Merge branch 'master' into mod-dependencies
This commit is contained in:
@@ -454,6 +454,11 @@ editor.rules = Rules
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editor.generation = Generation
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editor.objectives = Objectives
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editor.locales = Locale Bundles
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editor.worldprocessors = World Processors
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editor.worldprocessors.editname = Edit Name
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editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
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editor.worldprocessors.nospace = No free space to place a world processor!\nDid you fill the map with structures? Why would you do this?
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editor.worldprocessors.delete.confirm = Are you sure you want to delete this world processor?\n\nIf it is surrounded by walls, it will be replaced by an environmental wall.
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editor.ingame = Edit In-Game
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editor.playtest = Playtest
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editor.publish.workshop = Publish On Workshop
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@@ -510,7 +515,9 @@ editor.default = [lightgray]<Default>
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details = Details...
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edit = Edit
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variables = Vars
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logic.clear.confirm = Are you sure you want to clear all code from this processor?
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logic.globals = Built-in Variables
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editor.name = Name:
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editor.spawn = Spawn Unit
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editor.removeunit = Remove Unit
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@@ -599,6 +606,7 @@ filter.clear = Clear
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filter.option.ignore = Ignore
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filter.scatter = Scatter
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filter.terrain = Terrain
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filter.logic = Logic
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filter.option.scale = Scale
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filter.option.chance = Chance
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@@ -622,6 +630,8 @@ filter.option.floor2 = Secondary Floor
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filter.option.threshold2 = Secondary Threshold
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filter.option.radius = Radius
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filter.option.percentile = Percentile
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filter.option.code = Code
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filter.option.loop = Loop
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locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
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locales.deletelocale = Are you sure you want to delete this locale bundle?
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@@ -998,6 +1008,7 @@ stat.abilities = Abilities
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stat.canboost = Can Boost
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stat.flying = Flying
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stat.ammouse = Ammo Use
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stat.ammocapacity = Ammo Capacity
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stat.damagemultiplier = Damage Multiplier
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stat.healthmultiplier = Health Multiplier
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stat.speedmultiplier = Speed Multiplier
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@@ -1099,7 +1110,7 @@ bullet.pierce = [stat]{0}x[lightgray] pierce
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bullet.infinitepierce = [stat]pierce
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bullet.healpercent = [stat]{0}%[lightgray] repair
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bullet.healamount = [stat]{0}[lightgray] direct repair
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bullet.multiplier = [stat]{0}x[lightgray] ammo multiplier
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bullet.multiplier = [stat]{0}[lightgray] ammo/item
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bullet.reload = [stat]{0}%[lightgray] fire rate
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bullet.range = [stat]{0}[lightgray] tiles range
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@@ -1124,6 +1135,7 @@ unit.items = items
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unit.thousands = k
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unit.millions = mil
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unit.billions = b
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unit.shots = shots
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unit.pershot = /shot
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category.purpose = Purpose
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category.general = General
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@@ -1133,6 +1145,8 @@ category.items = Items
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category.crafting = Input/Output
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category.function = Function
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category.optional = Optional Enhancements
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setting.alwaysmusic.name = Always Play Music
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setting.alwaysmusic.description = When enabled, music will always play on loop in-game.\nWhen disabled, it only plays at random intervals.
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setting.skipcoreanimation.name = Skip Core Launch/Land Animation
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setting.landscape.name = Lock Landscape
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setting.shadows.name = Shadows
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@@ -1332,7 +1346,10 @@ rules.disableworldprocessors = Disable World Processors
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rules.schematic = Schematics Allowed
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rules.wavetimer = Wave Timer
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rules.wavesending = Wave Sending
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rules.allowedit = Allow Editing Rules
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rules.allowedit.info = When enabled, the player can edit rules in-game via the button in the bottom left corner of the Pause menu.
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rules.waves = Waves
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rules.airUseSpawns = Air units use spawn points
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rules.attack = Attack Mode
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rules.buildai = Base Builder AI
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rules.buildaitier = Builder AI Tier
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@@ -2081,7 +2098,7 @@ block.force-projector.description = Creates a hexagonal force field around itsel
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block.shock-mine.description = Releases electric arcs upon enemy unit contact.
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block.conveyor.description = Transports items forward.
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block.titanium-conveyor.description = Transports items forward. Faster than a standard conveyor.
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block.plastanium-conveyor.description = Transports items forward in batches. Accepts items at the back, and unloads them in three directions at the front. Requires multiple loading and unloading points for peak throughput.
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block.plastanium-conveyor.description = Transports items forward in batches. Accepts items at the back, and unloads them in three directions at the front. Requires multiple loading and unloading points for peak throughput.
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block.junction.description = Acts as a bridge for two crossing conveyor belts.
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block.bridge-conveyor.description = Transports items over terrain or buildings.
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block.phase-conveyor.description = Instantly transports items over terrain or buildings. Longer range than the item bridge, but requires power.
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@@ -2110,7 +2127,7 @@ block.power-node-large.description = An advanced power node with greater range.
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block.surge-tower.description = A long-range power node with fewer available connections.
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block.diode.description = Moves battery power in one direction, but only if the other side has less power stored.
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block.battery.description = Stores power in times of surplus energy. Outputs power in times of deficit.
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block.battery-large.description = Stores power in times of surplus energy. Outputs power in times of deficit. Higher capacity than a regular battery.
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block.battery-large.description = Stores power in times of surplus energy. Outputs power in times of deficit. Higher capacity than a regular battery.
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block.combustion-generator.description = Generates power by burning flammable materials, such as coal.
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block.thermal-generator.description = Generates power when placed in hot locations.
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block.steam-generator.description = Generates power by burning flammable materials and converting water to steam.
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@@ -2160,7 +2177,7 @@ block.parallax.description = Fires a tractor beam that pulls in air targets, dam
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block.tsunami.description = Fires powerful streams of liquid at enemies. Automatically extinguishes fires when supplied with water.
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block.silicon-crucible.description = Refines silicon from sand and coal, using pyratite as an additional heat source. More efficient in hot locations.
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block.disassembler.description = Separates slag into trace amounts of exotic mineral components at low efficiency. Can produce thorium.
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block.overdrive-dome.description = Increases the speed of nearby buildings. Requires phase fabric and silicon to operate.
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block.overdrive-dome.description = Increases the speed of nearby buildings. Requires phase fabric and silicon to operate.
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block.payload-conveyor.description = Moves large payloads, such as units from factories. Magnetic. Usable in zero-G environments.
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block.payload-router.description = Splits input payloads into 3 output directions. Functions as a sorter when a filter is set. Magnetic. Usable in zero-G environments.
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block.ground-factory.description = Produces ground units. Output units can be used directly, or moved into reconstructors for upgrading.
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@@ -2337,7 +2354,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
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lst.read = Read a number from a linked memory cell.
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lst.write = Write a number to a linked memory cell.
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lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
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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"
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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"
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lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
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lst.drawflush = Flush queued [accent]Draw[] operations to a display.
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lst.printflush = Flush queued [accent]Print[] operations to a message block.
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@@ -2368,13 +2385,14 @@ lst.setrate = Set processor execution speed in instructions/tick.
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lst.fetch = Lookup units, cores, players or buildings by index.\nIndices start at 0 and end at their returned count.
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lst.packcolor = Pack [0, 1] RGBA components into a single number for drawing or rule-setting.
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lst.setrule = Set a game rule.
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lst.flushmessage = Display a message on the screen from the text buffer.\nWill wait until the previous message finishes.
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lst.flushmessage = Display a message on the screen from the text buffer.\nIf the success result variable is [accent]@wait[],\nwill wait until the previous message finishes.\nOtherwise, outputs whether displaying the message succeeded.
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lst.cutscene = Manipulate the player camera.
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lst.setflag = Set a global flag that can be read by all processors.
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lst.getflag = Check if a global flag is set.
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lst.setprop = Sets a property of a unit or building.
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lst.effect = Create a particle effect.
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lst.sync = Sync a variable across the network.\nLimited to 20 times a second per variable.
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lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calculated based on position.
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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.
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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 ignored.
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lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
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@@ -2430,6 +2448,7 @@ lenum.shootp = Shoot at a unit/building with velocity prediction.
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lenum.config = Building configuration, e.g. sorter item.
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lenum.enabled = Whether the block is enabled.
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laccess.currentammotype = Current ammo item/liquid of a turret.
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laccess.color = Illuminator color.
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laccess.controller = Unit controller. If processor controlled, returns processor.\nOtherwise, returns the unit itself.
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laccess.dead = Whether a unit/building is dead or no longer valid.
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@@ -2553,6 +2572,8 @@ unitlocate.outx = Output X coordinate.
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unitlocate.outy = Output Y coordinate.
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unitlocate.group = Building group to look for.
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playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
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lenum.idle = Don't move, but keep building/mining.\nThe default state.
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lenum.stop = Stop moving/mining/building.
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lenum.unbind = Completely disable logic control.\nResume standard AI.
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@@ -2570,7 +2591,7 @@ lenum.payenter = Enter/land on the payload block the unit is on.
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lenum.flag = Numeric unit flag.
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lenum.mine = Mine at a position.
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lenum.build = Build a structure.
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lenum.getblock = Fetch a building, floor and type at coordinates.\nUnit must be in range of position.\nSolid non-buildings will have the type [accent]@solid[].
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lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
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lenum.within = Check if unit is near a position.
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lenum.boost = Start/stop boosting.
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@@ -433,6 +433,11 @@ editor.rules = Правілы:
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editor.generation = Генерацыя:
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editor.objectives = Мэты
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editor.locales = Locale Bundles
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editor.worldprocessors = World Processors
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editor.worldprocessors.editname = Edit Name
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editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
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editor.worldprocessors.nospace = No free space to place a world processor!\nDid you fill the map with structures? Why would you do this?
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editor.worldprocessors.delete.confirm = Are you sure you want to delete this world processor?\n\nIf it is surrounded by walls, it will be replaced by an environmental wall.
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editor.ingame = Рэдагаваць ў гульні
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editor.playtest = Тэставаць
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editor.publish.workshop = Апублікаваць у майстэрні
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@@ -488,6 +493,7 @@ editor.default = [lightgray]<Па змаўчанні>
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details = Падрабязнасці...
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edit = Рэдагаваць...
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variables = Пераменныя
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logic.clear.confirm = Are you sure you want to clear all code from this processor?
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logic.globals = Built-in Variables
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editor.name = Назва:
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editor.spawn = Стварыць баявую адзінку
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@@ -575,6 +581,7 @@ filter.clear = Ачысціць
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filter.option.ignore = Ігнараваць
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filter.scatter = Сеяцель
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filter.terrain = Ландшафт
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filter.logic = Logic
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filter.option.scale = Маштаб фільтра
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filter.option.chance = Шанец
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filter.option.mag = Сіла прымянення
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@@ -597,6 +604,8 @@ filter.option.floor2 = Другая паверхню
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filter.option.threshold2 = Другасны гранічны парог
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filter.option.radius = Радыус
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filter.option.percentile = Процентль
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filter.option.code = Code
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filter.option.loop = Loop
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locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
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locales.deletelocale = Are you sure you want to delete this locale bundle?
|
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locales.applytoall = Apply Changes To All Locales
|
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@@ -961,6 +970,7 @@ stat.abilities = Здольнасйі
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stat.canboost = Можа Узлятаць
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stat.flying = Паветраны
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stat.ammouse = Выкарыстанне Боезапасу
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stat.ammocapacity = Ammo Capacity
|
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stat.damagemultiplier = Множнік Пашкоджанняў
|
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stat.healthmultiplier = Множнік Здароўя
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stat.speedmultiplier = Множнік Хуткасці
|
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@@ -1086,6 +1096,7 @@ unit.items = прадметаў
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unit.thousands = Тыс.
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unit.millions = М.
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unit.billions = Б.
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unit.shots = shots
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unit.pershot = /стрэл
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category.purpose = Апісанне
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category.general = Асноўныя
|
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@@ -1095,6 +1106,8 @@ category.items = Прадметы
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category.crafting = Увядзенне/Выснова
|
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category.function = Функцыя
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||||
category.optional = Дадатковыя паляпшэння
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setting.alwaysmusic.name = Always Play Music
|
||||
setting.alwaysmusic.description = When enabled, music will always play on loop in-game.\nWhen disabled, it only plays at random intervals.
|
||||
setting.skipcoreanimation.name = Прапусціць Запуск Ядра/Анімацыю Высадкі
|
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setting.landscape.name = Толькі альбомны (гарызантальны) рэжым
|
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setting.shadows.name = Цені
|
||||
@@ -1291,7 +1304,10 @@ rules.disableworldprocessors = Адключыць Працэсары Свету
|
||||
rules.schematic = Схемы Дазволены
|
||||
rules.wavetimer = Інтэрвал хваляў
|
||||
rules.wavesending = Адпраўка Хваль
|
||||
rules.allowedit = Allow Editing Rules
|
||||
rules.allowedit.info = When enabled, the player can edit rules in-game via the button in the bottom left corner of the Pause menu.
|
||||
rules.waves = Хвалі
|
||||
rules.airUseSpawns = Air units use spawn points
|
||||
rules.attack = Рэжым атакі
|
||||
rules.buildai = Base Builder AI
|
||||
rules.buildaitier = Builder AI Tier
|
||||
@@ -2312,6 +2328,7 @@ lst.getflag = Check if a global flag is set.
|
||||
lst.setprop = Sets a property of a unit or building.
|
||||
lst.effect = Create a particle effect.
|
||||
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
||||
lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calculated based on position.
|
||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||
@@ -2357,6 +2374,7 @@ lenum.shoot = Shoot at a position.
|
||||
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
||||
lenum.config = Building configuration, e.g. sorter item.
|
||||
lenum.enabled = Whether the block is enabled.
|
||||
laccess.currentammotype = Current ammo item/liquid of a turret.
|
||||
laccess.color = Illuminator color.
|
||||
laccess.controller = Unit controller. If processor controlled, returns processor.\nIf in a formation, returns leader.\nOtherwise, returns the unit itself.
|
||||
laccess.dead = Whether a unit/building is dead or no longer valid.
|
||||
@@ -2463,6 +2481,7 @@ unitlocate.building = Выводзіць зменную для выбранна
|
||||
unitlocate.outx = Выводзіць X каардынату.
|
||||
unitlocate.outy = Выводзіць Y каардынату.
|
||||
unitlocate.group = Знаходзіць группу будынкаў.
|
||||
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
||||
lenum.idle = Не рухацца, а будаваць/дабываць.\nЗвычайны стан.
|
||||
lenum.stop = Перастаць рухацца/дабываць/будаваць.
|
||||
lenum.unbind = Поўнасццю адключыць кантраляванне працэссарамі.\nАднавіць звычайныя паводзіны AI.
|
||||
@@ -2480,7 +2499,7 @@ lenum.payenter = Увайсці/прызямліцца на блок выгру
|
||||
lenum.flag = Лічбавы сцяг адзінкі.
|
||||
lenum.mine = Дабываць у кардынатах.
|
||||
lenum.build = Пабудаваць структуру.
|
||||
lenum.getblock = Атрымаць будынак і яго тып у каардынатах.\nАдзінка павінна быць у дыяпазоне ад каардынат.\nЦвердыя не будынкі павінны мець тып [accent]@solid[].
|
||||
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
|
||||
lenum.within = Правярае калі адзінка знаходзіцца каля каардынат.
|
||||
lenum.boost = Пачаць/перастаць узлятаць.
|
||||
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||
|
||||
@@ -438,6 +438,11 @@ editor.rules = Правила:
|
||||
editor.generation = Генериране:
|
||||
editor.objectives = Objectives
|
||||
editor.locales = Locale Bundles
|
||||
editor.worldprocessors = World Processors
|
||||
editor.worldprocessors.editname = Edit Name
|
||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||
editor.worldprocessors.nospace = No free space to place a world processor!\nDid you fill the map with structures? Why would you do this?
|
||||
editor.worldprocessors.delete.confirm = Are you sure you want to delete this world processor?\n\nIf it is surrounded by walls, it will be replaced by an environmental wall.
|
||||
editor.ingame = Редактирай в игра
|
||||
editor.playtest = Playtest
|
||||
editor.publish.workshop = Публикувай в Работилницата
|
||||
@@ -494,6 +499,7 @@ editor.default = [lightgray]<Стандартно>
|
||||
details = Детайли...
|
||||
edit = Редактирай...
|
||||
variables = Vars
|
||||
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
||||
logic.globals = Built-in Variables
|
||||
editor.name = Име:
|
||||
editor.spawn = Създай Единица
|
||||
@@ -581,6 +587,7 @@ filter.clear = Изчисти
|
||||
filter.option.ignore = Игнорирай
|
||||
filter.scatter = Разпръскване
|
||||
filter.terrain = Терен
|
||||
filter.logic = Logic
|
||||
filter.option.scale = Мащаб
|
||||
filter.option.chance = Вероятност
|
||||
filter.option.mag = Магнитут
|
||||
@@ -603,6 +610,8 @@ filter.option.floor2 = Втори под
|
||||
filter.option.threshold2 = Втори праг
|
||||
filter.option.radius = Радиус
|
||||
filter.option.percentile = Перцентил
|
||||
filter.option.code = Code
|
||||
filter.option.loop = Loop
|
||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||
locales.applytoall = Apply Changes To All Locales
|
||||
@@ -971,6 +980,7 @@ stat.abilities = Способности
|
||||
stat.canboost = Може да ускорява
|
||||
stat.flying = Летящ
|
||||
stat.ammouse = Употребе на Боеприпаси
|
||||
stat.ammocapacity = Ammo Capacity
|
||||
stat.damagemultiplier = Множител на Щети
|
||||
stat.healthmultiplier = Множител на Точки живот
|
||||
stat.speedmultiplier = Множител на Скорост
|
||||
@@ -1097,6 +1107,7 @@ unit.items = предмети
|
||||
unit.thousands = хил
|
||||
unit.millions = млн
|
||||
unit.billions = млр
|
||||
unit.shots = shots
|
||||
unit.pershot = /изстрел
|
||||
category.purpose = Предназначение
|
||||
category.general = Обща информация
|
||||
@@ -1106,6 +1117,8 @@ category.items = Предмети
|
||||
category.crafting = Вход/Изход
|
||||
category.function = Функционалност
|
||||
category.optional = Допълнителни Подобрения
|
||||
setting.alwaysmusic.name = Always Play Music
|
||||
setting.alwaysmusic.description = When enabled, music will always play on loop in-game.\nWhen disabled, it only plays at random intervals.
|
||||
setting.skipcoreanimation.name = Skip Core Launch/Land Animation
|
||||
setting.landscape.name = Заключване на Пейзажа
|
||||
setting.shadows.name = Сенки
|
||||
@@ -1302,7 +1315,10 @@ rules.disableworldprocessors = Disable World Processors
|
||||
rules.schematic = Позволена Употребата на Схеми
|
||||
rules.wavetimer = Таймер за Вълни
|
||||
rules.wavesending = Wave Sending
|
||||
rules.allowedit = Allow Editing Rules
|
||||
rules.allowedit.info = When enabled, the player can edit rules in-game via the button in the bottom left corner of the Pause menu.
|
||||
rules.waves = Вълни
|
||||
rules.airUseSpawns = Air units use spawn points
|
||||
rules.attack = Режим Атака
|
||||
rules.buildai = Base Builder AI
|
||||
rules.buildaitier = Builder AI Tier
|
||||
@@ -2326,6 +2342,7 @@ lst.getflag = Check if a global flag is set.
|
||||
lst.setprop = Sets a property of a unit or building.
|
||||
lst.effect = Create a particle effect.
|
||||
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
||||
lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calculated based on position.
|
||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||
@@ -2373,6 +2390,7 @@ lenum.shoot = Стреля към позиция.
|
||||
lenum.shootp = Прицелва се в единица/сграда, изчислявайки нейната скорост.
|
||||
lenum.config = Building configuration, e.g. sorter item.
|
||||
lenum.enabled = Дали блокът е активиран или забранен.
|
||||
laccess.currentammotype = Current ammo item/liquid of a turret.
|
||||
|
||||
laccess.color = Цвят на осветителя.
|
||||
laccess.controller = Връща кой контролира единицата.\nАко е управляване от процесор, връща процесора.\nАко е във формация, връща лидера.\nИначе, връща самата единица.
|
||||
@@ -2492,6 +2510,7 @@ unitlocate.building = Променлива в която да запише на
|
||||
unitlocate.outx = Резултатна X координата.
|
||||
unitlocate.outy = Резултатна Y координата.
|
||||
unitlocate.group = Група постройки за които да търси.
|
||||
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
||||
|
||||
lenum.idle = Не се движи, но продължи да строиш/добиваш ресурси.\nСтандартното поведение.
|
||||
lenum.stop = Спри да се движиш/добиваш ресурси/строиш.
|
||||
@@ -2510,7 +2529,7 @@ lenum.payenter = Enter/land on the payload block the unit is on.
|
||||
lenum.flag = Числов флаг на единица.
|
||||
lenum.mine = Добивай ресурси от позиция.
|
||||
lenum.build = Построй структура.
|
||||
lenum.getblock = Преверете типът на постройката на дадени координати.\nПозицията трябва да е в обхвата на единицата.\nСолидни не-сгради ще имат типа [accent]@solid[].
|
||||
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
|
||||
lenum.within = Проверете дали дадена позиция е в обхват на единицата.
|
||||
lenum.boost = Започни/Спри ускорението.
|
||||
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||
|
||||
@@ -57,7 +57,7 @@ mods.browser.sortstars = Ordena per valoració
|
||||
schematic = Esquema
|
||||
schematic.add = Desa l’esquema…
|
||||
schematics = Esquemes
|
||||
schematic.search = Cerca esquemes...
|
||||
schematic.search = Cerca esquemes…
|
||||
schematic.replace = Ja hi ha un esquema amb aquest nom. Voleu reemplaçar-lo?
|
||||
schematic.exists = Ja hi ha un esquema amb aquest nom.
|
||||
schematic.import = Importa un esquema
|
||||
@@ -148,8 +148,8 @@ mod.content = Contingut:
|
||||
mod.delete.error = El mod no es pot esborrar. Potser el fitxer està en ús.
|
||||
mod.incompatiblegame = [red]Versió no compatible
|
||||
mod.incompatiblemod = [red]Incompatible
|
||||
mod.blacklisted = [red]Unsupported
|
||||
mod.unmetdependencies = [red]Depèndencies sense resoldre
|
||||
mod.blacklisted = [red]No suportat
|
||||
mod.unmetdependencies = [red]Dependències sense resoldre
|
||||
mod.erroredcontent = [scarlet]Errors del contingut
|
||||
mod.circulardependencies = [red]Dependències circulars
|
||||
mod.incompletedependencies = [red]Dependències incompletes
|
||||
@@ -347,7 +347,7 @@ command.rebuild = Reconstrueix
|
||||
command.assist = Assisteix al jugador
|
||||
command.move = Mou
|
||||
command.boost = Sobrevola
|
||||
command.enterPayload = Enter Payload Block
|
||||
command.enterPayload = Entra bloc
|
||||
command.loadUnits = Carrega unitats
|
||||
command.loadBlocks = Carrega blocs
|
||||
command.unloadPayload = Descarrega
|
||||
@@ -382,7 +382,7 @@ pausebuilding = [accent][[{0}][] per a posar en pausa la construcció.
|
||||
resumebuilding = [scarlet][[{0}][] per a reprendre la construcció.
|
||||
enablebuilding = [scarlet][[{0}][] per a activar l’edifici.
|
||||
showui = La interfície gràfica està amagada.\nPremeu [accent][[{0}][] per a mostrar-la.
|
||||
commandmode.name = [accent]Command Mode
|
||||
commandmode.name = [accent]Mode d’Ordres
|
||||
commandmode.nounits = [no units]
|
||||
wave = [accent]Onada {0}
|
||||
wave.cap = [accent]Onada {0}/{1}
|
||||
@@ -437,7 +437,12 @@ editor.waves = Onades
|
||||
editor.rules = Regles
|
||||
editor.generation = Generació
|
||||
editor.objectives = Objectius
|
||||
editor.locales = Locale Bundles
|
||||
editor.locales = Paquet de traduccions
|
||||
editor.worldprocessors = Processadors integrats
|
||||
editor.worldprocessors.editname = Edita el nom
|
||||
editor.worldprocessors.none = [lightgray]No s’han trobat blocs de processadors integrats!\nAfegiu-ne un a l’editor de mapes o feu servir el botó \ue813 de sota.
|
||||
editor.worldprocessors.nospace = No hi ha espai disponible per a posar un processador integrat!\nPotser el mapa està ple d’estructures.
|
||||
editor.worldprocessors.delete.confirm = Esteu segur que voleu esborrar aquest processador integrat?\n\nSi està envoltat de murs, es reemplaçarà per un mur mediambiental.
|
||||
editor.ingame = Edita des de la partida
|
||||
editor.playtest = Prova el mapa
|
||||
editor.publish.workshop = Publica al Workshop
|
||||
@@ -480,7 +485,7 @@ waves.sort.reverse = Ordre invers
|
||||
waves.sort.begin = Comença
|
||||
waves.sort.health = Salut
|
||||
waves.sort.type = Tipus
|
||||
waves.search = Es busquen onades...
|
||||
waves.search = Es busquen onades…
|
||||
waves.filter = Filtre d'unitats
|
||||
waves.units.hide = Amaga-les totes
|
||||
waves.units.show = Mostra-les totes
|
||||
@@ -494,6 +499,7 @@ editor.default = [lightgray]<Per defecte>
|
||||
details = Detalls
|
||||
edit = Edita
|
||||
variables = Variables
|
||||
logic.clear.confirm = Esteu segur que voleu esborrar tot el codi d’aquest processador?
|
||||
logic.globals = Built-in Variables
|
||||
editor.name = Nom:
|
||||
editor.spawn = Genera una unitat
|
||||
@@ -506,7 +512,7 @@ editor.errorlegacy = Aquest mapa és massa antic i fa servir un format obsolet.
|
||||
editor.errornot = No és un fitxer de mapa.
|
||||
editor.errorheader = Aquest fitxer de mapa no és vàlid o està corromput.
|
||||
editor.errorname = No s’ha definit el nom del mapa. Esteu intentant carregar una partida desada?
|
||||
editor.errorlocales = Error reading invalid locale bundles.
|
||||
editor.errorlocales = S’ha produït un error mentre es llegia un paquet de traduccions no vàlid.
|
||||
editor.update = Actualitza
|
||||
editor.randomize = Assigna a l’atzar
|
||||
editor.moveup = Mou amunt
|
||||
@@ -518,7 +524,7 @@ editor.sectorgenerate = Generació del sector
|
||||
editor.resize = Canvia la mida
|
||||
editor.loadmap = Carrega un mapa
|
||||
editor.savemap = Desa el mapa
|
||||
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
|
||||
editor.savechanges = [scarlet]Teniu canvis sense desar!\n\n[]Voleu desar-los?
|
||||
editor.saved = S’ha desat.
|
||||
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».
|
||||
@@ -583,6 +589,7 @@ filter.clear = Neteja
|
||||
filter.option.ignore = Ignora
|
||||
filter.scatter = Dispersió
|
||||
filter.terrain = Terreny
|
||||
filter.logic = Lògica
|
||||
|
||||
filter.option.scale = Escala
|
||||
filter.option.chance = Probabilitat
|
||||
@@ -606,23 +613,25 @@ filter.option.floor2 = Terra secundari
|
||||
filter.option.threshold2 = Llindar secundari
|
||||
filter.option.radius = Radi
|
||||
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: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||
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
|
||||
filter.option.code = Codi
|
||||
filter.option.loop = Bucle
|
||||
locales.info = Aquí, podeu afegir paquets de traducció per a idiomes específics al vostre mapa. En els paquets de traducció, cada propietat té un nom i un valor. Aquestes propietats les poden fer servir els processadors integrats i els objectius, fent servir els seus noms. Suporten el format de text (reemplaçant els marcadors de posició amb els seus valors corresponents).\n\n[cyan]Exemple de propietat:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||
locales.deletelocale = Esteu segur que voleu esborrar aquesta traducció?
|
||||
locales.applytoall = Aplica els canvis a totes les traduccions
|
||||
locales.addtoother = Afegeix a les altres traduccions
|
||||
locales.rollback = Restableix a l’última aplicada
|
||||
locales.filter = Propietat per al filtre
|
||||
locales.searchname = Cerca el nom…
|
||||
locales.searchvalue = Cerca el valor…
|
||||
locales.searchlocale = Cerca la traducció…
|
||||
locales.byname = Per nom
|
||||
locales.byvalue = Per valor
|
||||
locales.showcorrect = Mostra les propietats que estan en totes les traduccions i tenen valors únics en totes
|
||||
locales.showmissing = Mostra les propietats que fan falta en algunes traduccions
|
||||
locales.showsame = Mostra les propietats que tenen els mateixos valors en traduccions diferents
|
||||
locales.viewproperty = Mostra en totes les traduccions
|
||||
locales.viewing = Es mostra la propietat «{0}»
|
||||
locales.addicon = Afegeix una icona
|
||||
|
||||
width = Amplada:
|
||||
height = Alçada:
|
||||
@@ -678,7 +687,7 @@ marker.shape.name = Forma
|
||||
marker.text.name = Text
|
||||
marker.line.name = Línia
|
||||
marker.quad.name = Rectangle
|
||||
marker.texture.name = Texture
|
||||
marker.texture.name = Textura
|
||||
marker.background = Fons
|
||||
marker.outline = Contorn
|
||||
|
||||
@@ -850,7 +859,7 @@ sector.ravine.description = No es detecten nuclis enemics al sector, tot i que
|
||||
sector.caldera-erekir.description = Els recursos que s’han detectat al sector estan espargits per diverses illes.\nInvestigueu i establiu una xarxa de transport que faci servir drons.
|
||||
sector.stronghold.description = El campament enemic gran d’aquest sector guarda dipòsits importants de [accent]tori[].\nFeu-lo servir per a desenvolupar unitats i torretes de nivells més alts.
|
||||
sector.crevice.description = L’enemic enviarà un atac ferotge per a eliminar la vostra base del sector.\nPer a poder sobreviure, caldrà desenvolupar [accent]carburs[] i [accent]generadors pirolítics[].
|
||||
sector.siege.description = En aquest sector hi ha dos canyons paral·lels que forçaran un atac per dues bandes.\nInvestigueu el [accent]cianogen[] per a poder crear unitats d’atac més fortes.\nAtenció: s’han detectat missils de llarg abast. Els missils es poden abatre abans que impactin contra el seu objectiu.
|
||||
sector.siege.description = En aquest sector hi ha dos canyons paral·lels que forçaran un atac per dues bandes.\nInvestigueu el [accent]cianogen[] per a poder crear unitats d’atac més fortes.\nAtenció: s’han detectat míssils de llarg abast. Els míssils es poden abatre abans que impactin contra el seu objectiu.
|
||||
sector.crossroads.description = Les bases enemigues del sector s’han establert en diferents tipus de terreny. Investigueu unitats diferents per a adaptar els atacs.\nA més a més, algunes bases estan protegides per escuts. Esbrineu d’on treuen l’energia.
|
||||
sector.karst.description = Aquest sector és ric en recursos, però l’enemic l’atacarà tan aviat com hi aterri un nucli.\nAprofiteu els recursos i recerqueu el [accent]teixit de fase[].
|
||||
sector.origin.description = El sector final amb una presència enemiga important.\nProbablement no queden oportunitats de recerca. Centreu-vos en destruir els nuclis enemics.
|
||||
@@ -975,6 +984,7 @@ stat.abilities = Habilitats
|
||||
stat.canboost = Pot sobrevolar.
|
||||
stat.flying = Està volant.
|
||||
stat.ammouse = Ús de munició
|
||||
stat.ammocapacity = Capacitat de munició
|
||||
stat.damagemultiplier = Multiplicador de dany
|
||||
stat.healthmultiplier = Multiplicador de salut
|
||||
stat.speedmultiplier = Multiplicador de velocitat
|
||||
@@ -985,46 +995,46 @@ stat.immunities = Immunitats
|
||||
stat.healing = Reparador
|
||||
|
||||
ability.forcefield = Camp de força
|
||||
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||
ability.forcefield.description = Projecta un camp de força que absorbeix les bales.
|
||||
ability.repairfield = Repara el camp de força
|
||||
ability.repairfield.description = Repairs nearby units
|
||||
ability.repairfield.description = Repara les unitats properes.
|
||||
ability.statusfield = Estat del camp
|
||||
ability.statusfield.description = Applies a status effect to nearby units
|
||||
ability.statusfield.description = Aplica un efecte d’estat a les unitats properes.
|
||||
ability.unitspawn = Fàbrica
|
||||
ability.unitspawn.description = Constructs units
|
||||
ability.unitspawn.description = Construeix unitats.
|
||||
ability.shieldregenfield = Regenerador de camps de força
|
||||
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||
ability.shieldregenfield.description = Regenera els escuts d’unitats properes.
|
||||
ability.movelightning = Moviment llampec
|
||||
ability.movelightning.description = Releases lightning while moving
|
||||
ability.armorplate = Armor Plate
|
||||
ability.armorplate.description = Reduces damage taken while shooting
|
||||
ability.movelightning.description = Solta un llamp mentre es mou.
|
||||
ability.armorplate = Armadura de plaques
|
||||
ability.armorplate.description = Redueix el dany rebut mentre dispara.
|
||||
ability.shieldarc = Escut de descàrregues
|
||||
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||
ability.suppressionfield = Regen Suppression Field
|
||||
ability.suppressionfield.description = Stops nearby repair buildings
|
||||
ability.shieldarc.description = Projecta un escut de força en un arc que absorbeix les bales.
|
||||
ability.suppressionfield = Regenera el camp de supressió
|
||||
ability.suppressionfield.description = Para els edificis de reparació propers.
|
||||
ability.energyfield = Camp de força
|
||||
ability.energyfield.description = Zaps nearby enemies
|
||||
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||
ability.energyfield.description = Ataca els enemics propers.
|
||||
ability.energyfield.healdescription = Ataca els enemics propers i cura els aliats.
|
||||
ability.regen = Regeneració
|
||||
ability.regen.description = Regenerates own health over time
|
||||
ability.liquidregen = Liquid Absorption
|
||||
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||
ability.spawndeath = Death Spawns
|
||||
ability.spawndeath.description = Releases units on death
|
||||
ability.liquidexplode = Death Spillage
|
||||
ability.liquidexplode.description = Spills liquid on death
|
||||
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||
ability.regen.description = Regenera la seva salut amb el pas del temps.
|
||||
ability.liquidregen = Absorció de líquids
|
||||
ability.liquidregen.description = Absorbeix líquids per a curar-se.
|
||||
ability.spawndeath = Aparicions mortals
|
||||
ability.spawndeath.description = Allibera unitats quan mor.
|
||||
ability.liquidexplode = Vessament mortal
|
||||
ability.liquidexplode.description = Vessa líquid quan mor.
|
||||
ability.stat.firingrate = [stat]{0}/seg[lightgray] de cadència de tir
|
||||
ability.stat.regen = [stat]{0}[lightgray] de salut/seg
|
||||
ability.stat.shield = [stat]{0}[lightgray] d’escut
|
||||
ability.stat.repairspeed = [stat]{0}/seg[lightgray] de velocitat de reparació
|
||||
ability.stat.slurpheal = [stat]{0}[lightgray] de salut/unitat de líquid
|
||||
ability.stat.cooldown = [stat]{0} seg[lightgray] de temps de refredament
|
||||
ability.stat.maxtargets = [stat]{0}[lightgray] objectius com a màxim
|
||||
ability.stat.sametypehealmultiplier = [stat]{0} %[lightgray] a la quantitat de reparació del mateix tipus
|
||||
ability.stat.damagereduction = [stat]{0} %[lightgray] de reducció del dany
|
||||
ability.stat.minspeed = [stat]{0} caselles/seg[lightgray] de velocitat mín.
|
||||
ability.stat.duration = [stat]{0} seg[lightgray] de duració
|
||||
ability.stat.buildtime = [stat]{0} seg[lightgray] de temps de construcció
|
||||
|
||||
bar.onlycoredeposit = Només es permet depositar al nucli.
|
||||
bar.drilltierreq = Cal una perforadora millor.
|
||||
@@ -1064,7 +1074,7 @@ bullet.splashdamage = [stat]{0}[lightgray] de dany a l’àrea ~[stat] {1}[light
|
||||
bullet.incendiary = [stat]incendiari
|
||||
bullet.homing = [stat]munició guiada
|
||||
bullet.armorpierce = [stat]perforador d’armadures
|
||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] de dany límit
|
||||
bullet.suppression = [stat]Supressió de reparacions cada {0} s[lightgray] ~ [stat]{1}[lightgray] caselles
|
||||
bullet.interval = [stat]Interval de bales de {0}/s[lightgray]:
|
||||
bullet.frags = [stat]{0}[lightgray]× de bales de fragmentació:
|
||||
@@ -1100,6 +1110,7 @@ unit.items = elements
|
||||
unit.thousands = k
|
||||
unit.millions = M
|
||||
unit.billions = kM
|
||||
unit.shots = dispars
|
||||
unit.pershot = /dispar
|
||||
category.purpose = Funció
|
||||
category.general = General
|
||||
@@ -1109,6 +1120,8 @@ category.items = Elements
|
||||
category.crafting = Entrada/Sortida
|
||||
category.function = Funcionament
|
||||
category.optional = Millores opcionals
|
||||
setting.alwaysmusic.name = Reprodueix música sempre
|
||||
setting.alwaysmusic.description = Quan està activat, la música es reproduirà en bucle durant les partides.\nQuan està desactivat, només es reproduirà a intervals aleatoris.
|
||||
setting.skipcoreanimation.name = Omet l’animació del llançament i aterratge del nucli
|
||||
setting.landscape.name = Bloca el paisatge
|
||||
setting.shadows.name = Ombres
|
||||
@@ -1220,16 +1233,16 @@ keybind.unit_stance_hold_fire.name = Comportament: Mantén el foc
|
||||
keybind.unit_stance_pursue_target.name = Comportament: Persegueix l’objectiu
|
||||
keybind.unit_stance_patrol.name = Comportament: Patrulla
|
||||
keybind.unit_stance_ram.name = Comportament: Senzill
|
||||
keybind.unit_command_move.name = Unit Command: Move
|
||||
keybind.unit_command_repair.name = Unit Command: Repair
|
||||
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||
keybind.unit_command_assist.name = Unit Command: Assist
|
||||
keybind.unit_command_mine.name = Unit Command: Mine
|
||||
keybind.unit_command_boost.name = Unit Command: Boost
|
||||
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||
keybind.unit_command_move.name = Ordre d’unitat: Mou
|
||||
keybind.unit_command_repair.name = Ordre d’unitat: Repara
|
||||
keybind.unit_command_rebuild.name = Ordre d’unitat: Reconstrueix
|
||||
keybind.unit_command_assist.name = Ordre d’unitat: Assisteix
|
||||
keybind.unit_command_mine.name = Ordre d’unitat: Extrau
|
||||
keybind.unit_command_boost.name = Ordre d’unitat: Sobrevola
|
||||
keybind.unit_command_load_units.name = Ordre d’unitat: Carrega unitats
|
||||
keybind.unit_command_load_blocks.name = Ordre d’unitat: Carrega blocs
|
||||
keybind.unit_command_unload_payload.name = Ordre d’unitat: Descarrega blocs
|
||||
keybind.unit_command_enter_payload.name = Ordre d’unitat: Entra blocs
|
||||
keybind.rebuild_select.name = Reconstrueix la regió
|
||||
keybind.schematic_select.name = Selecciona una regió
|
||||
keybind.schematic_menu.name = Menú de plànols
|
||||
@@ -1298,14 +1311,17 @@ rules.hidebannedblocks = Amaga els blocs no permesos
|
||||
|
||||
rules.infiniteresources = Recursos infinits
|
||||
rules.onlydepositcore = Al nucli només es poden dipositar recursos
|
||||
rules.derelictrepair = Allow Derelict Block Repair
|
||||
rules.derelictrepair = Permet la reparació dels blocs en ruïnes
|
||||
rules.reactorexplosions = Explosions als reactors
|
||||
rules.coreincinerates = El nucli incinera els excedents
|
||||
rules.disableworldprocessors = Desactiva els processadors integrats
|
||||
rules.schematic = Permetre l’ús d’esquemes
|
||||
rules.wavetimer = Temporitzador d’onades
|
||||
rules.wavesending = Enviament d’onades
|
||||
rules.allowedit = Permet editar les regles
|
||||
rules.allowedit.info = Quan està activat, el jugador pot editar les regles de la partida amb el botó que hi ha a la part inferior esquerra del menú de pausa.
|
||||
rules.waves = Onades
|
||||
rules.airUseSpawns = Les unitats aèries fan servir els punts d’aparició
|
||||
rules.attack = Mode d’atac
|
||||
rules.buildai = IA constructora de bases
|
||||
rules.buildaitier = Nivell de construcció de la IA
|
||||
@@ -1327,7 +1343,7 @@ rules.unitdamagemultiplier = Multiplicador del dany de les unitats
|
||||
rules.unitcrashdamagemultiplier = Multiplicador del dany de xoc de les unitats
|
||||
rules.solarmultiplier = Multiplicador de l’energia solar
|
||||
rules.unitcapvariable = Els nuclis contribueixen al límit d’unitats
|
||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||
rules.unitpayloadsexplode = Els blocs carregats exploten juntament amb la unitat
|
||||
rules.unitcap = Capacitat base d’unitats
|
||||
rules.limitarea = Limita l’àrea del mapa
|
||||
rules.enemycorebuildradius = Radi de no construcció del nucli enemic:[lightgray] (caselles)
|
||||
@@ -1360,8 +1376,8 @@ rules.weather = Estat meteorològic
|
||||
rules.weather.frequency = Freqüència:
|
||||
rules.weather.always = Sempre
|
||||
rules.weather.duration = Durada:
|
||||
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||
rules.placerangecheck.info = No es permet que els jugadors puguin posar res a prop dels edificis enemics. Quan s’intenta posar una torreta, l’abast augmenta i la torreta no podrà arribar a l’enemic.
|
||||
rules.onlydepositcore.info = No es permet que les unitats deixin elements a dins dels edificis excepte els nuclis.
|
||||
|
||||
content.item.name = Elements
|
||||
content.liquid.name = Fluids
|
||||
@@ -1848,7 +1864,7 @@ block.diffuse.name = Diffuse
|
||||
block.basic-assembler-module.name = Mòdul de muntatge bàsic
|
||||
block.smite.name = Smite
|
||||
block.malign.name = Maligne
|
||||
block.flux-reactor.name = Reactor de fluxe
|
||||
block.flux-reactor.name = Reactor de flux
|
||||
block.neoplasia-reactor.name = Reactor de neoplàsia
|
||||
|
||||
block.switch.name = Interruptor
|
||||
@@ -1954,7 +1970,7 @@ aegis.tungsten = Tungsten can be mined using an [accent]impact drill[].\nThis st
|
||||
split.pickup = La unitat nucli pot recollir alguns blocs.\nRecolliu aquest [accent]contenidor[] i poseu-lo al [accent]transportador de blocs a distància[].\n(Les tecles per defecte són [ i ] per a recollir i deixar).
|
||||
split.pickup.mobile = La unitat nucli pot recollir alguns blocs.\nRecolliu aquest [accent]contenidor[] i poseu-lo al [accent]transportador de blocs a distància[].\n(Per a deixar o recollir alguna cosa, premeu-la uns segons).
|
||||
split.acquire = Heu d’aconseguir una mica de tungstè per a construir unitats.
|
||||
split.build = Les unitats s’han de transportar a l’altra banda del mur.\nConstruïu dos [accent]transportadors de blocs a distància[], un a cada banda del mur.\nPer establir-hi un enllaç, seleccioneu-ne un i després seleecionant l’altre.
|
||||
split.build = Les unitats s’han de transportar a l’altra banda del mur.\nConstruïu dos [accent]transportadors de blocs a distància[], un a cada banda del mur.\nPer establir-hi un enllaç, seleccioneu-ne un i després seleccionant l’altre.
|
||||
split.container = Igual que els contenidors, les unitats també es poden transportar amb els [accent]transportadors de blocs a distància[].\nConstruïu una fabricadora d’unitats al costat d’un transportadors de blocs a distància per a carregar-les i enviar-les més enllà del mur per a atacar la base enemiga.
|
||||
|
||||
item.copper.description = S’empra en molts tipus de construccions i munició.
|
||||
@@ -1978,10 +1994,10 @@ item.spore-pod.description = Es pot convertir en petroli, explosius i combustibl
|
||||
item.spore-pod.details = Espores. Probablement, es tracta d’una forma de vida sintètica. Emet gasos tòxics per a altres formes de vida i és molt invasiva. Sota certes condicions, són molt inflamables.
|
||||
item.blast-compound.description = S’empra en bombes i munició explosiva.
|
||||
item.pyratite.description = S’empra en armes incendiàries i generadors a combustió.
|
||||
item.beryllium.description = S’empra en molts tipus de construccions i municó d’Erekir.
|
||||
item.beryllium.description = S’empra en molts tipus de construccions i munició d’Erekir.
|
||||
item.tungsten.description = S’empra en perforadores, armadures i munició. Se’n necessita per construir estructures més avançades.
|
||||
item.oxide.description = S’empra com a conductor de l’energia tèrmica i també es fa servir com a aïllant elèctric.
|
||||
item.carbide.description = Es fa servir en estrutures avançades, unitats pesants i munició.
|
||||
item.carbide.description = Es fa servir en estructures avançades, unitats pesants i munició.
|
||||
|
||||
liquid.water.description = S’empra per a refredar màquines i processar residus.
|
||||
liquid.slag.description = Es refina en separadors per a obtenir-ne diferents metalls. També es fa servir com a munició líquida en torretes.
|
||||
@@ -1992,7 +2008,7 @@ liquid.ozone.description = Es fa servir com a agent oxidant en producció de mat
|
||||
liquid.hydrogen.description = Es fa servir en extracció de recursos, producció d’unitats i reparació d’estructures. Inflamable.
|
||||
liquid.cyanogen.description = Es fa servir per a munició, construcció d’unitats avançades i diverses reaccions en blocs avançats. Molt inflamable.
|
||||
liquid.nitrogen.description = Es fa servir per a extraure recursos, obtenció de gas i producció d’unitats. Inert.
|
||||
liquid.neoplasm.description = Un subproducte biològic perillís del reactor de neoplàsia. S’estén de pressa a altres blocs adjacents que continguin aigua que toca, fent-los malbé. Viscós.
|
||||
liquid.neoplasm.description = Un subproducte biològic perillós del reactor de neoplàsia. S’estén de pressa a altres blocs adjacents que continguin aigua que toca, fent-los malbé. Viscós.
|
||||
liquid.neoplasm.details = Neoplasma. Una massa incontrolable de cèl·lules sintètiques que es divideixen molt de pressa amb una consistència fangosa. Resisteix temperatures altes. Extremadament perillosa per a estructures amb aigua.\n\nMassa complexa i inestable per a fer-ne una anàlisi estàndard. Aplicacions potencials desconegudes. Es recomana incinerar-la en piscines de residus.
|
||||
|
||||
block.derelict = \uf77e [lightgray]En ruïnes
|
||||
@@ -2283,14 +2299,14 @@ unit.vanquish.description = Dispara munició de gran calibre perforadora i de di
|
||||
unit.conquer.description = Dispara ràfegues llargues de bales als objectius enemics.
|
||||
unit.merui.description = Dispara artilleria de llarg abast als objectius enemics. Pot travessar la majoria de terrenys.
|
||||
unit.cleroi.description = Dispara parelles de projectils als objectius enemics. Busca projectils enemics amb torretes de punt de defensa. Pot travessar la majoria de terrenys.
|
||||
unit.anthicus.description = Dispara missils dirigits de llarg abast als objectius enemics. Pot travessar la majoria de terrenys.
|
||||
unit.tecta.description = Dispara missils de plasma dirigits als objectius enemics. Es protegeix a si mateix amb un escut direccional. Pot travessar la majoria de terrenys.
|
||||
unit.anthicus.description = Dispara míssils dirigits de llarg abast als objectius enemics. Pot travessar la majoria de terrenys.
|
||||
unit.tecta.description = Dispara míssils de plasma dirigits als objectius enemics. Es protegeix a si mateix amb un escut direccional. Pot travessar la majoria de terrenys.
|
||||
unit.collaris.description = Dispara artilleria de fragmentació de llarg abast als objectius enemics. Pot travessar la majoria de terrenys.
|
||||
unit.elude.description = Dispara parelles de bales dirigides als objectius enemics. Pot volar sobre les masses de líquid.
|
||||
unit.avert.description = Dispara parelles de bales que torcen la trajectòria als objectius enemics.
|
||||
unit.obviate.description = Dispara parelles de boles elèctriques als objectius enemics.
|
||||
unit.quell.description = Dispara missils de llarg abast dirigits als objectius enemics. Evita la reparació de les estructures enemigues per part dels blocs de reparació.
|
||||
unit.disrupt.description = Dispara missils de llarg abast dirigits i supressors als objecius enemics. Evita la reparació de les estructures enemigues per part dels blocs de reparació.
|
||||
unit.quell.description = Dispara míssils de llarg abast dirigits als objectius enemics. Evita la reparació de les estructures enemigues per part dels blocs de reparació.
|
||||
unit.disrupt.description = Dispara míssils de llarg abast dirigits i supressors als objectius enemics. Evita la reparació de les estructures enemigues per part dels blocs de reparació.
|
||||
unit.evoke.description = Construeix estructures per defensar el nucli Bastió. Repara les estructures amb un raig.
|
||||
unit.incite.description = Construeix estructures per defensar el nucli Ciutadella. Repara les estructures amb un raig.
|
||||
unit.emanate.description = Construeix estructures per defensar el nucli Acròpolis. Repara les estructures amb un raig.
|
||||
@@ -2298,7 +2314,7 @@ unit.emanate.description = Construeix estructures per defensar el nucli Acròpol
|
||||
lst.read = Llegeix un nombre des d’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 d’impressió.\nEl text no es mostrarà fins que s’apliqui «[accent]Print Flush[]».
|
||||
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.format = Reemplaça el següent marcador de posició a la cua d’impressió amb un valor.\nNo fa res si el patró del marcador no és vàlid.\nPatró del marcador: "{[accent]número 0-9[]}"\nExemple:\n[accent]print "test {0}"\nformat "example"
|
||||
lst.draw = Afegeix una instrucció de dibuix a la cua corresponent.\nEl resultat no es mostrarà fins que s’apliqui «[accent]Draw Flush[]».
|
||||
lst.drawflush = Executa les operacions de la cua de dibuix al monitor lògic.
|
||||
lst.printflush = Executa les operacions de la cua d’impressió al monitor lògic.
|
||||
@@ -2321,8 +2337,8 @@ lst.getblock = Obtén les dades d’un bloc en qualsevol posició.
|
||||
lst.setblock = Estableix les dades d’un bloc en qualsevol posició.
|
||||
lst.spawnunit = Fes aparèixer una unitat en una posició.
|
||||
lst.applystatus = Aplica o esborra un efecte d’estat d’una unitat.
|
||||
lst.weathersense = Check if a type of weather is active.
|
||||
lst.weatherset = Set the current state of a type of weather.
|
||||
lst.weathersense = Comprova si un tipus de temps meteorològics està actiu.
|
||||
lst.weatherset = Estableix l’estat actual per a un tipus de temps meteorològic.
|
||||
lst.spawnwave = Simula l’aparició d’una onada enemiga en una posició arbitrària.\nEl comptador d’onades no s’incrementarà.
|
||||
lst.explosion = Crea una explosió en una posició.
|
||||
lst.setrate = Estableix la velocitat d’execució del processador en instruccions/tic.
|
||||
@@ -2334,47 +2350,48 @@ lst.cutscene = Manipula la càmera del jugador.
|
||||
lst.setflag = Estableix un senyal global que es podrà llegir en tots els processadors.
|
||||
lst.getflag = Obtén un senyal global.
|
||||
lst.setprop = Estableix una propietat d’una unitat o estructura.
|
||||
lst.effect = Crea un efecte de particula.
|
||||
lst.effect = Crea un efecte de partícula.
|
||||
lst.sync = Sincronitza una variable a través de la xarxa.\nS’invoca com a molt 10 vegades per segon.
|
||||
lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calculated based on position.
|
||||
lst.makemarker = Crea una marca lògica al món.\nS’ha de donar un ID per a identificar-la.\nEs poden establir fins a 20.000 marcadors per món.
|
||||
lst.setmarker = Estableix una propietat per a la marca.\nL’ID que es faci servir ha de ser el mateix que el de la instrucció de crear la marca.
|
||||
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||
lst.localeprint = Afegeix el valor d’una propietat de la traducció d’un mapa a la cua d’impressió.\nPer a establir paquets de traducció de mapes a l’editor de mapes, comproveu [accent]Informació del mapa > Paquets de traducció[].\nSi el client és un dispositiu mòbil, primer intenta imprimir una propietat que acabi en «.mobile».
|
||||
lglobal.false = 0
|
||||
lglobal.true = 1
|
||||
lglobal.null = null
|
||||
lglobal.@pi = The mathematical constant pi (3.141...)
|
||||
lglobal.@e = The mathematical constant e (2.718...)
|
||||
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
||||
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
||||
lglobal.@time = Playtime of current save, in milliseconds
|
||||
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
||||
lglobal.@second = Playtime of current save, in seconds
|
||||
lglobal.@minute = Playtime of current save, in minutes
|
||||
lglobal.@waveNumber = Current wave number, if waves are enabled
|
||||
lglobal.@waveTime = Countdown timer for waves, in seconds
|
||||
lglobal.@mapw = Map width in tiles
|
||||
lglobal.@maph = Map height in tiles
|
||||
lglobal.sectionMap = Map
|
||||
lglobal.@pi = La constant matemàtica pi (3.141…)
|
||||
lglobal.@e = La constant matemàtica e (2.718…)
|
||||
lglobal.@degToRad = Multiplica per aquest nombre per a convertir graus sexagesimals en radians.
|
||||
lglobal.@radToDeg = Multiplica per aquest nombre per a convertir radians en graus sexagesimals.
|
||||
lglobal.@time = Temps de joc de la partida actual, en mil·lisegons
|
||||
lglobal.@tick = Temps de joc de la partida actual, en tics (1 segon = 60 tics)
|
||||
lglobal.@second = Temps de joc de la partida actual, en segons
|
||||
lglobal.@minute = Temps de joc de la partida actual, en minuts
|
||||
lglobal.@waveNumber = Nombre de l’onada actual, si les onades estan activades
|
||||
lglobal.@waveTime = Comptador enrere de les onades, en segons
|
||||
lglobal.@mapw = Amplada del mapa en caselles
|
||||
lglobal.@maph = Alçària del mapa en caselles
|
||||
lglobal.sectionMap = Mapa
|
||||
lglobal.sectionGeneral = General
|
||||
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
||||
lglobal.sectionProcessor = Processor
|
||||
lglobal.sectionNetwork = Xarxa/Client [Només processador integrat]
|
||||
lglobal.sectionProcessor = Processador
|
||||
lglobal.sectionLookup = Lookup
|
||||
lglobal.@this = The logic block executing the code
|
||||
lglobal.@thisx = X coordinate of block executing the code
|
||||
lglobal.@thisy = Y coordinate of block executing the code
|
||||
lglobal.@links = Total number of blocks linked to this processors
|
||||
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
||||
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
||||
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
||||
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
||||
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
||||
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
||||
lglobal.@client = True if the code is running on a client connected to a server
|
||||
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
||||
lglobal.@clientUnit = Unit of client running the code
|
||||
lglobal.@clientName = Player name of client running the code
|
||||
lglobal.@clientTeam = Team ID of client running the code
|
||||
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||
lglobal.@this = El bloc lògic que executa el codi
|
||||
lglobal.@thisx = Coordenada X del bloc que executa el codi
|
||||
lglobal.@thisy = Coordenada Y del bloc que executa el codi
|
||||
lglobal.@links = Quantitat total de blocs enllaçats amb aquest processador
|
||||
lglobal.@ipt = Velocitat d’execució del processador en instruccions per tic (60 tics = 1 segon)
|
||||
lglobal.@unitCount = Nombre total de tipus de continguts d’unitat a la partida; es fa servir amb la instrucció lookup.
|
||||
lglobal.@blockCount = Nombre total de tipus de continguts de bloc a la partida; es fa servir amb la instrucció lookup.
|
||||
lglobal.@itemCount = Nombre total de tipus de continguts d’element a la partida; es fa servir amb la instrucció lookup.
|
||||
lglobal.@liquidCount = Nombre total de tipus de continguts de líquid a la partida; es fa servir amb la instrucció lookup.
|
||||
lglobal.@server = Cert si el codi s’executa en un servidor o en mode d’un sol jugador; fals altrament.
|
||||
lglobal.@client = Cert si el codi s’executa en un client connectat a un servidor.
|
||||
lglobal.@clientLocale = Traducció del client que executa el codi. Per exemple: en_US
|
||||
lglobal.@clientUnit = Unitat del client que executa el codi
|
||||
lglobal.@clientName = Nom del jugador del client que executa el codi
|
||||
lglobal.@clientTeam = Identificador de l’equip que executa el codi
|
||||
lglobal.@clientMobile = Cert si el client que executa el codi és un dispositiu mòbil; fals altrament.
|
||||
|
||||
logic.nounitbuild = [red]Aquí no es permet construir blocs de tipus lògic.
|
||||
|
||||
@@ -2383,6 +2400,7 @@ lenum.shoot = Dispara a una posició.
|
||||
lenum.shootp = Dispara a una unitat/bloc tenint en compte la seva velocitat a l’hora d’apuntar.
|
||||
lenum.config = Configuració de l’estructura, com ara el classificador.
|
||||
lenum.enabled = Retorna si el bloc està activat.
|
||||
laccess.currentammotype = Líquid o element de munició actual de la torreta.
|
||||
|
||||
laccess.color = Color de l’il·luminador.
|
||||
laccess.controller = Controlador de la unitat. Si es controla per processador, retorna el processador.\nAltrament, retorna la mateixa unitat.
|
||||
@@ -2390,7 +2408,7 @@ laccess.dead = Retorna si una unitat o bloc està destruïda o si ja no és vàl
|
||||
laccess.controlled = Returna:\n[accent]@ctrlProcessor[] si el controlador de la unitat és un processador;\n[accent]@ctrlPlayer[] si el controlador de la unitat és un jugador;\n[accent]@ctrlCommand[] si el controlador és un comandament del jugador;\naltrament, és 0.
|
||||
laccess.progress = Progrés de l’acció, entre 0 i 1.\nRetorna la producció, la recàrrega de la torreta o el progrés de la construcció.
|
||||
laccess.speed = Velocitat màxima de la unitat, en caselles/s.
|
||||
laccess.id = ID of a unit/block/item/liquid.\nThis is the inverse of the lookup operation.
|
||||
laccess.id = Identificador d’unitat/bloc/element/líquid.\nÉs l’invers de l’operació lookup.
|
||||
lcategory.unknown = Desconegut
|
||||
lcategory.unknown.description = Instruccions sense categoria.
|
||||
lcategory.io = Entrada i sortida
|
||||
@@ -2417,7 +2435,7 @@ graphicstype.poly = Omple un polígon regular.
|
||||
graphicstype.linepoly = Dibuixa els costats d’un polígon regular.
|
||||
graphicstype.triangle = Omple un triangle.
|
||||
graphicstype.image = Dibuixa una imatge d’algun element del joc.\nPer exemple: [accent]@router[] o [accent]@dagger[].
|
||||
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
||||
graphicstype.print = Dibuixa el text de la cua d’impressió.\nEsborra la cua d’impressió.
|
||||
|
||||
lenum.always = Sempre cert.
|
||||
lenum.idiv = Divisió entera.
|
||||
@@ -2505,6 +2523,7 @@ unitlocate.building = Variable de sortida per al bloc localitzat.
|
||||
unitlocate.outx = Coordenada X de la sortida.
|
||||
unitlocate.outy = Coordenada Y de la sortida.
|
||||
unitlocate.group = Categoria de blocs a buscar.
|
||||
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
||||
|
||||
lenum.idle = La unitat no es mourà, però continuarà construint i extraient minerals.\nÉs l’estat per defecte.
|
||||
lenum.stop = Para de moure, construir o extreure minerals.
|
||||
@@ -2512,7 +2531,7 @@ lenum.unbind = Desactiva del tot el control lògic.\nContinua amb la IA estànda
|
||||
lenum.move = Mou a una posició exacta.
|
||||
lenum.approach = Aproxima a una zona determinada amb una posició i un radi.
|
||||
lenum.pathfind = Troba un camí i segueix una ruta fins al punt d’aparició d’enemics.
|
||||
lenum.autopathfind = Automatically pathfinds to the nearest enemy core or drop point.\nThis is the same as standard wave enemy pathfinding.
|
||||
lenum.autopathfind = Busca un camí automàticament fins al nucli enemic més proper o punt d’aterratge.\nÉs el mateix que el camí d'una onada enemiga estàndard.
|
||||
lenum.target = Dispara a una posició.
|
||||
lenum.targetp = Dispara a un objectiu tenint en compte la seva velocitat a l’hora d’apuntar.
|
||||
lenum.itemdrop = Deixa un element.
|
||||
@@ -2523,7 +2542,7 @@ lenum.payenter = Entra o apareix al bloc on es troba la unitat.
|
||||
lenum.flag = Identificador numèric de la unitat.
|
||||
lenum.mine = Extreu recursos en una posició.
|
||||
lenum.build = Construeix una estructura.
|
||||
lenum.getblock = Obté un bloc i el seu tipus a les coordenades indicades.\nLa posició escollida ha d’estar a l’abast de la unitat.\nEls blocs que no són construccions tindran el tipus [accent]@solid[].
|
||||
lenum.getblock = Obté el bloc, el seu tipus i el terra a les coordenades indicades.\nLa posició escollida ha d’estar a l’abast de la unitat; altrament es retornarà un valor buit.
|
||||
lenum.within = Comprova si la unitat està a prop d’una posició.
|
||||
lenum.boost = Inicia/Detén el vol.
|
||||
lenum.flushtext = Passa el contingut de la cua d’impressió al marcador, si es pot.\nSi s’estableix «fetch» a vertader, s’intentarà carregar les propietats de la traducció del mapa o del joc.
|
||||
|
||||
@@ -439,6 +439,11 @@ editor.rules = Pravidla:
|
||||
editor.generation = Generace:
|
||||
editor.objectives = Úkoly:
|
||||
editor.locales = Locale Bundles
|
||||
editor.worldprocessors = World Processors
|
||||
editor.worldprocessors.editname = Edit Name
|
||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||
editor.worldprocessors.nospace = No free space to place a world processor!\nDid you fill the map with structures? Why would you do this?
|
||||
editor.worldprocessors.delete.confirm = Are you sure you want to delete this world processor?\n\nIf it is surrounded by walls, it will be replaced by an environmental wall.
|
||||
editor.ingame = Upravit ve hře
|
||||
editor.playtest = Playtest
|
||||
editor.publish.workshop = Publikovat do Workshopu na Steamu
|
||||
@@ -495,6 +500,7 @@ editor.default = [lightgray]<Výchozí>[]
|
||||
details = Podrobnosti...
|
||||
edit = Upravit...
|
||||
variables = Hodnoty
|
||||
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
||||
logic.globals = Built-in Variables
|
||||
editor.name = Jméno:
|
||||
editor.spawn = Zrodit jednotku
|
||||
@@ -582,6 +588,7 @@ filter.clear = Vyčistit
|
||||
filter.option.ignore = Ignorovat
|
||||
filter.scatter = Rozptýlení
|
||||
filter.terrain = Terén
|
||||
filter.logic = Logic
|
||||
|
||||
filter.option.scale = Měřítko
|
||||
filter.option.chance = Náhoda
|
||||
@@ -605,6 +612,8 @@ filter.option.floor2 = Druhotný povrch
|
||||
filter.option.threshold2 = Druhotný práh
|
||||
filter.option.radius = Poloměr
|
||||
filter.option.percentile = Percentil
|
||||
filter.option.code = Code
|
||||
filter.option.loop = Loop
|
||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||
locales.applytoall = Apply Changes To All Locales
|
||||
@@ -973,6 +982,7 @@ stat.abilities = Schopnosti
|
||||
stat.canboost = Umí posilovat
|
||||
stat.flying = Létající
|
||||
stat.ammouse = Spotřeba Munice
|
||||
stat.ammocapacity = Ammo Capacity
|
||||
stat.damagemultiplier = Násobič Poškození
|
||||
stat.healthmultiplier = Násobič Životů
|
||||
stat.speedmultiplier = Násobič Rychlostí
|
||||
@@ -1099,6 +1109,7 @@ unit.items = předměty
|
||||
unit.thousands = tis
|
||||
unit.millions = mio
|
||||
unit.billions = mld
|
||||
unit.shots = shots
|
||||
unit.pershot = /střela
|
||||
category.purpose = Účel
|
||||
category.general = Všeobecné
|
||||
@@ -1108,6 +1119,8 @@ category.items = Předměty
|
||||
category.crafting = Vstup/Výstup
|
||||
category.function = Funkce
|
||||
category.optional = Volitelné vylepšení
|
||||
setting.alwaysmusic.name = Always Play Music
|
||||
setting.alwaysmusic.description = When enabled, music will always play on loop in-game.\nWhen disabled, it only plays at random intervals.
|
||||
setting.skipcoreanimation.name = Přeskočit Animaci Odpalu/Přístání Jádra
|
||||
setting.landscape.name = Uzamknout krajinu
|
||||
setting.shadows.name = Stíny
|
||||
@@ -1304,7 +1317,10 @@ rules.disableworldprocessors = Zakázat Světové Procesory
|
||||
rules.schematic = Šablony povoleny
|
||||
rules.wavetimer = Časovač vln
|
||||
rules.wavesending = Wave Sending
|
||||
rules.allowedit = Allow Editing Rules
|
||||
rules.allowedit.info = When enabled, the player can edit rules in-game via the button in the bottom left corner of the Pause menu.
|
||||
rules.waves = Vlny
|
||||
rules.airUseSpawns = Air units use spawn points
|
||||
rules.attack = Režim útoku
|
||||
rules.buildai = Umělá AI staví
|
||||
rules.buildaitier = Úroveň AI stavitele
|
||||
@@ -2331,6 +2347,7 @@ lst.getflag = Check if a global flag is set.
|
||||
lst.setprop = Sets a property of a unit or building.
|
||||
lst.effect = Create a particle effect.
|
||||
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
||||
lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calculated based on position.
|
||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||
@@ -2378,6 +2395,7 @@ lenum.shoot = Vystřelí na určitou pozici.
|
||||
lenum.shootp = Vystřelí na jednotku/budovu s rychlostní předpovědí.
|
||||
lenum.config = Konfigurace budovy, např. třídící věc pro třídičku.
|
||||
lenum.enabled = Zda je blok povolen.
|
||||
laccess.currentammotype = Current ammo item/liquid of a turret.
|
||||
|
||||
laccess.color = Barva osvětlovače.
|
||||
laccess.controller = Kontroler jednotky. Pokud procesor je kontrolován, vrátí procesor\nPokud je ve formaci, vrací vůdce.\nJinak vrací jednotku.
|
||||
@@ -2500,6 +2518,7 @@ unitlocate.building = Výstup hodnot pro lokalizovanou budovu.
|
||||
unitlocate.outx = Výstup X pozice.
|
||||
unitlocate.outy = Výstup Y pozice.
|
||||
unitlocate.group = Vyhledat skupinu budov.
|
||||
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
||||
|
||||
lenum.idle = Nehýbat se, ale pokračovat ve stavění/těžení.\nVýchozí stav.
|
||||
lenum.stop = Přestat pohybovat se/těžit/stavět.
|
||||
@@ -2518,7 +2537,7 @@ lenum.payenter = Vstoupit/přistat na nákladní blok, na kterém jednotka je.
|
||||
lenum.flag = Číselné označení (flag) jednotky.
|
||||
lenum.mine = Těžit na pozici.
|
||||
lenum.build = Postavit strukturu.
|
||||
lenum.getblock = Získat budovu a typ na dané pozici.\nJednotka musí být v dosahu dané pozice.\nSolidní non-budovy budou mít typ [accent]@solid[].
|
||||
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
|
||||
lenum.within = Zkontrolovat, jestli jednotka je blízko dané pozice.
|
||||
lenum.boost = Začít/Přestat posilovat.
|
||||
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||
|
||||
@@ -434,6 +434,11 @@ editor.rules = Regler:
|
||||
editor.generation = Generering:
|
||||
editor.objectives = Objectives
|
||||
editor.locales = Locale Bundles
|
||||
editor.worldprocessors = World Processors
|
||||
editor.worldprocessors.editname = Edit Name
|
||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||
editor.worldprocessors.nospace = No free space to place a world processor!\nDid you fill the map with structures? Why would you do this?
|
||||
editor.worldprocessors.delete.confirm = Are you sure you want to delete this world processor?\n\nIf it is surrounded by walls, it will be replaced by an environmental wall.
|
||||
editor.ingame = Ændr i spil
|
||||
editor.playtest = Playtest
|
||||
editor.publish.workshop = Publicer på Workshop
|
||||
@@ -489,6 +494,7 @@ editor.default = [lightgray]<standard>
|
||||
details = Detaljer...
|
||||
edit = Rediger...
|
||||
variables = Vars
|
||||
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
||||
logic.globals = Built-in Variables
|
||||
editor.name = Navn:
|
||||
editor.spawn = Påkald enhed
|
||||
@@ -576,6 +582,7 @@ filter.clear = Ryd
|
||||
filter.option.ignore = Ignorer
|
||||
filter.scatter = Spreder
|
||||
filter.terrain = Terræn
|
||||
filter.logic = Logic
|
||||
filter.option.scale = Skaler
|
||||
filter.option.chance = Chance
|
||||
filter.option.mag = Størrelse
|
||||
@@ -598,6 +605,8 @@ filter.option.floor2 = Sekundært gulv
|
||||
filter.option.threshold2 = Sekundær terskel
|
||||
filter.option.radius = Radius
|
||||
filter.option.percentile = Percentil
|
||||
filter.option.code = Code
|
||||
filter.option.loop = Loop
|
||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||
locales.applytoall = Apply Changes To All Locales
|
||||
@@ -962,6 +971,7 @@ stat.abilities = Evner
|
||||
stat.canboost = Can Boost
|
||||
stat.flying = Flying
|
||||
stat.ammouse = Ammo Use
|
||||
stat.ammocapacity = Ammo Capacity
|
||||
stat.damagemultiplier = Damage Multiplier
|
||||
stat.healthmultiplier = Health Multiplier
|
||||
stat.speedmultiplier = Speed Multiplier
|
||||
@@ -1088,6 +1098,7 @@ unit.items = genstande
|
||||
unit.thousands = t
|
||||
unit.millions = mio
|
||||
unit.billions = mia
|
||||
unit.shots = shots
|
||||
unit.pershot = /shot
|
||||
category.purpose = Purpose
|
||||
category.general = Generel
|
||||
@@ -1097,6 +1108,8 @@ category.items = Genstande
|
||||
category.crafting = Input/Output
|
||||
category.function = Funktion
|
||||
category.optional = Valgfri Opgraderinger
|
||||
setting.alwaysmusic.name = Always Play Music
|
||||
setting.alwaysmusic.description = When enabled, music will always play on loop in-game.\nWhen disabled, it only plays at random intervals.
|
||||
setting.skipcoreanimation.name = Skip Core Launch/Land Animation
|
||||
setting.landscape.name = Lås Landskab
|
||||
setting.shadows.name = Skygger
|
||||
@@ -1293,7 +1306,10 @@ rules.disableworldprocessors = Disable World Processors
|
||||
rules.schematic = Skabeloner tilladt
|
||||
rules.wavetimer = Bølge-æggeur
|
||||
rules.wavesending = Wave Sending
|
||||
rules.allowedit = Allow Editing Rules
|
||||
rules.allowedit.info = When enabled, the player can edit rules in-game via the button in the bottom left corner of the Pause menu.
|
||||
rules.waves = Bølger
|
||||
rules.airUseSpawns = Air units use spawn points
|
||||
rules.attack = Angrebsmode
|
||||
rules.buildai = Base Builder AI
|
||||
rules.buildaitier = Builder AI Tier
|
||||
@@ -2312,6 +2328,7 @@ lst.getflag = Check if a global flag is set.
|
||||
lst.setprop = Sets a property of a unit or building.
|
||||
lst.effect = Create a particle effect.
|
||||
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
||||
lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calculated based on position.
|
||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||
@@ -2357,6 +2374,7 @@ lenum.shoot = Shoot at a position.
|
||||
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
||||
lenum.config = Building configuration, e.g. sorter item.
|
||||
lenum.enabled = Whether the block is enabled.
|
||||
laccess.currentammotype = Current ammo item/liquid of a turret.
|
||||
laccess.color = Illuminator color.
|
||||
laccess.controller = Unit controller. If processor controlled, returns processor.\nIf in a formation, returns leader.\nOtherwise, returns the unit itself.
|
||||
laccess.dead = Whether a unit/building is dead or no longer valid.
|
||||
@@ -2463,6 +2481,7 @@ unitlocate.building = Output variable for located building.
|
||||
unitlocate.outx = Output X coordinate.
|
||||
unitlocate.outy = Output Y coordinate.
|
||||
unitlocate.group = Building group to look for.
|
||||
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
||||
lenum.idle = Don't move, but keep building/mining.\nThe default state.
|
||||
lenum.stop = Stop moving/mining/building.
|
||||
lenum.unbind = Completely disable logic control.\nResume standard AI.
|
||||
@@ -2480,7 +2499,7 @@ lenum.payenter = Enter/land on the payload block the unit is on.
|
||||
lenum.flag = Numeric unit flag.
|
||||
lenum.mine = Mine at a position.
|
||||
lenum.build = Build a structure.
|
||||
lenum.getblock = Fetch a building and type at coordinates.\nUnit must be in range of position.\nSolid non-buildings will have the type [accent]@solid[].
|
||||
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
|
||||
lenum.within = Check if unit is near a position.
|
||||
lenum.boost = Start/stop boosting.
|
||||
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||
|
||||
@@ -441,6 +441,11 @@ editor.rules = Regeln
|
||||
editor.generation = Generator
|
||||
editor.objectives = Ziele
|
||||
editor.locales = Locale Bundles
|
||||
editor.worldprocessors = World Processors
|
||||
editor.worldprocessors.editname = Edit Name
|
||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||
editor.worldprocessors.nospace = No free space to place a world processor!\nDid you fill the map with structures? Why would you do this?
|
||||
editor.worldprocessors.delete.confirm = Are you sure you want to delete this world processor?\n\nIf it is surrounded by walls, it will be replaced by an environmental wall.
|
||||
editor.ingame = Im Spiel bearbeiten
|
||||
editor.playtest = Playtest
|
||||
editor.publish.workshop = Im Workshop veröffentlichen
|
||||
@@ -497,6 +502,7 @@ editor.default = [lightgray]<Standard>
|
||||
details = Details
|
||||
edit = Bearbeiten
|
||||
variables = Variablen
|
||||
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
||||
logic.globals = Built-in Variables
|
||||
editor.name = Name:
|
||||
editor.spawn = Spawnbereich
|
||||
@@ -586,6 +592,7 @@ filter.clear = Löschen
|
||||
filter.option.ignore = Ignorieren
|
||||
filter.scatter = Streuen
|
||||
filter.terrain = Landschaft
|
||||
filter.logic = Logic
|
||||
|
||||
filter.option.scale = Skalierung
|
||||
filter.option.chance = Wahrscheinlichkeit
|
||||
@@ -609,6 +616,8 @@ filter.option.floor2 = Sekundärer Boden
|
||||
filter.option.threshold2 = Sekundärer Grenzwert
|
||||
filter.option.radius = Radius
|
||||
filter.option.percentile = Perzentil
|
||||
filter.option.code = Code
|
||||
filter.option.loop = Loop
|
||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||
locales.applytoall = Apply Changes To All Locales
|
||||
@@ -984,6 +993,7 @@ stat.abilities = Fähigkeiten
|
||||
stat.canboost = Kann boosten
|
||||
stat.flying = Flug
|
||||
stat.ammouse = Muntionsverbrauch
|
||||
stat.ammocapacity = Ammo Capacity
|
||||
stat.damagemultiplier = Schaden-Multiplikator
|
||||
stat.healthmultiplier = Lebenspunkte-Multiplikator
|
||||
stat.speedmultiplier = Geschwindigkeit-Multiplikator
|
||||
@@ -1110,6 +1120,7 @@ unit.items = Materialeinheiten
|
||||
unit.thousands = k
|
||||
unit.millions = Mio
|
||||
unit.billions = Mrd
|
||||
unit.shots = shots
|
||||
unit.pershot = /Schuss
|
||||
category.purpose = Beschreibung
|
||||
category.general = Allgemeines
|
||||
@@ -1119,6 +1130,8 @@ category.items = Materialien
|
||||
category.crafting = Erzeugung
|
||||
category.function = Funktion
|
||||
category.optional = Optionale Zusätze
|
||||
setting.alwaysmusic.name = Always Play Music
|
||||
setting.alwaysmusic.description = When enabled, music will always play on loop in-game.\nWhen disabled, it only plays at random intervals.
|
||||
setting.skipcoreanimation.name = Kern Start- und Lande-Animation überspringen
|
||||
setting.landscape.name = Querformat sperren
|
||||
setting.shadows.name = Schatten
|
||||
@@ -1315,7 +1328,10 @@ rules.disableworldprocessors = Deaktiviere Weltprozessoren
|
||||
rules.schematic = Entwürfe erlaubt
|
||||
rules.wavetimer = Wellen-Timer
|
||||
rules.wavesending = Manuelle Wellen möglich
|
||||
rules.allowedit = Allow Editing Rules
|
||||
rules.allowedit.info = When enabled, the player can edit rules in-game via the button in the bottom left corner of the Pause menu.
|
||||
rules.waves = Wellen
|
||||
rules.airUseSpawns = Air units use spawn points
|
||||
rules.attack = Angriff-Modus
|
||||
rules.buildai = Base Builder AI
|
||||
rules.buildaitier = Builder AI Tier
|
||||
@@ -2361,6 +2377,7 @@ lst.getflag = Überprüfe, ob eine Flag gesetzt ist.
|
||||
lst.setprop = Setzt eine Eigenschaft einer Einheit oder eines Blockes.
|
||||
lst.effect = Create a particle effect.
|
||||
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
||||
lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calculated based on position.
|
||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||
@@ -2408,6 +2425,7 @@ lenum.shoot = Schießt auf eine Position.
|
||||
lenum.shootp = Schießt auf eine Einheit / einen Block und sagt deren Position voraus.
|
||||
lenum.config = Blockkonfiguration, z.B. das ausgewählte Item in einem Sortierer.
|
||||
lenum.enabled = Ob der Block an oder aus ist.
|
||||
laccess.currentammotype = Current ammo item/liquid of a turret.
|
||||
|
||||
laccess.color = Illuminiererfarbe.
|
||||
laccess.controller = Einheitensteurer. Gibt "processor" zurück, wenn die Einheit prozessorgesteuert ist,.\nGibt den Steuerer zurück, wenn die Einheit Teil einer Formation ist.\nSonst wird einfach die Einheit zurückgegeben.
|
||||
@@ -2531,6 +2549,7 @@ unitlocate.building = Variable für das Ergebnis.
|
||||
unitlocate.outx = Variable für die X-Koordinate.
|
||||
unitlocate.outy = Variable für die Y-Koordinate.
|
||||
unitlocate.group = Gesuchter Blocktyp.
|
||||
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
||||
|
||||
lenum.idle = Bewegt sich nicht, baut aber weiter ab.\nDer normale Zustand.
|
||||
lenum.stop = Bewegung / Abbau / Bau abbrechen.
|
||||
@@ -2549,7 +2568,7 @@ lenum.payenter = Betritt den Fracht-Block, auf dem sich die Einheit befindet.
|
||||
lenum.flag = Zahl, mit der eine Einheit identifiziert werden kann.
|
||||
lenum.mine = Erz von einer Position abbauen.
|
||||
lenum.build = Einen Block bauen.
|
||||
lenum.getblock = Gibt den Boden- und Blocktyp an den Koordinaten zurück.\nEinheiten müssen nah genug dran sein.\nFeste nicht-Blöcke sind [accent]@solid[].
|
||||
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
|
||||
lenum.within = Prüft, ob eine Einheit in einem Radius um einen Punkt ist.
|
||||
lenum.boost = Aktiviert / deaktiviert den Boost.
|
||||
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||
|
||||
@@ -57,7 +57,7 @@ mods.browser.sortstars = Mejor valorados
|
||||
schematic = Esquema
|
||||
schematic.add = Guardar esquema...
|
||||
schematics = Esquemas
|
||||
schematic.search = Search schematics...
|
||||
schematic.search = Buscar esquemas..
|
||||
schematic.replace = Ya existe un esquema con ese nombre. ¿Quieres reemplazarlo?
|
||||
schematic.exists = Ya existe un esquema con ese nombre.
|
||||
schematic.import = Importar esquema...
|
||||
@@ -70,7 +70,7 @@ schematic.shareworkshop = Compartir en Steam Workshop
|
||||
schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Invertir esquema
|
||||
schematic.saved = Esquema guardado.
|
||||
schematic.delete.confirm = Este esquema será absolutamente erradicado.
|
||||
schematic.edit = Edit Schematic
|
||||
schematic.edit = Editar esquema
|
||||
schematic.info = {0}x{1}, {2} bloques
|
||||
schematic.disabled = [scarlet]Esquemas desactivados.[]\nNo está permitido usar esquemas en este [accent]mapa[] o [accent]servidor.
|
||||
schematic.tags = Etiquetas:
|
||||
@@ -438,6 +438,11 @@ editor.rules = Normas:
|
||||
editor.generation = Generación:
|
||||
editor.objectives = Objetivos
|
||||
editor.locales = Locale Bundles
|
||||
editor.worldprocessors = World Processors
|
||||
editor.worldprocessors.editname = Edit Name
|
||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||
editor.worldprocessors.nospace = No free space to place a world processor!\nDid you fill the map with structures? Why would you do this?
|
||||
editor.worldprocessors.delete.confirm = Are you sure you want to delete this world processor?\n\nIf it is surrounded by walls, it will be replaced by an environmental wall.
|
||||
editor.ingame = Editar desde la nave
|
||||
editor.playtest = Probar mapa
|
||||
editor.publish.workshop = Publicar en Steam Workshop
|
||||
@@ -494,6 +499,7 @@ editor.default = [lightgray]<Por defecto>
|
||||
details = Detalles...
|
||||
edit = Editar...
|
||||
variables = Variables
|
||||
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
||||
logic.globals = Built-in Variables
|
||||
editor.name = Nombre:
|
||||
editor.spawn = Generar unidad
|
||||
@@ -583,6 +589,7 @@ filter.clear = Despejar
|
||||
filter.option.ignore = Ignorar
|
||||
filter.scatter = Dispersión
|
||||
filter.terrain = Terreno
|
||||
filter.logic = Logic
|
||||
|
||||
filter.option.scale = Escala
|
||||
filter.option.chance = Probabilidad
|
||||
@@ -606,6 +613,8 @@ filter.option.floor2 = Terreno secundario
|
||||
filter.option.threshold2 = Umbral secundario
|
||||
filter.option.radius = Radio
|
||||
filter.option.percentile = Percentil
|
||||
filter.option.code = Code
|
||||
filter.option.loop = Loop
|
||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||
locales.applytoall = Apply Changes To All Locales
|
||||
@@ -981,6 +990,7 @@ stat.abilities = Habilidades
|
||||
stat.canboost = Puede volar
|
||||
stat.flying = Aéreo
|
||||
stat.ammouse = Uso de munición
|
||||
stat.ammocapacity = Ammo Capacity
|
||||
stat.damagemultiplier = Multiplicador de daño
|
||||
stat.healthmultiplier = Multiplicador de vida
|
||||
stat.speedmultiplier = Multiplicador de velocidad
|
||||
@@ -991,7 +1001,7 @@ stat.immunities = Inmune a
|
||||
stat.healing = Curación
|
||||
|
||||
ability.forcefield = Área de Escudo
|
||||
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||
ability.forcefield.description = Projecta un campo de fuerza que absorve balas
|
||||
ability.repairfield = Área de Reparación
|
||||
ability.repairfield.description = Repairs nearby units
|
||||
ability.statusfield = Área de Potenciación
|
||||
@@ -1011,8 +1021,8 @@ ability.suppressionfield.description = Stops nearby repair buildings
|
||||
ability.energyfield = Campo de Energía
|
||||
ability.energyfield.description = Zaps nearby enemies
|
||||
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||
ability.regen = Regeneration
|
||||
ability.regen.description = Regenerates own health over time
|
||||
ability.regen = Regeneración
|
||||
ability.regen.description = Regenera su propia salud con el tiempo
|
||||
ability.liquidregen = Liquid Absorption
|
||||
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||
ability.spawndeath = Death Spawns
|
||||
@@ -1106,6 +1116,7 @@ unit.items = objetos
|
||||
unit.thousands = k
|
||||
unit.millions = M
|
||||
unit.billions = B
|
||||
unit.shots = shots
|
||||
unit.pershot = /disparo
|
||||
category.purpose = Objetivo
|
||||
category.general = General
|
||||
@@ -1115,6 +1126,8 @@ category.items = Objetos
|
||||
category.crafting = Fabricación
|
||||
category.function = Función
|
||||
category.optional = Mejoras Opcionales
|
||||
setting.alwaysmusic.name = Always Play Music
|
||||
setting.alwaysmusic.description = When enabled, music will always play on loop in-game.\nWhen disabled, it only plays at random intervals.
|
||||
setting.skipcoreanimation.name = Omitir animación de Lanzamiento/Aterrizaje del núcleo
|
||||
setting.landscape.name = Bloquear en horizontal
|
||||
setting.shadows.name = Sombras
|
||||
@@ -1299,7 +1312,7 @@ mode.pvp.description = Combate contra otros jugadores localmente.\n[gray]Requier
|
||||
mode.attack.name = Ataque
|
||||
mode.attack.description = Destruye la base enemiga. \n[gray]Requiere un núcleo rojo en el mapa.
|
||||
mode.custom = Normas personalizadas
|
||||
rules.invaliddata = Invalid clipboard data.
|
||||
rules.invaliddata = Datos del portapeles invalidos.
|
||||
rules.hidebannedblocks = Ocultar bloques prohibidos
|
||||
|
||||
rules.infiniteresources = Recursos infinitos
|
||||
@@ -1311,7 +1324,10 @@ rules.disableworldprocessors = Desactivar procesadores estáticos
|
||||
rules.schematic = Permitir esquemas
|
||||
rules.wavetimer = Temporizador de oleadas
|
||||
rules.wavesending = Envío de oleadas
|
||||
rules.allowedit = Allow Editing Rules
|
||||
rules.allowedit.info = When enabled, the player can edit rules in-game via the button in the bottom left corner of the Pause menu.
|
||||
rules.waves = Oleadas
|
||||
rules.airUseSpawns = Air units use spawn points
|
||||
rules.attack = Modo de ataque
|
||||
rules.buildai = Base Builder AI
|
||||
rules.buildaitier = Builder AI Tier
|
||||
@@ -1343,7 +1359,7 @@ rules.buildcostmultiplier = Multiplicador de coste de construcción
|
||||
rules.buildspeedmultiplier = Multiplicador de velocidad de construcción
|
||||
rules.deconstructrefundmultiplier = Multiplicador de devolución de desconstrucción
|
||||
rules.waitForWaveToEnd = Las oleadas esperan a los enemigos
|
||||
rules.wavelimit = Map Ends After Wave
|
||||
rules.wavelimit = El mapa termina despues de la oleada
|
||||
rules.dropzoneradius = Radio de zona de aterrizaje:[lightgray] (bloques)
|
||||
rules.unitammo = Las unidades necesitan munición
|
||||
rules.enemyteam = Equipo enemigo
|
||||
@@ -1367,7 +1383,7 @@ rules.weather.frequency = Frecuencia:
|
||||
rules.weather.always = Siempre
|
||||
rules.weather.duration = Duracion:
|
||||
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||
rules.onlydepositcore.info = Evita que las unidades depositen materiales en calquiera estructura a excepción del nucleo.
|
||||
|
||||
content.item.name = Objetos
|
||||
content.liquid.name = Líquidos
|
||||
@@ -2029,8 +2045,8 @@ block.separator.description = Separa el magma en sus componentes minerales.
|
||||
block.spore-press.description = Comprime vainas de esporas en petróleo.
|
||||
block.pulverizer.description = Prensa chatarra hasta obtener arena.
|
||||
block.coal-centrifuge.description = Solidifica petróleo en trozos de carbón.
|
||||
block.incinerator.description = Vaporiza cualquier líquido o material que recive.
|
||||
block.power-void.description = Elimina toda la energía que recive. Solo disponible en el modo Libre.
|
||||
block.incinerator.description = Vaporiza cualquier líquido o material que recibe.
|
||||
block.power-void.description = Elimina toda la energía que recibe. Solo disponible en el modo Libre.
|
||||
block.power-source.description = Genera energía infinita. Solo disponible en el modo Libre.
|
||||
block.item-source.description = Genera objetos de forma infinita. Solo disponible en el modo Libre.
|
||||
block.item-void.description = Destruye los objetos que entran en él. Solo disponible en el modo Libre.
|
||||
@@ -2354,6 +2370,7 @@ lst.getflag = Comprueba si se ha establecido una etiqueta global.
|
||||
lst.setprop = Sets a property of a unit or building.
|
||||
lst.effect = Create a particle effect.
|
||||
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
||||
lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calculated based on position.
|
||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||
@@ -2401,6 +2418,7 @@ lenum.shoot = Dispara a una posición.
|
||||
lenum.shootp = Dispara a una unidad/estructura con predicción de velocidad.
|
||||
lenum.config = Configuración de estructura, por ejemplo: el objeto seleccionado en un clasificador.
|
||||
lenum.enabled = Si el bloque está activado.
|
||||
laccess.currentammotype = Current ammo item/liquid of a turret.
|
||||
|
||||
laccess.color = Color del iluminador.
|
||||
laccess.controller = Controlador de unidad. Si se controla mediante un procesador, devuelve dicho procesador.\nSi está en formación, devuelve su líder.\nDe otra forma, devuelve la misma unidad.
|
||||
@@ -2524,6 +2542,7 @@ unitlocate.building = Variable de salida para contrucciones localizadas.
|
||||
unitlocate.outx = Coordenada X devuelta.
|
||||
unitlocate.outy = Coordenada Y devuelta.
|
||||
unitlocate.group = Grupo de bloque a buscar.
|
||||
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
||||
|
||||
lenum.idle = No se mueve, pero seguirá construyendo/extrayendo minerales.\nEs el estado por defecto.
|
||||
lenum.stop = Deja de moverse/extraer minerales/contruir.
|
||||
@@ -2542,7 +2561,7 @@ lenum.payenter = Entra/Aterriza en el bloque sobre el que se encuentra la unidad
|
||||
lenum.flag = Etiqueta numérica de la unidad.
|
||||
lenum.mine = Extrae minerales de una posición.
|
||||
lenum.build = Construye una estructura.
|
||||
lenum.getblock = Obtiene la estructura y su categoría en unas coordenadas específicas.\nLa unidad debe estar en el rango de su posición.\nLos bloques no-construcciones tendrán el tipo [accent]@solid[].
|
||||
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
|
||||
lenum.within = Comprueba si una unidad se encuentra cerca de una posición.
|
||||
lenum.boost = Iniciar/Detener vuelo.
|
||||
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||
|
||||
@@ -434,6 +434,11 @@ editor.rules = Reeglid:
|
||||
editor.generation = Genereerimine:
|
||||
editor.objectives = Objectives
|
||||
editor.locales = Locale Bundles
|
||||
editor.worldprocessors = World Processors
|
||||
editor.worldprocessors.editname = Edit Name
|
||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||
editor.worldprocessors.nospace = No free space to place a world processor!\nDid you fill the map with structures? Why would you do this?
|
||||
editor.worldprocessors.delete.confirm = Are you sure you want to delete this world processor?\n\nIf it is surrounded by walls, it will be replaced by an environmental wall.
|
||||
editor.ingame = Redigeeri mängus
|
||||
editor.playtest = Playtest
|
||||
editor.publish.workshop = Avalda Workshop'is
|
||||
@@ -489,6 +494,7 @@ editor.default = [lightgray]<Vaikimisi>
|
||||
details = Üksikasjad...
|
||||
edit = Muuda...
|
||||
variables = Vars
|
||||
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
||||
logic.globals = Built-in Variables
|
||||
editor.name = Nimi:
|
||||
editor.spawn = Tekita väeüksus
|
||||
@@ -576,6 +582,7 @@ filter.clear = Kustutamine
|
||||
filter.option.ignore = Eira
|
||||
filter.scatter = Puistamine
|
||||
filter.terrain = Maastik
|
||||
filter.logic = Logic
|
||||
filter.option.scale = Ulatus
|
||||
filter.option.chance = Tõenäosus
|
||||
filter.option.mag = Suurusjärk
|
||||
@@ -598,6 +605,8 @@ filter.option.floor2 = Teine põrand
|
||||
filter.option.threshold2 = Teine lävi
|
||||
filter.option.radius = Raadius
|
||||
filter.option.percentile = Protsentiil
|
||||
filter.option.code = Code
|
||||
filter.option.loop = Loop
|
||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||
locales.applytoall = Apply Changes To All Locales
|
||||
@@ -962,6 +971,7 @@ stat.abilities = Abilities
|
||||
stat.canboost = Can Boost
|
||||
stat.flying = Flying
|
||||
stat.ammouse = Ammo Use
|
||||
stat.ammocapacity = Ammo Capacity
|
||||
stat.damagemultiplier = Damage Multiplier
|
||||
stat.healthmultiplier = Health Multiplier
|
||||
stat.speedmultiplier = Speed Multiplier
|
||||
@@ -1088,6 +1098,7 @@ unit.items = ressursiühikut
|
||||
unit.thousands = k
|
||||
unit.millions = mil
|
||||
unit.billions = b
|
||||
unit.shots = shots
|
||||
unit.pershot = /shot
|
||||
category.purpose = Purpose
|
||||
category.general = Üldinfo
|
||||
@@ -1097,6 +1108,8 @@ category.items = Ressursid
|
||||
category.crafting = Sisend/Väljund
|
||||
category.function = Function
|
||||
category.optional = Valikulised täiustused
|
||||
setting.alwaysmusic.name = Always Play Music
|
||||
setting.alwaysmusic.description = When enabled, music will always play on loop in-game.\nWhen disabled, it only plays at random intervals.
|
||||
setting.skipcoreanimation.name = Skip Core Launch/Land Animation
|
||||
setting.landscape.name = Lukusta horisontaalpaigutus
|
||||
setting.shadows.name = Varjud
|
||||
@@ -1293,7 +1306,10 @@ rules.disableworldprocessors = Disable World Processors
|
||||
rules.schematic = Schematics Allowed
|
||||
rules.wavetimer = Kasuta taimerit
|
||||
rules.wavesending = Wave Sending
|
||||
rules.allowedit = Allow Editing Rules
|
||||
rules.allowedit.info = When enabled, the player can edit rules in-game via the button in the bottom left corner of the Pause menu.
|
||||
rules.waves = Kasuta lahingulaineid
|
||||
rules.airUseSpawns = Air units use spawn points
|
||||
rules.attack = Mänguviis "Rünnak"
|
||||
rules.buildai = Base Builder AI
|
||||
rules.buildaitier = Builder AI Tier
|
||||
@@ -2314,6 +2330,7 @@ lst.getflag = Check if a global flag is set.
|
||||
lst.setprop = Sets a property of a unit or building.
|
||||
lst.effect = Create a particle effect.
|
||||
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
||||
lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calculated based on position.
|
||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||
@@ -2359,6 +2376,7 @@ lenum.shoot = Shoot at a position.
|
||||
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
||||
lenum.config = Building configuration, e.g. sorter item.
|
||||
lenum.enabled = Whether the block is enabled.
|
||||
laccess.currentammotype = Current ammo item/liquid of a turret.
|
||||
laccess.color = Illuminator color.
|
||||
laccess.controller = Unit controller. If processor controlled, returns processor.\nIf in a formation, returns leader.\nOtherwise, returns the unit itself.
|
||||
laccess.dead = Whether a unit/building is dead or no longer valid.
|
||||
@@ -2465,6 +2483,7 @@ unitlocate.building = Output variable for located building.
|
||||
unitlocate.outx = Output X coordinate.
|
||||
unitlocate.outy = Output Y coordinate.
|
||||
unitlocate.group = Building group to look for.
|
||||
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
||||
lenum.idle = Don't move, but keep building/mining.\nThe default state.
|
||||
lenum.stop = Stop moving/mining/building.
|
||||
lenum.unbind = Completely disable logic control.\nResume standard AI.
|
||||
@@ -2482,7 +2501,7 @@ lenum.payenter = Enter/land on the payload block the unit is on.
|
||||
lenum.flag = Numeric unit flag.
|
||||
lenum.mine = Mine at a position.
|
||||
lenum.build = Build a structure.
|
||||
lenum.getblock = Fetch a building and type at coordinates.\nUnit must be in range of position.\nSolid non-buildings will have the type [accent]@solid[].
|
||||
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
|
||||
lenum.within = Check if unit is near a position.
|
||||
lenum.boost = Start/stop boosting.
|
||||
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||
|
||||
@@ -436,6 +436,11 @@ editor.rules = Arauak:
|
||||
editor.generation = Sorrarazi:
|
||||
editor.objectives = Objectives
|
||||
editor.locales = Locale Bundles
|
||||
editor.worldprocessors = World Processors
|
||||
editor.worldprocessors.editname = Edit Name
|
||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||
editor.worldprocessors.nospace = No free space to place a world processor!\nDid you fill the map with structures? Why would you do this?
|
||||
editor.worldprocessors.delete.confirm = Are you sure you want to delete this world processor?\n\nIf it is surrounded by walls, it will be replaced by an environmental wall.
|
||||
editor.ingame = Editatu jolasean
|
||||
editor.playtest = Playtest
|
||||
editor.publish.workshop = Argitaratu lantegian
|
||||
@@ -491,6 +496,7 @@ editor.default = [lightgray]<Lehenetsia>
|
||||
details = Xehetasunak...
|
||||
edit = Editatu...
|
||||
variables = Vars
|
||||
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
||||
logic.globals = Built-in Variables
|
||||
editor.name = Izena:
|
||||
editor.spawn = Sortu unitatea
|
||||
@@ -578,6 +584,7 @@ filter.clear = Garbitu
|
||||
filter.option.ignore = Ezikusi
|
||||
filter.scatter = Sakabanaketa
|
||||
filter.terrain = Lursaila
|
||||
filter.logic = Logic
|
||||
filter.option.scale = Eskala
|
||||
filter.option.chance = Zoria
|
||||
filter.option.mag = Magnitudea
|
||||
@@ -600,6 +607,8 @@ filter.option.floor2 = Bigarren zorua
|
||||
filter.option.threshold2 = Bigarren atalasea
|
||||
filter.option.radius = Erradioa
|
||||
filter.option.percentile = Pertzentila
|
||||
filter.option.code = Code
|
||||
filter.option.loop = Loop
|
||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||
locales.applytoall = Apply Changes To All Locales
|
||||
@@ -964,6 +973,7 @@ stat.abilities = Abilities
|
||||
stat.canboost = Can Boost
|
||||
stat.flying = Flying
|
||||
stat.ammouse = Ammo Use
|
||||
stat.ammocapacity = Ammo Capacity
|
||||
stat.damagemultiplier = Damage Multiplier
|
||||
stat.healthmultiplier = Health Multiplier
|
||||
stat.speedmultiplier = Speed Multiplier
|
||||
@@ -1090,6 +1100,7 @@ unit.items = elementu
|
||||
unit.thousands = k
|
||||
unit.millions = mil
|
||||
unit.billions = b
|
||||
unit.shots = shots
|
||||
unit.pershot = /shot
|
||||
category.purpose = Purpose
|
||||
category.general = Orokorra
|
||||
@@ -1099,6 +1110,8 @@ category.items = Baliabideak
|
||||
category.crafting = Sarrera/Irteera
|
||||
category.function = Function
|
||||
category.optional = Aukerako hobekuntzak
|
||||
setting.alwaysmusic.name = Always Play Music
|
||||
setting.alwaysmusic.description = When enabled, music will always play on loop in-game.\nWhen disabled, it only plays at random intervals.
|
||||
setting.skipcoreanimation.name = Skip Core Launch/Land Animation
|
||||
setting.landscape.name = Blokeatu horizontalean
|
||||
setting.shadows.name = Itzalak
|
||||
@@ -1295,7 +1308,10 @@ rules.disableworldprocessors = Disable World Processors
|
||||
rules.schematic = Schematics Allowed
|
||||
rules.wavetimer = Boladen denboragailua
|
||||
rules.wavesending = Wave Sending
|
||||
rules.allowedit = Allow Editing Rules
|
||||
rules.allowedit.info = When enabled, the player can edit rules in-game via the button in the bottom left corner of the Pause menu.
|
||||
rules.waves = Boladak
|
||||
rules.airUseSpawns = Air units use spawn points
|
||||
rules.attack = Eraso modua
|
||||
rules.buildai = Base Builder AI
|
||||
rules.buildaitier = Builder AI Tier
|
||||
@@ -2316,6 +2332,7 @@ lst.getflag = Check if a global flag is set.
|
||||
lst.setprop = Sets a property of a unit or building.
|
||||
lst.effect = Create a particle effect.
|
||||
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
||||
lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calculated based on position.
|
||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||
@@ -2361,6 +2378,7 @@ lenum.shoot = Shoot at a position.
|
||||
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
||||
lenum.config = Building configuration, e.g. sorter item.
|
||||
lenum.enabled = Whether the block is enabled.
|
||||
laccess.currentammotype = Current ammo item/liquid of a turret.
|
||||
laccess.color = Illuminator color.
|
||||
laccess.controller = Unit controller. If processor controlled, returns processor.\nIf in a formation, returns leader.\nOtherwise, returns the unit itself.
|
||||
laccess.dead = Whether a unit/building is dead or no longer valid.
|
||||
@@ -2467,6 +2485,7 @@ unitlocate.building = Output variable for located building.
|
||||
unitlocate.outx = Output X coordinate.
|
||||
unitlocate.outy = Output Y coordinate.
|
||||
unitlocate.group = Building group to look for.
|
||||
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
||||
lenum.idle = Don't move, but keep building/mining.\nThe default state.
|
||||
lenum.stop = Stop moving/mining/building.
|
||||
lenum.unbind = Completely disable logic control.\nResume standard AI.
|
||||
@@ -2484,7 +2503,7 @@ lenum.payenter = Enter/land on the payload block the unit is on.
|
||||
lenum.flag = Numeric unit flag.
|
||||
lenum.mine = Mine at a position.
|
||||
lenum.build = Build a structure.
|
||||
lenum.getblock = Fetch a building and type at coordinates.\nUnit must be in range of position.\nSolid non-buildings will have the type [accent]@solid[].
|
||||
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
|
||||
lenum.within = Check if unit is near a position.
|
||||
lenum.boost = Start/stop boosting.
|
||||
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||
|
||||
@@ -434,6 +434,11 @@ editor.rules = Säännöt:
|
||||
editor.generation = Generaatio:
|
||||
editor.objectives = Tehtävät
|
||||
editor.locales = Locale Bundles
|
||||
editor.worldprocessors = World Processors
|
||||
editor.worldprocessors.editname = Edit Name
|
||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||
editor.worldprocessors.nospace = No free space to place a world processor!\nDid you fill the map with structures? Why would you do this?
|
||||
editor.worldprocessors.delete.confirm = Are you sure you want to delete this world processor?\n\nIf it is surrounded by walls, it will be replaced by an environmental wall.
|
||||
editor.ingame = Muokka pelin sisällä
|
||||
editor.playtest = Testaa pelin sisällä
|
||||
editor.publish.workshop = Julkaise Workshoppiin
|
||||
@@ -489,6 +494,7 @@ editor.default = [lightgray]<Oletus>
|
||||
details = Yksityiskohdat...
|
||||
edit = Muokkaa...
|
||||
variables = Muuttujat
|
||||
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
||||
logic.globals = Built-in Variables
|
||||
editor.name = Nimi:
|
||||
editor.spawn = Luo yksikkö
|
||||
@@ -576,6 +582,7 @@ filter.clear = Selkeä
|
||||
filter.option.ignore = Ohitta
|
||||
filter.scatter = Hajauta
|
||||
filter.terrain = Maasto
|
||||
filter.logic = Logic
|
||||
filter.option.scale = Mittakaava
|
||||
filter.option.chance = Mahdollisuus
|
||||
filter.option.mag = Suuruus
|
||||
@@ -598,6 +605,8 @@ filter.option.floor2 = Toinen lattia
|
||||
filter.option.threshold2 = Toissijainen raja-arvo
|
||||
filter.option.radius = Säde
|
||||
filter.option.percentile = Prosentti
|
||||
filter.option.code = Code
|
||||
filter.option.loop = Loop
|
||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||
locales.applytoall = Apply Changes To All Locales
|
||||
@@ -961,6 +970,7 @@ stat.abilities = Erikoisvoimat
|
||||
stat.canboost = Voi tehostaa
|
||||
stat.flying = Lentävä
|
||||
stat.ammouse = Ammusten käyttö
|
||||
stat.ammocapacity = Ammo Capacity
|
||||
stat.damagemultiplier = Vahinkokerroin
|
||||
stat.healthmultiplier = Elmäpistekerroin
|
||||
stat.speedmultiplier = Nopeuskerroin
|
||||
@@ -1087,6 +1097,7 @@ unit.items = esinettä
|
||||
unit.thousands = t
|
||||
unit.millions = milj
|
||||
unit.billions = mrd
|
||||
unit.shots = shots
|
||||
unit.pershot = /laukaisu
|
||||
category.purpose = Tarkoitus
|
||||
category.general = Yleinen
|
||||
@@ -1096,6 +1107,8 @@ category.items = Tavarat
|
||||
category.crafting = Ulos/Sisääntulo
|
||||
category.function = Function
|
||||
category.optional = Mahdolliset parannukset
|
||||
setting.alwaysmusic.name = Always Play Music
|
||||
setting.alwaysmusic.description = When enabled, music will always play on loop in-game.\nWhen disabled, it only plays at random intervals.
|
||||
setting.skipcoreanimation.name = Ohita ytimen laukaisun/laskeutumisen animaatio
|
||||
setting.landscape.name = Lukitse tasavaakaan
|
||||
setting.shadows.name = Varjot
|
||||
@@ -1292,7 +1305,10 @@ rules.disableworldprocessors = Poista maailmaprosessorit käytöstä
|
||||
rules.schematic = Salli kaaviot
|
||||
rules.wavetimer = Tasojen aikaraja
|
||||
rules.wavesending = Wave Sending
|
||||
rules.allowedit = Allow Editing Rules
|
||||
rules.allowedit.info = When enabled, the player can edit rules in-game via the button in the bottom left corner of the Pause menu.
|
||||
rules.waves = Tasot
|
||||
rules.airUseSpawns = Air units use spawn points
|
||||
rules.attack = Hyökkäystila
|
||||
rules.buildai = Base Builder AI
|
||||
rules.buildaitier = Builder AI Tier
|
||||
@@ -2317,6 +2333,7 @@ lst.getflag = Tarkista, onko globaali tunniste asetettu.
|
||||
lst.setprop = Sets a property of a unit or building.
|
||||
lst.effect = Create a particle effect.
|
||||
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
||||
lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calculated based on position.
|
||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||
@@ -2362,6 +2379,7 @@ lenum.shoot = Ammu tiettyä sijaintia.
|
||||
lenum.shootp = Ammu yksikköä/rakennusta nopeudenennustus päällä.
|
||||
lenum.config = Rakennuksen säätö, esim. lajittelijan valinta.
|
||||
lenum.enabled = Selvitä, onko palikka päällä.
|
||||
laccess.currentammotype = Current ammo item/liquid of a turret.
|
||||
laccess.color = Lampun väri.
|
||||
laccess.controller = Yksikön hallitsija. Jos yksikköä hallitsee prosessori, palauttaa prosessorin.\nJos yksikkö on muodostelmassa, palauttaa johtajan.\nPalauttaa muulloin itse yksikön.
|
||||
laccess.dead = Selvitä, onko yksikkö/rakennus tuhoutunut tai ei enää kelvollinen.
|
||||
@@ -2468,6 +2486,7 @@ unitlocate.building = Ulostulomuuttuja paikannetulle rakennukselle.
|
||||
unitlocate.outx = X-koodinaatin ulostulo.
|
||||
unitlocate.outy = Y-koodinaatin ulostulo.
|
||||
unitlocate.group = Etsittävä rakennusjoukko.
|
||||
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
||||
lenum.idle = Lopeta liikkuminen, mutta jatka rakentamista/kaivamista.\nOletustila.
|
||||
lenum.stop = Lopeta liikkuminen/kaivaminen/rakentaminen.
|
||||
lenum.unbind = Poista logiikkahallinta kokonaan.\nAnna hallinta tavalliselle AI:lle.
|
||||
@@ -2485,7 +2504,7 @@ lenum.payenter = Siirry tai laskeudu lastipalikalle, jonka päällä yksikkö on
|
||||
lenum.flag = Numeerinen yksikkötunniste.
|
||||
lenum.mine = Kaiva tietyssä sijainnissa.
|
||||
lenum.build = Rakenna tietty rakennus.
|
||||
lenum.getblock = Selvitä rakennus ja sen tyyppi tietyissä koordinaateissa.\nSijainnin täytyy olla yksikön kantamalla.\nKiinteillä ei-rakennuksilla on tyyppi [accent]@solid[].
|
||||
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
|
||||
lenum.within = Tarkista, onko joukko tietyn sijainnin lähellä.
|
||||
lenum.boost = Aloita tai lopeta tehostus.
|
||||
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||
|
||||
@@ -434,6 +434,11 @@ editor.rules = Rules:
|
||||
editor.generation = Generation:
|
||||
editor.objectives = Objectives
|
||||
editor.locales = Locale Bundles
|
||||
editor.worldprocessors = World Processors
|
||||
editor.worldprocessors.editname = Edit Name
|
||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||
editor.worldprocessors.nospace = No free space to place a world processor!\nDid you fill the map with structures? Why would you do this?
|
||||
editor.worldprocessors.delete.confirm = Are you sure you want to delete this world processor?\n\nIf it is surrounded by walls, it will be replaced by an environmental wall.
|
||||
editor.ingame = Edit In-Game
|
||||
editor.playtest = Playtest
|
||||
editor.publish.workshop = I-Publish Sa Workshop
|
||||
@@ -489,6 +494,7 @@ editor.default = [lightgray]<Default>
|
||||
details = Details...
|
||||
edit = Edit...
|
||||
variables = Vars
|
||||
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
||||
logic.globals = Built-in Variables
|
||||
editor.name = Name:
|
||||
editor.spawn = Spawn Unit
|
||||
@@ -576,6 +582,7 @@ filter.clear = Clear
|
||||
filter.option.ignore = Ignore
|
||||
filter.scatter = Scatter
|
||||
filter.terrain = Terrain
|
||||
filter.logic = Logic
|
||||
filter.option.scale = Scale
|
||||
filter.option.chance = Chance
|
||||
filter.option.mag = Magnitude
|
||||
@@ -598,6 +605,8 @@ filter.option.floor2 = Secondary Floor
|
||||
filter.option.threshold2 = Secondary Threshold
|
||||
filter.option.radius = Radius
|
||||
filter.option.percentile = Percentile
|
||||
filter.option.code = Code
|
||||
filter.option.loop = Loop
|
||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||
locales.applytoall = Apply Changes To All Locales
|
||||
@@ -961,6 +970,7 @@ stat.abilities = Abilities
|
||||
stat.canboost = Can Boost
|
||||
stat.flying = Flying
|
||||
stat.ammouse = Ammo Use
|
||||
stat.ammocapacity = Ammo Capacity
|
||||
stat.damagemultiplier = Damage Multiplier
|
||||
stat.healthmultiplier = Health Multiplier
|
||||
stat.speedmultiplier = Speed Multiplier
|
||||
@@ -1087,6 +1097,7 @@ unit.items = items
|
||||
unit.thousands = k
|
||||
unit.millions = mil
|
||||
unit.billions = bil
|
||||
unit.shots = shots
|
||||
unit.pershot = /shot
|
||||
category.purpose = Purpose
|
||||
category.general = General
|
||||
@@ -1096,6 +1107,8 @@ category.items = Items
|
||||
category.crafting = Input/Output
|
||||
category.function = Function
|
||||
category.optional = Optional Enhancements
|
||||
setting.alwaysmusic.name = Always Play Music
|
||||
setting.alwaysmusic.description = When enabled, music will always play on loop in-game.\nWhen disabled, it only plays at random intervals.
|
||||
setting.skipcoreanimation.name = Laktawan ang Core Launch/Land Animation
|
||||
setting.landscape.name = Lock Landscape
|
||||
setting.shadows.name = Shadows
|
||||
@@ -1292,7 +1305,10 @@ rules.disableworldprocessors = Disable World Processors
|
||||
rules.schematic = Schematics Allowed
|
||||
rules.wavetimer = Wave Timer
|
||||
rules.wavesending = Wave Sending
|
||||
rules.allowedit = Allow Editing Rules
|
||||
rules.allowedit.info = When enabled, the player can edit rules in-game via the button in the bottom left corner of the Pause menu.
|
||||
rules.waves = Waves
|
||||
rules.airUseSpawns = Air units use spawn points
|
||||
rules.attack = Attack Mode
|
||||
rules.buildai = Base Builder AI
|
||||
rules.buildaitier = Builder AI Tier
|
||||
@@ -2313,6 +2329,7 @@ lst.getflag = Check if a global flag is set.
|
||||
lst.setprop = Sets a property of a unit or building.
|
||||
lst.effect = Create a particle effect.
|
||||
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
||||
lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calculated based on position.
|
||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||
@@ -2358,6 +2375,7 @@ lenum.shoot = Shoot at a position.
|
||||
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
||||
lenum.config = Building configuration, e.g. sorter item.
|
||||
lenum.enabled = Whether the block is enabled.
|
||||
laccess.currentammotype = Current ammo item/liquid of a turret.
|
||||
laccess.color = Illuminator color.
|
||||
laccess.controller = Unit controller. If processor controlled, returns processor.\nIf in a formation, returns leader.\nOtherwise, returns the unit itself.
|
||||
laccess.dead = Whether a unit/building is dead or no longer valid.
|
||||
@@ -2464,6 +2482,7 @@ unitlocate.building = Output variable for located building.
|
||||
unitlocate.outx = Output X coordinate.
|
||||
unitlocate.outy = Output Y coordinate.
|
||||
unitlocate.group = Building group to look for.
|
||||
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
||||
lenum.idle = Don't move, but keep building/mining.\nThe default state.
|
||||
lenum.stop = Stop moving/mining/building.
|
||||
lenum.unbind = Completely disable logic control.\nResume standard AI.
|
||||
@@ -2481,7 +2500,7 @@ lenum.payenter = Enter/land on the payload block the unit is on.
|
||||
lenum.flag = Numeric unit flag.
|
||||
lenum.mine = Mine at a position.
|
||||
lenum.build = Build a structure.
|
||||
lenum.getblock = Fetch a building and type at coordinates.\nUnit must be in range of position.\nSolid non-buildings will have the type [accent]@solid[].
|
||||
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
|
||||
lenum.within = Check if unit is near a position.
|
||||
lenum.boost = Start/stop boosting.
|
||||
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||
|
||||
@@ -444,6 +444,11 @@ editor.rules = Règles
|
||||
editor.generation = Génération
|
||||
editor.objectives = Objectifs
|
||||
editor.locales = Locale Bundles
|
||||
editor.worldprocessors = World Processors
|
||||
editor.worldprocessors.editname = Edit Name
|
||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||
editor.worldprocessors.nospace = No free space to place a world processor!\nDid you fill the map with structures? Why would you do this?
|
||||
editor.worldprocessors.delete.confirm = Are you sure you want to delete this world processor?\n\nIf it is surrounded by walls, it will be replaced by an environmental wall.
|
||||
editor.ingame = Éditer dans le jeu
|
||||
editor.playtest = Tester
|
||||
editor.publish.workshop = Publier sur le Workshop
|
||||
@@ -500,6 +505,7 @@ editor.default = [lightgray]<par défaut>
|
||||
details = Détails...
|
||||
edit = Modifier...
|
||||
variables = Variables
|
||||
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
||||
logic.globals = Built-in Variables
|
||||
editor.name = Nom :
|
||||
editor.spawn = Ajouter une unité
|
||||
@@ -589,6 +595,7 @@ filter.clear = Effacer
|
||||
filter.option.ignore = Ignorer
|
||||
filter.scatter = Disperser
|
||||
filter.terrain = Terrain
|
||||
filter.logic = Logic
|
||||
|
||||
filter.option.scale = Échelle
|
||||
filter.option.chance = Chance
|
||||
@@ -612,6 +619,8 @@ filter.option.floor2 = Sol secondaire
|
||||
filter.option.threshold2 = Seuil secondaire
|
||||
filter.option.radius = Rayon
|
||||
filter.option.percentile = Pourcentage
|
||||
filter.option.code = Code
|
||||
filter.option.loop = Loop
|
||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||
locales.applytoall = Apply Changes To All Locales
|
||||
@@ -987,6 +996,7 @@ stat.abilities = Habilités
|
||||
stat.canboost = Boost
|
||||
stat.flying = Unité volante
|
||||
stat.ammouse = Utilisation de munitions
|
||||
stat.ammocapacity = Ammo Capacity
|
||||
stat.damagemultiplier = Multiplicateur de dégâts
|
||||
stat.healthmultiplier = Multiplicateur de santé
|
||||
stat.speedmultiplier = Multiplicateur de vitesse
|
||||
@@ -1112,6 +1122,7 @@ unit.items = objets
|
||||
unit.thousands = k
|
||||
unit.millions = M
|
||||
unit.billions = Md
|
||||
unit.shots = shots
|
||||
unit.pershot = /tirs
|
||||
category.purpose = Description
|
||||
category.general = Caractéristiques
|
||||
@@ -1121,6 +1132,8 @@ category.items = Objets
|
||||
category.crafting = Fabrication
|
||||
category.function = Fonction
|
||||
category.optional = Améliorations facultatives
|
||||
setting.alwaysmusic.name = Always Play Music
|
||||
setting.alwaysmusic.description = When enabled, music will always play on loop in-game.\nWhen disabled, it only plays at random intervals.
|
||||
setting.skipcoreanimation.name = Ignorer l'animation du lancement du noyau et de l'atterrissage
|
||||
setting.landscape.name = Verrouiller la rotation en mode paysage
|
||||
setting.shadows.name = Ombres
|
||||
@@ -1319,7 +1332,10 @@ rules.disableworldprocessors = Désactiver les Processeurs Globaux
|
||||
rules.schematic = Schémas autorisés
|
||||
rules.wavetimer = Compte à rebours des vagues
|
||||
rules.wavesending = Déclenchement des Vagues
|
||||
rules.allowedit = Allow Editing Rules
|
||||
rules.allowedit.info = When enabled, the player can edit rules in-game via the button in the bottom left corner of the Pause menu.
|
||||
rules.waves = Vagues
|
||||
rules.airUseSpawns = Air units use spawn points
|
||||
rules.attack = Mode « Attaque »
|
||||
rules.buildai = IA de Construction de Base
|
||||
rules.buildaitier = Niveau de l'IA de Construction de Base
|
||||
@@ -2361,6 +2377,7 @@ lst.getflag = Vérifie si une variable globale est présente.
|
||||
lst.setprop = Change une propriété d'une unité ou d'un bâtiment.
|
||||
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.playsound = Plays a sound.\nVolume and pan can be a global value, or calculated based on position.
|
||||
lst.makemarker = Crée un marqueur dans le monde.\nUn ID pour identifier le marqueur doit être donné.\nLes marqueurs sont limités à 20,000 par monde.
|
||||
lst.setmarker = Change une propriété d'un marqueur.\nL'ID utilisé doit être le même que celui de l'instruction "Make Marker".
|
||||
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||
@@ -2408,6 +2425,7 @@ lenum.shoot = Tire à une position donnée.
|
||||
lenum.shootp = Tire à une unité/bâtiment avec la prédiction de mouvement.
|
||||
lenum.config = La configuration d'un bâtiment. Par exemple, l'objet sélectionné dans un trieur.
|
||||
lenum.enabled = Retourne si le bloc est activé ou pas.
|
||||
laccess.currentammotype = Current ammo item/liquid of a turret.
|
||||
|
||||
laccess.color = La couleur d'un illuminateur.
|
||||
laccess.controller = Le contrôleur de l'Unité.\nSi l'Unité est contrôlée par un processeur, cela retournera le processeur en question.\nSi l'Unité est en formation, cela retournera le leader de la formation.\nSinon, renvoie l’unité elle-même.
|
||||
@@ -2531,6 +2549,7 @@ unitlocate.building = Retourne une variable pour le bâtiment localisé.
|
||||
unitlocate.outx = Retourne la coordonnée X.
|
||||
unitlocate.outy = Retourne la coordonnée Y.
|
||||
unitlocate.group = Le groupe de bâtiments à rechercher.
|
||||
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
||||
|
||||
lenum.idle = L'Unité ne bouge plus, mais elle continue de construire/miner.\nL'état par défaut.
|
||||
lenum.stop = Empêche l'unité de bouger/miner/construire.
|
||||
@@ -2549,7 +2568,7 @@ lenum.payenter = Entrez/atterrissez sur le bloc de charge utile sur lequel se tr
|
||||
lenum.flag = Drapeau numérique d'une unité.
|
||||
lenum.mine = Mine à une position donnée.
|
||||
lenum.build = Construit une structure.
|
||||
lenum.getblock = Récupère des données sur un bâtiment et son type aux coordonnées données.\nL'unité doit se trouver dans la portée de la position.\nLes blocs solides qui ne sont pas des bâtiments auront le type [accent]@solid[].
|
||||
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
|
||||
lenum.within = Vérifie si l'unité est près de la position.
|
||||
lenum.boost = Active/Désactive le boost.
|
||||
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||
|
||||
@@ -46,7 +46,7 @@ mods.browser.selected = Mod kiválasztása
|
||||
mods.browser.add = Letöltés
|
||||
mods.browser.reinstall = Újratelepítés
|
||||
mods.browser.view-releases = Kiadások megtekintése
|
||||
mods.browser.noreleases = [scarlet]Nem találhatóak a kiadások\n[accent]Nem találhatók kiadások ehhez a modhoz. Nézd meg a tárolóját, hogy vannak-e kiadásai.
|
||||
mods.browser.noreleases = [scarlet]Nem találhatóak a kiadások\n[accent]Nem találhatóak kiadások ehhez a modhoz. Nézd meg a tárolóját, hogy vannak-e kiadásai.
|
||||
mods.browser.latest = [lightgray][Legújabb]
|
||||
mods.browser.releases = Kiadások
|
||||
mods.github.open = Tároló
|
||||
@@ -64,8 +64,8 @@ schematic.import = Vázlat importálása...
|
||||
schematic.exportfile = Exportálás fájlba
|
||||
schematic.importfile = Importálás fájlból
|
||||
schematic.browseworkshop = Steam Műhely megtekintése
|
||||
schematic.copy = Végólapra másolás
|
||||
schematic.copy.import = Importálás vágólapról
|
||||
schematic.copy = Másolás a vágólapra
|
||||
schematic.copy.import = Importálás a vágólapról
|
||||
schematic.shareworkshop = Megosztás a Steam Műhelyben
|
||||
schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Vázlat tükrözése
|
||||
schematic.saved = Vázlat elmentve.
|
||||
@@ -76,24 +76,24 @@ schematic.disabled = [scarlet]Vázlatok letiltva[]\nNem használhatsz vázlatoka
|
||||
schematic.tags = Címkék:
|
||||
schematic.edittags = Címkék szerkesztése
|
||||
schematic.addtag = Címke hozzáadása
|
||||
schematic.texttag = Szöveg címke
|
||||
schematic.icontag = Ikon címke
|
||||
schematic.texttag = Szövegcímke
|
||||
schematic.icontag = Ikoncímke
|
||||
schematic.renametag = Címke átnevezése
|
||||
schematic.tagged = {0} Címkézve
|
||||
schematic.tagdelconfirm = Teljesen törlöd ezt a címkét?
|
||||
schematic.tagdelconfirm = Biztosan törlöd ezt a címkét?
|
||||
schematic.tagexists = Ez a címke már létezik.
|
||||
|
||||
stats = Statisztika
|
||||
stats.wave = Hullámok legyőzve
|
||||
stats.unitsCreated = Egységek létrehozva
|
||||
stats.enemiesDestroyed = Ellenségek megsemmisítve
|
||||
stats.built = Építmények építve
|
||||
stats.destroyed = Építmények elpusztítva
|
||||
stats.deconstructed = Építmények lebontva
|
||||
stats.wave = Túlélt hullámok
|
||||
stats.unitsCreated = Létrehozott egységek
|
||||
stats.enemiesDestroyed = Legyőzött egységek
|
||||
stats.built = Épített építmények
|
||||
stats.destroyed = Lerombolt építmények
|
||||
stats.deconstructed = Lebontott építmények
|
||||
stats.playtime = Játékban töltött idő
|
||||
|
||||
globalitems = [accent]A bolygó nyersanyagai
|
||||
map.delete = Biztosan törölni akarod a(z) „[accent]{0}[]” pályát?
|
||||
map.delete = Biztosan törölni akarod a(z) „[accent]{0}[]” nevű pályát?
|
||||
level.highscore = Legmagasabb pontszám: [accent]{0}
|
||||
level.select = Szint kiválasztása
|
||||
level.mode = Játékmód:
|
||||
@@ -187,7 +187,7 @@ name = Név:
|
||||
noname = Előbb válassz egy[accent] nevet[].
|
||||
search = Keresés:
|
||||
planetmap = Bolygótérkép
|
||||
launchcore = Támaszpont indítása
|
||||
launchcore = Támaszpont kilövése
|
||||
filename = Fájlnév:
|
||||
unlocked = Új tartalom feloldva!
|
||||
available = Új fejlesztés érhető el!
|
||||
@@ -197,14 +197,14 @@ campaign.none = [lightgray]Válassz egy bolygót a kezdéshez.\nEzt bármikor me
|
||||
campaign.erekir = Újabb, csiszoltabb tartalom. Többnyire lineáris játékmenet.\n\nSokkal nehezebb. Magasabb minőségű pályák és élmények.
|
||||
campaign.serpulo = Régebbi tartalom. A klasszikus élmény. Nyíltabb végű, több tartalommal.\n\nPotenciálisan kiegyensúlyozatlan pályák és hadjárat. Kevésbé csiszolt.
|
||||
completed = [accent]Kész
|
||||
techtree = Fejlesztési fa
|
||||
techtree.select = Fejlesztési fa kiválasztása
|
||||
techtree = Technológia fa
|
||||
techtree.select = Technológia fa kiválasztása
|
||||
techtree.serpulo = Serpulo
|
||||
techtree.erekir = Erekir
|
||||
research.load = Betöltés
|
||||
research.discard = Eldobás
|
||||
research.list = [lightgray]Fejleszd ki:
|
||||
research = Fejlesztési fa
|
||||
research = Fejlesztés
|
||||
researched = [lightgray]{0} kifejlesztve.
|
||||
research.progress = {0}% kész
|
||||
players = {0} játékos
|
||||
@@ -229,8 +229,8 @@ server.kicked.customClient = Ez a kiszolgáló nem támogatja a saját készít
|
||||
server.kicked.gameover = Vége a játéknak!
|
||||
server.kicked.serverRestarting = Ez a kiszolgáló újraindul.
|
||||
server.versions = A te játékverziód:[accent] {0}[]\nA kiszolgáló verziója:[accent] {1}[]
|
||||
host.info = A [accent]kiszolgáló indítása[] gomb egy kiszolgálót indít a [scarlet]6567-es[] porton.\nEzen a [lightgray]Wi-Fi-n vagy a helyi hálózaton[] bárki láthatja a kiszolgálót a kiszolgálólistán.\n\nHa azt szeretnéd, hogy bárhonnan, IP-címmel kapcsolódhassanak, akkor [accent]porttovábbítás[] szükséges.\n\n[lightgray]Megjegyzés: ha valakinek problémái vannak a LAN-játékhoz való kapcsolódással, győződj meg arról, hogy a tűzfal beállításaiban engedélyezted-e a Mindustry hozzáférését a helyi hálózathoz. Ne feledd, hogy a nyilvános hálózatok néha nem teszik lehetővé a kiszolgálók felderítését.
|
||||
join.info = Itt megadhatod egy [accent]kiszolgáló IP-címét[] a kapcsolódáshoz, vagy felfedezhetsz [accent]helyi[] vagy [accent]globális[] kiszolgálókat.\nA LAN és WAN többjátékos mód is támogatott.\n\n[lightgray]Ha valakihez IP-cím alapján szeretnél kapcsolódni, akkor meg kell tudnod az IP-címét, amelyet például a „my ip” webes kereséssel találhat meg.
|
||||
host.info = A [accent]kiszolgáló indítása[] gomb egy kiszolgálót indít a [scarlet]6567-es[] porton.\nEzen a [lightgray]Wi-Fi-n vagy a helyi hálózaton[] bárki láthatja a kiszolgálót a kiszolgálólistán.\n\nHa azt szeretnéd, hogy bárki, aki ismeri az IP-címedet, bárhonnan kapcsolódhasson a kiszolgálódhoz, akkor a [accent]porttovábbítás[] beállítására lesz szükséged.\n\n[lightgray]Megjegyzés: ha problémáid vannak a LAN-játékhoz való kapcsolódással, győződj meg arról, hogy a tűzfal beállításaiban engedélyezted-e a Mindustry hozzáférését a helyi hálózathoz. Ne feledd, hogy a nyilvános hálózatok néha nem teszik lehetővé a kiszolgálók felderítését.
|
||||
join.info = Itt megadhatod egy [accent]kiszolgáló IP-címét[] a kapcsolódáshoz, vagy felfedezhetsz [accent]helyi[] vagy [accent]globális[] kiszolgálókat.\nA LAN és WAN többjátékos mód is támogatott.\n\n[lightgray]Ha valakihez IP-cím alapján szeretnél kapcsolódni, akkor meg kell tudnod az IP-címét, amelyet például a „my ip” webes kereséssel találhatsz meg.
|
||||
hostserver = Többjátékos játék
|
||||
invitefriends = Barátok meghívása
|
||||
hostserver.mobile = Többjátékos játék
|
||||
@@ -273,7 +273,7 @@ player.trace = Követés
|
||||
player.admin = Admin be/ki
|
||||
player.team = Csapatváltás
|
||||
|
||||
server.bans = Tiltások
|
||||
server.bans = Tiltottak
|
||||
server.bans.none = Nincsenek tiltott játékosok!
|
||||
server.admins = Adminok
|
||||
server.admins.none = Nem található admin!
|
||||
@@ -284,13 +284,13 @@ server.outdated = [scarlet]Elavult kiszolgáló![]
|
||||
server.outdated.client = [scarlet]Elavult kliens![]
|
||||
server.version = [gray]v{0} {1}
|
||||
server.custombuild = [accent]Saját összeállítás
|
||||
confirmban = Biztosan tiltod „{0}[white]” játékost?
|
||||
confirmkick = Biztosan kirúgod „{0}[white]” játékost?
|
||||
confirmban = Biztosan tiltod a(z) „{0}[white]” nevű játékost?
|
||||
confirmkick = Biztosan kirúgod a(z) „{0}[white]” nevű játékost?
|
||||
confirmunban = Biztosan újra engedélyezed ezt a játékost?
|
||||
confirmadmin = Biztosan előlépteted „{0}[white]” játékost adminná?
|
||||
confirmunadmin = Biztosan meg akarod szüntetni „{0}[white]” játékos adminisztrátori státuszát?
|
||||
confirmadmin = Biztosan előlépteted a(z) „{0}[white]” nevű játékost adminná?
|
||||
confirmunadmin = Biztosan meg akarod szüntetni a(z) „{0}[white]” nevű játékos adminisztrátori státuszát?
|
||||
votekick.reason = Kiszavazás oka
|
||||
votekick.reason.message = Valóban ki akarod szavazni „{0}[white]” játékost?\nHa igen, írd be az okát:
|
||||
votekick.reason.message = Valóban ki akarod szavazni a(z) „{0}[white]” nevű játékost?\nHa igen, írd be az okát:
|
||||
joingame.title = Kapcsolódás a játékhoz
|
||||
joingame.ip = Cím:
|
||||
disconnect = Kapcsolat bontva.
|
||||
@@ -305,10 +305,10 @@ connecting.data = [accent]Világadatok betöltése...
|
||||
server.port = Port:
|
||||
server.addressinuse = A cím már használatban van!
|
||||
server.invalidport = Érvénytelen port!
|
||||
server.error = [scarlet]Kiszolgálási hiba.
|
||||
server.error = [scarlet]Kiszolgálóhiba.
|
||||
save.new = Új mentés
|
||||
save.overwrite = Biztosan felülírod\nezt a mentést?
|
||||
save.nocampaign = A hadjáratból származó egyes mentési fájlok nem importálhatók.
|
||||
save.nocampaign = A hadjáratból származó egyes mentési fájlok nem importálhatóak.
|
||||
overwrite = Felülírás
|
||||
save.none = Nem található mentés!
|
||||
savefail = Nem sikerült elmenteni a játékot!
|
||||
@@ -331,7 +331,7 @@ on = Be
|
||||
off = Ki
|
||||
save.search = Keresés a mentett játékok között...
|
||||
save.autosave = Automatikus mentés: {0}
|
||||
save.map = Térkép: {0}
|
||||
save.map = Pálya: {0}
|
||||
save.wave = Hullám: {0}
|
||||
save.mode = Játékmód: {0}
|
||||
save.date = Utolsó mentés: {0}
|
||||
@@ -444,6 +444,11 @@ editor.rules = Szabályok
|
||||
editor.generation = Előállítás
|
||||
editor.objectives = Célok
|
||||
editor.locales = Helyi csomagok
|
||||
editor.worldprocessors = Világprocesszorok
|
||||
editor.worldprocessors.editname = Név szerkesztése
|
||||
editor.worldprocessors.none = [lightgray]Nem találhatóak világprocesszor blokkok!\nAdj hozzá egyet a pályaszerkesztőben, vagy használd az alábbi \ue813 hozzáadás gombot.
|
||||
editor.worldprocessors.nospace = Nincs szabad hely egy világprocesszor elhelyezéséhez!\nKitöltötted a pályát struktúrákkal? Miért tetted ezt?
|
||||
editor.worldprocessors.delete.confirm = Biztos, hogy törölni akarod ezt a világprocesszort?\n\nHa falakkal van körülvéve, akkor egy környezeti fal fog a helyére kerülni.
|
||||
editor.ingame = Szerkesztés a játékban
|
||||
editor.playtest = Teszt a játékban
|
||||
editor.publish.workshop = Közzététel a Steam Műhelyben
|
||||
@@ -500,7 +505,9 @@ editor.default = [lightgray]<Alapbeállítás>
|
||||
details = Részletek...
|
||||
edit = Szerkesztés
|
||||
variables = Változók
|
||||
logic.clear.confirm = Biztos, hogy törölni akarod az összes kódot ebből a processzorból?
|
||||
logic.globals = Beépített változók
|
||||
|
||||
editor.name = Név:
|
||||
editor.spawn = Egység létrehozása
|
||||
editor.removeunit = Egység eltávolítása
|
||||
@@ -528,7 +535,7 @@ editor.savechanges = [scarlet]Nem mentett módosításaid vannak!\n\n[]Szeretné
|
||||
editor.saved = Mentve!
|
||||
editor.save.noname = A pályádnak nincs neve! Állíts be egyet a „pályainformációk” menüben.
|
||||
editor.save.overwrite = A pályád felülír egy beépített pályát! Válassz egy másik nevet a „pályainformációk” menüben.
|
||||
editor.import.exists = [scarlet]Nem lehet importálni:[] Már létezik „{0}” nevű beépített pálya!
|
||||
editor.import.exists = [scarlet]Nem lehet importálni:[] Már létezik a(z) „{0}” nevű beépített pálya!
|
||||
editor.import = Importálás...
|
||||
editor.importmap = Pálya importálása
|
||||
editor.importmap.description = Létező pálya importálása
|
||||
@@ -589,6 +596,7 @@ filter.clear = Törlés
|
||||
filter.option.ignore = Elutasítás
|
||||
filter.scatter = Szétszórás
|
||||
filter.terrain = Domborzat
|
||||
filter.logic = Logika
|
||||
|
||||
filter.option.scale = Méretezés
|
||||
filter.option.chance = Gyakoriság
|
||||
@@ -612,8 +620,10 @@ filter.option.floor2 = Másodlagos talaj
|
||||
filter.option.threshold2 = Másodlagos küszöbérték
|
||||
filter.option.radius = Sugár
|
||||
filter.option.percentile = Százalék
|
||||
filter.option.code = Kód
|
||||
filter.option.loop = Hurok
|
||||
|
||||
locales.info = Itt adhatsz hozzá különböző nyelvi csomagokat a pályádhoz. A nyelvi csomagokban minden tulajdonságnak van egy neve és egy értéke. Ezeket a tulajdonságokat a világfeldolgozók és a célkitűzések is használhatják a saját neveikkel. Támogatják a szövegformázást (a helyőrzőket a tényleges értékükkel helyettesítik).\n\n[cyan]Példa tulajdonság:\n[]name: [accent]időzítő[]\nvalue: [accent]Példa időzítő, hátralévő idő: {0}[]\n\n[cyan]Használat:\n[]Beállítás célkitűzés szövegeként: [accent]@időzítő\n\n[]Írd be egy világfeldolgozóba:\n[accent]localeprint "időzítő"\nformat time\n[gray](ahol az idő egy külön számított változó)
|
||||
locales.info = Itt adhatsz hozzá különböző nyelvi csomagokat a pályádhoz. A nyelvi csomagokban minden tulajdonságnak van egy neve és egy értéke. Ezeket a tulajdonságokat a világprocesszorok és a célkitűzések is használhatják a saját neveikkel. Támogatják a szövegformázást (a helyőrzőket a tényleges értékükkel helyettesítik).\n\n[cyan]Példa tulajdonság:\n[]name: [accent]időzítő[]\nvalue: [accent]Példa időzítő, hátralévő idő: {0}[]\n\n[cyan]Használat:\n[]Beállítás célkitűzés szövegeként: [accent]@időzítő\n\n[]Írd be egy világprocesszorba:\n[accent]localeprint "időzítő"\nformat time\n[gray](ahol az idő egy külön számított változó)
|
||||
locales.deletelocale = Biztos, hogy törölni akarod ezt a nyelvi csomagot?
|
||||
locales.applytoall = Változások alkalmazása az összes nyelvi csomagra
|
||||
locales.addtoother = Hozzáadás más nyelvi csomagokhoz
|
||||
@@ -661,7 +671,7 @@ requirement.produce = Gyártsd le: {0}
|
||||
requirement.capture = Foglald el a(z) {0} szektort
|
||||
requirement.onplanet = Szektor elfoglalása a(z) {0} bolygón
|
||||
requirement.onsector = Landolj a(z) {0} szektorban
|
||||
launch.text = Indítás
|
||||
launch.text = Kilövés
|
||||
research.multiplayer = Csak a kiszolgáló fedezhet fel nyersanyagokat.
|
||||
map.multiplayer = Csak a kiszolgáló tekintheti meg a szektorokat.
|
||||
uncover = Felfedés
|
||||
@@ -687,7 +697,7 @@ marker.shape.name = Alakzat
|
||||
marker.text.name = Szöveg
|
||||
marker.line.name = Vonal
|
||||
marker.quad.name = Négyzet
|
||||
marker.texture.name = Texture
|
||||
marker.texture.name = Textúra
|
||||
|
||||
marker.background = Háttér
|
||||
marker.outline = Körvonal
|
||||
@@ -698,9 +708,9 @@ objective.destroyblock = [accent]Semmisítsd meg:\n[]{0}[lightgray]{1}
|
||||
objective.destroyblocks = [accent]Semmisítsd meg: [lightgray]{0}[white]/{1}\n{2}[lightgray]{3}
|
||||
objective.item = [accent]Termelj: [][lightgray]{0}[]/{1}\n{2}[lightgray]{3}
|
||||
objective.coreitem = [accent]Szállítás a támaszpontba:\n[][lightgray]{0}[]/{1}\n{2}[lightgray]{3}
|
||||
objective.build = [accent]Építs: [][lightgray]{0}[]\n{1}[lightgray]{2}
|
||||
objective.buildunit = [accent]Gyárts egységeket: [][lightgray]{0}[]\n{1}[lightgray]{2}
|
||||
objective.destroyunits = [accent]Semmisíts meg: [][lightgray]{0}[] egységet
|
||||
objective.build = [accent]Építs: [][lightgray]{0}[]db\n{1}[lightgray]{2}
|
||||
objective.buildunit = [accent]Gyárts egységeket: [][lightgray]{0}[]db\n{1}[lightgray]{2}
|
||||
objective.destroyunits = [accent]Semmisíts meg: [][lightgray]{0}[]db egységet
|
||||
objective.enemiesapproaching = [accent]Ellenség érkezik: [lightgray]{0}[] mp múlva
|
||||
objective.enemyescelating = [accent]Az ellenséges gyártás fokozódik: [lightgray]{0}[] mp múlva
|
||||
objective.enemyairunits = [accent]Az ellenséges légi egységek gyártása elkezdődik: [lightgray]{0}[] mp múlva
|
||||
@@ -719,8 +729,8 @@ bannedunits = Tiltott egységek
|
||||
bannedunits.whitelist = Tiltott egységek fehérlistára
|
||||
bannedblocks.whitelist = Tiltott blokkok fehérlistára
|
||||
addall = Összes hozzáadása
|
||||
launch.from = Indítás a(z) [accent]{0} szektorból
|
||||
launch.capacity = Nyersanyag-kapacitás az indításkor: [accent]{0}
|
||||
launch.from = Kilövés a(z) [accent]{0} szektorból
|
||||
launch.capacity = Nyersanyag-kapacitás a kilövéskor: [accent]{0}
|
||||
launch.destination = Úticél: {0}
|
||||
configure.invalid = A mennyiségnek 0 és {0} között kell lennie.
|
||||
add = Hozzáadás...
|
||||
@@ -753,12 +763,12 @@ sectors.resources = Nyersanyagok:
|
||||
sectors.production = Termelés:
|
||||
sectors.export = Export:
|
||||
sectors.import = Import:
|
||||
sectors.time = Idő:
|
||||
sectors.time = Játékidő a szektorban:
|
||||
sectors.threat = Fenyegetés:
|
||||
sectors.wave = Hullám:
|
||||
sectors.stored = Tárolt nyersanyagok:
|
||||
sectors.resume = Folytatás
|
||||
sectors.launch = Indítás
|
||||
sectors.launch = Kilövés
|
||||
sectors.select = Kiválasztás
|
||||
sectors.nonelaunch = [lightgray]semmi (nap)
|
||||
sectors.rename = Szektor átnevezése
|
||||
@@ -767,7 +777,7 @@ sectors.vulnerable = [scarlet]Sebezhető
|
||||
sectors.underattack = [scarlet]Támadás alatt! [accent]{0}%-ban sérült
|
||||
sectors.underattack.nodamage = [scarlet]Nincs meghódítva
|
||||
sectors.survives = [accent]Túlél {0} hullámot
|
||||
sectors.go = Utazás
|
||||
sectors.go = Visszatérés
|
||||
sector.abandon = Elhagyás
|
||||
sector.abandon.confirm = Ennek a szektornak a támaszpontjai önmegsemmisítésre kerülnek.\nFolytatod?
|
||||
sector.curcapture = A szektor elfoglalva
|
||||
@@ -809,19 +819,19 @@ sector.fungalPass.name = Gombahágó
|
||||
sector.biomassFacility.name = Biomassza szintetizáló létesítmény
|
||||
sector.windsweptIslands.name = Szélfútta szigetek
|
||||
sector.extractionOutpost.name = Kivonási helyőrség
|
||||
sector.planetaryTerminal.name = Bolygó körüli indítóterminál
|
||||
sector.planetaryTerminal.name = Bolygó körüli kilövőállás
|
||||
sector.coastline.name = Partvonal
|
||||
sector.navalFortress.name = Tengerészeti erőd
|
||||
|
||||
sector.groundZero.description = Az ideális helyszín, hogy ismét belekezdjünk. Alacsony ellenséges fenyegetés. Kevés nyersanyag.\nGyűjts annyi rezet és ólmot, amennyit csak tudsz.\nHaladj tovább.
|
||||
sector.frozenForest.description = Még itt, a hegyekhez közel is elterjedtek a spórák. A fagypont alatti hőmérséklet nem tudja örökké fogva tartani őket.\n\nFedezd fel az elektromosság erejét! Építs égetőerőműveket! Tanuld meg a foltozók használatát!
|
||||
sector.saltFlats.description = A sivatag peremén terülnek el a Sós síkságok. Kevés nyersanyag található errefelé.\n\nAz ellenség egy raktárkomplexumot létesített itt. Pusztítsd el a támaszpontjukat! Kő kövön ne maradjon!
|
||||
sector.craters.description = Víz gyűjt össze ebben a kráterben, amely régi háborúk emlékét őrzi. Szerezd vissza a területet. Gyűjts homokot! Olvassz üveget! Pumpálj vizet, hogy lehűtsd a fúróidat és lövegtornyaidat.
|
||||
sector.craters.description = Víz gyűlt össze ebben a kráterben, amely régi háborúk emlékét őrzi. Szerezd vissza a területet. Gyűjts homokot! Olvassz üveget! Szivattyúzz vizet, hogy lehűtsd a fúróidat és lövegtornyaidat.
|
||||
sector.ruinousShores.description = A pusztaság mögött a partvonal húzódik. Valaha ezen a helyen egy partvédelmi rendszer állt. Nem sok minden maradt belőle. Csak a legalapvetőbb védelmi szerkezetek maradtak érintetlenül, minden más csak törmelék lett.\nFolytasd a terjeszkedést! Fedezd fel újra a technológiát!
|
||||
sector.stainedMountains.description = Mélyebben a szárazföldön fekszenek a hegyek, a spóráktól még érintetlenül.\nTermeld ki a bőséges titán készleteket a körzetben. Tanuld meg felhasználni!.\n\nAz ellenség itt nagyobb létszámban van jelen. Ne hagyj nekik időt, hogy a legerősebb egységeiket hadba állíthassák!
|
||||
sector.overgrowth.description = Ez a terület közelebb esik a spórák forrásához, a spórák már kinőtték.\nAz ellenség egy helyőrséget létesített itt. Építs Mace egységeket! Pusztítsd el a bázist!
|
||||
sector.tarFields.description = Egy olajtermelő övezet peremvidéke a hegyek és a sivatag között. Egy azon kevés szektorok közül, ahol még hasznosítható kátránykészletek találhatók.\nBár a terület elhagyatott, veszélyes ellenséges erők fészkelnek a közelben. Ne becsüld alá őket!\n\n[lightgray]Fedezd fel az olajfeldolgozási lehetőségeket, ha tudod!
|
||||
sector.desolateRift.description = Egy extrém veszélyes zóna. Nyersanyagokban gazdag, de szűkös a hely. Magas a kockázat. Építsd szárazföldi és légvédelmet, amint csak tudsz. Ne tévesszen meg a hosszú szünet az ellenség támadásai között.
|
||||
sector.tarFields.description = Egy olajtermelő övezet peremvidéke a hegyek és a sivatag között. Egy azon kevés szektorok közül, ahol még hasznosítható kátránykészletek találhatóak.\nBár a terület elhagyatott, veszélyes ellenséges erők fészkelnek a közelben. Ne becsüld alá őket!\n\n[lightgray]Fedezd fel az olajfeldolgozási lehetőségeket, ha tudod!
|
||||
sector.desolateRift.description = Egy extrém veszélyes zóna. Nyersanyagokban gazdag, de szűkös a hely. Magas a kockázat. Építs szárazföldi és légvédelmet, amint csak tudsz. Ne tévesszen meg a hosszú szünet az ellenség támadásai között.
|
||||
sector.nuclearComplex.description = Egy néhai tóriumkitermelő és feldolgozó létesítmény, romokban.\n[lightgray]Fedezd fel a tóriumot és a sokrétű felhasználását!\n\nAz ellenség nagy létszámban van jelen, és folyamatosan megfigyelés alatt tartják a környéket.
|
||||
sector.fungalPass.description = Átmeneti terület a magas hegyek és a mélyebben fekvő, spórák uralta lapály között. Egy kisebb ellenséges megfigyelő állomás található itt.\nSemmisítsd meg!\nHasználj Dagger és Crawler egységeket! Pusztítsd el a két támaszpontot!
|
||||
sector.biomassFacility.description = A spórák származási helye. Ebben a létesítményben fejlesztették ki őket, és eredetileg itt is gyártották őket.\nFedezd fel az itt található technológiákat. Tenyészd ki a spórákat üzemanyag és műanyagok gyártásához.\n\n[lightgray]A létesítmény pusztulása nyomán a spórák elszabadultak és szétszóródtak a légkörben. A helyi ökoszisztémában semmi sem tudta felvenni a versenyt egy ennyire invazív életformával.
|
||||
@@ -852,18 +862,18 @@ sector.origin.name = Eredet
|
||||
|
||||
sector.onset.description = Kezdd meg az Erekir meghódítását. Gyűjts nyersanyagokat, állíts elő egységeket, és kezdd el a technológiai fejlesztéseket.
|
||||
sector.aegis.description = Ez a szektor volfrám-lelőhelyeket tartalmaz.\nFejleszd ki az [accent]Ütvefúrót[], hogy ki tudd bányászni ezt a nyersanyagot, és pusztítsd el az ellenséges bázist a szektorban.
|
||||
sector.lake.description = Az ebben a szektorban lévő salakos tó nagymértékben korlátozza a használható egységeket. A lebegőegységek használata az egyetlen lehetőség.\nFejleszd ki a [accent]Repülőgépgyárat[], és állíts elő egy [accent]Elude[] egységet, amilyen hamar csak lehet.
|
||||
sector.intersect.description = A letapogatások arra utalnak, hogy ezt a szektort a leszállás után hamarosan több oldalról is megtámadják.\nÁllítsd fel gyorsan a védelmedet, és terjeszkedj minél hamarabb.\n[accent]Mech[] egységekre lesz szükség a terület zord terepviszonyai miatt.
|
||||
sector.atlas.description = Ez a szektor változatos terepet tartalmaz, és az ütőképes támadáshoz többféle egységre lesz szükség.\nAz itt felfedezett ellenséges bázisok némelyikén való átjutáshoz is továbbfejlesztett egységekre lehet szükség.\nFejleszd ki az [accent]Elektrolizátort[] és a [accent]Tank újratervezőt[].
|
||||
sector.lake.description = Az ebben a szektorban lévő salakos tó nagymértékben korlátozza a használható egységeket. A lebegőegységek használata az egyetlen lehetőség.\nFejleszd ki a [accent]Repülőgépgyártót[], és állíts elő egy [accent]Elude[] egységet, amilyen hamar csak lehet.
|
||||
sector.intersect.description = A letapogatások arra utalnak, hogy ezt a szektort a leszállás után hamarosan több oldalról is megtámadják.\nÁllítsd fel gyorsan a védelmedet, és terjeszkedj minél gyorsabban.\n[accent]Mech[] egységekre lesz szükség a terület zord terepviszonyai miatt.
|
||||
sector.atlas.description = Ez a szektor változatos tereppel rendelkezik, ezért az ütőképes támadáshoz többféle egységre lesz szükség.\nAz itt felfedezett ellenséges bázisok némelyikén való átjutáshoz is továbbfejlesztett egységekre lehet szükség.\nFejleszd ki az [accent]Elektrolizátort[] és a [accent]Tankújratervezőt[].
|
||||
sector.split.description = A minimális ellenséges jelenlét miatt ez a szektor tökéletes az új nyersanyagszállító technológiák tesztelésére.
|
||||
sector.basin.description = Jelentős ellenséges jelenlét lett érzékelve ebben a szektorban.\nÉpíts gyorsan egységeket, és foglald el az ellenséges támaszpontokat, hogy megvethesd a lábad.
|
||||
sector.marsh.description = Ebben a szektorban rengeteg arkicit található, de kevés a kürtő.\nÉpíts [accent]Kémiai égetőkamrát[] az áramfejlesztéshez.
|
||||
sector.peaks.description = A hegyvidéki terep ebben a szektorban a legtöbb egységet használhatatlanná teszi. Repülő egységekre lesz szükség.\nVigyázz az ellenséges légvédelmi létesítményekkel. Lehetséges, hogy az ilyen létesítményeket hatástalanítani lehet a támogató épületeik célba vételével.
|
||||
sector.peaks.description = A hegyvidéki terep ebben a szektorban a legtöbb egységet használhatatlanná teszi. Légi egységekre lesz szükség.\nVigyázz az ellenséges légvédelmi létesítményekkel. Lehetséges, hogy az ilyen létesítményeket hatástalanítani lehet a támogató épületeik célba vételével.
|
||||
sector.ravine.description = A szektorban nem észlelhető ellenséges támaszpont, de ez egy fontos szállítási útvonal az ellenség számára, így változatos ellenséges erőkkel kell számolni.\nTermelj [accent]elektrometált[]. Építs [accent]Afflict[] lövegtornyokat.
|
||||
sector.caldera-erekir.description = Ebben a szektorban a feltárható nyersanyagok több szigeten szétszóródva találhatóak.\nFejleszd ki és helyezd üzembe a drónalapú szállítmányozást.
|
||||
sector.stronghold.description = A nagy ellenséges tábor ebben a szektorban jelentős mennyiségű [accent]tóriumot[] őriz.\nHasználd magasabb szintű egységek és lövegtornyok fejlesztésére.
|
||||
sector.crevice.description = Ebben a szektorban az ellenség kegyetlen támadóerőket fog mozgósítani, hogy kiiktassa a bázisodat.\nA [accent]karbid[] és a [accent]Pirolízis erőmű[] kifejlesztése nélkülözhetetlen lehet a túléléshez.
|
||||
sector.siege.description = Ebben a szektorban két párhuzamos kanyon található, amelyek két irányból érkező támadásokat tesznek lehetővé.\nFejleszd ki a [accent]diciánt[], hogy még erősebb tankegységeket hozhass létre.\nVigyázat: ellenséges, nagy hatótávolságú rakéták észlelve. A rakéták a becsapódásuk előtt megsemmisíthetők.
|
||||
sector.crevice.description = Ebben a szektorban az ellenség kegyetlen támadóerőket fog mozgósítani, hogy kiiktassa a bázisodat.\nA [accent]karbid[] és a [accent]Pirolízis-erőmű[] kifejlesztése nélkülözhetetlen lehet a túléléshez.
|
||||
sector.siege.description = Ebben a szektorban két párhuzamos kanyon található, amelyek két irányból érkező támadásokat tesznek lehetővé.\nFejleszd ki a [accent]diciánt[], hogy még erősebb tankegységeket hozhass létre.\nVigyázat: ellenséges, nagy hatótávolságú rakéták észlelve. A rakéták a becsapódásuk előtt megsemmisíthetőek.
|
||||
sector.crossroads.description = Az ellenséges támaszpontok ebben a szektorban változó terepviszonyok között alakultak ki. Ahhoz, hogy alkalmazkodni tudj, fejlessz ki különböző egységeket.\nEzenkívül egyes bázisokat pajzsok védenek. Találd ki, hogyan táplálják őket.
|
||||
sector.karst.description = Ez a szektor gazdag a nyersanyagokban, de amint egy új támaszpont leszáll, az ellenség megtámadja azt.\nHasználd ki a nyersanyagokat és fedezd fel a [accent]tóritkvarcot[].
|
||||
sector.origin.description = Az utolsó szektor, jelentős ellenséges jelenléttel.\nNem valószínű, hogy maradtak további fejlesztési lehetőségek – koncentrálj az ellenséges támaszpontok elpusztítására.
|
||||
@@ -928,16 +938,16 @@ stat.opposites = Ellentettek
|
||||
stat.powercapacity = Maximális tárolási kapacitás
|
||||
stat.powershot = Áram/lövés
|
||||
stat.damage = Sebzés
|
||||
stat.targetsair = Repülő célpontok
|
||||
stat.targetsair = Légi célpontok
|
||||
stat.targetsground = Földi célpontok
|
||||
stat.itemsmoved = Haladási sebesség
|
||||
stat.launchtime = Kilövések közti idő
|
||||
stat.shootrange = Hatótáv
|
||||
stat.itemsmoved = Szállítási sebesség
|
||||
stat.launchtime = Kilövések közötti idő
|
||||
stat.shootrange = Hatótávolság
|
||||
stat.size = Méret
|
||||
stat.displaysize = Felbontás
|
||||
stat.liquidcapacity = Folyadékkapacitás
|
||||
stat.powerrange = Áram hatótávja
|
||||
stat.linkrange = Kapcsolat hatótávja
|
||||
stat.powerrange = Hatótávolság
|
||||
stat.linkrange = Kapcsolat hatótávolsága
|
||||
stat.instructions = Utasítások
|
||||
stat.powerconnections = Max. kapcsolatok
|
||||
stat.poweruse = Áramhasználat
|
||||
@@ -953,8 +963,8 @@ stat.bullet = Lövedék
|
||||
stat.moduletier = Modul szintje
|
||||
stat.unittype = Egység típusa
|
||||
stat.speedincrease = Gyorsítás
|
||||
stat.range = Hatótáv
|
||||
stat.drilltier = Kitermelhetők
|
||||
stat.range = Hatótávolság
|
||||
stat.drilltier = Kitermelhetőek
|
||||
stat.drillspeed = Alap termelési sebesség
|
||||
stat.boosteffect = Erősítés hatása
|
||||
stat.maxunits = Max. aktív egységek
|
||||
@@ -988,6 +998,7 @@ stat.abilities = Képességek
|
||||
stat.canboost = Erősíthető
|
||||
stat.flying = Repül
|
||||
stat.ammouse = Lőszerhasználat
|
||||
stat.ammocapacity = Lőszerkapacitás
|
||||
stat.damagemultiplier = Sebzésszorzó
|
||||
stat.healthmultiplier = Életerőszorzó
|
||||
stat.speedmultiplier = Sebességszorzó
|
||||
@@ -998,7 +1009,7 @@ stat.immunities = Immunitások
|
||||
stat.healing = Gyógyulás
|
||||
|
||||
ability.forcefield = Erőtér
|
||||
ability.forcefield.description = Erőteret vetít ki, mely elnyeli a lövedékeket
|
||||
ability.forcefield.description = Olyan erőteret vetít ki, amely elnyeli a lövedékeket
|
||||
ability.repairfield = Javító mező
|
||||
ability.repairfield.description = Megjavítja a közeli egységeket
|
||||
ability.statusfield = Állapotmező
|
||||
@@ -1012,7 +1023,7 @@ ability.movelightning.description = Mozgás közben villámokat bocsát ki
|
||||
ability.armorplate = Páncéllemez
|
||||
ability.armorplate.description = Csökkenti a kapott sebzést lövés közben
|
||||
ability.shieldarc = Pajzs ív
|
||||
ability.shieldarc.description = Erőteret vetít ki egy ívben, mely elnyeli a lövedékeket
|
||||
ability.shieldarc.description = Olyan erőteret vetít ki egy ívben, amely elnyeli a lövedékeket
|
||||
ability.suppressionfield = Javítás elnyomása
|
||||
ability.suppressionfield.description = Leállítja a közeli javítóépületeket
|
||||
ability.energyfield = Energiamező
|
||||
@@ -1026,6 +1037,7 @@ ability.spawndeath = Szétesés
|
||||
ability.spawndeath.description = Megsemmisülésekor egységeket bocsát ki
|
||||
ability.liquidexplode = Szétömlés
|
||||
ability.liquidexplode.description = Megsemmisülésekor folyadék ömlik ki belőle
|
||||
|
||||
ability.stat.firingrate = [stat]{0}/mp[lightgray] tüzelési sebesség
|
||||
ability.stat.regen = [stat]{0}[lightgray] életerő/mp
|
||||
ability.stat.shield = [stat]{0}[lightgray] pajzs
|
||||
@@ -1035,7 +1047,7 @@ ability.stat.cooldown = [stat]{0} mp[lightgray] újratöltődés
|
||||
ability.stat.maxtargets = [stat]{0}[lightgray] max. célpont
|
||||
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] javítási mennyiség (azonos típusnál)
|
||||
ability.stat.damagereduction = [stat]{0}%[lightgray] sebzéscsökkentés
|
||||
ability.stat.minspeed = [stat]{0} csempe/mp[lightgray] min. sebesség
|
||||
ability.stat.minspeed = [stat]{0} mező/mp[lightgray] min. sebesség
|
||||
ability.stat.duration = [stat]{0} mp[lightgray] időtartam
|
||||
ability.stat.buildtime = [stat]{0} mp[lightgray] építési idő
|
||||
|
||||
@@ -1043,7 +1055,7 @@ bar.onlycoredeposit = Csak a támaszpont elhelyezése megengedett
|
||||
bar.drilltierreq = Erősebb fúró szükséges
|
||||
bar.noresources = Hiányzó nyersanyagok
|
||||
bar.corereq = Támaszpont szükséges
|
||||
bar.corefloor = Támaszpont zónacsempe szükséges
|
||||
bar.corefloor = Támaszpont zónamező szükséges
|
||||
bar.cargounitcap = A rakományszállító egység teljes kapacitáson
|
||||
bar.drillspeed = Termelés: {0}/mp
|
||||
bar.pumpspeed = Termelés: {0}/mp
|
||||
@@ -1073,29 +1085,29 @@ bar.strength = [stat]{0}[lightgray]x erő
|
||||
units.processorcontrol = [lightgray]Processzorvezérelt
|
||||
|
||||
bullet.damage = [stat]{0}[lightgray] sebzés
|
||||
bullet.splashdamage = [stat]{0}[lightgray] területi sebzés ~[stat] {1}[lightgray] csempe
|
||||
bullet.splashdamage = [stat]{0}[lightgray] területi sebzés ~[stat] {1}[lightgray] mező
|
||||
bullet.incendiary = [stat]gyújtó
|
||||
bullet.homing = [stat]nyomkövető
|
||||
bullet.armorpierce = [stat]páncéltörő
|
||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] sebzési határérték
|
||||
bullet.suppression = [stat]{0} mp[lightgray] javításelnyomás ~[stat]{1}[lightgray] csempe
|
||||
bullet.interval = [stat]{0}/mp[lightgray] lövedékek időköze:
|
||||
bullet.frags = [stat]{0}[lightgray]x repeszlövedék:
|
||||
bullet.lightning = [stat]{0}[lightgray]x villámcsapás ~[stat]{1}[lightgray] sebzés
|
||||
bullet.suppression = [stat]{0} mp[lightgray] javításelnyomás ~[stat]{1}[lightgray] mező
|
||||
bullet.interval = [stat]{0}/mp[lightgray] gyakoriságú lövedékek:
|
||||
bullet.frags = [stat]{0}[lightgray]db repeszlövedék:
|
||||
bullet.lightning = [stat]{0}[lightgray]db villámcsapás ~[stat]{1}[lightgray] sebzés
|
||||
bullet.buildingdamage = [stat]{0}%[lightgray] épületsebzés
|
||||
bullet.knockback = [stat]{0}[lightgray] hátralökés
|
||||
bullet.pierce = [stat]{0}[lightgray]x átütő erő
|
||||
bullet.infinitepierce = [stat]átütő erő
|
||||
bullet.healpercent = [stat]{0}%[lightgray] javítás
|
||||
bullet.healamount = [stat]{0}[lightgray] közvetlen javítás
|
||||
bullet.multiplier = [stat]{0}[lightgray]x lőszerszorzó
|
||||
bullet.multiplier = [stat]{0}[lightgray] lőszer/nyersanyag
|
||||
bullet.reload = [stat]{0}%[lightgray] tüzelési sebesség
|
||||
bullet.range = [stat]{0}[lightgray] csempés hatótáv
|
||||
bullet.range = [stat]{0}[lightgray] csempés hatótávolság
|
||||
|
||||
unit.blocks = blokk
|
||||
unit.blockssquared = blokk²
|
||||
unit.powersecond = áramegység/mp
|
||||
unit.tilessecond = csempe/mp
|
||||
unit.tilessecond = mező/mp
|
||||
unit.liquidsecond = folyadékegység/mp
|
||||
unit.itemssecond = nyersanyag/mp
|
||||
unit.liquidunits = folyadékegység
|
||||
@@ -1113,8 +1125,9 @@ unit.items = nyersanyag
|
||||
unit.thousands = k
|
||||
unit.millions = mil
|
||||
unit.billions = Mrd
|
||||
unit.shots = lövés
|
||||
unit.pershot = /lövés
|
||||
category.purpose = Cél
|
||||
category.purpose = Rendeltetés
|
||||
category.general = Általános
|
||||
category.power = Áram
|
||||
category.liquids = Folyadékok
|
||||
@@ -1122,7 +1135,9 @@ category.items = Nyersanyagok
|
||||
category.crafting = Bemenet/kimenet
|
||||
category.function = Funkció
|
||||
category.optional = Lehetséges fejlesztések
|
||||
setting.skipcoreanimation.name = Támaszpont indítási/leszállási animáció kihagyása
|
||||
setting.alwaysmusic.name = Folyamatos zenelejátszás
|
||||
setting.alwaysmusic.description = Ha engedélyezve van, akkor a zene folyamatosan szól a játékban.\nHa ki van kapcsolva, akkor csak véletlenszerű időközönként szólal meg.
|
||||
setting.skipcoreanimation.name = Támaszpont kilövés/leszállás animáció kihagyása
|
||||
setting.landscape.name = Fekvő mód zárolása
|
||||
setting.shadows.name = Árnyékok
|
||||
setting.blockreplace.name = Automatikus blokkjavaslatok
|
||||
@@ -1158,7 +1173,7 @@ setting.screenshake.name = Képernyő rázkódása
|
||||
setting.bloomintensity.name = Bloom intenzitása
|
||||
setting.bloomblur.name = Bloom elmosása
|
||||
setting.effects.name = Hatások megjelenítése
|
||||
setting.destroyedblocks.name = Elpusztított blokkok megjelenítése
|
||||
setting.destroyedblocks.name = Lerombolt építmények megjelenítése
|
||||
setting.blockstatus.name = Blokkok állapotának megjelenítése
|
||||
setting.conveyorpathfinding.name = Szállítószalag útvonalkeresése építéskor
|
||||
setting.sensitivity.name = Kontroller érzékenysége
|
||||
@@ -1234,18 +1249,19 @@ keybind.unit_stance_hold_fire.name = Egység viselkedése: tüzet szüntess
|
||||
keybind.unit_stance_pursue_target.name = Egység viselkedése: célpont követése
|
||||
keybind.unit_stance_patrol.name = Egység viselkedése: járőrözés
|
||||
keybind.unit_stance_ram.name = Egység viselkedése: ütközés
|
||||
keybind.unit_command_move.name = Unit Command: Move
|
||||
keybind.unit_command_repair.name = Unit Command: Repair
|
||||
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||
keybind.unit_command_assist.name = Unit Command: Assist
|
||||
keybind.unit_command_mine.name = Unit Command: Mine
|
||||
keybind.unit_command_boost.name = Unit Command: Boost
|
||||
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||
|
||||
keybind.rebuild_select.name = Régió újjáépítése
|
||||
keybind.unit_command_move.name = Egységparancs: mozgás
|
||||
keybind.unit_command_repair.name = Egységparancs: javítás
|
||||
keybind.unit_command_rebuild.name = Egységparancs: újraépítés
|
||||
keybind.unit_command_assist.name = Egységparancs: támogatás
|
||||
keybind.unit_command_mine.name = Egységparancs: bányászás
|
||||
keybind.unit_command_boost.name = Egységparancs: erősítés
|
||||
keybind.unit_command_load_units.name = Egységparancs: egységek berakodása
|
||||
keybind.unit_command_load_blocks.name = Egységparancs: blokkok berakodása
|
||||
keybind.unit_command_unload_payload.name = Egységparancs: kirakodás
|
||||
keybind.unit_command_enter_payload.name = Egységparancs: berakodás
|
||||
|
||||
keybind.rebuild_select.name = Régió újraépítése
|
||||
keybind.schematic_select.name = Terület kijelölése
|
||||
keybind.schematic_menu.name = Vázlat menü
|
||||
keybind.schematic_flip_x.name = Vázlat tükrözése vízszintesen
|
||||
@@ -1320,7 +1336,10 @@ rules.disableworldprocessors = Világprocesszorok letiltása
|
||||
rules.schematic = Vázlatok engedélyezése
|
||||
rules.wavetimer = Hullámok időzítése
|
||||
rules.wavesending = Hullámok küldése
|
||||
rules.allowedit = Szabályok szerkesztésének engedélyezése
|
||||
rules.allowedit.info = Ha engedélyezve van, akkor a játékos szerkesztheti a szabályokat a játékban a Szünet menü bal alsó sarkában található gomb segítségével.
|
||||
rules.waves = Hullámok
|
||||
rules.airUseSpawns = A légi egységek használjanak kezdőpontokat
|
||||
rules.attack = Támadási mód
|
||||
rules.buildai = Bázisépítő MI
|
||||
rules.buildaitier = Építő MI szintje
|
||||
@@ -1345,7 +1364,7 @@ rules.unitcapvariable = A támaszpontok befolyásolják a gyártható egységek
|
||||
rules.unitpayloadsexplode = A szállított rakományok az egységgel együtt felrobbannak
|
||||
rules.unitcap = Alap egységdarabszám
|
||||
rules.limitarea = Játékterület korlátozása
|
||||
rules.enemycorebuildradius = Ellenséges támaszpont körüli tiltott zóna sugara:[lightgray] (csempe)
|
||||
rules.enemycorebuildradius = Ellenséges támaszpont körüli tiltott zóna sugara:[lightgray] (mező)
|
||||
rules.wavespacing = A hullámok közötti szünetek ideje:[lightgray] (mp)
|
||||
rules.initialwavespacing = Az első hullám előtti szünet ideje:[lightgray] (mp)
|
||||
rules.buildcostmultiplier = Építési költség szorzója
|
||||
@@ -1353,7 +1372,7 @@ rules.buildspeedmultiplier = Építési sebesség szorzója
|
||||
rules.deconstructrefundmultiplier = Bontási visszatérítés szorzója
|
||||
rules.waitForWaveToEnd = Az ellenség kivárja a korábbi hullám végét
|
||||
rules.wavelimit = A pálya az utolsó hullám után ér véget
|
||||
rules.dropzoneradius = A ledobási zóna sugara:[lightgray] (csempe)
|
||||
rules.dropzoneradius = A ledobási zóna sugara:[lightgray] (mező)
|
||||
rules.unitammo = Az egységeknek lőszer kell [red](törölhető)
|
||||
rules.enemyteam = Ellenséges csapat
|
||||
rules.playerteam = Saját csapat
|
||||
@@ -1375,8 +1394,9 @@ rules.weather = Időjárás
|
||||
rules.weather.frequency = Gyakoriság:
|
||||
rules.weather.always = Mindig
|
||||
rules.weather.duration = Időtartam:
|
||||
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||
|
||||
rules.placerangecheck.info = Megakadályozza, hogy a játékosok lövegtornyokat helyezzenek el az ellenséges épületek közelében. Amikor megpróbálnak egy lövegtornyot elhelyezni, az építési távolság megnő, így a lövegtorony nem fogja elérni az ellenséget.
|
||||
rules.onlydepositcore.info = Megakadályozza, hogy az egységek nyersanyagokat helyezzenek el a támaszponton kívül más épületekbe.
|
||||
|
||||
content.item.name = Nyersanyagok
|
||||
content.liquid.name = Folyadékok
|
||||
@@ -1698,14 +1718,14 @@ block.duct-bridge.name = Szállítószalaghíd
|
||||
block.large-payload-mass-driver.name = Nagy rakomány-tömegmozgató
|
||||
block.payload-void.name = Rakománynyelő
|
||||
block.payload-source.name = Rakományforrás
|
||||
block.disassembler.name = Szétszerelő
|
||||
block.disassembler.name = Szétválasztó
|
||||
block.silicon-crucible.name = Szilíciumolvasztó
|
||||
block.overdrive-dome.name = Túlhajtó búra
|
||||
block.interplanetary-accelerator.name = Bolygóközi gyorsító
|
||||
block.constructor.name = Építő
|
||||
block.constructor.description = Legfeljebb 2×2-es csempeméretű épületeket gyárt.
|
||||
block.constructor.description = Legfeljebb 2×2-es mezőméretű épületeket gyárt.
|
||||
block.large-constructor.name = Nagy építő
|
||||
block.large-constructor.description = Akár 4×4-es csempeméretű épületeket is gyárt.
|
||||
block.large-constructor.description = Akár 4×4-es mezőméretű épületeket is gyárt.
|
||||
block.deconstructor.name = Lebontó
|
||||
block.deconstructor.description = Lebontja az épületeket és az egységeket. Visszaadja az építési költség 100%-át.
|
||||
block.payload-loader.name = Rakománycsomagoló
|
||||
@@ -1803,8 +1823,8 @@ block.shockwave-tower.name = Sokkhullámtorony
|
||||
block.shield-projector.name = Pajzskivetítő
|
||||
block.large-shield-projector.name = Nagy pajzskivetítő
|
||||
block.armored-duct.name = Páncélozott szállítószalag
|
||||
block.overflow-duct.name = Túlcsorduló szállítószalag
|
||||
block.underflow-duct.name = Alulcsorduló szállítószalag
|
||||
block.overflow-duct.name = Túlcsorduló kapu
|
||||
block.underflow-duct.name = Alulcsorduló kapu
|
||||
block.duct-unloader.name = Szállítószalag-kirakodó
|
||||
block.surge-conveyor.name = Elektrometál-szállítószalag
|
||||
block.surge-router.name = Elektrometál-elosztó
|
||||
@@ -1822,13 +1842,13 @@ block.beam-tower.name = Sugártorony
|
||||
block.beam-link.name = Sugárhálózat
|
||||
block.turbine-condenser.name = Kondenzációs turbina
|
||||
block.chemical-combustion-chamber.name = Kémiai égetőkamra
|
||||
block.pyrolysis-generator.name = Pirolíziserőmű
|
||||
block.pyrolysis-generator.name = Pirolízis-erőmű
|
||||
block.vent-condenser.name = Vízleválasztó
|
||||
block.cliff-crusher.name = Sziklazúzó
|
||||
block.plasma-bore.name = Plazmafúró
|
||||
block.large-plasma-bore.name = Nagy plazmafúró
|
||||
block.impact-drill.name = Ütvefúró
|
||||
block.eruption-drill.name = Kitörési fúró
|
||||
block.eruption-drill.name = Kitöréses fúró
|
||||
block.core-bastion.name = Bástya
|
||||
block.core-citadel.name = Citadella
|
||||
block.core-acropolis.name = Akropolisz
|
||||
@@ -1845,7 +1865,7 @@ block.tank-refabricator.name = Tankújratervező
|
||||
block.mech-refabricator.name = Mechújratervező
|
||||
block.ship-refabricator.name = Repülőgép-újratervező
|
||||
block.tank-assembler.name = Tankösszeszerelő
|
||||
block.ship-assembler.name = Hajó-összeszerelő
|
||||
block.ship-assembler.name = Repülőgép-összeszerelő
|
||||
block.mech-assembler.name = Mechösszeszerelő
|
||||
block.reinforced-payload-conveyor.name = Megerősített rakományszállító-szalag
|
||||
block.reinforced-payload-router.name = Megerősített rakományelosztó
|
||||
@@ -1894,17 +1914,17 @@ hint.breaking = [accent]Jobb egérgombbal[] és húzással lebonthatod a blokkok
|
||||
hint.breaking.mobile = Használd a jobb alsó sarokban lévő \ue817 [accent]kalapács[] gombot a blokkok törléséhez.\n\nTartsd lenyomva az ujjad és húzd, hogy nagyobb területet tudj kijelölni.
|
||||
hint.blockInfo = Egy blokk információinak megtekintéséhez válaszd ki az épületet az [accent]építési menüben[], majd válaszd a [accent][[?][] gomb jobb oldalt.
|
||||
hint.derelict = Az [accent]elhagyatott[] szerkezetek régi bázisok maradványai, amelyek már nem működnek.\n\nEzeket az épületeket le lehet [accent]bontani[] nyersanyagokért, vagy meg is lehet javítani őket.
|
||||
hint.research = Használd a \ue875 [accent]Fejlesztési fa[] gombot, hogy új technológiákat fedezz fel.
|
||||
hint.research.mobile = Használd a \ue875 [accent]Fejlesztési fa[] gombot a \ue88c [accent]menüben[], hogy új technológiákat fedezz fel.
|
||||
hint.research = Használd a \ue875 [accent]Technológia fa[] gombot, hogy új technológiákat fedezz fel.
|
||||
hint.research.mobile = Használd a \ue875 [accent]Technológia fa[] gombot a \ue88c [accent]menüben[], hogy új technológiákat fedezz fel.
|
||||
hint.unitControl = Nyomd le a [accent][[bal Ctrl][] gombot, és kattints [accent]jobb egérgombbal[] a baráti egység vagy lövegtorony irányításához.
|
||||
hint.unitControl.mobile = [accent][[Dupla koppintással][] irányíthatók kézileg a szövetséges egységek vagy lövegtornyok.
|
||||
hint.unitControl.mobile = [accent][[Dupla koppintással][] a szövetséges egységek vagy lövegtornyok kézileg irányíthatóak.
|
||||
hint.unitSelectControl = Az egységek irányításához lépj be [accent]parancs módba[] a [accent]bal Shift[] lenyomva tartásával.\nParancs módban az egységek kijelöléséhez kattints, és húzd az egeret. A [accent]jobb egérgombbal[] küldd az egységeket a helyszínre vagy a célponthoz.
|
||||
hint.unitSelectControl.mobile = Az egységek irányításához lépj be [accent]parancs módba[] a bal alsó sarokban lévő [accent]parancs[] gombbal.\nParancs módban az egységek kiválasztásához érintsd meg a kijelzőt és húzással jelöld ki az egységeket. Koppintással küldd az egységeket a helyszínre vagy a célponthoz.
|
||||
hint.launch = Ha elegendő nyersanyagot gyűjtöttél össze, akkor [accent]lődd ki[] a támaszpontot a következő szektorba, úgy, hogy megnyitod a \ue827 [accent]Bolygótérképet[] a jobb alsó sarokban, és átforgatod az új helyszínre.
|
||||
hint.launch.mobile = Ha elegendő nyersanyagot gyűjtöttél össze, akkor [accent]lődd ki[] el a támaszpontot egy közeli szektorba, úgy, hogy kiválasztasz egy szektort a \ue88c [accent]Menüben[] a \ue827 [accent]Bolygótérképről[].
|
||||
hint.launch.mobile = Ha elegendő nyersanyagot gyűjtöttél össze, akkor [accent]lődd ki[] a támaszpontot egy közeli szektorba, úgy, hogy kiválasztasz egy szektort a \ue88c [accent]Menüben[] a \ue827 [accent]Bolygótérképről[].
|
||||
hint.schematicSelect = Tartsd nyomja az [accent][[F][] gombot több épület kijelöléséhez és másolásához.\n\n[accent][[Középső kattintással][] egy adott blokktípus másolható.
|
||||
hint.rebuildSelect = Tartsd nyomva a [accent][[B][] gombot és húzással jelöld ki a megsemmisített blokkterveket.\nEz automatikusan újraépíti őket.
|
||||
hint.rebuildSelect.mobile = Válaszd a \ue874 másolás gombot, majd koppints az \ue80f újjáépítés gombra, és húzd a megsemmisült blokktervek kijelöléséhez.\nEz automatikusan újraépíti őket.
|
||||
hint.rebuildSelect.mobile = Válaszd a \ue874 másolás gombot, majd koppints az \ue80f újraépítés gombra, és húzd a megsemmisült blokktervek kijelöléséhez.\nEz automatikusan újraépíti őket.
|
||||
hint.conveyorPathfind = Tartsd nyomva a [accent][[bal Ctrl][] gombot a szállítószalagok lerakása közben, hogy a játék útvonalat állítson elő.
|
||||
hint.conveyorPathfind.mobile = Engedélyezd az \ue844 [accent]átlós módot[], és tegyél le egyszerre több szállítószalagot, hogy a játék útvonalat állítson elő.
|
||||
hint.boost = Tartsd nyomva a [accent][[bal Shift][] gombot, hogy átrepülj az akadályok felett.\n\nErre csak néhány földi egység képes.
|
||||
@@ -1924,18 +1944,18 @@ hint.factoryControl.mobile = Egy egységgyár [accent]kimeneti célpontjának[]
|
||||
|
||||
gz.mine = Menj a földön lévő \uf8c4 [accent]rézérc[] közelébe, és kattints a bányászat megkezdéséhez.
|
||||
gz.mine.mobile = Menj a földön lévő \uf8c4 [accent]rézérc[] közelébe, és koppints a bányászat megkezdéséhez.
|
||||
gz.research = Nyisd meg a \ue875 Fejlesztési fát.\nFejleszd ki a \uf870 [accent]Mechanikus fúrót[], majd válaszd ki a jobb alsó sarokban lévő menüből.\nKattints egy rézfoltra az elhelyezéséhez.
|
||||
gz.research.mobile = Nyisd meg a \ue875 Fejlesztési fát.\nFejleszd ki a \uf870 [accent]Mechanikus fúrót[], majd válaszd ki a jobb alsó sarokban lévő menüből.\nKattints egy rézfoltra az elhelyezéséhez.\n\nA megerősítéshez nyomd meg a jobb alsó sarokban lévő \ue800 [accent]pipát[].
|
||||
gz.conveyors = Fejleszd ki, és építs \uf896 [accent]szállítószalagokat[], hogy a kitermelt\nnyersanyagokat eljuttasd a fúróktól a támaszpontba.\n\nKattints és húzd az egeret, hogy több szállítószalagot helyezz el.\nHasználd a [accent]görgőt[] a forgatáshoz.
|
||||
gz.conveyors.mobile = Fejleszd ki, és építs \uf896 [accent]szállítószalagokat[], hogy a kitermelt\nnyersanyagokat eljuttasd a fúróktól a támaszpontba.\n\nTartsd lenyomva az ujjad és húzd el, hogy több szállítószalagot helyezz el.
|
||||
gz.research = Nyisd meg a \ue875 Technológia fát.\nFejleszd ki a \uf870 [accent]Mechanikus fúrót[], majd válaszd ki a jobb alsó sarokban lévő menüből.\nKattints egy rézfoltra az elhelyezéséhez.
|
||||
gz.research.mobile = Nyisd meg a \ue875 Technológia fát.\nFejleszd ki a \uf870 [accent]Mechanikus fúrót[], majd válaszd ki a jobb alsó sarokban lévő menüből.\nKattints egy rézfoltra az elhelyezéséhez.\n\nA megerősítéshez nyomd meg a jobb alsó sarokban lévő \ue800 [accent]pipát[].
|
||||
gz.conveyors = Fejleszd ki, és építs \uf896 [accent]Szállítószalagokat[], hogy a kitermelt\nnyersanyagokat eljuttasd a fúróktól a támaszpontba.\n\nKattints és húzd az egeret, hogy több szállítószalagot helyezz el.\nHasználd a [accent]görgőt[] a forgatáshoz.
|
||||
gz.conveyors.mobile = Fejleszd ki, és építs \uf896 [accent]Szállítószalagokat[], hogy a kitermelt\nnyersanyagokat eljuttasd a fúróktól a támaszpontba.\n\nTartsd lenyomva az ujjad és húzd el, hogy több szállítószalagot helyezz el.
|
||||
gz.drills = Bővítsd a bányászati kapacitást.\nÉpíts több mechanikus fúrót.\nBányássz 100 rezet.
|
||||
gz.lead = Az \uf837 [accent]ólom[] egy másik gyakran használt nyersanyag.\nÉpíts fúrókat az ólom kitermelésére.
|
||||
gz.moveup = \ue804 Menj tovább a további utasításokért.
|
||||
gz.turrets = Fejleszd ki, és építs 2 \uf861 [accent]Duo[] lövegtornyot, hogy megvédd a támaszpontot.\nA Duo lövegtornyoknak \uf838 [accent]lőszerre[] van szükségük, mely szállítószalaggal juttatható el hozzájuk.
|
||||
gz.turrets = Fejleszd ki, és építs két \uf861 [accent]Duo[] lövegtornyot, hogy megvédd a támaszpontot.\nA Duo lövegtornyoknak \uf838 [accent]lőszerre[] van szükségük, amelyet szállítószalaggal juttathatsz el hozzájuk.
|
||||
gz.duoammo = Szállítószalagok segítségével lásd el [accent]rézzel[] a Duo lövegtornyokat.
|
||||
gz.walls = A [accent]falak[] megakadályozhatják, hogy az épületekben károk keletkezzenek.\nÉpíts \uf8ae [accent]rézfalakat[] a lövegtornyok köré.
|
||||
gz.walls = A [accent]falak[] megakadályozhatják, hogy az épületekben károk keletkezzenek.\nÉpíts \uf8ae [accent]Rézfalakat[] a lövegtornyok köré.
|
||||
gz.defend = Az ellenség közeledik, készülj fel a védekezésre.
|
||||
gz.aa = A repülő egységeket nem lehet könnyen elintézni a hagyományos lövegtornyokkal.\nA \uf860 [accent]Scatter[] lövegtornyok kiváló légelhárítást biztosítanak, de lőszerként \uf837 [accent]ólomra[] van szükségük.
|
||||
gz.aa = A légi egységeket nem lehet könnyen elintézni a hagyományos lövegtornyokkal.\nA \uf860 [accent]Scatter[] lövegtornyok kiváló légelhárítást biztosítanak, de lőszerként \uf837 [accent]ólomra[] van szükségük.
|
||||
gz.scatterammo = Szállítószalagok segítségével lásd el \uf837 [accent]ólommal[] a Scatter lövegtornyokat.
|
||||
gz.supplyturret = [accent]Lövegtorony ellátása
|
||||
gz.zone1 = Ez az ellenség leszállóhelye.
|
||||
@@ -1945,38 +1965,38 @@ gz.finish = Építs több lövegtornyot, bányássz több nyersanyagot,\nés vé
|
||||
|
||||
onset.mine = Kattints bal egérgombbal a \uf748 [accent]berillium[] kibányászáshoz a falakból.\n\nA mozgáshoz használd a [accent][[WASD] gombokat.
|
||||
onset.mine.mobile = Koppints a \uf748 [accent]berillium[] kibányászáshoz a falakból.
|
||||
onset.research = Nyisd meg a \ue875 fejlesztési fát.\nFejleszd ki, és építs egy \uf73e [accent]kondenzációs turbinát[] a kürtőn.\nEz [accent]áramot[] fog termelni.
|
||||
onset.bore = Fejleszd ki, és építs egy \uf741 [accent]plazmafúrót[].\nEz automatikusan bányássza ki a nyersanyagokat a falakból.
|
||||
onset.power = Ahhoz, hogy [accent]árammal[] lásd el a plazmafúrót, fejleszd ki, és helyezz el egy \uf73d [accent]sugárcsomópontot[].\nSegítségükkel összekötheted a kondenzációs turbinát a plazmafúróval.
|
||||
onset.ducts = Fejleszd ki, és építs \uf799 [accent]szállítószalagot[], hogy a kitermelt nyersanyagokat eljuttasd a plazmafúrótól a támaszpontba.\nKattints, és húzd az egeret több szállítószalag elhelyezéséhez.\nHasználd a [accent]görgőt[] a forgatáshoz.
|
||||
onset.ducts.mobile = Fejleszd ki, és építs \uf799 [accent]szállítószalagot[], hogy a kitermelt nyersanyagokat eljuttasd a plazmafúrótól a támaszpontba.\n\nTartsd lenyomva az ujjad és húzd el, hogy több szállítószalagot helyezz el.
|
||||
onset.research = Nyisd meg a \ue875 Technológia fát.\nFejleszd ki, és építs egy \uf73e [accent]Kondenzációs turbinát[] a kürtőn.\nEz [accent]áramot[] fog termelni.
|
||||
onset.bore = Fejleszd ki, és építs egy \uf741 [accent]Plazmafúrót[].\nEz automatikusan bányássza ki a nyersanyagokat a falakból.
|
||||
onset.power = Ahhoz, hogy [accent]árammal[] lásd el a plazmafúrót, fejleszd ki, és helyezz el egy \uf73d [accent]Sugárcsomópontot[].\nSegítségükkel összekötheted a kondenzációs turbinát a plazmafúróval.
|
||||
onset.ducts = Fejleszd ki, és építs \uf799 [accent]Szállítószalagot[], hogy a kitermelt nyersanyagokat eljuttasd a plazmafúrótól a támaszpontba.\nKattints, és húzd az egeret több szállítószalag elhelyezéséhez.\nHasználd a [accent]görgőt[] a forgatáshoz.
|
||||
onset.ducts.mobile = Fejleszd ki, és építs \uf799 [accent]Szállítószalagot[], hogy a kitermelt nyersanyagokat eljuttasd a plazmafúrótól a támaszpontba.\n\nTartsd lenyomva az ujjad és húzd el, hogy több szállítószalagot helyezz el.
|
||||
onset.moremine = Bővítsd a bányászati kapacitást.\nHelyezz el több plazmavágót, és a támogatásukhoz használj sugárcsomópontokat és szállítószalagokat.\nBányássz 200 berilliumot.
|
||||
onset.graphite = Az összetettebb épületekhez \uf835 [accent]grafit[] szükséges.\nÉpíts plazmavágókat a grafit kibányászásához.
|
||||
onset.research2 = Kezdd el a [accent]gyárak[] fejlesztését.\nFejleszd ki a \uf74d [accent]sziklazúzót[] és a \uf779 [accent]szilícium ívkemencét[].
|
||||
onset.arcfurnace = A Szilícium ívkemencének \uf834 [accent]homokra[] és \uf835 [accent]grafitra[] van szüksége, hogy \uf82f [accent]szilíciumot[] gyártson.\nTovábbá [accent]áram[] is szükséges a működéséhez.
|
||||
onset.crusher = Használj \uf74d [accent]sziklazúzókat[], hogy homokot bányász.
|
||||
onset.fabricator = Használd az [accent]egységeket[], hogy felfedezd a pályát, megvédd az épületeket, és megtámadhasd velük az ellenséget. Fejleszd ki, és helyezz el egy \uf6a2 [accent]tankgyárat[].
|
||||
onset.research2 = Kezdd el a [accent]gyárak[] fejlesztését.\nFejleszd ki a \uf74d [accent]Sziklazúzót[] és a \uf779 [accent]Szilícium ívkemencét[].
|
||||
onset.arcfurnace = A szilícium ívkemencének \uf834 [accent]homokra[] és \uf835 [accent]grafitra[] van szüksége, hogy \uf82f [accent]szilíciumot[] gyártson.\nTovábbá [accent]áram[] is szükséges a működéséhez.
|
||||
onset.crusher = Használj \uf74d [accent]Sziklazúzókat[], hogy homokot bányász.
|
||||
onset.fabricator = Használd az [accent]egységeket[], hogy felfedezd a pályát, megvédd az épületeket, és megtámadhasd velük az ellenséget. Fejleszd ki, és helyezz el egy \uf6a2 [accent]Tankgyártót[].
|
||||
onset.makeunit = Állíts elő egy egységet.\nHasználd a „?” gombot, hogy megnézd a kiválasztott gyár követelményeit.
|
||||
onset.turrets = Az egységek hatékonyak, de hatásosan alkalmazva a [accent]lövegtornyok[] jobb védelmi képességeket biztosítanak.\nHelyezz el egy \uf6eb [accent]Breach[] lövegtornyot.\nA lövegtornyoknak \uf748 [accent]lőszerre[] van szüksége.
|
||||
onset.turretammo = Szállítótalagok használatával lásd el a lövegtornyokat [accent]berillium[] lőszerrel.
|
||||
onset.walls = A [accent]falak[] megakadályozhatják, hogy az épületekben károk keletkezzenek.\nÉpíts \uf6ee [accent]Berillium falakat[] a lövegtornyok körül.
|
||||
onset.enemies = Az ellenség közeledik, készülj fel a védekezésre.
|
||||
onset.defenses = [accent]Állíts fel védelmet:[lightgray] {0}
|
||||
onset.attack = Az ellenség most sebezhető. Indítsd ellentámadást.
|
||||
onset.attack = Az ellenség most sebezhető. Indíts ellentámadást.
|
||||
onset.cores = Új támaszpont csak a [accent]támaszpontcsempére[] helyezhető.\nAz új támaszpontok előretolt bázisként működnek, és megosztják a nyersanyagkészletüket más támaszpontokkal.\nHelyezz el egy \uf725 támaszpontot.
|
||||
onset.detect = Az ellenség 2 percen belül észrevesz téged.\nÁllíts fel védelmet, bányászatot és termelést.
|
||||
onset.commandmode = Tartsd nyomva a [accent]Shift[] gombot, hogy [accent]parancs módba[] lépj.\n[accent]Bal egérgombbal és húzással[] lehet egységeket kijelölni.\n[accent]Jobb egérgombbal[] utasíthatók az egységek mozgásra vagy támadásra.
|
||||
onset.commandmode.mobile = Nyomd meg a [accent]parancs gombot[], hogy [accent]parancs módba[] lépj.\nTartsd nyomva az ujjad, majd [accent]húzd[] az egységek kiválasztásához.\n[accent]Koppintással[] utasíthatók az egységek mozgásra vagy támadásra.
|
||||
aegis.tungsten = Volfrámot [accent]ütvefúróval[] lehet bányászni.\nEnnek az épületnek [accent]vízre[] és [accent]áramra[] van szüksége.
|
||||
onset.commandmode = Tartsd nyomva a [accent]Shift[] gombot, hogy [accent]parancs módba[] lépj.\n[accent]Bal egérgombbal és húzással[] lehet egységeket kijelölni.\n[accent]Jobb egérgombbal[] az egységek mozgásra vagy támadásra utasíthatóak.
|
||||
onset.commandmode.mobile = Nyomd meg a [accent]parancs gombot[], hogy [accent]parancs módba[] lépj.\nTartsd nyomva az ujjad, majd [accent]húzd[] az egységek kiválasztásához.\n[accent]Koppintással[] az egységek mozgásra vagy támadásra utasíthatóak.
|
||||
aegis.tungsten = Volfrámot [accent]Ütvefúróval[] lehet bányászni.\nEnnek az épületnek [accent]vízre[] és [accent]áramra[] van szüksége.
|
||||
|
||||
split.pickup = Egyes blokkok a támaszpont drónjával is felvehetők.\nVedd fel ezt a [accent]konténert[] és helyezd egy [accent]rakománycsomagolóba[].\n(A felvétel és lerakás alapértelmezett gombjai: [[ és ].)
|
||||
split.pickup.mobile = Egyes blokkok a támaszpont drónjával is felvehetők.\nVedd fel ezt a [accent]konténert[] és helyezd egy [accent]rakománycsomagolóba[].\n(A felvételhez és lerakáshoz nyomd meg hosszan.)
|
||||
split.pickup = Egyes blokkok a támaszpont drónjával is felvehetőek.\nVedd fel ezt a [accent]konténert[] és helyezd egy [accent]rakománycsomagolóba[].\n(A felvétel és lerakás alapértelmezett gombjai: [[ és ].)
|
||||
split.pickup.mobile = Egyes blokkok a támaszpont drónjával is felvehetőek.\nVedd fel ezt a [accent]konténert[] és helyezd egy [accent]rakománycsomagolóba[].\n(A felvételhez és lerakáshoz nyomd meg hosszan.)
|
||||
split.acquire = Az egységek építéséhez volfrámot kell szerezned.
|
||||
split.build = Az egységeket a fal másik oldalára kell eljuttatni.\nÉpíts két [accent]rakomány-tömegmozgatót[], egyet-egyet a fal mindkét oldalán.\nÁllítsd be a szállítási kapcsolatukat úgy, hogy kiválasztod az egyiket, majd kiválasztod a másikat.
|
||||
split.container = A konténerekhez hasonlóan, az egységek is szállíthatók a [accent]rakomány-tömegmozgatóval[].\nÉpíts egy egységgyárat egy tömegmozgató mellé, hogy feltöltsd őket, majd küldd át őket a falon, hogy megtámadják az ellenséges bázist.
|
||||
split.build = Az egységeket a fal másik oldalára kell eljuttatni.\nÉpíts két [accent]Rakomány-tömegmozgatót[], egyet-egyet a fal mindkét oldalán.\nÁllítsd be a szállítási kapcsolatukat úgy, hogy kiválasztod az egyiket, majd kiválasztod a másikat.
|
||||
split.container = A konténerekhez hasonlóan, az egységek is szállíthatóak a [accent]Rakomány-tömegmozgatóval[].\nÉpíts egy egységgyárat egy tömegmozgató mellé, hogy feltöltsd őket, majd küldd át őket a falon, hogy megtámadják az ellenséges bázist.
|
||||
|
||||
item.copper.description = Széleskörűen használatos építkezésnél és lőszerként.
|
||||
item.copper.details = Réz. Szokatlanul bőséges fém a Serpulón. Megerősítés nélkül strukturálisan gyenge.
|
||||
item.copper.details = Réz. Szokatlanul bőségesen elterjedt fém a Serpulón. Megerősítés nélkül strukturálisan gyenge.
|
||||
item.lead.description = Folyadékszállításnál és elektromos eszközökben használatos.
|
||||
item.lead.details = Sűrű. Közömbös. Széles körben használatos az akkumulátorokban.\nMegjegyzés: Valószínűleg mérgező a biológiai életformákra. Nem mintha sok maradt volna errefelé.
|
||||
item.metaglass.description = Folyadékszállító és -tárolóépületeknél használatos.
|
||||
@@ -2014,7 +2034,7 @@ liquid.ozone.description = Az anyaggyártásban oxidálószerként, illetve üze
|
||||
liquid.hydrogen.description = A nyersanyagok kitermelésében, egységgyártásban és szerkezetjavításban használatos. Gyúlékony.
|
||||
liquid.cyanogen.description = Lőszerként, fejlett egységek építéséhez és különböző reakciókhoz használatos a fejlett blokkokban. Erősen gyúlékony.
|
||||
liquid.nitrogen.description = A nyersanyagok kitermelésénél, gáztermelésnél és egységgyártásnál is használatos. Semleges gáz.
|
||||
liquid.neoplasm.description = A neoplázia reaktor veszélyes biológiai mellékterméke. Gyorsan átterjed minden szomszédos víztartalmú blokkra, amelyhez hozzáér, és közben károsítja azokat. Sűrű folyadék.
|
||||
liquid.neoplasm.description = A neopláziareaktor veszélyes biológiai mellékterméke. Gyorsan átterjed minden szomszédos víztartalmú blokkra, amelyhez hozzáér, és közben károsítja azokat. Sűrű folyadék.
|
||||
liquid.neoplasm.details = Neoplazma. Egy kontrollálhatatlan, gyorsan osztódó, iszap állagú, szintetikus sejtmassza. Hőálló. Rendkívül veszélyes minden vízzel kapcsolatos szerkezetre.\n\nTúl összetett és instabil a szabványos elemzésekhez. Potenciális alkalmazási területe ismeretlen. A salakmedencékben való elégetés ajánlott.
|
||||
|
||||
block.derelict = \uf77e [lightgray]Elhagyatott
|
||||
@@ -2024,15 +2044,15 @@ block.message.description = Üzenetet tárol a szövetségesek kommunikációjá
|
||||
block.reinforced-message.description = Üzenetet tárol a szövetségesek közötti kommunikációhoz.
|
||||
block.world-message.description = A pályakészítésben használható üzenetblokk. Nem lehet megsemmisíteni.
|
||||
block.graphite-press.description = Grafittá préseli a szenet.
|
||||
block.multi-press.description = Grafittá préseli a szenet. Hűtése vizet igényel.
|
||||
block.silicon-smelter.description = A homokot és szenet szilíciummá finomítja.
|
||||
block.multi-press.description = Grafittá sajtolja a szenet. Hűtéséhez viz szükséges.
|
||||
block.silicon-smelter.description = A homokot és a szenet szilíciummá finomítja.
|
||||
block.kiln.description = Ólomüveget olvaszt az ólomból és a homokból.
|
||||
block.plastanium-compressor.description = Olaj és titán felhasználásával műanyagot gyárt.
|
||||
block.phase-weaver.description = Tórium és homok keverékéből tóritkvarcot állít elő.
|
||||
block.surge-smelter.description = Titán, ólom, szilícium és réz ötvözésével elektrometált állít elő.
|
||||
block.cryofluid-mixer.description = Finom titánpor vízhez keverésével hűtőfolyadékot állít elő.
|
||||
block.blast-mixer.description = Robbanóelegyet készít a piratitból és a spórakapszulákból.
|
||||
block.pyratite-mixer.description = Piratittá vegyíti a szenet, homokot és ólmot.
|
||||
block.pyratite-mixer.description = Piratittá vegyíti a szenet, a homokot és az ólmot.
|
||||
block.melter.description = Salakká olvasztja a törmeléket.
|
||||
block.separator.description = Ásványi összetevőire bontja a salakot.
|
||||
block.spore-press.description = Olajat sajtol a spórakapszulából.
|
||||
@@ -2083,7 +2103,7 @@ block.mass-driver.description = Nagy hatótávolságú nyersanyagszállító esz
|
||||
block.mechanical-pump.description = Folyadékot szivattyúz és ad ki. Nem igényel áramot.
|
||||
block.rotary-pump.description = Folyadékot szivattyúz és ad ki. Áramot igényel.
|
||||
block.impulse-pump.description = Folyadékot szivattyúz és ad ki.
|
||||
block.conduit.description = Folyadékot szállít. Pumpákkal és egyéb csővezetékekkel együtt használatos.
|
||||
block.conduit.description = Folyadékot szállít. Szivattyúkkal és egyéb csővezetékekkel együtt használatos.
|
||||
block.pulse-conduit.description = Folyadékot szállít. Gyorsabban szállít, és nagyobb tárolókapacitású, mint a szokásos csővezeték.
|
||||
block.plated-conduit.description = Folyadékot szállít. Nem fogad el folyadékot oldalról. Nem szivárog, ha nincs a végén semmi.
|
||||
block.liquid-router.description = Egyenletesen háromfelé osztja szét a beérkező folyadékot. Bizonyos mennyiség tárolására is képes.
|
||||
@@ -2108,7 +2128,7 @@ block.solar-panel-large.description = Napfényből állít elő kevés áramot.
|
||||
block.thorium-reactor.description = Jelentős mennyiségű áramot állít elő tóriumból. Állandó hűtést igényel. Ha nincs megfelelően hűtőfolyadékkal ellátva, akkor felrobban.
|
||||
block.impact-reactor.description = Csúcsra járatva rengeteg áramot termel. A reakció beindítása jelentős árambefektetést igényel.
|
||||
block.mechanical-drill.description = Ércre helyezve lassú tempóban termeli ki az adott nyersanyagot. Csak alapvető nyersanyagok kitermelésére képes.
|
||||
block.pneumatic-drill.description = Egy fejlettebb fúró, mely titán kitermelésére is képes. Gyorsabban dolgozik a mechanikus fúrónál.
|
||||
block.pneumatic-drill.description = Egy olyan, fejlettebb fúró, amely titán kitermelésére is alkalmas. Gyorsabban dolgozik a mechanikus fúrónál.
|
||||
block.laser-drill.description = Lézerek használatával még gyorsabban tud dolgozni, de áramot igényel. Képes tóriumot kitermelni.
|
||||
block.blast-drill.description = A technológia csúcsa. Nagy mennyiségű áramot igényel.
|
||||
block.water-extractor.description = Kiszivattyúzza a talajvizet. Olyan helyeken használatos, ahol nem érhető el felszíni vízforrás.
|
||||
@@ -2116,7 +2136,7 @@ block.cultivator.description = A légkörben szálló spórákat kapszulákba s
|
||||
block.cultivator.details = Visszaszerzett technológia. Hatalmas tömegű biomassza gyártására alkalmas a lehető leghatékonyabban. Valószínűleg a Serpulo felszínét ma borító spórák kezdeti inkubátora.
|
||||
block.oil-extractor.description = Nagy mennyiségű áramot, homokot és vizet használ, hogy olajat fúrjon.
|
||||
block.core-shard.description = Támaszpont. Ha elpusztul, a szektor elveszett.
|
||||
block.core-shard.details = Az első modell. Kompakt. Önsokszorosító. Egyszer használatos indítórakétákkal van felszerelve, nem bolygóközi utazásra tervezték.
|
||||
block.core-shard.details = Az első modell. Kompakt. Önsokszorosító. Egyszer használatos gyorsítórakétákkal van felszerelve, nem bolygóközi utazásra tervezték.
|
||||
block.core-foundation.description = Támaszpont. Jól páncélozott. Több nyersanyagot tárol, mint a Szilánk.
|
||||
block.core-foundation.details = A második modell.
|
||||
block.core-nucleus.description = Támaszpont. Rendkívül jól páncélozott. Hatalmas mennyiségű nyersanyag tárolására képes.
|
||||
@@ -2127,7 +2147,7 @@ block.unloader.description = Kirakodja a szomszédos épületekből a kiválaszt
|
||||
block.launch-pad.description = Nyersanyagokat juttat el más szektorokba.
|
||||
block.launch-pad.details = Szuborbitális rendszer a nyersanyagok szektorok között történő szállítására. A teherkapszulák törékenyek, ezért nem képesek túlélni a légkörbe való visszatérést.
|
||||
block.duo.description = Változatos lövedékekkel lő az ellenségre.
|
||||
block.scatter.description = Ólom-, törmelék- vagy ólomüvegdarabokat lő az ellenséges légijárművekre.
|
||||
block.scatter.description = Ólom-, törmelék- vagy ólomüvegdarabokat lő az ellenséges légi egységekre.
|
||||
block.scorch.description = Megégeti az ellenség közeli földi egységeit. Kis távolságra nagyon hatékony.
|
||||
block.hail.description = Kis lövedékeket lő ki nagy távolságokra lévő földi célpontokra.
|
||||
block.wave.description = Folyadékot önt az ellenségre. Eloltja a tüzeket, ha vízzel van ellátva.
|
||||
@@ -2135,7 +2155,7 @@ block.lancer.description = Erős energiasugarakat lő közeli földi célpontokr
|
||||
block.arc.description = Elektromos szikrákat kelt földi célpontok között.
|
||||
block.swarmer.description = Nyomkövető rakétákat lő az ellenségre.
|
||||
block.salvo.description = Gyors sorozatokat lő az ellenségre.
|
||||
block.fuse.description = Három kis hatótávú, átütő erejű lövedéket lő a közeli ellenségre.
|
||||
block.fuse.description = Három kis hatótávolságú, átütő erejű lövedéket lő a közeli ellenségre.
|
||||
block.ripple.description = Lövedékek csoportjával tüzel nagy távolságra lévő földi célpontokra.
|
||||
block.cyclone.description = Robbanó lövedékeket lő közeli ellenségekre.
|
||||
block.spectre.description = Nagy lövedékekkel tüzel légi és földi célpontokra.
|
||||
@@ -2146,13 +2166,13 @@ block.segment.description = Megsemmisíti a beérkező lövedékeket. A lézerre
|
||||
block.parallax.description = Vonónyalábot bocsát ki, amivel magához vonzza, és közben sebzi a légi egységeket.
|
||||
block.tsunami.description = Erős folyadékhullámot lő az ellenségre. Eloltja a tüzeket, ha vízzel van ellátva.
|
||||
block.silicon-crucible.description = Szilíciumot finomít homokból és szénből, piratitot használ kiegészítő hőforrásként. Forró környezetben még hatékonyabb.
|
||||
block.disassembler.description = Ritka ásványi összetevőket válogat ki a salakból, alacsony hatékonysággal. Képes tóriumot kiválogatni.
|
||||
block.disassembler.description = Ritka ásványi összetevőire bontja le a salakot, alacsony hatékonysággal. Képes tóriumot kinyerni.
|
||||
block.overdrive-dome.description = Megnöveli a környező épületek termelési sebességét. A működtetése tóritkvarcot és szilíciumot igényel.
|
||||
block.payload-conveyor.description = Nagy mennyiségű terhet mozgatni, például gyárakból érkező nyersanyagokat. Mágneses. Használható súlytalanságban.
|
||||
block.payload-conveyor.description = Nagy méretű terhet mozgat, például gyárakból érkező egységeket. Mágneses. Használható súlytalanságban.
|
||||
block.payload-router.description = Háromfelé osztja szét a beérkező terhet. Rendezőként is szolgál, ha van megadva szűrő. Mágneses. Használható súlytalanságban.
|
||||
block.ground-factory.description = Földi egységeket gyárt. A kész egységek azonnal hadra foghatók, vagy újratervezőkben továbbfejleszthetők.
|
||||
block.air-factory.description = Légi egységeket gyárt. A kész egységek azonnal hadra foghatók, vagy újratervezőkben továbbfejleszthetők.
|
||||
block.naval-factory.description = Vízi egységeket gyárt. A kész egységek azonnal hadra foghatók, vagy újratervezőkben továbbfejleszthetők.
|
||||
block.ground-factory.description = Földi egységeket gyárt. Az elkészült egységek azonnal hadra foghatóak, vagy újratervezőkben továbbfejleszthetőek.
|
||||
block.air-factory.description = Légi egységeket gyárt. Az elkészült egységek azonnal hadra foghatóak, vagy újratervezőkben továbbfejleszthetőek.
|
||||
block.naval-factory.description = Vízi egységeket gyárt. Az elkészült egységek azonnal hadra foghatóak, vagy újratervezőkben továbbfejleszthetőek.
|
||||
block.additive-reconstructor.description = Kettes szintre fejleszti a beérkező egységeket.
|
||||
block.multiplicative-reconstructor.description = Hármas szintre fejleszti a beérkező egységeket.
|
||||
block.exponential-reconstructor.description = Négyes szintre fejleszti a beérkező egységeket.
|
||||
@@ -2179,17 +2199,17 @@ block.titan.description = Hatalmas robbanóanyagú tüzérségi lövedéket lő
|
||||
block.afflict.description = Hatalmas töltésű repeszlövedék-gömböket lő ki. Hőt igényel.
|
||||
block.disperse.description = Égő repeszlövedékeket lő légi célpontokra.
|
||||
block.lustre.description = Lassan mozgó, egyszerre egy célpontra ható lézert lő az ellenséges célpontokra.
|
||||
block.scathe.description = Nagy erejű rakétát indít jelentős távolságokra lévő földi célpontok ellen.
|
||||
block.scathe.description = Nagy erejű rakétát lő ki jelentős távolságokra lévő földi célpontok ellen.
|
||||
block.smite.description = Átütő erejű, villámló lövedékeket lő ki.
|
||||
block.malign.description = Lézertöltetekből álló célzott sortüzet zúdít az ellenséges célpontokra. Jelentős fűtést igényel.
|
||||
block.silicon-arc-furnace.description = A homokot és grafitot szilíciummá finomítja.
|
||||
block.silicon-arc-furnace.description = A homokot és a grafitot szilíciummá finomítja.
|
||||
block.oxidation-chamber.description = A berilliumot és az ózont oxiddá alakítja. Melléktermékként hőt bocsát ki.
|
||||
block.electric-heater.description = Fűti a vele szemben álló épületeket. Nagy mennyiségű áramot igényel.
|
||||
block.slag-heater.description = Fűti a vele szemben álló épületeket. Salakot igényel.
|
||||
block.phase-heater.description = Fűti a vele szemben álló épületeket. Tóritkvarcot igényel.
|
||||
block.heat-redirector.description = Más blokkokba irányítja a felgyülemlett hőt.
|
||||
block.heat-router.description = A felgyülemlett hőt három kimeneti irányba osztja.
|
||||
block.electrolyzer.description = A vizet hidrogénné és ózonná alakítja. A keletkező gázokat két ellentétes irányba adja ki, melyeket a megfelelő színek jelölik.
|
||||
block.electrolyzer.description = A vizet hidrogénné és ózonná alakítja. A keletkező gázokat két ellentétes irányba adja ki, amelyek a megfelelő színnel vannak jelölve.
|
||||
block.atmospheric-concentrator.description = Koncentrálja a légkörben lévő nitrogént. Hőt igényel.
|
||||
block.surge-crucible.description = Salakból és szilíciumból elektrometált olvaszt. Hőt igényel.
|
||||
block.phase-synthesizer.description = Tóriumból, homokból és ózonból tóritkvarcot szintetizál. Hőt igényel.
|
||||
@@ -2224,7 +2244,7 @@ block.duct-router.description = A nyersanyagokat egyenlően osztja el három ir
|
||||
block.overflow-duct.description = Csak akkor ad ki nyersanyagot oldalra, ha előrefelé már nem tud.
|
||||
block.duct-bridge.description = Nyersanyagokat szállít épületek és terepakadályok fölött.
|
||||
block.duct-unloader.description = A kiválasztott nyersanyagokat kirakodja a mögötte lévő épületekből. Támaszpontokból nem tud kirakodni.
|
||||
block.underflow-duct.description = A túlcsorduló szállítószalag ellentettje. Csak akkor ad ki nyersanyagot előrefelé, ha oldalra már nem tud.
|
||||
block.underflow-duct.description = A túlcsorduló kapu ellentettje. Csak akkor ad ki nyersanyagot előrefelé, ha oldalra már nem tud.
|
||||
block.reinforced-liquid-junction.description = Csomópontként működik két egymást keresztező csővezeték között.
|
||||
block.surge-conveyor.description = A nyersanyagokat rakományokban mozgatja. Árammal felgyorsítható. Vezeti az áramot.
|
||||
block.surge-router.description = Egyenletesen osztja el a nyersanyagokat három irányba az elektrometál-szállítószalagról. Árammal felgyorsítható. Vezeti az Áramot.
|
||||
@@ -2241,14 +2261,14 @@ block.build-tower.description = Automatikusan újjáépíti a hatósugarában l
|
||||
block.regen-projector.description = Lassan javítja a szövetséges építményeket egy négyzet alakú területen. Hidrogént igényel.\nTóritkvarc felhasználásával növelhető a hatékonysága.
|
||||
block.reinforced-container.description = Kis mennyiségű nyersanyagot tud tárolni. A tartalma kirakodók segítségével nyerhető ki. Nem növeli a támaszpont tárolókapacitását.
|
||||
block.reinforced-vault.description = Nagy mennyiségű nyersanyagot tud tárolni. A tartalma kirakodók segítségével nyerhető ki. Nem növeli a támaszpont tárolókapacitását.
|
||||
block.tank-fabricator.description = Stell egységeket épít. A kimeneti egységek közvetlenül használhatók, vagy fejlesztésre újratervezőkbe küldhetők.
|
||||
block.ship-fabricator.description = Elude egységeket épít. A kimeneti egységek közvetlenül használhatók, vagy fejlesztésre újratervezőkbe küldhetők.
|
||||
block.mech-fabricator.description = Merui egységeket épít. A kimeneti egységek közvetlenül használhatók, vagy fejlesztésre újratervezőkbe küldhetők.
|
||||
block.tank-fabricator.description = Stell egységeket épít. Az elkészült egységek azonnal hadra foghatóak, vagy újratervezőkben továbbfejleszthetőek.
|
||||
block.ship-fabricator.description = Elude egységeket épít. Az elkészült egységek azonnal hadra foghatóak, vagy újratervezőkben továbbfejleszthetőek.
|
||||
block.mech-fabricator.description = Merui egységeket épít. Az elkészült egységek azonnal hadra foghatóak, vagy újratervezőkben továbbfejleszthetőek.
|
||||
block.tank-assembler.description = Nagy méretű tankokat állít össze a beadott blokkokból és egységekből. A kimeneti szint modulok hozzáadásával növelhető.
|
||||
block.ship-assembler.description = Nagy méretű hajókat állít össze a beadott blokkokból és egységekből. A kimeneti szint modulok hozzáadásával növelhető.
|
||||
block.ship-assembler.description = Nagy méretű repülőgépeket állít össze a beadott blokkokból és egységekből. A kimeneti szint modulok hozzáadásával növelhető.
|
||||
block.mech-assembler.description = Nagy méretű mecheket állít össze a beadott blokkokból és egységekből. A kimeneti szint modulok hozzáadásával növelhető.
|
||||
block.tank-refabricator.description = Kettes szintre fejleszti a beérkező tank típusú egységeket.
|
||||
block.ship-refabricator.description = Kettes szintre fejleszti a beérkező hajó típusú egységeket.
|
||||
block.ship-refabricator.description = Kettes szintre fejleszti a beérkező repülőgép típusú egységeket.
|
||||
block.mech-refabricator.description = Kettes szintre fejleszti a beérkező mech típusú egységeket.
|
||||
block.prime-refabricator.description = Hármas szintre fejleszti a beérkező tank típusú egységeket.
|
||||
block.basic-assembler-module.description = Növeli az összeszerelő szintjét, ha annak az építési határvonala mellé helyezik. Áramot igényel. Használható nyersanyagrakomány-bemenetként.
|
||||
@@ -2264,7 +2284,7 @@ block.canvas.description = Egy egyszerű képet jelenít meg egy előre meghatá
|
||||
|
||||
unit.dagger.description = Szokásos lövedékeket lő a közeli ellenségekre.
|
||||
unit.mace.description = Lángnyelveket küld a közeli ellenségek felé.
|
||||
unit.fortress.description = Nagy hatótávú rakétákat lő földi célpontokra.
|
||||
unit.fortress.description = Nagy hatótávolságú rakétákat lő földi célpontokra.
|
||||
unit.scepter.description = Töltött lövedékek záporát lövi közeli ellenségekre.
|
||||
unit.reign.description = Méretes átütő erejű lövedékeket zúdít minden közeli ellenségre.
|
||||
unit.nova.description = Lézerlövedékeket lő ki, amelyek sebzik az ellenséges célpontokat, és megjavítják a szövetséges épületeket. Repülésre alkalmas.
|
||||
@@ -2286,7 +2306,7 @@ unit.mono.description = Automatikusan rezet és ólmot bányászik, a támaszpon
|
||||
unit.poly.description = Automatikusan újjáépíti az elpusztult épületeket és segít más egységeknek az építkezésben.
|
||||
unit.mega.description = Automatikusan javítja a sérült épületeket. Kis blokkok és földi egységek szállítására képes.
|
||||
unit.quad.description = Plazmabombákat szór földi célpontokra, amelyek sebzik az ellenséget, de javítják a szövetséges épületeket. Közepes méretű földi egységek szállítására képes.
|
||||
unit.oct.description = Megvédi a közeli szövetségeseket egy regeneráló pajzssal. A legtöbb földi egység szállítására képes.
|
||||
unit.oct.description = Megvédi a közeli szövetségeseket egy regeneráló pajzzsal. A legtöbb földi egység szállítására képes.
|
||||
unit.risso.description = Rakéták és lövedékek záporát zúdítja minden közeli ellenségre.
|
||||
unit.minke.description = Tüzérségi és szokásos lövedékeket lő közeli földi célpontokra.
|
||||
unit.bryde.description = Nagy távolságú tüzérségi lövedékeket és rakétákat lő az ellenségre.
|
||||
@@ -2298,7 +2318,7 @@ unit.gamma.description = Megvédi at Atommag támaszpontot az ellenségtől. Ép
|
||||
unit.retusa.description = Célkövető torpedókat lő ki minden közeli ellenségre. Javítja a szövetséges egységeket.
|
||||
unit.oxynoe.description = Épületjavító lángcsóvát lő az ellenséges célpontokra. Célba veszi az ellenséges lövedékeket egy pontvédelmi toronnyal.
|
||||
unit.cyerce.description = Célkereső kazettás rakétákat lő ki az ellenségre. Javítja a szövetséges egységeket.
|
||||
unit.aegires.description = Elektromosan sokkolja az összes ellenséges egységet és építményt, amely az energiamezőjébe lép. Javítja az összes szövetségest.
|
||||
unit.aegires.description = Elektromosan sokkolja az összes ellenséges egységet és építményt, amely az energiamezejébe lép. Javítja az összes szövetségest.
|
||||
unit.navanax.description = Robbanékony EMI-lövedékeket lő ki, jelentős károkat okozva az ellenséges energiahálózatokban, és megjavítva a szövetségesek építményeit. Szétolvasztja a közeli ellenséges célpontokat a 4 autonóm lézertornyával.
|
||||
|
||||
#Erekir
|
||||
@@ -2343,8 +2363,8 @@ lst.unitbind = Összekapcsolás a következő egységtípussal, és tárolás a
|
||||
lst.unitcontrol = A jelenleg összekapcsolt egység vezérlése.
|
||||
lst.unitradar = Egységek keresése a jelenleg összekapcsolt egység körül.
|
||||
lst.unitlocate = Egy adott típusú pozíció/épület keresése bárhol a pályán.\nÖsszekapcsolt egységet igényel.
|
||||
lst.getblock = Csempeadatok lekérdezése tetszőleges helyen.
|
||||
lst.setblock = Csempeadatok beállítása tetszőleges helyen.
|
||||
lst.getblock = Mezőadatok lekérdezése tetszőleges helyen.
|
||||
lst.setblock = Mezőadatok beállítása tetszőleges helyen.
|
||||
lst.spawnunit = Egység lerakása az adott helyen.
|
||||
lst.applystatus = Állapothatás alkalmazása vagy törlése egy egységről.
|
||||
lst.weathersense = Ellenőrzés, hogy egy bizonyos típusú időjárás aktív-e.
|
||||
@@ -2355,13 +2375,14 @@ lst.setrate = A processzor végrehajtási sebességének beállítása utasítá
|
||||
lst.fetch = Egységek, támaszpontok, játékosok, vagy épületek keresése index szerint.\nAz indexek 0-tól indulnak és a visszaadott számuknál végződnek.
|
||||
lst.packcolor = Egyetlen számba tömöríti a [0, 1] RGBA komponenseket a rajzoláshoz vagy szabálymeghatározáshoz.
|
||||
lst.setrule = Játékszabály beállítása.
|
||||
lst.flushmessage = Üzenet megjelenítése a képernyőn a szövegpufferből.\nMegvárja, amíg az előző üzenet befejeződik.
|
||||
lst.flushmessage = Üzenet megjelenítése a képernyőn a szövegpufferből. Ha a sikeres válasz változója [accent]@wait[],\nakkor, megvárja, amíg az előző üzenet befejeződik.\nMáskülönben azt adja ki, hogy az üzenet megjelenítése sikeres volt-e.
|
||||
lst.cutscene = A játékos kamerájának mozgatása.
|
||||
lst.setflag = Egy globális jelölő beállítása, amely minden processzor által olvasható.
|
||||
lst.getflag = Ellenőrzés, hogy egy globális jelölő be van-e állítva.
|
||||
lst.setprop = Beállítja egy egység vagy épület tulajdonságát.
|
||||
lst.effect = Részecskehatás létrehozása.
|
||||
lst.sync = Egy változó szinkronizálása a hálózaton keresztül.\nMásodpercenként legfeljebb 20-szor hívható meg.
|
||||
lst.playsound = Egy hangot játszik le.\nA hangerő és a panoráma lehet globális érték, vagy a pozíció alapján kiszámított érték.
|
||||
lst.makemarker = Új logikai jelölő létrehozása a világban.\nMeg kell adni egy azonosítót 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 Make Marker utasításban megadottal.\nA [accent]null []értékek figyelmen kívül lesznek hagyva.
|
||||
lst.localeprint = Hozzáadja a pálya nyelvi csomagjainak tulajdonságértékét a szövegpufferhez.\nA pálya nyelvi csomagjainak beállításait a térképszerkesztőben ellenőrizheted: [accent]Pályainformációk > Nyelvi csomagok[].\nHa a kliens egy mobileszköz, akkor először próbáld kiíratni a „.mobile” végződésű tulajdonságot.
|
||||
@@ -2416,13 +2437,14 @@ lenum.shoot = Lövés egy adott pontra.
|
||||
lenum.shootp = Lövés egy egységre/épületre sebesség-előrejelzéssel.
|
||||
lenum.config = Épületkonfiguráció, például nyersanyag-válogató.
|
||||
lenum.enabled = Engedélyezve van-e a blokk.
|
||||
laccess.currentammotype = Egy lövegtorony jelenlegi lőszer nyersanyaga/folyadéka.
|
||||
|
||||
laccess.color = Megvilágítás színe.
|
||||
laccess.controller = Egységvezérlő. Ha processzor vezérli, akkor a processzort adja vissza.\nKülönben magát az egységet adja vissza.
|
||||
laccess.dead = Egy épület/egység halott-e, vagy már nem érvényes-e.
|
||||
laccess.controlled = Ezt adja vissza:\n[accent]@ctrlProcessor[], ha az egységvezérlő egy processzor\n[accent]@ctrlPlayer[], ha az egység/épület vezérlője a játékos\n[accent]@ctrlFormation[], ha az egység formációban van\nKülönben 0.
|
||||
laccess.progress = Művelet előrehaladása, 0 és 1 között.\nA termelés, a lövegtorony-újratöltés vagy az építés előrehaladását adja vissza.
|
||||
laccess.speed = Az egység legnagyobb sebessége, csempe/mp-ben.
|
||||
laccess.speed = Az egység legnagyobb sebessége, mező/mp-ben.
|
||||
laccess.id = Egy egység/blokk/nyersanyag/folyadék azonosítója.\nEz a keresési művelet fordítottja.
|
||||
|
||||
lcategory.unknown = Ismeretlen
|
||||
@@ -2451,7 +2473,7 @@ graphicstype.poly = Egy szabályos sokszög kitöltése.
|
||||
graphicstype.linepoly = Szabályos sokszög körvonalának rajzolása.
|
||||
graphicstype.triangle = Egy háromszög kitöltése.
|
||||
graphicstype.image = Kép rajzolása valamilyen tartalomról.\nPéldául: [accent]@router[] vagy [accent]@dagger[].
|
||||
graphicstype.print = Szöveget rajzol a kiírási pufferből.\nCsak ASCII karakterek használhatók.\nTörli a kiírás puffert.
|
||||
graphicstype.print = Szöveget rajzol a kiírási pufferből.\nCsak ASCII karakterek használhatóak.\nTörli a kiírás puffert.
|
||||
|
||||
lenum.always = Mindig igaz.
|
||||
lenum.idiv = Egész osztás.
|
||||
@@ -2495,7 +2517,7 @@ lenum.ally = Szövetséges egység.
|
||||
lenum.attacker = Fegyveres egység.
|
||||
lenum.enemy = Ellenséges egység.
|
||||
lenum.boss = Őrző egység.
|
||||
lenum.flying = Repülő egység.
|
||||
lenum.flying = Légi egység.
|
||||
lenum.ground = Földi egység.
|
||||
lenum.player = Egy játékos által irányított egység.
|
||||
|
||||
@@ -2539,9 +2561,10 @@ unitlocate.building = Kimeneti változó a megtalált épülethez.
|
||||
unitlocate.outx = Kimenet X koordinátája.
|
||||
unitlocate.outy = Kimenet Y koordinátája.
|
||||
unitlocate.group = Keresendő épületcsoport.
|
||||
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
||||
|
||||
lenum.idle = Ne mozdulj, de folytasd az építkezést/bányászatot.\nAz alapértelmezett állapot.
|
||||
lenum.stop = Mozgás/bányászat/építés leállítása.
|
||||
lenum.stop = Mozgás/bányászás/építés leállítása.
|
||||
lenum.unbind = A logikai vezérlés teljes kikapcsolása.\nSzokásos mesterséges intelligencia folytatása.
|
||||
lenum.move = Mozgás a pontos pozícióba.
|
||||
lenum.approach = Egy pozíció megközelítése egy sugárral.
|
||||
@@ -2557,7 +2580,7 @@ lenum.payenter = Belépés/leszállás a rakományblokkra, amelyen az egység va
|
||||
lenum.flag = Számjegyes egységjelölő.
|
||||
lenum.mine = Bányászat egy helyen.
|
||||
lenum.build = Egy épület építése.
|
||||
lenum.getblock = Az épület, talaj és típus lekérdezése a koordinátákon.\nAz egységnek a pozíciótartományon belül kell lennie.\nA szilárd dolgok, melyek nem épületek, [accent]@solid[] típusúak lesznek.
|
||||
lenum.getblock = Az épület-, talaj- és blokktípus lekérdezése a koordinátákon.\nAz egységnek a pozíciótartományon belül kell lennie, különben null értékkel tér vissza.
|
||||
lenum.within = Ellenőrzés, hogy az egység egy pozíció közelében van-e.
|
||||
lenum.boost = Erősítés indítása/leállítása.
|
||||
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -436,6 +436,11 @@ editor.rules = Regole:
|
||||
editor.generation = Generazione:
|
||||
editor.objectives = Obbiettivi
|
||||
editor.locales = Locale Bundles
|
||||
editor.worldprocessors = World Processors
|
||||
editor.worldprocessors.editname = Edit Name
|
||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||
editor.worldprocessors.nospace = No free space to place a world processor!\nDid you fill the map with structures? Why would you do this?
|
||||
editor.worldprocessors.delete.confirm = Are you sure you want to delete this world processor?\n\nIf it is surrounded by walls, it will be replaced by an environmental wall.
|
||||
editor.ingame = Modifica in Gioco
|
||||
editor.playtest = Playtest
|
||||
editor.publish.workshop = Pubblica nel Workshop
|
||||
@@ -492,6 +497,7 @@ editor.default = [lightgray]<Predefinito>
|
||||
details = Dettagli...
|
||||
edit = Modifica...
|
||||
variables = Vars
|
||||
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
||||
logic.globals = Built-in Variables
|
||||
editor.name = Nome:
|
||||
editor.spawn = Piazza un'Unità
|
||||
@@ -579,6 +585,7 @@ filter.clear = Resetta Filtro
|
||||
filter.option.ignore = Ignora
|
||||
filter.scatter = Dispersione
|
||||
filter.terrain = Terreno
|
||||
filter.logic = Logic
|
||||
filter.option.scale = Scala
|
||||
filter.option.chance = Probabilità
|
||||
filter.option.mag = Magnitudine
|
||||
@@ -601,6 +608,8 @@ filter.option.floor2 = Terreno Secondario
|
||||
filter.option.threshold2 = Soglia Secondaria
|
||||
filter.option.radius = Raggio
|
||||
filter.option.percentile = Percentuale
|
||||
filter.option.code = Code
|
||||
filter.option.loop = Loop
|
||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||
locales.applytoall = Apply Changes To All Locales
|
||||
@@ -967,6 +976,7 @@ stat.abilities = Abilità
|
||||
stat.canboost = Capace di Potenziamento
|
||||
stat.flying = Volo
|
||||
stat.ammouse = Consumo di munizioni
|
||||
stat.ammocapacity = Ammo Capacity
|
||||
stat.damagemultiplier = Moltiplicatore danni
|
||||
stat.healthmultiplier = Moltiplicatore salute
|
||||
stat.speedmultiplier = Moltiplicatore velocità
|
||||
@@ -1093,6 +1103,7 @@ unit.items = oggetti
|
||||
unit.thousands = k
|
||||
unit.millions = mln
|
||||
unit.billions = mld
|
||||
unit.shots = shots
|
||||
unit.pershot = /colpo
|
||||
category.purpose = Scopo
|
||||
category.general = Generali
|
||||
@@ -1102,6 +1113,8 @@ category.items = Oggetti
|
||||
category.crafting = Produzione
|
||||
category.function = Funzione
|
||||
category.optional = Miglioramenti Opzionali
|
||||
setting.alwaysmusic.name = Always Play Music
|
||||
setting.alwaysmusic.description = When enabled, music will always play on loop in-game.\nWhen disabled, it only plays at random intervals.
|
||||
setting.skipcoreanimation.name = Salta il lancio del nucleo/Animazione
|
||||
setting.landscape.name = Visuale Orizontale
|
||||
setting.shadows.name = Ombre
|
||||
@@ -1298,7 +1311,10 @@ rules.disableworldprocessors = Disabilita processori
|
||||
rules.schematic = Schematiche Consentite
|
||||
rules.wavetimer = Timer Ondate
|
||||
rules.wavesending = Wave Sending
|
||||
rules.allowedit = Allow Editing Rules
|
||||
rules.allowedit.info = When enabled, the player can edit rules in-game via the button in the bottom left corner of the Pause menu.
|
||||
rules.waves = Ondate
|
||||
rules.airUseSpawns = Air units use spawn points
|
||||
rules.attack = Modalità Attacco
|
||||
rules.buildai = Base Builder AI
|
||||
rules.buildaitier = Builder AI Tier
|
||||
@@ -2326,6 +2342,7 @@ lst.getflag = Check if a global flag is set.
|
||||
lst.setprop = Sets a property of a unit or building.
|
||||
lst.effect = Create a particle effect.
|
||||
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
||||
lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calculated based on position.
|
||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||
@@ -2371,6 +2388,7 @@ lenum.shoot = Shoot at a position.
|
||||
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
||||
lenum.config = Building configuration, e.g. sorter item.
|
||||
lenum.enabled = Whether the block is enabled.
|
||||
laccess.currentammotype = Current ammo item/liquid of a turret.
|
||||
laccess.color = Illuminator color.
|
||||
laccess.controller = Unit controller. If processor controlled, returns processor.\nIf in a formation, returns leader.\nOtherwise, returns the unit itself.
|
||||
laccess.dead = Whether a unit/building is dead or no longer valid.
|
||||
@@ -2477,6 +2495,7 @@ unitlocate.building = Output variable for located building.
|
||||
unitlocate.outx = Output X coordinate.
|
||||
unitlocate.outy = Output Y coordinate.
|
||||
unitlocate.group = Building group to look for.
|
||||
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
||||
lenum.idle = Don't move, but keep building/mining.\nThe default state.
|
||||
lenum.stop = Stop moving/mining/building.
|
||||
lenum.unbind = Completely disable logic control.\nResume standard AI.
|
||||
@@ -2494,7 +2513,7 @@ lenum.payenter = Enter/land on the payload block the unit is on.
|
||||
lenum.flag = Numeric unit flag.
|
||||
lenum.mine = Mine at a position.
|
||||
lenum.build = Build a structure.
|
||||
lenum.getblock = Fetch a building and type at coordinates.\nUnit must be in range of position.\nSolid non-buildings will have the type [accent]@solid[].
|
||||
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
|
||||
lenum.within = Check if unit is near a position.
|
||||
lenum.boost = Start/stop boosting.
|
||||
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||
|
||||
@@ -438,6 +438,11 @@ editor.rules = ルール:
|
||||
editor.generation = 生成:
|
||||
editor.objectives = オブジェクティブ
|
||||
editor.locales = Locale Bundles
|
||||
editor.worldprocessors = World Processors
|
||||
editor.worldprocessors.editname = Edit Name
|
||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||
editor.worldprocessors.nospace = No free space to place a world processor!\nDid you fill the map with structures? Why would you do this?
|
||||
editor.worldprocessors.delete.confirm = Are you sure you want to delete this world processor?\n\nIf it is surrounded by walls, it will be replaced by an environmental wall.
|
||||
editor.ingame = ゲーム内で編集する
|
||||
editor.playtest = Playtest
|
||||
editor.publish.workshop = ワークショップで公開
|
||||
@@ -494,6 +499,7 @@ editor.default = [lightgray]<デフォルト>
|
||||
details = 詳細...
|
||||
edit = 編集...
|
||||
variables = 変数
|
||||
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
||||
logic.globals = Built-in Variables
|
||||
editor.name = 名前:
|
||||
editor.spawn = ユニットを出す
|
||||
@@ -582,6 +588,7 @@ filter.clear = クリア
|
||||
filter.option.ignore = 無視
|
||||
filter.scatter = 分散
|
||||
filter.terrain = 地形
|
||||
filter.logic = Logic
|
||||
|
||||
filter.option.scale = スケール
|
||||
filter.option.chance = 確率
|
||||
@@ -605,6 +612,8 @@ filter.option.floor2 = 2番目の地面
|
||||
filter.option.threshold2 = 2番目の閾値
|
||||
filter.option.radius = 半径
|
||||
filter.option.percentile = パーセンタイル
|
||||
filter.option.code = Code
|
||||
filter.option.loop = Loop
|
||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||
locales.applytoall = Apply Changes To All Locales
|
||||
@@ -973,6 +982,7 @@ stat.abilities = 能力
|
||||
stat.canboost = ブースト可能
|
||||
stat.flying = 飛行
|
||||
stat.ammouse = 使用弾薬
|
||||
stat.ammocapacity = Ammo Capacity
|
||||
stat.damagemultiplier = ダメージ倍率
|
||||
stat.healthmultiplier = 体力倍率
|
||||
stat.speedmultiplier = スピード倍率
|
||||
@@ -1099,6 +1109,7 @@ unit.items = アイテム
|
||||
unit.thousands = k
|
||||
unit.millions = mil
|
||||
unit.billions = b
|
||||
unit.shots = shots
|
||||
unit.pershot = /発
|
||||
category.purpose = 説明
|
||||
category.general = 一般
|
||||
@@ -1108,6 +1119,8 @@ category.items = アイテム
|
||||
category.crafting = 搬入/搬出
|
||||
category.function = 役割
|
||||
category.optional = 強化オプション
|
||||
setting.alwaysmusic.name = Always Play Music
|
||||
setting.alwaysmusic.description = When enabled, music will always play on loop in-game.\nWhen disabled, it only plays at random intervals.
|
||||
setting.skipcoreanimation.name = コアの打ち上げ/着陸アニメーションをスキップ
|
||||
setting.landscape.name = 横画面で固定
|
||||
setting.shadows.name = 影
|
||||
@@ -1304,7 +1317,10 @@ rules.disableworldprocessors = ワールドプロセッサーを無効にする
|
||||
rules.schematic = 設計図を許可
|
||||
rules.wavetimer = ウェーブの自動進行
|
||||
rules.wavesending = ウェーブスキップ
|
||||
rules.allowedit = Allow Editing Rules
|
||||
rules.allowedit.info = When enabled, the player can edit rules in-game via the button in the bottom left corner of the Pause menu.
|
||||
rules.waves = ウェーブ
|
||||
rules.airUseSpawns = Air units use spawn points
|
||||
rules.attack = アタックモード
|
||||
rules.buildai = Base Builder AI
|
||||
rules.buildaitier = Builder AI Tier
|
||||
@@ -2330,6 +2346,7 @@ lst.getflag = グローバルフラグが設定されているかどうかを確
|
||||
lst.setprop = Sets a property of a unit or building.
|
||||
lst.effect = Create a particle effect.
|
||||
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
||||
lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calculated based on position.
|
||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||
@@ -2375,6 +2392,7 @@ lenum.shoot = 指定した座標に向かって撃ちます。
|
||||
lenum.shootp = 任意のユニットや建物を撃ちます。
|
||||
lenum.config = 建物の設定を取得します。\n例:ソーターに設定されているアイテムなど
|
||||
lenum.enabled = ブロックが有効かどうかを取得します。
|
||||
laccess.currentammotype = Current ammo item/liquid of a turret.
|
||||
laccess.color = イルミネーターの色を取得します。
|
||||
laccess.controller = ユニットを制御しているものを取得します。\nプロセッサ制御の場合、制御しているプロセッサを返します。\nほかのユニットに制御されている場合、制御しているユニットを返します。\nそれ以外の場合は、ユニット自身を返します。
|
||||
laccess.dead = ユニットや建物が機能しているかどうか、またはもう有効でないかどうか。
|
||||
@@ -2481,6 +2499,7 @@ unitlocate.building = 見つけた建物を出力する変数
|
||||
unitlocate.outx = X座標を出力する変数
|
||||
unitlocate.outy = Y座標を出力する変数
|
||||
unitlocate.group = 探す建物のグループ
|
||||
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
||||
lenum.idle = 移動はしませんが、建築・採掘は続けます。
|
||||
lenum.stop = 移動・採掘・建造を中止します。
|
||||
lenum.unbind = ロジック制御を完全に無効にします。\n標準的なAI制御に移行します。
|
||||
@@ -2498,7 +2517,7 @@ lenum.payenter = ユニットが乗っているペイロードブロックに進
|
||||
lenum.flag = ユニットのフラグです。
|
||||
lenum.mine = 任意の位置を採掘します。
|
||||
lenum.build = 建築をします。
|
||||
lenum.getblock = 座標から建物とタイプを取得します。\nユニットは範囲内でなければなりません。\n建物以外の物の型は [accent]@solid[] になります。
|
||||
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
|
||||
lenum.within = ユニットが座標の近くにあるかどうかを確認します。
|
||||
lenum.boost = ブーストの開始、停止をします。
|
||||
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||
|
||||
@@ -57,7 +57,7 @@ mods.browser.sortstars = 추천(스타) 수
|
||||
schematic = 설계도
|
||||
schematic.add = 설계도 저장하기
|
||||
schematics = 설계도
|
||||
schematic.search = Search schematics...
|
||||
schematic.search = 설계도 검색하기
|
||||
schematic.replace = 해당 이름의 설계도가 이미 존재합니다. 교체하시겠습니까?
|
||||
schematic.exists = 해당 이름의 설계도가 이미 존재합니다.
|
||||
schematic.import = 설계도 가져오기
|
||||
@@ -262,11 +262,11 @@ trace.times.kicked = 추방 횟수: [accent]{0}
|
||||
trace.ips = IPs:
|
||||
trace.names = Names:
|
||||
invalidid = 잘못된 클라이언트 ID입니다! 버그 보고서를 보내주세요.
|
||||
player.ban = Ban
|
||||
player.kick = Kick
|
||||
player.trace = Trace
|
||||
player.admin = Toggle Admin
|
||||
player.team = Change Team
|
||||
player.ban = 플레이어 차단
|
||||
player.kick = 플레이어 강퇴
|
||||
player.trace = 플레이어 찾기
|
||||
player.admin = 관리자 권한 부여
|
||||
player.team = 팀 변경하기
|
||||
server.bans = 차단 목록
|
||||
server.bans.none = 차단된 플레이어를 찾을 수 없습니다!
|
||||
server.admins = 관리자
|
||||
@@ -283,8 +283,8 @@ confirmkick = 정말로 "{0}[white]" 을(를) 추방하시겠습니까?
|
||||
confirmunban = 정말로 이 플레이어를 차단 해제하시겠습니까?
|
||||
confirmadmin = 정말로 "{0}[white]" 을(를) 관리자로 임명하시겠습니까?
|
||||
confirmunadmin = 정말로 "{0}[white]"의 관리자를 박탈하시겠습니까?
|
||||
votekick.reason = Vote-Kick Reason
|
||||
votekick.reason.message = Are you sure you want to vote-kick "{0}[white]"?\nIf yes, please enter the reason:
|
||||
votekick.reason = 강퇴 사유
|
||||
votekick.reason.message = "{0}[white]" 을(를) 투표 추방하시려면 해당 사유를 적어주세요 :
|
||||
joingame.title = 게임 참가
|
||||
joingame.ip = 주소:
|
||||
disconnect = 연결이 끊어졌습니다.
|
||||
@@ -347,16 +347,16 @@ command.rebuild = 재건
|
||||
command.assist = 플레이어 지원
|
||||
command.move = 이동
|
||||
command.boost = 비행
|
||||
command.enterPayload = Enter Payload Block
|
||||
command.loadUnits = Load Units
|
||||
command.loadBlocks = Load Blocks
|
||||
command.unloadPayload = Unload Payload
|
||||
stance.stop = Cancel Orders
|
||||
stance.shoot = Stance: Shoot
|
||||
stance.holdfire = Stance: Hold Fire
|
||||
stance.pursuetarget = Stance: Pursue Target
|
||||
stance.patrol = Stance: Patrol Path
|
||||
stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
|
||||
command.enterPayload = 화물 블록에 들어가기
|
||||
command.loadUnits = 유닛 적재
|
||||
command.loadBlocks = 블록 적재
|
||||
command.unloadPayload = 화물 내려놓기
|
||||
stance.stop = 명령 취소하기
|
||||
stance.shoot = 명령: 사격
|
||||
stance.holdfire = 명령: 사격 중지
|
||||
stance.pursuetarget = 명령: 타겟 추격
|
||||
stance.patrol = 명령: 정찰
|
||||
stance.ram = 명령 : 돌격\n[lightgray] 유닛이 장애물 여부를 확인하지 않고 일직선으로 이동합니다.
|
||||
openlink = 링크 열기
|
||||
copylink = 링크 복사
|
||||
back = 뒤로가기
|
||||
@@ -437,6 +437,11 @@ editor.rules = 규칙
|
||||
editor.generation = 지형 생성
|
||||
editor.objectives = 목표
|
||||
editor.locales = Locale Bundles
|
||||
editor.worldprocessors = World Processors
|
||||
editor.worldprocessors.editname = Edit Name
|
||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||
editor.worldprocessors.nospace = No free space to place a world processor!\nDid you fill the map with structures? Why would you do this?
|
||||
editor.worldprocessors.delete.confirm = Are you sure you want to delete this world processor?\n\nIf it is surrounded by walls, it will be replaced by an environmental wall.
|
||||
editor.ingame = 인게임 편집
|
||||
editor.playtest = 맵 테스트
|
||||
editor.publish.workshop = 창작마당 게시
|
||||
@@ -493,6 +498,7 @@ editor.default = [lightgray]<기본값>
|
||||
details = 설명...
|
||||
edit = 편집...
|
||||
variables = 변수
|
||||
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
||||
logic.globals = Built-in Variables
|
||||
editor.name = 이름:
|
||||
editor.spawn = 기체 생성
|
||||
@@ -582,6 +588,7 @@ filter.clear = 초기화
|
||||
filter.option.ignore = 무시
|
||||
filter.scatter = 흩뿌리기
|
||||
filter.terrain = 지형
|
||||
filter.logic = Logic
|
||||
|
||||
filter.option.scale = 크기
|
||||
filter.option.chance = 배치 빈도
|
||||
@@ -605,6 +612,8 @@ filter.option.floor2 = 2번째 타일
|
||||
filter.option.threshold2 = 2번째 경계선
|
||||
filter.option.radius = 반경
|
||||
filter.option.percentile = 백분율
|
||||
filter.option.code = 코드
|
||||
filter.option.loop = 루프
|
||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||
locales.applytoall = Apply Changes To All Locales
|
||||
@@ -730,8 +739,8 @@ weather.snowing.name = 눈
|
||||
weather.sandstorm.name = 모래 폭풍
|
||||
weather.sporestorm.name = 포자 폭풍
|
||||
weather.fog.name = 안개
|
||||
campaign.playtime = \uf129 [lightgray]Sector Playtime: {0}
|
||||
campaign.complete = [accent]Congratulations.\n\nThe enemy on {0} has been defeated.\n[lightgray]The final sector has been conquered.
|
||||
campaign.playtime = \uf129 [lightgray]지역 플레이타임: {0}
|
||||
campaign.complete = [accent]축하드립니다.\n\n {0} 지역의 적이 패배하였습니다\n[lightgray] 마지막 지역을 점령하였습니다.
|
||||
|
||||
sectorlist = 지역 목록
|
||||
sectorlist.attacked = {0} 공격받는 중
|
||||
@@ -762,8 +771,8 @@ sector.curlost = 지역 잃음
|
||||
sector.missingresources = [scarlet]코어 자원 부족[]
|
||||
sector.attacked = [accent]{0}[white] 지역이 공격받고 있습니다![]
|
||||
sector.lost = [accent]{0}[white] 지역을 잃었습니다![]
|
||||
sector.capture = Sector [accent]{0}[white]Captured!
|
||||
sector.capture.current = Sector Captured!
|
||||
sector.capture = [accent]{0}[white] 지역을 점령하였습니다!
|
||||
sector.capture.current = 지역 점령!
|
||||
sector.changeicon = 아이콘 바꾸기
|
||||
sector.noswitch.title = 지역 전환 불가능
|
||||
sector.noswitch = 기존 지역이 공격받는 동안은 지역을 전환할 수 없습니다.\n\n지역: [accent]{0}[] 중 [accent]{1}[]
|
||||
@@ -800,24 +809,24 @@ sector.planetaryTerminal.name = 대행성 출격단지
|
||||
sector.coastline.name = 해안선
|
||||
sector.navalFortress.name = 해군 요새
|
||||
|
||||
sector.groundZero.description = 이 장소는 다시 시작하기에 최적의 환경을 지녔습니다. 적은 위협적이지 않으며, 자원이 거의 없습니다.\n가능한 한 많은 양의 구리와 납을 수집하십시오.\n이제 출격할 시간입니다!
|
||||
sector.frozenForest.description = 산과 가까운 이곳에도, 포자가 퍼졌습니다. 혹한의 추위조차 포자가 퍼지는 것을 억누를 수 없습니다.\n화력 발전기를 건설하고, 멘더를 사용하는 방법을 배우십시오.
|
||||
sector.saltFlats.description = 사막의 변두리에는 소금으로 이루어진 평원이 있습니다. 이곳에선 매우 적은 자원만 발견되었습니다.\n\n하지만 자원이 희소한 이곳에서도 적들의 요새가 포착되었습니다. 그들을 사막의 모래로 만들어버리십시오.
|
||||
sector.craters.description = 물이 가득한 이 크레이터에는 옛 전쟁의 유물들이 쌓여있습니다.\n이곳을 탈환하십시오. 강화 유리를 제련하고, 물을 끌어올려 포탑과 드릴에 공급하십시오. 더 강한 방어선을 구성할 수 있습니다.
|
||||
sector.groundZero.description = 이 장소는 다시 시작하기에 최적의 환경을 지녔습니다. 적은 위협적이지 않지만, 자원도 풍부하진 않습니다.\n가능한 한 많은 양의 구리와 납을 수집하십시오.\n이제 출격할 시간입니다!
|
||||
sector.frozenForest.description = 산과 가까운 이곳에도, 포자가 퍼졌습니다. 혹한의 추위조차 포자가 퍼지는 것을 억누를 수 없습니다.\n화력 발전기를 건설하고, 멘더를 사용하는 방법을 배워야 합니다.
|
||||
sector.saltFlats.description = 사막의 변두리에는 소금으로 이루어진 평원이 있습니다. 이곳에선 매우 적은 자원만 발견되었습니다.\n\n하지만 자원이 희소한 이곳에서도 적들의 요새가 포착되었습니다. 그들을 사막의 모래로 만들어버리세요!
|
||||
sector.craters.description = 물이 가득한 이 크레이터에는 옛 전쟁의 유물들이 쌓여있습니다.\n이곳을 탈환하여 강화 유리를 제련하고, 포탑과 드릴에 물을 공급하여 더 강력한 방어선을 구축하여야 합니다.
|
||||
sector.ruinousShores.description = 폐허를 지나서 나오는 해안선. 한때, 이곳에는 해안 방어기지가 있었습니다.\n많은 부분이 소실되었습니다. 기본적인 방어 시설을 제외한 모든 것이 고철 덩어리가 되었습니다. \n외부로 세력을 확장하기 위한 첫 발걸음으로, 무너진 시설을 재건하고 잃어버린 기술을 다시 회수하십시오.
|
||||
sector.stainedMountains.description = 더 내륙에는 아직 포자에 오염되지 않은 산맥이 있습니다.\n이 지역에서 티타늄을 채굴하고 이것을 어떻게 사용하는지 배우십시오.\n\n이곳은 더 강력한 적이 주둔하고 있습니다. 적이 가장 강력한 기체를 준비할 시간을 주지 마십시오.
|
||||
sector.overgrowth.description = 이곳은 포자들의 근원과 가까이에 있는 과성장 지대입니다. 적이 이곳에 전초기지를 설립했습니다. 대거를 생산해 적의 코어를 박살 내고 우리가 잃어버린 것을 되찾으십시오!
|
||||
sector.overgrowth.description = 이곳은 포자들의 근원과 가까이에 있는 과성장 지대입니다. 적이 이곳에 전초기지를 설립했습니다. 대거를 생산해 적의 기지를 박살 내고 우리가 잃어버린 것을 되찾아야 합니다!
|
||||
sector.tarFields.description = 산지와 사막 사이에 있는 석유 생산지의 외곽이며, 사용 가능한 타르가 매장되어 있는 희귀한 지역 중 하나입니다. 버려진 지역이지만 이곳에는 위험한 적군이 있습니다. 그들을 과소평가하지 마십시오.\n\n[lightgray]석유 가공기술을 익히는 것이 도움이 될 것입니다.
|
||||
sector.desolateRift.description = 극도로 위험한 지역입니다. 자원은 풍부하지만, 사용 가능한 공간은 거의 없습니다. 코어 파괴의 위험성이 높으니 가능한 한 빨리 방어시설을 구축하십시오. 또한, 적의 공격 주기가 길다고 안심하지 마십시오.
|
||||
sector.nuclearComplex.description = 과거 토륨의 생산, 연구와 처리를 위해 운영되었던 시설입니다. 지금은 그저 폐허로 전락하였지만, 다수의 적이 배치된 지역입니다. 그들은 끊임없이 당신을 공격할 것입니다.\n\n[lightgray]토륨의 다양한 사용법을 연구하고 익히십시오.
|
||||
sector.fungalPass.description = 포자로 얼룩진 높고 낮은 산이 만나는 곳. 이곳에서 적의 소규모 정찰기지를 발견하였습니다.\n그것들을 파괴하십시오.\n대거와 크롤러 기체를 사용하여 두 개의 코어를 파괴하십시오.
|
||||
sector.desolateRift.description = 극도로 위험한 지역입니다. 자원은 풍부하지만, 사용 가능한 공간은 거의 없습니다. 적의 공격 주기가 길지만, 기지가 파괴될 위험이 높으니 가능한 한 빨리 방어시설을 구축하여야 합니다.
|
||||
sector.nuclearComplex.description = 과거 토륨의 생산, 연구와 처리를 위해 운영되었던 시설입니다. 지금은 그저 폐허로 전락하였지만, 다수의 적이 배치된 지역입니다. 그들은 끊임없이 당신을 공격할 것입니다.\n\n[lightgray]토륨의 다양한 사용법을 연구하고 익혀 보세요.
|
||||
sector.fungalPass.description = 포자로 얼룩진 높고 낮은 산이 만나는 곳. 이곳에서 적의 소규모 정찰기지를 발견하였습니다.\n그것들을 파괴하십시오.\n대거와 크롤러 기체를 사용하여 두 개의 기지를 파괴하여야 합니다.
|
||||
sector.biomassFacility.description = 포자가 탄생한 곳. 이곳은 포자를 연구하고 최초로 생산했던 시설입니다.\n이 시설에 남아있는 기술을 습득하고, 연료와 플라스터늄을 생산하기 위해 포자를 배양하십시오. \n\n[lightgray]이 시설이 붕괴한 후에, 시설 내에 배양되던 대량의 포자가 외부로 방출되었습니다. 이로 인해 생태계 교란종인 포자가 지역 생태계에서 번식하게 되었고, 그 무엇도 이 무자비하고 작은 침략자에게 대항할 수 없었습니다.
|
||||
sector.windsweptIslands.description = 육지에서 멀리 떨어진 이곳에는 작은 군도가 있습니다. 기록에 따르면 한 때 [accent]플라스터늄[]을 생산하는 시설이 존재했습니다.\n\n몰려오는 적 해군을 막으며, 섬에 기지를 구축하고, 공장들을 연구하십시오.
|
||||
sector.windsweptIslands.description = 육지에서 멀리 떨어진 이곳에는 작은 군도가 있습니다. 기록에 따르면 한 때 [accent]플라스터늄[]을 생산하는 시설이 존재했습니다.\n\n몰려오는 적 해군을 막으며, 섬에 기지를 구축하고, 공장들을 연구하여야 합니다.
|
||||
sector.extractionOutpost.description = 적이 다른 지역에 자원을 보내기 위한 용도로 건설한 보급기지입니다.\n\n강력한 적들이 지키고 있는 지역을 공격하거나, 적에게 침공당한 지역을 효과적으로 수호하기 위해서는 우리도 이 수송 기술이 필요합니다. 적의 기지를 파괴하고, 그들의 수송 기술을 강탈하십시오.
|
||||
sector.impact0078.description = 이곳에는 태양계에 처음 진입한 우주 수송선의 잔해가 존재합니다.\n\n우주선이 파괴된 잔해에서 최대한 많은 자원을 회수하고, 손상되지 않은 그들의 기술을 획득하십시오.
|
||||
sector.planetaryTerminal.description = 이 행성에서의 마지막 전투를 준비하십시오.\n\n적이 필사의 각오로 지키고 있는 이 해안 기지엔 우주에 코어를 발사할 수 있는 시설이 있습니다.\n\n해군을 생산하여 적을 신속하게 제거하고, 그들의 행성간 이동 기술을 강탈하십시오.\n\n[royal] 건투를 빕니다.[]
|
||||
sector.coastline.description = 이 장소에서 해상 기체 기술의 잔재가 발견되었습니다. 적의 공격을 격퇴하고, 이 지역을 점령하고, 기술을 습득하십시오.
|
||||
sector.navalFortress.description = 적은 자연적으로 요새화된 외딴 섬에 기지를 세웠습니다. 이 전초기지를 파괴하시오. 적의 발전된 함선 건조 기술을 습득하고 연구하시오.
|
||||
sector.navalFortress.description = 적은 자연적으로 요새화된 외딴 섬에 기지를 세웠습니다. 이 전초기지를 파괴하여 적의 발전된 함선 건조 기술을 습득하고 연구하십시오.
|
||||
sector.onset.name = 시작
|
||||
sector.aegis.name = 보호
|
||||
sector.lake.name = 호수
|
||||
@@ -835,23 +844,23 @@ sector.siege.name = 포위
|
||||
sector.crossroads.name = 교차로
|
||||
sector.karst.name = 카르스트
|
||||
sector.origin.name = 근원
|
||||
sector.onset.description = 튜토리얼 지역. 아직 목표가 만들어지지 않았습니다. 정보를 더 기다리십시오.
|
||||
sector.aegis.description = 적은 방어막으로 보호받고 있습니다. 이 구역에서 실험적인 방어막 차단기 모듈이 감지되었습니다.\n이 구조물을 찾으십시오. 텅스텐을 공급해 방어막 차단기를 가동하고 적의 기지를 파괴하십시오.
|
||||
sector.lake.description = 이 지역의 광재 호수는 기체의 활동범위를 크게 제한시킵니다. 호버 유닛이 유일한 선택지입니다.\n[accent]함선 재구성기[]를 연구하고 [accent]일루드[]를 가능한 한 빨리 생산하십시오.
|
||||
sector.intersect.description = 정찰 결과 이 지역은 착륙 직후 여러 방향에서 공격받을 것으로 예측됩니다.\n방어선을 빠르게 구성하고 가능한 한 빠르게 확장하십시오.\n이 지역의 험난한 지형을 위해서는 [accent]기계[] 기체가 필요할 것입니다.
|
||||
sector.atlas.description = 이 지역은 각기 다른 지형을 포함하고 있으며, 효과적으로 공격하기 위해서는 다양한 기체가 필요합니다.\n이곳에서 발견된 더 강력한 적의 기지를 통과하기 위해서는 상위 등급의 기체가 필요할 수도 있습니다.\n[accent]전해조[]와 [accent]전차 재조립기[]를 연구하십시오.
|
||||
sector.onset.description = 튜토리얼 지역. 아직 목표가 정해지지 않았습니다. 추가적인 정보를 제공받기 위해 잠시 대기해 주세요
|
||||
sector.aegis.description = 적은 방어막으로 보호받고 있습니다. 이 구역에서 실험적인 방어막 차단기 모듈이 감지되었습니다.\n이 구조물을 찾으. 텅스텐을 공급해 방어막 차단기를 가동하고 적의 기지를 파괴하여야 합니다.
|
||||
sector.lake.description = 이 지역의 광재 호수는 기체의 활동범위를 크게 제한시킵니다. 호버링 유닛만이 유일한 선택지입니다.\n[accent]함선 재구성기[]를 연구하고 [accent]일루드[]를 가능한 한 빨리 생산하여야 합니다.
|
||||
sector.intersect.description = 정찰 결과 이 지역은 착륙 직후 여러 방향에서 공격받을 것으로 예측됩니다.\n방어선을 빠르게 구축하고 가능한 한 빠르게 확장하여야 합니다.\n이 지역의 험난한 지형을 위해서는 [accent]기계[] 기체가 필요할 것입니다.
|
||||
sector.atlas.description = 이 지역은 각기 다른 지형을 포함하고 있으며, 효과적으로 공격하기 위해서는 다양한 기체가 필요합니다.\n이곳에서 발견된 더 강력한 적의 기지를 통과하기 위해서는 상위 등급의 기체가 필요할 수도 있습니다.\n[accent]전해조[]와 [accent]전차 재조립기[]를 연구하세요.
|
||||
sector.split.description = 이 지역에 최소한으로 존재하는 적 주둔군은 새로운 운송 기술을 시험하기에 완벽합니다.
|
||||
sector.basin.description = {임시}\n\n현재의 마지막 지역. 이 지역은 도전 레벨입니다 - 이후 릴리즈에서 많은 지역이 더 추가될 예정입니다.
|
||||
sector.marsh.description = 이 지역은 아르키사이트가 풍부하지만 분출구의 수는 한정적입니다.\n[accent]화학적 연소실[]을 건설하여 전력을 생산하시오.
|
||||
sector.basin.description = 이 지역에는 많은 수의 적이 확인되었습니다. 발판을 마련하기 위해 신속히 유닛을 생산하여 적의 기지를 무력화 해야 합니다.
|
||||
sector.marsh.description = 이 지역은 아르키사이트가 풍부하지만 분출구의 수는 한정적입니다.\n[accent]화학적 연소실[]을 건설하여 전력을 생산하세요.
|
||||
sector.peaks.description = 이 지역의 산악 지형은 대부분의 기체를 무용지물로 만들었습니다. 비행 가능한 기체가 필요합니다.\n적의 방공망에 유의하십시오. 일부 시설은 지원 건물을 공격하여 무력화시킬 수 있습니다.
|
||||
sector.ravine.description = 적의 중요한 이동 경로이긴 하지만, 해당 구역에선 적의 코어가 감지되지 않았습니다. 다양한 적군을 맞닥뜨릴 것으로 예상됩니다.\n[accent]설금[]을 생산하십시오. 포탑 [accent]어플릭트[]를 건설하십시오.
|
||||
sector.caldera-erekir.description = 이 지역에서 탐지된 자원은 여러 섬에 분산되어 있습니다 .\n드론을 기반으로 한 운송수단을 연구하고 활용하시오.
|
||||
sector.ravine.description = 적의 중요한 이동 경로이긴 하지만, 해당 구역에선 적의 기지가 감지되지 않았습니다. 다양한 적군을 맞닥뜨릴 것으로 예상됩니다.\n[accent]설금[]을 생산하여 포탑 [accent]어플릭트[]를 건설하세요.
|
||||
sector.caldera-erekir.description = 이 지역에서 탐지된 자원은 여러 섬에 분산되어 있습니다 .\n드론을 기반으로 한 운송수단을 연구하고 활용하세요.
|
||||
sector.stronghold.description = 이 지역의 대규모 적 야영지에는 적들이 지키고 있는 상당한 양의 [accent]토륨[] 매장지가 있습니다.\n더 높은 등급의 기체와 포탑을 연구할 때 사용합니다.
|
||||
sector.crevice.description = 적들은 이 지역에서 당신의 기지를 제거하기 위해 맹렬한 공격부대를 보낼 것입니다.\n[accent]탄화물[]과 [accent]열분해 발전기[]를 연구하는 것은 살아남기 위해 반드시 필요합니다.
|
||||
sector.siege.description = 이 지역은 두 갈래의 공격을 강요하는 두 개의 평행 협곡이 특징입니다.\n더 강력한 전차 기체를 만들기 위한 능력을 얻기 위해 [accent]시아노겐[]을 연구하시오.\n주의: 적의 장거리 발사체가 감지되었습니다. 미사일은 충돌 전에 격추될 수 있습니다.
|
||||
sector.crossroads.description = 이 지역의 적 기지는 다양한 지형에 설치되어 있습니다. 적응하기 위해 다양한 기체를 연구하시오.\n또한, 일부 기지는 보호막으로 보호되고 있습니다. 그들이 어떻게 전력을 공급받는지 알아보시오.
|
||||
sector.karst.description = 이 지역은 자원이 풍부하지만, 새로운 코어가 착륙하면 적에게 공격을 받을 것입니다.\n자원의 이점을 활용하고 [accent]메타[]를 연구하시오.
|
||||
sector.origin.description = 상당한 적이 존재하는 마지막 지역입니다.\n가능한 연구 기회가 남아 있지 않습니다. 오직 모든 적의 코어를 파괴하는 데만 집중하십시오.
|
||||
sector.crossroads.description = 이 지역의 적 기지는 다양한 지형에 위차하고 있는 것이 확인 되었으며 이로 인해 위해 다양한 기체가 필요합니다. \n또한, 일부 기지는 보호막으로 보호되고 있습니다. 그들이 어떻게 전력을 공급받는지 알아보아야 합니다.
|
||||
sector.karst.description = 이 지역은 자원이 풍부하지만, 새로운 코어가 착륙하면 적에게 공격을 받을 것입니다.\n자원의 이점을 활용하고 [accent]메타[]를 연구하세요.
|
||||
sector.origin.description = 상당한 적이 존재하는 마지막 지역입니다.\n 모든 연구를 마쳤으니 오직 모든 적의 코어를 파괴하는 데만 집중하세요.
|
||||
|
||||
status.burning.name = 발화
|
||||
status.freezing.name = 빙결
|
||||
@@ -973,6 +982,7 @@ stat.abilities = 능력
|
||||
stat.canboost = 이륙 가능
|
||||
stat.flying = 비행
|
||||
stat.ammouse = 탄약 사용
|
||||
stat.ammocapacity = Ammo Capacity
|
||||
stat.damagemultiplier = 피해량 배수
|
||||
stat.healthmultiplier = 체력 배수
|
||||
stat.speedmultiplier = 이동속도 배수
|
||||
@@ -1098,6 +1108,7 @@ unit.items = 자원
|
||||
unit.thousands = k
|
||||
unit.millions = m
|
||||
unit.billions = b
|
||||
unit.shots = shots
|
||||
unit.pershot = /발
|
||||
category.purpose = 목적
|
||||
category.general = 일반
|
||||
@@ -1107,6 +1118,8 @@ category.items = 자원
|
||||
category.crafting = 입력/출력
|
||||
category.function = 기능
|
||||
category.optional = 선택적 향상
|
||||
setting.alwaysmusic.name = Always Play Music
|
||||
setting.alwaysmusic.description = When enabled, music will always play on loop in-game.\nWhen disabled, it only plays at random intervals.
|
||||
setting.skipcoreanimation.name = 코어 발사/착륙 애니메이션 건너뛰기
|
||||
setting.landscape.name = 가로화면 잠금
|
||||
setting.shadows.name = 그림자
|
||||
@@ -1165,7 +1178,7 @@ setting.position.name = 플레이어 위치 표시
|
||||
setting.mouseposition.name = 마우스 좌표 표시
|
||||
setting.musicvol.name = 음악 크기
|
||||
setting.atmosphere.name = 행성 배경화면 표시
|
||||
setting.drawlight.name = Draw Darkness/Lighting
|
||||
setting.drawlight.name = 어두움, 광원 표시
|
||||
setting.ambientvol.name = 배경음 크기
|
||||
setting.mutemusic.name = 음소거
|
||||
setting.sfxvol.name = 효과음 크기
|
||||
@@ -1210,24 +1223,24 @@ keybind.mouse_move.name = 커서를 따라서 이동
|
||||
keybind.pan.name = 팬 보기
|
||||
keybind.boost.name = 이륙
|
||||
keybind.command_mode.name = 명령 모드
|
||||
keybind.command_queue.name = Unit Command Queue
|
||||
keybind.create_control_group.name = Create Control Group
|
||||
keybind.cancel_orders.name = Cancel Orders
|
||||
keybind.unit_stance_shoot.name = Unit Stance: Shoot
|
||||
keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||
keybind.unit_command_move.name = Unit Command: Move
|
||||
keybind.unit_command_repair.name = Unit Command: Repair
|
||||
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||
keybind.unit_command_assist.name = Unit Command: Assist
|
||||
keybind.unit_command_mine.name = Unit Command: Mine
|
||||
keybind.unit_command_boost.name = Unit Command: Boost
|
||||
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||
keybind.command_queue.name = 유닛 명령 Queue
|
||||
keybind.create_control_group.name = 컨트롤 그룹 만들기
|
||||
keybind.cancel_orders.name = 명령 취소
|
||||
keybind.unit_stance_shoot.name = 유닛 명령: 사격
|
||||
keybind.unit_stance_hold_fire.name = 유닛 명령: 사격 중지
|
||||
keybind.unit_stance_pursue_target.name = 유닛 명령: 타겟 추격
|
||||
keybind.unit_stance_patrol.name = 유닛 명령: 정찰
|
||||
keybind.unit_stance_ram.name = 유닛 명령: 돌격
|
||||
keybind.unit_command_move.name = 유닛 제어: 이동
|
||||
keybind.unit_command_repair.name = 유닛 제어: 수리
|
||||
keybind.unit_command_rebuild.name = 유닛 제어: 재건
|
||||
keybind.unit_command_assist.name = 유닛 제어: 플레이어 지원
|
||||
keybind.unit_command_mine.name = 유닛 제어: 채굴
|
||||
keybind.unit_command_boost.name = 유닛 제어: 비행
|
||||
keybind.unit_command_load_units.name = 유닛 제어: 유닛 적재
|
||||
keybind.unit_command_load_blocks.name = 유닛 제어: 블록 적재
|
||||
keybind.unit_command_unload_payload.name = 유닛 제어: 화물 투하
|
||||
keybind.unit_command_enter_payload.name = 유닛 제어: 화물 건물에 착륙/진입
|
||||
keybind.rebuild_select.name = 지역 재건
|
||||
keybind.schematic_select.name = 영역 설정
|
||||
keybind.schematic_menu.name = 설계도 메뉴
|
||||
@@ -1291,22 +1304,25 @@ mode.pvp.description = 다른 플레이어와 현장에서 싸우세요.\n[gray]
|
||||
mode.attack.name = 공격
|
||||
mode.attack.description = 적의 기지를 파괴하세요.\n[gray]플레이하려면 맵에 적 코어가 필요합니다.
|
||||
mode.custom = 사용자 정의 규칙
|
||||
rules.invaliddata = Invalid clipboard data.
|
||||
rules.invaliddata = 잘못된 클립보드 데이터 입니다.
|
||||
rules.hidebannedblocks = 금지된 블록 숨기기
|
||||
|
||||
rules.infiniteresources = 무한 자원
|
||||
rules.onlydepositcore = 오직 코어에만 투입 가능
|
||||
rules.derelictrepair = Allow Derelict Block Repair
|
||||
rules.derelictrepair = 잔해 블록 수리 허
|
||||
rules.reactorexplosions = 원자로 폭발 허용
|
||||
rules.coreincinerates = 코어 방화 비허용
|
||||
rules.disableworldprocessors = 월드 프로세서 비활성화
|
||||
rules.schematic = 설계도 허용
|
||||
rules.wavetimer = 시간 제한이 있는 단계
|
||||
rules.wavesending = 단계 넘김
|
||||
rules.allowedit = Allow Editing Rules
|
||||
rules.allowedit.info = When enabled, the player can edit rules in-game via the button in the bottom left corner of the Pause menu.
|
||||
rules.waves = 단계
|
||||
rules.airUseSpawns = Air units use spawn points
|
||||
rules.attack = 공격 모드
|
||||
rules.buildai = Base Builder AI
|
||||
rules.buildaitier = Builder AI Tier
|
||||
rules.buildai = 기지 건설 AI
|
||||
rules.buildaitier = 건설 AI 등급
|
||||
rules.rtsai = RTS AI
|
||||
rules.rtsminsquadsize = 최소 부대 규모
|
||||
rules.rtsmaxsquadsize = 최대 부대 규모
|
||||
@@ -1358,8 +1374,8 @@ rules.weather = 날씨 추가
|
||||
rules.weather.frequency = 빈도:
|
||||
rules.weather.always = 항상
|
||||
rules.weather.duration = 지속 시간:
|
||||
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||
rules.placerangecheck.info = 플레이어가 적 건물 근처에 건설 불가 구역을 생성합니다. 만일, 플레이어가 포탑을 건설하고자 할 경우 반경이 증가되어 적 건물이 포탑의 사정거리에 닿지 않게됩니다.
|
||||
rules.onlydepositcore.info = 코어를 제외한 어떠한 건물에도 자원을 투하할 수 없게 만듭니다.
|
||||
|
||||
content.item.name = 자원
|
||||
content.liquid.name = 액체
|
||||
@@ -1378,8 +1394,8 @@ item.titanium.name = 티타늄
|
||||
item.thorium.name = 토륨
|
||||
item.silicon.name = 실리콘
|
||||
item.plastanium.name = 플라스터늄
|
||||
item.phase-fabric.name = 메타
|
||||
item.surge-alloy.name = 설금
|
||||
item.phase-fabric.name = 위상 섬유
|
||||
item.surge-alloy.name = 서지 합금
|
||||
item.spore-pod.name = 포자 꼬투리
|
||||
item.sand.name = 모래
|
||||
item.blast-compound.name = 폭발물
|
||||
@@ -1556,8 +1572,8 @@ block.titanium-wall.name = 티타늄 벽
|
||||
block.titanium-wall-large.name = 대형 티타늄 벽
|
||||
block.plastanium-wall.name = 플라스터늄 벽
|
||||
block.plastanium-wall-large.name = 대형 플라스터늄 벽
|
||||
block.phase-wall.name = 메타 벽
|
||||
block.phase-wall-large.name = 대형 메타 벽
|
||||
block.phase-wall.name = 위상 벽
|
||||
block.phase-wall-large.name = 대형 위상 벽
|
||||
block.thorium-wall.name = 토륨 벽
|
||||
block.thorium-wall-large.name = 대형 토륨 벽
|
||||
block.door.name = 문
|
||||
@@ -1584,7 +1600,7 @@ block.illuminator.name = 조명
|
||||
block.overflow-gate.name = 포화 필터
|
||||
block.underflow-gate.name = 불포화 필터
|
||||
block.silicon-smelter.name = 실리콘 제련소
|
||||
block.phase-weaver.name = 메타 제조기
|
||||
block.phase-weaver.name = 위상 방직기
|
||||
block.pulverizer.name = 분쇄기
|
||||
block.cryofluid-mixer.name = 냉각수 혼합기
|
||||
block.melter.name = 융해기
|
||||
@@ -1594,7 +1610,7 @@ block.separator.name = 광재 분리기
|
||||
block.coal-centrifuge.name = 석탄 정제기
|
||||
block.power-node.name = 전력 노드
|
||||
block.power-node-large.name = 대형 전력 노드
|
||||
block.surge-tower.name = 설금 타워
|
||||
block.surge-tower.name = 서지 타워
|
||||
block.diode.name = 다이오드
|
||||
block.battery.name = 배터리
|
||||
block.battery-large.name = 대형 배터리
|
||||
@@ -1622,7 +1638,7 @@ block.tsunami.name = 쓰나미
|
||||
block.swarmer.name = 스웜
|
||||
block.salvo.name = 살보
|
||||
block.ripple.name = 립플
|
||||
block.phase-conveyor.name = 메타 컨베이어
|
||||
block.phase-conveyor.name = 위상 컨베이어
|
||||
block.bridge-conveyor.name = 다리 컨베이어
|
||||
block.plastanium-compressor.name = 플라스터늄 압축기
|
||||
block.pyratite-mixer.name = 파이라타이트 혼합기
|
||||
@@ -1634,7 +1650,7 @@ block.repair-point.name = 수리 지점
|
||||
block.repair-turret.name = 수리 포탑
|
||||
block.pulse-conduit.name = 펄스 파이프
|
||||
block.plated-conduit.name = 도금된 파이프
|
||||
block.phase-conduit.name = 메타 파이프
|
||||
block.phase-conduit.name = 위상 파이프
|
||||
block.liquid-router.name = 액체 분배기
|
||||
block.liquid-tank.name = 액체 탱크
|
||||
block.liquid-container.name = 액체 컨테이너
|
||||
@@ -1646,11 +1662,11 @@ block.mass-driver.name = 매스 드라이버
|
||||
block.blast-drill.name = 압축 공기분사 드릴
|
||||
block.impulse-pump.name = 충격 펌프
|
||||
block.thermal-generator.name = 지열 발전기
|
||||
block.surge-smelter.name = 설금 제련소
|
||||
block.surge-smelter.name = 서지 제련소
|
||||
block.mender.name = 멘더
|
||||
block.mend-projector.name = 수리 프로젝터
|
||||
block.surge-wall.name = 설금 벽
|
||||
block.surge-wall-large.name = 큰 설금 벽
|
||||
block.surge-wall.name = 서지 벽
|
||||
block.surge-wall-large.name = 큰 서지 벽
|
||||
block.cyclone.name = 사이클론
|
||||
block.fuse.name = 퓨즈
|
||||
block.shock-mine.name = 전격 지뢰
|
||||
@@ -1667,10 +1683,10 @@ block.segment.name = 세그먼트
|
||||
block.ground-factory.name = 지상 공장
|
||||
block.air-factory.name = 항공 공장
|
||||
block.naval-factory.name = 해양 공장
|
||||
block.additive-reconstructor.name = 재구성기 : Additive
|
||||
block.multiplicative-reconstructor.name = 재구성기 : Multiplicative
|
||||
block.exponential-reconstructor.name = 재구성기 : Exponential
|
||||
block.tetrative-reconstructor.name = 재구성기 : Tetrative
|
||||
block.additive-reconstructor.name = 덧셈식 재구성기
|
||||
block.multiplicative-reconstructor.name = 곱셈식 재구성기
|
||||
block.exponential-reconstructor.name = 거듭제곱식 재구성기
|
||||
block.tetrative-reconstructor.name = 테트레이션식 재구성기
|
||||
block.payload-conveyor.name = 화물 컨베이어
|
||||
block.payload-router.name = 화물 분배기
|
||||
block.duct.name = 도관
|
||||
@@ -1755,15 +1771,15 @@ block.atmospheric-concentrator.name = 대기 농축기
|
||||
block.oxidation-chamber.name = 산화실
|
||||
block.electric-heater.name = 전기 가열기
|
||||
block.slag-heater.name = 광재 가열기
|
||||
block.phase-heater.name = 메타 가열기
|
||||
block.phase-heater.name = 위상 가열기
|
||||
block.heat-redirector.name = 열 전송기
|
||||
block.heat-router.name = 열 분배기
|
||||
block.slag-incinerator.name = 광재 소각로
|
||||
block.carbide-crucible.name = 탄화물 도가니
|
||||
block.slag-centrifuge.name = 광재 원심분리기
|
||||
block.surge-crucible.name = 설금 도가니
|
||||
block.surge-crucible.name = 서지 도가니
|
||||
block.cyanogen-synthesizer.name = 시아노겐 합성기
|
||||
block.phase-synthesizer.name = 메타 합성기
|
||||
block.phase-synthesizer.name = 위상 합성기
|
||||
block.heat-reactor.name = 열 반응로
|
||||
block.beryllium-wall.name = 베릴륨 벽
|
||||
block.beryllium-wall-large.name = 대형 베릴륨 벽
|
||||
@@ -1772,8 +1788,8 @@ block.tungsten-wall-large.name = 대형 텅스텐 벽
|
||||
block.blast-door.name = 방폭문
|
||||
block.carbide-wall.name = 탄화물 벽
|
||||
block.carbide-wall-large.name = 대형 탄화물 벽
|
||||
block.reinforced-surge-wall.name = 보강된 설금 벽
|
||||
block.reinforced-surge-wall-large.name = 보강된 대형 설금 벽
|
||||
block.reinforced-surge-wall.name = 보강된 서지 벽
|
||||
block.reinforced-surge-wall-large.name = 보강된 대형 서지 벽
|
||||
block.shielded-wall.name = 보호된 벽
|
||||
block.radar.name = 레이더
|
||||
block.build-tower.name = 건설 타워
|
||||
@@ -1785,8 +1801,8 @@ block.armored-duct.name = 장갑 도관
|
||||
block.overflow-duct.name = 포화 도관
|
||||
block.underflow-duct.name = 불포화 도관
|
||||
block.duct-unloader.name = 언로더 도관
|
||||
block.surge-conveyor.name = 설금 컨베이어
|
||||
block.surge-router.name = 설금 분배기
|
||||
block.surge-conveyor.name = 서지 컨베이어
|
||||
block.surge-router.name = 서지 분배기
|
||||
block.unit-cargo-loader.name = 기체 화물 적재소
|
||||
block.unit-cargo-unload-point.name = 기체 화물 하역지점
|
||||
block.reinforced-pump.name = 보강된 펌프
|
||||
@@ -1882,7 +1898,7 @@ hint.launch = 충분한 자원을 모았으면, 오른쪽 아래의 \ue827 [acce
|
||||
hint.launch.mobile = 충분한 자원을 모았으면, 오른쪽 아래의 \ue88c [accent]메뉴[]에 있는 \ue827 [accent]지도[]에서 주변 지역을 선택해서 [accent]출격[]할 수 있습니다.
|
||||
hint.schematicSelect = [accent][[F][]를 누른 채로 끌어서 복사하고 붙여넣을 블록을 선택하십시오. \n\n [accent][[마우스 휠][]을 누르면 한 개의 블록만 복사할 수 있습니다.
|
||||
hint.rebuildSelect = [accent][[B][]를 누르고 끌어서 파괴된 블록 흔적을 선택하세요.\n선택된 블록은 자동으로 복구됩니다.
|
||||
hint.rebuildSelect.mobile = Select the \ue874 copy button, then tap the \ue80f rebuild button and drag to select destroyed block plans.\nThis will rebuild them automatically.
|
||||
hint.rebuildSelect.mobile = 복사버튼 \ue874 을 선택하시고, 재건축 버튼 \ue80f 을 탭 하신 뒤, 드래그 하여 블록 흔적을 선택하세요. 선택된 블록은 자동으로 복구됩니다.
|
||||
hint.conveyorPathfind = [accent][[왼쪽 Ctrl][]을 누른 채로 컨베이어를 대각선으로 끌면 길을 자동으로 만들어줍니다.
|
||||
hint.conveyorPathfind.mobile = \ue844 [accent]대각 모드[]를 활성화하고 컨베이어를 대각선으로 끌면 길을 자동으로 찾아줍니다.
|
||||
hint.boost = [accent][[왼쪽 Shift][]를 눌러 탑승한 기체로 장애물을 넘을 수 있습니다. \n\n 일부 지상 기체만 이륙할 수 있습니다.
|
||||
@@ -1937,38 +1953,38 @@ onset.turrets = 기체는 유용하지만, [accent]포탑[]은 사용하기에
|
||||
onset.turretammo = 포탑에 [accent]베릴륨 탄약[]을 공급하세요.
|
||||
onset.walls = [accent]벽[]은 건물로 날아오는 공격을 막을 수 있습니다. \n포탑 주변에 \uf6ee [accent]베릴륨 벽[]을 배치하세요.
|
||||
onset.enemies = 적이 다가옵니다, 방어 태세를 갖추세요.
|
||||
onset.defenses = [accent]Set up defenses:[lightgray] {0}
|
||||
onset.defenses = [accent]방어 태세 갖추기:[lightgray] {0}
|
||||
onset.attack = 적은 취약한 상태입니다. 반격하세요.
|
||||
onset.cores = 새로운 코어는 [accent]코어 타일[]위에 배치할 수 있습니다.\n새로운 코어는 전진기지 역할을 하며 다른 코어와 저장된 자원을 공유합니다.\n \uf725 코어를 배치하세요.
|
||||
onset.detect = 적은 2분 이내에 당신을 탐지할 것입니다.\n생산, 채굴, 방어시설을 구성하세요.
|
||||
onset.commandmode = [accent]shift[]를 눌러 [accent]명령 모드[]를 활성화하세요.\n[accent]좌클릭과 드래그[]로 기체를 선택하세요.\n[accent]우클릭[]으로 선택된 기체들에게 이동 또는 공격 명령을 내리세요.
|
||||
onset.commandmode.mobile = [accent]명령 버튼[]을 눌러 [accent]명령 모드[]를 활성화하세요.\n손가락을 꾹 누르고, [accent]드래그[]해서 유닛을 선택하세요.\n[accent]눌러서[] 선택된 기체들에게 이동 또는 공격 명령을 내리세요.
|
||||
aegis.tungsten = Tungsten can be mined using an [accent]impact drill[].\nThis structure requires [accent]water[] and [accent]power[].
|
||||
aegis.tungsten = 텅스텐을 채굴하려면 [accent]충격드릴[]이 필요합니다.\n 충격 드릴은[accent]물[]과 [accent]전력[]을 필요로 합니다.
|
||||
split.pickup = 일부 블록은 코어 기체로 집어올릴 수 있습니다.\n이 [accent]컨테이너[]를 집어올리고 [accent]화물 로더[] 속에 내려놓으세요.\n(화물을 집어올리거나 내리는 기본 키는 [ 그리고 ]입니다)
|
||||
split.pickup.mobile = 일부 블록은 코어 기체로 집어올릴 수 있습니다.\n이 [accent]컨테이너[]를 집어올리고 [accent]화물 로더[] 속에 내려놓으세요.\n(무언가를 집어올리거나 내려놓으려면, 길게 누르세요.)
|
||||
split.acquire = 기체를 제조하려면 텅스텐을 습득해야 합니다.
|
||||
split.acquire = 기체를 제조하려면 텅스텐을 채굴해야 합니다.
|
||||
split.build = 기체를 벽의 반대편으로 운반해야 합니다.\n두 개의 [accent]회물 매스 드라이버[]를 각 벽면에 하나씩 배치하세요.\n둘 중 하나를 누른 다음 다른 하나를 선택하여 연결을 설정합니다.
|
||||
split.container = 컨테이너와 마찬가지로, 기체도 [accent]화물 매스 드라이버[]를 사용하여 운송할 수 있습니다.\n기체 조립대를 매스 드라이버 근처에 배치하여 기체를 적재한 후, 벽을 가로질러 보내 적 기지를 공격합니다.
|
||||
|
||||
item.copper.description = 모든 종류의 구조물 및 탄약으로 사용하는 기본 자원입니다.
|
||||
item.copper.details = 평범한 구리. 세르플로에 비정상적으로 많이 분포함. 보강되지 않는 한 구조적으로 약함.
|
||||
item.copper.details = 평범한 구리. 세르플로에 비정상적으로 많이 분포되어 있습니다. 기본적으로 보강하지 않는 한 구조적으로 약합니다.
|
||||
item.lead.description = 전자 및 액체 수송 블록에서 광범위하게 사용하는 기본 자원입니다.
|
||||
item.lead.details = 밀도가 높으며 반응성이 적은 자원. 배터리에 주로 사용됨.
|
||||
item.lead.details = 밀도가 높으며 반응성이 적은 자원. 배터리에 주로 사용됩니다.
|
||||
item.metaglass.description = 액체 분배 및 저장에 광범위하게 사용합니다.
|
||||
item.graphite.description = 탄약 및 전기 부품에 사용되는 무기질 탄소입니다.
|
||||
item.sand.description = 다른 제련된 자원의 생산에 사용됩니다.
|
||||
item.coal.description = 연료 및 자원 생산에 광범위하게 사용됩니다.
|
||||
item.coal.details = 화석화된 식물 물질. 씨앗이 나오기 훨씬 전에 형성되었음.
|
||||
item.coal.details = 화석화된 식물 물질. 씨앗이 나오기 훨씬 전에 형성되었습니다.
|
||||
item.titanium.description = 액체 수송 구조물, 드릴 및 공장에서 광범위하게 사용되는 희귀한 초경량 금속입니다.
|
||||
item.thorium.description = 튼튼한 구조물과 핵 연료로 사용되는 고밀도의 방사성 금속입니다.
|
||||
item.scrap.description = 융해기와 분쇄기를 통해 다른 물질로 정제할 수 있습니다.
|
||||
item.scrap.details = 오래된 구조물과 기체의 잔해. 미량의 다양한 금속들이 포함되어 있음.
|
||||
item.scrap.details = 오래된 구조물과 기체의 잔해. 미량의 다양한 금속들이 포함되어 있습니다.
|
||||
item.silicon.description = 복잡한 전자 장치나 유도탄에 사용되는 유용한 반도체입니다.
|
||||
item.plastanium.description = 고급 기체, 절연 및 파편화 탄약에 사용됩니다.
|
||||
item.phase-fabric.description = 최첨단 전자 제품과 자가 수리 기술에 사용되는 거의 무중력에 가까운 물질입니다.
|
||||
item.surge-alloy.description = 첨단 무기 및 반작용 방어 구조물에 사용되는 고급 합금입니다.
|
||||
item.spore-pod.description = 석유, 폭발물과 연료로 전환하는 데 사용되는 합성 포자 버섯입니다.
|
||||
item.spore-pod.details = 포자. 합성 생명체로 판단됨. 타 유기체에 치명적인 독가스를 내뿜음. 매우 빠르게 퍼짐. 특정 조건에서 인화성이 매우 높음.
|
||||
item.spore-pod.details = 포자, 합성 생명체로 판단됩니다. 타 유기체에 치명적인 독가스를 내뿜으며. 매우 빠르게 퍼집니다. 특정한 조건에서 인화성이 매우 높습니다.
|
||||
item.blast-compound.description = 폭탄과 폭발성 탄약에 사용되는 불안정한 화합물입니다.
|
||||
item.pyratite.description = 방화 무기와 연료를 연소하는 발전기에 사용되는 가연성이 매우 높은 물질입니다.
|
||||
item.beryllium.description = 에르키아의 여러 종류의 건축물과 탄약에 사용됩니다.
|
||||
@@ -1986,7 +2002,7 @@ liquid.hydrogen.description = 자원 추출, 기체 생산 및 구조물 수리
|
||||
liquid.cyanogen.description = 탄약, 첨단 기체의 구축 및 첨단 블록의 다양한 반응에 사용됩니다. 강한 인화성 물질입니다.
|
||||
liquid.nitrogen.description = 자원 추출, 가스 생성 및 기체 생산에 사용됩니다. 불활성 물질입니다.
|
||||
liquid.neoplasm.description = 신생물 반응로의 위험한 생물학적 부산물. 접촉하는 즉시 인접한 모든 수분 함유 블록으로 빠르게 확산되며, 진행되는 동안 피해를 입힙니다. 점성을 띄는 물질입니다.
|
||||
liquid.neoplasm.details = 신생물. 진흙과 같은 일관성을 가진 빠르게 분열하는 합성 세포의 통제 불가능한 덩어리. 열 저항. 물과 관련된 구조물에는 매우 위험.\n\n표준 분석에 비해 너무 복잡하고 불안정함. 잠재된 행동 원칙을 알 수 없음. 광재 웅덩이에서 소각하는 것이 바람직함.
|
||||
liquid.neoplasm.details = 신생물, 진흙과 비슷한 점성을 가졌으며, 통제 불능의 속도로 빠르게 확산되는 합성세포 덩어리 입니다. 고온에 저항력이 있으며, 일반적인 분석으로는 너무나 복잡하고 불안정하여 아직 정확한 행동 양식이나 생태를 확인하지 못 했습니다. 열 저항. 물과 관련된 구조물에는 매우 위험합니다.\n\n 광재 웅덩이에 소각하는 것이 바람직합니다.
|
||||
|
||||
block.derelict = \ue815 [lightgray]잔해
|
||||
block.armored-conveyor.description = 자원을 앞으로 운반합니다. 측면에서 자원을 받아들이지 않습니다.
|
||||
@@ -1999,8 +2015,8 @@ block.multi-press.description = 석탄을 흑연으로 압축합니다. 냉각
|
||||
block.silicon-smelter.description = 석탄과 모래에서 실리콘을 정제합니다.
|
||||
block.kiln.description = 모래와 납을 강화 유리로 제련합니다.
|
||||
block.plastanium-compressor.description = 석유와 티타늄으로 플라스터늄을 생산합니다.
|
||||
block.phase-weaver.description = 토륨과 모래로 메타를 합성합니다.
|
||||
block.surge-smelter.description = 티타늄, 납, 실리콘 및 구리를 설금으로 혼합합니다.
|
||||
block.phase-weaver.description = 토륨과 모래로 위상 섬유를 합성합니다.
|
||||
block.surge-smelter.description = 티타늄, 납, 실리콘 및 구리를 서지 합금으로 혼합합니다.
|
||||
block.cryofluid-mixer.description = 물과 미세 티타늄 분말을 냉각수로 혼합합니다.
|
||||
block.blast-mixer.description = 파이라타이트와 포자로 폭발물을 생산합니다.
|
||||
block.pyratite-mixer.description = 석탄, 납, 그리고 모래를 파이라타이트로 혼합합니다.
|
||||
@@ -2033,9 +2049,9 @@ block.surge-wall-large.description = 적 발사체로부터 아군 구조물을
|
||||
block.door.description = 탭하여 열거나 닫을 수 있는 벽입니다.
|
||||
block.door-large.description = 탭하여 열거나 닫을 수 있는 벽입니다.\n여러 타일을 차지합니다.
|
||||
block.mender.description = 주변 블록을 주기적으로 수리합니다.\n선택적으로 실리콘을 사용하여 범위와 효율성을 향상할 수 있습니다.
|
||||
block.mend-projector.description = 주변의 블록을 수리합니다.\n선택적으로 메타를 사용하여 범위와 효율성을 향상할 수 있습니다.
|
||||
block.overdrive-projector.description = 주변 건물의 속도를 높입니다.\n선택적으로 메타를 사용하여 범위와 효율성을 향상할 수 있습니다.
|
||||
block.force-projector.description = 주위에 육각형 역장을 형성하여 내부의 건물과 기체를 공격으로부터 보호합니다. 지속해서 많은 피해를 받을 경우 과열됩니다.\n선택적으로 냉각수를 사용해서 과열 방지를, 메타를 사용해서 보호막 크기를 증가시킬 수 있습니다.
|
||||
block.mend-projector.description = 주변의 블록을 수리합니다.\n선택적으로 위상 섬유를 사용하여 범위와 효율성을 향상할 수 있습니다.
|
||||
block.overdrive-projector.description = 주변 건물의 속도를 높입니다.\n선택적으로 위상 섬유를 사용하여 범위와 효율성을 향상할 수 있습니다.
|
||||
block.force-projector.description = 주위에 육각형 역장을 형성하여 내부의 건물과 기체를 공격으로부터 보호합니다. 지속해서 많은 피해를 받을 경우 과열됩니다.\n선택적으로 냉각수를 사용해서 과열 방지를, 위상 섬유를 사용해서 보호막 크기를 증가시킬 수 있습니다.
|
||||
block.shock-mine.description = 접촉한 적 기체에게 전격 아크를 방출합니다.
|
||||
block.conveyor.description = 자원을 앞으로 운반합니다. 회전하여 방향을 바꿀 수 있습니다.
|
||||
block.titanium-conveyor.description = 자원을 앞으로 운반합니다. 컨베이어보다 더 빠릅니다.
|
||||
@@ -2118,7 +2134,7 @@ block.parallax.description = 공중 목표물을 끌어오는 견인 광선을
|
||||
block.tsunami.description = 적을 향해 강력한 액체 줄기를 발사합니다. 물이 공급되면 자동으로 화재를 진압합니다.
|
||||
block.silicon-crucible.description = 파이라타이트를 추가 열원으로 사용하여 모래와 석탄에서 실리콘을 정제합니다. 뜨거운 곳에서 더 효율적입니다.
|
||||
block.disassembler.description = 광재를 낮은 효율로 미량의 희귀한 광물들로 분리합니다. 토륨을 생산할 수 있습니다.
|
||||
block.overdrive-dome.description = 주변 건물의 속도를 높입니다. 작동하려면 메타와 실리콘이 필요합니다.
|
||||
block.overdrive-dome.description = 주변 건물의 속도를 높입니다. 작동하려면 위상 섬유와 실리콘이 필요합니다.
|
||||
block.payload-conveyor.description = 공장에서 생산된 기체같은 큰 화물을 운반합니다.
|
||||
block.payload-router.description = 화물을 3가지 방향으로 번갈아 운반합니다.
|
||||
block.ground-factory.description = 지상 기체를 생산합니다. 생산된 기체는 바로 사용하거나 강화를 위해 재구성기로 이동할 수 있습니다.
|
||||
@@ -2155,13 +2171,13 @@ block.silicon-arc-furnace.description = 모래와 흑연에서 실리콘을 정
|
||||
block.oxidation-chamber.description = 베릴륨과 오존을 산화물로 전환합니다. 부산물로 열을 방출합니다.
|
||||
block.electric-heater.description = 블록에 열을 가합니다. 많은 양의 전력이 필요합니다.
|
||||
block.slag-heater.description = 블록에 열을 가합니다. 광재가 필요합니다.
|
||||
block.phase-heater.description = 블록에 열을 가합니다. 메타가 필요합니다.
|
||||
block.phase-heater.description = 블록에 열을 가합니다. 위상 섬유가 필요합니다.
|
||||
block.heat-redirector.description = 누적된 열을 다른 블록으로 전달합니다.
|
||||
block.heat-router.description = 축적된 열을 세 가지 출력 방향으로 분산시킵니다.
|
||||
block.electrolyzer.description = 물을 수소와 오존 가스로 변환합니다.
|
||||
block.atmospheric-concentrator.description = 대기에서 질소를 농축합니다. 열이 필요합니다.
|
||||
block.surge-crucible.description = 광재와 실리콘으로 설금을 형성합니다. 열이 필요합니다.
|
||||
block.phase-synthesizer.description = 토륨, 모래 및 오존으로부터 메타를 합성합니다. 열이 필요합니다.
|
||||
block.surge-crucible.description = 광재와 실리콘으로 서지 합금을 형성합니다. 열이 필요합니다.
|
||||
block.phase-synthesizer.description = 토륨, 모래 및 오존으로부터 위상 섬유를 합성합니다. 열이 필요합니다.
|
||||
block.carbide-crucible.description = 흑연과 텅스텐을 탄화물로 융합합니다. 열이 필요합니다.
|
||||
block.cyanogen-synthesizer.description = 아르키사이트와 흑연으로부터 시아노겐을 합성합니다. 열이 필요합니다.
|
||||
block.slag-incinerator.description = 비휘발성 자원 또는 액체를 소각합니다. 광재가 필요합니다.
|
||||
@@ -2196,7 +2212,7 @@ block.duct-unloader.description = 선택한 자원을 뒤의 블록에서 빼냅
|
||||
block.underflow-duct.description = 포화 도관의 반대입니다. 왼쪽 및 오른쪽 경로가 차단된 경우 앞쪽으로 출력합니다.
|
||||
block.reinforced-liquid-junction.description = 두 개의 교차 파이프 사이의 다리 역할을 합니다.
|
||||
block.surge-conveyor.description = 자원을 일괄적으로 이동합니다. 전력을 공급하여 가속할 수 있습니다. 인접한 블록에 전원을 공급합니다.
|
||||
block.surge-router.description = 설금 컨베이어에서 항목을 세 방향으로 균등하게 분배합니다. 전력을 공급하여 가속할 수 있습니다. 인접한 블록에 전원을 공급합니다.
|
||||
block.surge-router.description = 서지 컨베이어에서 항목을 세 방향으로 균등하게 분배합니다. 전력을 공급하여 가속할 수 있습니다. 인접한 블록에 전원을 공급합니다.
|
||||
block.unit-cargo-loader.description = 화물용 드론을 제작합니다. 드론은 자동으로 자원과 일치하는 필터로 설정된 기체 화물 하역지점으로 분배합니다.
|
||||
block.unit-cargo-unload-point.description = 화물 드론의 하역지점 역할을 합니다. 선택한 필터와 일치하는 자원을 받아들입니다.
|
||||
block.beam-node.description = 전력을 다른 블록에 직선 방향으로 전송합니다. 소량의 전력을 저장합니다.
|
||||
@@ -2205,7 +2221,7 @@ block.turbine-condenser.description = 분출구에 배치할 때 전력을 발
|
||||
block.chemical-combustion-chamber.description = 아르키사이트와 오존으로 전력을 생산합니다.
|
||||
block.pyrolysis-generator.description = 아르키사이트와 광재로 많은 양의 전력을 생산합니다. 부산물로 물이 발생합니다.
|
||||
block.flux-reactor.description = 가열 시 많은 양의 전력을 발생시킵니다. 안정제로 시아노겐이 필요합니다. 전력 출력 및 시아노겐 요구량은 열 입력에 비례합니다.\n시아노겐이 부족할 경우 폭발합니다.
|
||||
block.neoplasia-reactor.description = 아르키사이트, 물 및 메타를 사용하여 많은 양의 전력을 생산합니다. 부산물로 열과 위험한 신생물이 발생합니다.\n도관을 통해 반응로에서 신생물이 제거되지 않으면 격렬하게 폭발합니다.
|
||||
block.neoplasia-reactor.description = 아르키사이트, 물 및 위상 섬유를 사용하여 많은 양의 전력을 생산합니다. 부산물로 열과 위험한 신생물이 발생합니다.\n도관을 통해 반응로에서 신생물이 제거되지 않으면 격렬하게 폭발합니다.
|
||||
block.build-tower.description = 범위 내의 구조물을 자동으로 재구축하고 다른 유닛의 건설을 지원합니다.
|
||||
block.regen-projector.description = 정사각형 둘레의 범위 안에 있는 아군 구조물을 천천히 수리합니다. 수소가 필요합니다.
|
||||
block.reinforced-container.description = 소량의 자원을 저장합니다. 내용물은 언로더를 통해 빼낼 수 있습니다. 코어의 저장 용량은 늘리지 않습니다.
|
||||
@@ -2329,6 +2345,7 @@ lst.getflag = 전역 플래그가 설정되어 있는지 확인
|
||||
lst.setprop = 기체 혹은 건물의 속성을 설정합니다.
|
||||
lst.effect = Create a particle effect.
|
||||
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
||||
lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calculated based on position.
|
||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||
@@ -2376,6 +2393,7 @@ lenum.shoot = 특정 위치에 발사
|
||||
lenum.shootp = 목표물 속도를 예측하여 발사
|
||||
lenum.config = 필터의 아이템같은 건물의 설정
|
||||
lenum.enabled = 블록의 활성 여부
|
||||
laccess.currentammotype = Current ammo item/liquid of a turret.
|
||||
|
||||
laccess.color = 조명 색상
|
||||
laccess.controller = 기체 제어자. 프로세서가 제어하면, 프로세서를 반환합니다.\n다른 기체에 의해 지휘되면(G키), 지휘하는 기체를 반환합니다.\n그 외에는 자신을 반환합니다.
|
||||
@@ -2498,6 +2516,7 @@ unitlocate.building = 찾은 건물을 대입할 변수
|
||||
unitlocate.outx = X좌표
|
||||
unitlocate.outy = Y좌표
|
||||
unitlocate.group = 찾을 건물 집단
|
||||
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
||||
|
||||
lenum.idle = 이동 정지, 채광/건설 유지\n기본 상태입니다.
|
||||
lenum.stop = 이동/채광/건설 중단
|
||||
@@ -2516,7 +2535,7 @@ lenum.payenter = 유닛 아래의 화물 건물에 착륙/진입
|
||||
lenum.flag = 깃발 수 설정
|
||||
lenum.mine = 특정 위치에서 채광
|
||||
lenum.build = 구조물 건설
|
||||
lenum.getblock = 특정 좌표의 빌딩과 블록을 반환합니다.\n위치는 기체의 인지 범위 내여야 합니다.\n자연 지형은 [accent]@solid[]의 유형을 가집니다.
|
||||
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
|
||||
lenum.within = 좌표 주변 기체 발견 여부
|
||||
lenum.boost = 이륙 시작/중단
|
||||
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||
|
||||
@@ -434,6 +434,11 @@ editor.rules = Taisyklės:
|
||||
editor.generation = Generacija:
|
||||
editor.objectives = Objectives
|
||||
editor.locales = Locale Bundles
|
||||
editor.worldprocessors = World Processors
|
||||
editor.worldprocessors.editname = Edit Name
|
||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||
editor.worldprocessors.nospace = No free space to place a world processor!\nDid you fill the map with structures? Why would you do this?
|
||||
editor.worldprocessors.delete.confirm = Are you sure you want to delete this world processor?\n\nIf it is surrounded by walls, it will be replaced by an environmental wall.
|
||||
editor.ingame = Redaguoti žaidime
|
||||
editor.playtest = Playtest
|
||||
editor.publish.workshop = Publikuoti Dirbtuvėje
|
||||
@@ -489,6 +494,7 @@ editor.default = [lightgray]<Numatytasis>
|
||||
details = Detaliau...
|
||||
edit = Redaguoti...
|
||||
variables = Vars
|
||||
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
||||
logic.globals = Built-in Variables
|
||||
editor.name = Pavadinimas:
|
||||
editor.spawn = Atradinti vienetą
|
||||
@@ -576,6 +582,7 @@ filter.clear = Išvalyti
|
||||
filter.option.ignore = ignoruoti
|
||||
filter.scatter = Išsklaidyti
|
||||
filter.terrain = Reljefas
|
||||
filter.logic = Logic
|
||||
filter.option.scale = Mastelis
|
||||
filter.option.chance = Tikimybė
|
||||
filter.option.mag = Didumas
|
||||
@@ -598,6 +605,8 @@ filter.option.floor2 = Antrasis sluoksnis
|
||||
filter.option.threshold2 = Antrasis slenkstis
|
||||
filter.option.radius = Spindulys
|
||||
filter.option.percentile = Procentilė
|
||||
filter.option.code = Code
|
||||
filter.option.loop = Loop
|
||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||
locales.applytoall = Apply Changes To All Locales
|
||||
@@ -962,6 +971,7 @@ stat.abilities = Abilities
|
||||
stat.canboost = Can Boost
|
||||
stat.flying = Flying
|
||||
stat.ammouse = Ammo Use
|
||||
stat.ammocapacity = Ammo Capacity
|
||||
stat.damagemultiplier = Damage Multiplier
|
||||
stat.healthmultiplier = Health Multiplier
|
||||
stat.speedmultiplier = Speed Multiplier
|
||||
@@ -1088,6 +1098,7 @@ unit.items = daiktai
|
||||
unit.thousands = k
|
||||
unit.millions = mil
|
||||
unit.billions = b
|
||||
unit.shots = shots
|
||||
unit.pershot = /shot
|
||||
category.purpose = Purpose
|
||||
category.general = Bendra
|
||||
@@ -1097,6 +1108,8 @@ category.items = Daiktai
|
||||
category.crafting = Įeiga/Išeiga
|
||||
category.function = Function
|
||||
category.optional = Galimi Pagerinimai
|
||||
setting.alwaysmusic.name = Always Play Music
|
||||
setting.alwaysmusic.description = When enabled, music will always play on loop in-game.\nWhen disabled, it only plays at random intervals.
|
||||
setting.skipcoreanimation.name = Skip Core Launch/Land Animation
|
||||
setting.landscape.name = Užrakinti pasukimą
|
||||
setting.shadows.name = Šešėliai
|
||||
@@ -1293,7 +1306,10 @@ rules.disableworldprocessors = Disable World Processors
|
||||
rules.schematic = Schematics Allowed
|
||||
rules.wavetimer = Bangų Laikmatis
|
||||
rules.wavesending = Wave Sending
|
||||
rules.allowedit = Allow Editing Rules
|
||||
rules.allowedit.info = When enabled, the player can edit rules in-game via the button in the bottom left corner of the Pause menu.
|
||||
rules.waves = Bangos
|
||||
rules.airUseSpawns = Air units use spawn points
|
||||
rules.attack = Puolimo Režimas
|
||||
rules.buildai = Base Builder AI
|
||||
rules.buildaitier = Builder AI Tier
|
||||
@@ -2314,6 +2330,7 @@ lst.getflag = Check if a global flag is set.
|
||||
lst.setprop = Sets a property of a unit or building.
|
||||
lst.effect = Create a particle effect.
|
||||
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
||||
lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calculated based on position.
|
||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||
@@ -2359,6 +2376,7 @@ lenum.shoot = Shoot at a position.
|
||||
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
||||
lenum.config = Building configuration, e.g. sorter item.
|
||||
lenum.enabled = Whether the block is enabled.
|
||||
laccess.currentammotype = Current ammo item/liquid of a turret.
|
||||
laccess.color = Illuminator color.
|
||||
laccess.controller = Unit controller. If processor controlled, returns processor.\nIf in a formation, returns leader.\nOtherwise, returns the unit itself.
|
||||
laccess.dead = Whether a unit/building is dead or no longer valid.
|
||||
@@ -2465,6 +2483,7 @@ unitlocate.building = Output variable for located building.
|
||||
unitlocate.outx = Output X coordinate.
|
||||
unitlocate.outy = Output Y coordinate.
|
||||
unitlocate.group = Building group to look for.
|
||||
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
||||
lenum.idle = Don't move, but keep building/mining.\nThe default state.
|
||||
lenum.stop = Stop moving/mining/building.
|
||||
lenum.unbind = Completely disable logic control.\nResume standard AI.
|
||||
@@ -2482,7 +2501,7 @@ lenum.payenter = Enter/land on the payload block the unit is on.
|
||||
lenum.flag = Numeric unit flag.
|
||||
lenum.mine = Mine at a position.
|
||||
lenum.build = Build a structure.
|
||||
lenum.getblock = Fetch a building and type at coordinates.\nUnit must be in range of position.\nSolid non-buildings will have the type [accent]@solid[].
|
||||
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
|
||||
lenum.within = Check if unit is near a position.
|
||||
lenum.boost = Start/stop boosting.
|
||||
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||
|
||||
@@ -442,6 +442,11 @@ editor.rules = Regels:
|
||||
editor.generation = Generatie:
|
||||
editor.objectives = Doelen
|
||||
editor.locales = Locale Bundles
|
||||
editor.worldprocessors = World Processors
|
||||
editor.worldprocessors.editname = Edit Name
|
||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||
editor.worldprocessors.nospace = No free space to place a world processor!\nDid you fill the map with structures? Why would you do this?
|
||||
editor.worldprocessors.delete.confirm = Are you sure you want to delete this world processor?\n\nIf it is surrounded by walls, it will be replaced by an environmental wall.
|
||||
editor.ingame = Bewerk In-Spel
|
||||
editor.playtest = Speeltest
|
||||
editor.publish.workshop = Publiceer in Werkplaats
|
||||
@@ -497,6 +502,7 @@ editor.default = [lightgray]<Standaard>
|
||||
details = Details...
|
||||
edit = Bewerk...
|
||||
variables = Vars
|
||||
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
||||
logic.globals = Built-in Variables
|
||||
editor.name = Naam:
|
||||
editor.spawn = Voeg Eenheid toe
|
||||
@@ -585,6 +591,7 @@ filter.clear = Verwijder
|
||||
filter.option.ignore = Negeer
|
||||
filter.scatter = Verstrooi
|
||||
filter.terrain = Terrein
|
||||
filter.logic = Logic
|
||||
|
||||
filter.option.scale = Schaal
|
||||
filter.option.chance = Verander
|
||||
@@ -608,6 +615,8 @@ filter.option.floor2 = Secundaire Vloer
|
||||
filter.option.threshold2 = Secundaire Drempel
|
||||
filter.option.radius = Straal
|
||||
filter.option.percentile = percentiel
|
||||
filter.option.code = Code
|
||||
filter.option.loop = Loop
|
||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||
locales.applytoall = Apply Changes To All Locales
|
||||
@@ -974,6 +983,7 @@ stat.abilities = Capaciteiten
|
||||
stat.canboost = Kan Boosten
|
||||
stat.flying = Vliegende
|
||||
stat.ammouse = Ammunitie gebruik
|
||||
stat.ammocapacity = Ammo Capacity
|
||||
stat.damagemultiplier = Schade Vermenigvuldiger
|
||||
stat.healthmultiplier = Levenspunten Vermenigvuldiger
|
||||
stat.speedmultiplier = Snelheids Vermenigvuldiger
|
||||
@@ -1100,6 +1110,7 @@ unit.items = materialen
|
||||
unit.thousands = k
|
||||
unit.millions = mln
|
||||
unit.billions = mjd
|
||||
unit.shots = shots
|
||||
unit.pershot = /schot
|
||||
category.purpose = Doel
|
||||
category.general = Algemeen
|
||||
@@ -1109,6 +1120,8 @@ category.items = Materialen
|
||||
category.crafting = Invoer/Uitvoer
|
||||
category.function = Functie
|
||||
category.optional = Optionele Verbeteringen
|
||||
setting.alwaysmusic.name = Always Play Music
|
||||
setting.alwaysmusic.description = When enabled, music will always play on loop in-game.\nWhen disabled, it only plays at random intervals.
|
||||
setting.skipcoreanimation.name = Skip Core Lancering/Land Animatie
|
||||
setting.landscape.name = Vergrendel Landschap
|
||||
setting.shadows.name = Schaduwen
|
||||
@@ -1305,7 +1318,10 @@ rules.disableworldprocessors = Zet Wereld-Processors Uit.
|
||||
rules.schematic = Ontwerpen Toegestaan
|
||||
rules.wavetimer = Vijandelijke Golven Timer
|
||||
rules.wavesending = Golven Sturen
|
||||
rules.allowedit = Allow Editing Rules
|
||||
rules.allowedit.info = When enabled, the player can edit rules in-game via the button in the bottom left corner of the Pause menu.
|
||||
rules.waves = Golven
|
||||
rules.airUseSpawns = Air units use spawn points
|
||||
rules.attack = Aanvalmodus
|
||||
rules.buildai = Base Builder AI
|
||||
rules.buildaitier = Builder AI Tier
|
||||
@@ -2327,6 +2343,7 @@ lst.getflag = Check if a global flag is set.
|
||||
lst.setprop = Sets a property of a unit or building.
|
||||
lst.effect = Create a particle effect.
|
||||
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
||||
lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calculated based on position.
|
||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||
@@ -2372,6 +2389,7 @@ lenum.shoot = Shoot at a position.
|
||||
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
||||
lenum.config = Building configuration, e.g. sorter item.
|
||||
lenum.enabled = Whether the block is enabled.
|
||||
laccess.currentammotype = Current ammo item/liquid of a turret.
|
||||
laccess.color = Illuminator color.
|
||||
laccess.controller = Unit controller. If processor controlled, returns processor.\nIf in a formation, returns leader.\nOtherwise, returns the unit itself.
|
||||
laccess.dead = Whether a unit/building is dead or no longer valid.
|
||||
@@ -2478,6 +2496,7 @@ unitlocate.building = Output variable for located building.
|
||||
unitlocate.outx = Output X coordinate.
|
||||
unitlocate.outy = Output Y coordinate.
|
||||
unitlocate.group = Building group to look for.
|
||||
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
||||
lenum.idle = Don't move, but keep building/mining.\nThe default state.
|
||||
lenum.stop = Stop moving/mining/building.
|
||||
lenum.unbind = Completely disable logic control.\nResume standard AI.
|
||||
@@ -2495,7 +2514,7 @@ lenum.payenter = Enter/land on the payload block the unit is on.
|
||||
lenum.flag = Numeric unit flag.
|
||||
lenum.mine = Mine at a position.
|
||||
lenum.build = Build a structure.
|
||||
lenum.getblock = Fetch a building and type at coordinates.\nUnit must be in range of position.\nSolid non-buildings will have the type [accent]@solid[].
|
||||
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
|
||||
lenum.within = Check if unit is near a position.
|
||||
lenum.boost = Start/stop boosting.
|
||||
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||
|
||||
@@ -434,6 +434,11 @@ editor.rules = Rules:
|
||||
editor.generation = Generation:
|
||||
editor.objectives = Objectives
|
||||
editor.locales = Locale Bundles
|
||||
editor.worldprocessors = World Processors
|
||||
editor.worldprocessors.editname = Edit Name
|
||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||
editor.worldprocessors.nospace = No free space to place a world processor!\nDid you fill the map with structures? Why would you do this?
|
||||
editor.worldprocessors.delete.confirm = Are you sure you want to delete this world processor?\n\nIf it is surrounded by walls, it will be replaced by an environmental wall.
|
||||
editor.ingame = Edit In-Game
|
||||
editor.playtest = Playtest
|
||||
editor.publish.workshop = Publish On Workshop
|
||||
@@ -489,6 +494,7 @@ editor.default = [lightgray]<Default>
|
||||
details = Details...
|
||||
edit = Edit...
|
||||
variables = Vars
|
||||
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
||||
logic.globals = Built-in Variables
|
||||
editor.name = Name:
|
||||
editor.spawn = Spawn Unit
|
||||
@@ -576,6 +582,7 @@ filter.clear = Clear
|
||||
filter.option.ignore = Ignore
|
||||
filter.scatter = Scatter
|
||||
filter.terrain = Terrain
|
||||
filter.logic = Logic
|
||||
filter.option.scale = Scale
|
||||
filter.option.chance = Chance
|
||||
filter.option.mag = Magnitude
|
||||
@@ -598,6 +605,8 @@ filter.option.floor2 = Secondary Floor
|
||||
filter.option.threshold2 = Secondary Threshold
|
||||
filter.option.radius = Radius
|
||||
filter.option.percentile = Percentile
|
||||
filter.option.code = Code
|
||||
filter.option.loop = Loop
|
||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||
locales.applytoall = Apply Changes To All Locales
|
||||
@@ -962,6 +971,7 @@ stat.abilities = Abilities
|
||||
stat.canboost = Can Boost
|
||||
stat.flying = Flying
|
||||
stat.ammouse = Ammo Use
|
||||
stat.ammocapacity = Ammo Capacity
|
||||
stat.damagemultiplier = Damage Multiplier
|
||||
stat.healthmultiplier = Health Multiplier
|
||||
stat.speedmultiplier = Speed Multiplier
|
||||
@@ -1088,6 +1098,7 @@ unit.items = items
|
||||
unit.thousands = k
|
||||
unit.millions = mil
|
||||
unit.billions = b
|
||||
unit.shots = shots
|
||||
unit.pershot = /shot
|
||||
category.purpose = Purpose
|
||||
category.general = General
|
||||
@@ -1097,6 +1108,8 @@ category.items = Items
|
||||
category.crafting = Input/Output
|
||||
category.function = Function
|
||||
category.optional = Optional Enhancements
|
||||
setting.alwaysmusic.name = Always Play Music
|
||||
setting.alwaysmusic.description = When enabled, music will always play on loop in-game.\nWhen disabled, it only plays at random intervals.
|
||||
setting.skipcoreanimation.name = Skip Core Launch/Land Animation
|
||||
setting.landscape.name = Lock Landscape
|
||||
setting.shadows.name = Shadows
|
||||
@@ -1293,7 +1306,10 @@ rules.disableworldprocessors = Disable World Processors
|
||||
rules.schematic = Schematics Allowed
|
||||
rules.wavetimer = Wave Timer
|
||||
rules.wavesending = Wave Sending
|
||||
rules.allowedit = Allow Editing Rules
|
||||
rules.allowedit.info = When enabled, the player can edit rules in-game via the button in the bottom left corner of the Pause menu.
|
||||
rules.waves = Waves
|
||||
rules.airUseSpawns = Air units use spawn points
|
||||
rules.attack = Attack Mode
|
||||
rules.buildai = Base Builder AI
|
||||
rules.buildaitier = Builder AI Tier
|
||||
@@ -2314,6 +2330,7 @@ lst.getflag = Check if a global flag is set.
|
||||
lst.setprop = Sets a property of a unit or building.
|
||||
lst.effect = Create a particle effect.
|
||||
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
||||
lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calculated based on position.
|
||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||
@@ -2359,6 +2376,7 @@ lenum.shoot = Shoot at a position.
|
||||
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
||||
lenum.config = Building configuration, e.g. sorter item.
|
||||
lenum.enabled = Whether the block is enabled.
|
||||
laccess.currentammotype = Current ammo item/liquid of a turret.
|
||||
laccess.color = Illuminator color.
|
||||
laccess.controller = Unit controller. If processor controlled, returns processor.\nIf in a formation, returns leader.\nOtherwise, returns the unit itself.
|
||||
laccess.dead = Whether a unit/building is dead or no longer valid.
|
||||
@@ -2465,6 +2483,7 @@ unitlocate.building = Output variable for located building.
|
||||
unitlocate.outx = Output X coordinate.
|
||||
unitlocate.outy = Output Y coordinate.
|
||||
unitlocate.group = Building group to look for.
|
||||
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
||||
lenum.idle = Don't move, but keep building/mining.\nThe default state.
|
||||
lenum.stop = Stop moving/mining/building.
|
||||
lenum.unbind = Completely disable logic control.\nResume standard AI.
|
||||
@@ -2482,7 +2501,7 @@ lenum.payenter = Enter/land on the payload block the unit is on.
|
||||
lenum.flag = Numeric unit flag.
|
||||
lenum.mine = Mine at a position.
|
||||
lenum.build = Build a structure.
|
||||
lenum.getblock = Fetch a building and type at coordinates.\nUnit must be in range of position.\nSolid non-buildings will have the type [accent]@solid[].
|
||||
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
|
||||
lenum.within = Check if unit is near a position.
|
||||
lenum.boost = Start/stop boosting.
|
||||
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||
|
||||
@@ -438,6 +438,11 @@ editor.rules = Zasady:
|
||||
editor.generation = Generacja:
|
||||
editor.objectives = Cele
|
||||
editor.locales = Locale Bundles
|
||||
editor.worldprocessors = World Processors
|
||||
editor.worldprocessors.editname = Edit Name
|
||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||
editor.worldprocessors.nospace = No free space to place a world processor!\nDid you fill the map with structures? Why would you do this?
|
||||
editor.worldprocessors.delete.confirm = Are you sure you want to delete this world processor?\n\nIf it is surrounded by walls, it will be replaced by an environmental wall.
|
||||
editor.ingame = Edytuj w Grze
|
||||
editor.playtest = Testuj Mapę
|
||||
editor.publish.workshop = Opublikuj w Warsztacie
|
||||
@@ -494,6 +499,7 @@ editor.default = [lightgray]<Domyślne>
|
||||
details = Detale...
|
||||
edit = Edytuj...
|
||||
variables = Zmienne
|
||||
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
||||
logic.globals = Built-in Variables
|
||||
editor.name = Nazwa:
|
||||
editor.spawn = Stwórz Jednostkę
|
||||
@@ -581,6 +587,7 @@ filter.clear = Oczyść
|
||||
filter.option.ignore = Ignoruj
|
||||
filter.scatter = Rozprosz
|
||||
filter.terrain = Teren
|
||||
filter.logic = Logic
|
||||
filter.option.scale = Skala
|
||||
filter.option.chance = Szansa
|
||||
filter.option.mag = Wielkość
|
||||
@@ -603,6 +610,8 @@ filter.option.floor2 = Druga Podłoga
|
||||
filter.option.threshold2 = Drugi Próg
|
||||
filter.option.radius = Zasięg
|
||||
filter.option.percentile = Procent
|
||||
filter.option.code = Code
|
||||
filter.option.loop = Loop
|
||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||
locales.applytoall = Apply Changes To All Locales
|
||||
@@ -971,6 +980,7 @@ stat.abilities = Umiejętności
|
||||
stat.canboost = Może przyspieszyć
|
||||
stat.flying = Może latać
|
||||
stat.ammouse = Zużycie Amunicji
|
||||
stat.ammocapacity = Ammo Capacity
|
||||
stat.damagemultiplier = Mnożnik Obrażeń
|
||||
stat.healthmultiplier = Mnożnik Zdrowia
|
||||
stat.speedmultiplier = Mnożnik Prędkości
|
||||
@@ -1097,6 +1107,7 @@ unit.items = przedmioty
|
||||
unit.thousands = tys.
|
||||
unit.millions = mln.
|
||||
unit.billions = mld.
|
||||
unit.shots = shots
|
||||
unit.pershot = /strzał
|
||||
category.purpose = Opis
|
||||
category.general = Główne
|
||||
@@ -1106,6 +1117,8 @@ category.items = Przedmioty
|
||||
category.crafting = Przetwórstwo
|
||||
category.function = Funkcja
|
||||
category.optional = Dodatkowe ulepszenia
|
||||
setting.alwaysmusic.name = Always Play Music
|
||||
setting.alwaysmusic.description = When enabled, music will always play on loop in-game.\nWhen disabled, it only plays at random intervals.
|
||||
setting.skipcoreanimation.name = Pomiń Animację Wystrzału/Lądowania
|
||||
setting.landscape.name = Zablokuj tryb panoramiczny
|
||||
setting.shadows.name = Cienie
|
||||
@@ -1302,7 +1315,10 @@ rules.disableworldprocessors = Wyłącz Procesor Świata
|
||||
rules.schematic = Zezwalaj na schematy
|
||||
rules.wavetimer = Zegar Fal
|
||||
rules.wavesending = Wysyłanie Fal
|
||||
rules.allowedit = Allow Editing Rules
|
||||
rules.allowedit.info = When enabled, the player can edit rules in-game via the button in the bottom left corner of the Pause menu.
|
||||
rules.waves = Fale
|
||||
rules.airUseSpawns = Air units use spawn points
|
||||
rules.attack = Tryb Ataku
|
||||
rules.buildai = AI Budowania Baz
|
||||
rules.buildaitier = Poziom Budowania AI
|
||||
@@ -2348,6 +2364,7 @@ lst.getflag = Sprawdź, czy ustawiona jest flaga globalna.
|
||||
lst.setprop = Ustaw właściwość jednostki lub budynku.
|
||||
lst.effect = Stwórz efekt cząsteczki.
|
||||
lst.sync = Synchronizuje zmienną poprzez sieć.\nWywoływane maksymalnie 10 razy na sekundę.
|
||||
lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calculated based on position.
|
||||
lst.makemarker = Stwórz nowy marker logiki.\nMusisz podać ID, aby móc go później zidentyfikować.\nLimit markerów to 20,000.
|
||||
lst.setmarker = Ustaw właściwości markera.\nID markera musi być takie samo jak podczas jego tworzenia.
|
||||
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||
@@ -2395,6 +2412,7 @@ lenum.shoot = Strzel w określoną pozycje.
|
||||
lenum.shootp = Strzel w jednostkę/budynek z zachowaniem trajektorii.
|
||||
lenum.config = Konfiguracja budynku, np. sortownika.
|
||||
lenum.enabled = Sprawdza czy blok jest włączony.
|
||||
laccess.currentammotype = Current ammo item/liquid of a turret.
|
||||
|
||||
laccess.color = Kolor iluminatora.
|
||||
laccess.controller = Kontroler jednostki. Jeśli jest kontrolowana przez procesor, zwraca procesor.\nJeśli we formacji, zwraca przywódcę.\nW innym wypadku zwraca samą jednostkę.
|
||||
@@ -2517,6 +2535,7 @@ unitlocate.building = Zmienna wyjściowa dla zlokalizowanego budynku.
|
||||
unitlocate.outx = Wyjściowa współrzędna X.
|
||||
unitlocate.outy = Wyjściowa współrzędna Y.
|
||||
unitlocate.group = Grupa szukanych budynków.
|
||||
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
||||
|
||||
lenum.idle = Przestań się poruszać, jednak nadal buduj/wydobywaj.\nDomyślny stan.
|
||||
lenum.stop = Przestań poruszać się/kopać/budować.
|
||||
@@ -2535,7 +2554,7 @@ lenum.payenter = Wejdź/wyląduj na bloku ładunku, na którym znajduje się jed
|
||||
lenum.flag = Numeryczny znacznik jednostki.
|
||||
lenum.mine = Kop na danej pozycji.
|
||||
lenum.build = Buduj strukturę.
|
||||
lenum.getblock = Pobierz budynek i typ ze współrzędnych.\nJednostka musi być w zasięgu pozycji.\nSolidne niebudynki będą miały typ [accent]@solid[].
|
||||
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
|
||||
lenum.within = Sprawdź czy jednostka jest w pobliżu pozycji.
|
||||
lenum.boost = Zacznij/zakończ przyspieszać.
|
||||
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||
|
||||
@@ -438,6 +438,11 @@ editor.rules = Regras:
|
||||
editor.generation = Geração:
|
||||
editor.objectives = Objetivos:
|
||||
editor.locales = Locale Bundles
|
||||
editor.worldprocessors = World Processors
|
||||
editor.worldprocessors.editname = Edit Name
|
||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||
editor.worldprocessors.nospace = No free space to place a world processor!\nDid you fill the map with structures? Why would you do this?
|
||||
editor.worldprocessors.delete.confirm = Are you sure you want to delete this world processor?\n\nIf it is surrounded by walls, it will be replaced by an environmental wall.
|
||||
editor.ingame = Editar em jogo
|
||||
editor.playtest = Jogar Teste
|
||||
editor.publish.workshop = Publicar na oficina
|
||||
@@ -494,6 +499,7 @@ editor.default = [lightgray]<padrão>
|
||||
details = Detalhes...
|
||||
edit = Editar...
|
||||
variables = Variáveis
|
||||
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
||||
logic.globals = Built-in Variables
|
||||
editor.name = Nome:
|
||||
editor.spawn = Spawnar unidade
|
||||
@@ -583,6 +589,7 @@ filter.clear = Excluir
|
||||
filter.option.ignore = Ignorar
|
||||
filter.scatter = Dispersão
|
||||
filter.terrain = Terreno
|
||||
filter.logic = Logic
|
||||
|
||||
filter.option.scale = Escala
|
||||
filter.option.chance = Chance
|
||||
@@ -606,6 +613,8 @@ filter.option.floor2 = Chão secundário
|
||||
filter.option.threshold2 = Margem secundária
|
||||
filter.option.radius = Raio
|
||||
filter.option.percentile = Percentual
|
||||
filter.option.code = Code
|
||||
filter.option.loop = Loop
|
||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||
locales.applytoall = Apply Changes To All Locales
|
||||
@@ -982,6 +991,7 @@ stat.abilities = Habilidades
|
||||
stat.canboost = Pode impulsionar
|
||||
stat.flying = Voador
|
||||
stat.ammouse = Consumo de Munição
|
||||
stat.ammocapacity = Ammo Capacity
|
||||
stat.damagemultiplier = Multiplicador de Dano
|
||||
stat.healthmultiplier = Multiplicador de Vida
|
||||
stat.speedmultiplier = Multiplicador de Velocidade
|
||||
@@ -1107,6 +1117,7 @@ unit.items = itens
|
||||
unit.thousands = k
|
||||
unit.millions = m
|
||||
unit.billions = b
|
||||
unit.shots = shots
|
||||
unit.pershot = /disparo
|
||||
category.purpose = Propósito
|
||||
category.general = Geral
|
||||
@@ -1116,6 +1127,8 @@ category.items = Itens
|
||||
category.crafting = Entrada/Saída
|
||||
category.function = Função
|
||||
category.optional = Melhoras opcionais
|
||||
setting.alwaysmusic.name = Always Play Music
|
||||
setting.alwaysmusic.description = When enabled, music will always play on loop in-game.\nWhen disabled, it only plays at random intervals.
|
||||
setting.skipcoreanimation.name = Pular animação de lançamento/pouso do Núcleo
|
||||
setting.landscape.name = Travar panorama
|
||||
setting.shadows.name = Sombras
|
||||
@@ -1312,7 +1325,10 @@ rules.disableworldprocessors = Desativar processadores mundiais
|
||||
rules.schematic = Permitir Esquemas
|
||||
rules.wavetimer = Tempo de horda
|
||||
rules.wavesending = Wave Sending
|
||||
rules.allowedit = Allow Editing Rules
|
||||
rules.allowedit.info = When enabled, the player can edit rules in-game via the button in the bottom left corner of the Pause menu.
|
||||
rules.waves = Hordas
|
||||
rules.airUseSpawns = Air units use spawn points
|
||||
rules.attack = Modo de ataque
|
||||
rules.buildai = Base Builder AI
|
||||
rules.buildaitier = Builder AI Tier
|
||||
@@ -2347,6 +2363,7 @@ lst.getflag = Verifique se um sinalizador global está definido.
|
||||
lst.setprop = Define uma propriedade de uma unidade ou edifício.
|
||||
lst.effect = Create a particle effect.
|
||||
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
||||
lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calculated based on position.
|
||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||
@@ -2394,6 +2411,7 @@ lenum.shoot = Atire em uma posição.
|
||||
lenum.shootp = Atire em uma unidade/edifício com previsão de velocidade.
|
||||
lenum.config = Configuração do edifício, por ex. item classificador.
|
||||
lenum.enabled = Se o bloco está ativado.
|
||||
laccess.currentammotype = Current ammo item/liquid of a turret.
|
||||
|
||||
laccess.color = Cor do iluminador.
|
||||
laccess.controller = Controlador de unidade. Se controlado pelo processador, retorna o processador.\nCaso contrário, retorna a própria unidade.
|
||||
@@ -2515,6 +2533,7 @@ unitlocate.building = Variável de saída para edifício localizado.
|
||||
unitlocate.outx = Coordenada X de saída.
|
||||
unitlocate.outy = Coordenada Y de saída.
|
||||
unitlocate.group = Grupo de construção para procurar.
|
||||
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
||||
|
||||
lenum.idle = Não se mova, mas continue construindo/minerando.\nO estado padrão.
|
||||
lenum.stop = Pare de mover/mineração/construção.
|
||||
@@ -2533,7 +2552,7 @@ lenum.payenter = Entre/pouse no bloco de carga em que a unidade está.
|
||||
lenum.flag = Sinalizador de unidade numérica.
|
||||
lenum.mine = Mina em uma posição.
|
||||
lenum.build = Construa uma estrutura.
|
||||
lenum.getblock = Busque uma construção e digite nas coordenadas.\nA unidade deve estar no intervalo de posição.\nConstruções sólidas não construídas terão o tipo [accent]@solid[].
|
||||
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
|
||||
lenum.within = Verifique se a unidade está perto de uma posição.
|
||||
lenum.boost = Iniciar/parar o reforço.
|
||||
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||
|
||||
@@ -434,6 +434,11 @@ editor.rules = Regras:
|
||||
editor.generation = Geração:
|
||||
editor.objectives = Objectives
|
||||
editor.locales = Locale Bundles
|
||||
editor.worldprocessors = World Processors
|
||||
editor.worldprocessors.editname = Edit Name
|
||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||
editor.worldprocessors.nospace = No free space to place a world processor!\nDid you fill the map with structures? Why would you do this?
|
||||
editor.worldprocessors.delete.confirm = Are you sure you want to delete this world processor?\n\nIf it is surrounded by walls, it will be replaced by an environmental wall.
|
||||
editor.ingame = Editar em jogo
|
||||
editor.playtest = Playtest
|
||||
editor.publish.workshop = Publicar na oficina
|
||||
@@ -489,6 +494,7 @@ editor.default = [lightgray]<padrão>
|
||||
details = Detalhes...
|
||||
edit = Editar...
|
||||
variables = Vars
|
||||
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
||||
logic.globals = Built-in Variables
|
||||
editor.name = Nome:
|
||||
editor.spawn = Criar unidade
|
||||
@@ -576,6 +582,7 @@ filter.clear = Excluir
|
||||
filter.option.ignore = Ignorar
|
||||
filter.scatter = Dispersão
|
||||
filter.terrain = Terreno
|
||||
filter.logic = Logic
|
||||
filter.option.scale = Escala
|
||||
filter.option.chance = Chance
|
||||
filter.option.mag = Magnitude
|
||||
@@ -598,6 +605,8 @@ filter.option.floor2 = Chão secundário
|
||||
filter.option.threshold2 = Margem secundária
|
||||
filter.option.radius = Raio
|
||||
filter.option.percentile = Percentual
|
||||
filter.option.code = Code
|
||||
filter.option.loop = Loop
|
||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||
locales.applytoall = Apply Changes To All Locales
|
||||
@@ -962,6 +971,7 @@ stat.abilities = Abilities
|
||||
stat.canboost = Can Boost
|
||||
stat.flying = Flying
|
||||
stat.ammouse = Ammo Use
|
||||
stat.ammocapacity = Ammo Capacity
|
||||
stat.damagemultiplier = Damage Multiplier
|
||||
stat.healthmultiplier = Health Multiplier
|
||||
stat.speedmultiplier = Speed Multiplier
|
||||
@@ -1088,6 +1098,7 @@ unit.items = itens
|
||||
unit.thousands = k
|
||||
unit.millions = mil
|
||||
unit.billions = b
|
||||
unit.shots = shots
|
||||
unit.pershot = /shot
|
||||
category.purpose = Purpose
|
||||
category.general = Geral
|
||||
@@ -1097,6 +1108,8 @@ category.items = Itens
|
||||
category.crafting = Construindo
|
||||
category.function = Function
|
||||
category.optional = Melhoras opcionais
|
||||
setting.alwaysmusic.name = Always Play Music
|
||||
setting.alwaysmusic.description = When enabled, music will always play on loop in-game.\nWhen disabled, it only plays at random intervals.
|
||||
setting.skipcoreanimation.name = Skip Core Launch/Land Animation
|
||||
setting.landscape.name = Travar panorama
|
||||
setting.shadows.name = Sombras
|
||||
@@ -1293,7 +1306,10 @@ rules.disableworldprocessors = Disable World Processors
|
||||
rules.schematic = Schematics Allowed
|
||||
rules.wavetimer = Tempo de horda
|
||||
rules.wavesending = Wave Sending
|
||||
rules.allowedit = Allow Editing Rules
|
||||
rules.allowedit.info = When enabled, the player can edit rules in-game via the button in the bottom left corner of the Pause menu.
|
||||
rules.waves = Hordas
|
||||
rules.airUseSpawns = Air units use spawn points
|
||||
rules.attack = Modo de ataque
|
||||
rules.buildai = Base Builder AI
|
||||
rules.buildaitier = Builder AI Tier
|
||||
@@ -2314,6 +2330,7 @@ lst.getflag = Check if a global flag is set.
|
||||
lst.setprop = Sets a property of a unit or building.
|
||||
lst.effect = Create a particle effect.
|
||||
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
||||
lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calculated based on position.
|
||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||
@@ -2359,6 +2376,7 @@ lenum.shoot = Shoot at a position.
|
||||
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
||||
lenum.config = Building configuration, e.g. sorter item.
|
||||
lenum.enabled = Whether the block is enabled.
|
||||
laccess.currentammotype = Current ammo item/liquid of a turret.
|
||||
laccess.color = Illuminator color.
|
||||
laccess.controller = Unit controller. If processor controlled, returns processor.\nIf in a formation, returns leader.\nOtherwise, returns the unit itself.
|
||||
laccess.dead = Whether a unit/building is dead or no longer valid.
|
||||
@@ -2465,6 +2483,7 @@ unitlocate.building = Output variable for located building.
|
||||
unitlocate.outx = Output X coordinate.
|
||||
unitlocate.outy = Output Y coordinate.
|
||||
unitlocate.group = Building group to look for.
|
||||
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
||||
lenum.idle = Don't move, but keep building/mining.\nThe default state.
|
||||
lenum.stop = Stop moving/mining/building.
|
||||
lenum.unbind = Completely disable logic control.\nResume standard AI.
|
||||
@@ -2482,7 +2501,7 @@ lenum.payenter = Enter/land on the payload block the unit is on.
|
||||
lenum.flag = Numeric unit flag.
|
||||
lenum.mine = Mine at a position.
|
||||
lenum.build = Build a structure.
|
||||
lenum.getblock = Fetch a building and type at coordinates.\nUnit must be in range of position.\nSolid non-buildings will have the type [accent]@solid[].
|
||||
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
|
||||
lenum.within = Check if unit is near a position.
|
||||
lenum.boost = Start/stop boosting.
|
||||
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||
|
||||
@@ -438,6 +438,11 @@ editor.rules = Reguli:
|
||||
editor.generation = Generare:
|
||||
editor.objectives = Objectives
|
||||
editor.locales = Locale Bundles
|
||||
editor.worldprocessors = World Processors
|
||||
editor.worldprocessors.editname = Edit Name
|
||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||
editor.worldprocessors.nospace = No free space to place a world processor!\nDid you fill the map with structures? Why would you do this?
|
||||
editor.worldprocessors.delete.confirm = Are you sure you want to delete this world processor?\n\nIf it is surrounded by walls, it will be replaced by an environmental wall.
|
||||
editor.ingame = Editează în Joc
|
||||
editor.playtest = Playtest
|
||||
editor.publish.workshop = Publică pe Workshop
|
||||
@@ -494,6 +499,7 @@ editor.default = [lightgray]<Prestabilit>
|
||||
details = Detalii...
|
||||
edit = Editează...
|
||||
variables = Vars
|
||||
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
||||
logic.globals = Built-in Variables
|
||||
editor.name = Nume:
|
||||
editor.spawn = Adaugă Unitate
|
||||
@@ -582,6 +588,7 @@ filter.clear = Curăță
|
||||
filter.option.ignore = Ignoră
|
||||
filter.scatter = Împrăștie
|
||||
filter.terrain = Teren
|
||||
filter.logic = Logic
|
||||
|
||||
filter.option.scale = Scară
|
||||
filter.option.chance = Șansă
|
||||
@@ -605,6 +612,8 @@ filter.option.floor2 = Podea Secundară
|
||||
filter.option.threshold2 = Cantitate Secundară
|
||||
filter.option.radius = Rază
|
||||
filter.option.percentile = Procent
|
||||
filter.option.code = Code
|
||||
filter.option.loop = Loop
|
||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||
locales.applytoall = Apply Changes To All Locales
|
||||
@@ -973,6 +982,7 @@ stat.abilities = Abilități
|
||||
stat.canboost = Are Propulsor
|
||||
stat.flying = Zboară
|
||||
stat.ammouse = Consum muniție
|
||||
stat.ammocapacity = Ammo Capacity
|
||||
stat.damagemultiplier = Multiplicator Forță
|
||||
stat.healthmultiplier = Multiplicator Viață
|
||||
stat.speedmultiplier = Multiplicator Viteză
|
||||
@@ -1099,6 +1109,7 @@ unit.items = materiale
|
||||
unit.thousands = mii
|
||||
unit.millions = mil
|
||||
unit.billions = mld
|
||||
unit.shots = shots
|
||||
unit.pershot = /lovitură
|
||||
category.purpose = Utilizare
|
||||
category.general = General
|
||||
@@ -1108,6 +1119,8 @@ category.items = Materiale
|
||||
category.crafting = Necesită/Produce
|
||||
category.function = Funcționare
|
||||
category.optional = Îmbunătățiri opționale
|
||||
setting.alwaysmusic.name = Always Play Music
|
||||
setting.alwaysmusic.description = When enabled, music will always play on loop in-game.\nWhen disabled, it only plays at random intervals.
|
||||
setting.skipcoreanimation.name = Sari peste Animația de Lansare/Aterizare a Nucleului
|
||||
setting.landscape.name = Blochează Mod Peisaj
|
||||
setting.shadows.name = Umbre
|
||||
@@ -1304,7 +1317,10 @@ rules.disableworldprocessors = Disable World Processors
|
||||
rules.schematic = Se Pot Folosi Scheme
|
||||
rules.wavetimer = Valuri pe Timp
|
||||
rules.wavesending = Wave Sending
|
||||
rules.allowedit = Allow Editing Rules
|
||||
rules.allowedit.info = When enabled, the player can edit rules in-game via the button in the bottom left corner of the Pause menu.
|
||||
rules.waves = Valuri
|
||||
rules.airUseSpawns = Air units use spawn points
|
||||
rules.attack = Modul Atac
|
||||
rules.buildai = Base Builder AI
|
||||
rules.buildaitier = Builder AI Tier
|
||||
@@ -2331,6 +2347,7 @@ lst.getflag = Check if a global flag is set.
|
||||
lst.setprop = Sets a property of a unit or building.
|
||||
lst.effect = Create a particle effect.
|
||||
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
||||
lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calculated based on position.
|
||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||
@@ -2378,6 +2395,7 @@ lenum.shoot = Lovește către o locație.
|
||||
lenum.shootp = Lovește către o unitate/clădire. Anticipează viteza țintei și a proiectilului.
|
||||
lenum.config = Configurația clădirii, de ex. materialul selectat pt Sortator.
|
||||
lenum.enabled = Specifică dacă clădirea este pornită.
|
||||
laccess.currentammotype = Current ammo item/liquid of a turret.
|
||||
|
||||
laccess.color = Culoarea iluminatorului.
|
||||
laccess.controller = Controlorul unității. Dacă e controlată de procesor, returnează procesorul.\nDacă e într-o formație, returnează liderul.\nAltfel, returnează unitatea însăși.
|
||||
@@ -2500,6 +2518,7 @@ unitlocate.building = Clădirea detectată.
|
||||
unitlocate.outx = Coordonata X a obiectului detectat.
|
||||
unitlocate.outy = Coordonata Y a obiectului detectat.
|
||||
unitlocate.group = Grupul clădirilor de detectat.
|
||||
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
||||
|
||||
lenum.idle = Nu mișca, dar continuă să construiești/minezi.\nModul prestabilit.
|
||||
lenum.stop = Oprește acțiunea curentă. Nu mișca/mina/construi.
|
||||
@@ -2518,7 +2537,7 @@ lenum.payenter = Enter/land on the payload block the unit is on.
|
||||
lenum.flag = Oferă o etichetă numerică unității.
|
||||
lenum.mine = Minează din această locație.
|
||||
lenum.build = Construiește o structură.
|
||||
lenum.getblock = Obține clădirea și tipul clădirii aflate la coordonatele specificate.\nUnitatea trebuie să se afle în raza poziției.\nBlocurile solide care nu sunt clădiri vor avea tipul [accent]@solid[].
|
||||
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
|
||||
lenum.within = Verifică dacă unitatea se află în apropierea poziției.
|
||||
lenum.boost = Pornește/oprește propulsorul.
|
||||
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||
|
||||
@@ -438,6 +438,11 @@ editor.rules = Правила:
|
||||
editor.generation = Генерация:
|
||||
editor.objectives = Цели
|
||||
editor.locales = Locale Bundles
|
||||
editor.worldprocessors = World Processors
|
||||
editor.worldprocessors.editname = Edit Name
|
||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||
editor.worldprocessors.nospace = No free space to place a world processor!\nDid you fill the map with structures? Why would you do this?
|
||||
editor.worldprocessors.delete.confirm = Are you sure you want to delete this world processor?\n\nIf it is surrounded by walls, it will be replaced by an environmental wall.
|
||||
editor.ingame = Редактировать в игре
|
||||
editor.playtest = Опробовать карту
|
||||
editor.publish.workshop = Опубликовать в Мастерской
|
||||
@@ -494,6 +499,7 @@ editor.default = [lightgray]<По умолчанию>
|
||||
details = Подробности…
|
||||
edit = Редактировать…
|
||||
variables = Переменные
|
||||
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
||||
logic.globals = Built-in Variables
|
||||
editor.name = Название:
|
||||
editor.spawn = Создать боевую единицу
|
||||
@@ -582,6 +588,7 @@ filter.clear = Очистить
|
||||
filter.option.ignore = Игнорировать
|
||||
filter.scatter = Сеятель
|
||||
filter.terrain = Ландшафт
|
||||
filter.logic = Logic
|
||||
|
||||
filter.option.scale = Масштаб фильтра
|
||||
filter.option.chance = Шанс
|
||||
@@ -605,6 +612,8 @@ filter.option.floor2 = Вторая поверхность
|
||||
filter.option.threshold2 = Вторичный предельный порог
|
||||
filter.option.radius = Радиус
|
||||
filter.option.percentile = Процентиль
|
||||
filter.option.code = Code
|
||||
filter.option.loop = Loop
|
||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||
locales.applytoall = Apply Changes To All Locales
|
||||
@@ -974,6 +983,7 @@ stat.abilities = Способности
|
||||
stat.canboost = Может взлететь
|
||||
stat.flying = Летающий
|
||||
stat.ammouse = Использование боеприпасов
|
||||
stat.ammocapacity = Ammo Capacity
|
||||
stat.damagemultiplier = Множитель урона
|
||||
stat.healthmultiplier = Множитель прочности
|
||||
stat.speedmultiplier = Множитель скорости
|
||||
@@ -1099,6 +1109,7 @@ unit.items = предметов
|
||||
unit.thousands = к
|
||||
unit.millions = М
|
||||
unit.billions = кM
|
||||
unit.shots = shots
|
||||
unit.pershot = /выстрел
|
||||
category.purpose = Назначение
|
||||
category.general = Основные
|
||||
@@ -1108,6 +1119,8 @@ category.items = Предметы
|
||||
category.crafting = Ввод/вывод
|
||||
category.function = Действие
|
||||
category.optional = Дополнительные улучшения
|
||||
setting.alwaysmusic.name = Always Play Music
|
||||
setting.alwaysmusic.description = When enabled, music will always play on loop in-game.\nWhen disabled, it only plays at random intervals.
|
||||
setting.skipcoreanimation.name = Пропускать анимацию запуска/приземления ядра
|
||||
setting.landscape.name = Только альбомный (горизонтальный) режим
|
||||
setting.shadows.name = Тени
|
||||
@@ -1303,7 +1316,10 @@ rules.disableworldprocessors = Отключить мировые процесс
|
||||
rules.schematic = Разрешить схемы
|
||||
rules.wavetimer = Интервал волн
|
||||
rules.wavesending = Отправка волн
|
||||
rules.allowedit = Allow Editing Rules
|
||||
rules.allowedit.info = When enabled, the player can edit rules in-game via the button in the bottom left corner of the Pause menu.
|
||||
rules.waves = Волны
|
||||
rules.airUseSpawns = Air units use spawn points
|
||||
rules.attack = Режим атаки
|
||||
rules.buildai = ИИ строит базы
|
||||
rules.buildaitier = Уровень баз ИИ
|
||||
@@ -2333,6 +2349,7 @@ lst.getflag = Проверяет, установлен ли глобальный
|
||||
lst.setprop = Устанавливает свойство единицы или постройки.
|
||||
lst.effect = Create a particle effect.
|
||||
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
||||
lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calculated based on position.
|
||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||
@@ -2380,6 +2397,7 @@ lenum.shoot = Стрельба в определённую позицию.
|
||||
lenum.shootp = Стрельба в единицу/постройку с расчётом скорости.
|
||||
lenum.config = Конфигурация постройки, например, предмет сортировки.
|
||||
lenum.enabled = Включён ли блок.
|
||||
laccess.currentammotype = Current ammo item/liquid of a turret.
|
||||
|
||||
laccess.color = Цвет осветителя.
|
||||
laccess.controller = Командующий единицей. Если единица управляется процессором, возвращает процессор. Если в строю, возвращает командующего.\nВ противном случае возвращает саму единицу.
|
||||
@@ -2502,6 +2520,7 @@ unitlocate.building = Переменная для записи обнаруже
|
||||
unitlocate.outx = Вывод X координаты.
|
||||
unitlocate.outy = Вывод Y координаты.
|
||||
unitlocate.group = Группа построек для поиска.
|
||||
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
||||
|
||||
lenum.idle = Остановка движения, но продолжение строительства/копания.\nСостояние по умолчанию.
|
||||
lenum.stop = Остановка движения/копания/строительства.
|
||||
@@ -2520,7 +2539,7 @@ lenum.payenter = Войти/приземлиться на грузовой бл
|
||||
lenum.flag = Числовой флаг единицы.
|
||||
lenum.mine = Копание в заданной позиции.
|
||||
lenum.build = Строительство блоков.
|
||||
lenum.getblock = Распознавание блока и его типа на координатах.\nЕдиница должна находиться в пределах досягаемости.\nТвёрдые не-постройки будут иметь тип [accent]@solid[].
|
||||
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
|
||||
lenum.within = Проверка на нахождение единицы рядом с позицией.
|
||||
lenum.boost = Включение/выключение полёта.
|
||||
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||
|
||||
@@ -438,6 +438,11 @@ editor.rules = Pravila:
|
||||
editor.generation = Generisanje:
|
||||
editor.objectives = Zadaci
|
||||
editor.locales = Locale Bundles
|
||||
editor.worldprocessors = World Processors
|
||||
editor.worldprocessors.editname = Edit Name
|
||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||
editor.worldprocessors.nospace = No free space to place a world processor!\nDid you fill the map with structures? Why would you do this?
|
||||
editor.worldprocessors.delete.confirm = Are you sure you want to delete this world processor?\n\nIf it is surrounded by walls, it will be replaced by an environmental wall.
|
||||
editor.ingame = Izmeni "U Igri"
|
||||
editor.playtest = Testiranje
|
||||
editor.publish.workshop = Objavi u Radionicu
|
||||
@@ -494,6 +499,7 @@ editor.default = [lightgray]<Default>
|
||||
details = Detalji...
|
||||
edit = Izmeni...
|
||||
variables = Varijabla
|
||||
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
||||
logic.globals = Built-in Variables
|
||||
editor.name = Ime:
|
||||
editor.spawn = Prizovi Jedinicu
|
||||
@@ -582,6 +588,7 @@ filter.clear = Očisti
|
||||
filter.option.ignore = Ignoriši
|
||||
filter.scatter = Razbaci
|
||||
filter.terrain = Teren
|
||||
filter.logic = Logic
|
||||
|
||||
filter.option.scale = Razmera
|
||||
filter.option.chance = Šansa
|
||||
@@ -605,6 +612,8 @@ filter.option.floor2 = Drugi Pod
|
||||
filter.option.threshold2 = Secondary Threshold
|
||||
filter.option.radius = Radius
|
||||
filter.option.percentile = Percentile
|
||||
filter.option.code = Code
|
||||
filter.option.loop = Loop
|
||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||
locales.applytoall = Apply Changes To All Locales
|
||||
@@ -975,6 +984,7 @@ stat.abilities = Spospbnosti
|
||||
stat.canboost = Može lebdeti
|
||||
stat.flying = Leteća jedinica
|
||||
stat.ammouse = Upotreba municije
|
||||
stat.ammocapacity = Ammo Capacity
|
||||
stat.damagemultiplier = Umnožavač štete
|
||||
stat.healthmultiplier = Umnožavač izdržljivosti
|
||||
stat.speedmultiplier = Umnožavač brzine
|
||||
@@ -1101,6 +1111,7 @@ unit.items = materijali
|
||||
unit.thousands = hiljade
|
||||
unit.millions = milioni
|
||||
unit.billions = milijarde
|
||||
unit.shots = shots
|
||||
unit.pershot = /pucnju
|
||||
category.purpose = Namena
|
||||
category.general = Opšte
|
||||
@@ -1110,6 +1121,8 @@ category.items = Resursi
|
||||
category.crafting = Ulaz/izlaz
|
||||
category.function = Funkcija
|
||||
category.optional = Dotatna Poboljšanja
|
||||
setting.alwaysmusic.name = Always Play Music
|
||||
setting.alwaysmusic.description = When enabled, music will always play on loop in-game.\nWhen disabled, it only plays at random intervals.
|
||||
setting.skipcoreanimation.name = Preskoči animacije sletanja i poletanja Jezgra.
|
||||
setting.landscape.name = Zaključaj Orijentaciju
|
||||
setting.shadows.name = Senke
|
||||
@@ -1306,7 +1319,10 @@ rules.disableworldprocessors = Onesposobi Svetovne Procesore
|
||||
rules.schematic = Šeme Su Dozvoljene
|
||||
rules.wavetimer = Talasna Štoperica
|
||||
rules.wavesending = Slanje Talasa
|
||||
rules.allowedit = Allow Editing Rules
|
||||
rules.allowedit.info = When enabled, the player can edit rules in-game via the button in the bottom left corner of the Pause menu.
|
||||
rules.waves = Talasi
|
||||
rules.airUseSpawns = Air units use spawn points
|
||||
rules.attack = Mod Napada
|
||||
rules.buildai = Base Builder AI
|
||||
rules.buildaitier = Builder AI Tier
|
||||
@@ -2334,6 +2350,7 @@ lst.getflag = Check if a global flag is set.
|
||||
lst.setprop = Sets a property of a unit or building.
|
||||
lst.effect = Create a particle effect.
|
||||
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
||||
lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calculated based on position.
|
||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||
@@ -2381,6 +2398,7 @@ lenum.shoot = Ispaljuj na mestu.
|
||||
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
||||
lenum.config = Konfiguracija građevine, npr. sortirani materijal.
|
||||
lenum.enabled = Da li je ova građevina osposobljena.
|
||||
laccess.currentammotype = Current ammo item/liquid of a turret.
|
||||
|
||||
laccess.color = Boja iluminatora.
|
||||
laccess.controller = Upravljač jedinice. Ako upravljano putem procesora, šalji "processor".\nAko je upravljano u formaciji, šalji "lider".U ostalim slučajevima, šalji jedinicu za sebe.
|
||||
@@ -2503,6 +2521,7 @@ unitlocate.building = Output variable for located building.
|
||||
unitlocate.outx = Output X coordinate.
|
||||
unitlocate.outy = Output Y coordinate.
|
||||
unitlocate.group = Grupa građevina koja se traži.
|
||||
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
||||
|
||||
lenum.idle = Zaustavi kretanje, ali nastavi gradnju/iskopavanje.\nThe default state.
|
||||
lenum.stop = Zaustavi kretanje/gradnju/iskopavanje.
|
||||
@@ -2521,7 +2540,7 @@ lenum.payenter = Enter/land on the payload block the unit is on.
|
||||
lenum.flag = Numeric unit flag.
|
||||
lenum.mine = Mine at a position.
|
||||
lenum.build = Build a structure.
|
||||
lenum.getblock = Fetch a building and type at coordinates.\nUnit must be in range of position.\nSolid non-buildings will have the type [accent]@solid[].
|
||||
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
|
||||
lenum.within = Check if unit is near a position.
|
||||
lenum.boost = Start/stop boosting.
|
||||
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||
|
||||
@@ -434,6 +434,11 @@ editor.rules = Regler:
|
||||
editor.generation = Generering:
|
||||
editor.objectives = Objectives
|
||||
editor.locales = Locale Bundles
|
||||
editor.worldprocessors = World Processors
|
||||
editor.worldprocessors.editname = Edit Name
|
||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||
editor.worldprocessors.nospace = No free space to place a world processor!\nDid you fill the map with structures? Why would you do this?
|
||||
editor.worldprocessors.delete.confirm = Are you sure you want to delete this world processor?\n\nIf it is surrounded by walls, it will be replaced by an environmental wall.
|
||||
editor.ingame = Edit In-Game
|
||||
editor.playtest = Playtest
|
||||
editor.publish.workshop = Publish On Workshop
|
||||
@@ -489,6 +494,7 @@ editor.default = [lightgray]<Default>
|
||||
details = Details...
|
||||
edit = Redigera...
|
||||
variables = Vars
|
||||
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
||||
logic.globals = Built-in Variables
|
||||
editor.name = Namn:
|
||||
editor.spawn = Spawn Unit
|
||||
@@ -576,6 +582,7 @@ filter.clear = Rensa
|
||||
filter.option.ignore = Ignorera
|
||||
filter.scatter = Sprid
|
||||
filter.terrain = Terräng
|
||||
filter.logic = Logic
|
||||
filter.option.scale = Skala
|
||||
filter.option.chance = Chans
|
||||
filter.option.mag = Magnitud
|
||||
@@ -598,6 +605,8 @@ filter.option.floor2 = Secondary Floor
|
||||
filter.option.threshold2 = Secondary Threshold
|
||||
filter.option.radius = Radie
|
||||
filter.option.percentile = Percentile
|
||||
filter.option.code = Code
|
||||
filter.option.loop = Loop
|
||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||
locales.applytoall = Apply Changes To All Locales
|
||||
@@ -962,6 +971,7 @@ stat.abilities = Abilities
|
||||
stat.canboost = Can Boost
|
||||
stat.flying = Flying
|
||||
stat.ammouse = Ammo Use
|
||||
stat.ammocapacity = Ammo Capacity
|
||||
stat.damagemultiplier = Damage Multiplier
|
||||
stat.healthmultiplier = Health Multiplier
|
||||
stat.speedmultiplier = Speed Multiplier
|
||||
@@ -1088,6 +1098,7 @@ unit.items = föremål
|
||||
unit.thousands = k
|
||||
unit.millions = mil
|
||||
unit.billions = b
|
||||
unit.shots = shots
|
||||
unit.pershot = /shot
|
||||
category.purpose = Purpose
|
||||
category.general = Allmänt
|
||||
@@ -1097,6 +1108,8 @@ category.items = Föremål
|
||||
category.crafting = Inmatning/Utmatning
|
||||
category.function = Function
|
||||
category.optional = Optional Enhancements
|
||||
setting.alwaysmusic.name = Always Play Music
|
||||
setting.alwaysmusic.description = When enabled, music will always play on loop in-game.\nWhen disabled, it only plays at random intervals.
|
||||
setting.skipcoreanimation.name = Skip Core Launch/Land Animation
|
||||
setting.landscape.name = Lock Landscape
|
||||
setting.shadows.name = Skuggor
|
||||
@@ -1293,7 +1306,10 @@ rules.disableworldprocessors = Disable World Processors
|
||||
rules.schematic = Schematics Allowed
|
||||
rules.wavetimer = Vågtimer
|
||||
rules.wavesending = Wave Sending
|
||||
rules.allowedit = Allow Editing Rules
|
||||
rules.allowedit.info = When enabled, the player can edit rules in-game via the button in the bottom left corner of the Pause menu.
|
||||
rules.waves = Vågor
|
||||
rules.airUseSpawns = Air units use spawn points
|
||||
rules.attack = Attack Mode
|
||||
rules.buildai = Base Builder AI
|
||||
rules.buildaitier = Builder AI Tier
|
||||
@@ -2314,6 +2330,7 @@ lst.getflag = Check if a global flag is set.
|
||||
lst.setprop = Sets a property of a unit or building.
|
||||
lst.effect = Create a particle effect.
|
||||
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
||||
lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calculated based on position.
|
||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||
@@ -2359,6 +2376,7 @@ lenum.shoot = Shoot at a position.
|
||||
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
||||
lenum.config = Building configuration, e.g. sorter item.
|
||||
lenum.enabled = Whether the block is enabled.
|
||||
laccess.currentammotype = Current ammo item/liquid of a turret.
|
||||
laccess.color = Illuminator color.
|
||||
laccess.controller = Unit controller. If processor controlled, returns processor.\nIf in a formation, returns leader.\nOtherwise, returns the unit itself.
|
||||
laccess.dead = Whether a unit/building is dead or no longer valid.
|
||||
@@ -2465,6 +2483,7 @@ unitlocate.building = Output variable for located building.
|
||||
unitlocate.outx = Output X coordinate.
|
||||
unitlocate.outy = Output Y coordinate.
|
||||
unitlocate.group = Building group to look for.
|
||||
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
||||
lenum.idle = Don't move, but keep building/mining.\nThe default state.
|
||||
lenum.stop = Stop moving/mining/building.
|
||||
lenum.unbind = Completely disable logic control.\nResume standard AI.
|
||||
@@ -2482,7 +2501,7 @@ lenum.payenter = Enter/land on the payload block the unit is on.
|
||||
lenum.flag = Numeric unit flag.
|
||||
lenum.mine = Mine at a position.
|
||||
lenum.build = Build a structure.
|
||||
lenum.getblock = Fetch a building and type at coordinates.\nUnit must be in range of position.\nSolid non-buildings will have the type [accent]@solid[].
|
||||
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
|
||||
lenum.within = Check if unit is near a position.
|
||||
lenum.boost = Start/stop boosting.
|
||||
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||
|
||||
@@ -438,6 +438,11 @@ editor.rules = กฎ
|
||||
editor.generation = เจนเนอเรชั่น
|
||||
editor.objectives = เป้าหมาย
|
||||
editor.locales = Locale Bundles
|
||||
editor.worldprocessors = World Processors
|
||||
editor.worldprocessors.editname = Edit Name
|
||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||
editor.worldprocessors.nospace = No free space to place a world processor!\nDid you fill the map with structures? Why would you do this?
|
||||
editor.worldprocessors.delete.confirm = Are you sure you want to delete this world processor?\n\nIf it is surrounded by walls, it will be replaced by an environmental wall.
|
||||
editor.ingame = แก้ไขในเกม
|
||||
editor.playtest = เล่นทดสอบ
|
||||
editor.publish.workshop = เผยแพร่บนเวิร์กช็อป
|
||||
@@ -494,6 +499,7 @@ editor.default = [lightgray]<ค่าเริ่มต้น>
|
||||
details = รายละเอียด...
|
||||
edit = แก้ไข...
|
||||
variables = ตัวแปร
|
||||
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
||||
logic.globals = Built-in Variables
|
||||
editor.name = ชื่อ:
|
||||
editor.spawn = สร้างยูนิต
|
||||
@@ -582,6 +588,7 @@ filter.clear = เคลียร์
|
||||
filter.option.ignore = เพิกเฉย
|
||||
filter.scatter = กระจาย
|
||||
filter.terrain = พื้นผิว
|
||||
filter.logic = Logic
|
||||
|
||||
filter.option.scale = มาตราส่วน
|
||||
filter.option.chance = โอกาส
|
||||
@@ -605,6 +612,8 @@ filter.option.floor2 = พื้นชั้นสอง
|
||||
filter.option.threshold2 = เกณฑ์ชั้นสอง
|
||||
filter.option.radius = รัศมี
|
||||
filter.option.percentile = เปอร์เซ็นต์ไทล์
|
||||
filter.option.code = Code
|
||||
filter.option.loop = Loop
|
||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||
locales.applytoall = Apply Changes To All Locales
|
||||
@@ -975,6 +984,7 @@ stat.abilities = ทักษะ
|
||||
stat.canboost = บูสต์ได้
|
||||
stat.flying = บินได้
|
||||
stat.ammouse = การใช้กระสุน
|
||||
stat.ammocapacity = Ammo Capacity
|
||||
stat.damagemultiplier = พหุคูณดาเมจ
|
||||
stat.healthmultiplier = พหุคูณพลังชีวิต
|
||||
stat.speedmultiplier = พหุคูณความเร็ว
|
||||
@@ -1100,6 +1110,7 @@ unit.items = ไอเท็ม
|
||||
unit.thousands = k
|
||||
unit.millions = mil
|
||||
unit.billions = b
|
||||
unit.shots = shots
|
||||
unit.pershot = /การยิง
|
||||
category.purpose = วัตถุประสงค์
|
||||
category.general = ทั่วไป
|
||||
@@ -1109,6 +1120,8 @@ category.items = ไอเท็ม
|
||||
category.crafting = การผลิต
|
||||
category.function = ฟังค์ชั่น
|
||||
category.optional = ทางเลือกการเพิ่มประสิทธิภาพ
|
||||
setting.alwaysmusic.name = Always Play Music
|
||||
setting.alwaysmusic.description = When enabled, music will always play on loop in-game.\nWhen disabled, it only plays at random intervals.
|
||||
setting.skipcoreanimation.name = ข้ามแอนิเมชั่นการบิน/ลงจอดของแกนกลาง
|
||||
setting.landscape.name = ล็อกภูมิทัศน์แนวนอน
|
||||
setting.shadows.name = เงา
|
||||
@@ -1305,7 +1318,10 @@ rules.disableworldprocessors = ปิดการทำงานของตั
|
||||
rules.schematic = อนุญาตให้ใช้แผนผัง
|
||||
rules.wavetimer = นับถอยหลังการปล่อยคลื่น
|
||||
rules.wavesending = กดเพื่อปล่อยคลื่น
|
||||
rules.allowedit = Allow Editing Rules
|
||||
rules.allowedit.info = When enabled, the player can edit rules in-game via the button in the bottom left corner of the Pause menu.
|
||||
rules.waves = คลื่น
|
||||
rules.airUseSpawns = Air units use spawn points
|
||||
rules.attack = โหมดการโจมตี
|
||||
rules.buildai = AI สร้างฐานทัพ
|
||||
rules.buildaitier = ระดับการสร้างของ AI
|
||||
@@ -2351,6 +2367,7 @@ lst.getflag = เช็กว่าธงทั่วโลกนั้นได
|
||||
lst.setprop = ตั้งค่าคุณสมบัติของยูนิตและสิ่งก่อสร้าง
|
||||
lst.effect = Create a particle effect.
|
||||
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
||||
lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calculated based on position.
|
||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||
@@ -2398,6 +2415,7 @@ lenum.shoot = ยิงไปที่ตำแหน่งเป้าหมา
|
||||
lenum.shootp = ยิงเป้าหมายโดยมีการคำนวณการยิง
|
||||
lenum.config = การกำหนดค่าของสิ่งก่อสร้าง เช่น ไอเท็มของเครื่องคัดแยก
|
||||
lenum.enabled = ว่าบล็อกเปิดใช้งาน/ทำงานอยู่หรือเปล่า
|
||||
laccess.currentammotype = Current ammo item/liquid of a turret.
|
||||
|
||||
laccess.color = สีของตัวเปล่งแสง
|
||||
laccess.controller = ผู้ควบคุมยูนิต ถ้าผู้ควบคุมคือตัวประมวลผล จะส่งกลับค่า processor\nนอกนั้น จะส่งกลับค่าตัวยูนิตเอง
|
||||
@@ -2521,6 +2539,7 @@ unitlocate.building = ตัวแปรสิ่งก่อสร้างท
|
||||
unitlocate.outx = ตัวแปรพิกัด X
|
||||
unitlocate.outy = ตัวแปรพิกัด Y
|
||||
unitlocate.group = กลุ่มสิ่งก่อสร้างที่มองหา
|
||||
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
||||
|
||||
lenum.idle = หยุดขยับ แต่ยังคงขุด/ก่อสร้าง\nสถานะเริ่มต้นของยูนิต
|
||||
lenum.stop = หยุดขยับ/ขุด/ก่อสร้าง
|
||||
@@ -2539,7 +2558,7 @@ lenum.payenter = เข้าไป/ลงจอดบนบล็อกบร
|
||||
lenum.flag = ปักธงยูนิตเป็นหมายเลข
|
||||
lenum.mine = ขุดที่ตำแหน่งเป้าหมาย
|
||||
lenum.build = สร้างสิ่งก่อสร้าง
|
||||
lenum.getblock = ดึงข้อมูลสิ่งก่อสร้างและประเภทของสิ่งก่อสร้างที่ตำแหน่งเป้าหมาย\nยูนิตต้องอยู่ในระยะของตำแหน่ง\nบล็อกตันที่ไม่ใช่สิ่งก่อสร้างจะมีชนิดเป็น [accent]@solid[]
|
||||
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
|
||||
lenum.within = ตรวจสอบว่ายูนิตนั้นอยู่ในระยะหรือไม่
|
||||
lenum.boost = เริ่ม/หยุดการบูสต์
|
||||
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||
|
||||
@@ -434,6 +434,11 @@ editor.rules = Rules:
|
||||
editor.generation = Generation:
|
||||
editor.objectives = Objectives
|
||||
editor.locales = Locale Bundles
|
||||
editor.worldprocessors = World Processors
|
||||
editor.worldprocessors.editname = Edit Name
|
||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||
editor.worldprocessors.nospace = No free space to place a world processor!\nDid you fill the map with structures? Why would you do this?
|
||||
editor.worldprocessors.delete.confirm = Are you sure you want to delete this world processor?\n\nIf it is surrounded by walls, it will be replaced by an environmental wall.
|
||||
editor.ingame = Edit In-Game
|
||||
editor.playtest = Playtest
|
||||
editor.publish.workshop = Publish On Workshop
|
||||
@@ -489,6 +494,7 @@ editor.default = [lightgray]<Default>
|
||||
details = Details...
|
||||
edit = Edit...
|
||||
variables = Vars
|
||||
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
||||
logic.globals = Built-in Variables
|
||||
editor.name = isim:
|
||||
editor.spawn = Spawn Unit
|
||||
@@ -576,6 +582,7 @@ filter.clear = Clear
|
||||
filter.option.ignore = Ignore
|
||||
filter.scatter = Scatter
|
||||
filter.terrain = Terrain
|
||||
filter.logic = Logic
|
||||
filter.option.scale = Scale
|
||||
filter.option.chance = Chance
|
||||
filter.option.mag = Magnitude
|
||||
@@ -598,6 +605,8 @@ filter.option.floor2 = Secondary Floor
|
||||
filter.option.threshold2 = Secondary Threshold
|
||||
filter.option.radius = Radius
|
||||
filter.option.percentile = Percentile
|
||||
filter.option.code = Code
|
||||
filter.option.loop = Loop
|
||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||
locales.applytoall = Apply Changes To All Locales
|
||||
@@ -962,6 +971,7 @@ stat.abilities = Abilities
|
||||
stat.canboost = Can Boost
|
||||
stat.flying = Flying
|
||||
stat.ammouse = Ammo Use
|
||||
stat.ammocapacity = Ammo Capacity
|
||||
stat.damagemultiplier = Damage Multiplier
|
||||
stat.healthmultiplier = Health Multiplier
|
||||
stat.speedmultiplier = Speed Multiplier
|
||||
@@ -1088,6 +1098,7 @@ unit.items = esya
|
||||
unit.thousands = k
|
||||
unit.millions = mil
|
||||
unit.billions = b
|
||||
unit.shots = shots
|
||||
unit.pershot = /shot
|
||||
category.purpose = Purpose
|
||||
category.general = General
|
||||
@@ -1097,6 +1108,8 @@ category.items = esyalar
|
||||
category.crafting = uretim
|
||||
category.function = Function
|
||||
category.optional = Optional Enhancements
|
||||
setting.alwaysmusic.name = Always Play Music
|
||||
setting.alwaysmusic.description = When enabled, music will always play on loop in-game.\nWhen disabled, it only plays at random intervals.
|
||||
setting.skipcoreanimation.name = Skip Core Launch/Land Animation
|
||||
setting.landscape.name = Lock Landscape
|
||||
setting.shadows.name = Shadows
|
||||
@@ -1293,7 +1306,10 @@ rules.disableworldprocessors = Disable World Processors
|
||||
rules.schematic = Schematics Allowed
|
||||
rules.wavetimer = Wave Timer
|
||||
rules.wavesending = Wave Sending
|
||||
rules.allowedit = Allow Editing Rules
|
||||
rules.allowedit.info = When enabled, the player can edit rules in-game via the button in the bottom left corner of the Pause menu.
|
||||
rules.waves = Waves
|
||||
rules.airUseSpawns = Air units use spawn points
|
||||
rules.attack = Attack Mode
|
||||
rules.buildai = Base Builder AI
|
||||
rules.buildaitier = Builder AI Tier
|
||||
@@ -2314,6 +2330,7 @@ lst.getflag = Check if a global flag is set.
|
||||
lst.setprop = Sets a property of a unit or building.
|
||||
lst.effect = Create a particle effect.
|
||||
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
||||
lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calculated based on position.
|
||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||
@@ -2359,6 +2376,7 @@ lenum.shoot = Shoot at a position.
|
||||
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
||||
lenum.config = Building configuration, e.g. sorter item.
|
||||
lenum.enabled = Whether the block is enabled.
|
||||
laccess.currentammotype = Current ammo item/liquid of a turret.
|
||||
laccess.color = Illuminator color.
|
||||
laccess.controller = Unit controller. If processor controlled, returns processor.\nIf in a formation, returns leader.\nOtherwise, returns the unit itself.
|
||||
laccess.dead = Whether a unit/building is dead or no longer valid.
|
||||
@@ -2465,6 +2483,7 @@ unitlocate.building = Output variable for located building.
|
||||
unitlocate.outx = Output X coordinate.
|
||||
unitlocate.outy = Output Y coordinate.
|
||||
unitlocate.group = Building group to look for.
|
||||
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
||||
lenum.idle = Don't move, but keep building/mining.\nThe default state.
|
||||
lenum.stop = Stop moving/mining/building.
|
||||
lenum.unbind = Completely disable logic control.\nResume standard AI.
|
||||
@@ -2482,7 +2501,7 @@ lenum.payenter = Enter/land on the payload block the unit is on.
|
||||
lenum.flag = Numeric unit flag.
|
||||
lenum.mine = Mine at a position.
|
||||
lenum.build = Build a structure.
|
||||
lenum.getblock = Fetch a building and type at coordinates.\nUnit must be in range of position.\nSolid non-buildings will have the type [accent]@solid[].
|
||||
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
|
||||
lenum.within = Check if unit is near a position.
|
||||
lenum.boost = Start/stop boosting.
|
||||
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||
|
||||
@@ -2,16 +2,16 @@ credits.text = [royal]Anuken[] tarafından yapıldı - [sky]anukendev@gmail.com[
|
||||
credits = Jenerik
|
||||
contributors = Çevirmenler ve Katkıda Bulunanlar
|
||||
discord = Mindustry'nin Discord sunucusuna Katıl!
|
||||
link.discord.description = Resmi Mindustry Discord sunucusu
|
||||
link.discord.description = Resmî Mindustry Discord sunucusu
|
||||
link.reddit.description = Mindustry subreddit'i
|
||||
link.github.description = Oyun Kaynak Kodu
|
||||
link.changelog.description = Güncelleme değişikliklerinin listesi
|
||||
link.dev-builds.description = Dengesiz Oyun Sürümleri
|
||||
link.trello.description = Planlanan özellikler için resmi Trello Sayfası
|
||||
link.trello.description = Planlanan özellikler için resmî Trello Sayfası
|
||||
link.itch.io.description = itch.io sayfası
|
||||
link.google-play.description = Google Play mağaza sayfası
|
||||
link.f-droid.description = F-Droid kataloğu
|
||||
link.wiki.description = Resmi Mindustry wikisi
|
||||
link.wiki.description = Resmî Mindustry wikisi
|
||||
link.suggestions.description = Yeni özellikler öner
|
||||
link.bug.description = Hata mı buldun? Hemen şikayet et!
|
||||
linkopen = Bu Server sana bir link gönderdi. Açmak istediğine emin misin?\n\n[sky]{0}
|
||||
@@ -33,7 +33,7 @@ load.content = İçerik
|
||||
load.system = Sistem
|
||||
load.mod = Modlar
|
||||
load.scripts = Betikler
|
||||
|
||||
#the_pawsy tamam be, update atıyom... -RT
|
||||
be.update = Yeni bir erken erişim sürümü var:
|
||||
be.update.confirm = İndirip yeniden başlatılsın mı?
|
||||
be.updating = Yeni sürüm yükleniyor...
|
||||
@@ -57,7 +57,7 @@ mods.browser.sortstars = Yıldıza göre Sırala
|
||||
schematic = Şema
|
||||
schematic.add = Şemayı Kaydet...
|
||||
schematics = Şemalar
|
||||
schematic.search = Search schematics...
|
||||
schematic.search = Şema Arat...
|
||||
schematic.replace = Aynı isimde bir şema zaten var. Üzerine yazılsın mı?
|
||||
schematic.exists = Aynı isimde bir şema zaten var.
|
||||
schematic.import = Şemayı İçeri Aktar
|
||||
@@ -70,7 +70,7 @@ schematic.shareworkshop = Atölyede paylaş
|
||||
schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Şemayı döndür
|
||||
schematic.saved = Şema Kaydedildi.
|
||||
schematic.delete.confirm = Bu şema tamamen silinecek.
|
||||
schematic.edit = Edit Schematic
|
||||
schematic.edit = Şemayı Düzenle
|
||||
schematic.info = {0}x{1}, {2} blok
|
||||
schematic.disabled = [scarlet]Şema devre dışı bırakıldı[]\nBu şemayı [accent]bu haritada[] veya [accent]server'da kullanma iznin yok.
|
||||
schematic.tags = Etiketler:
|
||||
@@ -79,7 +79,7 @@ schematic.addtag = Etiket Ekle
|
||||
schematic.texttag = Yazı Etiketi
|
||||
schematic.icontag = İkon Etiketi
|
||||
schematic.renametag = Etiketi Yeniden Adlandır
|
||||
schematic.tagged = {0} tagged
|
||||
schematic.tagged = {0} etiketli
|
||||
schematic.tagdelconfirm = Bu Etiketi Silmek istediğine emin misin?
|
||||
schematic.tagexists = Böyle bir Etiket zaten var.
|
||||
|
||||
@@ -112,7 +112,7 @@ none.inmap = [lightgray]<Haritada Bulunamadı>
|
||||
minimap = Harita
|
||||
position = Konum
|
||||
close = Kapat
|
||||
website = Web sitesi
|
||||
website = Websitesi
|
||||
quit = Çık
|
||||
save.quit = Kaydet & Çık
|
||||
maps = Haritalar
|
||||
@@ -151,10 +151,10 @@ mod.incompatiblemod = [red]Sürüm Uyuşmazlığı
|
||||
mod.blacklisted = [red]Desteklenmeyen Sürüm
|
||||
mod.unmetdependencies = [red]Uyuşmayan Modlar.
|
||||
mod.erroredcontent = [scarlet]İçerik hatası.
|
||||
mod.circulardependencies = [red]Circular Dependencies
|
||||
mod.incompletedependencies = [red]Incomplete Dependencies
|
||||
mod.circulardependencies = [red]Döngüsel Bağımlılıklar
|
||||
mod.incompletedependencies = [red]Eksik Bağımlılıklar
|
||||
mod.requiresversion.details = [accent]{0}[] oyun sürümü gerekiyor.\nSürümün eski. Bu mod, çalışmak için oyunun daha yeni bir sürümünü gerektiriyor (büyük ihtimal alpha/beta).
|
||||
mod.outdatedv7.details = Bu mod, oyunun en son sürümüyle uyumsuz. Modun yapmıcısının [accent]mod.json[] dosyasına, [accent]minGameVersion: 136[] eklemesi gerekiyor.
|
||||
mod.outdatedv7.details = Bu mod, oyunun en son sürümüyle uyumsuz. Modun yapmıcısının [accent]mod.json[] dosyasına, [accent]minGameVersion: 146[] eklemesi gerekiyor.
|
||||
mod.blacklisted.details = Bu mod, oyunun bu sürümüyle hata verdiğinden veya başka sorunlar ötürü kara listeye alınmıştır. [#ff]KULLANMAYINIZ!
|
||||
mod.missingdependencies.details = Bu Mod, şu ek modları gerektiriyor: {0}
|
||||
mod.erroredcontent.details = Bu mod yüklenirken hata veriyor, yapımcıdan hataları düzeltmesini isteyin.
|
||||
@@ -171,7 +171,7 @@ mod.import.file = Dosya İçeri Aktar
|
||||
mod.import.github = GitHub Modu İçeri Aktar
|
||||
mod.jarwarn = [scarlet]Java modları doğası gereği güvenli değildir.[]\nBu modu güvenilir bir kaynaktan içeri aktardığına emin ol!
|
||||
mod.item.remove = Bu eşya[accent] '{0}'[] modunun bir parçası. Kaldırmak için modu silebilirsiniz.
|
||||
mod.remove.confirm = Bu mod silinecek.
|
||||
mod.remove.confirm = Bu mod silinecek
|
||||
mod.author = [lightgray]Yayıncı:[] {0}
|
||||
mod.missing = Bu kayıt yakın zamanda güncellediğiniz ya da artık yüklü olmayan modlar içermekte. Kayıt bozulmaları yaşanabilir. Kaydı yüklemek istediğinizden emin misiniz?\n[lightgray]Modlar:\n{0}
|
||||
mod.preview.missing = Bu modu atölyede yayınlamadan önce bir resim önizlemesi eklemelisiniz.\nMod dosyasına [accent]preview.png[] adlı bir resim yerleştirin ve tekrar deneyin.
|
||||
@@ -189,9 +189,9 @@ unlocked = Yeni içerik açıldı!
|
||||
available = Yeni Araştırma Mümkün!
|
||||
unlock.incampaign = < Detaylar için Mücadelede Araştır >
|
||||
campaign.select = Başlangıç Mücadelesi Seç
|
||||
campaign.none = [lightgray]Başlamak için bir gezegen seç.\nBu herhangi bir zamanda değiştirlebilir.
|
||||
campaign.erekir = Daha yeni ve cilalanmış içerikler. Genellikle stabil ilerleme.\n\nDaha kaliteli haritalar ve deneyim.
|
||||
campaign.serpulo = Eski içerik; klasik deneyim. Daha serbest.\n\nDaha dengesiz harita ve deneyim. Cilayı unutmuşlar.
|
||||
campaign.none = [lightgray]Başlamak için bir gezegen seç.\nBu seçim herhangi bir zamanda değiştirlebilir.
|
||||
campaign.erekir = Daha yeni ve cilalanmış içerikler. Genellikle kararlı ilerleme.\n\nDaha kaliteli haritalar ve deneyim (herhalde).
|
||||
campaign.serpulo = Eski içerik; klasik deneyim. Daha serbest.\n\nDaha dengesiz harita ve deneyim. Cilayı unutmuşlar işte...
|
||||
completed = [accent]Tamamlandı
|
||||
techtree = Teknoloji Ağacı
|
||||
techtree.select = Teknoloji Ağacı Seç
|
||||
@@ -221,7 +221,7 @@ server.kicked.recentKick = Yakın bir zamanda bir sunucudan atıldın.\nBağlanm
|
||||
server.kicked.nameInUse = Sunucuda zaten o isimde biri var.
|
||||
server.kicked.nameEmpty = Seçtiğin isim geçersiz.
|
||||
server.kicked.idInUse = Zaten bu sunucudasın! İki hesapla bir sunucuya bağlanamazsın.
|
||||
server.kicked.customClient = Bu sunucu özel sürümleri kabul etmiyor. Resmi bir sürüm indir.
|
||||
server.kicked.customClient = Bu sunucu özel sürümleri kabul etmiyor. Resmî bir sürüm indir.
|
||||
server.kicked.gameover = Oyun bitti!
|
||||
server.kicked.serverRestarting = Sunucu yeniden başlatılıyor...
|
||||
server.versions = Kullandığın Sürüm:[accent] {0}[]\nSunucunun Sürümü:[accent] {1}[]
|
||||
@@ -302,11 +302,11 @@ server.invalidport = Geçersiz port sayısı!
|
||||
server.error = [crimson]Sunucu kurulamadı: [accent]{0}
|
||||
save.new = Yeni kayıt
|
||||
save.overwrite = Bu kaydın üstüne yazmak istediğine\nemin misin?
|
||||
save.nocampaign = Individual save files from the campaign cannot be imported.
|
||||
save.nocampaign = Mücadeleden tek bir kayıt yüklenemez.
|
||||
overwrite = Üstüne yaz
|
||||
save.none = Kayıt bulunamadı!
|
||||
savefail = Oyun kaydedilemedi!
|
||||
save.delete.confirm = Bu kaydı silmek istediğine emin misin?
|
||||
save.delete.confirm = Bu kaydı silmek istediğine gerçekten emin misin?
|
||||
save.delete = Sil
|
||||
save.export = Kaydı Dışa Aktar
|
||||
save.import.invalid = [accent]Bu kayıt geçersiz!
|
||||
@@ -340,14 +340,14 @@ open = Aç
|
||||
customize = Kuralları Özelleştir
|
||||
cancel = İptal
|
||||
command = Komuta Modu
|
||||
command.queue = [lightgray][Queuing]
|
||||
command.queue = [lightgray][Sıralanıyor]
|
||||
command.mine = Kaz
|
||||
command.repair = Tamir Et
|
||||
command.rebuild = Yeniden İnşaa Et
|
||||
command.assist = Oyuncuya Yardım Et
|
||||
command.move = Hareket Et
|
||||
command.boost = Boost
|
||||
command.enterPayload = Enter Payload Block
|
||||
command.boost = Gazla
|
||||
command.enterPayload = Kargo Bloğu Seç
|
||||
command.loadUnits = Birim Yükle
|
||||
command.loadBlocks = Blok Yükle
|
||||
command.unloadPayload = Birim Bırak
|
||||
@@ -383,17 +383,17 @@ resumebuilding = [scarlet][[{0}][] İnşaata devam et
|
||||
enablebuilding = [scarlet][[{0}][] İnşa Etmeyi Başlat
|
||||
showui = Arayüz Kapalı.\nAçmak için [accent][[{0}][] bas.
|
||||
commandmode.name = [accent]Komuta Modu
|
||||
commandmode.nounits = [no units]
|
||||
commandmode.nounits = [birim yok]
|
||||
wave = [accent]Dalga {0}
|
||||
wave.cap = [accent]Dalga {0}/{1}
|
||||
wave.waiting = [lightgray]{0} saniye içinde dalga başlayacak
|
||||
wave.waveInProgress = [lightgray]Dalga gerçekleşiyor
|
||||
waiting = [lightgray]Bekleniliyor...
|
||||
waiting.players = Oyuncular bekleniliyor...
|
||||
wave.enemies = [lightgray]{0} Tane Düşman Kaldı
|
||||
wave.enemies = [lightgray]{0} tane Düşman Kaldı
|
||||
wave.enemycores = [accent]{0}[lightgray] Düşman Merkezler
|
||||
wave.enemycore = [accent]{0}[lightgray] Düşman Merkez
|
||||
wave.enemy = [lightgray]{0} Tane Düşman Kaldı
|
||||
wave.enemy = [lightgray]{0} tane Düşman Kaldı
|
||||
wave.guardianwarn = [accent]{0}[] dalga sonra gardiyan yaklaşıyor.
|
||||
wave.guardianwarn.one = [accent]{0}[] dalga sonra gardiyan yaklaşıyor.
|
||||
loadimage = Resim Aç
|
||||
@@ -437,7 +437,12 @@ editor.waves = Dalgalar:
|
||||
editor.rules = Kurallar:
|
||||
editor.generation = Oluşum:
|
||||
editor.objectives = Görevler:
|
||||
editor.locales = Locale Bundles
|
||||
editor.locales = Yerel Paketler
|
||||
editor.worldprocessors = Evrensel İşlemciler
|
||||
editor.worldprocessors.editname = İsmi Değiştir
|
||||
editor.worldprocessors.none = [lightgray]Evrensel İşlemci bulunamadı!\nEditörden bu muazzam bloğu ekle veya şu düğmeye bas: \ue813 Ekle
|
||||
editor.worldprocessors.nospace = Evrensel İşlemci koycak yer yok!\nCidden tüm mapi binalarla mı doldurdun? Oyunun kasmıyor mu? İşsiz misin? Harbi NPC...
|
||||
editor.worldprocessors.delete.confirm = Bu Evrensel İşlemciyi silmek istediğine emin misin?\n\nEğer etrafında duvar varsa doğal bir duvarla yer değiştiricek.
|
||||
editor.ingame = Oyun içinde düzenle
|
||||
editor.playtest = Test Et
|
||||
editor.publish.workshop = Atölyede Yayınla
|
||||
@@ -469,7 +474,7 @@ waves.max = maks birim
|
||||
waves.guardian = Gardiyan
|
||||
waves.preview = Önizleme
|
||||
waves.edit = Düzenle...
|
||||
waves.random = Random
|
||||
waves.random = Rastgele
|
||||
waves.copy = Panodan kopyala
|
||||
waves.load = Panodan yükle
|
||||
waves.invalid = Panoda geçersiz dalga sayısı var.
|
||||
@@ -480,8 +485,8 @@ waves.sort.reverse = Ters Sırala
|
||||
waves.sort.begin = Başla
|
||||
waves.sort.health = Can
|
||||
waves.sort.type = Tür
|
||||
waves.search = Search waves...
|
||||
waves.filter = Unit Filter
|
||||
waves.search = Dalga ara...
|
||||
waves.filter = Birim Filtresi
|
||||
waves.units.hide = Hepsini Gizle
|
||||
waves.units.show = Hepsini Göster
|
||||
|
||||
@@ -494,7 +499,8 @@ editor.default = [lightgray]<Varsayılan>
|
||||
details = Detaylar...
|
||||
edit = Düzenle...
|
||||
variables = Değişkenler
|
||||
logic.globals = Built-in Variables
|
||||
logic.clear.confirm = Bu işlemcideki tüm kodu silmek istediğine emin misin?
|
||||
logic.globals = Yerleşik Değişkenler
|
||||
editor.name = İsim:
|
||||
editor.spawn = Birim Oluştur
|
||||
editor.removeunit = Birim Kaldır
|
||||
@@ -506,7 +512,7 @@ editor.errorlegacy = Bu harita çok eski ve artık desteklenmeyen bir legacy har
|
||||
editor.errornot = Bu bir harita dosyası değil.
|
||||
editor.errorheader = Bu harita dosyası geçerli değil ya da bozuk.
|
||||
editor.errorname = Haritanın ismi yok!?! Bir kayıt dosyası mı yüklemeye çalışıyorsunuz?
|
||||
editor.errorlocales = Error reading invalid locale bundles.
|
||||
editor.errorlocales = Yerel Paketleri okurkan hata oluştu.
|
||||
editor.update = Güncelle
|
||||
editor.randomize = Rastgele Yap
|
||||
editor.moveup = Yukarı Kaydır
|
||||
@@ -518,7 +524,7 @@ editor.sectorgenerate = Sektör Oluştur
|
||||
editor.resize = Yeniden Boyutlandır
|
||||
editor.loadmap = Harita Yükle
|
||||
editor.savemap = Haritayı Kaydet
|
||||
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
|
||||
editor.savechanges = [scarlet]Kaydedilmemiş değişiklerin var!\n\n[]Onları kaydetsen mi acaba?
|
||||
editor.saved = Kaydedildi!
|
||||
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.
|
||||
@@ -557,14 +563,14 @@ toolmode.eraseores = Maden Sil
|
||||
toolmode.eraseores.description = Sadece madenleri siler..
|
||||
toolmode.fillteams = Takımları Doldur
|
||||
toolmode.fillteams.description = Bloklar yerine takımları doldurur.
|
||||
toolmode.fillerase = Fill Erase
|
||||
toolmode.fillerase.description = Erase blocks of the same type.
|
||||
toolmode.fillerase = Doldurarak Sil
|
||||
toolmode.fillerase.description = Anyı tip blokları sil.
|
||||
toolmode.drawteams = Takım Çiz
|
||||
toolmode.drawteams.description = Bloklar yerine takımları çizer..
|
||||
toolmode.underliquid = Sıvı Altı
|
||||
toolmode.underliquid.description = Sıvıların altına zemin koyma.
|
||||
|
||||
filters.empty = [lightgray]Hiç filtre yok! Aşağıdaki düğmelerle bir adet ekleyin.
|
||||
filters.empty = [lightgray]Hiç filtre yok! Aşağıdaki düğmelerle bir adet ekle.
|
||||
|
||||
filter.distort = Çarpıt
|
||||
filter.noise = Gürültü
|
||||
@@ -582,6 +588,7 @@ filter.clear = Temizle
|
||||
filter.option.ignore = Yoksay
|
||||
filter.scatter = Saç
|
||||
filter.terrain = Arazi
|
||||
filter.logic = Mantık
|
||||
|
||||
filter.option.scale = Ölçek
|
||||
filter.option.chance = Şans
|
||||
@@ -605,23 +612,25 @@ filter.option.floor2 = İkincil Duvar
|
||||
filter.option.threshold2 = İkincil Eşik
|
||||
filter.option.radius = Yarıçap
|
||||
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: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||
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
|
||||
filter.option.code = Kod
|
||||
filter.option.loop = Döngü
|
||||
locales.info = Buraya oyun içi kullanmak için yerel dil paketleri yükleyebilirsin. Yerel dil paketlerinde her değişkenin bir ismi ve değeri var. Bu değişkenler Evrensel İşlemciler ve Görevler tarafından okunabilir. Yazı formatlanabilir.\n\n[cyan]Örnek:\n[]name: [accent]zamanlayıcı[]\ndeğer: [accent]Örnek zamanlayıcı, kalan zaman: {0}[]\n\n[cyan]Kullanım:\n[]Görev yazısı olarak ayarla: [accent]@zamanlayıcı\n\n[]Evrensel İşlemciye yaz:\n[accent]localeprint "zamanlayıcı"\nformat zaman\n[gray](zaman başka hesaplanan bir değişken)
|
||||
locales.deletelocale = Bu yerel dil paketini silmek istediğine emin misin?
|
||||
locales.applytoall = Değişiklikleri TÜM yerel paketlere uygula
|
||||
locales.addtoother = Başka yerel paket ekle
|
||||
locales.rollback = En sonki değişikliğe geri al
|
||||
locales.filter = Özellik Filtresi
|
||||
locales.searchname = İsim arat...
|
||||
locales.searchvalue = Değer arat...
|
||||
locales.searchlocale = Yerel Paket arat...
|
||||
locales.byname = İsme göre
|
||||
locales.byvalue = Değere göre
|
||||
locales.showcorrect = Tüm yerel paketlerde bulunan ve her yerde olan değerleri her yerde göster
|
||||
locales.showmissing = Bazı yerel paketlerde eksik olan değerleri göster
|
||||
locales.showsame = Başka yerel paketlerde aynı isme sahip değerleri göster
|
||||
locales.viewproperty = Tüm yerel paketlerde göster
|
||||
locales.viewing = Görünüm tipi "{0}"
|
||||
locales.addicon = İkon ekle
|
||||
|
||||
width = En:
|
||||
height = Boy:
|
||||
@@ -675,11 +684,11 @@ marker.shapetext.name = Şekilli Yazı
|
||||
marker.point.name = Point
|
||||
marker.shape.name = Şekil
|
||||
marker.text.name = Yazı
|
||||
marker.line.name = Line
|
||||
marker.quad.name = Quad
|
||||
marker.texture.name = Texture
|
||||
marker.background = Arkaplan
|
||||
marker.outline = Anahat
|
||||
marker.line.name = Hat
|
||||
marker.quad.name = Dörtlü
|
||||
marker.texture.name = Doku
|
||||
marker.background = Arka Plan
|
||||
marker.outline = Ana Hat
|
||||
objective.research = [accent]Araştır:\n[]{0}[lightgray]{1}
|
||||
objective.produce = [accent]Üret:\n[]{0}[lightgray]{1}
|
||||
objective.destroyblock = [accent]Yok Et:\n[]{0}[lightgray]{1}
|
||||
@@ -761,8 +770,8 @@ sector.curlost = Sektör Kaybedildi
|
||||
sector.missingresources = [scarlet]Yetersiz Merkez Kaynakları
|
||||
sector.attacked = Sektör [accent]{0}[white] saldırı altında!
|
||||
sector.lost = Sektör [accent]{0}[white] kaybedildi!
|
||||
sector.capture = Sector [accent]{0}[white]Captured!
|
||||
sector.capture.current = Sector Captured!
|
||||
sector.capture = Sektör [accent]{0}[white]Ele geçirildi!
|
||||
sector.capture.current = Sektör Ele geçirildi!
|
||||
sector.changeicon = İkon Değiştir
|
||||
sector.noswitch.title = Sektör Değiştirilemiyor
|
||||
sector.noswitch = Bir Sektör saldırı altındayken başka bir sektöre geçemezsin.\n\nSektör: [accent]{1}[] deki [accent]{0}[]
|
||||
@@ -819,7 +828,7 @@ sector.coastline.description = Bu bölgede denizel birim teknoloji kalıntılar
|
||||
sector.navalFortress.description = Düşman bu uzak adaya doğal olarak korunan bir üs kurmuş. Bu üssü yok et. Onların gelişmiş savaş gemisi teknolojilerini elde et ve araştır.
|
||||
sector.onset.name = Yeni Başlangıç
|
||||
sector.aegis.name = Siper
|
||||
sector.lake.name = Göletcik
|
||||
sector.lake.name = Göletçik
|
||||
sector.intersect.name = Kesişim
|
||||
sector.atlas.name = Atlas
|
||||
sector.split.name = Ayrılım
|
||||
@@ -865,7 +874,7 @@ status.overdrive.name = Yüksek Hızlı
|
||||
status.overclock.name = Hızlandırlımış
|
||||
status.shocked.name = Çarpılmış
|
||||
status.blasted.name = Patlatılmış
|
||||
status.unmoving.name = Sabit
|
||||
status.unmoving.name = Sabitlenmiş
|
||||
status.boss.name = Gardiyan
|
||||
|
||||
settings.language = Dil
|
||||
@@ -877,7 +886,7 @@ settings.controls = Kontroller
|
||||
settings.game = Oyun
|
||||
settings.sound = Ses
|
||||
settings.graphics = Grafikler
|
||||
settings.cleardata = Tüm Oyun Verisini Sil
|
||||
settings.cleardata = ⚠ Tüm Oyun Verisini Sil ⚠
|
||||
settings.clear.confirm = Verileri silmek istediğinizden emin misiniz?\nBu işlemi geri alamazsınız!
|
||||
settings.clearall.confirm = [scarlet]Uyarı![]\nBu işlem kayıtlar, haritalar açılan bloklar ve tuş atamaları dahil bütün verileri silecektir.\n"Tamam" tuşuna bastığınızda bütün verileriniz silinecek ve oyun kapanacaktır.
|
||||
settings.clearsaves.confirm = Tüm kayıtlarınızı silmek istediğinizden emin misiniz?
|
||||
@@ -961,7 +970,7 @@ stat.flammability = Yanıcılık
|
||||
stat.radioactivity = Radyoaktivite
|
||||
stat.charge = Elektrik Yükü
|
||||
stat.heatcapacity = Isı Kapasitesi
|
||||
stat.viscosity = Viskosite
|
||||
stat.viscosity = Viskozite
|
||||
stat.temperature = Sıcaklık
|
||||
stat.speed = Hız
|
||||
stat.buildspeed = İnşa Hızı
|
||||
@@ -969,9 +978,10 @@ stat.minespeed = Kazı Hızı
|
||||
stat.minetier = Kazı Seviyesi
|
||||
stat.payloadcapacity = Yük Kapasitesi
|
||||
stat.abilities = Kabiliyetler
|
||||
stat.canboost = İstekli Uçabilir
|
||||
stat.canboost = Gazlayabilir
|
||||
stat.flying = Uçuyor
|
||||
stat.ammouse = Mermi Kullanıyor
|
||||
stat.ammocapacity = Mermi Kapasitesi
|
||||
stat.damagemultiplier = Hasar Çarpanı
|
||||
stat.healthmultiplier = Can Çarpanı
|
||||
stat.speedmultiplier = Hız Çarpanı
|
||||
@@ -982,46 +992,46 @@ stat.immunities = Bağışıklıklar
|
||||
stat.healing = Tamir Eder
|
||||
|
||||
ability.forcefield = Güç Kalkanı
|
||||
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||
ability.forcefield.description = Mermilere karşı bir güç kalkanı açar
|
||||
ability.repairfield = Onarma Alanı
|
||||
ability.repairfield.description = Repairs nearby units
|
||||
ability.repairfield.description = Etraftaki birimleri tamir eder
|
||||
ability.statusfield = Hızlandırma Alanı
|
||||
ability.statusfield.description = Applies a status effect to nearby units
|
||||
ability.statusfield.description = Etraftaki birimlere efekt uygular
|
||||
ability.unitspawn = Birliği Fabrikası
|
||||
ability.unitspawn.description = Constructs units
|
||||
ability.unitspawn.description = Birim inşaa eder
|
||||
ability.shieldregenfield = Kalkan Yenileme Alanı
|
||||
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||
ability.shieldregenfield.description = Yakındaki birimlerin kalkanını yeniler
|
||||
ability.movelightning = Hareket Enerjisi
|
||||
ability.movelightning.description = Releases lightning while moving
|
||||
ability.armorplate = Armor Plate
|
||||
ability.armorplate.description = Reduces damage taken while shooting
|
||||
ability.movelightning.description = Hareket ederken yıldırım yardırır
|
||||
ability.armorplate = Zırh Plakası
|
||||
ability.armorplate.description = Ateş ederken alınan hasarı azaltır
|
||||
ability.shieldarc = Ark Kalkanı
|
||||
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||
ability.shieldarc.description = Mermileri bloklayan bir arc ışını atar
|
||||
ability.suppressionfield = Tamir Engelleme Alanı
|
||||
ability.suppressionfield.description = Stops nearby repair buildings
|
||||
ability.suppressionfield.description = Yakındaki tamircileri durdurur
|
||||
ability.energyfield = Güç Kalkanı
|
||||
ability.energyfield.description = Zaps nearby enemies
|
||||
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||
ability.energyfield.description = Yakındaki düşmanları şoklar
|
||||
ability.energyfield.healdescription = Yakındaki düşmanları şoklar, dostları tamir eder
|
||||
ability.regen = Yenilenme
|
||||
ability.regen.description = Regenerates own health over time
|
||||
ability.liquidregen = Liquid Absorption
|
||||
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||
ability.spawndeath = Death Spawns
|
||||
ability.spawndeath.description = Releases units on death
|
||||
ability.liquidexplode = Death Spillage
|
||||
ability.liquidexplode.description = Spills liquid on death
|
||||
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||
ability.regen.description = Kendi canını zamanla tamir eder
|
||||
ability.liquidregen = Sıvı Emme
|
||||
ability.liquidregen.description = Kendini tamir etmek için sıvı emer
|
||||
ability.spawndeath = Son Bağırış
|
||||
ability.spawndeath.description = Öldüğünde birim salar
|
||||
ability.liquidexplode = Son İsyan
|
||||
ability.liquidexplode.description = Ölürken sıvı fışkırtır
|
||||
ability.stat.firingrate = [stat]{0}/sn[lightgray] ateş hızı
|
||||
ability.stat.regen = [stat]{0}[lightgray] can/sn
|
||||
ability.stat.shield = [stat]{0}[lightgray] kalkan
|
||||
ability.stat.repairspeed = [stat]{0}/sn[lightgray] tamir hızı
|
||||
ability.stat.slurpheal = [stat]{0}[lightgray] can/sıvı miktarı
|
||||
ability.stat.cooldown = [stat]{0} sn[lightgray] bekleme süresi
|
||||
ability.stat.maxtargets = [stat]{0}[lightgray] maks hedef
|
||||
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] aynı tamir miktarı
|
||||
ability.stat.damagereduction = [stat]{0}%[lightgray] hasar indüksiyonu
|
||||
ability.stat.minspeed = [stat]{0} blok/sn[lightgray] min hız
|
||||
ability.stat.duration = [stat]{0} sn[lightgray] süre
|
||||
ability.stat.buildtime = [stat]{0} sn[lightgray] inşa süresi
|
||||
bar.onlycoredeposit = Sadece Merkeze Aktarım Mümkün
|
||||
|
||||
bar.drilltierreq = Daha Güçlü Matkap Gerekli
|
||||
@@ -1061,9 +1071,9 @@ bullet.splashdamage = [stat]{0} [lightgray]alan hasarı ~[stat] {1} [lightgray]k
|
||||
bullet.incendiary = [stat]yakıcı
|
||||
bullet.homing = [stat]güdümlü
|
||||
bullet.armorpierce = [stat]zırh delici
|
||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
||||
bullet.suppression = [stat]{0} sec[lightgray] tamir bastırması ~ [stat]{1}[lightgray] karolar
|
||||
bullet.interval = [stat]{0}/sec[lightgray] ara mermiler:
|
||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] hasar limiti
|
||||
bullet.suppression = [stat]{0} sn[lightgray] tamir bastırması ~ [stat]{1}[lightgray] karolar
|
||||
bullet.interval = [stat]{0}/sn[lightgray] ara mermiler:
|
||||
bullet.frags = [stat]{0}[lightgray]x parçalı mermiler:
|
||||
bullet.lightning = [stat]{0}[lightgray]x elektrik ~ [stat]{1}[lightgray] hasarı
|
||||
bullet.buildingdamage = [stat]{0}%[lightgray] inşa hasarı
|
||||
@@ -1097,6 +1107,7 @@ unit.items = eşya
|
||||
unit.thousands = k
|
||||
unit.millions = m
|
||||
unit.billions = b
|
||||
unit.shots = atış
|
||||
unit.pershot = /vuruş
|
||||
category.purpose = Açıklama
|
||||
category.general = Genel
|
||||
@@ -1106,6 +1117,8 @@ category.items = Eşyalar
|
||||
category.crafting = Üretim
|
||||
category.function = Fonksiyon
|
||||
category.optional = İsteğe Bağlı Geliştirmeler
|
||||
setting.alwaysmusic.name = Always Play Music
|
||||
setting.alwaysmusic.description = When enabled, music will always play on loop in-game.\nWhen disabled, it only plays at random intervals.
|
||||
setting.skipcoreanimation.name = Merkez Fırlatma/İnme Animasyonunu Atla
|
||||
setting.landscape.name = Yatayda sabitle
|
||||
setting.shadows.name = Gölgeler
|
||||
@@ -1117,7 +1130,7 @@ setting.backgroundpause.name = Arka Planda Durdur
|
||||
setting.buildautopause.name = İnşa etmeyi otomatik olarak durdur
|
||||
setting.doubletapmine.name = İki Tıklamayla Kaz
|
||||
setting.commandmodehold.name = Komuta Modu için Basılı Tut
|
||||
setting.distinctcontrolgroups.name = Limit One Control Group Per Unit
|
||||
setting.distinctcontrolgroups.name = Birim başına bir kontrol grubuna sınırla
|
||||
setting.modcrashdisable.name = Modları Çökmede Kapa
|
||||
setting.animatedwater.name = Animasyonlu Su
|
||||
setting.animatedshields.name = Animasyonlu Kalkanlar
|
||||
@@ -1127,7 +1140,7 @@ setting.autotarget.name = Otomatik Hedef Alma
|
||||
setting.keyboard.name = Fare+Klavye Kontrolleri
|
||||
setting.touchscreen.name = Dokunmatik Ekran Kontrolleri
|
||||
setting.fpscap.name = Maksimum FPS
|
||||
setting.fpscap.none = Limitsiz
|
||||
setting.fpscap.none = Limitsiz ∞
|
||||
setting.fpscap.text = {0} FPS
|
||||
setting.uiscale.name = Arayüz Ölçeği [lightgray](yeniden başlatma gerekebilir)[]
|
||||
setting.uiscale.description = Değişikleri uygulamak için yeniden başlatma gerekli.
|
||||
@@ -1147,7 +1160,7 @@ setting.blockstatus.name = Blok Durumunu Göster
|
||||
setting.conveyorpathfinding.name = Konveyör Yol Bulma
|
||||
setting.sensitivity.name = Kumanda Hassasiyeti
|
||||
setting.saveinterval.name = Kayıt Aralığı
|
||||
setting.seconds = {0} Saniye
|
||||
setting.seconds = {0} saniye
|
||||
setting.milliseconds = {0} milisaniye
|
||||
setting.fullscreen.name = Tam Ekran
|
||||
setting.borderlesswindow.name = Kenarsız Pencere
|
||||
@@ -1171,7 +1184,7 @@ setting.sfxvol.name = Oyun Sesi
|
||||
setting.mutesound.name = Sesi Kapat
|
||||
setting.crashreport.name = Anonim Çökme Raporları Gönder
|
||||
setting.savecreate.name = Otomatik Kayıt Oluştur
|
||||
setting.steampublichost.name = Public Game Visibility
|
||||
setting.steampublichost.name = Herkese Açık Oyun Görünürlüğü
|
||||
setting.playerlimit.name = Oyuncu Limiti
|
||||
setting.chatopacity.name = Mesajlaşma Opaklığı
|
||||
setting.lasersopacity.name = Enerji Lazeri Opaklığı
|
||||
@@ -1191,7 +1204,7 @@ keybind.title = Tuşları Yeniden Ata
|
||||
keybinds.mobile = [scarlet]Buradaki çoğu tuş ataması mobilde geçerli değildir. Sadece temel hareket desteklenmektedir.
|
||||
category.general.name = Genel
|
||||
category.view.name = Görünüm
|
||||
category.command.name = Unit Command
|
||||
category.command.name = Birim Komutu
|
||||
category.multiplayer.name = Çok Oyunculu
|
||||
category.blocks.name = Blok Seçimi
|
||||
placement.blockselectkeys = \n[lightgray]Tuş: [{0},
|
||||
@@ -1209,24 +1222,24 @@ keybind.mouse_move.name = Fareyi Takip Et
|
||||
keybind.pan.name = Yatay Kaydırma Görünümü
|
||||
keybind.boost.name = Yükselt
|
||||
keybind.command_mode.name = Komuta Modu
|
||||
keybind.command_queue.name = Unit Command Queue
|
||||
keybind.create_control_group.name = Create Control Group
|
||||
keybind.cancel_orders.name = Cancel Orders
|
||||
keybind.unit_stance_shoot.name = Unit Stance: Shoot
|
||||
keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||
keybind.unit_command_move.name = Unit Command: Move
|
||||
keybind.unit_command_repair.name = Unit Command: Repair
|
||||
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||
keybind.unit_command_assist.name = Unit Command: Assist
|
||||
keybind.unit_command_mine.name = Unit Command: Mine
|
||||
keybind.unit_command_boost.name = Unit Command: Boost
|
||||
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||
keybind.command_queue.name = Birim Komuta Sırası
|
||||
keybind.create_control_group.name = Komuta Grubu Oluştur
|
||||
keybind.cancel_orders.name = Emri Hükümsüz Kıl
|
||||
keybind.unit_stance_shoot.name = Birim Duruşu: Saldır
|
||||
keybind.unit_stance_hold_fire.name = Birim Duruşu: Hazır Ol
|
||||
keybind.unit_stance_pursue_target.name = Birim Duruşu: Takip Et
|
||||
keybind.unit_stance_patrol.name = Birim Duruşu: Devriye Gez
|
||||
keybind.unit_stance_ram.name = Birim Duruşu: VUR
|
||||
keybind.unit_command_move.name = Birim Komutu: Git
|
||||
keybind.unit_command_repair.name = Birim Komutu: Tamir Et
|
||||
keybind.unit_command_rebuild.name = Birim Komutu: Yeniden İnşaa Et
|
||||
keybind.unit_command_assist.name = Biirm Komutu: Yardım Et
|
||||
keybind.unit_command_mine.name = Birim Komutu: Kaz
|
||||
keybind.unit_command_boost.name = Birim Komutu: Gazla
|
||||
keybind.unit_command_load_units.name = Birim Komutu: Birim Kargola
|
||||
keybind.unit_command_load_blocks.name = Birim Komutu: Blok Kargola
|
||||
keybind.unit_command_unload_payload.name = Birim Komutu: Kargo Boşalt
|
||||
keybind.unit_command_enter_payload.name = Birim Komutu: Kargoya Gir
|
||||
keybind.rebuild_select.name = Alanı Geri İşaa Et
|
||||
keybind.schematic_select.name = Bölge Seç
|
||||
keybind.schematic_menu.name = Şema Menüsü
|
||||
@@ -1267,7 +1280,7 @@ keybind.minimap.name = Harita
|
||||
keybind.planet_map.name = Gezegen Haritası
|
||||
keybind.research.name = Araştırma
|
||||
keybind.block_info.name = Blok Bilgisi
|
||||
keybind.chat.name = Konuş
|
||||
keybind.chat.name = Yazış
|
||||
keybind.player_list.name = Oyuncu Listesi
|
||||
keybind.console.name = Konsol
|
||||
keybind.rotate.name = Döndür
|
||||
@@ -1279,7 +1292,7 @@ keybind.chat_scroll.name = Sohbet Kaydırma
|
||||
keybind.chat_mode.name = Konuşma Modunu Değiştir
|
||||
keybind.drop_unit.name = Birlik Düşürme
|
||||
keybind.zoom_minimap.name = Haritada Yakınlaştırma/Uzaklaştırma
|
||||
mode.help.title = Modların açıklamaları
|
||||
mode.help.title = Oyun Modlarının açıklamaları
|
||||
mode.survival.name = Hayatta Kalma
|
||||
mode.survival.description = Normal oyun oyun modu. Kaynak sınırlı ve dalgalar otomatik olarak gönderilir.\n[gray]Oynamak için haritada düşman doğma noktaları olması gerekir.
|
||||
mode.sandbox.name = Yaratıcı
|
||||
@@ -1288,21 +1301,24 @@ mode.editor.name = Düzenleyici
|
||||
mode.pvp.name = PvP
|
||||
mode.pvp.description = Yerel olarak başkaları ile savaş.\n[gray]Oynamak için haritada en az iki farklı renkli merkez olması gerekir.
|
||||
mode.attack.name = Saldırı
|
||||
mode.attack.description = Düşman üssünü yok et. Dalga yok.\n[gray]Oynamak için haritada düşman merkez olması gerekir.
|
||||
mode.attack.description = Düşman üssünü yok et. Dalga yok.\n[gray]Oynamak için haritada düşman merkezi olması gerekir.
|
||||
mode.custom = Özel Kurallar
|
||||
rules.invaliddata = Hatalı pano verisi.
|
||||
rules.hidebannedblocks = Yasaklı Blokları Sakla
|
||||
|
||||
rules.infiniteresources = Sınırsız Kaynaklar
|
||||
rules.onlydepositcore = Sadece Merkeze Aktarmaya İzin Ver
|
||||
rules.derelictrepair = Allow Derelict Block Repair
|
||||
rules.derelictrepair = Kalıntıları Tamir Etmeye İzin Ver
|
||||
rules.reactorexplosions = Reaktör Patlamaları
|
||||
rules.coreincinerates = Merkez Taşanları Eritir
|
||||
rules.disableworldprocessors = Evrensel İşlemcileri Devredışı Bırak
|
||||
rules.schematic = Şema Kullanılabilir
|
||||
rules.wavetimer = Dalga Zamanlayıcısı
|
||||
rules.wavesending = Dalga Gönderiliyor
|
||||
rules.allowedit = Allow Editing Rules
|
||||
rules.allowedit.info = When enabled, the player can edit rules in-game via the button in the bottom left corner of the Pause menu.
|
||||
rules.waves = Dalgalar
|
||||
rules.airUseSpawns = Hava Birimleri doğuş bölgelerini kullanır
|
||||
rules.attack = Saldırı Modu
|
||||
rules.buildai = Üs inşa edici YZ
|
||||
rules.buildaitier = İnşaatçı YZ sınıfı
|
||||
@@ -1314,7 +1330,7 @@ rules.cleanupdeadteams = Kaybeden Takımın Bloklarını Temizle (PvP)
|
||||
rules.corecapture = Yıkımda Çekirdeği Elegeçir
|
||||
rules.polygoncoreprotection = Çokgenli Merkez Koruması
|
||||
rules.placerangecheck = İnşa Menzilini Doğrula
|
||||
rules.enemyCheat = Sonsuz AI (Kırmızı Takım) Kaynakları
|
||||
rules.enemyCheat = Sınırsız AI (Düşman Takım) Kaynakları
|
||||
rules.blockhealthmultiplier = Blok Can Çarpanı
|
||||
rules.blockdamagemultiplier = Blok Hasar Çarpanı
|
||||
rules.unitbuildspeedmultiplier = Birim Üretim Hız Çarpanı
|
||||
@@ -1357,8 +1373,8 @@ rules.weather = Hava Durumu
|
||||
rules.weather.frequency = Sıklık:
|
||||
rules.weather.always = Her zaman
|
||||
rules.weather.duration = Süreklilik:
|
||||
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
||||
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
||||
rules.placerangecheck.info = Oyuncuların düşman üssüne yakın inşa etmesini engeller. Bu, silah kurarken daha da fazla.
|
||||
rules.onlydepositcore.info = Birimlerin Merkez dışında malzeme aktarmasını engeller.
|
||||
|
||||
content.item.name = Malzemeler
|
||||
content.liquid.name = Sıvılar
|
||||
@@ -1471,7 +1487,7 @@ block.sand-boulder.name = Kumlu Kaya Parçaları
|
||||
block.basalt-boulder.name = Bazalt Kaya
|
||||
block.grass.name = Çimen
|
||||
block.molten-slag.name = Cüruf
|
||||
block.pooled-cryofluid.name = Cryosıvı
|
||||
block.pooled-cryofluid.name = Kriyosıvı
|
||||
block.space.name = Uzay
|
||||
block.salt.name = Tuz
|
||||
block.salt-wall.name = Tuz Duvar
|
||||
@@ -1481,7 +1497,7 @@ block.sand-wall.name = Kum Duvar
|
||||
block.spore-pine.name = Spor Çamı
|
||||
block.spore-wall.name = Spor Duvar
|
||||
block.boulder.name = Kaya Parçaları
|
||||
block.snow-boulder.name = Karlı Kaya PArçaları
|
||||
block.snow-boulder.name = Karlı Kaya Parçaları
|
||||
block.snow-pine.name = Karlı Çam
|
||||
block.shale.name = Şist
|
||||
block.shale-boulder.name = Şist Kayası
|
||||
@@ -1495,10 +1511,10 @@ block.scrap-wall-huge.name = Dev Hurda Duvar
|
||||
block.scrap-wall-gigantic.name = Devasa Hurda Duvar
|
||||
block.thruster.name = İtici
|
||||
block.kiln.name = Fırın
|
||||
block.graphite-press.name = Grafit Presi
|
||||
block.multi-press.name = Çoklu-Pres
|
||||
block.graphite-press.name = Grafit Ezici
|
||||
block.multi-press.name = Çoklu-Ezici
|
||||
block.constructing = {0} [lightgray](İnşa Ediliyor)
|
||||
block.spawn.name = Düşman Doğma Noktası
|
||||
block.spawn.name = Düşman Doğum Noktası
|
||||
block.core-shard.name = Merkez: Parçacık
|
||||
block.core-foundation.name = Merkez: Temel
|
||||
block.core-nucleus.name = Merkez: Çekirdek
|
||||
@@ -1578,23 +1594,23 @@ block.inverted-sorter.name = Ters Ayıklayıcı
|
||||
block.message.name = Mesaj Bloğu
|
||||
block.reinforced-message.name = Güçlendirilmiş Mesaj Bloğu
|
||||
block.world-message.name = Evrensel Mesaj Bloğu
|
||||
block.world-switch.name = World Switch
|
||||
block.world-switch.name = Evrensel Şalter
|
||||
block.illuminator.name = Aydınlatıcı
|
||||
block.overflow-gate.name = Taşma Geçidi
|
||||
block.underflow-gate.name = Yana Taşma Geçidi
|
||||
block.underflow-gate.name = Ters Taşma Geçidi
|
||||
block.silicon-smelter.name = Silikon Fırını
|
||||
block.phase-weaver.name = Faz Örücü
|
||||
block.pulverizer.name = Ufalayıcı
|
||||
block.cryofluid-mixer.name = Kriyosıvı Mikseri
|
||||
block.cryofluid-mixer.name = Kriyosıvı Karıştırıcı
|
||||
block.melter.name = Eritici
|
||||
block.incinerator.name = Yakıcı
|
||||
block.spore-press.name = Spor Presi
|
||||
block.spore-press.name = Spor Ezici
|
||||
block.separator.name = Ayırıcı
|
||||
block.coal-centrifuge.name = Kömür Santrifüjü
|
||||
block.power-node.name = Enerji Noktası
|
||||
block.power-node-large.name = Büyük Enerji Noktası
|
||||
block.surge-tower.name = Akı Kulesi
|
||||
block.diode.name = Batarya Diyotu
|
||||
block.diode.name = Diyot
|
||||
block.battery.name = Batarya
|
||||
block.battery-large.name = Büyük Batarya
|
||||
block.combustion-generator.name = Termik Jeneratör
|
||||
@@ -1656,7 +1672,7 @@ block.shock-mine.name = Şok Mayını
|
||||
block.overdrive-projector.name = Hızlandırma Projektörü
|
||||
block.force-projector.name = Enerji Kalkan Projektörü
|
||||
block.arc.name = Arc
|
||||
block.rtg-generator.name = RTG Jeneratörü
|
||||
block.rtg-generator.name = RTG Jeneratör
|
||||
block.spectre.name = Spectre
|
||||
block.meltdown.name = Meltdown
|
||||
block.foreshadow.name = Foreshadow
|
||||
@@ -1682,7 +1698,7 @@ block.disassembler.name = Sökücü
|
||||
block.silicon-crucible.name = Silikon Kazanı
|
||||
block.overdrive-dome.name = Hızlandırma Kubbesi
|
||||
block.interplanetary-accelerator.name = Gezegenler Arası Hızlandırıcı
|
||||
#Düzgün tutun bu TR translatei uğraştırıyonuz beni. -RTOmega
|
||||
#Düzgün tutun bu TR translatei uğraştırıyonuz beni. -RTOmega (harbi ya XD)
|
||||
block.constructor.name = İnşaatçı
|
||||
block.constructor.description = 2x2 ve daha küçük blokları inşa edebilir.
|
||||
block.large-constructor.name = Büyük İnşaatçı
|
||||
@@ -1694,7 +1710,7 @@ block.payload-loader.description = Sıvı ve malzemeleri bloklara yükler.
|
||||
block.payload-unloader.name = Kargo Boşaltıcı
|
||||
block.payload-unloader.description = Sıvı ve Malzemeleri bloklardan boşaltır.
|
||||
block.heat-source.name = Sonsuz Isı Kaynağı
|
||||
block.heat-source.description = Nerdeyese Sonsuz Isı Veren 1x1 bir blok.
|
||||
block.heat-source.description = Neredeyese Sonsuz Isı Veren 1x1 bir blok.
|
||||
block.empty.name = Boş
|
||||
block.rhyolite-crater.name = Riyolit Krateri
|
||||
block.rough-rhyolite.name = Kaba Riyolit
|
||||
@@ -1717,7 +1733,7 @@ block.carbon-vent.name = Karbon Baca
|
||||
block.arkyic-vent.name = Arkisit Baca
|
||||
block.yellow-stone-vent.name = Sarı Taş Baca
|
||||
block.red-stone-vent.name = Kızıl Taş Baca
|
||||
block.crystalline-vent.name = Crystalline Vent
|
||||
block.crystalline-vent.name = Kristal Baca
|
||||
block.redmat.name = KızılMat
|
||||
block.bluemat.name = MaviMat
|
||||
block.core-zone.name = Merkez Alanı
|
||||
@@ -1783,7 +1799,7 @@ block.shield-projector.name = Kalkan Projektörü
|
||||
block.large-shield-projector.name = Büyük Kalkan Projektörü
|
||||
block.armored-duct.name = Zırhlı Tüp
|
||||
block.overflow-duct.name = Taşma Tüpü
|
||||
block.underflow-duct.name = AltTaşma Tüpü
|
||||
block.underflow-duct.name = Alt-Taşma Tüpü
|
||||
block.duct-unloader.name = Tüp Boşaltıcı
|
||||
block.surge-conveyor.name = Akı Konveyör
|
||||
block.surge-router.name = Akı Yönlendirici
|
||||
@@ -1857,11 +1873,11 @@ block.memory-bank.name = Bellek Bankası
|
||||
team.malis.name = Malis
|
||||
team.crux.name = Crux
|
||||
team.sharded.name = Sharded
|
||||
team.derelict.name = Terkedilmiş
|
||||
team.derelict.name = Kalıntı
|
||||
team.green.name = yeşil
|
||||
#Tüpü bilmem ama yeni çıkan erekir çok iyi değil mi -siyah pulsar
|
||||
team.blue.name = mavi
|
||||
|
||||
#erekir cidden güzelmiş -siyah pulsar
|
||||
hint.skip = Geç
|
||||
hint.desktopMove = [accent][[WASD][] ile hareket et.
|
||||
hint.zoom = [accent]Scroll[] ile Zoom yap.
|
||||
@@ -1987,10 +2003,10 @@ liquid.ozone.description = Oksitlemede, üretimde ve enerji üretiminde kullanı
|
||||
liquid.hydrogen.description = Maden çıkarmada, birim üretiminde ve taşımada kullanılır. Yanıcı.
|
||||
liquid.cyanogen.description = Mermi olarak, gelişmiş bina ve birimlerde kullanılır. Yüksek derecede Yanıcı.
|
||||
liquid.nitrogen.description = Gaz çıkarmada ve üretimde kullanılır. Durağan.
|
||||
liquid.neoplasm.description = Neoplasmik Reaktörün tehlikeli bir yan ürünü. Su ile taşınır ve su içerek tüm bloklara zarar verir.
|
||||
liquid.neoplasm.description = Neoplazmik Reaktörün tehlikeli bir yan ürünü. Su ile taşınır ve su içerek tüm bloklara zarar verir.
|
||||
liquid.neoplasm.details = Neoplazma. Kontrolsüz bölünen kanserli hücre topluluğu. Isıya dayanıklı. Su içerek her binaya karşı aşırı tehlikeli.\n\nAnaliz için fazla dengesiz. Kullanımı bilmiyor. Cürüf göletlerinde eritmeniz öneirlir. [#ff]!SERPULOYA GÖTÜRME!
|
||||
|
||||
block.derelict = [lightgray]\ue815 Terkedilmiş
|
||||
block.derelict = [lightgray]\ue815 Kalıntı
|
||||
block.armored-conveyor.description = Materyalleri titanyum konveyörlerle aynı hızda taşır ama daha fazla zırha sahiptir. Diğer konveyörler dışında yan taraflardan materyal kabul etmez.
|
||||
block.illuminator.description = Küçük, kompakt, yapılandırılabilir bir ışık kaynağı. Çalışması için enerji gerekir.
|
||||
block.message.description = Bir mesajı saklar. Müttefikler arasındaki haberleşmede kullanılır.
|
||||
@@ -2119,7 +2135,7 @@ block.segment.description = Gelen mermilere zarar verir ve onları yok eder. Laz
|
||||
block.parallax.description = Çekici bir ışın fırlatarak hava düşmanlarını kendine çeker. Onlara az da olsa zarar verir.
|
||||
block.tsunami.description = Düşmanlara yüksek miktarda sıvı püskürtür. Ateşleri otomatik söndürür.
|
||||
block.silicon-crucible.description = Kum ve Kömürü, Piratitle eriterek Silikon üretir. Sıcak ortamda daha iyi çalışır.
|
||||
block.disassembler.description = Cürüfü aşırı sıcak ortamda seritir. Toryum elde edebilir.
|
||||
block.disassembler.description = Cürufü aşırı sıcak ortamda seritir. Toryum elde edebilir.
|
||||
block.overdrive-dome.description = Yakındaki binaları hızlandırır. Çalışmak için silikon ve faz gerektirir.
|
||||
block.payload-conveyor.description = Büyük yükleri hareket ettirir. Birimler gibi.
|
||||
block.payload-router.description = Büyük Yükleri 3 Ayrı yöne aktarır.
|
||||
@@ -2232,7 +2248,7 @@ block.unit-repair-tower.description = Etrafındaki tüm birimleri tamir eder. Oz
|
||||
block.radar.description = Haritayı tarar. Enerji gerektirir.
|
||||
block.shockwave-tower.description = Düşman mermilerinini parçalar. Siyanojen gerektirir.
|
||||
block.canvas.description = Önceden tanımlanmış paletle basit bir fotoğraf sergiler. Düzenlenebilir.
|
||||
#burdan sonraki ve önceki her şeyi benim translate etmem gerekti!!! -RTOmega
|
||||
#burdan sonraki ve önceki her şeyi benim translate etmem gerekti!!! -RTOmega XD
|
||||
unit.dagger.description = Düşmanlara basit mermilerle ateş eder.
|
||||
unit.mace.description = Düşmanlara alev püskürtür.
|
||||
unit.fortress.description = Düşmanlara uzun menzilli gülleler fırlatır.
|
||||
@@ -2255,7 +2271,7 @@ unit.antumbra.description = Büyük boyutta mermiler fırlatır.
|
||||
unit.eclipse.description = Büyük mermiler fırlatır ve lazer atar.
|
||||
unit.mono.description = Otomatik bir şekilde Bakır ve Kurşun kazar ve çekirdeğe getirir.
|
||||
unit.poly.description = Otomatik bir şekilde kırılmış binaları geri inşa eder ve oyuncuya inşatta yardımcı olur.
|
||||
unit.mega.description = Otomayik bir şekilde hasarlı bolkları onarır. Blokları ve Birimleri taşıyabilir.
|
||||
unit.mega.description = Otomatik bir şekilde hasarlı bolkları onarır. Blokları ve Birimleri taşıyabilir.
|
||||
unit.quad.description = Büyük bombalar atar, hasarlı blokları onarır ve düşmanlara zarar verir. Bolkları ve Birimleri taşıyabilir.
|
||||
unit.oct.description = Yakındaki birimleri korur ve tamir eder. Blokları ve Birimleri taşıyabilir.
|
||||
unit.risso.description = Yakındaki düşmanlara Füze atar.
|
||||
@@ -2331,45 +2347,46 @@ lst.getflag = Evrensel İşaretli Numara Oku.
|
||||
lst.setprop = Bir bina veya birime nitelik atar.
|
||||
lst.effect = Parçacık efekti oluştur.
|
||||
lst.sync = Ağ boyunca bir değişkeni senkronize et.\nSaniyede en fazla 10 kere yapılabilir.
|
||||
lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calculated based on position.
|
||||
lst.makemarker = Dünyada yeni bir İşlemci İşareti koy.\nBu İşarete bir Kimlik adamalısın.\nDünya başına 20.000 limit bulunmakta.
|
||||
lst.setmarker = Bir İşlemci İşareti için bir arazi seç.\nKimlik, İşaret Koyucudaki ile aynı olmalı.
|
||||
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||
lst.localeprint = Harita yerel paket özellik değerini metin arabelleğine ekleyin.\nHarita düzenleyicide harita yerel ayar paketlerini ayarlamak için şunu işaretleyin: [accent]Harita Bilgisi > Yerel Paketler[].\nİstemci bir mobil cihazsa, önce ".mobile" ile biten bir özelliği yazdırmaya çalışır.
|
||||
lglobal.false = 0
|
||||
lglobal.true = 1
|
||||
lglobal.null = null
|
||||
lglobal.@pi = The mathematical constant pi (3.141...)
|
||||
lglobal.@e = The mathematical constant e (2.718...)
|
||||
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
||||
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
||||
lglobal.@time = Playtime of current save, in milliseconds
|
||||
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
||||
lglobal.@second = Playtime of current save, in seconds
|
||||
lglobal.@minute = Playtime of current save, in minutes
|
||||
lglobal.@waveNumber = Current wave number, if waves are enabled
|
||||
lglobal.@waveTime = Countdown timer for waves, in seconds
|
||||
lglobal.@mapw = Map width in tiles
|
||||
lglobal.@maph = Map height in tiles
|
||||
lglobal.sectionMap = Map
|
||||
lglobal.sectionGeneral = General
|
||||
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
||||
lglobal.sectionProcessor = Processor
|
||||
lglobal.sectionLookup = Lookup
|
||||
lglobal.@this = The logic block executing the code
|
||||
lglobal.@thisx = X coordinate of block executing the code
|
||||
lglobal.@thisy = Y coordinate of block executing the code
|
||||
lglobal.@links = Total number of blocks linked to this processors
|
||||
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
||||
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
||||
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
||||
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
||||
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
||||
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
||||
lglobal.@client = True if the code is running on a client connected to a server
|
||||
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
||||
lglobal.@clientUnit = Unit of client running the code
|
||||
lglobal.@clientName = Player name of client running the code
|
||||
lglobal.@clientTeam = Team ID of client running the code
|
||||
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||
lglobal.@pi = Matematiksel sabit (π) pi (3.141...)
|
||||
lglobal.@e = Matematiksel sabit e (2.718...)
|
||||
lglobal.@degToRad = Bu sayı ile çarparak dereceyi radyana çevir
|
||||
lglobal.@radToDeg = Bu sayı ile çarparak radyanı dereceye çevir
|
||||
lglobal.@time = Bu kayıttaki oynama süren, milisaniyesine kadar
|
||||
lglobal.@tick = Bu kayıttaki oynama süren, tick halinde (1 sn = 60 tick)
|
||||
lglobal.@second = Bu kayıttaki oynama süren, saniyeler halinde
|
||||
lglobal.@minute = Bu kayıttaki oynama süren, dakikalar halinde
|
||||
lglobal.@waveNumber = Şuanki Dalga sayısı
|
||||
lglobal.@waveTime = Bir sonraki dalga için süre, saniyeyle
|
||||
lglobal.@mapw = Bloklarla Harita Genişliği
|
||||
lglobal.@maph = Bloklarla Harita Yüksekliği
|
||||
lglobal.sectionMap = Harita
|
||||
lglobal.sectionGeneral = Genel
|
||||
lglobal.sectionNetwork = Bağlantı/Oyuncu Tarafı [Sadece Evrensel İşlemci]
|
||||
lglobal.sectionProcessor = İşlemci
|
||||
lglobal.sectionLookup = Arat
|
||||
lglobal.@this = Kodu çalıştıran işlemci
|
||||
lglobal.@thisx = Kodu çalıştıran işlemcinin X kordinatı
|
||||
lglobal.@thisy = Kodu çalıştıran işlemcinin Y kordinatı
|
||||
lglobal.@links = Bu işlemciye bağlı toplam blok sayısı
|
||||
lglobal.@ipt = Tick hızıyla bu işlemcinin işlem hızı (60 tick = 1 sn)
|
||||
lglobal.@unitCount = Oyundaki toplam birim türü sayısı, Aratla kullan.
|
||||
lglobal.@blockCount = Oyundaki toplam blok türü sayısı, Aratla kullan.
|
||||
lglobal.@itemCount = Oyundaki toplam malzeme türü sayısı, Aratla kullan.
|
||||
lglobal.@liquidCount = Oyundaki toplam sıvı türü sayısı, Aratla kullan.
|
||||
lglobal.@server = Oyun bir sunucuda veya tek kişilikte ise Doğru, değil ise Yanlış geri dönüt
|
||||
lglobal.@client = Oyun bir suncuya bağlanmış bir oyuncu tarafından çalıştırılıyorsa Doğru, değil ise Yanlış.
|
||||
lglobal.@clientLocale = Oyunu çalıştıran oyuncunun yerel dili. Örnek: tr_TR
|
||||
lglobal.@clientUnit = Oyunu çalıştıran oyuncunun birimi
|
||||
lglobal.@clientName = Oyunu çalıştıran oyuncunun ismi
|
||||
lglobal.@clientTeam = Oyunu çalıştıran oyuncunun takım kimliği
|
||||
lglobal.@clientMobile = Oyuncu mobildeyse Doğru, değil ise Yanlış geri dönüt
|
||||
|
||||
logic.nounitbuild = [red]Birim İnşası Yasak!
|
||||
|
||||
@@ -2378,6 +2395,7 @@ lenum.shoot = Bir konuma ateş et.
|
||||
lenum.shootp = Belli bir birim veya binaya ateş et.
|
||||
lenum.config = Bina yapılandırması, örnek: Ayıklayıcı Türü
|
||||
lenum.enabled = Blok aktif mi?
|
||||
laccess.currentammotype = Current ammo item/liquid of a turret.
|
||||
|
||||
laccess.color = Aydınlatıcı Rengi
|
||||
laccess.controller = Birim Kontrol edici. Eğer işlemci kontrol ediyorsa işlemci döner. \nFormasyon durumundaysa, lider döner.\nDiğer şekilde, birimi kendi döner.
|
||||
@@ -2412,7 +2430,7 @@ graphicstype.poly = İçi Dolu Çokgen Çiz.
|
||||
graphicstype.linepoly = İçi Boş Çokgen Çiz.
|
||||
graphicstype.triangle = İçi Dolu Üçgen Çiz.
|
||||
graphicstype.image = Bir ikon çiz. \nörnek: [accent]@router[] veya [accent]@dagger[].
|
||||
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
||||
graphicstype.print = Yazdırma arabelleğinden metin çizer.\nYazdırma arabelleğini temizler.
|
||||
|
||||
lenum.always = Her Zaman Doğru
|
||||
lenum.idiv = Tamsayı Bölme
|
||||
@@ -2432,14 +2450,14 @@ lenum.xor = Çapraz Veya
|
||||
lenum.min = İki sayıdan en küçüğü.
|
||||
lenum.max = İki sayıdan en büyüğü.
|
||||
lenum.angle = İki Işının yaptığı Açı.
|
||||
lenum.anglediff = Absolute distance between two angles in degrees.
|
||||
lenum.anglediff = İki açı arasındaki derece cinsinden mutlak mesafe.
|
||||
lenum.len = Bir Işının Uzunluğu.
|
||||
|
||||
lenum.sin = Sinüs
|
||||
lenum.cos = Kosinüs
|
||||
lenum.tan = Tanjant
|
||||
|
||||
lenum.asin = Arl Sinüs
|
||||
lenum.asin = Ark Sinüs
|
||||
lenum.acos = Ark Kosinüs
|
||||
lenum.atan = Ark Tanjant
|
||||
|
||||
@@ -2500,10 +2518,11 @@ unitlocate.building = Bulunan binanın Türü.
|
||||
unitlocate.outx = X kordinatı.
|
||||
unitlocate.outy = Y kordinatı.
|
||||
unitlocate.group = Aranan binanın türü.
|
||||
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
||||
|
||||
lenum.idle = Hareket etmez ancak kazmaya ve inşa etmeye devam eder.
|
||||
lenum.stop = Dur!
|
||||
lenum.unbind = Logic Kontrolü tamaman devre dışı bırak.\nNormal AI ı devreye sok.
|
||||
lenum.unbind = Logic Kontrolü tamaman devre dışı bırak.\nNormal AI'ı devreye sok.
|
||||
lenum.move = Tam konuma git.
|
||||
lenum.approach = Bir Konuma yaklaş.
|
||||
lenum.pathfind = Düşman Doğuş noktasına git.
|
||||
@@ -2518,13 +2537,13 @@ lenum.payenter = Bir birimi, kargo tutabilen bir bloğa indir.
|
||||
lenum.flag = Numara ile işaretle.
|
||||
lenum.mine = Kaz.
|
||||
lenum.build = Bina inşa et.
|
||||
lenum.getblock = Bir bloğun verilerini al.
|
||||
lenum.getblock = Kordinatta bina, blok veya zemin tipi al.\nBirimler kordinata yakın olmalı yoksa boş geri döner.
|
||||
lenum.within = Bir birim menzil alanında mı?
|
||||
lenum.boost = Boostlamaya başla/dur
|
||||
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
||||
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
||||
lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
||||
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||||
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
||||
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
||||
lenum.boost = Gazlamaya başla/dur
|
||||
lenum.flushtext = Varsa, yazdırma arabelleğinin içeriğini işaretleyiciye boşaltın.\nGetirme doğru olarak ayarlanmışsa, harita yerel dil paketinden veya oyun paketinden bilgileri getirmeye çalışır.
|
||||
lenum.texture = Doğrudan oyunun doku atlasından alınan doku adı (kebab-tarzı isimlendirme XD).\nprintFlush doğru olarak ayarlanırsa metin arabelleği içeriğini metin bağımsız değişkeni olarak kullanır.
|
||||
lenum.texturesize = Zemindeki doku boyutu. Sıfır değeri, işaretleyici genişliğini orijinal dokunun boyutuna ölçeklendirir.
|
||||
lenum.autoscale = İşaretçinin oyuncunun yakınlaştırma düzeyine göre ölçeklenip ölçeklenmeyeceği.
|
||||
lenum.posi = Sıfır indeksinin ilk konum olduğu çizgi ve dörtlü işaretleyiciler için kullanılan indekslenmiş konum.
|
||||
lenum.uvi = Dokunun sıfırdan bire kadar değişen konumu, dörtlü işaretçiler için kullanılır.
|
||||
lenum.colori = Sıfır indeksinin ilk renk olduğu çizgi ve dörtlü işaretleyiciler için kullanılan indekslenmiş konum.
|
||||
|
||||
@@ -57,7 +57,7 @@ mods.browser.sortstars = Сортувати за популярністю
|
||||
schematic = Схема
|
||||
schematic.add = Зберегти схему…
|
||||
schematics = Схеми
|
||||
schematic.search = Search schematics...
|
||||
schematic.search = Шукати схеми...
|
||||
schematic.replace = Схема з такою назвою вже є. Замінити її?
|
||||
schematic.exists = Схема з такою назвою вже є.
|
||||
schematic.import = Імпортувати схему…
|
||||
@@ -70,7 +70,7 @@ schematic.shareworkshop = Поширити в Майстерню
|
||||
schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Обернути схему
|
||||
schematic.saved = Схема збережена.
|
||||
schematic.delete.confirm = Ви справді хочете видалити цю схему?
|
||||
schematic.edit = Edit Schematic
|
||||
schematic.edit = Редагувати схему
|
||||
schematic.info = {0}x{1}, блоків: {2}
|
||||
schematic.disabled = [scarlet]Схеми вимкнено[]\nВам не дозволяється використовувати схеми на цій [accent]мапі[] чи [accent]сервері.
|
||||
schematic.tags = Мітки:
|
||||
@@ -79,7 +79,7 @@ schematic.addtag = Додати мітку
|
||||
schematic.texttag = Текстова мітка
|
||||
schematic.icontag = Мітка із значком
|
||||
schematic.renametag = Перейменувати мітку
|
||||
schematic.tagged = {0} tagged
|
||||
schematic.tagged = {0} з міткою
|
||||
schematic.tagdelconfirm = Видалити цю мітку повністю?
|
||||
schematic.tagexists = Схожа мітка вже існує.
|
||||
|
||||
@@ -159,7 +159,7 @@ mod.requiresversion.details = Необхідна версія гри: [accent]{0
|
||||
mod.outdatedv7.details = Ця модифікація не сумісна з останньою версією гри. Розробник модифікації має оновити її та додати [accent]minGameVersion: 136[] у свій [accent]mod.json[] файл.
|
||||
mod.blacklisted.details = Цю модифікацію було вручну внесено у чорний список за постійні збої або інші проблеми з цією версією гри. Не використовуйте її.
|
||||
mod.missingdependencies.details = У цій модифікації відсутні наступні залежності: {0}
|
||||
mod.erroredcontent.details = Ця модифікація спричинила помилки при завантаженні. Попросіть автора виправити їх.
|
||||
mod.erroredcontent.details = Ця модифікація спричинила помилки під час завантаження. Попросіть автора виправити їх.
|
||||
mod.circulardependencies.details = Цей мод має залежності, які залежать одна від одної.
|
||||
mod.incompletedependencies.details = Цей мод неможливо завантажити через недійсні або відсутні залежності: {0}
|
||||
mod.requiresversion = Необхідна версія гри: [red]{0}
|
||||
@@ -256,19 +256,19 @@ trace = Стежити за гравцем
|
||||
trace.playername = Ім’я гравця: [accent]{0}
|
||||
trace.ip = IP: [accent]{0}
|
||||
trace.id = Ідентифікатор: [accent]{0}
|
||||
trace.language = Language: [accent]{0}
|
||||
trace.language = Мова: [accent]{0}
|
||||
trace.mobile = Мобільний клієнт: [accent]{0}
|
||||
trace.modclient = Користувацький клієнт: [accent]{0}
|
||||
trace.times.joined = Кількість приєднань: [accent]{0}
|
||||
trace.times.kicked = Кількість вигнань: [accent]{0}
|
||||
trace.ips = IPs:
|
||||
trace.names = Names:
|
||||
trace.ips = IP:
|
||||
trace.names = Імена:
|
||||
invalidid = Невірний ідентифікатор клієнта! Надішліть звіт про помилку.
|
||||
player.ban = Ban
|
||||
player.kick = Kick
|
||||
player.trace = Trace
|
||||
player.admin = Toggle Admin
|
||||
player.team = Change Team
|
||||
player.ban = Заблокувати
|
||||
player.kick = Вигнати
|
||||
player.trace = Відстежити
|
||||
player.admin = Перемкнути адміністратора
|
||||
player.team = Змінити команду
|
||||
server.bans = Блокування
|
||||
server.bans.none = Заблокованих гравців немає!
|
||||
server.admins = Адміністратори
|
||||
@@ -285,8 +285,8 @@ confirmkick = Ви дійсно хочете вигнати «{0}[white]»?
|
||||
confirmunban = Ви дійсно хочете розблокувати цього гравця?
|
||||
confirmadmin = Ви дійсно хочете зробити «{0}[white]» адміністратором?
|
||||
confirmunadmin = Ви дійсно хочете видалити статус адміністратора з «{0}[white]»?
|
||||
votekick.reason = Vote-Kick Reason
|
||||
votekick.reason.message = Are you sure you want to vote-kick "{0}[white]"?\nIf yes, please enter the reason:
|
||||
votekick.reason = Причина голосування за вигнання гравця
|
||||
votekick.reason.message = Ви впевнені, що хочете вигнати голосуванням "{0}[white]"?\nЯкщо так, то, будь ласка, вкажіть причину:
|
||||
joingame.title = Багатоосібна гра
|
||||
joingame.ip = IP:
|
||||
disconnect = Відключено.
|
||||
@@ -342,23 +342,23 @@ open = Відкрити
|
||||
customize = Налаштувати правила
|
||||
cancel = Скасувати
|
||||
command = Командувати
|
||||
command.queue = [lightgray][Queuing]
|
||||
command.queue = [lightgray][У черзі]
|
||||
command.mine = Видобувати
|
||||
command.repair = Ремонтувати
|
||||
command.rebuild = Відбудовувати
|
||||
command.assist = Допомагати гравцеві
|
||||
command.move = Рухатися
|
||||
command.boost = Летіти
|
||||
command.enterPayload = Enter Payload Block
|
||||
command.loadUnits = Load Units
|
||||
command.loadBlocks = Load Blocks
|
||||
command.unloadPayload = Unload Payload
|
||||
stance.stop = Cancel Orders
|
||||
stance.shoot = Stance: Shoot
|
||||
stance.holdfire = Stance: Hold Fire
|
||||
stance.pursuetarget = Stance: Pursue Target
|
||||
stance.patrol = Stance: Patrol Path
|
||||
stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
|
||||
command.enterPayload = Увійти до вантажного блока
|
||||
command.loadUnits = Завантажити одиниці
|
||||
command.loadBlocks = Завантажити блоки
|
||||
command.unloadPayload = Вивантажити вантаж
|
||||
stance.stop = Скасувати накази
|
||||
stance.shoot = Позиція: стріляти
|
||||
stance.holdfire = Позиція: припинити вогонь
|
||||
stance.pursuetarget = Позиція: переслідувати ціль
|
||||
stance.patrol = Позиція: шлях патрулювання
|
||||
stance.ram = Позиція: на таран\n[lightgray]Рух по прямій лінії, без пошуку шляху
|
||||
openlink = Перейти за посиланням
|
||||
copylink = Скопіювати посилання
|
||||
back = Назад
|
||||
@@ -439,7 +439,12 @@ editor.waves = Хвилі
|
||||
editor.rules = Правила
|
||||
editor.generation = Генерація
|
||||
editor.objectives = Завдання
|
||||
editor.locales = Locale Bundles
|
||||
editor.locales = Мовні пакети
|
||||
editor.worldprocessors = Світові процесори
|
||||
editor.worldprocessors.editname = Редагувати назву
|
||||
editor.worldprocessors.none = [lightgray]Блоки світового процесора не знайдено!\nДодайте його у редакторі мапи або скористайтеся кнопкою \ue813 «Додати» нижче.
|
||||
editor.worldprocessors.nospace = Немає вільного місця для розміщення світового процесора! \nВи заповнили карту структурами? Навіщо ви це зробили?
|
||||
editor.worldprocessors.delete.confirm = Ви справді хочете видалити цей світовий процесор?\n\nЯкщо він оточений стінами, його буде замінено стіною оточення.
|
||||
editor.ingame = Редагувати в грі
|
||||
editor.playtest = Протестувати в грі
|
||||
editor.publish.workshop = Опублікувати в Майстерні Steam
|
||||
@@ -482,8 +487,8 @@ waves.sort.reverse = Зворотне сортування
|
||||
waves.sort.begin = Хвилями
|
||||
waves.sort.health = Здоров’ям
|
||||
waves.sort.type = Типом
|
||||
waves.search = Search waves...
|
||||
waves.filter = Unit Filter
|
||||
waves.search = Шукати хвилі...
|
||||
waves.filter = Фільтр одиниць
|
||||
waves.units.hide = Сховати все
|
||||
waves.units.show = Показати все
|
||||
|
||||
@@ -496,6 +501,7 @@ editor.default = [lightgray]<За замовчуванням>
|
||||
details = Подробиці…
|
||||
edit = Змінити…
|
||||
variables = Змінні
|
||||
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
||||
logic.globals = Built-in Variables
|
||||
editor.name = Ім’я:
|
||||
editor.spawn = Створити бойову одиницю
|
||||
@@ -508,7 +514,7 @@ editor.errorlegacy = Ця мапа занадто стара і використ
|
||||
editor.errornot = Це не мапа.
|
||||
editor.errorheader = Цей файл мапи недійсний або пошкоджений.
|
||||
editor.errorname = Мапа не має назви. Може, ви намагаєтеся завантажити збереження?
|
||||
editor.errorlocales = Error reading invalid locale bundles.
|
||||
editor.errorlocales = Виникла помилка під час читання мовних пакетів: недійсний мовний пакет.
|
||||
editor.update = Оновити
|
||||
editor.randomize = Випадково
|
||||
editor.moveup = Підняти вище
|
||||
@@ -520,7 +526,7 @@ editor.sectorgenerate = Згенерувати сектор
|
||||
editor.resize = Змінити\nрозмір
|
||||
editor.loadmap = Завантажити мапу
|
||||
editor.savemap = Зберегти мапу
|
||||
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
|
||||
editor.savechanges = [scarlet]У вас є незбережені зміни!\n\n[]Чи хочете ви їх зберегти?
|
||||
editor.saved = Збережено!
|
||||
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».
|
||||
@@ -559,8 +565,8 @@ toolmode.eraseores = Видалення руд
|
||||
toolmode.eraseores.description = Видалити тільки руди.
|
||||
toolmode.fillteams = Змінити блок у команді
|
||||
toolmode.fillteams.description = Змінює належність\nблоків до команди.
|
||||
toolmode.fillerase = Fill Erase
|
||||
toolmode.fillerase.description = Erase blocks of the same type.
|
||||
toolmode.fillerase = Видалити однотипне
|
||||
toolmode.fillerase.description = Видаляє однотипні блоки.
|
||||
toolmode.drawteams = Змінити команду блока
|
||||
toolmode.drawteams.description = Змінює належність\nблока до команди.
|
||||
#unused
|
||||
@@ -585,6 +591,7 @@ filter.clear = Очистити
|
||||
filter.option.ignore = Ігнорувати
|
||||
filter.scatter = Розсіювач
|
||||
filter.terrain = Ландшафт
|
||||
filter.logic = Logic
|
||||
|
||||
filter.option.scale = Масштаб фільтра
|
||||
filter.option.chance = Шанс
|
||||
@@ -608,23 +615,25 @@ filter.option.floor2 = Друга поверхня
|
||||
filter.option.threshold2 = Вторинний граничний поріг
|
||||
filter.option.radius = Радіус
|
||||
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: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||
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
|
||||
filter.option.code = Код
|
||||
filter.option.loop = Цикл
|
||||
locales.info = Тут ви можете додати на мапу мовні пакети для певних мов. У мовних пакетах кожна властивість має назву і значення. Ці властивості можуть бути використані світовими процесорами та завданнями їхніми назвами. Вони підтримують форматування тексту (замінюючи заповнювачі на дійсні значення).\n\n[cyan]Приклад властивості:\n[]name: [accent]timer[]\nvalue: [accent]Приклад таймеру, часу лишилось: @[]\n\n[cyan]Використання:\n[]Установіть його як текст завдання: [accent]@timer\n\n[]Надрукуйте його у світовому процесорі:\n[accent]localeprint "timer"\nformat time\n[gray](де час - окремо обчислена змінна)
|
||||
locales.deletelocale = Ви справді хочете видалити цей мовний пакет?
|
||||
locales.applytoall = Застосувати зміни до всіх мовних пакетів
|
||||
locales.addtoother = Додати до інших мовних пакетів
|
||||
locales.rollback = Повернення до останньої застосованої зміни
|
||||
locales.filter = Фільтр властивостей
|
||||
locales.searchname = Шукати назву...
|
||||
locales.searchvalue = Шукати значення...
|
||||
locales.searchlocale = Шукати мовний пакет...
|
||||
locales.byname = За назвою
|
||||
locales.byvalue = За значенням
|
||||
locales.showcorrect = Показати властивості, які присутні в усіх мовних пакетах і мають унікальні значення скрізь
|
||||
locales.showmissing = Показати властивості, які відсутні в деяких мовних пакетах
|
||||
locales.showsame = Показати властивості, які мають однакові значення в різних мовних пакетах
|
||||
locales.viewproperty = Переглянути в усіх мовних пакетах
|
||||
locales.viewing = Перегляд властивості "{0}"
|
||||
locales.addicon = Додати значок
|
||||
|
||||
width = Ширина:
|
||||
height = Висота:
|
||||
@@ -663,16 +672,16 @@ uncover = Розкрити
|
||||
configure = Налаштувати вивантаження
|
||||
|
||||
objective.research.name = Дослідити
|
||||
objective.produce.name = Отримайте
|
||||
objective.item.name = Отримайте предмет
|
||||
objective.produce.name = Отримати
|
||||
objective.item.name = Отримати предмет
|
||||
objective.coreitem.name = Предметів у ядрі
|
||||
objective.buildcount.name = Кількість споруд
|
||||
objective.unitcount.name = Кількість одиниць
|
||||
objective.destroyunits.name = Знищте одиниць
|
||||
objective.destroyunits.name = Знищити одиниці
|
||||
objective.timer.name = Таймер
|
||||
objective.destroyblock.name = Знищте блок
|
||||
objective.destroyblocks.name = Знищте блоки
|
||||
objective.destroycore.name = Знищте ядро
|
||||
objective.destroyblock.name = Знищити блок
|
||||
objective.destroyblocks.name = Знищити блоки
|
||||
objective.destroycore.name = Знищити ядро
|
||||
objective.commandmode.name = Режим командування
|
||||
objective.flag.name = Прапорець
|
||||
|
||||
@@ -680,9 +689,9 @@ marker.shapetext.name = Форма тексту
|
||||
marker.point.name = Point
|
||||
marker.shape.name = Форма
|
||||
marker.text.name = Текст
|
||||
marker.line.name = Line
|
||||
marker.quad.name = Quad
|
||||
marker.texture.name = Texture
|
||||
marker.line.name = Лінія
|
||||
marker.quad.name = Квад
|
||||
marker.texture.name = Текстура
|
||||
|
||||
marker.background = Фон
|
||||
marker.outline = Контур
|
||||
@@ -697,8 +706,8 @@ objective.build = [accent]Збудуйте: [][lightgray]{0}[]x\n{1}[lightgray]{
|
||||
objective.buildunit = [accent]Сконструюйте одиницю: [][lightgray]{0}[]x\n{1}[lightgray]{2}
|
||||
objective.destroyunits = [accent]Знищте: [][lightgray]{0}[]x Units
|
||||
objective.enemiesapproaching = [accent]Вороги наблизяться через [lightgray]{0}[]
|
||||
objective.enemyescelating = [accent]Enemy production escalating in [lightgray]{0}[]
|
||||
objective.enemyairunits = [accent]Enemy air unit production beginning in [lightgray]{0}[]
|
||||
objective.enemyescelating = [accent]Нарощування ворожого виробництва почнеться через [lightgray]{0}[]
|
||||
objective.enemyairunits = [accent]Виробництво ворожих повітряних одиниць почнеться через [lightgray]{0}[]
|
||||
objective.destroycore = [accent]Знищте вороже ядро
|
||||
objective.command = [accent]Командуйте над одиницями
|
||||
objective.nuclearlaunch = [accent]⚠ Виявлено ядерний запуск: [lightgray]{0}
|
||||
@@ -834,7 +843,7 @@ sector.intersect.name = Роздоріжжя
|
||||
sector.atlas.name = Атлант
|
||||
sector.split.name = Розколина
|
||||
sector.basin.name = Ставок
|
||||
sector.marsh.name = Marsh
|
||||
sector.marsh.name = Болото
|
||||
sector.peaks.name = Вершини
|
||||
sector.ravine.name = Яр
|
||||
sector.caldera-erekir.name = Кальдера
|
||||
@@ -983,6 +992,7 @@ stat.abilities = Здібності
|
||||
stat.canboost = Можна прискорити
|
||||
stat.flying = Літає
|
||||
stat.ammouse = Патронів використовує
|
||||
stat.ammocapacity = Ammo Capacity
|
||||
stat.damagemultiplier = Множник шкоди
|
||||
stat.healthmultiplier = Множник здоров’я
|
||||
stat.speedmultiplier = Множник швидкості
|
||||
@@ -992,47 +1002,47 @@ stat.reactive = Реактивний
|
||||
stat.immunities = Імунітети
|
||||
stat.healing = Відновлювання
|
||||
|
||||
ability.forcefield = Щитове поле
|
||||
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||
ability.forcefield = Силовий щит
|
||||
ability.forcefield.description = Створює силове поле, який поглинає кулі
|
||||
ability.repairfield = Ремонтувальне поле
|
||||
ability.repairfield.description = Repairs nearby units
|
||||
ability.repairfield.description = Ремонтує найближчі одиниці
|
||||
ability.statusfield = Поле підсилення
|
||||
ability.statusfield.description = Applies a status effect to nearby units
|
||||
ability.unitspawn = Завод одиниць <20>
|
||||
ability.unitspawn.description = Constructs units
|
||||
ability.statusfield.description = Застосовує ефект стану до сусідніх одиниць
|
||||
ability.unitspawn = Завод одиниць
|
||||
ability.unitspawn.description = Створює одиниці
|
||||
ability.shieldregenfield = Щитовідновлювальне поле
|
||||
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||
ability.shieldregenfield.description = Відновлює щити сусідніх одиниць
|
||||
ability.movelightning = Блискавки під час руху
|
||||
ability.movelightning.description = Releases lightning while moving
|
||||
ability.armorplate = Armor Plate
|
||||
ability.armorplate.description = Reduces damage taken while shooting
|
||||
ability.movelightning.description = Випускає блискавки під час руху
|
||||
ability.armorplate = Бронеплита
|
||||
ability.armorplate.description = Зменшує шкоду під час стрільби
|
||||
ability.shieldarc = Щитова дуга
|
||||
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||
ability.shieldarc.description = Проєктує силовий щит у вигляді дуги, що поглинає кулі
|
||||
ability.suppressionfield = Поле пригнічення відновлення
|
||||
ability.suppressionfield.description = Stops nearby repair buildings
|
||||
ability.suppressionfield.description = Зупиняється поблизу ремонтних будівель
|
||||
ability.energyfield = Енергетичне поле
|
||||
ability.energyfield.description = Zaps nearby enemies
|
||||
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||
ability.regen = Regeneration
|
||||
ability.regen.description = Regenerates own health over time
|
||||
ability.liquidregen = Liquid Absorption
|
||||
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||
ability.spawndeath = Death Spawns
|
||||
ability.spawndeath.description = Releases units on death
|
||||
ability.liquidexplode = Death Spillage
|
||||
ability.liquidexplode.description = Spills liquid on death
|
||||
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||
ability.energyfield.description = Вражає найближчих ворогів
|
||||
ability.energyfield.healdescription = Вражає ворогів поблизу та зцілює союзників
|
||||
ability.regen = Лікування
|
||||
ability.regen.description = Відновлює власне здоров'я з часом
|
||||
ability.liquidregen = Поглинання рідини
|
||||
ability.liquidregen.description = Поглинає рідину для самолікування
|
||||
ability.spawndeath = Смертельне породження
|
||||
ability.spawndeath.description = Випускає одиниць після смерті
|
||||
ability.liquidexplode = Смертельний розлив
|
||||
ability.liquidexplode.description = Розливає рідину після смерті
|
||||
ability.stat.firingrate = [lightgray]Швидкість стрільби[stat]{0} за сек.
|
||||
ability.stat.regen = Відновлення здоров'я: [stat]{0} за сек.
|
||||
ability.stat.shield = [lightgray]Щит: [stat]{0}
|
||||
ability.stat.repairspeed = [lightgray]Швидкість відновлення: [stat]{0} за сек.
|
||||
ability.stat.slurpheal = [lightgray]Здоров'я за одиницю рідини: [stat]{0}
|
||||
ability.stat.cooldown = [lightgray]Перезаряджання: [stat]{0} за сек.
|
||||
ability.stat.maxtargets = [lightgray]Максимум цілей: [white]{0}
|
||||
ability.stat.sametypehealmultiplier = [lightgray]Однотипне відновлення: [white]{0}%
|
||||
ability.stat.damagereduction = [lightgray]Зменшення шкоди: [stat]{0}%
|
||||
ability.stat.minspeed = [lightgray]Мінімальна швидкість: [stat]{0} плиток за сек.
|
||||
ability.stat.duration = [lightgray]Тривалість: [stat]{0} за сек.
|
||||
ability.stat.buildtime = [lightgray]Час побудови: [stat]{0} за сек.
|
||||
|
||||
bar.onlycoredeposit = Передача предметів дозволена лише до ядра
|
||||
bar.drilltierreq = Потрібен ліпший бур
|
||||
@@ -1072,7 +1082,7 @@ bullet.splashdamage = [stat]{0}[lightgray] шкода по ділянці ~[stat
|
||||
bullet.incendiary = [stat]запальний
|
||||
bullet.homing = [stat]самонаведення
|
||||
bullet.armorpierce = [stat]бронебійність
|
||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] обмеження шкоди
|
||||
bullet.suppression = [stat]{0}[lightgray] сек. пригнічення відновлення ~ [stat]{1}[lightgray] плит.
|
||||
bullet.interval = [stat]{0} за сек. [lightgray] період між кулями:
|
||||
bullet.frags = [stat]{0}[lightgray]x шкода по ділянці від снарядів:
|
||||
@@ -1108,6 +1118,7 @@ unit.items = предм.
|
||||
unit.thousands = тис
|
||||
unit.millions = млн
|
||||
unit.billions = млрд
|
||||
unit.shots = shots
|
||||
unit.pershot = за постріл
|
||||
category.purpose = Призначення
|
||||
category.general = Загальне
|
||||
@@ -1117,18 +1128,20 @@ category.items = Предмети
|
||||
category.crafting = Виробництво
|
||||
category.function = Функціонал
|
||||
category.optional = Додаткові поліпшення
|
||||
setting.alwaysmusic.name = Always Play Music
|
||||
setting.alwaysmusic.description = When enabled, music will always play on loop in-game.\nWhen disabled, it only plays at random intervals.
|
||||
setting.skipcoreanimation.name = Пропустити запуск ядра та анімацію приземлення
|
||||
setting.landscape.name = Тільки альбомний (горизонтальний) режим
|
||||
setting.shadows.name = Тіні
|
||||
setting.blockreplace.name = Пропонування щодо автоматичної заміни блоків
|
||||
setting.linear.name = Лінійна фільтрація
|
||||
setting.hints.name = Підказки
|
||||
setting.logichints.name = Підказки при роботі з логікою
|
||||
setting.logichints.name = Підказки під час роботи з логікою
|
||||
setting.backgroundpause.name = Пауза в разі згортання
|
||||
setting.buildautopause.name = Автоматичне призупинення будування
|
||||
setting.doubletapmine.name = Подвійне швидке натискання для початку видобутку
|
||||
setting.commandmodehold.name = Утримуйте для переходу в режим командування
|
||||
setting.distinctcontrolgroups.name = Limit One Control Group Per Unit
|
||||
setting.distinctcontrolgroups.name = Обмежити одну групу контролю на одиницю
|
||||
setting.modcrashdisable.name = Вимикати модифікації після аварійного запуску
|
||||
setting.animatedwater.name = Анімаційні рідини
|
||||
setting.animatedshields.name = Анімаційні щити
|
||||
@@ -1175,14 +1188,14 @@ setting.position.name = Показувати координати гравця
|
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setting.mouseposition.name = Показувати координати курсора
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setting.musicvol.name = Гучність музики
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setting.atmosphere.name = Показувати планетарну атмосферу
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setting.drawlight.name = Draw Darkness/Lighting
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setting.drawlight.name = Малювати темряву/світло
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setting.ambientvol.name = Звуки довкілля
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setting.mutemusic.name = Заглушити музику
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setting.sfxvol.name = Гучність звукових ефектів
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setting.mutesound.name = Заглушити звук
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setting.crashreport.name = Відсилати анонімні звіти про аварійне завершення гри
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setting.savecreate.name = Автоматичне створення збережень
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setting.steampublichost.name = Public Game Visibility
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setting.steampublichost.name = Загальнодоступність гри
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setting.playerlimit.name = Обмеження гравців
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setting.chatopacity.name = Непрозорість чату
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setting.lasersopacity.name = Непрозорість лазерів енергопостачання
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@@ -1190,7 +1203,7 @@ setting.bridgeopacity.name = Непрозорість мостів
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setting.playerchat.name = Показувати хмару чата над гравцями
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setting.showweather.name = Показувати погоду
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setting.hidedisplays.name = Приховувати логічні дисплеї
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setting.macnotch.name = Адаптуйте інтерфейс для відображення виїмки
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setting.macnotch.name = Адаптуйте інтерфейс для показу виїмки
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setting.macnotch.description = Потрібен перезапуск для застосування змін
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steam.friendsonly = Лише друзі
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steam.friendsonly.tooltip = Чи лише друзі Steam зможуть приєднатися до вашої гри.Якщо зняти цей прапорець, ваша гра стане загальнодоступною – будь-хто зможе приєднатися.
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@@ -1202,7 +1215,7 @@ keybind.title = Налаштування керування
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keybinds.mobile = [scarlet]Більшість прив’язаних клавіш не функціональні для мобільних пристроїв. Підтримується лише базовий рух.
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category.general.name = Загальне
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category.view.name = Перегляд
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category.command.name = Unit Command
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category.command.name = Командувати одиницею
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category.multiplayer.name = Мережева гра
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category.blocks.name = Вибір блока
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placement.blockselectkeys = \n[lightgray]Клавіші: [{0},
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@@ -1220,14 +1233,14 @@ keybind.mouse_move.name = Рухатися за мишею
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keybind.pan.name = Політ камери за мишею
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keybind.boost.name = Прискорення
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keybind.command_mode.name = Режим командування
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keybind.command_queue.name = Unit Command Queue
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keybind.create_control_group.name = Create Control Group
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keybind.cancel_orders.name = Cancel Orders
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keybind.unit_stance_shoot.name = Unit Stance: Shoot
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keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
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keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
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keybind.unit_stance_patrol.name = Unit Stance: Patrol
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keybind.unit_stance_ram.name = Unit Stance: Ram
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keybind.command_queue.name = Черга команд одиниць
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keybind.create_control_group.name = Створити контрольну групу
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keybind.cancel_orders.name = Скасувати накази
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keybind.unit_stance_shoot.name = Позиція одиниці: відкрити воонь
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keybind.unit_stance_hold_fire.name = Позиція одиниці: припинити вогонь
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keybind.unit_stance_pursue_target.name = Позиція одиниці: переслідувати ціль
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keybind.unit_stance_patrol.name = Позиція одиниці: патрулювати
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keybind.unit_stance_ram.name = Позиція одиниці: на таран
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keybind.unit_command_move.name = Unit Command: Move
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keybind.unit_command_repair.name = Unit Command: Repair
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keybind.unit_command_rebuild.name = Unit Command: Rebuild
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@@ -1237,7 +1250,7 @@ keybind.unit_command_boost.name = Unit Command: Boost
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keybind.unit_command_load_units.name = Unit Command: Load Units
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keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
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keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
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keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
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keybind.unit_command_enter_payload.name = Команда одиниці: завантажити вантаж
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keybind.rebuild_select.name = Відбудувати регіон
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keybind.schematic_select.name = Вибрати ділянку
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keybind.schematic_menu.name = Меню схем
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@@ -1301,22 +1314,25 @@ mode.pvp.description = Боріться проти інших гравців.\n[
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mode.attack.name = Наступ
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mode.attack.description = Зруйнуйте ворожу базу. \n[gray]Потрібно червоне ядро на мапі для гри.
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mode.custom = Користувацькі правила
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rules.invaliddata = Invalid clipboard data.
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rules.invaliddata = Недійсні дані з клавіатури.
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rules.hidebannedblocks = Приховати заборонені блоки
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rules.infiniteresources = Нескінченні ресурси
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rules.onlydepositcore = Дозволити лише основне розміщення ядер
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rules.derelictrepair = Allow Derelict Block Repair
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rules.derelictrepair = Дозволити відновлення блоків Переможених
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rules.reactorexplosions = Вибухи реактора
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rules.coreincinerates = Ядро спалює надлишкові предмети
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rules.disableworldprocessors = Вимкнути світові процесори
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rules.schematic = Використання схем дозволено
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rules.wavetimer = Таймер для хвиль
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rules.wavesending = Ручне надсилання хвиль
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rules.allowedit = Allow Editing Rules
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rules.allowedit.info = When enabled, the player can edit rules in-game via the button in the bottom left corner of the Pause menu.
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rules.waves = Хвилі
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rules.airUseSpawns = Air units use spawn points
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rules.attack = Режим атаки
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rules.buildai = Base Builder AI
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rules.buildaitier = Builder AI Tier
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rules.buildai = Базовий ШІ-будівельник
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rules.buildaitier = Рівень ШІ-будівельника
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rules.rtsai = ШІ зі стратегій реального часу
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rules.rtsminsquadsize = Мінімальний розмір загону
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rules.rtsmaxsquadsize = Максимальний розмір загону
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@@ -1345,7 +1361,7 @@ rules.buildcostmultiplier = Множник затрат на будування
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rules.buildspeedmultiplier = Множник швидкості будування
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rules.deconstructrefundmultiplier = Множник відшкодування в разі демонтажу
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rules.waitForWaveToEnd = Хвилі чекають на завершення попередньої
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rules.wavelimit = Map Ends After Wave
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rules.wavelimit = Мапа закінчується після хвилі
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rules.dropzoneradius = Радіус зони висадки:[lightgray] (плитки)
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rules.unitammo = Бойові одиниці потребують боєприпасів
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rules.enemyteam = Ворожа команда
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@@ -1450,7 +1466,7 @@ unit.navanax.name = Наванакс
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unit.alpha.name = Альфа
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unit.beta.name = Бета
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unit.gamma.name = Гамма
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unit.scepter.name = Верховна влада
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unit.scepter.name = Скіпетр
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unit.reign.name = Верховний Порядок
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unit.vela.name = Пульсар Вітрил
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unit.corvus.name = Ґава
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@@ -1771,7 +1787,7 @@ block.electric-heater.name = Електричний нагрівач
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block.slag-heater.name = Шлаковий нагрівач
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block.phase-heater.name = Фазовий нагрівач
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block.heat-redirector.name = Перенаправляч тепла
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block.heat-router.name = Heat Router
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block.heat-router.name = Тепловий маршрутизатор
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block.slag-incinerator.name = Шлаковий сміттєспалювальний завод
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block.carbide-crucible.name = Карбідний тигель
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block.slag-centrifuge.name = Шлакова центрифуга
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@@ -1886,18 +1902,18 @@ hint.desktopPause = Натисніть [accent][[Пробіл][], щоби зу
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hint.breaking = Натисніть [accent]ПКМ[] і тягніть, щоби зруйнувати блоки.
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hint.breaking.mobile = Активуйте \ue817 [accent]молот[] внизу праворуч і зробіть швидке натискання блоків, щоби їх розібрати.\n\nУтримуйте палець протягом секунди й протягніть, щоби розібрати виділене.
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hint.blockInfo = Подивіться інформацію про блок. Перейдіть до [accent]меню будівництва[] і натисніть на кнопку [accent][[?][] праворуч.
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hint.derelict = Будівлі [accent]Переможених[] є зламаними залишками старих баз, що більше не функціонують.\n\nЇх можна [accent]деконструювати[] для отримання ресурсів.
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hint.derelict = Будівлі [accent]Переможених[] є зламаними залишками старих баз, що більше не функціонують.\n\nЇх можна [accent]розібрати[] для отримання ресурсів або відбудувати.
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hint.research = Використовуйте кнопку \ue875 [accent]Дослідження[] для дослідження нової технології.
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hint.research.mobile = Використовуйте \ue875 [accent]Дослідження[] в \ue88c [accent]меню[] для дослідження нової технології.
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hint.unitControl = Утримуйте [accent][[лівий Ctrl][] і [accent]натисніть[] на одиницю чи башту, щоби контролювати її.
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hint.unitControl.mobile = [accent][Зробіть коротке натискання двічі[], щоби контролювати союзні одиниці чи башти.
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hint.unitSelectControl = Для керування одиницями увійдіть в [accent]режим командування[], утримуючи [accent]лівий Shift[].\nПеребуваючи в командному режимі, натисніть і протягуйте для вибору одиниць. Натисніть [accent]ПКМ[] на позицію або ціль, щоби віддати наказ одиницям, які там знаходяться.
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hint.unitSelectControl.mobile = Для керування одиницями увійдіть в [accent]режим командування[], натиснувши кнопку [accent]командувати[] ліворуч знизу.\nПеребуваючи в командному режимі, зробіть довгий натиск і протягуйте для вибору одиниць. Торкніться позиції або цілі, щоби віддати наказ одиницям, які там знаходяться.
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hint.launch = Як тільки буде зібрано достатньо ресурсів, ви зможете зробити [accent]Запуск[] за допомогою вибору найближчих секторів \ue827 [accent]мапи[] внизу праворуч.
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hint.launch = Як тільки буде зібрано достатньо ресурсів, ви зможете зробити [accent]Запуск[] до наступних секторів \ue827 [accent]мапи[] внизу праворуч і перейти на нову локацію..
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hint.launch.mobile = Як тільки буде зібрано достатньо ресурсів, ви зможете зробити [accent]Запуск[] за допомогою вибору найближчих секторів з \ue827 [accent]мапи[] у \ue88c [accent]меню[].
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hint.schematicSelect = Утримуйте [accent][[F][] і тягніть, щоби вибрати блоки для їхнього подальшого копіювання і вставлення.\n\nНатисніть [accent][[СКМ][], щоби скопіювати певний тип блоку.
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hint.rebuildSelect = Утримуючи [accent][[B][], протягніть, щоби вибрати зруйновані проєкти блоків.\nЦе призведе до їхнього автоматичного відновлення.
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hint.rebuildSelect.mobile = Select the \ue874 copy button, then tap the \ue80f rebuild button and drag to select destroyed block plans.\nThis will rebuild them automatically.
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hint.rebuildSelect = Утримуючи [accent][[B][], протягніть, щоби вибрати зруйновані проєкти блоків.\nЦе призведе до їхньої автоматичної перебудови.
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hint.rebuildSelect.mobile = Натисніть кнопку \ue874 копіювання, потім натисніть кнопку \ue80f перебудови і перетягніть, щоби вибрати знищені проєкти блоків.\nЦе призведе до їхньої автоматичної перебудови.
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hint.conveyorPathfind = Утримуйте [accent][[лівий Ctrl][], коли тягнете конвеєри, щоб автоматично прокласти шлях.
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hint.conveyorPathfind.mobile = Увімкніть \ue844 [accent]діагональний режим[] і тягніть конвеєри, щоб автоматично прокласти шлях.
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@@ -1931,7 +1947,7 @@ gz.walls = [accent]Стіни[] можуть запобігти потрапля
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gz.defend = Ворог наступає, приготуйтеся до оборони.
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gz.aa = Повітряні одиниці не можуть бути легко знищені зі стандартними баштами.\n\uf860 Башта [accent]розсіювач[] забезпечує відмінну протиповітряну оборону, але потребує \uf837 [accent]свинець[] як боєприпас.
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gz.scatterammo = Забезпечте башту розсіювач \uf837 [accent]свинцем[], використовуючи конвеєр.
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gz.supplyturret = [accent]Башта постачання
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gz.supplyturret = [accent]Постачання до башти
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gz.zone1 = Це зона висадки ворога.
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gz.zone2 = Усе, що побудовано в цьому радіусі, знищується, коли починається хвиля.
|
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gz.zone3 = Зараз почнеться хвиля.\nПриготуйется
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@@ -1940,7 +1956,7 @@ gz.finish = Збудуйте більше башт, видобудьте біл
|
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onset.mine = Натисніть, щоби видобути \uf748 [accent]берилій[]зі стін.\n\nДля переміщення використовуйте [accent][[WASD].
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onset.mine.mobile = Торкніться, щоби видобути \uf748 [accent]берилій[]зі стін.
|
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onset.research = Відкрийте \ue875 дерево технологій.\nДослідіть, а потім розмістіть \uf73e [accent]Турбінний кондесатор[] на джерелі (отворі).\nЦе буде генерувати [accent]енергію[].
|
||||
onset.bore = Дослідіть і розмістіт \uf741 [accent]плазмовий бурильник[].\nВін автоматично видобуває ресурси зі стін.
|
||||
onset.bore = Дослідіть і розмістіть \uf741 [accent]плазмовий бурильник[].\nВін автоматично видобуває ресурси зі стін.
|
||||
onset.power = Для підключення [accent]енергії[] до плазмового бурильника, дослідіть і розмістіть \uf73d [accent]променевий вузол[].\nПід’єднайте турбінний коденсатор до плазмового бурильника.
|
||||
onset.ducts = Дослідіть і розмістіть \uf799 [accent]канали[], щоби переміщувати видобуті ресурси від плазмового бурильника до ядра.\nНатисніть і простягніть, щоби розмістити декілька каналів.\n[accent]Прокрутіть[], щоб обернути.
|
||||
onset.ducts.mobile = Дослідіть і розмістіть \uf799 [accent]канали[], щоби переміщувати видобуті ресурси від плазмового бурильника до ядра.\n\nУтримуйте свій палець близько секунди і простягніть, щоби розмістити декілька каналів.
|
||||
@@ -1955,15 +1971,15 @@ onset.turrets = Одиниці ефективні, але [accent]башти[]
|
||||
onset.turretammo = Забезпечте башту [accent]берилієвими боєприпасами[].
|
||||
onset.walls = [accent]Стіни[] cможе запобігти потраплянню зустрічної шкоди на будівлі.\nРозмістіть декілька \uf6ee [accent]берилієвих стін[] навколо башти.
|
||||
onset.enemies = Ворог наступає, готуйтеся до оборони.
|
||||
onset.defenses = [accent]Set up defenses:[lightgray] {0}
|
||||
onset.defenses = [accent]Підготуйте захист:[lightgray] {0}
|
||||
onset.attack = Ворог беззахисний. Контратакуйте.
|
||||
onset.cores = Нові ядра можуть бути розміщені на плитках [accent]зони ядра[].\nНові ядра функціонують як передові бази й мають спільний інвентар ресурсів з іншими ядрами.\nРозмістіть \uf725 ядро.
|
||||
onset.detect = Ворог зможе виявити вас за 2 хвилини.\nОрганізуйте оборону, видобуток корисних копалин та виробництво.
|
||||
|
||||
#Don't translate these yet!
|
||||
onset.commandmode = Утримуйте [accent]Shift[], щоб увійти в [accent]режим командування[].\n[accent]Зажміть ЛКМ і потягніть,[] щоб обрати одиниці.\n[accent]Використовуйте ПКМ[], щоби наказати обраним одиницям рухатися чи атакувати.
|
||||
onset.commandmode.mobile = Натисніть кнопку [accent]Командувати[], щоб увійти [accent]в режим командування[].\nУтримуйте палець і [accent]потягніть[], щоб обрати одиниці.\n[accent] Зробіть коротке натискання[], щоби наказати обраним одиницям рухатися чи атакувати.
|
||||
aegis.tungsten = Tungsten can be mined using an [accent]impact drill[].\nThis structure requires [accent]water[] and [accent]power[].
|
||||
onset.commandmode.mobile = Натисніть кнопку [accent]Командувати[], щоб увійти [accent]в режим командування[].\nУтримуйте палець і [accent]потягніть[], щоби вибрати одиниці.\n[accent] Зробіть коротке натискання[], щоби наказати обраним одиницям рухатися чи атакувати.
|
||||
aegis.tungsten = Вольфрам можна видобувати за допомогою [accent]імпульсного буру[].\nЦя будівля потребує [accent]води[] та [accent]енергію[].
|
||||
|
||||
split.pickup = Деякі блоки можуть бути підібрані основною ядровою одиницею.\nПідніміть цей [accent]контейнер[] і помістіть його до [accent]вантажного завантажувача[].\n(Клавіші за замовчуванням - [[ і ] для підняття та скидання)
|
||||
split.pickup.mobile = Деякі блоки можуть бути підібрані основною ядровою одиницею.\nПідніміть цей [accent]контейнер[] і помістіть його до [accent]вантажного завантажувача[].\n(Щоб підняти або скинути щось, довго натискайте на це щось.)
|
||||
@@ -2287,7 +2303,7 @@ unit.risso.description = Англійська назва: Risso\nВистріл
|
||||
unit.minke.description = Англійська назва: Minke\nВистрілює запальними снарядами та стандартними кулями по найближчих наземних цілях.
|
||||
unit.bryde.description = Англійська назва: Bryde\nВистрілює у ворогів артилерійськими снарядами та ракетами великої дальності.
|
||||
unit.sei.description = Англійська назва: Sei\nВистрілює у ворогів шквалом ракет і бронебійних куль.
|
||||
unit.omura.description = Англійська назва: Omura\nВистрілює у ворогів далекобійним болтом, що пробиває броню. Виробляє повітряних Фальшфеєрів.
|
||||
unit.omura.description = Англійська назва: Omura\nВистрілює у ворогів далекобійним болтом, що пробиває броню. Виробляє повітряних спалахів.
|
||||
unit.alpha.description = Англійська назва: Alpha\nЗахищає ядро «Уламок» від противників. Будує споруди.
|
||||
unit.beta.description = Англійська назва: Beta\nЗахищає ядро «Штаб» від противників. Будує споруди.
|
||||
unit.gamma.description = Англійська назва: Gamma\nЗахищає ядро «Атом» від противників. Будує споруди.
|
||||
@@ -2311,8 +2327,8 @@ unit.collaris.description = Англійська назва: Collaris\nВеде
|
||||
unit.elude.description = Англійська назва: Elude\nСтріляє парами самонавідних куль по ворожих цілях. Може парити над об’єктами з рідиною.
|
||||
unit.avert.description = Англійська назва: Avert\nВеде вогонь по ворожих цілях закрученими парами куль.
|
||||
unit.obviate.description = Англійська назва: Obviate\nСтріляє по ворожих цілях закрученими парами блискавичних куль.
|
||||
unit.quell.description = Англійська назва: Quell\nВеде вогонь далекобійними самонавідними ракетами по об’єктах противника. Блокує ремонтні пункти супротивника.
|
||||
unit.disrupt.description = Англійська назва: Disrupt\nВеде вогонь ракетами дальнього радіуса дії з самонаведенням по об’єктах противника. Блокує ремонтні пункти супротивника.
|
||||
unit.quell.description = Англійська назва: Quell\nВеде вогонь далекобійними самонавідними ракетами по об’єктах противника. Блокує ремонтні пункти супротивника. Атакує тільки наземні цілі.
|
||||
unit.disrupt.description = Англійська назва: Disrupt\nВеде вогонь ракетами дальнього радіуса дії з самонаведенням по об’єктах противника. Блокує ремонтні пункти супротивника. Атакує тільки наземні цілі.
|
||||
unit.evoke.description = Англійська назва: Evoke\nБудує споруди для захисту ядра «Бастіон». Ремонтує споруди за допомогою променя.
|
||||
unit.incite.description = Англійська назва: Incite\nБудує споруди для захисту ядра «Цитадель». Ремонтує споруди за допомогою променя.
|
||||
unit.emanate.description = Англійська назва: Emanate\nБудує споруди для захисту ядра «Акрополь». Ремонтує споруди за допомогою променя.
|
||||
@@ -2320,7 +2336,7 @@ unit.emanate.description = Англійська назва: Emanate\nБудує
|
||||
lst.read = Зчитує число із з’єднаної комірки 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.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.format = Замінити наступний замінник у текстовому буфері значенням.\nНе робить нічого, якщо шаблон заповнювача є недійсним.\nШаблон заповнювача: "{[accent]number 0-9[]}"\nПриклад:\n[accent]print "test {0}"\nformat "example"
|
||||
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.printflush = Скидає буфер операцій [accent]Print[] у блок «Повідомлення».
|
||||
@@ -2333,7 +2349,7 @@ lst.operation = Виконує операцію над 1-2 змінними.
|
||||
lst.end = Перейти до верхньої частини стеку операцій.
|
||||
lst.wait = Чекати певну кількість секунд.
|
||||
lst.stop = Зупиняє виконання процесора.
|
||||
lst.lookup = Знайти тип предмета, рідини, одиниці чи блоку за ідентифікатором.\nМожна отримати доступ до загальної кількості кожного типу через \n[accent]@unitCount[] / [accent]@itemCount[] / [accent]@liquidCount[] / [accent]@blockCount[]
|
||||
lst.lookup = Знайти тип предмета, рідини, одиниці чи блоку за ідентифікатором.\nМожна отримати доступ до загальної кількості кожного типу через \n[accent]@unitCount[] / [accent]@itemCount[] / [accent]@liquidCount[] / [accent]@blockCount[]\nДля зворотної операції використовуйте [accent]@id[] об'єкта.
|
||||
lst.jump = Умовне переходження до іншої операції.
|
||||
lst.unitbind = Прив’язка до одиниці певного типу та його зберігання в [accent]@unit[].
|
||||
lst.unitcontrol = Контролювати поточну прив’язану одиницю.
|
||||
@@ -2356,55 +2372,57 @@ lst.cutscene = Керує камерою гравця.
|
||||
lst.setflag = Установлює глобальний прапорець, який можуть прочитати усі процесори.
|
||||
lst.getflag = Перевіряє, чи встановлено глобальний прапорець.
|
||||
lst.setprop = Установлює властивість одиниці чи будівлі.
|
||||
lst.effect = Create a particle effect.
|
||||
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.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.
|
||||
lst.effect = Створює ефект частинок.
|
||||
lst.sync = Синхронізувати змінну по мережі.\nВикликається щонайбільше 10 разів за секунду.
|
||||
lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calculated based on position.
|
||||
lst.makemarker = Створює новий логічний маркер у світі.\nПотрібно надати ідентифікатор для ідентифікації цього маркера.\nНаразі кількість маркерів на світ обмежена 20 тисячами.
|
||||
lst.setmarker = Установлює властивість для маркера.\nВикористаний ідентифікатор має збігатися з інструкцією «Створити маркер».
|
||||
lst.localeprint = Додає значення властивості мовного пакету мапи до текстового буфера.\nЩоби встановити мовного пакету мапи в редакторі мапи, перейдіть до [accent]Інформація про мапу > Мовні пакети [].\nЯкщо клієнтом є мобільний пристрій, то спочатку намагається надрукувати властивість, що закінчується на ".mobile".
|
||||
lglobal.false = 0
|
||||
lglobal.true = 1
|
||||
lglobal.null = null
|
||||
lglobal.@pi = The mathematical constant pi (3.141...)
|
||||
lglobal.@e = The mathematical constant e (2.718...)
|
||||
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
||||
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
||||
lglobal.@time = Playtime of current save, in milliseconds
|
||||
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
||||
lglobal.@second = Playtime of current save, in seconds
|
||||
lglobal.@minute = Playtime of current save, in minutes
|
||||
lglobal.@waveNumber = Current wave number, if waves are enabled
|
||||
lglobal.@waveTime = Countdown timer for waves, in seconds
|
||||
lglobal.@mapw = Map width in tiles
|
||||
lglobal.@maph = Map height in tiles
|
||||
lglobal.sectionMap = Map
|
||||
lglobal.sectionGeneral = General
|
||||
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
||||
lglobal.sectionProcessor = Processor
|
||||
lglobal.sectionLookup = Lookup
|
||||
lglobal.@this = The logic block executing the code
|
||||
lglobal.@thisx = X coordinate of block executing the code
|
||||
lglobal.@thisy = Y coordinate of block executing the code
|
||||
lglobal.@links = Total number of blocks linked to this processors
|
||||
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
||||
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
||||
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
||||
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
||||
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
||||
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
||||
lglobal.@client = True if the code is running on a client connected to a server
|
||||
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
||||
lglobal.@clientUnit = Unit of client running the code
|
||||
lglobal.@clientName = Player name of client running the code
|
||||
lglobal.@clientTeam = Team ID of client running the code
|
||||
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||
lglobal.@pi = Математична константа пі (3.141...)
|
||||
lglobal.@e = Математична константа e (2.718...)
|
||||
lglobal.@degToRad = Помножте на це число, щоб перевести градуси в радіани
|
||||
lglobal.@radToDeg = Помножте на це число, щоб перевести радіани в градуси
|
||||
lglobal.@time = Час гри поточного збереження, у мілісекундах
|
||||
lglobal.@tick = Час гри поточного збереження, in ticks (1 секунда = 60 ticks)
|
||||
lglobal.@second = Час гри поточного збереження, в секундах
|
||||
lglobal.@minute = Час гри поточного збереження, у хвилинах
|
||||
lglobal.@waveNumber = Поточний номер хвилі, якщо хвилі ввімкнено
|
||||
lglobal.@waveTime = Таймер зворотного відліку для хвиль, в секундах
|
||||
lglobal.@mapw = Ширина мапи в плитках
|
||||
lglobal.@maph = Висота мапи в плитках
|
||||
lglobal.sectionMap = Мапа
|
||||
lglobal.sectionGeneral = Загальне
|
||||
lglobal.sectionNetwork = Мережа/Клієнтська частина [Тільки світовий процесор]
|
||||
lglobal.sectionProcessor = Процесор
|
||||
lglobal.sectionLookup = Пошук
|
||||
lglobal.@this = Логічний блок, що виконує код
|
||||
lglobal.@thisx = X координата блоку, що виконує код
|
||||
lglobal.@thisy = Y координата блоку, що виконує код
|
||||
lglobal.@links = Загальна кількість блоків, пов'язаних з цим процесором
|
||||
lglobal.@ipt = Швидкість виконання процесора в інструкціях за тик (60 ticks = 1 секунда)
|
||||
lglobal.@unitCount = Загальна кількість типів вмісту одиниць у грі; використовується з інструкцією lookup
|
||||
lglobal.@blockCount = Загальна кількість типів вмісту блоків у грі; використовується з інструкцією lookup
|
||||
lglobal.@itemCount = Загальна кількість типів вмісту предметів у грі; використовується з інструкцією lookup
|
||||
lglobal.@liquidCount = Загальна кількість типів вмісту рідин у грі; використовується з інструкцією lookup
|
||||
lglobal.@server = Істина, якщо код виконується на сервері або в одноосібній грі, інакше хиба
|
||||
lglobal.@client = Істина, якщо код виконується на клієнті, підключеному до сервера
|
||||
lglobal.@clientLocale = Локалізація клієнта, на якому виконується код. Наприклад: en_US чи uk_UA
|
||||
lglobal.@clientUnit = Одиниця клієнта, що виконує код
|
||||
lglobal.@clientName = Ім'я гравця клієнта, на якому запущено код
|
||||
lglobal.@clientTeam = Ідентифікатор команди клієнта, що запускає код
|
||||
lglobal.@clientMobile = Істина, якщо клієнт, на якому виконується код, є мобільним, інакше хиба
|
||||
|
||||
logic.nounitbuild = [red]Будування за допомогою процесорів заборено.
|
||||
logic.nounitbuild = [red]Будування за допомогою процесорів заборонено.
|
||||
|
||||
lenum.type = Тип будівлі чи одиниці.\nНаприклад, для будь-якого маршрутизатора (англ. router), функція вертатиме [accent]@router[].\nНе є рядком.
|
||||
lenum.shoot = Стріляти в зазначену позицію.
|
||||
lenum.shootp = Стріляти в одиницю чи будівлю із передбаченням швидкості.
|
||||
lenum.config = Конфігурація будівлі, як-от в сортувальника.
|
||||
lenum.enabled = Чи блок увімкнено.
|
||||
laccess.currentammotype = Current ammo item/liquid of a turret.
|
||||
|
||||
laccess.color = Колір освітлювача.
|
||||
laccess.controller = Керувач одиницями. Якщо процесор керує одиницею, повертає процесор.\nЯкщо у формуванні, повертається лідер.\nІнакше повертає саму одиницю.
|
||||
@@ -2412,7 +2430,7 @@ laccess.dead = Чи є одиниця або будівля мертвою аб
|
||||
laccess.controlled = Повертає \n[accent]@ctrlProcessor[] якщо одиниця контролюється процесором;\n[accent]@ctrlPlayer[] якщо одиниця чи будівля контролюєть гравцем\n[accent]@ctrlFormation[] якщо одиниця у загоні (формуванні)\nІнакше — 0.
|
||||
laccess.progress = Прогрес дії, від 0 до 1.\nПовертає виробництво, перезавантаження башти або хід будівництва.
|
||||
laccess.speed = Максимальна швидкість одиниці, у плитках за секунду.
|
||||
laccess.id = ID of a unit/block/item/liquid.\nThis is the inverse of the lookup operation.
|
||||
laccess.id = Ідентифікатор одиниці/блоку/предмету/рідини.\nЦе зворотна операція до операції пошуку.
|
||||
|
||||
lcategory.unknown = Невідома категорія
|
||||
lcategory.unknown.description = Команди без категорії.
|
||||
@@ -2440,7 +2458,7 @@ graphicstype.poly = Залити кольором правильний бага
|
||||
graphicstype.linepoly = Намалювати контур правильного багатокутника.
|
||||
graphicstype.triangle = Залити кольором трикутник.
|
||||
graphicstype.image = Намалювати зображення із деяким вмістом.\nНаприклад: [accent]@router[] чи [accent]@dagger[].
|
||||
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
||||
graphicstype.print = Малює текст з буфера друку.\nОчищає буфер друку.
|
||||
|
||||
lenum.always = Завжди істинне.
|
||||
lenum.idiv = Ціле ділення.
|
||||
@@ -2460,7 +2478,7 @@ lenum.xor = Виключне АБО (XOR).
|
||||
lenum.min = Мінімум з двох чисел.
|
||||
lenum.max = Максимум з двох чисел.
|
||||
lenum.angle = Кут вектора у градусах.
|
||||
lenum.anglediff = Absolute distance between two angles in degrees.
|
||||
lenum.anglediff = Абсолютна відстань між двома кутами в градусах.
|
||||
lenum.len = Довжина вектора.
|
||||
|
||||
lenum.sin = Синус, у градусах.
|
||||
@@ -2528,14 +2546,15 @@ unitlocate.building = Змінна для запису знайденої буд
|
||||
unitlocate.outx = Виводить координату X.
|
||||
unitlocate.outy = Виводить координату Y.
|
||||
unitlocate.group = Група будівель для пошуку.
|
||||
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
||||
|
||||
lenum.idle = Зупиняти рух, проте продовжути будувати чи видобувати.\nСтан за замовчуванням.
|
||||
lenum.stop = Зупинити або рух, або видобуток, або будівництво.
|
||||
lenum.unbind = Повністю вимикає усю логіку.\nПродовжує стандартний ШІ.
|
||||
lenum.move = Перемістити в точне положення.
|
||||
lenum.approach = Наближення до позиції із зазначеним радіусом.
|
||||
lenum.pathfind = Знайдення шляху до точки появи ворогів.
|
||||
lenum.autopathfind = Automatically pathfinds to the nearest enemy core or drop point.\nThis is the same as standard wave enemy pathfinding.
|
||||
lenum.pathfind = Знайдення шляху до певної позиції.
|
||||
lenum.autopathfind = Автоматично прокладає шлях до найближчого ядра або точки скидання ворога.\nЦе те саме, що і стандартне прокладання шляху у ворогів з хвиль.
|
||||
lenum.target = Стрільба в задану позицію.
|
||||
lenum.targetp = Стріляти в ціль із передбаченням швидкості.
|
||||
lenum.itemdrop = Викинути предмет.
|
||||
@@ -2546,7 +2565,7 @@ lenum.payenter = Увійти чи вийти з вантажного блока
|
||||
lenum.flag = Числовий прапорець одиниці.
|
||||
lenum.mine = Видобувати у заданій позиції.
|
||||
lenum.build = Побудувати будівлю.
|
||||
lenum.getblock = Розпізнавання блока та його типа за координатами.\nОдиниця повинна знаходитися в межах досяжності.\nСуцільні не-будівлі матимуть тип [accent]@solid[].
|
||||
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
|
||||
lenum.within = Чи знаходиться одиниця біля позиції.
|
||||
lenum.boost = Почати чи зупинити політ.
|
||||
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -441,6 +441,11 @@ editor.rules = 规则
|
||||
editor.generation = 生成
|
||||
editor.objectives = 目标
|
||||
editor.locales = 本地化语言包
|
||||
editor.worldprocessors = World Processors
|
||||
editor.worldprocessors.editname = Edit Name
|
||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||
editor.worldprocessors.nospace = No free space to place a world processor!\nDid you fill the map with structures? Why would you do this?
|
||||
editor.worldprocessors.delete.confirm = Are you sure you want to delete this world processor?\n\nIf it is surrounded by walls, it will be replaced by an environmental wall.
|
||||
editor.ingame = 游戏内编辑
|
||||
editor.playtest = 游戏内测试
|
||||
editor.publish.workshop = 上传到创意工坊
|
||||
@@ -497,6 +502,7 @@ editor.default = [lightgray]<默认>
|
||||
details = 详情…
|
||||
edit = 编辑…
|
||||
variables = 变量
|
||||
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
||||
logic.globals = 内置变量
|
||||
editor.name = 名称:
|
||||
editor.spawn = 生成单位
|
||||
@@ -586,6 +592,7 @@ filter.clear = 替换
|
||||
filter.option.ignore = 忽略
|
||||
filter.scatter = 散布
|
||||
filter.terrain = 地图边界
|
||||
filter.logic = Logic
|
||||
|
||||
filter.option.scale = 缩放
|
||||
filter.option.chance = 散布数量
|
||||
@@ -609,6 +616,8 @@ filter.option.floor2 = 内层地形
|
||||
filter.option.threshold2 = 内层比例
|
||||
filter.option.radius = 半径
|
||||
filter.option.percentile = 百分比
|
||||
filter.option.code = Code
|
||||
filter.option.loop = Loop
|
||||
locales.info = 在这里,您可以为特定语言添加本地化语言包到您的地图中。在本地化语言包中,每个文本属性都有一个名称和一个值。这些文本属性可以由世界处理器和游戏目标使用它们的名称。它们支持文本格式化(用实际值替换占位符)。\n\n[cyan]示例文本属性:\n[]名称: [accent]timer[]值: [accent]示例计时器, 剩余时间: {0}[]\n\n[cyan]用法:\n[]将其设置为目标的文本: [accent]@timer\n\n[]在世界处理器中打印它:\n[accent]localeprint "timer"\n格式化时间\n[gray](时间是一个单独计算的变量)
|
||||
locales.deletelocale = 您确定要删除该本地化语言包吗?
|
||||
locales.applytoall = 将更改应用于所有本地化语言包
|
||||
@@ -984,6 +993,7 @@ stat.abilities = 能力
|
||||
stat.canboost = 可助推
|
||||
stat.flying = 空中单位
|
||||
stat.ammouse = 弹药
|
||||
stat.ammocapacity = Ammo Capacity
|
||||
stat.damagemultiplier = 伤害倍率
|
||||
stat.healthmultiplier = 生命值倍率
|
||||
stat.speedmultiplier = 移动速度倍率
|
||||
@@ -1110,6 +1120,7 @@ unit.items = 物品
|
||||
unit.thousands = K
|
||||
unit.millions = M
|
||||
unit.billions = B
|
||||
unit.shots = shots
|
||||
unit.pershot = /发
|
||||
category.purpose = 用途
|
||||
category.general = 基础
|
||||
@@ -1119,6 +1130,8 @@ category.items = 物品
|
||||
category.crafting = 输入/输出
|
||||
category.function = 功能
|
||||
category.optional = 强化(可选)
|
||||
setting.alwaysmusic.name = Always Play Music
|
||||
setting.alwaysmusic.description = When enabled, music will always play on loop in-game.\nWhen disabled, it only plays at random intervals.
|
||||
setting.skipcoreanimation.name = 跳过核心发射与着陆动画
|
||||
setting.landscape.name = 锁定横屏
|
||||
setting.shadows.name = 影子
|
||||
@@ -1315,7 +1328,10 @@ rules.disableworldprocessors = 禁用世界处理器
|
||||
rules.schematic = 允许使用蓝图
|
||||
rules.wavetimer = 波次计时器
|
||||
rules.wavesending = 波次可跳波
|
||||
rules.allowedit = Allow Editing Rules
|
||||
rules.allowedit.info = When enabled, the player can edit rules in-game via the button in the bottom left corner of the Pause menu.
|
||||
rules.waves = 波次
|
||||
rules.airUseSpawns = Air units use spawn points
|
||||
rules.attack = 进攻模式
|
||||
rules.buildai = 基础建筑者 AI
|
||||
rules.buildaitier = 建筑者 AI 等级
|
||||
@@ -2358,6 +2374,7 @@ lst.getflag = 检查是否设置了全局标志。
|
||||
lst.setprop = 设置单位或建筑物的属性。
|
||||
lst.effect = 创建一个粒子效果。
|
||||
lst.sync = 在网络中同步一个变量。\n最多每秒调用10次。
|
||||
lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calculated based on position.
|
||||
lst.makemarker = 在世界中创建一个新的逻辑标记。\n必须提供一个用于标识此标记的ID。\n目前每个世界限制最多20000个标记。
|
||||
lst.setmarker = 为标记设置属性。\n使用的ID必须与制作标记指令中的相同。
|
||||
lst.localeprint = 将地图本地化文本属性值添加到文本缓冲区中。\n要在地图编辑器中设置地图本地化包,请检查 [accent]地图信息 > 本地化包[]。\n如果客户端是移动设备,则尝试首先打印以 ".mobile" 结尾的属性。
|
||||
@@ -2406,6 +2423,7 @@ lenum.shoot = 向某个位置瞄准/射击
|
||||
lenum.shootp = 根据提前量向某个单位或建筑瞄准/射击
|
||||
lenum.config = 建筑设置,例如分类器所设置的筛选物品种类
|
||||
lenum.enabled = 建筑是否已启用
|
||||
laccess.currentammotype = Current ammo item/liquid of a turret.
|
||||
|
||||
laccess.color = 照明器发光的颜色
|
||||
laccess.controller = 单位的控制方\n如果单位由处理器控制,返回对应的处理器\n如果单位在编队中,返回编队的领队\n其他情况,返回单位自身
|
||||
@@ -2529,6 +2547,7 @@ unitlocate.building = 找到的建筑存入此变量
|
||||
unitlocate.outx = 存入找到的X轴坐标
|
||||
unitlocate.outy = 存入找到的Y轴坐标
|
||||
unitlocate.group = 所搜寻的建筑分类
|
||||
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
||||
|
||||
lenum.idle = 原地不动,但继续进行手上的采矿/建造动作\n单位的默认状态
|
||||
lenum.stop = 停止移动/采矿/建造动作
|
||||
@@ -2547,7 +2566,7 @@ lenum.payenter = 进入/降落到单位下方的荷载方块中
|
||||
lenum.flag = 给单位赋予数字形式的标记
|
||||
lenum.mine = 从某个位置采集矿物
|
||||
lenum.build = 建造建筑
|
||||
lenum.getblock = 获取某个坐标处的建筑及其类型\n坐标需要在单位的感知范围内\n无建筑的地面返回[accent]@air[],墙壁返回[accent]@solid[]
|
||||
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
|
||||
lenum.within = 检查单位是否接近了某个位置
|
||||
lenum.boost = 开始/停止助推
|
||||
lenum.flushtext = 如果适用的话,将打印缓冲区的内容刷新到标记。\n如果 fetch 设置为 true,则尝试从地图本地化包或游戏的包中获取属性。
|
||||
|
||||
@@ -438,6 +438,11 @@ editor.rules = 規則:
|
||||
editor.generation = 自動生成:
|
||||
editor.objectives = Objectives
|
||||
editor.locales = Locale Bundles
|
||||
editor.worldprocessors = World Processors
|
||||
editor.worldprocessors.editname = Edit Name
|
||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||
editor.worldprocessors.nospace = No free space to place a world processor!\nDid you fill the map with structures? Why would you do this?
|
||||
editor.worldprocessors.delete.confirm = Are you sure you want to delete this world processor?\n\nIf it is surrounded by walls, it will be replaced by an environmental wall.
|
||||
editor.ingame = 在遊戲中編輯
|
||||
editor.playtest = 測試
|
||||
editor.publish.workshop = 在工作坊上發佈
|
||||
@@ -494,6 +499,7 @@ editor.default = [lightgray](預設)
|
||||
details = 詳細資訊……
|
||||
edit = 編輯……
|
||||
variables = 變數
|
||||
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
||||
logic.globals = Built-in Variables
|
||||
editor.name = 名稱:
|
||||
editor.spawn = 重生單位
|
||||
@@ -583,6 +589,7 @@ filter.clear = 清除
|
||||
filter.option.ignore = 忽略
|
||||
filter.scatter = 分散
|
||||
filter.terrain = 地形
|
||||
filter.logic = Logic
|
||||
|
||||
filter.option.scale = 規模
|
||||
filter.option.chance = 機會
|
||||
@@ -606,6 +613,8 @@ filter.option.floor2 = 次要地板
|
||||
filter.option.threshold2 = 次要閾值
|
||||
filter.option.radius = 半徑
|
||||
filter.option.percentile = 百分比
|
||||
filter.option.code = Code
|
||||
filter.option.loop = Loop
|
||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||
locales.applytoall = Apply Changes To All Locales
|
||||
@@ -980,6 +989,7 @@ stat.abilities = 能力
|
||||
stat.canboost = 推進器
|
||||
stat.flying = 飛行單位
|
||||
stat.ammouse = 彈藥使用
|
||||
stat.ammocapacity = Ammo Capacity
|
||||
stat.damagemultiplier = 傷害加成
|
||||
stat.healthmultiplier = 血量加成
|
||||
stat.speedmultiplier = 速度加成
|
||||
@@ -1105,6 +1115,7 @@ unit.items = 物品
|
||||
unit.thousands = K
|
||||
unit.millions = M
|
||||
unit.billions = B
|
||||
unit.shots = shots
|
||||
unit.pershot = /發
|
||||
category.purpose = 用途
|
||||
category.general = 一般
|
||||
@@ -1114,6 +1125,8 @@ category.items = 物品
|
||||
category.crafting = 需求
|
||||
category.function = 功能
|
||||
category.optional = 額外的強化效果
|
||||
setting.alwaysmusic.name = Always Play Music
|
||||
setting.alwaysmusic.description = When enabled, music will always play on loop in-game.\nWhen disabled, it only plays at random intervals.
|
||||
setting.skipcoreanimation.name = 跳過核心發射/降落動畫
|
||||
setting.landscape.name = 鎖定水平畫面
|
||||
setting.shadows.name = 陰影
|
||||
@@ -1310,7 +1323,10 @@ rules.disableworldprocessors = 停用世界處理器
|
||||
rules.schematic = 允許使用藍圖
|
||||
rules.wavetimer = 波次時間
|
||||
rules.wavesending = Wave Sending
|
||||
rules.allowedit = Allow Editing Rules
|
||||
rules.allowedit.info = When enabled, the player can edit rules in-game via the button in the bottom left corner of the Pause menu.
|
||||
rules.waves = 波次
|
||||
rules.airUseSpawns = Air units use spawn points
|
||||
rules.attack = 攻擊模式
|
||||
rules.buildai = Base Builder AI
|
||||
rules.buildaitier = Builder AI Tier
|
||||
@@ -2343,6 +2359,7 @@ lst.getflag = 檢查某一全局flag是否存在
|
||||
lst.setprop = Sets a property of a unit or building.
|
||||
lst.effect = Create a particle effect.
|
||||
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
||||
lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calculated based on position.
|
||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||
@@ -2390,6 +2407,7 @@ lenum.shoot = 對該位置開火
|
||||
lenum.shootp = 對指定單位/建築開火,具自瞄功能
|
||||
lenum.config = 建築設置,例如分類器篩选的物品種類
|
||||
lenum.enabled = 確認該建築是否啟用
|
||||
laccess.currentammotype = Current ammo item/liquid of a turret.
|
||||
|
||||
laccess.color = 照明燈顏色
|
||||
laccess.controller = 單位的控制者。受處理器控制時回傳處理器。\n在隊形中回傳領導的單位。\n否則回傳單位自己。
|
||||
@@ -2513,6 +2531,7 @@ unitlocate.building = 回傳找到的建築為變數
|
||||
unitlocate.outx = 回傳 X 座標
|
||||
unitlocate.outy = 回傳 Y 座標
|
||||
unitlocate.group = 搜索建築種類
|
||||
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
||||
|
||||
lenum.idle = 預設AI
|
||||
lenum.stop = 停止
|
||||
@@ -2531,7 +2550,7 @@ lenum.payenter = 進入/降落到載重方塊
|
||||
lenum.flag = 單位編號(可異)
|
||||
lenum.mine = 挖指定位置的礦物
|
||||
lenum.build = 建造一個建築
|
||||
lenum.getblock = 獲取指定位置的建築種類和該建築\n必須在單位的範圍內\n實體障礙物,如高山會回傳[accent]@solid[]
|
||||
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
|
||||
lenum.within = 單位是否在指定範圍內
|
||||
lenum.boost = 使用推進器
|
||||
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||
|
||||
@@ -159,9 +159,13 @@ xStaBUx
|
||||
WayZer
|
||||
SITUVNgcd
|
||||
Gabriel "red" Fondato
|
||||
Yoru Kitsune
|
||||
CoCo Snow
|
||||
summoner
|
||||
OpalSoPL
|
||||
BalaM314
|
||||
Redstonneur1256
|
||||
ApsZoldat
|
||||
Mythril
|
||||
hexagon-recursion
|
||||
JasonP01
|
||||
BlueTheCube
|
||||
|
||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
BIN
core/assets/music/coreLaunch.ogg
Normal file
BIN
core/assets/music/coreLaunch.ogg
Normal file
Binary file not shown.
Binary file not shown.
Reference in New Issue
Block a user