Merge remote-tracking branch 'upstream/master'

This commit is contained in:
ApsZoldat
2023-12-04 22:43:59 +03:00
60 changed files with 1904 additions and 43 deletions

View File

@@ -444,6 +444,7 @@ editor.waves = Waves
editor.rules = Rules editor.rules = Rules
editor.generation = Generation editor.generation = Generation
editor.objectives = Objectives editor.objectives = Objectives
editor.locales = Locale Bundles
editor.ingame = Edit In-Game editor.ingame = Edit In-Game
editor.playtest = Playtest editor.playtest = Playtest
editor.publish.workshop = Publish On Workshop editor.publish.workshop = Publish On Workshop
@@ -511,6 +512,7 @@ editor.errorlegacy = This map is too old, and uses a legacy map format that is n
editor.errornot = This is not a map file. editor.errornot = This is not a map file.
editor.errorheader = This map file is either not valid or corrupt. editor.errorheader = This map file is either not valid or corrupt.
editor.errorname = Map has no name defined. Are you trying to load a save file? editor.errorname = Map has no name defined. Are you trying to load a save file?
editor.errorlocales = Error reading invalid locale bundles.
editor.update = Update editor.update = Update
editor.randomize = Randomize editor.randomize = Randomize
editor.moveup = Move Up editor.moveup = Move Up
@@ -522,6 +524,7 @@ editor.sectorgenerate = Sector Generate
editor.resize = Resize editor.resize = Resize
editor.loadmap = Load Map editor.loadmap = Load Map
editor.savemap = Save Map editor.savemap = Save Map
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
editor.saved = Saved! editor.saved = Saved!
editor.save.noname = Your map does not have a name! Set one in the 'map info' menu. editor.save.noname = Your map does not have a name! Set one in the 'map info' menu.
editor.save.overwrite = Your map overwrites a built-in map! Pick a different name in the 'map info' menu. editor.save.overwrite = Your map overwrites a built-in map! Pick a different name in the 'map info' menu.
@@ -610,6 +613,24 @@ filter.option.threshold2 = Secondary Threshold
filter.option.radius = Radius filter.option.radius = Radius
filter.option.percentile = Percentile filter.option.percentile = Percentile
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
locales.deletelocale = Are you sure you want to delete this locale bundle?
locales.applytoall = Apply Changes To All Locales
locales.addtoother = Add To Other Locales
locales.rollback = Rollback to last applied
locales.filter = Property filter
locales.searchname = Search name...
locales.searchvalue = Search value...
locales.searchlocale = Search locale...
locales.byname = By name
locales.byvalue = By value
locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
locales.showmissing = Show properties that are missing in some locales
locales.showsame = Show properties that have same values in different locales
locales.viewproperty = View in all locales
locales.viewing = Viewing property "{0}"
locales.addicon = Add Icon
width = Width: width = Width:
height = Height: height = Height:
menu = Menu menu = Menu
@@ -2267,6 +2288,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
lst.read = Read a number from a linked memory cell. lst.read = Read a number from a linked memory cell.
lst.write = Write a number to a linked memory cell. lst.write = Write a number to a linked memory cell.
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used. lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used. lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
lst.drawflush = Flush queued [accent]Draw[] operations to a display. lst.drawflush = Flush queued [accent]Draw[] operations to a display.
lst.printflush = Flush queued [accent]Print[] operations to a message block. lst.printflush = Flush queued [accent]Print[] operations to a message block.
@@ -2304,6 +2326,7 @@ lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nLimited to 20 times a second per variable. lst.sync = Sync a variable across the network.\nLimited to 20 times a second per variable.
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.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.\n[accent]null []values are being ignored instead of converting to 0. lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.\n[accent]null []values are being ignored instead of converting to 0.
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.
logic.nounitbuild = [red]Unit building logic is not allowed here. logic.nounitbuild = [red]Unit building logic is not allowed here.

View File

@@ -433,6 +433,7 @@ editor.waves = Хвалі:
editor.rules = Правілы: editor.rules = Правілы:
editor.generation = Генерацыя: editor.generation = Генерацыя:
editor.objectives = Мэты editor.objectives = Мэты
editor.locales = Locale Bundles
editor.ingame = Рэдагаваць ў гульні editor.ingame = Рэдагаваць ў гульні
editor.playtest = Тэставаць editor.playtest = Тэставаць
editor.publish.workshop = Апублікаваць у майстэрні editor.publish.workshop = Апублікаваць у майстэрні
@@ -499,6 +500,7 @@ editor.errorlegacy = Гэтая карта занадта старая і вык
editor.errornot = Гэта не файл карты. editor.errornot = Гэта не файл карты.
editor.errorheader = Гэты файл карты ня дзейнічае або пашкоджаны. editor.errorheader = Гэты файл карты ня дзейнічае або пашкоджаны.
editor.errorname = Карта не мае імя. Можа быць, Вы спрабуеце загрузіць захаванне? editor.errorname = Карта не мае імя. Можа быць, Вы спрабуеце загрузіць захаванне?
editor.errorlocales = Error reading invalid locale bundles.
editor.update = Абнавіць editor.update = Абнавіць
editor.randomize = Выпадкова editor.randomize = Выпадкова
editor.moveup = Рухацца Уверх editor.moveup = Рухацца Уверх
@@ -510,6 +512,7 @@ editor.sectorgenerate = Згенераваць Сектар
editor.resize = Змяніць \nразмер editor.resize = Змяніць \nразмер
editor.loadmap = Загрузіць \nкарту editor.loadmap = Загрузіць \nкарту
editor.savemap = Захаваць \nкарту editor.savemap = Захаваць \nкарту
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
editor.saved = Захавана! editor.saved = Захавана!
editor.save.noname = У Вашай карты няма імя! Назавіце яе ў меню «Інфармацыя аб карце». editor.save.noname = У Вашай карты няма імя! Назавіце яе ў меню «Інфармацыя аб карце».
editor.save.overwrite = Ваша карта не можа быць запісана па-над убудаванай карты! Калі ласка, увядзіце іншую назву ў меню «Інфармацыя аб карце» editor.save.overwrite = Ваша карта не можа быць запісана па-над убудаванай карты! Калі ласка, увядзіце іншую назву ў меню «Інфармацыя аб карце»
@@ -594,6 +597,23 @@ filter.option.floor2 = Другая паверхню
filter.option.threshold2 = Другасны гранічны парог filter.option.threshold2 = Другасны гранічны парог
filter.option.radius = Радыус filter.option.radius = Радыус
filter.option.percentile = Процентль filter.option.percentile = Процентль
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
locales.deletelocale = Are you sure you want to delete this locale bundle?
locales.applytoall = Apply Changes To All Locales
locales.addtoother = Add To Other Locales
locales.rollback = Rollback to last applied
locales.filter = Property filter
locales.searchname = Search name...
locales.searchvalue = Search value...
locales.searchlocale = Search locale...
locales.byname = By name
locales.byvalue = By value
locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
locales.showmissing = Show properties that are missing in some locales
locales.showsame = Show properties that have same values in different locales
locales.viewproperty = View in all locales
locales.viewing = Viewing property "{0}"
locales.addicon = Add Icon
width = Шырыня: width = Шырыня:
height = Вышыня: height = Вышыня:
@@ -2216,6 +2236,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
lst.read = Read a number from a linked memory cell. lst.read = Read a number from a linked memory cell.
lst.write = Write a number to a linked memory cell. lst.write = Write a number to a linked memory cell.
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used. lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used. lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
lst.drawflush = Flush queued [accent]Draw[] operations to a display. lst.drawflush = Flush queued [accent]Draw[] operations to a display.
lst.printflush = Flush queued [accent]Print[] operations to a message block. lst.printflush = Flush queued [accent]Print[] operations to a message block.
@@ -2253,6 +2274,7 @@ lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.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.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.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.
logic.nounitbuild = [red]Unit building logic is not allowed here. logic.nounitbuild = [red]Unit building logic is not allowed here.
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string. lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
lenum.shoot = Shoot at a position. lenum.shoot = Shoot at a position.

View File

@@ -438,6 +438,7 @@ editor.waves = Вълни:
editor.rules = Правила: editor.rules = Правила:
editor.generation = Генериране: editor.generation = Генериране:
editor.objectives = Objectives editor.objectives = Objectives
editor.locales = Locale Bundles
editor.ingame = Редактирай в игра editor.ingame = Редактирай в игра
editor.playtest = Playtest editor.playtest = Playtest
editor.publish.workshop = Публикувай в Работилницата editor.publish.workshop = Публикувай в Работилницата
@@ -505,6 +506,7 @@ editor.errorlegacy = Тази карта е твърде стара, играт
editor.errornot = Този файл не е карта. editor.errornot = Този файл не е карта.
editor.errorheader = Този файл с карта е повреден или невалиден. editor.errorheader = Този файл с карта е повреден или невалиден.
editor.errorname = Картата няма зададено име. Да не се опитвате да заредите игра? editor.errorname = Картата няма зададено име. Да не се опитвате да заредите игра?
editor.errorlocales = Error reading invalid locale bundles.
editor.update = Обнови editor.update = Обнови
editor.randomize = Случайно editor.randomize = Случайно
editor.moveup = Move Up editor.moveup = Move Up
@@ -516,6 +518,7 @@ editor.sectorgenerate = Sector Generate
editor.resize = Смени размера editor.resize = Смени размера
editor.loadmap = Зареди Карта editor.loadmap = Зареди Карта
editor.savemap = Запиши Карта editor.savemap = Запиши Карта
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
editor.saved = Записано! editor.saved = Записано!
editor.save.noname = Картата няма име! Задайте такова в 'Информация за картата' от менюто. editor.save.noname = Картата няма име! Задайте такова в 'Информация за картата' от менюто.
editor.save.overwrite = Съществува стандартна карта с такова име! Изберете различно име от 'Информация за картата' от менюто. editor.save.overwrite = Съществува стандартна карта с такова име! Изберете различно име от 'Информация за картата' от менюто.
@@ -600,6 +603,23 @@ filter.option.floor2 = Втори под
filter.option.threshold2 = Втори праг filter.option.threshold2 = Втори праг
filter.option.radius = Радиус filter.option.radius = Радиус
filter.option.percentile = Перцентил filter.option.percentile = Перцентил
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
locales.deletelocale = Are you sure you want to delete this locale bundle?
locales.applytoall = Apply Changes To All Locales
locales.addtoother = Add To Other Locales
locales.rollback = Rollback to last applied
locales.filter = Property filter
locales.searchname = Search name...
locales.searchvalue = Search value...
locales.searchlocale = Search locale...
locales.byname = By name
locales.byvalue = By value
locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
locales.showmissing = Show properties that are missing in some locales
locales.showsame = Show properties that have same values in different locales
locales.viewproperty = View in all locales
locales.viewing = Viewing property "{0}"
locales.addicon = Add Icon
width = Дължина: width = Дължина:
height = Височина: height = Височина:
@@ -2231,6 +2251,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
lst.read = Прочети число от свързано хранилище за памет. lst.read = Прочети число от свързано хранилище за памет.
lst.write = Запиши число в свързано хранилище за памет. lst.write = Запиши число в свързано хранилище за памет.
lst.print = Добави текст в буфера за изписване.\nНе визуализира нищо докато не използвате [accent]Print Flush[]. lst.print = Добави текст в буфера за изписване.\nНе визуализира нищо докато не използвате [accent]Print Flush[].
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
lst.draw = Добавя операция в буфера за изображение.\nНе показва нищо докато не използвате [accent]Draw Flush[]. lst.draw = Добавя операция в буфера за изображение.\nНе показва нищо докато не използвате [accent]Draw Flush[].
lst.drawflush = Изпълнява операции, поискани с команда [accent]Draw[] върху посочен дисплей. lst.drawflush = Изпълнява операции, поискани с команда [accent]Draw[] върху посочен дисплей.
lst.printflush = Извежда текст натрупан с [accent]Print[] върху посочен блок за съобщение. lst.printflush = Извежда текст натрупан с [accent]Print[] върху посочен блок за съобщение.
@@ -2268,6 +2289,7 @@ lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.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.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.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.
logic.nounitbuild = [red]Действия за строене на единици не са позволени тук. logic.nounitbuild = [red]Действия за строене на единици не са позволени тук.

View File

@@ -438,6 +438,7 @@ editor.waves = Onades
editor.rules = Regles editor.rules = Regles
editor.generation = Generació editor.generation = Generació
editor.objectives = Objectius editor.objectives = Objectius
editor.locales = Locale Bundles
editor.ingame = Edita des de la partida editor.ingame = Edita des de la partida
editor.playtest = Prova el mapa editor.playtest = Prova el mapa
editor.publish.workshop = Publica al Workshop editor.publish.workshop = Publica al Workshop
@@ -505,6 +506,7 @@ editor.errorlegacy = Aquest mapa és massa antic i fa servir un format obsolet.
editor.errornot = No és un fitxer de mapa. editor.errornot = No és un fitxer de mapa.
editor.errorheader = Aquest fitxer de mapa no és vàlid o està corromput. editor.errorheader = Aquest fitxer de mapa no és vàlid o està corromput.
editor.errorname = No sha definit el nom del mapa. Esteu intentant carregar una partida desada? editor.errorname = No sha definit el nom del mapa. Esteu intentant carregar una partida desada?
editor.errorlocales = Error reading invalid locale bundles.
editor.update = Actualitza editor.update = Actualitza
editor.randomize = Assigna a latzar editor.randomize = Assigna a latzar
editor.moveup = Mou amunt editor.moveup = Mou amunt
@@ -516,6 +518,7 @@ editor.sectorgenerate = Generació del sector
editor.resize = Canvia la mida editor.resize = Canvia la mida
editor.loadmap = Carrega un mapa editor.loadmap = Carrega un mapa
editor.savemap = Desa el mapa editor.savemap = Desa el mapa
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
editor.saved = Sha desat. editor.saved = Sha desat.
editor.save.noname = El mapa no té nom! Trieu-ne un des del menú «Informació del mapa». editor.save.noname = El mapa no té nom! Trieu-ne un des del menú «Informació del mapa».
editor.save.overwrite = El vostre mapa sobreescriu un mapa incorporat al joc! Trieu un nom diferent des del menú «Informació del mapa». editor.save.overwrite = El vostre mapa sobreescriu un mapa incorporat al joc! Trieu un nom diferent des del menú «Informació del mapa».
@@ -603,6 +606,23 @@ filter.option.floor2 = Terra secundari
filter.option.threshold2 = Llindar secundari filter.option.threshold2 = Llindar secundari
filter.option.radius = Radi filter.option.radius = Radi
filter.option.percentile = Percentil filter.option.percentile = Percentil
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
locales.deletelocale = Are you sure you want to delete this locale bundle?
locales.applytoall = Apply Changes To All Locales
locales.addtoother = Add To Other Locales
locales.rollback = Rollback to last applied
locales.filter = Property filter
locales.searchname = Search name...
locales.searchvalue = Search value...
locales.searchlocale = Search locale...
locales.byname = By name
locales.byvalue = By value
locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
locales.showmissing = Show properties that are missing in some locales
locales.showsame = Show properties that have same values in different locales
locales.viewproperty = View in all locales
locales.viewing = Viewing property "{0}"
locales.addicon = Add Icon
width = Amplada: width = Amplada:
height = Alçada: height = Alçada:
@@ -2241,6 +2261,7 @@ unit.emanate.description = Construeix estructures per defensar el nucli Acròpol
lst.read = Llegeix un nombre des duna cel·la de memòria connectada. lst.read = Llegeix un nombre des duna cel·la de memòria connectada.
lst.write = Escriu un nombre en una cel·la de memòria connectada. lst.write = Escriu un nombre en una cel·la de memòria connectada.
lst.print = Afegeix un text a la cua dimpressió.\nEl text no es mostrarà fins que sapliqui «[accent]Print Flush[]». lst.print = Afegeix un text a la cua dimpressió.\nEl text no es mostrarà fins que sapliqui «[accent]Print Flush[]».
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
lst.draw = Afegeix una instrucció de dibuix a la cua corresponent.\nEl resultat no es mostrarà fins que sapliqui «[accent]Draw Flush[]». lst.draw = Afegeix una instrucció de dibuix a la cua corresponent.\nEl resultat no es mostrarà fins que sapliqui «[accent]Draw Flush[]».
lst.drawflush = Executa les operacions de la cua de dibuix al monitor lògic. lst.drawflush = Executa les operacions de la cua de dibuix al monitor lògic.
lst.printflush = Executa les operacions de la cua dimpressió al monitor lògic. lst.printflush = Executa les operacions de la cua dimpressió al monitor lògic.
@@ -2278,6 +2299,7 @@ lst.effect = Crea un efecte de particula.
lst.sync = Sincronitza una variable a través de la xarxa.\nSinvoca com a molt 10 vegades per segon. lst.sync = Sincronitza una variable a través de la xarxa.\nSinvoca com a molt 10 vegades per segon.
lst.makemarker = Crea una marca lògica al món.\nSha de donar un ID per a identificar-la.\nEs poden establir fins a 20.000 marcadors per món. lst.makemarker = Crea una marca lògica al món.\nSha 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.\nLID que es faci servir ha de ser el mateix que el de la instrucció de crear la marca. lst.setmarker = Estableix una propietat per a la marca.\nLID 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.
logic.nounitbuild = [red]Aquí no es permet construir blocs de tipus lògic. logic.nounitbuild = [red]Aquí no es permet construir blocs de tipus lògic.

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@@ -438,6 +438,7 @@ editor.waves = Vln:
editor.rules = Pravidla: editor.rules = Pravidla:
editor.generation = Generace: editor.generation = Generace:
editor.objectives = Úkoly: editor.objectives = Úkoly:
editor.locales = Locale Bundles
editor.ingame = Upravit ve hře editor.ingame = Upravit ve hře
editor.playtest = Playtest editor.playtest = Playtest
editor.publish.workshop = Publikovat do Workshopu na Steamu editor.publish.workshop = Publikovat do Workshopu na Steamu
@@ -505,6 +506,7 @@ editor.errorlegacy = Tato mapa je příliš stará a používá formát mapy, kt
editor.errornot = Toto není soubor mapy. editor.errornot = Toto není soubor mapy.
editor.errorheader = Tento soubor mapy je buď neplatný nebo poškozen. editor.errorheader = Tento soubor mapy je buď neplatný nebo poškozen.
editor.errorname = Mapa nemá definované jméno. Nesnažíš se náhodou nahrát soubor s uložením hry? editor.errorname = Mapa nemá definované jméno. Nesnažíš se náhodou nahrát soubor s uložením hry?
editor.errorlocales = Error reading invalid locale bundles.
editor.update = Aktualizovat editor.update = Aktualizovat
editor.randomize = Náhodně vygenerovat editor.randomize = Náhodně vygenerovat
editor.moveup = Pohyb Nahoru editor.moveup = Pohyb Nahoru
@@ -516,6 +518,7 @@ editor.sectorgenerate = Generovat Sektor
editor.resize = Změnit velikost editor.resize = Změnit velikost
editor.loadmap = Načíst mapu editor.loadmap = Načíst mapu
editor.savemap = Uložit mapu editor.savemap = Uložit mapu
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
editor.saved = Uloženo! editor.saved = Uloženo!
editor.save.noname = Tvoje mapa nemá jméno! Jméno nastavíš v položce nabídky "Informace o mapě". editor.save.noname = Tvoje mapa nemá jméno! Jméno nastavíš v položce nabídky "Informace o mapě".
editor.save.overwrite = Tvoje mapa přepisuje vestavěnou mapu! Nastav jí radši jiné jméno v položce nabídky "Informace o mapě". editor.save.overwrite = Tvoje mapa přepisuje vestavěnou mapu! Nastav jí radši jiné jméno v položce nabídky "Informace o mapě".
@@ -601,6 +604,23 @@ filter.option.floor2 = Druhotný povrch
filter.option.threshold2 = Druhotný práh filter.option.threshold2 = Druhotný práh
filter.option.radius = Poloměr filter.option.radius = Poloměr
filter.option.percentile = Percentil filter.option.percentile = Percentil
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
locales.deletelocale = Are you sure you want to delete this locale bundle?
locales.applytoall = Apply Changes To All Locales
locales.addtoother = Add To Other Locales
locales.rollback = Rollback to last applied
locales.filter = Property filter
locales.searchname = Search name...
locales.searchvalue = Search value...
locales.searchlocale = Search locale...
locales.byname = By name
locales.byvalue = By value
locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
locales.showmissing = Show properties that are missing in some locales
locales.showsame = Show properties that have same values in different locales
locales.viewproperty = View in all locales
locales.viewing = Viewing property "{0}"
locales.addicon = Add Icon
width = Šířka: width = Šířka:
height = Výška: height = Výška:
@@ -2235,6 +2255,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
lst.read = Přečte číslo z připojené paměti. lst.read = Přečte číslo z připojené paměti.
lst.write = Zapíše číslo do připojené paměti. lst.write = Zapíše číslo do připojené paměti.
lst.print = Přídá text do vypisovacího buferu.\nNezobrazí nic dokud [accent]Print Flush[] je použít. lst.print = Přídá text do vypisovacího buferu.\nNezobrazí nic dokud [accent]Print Flush[] je použít.
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
lst.draw = Přídá operaci do vykreslovacího buferu.\nNezobrazí nic dokud [accent]Draw Flush[] je použít. lst.draw = Přídá operaci do vykreslovacího buferu.\nNezobrazí nic dokud [accent]Draw Flush[] je použít.
lst.drawflush = Provede všechny [accent]Draw[] operace na zobrazovač logiky. Pak vyčistí vykreslovací bufer. lst.drawflush = Provede všechny [accent]Draw[] operace na zobrazovač logiky. Pak vyčistí vykreslovací bufer.
lst.printflush = Provede všechny [accent]Print[] operace do zprávy. Pak vyčistí vypisovací bufer. lst.printflush = Provede všechny [accent]Print[] operace do zprávy. Pak vyčistí vypisovací bufer.
@@ -2272,6 +2293,7 @@ lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.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.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.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.
logic.nounitbuild = [red]Stavba budov pomoci jednotek kontrolované procesorem neni povolené. logic.nounitbuild = [red]Stavba budov pomoci jednotek kontrolované procesorem neni povolené.

View File

@@ -434,6 +434,7 @@ editor.waves = Bølge:
editor.rules = Regler: editor.rules = Regler:
editor.generation = Generering: editor.generation = Generering:
editor.objectives = Objectives editor.objectives = Objectives
editor.locales = Locale Bundles
editor.ingame = Ændr i spil editor.ingame = Ændr i spil
editor.playtest = Playtest editor.playtest = Playtest
editor.publish.workshop = Publicer på Workshop editor.publish.workshop = Publicer på Workshop
@@ -500,6 +501,7 @@ editor.errorlegacy = Denne bane er forældet, og bruger et eftermægle-format, d
editor.errornot = Dette er ikke en bane-fil. editor.errornot = Dette er ikke en bane-fil.
editor.errorheader = Denne bane er enten ugyldig eller i stykker. editor.errorheader = Denne bane er enten ugyldig eller i stykker.
editor.errorname = Banen har ikke noget navn. Forsøger du at gemme filen? editor.errorname = Banen har ikke noget navn. Forsøger du at gemme filen?
editor.errorlocales = Error reading invalid locale bundles.
editor.update = Opdater editor.update = Opdater
editor.randomize = Tilfældiggør editor.randomize = Tilfældiggør
editor.moveup = Move Up editor.moveup = Move Up
@@ -511,6 +513,7 @@ editor.sectorgenerate = Sector Generate
editor.resize = Omskaler editor.resize = Omskaler
editor.loadmap = Indlæs bane editor.loadmap = Indlæs bane
editor.savemap = Gem bane editor.savemap = Gem bane
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
editor.saved = Gemt! editor.saved = Gemt!
editor.save.noname = Din bane har intet navn! Giv den et navn under 'bane-information'-menuen. editor.save.noname = Din bane har intet navn! Giv den et navn under 'bane-information'-menuen.
editor.save.overwrite = Din bane overskriver en indbygget bane! Vælge et andet navn under 'bane-information'-menuen. editor.save.overwrite = Din bane overskriver en indbygget bane! Vælge et andet navn under 'bane-information'-menuen.
@@ -595,6 +598,23 @@ filter.option.floor2 = Sekundært gulv
filter.option.threshold2 = Sekundær terskel filter.option.threshold2 = Sekundær terskel
filter.option.radius = Radius filter.option.radius = Radius
filter.option.percentile = Percentil filter.option.percentile = Percentil
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
locales.deletelocale = Are you sure you want to delete this locale bundle?
locales.applytoall = Apply Changes To All Locales
locales.addtoother = Add To Other Locales
locales.rollback = Rollback to last applied
locales.filter = Property filter
locales.searchname = Search name...
locales.searchvalue = Search value...
locales.searchlocale = Search locale...
locales.byname = By name
locales.byvalue = By value
locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
locales.showmissing = Show properties that are missing in some locales
locales.showsame = Show properties that have same values in different locales
locales.viewproperty = View in all locales
locales.viewing = Viewing property "{0}"
locales.addicon = Add Icon
width = Bredde: width = Bredde:
height = Højde: height = Højde:
@@ -2216,6 +2236,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
lst.read = Read a number from a linked memory cell. lst.read = Read a number from a linked memory cell.
lst.write = Write a number to a linked memory cell. lst.write = Write a number to a linked memory cell.
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used. lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used. lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
lst.drawflush = Flush queued [accent]Draw[] operations to a display. lst.drawflush = Flush queued [accent]Draw[] operations to a display.
lst.printflush = Flush queued [accent]Print[] operations to a message block. lst.printflush = Flush queued [accent]Print[] operations to a message block.
@@ -2253,6 +2274,7 @@ lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.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.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.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.
logic.nounitbuild = [red]Unit building logic is not allowed here. logic.nounitbuild = [red]Unit building logic is not allowed here.
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string. lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
lenum.shoot = Shoot at a position. lenum.shoot = Shoot at a position.

View File

@@ -441,6 +441,7 @@ editor.waves = Wellen
editor.rules = Regeln editor.rules = Regeln
editor.generation = Generator editor.generation = Generator
editor.objectives = Ziele editor.objectives = Ziele
editor.locales = Locale Bundles
editor.ingame = Im Spiel bearbeiten editor.ingame = Im Spiel bearbeiten
editor.playtest = Playtest editor.playtest = Playtest
editor.publish.workshop = Im Workshop veröffentlichen editor.publish.workshop = Im Workshop veröffentlichen
@@ -508,6 +509,7 @@ editor.errorlegacy = Diese Karte ist zu alt und benutzt ein veraltetes Kartenfor
editor.errornot = Dies ist keine Kartendatei. editor.errornot = Dies ist keine Kartendatei.
editor.errorheader = Diese Karte ist entweder nicht gültig oder beschädigt. editor.errorheader = Diese Karte ist entweder nicht gültig oder beschädigt.
editor.errorname = Karte hat keinen Namen. editor.errorname = Karte hat keinen Namen.
editor.errorlocales = Error reading invalid locale bundles.
editor.update = Aktualisieren editor.update = Aktualisieren
editor.randomize = Zufällig anordnen editor.randomize = Zufällig anordnen
editor.moveup = Hochschieben editor.moveup = Hochschieben
@@ -519,6 +521,7 @@ editor.sectorgenerate = Sektor generieren
editor.resize = Größe\nanpassen editor.resize = Größe\nanpassen
editor.loadmap = Karte\nladen editor.loadmap = Karte\nladen
editor.savemap = Karte\nspeichern editor.savemap = Karte\nspeichern
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
editor.saved = Gespeichert! editor.saved = Gespeichert!
editor.save.noname = Deine Karte hat keinen Namen! Setze einen Namen im [accent]Karten-Info[]-Menü. editor.save.noname = Deine Karte hat keinen Namen! Setze einen Namen im [accent]Karten-Info[]-Menü.
editor.save.overwrite = Deine Karte überschreibt eine Standardkarte! Wähle einen anderen Karten Namen im [accent]Karten-Info[]-Menü. editor.save.overwrite = Deine Karte überschreibt eine Standardkarte! Wähle einen anderen Karten Namen im [accent]Karten-Info[]-Menü.
@@ -606,6 +609,23 @@ filter.option.floor2 = Sekundärer Boden
filter.option.threshold2 = Sekundärer Grenzwert filter.option.threshold2 = Sekundärer Grenzwert
filter.option.radius = Radius filter.option.radius = Radius
filter.option.percentile = Perzentil filter.option.percentile = Perzentil
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
locales.deletelocale = Are you sure you want to delete this locale bundle?
locales.applytoall = Apply Changes To All Locales
locales.addtoother = Add To Other Locales
locales.rollback = Rollback to last applied
locales.filter = Property filter
locales.searchname = Search name...
locales.searchvalue = Search value...
locales.searchlocale = Search locale...
locales.byname = By name
locales.byvalue = By value
locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
locales.showmissing = Show properties that are missing in some locales
locales.showsame = Show properties that have same values in different locales
locales.viewproperty = View in all locales
locales.viewing = Viewing property "{0}"
locales.addicon = Add Icon
width = Breite: width = Breite:
height = Höhe: height = Höhe:
@@ -2266,6 +2286,7 @@ unit.emanate.description = Baut Blöcke, um den Akropolis-Kern zu beschützen. H
lst.read = Liest einen Wert aus einer verbundenen Speicherzelle. lst.read = Liest einen Wert aus einer verbundenen Speicherzelle.
lst.write = Schreibt eine Zahl in einer verbundene Speicherzelle. lst.write = Schreibt eine Zahl in einer verbundene Speicherzelle.
lst.print = Fügt Text zum Textspeicher hinzu.\nZeigt nichts an, bis [accent]Print Flush[] verwendet wird. lst.print = Fügt Text zum Textspeicher hinzu.\nZeigt nichts an, bis [accent]Print Flush[] verwendet wird.
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
lst.draw = Fügt eine [accent]Draw[]-Aufgabe zum Bildspeicher hinzu.\nZeigt nichts an, bis [accent]Draw Flush[] verwendet wird. lst.draw = Fügt eine [accent]Draw[]-Aufgabe zum Bildspeicher hinzu.\nZeigt nichts an, bis [accent]Draw Flush[] verwendet wird.
lst.drawflush = Druckt [accent]Draw[]-Aufgaben aus dem Bildspeicher auf einen Bildschirm. lst.drawflush = Druckt [accent]Draw[]-Aufgaben aus dem Bildspeicher auf einen Bildschirm.
lst.printflush = Druckt [accent]Print[]-Aufgaben aus dem Textspeicher auf einen Nachrichtenblock. lst.printflush = Druckt [accent]Print[]-Aufgaben aus dem Textspeicher auf einen Nachrichtenblock.
@@ -2303,6 +2324,7 @@ lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.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.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.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.
logic.nounitbuild = [red]Logik, die Blöcke baut, ist hier nicht erlaubt. logic.nounitbuild = [red]Logik, die Blöcke baut, ist hier nicht erlaubt.

View File

@@ -438,6 +438,7 @@ editor.waves = Oleadas:
editor.rules = Normas: editor.rules = Normas:
editor.generation = Generación: editor.generation = Generación:
editor.objectives = Objetivos editor.objectives = Objetivos
editor.locales = Locale Bundles
editor.ingame = Editar desde la nave editor.ingame = Editar desde la nave
editor.playtest = Probar mapa editor.playtest = Probar mapa
editor.publish.workshop = Publicar en Steam Workshop editor.publish.workshop = Publicar en Steam Workshop
@@ -505,6 +506,7 @@ editor.errorlegacy = Este mapa es demasiado antiguo y usa un formato obsoleto.
editor.errornot = Esto no es un fichero de mapa. editor.errornot = Esto no es un fichero de mapa.
editor.errorheader = Este mapa no es válido o está corrupto. editor.errorheader = Este mapa no es válido o está corrupto.
editor.errorname = El mapa no tiene un nombre definido. ¿Estás intentando cargar un fichero de guardado? editor.errorname = El mapa no tiene un nombre definido. ¿Estás intentando cargar un fichero de guardado?
editor.errorlocales = Error reading invalid locale bundles.
editor.update = Actualizar editor.update = Actualizar
editor.randomize = Aleatorizar editor.randomize = Aleatorizar
editor.moveup = Subir editor.moveup = Subir
@@ -516,6 +518,7 @@ editor.sectorgenerate = Generación de sector
editor.resize = Redimensionar editor.resize = Redimensionar
editor.loadmap = Cargar mapa editor.loadmap = Cargar mapa
editor.savemap = Guardar mapa editor.savemap = Guardar mapa
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
editor.saved = ¡Guardado! editor.saved = ¡Guardado!
editor.save.noname = ¡Tu mapa no tiene un nombre! Ponle uno en el menú "Info del Mapa". editor.save.noname = ¡Tu mapa no tiene un nombre! Ponle uno en el menú "Info del Mapa".
editor.save.overwrite = ¡Tu mapa sobrescribe uno ya incorporado! Elige un nombre diferente en el menú 'Info del Mapa'. editor.save.overwrite = ¡Tu mapa sobrescribe uno ya incorporado! Elige un nombre diferente en el menú 'Info del Mapa'.
@@ -603,6 +606,23 @@ filter.option.floor2 = Terreno secundario
filter.option.threshold2 = Umbral secundario filter.option.threshold2 = Umbral secundario
filter.option.radius = Radio filter.option.radius = Radio
filter.option.percentile = Percentil filter.option.percentile = Percentil
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
locales.deletelocale = Are you sure you want to delete this locale bundle?
locales.applytoall = Apply Changes To All Locales
locales.addtoother = Add To Other Locales
locales.rollback = Rollback to last applied
locales.filter = Property filter
locales.searchname = Search name...
locales.searchvalue = Search value...
locales.searchlocale = Search locale...
locales.byname = By name
locales.byvalue = By value
locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
locales.showmissing = Show properties that are missing in some locales
locales.showsame = Show properties that have same values in different locales
locales.viewproperty = View in all locales
locales.viewing = Viewing property "{0}"
locales.addicon = Add Icon
width = Ancho: width = Ancho:
height = Alto: height = Alto:
@@ -2259,6 +2279,7 @@ unit.emanate.description = Construye estructuras para defender el núcleo Acropo
lst.read = Lee un número desde una unidad de memoria conectada. lst.read = Lee un número desde una unidad de memoria conectada.
lst.write = Escribe un número en una unidad de memoria conectada. lst.write = Escribe un número en una unidad de memoria conectada.
lst.print = Añade texto a la cola para imprimir texto.\nNo mostrará nada hasta que se use [accent]Print Flush[]. lst.print = Añade texto a la cola para imprimir texto.\nNo mostrará nada hasta que se use [accent]Print Flush[].
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
lst.draw = Añade una operación a la cola para dibujar.\nNo mostrará nada hasta que se use [accent]Draw Flush[]. lst.draw = Añade una operación a la cola para dibujar.\nNo mostrará nada hasta que se use [accent]Draw Flush[].
lst.drawflush = Muestra los datos en cola de operaciones [accent]Draw[] en un monitor gráfico. lst.drawflush = Muestra los datos en cola de operaciones [accent]Draw[] en un monitor gráfico.
lst.printflush = Muestra los datos en cola de operaciones de [accent]Print[] en un bloque de mensaje. lst.printflush = Muestra los datos en cola de operaciones de [accent]Print[] en un bloque de mensaje.
@@ -2296,6 +2317,7 @@ lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.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.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.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.
logic.nounitbuild = [red]No se permite construir bloques de categoría lógica. logic.nounitbuild = [red]No se permite construir bloques de categoría lógica.

View File

@@ -434,6 +434,7 @@ editor.waves = Lahingulained:
editor.rules = Reeglid: editor.rules = Reeglid:
editor.generation = Genereerimine: editor.generation = Genereerimine:
editor.objectives = Objectives editor.objectives = Objectives
editor.locales = Locale Bundles
editor.ingame = Redigeeri mängus editor.ingame = Redigeeri mängus
editor.playtest = Playtest editor.playtest = Playtest
editor.publish.workshop = Avalda Workshop'is editor.publish.workshop = Avalda Workshop'is
@@ -500,6 +501,7 @@ editor.errorlegacy = See maailmafail on liiga vana ja kasutab iganenud formaati,
editor.errornot = See ei ole maailmafail. editor.errornot = See ei ole maailmafail.
editor.errorheader = See maailmafail on ebasobiv või riknenud. editor.errorheader = See maailmafail on ebasobiv või riknenud.
editor.errorname = Maailma nime pole täpsustatud. editor.errorname = Maailma nime pole täpsustatud.
editor.errorlocales = Error reading invalid locale bundles.
editor.update = Uuenda editor.update = Uuenda
editor.randomize = Juhuslikusta editor.randomize = Juhuslikusta
editor.moveup = Move Up editor.moveup = Move Up
@@ -511,6 +513,7 @@ editor.sectorgenerate = Sector Generate
editor.resize = Suurus editor.resize = Suurus
editor.loadmap = Lae maailm editor.loadmap = Lae maailm
editor.savemap = Salvesta editor.savemap = Salvesta
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
editor.saved = Salvestatud! editor.saved = Salvestatud!
editor.save.noname = Su maailmal ei ole nime! Anna maailmale nimi, vajutades menüüs nupule "Üldinfo". editor.save.noname = Su maailmal ei ole nime! Anna maailmale nimi, vajutades menüüs nupule "Üldinfo".
editor.save.overwrite = Sinu maailm kirjutaks üle sisse-ehitatud maailma! Anna maailmale teistsugune nimi, vajutades menüüs nupule "Üldinfo". editor.save.overwrite = Sinu maailm kirjutaks üle sisse-ehitatud maailma! Anna maailmale teistsugune nimi, vajutades menüüs nupule "Üldinfo".
@@ -595,6 +598,23 @@ filter.option.floor2 = Teine põrand
filter.option.threshold2 = Teine lävi filter.option.threshold2 = Teine lävi
filter.option.radius = Raadius filter.option.radius = Raadius
filter.option.percentile = Protsentiil filter.option.percentile = Protsentiil
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
locales.deletelocale = Are you sure you want to delete this locale bundle?
locales.applytoall = Apply Changes To All Locales
locales.addtoother = Add To Other Locales
locales.rollback = Rollback to last applied
locales.filter = Property filter
locales.searchname = Search name...
locales.searchvalue = Search value...
locales.searchlocale = Search locale...
locales.byname = By name
locales.byvalue = By value
locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
locales.showmissing = Show properties that are missing in some locales
locales.showsame = Show properties that have same values in different locales
locales.viewproperty = View in all locales
locales.viewing = Viewing property "{0}"
locales.addicon = Add Icon
width = Laius: width = Laius:
height = Kõrgus: height = Kõrgus:
@@ -2218,6 +2238,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
lst.read = Read a number from a linked memory cell. lst.read = Read a number from a linked memory cell.
lst.write = Write a number to a linked memory cell. lst.write = Write a number to a linked memory cell.
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used. lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used. lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
lst.drawflush = Flush queued [accent]Draw[] operations to a display. lst.drawflush = Flush queued [accent]Draw[] operations to a display.
lst.printflush = Flush queued [accent]Print[] operations to a message block. lst.printflush = Flush queued [accent]Print[] operations to a message block.
@@ -2255,6 +2276,7 @@ lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.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.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.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.
logic.nounitbuild = [red]Unit building logic is not allowed here. logic.nounitbuild = [red]Unit building logic is not allowed here.
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string. lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
lenum.shoot = Shoot at a position. lenum.shoot = Shoot at a position.

View File

@@ -436,6 +436,7 @@ editor.waves = Boladak:
editor.rules = Arauak: editor.rules = Arauak:
editor.generation = Sorrarazi: editor.generation = Sorrarazi:
editor.objectives = Objectives editor.objectives = Objectives
editor.locales = Locale Bundles
editor.ingame = Editatu jolasean editor.ingame = Editatu jolasean
editor.playtest = Playtest editor.playtest = Playtest
editor.publish.workshop = Argitaratu lantegian editor.publish.workshop = Argitaratu lantegian
@@ -502,6 +503,7 @@ editor.errorlegacy = Mapa hau zaharregia da, eta jada onartzen ez den formatu za
editor.errornot = Hau ez da mapa-fitxategi bat. editor.errornot = Hau ez da mapa-fitxategi bat.
editor.errorheader = Mapa hau hondatuta dago edo baliogabea da. editor.errorheader = Mapa hau hondatuta dago edo baliogabea da.
editor.errorname = Mapak ez du zehaztutako izenik. Gordetako partida bat kargatzen saiatu zara? editor.errorname = Mapak ez du zehaztutako izenik. Gordetako partida bat kargatzen saiatu zara?
editor.errorlocales = Error reading invalid locale bundles.
editor.update = Eguneratu editor.update = Eguneratu
editor.randomize = Ausazkoa editor.randomize = Ausazkoa
editor.moveup = Move Up editor.moveup = Move Up
@@ -513,6 +515,7 @@ editor.sectorgenerate = Sector Generate
editor.resize = Aldatu neurria editor.resize = Aldatu neurria
editor.loadmap = Kargatu mapa editor.loadmap = Kargatu mapa
editor.savemap = Gorde mapa editor.savemap = Gorde mapa
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
editor.saved = Gordeta! editor.saved = Gordeta!
editor.save.noname = Zure mapak ez du izenik" Jarri baten bat 'Mapa info' menuan. editor.save.noname = Zure mapak ez du izenik" Jarri baten bat 'Mapa info' menuan.
editor.save.overwrite = Zure mapak jolas barneko mapa bat gainidatziko luke! Hautatu beste izen bat 'Mapa info' menuan. editor.save.overwrite = Zure mapak jolas barneko mapa bat gainidatziko luke! Hautatu beste izen bat 'Mapa info' menuan.
@@ -597,6 +600,23 @@ filter.option.floor2 = Bigarren zorua
filter.option.threshold2 = Bigarren atalasea filter.option.threshold2 = Bigarren atalasea
filter.option.radius = Erradioa filter.option.radius = Erradioa
filter.option.percentile = Pertzentila filter.option.percentile = Pertzentila
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
locales.deletelocale = Are you sure you want to delete this locale bundle?
locales.applytoall = Apply Changes To All Locales
locales.addtoother = Add To Other Locales
locales.rollback = Rollback to last applied
locales.filter = Property filter
locales.searchname = Search name...
locales.searchvalue = Search value...
locales.searchlocale = Search locale...
locales.byname = By name
locales.byvalue = By value
locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
locales.showmissing = Show properties that are missing in some locales
locales.showsame = Show properties that have same values in different locales
locales.viewproperty = View in all locales
locales.viewing = Viewing property "{0}"
locales.addicon = Add Icon
width = Zabalera: width = Zabalera:
height = Altuera: height = Altuera:
@@ -2220,6 +2240,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
lst.read = Read a number from a linked memory cell. lst.read = Read a number from a linked memory cell.
lst.write = Write a number to a linked memory cell. lst.write = Write a number to a linked memory cell.
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used. lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used. lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
lst.drawflush = Flush queued [accent]Draw[] operations to a display. lst.drawflush = Flush queued [accent]Draw[] operations to a display.
lst.printflush = Flush queued [accent]Print[] operations to a message block. lst.printflush = Flush queued [accent]Print[] operations to a message block.
@@ -2257,6 +2278,7 @@ lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.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.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.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.
logic.nounitbuild = [red]Unit building logic is not allowed here. logic.nounitbuild = [red]Unit building logic is not allowed here.
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string. lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
lenum.shoot = Shoot at a position. lenum.shoot = Shoot at a position.

View File

@@ -434,6 +434,7 @@ editor.waves = Tasot:
editor.rules = Säännöt: editor.rules = Säännöt:
editor.generation = Generaatio: editor.generation = Generaatio:
editor.objectives = Tehtävät editor.objectives = Tehtävät
editor.locales = Locale Bundles
editor.ingame = Muokka pelin sisällä editor.ingame = Muokka pelin sisällä
editor.playtest = Testaa pelin sisällä editor.playtest = Testaa pelin sisällä
editor.publish.workshop = Julkaise Workshoppiin editor.publish.workshop = Julkaise Workshoppiin
@@ -500,6 +501,7 @@ editor.errorlegacy = Tämä kartta on liian vanha, ja se käyttää vanhentunutt
editor.errornot = Tämä ei ole karttatiedosto. editor.errornot = Tämä ei ole karttatiedosto.
editor.errorheader = Tämä karttatiedosto on joko kelvoton tai turmeltunut. editor.errorheader = Tämä karttatiedosto on joko kelvoton tai turmeltunut.
editor.errorname = Kartalla ei ole määritettyä nimeä. Yritätkö ladata tallennusta? editor.errorname = Kartalla ei ole määritettyä nimeä. Yritätkö ladata tallennusta?
editor.errorlocales = Error reading invalid locale bundles.
editor.update = Päivitä editor.update = Päivitä
editor.randomize = Satunnaista editor.randomize = Satunnaista
editor.moveup = Liiku yläkansioon editor.moveup = Liiku yläkansioon
@@ -511,6 +513,7 @@ editor.sectorgenerate = Sektorigeneraatio
editor.resize = Säädä kokoa editor.resize = Säädä kokoa
editor.loadmap = Lataa kartta editor.loadmap = Lataa kartta
editor.savemap = Tallenna kartta editor.savemap = Tallenna kartta
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
editor.saved = Tallennettu! editor.saved = Tallennettu!
editor.save.noname = Kartallasi ei ole nimeä! Aseta sellainen 'Kartan tiedot' valikossa. editor.save.noname = Kartallasi ei ole nimeä! Aseta sellainen 'Kartan tiedot' valikossa.
editor.save.overwrite = Karttasi on ylikirjoittamassa sisäänrakennettua karttaa! Valitse toinen nimi 'Kartan tiedot' -valikossa. editor.save.overwrite = Karttasi on ylikirjoittamassa sisäänrakennettua karttaa! Valitse toinen nimi 'Kartan tiedot' -valikossa.
@@ -595,6 +598,23 @@ filter.option.floor2 = Toinen lattia
filter.option.threshold2 = Toissijainen raja-arvo filter.option.threshold2 = Toissijainen raja-arvo
filter.option.radius = Säde filter.option.radius = Säde
filter.option.percentile = Prosentti filter.option.percentile = Prosentti
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
locales.deletelocale = Are you sure you want to delete this locale bundle?
locales.applytoall = Apply Changes To All Locales
locales.addtoother = Add To Other Locales
locales.rollback = Rollback to last applied
locales.filter = Property filter
locales.searchname = Search name...
locales.searchvalue = Search value...
locales.searchlocale = Search locale...
locales.byname = By name
locales.byvalue = By value
locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
locales.showmissing = Show properties that are missing in some locales
locales.showsame = Show properties that have same values in different locales
locales.viewproperty = View in all locales
locales.viewing = Viewing property "{0}"
locales.addicon = Add Icon
width = Leveys: width = Leveys:
height = Korkeus: height = Korkeus:
@@ -2221,6 +2241,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
lst.read = Lue numero yhdistetystä muistisolusta. lst.read = Lue numero yhdistetystä muistisolusta.
lst.write = Kirjoita numero yhdistettyyn muistisoluun. lst.write = Kirjoita numero yhdistettyyn muistisoluun.
lst.print = Lisää tekstiä tekstipuskuriin.\nEi näytä mitään, kunnes [accent]Painosyötettä[] käytetään. lst.print = Lisää tekstiä tekstipuskuriin.\nEi näytä mitään, kunnes [accent]Painosyötettä[] käytetään.
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
lst.draw = Lisää operaation piirtopuskuriin.\nEi näytä mitään, kunnes [accent]Piirtosyötettä[] käytetään. lst.draw = Lisää operaation piirtopuskuriin.\nEi näytä mitään, kunnes [accent]Piirtosyötettä[] käytetään.
lst.drawflush = Syöttää jonottavat [accent]Piirto[]-operaatiot näyttöön. lst.drawflush = Syöttää jonottavat [accent]Piirto[]-operaatiot näyttöön.
lst.printflush = Syöttää jonottavat [accent]Paino[]-operaatiot viestipalikkaan. lst.printflush = Syöttää jonottavat [accent]Paino[]-operaatiot viestipalikkaan.
@@ -2258,6 +2279,7 @@ lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.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.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.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.
logic.nounitbuild = [red]Logiikan käyttö ei täällä ole sallittu yksikköjen tuottamisessa. logic.nounitbuild = [red]Logiikan käyttö ei täällä ole sallittu yksikköjen tuottamisessa.
lenum.type = Rakennuksen/Yksikön tyyppi.\nEsim. jokaisesta reitittimestä tämä palauttaa [accent]@router[].\nEi ole merkkijono. lenum.type = Rakennuksen/Yksikön tyyppi.\nEsim. jokaisesta reitittimestä tämä palauttaa [accent]@router[].\nEi ole merkkijono.
lenum.shoot = Ammu tiettyä sijaintia. lenum.shoot = Ammu tiettyä sijaintia.

View File

@@ -434,6 +434,7 @@ editor.waves = Waves:
editor.rules = Rules: editor.rules = Rules:
editor.generation = Generation: editor.generation = Generation:
editor.objectives = Objectives editor.objectives = Objectives
editor.locales = Locale Bundles
editor.ingame = Edit In-Game editor.ingame = Edit In-Game
editor.playtest = Playtest editor.playtest = Playtest
editor.publish.workshop = I-Publish Sa Workshop editor.publish.workshop = I-Publish Sa Workshop
@@ -500,6 +501,7 @@ editor.errorlegacy = Masyadong luma ang mapang ito, at gumagamit ng legacy na fo
editor.errornot = Ito ay hindi isang file ng mapa. editor.errornot = Ito ay hindi isang file ng mapa.
editor.errorheader = Ang file ng mapa na ito ay maaaring hindi wasto o sira. editor.errorheader = Ang file ng mapa na ito ay maaaring hindi wasto o sira.
editor.errorname = Walang tinukoy na pangalan ang mapa. Sinusubukan mo bang mag-load ng save file? editor.errorname = Walang tinukoy na pangalan ang mapa. Sinusubukan mo bang mag-load ng save file?
editor.errorlocales = Error reading invalid locale bundles.
editor.update = Update editor.update = Update
editor.randomize = Randomize editor.randomize = Randomize
editor.moveup = Move Up editor.moveup = Move Up
@@ -511,6 +513,7 @@ editor.sectorgenerate = Sector Generate
editor.resize = Resize editor.resize = Resize
editor.loadmap = Load Map editor.loadmap = Load Map
editor.savemap = Save Map editor.savemap = Save Map
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
editor.saved = Saved! editor.saved = Saved!
editor.save.noname = Walang pangalan ang iyong mapa! Itakda ang isa sa menu na 'impormasyon ng mapa'. editor.save.noname = Walang pangalan ang iyong mapa! Itakda ang isa sa menu na 'impormasyon ng mapa'.
editor.save.overwrite = Ino-overwrite ng iyong mapa ang isang built-in na mapa! Pumili ng ibang pangalan sa menu na 'impormasyon ng mapa'. editor.save.overwrite = Ino-overwrite ng iyong mapa ang isang built-in na mapa! Pumili ng ibang pangalan sa menu na 'impormasyon ng mapa'.
@@ -595,6 +598,23 @@ filter.option.floor2 = Secondary Floor
filter.option.threshold2 = Secondary Threshold filter.option.threshold2 = Secondary Threshold
filter.option.radius = Radius filter.option.radius = Radius
filter.option.percentile = Percentile filter.option.percentile = Percentile
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
locales.deletelocale = Are you sure you want to delete this locale bundle?
locales.applytoall = Apply Changes To All Locales
locales.addtoother = Add To Other Locales
locales.rollback = Rollback to last applied
locales.filter = Property filter
locales.searchname = Search name...
locales.searchvalue = Search value...
locales.searchlocale = Search locale...
locales.byname = By name
locales.byvalue = By value
locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
locales.showmissing = Show properties that are missing in some locales
locales.showsame = Show properties that have same values in different locales
locales.viewproperty = View in all locales
locales.viewing = Viewing property "{0}"
locales.addicon = Add Icon
width = Width: width = Width:
height = Height: height = Height:
@@ -2217,6 +2237,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
lst.read = Read a number from a linked memory cell. lst.read = Read a number from a linked memory cell.
lst.write = Write a number to a linked memory cell. lst.write = Write a number to a linked memory cell.
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used. lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used. lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
lst.drawflush = Flush queued [accent]Draw[] operations to a display. lst.drawflush = Flush queued [accent]Draw[] operations to a display.
lst.printflush = Flush queued [accent]Print[] operations to a message block. lst.printflush = Flush queued [accent]Print[] operations to a message block.
@@ -2254,6 +2275,7 @@ lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.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.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.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.
logic.nounitbuild = [red]Unit building logic is not allowed here. logic.nounitbuild = [red]Unit building logic is not allowed here.
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string. lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
lenum.shoot = Shoot at a position. lenum.shoot = Shoot at a position.

View File

@@ -444,6 +444,7 @@ editor.waves = Vagues
editor.rules = Règles editor.rules = Règles
editor.generation = Génération editor.generation = Génération
editor.objectives = Objectifs editor.objectives = Objectifs
editor.locales = Locale Bundles
editor.ingame = Éditer dans le jeu editor.ingame = Éditer dans le jeu
editor.playtest = Tester editor.playtest = Tester
editor.publish.workshop = Publier sur le Workshop editor.publish.workshop = Publier sur le Workshop
@@ -511,6 +512,7 @@ editor.errorlegacy = Cette carte est trop ancienne et utilise un format de carte
editor.errornot = Ceci n'est pas un fichier de carte. editor.errornot = Ceci n'est pas un fichier de carte.
editor.errorheader = Ce fichier de carte est invalide ou corrompu. editor.errorheader = Ce fichier de carte est invalide ou corrompu.
editor.errorname = La carte n'a pas de nom. Essayez-vous de charger une sauvegarde ? editor.errorname = La carte n'a pas de nom. Essayez-vous de charger une sauvegarde ?
editor.errorlocales = Error reading invalid locale bundles.
editor.update = Mettre à jour editor.update = Mettre à jour
editor.randomize = Générer editor.randomize = Générer
editor.moveup = Monter editor.moveup = Monter
@@ -522,6 +524,7 @@ editor.sectorgenerate = Générer un Secteur
editor.resize = Redimensionner editor.resize = Redimensionner
editor.loadmap = Charger la carte editor.loadmap = Charger la carte
editor.savemap = Sauvegarder la carte editor.savemap = Sauvegarder la carte
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
editor.saved = Sauvegardé ! editor.saved = Sauvegardé !
editor.save.noname = Votre carte n'a pas de nom !\nAjoutez un nom dans le menu 'Infos de la Carte'. editor.save.noname = Votre carte n'a pas de nom !\nAjoutez un nom dans le menu 'Infos de la Carte'.
editor.save.overwrite = Votre carte écrase une carte de base du jeu !\nChoisissez un nom différent dans le menu 'Infos de la Carte'. editor.save.overwrite = Votre carte écrase une carte de base du jeu !\nChoisissez un nom différent dans le menu 'Infos de la Carte'.
@@ -609,6 +612,23 @@ filter.option.floor2 = Sol secondaire
filter.option.threshold2 = Seuil secondaire filter.option.threshold2 = Seuil secondaire
filter.option.radius = Rayon filter.option.radius = Rayon
filter.option.percentile = Pourcentage filter.option.percentile = Pourcentage
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
locales.deletelocale = Are you sure you want to delete this locale bundle?
locales.applytoall = Apply Changes To All Locales
locales.addtoother = Add To Other Locales
locales.rollback = Rollback to last applied
locales.filter = Property filter
locales.searchname = Search name...
locales.searchvalue = Search value...
locales.searchlocale = Search locale...
locales.byname = By name
locales.byvalue = By value
locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
locales.showmissing = Show properties that are missing in some locales
locales.showsame = Show properties that have same values in different locales
locales.viewproperty = View in all locales
locales.viewing = Viewing property "{0}"
locales.addicon = Add Icon
width = Largeur : width = Largeur :
height = Hauteur : height = Hauteur :
@@ -2267,6 +2287,7 @@ unit.emanate.description = Construit des structures pour défendre le Noyau acro
lst.read = Lit un nombre depuis un bloc de mémoire relié au processeur. lst.read = Lit un nombre depuis un bloc de mémoire relié au processeur.
lst.write = Écrit un nombre dans un bloc de mémoire relié au processeur. lst.write = Écrit un nombre dans un bloc de mémoire relié au processeur.
lst.print = Ajoute du texte dans la mémoire tampon de l'imprimante.\nNe montrera aucun texte tant que [accent]Print Flush[] ne sera pas utilisé. lst.print = Ajoute du texte dans la mémoire tampon de l'imprimante.\nNe montrera aucun texte tant que [accent]Print Flush[] ne sera pas utilisé.
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
lst.draw = Ajoute une opération dans la mémoire tampon de dessin.\nNe montrera aucune image tant que [accent]Draw Flush[] ne sera pas utilisé. lst.draw = Ajoute une opération dans la mémoire tampon de dessin.\nNe montrera aucune image tant que [accent]Draw Flush[] ne sera pas utilisé.
lst.drawflush = Affiche les opérations [accent]Draw[] en file d'attente vers un écran. lst.drawflush = Affiche les opérations [accent]Draw[] en file d'attente vers un écran.
lst.printflush = Affiche les opérations [accent]Print[] en file d'attente vers un bloc de message. lst.printflush = Affiche les opérations [accent]Print[] en file d'attente vers un bloc de message.
@@ -2304,6 +2325,7 @@ lst.effect = Crée un effet de particules.
lst.sync = Synchronise une variable dans le réseau.\nLimité à 20 fois par seconde et par variable. lst.sync = Synchronise une variable dans le réseau.\nLimité à 20 fois par seconde et par variable.
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.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.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.
logic.nounitbuild = [red]Les unités contrôlées par des processeurs ne peuvent pas construire ici. logic.nounitbuild = [red]Les unités contrôlées par des processeurs ne peuvent pas construire ici.

View File

@@ -444,6 +444,7 @@ editor.waves = Hullámok:
editor.rules = Szabályok: editor.rules = Szabályok:
editor.generation = Generálás: editor.generation = Generálás:
editor.objectives = Célok editor.objectives = Célok
editor.locales = Locale Bundles
editor.ingame = Szerkesztés a játékban editor.ingame = Szerkesztés a játékban
editor.playtest = Teszt játékban editor.playtest = Teszt játékban
editor.publish.workshop = Közzététel Steam Műhelyben editor.publish.workshop = Közzététel Steam Műhelyben
@@ -511,6 +512,7 @@ editor.errorlegacy = Ez a pálya túl régi, és már nem támogatott formátumo
editor.errornot = Ez nem egy pálya fájl. editor.errornot = Ez nem egy pálya fájl.
editor.errorheader = Ez a pálya fájl vagy érvénytelen vagy sérült. editor.errorheader = Ez a pálya fájl vagy érvénytelen vagy sérült.
editor.errorname = A pályának nincs neve. Mentést próbálsz betölteni? editor.errorname = A pályának nincs neve. Mentést próbálsz betölteni?
editor.errorlocales = Error reading invalid locale bundles.
editor.update = Frissítés editor.update = Frissítés
editor.randomize = Véletlenszerű editor.randomize = Véletlenszerű
editor.moveup = Mozgás fel editor.moveup = Mozgás fel
@@ -522,6 +524,7 @@ editor.sectorgenerate = Szektor generálása
editor.resize = Átméretezés editor.resize = Átméretezés
editor.loadmap = pálya betöltése editor.loadmap = pálya betöltése
editor.savemap = Mentés editor.savemap = Mentés
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
editor.saved = Mentve! editor.saved = Mentve!
editor.save.noname = Nem adtál meg nevet! Állíts be egyet az "Általános" menüpont alatt! editor.save.noname = Nem adtál meg nevet! Állíts be egyet az "Általános" menüpont alatt!
editor.save.overwrite = A pályád felülír egy már létező pályát! Válassz egy másik nevet az "Általános" menüpont alatt! editor.save.overwrite = A pályád felülír egy már létező pályát! Válassz egy másik nevet az "Általános" menüpont alatt!
@@ -609,6 +612,23 @@ filter.option.floor2 = Másodlagos Szint
filter.option.threshold2 = Másodlagos Küszöbérték filter.option.threshold2 = Másodlagos Küszöbérték
filter.option.radius = Sugár filter.option.radius = Sugár
filter.option.percentile = Arány filter.option.percentile = Arány
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
locales.deletelocale = Are you sure you want to delete this locale bundle?
locales.applytoall = Apply Changes To All Locales
locales.addtoother = Add To Other Locales
locales.rollback = Rollback to last applied
locales.filter = Property filter
locales.searchname = Search name...
locales.searchvalue = Search value...
locales.searchlocale = Search locale...
locales.byname = By name
locales.byvalue = By value
locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
locales.showmissing = Show properties that are missing in some locales
locales.showsame = Show properties that have same values in different locales
locales.viewproperty = View in all locales
locales.viewing = Viewing property "{0}"
locales.addicon = Add Icon
width = Szélesség: width = Szélesség:
height = Magasság: height = Magasság:
@@ -2267,6 +2287,7 @@ unit.emanate.description = Az Akropolisz védelmére szolgáló építményeket
lst.read = Szám kiolvasása egy összekapcsolt memóriacellából. lst.read = Szám kiolvasása egy összekapcsolt memóriacellából.
lst.write = Írj egy számot egy összekapcsolt memóriacellába. lst.write = Írj egy számot egy összekapcsolt memóriacellába.
lst.print = Szöveg hozzáadása a nyomtatási pufferhez.\nNem jelenít meg semmit, amíg a [accent]Kiírási Művelet[] használatban van. lst.print = Szöveg hozzáadása a nyomtatási pufferhez.\nNem jelenít meg semmit, amíg a [accent]Kiírási Művelet[] használatban van.
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
lst.draw = Művelet hozzáadása a rajzpufferhez.\nNem jelenít meg semmit, amíg a [accent]Rajzolási Művelet[] használatban van. lst.draw = Művelet hozzáadása a rajzpufferhez.\nNem jelenít meg semmit, amíg a [accent]Rajzolási Művelet[] használatban van.
lst.drawflush = Sorba állított [accent]rajz[]műveletek megjelenítése a kijelzőn. lst.drawflush = Sorba állított [accent]rajz[]műveletek megjelenítése a kijelzőn.
lst.printflush = Sorba állított [accent]kiírási[] műveletek kiírása egy üzenetblokkba. lst.printflush = Sorba állított [accent]kiírási[] műveletek kiírása egy üzenetblokkba.
@@ -2304,6 +2325,7 @@ lst.effect = Létrehoz egy részecske-effektet.
lst.sync = Egy változó szinkronizálása a hálózaton keresztül.\nMásodpercenként legfeljebb 10 alkalommal hívható meg. lst.sync = Egy változó szinkronizálása a hálózaton keresztül.\nMásodpercenként legfeljebb 10 alkalommal hívható meg.
lst.makemarker = Új logikai jelölő létrehozása a világban.\nEgy azonosítót kell megadni a jelölő azonosításához.\nA jelölők száma jelenleg világonként 20 000-re van korlátozva. lst.makemarker = Új logikai jelölő létrehozása a világban.\nEgy azonosítót kell megadni a jelölő azonosításához.\nA jelölők száma jelenleg világonként 20 000-re van korlátozva.
lst.setmarker = Egy jelölő tulajdonságának beállítása.\nA használt azonosítónak meg kell egyeznie a Jelölő Készítő utasításban megadottal. lst.setmarker = Egy jelölő tulajdonságának beállítása.\nA használt azonosítónak meg kell egyeznie a Jelölő Készítő utasításban megadottal.
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.
logic.nounitbuild = [red]Az egységépítési logika itt nem megengedett. logic.nounitbuild = [red]Az egységépítési logika itt nem megengedett.

View File

@@ -438,6 +438,7 @@ editor.waves = Gelombang:
editor.rules = Peraturan: editor.rules = Peraturan:
editor.generation = Generasi: editor.generation = Generasi:
editor.objectives = Tujuan editor.objectives = Tujuan
editor.locales = Locale Bundles
editor.ingame = Sunting dalam Permainan editor.ingame = Sunting dalam Permainan
editor.playtest = Tes Bermain editor.playtest = Tes Bermain
editor.publish.workshop = Terbitkan di Workshop editor.publish.workshop = Terbitkan di Workshop
@@ -505,6 +506,7 @@ editor.errorlegacy = Peta ini terlalu tua, dan memakai format peta "legacy" yang
editor.errornot = Ini bukan merupakan file peta. editor.errornot = Ini bukan merupakan file peta.
editor.errorheader = File peta ini bisa jadi tidak sah atau rusak. editor.errorheader = File peta ini bisa jadi tidak sah atau rusak.
editor.errorname = Peta tidak ada nama. Apakah Anda mencoba untuk memuat file simpanan? editor.errorname = Peta tidak ada nama. Apakah Anda mencoba untuk memuat file simpanan?
editor.errorlocales = Error reading invalid locale bundles.
editor.update = Perbaruan editor.update = Perbaruan
editor.randomize = Acak editor.randomize = Acak
editor.moveup = Pindah Ke Atas editor.moveup = Pindah Ke Atas
@@ -516,6 +518,7 @@ editor.sectorgenerate = Generasi Sektor
editor.resize = Ubah Ukuran editor.resize = Ubah Ukuran
editor.loadmap = Memuat Peta editor.loadmap = Memuat Peta
editor.savemap = Simpan Peta editor.savemap = Simpan Peta
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
editor.saved = Tersimpan! editor.saved = Tersimpan!
editor.save.noname = Peta Anda tidak ada nama! Tambahkan di menu 'info peta'. editor.save.noname = Peta Anda tidak ada nama! Tambahkan di menu 'info peta'.
editor.save.overwrite = Peta ini menindih peta built-in! Pilih nama yang berbeda di menu 'info peta'. editor.save.overwrite = Peta ini menindih peta built-in! Pilih nama yang berbeda di menu 'info peta'.
@@ -603,6 +606,23 @@ filter.option.floor2 = Lantai Sekunder
filter.option.threshold2 = Ambang Sekunder filter.option.threshold2 = Ambang Sekunder
filter.option.radius = Radius filter.option.radius = Radius
filter.option.percentile = Perseratus filter.option.percentile = Perseratus
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
locales.deletelocale = Are you sure you want to delete this locale bundle?
locales.applytoall = Apply Changes To All Locales
locales.addtoother = Add To Other Locales
locales.rollback = Rollback to last applied
locales.filter = Property filter
locales.searchname = Search name...
locales.searchvalue = Search value...
locales.searchlocale = Search locale...
locales.byname = By name
locales.byvalue = By value
locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
locales.showmissing = Show properties that are missing in some locales
locales.showsame = Show properties that have same values in different locales
locales.viewproperty = View in all locales
locales.viewing = Viewing property "{0}"
locales.addicon = Add Icon
width = Lebar: width = Lebar:
height = Tinggi: height = Tinggi:
@@ -2257,6 +2277,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
lst.read = Membaca angka dari memori sel yang dihubungkan. lst.read = Membaca angka dari memori sel yang dihubungkan.
lst.write = Menulis angka ke memori sel yang dihubungkan. lst.write = Menulis angka ke memori sel yang dihubungkan.
lst.print = Menambahkan teks ke daftar cetak.\nTidak dapat menampilkan apapun sampai [accent]Print Flush[] dipakai. lst.print = Menambahkan teks ke daftar cetak.\nTidak dapat menampilkan apapun sampai [accent]Print Flush[] dipakai.
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
lst.draw = Menambahkan perintah ke daftar gambar.\nTidak dapat menampilkan apapun sampai [accent]Draw Flush[] dipakai. lst.draw = Menambahkan perintah ke daftar gambar.\nTidak dapat menampilkan apapun sampai [accent]Draw Flush[] dipakai.
lst.drawflush = Mengeluarkan perintah [accent]Draw[] dari daftar antrean untuk ditampilkan. lst.drawflush = Mengeluarkan perintah [accent]Draw[] dari daftar antrean untuk ditampilkan.
lst.printflush = Mengeluarkan perintah [accent]Print[] dari daftar antrean untuk blok pesan. lst.printflush = Mengeluarkan perintah [accent]Print[] dari daftar antrean untuk blok pesan.
@@ -2294,6 +2315,7 @@ lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.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.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.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.
logic.nounitbuild = [red]Logika unit membangun tidak diperbolehkan di sini. logic.nounitbuild = [red]Logika unit membangun tidak diperbolehkan di sini.

View File

@@ -436,6 +436,7 @@ editor.waves = Ondate:
editor.rules = Regole: editor.rules = Regole:
editor.generation = Generazione: editor.generation = Generazione:
editor.objectives = Obbiettivi editor.objectives = Obbiettivi
editor.locales = Locale Bundles
editor.ingame = Modifica in Gioco editor.ingame = Modifica in Gioco
editor.playtest = Playtest editor.playtest = Playtest
editor.publish.workshop = Pubblica nel Workshop editor.publish.workshop = Pubblica nel Workshop
@@ -503,6 +504,7 @@ editor.errorlegacy = La mappa è troppo vecchia ed usa un formato che non è pi
editor.errornot = Questo non è un file mappa. editor.errornot = Questo non è un file mappa.
editor.errorheader = Il file di questa mappa non è valido o è corrotto. editor.errorheader = Il file di questa mappa non è valido o è corrotto.
editor.errorname = Questa mappa è senza nome. Stai cercando di caricare un salvataggio? editor.errorname = Questa mappa è senza nome. Stai cercando di caricare un salvataggio?
editor.errorlocales = Error reading invalid locale bundles.
editor.update = Aggiorna editor.update = Aggiorna
editor.randomize = Casualizza editor.randomize = Casualizza
editor.moveup = Muovi in alto editor.moveup = Muovi in alto
@@ -514,6 +516,7 @@ editor.sectorgenerate = Genera settore
editor.resize = Ridimensiona editor.resize = Ridimensiona
editor.loadmap = Carica Mappa editor.loadmap = Carica Mappa
editor.savemap = Salva Mappa editor.savemap = Salva Mappa
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
editor.saved = Salvato! editor.saved = Salvato!
editor.save.noname = La tua mappa non ha un nome! Impostane uno nel menu 'Info Mappa'. editor.save.noname = La tua mappa non ha un nome! Impostane uno nel menu 'Info Mappa'.
editor.save.overwrite = La tua mappa sovrascrive quelle incluse! Imposta un nome diverso nel menu 'Info Mappa'. editor.save.overwrite = La tua mappa sovrascrive quelle incluse! Imposta un nome diverso nel menu 'Info Mappa'.
@@ -598,6 +601,23 @@ filter.option.floor2 = Terreno Secondario
filter.option.threshold2 = Soglia Secondaria filter.option.threshold2 = Soglia Secondaria
filter.option.radius = Raggio filter.option.radius = Raggio
filter.option.percentile = Percentuale filter.option.percentile = Percentuale
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
locales.deletelocale = Are you sure you want to delete this locale bundle?
locales.applytoall = Apply Changes To All Locales
locales.addtoother = Add To Other Locales
locales.rollback = Rollback to last applied
locales.filter = Property filter
locales.searchname = Search name...
locales.searchvalue = Search value...
locales.searchlocale = Search locale...
locales.byname = By name
locales.byvalue = By value
locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
locales.showmissing = Show properties that are missing in some locales
locales.showsame = Show properties that have same values in different locales
locales.viewproperty = View in all locales
locales.viewing = Viewing property "{0}"
locales.addicon = Add Icon
width = Larghezza: width = Larghezza:
height = Altezza: height = Altezza:
@@ -2231,6 +2251,7 @@ unit.emanate.description = Costruisce strutture per difendere il nucleo dell'Acr
lst.read = Leggi un numero da una cella di memoria collegata. lst.read = Leggi un numero da una cella di memoria collegata.
lst.write = Scrivi un numero in una cella di memoria collegata. lst.write = Scrivi un numero in una cella di memoria collegata.
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used. lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used. lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
lst.drawflush = Flush queued [accent]Draw[] operations to a display. lst.drawflush = Flush queued [accent]Draw[] operations to a display.
lst.printflush = Flush queued [accent]Print[] operations to a message block. lst.printflush = Flush queued [accent]Print[] operations to a message block.
@@ -2268,6 +2289,7 @@ lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.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.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.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.
logic.nounitbuild = [red]Unit building logic is not allowed here. logic.nounitbuild = [red]Unit building logic is not allowed here.
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string. lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
lenum.shoot = Shoot at a position. lenum.shoot = Shoot at a position.

View File

@@ -438,6 +438,7 @@ editor.waves = ウェーブ:
editor.rules = ルール: editor.rules = ルール:
editor.generation = 生成: editor.generation = 生成:
editor.objectives = オブジェクティブ editor.objectives = オブジェクティブ
editor.locales = Locale Bundles
editor.ingame = ゲーム内で編集する editor.ingame = ゲーム内で編集する
editor.playtest = Playtest editor.playtest = Playtest
editor.publish.workshop = ワークショップで公開 editor.publish.workshop = ワークショップで公開
@@ -505,6 +506,7 @@ editor.errorlegacy = このマップは古いです。今後、古いマップ
editor.errornot = これはマップファイルではありません。 editor.errornot = これはマップファイルではありません。
editor.errorheader = このマップファイルは無効または破損しています。 editor.errorheader = このマップファイルは無効または破損しています。
editor.errorname = マップに名前が設定されていません。 editor.errorname = マップに名前が設定されていません。
editor.errorlocales = Error reading invalid locale bundles.
editor.update = 更新 editor.update = 更新
editor.randomize = ランダム editor.randomize = ランダム
editor.moveup = 上に移動 editor.moveup = 上に移動
@@ -516,6 +518,7 @@ editor.sectorgenerate = セクターを生成
editor.resize = リサイズ editor.resize = リサイズ
editor.loadmap = マップを読み込む editor.loadmap = マップを読み込む
editor.savemap = マップを保存 editor.savemap = マップを保存
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
editor.saved = 保存しました! editor.saved = 保存しました!
editor.save.noname = マップに名前が設定されていません! メニューの 'マップ情報' から設定してください。 editor.save.noname = マップに名前が設定されていません! メニューの 'マップ情報' から設定してください。
editor.save.overwrite = 組み込みマップを上書きしようとしています! メニューの 'マップ情報' から異なる名前に設定してください。 editor.save.overwrite = 組み込みマップを上書きしようとしています! メニューの 'マップ情報' から異なる名前に設定してください。
@@ -602,6 +605,23 @@ filter.option.floor2 = 2番目の地面
filter.option.threshold2 = 2番目の閾値 filter.option.threshold2 = 2番目の閾値
filter.option.radius = 半径 filter.option.radius = 半径
filter.option.percentile = パーセンタイル filter.option.percentile = パーセンタイル
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
locales.deletelocale = Are you sure you want to delete this locale bundle?
locales.applytoall = Apply Changes To All Locales
locales.addtoother = Add To Other Locales
locales.rollback = Rollback to last applied
locales.filter = Property filter
locales.searchname = Search name...
locales.searchvalue = Search value...
locales.searchlocale = Search locale...
locales.byname = By name
locales.byvalue = By value
locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
locales.showmissing = Show properties that are missing in some locales
locales.showsame = Show properties that have same values in different locales
locales.viewproperty = View in all locales
locales.viewing = Viewing property "{0}"
locales.addicon = Add Icon
width = 幅: width = 幅:
height = 高さ: height = 高さ:
@@ -2235,6 +2255,7 @@ unit.emanate.description = アクロポリスコアを敵から守ります。\n
lst.read = リンクされたメモリセルから数値を読み取ります。 lst.read = リンクされたメモリセルから数値を読み取ります。
lst.write = リンクされたメモリセルに数値を書き込みます。 lst.write = リンクされたメモリセルに数値を書き込みます。
lst.print = メッセージブロックにテキストを追加します。[accent]Print Flush[] を使用するまで何も表示しません。 lst.print = メッセージブロックにテキストを追加します。[accent]Print Flush[] を使用するまで何も表示しません。
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
lst.draw = ロジックディスプレイに操作を追加します。[accent]Draw Flush[] を使用するまで何も表示しません。 lst.draw = ロジックディスプレイに操作を追加します。[accent]Draw Flush[] を使用するまで何も表示しません。
lst.drawflush = キューに入れられた [accent]Draw[] 操作をディスプレイにフラッシュします。 lst.drawflush = キューに入れられた [accent]Draw[] 操作をディスプレイにフラッシュします。
lst.printflush = キューに入れられた [accent]Print[] 操作をメッセージ ブロックにフラッシュします。 lst.printflush = キューに入れられた [accent]Print[] 操作をメッセージ ブロックにフラッシュします。
@@ -2272,6 +2293,7 @@ lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.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.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.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.
logic.nounitbuild = [red]ここではユニット構築ロジックは使用できません。 logic.nounitbuild = [red]ここではユニット構築ロジックは使用できません。
lenum.type = ユニットや建物の種類を取得します。\n例任意のルーターに対して、 [accent]@router[] を返します。\n文字列ではありません。 lenum.type = ユニットや建物の種類を取得します。\n例任意のルーターに対して、 [accent]@router[] を返します。\n文字列ではありません。
lenum.shoot = 指定した座標に向かって撃ちます。 lenum.shoot = 指定した座標に向かって撃ちます。

View File

@@ -437,6 +437,7 @@ editor.waves = 단계
editor.rules = 규칙 editor.rules = 규칙
editor.generation = 지형 생성 editor.generation = 지형 생성
editor.objectives = 목표 editor.objectives = 목표
editor.locales = Locale Bundles
editor.ingame = 인게임 편집 editor.ingame = 인게임 편집
editor.playtest = 맵 테스트 editor.playtest = 맵 테스트
editor.publish.workshop = 창작마당 게시 editor.publish.workshop = 창작마당 게시
@@ -504,6 +505,7 @@ editor.errorlegacy = 이 맵은 너무 오래됐고, 더 이상 지원하지 않
editor.errornot = 맵 파일이 아닙니다. editor.errornot = 맵 파일이 아닙니다.
editor.errorheader = 이 맵 파일은 유효하지 않거나 손상되었습니다. editor.errorheader = 이 맵 파일은 유효하지 않거나 손상되었습니다.
editor.errorname = 맵에 이름이 지정되어 있지 않습니다. 저장 파일을 불러오려고 시도하는 건가요? editor.errorname = 맵에 이름이 지정되어 있지 않습니다. 저장 파일을 불러오려고 시도하는 건가요?
editor.errorlocales = Error reading invalid locale bundles.
editor.update = 업데이트 editor.update = 업데이트
editor.randomize = 무작위 editor.randomize = 무작위
editor.moveup = 위로 이동 editor.moveup = 위로 이동
@@ -515,6 +517,7 @@ editor.sectorgenerate = 구역 형성
editor.resize = 맵 크기조정 editor.resize = 맵 크기조정
editor.loadmap = 맵 불러오기 editor.loadmap = 맵 불러오기
editor.savemap = 맵 저장 editor.savemap = 맵 저장
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
editor.saved = 저장됨! editor.saved = 저장됨!
editor.save.noname = 맵에 이름이 없습니다! '맵 정보' 메뉴에서 설정하세요. editor.save.noname = 맵에 이름이 없습니다! '맵 정보' 메뉴에서 설정하세요.
editor.save.overwrite = 이 맵은 내장된 맵을 덮어씁니다! '맵 정보' 에서 다른 이름을 선택하세요. editor.save.overwrite = 이 맵은 내장된 맵을 덮어씁니다! '맵 정보' 에서 다른 이름을 선택하세요.
@@ -602,6 +605,23 @@ filter.option.floor2 = 2번째 타일
filter.option.threshold2 = 2번째 경계선 filter.option.threshold2 = 2번째 경계선
filter.option.radius = 반경 filter.option.radius = 반경
filter.option.percentile = 백분율 filter.option.percentile = 백분율
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
locales.deletelocale = Are you sure you want to delete this locale bundle?
locales.applytoall = Apply Changes To All Locales
locales.addtoother = Add To Other Locales
locales.rollback = Rollback to last applied
locales.filter = Property filter
locales.searchname = Search name...
locales.searchvalue = Search value...
locales.searchlocale = Search locale...
locales.byname = By name
locales.byvalue = By value
locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
locales.showmissing = Show properties that are missing in some locales
locales.showsame = Show properties that have same values in different locales
locales.viewproperty = View in all locales
locales.viewing = Viewing property "{0}"
locales.addicon = Add Icon
width = 너비: width = 너비:
height = 높이: height = 높이:
@@ -2234,6 +2254,7 @@ unit.emanate.description = 코어: 도심을 지켜내기 위해 구조물을
lst.read = 연결된 메모리 셀에서 숫자 읽음 lst.read = 연결된 메모리 셀에서 숫자 읽음
lst.write = 연결된 메모리 셀에 숫자 작성 lst.write = 연결된 메모리 셀에 숫자 작성
lst.print = 프린트 버퍼에 텍스트 추가\n[accent]Print Flush[]가 사용되기 전까진 아무것도 보여주지 않습니다 lst.print = 프린트 버퍼에 텍스트 추가\n[accent]Print Flush[]가 사용되기 전까진 아무것도 보여주지 않습니다
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
lst.draw = 드로잉 버퍼에 실행문 추가\n[accent]Draw Flush[]가 사용되기 전까진 아무것도 보여주지 않습니다 lst.draw = 드로잉 버퍼에 실행문 추가\n[accent]Draw Flush[]가 사용되기 전까진 아무것도 보여주지 않습니다
lst.drawflush = 대기중인 [accent]Draw[]실행문을 디스플레이에 출력 lst.drawflush = 대기중인 [accent]Draw[]실행문을 디스플레이에 출력
lst.printflush = 대기중인 [accent]Print[]실행문을 메시지 블록에 출력 lst.printflush = 대기중인 [accent]Print[]실행문을 메시지 블록에 출력
@@ -2271,6 +2292,7 @@ lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.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.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.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.
logic.nounitbuild = [red]기체의 건설 로직은 여기서 허용되지 않습니다. logic.nounitbuild = [red]기체의 건설 로직은 여기서 허용되지 않습니다.

View File

@@ -434,6 +434,7 @@ editor.waves = Bangos:
editor.rules = Taisyklės: editor.rules = Taisyklės:
editor.generation = Generacija: editor.generation = Generacija:
editor.objectives = Objectives editor.objectives = Objectives
editor.locales = Locale Bundles
editor.ingame = Redaguoti žaidime editor.ingame = Redaguoti žaidime
editor.playtest = Playtest editor.playtest = Playtest
editor.publish.workshop = Publikuoti Dirbtuvėje editor.publish.workshop = Publikuoti Dirbtuvėje
@@ -500,6 +501,7 @@ editor.errorlegacy = Šis žemėlapis yra per senas ir naudoja seną žemėlapi
editor.errornot = Tai nėra žemėlapio formatas. editor.errornot = Tai nėra žemėlapio formatas.
editor.errorheader = Šis žemėlapis yra netaisyklingas arba sugadintas. editor.errorheader = Šis žemėlapis yra netaisyklingas arba sugadintas.
editor.errorname = Šis žemėlapis neturi nustatyto pavadinimo. Ar bandote užkrauti išsaugotą failą? editor.errorname = Šis žemėlapis neturi nustatyto pavadinimo. Ar bandote užkrauti išsaugotą failą?
editor.errorlocales = Error reading invalid locale bundles.
editor.update = Atnaujinti editor.update = Atnaujinti
editor.randomize = Sumaišyti atsitiktinai editor.randomize = Sumaišyti atsitiktinai
editor.moveup = Move Up editor.moveup = Move Up
@@ -511,6 +513,7 @@ editor.sectorgenerate = Sector Generate
editor.resize = Pakeisti dydį editor.resize = Pakeisti dydį
editor.loadmap = Užkrauti žemėlapį editor.loadmap = Užkrauti žemėlapį
editor.savemap = Išsaugoti žemėlapį editor.savemap = Išsaugoti žemėlapį
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
editor.saved = Išsaugota! editor.saved = Išsaugota!
editor.save.noname = Jūsų žemėlapis neturi pavadinimo! Nustatykite meniu 'žemėlapio informacija'. editor.save.noname = Jūsų žemėlapis neturi pavadinimo! Nustatykite meniu 'žemėlapio informacija'.
editor.save.overwrite = Jūsų žemėlapis perrašo integruotą žemėlapį! Pasirinkite skirtingą pavadinimą 'žemėlapio informacija' meniu. editor.save.overwrite = Jūsų žemėlapis perrašo integruotą žemėlapį! Pasirinkite skirtingą pavadinimą 'žemėlapio informacija' meniu.
@@ -595,6 +598,23 @@ filter.option.floor2 = Antrasis sluoksnis
filter.option.threshold2 = Antrasis slenkstis filter.option.threshold2 = Antrasis slenkstis
filter.option.radius = Spindulys filter.option.radius = Spindulys
filter.option.percentile = Procentilė filter.option.percentile = Procentilė
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
locales.deletelocale = Are you sure you want to delete this locale bundle?
locales.applytoall = Apply Changes To All Locales
locales.addtoother = Add To Other Locales
locales.rollback = Rollback to last applied
locales.filter = Property filter
locales.searchname = Search name...
locales.searchvalue = Search value...
locales.searchlocale = Search locale...
locales.byname = By name
locales.byvalue = By value
locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
locales.showmissing = Show properties that are missing in some locales
locales.showsame = Show properties that have same values in different locales
locales.viewproperty = View in all locales
locales.viewing = Viewing property "{0}"
locales.addicon = Add Icon
width = Plotis: width = Plotis:
height = Aukštis: height = Aukštis:
@@ -2218,6 +2238,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
lst.read = Read a number from a linked memory cell. lst.read = Read a number from a linked memory cell.
lst.write = Write a number to a linked memory cell. lst.write = Write a number to a linked memory cell.
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used. lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used. lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
lst.drawflush = Flush queued [accent]Draw[] operations to a display. lst.drawflush = Flush queued [accent]Draw[] operations to a display.
lst.printflush = Flush queued [accent]Print[] operations to a message block. lst.printflush = Flush queued [accent]Print[] operations to a message block.
@@ -2255,6 +2276,7 @@ lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.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.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.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.
logic.nounitbuild = [red]Unit building logic is not allowed here. logic.nounitbuild = [red]Unit building logic is not allowed here.
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string. lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
lenum.shoot = Shoot at a position. lenum.shoot = Shoot at a position.

View File

@@ -442,6 +442,7 @@ editor.waves = Rondes:
editor.rules = Regels: editor.rules = Regels:
editor.generation = Generatie: editor.generation = Generatie:
editor.objectives = Doelen editor.objectives = Doelen
editor.locales = Locale Bundles
editor.ingame = Bewerk In-Spel editor.ingame = Bewerk In-Spel
editor.playtest = Speeltest editor.playtest = Speeltest
editor.publish.workshop = Publiceer in Werkplaats editor.publish.workshop = Publiceer in Werkplaats
@@ -508,6 +509,7 @@ editor.errorlegacy = Deze kaart is te oud, bestandsformaat word niet meer onders
editor.errornot = Dat is geen kaartbestand. editor.errornot = Dat is geen kaartbestand.
editor.errorheader = Dit kaartbestand is ongeldig of corrupt. editor.errorheader = Dit kaartbestand is ongeldig of corrupt.
editor.errorname = Kaart heeft geen naam. editor.errorname = Kaart heeft geen naam.
editor.errorlocales = Error reading invalid locale bundles.
editor.update = Bijwerken editor.update = Bijwerken
editor.randomize = Willekeurig editor.randomize = Willekeurig
editor.moveup = Beweeg Omhoog editor.moveup = Beweeg Omhoog
@@ -519,6 +521,7 @@ editor.sectorgenerate = Sector Genereren
editor.resize = Verander formaat editor.resize = Verander formaat
editor.loadmap = Laad Kaart editor.loadmap = Laad Kaart
editor.savemap = Bewaar Kaart editor.savemap = Bewaar Kaart
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
editor.saved = Bewaard! editor.saved = Bewaard!
editor.save.noname = Je kaart heeft geen naam! Stel er <20><>n in het menu 'kaartinfo'. editor.save.noname = Je kaart heeft geen naam! Stel er <20><>n in het menu 'kaartinfo'.
editor.save.overwrite = De naam van deze kaart is al in gebruik door een van het spel zelf, kies een andere. editor.save.overwrite = De naam van deze kaart is al in gebruik door een van het spel zelf, kies een andere.
@@ -605,6 +608,23 @@ filter.option.floor2 = Secundaire Vloer
filter.option.threshold2 = Secundaire Drempel filter.option.threshold2 = Secundaire Drempel
filter.option.radius = Straal filter.option.radius = Straal
filter.option.percentile = percentiel filter.option.percentile = percentiel
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
locales.deletelocale = Are you sure you want to delete this locale bundle?
locales.applytoall = Apply Changes To All Locales
locales.addtoother = Add To Other Locales
locales.rollback = Rollback to last applied
locales.filter = Property filter
locales.searchname = Search name...
locales.searchvalue = Search value...
locales.searchlocale = Search locale...
locales.byname = By name
locales.byvalue = By value
locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
locales.showmissing = Show properties that are missing in some locales
locales.showsame = Show properties that have same values in different locales
locales.viewproperty = View in all locales
locales.viewing = Viewing property "{0}"
locales.addicon = Add Icon
width = Breedte: width = Breedte:
height = Hoogte: height = Hoogte:
@@ -2231,6 +2251,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
lst.read = Read a number from a linked memory cell. lst.read = Read a number from a linked memory cell.
lst.write = Write a number to a linked memory cell. lst.write = Write a number to a linked memory cell.
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used. lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used. lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
lst.drawflush = Flush queued [accent]Draw[] operations to a display. lst.drawflush = Flush queued [accent]Draw[] operations to a display.
lst.printflush = Flush queued [accent]Print[] operations to a message block. lst.printflush = Flush queued [accent]Print[] operations to a message block.
@@ -2268,6 +2289,7 @@ lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.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.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.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.
logic.nounitbuild = [red]Unit building logic is not allowed here. logic.nounitbuild = [red]Unit building logic is not allowed here.
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string. lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
lenum.shoot = Shoot at a position. lenum.shoot = Shoot at a position.

View File

@@ -434,6 +434,7 @@ editor.waves = Waves:
editor.rules = Rules: editor.rules = Rules:
editor.generation = Generation: editor.generation = Generation:
editor.objectives = Objectives editor.objectives = Objectives
editor.locales = Locale Bundles
editor.ingame = Edit In-Game editor.ingame = Edit In-Game
editor.playtest = Playtest editor.playtest = Playtest
editor.publish.workshop = Publish On Workshop editor.publish.workshop = Publish On Workshop
@@ -500,6 +501,7 @@ editor.errorlegacy = This map is too old, and uses a legacy map format that is n
editor.errornot = This is not a map file. editor.errornot = This is not a map file.
editor.errorheader = This map file is either not valid or corrupt. editor.errorheader = This map file is either not valid or corrupt.
editor.errorname = Map has no name defined. editor.errorname = Map has no name defined.
editor.errorlocales = Error reading invalid locale bundles.
editor.update = Update editor.update = Update
editor.randomize = Randomize editor.randomize = Randomize
editor.moveup = Move Up editor.moveup = Move Up
@@ -511,6 +513,7 @@ editor.sectorgenerate = Sector Generate
editor.resize = Resize editor.resize = Resize
editor.loadmap = Load Map editor.loadmap = Load Map
editor.savemap = Save Map editor.savemap = Save Map
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
editor.saved = Saved! editor.saved = Saved!
editor.save.noname = Your map does not have a name! Set one in the 'map info' menu. editor.save.noname = Your map does not have a name! Set one in the 'map info' menu.
editor.save.overwrite = Your map overwrites a built-in map! Pick a different name in the 'map info' menu. editor.save.overwrite = Your map overwrites a built-in map! Pick a different name in the 'map info' menu.
@@ -595,6 +598,23 @@ filter.option.floor2 = Secondary Floor
filter.option.threshold2 = Secondary Threshold filter.option.threshold2 = Secondary Threshold
filter.option.radius = Radius filter.option.radius = Radius
filter.option.percentile = Percentile filter.option.percentile = Percentile
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
locales.deletelocale = Are you sure you want to delete this locale bundle?
locales.applytoall = Apply Changes To All Locales
locales.addtoother = Add To Other Locales
locales.rollback = Rollback to last applied
locales.filter = Property filter
locales.searchname = Search name...
locales.searchvalue = Search value...
locales.searchlocale = Search locale...
locales.byname = By name
locales.byvalue = By value
locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
locales.showmissing = Show properties that are missing in some locales
locales.showsame = Show properties that have same values in different locales
locales.viewproperty = View in all locales
locales.viewing = Viewing property "{0}"
locales.addicon = Add Icon
width = Width: width = Width:
height = Height: height = Height:
@@ -2218,6 +2238,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
lst.read = Read a number from a linked memory cell. lst.read = Read a number from a linked memory cell.
lst.write = Write a number to a linked memory cell. lst.write = Write a number to a linked memory cell.
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used. lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used. lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
lst.drawflush = Flush queued [accent]Draw[] operations to a display. lst.drawflush = Flush queued [accent]Draw[] operations to a display.
lst.printflush = Flush queued [accent]Print[] operations to a message block. lst.printflush = Flush queued [accent]Print[] operations to a message block.
@@ -2255,6 +2276,7 @@ lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.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.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.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.
logic.nounitbuild = [red]Unit building logic is not allowed here. logic.nounitbuild = [red]Unit building logic is not allowed here.
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string. lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
lenum.shoot = Shoot at a position. lenum.shoot = Shoot at a position.

View File

@@ -438,6 +438,7 @@ editor.waves = Fale:
editor.rules = Zasady: editor.rules = Zasady:
editor.generation = Generacja: editor.generation = Generacja:
editor.objectives = Cele editor.objectives = Cele
editor.locales = Locale Bundles
editor.ingame = Edytuj w Grze editor.ingame = Edytuj w Grze
editor.playtest = Testuj Mapę editor.playtest = Testuj Mapę
editor.publish.workshop = Opublikuj w Warsztacie editor.publish.workshop = Opublikuj w Warsztacie
@@ -505,6 +506,7 @@ editor.errorlegacy = Ta mapa jest zbyt stara i używa starszego formatu mapy, kt
editor.errornot = To nie jest plik mapy. editor.errornot = To nie jest plik mapy.
editor.errorheader = Ten plik mapy jest nieprawidłowy lub uszkodzony. editor.errorheader = Ten plik mapy jest nieprawidłowy lub uszkodzony.
editor.errorname = Mapa nie zawiera nazwy. Czy próbujesz załadować zapis gry? editor.errorname = Mapa nie zawiera nazwy. Czy próbujesz załadować zapis gry?
editor.errorlocales = Error reading invalid locale bundles.
editor.update = Aktualizuj editor.update = Aktualizuj
editor.randomize = Losuj editor.randomize = Losuj
editor.moveup = Przesuń w górę editor.moveup = Przesuń w górę
@@ -516,6 +518,7 @@ editor.sectorgenerate = Generuj Sektor
editor.resize = Zmień Rozmiar editor.resize = Zmień Rozmiar
editor.loadmap = Załaduj Mapę editor.loadmap = Załaduj Mapę
editor.savemap = Zapisz Mapę editor.savemap = Zapisz Mapę
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
editor.saved = Zapisano! editor.saved = Zapisano!
editor.save.noname = Twoja mapa nie ma nazwy! Ustaw ją w 'Informacjach o mapie'. editor.save.noname = Twoja mapa nie ma nazwy! Ustaw ją w 'Informacjach o mapie'.
editor.save.overwrite = Ta mapa nadpisze wbudowaną mapę! Ustaw inną nazwę w 'Informacjach o mapie'. editor.save.overwrite = Ta mapa nadpisze wbudowaną mapę! Ustaw inną nazwę w 'Informacjach o mapie'.
@@ -600,6 +603,23 @@ filter.option.floor2 = Druga Podłoga
filter.option.threshold2 = Drugi Próg filter.option.threshold2 = Drugi Próg
filter.option.radius = Zasięg filter.option.radius = Zasięg
filter.option.percentile = Procent filter.option.percentile = Procent
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
locales.deletelocale = Are you sure you want to delete this locale bundle?
locales.applytoall = Apply Changes To All Locales
locales.addtoother = Add To Other Locales
locales.rollback = Rollback to last applied
locales.filter = Property filter
locales.searchname = Search name...
locales.searchvalue = Search value...
locales.searchlocale = Search locale...
locales.byname = By name
locales.byvalue = By value
locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
locales.showmissing = Show properties that are missing in some locales
locales.showsame = Show properties that have same values in different locales
locales.viewproperty = View in all locales
locales.viewing = Viewing property "{0}"
locales.addicon = Add Icon
width = Szerokość: width = Szerokość:
height = Wysokość: height = Wysokość:
@@ -2253,6 +2273,7 @@ unit.emanate.description = Lotnicza jednostka aministracyjna zdolna do wydobycia
lst.read = Wczytuje liczbę z połączonej komórki pamięci. lst.read = Wczytuje liczbę z połączonej komórki pamięci.
lst.write = Zapisuje liczbę do połączonej komórki pamięci. lst.write = Zapisuje liczbę do połączonej komórki pamięci.
lst.print = Dodaje tekst do buforu drukującego.\nNie wyświetla niczego dopóki [accent]Print Flush[] nie jest użyte. lst.print = Dodaje tekst do buforu drukującego.\nNie wyświetla niczego dopóki [accent]Print Flush[] nie jest użyte.
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
lst.draw = Dodaje operacje do buforu rysującego.\nNie wyświetla niczego dopóki [accent]Draw Flush[] nie jest użyte. lst.draw = Dodaje operacje do buforu rysującego.\nNie wyświetla niczego dopóki [accent]Draw Flush[] nie jest użyte.
lst.drawflush = Wyświetla oczekujące operacje z funkcji [accent]Draw[] na wyświetlaczu. lst.drawflush = Wyświetla oczekujące operacje z funkcji [accent]Draw[] na wyświetlaczu.
lst.printflush = Dodaje oczekujące operacje z funkcji [accent]Print[] do bloku wiadomości. lst.printflush = Dodaje oczekujące operacje z funkcji [accent]Print[] do bloku wiadomości.
@@ -2290,6 +2311,7 @@ lst.effect = Stwórz efekt cząsteczki.
lst.sync = Synchronizuje zmienną poprzez sieć.\nWywoływane maksymalnie 10 razy na sekundę. lst.sync = Synchronizuje zmienną poprzez sieć.\nWywoływane maksymalnie 10 razy na sekundę.
lst.makemarker = Stwórz nowy marker logiki.\nMusisz podać ID, aby móc go później zidentyfikować.\nLimit markerów to 20,000. 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.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.
logic.nounitbuild = [red]Logika budowania jednostek nie jest tu dozwolona. logic.nounitbuild = [red]Logika budowania jednostek nie jest tu dozwolona.

View File

@@ -438,6 +438,7 @@ editor.waves = Hordas:
editor.rules = Regras: editor.rules = Regras:
editor.generation = Geração: editor.generation = Geração:
editor.objectives = Objetivos: editor.objectives = Objetivos:
editor.locales = Locale Bundles
editor.ingame = Editar em jogo editor.ingame = Editar em jogo
editor.playtest = Jogar Teste editor.playtest = Jogar Teste
editor.publish.workshop = Publicar na oficina editor.publish.workshop = Publicar na oficina
@@ -505,6 +506,7 @@ editor.errorlegacy = Esse mapa é velho demais, e usa um formato de mapa legacy
editor.errornot = Este não é um arquivo de mapa. editor.errornot = Este não é um arquivo de mapa.
editor.errorheader = Este arquivo de mapa não é mais válido ou está corrompido. editor.errorheader = Este arquivo de mapa não é mais válido ou está corrompido.
editor.errorname = O mapa não tem nome definido. editor.errorname = O mapa não tem nome definido.
editor.errorlocales = Error reading invalid locale bundles.
editor.update = Atualizar editor.update = Atualizar
editor.randomize = Aleatorizar editor.randomize = Aleatorizar
editor.moveup = Mover para Cima editor.moveup = Mover para Cima
@@ -516,6 +518,7 @@ editor.sectorgenerate = Gerar Setor
editor.resize = Redimen-\nsionar editor.resize = Redimen-\nsionar
editor.loadmap = Carregar\nmapa editor.loadmap = Carregar\nmapa
editor.savemap = Salvar\nmapa editor.savemap = Salvar\nmapa
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
editor.saved = Salvo! editor.saved = Salvo!
editor.save.noname = Seu mapa não tem um nome! Coloque um no menu de "Informação do mapa" editor.save.noname = Seu mapa não tem um nome! Coloque um no menu de "Informação do mapa"
editor.save.overwrite = O seu mapa substitui um mapa já construído! Coloque um nome diferente no menu "Informação do mapa" editor.save.overwrite = O seu mapa substitui um mapa já construído! Coloque um nome diferente no menu "Informação do mapa"
@@ -603,6 +606,23 @@ filter.option.floor2 = Chão secundário
filter.option.threshold2 = Margem secundária filter.option.threshold2 = Margem secundária
filter.option.radius = Raio filter.option.radius = Raio
filter.option.percentile = Percentual filter.option.percentile = Percentual
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
locales.deletelocale = Are you sure you want to delete this locale bundle?
locales.applytoall = Apply Changes To All Locales
locales.addtoother = Add To Other Locales
locales.rollback = Rollback to last applied
locales.filter = Property filter
locales.searchname = Search name...
locales.searchvalue = Search value...
locales.searchlocale = Search locale...
locales.byname = By name
locales.byvalue = By value
locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
locales.showmissing = Show properties that are missing in some locales
locales.showsame = Show properties that have same values in different locales
locales.viewproperty = View in all locales
locales.viewing = Viewing property "{0}"
locales.addicon = Add Icon
width = Largura: width = Largura:
height = Altura: height = Altura:
@@ -2252,6 +2272,7 @@ unit.emanate.description = Constrói estruturas para defender o Núcelo Acrópol
lst.read = Ler um número de uma célula de memória vinculada. lst.read = Ler um número de uma célula de memória vinculada.
lst.write = Escrever um número de uma célula de memória vinculada. lst.write = Escrever um número de uma célula de memória vinculada.
lst.print = Adiciona texto ao buffer de impressão.\nNão exibe nada até [accent]Print Flush[] ser usado. lst.print = Adiciona texto ao buffer de impressão.\nNão exibe nada até [accent]Print Flush[] ser usado.
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
lst.draw = Adicionar uma operação ao buffer de desenho.\nNão exibe nada até [accent]Draw Flush[] ser usado. lst.draw = Adicionar uma operação ao buffer de desenho.\nNão exibe nada até [accent]Draw Flush[] ser usado.
lst.drawflush = Liberar operações [accent]Draw[] enfileiradas para um display. lst.drawflush = Liberar operações [accent]Draw[] enfileiradas para um display.
lst.printflush = Liberar operações [accent]Print[] enfileiradas para um bloco de mensagem. lst.printflush = Liberar operações [accent]Print[] enfileiradas para um bloco de mensagem.
@@ -2289,6 +2310,7 @@ lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.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.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.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.
logic.nounitbuild = [red]Lógica de construção de unidades não é permitida aqui. logic.nounitbuild = [red]Lógica de construção de unidades não é permitida aqui.

View File

@@ -434,6 +434,7 @@ editor.waves = Hordas:
editor.rules = Regras: editor.rules = Regras:
editor.generation = Geração: editor.generation = Geração:
editor.objectives = Objectives editor.objectives = Objectives
editor.locales = Locale Bundles
editor.ingame = Editar em jogo editor.ingame = Editar em jogo
editor.playtest = Playtest editor.playtest = Playtest
editor.publish.workshop = Publicar na oficina editor.publish.workshop = Publicar na oficina
@@ -500,6 +501,7 @@ editor.errorlegacy = Esse mapa é velho demais, E usa um formato de mapa legacy
editor.errornot = Este não é um ficheiro de mapa. editor.errornot = Este não é um ficheiro de mapa.
editor.errorheader = Este ficheiro de mapa não é mais válido ou está corrompido. editor.errorheader = Este ficheiro de mapa não é mais válido ou está corrompido.
editor.errorname = O mapa não tem nome definido. editor.errorname = O mapa não tem nome definido.
editor.errorlocales = Error reading invalid locale bundles.
editor.update = Atualizar editor.update = Atualizar
editor.randomize = Aleatorizar editor.randomize = Aleatorizar
editor.moveup = Move Up editor.moveup = Move Up
@@ -511,6 +513,7 @@ editor.sectorgenerate = Sector Generate
editor.resize = Redimen-\nsionar editor.resize = Redimen-\nsionar
editor.loadmap = Carregar\nmapa editor.loadmap = Carregar\nmapa
editor.savemap = Gravar\nmapa editor.savemap = Gravar\nmapa
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
editor.saved = Gravado! editor.saved = Gravado!
editor.save.noname = Seu mapa não tem um nome! Coloque um no menu de "Informação do mapa" editor.save.noname = Seu mapa não tem um nome! Coloque um no menu de "Informação do mapa"
editor.save.overwrite = O seu mapa substitui um mapa já construído! Coloque um nome diferente no menu "Informação do mapa" editor.save.overwrite = O seu mapa substitui um mapa já construído! Coloque um nome diferente no menu "Informação do mapa"
@@ -595,6 +598,23 @@ filter.option.floor2 = Chão secundário
filter.option.threshold2 = Margem secundária filter.option.threshold2 = Margem secundária
filter.option.radius = Raio filter.option.radius = Raio
filter.option.percentile = Percentual filter.option.percentile = Percentual
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
locales.deletelocale = Are you sure you want to delete this locale bundle?
locales.applytoall = Apply Changes To All Locales
locales.addtoother = Add To Other Locales
locales.rollback = Rollback to last applied
locales.filter = Property filter
locales.searchname = Search name...
locales.searchvalue = Search value...
locales.searchlocale = Search locale...
locales.byname = By name
locales.byvalue = By value
locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
locales.showmissing = Show properties that are missing in some locales
locales.showsame = Show properties that have same values in different locales
locales.viewproperty = View in all locales
locales.viewing = Viewing property "{0}"
locales.addicon = Add Icon
width = Largura: width = Largura:
height = Altura: height = Altura:
@@ -2218,6 +2238,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
lst.read = Read a number from a linked memory cell. lst.read = Read a number from a linked memory cell.
lst.write = Write a number to a linked memory cell. lst.write = Write a number to a linked memory cell.
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used. lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used. lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
lst.drawflush = Flush queued [accent]Draw[] operations to a display. lst.drawflush = Flush queued [accent]Draw[] operations to a display.
lst.printflush = Flush queued [accent]Print[] operations to a message block. lst.printflush = Flush queued [accent]Print[] operations to a message block.
@@ -2255,6 +2276,7 @@ lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.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.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.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.
logic.nounitbuild = [red]Unit building logic is not allowed here. logic.nounitbuild = [red]Unit building logic is not allowed here.
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string. lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
lenum.shoot = Shoot at a position. lenum.shoot = Shoot at a position.

View File

@@ -438,6 +438,7 @@ editor.waves = Valuri:
editor.rules = Reguli: editor.rules = Reguli:
editor.generation = Generare: editor.generation = Generare:
editor.objectives = Objectives editor.objectives = Objectives
editor.locales = Locale Bundles
editor.ingame = Editează în Joc editor.ingame = Editează în Joc
editor.playtest = Playtest editor.playtest = Playtest
editor.publish.workshop = Publică pe Workshop editor.publish.workshop = Publică pe Workshop
@@ -505,6 +506,7 @@ editor.errorlegacy = Hartă aceasta este prea veche, și folosește un format î
editor.errornot = Acesta nu este un fișier cu o hartă. editor.errornot = Acesta nu este un fișier cu o hartă.
editor.errorheader = Acest fișier de hartă este invalid sau corupf. editor.errorheader = Acest fișier de hartă este invalid sau corupf.
editor.errorname = Harta nu are un nume definit. Încerci cumva să încarci un fișier cu o salvare de joc? editor.errorname = Harta nu are un nume definit. Încerci cumva să încarci un fișier cu o salvare de joc?
editor.errorlocales = Error reading invalid locale bundles.
editor.update = Update editor.update = Update
editor.randomize = Aleatoriu editor.randomize = Aleatoriu
editor.moveup = Move Up editor.moveup = Move Up
@@ -516,6 +518,7 @@ editor.sectorgenerate = Sector Generate
editor.resize = Schimbă Dimensiune editor.resize = Schimbă Dimensiune
editor.loadmap = Încarcă Harta editor.loadmap = Încarcă Harta
editor.savemap = Salvează Harta editor.savemap = Salvează Harta
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
editor.saved = Salvat! editor.saved = Salvat!
editor.save.noname = Hartă ta nu are un nume! Setează unul în meniul 'Informații despre hartă'. editor.save.noname = Hartă ta nu are un nume! Setează unul în meniul 'Informații despre hartă'.
editor.save.overwrite = Hartă ta suprascrie o hartă prestabilită! Alege un nume diferit în meniul 'Informații despre hartă'. editor.save.overwrite = Hartă ta suprascrie o hartă prestabilită! Alege un nume diferit în meniul 'Informații despre hartă'.
@@ -602,6 +605,23 @@ filter.option.floor2 = Podea Secundară
filter.option.threshold2 = Cantitate Secundară filter.option.threshold2 = Cantitate Secundară
filter.option.radius = Rază filter.option.radius = Rază
filter.option.percentile = Procent filter.option.percentile = Procent
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
locales.deletelocale = Are you sure you want to delete this locale bundle?
locales.applytoall = Apply Changes To All Locales
locales.addtoother = Add To Other Locales
locales.rollback = Rollback to last applied
locales.filter = Property filter
locales.searchname = Search name...
locales.searchvalue = Search value...
locales.searchlocale = Search locale...
locales.byname = By name
locales.byvalue = By value
locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
locales.showmissing = Show properties that are missing in some locales
locales.showsame = Show properties that have same values in different locales
locales.viewproperty = View in all locales
locales.viewing = Viewing property "{0}"
locales.addicon = Add Icon
width = Lățime: width = Lățime:
height = Înălțime: height = Înălțime:
@@ -2236,6 +2256,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
lst.read = Citește un număr dintr-o celulă de memorie conectată. lst.read = Citește un număr dintr-o celulă de memorie conectată.
lst.write = Scrie un număr într-o celulă de memorie conectată. lst.write = Scrie un număr într-o celulă de memorie conectată.
lst.print = Adaugă text în bufferul de tipărire.\nNu tipărește decât când se execută [accent]Print Flush[]. lst.print = Adaugă text în bufferul de tipărire.\nNu tipărește decât când se execută [accent]Print Flush[].
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
lst.draw = Adaugă o operație în bufferul de desenare.\nNu afișează decât când se execută [accent]Draw Flush[]. lst.draw = Adaugă o operație în bufferul de desenare.\nNu afișează decât când se execută [accent]Draw Flush[].
lst.drawflush = Afișează pe un monitor instrucțiunile [accent]Draw[] aflate în așteptare. lst.drawflush = Afișează pe un monitor instrucțiunile [accent]Draw[] aflate în așteptare.
lst.printflush = Tipărește într-un bloc Mesaj instrucțiunile [accent]Print[] aflate în așteptare. lst.printflush = Tipărește într-un bloc Mesaj instrucțiunile [accent]Print[] aflate în așteptare.
@@ -2273,6 +2294,7 @@ lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.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.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.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.
logic.nounitbuild = [red]Nu ai voie să construiești cu unitățile folosind procesoare. logic.nounitbuild = [red]Nu ai voie să construiești cu unitățile folosind procesoare.

View File

@@ -438,6 +438,7 @@ editor.waves = Волны:
editor.rules = Правила: editor.rules = Правила:
editor.generation = Генерация: editor.generation = Генерация:
editor.objectives = Цели editor.objectives = Цели
editor.locales = Locale Bundles
editor.ingame = Редактировать в игре editor.ingame = Редактировать в игре
editor.playtest = Опробовать карту editor.playtest = Опробовать карту
editor.publish.workshop = Опубликовать в Мастерской editor.publish.workshop = Опубликовать в Мастерской
@@ -505,6 +506,7 @@ editor.errorlegacy = Эта карта слишком старая и испол
editor.errornot = Это не файл карты. editor.errornot = Это не файл карты.
editor.errorheader = Этот файл карты недействителен или повреждён. editor.errorheader = Этот файл карты недействителен или повреждён.
editor.errorname = Карта не имеет имени. Может быть, вы пытаетесь загрузить сохранение? editor.errorname = Карта не имеет имени. Может быть, вы пытаетесь загрузить сохранение?
editor.errorlocales = Error reading invalid locale bundles.
editor.update = Обновить editor.update = Обновить
editor.randomize = Случайно editor.randomize = Случайно
editor.moveup = Выше editor.moveup = Выше
@@ -516,6 +518,7 @@ editor.sectorgenerate = Генерация сектора
editor.resize = Изменить\nразмер editor.resize = Изменить\nразмер
editor.loadmap = Загрузить\nкарту editor.loadmap = Загрузить\nкарту
editor.savemap = Сохранить\nкарту editor.savemap = Сохранить\nкарту
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
editor.saved = Сохранено! editor.saved = Сохранено!
editor.save.noname = У вашей карты нет имени! Назовите её в меню «Информация о карте». editor.save.noname = У вашей карты нет имени! Назовите её в меню «Информация о карте».
editor.save.overwrite = Ваша карта не может быть записана поверх встроенной карты! Введите другое название в меню «Информация о карте» editor.save.overwrite = Ваша карта не может быть записана поверх встроенной карты! Введите другое название в меню «Информация о карте»
@@ -602,6 +605,23 @@ filter.option.floor2 = Вторая поверхность
filter.option.threshold2 = Вторичный предельный порог filter.option.threshold2 = Вторичный предельный порог
filter.option.radius = Радиус filter.option.radius = Радиус
filter.option.percentile = Процентиль filter.option.percentile = Процентиль
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
locales.deletelocale = Are you sure you want to delete this locale bundle?
locales.applytoall = Apply Changes To All Locales
locales.addtoother = Add To Other Locales
locales.rollback = Rollback to last applied
locales.filter = Property filter
locales.searchname = Search name...
locales.searchvalue = Search value...
locales.searchlocale = Search locale...
locales.byname = By name
locales.byvalue = By value
locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
locales.showmissing = Show properties that are missing in some locales
locales.showsame = Show properties that have same values in different locales
locales.viewproperty = View in all locales
locales.viewing = Viewing property "{0}"
locales.addicon = Add Icon
width = Ширина: width = Ширина:
height = Высота: height = Высота:
@@ -1982,7 +2002,7 @@ block.door-large.description = Стена, которую можно откры
block.mender.description = Периодически ремонтирует блоки в непосредственной близости.\nОпционально использует кремний для увеличения дальности и эффективности. block.mender.description = Периодически ремонтирует блоки в непосредственной близости.\nОпционально использует кремний для увеличения дальности и эффективности.
block.mend-projector.description = Периодически ремонтирует блоки в непосредственной близости.\nОпционально использует фазовую ткань для увеличения дальности и эффективности. block.mend-projector.description = Периодически ремонтирует блоки в непосредственной близости.\nОпционально использует фазовую ткань для увеличения дальности и эффективности.
block.overdrive-projector.description = Увеличивает скорость близлежащих зданий.\nОпционально использует фазовую ткань для увеличения дальности и эффективности. block.overdrive-projector.description = Увеличивает скорость близлежащих зданий.\nОпционально использует фазовую ткань для увеличения дальности и эффективности.
block.force-projector.description = Создает вокруг себя шестиугольное силовое поле, защищая здания и боевые единицы внутри от повреждений.\nПерегревается, если нанесено слишком большое количество повреждений. Опционально использует охлаждающую жидкость для предотвращения перегрева. Фазовая ткань увеличивает размера щита. block.force-projector.description = Создает вокруг себя шестиугольное силовое поле, защищая здания и боевые единицы внутри от повреждений.\nПерегревается, если нанесено слишком большое количество повреждений. Опционально использует охлаждающую жидкость для предотвращения перегрева. Фазовая ткань увеличивает размер щита.
block.shock-mine.description = Высвобождает электрический разряд при контакте с вражеской единицей. block.shock-mine.description = Высвобождает электрический разряд при контакте с вражеской единицей.
block.conveyor.description = Перемещает предметы вперёд. block.conveyor.description = Перемещает предметы вперёд.
block.titanium-conveyor.description = Перемещает предметы вперёд. Быстрее, чем стандартный конвейер. block.titanium-conveyor.description = Перемещает предметы вперёд. Быстрее, чем стандартный конвейер.
@@ -2238,6 +2258,7 @@ unit.emanate.description = Защищает ядро «Акрополь» от
lst.read = Считывает число из соединённой ячейки памяти. lst.read = Считывает число из соединённой ячейки памяти.
lst.write = Записывает число в соединённую ячейку памяти. lst.write = Записывает число в соединённую ячейку памяти.
lst.print = Добавляет текст в текстовый буфер. Ничего не отображает, пока не будет вызван [accent]Print Flush[]. lst.print = Добавляет текст в текстовый буфер. Ничего не отображает, пока не будет вызван [accent]Print Flush[].
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
lst.draw = Добавляет операцию в буфер отрисовки. Ничего не отображает, пока не будет вызван [accent]Draw Flush[]. lst.draw = Добавляет операцию в буфер отрисовки. Ничего не отображает, пока не будет вызван [accent]Draw Flush[].
lst.drawflush = Сбрасывает буфер [accent]Draw[] операций на дисплей. lst.drawflush = Сбрасывает буфер [accent]Draw[] операций на дисплей.
lst.printflush = Сбрасывает буфер [accent]Print[] операций в блок-сообщение. lst.printflush = Сбрасывает буфер [accent]Print[] операций в блок-сообщение.
@@ -2275,6 +2296,7 @@ lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.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.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.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.
logic.nounitbuild = [red]Строительство с помощью процессоров здесь запрещено. logic.nounitbuild = [red]Строительство с помощью процессоров здесь запрещено.

View File

@@ -438,6 +438,7 @@ editor.waves = Talasi:
editor.rules = Pravila: editor.rules = Pravila:
editor.generation = Generisanje: editor.generation = Generisanje:
editor.objectives = Zadaci editor.objectives = Zadaci
editor.locales = Locale Bundles
editor.ingame = Izmeni "U Igri" editor.ingame = Izmeni "U Igri"
editor.playtest = Testiranje editor.playtest = Testiranje
editor.publish.workshop = Objavi u Radionicu editor.publish.workshop = Objavi u Radionicu
@@ -505,6 +506,7 @@ editor.errorlegacy = Ova mapa je stara, i koristi format mape koji nije podržan
editor.errornot = Ovo nije datoteka mape. editor.errornot = Ovo nije datoteka mape.
editor.errorheader = This map file is either not valid or corrupt. editor.errorheader = This map file is either not valid or corrupt.
editor.errorname = Mapa nema definisano ime. Da li pokušavate da učitate sačuvanu igru? editor.errorname = Mapa nema definisano ime. Da li pokušavate da učitate sačuvanu igru?
editor.errorlocales = Error reading invalid locale bundles.
editor.update = Aržuriraj editor.update = Aržuriraj
editor.randomize = Nasumično editor.randomize = Nasumično
editor.moveup = Pomeri Gore editor.moveup = Pomeri Gore
@@ -516,6 +518,7 @@ editor.sectorgenerate = Sektorska Generacija
editor.resize = Preuveličaj editor.resize = Preuveličaj
editor.loadmap = Učitaj Mapu editor.loadmap = Učitaj Mapu
editor.savemap = Sačuvaj Mapu editor.savemap = Sačuvaj Mapu
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
editor.saved = Sačuvano! editor.saved = Sačuvano!
editor.save.noname = Vaša mapa ne sadrži ime! Postavi neko u 'informacije o mapi' meniju. editor.save.noname = Vaša mapa ne sadrži ime! Postavi neko u 'informacije o mapi' meniju.
editor.save.overwrite = Vaša mapa prerezuje ugrađenu mapu! Izaberi drugo ime u 'informacije o mapi' meniju. editor.save.overwrite = Vaša mapa prerezuje ugrađenu mapu! Izaberi drugo ime u 'informacije o mapi' meniju.
@@ -602,6 +605,23 @@ filter.option.floor2 = Drugi Pod
filter.option.threshold2 = Secondary Threshold filter.option.threshold2 = Secondary Threshold
filter.option.radius = Radius filter.option.radius = Radius
filter.option.percentile = Percentile filter.option.percentile = Percentile
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
locales.deletelocale = Are you sure you want to delete this locale bundle?
locales.applytoall = Apply Changes To All Locales
locales.addtoother = Add To Other Locales
locales.rollback = Rollback to last applied
locales.filter = Property filter
locales.searchname = Search name...
locales.searchvalue = Search value...
locales.searchlocale = Search locale...
locales.byname = By name
locales.byvalue = By value
locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
locales.showmissing = Show properties that are missing in some locales
locales.showsame = Show properties that have same values in different locales
locales.viewproperty = View in all locales
locales.viewing = Viewing property "{0}"
locales.addicon = Add Icon
width = Širina: width = Širina:
height = Visina: height = Visina:
@@ -2239,6 +2259,7 @@ unit.emanate.description = Gradi građevine da odbrani Veliki Grad jezgro. Popra
lst.read = Čita broj iz povezane memorijske ćelije. lst.read = Čita broj iz povezane memorijske ćelije.
lst.write = Piše broj u povezanu memorijsku ćeliju. lst.write = Piše broj u povezanu memorijsku ćeliju.
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used. lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used. lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
lst.drawflush = Flush queued [accent]Draw[] operations to a display. lst.drawflush = Flush queued [accent]Draw[] operations to a display.
lst.printflush = Flush queued [accent]Print[] operations to a message block. lst.printflush = Flush queued [accent]Print[] operations to a message block.
@@ -2276,6 +2297,7 @@ lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.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.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.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.
logic.nounitbuild = [red]Unit building logic is not allowed here. logic.nounitbuild = [red]Unit building logic is not allowed here.

View File

@@ -434,6 +434,7 @@ editor.waves = Vågor:
editor.rules = Regler: editor.rules = Regler:
editor.generation = Generering: editor.generation = Generering:
editor.objectives = Objectives editor.objectives = Objectives
editor.locales = Locale Bundles
editor.ingame = Edit In-Game editor.ingame = Edit In-Game
editor.playtest = Playtest editor.playtest = Playtest
editor.publish.workshop = Publish On Workshop editor.publish.workshop = Publish On Workshop
@@ -500,6 +501,7 @@ editor.errorlegacy = This map is too old, and uses a legacy map format that is n
editor.errornot = This is not a map file. editor.errornot = This is not a map file.
editor.errorheader = This map file is either not valid or corrupt. editor.errorheader = This map file is either not valid or corrupt.
editor.errorname = Map has no name defined. Are you trying to load a save file? editor.errorname = Map has no name defined. Are you trying to load a save file?
editor.errorlocales = Error reading invalid locale bundles.
editor.update = Uppdatera editor.update = Uppdatera
editor.randomize = Slumpa editor.randomize = Slumpa
editor.moveup = Move Up editor.moveup = Move Up
@@ -511,6 +513,7 @@ editor.sectorgenerate = Sector Generate
editor.resize = Resize editor.resize = Resize
editor.loadmap = Load Map editor.loadmap = Load Map
editor.savemap = Save Map editor.savemap = Save Map
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
editor.saved = Sparad! editor.saved = Sparad!
editor.save.noname = Your map does not have a name! Set one in the 'map info' menu. editor.save.noname = Your map does not have a name! Set one in the 'map info' menu.
editor.save.overwrite = Your map overwrites a built-in map! Pick a different name in the 'map info' menu. editor.save.overwrite = Your map overwrites a built-in map! Pick a different name in the 'map info' menu.
@@ -595,6 +598,23 @@ filter.option.floor2 = Secondary Floor
filter.option.threshold2 = Secondary Threshold filter.option.threshold2 = Secondary Threshold
filter.option.radius = Radie filter.option.radius = Radie
filter.option.percentile = Percentile filter.option.percentile = Percentile
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
locales.deletelocale = Are you sure you want to delete this locale bundle?
locales.applytoall = Apply Changes To All Locales
locales.addtoother = Add To Other Locales
locales.rollback = Rollback to last applied
locales.filter = Property filter
locales.searchname = Search name...
locales.searchvalue = Search value...
locales.searchlocale = Search locale...
locales.byname = By name
locales.byvalue = By value
locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
locales.showmissing = Show properties that are missing in some locales
locales.showsame = Show properties that have same values in different locales
locales.viewproperty = View in all locales
locales.viewing = Viewing property "{0}"
locales.addicon = Add Icon
width = Bredd: width = Bredd:
height = Höjd: height = Höjd:
@@ -2218,6 +2238,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
lst.read = Read a number from a linked memory cell. lst.read = Read a number from a linked memory cell.
lst.write = Write a number to a linked memory cell. lst.write = Write a number to a linked memory cell.
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used. lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used. lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
lst.drawflush = Flush queued [accent]Draw[] operations to a display. lst.drawflush = Flush queued [accent]Draw[] operations to a display.
lst.printflush = Flush queued [accent]Print[] operations to a message block. lst.printflush = Flush queued [accent]Print[] operations to a message block.
@@ -2255,6 +2276,7 @@ lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.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.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.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.
logic.nounitbuild = [red]Unit building logic is not allowed here. logic.nounitbuild = [red]Unit building logic is not allowed here.
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string. lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
lenum.shoot = Shoot at a position. lenum.shoot = Shoot at a position.

View File

@@ -438,6 +438,7 @@ editor.waves = คลื่น
editor.rules = กฎ editor.rules = กฎ
editor.generation = เจนเนอเรชั่น editor.generation = เจนเนอเรชั่น
editor.objectives = เป้าหมาย editor.objectives = เป้าหมาย
editor.locales = Locale Bundles
editor.ingame = แก้ไขในเกม editor.ingame = แก้ไขในเกม
editor.playtest = เล่นทดสอบ editor.playtest = เล่นทดสอบ
editor.publish.workshop = เผยแพร่บนเวิร์กช็อป editor.publish.workshop = เผยแพร่บนเวิร์กช็อป
@@ -505,6 +506,7 @@ editor.errorlegacy = แมพนี้เก่าเกินไปและ
editor.errornot = นี่ไม่ใช้ไฟล์แมพ editor.errornot = นี่ไม่ใช้ไฟล์แมพ
editor.errorheader = ไฟล์แมพนี้เสียหรือไม่ถูกต้อง editor.errorheader = ไฟล์แมพนี้เสียหรือไม่ถูกต้อง
editor.errorname = แมพไม่มีการกำหนดชื่อ คุณกำลังพยายามโหลดไฟล์เซฟอยู่หรือไม่? editor.errorname = แมพไม่มีการกำหนดชื่อ คุณกำลังพยายามโหลดไฟล์เซฟอยู่หรือไม่?
editor.errorlocales = Error reading invalid locale bundles.
editor.update = อัปเดต editor.update = อัปเดต
editor.randomize = สุ่ม editor.randomize = สุ่ม
editor.moveup = ขยับขึ้น editor.moveup = ขยับขึ้น
@@ -516,6 +518,7 @@ editor.sectorgenerate = สร้างเซ็กเตอร์
editor.resize = เปลี่ยนขนาด editor.resize = เปลี่ยนขนาด
editor.loadmap = โหลดแมพ editor.loadmap = โหลดแมพ
editor.savemap = เซฟแมพ editor.savemap = เซฟแมพ
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
editor.saved = เซฟเรียบร้อย! editor.saved = เซฟเรียบร้อย!
editor.save.noname = แมพของคุณไม่มีชื่อ! สามารถตั้งชื่อได้ในเมนู 'ข้อมูลแมพ' editor.save.noname = แมพของคุณไม่มีชื่อ! สามารถตั้งชื่อได้ในเมนู 'ข้อมูลแมพ'
editor.save.overwrite = แมพของคุณไปทับซ้อนกับแมพค่าเริ่มต้น! เปลี่ยนชื่อได้ในเมนู 'ข้อมูลแมพ' editor.save.overwrite = แมพของคุณไปทับซ้อนกับแมพค่าเริ่มต้น! เปลี่ยนชื่อได้ในเมนู 'ข้อมูลแมพ'
@@ -602,6 +605,23 @@ filter.option.floor2 = พื้นชั้นสอง
filter.option.threshold2 = เกณฑ์ชั้นสอง filter.option.threshold2 = เกณฑ์ชั้นสอง
filter.option.radius = รัศมี filter.option.radius = รัศมี
filter.option.percentile = เปอร์เซ็นต์ไทล์ filter.option.percentile = เปอร์เซ็นต์ไทล์
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
locales.deletelocale = Are you sure you want to delete this locale bundle?
locales.applytoall = Apply Changes To All Locales
locales.addtoother = Add To Other Locales
locales.rollback = Rollback to last applied
locales.filter = Property filter
locales.searchname = Search name...
locales.searchvalue = Search value...
locales.searchlocale = Search locale...
locales.byname = By name
locales.byvalue = By value
locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
locales.showmissing = Show properties that are missing in some locales
locales.showsame = Show properties that have same values in different locales
locales.viewproperty = View in all locales
locales.viewing = Viewing property "{0}"
locales.addicon = Add Icon
width = กว้าง: width = กว้าง:
height = สูง: height = สูง:
@@ -2256,6 +2276,7 @@ unit.emanate.description = สร้างสิ่งต่างๆ เพื
lst.read = อ่านเลขจากเซลล์ความจำที่เชื่อมต่อไว้ lst.read = อ่านเลขจากเซลล์ความจำที่เชื่อมต่อไว้
lst.write = เขียนเลขไปยังเซลล์ความจำที่เชื่อมต่อไว้ lst.write = เขียนเลขไปยังเซลล์ความจำที่เชื่อมต่อไว้
lst.print = เพิ่มข้อความไปยังคิวข้อความ\nข้อความจะยังไม่แสดงจนกว่าจะใช้คำสั่ง [accent]Print Flush[] lst.print = เพิ่มข้อความไปยังคิวข้อความ\nข้อความจะยังไม่แสดงจนกว่าจะใช้คำสั่ง [accent]Print Flush[]
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
lst.draw = เพิ่มรูปไปยังคิวการวาด\nภาพจะยังไม่แสดงจนกว่าจะใช้คำสั่ง [accent]Draw Flush[] lst.draw = เพิ่มรูปไปยังคิวการวาด\nภาพจะยังไม่แสดงจนกว่าจะใช้คำสั่ง [accent]Draw Flush[]
lst.drawflush = ปล่อยคิว [accent]Draw[] ไปยังหน้าจอลอจิกที่เชื่อมต่อไว้ lst.drawflush = ปล่อยคิว [accent]Draw[] ไปยังหน้าจอลอจิกที่เชื่อมต่อไว้
lst.printflush = ปล่อยคิว [accent]Print[] ไปยังตัวเก็บข้อความที่เชื่อมต่อไว้ lst.printflush = ปล่อยคิว [accent]Print[] ไปยังตัวเก็บข้อความที่เชื่อมต่อไว้
@@ -2293,6 +2314,7 @@ lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.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.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.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.
logic.nounitbuild = [red]ไม่อนุญาตให้ใช้ลอจิกควบคุมให้ยูนิตสร้างที่นี่ logic.nounitbuild = [red]ไม่อนุญาตให้ใช้ลอจิกควบคุมให้ยูนิตสร้างที่นี่

View File

@@ -434,6 +434,7 @@ editor.waves = Waves:
editor.rules = Rules: editor.rules = Rules:
editor.generation = Generation: editor.generation = Generation:
editor.objectives = Objectives editor.objectives = Objectives
editor.locales = Locale Bundles
editor.ingame = Edit In-Game editor.ingame = Edit In-Game
editor.playtest = Playtest editor.playtest = Playtest
editor.publish.workshop = Publish On Workshop editor.publish.workshop = Publish On Workshop
@@ -500,6 +501,7 @@ editor.errorlegacy = This map is too old, and uses a legacy map format that is n
editor.errornot = This is not a map file. editor.errornot = This is not a map file.
editor.errorheader = This map file is either not valid or corrupt. editor.errorheader = This map file is either not valid or corrupt.
editor.errorname = Map has no name defined. editor.errorname = Map has no name defined.
editor.errorlocales = Error reading invalid locale bundles.
editor.update = Update editor.update = Update
editor.randomize = Randomize editor.randomize = Randomize
editor.moveup = Move Up editor.moveup = Move Up
@@ -511,6 +513,7 @@ editor.sectorgenerate = Sector Generate
editor.resize = Boyutunu degistir editor.resize = Boyutunu degistir
editor.loadmap = Harita yukle editor.loadmap = Harita yukle
editor.savemap = Haritayi kaydet editor.savemap = Haritayi kaydet
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
editor.saved = Kaydedildi! editor.saved = Kaydedildi!
editor.save.noname = Haritanin ismi yok! 'Harita bilgisinden' bi tane ekle editor.save.noname = Haritanin ismi yok! 'Harita bilgisinden' bi tane ekle
editor.save.overwrite = Haritanin ismi varolan bir haritanin ismi ile ayni! 'Harita bilgisinden' degisik bir isim sec editor.save.overwrite = Haritanin ismi varolan bir haritanin ismi ile ayni! 'Harita bilgisinden' degisik bir isim sec
@@ -595,6 +598,23 @@ filter.option.floor2 = Secondary Floor
filter.option.threshold2 = Secondary Threshold filter.option.threshold2 = Secondary Threshold
filter.option.radius = Radius filter.option.radius = Radius
filter.option.percentile = Percentile filter.option.percentile = Percentile
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
locales.deletelocale = Are you sure you want to delete this locale bundle?
locales.applytoall = Apply Changes To All Locales
locales.addtoother = Add To Other Locales
locales.rollback = Rollback to last applied
locales.filter = Property filter
locales.searchname = Search name...
locales.searchvalue = Search value...
locales.searchlocale = Search locale...
locales.byname = By name
locales.byvalue = By value
locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
locales.showmissing = Show properties that are missing in some locales
locales.showsame = Show properties that have same values in different locales
locales.viewproperty = View in all locales
locales.viewing = Viewing property "{0}"
locales.addicon = Add Icon
width = Genislik: width = Genislik:
height = Yukseklik: height = Yukseklik:
@@ -2218,6 +2238,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
lst.read = Read a number from a linked memory cell. lst.read = Read a number from a linked memory cell.
lst.write = Write a number to a linked memory cell. lst.write = Write a number to a linked memory cell.
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used. lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used. lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
lst.drawflush = Flush queued [accent]Draw[] operations to a display. lst.drawflush = Flush queued [accent]Draw[] operations to a display.
lst.printflush = Flush queued [accent]Print[] operations to a message block. lst.printflush = Flush queued [accent]Print[] operations to a message block.
@@ -2255,6 +2276,7 @@ lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.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.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.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.
logic.nounitbuild = [red]Unit building logic is not allowed here. logic.nounitbuild = [red]Unit building logic is not allowed here.
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string. lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
lenum.shoot = Shoot at a position. lenum.shoot = Shoot at a position.

View File

@@ -438,6 +438,7 @@ editor.waves = Dalgalar:
editor.rules = Kurallar: editor.rules = Kurallar:
editor.generation = Oluşum: editor.generation = Oluşum:
editor.objectives = Görevler: editor.objectives = Görevler:
editor.locales = Locale Bundles
editor.ingame = Oyun içinde düzenle editor.ingame = Oyun içinde düzenle
editor.playtest = Test Et editor.playtest = Test Et
editor.publish.workshop = Atölyede Yayınla editor.publish.workshop = Atölyede Yayınla
@@ -505,6 +506,7 @@ editor.errorlegacy = Bu harita çok eski ve artık desteklenmeyen bir legacy har
editor.errornot = Bu bir harita dosyası değil. editor.errornot = Bu bir harita dosyası değil.
editor.errorheader = Bu harita dosyası geçerli değil ya da bozuk. editor.errorheader = Bu harita dosyası geçerli değil ya da bozuk.
editor.errorname = Haritanın ismi yok!?! Bir kayıt dosyası mı yüklemeye çalışıyorsunuz? editor.errorname = Haritanın ismi yok!?! Bir kayıt dosyası mı yüklemeye çalışıyorsunuz?
editor.errorlocales = Error reading invalid locale bundles.
editor.update = Güncelle editor.update = Güncelle
editor.randomize = Rastgele Yap editor.randomize = Rastgele Yap
editor.moveup = Yukarı Kaydır editor.moveup = Yukarı Kaydır
@@ -516,6 +518,7 @@ editor.sectorgenerate = Sektör Oluştur
editor.resize = Yeniden Boyutlandır editor.resize = Yeniden Boyutlandır
editor.loadmap = Harita Yükle editor.loadmap = Harita Yükle
editor.savemap = Haritayı Kaydet editor.savemap = Haritayı Kaydet
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
editor.saved = Kaydedildi! editor.saved = Kaydedildi!
editor.save.noname = Haritanın bir ismi yok! 'Harita bilgileri' menüsünden bir isim seç. editor.save.noname = Haritanın bir ismi yok! 'Harita bilgileri' menüsünden bir isim seç.
editor.save.overwrite = Haritan bir yerleşik haritayla örtüşüyor! 'Harita bilgileri' menüsünden farklı bir isim seç. editor.save.overwrite = Haritan bir yerleşik haritayla örtüşüyor! 'Harita bilgileri' menüsünden farklı bir isim seç.
@@ -602,6 +605,23 @@ filter.option.floor2 = İkincil Duvar
filter.option.threshold2 = İkincil Eşik filter.option.threshold2 = İkincil Eşik
filter.option.radius = Yarıçap filter.option.radius = Yarıçap
filter.option.percentile = Yüzdelik filter.option.percentile = Yüzdelik
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
locales.deletelocale = Are you sure you want to delete this locale bundle?
locales.applytoall = Apply Changes To All Locales
locales.addtoother = Add To Other Locales
locales.rollback = Rollback to last applied
locales.filter = Property filter
locales.searchname = Search name...
locales.searchvalue = Search value...
locales.searchlocale = Search locale...
locales.byname = By name
locales.byvalue = By value
locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
locales.showmissing = Show properties that are missing in some locales
locales.showsame = Show properties that have same values in different locales
locales.viewproperty = View in all locales
locales.viewing = Viewing property "{0}"
locales.addicon = Add Icon
width = En: width = En:
height = Boy: height = Boy:
@@ -2236,6 +2256,7 @@ unit.emanate.description = Akropolis Merkezini korumak için binalar inşa eder.
lst.read = Bağlı hafıza kutusundaki numarayı okur. lst.read = Bağlı hafıza kutusundaki numarayı okur.
lst.write = Bağlı hafıza kutuaundaki numaraya yazar. lst.write = Bağlı hafıza kutuaundaki numaraya yazar.
lst.print = Yazı yazar. lst.print = Yazı yazar.
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
lst.draw = Ekrana Çizer. lst.draw = Ekrana Çizer.
lst.drawflush = Ekrana Çizimi Aktarır. lst.drawflush = Ekrana Çizimi Aktarır.
lst.printflush = Mesaj bloğuna metnini aktarır, lst.printflush = Mesaj bloğuna metnini aktarır,
@@ -2273,6 +2294,7 @@ lst.effect = Parçacık efekti oluştur.
lst.sync = Ağ boyunca bir değişkeni senkronize et.\nSaniyede en fazla 10 kere yapılabilir. lst.sync = Ağ boyunca bir değişkeni senkronize et.\nSaniyede en fazla 10 kere yapılabilir.
lst.makemarker = Dünyada yeni bir İşlemci İşareti koy.\nBu İşarete bir Kimlik adamalısın.\nDünya başına 20.000 limit bulunmakta. 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.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.
logic.nounitbuild = [red]Birim İnşası Yasak! logic.nounitbuild = [red]Birim İnşası Yasak!

View File

@@ -440,6 +440,7 @@ editor.waves = Хвилі
editor.rules = Правила editor.rules = Правила
editor.generation = Генерація editor.generation = Генерація
editor.objectives = Завдання editor.objectives = Завдання
editor.locales = Locale Bundles
editor.ingame = Редагувати в грі editor.ingame = Редагувати в грі
editor.playtest = Протестувати в грі editor.playtest = Протестувати в грі
editor.publish.workshop = Опублікувати в Майстерні Steam editor.publish.workshop = Опублікувати в Майстерні Steam
@@ -507,6 +508,7 @@ editor.errorlegacy = Ця мапа занадто стара і використ
editor.errornot = Це не мапа. editor.errornot = Це не мапа.
editor.errorheader = Цей файл мапи недійсний або пошкоджений. editor.errorheader = Цей файл мапи недійсний або пошкоджений.
editor.errorname = Мапа не має назви. Може, ви намагаєтеся завантажити збереження? editor.errorname = Мапа не має назви. Може, ви намагаєтеся завантажити збереження?
editor.errorlocales = Error reading invalid locale bundles.
editor.update = Оновити editor.update = Оновити
editor.randomize = Випадково editor.randomize = Випадково
editor.moveup = Підняти вище editor.moveup = Підняти вище
@@ -518,6 +520,7 @@ editor.sectorgenerate = Згенерувати сектор
editor.resize = Змінити\nрозмір editor.resize = Змінити\nрозмір
editor.loadmap = Завантажити мапу editor.loadmap = Завантажити мапу
editor.savemap = Зберегти мапу editor.savemap = Зберегти мапу
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
editor.saved = Збережено! editor.saved = Збережено!
editor.save.noname = Ваша мапа не має назви! Установіть його в «Інформація про мапу». editor.save.noname = Ваша мапа не має назви! Установіть його в «Інформація про мапу».
editor.save.overwrite = Ваша мапа перезаписує вбудовану мапу! Виберіть іншу назву в «Інформація про мапу». editor.save.overwrite = Ваша мапа перезаписує вбудовану мапу! Виберіть іншу назву в «Інформація про мапу».
@@ -605,6 +608,23 @@ filter.option.floor2 = Друга поверхня
filter.option.threshold2 = Вторинний граничний поріг filter.option.threshold2 = Вторинний граничний поріг
filter.option.radius = Радіус filter.option.radius = Радіус
filter.option.percentile = Спад filter.option.percentile = Спад
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
locales.deletelocale = Are you sure you want to delete this locale bundle?
locales.applytoall = Apply Changes To All Locales
locales.addtoother = Add To Other Locales
locales.rollback = Rollback to last applied
locales.filter = Property filter
locales.searchname = Search name...
locales.searchvalue = Search value...
locales.searchlocale = Search locale...
locales.byname = By name
locales.byvalue = By value
locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
locales.showmissing = Show properties that are missing in some locales
locales.showsame = Show properties that have same values in different locales
locales.viewproperty = View in all locales
locales.viewing = Viewing property "{0}"
locales.addicon = Add Icon
width = Ширина: width = Ширина:
height = Висота: height = Висота:
@@ -2263,6 +2283,7 @@ unit.emanate.description = Англійська назва: Emanate\nБудує
lst.read = Зчитує число із з’єднаної комірки пам’яті. lst.read = Зчитує число із з’єднаної комірки пам’яті.
lst.write = Записує числу у з’єднану комірку пам’яті. lst.write = Записує числу у з’єднану комірку пам’яті.
lst.print = Додайте текст до буфера друку.\nНічого не відображає, поки [accent]Print Flush[] використовується. lst.print = Додайте текст до буфера друку.\nНічого не відображає, поки [accent]Print Flush[] використовується.
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
lst.draw = Додає операцію до буфера рисунка.\nНічого не відображає, поки [accent]Draw Flush[] використовується. lst.draw = Додає операцію до буфера рисунка.\nНічого не відображає, поки [accent]Draw Flush[] використовується.
lst.drawflush = Скидає буфер операцій [accent]Draw[] на дисплей. lst.drawflush = Скидає буфер операцій [accent]Draw[] на дисплей.
lst.printflush = Скидає буфер операцій [accent]Print[] у блок «Повідомлення». lst.printflush = Скидає буфер операцій [accent]Print[] у блок «Повідомлення».
@@ -2300,6 +2321,7 @@ lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.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.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.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.
logic.nounitbuild = [red]Будування за допомогою процесорів заборено. logic.nounitbuild = [red]Будування за допомогою процесорів заборено.

View File

@@ -439,6 +439,7 @@ editor.waves = Lượt:
editor.rules = Luật: editor.rules = Luật:
editor.generation = Cấu trúc: editor.generation = Cấu trúc:
editor.objectives = Mục tiêu editor.objectives = Mục tiêu
editor.locales = Locale Bundles
editor.ingame = Chỉnh sửa trong trò chơi editor.ingame = Chỉnh sửa trong trò chơi
editor.playtest = Chơi thử editor.playtest = Chơi thử
editor.publish.workshop = Xuất bản lên Workshop editor.publish.workshop = Xuất bản lên Workshop
@@ -506,6 +507,7 @@ editor.errorlegacy = Bản đồ này quá cũ, và sử dụng định dạng b
editor.errornot = Đây không phải là tệp bản đồ. editor.errornot = Đây không phải là tệp bản đồ.
editor.errorheader = Tệp bản đồ này không hợp lệ hoặc bị hỏng. editor.errorheader = Tệp bản đồ này không hợp lệ hoặc bị hỏng.
editor.errorname = Bản đồ không có tên được xác định. Bạn đang cố gắng tải một bản lưu? editor.errorname = Bản đồ không có tên được xác định. Bạn đang cố gắng tải một bản lưu?
editor.errorlocales = Error reading invalid locale bundles.
editor.update = Cập nhật editor.update = Cập nhật
editor.randomize = Ngẫu nhiên editor.randomize = Ngẫu nhiên
editor.moveup = Di chuyển lên editor.moveup = Di chuyển lên
@@ -517,6 +519,7 @@ editor.sectorgenerate = Tạo ra khu vực
editor.resize = Thay đổi kích thước editor.resize = Thay đổi kích thước
editor.loadmap = Mở bản đồ editor.loadmap = Mở bản đồ
editor.savemap = Lưu bản đồ editor.savemap = Lưu bản đồ
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
editor.saved = Đã lưu! editor.saved = Đã lưu!
editor.save.noname = Bản đồ của bạn không có tên! Hãy đặt một cái tên trong 'Thông tin bản đồ'. editor.save.noname = Bản đồ của bạn không có tên! Hãy đặt một cái tên trong 'Thông tin bản đồ'.
editor.save.overwrite = Bản đồ của bạn ghi đè lên một bản đồ đã có sẵn! Hãy chọn một cái tên khác trong 'Thông tin bản đồ'. editor.save.overwrite = Bản đồ của bạn ghi đè lên một bản đồ đã có sẵn! Hãy chọn một cái tên khác trong 'Thông tin bản đồ'.
@@ -603,6 +606,23 @@ filter.option.floor2 = Nền phụ
filter.option.threshold2 = Ngưỡng phụ filter.option.threshold2 = Ngưỡng phụ
filter.option.radius = Bán kính filter.option.radius = Bán kính
filter.option.percentile = Phần trăm filter.option.percentile = Phần trăm
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
locales.deletelocale = Are you sure you want to delete this locale bundle?
locales.applytoall = Apply Changes To All Locales
locales.addtoother = Add To Other Locales
locales.rollback = Rollback to last applied
locales.filter = Property filter
locales.searchname = Search name...
locales.searchvalue = Search value...
locales.searchlocale = Search locale...
locales.byname = By name
locales.byvalue = By value
locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
locales.showmissing = Show properties that are missing in some locales
locales.showsame = Show properties that have same values in different locales
locales.viewproperty = View in all locales
locales.viewing = Viewing property "{0}"
locales.addicon = Add Icon
width = Chiều rộng: width = Chiều rộng:
height = Chiều cao: height = Chiều cao:
@@ -2237,6 +2257,7 @@ unit.emanate.description = Xây công trình để phòng thủ lõi Acropolis.
lst.read = Đọc một số từ bộ nhớ được liên kết. lst.read = Đọc một số từ bộ nhớ được liên kết.
lst.write = Ghi một số vào bộ nhớ được liên kết. lst.write = Ghi một số vào bộ nhớ được liên kết.
lst.print = Thêm văn bản vào bộ nhớ in.\nKhông hiển thị gì cho đến khi sử dụng [accent]Print Flush[]. lst.print = Thêm văn bản vào bộ nhớ in.\nKhông hiển thị gì cho đến khi sử dụng [accent]Print Flush[].
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
lst.draw = Thêm một thao tác vào bộ nhớ vẽ.\nKhông hiển thị gì cho đến khi sử dụng [accent]Draw Flush[]. lst.draw = Thêm một thao tác vào bộ nhớ vẽ.\nKhông hiển thị gì cho đến khi sử dụng [accent]Draw Flush[].
lst.drawflush = Chuyển các thao tác [accent]Draw[] đến màn hình. lst.drawflush = Chuyển các thao tác [accent]Draw[] đến màn hình.
lst.printflush = Chuyển các thao tác [accent]Print[] đến khối tin nhắn. lst.printflush = Chuyển các thao tác [accent]Print[] đến khối tin nhắn.
@@ -2274,6 +2295,7 @@ lst.effect = Tạo một phần hiệu ứng nhỏ.
lst.sync = Đồng bộ giá trị biến qua mạng.\nChỉ gọi tối đa 10 lần mỗi giây. lst.sync = Đồng bộ giá trị biến qua mạng.\nChỉ gọi tối đa 10 lần mỗi giây.
lst.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.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.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.
logic.nounitbuild = [red]Lô-gíc xây dựng đơn vị không được phép ở đây. logic.nounitbuild = [red]Lô-gíc xây dựng đơn vị không được phép ở đây.

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@@ -441,6 +441,7 @@ editor.waves = 波次
editor.rules = 规则 editor.rules = 规则
editor.generation = 生成 editor.generation = 生成
editor.objectives = 目标 editor.objectives = 目标
editor.locales = Locale Bundles
editor.ingame = 游戏内编辑 editor.ingame = 游戏内编辑
editor.playtest = 游戏内测试 editor.playtest = 游戏内测试
editor.publish.workshop = 上传到创意工坊 editor.publish.workshop = 上传到创意工坊
@@ -508,6 +509,7 @@ editor.errorlegacy = 此地图太旧了,旧的地图格式已不再支持。
editor.errornot = 这不是地图文件。 editor.errornot = 这不是地图文件。
editor.errorheader = 此地图文件无效或已损坏。 editor.errorheader = 此地图文件无效或已损坏。
editor.errorname = 地图没有定义名称。 加载的可能是存档文件? editor.errorname = 地图没有定义名称。 加载的可能是存档文件?
editor.errorlocales = Error reading invalid locale bundles.
editor.update = 更新 editor.update = 更新
editor.randomize = 重新生成 editor.randomize = 重新生成
editor.moveup = 上移 editor.moveup = 上移
@@ -519,6 +521,7 @@ editor.sectorgenerate = 生成区块
editor.resize = 改变尺寸 editor.resize = 改变尺寸
editor.loadmap = 载入地图 editor.loadmap = 载入地图
editor.savemap = 保存地图 editor.savemap = 保存地图
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
editor.saved = 已保存! editor.saved = 已保存!
editor.save.noname = 您还没有指定地图的名称!在“地图信息”菜单里设置一个名称。 editor.save.noname = 您还没有指定地图的名称!在“地图信息”菜单里设置一个名称。
editor.save.overwrite = 您正试图覆盖一张内置地图!在“地图信息”菜单里重新设置一个其他的名称。 editor.save.overwrite = 您正试图覆盖一张内置地图!在“地图信息”菜单里重新设置一个其他的名称。
@@ -606,6 +609,23 @@ filter.option.floor2 = 内层地形
filter.option.threshold2 = 内层比例 filter.option.threshold2 = 内层比例
filter.option.radius = 半径 filter.option.radius = 半径
filter.option.percentile = 百分比 filter.option.percentile = 百分比
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
locales.deletelocale = Are you sure you want to delete this locale bundle?
locales.applytoall = Apply Changes To All Locales
locales.addtoother = Add To Other Locales
locales.rollback = Rollback to last applied
locales.filter = Property filter
locales.searchname = Search name...
locales.searchvalue = Search value...
locales.searchlocale = Search locale...
locales.byname = By name
locales.byvalue = By value
locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
locales.showmissing = Show properties that are missing in some locales
locales.showsame = Show properties that have same values in different locales
locales.viewproperty = View in all locales
locales.viewing = Viewing property "{0}"
locales.addicon = Add Icon
width = 宽度: width = 宽度:
height = 高度: height = 高度:
@@ -2262,6 +2282,7 @@ unit.emanate.description = 保护卫城核心,可建造建筑。 使用一对
lst.read = 从连接的内存读取数字 lst.read = 从连接的内存读取数字
lst.write = 向连接的内存写入数字 lst.write = 向连接的内存写入数字
lst.print = 添加文字到打印缓存\n使用[accent]Print Flush[]后才会真正显示 lst.print = 添加文字到打印缓存\n使用[accent]Print Flush[]后才会真正显示
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
lst.draw = 添加绘图操作到绘图缓存\n使用[accent]Draw Flush[]后才会真正显示 lst.draw = 添加绘图操作到绘图缓存\n使用[accent]Draw Flush[]后才会真正显示
lst.drawflush = 将绘图缓存中的[accent]Draw[]队列刷新到显示屏 lst.drawflush = 将绘图缓存中的[accent]Draw[]队列刷新到显示屏
lst.printflush = 将打印缓存中的[accent]Print[]队列刷新到信息板 lst.printflush = 将打印缓存中的[accent]Print[]队列刷新到信息板
@@ -2299,6 +2320,7 @@ lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.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.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.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.
logic.nounitbuild = [red]此处不允许处理器操控单位去建设 logic.nounitbuild = [red]此处不允许处理器操控单位去建设

View File

@@ -438,6 +438,7 @@ editor.waves = 波次:
editor.rules = 規則: editor.rules = 規則:
editor.generation = 自動生成: editor.generation = 自動生成:
editor.objectives = Objectives editor.objectives = Objectives
editor.locales = Locale Bundles
editor.ingame = 在遊戲中編輯 editor.ingame = 在遊戲中編輯
editor.playtest = 測試 editor.playtest = 測試
editor.publish.workshop = 在工作坊上發佈 editor.publish.workshop = 在工作坊上發佈
@@ -505,6 +506,7 @@ editor.errorlegacy = 此地圖太舊,並使用不支援的舊地圖格式。
editor.errornot = 這不是地圖檔。 editor.errornot = 這不是地圖檔。
editor.errorheader = 此地圖檔無效或已損毀。 editor.errorheader = 此地圖檔無效或已損毀。
editor.errorname = 地圖沒有定義名稱。 editor.errorname = 地圖沒有定義名稱。
editor.errorlocales = Error reading invalid locale bundles.
editor.update = 更新 editor.update = 更新
editor.randomize = 隨機化 editor.randomize = 隨機化
editor.moveup = Move Up editor.moveup = Move Up
@@ -516,6 +518,7 @@ editor.sectorgenerate = 產生地區
editor.resize = 調整大小 editor.resize = 調整大小
editor.loadmap = 載入地圖 editor.loadmap = 載入地圖
editor.savemap = 儲存地圖 editor.savemap = 儲存地圖
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
editor.saved = 已儲存! editor.saved = 已儲存!
editor.save.noname = 您的地圖沒有名稱!在「地圖資訊」畫面設定一個名稱。 editor.save.noname = 您的地圖沒有名稱!在「地圖資訊」畫面設定一個名稱。
editor.save.overwrite = 您的地圖覆寫了內建的地圖!在「地圖資訊」畫面設定其他名稱。 editor.save.overwrite = 您的地圖覆寫了內建的地圖!在「地圖資訊」畫面設定其他名稱。
@@ -603,6 +606,23 @@ filter.option.floor2 = 次要地板
filter.option.threshold2 = 次要閾值 filter.option.threshold2 = 次要閾值
filter.option.radius = 半徑 filter.option.radius = 半徑
filter.option.percentile = 百分比 filter.option.percentile = 百分比
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
locales.deletelocale = Are you sure you want to delete this locale bundle?
locales.applytoall = Apply Changes To All Locales
locales.addtoother = Add To Other Locales
locales.rollback = Rollback to last applied
locales.filter = Property filter
locales.searchname = Search name...
locales.searchvalue = Search value...
locales.searchlocale = Search locale...
locales.byname = By name
locales.byvalue = By value
locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
locales.showmissing = Show properties that are missing in some locales
locales.showsame = Show properties that have same values in different locales
locales.viewproperty = View in all locales
locales.viewing = Viewing property "{0}"
locales.addicon = Add Icon
width = 寬度: width = 寬度:
height = 長度: height = 長度:
@@ -2248,6 +2268,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
lst.read = [accent]讀取[]記憶體中的一項數值 lst.read = [accent]讀取[]記憶體中的一項數值
lst.write = [accent]寫入[]一項數值到記憶體中 lst.write = [accent]寫入[]一項數值到記憶體中
lst.print = 將文字加入輸出的暫存中,搭配[accent]Print Flush[], [accent]Flush message[]使用 lst.print = 將文字加入輸出的暫存中,搭配[accent]Print Flush[], [accent]Flush message[]使用
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
lst.draw = 將圖形加入顯示的暫存中,搭配[accent]Draw Flush[]使用 lst.draw = 將圖形加入顯示的暫存中,搭配[accent]Draw Flush[]使用
lst.drawflush = 將所有暫存的[accent]Draw[]指令推到顯示器上 lst.drawflush = 將所有暫存的[accent]Draw[]指令推到顯示器上
lst.printflush = 將所有暫存的[accent]Print[]指令推到訊息板上 lst.printflush = 將所有暫存的[accent]Print[]指令推到訊息板上
@@ -2285,6 +2306,7 @@ lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.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.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.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.
logic.nounitbuild = [red]單位建造邏輯已被禁止。 logic.nounitbuild = [red]單位建造邏輯已被禁止。

View File

@@ -587,3 +587,4 @@
63095=ranai|ranai 63095=ranai|ranai
63094=cat|cat 63094=cat|cat
63093=world-switch|block-world-switch-ui 63093=world-switch|block-world-switch-ui
63092=dynamic|status-dynamic-ui

Binary file not shown.

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@@ -146,7 +146,7 @@ public class SoundControl{
if(state.isMenu()){ if(state.isMenu()){
silenced = false; silenced = false;
if(ui.planet.isShown()){ if(ui.planet.isShown()){
play(Musics.launch); play(ui.planet.state.planet.launchMusic);
}else if(ui.editor.isShown()){ }else if(ui.editor.isShown()){
play(Musics.editor); play(Musics.editor);
}else{ }else{

View File

@@ -332,6 +332,13 @@ public class Control implements ApplicationListener, Loadable{
void createPlayer(){ void createPlayer(){
player = Player.create(); player = Player.create();
player.name = Core.settings.getString("name"); player.name = Core.settings.getString("name");
String locale = Core.settings.getString("locale");
if(locale.equals("default")){
locale = Locale.getDefault().toString();
}
player.locale = locale;
player.color.set(Core.settings.getInt("color-0")); player.color.set(Core.settings.getInt("color-0"));
if(mobile){ if(mobile){

View File

@@ -36,6 +36,8 @@ public class GameState{
public GameStats stats = new GameStats(); public GameStats stats = new GameStats();
/** Markers not linked to objectives. Controlled by world processors. */ /** Markers not linked to objectives. Controlled by world processors. */
public IntMap<ObjectiveMarker> markers = new IntMap<>(); public IntMap<ObjectiveMarker> markers = new IntMap<>();
/** Locale-specific string bundles of current map */
public MapLocales mapLocales = new MapLocales();
/** Global attributes of the environment, calculated by weather. */ /** Global attributes of the environment, calculated by weather. */
public Attributes envAttrs = new Attributes(); public Attributes envAttrs = new Attributes();
/** Team data. Gets reset every new game. */ /** Team data. Gets reset every new game. */

View File

@@ -24,6 +24,7 @@ import mindustry.gen.*;
import mindustry.graphics.*; import mindustry.graphics.*;
import mindustry.io.*; import mindustry.io.*;
import mindustry.maps.*; import mindustry.maps.*;
import mindustry.type.*;
import mindustry.ui.*; import mindustry.ui.*;
import mindustry.ui.dialogs.*; import mindustry.ui.dialogs.*;
import mindustry.world.*; import mindustry.world.*;

View File

@@ -7,6 +7,7 @@ import mindustry.game.*;
import mindustry.gen.*; import mindustry.gen.*;
import mindustry.io.*; import mindustry.io.*;
import mindustry.maps.filters.*; import mindustry.maps.filters.*;
import mindustry.type.*;
import mindustry.ui.*; import mindustry.ui.*;
import mindustry.ui.dialogs.*; import mindustry.ui.dialogs.*;
@@ -17,6 +18,7 @@ public class MapInfoDialog extends BaseDialog{
private final MapGenerateDialog generate; private final MapGenerateDialog generate;
private final CustomRulesDialog ruleInfo = new CustomRulesDialog(); private final CustomRulesDialog ruleInfo = new CustomRulesDialog();
private final MapObjectivesDialog objectives = new MapObjectivesDialog(); private final MapObjectivesDialog objectives = new MapObjectivesDialog();
private final MapLocalesDialog locales = new MapLocalesDialog();
public MapInfoDialog(){ public MapInfoDialog(){
super("@editor.mapinfo"); super("@editor.mapinfo");
@@ -94,6 +96,19 @@ public class MapInfoDialog extends BaseDialog{
}); });
hide(); hide();
}).marginLeft(10f); }).marginLeft(10f);
r.row();
r.button("@editor.locales", Icon.fileText, style, () -> {
try{
MapLocales res = JsonIO.read(MapLocales.class, editor.tags.get("locales", "{}"));
locales.show(res);
}catch(Throwable e){
locales.show(new MapLocales());
ui.showException(e);
}
hide();
}).marginLeft(10f).width(0f).colspan(2).center().growX();
}).colspan(2).center(); }).colspan(2).center();
name.change(); name.change();

View File

@@ -0,0 +1,758 @@
package mindustry.editor;
import arc.Core;
import arc.func.*;
import arc.graphics.*;
import arc.scene.style.*;
import arc.scene.ui.*;
import arc.scene.ui.layout.*;
import arc.scene.utils.*;
import arc.struct.*;
import mindustry.*;
import mindustry.ctype.*;
import mindustry.game.*;
import mindustry.gen.*;
import mindustry.graphics.*;
import mindustry.io.*;
import mindustry.type.*;
import mindustry.ui.*;
import mindustry.ui.dialogs.*;
import static mindustry.Vars.*;
public class MapLocalesDialog extends BaseDialog{
/** Width of UI property card. */
private static final float cardWidth = 400f;
/** Icons for use in map locales dialog. */
private static final ContentType[] contentIcons = {ContentType.item, ContentType.block, ContentType.liquid, ContentType.status, ContentType.unit};
private MapLocales locales;
private MapLocales lastSaved;
private boolean saved = true;
private Table langs;
private Table main;
private Table propView;
private String selectedLocale;
private boolean applytoall = true;
private boolean collapsed = false;
private String searchString = "";
private boolean searchByValue = false;
private boolean showCorrect = true;
private boolean showMissing = true;
private boolean showSame = true;
public MapLocalesDialog(){
super("@editor.locales");
selectedLocale = MapLocales.currentLocale();
langs = new Table(Tex.button);
main = new Table();
propView = new Table();
buttons.add("").uniform();
buttons.table(t -> {
t.defaults().pad(3).center();
t.button("@back", Icon.left, () -> {
if(!saved) ui.showConfirm("@editor.locales", "@editor.savechanges", () -> {
editor.tags.put("locales", JsonIO.write(locales));
state.mapLocales = locales;
});
hide();
}).size(210f, 64f);
closeOnBack(() -> {
if(!saved) ui.showConfirm("@editor.locales", "@editor.savechanges", () -> {
editor.tags.put("locales", JsonIO.write(locales));
state.mapLocales = locales;
});
});
t.button("@editor.apply", Icon.ok, () -> {
editor.tags.put("locales", JsonIO.write(locales));
state.mapLocales = locales;
lastSaved = locales.copy();
saved = true;
}).size(210f, 64f).disabled(b -> saved);
t.button("@edit", Icon.edit, this::editDialog).size(210f, 64f);
}).growX();
buttons.button("?", () -> ui.showInfo("@locales.info")).size(60f, 64f).uniform();
shown(this::setup);
}
public void show(MapLocales locales){
this.locales = locales;
lastSaved = locales.copy();
saved = true;
show();
}
private void setup(){
cont.clear();
buildTables();
cont.add(langs).left();
cont.table(t -> {
// search/collapse all/filter
t.table(a -> {
a.button(Icon.downOpen, Styles.emptyTogglei, () -> {
collapsed = !collapsed;
buildMain();
}).update(b -> {
b.replaceImage(new Image(collapsed ? Icon.upOpen : Icon.downOpen));
b.setChecked(collapsed);
}).size(35f);
a.button(Icon.filter, Styles.emptyi, () -> filterDialog(this::buildMain)).padLeft(10f).size(35f);
var field = a.field("", v -> {
searchString = v;
buildMain();
}).update(f -> f.setText(searchString)).maxTextLength(64).padLeft(10f).width(250f).update(f -> f.setMessageText(searchByValue ? "@locales.searchvalue": "@locales.searchname")).get();
a.button(Icon.cancel, Styles.emptyi, () -> {
searchString = "";
field.setText("");
buildMain();
}).padLeft(10f).size(35f);
}).row();
t.check("@locales.applytoall", applytoall, b -> applytoall = b).pad(10f).row();
t.add(main).center().grow().row();
}).pad(10f).grow();
// property addition
cont.table(Tex.button, t -> {
TextField name = t.field("name", s -> {}).maxTextLength(64).fillX().padTop(10f).get();
t.row();
TextField value = t.area("text", s -> {}).maxTextLength(1000).fillX().height(140f).get();
t.row();
t.button("@add", Icon.add, () -> {
if(applytoall){
for(var locale : locales.values()){
locale.put(name.getText(), value.getText());
}
}else{
locales.get(selectedLocale).put(name.getText(), value.getText());
}
saved = false;
buildMain();
}).padTop(10f).size(400f, 50f).fillX().row();
}).right();
}
private void buildTables(){
if(!locales.containsKey(selectedLocale)){
locales.put(selectedLocale, new StringMap());
}
buildLocalesTable();
buildMain();
}
private void buildLocalesTable(){
langs.clear();
langs.pane(p -> {
for(var loc : Vars.locales){
String name = loc.toString();
if(locales.containsKey(name)){
p.button(loc.getDisplayName(), Styles.flatTogglet, () -> {
if(name.equals(selectedLocale)) return;
selectedLocale = name;
buildTables();
}).update(b -> b.setChecked(selectedLocale.equals(name))).size(300f, 50f);
p.button(Icon.edit, Styles.flati, () -> localeEditDialog(name)).size(50f);
p.button(Icon.trash, Styles.flati, () -> ui.showConfirm("@confirm", "@locales.deletelocale", () -> {
locales.remove(name);
selectedLocale = (locales.size != 0 ? locales.keys().next() : Core.settings.getString("locale"));
saved = false;
buildTables();
})).size(50f).row();
}
}
}).row();
langs.button("@add", Icon.add, this::addLocaleDialog).padTop(10f).width(400f);
}
private void buildMain(){
main.clear();
StringMap props = locales.get(selectedLocale);
main.image().color(Pal.gray).height(3f).growX().expandY().top().row();
main.pane(p -> {
int cols = (Core.graphics.getWidth() - 380) / ((int)cardWidth + 10);
if(props.size == 0 || cols == 0){
main.add("@empty").center().row();
return;
}
p.defaults().top();
Table[] colTables = new Table[cols];
for(var i = 0; i < cols; i++){
colTables[i] = new Table();
}
int i = 0;
// To sort properties in alphabetic order
Seq<String> keys = props.keys().toSeq().sort();
for(var key : keys){
var comparsionString = (searchByValue ? props.get(key).toLowerCase() : key.toLowerCase());
if(!searchString.isEmpty() && !comparsionString.contains(searchString.toLowerCase())) continue;
PropertyStatus status = getPropertyStatus(key, props.get(key), selectedLocale, false);
if(status == PropertyStatus.correct && !showCorrect) continue;
if(status == PropertyStatus.missing && !showMissing) continue;
if(status == PropertyStatus.same && !showSame) continue;
colTables[i].table(Tex.whitePane, t -> {
boolean[] shown = {!collapsed};
String[] propKey = {key};
String[] propValue = {props.get(key)};
// collapse button
t.button(Icon.downOpen, Styles.emptyTogglei, () -> shown[0] = !shown[0]).update(b -> {
b.replaceImage(new Image(shown[0] ? Icon.upOpen : Icon.downOpen));
b.setChecked(shown[0]);
}).size(35f);
// property name field
t.field(propKey[0], (f, c) -> c != '=' && c != ':', v -> {
if(props.containsKey(v)){
t.setColor(Color.valueOf("f25555"));
return;
}
if(applytoall){
for(var bundle : locales.values()){
if(!bundle.containsKey(v)){
String value = bundle.get(propKey[0]);
if(value == null) continue;
bundle.remove(propKey[0]);
bundle.put(v, value);
}
}
}else{
if(!props.containsKey(v)){
props.remove(propKey[0]);
props.put(v, propValue[0]);
}
}
propKey[0] = v;
updateCard(t, v, propValue[0]);
saved = false;
}).maxTextLength(64).width(cardWidth - 125f);
// remove button
t.button(Icon.trash, Styles.emptyi, () -> {
if(applytoall){
for(var bundle : locales.values()){
bundle.remove(propKey[0]);
}
}else{
props.remove(propKey[0]);
}
saved = false;
buildMain();
}).size(35f);
// more actions
t.button(Icon.edit, Styles.emptyi, () -> propEditDialog(t, propKey[0], propValue[0])).size(35f).row();
// property value area
t.collapser(c -> c.area(propValue[0], v -> {
props.put(propKey[0], v);
updateCard(t, propKey[0], v);
saved = false;
}).maxTextLength(1000).height(140f).update(a -> {
propValue[0] = props.get(propKey[0]);
a.setText(props.get(propKey[0]));
}).growX(), () -> shown[0]).colspan(4).growX();
updateCard(t, propKey[0], propValue[0]);
}).top().width(cardWidth).pad(5f).row();
i = ++i % cols;
}
if(!colTables[0].hasChildren()){
main.add("@empty").center().row();
}else{
p.add(colTables);
}
}).growX().row();
main.image().color(Pal.gray).height(3f).growX().expandY().bottom().row();
}
private void updateCard(Table table, String propKey, String propValue){
updateCard(table, propKey, propValue, selectedLocale, false);
}
private void updateCard(Table table, String propKey, String propValue, String locale, boolean viewCard){
switch(getPropertyStatus(propKey, propValue, locale, viewCard)){
case missing -> table.setColor(Pal.accent);
case same -> table.setColor(Pal.techBlue);
case correct -> table.setColor(Pal.gray);
}
}
// Property statuses for main dialog and property view dialog are a bit different
private PropertyStatus getPropertyStatus(String propKey, String propValue, String locale, boolean forView){
if(forView && propValue == null) return PropertyStatus.missing;
for(var bundle : locales.entries()){
if(!forView && bundle.key.equals(selectedLocale)) continue;
if(forView && bundle.key.equals(locale)) continue;
StringMap props = bundle.value;
if(!props.containsKey(propKey)){
if(!forView) return PropertyStatus.missing;
}else{
if(props.get(propKey).equals(propValue)){
return PropertyStatus.same;
}
}
}
return PropertyStatus.correct;
}
private void addLocaleDialog(){
BaseDialog dialog = new BaseDialog("@add");
dialog.cont.pane(t -> {
for(var loc : Vars.locales){
String name = loc.toString();
if(!locales.containsKey(name)){
t.button(loc.getDisplayName(), Styles.flatTogglet, () -> {
if(name.equals(selectedLocale)) return;
locales.put(name, new StringMap());
selectedLocale = name;
saved = false;
buildTables();
dialog.hide();
}).update(b -> b.setChecked(selectedLocale.equals(name))).size(400f, 50f).row();
}
}
});
dialog.addCloseButton();
dialog.show();
}
private void propEditDialog(Table card, String key, String value){
BaseDialog dialog = new BaseDialog("@edit");
dialog.cont.pane(p -> {
p.margin(10f);
p.table(Tex.button, t -> {
t.defaults().size(450f, 60f).left();
t.button("@locales.addtoother", Icon.add, Styles.flatt, () -> {
for(var bundle : locales.values()){
if(!bundle.containsKey(key)){
bundle.put(key, value);
}
}
saved = false;
updateCard(card, key, value);
dialog.hide();
}).marginLeft(12f).row();
t.button("@locales.viewproperty", Icon.zoom, Styles.flatt, () -> {
viewPropertyDialog(key);
dialog.hide();
}).marginLeft(12f).row();
t.button("@locales.addicon", Icon.image, Styles.flatt, () -> {
addIconDialog(res -> {
locales.get(selectedLocale).put(key, value + res);
saved = false;
});
dialog.hide();
}).marginLeft(12f).row();
t.button("@locales.rollback", Icon.undo, Styles.flatt, () -> {
locales.get(selectedLocale).put(key, lastSaved.get(selectedLocale).get(key));
buildTables();
dialog.hide();
}).disabled(b -> {
if(!lastSaved.containsKey(selectedLocale)) return true;
StringMap savedMap = lastSaved.get(selectedLocale);
return !savedMap.containsKey(key) || savedMap.get(key).equals(locales.get(selectedLocale).get(key));
}).marginLeft(12f).row();
});
});
dialog.addCloseButton();
dialog.show();
}
private void localeEditDialog(String locale){
BaseDialog dialog = new BaseDialog("@edit");
dialog.cont.pane(p -> {
p.margin(10f);
p.table(Tex.button, t -> {
t.defaults().size(350f, 60f).left();
t.button("@waves.copy", Icon.copy, Styles.flatt, () -> {
Core.app.setClipboardText(writeLocale(locale));
ui.showInfoFade("@copied");
dialog.hide();
}).marginLeft(12f).row();
t.button("@waves.load", Icon.download, Styles.flatt, () -> {
locales.put(locale, readLocale(Core.app.getClipboardText()));
buildTables();
saved = false;
dialog.hide();
}).disabled(Core.app.getClipboardText() == null).marginLeft(12f).row();
});
});
dialog.addCloseButton();
dialog.show();
}
private void editDialog(){
BaseDialog dialog = new BaseDialog("@edit");
dialog.cont.pane(p -> {
p.margin(10f);
p.table(Tex.button, t -> {
t.defaults().size(450f, 60f).left();
t.button("@waves.copy", Icon.copy, Styles.flatt, () -> {
Core.app.setClipboardText(writeBundles());
ui.showInfoFade("@copied");
dialog.hide();
}).marginLeft(12f).row();
t.button("@waves.load", Icon.download, Styles.flatt, () -> {
locales = readBundles(Core.app.getClipboardText());
buildTables();
saved = false;
dialog.hide();
}).disabled(Core.app.getClipboardText() == null).marginLeft(12f).row();
t.button("@locales.rollback", Icon.undo, Styles.flatt, () -> {
locales = lastSaved.copy();
saved = true;
buildTables();
dialog.hide();
}).disabled(b -> saved).marginLeft(12f).row();
});
});
dialog.addCloseButton();
dialog.show();
}
private void viewPropertyDialog(String key){
BaseDialog dialog = new BaseDialog(Core.bundle.format("locales.viewing", key));
dialog.cont.table(t -> {
t.button(Icon.filter, Styles.emptyi, () -> filterDialog(() -> buildPropView(key))).size(35f);
var field = t.field(searchString, v -> {
searchString = v;
buildPropView(key);
}).update(f -> f.setText(searchString)).maxTextLength(64).padLeft(10f).width(250f).update(f -> f.setMessageText(searchByValue ? "@locales.searchvalue" : "@locales.searchlocale")).get();
t.button(Icon.cancel, Styles.emptyi, () -> {
searchString = "";
field.setText("");
buildPropView(key);
}).padLeft(10f).size(35f);
}).row();
buildPropView(key);
dialog.cont.add(propView).grow().center().row();
dialog.addCloseButton();
dialog.closeOnBack();
dialog.hidden(this::buildMain);
dialog.show();
}
private void buildPropView(String key){
propView.clear();
propView.image().color(Pal.gray).height(3f).fillX().top().row();
propView.pane(p -> {
int cols = (Core.graphics.getWidth() - 100) / ((int)cardWidth + 10);
if(cols == 0){
propView.add("@empty").center().row();
return;
}
p.defaults().top();
Table[] colTables = new Table[cols];
for(var i = 0; i < cols; i++){
colTables[i] = new Table();
}
int i = 0;
for(var loc : Vars.locales){
String name = loc.toString();
if(!locales.containsKey(name)) continue;
PropertyStatus status = getPropertyStatus(key, locales.get(name).get(key), name, true);
if(status == PropertyStatus.correct && !showCorrect) continue;
if(status == PropertyStatus.missing && !showMissing) continue;
if(status == PropertyStatus.same && !showSame) continue;
if(status != PropertyStatus.missing){
var comparsionString = (searchByValue ? locales.get(name).get(key).toLowerCase() : loc.getDisplayName().toLowerCase());
if(!searchString.isEmpty() && !comparsionString.contains(searchString.toLowerCase())) continue;
}
colTables[i].table(Tex.whitePane, t -> {
t.add(loc.getDisplayName()).left().color(Pal.accent).row();
t.image().color(Pal.accent).fillX().row();
if(status == PropertyStatus.missing){
t.table(b ->
b.button("@add", Icon.add, () -> {
locales.get(name).put(key, "moai");
t.getCells().get(2).clearElement();
t.getCells().remove(2);
t.area(locales.get(name).get(key), v -> {
locales.get(name).put(key, v);
saved = false;
}).maxTextLength(1000).height(140f).growX().row();
}).size(160f, 50f)).height(140f).growX().row();
}else{
t.area(locales.get(name).get(key), v -> {
locales.get(name).put(key, v);
saved = false;
}).maxTextLength(1000).height(140f).growX().row();
}
}).update(t -> updateCard(t, key, locales.get(name).get(key), name, true)).top().width(cardWidth).pad(5f).row();
i = ++i % cols;
}
if(!colTables[0].hasChildren()){
propView.add("@empty").center().row();
}else{
p.add(colTables);
}
}).grow().row();
propView.image().color(Pal.gray).height(3f).fillX().bottom().row();
}
private void filterDialog(Runnable hidden){
BaseDialog dialog = new BaseDialog("@locales.filter");
dialog.cont.table(t -> {
t.add("@search").row();
t.table(b -> {
b.button("@locales.byname", Styles.togglet, () -> searchByValue = false).size(300f, 50f).checked(v -> !searchByValue);
b.button("@locales.byvalue", Styles.togglet, () -> searchByValue = true).padLeft(10f).size(300f, 50f).checked(v -> searchByValue);
}).padTop(5f);
}).row();
dialog.cont.table(Tex.whitePane, t ->
t.button("@locales.showcorrect", Icon.ok, Styles.nonet, () -> showCorrect = !showCorrect).update(b -> {
((Image)b.getChildren().get(1)).setDrawable(showCorrect ? Icon.ok : Icon.cancel);
b.setChecked(showCorrect);
}).grow().pad(15f)).size(450f, 100f).color(Pal.gray).padTop(50f);
dialog.cont.row();
dialog.cont.table(Tex.whitePane, t ->
t.button("@locales.showmissing", Icon.ok, Styles.nonet, () -> showMissing = !showMissing).update(b -> {
((Image)b.getChildren().get(1)).setDrawable(showMissing ? Icon.ok : Icon.cancel);
b.setChecked(showMissing);
}).grow().pad(15f)).size(450f, 100f).color(Pal.accent).padTop(50f);
dialog.cont.row();
dialog.cont.table(Tex.whitePane, t ->
t.button("@locales.showsame", Icon.ok, Styles.nonet, () -> showSame = !showSame).update(b -> {
((Image)b.getChildren().get(1)).setDrawable(showSame ? Icon.ok : Icon.cancel);
b.setChecked(showSame);
}).grow().pad(15f)).size(450f, 100f).color(Pal.techBlue).padTop(50f);
dialog.buttons.button("@back", Icon.left, () -> {
hidden.run();
dialog.hide();
}).size(210f, 64f);
dialog.closeOnBack(hidden);
dialog.show();
}
private void addIconDialog(Cons<String> cons){
BaseDialog dialog = new BaseDialog("@locales.addicon");
Table icons = new Table();
TextField search = Elem.newField("", v -> iconsTable(icons, v.replace(" ", "").toLowerCase(), dialog, cons));
search.setMessageText("@search");
dialog.cont.table(t -> {
t.add(search).maxTextLength(64).padLeft(10f).width(250f);
t.button(Icon.cancel, Styles.emptyi, () -> {
search.setText("");
iconsTable(icons, "", dialog, cons);
}).padLeft(10f).size(35f);
}).row();
dialog.cont.pane(icons).scrollX(false);
dialog.resized(true, () -> iconsTable(icons, search.getText().replace(" ", "").toLowerCase(), dialog, cons));
dialog.addCloseButton();
dialog.closeOnBack();
dialog.setFillParent(true);
dialog.show();
}
private void iconsTable(Table table, String search, Dialog dialog, Cons<String> cons){
table.clear();
table.marginRight(19f).marginLeft(12f);
table.defaults().size(48f);
int cols = (int)Math.min(20, Core.graphics.getWidth() / Scl.scl(52f));
int i = 0;
var codes = new ObjectIntMap<>(Iconc.codes);
for(var name : codes.keys()){
if(!name.toLowerCase().contains(search)) codes.remove(name);
}
if(codes.size > 0) table.image().colspan(cols).growX().width(-1f).height(3f).color(Pal.accent).row();
for(var icon : codes){
String res = (char)icon.value + "";
table.button(Icon.icons.get(icon.key), Styles.flati, iconMed, () -> {
cons.get(res);
dialog.hide();
}).tooltip(icon.key);
if(++i % cols == 0) table.row();
}
for(ContentType ctype : contentIcons){
var all = content.getBy(ctype).<UnlockableContent>as().select(u -> u.localizedName.replace(" ", "").toLowerCase().contains(search) && u.uiIcon.found());
table.row();
if(all.size > 0) table.image().colspan(cols).growX().width(-1f).height(3f).color(Pal.accent).row();
i = 0;
for(UnlockableContent u : all){
table.button(new TextureRegionDrawable(u.uiIcon), Styles.flati, iconMed, () -> {
cons.get(u.emoji() + "");
dialog.hide();
}).tooltip(u.localizedName);
if(++i % cols == 0) table.row();
}
}
var teams = new Seq<>(Team.baseTeams);
teams = teams.select(u -> u.localized().toLowerCase().contains(search) && Core.atlas.has("team-" + u.name));
table.row();
if(teams.size > 0) table.image().colspan(cols).growX().width(-1f).height(3f).color(Pal.accent).row();
for(Team team : teams){
var region = Core.atlas.find("team-" + team.name);
table.button(new TextureRegionDrawable(region), Styles.flati, iconMed, () -> {
cons.get(team.emoji);
dialog.hide();
}).tooltip(team.localized());
if(++i % cols == 0) table.row();
}
}
private String writeBundles(){
StringBuilder data = new StringBuilder();
for(var locale : locales.keys()){
data.append(locale).append(":\n").append(writeLocale(locale));
}
return data.toString();
}
private String writeLocale(String key){
StringBuilder data = new StringBuilder();
if(!locales.containsKey(key)) return "";
for(var prop : locales.get(key).entries()){
data.append(prop.key).append(" = ").append(prop.value).append("\n");
}
return data.toString();
}
private MapLocales readBundles(String data){
MapLocales bundles = new MapLocales();
String currentLocale = "";
for(var line : data.split("\\r?\\n|\\r")){
if(line.endsWith(":") && !line.contains("=")){
currentLocale = line.substring(0, line.length() - 1);
bundles.put(currentLocale, new StringMap());
}else{
int sepIndex = line.indexOf(" = ");
if(sepIndex != -1 && !currentLocale.isEmpty()){
bundles.get(currentLocale).put(line.substring(0, sepIndex), line.substring(sepIndex + 3));
}
}
}
return bundles;
}
private StringMap readLocale(String data){
StringMap map = new StringMap();
for(var line : data.split("\\r?\\n|\\r")){
int sepIndex = line.indexOf(" = ");
if(sepIndex != -1){
map.put(line.substring(0, sepIndex), line.substring(sepIndex + 3));
}
}
return map;
}
private enum PropertyStatus{
correct,
missing,
same
}
}

View File

@@ -109,8 +109,8 @@ abstract class BuilderComp implements Posc, Statusc, Teamc, Rotc{
var core = core(); var core = core();
//nothing to build. //nothing to build, or core doesn't exist
if(buildPlan() == null) return; if(buildPlan() == null || (core == null && !infinite)) return;
//find the next build plan //find the next build plan
if(plans.size > 1){ if(plans.size > 1){
@@ -163,7 +163,7 @@ abstract class BuilderComp implements Posc, Statusc, Teamc, Rotc{
} }
//if there is no core to build with or no build entity, stop building! //if there is no core to build with or no build entity, stop building!
if((core == null && !infinite) || !(tile.build instanceof ConstructBuild entity)){ if(!(tile.build instanceof ConstructBuild entity)){
continue; continue;
} }

View File

@@ -40,6 +40,8 @@ public class WeaponMount{
public int totalShots; public int totalShots;
/** counter for which barrel bullets have been fired from; used for alternating patterns */ /** counter for which barrel bullets have been fired from; used for alternating patterns */
public int barrelCounter; public int barrelCounter;
/** Last aim length of weapon. Only used for point lasers. */
public float lastLength;
/** current bullet for continuous weapons */ /** current bullet for continuous weapons */
public @Nullable Bullet bullet; public @Nullable Bullet bullet;
/** sound loop for continuous weapons */ /** sound loop for continuous weapons */

View File

@@ -484,6 +484,14 @@ public class MapObjectives implements Iterable<MapObjective>, Eachable<MapObject
timeString.append(s); timeString.append(s);
if(text.startsWith("@")){ if(text.startsWith("@")){
if(state.mapLocales.containsProperty(text.substring(1))){
try{
return state.mapLocales.getFormatted(text.substring(1), timeString.toString());
}catch(IllegalArgumentException e){
//illegal text.
text = "";
}
}
return Core.bundle.format(text.substring(1), timeString.toString()); return Core.bundle.format(text.substring(1), timeString.toString());
}else{ }else{
try{ try{
@@ -590,9 +598,17 @@ public class MapObjectives implements Iterable<MapObjective>, Eachable<MapObject
return state.rules.objectiveFlags.contains(flag); return state.rules.objectiveFlags.contains(flag);
} }
@Nullable
@Override @Override
public String text(){ public String text(){
return text != null && text.startsWith("@") ? Core.bundle.get(text.substring(1)) : text; if(text == null) return null;
if(text.startsWith("@")){
if(state.mapLocales.containsProperty(text.substring(1))) return state.mapLocales.getProperty(text.substring(1));
return Core.bundle.get(text.substring(1));
}else{
return text;
}
} }
} }
@@ -651,12 +667,23 @@ public class MapObjectives implements Iterable<MapObjective>, Eachable<MapObject
} }
public static String fetchText(String text){ public static String fetchText(String text){
return text.startsWith("@") ? if(text == null) return "";
//on mobile, try ${text}.mobile first for mobile-specific hints.
mobile ? Core.bundle.get(text.substring(1) + ".mobile", Core.bundle.get(text.substring(1))) :
Core.bundle.get(text.substring(1)) :
text;
if(text.startsWith("@")){
String key = text.substring(1);
if(mobile){
return state.mapLocales.containsProperty(key + ".mobile") ?
state.mapLocales.getProperty(key + ".mobile") :
Core.bundle.get(key + ".mobile", Core.bundle.get(key));
}else{
return state.mapLocales.containsProperty(key) ?
state.mapLocales.getProperty(key) :
Core.bundle.get(key);
}
}else{
return text;
}
} }
} }

View File

@@ -654,7 +654,13 @@ public abstract class InputHandler implements InputProcessor, GestureListener{
} }
if(player.team() == build.team && build.canControlSelect(player.unit())){ if(player.team() == build.team && build.canControlSelect(player.unit())){
var before = player.unit();
build.onControlSelect(player.unit()); build.onControlSelect(player.unit());
if(!before.dead && before.spawnedByCore && !before.isPlayer()){
Call.unitDespawn(before);
}
} }
} }
@@ -699,6 +705,10 @@ public abstract class InputHandler implements InputProcessor, GestureListener{
//direct dock transfer??? //direct dock transfer???
unit.dockedType = before.dockedType; unit.dockedType = before.dockedType;
} }
if(before.spawnedByCore && !before.isPlayer()){
Call.unitDespawn(before);
}
} }
Time.run(Fx.unitSpirit.lifetime, () -> Fx.unitControl.at(unit.x, unit.y, 0f, unit)); Time.run(Fx.unitSpirit.lifetime, () -> Fx.unitControl.at(unit.x, unit.y, 0f, unit));

View File

@@ -17,6 +17,7 @@ import mindustry.game.MapObjectives.*;
import mindustry.game.Teams.*; import mindustry.game.Teams.*;
import mindustry.gen.*; import mindustry.gen.*;
import mindustry.maps.Map; import mindustry.maps.Map;
import mindustry.type.*;
import mindustry.world.*; import mindustry.world.*;
import mindustry.world.meta.*; import mindustry.world.meta.*;
@@ -141,6 +142,7 @@ public abstract class SaveVersion extends SaveFileReader{
"wavetime", state.wavetime, "wavetime", state.wavetime,
"stats", JsonIO.write(state.stats), "stats", JsonIO.write(state.stats),
"rules", JsonIO.write(state.rules), "rules", JsonIO.write(state.rules),
"locales", JsonIO.write(state.mapLocales),
"mods", JsonIO.write(mods.getModStrings().toArray(String.class)), "mods", JsonIO.write(mods.getModStrings().toArray(String.class)),
"controlGroups", headless || control == null ? "null" : JsonIO.write(control.input.controlGroups), "controlGroups", headless || control == null ? "null" : JsonIO.write(control.input.controlGroups),
"width", world.width(), "width", world.width(),
@@ -160,6 +162,7 @@ public abstract class SaveVersion extends SaveFileReader{
state.tick = map.getFloat("tick"); state.tick = map.getFloat("tick");
state.stats = JsonIO.read(GameStats.class, map.get("stats", "{}")); state.stats = JsonIO.read(GameStats.class, map.get("stats", "{}"));
state.rules = JsonIO.read(Rules.class, map.get("rules", "{}")); state.rules = JsonIO.read(Rules.class, map.get("rules", "{}"));
state.mapLocales = JsonIO.read(MapLocales.class, map.get("locales", "{}"));
if(state.rules.spawns.isEmpty()) state.rules.spawns = waves.get(); if(state.rules.spawns.isEmpty()) state.rules.spawns = waves.get();
lastReadBuild = map.getInt("build", -1); lastReadBuild = map.getInt("build", -1);

View File

@@ -27,7 +27,7 @@ public class GlobalVars{
public static final Rand rand = new Rand(); public static final Rand rand = new Rand();
//non-constants that depend on state //non-constants that depend on state
private static int varTime, varTick, varSecond, varMinute, varWave, varWaveTime, varServer, varClient, varClientLocale, varClientUnit, varClientName, varClientTeam; private static int varTime, varTick, varSecond, varMinute, varWave, varWaveTime, varServer, varClient, varClientLocale, varClientUnit, varClientName, varClientTeam, varClientMobile;
private ObjectIntMap<String> namesToIds = new ObjectIntMap<>(); private ObjectIntMap<String> namesToIds = new ObjectIntMap<>();
private Seq<Var> vars = new Seq<>(Var.class); private Seq<Var> vars = new Seq<>(Var.class);
@@ -65,6 +65,7 @@ public class GlobalVars{
varClientUnit = put("@clientUnit", null, true); varClientUnit = put("@clientUnit", null, true);
varClientName = put("@clientName", null, true); varClientName = put("@clientName", null, true);
varClientTeam = put("@clientTeam", 0, true); varClientTeam = put("@clientTeam", 0, true);
varClientMobile = put("@clientMobile", 0, true);
//special enums //special enums
put("@ctrlProcessor", ctrlProcessor); put("@ctrlProcessor", ctrlProcessor);
@@ -168,6 +169,7 @@ public class GlobalVars{
vars.items[varClientUnit].objval = player.unit(); vars.items[varClientUnit].objval = player.unit();
vars.items[varClientName].objval = player.name(); vars.items[varClientName].objval = player.name();
vars.items[varClientTeam].numval = player.team().id; vars.items[varClientTeam].numval = player.team().id;
vars.items[varClientMobile].numval = mobile ? 1 : 0;
} }
} }
@@ -183,14 +185,18 @@ public class GlobalVars{
return arr != null && content.id >= 0 && content.id < arr.length ? arr[content.id] : -1; return arr != null && content.id >= 0 && content.id < arr.length ? arr[content.id] : -1;
} }
/** @return a constant ID > 0 if there is a constant with this name, otherwise -1. /**
* Attempt to get privileged variable id from non-privileged logic executor returns null constant id. */ * @return a constant ID > 0 if there is a constant with this name, otherwise -1.
* Attempt to get privileged variable id from non-privileged logic executor returns null constant id.
*/
public int get(String name){ public int get(String name){
return namesToIds.get(name, -1); return namesToIds.get(name, -1);
} }
/** @return a constant variable by ID. ID is not bound checked and must be positive. /**
* Attempt to get privileged variable from non-privileged logic executor returns null constant */ * @return a constant variable by ID. ID is not bound checked and must be positive.
* Attempt to get privileged variable from non-privileged logic executor returns null constant
*/
public Var get(int id, boolean privileged){ public Var get(int id, boolean privileged){
if(!privileged && privilegedIds.contains(id)) return vars.get(namesToIds.get("null")); if(!privileged && privilegedIds.contains(id)) return vars.get(namesToIds.get("null"));
return vars.items[id]; return vars.items[id];

View File

@@ -1116,6 +1116,55 @@ public class LExecutor{
} }
} }
public static class FormatI implements LInstruction{
public int value;
public FormatI(int value){
this.value = value;
}
FormatI(){}
@Override
public void run(LExecutor exec){
if(exec.textBuffer.length() >= maxTextBuffer) return;
int placeholderIndex = -1;
int placeholderNumber = 10;
for(int i = 0; i < exec.textBuffer.length(); i++){
if(exec.textBuffer.charAt(i) == '{' && exec.textBuffer.length() - i > 2){
char numChar = exec.textBuffer.charAt(i + 1);
if(numChar >= '0' && numChar <= '9' && exec.textBuffer.charAt(i + 2) == '}'){
if(numChar - '0' < placeholderNumber){
placeholderNumber = numChar - '0';
placeholderIndex = i;
}
}
}
}
if(placeholderIndex == -1) return;
//this should avoid any garbage allocation
Var v = exec.var(value);
if(v.isobj && value != 0){
String strValue = PrintI.toString(v.objval);
exec.textBuffer.replace(placeholderIndex, placeholderIndex + 3, strValue);
}else{
//display integer version when possible
if(Math.abs(v.numval - (long)v.numval) < 0.00001){
exec.textBuffer.replace(placeholderIndex, placeholderIndex + 3, (long)v.numval + "");
}else{
exec.textBuffer.replace(placeholderIndex, placeholderIndex + 3, v.numval + "");
}
}
}
}
public static class PrintFlushI implements LInstruction{ public static class PrintFlushI implements LInstruction{
public int target; public int target;
@@ -2028,5 +2077,39 @@ public class LExecutor{
} }
} }
public static class LocalePrintI implements LInstruction{
public int name;
public LocalePrintI(int name){
this.name = name;
}
public LocalePrintI(){
}
@Override
public void run(LExecutor exec){
if(exec.textBuffer.length() >= maxTextBuffer) return;
//this should avoid any garbage allocation
Var v = exec.var(name);
if(v.isobj){
String name = PrintI.toString(v.objval);
String strValue;
if(mobile){
strValue = state.mapLocales.containsProperty(name + ".mobile") ?
state.mapLocales.getProperty(name + ".mobile") :
state.mapLocales.getProperty(name);
}else{
strValue = state.mapLocales.getProperty(name);
}
exec.textBuffer.append(strValue);
}
}
}
//endregion //endregion
} }

View File

@@ -164,7 +164,7 @@ public class LStatements{
} }
if(type == GraphicsType.print){ if(type == GraphicsType.print){
p2 = "bottomLeft"; p1 = "bottomLeft";
} }
rebuild(table); rebuild(table);
@@ -305,6 +305,27 @@ public class LStatements{
} }
} }
@RegisterStatement("format")
public static class FormatStatement extends LStatement{
public String value = "\"frog\"";
@Override
public void build(Table table){
field(table, value, str -> value = str).width(0f).growX().padRight(3);
}
@Override
public LInstruction build(LAssembler builder){
return new FormatI(builder.var(value));
}
@Override
public LCategory category(){
return LCategory.io;
}
}
@RegisterStatement("drawflush") @RegisterStatement("drawflush")
public static class DrawFlushStatement extends LStatement{ public static class DrawFlushStatement extends LStatement{
public String target = "display1"; public String target = "display1";
@@ -2071,4 +2092,29 @@ public class LStatements{
return LCategory.world; return LCategory.world;
} }
} }
@RegisterStatement("localeprint")
public static class LocalePrintStatement extends LStatement{
public String value = "\"name\"";
@Override
public void build(Table table){
field(table, value, str -> value = str).width(0f).growX().padRight(3);
}
@Override
public boolean privileged(){
return true;
}
@Override
public LInstruction build(LAssembler builder){
return new LocalePrintI(builder.var(value));
}
@Override
public LCategory category(){
return LCategory.world;
}
}
} }

View File

@@ -2,6 +2,7 @@ package mindustry.mod;
import arc.*; import arc.*;
import arc.assets.*; import arc.assets.*;
import arc.assets.loaders.MusicLoader.*;
import arc.assets.loaders.SoundLoader.*; import arc.assets.loaders.SoundLoader.*;
import arc.audio.*; import arc.audio.*;
import arc.files.*; import arc.files.*;
@@ -60,7 +61,6 @@ public class ContentParser{
ObjectMap<Class<?>, ContentType> contentTypes = new ObjectMap<>(); ObjectMap<Class<?>, ContentType> contentTypes = new ObjectMap<>();
ObjectSet<Class<?>> implicitNullable = ObjectSet.with(TextureRegion.class, TextureRegion[].class, TextureRegion[][].class, TextureRegion[][][].class); ObjectSet<Class<?>> implicitNullable = ObjectSet.with(TextureRegion.class, TextureRegion[].class, TextureRegion[][].class, TextureRegion[][][].class);
ObjectMap<String, AssetDescriptor<?>> sounds = new ObjectMap<>();
Seq<ParseListener> listeners = new Seq<>(); Seq<ParseListener> listeners = new Seq<>();
ObjectMap<Class<?>, FieldParser> classParsers = new ObjectMap<>(){{ ObjectMap<Class<?>, FieldParser> classParsers = new ObjectMap<>(){{
@@ -271,18 +271,14 @@ public class ContentParser{
return new Vec3(data.getFloat("x", 0f), data.getFloat("y", 0f), data.getFloat("z", 0f)); return new Vec3(data.getFloat("x", 0f), data.getFloat("y", 0f), data.getFloat("z", 0f));
}); });
put(Sound.class, (type, data) -> { put(Sound.class, (type, data) -> {
if(fieldOpt(Sounds.class, data) != null) return fieldOpt(Sounds.class, data); var field = fieldOpt(Sounds.class, data);
if(Vars.headless) return new Sound();
String name = "sounds/" + data.asString(); return field != null ? field : Vars.tree.loadSound(data.asString());
String path = Vars.tree.get(name + ".ogg").exists() ? name + ".ogg" : name + ".mp3"; });
put(Music.class, (type, data) -> {
var field = fieldOpt(Musics.class, data);
if(sounds.containsKey(path)) return ((SoundParameter)sounds.get(path).params).sound; return field != null ? field : Vars.tree.loadMusic(data.asString());
var sound = new Sound();
AssetDescriptor<?> desc = Core.assets.load(path, Sound.class, new SoundParameter(sound));
desc.errored = Throwable::printStackTrace;
sounds.put(path, desc);
return sound;
}); });
put(Objectives.Objective.class, (type, data) -> { put(Objectives.Objective.class, (type, data) -> {
if(data.isString()){ if(data.isString()){
@@ -995,7 +991,6 @@ public class ContentParser{
throw new RuntimeException(e); throw new RuntimeException(e);
} }
} }
Object fieldOpt(Class<?> type, JsonValue value){ Object fieldOpt(Class<?> type, JsonValue value){
try{ try{
return type.getField(value.asString()).get(null); return type.getField(value.asString()).get(null);

View File

@@ -11,6 +11,7 @@ import mindustry.io.*;
import mindustry.logic.*; import mindustry.logic.*;
import mindustry.maps.Map; import mindustry.maps.Map;
import mindustry.net.Administration.*; import mindustry.net.Administration.*;
import mindustry.type.*;
import java.io.*; import java.io.*;
import java.nio.*; import java.nio.*;
@@ -36,6 +37,7 @@ public class NetworkIO{
} }
stream.writeUTF(JsonIO.write(state.rules)); stream.writeUTF(JsonIO.write(state.rules));
stream.writeUTF(JsonIO.write(state.mapLocales));
SaveIO.getSaveWriter().writeStringMap(stream, state.map.tags); SaveIO.getSaveWriter().writeStringMap(stream, state.map.tags);
stream.writeInt(state.wave); stream.writeInt(state.wave);
@@ -62,6 +64,7 @@ public class NetworkIO{
try(DataInputStream stream = new DataInputStream(is)){ try(DataInputStream stream = new DataInputStream(is)){
Time.clear(); Time.clear();
state.rules = JsonIO.read(Rules.class, stream.readUTF()); state.rules = JsonIO.read(Rules.class, stream.readUTF());
state.mapLocales = JsonIO.read(MapLocales.class, stream.readUTF());
state.map = new Map(SaveIO.getSaveWriter().readStringMap(stream)); state.map = new Map(SaveIO.getSaveWriter().readStringMap(stream));
state.wave = stream.readInt(); state.wave = stream.readInt();

View File

@@ -0,0 +1,97 @@
package mindustry.type;
import arc.struct.*;
import arc.util.serialization.*;
import arc.util.serialization.Json.*;
import java.util.*;
import static arc.Core.*;
/** Class for storing map-specific locale bundles */
public class MapLocales extends ObjectMap<String, StringMap> implements JsonSerializable{
@Override
public void write(Json json){
for(var entry : entries()){
json.writeValue(entry.key, entry.value, StringMap.class, String.class);
}
}
@Override
public void read(Json json, JsonValue jsonData){
for(JsonValue value : jsonData){
put(value.name, json.readValue(StringMap.class, value));
}
}
@Override
public MapLocales copy(){
MapLocales out = new MapLocales();
for(var entry : this.entries()){
StringMap map = new StringMap();
map.putAll(entry.value);
out.put(entry.key, map);
}
return out;
}
public String getProperty(String key){
if(!containsProperty(currentLocale(), key)){
if(containsProperty("en", key)) return get("en").get(key);
return "???" + key + "???";
}
return get(currentLocale()).get(key);
}
private String getProperty(String locale, String key){
if(!containsProperty(locale, key)){
if(containsProperty("en", key)) return get("en").get(key);
return "???" + key + "???";
}
return get(locale).get(key);
}
public boolean containsProperty(String key){
return containsProperty(currentLocale(), key) || containsProperty("en", key);
}
private boolean containsProperty(String locale, String key){
if(!containsKey(locale)) return false;
return get(locale).containsKey(key);
}
public String getFormatted(String key, Object... args){
StringBuilder result = new StringBuilder();
if(!containsProperty(currentLocale(), key)){
if(containsProperty("en", key)){
result.append(getProperty("en", key));
}else{
return "???" + key + "???";
}
}else{
result.append(getProperty(currentLocale(), key));
}
for(var arg : args){
int placeholderIndex = result.indexOf("@");
if(placeholderIndex == -1) break;
result.replace(placeholderIndex, placeholderIndex + 1, arg.toString());
}
return result.toString();
}
// To handle default locale properly
public static String currentLocale(){
String locale = settings.getString("locale");
if(locale.equals("default")){
locale = Locale.getDefault().getLanguage();
}
return locale;
}
}

View File

@@ -1,6 +1,7 @@
package mindustry.type; package mindustry.type;
import arc.*; import arc.*;
import arc.audio.*;
import arc.func.*; import arc.func.*;
import arc.graphics.*; import arc.graphics.*;
import arc.graphics.g3d.*; import arc.graphics.g3d.*;
@@ -15,6 +16,7 @@ import mindustry.content.TechTree.*;
import mindustry.ctype.*; import mindustry.ctype.*;
import mindustry.game.*; import mindustry.game.*;
import mindustry.game.EventType.ContentInitEvent; import mindustry.game.EventType.ContentInitEvent;
import mindustry.gen.*;
import mindustry.graphics.*; import mindustry.graphics.*;
import mindustry.graphics.g3d.*; import mindustry.graphics.g3d.*;
import mindustry.graphics.g3d.PlanetGrid.*; import mindustry.graphics.g3d.PlanetGrid.*;
@@ -128,6 +130,8 @@ public class Planet extends UnlockableContent{
public boolean allowLaunchToNumbered = true; public boolean allowLaunchToNumbered = true;
/** Icon as displayed in the planet selection dialog. This is a string, as drawables are null at load time. */ /** Icon as displayed in the planet selection dialog. This is a string, as drawables are null at load time. */
public String icon = "planet"; public String icon = "planet";
/** Plays in the planet dialog when this planet is selected. */
public Music launchMusic = Musics.launch;
/** Default core block for launching. */ /** Default core block for launching. */
public Block defaultCore = Blocks.coreShard; public Block defaultCore = Blocks.coreShard;
/** Sets up rules on game load for any sector on this planet. */ /** Sets up rules on game load for any sector on this planet. */

View File

@@ -54,6 +54,8 @@ public class Weapon implements Cloneable{
public boolean continuous; public boolean continuous;
/** whether this weapon uses continuous fire without reloading; implies continuous = true */ /** whether this weapon uses continuous fire without reloading; implies continuous = true */
public boolean alwaysContinuous; public boolean alwaysContinuous;
/** Speed at which the turret can change its bullet "aim" distance. This is only used for point laser bullets. */
public float aimChangeSpeed = Float.POSITIVE_INFINITY;
/** whether this weapon can be aimed manually by players */ /** whether this weapon can be aimed manually by players */
public boolean controllable = true; public boolean controllable = true;
/** whether this weapon can be automatically aimed by the unit */ /** whether this weapon can be automatically aimed by the unit */
@@ -370,6 +372,18 @@ public class Weapon implements Cloneable{
mount.sound.update(bulletX, bulletY, true); mount.sound.update(bulletX, bulletY, true);
} }
//target length of laser
float shootLength = Math.min(Mathf.dst(bulletX, bulletY, mount.aimX, mount.aimY), range());
//current length of laser
float curLength = Mathf.dst(bulletX, bulletY, mount.bullet.aimX, mount.bullet.aimY);
//resulting length of the bullet (smoothed)
float resultLength = Mathf.approachDelta(curLength, shootLength, aimChangeSpeed);
//actual aim end point based on length
Tmp.v1.trns(shootAngle, mount.lastLength = resultLength).add(bulletX, bulletY);
mount.bullet.aimX = Tmp.v1.x;
mount.bullet.aimY = Tmp.v1.y;
if(alwaysContinuous && mount.shoot){ if(alwaysContinuous && mount.shoot){
mount.bullet.time = mount.bullet.lifetime * mount.bullet.type.optimalLifeFract * mount.warmup; mount.bullet.time = mount.bullet.lifetime * mount.bullet.type.optimalLifeFract * mount.warmup;
mount.bullet.keepAlive = true; mount.bullet.keepAlive = true;
@@ -468,7 +482,7 @@ public class Weapon implements Cloneable{
bulletY = mountY + Angles.trnsy(weaponRotation, this.shootX + xOffset + xSpread, this.shootY + yOffset), bulletY = mountY + Angles.trnsy(weaponRotation, this.shootX + xOffset + xSpread, this.shootY + yOffset),
shootAngle = bulletRotation(unit, mount, bulletX, bulletY) + angleOffset, shootAngle = bulletRotation(unit, mount, bulletX, bulletY) + angleOffset,
lifeScl = bullet.scaleLife ? Mathf.clamp(Mathf.dst(bulletX, bulletY, mount.aimX, mount.aimY) / bullet.range) : 1f, lifeScl = bullet.scaleLife ? Mathf.clamp(Mathf.dst(bulletX, bulletY, mount.aimX, mount.aimY) / bullet.range) : 1f,
angle = angleOffset + shootAngle + Mathf.range(inaccuracy + bullet.inaccuracy); angle = shootAngle + Mathf.range(inaccuracy + bullet.inaccuracy);
Entityc shooter = unit.controller() instanceof MissileAI ai ? ai.shooter : unit; //Pass the missile's shooter down to its bullets Entityc shooter = unit.controller() instanceof MissileAI ai ? ai.shooter : unit; //Pass the missile's shooter down to its bullets
mount.bullet = bullet.create(unit, shooter, unit.team, bulletX, bulletY, angle, -1f, (1f - velocityRnd) + Mathf.random(velocityRnd), lifeScl, null, mover, mount.aimX, mount.aimY); mount.bullet = bullet.create(unit, shooter, unit.team, bulletX, bulletY, angle, -1f, (1f - velocityRnd) + Mathf.random(velocityRnd), lifeScl, null, mover, mount.aimX, mount.aimY);
@@ -493,7 +507,18 @@ public class Weapon implements Cloneable{
//override to do special things to a bullet after spawning //override to do special things to a bullet after spawning
protected void handleBullet(Unit unit, WeaponMount mount, Bullet bullet){ protected void handleBullet(Unit unit, WeaponMount mount, Bullet bullet){
if(continuous){
float
weaponRotation = unit.rotation - 90 + (rotate ? mount.rotation : baseRotation),
mountX = unit.x + Angles.trnsx(unit.rotation - 90, x, y),
mountY = unit.y + Angles.trnsy(unit.rotation - 90, x, y),
bulletX = mountX + Angles.trnsx(weaponRotation, this.shootX, this.shootY),
bulletY = mountY + Angles.trnsy(weaponRotation, this.shootX, this.shootY);
//make sure the length updates to the last set value
Tmp.v1.trns(bulletRotation(unit, mount, bulletX, bulletY), shootY + mount.lastLength).add(bulletX, bulletY);
bullet.aimX = Tmp.v1.x;
bullet.aimY = Tmp.v1.y;
}
} }
public void flip(){ public void flip(){

View File

@@ -50,7 +50,7 @@ public class CustomRulesDialog extends BaseDialog{
t.defaults().size(280f, 64f).pad(2f); t.defaults().size(280f, 64f).pad(2f);
t.button("@waves.copy", Icon.copy, style, () -> { t.button("@waves.copy", Icon.copy, style, () -> {
ui.showInfoFade("@waves.copied"); ui.showInfoFade("@copied");
//hack: don't write the spawns, they just waste space //hack: don't write the spawns, they just waste space
var spawns = rules.spawns; var spawns = rules.spawns;

View File

@@ -5,6 +5,7 @@ import arc.scene.ui.*;
import arc.scene.ui.layout.*; import arc.scene.ui.layout.*;
import arc.struct.*; import arc.struct.*;
import arc.util.*; import arc.util.*;
import mindustry.type.*;
import mindustry.ui.*; import mindustry.ui.*;
import java.util.*; import java.util.*;

View File

@@ -25,4 +25,4 @@ org.gradle.caching=true
#used for slow jitpack builds; TODO see if this actually works #used for slow jitpack builds; TODO see if this actually works
org.gradle.internal.http.socketTimeout=100000 org.gradle.internal.http.socketTimeout=100000
org.gradle.internal.http.connectionTimeout=100000 org.gradle.internal.http.connectionTimeout=100000
archash=34775c79250cab391499fac8f4747365984c6923 archash=f1e4bdee85

View File

@@ -9,11 +9,11 @@
}, },
{ {
"name": "Crux's Revelations", "name": "Crux's Revelations",
"address": ["de-free-01.hosts.optikservers.com:31528","de-prem-01.hosts.optikservers.com:35160"] "address": ["de-free-01.hosts.optikservers.com:31528","de-prem-01.hosts.optikservers.com:35160", "de-prem-01.hosts.optikservers.com:35116", "de-prem-01.hosts.optikservers.com:35922"]
}, },
{ {
"name": "CMS", "name": "CMS",
"address": ["195.2.84.144","23.88.73.88:25617"] "address": ["195.2.84.144","65.108.101.89:32577"]
}, },
{ {
"name": "ShardDustry Eventos", "name": "ShardDustry Eventos",
@@ -49,7 +49,7 @@
}, },
{ {
"name": "Mindustry.pl", "name": "Mindustry.pl",
"address": ["78.46.100.178", "0.baseduser.eu.org:6966", "0.baseduser.eu.org:6666", "0.baseduser.eu.org:6000", "1.baseduser.eu.org:6966", "1.baseduser.eu.org:6666", "1.baseduser.eu.org:6000"] "address": ["1.baseduser.eu.org:6966", "1.baseduser.eu.org:6666", "1.baseduser.eu.org:6000"]
}, },
{ {
"name": "SynapseOS", "name": "SynapseOS",
@@ -59,10 +59,6 @@
"name": "Untitled Mindustry Servers", "name": "Untitled Mindustry Servers",
"address": ["45.144.66.250:6567", "45.144.66.250:6601", "45.144.66.250:6611"] "address": ["45.144.66.250:6567", "45.144.66.250:6601", "45.144.66.250:6611"]
}, },
{
"name": "C.A.M.S.",
"address": ["0.baseduser.eu.org:42001", "0.baseduser.eu.org:42002"]
},
{ {
"name": "thedimas", "name": "thedimas",
"address": ["167.86.69.235", "167.86.69.235:6503","167.86.69.235:6505", "167.86.69.235:6506", "167.86.69.235:6507", "167.86.69.235:6508", "167.86.69.235:6509", "167.86.69.235:6510", "167.86.69.235:6511", "167.86.69.235:6512", "167.86.69.235:6513"] "address": ["167.86.69.235", "167.86.69.235:6503","167.86.69.235:6505", "167.86.69.235:6506", "167.86.69.235:6507", "167.86.69.235:6508", "167.86.69.235:6509", "167.86.69.235:6510", "167.86.69.235:6511", "167.86.69.235:6512", "167.86.69.235:6513"]
@@ -83,6 +79,10 @@
"name": "XCore", "name": "XCore",
"address": ["128.140.88.66", "128.140.88.66:6568", "128.140.88.66:6569", "128.140.88.66:6570", "128.140.88.66:6571", "128.140.88.66:6572", "128.140.88.66:6573", "128.140.88.66:6574", "128.140.88.66:6575"] "address": ["128.140.88.66", "128.140.88.66:6568", "128.140.88.66:6569", "128.140.88.66:6570", "128.140.88.66:6571", "128.140.88.66:6572", "128.140.88.66:6573", "128.140.88.66:6574", "128.140.88.66:6575"]
}, },
{
"name": "MinDurka",
"address": ["81.30.157.68", "81.30.157.68:3001", "81.30.157.68:3002", "81.30.157.68:3003", "81.30.157.68:3004", "81.30.157.68:3005", "81.30.157.68:3006", "81.30.157.68:3007", "81.30.157.68:3008", "81.30.157.68:3009", "81.30.157.68:3010"]
},
{ {
"name": "Chaotic Neutral", "name": "Chaotic Neutral",
"address": ["c-n.ddns.net:7012", "c-n.ddns.net:7013", "c-n.ddns.net:7014", "c-n.ddns.net:7015", "c-n.ddns.net:7016", "c-n.ddns.net:7017", "c-n.ddns.net:7003", "37.187.73.180:7021"] "address": ["c-n.ddns.net:7012", "c-n.ddns.net:7013", "c-n.ddns.net:7014", "c-n.ddns.net:7015", "c-n.ddns.net:7016", "c-n.ddns.net:7017", "c-n.ddns.net:7003", "37.187.73.180:7021"]
@@ -206,7 +206,7 @@
}, },
{ {
"name": "Cyandustry", "name": "Cyandustry",
"address": ["88.99.95.188:7000","88.99.95.188:7001", "88.99.95.188:7002", "88.99.95.188:7003", "88.99.95.188:7004", "88.99.95.188:7005", "88.99.95.188:7006"] "address": ["81.30.157.68:7000","81.30.157.68:7001", "81.30.157.68:7002", "81.30.157.68:7003", "81.30.157.68:7004", "81.30.157.68:7005", "81.30.157.68:7006"]
}, },
{ {
"name": "Four Family", "name": "Four Family",
@@ -226,7 +226,7 @@
}, },
{ {
"name": "ABCXYZ Community", "name": "ABCXYZ Community",
"address": ["23.88.73.88:23591", "23.88.73.88:23539", "144.76.57.59:14996", "144.76.57.59:16881", "144.76.57.59:13885", "23.88.73.88:32113", "144.76.57.59:9269"] "address": ["23.88.73.88:23591", "23.88.73.88:23539", "144.76.57.59:14996", "144.76.57.59:16881", "144.76.57.59:13885", "23.88.73.88:32113", "144.76.57.59:9269", "144.76.57.59:24235", "144.76.57.59:24133"]
}, },
{ {
"name": "CroCraft Network", "name": "CroCraft Network",
@@ -238,7 +238,7 @@
}, },
{ {
"name": "Alex Multiverse", "name": "Alex Multiverse",
"address": ["alexmindustryv7.servegame.com:25588", "173.255.208.38:41962", "alexmindustrypvp.ddns.net:6767", "172.104.188.197:6768", "172.234.80.96:6768", "139.162.41.78:6767"] "address": ["alexmindustryv7.servegame.com:25588", "172.234.80.96:6768", "139.162.41.78:6767", "172.245.187.143:6868", "172.245.187.143:6869" ]
}, },
{ {
"name": "Open PVP", "name": "Open PVP",
@@ -255,5 +255,9 @@
{ {
"name": "Atomic", "name": "Atomic",
"address": ["atomic-de.ddns.net:35199", "atomic-de.ddns.net:35176", "atomic-de.ddns.net:35845"] "address": ["atomic-de.ddns.net:35199", "atomic-de.ddns.net:35176", "atomic-de.ddns.net:35845"]
},
{
"name": "SkyPlex",
"address": ["mc-skyplex.net"]
} }
] ]