From c3ee92fba701f010b5033aa1d519b6b541d976c2 Mon Sep 17 00:00:00 2001 From: Github Actions Date: Sat, 10 Feb 2024 16:40:37 +0000 Subject: [PATCH] Automatic bundle update --- core/assets/bundles/bundle_be.properties | 37 +++++++++++++++++++++ core/assets/bundles/bundle_bg.properties | 37 +++++++++++++++++++++ core/assets/bundles/bundle_ca.properties | 37 +++++++++++++++++++++ core/assets/bundles/bundle_cs.properties | 37 +++++++++++++++++++++ core/assets/bundles/bundle_da.properties | 37 +++++++++++++++++++++ core/assets/bundles/bundle_de.properties | 37 +++++++++++++++++++++ core/assets/bundles/bundle_es.properties | 37 +++++++++++++++++++++ core/assets/bundles/bundle_et.properties | 37 +++++++++++++++++++++ core/assets/bundles/bundle_eu.properties | 37 +++++++++++++++++++++ core/assets/bundles/bundle_fi.properties | 37 +++++++++++++++++++++ core/assets/bundles/bundle_fil.properties | 37 +++++++++++++++++++++ core/assets/bundles/bundle_fr.properties | 37 +++++++++++++++++++++ core/assets/bundles/bundle_id_ID.properties | 37 +++++++++++++++++++++ core/assets/bundles/bundle_it.properties | 37 +++++++++++++++++++++ core/assets/bundles/bundle_ja.properties | 37 +++++++++++++++++++++ core/assets/bundles/bundle_ko.properties | 37 +++++++++++++++++++++ core/assets/bundles/bundle_lt.properties | 37 +++++++++++++++++++++ core/assets/bundles/bundle_nl.properties | 37 +++++++++++++++++++++ core/assets/bundles/bundle_nl_BE.properties | 37 +++++++++++++++++++++ core/assets/bundles/bundle_pl.properties | 37 +++++++++++++++++++++ core/assets/bundles/bundle_pt_BR.properties | 37 +++++++++++++++++++++ core/assets/bundles/bundle_pt_PT.properties | 37 +++++++++++++++++++++ core/assets/bundles/bundle_ro.properties | 37 +++++++++++++++++++++ core/assets/bundles/bundle_ru.properties | 37 +++++++++++++++++++++ core/assets/bundles/bundle_sr.properties | 37 +++++++++++++++++++++ core/assets/bundles/bundle_sv.properties | 37 +++++++++++++++++++++ core/assets/bundles/bundle_th.properties | 37 +++++++++++++++++++++ core/assets/bundles/bundle_tk.properties | 37 +++++++++++++++++++++ core/assets/bundles/bundle_tr.properties | 37 +++++++++++++++++++++ core/assets/bundles/bundle_uk_UA.properties | 37 +++++++++++++++++++++ core/assets/bundles/bundle_vi.properties | 37 +++++++++++++++++++++ core/assets/bundles/bundle_zh_CN.properties | 37 +++++++++++++++++++++ core/assets/bundles/bundle_zh_TW.properties | 37 +++++++++++++++++++++ 33 files changed, 1221 insertions(+) diff --git a/core/assets/bundles/bundle_be.properties b/core/assets/bundles/bundle_be.properties index 0f2bd5d579..a6c4c953a2 100644 --- a/core/assets/bundles/bundle_be.properties +++ b/core/assets/bundles/bundle_be.properties @@ -489,6 +489,7 @@ editor.default = [lightgray]<Па змаўчанні> details = Падрабязнасці... edit = Рэдагаваць... variables = Пераменныя +logic.globals = Built-in Variables editor.name = Назва: editor.spawn = Стварыць баявую адзінку editor.removeunit = Выдаліць баявую адзінку @@ -2277,6 +2278,42 @@ lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second a 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. 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. +lglobal.false = 0 +lglobal.true = 1 +lglobal.null = null +lglobal.@pi = The mathematical constant pi (3.141...) +lglobal.@e = The mathematical constant e (2.718...) +lglobal.@degToRad = Multiply by this number to convert degrees to radians +lglobal.@radToDeg = Multiply by this number to convert radians to degrees +lglobal.@time = Playtime of current save, in milliseconds +lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks) +lglobal.@second = Playtime of current save, in seconds +lglobal.@minute = Playtime of current save, in minutes +lglobal.@waveNumber = Current wave number, if waves are enabled +lglobal.@waveTime = Countdown timer for waves, in seconds +lglobal.@mapw = Map width in tiles +lglobal.@maph = Map height in tiles +lglobal.sectionMap = Map +lglobal.sectionGeneral = General +lglobal.sectionNetwork = Network/Clientside [World Processor Only] +lglobal.sectionProcessor = Processor +lglobal.sectionLookup = Lookup +lglobal.@this = The logic block executing the code +lglobal.@thisx = X coordinate of block executing the code +lglobal.@thisy = Y coordinate of block executing the code +lglobal.@links = Total number of blocks linked to this processors +lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second) +lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction +lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction +lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction +lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction +lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise +lglobal.@client = True if the code is running on a client connected to a server +lglobal.@clientLocale = Locale of the client running the code. For example: en_US +lglobal.@clientUnit = Unit of client running the code +lglobal.@clientName = Player name of client running the code +lglobal.@clientTeam = Team ID of client running the code +lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise 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.shoot = Shoot at a position. diff --git a/core/assets/bundles/bundle_bg.properties b/core/assets/bundles/bundle_bg.properties index 4f4a1b6a85..2eefb3e206 100644 --- a/core/assets/bundles/bundle_bg.properties +++ b/core/assets/bundles/bundle_bg.properties @@ -495,6 +495,7 @@ editor.default = [lightgray]<Стандартно> details = Детайли... edit = Редактирай... variables = Vars +logic.globals = Built-in Variables editor.name = Име: editor.spawn = Създай Единица editor.removeunit = Премахни Единица @@ -2291,6 +2292,42 @@ lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second a 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. 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. +lglobal.false = 0 +lglobal.true = 1 +lglobal.null = null +lglobal.@pi = The mathematical constant pi (3.141...) +lglobal.@e = The mathematical constant e (2.718...) +lglobal.@degToRad = Multiply by this number to convert degrees to radians +lglobal.@radToDeg = Multiply by this number to convert radians to degrees +lglobal.@time = Playtime of current save, in milliseconds +lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks) +lglobal.@second = Playtime of current save, in seconds +lglobal.@minute = Playtime of current save, in minutes +lglobal.@waveNumber = Current wave number, if waves are enabled +lglobal.@waveTime = Countdown timer for waves, in seconds +lglobal.@mapw = Map width in tiles +lglobal.@maph = Map height in tiles +lglobal.sectionMap = Map +lglobal.sectionGeneral = General +lglobal.sectionNetwork = Network/Clientside [World Processor Only] +lglobal.sectionProcessor = Processor +lglobal.sectionLookup = Lookup +lglobal.@this = The logic block executing the code +lglobal.@thisx = X coordinate of block executing the code +lglobal.@thisy = Y coordinate of block executing the code +lglobal.@links = Total number of blocks linked to this processors +lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second) +lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction +lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction +lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction +lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction +lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise +lglobal.@client = True if the code is running on a client connected to a server +lglobal.@clientLocale = Locale of the client running the code. For example: en_US +lglobal.@clientUnit = Unit of client running the code +lglobal.@clientName = Player name of client running the code +lglobal.@clientTeam = Team ID of client running the code +lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise logic.nounitbuild = [red]Действия за строене на единици не са позволени тук. diff --git a/core/assets/bundles/bundle_ca.properties b/core/assets/bundles/bundle_ca.properties index 6da600fb24..ec4c6affcc 100644 --- a/core/assets/bundles/bundle_ca.properties +++ b/core/assets/bundles/bundle_ca.properties @@ -495,6 +495,7 @@ editor.default = [lightgray] details = Detalls edit = Edita variables = Variables +logic.globals = Built-in Variables editor.name = Nom: editor.spawn = Genera una unitat editor.removeunit = Treu una unitat @@ -2301,6 +2302,42 @@ lst.sync = Sincronitza una variable a través de la xarxa.\nS’invoca com a mol lst.makemarker = Crea una marca lògica al món.\nS’ha de donar un ID per a identificar-la.\nEs poden establir fins a 20.000 marcadors per món. lst.setmarker = Estableix una propietat per a la marca.\nL’ID que es faci servir ha de ser el mateix que el de la instrucció de crear la marca. 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. +lglobal.false = 0 +lglobal.true = 1 +lglobal.null = null +lglobal.@pi = The mathematical constant pi (3.141...) +lglobal.@e = The mathematical constant e (2.718...) +lglobal.@degToRad = Multiply by this number to convert degrees to radians +lglobal.@radToDeg = Multiply by this number to convert radians to degrees +lglobal.@time = Playtime of current save, in milliseconds +lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks) +lglobal.@second = Playtime of current save, in seconds +lglobal.@minute = Playtime of current save, in minutes +lglobal.@waveNumber = Current wave number, if waves are enabled +lglobal.@waveTime = Countdown timer for waves, in seconds +lglobal.@mapw = Map width in tiles +lglobal.@maph = Map height in tiles +lglobal.sectionMap = Map +lglobal.sectionGeneral = General +lglobal.sectionNetwork = Network/Clientside [World Processor Only] +lglobal.sectionProcessor = Processor +lglobal.sectionLookup = Lookup +lglobal.@this = The logic block executing the code +lglobal.@thisx = X coordinate of block executing the code +lglobal.@thisy = Y coordinate of block executing the code +lglobal.@links = Total number of blocks linked to this processors +lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second) +lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction +lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction +lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction +lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction +lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise +lglobal.@client = True if the code is running on a client connected to a server +lglobal.@clientLocale = Locale of the client running the code. For example: en_US +lglobal.@clientUnit = Unit of client running the code +lglobal.@clientName = Player name of client running the code +lglobal.@clientTeam = Team ID of client running the code +lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise logic.nounitbuild = [red]Aquí no es permet construir blocs de tipus lògic. diff --git a/core/assets/bundles/bundle_cs.properties b/core/assets/bundles/bundle_cs.properties index e112b8a7dd..c03d8d735c 100644 --- a/core/assets/bundles/bundle_cs.properties +++ b/core/assets/bundles/bundle_cs.properties @@ -495,6 +495,7 @@ editor.default = [lightgray][] details = Podrobnosti... edit = Upravit... variables = Hodnoty +logic.globals = Built-in Variables editor.name = Jméno: editor.spawn = Zrodit jednotku editor.removeunit = Odstranit jednotku @@ -2295,6 +2296,42 @@ lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second a 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. 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. +lglobal.false = 0 +lglobal.true = 1 +lglobal.null = null +lglobal.@pi = The mathematical constant pi (3.141...) +lglobal.@e = The mathematical constant e (2.718...) +lglobal.@degToRad = Multiply by this number to convert degrees to radians +lglobal.@radToDeg = Multiply by this number to convert radians to degrees +lglobal.@time = Playtime of current save, in milliseconds +lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks) +lglobal.@second = Playtime of current save, in seconds +lglobal.@minute = Playtime of current save, in minutes +lglobal.@waveNumber = Current wave number, if waves are enabled +lglobal.@waveTime = Countdown timer for waves, in seconds +lglobal.@mapw = Map width in tiles +lglobal.@maph = Map height in tiles +lglobal.sectionMap = Map +lglobal.sectionGeneral = General +lglobal.sectionNetwork = Network/Clientside [World Processor Only] +lglobal.sectionProcessor = Processor +lglobal.sectionLookup = Lookup +lglobal.@this = The logic block executing the code +lglobal.@thisx = X coordinate of block executing the code +lglobal.@thisy = Y coordinate of block executing the code +lglobal.@links = Total number of blocks linked to this processors +lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second) +lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction +lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction +lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction +lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction +lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise +lglobal.@client = True if the code is running on a client connected to a server +lglobal.@clientLocale = Locale of the client running the code. For example: en_US +lglobal.@clientUnit = Unit of client running the code +lglobal.@clientName = Player name of client running the code +lglobal.@clientTeam = Team ID of client running the code +lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise logic.nounitbuild = [red]Stavba budov pomoci jednotek kontrolované procesorem neni povolené. diff --git a/core/assets/bundles/bundle_da.properties b/core/assets/bundles/bundle_da.properties index ea0486f57f..db8c9259e5 100644 --- a/core/assets/bundles/bundle_da.properties +++ b/core/assets/bundles/bundle_da.properties @@ -490,6 +490,7 @@ editor.default = [lightgray] details = Detaljer... edit = Rediger... variables = Vars +logic.globals = Built-in Variables editor.name = Navn: editor.spawn = Påkald enhed editor.removeunit = Fjern enhed @@ -2277,6 +2278,42 @@ lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second a 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. 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. +lglobal.false = 0 +lglobal.true = 1 +lglobal.null = null +lglobal.@pi = The mathematical constant pi (3.141...) +lglobal.@e = The mathematical constant e (2.718...) +lglobal.@degToRad = Multiply by this number to convert degrees to radians +lglobal.@radToDeg = Multiply by this number to convert radians to degrees +lglobal.@time = Playtime of current save, in milliseconds +lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks) +lglobal.@second = Playtime of current save, in seconds +lglobal.@minute = Playtime of current save, in minutes +lglobal.@waveNumber = Current wave number, if waves are enabled +lglobal.@waveTime = Countdown timer for waves, in seconds +lglobal.@mapw = Map width in tiles +lglobal.@maph = Map height in tiles +lglobal.sectionMap = Map +lglobal.sectionGeneral = General +lglobal.sectionNetwork = Network/Clientside [World Processor Only] +lglobal.sectionProcessor = Processor +lglobal.sectionLookup = Lookup +lglobal.@this = The logic block executing the code +lglobal.@thisx = X coordinate of block executing the code +lglobal.@thisy = Y coordinate of block executing the code +lglobal.@links = Total number of blocks linked to this processors +lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second) +lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction +lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction +lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction +lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction +lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise +lglobal.@client = True if the code is running on a client connected to a server +lglobal.@clientLocale = Locale of the client running the code. For example: en_US +lglobal.@clientUnit = Unit of client running the code +lglobal.@clientName = Player name of client running the code +lglobal.@clientTeam = Team ID of client running the code +lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise 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.shoot = Shoot at a position. diff --git a/core/assets/bundles/bundle_de.properties b/core/assets/bundles/bundle_de.properties index 2d9b01b830..52f385530f 100644 --- a/core/assets/bundles/bundle_de.properties +++ b/core/assets/bundles/bundle_de.properties @@ -498,6 +498,7 @@ editor.default = [lightgray] details = Details edit = Bearbeiten variables = Variablen +logic.globals = Built-in Variables editor.name = Name: editor.spawn = Spawnbereich editor.removeunit = Bereich entfernen @@ -2326,6 +2327,42 @@ lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second a 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. 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. +lglobal.false = 0 +lglobal.true = 1 +lglobal.null = null +lglobal.@pi = The mathematical constant pi (3.141...) +lglobal.@e = The mathematical constant e (2.718...) +lglobal.@degToRad = Multiply by this number to convert degrees to radians +lglobal.@radToDeg = Multiply by this number to convert radians to degrees +lglobal.@time = Playtime of current save, in milliseconds +lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks) +lglobal.@second = Playtime of current save, in seconds +lglobal.@minute = Playtime of current save, in minutes +lglobal.@waveNumber = Current wave number, if waves are enabled +lglobal.@waveTime = Countdown timer for waves, in seconds +lglobal.@mapw = Map width in tiles +lglobal.@maph = Map height in tiles +lglobal.sectionMap = Map +lglobal.sectionGeneral = General +lglobal.sectionNetwork = Network/Clientside [World Processor Only] +lglobal.sectionProcessor = Processor +lglobal.sectionLookup = Lookup +lglobal.@this = The logic block executing the code +lglobal.@thisx = X coordinate of block executing the code +lglobal.@thisy = Y coordinate of block executing the code +lglobal.@links = Total number of blocks linked to this processors +lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second) +lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction +lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction +lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction +lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction +lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise +lglobal.@client = True if the code is running on a client connected to a server +lglobal.@clientLocale = Locale of the client running the code. For example: en_US +lglobal.@clientUnit = Unit of client running the code +lglobal.@clientName = Player name of client running the code +lglobal.@clientTeam = Team ID of client running the code +lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise logic.nounitbuild = [red]Logik, die Blöcke baut, ist hier nicht erlaubt. diff --git a/core/assets/bundles/bundle_es.properties b/core/assets/bundles/bundle_es.properties index 0d8a67acc1..1867c98505 100644 --- a/core/assets/bundles/bundle_es.properties +++ b/core/assets/bundles/bundle_es.properties @@ -495,6 +495,7 @@ editor.default = [lightgray] details = Detalles... edit = Editar... variables = Variables +logic.globals = Built-in Variables editor.name = Nombre: editor.spawn = Generar unidad editor.removeunit = Eliminar unidad @@ -2319,6 +2320,42 @@ lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second a 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. 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. +lglobal.false = 0 +lglobal.true = 1 +lglobal.null = null +lglobal.@pi = The mathematical constant pi (3.141...) +lglobal.@e = The mathematical constant e (2.718...) +lglobal.@degToRad = Multiply by this number to convert degrees to radians +lglobal.@radToDeg = Multiply by this number to convert radians to degrees +lglobal.@time = Playtime of current save, in milliseconds +lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks) +lglobal.@second = Playtime of current save, in seconds +lglobal.@minute = Playtime of current save, in minutes +lglobal.@waveNumber = Current wave number, if waves are enabled +lglobal.@waveTime = Countdown timer for waves, in seconds +lglobal.@mapw = Map width in tiles +lglobal.@maph = Map height in tiles +lglobal.sectionMap = Map +lglobal.sectionGeneral = General +lglobal.sectionNetwork = Network/Clientside [World Processor Only] +lglobal.sectionProcessor = Processor +lglobal.sectionLookup = Lookup +lglobal.@this = The logic block executing the code +lglobal.@thisx = X coordinate of block executing the code +lglobal.@thisy = Y coordinate of block executing the code +lglobal.@links = Total number of blocks linked to this processors +lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second) +lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction +lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction +lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction +lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction +lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise +lglobal.@client = True if the code is running on a client connected to a server +lglobal.@clientLocale = Locale of the client running the code. For example: en_US +lglobal.@clientUnit = Unit of client running the code +lglobal.@clientName = Player name of client running the code +lglobal.@clientTeam = Team ID of client running the code +lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise logic.nounitbuild = [red]No se permite construir bloques de categoría lógica. diff --git a/core/assets/bundles/bundle_et.properties b/core/assets/bundles/bundle_et.properties index 3d275aaf31..0a715e1895 100644 --- a/core/assets/bundles/bundle_et.properties +++ b/core/assets/bundles/bundle_et.properties @@ -490,6 +490,7 @@ editor.default = [lightgray] details = Üksikasjad... edit = Muuda... variables = Vars +logic.globals = Built-in Variables editor.name = Nimi: editor.spawn = Tekita väeüksus editor.removeunit = Eemalda väeüksus @@ -2279,6 +2280,42 @@ lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second a 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. 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. +lglobal.false = 0 +lglobal.true = 1 +lglobal.null = null +lglobal.@pi = The mathematical constant pi (3.141...) +lglobal.@e = The mathematical constant e (2.718...) +lglobal.@degToRad = Multiply by this number to convert degrees to radians +lglobal.@radToDeg = Multiply by this number to convert radians to degrees +lglobal.@time = Playtime of current save, in milliseconds +lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks) +lglobal.@second = Playtime of current save, in seconds +lglobal.@minute = Playtime of current save, in minutes +lglobal.@waveNumber = Current wave number, if waves are enabled +lglobal.@waveTime = Countdown timer for waves, in seconds +lglobal.@mapw = Map width in tiles +lglobal.@maph = Map height in tiles +lglobal.sectionMap = Map +lglobal.sectionGeneral = General +lglobal.sectionNetwork = Network/Clientside [World Processor Only] +lglobal.sectionProcessor = Processor +lglobal.sectionLookup = Lookup +lglobal.@this = The logic block executing the code +lglobal.@thisx = X coordinate of block executing the code +lglobal.@thisy = Y coordinate of block executing the code +lglobal.@links = Total number of blocks linked to this processors +lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second) +lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction +lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction +lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction +lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction +lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise +lglobal.@client = True if the code is running on a client connected to a server +lglobal.@clientLocale = Locale of the client running the code. For example: en_US +lglobal.@clientUnit = Unit of client running the code +lglobal.@clientName = Player name of client running the code +lglobal.@clientTeam = Team ID of client running the code +lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise 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.shoot = Shoot at a position. diff --git a/core/assets/bundles/bundle_eu.properties b/core/assets/bundles/bundle_eu.properties index e140e0f2d2..0baea59b79 100644 --- a/core/assets/bundles/bundle_eu.properties +++ b/core/assets/bundles/bundle_eu.properties @@ -492,6 +492,7 @@ editor.default = [lightgray] details = Xehetasunak... edit = Editatu... variables = Vars +logic.globals = Built-in Variables editor.name = Izena: editor.spawn = Sortu unitatea editor.removeunit = Kendu unitatea @@ -2281,6 +2282,42 @@ lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second a 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. 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. +lglobal.false = 0 +lglobal.true = 1 +lglobal.null = null +lglobal.@pi = The mathematical constant pi (3.141...) +lglobal.@e = The mathematical constant e (2.718...) +lglobal.@degToRad = Multiply by this number to convert degrees to radians +lglobal.@radToDeg = Multiply by this number to convert radians to degrees +lglobal.@time = Playtime of current save, in milliseconds +lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks) +lglobal.@second = Playtime of current save, in seconds +lglobal.@minute = Playtime of current save, in minutes +lglobal.@waveNumber = Current wave number, if waves are enabled +lglobal.@waveTime = Countdown timer for waves, in seconds +lglobal.@mapw = Map width in tiles +lglobal.@maph = Map height in tiles +lglobal.sectionMap = Map +lglobal.sectionGeneral = General +lglobal.sectionNetwork = Network/Clientside [World Processor Only] +lglobal.sectionProcessor = Processor +lglobal.sectionLookup = Lookup +lglobal.@this = The logic block executing the code +lglobal.@thisx = X coordinate of block executing the code +lglobal.@thisy = Y coordinate of block executing the code +lglobal.@links = Total number of blocks linked to this processors +lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second) +lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction +lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction +lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction +lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction +lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise +lglobal.@client = True if the code is running on a client connected to a server +lglobal.@clientLocale = Locale of the client running the code. For example: en_US +lglobal.@clientUnit = Unit of client running the code +lglobal.@clientName = Player name of client running the code +lglobal.@clientTeam = Team ID of client running the code +lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise 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.shoot = Shoot at a position. diff --git a/core/assets/bundles/bundle_fi.properties b/core/assets/bundles/bundle_fi.properties index b6fccfbb25..55fbc04374 100644 --- a/core/assets/bundles/bundle_fi.properties +++ b/core/assets/bundles/bundle_fi.properties @@ -490,6 +490,7 @@ editor.default = [lightgray] details = Yksityiskohdat... edit = Muokkaa... variables = Muuttujat +logic.globals = Built-in Variables editor.name = Nimi: editor.spawn = Luo yksikkö editor.removeunit = Poista yksikkö @@ -2282,6 +2283,42 @@ lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second a 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. 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. +lglobal.false = 0 +lglobal.true = 1 +lglobal.null = null +lglobal.@pi = The mathematical constant pi (3.141...) +lglobal.@e = The mathematical constant e (2.718...) +lglobal.@degToRad = Multiply by this number to convert degrees to radians +lglobal.@radToDeg = Multiply by this number to convert radians to degrees +lglobal.@time = Playtime of current save, in milliseconds +lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks) +lglobal.@second = Playtime of current save, in seconds +lglobal.@minute = Playtime of current save, in minutes +lglobal.@waveNumber = Current wave number, if waves are enabled +lglobal.@waveTime = Countdown timer for waves, in seconds +lglobal.@mapw = Map width in tiles +lglobal.@maph = Map height in tiles +lglobal.sectionMap = Map +lglobal.sectionGeneral = General +lglobal.sectionNetwork = Network/Clientside [World Processor Only] +lglobal.sectionProcessor = Processor +lglobal.sectionLookup = Lookup +lglobal.@this = The logic block executing the code +lglobal.@thisx = X coordinate of block executing the code +lglobal.@thisy = Y coordinate of block executing the code +lglobal.@links = Total number of blocks linked to this processors +lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second) +lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction +lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction +lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction +lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction +lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise +lglobal.@client = True if the code is running on a client connected to a server +lglobal.@clientLocale = Locale of the client running the code. For example: en_US +lglobal.@clientUnit = Unit of client running the code +lglobal.@clientName = Player name of client running the code +lglobal.@clientTeam = Team ID of client running the code +lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise 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.shoot = Ammu tiettyä sijaintia. diff --git a/core/assets/bundles/bundle_fil.properties b/core/assets/bundles/bundle_fil.properties index fa419f2b4e..e66f954eb3 100644 --- a/core/assets/bundles/bundle_fil.properties +++ b/core/assets/bundles/bundle_fil.properties @@ -490,6 +490,7 @@ editor.default = [lightgray] details = Details... edit = Edit... variables = Vars +logic.globals = Built-in Variables editor.name = Name: editor.spawn = Spawn Unit editor.removeunit = Remove Unit @@ -2278,6 +2279,42 @@ lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second a 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. 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. +lglobal.false = 0 +lglobal.true = 1 +lglobal.null = null +lglobal.@pi = The mathematical constant pi (3.141...) +lglobal.@e = The mathematical constant e (2.718...) +lglobal.@degToRad = Multiply by this number to convert degrees to radians +lglobal.@radToDeg = Multiply by this number to convert radians to degrees +lglobal.@time = Playtime of current save, in milliseconds +lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks) +lglobal.@second = Playtime of current save, in seconds +lglobal.@minute = Playtime of current save, in minutes +lglobal.@waveNumber = Current wave number, if waves are enabled +lglobal.@waveTime = Countdown timer for waves, in seconds +lglobal.@mapw = Map width in tiles +lglobal.@maph = Map height in tiles +lglobal.sectionMap = Map +lglobal.sectionGeneral = General +lglobal.sectionNetwork = Network/Clientside [World Processor Only] +lglobal.sectionProcessor = Processor +lglobal.sectionLookup = Lookup +lglobal.@this = The logic block executing the code +lglobal.@thisx = X coordinate of block executing the code +lglobal.@thisy = Y coordinate of block executing the code +lglobal.@links = Total number of blocks linked to this processors +lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second) +lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction +lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction +lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction +lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction +lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise +lglobal.@client = True if the code is running on a client connected to a server +lglobal.@clientLocale = Locale of the client running the code. For example: en_US +lglobal.@clientUnit = Unit of client running the code +lglobal.@clientName = Player name of client running the code +lglobal.@clientTeam = Team ID of client running the code +lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise 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.shoot = Shoot at a position. diff --git a/core/assets/bundles/bundle_fr.properties b/core/assets/bundles/bundle_fr.properties index 451b2fe7ad..141ebaa102 100644 --- a/core/assets/bundles/bundle_fr.properties +++ b/core/assets/bundles/bundle_fr.properties @@ -501,6 +501,7 @@ editor.default = [lightgray] details = Détails... edit = Modifier... variables = Variables +logic.globals = Built-in Variables editor.name = Nom : editor.spawn = Ajouter une unité editor.removeunit = Retirer l'unité @@ -2327,6 +2328,42 @@ lst.sync = Synchronise une variable dans le réseau.\nLimité à 20 fois par sec 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. lst.setmarker = Change une propriété d'un marqueur.\nL'ID utilisé doit être le même que celui de l'instruction "Make Marker". 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. +lglobal.false = 0 +lglobal.true = 1 +lglobal.null = null +lglobal.@pi = The mathematical constant pi (3.141...) +lglobal.@e = The mathematical constant e (2.718...) +lglobal.@degToRad = Multiply by this number to convert degrees to radians +lglobal.@radToDeg = Multiply by this number to convert radians to degrees +lglobal.@time = Playtime of current save, in milliseconds +lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks) +lglobal.@second = Playtime of current save, in seconds +lglobal.@minute = Playtime of current save, in minutes +lglobal.@waveNumber = Current wave number, if waves are enabled +lglobal.@waveTime = Countdown timer for waves, in seconds +lglobal.@mapw = Map width in tiles +lglobal.@maph = Map height in tiles +lglobal.sectionMap = Map +lglobal.sectionGeneral = General +lglobal.sectionNetwork = Network/Clientside [World Processor Only] +lglobal.sectionProcessor = Processor +lglobal.sectionLookup = Lookup +lglobal.@this = The logic block executing the code +lglobal.@thisx = X coordinate of block executing the code +lglobal.@thisy = Y coordinate of block executing the code +lglobal.@links = Total number of blocks linked to this processors +lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second) +lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction +lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction +lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction +lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction +lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise +lglobal.@client = True if the code is running on a client connected to a server +lglobal.@clientLocale = Locale of the client running the code. For example: en_US +lglobal.@clientUnit = Unit of client running the code +lglobal.@clientName = Player name of client running the code +lglobal.@clientTeam = Team ID of client running the code +lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise logic.nounitbuild = [red]Les unités contrôlées par des processeurs ne peuvent pas construire ici. diff --git a/core/assets/bundles/bundle_id_ID.properties b/core/assets/bundles/bundle_id_ID.properties index e9c1a422ed..7a7b796120 100644 --- a/core/assets/bundles/bundle_id_ID.properties +++ b/core/assets/bundles/bundle_id_ID.properties @@ -495,6 +495,7 @@ editor.default = [lightgray] details = Detail... edit = Sunting... variables = Vars +logic.globals = Built-in Variables editor.name = Nama: editor.spawn = Munculkan Unit editor.removeunit = Hapus Unit @@ -2317,6 +2318,42 @@ lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second a 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. 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. +lglobal.false = 0 +lglobal.true = 1 +lglobal.null = null +lglobal.@pi = The mathematical constant pi (3.141...) +lglobal.@e = The mathematical constant e (2.718...) +lglobal.@degToRad = Multiply by this number to convert degrees to radians +lglobal.@radToDeg = Multiply by this number to convert radians to degrees +lglobal.@time = Playtime of current save, in milliseconds +lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks) +lglobal.@second = Playtime of current save, in seconds +lglobal.@minute = Playtime of current save, in minutes +lglobal.@waveNumber = Current wave number, if waves are enabled +lglobal.@waveTime = Countdown timer for waves, in seconds +lglobal.@mapw = Map width in tiles +lglobal.@maph = Map height in tiles +lglobal.sectionMap = Map +lglobal.sectionGeneral = General +lglobal.sectionNetwork = Network/Clientside [World Processor Only] +lglobal.sectionProcessor = Processor +lglobal.sectionLookup = Lookup +lglobal.@this = The logic block executing the code +lglobal.@thisx = X coordinate of block executing the code +lglobal.@thisy = Y coordinate of block executing the code +lglobal.@links = Total number of blocks linked to this processors +lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second) +lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction +lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction +lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction +lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction +lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise +lglobal.@client = True if the code is running on a client connected to a server +lglobal.@clientLocale = Locale of the client running the code. For example: en_US +lglobal.@clientUnit = Unit of client running the code +lglobal.@clientName = Player name of client running the code +lglobal.@clientTeam = Team ID of client running the code +lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise logic.nounitbuild = [red]Logika unit membangun tidak diperbolehkan di sini. diff --git a/core/assets/bundles/bundle_it.properties b/core/assets/bundles/bundle_it.properties index 5573373c19..0c23dce129 100644 --- a/core/assets/bundles/bundle_it.properties +++ b/core/assets/bundles/bundle_it.properties @@ -493,6 +493,7 @@ editor.default = [lightgray] details = Dettagli... edit = Modifica... variables = Vars +logic.globals = Built-in Variables editor.name = Nome: editor.spawn = Piazza un'Unità editor.removeunit = Rimuovi un'Unità @@ -2291,6 +2292,42 @@ lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second a 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. 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. +lglobal.false = 0 +lglobal.true = 1 +lglobal.null = null +lglobal.@pi = The mathematical constant pi (3.141...) +lglobal.@e = The mathematical constant e (2.718...) +lglobal.@degToRad = Multiply by this number to convert degrees to radians +lglobal.@radToDeg = Multiply by this number to convert radians to degrees +lglobal.@time = Playtime of current save, in milliseconds +lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks) +lglobal.@second = Playtime of current save, in seconds +lglobal.@minute = Playtime of current save, in minutes +lglobal.@waveNumber = Current wave number, if waves are enabled +lglobal.@waveTime = Countdown timer for waves, in seconds +lglobal.@mapw = Map width in tiles +lglobal.@maph = Map height in tiles +lglobal.sectionMap = Map +lglobal.sectionGeneral = General +lglobal.sectionNetwork = Network/Clientside [World Processor Only] +lglobal.sectionProcessor = Processor +lglobal.sectionLookup = Lookup +lglobal.@this = The logic block executing the code +lglobal.@thisx = X coordinate of block executing the code +lglobal.@thisy = Y coordinate of block executing the code +lglobal.@links = Total number of blocks linked to this processors +lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second) +lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction +lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction +lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction +lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction +lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise +lglobal.@client = True if the code is running on a client connected to a server +lglobal.@clientLocale = Locale of the client running the code. For example: en_US +lglobal.@clientUnit = Unit of client running the code +lglobal.@clientName = Player name of client running the code +lglobal.@clientTeam = Team ID of client running the code +lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise 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.shoot = Shoot at a position. diff --git a/core/assets/bundles/bundle_ja.properties b/core/assets/bundles/bundle_ja.properties index 5bc5164d62..2eac0ca92f 100644 --- a/core/assets/bundles/bundle_ja.properties +++ b/core/assets/bundles/bundle_ja.properties @@ -495,6 +495,7 @@ editor.default = [lightgray]<デフォルト> details = 詳細... edit = 編集... variables = 変数 +logic.globals = Built-in Variables editor.name = 名前: editor.spawn = ユニットを出す editor.removeunit = ユニットを消す @@ -2295,6 +2296,42 @@ lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second a 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. 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. +lglobal.false = 0 +lglobal.true = 1 +lglobal.null = null +lglobal.@pi = The mathematical constant pi (3.141...) +lglobal.@e = The mathematical constant e (2.718...) +lglobal.@degToRad = Multiply by this number to convert degrees to radians +lglobal.@radToDeg = Multiply by this number to convert radians to degrees +lglobal.@time = Playtime of current save, in milliseconds +lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks) +lglobal.@second = Playtime of current save, in seconds +lglobal.@minute = Playtime of current save, in minutes +lglobal.@waveNumber = Current wave number, if waves are enabled +lglobal.@waveTime = Countdown timer for waves, in seconds +lglobal.@mapw = Map width in tiles +lglobal.@maph = Map height in tiles +lglobal.sectionMap = Map +lglobal.sectionGeneral = General +lglobal.sectionNetwork = Network/Clientside [World Processor Only] +lglobal.sectionProcessor = Processor +lglobal.sectionLookup = Lookup +lglobal.@this = The logic block executing the code +lglobal.@thisx = X coordinate of block executing the code +lglobal.@thisy = Y coordinate of block executing the code +lglobal.@links = Total number of blocks linked to this processors +lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second) +lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction +lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction +lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction +lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction +lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise +lglobal.@client = True if the code is running on a client connected to a server +lglobal.@clientLocale = Locale of the client running the code. For example: en_US +lglobal.@clientUnit = Unit of client running the code +lglobal.@clientName = Player name of client running the code +lglobal.@clientTeam = Team ID of client running the code +lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise 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.shoot = 指定した座標に向かって撃ちます。 diff --git a/core/assets/bundles/bundle_ko.properties b/core/assets/bundles/bundle_ko.properties index 19d67abc19..14fa6c5d0c 100644 --- a/core/assets/bundles/bundle_ko.properties +++ b/core/assets/bundles/bundle_ko.properties @@ -494,6 +494,7 @@ editor.default = [lightgray]<기본값> details = 설명... edit = 편집... variables = 변수 +logic.globals = Built-in Variables editor.name = 이름: editor.spawn = 기체 생성 editor.removeunit = 기체 삭제 @@ -2294,6 +2295,42 @@ lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second a 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. 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. +lglobal.false = 0 +lglobal.true = 1 +lglobal.null = null +lglobal.@pi = The mathematical constant pi (3.141...) +lglobal.@e = The mathematical constant e (2.718...) +lglobal.@degToRad = Multiply by this number to convert degrees to radians +lglobal.@radToDeg = Multiply by this number to convert radians to degrees +lglobal.@time = Playtime of current save, in milliseconds +lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks) +lglobal.@second = Playtime of current save, in seconds +lglobal.@minute = Playtime of current save, in minutes +lglobal.@waveNumber = Current wave number, if waves are enabled +lglobal.@waveTime = Countdown timer for waves, in seconds +lglobal.@mapw = Map width in tiles +lglobal.@maph = Map height in tiles +lglobal.sectionMap = Map +lglobal.sectionGeneral = General +lglobal.sectionNetwork = Network/Clientside [World Processor Only] +lglobal.sectionProcessor = Processor +lglobal.sectionLookup = Lookup +lglobal.@this = The logic block executing the code +lglobal.@thisx = X coordinate of block executing the code +lglobal.@thisy = Y coordinate of block executing the code +lglobal.@links = Total number of blocks linked to this processors +lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second) +lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction +lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction +lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction +lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction +lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise +lglobal.@client = True if the code is running on a client connected to a server +lglobal.@clientLocale = Locale of the client running the code. For example: en_US +lglobal.@clientUnit = Unit of client running the code +lglobal.@clientName = Player name of client running the code +lglobal.@clientTeam = Team ID of client running the code +lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise logic.nounitbuild = [red]기체의 건설 로직은 여기서 허용되지 않습니다. diff --git a/core/assets/bundles/bundle_lt.properties b/core/assets/bundles/bundle_lt.properties index 506091d3fd..058578ed3c 100644 --- a/core/assets/bundles/bundle_lt.properties +++ b/core/assets/bundles/bundle_lt.properties @@ -490,6 +490,7 @@ editor.default = [lightgray] details = Detaliau... edit = Redaguoti... variables = Vars +logic.globals = Built-in Variables editor.name = Pavadinimas: editor.spawn = Atradinti vienetą editor.removeunit = Panaikinti vienetą @@ -2279,6 +2280,42 @@ lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second a 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. 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. +lglobal.false = 0 +lglobal.true = 1 +lglobal.null = null +lglobal.@pi = The mathematical constant pi (3.141...) +lglobal.@e = The mathematical constant e (2.718...) +lglobal.@degToRad = Multiply by this number to convert degrees to radians +lglobal.@radToDeg = Multiply by this number to convert radians to degrees +lglobal.@time = Playtime of current save, in milliseconds +lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks) +lglobal.@second = Playtime of current save, in seconds +lglobal.@minute = Playtime of current save, in minutes +lglobal.@waveNumber = Current wave number, if waves are enabled +lglobal.@waveTime = Countdown timer for waves, in seconds +lglobal.@mapw = Map width in tiles +lglobal.@maph = Map height in tiles +lglobal.sectionMap = Map +lglobal.sectionGeneral = General +lglobal.sectionNetwork = Network/Clientside [World Processor Only] +lglobal.sectionProcessor = Processor +lglobal.sectionLookup = Lookup +lglobal.@this = The logic block executing the code +lglobal.@thisx = X coordinate of block executing the code +lglobal.@thisy = Y coordinate of block executing the code +lglobal.@links = Total number of blocks linked to this processors +lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second) +lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction +lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction +lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction +lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction +lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise +lglobal.@client = True if the code is running on a client connected to a server +lglobal.@clientLocale = Locale of the client running the code. For example: en_US +lglobal.@clientUnit = Unit of client running the code +lglobal.@clientName = Player name of client running the code +lglobal.@clientTeam = Team ID of client running the code +lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise 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.shoot = Shoot at a position. diff --git a/core/assets/bundles/bundle_nl.properties b/core/assets/bundles/bundle_nl.properties index dd8a5fa776..b0eff98f45 100644 --- a/core/assets/bundles/bundle_nl.properties +++ b/core/assets/bundles/bundle_nl.properties @@ -498,6 +498,7 @@ editor.default = [lightgray] details = Details... edit = Bewerk... variables = Vars +logic.globals = Built-in Variables editor.name = Naam: editor.spawn = Voeg Eenheid toe editor.removeunit = Verwijder Eenheid @@ -2292,6 +2293,42 @@ lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second a 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. 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. +lglobal.false = 0 +lglobal.true = 1 +lglobal.null = null +lglobal.@pi = The mathematical constant pi (3.141...) +lglobal.@e = The mathematical constant e (2.718...) +lglobal.@degToRad = Multiply by this number to convert degrees to radians +lglobal.@radToDeg = Multiply by this number to convert radians to degrees +lglobal.@time = Playtime of current save, in milliseconds +lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks) +lglobal.@second = Playtime of current save, in seconds +lglobal.@minute = Playtime of current save, in minutes +lglobal.@waveNumber = Current wave number, if waves are enabled +lglobal.@waveTime = Countdown timer for waves, in seconds +lglobal.@mapw = Map width in tiles +lglobal.@maph = Map height in tiles +lglobal.sectionMap = Map +lglobal.sectionGeneral = General +lglobal.sectionNetwork = Network/Clientside [World Processor Only] +lglobal.sectionProcessor = Processor +lglobal.sectionLookup = Lookup +lglobal.@this = The logic block executing the code +lglobal.@thisx = X coordinate of block executing the code +lglobal.@thisy = Y coordinate of block executing the code +lglobal.@links = Total number of blocks linked to this processors +lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second) +lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction +lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction +lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction +lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction +lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise +lglobal.@client = True if the code is running on a client connected to a server +lglobal.@clientLocale = Locale of the client running the code. For example: en_US +lglobal.@clientUnit = Unit of client running the code +lglobal.@clientName = Player name of client running the code +lglobal.@clientTeam = Team ID of client running the code +lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise 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.shoot = Shoot at a position. diff --git a/core/assets/bundles/bundle_nl_BE.properties b/core/assets/bundles/bundle_nl_BE.properties index 3f254be6bf..7ce6dfecd9 100644 --- a/core/assets/bundles/bundle_nl_BE.properties +++ b/core/assets/bundles/bundle_nl_BE.properties @@ -490,6 +490,7 @@ editor.default = [lightgray] details = Details... edit = Edit... variables = Vars +logic.globals = Built-in Variables editor.name = Name: editor.spawn = Spawn Unit editor.removeunit = Remove Unit @@ -2279,6 +2280,42 @@ lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second a 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. 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. +lglobal.false = 0 +lglobal.true = 1 +lglobal.null = null +lglobal.@pi = The mathematical constant pi (3.141...) +lglobal.@e = The mathematical constant e (2.718...) +lglobal.@degToRad = Multiply by this number to convert degrees to radians +lglobal.@radToDeg = Multiply by this number to convert radians to degrees +lglobal.@time = Playtime of current save, in milliseconds +lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks) +lglobal.@second = Playtime of current save, in seconds +lglobal.@minute = Playtime of current save, in minutes +lglobal.@waveNumber = Current wave number, if waves are enabled +lglobal.@waveTime = Countdown timer for waves, in seconds +lglobal.@mapw = Map width in tiles +lglobal.@maph = Map height in tiles +lglobal.sectionMap = Map +lglobal.sectionGeneral = General +lglobal.sectionNetwork = Network/Clientside [World Processor Only] +lglobal.sectionProcessor = Processor +lglobal.sectionLookup = Lookup +lglobal.@this = The logic block executing the code +lglobal.@thisx = X coordinate of block executing the code +lglobal.@thisy = Y coordinate of block executing the code +lglobal.@links = Total number of blocks linked to this processors +lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second) +lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction +lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction +lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction +lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction +lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise +lglobal.@client = True if the code is running on a client connected to a server +lglobal.@clientLocale = Locale of the client running the code. For example: en_US +lglobal.@clientUnit = Unit of client running the code +lglobal.@clientName = Player name of client running the code +lglobal.@clientTeam = Team ID of client running the code +lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise 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.shoot = Shoot at a position. diff --git a/core/assets/bundles/bundle_pl.properties b/core/assets/bundles/bundle_pl.properties index 354218436d..58b1074efb 100644 --- a/core/assets/bundles/bundle_pl.properties +++ b/core/assets/bundles/bundle_pl.properties @@ -495,6 +495,7 @@ editor.default = [lightgray] details = Detale... edit = Edytuj... variables = Zmienne +logic.globals = Built-in Variables editor.name = Nazwa: editor.spawn = Stwórz Jednostkę editor.removeunit = Usuń Jednostkę @@ -2313,6 +2314,42 @@ lst.sync = Synchronizuje zmienną poprzez sieć.\nWywoływane maksymalnie 10 raz lst.makemarker = Stwórz nowy marker logiki.\nMusisz podać ID, aby móc go później zidentyfikować.\nLimit markerów to 20,000. lst.setmarker = Ustaw właściwości markera.\nID markera musi być takie samo jak podczas jego tworzenia. 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. +lglobal.false = 0 +lglobal.true = 1 +lglobal.null = null +lglobal.@pi = The mathematical constant pi (3.141...) +lglobal.@e = The mathematical constant e (2.718...) +lglobal.@degToRad = Multiply by this number to convert degrees to radians +lglobal.@radToDeg = Multiply by this number to convert radians to degrees +lglobal.@time = Playtime of current save, in milliseconds +lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks) +lglobal.@second = Playtime of current save, in seconds +lglobal.@minute = Playtime of current save, in minutes +lglobal.@waveNumber = Current wave number, if waves are enabled +lglobal.@waveTime = Countdown timer for waves, in seconds +lglobal.@mapw = Map width in tiles +lglobal.@maph = Map height in tiles +lglobal.sectionMap = Map +lglobal.sectionGeneral = General +lglobal.sectionNetwork = Network/Clientside [World Processor Only] +lglobal.sectionProcessor = Processor +lglobal.sectionLookup = Lookup +lglobal.@this = The logic block executing the code +lglobal.@thisx = X coordinate of block executing the code +lglobal.@thisy = Y coordinate of block executing the code +lglobal.@links = Total number of blocks linked to this processors +lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second) +lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction +lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction +lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction +lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction +lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise +lglobal.@client = True if the code is running on a client connected to a server +lglobal.@clientLocale = Locale of the client running the code. For example: en_US +lglobal.@clientUnit = Unit of client running the code +lglobal.@clientName = Player name of client running the code +lglobal.@clientTeam = Team ID of client running the code +lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise logic.nounitbuild = [red]Logika budowania jednostek nie jest tu dozwolona. diff --git a/core/assets/bundles/bundle_pt_BR.properties b/core/assets/bundles/bundle_pt_BR.properties index 57d093b14c..6d407f8b53 100644 --- a/core/assets/bundles/bundle_pt_BR.properties +++ b/core/assets/bundles/bundle_pt_BR.properties @@ -495,6 +495,7 @@ editor.default = [lightgray] details = Detalhes... edit = Editar... variables = Variáveis +logic.globals = Built-in Variables editor.name = Nome: editor.spawn = Spawnar unidade editor.removeunit = Remover unidade @@ -2312,6 +2313,42 @@ lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second a 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. 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. +lglobal.false = 0 +lglobal.true = 1 +lglobal.null = null +lglobal.@pi = The mathematical constant pi (3.141...) +lglobal.@e = The mathematical constant e (2.718...) +lglobal.@degToRad = Multiply by this number to convert degrees to radians +lglobal.@radToDeg = Multiply by this number to convert radians to degrees +lglobal.@time = Playtime of current save, in milliseconds +lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks) +lglobal.@second = Playtime of current save, in seconds +lglobal.@minute = Playtime of current save, in minutes +lglobal.@waveNumber = Current wave number, if waves are enabled +lglobal.@waveTime = Countdown timer for waves, in seconds +lglobal.@mapw = Map width in tiles +lglobal.@maph = Map height in tiles +lglobal.sectionMap = Map +lglobal.sectionGeneral = General +lglobal.sectionNetwork = Network/Clientside [World Processor Only] +lglobal.sectionProcessor = Processor +lglobal.sectionLookup = Lookup +lglobal.@this = The logic block executing the code +lglobal.@thisx = X coordinate of block executing the code +lglobal.@thisy = Y coordinate of block executing the code +lglobal.@links = Total number of blocks linked to this processors +lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second) +lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction +lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction +lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction +lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction +lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise +lglobal.@client = True if the code is running on a client connected to a server +lglobal.@clientLocale = Locale of the client running the code. For example: en_US +lglobal.@clientUnit = Unit of client running the code +lglobal.@clientName = Player name of client running the code +lglobal.@clientTeam = Team ID of client running the code +lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise logic.nounitbuild = [red]Lógica de construção de unidades não é permitida aqui. diff --git a/core/assets/bundles/bundle_pt_PT.properties b/core/assets/bundles/bundle_pt_PT.properties index 2779c1247b..655572aa1e 100644 --- a/core/assets/bundles/bundle_pt_PT.properties +++ b/core/assets/bundles/bundle_pt_PT.properties @@ -490,6 +490,7 @@ editor.default = [lightgray] details = Detalhes... edit = Editar... variables = Vars +logic.globals = Built-in Variables editor.name = Nome: editor.spawn = Criar unidade editor.removeunit = Remover unidade @@ -2279,6 +2280,42 @@ lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second a 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. 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. +lglobal.false = 0 +lglobal.true = 1 +lglobal.null = null +lglobal.@pi = The mathematical constant pi (3.141...) +lglobal.@e = The mathematical constant e (2.718...) +lglobal.@degToRad = Multiply by this number to convert degrees to radians +lglobal.@radToDeg = Multiply by this number to convert radians to degrees +lglobal.@time = Playtime of current save, in milliseconds +lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks) +lglobal.@second = Playtime of current save, in seconds +lglobal.@minute = Playtime of current save, in minutes +lglobal.@waveNumber = Current wave number, if waves are enabled +lglobal.@waveTime = Countdown timer for waves, in seconds +lglobal.@mapw = Map width in tiles +lglobal.@maph = Map height in tiles +lglobal.sectionMap = Map +lglobal.sectionGeneral = General +lglobal.sectionNetwork = Network/Clientside [World Processor Only] +lglobal.sectionProcessor = Processor +lglobal.sectionLookup = Lookup +lglobal.@this = The logic block executing the code +lglobal.@thisx = X coordinate of block executing the code +lglobal.@thisy = Y coordinate of block executing the code +lglobal.@links = Total number of blocks linked to this processors +lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second) +lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction +lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction +lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction +lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction +lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise +lglobal.@client = True if the code is running on a client connected to a server +lglobal.@clientLocale = Locale of the client running the code. For example: en_US +lglobal.@clientUnit = Unit of client running the code +lglobal.@clientName = Player name of client running the code +lglobal.@clientTeam = Team ID of client running the code +lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise 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.shoot = Shoot at a position. diff --git a/core/assets/bundles/bundle_ro.properties b/core/assets/bundles/bundle_ro.properties index 1d30c519ac..ebbc5c124e 100644 --- a/core/assets/bundles/bundle_ro.properties +++ b/core/assets/bundles/bundle_ro.properties @@ -495,6 +495,7 @@ editor.default = [lightgray] details = Detalii... edit = Editează... variables = Vars +logic.globals = Built-in Variables editor.name = Nume: editor.spawn = Adaugă Unitate editor.removeunit = Înlătură Unitate @@ -2296,6 +2297,42 @@ lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second a 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. 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. +lglobal.false = 0 +lglobal.true = 1 +lglobal.null = null +lglobal.@pi = The mathematical constant pi (3.141...) +lglobal.@e = The mathematical constant e (2.718...) +lglobal.@degToRad = Multiply by this number to convert degrees to radians +lglobal.@radToDeg = Multiply by this number to convert radians to degrees +lglobal.@time = Playtime of current save, in milliseconds +lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks) +lglobal.@second = Playtime of current save, in seconds +lglobal.@minute = Playtime of current save, in minutes +lglobal.@waveNumber = Current wave number, if waves are enabled +lglobal.@waveTime = Countdown timer for waves, in seconds +lglobal.@mapw = Map width in tiles +lglobal.@maph = Map height in tiles +lglobal.sectionMap = Map +lglobal.sectionGeneral = General +lglobal.sectionNetwork = Network/Clientside [World Processor Only] +lglobal.sectionProcessor = Processor +lglobal.sectionLookup = Lookup +lglobal.@this = The logic block executing the code +lglobal.@thisx = X coordinate of block executing the code +lglobal.@thisy = Y coordinate of block executing the code +lglobal.@links = Total number of blocks linked to this processors +lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second) +lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction +lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction +lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction +lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction +lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise +lglobal.@client = True if the code is running on a client connected to a server +lglobal.@clientLocale = Locale of the client running the code. For example: en_US +lglobal.@clientUnit = Unit of client running the code +lglobal.@clientName = Player name of client running the code +lglobal.@clientTeam = Team ID of client running the code +lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise logic.nounitbuild = [red]Nu ai voie să construiești cu unitățile folosind procesoare. diff --git a/core/assets/bundles/bundle_ru.properties b/core/assets/bundles/bundle_ru.properties index 21cdbc14c2..424a5a041b 100644 --- a/core/assets/bundles/bundle_ru.properties +++ b/core/assets/bundles/bundle_ru.properties @@ -495,6 +495,7 @@ editor.default = [lightgray]<По умолчанию> details = Подробности… edit = Редактировать… variables = Переменные +logic.globals = Built-in Variables editor.name = Название: editor.spawn = Создать боевую единицу editor.removeunit = Удалить боевую единицу @@ -2298,6 +2299,42 @@ lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second a 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. 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. +lglobal.false = 0 +lglobal.true = 1 +lglobal.null = null +lglobal.@pi = The mathematical constant pi (3.141...) +lglobal.@e = The mathematical constant e (2.718...) +lglobal.@degToRad = Multiply by this number to convert degrees to radians +lglobal.@radToDeg = Multiply by this number to convert radians to degrees +lglobal.@time = Playtime of current save, in milliseconds +lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks) +lglobal.@second = Playtime of current save, in seconds +lglobal.@minute = Playtime of current save, in minutes +lglobal.@waveNumber = Current wave number, if waves are enabled +lglobal.@waveTime = Countdown timer for waves, in seconds +lglobal.@mapw = Map width in tiles +lglobal.@maph = Map height in tiles +lglobal.sectionMap = Map +lglobal.sectionGeneral = General +lglobal.sectionNetwork = Network/Clientside [World Processor Only] +lglobal.sectionProcessor = Processor +lglobal.sectionLookup = Lookup +lglobal.@this = The logic block executing the code +lglobal.@thisx = X coordinate of block executing the code +lglobal.@thisy = Y coordinate of block executing the code +lglobal.@links = Total number of blocks linked to this processors +lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second) +lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction +lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction +lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction +lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction +lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise +lglobal.@client = True if the code is running on a client connected to a server +lglobal.@clientLocale = Locale of the client running the code. For example: en_US +lglobal.@clientUnit = Unit of client running the code +lglobal.@clientName = Player name of client running the code +lglobal.@clientTeam = Team ID of client running the code +lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise logic.nounitbuild = [red]Строительство с помощью процессоров здесь запрещено. diff --git a/core/assets/bundles/bundle_sr.properties b/core/assets/bundles/bundle_sr.properties index c372cd5e61..c2f7c81da6 100644 --- a/core/assets/bundles/bundle_sr.properties +++ b/core/assets/bundles/bundle_sr.properties @@ -495,6 +495,7 @@ editor.default = [lightgray] details = Detalji... edit = Izmeni... variables = Varijabla +logic.globals = Built-in Variables editor.name = Ime: editor.spawn = Prizovi Jedinicu editor.removeunit = Ukloni Jedinicu @@ -2299,6 +2300,42 @@ lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second a 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. 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. +lglobal.false = 0 +lglobal.true = 1 +lglobal.null = null +lglobal.@pi = The mathematical constant pi (3.141...) +lglobal.@e = The mathematical constant e (2.718...) +lglobal.@degToRad = Multiply by this number to convert degrees to radians +lglobal.@radToDeg = Multiply by this number to convert radians to degrees +lglobal.@time = Playtime of current save, in milliseconds +lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks) +lglobal.@second = Playtime of current save, in seconds +lglobal.@minute = Playtime of current save, in minutes +lglobal.@waveNumber = Current wave number, if waves are enabled +lglobal.@waveTime = Countdown timer for waves, in seconds +lglobal.@mapw = Map width in tiles +lglobal.@maph = Map height in tiles +lglobal.sectionMap = Map +lglobal.sectionGeneral = General +lglobal.sectionNetwork = Network/Clientside [World Processor Only] +lglobal.sectionProcessor = Processor +lglobal.sectionLookup = Lookup +lglobal.@this = The logic block executing the code +lglobal.@thisx = X coordinate of block executing the code +lglobal.@thisy = Y coordinate of block executing the code +lglobal.@links = Total number of blocks linked to this processors +lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second) +lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction +lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction +lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction +lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction +lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise +lglobal.@client = True if the code is running on a client connected to a server +lglobal.@clientLocale = Locale of the client running the code. For example: en_US +lglobal.@clientUnit = Unit of client running the code +lglobal.@clientName = Player name of client running the code +lglobal.@clientTeam = Team ID of client running the code +lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise logic.nounitbuild = [red]Unit building logic is not allowed here. diff --git a/core/assets/bundles/bundle_sv.properties b/core/assets/bundles/bundle_sv.properties index e149794032..e8937b491c 100644 --- a/core/assets/bundles/bundle_sv.properties +++ b/core/assets/bundles/bundle_sv.properties @@ -490,6 +490,7 @@ editor.default = [lightgray] details = Details... edit = Redigera... variables = Vars +logic.globals = Built-in Variables editor.name = Namn: editor.spawn = Spawn Unit editor.removeunit = Remove Unit @@ -2279,6 +2280,42 @@ lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second a 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. 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. +lglobal.false = 0 +lglobal.true = 1 +lglobal.null = null +lglobal.@pi = The mathematical constant pi (3.141...) +lglobal.@e = The mathematical constant e (2.718...) +lglobal.@degToRad = Multiply by this number to convert degrees to radians +lglobal.@radToDeg = Multiply by this number to convert radians to degrees +lglobal.@time = Playtime of current save, in milliseconds +lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks) +lglobal.@second = Playtime of current save, in seconds +lglobal.@minute = Playtime of current save, in minutes +lglobal.@waveNumber = Current wave number, if waves are enabled +lglobal.@waveTime = Countdown timer for waves, in seconds +lglobal.@mapw = Map width in tiles +lglobal.@maph = Map height in tiles +lglobal.sectionMap = Map +lglobal.sectionGeneral = General +lglobal.sectionNetwork = Network/Clientside [World Processor Only] +lglobal.sectionProcessor = Processor +lglobal.sectionLookup = Lookup +lglobal.@this = The logic block executing the code +lglobal.@thisx = X coordinate of block executing the code +lglobal.@thisy = Y coordinate of block executing the code +lglobal.@links = Total number of blocks linked to this processors +lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second) +lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction +lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction +lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction +lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction +lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise +lglobal.@client = True if the code is running on a client connected to a server +lglobal.@clientLocale = Locale of the client running the code. For example: en_US +lglobal.@clientUnit = Unit of client running the code +lglobal.@clientName = Player name of client running the code +lglobal.@clientTeam = Team ID of client running the code +lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise 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.shoot = Shoot at a position. diff --git a/core/assets/bundles/bundle_th.properties b/core/assets/bundles/bundle_th.properties index fdfc3f6fef..d24aa629b5 100644 --- a/core/assets/bundles/bundle_th.properties +++ b/core/assets/bundles/bundle_th.properties @@ -495,6 +495,7 @@ editor.default = [lightgray]<ค่าเริ่มต้น> details = รายละเอียด... edit = แก้ไข... variables = ตัวแปร +logic.globals = Built-in Variables editor.name = ชื่อ: editor.spawn = สร้างยูนิต editor.removeunit = ลบยูนิต @@ -2316,6 +2317,42 @@ lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second a 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. 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. +lglobal.false = 0 +lglobal.true = 1 +lglobal.null = null +lglobal.@pi = The mathematical constant pi (3.141...) +lglobal.@e = The mathematical constant e (2.718...) +lglobal.@degToRad = Multiply by this number to convert degrees to radians +lglobal.@radToDeg = Multiply by this number to convert radians to degrees +lglobal.@time = Playtime of current save, in milliseconds +lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks) +lglobal.@second = Playtime of current save, in seconds +lglobal.@minute = Playtime of current save, in minutes +lglobal.@waveNumber = Current wave number, if waves are enabled +lglobal.@waveTime = Countdown timer for waves, in seconds +lglobal.@mapw = Map width in tiles +lglobal.@maph = Map height in tiles +lglobal.sectionMap = Map +lglobal.sectionGeneral = General +lglobal.sectionNetwork = Network/Clientside [World Processor Only] +lglobal.sectionProcessor = Processor +lglobal.sectionLookup = Lookup +lglobal.@this = The logic block executing the code +lglobal.@thisx = X coordinate of block executing the code +lglobal.@thisy = Y coordinate of block executing the code +lglobal.@links = Total number of blocks linked to this processors +lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second) +lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction +lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction +lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction +lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction +lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise +lglobal.@client = True if the code is running on a client connected to a server +lglobal.@clientLocale = Locale of the client running the code. For example: en_US +lglobal.@clientUnit = Unit of client running the code +lglobal.@clientName = Player name of client running the code +lglobal.@clientTeam = Team ID of client running the code +lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise logic.nounitbuild = [red]ไม่อนุญาตให้ใช้ลอจิกควบคุมให้ยูนิตสร้างที่นี่ diff --git a/core/assets/bundles/bundle_tk.properties b/core/assets/bundles/bundle_tk.properties index 8d56df9627..c1dc4dbe72 100644 --- a/core/assets/bundles/bundle_tk.properties +++ b/core/assets/bundles/bundle_tk.properties @@ -490,6 +490,7 @@ editor.default = [lightgray] details = Details... edit = Edit... variables = Vars +logic.globals = Built-in Variables editor.name = isim: editor.spawn = Spawn Unit editor.removeunit = Remove Unit @@ -2279,6 +2280,42 @@ lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second a 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. 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. +lglobal.false = 0 +lglobal.true = 1 +lglobal.null = null +lglobal.@pi = The mathematical constant pi (3.141...) +lglobal.@e = The mathematical constant e (2.718...) +lglobal.@degToRad = Multiply by this number to convert degrees to radians +lglobal.@radToDeg = Multiply by this number to convert radians to degrees +lglobal.@time = Playtime of current save, in milliseconds +lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks) +lglobal.@second = Playtime of current save, in seconds +lglobal.@minute = Playtime of current save, in minutes +lglobal.@waveNumber = Current wave number, if waves are enabled +lglobal.@waveTime = Countdown timer for waves, in seconds +lglobal.@mapw = Map width in tiles +lglobal.@maph = Map height in tiles +lglobal.sectionMap = Map +lglobal.sectionGeneral = General +lglobal.sectionNetwork = Network/Clientside [World Processor Only] +lglobal.sectionProcessor = Processor +lglobal.sectionLookup = Lookup +lglobal.@this = The logic block executing the code +lglobal.@thisx = X coordinate of block executing the code +lglobal.@thisy = Y coordinate of block executing the code +lglobal.@links = Total number of blocks linked to this processors +lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second) +lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction +lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction +lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction +lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction +lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise +lglobal.@client = True if the code is running on a client connected to a server +lglobal.@clientLocale = Locale of the client running the code. For example: en_US +lglobal.@clientUnit = Unit of client running the code +lglobal.@clientName = Player name of client running the code +lglobal.@clientTeam = Team ID of client running the code +lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise 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.shoot = Shoot at a position. diff --git a/core/assets/bundles/bundle_tr.properties b/core/assets/bundles/bundle_tr.properties index cbaf31d335..172e78f31e 100644 --- a/core/assets/bundles/bundle_tr.properties +++ b/core/assets/bundles/bundle_tr.properties @@ -495,6 +495,7 @@ editor.default = [lightgray] details = Detaylar... edit = Düzenle... variables = Değişkenler +logic.globals = Built-in Variables editor.name = İsim: editor.spawn = Birim Oluştur editor.removeunit = Birim Kaldır @@ -2296,6 +2297,42 @@ lst.sync = Ağ boyunca bir değişkeni senkronize et.\nSaniyede en fazla 10 kere lst.makemarker = Dünyada yeni bir İşlemci İşareti koy.\nBu İşarete bir Kimlik adamalısın.\nDünya başına 20.000 limit bulunmakta. lst.setmarker = Bir İşlemci İşareti için bir arazi seç.\nKimlik, İşaret Koyucudaki ile aynı olmalı. 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. +lglobal.false = 0 +lglobal.true = 1 +lglobal.null = null +lglobal.@pi = The mathematical constant pi (3.141...) +lglobal.@e = The mathematical constant e (2.718...) +lglobal.@degToRad = Multiply by this number to convert degrees to radians +lglobal.@radToDeg = Multiply by this number to convert radians to degrees +lglobal.@time = Playtime of current save, in milliseconds +lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks) +lglobal.@second = Playtime of current save, in seconds +lglobal.@minute = Playtime of current save, in minutes +lglobal.@waveNumber = Current wave number, if waves are enabled +lglobal.@waveTime = Countdown timer for waves, in seconds +lglobal.@mapw = Map width in tiles +lglobal.@maph = Map height in tiles +lglobal.sectionMap = Map +lglobal.sectionGeneral = General +lglobal.sectionNetwork = Network/Clientside [World Processor Only] +lglobal.sectionProcessor = Processor +lglobal.sectionLookup = Lookup +lglobal.@this = The logic block executing the code +lglobal.@thisx = X coordinate of block executing the code +lglobal.@thisy = Y coordinate of block executing the code +lglobal.@links = Total number of blocks linked to this processors +lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second) +lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction +lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction +lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction +lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction +lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise +lglobal.@client = True if the code is running on a client connected to a server +lglobal.@clientLocale = Locale of the client running the code. For example: en_US +lglobal.@clientUnit = Unit of client running the code +lglobal.@clientName = Player name of client running the code +lglobal.@clientTeam = Team ID of client running the code +lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise logic.nounitbuild = [red]Birim İnşası Yasak! diff --git a/core/assets/bundles/bundle_uk_UA.properties b/core/assets/bundles/bundle_uk_UA.properties index 8d82468aab..0073cef162 100644 --- a/core/assets/bundles/bundle_uk_UA.properties +++ b/core/assets/bundles/bundle_uk_UA.properties @@ -497,6 +497,7 @@ editor.default = [lightgray]<За замовчуванням> details = Подробиці… edit = Змінити… variables = Змінні +logic.globals = Built-in Variables editor.name = Ім’я: editor.spawn = Створити бойову одиницю editor.removeunit = Видалити бойову одиницю @@ -2323,6 +2324,42 @@ lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second a 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. 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. +lglobal.false = 0 +lglobal.true = 1 +lglobal.null = null +lglobal.@pi = The mathematical constant pi (3.141...) +lglobal.@e = The mathematical constant e (2.718...) +lglobal.@degToRad = Multiply by this number to convert degrees to radians +lglobal.@radToDeg = Multiply by this number to convert radians to degrees +lglobal.@time = Playtime of current save, in milliseconds +lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks) +lglobal.@second = Playtime of current save, in seconds +lglobal.@minute = Playtime of current save, in minutes +lglobal.@waveNumber = Current wave number, if waves are enabled +lglobal.@waveTime = Countdown timer for waves, in seconds +lglobal.@mapw = Map width in tiles +lglobal.@maph = Map height in tiles +lglobal.sectionMap = Map +lglobal.sectionGeneral = General +lglobal.sectionNetwork = Network/Clientside [World Processor Only] +lglobal.sectionProcessor = Processor +lglobal.sectionLookup = Lookup +lglobal.@this = The logic block executing the code +lglobal.@thisx = X coordinate of block executing the code +lglobal.@thisy = Y coordinate of block executing the code +lglobal.@links = Total number of blocks linked to this processors +lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second) +lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction +lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction +lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction +lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction +lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise +lglobal.@client = True if the code is running on a client connected to a server +lglobal.@clientLocale = Locale of the client running the code. For example: en_US +lglobal.@clientUnit = Unit of client running the code +lglobal.@clientName = Player name of client running the code +lglobal.@clientTeam = Team ID of client running the code +lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise logic.nounitbuild = [red]Будування за допомогою процесорів заборено. diff --git a/core/assets/bundles/bundle_vi.properties b/core/assets/bundles/bundle_vi.properties index a2846e923e..35c9472d8e 100644 --- a/core/assets/bundles/bundle_vi.properties +++ b/core/assets/bundles/bundle_vi.properties @@ -496,6 +496,7 @@ editor.default = [lightgray] details = Chi tiết... edit = Chỉnh sửa... variables = Thông số +logic.globals = Built-in Variables editor.name = Tên: editor.spawn = Thêm kẻ địch editor.removeunit = Xóa kẻ địch @@ -2297,6 +2298,42 @@ lst.sync = Đồng bộ giá trị biến qua mạng.\nChỉ gọi tối đa 10 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. 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. +lglobal.false = 0 +lglobal.true = 1 +lglobal.null = null +lglobal.@pi = The mathematical constant pi (3.141...) +lglobal.@e = The mathematical constant e (2.718...) +lglobal.@degToRad = Multiply by this number to convert degrees to radians +lglobal.@radToDeg = Multiply by this number to convert radians to degrees +lglobal.@time = Playtime of current save, in milliseconds +lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks) +lglobal.@second = Playtime of current save, in seconds +lglobal.@minute = Playtime of current save, in minutes +lglobal.@waveNumber = Current wave number, if waves are enabled +lglobal.@waveTime = Countdown timer for waves, in seconds +lglobal.@mapw = Map width in tiles +lglobal.@maph = Map height in tiles +lglobal.sectionMap = Map +lglobal.sectionGeneral = General +lglobal.sectionNetwork = Network/Clientside [World Processor Only] +lglobal.sectionProcessor = Processor +lglobal.sectionLookup = Lookup +lglobal.@this = The logic block executing the code +lglobal.@thisx = X coordinate of block executing the code +lglobal.@thisy = Y coordinate of block executing the code +lglobal.@links = Total number of blocks linked to this processors +lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second) +lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction +lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction +lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction +lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction +lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise +lglobal.@client = True if the code is running on a client connected to a server +lglobal.@clientLocale = Locale of the client running the code. For example: en_US +lglobal.@clientUnit = Unit of client running the code +lglobal.@clientName = Player name of client running the code +lglobal.@clientTeam = Team ID of client running the code +lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise logic.nounitbuild = [red]Lô-gíc xây dựng đơn vị không được phép ở đây. diff --git a/core/assets/bundles/bundle_zh_CN.properties b/core/assets/bundles/bundle_zh_CN.properties index e66a00616d..0761b47baf 100644 --- a/core/assets/bundles/bundle_zh_CN.properties +++ b/core/assets/bundles/bundle_zh_CN.properties @@ -498,6 +498,7 @@ editor.default = [lightgray]<默认> details = 详情… edit = 编辑… variables = 变量 +logic.globals = Built-in Variables editor.name = 名称: editor.spawn = 生成单位 editor.removeunit = 移除单位 @@ -2322,6 +2323,42 @@ lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second a 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. 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. +lglobal.false = 0 +lglobal.true = 1 +lglobal.null = null +lglobal.@pi = The mathematical constant pi (3.141...) +lglobal.@e = The mathematical constant e (2.718...) +lglobal.@degToRad = Multiply by this number to convert degrees to radians +lglobal.@radToDeg = Multiply by this number to convert radians to degrees +lglobal.@time = Playtime of current save, in milliseconds +lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks) +lglobal.@second = Playtime of current save, in seconds +lglobal.@minute = Playtime of current save, in minutes +lglobal.@waveNumber = Current wave number, if waves are enabled +lglobal.@waveTime = Countdown timer for waves, in seconds +lglobal.@mapw = Map width in tiles +lglobal.@maph = Map height in tiles +lglobal.sectionMap = Map +lglobal.sectionGeneral = General +lglobal.sectionNetwork = Network/Clientside [World Processor Only] +lglobal.sectionProcessor = Processor +lglobal.sectionLookup = Lookup +lglobal.@this = The logic block executing the code +lglobal.@thisx = X coordinate of block executing the code +lglobal.@thisy = Y coordinate of block executing the code +lglobal.@links = Total number of blocks linked to this processors +lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second) +lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction +lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction +lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction +lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction +lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise +lglobal.@client = True if the code is running on a client connected to a server +lglobal.@clientLocale = Locale of the client running the code. For example: en_US +lglobal.@clientUnit = Unit of client running the code +lglobal.@clientName = Player name of client running the code +lglobal.@clientTeam = Team ID of client running the code +lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise logic.nounitbuild = [red]此处不允许处理器操控单位去建设 diff --git a/core/assets/bundles/bundle_zh_TW.properties b/core/assets/bundles/bundle_zh_TW.properties index 065c3a8eec..3afb86a1f8 100644 --- a/core/assets/bundles/bundle_zh_TW.properties +++ b/core/assets/bundles/bundle_zh_TW.properties @@ -495,6 +495,7 @@ editor.default = [lightgray](預設) details = 詳細資訊…… edit = 編輯…… variables = 變數 +logic.globals = Built-in Variables editor.name = 名稱: editor.spawn = 重生單位 editor.removeunit = 移除單位 @@ -2308,6 +2309,42 @@ lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second a 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. 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. +lglobal.false = 0 +lglobal.true = 1 +lglobal.null = null +lglobal.@pi = The mathematical constant pi (3.141...) +lglobal.@e = The mathematical constant e (2.718...) +lglobal.@degToRad = Multiply by this number to convert degrees to radians +lglobal.@radToDeg = Multiply by this number to convert radians to degrees +lglobal.@time = Playtime of current save, in milliseconds +lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks) +lglobal.@second = Playtime of current save, in seconds +lglobal.@minute = Playtime of current save, in minutes +lglobal.@waveNumber = Current wave number, if waves are enabled +lglobal.@waveTime = Countdown timer for waves, in seconds +lglobal.@mapw = Map width in tiles +lglobal.@maph = Map height in tiles +lglobal.sectionMap = Map +lglobal.sectionGeneral = General +lglobal.sectionNetwork = Network/Clientside [World Processor Only] +lglobal.sectionProcessor = Processor +lglobal.sectionLookup = Lookup +lglobal.@this = The logic block executing the code +lglobal.@thisx = X coordinate of block executing the code +lglobal.@thisy = Y coordinate of block executing the code +lglobal.@links = Total number of blocks linked to this processors +lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second) +lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction +lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction +lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction +lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction +lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise +lglobal.@client = True if the code is running on a client connected to a server +lglobal.@clientLocale = Locale of the client running the code. For example: en_US +lglobal.@clientUnit = Unit of client running the code +lglobal.@clientName = Player name of client running the code +lglobal.@clientTeam = Team ID of client running the code +lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise logic.nounitbuild = [red]單位建造邏輯已被禁止。