Automatic bundle update
This commit is contained in:
@@ -183,6 +183,7 @@ mod.missing = Cette sauvegarde contient des mods que vous avez récemment mis à
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mod.preview.missing = Avant de publier ce mod dans le Steam Workshop, vous devez ajouter une image servant d'aperçu.\nPlacez une image nommée [accent]preview.png[] dans le dossier du mod et réessayez.
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mod.folder.missing = Seuls les mods sous forme de dossiers peuvent être publiés sur le Steam Workshop.\nPour convertir n'importe quel mod en un dossier, décompressez-le tout simplement dans un dossier et supprimez l'ancien zip, puis redémarrez votre jeu ou rechargez vos mods.
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mod.scripts.disable = Votre appareil ne prend pas en charge les mods avec des scripts. Vous devez désactiver ces mods pour pouvoir jouer.
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mod.dependencies.error = [scarlet]Mods are missing dependencies
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mod.dependencies.soft = (optional)
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mod.dependencies.download = Import
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@@ -511,18 +512,19 @@ waves.filter = Filtre d'Unité
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waves.units.hide = Masquer tout
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waves.units.show = Afficher tout
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#ces traductions restent en minuscule
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#these are intentionally in lower case
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wavemode.counts = compte
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wavemode.totals = totaux
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wavemode.health = santé
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all = All
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all = All
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editor.default = [lightgray]<par défaut>
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details = Détails...
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edit = Modifier...
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variables = Variables
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logic.clear.confirm = Are you sure you want to clear all code from this processor?
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logic.globals = Built-in Variables
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editor.name = Nom :
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editor.spawn = Ajouter une unité
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editor.removeunit = Retirer l'unité
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@@ -589,7 +591,7 @@ toolmode.fillerase = Remplir et effacer
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toolmode.fillerase.description = Efface les blocs\ndu même type.
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toolmode.drawteams = Dessiner les équipes
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toolmode.drawteams.description = Change les équipes\nau lieu de blocs.
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#inutilisé
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#unused
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toolmode.underliquid = Sous les liquides
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toolmode.underliquid.description = Dessiner les sols sous les tuiles de liquides.
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@@ -637,6 +639,7 @@ filter.option.radius = Rayon
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filter.option.percentile = Pourcentage
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filter.option.code = Code
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filter.option.loop = Loop
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locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
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locales.deletelocale = Are you sure you want to delete this locale bundle?
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locales.applytoall = Apply Changes To All Locales
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@@ -817,11 +820,13 @@ threat.medium = Normale
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threat.high = Grande
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threat.extreme = Extrême
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threat.eradication = Éradication
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difficulty.casual = Casual
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difficulty.easy = Easy
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difficulty.normal = Normal
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difficulty.hard = Hard
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difficulty.eradication = Eradication
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difficulty.enemyHealthMultiplier = Enemy Health: {0}
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difficulty.enemySpawnMultiplier = Enemy Amount: {0}
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difficulty.waveTimeMultiplier = Wave Timer: {0}
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@@ -882,6 +887,8 @@ sector.coastline.description = Des restes d’unités navales ont été détect
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sector.navalFortress.description = L’ennemi a établi une base sur une île isolée, avec des défenses naturelles. Détruisez cet avant-poste. Acquérez leur technologie navale avancée.
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sector.cruxscape.name = Cruxscape
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sector.geothermalStronghold.name = Geothermal Stronghold
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#do not translate
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sector.facility32m.description = WIP, map submission by Stormride_R
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sector.taintedWoods.description = WIP, map submission by Stormride_R
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sector.atolls.description = WIP, map submission by Stormride_R
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@@ -1089,6 +1096,7 @@ ability.spawndeath = Death Spawns
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ability.spawndeath.description = Releases units on death
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ability.liquidexplode = Death Spillage
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ability.liquidexplode.description = Spills liquid on death
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ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
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ability.stat.regen = [stat]{0}[lightgray] health/sec
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ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
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@@ -1102,8 +1110,8 @@ ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
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ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
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ability.stat.duration = [stat]{0} sec[lightgray] duration
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ability.stat.buildtime = [stat]{0} sec[lightgray] build time
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bar.displaytoolarge = Dimensions too large\n(Max: {0}x{0})
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bar.displaytoolarge = Dimensions too large\n(Max: {0}x{0})
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bar.onlycoredeposit = Seul le dépôt de ressources dans le Noyau est autorisé
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bar.drilltierreq = Meilleure Foreuse Requise
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bar.nobatterypower = Insufficieny Battery Power
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@@ -1308,6 +1316,7 @@ keybind.unit_stance_hold_fire.name = Ordre: Ne pas tirer
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keybind.unit_stance_pursue_target.name = Ordre: Poursuivre la cible
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keybind.unit_stance_patrol.name = Ordre: Patrouille
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keybind.unit_stance_ram.name = Ordre: Charger
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keybind.unit_command_move.name = Unit Command: Move
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keybind.unit_command_repair.name = Unit Command: Repair
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keybind.unit_command_rebuild.name = Unit Command: Rebuild
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@@ -1466,6 +1475,7 @@ rules.weather = Météo
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rules.weather.frequency = Fréquence :
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rules.weather.always = Permanent
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rules.weather.duration = Durée :
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rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
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rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
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rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
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@@ -1778,6 +1788,7 @@ block.container.name = Conteneur
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block.launch-pad.name = Rampe de lancement
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block.advanced-launch-pad.name = Launch Pad
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block.landing-pad.name = Landing Pad
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block.segment.name = Diviseur
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block.ground-factory.name = Usine d'Unités Terrestres
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block.air-factory.name = Usine d'Unités Aériennes
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@@ -2478,6 +2489,7 @@ lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calcula
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lst.makemarker = Crée un marqueur dans le monde.\nUn ID pour identifier le marqueur doit être donné.\nLes marqueurs sont limités à 20,000 par monde.
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lst.setmarker = Change une propriété d'un marqueur.\nL'ID utilisé doit être le même que celui de l'instruction "Make Marker".
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lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
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lglobal.false = 0
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lglobal.true = 1
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lglobal.null = null
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@@ -2485,6 +2497,7 @@ lglobal.@pi = The mathematical constant pi (3.141...)
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lglobal.@e = The mathematical constant e (2.718...)
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lglobal.@degToRad = Multiply by this number to convert degrees to radians
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lglobal.@radToDeg = Multiply by this number to convert radians to degrees
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lglobal.@time = Playtime of current save, in milliseconds
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lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
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lglobal.@second = Playtime of current save, in seconds
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@@ -2493,22 +2506,27 @@ lglobal.@waveNumber = Current wave number, if waves are enabled
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lglobal.@waveTime = Countdown timer for waves, in seconds
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lglobal.@mapw = Map width in tiles
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lglobal.@maph = Map height in tiles
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lglobal.sectionMap = Map
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lglobal.sectionGeneral = General
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lglobal.sectionNetwork = Network/Clientside [World Processor Only]
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lglobal.sectionProcessor = Processor
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lglobal.sectionLookup = Lookup
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lglobal.@this = The logic block executing the code
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lglobal.@thisx = X coordinate of block executing the code
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lglobal.@thisy = Y coordinate of block executing the code
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lglobal.@links = Total number of blocks linked to this processors
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lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
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lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
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lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
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lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
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lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
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lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
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lglobal.@client = True if the code is running on a client connected to a server
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lglobal.@clientLocale = Locale of the client running the code. For example: en_US
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lglobal.@clientUnit = Unit of client running the code
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lglobal.@clientName = Player name of client running the code
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@@ -2522,9 +2540,9 @@ lenum.shoot = Tire à une position donnée.
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lenum.shootp = Tire à une unité/bâtiment avec la prédiction de mouvement.
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lenum.config = La configuration d'un bâtiment. Par exemple, l'objet sélectionné dans un trieur.
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lenum.enabled = Retourne si le bloc est activé ou pas.
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laccess.currentammotype = Current ammo item/liquid of a turret.
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laccess.memorycapacity = Number of cells in a memory block.
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laccess.color = La couleur d'un illuminateur.
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laccess.controller = Le contrôleur de l'Unité.\nSi l'Unité est contrôlée par un processeur, cela retournera le processeur en question.\nSi l'Unité est en formation, cela retournera le leader de la formation.\nSinon, renvoie l’unité elle-même.
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laccess.dead = Retourne si l'Unité/Bâtiment est morte/détruit ou plus valide.
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@@ -2594,7 +2612,7 @@ lenum.asin = Arc sinus, en degrés.
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lenum.acos = Arc cosinus, en degrés.
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lenum.atan = Tangente de l'arc, en degrés.
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#ceci n'est pas une erreur, c'est la notation officielle des plages de valeurs
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#not a typo, look up 'range notation'
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lenum.rand = Nombre aléatoire dans la plage [0, valeur).
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lenum.log = Logarithme naturel (ln).
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lenum.log10 = Logarithme de base 10.
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@@ -2651,6 +2669,7 @@ unitlocate.building = Retourne une variable pour le bâtiment localisé.
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unitlocate.outx = Retourne la coordonnée X.
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unitlocate.outy = Retourne la coordonnée Y.
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unitlocate.group = Le groupe de bâtiments à rechercher.
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playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
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lenum.idle = L'Unité ne bouge plus, mais elle continue de construire/miner.\nL'état par défaut.
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@@ -2673,6 +2692,7 @@ lenum.build = Construit une structure.
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lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
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lenum.within = Vérifie si l'unité est près de la position.
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lenum.boost = Active/Désactive le boost.
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lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
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lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
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lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
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@@ -2680,6 +2700,7 @@ lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
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lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
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lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
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lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
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lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
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lenum.wave = Current wave number. Can be anything in non-wave modes.
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lenum.currentwavetime = Wave countdown in ticks.
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