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