Automatic bundle update

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2022-06-19 14:58:55 +00:00
parent 625f7e9936
commit 3137ec09e3
33 changed files with 462 additions and 0 deletions

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@@ -1744,6 +1744,20 @@ laccess.dead = Whether a unit/building is dead or no longer valid.
laccess.controlled = Returns:\n[accent]@ctrlProcessor[] if unit controller is processor\n[accent]@ctrlPlayer[] if unit/building controller is player\n[accent]@ctrlFormation[] if unit is in formation\nOtherwise, 0. laccess.controlled = Returns:\n[accent]@ctrlProcessor[] if unit controller is processor\n[accent]@ctrlPlayer[] if unit/building controller is player\n[accent]@ctrlFormation[] if unit is in formation\nOtherwise, 0.
laccess.progress = Action progress, 0 to 1.\nReturns production, turret reload or construction progress. laccess.progress = Action progress, 0 to 1.\nReturns production, turret reload or construction progress.
lacess.speed = Top speed of a unit, in tiles/sec. lacess.speed = Top speed of a unit, in tiles/sec.
lcategory.unknown = Unknown
lcategory.unknown.description = Uncategorized instructions.
lcategory.io = Input & Output
lcategory.io.description = Modify contents of memory blocks and processor buffers.
lcategory.block = Block Control
lcategory.block.description = Interact with blocks.
lcategory.operation = Operations
lcategory.operation.description = Logical operations.
lcategory.control = Flow Control
lcategory.control.description = Manage execution order.
lcategory.unit = Unit Control
lcategory.unit.description = Give units commands.
lcategory.world = World
lcategory.world.description = Control how the world behaves.
graphicstype.clear = Fill the display with a color. graphicstype.clear = Fill the display with a color.
graphicstype.color = Set color for next drawing operations. graphicstype.color = Set color for next drawing operations.
graphicstype.col = Equivalent to color, but packed.\nPacked colors are written as hex codes with a [accent]%[] prefix.\nExample: [accent]%ff0000[] would be red. graphicstype.col = Equivalent to color, but packed.\nPacked colors are written as hex codes with a [accent]%[] prefix.\nExample: [accent]%ff0000[] would be red.

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@@ -1760,6 +1760,20 @@ laccess.dead = Дали дадена единица/сграда е била у
laccess.controlled = Връща:\n[accent]@ctrlProcessor[] ако единицата е контролирана от процесор\n[accent]@ctrlPlayer[] ако единицата/сградата е контролирана от играч\n[accent]@ctrlFormation[] ако единицата участва във формация\nИначе, връща 0. laccess.controlled = Връща:\n[accent]@ctrlProcessor[] ако единицата е контролирана от процесор\n[accent]@ctrlPlayer[] ако единицата/сградата е контролирана от играч\n[accent]@ctrlFormation[] ако единицата участва във формация\nИначе, връща 0.
laccess.progress = Action progress, 0 to 1.\nReturns production, turret reload or construction progress. laccess.progress = Action progress, 0 to 1.\nReturns production, turret reload or construction progress.
lacess.speed = Top speed of a unit, in tiles/sec. lacess.speed = Top speed of a unit, in tiles/sec.
lcategory.unknown = Unknown
lcategory.unknown.description = Uncategorized instructions.
lcategory.io = Input & Output
lcategory.io.description = Modify contents of memory blocks and processor buffers.
lcategory.block = Block Control
lcategory.block.description = Interact with blocks.
lcategory.operation = Operations
lcategory.operation.description = Logical operations.
lcategory.control = Flow Control
lcategory.control.description = Manage execution order.
lcategory.unit = Unit Control
lcategory.unit.description = Give units commands.
lcategory.world = World
lcategory.world.description = Control how the world behaves.
graphicstype.clear = Запълва с цвятr. graphicstype.clear = Запълва с цвятr.
graphicstype.color = Задава цвят за следващи операции. graphicstype.color = Задава цвят за следващи операции.

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@@ -1765,6 +1765,20 @@ laccess.dead = Zda jednotka/budova je mrtvá/zničená nebo již neplatná.
laccess.controlled = Vrací:\n[accent]@ctrlProcessor[] pokud kontroler jednotky je procesor\n[accent]@ctrlPlayer[] pokud kontroloer jednotky/budovy je hráč\n[accent]@ctrlFormation[] pokud jednotka je ve formaci\nJiank, 0. laccess.controlled = Vrací:\n[accent]@ctrlProcessor[] pokud kontroler jednotky je procesor\n[accent]@ctrlPlayer[] pokud kontroloer jednotky/budovy je hráč\n[accent]@ctrlFormation[] pokud jednotka je ve formaci\nJiank, 0.
laccess.progress = Průběh akce, 0 do 1.\nVrací průběh výroby, přebití věže nebo stavby. laccess.progress = Průběh akce, 0 do 1.\nVrací průběh výroby, přebití věže nebo stavby.
lacess.speed = Top speed of a unit, in tiles/sec. lacess.speed = Top speed of a unit, in tiles/sec.
lcategory.unknown = Unknown
lcategory.unknown.description = Uncategorized instructions.
lcategory.io = Input & Output
lcategory.io.description = Modify contents of memory blocks and processor buffers.
lcategory.block = Block Control
lcategory.block.description = Interact with blocks.
lcategory.operation = Operations
lcategory.operation.description = Logical operations.
lcategory.control = Flow Control
lcategory.control.description = Manage execution order.
lcategory.unit = Unit Control
lcategory.unit.description = Give units commands.
lcategory.world = World
lcategory.world.description = Control how the world behaves.
graphicstype.clear = Vyplní zobrazovač danou barvou. graphicstype.clear = Vyplní zobrazovač danou barvou.
graphicstype.color = Vybere barvu pro další vykreslovací operace. graphicstype.color = Vybere barvu pro další vykreslovací operace.

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@@ -1742,6 +1742,20 @@ laccess.dead = Whether a unit/building is dead or no longer valid.
laccess.controlled = Returns:\n[accent]@ctrlProcessor[] if unit controller is processor\n[accent]@ctrlPlayer[] if unit/building controller is player\n[accent]@ctrlFormation[] if unit is in formation\nOtherwise, 0. laccess.controlled = Returns:\n[accent]@ctrlProcessor[] if unit controller is processor\n[accent]@ctrlPlayer[] if unit/building controller is player\n[accent]@ctrlFormation[] if unit is in formation\nOtherwise, 0.
laccess.progress = Action progress, 0 to 1.\nReturns production, turret reload or construction progress. laccess.progress = Action progress, 0 to 1.\nReturns production, turret reload or construction progress.
lacess.speed = Top speed of a unit, in tiles/sec. lacess.speed = Top speed of a unit, in tiles/sec.
lcategory.unknown = Unknown
lcategory.unknown.description = Uncategorized instructions.
lcategory.io = Input & Output
lcategory.io.description = Modify contents of memory blocks and processor buffers.
lcategory.block = Block Control
lcategory.block.description = Interact with blocks.
lcategory.operation = Operations
lcategory.operation.description = Logical operations.
lcategory.control = Flow Control
lcategory.control.description = Manage execution order.
lcategory.unit = Unit Control
lcategory.unit.description = Give units commands.
lcategory.world = World
lcategory.world.description = Control how the world behaves.
graphicstype.clear = Fill the display with a color. graphicstype.clear = Fill the display with a color.
graphicstype.color = Set color for next drawing operations. graphicstype.color = Set color for next drawing operations.
graphicstype.col = Equivalent to color, but packed.\nPacked colors are written as hex codes with a [accent]%[] prefix.\nExample: [accent]%ff0000[] would be red. graphicstype.col = Equivalent to color, but packed.\nPacked colors are written as hex codes with a [accent]%[] prefix.\nExample: [accent]%ff0000[] would be red.

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@@ -1764,6 +1764,20 @@ laccess.dead = Ob ein Block / eine Einheit tot oder nicht mehr gültig ist.
laccess.controlled = Gibt zurück:\n[accent]@ctrlProcessor[] wenn die Einheit prozessorgesteuert ist\n[accent]@ctrlPlayer[] wenn die Einheit / der Block von einem Spieler gesteuert wird\n[accent]@ctrlFormation[] wenn die Einheit Teil einer Formation ist\nSonst 0. laccess.controlled = Gibt zurück:\n[accent]@ctrlProcessor[] wenn die Einheit prozessorgesteuert ist\n[accent]@ctrlPlayer[] wenn die Einheit / der Block von einem Spieler gesteuert wird\n[accent]@ctrlFormation[] wenn die Einheit Teil einer Formation ist\nSonst 0.
laccess.progress = Fortschritt, von 0 bis 1.\nGibt Produktion, Nachladestatus or Baufortschritt zurück. laccess.progress = Fortschritt, von 0 bis 1.\nGibt Produktion, Nachladestatus or Baufortschritt zurück.
lacess.speed = Top speed of a unit, in tiles/sec. lacess.speed = Top speed of a unit, in tiles/sec.
lcategory.unknown = Unknown
lcategory.unknown.description = Uncategorized instructions.
lcategory.io = Input & Output
lcategory.io.description = Modify contents of memory blocks and processor buffers.
lcategory.block = Block Control
lcategory.block.description = Interact with blocks.
lcategory.operation = Operations
lcategory.operation.description = Logical operations.
lcategory.control = Flow Control
lcategory.control.description = Manage execution order.
lcategory.unit = Unit Control
lcategory.unit.description = Give units commands.
lcategory.world = World
lcategory.world.description = Control how the world behaves.
graphicstype.clear = Füllt den Bildschirm mit einer Farbe. graphicstype.clear = Füllt den Bildschirm mit einer Farbe.
graphicstype.color = Wählt eine Farbe aus. graphicstype.color = Wählt eine Farbe aus.
graphicstype.col = Equivalent to color, but packed.\nPacked colors are written as hex codes with a [accent]%[] prefix.\nExample: [accent]%ff0000[] would be red. graphicstype.col = Equivalent to color, but packed.\nPacked colors are written as hex codes with a [accent]%[] prefix.\nExample: [accent]%ff0000[] would be red.

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@@ -1770,6 +1770,20 @@ laccess.dead = Si una unidad/bloque es destruída o inválida.
laccess.controlled = Devuelve:\n[accent]@ctrlProcessor[] si el control de la unidad lo tiene un procesador\n[accent]@ctrlPlayer[] si el control de la unidad/bloque lo tiene un jugador\n[accent]@ctrlFormation[] si la unidad está en formación\nDe otra forma, devuelve 0. laccess.controlled = Devuelve:\n[accent]@ctrlProcessor[] si el control de la unidad lo tiene un procesador\n[accent]@ctrlPlayer[] si el control de la unidad/bloque lo tiene un jugador\n[accent]@ctrlFormation[] si la unidad está en formación\nDe otra forma, devuelve 0.
laccess.progress = Progreso de una acción, 0 a 1.\nDevuelve el valor de una producción, la recarga de una torreta o el progreso de una construcción. laccess.progress = Progreso de una acción, 0 a 1.\nDevuelve el valor de una producción, la recarga de una torreta o el progreso de una construcción.
lacess.speed = Velocidad máxima de una unidad, en bloques/segundo. lacess.speed = Velocidad máxima de una unidad, en bloques/segundo.
lcategory.unknown = Unknown
lcategory.unknown.description = Uncategorized instructions.
lcategory.io = Input & Output
lcategory.io.description = Modify contents of memory blocks and processor buffers.
lcategory.block = Block Control
lcategory.block.description = Interact with blocks.
lcategory.operation = Operations
lcategory.operation.description = Logical operations.
lcategory.control = Flow Control
lcategory.control.description = Manage execution order.
lcategory.unit = Unit Control
lcategory.unit.description = Give units commands.
lcategory.world = World
lcategory.world.description = Control how the world behaves.
graphicstype.clear = Llena todo el monitor con un color. graphicstype.clear = Llena todo el monitor con un color.
graphicstype.color = Establece el color para próximas operaciones de dibujo. graphicstype.color = Establece el color para próximas operaciones de dibujo.

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@@ -1744,6 +1744,20 @@ laccess.dead = Whether a unit/building is dead or no longer valid.
laccess.controlled = Returns:\n[accent]@ctrlProcessor[] if unit controller is processor\n[accent]@ctrlPlayer[] if unit/building controller is player\n[accent]@ctrlFormation[] if unit is in formation\nOtherwise, 0. laccess.controlled = Returns:\n[accent]@ctrlProcessor[] if unit controller is processor\n[accent]@ctrlPlayer[] if unit/building controller is player\n[accent]@ctrlFormation[] if unit is in formation\nOtherwise, 0.
laccess.progress = Action progress, 0 to 1.\nReturns production, turret reload or construction progress. laccess.progress = Action progress, 0 to 1.\nReturns production, turret reload or construction progress.
lacess.speed = Top speed of a unit, in tiles/sec. lacess.speed = Top speed of a unit, in tiles/sec.
lcategory.unknown = Unknown
lcategory.unknown.description = Uncategorized instructions.
lcategory.io = Input & Output
lcategory.io.description = Modify contents of memory blocks and processor buffers.
lcategory.block = Block Control
lcategory.block.description = Interact with blocks.
lcategory.operation = Operations
lcategory.operation.description = Logical operations.
lcategory.control = Flow Control
lcategory.control.description = Manage execution order.
lcategory.unit = Unit Control
lcategory.unit.description = Give units commands.
lcategory.world = World
lcategory.world.description = Control how the world behaves.
graphicstype.clear = Fill the display with a color. graphicstype.clear = Fill the display with a color.
graphicstype.color = Set color for next drawing operations. graphicstype.color = Set color for next drawing operations.
graphicstype.col = Equivalent to color, but packed.\nPacked colors are written as hex codes with a [accent]%[] prefix.\nExample: [accent]%ff0000[] would be red. graphicstype.col = Equivalent to color, but packed.\nPacked colors are written as hex codes with a [accent]%[] prefix.\nExample: [accent]%ff0000[] would be red.

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@@ -1744,6 +1744,20 @@ laccess.dead = Whether a unit/building is dead or no longer valid.
laccess.controlled = Returns:\n[accent]@ctrlProcessor[] if unit controller is processor\n[accent]@ctrlPlayer[] if unit/building controller is player\n[accent]@ctrlFormation[] if unit is in formation\nOtherwise, 0. laccess.controlled = Returns:\n[accent]@ctrlProcessor[] if unit controller is processor\n[accent]@ctrlPlayer[] if unit/building controller is player\n[accent]@ctrlFormation[] if unit is in formation\nOtherwise, 0.
laccess.progress = Action progress, 0 to 1.\nReturns production, turret reload or construction progress. laccess.progress = Action progress, 0 to 1.\nReturns production, turret reload or construction progress.
lacess.speed = Top speed of a unit, in tiles/sec. lacess.speed = Top speed of a unit, in tiles/sec.
lcategory.unknown = Unknown
lcategory.unknown.description = Uncategorized instructions.
lcategory.io = Input & Output
lcategory.io.description = Modify contents of memory blocks and processor buffers.
lcategory.block = Block Control
lcategory.block.description = Interact with blocks.
lcategory.operation = Operations
lcategory.operation.description = Logical operations.
lcategory.control = Flow Control
lcategory.control.description = Manage execution order.
lcategory.unit = Unit Control
lcategory.unit.description = Give units commands.
lcategory.world = World
lcategory.world.description = Control how the world behaves.
graphicstype.clear = Fill the display with a color. graphicstype.clear = Fill the display with a color.
graphicstype.color = Set color for next drawing operations. graphicstype.color = Set color for next drawing operations.
graphicstype.col = Equivalent to color, but packed.\nPacked colors are written as hex codes with a [accent]%[] prefix.\nExample: [accent]%ff0000[] would be red. graphicstype.col = Equivalent to color, but packed.\nPacked colors are written as hex codes with a [accent]%[] prefix.\nExample: [accent]%ff0000[] would be red.

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@@ -1744,6 +1744,20 @@ laccess.dead = Whether a unit/building is dead or no longer valid.
laccess.controlled = Returns:\n[accent]@ctrlProcessor[] if unit controller is processor\n[accent]@ctrlPlayer[] if unit/building controller is player\n[accent]@ctrlFormation[] if unit is in formation\nOtherwise, 0. laccess.controlled = Returns:\n[accent]@ctrlProcessor[] if unit controller is processor\n[accent]@ctrlPlayer[] if unit/building controller is player\n[accent]@ctrlFormation[] if unit is in formation\nOtherwise, 0.
laccess.progress = Action progress, 0 to 1.\nReturns production, turret reload or construction progress. laccess.progress = Action progress, 0 to 1.\nReturns production, turret reload or construction progress.
lacess.speed = Top speed of a unit, in tiles/sec. lacess.speed = Top speed of a unit, in tiles/sec.
lcategory.unknown = Unknown
lcategory.unknown.description = Uncategorized instructions.
lcategory.io = Input & Output
lcategory.io.description = Modify contents of memory blocks and processor buffers.
lcategory.block = Block Control
lcategory.block.description = Interact with blocks.
lcategory.operation = Operations
lcategory.operation.description = Logical operations.
lcategory.control = Flow Control
lcategory.control.description = Manage execution order.
lcategory.unit = Unit Control
lcategory.unit.description = Give units commands.
lcategory.world = World
lcategory.world.description = Control how the world behaves.
graphicstype.clear = Fill the display with a color. graphicstype.clear = Fill the display with a color.
graphicstype.color = Set color for next drawing operations. graphicstype.color = Set color for next drawing operations.
graphicstype.col = Equivalent to color, but packed.\nPacked colors are written as hex codes with a [accent]%[] prefix.\nExample: [accent]%ff0000[] would be red. graphicstype.col = Equivalent to color, but packed.\nPacked colors are written as hex codes with a [accent]%[] prefix.\nExample: [accent]%ff0000[] would be red.

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@@ -1744,6 +1744,20 @@ laccess.dead = Whether a unit/building is dead or no longer valid.
laccess.controlled = Returns:\n[accent]@ctrlProcessor[] if unit controller is processor\n[accent]@ctrlPlayer[] if unit/building controller is player\n[accent]@ctrlFormation[] if unit is in formation\nOtherwise, 0. laccess.controlled = Returns:\n[accent]@ctrlProcessor[] if unit controller is processor\n[accent]@ctrlPlayer[] if unit/building controller is player\n[accent]@ctrlFormation[] if unit is in formation\nOtherwise, 0.
laccess.progress = Action progress, 0 to 1.\nReturns production, turret reload or construction progress. laccess.progress = Action progress, 0 to 1.\nReturns production, turret reload or construction progress.
lacess.speed = Top speed of a unit, in tiles/sec. lacess.speed = Top speed of a unit, in tiles/sec.
lcategory.unknown = Unknown
lcategory.unknown.description = Uncategorized instructions.
lcategory.io = Input & Output
lcategory.io.description = Modify contents of memory blocks and processor buffers.
lcategory.block = Block Control
lcategory.block.description = Interact with blocks.
lcategory.operation = Operations
lcategory.operation.description = Logical operations.
lcategory.control = Flow Control
lcategory.control.description = Manage execution order.
lcategory.unit = Unit Control
lcategory.unit.description = Give units commands.
lcategory.world = World
lcategory.world.description = Control how the world behaves.
graphicstype.clear = Fill the display with a color. graphicstype.clear = Fill the display with a color.
graphicstype.color = Set color for next drawing operations. graphicstype.color = Set color for next drawing operations.
graphicstype.col = Equivalent to color, but packed.\nPacked colors are written as hex codes with a [accent]%[] prefix.\nExample: [accent]%ff0000[] would be red. graphicstype.col = Equivalent to color, but packed.\nPacked colors are written as hex codes with a [accent]%[] prefix.\nExample: [accent]%ff0000[] would be red.

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@@ -1775,6 +1775,20 @@ laccess.dead = Retourne si l'Unité/Bâtiment est morte/détruit ou plus valide.
laccess.controlled = Retourne:\n[accent]@ctrlProcessor[] si le contrôleur de l'Unité est un processeur\n[accent]@ctrlPlayer[] si l'Unité/Bâtiment est contrôlé par un joueur\n[accent]@ctrlFormation[] si l'Unité est en formation\nSinon, retourne 0. laccess.controlled = Retourne:\n[accent]@ctrlProcessor[] si le contrôleur de l'Unité est un processeur\n[accent]@ctrlPlayer[] si l'Unité/Bâtiment est contrôlé par un joueur\n[accent]@ctrlFormation[] si l'Unité est en formation\nSinon, retourne 0.
laccess.progress = Progression de l'action, 0 à 1.\nRenvoie la progression de la production, du rechargement de la tourelle ou de la construction. laccess.progress = Progression de l'action, 0 à 1.\nRenvoie la progression de la production, du rechargement de la tourelle ou de la construction.
lacess.speed = Top speed of a unit, in tiles/sec. lacess.speed = Top speed of a unit, in tiles/sec.
lcategory.unknown = Unknown
lcategory.unknown.description = Uncategorized instructions.
lcategory.io = Input & Output
lcategory.io.description = Modify contents of memory blocks and processor buffers.
lcategory.block = Block Control
lcategory.block.description = Interact with blocks.
lcategory.operation = Operations
lcategory.operation.description = Logical operations.
lcategory.control = Flow Control
lcategory.control.description = Manage execution order.
lcategory.unit = Unit Control
lcategory.unit.description = Give units commands.
lcategory.world = World
lcategory.world.description = Control how the world behaves.
graphicstype.clear = Remplit lécran dune couleur. graphicstype.clear = Remplit lécran dune couleur.
graphicstype.color = Définit une couleur pour les prochaines opérations de dessin. graphicstype.color = Définit une couleur pour les prochaines opérations de dessin.

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@@ -1755,6 +1755,20 @@ laccess.dead = Whether a unit/building is dead or no longer valid.
laccess.controlled = Returns:\n[accent]@ctrlProcessor[] if unit controller is processor\n[accent]@ctrlPlayer[] if unit/building controller is player\n[accent]@ctrlFormation[] if unit is in formation\nOtherwise, 0. laccess.controlled = Returns:\n[accent]@ctrlProcessor[] if unit controller is processor\n[accent]@ctrlPlayer[] if unit/building controller is player\n[accent]@ctrlFormation[] if unit is in formation\nOtherwise, 0.
laccess.progress = Action progress, 0 to 1.\nReturns production, turret reload or construction progress. laccess.progress = Action progress, 0 to 1.\nReturns production, turret reload or construction progress.
lacess.speed = Top speed of a unit, in tiles/sec. lacess.speed = Top speed of a unit, in tiles/sec.
lcategory.unknown = Unknown
lcategory.unknown.description = Uncategorized instructions.
lcategory.io = Input & Output
lcategory.io.description = Modify contents of memory blocks and processor buffers.
lcategory.block = Block Control
lcategory.block.description = Interact with blocks.
lcategory.operation = Operations
lcategory.operation.description = Logical operations.
lcategory.control = Flow Control
lcategory.control.description = Manage execution order.
lcategory.unit = Unit Control
lcategory.unit.description = Give units commands.
lcategory.world = World
lcategory.world.description = Control how the world behaves.
graphicstype.clear = Fill the display with a color. graphicstype.clear = Fill the display with a color.
graphicstype.color = Set color for next drawing operations. graphicstype.color = Set color for next drawing operations.
graphicstype.col = Equivalent to color, but packed.\nPacked colors are written as hex codes with a [accent]%[] prefix.\nExample: [accent]%ff0000[] would be red. graphicstype.col = Equivalent to color, but packed.\nPacked colors are written as hex codes with a [accent]%[] prefix.\nExample: [accent]%ff0000[] would be red.

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@@ -1770,6 +1770,20 @@ laccess.dead = Menentukan apakah unit/bangunan itu hancur atau tidak ada lagi.
laccess.controlled = Mengembalikan:\n[accent]@ctrlProcessor[] bila pengendali unit adalah prosesor\n[accent]@ctrlPlayer[] bila pengendali unit/bangunan adalah pemain\n[accent]@ctrlFormation[] bila unit dalam formasi\nSebaliknya, 0. laccess.controlled = Mengembalikan:\n[accent]@ctrlProcessor[] bila pengendali unit adalah prosesor\n[accent]@ctrlPlayer[] bila pengendali unit/bangunan adalah pemain\n[accent]@ctrlFormation[] bila unit dalam formasi\nSebaliknya, 0.
laccess.progress = Memeriksa hasil kemajuan, 0 sampai 1.\nMengembalikan hasil laju produksi, pengisian ulang menara atau pembangunan. laccess.progress = Memeriksa hasil kemajuan, 0 sampai 1.\nMengembalikan hasil laju produksi, pengisian ulang menara atau pembangunan.
lacess.speed = Kecepatan tertinggi dari suatu unit, dalam petak/detik. lacess.speed = Kecepatan tertinggi dari suatu unit, dalam petak/detik.
lcategory.unknown = Unknown
lcategory.unknown.description = Uncategorized instructions.
lcategory.io = Input & Output
lcategory.io.description = Modify contents of memory blocks and processor buffers.
lcategory.block = Block Control
lcategory.block.description = Interact with blocks.
lcategory.operation = Operations
lcategory.operation.description = Logical operations.
lcategory.control = Flow Control
lcategory.control.description = Manage execution order.
lcategory.unit = Unit Control
lcategory.unit.description = Give units commands.
lcategory.world = World
lcategory.world.description = Control how the world behaves.
graphicstype.clear = Mengisi tampilan dangan warna. graphicstype.clear = Mengisi tampilan dangan warna.
graphicstype.color = Menentukan warna untuk operasi mengambar selanjutnya. graphicstype.color = Menentukan warna untuk operasi mengambar selanjutnya.

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@@ -1753,6 +1753,20 @@ laccess.dead = Whether a unit/building is dead or no longer valid.
laccess.controlled = Returns:\n[accent]@ctrlProcessor[] if unit controller is processor\n[accent]@ctrlPlayer[] if unit/building controller is player\n[accent]@ctrlFormation[] if unit is in formation\nOtherwise, 0. laccess.controlled = Returns:\n[accent]@ctrlProcessor[] if unit controller is processor\n[accent]@ctrlPlayer[] if unit/building controller is player\n[accent]@ctrlFormation[] if unit is in formation\nOtherwise, 0.
laccess.progress = Action progress, 0 to 1.\nReturns production, turret reload or construction progress. laccess.progress = Action progress, 0 to 1.\nReturns production, turret reload or construction progress.
lacess.speed = Top speed of a unit, in tiles/sec. lacess.speed = Top speed of a unit, in tiles/sec.
lcategory.unknown = Unknown
lcategory.unknown.description = Uncategorized instructions.
lcategory.io = Input & Output
lcategory.io.description = Modify contents of memory blocks and processor buffers.
lcategory.block = Block Control
lcategory.block.description = Interact with blocks.
lcategory.operation = Operations
lcategory.operation.description = Logical operations.
lcategory.control = Flow Control
lcategory.control.description = Manage execution order.
lcategory.unit = Unit Control
lcategory.unit.description = Give units commands.
lcategory.world = World
lcategory.world.description = Control how the world behaves.
graphicstype.clear = Fill the display with a color. graphicstype.clear = Fill the display with a color.
graphicstype.color = Set color for next drawing operations. graphicstype.color = Set color for next drawing operations.
graphicstype.col = Equivalent to color, but packed.\nPacked colors are written as hex codes with a [accent]%[] prefix.\nExample: [accent]%ff0000[] would be red. graphicstype.col = Equivalent to color, but packed.\nPacked colors are written as hex codes with a [accent]%[] prefix.\nExample: [accent]%ff0000[] would be red.

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@@ -1761,6 +1761,20 @@ laccess.dead = Whether a unit/building is dead or no longer valid.
laccess.controlled = Returns:\n[accent]@ctrlProcessor[] if unit controller is processor\n[accent]@ctrlPlayer[] if unit/building controller is player\n[accent]@ctrlFormation[] if unit is in formation\nOtherwise, 0. laccess.controlled = Returns:\n[accent]@ctrlProcessor[] if unit controller is processor\n[accent]@ctrlPlayer[] if unit/building controller is player\n[accent]@ctrlFormation[] if unit is in formation\nOtherwise, 0.
laccess.progress = Action progress, 0 to 1.\nReturns production, turret reload or construction progress. laccess.progress = Action progress, 0 to 1.\nReturns production, turret reload or construction progress.
lacess.speed = Top speed of a unit, in tiles/sec. lacess.speed = Top speed of a unit, in tiles/sec.
lcategory.unknown = Unknown
lcategory.unknown.description = Uncategorized instructions.
lcategory.io = Input & Output
lcategory.io.description = Modify contents of memory blocks and processor buffers.
lcategory.block = Block Control
lcategory.block.description = Interact with blocks.
lcategory.operation = Operations
lcategory.operation.description = Logical operations.
lcategory.control = Flow Control
lcategory.control.description = Manage execution order.
lcategory.unit = Unit Control
lcategory.unit.description = Give units commands.
lcategory.world = World
lcategory.world.description = Control how the world behaves.
graphicstype.clear = Fill the display with a color. graphicstype.clear = Fill the display with a color.
graphicstype.color = Set color for next drawing operations. graphicstype.color = Set color for next drawing operations.
graphicstype.col = Equivalent to color, but packed.\nPacked colors are written as hex codes with a [accent]%[] prefix.\nExample: [accent]%ff0000[] would be red. graphicstype.col = Equivalent to color, but packed.\nPacked colors are written as hex codes with a [accent]%[] prefix.\nExample: [accent]%ff0000[] would be red.

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@@ -1765,6 +1765,20 @@ laccess.dead = 기체 또는 건물 사망/무효 여부
laccess.controlled = 만약 기체 제어자가 프로세서라면 [accent]@ctrlProcessor[]를 반환합니다.\n만약 기체/건물 제어자가 플레이어라면 [accent]@ctrlPlayer[]를 반환합니다.\n만약 기체가 다른 기체에 의해 지휘되면(G키)[accent]@ctrlFormation[]를 반환합니다.\n그 외에는 0을 반환합니다. laccess.controlled = 만약 기체 제어자가 프로세서라면 [accent]@ctrlProcessor[]를 반환합니다.\n만약 기체/건물 제어자가 플레이어라면 [accent]@ctrlPlayer[]를 반환합니다.\n만약 기체가 다른 기체에 의해 지휘되면(G키)[accent]@ctrlFormation[]를 반환합니다.\n그 외에는 0을 반환합니다.
laccess.progress = 작업 진행률, 0 에서 1 로 감.\n포탑 재장전이나 구조물 진행률을 반환합니다. laccess.progress = 작업 진행률, 0 에서 1 로 감.\n포탑 재장전이나 구조물 진행률을 반환합니다.
lacess.speed = 기체의 최대 속도, 타일/초 lacess.speed = 기체의 최대 속도, 타일/초
lcategory.unknown = Unknown
lcategory.unknown.description = Uncategorized instructions.
lcategory.io = Input & Output
lcategory.io.description = Modify contents of memory blocks and processor buffers.
lcategory.block = Block Control
lcategory.block.description = Interact with blocks.
lcategory.operation = Operations
lcategory.operation.description = Logical operations.
lcategory.control = Flow Control
lcategory.control.description = Manage execution order.
lcategory.unit = Unit Control
lcategory.unit.description = Give units commands.
lcategory.world = World
lcategory.world.description = Control how the world behaves.
graphicstype.clear = 이 색으로 화면을 채우기 graphicstype.clear = 이 색으로 화면을 채우기
graphicstype.color = 아래 그래픽 실행문들의 색 설정하기 graphicstype.color = 아래 그래픽 실행문들의 색 설정하기

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@@ -1744,6 +1744,20 @@ laccess.dead = Whether a unit/building is dead or no longer valid.
laccess.controlled = Returns:\n[accent]@ctrlProcessor[] if unit controller is processor\n[accent]@ctrlPlayer[] if unit/building controller is player\n[accent]@ctrlFormation[] if unit is in formation\nOtherwise, 0. laccess.controlled = Returns:\n[accent]@ctrlProcessor[] if unit controller is processor\n[accent]@ctrlPlayer[] if unit/building controller is player\n[accent]@ctrlFormation[] if unit is in formation\nOtherwise, 0.
laccess.progress = Action progress, 0 to 1.\nReturns production, turret reload or construction progress. laccess.progress = Action progress, 0 to 1.\nReturns production, turret reload or construction progress.
lacess.speed = Top speed of a unit, in tiles/sec. lacess.speed = Top speed of a unit, in tiles/sec.
lcategory.unknown = Unknown
lcategory.unknown.description = Uncategorized instructions.
lcategory.io = Input & Output
lcategory.io.description = Modify contents of memory blocks and processor buffers.
lcategory.block = Block Control
lcategory.block.description = Interact with blocks.
lcategory.operation = Operations
lcategory.operation.description = Logical operations.
lcategory.control = Flow Control
lcategory.control.description = Manage execution order.
lcategory.unit = Unit Control
lcategory.unit.description = Give units commands.
lcategory.world = World
lcategory.world.description = Control how the world behaves.
graphicstype.clear = Fill the display with a color. graphicstype.clear = Fill the display with a color.
graphicstype.color = Set color for next drawing operations. graphicstype.color = Set color for next drawing operations.
graphicstype.col = Equivalent to color, but packed.\nPacked colors are written as hex codes with a [accent]%[] prefix.\nExample: [accent]%ff0000[] would be red. graphicstype.col = Equivalent to color, but packed.\nPacked colors are written as hex codes with a [accent]%[] prefix.\nExample: [accent]%ff0000[] would be red.

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@@ -1744,6 +1744,20 @@ laccess.dead = Whether a unit/building is dead or no longer valid.
laccess.controlled = Returns:\n[accent]@ctrlProcessor[] if unit controller is processor\n[accent]@ctrlPlayer[] if unit/building controller is player\n[accent]@ctrlFormation[] if unit is in formation\nOtherwise, 0. laccess.controlled = Returns:\n[accent]@ctrlProcessor[] if unit controller is processor\n[accent]@ctrlPlayer[] if unit/building controller is player\n[accent]@ctrlFormation[] if unit is in formation\nOtherwise, 0.
laccess.progress = Action progress, 0 to 1.\nReturns production, turret reload or construction progress. laccess.progress = Action progress, 0 to 1.\nReturns production, turret reload or construction progress.
lacess.speed = Top speed of a unit, in tiles/sec. lacess.speed = Top speed of a unit, in tiles/sec.
lcategory.unknown = Unknown
lcategory.unknown.description = Uncategorized instructions.
lcategory.io = Input & Output
lcategory.io.description = Modify contents of memory blocks and processor buffers.
lcategory.block = Block Control
lcategory.block.description = Interact with blocks.
lcategory.operation = Operations
lcategory.operation.description = Logical operations.
lcategory.control = Flow Control
lcategory.control.description = Manage execution order.
lcategory.unit = Unit Control
lcategory.unit.description = Give units commands.
lcategory.world = World
lcategory.world.description = Control how the world behaves.
graphicstype.clear = Fill the display with a color. graphicstype.clear = Fill the display with a color.
graphicstype.color = Set color for next drawing operations. graphicstype.color = Set color for next drawing operations.
graphicstype.col = Equivalent to color, but packed.\nPacked colors are written as hex codes with a [accent]%[] prefix.\nExample: [accent]%ff0000[] would be red. graphicstype.col = Equivalent to color, but packed.\nPacked colors are written as hex codes with a [accent]%[] prefix.\nExample: [accent]%ff0000[] would be red.

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@@ -1744,6 +1744,20 @@ laccess.dead = Whether a unit/building is dead or no longer valid.
laccess.controlled = Returns:\n[accent]@ctrlProcessor[] if unit controller is processor\n[accent]@ctrlPlayer[] if unit/building controller is player\n[accent]@ctrlFormation[] if unit is in formation\nOtherwise, 0. laccess.controlled = Returns:\n[accent]@ctrlProcessor[] if unit controller is processor\n[accent]@ctrlPlayer[] if unit/building controller is player\n[accent]@ctrlFormation[] if unit is in formation\nOtherwise, 0.
laccess.progress = Action progress, 0 to 1.\nReturns production, turret reload or construction progress. laccess.progress = Action progress, 0 to 1.\nReturns production, turret reload or construction progress.
lacess.speed = Top speed of a unit, in tiles/sec. lacess.speed = Top speed of a unit, in tiles/sec.
lcategory.unknown = Unknown
lcategory.unknown.description = Uncategorized instructions.
lcategory.io = Input & Output
lcategory.io.description = Modify contents of memory blocks and processor buffers.
lcategory.block = Block Control
lcategory.block.description = Interact with blocks.
lcategory.operation = Operations
lcategory.operation.description = Logical operations.
lcategory.control = Flow Control
lcategory.control.description = Manage execution order.
lcategory.unit = Unit Control
lcategory.unit.description = Give units commands.
lcategory.world = World
lcategory.world.description = Control how the world behaves.
graphicstype.clear = Fill the display with a color. graphicstype.clear = Fill the display with a color.
graphicstype.color = Set color for next drawing operations. graphicstype.color = Set color for next drawing operations.
graphicstype.col = Equivalent to color, but packed.\nPacked colors are written as hex codes with a [accent]%[] prefix.\nExample: [accent]%ff0000[] would be red. graphicstype.col = Equivalent to color, but packed.\nPacked colors are written as hex codes with a [accent]%[] prefix.\nExample: [accent]%ff0000[] would be red.

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@@ -1760,6 +1760,20 @@ laccess.dead = Sprawdza czy jednostka/budynek jest zniszczony lub już nie istni
laccess.controlled = Zwraca:\n[accent]@ctrlProcessor[] jeśli kontrolerem jednostki jest procesor\n[accent]@ctrlPlayer[] jeśli kontrolerem jednostki/budynku jest gracz\n[accent]@ctrlFormation[] jeśli jednostka jest w formacji\nW innym wypadku 0. laccess.controlled = Zwraca:\n[accent]@ctrlProcessor[] jeśli kontrolerem jednostki jest procesor\n[accent]@ctrlPlayer[] jeśli kontrolerem jednostki/budynku jest gracz\n[accent]@ctrlFormation[] jeśli jednostka jest w formacji\nW innym wypadku 0.
laccess.progress = Postęp akcji, od 0 do 1.\nZwraca produkcję, przeładowanie wieżyczki lub postęp konstrukcji. laccess.progress = Postęp akcji, od 0 do 1.\nZwraca produkcję, przeładowanie wieżyczki lub postęp konstrukcji.
lacess.speed = Maksymalna prędkość jednostki, wyrażona w blokach/sek. lacess.speed = Maksymalna prędkość jednostki, wyrażona w blokach/sek.
lcategory.unknown = Unknown
lcategory.unknown.description = Uncategorized instructions.
lcategory.io = Input & Output
lcategory.io.description = Modify contents of memory blocks and processor buffers.
lcategory.block = Block Control
lcategory.block.description = Interact with blocks.
lcategory.operation = Operations
lcategory.operation.description = Logical operations.
lcategory.control = Flow Control
lcategory.control.description = Manage execution order.
lcategory.unit = Unit Control
lcategory.unit.description = Give units commands.
lcategory.world = World
lcategory.world.description = Control how the world behaves.
graphicstype.clear = Wypełnia wyświetlacz kolorem. graphicstype.clear = Wypełnia wyświetlacz kolorem.
graphicstype.color = Ustawia kolor następnych operacji rysujących. graphicstype.color = Ustawia kolor następnych operacji rysujących.

View File

@@ -1753,6 +1753,20 @@ laccess.dead = Whether a unit/building is dead or no longer valid.
laccess.controlled = Returns:\n[accent]@ctrlProcessor[] if unit controller is processor\n[accent]@ctrlPlayer[] if unit/building controller is player\n[accent]@ctrlFormation[] if unit is in formation\nOtherwise, 0. laccess.controlled = Returns:\n[accent]@ctrlProcessor[] if unit controller is processor\n[accent]@ctrlPlayer[] if unit/building controller is player\n[accent]@ctrlFormation[] if unit is in formation\nOtherwise, 0.
laccess.progress = Action progress, 0 to 1.\nReturns production, turret reload or construction progress. laccess.progress = Action progress, 0 to 1.\nReturns production, turret reload or construction progress.
lacess.speed = Top speed of a unit, in tiles/sec. lacess.speed = Top speed of a unit, in tiles/sec.
lcategory.unknown = Unknown
lcategory.unknown.description = Uncategorized instructions.
lcategory.io = Input & Output
lcategory.io.description = Modify contents of memory blocks and processor buffers.
lcategory.block = Block Control
lcategory.block.description = Interact with blocks.
lcategory.operation = Operations
lcategory.operation.description = Logical operations.
lcategory.control = Flow Control
lcategory.control.description = Manage execution order.
lcategory.unit = Unit Control
lcategory.unit.description = Give units commands.
lcategory.world = World
lcategory.world.description = Control how the world behaves.
graphicstype.clear = Fill the display with a color. graphicstype.clear = Fill the display with a color.
graphicstype.color = Set color for next drawing operations. graphicstype.color = Set color for next drawing operations.
graphicstype.col = Equivalent to color, but packed.\nPacked colors are written as hex codes with a [accent]%[] prefix.\nExample: [accent]%ff0000[] would be red. graphicstype.col = Equivalent to color, but packed.\nPacked colors are written as hex codes with a [accent]%[] prefix.\nExample: [accent]%ff0000[] would be red.

View File

@@ -1744,6 +1744,20 @@ laccess.dead = Whether a unit/building is dead or no longer valid.
laccess.controlled = Returns:\n[accent]@ctrlProcessor[] if unit controller is processor\n[accent]@ctrlPlayer[] if unit/building controller is player\n[accent]@ctrlFormation[] if unit is in formation\nOtherwise, 0. laccess.controlled = Returns:\n[accent]@ctrlProcessor[] if unit controller is processor\n[accent]@ctrlPlayer[] if unit/building controller is player\n[accent]@ctrlFormation[] if unit is in formation\nOtherwise, 0.
laccess.progress = Action progress, 0 to 1.\nReturns production, turret reload or construction progress. laccess.progress = Action progress, 0 to 1.\nReturns production, turret reload or construction progress.
lacess.speed = Top speed of a unit, in tiles/sec. lacess.speed = Top speed of a unit, in tiles/sec.
lcategory.unknown = Unknown
lcategory.unknown.description = Uncategorized instructions.
lcategory.io = Input & Output
lcategory.io.description = Modify contents of memory blocks and processor buffers.
lcategory.block = Block Control
lcategory.block.description = Interact with blocks.
lcategory.operation = Operations
lcategory.operation.description = Logical operations.
lcategory.control = Flow Control
lcategory.control.description = Manage execution order.
lcategory.unit = Unit Control
lcategory.unit.description = Give units commands.
lcategory.world = World
lcategory.world.description = Control how the world behaves.
graphicstype.clear = Fill the display with a color. graphicstype.clear = Fill the display with a color.
graphicstype.color = Set color for next drawing operations. graphicstype.color = Set color for next drawing operations.
graphicstype.col = Equivalent to color, but packed.\nPacked colors are written as hex codes with a [accent]%[] prefix.\nExample: [accent]%ff0000[] would be red. graphicstype.col = Equivalent to color, but packed.\nPacked colors are written as hex codes with a [accent]%[] prefix.\nExample: [accent]%ff0000[] would be red.

View File

@@ -1765,6 +1765,20 @@ laccess.dead = Specifică dacă o unitate sau clădire a murit/nu mai e validă.
laccess.controlled = Returnează:\n[accent]@ctrlProcessor[] dacă controlorul unității e procesor\n[accent]@ctrlPlayer[] dacă controlorul unității/clădirii e jucător\n[accent]@ctrlFormation[] dacă unitatea e într-o formație\nAltfel dă 0. laccess.controlled = Returnează:\n[accent]@ctrlProcessor[] dacă controlorul unității e procesor\n[accent]@ctrlPlayer[] dacă controlorul unității/clădirii e jucător\n[accent]@ctrlFormation[] dacă unitatea e într-o formație\nAltfel dă 0.
laccess.progress = Progresul acțiunii, de la 0 la 1.\nReturnează progresul producției, al construcției sau reîncărcarea armelor. laccess.progress = Progresul acțiunii, de la 0 la 1.\nReturnează progresul producției, al construcției sau reîncărcarea armelor.
lacess.speed = Top speed of a unit, in tiles/sec. lacess.speed = Top speed of a unit, in tiles/sec.
lcategory.unknown = Unknown
lcategory.unknown.description = Uncategorized instructions.
lcategory.io = Input & Output
lcategory.io.description = Modify contents of memory blocks and processor buffers.
lcategory.block = Block Control
lcategory.block.description = Interact with blocks.
lcategory.operation = Operations
lcategory.operation.description = Logical operations.
lcategory.control = Flow Control
lcategory.control.description = Manage execution order.
lcategory.unit = Unit Control
lcategory.unit.description = Give units commands.
lcategory.world = World
lcategory.world.description = Control how the world behaves.
graphicstype.clear = Umple monitorul cu o culoare. graphicstype.clear = Umple monitorul cu o culoare.
graphicstype.color = Setează culoarea pt următoarele instrucțiuni Draw. graphicstype.color = Setează culoarea pt următoarele instrucțiuni Draw.

View File

@@ -1764,6 +1764,20 @@ laccess.dead = Является ли единица/постройка нера
laccess.controlled = Возвращает:\n[accent]@ctrlProcessor[] если единица управляется процессором\n[accent]@ctrlPlayer[] если единица/постройка управляется игроком\n[accent]@ctrlFormation[] если единица в строю\nВ противном случае — 0. laccess.controlled = Возвращает:\n[accent]@ctrlProcessor[] если единица управляется процессором\n[accent]@ctrlPlayer[] если единица/постройка управляется игроком\n[accent]@ctrlFormation[] если единица в строю\nВ противном случае — 0.
laccess.progress = Прогресс действия от 0 до 1. Возвращает прогресс производства, перезарядку турели или прогресс постройки. laccess.progress = Прогресс действия от 0 до 1. Возвращает прогресс производства, перезарядку турели или прогресс постройки.
lacess.speed = Максимальная скорость юнита, плитки/сек. lacess.speed = Максимальная скорость юнита, плитки/сек.
lcategory.unknown = Unknown
lcategory.unknown.description = Uncategorized instructions.
lcategory.io = Input & Output
lcategory.io.description = Modify contents of memory blocks and processor buffers.
lcategory.block = Block Control
lcategory.block.description = Interact with blocks.
lcategory.operation = Operations
lcategory.operation.description = Logical operations.
lcategory.control = Flow Control
lcategory.control.description = Manage execution order.
lcategory.unit = Unit Control
lcategory.unit.description = Give units commands.
lcategory.world = World
lcategory.world.description = Control how the world behaves.
graphicstype.clear = Заливка дисплея цветом. graphicstype.clear = Заливка дисплея цветом.
graphicstype.color = Установка цвета для следующих операций отрисовки. graphicstype.color = Установка цвета для следующих операций отрисовки.

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@@ -1765,6 +1765,20 @@ laccess.dead = Whether a unit/building is dead or no longer valid.
laccess.controlled = Returns:\n[accent]@ctrlProcessor[] if unit controller is processor\n[accent]@ctrlPlayer[] if unit/building controller is player\n[accent]@ctrlFormation[] if unit is in formation\nOtherwise, 0. laccess.controlled = Returns:\n[accent]@ctrlProcessor[] if unit controller is processor\n[accent]@ctrlPlayer[] if unit/building controller is player\n[accent]@ctrlFormation[] if unit is in formation\nOtherwise, 0.
laccess.progress = Action progress, 0 to 1.\nReturns production, turret reload or construction progress. laccess.progress = Action progress, 0 to 1.\nReturns production, turret reload or construction progress.
lacess.speed = Top speed of a unit, in tiles/sec. lacess.speed = Top speed of a unit, in tiles/sec.
lcategory.unknown = Unknown
lcategory.unknown.description = Uncategorized instructions.
lcategory.io = Input & Output
lcategory.io.description = Modify contents of memory blocks and processor buffers.
lcategory.block = Block Control
lcategory.block.description = Interact with blocks.
lcategory.operation = Operations
lcategory.operation.description = Logical operations.
lcategory.control = Flow Control
lcategory.control.description = Manage execution order.
lcategory.unit = Unit Control
lcategory.unit.description = Give units commands.
lcategory.world = World
lcategory.world.description = Control how the world behaves.
graphicstype.clear = Fill the display with a color. graphicstype.clear = Fill the display with a color.
graphicstype.color = Set color for next drawing operations. graphicstype.color = Set color for next drawing operations.

View File

@@ -1744,6 +1744,20 @@ laccess.dead = Whether a unit/building is dead or no longer valid.
laccess.controlled = Returns:\n[accent]@ctrlProcessor[] if unit controller is processor\n[accent]@ctrlPlayer[] if unit/building controller is player\n[accent]@ctrlFormation[] if unit is in formation\nOtherwise, 0. laccess.controlled = Returns:\n[accent]@ctrlProcessor[] if unit controller is processor\n[accent]@ctrlPlayer[] if unit/building controller is player\n[accent]@ctrlFormation[] if unit is in formation\nOtherwise, 0.
laccess.progress = Action progress, 0 to 1.\nReturns production, turret reload or construction progress. laccess.progress = Action progress, 0 to 1.\nReturns production, turret reload or construction progress.
lacess.speed = Top speed of a unit, in tiles/sec. lacess.speed = Top speed of a unit, in tiles/sec.
lcategory.unknown = Unknown
lcategory.unknown.description = Uncategorized instructions.
lcategory.io = Input & Output
lcategory.io.description = Modify contents of memory blocks and processor buffers.
lcategory.block = Block Control
lcategory.block.description = Interact with blocks.
lcategory.operation = Operations
lcategory.operation.description = Logical operations.
lcategory.control = Flow Control
lcategory.control.description = Manage execution order.
lcategory.unit = Unit Control
lcategory.unit.description = Give units commands.
lcategory.world = World
lcategory.world.description = Control how the world behaves.
graphicstype.clear = Fill the display with a color. graphicstype.clear = Fill the display with a color.
graphicstype.color = Set color for next drawing operations. graphicstype.color = Set color for next drawing operations.
graphicstype.col = Equivalent to color, but packed.\nPacked colors are written as hex codes with a [accent]%[] prefix.\nExample: [accent]%ff0000[] would be red. graphicstype.col = Equivalent to color, but packed.\nPacked colors are written as hex codes with a [accent]%[] prefix.\nExample: [accent]%ff0000[] would be red.

View File

@@ -1765,6 +1765,20 @@ laccess.dead = ว่าสิ่งก่อสร้าง/ยูนิตต
laccess.controlled = จะส่งกลับ:\n[accent]@ctrlProcessor[] ถ้าผู้ควบคุมคือตัวประมวลผลลอจิก\n[accent]@ctrlPlayer[] ถ้าสิ่งก่อสร้าง/ยูนิตถูกควบคุมโดยผู้เล่น\n[accent]@ctrlFormation[] ถ้ายูนิตถูกสั่งการให้อยู่เป็นรูปแบบอยู่\nนอกนั้น 0 laccess.controlled = จะส่งกลับ:\n[accent]@ctrlProcessor[] ถ้าผู้ควบคุมคือตัวประมวลผลลอจิก\n[accent]@ctrlPlayer[] ถ้าสิ่งก่อสร้าง/ยูนิตถูกควบคุมโดยผู้เล่น\n[accent]@ctrlFormation[] ถ้ายูนิตถูกสั่งการให้อยู่เป็นรูปแบบอยู่\nนอกนั้น 0
laccess.progress = ความคืบหน้าการดำเนินการ 0 ถึง 1\nจะส่งกลับ production หรือ turret reload หรือ construction progress laccess.progress = ความคืบหน้าการดำเนินการ 0 ถึง 1\nจะส่งกลับ production หรือ turret reload หรือ construction progress
lacess.speed = ความเร็วสูงสุดของยูนิตใน ช่อง/วินาที lacess.speed = ความเร็วสูงสุดของยูนิตใน ช่อง/วินาที
lcategory.unknown = Unknown
lcategory.unknown.description = Uncategorized instructions.
lcategory.io = Input & Output
lcategory.io.description = Modify contents of memory blocks and processor buffers.
lcategory.block = Block Control
lcategory.block.description = Interact with blocks.
lcategory.operation = Operations
lcategory.operation.description = Logical operations.
lcategory.control = Flow Control
lcategory.control.description = Manage execution order.
lcategory.unit = Unit Control
lcategory.unit.description = Give units commands.
lcategory.world = World
lcategory.world.description = Control how the world behaves.
graphicstype.clear = เติมจอแสดงผลด้วยสี graphicstype.clear = เติมจอแสดงผลด้วยสี
graphicstype.color = ตั้งค่าสีสำหรับการวาดครั้งต่อไป graphicstype.color = ตั้งค่าสีสำหรับการวาดครั้งต่อไป

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@@ -1744,6 +1744,20 @@ laccess.dead = Whether a unit/building is dead or no longer valid.
laccess.controlled = Returns:\n[accent]@ctrlProcessor[] if unit controller is processor\n[accent]@ctrlPlayer[] if unit/building controller is player\n[accent]@ctrlFormation[] if unit is in formation\nOtherwise, 0. laccess.controlled = Returns:\n[accent]@ctrlProcessor[] if unit controller is processor\n[accent]@ctrlPlayer[] if unit/building controller is player\n[accent]@ctrlFormation[] if unit is in formation\nOtherwise, 0.
laccess.progress = Action progress, 0 to 1.\nReturns production, turret reload or construction progress. laccess.progress = Action progress, 0 to 1.\nReturns production, turret reload or construction progress.
lacess.speed = Top speed of a unit, in tiles/sec. lacess.speed = Top speed of a unit, in tiles/sec.
lcategory.unknown = Unknown
lcategory.unknown.description = Uncategorized instructions.
lcategory.io = Input & Output
lcategory.io.description = Modify contents of memory blocks and processor buffers.
lcategory.block = Block Control
lcategory.block.description = Interact with blocks.
lcategory.operation = Operations
lcategory.operation.description = Logical operations.
lcategory.control = Flow Control
lcategory.control.description = Manage execution order.
lcategory.unit = Unit Control
lcategory.unit.description = Give units commands.
lcategory.world = World
lcategory.world.description = Control how the world behaves.
graphicstype.clear = Fill the display with a color. graphicstype.clear = Fill the display with a color.
graphicstype.color = Set color for next drawing operations. graphicstype.color = Set color for next drawing operations.
graphicstype.col = Equivalent to color, but packed.\nPacked colors are written as hex codes with a [accent]%[] prefix.\nExample: [accent]%ff0000[] would be red. graphicstype.col = Equivalent to color, but packed.\nPacked colors are written as hex codes with a [accent]%[] prefix.\nExample: [accent]%ff0000[] would be red.

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@@ -1766,6 +1766,20 @@ laccess.dead = Bir bina veya birim hala var mı?
laccess.controlled = Bir birim ne tarafından kontrol ediliyor? laccess.controlled = Bir birim ne tarafından kontrol ediliyor?
laccess.progress = Bir şeyin oluş aşaması, örnek: bir turetin yeniden doldurma süresindeki aşama. laccess.progress = Bir şeyin oluş aşaması, örnek: bir turetin yeniden doldurma süresindeki aşama.
lacess.speed = Bir Birimin maks hızı, blok/sn. lacess.speed = Bir Birimin maks hızı, blok/sn.
lcategory.unknown = Unknown
lcategory.unknown.description = Uncategorized instructions.
lcategory.io = Input & Output
lcategory.io.description = Modify contents of memory blocks and processor buffers.
lcategory.block = Block Control
lcategory.block.description = Interact with blocks.
lcategory.operation = Operations
lcategory.operation.description = Logical operations.
lcategory.control = Flow Control
lcategory.control.description = Manage execution order.
lcategory.unit = Unit Control
lcategory.unit.description = Give units commands.
lcategory.world = World
lcategory.world.description = Control how the world behaves.
graphicstype.clear = Ekranı bir renkle kapla. graphicstype.clear = Ekranı bir renkle kapla.
graphicstype.color = Bir sonraki çizim için Renk. graphicstype.color = Bir sonraki çizim için Renk.

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@@ -1770,6 +1770,20 @@ laccess.dead = Чи є одиниця або будівля мертвою аб
laccess.controlled = Повертає \n[accent]@ctrlProcessor[] якщо одиниця контролюється процесором;\n[accent]@ctrlPlayer[] якщо одиниця чи будівля контролюєть гравцем\n[accent]@ctrlFormation[] якщо одиниця у загоні (формуванні)\nІнакше — 0. laccess.controlled = Повертає \n[accent]@ctrlProcessor[] якщо одиниця контролюється процесором;\n[accent]@ctrlPlayer[] якщо одиниця чи будівля контролюєть гравцем\n[accent]@ctrlFormation[] якщо одиниця у загоні (формуванні)\nІнакше — 0.
laccess.progress = Прогрес дії, від 0 до 1.\nПовертає виробництво, перезавантаження башти або хід будівництва. laccess.progress = Прогрес дії, від 0 до 1.\nПовертає виробництво, перезавантаження башти або хід будівництва.
lacess.speed = Максимальна швидкість одиниці, у плитках за секунду. lacess.speed = Максимальна швидкість одиниці, у плитках за секунду.
lcategory.unknown = Unknown
lcategory.unknown.description = Uncategorized instructions.
lcategory.io = Input & Output
lcategory.io.description = Modify contents of memory blocks and processor buffers.
lcategory.block = Block Control
lcategory.block.description = Interact with blocks.
lcategory.operation = Operations
lcategory.operation.description = Logical operations.
lcategory.control = Flow Control
lcategory.control.description = Manage execution order.
lcategory.unit = Unit Control
lcategory.unit.description = Give units commands.
lcategory.world = World
lcategory.world.description = Control how the world behaves.
graphicstype.clear = Залити дисплей вказаним кольором. graphicstype.clear = Залити дисплей вказаним кольором.
graphicstype.color = Установити колір для подальшої операції малювання. graphicstype.color = Установити колір для подальшої операції малювання.

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@@ -1765,6 +1765,20 @@ laccess.dead = Whether a unit/building is dead or no longer valid.
laccess.controlled = Returns:\n[accent]@ctrlProcessor[] if unit controller is processor\n[accent]@ctrlPlayer[] if unit/building controller is player\n[accent]@ctrlFormation[] if unit is in formation\nOtherwise, 0. laccess.controlled = Returns:\n[accent]@ctrlProcessor[] if unit controller is processor\n[accent]@ctrlPlayer[] if unit/building controller is player\n[accent]@ctrlFormation[] if unit is in formation\nOtherwise, 0.
laccess.progress = Action progress, 0 to 1.\nReturns production, turret reload or construction progress. laccess.progress = Action progress, 0 to 1.\nReturns production, turret reload or construction progress.
lacess.speed = Top speed of a unit, in tiles/sec. lacess.speed = Top speed of a unit, in tiles/sec.
lcategory.unknown = Unknown
lcategory.unknown.description = Uncategorized instructions.
lcategory.io = Input & Output
lcategory.io.description = Modify contents of memory blocks and processor buffers.
lcategory.block = Block Control
lcategory.block.description = Interact with blocks.
lcategory.operation = Operations
lcategory.operation.description = Logical operations.
lcategory.control = Flow Control
lcategory.control.description = Manage execution order.
lcategory.unit = Unit Control
lcategory.unit.description = Give units commands.
lcategory.world = World
lcategory.world.description = Control how the world behaves.
graphicstype.clear = Tô màu cho màn hình. graphicstype.clear = Tô màu cho màn hình.
graphicstype.color = Đặt màu cho thao tác vẽ tiếp theo. graphicstype.color = Đặt màu cho thao tác vẽ tiếp theo.

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@@ -1764,6 +1764,20 @@ laccess.dead = 单位或建筑是否已被摧毁或者已失效
laccess.controlled = 若单位的控制方是处理器,返回[accent]@ctrlProcessor[]\n若单位/建筑由玩家控制,返回[accent]@ctrlPlayer[]\n若单位在编队中返回[accent]@ctrlFormation[]\n其他情况返回0 laccess.controlled = 若单位的控制方是处理器,返回[accent]@ctrlProcessor[]\n若单位/建筑由玩家控制,返回[accent]@ctrlPlayer[]\n若单位在编队中返回[accent]@ctrlFormation[]\n其他情况返回0
laccess.progress = 进度0到1之间的数值。 \n返回工厂生产、 炮塔装填,或者建筑建造的进度 laccess.progress = 进度0到1之间的数值。 \n返回工厂生产、 炮塔装填,或者建筑建造的进度
lacess.speed = 单位的最高速度(格/秒) lacess.speed = 单位的最高速度(格/秒)
lcategory.unknown = Unknown
lcategory.unknown.description = Uncategorized instructions.
lcategory.io = Input & Output
lcategory.io.description = Modify contents of memory blocks and processor buffers.
lcategory.block = Block Control
lcategory.block.description = Interact with blocks.
lcategory.operation = Operations
lcategory.operation.description = Logical operations.
lcategory.control = Flow Control
lcategory.control.description = Manage execution order.
lcategory.unit = Unit Control
lcategory.unit.description = Give units commands.
lcategory.world = World
lcategory.world.description = Control how the world behaves.
graphicstype.clear = 用指定的颜色填充整个显示屏 graphicstype.clear = 用指定的颜色填充整个显示屏
graphicstype.color = 设置后续画图操作所使用的颜色 graphicstype.color = 设置后续画图操作所使用的颜色

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@@ -1770,6 +1770,20 @@ laccess.dead = 單位或建築是否已死亡或不存在。
laccess.controlled = 將回傳:\n處理器控制[accent]@ctrlProcessor[]\n玩家控制[accent]@ctrlPlayer[]\n在隊形中[accent]@ctrlFormation[]\n其他[accent]0[]。 laccess.controlled = 將回傳:\n處理器控制[accent]@ctrlProcessor[]\n玩家控制[accent]@ctrlPlayer[]\n在隊形中[accent]@ctrlFormation[]\n其他[accent]0[]。
laccess.progress = 建造、生產進度。以 0 到 1 表示。以及砲台裝填。 laccess.progress = 建造、生產進度。以 0 到 1 表示。以及砲台裝填。
lacess.speed = 單位的最高速度 (方塊/秒) lacess.speed = 單位的最高速度 (方塊/秒)
lcategory.unknown = Unknown
lcategory.unknown.description = Uncategorized instructions.
lcategory.io = Input & Output
lcategory.io.description = Modify contents of memory blocks and processor buffers.
lcategory.block = Block Control
lcategory.block.description = Interact with blocks.
lcategory.operation = Operations
lcategory.operation.description = Logical operations.
lcategory.control = Flow Control
lcategory.control.description = Manage execution order.
lcategory.unit = Unit Control
lcategory.unit.description = Give units commands.
lcategory.world = World
lcategory.world.description = Control how the world behaves.
graphicstype.clear = 重製版面為指定顏色 graphicstype.clear = 重製版面為指定顏色
graphicstype.color = 為後續所有圖畫指令設定顏色 graphicstype.color = 為後續所有圖畫指令設定顏色