Merge branch 'master' into mod-dependencies
This commit is contained in:
@@ -436,6 +436,11 @@ editor.rules = Regole:
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editor.generation = Generazione:
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editor.objectives = Obbiettivi
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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 = Modifica in Gioco
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editor.playtest = Playtest
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editor.publish.workshop = Pubblica nel Workshop
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@@ -492,6 +497,7 @@ editor.default = [lightgray]<Predefinito>
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details = Dettagli...
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edit = Modifica...
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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 = Nome:
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editor.spawn = Piazza un'Unità
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@@ -579,6 +585,7 @@ filter.clear = Resetta Filtro
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filter.option.ignore = Ignora
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filter.scatter = Dispersione
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filter.terrain = Terreno
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filter.logic = Logic
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filter.option.scale = Scala
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filter.option.chance = Probabilità
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filter.option.mag = Magnitudine
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@@ -601,6 +608,8 @@ filter.option.floor2 = Terreno Secondario
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filter.option.threshold2 = Soglia Secondaria
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filter.option.radius = Raggio
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filter.option.percentile = Percentuale
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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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@@ -967,6 +976,7 @@ stat.abilities = Abilità
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stat.canboost = Capace di Potenziamento
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stat.flying = Volo
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stat.ammouse = Consumo di munizioni
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stat.ammocapacity = Ammo Capacity
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stat.damagemultiplier = Moltiplicatore danni
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stat.healthmultiplier = Moltiplicatore salute
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stat.speedmultiplier = Moltiplicatore velocità
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@@ -1093,6 +1103,7 @@ unit.items = oggetti
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unit.thousands = k
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unit.millions = mln
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unit.billions = mld
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unit.shots = shots
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unit.pershot = /colpo
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category.purpose = Scopo
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category.general = Generali
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@@ -1102,6 +1113,8 @@ category.items = Oggetti
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category.crafting = Produzione
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category.function = Funzione
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category.optional = Miglioramenti Opzionali
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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 = Salta il lancio del nucleo/Animazione
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setting.landscape.name = Visuale Orizontale
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setting.shadows.name = Ombre
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@@ -1298,7 +1311,10 @@ rules.disableworldprocessors = Disabilita processori
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rules.schematic = Schematiche Consentite
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rules.wavetimer = Timer Ondate
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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 = Ondate
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rules.airUseSpawns = Air units use spawn points
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rules.attack = Modalità Attacco
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rules.buildai = Base Builder AI
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rules.buildaitier = Builder AI Tier
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@@ -2326,6 +2342,7 @@ 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.\nOnly invoked 10 times a second at most.
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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.
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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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@@ -2371,6 +2388,7 @@ lenum.shoot = Shoot at a position.
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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.\nIf in a formation, returns leader.\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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@@ -2477,6 +2495,7 @@ unitlocate.building = Output variable for located building.
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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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@@ -2494,7 +2513,7 @@ 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 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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lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
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