diff --git a/core/assets/bundles/bundle.properties b/core/assets/bundles/bundle.properties index 4e62e68383..fc95300e51 100644 --- a/core/assets/bundles/bundle.properties +++ b/core/assets/bundles/bundle.properties @@ -1031,6 +1031,8 @@ stat.frequency = Frequency stat.targetsair = Targets Air stat.targetsground = Targets Ground stat.crushdamage = Crush Damage +stat.legsplashdamage = Leg Splash Damage +stat.legsplashrange = Leg Splash Range stat.itemsmoved = Move Speed stat.launchtime = Time Between Launches stat.shootrange = Range @@ -1070,6 +1072,7 @@ stat.reload = Firing Rate stat.ammo = Ammo stat.shieldhealth = Shield Health stat.cooldowntime = Cooldown Time +stat.regenerationrate = Regeneration Rate stat.explosiveness = Explosiveness stat.basedeflectchance = Base Deflect Chance stat.lightningchance = Lightning Chance @@ -1179,6 +1182,7 @@ bar.launchcooldown = Launch Cooldown bar.input = Input bar.output = Output bar.strength = [stat]{0}[lightgray]x strength +bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate units.processorcontrol = [lightgray]Processor Controlled @@ -1229,6 +1233,7 @@ unit.millions = mil unit.billions = b unit.shots = shots unit.pershot = /shot +unit.perleg = per leg category.purpose = Purpose category.general = General category.power = Power diff --git a/core/assets/bundles/bundle_be.properties b/core/assets/bundles/bundle_be.properties index 9306a8165c..656fe9192d 100644 --- a/core/assets/bundles/bundle_be.properties +++ b/core/assets/bundles/bundle_be.properties @@ -1028,6 +1028,8 @@ stat.frequency = Frequency stat.targetsair = Паветраныя мэты stat.targetsground = Наземныя мэты stat.crushdamage = Crush Damage +stat.legsplashdamage = Leg Splash Damage +stat.legsplashrange = Leg Splash Range stat.itemsmoved = Хуткасць перамяшчэння stat.launchtime = Інтэрвал запускаў stat.shootrange = Радыус дзеяння @@ -1067,6 +1069,7 @@ stat.reload = Стрэлы/секунду stat.ammo = Боепрыпасы stat.shieldhealth = Трываласць Шчыта stat.cooldowntime = Час Перазарадкі +stat.regenerationrate = Regeneration Rate stat.explosiveness = Узрыўчатасць stat.basedeflectchance = Шанец Збоя Базы stat.lightningchance = Шанец Маланкі @@ -1176,6 +1179,7 @@ bar.launchcooldown = Затрымка Запуску bar.input = Уваход bar.output = Выхад bar.strength = [stat]{0}[lightgray]x strength +bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate units.processorcontrol = [lightgray]Кантралюецца Працэссарам @@ -1226,6 +1230,7 @@ unit.millions = М. unit.billions = Б. unit.shots = shots unit.pershot = /стрэл +unit.perleg = per leg category.purpose = Апісанне category.general = Асноўныя category.power = Энергія diff --git a/core/assets/bundles/bundle_bg.properties b/core/assets/bundles/bundle_bg.properties index 89f565c57d..e8d6963b4a 100644 --- a/core/assets/bundles/bundle_bg.properties +++ b/core/assets/bundles/bundle_bg.properties @@ -1028,6 +1028,8 @@ stat.frequency = Frequency stat.targetsair = Напада по въздух stat.targetsground = Напада по земя stat.crushdamage = Crush Damage +stat.legsplashdamage = Leg Splash Damage +stat.legsplashrange = Leg Splash Range stat.itemsmoved = Скорост на движение stat.launchtime = Време между изстрелванията stat.shootrange = Обхват @@ -1067,6 +1069,7 @@ stat.reload = Изстрели/Секунда stat.ammo = Боеприпаси stat.shieldhealth = Здравина на щита stat.cooldowntime = Време за охлаждане +stat.regenerationrate = Regeneration Rate stat.explosiveness = Експлозивност stat.basedeflectchance = Базов шанс за отклоняване на изстрел stat.lightningchance = Вероятност за светкавица @@ -1176,6 +1179,7 @@ bar.launchcooldown = Презареждане на изстрела bar.input = Вход bar.output = Изход bar.strength = [stat]{0}[lightgray]x сила +bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate units.processorcontrol = [lightgray]Контролиран от процесор @@ -1226,6 +1230,7 @@ unit.millions = млн unit.billions = млр unit.shots = shots unit.pershot = /изстрел +unit.perleg = per leg category.purpose = Предназначение category.general = Обща информация category.power = Електричество diff --git a/core/assets/bundles/bundle_ca.properties b/core/assets/bundles/bundle_ca.properties index ca2003aff1..08a05dc799 100644 --- a/core/assets/bundles/bundle_ca.properties +++ b/core/assets/bundles/bundle_ca.properties @@ -1028,6 +1028,8 @@ stat.frequency = Frequency stat.targetsair = Dispara objectius aeris stat.targetsground = Dispara objectius terrestres stat.crushdamage = Crush Damage +stat.legsplashdamage = Leg Splash Damage +stat.legsplashrange = Leg Splash Range stat.itemsmoved = Velocitat de moviment stat.launchtime = Temps entre llançaments stat.shootrange = Abast @@ -1067,6 +1069,7 @@ stat.reload = Cadència de tir stat.ammo = Munició stat.shieldhealth = Salut de l’escut stat.cooldowntime = Temps de refredament +stat.regenerationrate = Regeneration Rate stat.explosiveness = Explosivitat stat.basedeflectchance = Probabilitat base d’evasió stat.lightningchance = Probabilitat de llampegar @@ -1176,6 +1179,7 @@ bar.launchcooldown = Refredament del llançament bar.input = Entrada bar.output = Sortida bar.strength = [stat]{0}[lightgray]× força +bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate units.processorcontrol = [lightgray]Controlat pel processador @@ -1226,6 +1230,7 @@ unit.millions = M unit.billions = kM unit.shots = dispars unit.pershot = /dispar +unit.perleg = per leg category.purpose = Funció category.general = General category.power = Energia diff --git a/core/assets/bundles/bundle_cs.properties b/core/assets/bundles/bundle_cs.properties index c33c15fffc..d505a974e8 100644 --- a/core/assets/bundles/bundle_cs.properties +++ b/core/assets/bundles/bundle_cs.properties @@ -1028,6 +1028,8 @@ stat.frequency = Frekvence stat.targetsair = Zaměřuje vzdušné jednotky stat.targetsground = Zaměřuje pozemní jednotky stat.crushdamage = Crush Damage +stat.legsplashdamage = Leg Splash Damage +stat.legsplashrange = Leg Splash Range stat.itemsmoved = Rychlost pohybu stat.launchtime = Čas mezi vysláním stat.shootrange = Dostřel @@ -1067,6 +1069,7 @@ stat.reload = Střel za 1s stat.ammo = Střelivo stat.shieldhealth = Zdraví štítu stat.cooldowntime = Čas na zchladnutí +stat.regenerationrate = Regeneration Rate stat.explosiveness = Výbušnost stat.basedeflectchance = Základní pravděpodobnost odražení stat.lightningchance = Pravděpodobnost blesku @@ -1176,6 +1179,7 @@ bar.launchcooldown = Prodleva Odletu bar.input = Vstup bar.output = Výstup bar.strength = [stat]{0}[lightgray]x síla +bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate units.processorcontrol = [lightgray]Procesor je ovládán[] @@ -1226,6 +1230,7 @@ unit.millions = mil. unit.billions = mld. unit.shots = střely unit.pershot = /střela +unit.perleg = per leg category.purpose = Účel category.general = Všeobecné category.power = Energie diff --git a/core/assets/bundles/bundle_da.properties b/core/assets/bundles/bundle_da.properties index 6142884a04..a23809aee0 100644 --- a/core/assets/bundles/bundle_da.properties +++ b/core/assets/bundles/bundle_da.properties @@ -1028,6 +1028,8 @@ stat.frequency = Frequency stat.targetsair = Skyder flyvere stat.targetsground = Skyder fodgængere stat.crushdamage = Crush Damage +stat.legsplashdamage = Leg Splash Damage +stat.legsplashrange = Leg Splash Range stat.itemsmoved = Bevægelseshastighed stat.launchtime = Tid mellem affyringer stat.shootrange = Rækkevidde @@ -1067,6 +1069,7 @@ stat.reload = Skud pr. sekund stat.ammo = Ammunition stat.shieldhealth = Skjold-helbred stat.cooldowntime = Nedkølingstid +stat.regenerationrate = Regeneration Rate stat.explosiveness = Eksplosivitet stat.basedeflectchance = Grundlæggende reflektions-chance stat.lightningchance = Lyn-chance @@ -1176,6 +1179,7 @@ bar.launchcooldown = Launch Cooldown bar.input = Input bar.output = Output bar.strength = [stat]{0}[lightgray]x strength +bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate units.processorcontrol = [lightgray]Processor kontrolleret @@ -1226,6 +1230,7 @@ unit.millions = mio unit.billions = mia unit.shots = shots unit.pershot = /shot +unit.perleg = per leg category.purpose = Purpose category.general = Generel category.power = Strøm diff --git a/core/assets/bundles/bundle_de.properties b/core/assets/bundles/bundle_de.properties index c244b6cf67..eeb50ea857 100644 --- a/core/assets/bundles/bundle_de.properties +++ b/core/assets/bundles/bundle_de.properties @@ -1028,6 +1028,8 @@ stat.frequency = Frequency stat.targetsair = Visiert Lufteinheiten an stat.targetsground = Visiert Bodeneinheiten an stat.crushdamage = Crush Damage +stat.legsplashdamage = Leg Splash Damage +stat.legsplashrange = Leg Splash Range stat.itemsmoved = Bewegungsgeschwindigkeit stat.launchtime = Zeit zwischen Starts stat.shootrange = Reichweite @@ -1067,6 +1069,7 @@ stat.reload = Schussrate stat.ammo = Munition stat.shieldhealth = Schildlebenspunkte stat.cooldowntime = Cooldown-Zeit +stat.regenerationrate = Regeneration Rate stat.explosiveness = Sprengkraft stat.basedeflectchance = Grundreflektionschance stat.lightningchance = Blitzwahrscheinlichkeit @@ -1176,6 +1179,7 @@ bar.launchcooldown = Start-Cooldown bar.input = Input bar.output = Output bar.strength = [stat]{0}[lightgray]x Stärke +bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate units.processorcontrol = [lightgray]Prozessorgesteuert @@ -1226,6 +1230,7 @@ unit.millions = Mio unit.billions = Mrd unit.shots = Schuss unit.pershot = /Schuss +unit.perleg = per leg category.purpose = Beschreibung category.general = Allgemeines category.power = Strom diff --git a/core/assets/bundles/bundle_es.properties b/core/assets/bundles/bundle_es.properties index 7769bf212b..8bb7beb316 100644 --- a/core/assets/bundles/bundle_es.properties +++ b/core/assets/bundles/bundle_es.properties @@ -1028,6 +1028,8 @@ stat.frequency = Frequency stat.targetsair = Apunta al aire stat.targetsground = Apunta a tierra stat.crushdamage = Crush Damage +stat.legsplashdamage = Leg Splash Damage +stat.legsplashrange = Leg Splash Range stat.itemsmoved = Velocidad de movimiento stat.launchtime = Tiempo entre lanzamientos stat.shootrange = Alcance @@ -1067,6 +1069,7 @@ stat.reload = Cadencia de tiro stat.ammo = Munición stat.shieldhealth = Escudo stat.cooldowntime = Enfriamiento +stat.regenerationrate = Regeneration Rate stat.explosiveness = Explosividad stat.basedeflectchance = Probabilidad base de desvío stat.lightningchance = Probabilidad de descarga @@ -1176,6 +1179,7 @@ bar.launchcooldown = Recarga de lanzamiento bar.input = Entrada bar.output = Salida bar.strength = [stat]{0}[lightgray]x potencia +bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate units.processorcontrol = [lightgray]Controlado desde el procesador @@ -1226,6 +1230,7 @@ unit.millions = M unit.billions = B unit.shots = shots unit.pershot = /disparo +unit.perleg = per leg category.purpose = Objetivo category.general = General category.power = Energía diff --git a/core/assets/bundles/bundle_et.properties b/core/assets/bundles/bundle_et.properties index f6ab9e6ed4..85f82b406a 100644 --- a/core/assets/bundles/bundle_et.properties +++ b/core/assets/bundles/bundle_et.properties @@ -1028,6 +1028,8 @@ stat.frequency = Frequency stat.targetsair = Sihib õhku stat.targetsground = Sihib maapinnale stat.crushdamage = Crush Damage +stat.legsplashdamage = Leg Splash Damage +stat.legsplashrange = Leg Splash Range stat.itemsmoved = Transportimise kiirus stat.launchtime = Aeg lendutõusude vahel stat.shootrange = Ulatus @@ -1067,6 +1069,7 @@ stat.reload = Lasku/s stat.ammo = Laskemoon stat.shieldhealth = Shield Health stat.cooldowntime = Cooldown Time +stat.regenerationrate = Regeneration Rate stat.explosiveness = Explosiveness stat.basedeflectchance = Base Deflect Chance stat.lightningchance = Lightning Chance @@ -1176,6 +1179,7 @@ bar.launchcooldown = Launch Cooldown bar.input = Input bar.output = Output bar.strength = [stat]{0}[lightgray]x strength +bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate units.processorcontrol = [lightgray]Processor Controlled @@ -1226,6 +1230,7 @@ unit.millions = mil unit.billions = b unit.shots = shots unit.pershot = /shot +unit.perleg = per leg category.purpose = Purpose category.general = Üldinfo category.power = Energia diff --git a/core/assets/bundles/bundle_eu.properties b/core/assets/bundles/bundle_eu.properties index 0a035f8657..08a56e155f 100644 --- a/core/assets/bundles/bundle_eu.properties +++ b/core/assets/bundles/bundle_eu.properties @@ -1028,6 +1028,8 @@ stat.frequency = Frequency stat.targetsair = Airera tirokatzen du stat.targetsground = Lurrera tirokatzen du stat.crushdamage = Crush Damage +stat.legsplashdamage = Leg Splash Damage +stat.legsplashrange = Leg Splash Range stat.itemsmoved = Garraio-abiadura stat.launchtime = Egozketen arteko denbora stat.shootrange = Irismena @@ -1067,6 +1069,7 @@ stat.reload = Tiroak/segundoko stat.ammo = Munizioa stat.shieldhealth = Shield Health stat.cooldowntime = Cooldown Time +stat.regenerationrate = Regeneration Rate stat.explosiveness = Explosiveness stat.basedeflectchance = Base Deflect Chance stat.lightningchance = Lightning Chance @@ -1176,6 +1179,7 @@ bar.launchcooldown = Launch Cooldown bar.input = Input bar.output = Output bar.strength = [stat]{0}[lightgray]x strength +bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate units.processorcontrol = [lightgray]Processor Controlled @@ -1226,6 +1230,7 @@ unit.millions = mil unit.billions = b unit.shots = shots unit.pershot = /shot +unit.perleg = per leg category.purpose = Purpose category.general = Orokorra category.power = Energia diff --git a/core/assets/bundles/bundle_fi.properties b/core/assets/bundles/bundle_fi.properties index ac8426359a..b159f62af3 100644 --- a/core/assets/bundles/bundle_fi.properties +++ b/core/assets/bundles/bundle_fi.properties @@ -1028,6 +1028,8 @@ stat.frequency = Frequency stat.targetsair = Hyökkää ilmaan stat.targetsground = Hyökkää maahan stat.crushdamage = Crush Damage +stat.legsplashdamage = Leg Splash Damage +stat.legsplashrange = Leg Splash Range stat.itemsmoved = Liikkumisnopeus stat.launchtime = Aika laukaisujen välillä stat.shootrange = Kantama @@ -1067,6 +1069,7 @@ stat.reload = Ammusta/sekunnissa stat.ammo = Ammus stat.shieldhealth = Kilven elämäpisteet stat.cooldowntime = Jäähtymisaika +stat.regenerationrate = Regeneration Rate stat.explosiveness = Räjähdysherkkyys stat.basedeflectchance = Perustorjuntatodennäköisyys stat.lightningchance = Salamointitodennäköisyys @@ -1176,6 +1179,7 @@ bar.launchcooldown = Laukaisun latausaika bar.input = Sisääntulo bar.output = Ulostulo bar.strength = [stat]{0}[lightgray]x voimakkuus +bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate units.processorcontrol = [lightgray]Prosessorin hallitsema @@ -1226,6 +1230,7 @@ unit.millions = milj unit.billions = mrd unit.shots = shots unit.pershot = /laukaisu +unit.perleg = per leg category.purpose = Tarkoitus category.general = Yleinen category.power = Energia diff --git a/core/assets/bundles/bundle_fil.properties b/core/assets/bundles/bundle_fil.properties index 5d1accc740..b2c035f16d 100644 --- a/core/assets/bundles/bundle_fil.properties +++ b/core/assets/bundles/bundle_fil.properties @@ -1028,6 +1028,8 @@ stat.frequency = Frequency stat.targetsair = Tinatarget ng mga Air stat.targetsground = Tinatarget ng mga Ground stat.crushdamage = Crush Damage +stat.legsplashdamage = Leg Splash Damage +stat.legsplashrange = Leg Splash Range stat.itemsmoved = Bilis ng Pag-galaw stat.launchtime = Oras sa pagitan ng mga launches stat.shootrange = Saklaw @@ -1067,6 +1069,7 @@ stat.reload = Putok/Segundo stat.ammo = Mga Bala stat.shieldhealth = Health ng Kalasag stat.cooldowntime = Oras ng Cooldown +stat.regenerationrate = Regeneration Rate stat.explosiveness = Pagkasabog stat.basedeflectchance = Base Deflect Chance stat.lightningchance = Pagkakataon ng Lightning @@ -1176,6 +1179,7 @@ bar.launchcooldown = Launch Cooldown bar.input = Input bar.output = Output bar.strength = [stat]{0}[lightgray]x strength +bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate units.processorcontrol = [lightgray]Processor Controlled @@ -1226,6 +1230,7 @@ unit.millions = mil unit.billions = bil unit.shots = shots unit.pershot = /shot +unit.perleg = per leg category.purpose = Ang Purpose category.general = Pangkalahatan category.power = Kuryente diff --git a/core/assets/bundles/bundle_fr.properties b/core/assets/bundles/bundle_fr.properties index b7abb248ff..a3046b2145 100644 --- a/core/assets/bundles/bundle_fr.properties +++ b/core/assets/bundles/bundle_fr.properties @@ -1028,6 +1028,8 @@ stat.frequency = Frequency stat.targetsair = Cibles Aériennes stat.targetsground = Cibles Terrestres stat.crushdamage = Crush Damage +stat.legsplashdamage = Leg Splash Damage +stat.legsplashrange = Leg Splash Range stat.itemsmoved = Vitesse de Déplacement stat.launchtime = Temps entre chaque lancement stat.shootrange = Portée de tir @@ -1067,6 +1069,7 @@ stat.reload = Cadence de tir stat.ammo = Munitions stat.shieldhealth = Santé du bouclier stat.cooldowntime = Temps de refroidissement +stat.regenerationrate = Regeneration Rate stat.explosiveness = Explosivité stat.basedeflectchance = Chance de Détournement de Base stat.lightningchance = Chance d'Éclairs @@ -1176,6 +1179,7 @@ bar.launchcooldown = Délai de Lancement bar.input = Entrée bar.output = Sortie bar.strength = [stat]{0}[lightgray]x puissance +bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate units.processorcontrol = [lightgray]Contrôlé par un processeur. @@ -1226,6 +1230,7 @@ unit.millions = M unit.billions = Md unit.shots = tirs unit.pershot = /tirs +unit.perleg = per leg category.purpose = Description category.general = Caractéristiques category.power = Énergie diff --git a/core/assets/bundles/bundle_hu.properties b/core/assets/bundles/bundle_hu.properties index ce3ca18566..84dc9916e0 100644 --- a/core/assets/bundles/bundle_hu.properties +++ b/core/assets/bundles/bundle_hu.properties @@ -1028,6 +1028,8 @@ stat.frequency = Frekvencia stat.targetsair = Légi célpontok stat.targetsground = Földi célpontok stat.crushdamage = Zúzó sebzés +stat.legsplashdamage = Leg Splash Damage +stat.legsplashrange = Leg Splash Range stat.itemsmoved = Szállítási sebesség stat.launchtime = Kilövések közötti idő stat.shootrange = Hatótávolság @@ -1067,6 +1069,7 @@ stat.reload = Tüzelési sebesség stat.ammo = Lőszer stat.shieldhealth = Erőpajzs életereje stat.cooldowntime = Újratöltés időtartama +stat.regenerationrate = Regeneration Rate stat.explosiveness = Robbanékonyság stat.basedeflectchance = Alap hárítási esély stat.lightningchance = Villámlás esélye @@ -1176,6 +1179,7 @@ bar.launchcooldown = Kilövés visszaszámlálása bar.input = Bemenet bar.output = Kimenet bar.strength = [stat]{0}[lightgray]x erő +bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate units.processorcontrol = [lightgray]Processzorvezérelt @@ -1226,6 +1230,7 @@ unit.millions = mil unit.billions = Mrd unit.shots = lövés unit.pershot = /lövés +unit.perleg = per leg category.purpose = Rendeltetés category.general = Általános category.power = Áram diff --git a/core/assets/bundles/bundle_id_ID.properties b/core/assets/bundles/bundle_id_ID.properties index bcb71e9344..c4450cc9d7 100644 --- a/core/assets/bundles/bundle_id_ID.properties +++ b/core/assets/bundles/bundle_id_ID.properties @@ -1028,6 +1028,8 @@ stat.frequency = Frekuensi stat.targetsair = Target Udara stat.targetsground = Target Darat stat.crushdamage = Damage Benturan +stat.legsplashdamage = Leg Splash Damage +stat.legsplashrange = Leg Splash Range stat.itemsmoved = Kecepatan Barang stat.launchtime = Waktu Antara Peluncuran stat.shootrange = Jarak @@ -1067,6 +1069,7 @@ stat.reload = Kecepatan Penembakan stat.ammo = Amunisi stat.shieldhealth = Nyawa Perisai stat.cooldowntime = Waktu Pendinginan +stat.regenerationrate = Regeneration Rate stat.explosiveness = Daya Ledak stat.basedeflectchance = Peluang Defleksi Dasar stat.lightningchance = Peluang Menghasilkan Petir @@ -1176,6 +1179,7 @@ bar.launchcooldown = Jeda Peluncuran bar.input = Masukan bar.output = Keluaran bar.strength = [stat]{0}[lightgray]x penguatan +bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate units.processorcontrol = [lightgray]Dikendalikan Prosesor @@ -1226,6 +1230,7 @@ unit.millions = jt unit.billions = m unit.shots = tembakan unit.pershot = /tembakan +unit.perleg = per leg category.purpose = Kegunaan category.general = Umum category.power = Tenaga diff --git a/core/assets/bundles/bundle_it.properties b/core/assets/bundles/bundle_it.properties index ce4d30ccb2..5a8baab9dc 100644 --- a/core/assets/bundles/bundle_it.properties +++ b/core/assets/bundles/bundle_it.properties @@ -1028,6 +1028,8 @@ stat.frequency = Frequency stat.targetsair = Attacca Nemici Aerei stat.targetsground = Attacca Nemici Terreni stat.crushdamage = Crush Damage +stat.legsplashdamage = Leg Splash Damage +stat.legsplashrange = Leg Splash Range stat.itemsmoved = Velocità stat.launchtime = Tempo tra Lanci stat.shootrange = Raggio @@ -1067,6 +1069,7 @@ stat.reload = Cadenza stat.ammo = Munizioni stat.shieldhealth = Integrità Scudo stat.cooldowntime = Tempo Raffreddamento +stat.regenerationrate = Regeneration Rate stat.explosiveness = Esplosività stat.basedeflectchance = Probabilità di Deviazione stat.lightningchance = Probabilità di Fulmine @@ -1176,6 +1179,7 @@ bar.launchcooldown = Tempo rimanente al lancio bar.input = Entrata bar.output = Uscita bar.strength = [stat]{0}[lightgray]x forza +bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate units.processorcontrol = [lightgray]Controllato dal Processore @@ -1226,6 +1230,7 @@ unit.millions = mln unit.billions = mld unit.shots = shots unit.pershot = /colpo +unit.perleg = per leg category.purpose = Scopo category.general = Generali category.power = Energia diff --git a/core/assets/bundles/bundle_ja.properties b/core/assets/bundles/bundle_ja.properties index d2305c174f..eeaeaa1337 100644 --- a/core/assets/bundles/bundle_ja.properties +++ b/core/assets/bundles/bundle_ja.properties @@ -1028,6 +1028,8 @@ stat.frequency = Frequency stat.targetsair = 対空攻撃 stat.targetsground = 対地攻撃 stat.crushdamage = Crush Damage +stat.legsplashdamage = Leg Splash Damage +stat.legsplashrange = Leg Splash Range stat.itemsmoved = 輸送速度 stat.launchtime = 発射の待機時間 stat.shootrange = 範囲 @@ -1067,6 +1069,7 @@ stat.reload = 再装填速度 stat.ammo = 弾薬 stat.shieldhealth = シールド stat.cooldowntime = クールタイム +stat.regenerationrate = Regeneration Rate stat.explosiveness = 爆発性 stat.basedeflectchance = 反射確率 stat.lightningchance = 電撃確率 @@ -1176,6 +1179,7 @@ bar.launchcooldown = 打ち上げ後のクールダウン bar.input = 入力 bar.output = 出力 bar.strength = [stat]{0}[lightgray]x 強化 +bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate units.processorcontrol = [lightgray]プロセッサーの制御下 @@ -1226,6 +1230,7 @@ unit.millions = 十万 unit.billions = 十億 unit.shots = 発 unit.pershot = /発 +unit.perleg = per leg category.purpose = 説明 category.general = 一般 category.power = 電力 diff --git a/core/assets/bundles/bundle_ko.properties b/core/assets/bundles/bundle_ko.properties index 7c8ee50df5..0160d55d88 100644 --- a/core/assets/bundles/bundle_ko.properties +++ b/core/assets/bundles/bundle_ko.properties @@ -1028,6 +1028,8 @@ stat.frequency = 빈도 stat.targetsair = 공중 조준 stat.targetsground = 지상 조준 stat.crushdamage = 파쇄 피해 +stat.legsplashdamage = Leg Splash Damage +stat.legsplashrange = Leg Splash Range stat.itemsmoved = 이동 속도 stat.launchtime = 출격 간격 stat.shootrange = 사거리 @@ -1067,6 +1069,7 @@ stat.reload = 발사 주기 stat.ammo = 탄약 stat.shieldhealth = 보호막 내구도 stat.cooldowntime = 쿨타임 +stat.regenerationrate = Regeneration Rate stat.explosiveness = 폭발성 stat.basedeflectchance = 기본 반사 확률 stat.lightningchance = 전격 생성 확률 @@ -1176,6 +1179,7 @@ bar.launchcooldown = 발사 대기시간 bar.input = 입력 bar.output = 출력 bar.strength = [stat]{0}[lightgray]x 치료 속도[][] +bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate units.processorcontrol = [lightgray]프로세서 제어됨[] @@ -1226,6 +1230,7 @@ unit.millions = m unit.billions = b unit.shots = 발 unit.pershot = /발 +unit.perleg = per leg category.purpose = 목적 category.general = 일반 category.power = 전력 diff --git a/core/assets/bundles/bundle_lt.properties b/core/assets/bundles/bundle_lt.properties index 683c6ee37c..c0dcdecedd 100644 --- a/core/assets/bundles/bundle_lt.properties +++ b/core/assets/bundles/bundle_lt.properties @@ -1028,6 +1028,8 @@ stat.frequency = Frequency stat.targetsair = Šaudo į oro taikinius stat.targetsground = Šaudo į žemės taikinius stat.crushdamage = Crush Damage +stat.legsplashdamage = Leg Splash Damage +stat.legsplashrange = Leg Splash Range stat.itemsmoved = Judėjimo Greitis stat.launchtime = Laikas Tarp Paleidimų stat.shootrange = Atstumas @@ -1067,6 +1069,7 @@ stat.reload = Šūviai per sekundę stat.ammo = Šoviniai stat.shieldhealth = Shield Health stat.cooldowntime = Cooldown Time +stat.regenerationrate = Regeneration Rate stat.explosiveness = Explosiveness stat.basedeflectchance = Base Deflect Chance stat.lightningchance = Lightning Chance @@ -1176,6 +1179,7 @@ bar.launchcooldown = Launch Cooldown bar.input = Įeiga bar.output = Išeiga bar.strength = [stat]{0}[lightgray]x strength +bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate units.processorcontrol = [lightgray]Processor Controlled @@ -1226,6 +1230,7 @@ unit.millions = mil unit.billions = b unit.shots = shots unit.pershot = /shot +unit.perleg = per leg category.purpose = Purpose category.general = Bendra category.power = Energija diff --git a/core/assets/bundles/bundle_nl.properties b/core/assets/bundles/bundle_nl.properties index dae48e4274..25c2112355 100644 --- a/core/assets/bundles/bundle_nl.properties +++ b/core/assets/bundles/bundle_nl.properties @@ -1028,6 +1028,8 @@ stat.frequency = Frequency stat.targetsair = Luchtdoelwitten stat.targetsground = Gronddoelwitten stat.crushdamage = Crush Damage +stat.legsplashdamage = Leg Splash Damage +stat.legsplashrange = Leg Splash Range stat.itemsmoved = Beweegingssnelheid stat.launchtime = Tijd tussen lanceringen stat.shootrange = Bereik @@ -1067,6 +1069,7 @@ stat.reload = Schoten/Seconde stat.ammo = Ammunitie stat.shieldhealth = Schild Levenspunten stat.cooldowntime = Afkoelingsperiode +stat.regenerationrate = Regeneration Rate stat.explosiveness = Explosiviteit stat.basedeflectchance = Basis Afbuigingskans stat.lightningchance = Bliksemkans @@ -1176,6 +1179,7 @@ bar.launchcooldown = Lancering Afkoelingstijd bar.input = Invoer bar.output = Uitvoer bar.strength = [stat]{0}[lightgray]x sterkte +bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate units.processorcontrol = [lightgray]Processor Gestuurd @@ -1226,6 +1230,7 @@ unit.millions = mln unit.billions = mjd unit.shots = shots unit.pershot = /schot +unit.perleg = per leg category.purpose = Doel category.general = Algemeen category.power = Stroom diff --git a/core/assets/bundles/bundle_nl_BE.properties b/core/assets/bundles/bundle_nl_BE.properties index 5787df0164..f4540dc6f2 100644 --- a/core/assets/bundles/bundle_nl_BE.properties +++ b/core/assets/bundles/bundle_nl_BE.properties @@ -1028,6 +1028,8 @@ stat.frequency = Frequency stat.targetsair = Targets Air stat.targetsground = Targets Ground stat.crushdamage = Crush Damage +stat.legsplashdamage = Leg Splash Damage +stat.legsplashrange = Leg Splash Range stat.itemsmoved = Move Speed stat.launchtime = Time Between Launches stat.shootrange = Range @@ -1067,6 +1069,7 @@ stat.reload = Shots/Second stat.ammo = Ammo stat.shieldhealth = Shield Health stat.cooldowntime = Cooldown Time +stat.regenerationrate = Regeneration Rate stat.explosiveness = Explosiveness stat.basedeflectchance = Base Deflect Chance stat.lightningchance = Lightning Chance @@ -1176,6 +1179,7 @@ bar.launchcooldown = Launch Cooldown bar.input = Input bar.output = Output bar.strength = [stat]{0}[lightgray]x strength +bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate units.processorcontrol = [lightgray]Processor Controlled @@ -1226,6 +1230,7 @@ unit.millions = mil unit.billions = b unit.shots = shots unit.pershot = /shot +unit.perleg = per leg category.purpose = Purpose category.general = General category.power = Power diff --git a/core/assets/bundles/bundle_pl.properties b/core/assets/bundles/bundle_pl.properties index 944fc7a147..6662dc4b7c 100644 --- a/core/assets/bundles/bundle_pl.properties +++ b/core/assets/bundles/bundle_pl.properties @@ -1028,6 +1028,8 @@ stat.frequency = Frequency stat.targetsair = Namierza wrogów powietrznych stat.targetsground = Namierza wrogów lądowych stat.crushdamage = Crush Damage +stat.legsplashdamage = Leg Splash Damage +stat.legsplashrange = Leg Splash Range stat.itemsmoved = Prędkość poruszania się stat.launchtime = Czas pomiędzy wystrzeleniami stat.shootrange = Zasięg @@ -1067,6 +1069,7 @@ stat.reload = Strzałów/Sekundę stat.ammo = Amunicja stat.shieldhealth = Życie Tarczy stat.cooldowntime = Czas Odnowienia +stat.regenerationrate = Regeneration Rate stat.explosiveness = Wybuchowość stat.basedeflectchance = Bazowa Szansa Na Odbicie stat.lightningchance = Szansa Na Błyskawicę @@ -1176,6 +1179,7 @@ bar.launchcooldown = Czas odnowienia wystrzału bar.input = Wejście bar.output = Wyjście bar.strength = [stat]{0}[lightgray]x siły +bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate units.processorcontrol = [lightgray]Kontrolowany przez procesor @@ -1226,6 +1230,7 @@ unit.millions = mln. unit.billions = mld. unit.shots = strzały unit.pershot = /strzał +unit.perleg = per leg category.purpose = Opis category.general = Główne category.power = Prąd diff --git a/core/assets/bundles/bundle_pt_BR.properties b/core/assets/bundles/bundle_pt_BR.properties index f93a43c821..513f3c15a3 100644 --- a/core/assets/bundles/bundle_pt_BR.properties +++ b/core/assets/bundles/bundle_pt_BR.properties @@ -1028,6 +1028,8 @@ stat.frequency = Frequency stat.targetsair = Mira no ar stat.targetsground = Mira no chão stat.crushdamage = Crush Damage +stat.legsplashdamage = Leg Splash Damage +stat.legsplashrange = Leg Splash Range stat.itemsmoved = Velocidade de movimento stat.launchtime = Tempo entre Disparos stat.shootrange = Alcance @@ -1067,6 +1069,7 @@ stat.reload = Tempo de recarga stat.ammo = Munição stat.shieldhealth = Vida do Escudo stat.cooldowntime = Tempo de espera +stat.regenerationrate = Regeneration Rate stat.explosiveness = Explosividade stat.basedeflectchance = Chance Base de Esquiva stat.lightningchance = Chance de Raio @@ -1176,6 +1179,7 @@ bar.launchcooldown = Cooldown de Lançamento bar.input = Entrada bar.output = Saída bar.strength = [stat]{0}[lightgray]x força +bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate units.processorcontrol = [lightgray]Controlado por Processador @@ -1226,6 +1230,7 @@ unit.millions = m unit.billions = b unit.shots = shots unit.pershot = /disparo +unit.perleg = per leg category.purpose = Propósito category.general = Geral category.power = Energia diff --git a/core/assets/bundles/bundle_pt_PT.properties b/core/assets/bundles/bundle_pt_PT.properties index 7964db8395..d3da88d6ec 100644 --- a/core/assets/bundles/bundle_pt_PT.properties +++ b/core/assets/bundles/bundle_pt_PT.properties @@ -1028,6 +1028,8 @@ stat.frequency = Frequency stat.targetsair = Mirar no Ar stat.targetsground = Mirar no Chão stat.crushdamage = Crush Damage +stat.legsplashdamage = Leg Splash Damage +stat.legsplashrange = Leg Splash Range stat.itemsmoved = Velocidade de movimento stat.launchtime = Tempo entre Tiros stat.shootrange = Alcance de Tiro @@ -1067,6 +1069,7 @@ stat.reload = Tiros por Segundo stat.ammo = Munição stat.shieldhealth = Vida do Escudo stat.cooldowntime = Tempo de Espera +stat.regenerationrate = Regeneration Rate stat.explosiveness = Explosividade stat.basedeflectchance = Probabilidade Base de Esquiva stat.lightningchance = Probabilidade de Raio @@ -1176,6 +1179,7 @@ bar.launchcooldown = Cooldown de Lançamento bar.input = Entrada bar.output = Saída bar.strength = [stat]{0}[lightgray]x força +bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate units.processorcontrol = [lightgray]Controlado por Processador @@ -1226,6 +1230,7 @@ unit.millions = M unit.billions = B unit.shots = disparos unit.pershot = /dispasro +unit.perleg = per leg category.purpose = Propósito category.general = Geral category.power = Poder diff --git a/core/assets/bundles/bundle_ro.properties b/core/assets/bundles/bundle_ro.properties index ffe0ddc588..b7392c2fd3 100644 --- a/core/assets/bundles/bundle_ro.properties +++ b/core/assets/bundles/bundle_ro.properties @@ -1028,6 +1028,8 @@ stat.frequency = Frequency stat.targetsair = Lovește Aeronave stat.targetsground = Lovește Artilerie stat.crushdamage = Crush Damage +stat.legsplashdamage = Leg Splash Damage +stat.legsplashrange = Leg Splash Range stat.itemsmoved = Viteză de Mișcare a Materialelor stat.launchtime = Timp între Lansări stat.shootrange = Rază @@ -1067,6 +1069,7 @@ stat.reload = Rata de Tragere stat.ammo = Muniție stat.shieldhealth = Viață Scut stat.cooldowntime = Timp de Reîncărcare +stat.regenerationrate = Regeneration Rate stat.explosiveness = Explozivitate stat.basedeflectchance = Șansă de Reflexie stat.lightningchance = Șansă Fulger @@ -1176,6 +1179,7 @@ bar.launchcooldown = Launch Cooldown bar.input = Necesită bar.output = Produce bar.strength = [stat]{0}[lightgray]x putere +bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate units.processorcontrol = [lightgray]Controlat de Procesor @@ -1226,6 +1230,7 @@ unit.millions = mil unit.billions = mld unit.shots = shots unit.pershot = /lovitură +unit.perleg = per leg category.purpose = Utilizare category.general = General category.power = Electricitate diff --git a/core/assets/bundles/bundle_ru.properties b/core/assets/bundles/bundle_ru.properties index cc915c3f9b..a7220dc512 100644 --- a/core/assets/bundles/bundle_ru.properties +++ b/core/assets/bundles/bundle_ru.properties @@ -1028,6 +1028,8 @@ stat.frequency = Frequency stat.targetsair = Воздушные цели stat.targetsground = Наземные цели stat.crushdamage = Crush Damage +stat.legsplashdamage = Leg Splash Damage +stat.legsplashrange = Leg Splash Range stat.itemsmoved = Скорость перемещения stat.launchtime = Интервал запусков stat.shootrange = Радиус действия @@ -1067,6 +1069,7 @@ stat.reload = Выстрелы/секунду stat.ammo = Боеприпасы stat.shieldhealth = Прочность щита stat.cooldowntime = Время восстановления +stat.regenerationrate = Regeneration Rate stat.explosiveness = Взрывоопасность stat.basedeflectchance = Базовый шанс отражения stat.lightningchance = Шанс удара молнии @@ -1176,6 +1179,7 @@ bar.launchcooldown = Лимит высадки bar.input = Ввод bar.output = Вывод bar.strength = [stat]{0}[lightgray]x эффективность +bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate units.processorcontrol = [lightgray]Управляется процессором @@ -1226,6 +1230,7 @@ unit.millions = М unit.billions = В unit.shots = выстрелы unit.pershot = /выстрел +unit.perleg = per leg category.purpose = Назначение category.general = Основные category.power = Энергия diff --git a/core/assets/bundles/bundle_sr.properties b/core/assets/bundles/bundle_sr.properties index 948062ed4d..a3780da509 100644 --- a/core/assets/bundles/bundle_sr.properties +++ b/core/assets/bundles/bundle_sr.properties @@ -1028,6 +1028,8 @@ stat.frequency = Frequency stat.targetsair = Nišani vazduh stat.targetsground = Nišani zemlju stat.crushdamage = Crush Damage +stat.legsplashdamage = Leg Splash Damage +stat.legsplashrange = Leg Splash Range stat.itemsmoved = Brzina kretanja stat.launchtime = Vreme između lansiranja stat.shootrange = Domet @@ -1067,6 +1069,7 @@ stat.reload = Brzina paljbe stat.ammo = Municija stat.shieldhealth = Izdržljivost štita stat.cooldowntime = Vreme hlađenja +stat.regenerationrate = Regeneration Rate stat.explosiveness = Eksplozivnost stat.basedeflectchance = Šansa odbijanja stat.lightningchance = Šansa za stvaranje munje @@ -1176,6 +1179,7 @@ bar.launchcooldown = Launch Cooldown bar.input = Ulaz bar.output = Izlaz bar.strength = [stat]{0}[lightgray]x snage +bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate units.processorcontrol = [lightgray]Procesno Upravljan @@ -1226,6 +1230,7 @@ unit.millions = milioni unit.billions = milijarde unit.shots = shots unit.pershot = /pucnju +unit.perleg = per leg category.purpose = Namena category.general = Opšte category.power = Energija diff --git a/core/assets/bundles/bundle_sv.properties b/core/assets/bundles/bundle_sv.properties index 5e8e0626b8..2dc91bddb9 100644 --- a/core/assets/bundles/bundle_sv.properties +++ b/core/assets/bundles/bundle_sv.properties @@ -1028,6 +1028,8 @@ stat.frequency = Frequency stat.targetsair = Targets Air stat.targetsground = Targets Ground stat.crushdamage = Crush Damage +stat.legsplashdamage = Leg Splash Damage +stat.legsplashrange = Leg Splash Range stat.itemsmoved = Move Speed stat.launchtime = Time Between Launches stat.shootrange = Range @@ -1067,6 +1069,7 @@ stat.reload = Shots/Second stat.ammo = Ammunition stat.shieldhealth = Shield Health stat.cooldowntime = Cooldown Time +stat.regenerationrate = Regeneration Rate stat.explosiveness = Explosiveness stat.basedeflectchance = Base Deflect Chance stat.lightningchance = Lightning Chance @@ -1176,6 +1179,7 @@ bar.launchcooldown = Launch Cooldown bar.input = Input bar.output = Output bar.strength = [stat]{0}[lightgray]x strength +bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate units.processorcontrol = [lightgray]Processor Controlled @@ -1226,6 +1230,7 @@ unit.millions = mil unit.billions = b unit.shots = shots unit.pershot = /shot +unit.perleg = per leg category.purpose = Purpose category.general = Allmänt category.power = Energi diff --git a/core/assets/bundles/bundle_th.properties b/core/assets/bundles/bundle_th.properties index 268b515d6c..1c8799492e 100644 --- a/core/assets/bundles/bundle_th.properties +++ b/core/assets/bundles/bundle_th.properties @@ -1028,6 +1028,8 @@ stat.frequency = Frequency stat.targetsair = ยิงอากาศ stat.targetsground = ยิงพื้นดิน stat.crushdamage = Crush Damage +stat.legsplashdamage = Leg Splash Damage +stat.legsplashrange = Leg Splash Range stat.itemsmoved = ความเร็วการเคลื่อนย้าย stat.launchtime = เวลาระหว่างการส่ง stat.shootrange = ระยะยิง @@ -1067,6 +1069,7 @@ stat.reload = อัตราการยิง stat.ammo = กระสุน stat.shieldhealth = พลังชีวิตโล่ stat.cooldowntime = เวลาคูลดาวน์ +stat.regenerationrate = Regeneration Rate stat.explosiveness = แรงระเบิด stat.basedeflectchance = โอกาสกระสุนสะท้อนกลับ stat.lightningchance = โอกาสเกิดสายฟ้า @@ -1176,6 +1179,7 @@ bar.launchcooldown = คูลดาวน์การส่งทรัพย bar.input = ด้านเข้า bar.output = ด้านออก bar.strength = [lightgray]ความรุนแรง [stat]{0}[lightgray]x +bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate units.processorcontrol = [lightgray]ถูกตัวประมวลผลควบคุมอยู่ @@ -1226,6 +1230,7 @@ unit.millions = mil unit.billions = b unit.shots = นัด unit.pershot = /การยิง +unit.perleg = per leg category.purpose = วัตถุประสงค์ category.general = ทั่วไป category.power = พลังงาน diff --git a/core/assets/bundles/bundle_tk.properties b/core/assets/bundles/bundle_tk.properties index 92d7ee9468..6e464dd749 100644 --- a/core/assets/bundles/bundle_tk.properties +++ b/core/assets/bundles/bundle_tk.properties @@ -1028,6 +1028,8 @@ stat.frequency = Frequency stat.targetsair = Havayi hedef alir mi? stat.targetsground = Targets Ground stat.crushdamage = Crush Damage +stat.legsplashdamage = Leg Splash Damage +stat.legsplashrange = Leg Splash Range stat.itemsmoved = Move Speed stat.launchtime = Time Between Launches stat.shootrange = Menzil @@ -1067,6 +1069,7 @@ stat.reload = Yeniden doldurma stat.ammo = Ammo stat.shieldhealth = Shield Health stat.cooldowntime = Cooldown Time +stat.regenerationrate = Regeneration Rate stat.explosiveness = Explosiveness stat.basedeflectchance = Base Deflect Chance stat.lightningchance = Lightning Chance @@ -1176,6 +1179,7 @@ bar.launchcooldown = Launch Cooldown bar.input = Input bar.output = Output bar.strength = [stat]{0}[lightgray]x strength +bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate units.processorcontrol = [lightgray]Processor Controlled @@ -1226,6 +1230,7 @@ unit.millions = mil unit.billions = b unit.shots = shots unit.pershot = /shot +unit.perleg = per leg category.purpose = Purpose category.general = General category.power = Guc diff --git a/core/assets/bundles/bundle_tr.properties b/core/assets/bundles/bundle_tr.properties index 57866f6191..694fe796b1 100644 --- a/core/assets/bundles/bundle_tr.properties +++ b/core/assets/bundles/bundle_tr.properties @@ -1028,6 +1028,8 @@ stat.frequency = Frequency stat.targetsair = Havayı Hedefler Mi stat.targetsground = Yeri Hedefler Mi stat.crushdamage = Crush Damage +stat.legsplashdamage = Leg Splash Damage +stat.legsplashrange = Leg Splash Range stat.itemsmoved = Hareket Hızı stat.launchtime = Fırlatmalar Arasındaki Süre stat.shootrange = Menzil @@ -1067,6 +1069,7 @@ stat.reload = Atışlar/Sn stat.ammo = Mermi stat.shieldhealth = Kalkan Canı stat.cooldowntime = Soğuma Süresi +stat.regenerationrate = Regeneration Rate stat.explosiveness = Patlayıcılık stat.basedeflectchance = Mermi Sekme İhtimali stat.lightningchance = Yıldırım Çarpma İhtimali @@ -1176,6 +1179,7 @@ bar.launchcooldown = Fırlatış Bekleme Süresi bar.input = Girdi bar.output = Çıktı bar.strength = [stat]{0}[lightgray]x Güç +bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate units.processorcontrol = [lightgray]İşlemci Kontrolünde @@ -1226,6 +1230,7 @@ unit.millions = m unit.billions = b unit.shots = atış unit.pershot = /vuruş +unit.perleg = per leg category.purpose = Açıklama category.general = Genel category.power = Enerji diff --git a/core/assets/bundles/bundle_uk_UA.properties b/core/assets/bundles/bundle_uk_UA.properties index f02d0a5a11..bf3d26bca4 100644 --- a/core/assets/bundles/bundle_uk_UA.properties +++ b/core/assets/bundles/bundle_uk_UA.properties @@ -1028,6 +1028,8 @@ stat.frequency = Frequency stat.targetsair = Повітряні противники stat.targetsground = Наземні противники stat.crushdamage = Crush Damage +stat.legsplashdamage = Leg Splash Damage +stat.legsplashrange = Leg Splash Range stat.itemsmoved = Швидкість переміщення stat.launchtime = Час між запусками stat.shootrange = Радіус дії @@ -1067,6 +1069,7 @@ stat.reload = Скорострільність stat.ammo = Боєприпаси stat.shieldhealth = Міцність щита stat.cooldowntime = Тривалість охолодження +stat.regenerationrate = Regeneration Rate stat.explosiveness = Вибухонебезпечність stat.basedeflectchance = Базовий шанс відбиття stat.lightningchance = Шанс удару блискавки @@ -1176,6 +1179,7 @@ bar.launchcooldown = Перезарядка запуску bar.input = Ввід bar.output = Вивід bar.strength = x[stat]{0}[lightgray] сила +bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate units.processorcontrol = [lightgray]Керується процесором @@ -1226,6 +1230,7 @@ unit.millions = млн unit.billions = млрд unit.shots = shots unit.pershot = за постріл +unit.perleg = per leg category.purpose = Призначення category.general = Загальне category.power = Енергія diff --git a/core/assets/bundles/bundle_vi.properties b/core/assets/bundles/bundle_vi.properties index 8d5d84af82..57219dfea6 100644 --- a/core/assets/bundles/bundle_vi.properties +++ b/core/assets/bundles/bundle_vi.properties @@ -1028,6 +1028,8 @@ stat.frequency = Tần suất stat.targetsair = Mục tiêu trên không stat.targetsground = Mục tiêu mặt đất stat.crushdamage = Sát thương nghiền nát +stat.legsplashdamage = Leg Splash Damage +stat.legsplashrange = Leg Splash Range stat.itemsmoved = Tốc độ dịch chuyển stat.launchtime = Thời gian giữa các lần phóng stat.shootrange = Phạm vi @@ -1067,6 +1069,7 @@ stat.reload = Tốc độ bắn stat.ammo = Đạn stat.shieldhealth = Độ bền khiên stat.cooldowntime = Thời gian hồi phục +stat.regenerationrate = Regeneration Rate stat.explosiveness = Gây nổ stat.basedeflectchance = Tỷ lệ phản đạn stat.lightningchance = Tỷ lệ phóng điện @@ -1176,6 +1179,7 @@ bar.launchcooldown = Hồi phóng bar.input = Đầu vào bar.output = Đầu ra bar.strength = [stat]{0}[lightgray]x sức mạnh +bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate units.processorcontrol = [lightgray]Điều khiển bởi bộ xử lý @@ -1226,6 +1230,7 @@ unit.millions = tr unit.billions = tỷ unit.shots = phát bắn unit.pershot = /phát bắn +unit.perleg = per leg category.purpose = Mục đích category.general = Chung category.power = Năng lượng diff --git a/core/assets/bundles/bundle_zh_CN.properties b/core/assets/bundles/bundle_zh_CN.properties index 36b48154d8..7a85cb2ed8 100644 --- a/core/assets/bundles/bundle_zh_CN.properties +++ b/core/assets/bundles/bundle_zh_CN.properties @@ -1028,6 +1028,8 @@ stat.frequency = 频率 stat.targetsair = 攻击空中单位 stat.targetsground = 攻击地面单位 stat.crushdamage = 碾压伤害 +stat.legsplashdamage = Leg Splash Damage +stat.legsplashrange = Leg Splash Range stat.itemsmoved = 移动速度 stat.launchtime = 发射间隔 stat.shootrange = 范围 @@ -1067,6 +1069,7 @@ stat.reload = 开火速率 stat.ammo = 弹药 stat.shieldhealth = 护盾容量 stat.cooldowntime = 冷却时间 +stat.regenerationrate = Regeneration Rate stat.explosiveness = 爆炸性 stat.basedeflectchance = 基础反射概率 stat.lightningchance = 激发闪电概率 @@ -1176,6 +1179,7 @@ bar.launchcooldown = 发射冷却 bar.input = 输入 bar.output = 输出 bar.strength = [stat]{0}[lightgray]x 效率 +bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate units.processorcontrol = [lightgray]由处理器控制 @@ -1226,6 +1230,7 @@ unit.millions = M unit.billions = B unit.shots = 发 unit.pershot = /发 +unit.perleg = per leg category.purpose = 用途 category.general = 基础 category.power = 电力 diff --git a/core/assets/bundles/bundle_zh_TW.properties b/core/assets/bundles/bundle_zh_TW.properties index 89944ab224..80ff573330 100644 --- a/core/assets/bundles/bundle_zh_TW.properties +++ b/core/assets/bundles/bundle_zh_TW.properties @@ -1028,6 +1028,8 @@ stat.frequency = Frequency stat.targetsair = 攻擊空中目標 stat.targetsground = 攻擊地面目標 stat.crushdamage = Crush Damage +stat.legsplashdamage = Leg Splash Damage +stat.legsplashrange = Leg Splash Range stat.itemsmoved = 移動速度 stat.launchtime = 發射間隔 stat.shootrange = 範圍 @@ -1067,6 +1069,7 @@ stat.reload = 射擊速率 stat.ammo = 彈藥 stat.shieldhealth = 護盾生命值 stat.cooldowntime = 冷確時間 +stat.regenerationrate = Regeneration Rate stat.explosiveness = 爆炸性 stat.basedeflectchance = 基礎偏移量 stat.lightningchance = 燃燒機率 @@ -1176,6 +1179,7 @@ bar.launchcooldown = 發射間隔 bar.input = 輸入 bar.output = 輸出 bar.strength = [stat]{0}[lightgray]x 強度 +bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate units.processorcontrol = [lightgray]由微處理器控制 @@ -1226,6 +1230,7 @@ unit.millions = M unit.billions = B unit.shots = 發 unit.pershot = /發 +unit.perleg = per leg category.purpose = 用途 category.general = 一般 category.power = 能量 diff --git a/core/src/mindustry/entities/abilities/RepairFieldAbility.java b/core/src/mindustry/entities/abilities/RepairFieldAbility.java index 486a11980b..9337b20dc6 100644 --- a/core/src/mindustry/entities/abilities/RepairFieldAbility.java +++ b/core/src/mindustry/entities/abilities/RepairFieldAbility.java @@ -10,7 +10,7 @@ import mindustry.gen.*; import static mindustry.Vars.*; public class RepairFieldAbility extends Ability{ - public float amount = 1, reload = 100, range = 60; + public float amount = 1, reload = 100, range = 60, healPercent = 0f; public Effect healEffect = Fx.heal; public Effect activeEffect = Fx.healWaveDynamic; public boolean parentizeEffects = false; @@ -27,6 +27,12 @@ public class RepairFieldAbility extends Ability{ this.reload = reload; this.range = range; } + public RepairFieldAbility(float amount, float reload, float range, float healPercent){ + this.amount = amount; + this.reload = reload; + this.range = range; + this.healPercent = healPercent; + } @Override public void addStats(Table t){ @@ -34,6 +40,11 @@ public class RepairFieldAbility extends Ability{ t.add(Core.bundle.format("bullet.range", Strings.autoFixed(range / tilesize, 2))); t.row(); t.add(abilityStat("repairspeed", Strings.autoFixed(amount * 60f / reload, 2))); + t.row(); + if(healPercent > 0f){ + t.row(); + t.add(Core.bundle.format("bullet.healpercent", Strings.autoFixed(healPercent, 2))); + } if(sameTypeHealMult != 1f){ t.row(); t.add(abilityStat("sametypehealmultiplier", (sameTypeHealMult < 1f ? "[negstat]" : "") + Strings.autoFixed(sameTypeHealMult * 100f, 2))); @@ -53,7 +64,7 @@ public class RepairFieldAbility extends Ability{ wasHealed = true; } float healMult = unit.type == other.type ? sameTypeHealMult : 1f; - other.heal(amount * healMult); + other.heal((amount + healPercent / 100f * other.maxHealth()) * healMult); }); if(wasHealed){ diff --git a/core/src/mindustry/entities/comp/CrawlComp.java b/core/src/mindustry/entities/comp/CrawlComp.java index 918023197c..23429ad6dc 100644 --- a/core/src/mindustry/entities/comp/CrawlComp.java +++ b/core/src/mindustry/entities/comp/CrawlComp.java @@ -36,7 +36,7 @@ abstract class CrawlComp implements Posc, Rotc, Hitboxc, Unitc{ public float floorSpeedMultiplier(){ Floor on = isFlying() ? Blocks.air.asFloor() : floorOn(); //TODO take into account extra blocks - return (on.isDeep() ? 0.45f : on.speedMultiplier) * speedMultiplier * lastCrawlSlowdown; + return ((float)Math.pow(on.isDeep() ? 0.45f : on.speedMultiplier, type.floorMultiplier)) * speedMultiplier * lastCrawlSlowdown; } @Override diff --git a/core/src/mindustry/entities/comp/UnitComp.java b/core/src/mindustry/entities/comp/UnitComp.java index c1c3d48211..f66efa3cac 100644 --- a/core/src/mindustry/entities/comp/UnitComp.java +++ b/core/src/mindustry/entities/comp/UnitComp.java @@ -102,7 +102,7 @@ abstract class UnitComp implements Healthc, Physicsc, Hitboxc, Statusc, Teamc, I public float floorSpeedMultiplier(){ Floor on = isFlying() || type.hovering ? Blocks.air.asFloor() : floorOn(); - return on.speedMultiplier * speedMultiplier; + return (float)Math.pow(on.speedMultiplier, type.floorMultiplier) * speedMultiplier; } /** Called when this unit was unloaded from a factory or spawn point. */ diff --git a/core/src/mindustry/type/UnitType.java b/core/src/mindustry/type/UnitType.java index 2e233c59e1..5139516901 100644 --- a/core/src/mindustry/type/UnitType.java +++ b/core/src/mindustry/type/UnitType.java @@ -57,6 +57,8 @@ public class UnitType extends UnlockableContent implements Senseable{ public float speed = 1.1f, /** multiplier for speed when boosting */ boostMultiplier = 1f, + /** how affected this unit is by terrain */ + floorMultiplier = 1f, /** body rotation speed in degrees/t */ rotateSpeed = 5f, /** mech base rotation speed in degrees/t*/ @@ -439,8 +441,6 @@ public class UnitType extends UnlockableContent implements Senseable{ public int treadFrames = 18; /** how much of a top part of a tread sprite is "cut off" relative to the pattern; this is corrected for */ public int treadPullOffset = 0; - /** how affected this unit is by terrain */ - public float floorMultiplier = 1f; //SEGMENTED / CRAWL UNITS (this is WIP content!) @@ -750,6 +750,11 @@ public class UnitType extends UnlockableContent implements Senseable{ stats.add(Stat.crushDamage, crushDamage * 60f * 5f, StatUnit.perSecond); } + if(legSplashDamage > 0 && legSplashRange > 0){ + stats.add(Stat.legSplashDamage, legSplashDamage, StatUnit.perLeg); + stats.add(Stat.legSplashRange, Strings.autoFixed(legSplashRange / tilesize, 1), StatUnit.blocks); + } + stats.add(Stat.targetsAir, targetAir); stats.add(Stat.targetsGround, targetGround); diff --git a/core/src/mindustry/world/blocks/defense/ForceProjector.java b/core/src/mindustry/world/blocks/defense/ForceProjector.java index 7aa49ecb98..c4e846fe1e 100644 --- a/core/src/mindustry/world/blocks/defense/ForceProjector.java +++ b/core/src/mindustry/world/blocks/defense/ForceProjector.java @@ -17,6 +17,7 @@ import mindustry.game.*; import mindustry.gen.*; import mindustry.graphics.*; import mindustry.logic.*; +import mindustry.type.*; import mindustry.ui.*; import mindustry.world.*; import mindustry.world.blocks.*; @@ -101,12 +102,40 @@ public class ForceProjector extends Block{ if(consItems) stats.timePeriod = phaseUseTime; super.setStats(); stats.add(Stat.shieldHealth, shieldHealth, StatUnit.none); + stats.add(Stat.regenerationRate, cooldownNormal * 60f, StatUnit.perSecond); stats.add(Stat.cooldownTime, (int) (shieldHealth / cooldownBrokenBase / 60f), StatUnit.seconds); if(consItems && itemConsumer instanceof ConsumeItems coni){ stats.remove(Stat.booster); stats.add(Stat.booster, StatValues.itemBoosters("+{0} " + StatUnit.shieldHealth.localized(), stats.timePeriod, phaseShieldBoost, phaseRadiusBoost, coni.items)); - stats.add(Stat.booster, StatValues.speedBoosters("", coolantConsumption, Float.MAX_VALUE, true, this::consumesLiquid)); + + stats.add(Stat.booster, (table) -> { + table.row(); + table.table(c -> { + for(Liquid liquid : content.liquids()){ + if(!consumesLiquid(liquid)) continue; + + c.table(Styles.grayPanel, b -> { + b.image(liquid.uiIcon).size(40).pad(10f).left().scaling(Scaling.fit).with(i -> StatValues.withTooltip(i, liquid, false)); + b.table(info -> { + info.add(liquid.localizedName).left().row(); + info.add(Strings.autoFixed(coolantConsumption * 60f, 2) + StatUnit.perSecond.localized()).left().color(Color.lightGray); + }); + + float liquidHeat = (1f + (liquid.heatCapacity - 0.4f) * 0.9f); + float regenBoost = ((cooldownNormal * (cooldownLiquid * liquidHeat)) - cooldownNormal) * 60f; + float cooldownBoost = (shieldHealth / (cooldownBrokenBase * (cooldownLiquid * liquidHeat)) - shieldHealth / cooldownBrokenBase) / 60f; + + b.table(bt -> { + bt.right().defaults().padRight(3).left(); + bt.add("[lightgray]+" + Core.bundle.format("bar.regenerationrate", Strings.autoFixed(regenBoost, 2))).pad(5).row(); + bt.add(Core.bundle.format("ability.stat.cooldown", Strings.autoFixed(cooldownBoost, 2))).pad(5); + }).right().grow().pad(10f).padRight(15f); + }).growX().pad(5).row(); + } + }).growX().colspan(table.getColumns()); + table.row(); + }); } } diff --git a/core/src/mindustry/world/meta/Stat.java b/core/src/mindustry/world/meta/Stat.java index 54b2614910..37974939ef 100644 --- a/core/src/mindustry/world/meta/Stat.java +++ b/core/src/mindustry/world/meta/Stat.java @@ -83,6 +83,8 @@ public class Stat implements Comparable{ shots = new Stat("shots", StatCat.function), reload = new Stat("reload", StatCat.function), crushDamage = new Stat("crushDamage", StatCat.function), + legSplashDamage = new Stat("legSplashDamage", StatCat.function), + legSplashRange = new Stat("legSplashRange", StatCat.function), targetsAir = new Stat("targetsAir", StatCat.function), targetsGround = new Stat("targetsGround", StatCat.function), damage = new Stat("damage", StatCat.function), @@ -92,6 +94,7 @@ public class Stat implements Comparable{ ammoUse = new Stat("ammoUse", StatCat.function), shieldHealth = new Stat("shieldHealth", StatCat.function), cooldownTime = new Stat("cooldownTime", StatCat.function), + regenerationRate = new Stat("regenerationRate", StatCat.function), moduleTier = new Stat("moduletier", StatCat.function), unitType = new Stat("unittype", StatCat.function), diff --git a/core/src/mindustry/world/meta/StatUnit.java b/core/src/mindustry/world/meta/StatUnit.java index 917b88937d..a896741236 100644 --- a/core/src/mindustry/world/meta/StatUnit.java +++ b/core/src/mindustry/world/meta/StatUnit.java @@ -28,6 +28,7 @@ public class StatUnit{ perSecond = new StatUnit("perSecond", false), perMinute = new StatUnit("perMinute", false), perShot = new StatUnit("perShot", false), + perLeg = new StatUnit("perLeg"), timesSpeed = new StatUnit("timesSpeed", false), multiplier = new StatUnit("multiplier", false), percent = new StatUnit("percent", false), diff --git a/core/src/mindustry/world/meta/StatValues.java b/core/src/mindustry/world/meta/StatValues.java index ac1b5a740d..b2694d1c8f 100644 --- a/core/src/mindustry/world/meta/StatValues.java +++ b/core/src/mindustry/world/meta/StatValues.java @@ -509,7 +509,7 @@ public class StatValues{ if(!filter.get(liquid)) continue; c.table(Styles.grayPanel, b -> { - b.image(liquid.uiIcon).size(40).pad(10f).left().scaling(Scaling.fit).with(i -> withTooltip(i, liquid, false));; + b.image(liquid.uiIcon).size(40).pad(10f).left().scaling(Scaling.fit).with(i -> withTooltip(i, liquid, false)); b.table(info -> { info.add(liquid.localizedName).left().row(); info.add(Strings.autoFixed(amount * 60f, 2) + StatUnit.perSecond.localized()).left().color(Color.lightGray);