Merge branch 'master' into mod-dependencies

This commit is contained in:
MEEPofFaith
2024-08-19 02:09:41 -07:00
195 changed files with 6964 additions and 4228 deletions

View File

@@ -72,3 +72,5 @@ body:
required: true required: true
- label: I have searched the closed and open issues to make sure that this problem has not already been reported. - label: I have searched the closed and open issues to make sure that this problem has not already been reported.
required: true required: true
- label: "I am not using Foo's Client, and have made sure the bug is not caused by mods I have installed."
required: true

View File

@@ -34,6 +34,7 @@ jobs:
if [ -n "$(git status --porcelain)" ]; then if [ -n "$(git status --porcelain)" ]; then
git config --global user.name "Github Actions" git config --global user.name "Github Actions"
git config --global user.email "actions@github.com"
git add core/assets/bundles/* git add core/assets/bundles/*
git commit -m "Automatic bundle update" git commit -m "Automatic bundle update"
git push git push
@@ -42,7 +43,7 @@ jobs:
if: ${{ github.repository == 'Anuken/Mindustry' }} if: ${{ github.repository == 'Anuken/Mindustry' }}
run: | run: |
git config --global user.name "Github Actions" git config --global user.name "Github Actions"
git config --global user.email "cli@github.com" git config --global user.email "actions@github.com"
cd ../ cd ../
cp -r ./Mindustry ./MindustryJitpack cp -r ./Mindustry ./MindustryJitpack
cd MindustryJitpack cd MindustryJitpack

View File

@@ -1,6 +1,5 @@
<?xml version="1.0" encoding="utf-8"?> <?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android" <manifest xmlns:android="http://schemas.android.com/apk/res/android">
package="io.anuke.mindustry">
<uses-feature android:glEsVersion="0x00020000" android:required="true"/> <uses-feature android:glEsVersion="0x00020000" android:required="true"/>
<uses-feature android:name="android.hardware.type.pc" android:required="false" /> <uses-feature android:name="android.hardware.type.pc" android:required="false" />

View File

@@ -7,7 +7,7 @@ buildscript{
} }
dependencies{ dependencies{
classpath 'com.android.tools.build:gradle:7.2.1' classpath 'com.android.tools.build:gradle:8.2.2'
} }
} }
@@ -29,8 +29,9 @@ task deploy(type: Copy){
} }
android{ android{
buildToolsVersion '33.0.2' namespace = "io.anuke.mindustry"
compileSdkVersion 33 buildToolsVersion = '34.0.0'
compileSdk = 34
sourceSets{ sourceSets{
main{ main{
manifest.srcFile 'AndroidManifest.xml' manifest.srcFile 'AndroidManifest.xml'
@@ -56,7 +57,7 @@ android{
applicationId "io.anuke.mindustry" applicationId "io.anuke.mindustry"
minSdkVersion 14 minSdkVersion 14
targetSdkVersion 33 targetSdkVersion 34
versionName versionNameResult versionName versionNameResult
versionCode = vcode versionCode = vcode
@@ -65,6 +66,8 @@ android{
props['androidBuildCode'] = (vcode + 1).toString() props['androidBuildCode'] = (vcode + 1).toString()
} }
props.store(file('../core/assets/version.properties').newWriter(), null) props.store(file('../core/assets/version.properties').newWriter(), null)
multiDexEnabled true
} }
compileOptions{ compileOptions{
@@ -72,7 +75,7 @@ android{
targetCompatibility JavaVersion.VERSION_1_8 targetCompatibility JavaVersion.VERSION_1_8
} }
flavorDimensions "google" flavorDimensions = ["google"]
signingConfigs{ signingConfigs{
release{ release{

View File

@@ -1,11 +1,12 @@
-dontobfuscate -dontobfuscate
#these are essential packages that should not be "optimized" in any way
#the main purpose of d8 here is to shrink the absurdly-large google play games libraries
-keep class mindustry.** { *; } -keep class mindustry.** { *; }
-keep class arc.** { *; } -keep class arc.** { *; }
-keep class net.jpountz.** { *; } -keep class net.jpountz.** { *; }
-keep class rhino.** { *; } -keep class rhino.** { *; }
-keep class com.android.dex.** { *; } -keep class com.android.dex.** { *; }
-keepattributes Signature,*Annotation*,InnerClasses,EnclosingMethod
-dontwarn javax.naming.**
#-printusage out.txt #-printusage out.txt

View File

@@ -72,6 +72,8 @@ public class AndroidLauncher extends AndroidApplication{
@Override @Override
public ClassLoader loadJar(Fi jar, ClassLoader parent) throws Exception{ public ClassLoader loadJar(Fi jar, ClassLoader parent) throws Exception{
//Required to load jar files in Android 14: https://developer.android.com/about/versions/14/behavior-changes-14#safer-dynamic-code-loading
jar.file().setReadOnly();
return new DexClassLoader(jar.file().getPath(), getFilesDir().getPath(), null, parent){ return new DexClassLoader(jar.file().getPath(), getFilesDir().getPath(), null, parent){
@Override @Override
protected Class<?> loadClass(String name, boolean resolve) throws ClassNotFoundException{ protected Class<?> loadClass(String name, boolean resolve) throws ClassNotFoundException{
@@ -184,6 +186,7 @@ public class AndroidLauncher extends AndroidApplication{
}, new AndroidApplicationConfiguration(){{ }, new AndroidApplicationConfiguration(){{
useImmersiveMode = true; useImmersiveMode = true;
hideStatusBar = true; hideStatusBar = true;
useGL30 = true;
}}); }});
checkFiles(getIntent()); checkFiles(getIntent());

View File

@@ -851,89 +851,6 @@ public class EntityProcess extends BaseProcessor{
for(TypeSpec.Builder b : baseClasses){ for(TypeSpec.Builder b : baseClasses){
write(b, imports.toSeq()); write(b, imports.toSeq());
} }
//TODO nulls were an awful idea
//store nulls
TypeSpec.Builder nullsBuilder = TypeSpec.classBuilder("Nulls").addModifiers(Modifier.PUBLIC).addModifiers(Modifier.FINAL);
//TODO should be dynamic
ObjectSet<String> nullList = ObjectSet.with("unit");
//create mock types of all components
for(Stype interf : allInterfaces){
//indirect interfaces to implement methods for
Seq<Stype> dependencies = interf.allInterfaces().add(interf);
Seq<Smethod> methods = dependencies.flatMap(Stype::methods);
methods.sortComparing(Object::toString);
//optionally add superclass
Stype superclass = dependencies.map(this::interfaceToComp).find(s -> s != null && s.annotation(Component.class).base());
//use the base type when the interface being emulated has a base
TypeName type = superclass != null && interfaceToComp(interf).annotation(Component.class).base() ? tname(baseName(superclass)) : interf.tname();
//used method signatures
ObjectSet<String> signatures = new ObjectSet<>();
//create null builder
String baseName = interf.name().substring(0, interf.name().length() - 1);
//prevent Nulls bloat
if(!nullList.contains(Strings.camelize(baseName))){
continue;
}
String className = "Null" + baseName;
TypeSpec.Builder nullBuilder = TypeSpec.classBuilder(className)
.addModifiers(Modifier.FINAL);
skipDeprecated(nullBuilder);
nullBuilder.addSuperinterface(interf.tname());
if(superclass != null) nullBuilder.superclass(tname(baseName(superclass)));
for(Smethod method : methods){
String signature = method.toString();
if(!signatures.add(signature)) continue;
Stype compType = interfaceToComp(method.type());
MethodSpec.Builder builder = MethodSpec.overriding(method.e).addModifiers(Modifier.PUBLIC, Modifier.FINAL);
int index = 0;
for(ParameterSpec spec : builder.parameters){
Reflect.set(spec, "name", "arg" + index++);
}
builder.addAnnotation(OverrideCallSuper.class); //just in case
if(!method.isVoid()){
String methodName = method.name();
switch(methodName){
case "isNull":
builder.addStatement("return true");
break;
case "id":
builder.addStatement("return -1");
break;
case "toString":
builder.addStatement("return $S", className);
break;
default:
Svar variable = compType == null || method.params().size > 0 ? null : compType.fields().find(v -> v.name().equals(methodName));
String desc = variable == null ? null : variable.descString();
if(variable == null || !varInitializers.containsKey(desc)){
builder.addStatement("return " + getDefault(method.ret().toString()));
}else{
String init = varInitializers.get(desc);
builder.addStatement("return " + (init.equals("{}") ? "new " + variable.mirror().toString() : "") + init);
}
}
}
nullBuilder.addMethod(builder.build());
}
nullsBuilder.addField(FieldSpec.builder(type, Strings.camelize(baseName)).initializer("new " + className + "()").addModifiers(Modifier.FINAL, Modifier.STATIC, Modifier.PUBLIC).build());
write(nullBuilder, imports.toSeq());
}
write(nullsBuilder);
} }
} }

View File

@@ -57,6 +57,9 @@ public class AssetsProcess extends BaseProcessor{
ichtype.addField(FieldSpec.builder(ParameterizedTypeName.get(ObjectIntMap.class, String.class), ichtype.addField(FieldSpec.builder(ParameterizedTypeName.get(ObjectIntMap.class, String.class),
"codes", Modifier.PUBLIC, Modifier.STATIC, Modifier.FINAL).initializer("new ObjectIntMap<>()").build()); "codes", Modifier.PUBLIC, Modifier.STATIC, Modifier.FINAL).initializer("new ObjectIntMap<>()").build());
ichtype.addField(FieldSpec.builder(ParameterizedTypeName.get(IntMap.class, String.class),
"codeToName", Modifier.PUBLIC, Modifier.STATIC, Modifier.FINAL).initializer("new IntMap<>()").build());
ObjectSet<String> used = new ObjectSet<>(); ObjectSet<String> used = new ObjectSet<>();
for(Jval val : icons.get("glyphs").asArray()){ for(Jval val : icons.get("glyphs").asArray()){
@@ -67,7 +70,9 @@ public class AssetsProcess extends BaseProcessor{
int code = val.getInt("code", 0); int code = val.getInt("code", 0);
iconcAll.append((char)code); iconcAll.append((char)code);
ichtype.addField(FieldSpec.builder(char.class, name, Modifier.PUBLIC, Modifier.STATIC, Modifier.FINAL).addJavadoc(String.format("\\u%04x", code)).initializer("'" + ((char)code) + "'").build()); ichtype.addField(FieldSpec.builder(char.class, name, Modifier.PUBLIC, Modifier.STATIC, Modifier.FINAL).addJavadoc(String.format("\\u%04x", code)).initializer("'" + ((char)code) + "'").build());
ichinit.addStatement("codes.put($S, $L)", name, code); ichinit.addStatement("codes.put($S, $L)", name, code);
ichinit.addStatement("codeToName.put($L, $S)", code, name);
ictype.addField(TextureRegionDrawable.class, name + "Small", Modifier.PUBLIC, Modifier.STATIC); ictype.addField(TextureRegionDrawable.class, name + "Small", Modifier.PUBLIC, Modifier.STATIC);
icload.addStatement(name + "Small = mindustry.ui.Fonts.getGlyph(mindustry.ui.Fonts.def, (char)" + code + ")"); icload.addStatement(name + "Small = mindustry.ui.Fonts.getGlyph(mindustry.ui.Fonts.def, (char)" + code + ")");

View File

@@ -234,6 +234,7 @@ project(":desktop"){
dependencies{ dependencies{
implementation project(":core") implementation project(":core")
implementation arcModule("extensions:discord") implementation arcModule("extensions:discord")
implementation arcModule("natives:natives-filedialogs")
implementation arcModule("natives:natives-desktop") implementation arcModule("natives:natives-desktop")
implementation arcModule("natives:natives-freetype-desktop") implementation arcModule("natives:natives-freetype-desktop")
@@ -320,6 +321,7 @@ project(":core"){
api arcModule("extensions:g3d") api arcModule("extensions:g3d")
api arcModule("extensions:fx") api arcModule("extensions:fx")
api arcModule("extensions:arcnet") api arcModule("extensions:arcnet")
implementation arcModule("extensions:filedialogs")
api "com.github.Anuken:rhino:$rhinoVersion" api "com.github.Anuken:rhino:$rhinoVersion"
if(localArc && debugged()) api arcModule("extensions:recorder") if(localArc && debugged()) api arcModule("extensions:recorder")
if(localArc) api arcModule(":extensions:packer") if(localArc) api arcModule(":extensions:packer")

View File

@@ -454,6 +454,11 @@ editor.rules = Rules
editor.generation = Generation editor.generation = Generation
editor.objectives = Objectives editor.objectives = Objectives
editor.locales = Locale Bundles 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.ingame = Edit In-Game
editor.playtest = Playtest editor.playtest = Playtest
editor.publish.workshop = Publish On Workshop editor.publish.workshop = Publish On Workshop
@@ -510,7 +515,9 @@ editor.default = [lightgray]<Default>
details = Details... details = Details...
edit = Edit edit = Edit
variables = Vars variables = Vars
logic.clear.confirm = Are you sure you want to clear all code from this processor?
logic.globals = Built-in Variables logic.globals = Built-in Variables
editor.name = Name: editor.name = Name:
editor.spawn = Spawn Unit editor.spawn = Spawn Unit
editor.removeunit = Remove Unit editor.removeunit = Remove Unit
@@ -599,6 +606,7 @@ filter.clear = Clear
filter.option.ignore = Ignore filter.option.ignore = Ignore
filter.scatter = Scatter filter.scatter = Scatter
filter.terrain = Terrain filter.terrain = Terrain
filter.logic = Logic
filter.option.scale = Scale filter.option.scale = Scale
filter.option.chance = Chance filter.option.chance = Chance
@@ -622,6 +630,8 @@ filter.option.floor2 = Secondary Floor
filter.option.threshold2 = Secondary Threshold filter.option.threshold2 = Secondary Threshold
filter.option.radius = Radius filter.option.radius = Radius
filter.option.percentile = Percentile filter.option.percentile = Percentile
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.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.deletelocale = Are you sure you want to delete this locale bundle?
@@ -998,6 +1008,7 @@ stat.abilities = Abilities
stat.canboost = Can Boost stat.canboost = Can Boost
stat.flying = Flying stat.flying = Flying
stat.ammouse = Ammo Use stat.ammouse = Ammo Use
stat.ammocapacity = Ammo Capacity
stat.damagemultiplier = Damage Multiplier stat.damagemultiplier = Damage Multiplier
stat.healthmultiplier = Health Multiplier stat.healthmultiplier = Health Multiplier
stat.speedmultiplier = Speed Multiplier stat.speedmultiplier = Speed Multiplier
@@ -1099,7 +1110,7 @@ bullet.pierce = [stat]{0}x[lightgray] pierce
bullet.infinitepierce = [stat]pierce bullet.infinitepierce = [stat]pierce
bullet.healpercent = [stat]{0}%[lightgray] repair bullet.healpercent = [stat]{0}%[lightgray] repair
bullet.healamount = [stat]{0}[lightgray] direct repair bullet.healamount = [stat]{0}[lightgray] direct repair
bullet.multiplier = [stat]{0}x[lightgray] ammo multiplier bullet.multiplier = [stat]{0}[lightgray] ammo/item
bullet.reload = [stat]{0}%[lightgray] fire rate bullet.reload = [stat]{0}%[lightgray] fire rate
bullet.range = [stat]{0}[lightgray] tiles range bullet.range = [stat]{0}[lightgray] tiles range
@@ -1124,6 +1135,7 @@ unit.items = items
unit.thousands = k unit.thousands = k
unit.millions = mil unit.millions = mil
unit.billions = b unit.billions = b
unit.shots = shots
unit.pershot = /shot unit.pershot = /shot
category.purpose = Purpose category.purpose = Purpose
category.general = General category.general = General
@@ -1133,6 +1145,8 @@ category.items = Items
category.crafting = Input/Output category.crafting = Input/Output
category.function = Function category.function = Function
category.optional = Optional Enhancements 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.skipcoreanimation.name = Skip Core Launch/Land Animation
setting.landscape.name = Lock Landscape setting.landscape.name = Lock Landscape
setting.shadows.name = Shadows setting.shadows.name = Shadows
@@ -1332,7 +1346,10 @@ rules.disableworldprocessors = Disable World Processors
rules.schematic = Schematics Allowed rules.schematic = Schematics Allowed
rules.wavetimer = Wave Timer rules.wavetimer = Wave Timer
rules.wavesending = Wave Sending 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.waves = Waves
rules.airUseSpawns = Air units use spawn points
rules.attack = Attack Mode rules.attack = Attack Mode
rules.buildai = Base Builder AI rules.buildai = Base Builder AI
rules.buildaitier = Builder AI Tier rules.buildaitier = Builder AI Tier
@@ -2368,13 +2385,14 @@ lst.setrate = Set processor execution speed in instructions/tick.
lst.fetch = Lookup units, cores, players or buildings by index.\nIndices start at 0 and end at their returned count. lst.fetch = Lookup units, cores, players or buildings by index.\nIndices start at 0 and end at their returned count.
lst.packcolor = Pack [0, 1] RGBA components into a single number for drawing or rule-setting. lst.packcolor = Pack [0, 1] RGBA components into a single number for drawing or rule-setting.
lst.setrule = Set a game rule. lst.setrule = Set a game rule.
lst.flushmessage = Display a message on the screen from the text buffer.\nWill wait until the previous message finishes. 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.
lst.cutscene = Manipulate the player camera. lst.cutscene = Manipulate the player camera.
lst.setflag = Set a global flag that can be read by all processors. lst.setflag = Set a global flag that can be read by all processors.
lst.getflag = Check if a global flag is set. lst.getflag = Check if a global flag is set.
lst.setprop = Sets a property of a unit or building. lst.setprop = Sets a property of a unit or building.
lst.effect = Create a particle effect. lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nLimited to 20 times a second per variable. lst.sync = Sync a variable across the network.\nLimited to 20 times a second per variable.
lst.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.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.\n[accent]null []values are ignored. 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.
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 = 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.
@@ -2430,6 +2448,7 @@ lenum.shootp = Shoot at a unit/building with velocity prediction.
lenum.config = Building configuration, e.g. sorter item. lenum.config = Building configuration, e.g. sorter item.
lenum.enabled = Whether the block is enabled. lenum.enabled = Whether the block is enabled.
laccess.currentammotype = Current ammo item/liquid of a turret.
laccess.color = Illuminator color. laccess.color = Illuminator color.
laccess.controller = Unit controller. If processor controlled, returns processor.\nOtherwise, returns the unit itself. laccess.controller = Unit controller. If processor controlled, returns processor.\nOtherwise, returns the unit itself.
laccess.dead = Whether a unit/building is dead or no longer valid. laccess.dead = Whether a unit/building is dead or no longer valid.
@@ -2553,6 +2572,8 @@ unitlocate.outx = Output X coordinate.
unitlocate.outy = Output Y coordinate. unitlocate.outy = Output Y coordinate.
unitlocate.group = Building group to look for. 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.idle = Don't move, but keep building/mining.\nThe default state.
lenum.stop = Stop moving/mining/building. lenum.stop = Stop moving/mining/building.
lenum.unbind = Completely disable logic control.\nResume standard AI. lenum.unbind = Completely disable logic control.\nResume standard AI.
@@ -2570,7 +2591,7 @@ lenum.payenter = Enter/land on the payload block the unit is on.
lenum.flag = Numeric unit flag. lenum.flag = Numeric unit flag.
lenum.mine = Mine at a position. lenum.mine = Mine at a position.
lenum.build = Build a structure. lenum.build = Build a structure.
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[]. 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.within = Check if unit is near a position.
lenum.boost = Start/stop boosting. lenum.boost = Start/stop boosting.

View File

@@ -433,6 +433,11 @@ editor.rules = Правілы:
editor.generation = Генерацыя: editor.generation = Генерацыя:
editor.objectives = Мэты editor.objectives = Мэты
editor.locales = Locale Bundles 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 = Рэдагаваць ў гульні editor.ingame = Рэдагаваць ў гульні
editor.playtest = Тэставаць editor.playtest = Тэставаць
editor.publish.workshop = Апублікаваць у майстэрні editor.publish.workshop = Апублікаваць у майстэрні
@@ -488,6 +493,7 @@ editor.default = [lightgray]<Па змаўчанні>
details = Падрабязнасці... details = Падрабязнасці...
edit = Рэдагаваць... edit = Рэдагаваць...
variables = Пераменныя variables = Пераменныя
logic.clear.confirm = Are you sure you want to clear all code from this processor?
logic.globals = Built-in Variables logic.globals = Built-in Variables
editor.name = Назва: editor.name = Назва:
editor.spawn = Стварыць баявую адзінку editor.spawn = Стварыць баявую адзінку
@@ -575,6 +581,7 @@ filter.clear = Ачысціць
filter.option.ignore = Ігнараваць filter.option.ignore = Ігнараваць
filter.scatter = Сеяцель filter.scatter = Сеяцель
filter.terrain = Ландшафт filter.terrain = Ландшафт
filter.logic = Logic
filter.option.scale = Маштаб фільтра filter.option.scale = Маштаб фільтра
filter.option.chance = Шанец filter.option.chance = Шанец
filter.option.mag = Сіла прымянення filter.option.mag = Сіла прымянення
@@ -597,6 +604,8 @@ filter.option.floor2 = Другая паверхню
filter.option.threshold2 = Другасны гранічны парог filter.option.threshold2 = Другасны гранічны парог
filter.option.radius = Радыус filter.option.radius = Радыус
filter.option.percentile = Процентль filter.option.percentile = Процентль
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.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.deletelocale = Are you sure you want to delete this locale bundle?
locales.applytoall = Apply Changes To All Locales locales.applytoall = Apply Changes To All Locales
@@ -961,6 +970,7 @@ stat.abilities = Здольнасйі
stat.canboost = Можа Узлятаць stat.canboost = Можа Узлятаць
stat.flying = Паветраны stat.flying = Паветраны
stat.ammouse = Выкарыстанне Боезапасу stat.ammouse = Выкарыстанне Боезапасу
stat.ammocapacity = Ammo Capacity
stat.damagemultiplier = Множнік Пашкоджанняў stat.damagemultiplier = Множнік Пашкоджанняў
stat.healthmultiplier = Множнік Здароўя stat.healthmultiplier = Множнік Здароўя
stat.speedmultiplier = Множнік Хуткасці stat.speedmultiplier = Множнік Хуткасці
@@ -1086,6 +1096,7 @@ unit.items = прадметаў
unit.thousands = Тыс. unit.thousands = Тыс.
unit.millions = М. unit.millions = М.
unit.billions = Б. unit.billions = Б.
unit.shots = shots
unit.pershot = /стрэл unit.pershot = /стрэл
category.purpose = Апісанне category.purpose = Апісанне
category.general = Асноўныя category.general = Асноўныя
@@ -1095,6 +1106,8 @@ category.items = Прадметы
category.crafting = Увядзенне/Выснова category.crafting = Увядзенне/Выснова
category.function = Функцыя category.function = Функцыя
category.optional = Дадатковыя паляпшэння category.optional = Дадатковыя паляпшэння
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 setting.skipcoreanimation.name = Прапусціць Запуск Ядра/Анімацыю Высадкі
setting.landscape.name = Толькі альбомны (гарызантальны) рэжым setting.landscape.name = Толькі альбомны (гарызантальны) рэжым
setting.shadows.name = Цені setting.shadows.name = Цені
@@ -1291,7 +1304,10 @@ rules.disableworldprocessors = Адключыць Працэсары Свету
rules.schematic = Схемы Дазволены rules.schematic = Схемы Дазволены
rules.wavetimer = Інтэрвал хваляў rules.wavetimer = Інтэрвал хваляў
rules.wavesending = Адпраўка Хваль 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.waves = Хвалі
rules.airUseSpawns = Air units use spawn points
rules.attack = Рэжым атакі rules.attack = Рэжым атакі
rules.buildai = Base Builder AI rules.buildai = Base Builder AI
rules.buildaitier = Builder AI Tier 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.setprop = Sets a property of a unit or building.
lst.effect = Create a particle effect. lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.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.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction. lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first. 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.shootp = Shoot at a unit/building with velocity prediction.
lenum.config = Building configuration, e.g. sorter item. lenum.config = Building configuration, e.g. sorter item.
lenum.enabled = Whether the block is enabled. lenum.enabled = Whether the block is enabled.
laccess.currentammotype = Current ammo item/liquid of a turret.
laccess.color = Illuminator color. 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.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. 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.outx = Выводзіць X каардынату.
unitlocate.outy = Выводзіць Y каардынату. unitlocate.outy = Выводзіць Y каардынату.
unitlocate.group = Знаходзіць группу будынкаў. 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.idle = Не рухацца, а будаваць/дабываць.\nЗвычайны стан.
lenum.stop = Перастаць рухацца/дабываць/будаваць. lenum.stop = Перастаць рухацца/дабываць/будаваць.
lenum.unbind = Поўнасццю адключыць кантраляванне працэссарамі.\nАднавіць звычайныя паводзіны AI. 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.flag = Лічбавы сцяг адзінкі.
lenum.mine = Дабываць у кардынатах. lenum.mine = Дабываць у кардынатах.
lenum.build = Пабудаваць структуру. 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.within = Правярае калі адзінка знаходзіцца каля каардынат.
lenum.boost = Пачаць/перастаць узлятаць. 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. 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.

View File

@@ -438,6 +438,11 @@ editor.rules = Правила:
editor.generation = Генериране: editor.generation = Генериране:
editor.objectives = Objectives editor.objectives = Objectives
editor.locales = Locale Bundles 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.ingame = Редактирай в игра
editor.playtest = Playtest editor.playtest = Playtest
editor.publish.workshop = Публикувай в Работилницата editor.publish.workshop = Публикувай в Работилницата
@@ -494,6 +499,7 @@ editor.default = [lightgray]<Стандартно>
details = Детайли... details = Детайли...
edit = Редактирай... edit = Редактирай...
variables = Vars variables = Vars
logic.clear.confirm = Are you sure you want to clear all code from this processor?
logic.globals = Built-in Variables logic.globals = Built-in Variables
editor.name = Име: editor.name = Име:
editor.spawn = Създай Единица editor.spawn = Създай Единица
@@ -581,6 +587,7 @@ filter.clear = Изчисти
filter.option.ignore = Игнорирай filter.option.ignore = Игнорирай
filter.scatter = Разпръскване filter.scatter = Разпръскване
filter.terrain = Терен filter.terrain = Терен
filter.logic = Logic
filter.option.scale = Мащаб filter.option.scale = Мащаб
filter.option.chance = Вероятност filter.option.chance = Вероятност
filter.option.mag = Магнитут filter.option.mag = Магнитут
@@ -603,6 +610,8 @@ filter.option.floor2 = Втори под
filter.option.threshold2 = Втори праг filter.option.threshold2 = Втори праг
filter.option.radius = Радиус filter.option.radius = Радиус
filter.option.percentile = Перцентил filter.option.percentile = Перцентил
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.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.deletelocale = Are you sure you want to delete this locale bundle?
locales.applytoall = Apply Changes To All Locales locales.applytoall = Apply Changes To All Locales
@@ -971,6 +980,7 @@ stat.abilities = Способности
stat.canboost = Може да ускорява stat.canboost = Може да ускорява
stat.flying = Летящ stat.flying = Летящ
stat.ammouse = Употребе на Боеприпаси stat.ammouse = Употребе на Боеприпаси
stat.ammocapacity = Ammo Capacity
stat.damagemultiplier = Множител на Щети stat.damagemultiplier = Множител на Щети
stat.healthmultiplier = Множител на Точки живот stat.healthmultiplier = Множител на Точки живот
stat.speedmultiplier = Множител на Скорост stat.speedmultiplier = Множител на Скорост
@@ -1097,6 +1107,7 @@ unit.items = предмети
unit.thousands = хил unit.thousands = хил
unit.millions = млн unit.millions = млн
unit.billions = млр unit.billions = млр
unit.shots = shots
unit.pershot = /изстрел unit.pershot = /изстрел
category.purpose = Предназначение category.purpose = Предназначение
category.general = Обща информация category.general = Обща информация
@@ -1106,6 +1117,8 @@ category.items = Предмети
category.crafting = Вход/Изход category.crafting = Вход/Изход
category.function = Функционалност category.function = Функционалност
category.optional = Допълнителни Подобрения 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.skipcoreanimation.name = Skip Core Launch/Land Animation
setting.landscape.name = Заключване на Пейзажа setting.landscape.name = Заключване на Пейзажа
setting.shadows.name = Сенки setting.shadows.name = Сенки
@@ -1302,7 +1315,10 @@ rules.disableworldprocessors = Disable World Processors
rules.schematic = Позволена Употребата на Схеми rules.schematic = Позволена Употребата на Схеми
rules.wavetimer = Таймер за Вълни rules.wavetimer = Таймер за Вълни
rules.wavesending = Wave Sending 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.waves = Вълни
rules.airUseSpawns = Air units use spawn points
rules.attack = Режим Атака rules.attack = Режим Атака
rules.buildai = Base Builder AI rules.buildai = Base Builder AI
rules.buildaitier = Builder AI Tier 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.setprop = Sets a property of a unit or building.
lst.effect = Create a particle effect. lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.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.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction. lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first. 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.shootp = Прицелва се в единица/сграда, изчислявайки нейната скорост.
lenum.config = Building configuration, e.g. sorter item. lenum.config = Building configuration, e.g. sorter item.
lenum.enabled = Дали блокът е активиран или забранен. lenum.enabled = Дали блокът е активиран или забранен.
laccess.currentammotype = Current ammo item/liquid of a turret.
laccess.color = Цвят на осветителя. 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. 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.outx = Резултатна X координата.
unitlocate.outy = Резултатна Y координата. unitlocate.outy = Резултатна Y координата.
unitlocate.group = Група постройки за които да търси. 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.idle = Не се движи, но продължи да строиш/добиваш ресурси.\nСтандартното поведение.
lenum.stop = Спри да се движиш/добиваш ресурси/строиш. 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.flag = Числов флаг на единица.
lenum.mine = Добивай ресурси от позиция. lenum.mine = Добивай ресурси от позиция.
lenum.build = Построй структура. 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.within = Проверете дали дадена позиция е в обхват на единицата.
lenum.boost = Започни/Спри ускорението. 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. 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.

View File

@@ -57,7 +57,7 @@ mods.browser.sortstars = Ordena per valoració
schematic = Esquema schematic = Esquema
schematic.add = Desa lesquema… schematic.add = Desa lesquema…
schematics = Esquemes schematics = Esquemes
schematic.search = Cerca esquemes... schematic.search = Cerca esquemes
schematic.replace = Ja hi ha un esquema amb aquest nom. Voleu reemplaçar-lo? schematic.replace = Ja hi ha un esquema amb aquest nom. Voleu reemplaçar-lo?
schematic.exists = Ja hi ha un esquema amb aquest nom. schematic.exists = Ja hi ha un esquema amb aquest nom.
schematic.import = Importa un esquema 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.delete.error = El mod no es pot esborrar. Potser el fitxer està en ús.
mod.incompatiblegame = [red]Versió no compatible mod.incompatiblegame = [red]Versió no compatible
mod.incompatiblemod = [red]Incompatible mod.incompatiblemod = [red]Incompatible
mod.blacklisted = [red]Unsupported mod.blacklisted = [red]No suportat
mod.unmetdependencies = [red]Depèndencies sense resoldre mod.unmetdependencies = [red]Dependències sense resoldre
mod.erroredcontent = [scarlet]Errors del contingut mod.erroredcontent = [scarlet]Errors del contingut
mod.circulardependencies = [red]Dependències circulars mod.circulardependencies = [red]Dependències circulars
mod.incompletedependencies = [red]Dependències incompletes mod.incompletedependencies = [red]Dependències incompletes
@@ -347,7 +347,7 @@ command.rebuild = Reconstrueix
command.assist = Assisteix al jugador command.assist = Assisteix al jugador
command.move = Mou command.move = Mou
command.boost = Sobrevola command.boost = Sobrevola
command.enterPayload = Enter Payload Block command.enterPayload = Entra bloc
command.loadUnits = Carrega unitats command.loadUnits = Carrega unitats
command.loadBlocks = Carrega blocs command.loadBlocks = Carrega blocs
command.unloadPayload = Descarrega 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. resumebuilding = [scarlet][[{0}][] per a reprendre la construcció.
enablebuilding = [scarlet][[{0}][] per a activar ledifici. enablebuilding = [scarlet][[{0}][] per a activar ledifici.
showui = La interfície gràfica està amagada.\nPremeu [accent][[{0}][] per a mostrar-la. showui = La interfície gràfica està amagada.\nPremeu [accent][[{0}][] per a mostrar-la.
commandmode.name = [accent]Command Mode commandmode.name = [accent]Mode dOrdres
commandmode.nounits = [no units] commandmode.nounits = [no units]
wave = [accent]Onada {0} wave = [accent]Onada {0}
wave.cap = [accent]Onada {0}/{1} wave.cap = [accent]Onada {0}/{1}
@@ -437,7 +437,12 @@ editor.waves = Onades
editor.rules = Regles editor.rules = Regles
editor.generation = Generació editor.generation = Generació
editor.objectives = Objectius editor.objectives = Objectius
editor.locales = Locale Bundles editor.locales = Paquet de traduccions
editor.worldprocessors = Processadors integrats
editor.worldprocessors.editname = Edita el nom
editor.worldprocessors.none = [lightgray]No shan trobat blocs de processadors integrats!\nAfegiu-ne un a leditor 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 destructures.
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.ingame = Edita des de la partida
editor.playtest = Prova el mapa editor.playtest = Prova el mapa
editor.publish.workshop = Publica al Workshop editor.publish.workshop = Publica al Workshop
@@ -480,7 +485,7 @@ waves.sort.reverse = Ordre invers
waves.sort.begin = Comença waves.sort.begin = Comença
waves.sort.health = Salut waves.sort.health = Salut
waves.sort.type = Tipus waves.sort.type = Tipus
waves.search = Es busquen onades... waves.search = Es busquen onades
waves.filter = Filtre d'unitats waves.filter = Filtre d'unitats
waves.units.hide = Amaga-les totes waves.units.hide = Amaga-les totes
waves.units.show = Mostra-les totes waves.units.show = Mostra-les totes
@@ -494,6 +499,7 @@ editor.default = [lightgray]<Per defecte>
details = Detalls details = Detalls
edit = Edita edit = Edita
variables = Variables variables = Variables
logic.clear.confirm = Esteu segur que voleu esborrar tot el codi daquest processador?
logic.globals = Built-in Variables logic.globals = Built-in Variables
editor.name = Nom: editor.name = Nom:
editor.spawn = Genera una unitat 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.errornot = No és un fitxer de mapa.
editor.errorheader = Aquest fitxer de mapa no és vàlid o està corromput. editor.errorheader = Aquest fitxer de mapa no és vàlid o està corromput.
editor.errorname = No sha definit el nom del mapa. Esteu intentant carregar una partida desada? editor.errorname = No sha definit el nom del mapa. Esteu intentant carregar una partida desada?
editor.errorlocales = Error reading invalid locale bundles. editor.errorlocales = Sha produït un error mentre es llegia un paquet de traduccions no vàlid.
editor.update = Actualitza editor.update = Actualitza
editor.randomize = Assigna a latzar editor.randomize = Assigna a latzar
editor.moveup = Mou amunt editor.moveup = Mou amunt
@@ -518,7 +524,7 @@ editor.sectorgenerate = Generació del sector
editor.resize = Canvia la mida editor.resize = Canvia la mida
editor.loadmap = Carrega un mapa editor.loadmap = Carrega un mapa
editor.savemap = Desa el mapa editor.savemap = Desa el mapa
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them? editor.savechanges = [scarlet]Teniu canvis sense desar!\n\n[]Voleu desar-los?
editor.saved = Sha desat. editor.saved = Sha desat.
editor.save.noname = El mapa no té nom! Trieu-ne un des del menú «Informació del mapa». editor.save.noname = El mapa no té nom! Trieu-ne un des del menú «Informació del mapa».
editor.save.overwrite = El vostre mapa sobreescriu un mapa incorporat al joc! Trieu un nom diferent des del menú «Informació del mapa». editor.save.overwrite = El vostre mapa sobreescriu un mapa incorporat al joc! Trieu un nom diferent des del menú «Informació del mapa».
@@ -583,6 +589,7 @@ filter.clear = Neteja
filter.option.ignore = Ignora filter.option.ignore = Ignora
filter.scatter = Dispersió filter.scatter = Dispersió
filter.terrain = Terreny filter.terrain = Terreny
filter.logic = Lògica
filter.option.scale = Escala filter.option.scale = Escala
filter.option.chance = Probabilitat filter.option.chance = Probabilitat
@@ -606,23 +613,25 @@ filter.option.floor2 = Terra secundari
filter.option.threshold2 = Llindar secundari filter.option.threshold2 = Llindar secundari
filter.option.radius = Radi filter.option.radius = Radi
filter.option.percentile = Percentil filter.option.percentile = Percentil
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {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) filter.option.code = Codi
locales.deletelocale = Are you sure you want to delete this locale bundle? filter.option.loop = Bucle
locales.applytoall = Apply Changes To All Locales 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.addtoother = Add To Other Locales locales.deletelocale = Esteu segur que voleu esborrar aquesta traducció?
locales.rollback = Rollback to last applied locales.applytoall = Aplica els canvis a totes les traduccions
locales.filter = Property filter locales.addtoother = Afegeix a les altres traduccions
locales.searchname = Search name... locales.rollback = Restableix a lúltima aplicada
locales.searchvalue = Search value... locales.filter = Propietat per al filtre
locales.searchlocale = Search locale... locales.searchname = Cerca el nom…
locales.byname = By name locales.searchvalue = Cerca el valor…
locales.byvalue = By value locales.searchlocale = Cerca la traducció…
locales.showcorrect = Show properties that are present in all locales and have unique values everywhere locales.byname = Per nom
locales.showmissing = Show properties that are missing in some locales locales.byvalue = Per valor
locales.showsame = Show properties that have same values in different locales locales.showcorrect = Mostra les propietats que estan en totes les traduccions i tenen valors únics en totes
locales.viewproperty = View in all locales locales.showmissing = Mostra les propietats que fan falta en algunes traduccions
locales.viewing = Viewing property "{0}" locales.showsame = Mostra les propietats que tenen els mateixos valors en traduccions diferents
locales.addicon = Add Icon locales.viewproperty = Mostra en totes les traduccions
locales.viewing = Es mostra la propietat «{0}»
locales.addicon = Afegeix una icona
width = Amplada: width = Amplada:
height = Alçada: height = Alçada:
@@ -678,7 +687,7 @@ marker.shape.name = Forma
marker.text.name = Text marker.text.name = Text
marker.line.name = Línia marker.line.name = Línia
marker.quad.name = Rectangle marker.quad.name = Rectangle
marker.texture.name = Texture marker.texture.name = Textura
marker.background = Fons marker.background = Fons
marker.outline = Contorn 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 shan detectat al sector estan espargits per diverses illes.\nInvestigueu i establiu una xarxa de transport que faci servir drons. sector.caldera-erekir.description = Els recursos que shan 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 daquest sector guarda dipòsits importants de [accent]tori[].\nFeu-lo servir per a desenvolupar unitats i torretes de nivells més alts. sector.stronghold.description = El campament enemic gran daquest sector guarda dipòsits importants de [accent]tori[].\nFeu-lo servir per a desenvolupar unitats i torretes de nivells més alts.
sector.crevice.description = Lenemic 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.crevice.description = Lenemic 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 datac més fortes.\nAtenció: shan 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 datac més fortes.\nAtenció: shan 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 shan 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 don treuen lenergia. sector.crossroads.description = Les bases enemigues del sector shan 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 don treuen lenergia.
sector.karst.description = Aquest sector és ric en recursos, però lenemic latacarà tan aviat com hi aterri un nucli.\nAprofiteu els recursos i recerqueu el [accent]teixit de fase[]. sector.karst.description = Aquest sector és ric en recursos, però lenemic latacarà 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. 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.canboost = Pot sobrevolar.
stat.flying = Està volant. stat.flying = Està volant.
stat.ammouse = Ús de munició stat.ammouse = Ús de munició
stat.ammocapacity = Capacitat de munició
stat.damagemultiplier = Multiplicador de dany stat.damagemultiplier = Multiplicador de dany
stat.healthmultiplier = Multiplicador de salut stat.healthmultiplier = Multiplicador de salut
stat.speedmultiplier = Multiplicador de velocitat stat.speedmultiplier = Multiplicador de velocitat
@@ -985,46 +995,46 @@ stat.immunities = Immunitats
stat.healing = Reparador stat.healing = Reparador
ability.forcefield = Camp de força 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 = 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 = Estat del camp
ability.statusfield.description = Applies a status effect to nearby units ability.statusfield.description = Aplica un efecte destat a les unitats properes.
ability.unitspawn = Fàbrica ability.unitspawn = Fàbrica
ability.unitspawn.description = Constructs units ability.unitspawn.description = Construeix unitats.
ability.shieldregenfield = Regenerador de camps de força ability.shieldregenfield = Regenerador de camps de força
ability.shieldregenfield.description = Regenerates shields of nearby units ability.shieldregenfield.description = Regenera els escuts dunitats properes.
ability.movelightning = Moviment llampec ability.movelightning = Moviment llampec
ability.movelightning.description = Releases lightning while moving ability.movelightning.description = Solta un llamp mentre es mou.
ability.armorplate = Armor Plate ability.armorplate = Armadura de plaques
ability.armorplate.description = Reduces damage taken while shooting ability.armorplate.description = Redueix el dany rebut mentre dispara.
ability.shieldarc = Escut de descàrregues ability.shieldarc = Escut de descàrregues
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets ability.shieldarc.description = Projecta un escut de força en un arc que absorbeix les bales.
ability.suppressionfield = Regen Suppression Field ability.suppressionfield = Regenera el camp de supressió
ability.suppressionfield.description = Stops nearby repair buildings ability.suppressionfield.description = Para els edificis de reparació propers.
ability.energyfield = Camp de força ability.energyfield = Camp de força
ability.energyfield.description = Zaps nearby enemies ability.energyfield.description = Ataca els enemics propers.
ability.energyfield.healdescription = Zaps nearby enemies and heals allies ability.energyfield.healdescription = Ataca els enemics propers i cura els aliats.
ability.regen = Regeneració ability.regen = Regeneració
ability.regen.description = Regenerates own health over time ability.regen.description = Regenera la seva salut amb el pas del temps.
ability.liquidregen = Liquid Absorption ability.liquidregen = Absorció de líquids
ability.liquidregen.description = Absorbs liquid to heal itself ability.liquidregen.description = Absorbeix líquids per a curar-se.
ability.spawndeath = Death Spawns ability.spawndeath = Aparicions mortals
ability.spawndeath.description = Releases units on death ability.spawndeath.description = Allibera unitats quan mor.
ability.liquidexplode = Death Spillage ability.liquidexplode = Vessament mortal
ability.liquidexplode.description = Spills liquid on death ability.liquidexplode.description = Vessa líquid quan mor.
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate ability.stat.firingrate = [stat]{0}/seg[lightgray] de cadència de tir
ability.stat.regen = [stat]{0}[lightgray] health/sec ability.stat.regen = [stat]{0}[lightgray] de salut/seg
ability.stat.shield = [stat]{0}[lightgray] shield ability.stat.shield = [stat]{0}[lightgray] descut
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed ability.stat.repairspeed = [stat]{0}/seg[lightgray] de velocitat de reparació
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit ability.stat.slurpheal = [stat]{0}[lightgray] de salut/unitat de líquid
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown ability.stat.cooldown = [stat]{0} seg[lightgray] de temps de refredament
ability.stat.maxtargets = [stat]{0}[lightgray] max targets ability.stat.maxtargets = [stat]{0}[lightgray] objectius com a màxim
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount ability.stat.sametypehealmultiplier = [stat]{0} %[lightgray] a la quantitat de reparació del mateix tipus
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction ability.stat.damagereduction = [stat]{0} %[lightgray] de reducció del dany
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed ability.stat.minspeed = [stat]{0} caselles/seg[lightgray] de velocitat mín.
ability.stat.duration = [stat]{0} sec[lightgray] duration ability.stat.duration = [stat]{0} seg[lightgray] de duració
ability.stat.buildtime = [stat]{0} sec[lightgray] build time ability.stat.buildtime = [stat]{0} seg[lightgray] de temps de construcció
bar.onlycoredeposit = Només es permet depositar al nucli. bar.onlycoredeposit = Només es permet depositar al nucli.
bar.drilltierreq = Cal una perforadora millor. bar.drilltierreq = Cal una perforadora millor.
@@ -1064,7 +1074,7 @@ bullet.splashdamage = [stat]{0}[lightgray] de dany a làrea ~[stat] {1}[light
bullet.incendiary = [stat]incendiari bullet.incendiary = [stat]incendiari
bullet.homing = [stat]munició guiada bullet.homing = [stat]munició guiada
bullet.armorpierce = [stat]perforador darmadures bullet.armorpierce = [stat]perforador darmadures
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.suppression = [stat]Supressió de reparacions cada {0} s[lightgray] ~ [stat]{1}[lightgray] caselles
bullet.interval = [stat]Interval de bales de {0}/s[lightgray]: bullet.interval = [stat]Interval de bales de {0}/s[lightgray]:
bullet.frags = [stat]{0}[lightgray]× de bales de fragmentació: bullet.frags = [stat]{0}[lightgray]× de bales de fragmentació:
@@ -1100,6 +1110,7 @@ unit.items = elements
unit.thousands = k unit.thousands = k
unit.millions = M unit.millions = M
unit.billions = kM unit.billions = kM
unit.shots = dispars
unit.pershot = /dispar unit.pershot = /dispar
category.purpose = Funció category.purpose = Funció
category.general = General category.general = General
@@ -1109,6 +1120,8 @@ category.items = Elements
category.crafting = Entrada/Sortida category.crafting = Entrada/Sortida
category.function = Funcionament category.function = Funcionament
category.optional = Millores opcionals 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 lanimació del llançament i aterratge del nucli setting.skipcoreanimation.name = Omet lanimació del llançament i aterratge del nucli
setting.landscape.name = Bloca el paisatge setting.landscape.name = Bloca el paisatge
setting.shadows.name = Ombres 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 lobjectiu keybind.unit_stance_pursue_target.name = Comportament: Persegueix lobjectiu
keybind.unit_stance_patrol.name = Comportament: Patrulla keybind.unit_stance_patrol.name = Comportament: Patrulla
keybind.unit_stance_ram.name = Comportament: Senzill keybind.unit_stance_ram.name = Comportament: Senzill
keybind.unit_command_move.name = Unit Command: Move keybind.unit_command_move.name = Ordre dunitat: Mou
keybind.unit_command_repair.name = Unit Command: Repair keybind.unit_command_repair.name = Ordre dunitat: Repara
keybind.unit_command_rebuild.name = Unit Command: Rebuild keybind.unit_command_rebuild.name = Ordre dunitat: Reconstrueix
keybind.unit_command_assist.name = Unit Command: Assist keybind.unit_command_assist.name = Ordre dunitat: Assisteix
keybind.unit_command_mine.name = Unit Command: Mine keybind.unit_command_mine.name = Ordre dunitat: Extrau
keybind.unit_command_boost.name = Unit Command: Boost keybind.unit_command_boost.name = Ordre dunitat: Sobrevola
keybind.unit_command_load_units.name = Unit Command: Load Units keybind.unit_command_load_units.name = Ordre dunitat: Carrega unitats
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks keybind.unit_command_load_blocks.name = Ordre dunitat: Carrega blocs
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload keybind.unit_command_unload_payload.name = Ordre dunitat: Descarrega blocs
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload keybind.unit_command_enter_payload.name = Ordre dunitat: Entra blocs
keybind.rebuild_select.name = Reconstrueix la regió keybind.rebuild_select.name = Reconstrueix la regió
keybind.schematic_select.name = Selecciona una regió keybind.schematic_select.name = Selecciona una regió
keybind.schematic_menu.name = Menú de plànols keybind.schematic_menu.name = Menú de plànols
@@ -1298,14 +1311,17 @@ rules.hidebannedblocks = Amaga els blocs no permesos
rules.infiniteresources = Recursos infinits rules.infiniteresources = Recursos infinits
rules.onlydepositcore = Al nucli només es poden dipositar recursos 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.reactorexplosions = Explosions als reactors
rules.coreincinerates = El nucli incinera els excedents rules.coreincinerates = El nucli incinera els excedents
rules.disableworldprocessors = Desactiva els processadors integrats rules.disableworldprocessors = Desactiva els processadors integrats
rules.schematic = Permetre lús desquemes rules.schematic = Permetre lús desquemes
rules.wavetimer = Temporitzador donades rules.wavetimer = Temporitzador donades
rules.wavesending = Enviament donades rules.wavesending = Enviament donades
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.waves = Onades
rules.airUseSpawns = Les unitats aèries fan servir els punts daparició
rules.attack = Mode datac rules.attack = Mode datac
rules.buildai = IA constructora de bases rules.buildai = IA constructora de bases
rules.buildaitier = Nivell de construcció de la IA 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.unitcrashdamagemultiplier = Multiplicador del dany de xoc de les unitats
rules.solarmultiplier = Multiplicador de lenergia solar rules.solarmultiplier = Multiplicador de lenergia solar
rules.unitcapvariable = Els nuclis contribueixen al límit dunitats rules.unitcapvariable = Els nuclis contribueixen al límit dunitats
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit rules.unitpayloadsexplode = Els blocs carregats exploten juntament amb la unitat
rules.unitcap = Capacitat base dunitats rules.unitcap = Capacitat base dunitats
rules.limitarea = Limita làrea del mapa rules.limitarea = Limita làrea del mapa
rules.enemycorebuildradius = Radi de no construcció del nucli enemic:[lightgray] (caselles) 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.frequency = Freqüència:
rules.weather.always = Sempre rules.weather.always = Sempre
rules.weather.duration = Durada: 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.placerangecheck.info = No es permet que els jugadors puguin posar res a prop dels edificis enemics. Quan sintenta posar una torreta, labast augmenta i la torreta no podrà arribar a lenemic.
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores. rules.onlydepositcore.info = No es permet que les unitats deixin elements a dins dels edificis excepte els nuclis.
content.item.name = Elements content.item.name = Elements
content.liquid.name = Fluids content.liquid.name = Fluids
@@ -1848,7 +1864,7 @@ block.diffuse.name = Diffuse
block.basic-assembler-module.name = Mòdul de muntatge bàsic block.basic-assembler-module.name = Mòdul de muntatge bàsic
block.smite.name = Smite block.smite.name = Smite
block.malign.name = Maligne 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.neoplasia-reactor.name = Reactor de neoplàsia
block.switch.name = Interruptor 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 = 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.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 daconseguir una mica de tungstè per a construir unitats. split.acquire = Heu daconseguir una mica de tungstè per a construir unitats.
split.build = Les unitats shan de transportar a laltra 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 laltre. split.build = Les unitats shan de transportar a laltra 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 laltre.
split.container = Igual que els contenidors, les unitats també es poden transportar amb els [accent]transportadors de blocs a distància[].\nConstruïu una fabricadora dunitats al costat dun transportadors de blocs a distància per a carregar-les i enviar-les més enllà del mur per a atacar la base enemiga. split.container = Igual que els contenidors, les unitats també es poden transportar amb els [accent]transportadors de blocs a distància[].\nConstruïu una fabricadora dunitats al costat dun 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 = Sempra en molts tipus de construccions i munició. item.copper.description = Sempra 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 duna forma de vida sintètica. Emet gasos tòxics per a altres formes de vida i és molt invasiva. Sota certes condicions, són molt inflamables. item.spore-pod.details = Espores. Probablement, es tracta duna 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 = Sempra en bombes i munició explosiva. item.blast-compound.description = Sempra en bombes i munició explosiva.
item.pyratite.description = Sempra en armes incendiàries i generadors a combustió. item.pyratite.description = Sempra en armes incendiàries i generadors a combustió.
item.beryllium.description = Sempra en molts tipus de construccions i municó dErekir. item.beryllium.description = Sempra en molts tipus de construccions i munició dErekir.
item.tungsten.description = Sempra en perforadores, armadures i munició. Sen necessita per construir estructures més avançades. item.tungsten.description = Sempra en perforadores, armadures i munició. Sen necessita per construir estructures més avançades.
item.oxide.description = Sempra com a conductor de lenergia tèrmica i també es fa servir com a aïllant elèctric. item.oxide.description = Sempra com a conductor de lenergia 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 = Sempra per a refredar màquines i processar residus. liquid.water.description = Sempra 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. 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 dunitats i reparació destructures. Inflamable. liquid.hydrogen.description = Es fa servir en extracció de recursos, producció dunitats i reparació destructures. Inflamable.
liquid.cyanogen.description = Es fa servir per a munició, construcció dunitats avançades i diverses reaccions en blocs avançats. Molt inflamable. liquid.cyanogen.description = Es fa servir per a munició, construcció dunitats avançades i diverses reaccions en blocs avançats. Molt inflamable.
liquid.nitrogen.description = Es fa servir per a extraure recursos, obtenció de gas i producció dunitats. Inert. liquid.nitrogen.description = Es fa servir per a extraure recursos, obtenció de gas i producció dunitats. Inert.
liquid.neoplasm.description = Un subproducte biològic perillís del reactor de neoplàsia. Sestén 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. Sestén 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. 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 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.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.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.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.anthicus.description = Dispara míssils 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.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.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.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.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.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.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 missils de llarg abast dirigits i supressors als objecius 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.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.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. 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 duna cel·la de memòria connectada. lst.read = Llegeix un nombre des duna cel·la de memòria connectada.
lst.write = Escriu un nombre en una cel·la de memòria connectada. lst.write = Escriu un nombre en una cel·la de memòria connectada.
lst.print = Afegeix un text a la cua dimpressió.\nEl text no es mostrarà fins que sapliqui «[accent]Print Flush[]». lst.print = Afegeix un text a la cua dimpressió.\nEl text no es mostrarà fins que sapliqui «[accent]Print Flush[]».
lst.format = Replace next placeholder 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 dimpressió 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 sapliqui «[accent]Draw Flush[]». lst.draw = Afegeix una instrucció de dibuix a la cua corresponent.\nEl resultat no es mostrarà fins que sapliqui «[accent]Draw Flush[]».
lst.drawflush = Executa les operacions de la cua de dibuix al monitor lògic. lst.drawflush = Executa les operacions de la cua de dibuix al monitor lògic.
lst.printflush = Executa les operacions de la cua dimpressió al monitor lògic. lst.printflush = Executa les operacions de la cua dimpressió al monitor lògic.
@@ -2321,8 +2337,8 @@ lst.getblock = Obtén les dades dun bloc en qualsevol posició.
lst.setblock = Estableix les dades dun bloc en qualsevol posició. lst.setblock = Estableix les dades dun bloc en qualsevol posició.
lst.spawnunit = Fes aparèixer una unitat en una posició. lst.spawnunit = Fes aparèixer una unitat en una posició.
lst.applystatus = Aplica o esborra un efecte destat duna unitat. lst.applystatus = Aplica o esborra un efecte destat duna unitat.
lst.weathersense = Check if a type of weather is active. lst.weathersense = Comprova si un tipus de temps meteorològics està actiu.
lst.weatherset = Set the current state of a type of weather. lst.weatherset = Estableix lestat actual per a un tipus de temps meteorològic.
lst.spawnwave = Simula laparició duna onada enemiga en una posició arbitrària.\nEl comptador donades no sincrementarà. lst.spawnwave = Simula laparició duna onada enemiga en una posició arbitrària.\nEl comptador donades no sincrementarà.
lst.explosion = Crea una explosió en una posició. lst.explosion = Crea una explosió en una posició.
lst.setrate = Estableix la velocitat dexecució del processador en instruccions/tic. lst.setrate = Estableix la velocitat dexecució 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.setflag = Estableix un senyal global que es podrà llegir en tots els processadors.
lst.getflag = Obtén un senyal global. lst.getflag = Obtén un senyal global.
lst.setprop = Estableix una propietat duna unitat o estructura. lst.setprop = Estableix una propietat duna unitat o estructura.
lst.effect = Crea un efecte de particula. lst.effect = Crea un efecte de partícula.
lst.sync = Sincronitza una variable a través de la xarxa.\nSinvoca com a molt 10 vegades per segon. lst.sync = Sincronitza una variable a través de la xarxa.\nSinvoca com a molt 10 vegades per segon.
lst.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.\nSha de donar un ID per a identificar-la.\nEs poden establir fins a 20.000 marcadors per món. lst.makemarker = Crea una marca lògica al món.\nSha de donar un ID per a identificar-la.\nEs poden establir fins a 20.000 marcadors per món.
lst.setmarker = Estableix una propietat per a la marca.\nLID que es faci servir ha de ser el mateix que el de la instrucció de crear la marca. lst.setmarker = Estableix una propietat per a la marca.\nLID que es faci servir ha de ser el mateix que el de la instrucció de crear la marca.
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first. lst.localeprint = Afegeix el valor duna propietat de la traducció dun mapa a la cua dimpressió.\nPer a establir paquets de traducció de mapes a leditor 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.false = 0
lglobal.true = 1 lglobal.true = 1
lglobal.null = null lglobal.null = null
lglobal.@pi = The mathematical constant pi (3.141...) lglobal.@pi = La constant matemàtica pi (3.141)
lglobal.@e = The mathematical constant e (2.718...) lglobal.@e = La constant matemàtica e (2.718)
lglobal.@degToRad = Multiply by this number to convert degrees to radians lglobal.@degToRad = Multiplica per aquest nombre per a convertir graus sexagesimals en radians.
lglobal.@radToDeg = Multiply by this number to convert radians to degrees lglobal.@radToDeg = Multiplica per aquest nombre per a convertir radians en graus sexagesimals.
lglobal.@time = Playtime of current save, in milliseconds lglobal.@time = Temps de joc de la partida actual, en mil·lisegons
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks) lglobal.@tick = Temps de joc de la partida actual, en tics (1 segon = 60 tics)
lglobal.@second = Playtime of current save, in seconds lglobal.@second = Temps de joc de la partida actual, en segons
lglobal.@minute = Playtime of current save, in minutes lglobal.@minute = Temps de joc de la partida actual, en minuts
lglobal.@waveNumber = Current wave number, if waves are enabled lglobal.@waveNumber = Nombre de lonada actual, si les onades estan activades
lglobal.@waveTime = Countdown timer for waves, in seconds lglobal.@waveTime = Comptador enrere de les onades, en segons
lglobal.@mapw = Map width in tiles lglobal.@mapw = Amplada del mapa en caselles
lglobal.@maph = Map height in tiles lglobal.@maph = Alçària del mapa en caselles
lglobal.sectionMap = Map lglobal.sectionMap = Mapa
lglobal.sectionGeneral = General lglobal.sectionGeneral = General
lglobal.sectionNetwork = Network/Clientside [World Processor Only] lglobal.sectionNetwork = Xarxa/Client [Només processador integrat]
lglobal.sectionProcessor = Processor lglobal.sectionProcessor = Processador
lglobal.sectionLookup = Lookup lglobal.sectionLookup = Lookup
lglobal.@this = The logic block executing the code lglobal.@this = El bloc lògic que executa el codi
lglobal.@thisx = X coordinate of block executing the code lglobal.@thisx = Coordenada X del bloc que executa el codi
lglobal.@thisy = Y coordinate of block executing the code lglobal.@thisy = Coordenada Y del bloc que executa el codi
lglobal.@links = Total number of blocks linked to this processors lglobal.@links = Quantitat total de blocs enllaçats amb aquest processador
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second) lglobal.@ipt = Velocitat dexecució del processador en instruccions per tic (60 tics = 1 segon)
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction lglobal.@unitCount = Nombre total de tipus de continguts dunitat a la partida; es fa servir amb la instrucció lookup.
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction lglobal.@blockCount = Nombre total de tipus de continguts de bloc a la partida; es fa servir amb la instrucció lookup.
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction lglobal.@itemCount = Nombre total de tipus de continguts delement a la partida; es fa servir amb la instrucció lookup.
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction lglobal.@liquidCount = Nombre total de tipus de continguts de líquid a la partida; es fa servir amb la instrucció lookup.
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise lglobal.@server = Cert si el codi sexecuta en un servidor o en mode dun sol jugador; fals altrament.
lglobal.@client = True if the code is running on a client connected to a server lglobal.@client = Cert si el codi sexecuta en un client connectat a un servidor.
lglobal.@clientLocale = Locale of the client running the code. For example: en_US lglobal.@clientLocale = Traducció del client que executa el codi. Per exemple: en_US
lglobal.@clientUnit = Unit of client running the code lglobal.@clientUnit = Unitat del client que executa el codi
lglobal.@clientName = Player name of client running the code lglobal.@clientName = Nom del jugador del client que executa el codi
lglobal.@clientTeam = Team ID of client running the code lglobal.@clientTeam = Identificador de lequip que executa el codi
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise 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. 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 lhora dapuntar. lenum.shootp = Dispara a una unitat/bloc tenint en compte la seva velocitat a lhora dapuntar.
lenum.config = Configuració de lestructura, com ara el classificador. lenum.config = Configuració de lestructura, com ara el classificador.
lenum.enabled = Retorna si el bloc està activat. lenum.enabled = Retorna si el bloc està activat.
laccess.currentammotype = Líquid o element de munició actual de la torreta.
laccess.color = Color de lil·luminador. laccess.color = Color de lil·luminador.
laccess.controller = Controlador de la unitat. Si es controla per processador, retorna el processador.\nAltrament, retorna la mateixa unitat. 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.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 lacció, entre 0 i 1.\nRetorna la producció, la recàrrega de la torreta o el progrés de la construcció. laccess.progress = Progrés de lacció, 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.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 dunitat/bloc/element/líquid.\nÉs linvers de loperació lookup.
lcategory.unknown = Desconegut lcategory.unknown = Desconegut
lcategory.unknown.description = Instruccions sense categoria. lcategory.unknown.description = Instruccions sense categoria.
lcategory.io = Entrada i sortida lcategory.io = Entrada i sortida
@@ -2417,7 +2435,7 @@ graphicstype.poly = Omple un polígon regular.
graphicstype.linepoly = Dibuixa els costats dun polígon regular. graphicstype.linepoly = Dibuixa els costats dun polígon regular.
graphicstype.triangle = Omple un triangle. graphicstype.triangle = Omple un triangle.
graphicstype.image = Dibuixa una imatge dalgun element del joc.\nPer exemple: [accent]@router[] o [accent]@dagger[]. graphicstype.image = Dibuixa una imatge dalgun 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 dimpressió.\nEsborra la cua dimpressió.
lenum.always = Sempre cert. lenum.always = Sempre cert.
lenum.idiv = Divisió entera. 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.outx = Coordenada X de la sortida.
unitlocate.outy = Coordenada Y de la sortida. unitlocate.outy = Coordenada Y de la sortida.
unitlocate.group = Categoria de blocs a buscar. 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 lestat per defecte. lenum.idle = La unitat no es mourà, però continuarà construint i extraient minerals.\nÉs lestat per defecte.
lenum.stop = Para de moure, construir o extreure minerals. 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.move = Mou a una posició exacta.
lenum.approach = Aproxima a una zona determinada amb una posició i un radi. 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 daparició denemics. lenum.pathfind = Troba un camí i segueix una ruta fins al punt daparició denemics.
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 daterratge.\nÉs el mateix que el camí d'una onada enemiga estàndard.
lenum.target = Dispara a una posició. lenum.target = Dispara a una posició.
lenum.targetp = Dispara a un objectiu tenint en compte la seva velocitat a lhora dapuntar. lenum.targetp = Dispara a un objectiu tenint en compte la seva velocitat a lhora dapuntar.
lenum.itemdrop = Deixa un element. 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.flag = Identificador numèric de la unitat.
lenum.mine = Extreu recursos en una posició. lenum.mine = Extreu recursos en una posició.
lenum.build = Construeix una estructura. lenum.build = Construeix una estructura.
lenum.getblock = Obté un bloc i el seu tipus a les coordenades indicades.\nLa posició escollida ha destar a labast 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 destar a labast de la unitat; altrament es retornarà un valor buit.
lenum.within = Comprova si la unitat està a prop duna posició. lenum.within = Comprova si la unitat està a prop duna posició.
lenum.boost = Inicia/Detén el vol. lenum.boost = Inicia/Detén el vol.
lenum.flushtext = Passa el contingut de la cua dimpressió al marcador, si es pot.\nSi sestableix «fetch» a vertader, sintentarà carregar les propietats de la traducció del mapa o del joc. lenum.flushtext = Passa el contingut de la cua dimpressió al marcador, si es pot.\nSi sestableix «fetch» a vertader, sintentarà carregar les propietats de la traducció del mapa o del joc.

View File

@@ -439,6 +439,11 @@ editor.rules = Pravidla:
editor.generation = Generace: editor.generation = Generace:
editor.objectives = Úkoly: editor.objectives = Úkoly:
editor.locales = Locale Bundles 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.ingame = Upravit ve hře
editor.playtest = Playtest editor.playtest = Playtest
editor.publish.workshop = Publikovat do Workshopu na Steamu editor.publish.workshop = Publikovat do Workshopu na Steamu
@@ -495,6 +500,7 @@ editor.default = [lightgray]<Výchozí>[]
details = Podrobnosti... details = Podrobnosti...
edit = Upravit... edit = Upravit...
variables = Hodnoty variables = Hodnoty
logic.clear.confirm = Are you sure you want to clear all code from this processor?
logic.globals = Built-in Variables logic.globals = Built-in Variables
editor.name = Jméno: editor.name = Jméno:
editor.spawn = Zrodit jednotku editor.spawn = Zrodit jednotku
@@ -582,6 +588,7 @@ filter.clear = Vyčistit
filter.option.ignore = Ignorovat filter.option.ignore = Ignorovat
filter.scatter = Rozptýlení filter.scatter = Rozptýlení
filter.terrain = Terén filter.terrain = Terén
filter.logic = Logic
filter.option.scale = Měřítko filter.option.scale = Měřítko
filter.option.chance = Náhoda filter.option.chance = Náhoda
@@ -605,6 +612,8 @@ filter.option.floor2 = Druhotný povrch
filter.option.threshold2 = Druhotný práh filter.option.threshold2 = Druhotný práh
filter.option.radius = Poloměr filter.option.radius = Poloměr
filter.option.percentile = Percentil filter.option.percentile = Percentil
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.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.deletelocale = Are you sure you want to delete this locale bundle?
locales.applytoall = Apply Changes To All Locales locales.applytoall = Apply Changes To All Locales
@@ -973,6 +982,7 @@ stat.abilities = Schopnosti
stat.canboost = Umí posilovat stat.canboost = Umí posilovat
stat.flying = Létající stat.flying = Létající
stat.ammouse = Spotřeba Munice stat.ammouse = Spotřeba Munice
stat.ammocapacity = Ammo Capacity
stat.damagemultiplier = Násobič Poškození stat.damagemultiplier = Násobič Poškození
stat.healthmultiplier = Násobič Životů stat.healthmultiplier = Násobič Životů
stat.speedmultiplier = Násobič Rychlostí stat.speedmultiplier = Násobič Rychlostí
@@ -1099,6 +1109,7 @@ unit.items = předměty
unit.thousands = tis unit.thousands = tis
unit.millions = mio unit.millions = mio
unit.billions = mld unit.billions = mld
unit.shots = shots
unit.pershot = /střela unit.pershot = /střela
category.purpose = Účel category.purpose = Účel
category.general = Všeobecné category.general = Všeobecné
@@ -1108,6 +1119,8 @@ category.items = Předměty
category.crafting = Vstup/Výstup category.crafting = Vstup/Výstup
category.function = Funkce category.function = Funkce
category.optional = Volitelné vylepšení 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.skipcoreanimation.name = Přeskočit Animaci Odpalu/Přístání Jádra
setting.landscape.name = Uzamknout krajinu setting.landscape.name = Uzamknout krajinu
setting.shadows.name = Stíny setting.shadows.name = Stíny
@@ -1304,7 +1317,10 @@ rules.disableworldprocessors = Zakázat Světové Procesory
rules.schematic = Šablony povoleny rules.schematic = Šablony povoleny
rules.wavetimer = Časovač vln rules.wavetimer = Časovač vln
rules.wavesending = Wave Sending 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.waves = Vlny
rules.airUseSpawns = Air units use spawn points
rules.attack = Režim útoku rules.attack = Režim útoku
rules.buildai = Umělá AI staví rules.buildai = Umělá AI staví
rules.buildaitier = Úroveň AI stavitele 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.setprop = Sets a property of a unit or building.
lst.effect = Create a particle effect. lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.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.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction. lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first. 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.shootp = Vystřelí na jednotku/budovu s rychlostní předpovědí.
lenum.config = Konfigurace budovy, např. třídící věc pro třídičku. lenum.config = Konfigurace budovy, např. třídící věc pro třídičku.
lenum.enabled = Zda je blok povolen. lenum.enabled = Zda je blok povolen.
laccess.currentammotype = Current ammo item/liquid of a turret.
laccess.color = Barva osvětlovače. laccess.color = Barva osvětlovače.
laccess.controller = Kontroler jednotky. Pokud procesor je kontrolován, vrátí procesor\nPokud je ve formaci, vrací vůdce.\nJinak vrací jednotku. 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.outx = Výstup X pozice.
unitlocate.outy = Výstup Y pozice. unitlocate.outy = Výstup Y pozice.
unitlocate.group = Vyhledat skupinu budov. 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.idle = Nehýbat se, ale pokračovat ve stavění/těžení.\nVýchozí stav.
lenum.stop = Přestat pohybovat se/těžit/stavět. 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.flag = Číselné označení (flag) jednotky.
lenum.mine = Těžit na pozici. lenum.mine = Těžit na pozici.
lenum.build = Postavit strukturu. 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.within = Zkontrolovat, jestli jednotka je blízko dané pozice.
lenum.boost = Začít/Přestat posilovat. 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. 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.

View File

@@ -434,6 +434,11 @@ editor.rules = Regler:
editor.generation = Generering: editor.generation = Generering:
editor.objectives = Objectives editor.objectives = Objectives
editor.locales = Locale Bundles 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.ingame = Ændr i spil
editor.playtest = Playtest editor.playtest = Playtest
editor.publish.workshop = Publicer på Workshop editor.publish.workshop = Publicer på Workshop
@@ -489,6 +494,7 @@ editor.default = [lightgray]<standard>
details = Detaljer... details = Detaljer...
edit = Rediger... edit = Rediger...
variables = Vars variables = Vars
logic.clear.confirm = Are you sure you want to clear all code from this processor?
logic.globals = Built-in Variables logic.globals = Built-in Variables
editor.name = Navn: editor.name = Navn:
editor.spawn = Påkald enhed editor.spawn = Påkald enhed
@@ -576,6 +582,7 @@ filter.clear = Ryd
filter.option.ignore = Ignorer filter.option.ignore = Ignorer
filter.scatter = Spreder filter.scatter = Spreder
filter.terrain = Terræn filter.terrain = Terræn
filter.logic = Logic
filter.option.scale = Skaler filter.option.scale = Skaler
filter.option.chance = Chance filter.option.chance = Chance
filter.option.mag = Størrelse filter.option.mag = Størrelse
@@ -598,6 +605,8 @@ filter.option.floor2 = Sekundært gulv
filter.option.threshold2 = Sekundær terskel filter.option.threshold2 = Sekundær terskel
filter.option.radius = Radius filter.option.radius = Radius
filter.option.percentile = Percentil filter.option.percentile = Percentil
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.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.deletelocale = Are you sure you want to delete this locale bundle?
locales.applytoall = Apply Changes To All Locales locales.applytoall = Apply Changes To All Locales
@@ -962,6 +971,7 @@ stat.abilities = Evner
stat.canboost = Can Boost stat.canboost = Can Boost
stat.flying = Flying stat.flying = Flying
stat.ammouse = Ammo Use stat.ammouse = Ammo Use
stat.ammocapacity = Ammo Capacity
stat.damagemultiplier = Damage Multiplier stat.damagemultiplier = Damage Multiplier
stat.healthmultiplier = Health Multiplier stat.healthmultiplier = Health Multiplier
stat.speedmultiplier = Speed Multiplier stat.speedmultiplier = Speed Multiplier
@@ -1088,6 +1098,7 @@ unit.items = genstande
unit.thousands = t unit.thousands = t
unit.millions = mio unit.millions = mio
unit.billions = mia unit.billions = mia
unit.shots = shots
unit.pershot = /shot unit.pershot = /shot
category.purpose = Purpose category.purpose = Purpose
category.general = Generel category.general = Generel
@@ -1097,6 +1108,8 @@ category.items = Genstande
category.crafting = Input/Output category.crafting = Input/Output
category.function = Funktion category.function = Funktion
category.optional = Valgfri Opgraderinger 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.skipcoreanimation.name = Skip Core Launch/Land Animation
setting.landscape.name = Lås Landskab setting.landscape.name = Lås Landskab
setting.shadows.name = Skygger setting.shadows.name = Skygger
@@ -1293,7 +1306,10 @@ rules.disableworldprocessors = Disable World Processors
rules.schematic = Skabeloner tilladt rules.schematic = Skabeloner tilladt
rules.wavetimer = Bølge-æggeur rules.wavetimer = Bølge-æggeur
rules.wavesending = Wave Sending 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.waves = Bølger
rules.airUseSpawns = Air units use spawn points
rules.attack = Angrebsmode rules.attack = Angrebsmode
rules.buildai = Base Builder AI rules.buildai = Base Builder AI
rules.buildaitier = Builder AI Tier 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.setprop = Sets a property of a unit or building.
lst.effect = Create a particle effect. lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.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.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction. lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first. 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.shootp = Shoot at a unit/building with velocity prediction.
lenum.config = Building configuration, e.g. sorter item. lenum.config = Building configuration, e.g. sorter item.
lenum.enabled = Whether the block is enabled. lenum.enabled = Whether the block is enabled.
laccess.currentammotype = Current ammo item/liquid of a turret.
laccess.color = Illuminator color. 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.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. 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.outx = Output X coordinate.
unitlocate.outy = Output Y coordinate. unitlocate.outy = Output Y coordinate.
unitlocate.group = Building group to look for. 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.idle = Don't move, but keep building/mining.\nThe default state.
lenum.stop = Stop moving/mining/building. lenum.stop = Stop moving/mining/building.
lenum.unbind = Completely disable logic control.\nResume standard AI. 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.flag = Numeric unit flag.
lenum.mine = Mine at a position. lenum.mine = Mine at a position.
lenum.build = Build a structure. 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.within = Check if unit is near a position.
lenum.boost = Start/stop boosting. 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. 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.

View File

@@ -441,6 +441,11 @@ editor.rules = Regeln
editor.generation = Generator editor.generation = Generator
editor.objectives = Ziele editor.objectives = Ziele
editor.locales = Locale Bundles 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.ingame = Im Spiel bearbeiten
editor.playtest = Playtest editor.playtest = Playtest
editor.publish.workshop = Im Workshop veröffentlichen editor.publish.workshop = Im Workshop veröffentlichen
@@ -497,6 +502,7 @@ editor.default = [lightgray]<Standard>
details = Details details = Details
edit = Bearbeiten edit = Bearbeiten
variables = Variablen variables = Variablen
logic.clear.confirm = Are you sure you want to clear all code from this processor?
logic.globals = Built-in Variables logic.globals = Built-in Variables
editor.name = Name: editor.name = Name:
editor.spawn = Spawnbereich editor.spawn = Spawnbereich
@@ -586,6 +592,7 @@ filter.clear = Löschen
filter.option.ignore = Ignorieren filter.option.ignore = Ignorieren
filter.scatter = Streuen filter.scatter = Streuen
filter.terrain = Landschaft filter.terrain = Landschaft
filter.logic = Logic
filter.option.scale = Skalierung filter.option.scale = Skalierung
filter.option.chance = Wahrscheinlichkeit filter.option.chance = Wahrscheinlichkeit
@@ -609,6 +616,8 @@ filter.option.floor2 = Sekundärer Boden
filter.option.threshold2 = Sekundärer Grenzwert filter.option.threshold2 = Sekundärer Grenzwert
filter.option.radius = Radius filter.option.radius = Radius
filter.option.percentile = Perzentil filter.option.percentile = Perzentil
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.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.deletelocale = Are you sure you want to delete this locale bundle?
locales.applytoall = Apply Changes To All Locales locales.applytoall = Apply Changes To All Locales
@@ -984,6 +993,7 @@ stat.abilities = Fähigkeiten
stat.canboost = Kann boosten stat.canboost = Kann boosten
stat.flying = Flug stat.flying = Flug
stat.ammouse = Muntionsverbrauch stat.ammouse = Muntionsverbrauch
stat.ammocapacity = Ammo Capacity
stat.damagemultiplier = Schaden-Multiplikator stat.damagemultiplier = Schaden-Multiplikator
stat.healthmultiplier = Lebenspunkte-Multiplikator stat.healthmultiplier = Lebenspunkte-Multiplikator
stat.speedmultiplier = Geschwindigkeit-Multiplikator stat.speedmultiplier = Geschwindigkeit-Multiplikator
@@ -1110,6 +1120,7 @@ unit.items = Materialeinheiten
unit.thousands = k unit.thousands = k
unit.millions = Mio unit.millions = Mio
unit.billions = Mrd unit.billions = Mrd
unit.shots = shots
unit.pershot = /Schuss unit.pershot = /Schuss
category.purpose = Beschreibung category.purpose = Beschreibung
category.general = Allgemeines category.general = Allgemeines
@@ -1119,6 +1130,8 @@ category.items = Materialien
category.crafting = Erzeugung category.crafting = Erzeugung
category.function = Funktion category.function = Funktion
category.optional = Optionale Zusätze 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.skipcoreanimation.name = Kern Start- und Lande-Animation überspringen
setting.landscape.name = Querformat sperren setting.landscape.name = Querformat sperren
setting.shadows.name = Schatten setting.shadows.name = Schatten
@@ -1315,7 +1328,10 @@ rules.disableworldprocessors = Deaktiviere Weltprozessoren
rules.schematic = Entwürfe erlaubt rules.schematic = Entwürfe erlaubt
rules.wavetimer = Wellen-Timer rules.wavetimer = Wellen-Timer
rules.wavesending = Manuelle Wellen möglich 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.waves = Wellen
rules.airUseSpawns = Air units use spawn points
rules.attack = Angriff-Modus rules.attack = Angriff-Modus
rules.buildai = Base Builder AI rules.buildai = Base Builder AI
rules.buildaitier = Builder AI Tier 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.setprop = Setzt eine Eigenschaft einer Einheit oder eines Blockes.
lst.effect = Create a particle effect. lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.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.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction. lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first. 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.shootp = Schießt auf eine Einheit / einen Block und sagt deren Position voraus.
lenum.config = Blockkonfiguration, z.B. das ausgewählte Item in einem Sortierer. lenum.config = Blockkonfiguration, z.B. das ausgewählte Item in einem Sortierer.
lenum.enabled = Ob der Block an oder aus ist. lenum.enabled = Ob der Block an oder aus ist.
laccess.currentammotype = Current ammo item/liquid of a turret.
laccess.color = Illuminiererfarbe. 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. 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.outx = Variable für die X-Koordinate.
unitlocate.outy = Variable für die Y-Koordinate. unitlocate.outy = Variable für die Y-Koordinate.
unitlocate.group = Gesuchter Blocktyp. 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.idle = Bewegt sich nicht, baut aber weiter ab.\nDer normale Zustand.
lenum.stop = Bewegung / Abbau / Bau abbrechen. 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.flag = Zahl, mit der eine Einheit identifiziert werden kann.
lenum.mine = Erz von einer Position abbauen. lenum.mine = Erz von einer Position abbauen.
lenum.build = Einen Block bauen. 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.within = Prüft, ob eine Einheit in einem Radius um einen Punkt ist.
lenum.boost = Aktiviert / deaktiviert den Boost. 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. 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.

View File

@@ -57,7 +57,7 @@ mods.browser.sortstars = Mejor valorados
schematic = Esquema schematic = Esquema
schematic.add = Guardar esquema... schematic.add = Guardar esquema...
schematics = Esquemas schematics = Esquemas
schematic.search = Search schematics... schematic.search = Buscar esquemas..
schematic.replace = Ya existe un esquema con ese nombre. ¿Quieres reemplazarlo? schematic.replace = Ya existe un esquema con ese nombre. ¿Quieres reemplazarlo?
schematic.exists = Ya existe un esquema con ese nombre. schematic.exists = Ya existe un esquema con ese nombre.
schematic.import = Importar esquema... schematic.import = Importar esquema...
@@ -70,7 +70,7 @@ schematic.shareworkshop = Compartir en Steam Workshop
schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Invertir esquema schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Invertir esquema
schematic.saved = Esquema guardado. schematic.saved = Esquema guardado.
schematic.delete.confirm = Este esquema será absolutamente erradicado. schematic.delete.confirm = Este esquema será absolutamente erradicado.
schematic.edit = Edit Schematic schematic.edit = Editar esquema
schematic.info = {0}x{1}, {2} bloques 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.disabled = [scarlet]Esquemas desactivados.[]\nNo está permitido usar esquemas en este [accent]mapa[] o [accent]servidor.
schematic.tags = Etiquetas: schematic.tags = Etiquetas:
@@ -438,6 +438,11 @@ editor.rules = Normas:
editor.generation = Generación: editor.generation = Generación:
editor.objectives = Objetivos editor.objectives = Objetivos
editor.locales = Locale Bundles 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.ingame = Editar desde la nave
editor.playtest = Probar mapa editor.playtest = Probar mapa
editor.publish.workshop = Publicar en Steam Workshop editor.publish.workshop = Publicar en Steam Workshop
@@ -494,6 +499,7 @@ editor.default = [lightgray]<Por defecto>
details = Detalles... details = Detalles...
edit = Editar... edit = Editar...
variables = Variables variables = Variables
logic.clear.confirm = Are you sure you want to clear all code from this processor?
logic.globals = Built-in Variables logic.globals = Built-in Variables
editor.name = Nombre: editor.name = Nombre:
editor.spawn = Generar unidad editor.spawn = Generar unidad
@@ -583,6 +589,7 @@ filter.clear = Despejar
filter.option.ignore = Ignorar filter.option.ignore = Ignorar
filter.scatter = Dispersión filter.scatter = Dispersión
filter.terrain = Terreno filter.terrain = Terreno
filter.logic = Logic
filter.option.scale = Escala filter.option.scale = Escala
filter.option.chance = Probabilidad filter.option.chance = Probabilidad
@@ -606,6 +613,8 @@ filter.option.floor2 = Terreno secundario
filter.option.threshold2 = Umbral secundario filter.option.threshold2 = Umbral secundario
filter.option.radius = Radio filter.option.radius = Radio
filter.option.percentile = Percentil filter.option.percentile = Percentil
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.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.deletelocale = Are you sure you want to delete this locale bundle?
locales.applytoall = Apply Changes To All Locales locales.applytoall = Apply Changes To All Locales
@@ -981,6 +990,7 @@ stat.abilities = Habilidades
stat.canboost = Puede volar stat.canboost = Puede volar
stat.flying = Aéreo stat.flying = Aéreo
stat.ammouse = Uso de munición stat.ammouse = Uso de munición
stat.ammocapacity = Ammo Capacity
stat.damagemultiplier = Multiplicador de daño stat.damagemultiplier = Multiplicador de daño
stat.healthmultiplier = Multiplicador de vida stat.healthmultiplier = Multiplicador de vida
stat.speedmultiplier = Multiplicador de velocidad stat.speedmultiplier = Multiplicador de velocidad
@@ -991,7 +1001,7 @@ stat.immunities = Inmune a
stat.healing = Curación stat.healing = Curación
ability.forcefield = Área de Escudo 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 = Área de Reparación
ability.repairfield.description = Repairs nearby units ability.repairfield.description = Repairs nearby units
ability.statusfield = Área de Potenciación ability.statusfield = Área de Potenciación
@@ -1011,8 +1021,8 @@ ability.suppressionfield.description = Stops nearby repair buildings
ability.energyfield = Campo de Energía ability.energyfield = Campo de Energía
ability.energyfield.description = Zaps nearby enemies ability.energyfield.description = Zaps nearby enemies
ability.energyfield.healdescription = Zaps nearby enemies and heals allies ability.energyfield.healdescription = Zaps nearby enemies and heals allies
ability.regen = Regeneration ability.regen = Regeneración
ability.regen.description = Regenerates own health over time ability.regen.description = Regenera su propia salud con el tiempo
ability.liquidregen = Liquid Absorption ability.liquidregen = Liquid Absorption
ability.liquidregen.description = Absorbs liquid to heal itself ability.liquidregen.description = Absorbs liquid to heal itself
ability.spawndeath = Death Spawns ability.spawndeath = Death Spawns
@@ -1106,6 +1116,7 @@ unit.items = objetos
unit.thousands = k unit.thousands = k
unit.millions = M unit.millions = M
unit.billions = B unit.billions = B
unit.shots = shots
unit.pershot = /disparo unit.pershot = /disparo
category.purpose = Objetivo category.purpose = Objetivo
category.general = General category.general = General
@@ -1115,6 +1126,8 @@ category.items = Objetos
category.crafting = Fabricación category.crafting = Fabricación
category.function = Función category.function = Función
category.optional = Mejoras Opcionales 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.skipcoreanimation.name = Omitir animación de Lanzamiento/Aterrizaje del núcleo
setting.landscape.name = Bloquear en horizontal setting.landscape.name = Bloquear en horizontal
setting.shadows.name = Sombras 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.name = Ataque
mode.attack.description = Destruye la base enemiga. \n[gray]Requiere un núcleo rojo en el mapa. mode.attack.description = Destruye la base enemiga. \n[gray]Requiere un núcleo rojo en el mapa.
mode.custom = Normas personalizadas mode.custom = Normas personalizadas
rules.invaliddata = Invalid clipboard data. rules.invaliddata = Datos del portapeles invalidos.
rules.hidebannedblocks = Ocultar bloques prohibidos rules.hidebannedblocks = Ocultar bloques prohibidos
rules.infiniteresources = Recursos infinitos rules.infiniteresources = Recursos infinitos
@@ -1311,7 +1324,10 @@ rules.disableworldprocessors = Desactivar procesadores estáticos
rules.schematic = Permitir esquemas rules.schematic = Permitir esquemas
rules.wavetimer = Temporizador de oleadas rules.wavetimer = Temporizador de oleadas
rules.wavesending = Envío 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.waves = Oleadas
rules.airUseSpawns = Air units use spawn points
rules.attack = Modo de ataque rules.attack = Modo de ataque
rules.buildai = Base Builder AI rules.buildai = Base Builder AI
rules.buildaitier = Builder AI Tier rules.buildaitier = Builder AI Tier
@@ -1343,7 +1359,7 @@ rules.buildcostmultiplier = Multiplicador de coste de construcción
rules.buildspeedmultiplier = Multiplicador de velocidad de construcción rules.buildspeedmultiplier = Multiplicador de velocidad de construcción
rules.deconstructrefundmultiplier = Multiplicador de devolución de desconstrucción rules.deconstructrefundmultiplier = Multiplicador de devolución de desconstrucción
rules.waitForWaveToEnd = Las oleadas esperan a los enemigos 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.dropzoneradius = Radio de zona de aterrizaje:[lightgray] (bloques)
rules.unitammo = Las unidades necesitan munición rules.unitammo = Las unidades necesitan munición
rules.enemyteam = Equipo enemigo rules.enemyteam = Equipo enemigo
@@ -1367,7 +1383,7 @@ rules.weather.frequency = Frecuencia:
rules.weather.always = Siempre rules.weather.always = Siempre
rules.weather.duration = Duracion: 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.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.item.name = Objetos
content.liquid.name = Líquidos 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.spore-press.description = Comprime vainas de esporas en petróleo.
block.pulverizer.description = Prensa chatarra hasta obtener arena. block.pulverizer.description = Prensa chatarra hasta obtener arena.
block.coal-centrifuge.description = Solidifica petróleo en trozos de carbón. block.coal-centrifuge.description = Solidifica petróleo en trozos de carbón.
block.incinerator.description = Vaporiza cualquier líquido o material que recive. block.incinerator.description = Vaporiza cualquier líquido o material que recibe.
block.power-void.description = Elimina toda la energía que recive. Solo disponible en el modo Libre. 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.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-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. 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.setprop = Sets a property of a unit or building.
lst.effect = Create a particle effect. lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.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.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction. lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first. 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.shootp = Dispara a una unidad/estructura con predicción de velocidad.
lenum.config = Configuración de estructura, por ejemplo: el objeto seleccionado en un clasificador. lenum.config = Configuración de estructura, por ejemplo: el objeto seleccionado en un clasificador.
lenum.enabled = Si el bloque está activado. lenum.enabled = Si el bloque está activado.
laccess.currentammotype = Current ammo item/liquid of a turret.
laccess.color = Color del iluminador. 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. 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.outx = Coordenada X devuelta.
unitlocate.outy = Coordenada Y devuelta. unitlocate.outy = Coordenada Y devuelta.
unitlocate.group = Grupo de bloque a buscar. 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.idle = No se mueve, pero seguirá construyendo/extrayendo minerales.\nEs el estado por defecto.
lenum.stop = Deja de moverse/extraer minerales/contruir. 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.flag = Etiqueta numérica de la unidad.
lenum.mine = Extrae minerales de una posición. lenum.mine = Extrae minerales de una posición.
lenum.build = Construye una estructura. 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.within = Comprueba si una unidad se encuentra cerca de una posición.
lenum.boost = Iniciar/Detener vuelo. 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. 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.

View File

@@ -434,6 +434,11 @@ editor.rules = Reeglid:
editor.generation = Genereerimine: editor.generation = Genereerimine:
editor.objectives = Objectives editor.objectives = Objectives
editor.locales = Locale Bundles 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.ingame = Redigeeri mängus
editor.playtest = Playtest editor.playtest = Playtest
editor.publish.workshop = Avalda Workshop'is editor.publish.workshop = Avalda Workshop'is
@@ -489,6 +494,7 @@ editor.default = [lightgray]<Vaikimisi>
details = Üksikasjad... details = Üksikasjad...
edit = Muuda... edit = Muuda...
variables = Vars variables = Vars
logic.clear.confirm = Are you sure you want to clear all code from this processor?
logic.globals = Built-in Variables logic.globals = Built-in Variables
editor.name = Nimi: editor.name = Nimi:
editor.spawn = Tekita väeüksus editor.spawn = Tekita väeüksus
@@ -576,6 +582,7 @@ filter.clear = Kustutamine
filter.option.ignore = Eira filter.option.ignore = Eira
filter.scatter = Puistamine filter.scatter = Puistamine
filter.terrain = Maastik filter.terrain = Maastik
filter.logic = Logic
filter.option.scale = Ulatus filter.option.scale = Ulatus
filter.option.chance = Tõenäosus filter.option.chance = Tõenäosus
filter.option.mag = Suurusjärk filter.option.mag = Suurusjärk
@@ -598,6 +605,8 @@ filter.option.floor2 = Teine põrand
filter.option.threshold2 = Teine lävi filter.option.threshold2 = Teine lävi
filter.option.radius = Raadius filter.option.radius = Raadius
filter.option.percentile = Protsentiil filter.option.percentile = Protsentiil
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.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.deletelocale = Are you sure you want to delete this locale bundle?
locales.applytoall = Apply Changes To All Locales locales.applytoall = Apply Changes To All Locales
@@ -962,6 +971,7 @@ stat.abilities = Abilities
stat.canboost = Can Boost stat.canboost = Can Boost
stat.flying = Flying stat.flying = Flying
stat.ammouse = Ammo Use stat.ammouse = Ammo Use
stat.ammocapacity = Ammo Capacity
stat.damagemultiplier = Damage Multiplier stat.damagemultiplier = Damage Multiplier
stat.healthmultiplier = Health Multiplier stat.healthmultiplier = Health Multiplier
stat.speedmultiplier = Speed Multiplier stat.speedmultiplier = Speed Multiplier
@@ -1088,6 +1098,7 @@ unit.items = ressursiühikut
unit.thousands = k unit.thousands = k
unit.millions = mil unit.millions = mil
unit.billions = b unit.billions = b
unit.shots = shots
unit.pershot = /shot unit.pershot = /shot
category.purpose = Purpose category.purpose = Purpose
category.general = Üldinfo category.general = Üldinfo
@@ -1097,6 +1108,8 @@ category.items = Ressursid
category.crafting = Sisend/Väljund category.crafting = Sisend/Väljund
category.function = Function category.function = Function
category.optional = Valikulised täiustused 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.skipcoreanimation.name = Skip Core Launch/Land Animation
setting.landscape.name = Lukusta horisontaalpaigutus setting.landscape.name = Lukusta horisontaalpaigutus
setting.shadows.name = Varjud setting.shadows.name = Varjud
@@ -1293,7 +1306,10 @@ rules.disableworldprocessors = Disable World Processors
rules.schematic = Schematics Allowed rules.schematic = Schematics Allowed
rules.wavetimer = Kasuta taimerit rules.wavetimer = Kasuta taimerit
rules.wavesending = Wave Sending 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.waves = Kasuta lahingulaineid
rules.airUseSpawns = Air units use spawn points
rules.attack = Mänguviis "Rünnak" rules.attack = Mänguviis "Rünnak"
rules.buildai = Base Builder AI rules.buildai = Base Builder AI
rules.buildaitier = Builder AI Tier 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.setprop = Sets a property of a unit or building.
lst.effect = Create a particle effect. lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.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.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction. lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first. 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.shootp = Shoot at a unit/building with velocity prediction.
lenum.config = Building configuration, e.g. sorter item. lenum.config = Building configuration, e.g. sorter item.
lenum.enabled = Whether the block is enabled. lenum.enabled = Whether the block is enabled.
laccess.currentammotype = Current ammo item/liquid of a turret.
laccess.color = Illuminator color. 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.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. 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.outx = Output X coordinate.
unitlocate.outy = Output Y coordinate. unitlocate.outy = Output Y coordinate.
unitlocate.group = Building group to look for. 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.idle = Don't move, but keep building/mining.\nThe default state.
lenum.stop = Stop moving/mining/building. lenum.stop = Stop moving/mining/building.
lenum.unbind = Completely disable logic control.\nResume standard AI. 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.flag = Numeric unit flag.
lenum.mine = Mine at a position. lenum.mine = Mine at a position.
lenum.build = Build a structure. 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.within = Check if unit is near a position.
lenum.boost = Start/stop boosting. 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. 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.

View File

@@ -436,6 +436,11 @@ editor.rules = Arauak:
editor.generation = Sorrarazi: editor.generation = Sorrarazi:
editor.objectives = Objectives editor.objectives = Objectives
editor.locales = Locale Bundles 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.ingame = Editatu jolasean
editor.playtest = Playtest editor.playtest = Playtest
editor.publish.workshop = Argitaratu lantegian editor.publish.workshop = Argitaratu lantegian
@@ -491,6 +496,7 @@ editor.default = [lightgray]<Lehenetsia>
details = Xehetasunak... details = Xehetasunak...
edit = Editatu... edit = Editatu...
variables = Vars variables = Vars
logic.clear.confirm = Are you sure you want to clear all code from this processor?
logic.globals = Built-in Variables logic.globals = Built-in Variables
editor.name = Izena: editor.name = Izena:
editor.spawn = Sortu unitatea editor.spawn = Sortu unitatea
@@ -578,6 +584,7 @@ filter.clear = Garbitu
filter.option.ignore = Ezikusi filter.option.ignore = Ezikusi
filter.scatter = Sakabanaketa filter.scatter = Sakabanaketa
filter.terrain = Lursaila filter.terrain = Lursaila
filter.logic = Logic
filter.option.scale = Eskala filter.option.scale = Eskala
filter.option.chance = Zoria filter.option.chance = Zoria
filter.option.mag = Magnitudea filter.option.mag = Magnitudea
@@ -600,6 +607,8 @@ filter.option.floor2 = Bigarren zorua
filter.option.threshold2 = Bigarren atalasea filter.option.threshold2 = Bigarren atalasea
filter.option.radius = Erradioa filter.option.radius = Erradioa
filter.option.percentile = Pertzentila filter.option.percentile = Pertzentila
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.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.deletelocale = Are you sure you want to delete this locale bundle?
locales.applytoall = Apply Changes To All Locales locales.applytoall = Apply Changes To All Locales
@@ -964,6 +973,7 @@ stat.abilities = Abilities
stat.canboost = Can Boost stat.canboost = Can Boost
stat.flying = Flying stat.flying = Flying
stat.ammouse = Ammo Use stat.ammouse = Ammo Use
stat.ammocapacity = Ammo Capacity
stat.damagemultiplier = Damage Multiplier stat.damagemultiplier = Damage Multiplier
stat.healthmultiplier = Health Multiplier stat.healthmultiplier = Health Multiplier
stat.speedmultiplier = Speed Multiplier stat.speedmultiplier = Speed Multiplier
@@ -1090,6 +1100,7 @@ unit.items = elementu
unit.thousands = k unit.thousands = k
unit.millions = mil unit.millions = mil
unit.billions = b unit.billions = b
unit.shots = shots
unit.pershot = /shot unit.pershot = /shot
category.purpose = Purpose category.purpose = Purpose
category.general = Orokorra category.general = Orokorra
@@ -1099,6 +1110,8 @@ category.items = Baliabideak
category.crafting = Sarrera/Irteera category.crafting = Sarrera/Irteera
category.function = Function category.function = Function
category.optional = Aukerako hobekuntzak 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.skipcoreanimation.name = Skip Core Launch/Land Animation
setting.landscape.name = Blokeatu horizontalean setting.landscape.name = Blokeatu horizontalean
setting.shadows.name = Itzalak setting.shadows.name = Itzalak
@@ -1295,7 +1308,10 @@ rules.disableworldprocessors = Disable World Processors
rules.schematic = Schematics Allowed rules.schematic = Schematics Allowed
rules.wavetimer = Boladen denboragailua rules.wavetimer = Boladen denboragailua
rules.wavesending = Wave Sending 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.waves = Boladak
rules.airUseSpawns = Air units use spawn points
rules.attack = Eraso modua rules.attack = Eraso modua
rules.buildai = Base Builder AI rules.buildai = Base Builder AI
rules.buildaitier = Builder AI Tier 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.setprop = Sets a property of a unit or building.
lst.effect = Create a particle effect. lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.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.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction. lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first. 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.shootp = Shoot at a unit/building with velocity prediction.
lenum.config = Building configuration, e.g. sorter item. lenum.config = Building configuration, e.g. sorter item.
lenum.enabled = Whether the block is enabled. lenum.enabled = Whether the block is enabled.
laccess.currentammotype = Current ammo item/liquid of a turret.
laccess.color = Illuminator color. 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.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. 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.outx = Output X coordinate.
unitlocate.outy = Output Y coordinate. unitlocate.outy = Output Y coordinate.
unitlocate.group = Building group to look for. 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.idle = Don't move, but keep building/mining.\nThe default state.
lenum.stop = Stop moving/mining/building. lenum.stop = Stop moving/mining/building.
lenum.unbind = Completely disable logic control.\nResume standard AI. 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.flag = Numeric unit flag.
lenum.mine = Mine at a position. lenum.mine = Mine at a position.
lenum.build = Build a structure. 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.within = Check if unit is near a position.
lenum.boost = Start/stop boosting. 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. 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.

View File

@@ -434,6 +434,11 @@ editor.rules = Säännöt:
editor.generation = Generaatio: editor.generation = Generaatio:
editor.objectives = Tehtävät editor.objectives = Tehtävät
editor.locales = Locale Bundles 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.ingame = Muokka pelin sisällä
editor.playtest = Testaa pelin sisällä editor.playtest = Testaa pelin sisällä
editor.publish.workshop = Julkaise Workshoppiin editor.publish.workshop = Julkaise Workshoppiin
@@ -489,6 +494,7 @@ editor.default = [lightgray]<Oletus>
details = Yksityiskohdat... details = Yksityiskohdat...
edit = Muokkaa... edit = Muokkaa...
variables = Muuttujat variables = Muuttujat
logic.clear.confirm = Are you sure you want to clear all code from this processor?
logic.globals = Built-in Variables logic.globals = Built-in Variables
editor.name = Nimi: editor.name = Nimi:
editor.spawn = Luo yksikkö editor.spawn = Luo yksikkö
@@ -576,6 +582,7 @@ filter.clear = Selkeä
filter.option.ignore = Ohitta filter.option.ignore = Ohitta
filter.scatter = Hajauta filter.scatter = Hajauta
filter.terrain = Maasto filter.terrain = Maasto
filter.logic = Logic
filter.option.scale = Mittakaava filter.option.scale = Mittakaava
filter.option.chance = Mahdollisuus filter.option.chance = Mahdollisuus
filter.option.mag = Suuruus filter.option.mag = Suuruus
@@ -598,6 +605,8 @@ filter.option.floor2 = Toinen lattia
filter.option.threshold2 = Toissijainen raja-arvo filter.option.threshold2 = Toissijainen raja-arvo
filter.option.radius = Säde filter.option.radius = Säde
filter.option.percentile = Prosentti filter.option.percentile = Prosentti
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.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.deletelocale = Are you sure you want to delete this locale bundle?
locales.applytoall = Apply Changes To All Locales locales.applytoall = Apply Changes To All Locales
@@ -961,6 +970,7 @@ stat.abilities = Erikoisvoimat
stat.canboost = Voi tehostaa stat.canboost = Voi tehostaa
stat.flying = Lentävä stat.flying = Lentävä
stat.ammouse = Ammusten käyttö stat.ammouse = Ammusten käyttö
stat.ammocapacity = Ammo Capacity
stat.damagemultiplier = Vahinkokerroin stat.damagemultiplier = Vahinkokerroin
stat.healthmultiplier = Elmäpistekerroin stat.healthmultiplier = Elmäpistekerroin
stat.speedmultiplier = Nopeuskerroin stat.speedmultiplier = Nopeuskerroin
@@ -1087,6 +1097,7 @@ unit.items = esinettä
unit.thousands = t unit.thousands = t
unit.millions = milj unit.millions = milj
unit.billions = mrd unit.billions = mrd
unit.shots = shots
unit.pershot = /laukaisu unit.pershot = /laukaisu
category.purpose = Tarkoitus category.purpose = Tarkoitus
category.general = Yleinen category.general = Yleinen
@@ -1096,6 +1107,8 @@ category.items = Tavarat
category.crafting = Ulos/Sisääntulo category.crafting = Ulos/Sisääntulo
category.function = Function category.function = Function
category.optional = Mahdolliset parannukset 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.skipcoreanimation.name = Ohita ytimen laukaisun/laskeutumisen animaatio
setting.landscape.name = Lukitse tasavaakaan setting.landscape.name = Lukitse tasavaakaan
setting.shadows.name = Varjot setting.shadows.name = Varjot
@@ -1292,7 +1305,10 @@ rules.disableworldprocessors = Poista maailmaprosessorit käytöstä
rules.schematic = Salli kaaviot rules.schematic = Salli kaaviot
rules.wavetimer = Tasojen aikaraja rules.wavetimer = Tasojen aikaraja
rules.wavesending = Wave Sending 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.waves = Tasot
rules.airUseSpawns = Air units use spawn points
rules.attack = Hyökkäystila rules.attack = Hyökkäystila
rules.buildai = Base Builder AI rules.buildai = Base Builder AI
rules.buildaitier = Builder AI Tier 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.setprop = Sets a property of a unit or building.
lst.effect = Create a particle effect. lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.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.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction. lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first. 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.shootp = Ammu yksikköä/rakennusta nopeudenennustus päällä.
lenum.config = Rakennuksen säätö, esim. lajittelijan valinta. lenum.config = Rakennuksen säätö, esim. lajittelijan valinta.
lenum.enabled = Selvitä, onko palikka päällä. lenum.enabled = Selvitä, onko palikka päällä.
laccess.currentammotype = Current ammo item/liquid of a turret.
laccess.color = Lampun väri. 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.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. 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.outx = X-koodinaatin ulostulo.
unitlocate.outy = Y-koodinaatin ulostulo. unitlocate.outy = Y-koodinaatin ulostulo.
unitlocate.group = Etsittävä rakennusjoukko. 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.idle = Lopeta liikkuminen, mutta jatka rakentamista/kaivamista.\nOletustila.
lenum.stop = Lopeta liikkuminen/kaivaminen/rakentaminen. lenum.stop = Lopeta liikkuminen/kaivaminen/rakentaminen.
lenum.unbind = Poista logiikkahallinta kokonaan.\nAnna hallinta tavalliselle AI:lle. 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.flag = Numeerinen yksikkötunniste.
lenum.mine = Kaiva tietyssä sijainnissa. lenum.mine = Kaiva tietyssä sijainnissa.
lenum.build = Rakenna tietty rakennus. 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.within = Tarkista, onko joukko tietyn sijainnin lähellä.
lenum.boost = Aloita tai lopeta tehostus. 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. 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.

View File

@@ -434,6 +434,11 @@ editor.rules = Rules:
editor.generation = Generation: editor.generation = Generation:
editor.objectives = Objectives editor.objectives = Objectives
editor.locales = Locale Bundles 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.ingame = Edit In-Game
editor.playtest = Playtest editor.playtest = Playtest
editor.publish.workshop = I-Publish Sa Workshop editor.publish.workshop = I-Publish Sa Workshop
@@ -489,6 +494,7 @@ editor.default = [lightgray]<Default>
details = Details... details = Details...
edit = Edit... edit = Edit...
variables = Vars variables = Vars
logic.clear.confirm = Are you sure you want to clear all code from this processor?
logic.globals = Built-in Variables logic.globals = Built-in Variables
editor.name = Name: editor.name = Name:
editor.spawn = Spawn Unit editor.spawn = Spawn Unit
@@ -576,6 +582,7 @@ filter.clear = Clear
filter.option.ignore = Ignore filter.option.ignore = Ignore
filter.scatter = Scatter filter.scatter = Scatter
filter.terrain = Terrain filter.terrain = Terrain
filter.logic = Logic
filter.option.scale = Scale filter.option.scale = Scale
filter.option.chance = Chance filter.option.chance = Chance
filter.option.mag = Magnitude filter.option.mag = Magnitude
@@ -598,6 +605,8 @@ filter.option.floor2 = Secondary Floor
filter.option.threshold2 = Secondary Threshold filter.option.threshold2 = Secondary Threshold
filter.option.radius = Radius filter.option.radius = Radius
filter.option.percentile = Percentile filter.option.percentile = Percentile
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.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.deletelocale = Are you sure you want to delete this locale bundle?
locales.applytoall = Apply Changes To All Locales locales.applytoall = Apply Changes To All Locales
@@ -961,6 +970,7 @@ stat.abilities = Abilities
stat.canboost = Can Boost stat.canboost = Can Boost
stat.flying = Flying stat.flying = Flying
stat.ammouse = Ammo Use stat.ammouse = Ammo Use
stat.ammocapacity = Ammo Capacity
stat.damagemultiplier = Damage Multiplier stat.damagemultiplier = Damage Multiplier
stat.healthmultiplier = Health Multiplier stat.healthmultiplier = Health Multiplier
stat.speedmultiplier = Speed Multiplier stat.speedmultiplier = Speed Multiplier
@@ -1087,6 +1097,7 @@ unit.items = items
unit.thousands = k unit.thousands = k
unit.millions = mil unit.millions = mil
unit.billions = bil unit.billions = bil
unit.shots = shots
unit.pershot = /shot unit.pershot = /shot
category.purpose = Purpose category.purpose = Purpose
category.general = General category.general = General
@@ -1096,6 +1107,8 @@ category.items = Items
category.crafting = Input/Output category.crafting = Input/Output
category.function = Function category.function = Function
category.optional = Optional Enhancements 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.skipcoreanimation.name = Laktawan ang Core Launch/Land Animation
setting.landscape.name = Lock Landscape setting.landscape.name = Lock Landscape
setting.shadows.name = Shadows setting.shadows.name = Shadows
@@ -1292,7 +1305,10 @@ rules.disableworldprocessors = Disable World Processors
rules.schematic = Schematics Allowed rules.schematic = Schematics Allowed
rules.wavetimer = Wave Timer rules.wavetimer = Wave Timer
rules.wavesending = Wave Sending 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.waves = Waves
rules.airUseSpawns = Air units use spawn points
rules.attack = Attack Mode rules.attack = Attack Mode
rules.buildai = Base Builder AI rules.buildai = Base Builder AI
rules.buildaitier = Builder AI Tier 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.setprop = Sets a property of a unit or building.
lst.effect = Create a particle effect. lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.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.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction. lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first. 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.shootp = Shoot at a unit/building with velocity prediction.
lenum.config = Building configuration, e.g. sorter item. lenum.config = Building configuration, e.g. sorter item.
lenum.enabled = Whether the block is enabled. lenum.enabled = Whether the block is enabled.
laccess.currentammotype = Current ammo item/liquid of a turret.
laccess.color = Illuminator color. 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.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. 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.outx = Output X coordinate.
unitlocate.outy = Output Y coordinate. unitlocate.outy = Output Y coordinate.
unitlocate.group = Building group to look for. 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.idle = Don't move, but keep building/mining.\nThe default state.
lenum.stop = Stop moving/mining/building. lenum.stop = Stop moving/mining/building.
lenum.unbind = Completely disable logic control.\nResume standard AI. 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.flag = Numeric unit flag.
lenum.mine = Mine at a position. lenum.mine = Mine at a position.
lenum.build = Build a structure. 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.within = Check if unit is near a position.
lenum.boost = Start/stop boosting. 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. 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.

View File

@@ -444,6 +444,11 @@ editor.rules = Règles
editor.generation = Génération editor.generation = Génération
editor.objectives = Objectifs editor.objectives = Objectifs
editor.locales = Locale Bundles 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.ingame = Éditer dans le jeu
editor.playtest = Tester editor.playtest = Tester
editor.publish.workshop = Publier sur le Workshop editor.publish.workshop = Publier sur le Workshop
@@ -500,6 +505,7 @@ editor.default = [lightgray]<par défaut>
details = Détails... details = Détails...
edit = Modifier... edit = Modifier...
variables = Variables variables = Variables
logic.clear.confirm = Are you sure you want to clear all code from this processor?
logic.globals = Built-in Variables logic.globals = Built-in Variables
editor.name = Nom : editor.name = Nom :
editor.spawn = Ajouter une unité editor.spawn = Ajouter une unité
@@ -589,6 +595,7 @@ filter.clear = Effacer
filter.option.ignore = Ignorer filter.option.ignore = Ignorer
filter.scatter = Disperser filter.scatter = Disperser
filter.terrain = Terrain filter.terrain = Terrain
filter.logic = Logic
filter.option.scale = Échelle filter.option.scale = Échelle
filter.option.chance = Chance filter.option.chance = Chance
@@ -612,6 +619,8 @@ filter.option.floor2 = Sol secondaire
filter.option.threshold2 = Seuil secondaire filter.option.threshold2 = Seuil secondaire
filter.option.radius = Rayon filter.option.radius = Rayon
filter.option.percentile = Pourcentage filter.option.percentile = Pourcentage
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.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.deletelocale = Are you sure you want to delete this locale bundle?
locales.applytoall = Apply Changes To All Locales locales.applytoall = Apply Changes To All Locales
@@ -987,6 +996,7 @@ stat.abilities = Habilités
stat.canboost = Boost stat.canboost = Boost
stat.flying = Unité volante stat.flying = Unité volante
stat.ammouse = Utilisation de munitions stat.ammouse = Utilisation de munitions
stat.ammocapacity = Ammo Capacity
stat.damagemultiplier = Multiplicateur de dégâts stat.damagemultiplier = Multiplicateur de dégâts
stat.healthmultiplier = Multiplicateur de santé stat.healthmultiplier = Multiplicateur de santé
stat.speedmultiplier = Multiplicateur de vitesse stat.speedmultiplier = Multiplicateur de vitesse
@@ -1112,6 +1122,7 @@ unit.items = objets
unit.thousands = k unit.thousands = k
unit.millions = M unit.millions = M
unit.billions = Md unit.billions = Md
unit.shots = shots
unit.pershot = /tirs unit.pershot = /tirs
category.purpose = Description category.purpose = Description
category.general = Caractéristiques category.general = Caractéristiques
@@ -1121,6 +1132,8 @@ category.items = Objets
category.crafting = Fabrication category.crafting = Fabrication
category.function = Fonction category.function = Fonction
category.optional = Améliorations facultatives 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.skipcoreanimation.name = Ignorer l'animation du lancement du noyau et de l'atterrissage
setting.landscape.name = Verrouiller la rotation en mode paysage setting.landscape.name = Verrouiller la rotation en mode paysage
setting.shadows.name = Ombres setting.shadows.name = Ombres
@@ -1319,7 +1332,10 @@ rules.disableworldprocessors = Désactiver les Processeurs Globaux
rules.schematic = Schémas autorisés rules.schematic = Schémas autorisés
rules.wavetimer = Compte à rebours des vagues rules.wavetimer = Compte à rebours des vagues
rules.wavesending = Déclenchement 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.waves = Vagues
rules.airUseSpawns = Air units use spawn points
rules.attack = Mode « Attaque » rules.attack = Mode « Attaque »
rules.buildai = IA de Construction de Base rules.buildai = IA de Construction de Base
rules.buildaitier = Niveau de l'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.setprop = Change une propriété d'une unité ou d'un bâtiment.
lst.effect = Crée un effet de particules. lst.effect = Crée un effet de particules.
lst.sync = Synchronise une variable dans le réseau.\nLimité à 20 fois par seconde et par variable. lst.sync = Synchronise une variable dans le réseau.\nLimité à 20 fois par seconde et par variable.
lst.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.makemarker = Crée un marqueur dans le monde.\nUn ID pour identifier le marqueur doit être donné.\nLes marqueurs sont limités à 20,000 par monde.
lst.setmarker = Change une propriété d'un marqueur.\nL'ID utilisé doit être le même que celui de l'instruction "Make Marker". lst.setmarker = Change une propriété d'un marqueur.\nL'ID utilisé doit être le même que celui de l'instruction "Make Marker".
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first. 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.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.config = La configuration d'un bâtiment. Par exemple, l'objet sélectionné dans un trieur.
lenum.enabled = Retourne si le bloc est activé ou pas. 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.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 lunité elle-même. 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 lunité elle-même.
@@ -2531,6 +2549,7 @@ unitlocate.building = Retourne une variable pour le bâtiment localisé.
unitlocate.outx = Retourne la coordonnée X. unitlocate.outx = Retourne la coordonnée X.
unitlocate.outy = Retourne la coordonnée Y. unitlocate.outy = Retourne la coordonnée Y.
unitlocate.group = Le groupe de bâtiments à rechercher. 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.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. 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.flag = Drapeau numérique d'une unité.
lenum.mine = Mine à une position donnée. lenum.mine = Mine à une position donnée.
lenum.build = Construit une structure. 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.within = Vérifie si l'unité est près de la position.
lenum.boost = Active/Désactive le boost. 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. 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.

View File

@@ -46,7 +46,7 @@ mods.browser.selected = Mod kiválasztása
mods.browser.add = Letöltés mods.browser.add = Letöltés
mods.browser.reinstall = Újratelepítés mods.browser.reinstall = Újratelepítés
mods.browser.view-releases = Kiadások megtekintése 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.latest = [lightgray][Legújabb]
mods.browser.releases = Kiadások mods.browser.releases = Kiadások
mods.github.open = Tároló mods.github.open = Tároló
@@ -64,8 +64,8 @@ schematic.import = Vázlat importálása...
schematic.exportfile = Exportálás fájlba schematic.exportfile = Exportálás fájlba
schematic.importfile = Importálás fájlból schematic.importfile = Importálás fájlból
schematic.browseworkshop = Steam Műhely megtekintése schematic.browseworkshop = Steam Műhely megtekintése
schematic.copy = Végólapra másolás schematic.copy = Másolás a vágólapra
schematic.copy.import = Importálás vágólapról schematic.copy.import = Importálás a vágólapról
schematic.shareworkshop = Megosztás a Steam Műhelyben schematic.shareworkshop = Megosztás a Steam Műhelyben
schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Vázlat tükrözése schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Vázlat tükrözése
schematic.saved = Vázlat elmentve. schematic.saved = Vázlat elmentve.
@@ -76,24 +76,24 @@ schematic.disabled = [scarlet]Vázlatok letiltva[]\nNem használhatsz vázlatoka
schematic.tags = Címkék: schematic.tags = Címkék:
schematic.edittags = Címkék szerkesztése schematic.edittags = Címkék szerkesztése
schematic.addtag = Címke hozzáadása schematic.addtag = Címke hozzáadása
schematic.texttag = Szöveg címke schematic.texttag = Szövegcímke
schematic.icontag = Ikon címke schematic.icontag = Ikoncímke
schematic.renametag = Címke átnevezése schematic.renametag = Címke átnevezése
schematic.tagged = {0} Címkézve 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. schematic.tagexists = Ez a címke már létezik.
stats = Statisztika stats = Statisztika
stats.wave = Hullámok legyőzve stats.wave = Túlélt hullámok
stats.unitsCreated = Egységek létrehozva stats.unitsCreated = Létrehozott egységek
stats.enemiesDestroyed = Ellenségek megsemmisítve stats.enemiesDestroyed = Legyőzött egységek
stats.built = Építmények építve stats.built = Épített építmények
stats.destroyed = Építmények elpusztítva stats.destroyed = Lerombolt építmények
stats.deconstructed = Építmények lebontva stats.deconstructed = Lebontott építmények
stats.playtime = Játékban töltött idő stats.playtime = Játékban töltött idő
globalitems = [accent]A bolygó nyersanyagai 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.highscore = Legmagasabb pontszám: [accent]{0}
level.select = Szint kiválasztása level.select = Szint kiválasztása
level.mode = Játékmód: level.mode = Játékmód:
@@ -187,7 +187,7 @@ name = Név:
noname = Előbb válassz egy[accent] nevet[]. noname = Előbb válassz egy[accent] nevet[].
search = Keresés: search = Keresés:
planetmap = Bolygótérkép planetmap = Bolygótérkép
launchcore = Támaszpont indítása launchcore = Támaszpont kilövése
filename = Fájlnév: filename = Fájlnév:
unlocked = Új tartalom feloldva! unlocked = Új tartalom feloldva!
available = Új fejlesztés érhető el! 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.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. campaign.serpulo = Régebbi tartalom. A klasszikus élmény. Nyíltabb végű, több tartalommal.\n\nPotenciálisan kiegyensúlyozatlan pályák és hadjárat. Kevésbé csiszolt.
completed = [accent]Kész completed = [accent]Kész
techtree = Fejlesztési fa techtree = Technológia fa
techtree.select = Fejlesztési fa kiválasztása techtree.select = Technológia fa kiválasztása
techtree.serpulo = Serpulo techtree.serpulo = Serpulo
techtree.erekir = Erekir techtree.erekir = Erekir
research.load = Betöltés research.load = Betöltés
research.discard = Eldobás research.discard = Eldobás
research.list = [lightgray]Fejleszd ki: research.list = [lightgray]Fejleszd ki:
research = Fejlesztési fa research = Fejlesztés
researched = [lightgray]{0} kifejlesztve. researched = [lightgray]{0} kifejlesztve.
research.progress = {0}% kész research.progress = {0}% kész
players = {0} játékos 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.gameover = Vége a játéknak!
server.kicked.serverRestarting = Ez a kiszolgáló újraindul. server.kicked.serverRestarting = Ez a kiszolgáló újraindul.
server.versions = A te játékverziód:[accent] {0}[]\nA kiszolgáló verziója:[accent] {1}[] 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. 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 találhat meg. 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 hostserver = Többjátékos játék
invitefriends = Barátok meghívása invitefriends = Barátok meghívása
hostserver.mobile = Többjátékos játék hostserver.mobile = Többjátékos játék
@@ -273,7 +273,7 @@ player.trace = Követés
player.admin = Admin be/ki player.admin = Admin be/ki
player.team = Csapatváltás player.team = Csapatváltás
server.bans = Tiltások server.bans = Tiltottak
server.bans.none = Nincsenek tiltott játékosok! server.bans.none = Nincsenek tiltott játékosok!
server.admins = Adminok server.admins = Adminok
server.admins.none = Nem található admin! server.admins.none = Nem található admin!
@@ -284,13 +284,13 @@ server.outdated = [scarlet]Elavult kiszolgáló![]
server.outdated.client = [scarlet]Elavult kliens![] server.outdated.client = [scarlet]Elavult kliens![]
server.version = [gray]v{0} {1} server.version = [gray]v{0} {1}
server.custombuild = [accent]Saját összeállítás server.custombuild = [accent]Saját összeállítás
confirmban = Biztosan tiltod „{0}[white]” játékost? confirmban = Biztosan tiltod a(z) „{0}[white]” nevű játékost?
confirmkick = Biztosan kirúgod „{0}[white]” játékost? confirmkick = Biztosan kirúgod a(z) „{0}[white]” nevű játékost?
confirmunban = Biztosan újra engedélyezed ezt a játékost? confirmunban = Biztosan újra engedélyezed ezt a játékost?
confirmadmin = Biztosan előlépteted „{0}[white]” játékost adminná? confirmadmin = Biztosan előlépteted a(z) „{0}[white]” nevű játékost adminná?
confirmunadmin = Biztosan meg akarod szüntetni „{0}[white]” játékos adminisztrátori státuszát? confirmunadmin = Biztosan meg akarod szüntetni a(z) „{0}[white]” nevű játékos adminisztrátori státuszát?
votekick.reason = Kiszavazás oka 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.title = Kapcsolódás a játékhoz
joingame.ip = Cím: joingame.ip = Cím:
disconnect = Kapcsolat bontva. disconnect = Kapcsolat bontva.
@@ -305,10 +305,10 @@ connecting.data = [accent]Világadatok betöltése...
server.port = Port: server.port = Port:
server.addressinuse = A cím már használatban van! server.addressinuse = A cím már használatban van!
server.invalidport = Érvénytelen port! server.invalidport = Érvénytelen port!
server.error = [scarlet]Kiszolgálási hiba. server.error = [scarlet]Kiszolgálóhiba.
save.new = Új mentés save.new = Új mentés
save.overwrite = Biztosan felülírod\nezt a mentést? 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 overwrite = Felülírás
save.none = Nem található mentés! save.none = Nem található mentés!
savefail = Nem sikerült elmenteni a játékot! savefail = Nem sikerült elmenteni a játékot!
@@ -331,7 +331,7 @@ on = Be
off = Ki off = Ki
save.search = Keresés a mentett játékok között... save.search = Keresés a mentett játékok között...
save.autosave = Automatikus mentés: {0} save.autosave = Automatikus mentés: {0}
save.map = Térkép: {0} save.map = Pálya: {0}
save.wave = Hullám: {0} save.wave = Hullám: {0}
save.mode = Játékmód: {0} save.mode = Játékmód: {0}
save.date = Utolsó mentés: {0} save.date = Utolsó mentés: {0}
@@ -444,6 +444,11 @@ editor.rules = Szabályok
editor.generation = Előállítás editor.generation = Előállítás
editor.objectives = Célok editor.objectives = Célok
editor.locales = Helyi csomagok 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.ingame = Szerkesztés a játékban
editor.playtest = Teszt a játékban editor.playtest = Teszt a játékban
editor.publish.workshop = Közzététel a Steam Műhelyben editor.publish.workshop = Közzététel a Steam Műhelyben
@@ -500,7 +505,9 @@ editor.default = [lightgray]<Alapbeállítás>
details = Részletek... details = Részletek...
edit = Szerkesztés edit = Szerkesztés
variables = Változók variables = Változók
logic.clear.confirm = Biztos, hogy törölni akarod az összes kódot ebből a processzorból?
logic.globals = Beépített változók logic.globals = Beépített változók
editor.name = Név: editor.name = Név:
editor.spawn = Egység létrehozása editor.spawn = Egység létrehozása
editor.removeunit = Egység eltávolítása editor.removeunit = Egység eltávolítása
@@ -528,7 +535,7 @@ editor.savechanges = [scarlet]Nem mentett módosításaid vannak!\n\n[]Szeretné
editor.saved = Mentve! editor.saved = Mentve!
editor.save.noname = A pályádnak nincs neve! Állíts be egyet a „pályainformációk” menüben. 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.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.import = Importálás...
editor.importmap = Pálya importálása editor.importmap = Pálya importálása
editor.importmap.description = Létező pálya importálása editor.importmap.description = Létező pálya importálása
@@ -589,6 +596,7 @@ filter.clear = Törlés
filter.option.ignore = Elutasítás filter.option.ignore = Elutasítás
filter.scatter = Szétszórás filter.scatter = Szétszórás
filter.terrain = Domborzat filter.terrain = Domborzat
filter.logic = Logika
filter.option.scale = Méretezés filter.option.scale = Méretezés
filter.option.chance = Gyakoriság filter.option.chance = Gyakoriság
@@ -612,8 +620,10 @@ filter.option.floor2 = Másodlagos talaj
filter.option.threshold2 = Másodlagos küszöbérték filter.option.threshold2 = Másodlagos küszöbérték
filter.option.radius = Sugár filter.option.radius = Sugár
filter.option.percentile = Százalék 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.deletelocale = Biztos, hogy törölni akarod ezt a nyelvi csomagot?
locales.applytoall = Változások alkalmazása az összes nyelvi csomagra locales.applytoall = Változások alkalmazása az összes nyelvi csomagra
locales.addtoother = Hozzáadás más nyelvi csomagokhoz locales.addtoother = Hozzáadás más nyelvi csomagokhoz
@@ -661,7 +671,7 @@ requirement.produce = Gyártsd le: {0}
requirement.capture = Foglald el a(z) {0} szektort requirement.capture = Foglald el a(z) {0} szektort
requirement.onplanet = Szektor elfoglalása a(z) {0} bolygón requirement.onplanet = Szektor elfoglalása a(z) {0} bolygón
requirement.onsector = Landolj a(z) {0} szektorban requirement.onsector = Landolj a(z) {0} szektorban
launch.text = Indítás launch.text = Kilövés
research.multiplayer = Csak a kiszolgáló fedezhet fel nyersanyagokat. research.multiplayer = Csak a kiszolgáló fedezhet fel nyersanyagokat.
map.multiplayer = Csak a kiszolgáló tekintheti meg a szektorokat. map.multiplayer = Csak a kiszolgáló tekintheti meg a szektorokat.
uncover = Felfedés uncover = Felfedés
@@ -687,7 +697,7 @@ marker.shape.name = Alakzat
marker.text.name = Szöveg marker.text.name = Szöveg
marker.line.name = Vonal marker.line.name = Vonal
marker.quad.name = Négyzet marker.quad.name = Négyzet
marker.texture.name = Texture marker.texture.name = Textúra
marker.background = Háttér marker.background = Háttér
marker.outline = Körvonal 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.destroyblocks = [accent]Semmisítsd meg: [lightgray]{0}[white]/{1}\n{2}[lightgray]{3}
objective.item = [accent]Termelj: [][lightgray]{0}[]/{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.coreitem = [accent]Szállítás a támaszpontba:\n[][lightgray]{0}[]/{1}\n{2}[lightgray]{3}
objective.build = [accent]Építs: [][lightgray]{0}[]\n{1}[lightgray]{2} objective.build = [accent]Építs: [][lightgray]{0}[]db\n{1}[lightgray]{2}
objective.buildunit = [accent]Gyárts egységeket: [][lightgray]{0}[]\n{1}[lightgray]{2} objective.buildunit = [accent]Gyárts egységeket: [][lightgray]{0}[]db\n{1}[lightgray]{2}
objective.destroyunits = [accent]Semmisíts meg: [][lightgray]{0}[] egységet objective.destroyunits = [accent]Semmisíts meg: [][lightgray]{0}[]db egységet
objective.enemiesapproaching = [accent]Ellenség érkezik: [lightgray]{0}[] mp múlva objective.enemiesapproaching = [accent]Ellenség érkezik: [lightgray]{0}[] mp múlva
objective.enemyescelating = [accent]Az ellenséges gyártás fokozódik: [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 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 bannedunits.whitelist = Tiltott egységek fehérlistára
bannedblocks.whitelist = Tiltott blokkok fehérlistára bannedblocks.whitelist = Tiltott blokkok fehérlistára
addall = Összes hozzáadása addall = Összes hozzáadása
launch.from = Indítás a(z) [accent]{0} szektorból launch.from = Kilövés a(z) [accent]{0} szektorból
launch.capacity = Nyersanyag-kapacitás az indításkor: [accent]{0} launch.capacity = Nyersanyag-kapacitás a kilövéskor: [accent]{0}
launch.destination = Úticél: {0} launch.destination = Úticél: {0}
configure.invalid = A mennyiségnek 0 és {0} között kell lennie. configure.invalid = A mennyiségnek 0 és {0} között kell lennie.
add = Hozzáadás... add = Hozzáadás...
@@ -753,12 +763,12 @@ sectors.resources = Nyersanyagok:
sectors.production = Termelés: sectors.production = Termelés:
sectors.export = Export: sectors.export = Export:
sectors.import = Import: sectors.import = Import:
sectors.time = Idő: sectors.time = Játékidő a szektorban:
sectors.threat = Fenyegetés: sectors.threat = Fenyegetés:
sectors.wave = Hullám: sectors.wave = Hullám:
sectors.stored = Tárolt nyersanyagok: sectors.stored = Tárolt nyersanyagok:
sectors.resume = Folytatás sectors.resume = Folytatás
sectors.launch = Indítás sectors.launch = Kilövés
sectors.select = Kiválasztás sectors.select = Kiválasztás
sectors.nonelaunch = [lightgray]semmi (nap) sectors.nonelaunch = [lightgray]semmi (nap)
sectors.rename = Szektor átnevezése sectors.rename = Szektor átnevezése
@@ -767,7 +777,7 @@ sectors.vulnerable = [scarlet]Sebezhető
sectors.underattack = [scarlet]Támadás alatt! [accent]{0}%-ban sérült sectors.underattack = [scarlet]Támadás alatt! [accent]{0}%-ban sérült
sectors.underattack.nodamage = [scarlet]Nincs meghódítva sectors.underattack.nodamage = [scarlet]Nincs meghódítva
sectors.survives = [accent]Túlél {0} hullámot sectors.survives = [accent]Túlél {0} hullámot
sectors.go = Utazás sectors.go = Visszatérés
sector.abandon = Elhagyás sector.abandon = Elhagyás
sector.abandon.confirm = Ennek a szektornak a támaszpontjai önmegsemmisítésre kerülnek.\nFolytatod? sector.abandon.confirm = Ennek a szektornak a támaszpontjai önmegsemmisítésre kerülnek.\nFolytatod?
sector.curcapture = A szektor elfoglalva sector.curcapture = A szektor elfoglalva
@@ -809,19 +819,19 @@ sector.fungalPass.name = Gombahágó
sector.biomassFacility.name = Biomassza szintetizáló létesítmény sector.biomassFacility.name = Biomassza szintetizáló létesítmény
sector.windsweptIslands.name = Szélfútta szigetek sector.windsweptIslands.name = Szélfútta szigetek
sector.extractionOutpost.name = Kivonási helyőrség sector.extractionOutpost.name = Kivonási helyőrség
sector.planetaryTerminal.name = Bolygó körüli indítóterminál sector.planetaryTerminal.name = Bolygó körüli kilövőállás
sector.coastline.name = Partvonal sector.coastline.name = Partvonal
sector.navalFortress.name = Tengerészeti erőd 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.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.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.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.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.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.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.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. Építsd szárazföldi és légvédelmet, amint csak tudsz. Ne tévesszen meg a hosszú szünet az ellenség támadásai között. 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.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.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. 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.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.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.lake.description = Az ebben a szektorban lévő salakos tó nagymértékben korlátozza a használható egységeket. A lebegőegységek használata az egyetlen lehetőség.\nFejleszd ki a [accent]Repülőgépgyárt[], 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.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 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.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.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.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.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.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.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.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.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.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.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.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. 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.powercapacity = Maximális tárolási kapacitás
stat.powershot = Áram/lövés stat.powershot = Áram/lövés
stat.damage = Sebzés stat.damage = Sebzés
stat.targetsair = Repülő célpontok stat.targetsair = Légi célpontok
stat.targetsground = Földi célpontok stat.targetsground = Földi célpontok
stat.itemsmoved = Haladási sebesség stat.itemsmoved = Szállítási sebesség
stat.launchtime = Kilövések közti idő stat.launchtime = Kilövések közötti idő
stat.shootrange = Hatótáv stat.shootrange = Hatótávolság
stat.size = Méret stat.size = Méret
stat.displaysize = Felbontás stat.displaysize = Felbontás
stat.liquidcapacity = Folyadékkapacitás stat.liquidcapacity = Folyadékkapacitás
stat.powerrange = Áram hatótávja stat.powerrange = Hatótávolság
stat.linkrange = Kapcsolat hatótávja stat.linkrange = Kapcsolat hatótávolsága
stat.instructions = Utasítások stat.instructions = Utasítások
stat.powerconnections = Max. kapcsolatok stat.powerconnections = Max. kapcsolatok
stat.poweruse = Áramhasználat stat.poweruse = Áramhasználat
@@ -953,8 +963,8 @@ stat.bullet = Lövedék
stat.moduletier = Modul szintje stat.moduletier = Modul szintje
stat.unittype = Egység típusa stat.unittype = Egység típusa
stat.speedincrease = Gyorsítás stat.speedincrease = Gyorsítás
stat.range = Hatótáv stat.range = Hatótávolság
stat.drilltier = Kitermelhetők stat.drilltier = Kitermelhetőek
stat.drillspeed = Alap termelési sebesség stat.drillspeed = Alap termelési sebesség
stat.boosteffect = Erősítés hatása stat.boosteffect = Erősítés hatása
stat.maxunits = Max. aktív egységek stat.maxunits = Max. aktív egységek
@@ -988,6 +998,7 @@ stat.abilities = Képességek
stat.canboost = Erősíthető stat.canboost = Erősíthető
stat.flying = Repül stat.flying = Repül
stat.ammouse = Lőszerhasználat stat.ammouse = Lőszerhasználat
stat.ammocapacity = Lőszerkapacitás
stat.damagemultiplier = Sebzésszorzó stat.damagemultiplier = Sebzésszorzó
stat.healthmultiplier = Életerőszorzó stat.healthmultiplier = Életerőszorzó
stat.speedmultiplier = Sebességszorzó stat.speedmultiplier = Sebességszorzó
@@ -998,7 +1009,7 @@ stat.immunities = Immunitások
stat.healing = Gyógyulás stat.healing = Gyógyulás
ability.forcefield = Erőtér 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 = Javító mező
ability.repairfield.description = Megjavítja a közeli egységeket ability.repairfield.description = Megjavítja a közeli egységeket
ability.statusfield = Állapotmező ability.statusfield = Állapotmező
@@ -1012,7 +1023,7 @@ ability.movelightning.description = Mozgás közben villámokat bocsát ki
ability.armorplate = Páncéllemez ability.armorplate = Páncéllemez
ability.armorplate.description = Csökkenti a kapott sebzést lövés közben ability.armorplate.description = Csökkenti a kapott sebzést lövés közben
ability.shieldarc = Pajzs ív 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 = Javítás elnyomása
ability.suppressionfield.description = Leállítja a közeli javítóépületeket ability.suppressionfield.description = Leállítja a közeli javítóépületeket
ability.energyfield = Energiamező ability.energyfield = Energiamező
@@ -1026,6 +1037,7 @@ ability.spawndeath = Szétesés
ability.spawndeath.description = Megsemmisülésekor egységeket bocsát ki ability.spawndeath.description = Megsemmisülésekor egységeket bocsát ki
ability.liquidexplode = Szétömlés ability.liquidexplode = Szétömlés
ability.liquidexplode.description = Megsemmisülésekor folyadék ömlik ki belőle ability.liquidexplode.description = Megsemmisülésekor folyadék ömlik ki belőle
ability.stat.firingrate = [stat]{0}/mp[lightgray] tüzelési sebesség ability.stat.firingrate = [stat]{0}/mp[lightgray] tüzelési sebesség
ability.stat.regen = [stat]{0}[lightgray] életerő/mp ability.stat.regen = [stat]{0}[lightgray] életerő/mp
ability.stat.shield = [stat]{0}[lightgray] pajzs 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.maxtargets = [stat]{0}[lightgray] max. célpont
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] javítási mennyiség (azonos típusnál) ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] javítási mennyiség (azonos típusnál)
ability.stat.damagereduction = [stat]{0}%[lightgray] sebzéscsökkentés 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.duration = [stat]{0} mp[lightgray] időtartam
ability.stat.buildtime = [stat]{0} mp[lightgray] építési idő 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.drilltierreq = Erősebb fúró szükséges
bar.noresources = Hiányzó nyersanyagok bar.noresources = Hiányzó nyersanyagok
bar.corereq = Támaszpont szükséges bar.corereq = Támaszpont szükséges
bar.corefloor = Támaszpont zónacsempe szükséges bar.corefloor = Támaszpont zónamező szükséges
bar.cargounitcap = A rakományszállító egység teljes kapacitáson bar.cargounitcap = A rakományszállító egység teljes kapacitáson
bar.drillspeed = Termelés: {0}/mp bar.drillspeed = Termelés: {0}/mp
bar.pumpspeed = Termelés: {0}/mp bar.pumpspeed = Termelés: {0}/mp
@@ -1073,29 +1085,29 @@ bar.strength = [stat]{0}[lightgray]x erő
units.processorcontrol = [lightgray]Processzorvezérelt units.processorcontrol = [lightgray]Processzorvezérelt
bullet.damage = [stat]{0}[lightgray] sebzés 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.incendiary = [stat]gyújtó
bullet.homing = [stat]nyomkövető bullet.homing = [stat]nyomkövető
bullet.armorpierce = [stat]páncéltörő bullet.armorpierce = [stat]páncéltörő
bullet.maxdamagefraction = [stat]{0}%[lightgray] sebzési határérték bullet.maxdamagefraction = [stat]{0}%[lightgray] sebzési határérték
bullet.suppression = [stat]{0} mp[lightgray] javításelnyomás ~[stat]{1}[lightgray] csempe bullet.suppression = [stat]{0} mp[lightgray] javításelnyomás ~[stat]{1}[lightgray] mező
bullet.interval = [stat]{0}/mp[lightgray] lövedékek időköze: bullet.interval = [stat]{0}/mp[lightgray] gyakoriságú lövedékek:
bullet.frags = [stat]{0}[lightgray]x repeszlövedék: bullet.frags = [stat]{0}[lightgray]db repeszlövedék:
bullet.lightning = [stat]{0}[lightgray]x villámcsapás ~[stat]{1}[lightgray] sebzés bullet.lightning = [stat]{0}[lightgray]db villámcsapás ~[stat]{1}[lightgray] sebzés
bullet.buildingdamage = [stat]{0}%[lightgray] épületsebzés bullet.buildingdamage = [stat]{0}%[lightgray] épületsebzés
bullet.knockback = [stat]{0}[lightgray] hátralökés bullet.knockback = [stat]{0}[lightgray] hátralökés
bullet.pierce = [stat]{0}[lightgray]x átütő erő bullet.pierce = [stat]{0}[lightgray]x átütő erő
bullet.infinitepierce = [stat]átütő erő bullet.infinitepierce = [stat]átütő erő
bullet.healpercent = [stat]{0}%[lightgray] javítás bullet.healpercent = [stat]{0}%[lightgray] javítás
bullet.healamount = [stat]{0}[lightgray] közvetlen 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.reload = [stat]{0}%[lightgray] tüzelési sebesség
bullet.range = [stat]{0}[lightgray] csempés hatótáv bullet.range = [stat]{0}[lightgray] csempés hatótávolság
unit.blocks = blokk unit.blocks = blokk
unit.blockssquared = blokk² unit.blockssquared = blokk²
unit.powersecond = áramegység/mp unit.powersecond = áramegység/mp
unit.tilessecond = csempe/mp unit.tilessecond = mező/mp
unit.liquidsecond = folyadékegység/mp unit.liquidsecond = folyadékegység/mp
unit.itemssecond = nyersanyag/mp unit.itemssecond = nyersanyag/mp
unit.liquidunits = folyadékegység unit.liquidunits = folyadékegység
@@ -1113,8 +1125,9 @@ unit.items = nyersanyag
unit.thousands = k unit.thousands = k
unit.millions = mil unit.millions = mil
unit.billions = Mrd unit.billions = Mrd
unit.shots = lövés
unit.pershot = /lövés unit.pershot = /lövés
category.purpose = Cél category.purpose = Rendeltetés
category.general = Általános category.general = Általános
category.power = Áram category.power = Áram
category.liquids = Folyadékok category.liquids = Folyadékok
@@ -1122,7 +1135,9 @@ category.items = Nyersanyagok
category.crafting = Bemenet/kimenet category.crafting = Bemenet/kimenet
category.function = Funkció category.function = Funkció
category.optional = Lehetséges fejlesztések 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.landscape.name = Fekvő mód zárolása
setting.shadows.name = Árnyékok setting.shadows.name = Árnyékok
setting.blockreplace.name = Automatikus blokkjavaslatok setting.blockreplace.name = Automatikus blokkjavaslatok
@@ -1158,7 +1173,7 @@ setting.screenshake.name = Képernyő rázkódása
setting.bloomintensity.name = Bloom intenzitása setting.bloomintensity.name = Bloom intenzitása
setting.bloomblur.name = Bloom elmosása setting.bloomblur.name = Bloom elmosása
setting.effects.name = Hatások megjelenítése setting.effects.name = Hatások megjelenítése
setting.destroyedblocks.name = Elpusztított blokkok megjelenítése setting.destroyedblocks.name = Lerombolt építmények megjelenítése
setting.blockstatus.name = Blokkok állapotának megjelenítése setting.blockstatus.name = Blokkok állapotának megjelenítése
setting.conveyorpathfinding.name = Szállítószalag útvonalkeresése építéskor setting.conveyorpathfinding.name = Szállítószalag útvonalkeresése építéskor
setting.sensitivity.name = Kontroller érzékenysége 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_pursue_target.name = Egység viselkedése: célpont követése
keybind.unit_stance_patrol.name = Egység viselkedése: járőrözés keybind.unit_stance_patrol.name = Egység viselkedése: járőrözés
keybind.unit_stance_ram.name = Egység viselkedése: ütközés 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_select.name = Terület kijelölése
keybind.schematic_menu.name = Vázlat menü keybind.schematic_menu.name = Vázlat menü
keybind.schematic_flip_x.name = Vázlat tükrözése vízszintesen keybind.schematic_flip_x.name = Vázlat tükrözése vízszintesen
@@ -1320,7 +1336,10 @@ rules.disableworldprocessors = Világprocesszorok letiltása
rules.schematic = Vázlatok engedélyezése rules.schematic = Vázlatok engedélyezése
rules.wavetimer = Hullámok időzítése rules.wavetimer = Hullámok időzítése
rules.wavesending = Hullámok küldése 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.waves = Hullámok
rules.airUseSpawns = A légi egységek használjanak kezdőpontokat
rules.attack = Támadási mód rules.attack = Támadási mód
rules.buildai = Bázisépítő MI rules.buildai = Bázisépítő MI
rules.buildaitier = Építő MI szintje 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.unitpayloadsexplode = A szállított rakományok az egységgel együtt felrobbannak
rules.unitcap = Alap egységdarabszám rules.unitcap = Alap egységdarabszám
rules.limitarea = Játékterület korlátozása 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.wavespacing = A hullámok közötti szünetek ideje:[lightgray] (mp)
rules.initialwavespacing = Az első hullám előtti szünet ideje:[lightgray] (mp) rules.initialwavespacing = Az első hullám előtti szünet ideje:[lightgray] (mp)
rules.buildcostmultiplier = Építési költség szorzója rules.buildcostmultiplier = Építési költség szorzója
@@ -1353,7 +1372,7 @@ rules.buildspeedmultiplier = Építési sebesség szorzója
rules.deconstructrefundmultiplier = Bontási visszatérítés szorzója rules.deconstructrefundmultiplier = Bontási visszatérítés szorzója
rules.waitForWaveToEnd = Az ellenség kivárja a korábbi hullám végét rules.waitForWaveToEnd = Az ellenség kivárja a korábbi hullám végét
rules.wavelimit = A pálya az utolsó hullám után ér véget 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.unitammo = Az egységeknek lőszer kell [red](törölhető)
rules.enemyteam = Ellenséges csapat rules.enemyteam = Ellenséges csapat
rules.playerteam = Saját csapat rules.playerteam = Saját csapat
@@ -1375,8 +1394,9 @@ rules.weather = Időjárás
rules.weather.frequency = Gyakoriság: rules.weather.frequency = Gyakoriság:
rules.weather.always = Mindig rules.weather.always = Mindig
rules.weather.duration = Időtartam: 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.item.name = Nyersanyagok
content.liquid.name = Folyadékok content.liquid.name = Folyadékok
@@ -1698,14 +1718,14 @@ block.duct-bridge.name = Szállítószalaghíd
block.large-payload-mass-driver.name = Nagy rakomány-tömegmozgató block.large-payload-mass-driver.name = Nagy rakomány-tömegmozgató
block.payload-void.name = Rakománynyelő block.payload-void.name = Rakománynyelő
block.payload-source.name = Rakományforrás block.payload-source.name = Rakományforrás
block.disassembler.name = Szétszerelő block.disassembler.name = Szétválasztó
block.silicon-crucible.name = Szilíciumolvasztó block.silicon-crucible.name = Szilíciumolvasztó
block.overdrive-dome.name = Túlhajtó búra block.overdrive-dome.name = Túlhajtó búra
block.interplanetary-accelerator.name = Bolygóközi gyorsító block.interplanetary-accelerator.name = Bolygóközi gyorsító
block.constructor.name = Építő 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.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.name = Lebontó
block.deconstructor.description = Lebontja az épületeket és az egységeket. Visszaadja az építési költség 100%-át. block.deconstructor.description = Lebontja az épületeket és az egységeket. Visszaadja az építési költség 100%-át.
block.payload-loader.name = Rakománycsomagoló block.payload-loader.name = Rakománycsomagoló
@@ -1803,8 +1823,8 @@ block.shockwave-tower.name = Sokkhullámtorony
block.shield-projector.name = Pajzskivetítő block.shield-projector.name = Pajzskivetítő
block.large-shield-projector.name = Nagy pajzskivetítő block.large-shield-projector.name = Nagy pajzskivetítő
block.armored-duct.name = Páncélozott szállítószalag block.armored-duct.name = Páncélozott szállítószalag
block.overflow-duct.name = Túlcsorduló szállítószalag block.overflow-duct.name = Túlcsorduló kapu
block.underflow-duct.name = Alulcsorduló szállítószalag block.underflow-duct.name = Alulcsorduló kapu
block.duct-unloader.name = Szállítószalag-kirakodó block.duct-unloader.name = Szállítószalag-kirakodó
block.surge-conveyor.name = Elektrometál-szállítószalag block.surge-conveyor.name = Elektrometál-szállítószalag
block.surge-router.name = Elektrometál-elosztó block.surge-router.name = Elektrometál-elosztó
@@ -1822,13 +1842,13 @@ block.beam-tower.name = Sugártorony
block.beam-link.name = Sugárhálózat block.beam-link.name = Sugárhálózat
block.turbine-condenser.name = Kondenzációs turbina block.turbine-condenser.name = Kondenzációs turbina
block.chemical-combustion-chamber.name = Kémiai égetőkamra block.chemical-combustion-chamber.name = Kémiai égetőkamra
block.pyrolysis-generator.name = Pirolíziserőmű block.pyrolysis-generator.name = Pirolízis-erőmű
block.vent-condenser.name = Vízleválasztó block.vent-condenser.name = Vízleválasztó
block.cliff-crusher.name = Sziklazúzó block.cliff-crusher.name = Sziklazúzó
block.plasma-bore.name = Plazmafúró block.plasma-bore.name = Plazmafúró
block.large-plasma-bore.name = Nagy plazmafúró block.large-plasma-bore.name = Nagy plazmafúró
block.impact-drill.name = Ütvefúró block.impact-drill.name = Ütvefúró
block.eruption-drill.name = Kitörési fúró block.eruption-drill.name = Kitöréses fúró
block.core-bastion.name = Bástya block.core-bastion.name = Bástya
block.core-citadel.name = Citadella block.core-citadel.name = Citadella
block.core-acropolis.name = Akropolisz block.core-acropolis.name = Akropolisz
@@ -1845,7 +1865,7 @@ block.tank-refabricator.name = Tankújratervező
block.mech-refabricator.name = Mechújratervező block.mech-refabricator.name = Mechújratervező
block.ship-refabricator.name = Repülőgép-újratervező block.ship-refabricator.name = Repülőgép-újratervező
block.tank-assembler.name = Tankösszeszerelő block.tank-assembler.name = Tankösszeszerelő
block.ship-assembler.name = Hajó-összeszerelő block.ship-assembler.name = Repülőgép-összeszerelő
block.mech-assembler.name = Mechösszeszerelő block.mech-assembler.name = Mechösszeszerelő
block.reinforced-payload-conveyor.name = Megerősített rakományszállító-szalag block.reinforced-payload-conveyor.name = Megerősített rakományszállító-szalag
block.reinforced-payload-router.name = Megerősített rakományelosztó 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.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.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.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 = Használd a \ue875 [accent]Technológia 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.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 = 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 = 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.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 = 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.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 = 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 újépítés 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 = 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.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. 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 = 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.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 = 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 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.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 = 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.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.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.lead = Az \uf837 [accent]ólom[] egy másik gyakran használt nyersanyag.\nÉpíts fúrókat az ólom kitermelésére.
gz.moveup = \ue804 Menj tovább a további utasításokért. 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.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.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.scatterammo = Szállítószalagok segítségével lásd el \uf837 [accent]ólommal[] a Scatter lövegtornyokat.
gz.supplyturret = [accent]Lövegtorony ellátása gz.supplyturret = [accent]Lövegtorony ellátása
gz.zone1 = Ez az ellenség leszállóhelye. 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 = 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.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.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.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.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 = 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.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.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.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.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.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.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.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]Tankgyárt[].
onset.makeunit = Állíts elő egy egységet.\nHasználd a „?” gombot, hogy megnézd a kiválasztott gyár követelményeit. 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.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.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.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.enemies = Az ellenség közeledik, készülj fel a védekezésre.
onset.defenses = [accent]Állíts fel védelmet:[lightgray] {0} 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.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.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 = 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[] 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[] az egységek mozgásra vagy támadásra utasíthatóak.
aegis.tungsten = Volfrámot [accent]ütvefúróval[] lehet bányászni.\nEnnek az épületnek [accent]vízre[] és [accent]áramra[] van szüksége. 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 = 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 felvehetők.\nVedd fel ezt a [accent]konténert[] és helyezd egy [accent]rakománycsomagolóba[].\n(A felvételhez és lerakáshoz nyomd meg hosszan.) 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.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.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.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.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.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.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. 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.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.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.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. 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 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.reinforced-message.description = Üzenetet tárol a szövetségesek közötti kommunikációhoz.
block.world-message.description = A pályakészítésben használható üzenetblokk. Nem lehet megsemmisíteni. block.world-message.description = A pályakészítésben használható üzenetblokk. Nem lehet megsemmisíteni.
block.graphite-press.description = Grafittá préseli a szenet. block.graphite-press.description = Grafittá préseli a szenet.
block.multi-press.description = Grafittá préseli a szenet. Hűtése vizet igényel. block.multi-press.description = Grafittá sajtolja a szenet. Hűtéséhez viz szükséges.
block.silicon-smelter.description = A homokot és szenet szilíciummá finomítja. block.silicon-smelter.description = A homokot és a szenet szilíciummá finomítja.
block.kiln.description = Ólomüveget olvaszt az ólomból és a homokból. block.kiln.description = Ólomüveget olvaszt az ólomból és a homokból.
block.plastanium-compressor.description = Olaj és titán felhasználásával műanyagot gyárt. block.plastanium-compressor.description = Olaj és titán felhasználásával műanyagot gyárt.
block.phase-weaver.description = Tórium és homok keverékéből tóritkvarcot állít elő. 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.surge-smelter.description = Titán, ólom, szilícium és réz ötvözésével elektrometált állít elő.
block.cryofluid-mixer.description = Finom titánpor vízhez keverésével hűtőfolyadékot 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.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.melter.description = Salakká olvasztja a törmeléket.
block.separator.description = Ásványi összetevőire bontja a salakot. block.separator.description = Ásványi összetevőire bontja a salakot.
block.spore-press.description = Olajat sajtol a spórakapszulából. 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.mechanical-pump.description = Folyadékot szivattyúz és ad ki. Nem igényel áramot.
block.rotary-pump.description = Folyadékot szivattyúz és ad ki. Áramot igényel. block.rotary-pump.description = Folyadékot szivattyúz és ad ki. Áramot igényel.
block.impulse-pump.description = Folyadékot szivattyúz és ad ki. 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.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.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. 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.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.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.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.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.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. 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.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.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.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.description = Támaszpont. Jól páncélozott. Több nyersanyagot tárol, mint a Szilánk.
block.core-foundation.details = A második modell. block.core-foundation.details = A második modell.
block.core-nucleus.description = Támaszpont. Rendkívül jól páncélozott. Hatalmas mennyiségű nyersanyag tárolására képes. 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.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.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.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.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.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. 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.arc.description = Elektromos szikrákat kelt földi célpontok között.
block.swarmer.description = Nyomkövető rakétákat lő az ellenségre. block.swarmer.description = Nyomkövető rakétákat lő az ellenségre.
block.salvo.description = Gyors sorozatokat 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.ripple.description = Lövedékek csoportjával tüzel nagy távolságra lévő földi célpontokra.
block.cyclone.description = Robbanó lövedékeket lő közeli ellenségekre. block.cyclone.description = Robbanó lövedékeket lő közeli ellenségekre.
block.spectre.description = Nagy lövedékekkel tüzel légi és földi célpontokra. 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.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.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.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.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.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.ground-factory.description = Földi egységeket gyárt. Az elkészült egységek azonnal hadra foghatóak, vagy újratervezőkben továbbfejleszthetőek.
block.air-factory.description = Légi egységeket gyárt. A kész egységek azonnal hadra foghatók, vagy újratervezőkben továbbfejleszthetők. block.air-factory.description = Légi egységeket gyárt. Az elkészült egységek azonnal hadra foghatóak, vagy újratervezőkben továbbfejleszthetőek.
block.naval-factory.description = Vízi egységeket gyárt. A kész egységek azonnal hadra foghatók, vagy újratervezőkben továbbfejleszthetők. 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.additive-reconstructor.description = Kettes szintre fejleszti a beérkező egységeket.
block.multiplicative-reconstructor.description = Hármas 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. 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.afflict.description = Hatalmas töltésű repeszlövedék-gömböket lő ki. Hőt igényel.
block.disperse.description = Égő repeszlövedékeket lő légi célpontokra. block.disperse.description = Égő repeszlövedékeket lő légi célpontokra.
block.lustre.description = Lassan mozgó, egyszerre egy célpontra ható lézert lő az ellenséges 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.smite.description = Átütő erejű, villámló lövedékeket lő ki.
block.malign.description = Lézertöltetekből álló célzott sortüzet zúdít az ellenséges célpontokra. Jelentős fűtést igényel. 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.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.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.slag-heater.description = Fűti a vele szemben álló épületeket. Salakot igényel.
block.phase-heater.description = Fűti a vele szemben álló épületeket. Tóritkvarcot 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-redirector.description = Más blokkokba irányítja a felgyülemlett hőt.
block.heat-router.description = A felgyülemlett hőt három kimeneti irányba osztja. 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.atmospheric-concentrator.description = Koncentrálja a légkörben lévő nitrogént. Hőt igényel.
block.surge-crucible.description = Salakból és szilíciumból elektrometált olvaszt. 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. 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.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-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.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.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-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. 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.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-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.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.tank-fabricator.description = Stell egységeket épít. Az elkészült egységek azonnal hadra foghatóak, vagy újratervezőkben továbbfejleszthetőek.
block.ship-fabricator.description = Elude egységeket épít. A kimeneti egységek közvetlenül használhatók, vagy fejlesztésre újratervezőkbe küldhetők. block.ship-fabricator.description = Elude egységeket épít. Az elkészült egységek azonnal hadra foghatóak, vagy újratervezőkben továbbfejleszthetőek.
block.mech-fabricator.description = Merui egységeket épít. A kimeneti egységek közvetlenül használhatók, vagy fejlesztésre újratervezőkbe küldhetők. 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.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.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.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.mech-refabricator.description = Kettes szintre fejleszti a beérkező mech típusú egységeket.
block.prime-refabricator.description = Hármas szintre fejleszti a beérkező tank 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. 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.dagger.description = Szokásos lövedékeket lő a közeli ellenségekre.
unit.mace.description = Lángnyelveket küld a közeli ellenségek felé. 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.scepter.description = Töltött lövedékek záporát lövi közeli ellenségekre.
unit.reign.description = Méretes átütő erejű lövedékeket zúdít minden közeli ellenségre. 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. 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.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.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.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.risso.description = Rakéták és lövedékek záporát zúdítja minden közeli ellenségre.
unit.minke.description = Tüzérségi és szokásos lövedékeket lő közeli földi célpontokra. unit.minke.description = Tüzérségi és szokásos lövedékeket lő közeli földi célpontokra.
unit.bryde.description = Nagy távolságú tüzérségi lövedékeket és rakétákat lő az ellenségre. 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.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.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.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. 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 #Erekir
@@ -2343,8 +2363,8 @@ lst.unitbind = Összekapcsolás a következő egységtípussal, és tárolás a
lst.unitcontrol = A jelenleg összekapcsolt egység vezérlése. lst.unitcontrol = A jelenleg összekapcsolt egység vezérlése.
lst.unitradar = Egységek keresése a jelenleg összekapcsolt egység körül. lst.unitradar = Egységek keresése a jelenleg összekapcsolt egység körül.
lst.unitlocate = Egy adott típusú pozíció/épület keresése bárhol a pályán.\nÖsszekapcsolt egységet igényel. lst.unitlocate = Egy adott típusú pozíció/épület keresése bárhol a pályán.\nÖsszekapcsolt egységet igényel.
lst.getblock = Csempeadatok lekérdezése tetszőleges helyen. lst.getblock = Mezőadatok lekérdezése tetszőleges helyen.
lst.setblock = Csempeadatok beállítása tetszőleges helyen. lst.setblock = Mezőadatok beállítása tetszőleges helyen.
lst.spawnunit = Egység lerakása az adott helyen. lst.spawnunit = Egység lerakása az adott helyen.
lst.applystatus = Állapothatás alkalmazása vagy törlése egy egységről. lst.applystatus = Állapothatás alkalmazása vagy törlése egy egységről.
lst.weathersense = Ellenőrzés, hogy egy bizonyos típusú időjárás aktív-e. 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.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.packcolor = Egyetlen számba tömöríti a [0, 1] RGBA komponenseket a rajzoláshoz vagy szabálymeghatározáshoz.
lst.setrule = Játékszabály beállítása. 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.cutscene = A játékos kamerájának mozgatása.
lst.setflag = Egy globális jelölő beállítása, amely minden processzor által olvasható. lst.setflag = Egy globális jelölő beállítása, amely minden processzor által olvasható.
lst.getflag = Ellenőrzés, hogy egy globális jelölő be van-e állítva. lst.getflag = Ellenőrzés, hogy egy globális jelölő be van-e állítva.
lst.setprop = Beállítja egy egység vagy épület tulajdonságát. lst.setprop = Beállítja egy egység vagy épület tulajdonságát.
lst.effect = Részecskehatás létrehozása. lst.effect = Részecskehatás létrehozása.
lst.sync = Egy változó szinkronizálása a hálózaton keresztül.\nMásodpercenként legfeljebb 20-szor hívható meg. 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.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.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. 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.shootp = Lövés egy egységre/épületre sebesség-előrejelzéssel.
lenum.config = Épületkonfiguráció, például nyersanyag-válogató. lenum.config = Épületkonfiguráció, például nyersanyag-válogató.
lenum.enabled = Engedélyezve van-e a blokk. lenum.enabled = Engedélyezve van-e a blokk.
laccess.currentammotype = Egy lövegtorony jelenlegi lőszer nyersanyaga/folyadéka.
laccess.color = Megvilágítás színe. laccess.color = Megvilágítás színe.
laccess.controller = Egységvezérlő. Ha processzor vezérli, akkor a processzort adja vissza.\nKülönben magát az egységet adja vissza. 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.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.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.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. laccess.id = Egy egység/blokk/nyersanyag/folyadék azonosítója.\nEz a keresési művelet fordítottja.
lcategory.unknown = Ismeretlen lcategory.unknown = Ismeretlen
@@ -2451,7 +2473,7 @@ graphicstype.poly = Egy szabályos sokszög kitöltése.
graphicstype.linepoly = Szabályos sokszög körvonalának rajzolása. graphicstype.linepoly = Szabályos sokszög körvonalának rajzolása.
graphicstype.triangle = Egy háromszög kitöltése. graphicstype.triangle = Egy háromszög kitöltése.
graphicstype.image = Kép rajzolása valamilyen tartalomról.\nPéldául: [accent]@router[] vagy [accent]@dagger[]. 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.always = Mindig igaz.
lenum.idiv = Egész osztás. lenum.idiv = Egész osztás.
@@ -2495,7 +2517,7 @@ lenum.ally = Szövetséges egység.
lenum.attacker = Fegyveres egység. lenum.attacker = Fegyveres egység.
lenum.enemy = Ellenséges egység. lenum.enemy = Ellenséges egység.
lenum.boss = Őrző egység. lenum.boss = Őrző egység.
lenum.flying = Repülő egység. lenum.flying = Légi egység.
lenum.ground = Földi egység. lenum.ground = Földi egység.
lenum.player = Egy játékos által irányított 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.outx = Kimenet X koordinátája.
unitlocate.outy = Kimenet Y koordinátája. unitlocate.outy = Kimenet Y koordinátája.
unitlocate.group = Keresendő épületcsoport. 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.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.unbind = A logikai vezérlés teljes kikapcsolása.\nSzokásos mesterséges intelligencia folytatása.
lenum.move = Mozgás a pontos pozícióba. lenum.move = Mozgás a pontos pozícióba.
lenum.approach = Egy pozíció megközelítése egy sugárral. 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.flag = Számjegyes egységjelölő.
lenum.mine = Bányászat egy helyen. lenum.mine = Bányászat egy helyen.
lenum.build = Egy épület építése. 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.within = Ellenőrzés, hogy az egység egy pozíció közelében van-e.
lenum.boost = Erősítés indítása/leállítása. lenum.boost = Erősítés indítása/leállítása.

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@@ -436,6 +436,11 @@ editor.rules = Regole:
editor.generation = Generazione: editor.generation = Generazione:
editor.objectives = Obbiettivi editor.objectives = Obbiettivi
editor.locales = Locale Bundles 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.ingame = Modifica in Gioco
editor.playtest = Playtest editor.playtest = Playtest
editor.publish.workshop = Pubblica nel Workshop editor.publish.workshop = Pubblica nel Workshop
@@ -492,6 +497,7 @@ editor.default = [lightgray]<Predefinito>
details = Dettagli... details = Dettagli...
edit = Modifica... edit = Modifica...
variables = Vars variables = Vars
logic.clear.confirm = Are you sure you want to clear all code from this processor?
logic.globals = Built-in Variables logic.globals = Built-in Variables
editor.name = Nome: editor.name = Nome:
editor.spawn = Piazza un'Unità editor.spawn = Piazza un'Unità
@@ -579,6 +585,7 @@ filter.clear = Resetta Filtro
filter.option.ignore = Ignora filter.option.ignore = Ignora
filter.scatter = Dispersione filter.scatter = Dispersione
filter.terrain = Terreno filter.terrain = Terreno
filter.logic = Logic
filter.option.scale = Scala filter.option.scale = Scala
filter.option.chance = Probabilità filter.option.chance = Probabilità
filter.option.mag = Magnitudine filter.option.mag = Magnitudine
@@ -601,6 +608,8 @@ filter.option.floor2 = Terreno Secondario
filter.option.threshold2 = Soglia Secondaria filter.option.threshold2 = Soglia Secondaria
filter.option.radius = Raggio filter.option.radius = Raggio
filter.option.percentile = Percentuale filter.option.percentile = Percentuale
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.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.deletelocale = Are you sure you want to delete this locale bundle?
locales.applytoall = Apply Changes To All Locales locales.applytoall = Apply Changes To All Locales
@@ -967,6 +976,7 @@ stat.abilities = Abilità
stat.canboost = Capace di Potenziamento stat.canboost = Capace di Potenziamento
stat.flying = Volo stat.flying = Volo
stat.ammouse = Consumo di munizioni stat.ammouse = Consumo di munizioni
stat.ammocapacity = Ammo Capacity
stat.damagemultiplier = Moltiplicatore danni stat.damagemultiplier = Moltiplicatore danni
stat.healthmultiplier = Moltiplicatore salute stat.healthmultiplier = Moltiplicatore salute
stat.speedmultiplier = Moltiplicatore velocità stat.speedmultiplier = Moltiplicatore velocità
@@ -1093,6 +1103,7 @@ unit.items = oggetti
unit.thousands = k unit.thousands = k
unit.millions = mln unit.millions = mln
unit.billions = mld unit.billions = mld
unit.shots = shots
unit.pershot = /colpo unit.pershot = /colpo
category.purpose = Scopo category.purpose = Scopo
category.general = Generali category.general = Generali
@@ -1102,6 +1113,8 @@ category.items = Oggetti
category.crafting = Produzione category.crafting = Produzione
category.function = Funzione category.function = Funzione
category.optional = Miglioramenti Opzionali 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.skipcoreanimation.name = Salta il lancio del nucleo/Animazione
setting.landscape.name = Visuale Orizontale setting.landscape.name = Visuale Orizontale
setting.shadows.name = Ombre setting.shadows.name = Ombre
@@ -1298,7 +1311,10 @@ rules.disableworldprocessors = Disabilita processori
rules.schematic = Schematiche Consentite rules.schematic = Schematiche Consentite
rules.wavetimer = Timer Ondate rules.wavetimer = Timer Ondate
rules.wavesending = Wave Sending 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.waves = Ondate
rules.airUseSpawns = Air units use spawn points
rules.attack = Modalità Attacco rules.attack = Modalità Attacco
rules.buildai = Base Builder AI rules.buildai = Base Builder AI
rules.buildaitier = Builder AI Tier 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.setprop = Sets a property of a unit or building.
lst.effect = Create a particle effect. lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.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.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction. lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first. 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.shootp = Shoot at a unit/building with velocity prediction.
lenum.config = Building configuration, e.g. sorter item. lenum.config = Building configuration, e.g. sorter item.
lenum.enabled = Whether the block is enabled. lenum.enabled = Whether the block is enabled.
laccess.currentammotype = Current ammo item/liquid of a turret.
laccess.color = Illuminator color. 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.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. 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.outx = Output X coordinate.
unitlocate.outy = Output Y coordinate. unitlocate.outy = Output Y coordinate.
unitlocate.group = Building group to look for. 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.idle = Don't move, but keep building/mining.\nThe default state.
lenum.stop = Stop moving/mining/building. lenum.stop = Stop moving/mining/building.
lenum.unbind = Completely disable logic control.\nResume standard AI. 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.flag = Numeric unit flag.
lenum.mine = Mine at a position. lenum.mine = Mine at a position.
lenum.build = Build a structure. 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.within = Check if unit is near a position.
lenum.boost = Start/stop boosting. 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. 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.

View File

@@ -438,6 +438,11 @@ editor.rules = ルール:
editor.generation = 生成: editor.generation = 生成:
editor.objectives = オブジェクティブ editor.objectives = オブジェクティブ
editor.locales = Locale Bundles editor.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.ingame = ゲーム内で編集する
editor.playtest = Playtest editor.playtest = Playtest
editor.publish.workshop = ワークショップで公開 editor.publish.workshop = ワークショップで公開
@@ -494,6 +499,7 @@ editor.default = [lightgray]<デフォルト>
details = 詳細... details = 詳細...
edit = 編集... edit = 編集...
variables = 変数 variables = 変数
logic.clear.confirm = Are you sure you want to clear all code from this processor?
logic.globals = Built-in Variables logic.globals = Built-in Variables
editor.name = 名前: editor.name = 名前:
editor.spawn = ユニットを出す editor.spawn = ユニットを出す
@@ -582,6 +588,7 @@ filter.clear = クリア
filter.option.ignore = 無視 filter.option.ignore = 無視
filter.scatter = 分散 filter.scatter = 分散
filter.terrain = 地形 filter.terrain = 地形
filter.logic = Logic
filter.option.scale = スケール filter.option.scale = スケール
filter.option.chance = 確率 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.threshold2 = 2番目の閾値
filter.option.radius = 半径 filter.option.radius = 半径
filter.option.percentile = パーセンタイル filter.option.percentile = パーセンタイル
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.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.deletelocale = Are you sure you want to delete this locale bundle?
locales.applytoall = Apply Changes To All Locales locales.applytoall = Apply Changes To All Locales
@@ -973,6 +982,7 @@ stat.abilities = 能力
stat.canboost = ブースト可能 stat.canboost = ブースト可能
stat.flying = 飛行 stat.flying = 飛行
stat.ammouse = 使用弾薬 stat.ammouse = 使用弾薬
stat.ammocapacity = Ammo Capacity
stat.damagemultiplier = ダメージ倍率 stat.damagemultiplier = ダメージ倍率
stat.healthmultiplier = 体力倍率 stat.healthmultiplier = 体力倍率
stat.speedmultiplier = スピード倍率 stat.speedmultiplier = スピード倍率
@@ -1099,6 +1109,7 @@ unit.items = アイテム
unit.thousands = k unit.thousands = k
unit.millions = mil unit.millions = mil
unit.billions = b unit.billions = b
unit.shots = shots
unit.pershot = /発 unit.pershot = /発
category.purpose = 説明 category.purpose = 説明
category.general = 一般 category.general = 一般
@@ -1108,6 +1119,8 @@ category.items = アイテム
category.crafting = 搬入/搬出 category.crafting = 搬入/搬出
category.function = 役割 category.function = 役割
category.optional = 強化オプション 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.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.landscape.name = 横画面で固定
setting.shadows.name = setting.shadows.name =
@@ -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.schematic = 設計図を許可
rules.wavetimer = ウェーブの自動進行 rules.wavetimer = ウェーブの自動進行
rules.wavesending = ウェーブスキップ 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.waves = ウェーブ
rules.airUseSpawns = Air units use spawn points
rules.attack = アタックモード rules.attack = アタックモード
rules.buildai = Base Builder AI rules.buildai = Base Builder AI
rules.buildaitier = Builder AI Tier 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.setprop = Sets a property of a unit or building.
lst.effect = Create a particle effect. lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.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.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction. lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first. 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.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.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。 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.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.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。 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.outx = X座標を出力する変数
unitlocate.outy = Y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 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.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.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。 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.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.mine = 任意の位置を採掘します。
lenum.build = 建築をします。 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.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.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. 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.

View File

@@ -57,7 +57,7 @@ mods.browser.sortstars = 추천(스타) 수
schematic = 설계도 schematic = 설계도
schematic.add = 설계도 저장하기 schematic.add = 설계도 저장하기
schematics = 설계도 schematics = 설계도
schematic.search = Search schematics... schematic.search = 설계도 검색하기
schematic.replace = 해당 이름의 설계도가 이미 존재합니다. 교체하시겠습니까? schematic.replace = 해당 이름의 설계도가 이미 존재합니다. 교체하시겠습니까?
schematic.exists = 해당 이름의 설계도가 이미 존재합니다. schematic.exists = 해당 이름의 설계도가 이미 존재합니다.
schematic.import = 설계도 가져오기 schematic.import = 설계도 가져오기
@@ -262,11 +262,11 @@ trace.times.kicked = 추방 횟수: [accent]{0}
trace.ips = IPs: trace.ips = IPs:
trace.names = Names: trace.names = Names:
invalidid = 잘못된 클라이언트 ID입니다! 버그 보고서를 보내주세요. invalidid = 잘못된 클라이언트 ID입니다! 버그 보고서를 보내주세요.
player.ban = Ban player.ban = 플레이어 차단
player.kick = Kick player.kick = 플레이어 강퇴
player.trace = Trace player.trace = 플레이어 찾기
player.admin = Toggle Admin player.admin = 관리자 권한 부여
player.team = Change Team player.team = 팀 변경하기
server.bans = 차단 목록 server.bans = 차단 목록
server.bans.none = 차단된 플레이어를 찾을 수 없습니다! server.bans.none = 차단된 플레이어를 찾을 수 없습니다!
server.admins = 관리자 server.admins = 관리자
@@ -283,8 +283,8 @@ confirmkick = 정말로 "{0}[white]" 을(를) 추방하시겠습니까?
confirmunban = 정말로 이 플레이어를 차단 해제하시겠습니까? confirmunban = 정말로 이 플레이어를 차단 해제하시겠습니까?
confirmadmin = 정말로 "{0}[white]" 을(를) 관리자로 임명하시겠습니까? confirmadmin = 정말로 "{0}[white]" 을(를) 관리자로 임명하시겠습니까?
confirmunadmin = 정말로 "{0}[white]"의 관리자를 박탈하시겠습니까? confirmunadmin = 정말로 "{0}[white]"의 관리자를 박탈하시겠습니까?
votekick.reason = Vote-Kick Reason votekick.reason = 강퇴 사유
votekick.reason.message = Are you sure you want to vote-kick "{0}[white]"?\nIf yes, please enter the reason: votekick.reason.message = "{0}[white]" 을(를) 투표 추방하시려면 해당 사유를 적어주세요 :
joingame.title = 게임 참가 joingame.title = 게임 참가
joingame.ip = 주소: joingame.ip = 주소:
disconnect = 연결이 끊어졌습니다. disconnect = 연결이 끊어졌습니다.
@@ -347,16 +347,16 @@ command.rebuild = 재건
command.assist = 플레이어 지원 command.assist = 플레이어 지원
command.move = 이동 command.move = 이동
command.boost = 비행 command.boost = 비행
command.enterPayload = Enter Payload Block command.enterPayload = 화물 블록에 들어가기
command.loadUnits = Load Units command.loadUnits = 유닛 적재
command.loadBlocks = Load Blocks command.loadBlocks = 블록 적재
command.unloadPayload = Unload Payload command.unloadPayload = 화물 내려놓기
stance.stop = Cancel Orders stance.stop = 명령 취소하기
stance.shoot = Stance: Shoot stance.shoot = 명령: 사격
stance.holdfire = Stance: Hold Fire stance.holdfire = 명령: 사격 중지
stance.pursuetarget = Stance: Pursue Target stance.pursuetarget = 명령: 타겟 추격
stance.patrol = Stance: Patrol Path stance.patrol = 명령: 정찰
stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding stance.ram = 명령 : 돌격\n[lightgray] 유닛이 장애물 여부를 확인하지 않고 일직선으로 이동합니다.
openlink = 링크 열기 openlink = 링크 열기
copylink = 링크 복사 copylink = 링크 복사
back = 뒤로가기 back = 뒤로가기
@@ -437,6 +437,11 @@ editor.rules = 규칙
editor.generation = 지형 생성 editor.generation = 지형 생성
editor.objectives = 목표 editor.objectives = 목표
editor.locales = Locale Bundles 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.ingame = 인게임 편집
editor.playtest = 맵 테스트 editor.playtest = 맵 테스트
editor.publish.workshop = 창작마당 게시 editor.publish.workshop = 창작마당 게시
@@ -493,6 +498,7 @@ editor.default = [lightgray]<기본값>
details = 설명... details = 설명...
edit = 편집... edit = 편집...
variables = 변수 variables = 변수
logic.clear.confirm = Are you sure you want to clear all code from this processor?
logic.globals = Built-in Variables logic.globals = Built-in Variables
editor.name = 이름: editor.name = 이름:
editor.spawn = 기체 생성 editor.spawn = 기체 생성
@@ -582,6 +588,7 @@ filter.clear = 초기화
filter.option.ignore = 무시 filter.option.ignore = 무시
filter.scatter = 흩뿌리기 filter.scatter = 흩뿌리기
filter.terrain = 지형 filter.terrain = 지형
filter.logic = Logic
filter.option.scale = 크기 filter.option.scale = 크기
filter.option.chance = 배치 빈도 filter.option.chance = 배치 빈도
@@ -605,6 +612,8 @@ filter.option.floor2 = 2번째 타일
filter.option.threshold2 = 2번째 경계선 filter.option.threshold2 = 2번째 경계선
filter.option.radius = 반경 filter.option.radius = 반경
filter.option.percentile = 백분율 filter.option.percentile = 백분율
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.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.deletelocale = Are you sure you want to delete this locale bundle?
locales.applytoall = Apply Changes To All Locales locales.applytoall = Apply Changes To All Locales
@@ -730,8 +739,8 @@ weather.snowing.name = 눈
weather.sandstorm.name = 모래 폭풍 weather.sandstorm.name = 모래 폭풍
weather.sporestorm.name = 포자 폭풍 weather.sporestorm.name = 포자 폭풍
weather.fog.name = 안개 weather.fog.name = 안개
campaign.playtime = \uf129 [lightgray]Sector Playtime: {0} campaign.playtime = \uf129 [lightgray]지역 플레이타임: {0}
campaign.complete = [accent]Congratulations.\n\nThe enemy on {0} has been defeated.\n[lightgray]The final sector has been conquered. campaign.complete = [accent]축하드립니다.\n\n {0} 지역의 적이 패배하였습니다\n[lightgray] 마지막 지역을 점령하였습니다.
sectorlist = 지역 목록 sectorlist = 지역 목록
sectorlist.attacked = {0} 공격받는 중 sectorlist.attacked = {0} 공격받는 중
@@ -762,8 +771,8 @@ sector.curlost = 지역 잃음
sector.missingresources = [scarlet]코어 자원 부족[] sector.missingresources = [scarlet]코어 자원 부족[]
sector.attacked = [accent]{0}[white] 지역이 공격받고 있습니다![] sector.attacked = [accent]{0}[white] 지역이 공격받고 있습니다![]
sector.lost = [accent]{0}[white] 지역을 잃었습니다![] sector.lost = [accent]{0}[white] 지역을 잃었습니다![]
sector.capture = Sector [accent]{0}[white]Captured! sector.capture = [accent]{0}[white] 지역을 점령하였습니다!
sector.capture.current = Sector Captured! sector.capture.current = 지역 점령!
sector.changeicon = 아이콘 바꾸기 sector.changeicon = 아이콘 바꾸기
sector.noswitch.title = 지역 전환 불가능 sector.noswitch.title = 지역 전환 불가능
sector.noswitch = 기존 지역이 공격받는 동안은 지역을 전환할 수 없습니다.\n\n지역: [accent]{0}[] 중 [accent]{1}[] 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.coastline.name = 해안선
sector.navalFortress.name = 해군 요새 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.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 배우십시오. 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 만들어버리십시오. 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 탈환하십시오. 강화 유리를 제련하고, 물을 끌어올려 포탑과 드릴에 공급하십시오. 더 강한 방어선을 구성할 수 있습니다. sector.craters.description = 물이 가득한 이 크레이터에는 옛 전쟁의 유물들이 쌓여있습니다.\n이곳을 탈환하 강화 유리를 제련하고, 포탑과 드릴에 물을 공급하여 더 강한 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.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.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.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 파괴 위험이 높으니 가능한 한 빨리 방어시설을 구축하십시오. 또한, 적의 공격 주기가 길다고 안심하지 마십시오. sector.desolateRift.description = 극도로 위험한 지역입니다. 자원은 풍부하지만, 사용 가능한 공간은 거의 없습니다. 적의 공격 주기가 길지만, 기지가 파괴 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 익히십시오. 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 코어를 파괴하십시오. 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.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.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.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.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.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 파괴하 적의 발전된 함선 건조 기술을 습득하고 연구하시오.
sector.onset.name = 시작 sector.onset.name = 시작
sector.aegis.name = 보호 sector.aegis.name = 보호
sector.lake.name = 호수 sector.lake.name = 호수
@@ -835,23 +844,23 @@ sector.siege.name = 포위
sector.crossroads.name = 교차로 sector.crossroads.name = 교차로
sector.karst.name = 카르스트 sector.karst.name = 카르스트
sector.origin.name = 근원 sector.origin.name = 근원
sector.onset.description = 튜토리얼 지역. 아직 목표가 만들어지지 않았습니다. 정보를 더 기다리십시오. 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 찾으십시오. 텅스텐을 공급해 방어막 차단기를 가동하고 적의 기지를 파괴하십시오. 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. 호버 유닛이 유일한 선택지입니다.\n[accent]함선 재구성기[]를 연구하고 [accent]일루드[]를 가능한 한 빨리 생산하십시오. 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 생산하여야 합니다.
sector.intersect.description = 정찰 결과 이 지역은 착륙 직후 여러 방향에서 공격받을 것으로 예측됩니다.\n방어선을 빠르게 구하고 가능한 한 빠르게 확장하십시오.\n이 지역의 험난한 지형을 위해서는 [accent]기계[] 기체가 필요할 것입니다. sector.intersect.description = 정찰 결과 이 지역은 착륙 직후 여러 방향에서 공격받을 것으로 예측됩니다.\n방어선을 빠르게 구하고 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 연구하십시오. 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.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.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 생산하시오. 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.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.ravine.description = 적의 중요한 이동 경로이긴 하지만, 해당 구역에선 적의 기지가 감지되지 않았습니다. 다양한 적군을 맞닥뜨릴 것으로 예상됩니다.\n[accent]설금[]을 생산하 포탑 [accent]어플릭트[]를 건설하세요.
sector.caldera-erekir.description = 이 지역에서 탐지된 자원은 여러 섬에 분산되어 있습니다 .\n드론을 기반으로 한 운송수단을 연구하고 활용하시오. 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.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.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.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.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 연구하시오. 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.\n가능한 연구 기회가 남아 있지 않습니다. 오직 모든 적의 코어를 파괴하는 데만 집중하십시오. sector.origin.description = 상당한 적이 존재하는 마지막 지역입니다.\n 모든 연구를 마쳤으니 오직 모든 적의 코어를 파괴하는 데만 집중하세요.
status.burning.name = 발화 status.burning.name = 발화
status.freezing.name = 빙결 status.freezing.name = 빙결
@@ -973,6 +982,7 @@ stat.abilities = 능력
stat.canboost = 이륙 가능 stat.canboost = 이륙 가능
stat.flying = 비행 stat.flying = 비행
stat.ammouse = 탄약 사용 stat.ammouse = 탄약 사용
stat.ammocapacity = Ammo Capacity
stat.damagemultiplier = 피해량 배수 stat.damagemultiplier = 피해량 배수
stat.healthmultiplier = 체력 배수 stat.healthmultiplier = 체력 배수
stat.speedmultiplier = 이동속도 배수 stat.speedmultiplier = 이동속도 배수
@@ -1098,6 +1108,7 @@ unit.items = 자원
unit.thousands = k unit.thousands = k
unit.millions = m unit.millions = m
unit.billions = b unit.billions = b
unit.shots = shots
unit.pershot = /발 unit.pershot = /발
category.purpose = 목적 category.purpose = 목적
category.general = 일반 category.general = 일반
@@ -1107,6 +1118,8 @@ category.items = 자원
category.crafting = 입력/출력 category.crafting = 입력/출력
category.function = 기능 category.function = 기능
category.optional = 선택적 향상 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.skipcoreanimation.name = 코어 발사/착륙 애니메이션 건너뛰기
setting.landscape.name = 가로화면 잠금 setting.landscape.name = 가로화면 잠금
setting.shadows.name = 그림자 setting.shadows.name = 그림자
@@ -1165,7 +1178,7 @@ setting.position.name = 플레이어 위치 표시
setting.mouseposition.name = 마우스 좌표 표시 setting.mouseposition.name = 마우스 좌표 표시
setting.musicvol.name = 음악 크기 setting.musicvol.name = 음악 크기
setting.atmosphere.name = 행성 배경화면 표시 setting.atmosphere.name = 행성 배경화면 표시
setting.drawlight.name = Draw Darkness/Lighting setting.drawlight.name = 어두움, 광원 표시
setting.ambientvol.name = 배경음 크기 setting.ambientvol.name = 배경음 크기
setting.mutemusic.name = 음소거 setting.mutemusic.name = 음소거
setting.sfxvol.name = 효과음 크기 setting.sfxvol.name = 효과음 크기
@@ -1210,24 +1223,24 @@ keybind.mouse_move.name = 커서를 따라서 이동
keybind.pan.name = 팬 보기 keybind.pan.name = 팬 보기
keybind.boost.name = 이륙 keybind.boost.name = 이륙
keybind.command_mode.name = 명령 모드 keybind.command_mode.name = 명령 모드
keybind.command_queue.name = Unit Command Queue keybind.command_queue.name = 유닛 명령 Queue
keybind.create_control_group.name = Create Control Group keybind.create_control_group.name = 컨트롤 그룹 만들기
keybind.cancel_orders.name = Cancel Orders keybind.cancel_orders.name = 명령 취소
keybind.unit_stance_shoot.name = Unit Stance: Shoot keybind.unit_stance_shoot.name = 유닛 명령: 사격
keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire keybind.unit_stance_hold_fire.name = 유닛 명령: 사격 중지
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target keybind.unit_stance_pursue_target.name = 유닛 명령: 타겟 추격
keybind.unit_stance_patrol.name = Unit Stance: Patrol keybind.unit_stance_patrol.name = 유닛 명령: 정찰
keybind.unit_stance_ram.name = Unit Stance: Ram keybind.unit_stance_ram.name = 유닛 명령: 돌격
keybind.unit_command_move.name = Unit Command: Move keybind.unit_command_move.name = 유닛 제어: 이동
keybind.unit_command_repair.name = Unit Command: Repair keybind.unit_command_repair.name = 유닛 제어: 수리
keybind.unit_command_rebuild.name = Unit Command: Rebuild keybind.unit_command_rebuild.name = 유닛 제어: 재건
keybind.unit_command_assist.name = Unit Command: Assist keybind.unit_command_assist.name = 유닛 제어: 플레이어 지원
keybind.unit_command_mine.name = Unit Command: Mine keybind.unit_command_mine.name = 유닛 제어: 채굴
keybind.unit_command_boost.name = Unit Command: Boost keybind.unit_command_boost.name = 유닛 제어: 비행
keybind.unit_command_load_units.name = Unit Command: Load Units keybind.unit_command_load_units.name = 유닛 제어: 유닛 적재
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks keybind.unit_command_load_blocks.name = 유닛 제어: 블록 적재
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload keybind.unit_command_unload_payload.name = 유닛 제어: 화물 투하
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload keybind.unit_command_enter_payload.name = 유닛 제어: 화물 건물에 착륙/진입
keybind.rebuild_select.name = 지역 재건 keybind.rebuild_select.name = 지역 재건
keybind.schematic_select.name = 영역 설정 keybind.schematic_select.name = 영역 설정
keybind.schematic_menu.name = 설계도 메뉴 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.name = 공격
mode.attack.description = 적의 기지를 파괴하세요.\n[gray]플레이하려면 맵에 적 코어가 필요합니다. mode.attack.description = 적의 기지를 파괴하세요.\n[gray]플레이하려면 맵에 적 코어가 필요합니다.
mode.custom = 사용자 정의 규칙 mode.custom = 사용자 정의 규칙
rules.invaliddata = Invalid clipboard data. rules.invaliddata = 잘못된 클립보드 데이터 입니다.
rules.hidebannedblocks = 금지된 블록 숨기기 rules.hidebannedblocks = 금지된 블록 숨기기
rules.infiniteresources = 무한 자원 rules.infiniteresources = 무한 자원
rules.onlydepositcore = 오직 코어에만 투입 가능 rules.onlydepositcore = 오직 코어에만 투입 가능
rules.derelictrepair = Allow Derelict Block Repair rules.derelictrepair = 잔해 블록 수리 허
rules.reactorexplosions = 원자로 폭발 허용 rules.reactorexplosions = 원자로 폭발 허용
rules.coreincinerates = 코어 방화 비허용 rules.coreincinerates = 코어 방화 비허용
rules.disableworldprocessors = 월드 프로세서 비활성화 rules.disableworldprocessors = 월드 프로세서 비활성화
rules.schematic = 설계도 허용 rules.schematic = 설계도 허용
rules.wavetimer = 시간 제한이 있는 단계 rules.wavetimer = 시간 제한이 있는 단계
rules.wavesending = 단계 넘김 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.waves = 단계
rules.airUseSpawns = Air units use spawn points
rules.attack = 공격 모드 rules.attack = 공격 모드
rules.buildai = Base Builder AI rules.buildai = 기지 건설 AI
rules.buildaitier = Builder AI Tier rules.buildaitier = 건설 AI 등급
rules.rtsai = RTS AI rules.rtsai = RTS AI
rules.rtsminsquadsize = 최소 부대 규모 rules.rtsminsquadsize = 최소 부대 규모
rules.rtsmaxsquadsize = 최대 부대 규모 rules.rtsmaxsquadsize = 최대 부대 규모
@@ -1358,8 +1374,8 @@ rules.weather = 날씨 추가
rules.weather.frequency = 빈도: rules.weather.frequency = 빈도:
rules.weather.always = 항상 rules.weather.always = 항상
rules.weather.duration = 지속 시간: 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.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 = Prevents units from depositing items into any buildings except cores. rules.onlydepositcore.info = 코어를 제외한 어떠한 건물에도 자원을 투하할 수 없게 만듭니다.
content.item.name = 자원 content.item.name = 자원
content.liquid.name = 액체 content.liquid.name = 액체
@@ -1378,8 +1394,8 @@ item.titanium.name = 티타늄
item.thorium.name = 토륨 item.thorium.name = 토륨
item.silicon.name = 실리콘 item.silicon.name = 실리콘
item.plastanium.name = 플라스터늄 item.plastanium.name = 플라스터늄
item.phase-fabric.name = 메타 item.phase-fabric.name = 위상 섬유
item.surge-alloy.name = item.surge-alloy.name = 서지 합
item.spore-pod.name = 포자 꼬투리 item.spore-pod.name = 포자 꼬투리
item.sand.name = 모래 item.sand.name = 모래
item.blast-compound.name = 폭발물 item.blast-compound.name = 폭발물
@@ -1556,8 +1572,8 @@ block.titanium-wall.name = 티타늄 벽
block.titanium-wall-large.name = 대형 티타늄 벽 block.titanium-wall-large.name = 대형 티타늄 벽
block.plastanium-wall.name = 플라스터늄 벽 block.plastanium-wall.name = 플라스터늄 벽
block.plastanium-wall-large.name = 대형 플라스터늄 벽 block.plastanium-wall-large.name = 대형 플라스터늄 벽
block.phase-wall.name = 메타 block.phase-wall.name = 위상
block.phase-wall-large.name = 대형 메타 block.phase-wall-large.name = 대형 위상
block.thorium-wall.name = 토륨 벽 block.thorium-wall.name = 토륨 벽
block.thorium-wall-large.name = 대형 토륨 벽 block.thorium-wall-large.name = 대형 토륨 벽
block.door.name = block.door.name =
@@ -1584,7 +1600,7 @@ block.illuminator.name = 조명
block.overflow-gate.name = 포화 필터 block.overflow-gate.name = 포화 필터
block.underflow-gate.name = 불포화 필터 block.underflow-gate.name = 불포화 필터
block.silicon-smelter.name = 실리콘 제련소 block.silicon-smelter.name = 실리콘 제련소
block.phase-weaver.name = 메타 제조 block.phase-weaver.name = 위상 방직
block.pulverizer.name = 분쇄기 block.pulverizer.name = 분쇄기
block.cryofluid-mixer.name = 냉각수 혼합기 block.cryofluid-mixer.name = 냉각수 혼합기
block.melter.name = 융해기 block.melter.name = 융해기
@@ -1594,7 +1610,7 @@ block.separator.name = 광재 분리기
block.coal-centrifuge.name = 석탄 정제기 block.coal-centrifuge.name = 석탄 정제기
block.power-node.name = 전력 노드 block.power-node.name = 전력 노드
block.power-node-large.name = 대형 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.diode.name = 다이오드
block.battery.name = 배터리 block.battery.name = 배터리
block.battery-large.name = 대형 배터리 block.battery-large.name = 대형 배터리
@@ -1622,7 +1638,7 @@ block.tsunami.name = 쓰나미
block.swarmer.name = 스웜 block.swarmer.name = 스웜
block.salvo.name = 살보 block.salvo.name = 살보
block.ripple.name = 립플 block.ripple.name = 립플
block.phase-conveyor.name = 메타 컨베이어 block.phase-conveyor.name = 위상 컨베이어
block.bridge-conveyor.name = 다리 컨베이어 block.bridge-conveyor.name = 다리 컨베이어
block.plastanium-compressor.name = 플라스터늄 압축기 block.plastanium-compressor.name = 플라스터늄 압축기
block.pyratite-mixer.name = 파이라타이트 혼합기 block.pyratite-mixer.name = 파이라타이트 혼합기
@@ -1634,7 +1650,7 @@ block.repair-point.name = 수리 지점
block.repair-turret.name = 수리 포탑 block.repair-turret.name = 수리 포탑
block.pulse-conduit.name = 펄스 파이프 block.pulse-conduit.name = 펄스 파이프
block.plated-conduit.name = 도금된 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-router.name = 액체 분배기
block.liquid-tank.name = 액체 탱크 block.liquid-tank.name = 액체 탱크
block.liquid-container.name = 액체 컨테이너 block.liquid-container.name = 액체 컨테이너
@@ -1646,11 +1662,11 @@ block.mass-driver.name = 매스 드라이버
block.blast-drill.name = 압축 공기분사 드릴 block.blast-drill.name = 압축 공기분사 드릴
block.impulse-pump.name = 충격 펌프 block.impulse-pump.name = 충격 펌프
block.thermal-generator.name = 지열 발전기 block.thermal-generator.name = 지열 발전기
block.surge-smelter.name = 설금 제련소 block.surge-smelter.name = 서지 제련소
block.mender.name = 멘더 block.mender.name = 멘더
block.mend-projector.name = 수리 프로젝터 block.mend-projector.name = 수리 프로젝터
block.surge-wall.name = 설금 block.surge-wall.name = 서지
block.surge-wall-large.name = 설금 block.surge-wall-large.name = 서지
block.cyclone.name = 사이클론 block.cyclone.name = 사이클론
block.fuse.name = 퓨즈 block.fuse.name = 퓨즈
block.shock-mine.name = 전격 지뢰 block.shock-mine.name = 전격 지뢰
@@ -1667,10 +1683,10 @@ block.segment.name = 세그먼트
block.ground-factory.name = 지상 공장 block.ground-factory.name = 지상 공장
block.air-factory.name = 항공 공장 block.air-factory.name = 항공 공장
block.naval-factory.name = 해양 공장 block.naval-factory.name = 해양 공장
block.additive-reconstructor.name = 재구성기 : Additive block.additive-reconstructor.name = 덧셈식 재구성기
block.multiplicative-reconstructor.name = 재구성기 : Multiplicative block.multiplicative-reconstructor.name = 곱셈식 재구성기
block.exponential-reconstructor.name = 재구성기 : Exponential block.exponential-reconstructor.name = 거듭제곱식 재구성기
block.tetrative-reconstructor.name = 재구성기 : Tetrative block.tetrative-reconstructor.name = 테트레이션식 재구성기
block.payload-conveyor.name = 화물 컨베이어 block.payload-conveyor.name = 화물 컨베이어
block.payload-router.name = 화물 분배기 block.payload-router.name = 화물 분배기
block.duct.name = 도관 block.duct.name = 도관
@@ -1755,15 +1771,15 @@ block.atmospheric-concentrator.name = 대기 농축기
block.oxidation-chamber.name = 산화실 block.oxidation-chamber.name = 산화실
block.electric-heater.name = 전기 가열기 block.electric-heater.name = 전기 가열기
block.slag-heater.name = 광재 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-redirector.name = 열 전송기
block.heat-router.name = 열 분배기 block.heat-router.name = 열 분배기
block.slag-incinerator.name = 광재 소각로 block.slag-incinerator.name = 광재 소각로
block.carbide-crucible.name = 탄화물 도가니 block.carbide-crucible.name = 탄화물 도가니
block.slag-centrifuge.name = 광재 원심분리기 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.cyanogen-synthesizer.name = 시아노겐 합성기
block.phase-synthesizer.name = 메타 합성기 block.phase-synthesizer.name = 위상 합성기
block.heat-reactor.name = 열 반응로 block.heat-reactor.name = 열 반응로
block.beryllium-wall.name = 베릴륨 벽 block.beryllium-wall.name = 베릴륨 벽
block.beryllium-wall-large.name = 대형 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.blast-door.name = 방폭문
block.carbide-wall.name = 탄화물 벽 block.carbide-wall.name = 탄화물 벽
block.carbide-wall-large.name = 대형 탄화물 벽 block.carbide-wall-large.name = 대형 탄화물 벽
block.reinforced-surge-wall.name = 보강된 설금 block.reinforced-surge-wall.name = 보강된 서지
block.reinforced-surge-wall-large.name = 보강된 대형 설금 block.reinforced-surge-wall-large.name = 보강된 대형 서지
block.shielded-wall.name = 보호된 벽 block.shielded-wall.name = 보호된 벽
block.radar.name = 레이더 block.radar.name = 레이더
block.build-tower.name = 건설 타워 block.build-tower.name = 건설 타워
@@ -1785,8 +1801,8 @@ block.armored-duct.name = 장갑 도관
block.overflow-duct.name = 포화 도관 block.overflow-duct.name = 포화 도관
block.underflow-duct.name = 불포화 도관 block.underflow-duct.name = 불포화 도관
block.duct-unloader.name = 언로더 도관 block.duct-unloader.name = 언로더 도관
block.surge-conveyor.name = 설금 컨베이어 block.surge-conveyor.name = 서지 컨베이어
block.surge-router.name = 설금 분배기 block.surge-router.name = 서지 분배기
block.unit-cargo-loader.name = 기체 화물 적재소 block.unit-cargo-loader.name = 기체 화물 적재소
block.unit-cargo-unload-point.name = 기체 화물 하역지점 block.unit-cargo-unload-point.name = 기체 화물 하역지점
block.reinforced-pump.name = 보강된 펌프 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.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.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 = [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 = [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.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. 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.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.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.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.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.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.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 = [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. 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 = 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.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.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. 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.description = 모든 종류의 구조물 및 탄약으로 사용하는 기본 자원입니다.
item.copper.details = 평범한 구리. 세르플로에 비정상적으로 많이 분포함. 보강지 않는 한 구조적으로 약. item.copper.details = 평범한 구리. 세르플로에 비정상적으로 많이 분포되어 있습니다. 기본적으로 보강지 않는 한 구조적으로 약합니다.
item.lead.description = 전자 및 액체 수송 블록에서 광범위하게 사용하는 기본 자원입니다. item.lead.description = 전자 및 액체 수송 블록에서 광범위하게 사용하는 기본 자원입니다.
item.lead.details = 밀도가 높으며 반응성이 적은 자원. 배터리에 주로 사용. item.lead.details = 밀도가 높으며 반응성이 적은 자원. 배터리에 주로 사용됩니다.
item.metaglass.description = 액체 분배 및 저장에 광범위하게 사용합니다. item.metaglass.description = 액체 분배 및 저장에 광범위하게 사용합니다.
item.graphite.description = 탄약 및 전기 부품에 사용되는 무기질 탄소입니다. item.graphite.description = 탄약 및 전기 부품에 사용되는 무기질 탄소입니다.
item.sand.description = 다른 제련된 자원의 생산에 사용됩니다. item.sand.description = 다른 제련된 자원의 생산에 사용됩니다.
item.coal.description = 연료 및 자원 생산에 광범위하게 사용됩니다. item.coal.description = 연료 및 자원 생산에 광범위하게 사용됩니다.
item.coal.details = 화석화된 식물 물질. 씨앗이 나오기 훨씬 전에 형성되었. 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.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.thorium.description = 튼튼한 구조물과 핵 연료로 사용되는 고밀도의 방사성 금속입니다.
item.scrap.description = 융해기와 분쇄기를 통해 다른 물질로 정제할 수 있습니다. item.scrap.description = 융해기와 분쇄기를 통해 다른 물질로 정제할 수 있습니다.
item.scrap.details = 오래된 구조물과 기체의 잔해. 미량의 다양한 금속들이 포함되어 있. item.scrap.details = 오래된 구조물과 기체의 잔해. 미량의 다양한 금속들이 포함되어 있습니다.
item.silicon.description = 복잡한 전자 장치나 유도탄에 사용되는 유용한 반도체입니다. item.silicon.description = 복잡한 전자 장치나 유도탄에 사용되는 유용한 반도체입니다.
item.plastanium.description = 고급 기체, 절연 및 파편화 탄약에 사용됩니다. 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.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.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.description = 석유, 폭발물과 연료로 전환하는 데 사용되는 합성 포자 버섯입니다.
item.spore-pod.details = 포자. 합성 생명체로 판단. 타 유기체에 치명적인 독가스를 내뿜. 매우 빠르게 퍼. 특정 조건에서 인화성이 매우 높. item.spore-pod.details = 포자, 합성 생명체로 판단됩니다. 타 유기체에 치명적인 독가스를 내뿜으며. 매우 빠르게 퍼집니다. 특정 조건에서 인화성이 매우 높습니다.
item.blast-compound.description = 폭탄과 폭발성 탄약에 사용되는 불안정한 화합물입니다. item.blast-compound.description = 폭탄과 폭발성 탄약에 사용되는 불안정한 화합물입니다.
item.pyratite.description = 방화 무기와 연료를 연소하는 발전기에 사용되는 가연성이 매우 높은 물질입니다. item.pyratite.description = 방화 무기와 연료를 연소하는 발전기에 사용되는 가연성이 매우 높은 물질입니다.
item.beryllium.description = 에르키아의 여러 종류의 건축물과 탄약에 사용됩니다. 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.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.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.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 웅덩이에 소각하는 것이 바람직. 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.derelict = \ue815 [lightgray]잔해
block.armored-conveyor.description = 자원을 앞으로 운반합니다. 측면에서 자원을 받아들이지 않습니다. 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.silicon-smelter.description = 석탄과 모래에서 실리콘을 정제합니다.
block.kiln.description = 모래와 납을 강화 유리로 제련합니다. block.kiln.description = 모래와 납을 강화 유리로 제련합니다.
block.plastanium-compressor.description = 석유와 티타늄으로 플라스터늄을 생산합니다. block.plastanium-compressor.description = 석유와 티타늄으로 플라스터늄을 생산합니다.
block.phase-weaver.description = 토륨과 모래로 메타를 합성합니다. block.phase-weaver.description = 토륨과 모래로 위상 섬유를 합성합니다.
block.surge-smelter.description = 티타늄, 납, 실리콘 및 구리를 금으로 혼합합니다. block.surge-smelter.description = 티타늄, 납, 실리콘 및 구리를 서지 합금으로 혼합합니다.
block.cryofluid-mixer.description = 물과 미세 티타늄 분말을 냉각수로 혼합합니다. block.cryofluid-mixer.description = 물과 미세 티타늄 분말을 냉각수로 혼합합니다.
block.blast-mixer.description = 파이라타이트와 포자로 폭발물을 생산합니다. block.blast-mixer.description = 파이라타이트와 포자로 폭발물을 생산합니다.
block.pyratite-mixer.description = 석탄, 납, 그리고 모래를 파이라타이트로 혼합합니다. 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.description = 탭하여 열거나 닫을 수 있는 벽입니다.
block.door-large.description = 탭하여 열거나 닫을 수 있는 벽입니다.\n여러 타일을 차지합니다. 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.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.mend-projector.description = 주변의 블록을 수리합니다.\n선택적으로 위상 섬유를 사용하여 범위와 효율성을 향상할 수 있습니다.
block.overdrive-projector.description = 주변 건물의 속도를 높입니다.\n선택적으로 메타를 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, 메타를 사용해서 보호막 크기를 증가시킬 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.shock-mine.description = 접촉한 적 기체에게 전격 아크를 방출합니다.
block.conveyor.description = 자원을 앞으로 운반합니다. 회전하여 방향을 바꿀 수 있습니다. block.conveyor.description = 자원을 앞으로 운반합니다. 회전하여 방향을 바꿀 수 있습니다.
block.titanium-conveyor.description = 자원을 앞으로 운반합니다. 컨베이어보다 더 빠릅니다. 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.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.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.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-conveyor.description = 공장에서 생산된 기체같은 큰 화물을 운반합니다.
block.payload-router.description = 화물을 3가지 방향으로 번갈아 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. 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.oxidation-chamber.description = 베릴륨과 오존을 산화물로 전환합니다. 부산물로 열을 방출합니다.
block.electric-heater.description = 블록에 열을 가합니다. 많은 양의 전력이 필요합니다. block.electric-heater.description = 블록에 열을 가합니다. 많은 양의 전력이 필요합니다.
block.slag-heater.description = 블록에 열을 가합니다. 광재가 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-redirector.description = 누적된 열을 다른 블록으로 전달합니다.
block.heat-router.description = 축적된 열을 세 가지 출력 방향으로 분산시킵니다. block.heat-router.description = 축적된 열을 세 가지 출력 방향으로 분산시킵니다.
block.electrolyzer.description = 물을 수소와 오존 가스로 변환합니다. block.electrolyzer.description = 물을 수소와 오존 가스로 변환합니다.
block.atmospheric-concentrator.description = 대기에서 질소를 농축합니다. 열이 필요합니다. block.atmospheric-concentrator.description = 대기에서 질소를 농축합니다. 열이 필요합니다.
block.surge-crucible.description = 광재와 실리콘으로 금을 형성합니다. 열이 필요합니다. block.surge-crucible.description = 광재와 실리콘으로 서지 합금을 형성합니다. 열이 필요합니다.
block.phase-synthesizer.description = 토륨, 모래 및 오존으로부터 메타를 합성합니다. 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.carbide-crucible.description = 흑연과 텅스텐을 탄화물로 융합합니다. 열이 필요합니다.
block.cyanogen-synthesizer.description = 아르키사이트와 흑연으로부터 시아노겐을 합성합니다. 열이 필요합니다. block.cyanogen-synthesizer.description = 아르키사이트와 흑연으로부터 시아노겐을 합성합니다. 열이 필요합니다.
block.slag-incinerator.description = 비휘발성 자원 또는 액체를 소각합니다. 광재가 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.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.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-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-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.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. 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.chemical-combustion-chamber.description = 아르키사이트와 오존으로 전력을 생산합니다.
block.pyrolysis-generator.description = 아르키사이트와 광재로 많은 양의 전력을 생산합니다. 부산물로 물이 발생합니다. 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.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.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.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. 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.setprop = 기체 혹은 건물의 속성을 설정합니다.
lst.effect = Create a particle effect. lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.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.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction. lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first. 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.shootp = 목표물 속도를 예측하여 발사
lenum.config = 필터의 아이템같은 건물의 설정 lenum.config = 필터의 아이템같은 건물의 설정
lenum.enabled = 블록의 활성 여부 lenum.enabled = 블록의 활성 여부
laccess.currentammotype = Current ammo item/liquid of a turret.
laccess.color = 조명 색상 laccess.color = 조명 색상
laccess.controller = 기체 제어자. 프로세서가 제어하면, 프로세서를 반환합니다.\n다른 기체에 의해 지휘되면(G키), 지휘하는 기체를 반환합니다.\n그 외에는 자신을 반환합니다. 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.outx = X좌표
unitlocate.outy = Y좌표 unitlocate.outy = Y좌표
unitlocate.group = 찾을 건물 집단 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.idle = 이동 정지, 채광/건설 유지\n기본 상태입니다.
lenum.stop = 이동/채광/건설 중단 lenum.stop = 이동/채광/건설 중단
@@ -2516,7 +2535,7 @@ lenum.payenter = 유닛 아래의 화물 건물에 착륙/진입
lenum.flag = 깃발 수 설정 lenum.flag = 깃발 수 설정
lenum.mine = 특정 위치에서 채광 lenum.mine = 특정 위치에서 채광
lenum.build = 구조물 건설 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.within = 좌표 주변 기체 발견 여부
lenum.boost = 이륙 시작/중단 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. 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.

View File

@@ -434,6 +434,11 @@ editor.rules = Taisyklės:
editor.generation = Generacija: editor.generation = Generacija:
editor.objectives = Objectives editor.objectives = Objectives
editor.locales = Locale Bundles 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.ingame = Redaguoti žaidime
editor.playtest = Playtest editor.playtest = Playtest
editor.publish.workshop = Publikuoti Dirbtuvėje editor.publish.workshop = Publikuoti Dirbtuvėje
@@ -489,6 +494,7 @@ editor.default = [lightgray]<Numatytasis>
details = Detaliau... details = Detaliau...
edit = Redaguoti... edit = Redaguoti...
variables = Vars variables = Vars
logic.clear.confirm = Are you sure you want to clear all code from this processor?
logic.globals = Built-in Variables logic.globals = Built-in Variables
editor.name = Pavadinimas: editor.name = Pavadinimas:
editor.spawn = Atradinti vienetą editor.spawn = Atradinti vienetą
@@ -576,6 +582,7 @@ filter.clear = Išvalyti
filter.option.ignore = ignoruoti filter.option.ignore = ignoruoti
filter.scatter = Išsklaidyti filter.scatter = Išsklaidyti
filter.terrain = Reljefas filter.terrain = Reljefas
filter.logic = Logic
filter.option.scale = Mastelis filter.option.scale = Mastelis
filter.option.chance = Tikimybė filter.option.chance = Tikimybė
filter.option.mag = Didumas filter.option.mag = Didumas
@@ -598,6 +605,8 @@ filter.option.floor2 = Antrasis sluoksnis
filter.option.threshold2 = Antrasis slenkstis filter.option.threshold2 = Antrasis slenkstis
filter.option.radius = Spindulys filter.option.radius = Spindulys
filter.option.percentile = Procentilė filter.option.percentile = Procentilė
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.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.deletelocale = Are you sure you want to delete this locale bundle?
locales.applytoall = Apply Changes To All Locales locales.applytoall = Apply Changes To All Locales
@@ -962,6 +971,7 @@ stat.abilities = Abilities
stat.canboost = Can Boost stat.canboost = Can Boost
stat.flying = Flying stat.flying = Flying
stat.ammouse = Ammo Use stat.ammouse = Ammo Use
stat.ammocapacity = Ammo Capacity
stat.damagemultiplier = Damage Multiplier stat.damagemultiplier = Damage Multiplier
stat.healthmultiplier = Health Multiplier stat.healthmultiplier = Health Multiplier
stat.speedmultiplier = Speed Multiplier stat.speedmultiplier = Speed Multiplier
@@ -1088,6 +1098,7 @@ unit.items = daiktai
unit.thousands = k unit.thousands = k
unit.millions = mil unit.millions = mil
unit.billions = b unit.billions = b
unit.shots = shots
unit.pershot = /shot unit.pershot = /shot
category.purpose = Purpose category.purpose = Purpose
category.general = Bendra category.general = Bendra
@@ -1097,6 +1108,8 @@ category.items = Daiktai
category.crafting = Įeiga/Išeiga category.crafting = Įeiga/Išeiga
category.function = Function category.function = Function
category.optional = Galimi Pagerinimai 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.skipcoreanimation.name = Skip Core Launch/Land Animation
setting.landscape.name = Užrakinti pasukimą setting.landscape.name = Užrakinti pasukimą
setting.shadows.name = Šešėliai setting.shadows.name = Šešėliai
@@ -1293,7 +1306,10 @@ rules.disableworldprocessors = Disable World Processors
rules.schematic = Schematics Allowed rules.schematic = Schematics Allowed
rules.wavetimer = Bangų Laikmatis rules.wavetimer = Bangų Laikmatis
rules.wavesending = Wave Sending 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.waves = Bangos
rules.airUseSpawns = Air units use spawn points
rules.attack = Puolimo Režimas rules.attack = Puolimo Režimas
rules.buildai = Base Builder AI rules.buildai = Base Builder AI
rules.buildaitier = Builder AI Tier 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.setprop = Sets a property of a unit or building.
lst.effect = Create a particle effect. lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.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.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction. lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first. 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.shootp = Shoot at a unit/building with velocity prediction.
lenum.config = Building configuration, e.g. sorter item. lenum.config = Building configuration, e.g. sorter item.
lenum.enabled = Whether the block is enabled. lenum.enabled = Whether the block is enabled.
laccess.currentammotype = Current ammo item/liquid of a turret.
laccess.color = Illuminator color. 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.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. 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.outx = Output X coordinate.
unitlocate.outy = Output Y coordinate. unitlocate.outy = Output Y coordinate.
unitlocate.group = Building group to look for. 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.idle = Don't move, but keep building/mining.\nThe default state.
lenum.stop = Stop moving/mining/building. lenum.stop = Stop moving/mining/building.
lenum.unbind = Completely disable logic control.\nResume standard AI. 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.flag = Numeric unit flag.
lenum.mine = Mine at a position. lenum.mine = Mine at a position.
lenum.build = Build a structure. 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.within = Check if unit is near a position.
lenum.boost = Start/stop boosting. 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. 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.

View File

@@ -442,6 +442,11 @@ editor.rules = Regels:
editor.generation = Generatie: editor.generation = Generatie:
editor.objectives = Doelen editor.objectives = Doelen
editor.locales = Locale Bundles 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.ingame = Bewerk In-Spel
editor.playtest = Speeltest editor.playtest = Speeltest
editor.publish.workshop = Publiceer in Werkplaats editor.publish.workshop = Publiceer in Werkplaats
@@ -497,6 +502,7 @@ editor.default = [lightgray]<Standaard>
details = Details... details = Details...
edit = Bewerk... edit = Bewerk...
variables = Vars variables = Vars
logic.clear.confirm = Are you sure you want to clear all code from this processor?
logic.globals = Built-in Variables logic.globals = Built-in Variables
editor.name = Naam: editor.name = Naam:
editor.spawn = Voeg Eenheid toe editor.spawn = Voeg Eenheid toe
@@ -585,6 +591,7 @@ filter.clear = Verwijder
filter.option.ignore = Negeer filter.option.ignore = Negeer
filter.scatter = Verstrooi filter.scatter = Verstrooi
filter.terrain = Terrein filter.terrain = Terrein
filter.logic = Logic
filter.option.scale = Schaal filter.option.scale = Schaal
filter.option.chance = Verander filter.option.chance = Verander
@@ -608,6 +615,8 @@ filter.option.floor2 = Secundaire Vloer
filter.option.threshold2 = Secundaire Drempel filter.option.threshold2 = Secundaire Drempel
filter.option.radius = Straal filter.option.radius = Straal
filter.option.percentile = percentiel filter.option.percentile = percentiel
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.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.deletelocale = Are you sure you want to delete this locale bundle?
locales.applytoall = Apply Changes To All Locales locales.applytoall = Apply Changes To All Locales
@@ -974,6 +983,7 @@ stat.abilities = Capaciteiten
stat.canboost = Kan Boosten stat.canboost = Kan Boosten
stat.flying = Vliegende stat.flying = Vliegende
stat.ammouse = Ammunitie gebruik stat.ammouse = Ammunitie gebruik
stat.ammocapacity = Ammo Capacity
stat.damagemultiplier = Schade Vermenigvuldiger stat.damagemultiplier = Schade Vermenigvuldiger
stat.healthmultiplier = Levenspunten Vermenigvuldiger stat.healthmultiplier = Levenspunten Vermenigvuldiger
stat.speedmultiplier = Snelheids Vermenigvuldiger stat.speedmultiplier = Snelheids Vermenigvuldiger
@@ -1100,6 +1110,7 @@ unit.items = materialen
unit.thousands = k unit.thousands = k
unit.millions = mln unit.millions = mln
unit.billions = mjd unit.billions = mjd
unit.shots = shots
unit.pershot = /schot unit.pershot = /schot
category.purpose = Doel category.purpose = Doel
category.general = Algemeen category.general = Algemeen
@@ -1109,6 +1120,8 @@ category.items = Materialen
category.crafting = Invoer/Uitvoer category.crafting = Invoer/Uitvoer
category.function = Functie category.function = Functie
category.optional = Optionele Verbeteringen 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.skipcoreanimation.name = Skip Core Lancering/Land Animatie
setting.landscape.name = Vergrendel Landschap setting.landscape.name = Vergrendel Landschap
setting.shadows.name = Schaduwen setting.shadows.name = Schaduwen
@@ -1305,7 +1318,10 @@ rules.disableworldprocessors = Zet Wereld-Processors Uit.
rules.schematic = Ontwerpen Toegestaan rules.schematic = Ontwerpen Toegestaan
rules.wavetimer = Vijandelijke Golven Timer rules.wavetimer = Vijandelijke Golven Timer
rules.wavesending = Golven Sturen 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.waves = Golven
rules.airUseSpawns = Air units use spawn points
rules.attack = Aanvalmodus rules.attack = Aanvalmodus
rules.buildai = Base Builder AI rules.buildai = Base Builder AI
rules.buildaitier = Builder AI Tier 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.setprop = Sets a property of a unit or building.
lst.effect = Create a particle effect. lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.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.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction. lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first. 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.shootp = Shoot at a unit/building with velocity prediction.
lenum.config = Building configuration, e.g. sorter item. lenum.config = Building configuration, e.g. sorter item.
lenum.enabled = Whether the block is enabled. lenum.enabled = Whether the block is enabled.
laccess.currentammotype = Current ammo item/liquid of a turret.
laccess.color = Illuminator color. 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.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. 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.outx = Output X coordinate.
unitlocate.outy = Output Y coordinate. unitlocate.outy = Output Y coordinate.
unitlocate.group = Building group to look for. 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.idle = Don't move, but keep building/mining.\nThe default state.
lenum.stop = Stop moving/mining/building. lenum.stop = Stop moving/mining/building.
lenum.unbind = Completely disable logic control.\nResume standard AI. 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.flag = Numeric unit flag.
lenum.mine = Mine at a position. lenum.mine = Mine at a position.
lenum.build = Build a structure. 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.within = Check if unit is near a position.
lenum.boost = Start/stop boosting. 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. 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.

View File

@@ -434,6 +434,11 @@ editor.rules = Rules:
editor.generation = Generation: editor.generation = Generation:
editor.objectives = Objectives editor.objectives = Objectives
editor.locales = Locale Bundles 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.ingame = Edit In-Game
editor.playtest = Playtest editor.playtest = Playtest
editor.publish.workshop = Publish On Workshop editor.publish.workshop = Publish On Workshop
@@ -489,6 +494,7 @@ editor.default = [lightgray]<Default>
details = Details... details = Details...
edit = Edit... edit = Edit...
variables = Vars variables = Vars
logic.clear.confirm = Are you sure you want to clear all code from this processor?
logic.globals = Built-in Variables logic.globals = Built-in Variables
editor.name = Name: editor.name = Name:
editor.spawn = Spawn Unit editor.spawn = Spawn Unit
@@ -576,6 +582,7 @@ filter.clear = Clear
filter.option.ignore = Ignore filter.option.ignore = Ignore
filter.scatter = Scatter filter.scatter = Scatter
filter.terrain = Terrain filter.terrain = Terrain
filter.logic = Logic
filter.option.scale = Scale filter.option.scale = Scale
filter.option.chance = Chance filter.option.chance = Chance
filter.option.mag = Magnitude filter.option.mag = Magnitude
@@ -598,6 +605,8 @@ filter.option.floor2 = Secondary Floor
filter.option.threshold2 = Secondary Threshold filter.option.threshold2 = Secondary Threshold
filter.option.radius = Radius filter.option.radius = Radius
filter.option.percentile = Percentile filter.option.percentile = Percentile
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.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.deletelocale = Are you sure you want to delete this locale bundle?
locales.applytoall = Apply Changes To All Locales locales.applytoall = Apply Changes To All Locales
@@ -962,6 +971,7 @@ stat.abilities = Abilities
stat.canboost = Can Boost stat.canboost = Can Boost
stat.flying = Flying stat.flying = Flying
stat.ammouse = Ammo Use stat.ammouse = Ammo Use
stat.ammocapacity = Ammo Capacity
stat.damagemultiplier = Damage Multiplier stat.damagemultiplier = Damage Multiplier
stat.healthmultiplier = Health Multiplier stat.healthmultiplier = Health Multiplier
stat.speedmultiplier = Speed Multiplier stat.speedmultiplier = Speed Multiplier
@@ -1088,6 +1098,7 @@ unit.items = items
unit.thousands = k unit.thousands = k
unit.millions = mil unit.millions = mil
unit.billions = b unit.billions = b
unit.shots = shots
unit.pershot = /shot unit.pershot = /shot
category.purpose = Purpose category.purpose = Purpose
category.general = General category.general = General
@@ -1097,6 +1108,8 @@ category.items = Items
category.crafting = Input/Output category.crafting = Input/Output
category.function = Function category.function = Function
category.optional = Optional Enhancements 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.skipcoreanimation.name = Skip Core Launch/Land Animation
setting.landscape.name = Lock Landscape setting.landscape.name = Lock Landscape
setting.shadows.name = Shadows setting.shadows.name = Shadows
@@ -1293,7 +1306,10 @@ rules.disableworldprocessors = Disable World Processors
rules.schematic = Schematics Allowed rules.schematic = Schematics Allowed
rules.wavetimer = Wave Timer rules.wavetimer = Wave Timer
rules.wavesending = Wave Sending 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.waves = Waves
rules.airUseSpawns = Air units use spawn points
rules.attack = Attack Mode rules.attack = Attack Mode
rules.buildai = Base Builder AI rules.buildai = Base Builder AI
rules.buildaitier = Builder AI Tier 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.setprop = Sets a property of a unit or building.
lst.effect = Create a particle effect. lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.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.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction. lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first. 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.shootp = Shoot at a unit/building with velocity prediction.
lenum.config = Building configuration, e.g. sorter item. lenum.config = Building configuration, e.g. sorter item.
lenum.enabled = Whether the block is enabled. lenum.enabled = Whether the block is enabled.
laccess.currentammotype = Current ammo item/liquid of a turret.
laccess.color = Illuminator color. 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.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. 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.outx = Output X coordinate.
unitlocate.outy = Output Y coordinate. unitlocate.outy = Output Y coordinate.
unitlocate.group = Building group to look for. 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.idle = Don't move, but keep building/mining.\nThe default state.
lenum.stop = Stop moving/mining/building. lenum.stop = Stop moving/mining/building.
lenum.unbind = Completely disable logic control.\nResume standard AI. 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.flag = Numeric unit flag.
lenum.mine = Mine at a position. lenum.mine = Mine at a position.
lenum.build = Build a structure. 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.within = Check if unit is near a position.
lenum.boost = Start/stop boosting. 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. 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.

View File

@@ -438,6 +438,11 @@ editor.rules = Zasady:
editor.generation = Generacja: editor.generation = Generacja:
editor.objectives = Cele editor.objectives = Cele
editor.locales = Locale Bundles 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.ingame = Edytuj w Grze
editor.playtest = Testuj Mapę editor.playtest = Testuj Mapę
editor.publish.workshop = Opublikuj w Warsztacie editor.publish.workshop = Opublikuj w Warsztacie
@@ -494,6 +499,7 @@ editor.default = [lightgray]<Domyślne>
details = Detale... details = Detale...
edit = Edytuj... edit = Edytuj...
variables = Zmienne variables = Zmienne
logic.clear.confirm = Are you sure you want to clear all code from this processor?
logic.globals = Built-in Variables logic.globals = Built-in Variables
editor.name = Nazwa: editor.name = Nazwa:
editor.spawn = Stwórz Jednostkę editor.spawn = Stwórz Jednostkę
@@ -581,6 +587,7 @@ filter.clear = Oczyść
filter.option.ignore = Ignoruj filter.option.ignore = Ignoruj
filter.scatter = Rozprosz filter.scatter = Rozprosz
filter.terrain = Teren filter.terrain = Teren
filter.logic = Logic
filter.option.scale = Skala filter.option.scale = Skala
filter.option.chance = Szansa filter.option.chance = Szansa
filter.option.mag = Wielkość filter.option.mag = Wielkość
@@ -603,6 +610,8 @@ filter.option.floor2 = Druga Podłoga
filter.option.threshold2 = Drugi Próg filter.option.threshold2 = Drugi Próg
filter.option.radius = Zasięg filter.option.radius = Zasięg
filter.option.percentile = Procent filter.option.percentile = Procent
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.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.deletelocale = Are you sure you want to delete this locale bundle?
locales.applytoall = Apply Changes To All Locales locales.applytoall = Apply Changes To All Locales
@@ -971,6 +980,7 @@ stat.abilities = Umiejętności
stat.canboost = Może przyspieszyć stat.canboost = Może przyspieszyć
stat.flying = Może latać stat.flying = Może latać
stat.ammouse = Zużycie Amunicji stat.ammouse = Zużycie Amunicji
stat.ammocapacity = Ammo Capacity
stat.damagemultiplier = Mnożnik Obrażeń stat.damagemultiplier = Mnożnik Obrażeń
stat.healthmultiplier = Mnożnik Zdrowia stat.healthmultiplier = Mnożnik Zdrowia
stat.speedmultiplier = Mnożnik Prędkości stat.speedmultiplier = Mnożnik Prędkości
@@ -1097,6 +1107,7 @@ unit.items = przedmioty
unit.thousands = tys. unit.thousands = tys.
unit.millions = mln. unit.millions = mln.
unit.billions = mld. unit.billions = mld.
unit.shots = shots
unit.pershot = /strzał unit.pershot = /strzał
category.purpose = Opis category.purpose = Opis
category.general = Główne category.general = Główne
@@ -1106,6 +1117,8 @@ category.items = Przedmioty
category.crafting = Przetwórstwo category.crafting = Przetwórstwo
category.function = Funkcja category.function = Funkcja
category.optional = Dodatkowe ulepszenia 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.skipcoreanimation.name = Pomiń Animację Wystrzału/Lądowania
setting.landscape.name = Zablokuj tryb panoramiczny setting.landscape.name = Zablokuj tryb panoramiczny
setting.shadows.name = Cienie setting.shadows.name = Cienie
@@ -1302,7 +1315,10 @@ rules.disableworldprocessors = Wyłącz Procesor Świata
rules.schematic = Zezwalaj na schematy rules.schematic = Zezwalaj na schematy
rules.wavetimer = Zegar Fal rules.wavetimer = Zegar Fal
rules.wavesending = Wysyłanie 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.waves = Fale
rules.airUseSpawns = Air units use spawn points
rules.attack = Tryb Ataku rules.attack = Tryb Ataku
rules.buildai = AI Budowania Baz rules.buildai = AI Budowania Baz
rules.buildaitier = Poziom Budowania AI 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.setprop = Ustaw właściwość jednostki lub budynku.
lst.effect = Stwórz efekt cząsteczki. lst.effect = Stwórz efekt cząsteczki.
lst.sync = Synchronizuje zmienną poprzez sieć.\nWywoływane maksymalnie 10 razy na sekundę. lst.sync = Synchronizuje zmienną poprzez sieć.\nWywoływane maksymalnie 10 razy na sekundę.
lst.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.makemarker = Stwórz nowy marker logiki.\nMusisz podać ID, aby móc go później zidentyfikować.\nLimit markerów to 20,000.
lst.setmarker = Ustaw właściwości markera.\nID markera musi być takie samo jak podczas jego tworzenia. lst.setmarker = Ustaw właściwości markera.\nID markera musi być takie samo jak podczas jego tworzenia.
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first. 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.shootp = Strzel w jednostkę/budynek z zachowaniem trajektorii.
lenum.config = Konfiguracja budynku, np. sortownika. lenum.config = Konfiguracja budynku, np. sortownika.
lenum.enabled = Sprawdza czy blok jest włączony. lenum.enabled = Sprawdza czy blok jest włączony.
laccess.currentammotype = Current ammo item/liquid of a turret.
laccess.color = Kolor iluminatora. 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. 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.outx = Wyjściowa współrzędna X.
unitlocate.outy = Wyjściowa współrzędna Y. unitlocate.outy = Wyjściowa współrzędna Y.
unitlocate.group = Grupa szukanych budynków. 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.idle = Przestań się poruszać, jednak nadal buduj/wydobywaj.\nDomyślny stan.
lenum.stop = Przestań poruszać się/kopać/budować. 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.flag = Numeryczny znacznik jednostki.
lenum.mine = Kop na danej pozycji. lenum.mine = Kop na danej pozycji.
lenum.build = Buduj strukturę. 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.within = Sprawdź czy jednostka jest w pobliżu pozycji.
lenum.boost = Zacznij/zakończ przyspieszać. 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. 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.

View File

@@ -438,6 +438,11 @@ editor.rules = Regras:
editor.generation = Geração: editor.generation = Geração:
editor.objectives = Objetivos: editor.objectives = Objetivos:
editor.locales = Locale Bundles 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.ingame = Editar em jogo
editor.playtest = Jogar Teste editor.playtest = Jogar Teste
editor.publish.workshop = Publicar na oficina editor.publish.workshop = Publicar na oficina
@@ -494,6 +499,7 @@ editor.default = [lightgray]<padrão>
details = Detalhes... details = Detalhes...
edit = Editar... edit = Editar...
variables = Variáveis variables = Variáveis
logic.clear.confirm = Are you sure you want to clear all code from this processor?
logic.globals = Built-in Variables logic.globals = Built-in Variables
editor.name = Nome: editor.name = Nome:
editor.spawn = Spawnar unidade editor.spawn = Spawnar unidade
@@ -583,6 +589,7 @@ filter.clear = Excluir
filter.option.ignore = Ignorar filter.option.ignore = Ignorar
filter.scatter = Dispersão filter.scatter = Dispersão
filter.terrain = Terreno filter.terrain = Terreno
filter.logic = Logic
filter.option.scale = Escala filter.option.scale = Escala
filter.option.chance = Chance filter.option.chance = Chance
@@ -606,6 +613,8 @@ filter.option.floor2 = Chão secundário
filter.option.threshold2 = Margem secundária filter.option.threshold2 = Margem secundária
filter.option.radius = Raio filter.option.radius = Raio
filter.option.percentile = Percentual filter.option.percentile = Percentual
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.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.deletelocale = Are you sure you want to delete this locale bundle?
locales.applytoall = Apply Changes To All Locales locales.applytoall = Apply Changes To All Locales
@@ -982,6 +991,7 @@ stat.abilities = Habilidades
stat.canboost = Pode impulsionar stat.canboost = Pode impulsionar
stat.flying = Voador stat.flying = Voador
stat.ammouse = Consumo de Munição stat.ammouse = Consumo de Munição
stat.ammocapacity = Ammo Capacity
stat.damagemultiplier = Multiplicador de Dano stat.damagemultiplier = Multiplicador de Dano
stat.healthmultiplier = Multiplicador de Vida stat.healthmultiplier = Multiplicador de Vida
stat.speedmultiplier = Multiplicador de Velocidade stat.speedmultiplier = Multiplicador de Velocidade
@@ -1107,6 +1117,7 @@ unit.items = itens
unit.thousands = k unit.thousands = k
unit.millions = m unit.millions = m
unit.billions = b unit.billions = b
unit.shots = shots
unit.pershot = /disparo unit.pershot = /disparo
category.purpose = Propósito category.purpose = Propósito
category.general = Geral category.general = Geral
@@ -1116,6 +1127,8 @@ category.items = Itens
category.crafting = Entrada/Saída category.crafting = Entrada/Saída
category.function = Função category.function = Função
category.optional = Melhoras opcionais 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.skipcoreanimation.name = Pular animação de lançamento/pouso do Núcleo
setting.landscape.name = Travar panorama setting.landscape.name = Travar panorama
setting.shadows.name = Sombras setting.shadows.name = Sombras
@@ -1312,7 +1325,10 @@ rules.disableworldprocessors = Desativar processadores mundiais
rules.schematic = Permitir Esquemas rules.schematic = Permitir Esquemas
rules.wavetimer = Tempo de horda rules.wavetimer = Tempo de horda
rules.wavesending = Wave Sending 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.waves = Hordas
rules.airUseSpawns = Air units use spawn points
rules.attack = Modo de ataque rules.attack = Modo de ataque
rules.buildai = Base Builder AI rules.buildai = Base Builder AI
rules.buildaitier = Builder AI Tier 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.setprop = Define uma propriedade de uma unidade ou edifício.
lst.effect = Create a particle effect. lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.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.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction. lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first. 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.shootp = Atire em uma unidade/edifício com previsão de velocidade.
lenum.config = Configuração do edifício, por ex. item classificador. lenum.config = Configuração do edifício, por ex. item classificador.
lenum.enabled = Se o bloco está ativado. lenum.enabled = Se o bloco está ativado.
laccess.currentammotype = Current ammo item/liquid of a turret.
laccess.color = Cor do iluminador. laccess.color = Cor do iluminador.
laccess.controller = Controlador de unidade. Se controlado pelo processador, retorna o processador.\nCaso contrário, retorna a própria unidade. 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.outx = Coordenada X de saída.
unitlocate.outy = Coordenada Y de saída. unitlocate.outy = Coordenada Y de saída.
unitlocate.group = Grupo de construção para procurar. 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.idle = Não se mova, mas continue construindo/minerando.\nO estado padrão.
lenum.stop = Pare de mover/mineração/construção. 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.flag = Sinalizador de unidade numérica.
lenum.mine = Mina em uma posição. lenum.mine = Mina em uma posição.
lenum.build = Construa uma estrutura. 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.within = Verifique se a unidade está perto de uma posição.
lenum.boost = Iniciar/parar o reforço. 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. 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.

View File

@@ -434,6 +434,11 @@ editor.rules = Regras:
editor.generation = Geração: editor.generation = Geração:
editor.objectives = Objectives editor.objectives = Objectives
editor.locales = Locale Bundles 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.ingame = Editar em jogo
editor.playtest = Playtest editor.playtest = Playtest
editor.publish.workshop = Publicar na oficina editor.publish.workshop = Publicar na oficina
@@ -489,6 +494,7 @@ editor.default = [lightgray]<padrão>
details = Detalhes... details = Detalhes...
edit = Editar... edit = Editar...
variables = Vars variables = Vars
logic.clear.confirm = Are you sure you want to clear all code from this processor?
logic.globals = Built-in Variables logic.globals = Built-in Variables
editor.name = Nome: editor.name = Nome:
editor.spawn = Criar unidade editor.spawn = Criar unidade
@@ -576,6 +582,7 @@ filter.clear = Excluir
filter.option.ignore = Ignorar filter.option.ignore = Ignorar
filter.scatter = Dispersão filter.scatter = Dispersão
filter.terrain = Terreno filter.terrain = Terreno
filter.logic = Logic
filter.option.scale = Escala filter.option.scale = Escala
filter.option.chance = Chance filter.option.chance = Chance
filter.option.mag = Magnitude filter.option.mag = Magnitude
@@ -598,6 +605,8 @@ filter.option.floor2 = Chão secundário
filter.option.threshold2 = Margem secundária filter.option.threshold2 = Margem secundária
filter.option.radius = Raio filter.option.radius = Raio
filter.option.percentile = Percentual filter.option.percentile = Percentual
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.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.deletelocale = Are you sure you want to delete this locale bundle?
locales.applytoall = Apply Changes To All Locales locales.applytoall = Apply Changes To All Locales
@@ -962,6 +971,7 @@ stat.abilities = Abilities
stat.canboost = Can Boost stat.canboost = Can Boost
stat.flying = Flying stat.flying = Flying
stat.ammouse = Ammo Use stat.ammouse = Ammo Use
stat.ammocapacity = Ammo Capacity
stat.damagemultiplier = Damage Multiplier stat.damagemultiplier = Damage Multiplier
stat.healthmultiplier = Health Multiplier stat.healthmultiplier = Health Multiplier
stat.speedmultiplier = Speed Multiplier stat.speedmultiplier = Speed Multiplier
@@ -1088,6 +1098,7 @@ unit.items = itens
unit.thousands = k unit.thousands = k
unit.millions = mil unit.millions = mil
unit.billions = b unit.billions = b
unit.shots = shots
unit.pershot = /shot unit.pershot = /shot
category.purpose = Purpose category.purpose = Purpose
category.general = Geral category.general = Geral
@@ -1097,6 +1108,8 @@ category.items = Itens
category.crafting = Construindo category.crafting = Construindo
category.function = Function category.function = Function
category.optional = Melhoras opcionais 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.skipcoreanimation.name = Skip Core Launch/Land Animation
setting.landscape.name = Travar panorama setting.landscape.name = Travar panorama
setting.shadows.name = Sombras setting.shadows.name = Sombras
@@ -1293,7 +1306,10 @@ rules.disableworldprocessors = Disable World Processors
rules.schematic = Schematics Allowed rules.schematic = Schematics Allowed
rules.wavetimer = Tempo de horda rules.wavetimer = Tempo de horda
rules.wavesending = Wave Sending 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.waves = Hordas
rules.airUseSpawns = Air units use spawn points
rules.attack = Modo de ataque rules.attack = Modo de ataque
rules.buildai = Base Builder AI rules.buildai = Base Builder AI
rules.buildaitier = Builder AI Tier 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.setprop = Sets a property of a unit or building.
lst.effect = Create a particle effect. lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.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.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction. lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first. 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.shootp = Shoot at a unit/building with velocity prediction.
lenum.config = Building configuration, e.g. sorter item. lenum.config = Building configuration, e.g. sorter item.
lenum.enabled = Whether the block is enabled. lenum.enabled = Whether the block is enabled.
laccess.currentammotype = Current ammo item/liquid of a turret.
laccess.color = Illuminator color. 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.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. 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.outx = Output X coordinate.
unitlocate.outy = Output Y coordinate. unitlocate.outy = Output Y coordinate.
unitlocate.group = Building group to look for. 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.idle = Don't move, but keep building/mining.\nThe default state.
lenum.stop = Stop moving/mining/building. lenum.stop = Stop moving/mining/building.
lenum.unbind = Completely disable logic control.\nResume standard AI. 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.flag = Numeric unit flag.
lenum.mine = Mine at a position. lenum.mine = Mine at a position.
lenum.build = Build a structure. 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.within = Check if unit is near a position.
lenum.boost = Start/stop boosting. 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. 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.

View File

@@ -438,6 +438,11 @@ editor.rules = Reguli:
editor.generation = Generare: editor.generation = Generare:
editor.objectives = Objectives editor.objectives = Objectives
editor.locales = Locale Bundles 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.ingame = Editează în Joc
editor.playtest = Playtest editor.playtest = Playtest
editor.publish.workshop = Publică pe Workshop editor.publish.workshop = Publică pe Workshop
@@ -494,6 +499,7 @@ editor.default = [lightgray]<Prestabilit>
details = Detalii... details = Detalii...
edit = Editează... edit = Editează...
variables = Vars variables = Vars
logic.clear.confirm = Are you sure you want to clear all code from this processor?
logic.globals = Built-in Variables logic.globals = Built-in Variables
editor.name = Nume: editor.name = Nume:
editor.spawn = Adaugă Unitate editor.spawn = Adaugă Unitate
@@ -582,6 +588,7 @@ filter.clear = Curăță
filter.option.ignore = Ignoră filter.option.ignore = Ignoră
filter.scatter = Împrăștie filter.scatter = Împrăștie
filter.terrain = Teren filter.terrain = Teren
filter.logic = Logic
filter.option.scale = Scară filter.option.scale = Scară
filter.option.chance = Șansă filter.option.chance = Șansă
@@ -605,6 +612,8 @@ filter.option.floor2 = Podea Secundară
filter.option.threshold2 = Cantitate Secundară filter.option.threshold2 = Cantitate Secundară
filter.option.radius = Rază filter.option.radius = Rază
filter.option.percentile = Procent filter.option.percentile = Procent
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.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.deletelocale = Are you sure you want to delete this locale bundle?
locales.applytoall = Apply Changes To All Locales locales.applytoall = Apply Changes To All Locales
@@ -973,6 +982,7 @@ stat.abilities = Abilități
stat.canboost = Are Propulsor stat.canboost = Are Propulsor
stat.flying = Zboară stat.flying = Zboară
stat.ammouse = Consum muniție stat.ammouse = Consum muniție
stat.ammocapacity = Ammo Capacity
stat.damagemultiplier = Multiplicator Forță stat.damagemultiplier = Multiplicator Forță
stat.healthmultiplier = Multiplicator Viață stat.healthmultiplier = Multiplicator Viață
stat.speedmultiplier = Multiplicator Viteză stat.speedmultiplier = Multiplicator Viteză
@@ -1099,6 +1109,7 @@ unit.items = materiale
unit.thousands = mii unit.thousands = mii
unit.millions = mil unit.millions = mil
unit.billions = mld unit.billions = mld
unit.shots = shots
unit.pershot = /lovitură unit.pershot = /lovitură
category.purpose = Utilizare category.purpose = Utilizare
category.general = General category.general = General
@@ -1108,6 +1119,8 @@ category.items = Materiale
category.crafting = Necesită/Produce category.crafting = Necesită/Produce
category.function = Funcționare category.function = Funcționare
category.optional = Îmbunătățiri opționale 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.skipcoreanimation.name = Sari peste Animația de Lansare/Aterizare a Nucleului
setting.landscape.name = Blochează Mod Peisaj setting.landscape.name = Blochează Mod Peisaj
setting.shadows.name = Umbre setting.shadows.name = Umbre
@@ -1304,7 +1317,10 @@ rules.disableworldprocessors = Disable World Processors
rules.schematic = Se Pot Folosi Scheme rules.schematic = Se Pot Folosi Scheme
rules.wavetimer = Valuri pe Timp rules.wavetimer = Valuri pe Timp
rules.wavesending = Wave Sending 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.waves = Valuri
rules.airUseSpawns = Air units use spawn points
rules.attack = Modul Atac rules.attack = Modul Atac
rules.buildai = Base Builder AI rules.buildai = Base Builder AI
rules.buildaitier = Builder AI Tier 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.setprop = Sets a property of a unit or building.
lst.effect = Create a particle effect. lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.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.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction. lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first. 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.shootp = Lovește către o unitate/clădire. Anticipează viteza țintei și a proiectilului.
lenum.config = Configurația clădirii, de ex. materialul selectat pt Sortator. lenum.config = Configurația clădirii, de ex. materialul selectat pt Sortator.
lenum.enabled = Specifică dacă clădirea este pornită. lenum.enabled = Specifică dacă clădirea este pornită.
laccess.currentammotype = Current ammo item/liquid of a turret.
laccess.color = Culoarea iluminatorului. 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. 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.outx = Coordonata X a obiectului detectat.
unitlocate.outy = Coordonata Y a obiectului detectat. unitlocate.outy = Coordonata Y a obiectului detectat.
unitlocate.group = Grupul clădirilor de 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.idle = Nu mișca, dar continuă să construiești/minezi.\nModul prestabilit.
lenum.stop = Oprește acțiunea curentă. Nu mișca/mina/construi. 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.flag = Oferă o etichetă numerică unității.
lenum.mine = Minează din această locație. lenum.mine = Minează din această locație.
lenum.build = Construiește o structură. 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.within = Verifică dacă unitatea se află în apropierea poziției.
lenum.boost = Pornește/oprește propulsorul. 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. 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.

View File

@@ -438,6 +438,11 @@ editor.rules = Правила:
editor.generation = Генерация: editor.generation = Генерация:
editor.objectives = Цели editor.objectives = Цели
editor.locales = Locale Bundles 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.ingame = Редактировать в игре
editor.playtest = Опробовать карту editor.playtest = Опробовать карту
editor.publish.workshop = Опубликовать в Мастерской editor.publish.workshop = Опубликовать в Мастерской
@@ -494,6 +499,7 @@ editor.default = [lightgray]<По умолчанию>
details = Подробности… details = Подробности…
edit = Редактировать… edit = Редактировать…
variables = Переменные variables = Переменные
logic.clear.confirm = Are you sure you want to clear all code from this processor?
logic.globals = Built-in Variables logic.globals = Built-in Variables
editor.name = Название: editor.name = Название:
editor.spawn = Создать боевую единицу editor.spawn = Создать боевую единицу
@@ -582,6 +588,7 @@ filter.clear = Очистить
filter.option.ignore = Игнорировать filter.option.ignore = Игнорировать
filter.scatter = Сеятель filter.scatter = Сеятель
filter.terrain = Ландшафт filter.terrain = Ландшафт
filter.logic = Logic
filter.option.scale = Масштаб фильтра filter.option.scale = Масштаб фильтра
filter.option.chance = Шанс filter.option.chance = Шанс
@@ -605,6 +612,8 @@ filter.option.floor2 = Вторая поверхность
filter.option.threshold2 = Вторичный предельный порог filter.option.threshold2 = Вторичный предельный порог
filter.option.radius = Радиус filter.option.radius = Радиус
filter.option.percentile = Процентиль filter.option.percentile = Процентиль
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.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.deletelocale = Are you sure you want to delete this locale bundle?
locales.applytoall = Apply Changes To All Locales locales.applytoall = Apply Changes To All Locales
@@ -974,6 +983,7 @@ stat.abilities = Способности
stat.canboost = Может взлететь stat.canboost = Может взлететь
stat.flying = Летающий stat.flying = Летающий
stat.ammouse = Использование боеприпасов stat.ammouse = Использование боеприпасов
stat.ammocapacity = Ammo Capacity
stat.damagemultiplier = Множитель урона stat.damagemultiplier = Множитель урона
stat.healthmultiplier = Множитель прочности stat.healthmultiplier = Множитель прочности
stat.speedmultiplier = Множитель скорости stat.speedmultiplier = Множитель скорости
@@ -1099,6 +1109,7 @@ unit.items = предметов
unit.thousands = к unit.thousands = к
unit.millions = М unit.millions = М
unit.billions = кM unit.billions = кM
unit.shots = shots
unit.pershot = /выстрел unit.pershot = /выстрел
category.purpose = Назначение category.purpose = Назначение
category.general = Основные category.general = Основные
@@ -1108,6 +1119,8 @@ category.items = Предметы
category.crafting = Ввод/вывод category.crafting = Ввод/вывод
category.function = Действие category.function = Действие
category.optional = Дополнительные улучшения 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.skipcoreanimation.name = Пропускать анимацию запуска/приземления ядра
setting.landscape.name = Только альбомный (горизонтальный) режим setting.landscape.name = Только альбомный (горизонтальный) режим
setting.shadows.name = Тени setting.shadows.name = Тени
@@ -1303,7 +1316,10 @@ rules.disableworldprocessors = Отключить мировые процесс
rules.schematic = Разрешить схемы rules.schematic = Разрешить схемы
rules.wavetimer = Интервал волн rules.wavetimer = Интервал волн
rules.wavesending = Отправка 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.waves = Волны
rules.airUseSpawns = Air units use spawn points
rules.attack = Режим атаки rules.attack = Режим атаки
rules.buildai = ИИ строит базы rules.buildai = ИИ строит базы
rules.buildaitier = Уровень баз ИИ rules.buildaitier = Уровень баз ИИ
@@ -2333,6 +2349,7 @@ lst.getflag = Проверяет, установлен ли глобальный
lst.setprop = Устанавливает свойство единицы или постройки. lst.setprop = Устанавливает свойство единицы или постройки.
lst.effect = Create a particle effect. lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.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.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction. lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first. 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.shootp = Стрельба в единицу/постройку с расчётом скорости.
lenum.config = Конфигурация постройки, например, предмет сортировки. lenum.config = Конфигурация постройки, например, предмет сортировки.
lenum.enabled = Включён ли блок. lenum.enabled = Включён ли блок.
laccess.currentammotype = Current ammo item/liquid of a turret.
laccess.color = Цвет осветителя. 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. 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.outx = Вывод X координаты.
unitlocate.outy = Вывод Y координаты. unitlocate.outy = Вывод Y координаты.
unitlocate.group = Группа построек для поиска. 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.idle = Остановка движения, но продолжение строительства/копания.\nСостояние по умолчанию.
lenum.stop = Остановка движения/копания/строительства. lenum.stop = Остановка движения/копания/строительства.
@@ -2520,7 +2539,7 @@ lenum.payenter = Войти/приземлиться на грузовой бл
lenum.flag = Числовой флаг единицы. lenum.flag = Числовой флаг единицы.
lenum.mine = Копание в заданной позиции. lenum.mine = Копание в заданной позиции.
lenum.build = Строительство блоков. 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.within = Проверка на нахождение единицы рядом с позицией.
lenum.boost = Включение/выключение полёта. 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. 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.

View File

@@ -438,6 +438,11 @@ editor.rules = Pravila:
editor.generation = Generisanje: editor.generation = Generisanje:
editor.objectives = Zadaci editor.objectives = Zadaci
editor.locales = Locale Bundles 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.ingame = Izmeni "U Igri"
editor.playtest = Testiranje editor.playtest = Testiranje
editor.publish.workshop = Objavi u Radionicu editor.publish.workshop = Objavi u Radionicu
@@ -494,6 +499,7 @@ editor.default = [lightgray]<Default>
details = Detalji... details = Detalji...
edit = Izmeni... edit = Izmeni...
variables = Varijabla variables = Varijabla
logic.clear.confirm = Are you sure you want to clear all code from this processor?
logic.globals = Built-in Variables logic.globals = Built-in Variables
editor.name = Ime: editor.name = Ime:
editor.spawn = Prizovi Jedinicu editor.spawn = Prizovi Jedinicu
@@ -582,6 +588,7 @@ filter.clear = Očisti
filter.option.ignore = Ignoriši filter.option.ignore = Ignoriši
filter.scatter = Razbaci filter.scatter = Razbaci
filter.terrain = Teren filter.terrain = Teren
filter.logic = Logic
filter.option.scale = Razmera filter.option.scale = Razmera
filter.option.chance = Šansa filter.option.chance = Šansa
@@ -605,6 +612,8 @@ filter.option.floor2 = Drugi Pod
filter.option.threshold2 = Secondary Threshold filter.option.threshold2 = Secondary Threshold
filter.option.radius = Radius filter.option.radius = Radius
filter.option.percentile = Percentile filter.option.percentile = Percentile
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.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.deletelocale = Are you sure you want to delete this locale bundle?
locales.applytoall = Apply Changes To All Locales locales.applytoall = Apply Changes To All Locales
@@ -975,6 +984,7 @@ stat.abilities = Spospbnosti
stat.canboost = Može lebdeti stat.canboost = Može lebdeti
stat.flying = Leteća jedinica stat.flying = Leteća jedinica
stat.ammouse = Upotreba municije stat.ammouse = Upotreba municije
stat.ammocapacity = Ammo Capacity
stat.damagemultiplier = Umnožavač štete stat.damagemultiplier = Umnožavač štete
stat.healthmultiplier = Umnožavač izdržljivosti stat.healthmultiplier = Umnožavač izdržljivosti
stat.speedmultiplier = Umnožavač brzine stat.speedmultiplier = Umnožavač brzine
@@ -1101,6 +1111,7 @@ unit.items = materijali
unit.thousands = hiljade unit.thousands = hiljade
unit.millions = milioni unit.millions = milioni
unit.billions = milijarde unit.billions = milijarde
unit.shots = shots
unit.pershot = /pucnju unit.pershot = /pucnju
category.purpose = Namena category.purpose = Namena
category.general = Opšte category.general = Opšte
@@ -1110,6 +1121,8 @@ category.items = Resursi
category.crafting = Ulaz/izlaz category.crafting = Ulaz/izlaz
category.function = Funkcija category.function = Funkcija
category.optional = Dotatna Poboljšanja 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.skipcoreanimation.name = Preskoči animacije sletanja i poletanja Jezgra.
setting.landscape.name = Zaključaj Orijentaciju setting.landscape.name = Zaključaj Orijentaciju
setting.shadows.name = Senke setting.shadows.name = Senke
@@ -1306,7 +1319,10 @@ rules.disableworldprocessors = Onesposobi Svetovne Procesore
rules.schematic = Šeme Su Dozvoljene rules.schematic = Šeme Su Dozvoljene
rules.wavetimer = Talasna Štoperica rules.wavetimer = Talasna Štoperica
rules.wavesending = Slanje Talasa 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.waves = Talasi
rules.airUseSpawns = Air units use spawn points
rules.attack = Mod Napada rules.attack = Mod Napada
rules.buildai = Base Builder AI rules.buildai = Base Builder AI
rules.buildaitier = Builder AI Tier 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.setprop = Sets a property of a unit or building.
lst.effect = Create a particle effect. lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.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.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction. lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first. 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.shootp = Shoot at a unit/building with velocity prediction.
lenum.config = Konfiguracija građevine, npr. sortirani materijal. lenum.config = Konfiguracija građevine, npr. sortirani materijal.
lenum.enabled = Da li je ova građevina osposobljena. lenum.enabled = Da li je ova građevina osposobljena.
laccess.currentammotype = Current ammo item/liquid of a turret.
laccess.color = Boja iluminatora. 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. 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.outx = Output X coordinate.
unitlocate.outy = Output Y coordinate. unitlocate.outy = Output Y coordinate.
unitlocate.group = Grupa građevina koja se traži. 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.idle = Zaustavi kretanje, ali nastavi gradnju/iskopavanje.\nThe default state.
lenum.stop = Zaustavi kretanje/gradnju/iskopavanje. 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.flag = Numeric unit flag.
lenum.mine = Mine at a position. lenum.mine = Mine at a position.
lenum.build = Build a structure. 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.within = Check if unit is near a position.
lenum.boost = Start/stop boosting. 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. 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.

View File

@@ -434,6 +434,11 @@ editor.rules = Regler:
editor.generation = Generering: editor.generation = Generering:
editor.objectives = Objectives editor.objectives = Objectives
editor.locales = Locale Bundles 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.ingame = Edit In-Game
editor.playtest = Playtest editor.playtest = Playtest
editor.publish.workshop = Publish On Workshop editor.publish.workshop = Publish On Workshop
@@ -489,6 +494,7 @@ editor.default = [lightgray]<Default>
details = Details... details = Details...
edit = Redigera... edit = Redigera...
variables = Vars variables = Vars
logic.clear.confirm = Are you sure you want to clear all code from this processor?
logic.globals = Built-in Variables logic.globals = Built-in Variables
editor.name = Namn: editor.name = Namn:
editor.spawn = Spawn Unit editor.spawn = Spawn Unit
@@ -576,6 +582,7 @@ filter.clear = Rensa
filter.option.ignore = Ignorera filter.option.ignore = Ignorera
filter.scatter = Sprid filter.scatter = Sprid
filter.terrain = Terräng filter.terrain = Terräng
filter.logic = Logic
filter.option.scale = Skala filter.option.scale = Skala
filter.option.chance = Chans filter.option.chance = Chans
filter.option.mag = Magnitud filter.option.mag = Magnitud
@@ -598,6 +605,8 @@ filter.option.floor2 = Secondary Floor
filter.option.threshold2 = Secondary Threshold filter.option.threshold2 = Secondary Threshold
filter.option.radius = Radie filter.option.radius = Radie
filter.option.percentile = Percentile filter.option.percentile = Percentile
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.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.deletelocale = Are you sure you want to delete this locale bundle?
locales.applytoall = Apply Changes To All Locales locales.applytoall = Apply Changes To All Locales
@@ -962,6 +971,7 @@ stat.abilities = Abilities
stat.canboost = Can Boost stat.canboost = Can Boost
stat.flying = Flying stat.flying = Flying
stat.ammouse = Ammo Use stat.ammouse = Ammo Use
stat.ammocapacity = Ammo Capacity
stat.damagemultiplier = Damage Multiplier stat.damagemultiplier = Damage Multiplier
stat.healthmultiplier = Health Multiplier stat.healthmultiplier = Health Multiplier
stat.speedmultiplier = Speed Multiplier stat.speedmultiplier = Speed Multiplier
@@ -1088,6 +1098,7 @@ unit.items = föremål
unit.thousands = k unit.thousands = k
unit.millions = mil unit.millions = mil
unit.billions = b unit.billions = b
unit.shots = shots
unit.pershot = /shot unit.pershot = /shot
category.purpose = Purpose category.purpose = Purpose
category.general = Allmänt category.general = Allmänt
@@ -1097,6 +1108,8 @@ category.items = Föremål
category.crafting = Inmatning/Utmatning category.crafting = Inmatning/Utmatning
category.function = Function category.function = Function
category.optional = Optional Enhancements 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.skipcoreanimation.name = Skip Core Launch/Land Animation
setting.landscape.name = Lock Landscape setting.landscape.name = Lock Landscape
setting.shadows.name = Skuggor setting.shadows.name = Skuggor
@@ -1293,7 +1306,10 @@ rules.disableworldprocessors = Disable World Processors
rules.schematic = Schematics Allowed rules.schematic = Schematics Allowed
rules.wavetimer = Vågtimer rules.wavetimer = Vågtimer
rules.wavesending = Wave Sending 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.waves = Vågor
rules.airUseSpawns = Air units use spawn points
rules.attack = Attack Mode rules.attack = Attack Mode
rules.buildai = Base Builder AI rules.buildai = Base Builder AI
rules.buildaitier = Builder AI Tier 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.setprop = Sets a property of a unit or building.
lst.effect = Create a particle effect. lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.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.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction. lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first. 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.shootp = Shoot at a unit/building with velocity prediction.
lenum.config = Building configuration, e.g. sorter item. lenum.config = Building configuration, e.g. sorter item.
lenum.enabled = Whether the block is enabled. lenum.enabled = Whether the block is enabled.
laccess.currentammotype = Current ammo item/liquid of a turret.
laccess.color = Illuminator color. 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.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. 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.outx = Output X coordinate.
unitlocate.outy = Output Y coordinate. unitlocate.outy = Output Y coordinate.
unitlocate.group = Building group to look for. 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.idle = Don't move, but keep building/mining.\nThe default state.
lenum.stop = Stop moving/mining/building. lenum.stop = Stop moving/mining/building.
lenum.unbind = Completely disable logic control.\nResume standard AI. 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.flag = Numeric unit flag.
lenum.mine = Mine at a position. lenum.mine = Mine at a position.
lenum.build = Build a structure. 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.within = Check if unit is near a position.
lenum.boost = Start/stop boosting. 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. 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.

View File

@@ -438,6 +438,11 @@ editor.rules = กฎ
editor.generation = เจนเนอเรชั่น editor.generation = เจนเนอเรชั่น
editor.objectives = เป้าหมาย editor.objectives = เป้าหมาย
editor.locales = Locale Bundles 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.ingame = แก้ไขในเกม
editor.playtest = เล่นทดสอบ editor.playtest = เล่นทดสอบ
editor.publish.workshop = เผยแพร่บนเวิร์กช็อป editor.publish.workshop = เผยแพร่บนเวิร์กช็อป
@@ -494,6 +499,7 @@ editor.default = [lightgray]<ค่าเริ่มต้น>
details = รายละเอียด... details = รายละเอียด...
edit = แก้ไข... edit = แก้ไข...
variables = ตัวแปร variables = ตัวแปร
logic.clear.confirm = Are you sure you want to clear all code from this processor?
logic.globals = Built-in Variables logic.globals = Built-in Variables
editor.name = ชื่อ: editor.name = ชื่อ:
editor.spawn = สร้างยูนิต editor.spawn = สร้างยูนิต
@@ -582,6 +588,7 @@ filter.clear = เคลียร์
filter.option.ignore = เพิกเฉย filter.option.ignore = เพิกเฉย
filter.scatter = กระจาย filter.scatter = กระจาย
filter.terrain = พื้นผิว filter.terrain = พื้นผิว
filter.logic = Logic
filter.option.scale = มาตราส่วน filter.option.scale = มาตราส่วน
filter.option.chance = โอกาส filter.option.chance = โอกาส
@@ -605,6 +612,8 @@ filter.option.floor2 = พื้นชั้นสอง
filter.option.threshold2 = เกณฑ์ชั้นสอง filter.option.threshold2 = เกณฑ์ชั้นสอง
filter.option.radius = รัศมี filter.option.radius = รัศมี
filter.option.percentile = เปอร์เซ็นต์ไทล์ filter.option.percentile = เปอร์เซ็นต์ไทล์
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.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.deletelocale = Are you sure you want to delete this locale bundle?
locales.applytoall = Apply Changes To All Locales locales.applytoall = Apply Changes To All Locales
@@ -975,6 +984,7 @@ stat.abilities = ทักษะ
stat.canboost = บูสต์ได้ stat.canboost = บูสต์ได้
stat.flying = บินได้ stat.flying = บินได้
stat.ammouse = การใช้กระสุน stat.ammouse = การใช้กระสุน
stat.ammocapacity = Ammo Capacity
stat.damagemultiplier = พหุคูณดาเมจ stat.damagemultiplier = พหุคูณดาเมจ
stat.healthmultiplier = พหุคูณพลังชีวิต stat.healthmultiplier = พหุคูณพลังชีวิต
stat.speedmultiplier = พหุคูณความเร็ว stat.speedmultiplier = พหุคูณความเร็ว
@@ -1100,6 +1110,7 @@ unit.items = ไอเท็ม
unit.thousands = k unit.thousands = k
unit.millions = mil unit.millions = mil
unit.billions = b unit.billions = b
unit.shots = shots
unit.pershot = /การยิง unit.pershot = /การยิง
category.purpose = วัตถุประสงค์ category.purpose = วัตถุประสงค์
category.general = ทั่วไป category.general = ทั่วไป
@@ -1109,6 +1120,8 @@ category.items = ไอเท็ม
category.crafting = การผลิต category.crafting = การผลิต
category.function = ฟังค์ชั่น category.function = ฟังค์ชั่น
category.optional = ทางเลือกการเพิ่มประสิทธิภาพ 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.skipcoreanimation.name = ข้ามแอนิเมชั่นการบิน/ลงจอดของแกนกลาง
setting.landscape.name = ล็อกภูมิทัศน์แนวนอน setting.landscape.name = ล็อกภูมิทัศน์แนวนอน
setting.shadows.name = เงา setting.shadows.name = เงา
@@ -1305,7 +1318,10 @@ rules.disableworldprocessors = ปิดการทำงานของตั
rules.schematic = อนุญาตให้ใช้แผนผัง rules.schematic = อนุญาตให้ใช้แผนผัง
rules.wavetimer = นับถอยหลังการปล่อยคลื่น rules.wavetimer = นับถอยหลังการปล่อยคลื่น
rules.wavesending = กดเพื่อปล่อยคลื่น 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.waves = คลื่น
rules.airUseSpawns = Air units use spawn points
rules.attack = โหมดการโจมตี rules.attack = โหมดการโจมตี
rules.buildai = AI สร้างฐานทัพ rules.buildai = AI สร้างฐานทัพ
rules.buildaitier = ระดับการสร้างของ AI rules.buildaitier = ระดับการสร้างของ AI
@@ -2351,6 +2367,7 @@ lst.getflag = เช็กว่าธงทั่วโลกนั้นได
lst.setprop = ตั้งค่าคุณสมบัติของยูนิตและสิ่งก่อสร้าง lst.setprop = ตั้งค่าคุณสมบัติของยูนิตและสิ่งก่อสร้าง
lst.effect = Create a particle effect. lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.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.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction. lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first. 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.shootp = ยิงเป้าหมายโดยมีการคำนวณการยิง
lenum.config = การกำหนดค่าของสิ่งก่อสร้าง เช่น ไอเท็มของเครื่องคัดแยก lenum.config = การกำหนดค่าของสิ่งก่อสร้าง เช่น ไอเท็มของเครื่องคัดแยก
lenum.enabled = ว่าบล็อกเปิดใช้งาน/ทำงานอยู่หรือเปล่า lenum.enabled = ว่าบล็อกเปิดใช้งาน/ทำงานอยู่หรือเปล่า
laccess.currentammotype = Current ammo item/liquid of a turret.
laccess.color = สีของตัวเปล่งแสง laccess.color = สีของตัวเปล่งแสง
laccess.controller = ผู้ควบคุมยูนิต ถ้าผู้ควบคุมคือตัวประมวลผล จะส่งกลับค่า processor\nนอกนั้น จะส่งกลับค่าตัวยูนิตเอง laccess.controller = ผู้ควบคุมยูนิต ถ้าผู้ควบคุมคือตัวประมวลผล จะส่งกลับค่า processor\nนอกนั้น จะส่งกลับค่าตัวยูนิตเอง
@@ -2521,6 +2539,7 @@ unitlocate.building = ตัวแปรสิ่งก่อสร้างท
unitlocate.outx = ตัวแปรพิกัด X unitlocate.outx = ตัวแปรพิกัด X
unitlocate.outy = ตัวแปรพิกัด Y unitlocate.outy = ตัวแปรพิกัด Y
unitlocate.group = กลุ่มสิ่งก่อสร้างที่มองหา 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.idle = หยุดขยับ แต่ยังคงขุด/ก่อสร้าง\nสถานะเริ่มต้นของยูนิต
lenum.stop = หยุดขยับ/ขุด/ก่อสร้าง lenum.stop = หยุดขยับ/ขุด/ก่อสร้าง
@@ -2539,7 +2558,7 @@ lenum.payenter = เข้าไป/ลงจอดบนบล็อกบร
lenum.flag = ปักธงยูนิตเป็นหมายเลข lenum.flag = ปักธงยูนิตเป็นหมายเลข
lenum.mine = ขุดที่ตำแหน่งเป้าหมาย lenum.mine = ขุดที่ตำแหน่งเป้าหมาย
lenum.build = สร้างสิ่งก่อสร้าง 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.within = ตรวจสอบว่ายูนิตนั้นอยู่ในระยะหรือไม่
lenum.boost = เริ่ม/หยุดการบูสต์ 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. 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.

View File

@@ -434,6 +434,11 @@ editor.rules = Rules:
editor.generation = Generation: editor.generation = Generation:
editor.objectives = Objectives editor.objectives = Objectives
editor.locales = Locale Bundles 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.ingame = Edit In-Game
editor.playtest = Playtest editor.playtest = Playtest
editor.publish.workshop = Publish On Workshop editor.publish.workshop = Publish On Workshop
@@ -489,6 +494,7 @@ editor.default = [lightgray]<Default>
details = Details... details = Details...
edit = Edit... edit = Edit...
variables = Vars variables = Vars
logic.clear.confirm = Are you sure you want to clear all code from this processor?
logic.globals = Built-in Variables logic.globals = Built-in Variables
editor.name = isim: editor.name = isim:
editor.spawn = Spawn Unit editor.spawn = Spawn Unit
@@ -576,6 +582,7 @@ filter.clear = Clear
filter.option.ignore = Ignore filter.option.ignore = Ignore
filter.scatter = Scatter filter.scatter = Scatter
filter.terrain = Terrain filter.terrain = Terrain
filter.logic = Logic
filter.option.scale = Scale filter.option.scale = Scale
filter.option.chance = Chance filter.option.chance = Chance
filter.option.mag = Magnitude filter.option.mag = Magnitude
@@ -598,6 +605,8 @@ filter.option.floor2 = Secondary Floor
filter.option.threshold2 = Secondary Threshold filter.option.threshold2 = Secondary Threshold
filter.option.radius = Radius filter.option.radius = Radius
filter.option.percentile = Percentile filter.option.percentile = Percentile
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.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.deletelocale = Are you sure you want to delete this locale bundle?
locales.applytoall = Apply Changes To All Locales locales.applytoall = Apply Changes To All Locales
@@ -962,6 +971,7 @@ stat.abilities = Abilities
stat.canboost = Can Boost stat.canboost = Can Boost
stat.flying = Flying stat.flying = Flying
stat.ammouse = Ammo Use stat.ammouse = Ammo Use
stat.ammocapacity = Ammo Capacity
stat.damagemultiplier = Damage Multiplier stat.damagemultiplier = Damage Multiplier
stat.healthmultiplier = Health Multiplier stat.healthmultiplier = Health Multiplier
stat.speedmultiplier = Speed Multiplier stat.speedmultiplier = Speed Multiplier
@@ -1088,6 +1098,7 @@ unit.items = esya
unit.thousands = k unit.thousands = k
unit.millions = mil unit.millions = mil
unit.billions = b unit.billions = b
unit.shots = shots
unit.pershot = /shot unit.pershot = /shot
category.purpose = Purpose category.purpose = Purpose
category.general = General category.general = General
@@ -1097,6 +1108,8 @@ category.items = esyalar
category.crafting = uretim category.crafting = uretim
category.function = Function category.function = Function
category.optional = Optional Enhancements 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.skipcoreanimation.name = Skip Core Launch/Land Animation
setting.landscape.name = Lock Landscape setting.landscape.name = Lock Landscape
setting.shadows.name = Shadows setting.shadows.name = Shadows
@@ -1293,7 +1306,10 @@ rules.disableworldprocessors = Disable World Processors
rules.schematic = Schematics Allowed rules.schematic = Schematics Allowed
rules.wavetimer = Wave Timer rules.wavetimer = Wave Timer
rules.wavesending = Wave Sending 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.waves = Waves
rules.airUseSpawns = Air units use spawn points
rules.attack = Attack Mode rules.attack = Attack Mode
rules.buildai = Base Builder AI rules.buildai = Base Builder AI
rules.buildaitier = Builder AI Tier 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.setprop = Sets a property of a unit or building.
lst.effect = Create a particle effect. lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.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.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction. lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first. 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.shootp = Shoot at a unit/building with velocity prediction.
lenum.config = Building configuration, e.g. sorter item. lenum.config = Building configuration, e.g. sorter item.
lenum.enabled = Whether the block is enabled. lenum.enabled = Whether the block is enabled.
laccess.currentammotype = Current ammo item/liquid of a turret.
laccess.color = Illuminator color. 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.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. 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.outx = Output X coordinate.
unitlocate.outy = Output Y coordinate. unitlocate.outy = Output Y coordinate.
unitlocate.group = Building group to look for. 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.idle = Don't move, but keep building/mining.\nThe default state.
lenum.stop = Stop moving/mining/building. lenum.stop = Stop moving/mining/building.
lenum.unbind = Completely disable logic control.\nResume standard AI. 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.flag = Numeric unit flag.
lenum.mine = Mine at a position. lenum.mine = Mine at a position.
lenum.build = Build a structure. 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.within = Check if unit is near a position.
lenum.boost = Start/stop boosting. 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. 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.

View File

@@ -2,16 +2,16 @@ credits.text = [royal]Anuken[] tarafından yapıldı - [sky]anukendev@gmail.com[
credits = Jenerik credits = Jenerik
contributors = Çevirmenler ve Katkıda Bulunanlar contributors = Çevirmenler ve Katkıda Bulunanlar
discord = Mindustry'nin Discord sunucusuna Katıl! 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.reddit.description = Mindustry subreddit'i
link.github.description = Oyun Kaynak Kodu link.github.description = Oyun Kaynak Kodu
link.changelog.description = Güncelleme değişikliklerinin listesi link.changelog.description = Güncelleme değişikliklerinin listesi
link.dev-builds.description = Dengesiz Oyun Sürümleri 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.itch.io.description = itch.io sayfası
link.google-play.description = Google Play mağaza sayfası link.google-play.description = Google Play mağaza sayfası
link.f-droid.description = F-Droid kataloğu 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.suggestions.description = Yeni özellikler öner
link.bug.description = Hata mı buldun? Hemen şikayet et! link.bug.description = Hata mı buldun? Hemen şikayet et!
linkopen = Bu Server sana bir link gönderdi. Açmak istediğine emin misin?\n\n[sky]{0} 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.system = Sistem
load.mod = Modlar load.mod = Modlar
load.scripts = Betikler load.scripts = Betikler
#the_pawsy tamam be, update atıyom... -RT
be.update = Yeni bir erken erişim sürümü var: be.update = Yeni bir erken erişim sürümü var:
be.update.confirm = İndirip yeniden başlatılsın mı? be.update.confirm = İndirip yeniden başlatılsın mı?
be.updating = Yeni sürüm yükleniyor... be.updating = Yeni sürüm yükleniyor...
@@ -57,7 +57,7 @@ mods.browser.sortstars = Yıldıza göre Sırala
schematic = Şema schematic = Şema
schematic.add = Şemayı Kaydet... schematic.add = Şemayı Kaydet...
schematics = Şemalar schematics = Şemalar
schematic.search = Search schematics... schematic.search = Şema Arat...
schematic.replace = Aynı isimde bir şema zaten var. Üzerine yazılsın mı? schematic.replace = Aynı isimde bir şema zaten var. Üzerine yazılsın mı?
schematic.exists = Aynı isimde bir şema zaten var. schematic.exists = Aynı isimde bir şema zaten var.
schematic.import = Şemayı İçeri Aktar schematic.import = Şemayı İçeri Aktar
@@ -70,7 +70,7 @@ schematic.shareworkshop = Atölyede paylaş
schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Şemayı döndür schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Şemayı döndür
schematic.saved = Şema Kaydedildi. schematic.saved = Şema Kaydedildi.
schematic.delete.confirm = Bu şema tamamen silinecek. schematic.delete.confirm = Bu şema tamamen silinecek.
schematic.edit = Edit Schematic schematic.edit = Şemayı Düzenle
schematic.info = {0}x{1}, {2} blok 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.disabled = [scarlet]Şema devre dışı bırakıldı[]\nBu şemayı [accent]bu haritada[] veya [accent]server'da kullanma iznin yok.
schematic.tags = Etiketler: schematic.tags = Etiketler:
@@ -79,7 +79,7 @@ schematic.addtag = Etiket Ekle
schematic.texttag = Yazı Etiketi schematic.texttag = Yazı Etiketi
schematic.icontag = İkon Etiketi schematic.icontag = İkon Etiketi
schematic.renametag = Etiketi Yeniden Adlandır schematic.renametag = Etiketi Yeniden Adlandır
schematic.tagged = {0} tagged schematic.tagged = {0} etiketli
schematic.tagdelconfirm = Bu Etiketi Silmek istediğine emin misin? schematic.tagdelconfirm = Bu Etiketi Silmek istediğine emin misin?
schematic.tagexists = Böyle bir Etiket zaten var. schematic.tagexists = Böyle bir Etiket zaten var.
@@ -112,7 +112,7 @@ none.inmap = [lightgray]<Haritada Bulunamadı>
minimap = Harita minimap = Harita
position = Konum position = Konum
close = Kapat close = Kapat
website = Web sitesi website = Websitesi
quit = Çık quit = Çık
save.quit = Kaydet & Çık save.quit = Kaydet & Çık
maps = Haritalar maps = Haritalar
@@ -151,10 +151,10 @@ mod.incompatiblemod = [red]Sürüm Uyuşmazlığı
mod.blacklisted = [red]Desteklenmeyen Sürüm mod.blacklisted = [red]Desteklenmeyen Sürüm
mod.unmetdependencies = [red]Uyuşmayan Modlar. mod.unmetdependencies = [red]Uyuşmayan Modlar.
mod.erroredcontent = [scarlet]İçerik hatası. mod.erroredcontent = [scarlet]İçerik hatası.
mod.circulardependencies = [red]Circular Dependencies mod.circulardependencies = [red]Döngüsel Bağımlılıklar
mod.incompletedependencies = [red]Incomplete Dependencies 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.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.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.missingdependencies.details = Bu Mod, şu ek modları gerektiriyor: {0}
mod.erroredcontent.details = Bu mod yüklenirken hata veriyor, yapımcıdan hataları düzeltmesini isteyin. 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.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.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.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.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.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. 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! available = Yeni Araştırma Mümkün!
unlock.incampaign = < Detaylar için Mücadelede Araştır > unlock.incampaign = < Detaylar için Mücadelede Araştır >
campaign.select = Başlangıç Mücadelesi Seç campaign.select = Başlangıç Mücadelesi Seç
campaign.none = [lightgray]Başlamak için bir gezegen seç.\nBu herhangi bir zamanda değiştirlebilir. campaign.none = [lightgray]Başlamak için bir gezegen seç.\nBu seçim herhangi bir zamanda değiştirlebilir.
campaign.erekir = Daha yeni ve cilalanmış içerikler. Genellikle stabil ilerleme.\n\nDaha kaliteli haritalar ve deneyim. 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. campaign.serpulo = Eski içerik; klasik deneyim. Daha serbest.\n\nDaha dengesiz harita ve deneyim. Cilayı unutmuşlar işte...
completed = [accent]Tamamlandı completed = [accent]Tamamlandı
techtree = Teknoloji Ağacı techtree = Teknoloji Ağacı
techtree.select = Teknoloji Ağacı Seç 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.nameInUse = Sunucuda zaten o isimde biri var.
server.kicked.nameEmpty = Seçtiğin isim geçersiz. server.kicked.nameEmpty = Seçtiğin isim geçersiz.
server.kicked.idInUse = Zaten bu sunucudasın! İki hesapla bir sunucuya bağlanamazsın. 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.gameover = Oyun bitti!
server.kicked.serverRestarting = Sunucu yeniden başlatılıyor... server.kicked.serverRestarting = Sunucu yeniden başlatılıyor...
server.versions = Kullandığın Sürüm:[accent] {0}[]\nSunucunun Sürümü:[accent] {1}[] 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} server.error = [crimson]Sunucu kurulamadı: [accent]{0}
save.new = Yeni kayıt save.new = Yeni kayıt
save.overwrite = Bu kaydın üstüne yazmak istediğine\nemin misin? 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 overwrite = Üstüne yaz
save.none = Kayıt bulunamadı! save.none = Kayıt bulunamadı!
savefail = Oyun kaydedilemedi! 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.delete = Sil
save.export = Kaydı Dışa Aktar save.export = Kaydı Dışa Aktar
save.import.invalid = [accent]Bu kayıt geçersiz! save.import.invalid = [accent]Bu kayıt geçersiz!
@@ -340,14 +340,14 @@ open = Aç
customize = Kuralları Özelleştir customize = Kuralları Özelleştir
cancel = İptal cancel = İptal
command = Komuta Modu command = Komuta Modu
command.queue = [lightgray][Queuing] command.queue = [lightgray][Sıralanıyor]
command.mine = Kaz command.mine = Kaz
command.repair = Tamir Et command.repair = Tamir Et
command.rebuild = Yeniden İnşaa Et command.rebuild = Yeniden İnşaa Et
command.assist = Oyuncuya Yardım Et command.assist = Oyuncuya Yardım Et
command.move = Hareket Et command.move = Hareket Et
command.boost = Boost command.boost = Gazla
command.enterPayload = Enter Payload Block command.enterPayload = Kargo Bloğu Seç
command.loadUnits = Birim Yükle command.loadUnits = Birim Yükle
command.loadBlocks = Blok Yükle command.loadBlocks = Blok Yükle
command.unloadPayload = Birim Bırak command.unloadPayload = Birim Bırak
@@ -383,17 +383,17 @@ resumebuilding = [scarlet][[{0}][] İnşaata devam et
enablebuilding = [scarlet][[{0}][] İnşa Etmeyi Başlat enablebuilding = [scarlet][[{0}][] İnşa Etmeyi Başlat
showui = Arayüz Kapalı.\nAçmak için [accent][[{0}][] bas. showui = Arayüz Kapalı.\nAçmak için [accent][[{0}][] bas.
commandmode.name = [accent]Komuta Modu commandmode.name = [accent]Komuta Modu
commandmode.nounits = [no units] commandmode.nounits = [birim yok]
wave = [accent]Dalga {0} wave = [accent]Dalga {0}
wave.cap = [accent]Dalga {0}/{1} wave.cap = [accent]Dalga {0}/{1}
wave.waiting = [lightgray]{0} saniye içinde dalga başlayacak wave.waiting = [lightgray]{0} saniye içinde dalga başlayacak
wave.waveInProgress = [lightgray]Dalga gerçekleşiyor wave.waveInProgress = [lightgray]Dalga gerçekleşiyor
waiting = [lightgray]Bekleniliyor... waiting = [lightgray]Bekleniliyor...
waiting.players = Oyuncular 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.enemycores = [accent]{0}[lightgray] Düşman Merkezler
wave.enemycore = [accent]{0}[lightgray] Düşman Merkez 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 = [accent]{0}[] dalga sonra gardiyan yaklaşıyor.
wave.guardianwarn.one = [accent]{0}[] dalga sonra gardiyan yaklaşıyor. wave.guardianwarn.one = [accent]{0}[] dalga sonra gardiyan yaklaşıyor.
loadimage = Resim Aç loadimage = Resim Aç
@@ -437,7 +437,12 @@ editor.waves = Dalgalar:
editor.rules = Kurallar: editor.rules = Kurallar:
editor.generation = Oluşum: editor.generation = Oluşum:
editor.objectives = Görevler: editor.objectives = Görevler:
editor.locales = Locale Bundles editor.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.ingame = Oyun içinde düzenle
editor.playtest = Test Et editor.playtest = Test Et
editor.publish.workshop = Atölyede Yayınla editor.publish.workshop = Atölyede Yayınla
@@ -469,7 +474,7 @@ waves.max = maks birim
waves.guardian = Gardiyan waves.guardian = Gardiyan
waves.preview = Önizleme waves.preview = Önizleme
waves.edit = Düzenle... waves.edit = Düzenle...
waves.random = Random waves.random = Rastgele
waves.copy = Panodan kopyala waves.copy = Panodan kopyala
waves.load = Panodan yükle waves.load = Panodan yükle
waves.invalid = Panoda geçersiz dalga sayısı var. waves.invalid = Panoda geçersiz dalga sayısı var.
@@ -480,8 +485,8 @@ waves.sort.reverse = Ters Sırala
waves.sort.begin = Başla waves.sort.begin = Başla
waves.sort.health = Can waves.sort.health = Can
waves.sort.type = Tür waves.sort.type = Tür
waves.search = Search waves... waves.search = Dalga ara...
waves.filter = Unit Filter waves.filter = Birim Filtresi
waves.units.hide = Hepsini Gizle waves.units.hide = Hepsini Gizle
waves.units.show = Hepsini Göster waves.units.show = Hepsini Göster
@@ -494,7 +499,8 @@ editor.default = [lightgray]<Varsayılan>
details = Detaylar... details = Detaylar...
edit = Düzenle... edit = Düzenle...
variables = Değişkenler 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.name = İsim:
editor.spawn = Birim Oluştur editor.spawn = Birim Oluştur
editor.removeunit = Birim Kaldır 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.errornot = Bu bir harita dosyası değil.
editor.errorheader = Bu harita dosyası geçerli değil ya da bozuk. editor.errorheader = Bu harita dosyası geçerli değil ya da bozuk.
editor.errorname = Haritanın ismi yok!?! Bir kayıt dosyası mı yüklemeye çalışıyorsunuz? editor.errorname = Haritanın ismi yok!?! Bir kayıt dosyası mı yüklemeye çalışıyorsunuz?
editor.errorlocales = Error reading invalid locale bundles. editor.errorlocales = Yerel Paketleri okurkan hata oluştu.
editor.update = Güncelle editor.update = Güncelle
editor.randomize = Rastgele Yap editor.randomize = Rastgele Yap
editor.moveup = Yukarı Kaydır editor.moveup = Yukarı Kaydır
@@ -518,7 +524,7 @@ editor.sectorgenerate = Sektör Oluştur
editor.resize = Yeniden Boyutlandır editor.resize = Yeniden Boyutlandır
editor.loadmap = Harita Yükle editor.loadmap = Harita Yükle
editor.savemap = Haritayı Kaydet editor.savemap = Haritayı Kaydet
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them? editor.savechanges = [scarlet]Kaydedilmemiş değişiklerin var!\n\n[]Onları kaydetsen mi acaba?
editor.saved = Kaydedildi! editor.saved = Kaydedildi!
editor.save.noname = Haritanın bir ismi yok! 'Harita bilgileri' menüsünden bir isim seç. editor.save.noname = Haritanın bir ismi yok! 'Harita bilgileri' menüsünden bir isim seç.
editor.save.overwrite = Haritan bir yerleşik haritayla örtüşüyor! 'Harita bilgileri' menüsünden farklı bir isim seç. editor.save.overwrite = Haritan bir yerleşik haritayla örtüşüyor! 'Harita bilgileri' menüsünden farklı bir isim seç.
@@ -557,14 +563,14 @@ toolmode.eraseores = Maden Sil
toolmode.eraseores.description = Sadece madenleri siler.. toolmode.eraseores.description = Sadece madenleri siler..
toolmode.fillteams = Takımları Doldur toolmode.fillteams = Takımları Doldur
toolmode.fillteams.description = Bloklar yerine takımları doldurur. toolmode.fillteams.description = Bloklar yerine takımları doldurur.
toolmode.fillerase = Fill Erase toolmode.fillerase = Doldurarak Sil
toolmode.fillerase.description = Erase blocks of the same type. toolmode.fillerase.description = Anyı tip blokları sil.
toolmode.drawteams = Takım Çiz toolmode.drawteams = Takım Çiz
toolmode.drawteams.description = Bloklar yerine takımları çizer.. toolmode.drawteams.description = Bloklar yerine takımları çizer..
toolmode.underliquid = Sıvı Altı toolmode.underliquid = Sıvı Altı
toolmode.underliquid.description = Sıvıların altına zemin koyma. 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.distort = Çarpıt
filter.noise = Gürültü filter.noise = Gürültü
@@ -582,6 +588,7 @@ filter.clear = Temizle
filter.option.ignore = Yoksay filter.option.ignore = Yoksay
filter.scatter = Saç filter.scatter = Saç
filter.terrain = Arazi filter.terrain = Arazi
filter.logic = Mantık
filter.option.scale = Ölçek filter.option.scale = Ölçek
filter.option.chance = Şans filter.option.chance = Şans
@@ -605,23 +612,25 @@ filter.option.floor2 = İkincil Duvar
filter.option.threshold2 = İkincil Eşik filter.option.threshold2 = İkincil Eşik
filter.option.radius = Yarıçap filter.option.radius = Yarıçap
filter.option.percentile = Yüzdelik filter.option.percentile = Yüzdelik
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {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) filter.option.code = Kod
locales.deletelocale = Are you sure you want to delete this locale bundle? filter.option.loop = Döngü
locales.applytoall = Apply Changes To All Locales 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.addtoother = Add To Other Locales locales.deletelocale = Bu yerel dil paketini silmek istediğine emin misin?
locales.rollback = Rollback to last applied locales.applytoall = Değişiklikleri TÜM yerel paketlere uygula
locales.filter = Property filter locales.addtoother = Başka yerel paket ekle
locales.searchname = Search name... locales.rollback = En sonki değişikliğe geri al
locales.searchvalue = Search value... locales.filter = Özellik Filtresi
locales.searchlocale = Search locale... locales.searchname = İsim arat...
locales.byname = By name locales.searchvalue = Değer arat...
locales.byvalue = By value locales.searchlocale = Yerel Paket arat...
locales.showcorrect = Show properties that are present in all locales and have unique values everywhere locales.byname = İsme göre
locales.showmissing = Show properties that are missing in some locales locales.byvalue = Değere göre
locales.showsame = Show properties that have same values in different locales locales.showcorrect = Tüm yerel paketlerde bulunan ve her yerde olan değerleri her yerde göster
locales.viewproperty = View in all locales locales.showmissing = Bazı yerel paketlerde eksik olan değerleri göster
locales.viewing = Viewing property "{0}" locales.showsame = Başka yerel paketlerde aynı isme sahip değerleri göster
locales.addicon = Add Icon locales.viewproperty = Tüm yerel paketlerde göster
locales.viewing = Görünüm tipi "{0}"
locales.addicon = İkon ekle
width = En: width = En:
height = Boy: height = Boy:
@@ -675,11 +684,11 @@ marker.shapetext.name = Şekilli Yazı
marker.point.name = Point marker.point.name = Point
marker.shape.name = Şekil marker.shape.name = Şekil
marker.text.name = Yazı marker.text.name = Yazı
marker.line.name = Line marker.line.name = Hat
marker.quad.name = Quad marker.quad.name = Dörtlü
marker.texture.name = Texture marker.texture.name = Doku
marker.background = Arkaplan marker.background = Arka Plan
marker.outline = Anahat marker.outline = Ana Hat
objective.research = [accent]Araştır:\n[]{0}[lightgray]{1} objective.research = [accent]Araştır:\n[]{0}[lightgray]{1}
objective.produce = [accent]Üret:\n[]{0}[lightgray]{1} objective.produce = [accent]Üret:\n[]{0}[lightgray]{1}
objective.destroyblock = [accent]Yok Et:\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.missingresources = [scarlet]Yetersiz Merkez Kaynakları
sector.attacked = Sektör [accent]{0}[white] saldırı altında! sector.attacked = Sektör [accent]{0}[white] saldırı altında!
sector.lost = Sektör [accent]{0}[white] kaybedildi! sector.lost = Sektör [accent]{0}[white] kaybedildi!
sector.capture = Sector [accent]{0}[white]Captured! sector.capture = Sektör [accent]{0}[white]Ele geçirildi!
sector.capture.current = Sector Captured! sector.capture.current = Sektör Ele geçirildi!
sector.changeicon = İkon Değiştir sector.changeicon = İkon Değiştir
sector.noswitch.title = Sektör Değiştirilemiyor sector.noswitch.title = Sektör Değiştirilemiyor
sector.noswitch = Bir Sektör saldırı altındayken başka bir sektöre geçemezsin.\n\nSektör: [accent]{1}[] deki [accent]{0}[] 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.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.onset.name = Yeni Başlangıç
sector.aegis.name = Siper sector.aegis.name = Siper
sector.lake.name = Göletcik sector.lake.name = Göletçik
sector.intersect.name = Kesişim sector.intersect.name = Kesişim
sector.atlas.name = Atlas sector.atlas.name = Atlas
sector.split.name = Ayrılım sector.split.name = Ayrılım
@@ -865,7 +874,7 @@ status.overdrive.name = Yüksek Hızlı
status.overclock.name = Hızlandırlımış status.overclock.name = Hızlandırlımış
status.shocked.name = Çarpılmış status.shocked.name = Çarpılmış
status.blasted.name = Patlatılmış status.blasted.name = Patlatılmış
status.unmoving.name = Sabit status.unmoving.name = Sabitlenmiş
status.boss.name = Gardiyan status.boss.name = Gardiyan
settings.language = Dil settings.language = Dil
@@ -877,7 +886,7 @@ settings.controls = Kontroller
settings.game = Oyun settings.game = Oyun
settings.sound = Ses settings.sound = Ses
settings.graphics = Grafikler 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.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.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? settings.clearsaves.confirm = Tüm kayıtlarınızı silmek istediğinizden emin misiniz?
@@ -961,7 +970,7 @@ stat.flammability = Yanıcılık
stat.radioactivity = Radyoaktivite stat.radioactivity = Radyoaktivite
stat.charge = Elektrik Yükü stat.charge = Elektrik Yükü
stat.heatcapacity = Isı Kapasitesi stat.heatcapacity = Isı Kapasitesi
stat.viscosity = Viskosite stat.viscosity = Viskozite
stat.temperature = Sıcaklık stat.temperature = Sıcaklık
stat.speed = Hız stat.speed = Hız
stat.buildspeed = İnşa Hızı stat.buildspeed = İnşa Hızı
@@ -969,9 +978,10 @@ stat.minespeed = Kazı Hızı
stat.minetier = Kazı Seviyesi stat.minetier = Kazı Seviyesi
stat.payloadcapacity = Yük Kapasitesi stat.payloadcapacity = Yük Kapasitesi
stat.abilities = Kabiliyetler stat.abilities = Kabiliyetler
stat.canboost = İstekli Uçabilir stat.canboost = Gazlayabilir
stat.flying = Uçuyor stat.flying = Uçuyor
stat.ammouse = Mermi Kullanıyor stat.ammouse = Mermi Kullanıyor
stat.ammocapacity = Mermi Kapasitesi
stat.damagemultiplier = Hasar Çarpanı stat.damagemultiplier = Hasar Çarpanı
stat.healthmultiplier = Can Çarpanı stat.healthmultiplier = Can Çarpanı
stat.speedmultiplier = Hız Çarpanı stat.speedmultiplier = Hız Çarpanı
@@ -982,46 +992,46 @@ stat.immunities = Bağışıklıklar
stat.healing = Tamir Eder stat.healing = Tamir Eder
ability.forcefield = Güç Kalkanı 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 = Onarma Alanı
ability.repairfield.description = Repairs nearby units ability.repairfield.description = Etraftaki birimleri tamir eder
ability.statusfield = Hızlandırma Alanı 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 = Birliği Fabrikası
ability.unitspawn.description = Constructs units ability.unitspawn.description = Birim inşaa eder
ability.shieldregenfield = Kalkan Yenileme Alanı 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 = Hareket Enerjisi
ability.movelightning.description = Releases lightning while moving ability.movelightning.description = Hareket ederken yıldırım yardırır
ability.armorplate = Armor Plate ability.armorplate = Zırh Plakası
ability.armorplate.description = Reduces damage taken while shooting ability.armorplate.description = Ateş ederken alınan hasarı azaltır
ability.shieldarc = Ark Kalkanı 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 = Tamir Engelleme Alanı
ability.suppressionfield.description = Stops nearby repair buildings ability.suppressionfield.description = Yakındaki tamircileri durdurur
ability.energyfield = Güç Kalkanı ability.energyfield = Güç Kalkanı
ability.energyfield.description = Zaps nearby enemies ability.energyfield.description = Yakındaki düşmanları şoklar
ability.energyfield.healdescription = Zaps nearby enemies and heals allies ability.energyfield.healdescription = Yakındaki düşmanları şoklar, dostları tamir eder
ability.regen = Yenilenme ability.regen = Yenilenme
ability.regen.description = Regenerates own health over time ability.regen.description = Kendi canını zamanla tamir eder
ability.liquidregen = Liquid Absorption ability.liquidregen = Sıvı Emme
ability.liquidregen.description = Absorbs liquid to heal itself ability.liquidregen.description = Kendini tamir etmek için sıvı emer
ability.spawndeath = Death Spawns ability.spawndeath = Son Bağırış
ability.spawndeath.description = Releases units on death ability.spawndeath.description = Öldüğünde birim salar
ability.liquidexplode = Death Spillage ability.liquidexplode = Son İsyan
ability.liquidexplode.description = Spills liquid on death ability.liquidexplode.description = Ölürken sıvı fışkırtır
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate ability.stat.firingrate = [stat]{0}/sn[lightgray] ateş hızı
ability.stat.regen = [stat]{0}[lightgray] health/sec ability.stat.regen = [stat]{0}[lightgray] can/sn
ability.stat.shield = [stat]{0}[lightgray] shield ability.stat.shield = [stat]{0}[lightgray] kalkan
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed ability.stat.repairspeed = [stat]{0}/sn[lightgray] tamir hızı
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit ability.stat.slurpheal = [stat]{0}[lightgray] can/sıvı miktarı
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown ability.stat.cooldown = [stat]{0} sn[lightgray] bekleme süresi
ability.stat.maxtargets = [stat]{0}[lightgray] max targets ability.stat.maxtargets = [stat]{0}[lightgray] maks hedef
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] aynı tamir miktarı
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction ability.stat.damagereduction = [stat]{0}%[lightgray] hasar indüksiyonu
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed ability.stat.minspeed = [stat]{0} blok/sn[lightgray] min hız
ability.stat.duration = [stat]{0} sec[lightgray] duration ability.stat.duration = [stat]{0} sn[lightgray] süre
ability.stat.buildtime = [stat]{0} sec[lightgray] build time ability.stat.buildtime = [stat]{0} sn[lightgray] inşa süresi
bar.onlycoredeposit = Sadece Merkeze Aktarım Mümkün bar.onlycoredeposit = Sadece Merkeze Aktarım Mümkün
bar.drilltierreq = Daha Güçlü Matkap Gerekli 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.incendiary = [stat]yakıcı
bullet.homing = [stat]güdümlü bullet.homing = [stat]güdümlü
bullet.armorpierce = [stat]zırh delici bullet.armorpierce = [stat]zırh delici
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit bullet.maxdamagefraction = [stat]{0}%[lightgray] hasar limiti
bullet.suppression = [stat]{0} sec[lightgray] tamir bastırması ~ [stat]{1}[lightgray] karolar bullet.suppression = [stat]{0} sn[lightgray] tamir bastırması ~ [stat]{1}[lightgray] karolar
bullet.interval = [stat]{0}/sec[lightgray] ara mermiler: bullet.interval = [stat]{0}/sn[lightgray] ara mermiler:
bullet.frags = [stat]{0}[lightgray]x parçalı mermiler: bullet.frags = [stat]{0}[lightgray]x parçalı mermiler:
bullet.lightning = [stat]{0}[lightgray]x elektrik ~ [stat]{1}[lightgray] hasarı bullet.lightning = [stat]{0}[lightgray]x elektrik ~ [stat]{1}[lightgray] hasarı
bullet.buildingdamage = [stat]{0}%[lightgray] inşa hasarı bullet.buildingdamage = [stat]{0}%[lightgray] inşa hasarı
@@ -1097,6 +1107,7 @@ unit.items = eşya
unit.thousands = k unit.thousands = k
unit.millions = m unit.millions = m
unit.billions = b unit.billions = b
unit.shots = atış
unit.pershot = /vuruş unit.pershot = /vuruş
category.purpose = ıklama category.purpose = ıklama
category.general = Genel category.general = Genel
@@ -1106,6 +1117,8 @@ category.items = Eşyalar
category.crafting = Üretim category.crafting = Üretim
category.function = Fonksiyon category.function = Fonksiyon
category.optional = İsteğe Bağlı Geliştirmeler 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.skipcoreanimation.name = Merkez Fırlatma/İnme Animasyonunu Atla
setting.landscape.name = Yatayda sabitle setting.landscape.name = Yatayda sabitle
setting.shadows.name = Gölgeler setting.shadows.name = Gölgeler
@@ -1117,7 +1130,7 @@ setting.backgroundpause.name = Arka Planda Durdur
setting.buildautopause.name = İnşa etmeyi otomatik olarak durdur setting.buildautopause.name = İnşa etmeyi otomatik olarak durdur
setting.doubletapmine.name = İki Tıklamayla Kaz setting.doubletapmine.name = İki Tıklamayla Kaz
setting.commandmodehold.name = Komuta Modu için Basılı Tut 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.modcrashdisable.name = Modları Çökmede Kapa
setting.animatedwater.name = Animasyonlu Su setting.animatedwater.name = Animasyonlu Su
setting.animatedshields.name = Animasyonlu Kalkanlar setting.animatedshields.name = Animasyonlu Kalkanlar
@@ -1127,7 +1140,7 @@ setting.autotarget.name = Otomatik Hedef Alma
setting.keyboard.name = Fare+Klavye Kontrolleri setting.keyboard.name = Fare+Klavye Kontrolleri
setting.touchscreen.name = Dokunmatik Ekran Kontrolleri setting.touchscreen.name = Dokunmatik Ekran Kontrolleri
setting.fpscap.name = Maksimum FPS setting.fpscap.name = Maksimum FPS
setting.fpscap.none = Limitsiz setting.fpscap.none = Limitsiz
setting.fpscap.text = {0} FPS setting.fpscap.text = {0} FPS
setting.uiscale.name = Arayüz Ölçeği [lightgray](yeniden başlatma gerekebilir)[] setting.uiscale.name = Arayüz Ölçeği [lightgray](yeniden başlatma gerekebilir)[]
setting.uiscale.description = Değişikleri uygulamak için yeniden başlatma gerekli. 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.conveyorpathfinding.name = Konveyör Yol Bulma
setting.sensitivity.name = Kumanda Hassasiyeti setting.sensitivity.name = Kumanda Hassasiyeti
setting.saveinterval.name = Kayıt Aralığı setting.saveinterval.name = Kayıt Aralığı
setting.seconds = {0} Saniye setting.seconds = {0} saniye
setting.milliseconds = {0} milisaniye setting.milliseconds = {0} milisaniye
setting.fullscreen.name = Tam Ekran setting.fullscreen.name = Tam Ekran
setting.borderlesswindow.name = Kenarsız Pencere setting.borderlesswindow.name = Kenarsız Pencere
@@ -1171,7 +1184,7 @@ setting.sfxvol.name = Oyun Sesi
setting.mutesound.name = Sesi Kapat setting.mutesound.name = Sesi Kapat
setting.crashreport.name = Anonim Çökme Raporları Gönder setting.crashreport.name = Anonim Çökme Raporları Gönder
setting.savecreate.name = Otomatik Kayıt Oluştur 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.playerlimit.name = Oyuncu Limiti
setting.chatopacity.name = Mesajlaşma Opaklığı setting.chatopacity.name = Mesajlaşma Opaklığı
setting.lasersopacity.name = Enerji Lazeri 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. keybinds.mobile = [scarlet]Buradaki çoğu tuş ataması mobilde geçerli değildir. Sadece temel hareket desteklenmektedir.
category.general.name = Genel category.general.name = Genel
category.view.name = Görünüm category.view.name = Görünüm
category.command.name = Unit Command category.command.name = Birim Komutu
category.multiplayer.name = Çok Oyunculu category.multiplayer.name = Çok Oyunculu
category.blocks.name = Blok Seçimi category.blocks.name = Blok Seçimi
placement.blockselectkeys = \n[lightgray]Tuş: [{0}, placement.blockselectkeys = \n[lightgray]Tuş: [{0},
@@ -1209,24 +1222,24 @@ keybind.mouse_move.name = Fareyi Takip Et
keybind.pan.name = Yatay Kaydırma Görünümü keybind.pan.name = Yatay Kaydırma Görünümü
keybind.boost.name = Yükselt keybind.boost.name = Yükselt
keybind.command_mode.name = Komuta Modu keybind.command_mode.name = Komuta Modu
keybind.command_queue.name = Unit Command Queue keybind.command_queue.name = Birim Komuta Sırası
keybind.create_control_group.name = Create Control Group keybind.create_control_group.name = Komuta Grubu Oluştur
keybind.cancel_orders.name = Cancel Orders keybind.cancel_orders.name = Emri Hükümsüz Kıl
keybind.unit_stance_shoot.name = Unit Stance: Shoot keybind.unit_stance_shoot.name = Birim Duruşu: Saldır
keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire keybind.unit_stance_hold_fire.name = Birim Duruşu: Hazır Ol
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target keybind.unit_stance_pursue_target.name = Birim Duruşu: Takip Et
keybind.unit_stance_patrol.name = Unit Stance: Patrol keybind.unit_stance_patrol.name = Birim Duruşu: Devriye Gez
keybind.unit_stance_ram.name = Unit Stance: Ram keybind.unit_stance_ram.name = Birim Duruşu: VUR
keybind.unit_command_move.name = Unit Command: Move keybind.unit_command_move.name = Birim Komutu: Git
keybind.unit_command_repair.name = Unit Command: Repair keybind.unit_command_repair.name = Birim Komutu: Tamir Et
keybind.unit_command_rebuild.name = Unit Command: Rebuild keybind.unit_command_rebuild.name = Birim Komutu: Yeniden İnşaa Et
keybind.unit_command_assist.name = Unit Command: Assist keybind.unit_command_assist.name = Biirm Komutu: Yardım Et
keybind.unit_command_mine.name = Unit Command: Mine keybind.unit_command_mine.name = Birim Komutu: Kaz
keybind.unit_command_boost.name = Unit Command: Boost keybind.unit_command_boost.name = Birim Komutu: Gazla
keybind.unit_command_load_units.name = Unit Command: Load Units keybind.unit_command_load_units.name = Birim Komutu: Birim Kargola
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks keybind.unit_command_load_blocks.name = Birim Komutu: Blok Kargola
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload keybind.unit_command_unload_payload.name = Birim Komutu: Kargo Boşalt
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload keybind.unit_command_enter_payload.name = Birim Komutu: Kargoya Gir
keybind.rebuild_select.name = Alanı Geri İşaa Et keybind.rebuild_select.name = Alanı Geri İşaa Et
keybind.schematic_select.name = Bölge Seç keybind.schematic_select.name = Bölge Seç
keybind.schematic_menu.name = Şema Menüsü keybind.schematic_menu.name = Şema Menüsü
@@ -1267,7 +1280,7 @@ keybind.minimap.name = Harita
keybind.planet_map.name = Gezegen Haritası keybind.planet_map.name = Gezegen Haritası
keybind.research.name = Araştırma keybind.research.name = Araştırma
keybind.block_info.name = Blok Bilgisi keybind.block_info.name = Blok Bilgisi
keybind.chat.name = Konuş keybind.chat.name = Yazış
keybind.player_list.name = Oyuncu Listesi keybind.player_list.name = Oyuncu Listesi
keybind.console.name = Konsol keybind.console.name = Konsol
keybind.rotate.name = Döndür keybind.rotate.name = Döndür
@@ -1279,7 +1292,7 @@ keybind.chat_scroll.name = Sohbet Kaydırma
keybind.chat_mode.name = Konuşma Modunu Değiştir keybind.chat_mode.name = Konuşma Modunu Değiştir
keybind.drop_unit.name = Birlik Düşürme keybind.drop_unit.name = Birlik Düşürme
keybind.zoom_minimap.name = Haritada Yakınlaştırma/Uzaklaştırma keybind.zoom_minimap.name = Haritada Yakınlaştırma/Uzaklaştırma
mode.help.title = Modların açıklamaları mode.help.title = Oyun Modlarınınıklamaları
mode.survival.name = Hayatta Kalma 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.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 mode.sandbox.name = Yaratıcı
@@ -1288,21 +1301,24 @@ mode.editor.name = Düzenleyici
mode.pvp.name = PvP 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.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.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 mode.custom = Özel Kurallar
rules.invaliddata = Hatalı pano verisi. rules.invaliddata = Hatalı pano verisi.
rules.hidebannedblocks = Yasaklı Blokları Sakla rules.hidebannedblocks = Yasaklı Blokları Sakla
rules.infiniteresources = Sınırsız Kaynaklar rules.infiniteresources = Sınırsız Kaynaklar
rules.onlydepositcore = Sadece Merkeze Aktarmaya İzin Ver 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.reactorexplosions = Reaktör Patlamaları
rules.coreincinerates = Merkez Taşanları Eritir rules.coreincinerates = Merkez Taşanları Eritir
rules.disableworldprocessors = Evrensel İşlemcileri Devredışı Bırak rules.disableworldprocessors = Evrensel İşlemcileri Devredışı Bırak
rules.schematic = Şema Kullanılabilir rules.schematic = Şema Kullanılabilir
rules.wavetimer = Dalga Zamanlayıcısı rules.wavetimer = Dalga Zamanlayıcısı
rules.wavesending = Dalga Gönderiliyor 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.waves = Dalgalar
rules.airUseSpawns = Hava Birimleri doğuş bölgelerini kullanır
rules.attack = Saldırı Modu rules.attack = Saldırı Modu
rules.buildai = Üs inşa edici YZ rules.buildai = Üs inşa edici YZ
rules.buildaitier = İnşaatçı YZ sınıfı rules.buildaitier = İnşaatçı YZ sınıfı
@@ -1314,7 +1330,7 @@ rules.cleanupdeadteams = Kaybeden Takımın Bloklarını Temizle (PvP)
rules.corecapture = Yıkımda Çekirdeği Elegeçir rules.corecapture = Yıkımda Çekirdeği Elegeçir
rules.polygoncoreprotection = Çokgenli Merkez Koruması rules.polygoncoreprotection = Çokgenli Merkez Koruması
rules.placerangecheck = İnşa Menzilini Doğrula 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.blockhealthmultiplier = Blok Can Çarpanı
rules.blockdamagemultiplier = Blok Hasar Çarpanı rules.blockdamagemultiplier = Blok Hasar Çarpanı
rules.unitbuildspeedmultiplier = Birim Üretim Hız Çarpanı rules.unitbuildspeedmultiplier = Birim Üretim Hız Çarpanı
@@ -1357,8 +1373,8 @@ rules.weather = Hava Durumu
rules.weather.frequency = Sıklık: rules.weather.frequency = Sıklık:
rules.weather.always = Her zaman rules.weather.always = Her zaman
rules.weather.duration = Süreklilik: 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.placerangecheck.info = Oyuncuların düşman üssüne yakın inşa etmesini engeller. Bu, silah kurarken daha da fazla.
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores. rules.onlydepositcore.info = Birimlerin Merkez dışında malzeme aktarmasını engeller.
content.item.name = Malzemeler content.item.name = Malzemeler
content.liquid.name = Sıvılar content.liquid.name = Sıvılar
@@ -1471,7 +1487,7 @@ block.sand-boulder.name = Kumlu Kaya Parçaları
block.basalt-boulder.name = Bazalt Kaya block.basalt-boulder.name = Bazalt Kaya
block.grass.name = Çimen block.grass.name = Çimen
block.molten-slag.name = Cüruf block.molten-slag.name = Cüruf
block.pooled-cryofluid.name = Cryosıvı block.pooled-cryofluid.name = Kriyosıvı
block.space.name = Uzay block.space.name = Uzay
block.salt.name = Tuz block.salt.name = Tuz
block.salt-wall.name = Tuz Duvar block.salt-wall.name = Tuz Duvar
@@ -1481,7 +1497,7 @@ block.sand-wall.name = Kum Duvar
block.spore-pine.name = Spor Çamı block.spore-pine.name = Spor Çamı
block.spore-wall.name = Spor Duvar block.spore-wall.name = Spor Duvar
block.boulder.name = Kaya Parçaları 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.snow-pine.name = Karlı Çam
block.shale.name = Şist block.shale.name = Şist
block.shale-boulder.name = Şist Kayası 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.scrap-wall-gigantic.name = Devasa Hurda Duvar
block.thruster.name = İtici block.thruster.name = İtici
block.kiln.name = Fırın block.kiln.name = Fırın
block.graphite-press.name = Grafit Presi block.graphite-press.name = Grafit Ezici
block.multi-press.name = Çoklu-Pres block.multi-press.name = Çoklu-Ezici
block.constructing = {0} [lightgray](İnşa Ediliyor) 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-shard.name = Merkez: Parçacık
block.core-foundation.name = Merkez: Temel block.core-foundation.name = Merkez: Temel
block.core-nucleus.name = Merkez: Çekirdek block.core-nucleus.name = Merkez: Çekirdek
@@ -1578,23 +1594,23 @@ block.inverted-sorter.name = Ters Ayıklayıcı
block.message.name = Mesaj Bloğu block.message.name = Mesaj Bloğu
block.reinforced-message.name = Güçlendirilmiş Mesaj Bloğu block.reinforced-message.name = Güçlendirilmiş Mesaj Bloğu
block.world-message.name = Evrensel 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.illuminator.name = Aydınlatıcı
block.overflow-gate.name = Taşma Geçidi 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.silicon-smelter.name = Silikon Fırını
block.phase-weaver.name = Faz Örücü block.phase-weaver.name = Faz Örücü
block.pulverizer.name = Ufalayıcı block.pulverizer.name = Ufalayıcı
block.cryofluid-mixer.name = Kriyosıvı Mikseri block.cryofluid-mixer.name = Kriyosıvı Karıştırıcı
block.melter.name = Eritici block.melter.name = Eritici
block.incinerator.name = Yakıcı block.incinerator.name = Yakıcı
block.spore-press.name = Spor Presi block.spore-press.name = Spor Ezici
block.separator.name = Ayırıcı block.separator.name = Ayırıcı
block.coal-centrifuge.name = Kömür Santrifüjü block.coal-centrifuge.name = Kömür Santrifüjü
block.power-node.name = Enerji Noktası block.power-node.name = Enerji Noktası
block.power-node-large.name = Büyük Enerji Noktası block.power-node-large.name = Büyük Enerji Noktası
block.surge-tower.name = Akı Kulesi block.surge-tower.name = Akı Kulesi
block.diode.name = Batarya Diyotu block.diode.name = Diyot
block.battery.name = Batarya block.battery.name = Batarya
block.battery-large.name = Büyük Batarya block.battery-large.name = Büyük Batarya
block.combustion-generator.name = Termik Jeneratör block.combustion-generator.name = Termik Jeneratör
@@ -1656,7 +1672,7 @@ block.shock-mine.name = Şok Mayını
block.overdrive-projector.name = Hızlandırma Projektörü block.overdrive-projector.name = Hızlandırma Projektörü
block.force-projector.name = Enerji Kalkan Projektörü block.force-projector.name = Enerji Kalkan Projektörü
block.arc.name = Arc block.arc.name = Arc
block.rtg-generator.name = RTG Jeneratörü block.rtg-generator.name = RTG Jeneratör
block.spectre.name = Spectre block.spectre.name = Spectre
block.meltdown.name = Meltdown block.meltdown.name = Meltdown
block.foreshadow.name = Foreshadow block.foreshadow.name = Foreshadow
@@ -1682,7 +1698,7 @@ block.disassembler.name = Sökücü
block.silicon-crucible.name = Silikon Kazanı block.silicon-crucible.name = Silikon Kazanı
block.overdrive-dome.name = Hızlandırma Kubbesi block.overdrive-dome.name = Hızlandırma Kubbesi
block.interplanetary-accelerator.name = Gezegenler Arası Hızlandırıcı 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.name = İnşaatçı
block.constructor.description = 2x2 ve daha küçük blokları inşa edebilir. block.constructor.description = 2x2 ve daha küçük blokları inşa edebilir.
block.large-constructor.name = Büyük İnşaatçı 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.name = Kargo Boşaltıcı
block.payload-unloader.description = Sıvı ve Malzemeleri bloklardan boşaltır. block.payload-unloader.description = Sıvı ve Malzemeleri bloklardan boşaltır.
block.heat-source.name = Sonsuz Isı Kaynağı 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.empty.name = Boş
block.rhyolite-crater.name = Riyolit Krateri block.rhyolite-crater.name = Riyolit Krateri
block.rough-rhyolite.name = Kaba Riyolit block.rough-rhyolite.name = Kaba Riyolit
@@ -1717,7 +1733,7 @@ block.carbon-vent.name = Karbon Baca
block.arkyic-vent.name = Arkisit Baca block.arkyic-vent.name = Arkisit Baca
block.yellow-stone-vent.name = Sarı Taş Baca block.yellow-stone-vent.name = Sarı Taş Baca
block.red-stone-vent.name = Kızıl 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.redmat.name = KızılMat
block.bluemat.name = MaviMat block.bluemat.name = MaviMat
block.core-zone.name = Merkez Alanı 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.large-shield-projector.name = Büyük Kalkan Projektörü
block.armored-duct.name = Zırhlı Tüp block.armored-duct.name = Zırhlı Tüp
block.overflow-duct.name = Taşma Tüpü 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.duct-unloader.name = Tüp Boşaltıcı
block.surge-conveyor.name = Akı Konveyör block.surge-conveyor.name = Akı Konveyör
block.surge-router.name = Akı Yönlendirici block.surge-router.name = Akı Yönlendirici
@@ -1857,11 +1873,11 @@ block.memory-bank.name = Bellek Bankası
team.malis.name = Malis team.malis.name = Malis
team.crux.name = Crux team.crux.name = Crux
team.sharded.name = Sharded team.sharded.name = Sharded
team.derelict.name = Terkedilmiş team.derelict.name = Kalıntı
team.green.name = yeşil team.green.name = yeşil
#Tüpü bilmem ama yeni çıkan erekir çok iyi değil mi -siyah pulsar #Tüpü bilmem ama yeni çıkan erekir çok iyi değil mi -siyah pulsar
team.blue.name = mavi team.blue.name = mavi
#erekir cidden güzelmiş -siyah pulsar
hint.skip = Geç hint.skip = Geç
hint.desktopMove = [accent][[WASD][] ile hareket et. hint.desktopMove = [accent][[WASD][] ile hareket et.
hint.zoom = [accent]Scroll[] ile Zoom yap. 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.hydrogen.description = Maden çıkarmada, birim üretiminde ve taşımada kullanılır. Yanıcı.
liquid.cyanogen.description = Mermi olarak, gelişmiş bina ve birimlerde kullanılır. Yüksek derecede Yanıcı. liquid.cyanogen.description = Mermi olarak, gelişmiş bina ve birimlerde kullanılır. Yüksek derecede Yanıcı.
liquid.nitrogen.description = Gaz çıkarmada ve üretimde kullanılır. Durağan. 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 karşıırı tehlikeli.\n\nAnaliz için fazla dengesiz. Kullanımı bilmiyor. Cürüf göletlerinde eritmeniz öneirlir. [#ff]!SERPULOYA GÖTÜRME! liquid.neoplasm.details = Neoplazma. Kontrolsüz bölünen kanserli hücre topluluğu. Isıya dayanıklı. Su içerek her binaya karşıırı 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.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.illuminator.description = Küçük, kompakt, yapılandırılabilir bir ışık kaynağı. Çalışması için enerji gerekir.
block.message.description = Bir mesajı saklar. Müttefikler arasındaki haberleşmede kullanılır. 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.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.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.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.overdrive-dome.description = Yakındaki binaları hızlandırır. Çalışmak için silikon ve faz gerektirir.
block.payload-conveyor.description = Büyük yükleri hareket ettirir. Birimler gibi. block.payload-conveyor.description = Büyük yükleri hareket ettirir. Birimler gibi.
block.payload-router.description = Büyük Yükleri 3 Ayrı yöne aktarır. 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.radar.description = Haritayı tarar. Enerji gerektirir.
block.shockwave-tower.description = Düşman mermilerinini parçalar. Siyanojen gerektirir. block.shockwave-tower.description = Düşman mermilerinini parçalar. Siyanojen gerektirir.
block.canvas.description = Önceden tanımlanmış paletle basit bir fotoğraf sergiler. Düzenlenebilir. 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.dagger.description = Düşmanlara basit mermilerle ateş eder.
unit.mace.description = Düşmanlara alev püskürtür. unit.mace.description = Düşmanlara alev püskürtür.
unit.fortress.description = Düşmanlara uzun menzilli gülleler fırlatır. 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.eclipse.description = Büyük mermiler fırlatır ve lazer atar.
unit.mono.description = Otomatik bir şekilde Bakır ve Kurşun kazar ve çekirdeğe getirir. 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.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.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.oct.description = Yakındaki birimleri korur ve tamir eder. Blokları ve Birimleri taşıyabilir.
unit.risso.description = Yakındaki düşmanlara Füze atar. 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.setprop = Bir bina veya birime nitelik atar.
lst.effect = Parçacık efekti oluştur. lst.effect = Parçacık efekti oluştur.
lst.sync = Ağ boyunca bir değişkeni senkronize et.\nSaniyede en fazla 10 kere yapılabilir. lst.sync = Ağ boyunca bir değişkeni senkronize et.\nSaniyede en fazla 10 kere yapılabilir.
lst.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.makemarker = Dünyada yeni bir İşlemci İşareti koy.\nBu İşarete bir Kimlik adamalısın.\nDünya başına 20.000 limit bulunmakta.
lst.setmarker = Bir İşlemci İşareti için bir arazi seç.\nKimlik, İşaret Koyucudaki ile aynı olmalı. lst.setmarker = Bir İşlemci İşareti için bir arazi seç.\nKimlik, İşaret Koyucudaki ile aynı olmalı.
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first. 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.false = 0
lglobal.true = 1 lglobal.true = 1
lglobal.null = null lglobal.null = null
lglobal.@pi = The mathematical constant pi (3.141...) lglobal.@pi = Matematiksel sabit (π) pi (3.141...)
lglobal.@e = The mathematical constant e (2.718...) lglobal.@e = Matematiksel sabit e (2.718...)
lglobal.@degToRad = Multiply by this number to convert degrees to radians lglobal.@degToRad = Bu sayı ile çarparak dereceyi radyana çevir
lglobal.@radToDeg = Multiply by this number to convert radians to degrees lglobal.@radToDeg = Bu sayı ile çarparak radyanı dereceye çevir
lglobal.@time = Playtime of current save, in milliseconds lglobal.@time = Bu kayıttaki oynama süren, milisaniyesine kadar
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks) lglobal.@tick = Bu kayıttaki oynama süren, tick halinde (1 sn = 60 tick)
lglobal.@second = Playtime of current save, in seconds lglobal.@second = Bu kayıttaki oynama süren, saniyeler halinde
lglobal.@minute = Playtime of current save, in minutes lglobal.@minute = Bu kayıttaki oynama süren, dakikalar halinde
lglobal.@waveNumber = Current wave number, if waves are enabled lglobal.@waveNumber = Şuanki Dalga sayısı
lglobal.@waveTime = Countdown timer for waves, in seconds lglobal.@waveTime = Bir sonraki dalga için süre, saniyeyle
lglobal.@mapw = Map width in tiles lglobal.@mapw = Bloklarla Harita Genişliği
lglobal.@maph = Map height in tiles lglobal.@maph = Bloklarla Harita Yüksekliği
lglobal.sectionMap = Map lglobal.sectionMap = Harita
lglobal.sectionGeneral = General lglobal.sectionGeneral = Genel
lglobal.sectionNetwork = Network/Clientside [World Processor Only] lglobal.sectionNetwork = Bağlantı/Oyuncu Tarafı [Sadece Evrensel İşlemci]
lglobal.sectionProcessor = Processor lglobal.sectionProcessor = İşlemci
lglobal.sectionLookup = Lookup lglobal.sectionLookup = Arat
lglobal.@this = The logic block executing the code lglobal.@this = Kodu çalıştıran işlemci
lglobal.@thisx = X coordinate of block executing the code lglobal.@thisx = Kodu çalıştıran işlemcinin X kordinatı
lglobal.@thisy = Y coordinate of block executing the code lglobal.@thisy = Kodu çalıştıran işlemcinin Y kordinatı
lglobal.@links = Total number of blocks linked to this processors lglobal.@links = Bu işlemciye bağlı toplam blok sayısı
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second) lglobal.@ipt = Tick hızıyla bu işlemcinin işlem hızı (60 tick = 1 sn)
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction lglobal.@unitCount = Oyundaki toplam birim türü sayısı, Aratla kullan.
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction lglobal.@blockCount = Oyundaki toplam blok türü sayısı, Aratla kullan.
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction lglobal.@itemCount = Oyundaki toplam malzeme türü sayısı, Aratla kullan.
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction lglobal.@liquidCount = Oyundaki toplam sıvı türü sayısı, Aratla kullan.
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise lglobal.@server = Oyun bir sunucuda veya tek kişilikte ise Doğru, değil ise Yanlış geri dönüt
lglobal.@client = True if the code is running on a client connected to a server lglobal.@client = Oyun bir suncuya bağlanmış bir oyuncu tarafından çalıştırılıyorsa Doğru, değil ise Yanlış.
lglobal.@clientLocale = Locale of the client running the code. For example: en_US lglobal.@clientLocale = Oyunu çalıştıran oyuncunun yerel dili. Örnek: tr_TR
lglobal.@clientUnit = Unit of client running the code lglobal.@clientUnit = Oyunu çalıştıran oyuncunun birimi
lglobal.@clientName = Player name of client running the code lglobal.@clientName = Oyunu çalıştıran oyuncunun ismi
lglobal.@clientTeam = Team ID of client running the code lglobal.@clientTeam = Oyunu çalıştıran oyuncunun takım kimliği
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise lglobal.@clientMobile = Oyuncu mobildeyse Doğru, değil ise Yanlış geri dönüt
logic.nounitbuild = [red]Birim İnşası Yasak! 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.shootp = Belli bir birim veya binaya ateş et.
lenum.config = Bina yapılandırması, örnek: Ayıklayıcı Türü lenum.config = Bina yapılandırması, örnek: Ayıklayıcı Türü
lenum.enabled = Blok aktif mi? lenum.enabled = Blok aktif mi?
laccess.currentammotype = Current ammo item/liquid of a turret.
laccess.color = Aydınlatıcı Rengi laccess.color = Aydınlatıcı Rengi
laccess.controller = Birim Kontrol edici. Eğer işlemci kontrol ediyorsa işlemci döner. \nFormasyon durumundaysa, lider döner.\nDiğer şekilde, birimi kendi döner. 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.linepoly = İçi Boş Çokgen Çiz.
graphicstype.triangle = İçi Dolu Üçgen Çiz. graphicstype.triangle = İçi Dolu Üçgen Çiz.
graphicstype.image = Bir ikon çiz. \nörnek: [accent]@router[] veya [accent]@dagger[]. 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.always = Her Zaman Doğru
lenum.idiv = Tamsayı Bölme lenum.idiv = Tamsayı Bölme
@@ -2432,14 +2450,14 @@ lenum.xor = Çapraz Veya
lenum.min = İki sayıdan en küçüğü. lenum.min = İki sayıdan en küçüğü.
lenum.max = İki sayıdan en büyüğü. lenum.max = İki sayıdan en büyüğü.
lenum.angle = İki Işının yaptığıı. lenum.angle = İki Işının yaptığıı.
lenum.anglediff = Absolute distance between two angles in degrees. lenum.anglediff = İki açı arasındaki derece cinsinden mutlak mesafe.
lenum.len = Bir Işının Uzunluğu. lenum.len = Bir Işının Uzunluğu.
lenum.sin = Sinüs lenum.sin = Sinüs
lenum.cos = Kosinüs lenum.cos = Kosinüs
lenum.tan = Tanjant lenum.tan = Tanjant
lenum.asin = Arl Sinüs lenum.asin = Ark Sinüs
lenum.acos = Ark Kosinüs lenum.acos = Ark Kosinüs
lenum.atan = Ark Tanjant lenum.atan = Ark Tanjant
@@ -2500,10 +2518,11 @@ unitlocate.building = Bulunan binanın Türü.
unitlocate.outx = X kordinatı. unitlocate.outx = X kordinatı.
unitlocate.outy = Y kordinatı. unitlocate.outy = Y kordinatı.
unitlocate.group = Aranan binanın türü. 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.idle = Hareket etmez ancak kazmaya ve inşa etmeye devam eder.
lenum.stop = Dur! 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.move = Tam konuma git.
lenum.approach = Bir Konuma yaklaş. lenum.approach = Bir Konuma yaklaş.
lenum.pathfind = Düşman Doğuş noktasına git. 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.flag = Numara ile işaretle.
lenum.mine = Kaz. lenum.mine = Kaz.
lenum.build = Bina inşa et. 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.within = Bir birim menzil alanında mı?
lenum.boost = Boostlamaya başla/dur lenum.boost = Gazlamaya 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.flushtext = Varsa, yazdırma arabelleğinin içeriğini işaretleyiciye boşaltın.\nGetirme doğru olarak ayarlanmışsa, harita yerel dil paketinden veya oyun paketinden bilgileri getirmeye çalışır.
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.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 = Size of texture in tiles. Zero value scales marker width to original texture's size. lenum.texturesize = Zemindeki doku boyutu. Sıfır değeri, işaretleyici genişliğini orijinal dokunun boyutuna ölçeklendirir.
lenum.autoscale = Whether to scale marker corresponding to player's zoom level. lenum.autoscale = İşaretçinin oyuncunun yakınlaştırma düzeyine göre ölçeklenip ölçeklenmeyeceği.
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position. lenum.posi = Sıfır indeksinin ilk konum olduğu çizgi ve dörtlü işaretleyiciler için kullanılan indekslenmiş konum.
lenum.uvi = Texture's position ranging from zero to one, used for quad markers. lenum.uvi = Dokunun sıfırdan bire kadar değişen konumu, dörtlü işaretçiler için kullanılır.
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color. lenum.colori = Sıfır indeksinin ilk renk olduğu çizgi ve dörtlü işaretleyiciler için kullanılan indekslenmiş konum.

View File

@@ -57,7 +57,7 @@ mods.browser.sortstars = Сортувати за популярністю
schematic = Схема schematic = Схема
schematic.add = Зберегти схему… schematic.add = Зберегти схему…
schematics = Схеми schematics = Схеми
schematic.search = Search schematics... schematic.search = Шукати схеми...
schematic.replace = Схема з такою назвою вже є. Замінити її? schematic.replace = Схема з такою назвою вже є. Замінити її?
schematic.exists = Схема з такою назвою вже є. schematic.exists = Схема з такою назвою вже є.
schematic.import = Імпортувати схему… schematic.import = Імпортувати схему…
@@ -70,7 +70,7 @@ schematic.shareworkshop = Поширити в Майстерню
schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Обернути схему schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Обернути схему
schematic.saved = Схема збережена. schematic.saved = Схема збережена.
schematic.delete.confirm = Ви справді хочете видалити цю схему? 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.info = {0}x{1}, блоків: {2}
schematic.disabled = [scarlet]Схеми вимкнено[]\nВам не дозволяється використовувати схеми на цій [accent]мапі[] чи [accent]сервері. schematic.disabled = [scarlet]Схеми вимкнено[]\nВам не дозволяється використовувати схеми на цій [accent]мапі[] чи [accent]сервері.
schematic.tags = Мітки: schematic.tags = Мітки:
@@ -79,7 +79,7 @@ schematic.addtag = Додати мітку
schematic.texttag = Текстова мітка schematic.texttag = Текстова мітка
schematic.icontag = Мітка із значком schematic.icontag = Мітка із значком
schematic.renametag = Перейменувати мітку schematic.renametag = Перейменувати мітку
schematic.tagged = {0} tagged schematic.tagged = {0} з міткою
schematic.tagdelconfirm = Видалити цю мітку повністю? schematic.tagdelconfirm = Видалити цю мітку повністю?
schematic.tagexists = Схожа мітка вже існує. 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.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.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.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.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.incompletedependencies.details = Цей мод неможливо завантажити через недійсні або відсутні залежності: {0}
mod.requiresversion = Необхідна версія гри: [red]{0} mod.requiresversion = Необхідна версія гри: [red]{0}
@@ -256,19 +256,19 @@ trace = Стежити за гравцем
trace.playername = Ім’я гравця: [accent]{0} trace.playername = Ім’я гравця: [accent]{0}
trace.ip = IP: [accent]{0} trace.ip = IP: [accent]{0}
trace.id = Ідентифікатор: [accent]{0} trace.id = Ідентифікатор: [accent]{0}
trace.language = Language: [accent]{0} trace.language = Мова: [accent]{0}
trace.mobile = Мобільний клієнт: [accent]{0} trace.mobile = Мобільний клієнт: [accent]{0}
trace.modclient = Користувацький клієнт: [accent]{0} trace.modclient = Користувацький клієнт: [accent]{0}
trace.times.joined = Кількість приєднань: [accent]{0} trace.times.joined = Кількість приєднань: [accent]{0}
trace.times.kicked = Кількість вигнань: [accent]{0} trace.times.kicked = Кількість вигнань: [accent]{0}
trace.ips = IPs: trace.ips = IP:
trace.names = Names: trace.names = Імена:
invalidid = Невірний ідентифікатор клієнта! Надішліть звіт про помилку. invalidid = Невірний ідентифікатор клієнта! Надішліть звіт про помилку.
player.ban = Ban player.ban = Заблокувати
player.kick = Kick player.kick = Вигнати
player.trace = Trace player.trace = Відстежити
player.admin = Toggle Admin player.admin = Перемкнути адміністратора
player.team = Change Team player.team = Змінити команду
server.bans = Блокування server.bans = Блокування
server.bans.none = Заблокованих гравців немає! server.bans.none = Заблокованих гравців немає!
server.admins = Адміністратори server.admins = Адміністратори
@@ -285,8 +285,8 @@ confirmkick = Ви дійсно хочете вигнати «{0}[white]»?
confirmunban = Ви дійсно хочете розблокувати цього гравця? confirmunban = Ви дійсно хочете розблокувати цього гравця?
confirmadmin = Ви дійсно хочете зробити «{0}[white]» адміністратором? confirmadmin = Ви дійсно хочете зробити «{0}[white]» адміністратором?
confirmunadmin = Ви дійсно хочете видалити статус адміністратора з «{0}[white]»? confirmunadmin = Ви дійсно хочете видалити статус адміністратора з «{0}[white]»?
votekick.reason = Vote-Kick Reason votekick.reason = Причина голосування за вигнання гравця
votekick.reason.message = Are you sure you want to vote-kick "{0}[white]"?\nIf yes, please enter the reason: votekick.reason.message = Ви впевнені, що хочете вигнати голосуванням "{0}[white]"?\nЯкщо так, то, будь ласка, вкажіть причину:
joingame.title = Багатоосібна гра joingame.title = Багатоосібна гра
joingame.ip = IP: joingame.ip = IP:
disconnect = Відключено. disconnect = Відключено.
@@ -342,23 +342,23 @@ open = Відкрити
customize = Налаштувати правила customize = Налаштувати правила
cancel = Скасувати cancel = Скасувати
command = Командувати command = Командувати
command.queue = [lightgray][Queuing] command.queue = [lightgray][У черзі]
command.mine = Видобувати command.mine = Видобувати
command.repair = Ремонтувати command.repair = Ремонтувати
command.rebuild = Відбудовувати command.rebuild = Відбудовувати
command.assist = Допомагати гравцеві command.assist = Допомагати гравцеві
command.move = Рухатися command.move = Рухатися
command.boost = Летіти command.boost = Летіти
command.enterPayload = Enter Payload Block command.enterPayload = Увійти до вантажного блока
command.loadUnits = Load Units command.loadUnits = Завантажити одиниці
command.loadBlocks = Load Blocks command.loadBlocks = Завантажити блоки
command.unloadPayload = Unload Payload command.unloadPayload = Вивантажити вантаж
stance.stop = Cancel Orders stance.stop = Скасувати накази
stance.shoot = Stance: Shoot stance.shoot = Позиція: стріляти
stance.holdfire = Stance: Hold Fire stance.holdfire = Позиція: припинити вогонь
stance.pursuetarget = Stance: Pursue Target stance.pursuetarget = Позиція: переслідувати ціль
stance.patrol = Stance: Patrol Path stance.patrol = Позиція: шлях патрулювання
stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding stance.ram = Позиція: на таран\n[lightgray]Рух по прямій лінії, без пошуку шляху
openlink = Перейти за посиланням openlink = Перейти за посиланням
copylink = Скопіювати посилання copylink = Скопіювати посилання
back = Назад back = Назад
@@ -439,7 +439,12 @@ editor.waves = Хвилі
editor.rules = Правила editor.rules = Правила
editor.generation = Генерація editor.generation = Генерація
editor.objectives = Завдання editor.objectives = Завдання
editor.locales = Locale Bundles editor.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.ingame = Редагувати в грі
editor.playtest = Протестувати в грі editor.playtest = Протестувати в грі
editor.publish.workshop = Опублікувати в Майстерні Steam editor.publish.workshop = Опублікувати в Майстерні Steam
@@ -482,8 +487,8 @@ waves.sort.reverse = Зворотне сортування
waves.sort.begin = Хвилями waves.sort.begin = Хвилями
waves.sort.health = Здоров’ям waves.sort.health = Здоров’ям
waves.sort.type = Типом waves.sort.type = Типом
waves.search = Search waves... waves.search = Шукати хвилі...
waves.filter = Unit Filter waves.filter = Фільтр одиниць
waves.units.hide = Сховати все waves.units.hide = Сховати все
waves.units.show = Показати все waves.units.show = Показати все
@@ -496,6 +501,7 @@ editor.default = [lightgray]<За замовчуванням>
details = Подробиці… details = Подробиці…
edit = Змінити… edit = Змінити…
variables = Змінні variables = Змінні
logic.clear.confirm = Are you sure you want to clear all code from this processor?
logic.globals = Built-in Variables logic.globals = Built-in Variables
editor.name = Ім’я: editor.name = Ім’я:
editor.spawn = Створити бойову одиницю editor.spawn = Створити бойову одиницю
@@ -508,7 +514,7 @@ editor.errorlegacy = Ця мапа занадто стара і використ
editor.errornot = Це не мапа. editor.errornot = Це не мапа.
editor.errorheader = Цей файл мапи недійсний або пошкоджений. editor.errorheader = Цей файл мапи недійсний або пошкоджений.
editor.errorname = Мапа не має назви. Може, ви намагаєтеся завантажити збереження? editor.errorname = Мапа не має назви. Може, ви намагаєтеся завантажити збереження?
editor.errorlocales = Error reading invalid locale bundles. editor.errorlocales = Виникла помилка під час читання мовних пакетів: недійсний мовний пакет.
editor.update = Оновити editor.update = Оновити
editor.randomize = Випадково editor.randomize = Випадково
editor.moveup = Підняти вище editor.moveup = Підняти вище
@@ -520,7 +526,7 @@ editor.sectorgenerate = Згенерувати сектор
editor.resize = Змінити\nрозмір editor.resize = Змінити\nрозмір
editor.loadmap = Завантажити мапу editor.loadmap = Завантажити мапу
editor.savemap = Зберегти мапу editor.savemap = Зберегти мапу
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them? editor.savechanges = [scarlet]У вас є незбережені зміни!\n\n[]Чи хочете ви їх зберегти?
editor.saved = Збережено! editor.saved = Збережено!
editor.save.noname = Ваша мапа не має назви! Установіть його в «Інформація про мапу». editor.save.noname = Ваша мапа не має назви! Установіть його в «Інформація про мапу».
editor.save.overwrite = Ваша мапа перезаписує вбудовану мапу! Виберіть іншу назву в «Інформація про мапу». editor.save.overwrite = Ваша мапа перезаписує вбудовану мапу! Виберіть іншу назву в «Інформація про мапу».
@@ -559,8 +565,8 @@ toolmode.eraseores = Видалення руд
toolmode.eraseores.description = Видалити тільки руди. toolmode.eraseores.description = Видалити тільки руди.
toolmode.fillteams = Змінити блок у команді toolmode.fillteams = Змінити блок у команді
toolmode.fillteams.description = Змінює належність\nблоків до команди. toolmode.fillteams.description = Змінює належність\nблоків до команди.
toolmode.fillerase = Fill Erase toolmode.fillerase = Видалити однотипне
toolmode.fillerase.description = Erase blocks of the same type. toolmode.fillerase.description = Видаляє однотипні блоки.
toolmode.drawteams = Змінити команду блока toolmode.drawteams = Змінити команду блока
toolmode.drawteams.description = Змінює належність\nблока до команди. toolmode.drawteams.description = Змінює належність\nблока до команди.
#unused #unused
@@ -585,6 +591,7 @@ filter.clear = Очистити
filter.option.ignore = Ігнорувати filter.option.ignore = Ігнорувати
filter.scatter = Розсіювач filter.scatter = Розсіювач
filter.terrain = Ландшафт filter.terrain = Ландшафт
filter.logic = Logic
filter.option.scale = Масштаб фільтра filter.option.scale = Масштаб фільтра
filter.option.chance = Шанс filter.option.chance = Шанс
@@ -608,23 +615,25 @@ filter.option.floor2 = Друга поверхня
filter.option.threshold2 = Вторинний граничний поріг filter.option.threshold2 = Вторинний граничний поріг
filter.option.radius = Радіус filter.option.radius = Радіус
filter.option.percentile = Спад filter.option.percentile = Спад
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {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) filter.option.code = Код
locales.deletelocale = Are you sure you want to delete this locale bundle? filter.option.loop = Цикл
locales.applytoall = Apply Changes To All Locales 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.addtoother = Add To Other Locales locales.deletelocale = Ви справді хочете видалити цей мовний пакет?
locales.rollback = Rollback to last applied locales.applytoall = Застосувати зміни до всіх мовних пакетів
locales.filter = Property filter locales.addtoother = Додати до інших мовних пакетів
locales.searchname = Search name... locales.rollback = Повернення до останньої застосованої зміни
locales.searchvalue = Search value... locales.filter = Фільтр властивостей
locales.searchlocale = Search locale... locales.searchname = Шукати назву...
locales.byname = By name locales.searchvalue = Шукати значення...
locales.byvalue = By value locales.searchlocale = Шукати мовний пакет...
locales.showcorrect = Show properties that are present in all locales and have unique values everywhere locales.byname = За назвою
locales.showmissing = Show properties that are missing in some locales locales.byvalue = За значенням
locales.showsame = Show properties that have same values in different locales locales.showcorrect = Показати властивості, які присутні в усіх мовних пакетах і мають унікальні значення скрізь
locales.viewproperty = View in all locales locales.showmissing = Показати властивості, які відсутні в деяких мовних пакетах
locales.viewing = Viewing property "{0}" locales.showsame = Показати властивості, які мають однакові значення в різних мовних пакетах
locales.addicon = Add Icon locales.viewproperty = Переглянути в усіх мовних пакетах
locales.viewing = Перегляд властивості "{0}"
locales.addicon = Додати значок
width = Ширина: width = Ширина:
height = Висота: height = Висота:
@@ -663,16 +672,16 @@ uncover = Розкрити
configure = Налаштувати вивантаження configure = Налаштувати вивантаження
objective.research.name = Дослідити objective.research.name = Дослідити
objective.produce.name = Отримайте objective.produce.name = Отримати
objective.item.name = Отримайте предмет objective.item.name = Отримати предмет
objective.coreitem.name = Предметів у ядрі objective.coreitem.name = Предметів у ядрі
objective.buildcount.name = Кількість споруд objective.buildcount.name = Кількість споруд
objective.unitcount.name = Кількість одиниць objective.unitcount.name = Кількість одиниць
objective.destroyunits.name = Знищте одиниць objective.destroyunits.name = Знищити одиниці
objective.timer.name = Таймер objective.timer.name = Таймер
objective.destroyblock.name = Знищте блок objective.destroyblock.name = Знищити блок
objective.destroyblocks.name = Знищте блоки objective.destroyblocks.name = Знищити блоки
objective.destroycore.name = Знищте ядро objective.destroycore.name = Знищити ядро
objective.commandmode.name = Режим командування objective.commandmode.name = Режим командування
objective.flag.name = Прапорець objective.flag.name = Прапорець
@@ -680,9 +689,9 @@ marker.shapetext.name = Форма тексту
marker.point.name = Point marker.point.name = Point
marker.shape.name = Форма marker.shape.name = Форма
marker.text.name = Текст marker.text.name = Текст
marker.line.name = Line marker.line.name = Лінія
marker.quad.name = Quad marker.quad.name = Квад
marker.texture.name = Texture marker.texture.name = Текстура
marker.background = Фон marker.background = Фон
marker.outline = Контур 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.buildunit = [accent]Сконструюйте одиницю: [][lightgray]{0}[]x\n{1}[lightgray]{2}
objective.destroyunits = [accent]Знищте: [][lightgray]{0}[]x Units objective.destroyunits = [accent]Знищте: [][lightgray]{0}[]x Units
objective.enemiesapproaching = [accent]Вороги наблизяться через [lightgray]{0}[] objective.enemiesapproaching = [accent]Вороги наблизяться через [lightgray]{0}[]
objective.enemyescelating = [accent]Enemy production escalating in [lightgray]{0}[] objective.enemyescelating = [accent]Нарощування ворожого виробництва почнеться через [lightgray]{0}[]
objective.enemyairunits = [accent]Enemy air unit production beginning in [lightgray]{0}[] objective.enemyairunits = [accent]Виробництво ворожих повітряних одиниць почнеться через [lightgray]{0}[]
objective.destroycore = [accent]Знищте вороже ядро objective.destroycore = [accent]Знищте вороже ядро
objective.command = [accent]Командуйте над одиницями objective.command = [accent]Командуйте над одиницями
objective.nuclearlaunch = [accent]⚠ Виявлено ядерний запуск: [lightgray]{0} objective.nuclearlaunch = [accent]⚠ Виявлено ядерний запуск: [lightgray]{0}
@@ -834,7 +843,7 @@ sector.intersect.name = Роздоріжжя
sector.atlas.name = Атлант sector.atlas.name = Атлант
sector.split.name = Розколина sector.split.name = Розколина
sector.basin.name = Ставок sector.basin.name = Ставок
sector.marsh.name = Marsh sector.marsh.name = Болото
sector.peaks.name = Вершини sector.peaks.name = Вершини
sector.ravine.name = Яр sector.ravine.name = Яр
sector.caldera-erekir.name = Кальдера sector.caldera-erekir.name = Кальдера
@@ -983,6 +992,7 @@ stat.abilities = Здібності
stat.canboost = Можна прискорити stat.canboost = Можна прискорити
stat.flying = Літає stat.flying = Літає
stat.ammouse = Патронів використовує stat.ammouse = Патронів використовує
stat.ammocapacity = Ammo Capacity
stat.damagemultiplier = Множник шкоди stat.damagemultiplier = Множник шкоди
stat.healthmultiplier = Множник здоров’я stat.healthmultiplier = Множник здоров’я
stat.speedmultiplier = Множник швидкості stat.speedmultiplier = Множник швидкості
@@ -992,47 +1002,47 @@ stat.reactive = Реактивний
stat.immunities = Імунітети stat.immunities = Імунітети
stat.healing = Відновлювання stat.healing = Відновлювання
ability.forcefield = Щитове поле ability.forcefield = Силовий щит
ability.forcefield.description = Projects a force shield that absorbs bullets ability.forcefield.description = Створює силове поле, який поглинає кулі
ability.repairfield = Ремонтувальне поле ability.repairfield = Ремонтувальне поле
ability.repairfield.description = Repairs nearby units ability.repairfield.description = Ремонтує найближчі одиниці
ability.statusfield = Поле підсилення ability.statusfield = Поле підсилення
ability.statusfield.description = Applies a status effect to nearby units ability.statusfield.description = Застосовує ефект стану до сусідніх одиниць
ability.unitspawn = Завод одиниць <20> ability.unitspawn = Завод одиниць
ability.unitspawn.description = Constructs units ability.unitspawn.description = Створює одиниці
ability.shieldregenfield = Щитовідновлювальне поле 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 = Блискавки під час руху
ability.movelightning.description = Releases lightning while moving ability.movelightning.description = Випускає блискавки під час руху
ability.armorplate = Armor Plate ability.armorplate = Бронеплита
ability.armorplate.description = Reduces damage taken while shooting ability.armorplate.description = Зменшує шкоду під час стрільби
ability.shieldarc = Щитова дуга 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 = Поле пригнічення відновлення
ability.suppressionfield.description = Stops nearby repair buildings ability.suppressionfield.description = Зупиняється поблизу ремонтних будівель
ability.energyfield = Енергетичне поле ability.energyfield = Енергетичне поле
ability.energyfield.description = Zaps nearby enemies ability.energyfield.description = Вражає найближчих ворогів
ability.energyfield.healdescription = Zaps nearby enemies and heals allies ability.energyfield.healdescription = Вражає ворогів поблизу та зцілює союзників
ability.regen = Regeneration ability.regen = Лікування
ability.regen.description = Regenerates own health over time ability.regen.description = Відновлює власне здоров'я з часом
ability.liquidregen = Liquid Absorption ability.liquidregen = Поглинання рідини
ability.liquidregen.description = Absorbs liquid to heal itself ability.liquidregen.description = Поглинає рідину для самолікування
ability.spawndeath = Death Spawns ability.spawndeath = Смертельне породження
ability.spawndeath.description = Releases units on death ability.spawndeath.description = Випускає одиниць після смерті
ability.liquidexplode = Death Spillage ability.liquidexplode = Смертельний розлив
ability.liquidexplode.description = Spills liquid on death ability.liquidexplode.description = Розливає рідину після смерті
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate ability.stat.firingrate = [lightgray]Швидкість стрільби[stat]{0} за сек.
ability.stat.regen = [stat]{0}[lightgray] health/sec ability.stat.regen = Відновлення здоров'я: [stat]{0} за сек.
ability.stat.shield = [stat]{0}[lightgray] shield ability.stat.shield = [lightgray]Щит: [stat]{0}
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed ability.stat.repairspeed = [lightgray]Швидкість відновлення: [stat]{0} за сек.
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit ability.stat.slurpheal = [lightgray]Здоров'я за одиницю рідини: [stat]{0}
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown ability.stat.cooldown = [lightgray]Перезаряджання: [stat]{0} за сек.
ability.stat.maxtargets = [stat]{0}[lightgray] max targets ability.stat.maxtargets = [lightgray]Максимум цілей: [white]{0}
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount ability.stat.sametypehealmultiplier = [lightgray]Однотипне відновлення: [white]{0}%
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction ability.stat.damagereduction = [lightgray]Зменшення шкоди: [stat]{0}%
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed ability.stat.minspeed = [lightgray]Мінімальна швидкість: [stat]{0} плиток за сек.
ability.stat.duration = [stat]{0} sec[lightgray] duration ability.stat.duration = [lightgray]Тривалість: [stat]{0} за сек.
ability.stat.buildtime = [stat]{0} sec[lightgray] build time ability.stat.buildtime = [lightgray]Час побудови: [stat]{0} за сек.
bar.onlycoredeposit = Передача предметів дозволена лише до ядра bar.onlycoredeposit = Передача предметів дозволена лише до ядра
bar.drilltierreq = Потрібен ліпший бур bar.drilltierreq = Потрібен ліпший бур
@@ -1072,7 +1082,7 @@ bullet.splashdamage = [stat]{0}[lightgray] шкода по ділянці ~[stat
bullet.incendiary = [stat]запальний bullet.incendiary = [stat]запальний
bullet.homing = [stat]самонаведення bullet.homing = [stat]самонаведення
bullet.armorpierce = [stat]бронебійність 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.suppression = [stat]{0}[lightgray] сек. пригнічення відновлення ~ [stat]{1}[lightgray] плит.
bullet.interval = [stat]{0} за сек. [lightgray] період між кулями: bullet.interval = [stat]{0} за сек. [lightgray] період між кулями:
bullet.frags = [stat]{0}[lightgray]x шкода по ділянці від снарядів: bullet.frags = [stat]{0}[lightgray]x шкода по ділянці від снарядів:
@@ -1108,6 +1118,7 @@ unit.items = предм.
unit.thousands = тис unit.thousands = тис
unit.millions = млн unit.millions = млн
unit.billions = млрд unit.billions = млрд
unit.shots = shots
unit.pershot = за постріл unit.pershot = за постріл
category.purpose = Призначення category.purpose = Призначення
category.general = Загальне category.general = Загальне
@@ -1117,18 +1128,20 @@ category.items = Предмети
category.crafting = Виробництво category.crafting = Виробництво
category.function = Функціонал category.function = Функціонал
category.optional = Додаткові поліпшення 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.skipcoreanimation.name = Пропустити запуск ядра та анімацію приземлення
setting.landscape.name = Тільки альбомний (горизонтальний) режим setting.landscape.name = Тільки альбомний (горизонтальний) режим
setting.shadows.name = Тіні setting.shadows.name = Тіні
setting.blockreplace.name = Пропонування щодо автоматичної заміни блоків setting.blockreplace.name = Пропонування щодо автоматичної заміни блоків
setting.linear.name = Лінійна фільтрація setting.linear.name = Лінійна фільтрація
setting.hints.name = Підказки 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.backgroundpause.name = Пауза в разі згортання
setting.buildautopause.name = Автоматичне призупинення будування setting.buildautopause.name = Автоматичне призупинення будування
setting.doubletapmine.name = Подвійне швидке натискання для початку видобутку setting.doubletapmine.name = Подвійне швидке натискання для початку видобутку
setting.commandmodehold.name = Утримуйте для переходу в режим командування 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.modcrashdisable.name = Вимикати модифікації після аварійного запуску
setting.animatedwater.name = Анімаційні рідини setting.animatedwater.name = Анімаційні рідини
setting.animatedshields.name = Анімаційні щити setting.animatedshields.name = Анімаційні щити
@@ -1175,14 +1188,14 @@ setting.position.name = Показувати координати гравця
setting.mouseposition.name = Показувати координати курсора setting.mouseposition.name = Показувати координати курсора
setting.musicvol.name = Гучність музики setting.musicvol.name = Гучність музики
setting.atmosphere.name = Показувати планетарну атмосферу setting.atmosphere.name = Показувати планетарну атмосферу
setting.drawlight.name = Draw Darkness/Lighting setting.drawlight.name = Малювати темряву/світло
setting.ambientvol.name = Звуки довкілля setting.ambientvol.name = Звуки довкілля
setting.mutemusic.name = Заглушити музику setting.mutemusic.name = Заглушити музику
setting.sfxvol.name = Гучність звукових ефектів setting.sfxvol.name = Гучність звукових ефектів
setting.mutesound.name = Заглушити звук setting.mutesound.name = Заглушити звук
setting.crashreport.name = Відсилати анонімні звіти про аварійне завершення гри setting.crashreport.name = Відсилати анонімні звіти про аварійне завершення гри
setting.savecreate.name = Автоматичне створення збережень setting.savecreate.name = Автоматичне створення збережень
setting.steampublichost.name = Public Game Visibility setting.steampublichost.name = Загальнодоступність гри
setting.playerlimit.name = Обмеження гравців setting.playerlimit.name = Обмеження гравців
setting.chatopacity.name = Непрозорість чату setting.chatopacity.name = Непрозорість чату
setting.lasersopacity.name = Непрозорість лазерів енергопостачання setting.lasersopacity.name = Непрозорість лазерів енергопостачання
@@ -1190,7 +1203,7 @@ setting.bridgeopacity.name = Непрозорість мостів
setting.playerchat.name = Показувати хмару чата над гравцями setting.playerchat.name = Показувати хмару чата над гравцями
setting.showweather.name = Показувати погоду setting.showweather.name = Показувати погоду
setting.hidedisplays.name = Приховувати логічні дисплеї setting.hidedisplays.name = Приховувати логічні дисплеї
setting.macnotch.name = Адаптуйте інтерфейс для відображення виїмки setting.macnotch.name = Адаптуйте інтерфейс для показу виїмки
setting.macnotch.description = Потрібен перезапуск для застосування змін setting.macnotch.description = Потрібен перезапуск для застосування змін
steam.friendsonly = Лише друзі steam.friendsonly = Лише друзі
steam.friendsonly.tooltip = Чи лише друзі Steam зможуть приєднатися до вашої гри.Якщо зняти цей прапорець, ваша гра стане загальнодоступною будь-хто зможе приєднатися. steam.friendsonly.tooltip = Чи лише друзі Steam зможуть приєднатися до вашої гри.Якщо зняти цей прапорець, ваша гра стане загальнодоступною будь-хто зможе приєднатися.
@@ -1202,7 +1215,7 @@ keybind.title = Налаштування керування
keybinds.mobile = [scarlet]Більшість прив’язаних клавіш не функціональні для мобільних пристроїв. Підтримується лише базовий рух. keybinds.mobile = [scarlet]Більшість прив’язаних клавіш не функціональні для мобільних пристроїв. Підтримується лише базовий рух.
category.general.name = Загальне category.general.name = Загальне
category.view.name = Перегляд category.view.name = Перегляд
category.command.name = Unit Command category.command.name = Командувати одиницею
category.multiplayer.name = Мережева гра category.multiplayer.name = Мережева гра
category.blocks.name = Вибір блока category.blocks.name = Вибір блока
placement.blockselectkeys = \n[lightgray]Клавіші: [{0}, placement.blockselectkeys = \n[lightgray]Клавіші: [{0},
@@ -1220,14 +1233,14 @@ keybind.mouse_move.name = Рухатися за мишею
keybind.pan.name = Політ камери за мишею keybind.pan.name = Політ камери за мишею
keybind.boost.name = Прискорення keybind.boost.name = Прискорення
keybind.command_mode.name = Режим командування keybind.command_mode.name = Режим командування
keybind.command_queue.name = Unit Command Queue keybind.command_queue.name = Черга команд одиниць
keybind.create_control_group.name = Create Control Group keybind.create_control_group.name = Створити контрольну групу
keybind.cancel_orders.name = Cancel Orders keybind.cancel_orders.name = Скасувати накази
keybind.unit_stance_shoot.name = Unit Stance: Shoot keybind.unit_stance_shoot.name = Позиція одиниці: відкрити воонь
keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire keybind.unit_stance_hold_fire.name = Позиція одиниці: припинити вогонь
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target keybind.unit_stance_pursue_target.name = Позиція одиниці: переслідувати ціль
keybind.unit_stance_patrol.name = Unit Stance: Patrol keybind.unit_stance_patrol.name = Позиція одиниці: патрулювати
keybind.unit_stance_ram.name = Unit Stance: Ram keybind.unit_stance_ram.name = Позиція одиниці: на таран
keybind.unit_command_move.name = Unit Command: Move keybind.unit_command_move.name = Unit Command: Move
keybind.unit_command_repair.name = Unit Command: Repair keybind.unit_command_repair.name = Unit Command: Repair
keybind.unit_command_rebuild.name = Unit Command: Rebuild keybind.unit_command_rebuild.name = Unit Command: Rebuild
@@ -1237,7 +1250,7 @@ keybind.unit_command_boost.name = Unit Command: Boost
keybind.unit_command_load_units.name = Unit Command: Load Units keybind.unit_command_load_units.name = Unit Command: Load Units
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload keybind.unit_command_enter_payload.name = Команда одиниці: завантажити вантаж
keybind.rebuild_select.name = Відбудувати регіон keybind.rebuild_select.name = Відбудувати регіон
keybind.schematic_select.name = Вибрати ділянку keybind.schematic_select.name = Вибрати ділянку
keybind.schematic_menu.name = Меню схем keybind.schematic_menu.name = Меню схем
@@ -1301,22 +1314,25 @@ mode.pvp.description = Боріться проти інших гравців.\n[
mode.attack.name = Наступ mode.attack.name = Наступ
mode.attack.description = Зруйнуйте ворожу базу. \n[gray]Потрібно червоне ядро на мапі для гри. mode.attack.description = Зруйнуйте ворожу базу. \n[gray]Потрібно червоне ядро на мапі для гри.
mode.custom = Користувацькі правила mode.custom = Користувацькі правила
rules.invaliddata = Invalid clipboard data. rules.invaliddata = Недійсні дані з клавіатури.
rules.hidebannedblocks = Приховати заборонені блоки rules.hidebannedblocks = Приховати заборонені блоки
rules.infiniteresources = Нескінченні ресурси rules.infiniteresources = Нескінченні ресурси
rules.onlydepositcore = Дозволити лише основне розміщення ядер rules.onlydepositcore = Дозволити лише основне розміщення ядер
rules.derelictrepair = Allow Derelict Block Repair rules.derelictrepair = Дозволити відновлення блоків Переможених
rules.reactorexplosions = Вибухи реактора rules.reactorexplosions = Вибухи реактора
rules.coreincinerates = Ядро спалює надлишкові предмети rules.coreincinerates = Ядро спалює надлишкові предмети
rules.disableworldprocessors = Вимкнути світові процесори rules.disableworldprocessors = Вимкнути світові процесори
rules.schematic = Використання схем дозволено rules.schematic = Використання схем дозволено
rules.wavetimer = Таймер для хвиль rules.wavetimer = Таймер для хвиль
rules.wavesending = Ручне надсилання хвиль rules.wavesending = Ручне надсилання хвиль
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 = Хвилі rules.waves = Хвилі
rules.airUseSpawns = Air units use spawn points
rules.attack = Режим атаки rules.attack = Режим атаки
rules.buildai = Base Builder AI rules.buildai = Базовий ШІ-будівельник
rules.buildaitier = Builder AI Tier rules.buildaitier = Рівень ШІ-будівельника
rules.rtsai = ШІ зі стратегій реального часу rules.rtsai = ШІ зі стратегій реального часу
rules.rtsminsquadsize = Мінімальний розмір загону rules.rtsminsquadsize = Мінімальний розмір загону
rules.rtsmaxsquadsize = Максимальний розмір загону rules.rtsmaxsquadsize = Максимальний розмір загону
@@ -1345,7 +1361,7 @@ rules.buildcostmultiplier = Множник затрат на будування
rules.buildspeedmultiplier = Множник швидкості будування rules.buildspeedmultiplier = Множник швидкості будування
rules.deconstructrefundmultiplier = Множник відшкодування в разі демонтажу rules.deconstructrefundmultiplier = Множник відшкодування в разі демонтажу
rules.waitForWaveToEnd = Хвилі чекають на завершення попередньої rules.waitForWaveToEnd = Хвилі чекають на завершення попередньої
rules.wavelimit = Map Ends After Wave rules.wavelimit = Мапа закінчується після хвилі
rules.dropzoneradius = Радіус зони висадки:[lightgray] (плитки) rules.dropzoneradius = Радіус зони висадки:[lightgray] (плитки)
rules.unitammo = Бойові одиниці потребують боєприпасів rules.unitammo = Бойові одиниці потребують боєприпасів
rules.enemyteam = Ворожа команда rules.enemyteam = Ворожа команда
@@ -1450,7 +1466,7 @@ unit.navanax.name = Наванакс
unit.alpha.name = Альфа unit.alpha.name = Альфа
unit.beta.name = Бета unit.beta.name = Бета
unit.gamma.name = Гамма unit.gamma.name = Гамма
unit.scepter.name = Верховна влада unit.scepter.name = Скіпетр
unit.reign.name = Верховний Порядок unit.reign.name = Верховний Порядок
unit.vela.name = Пульсар Вітрил unit.vela.name = Пульсар Вітрил
unit.corvus.name = Ґава unit.corvus.name = Ґава
@@ -1771,7 +1787,7 @@ block.electric-heater.name = Електричний нагрівач
block.slag-heater.name = Шлаковий нагрівач block.slag-heater.name = Шлаковий нагрівач
block.phase-heater.name = Фазовий нагрівач block.phase-heater.name = Фазовий нагрівач
block.heat-redirector.name = Перенаправляч тепла block.heat-redirector.name = Перенаправляч тепла
block.heat-router.name = Heat Router block.heat-router.name = Тепловий маршрутизатор
block.slag-incinerator.name = Шлаковий сміттєспалювальний завод block.slag-incinerator.name = Шлаковий сміттєспалювальний завод
block.carbide-crucible.name = Карбідний тигель block.carbide-crucible.name = Карбідний тигель
block.slag-centrifuge.name = Шлакова центрифуга block.slag-centrifuge.name = Шлакова центрифуга
@@ -1886,18 +1902,18 @@ hint.desktopPause = Натисніть [accent][[Пробіл][], щоби зу
hint.breaking = Натисніть [accent]ПКМ[] і тягніть, щоби зруйнувати блоки. hint.breaking = Натисніть [accent]ПКМ[] і тягніть, щоби зруйнувати блоки.
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. 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.
hint.blockInfo = Подивіться інформацію про блок. Перейдіть до [accent]меню будівництва[] і натисніть на кнопку [accent][[?][] праворуч. hint.blockInfo = Подивіться інформацію про блок. Перейдіть до [accent]меню будівництва[] і натисніть на кнопку [accent][[?][] праворуч.
hint.derelict = Будівлі [accent]Переможених[] є зламаними залишками старих баз, що більше не функціонують.\n\nЇх можна [accent]деконструювати[] для отримання ресурсів. hint.derelict = Будівлі [accent]Переможених[] є зламаними залишками старих баз, що більше не функціонують.\n\nЇх можна [accent]розібрати[] для отримання ресурсів або відбудувати.
hint.research = Використовуйте кнопку \ue875 [accent]Дослідження[] для дослідження нової технології. hint.research = Використовуйте кнопку \ue875 [accent]Дослідження[] для дослідження нової технології.
hint.research.mobile = Використовуйте \ue875 [accent]Дослідження[] в \ue88c [accent]меню[] для дослідження нової технології. hint.research.mobile = Використовуйте \ue875 [accent]Дослідження[] в \ue88c [accent]меню[] для дослідження нової технології.
hint.unitControl = Утримуйте [accent][[лівий Ctrl][] і [accent]натисніть[] на одиницю чи башту, щоби контролювати її. hint.unitControl = Утримуйте [accent][[лівий Ctrl][] і [accent]натисніть[] на одиницю чи башту, щоби контролювати її.
hint.unitControl.mobile = [accent][Зробіть коротке натискання двічі[], щоби контролювати союзні одиниці чи башти. hint.unitControl.mobile = [accent][Зробіть коротке натискання двічі[], щоби контролювати союзні одиниці чи башти.
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. 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.
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. 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.
hint.launch = Як тільки буде зібрано достатньо ресурсів, ви зможете зробити [accent]Запуск[] за допомогою вибору найближчих секторів \ue827 [accent]мапи[] внизу праворуч. 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..
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[]. 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[].
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. 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.
hint.rebuildSelect = Утримуючи [accent][[B][], протягніть, щоби вибрати зруйновані проєкти блоків.\nЦе призведе до їхнього автоматичного відновлення. hint.rebuildSelect = Утримуючи [accent][[B][], протягніть, щоби вибрати зруйновані проєкти блоків.\nЦе призведе до їхньої автоматичної перебудови.
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 = Натисніть кнопку \ue874 копіювання, потім натисніть кнопку \ue80f перебудови і перетягніть, щоби вибрати знищені проєкти блоків.\nЦе призведе до їхньої автоматичної перебудови.
hint.conveyorPathfind = Утримуйте [accent][[лівий Ctrl][], коли тягнете конвеєри, щоб автоматично прокласти шлях. hint.conveyorPathfind = Утримуйте [accent][[лівий Ctrl][], коли тягнете конвеєри, щоб автоматично прокласти шлях.
hint.conveyorPathfind.mobile = Увімкніть \ue844 [accent]діагональний режим[] і тягніть конвеєри, щоб автоматично прокласти шлях. hint.conveyorPathfind.mobile = Увімкніть \ue844 [accent]діагональний режим[] і тягніть конвеєри, щоб автоматично прокласти шлях.
@@ -1931,7 +1947,7 @@ gz.walls = [accent]Стіни[] можуть запобігти потрапля
gz.defend = Ворог наступає, приготуйтеся до оборони. gz.defend = Ворог наступає, приготуйтеся до оборони.
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. 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.
gz.scatterammo = Забезпечте башту розсіювач \uf837 [accent]свинцем[], використовуючи конвеєр. gz.scatterammo = Забезпечте башту розсіювач \uf837 [accent]свинцем[], використовуючи конвеєр.
gz.supplyturret = [accent]Башта постачання gz.supplyturret = [accent]Постачання до башти
gz.zone1 = Це зона висадки ворога. gz.zone1 = Це зона висадки ворога.
gz.zone2 = Усе, що побудовано в цьому радіусі, знищується, коли починається хвиля. gz.zone2 = Усе, що побудовано в цьому радіусі, знищується, коли починається хвиля.
gz.zone3 = Зараз почнеться хвиля.\nПриготуйется gz.zone3 = Зараз почнеться хвиля.\nПриготуйется
@@ -1940,7 +1956,7 @@ gz.finish = Збудуйте більше башт, видобудьте біл
onset.mine = Натисніть, щоби видобути \uf748 [accent]берилій[]зі стін.\n\nДля переміщення використовуйте [accent][[WASD]. onset.mine = Натисніть, щоби видобути \uf748 [accent]берилій[]зі стін.\n\nДля переміщення використовуйте [accent][[WASD].
onset.mine.mobile = Торкніться, щоби видобути \uf748 [accent]берилій[]зі стін. onset.mine.mobile = Торкніться, щоби видобути \uf748 [accent]берилій[]зі стін.
onset.research = Відкрийте \ue875 дерево технологій.\nДослідіть, а потім розмістіть \uf73e [accent]Турбінний кондесатор[] на джерелі (отворі).\nЦе буде генерувати [accent]енергію[]. 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[].\nПідєднайте турбінний коденсатор до плазмового бурильника. onset.power = Для підключення [accent]енергії[] до плазмового бурильника, дослідіть і розмістіть \uf73d [accent]променевий вузол[].\nПідєднайте 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 = 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. 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.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.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.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.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.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. onset.detect = Ворог зможе виявити вас за 2 хвилини.\nОрганізуйте оборону, видобуток корисних копалин та виробництво.
#Don't translate these yet! #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 = 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. 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 = Tungsten can be mined using an [accent]impact drill[].\nThis structure requires [accent]water[] and [accent]power[]. 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 = 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.) 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.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.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.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.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.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. 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.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.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.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.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. 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.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.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. 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.read = Зчитує число із з’єднаної комірки пам’яті.
lst.write = Записує числу у з’єднану комірку пам’яті. lst.write = Записує числу у з’єднану комірку пам’яті.
lst.print = Додайте текст до буфера друку.\nНічого не відображає, поки [accent]Print Flush[] використовується. lst.print = Додайте текст до буфера друку.\nНічого не відображає, поки [accent]Print Flush[] використовується.
lst.format = Replace next placeholder 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.draw = Додає операцію до буфера рисунка.\nНічого не відображає, поки [accent]Draw Flush[] використовується.
lst.drawflush = Скидає буфер операцій [accent]Draw[] на дисплей. lst.drawflush = Скидає буфер операцій [accent]Draw[] на дисплей.
lst.printflush = Скидає буфер операцій [accent]Print[] у блок «Повідомлення». lst.printflush = Скидає буфер операцій [accent]Print[] у блок «Повідомлення».
@@ -2333,7 +2349,7 @@ lst.operation = Виконує операцію над 1-2 змінними.
lst.end = Перейти до верхньої частини стеку операцій. lst.end = Перейти до верхньої частини стеку операцій.
lst.wait = Чекати певну кількість секунд. lst.wait = Чекати певну кількість секунд.
lst.stop = Зупиняє виконання процесора. 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.jump = Умовне переходження до іншої операції.
lst.unitbind = Прив’язка до одиниці певного типу та його зберігання в [accent]@unit[]. lst.unitbind = Прив’язка до одиниці певного типу та його зберігання в [accent]@unit[].
lst.unitcontrol = Контролювати поточну прив’язану одиницю. 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.setflag = Установлює глобальний прапорець, який можуть прочитати усі процесори.
lst.getflag = Перевіряє, чи встановлено глобальний прапорець. lst.getflag = Перевіряє, чи встановлено глобальний прапорець.
lst.setprop = Установлює властивість одиниці чи будівлі. lst.setprop = Установлює властивість одиниці чи будівлі.
lst.effect = Create a particle effect. lst.effect = Створює ефект частинок.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Синхронізувати змінну по мережі.\nВикликається щонайбільше 10 разів за секунду.
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.playsound = Plays a sound.\nVolume and pan can be a global value, or calculated based on position.
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction. lst.makemarker = Створює новий логічний маркер у світі.\nПотрібно надати ідентифікатор для ідентифікації цього маркера.\nНаразі кількість маркерів на світ обмежена 20 тисячами.
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.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.false = 0
lglobal.true = 1 lglobal.true = 1
lglobal.null = null lglobal.null = null
lglobal.@pi = The mathematical constant pi (3.141...) lglobal.@pi = Математична константа пі (3.141...)
lglobal.@e = The mathematical constant e (2.718...) lglobal.@e = Математична константа e (2.718...)
lglobal.@degToRad = Multiply by this number to convert degrees to radians lglobal.@degToRad = Помножте на це число, щоб перевести градуси в радіани
lglobal.@radToDeg = Multiply by this number to convert radians to degrees lglobal.@radToDeg = Помножте на це число, щоб перевести радіани в градуси
lglobal.@time = Playtime of current save, in milliseconds lglobal.@time = Час гри поточного збереження, у мілісекундах
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks) lglobal.@tick = Час гри поточного збереження, in ticks (1 секунда = 60 ticks)
lglobal.@second = Playtime of current save, in seconds lglobal.@second = Час гри поточного збереження, в секундах
lglobal.@minute = Playtime of current save, in minutes lglobal.@minute = Час гри поточного збереження, у хвилинах
lglobal.@waveNumber = Current wave number, if waves are enabled lglobal.@waveNumber = Поточний номер хвилі, якщо хвилі ввімкнено
lglobal.@waveTime = Countdown timer for waves, in seconds lglobal.@waveTime = Таймер зворотного відліку для хвиль, в секундах
lglobal.@mapw = Map width in tiles lglobal.@mapw = Ширина мапи в плитках
lglobal.@maph = Map height in tiles lglobal.@maph = Висота мапи в плитках
lglobal.sectionMap = Map lglobal.sectionMap = Мапа
lglobal.sectionGeneral = General lglobal.sectionGeneral = Загальне
lglobal.sectionNetwork = Network/Clientside [World Processor Only] lglobal.sectionNetwork = Мережа/Клієнтська частина [Тільки світовий процесор]
lglobal.sectionProcessor = Processor lglobal.sectionProcessor = Процесор
lglobal.sectionLookup = Lookup lglobal.sectionLookup = Пошук
lglobal.@this = The logic block executing the code lglobal.@this = Логічний блок, що виконує код
lglobal.@thisx = X coordinate of block executing the code lglobal.@thisx = X координата блоку, що виконує код
lglobal.@thisy = Y coordinate of block executing the code lglobal.@thisy = Y координата блоку, що виконує код
lglobal.@links = Total number of blocks linked to this processors lglobal.@links = Загальна кількість блоків, пов'язаних з цим процесором
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second) lglobal.@ipt = Швидкість виконання процесора в інструкціях за тик (60 ticks = 1 секунда)
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction lglobal.@unitCount = Загальна кількість типів вмісту одиниць у грі; використовується з інструкцією lookup
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction lglobal.@blockCount = Загальна кількість типів вмісту блоків у грі; використовується з інструкцією lookup
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction lglobal.@itemCount = Загальна кількість типів вмісту предметів у грі; використовується з інструкцією lookup
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction lglobal.@liquidCount = Загальна кількість типів вмісту рідин у грі; використовується з інструкцією lookup
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise lglobal.@server = Істина, якщо код виконується на сервері або в одноосібній грі, інакше хиба
lglobal.@client = True if the code is running on a client connected to a server lglobal.@client = Істина, якщо код виконується на клієнті, підключеному до сервера
lglobal.@clientLocale = Locale of the client running the code. For example: en_US lglobal.@clientLocale = Локалізація клієнта, на якому виконується код. Наприклад: en_US чи uk_UA
lglobal.@clientUnit = Unit of client running the code lglobal.@clientUnit = Одиниця клієнта, що виконує код
lglobal.@clientName = Player name of client running the code lglobal.@clientName = Ім'я гравця клієнта, на якому запущено код
lglobal.@clientTeam = Team ID of client running the code lglobal.@clientTeam = Ідентифікатор команди клієнта, що запускає код
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise 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.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.shoot = Стріляти в зазначену позицію.
lenum.shootp = Стріляти в одиницю чи будівлю із передбаченням швидкості. lenum.shootp = Стріляти в одиницю чи будівлю із передбаченням швидкості.
lenum.config = Конфігурація будівлі, як-от в сортувальника. lenum.config = Конфігурація будівлі, як-от в сортувальника.
lenum.enabled = Чи блок увімкнено. lenum.enabled = Чи блок увімкнено.
laccess.currentammotype = Current ammo item/liquid of a turret.
laccess.color = Колір освітлювача. laccess.color = Колір освітлювача.
laccess.controller = Керувач одиницями. Якщо процесор керує одиницею, повертає процесор.\nЯкщо у формуванні, повертається лідер.\nІнакше повертає саму одиницю. 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.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.progress = Прогрес дії, від 0 до 1.\nПовертає виробництво, перезавантаження башти або хід будівництва.
laccess.speed = Максимальна швидкість одиниці, у плитках за секунду. 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 = Невідома категорія
lcategory.unknown.description = Команди без категорії. lcategory.unknown.description = Команди без категорії.
@@ -2440,7 +2458,7 @@ graphicstype.poly = Залити кольором правильний бага
graphicstype.linepoly = Намалювати контур правильного багатокутника. graphicstype.linepoly = Намалювати контур правильного багатокутника.
graphicstype.triangle = Залити кольором трикутник. graphicstype.triangle = Залити кольором трикутник.
graphicstype.image = Намалювати зображення із деяким вмістом.\nНаприклад: [accent]@router[] чи [accent]@dagger[]. 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.always = Завжди істинне.
lenum.idiv = Ціле ділення. lenum.idiv = Ціле ділення.
@@ -2460,7 +2478,7 @@ lenum.xor = Виключне АБО (XOR).
lenum.min = Мінімум з двох чисел. lenum.min = Мінімум з двох чисел.
lenum.max = Максимум з двох чисел. lenum.max = Максимум з двох чисел.
lenum.angle = Кут вектора у градусах. 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.len = Довжина вектора.
lenum.sin = Синус, у градусах. lenum.sin = Синус, у градусах.
@@ -2528,14 +2546,15 @@ unitlocate.building = Змінна для запису знайденої буд
unitlocate.outx = Виводить координату X. unitlocate.outx = Виводить координату X.
unitlocate.outy = Виводить координату Y. unitlocate.outy = Виводить координату Y.
unitlocate.group = Група будівель для пошуку. 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.idle = Зупиняти рух, проте продовжути будувати чи видобувати.\nСтан за замовчуванням.
lenum.stop = Зупинити або рух, або видобуток, або будівництво. lenum.stop = Зупинити або рух, або видобуток, або будівництво.
lenum.unbind = Повністю вимикає усю логіку.\nПродовжує стандартний ШІ. lenum.unbind = Повністю вимикає усю логіку.\nПродовжує стандартний ШІ.
lenum.move = Перемістити в точне положення. lenum.move = Перемістити в точне положення.
lenum.approach = Наближення до позиції із зазначеним радіусом. lenum.approach = Наближення до позиції із зазначеним радіусом.
lenum.pathfind = Знайдення шляху до точки появи ворогів. lenum.pathfind = Знайдення шляху до певної позиції.
lenum.autopathfind = Automatically pathfinds to the nearest enemy core or drop point.\nThis is the same as standard wave enemy pathfinding. 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.target = Стрільба в задану позицію.
lenum.targetp = Стріляти в ціль із передбаченням швидкості. lenum.targetp = Стріляти в ціль із передбаченням швидкості.
lenum.itemdrop = Викинути предмет. lenum.itemdrop = Викинути предмет.
@@ -2546,7 +2565,7 @@ lenum.payenter = Увійти чи вийти з вантажного блока
lenum.flag = Числовий прапорець одиниці. lenum.flag = Числовий прапорець одиниці.
lenum.mine = Видобувати у заданій позиції. lenum.mine = Видобувати у заданій позиції.
lenum.build = Побудувати будівлю. 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.within = Чи знаходиться одиниця біля позиції.
lenum.boost = Почати чи зупинити політ. 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. 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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@@ -441,6 +441,11 @@ editor.rules = 规则
editor.generation = 生成 editor.generation = 生成
editor.objectives = 目标 editor.objectives = 目标
editor.locales = 本地化语言包 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.ingame = 游戏内编辑
editor.playtest = 游戏内测试 editor.playtest = 游戏内测试
editor.publish.workshop = 上传到创意工坊 editor.publish.workshop = 上传到创意工坊
@@ -497,6 +502,7 @@ editor.default = [lightgray]<默认>
details = 详情… details = 详情…
edit = 编辑… edit = 编辑…
variables = 变量 variables = 变量
logic.clear.confirm = Are you sure you want to clear all code from this processor?
logic.globals = 内置变量 logic.globals = 内置变量
editor.name = 名称: editor.name = 名称:
editor.spawn = 生成单位 editor.spawn = 生成单位
@@ -586,6 +592,7 @@ filter.clear = 替换
filter.option.ignore = 忽略 filter.option.ignore = 忽略
filter.scatter = 散布 filter.scatter = 散布
filter.terrain = 地图边界 filter.terrain = 地图边界
filter.logic = Logic
filter.option.scale = 缩放 filter.option.scale = 缩放
filter.option.chance = 散布数量 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.threshold2 = 内层比例
filter.option.radius = 半径 filter.option.radius = 半径
filter.option.percentile = 百分比 filter.option.percentile = 百分比
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.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.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 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.canboost = 可助推
stat.flying = 空中单位 stat.flying = 空中单位
stat.ammouse = 弹药 stat.ammouse = 弹药
stat.ammocapacity = Ammo Capacity
stat.damagemultiplier = 伤害倍率 stat.damagemultiplier = 伤害倍率
stat.healthmultiplier = 生命值倍率 stat.healthmultiplier = 生命值倍率
stat.speedmultiplier = 移动速度倍率 stat.speedmultiplier = 移动速度倍率
@@ -1110,6 +1120,7 @@ unit.items = 物品
unit.thousands = K unit.thousands = K
unit.millions = M unit.millions = M
unit.billions = B unit.billions = B
unit.shots = shots
unit.pershot = /发 unit.pershot = /发
category.purpose = 用途 category.purpose = 用途
category.general = 基础 category.general = 基础
@@ -1119,6 +1130,8 @@ category.items = 物品
category.crafting = 输入/输出 category.crafting = 输入/输出
category.function = 功能 category.function = 功能
category.optional = 强化(可选) 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.skipcoreanimation.name = 跳过核心发射与着陆动画
setting.landscape.name = 锁定横屏 setting.landscape.name = 锁定横屏
setting.shadows.name = 影子 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.schematic = 允许使用蓝图
rules.wavetimer = 波次计时器 rules.wavetimer = 波次计时器
rules.wavesending = 波次可跳波 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.waves = 波次
rules.airUseSpawns = Air units use spawn points
rules.attack = 进攻模式 rules.attack = 进攻模式
rules.buildai = 基础建筑者 AI rules.buildai = 基础建筑者 AI
rules.buildaitier = 建筑者 AI 等级 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.setprop = 设置单位或建筑物的属性。
lst.effect = 创建一个粒子效果。 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.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.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.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。 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.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.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 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.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 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.outx = 存入找到的X轴坐标
unitlocate.outy = 存入找到的Y轴坐标 unitlocate.outy = 存入找到的Y轴坐标
unitlocate.group = 所搜寻的建筑分类 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.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 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.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.mine = 从某个位置采集矿物
lenum.build = 建造建筑 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.within = 检查单位是否接近了某个位置
lenum.boost = 开始/停止助推 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。 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。

View File

@@ -438,6 +438,11 @@ editor.rules = 規則:
editor.generation = 自動生成: editor.generation = 自動生成:
editor.objectives = Objectives editor.objectives = Objectives
editor.locales = Locale Bundles editor.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.ingame = 在遊戲中編輯
editor.playtest = 測試 editor.playtest = 測試
editor.publish.workshop = 在工作坊上發佈 editor.publish.workshop = 在工作坊上發佈
@@ -494,6 +499,7 @@ editor.default = [lightgray](預設)
details = 詳細資訊…… details = 詳細資訊……
edit = 編輯…… edit = 編輯……
variables = 變數 variables = 變數
logic.clear.confirm = Are you sure you want to clear all code from this processor?
logic.globals = Built-in Variables logic.globals = Built-in Variables
editor.name = 名稱: editor.name = 名稱:
editor.spawn = 重生單位 editor.spawn = 重生單位
@@ -583,6 +589,7 @@ filter.clear = 清除
filter.option.ignore = 忽略 filter.option.ignore = 忽略
filter.scatter = 分散 filter.scatter = 分散
filter.terrain = 地形 filter.terrain = 地形
filter.logic = Logic
filter.option.scale = 規模 filter.option.scale = 規模
filter.option.chance = 機會 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.threshold2 = 次要閾值
filter.option.radius = 半徑 filter.option.radius = 半徑
filter.option.percentile = 百分比 filter.option.percentile = 百分比
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.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.deletelocale = Are you sure you want to delete this locale bundle?
locales.applytoall = Apply Changes To All Locales locales.applytoall = Apply Changes To All Locales
@@ -980,6 +989,7 @@ stat.abilities = 能力
stat.canboost = 推進器 stat.canboost = 推進器
stat.flying = 飛行單位 stat.flying = 飛行單位
stat.ammouse = 彈藥使用 stat.ammouse = 彈藥使用
stat.ammocapacity = Ammo Capacity
stat.damagemultiplier = 傷害加成 stat.damagemultiplier = 傷害加成
stat.healthmultiplier = 血量加成 stat.healthmultiplier = 血量加成
stat.speedmultiplier = 速度加成 stat.speedmultiplier = 速度加成
@@ -1105,6 +1115,7 @@ unit.items = 物品
unit.thousands = K unit.thousands = K
unit.millions = M unit.millions = M
unit.billions = B unit.billions = B
unit.shots = shots
unit.pershot = /發 unit.pershot = /發
category.purpose = 用途 category.purpose = 用途
category.general = 一般 category.general = 一般
@@ -1114,6 +1125,8 @@ category.items = 物品
category.crafting = 需求 category.crafting = 需求
category.function = 功能 category.function = 功能
category.optional = 額外的強化效果 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.skipcoreanimation.name = 跳過核心發射/降落動畫
setting.landscape.name = 鎖定水平畫面 setting.landscape.name = 鎖定水平畫面
setting.shadows.name = 陰影 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.schematic = 允許使用藍圖
rules.wavetimer = 波次時間 rules.wavetimer = 波次時間
rules.wavesending = Wave Sending 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.waves = 波次
rules.airUseSpawns = Air units use spawn points
rules.attack = 攻擊模式 rules.attack = 攻擊模式
rules.buildai = Base Builder AI rules.buildai = Base Builder AI
rules.buildaitier = Builder AI Tier 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.setprop = Sets a property of a unit or building.
lst.effect = Create a particle effect. lst.effect = Create a particle effect.
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most. lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
lst.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.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction. lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first. 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.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.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 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.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。 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.outx = 回傳 X 座標
unitlocate.outy = 回傳 Y 座標 unitlocate.outy = 回傳 Y 座標
unitlocate.group = 搜索建築種類 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.idle = 預設AI
lenum.stop = 停止 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.flag = 單位編號(可異)
lenum.mine = 挖指定位置的礦物 lenum.mine = 挖指定位置的礦物
lenum.build = 建造一個建築 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.within = 單位是否在指定範圍內
lenum.boost = 使用推進器 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. 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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@@ -159,9 +159,13 @@ xStaBUx
WayZer WayZer
SITUVNgcd SITUVNgcd
Gabriel "red" Fondato Gabriel "red" Fondato
Yoru Kitsune CoCo Snow
summoner summoner
OpalSoPL OpalSoPL
BalaM314 BalaM314
Redstonneur1256 Redstonneur1256
ApsZoldat ApsZoldat
Mythril
hexagon-recursion
JasonP01
BlueTheCube

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@@ -66,11 +66,11 @@ public abstract class ClientLauncher extends ApplicationCore implements Platform
Time.setDeltaProvider(() -> { Time.setDeltaProvider(() -> {
float result = Core.graphics.getDeltaTime() * 60f; float result = Core.graphics.getDeltaTime() * 60f;
return (Float.isNaN(result) || Float.isInfinite(result)) ? 1f : Mathf.clamp(result, 0.0001f, 60f / 10f); return (Float.isNaN(result) || Float.isInfinite(result)) ? 1f : Mathf.clamp(result, 0.0001f, maxDeltaClient);
}); });
UI.loadColors(); UI.loadColors();
batch = new SortedSpriteBatch(); batch = new SpriteBatch();
assets = new AssetManager(); assets = new AssetManager();
assets.setLoader(Texture.class, "." + mapExtension, new MapPreviewLoader()); assets.setLoader(Texture.class, "." + mapExtension, new MapPreviewLoader());

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@@ -137,6 +137,13 @@ public class Vars implements Loadable{
Color.valueOf("4b5ef1"), Color.valueOf("4b5ef1"),
Color.valueOf("2cabfe"), Color.valueOf("2cabfe"),
}; };
/** Icons available to the user for customization in certain dialogs. */
public static final String[] accessibleIcons = {
"effect", "power", "logic", "units", "liquid", "production", "defense", "turret", "distribution", "crafting",
"settings", "cancel", "zoom", "ok", "star", "home", "pencil", "up", "down", "left", "right",
"hammer", "warning", "tree", "admin", "map", "modePvp", "terrain",
"modeSurvival", "commandRally", "commandAttack",
};
/** maximum TCP packet size */ /** maximum TCP packet size */
public static final int maxTcpSize = 900; public static final int maxTcpSize = 900;
/** default server port */ /** default server port */
@@ -147,6 +154,8 @@ public class Vars implements Loadable{
public static final int maxModSubtitleLength = 40; public static final int maxModSubtitleLength = 40;
/** multicast group for discovery.*/ /** multicast group for discovery.*/
public static final String multicastGroup = "227.2.7.7"; public static final String multicastGroup = "227.2.7.7";
/** Maximum delta time. If the actual delta time (*60) between frames is higher than this number, the game will start to slow down. */
public static float maxDeltaClient = 6f, maxDeltaServer = 10f;
/** whether the graphical game client has loaded */ /** whether the graphical game client has loaded */
public static boolean clientLoaded = false; public static boolean clientLoaded = false;
/** max GL texture size */ /** max GL texture size */

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@@ -32,7 +32,6 @@ public class BaseBuilderAI{
private static int correct = 0, incorrect = 0; private static int correct = 0, incorrect = 0;
private int lastX, lastY, lastW, lastH;
private boolean foundPath; private boolean foundPath;
final TeamData data; final TeamData data;
@@ -262,11 +261,6 @@ public class BaseBuilderAI{
data.plans.add(new BlockPlan(cx + tile.x, cy + tile.y, tile.rotation, tile.block.id, tile.config)); data.plans.add(new BlockPlan(cx + tile.x, cy + tile.y, tile.rotation, tile.block.id, tile.config));
} }
lastX = cx - 1;
lastY = cy - 1;
lastW = result.width + 2;
lastH = result.height + 2;
return true; return true;
} }
} }

View File

@@ -130,13 +130,13 @@ public class BlockIndexer{
data.turretTree.remove(build); data.turretTree.remove(build);
} }
//is no longer registered
build.wasDamaged = false;
//unregister damaged buildings //unregister damaged buildings
if(build.damaged() && damagedTiles[team.id] != null){ if(build.wasDamaged && damagedTiles[team.id] != null){
damagedTiles[team.id].remove(build); damagedTiles[team.id].remove(build);
} }
//is no longer registered
build.wasDamaged = false;
} }
} }

File diff suppressed because it is too large Load Diff

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@@ -19,6 +19,7 @@ import mindustry.logic.*;
import mindustry.ui.*; import mindustry.ui.*;
import mindustry.world.*; import mindustry.world.*;
import mindustry.world.blocks.defense.turrets.BaseTurret.*; import mindustry.world.blocks.defense.turrets.BaseTurret.*;
import mindustry.world.blocks.defense.turrets.*;
import mindustry.world.blocks.storage.*; import mindustry.world.blocks.storage.*;
import mindustry.world.blocks.storage.CoreBlock.*; import mindustry.world.blocks.storage.CoreBlock.*;
import mindustry.world.meta.*; import mindustry.world.meta.*;
@@ -77,6 +78,7 @@ public class RtsAI{
} }
public void update(){ public void update(){
if(timer.get(timeUpdate, 60f * 2f)){ if(timer.get(timeUpdate, 60f * 2f)){
assignSquads(); assignSquads();
checkBuilding(); checkBuilding();
@@ -110,7 +112,8 @@ public class RtsAI{
for(var unit : data.units){ for(var unit : data.units){
if(used.add(unit.id) && unit.isCommandable() && !unit.command().hasCommand() && !unit.command().isAttacking()){ if(used.add(unit.id) && unit.isCommandable() && !unit.command().hasCommand() && !unit.command().isAttacking()){
squad.clear(); squad.clear();
data.tree().intersect(unit.x - squadRadius/2f, unit.y - squadRadius/2f, squadRadius, squadRadius, squad); float rad = squadRadius + unit.hitSize*1.5f;
data.tree().intersect(unit.x - rad/2f, unit.y - rad/2f, rad, rad, squad);
squad.truncate(data.team.rules().rtsMaxSquad); squad.truncate(data.team.rules().rtsMaxSquad);
@@ -244,7 +247,7 @@ public class RtsAI{
} }
} }
var build = anyDefend ? null : findTarget(ax, ay, units.size, dps, health, units.first().flag == 0); var build = anyDefend ? null : findTarget(ax, ay, units.size, dps, health, units.first().flag == 0, units.first().isFlying());
if(build != null || anyDefend){ if(build != null || anyDefend){
for(var unit : units){ for(var unit : units){
@@ -267,7 +270,7 @@ public class RtsAI{
return anyDefend; return anyDefend;
} }
@Nullable Building findTarget(float x, float y, int total, float dps, float health, boolean checkWeight){ @Nullable Building findTarget(float x, float y, int total, float dps, float health, boolean checkWeight, boolean air){
if(total < data.team.rules().rtsMinSquad) return null; if(total < data.team.rules().rtsMinSquad) return null;
//flag priority? //flag priority?
@@ -289,7 +292,7 @@ public class RtsAI{
targets.truncate(maxTargetsChecked); targets.truncate(maxTargetsChecked);
for(var target : targets){ for(var target : targets){
weights.put(target, estimateStats(x, y, target.x, target.y, dps, health)); weights.put(target, estimateStats(x, y, target.x, target.y, dps, health, air));
} }
var result = targets.min( var result = targets.min(
@@ -311,12 +314,12 @@ public class RtsAI{
} }
//TODO extremely slow especially with many squads. //TODO extremely slow especially with many squads.
float estimateStats(float fromX, float fromY, float x, float y, float selfDps, float selfHealth){ float estimateStats(float fromX, float fromY, float x, float y, float selfDps, float selfHealth, boolean air){
float[] health = {0f}, dps = {0f}; float[] health = {0f}, dps = {0f};
float extraRadius = 50f; float extraRadius = 50f;
for(var turret : Vars.indexer.getEnemy(data.team, BlockFlag.turret)){ for(var turret : Vars.indexer.getEnemy(data.team, BlockFlag.turret)){
if(turret instanceof BaseTurretBuild t && Intersector.distanceSegmentPoint(fromX, fromY, x, y, t.x, t.y) <= t.range() + extraRadius){ if(turret instanceof BaseTurretBuild t && turret.block instanceof Turret tb && ((tb.targetAir && air) || (tb.targetGround && !air)) && Intersector.distanceSegmentPoint(fromX, fromY, x, y, t.x, t.y) <= t.range() + extraRadius){
health[0] += t.health; health[0] += t.health;
dps[0] += t.estimateDps(); dps[0] += t.estimateDps();
} }

View File

@@ -168,9 +168,9 @@ public class UnitGroup{
Unit unit = units.get(index); Unit unit = units.get(index);
PathCost cost = unit.type.pathCost; PathCost cost = unit.type.pathCost;
int res = ControlPathfinder.raycastFast(unit.team.id, cost, World.toTile(dest.x), World.toTile(dest.y), World.toTile(x), World.toTile(y)); int res = ControlPathfinder.raycastFastAvoid(unit.team.id, cost, World.toTile(dest.x), World.toTile(dest.y), World.toTile(x), World.toTile(y));
//collision found, make th destination the point right before the collision //collision found, make the destination the point right before the collision
if(res != 0){ if(res != 0){
v1.set(Point2.x(res) * Vars.tilesize - dest.x, Point2.y(res) * Vars.tilesize - dest.y); v1.set(Point2.x(res) * Vars.tilesize - dest.x, Point2.y(res) * Vars.tilesize - dest.y);
v1.setLength(Math.max(v1.len() - Vars.tilesize - 4f, 0)); v1.setLength(Math.max(v1.len() - Vars.tilesize - 4f, 0));

View File

@@ -152,14 +152,21 @@ public class WaveSpawner{
} }
private void eachFlyerSpawn(int filterPos, Floatc2 cons){ private void eachFlyerSpawn(int filterPos, Floatc2 cons){
boolean airUseSpawns = state.rules.airUseSpawns;
for(Tile tile : spawns){ for(Tile tile : spawns){
if(filterPos != -1 && filterPos != tile.pos()) continue; if(filterPos != -1 && filterPos != tile.pos()) continue;
if(!airUseSpawns){
float angle = Angles.angle(world.width() / 2f, world.height() / 2f, tile.x, tile.y); float angle = Angles.angle(world.width() / 2f, world.height() / 2f, tile.x, tile.y);
float trns = Math.max(world.width(), world.height()) * Mathf.sqrt2 * tilesize; float trns = Math.max(world.width(), world.height()) * Mathf.sqrt2 * tilesize;
float spawnX = Mathf.clamp(world.width() * tilesize / 2f + Angles.trnsx(angle, trns), -margin, world.width() * tilesize + margin); float spawnX = Mathf.clamp(world.width() * tilesize / 2f + Angles.trnsx(angle, trns), -margin, world.width() * tilesize + margin);
float spawnY = Mathf.clamp(world.height() * tilesize / 2f + Angles.trnsy(angle, trns), -margin, world.height() * tilesize + margin); float spawnY = Mathf.clamp(world.height() * tilesize / 2f + Angles.trnsy(angle, trns), -margin, world.height() * tilesize + margin);
cons.get(spawnX, spawnY); cons.get(spawnX, spawnY);
}else{
cons.get(tile.worldx(), tile.worldy());
}
} }
if(state.rules.attackMode && state.teams.isActive(state.rules.waveTeam)){ if(state.rules.attackMode && state.teams.isActive(state.rules.waveTeam)){

View File

@@ -47,6 +47,8 @@ public class BuilderAI extends AIController{
if(target != null && shouldShoot()){ if(target != null && shouldShoot()){
unit.lookAt(target); unit.lookAt(target);
}else if(!unit.type.flying){
unit.lookAt(unit.prefRotation());
} }
unit.updateBuilding = true; unit.updateBuilding = true;
@@ -55,6 +57,8 @@ public class BuilderAI extends AIController{
following = assistFollowing; following = assistFollowing;
} }
boolean moving = false;
if(following != null){ if(following != null){
retreatTimer = 0f; retreatTimer = 0f;
//try to follow and mimic someone //try to follow and mimic someone
@@ -83,6 +87,7 @@ public class BuilderAI extends AIController{
var core = unit.closestCore(); var core = unit.closestCore();
if(core != null && !unit.within(core, retreatDst)){ if(core != null && !unit.within(core, retreatDst)){
moveTo(core, retreatDst); moveTo(core, retreatDst);
moving = true;
} }
} }
} }
@@ -114,7 +119,8 @@ public class BuilderAI extends AIController{
if(valid){ if(valid){
//move toward the plan //move toward the plan
moveTo(req.tile(), unit.type.buildRange - 20f); moveTo(req.tile(), unit.type.buildRange - 20f, 20f);
moving = !unit.within(req.tile(), unit.type.buildRange - 10f);
}else{ }else{
//discard invalid plan //discard invalid plan
unit.plans.removeFirst(); unit.plans.removeFirst();
@@ -124,6 +130,7 @@ public class BuilderAI extends AIController{
if(assistFollowing != null){ if(assistFollowing != null){
moveTo(assistFollowing, assistFollowing.type.hitSize + unit.type.hitSize/2f + 60f); moveTo(assistFollowing, assistFollowing.type.hitSize + unit.type.hitSize/2f + 60f);
moving = !unit.within(assistFollowing, assistFollowing.type.hitSize + unit.type.hitSize/2f + 65f);
} }
//follow someone and help them build //follow someone and help them build
@@ -153,7 +160,7 @@ public class BuilderAI extends AIController{
float minDst = Float.MAX_VALUE; float minDst = Float.MAX_VALUE;
Player closest = null; Player closest = null;
for(var player : Groups.player){ for(var player : Groups.player){
if(player.unit().canBuild() && !player.dead() && player.team() == unit.team){ if(!player.dead() && player.isBuilder() && player.team() == unit.team){
float dst = player.dst2(unit); float dst = player.dst2(unit);
if(dst < minDst){ if(dst < minDst){
closest = player; closest = player;
@@ -186,6 +193,10 @@ public class BuilderAI extends AIController{
} }
} }
} }
if(!unit.type.flying){
unit.updateBoosting(moving || unit.floorOn().isDuct || unit.floorOn().damageTaken > 0f);
}
} }
protected boolean nearEnemy(int x, int y){ protected boolean nearEnemy(int x, int y){

View File

@@ -4,7 +4,6 @@ import arc.math.*;
import arc.math.geom.*; import arc.math.geom.*;
import arc.struct.*; import arc.struct.*;
import arc.util.*; import arc.util.*;
import mindustry.*;
import mindustry.ai.*; import mindustry.ai.*;
import mindustry.core.*; import mindustry.core.*;
import mindustry.entities.*; import mindustry.entities.*;
@@ -35,7 +34,6 @@ public class CommandAI extends AIController{
protected boolean stopAtTarget, stopWhenInRange; protected boolean stopAtTarget, stopWhenInRange;
protected Vec2 lastTargetPos; protected Vec2 lastTargetPos;
protected int pathId = -1;
protected boolean blockingUnit; protected boolean blockingUnit;
protected float timeSpentBlocked; protected float timeSpentBlocked;
@@ -205,6 +203,11 @@ public class CommandAI extends AIController{
} }
} }
boolean alwaysArrive = false;
float engageRange = unit.type.range - 10f;
boolean withinAttackRange = attackTarget != null && unit.within(attackTarget, engageRange) && stance != UnitStance.ram;
if(targetPos != null){ if(targetPos != null){
boolean move = true, isFinalPoint = commandQueue.size == 0; boolean move = true, isFinalPoint = commandQueue.size == 0;
vecOut.set(targetPos); vecOut.set(targetPos);
@@ -221,6 +224,7 @@ public class CommandAI extends AIController{
} }
if(unit.isGrounded() && stance != UnitStance.ram){ if(unit.isGrounded() && stance != UnitStance.ram){
//TODO: blocking enable or disable?
if(timer.get(timerTarget3, avoidInterval)){ if(timer.get(timerTarget3, avoidInterval)){
Vec2 dstPos = Tmp.v1.trns(unit.rotation, unit.hitSize/2f); Vec2 dstPos = Tmp.v1.trns(unit.rotation, unit.hitSize/2f);
float max = unit.hitSize/2f; float max = unit.hitSize/2f;
@@ -248,8 +252,18 @@ public class CommandAI extends AIController{
timeSpentBlocked = 0f; timeSpentBlocked = 0f;
} }
//if you've spent 3 seconds stuck, something is wrong, move regardless //if the unit is next to the target, stop asking the pathfinder how to get there, it's a waste of CPU
move = Vars.controlPath.getPathPosition(unit, pathId, vecMovePos, vecOut, noFound) && (!blockingUnit || timeSpentBlocked > maxBlockTime); //TODO maybe stop moving too?
if(withinAttackRange){
move = true;
noFound[0] = false;
vecOut.set(vecMovePos);
}else{
move = controlPath.getPathPosition(unit, vecMovePos, targetPos, vecOut, noFound) && (!blockingUnit || timeSpentBlocked > maxBlockTime);
}
//rare case where unit must be perfectly aligned (happens with 1-tile gaps)
alwaysArrive = vecOut.epsilonEquals(unit.tileX() * tilesize, unit.tileY() * tilesize);
//we've reached the final point if the returned coordinate is equal to the supplied input //we've reached the final point if the returned coordinate is equal to the supplied input
isFinalPoint &= vecMovePos.epsilonEquals(vecOut, 4.1f); isFinalPoint &= vecMovePos.epsilonEquals(vecOut, 4.1f);
@@ -266,18 +280,16 @@ public class CommandAI extends AIController{
vecOut.set(vecMovePos); vecOut.set(vecMovePos);
} }
float engageRange = unit.type.range - 10f;
if(move){ if(move){
if(unit.type.circleTarget && attackTarget != null){ if(unit.type.circleTarget && attackTarget != null){
target = attackTarget; target = attackTarget;
circleAttack(80f); circleAttack(80f);
}else{ }else{
moveTo(vecOut, moveTo(vecOut,
attackTarget != null && unit.within(attackTarget, engageRange) && stance != UnitStance.ram ? engageRange : withinAttackRange ? engageRange :
unit.isGrounded() ? 0f : unit.isGrounded() ? 0f :
attackTarget != null && stance != UnitStance.ram ? engageRange : attackTarget != null && stance != UnitStance.ram ? engageRange : 0f,
0f, unit.isFlying() ? 40f : 100f, false, null, isFinalPoint); unit.isFlying() ? 40f : 100f, false, null, isFinalPoint || alwaysArrive);
} }
} }
@@ -417,7 +429,6 @@ public class CommandAI extends AIController{
//this is an allocation, but it's relatively rarely called anyway, and outside mutations must be prevented //this is an allocation, but it's relatively rarely called anyway, and outside mutations must be prevented
targetPos = lastTargetPos = pos.cpy(); targetPos = lastTargetPos = pos.cpy();
attackTarget = null; attackTarget = null;
pathId = Vars.controlPath.nextTargetId();
this.stopWhenInRange = stopWhenInRange; this.stopWhenInRange = stopWhenInRange;
} }
@@ -432,7 +443,6 @@ public class CommandAI extends AIController{
public void commandTarget(Teamc moveTo, boolean stopAtTarget){ public void commandTarget(Teamc moveTo, boolean stopAtTarget){
attackTarget = moveTo; attackTarget = moveTo;
this.stopAtTarget = stopAtTarget; this.stopAtTarget = stopAtTarget;
pathId = Vars.controlPath.nextTargetId();
} }
/* /*

View File

@@ -39,7 +39,7 @@ public class FlyingFollowAI extends FlyingAI{
@Override @Override
public void updateVisuals(){ public void updateVisuals(){
if(unit.isFlying()){ if(unit.isFlying()){
unit.wobble(); if(unit.type.wobble) unit.wobble();
if(!shouldFaceTarget()){ if(!shouldFaceTarget()){
unit.lookAt(unit.prefRotation()); unit.lookAt(unit.prefRotation());

View File

@@ -3,7 +3,6 @@ package mindustry.ai.types;
import arc.math.*; import arc.math.*;
import arc.struct.*; import arc.struct.*;
import arc.util.*; import arc.util.*;
import mindustry.*;
import mindustry.ai.*; import mindustry.ai.*;
import mindustry.entities.units.*; import mindustry.entities.units.*;
import mindustry.gen.*; import mindustry.gen.*;
@@ -41,8 +40,6 @@ public class LogicAI extends AIController{
public PosTeam posTarget = PosTeam.create(); public PosTeam posTarget = PosTeam.create();
private ObjectSet<Object> radars = new ObjectSet<>(); private ObjectSet<Object> radars = new ObjectSet<>();
private float lastMoveX, lastMoveY;
private int lastPathId = 0;
// LogicAI state should not be reset after reading. // LogicAI state should not be reset after reading.
@Override @Override
@@ -52,14 +49,6 @@ public class LogicAI extends AIController{
@Override @Override
public void updateMovement(){ public void updateMovement(){
if(control == LUnitControl.pathfind){
if(!Mathf.equal(moveX, lastMoveX, 0.1f) || !Mathf.equal(moveY, lastMoveY, 0.1f)){
lastPathId ++;
lastMoveX = moveX;
lastMoveY = moveY;
}
}
if(targetTimer > 0f){ if(targetTimer > 0f){
targetTimer -= Time.delta; targetTimer -= Time.delta;
}else{ }else{
@@ -86,7 +75,7 @@ public class LogicAI extends AIController{
if(unit.isFlying()){ if(unit.isFlying()){
moveTo(Tmp.v1.set(moveX, moveY), 1f, 30f); moveTo(Tmp.v1.set(moveX, moveY), 1f, 30f);
}else{ }else{
if(Vars.controlPath.getPathPosition(unit, lastPathId, Tmp.v2.set(moveX, moveY), Tmp.v1, null)){ if(controlPath.getPathPosition(unit, Tmp.v2.set(moveX, moveY), Tmp.v2, Tmp.v1, null)){
moveTo(Tmp.v1, 1f, Tmp.v2.epsilonEquals(Tmp.v1, 4.1f) ? 30f : 0f); moveTo(Tmp.v1, 1f, Tmp.v2.epsilonEquals(Tmp.v1, 4.1f) ? 30f : 0f);
} }
} }

View File

@@ -164,8 +164,11 @@ public class SoundControl{
//this just fades out the last track to make way for ingame music //this just fades out the last track to make way for ingame music
silence(); silence();
//play music at intervals if(Core.settings.getBool("alwaysmusic")){
if(Time.timeSinceMillis(lastPlayed) > 1000 * musicInterval / 60f){ if(current == null){
playRandom();
}
}else if(Time.timeSinceMillis(lastPlayed) > 1000 * musicInterval / 60f){
//chance to play it per interval //chance to play it per interval
if(Mathf.chance(musicChance)){ if(Mathf.chance(musicChance)){
lastPlayed = Time.millis(); lastPlayed = Time.millis();
@@ -213,7 +216,9 @@ public class SoundControl{
/** Plays a random track.*/ /** Plays a random track.*/
public void playRandom(){ public void playRandom(){
if(isDark()){ if(state.boss() != null){
playOnce(bossMusic.random(lastRandomPlayed));
}else if(isDark()){
playOnce(darkMusic.random(lastRandomPlayed)); playOnce(darkMusic.random(lastRandomPlayed));
}else{ }else{
playOnce(ambientMusic.random(lastRandomPlayed)); playOnce(ambientMusic.random(lastRandomPlayed));

View File

@@ -2556,8 +2556,8 @@ public class Blocks{
fluxReactor = new VariableReactor("flux-reactor"){{ fluxReactor = new VariableReactor("flux-reactor"){{
requirements(Category.power, with(Items.graphite, 300, Items.carbide, 200, Items.oxide, 100, Items.silicon, 600, Items.surgeAlloy, 300)); requirements(Category.power, with(Items.graphite, 300, Items.carbide, 200, Items.oxide, 100, Items.silicon, 600, Items.surgeAlloy, 300));
powerProduction = 120f; powerProduction = 240f;
maxHeat = 140f; maxHeat = 150f;
consumeLiquid(Liquids.cyanogen, 9f / 60f); consumeLiquid(Liquids.cyanogen, 9f / 60f);
liquidCapacity = 30f; liquidCapacity = 30f;
@@ -4108,7 +4108,7 @@ public class Blocks{
rotateSpeed = 3f; rotateSpeed = 3f;
coolant = consume(new ConsumeLiquid(Liquids.water, 15f / 60f)); coolant = consume(new ConsumeLiquid(Liquids.water, 15f / 60f));
limitRange(16f); limitRange(25f);
}}; }};
sublimate = new ContinuousLiquidTurret("sublimate"){{ sublimate = new ContinuousLiquidTurret("sublimate"){{
@@ -4152,6 +4152,7 @@ public class Blocks{
liquidConsumed = 10f / 60f; liquidConsumed = 10f / 60f;
targetInterval = 5f; targetInterval = 5f;
newTargetInterval = 30f;
targetUnderBlocks = false; targetUnderBlocks = false;
float r = range = 130f; float r = range = 130f;
@@ -4242,6 +4243,8 @@ public class Blocks{
shootY = 7f; shootY = 7f;
rotateSpeed = 1.4f; rotateSpeed = 1.4f;
minWarmup = 0.85f; minWarmup = 0.85f;
newTargetInterval = 40f;
shootWarmupSpeed = 0.07f; shootWarmupSpeed = 0.07f;
coolant = consume(new ConsumeLiquid(Liquids.water, 30f / 60f)); coolant = consume(new ConsumeLiquid(Liquids.water, 30f / 60f));
@@ -4379,6 +4382,7 @@ public class Blocks{
trailInterval = 3f; trailInterval = 3f;
trailParam = 4f; trailParam = 4f;
pierceCap = 2; pierceCap = 2;
buildingDamageMultiplier = 0.5f;
fragOnHit = false; fragOnHit = false;
speed = 5f; speed = 5f;
damage = 180f; damage = 180f;
@@ -4462,6 +4466,8 @@ public class Blocks{
heatRequirement = 10f; heatRequirement = 10f;
maxHeatEfficiency = 2f; maxHeatEfficiency = 2f;
newTargetInterval = 40f;
inaccuracy = 1f; inaccuracy = 1f;
shake = 2f; shake = 2f;
shootY = 4; shootY = 4;
@@ -4684,6 +4690,8 @@ public class Blocks{
shootSound = Sounds.missileLaunch; shootSound = Sounds.missileLaunch;
minWarmup = 0.94f; minWarmup = 0.94f;
newTargetInterval = 40f;
unitSort = UnitSorts.strongest;
shootWarmupSpeed = 0.03f; shootWarmupSpeed = 0.03f;
targetAir = false; targetAir = false;
targetUnderBlocks = false; targetUnderBlocks = false;

View File

@@ -37,7 +37,9 @@ public class Bullets{
damageLightningGround = damageLightning.copy(); damageLightningGround = damageLightning.copy();
damageLightningGround.collidesAir = false; damageLightningGround.collidesAir = false;
fireball = new FireBulletType(1f, 4); fireball = new FireBulletType(1f, 4){{
hittable = false;
}};
spaceLiquid = new SpaceLiquidBulletType(){{ spaceLiquid = new SpaceLiquidBulletType(){{
knockback = 0.7f; knockback = 0.7f;

View File

@@ -2434,13 +2434,10 @@ public class Fx{
shieldBreak = new Effect(40, e -> { shieldBreak = new Effect(40, e -> {
color(e.color); color(e.color);
stroke(3f * e.fout()); stroke(3f * e.fout());
if(e.data instanceof Unit u){ if(e.data instanceof ForceFieldAbility ab){
var ab = (ForceFieldAbility)Structs.find(u.abilities, a -> a instanceof ForceFieldAbility);
if(ab != null){
Lines.poly(e.x, e.y, ab.sides, e.rotation + e.fin(), ab.rotation); Lines.poly(e.x, e.y, ab.sides, e.rotation + e.fin(), ab.rotation);
return; return;
} }
}
Lines.poly(e.x, e.y, 6, e.rotation + e.fin()); Lines.poly(e.x, e.y, 6, e.rotation + e.fin());
}).followParent(true), }).followParent(true),
@@ -2584,7 +2581,7 @@ public class Fx{
if(!(e.data instanceof Vec2[] vec)) return; if(!(e.data instanceof Vec2[] vec)) return;
Draw.color(e.color); Draw.color(e.color);
Lines.stroke(1f); Lines.stroke(2f);
if(vec.length == 2){ if(vec.length == 2){
Lines.line(vec[0].x, vec[0].y, vec[1].x, vec[1].y); Lines.line(vec[0].x, vec[0].y, vec[1].x, vec[1].y);
@@ -2595,6 +2592,16 @@ public class Fx{
Lines.endLine(); Lines.endLine();
} }
Draw.reset();
}),
debugRect = new Effect(90f, 1000000000000f, e -> {
if(!(e.data instanceof Rect rect)) return;
Draw.color(e.color);
Lines.stroke(2f);
Lines.rect(rect);
Draw.reset(); Draw.reset();
}); });
} }

View File

@@ -322,7 +322,7 @@ public class UnitTypes{
speed = 0.55f; speed = 0.55f;
hitSize = 8f; hitSize = 8f;
health = 120f; health = 120f;
buildSpeed = 0.8f; buildSpeed = 0.35f;
armor = 1f; armor = 1f;
abilities.add(new RepairFieldAbility(10f, 60f * 4, 60f)); abilities.add(new RepairFieldAbility(10f, 60f * 4, 60f));
@@ -354,7 +354,7 @@ public class UnitTypes{
speed = 0.7f; speed = 0.7f;
hitSize = 11f; hitSize = 11f;
health = 320f; health = 320f;
buildSpeed = 0.9f; buildSpeed = 0.5f;
armor = 4f; armor = 4f;
riseSpeed = 0.07f; riseSpeed = 0.07f;
@@ -408,7 +408,7 @@ public class UnitTypes{
mineTier = 3; mineTier = 3;
boostMultiplier = 2f; boostMultiplier = 2f;
health = 640f; health = 640f;
buildSpeed = 1.7f; buildSpeed = 1.1f;
canBoost = true; canBoost = true;
armor = 9f; armor = 9f;
mechLandShake = 2f; mechLandShake = 2f;

View File

@@ -171,6 +171,13 @@ public class ContentLoader{
public void handleMappableContent(MappableContent content){ public void handleMappableContent(MappableContent content){
if(contentNameMap[content.getContentType().ordinal()].containsKey(content.name)){ if(contentNameMap[content.getContentType().ordinal()].containsKey(content.name)){
var list = contentMap[content.getContentType().ordinal()];
//this method is only called when registering content, and after handleContent.
//If this is the last registered content, and it is invalid, make sure to remove it from the list to prevent invalid stuff from being registered
if(list.size > 0 && list.peek() == content){
list.pop();
}
throw new IllegalArgumentException("Two content objects cannot have the same name! (issue: '" + content.name + "')"); throw new IllegalArgumentException("Two content objects cannot have the same name! (issue: '" + content.name + "')");
} }
if(currentMod != null){ if(currentMod != null){

View File

@@ -47,17 +47,7 @@ public class Logic implements ApplicationListener{
Events.on(BlockBuildEndEvent.class, event -> { Events.on(BlockBuildEndEvent.class, event -> {
if(!event.breaking){ if(!event.breaking){
TeamData data = event.team.data(); checkOverlappingPlans(event.team, event.tile);
Iterator<BlockPlan> it = data.plans.iterator();
var bounds = event.tile.block().bounds(event.tile.x, event.tile.y, Tmp.r1);
while(it.hasNext()){
BlockPlan b = it.next();
Block block = content.block(b.block);
if(bounds.overlaps(block.bounds(b.x, b.y, Tmp.r2))){
b.removed = true;
it.remove();
}
}
if(event.team == state.rules.defaultTeam){ if(event.team == state.rules.defaultTeam){
state.stats.placedBlockCount.increment(event.tile.block()); state.stats.placedBlockCount.increment(event.tile.block());
@@ -65,6 +55,12 @@ public class Logic implements ApplicationListener{
} }
}); });
Events.on(PayloadDropEvent.class, e -> {
if(e.build != null){
checkOverlappingPlans(e.build.team, e.build.tile);
}
});
//when loading a 'damaged' sector, propagate the damage //when loading a 'damaged' sector, propagate the damage
Events.on(SaveLoadEvent.class, e -> { Events.on(SaveLoadEvent.class, e -> {
if(state.isCampaign()){ if(state.isCampaign()){
@@ -211,6 +207,20 @@ public class Logic implements ApplicationListener{
}); });
} }
private void checkOverlappingPlans(Team team, Tile tile){
TeamData data = team.data();
Iterator<BlockPlan> it = data.plans.iterator();
var bounds = tile.block().bounds(tile.x, tile.y, Tmp.r1);
while(it.hasNext()){
BlockPlan b = it.next();
Block block = content.block(b.block);
if(bounds.overlaps(block.bounds(b.x, b.y, Tmp.r2))){
b.removed = true;
it.remove();
}
}
}
/** Adds starting items, resets wave time, and sets state to playing. */ /** Adds starting items, resets wave time, and sets state to playing. */
public void play(){ public void play(){
state.set(State.playing); state.set(State.playing);
@@ -251,6 +261,7 @@ public class Logic implements ApplicationListener{
Groups.clear(); Groups.clear();
Time.clear(); Time.clear();
Events.fire(new ResetEvent()); Events.fire(new ResetEvent());
world.tiles = new Tiles(0, 0);
//save settings on reset //save settings on reset
Core.settings.manualSave(); Core.settings.manualSave();

View File

@@ -478,7 +478,7 @@ public class NetClient implements ApplicationListener{
Log.warn("Block ID mismatch at @: @ != @. Skipping block snapshot.", tile, tile.build.block.id, block); Log.warn("Block ID mismatch at @: @ != @. Skipping block snapshot.", tile, tile.build.block.id, block);
break; break;
} }
tile.build.readAll(Reads.get(input), tile.build.version()); tile.build.readSync(Reads.get(input), tile.build.version());
} }
}catch(Exception e){ }catch(Exception e){
Log.err(e); Log.err(e);
@@ -622,21 +622,22 @@ public class NetClient implements ApplicationListener{
void sync(){ void sync(){
if(timer.get(0, playerSyncTime)){ if(timer.get(0, playerSyncTime)){
Unit unit = player.dead() ? Nulls.unit : player.unit(); boolean dead = player.dead();
int uid = player.dead() ? -1 : unit.id; Unit unit = dead ? null : player.unit();
int uid = dead || unit == null ? -1 : unit.id;
Call.clientSnapshot( Call.clientSnapshot(
lastSent++, lastSent++,
uid, uid,
player.dead(), dead,
player.dead() ? player.x : unit.x, player.dead() ? player.y : unit.y, dead ? player.x : unit.x, dead ? player.y : unit.y,
player.unit().aimX(), player.unit().aimY(), dead ? 0f : unit.aimX(), dead ? 0f : unit.aimY(),
unit.rotation, unit == null ? 0f : unit.rotation,
unit instanceof Mechc m ? m.baseRotation() : 0, unit instanceof Mechc m ? m.baseRotation() : 0,
unit.vel.x, unit.vel.y, unit == null ? 0f : unit.vel.x, unit == null ? 0f : unit.vel.y,
player.unit().mineTile, dead ? null : unit.mineTile,
player.boosting, player.shooting, ui.chatfrag.shown(), control.input.isBuilding, player.boosting, player.shooting, ui.chatfrag.shown(), control.input.isBuilding,
player.isBuilder() ? player.unit().plans : null, player.isBuilder() && unit != null ? unit.plans : null,
Core.camera.position.x, Core.camera.position.y, Core.camera.position.x, Core.camera.position.y,
Core.camera.width, Core.camera.height Core.camera.width, Core.camera.height
); );

View File

@@ -59,7 +59,7 @@ public class NetServer implements ApplicationListener{
count++; count++;
} }
} }
return count; return (float)count + Mathf.random(-0.1f, 0.1f); //if several have the same playercount pick random
}); });
return re == null ? null : re.team; return re == null ? null : re.team;
} }
@@ -117,6 +117,8 @@ public class NetServer implements ApplicationListener{
private DataOutputStream dataStream = new DataOutputStream(syncStream); private DataOutputStream dataStream = new DataOutputStream(syncStream);
/** Packet handlers for custom types of messages. */ /** Packet handlers for custom types of messages. */
private ObjectMap<String, Seq<Cons2<Player, String>>> customPacketHandlers = new ObjectMap<>(); private ObjectMap<String, Seq<Cons2<Player, String>>> customPacketHandlers = new ObjectMap<>();
/** Packet handlers for logic client data */
private ObjectMap<String, Seq<Cons2<Player, Object>>> logicClientDataHandlers = new ObjectMap<>();
public NetServer(){ public NetServer(){
@@ -203,7 +205,7 @@ public class NetServer implements ApplicationListener{
info.id = packet.uuid; info.id = packet.uuid;
admins.save(); admins.save();
Call.infoMessage(con, "You are not whitelisted here."); Call.infoMessage(con, "You are not whitelisted here.");
info("&lcDo &lywhitelist-add @&lc to whitelist the player &lb'@'", packet.uuid, packet.name); info("&lcDo &lywhitelist add @&lc to whitelist the player &lb'@'", packet.uuid, packet.name);
con.kick(KickReason.whitelist); con.kick(KickReason.whitelist);
return; return;
} }
@@ -515,6 +517,10 @@ public class NetServer implements ApplicationListener{
return customPacketHandlers.get(type, Seq::new); return customPacketHandlers.get(type, Seq::new);
} }
public void addLogicDataHandler(String type, Cons2<Player, Object> handler){
logicClientDataHandlers.get(type, Seq::new).add(handler);
}
public static void onDisconnect(Player player, String reason){ public static void onDisconnect(Player player, String reason){
//singleplayer multiplayer weirdness //singleplayer multiplayer weirdness
if(player.con == null){ if(player.con == null){
@@ -583,6 +589,21 @@ public class NetServer implements ApplicationListener{
serverPacketReliable(player, type, contents); serverPacketReliable(player, type, contents);
} }
@Remote(targets = Loc.client)
public static void clientLogicDataReliable(Player player, String channel, Object value){
Seq<Cons2<Player, Object>> handlers = netServer.logicClientDataHandlers.get(channel);
if(handlers != null){
for(Cons2<Player, Object> handler : handlers){
handler.get(player, value);
}
}
}
@Remote(targets = Loc.client, unreliable = true)
public static void clientLogicDataUnreliable(Player player, String channel, Object value){
clientLogicDataReliable(player, channel, value);
}
private static boolean invalid(float f){ private static boolean invalid(float f){
return Float.isInfinite(f) || Float.isNaN(f); return Float.isInfinite(f) || Float.isNaN(f);
} }
@@ -639,12 +660,11 @@ public class NetServer implements ApplicationListener{
player.shooting = shooting; player.shooting = shooting;
player.boosting = boosting; player.boosting = boosting;
player.unit().controlWeapons(shooting, shooting); @Nullable var unit = player.unit();
player.unit().aim(pointerX, pointerY);
if(player.isBuilder()){ if(player.isBuilder()){
player.unit().clearBuilding(); unit.clearBuilding();
player.unit().updateBuilding(building); unit.updateBuilding(building);
if(plans != null){ if(plans != null){
for(BuildPlan req : plans){ for(BuildPlan req : plans){
@@ -673,12 +693,12 @@ public class NetServer implements ApplicationListener{
} }
} }
player.unit().mineTile = mining;
con.rejectedRequests.clear(); con.rejectedRequests.clear();
if(!player.dead()){ if(!player.dead()){
Unit unit = player.unit(); unit.controlWeapons(shooting, shooting);
unit.aim(pointerX, pointerY);
unit.mineTile = mining;
long elapsed = Math.min(Time.timeSinceMillis(con.lastReceivedClientTime), 1500); long elapsed = Math.min(Time.timeSinceMillis(con.lastReceivedClientTime), 1500);
float maxSpeed = unit.speed(); float maxSpeed = unit.speed();
@@ -893,7 +913,7 @@ public class NetServer implements ApplicationListener{
dataStream.writeInt(entity.pos()); dataStream.writeInt(entity.pos());
dataStream.writeShort(entity.block.id); dataStream.writeShort(entity.block.id);
entity.writeAll(Writes.get(dataStream)); entity.writeSync(Writes.get(dataStream));
if(syncStream.size() > maxSnapshotSize){ if(syncStream.size() > maxSnapshotSize){
dataStream.close(); dataStream.close();

View File

@@ -1,6 +1,7 @@
package mindustry.core; package mindustry.core;
import arc.*; import arc.*;
import arc.filedialogs.*;
import arc.files.*; import arc.files.*;
import arc.func.*; import arc.func.*;
import arc.math.*; import arc.math.*;
@@ -141,7 +142,9 @@ public interface Platform{
* @param title The title of the native dialog * @param title The title of the native dialog
*/ */
default void showFileChooser(boolean open, String title, String extension, Cons<Fi> cons){ default void showFileChooser(boolean open, String title, String extension, Cons<Fi> cons){
if(OS.isLinux && !OS.isAndroid){ if(OS.isWindows || OS.isMac){
showNativeFileChooser(open, title, cons, extension);
}else if(OS.isLinux && !OS.isAndroid){
showZenity(open, title, new String[]{extension}, cons, () -> defaultFileDialog(open, title, extension, cons)); showZenity(open, title, new String[]{extension}, cons, () -> defaultFileDialog(open, title, extension, cons));
}else{ }else{
defaultFileDialog(open, title, extension, cons); defaultFileDialog(open, title, extension, cons);
@@ -223,6 +226,8 @@ public interface Platform{
default void showMultiFileChooser(Cons<Fi> cons, String... extensions){ default void showMultiFileChooser(Cons<Fi> cons, String... extensions){
if(mobile){ if(mobile){
showFileChooser(true, extensions[0], cons); showFileChooser(true, extensions[0], cons);
}else if(OS.isWindows || OS.isMac){
showNativeFileChooser(true, "@open", cons, extensions);
}else if(OS.isLinux && !OS.isAndroid){ }else if(OS.isLinux && !OS.isAndroid){
showZenity(true, "@open", extensions, cons, () -> defaultMultiFileChooser(cons, extensions)); showZenity(true, "@open", extensions, cons, () -> defaultMultiFileChooser(cons, extensions));
}else{ }else{
@@ -234,6 +239,68 @@ public interface Platform{
new FileChooser("@open", file -> Structs.contains(extensions, file.extension().toLowerCase()), true, cons).show(); new FileChooser("@open", file -> Structs.contains(extensions, file.extension().toLowerCase()), true, cons).show();
} }
default void showNativeFileChooser(boolean open, String title, Cons<Fi> cons, String... shownExtensions){
String formatted = (title.startsWith("@") ? Core.bundle.get(title.substring(1)) : title).replaceAll("\"", "'");
//this should never happen unless someone is being dumb with the parameters
String[] ext = shownExtensions == null || shownExtensions.length == 0 ? new String[]{""} : shownExtensions;
//native file dialog
Threads.daemon(() -> {
try{
FileDialogs.loadNatives();
String result;
String[] patterns = new String[ext.length];
for(int i = 0; i < ext.length; i++){
patterns[i] = "*." + ext[i];
}
//on MacOS, .msav is not properly recognized until I put garbage into the array?
if(patterns.length == 1 && OS.isMac && open){
patterns = new String[]{"", "*." + ext[0]};
}
if(open){
result = FileDialogs.openFileDialog(formatted, FileChooser.getLastDirectory().absolutePath(), patterns, "." + ext[0] + " files", false);
}else{
result = FileDialogs.saveFileDialog(formatted, FileChooser.getLastDirectory().child("file." + ext[0]).absolutePath(), patterns, "." + ext[0] + " files");
}
if(result == null) return;
if(result.length() > 1 && result.contains("\n")){
result = result.split("\n")[0];
}
//cancelled selection, ignore result
if(result.isEmpty() || result.equals("\n")) return;
if(result.endsWith("\n")) result = result.substring(0, result.length() - 1);
if(result.contains("\n")) throw new IOException("invalid input: \"" + result + "\"");
Fi file = Core.files.absolute(result);
Core.app.post(() -> {
FileChooser.setLastDirectory(file.isDirectory() ? file : file.parent());
if(!open){
cons.get(file.parent().child(file.nameWithoutExtension() + "." + ext[0]));
}else{
cons.get(file);
}
});
}catch(Throwable error){
Log.err("Failure to execute native file chooser", error);
Core.app.post(() -> {
if(ext.length > 1){
defaultMultiFileChooser(cons, ext);
}else{
defaultFileDialog(open, title, ext[0], cons);
}
});
}
});
}
/** Hide the app. Android only. */ /** Hide the app. Android only. */
default void hide(){ default void hide(){
} }

View File

@@ -2,6 +2,7 @@ package mindustry.core;
import arc.*; import arc.*;
import arc.assets.loaders.TextureLoader.*; import arc.assets.loaders.TextureLoader.*;
import arc.audio.*;
import arc.files.*; import arc.files.*;
import arc.graphics.*; import arc.graphics.*;
import arc.graphics.Texture.*; import arc.graphics.Texture.*;
@@ -554,6 +555,11 @@ public class Renderer implements ApplicationListener{
landTime = landCore.landDuration(); landTime = landCore.landDuration();
launchCoreType = coreType; launchCoreType = coreType;
Music music = landCore.launchMusic();
music.stop();
music.play();
music.setVolume(settings.getInt("musicvol") / 100f);
landCore.beginLaunch(coreType); landCore.beginLaunch(coreType);
} }

View File

@@ -158,7 +158,7 @@ public class UI implements ApplicationListener, Loadable{
Core.scene.draw(); Core.scene.draw();
if(Core.input.keyTap(KeyCode.mouseLeft) && Core.scene.hasField()){ if(Core.input.keyTap(KeyCode.mouseLeft) && Core.scene.hasField()){
Element e = Core.scene.hit(Core.input.mouseX(), Core.input.mouseY(), true); Element e = Core.scene.getHoverElement();
if(!(e instanceof TextField)){ if(!(e instanceof TextField)){
Core.scene.setKeyboardFocus(null); Core.scene.setKeyboardFocus(null);
} }

View File

@@ -64,7 +64,7 @@ public abstract class UnlockableContent extends MappableContent{
@Override @Override
public void loadIcon(){ public void loadIcon(){
fullIcon = fullIcon =
Core.atlas.find(fullOverride, Core.atlas.find(fullOverride == null ? "" : fullOverride,
Core.atlas.find(getContentType().name() + "-" + name + "-full", Core.atlas.find(getContentType().name() + "-" + name + "-full",
Core.atlas.find(name + "-full", Core.atlas.find(name + "-full",
Core.atlas.find(name, Core.atlas.find(name,
@@ -147,6 +147,11 @@ public abstract class UnlockableContent extends MappableContent{
return Fonts.getUnicodeStr(name); return Fonts.getUnicodeStr(name);
} }
public int emojiChar(){
return Fonts.getUnicode(name);
}
public boolean hasEmoji(){ public boolean hasEmoji(){
return Fonts.hasUnicodeStr(name); return Fonts.hasUnicodeStr(name);
} }

View File

@@ -24,7 +24,6 @@ import mindustry.gen.*;
import mindustry.graphics.*; import mindustry.graphics.*;
import mindustry.io.*; import mindustry.io.*;
import mindustry.maps.*; import mindustry.maps.*;
import mindustry.type.*;
import mindustry.ui.*; import mindustry.ui.*;
import mindustry.ui.dialogs.*; import mindustry.ui.dialogs.*;
import mindustry.world.*; import mindustry.world.*;
@@ -212,11 +211,7 @@ public class MapEditorDialog extends Dialog implements Disposable{
margin(0); margin(0);
update(() -> { update(() -> {
if(Core.scene.getKeyboardFocus() instanceof Dialog && Core.scene.getKeyboardFocus() != this){ if(hasKeyboard()){
return;
}
if(Core.scene != null && Core.scene.getKeyboardFocus() == this){
doInput(); doInput();
} }
}); });

View File

@@ -14,16 +14,15 @@ import mindustry.ui.dialogs.*;
import static mindustry.Vars.*; import static mindustry.Vars.*;
public class MapInfoDialog extends BaseDialog{ public class MapInfoDialog extends BaseDialog{
private final WaveInfoDialog waveInfo; private WaveInfoDialog waveInfo = new WaveInfoDialog();
private final MapGenerateDialog generate; private MapGenerateDialog generate = new MapGenerateDialog(false);
private final CustomRulesDialog ruleInfo = new CustomRulesDialog(); private CustomRulesDialog ruleInfo = new CustomRulesDialog();
private final MapObjectivesDialog objectives = new MapObjectivesDialog(); private MapObjectivesDialog objectives = new MapObjectivesDialog();
private final MapLocalesDialog locales = new MapLocalesDialog(); private MapLocalesDialog locales = new MapLocalesDialog();
private MapProcessorsDialog processors = new MapProcessorsDialog();
public MapInfoDialog(){ public MapInfoDialog(){
super("@editor.mapinfo"); super("@editor.mapinfo");
this.waveInfo = new WaveInfoDialog();
this.generate = new MapGenerateDialog(false);
addCloseButton(); addCloseButton();
@@ -108,7 +107,12 @@ public class MapInfoDialog extends BaseDialog{
ui.showException(e); ui.showException(e);
} }
hide(); hide();
}).marginLeft(10f).width(0f).colspan(2).center().growX(); }).marginLeft(10f);
r.button("@editor.worldprocessors", Icon.logic, style, () -> {
hide();
processors.show();
}).marginLeft(10f);
}).colspan(2).center(); }).colspan(2).center();
name.change(); name.change();

View File

@@ -39,7 +39,7 @@ public class MapLoadDialog extends BaseDialog{
ButtonGroup<Button> group = new ButtonGroup<>(); ButtonGroup<Button> group = new ButtonGroup<>();
int i = 0; int i = 0;
int cols = Math.max((int)(Core.graphics.getWidth() / Scl.scl(250f)), 1); int cols = Math.max((int)(Core.graphics.getWidth() / Scl.scl(300f)), 1);
Table table = new Table(); Table table = new Table();
table.defaults().size(250f, 90f).pad(4f); table.defaults().size(250f, 90f).pad(4f);
@@ -53,7 +53,7 @@ public class MapLoadDialog extends BaseDialog{
table.button(b -> { table.button(b -> {
b.add(new BorderImage(map.safeTexture(), 2f).setScaling(Scaling.fit)).padLeft(5f).size(16 * 4f); b.add(new BorderImage(map.safeTexture(), 2f).setScaling(Scaling.fit)).padLeft(5f).size(16 * 4f);
b.add(map.name()).wrap().grow().labelAlign(Align.center).padLeft(5f); b.add(map.name()).wrap().grow().labelAlign(Align.center).padLeft(5f);
}, Styles.squareTogglet, () -> selected = map).group(group).checked(b -> selected == map); }, Styles.squareTogglet, () -> selected = map).group(group).margin(8f).checked(b -> selected == map);
if(++i % cols == 0) table.row(); if(++i % cols == 0) table.row();
} }

View File

@@ -0,0 +1,155 @@
package mindustry.editor;
import arc.scene.style.*;
import arc.scene.ui.*;
import arc.scene.ui.layout.*;
import arc.struct.*;
import arc.util.*;
import mindustry.*;
import mindustry.content.*;
import mindustry.game.*;
import mindustry.gen.*;
import mindustry.ui.*;
import mindustry.ui.dialogs.*;
import mindustry.world.*;
import mindustry.world.blocks.environment.*;
import mindustry.world.blocks.logic.*;
import mindustry.world.blocks.logic.LogicBlock.*;
import static mindustry.Vars.*;
public class MapProcessorsDialog extends BaseDialog{
private IconSelectDialog iconSelect = new IconSelectDialog();
private TextField search;
private Seq<Building> processors = new Seq<>();
private Table list;
public MapProcessorsDialog(){
super("@editor.worldprocessors");
shown(this::setup);
addCloseButton();
buttons.button("@add", Icon.add, () -> {
boolean foundAny = false;
outer:
for(int y = 0; y < Vars.world.height(); y++){
for(int x = 0; x < Vars.world.width(); x++){
Tile tile = Vars.world.rawTile(x, y);
if(!tile.synthetic()){
foundAny = true;
tile.setNet(Blocks.worldProcessor, Team.sharded, 0);
if(ui.editor.isShown()){
Vars.editor.renderer.updatePoint(x, y);
}
break outer;
}
}
}
if(!foundAny){
ui.showErrorMessage("@editor.worldprocessors.nospace");
}else{
setup();
}
}).size(210f, 64f);
cont.top();
getCell(cont).grow();
cont.table(s -> {
s.image(Icon.zoom).padRight(8);
search = s.field(null, text -> rebuild()).growX().get();
search.setMessageText("@players.search");
}).width(440f).fillX().padBottom(4).row();
cont.pane(t -> {
list = t;
});
}
private void rebuild(){
list.clearChildren();
if(processors.isEmpty()){
list.add("@editor.worldprocessors.none");
}else{
Table t = list;
var text = search.getText().toLowerCase();
t.defaults().pad(4f);
float h = 50f;
for(var build : processors){
if(build instanceof LogicBuild log && (text.isEmpty() || (log.tag != null && log.tag.toLowerCase().contains(text)))){
t.button(log.iconTag == 0 ? Styles.none : new TextureRegionDrawable(Fonts.getLargeIcon(Fonts.unicodeToName(log.iconTag))), Styles.graySquarei, iconMed, () -> {
iconSelect.show(ic -> {
log.iconTag = (char)ic;
rebuild();
});
}).size(h);
t.button((log.tag == null ? "<no name>\n" : "[accent]" + log.tag + "\n") + "[lightgray][[" + log.tile.x + ", " + log.tile.y + "]", Styles.grayt, () -> {
//TODO: bug: if you edit name inside of the edit dialog, it won't show up in the list properly
log.showEditDialog(true);
}).size(Vars.mobile ? 390f : 450f, h).margin(10f).with(b -> {
b.getLabel().setAlignment(Align.left, Align.left);
});
t.button(Icon.pencil, Styles.graySquarei, Vars.iconMed, () -> {
ui.showTextInput("", "@editor.name", LogicBlock.maxNameLength, log.tag == null ? "" : log.tag, tag -> {
//bypass configuration and set it directly in case privileged checks mess things up
log.tag = tag;
setup();
});
}).size(h);
if(Vars.state.isGame() && state.isEditor()){
t.button(Icon.eyeSmall, Styles.graySquarei, Vars.iconMed, () -> {
hide();
control.input.config.showConfig(build);
control.input.panCamera(Tmp.v1.set(build));
}).size(h);
}
t.button(Icon.trash, Styles.graySquarei, iconMed, () -> {
ui.showConfirm("@editor.worldprocessors.delete.confirm", () -> {
boolean surrounded = true;
for(int i = 0; i < 4; i++){
Tile other = build.tile.nearby(i);
if(other != null && !(other.block().privileged || other.block().isStatic())){
surrounded = false;
break;
}
}
if(surrounded){
build.tile.setNet(build.tile.floor().wall instanceof StaticWall ? build.tile.floor().wall : Blocks.stoneWall);
}else{
build.tile.setNet(Blocks.air);
}
processors.remove(build);
rebuild();
});
}).size(h);
t.row();
}
}
}
}
private void setup(){
processors.clear();
//scan the entire world for processor (Groups.build can be empty, indexer is probably inaccurate)
Vars.world.tiles.eachTile(t -> {
if(t.isCenter() && t.block() == Blocks.worldProcessor){
processors.add(t.build);
}
});
rebuild();
}
}

View File

@@ -329,7 +329,7 @@ public class MapView extends Element implements GestureListener{
return Core.scene != null && Core.scene.getKeyboardFocus() != null return Core.scene != null && Core.scene.getKeyboardFocus() != null
&& Core.scene.getKeyboardFocus().isDescendantOf(ui.editor) && Core.scene.getKeyboardFocus().isDescendantOf(ui.editor)
&& ui.editor.isShown() && tool == EditorTool.zoom && && ui.editor.isShown() && tool == EditorTool.zoom &&
Core.scene.hit(Core.input.mouse().x, Core.input.mouse().y, true) == this; Core.scene.getHoverElement() == this;
} }
@Override @Override

View File

@@ -25,7 +25,6 @@ public class Damage{
private static final Rect rect = new Rect(); private static final Rect rect = new Rect();
private static final Rect hitrect = new Rect(); private static final Rect hitrect = new Rect();
private static final Vec2 vec = new Vec2(), seg1 = new Vec2(), seg2 = new Vec2(); private static final Vec2 vec = new Vec2(), seg1 = new Vec2(), seg2 = new Vec2();
private static final Seq<Unit> units = new Seq<>();
private static final IntSet collidedBlocks = new IntSet(); private static final IntSet collidedBlocks = new IntSet();
private static final IntFloatMap damages = new IntFloatMap(); private static final IntFloatMap damages = new IntFloatMap();
private static final Seq<Collided> collided = new Seq<>(); private static final Seq<Collided> collided = new Seq<>();
@@ -41,6 +40,7 @@ public class Damage{
public static void applySuppression(Team team, float x, float y, float range, float reload, float maxDelay, float applyParticleChance, @Nullable Position source){ public static void applySuppression(Team team, float x, float y, float range, float reload, float maxDelay, float applyParticleChance, @Nullable Position source){
applySuppression(team, x, y, range, reload, maxDelay, applyParticleChance, source, Pal.sapBullet); applySuppression(team, x, y, range, reload, maxDelay, applyParticleChance, source, Pal.sapBullet);
} }
public static void applySuppression(Team team, float x, float y, float range, float reload, float maxDelay, float applyParticleChance, @Nullable Position source, Color effectColor){ public static void applySuppression(Team team, float x, float y, float range, float reload, float maxDelay, float applyParticleChance, @Nullable Position source, Color effectColor){
builds.clear(); builds.clear();
indexer.eachBlock(null, x, y, range, build -> build.team != team, build -> { indexer.eachBlock(null, x, y, range, build -> build.team != team, build -> {
@@ -175,6 +175,7 @@ public class Damage{
distances.clear(); distances.clear();
if(b.type.collidesGround && b.type.collidesTiles){
World.raycast(b.tileX(), b.tileY(), World.toTile(b.x + vec.x), World.toTile(b.y + vec.y), (x, y) -> { World.raycast(b.tileX(), b.tileY(), World.toTile(b.x + vec.x), World.toTile(b.y + vec.y), (x, y) -> {
//add distance to list so it can be processed //add distance to list so it can be processed
var build = world.build(x, y); var build = world.build(x, y);
@@ -190,6 +191,7 @@ public class Damage{
return false; return false;
}); });
}
Units.nearbyEnemies(b.team, rect, u -> { Units.nearbyEnemies(b.team, rect, u -> {
u.hitbox(hitrect); u.hitbox(hitrect);
@@ -243,11 +245,12 @@ public class Damage{
*/ */
public static void collideLine(Bullet hitter, Team team, Effect effect, float x, float y, float angle, float length, boolean large, boolean laser, int pierceCap){ public static void collideLine(Bullet hitter, Team team, Effect effect, float x, float y, float angle, float length, boolean large, boolean laser, int pierceCap){
length = findLength(hitter, length, laser, pierceCap); length = findLength(hitter, length, laser, pierceCap);
hitter.fdata = length;
collidedBlocks.clear(); collidedBlocks.clear();
vec.trnsExact(angle, length); vec.trnsExact(angle, length);
if(hitter.type.collidesGround){ if(hitter.type.collidesGround && hitter.type.collidesTiles){
seg1.set(x, y); seg1.set(x, y);
seg2.set(seg1).add(vec); seg2.set(seg1).add(vec);
World.raycastEachWorld(x, y, seg2.x, seg2.y, (cx, cy) -> { World.raycastEachWorld(x, y, seg2.x, seg2.y, (cx, cy) -> {

View File

@@ -32,6 +32,7 @@ public class ForceFieldAbility extends Ability{
/** State. */ /** State. */
protected float radiusScale, alpha; protected float radiusScale, alpha;
protected boolean wasBroken = true;
private static float realRad; private static float realRad;
private static Unit paramUnit; private static Unit paramUnit;
@@ -41,13 +42,6 @@ public class ForceFieldAbility extends Ability{
trait.absorb(); trait.absorb();
Fx.absorb.at(trait); Fx.absorb.at(trait);
//break shield
if(paramUnit.shield <= trait.damage()){
paramUnit.shield -= paramField.cooldown * paramField.regen;
Fx.shieldBreak.at(paramUnit.x, paramUnit.y, paramField.radius, paramUnit.team.color, paramUnit);
}
paramUnit.shield -= trait.damage(); paramUnit.shield -= trait.damage();
paramField.alpha = 1f; paramField.alpha = 1f;
} }
@@ -85,6 +79,14 @@ public class ForceFieldAbility extends Ability{
@Override @Override
public void update(Unit unit){ public void update(Unit unit){
if(unit.shield <= 0f && !wasBroken){
unit.shield -= cooldown * regen;
Fx.shieldBreak.at(unit.x, unit.y, radius, unit.type.shieldColor(unit), this);
}
wasBroken = unit.shield <= 0f;
if(unit.shield < max){ if(unit.shield < max){
unit.shield += Time.delta * regen; unit.shield += Time.delta * regen;
} }
@@ -108,7 +110,7 @@ public class ForceFieldAbility extends Ability{
checkRadius(unit); checkRadius(unit);
if(unit.shield > 0){ if(unit.shield > 0){
Draw.color(unit.team.color, Color.white, Mathf.clamp(alpha)); Draw.color(unit.type.shieldColor(unit), Color.white, Mathf.clamp(alpha));
if(Vars.renderer.animateShields){ if(Vars.renderer.animateShields){
Draw.z(Layer.shields + 0.001f * alpha); Draw.z(Layer.shields + 0.001f * alpha);

View File

@@ -31,7 +31,7 @@ public class ShieldArcAbility extends Ability{
if(paramField.data <= b.damage()){ if(paramField.data <= b.damage()){
paramField.data -= paramField.cooldown * paramField.regen; paramField.data -= paramField.cooldown * paramField.regen;
Fx.arcShieldBreak.at(paramPos.x, paramPos.y, 0, paramUnit.team.color, paramUnit); Fx.arcShieldBreak.at(paramPos.x, paramPos.y, 0, paramField.color == null ? paramUnit.type.shieldColor(paramUnit) : paramField.color, paramUnit);
} }
paramField.data -= b.damage(); paramField.data -= b.damage();
@@ -60,6 +60,8 @@ public class ShieldArcAbility extends Ability{
public boolean drawArc = true; public boolean drawArc = true;
/** If not null, will be drawn on top. */ /** If not null, will be drawn on top. */
public @Nullable String region; public @Nullable String region;
/** Color override of the shield. Uses unit shield colour by default. */
public @Nullable Color color;
/** If true, sprite position will be influenced by x/y. */ /** If true, sprite position will be influenced by x/y. */
public boolean offsetRegion = false; public boolean offsetRegion = false;
@@ -109,7 +111,7 @@ public class ShieldArcAbility extends Ability{
if(widthScale > 0.001f){ if(widthScale > 0.001f){
Draw.z(Layer.shields); Draw.z(Layer.shields);
Draw.color(unit.team.color, Color.white, Mathf.clamp(alpha)); Draw.color(color == null ? unit.type.shieldColor(unit) : color, Color.white, Mathf.clamp(alpha));
var pos = paramPos.set(x, y).rotate(unit.rotation - 90f).add(unit); var pos = paramPos.set(x, y).rotate(unit.rotation - 90f).add(unit);
if(!Vars.renderer.animateShields){ if(!Vars.renderer.animateShields){

View File

@@ -48,13 +48,13 @@ public class ShieldRegenFieldAbility extends Ability{
if(other.shield < max){ if(other.shield < max){
other.shield = Math.min(other.shield + amount, max); other.shield = Math.min(other.shield + amount, max);
other.shieldAlpha = 1f; //TODO may not be necessary other.shieldAlpha = 1f; //TODO may not be necessary
applyEffect.at(unit.x, unit.y, 0f, unit.team.color, parentizeEffects ? other : null); applyEffect.at(other.x, other.y, 0f, other.type.shieldColor(other), parentizeEffects ? other : null);
applied = true; applied = true;
} }
}); });
if(applied){ if(applied){
activeEffect.at(unit.x, unit.y, unit.team.color); activeEffect.at(unit.x, unit.y, unit.type.shieldColor(unit));
} }
timer = 0f; timer = 0f;

View File

@@ -309,6 +309,8 @@ public class BulletType extends Content implements Cloneable{
/** Color of light emitted by this bullet. */ /** Color of light emitted by this bullet. */
public Color lightColor = Pal.powerLight; public Color lightColor = Pal.powerLight;
protected float cachedDps = -1;
public BulletType(float speed, float damage){ public BulletType(float speed, float damage){
this.speed = speed; this.speed = speed;
this.damage = damage; this.damage = damage;
@@ -338,15 +340,20 @@ public class BulletType extends Content implements Cloneable{
/** @return estimated damage per shot. this can be very inaccurate. */ /** @return estimated damage per shot. this can be very inaccurate. */
public float estimateDPS(){ public float estimateDPS(){
if(cachedDps >= 0f) return cachedDps;
if(spawnUnit != null){ if(spawnUnit != null){
return spawnUnit.estimateDps(); return spawnUnit.estimateDps();
} }
float sum = damage + splashDamage*0.75f; float sum = damage * (pierce ? pierceCap == -1 ? 2 : Mathf.clamp(pierceCap, 1, 2) : 1f) * splashDamage*0.75f;
if(fragBullet != null && fragBullet != this){ if(fragBullet != null && fragBullet != this){
sum += fragBullet.estimateDPS() * fragBullets / 2f; sum += fragBullet.estimateDPS() * fragBullets / 2f;
} }
return sum; for(var other : spawnBullets){
sum += other.estimateDPS();
}
return cachedDps = sum;
} }
/** @return maximum distance the bullet this bullet type has can travel. */ /** @return maximum distance the bullet this bullet type has can travel. */

View File

@@ -10,31 +10,24 @@ import mindustry.world.blocks.distribution.MassDriver.*;
import static mindustry.Vars.*; import static mindustry.Vars.*;
public class MassDriverBolt extends BulletType{ public class MassDriverBolt extends BasicBulletType{
public MassDriverBolt(){ public MassDriverBolt(){
super(1f, 75); super(1f, 75);
collidesTiles = false; collidesTiles = false;
lifetime = 1f; lifetime = 1f;
width = 11f;
height = 13f;
shrinkY = 0f;
sprite = "shell";
despawnEffect = Fx.smeltsmoke; despawnEffect = Fx.smeltsmoke;
hitEffect = Fx.hitBulletBig; hitEffect = Fx.hitBulletBig;
} }
@Override
public void draw(Bullet b){
float w = 11f, h = 13f;
Draw.color(Pal.bulletYellowBack);
Draw.rect("shell-back", b.x, b.y, w, h, b.rotation() + 90);
Draw.color(Pal.bulletYellow);
Draw.rect("shell", b.x, b.y, w, h, b.rotation() + 90);
Draw.reset();
}
@Override @Override
public void update(Bullet b){ public void update(Bullet b){
super.update(b);
//data MUST be an instance of DriverBulletData //data MUST be an instance of DriverBulletData
if(!(b.data() instanceof DriverBulletData data)){ if(!(b.data() instanceof DriverBulletData data)){
hit(b); hit(b);

View File

@@ -118,6 +118,7 @@ public class PointLaserBulletType extends BulletType{
} }
} }
@Override
public void updateBulletInterval(Bullet b){ public void updateBulletInterval(Bullet b){
if(intervalBullet != null && b.time >= intervalDelay && b.timer.get(2, bulletInterval)){ if(intervalBullet != null && b.time >= intervalDelay && b.timer.get(2, bulletInterval)){
float ang = b.rotation(); float ang = b.rotation();

View File

@@ -40,7 +40,7 @@ abstract class BlockUnitComp implements Unitc{
@Replace @Replace
@Override @Override
public TextureRegion icon(){ public TextureRegion icon(){
return tile.block.fullIcon; return tile.block.uiIcon;
} }
@Override @Override

View File

@@ -138,7 +138,11 @@ abstract class BuilderComp implements Posc, Statusc, Teamc, Rotc{
if(!(tile.build instanceof ConstructBuild cb)){ if(!(tile.build instanceof ConstructBuild cb)){
if(!current.initialized && !current.breaking && Build.validPlace(current.block, team, current.x, current.y, current.rotation)){ if(!current.initialized && !current.breaking && Build.validPlace(current.block, team, current.x, current.y, current.rotation)){
boolean hasAll = infinite || current.isRotation(team) || !Structs.contains(current.block.requirements, i -> core != null && !core.items.has(i.item, Math.min(Mathf.round(i.amount * state.rules.buildCostMultiplier), 1))); boolean hasAll = infinite || current.isRotation(team) ||
//derelict repair
(tile.team() == Team.derelict && tile.block() == current.block && tile.build != null && tile.block().allowDerelictRepair && state.rules.derelictRepair) ||
//make sure there's at least 1 item of each type first
!Structs.contains(current.block.requirements, i -> core != null && !core.items.has(i.item, Math.min(Mathf.round(i.amount * state.rules.buildCostMultiplier), 1)));
if(hasAll){ if(hasAll){
Call.beginPlace(self(), current.block, team, current.x, current.y, current.rotation); Call.beginPlace(self(), current.block, team, current.x, current.y, current.rotation);
@@ -290,10 +294,6 @@ abstract class BuilderComp implements Posc, Statusc, Teamc, Rotc{
return plans.size == 0 ? null : plans.first(); return plans.size == 0 ? null : plans.first();
} }
public void draw(){
drawBuilding();
}
public void drawBuilding(){ public void drawBuilding(){
//TODO make this more generic so it works with builder "weapons" //TODO make this more generic so it works with builder "weapons"
boolean active = activelyBuilding(); boolean active = activelyBuilding();

View File

@@ -59,6 +59,7 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc,
@Import float x, y, health, maxHealth; @Import float x, y, health, maxHealth;
@Import Team team; @Import Team team;
@Import boolean dead;
transient Tile tile; transient Tile tile;
transient Block block; transient Block block;
@@ -87,6 +88,8 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc,
transient float optionalEfficiency; transient float optionalEfficiency;
/** The efficiency this block *would* have if shouldConsume() returned true. */ /** The efficiency this block *would* have if shouldConsume() returned true. */
transient float potentialEfficiency; transient float potentialEfficiency;
/** Whether there are any consumers (aside from power) that have efficiency > 0. */
transient boolean shouldConsumePower;
transient float healSuppressionTime = -1f; transient float healSuppressionTime = -1f;
transient float lastHealTime = -120f * 10f; transient float lastHealTime = -120f * 10f;
@@ -259,6 +262,14 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc,
read(read, revision); read(read, revision);
} }
public void writeSync(Writes write){
writeAll(write);
}
public void readSync(Reads read, byte revision){
readAll(read, revision);
}
@CallSuper @CallSuper
public void write(Writes write){ public void write(Writes write){
//overriden by subclasses! //overriden by subclasses!
@@ -1359,6 +1370,10 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc,
/** Called when the block is destroyed. The tile is still intact at this stage. */ /** Called when the block is destroyed. The tile is still intact at this stage. */
public void onDestroyed(){ public void onDestroyed(){
if(sound != null){
sound.stop();
}
float explosiveness = block.baseExplosiveness; float explosiveness = block.baseExplosiveness;
float flammability = 0f; float flammability = 0f;
float power = 0f; float power = 0f;
@@ -1773,6 +1788,7 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc,
if(!block.hasConsumers || cheating()){ if(!block.hasConsumers || cheating()){
potentialEfficiency = enabled && productionValid() ? 1f : 0f; potentialEfficiency = enabled && productionValid() ? 1f : 0f;
efficiency = optionalEfficiency = shouldConsume() ? potentialEfficiency : 0f; efficiency = optionalEfficiency = shouldConsume() ? potentialEfficiency : 0f;
shouldConsumePower = true;
updateEfficiencyMultiplier(); updateEfficiencyMultiplier();
return; return;
} }
@@ -1780,6 +1796,7 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc,
//disabled -> nothing works //disabled -> nothing works
if(!enabled){ if(!enabled){
potentialEfficiency = efficiency = optionalEfficiency = 0f; potentialEfficiency = efficiency = optionalEfficiency = 0f;
shouldConsumePower = false;
return; return;
} }
@@ -1789,10 +1806,17 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc,
//assume efficiency is 1 for the calculations below //assume efficiency is 1 for the calculations below
efficiency = optionalEfficiency = 1f; efficiency = optionalEfficiency = 1f;
shouldConsumePower = true;
//first pass: get the minimum efficiency of any consumer //first pass: get the minimum efficiency of any consumer
for(var cons : block.nonOptionalConsumers){ for(var cons : block.nonOptionalConsumers){
minEfficiency = Math.min(minEfficiency, cons.efficiency(self())); float result = cons.efficiency(self());
if(cons != block.consPower && result <= 0.0000001f){
shouldConsumePower = false;
}
minEfficiency = Math.min(minEfficiency, result);
} }
//same for optionals //same for optionals
@@ -1915,6 +1939,7 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc,
case y -> World.conv(y); case y -> World.conv(y);
case color -> Color.toDoubleBits(team.color.r, team.color.g, team.color.b, 1f); case color -> Color.toDoubleBits(team.color.r, team.color.g, team.color.b, 1f);
case dead -> !isValid() ? 1 : 0; case dead -> !isValid() ? 1 : 0;
case solid -> block.solid || checkSolid() ? 1 : 0;
case team -> team.id; case team -> team.id;
case health -> health; case health -> health;
case maxHealth -> maxHealth; case maxHealth -> maxHealth;
@@ -1981,9 +2006,10 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc,
switch(prop){ switch(prop){
case health -> { case health -> {
health = (float)Mathf.clamp(value, 0, maxHealth); health = (float)Mathf.clamp(value, 0, maxHealth);
healthChanged();
if(health <= 0f && !dead()){ if(health <= 0f && !dead()){
Call.buildDestroyed(self()); Call.buildDestroyed(self());
}else{
healthChanged();
} }
} }
case team -> { case team -> {
@@ -2060,6 +2086,7 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc,
@Override @Override
public void killed(){ public void killed(){
dead = true;
Events.fire(new BlockDestroyEvent(tile)); Events.fire(new BlockDestroyEvent(tile));
block.destroySound.at(tile); block.destroySound.at(tile);
onDestroyed(); onDestroyed();

View File

@@ -35,10 +35,6 @@ abstract class EntityComp{
return ((Object)this) instanceof Unitc u && u.isPlayer() && !isLocal(); return ((Object)this) instanceof Unitc u && u.isPlayer() && !isLocal();
} }
boolean isNull(){
return false;
}
/** Replaced with `this` after code generation. */ /** Replaced with `this` after code generation. */
<T extends Entityc> T self(){ <T extends Entityc> T self(){
return (T)this; return (T)this;

View File

@@ -68,7 +68,7 @@ abstract class HitboxComp implements Posc, Sized, QuadTreeObject{
public void hitboxTile(Rect rect){ public void hitboxTile(Rect rect){
//tile hitboxes are never bigger than a tile, otherwise units get stuck //tile hitboxes are never bigger than a tile, otherwise units get stuck
float size = Math.min(hitSize * 0.66f, 7.9f); float size = Math.min(hitSize * 0.66f, 7.8f);
//TODO: better / more accurate version is //TODO: better / more accurate version is
//float size = hitSize * 0.85f; //float size = hitSize * 0.85f;
//- for tanks? //- for tanks?

View File

@@ -24,6 +24,7 @@ abstract class LegsComp implements Posc, Rotc, Hitboxc, Flyingc, Unitc{
@Import float x, y, rotation, speedMultiplier; @Import float x, y, rotation, speedMultiplier;
@Import UnitType type; @Import UnitType type;
@Import Team team; @Import Team team;
@Import boolean disarmed;
transient Leg[] legs = {}; transient Leg[] legs = {};
transient float totalLength; transient float totalLength;
@@ -191,7 +192,7 @@ abstract class LegsComp implements Posc, Rotc, Hitboxc, Flyingc, Unitc{
} }
} }
if(type.legSplashDamage > 0){ if(type.legSplashDamage > 0 && !disarmed){
Damage.damage(team, l.base.x, l.base.y, type.legSplashRange, type.legSplashDamage * state.rules.unitDamage(team), false, true); Damage.damage(team, l.base.x, l.base.y, type.legSplashRange, type.legSplashDamage * state.rules.unitDamage(team), false, true);
} }
} }

View File

@@ -123,31 +123,4 @@ abstract class MinerComp implements Itemsc, Posc, Teamc, Rotc, Drawc{
} }
} }
} }
@Override
public void draw(){
if(!mining()) return;
float focusLen = hitSize / 2f + Mathf.absin(Time.time, 1.1f, 0.5f);
float swingScl = 12f, swingMag = tilesize / 8f;
float flashScl = 0.3f;
float px = x + Angles.trnsx(rotation, focusLen);
float py = y + Angles.trnsy(rotation, focusLen);
float ex = mineTile.worldx() + Mathf.sin(Time.time + 48, swingScl, swingMag);
float ey = mineTile.worldy() + Mathf.sin(Time.time + 48, swingScl + 2f, swingMag);
Draw.z(Layer.flyingUnit + 0.1f);
Draw.color(Color.lightGray, Color.white, 1f - flashScl + Mathf.absin(Time.time, 0.5f, flashScl));
Drawf.laser(Core.atlas.find("minelaser"), Core.atlas.find("minelaser-end"), px, py, ex, ey, 0.75f);
if(isLocal()){
Lines.stroke(1f, Pal.accent);
Lines.poly(mineTile.worldx(), mineTile.worldy(), 4, tilesize / 2f * Mathf.sqrt2, Time.time);
}
Draw.color();
}
} }

View File

@@ -33,7 +33,7 @@ abstract class PlayerComp implements UnitController, Entityc, Syncc, Timerc, Dra
@Import float x, y; @Import float x, y;
@ReadOnly Unit unit = Nulls.unit; @ReadOnly @Nullable Unit unit;
transient @Nullable NetConnection con; transient @Nullable NetConnection con;
@ReadOnly Team team = Team.sharded; @ReadOnly Team team = Team.sharded;
@SyncLocal boolean typing, shooting, boosting; @SyncLocal boolean typing, shooting, boosting;
@@ -47,13 +47,14 @@ abstract class PlayerComp implements UnitController, Entityc, Syncc, Timerc, Dra
transient float deathTimer; transient float deathTimer;
transient String lastText = ""; transient String lastText = "";
transient float textFadeTime; transient float textFadeTime;
transient Ratekeeper itemDepositRate = new Ratekeeper();
transient private Unit lastReadUnit = Nulls.unit; transient private @Nullable Unit lastReadUnit;
transient private int wrongReadUnits; transient private int wrongReadUnits;
transient @Nullable Unit justSwitchFrom, justSwitchTo; transient @Nullable Unit justSwitchFrom, justSwitchTo;
public boolean isBuilder(){ public boolean isBuilder(){
return unit.canBuild(); return unit != null && unit.canBuild();
} }
public @Nullable CoreBuild closestCore(){ public @Nullable CoreBuild closestCore(){
@@ -72,7 +73,7 @@ abstract class PlayerComp implements UnitController, Entityc, Syncc, Timerc, Dra
public TextureRegion icon(){ public TextureRegion icon(){
//display default icon for dead players //display default icon for dead players
if(dead()) return core() == null ? UnitTypes.alpha.fullIcon : ((CoreBlock)bestCore().block).unitType.fullIcon; if(dead()) return core() == null ? UnitTypes.alpha.uiIcon : ((CoreBlock)bestCore().block).unitType.uiIcon;
return unit.icon(); return unit.icon();
} }
@@ -88,7 +89,7 @@ abstract class PlayerComp implements UnitController, Entityc, Syncc, Timerc, Dra
x = y = 0f; x = y = 0f;
if(!dead()){ if(!dead()){
unit.resetController(); unit.resetController();
unit = Nulls.unit; unit = null;
} }
} }
@@ -104,7 +105,7 @@ abstract class PlayerComp implements UnitController, Entityc, Syncc, Timerc, Dra
@Replace @Replace
public float clipSize(){ public float clipSize(){
return unit.isNull() ? 20 : unit.type.hitSize * 2f; return unit == null ? 20 : unit.type.hitSize * 2f;
} }
@Override @Override
@@ -130,17 +131,18 @@ abstract class PlayerComp implements UnitController, Entityc, Syncc, Timerc, Dra
unit = lastReadUnit; unit = lastReadUnit;
unit(set); unit(set);
lastReadUnit = unit; lastReadUnit = unit;
if(unit != null){
unit.aim(mouseX, mouseY); unit.aim(mouseX, mouseY);
//this is only necessary when the thing being controlled isn't synced //this is only necessary when the thing being controlled isn't synced
unit.controlWeapons(shooting, shooting); unit.controlWeapons(shooting, shooting);
//extra precaution, necessary for non-synced things //extra precaution, necessary for non-synced things
unit.controller(this); unit.controller(this);
} }
}
@Override @Override
public void update(){ public void update(){
if(!unit.isValid()){ if(unit != null && !unit.isValid()){
clearUnit(); clearUnit();
} }
@@ -180,42 +182,43 @@ abstract class PlayerComp implements UnitController, Entityc, Syncc, Timerc, Dra
@Override @Override
public void remove(){ public void remove(){
//clear unit upon removal //clear unit upon removal
if(!unit.isNull()){ if(unit != null){
clearUnit(); clearUnit();
} }
lastReadUnit = Nulls.unit; lastReadUnit = null;
justSwitchTo = justSwitchFrom = null; justSwitchTo = justSwitchFrom = null;
} }
public void team(Team team){ public void team(Team team){
this.team = team; this.team = team;
if(unit != null){
unit.team(team); unit.team(team);
} }
}
public void clearUnit(){ public void clearUnit(){
unit(Nulls.unit); unit(null);
} }
public Unit unit(){ public @Nullable Unit unit(){
return unit; return unit;
} }
public void unit(Unit unit){ public void unit(@Nullable Unit unit){
//refuse to switch when the unit was just transitioned from //refuse to switch when the unit was just transitioned from
if(isLocal() && unit == justSwitchFrom && justSwitchFrom != null && justSwitchTo != null){ if(isLocal() && unit == justSwitchFrom && justSwitchFrom != null && justSwitchTo != null){
return; return;
} }
if(unit == null) throw new IllegalArgumentException("Unit cannot be null. Use clearUnit() instead.");
if(this.unit == unit) return; if(this.unit == unit) return;
//save last command this unit had //save last command this unit had
if(unit.controller() instanceof CommandAI ai){ if(unit != null && unit.controller() instanceof CommandAI ai){
lastCommand = ai.command; lastCommand = ai.command;
} }
if(this.unit != Nulls.unit){ if(this.unit != null){
//un-control the old unit //un-control the old unit
this.unit.resetController(); this.unit.resetController();
//restore last command issued before it was controlled //restore last command issued before it was controlled
@@ -224,7 +227,7 @@ abstract class PlayerComp implements UnitController, Entityc, Syncc, Timerc, Dra
} }
} }
this.unit = unit; this.unit = unit;
if(unit != Nulls.unit){ if(unit != null){
unit.team(team); unit.team(team);
unit.controller(this); unit.controller(this);
@@ -243,7 +246,7 @@ abstract class PlayerComp implements UnitController, Entityc, Syncc, Timerc, Dra
} }
boolean dead(){ boolean dead(){
return unit.isNull() || !unit.isValid(); return unit == null || !unit.isValid();
} }
String ip(){ String ip(){
@@ -276,10 +279,7 @@ abstract class PlayerComp implements UnitController, Entityc, Syncc, Timerc, Dra
@Override @Override
public void draw(){ public void draw(){
if(unit != null && unit.inFogTo(Vars.player.team())) return; if(unit == null || name == null || unit.inFogTo(Vars.player.team())) return;
//??????
if(name == null) return;
Draw.z(Layer.playerName); Draw.z(Layer.playerName);
float z = Drawf.text(); float z = Drawf.text();

View File

@@ -61,7 +61,7 @@ abstract class ShieldComp implements Healthc, Posc{
} }
if(hadShields && shield <= 0.0001f){ if(hadShields && shield <= 0.0001f){
Fx.unitShieldBreak.at(x, y, 0, team.color, this); Fx.unitShieldBreak.at(x, y, 0, type.shieldColor(self()), this);
} }
} }
} }

View File

@@ -73,6 +73,7 @@ abstract class StatusComp implements Posc, Flyingc{
} }
void clearStatuses(){ void clearStatuses(){
statuses.each(e -> e.effect.onRemoved(self()));
statuses.clear(); statuses.clear();
} }
@@ -80,6 +81,7 @@ abstract class StatusComp implements Posc, Flyingc{
void unapply(StatusEffect effect){ void unapply(StatusEffect effect){
statuses.remove(e -> { statuses.remove(e -> {
if(e.effect == effect){ if(e.effect == effect){
e.effect.onRemoved(self());
Pools.free(e); Pools.free(e);
return true; return true;
} }
@@ -189,6 +191,10 @@ abstract class StatusComp implements Posc, Flyingc{
entry.time = Math.max(entry.time - Time.delta, 0); entry.time = Math.max(entry.time - Time.delta, 0);
if(entry.effect == null || (entry.time <= 0 && !entry.effect.permanent)){ if(entry.effect == null || (entry.time <= 0 && !entry.effect.permanent)){
if(entry.effect != null){
entry.effect.onRemoved(self());
}
Pools.free(entry); Pools.free(entry);
index --; index --;
statuses.remove(index); statuses.remove(index);

View File

@@ -18,7 +18,7 @@ import static mindustry.Vars.*;
@Component @Component
abstract class TankComp implements Posc, Flyingc, Hitboxc, Unitc, ElevationMovec{ abstract class TankComp implements Posc, Flyingc, Hitboxc, Unitc, ElevationMovec{
@Import float x, y, hitSize, rotation, speedMultiplier; @Import float x, y, hitSize, rotation, speedMultiplier;
@Import boolean hovering; @Import boolean hovering, disarmed;
@Import UnitType type; @Import UnitType type;
@Import Team team; @Import Team team;
@@ -51,7 +51,7 @@ abstract class TankComp implements Posc, Flyingc, Hitboxc, Unitc, ElevationMovec
} }
//calculate overlapping tiles so it slows down when going "over" walls //calculate overlapping tiles so it slows down when going "over" walls
int r = Math.max(Math.round(hitSize * 0.6f / tilesize), 1); int r = Math.max((int)(hitSize * 0.6f / tilesize), 0);
int solids = 0, total = (r*2+1)*(r*2+1); int solids = 0, total = (r*2+1)*(r*2+1);
for(int dx = -r; dx <= r; dx++){ for(int dx = -r; dx <= r; dx++){
@@ -62,7 +62,7 @@ abstract class TankComp implements Posc, Flyingc, Hitboxc, Unitc, ElevationMovec
} }
//TODO should this apply to the player team(s)? currently PvE due to balancing //TODO should this apply to the player team(s)? currently PvE due to balancing
if(type.crushDamage > 0 && (walked || deltaLen() >= 0.01f) && t != null && t.build != null && t.build.team != team if(type.crushDamage > 0 && !disarmed && (walked || deltaLen() >= 0.01f) && t != null && t.build != null && t.build.team != team
//damage radius is 1 tile smaller to prevent it from just touching walls as it passes //damage radius is 1 tile smaller to prevent it from just touching walls as it passes
&& Math.max(Math.abs(dx), Math.abs(dy)) <= r - 1){ && Math.max(Math.abs(dx), Math.abs(dy)) <= r - 1){

View File

@@ -214,6 +214,8 @@ abstract class UnitComp implements Healthc, Physicsc, Hitboxc, Statusc, Teamc, I
case ammoCapacity -> type.ammoCapacity; case ammoCapacity -> type.ammoCapacity;
case x -> World.conv(x); case x -> World.conv(x);
case y -> World.conv(y); case y -> World.conv(y);
case velocityX -> vel.x * 60f / tilesize;
case velocityY -> vel.y * 60f / tilesize;
case dead -> dead || !isAdded() ? 1 : 0; case dead -> dead || !isAdded() ? 1 : 0;
case team -> team.id; case team -> team.id;
case shooting -> isShooting() ? 1 : 0; case shooting -> isShooting() ? 1 : 0;
@@ -282,6 +284,8 @@ abstract class UnitComp implements Healthc, Physicsc, Hitboxc, Statusc, Teamc, I
y = World.unconv((float)value); y = World.unconv((float)value);
if(!isLocal()) snapInterpolation(); if(!isLocal()) snapInterpolation();
} }
case velocityX -> vel.x = (float)(value * tilesize / 60d);
case velocityY -> vel.y = (float)(value * tilesize / 60d);
case rotation -> rotation = (float)value; case rotation -> rotation = (float)value;
case team -> { case team -> {
if(!net.client()){ if(!net.client()){
@@ -402,7 +406,7 @@ abstract class UnitComp implements Healthc, Physicsc, Hitboxc, Statusc, Teamc, I
return type.allowLegStep && type.legPhysicsLayer ? PhysicsProcess.layerLegs : isGrounded() ? PhysicsProcess.layerGround : PhysicsProcess.layerFlying; return type.allowLegStep && type.legPhysicsLayer ? PhysicsProcess.layerLegs : isGrounded() ? PhysicsProcess.layerGround : PhysicsProcess.layerFlying;
} }
/** @return pathfinder path type for calculating costs */ /** @return pathfinder path type for calculating costs. This is used for wave AI only. (TODO: remove) */
public int pathType(){ public int pathType(){
return Pathfinder.costGround; return Pathfinder.costGround;
} }
@@ -666,9 +670,9 @@ abstract class UnitComp implements Healthc, Physicsc, Hitboxc, Statusc, Teamc, I
} }
} }
/** @return a preview icon for this unit. */ /** @return a preview UI icon for this unit. */
public TextureRegion icon(){ public TextureRegion icon(){
return type.fullIcon; return type.uiIcon;
} }
/** Actually destroys the unit, removing it and creating explosions. **/ /** Actually destroys the unit, removing it and creating explosions. **/
@@ -788,6 +792,6 @@ abstract class UnitComp implements Healthc, Physicsc, Hitboxc, Statusc, Teamc, I
@Override @Override
@Replace @Replace
public String toString(){ public String toString(){
return "Unit#" + id() + ":" + type; return "Unit#" + id() + ":" + type + " (" + x + ", " + y + ")";
} }
} }

View File

@@ -79,7 +79,7 @@ public class ParticleEffect extends Effect{
float x = rv.x, y = rv.y; float x = rv.x, y = rv.y;
Lines.lineAngle(ox + x, oy + y, Mathf.angle(x, y), len, cap); Lines.lineAngle(ox + x, oy + y, Mathf.angle(x, y), len, cap);
Drawf.light(ox + x, oy + y, len * lightScl, lightColor, lightOpacity * Draw.getColor().a); Drawf.light(ox + x, oy + y, len * lightScl, lightColor, lightOpacity * Draw.getColorAlpha());
} }
}else{ }else{
rand.setSeed(e.id); rand.setSeed(e.id);
@@ -88,8 +88,8 @@ public class ParticleEffect extends Effect{
rv.trns(realRotation + rand.range(cone), !randLength ? l : rand.random(l)); rv.trns(realRotation + rand.range(cone), !randLength ? l : rand.random(l));
float x = rv.x, y = rv.y; float x = rv.x, y = rv.y;
Draw.rect(tex, ox + x, oy + y, rad, rad, realRotation + offset + e.time * spin); Draw.rect(tex, ox + x, oy + y, rad, rad / tex.ratio(), realRotation + offset + e.time * spin);
Drawf.light(ox + x, oy + y, rad * lightScl, lightColor, lightOpacity * Draw.getColor().a); Drawf.light(ox + x, oy + y, rad * lightScl, lightColor, lightOpacity * Draw.getColorAlpha());
} }
} }
} }

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