Merge remote-tracking branch 'origin/master'

This commit is contained in:
Anuken
2023-09-28 08:52:14 -04:00
37 changed files with 77 additions and 34 deletions

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@@ -2251,7 +2251,8 @@ lst.getflag = Check if a global flag is set.
lst.setprop = Sets a property of a unit or building. lst.setprop = Sets a property of a unit or building.
lst.effect = Create a particle effect. lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.marker = Control markers displayed in world.\nCannot control markers created by objectives.\nEach marker created by this instruction has its own id. lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
logic.nounitbuild = [red]Unit building logic is not allowed here. logic.nounitbuild = [red]Unit building logic is not allowed here.
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string. lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
lenum.shoot = Shoot at a position. lenum.shoot = Shoot at a position.

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@@ -2266,7 +2266,8 @@ lst.getflag = Check if a global flag is set.
lst.setprop = Sets a property of a unit or building. lst.setprop = Sets a property of a unit or building.
lst.effect = Create a particle effect. lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.marker = Control markers displayed in world.\nCannot control markers created by objectives.\nEach marker created by this instruction has its own id. lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
logic.nounitbuild = [red]Действия за строене на единици не са позволени тук. logic.nounitbuild = [red]Действия за строене на единици не са позволени тук.

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@@ -2276,7 +2276,8 @@ lst.getflag = Obtén un senyal global.
lst.setprop = Estableix una propietat duna unitat o estructura. lst.setprop = Estableix una propietat duna unitat o estructura.
lst.effect = Create a particle effect. lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.marker = Control markers displayed in world.\nCannot control markers created by objectives.\nEach marker created by this instruction has its own id. lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
logic.nounitbuild = [red]Aquí no es permet construir blocs de tipus lògic. logic.nounitbuild = [red]Aquí no es permet construir blocs de tipus lògic.

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@@ -2270,7 +2270,8 @@ lst.getflag = Check if a global flag is set.
lst.setprop = Sets a property of a unit or building. lst.setprop = Sets a property of a unit or building.
lst.effect = Create a particle effect. lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.marker = Control markers displayed in world.\nCannot control markers created by objectives.\nEach marker created by this instruction has its own id. lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
logic.nounitbuild = [red]Stavba budov pomoci jednotek kontrolované procesorem neni povolené. logic.nounitbuild = [red]Stavba budov pomoci jednotek kontrolované procesorem neni povolené.

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@@ -2251,7 +2251,8 @@ lst.getflag = Check if a global flag is set.
lst.setprop = Sets a property of a unit or building. lst.setprop = Sets a property of a unit or building.
lst.effect = Create a particle effect. lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.marker = Control markers displayed in world.\nCannot control markers created by objectives.\nEach marker created by this instruction has its own id. lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
logic.nounitbuild = [red]Unit building logic is not allowed here. logic.nounitbuild = [red]Unit building logic is not allowed here.
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string. lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
lenum.shoot = Shoot at a position. lenum.shoot = Shoot at a position.

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@@ -2301,7 +2301,8 @@ lst.getflag = Überprüfe, ob eine Flag gesetzt ist.
lst.setprop = Setzt eine Eigenschaft einer Einheit oder eines Blockes. lst.setprop = Setzt eine Eigenschaft einer Einheit oder eines Blockes.
lst.effect = Create a particle effect. lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.marker = Control markers displayed in world.\nCannot control markers created by objectives.\nEach marker created by this instruction has its own id. lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
logic.nounitbuild = [red]Logik, die Blöcke baut, ist hier nicht erlaubt. logic.nounitbuild = [red]Logik, die Blöcke baut, ist hier nicht erlaubt.

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@@ -2294,7 +2294,8 @@ lst.getflag = Comprueba si se ha establecido una etiqueta global.
lst.setprop = Sets a property of a unit or building. lst.setprop = Sets a property of a unit or building.
lst.effect = Create a particle effect. lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.marker = Control markers displayed in world.\nCannot control markers created by objectives.\nEach marker created by this instruction has its own id. lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
logic.nounitbuild = [red]No se permite construir bloques de categoría lógica. logic.nounitbuild = [red]No se permite construir bloques de categoría lógica.

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@@ -2253,7 +2253,8 @@ lst.getflag = Check if a global flag is set.
lst.setprop = Sets a property of a unit or building. lst.setprop = Sets a property of a unit or building.
lst.effect = Create a particle effect. lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.marker = Control markers displayed in world.\nCannot control markers created by objectives.\nEach marker created by this instruction has its own id. lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
logic.nounitbuild = [red]Unit building logic is not allowed here. logic.nounitbuild = [red]Unit building logic is not allowed here.
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string. lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
lenum.shoot = Shoot at a position. lenum.shoot = Shoot at a position.

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@@ -2255,7 +2255,8 @@ lst.getflag = Check if a global flag is set.
lst.setprop = Sets a property of a unit or building. lst.setprop = Sets a property of a unit or building.
lst.effect = Create a particle effect. lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.marker = Control markers displayed in world.\nCannot control markers created by objectives.\nEach marker created by this instruction has its own id. lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
logic.nounitbuild = [red]Unit building logic is not allowed here. logic.nounitbuild = [red]Unit building logic is not allowed here.
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string. lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
lenum.shoot = Shoot at a position. lenum.shoot = Shoot at a position.

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@@ -2256,7 +2256,8 @@ lst.getflag = Tarkista, onko globaali tunniste asetettu.
lst.setprop = Sets a property of a unit or building. lst.setprop = Sets a property of a unit or building.
lst.effect = Create a particle effect. lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.marker = Control markers displayed in world.\nCannot control markers created by objectives.\nEach marker created by this instruction has its own id. lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
logic.nounitbuild = [red]Logiikan käyttö ei täällä ole sallittu yksikköjen tuottamisessa. logic.nounitbuild = [red]Logiikan käyttö ei täällä ole sallittu yksikköjen tuottamisessa.
lenum.type = Rakennuksen/Yksikön tyyppi.\nEsim. jokaisesta reitittimestä tämä palauttaa [accent]@router[].\nEi ole merkkijono. lenum.type = Rakennuksen/Yksikön tyyppi.\nEsim. jokaisesta reitittimestä tämä palauttaa [accent]@router[].\nEi ole merkkijono.
lenum.shoot = Ammu tiettyä sijaintia. lenum.shoot = Ammu tiettyä sijaintia.

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@@ -2252,7 +2252,8 @@ lst.getflag = Check if a global flag is set.
lst.setprop = Sets a property of a unit or building. lst.setprop = Sets a property of a unit or building.
lst.effect = Create a particle effect. lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.marker = Control markers displayed in world.\nCannot control markers created by objectives.\nEach marker created by this instruction has its own id. lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
logic.nounitbuild = [red]Unit building logic is not allowed here. logic.nounitbuild = [red]Unit building logic is not allowed here.
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string. lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
lenum.shoot = Shoot at a position. lenum.shoot = Shoot at a position.

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@@ -2301,7 +2301,8 @@ lst.getflag = Vérifie si un drapeau global est présent.
lst.setprop = Change une propriété d'une unité ou d'un bâtiment. lst.setprop = Change une propriété d'une unité ou d'un bâtiment.
lst.effect = Create a particle effect. lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.marker = Control markers displayed in world.\nCannot control markers created by objectives.\nEach marker created by this instruction has its own id. lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
logic.nounitbuild = [red]Les unités contrôlées par des processeurs ne peuvent pas construire ici. logic.nounitbuild = [red]Les unités contrôlées par des processeurs ne peuvent pas construire ici.

View File

@@ -2264,7 +2264,8 @@ lst.getflag = Check if a global flag is set.
lst.setprop = Sets a property of a unit or building. lst.setprop = Sets a property of a unit or building.
lst.effect = Create a particle effect. lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.marker = Control markers displayed in world.\nCannot control markers created by objectives.\nEach marker created by this instruction has its own id. lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
logic.nounitbuild = [red]Unit building logic is not allowed here. logic.nounitbuild = [red]Unit building logic is not allowed here.
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string. lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
lenum.shoot = Shoot at a position. lenum.shoot = Shoot at a position.

View File

@@ -2292,7 +2292,8 @@ lst.getflag = Periksa apakah ada global flag yang ditentukan.
lst.setprop = Sets a property of a unit or building. lst.setprop = Sets a property of a unit or building.
lst.effect = Create a particle effect. lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.marker = Control markers displayed in world.\nCannot control markers created by objectives.\nEach marker created by this instruction has its own id. lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
logic.nounitbuild = [red]Logika unit membangun tidak diperbolehkan di sini. logic.nounitbuild = [red]Logika unit membangun tidak diperbolehkan di sini.

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@@ -2266,7 +2266,8 @@ lst.getflag = Check if a global flag is set.
lst.setprop = Sets a property of a unit or building. lst.setprop = Sets a property of a unit or building.
lst.effect = Create a particle effect. lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.marker = Control markers displayed in world.\nCannot control markers created by objectives.\nEach marker created by this instruction has its own id. lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
logic.nounitbuild = [red]Unit building logic is not allowed here. logic.nounitbuild = [red]Unit building logic is not allowed here.
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string. lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
lenum.shoot = Shoot at a position. lenum.shoot = Shoot at a position.

View File

@@ -2270,7 +2270,8 @@ lst.getflag = グローバルフラグが設定されているかどうかを確
lst.setprop = Sets a property of a unit or building. lst.setprop = Sets a property of a unit or building.
lst.effect = Create a particle effect. lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.marker = Control markers displayed in world.\nCannot control markers created by objectives.\nEach marker created by this instruction has its own id. lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
logic.nounitbuild = [red]ここではユニット構築ロジックは使用できません。 logic.nounitbuild = [red]ここではユニット構築ロジックは使用できません。
lenum.type = ユニットや建物の種類を取得します。\n例任意のルーターに対して、 [accent]@router[] を返します。\n文字列ではありません。 lenum.type = ユニットや建物の種類を取得します。\n例任意のルーターに対して、 [accent]@router[] を返します。\n文字列ではありません。
lenum.shoot = 指定した座標に向かって撃ちます。 lenum.shoot = 指定した座標に向かって撃ちます。

View File

@@ -2269,7 +2269,8 @@ lst.getflag = 전역 플래그가 설정되어 있는지 확인
lst.setprop = 기체 혹은 건물의 속성을 설정합니다. lst.setprop = 기체 혹은 건물의 속성을 설정합니다.
lst.effect = Create a particle effect. lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.marker = Control markers displayed in world.\nCannot control markers created by objectives.\nEach marker created by this instruction has its own id. lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
logic.nounitbuild = [red]기체의 건설 로직은 여기서 허용되지 않습니다. logic.nounitbuild = [red]기체의 건설 로직은 여기서 허용되지 않습니다.

View File

@@ -2253,7 +2253,8 @@ lst.getflag = Check if a global flag is set.
lst.setprop = Sets a property of a unit or building. lst.setprop = Sets a property of a unit or building.
lst.effect = Create a particle effect. lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.marker = Control markers displayed in world.\nCannot control markers created by objectives.\nEach marker created by this instruction has its own id. lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
logic.nounitbuild = [red]Unit building logic is not allowed here. logic.nounitbuild = [red]Unit building logic is not allowed here.
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string. lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
lenum.shoot = Shoot at a position. lenum.shoot = Shoot at a position.

View File

@@ -2266,7 +2266,8 @@ lst.getflag = Check if a global flag is set.
lst.setprop = Sets a property of a unit or building. lst.setprop = Sets a property of a unit or building.
lst.effect = Create a particle effect. lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.marker = Control markers displayed in world.\nCannot control markers created by objectives.\nEach marker created by this instruction has its own id. lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
logic.nounitbuild = [red]Unit building logic is not allowed here. logic.nounitbuild = [red]Unit building logic is not allowed here.
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string. lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
lenum.shoot = Shoot at a position. lenum.shoot = Shoot at a position.

View File

@@ -2253,7 +2253,8 @@ lst.getflag = Check if a global flag is set.
lst.setprop = Sets a property of a unit or building. lst.setprop = Sets a property of a unit or building.
lst.effect = Create a particle effect. lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.marker = Control markers displayed in world.\nCannot control markers created by objectives.\nEach marker created by this instruction has its own id. lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
logic.nounitbuild = [red]Unit building logic is not allowed here. logic.nounitbuild = [red]Unit building logic is not allowed here.
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string. lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
lenum.shoot = Shoot at a position. lenum.shoot = Shoot at a position.

View File

@@ -2288,7 +2288,8 @@ lst.getflag = Sprawdź, czy ustawiona jest flaga globalna.
lst.setprop = Ustawia właściwość jednostki lub budynku lst.setprop = Ustawia właściwość jednostki lub budynku
lst.effect = Stwórz efekt cząsteczki lst.effect = Stwórz efekt cząsteczki
lst.sync = Synchronizuje zmienną poprzez sieć.\nTlko wywoływane najwięcej 10-krotnie na sekundę. lst.sync = Synchronizuje zmienną poprzez sieć.\nTlko wywoływane najwięcej 10-krotnie na sekundę.
lst.marker = Control markers displayed in world.\nCannot control markers created by objectives.\nEach marker created by this instruction has its own id. lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
logic.nounitbuild = [red]Logika budowania jednostek nie jest tu dozwolona. logic.nounitbuild = [red]Logika budowania jednostek nie jest tu dozwolona.

View File

@@ -2287,7 +2287,8 @@ lst.getflag = Verifique se um sinalizador global está definido.
lst.setprop = Define uma propriedade de uma unidade ou edifício. lst.setprop = Define uma propriedade de uma unidade ou edifício.
lst.effect = Create a particle effect. lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.marker = Control markers displayed in world.\nCannot control markers created by objectives.\nEach marker created by this instruction has its own id. lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
logic.nounitbuild = [red]Lógica de construção de unidades não é permitida aqui. logic.nounitbuild = [red]Lógica de construção de unidades não é permitida aqui.

View File

@@ -2253,7 +2253,8 @@ lst.getflag = Check if a global flag is set.
lst.setprop = Sets a property of a unit or building. lst.setprop = Sets a property of a unit or building.
lst.effect = Create a particle effect. lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.marker = Control markers displayed in world.\nCannot control markers created by objectives.\nEach marker created by this instruction has its own id. lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
logic.nounitbuild = [red]Unit building logic is not allowed here. logic.nounitbuild = [red]Unit building logic is not allowed here.
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string. lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
lenum.shoot = Shoot at a position. lenum.shoot = Shoot at a position.

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@@ -2271,7 +2271,8 @@ lst.getflag = Check if a global flag is set.
lst.setprop = Sets a property of a unit or building. lst.setprop = Sets a property of a unit or building.
lst.effect = Create a particle effect. lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.marker = Control markers displayed in world.\nCannot control markers created by objectives.\nEach marker created by this instruction has its own id. lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
logic.nounitbuild = [red]Nu ai voie să construiești cu unitățile folosind procesoare. logic.nounitbuild = [red]Nu ai voie să construiești cu unitățile folosind procesoare.

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@@ -2273,7 +2273,8 @@ lst.getflag = Проверяет, установлен ли глобальный
lst.setprop = Устанавливает свойство единицы или постройки. lst.setprop = Устанавливает свойство единицы или постройки.
lst.effect = Create a particle effect. lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.marker = Control markers displayed in world.\nCannot control markers created by objectives.\nEach marker created by this instruction has its own id. lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
logic.nounitbuild = [red]Строительство с помощью процессоров здесь запрещено. logic.nounitbuild = [red]Строительство с помощью процессоров здесь запрещено.

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@@ -2274,7 +2274,8 @@ lst.getflag = Check if a global flag is set.
lst.setprop = Sets a property of a unit or building. lst.setprop = Sets a property of a unit or building.
lst.effect = Create a particle effect. lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.marker = Control markers displayed in world.\nCannot control markers created by objectives.\nEach marker created by this instruction has its own id. lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
logic.nounitbuild = [red]Unit building logic is not allowed here. logic.nounitbuild = [red]Unit building logic is not allowed here.

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@@ -2253,7 +2253,8 @@ lst.getflag = Check if a global flag is set.
lst.setprop = Sets a property of a unit or building. lst.setprop = Sets a property of a unit or building.
lst.effect = Create a particle effect. lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.marker = Control markers displayed in world.\nCannot control markers created by objectives.\nEach marker created by this instruction has its own id. lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
logic.nounitbuild = [red]Unit building logic is not allowed here. logic.nounitbuild = [red]Unit building logic is not allowed here.
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string. lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
lenum.shoot = Shoot at a position. lenum.shoot = Shoot at a position.

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@@ -2291,7 +2291,8 @@ lst.getflag = เช็กว่าธงทั่วโลกนั้นได
lst.setprop = ตั้งค่าคุณสมบัติของยูนิตและสิ่งก่อสร้าง lst.setprop = ตั้งค่าคุณสมบัติของยูนิตและสิ่งก่อสร้าง
lst.effect = Create a particle effect. lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.marker = Control markers displayed in world.\nCannot control markers created by objectives.\nEach marker created by this instruction has its own id. lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
logic.nounitbuild = [red]ไม่อนุญาตให้ใช้ลอจิกควบคุมให้ยูนิตสร้างที่นี่ logic.nounitbuild = [red]ไม่อนุญาตให้ใช้ลอจิกควบคุมให้ยูนิตสร้างที่นี่

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@@ -2253,7 +2253,8 @@ lst.getflag = Check if a global flag is set.
lst.setprop = Sets a property of a unit or building. lst.setprop = Sets a property of a unit or building.
lst.effect = Create a particle effect. lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.marker = Control markers displayed in world.\nCannot control markers created by objectives.\nEach marker created by this instruction has its own id. lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
logic.nounitbuild = [red]Unit building logic is not allowed here. logic.nounitbuild = [red]Unit building logic is not allowed here.
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string. lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
lenum.shoot = Shoot at a position. lenum.shoot = Shoot at a position.

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@@ -2271,7 +2271,8 @@ lst.getflag = Evrensel İşaretli Numara Oku.
lst.setprop = Sets a property of a unit or building. lst.setprop = Sets a property of a unit or building.
lst.effect = Create a particle effect. lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.marker = Control markers displayed in world.\nCannot control markers created by objectives.\nEach marker created by this instruction has its own id. lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
logic.nounitbuild = [red]Birim İnşası Yasak! logic.nounitbuild = [red]Birim İnşası Yasak!

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@@ -2298,7 +2298,8 @@ lst.getflag = Перевіряє, чи встановлено глобальни
lst.setprop = Установлює властивість одиниці чи будівлі. lst.setprop = Установлює властивість одиниці чи будівлі.
lst.effect = Create a particle effect. lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.marker = Control markers displayed in world.\nCannot control markers created by objectives.\nEach marker created by this instruction has its own id. lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
logic.nounitbuild = [red]Будування за допомогою процесорів заборено. logic.nounitbuild = [red]Будування за допомогою процесорів заборено.

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@@ -2272,7 +2272,8 @@ lst.getflag = Kiểm tra nếu cờ toàn cục được đặt.
lst.setprop = Đặt một thuộc tính của đơn vị hoặc công trình. lst.setprop = Đặt một thuộc tính của đơn vị hoặc công trình.
lst.effect = Tạo một phần hiệu ứng nhỏ. lst.effect = Tạo một phần hiệu ứng nhỏ.
lst.sync = Đồng bộ giá trị biến qua mạng.\nChỉ gọi tối đa 10 lần mỗi giây. lst.sync = Đồng bộ giá trị biến qua mạng.\nChỉ gọi tối đa 10 lần mỗi giây.
lst.marker = Control markers displayed in world.\nCannot control markers created by objectives.\nEach marker created by this instruction has its own id. lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
logic.nounitbuild = [red]Lô-gíc xây dựng đơn vị không được phép ở đây. logic.nounitbuild = [red]Lô-gíc xây dựng đơn vị không được phép ở đây.

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@@ -2297,7 +2297,8 @@ lst.getflag = 检查是否设置了全局flag
lst.setprop = Sets a property of a unit or building. lst.setprop = Sets a property of a unit or building.
lst.effect = Create a particle effect. lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.marker = Control markers displayed in world.\nCannot control markers created by objectives.\nEach marker created by this instruction has its own id. lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
logic.nounitbuild = [red]此处不允许处理器操控单位去建设 logic.nounitbuild = [red]此处不允许处理器操控单位去建设

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@@ -2283,7 +2283,8 @@ lst.getflag = 檢查某一全局flag是否存在
lst.setprop = Sets a property of a unit or building. lst.setprop = Sets a property of a unit or building.
lst.effect = Create a particle effect. lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.marker = Control markers displayed in world.\nCannot control markers created by objectives.\nEach marker created by this instruction has its own id. lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
logic.nounitbuild = [red]單位建造邏輯已被禁止。 logic.nounitbuild = [red]單位建造邏輯已被禁止。

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@@ -1924,6 +1924,7 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc,
case controlled -> this instanceof ControlBlock c && c.isControlled() ? GlobalVars.ctrlPlayer : 0; case controlled -> this instanceof ControlBlock c && c.isControlled() ? GlobalVars.ctrlPlayer : 0;
case payloadCount -> getPayload() != null ? 1 : 0; case payloadCount -> getPayload() != null ? 1 : 0;
case size -> block.size; case size -> block.size;
case cameraX, cameraY, cameraWidth, cameraHeight -> this instanceof ControlBlock c ? c.unit().sense(sensor) : 0;
default -> Float.NaN; //gets converted to null in logic default -> Float.NaN; //gets converted to null in logic
}; };
} }

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@@ -222,6 +222,10 @@ abstract class UnitComp implements Healthc, Physicsc, Hitboxc, Statusc, Teamc, I
case range -> range() / tilesize; case range -> range() / tilesize;
case shootX -> World.conv(aimX()); case shootX -> World.conv(aimX());
case shootY -> World.conv(aimY()); case shootY -> World.conv(aimY());
case cameraX -> controller instanceof Player player ? World.conv(player.con == null ? Core.camera.position.x : player.con.viewX) : 0;
case cameraY -> controller instanceof Player player ? World.conv(player.con == null ? Core.camera.position.y : player.con.viewY) : 0;
case cameraWidth -> controller instanceof Player player ? World.conv(player.con == null ? Core.camera.width : player.con.viewWidth) : 0;
case cameraHeight -> controller instanceof Player player ? World.conv(player.con == null ? Core.camera.height : player.con.viewHeight) : 0;
case mining -> mining() ? 1 : 0; case mining -> mining() ? 1 : 0;
case mineX -> mining() ? mineTile.x : -1; case mineX -> mining() ? mineTile.x : -1;
case mineY -> mining() ? mineTile.y : -1; case mineY -> mining() ? mineTile.y : -1;

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@@ -29,6 +29,10 @@ public enum LAccess{
y, y,
shootX, shootX,
shootY, shootY,
cameraX,
cameraY,
cameraWidth,
cameraHeight,
size, size,
dead, dead,
range, range,