aegis.tungsten = Tungsten can be mined using an [accent]impact drill[].\nThis structure requires [accent]water[] and [accent]power[].
|
||||||
|
|
||||||
split.pickup = 核心单位可以拾取一些方块。\n拾取这个[accent]强化容器[]并将其放到[accent]载荷装载器[]中。\n(默认使用[拾取,]放下载荷)
|
split.pickup = 核心单位可以拾取一些方块。\n拾取这个[accent]强化容器[]并将其放到[accent]载荷装载器[]中。\n(默认使用快捷键“[”拾取载荷,“]“放下载荷)
|
||||||
split.pickup.mobile = 核心单位可以拾取一些方块。\n拾取这个[accent]强化容器[]并将其放到[accent]载荷装载器[]中。\n(长按以拾取或放下载荷)
|
split.pickup.mobile = 核心单位可以拾取一些方块。\n拾取这个[accent]强化容器[]并将其放到[accent]载荷装载器[]中。\n(长按以拾取或放下载荷)
|
||||||
split.acquire = 你需要获取钨来生产单位。
|
split.acquire = 你需要获取钨来生产单位。
|
||||||
split.build = 单位必须被运输到墙的另一侧。\n在墙壁两侧各放置一个[accent]载荷质量驱动器[]。\n点击其中一个,然后点击另一个以连接它们。
|
split.build = 单位必须被运输到墙的另一侧。\n在墙壁两侧各放置一个[accent]载荷质量驱动器[]。\n点击其中一个,然后点击另一个以连接它们。
|
||||||
@@ -2106,7 +2164,6 @@ block.logic-display.description = 显示处理器中绘制的各种图像。
|
|||||||
block.large-logic-display.description = 显示处理器中绘制的各种图像。
|
block.large-logic-display.description = 显示处理器中绘制的各种图像。
|
||||||
block.interplanetary-accelerator.description = 一个巨大的电磁轨道加速器。 将核心加速至逃逸速度以进行星际部署。
|
block.interplanetary-accelerator.description = 一个巨大的电磁轨道加速器。 将核心加速至逃逸速度以进行星际部署。
|
||||||
block.repair-turret.description = 持续修复范围内受损的单位。 可以用冷却液强化。
|
block.repair-turret.description = 持续修复范围内受损的单位。 可以用冷却液强化。
|
||||||
block.payload-propulsion-tower.description = 远距离载荷运送建筑。 向相连的其他载荷驱动器发射载荷。
|
|
||||||
|
|
||||||
#埃里克尔
|
#埃里克尔
|
||||||
block.core-bastion.description = 基地的核心。 拥有装甲。 一旦被摧毁,此区块就会丢失。
|
block.core-bastion.description = 基地的核心。 拥有装甲。 一旦被摧毁,此区块就会丢失。
|
||||||
@@ -2144,7 +2201,6 @@ block.impact-drill.description = 放置在矿物上时,以缓慢的速度无
|
|||||||
block.eruption-drill.description = 改进过的冲击钻头。 能够开采钍。 需要氢。
|
block.eruption-drill.description = 改进过的冲击钻头。 能够开采钍。 需要氢。
|
||||||
block.reinforced-conduit.description = 向前传输流体。 不接受侧面的非导管输入。
|
block.reinforced-conduit.description = 向前传输流体。 不接受侧面的非导管输入。
|
||||||
block.reinforced-liquid-router.description = 将流体平均分配到所有侧面方向。
|
block.reinforced-liquid-router.description = 将流体平均分配到所有侧面方向。
|
||||||
block.reinforced-junction.description = 两条交叉物品管道的桥梁。
|
|
||||||
block.reinforced-liquid-tank.description = 储存大量的流体。
|
block.reinforced-liquid-tank.description = 储存大量的流体。
|
||||||
block.reinforced-liquid-container.description = 储存数量可观的流体。
|
block.reinforced-liquid-container.description = 储存数量可观的流体。
|
||||||
block.reinforced-bridge-conduit.description = 跨越任意地形或建筑物传输流体。
|
block.reinforced-bridge-conduit.description = 跨越任意地形或建筑物传输流体。
|
||||||
@@ -2265,6 +2321,7 @@ unit.emanate.description = 保护卫城核心,可建造建筑。 使用一对
|
|||||||
lst.read = 从连接的内存读取数字
|
lst.read = 从连接的内存读取数字
|
||||||
lst.write = 向连接的内存写入数字
|
lst.write = 向连接的内存写入数字
|
||||||
lst.print = 添加文字到打印缓存\n使用[accent]Print Flush[]后才会真正显示
|
lst.print = 添加文字到打印缓存\n使用[accent]Print Flush[]后才会真正显示
|
||||||
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = 添加绘图操作到绘图缓存\n使用[accent]Draw Flush[]后才会真正显示
|
lst.draw = 添加绘图操作到绘图缓存\n使用[accent]Draw Flush[]后才会真正显示
|
||||||
lst.drawflush = 将绘图缓存中的[accent]Draw[]队列刷新到显示屏
|
lst.drawflush = 将绘图缓存中的[accent]Draw[]队列刷新到显示屏
|
||||||
lst.printflush = 将打印缓存中的[accent]Print[]队列刷新到信息板
|
lst.printflush = 将打印缓存中的[accent]Print[]队列刷新到信息板
|
||||||
@@ -2287,6 +2344,8 @@ lst.getblock = 获取任意位置的地块数据
|
|||||||
lst.setblock = 设置任意位置的地块数据
|
lst.setblock = 设置任意位置的地块数据
|
||||||
lst.spawnunit = 在指定位置生成单位
|
lst.spawnunit = 在指定位置生成单位
|
||||||
lst.applystatus = 添加或清除单位的一个状态效果
|
lst.applystatus = 添加或清除单位的一个状态效果
|
||||||
|
lst.weathersense = 检查特定种类的天气当前是否启用。
|
||||||
|
lst.weatherset = 设置当前状态为特定类型天气。
|
||||||
lst.spawnwave = 在任意位置生成一波敌人\n并不记录在波数计数器中
|
lst.spawnwave = 在任意位置生成一波敌人\n并不记录在波数计数器中
|
||||||
lst.explosion = 在某个位置生成爆炸
|
lst.explosion = 在某个位置生成爆炸
|
||||||
lst.setrate = 在指令/时间刻的时间下设置处理器处理速度
|
lst.setrate = 在指令/时间刻的时间下设置处理器处理速度
|
||||||
@@ -2295,13 +2354,51 @@ lst.packcolor = 将[0,1]范围内的RGBA分量整合成单个数字,用于绘
|
|||||||
lst.setrule = 设置地图规则
|
lst.setrule = 设置地图规则
|
||||||
lst.flushmessage = 在屏幕中央投影文字缓存区的内容\n会等待上一个文字显示结束
|
lst.flushmessage = 在屏幕中央投影文字缓存区的内容\n会等待上一个文字显示结束
|
||||||
lst.cutscene = 控制玩家游戏视角
|
lst.cutscene = 控制玩家游戏视角
|
||||||
lst.setflag = 设置一个可以被所有处理器读取的全局flag
|
lst.setflag = 设置一个可以被所有处理器读取的全局标志。
|
||||||
lst.getflag = 检查是否设置了全局flag
|
lst.getflag = 检查是否设置了全局标志。
|
||||||
lst.setprop = Sets a property of a unit or building.
|
lst.setprop = 设置单位或建筑物的属性。
|
||||||
lst.effect = Create a particle effect.
|
lst.effect = 创建一个粒子效果。
|
||||||
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
lst.sync = 在网络中同步一个变量。\n最多每秒调用10次。
|
||||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
lst.makemarker = 在世界中创建一个新的逻辑标记。\n必须提供一个用于标识此标记的ID。\n目前每个世界限制最多20000个标记。
|
||||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
lst.setmarker = 为标记设置属性。\n使用的ID必须与制作标记指令中的相同。
|
||||||
|
lst.localeprint = 将地图本地化文本属性值添加到文本缓冲区中。\n要在地图编辑器中设置地图本地化包,请检查 [accent]地图信息 > 本地化包[]。\n如果客户端是移动设备,则尝试首先打印以 ".mobile" 结尾的属性。
|
||||||
|
lglobal.false = 0
|
||||||
|
lglobal.true = 1
|
||||||
|
lglobal.null = null
|
||||||
|
lglobal.@pi = 数学常数 pi (3.141...)
|
||||||
|
lglobal.@e = 数学常数 e (2.718...)
|
||||||
|
lglobal.@degToRad = 将角度制转换为弧度制
|
||||||
|
lglobal.@radToDeg = 将弧度制转换为角度制
|
||||||
|
lglobal.@time = 当前保存的游戏时间,以毫秒为单位
|
||||||
|
lglobal.@tick = 当前保存的游戏时间,以tick为单位(1秒 = 60 tick)
|
||||||
|
lglobal.@second = 当前保存的游戏时间,以秒为单位
|
||||||
|
lglobal.@minute = 当前保存的游戏时间,以分钟为单位
|
||||||
|
lglobal.@waveNumber = 如果启用了波次,则为当前波次编号
|
||||||
|
lglobal.@waveTime = 波次的倒计时计时器,以秒为单位
|
||||||
|
lglobal.@mapw = 地图宽度(单位:格)
|
||||||
|
lglobal.@maph = 地图高度(单位:格)
|
||||||
|
lglobal.sectionMap = 地图
|
||||||
|
lglobal.sectionGeneral = 通用
|
||||||
|
lglobal.sectionNetwork = 网络/客户端 [仅限世界处理器]
|
||||||
|
lglobal.sectionProcessor = 处理器
|
||||||
|
lglobal.sectionLookup = 查找
|
||||||
|
lglobal.@this = 执行代码的逻辑块
|
||||||
|
lglobal.@thisx = 执行代码的逻辑块的 X 坐标
|
||||||
|
lglobal.@thisy = 执行代码的逻辑块的 Y 坐标
|
||||||
|
lglobal.@links = 连接到此处理器的总块数
|
||||||
|
lglobal.@ipt = 处理器每 tick 的执行速度(每秒 60 tick)
|
||||||
|
lglobal.@unitCount = 游戏中单位内容的类型总数;与查找指令一起使用
|
||||||
|
lglobal.@blockCount = 游戏中块内容的类型总数;与查找指令一起使用
|
||||||
|
lglobal.@itemCount = 游戏中物品内容的类型总数;与查找指令一起使用
|
||||||
|
lglobal.@liquidCount = 游戏中液体内容的类型总数;与查找指令一起使用
|
||||||
|
lglobal.@server = 如果代码正在服务器上运行或单人游戏中运行,则为真,否则为假
|
||||||
|
lglobal.@client = 如果代码正在连接到服务器的客户端上运行,则为真
|
||||||
|
lglobal.@clientLocale = 运行代码的客户端的区域设置。例如:en_US
|
||||||
|
lglobal.@clientUnit = 运行代码的客户端的单位
|
||||||
|
lglobal.@clientName = 运行代码的客户端的玩家名称
|
||||||
|
lglobal.@clientTeam = 运行代码的客户端的团队 ID
|
||||||
|
lglobal.@clientMobile = 如果运行代码的客户端在移动设备上,则为真,否则为假
|
||||||
|
|
||||||
|
|
||||||
logic.nounitbuild = [red]此处不允许处理器操控单位去建设
|
logic.nounitbuild = [red]此处不允许处理器操控单位去建设
|
||||||
|
|
||||||
@@ -2317,7 +2414,7 @@ laccess.dead = 单位或建筑是否已被摧毁或者已失效
|
|||||||
laccess.controlled = 若单位的控制方是处理器,返回[accent]@ctrlProcessor[]\n若单位/建筑由玩家控制,返回[accent]@ctrlPlayer[]\n若单位在编队中,返回[accent]@ctrlFormation[]\n其他情况,返回0
|
laccess.controlled = 若单位的控制方是处理器,返回[accent]@ctrlProcessor[]\n若单位/建筑由玩家控制,返回[accent]@ctrlPlayer[]\n若单位在编队中,返回[accent]@ctrlFormation[]\n其他情况,返回0
|
||||||
laccess.progress = 进度,0到1之间的数值。 \n返回工厂生产、 炮塔装填,或者建筑建造的进度
|
laccess.progress = 进度,0到1之间的数值。 \n返回工厂生产、 炮塔装填,或者建筑建造的进度
|
||||||
laccess.speed = 单位的最高速度(格/秒)
|
laccess.speed = 单位的最高速度(格/秒)
|
||||||
laccess.id = ID of a unit/block/item/liquid.\nThis is the inverse of the lookup operation.
|
laccess.id = 单位/块/物品/液体的ID。\n这是 Lookup 的反向操作。
|
||||||
|
|
||||||
lcategory.unknown = 未知
|
lcategory.unknown = 未知
|
||||||
lcategory.unknown.description = 未分类的指令
|
lcategory.unknown.description = 未分类的指令
|
||||||
@@ -2345,6 +2442,7 @@ graphicstype.poly = 绘制实心正多边形
|
|||||||
graphicstype.linepoly = 绘制正多边形轮廓
|
graphicstype.linepoly = 绘制正多边形轮廓
|
||||||
graphicstype.triangle = 绘制实心三角形
|
graphicstype.triangle = 绘制实心三角形
|
||||||
graphicstype.image = 画出某个游戏内容的图像\n例如[accent]@router[]或者[accent]@dagger[]
|
graphicstype.image = 画出某个游戏内容的图像\n例如[accent]@router[]或者[accent]@dagger[]
|
||||||
|
graphicstype.print = 从打印缓冲区绘制文本。\n清除打印缓冲区。
|
||||||
|
|
||||||
lenum.always = 无条件跳转
|
lenum.always = 无条件跳转
|
||||||
lenum.idiv = 整数除法,返回不带小数的商
|
lenum.idiv = 整数除法,返回不带小数的商
|
||||||
@@ -2364,7 +2462,7 @@ lenum.xor = 按位异或
|
|||||||
lenum.min = 取较小值
|
lenum.min = 取较小值
|
||||||
lenum.max = 取较大值
|
lenum.max = 取较大值
|
||||||
lenum.angle = 返回向量的辐角(角度制)
|
lenum.angle = 返回向量的辐角(角度制)
|
||||||
lenum.anglediff = Absolute distance between two angles in degrees.
|
lenum.anglediff = 返回两个角度之间的绝对距离(角度制)。
|
||||||
lenum.len = 返回向量的长度
|
lenum.len = 返回向量的长度
|
||||||
|
|
||||||
lenum.sin = 正弦(角度制)
|
lenum.sin = 正弦(角度制)
|
||||||
@@ -2439,7 +2537,7 @@ lenum.unbind = 停用单位的逻辑控制\n恢复常规AI
|
|||||||
lenum.move = 移动到某个位置
|
lenum.move = 移动到某个位置
|
||||||
lenum.approach = 靠近某个位置至一定的距离内
|
lenum.approach = 靠近某个位置至一定的距离内
|
||||||
lenum.pathfind = 寻路移动至敌人出生点
|
lenum.pathfind = 寻路移动至敌人出生点
|
||||||
lenum.autopathfind = Automatically pathfinds to the nearest enemy core or drop point.\nThis is the same as standard wave enemy pathfinding.
|
lenum.autopathfind = "自动寻找最近的敌方核心或敌人生成点。\n这与波次中的敌人寻路相同。"
|
||||||
lenum.target = 向某个位置瞄准/射击
|
lenum.target = 向某个位置瞄准/射击
|
||||||
lenum.targetp = 根据提前量向某个目标瞄准/射击
|
lenum.targetp = 根据提前量向某个目标瞄准/射击
|
||||||
lenum.itemdrop = 将携带的物品放入一座建筑
|
lenum.itemdrop = 将携带的物品放入一座建筑
|
||||||
@@ -2453,3 +2551,10 @@ lenum.build = 建造建筑
|
|||||||
lenum.getblock = 获取某个坐标处的建筑及其类型\n坐标需要在单位的感知范围内\n无建筑的地面返回[accent]@air[],墙壁返回[accent]@solid[]
|
lenum.getblock = 获取某个坐标处的建筑及其类型\n坐标需要在单位的感知范围内\n无建筑的地面返回[accent]@air[],墙壁返回[accent]@solid[]
|
||||||
lenum.within = 检查单位是否接近了某个位置
|
lenum.within = 检查单位是否接近了某个位置
|
||||||
lenum.boost = 开始/停止助推
|
lenum.boost = 开始/停止助推
|
||||||
|
lenum.flushtext = 如果适用的话,将打印缓冲区的内容刷新到标记。\n如果 fetch 设置为 true,则尝试从地图本地化包或游戏的包中获取属性。
|
||||||
|
lenum.texture = 直接来自游戏纹理图集的纹理名称(使用 kebab-case 命名风格)。\n如果 printFlush 设置为 true,则将文本缓冲区内容作为文本参数消耗。
|
||||||
|
lenum.texturesize = 纹理的大小(格)。零值将标记宽度缩放为原始纹理的大小。
|
||||||
|
lenum.autoscale = 是否根据玩家的缩放级别缩放标记。
|
||||||
|
lenum.posi = 索引位置,用于线和四边形标记,索引零表示第一个位置。
|
||||||
|
lenum.uvi = 纹理的位置范围从零到一,用于四边形标记。
|
||||||
|
lenum.colori = 索引位置,用于线和四边形标记,索引零表示第一个颜色。
|
||||||
|
|||||||
@@ -438,6 +438,7 @@ editor.waves = 波次:
|
|||||||
editor.rules = 規則:
|
editor.rules = 規則:
|
||||||
editor.generation = 自動生成:
|
editor.generation = 自動生成:
|
||||||
editor.objectives = Objectives
|
editor.objectives = Objectives
|
||||||
|
editor.locales = Locale Bundles
|
||||||
editor.ingame = 在遊戲中編輯
|
editor.ingame = 在遊戲中編輯
|
||||||
editor.playtest = 測試
|
editor.playtest = 測試
|
||||||
editor.publish.workshop = 在工作坊上發佈
|
editor.publish.workshop = 在工作坊上發佈
|
||||||
@@ -494,6 +495,7 @@ editor.default = [lightgray](預設)
|
|||||||
details = 詳細資訊……
|
details = 詳細資訊……
|
||||||
edit = 編輯……
|
edit = 編輯……
|
||||||
variables = 變數
|
variables = 變數
|
||||||
|
logic.globals = Built-in Variables
|
||||||
editor.name = 名稱:
|
editor.name = 名稱:
|
||||||
editor.spawn = 重生單位
|
editor.spawn = 重生單位
|
||||||
editor.removeunit = 移除單位
|
editor.removeunit = 移除單位
|
||||||
@@ -505,6 +507,7 @@ editor.errorlegacy = 此地圖太舊,並使用不支援的舊地圖格式。
|
|||||||
editor.errornot = 這不是地圖檔。
|
editor.errornot = 這不是地圖檔。
|
||||||
editor.errorheader = 此地圖檔無效或已損毀。
|
editor.errorheader = 此地圖檔無效或已損毀。
|
||||||
editor.errorname = 地圖沒有定義名稱。
|
editor.errorname = 地圖沒有定義名稱。
|
||||||
|
editor.errorlocales = Error reading invalid locale bundles.
|
||||||
editor.update = 更新
|
editor.update = 更新
|
||||||
editor.randomize = 隨機化
|
editor.randomize = 隨機化
|
||||||
editor.moveup = Move Up
|
editor.moveup = Move Up
|
||||||
@@ -516,6 +519,7 @@ editor.sectorgenerate = 產生地區
|
|||||||
editor.resize = 調整大小
|
editor.resize = 調整大小
|
||||||
editor.loadmap = 載入地圖
|
editor.loadmap = 載入地圖
|
||||||
editor.savemap = 儲存地圖
|
editor.savemap = 儲存地圖
|
||||||
|
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
|
||||||
editor.saved = 已儲存!
|
editor.saved = 已儲存!
|
||||||
editor.save.noname = 您的地圖沒有名稱!在「地圖資訊」畫面設定一個名稱。
|
editor.save.noname = 您的地圖沒有名稱!在「地圖資訊」畫面設定一個名稱。
|
||||||
editor.save.overwrite = 您的地圖覆寫了內建的地圖!在「地圖資訊」畫面設定其他名稱。
|
editor.save.overwrite = 您的地圖覆寫了內建的地圖!在「地圖資訊」畫面設定其他名稱。
|
||||||
@@ -603,6 +607,23 @@ filter.option.floor2 = 次要地板
|
|||||||
filter.option.threshold2 = 次要閾值
|
filter.option.threshold2 = 次要閾值
|
||||||
filter.option.radius = 半徑
|
filter.option.radius = 半徑
|
||||||
filter.option.percentile = 百分比
|
filter.option.percentile = 百分比
|
||||||
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
|
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||||
|
locales.applytoall = Apply Changes To All Locales
|
||||||
|
locales.addtoother = Add To Other Locales
|
||||||
|
locales.rollback = Rollback to last applied
|
||||||
|
locales.filter = Property filter
|
||||||
|
locales.searchname = Search name...
|
||||||
|
locales.searchvalue = Search value...
|
||||||
|
locales.searchlocale = Search locale...
|
||||||
|
locales.byname = By name
|
||||||
|
locales.byvalue = By value
|
||||||
|
locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
|
||||||
|
locales.showmissing = Show properties that are missing in some locales
|
||||||
|
locales.showsame = Show properties that have same values in different locales
|
||||||
|
locales.viewproperty = View in all locales
|
||||||
|
locales.viewing = Viewing property "{0}"
|
||||||
|
locales.addicon = Add Icon
|
||||||
|
|
||||||
width = 寬度:
|
width = 寬度:
|
||||||
height = 長度:
|
height = 長度:
|
||||||
@@ -655,10 +676,12 @@ objective.commandmode.name = 指揮模式
|
|||||||
objective.flag.name = 全局Flag
|
objective.flag.name = 全局Flag
|
||||||
|
|
||||||
marker.shapetext.name = 稜框+文字標示
|
marker.shapetext.name = 稜框+文字標示
|
||||||
marker.minimap.name = 小地圖標示
|
marker.point.name = Point
|
||||||
marker.shape.name = 稜框標示
|
marker.shape.name = 稜框標示
|
||||||
marker.text.name = 文字標示
|
marker.text.name = 文字標示
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
|
|
||||||
marker.background = 反黑背景
|
marker.background = 反黑背景
|
||||||
marker.outline = 描邊
|
marker.outline = 描邊
|
||||||
@@ -709,7 +732,7 @@ error.any = 未知網路錯誤。
|
|||||||
error.bloom = 初始化特效失敗。\n您的裝置可能不支援
|
error.bloom = 初始化特效失敗。\n您的裝置可能不支援
|
||||||
|
|
||||||
weather.rain.name = 雨
|
weather.rain.name = 雨
|
||||||
weather.snow.name = 雪
|
weather.snowing.name = 雪
|
||||||
weather.sandstorm.name = 沙塵暴
|
weather.sandstorm.name = 沙塵暴
|
||||||
weather.sporestorm.name = 孢子風暴
|
weather.sporestorm.name = 孢子風暴
|
||||||
weather.fog.name = 霧
|
weather.fog.name = 霧
|
||||||
@@ -745,8 +768,8 @@ sector.curlost = 已失去該地區
|
|||||||
sector.missingresources = [scarlet]核心資源不足
|
sector.missingresources = [scarlet]核心資源不足
|
||||||
sector.attacked = 地區 [accent]{0}[white] 遭受攻擊!
|
sector.attacked = 地區 [accent]{0}[white] 遭受攻擊!
|
||||||
sector.lost = 地區 [accent]{0}[white] 戰敗!
|
sector.lost = 地區 [accent]{0}[white] 戰敗!
|
||||||
#note: the missing space in the line below is intentional
|
sector.capture = Sector [accent]{0}[white]Captured!
|
||||||
sector.captured = 成功佔領地區[accent]{0}[white]!
|
sector.capture.current = Sector Captured!
|
||||||
sector.changeicon = 更改圖標
|
sector.changeicon = 更改圖標
|
||||||
sector.noswitch.title = 無法切換地區
|
sector.noswitch.title = 無法切換地區
|
||||||
sector.noswitch = 當前地區遭受攻擊時,無法切換地區\n\n地區: [accent]{0}[] 於 [accent]{1}[]
|
sector.noswitch = 當前地區遭受攻擊時,無法切換地區\n\n地區: [accent]{0}[] 於 [accent]{1}[]
|
||||||
@@ -968,17 +991,46 @@ stat.immunities = Immunities
|
|||||||
stat.healing = 治癒
|
stat.healing = 治癒
|
||||||
|
|
||||||
ability.forcefield = 防護罩
|
ability.forcefield = 防護罩
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = 維修力場
|
ability.repairfield = 維修力場
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = 狀態力場
|
ability.statusfield = 狀態力場
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = 工廠
|
ability.unitspawn = 工廠
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = 護盾充能力場
|
ability.shieldregenfield = 護盾充能力場
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = 移動閃電
|
ability.movelightning = 移動閃電
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Shield Arc
|
ability.shieldarc = Shield Arc
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Regen Suppression Field
|
ability.suppressionfield = Regen Suppression Field
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = 能量場:
|
ability.energyfield = 能量場:
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = 僅允許向核心放置物品
|
bar.onlycoredeposit = 僅允許向核心放置物品
|
||||||
bar.drilltierreq = 需要更好的鑽頭
|
bar.drilltierreq = 需要更好的鑽頭
|
||||||
@@ -1128,7 +1180,7 @@ setting.sfxvol.name = 音效音量
|
|||||||
setting.mutesound.name = 靜音
|
setting.mutesound.name = 靜音
|
||||||
setting.crashreport.name = 傳送匿名當機回報
|
setting.crashreport.name = 傳送匿名當機回報
|
||||||
setting.savecreate.name = 自動建立存檔
|
setting.savecreate.name = 自動建立存檔
|
||||||
setting.publichost.name = 公開遊戲可見度
|
setting.steampublichost.name = Public Game Visibility
|
||||||
setting.playerlimit.name = 玩家數限制
|
setting.playerlimit.name = 玩家數限制
|
||||||
setting.chatopacity.name = 聊天框不透明度
|
setting.chatopacity.name = 聊天框不透明度
|
||||||
setting.lasersopacity.name = 雷射不透明度
|
setting.lasersopacity.name = 雷射不透明度
|
||||||
@@ -1174,15 +1226,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.rebuild_select.name = Rebuild Region
|
keybind.rebuild_select.name = Rebuild Region
|
||||||
keybind.schematic_select.name = 選擇區域
|
keybind.schematic_select.name = 選擇區域
|
||||||
keybind.schematic_menu.name = 藍圖目錄
|
keybind.schematic_menu.name = 藍圖目錄
|
||||||
@@ -1280,6 +1333,7 @@ rules.unitdamagemultiplier = 單位傷害加成
|
|||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.solarmultiplier = 太陽能電加成
|
rules.solarmultiplier = 太陽能電加成
|
||||||
rules.unitcapvariable = 核心限制單位上限
|
rules.unitcapvariable = 核心限制單位上限
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = 基礎單位上限
|
rules.unitcap = 基礎單位上限
|
||||||
rules.limitarea = 限制地圖區域
|
rules.limitarea = 限制地圖區域
|
||||||
rules.enemycorebuildradius = 敵人核心禁止建設半徑︰[lightgray](格)
|
rules.enemycorebuildradius = 敵人核心禁止建設半徑︰[lightgray](格)
|
||||||
@@ -1312,6 +1366,8 @@ rules.weather = 天氣
|
|||||||
rules.weather.frequency = 頻率:
|
rules.weather.frequency = 頻率:
|
||||||
rules.weather.always = 永遠
|
rules.weather.always = 永遠
|
||||||
rules.weather.duration = 持續時間:
|
rules.weather.duration = 持續時間:
|
||||||
|
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||||
|
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||||
|
|
||||||
content.item.name = 物品
|
content.item.name = 物品
|
||||||
content.liquid.name = 液體
|
content.liquid.name = 液體
|
||||||
@@ -1533,6 +1589,7 @@ block.inverted-sorter.name = 反向分類器
|
|||||||
block.message.name = 訊息板
|
block.message.name = 訊息板
|
||||||
block.reinforced-message.name = Reinforced Message
|
block.reinforced-message.name = Reinforced Message
|
||||||
block.world-message.name = World Message
|
block.world-message.name = World Message
|
||||||
|
block.world-switch.name = World Switch
|
||||||
block.illuminator.name = 照明燈
|
block.illuminator.name = 照明燈
|
||||||
block.overflow-gate.name = 溢流器
|
block.overflow-gate.name = 溢流器
|
||||||
block.underflow-gate.name = 反向溢流器
|
block.underflow-gate.name = 反向溢流器
|
||||||
@@ -1775,7 +1832,6 @@ block.disperse.name = 驅離者
|
|||||||
block.afflict.name = 折磨
|
block.afflict.name = 折磨
|
||||||
block.lustre.name = 餘光
|
block.lustre.name = 餘光
|
||||||
block.scathe.name = 毀損
|
block.scathe.name = 毀損
|
||||||
block.fabricator.name = 製造廠
|
|
||||||
block.tank-refabricator.name = 戰車重塑者
|
block.tank-refabricator.name = 戰車重塑者
|
||||||
block.mech-refabricator.name = 機甲重塑者
|
block.mech-refabricator.name = 機甲重塑者
|
||||||
block.ship-refabricator.name = 飛船重塑者
|
block.ship-refabricator.name = 飛船重塑者
|
||||||
@@ -1894,6 +1950,7 @@ onset.turrets = Units are effective, but [accent]turrets[] provide better defens
|
|||||||
onset.turretammo = Supply the turret with [accent]beryllium ammo.[]
|
onset.turretammo = Supply the turret with [accent]beryllium ammo.[]
|
||||||
onset.walls = [accent]Walls[] can prevent oncoming damage from reaching buildings.\nPlace some \uf6ee [accent]beryllium walls[] around the turret.
|
onset.walls = [accent]Walls[] can prevent oncoming damage from reaching buildings.\nPlace some \uf6ee [accent]beryllium walls[] around the turret.
|
||||||
onset.enemies = Enemy incoming, prepare to defend.
|
onset.enemies = Enemy incoming, prepare to defend.
|
||||||
|
onset.defenses = [accent]Set up defenses:[lightgray] {0}
|
||||||
onset.attack = The enemy is vulnerable. Counter-attack.
|
onset.attack = The enemy is vulnerable. Counter-attack.
|
||||||
onset.cores = New cores can be placed on [accent]core tiles[].\nNew cores function as forward bases and share a resource inventory with other cores.\nPlace a \uf725 core.
|
onset.cores = New cores can be placed on [accent]core tiles[].\nNew cores function as forward bases and share a resource inventory with other cores.\nPlace a \uf725 core.
|
||||||
onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defenses, mining, and production.
|
onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defenses, mining, and production.
|
||||||
@@ -2096,7 +2153,6 @@ block.logic-display.description = 顯示由處理器輸出的任意圖像。
|
|||||||
block.large-logic-display.description = 顯示由處理器輸出的任意圖像。
|
block.large-logic-display.description = 顯示由處理器輸出的任意圖像。
|
||||||
block.interplanetary-accelerator.description = 巨大的電磁砲塔。將核心加速至脫離速度以在其他星球部署。
|
block.interplanetary-accelerator.description = 巨大的電磁砲塔。將核心加速至脫離速度以在其他星球部署。
|
||||||
block.repair-turret.description = 持續修復最靠近的受損單位。能使用冷卻劑。
|
block.repair-turret.description = 持續修復最靠近的受損單位。能使用冷卻劑。
|
||||||
block.payload-propulsion-tower.description = 遠程原料輸送建築。發射原料至另一個連接的推進塔。
|
|
||||||
block.core-bastion.description = Core of the base. Armored. Once destroyed, the sector is lost.
|
block.core-bastion.description = Core of the base. Armored. Once destroyed, the sector is lost.
|
||||||
block.core-citadel.description = Core of the base. Very well armored. Stores more resources than a Bastion core.
|
block.core-citadel.description = Core of the base. Very well armored. Stores more resources than a Bastion core.
|
||||||
block.core-acropolis.description = Core of the base. Exceptionally well armored. Stores more resources than a Citadel core.
|
block.core-acropolis.description = Core of the base. Exceptionally well armored. Stores more resources than a Citadel core.
|
||||||
@@ -2132,7 +2188,6 @@ block.impact-drill.description = When placed on ore, outputs items in bursts ind
|
|||||||
block.eruption-drill.description = An improved impact drill. Capable of mining thorium. Requires hydrogen.
|
block.eruption-drill.description = An improved impact drill. Capable of mining thorium. Requires hydrogen.
|
||||||
block.reinforced-conduit.description = Moves fluids forward. Doesn't accept non-conduit inputs to the sides.
|
block.reinforced-conduit.description = Moves fluids forward. Doesn't accept non-conduit inputs to the sides.
|
||||||
block.reinforced-liquid-router.description = Distributes fluids equally to all sides.
|
block.reinforced-liquid-router.description = Distributes fluids equally to all sides.
|
||||||
block.reinforced-junction.description = Acts as a bridge for two crossing conduits.
|
|
||||||
block.reinforced-liquid-tank.description = Stores a large amount of fluids.
|
block.reinforced-liquid-tank.description = Stores a large amount of fluids.
|
||||||
block.reinforced-liquid-container.description = Stores a sizeable amount of fluids.
|
block.reinforced-liquid-container.description = Stores a sizeable amount of fluids.
|
||||||
block.reinforced-bridge-conduit.description = Transports fluids over structures and terrain.
|
block.reinforced-bridge-conduit.description = Transports fluids over structures and terrain.
|
||||||
@@ -2251,6 +2306,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
|
|||||||
lst.read = [accent]讀取[]記憶體中的一項數值
|
lst.read = [accent]讀取[]記憶體中的一項數值
|
||||||
lst.write = [accent]寫入[]一項數值到記憶體中
|
lst.write = [accent]寫入[]一項數值到記憶體中
|
||||||
lst.print = 將文字加入輸出的暫存中,搭配[accent]Print Flush[], [accent]Flush message[]使用
|
lst.print = 將文字加入輸出的暫存中,搭配[accent]Print Flush[], [accent]Flush message[]使用
|
||||||
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = 將圖形加入顯示的暫存中,搭配[accent]Draw Flush[]使用
|
lst.draw = 將圖形加入顯示的暫存中,搭配[accent]Draw Flush[]使用
|
||||||
lst.drawflush = 將所有暫存的[accent]Draw[]指令推到顯示器上
|
lst.drawflush = 將所有暫存的[accent]Draw[]指令推到顯示器上
|
||||||
lst.printflush = 將所有暫存的[accent]Print[]指令推到訊息板上
|
lst.printflush = 將所有暫存的[accent]Print[]指令推到訊息板上
|
||||||
@@ -2273,6 +2329,8 @@ lst.getblock = 由位置取方塊數據
|
|||||||
lst.setblock = 由位置設置方塊數據
|
lst.setblock = 由位置設置方塊數據
|
||||||
lst.spawnunit = 在某一位置生成單位
|
lst.spawnunit = 在某一位置生成單位
|
||||||
lst.applystatus = 爲單位添加或移除狀態效果
|
lst.applystatus = 爲單位添加或移除狀態效果
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = 在某一位置生成一波敵人\n不計入波數
|
lst.spawnwave = 在某一位置生成一波敵人\n不計入波數
|
||||||
lst.explosion = 在某一位置製造爆炸
|
lst.explosion = 在某一位置製造爆炸
|
||||||
lst.setrate = 以指令/每時刻設置處理器速度
|
lst.setrate = 以指令/每時刻設置處理器速度
|
||||||
@@ -2288,6 +2346,43 @@ lst.effect = Create a particle effect.
|
|||||||
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
||||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||||
|
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||||
|
lglobal.false = 0
|
||||||
|
lglobal.true = 1
|
||||||
|
lglobal.null = null
|
||||||
|
lglobal.@pi = The mathematical constant pi (3.141...)
|
||||||
|
lglobal.@e = The mathematical constant e (2.718...)
|
||||||
|
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
||||||
|
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
||||||
|
lglobal.@time = Playtime of current save, in milliseconds
|
||||||
|
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
||||||
|
lglobal.@second = Playtime of current save, in seconds
|
||||||
|
lglobal.@minute = Playtime of current save, in minutes
|
||||||
|
lglobal.@waveNumber = Current wave number, if waves are enabled
|
||||||
|
lglobal.@waveTime = Countdown timer for waves, in seconds
|
||||||
|
lglobal.@mapw = Map width in tiles
|
||||||
|
lglobal.@maph = Map height in tiles
|
||||||
|
lglobal.sectionMap = Map
|
||||||
|
lglobal.sectionGeneral = General
|
||||||
|
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
||||||
|
lglobal.sectionProcessor = Processor
|
||||||
|
lglobal.sectionLookup = Lookup
|
||||||
|
lglobal.@this = The logic block executing the code
|
||||||
|
lglobal.@thisx = X coordinate of block executing the code
|
||||||
|
lglobal.@thisy = Y coordinate of block executing the code
|
||||||
|
lglobal.@links = Total number of blocks linked to this processors
|
||||||
|
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
||||||
|
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
||||||
|
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
||||||
|
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
||||||
|
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
||||||
|
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
||||||
|
lglobal.@client = True if the code is running on a client connected to a server
|
||||||
|
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
||||||
|
lglobal.@clientUnit = Unit of client running the code
|
||||||
|
lglobal.@clientName = Player name of client running the code
|
||||||
|
lglobal.@clientTeam = Team ID of client running the code
|
||||||
|
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||||
|
|
||||||
logic.nounitbuild = [red]單位建造邏輯已被禁止。
|
logic.nounitbuild = [red]單位建造邏輯已被禁止。
|
||||||
|
|
||||||
@@ -2331,6 +2426,7 @@ graphicstype.poly = 畫實心正多邊形
|
|||||||
graphicstype.linepoly = 畫空心正多邊形
|
graphicstype.linepoly = 畫空心正多邊形
|
||||||
graphicstype.triangle = 畫實心三角形
|
graphicstype.triangle = 畫實心三角形
|
||||||
graphicstype.image = 繪製內建圖畫\n如: [accent]@router[]或[accent]@dagger[].
|
graphicstype.image = 繪製內建圖畫\n如: [accent]@router[]或[accent]@dagger[].
|
||||||
|
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
||||||
|
|
||||||
lenum.always = 永遠 true (直接跳).
|
lenum.always = 永遠 true (直接跳).
|
||||||
lenum.idiv = 整數除法,無條件捨去.
|
lenum.idiv = 整數除法,無條件捨去.
|
||||||
@@ -2439,3 +2535,10 @@ lenum.build = 建造一個建築
|
|||||||
lenum.getblock = 獲取指定位置的建築種類和該建築\n必須在單位的範圍內\n實體障礙物,如高山會回傳[accent]@solid[]
|
lenum.getblock = 獲取指定位置的建築種類和該建築\n必須在單位的範圍內\n實體障礙物,如高山會回傳[accent]@solid[]
|
||||||
lenum.within = 單位是否在指定範圍內
|
lenum.within = 單位是否在指定範圍內
|
||||||
lenum.boost = 使用推進器
|
lenum.boost = 使用推進器
|
||||||
|
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||||
|
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
||||||
|
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
||||||
|
lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
||||||
|
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||||||
|
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
||||||
|
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
||||||
|
|||||||
@@ -160,4 +160,8 @@ WayZer
|
|||||||
SITUVNgcd
|
SITUVNgcd
|
||||||
Gabriel "red" Fondato
|
Gabriel "red" Fondato
|
||||||
Yoru Kitsune
|
Yoru Kitsune
|
||||||
|
summoner
|
||||||
OpalSoPL
|
OpalSoPL
|
||||||
|
BalaM314
|
||||||
|
Redstonneur1256
|
||||||
|
ApsZoldat
|
||||||
|
|||||||
BIN
core/assets/fonts/logic.ttf
Normal file
BIN
core/assets/fonts/logic.ttf
Normal file
Binary file not shown.
@@ -587,3 +587,4 @@
|
|||||||
63095=ranai|ranai
|
63095=ranai|ranai
|
||||||
63094=cat|cat
|
63094=cat|cat
|
||||||
63093=world-switch|block-world-switch-ui
|
63093=world-switch|block-world-switch-ui
|
||||||
|
63092=dynamic|status-dynamic-ui
|
||||||
|
|||||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
@@ -2,7 +2,6 @@ uniform sampler2D u_texture;
|
|||||||
|
|
||||||
uniform float u_time;
|
uniform float u_time;
|
||||||
uniform float u_progress;
|
uniform float u_progress;
|
||||||
uniform vec4 u_color;
|
|
||||||
uniform vec2 u_uv;
|
uniform vec2 u_uv;
|
||||||
uniform vec2 u_uv2;
|
uniform vec2 u_uv2;
|
||||||
uniform vec2 u_texsize;
|
uniform vec2 u_texsize;
|
||||||
@@ -14,8 +13,7 @@ void main(){
|
|||||||
vec2 coords = (v_texCoords - u_uv) / (u_uv2 - u_uv);
|
vec2 coords = (v_texCoords - u_uv) / (u_uv2 - u_uv);
|
||||||
vec2 v = vec2(1.0/u_texsize.x, 1.0/u_texsize.y);
|
vec2 v = vec2(1.0/u_texsize.x, 1.0/u_texsize.y);
|
||||||
|
|
||||||
vec4 c = texture2D(u_texture, v_texCoords);
|
vec4 c = texture2D(u_texture, v_texCoords);
|
||||||
|
|
||||||
c.a *= u_progress;
|
c.a *= u_progress;
|
||||||
c.a *= step(abs(sin(coords.y*3.0 + u_time)), 0.9);
|
c.a *= step(abs(sin(coords.y*3.0 + u_time)), 0.9);
|
||||||
|
|
||||||
|
|||||||
@@ -29,6 +29,7 @@ public abstract class ClientLauncher extends ApplicationCore implements Platform
|
|||||||
|
|
||||||
private long nextFrame;
|
private long nextFrame;
|
||||||
private long beginTime;
|
private long beginTime;
|
||||||
|
private long lastTargetFps = -1;
|
||||||
private boolean finished = false;
|
private boolean finished = false;
|
||||||
private LoadRenderer loader;
|
private LoadRenderer loader;
|
||||||
|
|
||||||
@@ -68,6 +69,7 @@ public abstract class ClientLauncher extends ApplicationCore implements Platform
|
|||||||
return (Float.isNaN(result) || Float.isInfinite(result)) ? 1f : Mathf.clamp(result, 0.0001f, 60f / 10f);
|
return (Float.isNaN(result) || Float.isInfinite(result)) ? 1f : Mathf.clamp(result, 0.0001f, 60f / 10f);
|
||||||
});
|
});
|
||||||
|
|
||||||
|
UI.loadColors();
|
||||||
batch = new SortedSpriteBatch();
|
batch = new SortedSpriteBatch();
|
||||||
assets = new AssetManager();
|
assets = new AssetManager();
|
||||||
assets.setLoader(Texture.class, "." + mapExtension, new MapPreviewLoader());
|
assets.setLoader(Texture.class, "." + mapExtension, new MapPreviewLoader());
|
||||||
@@ -200,9 +202,12 @@ public abstract class ClientLauncher extends ApplicationCore implements Platform
|
|||||||
@Override
|
@Override
|
||||||
public void update(){
|
public void update(){
|
||||||
int targetfps = Core.settings.getInt("fpscap", 120);
|
int targetfps = Core.settings.getInt("fpscap", 120);
|
||||||
|
boolean changed = lastTargetFps != targetfps && lastTargetFps != -1;
|
||||||
boolean limitFps = targetfps > 0 && targetfps <= 240;
|
boolean limitFps = targetfps > 0 && targetfps <= 240;
|
||||||
|
|
||||||
if(limitFps){
|
lastTargetFps = targetfps;
|
||||||
|
|
||||||
|
if(limitFps && !changed){
|
||||||
nextFrame += (1000 * 1000000) / targetfps;
|
nextFrame += (1000 * 1000000) / targetfps;
|
||||||
}else{
|
}else{
|
||||||
nextFrame = Time.nanos();
|
nextFrame = Time.nanos();
|
||||||
|
|||||||
@@ -28,6 +28,7 @@ import mindustry.net.*;
|
|||||||
import mindustry.service.*;
|
import mindustry.service.*;
|
||||||
import mindustry.ui.dialogs.*;
|
import mindustry.ui.dialogs.*;
|
||||||
import mindustry.world.*;
|
import mindustry.world.*;
|
||||||
|
import mindustry.world.blocks.storage.*;
|
||||||
import mindustry.world.meta.*;
|
import mindustry.world.meta.*;
|
||||||
|
|
||||||
import java.io.*;
|
import java.io.*;
|
||||||
@@ -105,8 +106,8 @@ public class Vars implements Loadable{
|
|||||||
public static final float invasionGracePeriod = 20;
|
public static final float invasionGracePeriod = 20;
|
||||||
/** min armor fraction damage; e.g. 0.05 = at least 5% damage */
|
/** min armor fraction damage; e.g. 0.05 = at least 5% damage */
|
||||||
public static final float minArmorDamage = 0.1f;
|
public static final float minArmorDamage = 0.1f;
|
||||||
/** land/launch animation duration */
|
/** @deprecated see {@link CoreBlock#landDuration} instead! */
|
||||||
public static final float coreLandDuration = 160f;
|
public static final @Deprecated float coreLandDuration = 160f;
|
||||||
/** size of tiles in units */
|
/** size of tiles in units */
|
||||||
public static final int tilesize = 8;
|
public static final int tilesize = 8;
|
||||||
/** size of one tile payload (^2) */
|
/** size of one tile payload (^2) */
|
||||||
|
|||||||
@@ -12,14 +12,12 @@ import mindustry.async.*;
|
|||||||
import mindustry.content.*;
|
import mindustry.content.*;
|
||||||
import mindustry.core.*;
|
import mindustry.core.*;
|
||||||
import mindustry.gen.*;
|
import mindustry.gen.*;
|
||||||
import mindustry.world.blocks.environment.*;
|
|
||||||
|
|
||||||
public class UnitGroup{
|
public class UnitGroup{
|
||||||
public Seq<Unit> units = new Seq<>();
|
public Seq<Unit> units = new Seq<>();
|
||||||
public int collisionLayer;
|
public int collisionLayer;
|
||||||
public volatile float[] positions, originalPositions;
|
public volatile float[] positions, originalPositions;
|
||||||
public volatile boolean valid;
|
public volatile boolean valid;
|
||||||
public float minSpeed = 999999f;
|
|
||||||
|
|
||||||
public void calculateFormation(Vec2 dest, int collisionLayer){
|
public void calculateFormation(Vec2 dest, int collisionLayer){
|
||||||
this.collisionLayer = collisionLayer;
|
this.collisionLayer = collisionLayer;
|
||||||
@@ -33,20 +31,15 @@ public class UnitGroup{
|
|||||||
cy /= units.size;
|
cy /= units.size;
|
||||||
positions = new float[units.size * 2];
|
positions = new float[units.size * 2];
|
||||||
|
|
||||||
|
|
||||||
//all positions are relative to the center
|
//all positions are relative to the center
|
||||||
for(int i = 0; i < units.size; i ++){
|
for(int i = 0; i < units.size; i ++){
|
||||||
Unit unit = units.get(i);
|
Unit unit = units.get(i);
|
||||||
positions[i * 2] = unit.x - cx;
|
positions[i * 2] = unit.x - cx;
|
||||||
positions[i * 2 + 1] = unit.y - cy;
|
positions[i * 2 + 1] = unit.y - cy;
|
||||||
unit.command().groupIndex = i;
|
unit.command().groupIndex = i;
|
||||||
|
|
||||||
//don't factor in the floor speed multiplier
|
|
||||||
Floor on = unit.isFlying() ? Blocks.air.asFloor() : unit.floorOn();
|
|
||||||
minSpeed = Math.min(unit.speed() / on.speedMultiplier, minSpeed);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
if(Float.isInfinite(minSpeed) || Float.isNaN(minSpeed)) minSpeed = 999999f;
|
|
||||||
|
|
||||||
//run on new thread to prevent stutter
|
//run on new thread to prevent stutter
|
||||||
Vars.mainExecutor.submit(() -> {
|
Vars.mainExecutor.submit(() -> {
|
||||||
//unused space between circles that needs to be reached for compression to end
|
//unused space between circles that needs to be reached for compression to end
|
||||||
|
|||||||
@@ -30,6 +30,8 @@ public class CommandAI extends AIController{
|
|||||||
public int groupIndex = 0;
|
public int groupIndex = 0;
|
||||||
/** All encountered unreachable buildings of this AI. Why a sequence? Because contains() is very rarely called on it. */
|
/** All encountered unreachable buildings of this AI. Why a sequence? Because contains() is very rarely called on it. */
|
||||||
public IntSeq unreachableBuildings = new IntSeq(8);
|
public IntSeq unreachableBuildings = new IntSeq(8);
|
||||||
|
/** ID of unit read as target. This is set up after reading. Do not access! */
|
||||||
|
public int readAttackTarget = -1;
|
||||||
|
|
||||||
protected boolean stopAtTarget, stopWhenInRange;
|
protected boolean stopAtTarget, stopWhenInRange;
|
||||||
protected Vec2 lastTargetPos;
|
protected Vec2 lastTargetPos;
|
||||||
@@ -214,7 +216,7 @@ public class CommandAI extends AIController{
|
|||||||
}
|
}
|
||||||
|
|
||||||
//TODO: should the unit stop when it finds a target?
|
//TODO: should the unit stop when it finds a target?
|
||||||
if(stance == UnitStance.patrol && target != null && unit.within(target, unit.type.range - 2f)){
|
if(stance == UnitStance.patrol && target != null && unit.within(target, unit.type.range - 2f) && !unit.type.circleTarget){
|
||||||
move = false;
|
move = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -285,7 +287,7 @@ public class CommandAI extends AIController{
|
|||||||
attackTarget = null;
|
attackTarget = null;
|
||||||
}
|
}
|
||||||
|
|
||||||
if(unit.isFlying() && move){
|
if(unit.isFlying() && move && (attackTarget == null || !unit.within(attackTarget, unit.type.range))){
|
||||||
unit.lookAt(vecMovePos);
|
unit.lookAt(vecMovePos);
|
||||||
}else{
|
}else{
|
||||||
faceTarget();
|
faceTarget();
|
||||||
@@ -351,8 +353,11 @@ public class CommandAI extends AIController{
|
|||||||
}
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
public float prefSpeed(){
|
public void afterRead(Unit unit){
|
||||||
return group == null ? super.prefSpeed() : Math.min(group.minSpeed, unit.speed());
|
if(readAttackTarget != -1){
|
||||||
|
attackTarget = Groups.unit.getByID(readAttackTarget);
|
||||||
|
readAttackTarget = -1;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
|
|||||||
@@ -2,6 +2,8 @@ package mindustry.ai.types;
|
|||||||
|
|
||||||
import arc.math.*;
|
import arc.math.*;
|
||||||
import arc.util.*;
|
import arc.util.*;
|
||||||
|
import mindustry.*;
|
||||||
|
import mindustry.entities.*;
|
||||||
import mindustry.entities.units.*;
|
import mindustry.entities.units.*;
|
||||||
import mindustry.gen.*;
|
import mindustry.gen.*;
|
||||||
|
|
||||||
@@ -29,6 +31,11 @@ public class MissileAI extends AIController{
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@Override
|
||||||
|
public Teamc target(float x, float y, float range, boolean air, boolean ground){
|
||||||
|
return Units.closestTarget(unit.team, x, y, range, u -> u.checkTarget(air, ground), t -> ground && (!t.block.underBullets || (shooter != null && t == Vars.world.buildWorld(shooter.aimX, shooter.aimY))));
|
||||||
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
public boolean retarget(){
|
public boolean retarget(){
|
||||||
//more frequent retarget due to high speed. TODO won't this lag?
|
//more frequent retarget due to high speed. TODO won't this lag?
|
||||||
|
|||||||
@@ -17,7 +17,7 @@ import static mindustry.Vars.*;
|
|||||||
|
|
||||||
/** Controls playback of multiple audio tracks.*/
|
/** Controls playback of multiple audio tracks.*/
|
||||||
public class SoundControl{
|
public class SoundControl{
|
||||||
public float finTime = 120f, foutTime = 120f, musicInterval = 3f * Time.toMinutes, musicChance = 0.6f, musicWaveChance = 0.46f;
|
public float finTime = 120f, foutTime = 120f, musicInterval = 3f * Time.toMinutes, musicChance = 0.8f, musicWaveChance = 0.46f;
|
||||||
|
|
||||||
/** normal, ambient music, plays at any time */
|
/** normal, ambient music, plays at any time */
|
||||||
public Seq<Music> ambientMusic = Seq.with();
|
public Seq<Music> ambientMusic = Seq.with();
|
||||||
@@ -28,6 +28,7 @@ public class SoundControl{
|
|||||||
|
|
||||||
protected Music lastRandomPlayed;
|
protected Music lastRandomPlayed;
|
||||||
protected Interval timer = new Interval(4);
|
protected Interval timer = new Interval(4);
|
||||||
|
protected long lastPlayed;
|
||||||
protected @Nullable Music current;
|
protected @Nullable Music current;
|
||||||
protected float fade;
|
protected float fade;
|
||||||
protected boolean silenced;
|
protected boolean silenced;
|
||||||
@@ -55,6 +56,10 @@ public class SoundControl{
|
|||||||
}));
|
}));
|
||||||
|
|
||||||
setupFilters();
|
setupFilters();
|
||||||
|
|
||||||
|
Events.on(ResetEvent.class, e -> {
|
||||||
|
lastPlayed = Time.millis();
|
||||||
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
protected void setupFilters(){
|
protected void setupFilters(){
|
||||||
@@ -146,7 +151,7 @@ public class SoundControl{
|
|||||||
if(state.isMenu()){
|
if(state.isMenu()){
|
||||||
silenced = false;
|
silenced = false;
|
||||||
if(ui.planet.isShown()){
|
if(ui.planet.isShown()){
|
||||||
play(Musics.launch);
|
play(ui.planet.state.planet.launchMusic);
|
||||||
}else if(ui.editor.isShown()){
|
}else if(ui.editor.isShown()){
|
||||||
play(Musics.editor);
|
play(Musics.editor);
|
||||||
}else{
|
}else{
|
||||||
@@ -160,9 +165,10 @@ public class SoundControl{
|
|||||||
silence();
|
silence();
|
||||||
|
|
||||||
//play music at intervals
|
//play music at intervals
|
||||||
if(timer.get(musicInterval)){
|
if(Time.timeSinceMillis(lastPlayed) > 1000 * musicInterval / 60f){
|
||||||
//chance to play it per interval
|
//chance to play it per interval
|
||||||
if(Mathf.chance(musicChance)){
|
if(Mathf.chance(musicChance)){
|
||||||
|
lastPlayed = Time.millis();
|
||||||
playRandom();
|
playRandom();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1181,6 +1181,7 @@ public class Blocks{
|
|||||||
rotate = true;
|
rotate = true;
|
||||||
invertFlip = true;
|
invertFlip = true;
|
||||||
group = BlockGroup.liquids;
|
group = BlockGroup.liquids;
|
||||||
|
itemCapacity = 0;
|
||||||
|
|
||||||
liquidCapacity = 50f;
|
liquidCapacity = 50f;
|
||||||
|
|
||||||
@@ -1231,6 +1232,7 @@ public class Blocks{
|
|||||||
}});
|
}});
|
||||||
|
|
||||||
researchCostMultiplier = 1.1f;
|
researchCostMultiplier = 1.1f;
|
||||||
|
itemCapacity = 0;
|
||||||
liquidCapacity = 40f;
|
liquidCapacity = 40f;
|
||||||
consumePower(2f);
|
consumePower(2f);
|
||||||
ambientSound = Sounds.extractLoop;
|
ambientSound = Sounds.extractLoop;
|
||||||
@@ -2433,6 +2435,7 @@ public class Blocks{
|
|||||||
itemDuration = 140f;
|
itemDuration = 140f;
|
||||||
ambientSound = Sounds.pulse;
|
ambientSound = Sounds.pulse;
|
||||||
ambientSoundVolume = 0.07f;
|
ambientSoundVolume = 0.07f;
|
||||||
|
liquidCapacity = 60f;
|
||||||
|
|
||||||
consumePower(25f);
|
consumePower(25f);
|
||||||
consumeItem(Items.blastCompound);
|
consumeItem(Items.blastCompound);
|
||||||
@@ -2781,6 +2784,7 @@ public class Blocks{
|
|||||||
ambientSoundVolume = 0.06f;
|
ambientSoundVolume = 0.06f;
|
||||||
hasLiquids = true;
|
hasLiquids = true;
|
||||||
boostScale = 1f / 9f;
|
boostScale = 1f / 9f;
|
||||||
|
itemCapacity = 0;
|
||||||
outputLiquid = new LiquidStack(Liquids.water, 30f / 60f);
|
outputLiquid = new LiquidStack(Liquids.water, 30f / 60f);
|
||||||
consumePower(0.5f);
|
consumePower(0.5f);
|
||||||
liquidCapacity = 60f;
|
liquidCapacity = 60f;
|
||||||
@@ -4045,7 +4049,7 @@ public class Blocks{
|
|||||||
researchCostMultiplier = 0.05f;
|
researchCostMultiplier = 0.05f;
|
||||||
|
|
||||||
coolant = consume(new ConsumeLiquid(Liquids.water, 15f / 60f));
|
coolant = consume(new ConsumeLiquid(Liquids.water, 15f / 60f));
|
||||||
limitRange();
|
limitRange(12f);
|
||||||
}};
|
}};
|
||||||
|
|
||||||
diffuse = new ItemTurret("diffuse"){{
|
diffuse = new ItemTurret("diffuse"){{
|
||||||
@@ -4104,7 +4108,7 @@ public class Blocks{
|
|||||||
rotateSpeed = 3f;
|
rotateSpeed = 3f;
|
||||||
|
|
||||||
coolant = consume(new ConsumeLiquid(Liquids.water, 15f / 60f));
|
coolant = consume(new ConsumeLiquid(Liquids.water, 15f / 60f));
|
||||||
limitRange();
|
limitRange(16f);
|
||||||
}};
|
}};
|
||||||
|
|
||||||
sublimate = new ContinuousLiquidTurret("sublimate"){{
|
sublimate = new ContinuousLiquidTurret("sublimate"){{
|
||||||
@@ -4354,7 +4358,7 @@ public class Blocks{
|
|||||||
coolant = consume(new ConsumeLiquid(Liquids.water, 20f / 60f));
|
coolant = consume(new ConsumeLiquid(Liquids.water, 20f / 60f));
|
||||||
coolantMultiplier = 2.5f;
|
coolantMultiplier = 2.5f;
|
||||||
|
|
||||||
limitRange(-5f);
|
limitRange(5f);
|
||||||
}};
|
}};
|
||||||
|
|
||||||
afflict = new PowerTurret("afflict"){{
|
afflict = new PowerTurret("afflict"){{
|
||||||
@@ -4566,6 +4570,7 @@ public class Blocks{
|
|||||||
loopSoundVolume = 0.6f;
|
loopSoundVolume = 0.6f;
|
||||||
deathSound = Sounds.largeExplosion;
|
deathSound = Sounds.largeExplosion;
|
||||||
targetAir = false;
|
targetAir = false;
|
||||||
|
targetUnderBlocks = false;
|
||||||
|
|
||||||
fogRadius = 6f;
|
fogRadius = 6f;
|
||||||
|
|
||||||
@@ -5500,23 +5505,6 @@ public class Blocks{
|
|||||||
);
|
);
|
||||||
}};
|
}};
|
||||||
|
|
||||||
mechRefabricator = new Reconstructor("mech-refabricator"){{
|
|
||||||
requirements(Category.units, with(Items.beryllium, 250, Items.tungsten, 120, Items.silicon, 150));
|
|
||||||
regionSuffix = "-dark";
|
|
||||||
|
|
||||||
size = 3;
|
|
||||||
consumePower(2.5f);
|
|
||||||
consumeLiquid(Liquids.hydrogen, 3f / 60f);
|
|
||||||
consumeItems(with(Items.silicon, 50, Items.tungsten, 40));
|
|
||||||
|
|
||||||
constructTime = 60f * 45f;
|
|
||||||
researchCostMultiplier = 0.75f;
|
|
||||||
|
|
||||||
upgrades.addAll(
|
|
||||||
new UnitType[]{UnitTypes.merui, UnitTypes.cleroi}
|
|
||||||
);
|
|
||||||
}};
|
|
||||||
|
|
||||||
shipRefabricator = new Reconstructor("ship-refabricator"){{
|
shipRefabricator = new Reconstructor("ship-refabricator"){{
|
||||||
requirements(Category.units, with(Items.beryllium, 200, Items.tungsten, 100, Items.silicon, 150, Items.oxide, 40));
|
requirements(Category.units, with(Items.beryllium, 200, Items.tungsten, 100, Items.silicon, 150, Items.oxide, 40));
|
||||||
regionSuffix = "-dark";
|
regionSuffix = "-dark";
|
||||||
@@ -5535,6 +5523,23 @@ public class Blocks{
|
|||||||
researchCost = with(Items.beryllium, 500, Items.tungsten, 200, Items.silicon, 300, Items.oxide, 80);
|
researchCost = with(Items.beryllium, 500, Items.tungsten, 200, Items.silicon, 300, Items.oxide, 80);
|
||||||
}};
|
}};
|
||||||
|
|
||||||
|
mechRefabricator = new Reconstructor("mech-refabricator"){{
|
||||||
|
requirements(Category.units, with(Items.beryllium, 250, Items.tungsten, 120, Items.silicon, 150));
|
||||||
|
regionSuffix = "-dark";
|
||||||
|
|
||||||
|
size = 3;
|
||||||
|
consumePower(2.5f);
|
||||||
|
consumeLiquid(Liquids.hydrogen, 3f / 60f);
|
||||||
|
consumeItems(with(Items.silicon, 50, Items.tungsten, 40));
|
||||||
|
|
||||||
|
constructTime = 60f * 45f;
|
||||||
|
researchCostMultiplier = 0.75f;
|
||||||
|
|
||||||
|
upgrades.addAll(
|
||||||
|
new UnitType[]{UnitTypes.merui, UnitTypes.cleroi}
|
||||||
|
);
|
||||||
|
}};
|
||||||
|
|
||||||
//yes very silly name
|
//yes very silly name
|
||||||
primeRefabricator = new Reconstructor("prime-refabricator"){{
|
primeRefabricator = new Reconstructor("prime-refabricator"){{
|
||||||
requirements(Category.units, with(Items.thorium, 250, Items.oxide, 200, Items.tungsten, 200, Items.silicon, 400));
|
requirements(Category.units, with(Items.thorium, 250, Items.oxide, 200, Items.tungsten, 200, Items.silicon, 400));
|
||||||
@@ -5789,6 +5794,8 @@ public class Blocks{
|
|||||||
heatOutput = 1000f;
|
heatOutput = 1000f;
|
||||||
warmupRate = 1000f;
|
warmupRate = 1000f;
|
||||||
regionRotated1 = 1;
|
regionRotated1 = 1;
|
||||||
|
itemCapacity = 0;
|
||||||
|
alwaysUnlocked = true;
|
||||||
ambientSound = Sounds.none;
|
ambientSound = Sounds.none;
|
||||||
}};
|
}};
|
||||||
|
|
||||||
|
|||||||
@@ -54,7 +54,7 @@ public class Liquids{
|
|||||||
capPuddles = false;
|
capPuddles = false;
|
||||||
spreadTarget = Liquids.water;
|
spreadTarget = Liquids.water;
|
||||||
moveThroughBlocks = true;
|
moveThroughBlocks = true;
|
||||||
incinerable = true;
|
incinerable = false;
|
||||||
blockReactive = false;
|
blockReactive = false;
|
||||||
canStayOn.addAll(water, oil, cryofluid);
|
canStayOn.addAll(water, oil, cryofluid);
|
||||||
|
|
||||||
|
|||||||
@@ -1318,6 +1318,7 @@ public class UnitTypes{
|
|||||||
|
|
||||||
healPercent = 5.5f;
|
healPercent = 5.5f;
|
||||||
collidesTeam = true;
|
collidesTeam = true;
|
||||||
|
reflectable = false;
|
||||||
backColor = Pal.heal;
|
backColor = Pal.heal;
|
||||||
trailColor = Pal.heal;
|
trailColor = Pal.heal;
|
||||||
}};
|
}};
|
||||||
@@ -1845,6 +1846,7 @@ public class UnitTypes{
|
|||||||
armor = 3f;
|
armor = 3f;
|
||||||
|
|
||||||
buildSpeed = 1.5f;
|
buildSpeed = 1.5f;
|
||||||
|
rotateToBuilding = false;
|
||||||
|
|
||||||
weapons.add(new RepairBeamWeapon("repair-beam-weapon-center"){{
|
weapons.add(new RepairBeamWeapon("repair-beam-weapon-center"){{
|
||||||
x = 0f;
|
x = 0f;
|
||||||
@@ -1935,6 +1937,7 @@ public class UnitTypes{
|
|||||||
abilities.add(new StatusFieldAbility(StatusEffects.overclock, 60f * 6, 60f * 6f, 60f));
|
abilities.add(new StatusFieldAbility(StatusEffects.overclock, 60f * 6, 60f * 6f, 60f));
|
||||||
|
|
||||||
buildSpeed = 2f;
|
buildSpeed = 2f;
|
||||||
|
rotateToBuilding = false;
|
||||||
|
|
||||||
weapons.add(new Weapon("plasma-mount-weapon"){{
|
weapons.add(new Weapon("plasma-mount-weapon"){{
|
||||||
|
|
||||||
@@ -2009,6 +2012,7 @@ public class UnitTypes{
|
|||||||
trailScl = 2f;
|
trailScl = 2f;
|
||||||
|
|
||||||
buildSpeed = 2f;
|
buildSpeed = 2f;
|
||||||
|
rotateToBuilding = false;
|
||||||
|
|
||||||
weapons.add(new RepairBeamWeapon("repair-beam-weapon-center"){{
|
weapons.add(new RepairBeamWeapon("repair-beam-weapon-center"){{
|
||||||
x = 11f;
|
x = 11f;
|
||||||
@@ -2150,6 +2154,7 @@ public class UnitTypes{
|
|||||||
trailScl = 3.2f;
|
trailScl = 3.2f;
|
||||||
|
|
||||||
buildSpeed = 3f;
|
buildSpeed = 3f;
|
||||||
|
rotateToBuilding = false;
|
||||||
|
|
||||||
abilities.add(new EnergyFieldAbility(40f, 65f, 180f){{
|
abilities.add(new EnergyFieldAbility(40f, 65f, 180f){{
|
||||||
statusDuration = 60f * 6f;
|
statusDuration = 60f * 6f;
|
||||||
@@ -2193,6 +2198,7 @@ public class UnitTypes{
|
|||||||
trailScl = 3.5f;
|
trailScl = 3.5f;
|
||||||
|
|
||||||
buildSpeed = 3.5f;
|
buildSpeed = 3.5f;
|
||||||
|
rotateToBuilding = false;
|
||||||
|
|
||||||
for(float mountY : new float[]{-117/4f, 50/4f}){
|
for(float mountY : new float[]{-117/4f, 50/4f}){
|
||||||
for(float sign : Mathf.signs){
|
for(float sign : Mathf.signs){
|
||||||
@@ -3889,7 +3895,7 @@ public class UnitTypes{
|
|||||||
x = 43f * i / 4f;
|
x = 43f * i / 4f;
|
||||||
particles = parts;
|
particles = parts;
|
||||||
//visual only, the middle one does the actual suppressing
|
//visual only, the middle one does the actual suppressing
|
||||||
display = active = false;
|
active = false;
|
||||||
}});
|
}});
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -4058,6 +4064,8 @@ public class UnitTypes{
|
|||||||
isEnemy = false;
|
isEnemy = false;
|
||||||
envDisabled = 0;
|
envDisabled = 0;
|
||||||
|
|
||||||
|
range = 60f;
|
||||||
|
faceTarget = true;
|
||||||
targetPriority = -2;
|
targetPriority = -2;
|
||||||
lowAltitude = false;
|
lowAltitude = false;
|
||||||
mineWalls = true;
|
mineWalls = true;
|
||||||
@@ -4122,8 +4130,10 @@ public class UnitTypes{
|
|||||||
isEnemy = false;
|
isEnemy = false;
|
||||||
envDisabled = 0;
|
envDisabled = 0;
|
||||||
|
|
||||||
|
range = 60f;
|
||||||
targetPriority = -2;
|
targetPriority = -2;
|
||||||
lowAltitude = false;
|
lowAltitude = false;
|
||||||
|
faceTarget = true;
|
||||||
mineWalls = true;
|
mineWalls = true;
|
||||||
mineFloor = false;
|
mineFloor = false;
|
||||||
mineHardnessScaling = false;
|
mineHardnessScaling = false;
|
||||||
@@ -4199,6 +4209,8 @@ public class UnitTypes{
|
|||||||
isEnemy = false;
|
isEnemy = false;
|
||||||
envDisabled = 0;
|
envDisabled = 0;
|
||||||
|
|
||||||
|
range = 65f;
|
||||||
|
faceTarget = true;
|
||||||
targetPriority = -2;
|
targetPriority = -2;
|
||||||
lowAltitude = false;
|
lowAltitude = false;
|
||||||
mineWalls = true;
|
mineWalls = true;
|
||||||
|
|||||||
@@ -17,7 +17,7 @@ public class Weathers{
|
|||||||
suspendParticles;
|
suspendParticles;
|
||||||
|
|
||||||
public static void load(){
|
public static void load(){
|
||||||
snow = new ParticleWeather("snow"){{
|
snow = new ParticleWeather("snowing"){{
|
||||||
particleRegion = "particle";
|
particleRegion = "particle";
|
||||||
sizeMax = 13f;
|
sizeMax = 13f;
|
||||||
sizeMin = 2.6f;
|
sizeMin = 2.6f;
|
||||||
|
|||||||
@@ -314,6 +314,14 @@ public class ContentLoader{
|
|||||||
return getByName(ContentType.planet, name);
|
return getByName(ContentType.planet, name);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public Seq<Weather> weathers(){
|
||||||
|
return getBy(ContentType.weather);
|
||||||
|
}
|
||||||
|
|
||||||
|
public Weather weather(String name){
|
||||||
|
return getByName(ContentType.weather, name);
|
||||||
|
}
|
||||||
|
|
||||||
public Seq<UnitStance> unitStances(){
|
public Seq<UnitStance> unitStances(){
|
||||||
return getBy(ContentType.unitStance);
|
return getBy(ContentType.unitStance);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -30,6 +30,7 @@ import mindustry.net.*;
|
|||||||
import mindustry.type.*;
|
import mindustry.type.*;
|
||||||
import mindustry.ui.dialogs.*;
|
import mindustry.ui.dialogs.*;
|
||||||
import mindustry.world.*;
|
import mindustry.world.*;
|
||||||
|
import mindustry.world.blocks.storage.*;
|
||||||
import mindustry.world.blocks.storage.CoreBlock.*;
|
import mindustry.world.blocks.storage.CoreBlock.*;
|
||||||
|
|
||||||
import java.io.*;
|
import java.io.*;
|
||||||
@@ -53,7 +54,7 @@ public class Control implements ApplicationListener, Loadable{
|
|||||||
|
|
||||||
private Interval timer = new Interval(2);
|
private Interval timer = new Interval(2);
|
||||||
private boolean hiscore = false;
|
private boolean hiscore = false;
|
||||||
private boolean wasPaused = false;
|
private boolean wasPaused = false, backgroundPaused = false;
|
||||||
private Seq<Building> toBePlaced = new Seq<>(false);
|
private Seq<Building> toBePlaced = new Seq<>(false);
|
||||||
|
|
||||||
public Control(){
|
public Control(){
|
||||||
@@ -191,43 +192,29 @@ public class Control implements ApplicationListener, Loadable{
|
|||||||
|
|
||||||
Events.run(Trigger.newGame, () -> {
|
Events.run(Trigger.newGame, () -> {
|
||||||
var core = player.bestCore();
|
var core = player.bestCore();
|
||||||
|
|
||||||
if(core == null) return;
|
if(core == null) return;
|
||||||
|
|
||||||
camera.position.set(core);
|
camera.position.set(core);
|
||||||
player.set(core);
|
player.set(core);
|
||||||
|
|
||||||
float coreDelay = 0f;
|
float coreDelay = 0f;
|
||||||
|
|
||||||
if(!settings.getBool("skipcoreanimation") && !state.rules.pvp){
|
if(!settings.getBool("skipcoreanimation") && !state.rules.pvp){
|
||||||
coreDelay = coreLandDuration;
|
coreDelay = core.landDuration();
|
||||||
//delay player respawn so animation can play.
|
//delay player respawn so animation can play.
|
||||||
player.deathTimer = Player.deathDelay - coreLandDuration;
|
player.deathTimer = Player.deathDelay - core.landDuration();
|
||||||
//TODO this sounds pretty bad due to conflict
|
//TODO this sounds pretty bad due to conflict
|
||||||
if(settings.getInt("musicvol") > 0){
|
if(settings.getInt("musicvol") > 0){
|
||||||
Musics.land.stop();
|
//TODO what to do if another core with different music is already playing?
|
||||||
Musics.land.play();
|
Music music = core.landMusic();
|
||||||
Musics.land.setVolume(settings.getInt("musicvol") / 100f);
|
music.stop();
|
||||||
|
music.play();
|
||||||
|
music.setVolume(settings.getInt("musicvol") / 100f);
|
||||||
}
|
}
|
||||||
|
|
||||||
app.post(() -> ui.hudfrag.showLand());
|
renderer.showLanding(core);
|
||||||
renderer.showLanding();
|
|
||||||
|
|
||||||
Time.run(coreLandDuration, () -> {
|
|
||||||
Fx.launch.at(core);
|
|
||||||
Effect.shake(5f, 5f, core);
|
|
||||||
core.thrusterTime = 1f;
|
|
||||||
|
|
||||||
if(state.isCampaign() && Vars.showSectorLandInfo && (state.rules.sector.preset == null || state.rules.sector.preset.showSectorLandInfo)){
|
|
||||||
ui.announce("[accent]" + state.rules.sector.name() + "\n" +
|
|
||||||
(state.rules.sector.info.resources.any() ? "[lightgray]" + bundle.get("sectors.resources") + "[white] " +
|
|
||||||
state.rules.sector.info.resources.toString(" ", u -> u.emoji()) : ""), 5);
|
|
||||||
}
|
|
||||||
});
|
|
||||||
}
|
}
|
||||||
|
|
||||||
if(state.isCampaign()){
|
if(state.isCampaign()){
|
||||||
|
|
||||||
//don't run when hosting, that doesn't really work.
|
//don't run when hosting, that doesn't really work.
|
||||||
if(state.rules.sector.planet.prebuildBase){
|
if(state.rules.sector.planet.prebuildBase){
|
||||||
toBePlaced.clear();
|
toBePlaced.clear();
|
||||||
@@ -332,6 +319,13 @@ public class Control implements ApplicationListener, Loadable{
|
|||||||
void createPlayer(){
|
void createPlayer(){
|
||||||
player = Player.create();
|
player = Player.create();
|
||||||
player.name = Core.settings.getString("name");
|
player.name = Core.settings.getString("name");
|
||||||
|
|
||||||
|
String locale = Core.settings.getString("locale");
|
||||||
|
if(locale.equals("default")){
|
||||||
|
locale = Locale.getDefault().toString();
|
||||||
|
}
|
||||||
|
player.locale = locale;
|
||||||
|
|
||||||
player.color.set(Core.settings.getInt("color-0"));
|
player.color.set(Core.settings.getInt("color-0"));
|
||||||
|
|
||||||
if(mobile){
|
if(mobile){
|
||||||
@@ -551,6 +545,7 @@ public class Control implements ApplicationListener, Loadable{
|
|||||||
@Override
|
@Override
|
||||||
public void pause(){
|
public void pause(){
|
||||||
if(settings.getBool("backgroundpause", true) && !net.active()){
|
if(settings.getBool("backgroundpause", true) && !net.active()){
|
||||||
|
backgroundPaused = true;
|
||||||
wasPaused = state.is(State.paused);
|
wasPaused = state.is(State.paused);
|
||||||
if(state.is(State.playing)) state.set(State.paused);
|
if(state.is(State.playing)) state.set(State.paused);
|
||||||
}
|
}
|
||||||
@@ -561,6 +556,7 @@ public class Control implements ApplicationListener, Loadable{
|
|||||||
if(state.is(State.paused) && !wasPaused && settings.getBool("backgroundpause", true) && !net.active()){
|
if(state.is(State.paused) && !wasPaused && settings.getBool("backgroundpause", true) && !net.active()){
|
||||||
state.set(State.playing);
|
state.set(State.playing);
|
||||||
}
|
}
|
||||||
|
backgroundPaused = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
@@ -652,6 +648,10 @@ public class Control implements ApplicationListener, Loadable{
|
|||||||
core.items.each((i, a) -> i.unlock());
|
core.items.each((i, a) -> i.unlock());
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if(backgroundPaused && settings.getBool("backgroundpause") && !net.active()){
|
||||||
|
state.set(State.paused);
|
||||||
|
}
|
||||||
|
|
||||||
//cannot launch while paused
|
//cannot launch while paused
|
||||||
if(state.isPaused() && renderer.isCutscene()){
|
if(state.isPaused() && renderer.isCutscene()){
|
||||||
state.set(State.playing);
|
state.set(State.playing);
|
||||||
|
|||||||
@@ -1,11 +1,9 @@
|
|||||||
package mindustry.core;
|
package mindustry.core;
|
||||||
|
|
||||||
import arc.*;
|
import arc.*;
|
||||||
import arc.struct.*;
|
|
||||||
import arc.util.*;
|
import arc.util.*;
|
||||||
import mindustry.game.EventType.*;
|
import mindustry.game.EventType.*;
|
||||||
import mindustry.game.*;
|
import mindustry.game.*;
|
||||||
import mindustry.game.MapObjectives.*;
|
|
||||||
import mindustry.gen.*;
|
import mindustry.gen.*;
|
||||||
import mindustry.maps.*;
|
import mindustry.maps.*;
|
||||||
import mindustry.type.*;
|
import mindustry.type.*;
|
||||||
@@ -35,7 +33,9 @@ public class GameState{
|
|||||||
/** Statistics for this save/game. Displayed after game over. */
|
/** Statistics for this save/game. Displayed after game over. */
|
||||||
public GameStats stats = new GameStats();
|
public GameStats stats = new GameStats();
|
||||||
/** Markers not linked to objectives. Controlled by world processors. */
|
/** Markers not linked to objectives. Controlled by world processors. */
|
||||||
public IntMap<ObjectiveMarker> markers = new IntMap<>();
|
public MapMarkers markers = new MapMarkers();
|
||||||
|
/** Locale-specific string bundles of current map */
|
||||||
|
public MapLocales mapLocales = new MapLocales();
|
||||||
/** Global attributes of the environment, calculated by weather. */
|
/** Global attributes of the environment, calculated by weather. */
|
||||||
public Attributes envAttrs = new Attributes();
|
public Attributes envAttrs = new Attributes();
|
||||||
/** Team data. Gets reset every new game. */
|
/** Team data. Gets reset every new game. */
|
||||||
@@ -86,11 +86,12 @@ public class GameState{
|
|||||||
}
|
}
|
||||||
|
|
||||||
public boolean isPaused(){
|
public boolean isPaused(){
|
||||||
return is(State.paused);
|
return state == State.paused;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/** @return whether there is an unpaused game in progress. */
|
||||||
public boolean isPlaying(){
|
public boolean isPlaying(){
|
||||||
return (state == State.playing) || (state == State.paused && !isPaused());
|
return state == State.playing;
|
||||||
}
|
}
|
||||||
|
|
||||||
/** @return whether the current state is *not* the menu. */
|
/** @return whether the current state is *not* the menu. */
|
||||||
|
|||||||
@@ -357,7 +357,8 @@ public class Logic implements ApplicationListener{
|
|||||||
|
|
||||||
//map is over, no more world processor objective stuff
|
//map is over, no more world processor objective stuff
|
||||||
state.rules.disableWorldProcessors = true;
|
state.rules.disableWorldProcessors = true;
|
||||||
state.rules.objectives.clear();
|
|
||||||
|
Call.clearObjectives();
|
||||||
|
|
||||||
//save, just in case
|
//save, just in case
|
||||||
if(!headless && !net.client()){
|
if(!headless && !net.client()){
|
||||||
@@ -460,9 +461,6 @@ public class Logic implements ApplicationListener{
|
|||||||
|
|
||||||
if(!state.isEditor()){
|
if(!state.isEditor()){
|
||||||
state.rules.objectives.update();
|
state.rules.objectives.update();
|
||||||
if(state.rules.objectives.checkChanged() && net.server()){
|
|
||||||
Call.setObjectives(state.rules.objectives);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
if(state.rules.waves && state.rules.waveTimer && !state.gameOver){
|
if(state.rules.waves && state.rules.waveTimer && !state.gameOver){
|
||||||
|
|||||||
@@ -340,25 +340,23 @@ public class NetClient implements ApplicationListener{
|
|||||||
state.rules = rules;
|
state.rules = rules;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//NOTE: avoid using this, runs into packet/buffer size limitations
|
||||||
@Remote(variants = Variant.both)
|
@Remote(variants = Variant.both)
|
||||||
public static void setObjectives(MapObjectives executor){
|
public static void setObjectives(MapObjectives executor){
|
||||||
//clear old markers
|
|
||||||
for(var objective : state.rules.objectives){
|
|
||||||
for(var marker : objective.markers){
|
|
||||||
if(marker.wasAdded){
|
|
||||||
marker.removed();
|
|
||||||
marker.wasAdded = false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
state.rules.objectives = executor;
|
state.rules.objectives = executor;
|
||||||
}
|
}
|
||||||
|
|
||||||
@Remote(called = Loc.server)
|
@Remote(variants = Variant.both, called = Loc.server)
|
||||||
public static void objectiveCompleted(String[] flagsRemoved, String[] flagsAdded){
|
public static void clearObjectives(){
|
||||||
state.rules.objectiveFlags.removeAll(flagsRemoved);
|
state.rules.objectives.clear();
|
||||||
state.rules.objectiveFlags.addAll(flagsAdded);
|
}
|
||||||
|
|
||||||
|
@Remote(variants = Variant.both, called = Loc.server)
|
||||||
|
public static void completeObjective(int index){
|
||||||
|
var obj = state.rules.objectives.get(index);
|
||||||
|
if(obj != null){
|
||||||
|
obj.done();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@Remote(variants = Variant.both)
|
@Remote(variants = Variant.both)
|
||||||
|
|||||||
@@ -777,7 +777,6 @@ public class NetServer implements ApplicationListener{
|
|||||||
}else{
|
}else{
|
||||||
NetClient.traceInfo(other, info);
|
NetClient.traceInfo(other, info);
|
||||||
}
|
}
|
||||||
info("&lc@ &fi&lk[&lb@&fi&lk]&fb has requested trace info of @ &fi&lk[&lb@&fi&lk]&fb.", player.plainName(), player.uuid(), other.plainName(), other.uuid());
|
|
||||||
}
|
}
|
||||||
case switchTeam -> {
|
case switchTeam -> {
|
||||||
if(params instanceof Team team){
|
if(params instanceof Team team){
|
||||||
|
|||||||
@@ -13,7 +13,6 @@ import arc.scene.ui.layout.*;
|
|||||||
import arc.struct.*;
|
import arc.struct.*;
|
||||||
import arc.util.*;
|
import arc.util.*;
|
||||||
import mindustry.*;
|
import mindustry.*;
|
||||||
import mindustry.content.*;
|
|
||||||
import mindustry.game.EventType.*;
|
import mindustry.game.EventType.*;
|
||||||
import mindustry.gen.*;
|
import mindustry.gen.*;
|
||||||
import mindustry.graphics.*;
|
import mindustry.graphics.*;
|
||||||
@@ -30,11 +29,6 @@ public class Renderer implements ApplicationListener{
|
|||||||
/** These are global variables, for headless access. Cached. */
|
/** These are global variables, for headless access. Cached. */
|
||||||
public static float laserOpacity = 0.5f, bridgeOpacity = 0.75f;
|
public static float laserOpacity = 0.5f, bridgeOpacity = 0.75f;
|
||||||
|
|
||||||
private static final float cloudScaling = 1700f, cfinScl = -2f, cfinOffset = 0.3f, calphaFinOffset = 0.25f;
|
|
||||||
private static final float[] cloudAlphas = {0, 0.5f, 1f, 0.1f, 0, 0f};
|
|
||||||
private static final float cloudAlpha = 0.81f;
|
|
||||||
private static final Interp landInterp = Interp.pow3;
|
|
||||||
|
|
||||||
public final BlockRenderer blocks = new BlockRenderer();
|
public final BlockRenderer blocks = new BlockRenderer();
|
||||||
public final FogRenderer fog = new FogRenderer();
|
public final FogRenderer fog = new FogRenderer();
|
||||||
public final MinimapRenderer minimap = new MinimapRenderer();
|
public final MinimapRenderer minimap = new MinimapRenderer();
|
||||||
@@ -46,7 +40,7 @@ public class Renderer implements ApplicationListener{
|
|||||||
public @Nullable Bloom bloom;
|
public @Nullable Bloom bloom;
|
||||||
public @Nullable FrameBuffer backgroundBuffer;
|
public @Nullable FrameBuffer backgroundBuffer;
|
||||||
public FrameBuffer effectBuffer = new FrameBuffer();
|
public FrameBuffer effectBuffer = new FrameBuffer();
|
||||||
public boolean animateShields, drawWeather = true, drawStatus, enableEffects, drawDisplays = true, drawLight = true;
|
public boolean animateShields, drawWeather = true, drawStatus, enableEffects, drawDisplays = true, drawLight = true, pixelate = false;
|
||||||
public float weatherAlpha;
|
public float weatherAlpha;
|
||||||
/** minZoom = zooming out, maxZoom = zooming in */
|
/** minZoom = zooming out, maxZoom = zooming in */
|
||||||
public float minZoom = 1.5f, maxZoom = 6f;
|
public float minZoom = 1.5f, maxZoom = 6f;
|
||||||
@@ -55,18 +49,15 @@ public class Renderer implements ApplicationListener{
|
|||||||
public TextureRegion[] bubbles = new TextureRegion[16], splashes = new TextureRegion[12];
|
public TextureRegion[] bubbles = new TextureRegion[16], splashes = new TextureRegion[12];
|
||||||
public TextureRegion[][] fluidFrames;
|
public TextureRegion[][] fluidFrames;
|
||||||
|
|
||||||
|
//currently landing core, null if there are no cores or it has finished landing.
|
||||||
private @Nullable CoreBuild landCore;
|
private @Nullable CoreBuild landCore;
|
||||||
private @Nullable CoreBlock launchCoreType;
|
private @Nullable CoreBlock launchCoreType;
|
||||||
private Color clearColor = new Color(0f, 0f, 0f, 1f);
|
private Color clearColor = new Color(0f, 0f, 0f, 1f);
|
||||||
private float
|
private float
|
||||||
//seed for cloud visuals, 0-1
|
|
||||||
cloudSeed = 0f,
|
|
||||||
//target camera scale that is lerp-ed to
|
//target camera scale that is lerp-ed to
|
||||||
targetscale = Scl.scl(4),
|
targetscale = Scl.scl(4),
|
||||||
//current actual camera scale
|
//current actual camera scale
|
||||||
camerascale = targetscale,
|
camerascale = targetscale,
|
||||||
//minimum camera zoom value for landing/launching; constant TODO make larger?
|
|
||||||
minZoomScl = Scl.scl(0.02f),
|
|
||||||
//starts at coreLandDuration, ends at 0. if positive, core is landing.
|
//starts at coreLandDuration, ends at 0. if positive, core is landing.
|
||||||
landTime,
|
landTime,
|
||||||
//timer for core landing particles
|
//timer for core landing particles
|
||||||
@@ -113,10 +104,6 @@ public class Renderer implements ApplicationListener{
|
|||||||
setupBloom();
|
setupBloom();
|
||||||
}
|
}
|
||||||
|
|
||||||
Events.run(Trigger.newGame, () -> {
|
|
||||||
landCore = player.bestCore();
|
|
||||||
});
|
|
||||||
|
|
||||||
EnvRenderers.init();
|
EnvRenderers.init();
|
||||||
for(int i = 0; i < bubbles.length; i++) bubbles[i] = atlas.find("bubble-" + i);
|
for(int i = 0; i < bubbles.length; i++) bubbles[i] = atlas.find("bubble-" + i);
|
||||||
for(int i = 0; i < splashes.length; i++) splashes[i] = atlas.find("splash-" + i);
|
for(int i = 0; i < splashes.length; i++) splashes[i] = atlas.find("splash-" + i);
|
||||||
@@ -181,31 +168,26 @@ public class Renderer implements ApplicationListener{
|
|||||||
enableEffects = settings.getBool("effects");
|
enableEffects = settings.getBool("effects");
|
||||||
drawDisplays = !settings.getBool("hidedisplays");
|
drawDisplays = !settings.getBool("hidedisplays");
|
||||||
drawLight = settings.getBool("drawlight", true);
|
drawLight = settings.getBool("drawlight", true);
|
||||||
|
pixelate = settings.getBool("pixelate");
|
||||||
|
|
||||||
|
//don't bother drawing landing animation if core is null
|
||||||
|
if(landCore == null) landTime = 0f;
|
||||||
if(landTime > 0){
|
if(landTime > 0){
|
||||||
if(!state.isPaused()){
|
if(!state.isPaused()) landCore.updateLaunching();
|
||||||
CoreBuild build = landCore == null ? player.bestCore() : landCore;
|
|
||||||
if(build != null){
|
|
||||||
build.updateLandParticles();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if(!state.isPaused()){
|
|
||||||
landTime -= Time.delta;
|
|
||||||
}
|
|
||||||
float fin = landTime / coreLandDuration;
|
|
||||||
if(!launching) fin = 1f - fin;
|
|
||||||
camerascale = landInterp.apply(minZoomScl, Scl.scl(4f), fin);
|
|
||||||
weatherAlpha = 0f;
|
weatherAlpha = 0f;
|
||||||
|
camerascale = landCore.zoomLaunching();
|
||||||
|
|
||||||
//snap camera to cutscene core regardless of player input
|
if(!state.isPaused()) landTime -= Time.delta;
|
||||||
if(landCore != null){
|
|
||||||
camera.position.set(landCore);
|
|
||||||
}
|
|
||||||
}else{
|
}else{
|
||||||
weatherAlpha = Mathf.lerpDelta(weatherAlpha, 1f, 0.08f);
|
weatherAlpha = Mathf.lerpDelta(weatherAlpha, 1f, 0.08f);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if(landCore != null && landTime <= 0f){
|
||||||
|
landCore.endLaunch();
|
||||||
|
landCore = null;
|
||||||
|
}
|
||||||
|
|
||||||
camera.width = graphics.getWidth() / camerascale;
|
camera.width = graphics.getWidth() / camerascale;
|
||||||
camera.height = graphics.getHeight() / camerascale;
|
camera.height = graphics.getHeight() / camerascale;
|
||||||
|
|
||||||
@@ -227,7 +209,7 @@ public class Renderer implements ApplicationListener{
|
|||||||
shakeIntensity = 0f;
|
shakeIntensity = 0f;
|
||||||
}
|
}
|
||||||
|
|
||||||
if(pixelator.enabled()){
|
if(renderer.pixelate){
|
||||||
pixelator.drawPixelate();
|
pixelator.drawPixelate();
|
||||||
}else{
|
}else{
|
||||||
draw();
|
draw();
|
||||||
@@ -303,7 +285,7 @@ public class Renderer implements ApplicationListener{
|
|||||||
graphics.clear(clearColor);
|
graphics.clear(clearColor);
|
||||||
Draw.reset();
|
Draw.reset();
|
||||||
|
|
||||||
if(Core.settings.getBool("animatedwater") || animateShields){
|
if(settings.getBool("animatedwater") || animateShields){
|
||||||
effectBuffer.resize(graphics.getWidth(), graphics.getHeight());
|
effectBuffer.resize(graphics.getWidth(), graphics.getHeight());
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -318,7 +300,7 @@ public class Renderer implements ApplicationListener{
|
|||||||
Events.fire(Trigger.draw);
|
Events.fire(Trigger.draw);
|
||||||
MapPreviewLoader.checkPreviews();
|
MapPreviewLoader.checkPreviews();
|
||||||
|
|
||||||
if(pixelator.enabled()){
|
if(renderer.pixelate){
|
||||||
pixelator.register();
|
pixelator.register();
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -371,9 +353,31 @@ public class Renderer implements ApplicationListener{
|
|||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
|
float scaleFactor = 4f / renderer.getDisplayScale();
|
||||||
|
|
||||||
|
//draw objective markers
|
||||||
|
state.rules.objectives.eachRunning(obj -> {
|
||||||
|
for(var marker : obj.markers){
|
||||||
|
if(marker.world){
|
||||||
|
marker.draw(marker.autoscale ? scaleFactor : 1);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
for(var marker : state.markers){
|
||||||
|
if(marker.world){
|
||||||
|
marker.draw(marker.autoscale ? scaleFactor : 1);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
Draw.reset();
|
||||||
|
|
||||||
Draw.draw(Layer.overlayUI, overlays::drawTop);
|
Draw.draw(Layer.overlayUI, overlays::drawTop);
|
||||||
if(state.rules.fog) Draw.draw(Layer.fogOfWar, fog::drawFog);
|
if(state.rules.fog) Draw.draw(Layer.fogOfWar, fog::drawFog);
|
||||||
Draw.draw(Layer.space, this::drawLanding);
|
Draw.draw(Layer.space, () -> {
|
||||||
|
if(landCore == null || landTime <= 0f) return;
|
||||||
|
landCore.drawLanding(launching && launchCoreType != null ? launchCoreType : (CoreBlock)landCore.block);
|
||||||
|
});
|
||||||
|
|
||||||
Events.fire(Trigger.drawOver);
|
Events.fire(Trigger.drawOver);
|
||||||
blocks.drawBlocks();
|
blocks.drawBlocks();
|
||||||
@@ -461,61 +465,6 @@ public class Renderer implements ApplicationListener{
|
|||||||
if(state.rules.customBackgroundCallback != null && customBackgrounds.containsKey(state.rules.customBackgroundCallback)){
|
if(state.rules.customBackgroundCallback != null && customBackgrounds.containsKey(state.rules.customBackgroundCallback)){
|
||||||
customBackgrounds.get(state.rules.customBackgroundCallback).run();
|
customBackgrounds.get(state.rules.customBackgroundCallback).run();
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
void drawLanding(){
|
|
||||||
CoreBuild build = landCore == null ? player.bestCore() : landCore;
|
|
||||||
var clouds = assets.get("sprites/clouds.png", Texture.class);
|
|
||||||
if(landTime > 0 && build != null){
|
|
||||||
float fout = landTime / coreLandDuration;
|
|
||||||
if(launching) fout = 1f - fout;
|
|
||||||
float fin = 1f - fout;
|
|
||||||
float scl = Scl.scl(4f) / camerascale;
|
|
||||||
float pfin = Interp.pow3Out.apply(fin), pf = Interp.pow2In.apply(fout);
|
|
||||||
|
|
||||||
//draw particles
|
|
||||||
Draw.color(Pal.lightTrail);
|
|
||||||
Angles.randLenVectors(1, pfin, 100, 800f * scl * pfin, (ax, ay, ffin, ffout) -> {
|
|
||||||
Lines.stroke(scl * ffin * pf * 3f);
|
|
||||||
Lines.lineAngle(build.x + ax, build.y + ay, Mathf.angle(ax, ay), (ffin * 20 + 1f) * scl);
|
|
||||||
});
|
|
||||||
Draw.color();
|
|
||||||
|
|
||||||
CoreBlock block = launching && launchCoreType != null ? launchCoreType : (CoreBlock)build.block;
|
|
||||||
block.drawLanding(build, build.x, build.y);
|
|
||||||
|
|
||||||
Draw.color();
|
|
||||||
Draw.mixcol(Color.white, Interp.pow5In.apply(fout));
|
|
||||||
|
|
||||||
//accent tint indicating that the core was just constructed
|
|
||||||
if(launching){
|
|
||||||
float f = Mathf.clamp(1f - fout * 12f);
|
|
||||||
if(f > 0.001f){
|
|
||||||
Draw.mixcol(Pal.accent, f);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
//draw clouds
|
|
||||||
if(state.rules.cloudColor.a > 0.0001f){
|
|
||||||
float scaling = cloudScaling;
|
|
||||||
float sscl = Math.max(1f + Mathf.clamp(fin + cfinOffset)* cfinScl, 0f) * camerascale;
|
|
||||||
|
|
||||||
Tmp.tr1.set(clouds);
|
|
||||||
Tmp.tr1.set(
|
|
||||||
(camera.position.x - camera.width/2f * sscl) / scaling,
|
|
||||||
(camera.position.y - camera.height/2f * sscl) / scaling,
|
|
||||||
(camera.position.x + camera.width/2f * sscl) / scaling,
|
|
||||||
(camera.position.y + camera.height/2f * sscl) / scaling);
|
|
||||||
|
|
||||||
Tmp.tr1.scroll(10f * cloudSeed, 10f * cloudSeed);
|
|
||||||
|
|
||||||
Draw.alpha(Mathf.sample(cloudAlphas, fin + calphaFinOffset) * cloudAlpha);
|
|
||||||
Draw.mixcol(state.rules.cloudColor, state.rules.cloudColor.a);
|
|
||||||
Draw.rect(Tmp.tr1, camera.position.x, camera.position.y, camera.width, camera.height);
|
|
||||||
Draw.reset();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void scaleCamera(float amount){
|
public void scaleCamera(float amount){
|
||||||
@@ -560,6 +509,13 @@ public class Renderer implements ApplicationListener{
|
|||||||
return landTime;
|
return landTime;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public float getLandTimeIn(){
|
||||||
|
if(landCore == null) return 0f;
|
||||||
|
float fin = landTime / landCore.landDuration();
|
||||||
|
if(!launching) fin = 1f - fin;
|
||||||
|
return fin;
|
||||||
|
}
|
||||||
|
|
||||||
public float getLandPTimer(){
|
public float getLandPTimer(){
|
||||||
return landPTimer;
|
return landPTimer;
|
||||||
}
|
}
|
||||||
@@ -568,25 +524,37 @@ public class Renderer implements ApplicationListener{
|
|||||||
this.landPTimer = landPTimer;
|
this.landPTimer = landPTimer;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@Deprecated
|
||||||
public void showLanding(){
|
public void showLanding(){
|
||||||
launching = false;
|
var core = player.bestCore();
|
||||||
camerascale = minZoomScl;
|
if(core != null) showLanding(core);
|
||||||
landTime = coreLandDuration;
|
|
||||||
cloudSeed = Mathf.random(1f);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void showLanding(CoreBuild landCore){
|
||||||
|
this.landCore = landCore;
|
||||||
|
launching = false;
|
||||||
|
landTime = landCore.landDuration();
|
||||||
|
|
||||||
|
landCore.beginLaunch(null);
|
||||||
|
camerascale = landCore.zoomLaunching();
|
||||||
|
}
|
||||||
|
|
||||||
|
@Deprecated
|
||||||
public void showLaunch(CoreBlock coreType){
|
public void showLaunch(CoreBlock coreType){
|
||||||
Vars.ui.hudfrag.showLaunch();
|
var core = player.team().core();
|
||||||
Vars.control.input.config.hideConfig();
|
if(core != null) showLaunch(core, coreType);
|
||||||
Vars.control.input.inv.hide();
|
}
|
||||||
launchCoreType = coreType;
|
|
||||||
|
public void showLaunch(CoreBuild landCore, CoreBlock coreType){
|
||||||
|
control.input.config.hideConfig();
|
||||||
|
control.input.inv.hide();
|
||||||
|
|
||||||
|
this.landCore = landCore;
|
||||||
launching = true;
|
launching = true;
|
||||||
landCore = player.team().core();
|
landTime = landCore.landDuration();
|
||||||
cloudSeed = Mathf.random(1f);
|
launchCoreType = coreType;
|
||||||
landTime = coreLandDuration;
|
|
||||||
if(landCore != null){
|
landCore.beginLaunch(coreType);
|
||||||
Fx.coreLaunchConstruct.at(landCore.x, landCore.y, coreType.size);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void takeMapScreenshot(){
|
public void takeMapScreenshot(){
|
||||||
@@ -628,7 +596,7 @@ public class Renderer implements ApplicationListener{
|
|||||||
Fi file = screenshotDirectory.child("screenshot-" + Time.millis() + ".png");
|
Fi file = screenshotDirectory.child("screenshot-" + Time.millis() + ".png");
|
||||||
PixmapIO.writePng(file, fullPixmap);
|
PixmapIO.writePng(file, fullPixmap);
|
||||||
fullPixmap.dispose();
|
fullPixmap.dispose();
|
||||||
app.post(() -> ui.showInfoFade(Core.bundle.format("screenshot", file.toString())));
|
app.post(() -> ui.showInfoFade(bundle.format("screenshot", file.toString())));
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -101,8 +101,6 @@ public class UI implements ApplicationListener, Loadable{
|
|||||||
|
|
||||||
@Override
|
@Override
|
||||||
public void loadSync(){
|
public void loadSync(){
|
||||||
loadColors();
|
|
||||||
|
|
||||||
Fonts.outline.getData().markupEnabled = true;
|
Fonts.outline.getData().markupEnabled = true;
|
||||||
Fonts.def.getData().markupEnabled = true;
|
Fonts.def.getData().markupEnabled = true;
|
||||||
Fonts.def.setOwnsTexture(false);
|
Fonts.def.setOwnsTexture(false);
|
||||||
@@ -281,7 +279,7 @@ public class UI implements ApplicationListener, Loadable{
|
|||||||
|
|
||||||
public void showTextInput(String titleText, String text, int textLength, String def, boolean numbers, boolean allowEmpty, Cons<String> confirmed, Runnable closed){
|
public void showTextInput(String titleText, String text, int textLength, String def, boolean numbers, boolean allowEmpty, Cons<String> confirmed, Runnable closed){
|
||||||
if(mobile){
|
if(mobile){
|
||||||
var description = text;
|
var description = (text.startsWith("@") ? Core.bundle.get(text.substring(1)) : text);
|
||||||
var empty = allowEmpty;
|
var empty = allowEmpty;
|
||||||
Core.input.getTextInput(new TextInput(){{
|
Core.input.getTextInput(new TextInput(){{
|
||||||
this.title = (titleText.startsWith("@") ? Core.bundle.get(titleText.substring(1)) : titleText);
|
this.title = (titleText.startsWith("@") ? Core.bundle.get(titleText.substring(1)) : titleText);
|
||||||
|
|||||||
@@ -43,6 +43,8 @@ public abstract class UnlockableContent extends MappableContent{
|
|||||||
public TextureRegion uiIcon;
|
public TextureRegion uiIcon;
|
||||||
/** Icon of the full content. Unscaled.*/
|
/** Icon of the full content. Unscaled.*/
|
||||||
public TextureRegion fullIcon;
|
public TextureRegion fullIcon;
|
||||||
|
/** Override for the full icon. Useful for mod content with duplicate icons. Overrides any other full icon.*/
|
||||||
|
public String fullOverride = "";
|
||||||
/** The tech tree node for this content, if applicable. Null if not part of a tech tree. */
|
/** The tech tree node for this content, if applicable. Null if not part of a tech tree. */
|
||||||
public @Nullable TechNode techNode;
|
public @Nullable TechNode techNode;
|
||||||
/** Tech nodes for all trees that this content is part of. */
|
/** Tech nodes for all trees that this content is part of. */
|
||||||
@@ -62,11 +64,12 @@ public abstract class UnlockableContent extends MappableContent{
|
|||||||
@Override
|
@Override
|
||||||
public void loadIcon(){
|
public void loadIcon(){
|
||||||
fullIcon =
|
fullIcon =
|
||||||
|
Core.atlas.find(fullOverride,
|
||||||
Core.atlas.find(getContentType().name() + "-" + name + "-full",
|
Core.atlas.find(getContentType().name() + "-" + name + "-full",
|
||||||
Core.atlas.find(name + "-full",
|
Core.atlas.find(name + "-full",
|
||||||
Core.atlas.find(name,
|
Core.atlas.find(name,
|
||||||
Core.atlas.find(getContentType().name() + "-" + name,
|
Core.atlas.find(getContentType().name() + "-" + name,
|
||||||
Core.atlas.find(name + "1")))));
|
Core.atlas.find(name + "1"))))));
|
||||||
|
|
||||||
uiIcon = Core.atlas.find(getContentType().name() + "-" + name + "-ui", fullIcon);
|
uiIcon = Core.atlas.find(getContentType().name() + "-" + name + "-ui", fullIcon);
|
||||||
}
|
}
|
||||||
@@ -115,6 +118,7 @@ public abstract class UnlockableContent extends MappableContent{
|
|||||||
var result = Pixmaps.outline(base, outlineColor, outlineRadius);
|
var result = Pixmaps.outline(base, outlineColor, outlineRadius);
|
||||||
Drawf.checkBleed(result);
|
Drawf.checkBleed(result);
|
||||||
packer.add(page, regName, result);
|
packer.add(page, regName, result);
|
||||||
|
result.dispose();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -126,6 +130,7 @@ public abstract class UnlockableContent extends MappableContent{
|
|||||||
var result = Pixmaps.outline(base, outlineColor, outlineRadius);
|
var result = Pixmaps.outline(base, outlineColor, outlineRadius);
|
||||||
Drawf.checkBleed(result);
|
Drawf.checkBleed(result);
|
||||||
packer.add(PageType.main, name, result);
|
packer.add(PageType.main, name, result);
|
||||||
|
result.dispose();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -74,7 +74,7 @@ public class MapEditor{
|
|||||||
for(int i = 0; i < tiles.width * tiles.height; i++){
|
for(int i = 0; i < tiles.width * tiles.height; i++){
|
||||||
Tile tile = tiles.geti(i);
|
Tile tile = tiles.geti(i);
|
||||||
var build = tile.build;
|
var build = tile.build;
|
||||||
if(build != null){
|
if(build != null && tile.isCenter()){
|
||||||
builds.add(build);
|
builds.add(build);
|
||||||
}
|
}
|
||||||
tiles.seti(i, new EditorTile(tile.x, tile.y, tile.floorID(), tile.overlayID(), build == null ? tile.blockID() : 0));
|
tiles.seti(i, new EditorTile(tile.x, tile.y, tile.floorID(), tile.overlayID(), build == null ? tile.blockID() : 0));
|
||||||
@@ -301,6 +301,14 @@ public class MapEditor{
|
|||||||
if(previous.in(px, py)){
|
if(previous.in(px, py)){
|
||||||
tiles.set(x, y, previous.getn(px, py));
|
tiles.set(x, y, previous.getn(px, py));
|
||||||
Tile tile = tiles.getn(x, y);
|
Tile tile = tiles.getn(x, y);
|
||||||
|
|
||||||
|
Object config = null;
|
||||||
|
|
||||||
|
//fetch the old config first, configs can be relative to block position (tileX/tileY) before those are reassigned
|
||||||
|
if(tile.build != null && tile.isCenter()){
|
||||||
|
config = tile.build.config();
|
||||||
|
}
|
||||||
|
|
||||||
tile.x = (short)x;
|
tile.x = (short)x;
|
||||||
tile.y = (short)y;
|
tile.y = (short)y;
|
||||||
|
|
||||||
@@ -309,9 +317,12 @@ public class MapEditor{
|
|||||||
tile.build.y = y * tilesize + tile.block().offset;
|
tile.build.y = y * tilesize + tile.block().offset;
|
||||||
|
|
||||||
//shift links to account for map resize
|
//shift links to account for map resize
|
||||||
Object config = tile.build.config();
|
|
||||||
if(config != null){
|
if(config != null){
|
||||||
Object out = BuildPlan.pointConfig(tile.block(), config, p -> p.sub(offsetX, offsetY));
|
Object out = BuildPlan.pointConfig(tile.block(), config, p -> {
|
||||||
|
if(!tile.build.block.ignoreResizeConfig){
|
||||||
|
p.sub(offsetX, offsetY);
|
||||||
|
}
|
||||||
|
});
|
||||||
if(out != config){
|
if(out != config){
|
||||||
tile.build.configureAny(out);
|
tile.build.configureAny(out);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -24,6 +24,7 @@ import mindustry.gen.*;
|
|||||||
import mindustry.graphics.*;
|
import mindustry.graphics.*;
|
||||||
import mindustry.io.*;
|
import mindustry.io.*;
|
||||||
import mindustry.maps.*;
|
import mindustry.maps.*;
|
||||||
|
import mindustry.type.*;
|
||||||
import mindustry.ui.*;
|
import mindustry.ui.*;
|
||||||
import mindustry.ui.dialogs.*;
|
import mindustry.ui.dialogs.*;
|
||||||
import mindustry.world.*;
|
import mindustry.world.*;
|
||||||
|
|||||||
@@ -7,6 +7,7 @@ import mindustry.game.*;
|
|||||||
import mindustry.gen.*;
|
import mindustry.gen.*;
|
||||||
import mindustry.io.*;
|
import mindustry.io.*;
|
||||||
import mindustry.maps.filters.*;
|
import mindustry.maps.filters.*;
|
||||||
|
import mindustry.type.*;
|
||||||
import mindustry.ui.*;
|
import mindustry.ui.*;
|
||||||
import mindustry.ui.dialogs.*;
|
import mindustry.ui.dialogs.*;
|
||||||
|
|
||||||
@@ -17,6 +18,7 @@ public class MapInfoDialog extends BaseDialog{
|
|||||||
private final MapGenerateDialog generate;
|
private final MapGenerateDialog generate;
|
||||||
private final CustomRulesDialog ruleInfo = new CustomRulesDialog();
|
private final CustomRulesDialog ruleInfo = new CustomRulesDialog();
|
||||||
private final MapObjectivesDialog objectives = new MapObjectivesDialog();
|
private final MapObjectivesDialog objectives = new MapObjectivesDialog();
|
||||||
|
private final MapLocalesDialog locales = new MapLocalesDialog();
|
||||||
|
|
||||||
public MapInfoDialog(){
|
public MapInfoDialog(){
|
||||||
super("@editor.mapinfo");
|
super("@editor.mapinfo");
|
||||||
@@ -94,6 +96,19 @@ public class MapInfoDialog extends BaseDialog{
|
|||||||
});
|
});
|
||||||
hide();
|
hide();
|
||||||
}).marginLeft(10f);
|
}).marginLeft(10f);
|
||||||
|
|
||||||
|
r.row();
|
||||||
|
|
||||||
|
r.button("@editor.locales", Icon.fileText, style, () -> {
|
||||||
|
try{
|
||||||
|
MapLocales res = JsonIO.read(MapLocales.class, editor.tags.get("locales", "{}"));
|
||||||
|
locales.show(res);
|
||||||
|
}catch(Throwable e){
|
||||||
|
locales.show(new MapLocales());
|
||||||
|
ui.showException(e);
|
||||||
|
}
|
||||||
|
hide();
|
||||||
|
}).marginLeft(10f).width(0f).colspan(2).center().growX();
|
||||||
}).colspan(2).center();
|
}).colspan(2).center();
|
||||||
|
|
||||||
name.change();
|
name.change();
|
||||||
|
|||||||
774
core/src/mindustry/editor/MapLocalesDialog.java
Normal file
774
core/src/mindustry/editor/MapLocalesDialog.java
Normal file
@@ -0,0 +1,774 @@
|
|||||||
|
package mindustry.editor;
|
||||||
|
|
||||||
|
import arc.Core;
|
||||||
|
import arc.func.*;
|
||||||
|
import arc.graphics.*;
|
||||||
|
import arc.scene.style.*;
|
||||||
|
import arc.scene.ui.*;
|
||||||
|
import arc.scene.ui.TextButton.*;
|
||||||
|
import arc.scene.ui.layout.*;
|
||||||
|
import arc.scene.utils.*;
|
||||||
|
import arc.struct.*;
|
||||||
|
import mindustry.*;
|
||||||
|
import mindustry.ctype.*;
|
||||||
|
import mindustry.game.*;
|
||||||
|
import mindustry.gen.*;
|
||||||
|
import mindustry.graphics.*;
|
||||||
|
import mindustry.io.*;
|
||||||
|
import mindustry.type.*;
|
||||||
|
import mindustry.ui.*;
|
||||||
|
import mindustry.ui.dialogs.*;
|
||||||
|
|
||||||
|
import static mindustry.Vars.*;
|
||||||
|
|
||||||
|
public class MapLocalesDialog extends BaseDialog{
|
||||||
|
/** Width of UI property card. */
|
||||||
|
private static final float cardWidth = 400f;
|
||||||
|
/** Style for filter options buttons */
|
||||||
|
private static final TextButtonStyle filterStyle = new TextButtonStyle(){{
|
||||||
|
up = down = checked = over = Tex.whitePane;
|
||||||
|
font = Fonts.outline;
|
||||||
|
fontColor = Color.lightGray;
|
||||||
|
overFontColor = Pal.accent;
|
||||||
|
disabledFontColor = Color.gray;
|
||||||
|
disabled = Styles.black;
|
||||||
|
}};
|
||||||
|
/** Icons for use in map locales dialog. */
|
||||||
|
private static final ContentType[] contentIcons = {ContentType.item, ContentType.block, ContentType.liquid, ContentType.status, ContentType.unit};
|
||||||
|
|
||||||
|
private MapLocales locales;
|
||||||
|
private MapLocales lastSaved;
|
||||||
|
private boolean saved = true;
|
||||||
|
private Table langs;
|
||||||
|
private Table main;
|
||||||
|
private Table propView;
|
||||||
|
private String selectedLocale;
|
||||||
|
|
||||||
|
private boolean applytoall = true;
|
||||||
|
private boolean collapsed = false;
|
||||||
|
private String searchString = "";
|
||||||
|
private boolean searchByValue = false;
|
||||||
|
private boolean showCorrect = true;
|
||||||
|
private boolean showMissing = true;
|
||||||
|
private boolean showSame = true;
|
||||||
|
|
||||||
|
public MapLocalesDialog(){
|
||||||
|
super("@editor.locales");
|
||||||
|
|
||||||
|
selectedLocale = MapLocales.currentLocale();
|
||||||
|
|
||||||
|
langs = new Table(Tex.button);
|
||||||
|
main = new Table();
|
||||||
|
propView = new Table();
|
||||||
|
|
||||||
|
buttons.add("").uniform();
|
||||||
|
|
||||||
|
buttons.table(t -> {
|
||||||
|
t.defaults().pad(3).center();
|
||||||
|
|
||||||
|
t.button("@back", Icon.left, () -> {
|
||||||
|
if(!saved) ui.showConfirm("@editor.locales", "@editor.savechanges", () -> {
|
||||||
|
editor.tags.put("locales", JsonIO.write(locales));
|
||||||
|
state.mapLocales = locales;
|
||||||
|
});
|
||||||
|
hide();
|
||||||
|
}).size(210f, 64f);
|
||||||
|
closeOnBack(() -> {
|
||||||
|
if(!saved) ui.showConfirm("@editor.locales", "@editor.savechanges", () -> {
|
||||||
|
editor.tags.put("locales", JsonIO.write(locales));
|
||||||
|
state.mapLocales = locales;
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
t.button("@editor.apply", Icon.ok, () -> {
|
||||||
|
editor.tags.put("locales", JsonIO.write(locales));
|
||||||
|
state.mapLocales = locales;
|
||||||
|
lastSaved = locales.copy();
|
||||||
|
saved = true;
|
||||||
|
}).size(210f, 64f).disabled(b -> saved);
|
||||||
|
|
||||||
|
t.button("@edit", Icon.edit, this::editDialog).size(210f, 64f);
|
||||||
|
}).growX();
|
||||||
|
|
||||||
|
resized(this::buildMain);
|
||||||
|
|
||||||
|
buttons.button("?", () -> ui.showInfo("@locales.info")).size(60f, 64f).uniform();
|
||||||
|
|
||||||
|
shown(this::setup);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void show(MapLocales locales){
|
||||||
|
this.locales = locales;
|
||||||
|
lastSaved = locales.copy();
|
||||||
|
saved = true;
|
||||||
|
show();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void setup(){
|
||||||
|
cont.clear();
|
||||||
|
|
||||||
|
buildTables();
|
||||||
|
|
||||||
|
cont.add(langs).left();
|
||||||
|
|
||||||
|
cont.table(t -> {
|
||||||
|
// search/collapse all/filter
|
||||||
|
t.table(a -> {
|
||||||
|
a.button(Icon.downOpen, Styles.emptyTogglei, () -> {
|
||||||
|
collapsed = !collapsed;
|
||||||
|
buildMain();
|
||||||
|
}).update(b -> {
|
||||||
|
b.replaceImage(new Image(collapsed ? Icon.upOpen : Icon.downOpen));
|
||||||
|
b.setChecked(collapsed);
|
||||||
|
}).size(35f);
|
||||||
|
|
||||||
|
a.button(Icon.filter, Styles.emptyi, () -> filterDialog(this::buildMain)).padLeft(10f).size(35f);
|
||||||
|
|
||||||
|
var field = a.field("", v -> {
|
||||||
|
searchString = v;
|
||||||
|
buildMain();
|
||||||
|
}).update(f -> f.setText(searchString)).maxTextLength(64).padLeft(10f).width(250f).update(f -> f.setMessageText(searchByValue ? "@locales.searchvalue": "@locales.searchname")).get();
|
||||||
|
|
||||||
|
a.button(Icon.cancel, Styles.emptyi, () -> {
|
||||||
|
searchString = "";
|
||||||
|
field.setText("");
|
||||||
|
buildMain();
|
||||||
|
}).padLeft(10f).size(35f);
|
||||||
|
}).row();
|
||||||
|
|
||||||
|
t.check("@locales.applytoall", applytoall, b -> applytoall = b).pad(10f).row();
|
||||||
|
|
||||||
|
t.add(main).center().grow().row();
|
||||||
|
}).pad(10f).grow();
|
||||||
|
|
||||||
|
// property addition
|
||||||
|
cont.table(Tex.button, t -> {
|
||||||
|
TextField name = t.field("name", s -> {}).maxTextLength(64).fillX().padTop(10f).get();
|
||||||
|
t.row();
|
||||||
|
TextField value = t.area("text", s -> {}).maxTextLength(1000).fillX().height(140f).get();
|
||||||
|
t.row();
|
||||||
|
|
||||||
|
t.button("@add", Icon.add, () -> {
|
||||||
|
if(applytoall){
|
||||||
|
for(var locale : locales.values()){
|
||||||
|
locale.put(name.getText(), value.getText());
|
||||||
|
}
|
||||||
|
}else{
|
||||||
|
locales.get(selectedLocale).put(name.getText(), value.getText());
|
||||||
|
}
|
||||||
|
|
||||||
|
saved = false;
|
||||||
|
buildMain();
|
||||||
|
}).padTop(10f).size(cardWidth, 50f).fillX().row();
|
||||||
|
}).right();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void buildTables(){
|
||||||
|
if(!locales.containsKey(selectedLocale)){
|
||||||
|
locales.put(selectedLocale, new StringMap());
|
||||||
|
}
|
||||||
|
|
||||||
|
buildLocalesTable();
|
||||||
|
buildMain();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void buildLocalesTable(){
|
||||||
|
langs.clear();
|
||||||
|
|
||||||
|
langs.pane(p -> {
|
||||||
|
for(var loc : Vars.locales){
|
||||||
|
String name = loc.toString();
|
||||||
|
|
||||||
|
if(locales.containsKey(name)){
|
||||||
|
p.button(loc.getDisplayName(Core.bundle.getLocale()), Styles.flatTogglet, () -> {
|
||||||
|
if(name.equals(selectedLocale)) return;
|
||||||
|
|
||||||
|
selectedLocale = name;
|
||||||
|
buildTables();
|
||||||
|
}).update(b -> b.setChecked(selectedLocale.equals(name))).width(200f).minHeight(50f);
|
||||||
|
p.button(Icon.edit, Styles.flati, () -> localeEditDialog(name)).size(50f);
|
||||||
|
p.button(Icon.trash, Styles.flati, () -> ui.showConfirm("@confirm", "@locales.deletelocale", () -> {
|
||||||
|
locales.remove(name);
|
||||||
|
|
||||||
|
selectedLocale = (locales.size != 0 ? locales.keys().next() : Core.settings.getString("locale"));
|
||||||
|
saved = false;
|
||||||
|
buildTables();
|
||||||
|
})).size(50f).row();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}).row();
|
||||||
|
langs.button("@add", Icon.add, this::addLocaleDialog).padTop(10f).width(250f);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void buildMain(){
|
||||||
|
main.clear();
|
||||||
|
|
||||||
|
StringMap props = locales.get(selectedLocale);
|
||||||
|
|
||||||
|
main.image().color(Pal.gray).height(3f).growX().expandY().top().row();
|
||||||
|
main.pane(p -> {
|
||||||
|
int cols = Math.max(1, (int)((Core.graphics.getWidth() / Scl.scl() - 410f) / cardWidth) - 1);
|
||||||
|
if(props.size == 0){
|
||||||
|
main.add("@empty").center().row();
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
p.defaults().top();
|
||||||
|
|
||||||
|
Table[] colTables = new Table[cols];
|
||||||
|
for(var i = 0; i < cols; i++){
|
||||||
|
colTables[i] = new Table();
|
||||||
|
}
|
||||||
|
int i = 0;
|
||||||
|
|
||||||
|
// To sort properties in alphabetic order
|
||||||
|
Seq<String> keys = props.keys().toSeq().sort();
|
||||||
|
|
||||||
|
for(var key : keys){
|
||||||
|
var comparsionString = (searchByValue ? props.get(key).toLowerCase() : key.toLowerCase());
|
||||||
|
if(!searchString.isEmpty() && !comparsionString.contains(searchString.toLowerCase())) continue;
|
||||||
|
|
||||||
|
PropertyStatus status = getPropertyStatus(key, props.get(key), selectedLocale, false);
|
||||||
|
if(status == PropertyStatus.correct && !showCorrect) continue;
|
||||||
|
if(status == PropertyStatus.missing && !showMissing) continue;
|
||||||
|
if(status == PropertyStatus.same && !showSame) continue;
|
||||||
|
|
||||||
|
colTables[i].table(Tex.whitePane, t -> {
|
||||||
|
boolean[] shown = {!collapsed};
|
||||||
|
String[] propKey = {key};
|
||||||
|
String[] propValue = {props.get(key)};
|
||||||
|
|
||||||
|
// collapse button
|
||||||
|
t.button(Icon.downOpen, Styles.emptyTogglei, () -> shown[0] = !shown[0]).update(b -> {
|
||||||
|
b.replaceImage(new Image(shown[0] ? Icon.upOpen : Icon.downOpen));
|
||||||
|
b.setChecked(shown[0]);
|
||||||
|
}).size(35f);
|
||||||
|
|
||||||
|
// property name field
|
||||||
|
t.field(propKey[0], (f, c) -> c != '=' && c != ':', v -> {
|
||||||
|
if(props.containsKey(v)){
|
||||||
|
t.setColor(Color.valueOf("f25555"));
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if(applytoall){
|
||||||
|
for(var bundle : locales.values()){
|
||||||
|
if(!bundle.containsKey(v)){
|
||||||
|
String value = bundle.get(propKey[0]);
|
||||||
|
if(value == null) continue;
|
||||||
|
|
||||||
|
bundle.remove(propKey[0]);
|
||||||
|
bundle.put(v, value);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}else{
|
||||||
|
if(!props.containsKey(v)){
|
||||||
|
props.remove(propKey[0]);
|
||||||
|
props.put(v, propValue[0]);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
propKey[0] = v;
|
||||||
|
updateCard(t, v, propValue[0]);
|
||||||
|
saved = false;
|
||||||
|
}).maxTextLength(64).width(cardWidth - 125f);
|
||||||
|
|
||||||
|
// remove button
|
||||||
|
t.button(Icon.trash, Styles.emptyi, () -> {
|
||||||
|
if(applytoall){
|
||||||
|
for(var bundle : locales.values()){
|
||||||
|
bundle.remove(propKey[0]);
|
||||||
|
}
|
||||||
|
}else{
|
||||||
|
props.remove(propKey[0]);
|
||||||
|
}
|
||||||
|
saved = false;
|
||||||
|
buildMain();
|
||||||
|
}).size(35f);
|
||||||
|
|
||||||
|
// more actions
|
||||||
|
t.button(Icon.edit, Styles.emptyi, () -> propEditDialog(t, propKey[0], propValue[0])).size(35f).row();
|
||||||
|
|
||||||
|
// property value area
|
||||||
|
t.collapser(c -> c.area(propValue[0], v -> {
|
||||||
|
props.put(propKey[0], v);
|
||||||
|
updateCard(t, propKey[0], v);
|
||||||
|
saved = false;
|
||||||
|
}).maxTextLength(1000).height(140f).update(a -> {
|
||||||
|
propValue[0] = props.get(propKey[0]);
|
||||||
|
a.setText(props.get(propKey[0]));
|
||||||
|
}).growX(), () -> shown[0]).colspan(4).growX();
|
||||||
|
|
||||||
|
updateCard(t, propKey[0], propValue[0]);
|
||||||
|
}).top().width(cardWidth).pad(5f).row();
|
||||||
|
|
||||||
|
i = ++i % cols;
|
||||||
|
}
|
||||||
|
|
||||||
|
if(!colTables[0].hasChildren()){
|
||||||
|
main.add("@empty").center().row();
|
||||||
|
}else{
|
||||||
|
p.add(colTables);
|
||||||
|
}
|
||||||
|
}).growX().row();
|
||||||
|
main.image().color(Pal.gray).height(3f).growX().expandY().bottom().row();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void updateCard(Table table, String propKey, String propValue){
|
||||||
|
updateCard(table, propKey, propValue, selectedLocale, false);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void updateCard(Table table, String propKey, String propValue, String locale, boolean viewCard){
|
||||||
|
switch(getPropertyStatus(propKey, propValue, locale, viewCard)){
|
||||||
|
case missing -> table.setColor(Pal.accent);
|
||||||
|
case same -> table.setColor(Pal.techBlue);
|
||||||
|
case correct -> table.setColor(Pal.gray);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Property statuses for main dialog and property view dialog are a bit different
|
||||||
|
private PropertyStatus getPropertyStatus(String propKey, String propValue, String locale, boolean forView){
|
||||||
|
if(forView && propValue == null) return PropertyStatus.missing;
|
||||||
|
|
||||||
|
for(var bundle : locales.entries()){
|
||||||
|
if(!forView && bundle.key.equals(selectedLocale)) continue;
|
||||||
|
if(forView && bundle.key.equals(locale)) continue;
|
||||||
|
|
||||||
|
StringMap props = bundle.value;
|
||||||
|
|
||||||
|
if(!props.containsKey(propKey)){
|
||||||
|
if(!forView) return PropertyStatus.missing;
|
||||||
|
}else{
|
||||||
|
if(props.get(propKey).equals(propValue)){
|
||||||
|
return PropertyStatus.same;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return PropertyStatus.correct;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void addLocaleDialog(){
|
||||||
|
BaseDialog dialog = new BaseDialog("@add");
|
||||||
|
|
||||||
|
dialog.cont.pane(t -> {
|
||||||
|
for(var loc : Vars.locales){
|
||||||
|
String name = loc.toString();
|
||||||
|
|
||||||
|
if(!locales.containsKey(name)){
|
||||||
|
t.button(loc.getDisplayName(Core.bundle.getLocale()), Styles.flatTogglet, () -> {
|
||||||
|
if(name.equals(selectedLocale)) return;
|
||||||
|
|
||||||
|
locales.put(name, new StringMap());
|
||||||
|
|
||||||
|
selectedLocale = name;
|
||||||
|
saved = false;
|
||||||
|
buildTables();
|
||||||
|
dialog.hide();
|
||||||
|
}).update(b -> b.setChecked(selectedLocale.equals(name))).size(400f, 50f).row();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
dialog.addCloseButton();
|
||||||
|
dialog.show();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void propEditDialog(Table card, String key, String value){
|
||||||
|
BaseDialog dialog = new BaseDialog("@edit");
|
||||||
|
|
||||||
|
dialog.cont.pane(p -> {
|
||||||
|
p.margin(10f);
|
||||||
|
p.table(Tex.button, t -> {
|
||||||
|
t.defaults().size(450f, 60f).left();
|
||||||
|
|
||||||
|
t.button("@locales.addtoother", Icon.add, Styles.flatt, () -> {
|
||||||
|
for(var bundle : locales.values()){
|
||||||
|
if(!bundle.containsKey(key)){
|
||||||
|
bundle.put(key, value);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
saved = false;
|
||||||
|
updateCard(card, key, value);
|
||||||
|
dialog.hide();
|
||||||
|
}).marginLeft(12f).row();
|
||||||
|
|
||||||
|
t.button("@locales.viewproperty", Icon.zoom, Styles.flatt, () -> {
|
||||||
|
viewPropertyDialog(key);
|
||||||
|
dialog.hide();
|
||||||
|
}).marginLeft(12f).row();
|
||||||
|
|
||||||
|
t.button("@locales.addicon", Icon.image, Styles.flatt, () -> {
|
||||||
|
addIconDialog(res -> {
|
||||||
|
locales.get(selectedLocale).put(key, value + res);
|
||||||
|
saved = false;
|
||||||
|
});
|
||||||
|
dialog.hide();
|
||||||
|
}).marginLeft(12f).row();
|
||||||
|
|
||||||
|
t.button("@locales.rollback", Icon.undo, Styles.flatt, () -> {
|
||||||
|
locales.get(selectedLocale).put(key, lastSaved.get(selectedLocale).get(key));
|
||||||
|
buildTables();
|
||||||
|
dialog.hide();
|
||||||
|
}).disabled(b -> {
|
||||||
|
if(!lastSaved.containsKey(selectedLocale)) return true;
|
||||||
|
StringMap savedMap = lastSaved.get(selectedLocale);
|
||||||
|
return !savedMap.containsKey(key) || savedMap.get(key).equals(locales.get(selectedLocale).get(key));
|
||||||
|
}).marginLeft(12f).row();
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
dialog.addCloseButton();
|
||||||
|
dialog.show();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void localeEditDialog(String locale){
|
||||||
|
BaseDialog dialog = new BaseDialog("@edit");
|
||||||
|
|
||||||
|
dialog.cont.pane(p -> {
|
||||||
|
p.margin(10f);
|
||||||
|
p.table(Tex.button, t -> {
|
||||||
|
t.defaults().size(350f, 60f).left();
|
||||||
|
|
||||||
|
t.button("@waves.copy", Icon.copy, Styles.flatt, () -> {
|
||||||
|
Core.app.setClipboardText(writeLocale(locale));
|
||||||
|
ui.showInfoFade("@copied");
|
||||||
|
dialog.hide();
|
||||||
|
}).marginLeft(12f).row();
|
||||||
|
t.button("@waves.load", Icon.download, Styles.flatt, () -> {
|
||||||
|
locales.put(locale, readLocale(Core.app.getClipboardText()));
|
||||||
|
buildTables();
|
||||||
|
saved = false;
|
||||||
|
dialog.hide();
|
||||||
|
}).disabled(Core.app.getClipboardText() == null).marginLeft(12f).row();
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
dialog.addCloseButton();
|
||||||
|
dialog.show();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void editDialog(){
|
||||||
|
BaseDialog dialog = new BaseDialog("@edit");
|
||||||
|
|
||||||
|
dialog.cont.pane(p -> {
|
||||||
|
p.margin(10f);
|
||||||
|
p.table(Tex.button, t -> {
|
||||||
|
t.defaults().size(450f, 60f).left();
|
||||||
|
|
||||||
|
t.button("@waves.copy", Icon.copy, Styles.flatt, () -> {
|
||||||
|
Core.app.setClipboardText(writeBundles());
|
||||||
|
ui.showInfoFade("@copied");
|
||||||
|
dialog.hide();
|
||||||
|
}).marginLeft(12f).row();
|
||||||
|
t.button("@waves.load", Icon.download, Styles.flatt, () -> {
|
||||||
|
locales = readBundles(Core.app.getClipboardText());
|
||||||
|
buildTables();
|
||||||
|
saved = false;
|
||||||
|
dialog.hide();
|
||||||
|
}).disabled(Core.app.getClipboardText() == null).marginLeft(12f).row();
|
||||||
|
t.button("@locales.rollback", Icon.undo, Styles.flatt, () -> {
|
||||||
|
locales = lastSaved.copy();
|
||||||
|
saved = true;
|
||||||
|
buildTables();
|
||||||
|
dialog.hide();
|
||||||
|
}).disabled(b -> saved).marginLeft(12f).row();
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
dialog.addCloseButton();
|
||||||
|
dialog.show();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void viewPropertyDialog(String key){
|
||||||
|
BaseDialog dialog = new BaseDialog(Core.bundle.format("locales.viewing", key));
|
||||||
|
|
||||||
|
dialog.cont.table(t -> {
|
||||||
|
t.button(Icon.filter, Styles.emptyi, () -> filterDialog(() -> buildPropView(key))).size(35f);
|
||||||
|
|
||||||
|
var field = t.field(searchString, v -> {
|
||||||
|
searchString = v;
|
||||||
|
buildPropView(key);
|
||||||
|
}).update(f -> f.setText(searchString)).maxTextLength(64).padLeft(10f).width(250f).update(f -> f.setMessageText(searchByValue ? "@locales.searchvalue" : "@locales.searchlocale")).get();
|
||||||
|
|
||||||
|
t.button(Icon.cancel, Styles.emptyi, () -> {
|
||||||
|
searchString = "";
|
||||||
|
field.setText("");
|
||||||
|
buildPropView(key);
|
||||||
|
}).padLeft(10f).size(35f);
|
||||||
|
}).row();
|
||||||
|
|
||||||
|
buildPropView(key);
|
||||||
|
dialog.cont.add(propView).grow().center().row();
|
||||||
|
|
||||||
|
dialog.addCloseButton();
|
||||||
|
dialog.closeOnBack();
|
||||||
|
dialog.hidden(this::buildMain);
|
||||||
|
|
||||||
|
dialog.show();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void buildPropView(String key){
|
||||||
|
propView.clear();
|
||||||
|
|
||||||
|
propView.image().color(Pal.gray).height(3f).fillX().top().row();
|
||||||
|
propView.pane(p -> {
|
||||||
|
int cols = Math.max(1, (int)((Core.graphics.getWidth() / Scl.scl() - 100f) / cardWidth));
|
||||||
|
if(cols == 0){
|
||||||
|
propView.add("@empty").center().row();
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
p.defaults().top();
|
||||||
|
|
||||||
|
Table[] colTables = new Table[cols];
|
||||||
|
for(var i = 0; i < cols; i++){
|
||||||
|
colTables[i] = new Table();
|
||||||
|
}
|
||||||
|
int i = 0;
|
||||||
|
|
||||||
|
for(var loc : Vars.locales){
|
||||||
|
String name = loc.toString();
|
||||||
|
if(!locales.containsKey(name)) continue;
|
||||||
|
|
||||||
|
PropertyStatus status = getPropertyStatus(key, locales.get(name).get(key), name, true);
|
||||||
|
if(status == PropertyStatus.correct && !showCorrect) continue;
|
||||||
|
if(status == PropertyStatus.missing && !showMissing) continue;
|
||||||
|
if(status == PropertyStatus.same && !showSame) continue;
|
||||||
|
|
||||||
|
if(status != PropertyStatus.missing){
|
||||||
|
var comparsionString = (searchByValue ? locales.get(name).get(key).toLowerCase() : loc.getDisplayName(Core.bundle.getLocale()).toLowerCase());
|
||||||
|
if(!searchString.isEmpty() && !comparsionString.contains(searchString.toLowerCase())) continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
colTables[i].table(Tex.whitePane, t -> {
|
||||||
|
t.add(loc.getDisplayName(Core.bundle.getLocale())).left().color(Pal.accent).row();
|
||||||
|
t.image().color(Pal.accent).fillX().row();
|
||||||
|
|
||||||
|
if(status == PropertyStatus.missing){
|
||||||
|
t.table(b ->
|
||||||
|
b.button("@add", Icon.add, () -> {
|
||||||
|
locales.get(name).put(key, "moai");
|
||||||
|
|
||||||
|
t.getCells().get(2).clearElement();
|
||||||
|
t.getCells().remove(2);
|
||||||
|
|
||||||
|
t.area(locales.get(name).get(key), v -> {
|
||||||
|
locales.get(name).put(key, v);
|
||||||
|
saved = false;
|
||||||
|
}).maxTextLength(1000).height(140f).growX().row();
|
||||||
|
}).size(160f, 50f)).height(140f).growX().row();
|
||||||
|
}else{
|
||||||
|
t.area(locales.get(name).get(key), v -> {
|
||||||
|
locales.get(name).put(key, v);
|
||||||
|
saved = false;
|
||||||
|
}).maxTextLength(1000).height(140f).growX().row();
|
||||||
|
}
|
||||||
|
}).update(t -> updateCard(t, key, locales.get(name).get(key), name, true)).top().width(cardWidth).pad(5f).row();
|
||||||
|
|
||||||
|
i = ++i % cols;
|
||||||
|
}
|
||||||
|
|
||||||
|
if(!colTables[0].hasChildren()){
|
||||||
|
propView.add("@empty").center().row();
|
||||||
|
}else{
|
||||||
|
p.add(colTables);
|
||||||
|
}
|
||||||
|
}).grow().row();
|
||||||
|
propView.image().color(Pal.gray).height(3f).fillX().bottom().row();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void filterDialog(Runnable hidden){
|
||||||
|
BaseDialog dialog = new BaseDialog("@locales.filter");
|
||||||
|
|
||||||
|
dialog.cont.table(t -> {
|
||||||
|
t.add("@search").row();
|
||||||
|
t.table(b -> {
|
||||||
|
b.button("@locales.byname", Styles.togglet, () -> searchByValue = false).size(300f, 50f).checked(v -> !searchByValue);
|
||||||
|
b.button("@locales.byvalue", Styles.togglet, () -> searchByValue = true).padLeft(10f).size(300f, 50f).checked(v -> searchByValue);
|
||||||
|
}).padTop(5f);
|
||||||
|
}).row();
|
||||||
|
|
||||||
|
dialog.cont.button("@locales.showcorrect", Icon.ok, filterStyle, () -> showCorrect = !showCorrect).update(b -> {
|
||||||
|
((Image)b.getChildren().get(1)).setDrawable(showCorrect ? Icon.ok : Icon.cancel);
|
||||||
|
b.setChecked(showCorrect);
|
||||||
|
}).size(450f, 100f).color(Pal.gray).padTop(65f);
|
||||||
|
|
||||||
|
dialog.cont.row();
|
||||||
|
|
||||||
|
dialog.cont.button("@locales.showmissing", Icon.ok, filterStyle, () -> showMissing = !showMissing).update(b -> {
|
||||||
|
((Image)b.getChildren().get(1)).setDrawable(showMissing ? Icon.ok : Icon.cancel);
|
||||||
|
b.setChecked(showMissing);
|
||||||
|
}).size(450f, 100f).color(Pal.accent).padTop(65f);
|
||||||
|
|
||||||
|
dialog.cont.row();
|
||||||
|
|
||||||
|
dialog.cont.button("@locales.showsame", Icon.ok, filterStyle, () -> showSame = !showSame).update(b -> {
|
||||||
|
((Image)b.getChildren().get(1)).setDrawable(showSame ? Icon.ok : Icon.cancel);
|
||||||
|
b.setChecked(showSame);
|
||||||
|
}).size(450f, 100f).color(Pal.techBlue).padTop(65f);
|
||||||
|
|
||||||
|
dialog.buttons.button("@back", Icon.left, () -> {
|
||||||
|
hidden.run();
|
||||||
|
dialog.hide();
|
||||||
|
}).size(210f, 64f);
|
||||||
|
dialog.closeOnBack(hidden);
|
||||||
|
|
||||||
|
dialog.show();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void addIconDialog(Cons<String> cons){
|
||||||
|
BaseDialog dialog = new BaseDialog("@locales.addicon");
|
||||||
|
|
||||||
|
Table icons = new Table();
|
||||||
|
TextField search = Elem.newField("", v -> iconsTable(icons, v.replace(" ", "").toLowerCase(), dialog, cons));
|
||||||
|
search.setMessageText("@search");
|
||||||
|
|
||||||
|
dialog.cont.table(t -> {
|
||||||
|
t.add(search).maxTextLength(64).padLeft(10f).width(250f);
|
||||||
|
|
||||||
|
t.button(Icon.cancel, Styles.emptyi, () -> {
|
||||||
|
search.setText("");
|
||||||
|
iconsTable(icons, "", dialog, cons);
|
||||||
|
}).padLeft(10f).size(35f);
|
||||||
|
}).row();
|
||||||
|
|
||||||
|
dialog.cont.pane(icons).scrollX(false);
|
||||||
|
dialog.resized(true, () -> iconsTable(icons, search.getText().replace(" ", "").toLowerCase(), dialog, cons));
|
||||||
|
|
||||||
|
dialog.addCloseButton();
|
||||||
|
dialog.closeOnBack();
|
||||||
|
dialog.setFillParent(true);
|
||||||
|
dialog.show();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void iconsTable(Table table, String search, Dialog dialog, Cons<String> cons){
|
||||||
|
table.clear();
|
||||||
|
|
||||||
|
table.marginRight(19f).marginLeft(12f);
|
||||||
|
table.defaults().size(48f);
|
||||||
|
|
||||||
|
int cols = (int)Math.min(20, Core.graphics.getWidth() / Scl.scl(52f));
|
||||||
|
|
||||||
|
int i = 0;
|
||||||
|
|
||||||
|
var codes = new ObjectIntMap<>(Iconc.codes);
|
||||||
|
|
||||||
|
for(var name : codes.keys()){
|
||||||
|
if(!name.toLowerCase().contains(search)) codes.remove(name);
|
||||||
|
}
|
||||||
|
|
||||||
|
if(codes.size > 0) table.image().colspan(cols).growX().width(-1f).height(3f).color(Pal.accent).row();
|
||||||
|
|
||||||
|
for(var icon : codes){
|
||||||
|
String res = (char)icon.value + "";
|
||||||
|
|
||||||
|
table.button(Icon.icons.get(icon.key), Styles.flati, iconMed, () -> {
|
||||||
|
cons.get(res);
|
||||||
|
dialog.hide();
|
||||||
|
}).tooltip(icon.key);
|
||||||
|
|
||||||
|
if(++i % cols == 0) table.row();
|
||||||
|
}
|
||||||
|
|
||||||
|
for(ContentType ctype : contentIcons){
|
||||||
|
var all = content.getBy(ctype).<UnlockableContent>as().select(u -> u.localizedName.replace(" ", "").toLowerCase().contains(search) && u.uiIcon.found());
|
||||||
|
|
||||||
|
table.row();
|
||||||
|
if(all.size > 0) table.image().colspan(cols).growX().width(-1f).height(3f).color(Pal.accent).row();
|
||||||
|
|
||||||
|
i = 0;
|
||||||
|
for(UnlockableContent u : all){
|
||||||
|
table.button(new TextureRegionDrawable(u.uiIcon), Styles.flati, iconMed, () -> {
|
||||||
|
cons.get(u.emoji() + "");
|
||||||
|
dialog.hide();
|
||||||
|
}).tooltip(u.localizedName);
|
||||||
|
|
||||||
|
if(++i % cols == 0) table.row();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
var teams = new Seq<>(Team.baseTeams);
|
||||||
|
teams = teams.select(u -> u.localized().toLowerCase().contains(search) && Core.atlas.has("team-" + u.name));
|
||||||
|
|
||||||
|
table.row();
|
||||||
|
if(teams.size > 0) table.image().colspan(cols).growX().width(-1f).height(3f).color(Pal.accent).row();
|
||||||
|
|
||||||
|
for(Team team : teams){
|
||||||
|
var region = Core.atlas.find("team-" + team.name);
|
||||||
|
|
||||||
|
table.button(new TextureRegionDrawable(region), Styles.flati, iconMed, () -> {
|
||||||
|
cons.get(team.emoji);
|
||||||
|
dialog.hide();
|
||||||
|
}).tooltip(team.localized());
|
||||||
|
|
||||||
|
if(++i % cols == 0) table.row();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private String writeBundles(){
|
||||||
|
StringBuilder data = new StringBuilder();
|
||||||
|
|
||||||
|
for(var locale : locales.keys()){
|
||||||
|
data.append(locale).append(":\n").append(writeLocale(locale));
|
||||||
|
}
|
||||||
|
|
||||||
|
return data.toString();
|
||||||
|
}
|
||||||
|
|
||||||
|
private String writeLocale(String key){
|
||||||
|
StringBuilder data = new StringBuilder();
|
||||||
|
|
||||||
|
if(!locales.containsKey(key)) return "";
|
||||||
|
|
||||||
|
for(var prop : locales.get(key).entries()){
|
||||||
|
// Convert \n in plain text to \\n, then convert newlines to \n
|
||||||
|
data.append(prop.key).append(" = ").append(prop.value
|
||||||
|
.replace("\\n", "\\\\n").replace("\n", "\\n")).append("\n");
|
||||||
|
}
|
||||||
|
|
||||||
|
return data.toString();
|
||||||
|
}
|
||||||
|
|
||||||
|
private MapLocales readBundles(String data){
|
||||||
|
MapLocales bundles = new MapLocales();
|
||||||
|
|
||||||
|
String currentLocale = "";
|
||||||
|
|
||||||
|
for(var line : data.split("\\r?\\n|\\r")){
|
||||||
|
if(line.endsWith(":") && !line.contains("=")){
|
||||||
|
currentLocale = line.substring(0, line.length() - 1);
|
||||||
|
bundles.put(currentLocale, new StringMap());
|
||||||
|
}else{
|
||||||
|
int sepIndex = line.indexOf(" = ");
|
||||||
|
if(sepIndex != -1 && !currentLocale.isEmpty()){
|
||||||
|
// Convert \n in file to newlines in text, then revert newlines with escape characters
|
||||||
|
bundles.get(currentLocale).put(line.substring(0, sepIndex), line.substring(sepIndex + 3)
|
||||||
|
.replace("\\n", "\n").replace("\\\n", "\\n"));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return bundles;
|
||||||
|
}
|
||||||
|
|
||||||
|
private StringMap readLocale(String data){
|
||||||
|
StringMap map = new StringMap();
|
||||||
|
|
||||||
|
for(var line : data.split("\\r?\\n|\\r")){
|
||||||
|
int sepIndex = line.indexOf(" = ");
|
||||||
|
if(sepIndex != -1){
|
||||||
|
// Convert \n in file to newlines in text, then revert newlines with escape characters
|
||||||
|
map.put(line.substring(0, sepIndex), line.substring(sepIndex + 3)
|
||||||
|
.replace("\\n", "\n").replace("\\\n", "\\n"));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return map;
|
||||||
|
}
|
||||||
|
|
||||||
|
private enum PropertyStatus{
|
||||||
|
correct,
|
||||||
|
missing,
|
||||||
|
same
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -246,6 +246,38 @@ public class MapObjectivesDialog extends BaseDialog{
|
|||||||
show();
|
show();
|
||||||
}});
|
}});
|
||||||
|
|
||||||
|
setInterpreter(Vertices.class, float[].class, (cont, name, type, field, remover, indexer, get, set) -> cont.table(main -> {
|
||||||
|
float[] data = get.get();
|
||||||
|
|
||||||
|
name(cont, name, remover, indexer);
|
||||||
|
cont.table(t -> {
|
||||||
|
t.left().defaults().left();
|
||||||
|
|
||||||
|
String[] names = {"x", "y", "color", "u", "v"};
|
||||||
|
int stride = 6;
|
||||||
|
int vertices = data.length / stride;
|
||||||
|
|
||||||
|
for(int i = 0; i < vertices; i++){
|
||||||
|
int offset = i * stride;
|
||||||
|
|
||||||
|
t.table(row -> {
|
||||||
|
for(int j = 0; j < names.length; j++){
|
||||||
|
int index = offset + j;
|
||||||
|
|
||||||
|
if("color".equals(names[j])) {
|
||||||
|
getInterpreter(Color.class).build(row, names[j], new TypeInfo(Color.class), null, null, null, () -> new Color().abgr8888(data[index]), value -> data[index] = value.toFloatBits());
|
||||||
|
}else{
|
||||||
|
float scale = j <= 1 ? tilesize : 1;
|
||||||
|
getInterpreter(float.class).build(row, names[j], new TypeInfo(float.class), null, null, null, () -> data[index] / scale, value -> data[index] = value * scale);
|
||||||
|
}
|
||||||
|
|
||||||
|
row.add().pad(4);
|
||||||
|
}
|
||||||
|
}).row();
|
||||||
|
}
|
||||||
|
});
|
||||||
|
}));
|
||||||
|
|
||||||
// Types that use the default interpreter. It would be nice if all types could use it, but I don't know how to reliably prevent classes like [? extends Content] from using it.
|
// Types that use the default interpreter. It would be nice if all types could use it, but I don't know how to reliably prevent classes like [? extends Content] from using it.
|
||||||
for(var obj : MapObjectives.allObjectiveTypes) setInterpreter(obj.get().getClass(), defaultInterpreter());
|
for(var obj : MapObjectives.allObjectiveTypes) setInterpreter(obj.get().getClass(), defaultInterpreter());
|
||||||
for(var mark : MapObjectives.allMarkerTypes) setInterpreter(mark.get().getClass(), defaultInterpreter());
|
for(var mark : MapObjectives.allMarkerTypes) setInterpreter(mark.get().getClass(), defaultInterpreter());
|
||||||
@@ -290,10 +322,12 @@ public class MapObjectivesDialog extends BaseDialog{
|
|||||||
t.button(Icon.downOpen, Styles.emptyi, () -> indexer.get(false)).fill().padRight(4f);
|
t.button(Icon.downOpen, Styles.emptyi, () -> indexer.get(false)).fill().padRight(4f);
|
||||||
}
|
}
|
||||||
|
|
||||||
t.button(Icon.add, Styles.emptyi, () -> getProvider(type.element.raw).get(type.element, res -> {
|
if(!field.isAnnotationPresent(Immutable.class)) {
|
||||||
arr.add(res);
|
t.button(Icon.add, Styles.emptyi, () -> getProvider(type.element.raw).get(type.element, res -> {
|
||||||
rebuild[0].run();
|
arr.add(res);
|
||||||
})).fill();
|
rebuild[0].run();
|
||||||
|
})).fill();
|
||||||
|
}
|
||||||
}).growX().height(46f).pad(0f, -10f, 0f, -10f).get();
|
}).growX().height(46f).pad(0f, -10f, 0f, -10f).get();
|
||||||
|
|
||||||
main.row().table(Tex.button, t -> rebuild[0] = () -> {
|
main.row().table(Tex.button, t -> rebuild[0] = () -> {
|
||||||
@@ -312,10 +346,10 @@ public class MapObjectivesDialog extends BaseDialog{
|
|||||||
|
|
||||||
getInterpreter((Class<Object>)arr.get(index).getClass()).build(
|
getInterpreter((Class<Object>)arr.get(index).getClass()).build(
|
||||||
t, "", new TypeInfo(arr.get(index).getClass()),
|
t, "", new TypeInfo(arr.get(index).getClass()),
|
||||||
field, () -> {
|
field, field == null || !field.isAnnotationPresent(Immutable.class) ? () -> {
|
||||||
arr.remove(index);
|
arr.remove(index);
|
||||||
rebuild[0].run();
|
rebuild[0].run();
|
||||||
}, field == null || !field.isAnnotationPresent(Unordered.class) ? in -> {
|
} : null, field == null || !field.isAnnotationPresent(Unordered.class) ? in -> {
|
||||||
if(in && index > 0){
|
if(in && index > 0){
|
||||||
arr.swap(index, index - 1);
|
arr.swap(index, index - 1);
|
||||||
rebuild[0].run();
|
rebuild[0].run();
|
||||||
|
|||||||
@@ -293,7 +293,6 @@ public class Damage{
|
|||||||
collided.each(c -> {
|
collided.each(c -> {
|
||||||
if(hitter.damage > 0 && (pierceCap <= 0 || collideCount[0] < pierceCap)){
|
if(hitter.damage > 0 && (pierceCap <= 0 || collideCount[0] < pierceCap)){
|
||||||
if(c.target instanceof Unit u){
|
if(c.target instanceof Unit u){
|
||||||
effect.at(c.x, c.y);
|
|
||||||
u.collision(hitter, c.x, c.y);
|
u.collision(hitter, c.x, c.y);
|
||||||
hitter.collision(u, c.x, c.y);
|
hitter.collision(u, c.x, c.y);
|
||||||
collideCount[0]++;
|
collideCount[0]++;
|
||||||
@@ -344,7 +343,6 @@ public class Damage{
|
|||||||
|
|
||||||
Units.nearbyEnemies(team, rect.setCentered(x, y, 1f), u -> {
|
Units.nearbyEnemies(team, rect.setCentered(x, y, 1f), u -> {
|
||||||
if(u.checkTarget(hitter.type.collidesAir, hitter.type.collidesGround) && u.hittable()){
|
if(u.checkTarget(hitter.type.collidesAir, hitter.type.collidesGround) && u.hittable()){
|
||||||
effect.at(x, y);
|
|
||||||
u.collision(hitter, x, y);
|
u.collision(hitter, x, y);
|
||||||
hitter.collision(u, x, y);
|
hitter.collision(u, x, y);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,8 +1,6 @@
|
|||||||
package mindustry.entities;
|
package mindustry.entities;
|
||||||
|
|
||||||
import arc.*;
|
import arc.*;
|
||||||
import arc.math.geom.*;
|
|
||||||
import arc.struct.*;
|
|
||||||
import arc.util.*;
|
import arc.util.*;
|
||||||
import mindustry.content.*;
|
import mindustry.content.*;
|
||||||
import mindustry.game.EventType.*;
|
import mindustry.game.EventType.*;
|
||||||
@@ -14,13 +12,12 @@ import static mindustry.Vars.*;
|
|||||||
|
|
||||||
public class Fires{
|
public class Fires{
|
||||||
private static final float baseLifetime = 1000f;
|
private static final float baseLifetime = 1000f;
|
||||||
private static final IntMap<Fire> map = new IntMap<>();
|
|
||||||
|
|
||||||
/** Start a fire on the tile. If there already is a fire there, refreshes its lifetime. */
|
/** Start a fire on the tile. If there already is a fire there, refreshes its lifetime. */
|
||||||
public static void create(Tile tile){
|
public static void create(Tile tile){
|
||||||
if(net.client() || tile == null || !state.rules.fire || !state.rules.hasEnv(Env.oxygen)) return; //not clientside.
|
if(net.client() || tile == null || !state.rules.fire || !state.rules.hasEnv(Env.oxygen)) return; //not clientside.
|
||||||
|
|
||||||
Fire fire = map.get(tile.pos());
|
Fire fire = get(tile);
|
||||||
|
|
||||||
if(fire == null){
|
if(fire == null){
|
||||||
fire = Fire.create();
|
fire = Fire.create();
|
||||||
@@ -28,48 +25,58 @@ public class Fires{
|
|||||||
fire.lifetime = baseLifetime;
|
fire.lifetime = baseLifetime;
|
||||||
fire.set(tile.worldx(), tile.worldy());
|
fire.set(tile.worldx(), tile.worldy());
|
||||||
fire.add();
|
fire.add();
|
||||||
map.put(tile.pos(), fire);
|
set(tile, fire);
|
||||||
}else{
|
}else{
|
||||||
fire.lifetime = baseLifetime;
|
fire.lifetime = baseLifetime;
|
||||||
fire.time = 0f;
|
fire.time = 0f;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public static Fire get(int x, int y){
|
public static @Nullable Fire get(Tile tile){
|
||||||
return map.get(Point2.pack(x, y));
|
return tile == null ? null : world.tiles.getFire(tile.array());
|
||||||
|
}
|
||||||
|
|
||||||
|
public static @Nullable Fire get(int x, int y){
|
||||||
|
return Structs.inBounds(x, y, world.width(), world.height()) ? world.tiles.getFire(world.packArray(x, y)) : null;
|
||||||
|
}
|
||||||
|
|
||||||
|
private static void set(Tile tile, Fire fire){
|
||||||
|
world.tiles.setFire(tile.array(), fire);
|
||||||
}
|
}
|
||||||
|
|
||||||
public static boolean has(int x, int y){
|
public static boolean has(int x, int y){
|
||||||
if(!Structs.inBounds(x, y, world.width(), world.height()) || !map.containsKey(Point2.pack(x, y))){
|
if(!Structs.inBounds(x, y, world.width(), world.height())){
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
Fire fire = map.get(Point2.pack(x, y));
|
Fire fire = get(x, y);
|
||||||
return fire.isAdded() && fire.fin() < 1f && fire.tile() != null && fire.tile().x == x && fire.tile().y == y;
|
return fire != null && fire.isAdded() && fire.fin() < 1f && fire.tile != null && fire.tile.x == x && fire.tile.y == y;
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Attempts to extinguish a fire by shortening its life. If there is no fire here, does nothing.
|
* Attempts to extinguish a fire by shortening its life. If there is no fire here, does nothing.
|
||||||
*/
|
*/
|
||||||
public static void extinguish(Tile tile, float intensity){
|
public static void extinguish(Tile tile, float intensity){
|
||||||
if(tile != null && map.containsKey(tile.pos())){
|
if(tile != null){
|
||||||
Fire fire = map.get(tile.pos());
|
Fire fire = get(tile);
|
||||||
fire.time(fire.time + intensity * Time.delta);
|
if(fire != null){
|
||||||
Fx.steam.at(fire);
|
fire.time(fire.time + intensity * Time.delta);
|
||||||
if(fire.time >= fire.lifetime){
|
Fx.steam.at(fire);
|
||||||
Events.fire(Trigger.fireExtinguish);
|
if(fire.time >= fire.lifetime){
|
||||||
|
Events.fire(Trigger.fireExtinguish);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public static void remove(Tile tile){
|
public static void remove(Tile tile){
|
||||||
if(tile != null){
|
if(tile != null){
|
||||||
map.remove(tile.pos());
|
set(tile, null);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public static void register(Fire fire){
|
public static void register(Fire fire){
|
||||||
if(fire.tile != null){
|
if(fire.tile != null){
|
||||||
map.put(fire.tile.pos(), fire);
|
set(fire.tile, fire);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -26,8 +26,8 @@ public class Puddles{
|
|||||||
}
|
}
|
||||||
|
|
||||||
/** Returns the Puddle on the specified tile. May return null. */
|
/** Returns the Puddle on the specified tile. May return null. */
|
||||||
public static Puddle get(Tile tile){
|
public static @Nullable Puddle get(Tile tile){
|
||||||
return world.tiles.puddle(tile.array());
|
return tile == null ? null : world.tiles.getPuddle(tile.array());
|
||||||
}
|
}
|
||||||
|
|
||||||
public static void deposit(Tile tile, Tile source, Liquid liquid, float amount, boolean initial){
|
public static void deposit(Tile tile, Tile source, Liquid liquid, float amount, boolean initial){
|
||||||
@@ -74,7 +74,7 @@ public class Puddles{
|
|||||||
Puddle puddle = Puddle.create();
|
Puddle puddle = Puddle.create();
|
||||||
puddle.tile = tile;
|
puddle.tile = tile;
|
||||||
puddle.liquid = liquid;
|
puddle.liquid = liquid;
|
||||||
puddle.amount = amount;
|
puddle.amount = Math.min(amount, maxLiquid);
|
||||||
puddle.set(ax, ay);
|
puddle.set(ax, ay);
|
||||||
register(puddle);
|
register(puddle);
|
||||||
puddle.add();
|
puddle.add();
|
||||||
|
|||||||
@@ -192,8 +192,18 @@ public class Units{
|
|||||||
|
|
||||||
/** Returns the nearest enemy tile in a range. */
|
/** Returns the nearest enemy tile in a range. */
|
||||||
public static Building findEnemyTile(Team team, float x, float y, float range, Boolf<Building> pred){
|
public static Building findEnemyTile(Team team, float x, float y, float range, Boolf<Building> pred){
|
||||||
|
return findEnemyTile(team, x, y, range, false, pred);
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Returns the nearest enemy tile in a range. */
|
||||||
|
public static Building findEnemyTile(Team team, float x, float y, float range, boolean checkUnder, Boolf<Building> pred){
|
||||||
if(team == Team.derelict) return null;
|
if(team == Team.derelict) return null;
|
||||||
|
|
||||||
|
if(checkUnder){
|
||||||
|
Building target = indexer.findEnemyTile(team, x, y, range, build -> !build.block.underBullets && pred.get(build));
|
||||||
|
if(target != null) return target;
|
||||||
|
}
|
||||||
|
|
||||||
return indexer.findEnemyTile(team, x, y, range, pred);
|
return indexer.findEnemyTile(team, x, y, range, pred);
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -214,7 +224,10 @@ public class Units{
|
|||||||
}
|
}
|
||||||
});
|
});
|
||||||
|
|
||||||
return buildResult;
|
var result = buildResult;
|
||||||
|
buildResult = null;
|
||||||
|
|
||||||
|
return result;
|
||||||
}
|
}
|
||||||
|
|
||||||
/** Iterates through all buildings in a range. */
|
/** Iterates through all buildings in a range. */
|
||||||
@@ -240,7 +253,7 @@ public class Units{
|
|||||||
if(unit != null){
|
if(unit != null){
|
||||||
return unit;
|
return unit;
|
||||||
}else{
|
}else{
|
||||||
return findEnemyTile(team, x, y, range, tilePred);
|
return findEnemyTile(team, x, y, range, true, tilePred);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -252,7 +265,7 @@ public class Units{
|
|||||||
if(unit != null){
|
if(unit != null){
|
||||||
return unit;
|
return unit;
|
||||||
}else{
|
}else{
|
||||||
return findEnemyTile(team, x, y, range, tilePred);
|
return findEnemyTile(team, x, y, range, true, tilePred);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -6,6 +6,7 @@ import mindustry.gen.*;
|
|||||||
import mindustry.type.*;
|
import mindustry.type.*;
|
||||||
|
|
||||||
public abstract class Ability implements Cloneable{
|
public abstract class Ability implements Cloneable{
|
||||||
|
protected static final float descriptionWidth = 350f;
|
||||||
/** If false, this ability does not show in unit stats. */
|
/** If false, this ability does not show in unit stats. */
|
||||||
public boolean display = true;
|
public boolean display = true;
|
||||||
//the one and only data variable that is synced.
|
//the one and only data variable that is synced.
|
||||||
@@ -16,7 +17,16 @@ public abstract class Ability implements Cloneable{
|
|||||||
public void death(Unit unit){}
|
public void death(Unit unit){}
|
||||||
public void init(UnitType type){}
|
public void init(UnitType type){}
|
||||||
public void displayBars(Unit unit, Table bars){}
|
public void displayBars(Unit unit, Table bars){}
|
||||||
public void addStats(Table t){}
|
public void addStats(Table t){
|
||||||
|
if(Core.bundle.has(getBundle() + ".description")){
|
||||||
|
t.add(Core.bundle.get(getBundle() + ".description")).wrap().width(descriptionWidth);
|
||||||
|
t.row();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public String abilityStat(String stat, Object... values){
|
||||||
|
return Core.bundle.format("ability.stat." + stat, values);
|
||||||
|
}
|
||||||
|
|
||||||
public Ability copy(){
|
public Ability copy(){
|
||||||
try{
|
try{
|
||||||
@@ -29,7 +39,11 @@ public abstract class Ability implements Cloneable{
|
|||||||
|
|
||||||
/** @return localized ability name; mods should override this. */
|
/** @return localized ability name; mods should override this. */
|
||||||
public String localized(){
|
public String localized(){
|
||||||
|
return Core.bundle.get(getBundle());
|
||||||
|
}
|
||||||
|
|
||||||
|
public String getBundle(){
|
||||||
var type = getClass();
|
var type = getClass();
|
||||||
return Core.bundle.get("ability." + (type.isAnonymousClass() ? type.getSuperclass() : type).getSimpleName().replace("Ability", "").toLowerCase());
|
return "ability." + (type.isAnonymousClass() ? type.getSuperclass() : type).getSimpleName().replace("Ability", "").toLowerCase();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -4,18 +4,27 @@ import arc.*;
|
|||||||
import arc.graphics.*;
|
import arc.graphics.*;
|
||||||
import arc.graphics.g2d.*;
|
import arc.graphics.g2d.*;
|
||||||
import arc.math.*;
|
import arc.math.*;
|
||||||
import arc.scene.ui.layout.Table;
|
import arc.scene.ui.layout.*;
|
||||||
import arc.util.*;
|
import arc.util.*;
|
||||||
import mindustry.gen.*;
|
import mindustry.gen.*;
|
||||||
import mindustry.graphics.*;
|
import mindustry.graphics.*;
|
||||||
import mindustry.world.meta.*;
|
|
||||||
|
|
||||||
public class ArmorPlateAbility extends Ability{
|
public class ArmorPlateAbility extends Ability{
|
||||||
public TextureRegion plateRegion;
|
public TextureRegion plateRegion;
|
||||||
public Color color = Color.valueOf("d1efff");
|
public TextureRegion shineRegion;
|
||||||
|
public String plateSuffix = "-armor";
|
||||||
|
public String shineSuffix = "-shine";
|
||||||
|
/** Color of the shine. If null, uses team color. */
|
||||||
|
public @Nullable Color color = null;
|
||||||
|
public float shineSpeed = 1f;
|
||||||
|
public float z = -1;
|
||||||
|
|
||||||
|
/** Whether to draw the plate region. */
|
||||||
|
public boolean drawPlate = true;
|
||||||
|
/** Whether to draw the shine over the plate region. */
|
||||||
|
public boolean drawShine = true;
|
||||||
|
|
||||||
public float healthMultiplier = 0.2f;
|
public float healthMultiplier = 0.2f;
|
||||||
public float z = Layer.effect;
|
|
||||||
|
|
||||||
protected float warmup;
|
protected float warmup;
|
||||||
|
|
||||||
@@ -29,29 +38,45 @@ public class ArmorPlateAbility extends Ability{
|
|||||||
|
|
||||||
@Override
|
@Override
|
||||||
public void addStats(Table t){
|
public void addStats(Table t){
|
||||||
t.add("[lightgray]" + Stat.healthMultiplier.localized() + ": [white]" + Math.round(healthMultiplier * 100f) + 100 + "%");
|
super.addStats(t);
|
||||||
|
t.add(abilityStat("damagereduction", Strings.autoFixed(-healthMultiplier * 100f, 1)));
|
||||||
}
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
public void draw(Unit unit){
|
public void draw(Unit unit){
|
||||||
|
if(!drawPlate && !drawShine) return;
|
||||||
|
|
||||||
if(warmup > 0.001f){
|
if(warmup > 0.001f){
|
||||||
if(plateRegion == null){
|
if(plateRegion == null){
|
||||||
plateRegion = Core.atlas.find(unit.type.name + "-armor", unit.type.region);
|
plateRegion = Core.atlas.find(unit.type.name + plateSuffix, unit.type.region);
|
||||||
|
shineRegion = Core.atlas.find(unit.type.name + shineSuffix, plateRegion);
|
||||||
}
|
}
|
||||||
|
|
||||||
Draw.draw(z <= 0 ? Draw.z() : z, () -> {
|
float pz = Draw.z();
|
||||||
Shaders.armor.region = plateRegion;
|
if(z > 0) Draw.z(z);
|
||||||
Shaders.armor.progress = warmup;
|
|
||||||
Shaders.armor.time = -Time.time / 20f;
|
|
||||||
|
|
||||||
Draw.rect(Shaders.armor.region, unit.x, unit.y, unit.rotation - 90f);
|
if(drawPlate){
|
||||||
Draw.color(color);
|
Draw.alpha(warmup);
|
||||||
Draw.shader(Shaders.armor);
|
Draw.rect(plateRegion, unit.x, unit.y, unit.rotation - 90f);
|
||||||
Draw.rect(Shaders.armor.region, unit.x, unit.y, unit.rotation - 90f);
|
Draw.alpha(1f);
|
||||||
Draw.shader();
|
}
|
||||||
|
|
||||||
Draw.reset();
|
if(drawShine){
|
||||||
});
|
Draw.draw(Draw.z(), () -> {
|
||||||
|
Shaders.armor.region = shineRegion;
|
||||||
|
Shaders.armor.progress = warmup;
|
||||||
|
Shaders.armor.time = -Time.time / 20f * shineSpeed;
|
||||||
|
|
||||||
|
Draw.color(color == null ? unit.team.color : color);
|
||||||
|
Draw.shader(Shaders.armor);
|
||||||
|
Draw.rect(shineRegion, unit.x, unit.y, unit.rotation - 90f);
|
||||||
|
Draw.shader();
|
||||||
|
|
||||||
|
Draw.reset();
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
Draw.z(pz);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -14,7 +14,6 @@ import mindustry.game.*;
|
|||||||
import mindustry.gen.*;
|
import mindustry.gen.*;
|
||||||
import mindustry.graphics.*;
|
import mindustry.graphics.*;
|
||||||
import mindustry.type.*;
|
import mindustry.type.*;
|
||||||
import mindustry.world.meta.*;
|
|
||||||
|
|
||||||
import static mindustry.Vars.*;
|
import static mindustry.Vars.*;
|
||||||
|
|
||||||
@@ -53,23 +52,29 @@ public class EnergyFieldAbility extends Ability{
|
|||||||
|
|
||||||
@Override
|
@Override
|
||||||
public void addStats(Table t){
|
public void addStats(Table t){
|
||||||
t.add(Core.bundle.format("bullet.damage", damage));
|
if(displayHeal){
|
||||||
|
t.add(Core.bundle.get(getBundle() + ".healdescription")).wrap().width(descriptionWidth);
|
||||||
|
}else{
|
||||||
|
t.add(Core.bundle.get(getBundle() + ".description")).wrap().width(descriptionWidth);
|
||||||
|
}
|
||||||
t.row();
|
t.row();
|
||||||
t.add("[lightgray]" + Stat.reload.localized() + ": [white]" + Strings.autoFixed(60f / reload, 2) + " " + StatUnit.perSecond.localized());
|
|
||||||
t.row();
|
|
||||||
t.add("[lightgray]" + Stat.shootRange.localized() + ": [white]" + Strings.autoFixed(range / tilesize, 2) + " " + StatUnit.blocks.localized());
|
|
||||||
t.row();
|
|
||||||
t.add(Core.bundle.format("ability.energyfield.maxtargets", maxTargets));
|
|
||||||
|
|
||||||
|
t.add(Core.bundle.format("bullet.range", Strings.autoFixed(range / tilesize, 2)));
|
||||||
|
t.row();
|
||||||
|
t.add(abilityStat("firingrate", Strings.autoFixed(60f / reload, 2)));
|
||||||
|
t.row();
|
||||||
|
t.add(abilityStat("maxtargets", maxTargets));
|
||||||
|
t.row();
|
||||||
|
t.add(Core.bundle.format("bullet.damage", damage));
|
||||||
|
if(status != StatusEffects.none){
|
||||||
|
t.row();
|
||||||
|
t.add((status.hasEmoji() ? status.emoji() : "") + "[stat]" + status.localizedName);
|
||||||
|
}
|
||||||
if(displayHeal){
|
if(displayHeal){
|
||||||
t.row();
|
t.row();
|
||||||
t.add(Core.bundle.format("bullet.healpercent", Strings.autoFixed(healPercent, 2)));
|
t.add(Core.bundle.format("bullet.healpercent", Strings.autoFixed(healPercent, 2)));
|
||||||
t.row();
|
t.row();
|
||||||
t.add(Core.bundle.format("ability.energyfield.sametypehealmultiplier", Math.round(sameTypeHealMult * 100f)));
|
t.add(abilityStat("sametypehealmultiplier", (sameTypeHealMult < 1f ? "[negstat]" : "") + Strings.autoFixed(sameTypeHealMult * 100f, 2)));
|
||||||
}
|
|
||||||
if(status != StatusEffects.none){
|
|
||||||
t.row();
|
|
||||||
t.add(status.emoji() + " " + status.localizedName);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -1,5 +1,6 @@
|
|||||||
package mindustry.entities.abilities;
|
package mindustry.entities.abilities;
|
||||||
|
|
||||||
|
import arc.*;
|
||||||
import arc.func.*;
|
import arc.func.*;
|
||||||
import arc.graphics.*;
|
import arc.graphics.*;
|
||||||
import arc.graphics.g2d.*;
|
import arc.graphics.g2d.*;
|
||||||
@@ -12,7 +13,6 @@ import mindustry.content.*;
|
|||||||
import mindustry.gen.*;
|
import mindustry.gen.*;
|
||||||
import mindustry.graphics.*;
|
import mindustry.graphics.*;
|
||||||
import mindustry.ui.*;
|
import mindustry.ui.*;
|
||||||
import mindustry.world.meta.*;
|
|
||||||
|
|
||||||
import static mindustry.Vars.*;
|
import static mindustry.Vars.*;
|
||||||
|
|
||||||
@@ -73,14 +73,14 @@ public class ForceFieldAbility extends Ability{
|
|||||||
|
|
||||||
@Override
|
@Override
|
||||||
public void addStats(Table t){
|
public void addStats(Table t){
|
||||||
t.add("[lightgray]" + Stat.health.localized() + ": [white]" + Math.round(max));
|
super.addStats(t);
|
||||||
|
t.add(Core.bundle.format("bullet.range", Strings.autoFixed(radius / tilesize, 2)));
|
||||||
t.row();
|
t.row();
|
||||||
t.add("[lightgray]" + Stat.shootRange.localized() + ": [white]" + Strings.autoFixed(radius / tilesize, 2) + " " + StatUnit.blocks.localized());
|
t.add(abilityStat("shield", Strings.autoFixed(max, 2)));
|
||||||
t.row();
|
t.row();
|
||||||
t.add("[lightgray]" + Stat.repairSpeed.localized() + ": [white]" + Strings.autoFixed(regen * 60f, 2) + StatUnit.perSecond.localized());
|
t.add(abilityStat("repairspeed", Strings.autoFixed(regen * 60f, 2)));
|
||||||
t.row();
|
|
||||||
t.add("[lightgray]" + Stat.cooldownTime.localized() + ": [white]" + Strings.autoFixed(cooldown / 60f, 2) + " " + StatUnit.seconds.localized());
|
|
||||||
t.row();
|
t.row();
|
||||||
|
t.add(abilityStat("cooldown", Strings.autoFixed(cooldown / 60f, 2)));
|
||||||
}
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
|
|||||||
@@ -1,6 +1,7 @@
|
|||||||
package mindustry.entities.abilities;
|
package mindustry.entities.abilities;
|
||||||
|
|
||||||
import arc.math.*;
|
import arc.math.*;
|
||||||
|
import arc.scene.ui.layout.*;
|
||||||
import arc.util.noise.*;
|
import arc.util.noise.*;
|
||||||
import mindustry.content.*;
|
import mindustry.content.*;
|
||||||
import mindustry.entities.*;
|
import mindustry.entities.*;
|
||||||
@@ -16,6 +17,12 @@ public class LiquidExplodeAbility extends Ability{
|
|||||||
public float radAmountScale = 5f, radScale = 1f;
|
public float radAmountScale = 5f, radScale = 1f;
|
||||||
public float noiseMag = 6.5f, noiseScl = 5f;
|
public float noiseMag = 6.5f, noiseScl = 5f;
|
||||||
|
|
||||||
|
@Override
|
||||||
|
public void addStats(Table t){
|
||||||
|
super.addStats(t);
|
||||||
|
t.add((liquid.hasEmoji() ? liquid.emoji() : "") + "[stat]" + liquid.localizedName);
|
||||||
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
public void death(Unit unit){
|
public void death(Unit unit){
|
||||||
//TODO what if noise is radial, so it looks like a splat?
|
//TODO what if noise is radial, so it looks like a splat?
|
||||||
|
|||||||
@@ -1,6 +1,7 @@
|
|||||||
package mindustry.entities.abilities;
|
package mindustry.entities.abilities;
|
||||||
|
|
||||||
import arc.math.*;
|
import arc.math.*;
|
||||||
|
import arc.scene.ui.layout.*;
|
||||||
import arc.util.*;
|
import arc.util.*;
|
||||||
import mindustry.content.*;
|
import mindustry.content.*;
|
||||||
import mindustry.entities.*;
|
import mindustry.entities.*;
|
||||||
@@ -17,6 +18,14 @@ public class LiquidRegenAbility extends Ability{
|
|||||||
public float slurpEffectChance = 0.4f;
|
public float slurpEffectChance = 0.4f;
|
||||||
public Effect slurpEffect = Fx.heal;
|
public Effect slurpEffect = Fx.heal;
|
||||||
|
|
||||||
|
@Override
|
||||||
|
public void addStats(Table t){
|
||||||
|
super.addStats(t);
|
||||||
|
t.add((liquid.hasEmoji() ? liquid.emoji() : "") + "[stat]" + liquid.localizedName);
|
||||||
|
t.row();
|
||||||
|
t.add(abilityStat("slurpheal", Strings.autoFixed(regenPerSlurp, 2)));
|
||||||
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
public void update(Unit unit){
|
public void update(Unit unit){
|
||||||
//TODO timer?
|
//TODO timer?
|
||||||
|
|||||||
@@ -5,12 +5,15 @@ import arc.audio.*;
|
|||||||
import arc.graphics.*;
|
import arc.graphics.*;
|
||||||
import arc.graphics.g2d.*;
|
import arc.graphics.g2d.*;
|
||||||
import arc.math.*;
|
import arc.math.*;
|
||||||
|
import arc.scene.ui.layout.*;
|
||||||
import arc.util.*;
|
import arc.util.*;
|
||||||
import mindustry.content.*;
|
import mindustry.content.*;
|
||||||
import mindustry.entities.*;
|
import mindustry.entities.*;
|
||||||
import mindustry.entities.bullet.*;
|
import mindustry.entities.bullet.*;
|
||||||
import mindustry.gen.*;
|
import mindustry.gen.*;
|
||||||
|
|
||||||
|
import static mindustry.Vars.*;
|
||||||
|
|
||||||
public class MoveLightningAbility extends Ability{
|
public class MoveLightningAbility extends Ability{
|
||||||
/** Lightning damage */
|
/** Lightning damage */
|
||||||
public float damage = 35f;
|
public float damage = 35f;
|
||||||
@@ -64,6 +67,14 @@ public class MoveLightningAbility extends Ability{
|
|||||||
this.color = color;
|
this.color = color;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@Override
|
||||||
|
public void addStats(Table t){
|
||||||
|
super.addStats(t);
|
||||||
|
t.add(abilityStat("minspeed", Strings.autoFixed(minSpeed * 60f / tilesize, 2)));
|
||||||
|
t.row();
|
||||||
|
t.add(Core.bundle.format("bullet.damage", damage));
|
||||||
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
public void update(Unit unit){
|
public void update(Unit unit){
|
||||||
float scl = Mathf.clamp((unit.vel().len() - minSpeed) / (maxSpeed - minSpeed));
|
float scl = Mathf.clamp((unit.vel().len() - minSpeed) / (maxSpeed - minSpeed));
|
||||||
|
|||||||
@@ -1,10 +1,8 @@
|
|||||||
package mindustry.entities.abilities;
|
package mindustry.entities.abilities;
|
||||||
|
|
||||||
import arc.Core;
|
|
||||||
import arc.scene.ui.layout.*;
|
import arc.scene.ui.layout.*;
|
||||||
import arc.util.*;
|
import arc.util.*;
|
||||||
import mindustry.gen.*;
|
import mindustry.gen.*;
|
||||||
import mindustry.world.meta.*;
|
|
||||||
|
|
||||||
public class RegenAbility extends Ability{
|
public class RegenAbility extends Ability{
|
||||||
/** Amount healed as percent per tick. */
|
/** Amount healed as percent per tick. */
|
||||||
@@ -14,13 +12,16 @@ public class RegenAbility extends Ability{
|
|||||||
|
|
||||||
@Override
|
@Override
|
||||||
public void addStats(Table t){
|
public void addStats(Table t){
|
||||||
if(amount > 0.01f){
|
super.addStats(t);
|
||||||
t.add("[lightgray]" + Stat.repairSpeed.localized() + ": [white]" + Strings.autoFixed(amount * 60f, 2) + StatUnit.perSecond.localized());
|
|
||||||
t.row();
|
|
||||||
}
|
|
||||||
|
|
||||||
if(percentAmount > 0.01f){
|
boolean flat = amount >= 0.001f;
|
||||||
t.add(Core.bundle.format("bullet.healpercent", Strings.autoFixed(percentAmount * 60f, 2)) + StatUnit.perSecond.localized()); //stupid but works
|
boolean percent = percentAmount >= 0.001f;
|
||||||
|
|
||||||
|
if(flat || percent){
|
||||||
|
t.add(abilityStat("regen",
|
||||||
|
(flat ? Strings.autoFixed(amount * 60f, 2) + (percent ? " [lightgray]+[stat] " : "") : "")
|
||||||
|
+ (percent ? Strings.autoFixed(percentAmount * 60f, 2) + "%" : "")
|
||||||
|
));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -1,13 +1,13 @@
|
|||||||
package mindustry.entities.abilities;
|
package mindustry.entities.abilities;
|
||||||
|
|
||||||
|
import arc.*;
|
||||||
import arc.scene.ui.layout.*;
|
import arc.scene.ui.layout.*;
|
||||||
import arc.util.*;
|
import arc.util.*;
|
||||||
import mindustry.content.*;
|
import mindustry.content.*;
|
||||||
import mindustry.entities.*;
|
import mindustry.entities.*;
|
||||||
import mindustry.gen.*;
|
import mindustry.gen.*;
|
||||||
import mindustry.world.meta.*;
|
|
||||||
|
|
||||||
import static mindustry.Vars.tilesize;
|
import static mindustry.Vars.*;
|
||||||
|
|
||||||
public class RepairFieldAbility extends Ability{
|
public class RepairFieldAbility extends Ability{
|
||||||
public float amount = 1, reload = 100, range = 60;
|
public float amount = 1, reload = 100, range = 60;
|
||||||
@@ -28,9 +28,10 @@ public class RepairFieldAbility extends Ability{
|
|||||||
|
|
||||||
@Override
|
@Override
|
||||||
public void addStats(Table t){
|
public void addStats(Table t){
|
||||||
t.add("[lightgray]" + Stat.repairSpeed.localized() + ": [white]" + Strings.autoFixed(amount * 60f / reload, 2) + StatUnit.perSecond.localized());
|
super.addStats(t);
|
||||||
|
t.add(Core.bundle.format("bullet.range", Strings.autoFixed(range / tilesize, 2)));
|
||||||
t.row();
|
t.row();
|
||||||
t.add("[lightgray]" + Stat.shootRange.localized() + ": [white]" + Strings.autoFixed(range / tilesize, 2) + " " + StatUnit.blocks.localized());
|
t.add(abilityStat("repairspeed", Strings.autoFixed(amount * 60f / reload, 2)));
|
||||||
}
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
|
|||||||
@@ -13,7 +13,6 @@ import mindustry.gen.*;
|
|||||||
import mindustry.graphics.*;
|
import mindustry.graphics.*;
|
||||||
import mindustry.type.*;
|
import mindustry.type.*;
|
||||||
import mindustry.ui.*;
|
import mindustry.ui.*;
|
||||||
import mindustry.world.meta.*;
|
|
||||||
|
|
||||||
public class ShieldArcAbility extends Ability{
|
public class ShieldArcAbility extends Ability{
|
||||||
private static Unit paramUnit;
|
private static Unit paramUnit;
|
||||||
@@ -69,12 +68,12 @@ public class ShieldArcAbility extends Ability{
|
|||||||
|
|
||||||
@Override
|
@Override
|
||||||
public void addStats(Table t){
|
public void addStats(Table t){
|
||||||
t.add("[lightgray]" + Stat.health.localized() + ": [white]" + Math.round(max));
|
super.addStats(t);
|
||||||
|
t.add(abilityStat("shield", Strings.autoFixed(max, 2)));
|
||||||
t.row();
|
t.row();
|
||||||
t.add("[lightgray]" + Stat.repairSpeed.localized() + ": [white]" + Strings.autoFixed(regen * 60f, 2) + StatUnit.perSecond.localized());
|
t.add(abilityStat("repairspeed", Strings.autoFixed(regen * 60f, 2)));
|
||||||
t.row();
|
|
||||||
t.add("[lightgray]" + Stat.cooldownTime.localized() + ": [white]" + Strings.autoFixed(cooldown / 60f, 2) + " " + StatUnit.seconds.localized());
|
|
||||||
t.row();
|
t.row();
|
||||||
|
t.add(abilityStat("cooldown", Strings.autoFixed(cooldown / 60f, 2)));
|
||||||
}
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
|
|||||||
@@ -1,14 +1,13 @@
|
|||||||
package mindustry.entities.abilities;
|
package mindustry.entities.abilities;
|
||||||
|
|
||||||
import arc.Core;
|
import arc.*;
|
||||||
import arc.scene.ui.layout.*;
|
import arc.scene.ui.layout.*;
|
||||||
import arc.util.*;
|
import arc.util.*;
|
||||||
import mindustry.content.*;
|
import mindustry.content.*;
|
||||||
import mindustry.entities.*;
|
import mindustry.entities.*;
|
||||||
import mindustry.gen.*;
|
import mindustry.gen.*;
|
||||||
import mindustry.world.meta.*;
|
|
||||||
|
|
||||||
import static mindustry.Vars.tilesize;
|
import static mindustry.Vars.*;
|
||||||
|
|
||||||
public class ShieldRegenFieldAbility extends Ability{
|
public class ShieldRegenFieldAbility extends Ability{
|
||||||
public float amount = 1, max = 100f, reload = 100, range = 60;
|
public float amount = 1, max = 100f, reload = 100, range = 60;
|
||||||
@@ -30,12 +29,12 @@ public class ShieldRegenFieldAbility extends Ability{
|
|||||||
|
|
||||||
@Override
|
@Override
|
||||||
public void addStats(Table t){
|
public void addStats(Table t){
|
||||||
t.add("[lightgray]" + Core.bundle.get("waves.shields") + ": [white]" + Math.round(max)); //extremely stupid usage
|
super.addStats(t);
|
||||||
|
t.add(Core.bundle.format("bullet.range", Strings.autoFixed(range / tilesize, 2)));
|
||||||
t.row();
|
t.row();
|
||||||
t.add("[lightgray]" + Stat.shootRange.localized() + ": [white]" + Strings.autoFixed(range / tilesize, 2) + " " + StatUnit.blocks.localized());
|
t.add(abilityStat("firingrate", Strings.autoFixed(60f / reload, 2)));
|
||||||
t.row();
|
|
||||||
t.add("[lightgray]" + Stat.reload.localized() + ": [white]" + Strings.autoFixed(60f / reload, 2) + " " + StatUnit.perSecond.localized());
|
|
||||||
t.row();
|
t.row();
|
||||||
|
t.add(abilityStat("shield", Strings.autoFixed(max, 2)));
|
||||||
}
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
|
|||||||
@@ -27,7 +27,8 @@ public class SpawnDeathAbility extends Ability{
|
|||||||
|
|
||||||
@Override
|
@Override
|
||||||
public void addStats(Table t){
|
public void addStats(Table t){
|
||||||
t.add((randAmount > 0 ? amount + "-" + (amount + randAmount) : amount) + " " + unit.emoji() + " " + unit.localizedName);
|
super.addStats(t);
|
||||||
|
t.add("[stat]" + (randAmount > 0 ? amount + "x-" + (amount + randAmount) : amount) + "x[] " + (unit.hasEmoji() ? unit.emoji() : "") + "[stat]" + unit.localizedName);
|
||||||
}
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
|
|||||||
@@ -1,15 +1,15 @@
|
|||||||
package mindustry.entities.abilities;
|
package mindustry.entities.abilities;
|
||||||
|
|
||||||
|
import arc.*;
|
||||||
import arc.math.*;
|
import arc.math.*;
|
||||||
import arc.scene.ui.layout.Table;
|
import arc.scene.ui.layout.*;
|
||||||
import arc.util.*;
|
import arc.util.*;
|
||||||
import mindustry.content.*;
|
import mindustry.content.*;
|
||||||
import mindustry.entities.*;
|
import mindustry.entities.*;
|
||||||
import mindustry.gen.*;
|
import mindustry.gen.*;
|
||||||
import mindustry.type.*;
|
import mindustry.type.*;
|
||||||
import mindustry.world.meta.*;
|
|
||||||
|
|
||||||
import static mindustry.Vars.tilesize;
|
import static mindustry.Vars.*;
|
||||||
|
|
||||||
public class StatusFieldAbility extends Ability{
|
public class StatusFieldAbility extends Ability{
|
||||||
public StatusEffect effect;
|
public StatusEffect effect;
|
||||||
@@ -33,11 +33,12 @@ public class StatusFieldAbility extends Ability{
|
|||||||
|
|
||||||
@Override
|
@Override
|
||||||
public void addStats(Table t){
|
public void addStats(Table t){
|
||||||
t.add("[lightgray]" + Stat.reload.localized() + ": [white]" + Strings.autoFixed(60f / reload, 2) + " " + StatUnit.perSecond.localized());
|
super.addStats(t);
|
||||||
|
t.add(Core.bundle.format("bullet.range", Strings.autoFixed(range / tilesize, 2)));
|
||||||
t.row();
|
t.row();
|
||||||
t.add("[lightgray]" + Stat.shootRange.localized() + ": [white]" + Strings.autoFixed(range / tilesize, 2) + " " + StatUnit.blocks.localized());
|
t.add(abilityStat("firingrate", Strings.autoFixed(60f / reload, 2)));
|
||||||
t.row();
|
t.row();
|
||||||
t.add(effect.emoji() + " " + effect.localizedName);
|
t.add((effect.hasEmoji() ? effect.emoji() : "") + "[stat]" + effect.localizedName);
|
||||||
}
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
|
|||||||
@@ -1,12 +1,17 @@
|
|||||||
package mindustry.entities.abilities;
|
package mindustry.entities.abilities;
|
||||||
|
|
||||||
|
import arc.*;
|
||||||
import arc.graphics.*;
|
import arc.graphics.*;
|
||||||
import arc.graphics.g2d.*;
|
import arc.graphics.g2d.*;
|
||||||
import arc.math.*;
|
import arc.math.*;
|
||||||
|
import arc.scene.ui.layout.*;
|
||||||
import arc.util.*;
|
import arc.util.*;
|
||||||
import mindustry.entities.*;
|
import mindustry.entities.*;
|
||||||
import mindustry.gen.*;
|
import mindustry.gen.*;
|
||||||
import mindustry.graphics.*;
|
import mindustry.graphics.*;
|
||||||
|
import mindustry.type.*;
|
||||||
|
|
||||||
|
import static mindustry.Vars.*;
|
||||||
|
|
||||||
public class SuppressionFieldAbility extends Ability{
|
public class SuppressionFieldAbility extends Ability{
|
||||||
protected static Rand rand = new Rand();
|
protected static Rand rand = new Rand();
|
||||||
@@ -33,6 +38,19 @@ public class SuppressionFieldAbility extends Ability{
|
|||||||
|
|
||||||
protected float timer;
|
protected float timer;
|
||||||
|
|
||||||
|
@Override
|
||||||
|
public void init(UnitType type){
|
||||||
|
if(!active) display = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
@Override
|
||||||
|
public void addStats(Table t){
|
||||||
|
super.addStats(t);
|
||||||
|
t.add(Core.bundle.format("bullet.range", Strings.autoFixed(range / tilesize, 2)));
|
||||||
|
t.row();
|
||||||
|
t.add(abilityStat("duration", Strings.autoFixed(reload / 60f, 2)));
|
||||||
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
public void update(Unit unit){
|
public void update(Unit unit){
|
||||||
if(!active) return;
|
if(!active) return;
|
||||||
|
|||||||
@@ -12,7 +12,6 @@ import mindustry.game.EventType.*;
|
|||||||
import mindustry.gen.*;
|
import mindustry.gen.*;
|
||||||
import mindustry.graphics.*;
|
import mindustry.graphics.*;
|
||||||
import mindustry.type.*;
|
import mindustry.type.*;
|
||||||
import mindustry.world.meta.*;
|
|
||||||
|
|
||||||
import static mindustry.Vars.*;
|
import static mindustry.Vars.*;
|
||||||
|
|
||||||
@@ -36,9 +35,10 @@ public class UnitSpawnAbility extends Ability{
|
|||||||
|
|
||||||
@Override
|
@Override
|
||||||
public void addStats(Table t){
|
public void addStats(Table t){
|
||||||
t.add("[lightgray]" + Stat.buildTime.localized() + ": [white]" + Strings.autoFixed(spawnTime / 60f, 2) + " " + StatUnit.seconds.localized());
|
super.addStats(t);
|
||||||
|
t.add(abilityStat("buildtime", Strings.autoFixed(spawnTime / 60f, 2)));
|
||||||
t.row();
|
t.row();
|
||||||
t.add(unit.emoji() + " " + unit.localizedName);
|
t.add((unit.hasEmoji() ? unit.emoji() : "") + "[stat]" + unit.localizedName);
|
||||||
}
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
|
|||||||
@@ -174,6 +174,10 @@ public class BulletType extends Content implements Cloneable{
|
|||||||
public float fragVelocityMin = 0.2f, fragVelocityMax = 1f;
|
public float fragVelocityMin = 0.2f, fragVelocityMax = 1f;
|
||||||
/** Random range of frag lifetime as a multiplier. */
|
/** Random range of frag lifetime as a multiplier. */
|
||||||
public float fragLifeMin = 1f, fragLifeMax = 1f;
|
public float fragLifeMin = 1f, fragLifeMax = 1f;
|
||||||
|
/** Random offset of frag bullets from the parent bullet. */
|
||||||
|
public float fragOffsetMin = 1f, fragOffsetMax = 7f;
|
||||||
|
/** How many times this bullet can release frag bullets, if pierce = true. */
|
||||||
|
public int pierceFragCap = -1;
|
||||||
|
|
||||||
/** Bullet that is created at a fixed interval. */
|
/** Bullet that is created at a fixed interval. */
|
||||||
public @Nullable BulletType intervalBullet;
|
public @Nullable BulletType intervalBullet;
|
||||||
@@ -387,14 +391,14 @@ public class BulletType extends Content implements Cloneable{
|
|||||||
|
|
||||||
if(entity instanceof Healthc h){
|
if(entity instanceof Healthc h){
|
||||||
float damage = b.damage;
|
float damage = b.damage;
|
||||||
|
float shield = entity instanceof Shieldc s ? Math.max(s.shield(), 0f) : 0f;
|
||||||
if(maxDamageFraction > 0){
|
if(maxDamageFraction > 0){
|
||||||
float cap = h.maxHealth() * maxDamageFraction;
|
float cap = h.maxHealth() * maxDamageFraction + shield;
|
||||||
if(entity instanceof Shieldc s){
|
|
||||||
cap += Math.max(s.shield(), 0f);
|
|
||||||
}
|
|
||||||
damage = Math.min(damage, cap);
|
damage = Math.min(damage, cap);
|
||||||
//cap health to effective health for handlePierce to handle it properly
|
//cap health to effective health for handlePierce to handle it properly
|
||||||
health = Math.min(health, cap);
|
health = Math.min(health, cap);
|
||||||
|
}else{
|
||||||
|
health += shield;
|
||||||
}
|
}
|
||||||
if(pierceArmor){
|
if(pierceArmor){
|
||||||
h.damagePierce(damage);
|
h.damagePierce(damage);
|
||||||
@@ -507,12 +511,13 @@ public class BulletType extends Content implements Cloneable{
|
|||||||
}
|
}
|
||||||
|
|
||||||
public void createFrags(Bullet b, float x, float y){
|
public void createFrags(Bullet b, float x, float y){
|
||||||
if(fragBullet != null && (fragOnAbsorb || !b.absorbed)){
|
if(fragBullet != null && (fragOnAbsorb || !b.absorbed) && !(b.frags >= pierceFragCap && pierceFragCap > 0)){
|
||||||
for(int i = 0; i < fragBullets; i++){
|
for(int i = 0; i < fragBullets; i++){
|
||||||
float len = Mathf.random(1f, 7f);
|
float len = Mathf.random(fragOffsetMin, fragOffsetMax);
|
||||||
float a = b.rotation() + Mathf.range(fragRandomSpread / 2) + fragAngle + ((i - fragBullets/2) * fragSpread);
|
float a = b.rotation() + Mathf.range(fragRandomSpread / 2) + fragAngle + ((i - fragBullets/2) * fragSpread);
|
||||||
fragBullet.create(b, x + Angles.trnsx(a, len), y + Angles.trnsy(a, len), a, Mathf.random(fragVelocityMin, fragVelocityMax), Mathf.random(fragLifeMin, fragLifeMax));
|
fragBullet.create(b, x + Angles.trnsx(a, len), y + Angles.trnsy(a, len), a, Mathf.random(fragVelocityMin, fragVelocityMax), Mathf.random(fragLifeMin, fragLifeMax));
|
||||||
}
|
}
|
||||||
|
b.frags++;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -49,6 +49,7 @@ public class ContinuousFlameBulletType extends ContinuousBulletType{
|
|||||||
lifetime = 16f;
|
lifetime = 16f;
|
||||||
hitColor = colors[1].cpy().a(1f);
|
hitColor = colors[1].cpy().a(1f);
|
||||||
lightColor = hitColor;
|
lightColor = hitColor;
|
||||||
|
lightOpacity = 0.7f;
|
||||||
laserAbsorb = false;
|
laserAbsorb = false;
|
||||||
ammoMultiplier = 1f;
|
ammoMultiplier = 1f;
|
||||||
pierceArmor = true;
|
pierceArmor = true;
|
||||||
@@ -87,7 +88,7 @@ public class ContinuousFlameBulletType extends ContinuousBulletType{
|
|||||||
}
|
}
|
||||||
|
|
||||||
Tmp.v1.trns(b.rotation(), realLength * 1.1f);
|
Tmp.v1.trns(b.rotation(), realLength * 1.1f);
|
||||||
Drawf.light(b.x, b.y, b.x + Tmp.v1.x, b.y + Tmp.v1.y, lightStroke, lightColor, 0.7f);
|
Drawf.light(b.x, b.y, b.x + Tmp.v1.x, b.y + Tmp.v1.y, lightStroke, lightColor, lightOpacity);
|
||||||
Draw.reset();
|
Draw.reset();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -43,8 +43,6 @@ public class RailBulletType extends BulletType{
|
|||||||
|
|
||||||
if(b.damage > 0){
|
if(b.damage > 0){
|
||||||
pierceEffect.at(x, y, b.rotation());
|
pierceEffect.at(x, y, b.rotation());
|
||||||
|
|
||||||
hitEffect.at(x, y);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
//subtract health from each consecutive pierce
|
//subtract health from each consecutive pierce
|
||||||
|
|||||||
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Reference in New Issue
Block a user