Merge branch 'master' of https://github.com/Anuken/Mindustry into new-pathfinding
This commit is contained in:
@@ -44,7 +44,7 @@ jobs:
|
||||
rm -rf .github
|
||||
rm README.md
|
||||
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 tag ${RELEASE_VERSION}
|
||||
git push https://Anuken:${{ secrets.API_TOKEN_GITHUB }}@github.com/Anuken/MindustryJitpack
|
||||
|
||||
@@ -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
|
||||
@@ -17,8 +17,10 @@ jobs:
|
||||
java-version: 17
|
||||
- name: Setup Gradle
|
||||
uses: gradle/gradle-build-action@v2
|
||||
- name: Run unit tests
|
||||
run: ./gradlew tests:test --stacktrace --rerun
|
||||
- name: Run unit tests and build JAR
|
||||
run: ./gradlew test desktop:dist
|
||||
run: ./gradlew desktop:dist
|
||||
- name: Upload desktop JAR for testing
|
||||
uses: actions/upload-artifact@v2
|
||||
with:
|
||||
|
||||
@@ -33,6 +33,7 @@ jobs:
|
||||
./gradlew updateBundles
|
||||
|
||||
if [ -n "$(git status --porcelain)" ]; then
|
||||
git config --global user.name "Github Actions"
|
||||
git add core/assets/bundles/*
|
||||
git commit -m "Automatic bundle update"
|
||||
git push
|
||||
@@ -52,8 +53,8 @@ jobs:
|
||||
rm -rf .github
|
||||
rm README.md
|
||||
git add .
|
||||
git commit --allow-empty -m "${GITHUB_SHA}"
|
||||
git commit --allow-empty -m "Updating"
|
||||
git push https://Anuken:${{ secrets.API_TOKEN_GITHUB }}@github.com/Anuken/MindustryJitpack
|
||||
cd ../Mindustry
|
||||
- name: Run unit tests
|
||||
run: ./gradlew clean cleanTest test --stacktrace
|
||||
run: ./gradlew tests:test --rerun --stacktrace
|
||||
|
||||
@@ -6,6 +6,7 @@ logs/
|
||||
/core/assets/.gifimages/
|
||||
/deploy/
|
||||
/out/
|
||||
ios/libs/
|
||||
/desktop/packr-out/
|
||||
/desktop/packr-export/
|
||||
/desktop/mindustry-saves/
|
||||
@@ -43,6 +44,7 @@ steam_appid.txt
|
||||
ios/robovm.properties
|
||||
packr-out/
|
||||
config/
|
||||
buildSrc/
|
||||
*.gif
|
||||
/tests/out
|
||||
|
||||
|
||||
+6
-3
@@ -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.
|
||||
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.
|
||||
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.
|
||||
For example, if your server address is `example.com:6000`, you would add a comma after the last entry and insert:
|
||||
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:
|
||||
```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.
|
||||
|
||||
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){
|
||||
String extension = extensions[0];
|
||||
try{
|
||||
String extension = extensions[0];
|
||||
|
||||
if(VERSION.SDK_INT >= VERSION_CODES.Q){
|
||||
Intent intent = new Intent(open ? Intent.ACTION_OPEN_DOCUMENT : Intent.ACTION_CREATE_DOCUMENT);
|
||||
intent.addCategory(Intent.CATEGORY_OPENABLE);
|
||||
intent.setType(extension.equals("zip") && !open && extensions.length == 1 ? "application/zip" : "*/*");
|
||||
if(VERSION.SDK_INT >= VERSION_CODES.Q){
|
||||
Intent intent = new Intent(open ? Intent.ACTION_OPEN_DOCUMENT : Intent.ACTION_CREATE_DOCUMENT);
|
||||
intent.addCategory(Intent.CATEGORY_OPENABLE);
|
||||
intent.setType(extension.equals("zip") && !open && extensions.length == 1 ? "application/zip" : "*/*");
|
||||
|
||||
addResultListener(i -> startActivityForResult(intent, i), (code, in) -> {
|
||||
if(code == Activity.RESULT_OK && in != null && in.getData() != null){
|
||||
Uri uri = in.getData();
|
||||
addResultListener(i -> startActivityForResult(intent, i), (code, in) -> {
|
||||
if(code == Activity.RESULT_OK && in != null && in.getData() != null){
|
||||
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()){
|
||||
@Override
|
||||
public InputStream read(){
|
||||
try{
|
||||
return getContentResolver().openInputStream(uri);
|
||||
}catch(IOException e){
|
||||
throw new ArcRuntimeException(e);
|
||||
Core.app.post(() -> Core.app.post(() -> cons.get(new Fi(uri.getPath()){
|
||||
@Override
|
||||
public InputStream read(){
|
||||
try{
|
||||
return getContentResolver().openInputStream(uri);
|
||||
}catch(IOException e){
|
||||
throw new ArcRuntimeException(e);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
public OutputStream write(boolean append){
|
||||
try{
|
||||
return getContentResolver().openOutputStream(uri);
|
||||
}catch(IOException e){
|
||||
throw new ArcRuntimeException(e);
|
||||
@Override
|
||||
public OutputStream write(boolean append){
|
||||
try{
|
||||
return getContentResolver().openOutputStream(uri);
|
||||
}catch(IOException 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)){
|
||||
chooser = new FileChooser(title, file -> Structs.contains(extensions, file.extension().toLowerCase()), open, file -> {
|
||||
if(!open){
|
||||
cons.get(file.parent().child(file.nameWithoutExtension() + "." + extension));
|
||||
}else{
|
||||
cons.get(file);
|
||||
}
|
||||
});
|
||||
chooser = new FileChooser(title, file -> Structs.contains(extensions, file.extension().toLowerCase()), open, file -> {
|
||||
if(!open){
|
||||
cons.get(file.parent().child(file.nameWithoutExtension() + "." + extension));
|
||||
}else{
|
||||
cons.get(file);
|
||||
}
|
||||
});
|
||||
|
||||
ArrayList<String> perms = new ArrayList<>();
|
||||
if(checkSelfPermission(Manifest.permission.WRITE_EXTERNAL_STORAGE) != PackageManager.PERMISSION_GRANTED){
|
||||
perms.add(Manifest.permission.WRITE_EXTERNAL_STORAGE);
|
||||
}
|
||||
if(checkSelfPermission(Manifest.permission.READ_EXTERNAL_STORAGE) != PackageManager.PERMISSION_GRANTED){
|
||||
perms.add(Manifest.permission.READ_EXTERNAL_STORAGE);
|
||||
}
|
||||
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();
|
||||
ArrayList<String> perms = new ArrayList<>();
|
||||
if(checkSelfPermission(Manifest.permission.WRITE_EXTERNAL_STORAGE) != PackageManager.PERMISSION_GRANTED){
|
||||
perms.add(Manifest.permission.WRITE_EXTERNAL_STORAGE);
|
||||
}
|
||||
if(checkSelfPermission(Manifest.permission.READ_EXTERNAL_STORAGE) != PackageManager.PERMISSION_GRANTED){
|
||||
perms.add(Manifest.permission.READ_EXTERNAL_STORAGE);
|
||||
}
|
||||
requestPermissions(perms.toArray(new String[0]), PERMISSION_REQUEST_CODE);
|
||||
}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));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
+7
-6
@@ -106,12 +106,12 @@ allprojects{
|
||||
generateLocales = {
|
||||
def output = 'en\n'
|
||||
def bundles = new File(project(':core').projectDir, 'assets/bundles/')
|
||||
bundles.listFiles().each{ other ->
|
||||
if(other.name == "bundle.properties") return
|
||||
output += other.name.substring("bundle".length() + 1, other.name.lastIndexOf('.')) + "\n"
|
||||
bundles.list().sort().each{ name ->
|
||||
if(name == "bundle.properties") return
|
||||
output += name.substring("bundle".length() + 1, name.lastIndexOf('.')) + "\n"
|
||||
}
|
||||
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 = {
|
||||
@@ -185,7 +185,7 @@ allprojects{
|
||||
|
||||
tasks.withType(JavaCompile){
|
||||
targetCompatibility = 8
|
||||
sourceCompatibility = JavaVersion.VERSION_16
|
||||
sourceCompatibility = JavaVersion.VERSION_17
|
||||
options.encoding = "UTF-8"
|
||||
options.compilerArgs += ["-Xlint:deprecation"]
|
||||
dependsOn clearCache
|
||||
@@ -326,7 +326,7 @@ project(":core"){
|
||||
|
||||
annotationProcessor 'com.github.Anuken:jabel:0.9.0'
|
||||
compileOnly project(":annotations")
|
||||
kapt project(":annotations")
|
||||
if(!project.hasProperty("noKapt")) kapt project(":annotations")
|
||||
}
|
||||
|
||||
afterEvaluate{
|
||||
@@ -381,6 +381,7 @@ project(":tests"){
|
||||
testImplementation "org.junit.jupiter:junit-jupiter-params:5.7.1"
|
||||
testImplementation "org.junit.jupiter:junit-jupiter-api:5.7.1"
|
||||
testImplementation arcModule("backends:backend-headless")
|
||||
testImplementation "org.json:json:20230618"
|
||||
testRuntimeOnly "org.junit.jupiter:junit-jupiter-engine:5.7.1"
|
||||
}
|
||||
|
||||
|
||||
BIN
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.generation = Generation
|
||||
editor.objectives = Objectives
|
||||
editor.locales = Locale Bundles
|
||||
editor.ingame = Edit In-Game
|
||||
editor.playtest = Playtest
|
||||
editor.publish.workshop = Publish On Workshop
|
||||
@@ -500,6 +501,7 @@ editor.default = [lightgray]<Default>
|
||||
details = Details...
|
||||
edit = Edit
|
||||
variables = Vars
|
||||
logic.globals = Built-in Variables
|
||||
editor.name = Name:
|
||||
editor.spawn = Spawn 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.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.errorlocales = Error reading invalid locale bundles.
|
||||
editor.update = Update
|
||||
editor.randomize = Randomize
|
||||
editor.moveup = Move Up
|
||||
@@ -522,6 +525,7 @@ editor.sectorgenerate = Sector Generate
|
||||
editor.resize = Resize
|
||||
editor.loadmap = Load Map
|
||||
editor.savemap = Save Map
|
||||
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
|
||||
editor.saved = Saved!
|
||||
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.
|
||||
@@ -610,6 +614,24 @@ filter.option.threshold2 = Secondary Threshold
|
||||
filter.option.radius = Radius
|
||||
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:
|
||||
height = Height:
|
||||
menu = Menu
|
||||
@@ -661,10 +683,12 @@ objective.commandmode.name = Command Mode
|
||||
objective.flag.name = Flag
|
||||
|
||||
marker.shapetext.name = Shape Text
|
||||
marker.minimap.name = Minimap
|
||||
marker.point.name = Point
|
||||
marker.shape.name = Shape
|
||||
marker.text.name = Text
|
||||
marker.line.name = Line
|
||||
marker.quad.name = Quad
|
||||
marker.texture.name = Texture
|
||||
|
||||
marker.background = Background
|
||||
marker.outline = Outline
|
||||
@@ -715,7 +739,7 @@ error.any = Unknown network error.
|
||||
error.bloom = Failed to initialize bloom.\nYour device may not support it.
|
||||
|
||||
weather.rain.name = Rain
|
||||
weather.snow.name = Snow
|
||||
weather.snowing.name = Snow
|
||||
weather.sandstorm.name = Sandstorm
|
||||
weather.sporestorm.name = Sporestorm
|
||||
weather.fog.name = Fog
|
||||
@@ -752,8 +776,8 @@ sector.curlost = Sector Lost
|
||||
sector.missingresources = [scarlet]Insufficient Core Resources
|
||||
sector.attacked = Sector [accent]{0}[white] under attack!
|
||||
sector.lost = Sector [accent]{0}[white] lost!
|
||||
#note: the missing space in the line below is intentional
|
||||
sector.captured = Sector [accent]{0}[white]captured!
|
||||
sector.capture = Sector [accent]{0}[white] Captured!
|
||||
sector.capture.current = Sector Captured!
|
||||
sector.changeicon = Change Icon
|
||||
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}[]
|
||||
@@ -975,17 +999,47 @@ stat.immunities = Immunities
|
||||
stat.healing = Healing
|
||||
|
||||
ability.forcefield = Force Field
|
||||
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||
ability.repairfield = Repair Field
|
||||
ability.repairfield.description = Repairs nearby units
|
||||
ability.statusfield = Status Field
|
||||
ability.statusfield.description = Applies a status effect to nearby units
|
||||
ability.unitspawn = Factory
|
||||
ability.unitspawn.description = Constructs units
|
||||
ability.shieldregenfield = Shield Regen Field
|
||||
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||
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.description = Projects a force shield in an arc that absorbs bullets
|
||||
ability.suppressionfield = Repair Suppression
|
||||
ability.suppressionfield.description = Stops nearby repair buildings
|
||||
ability.energyfield = Energy Field
|
||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
||||
ability.regen = Regeneration
|
||||
ability.energyfield.description = Zaps nearby enemies
|
||||
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||
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.drilltierreq = Better Drill Required
|
||||
@@ -1028,15 +1082,15 @@ bullet.armorpierce = [stat]armor piercing
|
||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
||||
bullet.suppression = [stat]{0}[lightgray] seconds of repair suppression ~ [stat]{1}[lightgray] tiles
|
||||
bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
||||
bullet.frags = [stat]{0}[lightgray]x frag bullets:
|
||||
bullet.lightning = [stat]{0}[lightgray]x lightning ~ [stat]{1}[lightgray] damage
|
||||
bullet.frags = [stat]{0}x[lightgray] frag bullets:
|
||||
bullet.lightning = [stat]{0}x[lightgray] lightning ~ [stat]{1}[lightgray] damage
|
||||
bullet.buildingdamage = [stat]{0}%[lightgray] building damage
|
||||
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.healpercent = [stat]{0}[lightgray]% repair
|
||||
bullet.healpercent = [stat]{0}%[lightgray] 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.range = [stat]{0}[lightgray] tiles range
|
||||
|
||||
@@ -1135,7 +1189,7 @@ setting.sfxvol.name = SFX Volume
|
||||
setting.mutesound.name = Mute Sound
|
||||
setting.crashreport.name = Send Anonymous Crash Reports
|
||||
setting.savecreate.name = Auto-Create Saves
|
||||
setting.publichost.name = Public Game Visibility
|
||||
setting.steampublichost.name = Public Game Visibility
|
||||
setting.playerlimit.name = Player Limit
|
||||
setting.chatopacity.name = Chat 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_ram.name = Unit Stance: Ram
|
||||
|
||||
keybind.unit_command_move = Unit Command: Move
|
||||
keybind.unit_command_repair = Unit Command: Repair
|
||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
||||
keybind.unit_command_assist = Unit Command: Assist
|
||||
keybind.unit_command_mine = Unit Command: Mine
|
||||
keybind.unit_command_boost = Unit Command: Boost
|
||||
keybind.unit_command_load_units = Unit Command: Load Units
|
||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
||||
keybind.unit_command_move.name = Unit Command: Move
|
||||
keybind.unit_command_repair.name = Unit Command: Repair
|
||||
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||
keybind.unit_command_assist.name = Unit Command: Assist
|
||||
keybind.unit_command_mine.name = Unit Command: Mine
|
||||
keybind.unit_command_boost.name = Unit Command: Boost
|
||||
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||
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.schematic_select.name = Select Region
|
||||
@@ -1290,6 +1345,7 @@ rules.unitdamagemultiplier = Unit Damage Multiplier
|
||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||
rules.solarmultiplier = Solar Power Multiplier
|
||||
rules.unitcapvariable = Cores Contribute To Unit Cap
|
||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||
rules.unitcap = Base Unit Cap
|
||||
rules.limitarea = Limit Map Area
|
||||
rules.enemycorebuildradius = Enemy Core No-Build Radius:[lightgray] (tiles)
|
||||
@@ -1323,6 +1379,9 @@ rules.weather.frequency = Frequency:
|
||||
rules.weather.always = Always
|
||||
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.liquid.name = Fluids
|
||||
content.unit.name = Units
|
||||
@@ -1543,6 +1602,7 @@ block.inverted-sorter.name = Inverted Sorter
|
||||
block.message.name = Message
|
||||
block.reinforced-message.name = Reinforced Message
|
||||
block.world-message.name = World Message
|
||||
block.world-switch.name = World Switch
|
||||
block.illuminator.name = Illuminator
|
||||
block.overflow-gate.name = Overflow Gate
|
||||
block.underflow-gate.name = Underflow Gate
|
||||
@@ -1785,7 +1845,6 @@ block.disperse.name = Disperse
|
||||
block.afflict.name = Afflict
|
||||
block.lustre.name = Lustre
|
||||
block.scathe.name = Scathe
|
||||
block.fabricator.name = Fabricator
|
||||
block.tank-refabricator.name = Tank Refabricator
|
||||
block.mech-refabricator.name = Mech 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.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.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.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.
|
||||
@@ -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.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.defenses = [accent]Set up defenses:[lightgray] {0}
|
||||
onset.attack = The enemy is vulnerable. Counter-attack.
|
||||
onset.cores = New cores can be placed on [accent]core tiles[].\nNew cores function as forward bases and share a resource inventory with other cores.\nPlace a \uF725 core.
|
||||
onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defenses, mining, and production.
|
||||
@@ -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.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.payload-propulsion-tower.description = Long-range payload transport structure. Shoots payloads to other linked payload propulsion towers.
|
||||
|
||||
#Erekir
|
||||
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.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-junction.description = Acts as a bridge between two crossing conduits.
|
||||
block.reinforced-liquid-tank.description = Stores a large 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.
|
||||
@@ -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.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.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.drawflush = Flush queued [accent]Draw[] operations to a display.
|
||||
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.spawnunit = Spawn unit at a location.
|
||||
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.explosion = Create an explosion at a location.
|
||||
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.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.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.
|
||||
|
||||
@@ -2350,6 +2455,7 @@ graphicstype.poly = Fill a regular polygon.
|
||||
graphicstype.linepoly = Draw a regular polygon outline.
|
||||
graphicstype.triangle = Fill a triangle.
|
||||
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.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.within = Check if unit is near a position.
|
||||
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.generation = Генерацыя:
|
||||
editor.objectives = Мэты
|
||||
editor.locales = Locale Bundles
|
||||
editor.ingame = Рэдагаваць ў гульні
|
||||
editor.playtest = Тэставаць
|
||||
editor.publish.workshop = Апублікаваць у майстэрні
|
||||
@@ -488,6 +489,7 @@ editor.default = [lightgray]<Па змаўчанні>
|
||||
details = Падрабязнасці...
|
||||
edit = Рэдагаваць...
|
||||
variables = Пераменныя
|
||||
logic.globals = Built-in Variables
|
||||
editor.name = Назва:
|
||||
editor.spawn = Стварыць 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.errorheader = Гэты файл карты ня дзейнічае або пашкоджаны.
|
||||
editor.errorname = Карта не мае імя. Можа быць, Вы спрабуеце загрузіць захаванне?
|
||||
editor.errorlocales = Error reading invalid locale bundles.
|
||||
editor.update = Абнавіць
|
||||
editor.randomize = Выпадкова
|
||||
editor.moveup = Рухацца Уверх
|
||||
@@ -510,6 +513,7 @@ editor.sectorgenerate = Згенераваць Сектар
|
||||
editor.resize = Змяніць \nразмер
|
||||
editor.loadmap = Загрузіць \nкарту
|
||||
editor.savemap = Захаваць \nкарту
|
||||
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
|
||||
editor.saved = Захавана!
|
||||
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»
|
||||
@@ -594,6 +598,23 @@ filter.option.floor2 = Другая паверхню
|
||||
filter.option.threshold2 = Другасны гранічны парог
|
||||
filter.option.radius = Радыус
|
||||
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:
|
||||
height = Вышыня:
|
||||
@@ -644,10 +665,12 @@ objective.destroycore.name = Знішчыць Ядро
|
||||
objective.commandmode.name = Рэжым Загадаў
|
||||
objective.flag.name = Сцяг
|
||||
marker.shapetext.name = Форма Тэксту
|
||||
marker.minimap.name = Міні-Мапа
|
||||
marker.point.name = Point
|
||||
marker.shape.name = Форма
|
||||
marker.text.name = Тэкст
|
||||
marker.line.name = Line
|
||||
marker.quad.name = Quad
|
||||
marker.texture.name = Texture
|
||||
marker.background = Задні Фон
|
||||
marker.outline = Контур
|
||||
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.
|
||||
|
||||
weather.rain.name = Дождж
|
||||
weather.snow.name = Снег
|
||||
weather.snowing.name = Снег
|
||||
weather.sandstorm.name = Пясчаная бура
|
||||
weather.sporestorm.name = Спаравая бура
|
||||
weather.fog.name = Туман
|
||||
@@ -730,7 +753,8 @@ sector.curlost = Сектар Згублены
|
||||
sector.missingresources = [scarlet]Insufficient Core Resources
|
||||
sector.attacked = Сектар [accent]{0}[white] атакуецца!
|
||||
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.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}[]
|
||||
@@ -948,17 +972,46 @@ stat.immunities = Імунітэт
|
||||
stat.healing = Аднаўленне
|
||||
|
||||
ability.forcefield = Сіловое Поле
|
||||
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||
ability.repairfield = Поле Рамонту
|
||||
ability.repairfield.description = Repairs nearby units
|
||||
ability.statusfield = Поле Статусу
|
||||
ability.statusfield.description = Applies a status effect to nearby units
|
||||
ability.unitspawn = Завод
|
||||
ability.unitspawn.description = Constructs units
|
||||
ability.shieldregenfield = Васстанўляюяае Поле Шчыта
|
||||
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||
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.description = Projects a force shield in an arc that absorbs bullets
|
||||
ability.suppressionfield = Regen Suppression Field
|
||||
ability.suppressionfield.description = Stops nearby repair buildings
|
||||
ability.energyfield = Энэргетычнае Поле
|
||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
||||
ability.energyfield.description = Zaps nearby enemies
|
||||
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||
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.drilltierreq = Патрабуецца свідар лепей
|
||||
@@ -1108,7 +1161,7 @@ setting.sfxvol.name = Гучнасць эфектаў
|
||||
setting.mutesound.name = Заглушыць гук
|
||||
setting.crashreport.name = Адпраўляць ананімныя справаздачы аб вылетах
|
||||
setting.savecreate.name = Аўтаматычнае стварэнне захаванняў
|
||||
setting.publichost.name = Агульная даступнасць гульні
|
||||
setting.steampublichost.name = Public Game Visibility
|
||||
setting.playerlimit.name = Абмежаванне гульцоў
|
||||
setting.chatopacity.name = Непразрыстасць чата
|
||||
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_patrol.name = Unit Stance: Patrol
|
||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||
keybind.unit_command_move = Unit Command: Move
|
||||
keybind.unit_command_repair = Unit Command: Repair
|
||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
||||
keybind.unit_command_assist = Unit Command: Assist
|
||||
keybind.unit_command_mine = Unit Command: Mine
|
||||
keybind.unit_command_boost = Unit Command: Boost
|
||||
keybind.unit_command_load_units = Unit Command: Load Units
|
||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
||||
keybind.unit_command_move.name = Unit Command: Move
|
||||
keybind.unit_command_repair.name = Unit Command: Repair
|
||||
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||
keybind.unit_command_assist.name = Unit Command: Assist
|
||||
keybind.unit_command_mine.name = Unit Command: Mine
|
||||
keybind.unit_command_boost.name = Unit Command: Boost
|
||||
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||
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.schematic_select.name = Абраць Вобласць
|
||||
keybind.schematic_menu.name = Меню Схем
|
||||
@@ -1260,6 +1314,7 @@ rules.unitdamagemultiplier = Множнік страт баяв. адз.
|
||||
rules.unitcrashdamagemultiplier = Множнік Падрыўнога Пашкоджання Юніта
|
||||
rules.solarmultiplier = Множнік Сонечнай Энергіі
|
||||
rules.unitcapvariable = Ядра Спрыяюць Колькасці Юнітаў
|
||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||
rules.unitcap = Асноўная Колькасць Юнітаў
|
||||
rules.limitarea = Абмежаваць Вобласць Мапы
|
||||
rules.enemycorebuildradius = Радыус абароны варожае. ядраў: [lightgray] (блок.)
|
||||
@@ -1292,6 +1347,8 @@ rules.weather = Надвор'е
|
||||
rules.weather.frequency = Частата:
|
||||
rules.weather.always = Заўсёды
|
||||
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.liquid.name = Вадкасці
|
||||
@@ -1509,6 +1566,7 @@ block.inverted-sorter.name = Інвертаваны сартавальнік
|
||||
block.message.name = Паведамленне
|
||||
block.reinforced-message.name = Узмоцненнае Паведамленне
|
||||
block.world-message.name = Паведамленне Свету
|
||||
block.world-switch.name = World Switch
|
||||
block.illuminator.name = Асвятляльнік
|
||||
block.overflow-gate.name = Залішнi затвор
|
||||
block.underflow-gate.name = Залішнi шлюз
|
||||
@@ -1749,7 +1807,6 @@ block.disperse.name = Разыход
|
||||
block.afflict.name = Пакута
|
||||
block.lustre.name = Блеск
|
||||
block.scathe.name = Паражэнне
|
||||
block.fabricator.name = Фабрыкатар
|
||||
block.tank-refabricator.name = Рэфабрыкатар Танкаў
|
||||
block.mech-refabricator.name = Рэфабрыкатар Мяхоў
|
||||
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.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.defenses = [accent]Set up defenses:[lightgray] {0}
|
||||
onset.attack = The enemy is vulnerable. Counter-attack.
|
||||
onset.cores = New cores can be placed on [accent]core tiles[].\nNew cores function as forward bases and share a resource inventory with other cores.\nPlace a \uf725 core.
|
||||
onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defenses, mining, and production.
|
||||
@@ -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.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.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-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.
|
||||
@@ -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.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-junction.description = Acts as a bridge for two crossing conduits.
|
||||
block.reinforced-liquid-tank.description = Stores a large 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.
|
||||
@@ -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.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.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.drawflush = Flush queued [accent]Draw[] operations to a display.
|
||||
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.spawnunit = Spawn unit at a location.
|
||||
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.explosion = Create an explosion at a location.
|
||||
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.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.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.
|
||||
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.
|
||||
@@ -2294,6 +2390,7 @@ graphicstype.poly = Fill a regular polygon.
|
||||
graphicstype.linepoly = Draw a regular polygon outline.
|
||||
graphicstype.triangle = Fill a triangle.
|
||||
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.idiv = Integer division.
|
||||
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.within = Правярае калі адзінка знаходзіцца каля каардынат.
|
||||
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.generation = Генериране:
|
||||
editor.objectives = Objectives
|
||||
editor.locales = Locale Bundles
|
||||
editor.ingame = Редактирай в игра
|
||||
editor.playtest = Playtest
|
||||
editor.publish.workshop = Публикувай в Работилницата
|
||||
@@ -494,6 +495,7 @@ editor.default = [lightgray]<Стандартно>
|
||||
details = Детайли...
|
||||
edit = Редактирай...
|
||||
variables = Vars
|
||||
logic.globals = Built-in Variables
|
||||
editor.name = Име:
|
||||
editor.spawn = Създай 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.errorheader = Този файл с карта е повреден или невалиден.
|
||||
editor.errorname = Картата няма зададено име. Да не се опитвате да заредите игра?
|
||||
editor.errorlocales = Error reading invalid locale bundles.
|
||||
editor.update = Обнови
|
||||
editor.randomize = Случайно
|
||||
editor.moveup = Move Up
|
||||
@@ -516,6 +519,7 @@ editor.sectorgenerate = Sector Generate
|
||||
editor.resize = Смени размера
|
||||
editor.loadmap = Зареди Карта
|
||||
editor.savemap = Запиши Карта
|
||||
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
|
||||
editor.saved = Записано!
|
||||
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.
|
||||
@@ -600,6 +604,23 @@ filter.option.floor2 = Втори под
|
||||
filter.option.threshold2 = Втори праг
|
||||
filter.option.radius = Радиус
|
||||
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:
|
||||
height = Височина:
|
||||
@@ -650,10 +671,12 @@ objective.destroycore.name = Destroy Core
|
||||
objective.commandmode.name = Command Mode
|
||||
objective.flag.name = Flag
|
||||
marker.shapetext.name = Shape Text
|
||||
marker.minimap.name = Minimap
|
||||
marker.point.name = Point
|
||||
marker.shape.name = Shape
|
||||
marker.text.name = Text
|
||||
marker.line.name = Line
|
||||
marker.quad.name = Quad
|
||||
marker.texture.name = Texture
|
||||
marker.background = Background
|
||||
marker.outline = Outline
|
||||
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.
|
||||
|
||||
weather.rain.name = Дъжд
|
||||
weather.snow.name = Сняг
|
||||
weather.snowing.name = Сняг
|
||||
weather.sandstorm.name = Пясъчна буря
|
||||
weather.sporestorm.name = Спорова буря
|
||||
weather.fog.name = Мъгла
|
||||
@@ -737,8 +760,8 @@ sector.curlost = Зоната загубена
|
||||
sector.missingresources = [scarlet]Недостатъчни ресурси в ядрото
|
||||
sector.attacked = Зона [accent]{0}[white] е под атака!
|
||||
sector.lost = Зона [accent]{0}[white] беше загубена!
|
||||
#note: the missing space in the line below is intentional
|
||||
sector.captured = Зона [accent]{0}[white]беше превзета!
|
||||
sector.capture = Sector [accent]{0}[white]Captured!
|
||||
sector.capture.current = Sector Captured!
|
||||
sector.changeicon = Change Icon
|
||||
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}[]
|
||||
@@ -959,17 +982,46 @@ stat.immunities = Immunities
|
||||
stat.healing = Healing
|
||||
|
||||
ability.forcefield = Енергийно Поле
|
||||
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||
ability.repairfield = Възстановяващо Поле
|
||||
ability.repairfield.description = Repairs nearby units
|
||||
ability.statusfield = Подсилващо Поле
|
||||
ability.statusfield.description = Applies a status effect to nearby units
|
||||
ability.unitspawn = Factory
|
||||
ability.unitspawn.description = Constructs units
|
||||
ability.shieldregenfield = Възстановяващо броня Поле
|
||||
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||
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.description = Projects a force shield in an arc that absorbs bullets
|
||||
ability.suppressionfield = Regen Suppression Field
|
||||
ability.suppressionfield.description = Stops nearby repair buildings
|
||||
ability.energyfield = Energy Field
|
||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
||||
ability.energyfield.description = Zaps nearby enemies
|
||||
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||
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
|
||||
|
||||
@@ -1120,7 +1172,7 @@ setting.sfxvol.name = Сила на Звуковите Ефекти
|
||||
setting.mutesound.name = Заглуши Звука
|
||||
setting.crashreport.name = ИЗпращай Анонимни Отчети за Сривове
|
||||
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.chatopacity.name = Плътност на Чата
|
||||
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_patrol.name = Unit Stance: Patrol
|
||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||
keybind.unit_command_move = Unit Command: Move
|
||||
keybind.unit_command_repair = Unit Command: Repair
|
||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
||||
keybind.unit_command_assist = Unit Command: Assist
|
||||
keybind.unit_command_mine = Unit Command: Mine
|
||||
keybind.unit_command_boost = Unit Command: Boost
|
||||
keybind.unit_command_load_units = Unit Command: Load Units
|
||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
||||
keybind.unit_command_move.name = Unit Command: Move
|
||||
keybind.unit_command_repair.name = Unit Command: Repair
|
||||
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||
keybind.unit_command_assist.name = Unit Command: Assist
|
||||
keybind.unit_command_mine.name = Unit Command: Mine
|
||||
keybind.unit_command_boost.name = Unit Command: Boost
|
||||
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||
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.schematic_select.name = Избери Регион
|
||||
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.solarmultiplier = Solar Power Multiplier
|
||||
rules.unitcapvariable = Ядрата Увеличават Максималния Брой Единици
|
||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||
rules.unitcap = Максимален Брой Единици
|
||||
rules.limitarea = Limit Map Area
|
||||
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.always = Винаги
|
||||
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.liquid.name = Течности
|
||||
@@ -1521,6 +1577,7 @@ block.inverted-sorter.name = Обърнат сортирач
|
||||
block.message.name = Съобщение
|
||||
block.reinforced-message.name = Reinforced Message
|
||||
block.world-message.name = World Message
|
||||
block.world-switch.name = World Switch
|
||||
block.illuminator.name = Осветител
|
||||
block.overflow-gate.name = Преливаща Порта
|
||||
block.underflow-gate.name = Обратна Преливаща Порта
|
||||
@@ -1761,7 +1818,6 @@ block.disperse.name = Disperse
|
||||
block.afflict.name = Afflict
|
||||
block.lustre.name = Lustre
|
||||
block.scathe.name = Scathe
|
||||
block.fabricator.name = Fabricator
|
||||
block.tank-refabricator.name = Tank Refabricator
|
||||
block.mech-refabricator.name = Mech 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.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.defenses = [accent]Set up defenses:[lightgray] {0}
|
||||
onset.attack = The enemy is vulnerable. Counter-attack.
|
||||
onset.cores = New cores can be placed on [accent]core tiles[].\nNew cores function as forward bases and share a resource inventory with other cores.\nPlace a \uf725 core.
|
||||
onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defenses, mining, and production.
|
||||
@@ -2079,7 +2136,6 @@ block.logic-display.description = Позволява изобразяванет
|
||||
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.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-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.
|
||||
@@ -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.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-junction.description = Acts as a bridge for two crossing conduits.
|
||||
block.reinforced-liquid-tank.description = Stores a large 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.
|
||||
@@ -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.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.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.drawflush = Изпълнява операции, поискани с команда [accent]Draw[] върху посочен дисплей.
|
||||
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.spawnunit = Spawn unit at a location.
|
||||
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.explosion = Create an explosion at a location.
|
||||
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.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.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.
|
||||
|
||||
@@ -2313,6 +2408,7 @@ graphicstype.poly = Запълва правилен многоъгълник.
|
||||
graphicstype.linepoly = Очертава правилен многоъгълник.
|
||||
graphicstype.triangle = Запълва триъгълник.
|
||||
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.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.within = Проверете дали дадена позиция е в обхват на единицата.
|
||||
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.generation = Generació
|
||||
editor.objectives = Objectius
|
||||
editor.locales = Locale Bundles
|
||||
editor.ingame = Edita des de la partida
|
||||
editor.playtest = Prova el mapa
|
||||
editor.publish.workshop = Publica al Workshop
|
||||
@@ -494,6 +495,7 @@ editor.default = [lightgray]<Per defecte>
|
||||
details = Detalls
|
||||
edit = Edita
|
||||
variables = Variables
|
||||
logic.globals = Built-in Variables
|
||||
editor.name = Nom:
|
||||
editor.spawn = Genera 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.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.errorlocales = Error reading invalid locale bundles.
|
||||
editor.update = Actualitza
|
||||
editor.randomize = Assigna a l’atzar
|
||||
editor.moveup = Mou amunt
|
||||
@@ -516,6 +519,7 @@ editor.sectorgenerate = Generació del sector
|
||||
editor.resize = Canvia la mida
|
||||
editor.loadmap = Carrega un 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.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».
|
||||
@@ -603,6 +607,23 @@ filter.option.floor2 = Terra secundari
|
||||
filter.option.threshold2 = Llindar secundari
|
||||
filter.option.radius = Radi
|
||||
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:
|
||||
height = Alçada:
|
||||
@@ -653,10 +674,12 @@ objective.destroycore.name = Destrueix el nucli
|
||||
objective.commandmode.name = Mode de comandament
|
||||
objective.flag.name = Bandera
|
||||
marker.shapetext.name = Forma del text
|
||||
marker.minimap.name = Minimapa
|
||||
marker.point.name = Punt
|
||||
marker.shape.name = Forma
|
||||
marker.text.name = Text
|
||||
marker.line.name = Línia
|
||||
marker.quad.name = Rectangle
|
||||
marker.texture.name = Texture
|
||||
marker.background = Fons
|
||||
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.
|
||||
|
||||
weather.rain.name = Pluja
|
||||
weather.snow.name = Neu
|
||||
weather.snowing.name = Neu
|
||||
weather.sandstorm.name = Tempesta de sorra
|
||||
weather.sporestorm.name = Tempesta d’espores
|
||||
weather.fog.name = Boira
|
||||
@@ -741,8 +764,8 @@ sector.curlost = Sector perdut
|
||||
sector.missingresources = [scarlet]Recursos insuficients al nucli
|
||||
sector.attacked = Ataquen 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.captured = S’ha capturat el sector [accent]{0}[white]!
|
||||
sector.capture = S’ha capturat el sector [accent]{0}[white]!
|
||||
sector.capture.current = Sector capturat!
|
||||
sector.changeicon = Canvia la icona
|
||||
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}[]
|
||||
@@ -963,17 +986,46 @@ stat.immunities = Immunitats
|
||||
stat.healing = Reparador
|
||||
|
||||
ability.forcefield = Camp de força
|
||||
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||
ability.repairfield = Repara el camp de força
|
||||
ability.repairfield.description = Repairs nearby units
|
||||
ability.statusfield = Estat del camp
|
||||
ability.statusfield.description = Applies a status effect to nearby units
|
||||
ability.unitspawn = Fàbrica
|
||||
ability.unitspawn.description = Constructs units
|
||||
ability.shieldregenfield = Regenerador de camps de força
|
||||
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||
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.description = Projects a force shield in an arc that absorbs bullets
|
||||
ability.suppressionfield = Regen Suppression Field
|
||||
ability.suppressionfield.description = Stops nearby repair buildings
|
||||
ability.energyfield = Camp de força
|
||||
ability.energyfield.sametypehealmultiplier = [lightgray]Mateix tipus de guarició: [white]{0} %
|
||||
ability.energyfield.maxtargets = [lightgray]Objectius màx.: [white]{0}
|
||||
ability.energyfield.description = Zaps nearby enemies
|
||||
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||
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.drilltierreq = Cal una perforadora millor.
|
||||
@@ -1123,7 +1175,7 @@ setting.sfxvol.name = Volums dels efectes de so
|
||||
setting.mutesound.name = Silencia el so
|
||||
setting.crashreport.name = Envia informes d’error anònims
|
||||
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.chatopacity.name = Opacitat del xat
|
||||
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_patrol.name = Comportament: Patrulla
|
||||
keybind.unit_stance_ram.name = Comportament: Senzill
|
||||
keybind.unit_command_move = Comportament: Mou
|
||||
keybind.unit_command_repair = Comportament: Repara
|
||||
keybind.unit_command_rebuild = Comportament: Reconstrueix
|
||||
keybind.unit_command_assist = Comportament: Assisteix
|
||||
keybind.unit_command_mine = Comportament: Extrau
|
||||
keybind.unit_command_boost = Comportament: Sobrevola
|
||||
keybind.unit_command_load_units = Comportament: Carrega unitats
|
||||
keybind.unit_command_load_blocks = Comportament: Carrega blocs
|
||||
keybind.unit_command_unload_payload = Comportament: Descarrega
|
||||
keybind.unit_command_move.name = Unit Command: Move
|
||||
keybind.unit_command_repair.name = Unit Command: Repair
|
||||
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||
keybind.unit_command_assist.name = Unit Command: Assist
|
||||
keybind.unit_command_mine.name = Unit Command: Mine
|
||||
keybind.unit_command_boost.name = Unit Command: Boost
|
||||
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||
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.schematic_select.name = Selecciona una regió
|
||||
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.solarmultiplier = Multiplicador de l’energia solar
|
||||
rules.unitcapvariable = Els nuclis contribueixen al límit d’unitats
|
||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||
rules.unitcap = Capacitat base d’unitats
|
||||
rules.limitarea = Limita l’àrea del mapa
|
||||
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.always = Sempre
|
||||
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.liquid.name = Fluids
|
||||
@@ -1528,6 +1584,7 @@ block.inverted-sorter.name = Classificador invers
|
||||
block.message.name = Missatge
|
||||
block.reinforced-message.name = Missatge destacat
|
||||
block.world-message.name = Missatge mundial
|
||||
block.world-switch.name = Interruptor mundial
|
||||
block.illuminator.name = Il·luminador
|
||||
block.overflow-gate.name = Porta de desbordament
|
||||
block.underflow-gate.name = Porta de subdesbordament
|
||||
@@ -1770,7 +1827,6 @@ block.disperse.name = Disperse
|
||||
block.afflict.name = Afflict
|
||||
block.lustre.name = Lustre
|
||||
block.scathe.name = Scathe
|
||||
block.fabricator.name = Fabricadora
|
||||
block.tank-refabricator.name = Milloradora de tancs
|
||||
block.mech-refabricator.name = Milloradora de meques
|
||||
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.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.defenses = [accent]Establiu defenses:[lightgray] {0}
|
||||
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.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.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.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-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.
|
||||
@@ -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.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-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-container.description = Emmagatzema fluids.
|
||||
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.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.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.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.
|
||||
@@ -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.spawnunit = Fes aparèixer una unitat en una posició.
|
||||
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.explosion = Crea una explosió en una posició.
|
||||
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.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.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.
|
||||
|
||||
@@ -2323,6 +2418,7 @@ graphicstype.poly = Omple un polígon regular.
|
||||
graphicstype.linepoly = Dibuixa els costats d’un polígon regular.
|
||||
graphicstype.triangle = Omple un triangle.
|
||||
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.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.within = Comprova si la unitat està a prop d’una posició.
|
||||
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.circulardependencies = [red]Kruhové 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.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.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.missingdependencies.details = This mod is missing dependencies: {0}
|
||||
mod.erroredcontent.details = This game caused errors when loading. Ask the mod author to fix them.
|
||||
mod.circulardependencies.details = This mod has dependencies that depends on each other.
|
||||
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 = 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 = Tento mod byl ručně zařazen na černou listinu, protože způsobuje pády nebo jiné problémy s touto verzí hry. Nepoužívejte jej.
|
||||
mod.missingdependencies.details = Tomuto módu chybí závislosti: {0}
|
||||
mod.erroredcontent.details = Tato hra způsobovala chyby při načítání. Požádejte autora módu o jejich opravu.
|
||||
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.requiresversion = Requires game version: [red]{0}
|
||||
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.kicked = Krát Vyhozen: [accent]{0}
|
||||
trace.ips = IPs:
|
||||
trace.names = Names:
|
||||
trace.names = Jména:
|
||||
invalidid = Neplatná adresa IP klienta! Zašli prosím zprávu o chybě.
|
||||
player.ban = Ban
|
||||
player.kick = Kick
|
||||
player.kick = Vyhodit
|
||||
player.trace = Trace
|
||||
player.admin = Toggle Admin
|
||||
player.team = Change Team
|
||||
player.admin = Přepínání správce
|
||||
player.team = Změnit tým
|
||||
server.bans = Zákazy
|
||||
server.bans.none = Žádní hráči se zákazem nebyli nalezeni.
|
||||
server.admins = Správci
|
||||
@@ -340,13 +340,14 @@ ok = OK
|
||||
open = Otevřít
|
||||
customize = Přizpůsobit pravidla
|
||||
cancel = Zrušit
|
||||
command = Command
|
||||
command.queue = [lightgray][Queuing]
|
||||
command.mine = Mine
|
||||
command.repair = Repair
|
||||
command.rebuild = Rebuild
|
||||
command.assist = Assist Player
|
||||
command.move = Move
|
||||
command = Velet
|
||||
command.queue = Queue
|
||||
command.mine = Těžit
|
||||
command.repair = Opravovat
|
||||
command.rebuild = Přestavět
|
||||
command.assist = Asistovat hráči
|
||||
command.move = Pohyb
|
||||
|
||||
command.boost = Boost
|
||||
command.enterPayload = Enter Payload Block
|
||||
command.loadUnits = Load Units
|
||||
@@ -362,7 +363,7 @@ openlink = Otevřít odkaz
|
||||
copylink = Zkopírovat odkaz
|
||||
back = Zpět
|
||||
max = Max
|
||||
objective = Map Objective
|
||||
objective = Úkol mapy
|
||||
crash.export = Exportovat záznamy o zhroucení hry
|
||||
crash.none = Záznamy o zhroucení hry nebyly nalezeny.
|
||||
crash.exported = Záznamy o zhroucení hry byly exportovány.
|
||||
@@ -383,7 +384,7 @@ pausebuilding = [accent][[{0}][] zastaví stavění
|
||||
resumebuilding = [scarlet][[{0}][] bude pokračovat ve stavění
|
||||
enablebuilding = [scarlet][[{0}][] povolí stavení
|
||||
showui = UI je skryto.\nZmáčkni [accent][[{0}][] pro jeho zobrazení.
|
||||
commandmode.name = [accent]Command Mode
|
||||
commandmode.name = [accent]Velící zežim
|
||||
commandmode.nounits = [no units]
|
||||
wave = [accent]Vlna číslo {0}[]
|
||||
wave.cap = [accent]Vlna {0} z {1}[]
|
||||
@@ -438,6 +439,7 @@ editor.waves = Vln:
|
||||
editor.rules = Pravidla:
|
||||
editor.generation = Generace:
|
||||
editor.objectives = Úkoly:
|
||||
editor.locales = Locale Bundles
|
||||
editor.ingame = Upravit ve hře
|
||||
editor.playtest = Playtest
|
||||
editor.publish.workshop = Publikovat do Workshopu na Steamu
|
||||
@@ -494,6 +496,7 @@ editor.default = [lightgray]<Výchozí>[]
|
||||
details = Podrobnosti...
|
||||
edit = Upravit...
|
||||
variables = Hodnoty
|
||||
logic.globals = Built-in Variables
|
||||
editor.name = Jméno:
|
||||
editor.spawn = Zrodit 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.errorheader = Tento soubor mapy je buď neplatný nebo poškozen.
|
||||
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.randomize = Náhodně vygenerovat
|
||||
editor.moveup = Pohyb Nahoru
|
||||
@@ -516,6 +520,7 @@ editor.sectorgenerate = Generovat Sektor
|
||||
editor.resize = Změnit velikost
|
||||
editor.loadmap = Načíst mapu
|
||||
editor.savemap = Uložit mapu
|
||||
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
|
||||
editor.saved = Uloženo!
|
||||
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".
|
||||
@@ -601,6 +606,23 @@ filter.option.floor2 = Druhotný povrch
|
||||
filter.option.threshold2 = Druhotný práh
|
||||
filter.option.radius = Poloměr
|
||||
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:
|
||||
height = Výška:
|
||||
@@ -651,10 +673,12 @@ objective.destroycore.name = Zničit Jádro
|
||||
objective.commandmode.name = Příkazovy Režim
|
||||
objective.flag.name = Vlajka
|
||||
marker.shapetext.name = Shape Text
|
||||
marker.minimap.name = Minimapa
|
||||
marker.point.name = Point
|
||||
marker.shape.name = Tvar
|
||||
marker.text.name = Text
|
||||
marker.line.name = Line
|
||||
marker.quad.name = Quad
|
||||
marker.texture.name = Texture
|
||||
marker.background = Pozadí
|
||||
marker.outline = Outline
|
||||
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
||||
@@ -684,7 +708,7 @@ bannedunits.whitelist = Banned Units As Whitelist
|
||||
bannedblocks.whitelist = Banned Blocks As Whitelist
|
||||
addall = Přidat vše
|
||||
launch.from = Vysláno z: [accent]{0}
|
||||
launch.capacity = Launching Item Capacity: [accent]{0}
|
||||
launch.capacity = Odpalovací kapacita: [accent]{0}
|
||||
launch.destination = Cíl: {0}
|
||||
configure.invalid = Hodnota musí být číslo mezi 0 a {0}.
|
||||
add = Přidat...
|
||||
@@ -702,7 +726,7 @@ error.any = Neznámá chyba sítě.
|
||||
error.bloom = Chyba inicializace filtru Bloom.\nTvé zařízení ho nejspíš nepodporuje.
|
||||
|
||||
weather.rain.name = Déšť
|
||||
weather.snow.name = Sníh
|
||||
weather.snowing.name = Sníh
|
||||
weather.sandstorm.name = Písečná ouře
|
||||
weather.sporestorm.name = Spórová bouře
|
||||
weather.fog.name = Mlha
|
||||
@@ -714,8 +738,8 @@ sectorlist.attacked = {0} pod útokem
|
||||
sectors.unexplored = [lightgray]Neprozkoumáno
|
||||
sectors.resources = Zdroje:
|
||||
sectors.production = Výroba:
|
||||
sectors.export = Export:
|
||||
sectors.import = Import:
|
||||
sectors.export = Exportovat:
|
||||
sectors.import = Importovat:
|
||||
sectors.time = Čas:
|
||||
sectors.threat = Ohrožení:
|
||||
sectors.wave = Vlna:
|
||||
@@ -738,8 +762,8 @@ sector.curlost = Sektor ztracen
|
||||
sector.missingresources = [scarlet]Nedostatečné zdroje v jádře
|
||||
sector.attacked = Sektor [accent]{0}[white] pod útokem!
|
||||
sector.lost = Sektor [accent]{0}[white] ztracen! :(
|
||||
#note: chybějící mezera v řádce níže je záměrná :)
|
||||
sector.captured = Sektor [accent]{0}[white]polapen! :)
|
||||
sector.capture = Sector [accent]{0}[white]Captured!
|
||||
sector.capture.current = Sector Captured!
|
||||
sector.changeicon = Změnit Ikonu
|
||||
sector.noswitch.title = Nelze Vyměnit Sektor
|
||||
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.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.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.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.onset.name = The Onset
|
||||
sector.coastline.description = V této lokaci byly objeveny pozůstatky techniky námořních jednotek. Odražte nepřátelské útoky, dobijte tento sektor a získejte technologii.
|
||||
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 = Nástup
|
||||
sector.aegis.name = Aegis
|
||||
sector.lake.name = Lake
|
||||
sector.intersect.name = Intersect
|
||||
sector.lake.name = Jezero
|
||||
sector.intersect.name = Průsečík
|
||||
sector.atlas.name = Atlas
|
||||
sector.split.name = Split
|
||||
sector.basin.name = Basin
|
||||
sector.marsh.name = Marsh
|
||||
sector.peaks.name = Peaks
|
||||
sector.ravine.name = Ravine
|
||||
sector.caldera-erekir.name = Caldera
|
||||
sector.stronghold.name = Stronghold
|
||||
sector.crevice.name = Crevice
|
||||
sector.siege.name = Siege
|
||||
sector.crossroads.name = Crossroads
|
||||
sector.karst.name = Karst
|
||||
sector.origin.name = Origin
|
||||
sector.onset.description = Commence the conquest of Erekir. Gather resources, produce units, and begin researching technology.
|
||||
sector.split.name = Rozdělení
|
||||
sector.basin.name = Povodí
|
||||
sector.marsh.name = Marš
|
||||
sector.peaks.name = Vrcholy
|
||||
sector.ravine.name = Rokle
|
||||
sector.caldera-erekir.name = Kaldera
|
||||
sector.stronghold.name = Pevnost
|
||||
sector.crevice.name = Štěrbina
|
||||
sector.siege.name = Obléhání
|
||||
sector.crossroads.name = Křižovatka
|
||||
sector.karst.name = Kras
|
||||
sector.origin.name = Původ
|
||||
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.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.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.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.split.description = The minimal enemy presence in this sector makes it perfect for testing new transport tech.
|
||||
sector.basin.description = Large enemy presence detected in this sector.\nBuild units quickly and capture enemy cores to gain a foothold.
|
||||
sector.marsh.description = This sector has an abundance of arkycite, but has limited vents.\nBuild [accent]Chemical Combustion Chambers[] to generate power.
|
||||
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.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.caldera-erekir.description = The resources detected in this sector are scattered across several islands.\nResearch and deploy drone-based transportation.
|
||||
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.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.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.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.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.origin.description = The final sector with a significant enemy presence.\nNo probable research opportunities remain - focus solely on destroying all enemy cores.
|
||||
sector.aegis.description = Tento sektor obsahuje ložiska wolframu.\nVyzkoumej [accent]Nárazový vrták[] k vytěžení této suroviny, a znič nepřátelskou základnu.
|
||||
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 = 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 = 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 = Minimální přítomnost nepřátel v tomto sektoru je ideální pro testování nových dopravních technologií.
|
||||
sector.basin.description = V tomto sektoru byla zjištěna velká přítomnost nepřátel.\nRychle postavte jednotky a získejte nepřátelská jádra, abyste se prosadili.
|
||||
sector.marsh.description = Tento sektor má hojnost arkycitu, ale má omezené průduchy.\nPostav [accent]Chemické spalovací komory[] k výrobě energie.
|
||||
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 = 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 = Zdroje zjištěné v tomto sektoru jsou rozptýleny na několika ostrovech. \nVyzkoumejte a nasaďte dopravu pomocí dronů.
|
||||
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 = 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 = 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 = 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 = 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 = Poslední sektor s výrazným výskytem nepřátel.\nŽádné pravděpodobné možnosti výzkumu nezbývají - soustřeďte se výhradně na zničení všech nepřátelských jader.
|
||||
|
||||
status.burning.name = Hořící
|
||||
status.freezing.name = Mrazící
|
||||
@@ -960,17 +984,46 @@ stat.immunities = Imunity
|
||||
stat.healing = Léčí se
|
||||
|
||||
ability.forcefield = Silové pole
|
||||
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||
ability.repairfield = Opravit pole
|
||||
ability.repairfield.description = Repairs nearby units
|
||||
ability.statusfield = Stav pole
|
||||
ability.statusfield.description = Applies a status effect to nearby units
|
||||
ability.unitspawn = továrna
|
||||
ability.unitspawn.description = Constructs units
|
||||
ability.shieldregenfield = Silově opravné pole
|
||||
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||
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.description = Projects a force shield in an arc that absorbs bullets
|
||||
ability.suppressionfield = Regen Suppression Field
|
||||
ability.suppressionfield.description = Stops nearby repair buildings
|
||||
ability.energyfield = Energetické pole
|
||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
||||
ability.energyfield.description = Zaps nearby enemies
|
||||
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||
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
|
||||
|
||||
@@ -1121,7 +1174,7 @@ setting.sfxvol.name = Hlasitost efektů
|
||||
setting.mutesound.name = Ztišit zvuk
|
||||
setting.crashreport.name = Poslat anonymní hlášení o spadnutí Mindustry
|
||||
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.chatopacity.name = Průsvitnost kanálu zpráv
|
||||
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_patrol.name = Unit Stance: Patrol
|
||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||
keybind.unit_command_move = Unit Command: Move
|
||||
keybind.unit_command_repair = Unit Command: Repair
|
||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
||||
keybind.unit_command_assist = Unit Command: Assist
|
||||
keybind.unit_command_mine = Unit Command: Mine
|
||||
keybind.unit_command_boost = Unit Command: Boost
|
||||
keybind.unit_command_load_units = Unit Command: Load Units
|
||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
||||
keybind.unit_command_move.name = Unit Command: Move
|
||||
keybind.unit_command_repair.name = Unit Command: Repair
|
||||
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||
keybind.unit_command_assist.name = Unit Command: Assist
|
||||
keybind.unit_command_mine.name = Unit Command: Mine
|
||||
keybind.unit_command_boost.name = Unit Command: Boost
|
||||
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||
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.schematic_select.name = Vybrat oblast
|
||||
keybind.schematic_menu.name = Nabídka šablon
|
||||
@@ -1273,6 +1327,7 @@ rules.unitdamagemultiplier = Násobek poškození jednotkami
|
||||
rules.unitcrashdamagemultiplier = Násobek poškození při nárazu jednotky
|
||||
rules.solarmultiplier = Násobek Solární Energie
|
||||
rules.unitcapvariable = Jádra Zvýšujou Maximum Počtu Jednotek
|
||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||
rules.unitcap = Základní Maximum Počtu Jednotek
|
||||
rules.limitarea = Limit Map Area
|
||||
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.always = Vždy
|
||||
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.liquid.name = Kapaliny
|
||||
@@ -1524,6 +1581,7 @@ block.inverted-sorter.name = Obrácená třídička
|
||||
block.message.name = Zpráva
|
||||
block.reinforced-message.name = Posílená Zpráva
|
||||
block.world-message.name = Světová Zpráva
|
||||
block.world-switch.name = World Switch
|
||||
block.illuminator.name = Osvětlovač
|
||||
block.overflow-gate.name = Brána s přepadem
|
||||
block.underflow-gate.name = Brána s podtokem
|
||||
@@ -1764,7 +1822,6 @@ block.disperse.name = Disperse
|
||||
block.afflict.name = Afflict
|
||||
block.lustre.name = Lustre
|
||||
block.scathe.name = Scathe
|
||||
block.fabricator.name = Fabrikátor
|
||||
block.tank-refabricator.name = Tank Refabricator
|
||||
block.mech-refabricator.name = Mech 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.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.defenses = [accent]Set up defenses:[lightgray] {0}
|
||||
onset.attack = The enemy is vulnerable. Counter-attack.
|
||||
onset.cores = New cores can be placed on [accent]core tiles[].\nNew cores function as forward bases and share a resource inventory with other cores.\nPlace a \uf725 core.
|
||||
onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defenses, mining, and production.
|
||||
@@ -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.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.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-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.
|
||||
@@ -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.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-junction.description = Acts as a bridge for two crossing conduits.
|
||||
block.reinforced-liquid-tank.description = Stores a large 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.
|
||||
@@ -2238,6 +2294,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
|
||||
lst.read = Přečte číslo z 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.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.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.
|
||||
@@ -2260,6 +2317,8 @@ lst.getblock = Get tile data at any location.
|
||||
lst.setblock = Set tile data at any location.
|
||||
lst.spawnunit = Spawn unit at a location.
|
||||
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.explosion = Create an explosion at a location.
|
||||
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.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.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.
|
||||
|
||||
@@ -2317,6 +2413,7 @@ graphicstype.poly = Vyplní pravidelný mnohoúhelník.
|
||||
graphicstype.linepoly = Nakreslí obrys pravidelného mnohoúhelníku.
|
||||
graphicstype.triangle = Vyplní trojúhelník.
|
||||
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.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.within = Zkontrolovat, jestli jednotka je blízko dané pozice.
|
||||
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.generation = Generering:
|
||||
editor.objectives = Objectives
|
||||
editor.locales = Locale Bundles
|
||||
editor.ingame = Ændr i spil
|
||||
editor.playtest = Playtest
|
||||
editor.publish.workshop = Publicer på Workshop
|
||||
@@ -489,6 +490,7 @@ editor.default = [lightgray]<standard>
|
||||
details = Detaljer...
|
||||
edit = Rediger...
|
||||
variables = Vars
|
||||
logic.globals = Built-in Variables
|
||||
editor.name = Navn:
|
||||
editor.spawn = Påkald 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.errorheader = Denne bane er enten ugyldig eller i stykker.
|
||||
editor.errorname = Banen har ikke noget navn. Forsøger du at gemme filen?
|
||||
editor.errorlocales = Error reading invalid locale bundles.
|
||||
editor.update = Opdater
|
||||
editor.randomize = Tilfældiggør
|
||||
editor.moveup = Move Up
|
||||
@@ -511,6 +514,7 @@ editor.sectorgenerate = Sector Generate
|
||||
editor.resize = Omskaler
|
||||
editor.loadmap = Indlæs bane
|
||||
editor.savemap = Gem bane
|
||||
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
|
||||
editor.saved = Gemt!
|
||||
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.
|
||||
@@ -595,6 +599,23 @@ filter.option.floor2 = Sekundært gulv
|
||||
filter.option.threshold2 = Sekundær terskel
|
||||
filter.option.radius = Radius
|
||||
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:
|
||||
height = Højde:
|
||||
@@ -645,10 +666,12 @@ objective.destroycore.name = Destroy Core
|
||||
objective.commandmode.name = Command Mode
|
||||
objective.flag.name = Flag
|
||||
marker.shapetext.name = Shape Text
|
||||
marker.minimap.name = Minimap
|
||||
marker.point.name = Point
|
||||
marker.shape.name = Shape
|
||||
marker.text.name = Text
|
||||
marker.line.name = Line
|
||||
marker.quad.name = Quad
|
||||
marker.texture.name = Texture
|
||||
marker.background = Background
|
||||
marker.outline = Outline
|
||||
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.
|
||||
|
||||
weather.rain.name = Regn
|
||||
weather.snow.name = Sne
|
||||
weather.snowing.name = Sne
|
||||
weather.sandstorm.name = Sandstorm
|
||||
weather.sporestorm.name = Sporestorm
|
||||
weather.fog.name = Tåge
|
||||
@@ -731,7 +754,8 @@ sector.curlost = Sector Lost
|
||||
sector.missingresources = [scarlet]Ikke nok resurser i kernen.
|
||||
sector.attacked = Sector [accent]{0}[white] under attack!
|
||||
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.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}[]
|
||||
@@ -949,17 +973,46 @@ stat.immunities = Immunities
|
||||
stat.healing = Healing
|
||||
|
||||
ability.forcefield = Kraftfelt
|
||||
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||
ability.repairfield = Reparationsfelt
|
||||
ability.repairfield.description = Repairs nearby units
|
||||
ability.statusfield = Statusfelt
|
||||
ability.statusfield.description = Applies a status effect to nearby units
|
||||
ability.unitspawn = Fabrik
|
||||
ability.unitspawn.description = Constructs units
|
||||
ability.shieldregenfield = Skjold-regenereringsfelt
|
||||
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||
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.description = Projects a force shield in an arc that absorbs bullets
|
||||
ability.suppressionfield = Regen Suppression Field
|
||||
ability.suppressionfield.description = Stops nearby repair buildings
|
||||
ability.energyfield = Energy Field
|
||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
||||
ability.energyfield.description = Zaps nearby enemies
|
||||
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||
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
|
||||
|
||||
@@ -1110,7 +1163,7 @@ setting.sfxvol.name = SFX-volumen
|
||||
setting.mutesound.name = Forstum lyde
|
||||
setting.crashreport.name = Send anonyme fejlrapporter
|
||||
setting.savecreate.name = Gem automatisk
|
||||
setting.publichost.name = Synlighed af offentlige spil
|
||||
setting.steampublichost.name = Public Game Visibility
|
||||
setting.playerlimit.name = Spiller-grænse
|
||||
setting.chatopacity.name = Chat-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_patrol.name = Unit Stance: Patrol
|
||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||
keybind.unit_command_move = Unit Command: Move
|
||||
keybind.unit_command_repair = Unit Command: Repair
|
||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
||||
keybind.unit_command_assist = Unit Command: Assist
|
||||
keybind.unit_command_mine = Unit Command: Mine
|
||||
keybind.unit_command_boost = Unit Command: Boost
|
||||
keybind.unit_command_load_units = Unit Command: Load Units
|
||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
||||
keybind.unit_command_move.name = Unit Command: Move
|
||||
keybind.unit_command_repair.name = Unit Command: Repair
|
||||
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||
keybind.unit_command_assist.name = Unit Command: Assist
|
||||
keybind.unit_command_mine.name = Unit Command: Mine
|
||||
keybind.unit_command_boost.name = Unit Command: Boost
|
||||
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||
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.schematic_select.name = Vælg region
|
||||
keybind.schematic_menu.name = Skabelon-visning
|
||||
@@ -1262,6 +1316,7 @@ rules.unitdamagemultiplier = Enheds-skade-forstærker
|
||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||
rules.solarmultiplier = Solar Power Multiplier
|
||||
rules.unitcapvariable = Cores Contribute To Unit Cap
|
||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||
rules.unitcap = Base Unit Cap
|
||||
rules.limitarea = Limit Map Area
|
||||
rules.enemycorebuildradius = Radius af fjendtlig kernes ubebyggelig zone:[lightgray] (felter)
|
||||
@@ -1294,6 +1349,8 @@ rules.weather = Vejr
|
||||
rules.weather.frequency = Frekvens:
|
||||
rules.weather.always = Always
|
||||
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.liquid.name = Væsker
|
||||
@@ -1511,6 +1568,7 @@ block.inverted-sorter.name = Omvendt Filter
|
||||
block.message.name = Besked
|
||||
block.reinforced-message.name = Reinforced Message
|
||||
block.world-message.name = World Message
|
||||
block.world-switch.name = World Switch
|
||||
block.illuminator.name = Lyskilde
|
||||
block.overflow-gate.name = Overflods-låge
|
||||
block.underflow-gate.name = Underflods-låge
|
||||
@@ -1751,7 +1809,6 @@ block.disperse.name = Disperse
|
||||
block.afflict.name = Afflict
|
||||
block.lustre.name = Lustre
|
||||
block.scathe.name = Scathe
|
||||
block.fabricator.name = Fabricator
|
||||
block.tank-refabricator.name = Tank Refabricator
|
||||
block.mech-refabricator.name = Mech 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.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.defenses = [accent]Set up defenses:[lightgray] {0}
|
||||
onset.attack = The enemy is vulnerable. Counter-attack.
|
||||
onset.cores = New cores can be placed on [accent]core tiles[].\nNew cores function as forward bases and share a resource inventory with other cores.\nPlace a \uf725 core.
|
||||
onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defenses, mining, and production.
|
||||
@@ -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.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.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-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.
|
||||
@@ -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.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-junction.description = Acts as a bridge for two crossing conduits.
|
||||
block.reinforced-liquid-tank.description = Stores a large 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.
|
||||
@@ -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.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.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.drawflush = Flush queued [accent]Draw[] operations to a display.
|
||||
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.spawnunit = Spawn unit at a location.
|
||||
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.explosion = Create an explosion at a location.
|
||||
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.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.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.
|
||||
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.
|
||||
@@ -2294,6 +2390,7 @@ graphicstype.poly = Fill a regular polygon.
|
||||
graphicstype.linepoly = Draw a regular polygon outline.
|
||||
graphicstype.triangle = Fill a triangle.
|
||||
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.idiv = Integer division.
|
||||
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.within = Check if unit is near a position.
|
||||
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.generation = Generator
|
||||
editor.objectives = Ziele
|
||||
editor.locales = Locale Bundles
|
||||
editor.ingame = Im Spiel bearbeiten
|
||||
editor.playtest = Playtest
|
||||
editor.publish.workshop = Im Workshop veröffentlichen
|
||||
@@ -497,6 +498,7 @@ editor.default = [lightgray]<Standard>
|
||||
details = Details
|
||||
edit = Bearbeiten
|
||||
variables = Variablen
|
||||
logic.globals = Built-in Variables
|
||||
editor.name = Name:
|
||||
editor.spawn = Spawnbereich
|
||||
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.errorheader = Diese Karte ist entweder nicht gültig oder beschädigt.
|
||||
editor.errorname = Karte hat keinen Namen.
|
||||
editor.errorlocales = Error reading invalid locale bundles.
|
||||
editor.update = Aktualisieren
|
||||
editor.randomize = Zufällig anordnen
|
||||
editor.moveup = Hochschieben
|
||||
@@ -519,6 +522,7 @@ editor.sectorgenerate = Sektor generieren
|
||||
editor.resize = Größe\nanpassen
|
||||
editor.loadmap = Karte\nladen
|
||||
editor.savemap = Karte\nspeichern
|
||||
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
|
||||
editor.saved = Gespeichert!
|
||||
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.
|
||||
@@ -606,6 +610,23 @@ filter.option.floor2 = Sekundärer Boden
|
||||
filter.option.threshold2 = Sekundärer Grenzwert
|
||||
filter.option.radius = Radius
|
||||
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:
|
||||
height = Höhe:
|
||||
@@ -658,10 +679,12 @@ objective.commandmode.name = Steuerungsmodus
|
||||
objective.flag.name = Flag
|
||||
|
||||
marker.shapetext.name = Geformter Text
|
||||
marker.minimap.name = Minimap
|
||||
marker.point.name = Point
|
||||
marker.shape.name = Form
|
||||
marker.text.name = Text
|
||||
marker.line.name = Line
|
||||
marker.quad.name = Quad
|
||||
marker.texture.name = Texture
|
||||
|
||||
marker.background = Hintergrund
|
||||
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.
|
||||
|
||||
weather.rain.name = Regen
|
||||
weather.snow.name = Schnee
|
||||
weather.snowing.name = Schnee
|
||||
weather.sandstorm.name = Sandsturm
|
||||
weather.sporestorm.name = Sporensturm
|
||||
weather.fog.name = Nebel
|
||||
@@ -749,8 +772,8 @@ sector.curlost = Sektor verloren
|
||||
sector.missingresources = [scarlet]Fehlende Kernressourcen
|
||||
sector.attacked = Sektor [accent]{0}[white] wird angegriffen!
|
||||
sector.lost = Sektor [accent]{0}[white] verloren!
|
||||
#note: the missing space in the line below is intentional
|
||||
sector.captured = Sektor [accent]{0}[white]erobert!
|
||||
sector.capture = Sector [accent]{0}[white]Captured!
|
||||
sector.capture.current = Sector Captured!
|
||||
sector.changeicon = Bild ändern
|
||||
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}[]
|
||||
@@ -972,17 +995,46 @@ stat.immunities = Immunitäten
|
||||
stat.healing = Heilung
|
||||
|
||||
ability.forcefield = Kraftfeld
|
||||
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||
ability.repairfield = Heilungsfeld
|
||||
ability.repairfield.description = Repairs nearby units
|
||||
ability.statusfield = Statusfeld
|
||||
ability.statusfield.description = Applies a status effect to nearby units
|
||||
ability.unitspawn = Fabrik
|
||||
ability.unitspawn.description = Constructs units
|
||||
ability.shieldregenfield = Schildregenerationsfeld
|
||||
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||
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.description = Projects a force shield in an arc that absorbs bullets
|
||||
ability.suppressionfield = Heilungsunterdrückungsfeld
|
||||
ability.suppressionfield.description = Stops nearby repair buildings
|
||||
ability.energyfield = Energiefeld
|
||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
||||
ability.energyfield.description = Zaps nearby enemies
|
||||
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||
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
|
||||
|
||||
@@ -1133,7 +1185,7 @@ setting.sfxvol.name = Audioeffekt-Lautstärke
|
||||
setting.mutesound.name = Audioeffekte stummschalten
|
||||
setting.crashreport.name = Anonyme Absturzberichte senden
|
||||
setting.savecreate.name = Automatisch speichern
|
||||
setting.publichost.name = Öffentliche Sichtbarkeit des Spiels
|
||||
setting.steampublichost.name = Public Game Visibility
|
||||
setting.playerlimit.name = Spielerbegrenzung
|
||||
setting.chatopacity.name = Chat-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_patrol.name = Unit Stance: Patrol
|
||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||
keybind.unit_command_move = Unit Command: Move
|
||||
keybind.unit_command_repair = Unit Command: Repair
|
||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
||||
keybind.unit_command_assist = Unit Command: Assist
|
||||
keybind.unit_command_mine = Unit Command: Mine
|
||||
keybind.unit_command_boost = Unit Command: Boost
|
||||
keybind.unit_command_load_units = Unit Command: Load Units
|
||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
||||
keybind.unit_command_move.name = Unit Command: Move
|
||||
keybind.unit_command_repair.name = Unit Command: Repair
|
||||
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||
keybind.unit_command_assist.name = Unit Command: Assist
|
||||
keybind.unit_command_mine.name = Unit Command: Mine
|
||||
keybind.unit_command_boost.name = Unit Command: Boost
|
||||
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||
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.schematic_select.name = Bereich auswählen
|
||||
keybind.schematic_menu.name = Entwurfsmenü
|
||||
@@ -1285,6 +1338,7 @@ rules.unitdamagemultiplier = Einheit-Schaden-Multiplikator
|
||||
rules.unitcrashdamagemultiplier = Einheiten-Absturzschaden-Multiplikator
|
||||
rules.solarmultiplier = Solarstrom-Multiplikator
|
||||
rules.unitcapvariable = Kerne zählen zum Einheiten-Limit dazu
|
||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||
rules.unitcap = Einheiten-Limit
|
||||
rules.limitarea = Kartenbereich begrenzen
|
||||
rules.enemycorebuildradius = Bauverbot-Radius durch feindlichen Kern:[lightgray] (Kacheln)
|
||||
@@ -1317,6 +1371,8 @@ rules.weather = Wetter
|
||||
rules.weather.frequency = Häufigkeit:
|
||||
rules.weather.always = Immer
|
||||
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.liquid.name = Flüssigkeiten
|
||||
@@ -1538,6 +1594,7 @@ block.inverted-sorter.name = Invertierter Sortierer
|
||||
block.message.name = Nachricht
|
||||
block.reinforced-message.name = Verstärkte Nachricht
|
||||
block.world-message.name = Weltnachricht
|
||||
block.world-switch.name = World Switch
|
||||
block.illuminator.name = Illuminierer
|
||||
block.overflow-gate.name = Überlauftor
|
||||
block.underflow-gate.name = Unterlauftor
|
||||
@@ -1780,7 +1837,6 @@ block.disperse.name = Streu
|
||||
block.afflict.name = Afflikt
|
||||
block.lustre.name = Lustre
|
||||
block.scathe.name = Skate
|
||||
block.fabricator.name = Hersteller
|
||||
block.tank-refabricator.name = Panzerverbesserer
|
||||
block.mech-refabricator.name = Mechverbesserer
|
||||
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.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.defenses = [accent]Set up defenses:[lightgray] {0}
|
||||
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.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.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.payload-propulsion-tower.description = Frachttransportationsturm mit hoher Reichweite. Schießt Fracht zu verbundenen Türmen.
|
||||
|
||||
#Erekir
|
||||
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.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-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-container.description = Lagert eine beträchtliche Menge an Flüssigkeiten.
|
||||
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.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.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.drawflush = Druckt [accent]Draw[]-Aufgaben aus dem Bildspeicher auf einen Bildschirm.
|
||||
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.spawnunit = Einheit an einem Standort erstellen.
|
||||
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.explosion = Erstellt an einer beliebigen Stelle eine Explosion.
|
||||
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.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.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.
|
||||
|
||||
@@ -2349,6 +2444,7 @@ graphicstype.poly = Füllt ein gleichmäßiges Polygon.
|
||||
graphicstype.linepoly = Zeichnet den Umriss eines gleichmäßigen Polygons.
|
||||
graphicstype.triangle = Zeichnet ein Dreieck.
|
||||
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.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.within = Prüft, ob eine Einheit in einem Radius um einen Punkt ist.
|
||||
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.generation = Generación:
|
||||
editor.objectives = Objetivos
|
||||
editor.locales = Locale Bundles
|
||||
editor.ingame = Editar desde la nave
|
||||
editor.playtest = Probar mapa
|
||||
editor.publish.workshop = Publicar en Steam Workshop
|
||||
@@ -494,6 +495,7 @@ editor.default = [lightgray]<Por defecto>
|
||||
details = Detalles...
|
||||
edit = Editar...
|
||||
variables = Variables
|
||||
logic.globals = Built-in Variables
|
||||
editor.name = Nombre:
|
||||
editor.spawn = Generar 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.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.errorlocales = Error reading invalid locale bundles.
|
||||
editor.update = Actualizar
|
||||
editor.randomize = Aleatorizar
|
||||
editor.moveup = Subir
|
||||
@@ -516,6 +519,7 @@ editor.sectorgenerate = Generación de sector
|
||||
editor.resize = Redimensionar
|
||||
editor.loadmap = Cargar mapa
|
||||
editor.savemap = Guardar mapa
|
||||
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
|
||||
editor.saved = ¡Guardado!
|
||||
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'.
|
||||
@@ -603,6 +607,23 @@ filter.option.floor2 = Terreno secundario
|
||||
filter.option.threshold2 = Umbral secundario
|
||||
filter.option.radius = Radio
|
||||
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:
|
||||
height = Alto:
|
||||
@@ -655,10 +676,12 @@ objective.commandmode.name = Modo comando
|
||||
objective.flag.name = Bandera
|
||||
|
||||
marker.shapetext.name = Forma del texto
|
||||
marker.minimap.name = Minimapa
|
||||
marker.point.name = Point
|
||||
marker.shape.name = Forma
|
||||
marker.text.name = Texto
|
||||
marker.line.name = Line
|
||||
marker.quad.name = Quad
|
||||
marker.texture.name = Texture
|
||||
|
||||
marker.background = Fondo
|
||||
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.
|
||||
|
||||
weather.rain.name = Lluvia
|
||||
weather.snow.name = Nieve
|
||||
weather.snowing.name = Nieve
|
||||
weather.sandstorm.name = Tormenta de arena
|
||||
weather.sporestorm.name = Tormenta de esporas
|
||||
weather.fog.name = Niebla
|
||||
@@ -745,8 +768,8 @@ sector.curlost = Sector perdido
|
||||
sector.missingresources = [scarlet]Recursos insuficientes en el núcleo
|
||||
sector.attacked = ¡Sector [accent]{0}[white] bajo ataque!
|
||||
sector.lost = ¡Sector [accent]{0}[white] perdido!
|
||||
#nota: El espacio que falta en la línea inferior (antes de "capturado") es intencional:
|
||||
sector.captured = ¡Sector [accent]{0}[white]capturado!
|
||||
sector.capture = Sector [accent]{0}[white]Captured!
|
||||
sector.capture.current = Sector Captured!
|
||||
sector.changeicon = Cambiar icono
|
||||
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}[]
|
||||
@@ -969,17 +992,46 @@ stat.immunities = Inmune a
|
||||
stat.healing = Curación
|
||||
|
||||
ability.forcefield = Área de Escudo
|
||||
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||
ability.repairfield = Área de Reparación
|
||||
ability.repairfield.description = Repairs nearby units
|
||||
ability.statusfield = Área de Potenciación
|
||||
ability.statusfield.description = Applies a status effect to nearby units
|
||||
ability.unitspawn = Fábrica
|
||||
ability.unitspawn.description = Constructs units
|
||||
ability.shieldregenfield = Área de Regeneración de Armaduras
|
||||
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||
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.description = Projects a force shield in an arc that absorbs bullets
|
||||
ability.suppressionfield = Área de Bloqueo de Regeneración
|
||||
ability.suppressionfield.description = Stops nearby repair buildings
|
||||
ability.energyfield = Campo de Energía
|
||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
||||
ability.energyfield.description = Zaps nearby enemies
|
||||
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||
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.drilltierreq = Requiere un taladro mejor
|
||||
@@ -1129,7 +1181,7 @@ setting.sfxvol.name = Volumen del sonido
|
||||
setting.mutesound.name = Silenciar sonido
|
||||
setting.crashreport.name = Enviar registros de errores anónimos
|
||||
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.chatopacity.name = Opacidad del chat
|
||||
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_patrol.name = Unit Stance: Patrol
|
||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||
keybind.unit_command_move = Unit Command: Move
|
||||
keybind.unit_command_repair = Unit Command: Repair
|
||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
||||
keybind.unit_command_assist = Unit Command: Assist
|
||||
keybind.unit_command_mine = Unit Command: Mine
|
||||
keybind.unit_command_boost = Unit Command: Boost
|
||||
keybind.unit_command_load_units = Unit Command: Load Units
|
||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
||||
keybind.unit_command_move.name = Unit Command: Move
|
||||
keybind.unit_command_repair.name = Unit Command: Repair
|
||||
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||
keybind.unit_command_assist.name = Unit Command: Assist
|
||||
keybind.unit_command_mine.name = Unit Command: Mine
|
||||
keybind.unit_command_boost.name = Unit Command: Boost
|
||||
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||
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.schematic_select.name = Seleccionar región
|
||||
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.solarmultiplier = Multiplicador de energía solar
|
||||
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.limitarea = Limitar área del mapa
|
||||
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.always = Siempre
|
||||
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.liquid.name = Líquidos
|
||||
@@ -1534,6 +1590,7 @@ block.inverted-sorter.name = Clasificador invertido
|
||||
block.message.name = Mensaje
|
||||
block.reinforced-message.name = Mensaje reforzado
|
||||
block.world-message.name = Mensaje estático
|
||||
block.world-switch.name = World Switch
|
||||
block.illuminator.name = Iluminador
|
||||
block.overflow-gate.name = Compuerta de desborde
|
||||
block.underflow-gate.name = Compuerta de subdesbordamiento
|
||||
@@ -1776,7 +1833,6 @@ block.disperse.name = Disperse
|
||||
block.afflict.name = Afflict
|
||||
block.lustre.name = Lustre
|
||||
block.scathe.name = Scathe
|
||||
block.fabricator.name = Fabricador
|
||||
block.tank-refabricator.name = Refabricador de tanques
|
||||
block.mech-refabricator.name = Refabricador de mechs
|
||||
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.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.defenses = [accent]Set up defenses:[lightgray] {0}
|
||||
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.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.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.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
|
||||
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.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-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-container.description = Almacena una cantidad considerable de fluidos.
|
||||
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.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.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.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.
|
||||
@@ -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.spawnunit = Crea una unidad en una localización.
|
||||
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.explosion = Crea una explosión en una localización.
|
||||
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.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.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.
|
||||
|
||||
@@ -2342,6 +2437,7 @@ graphicstype.poly = Rellena un polígono regular.
|
||||
graphicstype.linepoly = Dibuja las aristas de un polígono regular.
|
||||
graphicstype.triangle = Rellena un triángulo.
|
||||
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.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.within = Comprueba si una unidad se encuentra cerca de una posición.
|
||||
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.generation = Genereerimine:
|
||||
editor.objectives = Objectives
|
||||
editor.locales = Locale Bundles
|
||||
editor.ingame = Redigeeri mängus
|
||||
editor.playtest = Playtest
|
||||
editor.publish.workshop = Avalda Workshop'is
|
||||
@@ -489,6 +490,7 @@ editor.default = [lightgray]<Vaikimisi>
|
||||
details = Üksikasjad...
|
||||
edit = Muuda...
|
||||
variables = Vars
|
||||
logic.globals = Built-in Variables
|
||||
editor.name = Nimi:
|
||||
editor.spawn = Tekita 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.errorheader = See maailmafail on ebasobiv või riknenud.
|
||||
editor.errorname = Maailma nime pole täpsustatud.
|
||||
editor.errorlocales = Error reading invalid locale bundles.
|
||||
editor.update = Uuenda
|
||||
editor.randomize = Juhuslikusta
|
||||
editor.moveup = Move Up
|
||||
@@ -511,6 +514,7 @@ editor.sectorgenerate = Sector Generate
|
||||
editor.resize = Suurus
|
||||
editor.loadmap = Lae maailm
|
||||
editor.savemap = Salvesta
|
||||
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
|
||||
editor.saved = Salvestatud!
|
||||
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".
|
||||
@@ -595,6 +599,23 @@ filter.option.floor2 = Teine põrand
|
||||
filter.option.threshold2 = Teine lävi
|
||||
filter.option.radius = Raadius
|
||||
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:
|
||||
height = Kõrgus:
|
||||
@@ -645,10 +666,12 @@ objective.destroycore.name = Destroy Core
|
||||
objective.commandmode.name = Command Mode
|
||||
objective.flag.name = Flag
|
||||
marker.shapetext.name = Shape Text
|
||||
marker.minimap.name = Minimap
|
||||
marker.point.name = Point
|
||||
marker.shape.name = Shape
|
||||
marker.text.name = Text
|
||||
marker.line.name = Line
|
||||
marker.quad.name = Quad
|
||||
marker.texture.name = Texture
|
||||
marker.background = Background
|
||||
marker.outline = Outline
|
||||
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.
|
||||
|
||||
weather.rain.name = Rain
|
||||
weather.snow.name = Snow
|
||||
weather.snowing.name = Snow
|
||||
weather.sandstorm.name = Sandstorm
|
||||
weather.sporestorm.name = Sporestorm
|
||||
weather.fog.name = Fog
|
||||
@@ -731,7 +754,8 @@ sector.curlost = Sector Lost
|
||||
sector.missingresources = [scarlet]Insufficient Core Resources
|
||||
sector.attacked = Sector [accent]{0}[white] under attack!
|
||||
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.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}[]
|
||||
@@ -949,17 +973,46 @@ stat.immunities = Immunities
|
||||
stat.healing = Healing
|
||||
|
||||
ability.forcefield = Force Field
|
||||
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||
ability.repairfield = Repair Field
|
||||
ability.repairfield.description = Repairs nearby units
|
||||
ability.statusfield = Status Field
|
||||
ability.statusfield.description = Applies a status effect to nearby units
|
||||
ability.unitspawn = Factory
|
||||
ability.unitspawn.description = Constructs units
|
||||
ability.shieldregenfield = Shield Regen Field
|
||||
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||
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.description = Projects a force shield in an arc that absorbs bullets
|
||||
ability.suppressionfield = Regen Suppression Field
|
||||
ability.suppressionfield.description = Stops nearby repair buildings
|
||||
ability.energyfield = Energy Field
|
||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
||||
ability.energyfield.description = Zaps nearby enemies
|
||||
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||
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
|
||||
|
||||
@@ -1110,7 +1163,7 @@ setting.sfxvol.name = Heliefektide tugevus
|
||||
setting.mutesound.name = Vaigista heli
|
||||
setting.crashreport.name = Saada automaatseid veateateid
|
||||
setting.savecreate.name = Loo automaatseid salvestisi
|
||||
setting.publichost.name = Avaliku mängu nähtavus
|
||||
setting.steampublichost.name = Public Game Visibility
|
||||
setting.playerlimit.name = Player Limit
|
||||
setting.chatopacity.name = Vestlusakna läbipaistmatus
|
||||
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_patrol.name = Unit Stance: Patrol
|
||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||
keybind.unit_command_move = Unit Command: Move
|
||||
keybind.unit_command_repair = Unit Command: Repair
|
||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
||||
keybind.unit_command_assist = Unit Command: Assist
|
||||
keybind.unit_command_mine = Unit Command: Mine
|
||||
keybind.unit_command_boost = Unit Command: Boost
|
||||
keybind.unit_command_load_units = Unit Command: Load Units
|
||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
||||
keybind.unit_command_move.name = Unit Command: Move
|
||||
keybind.unit_command_repair.name = Unit Command: Repair
|
||||
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||
keybind.unit_command_assist.name = Unit Command: Assist
|
||||
keybind.unit_command_mine.name = Unit Command: Mine
|
||||
keybind.unit_command_boost.name = Unit Command: Boost
|
||||
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||
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.schematic_select.name = Select Region
|
||||
keybind.schematic_menu.name = Schematic Menu
|
||||
@@ -1262,6 +1316,7 @@ rules.unitdamagemultiplier = Väeüksuste hävitusvõime kordaja
|
||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||
rules.solarmultiplier = Solar Power Multiplier
|
||||
rules.unitcapvariable = Cores Contribute To Unit Cap
|
||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||
rules.unitcap = Base Unit Cap
|
||||
rules.limitarea = Limit Map Area
|
||||
rules.enemycorebuildradius = Vaenlaste tuumiku ehitistevaba ala raadius:[lightgray] (ühik)
|
||||
@@ -1294,6 +1349,8 @@ rules.weather = Weather
|
||||
rules.weather.frequency = Frequency:
|
||||
rules.weather.always = Always
|
||||
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.liquid.name = Vedelikud
|
||||
@@ -1511,6 +1568,7 @@ block.inverted-sorter.name = Inverted Sorter
|
||||
block.message.name = Sõnum
|
||||
block.reinforced-message.name = Reinforced Message
|
||||
block.world-message.name = World Message
|
||||
block.world-switch.name = World Switch
|
||||
block.illuminator.name = Illuminator
|
||||
block.overflow-gate.name = Ülevooluvärav
|
||||
block.underflow-gate.name = Underflow Gate
|
||||
@@ -1751,7 +1809,6 @@ block.disperse.name = Disperse
|
||||
block.afflict.name = Afflict
|
||||
block.lustre.name = Lustre
|
||||
block.scathe.name = Scathe
|
||||
block.fabricator.name = Fabricator
|
||||
block.tank-refabricator.name = Tank Refabricator
|
||||
block.mech-refabricator.name = Mech 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.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.defenses = [accent]Set up defenses:[lightgray] {0}
|
||||
onset.attack = The enemy is vulnerable. Counter-attack.
|
||||
onset.cores = New cores can be placed on [accent]core tiles[].\nNew cores function as forward bases and share a resource inventory with other cores.\nPlace a \uf725 core.
|
||||
onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defenses, mining, and production.
|
||||
@@ -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.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.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-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.
|
||||
@@ -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.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-junction.description = Acts as a bridge for two crossing conduits.
|
||||
block.reinforced-liquid-tank.description = Stores a large 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.
|
||||
@@ -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.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.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.drawflush = Flush queued [accent]Draw[] operations to a display.
|
||||
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.spawnunit = Spawn unit at a location.
|
||||
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.explosion = Create an explosion at a location.
|
||||
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.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.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.
|
||||
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.
|
||||
@@ -2296,6 +2392,7 @@ graphicstype.poly = Fill a regular polygon.
|
||||
graphicstype.linepoly = Draw a regular polygon outline.
|
||||
graphicstype.triangle = Fill a triangle.
|
||||
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.idiv = Integer division.
|
||||
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.within = Check if unit is near a position.
|
||||
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.generation = Sorrarazi:
|
||||
editor.objectives = Objectives
|
||||
editor.locales = Locale Bundles
|
||||
editor.ingame = Editatu jolasean
|
||||
editor.playtest = Playtest
|
||||
editor.publish.workshop = Argitaratu lantegian
|
||||
@@ -491,6 +492,7 @@ editor.default = [lightgray]<Lehenetsia>
|
||||
details = Xehetasunak...
|
||||
edit = Editatu...
|
||||
variables = Vars
|
||||
logic.globals = Built-in Variables
|
||||
editor.name = Izena:
|
||||
editor.spawn = Sortu 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.errorheader = Mapa hau hondatuta dago edo baliogabea da.
|
||||
editor.errorname = Mapak ez du zehaztutako izenik. Gordetako partida bat kargatzen saiatu zara?
|
||||
editor.errorlocales = Error reading invalid locale bundles.
|
||||
editor.update = Eguneratu
|
||||
editor.randomize = Ausazkoa
|
||||
editor.moveup = Move Up
|
||||
@@ -513,6 +516,7 @@ editor.sectorgenerate = Sector Generate
|
||||
editor.resize = Aldatu neurria
|
||||
editor.loadmap = Kargatu mapa
|
||||
editor.savemap = Gorde mapa
|
||||
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
|
||||
editor.saved = Gordeta!
|
||||
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.
|
||||
@@ -597,6 +601,23 @@ filter.option.floor2 = Bigarren zorua
|
||||
filter.option.threshold2 = Bigarren atalasea
|
||||
filter.option.radius = Erradioa
|
||||
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:
|
||||
height = Altuera:
|
||||
@@ -647,10 +668,12 @@ objective.destroycore.name = Destroy Core
|
||||
objective.commandmode.name = Command Mode
|
||||
objective.flag.name = Flag
|
||||
marker.shapetext.name = Shape Text
|
||||
marker.minimap.name = Minimap
|
||||
marker.point.name = Point
|
||||
marker.shape.name = Shape
|
||||
marker.text.name = Text
|
||||
marker.line.name = Line
|
||||
marker.quad.name = Quad
|
||||
marker.texture.name = Texture
|
||||
marker.background = Background
|
||||
marker.outline = Outline
|
||||
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.
|
||||
|
||||
weather.rain.name = Rain
|
||||
weather.snow.name = Snow
|
||||
weather.snowing.name = Snow
|
||||
weather.sandstorm.name = Sandstorm
|
||||
weather.sporestorm.name = Sporestorm
|
||||
weather.fog.name = Fog
|
||||
@@ -733,7 +756,8 @@ sector.curlost = Sector Lost
|
||||
sector.missingresources = [scarlet]Insufficient Core Resources
|
||||
sector.attacked = Sector [accent]{0}[white] under attack!
|
||||
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.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}[]
|
||||
@@ -951,17 +975,46 @@ stat.immunities = Immunities
|
||||
stat.healing = Healing
|
||||
|
||||
ability.forcefield = Force Field
|
||||
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||
ability.repairfield = Repair Field
|
||||
ability.repairfield.description = Repairs nearby units
|
||||
ability.statusfield = Status Field
|
||||
ability.statusfield.description = Applies a status effect to nearby units
|
||||
ability.unitspawn = Factory
|
||||
ability.unitspawn.description = Constructs units
|
||||
ability.shieldregenfield = Shield Regen Field
|
||||
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||
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.description = Projects a force shield in an arc that absorbs bullets
|
||||
ability.suppressionfield = Regen Suppression Field
|
||||
ability.suppressionfield.description = Stops nearby repair buildings
|
||||
ability.energyfield = Energy Field
|
||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
||||
ability.energyfield.description = Zaps nearby enemies
|
||||
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||
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
|
||||
|
||||
@@ -1112,7 +1165,7 @@ setting.sfxvol.name = Efektuen bolumena
|
||||
setting.mutesound.name = Isilarazi soinua
|
||||
setting.crashreport.name = Bidali kraskatze txosten automatikoak
|
||||
setting.savecreate.name = Gorde automatikoki
|
||||
setting.publichost.name = Partidaren ikusgaitasun publikoa
|
||||
setting.steampublichost.name = Public Game Visibility
|
||||
setting.playerlimit.name = Player Limit
|
||||
setting.chatopacity.name = Txataren opakotasuna
|
||||
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_patrol.name = Unit Stance: Patrol
|
||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||
keybind.unit_command_move = Unit Command: Move
|
||||
keybind.unit_command_repair = Unit Command: Repair
|
||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
||||
keybind.unit_command_assist = Unit Command: Assist
|
||||
keybind.unit_command_mine = Unit Command: Mine
|
||||
keybind.unit_command_boost = Unit Command: Boost
|
||||
keybind.unit_command_load_units = Unit Command: Load Units
|
||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
||||
keybind.unit_command_move.name = Unit Command: Move
|
||||
keybind.unit_command_repair.name = Unit Command: Repair
|
||||
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||
keybind.unit_command_assist.name = Unit Command: Assist
|
||||
keybind.unit_command_mine.name = Unit Command: Mine
|
||||
keybind.unit_command_boost.name = Unit Command: Boost
|
||||
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||
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.schematic_select.name = Hautatu eskualdea
|
||||
keybind.schematic_menu.name = Eskema menua
|
||||
@@ -1264,6 +1318,7 @@ rules.unitdamagemultiplier = Unitateen kalte-biderkatzailea
|
||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||
rules.solarmultiplier = Solar Power Multiplier
|
||||
rules.unitcapvariable = Cores Contribute To Unit Cap
|
||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||
rules.unitcap = Base Unit Cap
|
||||
rules.limitarea = Limit Map Area
|
||||
rules.enemycorebuildradius = Etsaien muinaren ez-eraikitze erradioa:[lightgray] (lauzak)
|
||||
@@ -1296,6 +1351,8 @@ rules.weather = Weather
|
||||
rules.weather.frequency = Frequency:
|
||||
rules.weather.always = Always
|
||||
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.liquid.name = Likidoak
|
||||
@@ -1513,6 +1570,7 @@ block.inverted-sorter.name = Alderantzizko antolatzailea
|
||||
block.message.name = Mezua
|
||||
block.reinforced-message.name = Reinforced Message
|
||||
block.world-message.name = World Message
|
||||
block.world-switch.name = World Switch
|
||||
block.illuminator.name = Illuminator
|
||||
block.overflow-gate.name = Gainezkatze atea
|
||||
block.underflow-gate.name = Underflow Gate
|
||||
@@ -1753,7 +1811,6 @@ block.disperse.name = Disperse
|
||||
block.afflict.name = Afflict
|
||||
block.lustre.name = Lustre
|
||||
block.scathe.name = Scathe
|
||||
block.fabricator.name = Fabricator
|
||||
block.tank-refabricator.name = Tank Refabricator
|
||||
block.mech-refabricator.name = Mech 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.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.defenses = [accent]Set up defenses:[lightgray] {0}
|
||||
onset.attack = The enemy is vulnerable. Counter-attack.
|
||||
onset.cores = New cores can be placed on [accent]core tiles[].\nNew cores function as forward bases and share a resource inventory with other cores.\nPlace a \uf725 core.
|
||||
onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defenses, mining, and production.
|
||||
@@ -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.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.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-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.
|
||||
@@ -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.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-junction.description = Acts as a bridge for two crossing conduits.
|
||||
block.reinforced-liquid-tank.description = Stores a large 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.
|
||||
@@ -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.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.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.drawflush = Flush queued [accent]Draw[] operations to a display.
|
||||
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.spawnunit = Spawn unit at a location.
|
||||
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.explosion = Create an explosion at a location.
|
||||
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.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.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.
|
||||
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.
|
||||
@@ -2298,6 +2394,7 @@ graphicstype.poly = Fill a regular polygon.
|
||||
graphicstype.linepoly = Draw a regular polygon outline.
|
||||
graphicstype.triangle = Fill a triangle.
|
||||
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.idiv = Integer division.
|
||||
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.within = Check if unit is near a position.
|
||||
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.generation = Generaatio:
|
||||
editor.objectives = Tehtävät
|
||||
editor.locales = Locale Bundles
|
||||
editor.ingame = Muokka pelin sisällä
|
||||
editor.playtest = Testaa pelin sisällä
|
||||
editor.publish.workshop = Julkaise Workshoppiin
|
||||
@@ -489,6 +490,7 @@ editor.default = [lightgray]<Oletus>
|
||||
details = Yksityiskohdat...
|
||||
edit = Muokkaa...
|
||||
variables = Muuttujat
|
||||
logic.globals = Built-in Variables
|
||||
editor.name = Nimi:
|
||||
editor.spawn = Luo 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.errorheader = Tämä karttatiedosto on joko kelvoton tai turmeltunut.
|
||||
editor.errorname = Kartalla ei ole määritettyä nimeä. Yritätkö ladata tallennusta?
|
||||
editor.errorlocales = Error reading invalid locale bundles.
|
||||
editor.update = Päivitä
|
||||
editor.randomize = Satunnaista
|
||||
editor.moveup = Liiku yläkansioon
|
||||
@@ -511,6 +514,7 @@ editor.sectorgenerate = Sektorigeneraatio
|
||||
editor.resize = Säädä kokoa
|
||||
editor.loadmap = Lataa kartta
|
||||
editor.savemap = Tallenna kartta
|
||||
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
|
||||
editor.saved = Tallennettu!
|
||||
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.
|
||||
@@ -595,6 +599,23 @@ filter.option.floor2 = Toinen lattia
|
||||
filter.option.threshold2 = Toissijainen raja-arvo
|
||||
filter.option.radius = Säde
|
||||
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:
|
||||
height = Korkeus:
|
||||
@@ -645,10 +666,12 @@ objective.destroycore.name = Destroy Core
|
||||
objective.commandmode.name = Command Mode
|
||||
objective.flag.name = Flag
|
||||
marker.shapetext.name = Shape Text
|
||||
marker.minimap.name = Pikkukartta
|
||||
marker.point.name = Point
|
||||
marker.shape.name = Shape
|
||||
marker.text.name = Teksti
|
||||
marker.line.name = Line
|
||||
marker.quad.name = Quad
|
||||
marker.texture.name = Texture
|
||||
marker.background = Background
|
||||
marker.outline = Outline
|
||||
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.
|
||||
|
||||
weather.rain.name = Sade
|
||||
weather.snow.name = Lumi
|
||||
weather.snowing.name = Lumi
|
||||
weather.sandstorm.name = Hiekkamyrsky
|
||||
weather.sporestorm.name = Sienimyräkkä
|
||||
weather.fog.name = Sumu
|
||||
@@ -731,7 +754,8 @@ sector.curlost = Sektori menetetty
|
||||
sector.missingresources = [scarlet]Sinulla ei ole tarpeeksi resursseja.
|
||||
sector.attacked = Sektori [accent]{0}[white] on hyökkäyksen kohteena!
|
||||
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.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}[]
|
||||
@@ -948,17 +972,46 @@ stat.immunities = Immuuni
|
||||
stat.healing = Parantuu
|
||||
|
||||
ability.forcefield = Voimakenttä
|
||||
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||
ability.repairfield = Korjauskenttä
|
||||
ability.repairfield.description = Repairs nearby units
|
||||
ability.statusfield = Statuskenttä
|
||||
ability.statusfield.description = Applies a status effect to nearby units
|
||||
ability.unitspawn = Tehdas
|
||||
ability.unitspawn.description = Constructs units
|
||||
ability.shieldregenfield = Kilvenvahvistuskenttä
|
||||
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||
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.description = Projects a force shield in an arc that absorbs bullets
|
||||
ability.suppressionfield = Regen Suppression Field
|
||||
ability.suppressionfield.description = Stops nearby repair buildings
|
||||
ability.energyfield = Energiakenttä
|
||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
||||
ability.energyfield.description = Zaps nearby enemies
|
||||
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||
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
|
||||
|
||||
@@ -1109,7 +1162,7 @@ setting.sfxvol.name = SFX-voimakkuus
|
||||
setting.mutesound.name = Mykistä äänet
|
||||
setting.crashreport.name = Lähetä anonyymejä kaatumisilmoituksia
|
||||
setting.savecreate.name = Luo tallenuksia automaattisesti
|
||||
setting.publichost.name = Julkisen pelin näkyvyys
|
||||
setting.steampublichost.name = Public Game Visibility
|
||||
setting.playerlimit.name = Pelaajaraja
|
||||
setting.chatopacity.name = Keskustelun 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_patrol.name = Unit Stance: Patrol
|
||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||
keybind.unit_command_move = Unit Command: Move
|
||||
keybind.unit_command_repair = Unit Command: Repair
|
||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
||||
keybind.unit_command_assist = Unit Command: Assist
|
||||
keybind.unit_command_mine = Unit Command: Mine
|
||||
keybind.unit_command_boost = Unit Command: Boost
|
||||
keybind.unit_command_load_units = Unit Command: Load Units
|
||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
||||
keybind.unit_command_move.name = Unit Command: Move
|
||||
keybind.unit_command_repair.name = Unit Command: Repair
|
||||
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||
keybind.unit_command_assist.name = Unit Command: Assist
|
||||
keybind.unit_command_mine.name = Unit Command: Mine
|
||||
keybind.unit_command_boost.name = Unit Command: Boost
|
||||
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||
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.schematic_select.name = Valitse alue
|
||||
keybind.schematic_menu.name = Kaavio Valikko
|
||||
@@ -1261,6 +1315,7 @@ rules.unitdamagemultiplier = Yksikköjen vahinkokerroin
|
||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||
rules.solarmultiplier = Aurinkovoimakerroin
|
||||
rules.unitcapvariable = Ytimet vaikuttavat yksikkörajaan
|
||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||
rules.unitcap = Perusyksikköraja
|
||||
rules.limitarea = Rajoita kartan aluetta
|
||||
rules.enemycorebuildradius = Vihollisytimen rakennuksenestosäde:[lightgray] (laattoina)
|
||||
@@ -1293,6 +1348,8 @@ rules.weather = Sää
|
||||
rules.weather.frequency = Tiheys:
|
||||
rules.weather.always = Aina
|
||||
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.liquid.name = Nesteet
|
||||
@@ -1512,6 +1569,7 @@ block.inverted-sorter.name = Käänteinen Lajittelija
|
||||
block.message.name = Viesti
|
||||
block.reinforced-message.name = Reinforced Message
|
||||
block.world-message.name = World Message
|
||||
block.world-switch.name = World Switch
|
||||
block.illuminator.name = Lamppu
|
||||
block.overflow-gate.name = Ylivuotoportti
|
||||
block.underflow-gate.name = Alivuotoportti
|
||||
@@ -1753,7 +1811,6 @@ block.disperse.name = Hälvennys
|
||||
block.afflict.name = Aiheuttaja
|
||||
block.lustre.name = Kiilto
|
||||
block.scathe.name = Vahinko
|
||||
block.fabricator.name = Valmistaja
|
||||
block.tank-refabricator.name = Tankkijälleenrakentaja
|
||||
block.mech-refabricator.name = Robottijälleenrakentaja
|
||||
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.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.defenses = [accent]Set up defenses:[lightgray] {0}
|
||||
onset.attack = The enemy is vulnerable. Counter-attack.
|
||||
onset.cores = New cores can be placed on [accent]core tiles[].\nNew cores function as forward bases and share a resource inventory with other cores.\nPlace a \uf725 core.
|
||||
onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defenses, mining, and production.
|
||||
@@ -2071,7 +2129,6 @@ block.logic-display.description = Näyttää mielivaltaista ggrafiikkaa prosesso
|
||||
block.large-logic-display.description = Näyttää mielivaltaista ggrafiikkaa prosessorista.
|
||||
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.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-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.
|
||||
@@ -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.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-junction.description = Acts as a bridge for two crossing conduits.
|
||||
block.reinforced-liquid-tank.description = Stores a large 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.
|
||||
@@ -2224,6 +2280,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
|
||||
lst.read = Lue numero yhdistetystä muistisolusta.
|
||||
lst.write = Kirjoita numero yhdistettyyn muistisoluun.
|
||||
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.drawflush = Syöttää jonottavat [accent]Piirto[]-operaatiot näyttöön.
|
||||
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.spawnunit = Luo joukko tietyssä sijainnissa.
|
||||
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.explosion = Luo räjähdys tietyssä sijainnissa.
|
||||
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.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.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.
|
||||
lenum.type = Rakennuksen/Yksikön tyyppi.\nEsim. jokaisesta reitittimestä tämä palauttaa [accent]@router[].\nEi ole merkkijono.
|
||||
lenum.shoot = Ammu tiettyä sijaintia.
|
||||
@@ -2299,6 +2395,7 @@ graphicstype.poly = Piirrä säännöllinen monikulmio.
|
||||
graphicstype.linepoly = Piirrä säännöllisen monikulmion ääriviivat.
|
||||
graphicstype.triangle = Piirrä täytetty kolmio.
|
||||
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.idiv = Kokonaislukujen osamäärä.
|
||||
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.within = Tarkista, onko joukko tietyn sijainnin lähellä.
|
||||
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.generation = Generation:
|
||||
editor.objectives = Objectives
|
||||
editor.locales = Locale Bundles
|
||||
editor.ingame = Edit In-Game
|
||||
editor.playtest = Playtest
|
||||
editor.publish.workshop = I-Publish Sa Workshop
|
||||
@@ -489,6 +490,7 @@ editor.default = [lightgray]<Default>
|
||||
details = Details...
|
||||
edit = Edit...
|
||||
variables = Vars
|
||||
logic.globals = Built-in Variables
|
||||
editor.name = Name:
|
||||
editor.spawn = Spawn 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.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.errorlocales = Error reading invalid locale bundles.
|
||||
editor.update = Update
|
||||
editor.randomize = Randomize
|
||||
editor.moveup = Move Up
|
||||
@@ -511,6 +514,7 @@ editor.sectorgenerate = Sector Generate
|
||||
editor.resize = Resize
|
||||
editor.loadmap = Load Map
|
||||
editor.savemap = Save Map
|
||||
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
|
||||
editor.saved = Saved!
|
||||
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'.
|
||||
@@ -595,6 +599,23 @@ filter.option.floor2 = Secondary Floor
|
||||
filter.option.threshold2 = Secondary Threshold
|
||||
filter.option.radius = Radius
|
||||
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:
|
||||
height = Height:
|
||||
@@ -645,10 +666,12 @@ objective.destroycore.name = Destroy Core
|
||||
objective.commandmode.name = Command Mode
|
||||
objective.flag.name = Flag
|
||||
marker.shapetext.name = Shape Text
|
||||
marker.minimap.name = Minimap
|
||||
marker.point.name = Point
|
||||
marker.shape.name = Shape
|
||||
marker.text.name = Text
|
||||
marker.line.name = Line
|
||||
marker.quad.name = Quad
|
||||
marker.texture.name = Texture
|
||||
marker.background = Background
|
||||
marker.outline = Outline
|
||||
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.
|
||||
|
||||
weather.rain.name = Rain
|
||||
weather.snow.name = Snow
|
||||
weather.snowing.name = Snow
|
||||
weather.sandstorm.name = Sandstorm
|
||||
weather.sporestorm.name = Sporestorm
|
||||
weather.fog.name = Fog
|
||||
@@ -731,7 +754,8 @@ sector.curlost = Nawala ang sector
|
||||
sector.missingresources = [scarlet]Kulang ang mga Core Resources
|
||||
sector.attacked = Ang sector [accent]{0}[white] ay inaatake!
|
||||
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.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}[]
|
||||
@@ -948,17 +972,46 @@ stat.immunities = Immunities
|
||||
stat.healing = Healing
|
||||
|
||||
ability.forcefield = Force Field
|
||||
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||
ability.repairfield = Repair Field
|
||||
ability.repairfield.description = Repairs nearby units
|
||||
ability.statusfield = Status Field
|
||||
ability.statusfield.description = Applies a status effect to nearby units
|
||||
ability.unitspawn = Factory
|
||||
ability.unitspawn.description = Constructs units
|
||||
ability.shieldregenfield = Shield Regen Field
|
||||
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||
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.description = Projects a force shield in an arc that absorbs bullets
|
||||
ability.suppressionfield = Regen Suppression Field
|
||||
ability.suppressionfield.description = Stops nearby repair buildings
|
||||
ability.energyfield = Energy Field
|
||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
||||
ability.energyfield.description = Zaps nearby enemies
|
||||
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||
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
|
||||
|
||||
@@ -1109,7 +1162,7 @@ setting.sfxvol.name = SFX Volume
|
||||
setting.mutesound.name = Mute Sound
|
||||
setting.crashreport.name = Mag-send ng Anonymous Crash Reports
|
||||
setting.savecreate.name = Auto-Create Saves
|
||||
setting.publichost.name = Public Game Visibility
|
||||
setting.steampublichost.name = Public Game Visibility
|
||||
setting.playerlimit.name = Player Limit
|
||||
setting.chatopacity.name = Chat 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_patrol.name = Unit Stance: Patrol
|
||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||
keybind.unit_command_move = Unit Command: Move
|
||||
keybind.unit_command_repair = Unit Command: Repair
|
||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
||||
keybind.unit_command_assist = Unit Command: Assist
|
||||
keybind.unit_command_mine = Unit Command: Mine
|
||||
keybind.unit_command_boost = Unit Command: Boost
|
||||
keybind.unit_command_load_units = Unit Command: Load Units
|
||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
||||
keybind.unit_command_move.name = Unit Command: Move
|
||||
keybind.unit_command_repair.name = Unit Command: Repair
|
||||
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||
keybind.unit_command_assist.name = Unit Command: Assist
|
||||
keybind.unit_command_mine.name = Unit Command: Mine
|
||||
keybind.unit_command_boost.name = Unit Command: Boost
|
||||
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||
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.schematic_select.name = Select Region
|
||||
keybind.schematic_menu.name = Schematic Menu
|
||||
@@ -1261,6 +1315,7 @@ rules.unitdamagemultiplier = Unit Damage Multiplier
|
||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||
rules.solarmultiplier = Solar Power Multiplier
|
||||
rules.unitcapvariable = Cores Contribute To Unit Cap
|
||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||
rules.unitcap = Base Unit Cap
|
||||
rules.limitarea = Limit Map Area
|
||||
rules.enemycorebuildradius = Enemy Core No-Build Radius:[lightgray] (tiles)
|
||||
@@ -1293,6 +1348,8 @@ rules.weather = Weather
|
||||
rules.weather.frequency = Frequency:
|
||||
rules.weather.always = Always
|
||||
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.liquid.name = Liquids
|
||||
@@ -1510,6 +1567,7 @@ block.inverted-sorter.name = Inverted Sorter
|
||||
block.message.name = Message
|
||||
block.reinforced-message.name = Reinforced Message
|
||||
block.world-message.name = World Message
|
||||
block.world-switch.name = World Switch
|
||||
block.illuminator.name = Illuminator
|
||||
block.overflow-gate.name = Overflow Gate
|
||||
block.underflow-gate.name = Underflow Gate
|
||||
@@ -1750,7 +1808,6 @@ block.disperse.name = Disperse
|
||||
block.afflict.name = Afflict
|
||||
block.lustre.name = Lustre
|
||||
block.scathe.name = Scathe
|
||||
block.fabricator.name = Fabricator
|
||||
block.tank-refabricator.name = Tank Refabricator
|
||||
block.mech-refabricator.name = Mech 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.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.defenses = [accent]Set up defenses:[lightgray] {0}
|
||||
onset.attack = The enemy is vulnerable. Counter-attack.
|
||||
onset.cores = New cores can be placed on [accent]core tiles[].\nNew cores function as forward bases and share a resource inventory with other cores.\nPlace a \uf725 core.
|
||||
onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defenses, mining, and production.
|
||||
@@ -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.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.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-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.
|
||||
@@ -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.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-junction.description = Acts as a bridge for two crossing conduits.
|
||||
block.reinforced-liquid-tank.description = Stores a large 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.
|
||||
@@ -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.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.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.drawflush = Flush queued [accent]Draw[] operations to a display.
|
||||
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.spawnunit = Spawn unit at a location.
|
||||
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.explosion = Create an explosion at a location.
|
||||
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.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.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.
|
||||
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.
|
||||
@@ -2295,6 +2391,7 @@ graphicstype.poly = Fill a regular polygon.
|
||||
graphicstype.linepoly = Draw a regular polygon outline.
|
||||
graphicstype.triangle = Fill a triangle.
|
||||
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.idiv = Integer division.
|
||||
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.within = Check if unit is near a position.
|
||||
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.generation = Génération
|
||||
editor.objectives = Objectifs
|
||||
editor.locales = Locale Bundles
|
||||
editor.ingame = Éditer dans le jeu
|
||||
editor.playtest = Tester
|
||||
editor.publish.workshop = Publier sur le Workshop
|
||||
@@ -500,6 +501,7 @@ editor.default = [lightgray]<par défaut>
|
||||
details = Détails...
|
||||
edit = Modifier...
|
||||
variables = Variables
|
||||
logic.globals = Built-in Variables
|
||||
editor.name = Nom :
|
||||
editor.spawn = Ajouter une 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.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.errorlocales = Error reading invalid locale bundles.
|
||||
editor.update = Mettre à jour
|
||||
editor.randomize = Générer
|
||||
editor.moveup = Monter
|
||||
@@ -522,6 +525,7 @@ editor.sectorgenerate = Générer un Secteur
|
||||
editor.resize = Redimensionner
|
||||
editor.loadmap = Charger 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.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'.
|
||||
@@ -609,6 +613,23 @@ filter.option.floor2 = Sol secondaire
|
||||
filter.option.threshold2 = Seuil secondaire
|
||||
filter.option.radius = Rayon
|
||||
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 :
|
||||
height = Hauteur :
|
||||
@@ -661,10 +682,12 @@ objective.commandmode.name = Mode « Commande »
|
||||
objective.flag.name = Drapeau
|
||||
|
||||
marker.shapetext.name = Forme de Texte
|
||||
marker.minimap.name = Minicarte
|
||||
marker.point.name = Point
|
||||
marker.shape.name = Forme
|
||||
marker.text.name = Texte
|
||||
marker.line.name = Ligne
|
||||
marker.quad.name = Quad
|
||||
marker.texture.name = Texture
|
||||
|
||||
marker.background = Fond
|
||||
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.
|
||||
|
||||
weather.rain.name = Pluie
|
||||
weather.snow.name = Neige
|
||||
weather.snowing.name = Neige
|
||||
weather.sandstorm.name = Tempête de sable
|
||||
weather.sporestorm.name = Tempête de spores
|
||||
weather.fog.name = Brouillard
|
||||
@@ -752,8 +775,8 @@ sector.curlost = Secteur perdu
|
||||
sector.missingresources = [scarlet]Ressources du Noyau insuffisantes !
|
||||
sector.attacked = Secteur [accent]{0}[white] attaqué !
|
||||
sector.lost = Secteur [accent]{0}[white] perdu !
|
||||
#note: l'espace manquant dans la ligne ci-dessous est intentionnel
|
||||
sector.captured = Secteur [accent]{0}[white]capturé !
|
||||
sector.capture = Sector [accent]{0}[white]Captured!
|
||||
sector.capture.current = Sector Captured!
|
||||
sector.changeicon = Changer l'Icône
|
||||
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}[]
|
||||
@@ -975,17 +998,46 @@ stat.immunities = Immunités
|
||||
stat.healing = Guérison
|
||||
|
||||
ability.forcefield = Champ de Force
|
||||
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||
ability.repairfield = Champ de Réparation
|
||||
ability.repairfield.description = Repairs nearby units
|
||||
ability.statusfield = Champ d'Amélioration
|
||||
ability.statusfield.description = Applies a status effect to nearby units
|
||||
ability.unitspawn = Usine
|
||||
ability.unitspawn.description = Constructs units
|
||||
ability.shieldregenfield = Champ de régénération de bouclier
|
||||
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||
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.description = Projects a force shield in an arc that absorbs bullets
|
||||
ability.suppressionfield = Champ de Suppression de Soins
|
||||
ability.suppressionfield.description = Stops nearby repair buildings
|
||||
ability.energyfield = Champ d'énergie
|
||||
ability.energyfield.sametypehealmultiplier = [lightgray]Soins des Unités du Même Type: [white]{0}%
|
||||
ability.energyfield.maxtargets = [lightgray]Cibles Maximales: [white]{0}
|
||||
ability.energyfield.description = Zaps nearby enemies
|
||||
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||
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.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.crashreport.name = Envoyer des Rapports de crash anonymes
|
||||
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.chatopacity.name = Opacité du Chat
|
||||
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_patrol.name = Ordre: Patrouille
|
||||
keybind.unit_stance_ram.name = Ordre: Charger
|
||||
|
||||
keybind.unit_command_move = Commande: Bouger
|
||||
keybind.unit_command_repair = Commande: Réparer
|
||||
keybind.unit_command_rebuild = Commande: Reconstruire
|
||||
keybind.unit_command_assist = Commande: Assister
|
||||
keybind.unit_command_mine = Commande: Miner
|
||||
keybind.unit_command_boost = Commande: Boost
|
||||
keybind.unit_command_load_units = Commande: Transporter unités
|
||||
keybind.unit_command_load_blocks = Commande: Transporter blocs
|
||||
keybind.unit_command_unload_payload = Commande: Poser chargement
|
||||
keybind.unit_command_move.name = Unit Command: Move
|
||||
keybind.unit_command_repair.name = Unit Command: Repair
|
||||
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||
keybind.unit_command_assist.name = Unit Command: Assist
|
||||
keybind.unit_command_mine.name = Unit Command: Mine
|
||||
keybind.unit_command_boost.name = Unit Command: Boost
|
||||
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||
|
||||
keybind.rebuild_select.name = Reconstruire la Zone
|
||||
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.solarmultiplier = Multiplicateur de l'Efficacité des Panneaux Solaires
|
||||
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.limitarea = Limite de la zone de jeu de la Carte
|
||||
rules.enemycorebuildradius = Périmètre Non-Constructible autour du Noyau ennemi :[lightgray] (blocs)
|
||||
@@ -1322,6 +1375,8 @@ rules.weather = Météo
|
||||
rules.weather.frequency = Fréquence :
|
||||
rules.weather.always = Permanent
|
||||
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.liquid.name = Liquides
|
||||
@@ -1543,6 +1598,7 @@ block.inverted-sorter.name = Trieur Inversé
|
||||
block.message.name = Bloc de Message
|
||||
block.reinforced-message.name = Bloc de Message Renforcé
|
||||
block.world-message.name = Bloc de Message Global
|
||||
block.world-switch.name = World Switch
|
||||
block.illuminator.name = Illuminateur
|
||||
block.overflow-gate.name = Barrière de Débordement
|
||||
block.underflow-gate.name = Barrière de Refoulement
|
||||
@@ -1785,7 +1841,6 @@ block.disperse.name = Propagateur
|
||||
block.afflict.name = Éclateur
|
||||
block.lustre.name = Lustre
|
||||
block.scathe.name = Scathe
|
||||
block.fabricator.name = Fabricateur
|
||||
block.tank-refabricator.name = Refabricateur de Tanks
|
||||
block.mech-refabricator.name = Refabricateur de Mécas
|
||||
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.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.defenses = [accent]Set up defenses:[lightgray] {0}
|
||||
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.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.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.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
|
||||
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.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-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-container.description = Stocke une quantité importante de fluides.
|
||||
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.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.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.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.
|
||||
@@ -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.spawnunit = Fait apparaître une unité à un emplacement.
|
||||
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.explosion = Crée une explosion à un emplacement.
|
||||
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.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.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.
|
||||
|
||||
@@ -2350,6 +2444,7 @@ graphicstype.poly = Dessine un polygone régulier.
|
||||
graphicstype.linepoly = Dessine le contour d'un polygone régulier.
|
||||
graphicstype.triangle = Dessine un triangle.
|
||||
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.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.within = Vérifie si l'unité est près de la position.
|
||||
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.
|
||||
|
||||
+1457
-1346
File diff suppressed because it is too large
Load Diff
@@ -438,6 +438,7 @@ editor.waves = Gelombang:
|
||||
editor.rules = Peraturan:
|
||||
editor.generation = Generasi:
|
||||
editor.objectives = Tujuan
|
||||
editor.locales = Locale Bundles
|
||||
editor.ingame = Sunting dalam Permainan
|
||||
editor.playtest = Tes Bermain
|
||||
editor.publish.workshop = Terbitkan di Workshop
|
||||
@@ -494,6 +495,7 @@ editor.default = [lightgray]<Standar>
|
||||
details = Detail...
|
||||
edit = Sunting...
|
||||
variables = Vars
|
||||
logic.globals = Built-in Variables
|
||||
editor.name = Nama:
|
||||
editor.spawn = Munculkan 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.errorheader = File peta ini bisa jadi tidak sah atau rusak.
|
||||
editor.errorname = Peta tidak ada nama. Apakah Anda mencoba untuk memuat file simpanan?
|
||||
editor.errorlocales = Error reading invalid locale bundles.
|
||||
editor.update = Perbaruan
|
||||
editor.randomize = Acak
|
||||
editor.moveup = Pindah Ke Atas
|
||||
@@ -516,6 +519,7 @@ editor.sectorgenerate = Generasi Sektor
|
||||
editor.resize = Ubah Ukuran
|
||||
editor.loadmap = Memuat Peta
|
||||
editor.savemap = Simpan Peta
|
||||
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
|
||||
editor.saved = Tersimpan!
|
||||
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'.
|
||||
@@ -603,6 +607,23 @@ filter.option.floor2 = Lantai Sekunder
|
||||
filter.option.threshold2 = Ambang Sekunder
|
||||
filter.option.radius = Radius
|
||||
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:
|
||||
height = Tinggi:
|
||||
@@ -655,10 +676,12 @@ objective.commandmode.name = Mode Perintah
|
||||
objective.flag.name = Bendera
|
||||
|
||||
marker.shapetext.name = Teks Berbentuk
|
||||
marker.minimap.name = Peta Kecil
|
||||
marker.point.name = Point
|
||||
marker.shape.name = Bentuk
|
||||
marker.text.name = Teks
|
||||
marker.line.name = Line
|
||||
marker.quad.name = Quad
|
||||
marker.texture.name = Texture
|
||||
|
||||
marker.background = Latar Belakang
|
||||
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.
|
||||
|
||||
weather.rain.name = Hujan
|
||||
weather.snow.name = Salju
|
||||
weather.snowing.name = Salju
|
||||
weather.sandstorm.name = Badai Pasir
|
||||
weather.sporestorm.name = Badai Spora
|
||||
weather.fog.name = Kabut
|
||||
@@ -745,8 +768,8 @@ sector.curlost = Sektor Gagal Bertahan
|
||||
sector.missingresources = [scarlet]Sumber Daya Inti Tidak Cukup
|
||||
sector.attacked = Sektor [accent]{0}[white] sedang diserang!
|
||||
sector.lost = Sektor [accent]{0}[white] telah dihancurkan!
|
||||
#note: the missing space in the line below is intentional
|
||||
sector.captured = Sektor [accent]{0}[white]ditaklukkan!
|
||||
sector.capture = Sector [accent]{0}[white]Captured!
|
||||
sector.capture.current = Sector Captured!
|
||||
sector.changeicon = Ubah Ikon
|
||||
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}[]
|
||||
@@ -969,17 +992,46 @@ stat.immunities = Kekebalan
|
||||
stat.healing = Menyembuhkan
|
||||
|
||||
ability.forcefield = Bidang Kekuatan
|
||||
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||
ability.repairfield = Bidang Perbaikan
|
||||
ability.repairfield.description = Repairs nearby units
|
||||
ability.statusfield = Bidang Status
|
||||
ability.statusfield.description = Applies a status effect to nearby units
|
||||
ability.unitspawn = Pabrik
|
||||
ability.unitspawn.description = Constructs units
|
||||
ability.shieldregenfield = Bidang Regenerasi Perisai
|
||||
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||
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.description = Projects a force shield in an arc that absorbs bullets
|
||||
ability.suppressionfield = Regen Suppression Field
|
||||
ability.suppressionfield.description = Stops nearby repair buildings
|
||||
ability.energyfield = Bidang Tenaga
|
||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
||||
ability.energyfield.description = Zaps nearby enemies
|
||||
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||
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.drilltierreq = Membutuhkan Bor yang Lebih Baik
|
||||
@@ -1129,7 +1181,7 @@ setting.sfxvol.name = Volume Efek Suara
|
||||
setting.mutesound.name = Diamkan Suara
|
||||
setting.crashreport.name = Laporkan Masalah
|
||||
setting.savecreate.name = Otomatis Menyimpan
|
||||
setting.publichost.name = Visibilitas Game Publik
|
||||
setting.steampublichost.name = Public Game Visibility
|
||||
setting.playerlimit.name = Batas pemain
|
||||
setting.chatopacity.name = Jelas-Beningnya Pesan
|
||||
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_patrol.name = Unit Stance: Patrol
|
||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||
keybind.unit_command_move = Unit Command: Move
|
||||
keybind.unit_command_repair = Unit Command: Repair
|
||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
||||
keybind.unit_command_assist = Unit Command: Assist
|
||||
keybind.unit_command_mine = Unit Command: Mine
|
||||
keybind.unit_command_boost = Unit Command: Boost
|
||||
keybind.unit_command_load_units = Unit Command: Load Units
|
||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
||||
keybind.unit_command_move.name = Unit Command: Move
|
||||
keybind.unit_command_repair.name = Unit Command: Repair
|
||||
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||
keybind.unit_command_assist.name = Unit Command: Assist
|
||||
keybind.unit_command_mine.name = Unit Command: Mine
|
||||
keybind.unit_command_boost.name = Unit Command: Boost
|
||||
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||
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.schematic_select.name = Pilih Daerah
|
||||
keybind.schematic_menu.name = Menu Skema
|
||||
@@ -1281,6 +1334,7 @@ rules.unitdamagemultiplier = Penggandaan Kekuatan Unit
|
||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||
rules.solarmultiplier = Penggandaan Tenaga Surya
|
||||
rules.unitcapvariable = Inti Memengaruhi Batas Unit
|
||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||
rules.unitcap = Batas Unit Dasar
|
||||
rules.limitarea = Batas Area Peta
|
||||
rules.enemycorebuildradius = Dilarang Membangun Radius Inti Musuh :[lightgray] (blok)
|
||||
@@ -1313,6 +1367,8 @@ rules.weather = Cuaca
|
||||
rules.weather.frequency = Frekuensi:
|
||||
rules.weather.always = Selalu
|
||||
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.liquid.name = Zat Cair
|
||||
@@ -1534,6 +1590,7 @@ block.inverted-sorter.name = Penyortir Terbalik
|
||||
block.message.name = Pesan
|
||||
block.reinforced-message.name = Reinforced Message
|
||||
block.world-message.name = World Message
|
||||
block.world-switch.name = World Switch
|
||||
block.illuminator.name = Lampu
|
||||
block.overflow-gate.name = Gerbang Luap
|
||||
block.underflow-gate.name = Gerbang Luap Terbalik
|
||||
@@ -1776,7 +1833,6 @@ block.disperse.name = Disperse
|
||||
block.afflict.name = Afflict
|
||||
block.lustre.name = Lustre
|
||||
block.scathe.name = Scathe
|
||||
block.fabricator.name = Fabrikator
|
||||
block.tank-refabricator.name = Refabrikator Tank
|
||||
block.mech-refabricator.name = Refabrikator Mech
|
||||
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.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.defenses = [accent]Set up defenses:[lightgray] {0}
|
||||
onset.attack = The enemy is vulnerable. Counter-attack.
|
||||
onset.cores = New cores can be placed on [accent]core tiles[].\nNew cores function as forward bases and share a resource inventory with other cores.\nPlace a \uf725 core.
|
||||
onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defenses, mining, and production.
|
||||
@@ -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.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.payload-propulsion-tower.description = Bangunan transportasi muatan jarak jauh. Menembakkan muatan pada menara penggerak muatan lainnya yang terhubung.
|
||||
|
||||
#Erekir
|
||||
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.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-junction.description = Acts as a bridge for two crossing conduits.
|
||||
block.reinforced-liquid-tank.description = Stores a large 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.
|
||||
@@ -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.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.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.drawflush = Mengeluarkan perintah [accent]Draw[] dari daftar antrean untuk ditampilkan.
|
||||
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.spawnunit = Munculkan unit pada tempat yang ditentukan.
|
||||
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.explosion = Membuat sebuah ledakan pada lokasi yang ditentukan.
|
||||
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.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.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.
|
||||
|
||||
@@ -2340,6 +2435,7 @@ graphicstype.poly = Mengisi sebuah poligon beraturan.
|
||||
graphicstype.linepoly = Menggambar sebuah garis poligon beraturan.
|
||||
graphicstype.triangle = Mengisi sebuah segitiga.
|
||||
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.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.within = Memeriksa apakah unit di dekat suatu posisi.
|
||||
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.generation = Generazione:
|
||||
editor.objectives = Obbiettivi
|
||||
editor.locales = Locale Bundles
|
||||
editor.ingame = Modifica in Gioco
|
||||
editor.playtest = Playtest
|
||||
editor.publish.workshop = Pubblica nel Workshop
|
||||
@@ -492,6 +493,7 @@ editor.default = [lightgray]<Predefinito>
|
||||
details = Dettagli...
|
||||
edit = Modifica...
|
||||
variables = Vars
|
||||
logic.globals = Built-in Variables
|
||||
editor.name = Nome:
|
||||
editor.spawn = Piazza 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.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.errorlocales = Error reading invalid locale bundles.
|
||||
editor.update = Aggiorna
|
||||
editor.randomize = Casualizza
|
||||
editor.moveup = Muovi in alto
|
||||
@@ -514,6 +517,7 @@ editor.sectorgenerate = Genera settore
|
||||
editor.resize = Ridimensiona
|
||||
editor.loadmap = Carica Mappa
|
||||
editor.savemap = Salva Mappa
|
||||
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
|
||||
editor.saved = Salvato!
|
||||
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'.
|
||||
@@ -598,6 +602,23 @@ filter.option.floor2 = Terreno Secondario
|
||||
filter.option.threshold2 = Soglia Secondaria
|
||||
filter.option.radius = Raggio
|
||||
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:
|
||||
height = Altezza:
|
||||
@@ -648,10 +669,12 @@ objective.destroycore.name = Distruggi nuclei
|
||||
objective.commandmode.name = Modalità comando
|
||||
objective.flag.name = Flag
|
||||
marker.shapetext.name = Shape Text
|
||||
marker.minimap.name = Minimappa
|
||||
marker.point.name = Point
|
||||
marker.shape.name = Forma
|
||||
marker.text.name = Testo
|
||||
marker.line.name = Line
|
||||
marker.quad.name = Quad
|
||||
marker.texture.name = Texture
|
||||
marker.background = Sfondo
|
||||
marker.outline = Outline
|
||||
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.
|
||||
|
||||
weather.rain.name = Pioggia
|
||||
weather.snow.name = Neve
|
||||
weather.snowing.name = Neve
|
||||
weather.sandstorm.name = Tempesta di Sabbia
|
||||
weather.sporestorm.name = Tempesta di Spore
|
||||
weather.fog.name = Nebbia
|
||||
@@ -735,8 +758,8 @@ sector.curlost = Settore Perso
|
||||
sector.missingresources = [scarlet]Risorse del Nucleo Insufficienti
|
||||
sector.attacked = Settore [accent]{0}[white] sotto attacco!
|
||||
sector.lost = Settore [accent]{0}[white] perso!
|
||||
#nota: lo spazio mancante nella linea sotto è intenzionale
|
||||
sector.captured = Settore [accent]{0}[white]catturato!
|
||||
sector.capture = Sector [accent]{0}[white]Captured!
|
||||
sector.capture.current = Sector Captured!
|
||||
sector.changeicon = Cambia icona
|
||||
sector.noswitch.title = Impossibile cambiare settore
|
||||
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
|
||||
|
||||
ability.forcefield = Campo di Forza
|
||||
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||
ability.repairfield = Campo Riparativo
|
||||
ability.repairfield.description = Repairs nearby units
|
||||
ability.statusfield = Campo di Stato
|
||||
ability.statusfield.description = Applies a status effect to nearby units
|
||||
ability.unitspawn = Fabbrica
|
||||
ability.unitspawn.description = Constructs units
|
||||
ability.shieldregenfield = Campo di Rigenerazione Scudo
|
||||
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||
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.description = Projects a force shield in an arc that absorbs bullets
|
||||
ability.suppressionfield = Regen Suppression Field
|
||||
ability.suppressionfield.description = Stops nearby repair buildings
|
||||
ability.energyfield = Campo energetico
|
||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
||||
ability.energyfield.description = Zaps nearby enemies
|
||||
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||
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
|
||||
|
||||
@@ -1116,7 +1168,7 @@ setting.sfxvol.name = Volume Effetti
|
||||
setting.mutesound.name = Silenzia Suoni
|
||||
setting.crashreport.name = Invia rapporti anonimi sugli arresti anomali
|
||||
setting.savecreate.name = Salvataggi Automatici
|
||||
setting.publichost.name = Gioco Visibile Pubblicamente
|
||||
setting.steampublichost.name = Public Game Visibility
|
||||
setting.playerlimit.name = Limite Giocatori
|
||||
setting.chatopacity.name = Opacità Chat
|
||||
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_patrol.name = Unit Stance: Patrol
|
||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||
keybind.unit_command_move = Unit Command: Move
|
||||
keybind.unit_command_repair = Unit Command: Repair
|
||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
||||
keybind.unit_command_assist = Unit Command: Assist
|
||||
keybind.unit_command_mine = Unit Command: Mine
|
||||
keybind.unit_command_boost = Unit Command: Boost
|
||||
keybind.unit_command_load_units = Unit Command: Load Units
|
||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
||||
keybind.unit_command_move.name = Unit Command: Move
|
||||
keybind.unit_command_repair.name = Unit Command: Repair
|
||||
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||
keybind.unit_command_assist.name = Unit Command: Assist
|
||||
keybind.unit_command_mine.name = Unit Command: Mine
|
||||
keybind.unit_command_boost.name = Unit Command: Boost
|
||||
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||
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.schematic_select.name = Seleziona Regione
|
||||
keybind.schematic_menu.name = Menu Schematica
|
||||
@@ -1268,6 +1321,7 @@ rules.unitdamagemultiplier = Moltiplicatore Danno Unità
|
||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||
rules.solarmultiplier = Moltiplicatore energia solare
|
||||
rules.unitcapvariable = Cores Contribute To Unit Cap
|
||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||
rules.unitcap = Base Unit Cap
|
||||
rules.limitarea = Limite dimensioni mappa
|
||||
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.always = sempre
|
||||
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.liquid.name = Liquidi
|
||||
@@ -1522,6 +1578,7 @@ block.inverted-sorter.name = Filtro Inverso
|
||||
block.message.name = Messaggio
|
||||
block.reinforced-message.name = Reinforced Message
|
||||
block.world-message.name = World Message
|
||||
block.world-switch.name = World Switch
|
||||
block.illuminator.name = Lanterna
|
||||
block.overflow-gate.name = Separatore per Eccesso
|
||||
block.underflow-gate.name = Separatore per Eccesso Inverso
|
||||
@@ -1762,7 +1819,6 @@ block.disperse.name = Disperse
|
||||
block.afflict.name = Afflict
|
||||
block.lustre.name = Lustre
|
||||
block.scathe.name = Scathe
|
||||
block.fabricator.name = Fabricator
|
||||
block.tank-refabricator.name = Tank Refabricator
|
||||
block.mech-refabricator.name = Mech 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.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.defenses = [accent]Set up defenses:[lightgray] {0}
|
||||
onset.attack = The enemy is vulnerable. Counter-attack.
|
||||
onset.cores = New cores can be placed on [accent]core tiles[].\nNew cores function as forward bases and share a resource inventory with other cores.\nPlace a \uf725 core.
|
||||
onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defenses, mining, and production.
|
||||
@@ -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.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.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-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.
|
||||
@@ -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.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-junction.description = Acts as a bridge for two crossing conduits.
|
||||
block.reinforced-liquid-tank.description = Stores a large 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.
|
||||
@@ -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.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.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.drawflush = Flush queued [accent]Draw[] operations to a display.
|
||||
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.spawnunit = Spawn unit at a location.
|
||||
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.explosion = Create an explosion at a location.
|
||||
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.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.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.
|
||||
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.
|
||||
@@ -2309,6 +2404,7 @@ graphicstype.poly = Fill a regular polygon.
|
||||
graphicstype.linepoly = Draw a regular polygon outline.
|
||||
graphicstype.triangle = Fill a triangle.
|
||||
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.idiv = Integer division.
|
||||
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.within = Check if unit is near a position.
|
||||
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.generation = 生成:
|
||||
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.playtest = Playtest
|
||||
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...
|
||||
edit = 編集...
|
||||
variables = 変数
|
||||
logic.globals = Built-in Variables
|
||||
editor.name = 名前:
|
||||
editor.spawn = ユニットを出す
|
||||
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.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.errorlocales = Error reading invalid locale bundles.
|
||||
editor.update = 更新
|
||||
editor.randomize = ランダム
|
||||
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.loadmap = マップを読み込む
|
||||
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.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。
|
||||
@@ -602,6 +606,23 @@ filter.option.floor2 = 2番目の地面
|
||||
filter.option.threshold2 = 2番目の閾値
|
||||
filter.option.radius = 半径
|
||||
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:
|
||||
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.flag.name = フラグ
|
||||
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.text.name = 文章
|
||||
marker.line.name = Line
|
||||
marker.quad.name = Quad
|
||||
marker.texture.name = Texture
|
||||
marker.background = 背景
|
||||
marker.outline = 輪郭
|
||||
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。
|
||||
|
||||
weather.rain.name = 雨
|
||||
weather.snow.name = 雪
|
||||
weather.snowing.name = 雪
|
||||
weather.sandstorm.name = 砂嵐
|
||||
weather.sporestorm.name = 胞子嵐
|
||||
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.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!
|
||||
#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.captured = セクター [accent]{0}[white]制圧!
|
||||
sector.capture = Sector [accent]{0}[white]Captured!
|
||||
sector.capture.current = Sector Captured!
|
||||
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 = 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
|
||||
|
||||
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.description = Repairs nearby units
|
||||
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.description = Constructs units
|
||||
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.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.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.description = Stops nearby repair buildings
|
||||
ability.energyfield = エネルギー範囲
|
||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
||||
ability.energyfield.description = Zaps nearby enemies
|
||||
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||
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。
|
||||
|
||||
@@ -1122,7 +1174,7 @@ setting.sfxvol.name = 効果音 音量
|
||||
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.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.chatopacity.name = チャットの透明度
|
||||
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_patrol.name = Unit Stance: Patrol
|
||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||
keybind.unit_command_move = Unit Command: Move
|
||||
keybind.unit_command_repair = Unit Command: Repair
|
||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
||||
keybind.unit_command_assist = Unit Command: Assist
|
||||
keybind.unit_command_mine = Unit Command: Mine
|
||||
keybind.unit_command_boost = Unit Command: Boost
|
||||
keybind.unit_command_load_units = Unit Command: Load Units
|
||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
||||
keybind.unit_command_move.name = Unit Command: Move
|
||||
keybind.unit_command_repair.name = Unit Command: Repair
|
||||
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||
keybind.unit_command_assist.name = Unit Command: Assist
|
||||
keybind.unit_command_mine.name = Unit Command: Mine
|
||||
keybind.unit_command_boost.name = Unit Command: Boost
|
||||
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||
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.schematic_select.name = 範囲選択
|
||||
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.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.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||
rules.unitcap = 基礎ユニット上限数
|
||||
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)
|
||||
@@ -1306,6 +1360,8 @@ rules.weather = 気象
|
||||
rules.weather.frequency = 頻度:
|
||||
rules.weather.always = 常時
|
||||
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.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.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-switch.name = World Switch
|
||||
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.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.lustre.name = ラストル
|
||||
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.mech-refabricator.name = メカ再加工工場
|
||||
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.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.defenses = [accent]Set up defenses:[lightgray] {0}
|
||||
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.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.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.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-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。
|
||||
@@ -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.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-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-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。
|
||||
@@ -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.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.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.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。
|
||||
@@ -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.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.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.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。
|
||||
@@ -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.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.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。
|
||||
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。
|
||||
@@ -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.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.print = Draws text from the print buffer.\nClears the print buffer.
|
||||
lenum.always = 常にtrueを返します。
|
||||
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。
|
||||
@@ -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.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.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.generation = 지형 생성
|
||||
editor.objectives = 목표
|
||||
editor.locales = Locale Bundles
|
||||
editor.ingame = 인게임 편집
|
||||
editor.playtest = 맵 테스트
|
||||
editor.publish.workshop = 창작마당 게시
|
||||
@@ -493,6 +494,7 @@ editor.default = [lightgray]<기본값>
|
||||
details = 설명...
|
||||
edit = 편집...
|
||||
variables = 변수
|
||||
logic.globals = Built-in Variables
|
||||
editor.name = 이름:
|
||||
editor.spawn = 기체 생성
|
||||
editor.removeunit = 기체 삭제
|
||||
@@ -504,6 +506,7 @@ editor.errorlegacy = 이 맵은 너무 오래됐고, 더 이상 지원하지 않
|
||||
editor.errornot = 맵 파일이 아닙니다.
|
||||
editor.errorheader = 이 맵 파일은 유효하지 않거나 손상되었습니다.
|
||||
editor.errorname = 맵에 이름이 지정되어 있지 않습니다. 저장 파일을 불러오려고 시도하는 건가요?
|
||||
editor.errorlocales = Error reading invalid locale bundles.
|
||||
editor.update = 업데이트
|
||||
editor.randomize = 무작위
|
||||
editor.moveup = 위로 이동
|
||||
@@ -515,6 +518,7 @@ editor.sectorgenerate = 구역 형성
|
||||
editor.resize = 맵 크기조정
|
||||
editor.loadmap = 맵 불러오기
|
||||
editor.savemap = 맵 저장
|
||||
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
|
||||
editor.saved = 저장됨!
|
||||
editor.save.noname = 맵에 이름이 없습니다! '맵 정보' 메뉴에서 설정하세요.
|
||||
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.radius = 반경
|
||||
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:
|
||||
height = 높이:
|
||||
@@ -652,10 +673,12 @@ objective.destroycore.name = 코어 파괴
|
||||
objective.commandmode.name = 명령 모드
|
||||
objective.flag.name = 플래그
|
||||
marker.shapetext.name = 도형과 문자
|
||||
marker.minimap.name = 미니맵
|
||||
marker.point.name = Point
|
||||
marker.shape.name = 도형
|
||||
marker.text.name = 문자
|
||||
marker.line.name = Line
|
||||
marker.quad.name = Quad
|
||||
marker.texture.name = Texture
|
||||
marker.background = 배경
|
||||
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.
|
||||
|
||||
weather.rain.name = 비
|
||||
weather.snow.name = 눈
|
||||
weather.snowing.name = 눈
|
||||
weather.sandstorm.name = 모래 폭풍
|
||||
weather.sporestorm.name = 포자 폭풍
|
||||
weather.fog.name = 안개
|
||||
@@ -740,8 +763,8 @@ sector.curlost = 지역 잃음
|
||||
sector.missingresources = [scarlet]코어 자원 부족[]
|
||||
sector.attacked = [accent]{0}[white] 지역이 공격받고 있습니다![]
|
||||
sector.lost = [accent]{0}[white] 지역을 잃었습니다![]
|
||||
#note: the missing space in the line below is intentional
|
||||
sector.captured = [accent]{0}[white] 지역을 점령했습니다![]
|
||||
sector.capture = Sector [accent]{0}[white]Captured!
|
||||
sector.capture.current = Sector Captured!
|
||||
sector.changeicon = 아이콘 바꾸기
|
||||
sector.noswitch.title = 지역 전환 불가능
|
||||
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
|
||||
|
||||
ability.forcefield = 보호막 필드
|
||||
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||
ability.repairfield = 수리 필드
|
||||
ability.repairfield.description = Repairs nearby units
|
||||
ability.statusfield = 상태이상 필드
|
||||
ability.statusfield.description = Applies a status effect to nearby units
|
||||
ability.unitspawn = 공장
|
||||
ability.unitspawn.description = Constructs units
|
||||
ability.shieldregenfield = 방어막 복구 필드
|
||||
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||
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.description = Projects a force shield in an arc that absorbs bullets
|
||||
ability.suppressionfield = 재생성 억제 필드
|
||||
ability.suppressionfield.description = Stops nearby repair buildings
|
||||
ability.energyfield = 에너지 필드
|
||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
||||
ability.energyfield.description = Zaps nearby enemies
|
||||
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||
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.drilltierreq = 더 좋은 드릴 필요
|
||||
@@ -1121,7 +1173,7 @@ setting.sfxvol.name = 효과음 크기
|
||||
setting.mutesound.name = 소리 끄기
|
||||
setting.crashreport.name = 익명으로 오류 보고서 자동 전송
|
||||
setting.savecreate.name = 자동 저장 활성화
|
||||
setting.publichost.name = 공용 서버로 표시
|
||||
setting.steampublichost.name = Public Game Visibility
|
||||
setting.playerlimit.name = 플레이어 제한
|
||||
setting.chatopacity.name = 채팅창 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_patrol.name = Unit Stance: Patrol
|
||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||
keybind.unit_command_move = Unit Command: Move
|
||||
keybind.unit_command_repair = Unit Command: Repair
|
||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
||||
keybind.unit_command_assist = Unit Command: Assist
|
||||
keybind.unit_command_mine = Unit Command: Mine
|
||||
keybind.unit_command_boost = Unit Command: Boost
|
||||
keybind.unit_command_load_units = Unit Command: Load Units
|
||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
||||
keybind.unit_command_move.name = Unit Command: Move
|
||||
keybind.unit_command_repair.name = Unit Command: Repair
|
||||
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||
keybind.unit_command_assist.name = Unit Command: Assist
|
||||
keybind.unit_command_mine.name = Unit Command: Mine
|
||||
keybind.unit_command_boost.name = Unit Command: Boost
|
||||
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||
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.schematic_select.name = 영역 설정
|
||||
keybind.schematic_menu.name = 설계도 메뉴
|
||||
@@ -1273,6 +1326,7 @@ rules.unitdamagemultiplier = 기체 피해량 배수
|
||||
rules.unitcrashdamagemultiplier = 기체 파손 피해량 배수
|
||||
rules.solarmultiplier = 태양광 전력 배수
|
||||
rules.unitcapvariable = 코어 기체수 제한 추가
|
||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||
rules.unitcap = 기본 기체 제한
|
||||
rules.limitarea = 맵 영역 제한
|
||||
rules.enemycorebuildradius = 적 코어 건설금지 범위:[lightgray] (타일)
|
||||
@@ -1305,6 +1359,8 @@ rules.weather = 날씨 추가
|
||||
rules.weather.frequency = 빈도:
|
||||
rules.weather.always = 항상
|
||||
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.liquid.name = 액체
|
||||
@@ -1524,6 +1580,7 @@ block.inverted-sorter.name = 반전 필터
|
||||
block.message.name = 메모 블록
|
||||
block.reinforced-message.name = 보강된 메모 블록
|
||||
block.world-message.name = 월드 메모 블록
|
||||
block.world-switch.name = World Switch
|
||||
block.illuminator.name = 조명
|
||||
block.overflow-gate.name = 포화 필터
|
||||
block.underflow-gate.name = 불포화 필터
|
||||
@@ -1764,7 +1821,6 @@ block.disperse.name = 디스퍼스
|
||||
block.afflict.name = 어플릭트
|
||||
block.lustre.name = 러스터
|
||||
block.scathe.name = 스캐드
|
||||
block.fabricator.name = 조립기
|
||||
block.tank-refabricator.name = 전차 재조립기
|
||||
block.mech-refabricator.name = 기계 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.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.defenses = [accent]Set up defenses:[lightgray] {0}
|
||||
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.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.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.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-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.
|
||||
@@ -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.reinforced-conduit.description = 유체를 앞으로 이동합니다. 측면에서 파이프가 아닌 입력을 허용하지 않습니다.
|
||||
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-container.description = 상당량의 유체를 저장합니다.
|
||||
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.write = 연결된 메모리 셀에 숫자 작성
|
||||
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.drawflush = 대기중인 [accent]Draw[]실행문을 디스플레이에 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.spawnunit = 특정 위치에 기체 소환
|
||||
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.explosion = 특정 위치에 폭발 생성
|
||||
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.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.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.
|
||||
|
||||
@@ -2316,6 +2411,7 @@ graphicstype.poly = 정다각형 채우기
|
||||
graphicstype.linepoly = 정다각형 외곽선 그리기
|
||||
graphicstype.triangle = 삼각형 채우기
|
||||
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.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.within = 좌표 주변 기체 발견 여부
|
||||
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.generation = Generacija:
|
||||
editor.objectives = Objectives
|
||||
editor.locales = Locale Bundles
|
||||
editor.ingame = Redaguoti žaidime
|
||||
editor.playtest = Playtest
|
||||
editor.publish.workshop = Publikuoti Dirbtuvėje
|
||||
@@ -489,6 +490,7 @@ editor.default = [lightgray]<Numatytasis>
|
||||
details = Detaliau...
|
||||
edit = Redaguoti...
|
||||
variables = Vars
|
||||
logic.globals = Built-in Variables
|
||||
editor.name = Pavadinimas:
|
||||
editor.spawn = Atradinti 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.errorheader = Šis žemėlapis yra netaisyklingas arba sugadintas.
|
||||
editor.errorname = Šis žemėlapis neturi nustatyto pavadinimo. Ar bandote užkrauti išsaugotą failą?
|
||||
editor.errorlocales = Error reading invalid locale bundles.
|
||||
editor.update = Atnaujinti
|
||||
editor.randomize = Sumaišyti atsitiktinai
|
||||
editor.moveup = Move Up
|
||||
@@ -511,6 +514,7 @@ editor.sectorgenerate = Sector Generate
|
||||
editor.resize = Pakeisti dydį
|
||||
editor.loadmap = Užkrauti žemėlapį
|
||||
editor.savemap = Išsaugoti žemėlapį
|
||||
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
|
||||
editor.saved = Išsaugota!
|
||||
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.
|
||||
@@ -595,6 +599,23 @@ filter.option.floor2 = Antrasis sluoksnis
|
||||
filter.option.threshold2 = Antrasis slenkstis
|
||||
filter.option.radius = Spindulys
|
||||
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:
|
||||
height = Aukštis:
|
||||
@@ -645,10 +666,12 @@ objective.destroycore.name = Destroy Core
|
||||
objective.commandmode.name = Command Mode
|
||||
objective.flag.name = Flag
|
||||
marker.shapetext.name = Shape Text
|
||||
marker.minimap.name = Minimap
|
||||
marker.point.name = Point
|
||||
marker.shape.name = Shape
|
||||
marker.text.name = Text
|
||||
marker.line.name = Line
|
||||
marker.quad.name = Quad
|
||||
marker.texture.name = Texture
|
||||
marker.background = Background
|
||||
marker.outline = Outline
|
||||
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.
|
||||
|
||||
weather.rain.name = Rain
|
||||
weather.snow.name = Snow
|
||||
weather.snowing.name = Snow
|
||||
weather.sandstorm.name = Sandstorm
|
||||
weather.sporestorm.name = Sporestorm
|
||||
weather.fog.name = Fog
|
||||
@@ -731,7 +754,8 @@ sector.curlost = Sector Lost
|
||||
sector.missingresources = [scarlet]Insufficient Core Resources
|
||||
sector.attacked = Sector [accent]{0}[white] under attack!
|
||||
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.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}[]
|
||||
@@ -949,17 +973,46 @@ stat.immunities = Immunities
|
||||
stat.healing = Healing
|
||||
|
||||
ability.forcefield = Force Field
|
||||
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||
ability.repairfield = Repair Field
|
||||
ability.repairfield.description = Repairs nearby units
|
||||
ability.statusfield = Status Field
|
||||
ability.statusfield.description = Applies a status effect to nearby units
|
||||
ability.unitspawn = Factory
|
||||
ability.unitspawn.description = Constructs units
|
||||
ability.shieldregenfield = Shield Regen Field
|
||||
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||
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.description = Projects a force shield in an arc that absorbs bullets
|
||||
ability.suppressionfield = Regen Suppression Field
|
||||
ability.suppressionfield.description = Stops nearby repair buildings
|
||||
ability.energyfield = Energy Field
|
||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
||||
ability.energyfield.description = Zaps nearby enemies
|
||||
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||
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
|
||||
|
||||
@@ -1110,7 +1163,7 @@ setting.sfxvol.name = SFX Garsumas
|
||||
setting.mutesound.name = Nutildyti Garsus
|
||||
setting.crashreport.name = Siųsti Anoniminius Strigties Pranešimus
|
||||
setting.savecreate.name = Automatiškai Kurti Išsaugojimus
|
||||
setting.publichost.name = Viešojo Žaidimo Matomumas
|
||||
setting.steampublichost.name = Public Game Visibility
|
||||
setting.playerlimit.name = Žaidėjų Limitas
|
||||
setting.chatopacity.name = Pokalbių Lentos 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_patrol.name = Unit Stance: Patrol
|
||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||
keybind.unit_command_move = Unit Command: Move
|
||||
keybind.unit_command_repair = Unit Command: Repair
|
||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
||||
keybind.unit_command_assist = Unit Command: Assist
|
||||
keybind.unit_command_mine = Unit Command: Mine
|
||||
keybind.unit_command_boost = Unit Command: Boost
|
||||
keybind.unit_command_load_units = Unit Command: Load Units
|
||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
||||
keybind.unit_command_move.name = Unit Command: Move
|
||||
keybind.unit_command_repair.name = Unit Command: Repair
|
||||
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||
keybind.unit_command_assist.name = Unit Command: Assist
|
||||
keybind.unit_command_mine.name = Unit Command: Mine
|
||||
keybind.unit_command_boost.name = Unit Command: Boost
|
||||
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||
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.schematic_select.name = Pasirinkite Regioną
|
||||
keybind.schematic_menu.name = Schemų Meniu
|
||||
@@ -1262,6 +1316,7 @@ rules.unitdamagemultiplier = Vienetų Žalos Daugiklis
|
||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||
rules.solarmultiplier = Solar Power Multiplier
|
||||
rules.unitcapvariable = Cores Contribute To Unit Cap
|
||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||
rules.unitcap = Base Unit Cap
|
||||
rules.limitarea = Limit Map Area
|
||||
rules.enemycorebuildradius = Nestatymo aplink priešų branduolį spindulys:[lightgray] (blokais)
|
||||
@@ -1294,6 +1349,8 @@ rules.weather = Weather
|
||||
rules.weather.frequency = Frequency:
|
||||
rules.weather.always = Always
|
||||
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.liquid.name = Skysčiai
|
||||
@@ -1511,6 +1568,7 @@ block.inverted-sorter.name = Atbulinis Rūšiuotojas
|
||||
block.message.name = Žinutė
|
||||
block.reinforced-message.name = Reinforced Message
|
||||
block.world-message.name = World Message
|
||||
block.world-switch.name = World Switch
|
||||
block.illuminator.name = Šviestuvas
|
||||
block.overflow-gate.name = Perpildymo Užtvara
|
||||
block.underflow-gate.name = Neperpildymo Užtvara
|
||||
@@ -1751,7 +1809,6 @@ block.disperse.name = Disperse
|
||||
block.afflict.name = Afflict
|
||||
block.lustre.name = Lustre
|
||||
block.scathe.name = Scathe
|
||||
block.fabricator.name = Fabricator
|
||||
block.tank-refabricator.name = Tank Refabricator
|
||||
block.mech-refabricator.name = Mech 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.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.defenses = [accent]Set up defenses:[lightgray] {0}
|
||||
onset.attack = The enemy is vulnerable. Counter-attack.
|
||||
onset.cores = New cores can be placed on [accent]core tiles[].\nNew cores function as forward bases and share a resource inventory with other cores.\nPlace a \uf725 core.
|
||||
onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defenses, mining, and production.
|
||||
@@ -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.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.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-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.
|
||||
@@ -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.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-junction.description = Acts as a bridge for two crossing conduits.
|
||||
block.reinforced-liquid-tank.description = Stores a large 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.
|
||||
@@ -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.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.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.drawflush = Flush queued [accent]Draw[] operations to a display.
|
||||
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.spawnunit = Spawn unit at a location.
|
||||
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.explosion = Create an explosion at a location.
|
||||
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.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.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.
|
||||
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.
|
||||
@@ -2296,6 +2392,7 @@ graphicstype.poly = Fill a regular polygon.
|
||||
graphicstype.linepoly = Draw a regular polygon outline.
|
||||
graphicstype.triangle = Fill a triangle.
|
||||
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.idiv = Integer division.
|
||||
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.within = Check if unit is near a position.
|
||||
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.generation = Generatie:
|
||||
editor.objectives = Doelen
|
||||
editor.locales = Locale Bundles
|
||||
editor.ingame = Bewerk In-Spel
|
||||
editor.playtest = Speeltest
|
||||
editor.publish.workshop = Publiceer in Werkplaats
|
||||
@@ -497,6 +498,7 @@ editor.default = [lightgray]<Standaard>
|
||||
details = Details...
|
||||
edit = Bewerk...
|
||||
variables = Vars
|
||||
logic.globals = Built-in Variables
|
||||
editor.name = Naam:
|
||||
editor.spawn = Voeg Eenheid toe
|
||||
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.errorheader = Dit kaartbestand is ongeldig of corrupt.
|
||||
editor.errorname = Kaart heeft geen naam.
|
||||
editor.errorlocales = Error reading invalid locale bundles.
|
||||
editor.update = Bijwerken
|
||||
editor.randomize = Willekeurig
|
||||
editor.moveup = Beweeg Omhoog
|
||||
@@ -519,6 +522,7 @@ editor.sectorgenerate = Sector Genereren
|
||||
editor.resize = Verander formaat
|
||||
editor.loadmap = Laad Kaart
|
||||
editor.savemap = Bewaar Kaart
|
||||
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
|
||||
editor.saved = Bewaard!
|
||||
editor.save.noname = Je kaart heeft geen naam! Stel er ��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.
|
||||
@@ -605,6 +609,23 @@ filter.option.floor2 = Secundaire Vloer
|
||||
filter.option.threshold2 = Secundaire Drempel
|
||||
filter.option.radius = Straal
|
||||
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:
|
||||
height = Hoogte:
|
||||
@@ -656,10 +677,12 @@ objective.destroycore.name = Vernietig Core
|
||||
objective.commandmode.name = Commando Modus
|
||||
objective.flag.name = Vlag
|
||||
marker.shapetext.name = Vorm Tekst
|
||||
marker.minimap.name = Minimap
|
||||
marker.point.name = Point
|
||||
marker.shape.name = Vorm
|
||||
marker.text.name = Tekst
|
||||
marker.line.name = Line
|
||||
marker.quad.name = Quad
|
||||
marker.texture.name = Texture
|
||||
marker.background = Achtergrond
|
||||
marker.outline = Omtrek
|
||||
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.
|
||||
|
||||
weather.rain.name = Regen
|
||||
weather.snow.name = Sneeuw
|
||||
weather.snowing.name = Sneeuw
|
||||
weather.sandstorm.name = Zandstorm
|
||||
weather.sporestorm.name = Schimmelstorm
|
||||
weather.fog.name = Mist
|
||||
@@ -742,7 +765,8 @@ sector.curlost = Sector Verloren
|
||||
sector.missingresources = [scarlet]Onvoeldoende Materialen in Core
|
||||
sector.attacked = Sector [accent]{0}[white] onder vuur!
|
||||
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.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}[]
|
||||
@@ -961,17 +985,46 @@ stat.immunities = Immuniteiten
|
||||
stat.healing = Genezing
|
||||
|
||||
ability.forcefield = Krachtveld
|
||||
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||
ability.repairfield = Reparatieveld
|
||||
ability.repairfield.description = Repairs nearby units
|
||||
ability.statusfield = Statusveld
|
||||
ability.statusfield.description = Applies a status effect to nearby units
|
||||
ability.unitspawn = Fabriek
|
||||
ability.unitspawn.description = Constructs units
|
||||
ability.shieldregenfield = Schild Regeneratie Veld
|
||||
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||
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.description = Projects a force shield in an arc that absorbs bullets
|
||||
ability.suppressionfield = Regeneratie Onderdrukkingsveld
|
||||
ability.suppressionfield.description = Stops nearby repair buildings
|
||||
ability.energyfield = Energieveld
|
||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
||||
ability.energyfield.description = Zaps nearby enemies
|
||||
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||
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.
|
||||
|
||||
@@ -1122,7 +1175,7 @@ setting.sfxvol.name = SFX Volume
|
||||
setting.mutesound.name = Demp Geluid
|
||||
setting.crashreport.name = Stuur Anonieme Crashmeldingen
|
||||
setting.savecreate.name = Bewaar Saves Automatisch
|
||||
setting.publichost.name = Publieke Server Zichtbaarheid
|
||||
setting.steampublichost.name = Public Game Visibility
|
||||
setting.playerlimit.name = Spelerslijst
|
||||
setting.chatopacity.name = Chat 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_patrol.name = Unit Stance: Patrol
|
||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||
keybind.unit_command_move = Unit Command: Move
|
||||
keybind.unit_command_repair = Unit Command: Repair
|
||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
||||
keybind.unit_command_assist = Unit Command: Assist
|
||||
keybind.unit_command_mine = Unit Command: Mine
|
||||
keybind.unit_command_boost = Unit Command: Boost
|
||||
keybind.unit_command_load_units = Unit Command: Load Units
|
||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
||||
keybind.unit_command_move.name = Unit Command: Move
|
||||
keybind.unit_command_repair.name = Unit Command: Repair
|
||||
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||
keybind.unit_command_assist.name = Unit Command: Assist
|
||||
keybind.unit_command_mine.name = Unit Command: Mine
|
||||
keybind.unit_command_boost.name = Unit Command: Boost
|
||||
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||
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.schematic_select.name = Selecteer gebied
|
||||
keybind.schematic_menu.name = Ontwerpmenu
|
||||
@@ -1274,6 +1328,7 @@ rules.unitdamagemultiplier = Eenheid Schade Vermenigvuldiger
|
||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||
rules.solarmultiplier = Zonne-Energie Vermenigvuldiger
|
||||
rules.unitcapvariable = Cores Dragen Bij Aan Eenheidslimiet
|
||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||
rules.unitcap = Bais Eenheidlimiet
|
||||
rules.limitarea = Limiteer Kaart Gebied
|
||||
rules.enemycorebuildradius = Niet-Bouw Bereik Vijandelijke Cores:[lightgray] (tegels)
|
||||
@@ -1306,6 +1361,8 @@ rules.weather = Weer
|
||||
rules.weather.frequency = Frequentie:
|
||||
rules.weather.always = Altijd
|
||||
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.liquid.name = Vloeistoffen
|
||||
@@ -1523,6 +1580,7 @@ block.inverted-sorter.name = Omgekeerder Sorteerder
|
||||
block.message.name = Bericht
|
||||
block.reinforced-message.name = Gepansterd Bericht
|
||||
block.world-message.name = Wereldbericht
|
||||
block.world-switch.name = World Switch
|
||||
block.illuminator.name = Lamp
|
||||
block.overflow-gate.name = Overstroom Poort
|
||||
block.underflow-gate.name = Onderstroom Poort
|
||||
@@ -1764,7 +1822,6 @@ block.disperse.name = Disperse
|
||||
block.afflict.name = Afflict
|
||||
block.lustre.name = Lustre
|
||||
block.scathe.name = Scathe
|
||||
block.fabricator.name = Fabricator
|
||||
block.tank-refabricator.name = Tank Refabricator
|
||||
block.mech-refabricator.name = Mech 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.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.defenses = [accent]Set up defenses:[lightgray] {0}
|
||||
onset.attack = The enemy is vulnerable. Counter-attack.
|
||||
onset.cores = New cores can be placed on [accent]core tiles[].\nNew cores function as forward bases and share a resource inventory with other cores.\nPlace a \uf725 core.
|
||||
onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defenses, mining, and production.
|
||||
@@ -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.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.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-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.
|
||||
@@ -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.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-junction.description = Acts as a bridge for two crossing conduits.
|
||||
block.reinforced-liquid-tank.description = Stores a large 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.
|
||||
@@ -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.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.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.drawflush = Flush queued [accent]Draw[] operations to a display.
|
||||
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.spawnunit = Spawn unit at a location.
|
||||
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.explosion = Create an explosion at a location.
|
||||
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.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.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.
|
||||
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.
|
||||
@@ -2309,6 +2405,7 @@ graphicstype.poly = Fill a regular polygon.
|
||||
graphicstype.linepoly = Draw a regular polygon outline.
|
||||
graphicstype.triangle = Fill a triangle.
|
||||
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.idiv = Integer division.
|
||||
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.within = Check if unit is near a position.
|
||||
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.generation = Generation:
|
||||
editor.objectives = Objectives
|
||||
editor.locales = Locale Bundles
|
||||
editor.ingame = Edit In-Game
|
||||
editor.playtest = Playtest
|
||||
editor.publish.workshop = Publish On Workshop
|
||||
@@ -489,6 +490,7 @@ editor.default = [lightgray]<Default>
|
||||
details = Details...
|
||||
edit = Edit...
|
||||
variables = Vars
|
||||
logic.globals = Built-in Variables
|
||||
editor.name = Name:
|
||||
editor.spawn = Spawn 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.errorheader = This map file is either not valid or corrupt.
|
||||
editor.errorname = Map has no name defined.
|
||||
editor.errorlocales = Error reading invalid locale bundles.
|
||||
editor.update = Update
|
||||
editor.randomize = Randomize
|
||||
editor.moveup = Move Up
|
||||
@@ -511,6 +514,7 @@ editor.sectorgenerate = Sector Generate
|
||||
editor.resize = Resize
|
||||
editor.loadmap = Load Map
|
||||
editor.savemap = Save Map
|
||||
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
|
||||
editor.saved = Saved!
|
||||
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.
|
||||
@@ -595,6 +599,23 @@ filter.option.floor2 = Secondary Floor
|
||||
filter.option.threshold2 = Secondary Threshold
|
||||
filter.option.radius = Radius
|
||||
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:
|
||||
height = Height:
|
||||
@@ -645,10 +666,12 @@ objective.destroycore.name = Destroy Core
|
||||
objective.commandmode.name = Command Mode
|
||||
objective.flag.name = Flag
|
||||
marker.shapetext.name = Shape Text
|
||||
marker.minimap.name = Minimap
|
||||
marker.point.name = Point
|
||||
marker.shape.name = Shape
|
||||
marker.text.name = Text
|
||||
marker.line.name = Line
|
||||
marker.quad.name = Quad
|
||||
marker.texture.name = Texture
|
||||
marker.background = Background
|
||||
marker.outline = Outline
|
||||
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.
|
||||
|
||||
weather.rain.name = Rain
|
||||
weather.snow.name = Snow
|
||||
weather.snowing.name = Snow
|
||||
weather.sandstorm.name = Sandstorm
|
||||
weather.sporestorm.name = Sporestorm
|
||||
weather.fog.name = Fog
|
||||
@@ -731,7 +754,8 @@ sector.curlost = Sector Lost
|
||||
sector.missingresources = [scarlet]Insufficient Core Resources
|
||||
sector.attacked = Sector [accent]{0}[white] under attack!
|
||||
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.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}[]
|
||||
@@ -949,17 +973,46 @@ stat.immunities = Immunities
|
||||
stat.healing = Healing
|
||||
|
||||
ability.forcefield = Force Field
|
||||
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||
ability.repairfield = Repair Field
|
||||
ability.repairfield.description = Repairs nearby units
|
||||
ability.statusfield = Status Field
|
||||
ability.statusfield.description = Applies a status effect to nearby units
|
||||
ability.unitspawn = Factory
|
||||
ability.unitspawn.description = Constructs units
|
||||
ability.shieldregenfield = Shield Regen Field
|
||||
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||
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.description = Projects a force shield in an arc that absorbs bullets
|
||||
ability.suppressionfield = Regen Suppression Field
|
||||
ability.suppressionfield.description = Stops nearby repair buildings
|
||||
ability.energyfield = Energy Field
|
||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
||||
ability.energyfield.description = Zaps nearby enemies
|
||||
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||
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
|
||||
|
||||
@@ -1110,7 +1163,7 @@ setting.sfxvol.name = SFX Volume
|
||||
setting.mutesound.name = Mute Sound
|
||||
setting.crashreport.name = Send Anonymous Crash Reports
|
||||
setting.savecreate.name = Auto-Create Saves
|
||||
setting.publichost.name = Public Game Visibility
|
||||
setting.steampublichost.name = Public Game Visibility
|
||||
setting.playerlimit.name = Player Limit
|
||||
setting.chatopacity.name = Chat 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_patrol.name = Unit Stance: Patrol
|
||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||
keybind.unit_command_move = Unit Command: Move
|
||||
keybind.unit_command_repair = Unit Command: Repair
|
||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
||||
keybind.unit_command_assist = Unit Command: Assist
|
||||
keybind.unit_command_mine = Unit Command: Mine
|
||||
keybind.unit_command_boost = Unit Command: Boost
|
||||
keybind.unit_command_load_units = Unit Command: Load Units
|
||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
||||
keybind.unit_command_move.name = Unit Command: Move
|
||||
keybind.unit_command_repair.name = Unit Command: Repair
|
||||
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||
keybind.unit_command_assist.name = Unit Command: Assist
|
||||
keybind.unit_command_mine.name = Unit Command: Mine
|
||||
keybind.unit_command_boost.name = Unit Command: Boost
|
||||
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||
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.schematic_select.name = Select Region
|
||||
keybind.schematic_menu.name = Schematic Menu
|
||||
@@ -1262,6 +1316,7 @@ rules.unitdamagemultiplier = Unit Damage Multiplier
|
||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||
rules.solarmultiplier = Solar Power Multiplier
|
||||
rules.unitcapvariable = Cores Contribute To Unit Cap
|
||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||
rules.unitcap = Base Unit Cap
|
||||
rules.limitarea = Limit Map Area
|
||||
rules.enemycorebuildradius = Enemy Core No-Build Radius:[lightgray] (tiles)
|
||||
@@ -1294,6 +1349,8 @@ rules.weather = Weather
|
||||
rules.weather.frequency = Frequency:
|
||||
rules.weather.always = Always
|
||||
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.liquid.name = Liquids
|
||||
@@ -1511,6 +1568,7 @@ block.inverted-sorter.name = Inverted Sorter
|
||||
block.message.name = Message
|
||||
block.reinforced-message.name = Reinforced Message
|
||||
block.world-message.name = World Message
|
||||
block.world-switch.name = World Switch
|
||||
block.illuminator.name = Illuminator
|
||||
block.overflow-gate.name = Overflow Gate
|
||||
block.underflow-gate.name = Underflow Gate
|
||||
@@ -1751,7 +1809,6 @@ block.disperse.name = Disperse
|
||||
block.afflict.name = Afflict
|
||||
block.lustre.name = Lustre
|
||||
block.scathe.name = Scathe
|
||||
block.fabricator.name = Fabricator
|
||||
block.tank-refabricator.name = Tank Refabricator
|
||||
block.mech-refabricator.name = Mech 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.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.defenses = [accent]Set up defenses:[lightgray] {0}
|
||||
onset.attack = The enemy is vulnerable. Counter-attack.
|
||||
onset.cores = New cores can be placed on [accent]core tiles[].\nNew cores function as forward bases and share a resource inventory with other cores.\nPlace a \uf725 core.
|
||||
onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defenses, mining, and production.
|
||||
@@ -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.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.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-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.
|
||||
@@ -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.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-junction.description = Acts as a bridge for two crossing conduits.
|
||||
block.reinforced-liquid-tank.description = Stores a large 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.
|
||||
@@ -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.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.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.drawflush = Flush queued [accent]Draw[] operations to a display.
|
||||
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.spawnunit = Spawn unit at a location.
|
||||
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.explosion = Create an explosion at a location.
|
||||
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.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.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.
|
||||
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.
|
||||
@@ -2296,6 +2392,7 @@ graphicstype.poly = Fill a regular polygon.
|
||||
graphicstype.linepoly = Draw a regular polygon outline.
|
||||
graphicstype.triangle = Fill a triangle.
|
||||
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.idiv = Integer division.
|
||||
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.within = Check if unit is near a position.
|
||||
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.generation = Generacja:
|
||||
editor.objectives = Cele
|
||||
editor.locales = Locale Bundles
|
||||
editor.ingame = Edytuj w Grze
|
||||
editor.playtest = Testuj Mapę
|
||||
editor.publish.workshop = Opublikuj w Warsztacie
|
||||
@@ -494,6 +495,7 @@ editor.default = [lightgray]<Domyślne>
|
||||
details = Detale...
|
||||
edit = Edytuj...
|
||||
variables = Zmienne
|
||||
logic.globals = Built-in Variables
|
||||
editor.name = Nazwa:
|
||||
editor.spawn = Stwórz 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.errorheader = Ten plik mapy jest nieprawidłowy lub uszkodzony.
|
||||
editor.errorname = Mapa nie zawiera nazwy. Czy próbujesz załadować zapis gry?
|
||||
editor.errorlocales = Error reading invalid locale bundles.
|
||||
editor.update = Aktualizuj
|
||||
editor.randomize = Losuj
|
||||
editor.moveup = Przesuń w górę
|
||||
@@ -516,6 +519,7 @@ editor.sectorgenerate = Generuj Sektor
|
||||
editor.resize = Zmień Rozmiar
|
||||
editor.loadmap = Załaduj Mapę
|
||||
editor.savemap = Zapisz Mapę
|
||||
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
|
||||
editor.saved = Zapisano!
|
||||
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'.
|
||||
@@ -600,6 +604,23 @@ filter.option.floor2 = Druga Podłoga
|
||||
filter.option.threshold2 = Drugi Próg
|
||||
filter.option.radius = Zasięg
|
||||
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:
|
||||
height = Wysokość:
|
||||
@@ -650,10 +671,12 @@ objective.destroycore.name = Zniszcz Rdzeń
|
||||
objective.commandmode.name = Tryb Poleceń
|
||||
objective.flag.name = Oznaczenie
|
||||
marker.shapetext.name = Dostosuj Tekst
|
||||
marker.minimap.name = Minimapa
|
||||
marker.point.name = Point
|
||||
marker.shape.name = Figura
|
||||
marker.text.name = Tekst
|
||||
marker.line.name = Line
|
||||
marker.quad.name = Quad
|
||||
marker.texture.name = Texture
|
||||
marker.background = Tło
|
||||
marker.outline = Kontur
|
||||
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.
|
||||
|
||||
weather.rain.name = Deszcz
|
||||
weather.snow.name = Śnieg
|
||||
weather.snowing.name = Śnieg
|
||||
weather.sandstorm.name = Burza piaskowa
|
||||
weather.sporestorm.name = Burza zarodników
|
||||
weather.fog.name = Mgła
|
||||
@@ -737,8 +760,8 @@ sector.curlost = Sektor Stracony
|
||||
sector.missingresources = [scarlet]Niewystarczające Zasoby Rdzenia
|
||||
sector.attacked = Sektor [accent]{0}[white] jest atakowany!
|
||||
sector.lost = Sektor [accent]{0}[white] został stracony!
|
||||
#note: the missing space in the line below is intentional
|
||||
sector.captured = Sektor [accent]{0}[white]został podbity!
|
||||
sector.capture = Sector [accent]{0}[white]Captured!
|
||||
sector.capture.current = Sector Captured!
|
||||
sector.changeicon = Zmień Ikonę
|
||||
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}[]
|
||||
@@ -959,17 +982,46 @@ stat.immunities = Odporności
|
||||
stat.healing = Leczy
|
||||
|
||||
ability.forcefield = Pole Siłowe
|
||||
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||
ability.repairfield = Pole Naprawy
|
||||
ability.repairfield.description = Repairs nearby units
|
||||
ability.statusfield = Pole Statusu
|
||||
ability.statusfield.description = Applies a status effect to nearby units
|
||||
ability.unitspawn = Fabryka Jednostek
|
||||
ability.unitspawn.description = Constructs units
|
||||
ability.shieldregenfield = Strefa Tarczy Regenerującej
|
||||
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||
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.description = Projects a force shield in an arc that absorbs bullets
|
||||
ability.suppressionfield = Pole Tłumienia Regeneracji
|
||||
ability.suppressionfield.description = Stops nearby repair buildings
|
||||
ability.energyfield = Pole Energii
|
||||
ability.energyfield.sametypehealmultiplier = [lightgray]Ten sam typ leczenia: [white]{0}%
|
||||
ability.energyfield.maxtargets = [lightgray]Maksymalne cele: [white]{0}
|
||||
ability.energyfield.description = Zaps nearby enemies
|
||||
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||
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
|
||||
|
||||
@@ -1120,7 +1172,7 @@ setting.sfxvol.name = Głośność dźwięków
|
||||
setting.mutesound.name = Wycisz dźwięki
|
||||
setting.crashreport.name = Wysyłaj anonimowo dane o crashu gry
|
||||
setting.savecreate.name = Automatyczne tworzenie zapisów
|
||||
setting.publichost.name = Widoczność gry publicznej
|
||||
setting.steampublichost.name = Public Game Visibility
|
||||
setting.playerlimit.name = Limit graczy
|
||||
setting.chatopacity.name = Przezroczystość czatu
|
||||
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_patrol.name = Patroluj
|
||||
keybind.unit_stance_ram.name = Taranuj
|
||||
keybind.unit_command_move = Porusz
|
||||
keybind.unit_command_repair = Naprawiaj
|
||||
keybind.unit_command_rebuild = Odbudowywuj
|
||||
keybind.unit_command_assist = Asystuj
|
||||
keybind.unit_command_mine = Kop
|
||||
keybind.unit_command_boost = Przyspieszaj
|
||||
keybind.unit_command_load_units = Załaduj jednostki
|
||||
keybind.unit_command_load_blocks = Załaduj Bloki
|
||||
keybind.unit_command_unload_payload = Rozładuj Ładunek
|
||||
keybind.unit_command_move.name = Unit Command: Move
|
||||
keybind.unit_command_repair.name = Unit Command: Repair
|
||||
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||
keybind.unit_command_assist.name = Unit Command: Assist
|
||||
keybind.unit_command_mine.name = Unit Command: Mine
|
||||
keybind.unit_command_boost.name = Unit Command: Boost
|
||||
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||
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.schematic_select.name = Wybierz Region
|
||||
keybind.schematic_menu.name = Menu Schematów
|
||||
@@ -1272,6 +1325,7 @@ rules.unitdamagemultiplier = Mnożnik Obrażeń jednostek
|
||||
rules.unitcrashdamagemultiplier = Obrażenia Zadawane Po Zniszczeniu
|
||||
rules.solarmultiplier = Mnożnik Mocy Paneli Słonecznych
|
||||
rules.unitcapvariable = Rdzenie mają wpływ na limit jednostek
|
||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||
rules.unitcap = Podstawowy limit jednostek
|
||||
rules.limitarea = Limit Obszaru Mapy
|
||||
rules.enemycorebuildradius = Zasięg Blokady Budowy Przy Rdzeniu Wroga:[lightgray] (kratki)
|
||||
@@ -1304,6 +1358,8 @@ rules.weather = Pogoda
|
||||
rules.weather.frequency = Częstotliwość:
|
||||
rules.weather.always = Zawsze
|
||||
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.liquid.name = Płyny
|
||||
@@ -1531,6 +1587,7 @@ block.inverted-sorter.name = Odwrotny Sortownik
|
||||
block.message.name = Wiadomość
|
||||
block.reinforced-message.name = Wzmocniona Wiadomość
|
||||
block.world-message.name = World Message
|
||||
block.world-switch.name = World Switch
|
||||
block.illuminator.name = Rozświetlacz
|
||||
block.overflow-gate.name = Brama Przepełnieniowa
|
||||
block.underflow-gate.name = Brama Niedomiaru
|
||||
@@ -1772,7 +1829,6 @@ block.disperse.name = Burza
|
||||
block.afflict.name = Cios
|
||||
block.lustre.name = Błysk
|
||||
block.scathe.name = Zamęt
|
||||
block.fabricator.name = Fabrykator
|
||||
block.tank-refabricator.name = Konstruktor Czołgów
|
||||
block.mech-refabricator.name = Konstruktor Mechów
|
||||
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.walls = [accent]Mury[] chronią budynki przed obrażeniami.\nPostaw parę \uf6ee [accent]berylowych murów[] naokoło działka.
|
||||
onset.enemies = Nadchodzi wróg, przygotuj obronę.
|
||||
onset.defenses = [accent]Set up defenses:[lightgray] {0}
|
||||
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.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.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.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-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.
|
||||
@@ -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.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-junction.description = Pozwala na przecięcie się dwóch rur, bez mieszania ich zawartości.
|
||||
block.reinforced-liquid-tank.description = Przechowuje duże ilości płynów.
|
||||
block.reinforced-liquid-container.description = Przechowuje umiarkowane ilości płynów.
|
||||
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.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.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.drawflush = Wyświetla oczekujące operacje z funkcji [accent]Draw[] na wyświetlaczu.
|
||||
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.spawnunit = Odródź jednostkę w lokalizacji.
|
||||
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.explosion = Stwórz eksplozję w lokalizacji.
|
||||
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.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.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.
|
||||
|
||||
@@ -2336,6 +2431,7 @@ graphicstype.poly = Wypełnia wielokąt foremny.
|
||||
graphicstype.linepoly = Rysuje obwód wielokąta foremnego.
|
||||
graphicstype.triangle = Wypełnia trójkąt.
|
||||
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.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.within = Sprawdź czy jednostka jest w pobliżu pozycji.
|
||||
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.check = Checar por atualizações
|
||||
|
||||
mods.browser = Mod Browser
|
||||
mods.browser = Navegador de mods
|
||||
mods.browser.selected = Mod selecionado
|
||||
mods.browser.add = Instalar
|
||||
mods.browser.reinstall = Reinstalar
|
||||
mods.browser.view-releases = View Releases
|
||||
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.latest = <Latest>
|
||||
mods.browser.releases = Releases
|
||||
mods.browser.view-releases = Ver versões
|
||||
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 = <Mais recente>
|
||||
mods.browser.releases = Versões
|
||||
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.sortstars = Ordenar por estrelas
|
||||
|
||||
@@ -146,9 +146,9 @@ mod.multiplayer.compatible = [gray]Compatível com Multiplayer
|
||||
mod.disable = Desati-\nvar
|
||||
mod.content = Conteúdo:
|
||||
mod.delete.error = Incapaz de deletar o mod. O arquivo talvez esteja em uso.
|
||||
mod.incompatiblegame = [red]Outdated Game
|
||||
mod.incompatiblemod = [red]Incompatible
|
||||
mod.blacklisted = [red]Unsupported
|
||||
mod.incompatiblegame = [red]Jogo desatualizado
|
||||
mod.incompatiblemod = [red]Incompatível
|
||||
mod.blacklisted = [red]Não suportado
|
||||
mod.unmetdependencies = [red]Unmet Dependencies
|
||||
mod.erroredcontent = [scarlet]Erros no conteúdo
|
||||
mod.circulardependencies = [red]Circular Dependencies
|
||||
@@ -190,9 +190,9 @@ unlocked = Novo bloco desbloqueado!
|
||||
available = Nova pesquisa disponível!
|
||||
unlock.incampaign = < Desbloqueie na campanha para mais detalhes >
|
||||
campaign.select = Selecione a campanha inicial
|
||||
campaign.none = [lightgray]Selecione um planeta para começar.\nEle pode ser alterado 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.serpulo = Conteúdo mais antigo; a experiência clássica. Mais aberto.\n\nMapas e mecânicas de campanha potencialmente desbalanceados. Menos polido.
|
||||
campaign.none = [lightgray]Selecione um planeta para começar nele.\nVocê pode mudar de planeta a qualquer momento.
|
||||
campaign.erekir = Novo, conteúdo mais polido. Uma progressão mais linear na campanha.\n\nExperiência geral e mapas de maior qualidade.
|
||||
campaign.serpulo = Conteúdo antigo; a experiência clássica. Mais aberto.\n\nMapas e mecânicas de campanha potencialmente desbalanceados. Menos polido.
|
||||
completed = [accent]Completado
|
||||
techtree = 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
|
||||
enablebuilding = [scarlet][[{0}][] para habilitar construção
|
||||
showui = Interface escondida.\nPressione [accent][[{0}][] para mostrar a interface.
|
||||
commandmode.name = [accent]Command Mode
|
||||
commandmode.nounits = [no units]
|
||||
commandmode.name = [accent]Modo de comando
|
||||
commandmode.nounits = [nenhuma unidade]
|
||||
wave = [accent]Horda {0}
|
||||
wave.cap = [accent]Horda {0}/{1}
|
||||
wave.waiting = Proxima horda em {0}
|
||||
@@ -438,6 +438,7 @@ editor.waves = Hordas:
|
||||
editor.rules = Regras:
|
||||
editor.generation = Geração:
|
||||
editor.objectives = Objetivos:
|
||||
editor.locales = Locale Bundles
|
||||
editor.ingame = Editar em jogo
|
||||
editor.playtest = Jogar Teste
|
||||
editor.publish.workshop = Publicar na oficina
|
||||
@@ -494,6 +495,7 @@ editor.default = [lightgray]<padrão>
|
||||
details = Detalhes...
|
||||
edit = Editar...
|
||||
variables = Variáveis
|
||||
logic.globals = Built-in Variables
|
||||
editor.name = Nome:
|
||||
editor.spawn = Spawnar 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.errorheader = Este arquivo de mapa não é mais válido ou está corrompido.
|
||||
editor.errorname = O mapa não tem nome definido.
|
||||
editor.errorlocales = Error reading invalid locale bundles.
|
||||
editor.update = Atualizar
|
||||
editor.randomize = Aleatorizar
|
||||
editor.moveup = Mover para Cima
|
||||
@@ -516,6 +519,7 @@ editor.sectorgenerate = Gerar Setor
|
||||
editor.resize = Redimen-\nsionar
|
||||
editor.loadmap = Carregar\nmapa
|
||||
editor.savemap = Salvar\nmapa
|
||||
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
|
||||
editor.saved = Salvo!
|
||||
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"
|
||||
@@ -603,6 +607,23 @@ filter.option.floor2 = Chão secundário
|
||||
filter.option.threshold2 = Margem secundária
|
||||
filter.option.radius = Raio
|
||||
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:
|
||||
height = Altura:
|
||||
@@ -655,10 +676,12 @@ objective.commandmode.name = Modo de Comando
|
||||
objective.flag.name = Flag
|
||||
|
||||
marker.shapetext.name = Shape Text
|
||||
marker.minimap.name = Minimapa
|
||||
marker.point.name = Point
|
||||
marker.shape.name = Shape
|
||||
marker.text.name = Texto
|
||||
marker.line.name = Line
|
||||
marker.quad.name = Quad
|
||||
marker.texture.name = Texture
|
||||
|
||||
marker.background = Fundo
|
||||
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.
|
||||
|
||||
weather.rain.name = Chuva
|
||||
weather.snow.name = Neve
|
||||
weather.snowing.name = Neve
|
||||
weather.sandstorm.name = Tempestade de Areia
|
||||
weather.sporestorm.name = Tempestade de Esporos
|
||||
weather.fog.name = Névoa
|
||||
@@ -745,8 +768,8 @@ sector.curlost = Setor Perdido
|
||||
sector.missingresources = [scarlet]Recursos Insuficientes no Núcleo
|
||||
sector.attacked = Setor [accent]{0}[white] sob ataque!
|
||||
sector.lost = Setor [accent]{0}[white] perdido!
|
||||
#note: the missing space in the line below is intentional
|
||||
sector.captured = Setor [accent]{0}[white]capturado!
|
||||
sector.capture = Sector [accent]{0}[white]Captured!
|
||||
sector.capture.current = Sector Captured!
|
||||
sector.changeicon = Trocar Ícone
|
||||
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}[]
|
||||
@@ -970,17 +993,46 @@ stat.immunities = Imunidades
|
||||
stat.healing = Reparo
|
||||
|
||||
ability.forcefield = Campo de Força
|
||||
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||
ability.repairfield = Campo de Reparação
|
||||
ability.repairfield.description = Repairs nearby units
|
||||
ability.statusfield = Campo de Status
|
||||
ability.statusfield.description = Applies a status effect to nearby units
|
||||
ability.unitspawn = Fábrica
|
||||
ability.unitspawn.description = Constructs units
|
||||
ability.shieldregenfield = Raio de Regeneração do Escudo
|
||||
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||
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.description = Projects a force shield in an arc that absorbs bullets
|
||||
ability.suppressionfield = Regen Suppression Field
|
||||
ability.suppressionfield.description = Stops nearby repair buildings
|
||||
ability.energyfield = Campo de Energia
|
||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
||||
ability.energyfield.description = Zaps nearby enemies
|
||||
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||
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.drilltierreq = Broca melhor necessária.
|
||||
@@ -1130,7 +1182,7 @@ setting.sfxvol.name = Volume de Efeitos
|
||||
setting.mutesound.name = Desligar Som
|
||||
setting.crashreport.name = Enviar denúncias anônimas de erros
|
||||
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.chatopacity.name = Opacidade do chat
|
||||
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_patrol.name = Unit Stance: Patrol
|
||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||
keybind.unit_command_move = Unit Command: Move
|
||||
keybind.unit_command_repair = Unit Command: Repair
|
||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
||||
keybind.unit_command_assist = Unit Command: Assist
|
||||
keybind.unit_command_mine = Unit Command: Mine
|
||||
keybind.unit_command_boost = Unit Command: Boost
|
||||
keybind.unit_command_load_units = Unit Command: Load Units
|
||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
||||
keybind.unit_command_move.name = Unit Command: Move
|
||||
keybind.unit_command_repair.name = Unit Command: Repair
|
||||
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||
keybind.unit_command_assist.name = Unit Command: Assist
|
||||
keybind.unit_command_mine.name = Unit Command: Mine
|
||||
keybind.unit_command_boost.name = Unit Command: Boost
|
||||
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||
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.schematic_select.name = Selecionar região
|
||||
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.solarmultiplier = Multiplicador de Energia Solar
|
||||
rules.unitcapvariable = Núcleos contribuem para a capacidade da unidade
|
||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||
rules.unitcap = Capacidade base da Unidade
|
||||
rules.limitarea = Limitar área do mapa
|
||||
rules.enemycorebuildradius = Raio de "não-criação" de núcleo inimigo:[lightgray] (blocos)
|
||||
@@ -1314,6 +1368,8 @@ rules.weather = Clima
|
||||
rules.weather.frequency = Frequência:
|
||||
rules.weather.always = Sempre
|
||||
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.liquid.name = Líquidos
|
||||
@@ -1531,6 +1587,7 @@ block.inverted-sorter.name = Ordenador invertido
|
||||
block.message.name = Mensagem
|
||||
block.reinforced-message.name = Reinforced Message
|
||||
block.world-message.name = World Message
|
||||
block.world-switch.name = World Switch
|
||||
block.illuminator.name = Iluminador
|
||||
block.overflow-gate.name = Portão de Sobrecarga
|
||||
block.underflow-gate.name = Portão de Sobrecarga Invertido
|
||||
@@ -1771,7 +1828,6 @@ block.disperse.name = Disperse
|
||||
block.afflict.name = Afflict
|
||||
block.lustre.name = Lustre
|
||||
block.scathe.name = Scathe
|
||||
block.fabricator.name = Fabricador
|
||||
block.tank-refabricator.name = Refabricador de Tanque
|
||||
block.mech-refabricator.name = Refabricador de Mech
|
||||
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.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.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 = 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 = 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.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.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.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.
|
||||
@@ -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.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.
|
||||
gz.mine = Move near the \uf8c4 [accent]copper ore[] on the ground and click to begin mining.
|
||||
gz.mine.mobile = Move near the \uf8c4 [accent]copper ore[] on the ground and tap it to begin mining.
|
||||
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.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.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.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.drills = Expand the mining operation.\nPlace more Mechanical Drills.\nMine 100 copper.
|
||||
gz.lead = \uf837 [accent]Lead[] is another commonly used resource.\nSet up drills to mine lead.
|
||||
gz.moveup = \ue804 Move up for further objectives.
|
||||
gz.turrets = Research and place 2 \uf861 [accent]Duo[] turrets to defend the core.\nDuo turrets require \uf838 [accent]ammo[] from conveyors.
|
||||
gz.duoammo = Supply the Duo turrets with [accent]copper[], using conveyors.
|
||||
gz.walls = [accent]Walls[] can prevent oncoming damage from reaching buildings.\nPlace \uf8ae [accent]copper walls[] around the turrets.
|
||||
gz.defend = Enemy incoming, prepare to defend.
|
||||
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.scatterammo = Supply the Scatter turret with [accent]lead[], using conveyors.
|
||||
gz.supplyturret = [accent]Supply Turret
|
||||
gz.zone1 = This is the enemy drop zone.
|
||||
gz.zone2 = Anything built in the radius is destroyed when a wave starts.
|
||||
gz.zone3 = A wave will begin now.\nGet ready.
|
||||
gz.finish = Build more turrets, mine more resources,\nand defend against all the waves to [accent]capture the sector[].
|
||||
onset.mine = Click to mine \uf748 [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
|
||||
onset.mine.mobile = Tap to mine \uf748 [accent]beryllium[] from walls.
|
||||
onset.research = Open the \ue875 tech tree.\nResearch, then place a \uf73e [accent]turbine condenser[] on the vent.\nThis will generate [accent]power[].
|
||||
onset.bore = Research and place a \uf741 [accent]plasma bore[].\nThis automatically mines resources from walls.
|
||||
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.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.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.moremine = Expand the mining operation.\nPlace more Plasma Bores and use beam nodes and ducts to support them.\nMine 200 beryllium.
|
||||
onset.graphite = More complex blocks require \uf835 [accent]graphite[].\nSet up plasma bores to mine graphite.
|
||||
onset.research2 = Begin researching [accent]factories[].\nResearch the \uf74d [accent]cliff crusher[] and \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.crusher = Use \uf74d [accent]cliff crushers[] to mine sand.
|
||||
onset.fabricator = Use [accent]units[] to explore the map, defend buildings, and attack the enemy. Research and place a \uf6a2 [accent]tank fabricator[].
|
||||
onset.makeunit = Produce a unit.\nUse the "?" button to see selected factory requirements.
|
||||
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.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.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.
|
||||
gz.mine = Vá para perto do \uf8c4 [accent]minério de cobre[] no chão e clique para começar a minerar.
|
||||
gz.mine.mobile = Vá para perto do \uf8c4 [accent]minério de cobre[] no chão e toque nele para começar a minerar.
|
||||
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 = 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 = 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 = 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 = Expanda a mineração.\nColoque mais Brocas Mecânicas.\nMinere 100 cobres.
|
||||
gz.lead = \uf837 [accent]Chumbo[] é outro recurso comumente usado.\nColoque brocas para minerar chumbo.
|
||||
gz.moveup = \ue804 Vá para cima para outros objetivos.
|
||||
gz.turrets = Pesquise e coloque 2 torretas \uf861 [accent]Duo[] para defender o núcleo.\ntorretas Duo requerem \uf838 [accent]munição[] de esteiras.
|
||||
gz.duoammo = Abasteça as torretas Duo com [accent]cobre[], usando esteiras.
|
||||
gz.walls = [accent]Muros[] podem previnir danos recebidos de atingir as construções.\nColoque \uf8ae [accent]muros de cobre[] em volta das torretas.
|
||||
gz.defend = Inimigos vindo, prepare-se para defender.
|
||||
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 = Abasteça a torreta Scatter com [accent]chumbo[], usando esteiras.
|
||||
gz.supplyturret = [accent]Abasteça a torreta
|
||||
gz.zone1 = Essa é a zona de spawn inimigo.
|
||||
gz.zone2 = Qualquer coisa construida nesta área será destruida quando uma horda começar.
|
||||
gz.zone3 = Uma horda vai começar agora\nSe prepare.
|
||||
gz.finish = Construa mais torretas, minere mais recursos,\ne se defenda de todas as hordas para [accent]capturar o setor[].
|
||||
onset.mine = Clique para minerar \uf748 [accent]berílio[] das paredes.\n\nUse [accent][[WASD] para se mover.
|
||||
onset.mine.mobile = Toque para minerar \uf748 [accent]berílio[] das paredes.
|
||||
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 = Pesquise e coloque uma \uf741 [accent]Mineradora de Plasma[].\nEla minera recursos das paredes automaticamente.
|
||||
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 = 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 = 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 = Expanda a mineração.\nColoque mais Mineradoras de Plasma, use as Células de Feixe e dutos para isso.\nMinere 200 berílios.
|
||||
onset.graphite = Blocos mais complexos requerem \uf835 [accent]grafite[].\nColoque Mineradoras de Plasma para minerar grafite.
|
||||
onset.research2 = Comece a pesquisar [accent]fábricas[].\nPesquise o \uf74d [accent]Esmagador de Penhasco[] e o \uf779 [accent]silicon arc furnace[].
|
||||
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 o \uf74d [accent]Esmagador de Areia[] para minerar areia.
|
||||
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 = Produza uma unidade.\nUse o botão "?" para ver os requisitos da fábrica selecionada.
|
||||
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 = Abasteça a torreta com [accent]munição de berílio.[]
|
||||
onset.walls = [accent]Muros[] podem previnir danos recebidos de atingir as construções.\nColoque \uf6ee [accent]muros de berílio[] em volta das torretas.
|
||||
|
||||
#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.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[].
|
||||
|
||||
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.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.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.payload-propulsion-tower.description = Estrutura de transporte de carga de longo alcance. Atira cargas para outras torres de propulsão de carga interligadas.
|
||||
|
||||
#Erekir
|
||||
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.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-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-container.description = Armazena uma quantidade considerável de fluidos.
|
||||
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.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.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.drawflush = Liberar operações [accent]Draw[] enfileiradas para um display.
|
||||
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.spawnunit = Gere uma unidade em um local.
|
||||
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.explosion = Crie uma explosão em um local.
|
||||
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.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.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.
|
||||
|
||||
@@ -2335,6 +2430,7 @@ graphicstype.poly = Preenche um polígono regular.
|
||||
graphicstype.linepoly = Desenha um contorno de polígono regular.
|
||||
graphicstype.triangle = Preenche um triângulo.
|
||||
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.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.within = Verifique se a unidade está perto de uma posição.
|
||||
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.generation = Geração:
|
||||
editor.objectives = Objectives
|
||||
editor.locales = Locale Bundles
|
||||
editor.ingame = Editar em jogo
|
||||
editor.playtest = Playtest
|
||||
editor.publish.workshop = Publicar na oficina
|
||||
@@ -489,6 +490,7 @@ editor.default = [lightgray]<padrão>
|
||||
details = Detalhes...
|
||||
edit = Editar...
|
||||
variables = Vars
|
||||
logic.globals = Built-in Variables
|
||||
editor.name = Nome:
|
||||
editor.spawn = Criar 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.errorheader = Este ficheiro de mapa não é mais válido ou está corrompido.
|
||||
editor.errorname = O mapa não tem nome definido.
|
||||
editor.errorlocales = Error reading invalid locale bundles.
|
||||
editor.update = Atualizar
|
||||
editor.randomize = Aleatorizar
|
||||
editor.moveup = Move Up
|
||||
@@ -511,6 +514,7 @@ editor.sectorgenerate = Sector Generate
|
||||
editor.resize = Redimen-\nsionar
|
||||
editor.loadmap = Carregar\nmapa
|
||||
editor.savemap = Gravar\nmapa
|
||||
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
|
||||
editor.saved = Gravado!
|
||||
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"
|
||||
@@ -595,6 +599,23 @@ filter.option.floor2 = Chão secundário
|
||||
filter.option.threshold2 = Margem secundária
|
||||
filter.option.radius = Raio
|
||||
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:
|
||||
height = Altura:
|
||||
@@ -645,10 +666,12 @@ objective.destroycore.name = Destroy Core
|
||||
objective.commandmode.name = Command Mode
|
||||
objective.flag.name = Flag
|
||||
marker.shapetext.name = Shape Text
|
||||
marker.minimap.name = Minimap
|
||||
marker.point.name = Point
|
||||
marker.shape.name = Shape
|
||||
marker.text.name = Text
|
||||
marker.line.name = Line
|
||||
marker.quad.name = Quad
|
||||
marker.texture.name = Texture
|
||||
marker.background = Background
|
||||
marker.outline = Outline
|
||||
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.
|
||||
|
||||
weather.rain.name = Rain
|
||||
weather.snow.name = Snow
|
||||
weather.snowing.name = Snow
|
||||
weather.sandstorm.name = Sandstorm
|
||||
weather.sporestorm.name = Sporestorm
|
||||
weather.fog.name = Fog
|
||||
@@ -731,7 +754,8 @@ sector.curlost = Sector Lost
|
||||
sector.missingresources = [scarlet]Insufficient Core Resources
|
||||
sector.attacked = Sector [accent]{0}[white] under attack!
|
||||
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.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}[]
|
||||
@@ -949,17 +973,46 @@ stat.immunities = Immunities
|
||||
stat.healing = Healing
|
||||
|
||||
ability.forcefield = Force Field
|
||||
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||
ability.repairfield = Repair Field
|
||||
ability.repairfield.description = Repairs nearby units
|
||||
ability.statusfield = Status Field
|
||||
ability.statusfield.description = Applies a status effect to nearby units
|
||||
ability.unitspawn = Factory
|
||||
ability.unitspawn.description = Constructs units
|
||||
ability.shieldregenfield = Shield Regen Field
|
||||
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||
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.description = Projects a force shield in an arc that absorbs bullets
|
||||
ability.suppressionfield = Regen Suppression Field
|
||||
ability.suppressionfield.description = Stops nearby repair buildings
|
||||
ability.energyfield = Energy Field
|
||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
||||
ability.energyfield.description = Zaps nearby enemies
|
||||
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||
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
|
||||
|
||||
@@ -1110,7 +1163,7 @@ setting.sfxvol.name = Volume de Efeitos
|
||||
setting.mutesound.name = Desligar Som
|
||||
setting.crashreport.name = Enviar denuncias de crash anonimas
|
||||
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.chatopacity.name = Opacidade do chat
|
||||
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_patrol.name = Unit Stance: Patrol
|
||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||
keybind.unit_command_move = Unit Command: Move
|
||||
keybind.unit_command_repair = Unit Command: Repair
|
||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
||||
keybind.unit_command_assist = Unit Command: Assist
|
||||
keybind.unit_command_mine = Unit Command: Mine
|
||||
keybind.unit_command_boost = Unit Command: Boost
|
||||
keybind.unit_command_load_units = Unit Command: Load Units
|
||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
||||
keybind.unit_command_move.name = Unit Command: Move
|
||||
keybind.unit_command_repair.name = Unit Command: Repair
|
||||
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||
keybind.unit_command_assist.name = Unit Command: Assist
|
||||
keybind.unit_command_mine.name = Unit Command: Mine
|
||||
keybind.unit_command_boost.name = Unit Command: Boost
|
||||
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||
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.schematic_select.name = Selecionar região
|
||||
keybind.schematic_menu.name = Menu esquemático
|
||||
@@ -1262,6 +1316,7 @@ rules.unitdamagemultiplier = Multiplicador de dano de Unidade
|
||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||
rules.solarmultiplier = Solar Power Multiplier
|
||||
rules.unitcapvariable = Cores Contribute To Unit Cap
|
||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||
rules.unitcap = Base Unit Cap
|
||||
rules.limitarea = Limit Map Area
|
||||
rules.enemycorebuildradius = Raio de "Não-criação" de core inimigo:[lightgray] (blocos)
|
||||
@@ -1294,6 +1349,8 @@ rules.weather = Weather
|
||||
rules.weather.frequency = Frequency:
|
||||
rules.weather.always = Always
|
||||
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.liquid.name = Liquidos
|
||||
@@ -1511,6 +1568,7 @@ block.inverted-sorter.name = Inverted Sorter
|
||||
block.message.name = Mensagem
|
||||
block.reinforced-message.name = Reinforced Message
|
||||
block.world-message.name = World Message
|
||||
block.world-switch.name = World Switch
|
||||
block.illuminator.name = Illuminator
|
||||
block.overflow-gate.name = Portão Sobrecarregado
|
||||
block.underflow-gate.name = Portão Desobrecarregado
|
||||
@@ -1751,7 +1809,6 @@ block.disperse.name = Disperse
|
||||
block.afflict.name = Afflict
|
||||
block.lustre.name = Lustre
|
||||
block.scathe.name = Scathe
|
||||
block.fabricator.name = Fabricator
|
||||
block.tank-refabricator.name = Tank Refabricator
|
||||
block.mech-refabricator.name = Mech 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.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.defenses = [accent]Set up defenses:[lightgray] {0}
|
||||
onset.attack = The enemy is vulnerable. Counter-attack.
|
||||
onset.cores = New cores can be placed on [accent]core tiles[].\nNew cores function as forward bases and share a resource inventory with other cores.\nPlace a \uf725 core.
|
||||
onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defenses, mining, and production.
|
||||
@@ -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.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.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-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.
|
||||
@@ -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.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-junction.description = Acts as a bridge for two crossing conduits.
|
||||
block.reinforced-liquid-tank.description = Stores a large 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.
|
||||
@@ -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.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.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.drawflush = Flush queued [accent]Draw[] operations to a display.
|
||||
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.spawnunit = Spawn unit at a location.
|
||||
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.explosion = Create an explosion at a location.
|
||||
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.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.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.
|
||||
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.
|
||||
@@ -2296,6 +2392,7 @@ graphicstype.poly = Fill a regular polygon.
|
||||
graphicstype.linepoly = Draw a regular polygon outline.
|
||||
graphicstype.triangle = Fill a triangle.
|
||||
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.idiv = Integer division.
|
||||
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.within = Check if unit is near a position.
|
||||
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.generation = Generare:
|
||||
editor.objectives = Objectives
|
||||
editor.locales = Locale Bundles
|
||||
editor.ingame = Editează în Joc
|
||||
editor.playtest = Playtest
|
||||
editor.publish.workshop = Publică pe Workshop
|
||||
@@ -494,6 +495,7 @@ editor.default = [lightgray]<Prestabilit>
|
||||
details = Detalii...
|
||||
edit = Editează...
|
||||
variables = Vars
|
||||
logic.globals = Built-in Variables
|
||||
editor.name = Nume:
|
||||
editor.spawn = Adaugă 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.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.errorlocales = Error reading invalid locale bundles.
|
||||
editor.update = Update
|
||||
editor.randomize = Aleatoriu
|
||||
editor.moveup = Move Up
|
||||
@@ -516,6 +519,7 @@ editor.sectorgenerate = Sector Generate
|
||||
editor.resize = Schimbă Dimensiune
|
||||
editor.loadmap = Încarcă Harta
|
||||
editor.savemap = Salvează Harta
|
||||
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
|
||||
editor.saved = Salvat!
|
||||
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'.
|
||||
@@ -602,6 +606,23 @@ filter.option.floor2 = Podea Secundară
|
||||
filter.option.threshold2 = Cantitate Secundară
|
||||
filter.option.radius = Rază
|
||||
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:
|
||||
height = Înălțime:
|
||||
@@ -652,10 +673,12 @@ objective.destroycore.name = Destroy Core
|
||||
objective.commandmode.name = Command Mode
|
||||
objective.flag.name = Flag
|
||||
marker.shapetext.name = Shape Text
|
||||
marker.minimap.name = Minimap
|
||||
marker.point.name = Point
|
||||
marker.shape.name = Shape
|
||||
marker.text.name = Text
|
||||
marker.line.name = Line
|
||||
marker.quad.name = Quad
|
||||
marker.texture.name = Texture
|
||||
marker.background = Background
|
||||
marker.outline = Outline
|
||||
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.
|
||||
|
||||
weather.rain.name = Ploaie
|
||||
weather.snow.name = Ninsoare
|
||||
weather.snowing.name = Ninsoare
|
||||
weather.sandstorm.name = Furtună de nisip
|
||||
weather.sporestorm.name = Furtună de spori
|
||||
weather.fog.name = Ceață
|
||||
@@ -739,8 +762,8 @@ sector.curlost = Sector Pierdut
|
||||
sector.missingresources = [scarlet]Resurse din Nucleu Insuficiente
|
||||
sector.attacked = Sectorul [accent]{0}[white] este atacat!
|
||||
sector.lost = Ai pierdut sectorul [accent]{0}[white]!
|
||||
#spațiul lipsă de mai jos e intenționat
|
||||
sector.captured = Ai capturat sectorul [accent]{0}[white]!
|
||||
sector.capture = Sector [accent]{0}[white]Captured!
|
||||
sector.capture.current = Sector Captured!
|
||||
sector.changeicon = Schimbă Iconița
|
||||
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}[]
|
||||
@@ -961,17 +984,46 @@ stat.immunities = Immunities
|
||||
stat.healing = Reparare
|
||||
|
||||
ability.forcefield = Câmp de Forță
|
||||
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||
ability.repairfield = Câmp de Reparare
|
||||
ability.repairfield.description = Repairs nearby units
|
||||
ability.statusfield = Câmp de Stare
|
||||
ability.statusfield.description = Applies a status effect to nearby units
|
||||
ability.unitspawn = Fabrică
|
||||
ability.unitspawn.description = Constructs units
|
||||
ability.shieldregenfield = Câmp Regenerare Scut
|
||||
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||
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.description = Projects a force shield in an arc that absorbs bullets
|
||||
ability.suppressionfield = Regen Suppression Field
|
||||
ability.suppressionfield.description = Stops nearby repair buildings
|
||||
ability.energyfield = Câmp de Energie
|
||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
||||
ability.energyfield.description = Zaps nearby enemies
|
||||
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||
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
|
||||
|
||||
@@ -1122,7 +1174,7 @@ setting.sfxvol.name = Volum Efecte Sonore
|
||||
setting.mutesound.name = Sunetul pe Mut
|
||||
setting.crashreport.name = Trimite Rapoarte de Crash anonime
|
||||
setting.savecreate.name = Auto-Creează Salvări
|
||||
setting.publichost.name = Vizibilitatea Jocurilor Publice
|
||||
setting.steampublichost.name = Public Game Visibility
|
||||
setting.playerlimit.name = Limita Jucătorilor
|
||||
setting.chatopacity.name = Opacitate Chat
|
||||
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_patrol.name = Unit Stance: Patrol
|
||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||
keybind.unit_command_move = Unit Command: Move
|
||||
keybind.unit_command_repair = Unit Command: Repair
|
||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
||||
keybind.unit_command_assist = Unit Command: Assist
|
||||
keybind.unit_command_mine = Unit Command: Mine
|
||||
keybind.unit_command_boost = Unit Command: Boost
|
||||
keybind.unit_command_load_units = Unit Command: Load Units
|
||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
||||
keybind.unit_command_move.name = Unit Command: Move
|
||||
keybind.unit_command_repair.name = Unit Command: Repair
|
||||
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||
keybind.unit_command_assist.name = Unit Command: Assist
|
||||
keybind.unit_command_mine.name = Unit Command: Mine
|
||||
keybind.unit_command_boost.name = Unit Command: Boost
|
||||
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||
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.schematic_select.name = Selectează Regiunea
|
||||
keybind.schematic_menu.name = Meniu Scheme
|
||||
@@ -1274,6 +1327,7 @@ rules.unitdamagemultiplier = Multiplicatorul Deteriorării Unităților
|
||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||
rules.solarmultiplier = Solar Power Multiplier
|
||||
rules.unitcapvariable = Nucleele Contribuie la Limita Unităților
|
||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||
rules.unitcap = Limita de Bază a Unităților
|
||||
rules.limitarea = Limit Map Area
|
||||
rules.enemycorebuildradius = Interzisă Construirea în Jurul Nucleului Inamic:[lightgray] (pătrate)
|
||||
@@ -1306,6 +1360,8 @@ rules.weather = Vreme
|
||||
rules.weather.frequency = Frevență:
|
||||
rules.weather.always = Încontinuu
|
||||
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.liquid.name = Lichide
|
||||
@@ -1525,6 +1581,7 @@ block.inverted-sorter.name = Sortator Invers
|
||||
block.message.name = Mesaj
|
||||
block.reinforced-message.name = Reinforced Message
|
||||
block.world-message.name = World Message
|
||||
block.world-switch.name = World Switch
|
||||
block.illuminator.name = Iluminator
|
||||
block.overflow-gate.name = Poartă de Revărsare
|
||||
block.underflow-gate.name = Poartă de Subversare
|
||||
@@ -1765,7 +1822,6 @@ block.disperse.name = Disperse
|
||||
block.afflict.name = Afflict
|
||||
block.lustre.name = Lustre
|
||||
block.scathe.name = Scathe
|
||||
block.fabricator.name = Fabricator
|
||||
block.tank-refabricator.name = Tank Refabricator
|
||||
block.mech-refabricator.name = Mech 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.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.defenses = [accent]Set up defenses:[lightgray] {0}
|
||||
onset.attack = The enemy is vulnerable. Counter-attack.
|
||||
onset.cores = New cores can be placed on [accent]core tiles[].\nNew cores function as forward bases and share a resource inventory with other cores.\nPlace a \uf725 core.
|
||||
onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defenses, mining, and production.
|
||||
@@ -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.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.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-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.
|
||||
@@ -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.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-junction.description = Acts as a bridge for two crossing conduits.
|
||||
block.reinforced-liquid-tank.description = Stores a large 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.
|
||||
@@ -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.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.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.drawflush = Afișează pe un monitor instrucțiunile [accent]Draw[] 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.spawnunit = Spawn unit at a location.
|
||||
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.explosion = Create an explosion at a location.
|
||||
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.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.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.
|
||||
|
||||
@@ -2318,6 +2413,7 @@ graphicstype.poly = Desenează un poligon regulat.
|
||||
graphicstype.linepoly = Desenează conturul unui poligon regulat.
|
||||
graphicstype.triangle = Desenează un triunghi.
|
||||
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.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.within = Verifică dacă unitatea se află în apropierea poziției.
|
||||
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.generation = Генерация:
|
||||
editor.objectives = Цели
|
||||
editor.locales = Locale Bundles
|
||||
editor.ingame = Редактировать в игре
|
||||
editor.playtest = Опробовать карту
|
||||
editor.publish.workshop = Опубликовать в Мастерской
|
||||
@@ -494,6 +495,7 @@ editor.default = [lightgray]<По умолчанию>
|
||||
details = Подробности…
|
||||
edit = Редактировать…
|
||||
variables = Переменные
|
||||
logic.globals = Built-in Variables
|
||||
editor.name = Название:
|
||||
editor.spawn = Создать 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.errorheader = Этот файл карты недействителен или повреждён.
|
||||
editor.errorname = Карта не имеет имени. Может быть, вы пытаетесь загрузить сохранение?
|
||||
editor.errorlocales = Error reading invalid locale bundles.
|
||||
editor.update = Обновить
|
||||
editor.randomize = Случайно
|
||||
editor.moveup = Выше
|
||||
@@ -516,6 +519,7 @@ editor.sectorgenerate = Генерация сектора
|
||||
editor.resize = Изменить\nразмер
|
||||
editor.loadmap = Загрузить\nкарту
|
||||
editor.savemap = Сохранить\nкарту
|
||||
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
|
||||
editor.saved = Сохранено!
|
||||
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»
|
||||
@@ -602,6 +606,23 @@ filter.option.floor2 = Вторая поверхность
|
||||
filter.option.threshold2 = Вторичный предельный порог
|
||||
filter.option.radius = Радиус
|
||||
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:
|
||||
height = Высота:
|
||||
@@ -652,10 +673,12 @@ objective.destroycore.name = Уничтожить ядро
|
||||
objective.commandmode.name = Командовать единицей
|
||||
objective.flag.name = Флаг
|
||||
marker.shapetext.name = Фигура с текстом
|
||||
marker.minimap.name = Миникарта
|
||||
marker.point.name = Point
|
||||
marker.shape.name = Фигура
|
||||
marker.text.name = Текст
|
||||
marker.line.name = Line
|
||||
marker.quad.name = Quad
|
||||
marker.texture.name = Texture
|
||||
marker.background = Фон
|
||||
marker.outline = Контур
|
||||
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.
|
||||
|
||||
weather.rain.name = Дождь
|
||||
weather.snow.name = Снегопад
|
||||
weather.snowing.name = Снегопад
|
||||
weather.sandstorm.name = Песчаная буря
|
||||
weather.sporestorm.name = Споровая буря
|
||||
weather.fog.name = Туман
|
||||
@@ -740,8 +763,8 @@ sector.curlost = Сектор потерян
|
||||
sector.missingresources = [scarlet]Недостаточно ресурсов для высадки
|
||||
sector.attacked = Сектор [accent]{0}[white] атакован!
|
||||
sector.lost = Сектор [accent]{0}[white] потерян!
|
||||
#note: the missing space in the line below is intentional (недостающий пробел управляется кодом)
|
||||
sector.captured = Сектор [accent]{0}[white]захвачен!
|
||||
sector.capture = Sector [accent]{0}[white]Captured!
|
||||
sector.capture.current = Sector Captured!
|
||||
sector.changeicon = Изменить иконку
|
||||
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}[]
|
||||
@@ -962,17 +985,46 @@ stat.immunities = Невосприимчив
|
||||
stat.healing = Ремонт
|
||||
|
||||
ability.forcefield = Силовое поле
|
||||
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||
ability.repairfield = Ремонтирующее поле
|
||||
ability.repairfield.description = Repairs nearby units
|
||||
ability.statusfield = Усиливающее поле
|
||||
ability.statusfield.description = Applies a status effect to nearby units
|
||||
ability.unitspawn = Завод единиц �
|
||||
ability.unitspawn.description = Constructs units
|
||||
ability.shieldregenfield = Поле восстановления щита
|
||||
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||
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.description = Projects a force shield in an arc that absorbs bullets
|
||||
ability.suppressionfield = Поле подавления регенерации
|
||||
ability.suppressionfield.description = Stops nearby repair buildings
|
||||
ability.energyfield = Энергетическое поле
|
||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
||||
ability.energyfield.description = Zaps nearby enemies
|
||||
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||
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.drilltierreq = Требуется бур получше
|
||||
@@ -1122,7 +1174,7 @@ setting.sfxvol.name = Громкость эффектов
|
||||
setting.mutesound.name = Заглушить звук
|
||||
setting.crashreport.name = Отправлять анонимные отчёты о вылетах
|
||||
setting.savecreate.name = Автоматическое создание сохранений
|
||||
setting.publichost.name = Общедоступность игры
|
||||
setting.steampublichost.name = Public Game Visibility
|
||||
setting.playerlimit.name = Ограничение игроков
|
||||
setting.chatopacity.name = Непрозрачность чата
|
||||
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_patrol.name = Unit Stance: Patrol
|
||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||
keybind.unit_command_move = Unit Command: Move
|
||||
keybind.unit_command_repair = Unit Command: Repair
|
||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
||||
keybind.unit_command_assist = Unit Command: Assist
|
||||
keybind.unit_command_mine = Unit Command: Mine
|
||||
keybind.unit_command_boost = Unit Command: Boost
|
||||
keybind.unit_command_load_units = Unit Command: Load Units
|
||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
||||
keybind.unit_command_move.name = Unit Command: Move
|
||||
keybind.unit_command_repair.name = Unit Command: Repair
|
||||
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||
keybind.unit_command_assist.name = Unit Command: Assist
|
||||
keybind.unit_command_mine.name = Unit Command: Mine
|
||||
keybind.unit_command_boost.name = Unit Command: Boost
|
||||
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||
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.schematic_select.name = Выбрать область
|
||||
keybind.schematic_menu.name = Меню схем
|
||||
@@ -1244,7 +1297,7 @@ rules.invaliddata = Invalid clipboard data.
|
||||
rules.hidebannedblocks = Скрыть запрещенные блоки
|
||||
rules.infiniteresources = Бесконечные ресурсы
|
||||
rules.onlydepositcore = Разрешен перенос только в ядро
|
||||
rules.derelictrepair = Allow Derelict Block Repair
|
||||
rules.derelictrepair = Разрешить починку покинутых построек
|
||||
rules.reactorexplosions = Взрывы реакторов
|
||||
rules.coreincinerates = Ядро сжигает избыток ресурсов
|
||||
rules.disableworldprocessors = Отключить мировые процессоры
|
||||
@@ -1274,6 +1327,7 @@ rules.unitdamagemultiplier = Множитель урона боев. ед.
|
||||
rules.unitcrashdamagemultiplier = Множитель урона от падения боев. ед.
|
||||
rules.solarmultiplier = Множитель солнечной энергии
|
||||
rules.unitcapvariable = Ядра увеличивают лимит единиц
|
||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||
rules.unitcap = Начальный лимит единиц
|
||||
rules.limitarea = Ограничить область карты
|
||||
rules.enemycorebuildradius = Радиус защиты враж. ядер:[lightgray] (блок.)
|
||||
@@ -1306,6 +1360,8 @@ rules.weather = Погода
|
||||
rules.weather.frequency = Периодичность:
|
||||
rules.weather.always = Всегда
|
||||
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.liquid.name = Жидкости
|
||||
@@ -1525,6 +1581,7 @@ block.inverted-sorter.name = Инвертированный сортировщи
|
||||
block.message.name = Сообщение
|
||||
block.reinforced-message.name = Усиленное сообщение
|
||||
block.world-message.name = Мировое сообщение
|
||||
block.world-switch.name = World Switch
|
||||
block.illuminator.name = Осветитель
|
||||
block.overflow-gate.name = Избыточный затвор
|
||||
block.underflow-gate.name = Избыточный шлюз
|
||||
@@ -1765,7 +1822,6 @@ block.disperse.name = Диапазон
|
||||
block.afflict.name = Бедствие
|
||||
block.lustre.name = Сияние
|
||||
block.scathe.name = Погибель
|
||||
block.fabricator.name = Фабрикатор
|
||||
block.tank-refabricator.name = Рефабрикатор танков
|
||||
block.mech-refabricator.name = Рефабрикатор мехов
|
||||
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.walls = [accent]Стены[] могут предотвратить повреждение близлежащих построек.\nПоставьте \uf6ee [accent]бериллиевые стены[] вокруг турели.
|
||||
onset.enemies = Враг на подходе, приготовьтесь защищаться.
|
||||
onset.defenses = [accent]Приготовьте оборону:[lightgray] {0}
|
||||
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.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.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.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.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.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.conveyor.description = Перемещает предметы вперёд.
|
||||
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.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.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-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.
|
||||
@@ -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.reinforced-conduit.description = Перемещает жидкости вперед. Не принимает ввод по бокам.
|
||||
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-container.description = Хранит небольшое количество жидкости.
|
||||
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.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.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.drawflush = Сбрасывает буфер [accent]Draw[] операций на дисплей.
|
||||
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.spawnunit = Создает боевую единицу на локации.
|
||||
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.explosion = Создает взрыв на локации.
|
||||
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.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.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.
|
||||
|
||||
@@ -2320,6 +2415,7 @@ graphicstype.poly = Отрисовка закрашенного правильн
|
||||
graphicstype.linepoly = Отрисовка контура правильного многоугольника.
|
||||
graphicstype.triangle = Отрисовка закрашенного треугольника.
|
||||
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.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.within = Проверка на нахождение единицы рядом с позицией.
|
||||
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.generation = Generisanje:
|
||||
editor.objectives = Zadaci
|
||||
editor.locales = Locale Bundles
|
||||
editor.ingame = Izmeni "U Igri"
|
||||
editor.playtest = Testiranje
|
||||
editor.publish.workshop = Objavi u Radionicu
|
||||
@@ -494,6 +495,7 @@ editor.default = [lightgray]<Default>
|
||||
details = Detalji...
|
||||
edit = Izmeni...
|
||||
variables = Varijabla
|
||||
logic.globals = Built-in Variables
|
||||
editor.name = Ime:
|
||||
editor.spawn = Prizovi 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.errorheader = This map file is either not valid or corrupt.
|
||||
editor.errorname = Mapa nema definisano ime. Da li pokušavate da učitate sačuvanu igru?
|
||||
editor.errorlocales = Error reading invalid locale bundles.
|
||||
editor.update = Aržuriraj
|
||||
editor.randomize = Nasumično
|
||||
editor.moveup = Pomeri Gore
|
||||
@@ -516,6 +519,7 @@ editor.sectorgenerate = Sektorska Generacija
|
||||
editor.resize = Preuveličaj
|
||||
editor.loadmap = Učitaj Mapu
|
||||
editor.savemap = Sačuvaj Mapu
|
||||
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
|
||||
editor.saved = Sačuvano!
|
||||
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.
|
||||
@@ -602,6 +606,23 @@ filter.option.floor2 = Drugi Pod
|
||||
filter.option.threshold2 = Secondary Threshold
|
||||
filter.option.radius = Radius
|
||||
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:
|
||||
height = Visina:
|
||||
@@ -652,10 +673,12 @@ objective.destroycore.name = Uništi Jezgro
|
||||
objective.commandmode.name = Upravljački Mod
|
||||
objective.flag.name = Zastava
|
||||
marker.shapetext.name = Tekst i Oblik
|
||||
marker.minimap.name = Minimapa
|
||||
marker.point.name = Point
|
||||
marker.shape.name = Oblik
|
||||
marker.text.name = Tekst
|
||||
marker.line.name = Line
|
||||
marker.quad.name = Quad
|
||||
marker.texture.name = Texture
|
||||
marker.background = Pozadina
|
||||
marker.outline = Outline
|
||||
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.
|
||||
|
||||
weather.rain.name = Kiša
|
||||
weather.snow.name = Sneg
|
||||
weather.snowing.name = Sneg
|
||||
weather.sandstorm.name = Peščana Oluja
|
||||
weather.sporestorm.name = Sporna Oluja
|
||||
weather.fog.name = Magla
|
||||
@@ -740,8 +763,8 @@ sector.curlost = Sektor Izgubljen
|
||||
sector.missingresources = [scarlet]Nedovoljnema Resursa u Jezgru
|
||||
sector.attacked = Sektor [accent]{0}[white] je napadnut!
|
||||
sector.lost = Sektor [accent]{0}[white] je izgubljen!
|
||||
#note: the missing space in the line below is intentional
|
||||
sector.captured = Sektor [accent]{0}[white]je zauzet!
|
||||
sector.capture = Sector [accent]{0}[white]Captured!
|
||||
sector.capture.current = Sector Captured!
|
||||
sector.changeicon = Promeni Ikonicu
|
||||
sector.noswitch.title = Nije Moguće Promeniti Sektor
|
||||
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
|
||||
|
||||
ability.forcefield = Polje Sile
|
||||
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||
ability.repairfield = Polje Popravke
|
||||
ability.repairfield.description = Repairs nearby units
|
||||
ability.statusfield = Statusno Polje
|
||||
ability.statusfield.description = Applies a status effect to nearby units
|
||||
ability.unitspawn = Fabrika
|
||||
ability.unitspawn.description = Constructs units
|
||||
ability.shieldregenfield = Brzina Obnove Štita
|
||||
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||
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.description = Projects a force shield in an arc that absorbs bullets
|
||||
ability.suppressionfield = Polje Prigušivanja Popravki
|
||||
ability.suppressionfield.description = Stops nearby repair buildings
|
||||
ability.energyfield = Energetsko Polje
|
||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
||||
ability.energyfield.description = Zaps nearby enemies
|
||||
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||
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
|
||||
|
||||
@@ -1124,7 +1176,7 @@ setting.sfxvol.name = Jačina Zvučnih Efekata
|
||||
setting.mutesound.name = Nema Zvuka
|
||||
setting.crashreport.name = Send Anonymous Crash Reports
|
||||
setting.savecreate.name = Automatski Snimaj Igru
|
||||
setting.publichost.name = Vidljivost Javne Igre
|
||||
setting.steampublichost.name = Public Game Visibility
|
||||
setting.playerlimit.name = Limit Igrača
|
||||
setting.chatopacity.name = Prozirnost Četa
|
||||
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_patrol.name = Unit Stance: Patrol
|
||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||
keybind.unit_command_move = Unit Command: Move
|
||||
keybind.unit_command_repair = Unit Command: Repair
|
||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
||||
keybind.unit_command_assist = Unit Command: Assist
|
||||
keybind.unit_command_mine = Unit Command: Mine
|
||||
keybind.unit_command_boost = Unit Command: Boost
|
||||
keybind.unit_command_load_units = Unit Command: Load Units
|
||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
||||
keybind.unit_command_move.name = Unit Command: Move
|
||||
keybind.unit_command_repair.name = Unit Command: Repair
|
||||
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||
keybind.unit_command_assist.name = Unit Command: Assist
|
||||
keybind.unit_command_mine.name = Unit Command: Mine
|
||||
keybind.unit_command_boost.name = Unit Command: Boost
|
||||
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||
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.schematic_select.name = Izaberi Region
|
||||
keybind.schematic_menu.name = Menu Šema
|
||||
@@ -1276,6 +1329,7 @@ rules.unitdamagemultiplier = Unit Damage Multiplier
|
||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||
rules.solarmultiplier = Solar Power Multiplier
|
||||
rules.unitcapvariable = Jezgara Povećavaju Maksimalni Broj Jedinica
|
||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||
rules.unitcap = Maksimalni Broj Jedinica (ne računajući jezgra)
|
||||
rules.limitarea = Ograniči Prostor Mape
|
||||
rules.enemycorebuildradius = Radius Neprijateljskog jezgra bez gradnje:[lightgray] (polja)
|
||||
@@ -1308,6 +1362,8 @@ rules.weather = Vreme
|
||||
rules.weather.frequency = Učestalost:
|
||||
rules.weather.always = Stalno
|
||||
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.liquid.name = Tečnosti
|
||||
@@ -1527,6 +1583,7 @@ block.inverted-sorter.name = Naopaki Sorter
|
||||
block.message.name = Poruka
|
||||
block.reinforced-message.name = Armirana Poruka
|
||||
block.world-message.name = Svetovna Poruka
|
||||
block.world-switch.name = World Switch
|
||||
block.illuminator.name = Svetlo
|
||||
block.overflow-gate.name = Prelivna Kapija
|
||||
block.underflow-gate.name = Podlivna Kapija
|
||||
@@ -1767,7 +1824,6 @@ block.disperse.name = Raspršivač
|
||||
block.afflict.name = Afflict
|
||||
block.lustre.name = Lustre
|
||||
block.scathe.name = Scathe
|
||||
block.fabricator.name = Fabrikator
|
||||
block.tank-refabricator.name = Refabrikator Tenkova
|
||||
block.mech-refabricator.name = Refabrikator Mečana
|
||||
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.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.defenses = [accent]Set up defenses:[lightgray] {0}
|
||||
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.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.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.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-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.
|
||||
@@ -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.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-junction.description = Acts as a bridge for two crossing conduits.
|
||||
block.reinforced-liquid-tank.description = Skladišti veliku količinu tečnosti.
|
||||
block.reinforced-liquid-container.description = Skladišti dobru količinu tečnosti.
|
||||
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.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.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.drawflush = Flush queued [accent]Draw[] operations to a display.
|
||||
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.spawnunit = Prizovi jedinicu na mestu.
|
||||
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.explosion = Izazovi eksploziju na mestu.
|
||||
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.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.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.
|
||||
|
||||
@@ -2321,6 +2416,7 @@ graphicstype.poly = Fill a regular polygon.
|
||||
graphicstype.linepoly = Draw a regular polygon outline.
|
||||
graphicstype.triangle = Fill a triangle.
|
||||
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.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.within = Check if unit is near a position.
|
||||
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.generation = Generering:
|
||||
editor.objectives = Objectives
|
||||
editor.locales = Locale Bundles
|
||||
editor.ingame = Edit In-Game
|
||||
editor.playtest = Playtest
|
||||
editor.publish.workshop = Publish On Workshop
|
||||
@@ -489,6 +490,7 @@ editor.default = [lightgray]<Default>
|
||||
details = Details...
|
||||
edit = Redigera...
|
||||
variables = Vars
|
||||
logic.globals = Built-in Variables
|
||||
editor.name = Namn:
|
||||
editor.spawn = Spawn 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.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.errorlocales = Error reading invalid locale bundles.
|
||||
editor.update = Uppdatera
|
||||
editor.randomize = Slumpa
|
||||
editor.moveup = Move Up
|
||||
@@ -511,6 +514,7 @@ editor.sectorgenerate = Sector Generate
|
||||
editor.resize = Resize
|
||||
editor.loadmap = Load Map
|
||||
editor.savemap = Save Map
|
||||
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
|
||||
editor.saved = Sparad!
|
||||
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.
|
||||
@@ -595,6 +599,23 @@ filter.option.floor2 = Secondary Floor
|
||||
filter.option.threshold2 = Secondary Threshold
|
||||
filter.option.radius = Radie
|
||||
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:
|
||||
height = Höjd:
|
||||
@@ -645,10 +666,12 @@ objective.destroycore.name = Destroy Core
|
||||
objective.commandmode.name = Command Mode
|
||||
objective.flag.name = Flag
|
||||
marker.shapetext.name = Shape Text
|
||||
marker.minimap.name = Minimap
|
||||
marker.point.name = Point
|
||||
marker.shape.name = Shape
|
||||
marker.text.name = Text
|
||||
marker.line.name = Line
|
||||
marker.quad.name = Quad
|
||||
marker.texture.name = Texture
|
||||
marker.background = Background
|
||||
marker.outline = Outline
|
||||
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.
|
||||
|
||||
weather.rain.name = Rain
|
||||
weather.snow.name = Snow
|
||||
weather.snowing.name = Snow
|
||||
weather.sandstorm.name = Sandstorm
|
||||
weather.sporestorm.name = Sporestorm
|
||||
weather.fog.name = Fog
|
||||
@@ -731,7 +754,8 @@ sector.curlost = Sector Lost
|
||||
sector.missingresources = [scarlet]Insufficient Core Resources
|
||||
sector.attacked = Sector [accent]{0}[white] under attack!
|
||||
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.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}[]
|
||||
@@ -949,17 +973,46 @@ stat.immunities = Immunities
|
||||
stat.healing = Healing
|
||||
|
||||
ability.forcefield = Force Field
|
||||
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||
ability.repairfield = Repair Field
|
||||
ability.repairfield.description = Repairs nearby units
|
||||
ability.statusfield = Status Field
|
||||
ability.statusfield.description = Applies a status effect to nearby units
|
||||
ability.unitspawn = Factory
|
||||
ability.unitspawn.description = Constructs units
|
||||
ability.shieldregenfield = Shield Regen Field
|
||||
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||
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.description = Projects a force shield in an arc that absorbs bullets
|
||||
ability.suppressionfield = Regen Suppression Field
|
||||
ability.suppressionfield.description = Stops nearby repair buildings
|
||||
ability.energyfield = Energy Field
|
||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
||||
ability.energyfield.description = Zaps nearby enemies
|
||||
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||
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
|
||||
|
||||
@@ -1110,7 +1163,7 @@ setting.sfxvol.name = Ljudeffektvolym
|
||||
setting.mutesound.name = Stäng Av Ljudeffekter
|
||||
setting.crashreport.name = Skicka Anonyma Krashrapporter
|
||||
setting.savecreate.name = Auto-Create Saves
|
||||
setting.publichost.name = Public Game Visibility
|
||||
setting.steampublichost.name = Public Game Visibility
|
||||
setting.playerlimit.name = Player Limit
|
||||
setting.chatopacity.name = Chattgenomskinlighet
|
||||
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_patrol.name = Unit Stance: Patrol
|
||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||
keybind.unit_command_move = Unit Command: Move
|
||||
keybind.unit_command_repair = Unit Command: Repair
|
||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
||||
keybind.unit_command_assist = Unit Command: Assist
|
||||
keybind.unit_command_mine = Unit Command: Mine
|
||||
keybind.unit_command_boost = Unit Command: Boost
|
||||
keybind.unit_command_load_units = Unit Command: Load Units
|
||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
||||
keybind.unit_command_move.name = Unit Command: Move
|
||||
keybind.unit_command_repair.name = Unit Command: Repair
|
||||
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||
keybind.unit_command_assist.name = Unit Command: Assist
|
||||
keybind.unit_command_mine.name = Unit Command: Mine
|
||||
keybind.unit_command_boost.name = Unit Command: Boost
|
||||
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||
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.schematic_select.name = Select Region
|
||||
keybind.schematic_menu.name = Schematic Menu
|
||||
@@ -1262,6 +1316,7 @@ rules.unitdamagemultiplier = Unit Damage Multiplier
|
||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||
rules.solarmultiplier = Solar Power Multiplier
|
||||
rules.unitcapvariable = Cores Contribute To Unit Cap
|
||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||
rules.unitcap = Base Unit Cap
|
||||
rules.limitarea = Limit Map Area
|
||||
rules.enemycorebuildradius = Enemy Core No-Build Radius:[lightgray] (tiles)
|
||||
@@ -1294,6 +1349,8 @@ rules.weather = Weather
|
||||
rules.weather.frequency = Frequency:
|
||||
rules.weather.always = Always
|
||||
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.liquid.name = Vätskor
|
||||
@@ -1511,6 +1568,7 @@ block.inverted-sorter.name = Inverted Sorter
|
||||
block.message.name = Meddelande
|
||||
block.reinforced-message.name = Reinforced Message
|
||||
block.world-message.name = World Message
|
||||
block.world-switch.name = World Switch
|
||||
block.illuminator.name = Illuminator
|
||||
block.overflow-gate.name = Överflödesgrind
|
||||
block.underflow-gate.name = Underflow Gate
|
||||
@@ -1751,7 +1809,6 @@ block.disperse.name = Disperse
|
||||
block.afflict.name = Afflict
|
||||
block.lustre.name = Lustre
|
||||
block.scathe.name = Scathe
|
||||
block.fabricator.name = Fabricator
|
||||
block.tank-refabricator.name = Tank Refabricator
|
||||
block.mech-refabricator.name = Mech 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.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.defenses = [accent]Set up defenses:[lightgray] {0}
|
||||
onset.attack = The enemy is vulnerable. Counter-attack.
|
||||
onset.cores = New cores can be placed on [accent]core tiles[].\nNew cores function as forward bases and share a resource inventory with other cores.\nPlace a \uf725 core.
|
||||
onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defenses, mining, and production.
|
||||
@@ -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.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.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-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.
|
||||
@@ -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.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-junction.description = Acts as a bridge for two crossing conduits.
|
||||
block.reinforced-liquid-tank.description = Stores a large 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.
|
||||
@@ -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.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.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.drawflush = Flush queued [accent]Draw[] operations to a display.
|
||||
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.spawnunit = Spawn unit at a location.
|
||||
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.explosion = Create an explosion at a location.
|
||||
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.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.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.
|
||||
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.
|
||||
@@ -2296,6 +2392,7 @@ graphicstype.poly = Fill a regular polygon.
|
||||
graphicstype.linepoly = Draw a regular polygon outline.
|
||||
graphicstype.triangle = Fill a triangle.
|
||||
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.idiv = Integer division.
|
||||
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.within = Check if unit is near a position.
|
||||
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.generation = เจนเนอเรชั่น
|
||||
editor.objectives = เป้าหมาย
|
||||
editor.locales = Locale Bundles
|
||||
editor.ingame = แก้ไขในเกม
|
||||
editor.playtest = เล่นทดสอบ
|
||||
editor.publish.workshop = เผยแพร่บนเวิร์กช็อป
|
||||
@@ -494,6 +495,7 @@ editor.default = [lightgray]<ค่าเริ่มต้น>
|
||||
details = รายละเอียด...
|
||||
edit = แก้ไข...
|
||||
variables = ตัวแปร
|
||||
logic.globals = Built-in Variables
|
||||
editor.name = ชื่อ:
|
||||
editor.spawn = สร้างยูนิต
|
||||
editor.removeunit = ลบยูนิต
|
||||
@@ -505,6 +507,7 @@ editor.errorlegacy = แมพนี้เก่าเกินไปและ
|
||||
editor.errornot = นี่ไม่ใช้ไฟล์แมพ
|
||||
editor.errorheader = ไฟล์แมพนี้เสียหรือไม่ถูกต้อง
|
||||
editor.errorname = แมพไม่มีการกำหนดชื่อ คุณกำลังพยายามโหลดไฟล์เซฟอยู่หรือไม่?
|
||||
editor.errorlocales = Error reading invalid locale bundles.
|
||||
editor.update = อัปเดต
|
||||
editor.randomize = สุ่ม
|
||||
editor.moveup = ขยับขึ้น
|
||||
@@ -516,6 +519,7 @@ editor.sectorgenerate = สร้างเซ็กเตอร์
|
||||
editor.resize = เปลี่ยนขนาด
|
||||
editor.loadmap = โหลดแมพ
|
||||
editor.savemap = เซฟแมพ
|
||||
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
|
||||
editor.saved = เซฟเรียบร้อย!
|
||||
editor.save.noname = แมพของคุณไม่มีชื่อ! สามารถตั้งชื่อได้ในเมนู 'ข้อมูลแมพ'
|
||||
editor.save.overwrite = แมพของคุณไปทับซ้อนกับแมพค่าเริ่มต้น! เปลี่ยนชื่อได้ในเมนู 'ข้อมูลแมพ'
|
||||
@@ -602,6 +606,23 @@ filter.option.floor2 = พื้นชั้นสอง
|
||||
filter.option.threshold2 = เกณฑ์ชั้นสอง
|
||||
filter.option.radius = รัศมี
|
||||
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:
|
||||
height = สูง:
|
||||
@@ -652,10 +673,12 @@ objective.destroycore.name = ทำลายแกนกลาง
|
||||
objective.commandmode.name = โหมดสั่งการ
|
||||
objective.flag.name = ธง
|
||||
marker.shapetext.name = ข้อความในรูปทรง
|
||||
marker.minimap.name = มินิแมพ
|
||||
marker.point.name = Point
|
||||
marker.shape.name = รูปทรง
|
||||
marker.text.name = ข้อความ
|
||||
marker.line.name = Line
|
||||
marker.quad.name = Quad
|
||||
marker.texture.name = Texture
|
||||
marker.background = พื้นหลัง
|
||||
marker.outline = โครงร่าง
|
||||
objective.research = [accent]วิจัย:\n[]{0}[lightgray]{1}
|
||||
@@ -703,7 +726,7 @@ error.any = ข้อผิดพลาด: เครือข่ายที่
|
||||
error.bloom = ไม่สามารถเริ่มต้นบลูมได้\nอุปกรณ์ของคุณอาจไม่รองรับ
|
||||
|
||||
weather.rain.name = ฝน
|
||||
weather.snow.name = หิมะ
|
||||
weather.snowing.name = หิมะ
|
||||
weather.sandstorm.name = พายุทราย
|
||||
weather.sporestorm.name = พายุสปอร์
|
||||
weather.fog.name = หมอก
|
||||
@@ -740,8 +763,8 @@ sector.curlost = เราเสียเซ็กเตอร์!
|
||||
sector.missingresources = [scarlet]ขาดทรัพยากรในการลงจอด
|
||||
sector.attacked = เซ็กเตอร์ [accent]{0}[white] ถูกโจมตี!
|
||||
sector.lost = เราเสียเซ็กเตอร์ [accent]{0}[white]!
|
||||
#note: the missing space in the line below is intentional
|
||||
sector.captured = เรายึดครองเซ็กเตอร์'[accent]{0}[white]ได้แล้ว!
|
||||
sector.capture = Sector [accent]{0}[white]Captured!
|
||||
sector.capture.current = Sector Captured!
|
||||
sector.changeicon = เปลี่ยนไอคอน
|
||||
sector.noswitch.title = ไม่สามารถเปลี่ยนเซ็กเตอร์ได้
|
||||
sector.noswitch = คุณไม่สามารถเปลี่ยนเซ็กเตอร์ได้ระหว่างที่อีกเซ็กเตอร์กำลังถูกโจมตีอยู่\n\nเซ็กเตอร์: [accent]{0}[] บนดาว [accent]{1}[]
|
||||
@@ -963,17 +986,46 @@ stat.immunities = ต่อต้านสถานะ
|
||||
stat.healing = การรักษา
|
||||
|
||||
ability.forcefield = โล่พลังงาน
|
||||
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||
ability.repairfield = สนามซ่อมแซม
|
||||
ability.repairfield.description = Repairs nearby units
|
||||
ability.statusfield = สนามเอฟเฟกต์
|
||||
ability.statusfield.description = Applies a status effect to nearby units
|
||||
ability.unitspawn = โรงงานผลิต
|
||||
ability.unitspawn.description = Constructs units
|
||||
ability.shieldregenfield = สนามรักษาโล่
|
||||
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||
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.description = Projects a force shield in an arc that absorbs bullets
|
||||
ability.suppressionfield = สนามระงับการฟื้นฟู
|
||||
ability.suppressionfield.description = Stops nearby repair buildings
|
||||
ability.energyfield = สนามพลังงาน
|
||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
||||
ability.energyfield.description = Zaps nearby enemies
|
||||
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||
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.drilltierreq = ต้องมีเครื่องขุดที่ดีกว่านี้
|
||||
@@ -1123,7 +1175,7 @@ setting.sfxvol.name = ระดับเสียง SFX
|
||||
setting.mutesound.name = ปิดเสียง
|
||||
setting.crashreport.name = ส่งรายงานข้อขัดข้องแบบไม่ระบุตัวตน
|
||||
setting.savecreate.name = สร้างเซฟโดยอัตโนมัติ
|
||||
setting.publichost.name = การมองเห็นเซิร์ฟเวอร์สาธารณะ
|
||||
setting.steampublichost.name = Public Game Visibility
|
||||
setting.playerlimit.name = จำกัดผู้เล่น
|
||||
setting.chatopacity.name = ความโปร่งแสงของแชท
|
||||
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_patrol.name = Unit Stance: Patrol
|
||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||
keybind.unit_command_move = Unit Command: Move
|
||||
keybind.unit_command_repair = Unit Command: Repair
|
||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
||||
keybind.unit_command_assist = Unit Command: Assist
|
||||
keybind.unit_command_mine = Unit Command: Mine
|
||||
keybind.unit_command_boost = Unit Command: Boost
|
||||
keybind.unit_command_load_units = Unit Command: Load Units
|
||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
||||
keybind.unit_command_move.name = Unit Command: Move
|
||||
keybind.unit_command_repair.name = Unit Command: Repair
|
||||
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||
keybind.unit_command_assist.name = Unit Command: Assist
|
||||
keybind.unit_command_mine.name = Unit Command: Mine
|
||||
keybind.unit_command_boost.name = Unit Command: Boost
|
||||
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||
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.schematic_select.name = เลือกพื้นที่
|
||||
keybind.schematic_menu.name = เมนูแผนผัง
|
||||
@@ -1275,6 +1328,7 @@ rules.unitdamagemultiplier = พหุคูณพลังโจมตีขอ
|
||||
rules.unitcrashdamagemultiplier = พหูคูณดาเมจการตกของยานยูนิต
|
||||
rules.solarmultiplier = พหูคุณพลังงานแสงอาทิตย์
|
||||
rules.unitcapvariable = เพิ่มจำนวนยูนิตสูงสุดต่อแกนกลาง
|
||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||
rules.unitcap = ขีดกำจัดยูนิตสูงสุดพื้นฐาน
|
||||
rules.limitarea = จำกัดพื้นที่แมพ
|
||||
rules.enemycorebuildradius = รัศมีห้ามสร้างบริเวณแกนกลางของศัตรู:[lightgray] (ช่อง)
|
||||
@@ -1307,6 +1361,8 @@ rules.weather = สภาพอากาศ
|
||||
rules.weather.frequency = ความถี่:
|
||||
rules.weather.always = ตลอด
|
||||
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.liquid.name = ของเหลว
|
||||
@@ -1532,6 +1588,7 @@ block.inverted-sorter.name = เครื่องคัดแยกกลับ
|
||||
block.message.name = กล่องข้อความ
|
||||
block.reinforced-message.name = กล่องข้อความเสริมกำลัง
|
||||
block.world-message.name = กล่องข้อความโลก
|
||||
block.world-switch.name = World Switch
|
||||
block.illuminator.name = ตัวเปล่งแสง
|
||||
block.overflow-gate.name = ประตูระบาย
|
||||
block.underflow-gate.name = ประตูระบายข้าง
|
||||
@@ -1772,7 +1829,6 @@ block.disperse.name = ดิสเพิร์ส
|
||||
block.afflict.name = อัฟฟลิกต์
|
||||
block.lustre.name = ลัสเตอร์
|
||||
block.scathe.name = สเกซส์
|
||||
block.fabricator.name = เครื่องสรรค์สร้าง
|
||||
block.tank-refabricator.name = เครื่องแปลงสภาพรถถัง
|
||||
block.mech-refabricator.name = เครื่องแปลงสภาพจักรกล
|
||||
block.ship-refabricator.name = เครื่องแปลงสภาพยานบิน
|
||||
@@ -1893,6 +1949,7 @@ onset.turrets = ยูนิตนั้นมีประสิทธิภา
|
||||
onset.turretammo = เติมกระสุนให้แก่ป้อมปืนด้วย[accent]กระสุนเบริลเลี่ยม[]
|
||||
onset.walls = [accent]กำแพง[]สามารถป้องกันความเสียหายที่จะมาถึงให้ไม่ไปโดนสิ่งก่อสร้างได้\nวางกำแพง \uf6ee [accent]กำแพงเบริลเลี่ยม[]รอบๆ ป้อมปืน
|
||||
onset.enemies = ศัตรูกำลังจะเข้ามา เตรียมตัวป้องกันให้ดี
|
||||
onset.defenses = [accent]Set up defenses:[lightgray] {0}
|
||||
onset.attack = ศัตรูอ่อนแอลงแล้ว ตอบโต้กลับ
|
||||
onset.cores = แกนกลางใหม่สามารถวางได้บน[accent]โซนแกนกลาง[]\nแกนกลางใหม่จะทำหน้าที่เป็นฐานทัพหน้าด่านและจะแบ่งปันทรัพยากรกับแกนกลางอื่นๆ\nวาง \uf725 แกนกลาง
|
||||
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.interplanetary-accelerator.description = หอคอยเรลกันแม่เหล็กไฟฟ้าขนาดมหึมา เร่งความเร็วแกนกลางเพื่อบินสู่อวกาศไปยังดาวเคราะห์อื่นๆ
|
||||
block.repair-turret.description = ซ่อมแซมยูนิตที่อยู่ในรัศมีของมันอย่างต่อเนื่อง สามารถใช้ของเหลวมาหล่อเย็นเพื่อเพิ่มประสิทธิภาพได้
|
||||
block.payload-propulsion-tower.description = บล็อกขนส่งสิ่งบรรทุกทางไกล\nยิงสิ่งบรรทุกไปยังหอเคลื่อนย้ายสิ่งบรรทุกอีกเครื่องที่เชื่อมต่อไว้
|
||||
|
||||
#Erekir
|
||||
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.reinforced-conduit.description = เคลื่อนย้ายของเหลวไปข้างหน้า ไม่รับของเหลวจากด้านข้างยกเว้นว่าจะเป็นท่อน้ำด้วยกันเอง
|
||||
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-container.description = เก็บของเหลวจำนวนปานกลาง ส่งออกไปรอบด้านคล้ายกับ\nเร้าเตอร์ของเหลว เหมาะในการใช้กับเครื่องโหลดและถ่ายสิ่งบรรทุกสำหรับ\nการขนส่งของเหลวทางไกล
|
||||
block.reinforced-bridge-conduit.description = เคลื่อนย้ายของเหลวข้ามสิ่งก่อสร้างหรือกำแพง
|
||||
@@ -2259,6 +2314,7 @@ unit.emanate.description = สร้างสิ่งต่างๆ เพื
|
||||
lst.read = อ่านเลขจากเซลล์ความจำที่เชื่อมต่อไว้
|
||||
lst.write = เขียนเลขไปยังเซลล์ความจำที่เชื่อมต่อไว้
|
||||
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.drawflush = ปล่อยคิว [accent]Draw[] ไปยังหน้าจอลอจิกที่เชื่อมต่อไว้
|
||||
lst.printflush = ปล่อยคิว [accent]Print[] ไปยังตัวเก็บข้อความที่เชื่อมต่อไว้
|
||||
@@ -2281,6 +2337,8 @@ lst.getblock = รับข้อมูลของช่องที่ตำ
|
||||
lst.setblock = ปรับแต่งข้อมูลของช่องที่ตำแหน่งใดๆ
|
||||
lst.spawnunit = เสกยูนิตมาที่ตำแหน่งที่กำหนดไว้
|
||||
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.explosion = เสกระเบิดที่ตำแหน่ง
|
||||
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.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.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
|
||||
|
||||
@@ -2339,6 +2434,7 @@ graphicstype.poly = เติมรูปหลายเหลี่ยมปก
|
||||
graphicstype.linepoly = วาดโครงร่างรูปหลายเหลี่ยมปกติ
|
||||
graphicstype.triangle = เติมสามเหลี่ยม
|
||||
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.idiv = หารจำนวนเต็ม
|
||||
@@ -2447,3 +2543,10 @@ lenum.build = สร้างสิ่งก่อสร้าง
|
||||
lenum.getblock = ดึงข้อมูลสิ่งก่อสร้างและประเภทของสิ่งก่อสร้างที่ตำแหน่งเป้าหมาย\nยูนิตต้องอยู่ในระยะของตำแหน่ง\nบล็อกตันที่ไม่ใช่สิ่งก่อสร้างจะมีชนิดเป็น [accent]@solid[]
|
||||
lenum.within = ตรวจสอบว่ายูนิตนั้นอยู่ในระยะหรือไม่
|
||||
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.generation = Generation:
|
||||
editor.objectives = Objectives
|
||||
editor.locales = Locale Bundles
|
||||
editor.ingame = Edit In-Game
|
||||
editor.playtest = Playtest
|
||||
editor.publish.workshop = Publish On Workshop
|
||||
@@ -489,6 +490,7 @@ editor.default = [lightgray]<Default>
|
||||
details = Details...
|
||||
edit = Edit...
|
||||
variables = Vars
|
||||
logic.globals = Built-in Variables
|
||||
editor.name = isim:
|
||||
editor.spawn = Spawn 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.errorheader = This map file is either not valid or corrupt.
|
||||
editor.errorname = Map has no name defined.
|
||||
editor.errorlocales = Error reading invalid locale bundles.
|
||||
editor.update = Update
|
||||
editor.randomize = Randomize
|
||||
editor.moveup = Move Up
|
||||
@@ -511,6 +514,7 @@ editor.sectorgenerate = Sector Generate
|
||||
editor.resize = Boyutunu degistir
|
||||
editor.loadmap = Harita yukle
|
||||
editor.savemap = Haritayi kaydet
|
||||
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
|
||||
editor.saved = Kaydedildi!
|
||||
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
|
||||
@@ -595,6 +599,23 @@ filter.option.floor2 = Secondary Floor
|
||||
filter.option.threshold2 = Secondary Threshold
|
||||
filter.option.radius = Radius
|
||||
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:
|
||||
height = Yukseklik:
|
||||
@@ -645,10 +666,12 @@ objective.destroycore.name = Destroy Core
|
||||
objective.commandmode.name = Command Mode
|
||||
objective.flag.name = Flag
|
||||
marker.shapetext.name = Shape Text
|
||||
marker.minimap.name = Minimap
|
||||
marker.point.name = Point
|
||||
marker.shape.name = Shape
|
||||
marker.text.name = Text
|
||||
marker.line.name = Line
|
||||
marker.quad.name = Quad
|
||||
marker.texture.name = Texture
|
||||
marker.background = Background
|
||||
marker.outline = Outline
|
||||
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.
|
||||
|
||||
weather.rain.name = Rain
|
||||
weather.snow.name = Snow
|
||||
weather.snowing.name = Snow
|
||||
weather.sandstorm.name = Sandstorm
|
||||
weather.sporestorm.name = Sporestorm
|
||||
weather.fog.name = Fog
|
||||
@@ -731,7 +754,8 @@ sector.curlost = Sector Lost
|
||||
sector.missingresources = [scarlet]Insufficient Core Resources
|
||||
sector.attacked = Sector [accent]{0}[white] under attack!
|
||||
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.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}[]
|
||||
@@ -949,17 +973,46 @@ stat.immunities = Immunities
|
||||
stat.healing = Healing
|
||||
|
||||
ability.forcefield = Force Field
|
||||
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||
ability.repairfield = Repair Field
|
||||
ability.repairfield.description = Repairs nearby units
|
||||
ability.statusfield = Status Field
|
||||
ability.statusfield.description = Applies a status effect to nearby units
|
||||
ability.unitspawn = Factory
|
||||
ability.unitspawn.description = Constructs units
|
||||
ability.shieldregenfield = Shield Regen Field
|
||||
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||
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.description = Projects a force shield in an arc that absorbs bullets
|
||||
ability.suppressionfield = Regen Suppression Field
|
||||
ability.suppressionfield.description = Stops nearby repair buildings
|
||||
ability.energyfield = Energy Field
|
||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
||||
ability.energyfield.description = Zaps nearby enemies
|
||||
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||
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
|
||||
|
||||
@@ -1110,7 +1163,7 @@ setting.sfxvol.name = Ses seviyesi
|
||||
setting.mutesound.name = Sesi kapat
|
||||
setting.crashreport.name = Send Anonymous Crash Reports
|
||||
setting.savecreate.name = Auto-Create Saves
|
||||
setting.publichost.name = Public Game Visibility
|
||||
setting.steampublichost.name = Public Game Visibility
|
||||
setting.playerlimit.name = Player Limit
|
||||
setting.chatopacity.name = Chat 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_patrol.name = Unit Stance: Patrol
|
||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||
keybind.unit_command_move = Unit Command: Move
|
||||
keybind.unit_command_repair = Unit Command: Repair
|
||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
||||
keybind.unit_command_assist = Unit Command: Assist
|
||||
keybind.unit_command_mine = Unit Command: Mine
|
||||
keybind.unit_command_boost = Unit Command: Boost
|
||||
keybind.unit_command_load_units = Unit Command: Load Units
|
||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
||||
keybind.unit_command_move.name = Unit Command: Move
|
||||
keybind.unit_command_repair.name = Unit Command: Repair
|
||||
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||
keybind.unit_command_assist.name = Unit Command: Assist
|
||||
keybind.unit_command_mine.name = Unit Command: Mine
|
||||
keybind.unit_command_boost.name = Unit Command: Boost
|
||||
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||
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.schematic_select.name = Select Region
|
||||
keybind.schematic_menu.name = Schematic Menu
|
||||
@@ -1262,6 +1316,7 @@ rules.unitdamagemultiplier = Unit Damage Multiplier
|
||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||
rules.solarmultiplier = Solar Power Multiplier
|
||||
rules.unitcapvariable = Cores Contribute To Unit Cap
|
||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||
rules.unitcap = Base Unit Cap
|
||||
rules.limitarea = Limit Map Area
|
||||
rules.enemycorebuildradius = Enemy Core No-Build Radius:[lightgray] (tiles)
|
||||
@@ -1294,6 +1349,8 @@ rules.weather = Weather
|
||||
rules.weather.frequency = Frequency:
|
||||
rules.weather.always = Always
|
||||
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.liquid.name = Sivilar
|
||||
@@ -1511,6 +1568,7 @@ block.inverted-sorter.name = Inverted Sorter
|
||||
block.message.name = Message
|
||||
block.reinforced-message.name = Reinforced Message
|
||||
block.world-message.name = World Message
|
||||
block.world-switch.name = World Switch
|
||||
block.illuminator.name = Illuminator
|
||||
block.overflow-gate.name = Kapali dagatici
|
||||
block.underflow-gate.name = Underflow Gate
|
||||
@@ -1751,7 +1809,6 @@ block.disperse.name = Disperse
|
||||
block.afflict.name = Afflict
|
||||
block.lustre.name = Lustre
|
||||
block.scathe.name = Scathe
|
||||
block.fabricator.name = Fabricator
|
||||
block.tank-refabricator.name = Tank Refabricator
|
||||
block.mech-refabricator.name = Mech 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.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.defenses = [accent]Set up defenses:[lightgray] {0}
|
||||
onset.attack = The enemy is vulnerable. Counter-attack.
|
||||
onset.cores = New cores can be placed on [accent]core tiles[].\nNew cores function as forward bases and share a resource inventory with other cores.\nPlace a \uf725 core.
|
||||
onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defenses, mining, and production.
|
||||
@@ -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.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.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-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.
|
||||
@@ -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.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-junction.description = Acts as a bridge for two crossing conduits.
|
||||
block.reinforced-liquid-tank.description = Stores a large 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.
|
||||
@@ -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.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.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.drawflush = Flush queued [accent]Draw[] operations to a display.
|
||||
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.spawnunit = Spawn unit at a location.
|
||||
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.explosion = Create an explosion at a location.
|
||||
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.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.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.
|
||||
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.
|
||||
@@ -2296,6 +2392,7 @@ graphicstype.poly = Fill a regular polygon.
|
||||
graphicstype.linepoly = Draw a regular polygon outline.
|
||||
graphicstype.triangle = Fill a triangle.
|
||||
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.idiv = Integer division.
|
||||
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.within = Check if unit is near a position.
|
||||
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.generation = Oluşum:
|
||||
editor.objectives = Görevler:
|
||||
editor.locales = Locale Bundles
|
||||
editor.ingame = Oyun içinde düzenle
|
||||
editor.playtest = Test Et
|
||||
editor.publish.workshop = Atölyede Yayınla
|
||||
@@ -494,6 +495,7 @@ editor.default = [lightgray]<Varsayılan>
|
||||
details = Detaylar...
|
||||
edit = Düzenle...
|
||||
variables = Değişkenler
|
||||
logic.globals = Built-in Variables
|
||||
editor.name = İsim:
|
||||
editor.spawn = Birim Oluştur
|
||||
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.errorheader = Bu harita dosyası geçerli değil ya da bozuk.
|
||||
editor.errorname = Haritanın ismi yok!?! Bir kayıt dosyası mı yüklemeye çalışıyorsunuz?
|
||||
editor.errorlocales = Error reading invalid locale bundles.
|
||||
editor.update = Güncelle
|
||||
editor.randomize = Rastgele Yap
|
||||
editor.moveup = Yukarı Kaydır
|
||||
@@ -516,6 +519,7 @@ editor.sectorgenerate = Sektör Oluştur
|
||||
editor.resize = Yeniden Boyutlandır
|
||||
editor.loadmap = Harita Yükle
|
||||
editor.savemap = Haritayı Kaydet
|
||||
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
|
||||
editor.saved = Kaydedildi!
|
||||
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.
|
||||
@@ -602,6 +606,23 @@ filter.option.floor2 = İkincil Duvar
|
||||
filter.option.threshold2 = İkincil Eşik
|
||||
filter.option.radius = Yarıçap
|
||||
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:
|
||||
height = Boy:
|
||||
@@ -652,10 +673,12 @@ objective.destroycore.name = Merkezi Yok Et
|
||||
objective.commandmode.name = Komuta Et
|
||||
objective.flag.name = Bayrak
|
||||
marker.shapetext.name = Şekilli Yazı
|
||||
marker.minimap.name = Harita
|
||||
marker.point.name = Point
|
||||
marker.shape.name = Şekil
|
||||
marker.text.name = Yazı
|
||||
marker.line.name = Line
|
||||
marker.quad.name = Quad
|
||||
marker.texture.name = Texture
|
||||
marker.background = Arkaplan
|
||||
marker.outline = Anahat
|
||||
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.
|
||||
|
||||
weather.rain.name = Yağmur
|
||||
weather.snow.name = Kar
|
||||
weather.snowing.name = Kar
|
||||
weather.sandstorm.name = Kum Fırtınası
|
||||
weather.sporestorm.name = Spor Fırtınası
|
||||
weather.fog.name = Sis
|
||||
@@ -739,8 +762,8 @@ sector.curlost = Sektör Kaybedildi
|
||||
sector.missingresources = [scarlet]Yetersiz Merkez Kaynakları
|
||||
sector.attacked = Sektör [accent]{0}[white] saldırı altında!
|
||||
sector.lost = Sektör [accent]{0}[white] kaybedildi!
|
||||
#Çekirdek -> Merkez -RTOmega
|
||||
sector.captured = Sektör [accent]{0}[white]elegeçirildi!
|
||||
sector.capture = Sector [accent]{0}[white]Captured!
|
||||
sector.capture.current = Sector Captured!
|
||||
sector.changeicon = İkon Değiştir
|
||||
sector.noswitch.title = Sektör Değiştirilemiyor
|
||||
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
|
||||
|
||||
ability.forcefield = Güç Kalkanı
|
||||
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||
ability.repairfield = Onarma Alanı
|
||||
ability.repairfield.description = Repairs nearby units
|
||||
ability.statusfield = Hızlandırma Alanı
|
||||
ability.statusfield.description = Applies a status effect to nearby units
|
||||
ability.unitspawn = Birliği Fabrikası
|
||||
ability.unitspawn.description = Constructs units
|
||||
ability.shieldregenfield = Kalkan Yenileme Alanı
|
||||
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||
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.description = Projects a force shield in an arc that absorbs bullets
|
||||
ability.suppressionfield = Tamir Engelleme Alanı
|
||||
ability.suppressionfield.description = Stops nearby repair buildings
|
||||
ability.energyfield = Güç Kalkanı
|
||||
ability.energyfield.sametypehealmultiplier = [lightgray]Aynı Türden İyileştirme: [white]{0}%
|
||||
ability.energyfield.maxtargets = [lightgray]Azami Hedefler: [white]{0}
|
||||
ability.energyfield.description = Zaps nearby enemies
|
||||
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||
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.drilltierreq = Daha Güçlü Matkap Gerekli
|
||||
@@ -1120,7 +1172,7 @@ setting.sfxvol.name = Oyun Sesi
|
||||
setting.mutesound.name = Sesi Kapat
|
||||
setting.crashreport.name = Anonim Çökme Raporları Gönder
|
||||
setting.savecreate.name = Otomatik Kayıt Oluştur
|
||||
setting.publichost.name = Halka Açık Sunucular
|
||||
setting.steampublichost.name = Public Game Visibility
|
||||
setting.playerlimit.name = Oyuncu Limiti
|
||||
setting.chatopacity.name = Mesajlaşma 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_patrol.name = Unit Stance: Patrol
|
||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||
keybind.unit_command_move = Unit Command: Move
|
||||
keybind.unit_command_repair = Unit Command: Repair
|
||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
||||
keybind.unit_command_assist = Unit Command: Assist
|
||||
keybind.unit_command_mine = Unit Command: Mine
|
||||
keybind.unit_command_boost = Unit Command: Boost
|
||||
keybind.unit_command_load_units = Unit Command: Load Units
|
||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
||||
keybind.unit_command_move.name = Unit Command: Move
|
||||
keybind.unit_command_repair.name = Unit Command: Repair
|
||||
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||
keybind.unit_command_assist.name = Unit Command: Assist
|
||||
keybind.unit_command_mine.name = Unit Command: Mine
|
||||
keybind.unit_command_boost.name = Unit Command: Boost
|
||||
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||
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.schematic_select.name = Bölge Seç
|
||||
keybind.schematic_menu.name = Şema Menüsü
|
||||
@@ -1272,6 +1325,7 @@ rules.unitdamagemultiplier = Birim Hasar Çapanı
|
||||
rules.unitcrashdamagemultiplier = Birim Çakılma Hasar Çarpanı
|
||||
rules.solarmultiplier = Güneş Paneli Üretim Çarpanı
|
||||
rules.unitcapvariable = Merkezler Birim Sınırını Etkiler
|
||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||
rules.unitcap = Sabit Birim Sınırı
|
||||
rules.limitarea = Haritayı Sınırla
|
||||
rules.enemycorebuildradius = Düşman Merkezi İnşa Yasağı Yarıçapı: [lightgray](kare)
|
||||
@@ -1304,6 +1358,8 @@ rules.weather = Hava Durumu
|
||||
rules.weather.frequency = Sıklık:
|
||||
rules.weather.always = Her zaman
|
||||
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.liquid.name = Sıvılar
|
||||
@@ -1523,6 +1579,7 @@ block.inverted-sorter.name = Ters Ayıklayıcı
|
||||
block.message.name = Mesaj Bloğu
|
||||
block.reinforced-message.name = Güçlendirilmiş Mesaj Bloğu
|
||||
block.world-message.name = Evrensel Mesaj Bloğu
|
||||
block.world-switch.name = World Switch
|
||||
block.illuminator.name = Aydınlatıcı
|
||||
block.overflow-gate.name = Taşma Geçidi
|
||||
block.underflow-gate.name = Yana Taşma Geçidi
|
||||
@@ -1764,7 +1821,6 @@ block.disperse.name = Disperse
|
||||
block.afflict.name = Afflict
|
||||
block.lustre.name = Lustre
|
||||
block.scathe.name = Scathe
|
||||
block.fabricator.name = Fabrikatör
|
||||
block.tank-refabricator.name = Tank Yeniden Yapılandırıcı
|
||||
block.mech-refabricator.name = Robot 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.walls = [accent]Duvarlar[] gelen hasarı engelleyebilir.\nSilahların etrafına, koruma amçlı\uf8ae [accent]Berilyum Duvar[] inşa et.
|
||||
onset.enemies = DÜŞMAN GELİYO!!! Hazırlan.
|
||||
onset.defenses = [accent]Set up defenses:[lightgray] {0}
|
||||
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.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.interplanetary-accelerator.description = Gezegenler Arası ulaşım şimdi parmaklarının ucunda...
|
||||
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-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.
|
||||
@@ -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.reinforced-conduit.description = Sıvıları iletir. Yandan başka borular dışında sıvı almaz.
|
||||
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-container.description = Bol miktarda sıvı depolar.
|
||||
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.write = Bağlı hafıza kutuaundaki numaraya 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.drawflush = Ekrana Çizimi 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.spawnunit = Herhangi bir yerde birim var et.
|
||||
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.explosion = Bir Noktada Patlama oluştur.
|
||||
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.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.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!
|
||||
|
||||
@@ -2318,6 +2413,7 @@ graphicstype.poly = İçi Dolu Çokgen Çiz.
|
||||
graphicstype.linepoly = İçi Boş Çokgen Çiz.
|
||||
graphicstype.triangle = İçi Dolu Üçgen Çiz.
|
||||
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.idiv = Tamsayı Bölme
|
||||
@@ -2426,3 +2522,10 @@ lenum.build = Bina inşa et.
|
||||
lenum.getblock = Bir bloğun verilerini al.
|
||||
lenum.within = Bir birim menzil alanında mı?
|
||||
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.generation = Генерація
|
||||
editor.objectives = Завдання
|
||||
editor.locales = Locale Bundles
|
||||
editor.ingame = Редагувати в грі
|
||||
editor.playtest = Протестувати в грі
|
||||
editor.publish.workshop = Опублікувати в Майстерні Steam
|
||||
@@ -496,6 +497,7 @@ editor.default = [lightgray]<За замовчуванням>
|
||||
details = Подробиці…
|
||||
edit = Змінити…
|
||||
variables = Змінні
|
||||
logic.globals = Built-in Variables
|
||||
editor.name = Ім’я:
|
||||
editor.spawn = Створити 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.errorheader = Цей файл мапи недійсний або пошкоджений.
|
||||
editor.errorname = Мапа не має назви. Може, ви намагаєтеся завантажити збереження?
|
||||
editor.errorlocales = Error reading invalid locale bundles.
|
||||
editor.update = Оновити
|
||||
editor.randomize = Випадково
|
||||
editor.moveup = Підняти вище
|
||||
@@ -518,6 +521,7 @@ editor.sectorgenerate = Згенерувати сектор
|
||||
editor.resize = Змінити\nрозмір
|
||||
editor.loadmap = Завантажити мапу
|
||||
editor.savemap = Зберегти мапу
|
||||
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
|
||||
editor.saved = Збережено!
|
||||
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».
|
||||
@@ -605,6 +609,23 @@ filter.option.floor2 = Друга поверхня
|
||||
filter.option.threshold2 = Вторинний граничний поріг
|
||||
filter.option.radius = Радіус
|
||||
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:
|
||||
height = Висота:
|
||||
@@ -657,10 +678,12 @@ objective.commandmode.name = Режим командування
|
||||
objective.flag.name = Прапорець
|
||||
|
||||
marker.shapetext.name = Форма тексту
|
||||
marker.minimap.name = Мінімапа
|
||||
marker.point.name = Point
|
||||
marker.shape.name = Форма
|
||||
marker.text.name = Текст
|
||||
marker.line.name = Line
|
||||
marker.quad.name = Quad
|
||||
marker.texture.name = Texture
|
||||
|
||||
marker.background = Фон
|
||||
marker.outline = Контур
|
||||
@@ -711,7 +734,7 @@ error.any = Невідома мережева помилка
|
||||
error.bloom = Не вдалося ініціалізувати світіння.\nВаш пристрій, мабуть, не підтримує це.
|
||||
|
||||
weather.rain.name = Дощ
|
||||
weather.snow.name = Сніг
|
||||
weather.snowing.name = Сніг
|
||||
weather.sandstorm.name = Піщана буря
|
||||
weather.sporestorm.name = Спорова буря
|
||||
weather.fog.name = Туман
|
||||
@@ -748,8 +771,8 @@ sector.curlost = Сектор втрачено
|
||||
sector.missingresources = [scarlet]Недостатньо ресурсів у ядрі
|
||||
sector.attacked = Сектор [accent]{0}[white] під атакою!
|
||||
sector.lost = Сектор [accent]{0}[white] втрачено!
|
||||
#note: the missing space in the line below is intentional
|
||||
sector.captured = Сектор [accent]{0}[white]захоплено!
|
||||
sector.capture = Sector [accent]{0}[white]Captured!
|
||||
sector.capture.current = Sector Captured!
|
||||
sector.changeicon = Змінити значок
|
||||
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}[]
|
||||
@@ -971,17 +994,46 @@ stat.immunities = Імунітети
|
||||
stat.healing = Відновлювання
|
||||
|
||||
ability.forcefield = Щитове поле
|
||||
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||
ability.repairfield = Ремонтувальне поле
|
||||
ability.repairfield.description = Repairs nearby units
|
||||
ability.statusfield = Поле підсилення
|
||||
ability.statusfield.description = Applies a status effect to nearby units
|
||||
ability.unitspawn = Завод одиниць �
|
||||
ability.unitspawn.description = Constructs units
|
||||
ability.shieldregenfield = Щитовідновлювальне поле
|
||||
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||
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.description = Projects a force shield in an arc that absorbs bullets
|
||||
ability.suppressionfield = Поле пригнічення відновлення
|
||||
ability.suppressionfield.description = Stops nearby repair buildings
|
||||
ability.energyfield = Енергетичне поле
|
||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
||||
ability.energyfield.description = Zaps nearby enemies
|
||||
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||
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.drilltierreq = Потрібен ліпший бур
|
||||
@@ -1131,7 +1183,7 @@ setting.sfxvol.name = Гучність звукових ефектів
|
||||
setting.mutesound.name = Заглушити звук
|
||||
setting.crashreport.name = Відсилати анонімні звіти про аварійне завершення гри
|
||||
setting.savecreate.name = Автоматичне створення збережень
|
||||
setting.publichost.name = Загальнодоступність гри
|
||||
setting.steampublichost.name = Public Game Visibility
|
||||
setting.playerlimit.name = Обмеження гравців
|
||||
setting.chatopacity.name = Непрозорість чату
|
||||
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_patrol.name = Unit Stance: Patrol
|
||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||
keybind.unit_command_move = Unit Command: Move
|
||||
keybind.unit_command_repair = Unit Command: Repair
|
||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
||||
keybind.unit_command_assist = Unit Command: Assist
|
||||
keybind.unit_command_mine = Unit Command: Mine
|
||||
keybind.unit_command_boost = Unit Command: Boost
|
||||
keybind.unit_command_load_units = Unit Command: Load Units
|
||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
||||
keybind.unit_command_move.name = Unit Command: Move
|
||||
keybind.unit_command_repair.name = Unit Command: Repair
|
||||
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||
keybind.unit_command_assist.name = Unit Command: Assist
|
||||
keybind.unit_command_mine.name = Unit Command: Mine
|
||||
keybind.unit_command_boost.name = Unit Command: Boost
|
||||
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||
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.schematic_select.name = Вибрати ділянку
|
||||
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.solarmultiplier = Множник сонячної енергії
|
||||
rules.unitcapvariable = Ядра збільшують обмеження на кількість одиниць
|
||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||
rules.unitcap = Початкове обмеження одиниць
|
||||
rules.limitarea = Обмежити територію мапи
|
||||
rules.enemycorebuildradius = Радіус оборони для ворожого ядра:[lightgray] (плитки)
|
||||
@@ -1315,6 +1369,8 @@ rules.weather = Погода
|
||||
rules.weather.frequency = Повторюваність:
|
||||
rules.weather.always = Завжди
|
||||
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.liquid.name = Рідини
|
||||
@@ -1536,6 +1592,7 @@ block.inverted-sorter.name = Зворотний сортувальник
|
||||
block.message.name = Повідомлення
|
||||
block.reinforced-message.name = Посилене повідомлення
|
||||
block.world-message.name = Світове повідомлення
|
||||
block.world-switch.name = World Switch
|
||||
block.illuminator.name = Освітлювач
|
||||
block.overflow-gate.name = Надмірний затвор
|
||||
block.underflow-gate.name = Недостатній затвор
|
||||
@@ -1778,7 +1835,6 @@ block.disperse.name = Розпорошувач
|
||||
block.afflict.name = Уражач
|
||||
block.lustre.name = Блиск
|
||||
block.scathe.name = Знищувач
|
||||
block.fabricator.name = Виробник
|
||||
block.tank-refabricator.name = Танковий перебудовний завод
|
||||
block.mech-refabricator.name = Меховий 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.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.defenses = [accent]Set up defenses:[lightgray] {0}
|
||||
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.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.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.payload-propulsion-tower.description = Англійська назва: Payload Propulsion Tower\nСтруктура транспортування вантажу на великі відстані. Вистрілює вантаж в інші вантажні катапульти.
|
||||
|
||||
#Erekir
|
||||
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.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-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-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.
|
||||
@@ -2266,6 +2321,7 @@ unit.emanate.description = Англійська назва: Emanate\nБудує
|
||||
lst.read = Зчитує число із з’єднаної комірки 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.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.drawflush = Скидає буфер операцій [accent]Draw[] на дисплей.
|
||||
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.spawnunit = Породжує одиницю на певному місці.
|
||||
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.explosion = Створює вибух у певному місці.
|
||||
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.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.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.
|
||||
|
||||
@@ -2346,6 +2441,7 @@ graphicstype.poly = Залити кольором правильний бага
|
||||
graphicstype.linepoly = Намалювати контур правильного багатокутника.
|
||||
graphicstype.triangle = Залити кольором трикутник.
|
||||
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.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.within = Чи знаходиться одиниця біля позиції.
|
||||
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.unmetdependencies = [red]缺少前置模组
|
||||
mod.erroredcontent = [scarlet]内容错误
|
||||
mod.circulardependencies = [red]Circular Dependencies
|
||||
mod.incompletedependencies = [red]Incomplete Dependencies
|
||||
mod.circulardependencies = [red]循环依赖
|
||||
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.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.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.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 = 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 = 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.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.circulardependencies.details = This mod has dependencies that depends on each other.
|
||||
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.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 = 此模组与其他模组相互依赖。
|
||||
mod.incompletedependencies.details = 由于依赖项无效或缺失,此模组无法加载:{0}.
|
||||
mod.requiresversion = 需要游戏版本: [red]{0}
|
||||
|
||||
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。
|
||||
@@ -258,19 +258,19 @@ trace = 跟踪玩家
|
||||
trace.playername = 玩家名称:[accent]{0}
|
||||
trace.ip = IP地址:[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.modclient = 自定义客户端:[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.ips = IPs:
|
||||
trace.names = Names:
|
||||
trace.ips = 曾用IP:
|
||||
trace.names = 曾用名:
|
||||
invalidid = 无效的客户端ID!提交一个错误报告。
|
||||
player.ban = Ban
|
||||
player.kick = Kick
|
||||
player.trace = Trace
|
||||
player.admin = Toggle Admin
|
||||
player.team = Change Team
|
||||
player.ban = 封禁
|
||||
player.kick = 踢出
|
||||
player.trace = 追朔
|
||||
player.admin = 切换管理员
|
||||
player.team = 改变队伍
|
||||
server.bans = 黑名单
|
||||
server.bans.none = 没有被封禁的玩家!
|
||||
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?
|
||||
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?
|
||||
votekick.reason = Vote-Kick Reason
|
||||
votekick.reason.message = Are you sure you want to vote-kick "{0}[white]"?\nIf yes, please enter the reason:
|
||||
votekick.reason = 投票踢出理由
|
||||
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.ip = 地址:
|
||||
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。
|
||||
save.new = 新存档
|
||||
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
|
||||
save.none = 没有找到存档!
|
||||
savefail = 保存失败!
|
||||
@@ -344,23 +344,23 @@ open = 打开
|
||||
customize = 自定义规则
|
||||
cancel = 取消
|
||||
command = 指挥
|
||||
command.queue = [lightgray][Queuing]
|
||||
command.queue = [lightgray][排队中]
|
||||
command.mine = 挖矿
|
||||
command.repair = 维修
|
||||
command.rebuild = 重建
|
||||
command.assist = 协助建造
|
||||
command.move = 移动
|
||||
command.boost = Boost
|
||||
command.enterPayload = Enter Payload Block
|
||||
command.loadUnits = Load Units
|
||||
command.loadBlocks = Load Blocks
|
||||
command.unloadPayload = Unload Payload
|
||||
stance.stop = Cancel Orders
|
||||
stance.shoot = Stance: Shoot
|
||||
stance.holdfire = Stance: Hold Fire
|
||||
stance.pursuetarget = Stance: Pursue Target
|
||||
stance.patrol = Stance: Patrol Path
|
||||
stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
|
||||
command.boost = 助推
|
||||
command.enterPayload = 进入载荷建筑
|
||||
command.loadUnits = 拾取单位
|
||||
command.loadBlocks = 拾取建筑
|
||||
command.unloadPayload = 卸载载荷
|
||||
stance.stop = 取消指令
|
||||
stance.shoot = 姿态: 射击
|
||||
stance.holdfire = 姿态: 停火
|
||||
stance.pursuetarget = 姿态: 追逐目标
|
||||
stance.patrol = 姿态: 路径巡逻
|
||||
stance.ram = 姿态: 冲锋\n[lightgray]径直移动,不进行寻路。
|
||||
openlink = 打开链接
|
||||
copylink = 复制链接
|
||||
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
|
||||
enablebuilding = 按[scarlet][[{0}][]键启用建造
|
||||
showui = UI已隐藏\n按[accent][[{0}][]键显示UI
|
||||
commandmode.name = [accent]Command Mode
|
||||
commandmode.nounits = [no units]
|
||||
commandmode.name = [accent]指挥模式
|
||||
commandmode.nounits = [无单位]
|
||||
wave = [accent]第{0}波
|
||||
wave.cap = [accent]波次 {0}/{1}
|
||||
wave.waiting = [lightgray]下一波倒计时:{0}秒
|
||||
@@ -441,6 +441,7 @@ editor.waves = 波次
|
||||
editor.rules = 规则
|
||||
editor.generation = 生成
|
||||
editor.objectives = 目标
|
||||
editor.locales = 本地化语言包
|
||||
editor.ingame = 游戏内编辑
|
||||
editor.playtest = 游戏内测试
|
||||
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.preview = 预览
|
||||
waves.edit = 编辑…
|
||||
waves.random = Random
|
||||
waves.random = 随机
|
||||
waves.copy = 复制到剪贴板
|
||||
waves.load = 从剪贴板读取
|
||||
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.health = 生命值
|
||||
waves.sort.type = 类型
|
||||
waves.search = Search waves...
|
||||
waves.filter = Unit Filter
|
||||
waves.search = 搜索波次...
|
||||
waves.filter = 单位过滤器
|
||||
waves.units.hide = 全部隐藏
|
||||
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.totals = 总数
|
||||
wavemode.health = 生命值
|
||||
@@ -497,6 +498,7 @@ editor.default = [lightgray]<默认>
|
||||
details = 详情…
|
||||
edit = 编辑…
|
||||
variables = 变量
|
||||
logic.globals = 内置变量
|
||||
editor.name = 名称:
|
||||
editor.spawn = 生成单位
|
||||
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.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.errorlocales = 读取无效本地化语言包时出错。
|
||||
editor.update = 更新
|
||||
editor.randomize = 重新生成
|
||||
editor.moveup = 上移
|
||||
@@ -519,6 +522,7 @@ editor.sectorgenerate = 生成区块
|
||||
editor.resize = 改变尺寸
|
||||
editor.loadmap = 载入地图
|
||||
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.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。
|
||||
@@ -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.fillteams = 填充队伍
|
||||
toolmode.fillteams.description = 不再填充方块,而是填充队伍颜色。
|
||||
toolmode.fillerase = Fill Erase
|
||||
toolmode.fillerase.description = Erase blocks of the same type.
|
||||
toolmode.fillerase = 擦除同类
|
||||
toolmode.fillerase.description = 擦除同种种类的方块。
|
||||
toolmode.drawteams = 绘制队伍
|
||||
toolmode.drawteams.description = 不再绘制方块,而是绘制队伍颜色。
|
||||
#未使用
|
||||
@@ -606,6 +610,23 @@ filter.option.floor2 = 内层地形
|
||||
filter.option.threshold2 = 内层比例
|
||||
filter.option.radius = 半径
|
||||
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:
|
||||
height = 高度:
|
||||
@@ -658,10 +679,12 @@ objective.commandmode.name = 指挥模式
|
||||
objective.flag.name = 标签
|
||||
|
||||
marker.shapetext.name = 带形状文本
|
||||
marker.minimap.name = 小地图
|
||||
marker.point.name = 点
|
||||
marker.shape.name = 形状
|
||||
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.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。
|
||||
|
||||
weather.rain.name = 降雨
|
||||
weather.snow.name = 降雪
|
||||
weather.snowing.name = 降雪
|
||||
weather.sandstorm.name = 沙尘暴
|
||||
weather.sporestorm.name = 孢子风暴
|
||||
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.attacked = 区块[accent]{0}[white]受到攻击!
|
||||
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.captured = 区块[accent]{0}[white]已占领!
|
||||
sector.capture = 区块[accent]{0}[white]已占领!
|
||||
sector.capture.current = 区块已占领!
|
||||
sector.changeicon = 更改图标
|
||||
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}[]
|
||||
@@ -925,7 +948,7 @@ stat.repairspeed = 修理速度
|
||||
stat.weapons = 武器
|
||||
stat.bullet = 子弹
|
||||
stat.moduletier = 模块等级
|
||||
stat.unittype = Unit Type
|
||||
stat.unittype = 单位类型
|
||||
stat.speedincrease = 提速
|
||||
stat.range = 范围
|
||||
stat.drilltier = 可钻探矿物
|
||||
@@ -972,17 +995,47 @@ stat.immunities = 免疫
|
||||
stat.healing = 治疗
|
||||
|
||||
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.description = 修复附近的单位
|
||||
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.description = 再生附近单位的护盾
|
||||
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.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.energyfield = 能量场:
|
||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
||||
ability.regen = Regeneration
|
||||
ability.suppressionfield.description = 使附近的修复建筑停止工作
|
||||
ability.energyfield = 能量场
|
||||
ability.energyfield.description = 对附近的敌人释放电击
|
||||
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.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.homing = [stat]追踪
|
||||
bullet.armorpierce = [stat]穿甲
|
||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
||||
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
|
||||
bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] 伤害上限
|
||||
bullet.suppression = [stat]{0}秒[lightgray] 修复压制 ~ [stat]{1}[lightgray] 格
|
||||
bullet.interval = [stat]{0}/秒[lightgray] 分裂子弹:
|
||||
bullet.frags = [stat]{0}[lightgray]x分裂子弹:
|
||||
bullet.lightning = [stat]{0}[lightgray]x闪电~[stat]{1}[lightgray]伤害
|
||||
bullet.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.doubletapmine.name = 双击采矿
|
||||
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.animatedwater.name = 动态液体
|
||||
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.musicvol.name = 音乐音量
|
||||
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.mutemusic.name = 禁用音乐
|
||||
setting.sfxvol.name = 音效音量
|
||||
setting.mutesound.name = 禁用音效
|
||||
setting.crashreport.name = 发送匿名的崩溃报告
|
||||
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.chatopacity.name = 聊天界面不透明度
|
||||
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.macnotch.name = 立陶宛語
|
||||
setting.macnotch.description = 需要重新启动
|
||||
steam.friendsonly = Friends Only
|
||||
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 = 仅限好友
|
||||
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。
|
||||
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
|
||||
@@ -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。
|
||||
category.general.name = 常规
|
||||
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.blocks.name = 建筑选择
|
||||
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.boost.name = 启动助推
|
||||
keybind.command_mode.name = 指挥模式
|
||||
keybind.command_queue.name = Unit Command Queue
|
||||
keybind.create_control_group.name = Create Control Group
|
||||
keybind.cancel_orders.name = Cancel Orders
|
||||
keybind.unit_stance_shoot.name = Unit Stance: Shoot
|
||||
keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||
keybind.unit_command_move = Unit Command: Move
|
||||
keybind.unit_command_repair = Unit Command: Repair
|
||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
||||
keybind.unit_command_assist = Unit Command: Assist
|
||||
keybind.unit_command_mine = Unit Command: Mine
|
||||
keybind.unit_command_boost = Unit Command: Boost
|
||||
keybind.unit_command_load_units = Unit Command: Load Units
|
||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
||||
keybind.command_queue.name = 单位指挥队列
|
||||
keybind.create_control_group.name = 创建操控队伍
|
||||
keybind.cancel_orders.name = 取消指令
|
||||
keybind.unit_stance_shoot.name = 单位姿态:射击
|
||||
keybind.unit_stance_hold_fire.name = 单位姿态:停火
|
||||
keybind.unit_stance_pursue_target.name = 单位姿态:追逐目标
|
||||
keybind.unit_stance_patrol.name = 单位姿态:巡逻
|
||||
keybind.unit_stance_ram.name = 单位姿态:冲锋
|
||||
keybind.unit_command_move.name = Unit Command: Move
|
||||
keybind.unit_command_repair.name = Unit Command: Repair
|
||||
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||
keybind.unit_command_assist.name = Unit Command: Assist
|
||||
keybind.unit_command_mine.name = Unit Command: Mine
|
||||
keybind.unit_command_boost.name = Unit Command: Boost
|
||||
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||
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.schematic_select.name = 框选建筑
|
||||
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.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
|
||||
rules.invaliddata = Invalid clipboard data.
|
||||
rules.invaliddata = 无效剪贴板数据。
|
||||
rules.hidebannedblocks = 隐藏禁用的建筑
|
||||
|
||||
rules.infiniteresources = 无限资源
|
||||
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.coreincinerates = 核心焚烧
|
||||
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.waves = 波次
|
||||
rules.attack = 进攻模式
|
||||
rules.buildai = Base Builder AI
|
||||
rules.buildaitier = Builder AI Tier
|
||||
rules.buildai = 基础建筑者 AI
|
||||
rules.buildaitier = 建筑者 AI 等级
|
||||
rules.rtsai = RTS AI
|
||||
rules.rtsminsquadsize = 最小部队规模
|
||||
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.unithealthmultiplier = 单位生命倍率
|
||||
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.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.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)
|
||||
@@ -1293,7 +1348,7 @@ rules.buildcostmultiplier = 建造花费倍率
|
||||
rules.buildspeedmultiplier = 建造速度倍率
|
||||
rules.deconstructrefundmultiplier = 拆除返还倍率
|
||||
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.unitammo = 单位有弹药限制
|
||||
rules.enemyteam = 敌方队伍
|
||||
@@ -1316,6 +1371,8 @@ rules.weather = 天气
|
||||
rules.weather.frequency = 周期:
|
||||
rules.weather.always = 永久
|
||||
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.liquid.name = 液体
|
||||
@@ -1537,6 +1594,7 @@ block.inverted-sorter.name = 反向分类器
|
||||
block.message.name = 信息板
|
||||
block.reinforced-message.name = 强化信息板
|
||||
block.world-message.name = 世界信息板
|
||||
block.world-switch.name = World Switch
|
||||
block.illuminator.name = 照明器
|
||||
block.overflow-gate.name = 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.lustre.name = 光辉
|
||||
block.scathe.name = 创伤
|
||||
block.fabricator.name = 重构厂
|
||||
block.tank-refabricator.name = 坦克重构厂
|
||||
block.mech-refabricator.name = 机甲重构厂
|
||||
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.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.defenses = [accent]Set up defenses:[lightgray] {0}
|
||||
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.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。
|
||||
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.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。
|
||||
@@ -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.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.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
|
||||
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.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-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-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。
|
||||
@@ -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.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.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.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
|
||||
@@ -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.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.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.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
|
||||
@@ -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.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.setflag = 设置一个可以被所有处理器读取的全局flag
|
||||
lst.getflag = 检查是否设置了全局flag
|
||||
lst.setprop = Sets a property of a unit or building.
|
||||
lst.effect = Create a particle effect.
|
||||
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.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||
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标志。
|
||||
lst.setprop = 设置单位或建筑物的属性。
|
||||
lst.effect = 创建一个粒子效果。
|
||||
lst.sync = 在网络中同步一个变量。\n最多每秒调用10次。
|
||||
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 = 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
|
||||
|
||||
@@ -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.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.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.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.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.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.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.max = 取较大值
|
||||
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.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.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.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.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
|
||||
@@ -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.within = 检查单位是否接近了某个位置
|
||||
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.generation = 自動生成:
|
||||
editor.objectives = Objectives
|
||||
editor.locales = Locale Bundles
|
||||
editor.ingame = 在遊戲中編輯
|
||||
editor.playtest = 測試
|
||||
editor.publish.workshop = 在工作坊上發佈
|
||||
@@ -494,6 +495,7 @@ editor.default = [lightgray](預設)
|
||||
details = 詳細資訊……
|
||||
edit = 編輯……
|
||||
variables = 變數
|
||||
logic.globals = Built-in Variables
|
||||
editor.name = 名稱:
|
||||
editor.spawn = 重生單位
|
||||
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.errorheader = 此地圖檔無效或已損毀。
|
||||
editor.errorname = 地圖沒有定義名稱。
|
||||
editor.errorlocales = Error reading invalid locale bundles.
|
||||
editor.update = 更新
|
||||
editor.randomize = 隨機化
|
||||
editor.moveup = Move Up
|
||||
@@ -516,6 +519,7 @@ editor.sectorgenerate = 產生地區
|
||||
editor.resize = 調整大小
|
||||
editor.loadmap = 載入地圖
|
||||
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.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。
|
||||
@@ -603,6 +607,23 @@ filter.option.floor2 = 次要地板
|
||||
filter.option.threshold2 = 次要閾值
|
||||
filter.option.radius = 半徑
|
||||
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:
|
||||
height = 長度:
|
||||
@@ -655,10 +676,12 @@ objective.commandmode.name = 指揮模式
|
||||
objective.flag.name = 全局Flag
|
||||
|
||||
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.text.name = 文字標示
|
||||
marker.line.name = Line
|
||||
marker.quad.name = Quad
|
||||
marker.texture.name = Texture
|
||||
|
||||
marker.background = 反黑背景
|
||||
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
|
||||
|
||||
weather.rain.name = 雨
|
||||
weather.snow.name = 雪
|
||||
weather.snowing.name = 雪
|
||||
weather.sandstorm.name = 沙塵暴
|
||||
weather.sporestorm.name = 孢子風暴
|
||||
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.attacked = 地區 [accent]{0}[white] 遭受攻擊!
|
||||
sector.lost = 地區 [accent]{0}[white] 戰敗!
|
||||
#note: the missing space in the line below is intentional
|
||||
sector.captured = 成功佔領地區[accent]{0}[white]!
|
||||
sector.capture = Sector [accent]{0}[white]Captured!
|
||||
sector.capture.current = Sector Captured!
|
||||
sector.changeicon = 更改圖標
|
||||
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}[]
|
||||
@@ -968,17 +991,46 @@ stat.immunities = Immunities
|
||||
stat.healing = 治癒
|
||||
|
||||
ability.forcefield = 防護罩
|
||||
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||
ability.repairfield = 維修力場
|
||||
ability.repairfield.description = Repairs nearby units
|
||||
ability.statusfield = 狀態力場
|
||||
ability.statusfield.description = Applies a status effect to nearby units
|
||||
ability.unitspawn = 工廠
|
||||
ability.unitspawn.description = Constructs units
|
||||
ability.shieldregenfield = 護盾充能力場
|
||||
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||
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.description = Projects a force shield in an arc that absorbs bullets
|
||||
ability.suppressionfield = Regen Suppression Field
|
||||
ability.suppressionfield.description = Stops nearby repair buildings
|
||||
ability.energyfield = 能量場:
|
||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
||||
ability.energyfield.description = Zaps nearby enemies
|
||||
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||
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.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.crashreport.name = 傳送匿名當機回報
|
||||
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.chatopacity.name = 聊天框不透明度
|
||||
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_patrol.name = Unit Stance: Patrol
|
||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||
keybind.unit_command_move = Unit Command: Move
|
||||
keybind.unit_command_repair = Unit Command: Repair
|
||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
||||
keybind.unit_command_assist = Unit Command: Assist
|
||||
keybind.unit_command_mine = Unit Command: Mine
|
||||
keybind.unit_command_boost = Unit Command: Boost
|
||||
keybind.unit_command_load_units = Unit Command: Load Units
|
||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
||||
keybind.unit_command_move.name = Unit Command: Move
|
||||
keybind.unit_command_repair.name = Unit Command: Repair
|
||||
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||
keybind.unit_command_assist.name = Unit Command: Assist
|
||||
keybind.unit_command_mine.name = Unit Command: Mine
|
||||
keybind.unit_command_boost.name = Unit Command: Boost
|
||||
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||
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.schematic_select.name = 選擇區域
|
||||
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.solarmultiplier = 太陽能電加成
|
||||
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.limitarea = 限制地圖區域
|
||||
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.always = 永遠
|
||||
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.liquid.name = 液體
|
||||
@@ -1533,6 +1589,7 @@ block.inverted-sorter.name = 反向分類器
|
||||
block.message.name = 訊息板
|
||||
block.reinforced-message.name = Reinforced Message
|
||||
block.world-message.name = World Message
|
||||
block.world-switch.name = World Switch
|
||||
block.illuminator.name = 照明燈
|
||||
block.overflow-gate.name = 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.lustre.name = 餘光
|
||||
block.scathe.name = 毀損
|
||||
block.fabricator.name = 製造廠
|
||||
block.tank-refabricator.name = 戰車重塑者
|
||||
block.mech-refabricator.name = 機甲重塑者
|
||||
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.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.defenses = [accent]Set up defenses:[lightgray] {0}
|
||||
onset.attack = The enemy is vulnerable. Counter-attack.
|
||||
onset.cores = New cores can be placed on [accent]core tiles[].\nNew cores function as forward bases and share a resource inventory with other cores.\nPlace a \uf725 core.
|
||||
onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defenses, mining, and production.
|
||||
@@ -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.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.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-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.
|
||||
@@ -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.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-junction.description = Acts as a bridge for two crossing conduits.
|
||||
block.reinforced-liquid-tank.description = Stores a large 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.
|
||||
@@ -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.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.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.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
|
||||
@@ -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.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.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.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
|
||||
@@ -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.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.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。
|
||||
|
||||
@@ -2331,6 +2426,7 @@ graphicstype.poly = 畫實心正多邊形
|
||||
graphicstype.linepoly = 畫空心正多邊形
|
||||
graphicstype.triangle = 畫實心三角形
|
||||
graphicstype.image = 繪製內建圖畫\n如: [accent]@router[]或[accent]@dagger[].
|
||||
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
||||
|
||||
lenum.always = 永遠 true (直接跳).
|
||||
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.within = 單位是否在指定範圍內
|
||||
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
|
||||
Gabriel "red" Fondato
|
||||
Yoru Kitsune
|
||||
summoner
|
||||
OpalSoPL
|
||||
BalaM314
|
||||
Redstonneur1256
|
||||
ApsZoldat
|
||||
|
||||
Binary file not shown.
@@ -587,3 +587,4 @@
|
||||
63095=ranai|ranai
|
||||
63094=cat|cat
|
||||
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_progress;
|
||||
uniform vec4 u_color;
|
||||
uniform vec2 u_uv;
|
||||
uniform vec2 u_uv2;
|
||||
uniform vec2 u_texsize;
|
||||
@@ -14,8 +13,7 @@ void main(){
|
||||
vec2 coords = (v_texCoords - u_uv) / (u_uv2 - u_uv);
|
||||
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 *= 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 beginTime;
|
||||
private long lastTargetFps = -1;
|
||||
private boolean finished = false;
|
||||
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);
|
||||
});
|
||||
|
||||
UI.loadColors();
|
||||
batch = new SortedSpriteBatch();
|
||||
assets = new AssetManager();
|
||||
assets.setLoader(Texture.class, "." + mapExtension, new MapPreviewLoader());
|
||||
@@ -200,9 +202,12 @@ public abstract class ClientLauncher extends ApplicationCore implements Platform
|
||||
@Override
|
||||
public void update(){
|
||||
int targetfps = Core.settings.getInt("fpscap", 120);
|
||||
boolean changed = lastTargetFps != targetfps && lastTargetFps != -1;
|
||||
boolean limitFps = targetfps > 0 && targetfps <= 240;
|
||||
|
||||
if(limitFps){
|
||||
lastTargetFps = targetfps;
|
||||
|
||||
if(limitFps && !changed){
|
||||
nextFrame += (1000 * 1000000) / targetfps;
|
||||
}else{
|
||||
nextFrame = Time.nanos();
|
||||
|
||||
@@ -28,6 +28,7 @@ import mindustry.net.*;
|
||||
import mindustry.service.*;
|
||||
import mindustry.ui.dialogs.*;
|
||||
import mindustry.world.*;
|
||||
import mindustry.world.blocks.storage.*;
|
||||
import mindustry.world.meta.*;
|
||||
|
||||
import java.io.*;
|
||||
@@ -105,8 +106,8 @@ public class Vars implements Loadable{
|
||||
public static final float invasionGracePeriod = 20;
|
||||
/** min armor fraction damage; e.g. 0.05 = at least 5% damage */
|
||||
public static final float minArmorDamage = 0.1f;
|
||||
/** land/launch animation duration */
|
||||
public static final float coreLandDuration = 160f;
|
||||
/** @deprecated see {@link CoreBlock#landDuration} instead! */
|
||||
public static final @Deprecated float coreLandDuration = 160f;
|
||||
/** size of tiles in units */
|
||||
public static final int tilesize = 8;
|
||||
/** size of one tile payload (^2) */
|
||||
|
||||
@@ -12,14 +12,12 @@ import mindustry.async.*;
|
||||
import mindustry.content.*;
|
||||
import mindustry.core.*;
|
||||
import mindustry.gen.*;
|
||||
import mindustry.world.blocks.environment.*;
|
||||
|
||||
public class UnitGroup{
|
||||
public Seq<Unit> units = new Seq<>();
|
||||
public int collisionLayer;
|
||||
public volatile float[] positions, originalPositions;
|
||||
public volatile boolean valid;
|
||||
public float minSpeed = 999999f;
|
||||
|
||||
public void calculateFormation(Vec2 dest, int collisionLayer){
|
||||
this.collisionLayer = collisionLayer;
|
||||
@@ -33,20 +31,15 @@ public class UnitGroup{
|
||||
cy /= units.size;
|
||||
positions = new float[units.size * 2];
|
||||
|
||||
|
||||
//all positions are relative to the center
|
||||
for(int i = 0; i < units.size; i ++){
|
||||
Unit unit = units.get(i);
|
||||
positions[i * 2] = unit.x - cx;
|
||||
positions[i * 2 + 1] = unit.y - cy;
|
||||
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
|
||||
Vars.mainExecutor.submit(() -> {
|
||||
//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;
|
||||
/** All encountered unreachable buildings of this AI. Why a sequence? Because contains() is very rarely called on it. */
|
||||
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 Vec2 lastTargetPos;
|
||||
@@ -214,7 +216,7 @@ public class CommandAI extends AIController{
|
||||
}
|
||||
|
||||
//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;
|
||||
}
|
||||
|
||||
@@ -285,7 +287,7 @@ public class CommandAI extends AIController{
|
||||
attackTarget = null;
|
||||
}
|
||||
|
||||
if(unit.isFlying() && move){
|
||||
if(unit.isFlying() && move && (attackTarget == null || !unit.within(attackTarget, unit.type.range))){
|
||||
unit.lookAt(vecMovePos);
|
||||
}else{
|
||||
faceTarget();
|
||||
@@ -351,8 +353,11 @@ public class CommandAI extends AIController{
|
||||
}
|
||||
|
||||
@Override
|
||||
public float prefSpeed(){
|
||||
return group == null ? super.prefSpeed() : Math.min(group.minSpeed, unit.speed());
|
||||
public void afterRead(Unit unit){
|
||||
if(readAttackTarget != -1){
|
||||
attackTarget = Groups.unit.getByID(readAttackTarget);
|
||||
readAttackTarget = -1;
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
|
||||
@@ -2,6 +2,8 @@ package mindustry.ai.types;
|
||||
|
||||
import arc.math.*;
|
||||
import arc.util.*;
|
||||
import mindustry.*;
|
||||
import mindustry.entities.*;
|
||||
import mindustry.entities.units.*;
|
||||
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
|
||||
public boolean retarget(){
|
||||
//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.*/
|
||||
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 */
|
||||
public Seq<Music> ambientMusic = Seq.with();
|
||||
@@ -28,6 +28,7 @@ public class SoundControl{
|
||||
|
||||
protected Music lastRandomPlayed;
|
||||
protected Interval timer = new Interval(4);
|
||||
protected long lastPlayed;
|
||||
protected @Nullable Music current;
|
||||
protected float fade;
|
||||
protected boolean silenced;
|
||||
@@ -55,6 +56,10 @@ public class SoundControl{
|
||||
}));
|
||||
|
||||
setupFilters();
|
||||
|
||||
Events.on(ResetEvent.class, e -> {
|
||||
lastPlayed = Time.millis();
|
||||
});
|
||||
}
|
||||
|
||||
protected void setupFilters(){
|
||||
@@ -146,7 +151,7 @@ public class SoundControl{
|
||||
if(state.isMenu()){
|
||||
silenced = false;
|
||||
if(ui.planet.isShown()){
|
||||
play(Musics.launch);
|
||||
play(ui.planet.state.planet.launchMusic);
|
||||
}else if(ui.editor.isShown()){
|
||||
play(Musics.editor);
|
||||
}else{
|
||||
@@ -160,9 +165,10 @@ public class SoundControl{
|
||||
silence();
|
||||
|
||||
//play music at intervals
|
||||
if(timer.get(musicInterval)){
|
||||
if(Time.timeSinceMillis(lastPlayed) > 1000 * musicInterval / 60f){
|
||||
//chance to play it per interval
|
||||
if(Mathf.chance(musicChance)){
|
||||
lastPlayed = Time.millis();
|
||||
playRandom();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1181,6 +1181,7 @@ public class Blocks{
|
||||
rotate = true;
|
||||
invertFlip = true;
|
||||
group = BlockGroup.liquids;
|
||||
itemCapacity = 0;
|
||||
|
||||
liquidCapacity = 50f;
|
||||
|
||||
@@ -1231,6 +1232,7 @@ public class Blocks{
|
||||
}});
|
||||
|
||||
researchCostMultiplier = 1.1f;
|
||||
itemCapacity = 0;
|
||||
liquidCapacity = 40f;
|
||||
consumePower(2f);
|
||||
ambientSound = Sounds.extractLoop;
|
||||
@@ -2433,6 +2435,7 @@ public class Blocks{
|
||||
itemDuration = 140f;
|
||||
ambientSound = Sounds.pulse;
|
||||
ambientSoundVolume = 0.07f;
|
||||
liquidCapacity = 60f;
|
||||
|
||||
consumePower(25f);
|
||||
consumeItem(Items.blastCompound);
|
||||
@@ -2781,6 +2784,7 @@ public class Blocks{
|
||||
ambientSoundVolume = 0.06f;
|
||||
hasLiquids = true;
|
||||
boostScale = 1f / 9f;
|
||||
itemCapacity = 0;
|
||||
outputLiquid = new LiquidStack(Liquids.water, 30f / 60f);
|
||||
consumePower(0.5f);
|
||||
liquidCapacity = 60f;
|
||||
@@ -4045,7 +4049,7 @@ public class Blocks{
|
||||
researchCostMultiplier = 0.05f;
|
||||
|
||||
coolant = consume(new ConsumeLiquid(Liquids.water, 15f / 60f));
|
||||
limitRange();
|
||||
limitRange(12f);
|
||||
}};
|
||||
|
||||
diffuse = new ItemTurret("diffuse"){{
|
||||
@@ -4104,7 +4108,7 @@ public class Blocks{
|
||||
rotateSpeed = 3f;
|
||||
|
||||
coolant = consume(new ConsumeLiquid(Liquids.water, 15f / 60f));
|
||||
limitRange();
|
||||
limitRange(16f);
|
||||
}};
|
||||
|
||||
sublimate = new ContinuousLiquidTurret("sublimate"){{
|
||||
@@ -4354,7 +4358,7 @@ public class Blocks{
|
||||
coolant = consume(new ConsumeLiquid(Liquids.water, 20f / 60f));
|
||||
coolantMultiplier = 2.5f;
|
||||
|
||||
limitRange(-5f);
|
||||
limitRange(5f);
|
||||
}};
|
||||
|
||||
afflict = new PowerTurret("afflict"){{
|
||||
@@ -4566,6 +4570,7 @@ public class Blocks{
|
||||
loopSoundVolume = 0.6f;
|
||||
deathSound = Sounds.largeExplosion;
|
||||
targetAir = false;
|
||||
targetUnderBlocks = false;
|
||||
|
||||
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"){{
|
||||
requirements(Category.units, with(Items.beryllium, 200, Items.tungsten, 100, Items.silicon, 150, Items.oxide, 40));
|
||||
regionSuffix = "-dark";
|
||||
@@ -5535,6 +5523,23 @@ public class Blocks{
|
||||
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
|
||||
primeRefabricator = new Reconstructor("prime-refabricator"){{
|
||||
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;
|
||||
warmupRate = 1000f;
|
||||
regionRotated1 = 1;
|
||||
itemCapacity = 0;
|
||||
alwaysUnlocked = true;
|
||||
ambientSound = Sounds.none;
|
||||
}};
|
||||
|
||||
|
||||
@@ -54,7 +54,7 @@ public class Liquids{
|
||||
capPuddles = false;
|
||||
spreadTarget = Liquids.water;
|
||||
moveThroughBlocks = true;
|
||||
incinerable = true;
|
||||
incinerable = false;
|
||||
blockReactive = false;
|
||||
canStayOn.addAll(water, oil, cryofluid);
|
||||
|
||||
|
||||
@@ -1318,6 +1318,7 @@ public class UnitTypes{
|
||||
|
||||
healPercent = 5.5f;
|
||||
collidesTeam = true;
|
||||
reflectable = false;
|
||||
backColor = Pal.heal;
|
||||
trailColor = Pal.heal;
|
||||
}};
|
||||
@@ -1845,6 +1846,7 @@ public class UnitTypes{
|
||||
armor = 3f;
|
||||
|
||||
buildSpeed = 1.5f;
|
||||
rotateToBuilding = false;
|
||||
|
||||
weapons.add(new RepairBeamWeapon("repair-beam-weapon-center"){{
|
||||
x = 0f;
|
||||
@@ -1935,6 +1937,7 @@ public class UnitTypes{
|
||||
abilities.add(new StatusFieldAbility(StatusEffects.overclock, 60f * 6, 60f * 6f, 60f));
|
||||
|
||||
buildSpeed = 2f;
|
||||
rotateToBuilding = false;
|
||||
|
||||
weapons.add(new Weapon("plasma-mount-weapon"){{
|
||||
|
||||
@@ -2009,6 +2012,7 @@ public class UnitTypes{
|
||||
trailScl = 2f;
|
||||
|
||||
buildSpeed = 2f;
|
||||
rotateToBuilding = false;
|
||||
|
||||
weapons.add(new RepairBeamWeapon("repair-beam-weapon-center"){{
|
||||
x = 11f;
|
||||
@@ -2150,6 +2154,7 @@ public class UnitTypes{
|
||||
trailScl = 3.2f;
|
||||
|
||||
buildSpeed = 3f;
|
||||
rotateToBuilding = false;
|
||||
|
||||
abilities.add(new EnergyFieldAbility(40f, 65f, 180f){{
|
||||
statusDuration = 60f * 6f;
|
||||
@@ -2193,6 +2198,7 @@ public class UnitTypes{
|
||||
trailScl = 3.5f;
|
||||
|
||||
buildSpeed = 3.5f;
|
||||
rotateToBuilding = false;
|
||||
|
||||
for(float mountY : new float[]{-117/4f, 50/4f}){
|
||||
for(float sign : Mathf.signs){
|
||||
@@ -3889,7 +3895,7 @@ public class UnitTypes{
|
||||
x = 43f * i / 4f;
|
||||
particles = parts;
|
||||
//visual only, the middle one does the actual suppressing
|
||||
display = active = false;
|
||||
active = false;
|
||||
}});
|
||||
}
|
||||
|
||||
@@ -4058,6 +4064,8 @@ public class UnitTypes{
|
||||
isEnemy = false;
|
||||
envDisabled = 0;
|
||||
|
||||
range = 60f;
|
||||
faceTarget = true;
|
||||
targetPriority = -2;
|
||||
lowAltitude = false;
|
||||
mineWalls = true;
|
||||
@@ -4122,8 +4130,10 @@ public class UnitTypes{
|
||||
isEnemy = false;
|
||||
envDisabled = 0;
|
||||
|
||||
range = 60f;
|
||||
targetPriority = -2;
|
||||
lowAltitude = false;
|
||||
faceTarget = true;
|
||||
mineWalls = true;
|
||||
mineFloor = false;
|
||||
mineHardnessScaling = false;
|
||||
@@ -4199,6 +4209,8 @@ public class UnitTypes{
|
||||
isEnemy = false;
|
||||
envDisabled = 0;
|
||||
|
||||
range = 65f;
|
||||
faceTarget = true;
|
||||
targetPriority = -2;
|
||||
lowAltitude = false;
|
||||
mineWalls = true;
|
||||
|
||||
@@ -17,7 +17,7 @@ public class Weathers{
|
||||
suspendParticles;
|
||||
|
||||
public static void load(){
|
||||
snow = new ParticleWeather("snow"){{
|
||||
snow = new ParticleWeather("snowing"){{
|
||||
particleRegion = "particle";
|
||||
sizeMax = 13f;
|
||||
sizeMin = 2.6f;
|
||||
|
||||
@@ -314,6 +314,14 @@ public class ContentLoader{
|
||||
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(){
|
||||
return getBy(ContentType.unitStance);
|
||||
}
|
||||
|
||||
@@ -30,6 +30,7 @@ import mindustry.net.*;
|
||||
import mindustry.type.*;
|
||||
import mindustry.ui.dialogs.*;
|
||||
import mindustry.world.*;
|
||||
import mindustry.world.blocks.storage.*;
|
||||
import mindustry.world.blocks.storage.CoreBlock.*;
|
||||
|
||||
import java.io.*;
|
||||
@@ -53,7 +54,7 @@ public class Control implements ApplicationListener, Loadable{
|
||||
|
||||
private Interval timer = new Interval(2);
|
||||
private boolean hiscore = false;
|
||||
private boolean wasPaused = false;
|
||||
private boolean wasPaused = false, backgroundPaused = false;
|
||||
private Seq<Building> toBePlaced = new Seq<>(false);
|
||||
|
||||
public Control(){
|
||||
@@ -191,43 +192,29 @@ public class Control implements ApplicationListener, Loadable{
|
||||
|
||||
Events.run(Trigger.newGame, () -> {
|
||||
var core = player.bestCore();
|
||||
|
||||
if(core == null) return;
|
||||
|
||||
camera.position.set(core);
|
||||
player.set(core);
|
||||
|
||||
float coreDelay = 0f;
|
||||
|
||||
if(!settings.getBool("skipcoreanimation") && !state.rules.pvp){
|
||||
coreDelay = coreLandDuration;
|
||||
coreDelay = core.landDuration();
|
||||
//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
|
||||
if(settings.getInt("musicvol") > 0){
|
||||
Musics.land.stop();
|
||||
Musics.land.play();
|
||||
Musics.land.setVolume(settings.getInt("musicvol") / 100f);
|
||||
//TODO what to do if another core with different music is already playing?
|
||||
Music music = core.landMusic();
|
||||
music.stop();
|
||||
music.play();
|
||||
music.setVolume(settings.getInt("musicvol") / 100f);
|
||||
}
|
||||
|
||||
app.post(() -> ui.hudfrag.showLand());
|
||||
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);
|
||||
}
|
||||
});
|
||||
renderer.showLanding(core);
|
||||
}
|
||||
|
||||
if(state.isCampaign()){
|
||||
|
||||
//don't run when hosting, that doesn't really work.
|
||||
if(state.rules.sector.planet.prebuildBase){
|
||||
toBePlaced.clear();
|
||||
@@ -332,6 +319,13 @@ public class Control implements ApplicationListener, Loadable{
|
||||
void createPlayer(){
|
||||
player = Player.create();
|
||||
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"));
|
||||
|
||||
if(mobile){
|
||||
@@ -551,6 +545,7 @@ public class Control implements ApplicationListener, Loadable{
|
||||
@Override
|
||||
public void pause(){
|
||||
if(settings.getBool("backgroundpause", true) && !net.active()){
|
||||
backgroundPaused = true;
|
||||
wasPaused = state.is(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()){
|
||||
state.set(State.playing);
|
||||
}
|
||||
backgroundPaused = false;
|
||||
}
|
||||
|
||||
@Override
|
||||
@@ -652,6 +648,10 @@ public class Control implements ApplicationListener, Loadable{
|
||||
core.items.each((i, a) -> i.unlock());
|
||||
}
|
||||
|
||||
if(backgroundPaused && settings.getBool("backgroundpause") && !net.active()){
|
||||
state.set(State.paused);
|
||||
}
|
||||
|
||||
//cannot launch while paused
|
||||
if(state.isPaused() && renderer.isCutscene()){
|
||||
state.set(State.playing);
|
||||
|
||||
@@ -1,11 +1,9 @@
|
||||
package mindustry.core;
|
||||
|
||||
import arc.*;
|
||||
import arc.struct.*;
|
||||
import arc.util.*;
|
||||
import mindustry.game.EventType.*;
|
||||
import mindustry.game.*;
|
||||
import mindustry.game.MapObjectives.*;
|
||||
import mindustry.gen.*;
|
||||
import mindustry.maps.*;
|
||||
import mindustry.type.*;
|
||||
@@ -35,7 +33,9 @@ public class GameState{
|
||||
/** Statistics for this save/game. Displayed after game over. */
|
||||
public GameStats stats = new GameStats();
|
||||
/** 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. */
|
||||
public Attributes envAttrs = new Attributes();
|
||||
/** Team data. Gets reset every new game. */
|
||||
@@ -86,11 +86,12 @@ public class GameState{
|
||||
}
|
||||
|
||||
public boolean isPaused(){
|
||||
return is(State.paused);
|
||||
return state == State.paused;
|
||||
}
|
||||
|
||||
/** @return whether there is an unpaused game in progress. */
|
||||
public boolean isPlaying(){
|
||||
return (state == State.playing) || (state == State.paused && !isPaused());
|
||||
return state == State.playing;
|
||||
}
|
||||
|
||||
/** @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
|
||||
state.rules.disableWorldProcessors = true;
|
||||
state.rules.objectives.clear();
|
||||
|
||||
Call.clearObjectives();
|
||||
|
||||
//save, just in case
|
||||
if(!headless && !net.client()){
|
||||
@@ -460,9 +461,6 @@ public class Logic implements ApplicationListener{
|
||||
|
||||
if(!state.isEditor()){
|
||||
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){
|
||||
|
||||
@@ -340,25 +340,23 @@ public class NetClient implements ApplicationListener{
|
||||
state.rules = rules;
|
||||
}
|
||||
|
||||
//NOTE: avoid using this, runs into packet/buffer size limitations
|
||||
@Remote(variants = Variant.both)
|
||||
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;
|
||||
}
|
||||
|
||||
@Remote(called = Loc.server)
|
||||
public static void objectiveCompleted(String[] flagsRemoved, String[] flagsAdded){
|
||||
state.rules.objectiveFlags.removeAll(flagsRemoved);
|
||||
state.rules.objectiveFlags.addAll(flagsAdded);
|
||||
@Remote(variants = Variant.both, called = Loc.server)
|
||||
public static void clearObjectives(){
|
||||
state.rules.objectives.clear();
|
||||
}
|
||||
|
||||
@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)
|
||||
|
||||
@@ -777,7 +777,6 @@ public class NetServer implements ApplicationListener{
|
||||
}else{
|
||||
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 -> {
|
||||
if(params instanceof Team team){
|
||||
|
||||
@@ -13,7 +13,6 @@ import arc.scene.ui.layout.*;
|
||||
import arc.struct.*;
|
||||
import arc.util.*;
|
||||
import mindustry.*;
|
||||
import mindustry.content.*;
|
||||
import mindustry.game.EventType.*;
|
||||
import mindustry.gen.*;
|
||||
import mindustry.graphics.*;
|
||||
@@ -30,11 +29,6 @@ public class Renderer implements ApplicationListener{
|
||||
/** These are global variables, for headless access. Cached. */
|
||||
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 FogRenderer fog = new FogRenderer();
|
||||
public final MinimapRenderer minimap = new MinimapRenderer();
|
||||
@@ -46,7 +40,7 @@ public class Renderer implements ApplicationListener{
|
||||
public @Nullable Bloom bloom;
|
||||
public @Nullable FrameBuffer backgroundBuffer;
|
||||
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;
|
||||
/** minZoom = zooming out, maxZoom = zooming in */
|
||||
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[][] fluidFrames;
|
||||
|
||||
//currently landing core, null if there are no cores or it has finished landing.
|
||||
private @Nullable CoreBuild landCore;
|
||||
private @Nullable CoreBlock launchCoreType;
|
||||
private Color clearColor = new Color(0f, 0f, 0f, 1f);
|
||||
private float
|
||||
//seed for cloud visuals, 0-1
|
||||
cloudSeed = 0f,
|
||||
//target camera scale that is lerp-ed to
|
||||
targetscale = Scl.scl(4),
|
||||
//current actual camera scale
|
||||
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.
|
||||
landTime,
|
||||
//timer for core landing particles
|
||||
@@ -113,10 +104,6 @@ public class Renderer implements ApplicationListener{
|
||||
setupBloom();
|
||||
}
|
||||
|
||||
Events.run(Trigger.newGame, () -> {
|
||||
landCore = player.bestCore();
|
||||
});
|
||||
|
||||
EnvRenderers.init();
|
||||
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);
|
||||
@@ -181,31 +168,26 @@ public class Renderer implements ApplicationListener{
|
||||
enableEffects = settings.getBool("effects");
|
||||
drawDisplays = !settings.getBool("hidedisplays");
|
||||
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(!state.isPaused()){
|
||||
CoreBuild build = landCore == null ? player.bestCore() : landCore;
|
||||
if(build != null){
|
||||
build.updateLandParticles();
|
||||
}
|
||||
}
|
||||
if(!state.isPaused()) landCore.updateLaunching();
|
||||
|
||||
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;
|
||||
camerascale = landCore.zoomLaunching();
|
||||
|
||||
//snap camera to cutscene core regardless of player input
|
||||
if(landCore != null){
|
||||
camera.position.set(landCore);
|
||||
}
|
||||
if(!state.isPaused()) landTime -= Time.delta;
|
||||
}else{
|
||||
weatherAlpha = Mathf.lerpDelta(weatherAlpha, 1f, 0.08f);
|
||||
}
|
||||
|
||||
if(landCore != null && landTime <= 0f){
|
||||
landCore.endLaunch();
|
||||
landCore = null;
|
||||
}
|
||||
|
||||
camera.width = graphics.getWidth() / camerascale;
|
||||
camera.height = graphics.getHeight() / camerascale;
|
||||
|
||||
@@ -227,7 +209,7 @@ public class Renderer implements ApplicationListener{
|
||||
shakeIntensity = 0f;
|
||||
}
|
||||
|
||||
if(pixelator.enabled()){
|
||||
if(renderer.pixelate){
|
||||
pixelator.drawPixelate();
|
||||
}else{
|
||||
draw();
|
||||
@@ -303,7 +285,7 @@ public class Renderer implements ApplicationListener{
|
||||
graphics.clear(clearColor);
|
||||
Draw.reset();
|
||||
|
||||
if(Core.settings.getBool("animatedwater") || animateShields){
|
||||
if(settings.getBool("animatedwater") || animateShields){
|
||||
effectBuffer.resize(graphics.getWidth(), graphics.getHeight());
|
||||
}
|
||||
|
||||
@@ -318,7 +300,7 @@ public class Renderer implements ApplicationListener{
|
||||
Events.fire(Trigger.draw);
|
||||
MapPreviewLoader.checkPreviews();
|
||||
|
||||
if(pixelator.enabled()){
|
||||
if(renderer.pixelate){
|
||||
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);
|
||||
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);
|
||||
blocks.drawBlocks();
|
||||
@@ -461,61 +465,6 @@ public class Renderer implements ApplicationListener{
|
||||
if(state.rules.customBackgroundCallback != null && customBackgrounds.containsKey(state.rules.customBackgroundCallback)){
|
||||
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){
|
||||
@@ -560,6 +509,13 @@ public class Renderer implements ApplicationListener{
|
||||
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(){
|
||||
return landPTimer;
|
||||
}
|
||||
@@ -568,25 +524,37 @@ public class Renderer implements ApplicationListener{
|
||||
this.landPTimer = landPTimer;
|
||||
}
|
||||
|
||||
@Deprecated
|
||||
public void showLanding(){
|
||||
launching = false;
|
||||
camerascale = minZoomScl;
|
||||
landTime = coreLandDuration;
|
||||
cloudSeed = Mathf.random(1f);
|
||||
var core = player.bestCore();
|
||||
if(core != null) showLanding(core);
|
||||
}
|
||||
|
||||
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){
|
||||
Vars.ui.hudfrag.showLaunch();
|
||||
Vars.control.input.config.hideConfig();
|
||||
Vars.control.input.inv.hide();
|
||||
launchCoreType = coreType;
|
||||
var core = player.team().core();
|
||||
if(core != null) showLaunch(core, coreType);
|
||||
}
|
||||
|
||||
public void showLaunch(CoreBuild landCore, CoreBlock coreType){
|
||||
control.input.config.hideConfig();
|
||||
control.input.inv.hide();
|
||||
|
||||
this.landCore = landCore;
|
||||
launching = true;
|
||||
landCore = player.team().core();
|
||||
cloudSeed = Mathf.random(1f);
|
||||
landTime = coreLandDuration;
|
||||
if(landCore != null){
|
||||
Fx.coreLaunchConstruct.at(landCore.x, landCore.y, coreType.size);
|
||||
}
|
||||
landTime = landCore.landDuration();
|
||||
launchCoreType = coreType;
|
||||
|
||||
landCore.beginLaunch(coreType);
|
||||
}
|
||||
|
||||
public void takeMapScreenshot(){
|
||||
@@ -628,7 +596,7 @@ public class Renderer implements ApplicationListener{
|
||||
Fi file = screenshotDirectory.child("screenshot-" + Time.millis() + ".png");
|
||||
PixmapIO.writePng(file, fullPixmap);
|
||||
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
|
||||
public void loadSync(){
|
||||
loadColors();
|
||||
|
||||
Fonts.outline.getData().markupEnabled = true;
|
||||
Fonts.def.getData().markupEnabled = true;
|
||||
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){
|
||||
if(mobile){
|
||||
var description = text;
|
||||
var description = (text.startsWith("@") ? Core.bundle.get(text.substring(1)) : text);
|
||||
var empty = allowEmpty;
|
||||
Core.input.getTextInput(new TextInput(){{
|
||||
this.title = (titleText.startsWith("@") ? Core.bundle.get(titleText.substring(1)) : titleText);
|
||||
|
||||
@@ -43,6 +43,8 @@ public abstract class UnlockableContent extends MappableContent{
|
||||
public TextureRegion uiIcon;
|
||||
/** Icon of the full content. Unscaled.*/
|
||||
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. */
|
||||
public @Nullable TechNode techNode;
|
||||
/** Tech nodes for all trees that this content is part of. */
|
||||
@@ -62,11 +64,12 @@ public abstract class UnlockableContent extends MappableContent{
|
||||
@Override
|
||||
public void loadIcon(){
|
||||
fullIcon =
|
||||
Core.atlas.find(fullOverride,
|
||||
Core.atlas.find(getContentType().name() + "-" + name + "-full",
|
||||
Core.atlas.find(name + "-full",
|
||||
Core.atlas.find(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);
|
||||
}
|
||||
@@ -115,6 +118,7 @@ public abstract class UnlockableContent extends MappableContent{
|
||||
var result = Pixmaps.outline(base, outlineColor, outlineRadius);
|
||||
Drawf.checkBleed(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);
|
||||
Drawf.checkBleed(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++){
|
||||
Tile tile = tiles.geti(i);
|
||||
var build = tile.build;
|
||||
if(build != null){
|
||||
if(build != null && tile.isCenter()){
|
||||
builds.add(build);
|
||||
}
|
||||
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)){
|
||||
tiles.set(x, y, previous.getn(px, py));
|
||||
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.y = (short)y;
|
||||
|
||||
@@ -309,9 +317,12 @@ public class MapEditor{
|
||||
tile.build.y = y * tilesize + tile.block().offset;
|
||||
|
||||
//shift links to account for map resize
|
||||
Object config = tile.build.config();
|
||||
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){
|
||||
tile.build.configureAny(out);
|
||||
}
|
||||
|
||||
@@ -24,6 +24,7 @@ import mindustry.gen.*;
|
||||
import mindustry.graphics.*;
|
||||
import mindustry.io.*;
|
||||
import mindustry.maps.*;
|
||||
import mindustry.type.*;
|
||||
import mindustry.ui.*;
|
||||
import mindustry.ui.dialogs.*;
|
||||
import mindustry.world.*;
|
||||
|
||||
@@ -7,6 +7,7 @@ import mindustry.game.*;
|
||||
import mindustry.gen.*;
|
||||
import mindustry.io.*;
|
||||
import mindustry.maps.filters.*;
|
||||
import mindustry.type.*;
|
||||
import mindustry.ui.*;
|
||||
import mindustry.ui.dialogs.*;
|
||||
|
||||
@@ -17,6 +18,7 @@ public class MapInfoDialog extends BaseDialog{
|
||||
private final MapGenerateDialog generate;
|
||||
private final CustomRulesDialog ruleInfo = new CustomRulesDialog();
|
||||
private final MapObjectivesDialog objectives = new MapObjectivesDialog();
|
||||
private final MapLocalesDialog locales = new MapLocalesDialog();
|
||||
|
||||
public MapInfoDialog(){
|
||||
super("@editor.mapinfo");
|
||||
@@ -94,6 +96,19 @@ public class MapInfoDialog extends BaseDialog{
|
||||
});
|
||||
hide();
|
||||
}).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();
|
||||
|
||||
name.change();
|
||||
|
||||
@@ -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();
|
||||
}});
|
||||
|
||||
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.
|
||||
for(var obj : MapObjectives.allObjectiveTypes) setInterpreter(obj.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.add, Styles.emptyi, () -> getProvider(type.element.raw).get(type.element, res -> {
|
||||
arr.add(res);
|
||||
rebuild[0].run();
|
||||
})).fill();
|
||||
if(!field.isAnnotationPresent(Immutable.class)) {
|
||||
t.button(Icon.add, Styles.emptyi, () -> getProvider(type.element.raw).get(type.element, res -> {
|
||||
arr.add(res);
|
||||
rebuild[0].run();
|
||||
})).fill();
|
||||
}
|
||||
}).growX().height(46f).pad(0f, -10f, 0f, -10f).get();
|
||||
|
||||
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(
|
||||
t, "", new TypeInfo(arr.get(index).getClass()),
|
||||
field, () -> {
|
||||
field, field == null || !field.isAnnotationPresent(Immutable.class) ? () -> {
|
||||
arr.remove(index);
|
||||
rebuild[0].run();
|
||||
}, field == null || !field.isAnnotationPresent(Unordered.class) ? in -> {
|
||||
} : null, field == null || !field.isAnnotationPresent(Unordered.class) ? in -> {
|
||||
if(in && index > 0){
|
||||
arr.swap(index, index - 1);
|
||||
rebuild[0].run();
|
||||
|
||||
@@ -293,7 +293,6 @@ public class Damage{
|
||||
collided.each(c -> {
|
||||
if(hitter.damage > 0 && (pierceCap <= 0 || collideCount[0] < pierceCap)){
|
||||
if(c.target instanceof Unit u){
|
||||
effect.at(c.x, c.y);
|
||||
u.collision(hitter, c.x, c.y);
|
||||
hitter.collision(u, c.x, c.y);
|
||||
collideCount[0]++;
|
||||
@@ -344,7 +343,6 @@ public class Damage{
|
||||
|
||||
Units.nearbyEnemies(team, rect.setCentered(x, y, 1f), u -> {
|
||||
if(u.checkTarget(hitter.type.collidesAir, hitter.type.collidesGround) && u.hittable()){
|
||||
effect.at(x, y);
|
||||
u.collision(hitter, x, y);
|
||||
hitter.collision(u, x, y);
|
||||
}
|
||||
|
||||
@@ -1,8 +1,6 @@
|
||||
package mindustry.entities;
|
||||
|
||||
import arc.*;
|
||||
import arc.math.geom.*;
|
||||
import arc.struct.*;
|
||||
import arc.util.*;
|
||||
import mindustry.content.*;
|
||||
import mindustry.game.EventType.*;
|
||||
@@ -14,13 +12,12 @@ import static mindustry.Vars.*;
|
||||
|
||||
public class Fires{
|
||||
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. */
|
||||
public static void create(Tile tile){
|
||||
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){
|
||||
fire = Fire.create();
|
||||
@@ -28,48 +25,58 @@ public class Fires{
|
||||
fire.lifetime = baseLifetime;
|
||||
fire.set(tile.worldx(), tile.worldy());
|
||||
fire.add();
|
||||
map.put(tile.pos(), fire);
|
||||
set(tile, fire);
|
||||
}else{
|
||||
fire.lifetime = baseLifetime;
|
||||
fire.time = 0f;
|
||||
}
|
||||
}
|
||||
|
||||
public static Fire get(int x, int y){
|
||||
return map.get(Point2.pack(x, y));
|
||||
public static @Nullable Fire get(Tile tile){
|
||||
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){
|
||||
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;
|
||||
}
|
||||
Fire fire = map.get(Point2.pack(x, y));
|
||||
return fire.isAdded() && fire.fin() < 1f && fire.tile() != null && fire.tile().x == x && fire.tile().y == y;
|
||||
Fire fire = get(x, 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.
|
||||
*/
|
||||
public static void extinguish(Tile tile, float intensity){
|
||||
if(tile != null && map.containsKey(tile.pos())){
|
||||
Fire fire = map.get(tile.pos());
|
||||
fire.time(fire.time + intensity * Time.delta);
|
||||
Fx.steam.at(fire);
|
||||
if(fire.time >= fire.lifetime){
|
||||
Events.fire(Trigger.fireExtinguish);
|
||||
if(tile != null){
|
||||
Fire fire = get(tile);
|
||||
if(fire != null){
|
||||
fire.time(fire.time + intensity * Time.delta);
|
||||
Fx.steam.at(fire);
|
||||
if(fire.time >= fire.lifetime){
|
||||
Events.fire(Trigger.fireExtinguish);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static void remove(Tile tile){
|
||||
if(tile != null){
|
||||
map.remove(tile.pos());
|
||||
set(tile, null);
|
||||
}
|
||||
}
|
||||
|
||||
public static void register(Fire fire){
|
||||
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. */
|
||||
public static Puddle get(Tile tile){
|
||||
return world.tiles.puddle(tile.array());
|
||||
public static @Nullable Puddle get(Tile tile){
|
||||
return tile == null ? null : world.tiles.getPuddle(tile.array());
|
||||
}
|
||||
|
||||
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.tile = tile;
|
||||
puddle.liquid = liquid;
|
||||
puddle.amount = amount;
|
||||
puddle.amount = Math.min(amount, maxLiquid);
|
||||
puddle.set(ax, ay);
|
||||
register(puddle);
|
||||
puddle.add();
|
||||
|
||||
@@ -192,8 +192,18 @@ public class Units{
|
||||
|
||||
/** Returns the nearest enemy tile in a range. */
|
||||
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(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);
|
||||
}
|
||||
|
||||
@@ -214,7 +224,10 @@ public class Units{
|
||||
}
|
||||
});
|
||||
|
||||
return buildResult;
|
||||
var result = buildResult;
|
||||
buildResult = null;
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
/** Iterates through all buildings in a range. */
|
||||
@@ -240,7 +253,7 @@ public class Units{
|
||||
if(unit != null){
|
||||
return unit;
|
||||
}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){
|
||||
return unit;
|
||||
}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.*;
|
||||
|
||||
public abstract class Ability implements Cloneable{
|
||||
protected static final float descriptionWidth = 350f;
|
||||
/** If false, this ability does not show in unit stats. */
|
||||
public boolean display = true;
|
||||
//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 init(UnitType type){}
|
||||
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(){
|
||||
try{
|
||||
@@ -29,7 +39,11 @@ public abstract class Ability implements Cloneable{
|
||||
|
||||
/** @return localized ability name; mods should override this. */
|
||||
public String localized(){
|
||||
return Core.bundle.get(getBundle());
|
||||
}
|
||||
|
||||
public String getBundle(){
|
||||
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.g2d.*;
|
||||
import arc.math.*;
|
||||
import arc.scene.ui.layout.Table;
|
||||
import arc.scene.ui.layout.*;
|
||||
import arc.util.*;
|
||||
import mindustry.gen.*;
|
||||
import mindustry.graphics.*;
|
||||
import mindustry.world.meta.*;
|
||||
|
||||
public class ArmorPlateAbility extends Ability{
|
||||
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 z = Layer.effect;
|
||||
|
||||
protected float warmup;
|
||||
|
||||
@@ -29,29 +38,45 @@ public class ArmorPlateAbility extends Ability{
|
||||
|
||||
@Override
|
||||
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
|
||||
public void draw(Unit unit){
|
||||
if(!drawPlate && !drawShine) return;
|
||||
|
||||
if(warmup > 0.001f){
|
||||
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, () -> {
|
||||
Shaders.armor.region = plateRegion;
|
||||
Shaders.armor.progress = warmup;
|
||||
Shaders.armor.time = -Time.time / 20f;
|
||||
float pz = Draw.z();
|
||||
if(z > 0) Draw.z(z);
|
||||
|
||||
Draw.rect(Shaders.armor.region, unit.x, unit.y, unit.rotation - 90f);
|
||||
Draw.color(color);
|
||||
Draw.shader(Shaders.armor);
|
||||
Draw.rect(Shaders.armor.region, unit.x, unit.y, unit.rotation - 90f);
|
||||
Draw.shader();
|
||||
if(drawPlate){
|
||||
Draw.alpha(warmup);
|
||||
Draw.rect(plateRegion, unit.x, unit.y, unit.rotation - 90f);
|
||||
Draw.alpha(1f);
|
||||
}
|
||||
|
||||
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.graphics.*;
|
||||
import mindustry.type.*;
|
||||
import mindustry.world.meta.*;
|
||||
|
||||
import static mindustry.Vars.*;
|
||||
|
||||
@@ -53,23 +52,29 @@ public class EnergyFieldAbility extends Ability{
|
||||
|
||||
@Override
|
||||
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.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){
|
||||
t.row();
|
||||
t.add(Core.bundle.format("bullet.healpercent", Strings.autoFixed(healPercent, 2)));
|
||||
t.row();
|
||||
t.add(Core.bundle.format("ability.energyfield.sametypehealmultiplier", Math.round(sameTypeHealMult * 100f)));
|
||||
}
|
||||
if(status != StatusEffects.none){
|
||||
t.row();
|
||||
t.add(status.emoji() + " " + status.localizedName);
|
||||
t.add(abilityStat("sametypehealmultiplier", (sameTypeHealMult < 1f ? "[negstat]" : "") + Strings.autoFixed(sameTypeHealMult * 100f, 2)));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
package mindustry.entities.abilities;
|
||||
|
||||
import arc.*;
|
||||
import arc.func.*;
|
||||
import arc.graphics.*;
|
||||
import arc.graphics.g2d.*;
|
||||
@@ -12,7 +13,6 @@ import mindustry.content.*;
|
||||
import mindustry.gen.*;
|
||||
import mindustry.graphics.*;
|
||||
import mindustry.ui.*;
|
||||
import mindustry.world.meta.*;
|
||||
|
||||
import static mindustry.Vars.*;
|
||||
|
||||
@@ -73,14 +73,14 @@ public class ForceFieldAbility extends Ability{
|
||||
|
||||
@Override
|
||||
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.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.add("[lightgray]" + Stat.repairSpeed.localized() + ": [white]" + Strings.autoFixed(regen * 60f, 2) + StatUnit.perSecond.localized());
|
||||
t.row();
|
||||
t.add("[lightgray]" + Stat.cooldownTime.localized() + ": [white]" + Strings.autoFixed(cooldown / 60f, 2) + " " + StatUnit.seconds.localized());
|
||||
t.add(abilityStat("repairspeed", Strings.autoFixed(regen * 60f, 2)));
|
||||
t.row();
|
||||
t.add(abilityStat("cooldown", Strings.autoFixed(cooldown / 60f, 2)));
|
||||
}
|
||||
|
||||
@Override
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
package mindustry.entities.abilities;
|
||||
|
||||
import arc.math.*;
|
||||
import arc.scene.ui.layout.*;
|
||||
import arc.util.noise.*;
|
||||
import mindustry.content.*;
|
||||
import mindustry.entities.*;
|
||||
@@ -16,6 +17,12 @@ public class LiquidExplodeAbility extends Ability{
|
||||
public float radAmountScale = 5f, radScale = 1f;
|
||||
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
|
||||
public void death(Unit unit){
|
||||
//TODO what if noise is radial, so it looks like a splat?
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
package mindustry.entities.abilities;
|
||||
|
||||
import arc.math.*;
|
||||
import arc.scene.ui.layout.*;
|
||||
import arc.util.*;
|
||||
import mindustry.content.*;
|
||||
import mindustry.entities.*;
|
||||
@@ -17,6 +18,14 @@ public class LiquidRegenAbility extends Ability{
|
||||
public float slurpEffectChance = 0.4f;
|
||||
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
|
||||
public void update(Unit unit){
|
||||
//TODO timer?
|
||||
|
||||
@@ -5,12 +5,15 @@ import arc.audio.*;
|
||||
import arc.graphics.*;
|
||||
import arc.graphics.g2d.*;
|
||||
import arc.math.*;
|
||||
import arc.scene.ui.layout.*;
|
||||
import arc.util.*;
|
||||
import mindustry.content.*;
|
||||
import mindustry.entities.*;
|
||||
import mindustry.entities.bullet.*;
|
||||
import mindustry.gen.*;
|
||||
|
||||
import static mindustry.Vars.*;
|
||||
|
||||
public class MoveLightningAbility extends Ability{
|
||||
/** Lightning damage */
|
||||
public float damage = 35f;
|
||||
@@ -64,6 +67,14 @@ public class MoveLightningAbility extends Ability{
|
||||
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
|
||||
public void update(Unit unit){
|
||||
float scl = Mathf.clamp((unit.vel().len() - minSpeed) / (maxSpeed - minSpeed));
|
||||
|
||||
@@ -1,10 +1,8 @@
|
||||
package mindustry.entities.abilities;
|
||||
|
||||
import arc.Core;
|
||||
import arc.scene.ui.layout.*;
|
||||
import arc.util.*;
|
||||
import mindustry.gen.*;
|
||||
import mindustry.world.meta.*;
|
||||
|
||||
public class RegenAbility extends Ability{
|
||||
/** Amount healed as percent per tick. */
|
||||
@@ -14,13 +12,16 @@ public class RegenAbility extends Ability{
|
||||
|
||||
@Override
|
||||
public void addStats(Table t){
|
||||
if(amount > 0.01f){
|
||||
t.add("[lightgray]" + Stat.repairSpeed.localized() + ": [white]" + Strings.autoFixed(amount * 60f, 2) + StatUnit.perSecond.localized());
|
||||
t.row();
|
||||
}
|
||||
super.addStats(t);
|
||||
|
||||
if(percentAmount > 0.01f){
|
||||
t.add(Core.bundle.format("bullet.healpercent", Strings.autoFixed(percentAmount * 60f, 2)) + StatUnit.perSecond.localized()); //stupid but works
|
||||
boolean flat = amount >= 0.001f;
|
||||
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;
|
||||
|
||||
import arc.*;
|
||||
import arc.scene.ui.layout.*;
|
||||
import arc.util.*;
|
||||
import mindustry.content.*;
|
||||
import mindustry.entities.*;
|
||||
import mindustry.gen.*;
|
||||
import mindustry.world.meta.*;
|
||||
|
||||
import static mindustry.Vars.tilesize;
|
||||
import static mindustry.Vars.*;
|
||||
|
||||
public class RepairFieldAbility extends Ability{
|
||||
public float amount = 1, reload = 100, range = 60;
|
||||
@@ -28,9 +28,10 @@ public class RepairFieldAbility extends Ability{
|
||||
|
||||
@Override
|
||||
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.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
|
||||
|
||||
@@ -13,7 +13,6 @@ import mindustry.gen.*;
|
||||
import mindustry.graphics.*;
|
||||
import mindustry.type.*;
|
||||
import mindustry.ui.*;
|
||||
import mindustry.world.meta.*;
|
||||
|
||||
public class ShieldArcAbility extends Ability{
|
||||
private static Unit paramUnit;
|
||||
@@ -69,12 +68,12 @@ public class ShieldArcAbility extends Ability{
|
||||
|
||||
@Override
|
||||
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.add("[lightgray]" + Stat.repairSpeed.localized() + ": [white]" + Strings.autoFixed(regen * 60f, 2) + StatUnit.perSecond.localized());
|
||||
t.row();
|
||||
t.add("[lightgray]" + Stat.cooldownTime.localized() + ": [white]" + Strings.autoFixed(cooldown / 60f, 2) + " " + StatUnit.seconds.localized());
|
||||
t.add(abilityStat("repairspeed", Strings.autoFixed(regen * 60f, 2)));
|
||||
t.row();
|
||||
t.add(abilityStat("cooldown", Strings.autoFixed(cooldown / 60f, 2)));
|
||||
}
|
||||
|
||||
@Override
|
||||
|
||||
@@ -1,14 +1,13 @@
|
||||
package mindustry.entities.abilities;
|
||||
|
||||
import arc.Core;
|
||||
import arc.*;
|
||||
import arc.scene.ui.layout.*;
|
||||
import arc.util.*;
|
||||
import mindustry.content.*;
|
||||
import mindustry.entities.*;
|
||||
import mindustry.gen.*;
|
||||
import mindustry.world.meta.*;
|
||||
|
||||
import static mindustry.Vars.tilesize;
|
||||
import static mindustry.Vars.*;
|
||||
|
||||
public class ShieldRegenFieldAbility extends Ability{
|
||||
public float amount = 1, max = 100f, reload = 100, range = 60;
|
||||
@@ -30,12 +29,12 @@ public class ShieldRegenFieldAbility extends Ability{
|
||||
|
||||
@Override
|
||||
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.add("[lightgray]" + Stat.shootRange.localized() + ": [white]" + Strings.autoFixed(range / tilesize, 2) + " " + StatUnit.blocks.localized());
|
||||
t.row();
|
||||
t.add("[lightgray]" + Stat.reload.localized() + ": [white]" + Strings.autoFixed(60f / reload, 2) + " " + StatUnit.perSecond.localized());
|
||||
t.add(abilityStat("firingrate", Strings.autoFixed(60f / reload, 2)));
|
||||
t.row();
|
||||
t.add(abilityStat("shield", Strings.autoFixed(max, 2)));
|
||||
}
|
||||
|
||||
@Override
|
||||
|
||||
@@ -27,7 +27,8 @@ public class SpawnDeathAbility extends Ability{
|
||||
|
||||
@Override
|
||||
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
|
||||
|
||||
@@ -1,15 +1,15 @@
|
||||
package mindustry.entities.abilities;
|
||||
|
||||
import arc.*;
|
||||
import arc.math.*;
|
||||
import arc.scene.ui.layout.Table;
|
||||
import arc.scene.ui.layout.*;
|
||||
import arc.util.*;
|
||||
import mindustry.content.*;
|
||||
import mindustry.entities.*;
|
||||
import mindustry.gen.*;
|
||||
import mindustry.type.*;
|
||||
import mindustry.world.meta.*;
|
||||
|
||||
import static mindustry.Vars.tilesize;
|
||||
import static mindustry.Vars.*;
|
||||
|
||||
public class StatusFieldAbility extends Ability{
|
||||
public StatusEffect effect;
|
||||
@@ -33,11 +33,12 @@ public class StatusFieldAbility extends Ability{
|
||||
|
||||
@Override
|
||||
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.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(effect.emoji() + " " + effect.localizedName);
|
||||
t.add((effect.hasEmoji() ? effect.emoji() : "") + "[stat]" + effect.localizedName);
|
||||
}
|
||||
|
||||
@Override
|
||||
|
||||
@@ -1,12 +1,17 @@
|
||||
package mindustry.entities.abilities;
|
||||
|
||||
import arc.*;
|
||||
import arc.graphics.*;
|
||||
import arc.graphics.g2d.*;
|
||||
import arc.math.*;
|
||||
import arc.scene.ui.layout.*;
|
||||
import arc.util.*;
|
||||
import mindustry.entities.*;
|
||||
import mindustry.gen.*;
|
||||
import mindustry.graphics.*;
|
||||
import mindustry.type.*;
|
||||
|
||||
import static mindustry.Vars.*;
|
||||
|
||||
public class SuppressionFieldAbility extends Ability{
|
||||
protected static Rand rand = new Rand();
|
||||
@@ -33,6 +38,19 @@ public class SuppressionFieldAbility extends Ability{
|
||||
|
||||
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
|
||||
public void update(Unit unit){
|
||||
if(!active) return;
|
||||
|
||||
@@ -12,7 +12,6 @@ import mindustry.game.EventType.*;
|
||||
import mindustry.gen.*;
|
||||
import mindustry.graphics.*;
|
||||
import mindustry.type.*;
|
||||
import mindustry.world.meta.*;
|
||||
|
||||
import static mindustry.Vars.*;
|
||||
|
||||
@@ -36,9 +35,10 @@ public class UnitSpawnAbility extends Ability{
|
||||
|
||||
@Override
|
||||
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.add(unit.emoji() + " " + unit.localizedName);
|
||||
t.add((unit.hasEmoji() ? unit.emoji() : "") + "[stat]" + unit.localizedName);
|
||||
}
|
||||
|
||||
@Override
|
||||
|
||||
@@ -174,6 +174,10 @@ public class BulletType extends Content implements Cloneable{
|
||||
public float fragVelocityMin = 0.2f, fragVelocityMax = 1f;
|
||||
/** Random range of frag lifetime as a multiplier. */
|
||||
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. */
|
||||
public @Nullable BulletType intervalBullet;
|
||||
@@ -387,14 +391,14 @@ public class BulletType extends Content implements Cloneable{
|
||||
|
||||
if(entity instanceof Healthc h){
|
||||
float damage = b.damage;
|
||||
float shield = entity instanceof Shieldc s ? Math.max(s.shield(), 0f) : 0f;
|
||||
if(maxDamageFraction > 0){
|
||||
float cap = h.maxHealth() * maxDamageFraction;
|
||||
if(entity instanceof Shieldc s){
|
||||
cap += Math.max(s.shield(), 0f);
|
||||
}
|
||||
float cap = h.maxHealth() * maxDamageFraction + shield;
|
||||
damage = Math.min(damage, cap);
|
||||
//cap health to effective health for handlePierce to handle it properly
|
||||
health = Math.min(health, cap);
|
||||
}else{
|
||||
health += shield;
|
||||
}
|
||||
if(pierceArmor){
|
||||
h.damagePierce(damage);
|
||||
@@ -507,12 +511,13 @@ public class BulletType extends Content implements Cloneable{
|
||||
}
|
||||
|
||||
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++){
|
||||
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);
|
||||
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;
|
||||
hitColor = colors[1].cpy().a(1f);
|
||||
lightColor = hitColor;
|
||||
lightOpacity = 0.7f;
|
||||
laserAbsorb = false;
|
||||
ammoMultiplier = 1f;
|
||||
pierceArmor = true;
|
||||
@@ -87,7 +88,7 @@ public class ContinuousFlameBulletType extends ContinuousBulletType{
|
||||
}
|
||||
|
||||
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();
|
||||
}
|
||||
|
||||
|
||||
@@ -43,8 +43,6 @@ public class RailBulletType extends BulletType{
|
||||
|
||||
if(b.damage > 0){
|
||||
pierceEffect.at(x, y, b.rotation());
|
||||
|
||||
hitEffect.at(x, y);
|
||||
}
|
||||
|
||||
//subtract health from each consecutive pierce
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user