Merge branch Anuken:master into pr-readwrite
This commit is contained in:
2
.github/ISSUE_TEMPLATE/bug_report.yml
vendored
2
.github/ISSUE_TEMPLATE/bug_report.yml
vendored
@@ -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
|
||||||
|
|||||||
10
.github/workflows/gradle-wrapper-validation.yml
vendored
Normal file
10
.github/workflows/gradle-wrapper-validation.yml
vendored
Normal file
@@ -0,0 +1,10 @@
|
|||||||
|
name: "Validate Gradle Wrapper"
|
||||||
|
on: [push, pull_request]
|
||||||
|
|
||||||
|
jobs:
|
||||||
|
validation:
|
||||||
|
name: "Validation"
|
||||||
|
runs-on: ubuntu-latest
|
||||||
|
steps:
|
||||||
|
- uses: actions/checkout@v4
|
||||||
|
- uses: gradle/wrapper-validation-action@v2
|
||||||
3
.github/workflows/push.yml
vendored
3
.github/workflows/push.yml
vendored
@@ -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
|
||||||
|
|||||||
@@ -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" />
|
||||||
|
|||||||
@@ -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{
|
||||||
|
|||||||
5
android/proguard-rules.pro
vendored
5
android/proguard-rules.pro
vendored
@@ -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
|
||||||
@@ -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{
|
||||||
@@ -101,64 +103,68 @@ public class AndroidLauncher extends AndroidApplication{
|
|||||||
}
|
}
|
||||||
|
|
||||||
void showFileChooser(boolean open, String title, Cons<Fi> cons, String... extensions){
|
void showFileChooser(boolean open, String title, Cons<Fi> cons, String... extensions){
|
||||||
String extension = extensions[0];
|
try{
|
||||||
|
String extension = extensions[0];
|
||||||
|
|
||||||
if(VERSION.SDK_INT >= VERSION_CODES.Q){
|
if(VERSION.SDK_INT >= VERSION_CODES.Q){
|
||||||
Intent intent = new Intent(open ? Intent.ACTION_OPEN_DOCUMENT : Intent.ACTION_CREATE_DOCUMENT);
|
Intent intent = new Intent(open ? Intent.ACTION_OPEN_DOCUMENT : Intent.ACTION_CREATE_DOCUMENT);
|
||||||
intent.addCategory(Intent.CATEGORY_OPENABLE);
|
intent.addCategory(Intent.CATEGORY_OPENABLE);
|
||||||
intent.setType(extension.equals("zip") && !open && extensions.length == 1 ? "application/zip" : "*/*");
|
intent.setType(extension.equals("zip") && !open && extensions.length == 1 ? "application/zip" : "*/*");
|
||||||
|
|
||||||
addResultListener(i -> startActivityForResult(intent, i), (code, in) -> {
|
addResultListener(i -> startActivityForResult(intent, i), (code, in) -> {
|
||||||
if(code == Activity.RESULT_OK && in != null && in.getData() != null){
|
if(code == Activity.RESULT_OK && in != null && in.getData() != null){
|
||||||
Uri uri = in.getData();
|
Uri uri = in.getData();
|
||||||
|
|
||||||
if(uri.getPath().contains("(invalid)")) return;
|
if(uri.getPath().contains("(invalid)")) return;
|
||||||
|
|
||||||
Core.app.post(() -> Core.app.post(() -> cons.get(new Fi(uri.getPath()){
|
Core.app.post(() -> Core.app.post(() -> cons.get(new Fi(uri.getPath()){
|
||||||
@Override
|
@Override
|
||||||
public InputStream read(){
|
public InputStream read(){
|
||||||
try{
|
try{
|
||||||
return getContentResolver().openInputStream(uri);
|
return getContentResolver().openInputStream(uri);
|
||||||
}catch(IOException e){
|
}catch(IOException e){
|
||||||
throw new ArcRuntimeException(e);
|
throw new ArcRuntimeException(e);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
public OutputStream write(boolean append){
|
public OutputStream write(boolean append){
|
||||||
try{
|
try{
|
||||||
return getContentResolver().openOutputStream(uri);
|
return getContentResolver().openOutputStream(uri);
|
||||||
}catch(IOException e){
|
}catch(IOException e){
|
||||||
throw new ArcRuntimeException(e);
|
throw new ArcRuntimeException(e);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
})));
|
||||||
})));
|
}
|
||||||
}
|
});
|
||||||
});
|
}else if(VERSION.SDK_INT >= VERSION_CODES.M && !(checkSelfPermission(Manifest.permission.WRITE_EXTERNAL_STORAGE) == PackageManager.PERMISSION_GRANTED &&
|
||||||
}else if(VERSION.SDK_INT >= VERSION_CODES.M && !(checkSelfPermission(Manifest.permission.WRITE_EXTERNAL_STORAGE) == PackageManager.PERMISSION_GRANTED &&
|
|
||||||
checkSelfPermission(Manifest.permission.READ_EXTERNAL_STORAGE) == PackageManager.PERMISSION_GRANTED)){
|
checkSelfPermission(Manifest.permission.READ_EXTERNAL_STORAGE) == PackageManager.PERMISSION_GRANTED)){
|
||||||
chooser = new FileChooser(title, file -> Structs.contains(extensions, file.extension().toLowerCase()), open, file -> {
|
chooser = new FileChooser(title, file -> Structs.contains(extensions, file.extension().toLowerCase()), open, file -> {
|
||||||
if(!open){
|
if(!open){
|
||||||
cons.get(file.parent().child(file.nameWithoutExtension() + "." + extension));
|
cons.get(file.parent().child(file.nameWithoutExtension() + "." + extension));
|
||||||
}else{
|
}else{
|
||||||
cons.get(file);
|
cons.get(file);
|
||||||
}
|
}
|
||||||
});
|
});
|
||||||
|
|
||||||
ArrayList<String> perms = new ArrayList<>();
|
ArrayList<String> perms = new ArrayList<>();
|
||||||
if(checkSelfPermission(Manifest.permission.WRITE_EXTERNAL_STORAGE) != PackageManager.PERMISSION_GRANTED){
|
if(checkSelfPermission(Manifest.permission.WRITE_EXTERNAL_STORAGE) != PackageManager.PERMISSION_GRANTED){
|
||||||
perms.add(Manifest.permission.WRITE_EXTERNAL_STORAGE);
|
perms.add(Manifest.permission.WRITE_EXTERNAL_STORAGE);
|
||||||
}
|
}
|
||||||
if(checkSelfPermission(Manifest.permission.READ_EXTERNAL_STORAGE) != PackageManager.PERMISSION_GRANTED){
|
if(checkSelfPermission(Manifest.permission.READ_EXTERNAL_STORAGE) != PackageManager.PERMISSION_GRANTED){
|
||||||
perms.add(Manifest.permission.READ_EXTERNAL_STORAGE);
|
perms.add(Manifest.permission.READ_EXTERNAL_STORAGE);
|
||||||
}
|
}
|
||||||
requestPermissions(perms.toArray(new String[0]), PERMISSION_REQUEST_CODE);
|
requestPermissions(perms.toArray(new String[0]), PERMISSION_REQUEST_CODE);
|
||||||
}else{
|
|
||||||
if(open){
|
|
||||||
new FileChooser(title, file -> Structs.contains(extensions, file.extension().toLowerCase()), true, cons).show();
|
|
||||||
}else{
|
}else{
|
||||||
super.showFileChooser(open, "@open", extension, cons);
|
if(open){
|
||||||
|
new FileChooser(title, file -> Structs.contains(extensions, file.extension().toLowerCase()), true, cons).show();
|
||||||
|
}else{
|
||||||
|
super.showFileChooser(open, "@open", extension, cons);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
}catch(Throwable error){
|
||||||
|
Core.app.post(() -> Vars.ui.showException(error));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -180,6 +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());
|
||||||
|
|
||||||
|
|||||||
@@ -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);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -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, $S)", code, name);
|
||||||
|
|
||||||
ictype.addField(TextureRegionDrawable.class, name + "Small", Modifier.PUBLIC, Modifier.STATIC);
|
ictype.addField(TextureRegionDrawable.class, name + "Small", Modifier.PUBLIC, Modifier.STATIC);
|
||||||
icload.addStatement(name + "Small = mindustry.ui.Fonts.getGlyph(mindustry.ui.Fonts.def, (char)" + code + ")");
|
icload.addStatement(name + "Small = mindustry.ui.Fonts.getGlyph(mindustry.ui.Fonts.def, (char)" + code + ")");
|
||||||
|
|||||||
@@ -102,7 +102,7 @@ public class StructProcess extends BaseProcessor{
|
|||||||
|
|
||||||
//bools: single bit, needs special case to clear things
|
//bools: single bit, needs special case to clear things
|
||||||
setter.beginControlFlow("if(value)");
|
setter.beginControlFlow("if(value)");
|
||||||
setter.addStatement("return ($T)(($L & ~(1L << $LL)) | (1L << $LL))", structType, structParam, offset, offset);
|
setter.addStatement("return ($T)($L | (1L << $LL))", structType, structParam, offset);
|
||||||
setter.nextControlFlow("else");
|
setter.nextControlFlow("else");
|
||||||
setter.addStatement("return ($T)(($L & ~(1L << $LL)))", structType, structParam, offset);
|
setter.addStatement("return ($T)(($L & ~(1L << $LL)))", structType, structParam, offset);
|
||||||
setter.endControlFlow();
|
setter.endControlFlow();
|
||||||
|
|||||||
@@ -234,6 +234,7 @@ project(":desktop"){
|
|||||||
dependencies{
|
dependencies{
|
||||||
implementation project(":core")
|
implementation project(":core")
|
||||||
implementation arcModule("extensions:discord")
|
implementation arcModule("extensions:discord")
|
||||||
|
implementation arcModule("natives:natives-filedialogs")
|
||||||
implementation arcModule("natives:natives-desktop")
|
implementation arcModule("natives:natives-desktop")
|
||||||
implementation arcModule("natives:natives-freetype-desktop")
|
implementation arcModule("natives:natives-freetype-desktop")
|
||||||
|
|
||||||
@@ -320,6 +321,7 @@ project(":core"){
|
|||||||
api arcModule("extensions:g3d")
|
api arcModule("extensions:g3d")
|
||||||
api arcModule("extensions:fx")
|
api arcModule("extensions:fx")
|
||||||
api arcModule("extensions:arcnet")
|
api arcModule("extensions:arcnet")
|
||||||
|
implementation arcModule("extensions:filedialogs")
|
||||||
api "com.github.Anuken:rhino:$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")
|
||||||
|
|||||||
Binary file not shown.
|
Before Width: | Height: | Size: 71 B After Width: | Height: | Size: 81 B |
@@ -445,6 +445,11 @@ 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
|
||||||
@@ -501,7 +506,9 @@ 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
|
||||||
@@ -590,6 +597,7 @@ 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
|
||||||
@@ -613,6 +621,8 @@ 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?
|
||||||
@@ -688,6 +698,7 @@ marker.shape.name = Shape
|
|||||||
marker.text.name = Text
|
marker.text.name = Text
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
|
|
||||||
marker.background = Background
|
marker.background = Background
|
||||||
marker.outline = Outline
|
marker.outline = Outline
|
||||||
@@ -738,7 +749,7 @@ error.any = Unknown network error.
|
|||||||
error.bloom = Failed to initialize bloom.\nYour device may not support it.
|
error.bloom = Failed to initialize bloom.\nYour device may not support it.
|
||||||
|
|
||||||
weather.rain.name = Rain
|
weather.rain.name = Rain
|
||||||
weather.snow.name = Snow
|
weather.snowing.name = Snow
|
||||||
weather.sandstorm.name = Sandstorm
|
weather.sandstorm.name = Sandstorm
|
||||||
weather.sporestorm.name = Sporestorm
|
weather.sporestorm.name = Sporestorm
|
||||||
weather.fog.name = Fog
|
weather.fog.name = Fog
|
||||||
@@ -775,8 +786,8 @@ sector.curlost = Sector Lost
|
|||||||
sector.missingresources = [scarlet]Insufficient Core Resources
|
sector.missingresources = [scarlet]Insufficient Core Resources
|
||||||
sector.attacked = Sector [accent]{0}[white] under attack!
|
sector.attacked = Sector [accent]{0}[white] under attack!
|
||||||
sector.lost = Sector [accent]{0}[white] lost!
|
sector.lost = Sector [accent]{0}[white] lost!
|
||||||
#note: the missing space in the line below is intentional
|
sector.capture = Sector [accent]{0}[white] Captured!
|
||||||
sector.capture = Sector [accent]{0}[white]Captured!
|
sector.capture.current = Sector Captured!
|
||||||
sector.changeicon = Change Icon
|
sector.changeicon = Change Icon
|
||||||
sector.noswitch.title = Unable to Switch Sectors
|
sector.noswitch.title = Unable to Switch Sectors
|
||||||
sector.noswitch = You may not switch sectors while an existing sector is under attack.\n\nSector: [accent]{0}[] on [accent]{1}[]
|
sector.noswitch = You may not switch sectors while an existing sector is under attack.\n\nSector: [accent]{0}[] on [accent]{1}[]
|
||||||
@@ -988,6 +999,7 @@ 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
|
||||||
@@ -998,17 +1010,47 @@ stat.immunities = Immunities
|
|||||||
stat.healing = Healing
|
stat.healing = Healing
|
||||||
|
|
||||||
ability.forcefield = Force Field
|
ability.forcefield = Force Field
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = Repair Field
|
ability.repairfield = Repair Field
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = Status Field
|
ability.statusfield = Status Field
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = Factory
|
ability.unitspawn = Factory
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Shield Regen Field
|
ability.shieldregenfield = Shield Regen Field
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Movement Lightning
|
ability.movelightning = Movement Lightning
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Shield Arc
|
ability.shieldarc = Shield Arc
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Repair Suppression
|
ability.suppressionfield = Repair Suppression
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Energy Field
|
ability.energyfield = Energy Field
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Self Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = Only Core Depositing Allowed
|
bar.onlycoredeposit = Only Core Depositing Allowed
|
||||||
bar.drilltierreq = Better Drill Required
|
bar.drilltierreq = Better Drill Required
|
||||||
@@ -1051,15 +1093,15 @@ bullet.armorpierce = [stat]armor piercing
|
|||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
||||||
bullet.suppression = [stat]{0}[lightgray] seconds of repair suppression ~ [stat]{1}[lightgray] tiles
|
bullet.suppression = [stat]{0}[lightgray] seconds of repair suppression ~ [stat]{1}[lightgray] tiles
|
||||||
bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
||||||
bullet.frags = [stat]{0}[lightgray]x frag bullets:
|
bullet.frags = [stat]{0}x[lightgray] frag bullets:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x lightning ~ [stat]{1}[lightgray] damage
|
bullet.lightning = [stat]{0}x[lightgray] lightning ~ [stat]{1}[lightgray] damage
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] building damage
|
bullet.buildingdamage = [stat]{0}%[lightgray] building damage
|
||||||
bullet.knockback = [stat]{0}[lightgray] knockback
|
bullet.knockback = [stat]{0}[lightgray] knockback
|
||||||
bullet.pierce = [stat]{0}[lightgray]x pierce
|
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}[lightgray]x 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
|
||||||
|
|
||||||
@@ -1084,6 +1126,7 @@ 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
|
||||||
@@ -1093,6 +1136,8 @@ 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
|
||||||
@@ -1206,15 +1251,16 @@ keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
|||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
|
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = 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.rebuild_select.name = Rebuild Region
|
keybind.rebuild_select.name = Rebuild Region
|
||||||
keybind.schematic_select.name = Select Region
|
keybind.schematic_select.name = Select Region
|
||||||
@@ -1291,7 +1337,10 @@ 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
|
||||||
@@ -1313,6 +1362,7 @@ rules.unitdamagemultiplier = Unit Damage Multiplier
|
|||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.solarmultiplier = Solar Power Multiplier
|
rules.solarmultiplier = Solar Power Multiplier
|
||||||
rules.unitcapvariable = Cores Contribute To Unit Cap
|
rules.unitcapvariable = Cores Contribute To Unit Cap
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Base Unit Cap
|
rules.unitcap = Base Unit Cap
|
||||||
rules.limitarea = Limit Map Area
|
rules.limitarea = Limit Map Area
|
||||||
rules.enemycorebuildradius = Enemy Core No-Build Radius:[lightgray] (tiles)
|
rules.enemycorebuildradius = Enemy Core No-Build Radius:[lightgray] (tiles)
|
||||||
@@ -1346,6 +1396,9 @@ rules.weather.frequency = Frequency:
|
|||||||
rules.weather.always = Always
|
rules.weather.always = Always
|
||||||
rules.weather.duration = Duration:
|
rules.weather.duration = Duration:
|
||||||
|
|
||||||
|
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.
|
||||||
|
|
||||||
content.item.name = Items
|
content.item.name = Items
|
||||||
content.liquid.name = Fluids
|
content.liquid.name = Fluids
|
||||||
content.unit.name = Units
|
content.unit.name = Units
|
||||||
@@ -1566,6 +1619,7 @@ block.inverted-sorter.name = Inverted Sorter
|
|||||||
block.message.name = Message
|
block.message.name = Message
|
||||||
block.reinforced-message.name = Reinforced Message
|
block.reinforced-message.name = Reinforced Message
|
||||||
block.world-message.name = World Message
|
block.world-message.name = World Message
|
||||||
|
block.world-switch.name = World Switch
|
||||||
block.illuminator.name = Illuminator
|
block.illuminator.name = Illuminator
|
||||||
block.overflow-gate.name = Overflow Gate
|
block.overflow-gate.name = Overflow Gate
|
||||||
block.underflow-gate.name = Underflow Gate
|
block.underflow-gate.name = Underflow Gate
|
||||||
@@ -2035,7 +2089,7 @@ block.force-projector.description = Creates a hexagonal force field around itsel
|
|||||||
block.shock-mine.description = Releases electric arcs upon enemy unit contact.
|
block.shock-mine.description = Releases electric arcs upon enemy unit contact.
|
||||||
block.conveyor.description = Transports items forward.
|
block.conveyor.description = Transports items forward.
|
||||||
block.titanium-conveyor.description = Transports items forward. Faster than a standard conveyor.
|
block.titanium-conveyor.description = Transports items forward. Faster than a standard conveyor.
|
||||||
block.plastanium-conveyor.description = Transports items forward in batches. Accepts items at the back, and unloads them in three directions at the front. Requires multiple loading and unloading points for peak throughput.
|
block.plastanium-conveyor.description = Transports items forward in batches. Accepts items at the back, and unloads them in three directions at the front. Requires multiple loading and unloading points for peak throughput.
|
||||||
block.junction.description = Acts as a bridge for two crossing conveyor belts.
|
block.junction.description = Acts as a bridge for two crossing conveyor belts.
|
||||||
block.bridge-conveyor.description = Transports items over terrain or buildings.
|
block.bridge-conveyor.description = Transports items over terrain or buildings.
|
||||||
block.phase-conveyor.description = Instantly transports items over terrain or buildings. Longer range than the item bridge, but requires power.
|
block.phase-conveyor.description = Instantly transports items over terrain or buildings. Longer range than the item bridge, but requires power.
|
||||||
@@ -2064,7 +2118,7 @@ block.power-node-large.description = An advanced power node with greater range.
|
|||||||
block.surge-tower.description = A long-range power node with fewer available connections.
|
block.surge-tower.description = A long-range power node with fewer available connections.
|
||||||
block.diode.description = Moves battery power in one direction, but only if the other side has less power stored.
|
block.diode.description = Moves battery power in one direction, but only if the other side has less power stored.
|
||||||
block.battery.description = Stores power in times of surplus energy. Outputs power in times of deficit.
|
block.battery.description = Stores power in times of surplus energy. Outputs power in times of deficit.
|
||||||
block.battery-large.description = Stores power in times of surplus energy. Outputs power in times of deficit. Higher capacity than a regular battery.
|
block.battery-large.description = Stores power in times of surplus energy. Outputs power in times of deficit. Higher capacity than a regular battery.
|
||||||
block.combustion-generator.description = Generates power by burning flammable materials, such as coal.
|
block.combustion-generator.description = Generates power by burning flammable materials, such as coal.
|
||||||
block.thermal-generator.description = Generates power when placed in hot locations.
|
block.thermal-generator.description = Generates power when placed in hot locations.
|
||||||
block.steam-generator.description = Generates power by burning flammable materials and converting water to steam.
|
block.steam-generator.description = Generates power by burning flammable materials and converting water to steam.
|
||||||
@@ -2114,7 +2168,7 @@ block.parallax.description = Fires a tractor beam that pulls in air targets, dam
|
|||||||
block.tsunami.description = Fires powerful streams of liquid at enemies. Automatically extinguishes fires when supplied with water.
|
block.tsunami.description = Fires powerful streams of liquid at enemies. Automatically extinguishes fires when supplied with water.
|
||||||
block.silicon-crucible.description = Refines silicon from sand and coal, using pyratite as an additional heat source. More efficient in hot locations.
|
block.silicon-crucible.description = Refines silicon from sand and coal, using pyratite as an additional heat source. More efficient in hot locations.
|
||||||
block.disassembler.description = Separates slag into trace amounts of exotic mineral components at low efficiency. Can produce thorium.
|
block.disassembler.description = Separates slag into trace amounts of exotic mineral components at low efficiency. Can produce thorium.
|
||||||
block.overdrive-dome.description = Increases the speed of nearby buildings. Requires phase fabric and silicon to operate.
|
block.overdrive-dome.description = Increases the speed of nearby buildings. Requires phase fabric and silicon to operate.
|
||||||
block.payload-conveyor.description = Moves large payloads, such as units from factories. Magnetic. Usable in zero-G environments.
|
block.payload-conveyor.description = Moves large payloads, such as units from factories. Magnetic. Usable in zero-G environments.
|
||||||
block.payload-router.description = Splits input payloads into 3 output directions. Functions as a sorter when a filter is set. Magnetic. Usable in zero-G environments.
|
block.payload-router.description = Splits input payloads into 3 output directions. Functions as a sorter when a filter is set. Magnetic. Usable in zero-G environments.
|
||||||
block.ground-factory.description = Produces ground units. Output units can be used directly, or moved into reconstructors for upgrading.
|
block.ground-factory.description = Produces ground units. Output units can be used directly, or moved into reconstructors for upgrading.
|
||||||
@@ -2291,7 +2345,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
|
|||||||
lst.read = Read a number from a linked memory cell.
|
lst.read = Read a number from a linked memory cell.
|
||||||
lst.write = Write a number to a linked memory cell.
|
lst.write = Write a number to a linked memory cell.
|
||||||
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
||||||
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
||||||
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
||||||
@@ -2314,6 +2368,8 @@ lst.getblock = Get tile data at any location.
|
|||||||
lst.setblock = Set tile data at any location.
|
lst.setblock = Set tile data at any location.
|
||||||
lst.spawnunit = Spawn unit at a location.
|
lst.spawnunit = Spawn unit at a location.
|
||||||
lst.applystatus = Apply or clear a status effect from a unit.
|
lst.applystatus = Apply or clear a status effect from a unit.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Spawn a wave.
|
lst.spawnwave = Spawn a wave.
|
||||||
lst.explosion = Create an explosion at a location.
|
lst.explosion = Create an explosion at a location.
|
||||||
lst.setrate = Set processor execution speed in instructions/tick.
|
lst.setrate = Set processor execution speed in instructions/tick.
|
||||||
@@ -2382,6 +2438,7 @@ 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.
|
||||||
@@ -2522,7 +2579,7 @@ 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.
|
||||||
|
|
||||||
|
|||||||
@@ -434,6 +434,11 @@ 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
|
||||||
@@ -489,6 +494,7 @@ 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
|
||||||
@@ -576,6 +582,7 @@ 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
|
||||||
@@ -598,7 +605,9 @@ filter.option.floor2 = Другая паверхню
|
|||||||
filter.option.threshold2 = Другасны гранічны парог
|
filter.option.threshold2 = Другасны гранічны парог
|
||||||
filter.option.radius = Радыус
|
filter.option.radius = Радыус
|
||||||
filter.option.percentile = Процентль
|
filter.option.percentile = Процентль
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
filter.option.code = Code
|
||||||
|
filter.option.loop = Loop
|
||||||
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.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
|
||||||
locales.addtoother = Add To Other Locales
|
locales.addtoother = Add To Other Locales
|
||||||
@@ -670,6 +679,7 @@ marker.shape.name = Форма
|
|||||||
marker.text.name = Тэкст
|
marker.text.name = Тэкст
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
marker.background = Задні Фон
|
marker.background = Задні Фон
|
||||||
marker.outline = Контур
|
marker.outline = Контур
|
||||||
objective.research = [accent]Даследаваць:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Даследаваць:\n[]{0}[lightgray]{1}
|
||||||
@@ -716,7 +726,7 @@ error.any = Невядомая сеткавая памылка.
|
|||||||
error.bloom = Не атрымалася ініцыялізаваць свячэнне (Bloom). \nМагчыма, зараз Вашая прылада не падтрымлівае яго.
|
error.bloom = Не атрымалася ініцыялізаваць свячэнне (Bloom). \nМагчыма, зараз Вашая прылада не падтрымлівае яго.
|
||||||
|
|
||||||
weather.rain.name = Дождж
|
weather.rain.name = Дождж
|
||||||
weather.snow.name = Снег
|
weather.snowing.name = Снег
|
||||||
weather.sandstorm.name = Пясчаная бура
|
weather.sandstorm.name = Пясчаная бура
|
||||||
weather.sporestorm.name = Спаравая бура
|
weather.sporestorm.name = Спаравая бура
|
||||||
weather.fog.name = Туман
|
weather.fog.name = Туман
|
||||||
@@ -753,6 +763,7 @@ sector.missingresources = [scarlet]Insufficient Core Resources
|
|||||||
sector.attacked = Сектар [accent]{0}[white] атакуецца!
|
sector.attacked = Сектар [accent]{0}[white] атакуецца!
|
||||||
sector.lost = Сектар [accent]{0}[white] згублены!
|
sector.lost = Сектар [accent]{0}[white] згублены!
|
||||||
sector.capture = Sector [accent]{0}[white]Captured!
|
sector.capture = Sector [accent]{0}[white]Captured!
|
||||||
|
sector.capture.current = Sector Captured!
|
||||||
sector.changeicon = Змяніць Іконку
|
sector.changeicon = Змяніць Іконку
|
||||||
sector.noswitch.title = Немагчыма Пераключыцца на Сектар
|
sector.noswitch.title = Немагчыма Пераключыцца на Сектар
|
||||||
sector.noswitch = Вы не можаце пераключацца на сектары калі гэты сектар атакуецца.\n\nСектар: [accent]{0}[] у [accent]{1}[]
|
sector.noswitch = Вы не можаце пераключацца на сектары калі гэты сектар атакуецца.\n\nСектар: [accent]{0}[] у [accent]{1}[]
|
||||||
@@ -960,6 +971,7 @@ 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
|
||||||
@@ -970,17 +982,46 @@ stat.immunities = Імунітэт
|
|||||||
stat.healing = Аднаўленне
|
stat.healing = Аднаўленне
|
||||||
|
|
||||||
ability.forcefield = Сіловое Поле
|
ability.forcefield = Сіловое Поле
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = Поле Рамонту
|
ability.repairfield = Поле Рамонту
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = Поле Статусу
|
ability.statusfield = Поле Статусу
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = Завод
|
ability.unitspawn = Завод
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Васстанўляюяае Поле Шчыта
|
ability.shieldregenfield = Васстанўляюяае Поле Шчыта
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Рух Маланкі
|
ability.movelightning = Рух Маланкі
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Шчытавая Дуга
|
ability.shieldarc = Шчытавая Дуга
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Regen Suppression Field
|
ability.suppressionfield = Regen Suppression Field
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Энэргетычнае Поле
|
ability.energyfield = Энэргетычнае Поле
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
bar.onlycoredeposit = Даступны Толькі Перанос Рэсурсаў У Ядро
|
bar.onlycoredeposit = Даступны Толькі Перанос Рэсурсаў У Ядро
|
||||||
|
|
||||||
bar.drilltierreq = Патрабуецца свідар лепей
|
bar.drilltierreq = Патрабуецца свідар лепей
|
||||||
@@ -1056,6 +1097,7 @@ 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
|
||||||
@@ -1065,6 +1107,8 @@ 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
|
||||||
@@ -1176,15 +1220,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = 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.rebuild_select.name = Перабудаваць Рэгіён
|
keybind.rebuild_select.name = Перабудаваць Рэгіён
|
||||||
keybind.schematic_select.name = Абраць Вобласць
|
keybind.schematic_select.name = Абраць Вобласць
|
||||||
keybind.schematic_menu.name = Меню Схем
|
keybind.schematic_menu.name = Меню Схем
|
||||||
@@ -1260,7 +1305,10 @@ 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
|
||||||
@@ -1282,6 +1330,7 @@ rules.unitdamagemultiplier = Множнік страт баяв. адз.
|
|||||||
rules.unitcrashdamagemultiplier = Множнік Падрыўнога Пашкоджання Юніта
|
rules.unitcrashdamagemultiplier = Множнік Падрыўнога Пашкоджання Юніта
|
||||||
rules.solarmultiplier = Множнік Сонечнай Энергіі
|
rules.solarmultiplier = Множнік Сонечнай Энергіі
|
||||||
rules.unitcapvariable = Ядра Спрыяюць Колькасці Юнітаў
|
rules.unitcapvariable = Ядра Спрыяюць Колькасці Юнітаў
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Асноўная Колькасць Юнітаў
|
rules.unitcap = Асноўная Колькасць Юнітаў
|
||||||
rules.limitarea = Абмежаваць Вобласць Мапы
|
rules.limitarea = Абмежаваць Вобласць Мапы
|
||||||
rules.enemycorebuildradius = Радыус абароны варожае. ядраў: [lightgray] (блок.)
|
rules.enemycorebuildradius = Радыус абароны варожае. ядраў: [lightgray] (блок.)
|
||||||
@@ -1314,6 +1363,8 @@ rules.weather = Надвор'е
|
|||||||
rules.weather.frequency = Частата:
|
rules.weather.frequency = Частата:
|
||||||
rules.weather.always = Заўсёды
|
rules.weather.always = Заўсёды
|
||||||
rules.weather.duration = Працягласць:
|
rules.weather.duration = Працягласць:
|
||||||
|
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.
|
||||||
|
|
||||||
content.item.name = Рэчывы
|
content.item.name = Рэчывы
|
||||||
content.liquid.name = Вадкасці
|
content.liquid.name = Вадкасці
|
||||||
@@ -1531,6 +1582,7 @@ block.inverted-sorter.name = Інвертаваны сартавальнік
|
|||||||
block.message.name = Паведамленне
|
block.message.name = Паведамленне
|
||||||
block.reinforced-message.name = Узмоцненнае Паведамленне
|
block.reinforced-message.name = Узмоцненнае Паведамленне
|
||||||
block.world-message.name = Паведамленне Свету
|
block.world-message.name = Паведамленне Свету
|
||||||
|
block.world-switch.name = World Switch
|
||||||
block.illuminator.name = Асвятляльнік
|
block.illuminator.name = Асвятляльнік
|
||||||
block.overflow-gate.name = Залішнi затвор
|
block.overflow-gate.name = Залішнi затвор
|
||||||
block.underflow-gate.name = Залішнi шлюз
|
block.underflow-gate.name = Залішнi шлюз
|
||||||
@@ -2239,7 +2291,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
|
|||||||
lst.read = Read a number from a linked memory cell.
|
lst.read = Read a number from a linked memory cell.
|
||||||
lst.write = Write a number to a linked memory cell.
|
lst.write = Write a number to a linked memory cell.
|
||||||
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
||||||
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
||||||
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
||||||
@@ -2262,6 +2314,8 @@ lst.getblock = Get tile data at any location.
|
|||||||
lst.setblock = Set tile data at any location.
|
lst.setblock = Set tile data at any location.
|
||||||
lst.spawnunit = Spawn unit at a location.
|
lst.spawnunit = Spawn unit at a location.
|
||||||
lst.applystatus = Apply or clear a status effect from a uniut.
|
lst.applystatus = Apply or clear a status effect from a uniut.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
||||||
lst.explosion = Create an explosion at a location.
|
lst.explosion = Create an explosion at a location.
|
||||||
lst.setrate = Set processor execution speed in instructions/tick.
|
lst.setrate = Set processor execution speed in instructions/tick.
|
||||||
@@ -2320,6 +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.
|
||||||
@@ -2443,7 +2498,7 @@ 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.
|
||||||
|
|||||||
@@ -439,6 +439,11 @@ 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
|
||||||
@@ -495,6 +500,7 @@ 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
|
||||||
@@ -582,6 +588,7 @@ 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
|
||||||
@@ -604,7 +611,9 @@ filter.option.floor2 = Втори под
|
|||||||
filter.option.threshold2 = Втори праг
|
filter.option.threshold2 = Втори праг
|
||||||
filter.option.radius = Радиус
|
filter.option.radius = Радиус
|
||||||
filter.option.percentile = Перцентил
|
filter.option.percentile = Перцентил
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
filter.option.code = Code
|
||||||
|
filter.option.loop = Loop
|
||||||
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.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
|
||||||
locales.addtoother = Add To Other Locales
|
locales.addtoother = Add To Other Locales
|
||||||
@@ -676,6 +685,7 @@ marker.shape.name = Shape
|
|||||||
marker.text.name = Text
|
marker.text.name = Text
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
marker.background = Background
|
marker.background = Background
|
||||||
marker.outline = Outline
|
marker.outline = Outline
|
||||||
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
||||||
@@ -723,7 +733,7 @@ error.any = Неизвестна мрежова грешка.
|
|||||||
error.bloom = Неуспешно инициализиране на Сияния.\nВашето устройство може да не поддържа този ефект.
|
error.bloom = Неуспешно инициализиране на Сияния.\nВашето устройство може да не поддържа този ефект.
|
||||||
|
|
||||||
weather.rain.name = Дъжд
|
weather.rain.name = Дъжд
|
||||||
weather.snow.name = Сняг
|
weather.snowing.name = Сняг
|
||||||
weather.sandstorm.name = Пясъчна буря
|
weather.sandstorm.name = Пясъчна буря
|
||||||
weather.sporestorm.name = Спорова буря
|
weather.sporestorm.name = Спорова буря
|
||||||
weather.fog.name = Мъгла
|
weather.fog.name = Мъгла
|
||||||
@@ -760,6 +770,7 @@ sector.missingresources = [scarlet]Недостатъчни ресурси в я
|
|||||||
sector.attacked = Зона [accent]{0}[white] е под атака!
|
sector.attacked = Зона [accent]{0}[white] е под атака!
|
||||||
sector.lost = Зона [accent]{0}[white] беше загубена!
|
sector.lost = Зона [accent]{0}[white] беше загубена!
|
||||||
sector.capture = Sector [accent]{0}[white]Captured!
|
sector.capture = Sector [accent]{0}[white]Captured!
|
||||||
|
sector.capture.current = Sector Captured!
|
||||||
sector.changeicon = Change Icon
|
sector.changeicon = Change Icon
|
||||||
sector.noswitch.title = Unable to Switch Sectors
|
sector.noswitch.title = Unable to Switch Sectors
|
||||||
sector.noswitch = You may not switch sectors while an existing sector is under attack.\n\nSector: [accent]{0}[] on [accent]{1}[]
|
sector.noswitch = You may not switch sectors while an existing sector is under attack.\n\nSector: [accent]{0}[] on [accent]{1}[]
|
||||||
@@ -970,6 +981,7 @@ 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
|
||||||
@@ -980,17 +992,46 @@ stat.immunities = Immunities
|
|||||||
stat.healing = Healing
|
stat.healing = Healing
|
||||||
|
|
||||||
ability.forcefield = Енергийно Поле
|
ability.forcefield = Енергийно Поле
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = Възстановяващо Поле
|
ability.repairfield = Възстановяващо Поле
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = Подсилващо Поле
|
ability.statusfield = Подсилващо Поле
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = Factory
|
ability.unitspawn = Factory
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Възстановяващо броня Поле
|
ability.shieldregenfield = Възстановяващо броня Поле
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Подвижна светкавица
|
ability.movelightning = Подвижна светкавица
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Shield Arc
|
ability.shieldarc = Shield Arc
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Regen Suppression Field
|
ability.suppressionfield = Regen Suppression Field
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Energy Field
|
ability.energyfield = Energy Field
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = Only Core Depositing Allowed
|
bar.onlycoredeposit = Only Core Depositing Allowed
|
||||||
|
|
||||||
@@ -1067,6 +1108,7 @@ 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
|
||||||
@@ -1076,6 +1118,8 @@ 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
|
||||||
@@ -1187,15 +1231,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = 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.rebuild_select.name = Rebuild Region
|
keybind.rebuild_select.name = Rebuild Region
|
||||||
keybind.schematic_select.name = Избери Регион
|
keybind.schematic_select.name = Избери Регион
|
||||||
keybind.schematic_menu.name = Меню със Схеми
|
keybind.schematic_menu.name = Меню със Схеми
|
||||||
@@ -1271,7 +1316,10 @@ 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
|
||||||
@@ -1293,6 +1341,7 @@ rules.unitdamagemultiplier = Множител на Щетите на Едини
|
|||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.solarmultiplier = Solar Power Multiplier
|
rules.solarmultiplier = Solar Power Multiplier
|
||||||
rules.unitcapvariable = Ядрата Увеличават Максималния Брой Единици
|
rules.unitcapvariable = Ядрата Увеличават Максималния Брой Единици
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Максимален Брой Единици
|
rules.unitcap = Максимален Брой Единици
|
||||||
rules.limitarea = Limit Map Area
|
rules.limitarea = Limit Map Area
|
||||||
rules.enemycorebuildradius = Радиус на Защитена от Строене Зона Около Ядрата:[lightgray] (полета)
|
rules.enemycorebuildradius = Радиус на Защитена от Строене Зона Около Ядрата:[lightgray] (полета)
|
||||||
@@ -1325,6 +1374,8 @@ rules.weather = Климат
|
|||||||
rules.weather.frequency = Честота:
|
rules.weather.frequency = Честота:
|
||||||
rules.weather.always = Винаги
|
rules.weather.always = Винаги
|
||||||
rules.weather.duration = Продължителност:
|
rules.weather.duration = Продължителност:
|
||||||
|
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.
|
||||||
|
|
||||||
content.item.name = Предмети
|
content.item.name = Предмети
|
||||||
content.liquid.name = Течности
|
content.liquid.name = Течности
|
||||||
@@ -1542,6 +1593,7 @@ block.inverted-sorter.name = Обърнат сортирач
|
|||||||
block.message.name = Съобщение
|
block.message.name = Съобщение
|
||||||
block.reinforced-message.name = Reinforced Message
|
block.reinforced-message.name = Reinforced Message
|
||||||
block.world-message.name = World Message
|
block.world-message.name = World Message
|
||||||
|
block.world-switch.name = World Switch
|
||||||
block.illuminator.name = Осветител
|
block.illuminator.name = Осветител
|
||||||
block.overflow-gate.name = Преливаща Порта
|
block.overflow-gate.name = Преливаща Порта
|
||||||
block.underflow-gate.name = Обратна Преливаща Порта
|
block.underflow-gate.name = Обратна Преливаща Порта
|
||||||
@@ -2253,7 +2305,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
|
|||||||
lst.read = Прочети число от свързано хранилище за памет.
|
lst.read = Прочети число от свързано хранилище за памет.
|
||||||
lst.write = Запиши число в свързано хранилище за памет.
|
lst.write = Запиши число в свързано хранилище за памет.
|
||||||
lst.print = Добави текст в буфера за изписване.\nНе визуализира нищо докато не използвате [accent]Print Flush[].
|
lst.print = Добави текст в буфера за изписване.\nНе визуализира нищо докато не използвате [accent]Print Flush[].
|
||||||
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Добавя операция в буфера за изображение.\nНе показва нищо докато не използвате [accent]Draw Flush[].
|
lst.draw = Добавя операция в буфера за изображение.\nНе показва нищо докато не използвате [accent]Draw Flush[].
|
||||||
lst.drawflush = Изпълнява операции, поискани с команда [accent]Draw[] върху посочен дисплей.
|
lst.drawflush = Изпълнява операции, поискани с команда [accent]Draw[] върху посочен дисплей.
|
||||||
lst.printflush = Извежда текст натрупан с [accent]Print[] върху посочен блок за съобщение.
|
lst.printflush = Извежда текст натрупан с [accent]Print[] върху посочен блок за съобщение.
|
||||||
@@ -2276,6 +2328,8 @@ lst.getblock = Get tile data at any location.
|
|||||||
lst.setblock = Set tile data at any location.
|
lst.setblock = Set tile data at any location.
|
||||||
lst.spawnunit = Spawn unit at a location.
|
lst.spawnunit = Spawn unit at a location.
|
||||||
lst.applystatus = Apply or clear a status effect from a uniut.
|
lst.applystatus = Apply or clear a status effect from a uniut.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
||||||
lst.explosion = Create an explosion at a location.
|
lst.explosion = Create an explosion at a location.
|
||||||
lst.setrate = Set processor execution speed in instructions/tick.
|
lst.setrate = Set processor execution speed in instructions/tick.
|
||||||
@@ -2336,6 +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.
|
||||||
@@ -2473,7 +2528,7 @@ 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.
|
||||||
|
|||||||
@@ -57,7 +57,7 @@ mods.browser.sortstars = Ordena per valoració
|
|||||||
schematic = Esquema
|
schematic = Esquema
|
||||||
schematic.add = Desa l’esquema…
|
schematic.add = Desa l’esquema…
|
||||||
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
|
||||||
@@ -348,7 +348,7 @@ 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
|
||||||
@@ -383,7 +383,7 @@ 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 l’edifici.
|
enablebuilding = [scarlet][[{0}][] per a activar l’edifici.
|
||||||
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 d’Ordres
|
||||||
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}
|
||||||
@@ -438,7 +438,12 @@ 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 s’han trobat blocs de processadors integrats!\nAfegiu-ne un a l’editor de mapes o feu servir el botó \ue813 de sota.
|
||||||
|
editor.worldprocessors.nospace = No hi ha espai disponible per a posar un processador integrat!\nPotser el mapa està ple d’estructures.
|
||||||
|
editor.worldprocessors.delete.confirm = Esteu segur que voleu esborrar aquest processador integrat?\n\nSi està envoltat de murs, es reemplaçarà per un mur mediambiental.
|
||||||
editor.ingame = Edita des de la partida
|
editor.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
|
||||||
@@ -481,7 +486,7 @@ 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
|
||||||
@@ -495,6 +500,7 @@ 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 d’aquest 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
|
||||||
@@ -507,7 +513,7 @@ 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 s’ha definit el nom del mapa. Esteu intentant carregar una partida desada?
|
editor.errorname = No s’ha definit el nom del mapa. Esteu intentant carregar una partida desada?
|
||||||
editor.errorlocales = Error reading invalid locale bundles.
|
editor.errorlocales = S’ha produït un error mentre es llegia un paquet de traduccions no vàlid.
|
||||||
editor.update = Actualitza
|
editor.update = Actualitza
|
||||||
editor.randomize = Assigna a l’atzar
|
editor.randomize = Assigna a l’atzar
|
||||||
editor.moveup = Mou amunt
|
editor.moveup = Mou amunt
|
||||||
@@ -519,7 +525,7 @@ 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 = S’ha desat.
|
editor.saved = S’ha 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».
|
||||||
@@ -584,6 +590,7 @@ 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
|
||||||
@@ -607,23 +614,25 @@ 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: @[]\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 l’última 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:
|
||||||
@@ -674,11 +683,12 @@ objective.destroycore.name = Destrueix el nucli
|
|||||||
objective.commandmode.name = Mode de comandament
|
objective.commandmode.name = Mode de comandament
|
||||||
objective.flag.name = Bandera
|
objective.flag.name = Bandera
|
||||||
marker.shapetext.name = Forma del text
|
marker.shapetext.name = Forma del text
|
||||||
marker.point.name = Point
|
marker.point.name = Punt
|
||||||
marker.shape.name = Forma
|
marker.shape.name = Forma
|
||||||
marker.text.name = Text
|
marker.text.name = Text
|
||||||
marker.line.name = Línia
|
marker.line.name = Línia
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Rectangle
|
||||||
|
marker.texture.name = Textura
|
||||||
marker.background = Fons
|
marker.background = Fons
|
||||||
marker.outline = Contorn
|
marker.outline = Contorn
|
||||||
|
|
||||||
@@ -727,7 +737,7 @@ error.any = S’ha produït un error de xarxa desconegut.
|
|||||||
error.bloom = No s’ha pogut inicialitzar l’efecte «bloom».\nPotser el dispositiu no admet aquesta funció.
|
error.bloom = No s’ha pogut inicialitzar l’efecte «bloom».\nPotser el dispositiu no admet aquesta funció.
|
||||||
|
|
||||||
weather.rain.name = Pluja
|
weather.rain.name = Pluja
|
||||||
weather.snow.name = Neu
|
weather.snowing.name = Neu
|
||||||
weather.sandstorm.name = Tempesta de sorra
|
weather.sandstorm.name = Tempesta de sorra
|
||||||
weather.sporestorm.name = Tempesta d’espores
|
weather.sporestorm.name = Tempesta d’espores
|
||||||
weather.fog.name = Boira
|
weather.fog.name = Boira
|
||||||
@@ -763,7 +773,8 @@ sector.curlost = Sector perdut
|
|||||||
sector.missingresources = [scarlet]Recursos insuficients al nucli
|
sector.missingresources = [scarlet]Recursos insuficients al nucli
|
||||||
sector.attacked = Ataquen el sector [accent]{0}[white]!
|
sector.attacked = Ataquen el sector [accent]{0}[white]!
|
||||||
sector.lost = Heu perdut el sector [accent]{0}[white]!
|
sector.lost = Heu perdut el sector [accent]{0}[white]!
|
||||||
sector.capture = Sector [accent]{0}[white]Captured!
|
sector.capture = S’ha capturat el sector [accent]{0}[white]!
|
||||||
|
sector.capture.current = Sector capturat!
|
||||||
sector.changeicon = Canvia la icona
|
sector.changeicon = Canvia la icona
|
||||||
sector.noswitch.title = Els sectors no es poden canviar.
|
sector.noswitch.title = Els sectors no es poden canviar.
|
||||||
sector.noswitch = Potser no podeu canviar de sector perquè n’ataquen un altre.\n\nSector: [accent]{0}[] de [accent]{1}[]
|
sector.noswitch = Potser no podeu canviar de sector perquè n’ataquen un altre.\n\nSector: [accent]{0}[] de [accent]{1}[]
|
||||||
@@ -849,7 +860,7 @@ sector.ravine.description = No es detecten nuclis enemics al sector, tot i que
|
|||||||
sector.caldera-erekir.description = Els recursos que s’han detectat al sector estan espargits per diverses illes.\nInvestigueu i establiu una xarxa de transport que faci servir drons.
|
sector.caldera-erekir.description = Els recursos que s’han detectat al sector estan espargits per diverses illes.\nInvestigueu i establiu una xarxa de transport que faci servir drons.
|
||||||
sector.stronghold.description = El campament enemic gran d’aquest sector guarda dipòsits importants de [accent]tori[].\nFeu-lo servir per a desenvolupar unitats i torretes de nivells més alts.
|
sector.stronghold.description = El campament enemic gran d’aquest sector guarda dipòsits importants de [accent]tori[].\nFeu-lo servir per a desenvolupar unitats i torretes de nivells més alts.
|
||||||
sector.crevice.description = L’enemic enviarà un atac ferotge per a eliminar la vostra base del sector.\nPer a poder sobreviure, caldrà desenvolupar [accent]carburs[] i [accent]generadors pirolítics[].
|
sector.crevice.description = L’enemic enviarà un atac ferotge per a eliminar la vostra base del sector.\nPer a poder sobreviure, caldrà desenvolupar [accent]carburs[] i [accent]generadors pirolítics[].
|
||||||
sector.siege.description = En aquest sector hi ha dos canyons paral·lels que forçaran un atac per dues bandes.\nInvestigueu el [accent]cianogen[] per a poder crear unitats d’atac més fortes.\nAtenció: s’han detectat missils de llarg abast. Els missils es poden abatre abans que impactin contra el seu objectiu.
|
sector.siege.description = En aquest sector hi ha dos canyons paral·lels que forçaran un atac per dues bandes.\nInvestigueu el [accent]cianogen[] per a poder crear unitats d’atac més fortes.\nAtenció: s’han detectat míssils de llarg abast. Els míssils es poden abatre abans que impactin contra el seu objectiu.
|
||||||
sector.crossroads.description = Les bases enemigues del sector s’han establert en diferents tipus de terreny. Investigueu unitats diferents per a adaptar els atacs.\nA més a més, algunes bases estan protegides per escuts. Esbrineu d’on treuen l’energia.
|
sector.crossroads.description = Les bases enemigues del sector s’han establert en diferents tipus de terreny. Investigueu unitats diferents per a adaptar els atacs.\nA més a més, algunes bases estan protegides per escuts. Esbrineu d’on treuen l’energia.
|
||||||
sector.karst.description = Aquest sector és ric en recursos, però l’enemic l’atacarà tan aviat com hi aterri un nucli.\nAprofiteu els recursos i recerqueu el [accent]teixit de fase[].
|
sector.karst.description = Aquest sector és ric en recursos, però l’enemic l’atacarà tan aviat com hi aterri un nucli.\nAprofiteu els recursos i recerqueu el [accent]teixit de fase[].
|
||||||
sector.origin.description = El sector final amb una presència enemiga important.\nProbablement no queden oportunitats de recerca. Centreu-vos en destruir els nuclis enemics.
|
sector.origin.description = El sector final amb una presència enemiga important.\nProbablement no queden oportunitats de recerca. Centreu-vos en destruir els nuclis enemics.
|
||||||
@@ -974,6 +985,7 @@ 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
|
||||||
@@ -984,17 +996,46 @@ stat.immunities = Immunitats
|
|||||||
stat.healing = Reparador
|
stat.healing = Reparador
|
||||||
|
|
||||||
ability.forcefield = Camp de força
|
ability.forcefield = Camp de força
|
||||||
|
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 = Repara les unitats properes.
|
||||||
ability.statusfield = Estat del camp
|
ability.statusfield = Estat del camp
|
||||||
|
ability.statusfield.description = Aplica un efecte d’estat a les unitats properes.
|
||||||
ability.unitspawn = Fàbrica
|
ability.unitspawn = Fàbrica
|
||||||
|
ability.unitspawn.description = Construeix unitats.
|
||||||
ability.shieldregenfield = Regenerador de camps de força
|
ability.shieldregenfield = Regenerador de camps de força
|
||||||
|
ability.shieldregenfield.description = Regenera els escuts d’unitats properes.
|
||||||
ability.movelightning = Moviment llampec
|
ability.movelightning = Moviment llampec
|
||||||
|
ability.movelightning.description = Solta un llamp mentre es mou.
|
||||||
|
ability.armorplate = Armadura de plaques
|
||||||
|
ability.armorplate.description = Redueix el dany rebut mentre dispara.
|
||||||
ability.shieldarc = Escut de descàrregues
|
ability.shieldarc = Escut de descàrregues
|
||||||
ability.suppressionfield = Regen Suppression Field
|
ability.shieldarc.description = Projecta un escut de força en un arc que absorbeix les bales.
|
||||||
|
ability.suppressionfield = Regenera el camp de supressió
|
||||||
|
ability.suppressionfield.description = Para els edificis de reparació propers.
|
||||||
ability.energyfield = Camp de força
|
ability.energyfield = Camp de força
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Mateix tipus de guarició: [white]{0} %
|
ability.energyfield.description = Ataca els enemics propers.
|
||||||
ability.energyfield.maxtargets = [lightgray]Objectius màx.: [white]{0}
|
ability.energyfield.healdescription = Ataca els enemics propers i cura els aliats.
|
||||||
ability.regen = Regeneració
|
ability.regen = Regeneració
|
||||||
|
ability.regen.description = Regenera la seva salut amb el pas del temps.
|
||||||
|
ability.liquidregen = Absorció de líquids
|
||||||
|
ability.liquidregen.description = Absorbeix líquids per a curar-se.
|
||||||
|
ability.spawndeath = Aparicions mortals
|
||||||
|
ability.spawndeath.description = Allibera unitats quan mor.
|
||||||
|
ability.liquidexplode = Vessament mortal
|
||||||
|
ability.liquidexplode.description = Vessa líquid quan mor.
|
||||||
|
ability.stat.firingrate = [stat]{0}/seg[lightgray] de cadència de tir
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] de salut/seg
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] d’escut
|
||||||
|
ability.stat.repairspeed = [stat]{0}/seg[lightgray] de velocitat de reparació
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] de salut/unitat de líquid
|
||||||
|
ability.stat.cooldown = [stat]{0} seg[lightgray] de temps de refredament
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] objectius com a màxim
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0} %[lightgray] a la quantitat de reparació del mateix tipus
|
||||||
|
ability.stat.damagereduction = [stat]{0} %[lightgray] de reducció del dany
|
||||||
|
ability.stat.minspeed = [stat]{0} caselles/seg[lightgray] de velocitat mín.
|
||||||
|
ability.stat.duration = [stat]{0} seg[lightgray] de duració
|
||||||
|
ability.stat.buildtime = [stat]{0} seg[lightgray] de temps de construcció
|
||||||
|
|
||||||
bar.onlycoredeposit = Només es permet depositar al nucli.
|
bar.onlycoredeposit = Només es permet depositar al nucli.
|
||||||
bar.drilltierreq = Cal una perforadora millor.
|
bar.drilltierreq = Cal una perforadora millor.
|
||||||
@@ -1034,7 +1075,7 @@ bullet.splashdamage = [stat]{0}[lightgray] de dany a l’àrea ~[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 d’armadures
|
bullet.armorpierce = [stat]perforador d’armadures
|
||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
bullet.maxdamagefraction = [stat]{0}%[lightgray] de dany límit
|
||||||
bullet.suppression = [stat]Supressió de reparacions cada {0} s[lightgray] ~ [stat]{1}[lightgray] caselles
|
bullet.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:
|
||||||
@@ -1070,6 +1111,7 @@ 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
|
||||||
@@ -1079,6 +1121,8 @@ 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.Quan està desactivat, només es reproduirà a intervals aleatoris.
|
||||||
setting.skipcoreanimation.name = Omet l’animació del llançament i aterratge del nucli
|
setting.skipcoreanimation.name = Omet l’animació 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
|
||||||
@@ -1144,7 +1188,7 @@ setting.sfxvol.name = Volums dels efectes de so
|
|||||||
setting.mutesound.name = Silencia el so
|
setting.mutesound.name = Silencia el so
|
||||||
setting.crashreport.name = Envia informes d’error anònims
|
setting.crashreport.name = Envia informes d’error anònims
|
||||||
setting.savecreate.name = Desa automàticament la partida
|
setting.savecreate.name = Desa automàticament la partida
|
||||||
setting.steampublichost.name = Public Game Visibility
|
setting.steampublichost.name = Visibilitat de la partida pública
|
||||||
setting.playerlimit.name = Límit de jugadors
|
setting.playerlimit.name = Límit de jugadors
|
||||||
setting.chatopacity.name = Opacitat del xat
|
setting.chatopacity.name = Opacitat del xat
|
||||||
setting.lasersopacity.name = Opacitat dels làsers d’energia
|
setting.lasersopacity.name = Opacitat dels làsers d’energia
|
||||||
@@ -1190,15 +1234,16 @@ keybind.unit_stance_hold_fire.name = Comportament: Mantén el foc
|
|||||||
keybind.unit_stance_pursue_target.name = Comportament: Persegueix l’objectiu
|
keybind.unit_stance_pursue_target.name = Comportament: Persegueix l’objectiu
|
||||||
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 = Comportament: Mou
|
keybind.unit_command_move.name = Ordre d’unitat: Mou
|
||||||
keybind.unit_command_repair = Comportament: Repara
|
keybind.unit_command_repair.name = Ordre d’unitat: Repara
|
||||||
keybind.unit_command_rebuild = Comportament: Reconstrueix
|
keybind.unit_command_rebuild.name = Ordre d’unitat: Reconstrueix
|
||||||
keybind.unit_command_assist = Comportament: Assisteix
|
keybind.unit_command_assist.name = Ordre d’unitat: Assisteix
|
||||||
keybind.unit_command_mine = Comportament: Extrau
|
keybind.unit_command_mine.name = Ordre d’unitat: Extrau
|
||||||
keybind.unit_command_boost = Comportament: Sobrevola
|
keybind.unit_command_boost.name = Ordre d’unitat: Sobrevola
|
||||||
keybind.unit_command_load_units = Comportament: Carrega unitats
|
keybind.unit_command_load_units.name = Ordre d’unitat: Carrega unitats
|
||||||
keybind.unit_command_load_blocks = Comportament: Carrega blocs
|
keybind.unit_command_load_blocks.name = Ordre d’unitat: Carrega blocs
|
||||||
keybind.unit_command_unload_payload = Comportament: Descarrega
|
keybind.unit_command_unload_payload.name = Ordre d’unitat: Descarrega blocs
|
||||||
|
keybind.unit_command_enter_payload.name = Ordre d’unitat: Entra blocs
|
||||||
keybind.rebuild_select.name = Reconstrueix la regió
|
keybind.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
|
||||||
@@ -1267,14 +1312,17 @@ 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 l’ús d’esquemes
|
rules.schematic = Permetre l’ús d’esquemes
|
||||||
rules.wavetimer = Temporitzador d’onades
|
rules.wavetimer = Temporitzador d’onades
|
||||||
rules.wavesending = Enviament d’onades
|
rules.wavesending = Enviament d’onades
|
||||||
|
rules.allowedit = Permet editar les regles
|
||||||
|
rules.allowedit.info = Quan està activat, el jugador pot editar les regles de la partida amb el botó que hi ha a la part inferior esquerra del menú de pausa.
|
||||||
rules.waves = Onades
|
rules.waves = Onades
|
||||||
|
rules.airUseSpawns = Les unitats aèries fan servir els punts d’aparició
|
||||||
rules.attack = Mode d’atac
|
rules.attack = Mode d’atac
|
||||||
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
|
||||||
@@ -1296,6 +1344,7 @@ 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 l’energia solar
|
rules.solarmultiplier = Multiplicador de l’energia solar
|
||||||
rules.unitcapvariable = Els nuclis contribueixen al límit d’unitats
|
rules.unitcapvariable = Els nuclis contribueixen al límit d’unitats
|
||||||
|
rules.unitpayloadsexplode = Els blocs carregats exploten juntament amb la unitat
|
||||||
rules.unitcap = Capacitat base d’unitats
|
rules.unitcap = Capacitat base d’unitats
|
||||||
rules.limitarea = Limita l’àrea del mapa
|
rules.limitarea = Limita l’àrea del mapa
|
||||||
rules.enemycorebuildradius = Radi de no construcció del nucli enemic:[lightgray] (caselles)
|
rules.enemycorebuildradius = Radi de no construcció del nucli enemic:[lightgray] (caselles)
|
||||||
@@ -1328,6 +1377,8 @@ 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 = No es permet que els jugadors puguin posar res a prop dels edificis enemics. Quan s’intenta posar una torreta, l’abast augmenta i la torreta no podrà arribar a l’enemic.
|
||||||
|
rules.onlydepositcore.info = No es permet que les unitats deixin elements a dins dels edificis excepte els nuclis.
|
||||||
|
|
||||||
content.item.name = Elements
|
content.item.name = Elements
|
||||||
content.liquid.name = Fluids
|
content.liquid.name = Fluids
|
||||||
@@ -1549,6 +1600,7 @@ block.inverted-sorter.name = Classificador invers
|
|||||||
block.message.name = Missatge
|
block.message.name = Missatge
|
||||||
block.reinforced-message.name = Missatge destacat
|
block.reinforced-message.name = Missatge destacat
|
||||||
block.world-message.name = Missatge mundial
|
block.world-message.name = Missatge mundial
|
||||||
|
block.world-switch.name = Interruptor mundial
|
||||||
block.illuminator.name = Il·luminador
|
block.illuminator.name = Il·luminador
|
||||||
block.overflow-gate.name = Porta de desbordament
|
block.overflow-gate.name = Porta de desbordament
|
||||||
block.underflow-gate.name = Porta de subdesbordament
|
block.underflow-gate.name = Porta de subdesbordament
|
||||||
@@ -1813,7 +1865,7 @@ 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
|
||||||
@@ -1909,7 +1961,7 @@ onset.turrets = Les unitats són efectives, però les [accent]torretes[] proporc
|
|||||||
onset.turretammo = Subministreu [accent]munició de beril·li[] a la torreta.
|
onset.turretammo = Subministreu [accent]munició de beril·li[] a la torreta.
|
||||||
onset.walls = Els [accent]murs[] poden evitar que el dany arribi a les estructures importants.\nConstruïu alguns \uf6ee [accent]murs de beril·li[] al voltant de la torreta.
|
onset.walls = Els [accent]murs[] poden evitar que el dany arribi a les estructures importants.\nConstruïu alguns \uf6ee [accent]murs de beril·li[] al voltant de la torreta.
|
||||||
onset.enemies = S’apropa un enemic. Prepareu la defensa.
|
onset.enemies = S’apropa un enemic. Prepareu la defensa.
|
||||||
onset.defenses = [accent]Set up defenses:[lightgray] {0}
|
onset.defenses = [accent]Establiu defenses:[lightgray] {0}
|
||||||
onset.attack = L’enemic és vulnerable. Contraataqueu.
|
onset.attack = L’enemic és vulnerable. Contraataqueu.
|
||||||
onset.cores = Els nuclis nous es poden construir en [accent]caselles de nucli[].\nEls nuclis nous funcionen com a bases i comparteixen un inventari de recursos amb altres nuclis.\nConstruïu un \uf725 nucli.
|
onset.cores = Els nuclis nous es poden construir en [accent]caselles de nucli[].\nEls nuclis nous funcionen com a bases i comparteixen un inventari de recursos amb altres nuclis.\nConstruïu un \uf725 nucli.
|
||||||
onset.detect = L’enemic us detectarà d’aquí 2 minuts.\nEstabliu les defenses i les explotacions mineres i de producció.
|
onset.detect = L’enemic us detectarà d’aquí 2 minuts.\nEstabliu les defenses i les explotacions mineres i de producció.
|
||||||
@@ -1919,7 +1971,7 @@ 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 d’aconseguir una mica de tungstè per a construir unitats.
|
split.acquire = Heu d’aconseguir una mica de tungstè per a construir unitats.
|
||||||
split.build = Les unitats s’han de transportar a l’altra banda del mur.\nConstruïu dos [accent]transportadors de blocs a distància[], un a cada banda del mur.\nPer establir-hi un enllaç, seleccioneu-ne un i després seleecionant l’altre.
|
split.build = Les unitats s’han de transportar a l’altra banda del mur.\nConstruïu dos [accent]transportadors de blocs a distància[], un a cada banda del mur.\nPer establir-hi un enllaç, seleccioneu-ne un i després seleccionant l’altre.
|
||||||
split.container = Igual que els contenidors, les unitats també es poden transportar amb els [accent]transportadors de blocs a distància[].\nConstruïu una fabricadora d’unitats al costat d’un transportadors de blocs a distància per a carregar-les i enviar-les més enllà del mur per a atacar la base enemiga.
|
split.container = Igual que els contenidors, les unitats també es poden transportar amb els [accent]transportadors de blocs a distància[].\nConstruïu una fabricadora d’unitats al costat d’un transportadors de blocs a distància per a carregar-les i enviar-les més enllà del mur per a atacar la base enemiga.
|
||||||
|
|
||||||
item.copper.description = S’empra en molts tipus de construccions i munició.
|
item.copper.description = S’empra en molts tipus de construccions i munició.
|
||||||
@@ -1943,10 +1995,10 @@ item.spore-pod.description = Es pot convertir en petroli, explosius i combustibl
|
|||||||
item.spore-pod.details = Espores. Probablement, es tracta d’una forma de vida sintètica. Emet gasos tòxics per a altres formes de vida i és molt invasiva. Sota certes condicions, són molt inflamables.
|
item.spore-pod.details = Espores. Probablement, es tracta d’una forma de vida sintètica. Emet gasos tòxics per a altres formes de vida i és molt invasiva. Sota certes condicions, són molt inflamables.
|
||||||
item.blast-compound.description = S’empra en bombes i munició explosiva.
|
item.blast-compound.description = S’empra en bombes i munició explosiva.
|
||||||
item.pyratite.description = S’empra en armes incendiàries i generadors a combustió.
|
item.pyratite.description = S’empra en armes incendiàries i generadors a combustió.
|
||||||
item.beryllium.description = S’empra en molts tipus de construccions i municó d’Erekir.
|
item.beryllium.description = S’empra en molts tipus de construccions i munició d’Erekir.
|
||||||
item.tungsten.description = S’empra en perforadores, armadures i munició. Se’n necessita per construir estructures més avançades.
|
item.tungsten.description = S’empra en perforadores, armadures i munició. Se’n necessita per construir estructures més avançades.
|
||||||
item.oxide.description = S’empra com a conductor de l’energia tèrmica i també es fa servir com a aïllant elèctric.
|
item.oxide.description = S’empra com a conductor de l’energia tèrmica i també es fa servir com a aïllant elèctric.
|
||||||
item.carbide.description = Es fa servir en estrutures avançades, unitats pesants i munició.
|
item.carbide.description = Es fa servir en estructures avançades, unitats pesants i munició.
|
||||||
|
|
||||||
liquid.water.description = S’empra per a refredar màquines i processar residus.
|
liquid.water.description = S’empra per a refredar màquines i processar residus.
|
||||||
liquid.slag.description = Es refina en separadors per a obtenir-ne diferents metalls. També es fa servir com a munició líquida en torretes.
|
liquid.slag.description = Es refina en separadors per a obtenir-ne diferents metalls. També es fa servir com a munició líquida en torretes.
|
||||||
@@ -1957,7 +2009,7 @@ liquid.ozone.description = Es fa servir com a agent oxidant en producció de mat
|
|||||||
liquid.hydrogen.description = Es fa servir en extracció de recursos, producció d’unitats i reparació d’estructures. Inflamable.
|
liquid.hydrogen.description = Es fa servir en extracció de recursos, producció d’unitats i reparació d’estructures. Inflamable.
|
||||||
liquid.cyanogen.description = Es fa servir per a munició, construcció d’unitats avançades i diverses reaccions en blocs avançats. Molt inflamable.
|
liquid.cyanogen.description = Es fa servir per a munició, construcció d’unitats avançades i diverses reaccions en blocs avançats. Molt inflamable.
|
||||||
liquid.nitrogen.description = Es fa servir per a extraure recursos, obtenció de gas i producció d’unitats. Inert.
|
liquid.nitrogen.description = Es fa servir per a extraure recursos, obtenció de gas i producció d’unitats. Inert.
|
||||||
liquid.neoplasm.description = Un subproducte biològic perillís del reactor de neoplàsia. S’estén de pressa a altres blocs adjacents que continguin aigua que toca, fent-los malbé. Viscós.
|
liquid.neoplasm.description = Un subproducte biològic perillós del reactor de neoplàsia. S’estén de pressa a altres blocs adjacents que continguin aigua que toca, fent-los malbé. Viscós.
|
||||||
liquid.neoplasm.details = Neoplasma. Una massa incontrolable de cèl·lules sintètiques que es divideixen molt de pressa amb una consistència fangosa. Resisteix temperatures altes. Extremadament perillosa per a estructures amb aigua.\n\nMassa complexa i inestable per a fer-ne una anàlisi estàndard. Aplicacions potencials desconegudes. Es recomana incinerar-la en piscines de residus.
|
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
|
||||||
@@ -2248,14 +2300,14 @@ 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.
|
||||||
@@ -2263,7 +2315,7 @@ unit.emanate.description = Construeix estructures per defensar el nucli Acròpol
|
|||||||
lst.read = Llegeix un nombre des d’una cel·la de memòria connectada.
|
lst.read = Llegeix un nombre des d’una cel·la de memòria connectada.
|
||||||
lst.write = Escriu un nombre en una cel·la de memòria connectada.
|
lst.write = Escriu un nombre en una cel·la de memòria connectada.
|
||||||
lst.print = Afegeix un text a la cua d’impressió.\nEl text no es mostrarà fins que s’apliqui «[accent]Print Flush[]».
|
lst.print = Afegeix un text a la cua d’impressió.\nEl text no es mostrarà fins que s’apliqui «[accent]Print Flush[]».
|
||||||
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
|
lst.format = Reemplaça el següent marcador de posició a la cua d’impressió amb un valor.\nNo fa res si el patró del marcador no és vàlid.\nPatró del marcador: "{[accent]número 0-9[]}"\nExemple:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Afegeix una instrucció de dibuix a la cua corresponent.\nEl resultat no es mostrarà fins que s’apliqui «[accent]Draw Flush[]».
|
lst.draw = Afegeix una instrucció de dibuix a la cua corresponent.\nEl resultat no es mostrarà fins que s’apliqui «[accent]Draw Flush[]».
|
||||||
lst.drawflush = Executa les operacions de la cua de dibuix al monitor lògic.
|
lst.drawflush = Executa les operacions de la cua de dibuix al monitor lògic.
|
||||||
lst.printflush = Executa les operacions de la cua d’impressió al monitor lògic.
|
lst.printflush = Executa les operacions de la cua d’impressió al monitor lògic.
|
||||||
@@ -2286,6 +2338,8 @@ lst.getblock = Obtén les dades d’un bloc en qualsevol posició.
|
|||||||
lst.setblock = Estableix les dades d’un bloc en qualsevol posició.
|
lst.setblock = Estableix les dades d’un bloc en qualsevol posició.
|
||||||
lst.spawnunit = Fes aparèixer una unitat en una posició.
|
lst.spawnunit = Fes aparèixer una unitat en una posició.
|
||||||
lst.applystatus = Aplica o esborra un efecte d’estat d’una unitat.
|
lst.applystatus = Aplica o esborra un efecte d’estat d’una unitat.
|
||||||
|
lst.weathersense = Comprova si un tipus de temps meteorològics està actiu.
|
||||||
|
lst.weatherset = Estableix l’estat actual per a un tipus de temps meteorològic.
|
||||||
lst.spawnwave = Simula l’aparició d’una onada enemiga en una posició arbitrària.\nEl comptador d’onades no s’incrementarà.
|
lst.spawnwave = Simula l’aparició d’una onada enemiga en una posició arbitrària.\nEl comptador d’onades no s’incrementarà.
|
||||||
lst.explosion = Crea una explosió en una posició.
|
lst.explosion = Crea una explosió en una posició.
|
||||||
lst.setrate = Estableix la velocitat d’execució del processador en instruccions/tic.
|
lst.setrate = Estableix la velocitat d’execució del processador en instruccions/tic.
|
||||||
@@ -2297,47 +2351,47 @@ 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 d’una unitat o estructura.
|
lst.setprop = Estableix una propietat d’una unitat o estructura.
|
||||||
lst.effect = Crea un efecte de particula.
|
lst.effect = Crea un efecte de partícula.
|
||||||
lst.sync = Sincronitza una variable a través de la xarxa.\nS’invoca com a molt 10 vegades per segon.
|
lst.sync = Sincronitza una variable a través de la xarxa.\nS’invoca com a molt 10 vegades per segon.
|
||||||
lst.makemarker = Crea una marca lògica al món.\nS’ha de donar un ID per a identificar-la.\nEs poden establir fins a 20.000 marcadors per món.
|
lst.makemarker = Crea una marca lògica al món.\nS’ha de donar un ID per a identificar-la.\nEs poden establir fins a 20.000 marcadors per món.
|
||||||
lst.setmarker = Estableix una propietat per a la marca.\nL’ID que es faci servir ha de ser el mateix que el de la instrucció de crear la marca.
|
lst.setmarker = Estableix una propietat per a la marca.\nL’ID que es faci servir ha de ser el mateix que el de la instrucció de crear la marca.
|
||||||
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
lst.localeprint = Afegeix el valor d’una propietat de la traducció d’un mapa a la cua d’impressió.\nPer a establir paquets de traducció de mapes a l’editor de mapes, comproveu [accent]Informació del mapa > Paquets de traducció[].\nSi el client és un dispositiu mòbil, primer intenta imprimir una propietat que acabi en «.mobile».
|
||||||
lglobal.false = 0
|
lglobal.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 l’onada 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 d’execució 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 d’unitat 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 d’element 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 s’executa en un servidor o en mode d’un 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 s’executa 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 l’equip 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.
|
||||||
|
|
||||||
@@ -2346,6 +2400,7 @@ lenum.shoot = Dispara a una posició.
|
|||||||
lenum.shootp = Dispara a una unitat/bloc tenint en compte la seva velocitat a l’hora d’apuntar.
|
lenum.shootp = Dispara a una unitat/bloc tenint en compte la seva velocitat a l’hora d’apuntar.
|
||||||
lenum.config = Configuració de l’estructura, com ara el classificador.
|
lenum.config = Configuració de l’estructura, 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 l’il·luminador.
|
laccess.color = Color de l’il·luminador.
|
||||||
laccess.controller = Controlador de la unitat. Si es controla per processador, retorna el processador.\nAltrament, retorna la mateixa unitat.
|
laccess.controller = Controlador de la unitat. Si es controla per processador, retorna el processador.\nAltrament, retorna la mateixa unitat.
|
||||||
@@ -2353,7 +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 l’acció, entre 0 i 1.\nRetorna la producció, la recàrrega de la torreta o el progrés de la construcció.
|
laccess.progress = Progrés de l’acció, entre 0 i 1.\nRetorna la producció, la recàrrega de la torreta o el progrés de la construcció.
|
||||||
laccess.speed = Velocitat màxima de la unitat, en caselles/s.
|
laccess.speed = Velocitat màxima de la unitat, en caselles/s.
|
||||||
laccess.id = ID of a unit/block/item/liquid.\nThis is the inverse of the lookup operation.
|
laccess.id = Identificador d’unitat/bloc/element/líquid.\nÉs l’invers de l’operació lookup.
|
||||||
lcategory.unknown = Desconegut
|
lcategory.unknown = Desconegut
|
||||||
lcategory.unknown.description = Instruccions sense categoria.
|
lcategory.unknown.description = Instruccions sense categoria.
|
||||||
lcategory.io = Entrada i sortida
|
lcategory.io = Entrada i sortida
|
||||||
@@ -2380,7 +2435,7 @@ graphicstype.poly = Omple un polígon regular.
|
|||||||
graphicstype.linepoly = Dibuixa els costats d’un polígon regular.
|
graphicstype.linepoly = Dibuixa els costats d’un polígon regular.
|
||||||
graphicstype.triangle = Omple un triangle.
|
graphicstype.triangle = Omple un triangle.
|
||||||
graphicstype.image = Dibuixa una imatge d’algun element del joc.\nPer exemple: [accent]@router[] o [accent]@dagger[].
|
graphicstype.image = Dibuixa una imatge d’algun element del joc.\nPer exemple: [accent]@router[] o [accent]@dagger[].
|
||||||
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
graphicstype.print = Dibuixa el text de la cua d’impressió.\nEsborra la cua d’impressió.
|
||||||
|
|
||||||
lenum.always = Sempre cert.
|
lenum.always = Sempre cert.
|
||||||
lenum.idiv = Divisió entera.
|
lenum.idiv = Divisió entera.
|
||||||
@@ -2475,7 +2530,7 @@ 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 d’aparició d’enemics.
|
lenum.pathfind = Troba un camí i segueix una ruta fins al punt d’aparició d’enemics.
|
||||||
lenum.autopathfind = Automatically pathfinds to the nearest enemy core or drop point.\nThis is the same as standard wave enemy pathfinding.
|
lenum.autopathfind = Busca un camí automàticament fins al nucli enemic més proper o punt d’aterratge.\nÉs el mateix que el camí d'una onada enemiga estàndard.
|
||||||
lenum.target = Dispara a una posició.
|
lenum.target = Dispara a una posició.
|
||||||
lenum.targetp = Dispara a un objectiu tenint en compte la seva velocitat a l’hora d’apuntar.
|
lenum.targetp = Dispara a un objectiu tenint en compte la seva velocitat a l’hora d’apuntar.
|
||||||
lenum.itemdrop = Deixa un element.
|
lenum.itemdrop = Deixa un element.
|
||||||
@@ -2486,13 +2541,13 @@ 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 d’estar a l’abast de la unitat.\nEls blocs que no són construccions tindran el tipus [accent]@solid[].
|
lenum.getblock = Obté el bloc, el seu tipus i el terra a les coordenades indicades.\nLa posició escollida ha d’estar a l’abast de la unitat; altrament es retornarà un valor buit.
|
||||||
lenum.within = Comprova si la unitat està a prop d’una posició.
|
lenum.within = Comprova si la unitat està a prop d’una posició.
|
||||||
lenum.boost = Inicia/Detén el vol.
|
lenum.boost = Inicia/Detén el vol.
|
||||||
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 = Passa el contingut de la cua d’impressió al marcador, si es pot.\nSi s’estableix «fetch» a vertader, s’intentarà carregar les propietats de la traducció del mapa o del joc.
|
||||||
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 = Nom de la textura directa de l’atles de textures del joc (amb l’estil de noms kebab-case).\nSi «printFlush» s’estableix a vertader, consumeix el contingut de la cua d’impressió com a argument de text.
|
||||||
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
lenum.texturesize = Mida de la textura a les caselles. Un valor de zero indica que s’ha d'escalar l’amplada del marcador a la mida original de la textura.
|
||||||
lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
lenum.autoscale = Indica si cal escalar el marcador segons el nivell de zoom del jugador.
|
||||||
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
lenum.posi = Posició indexada que es fa servir per a marcadors de línia i de rectangles on l’índex zero és la primera posició.
|
||||||
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
lenum.uvi = Posició de la textura que va de zero a u i que es fa servir per a marcadors de tipus rectangle.
|
||||||
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
lenum.colori = Posició indexada que es fa servir per a marcadors de línies i rectangles on l’índex zero és el primer color.
|
||||||
|
|||||||
@@ -153,12 +153,12 @@ mod.unmetdependencies = [red]Nesplněné Dependencies
|
|||||||
mod.erroredcontent = [scarlet]V obsahu jsou chyby[]
|
mod.erroredcontent = [scarlet]V obsahu jsou chyby[]
|
||||||
mod.circulardependencies = [red]Kruhové Dependencies
|
mod.circulardependencies = [red]Kruhové Dependencies
|
||||||
mod.incompletedependencies = [red]Nedokončené Dependencies
|
mod.incompletedependencies = [red]Nedokončené Dependencies
|
||||||
mod.requiresversion.details = Requires game version: [accent]{0}[]\nYour game is outdated. This mod requires a newer version of the game (possibly a beta/alpha release) to function.
|
mod.requiresversion.details = Vyžaduje verzi hry: [accent]{0}[]\nVaše hra je zastaralá. Tento mod vyžaduje novější verzi hry (možná beta/alfa verze) aby fungoval.
|
||||||
mod.outdatedv7.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 136[] to its [accent]mod.json[] file.
|
mod.outdatedv7.details = Tento mod není kompatibilní s nejnovější verzí hry. Autor ho musí aktualizovat a přidat [accent]minGameVersion: 136[] ho do [accent]mod.json[] složky.
|
||||||
mod.blacklisted.details = This mod has been manually blacklisted for causing crashes or other issues with this version of the game. Do not use it.
|
mod.blacklisted.details = Tento mod byl ručně zařazen na černou listinu, protože způsobuje pády nebo jiné problémy s touto verzí hry. Nepoužívejte jej.
|
||||||
mod.missingdependencies.details = This mod is missing dependencies: {0}
|
mod.missingdependencies.details = Tomuto módu chybí závislosti: {0}
|
||||||
mod.erroredcontent.details = This game caused errors when loading. Ask the mod author to fix them.
|
mod.erroredcontent.details = Tato hra způsobovala chyby při načítání. Požádejte autora módu o jejich opravu.
|
||||||
mod.circulardependencies.details = This mod has dependencies that depends on each other.
|
mod.circulardependencies.details = Tento mod má závislosti, které na sobě navzájem závisí.
|
||||||
mod.incompletedependencies.details = This mod is unable to be loaded due to invalid or missing dependencies: {0}.
|
mod.incompletedependencies.details = This mod is unable to be loaded due to invalid or missing dependencies: {0}.
|
||||||
mod.requiresversion = Requires game version: [red]{0}
|
mod.requiresversion = Requires game version: [red]{0}
|
||||||
mod.errors = Při načítání obsahu hry se vyskytly problémy.
|
mod.errors = Při načítání obsahu hry se vyskytly problémy.
|
||||||
@@ -261,13 +261,13 @@ trace.modclient = Upravený klient hry: [accent]{0}[]
|
|||||||
trace.times.joined = Krát Připojen: [accent]{0}
|
trace.times.joined = Krát Připojen: [accent]{0}
|
||||||
trace.times.kicked = Krát Vyhozen: [accent]{0}
|
trace.times.kicked = Krát Vyhozen: [accent]{0}
|
||||||
trace.ips = IPs:
|
trace.ips = IPs:
|
||||||
trace.names = Names:
|
trace.names = Jména:
|
||||||
invalidid = Neplatná adresa IP klienta! Zašli prosím zprávu o chybě.
|
invalidid = Neplatná adresa IP klienta! Zašli prosím zprávu o chybě.
|
||||||
player.ban = Ban
|
player.ban = Ban
|
||||||
player.kick = Kick
|
player.kick = Vyhodit
|
||||||
player.trace = Trace
|
player.trace = Trace
|
||||||
player.admin = Toggle Admin
|
player.admin = Přepínání správce
|
||||||
player.team = Change Team
|
player.team = Změnit tým
|
||||||
server.bans = Zákazy
|
server.bans = Zákazy
|
||||||
server.bans.none = Žádní hráči se zákazem nebyli nalezeni.
|
server.bans.none = Žádní hráči se zákazem nebyli nalezeni.
|
||||||
server.admins = Správci
|
server.admins = Správci
|
||||||
@@ -340,13 +340,14 @@ ok = OK
|
|||||||
open = Otevřít
|
open = Otevřít
|
||||||
customize = Přizpůsobit pravidla
|
customize = Přizpůsobit pravidla
|
||||||
cancel = Zrušit
|
cancel = Zrušit
|
||||||
command = Command
|
command = Velet
|
||||||
command.queue = [lightgray][Queuing]
|
command.queue = Queue
|
||||||
command.mine = Mine
|
command.mine = Těžit
|
||||||
command.repair = Repair
|
command.repair = Opravovat
|
||||||
command.rebuild = Rebuild
|
command.rebuild = Přestavět
|
||||||
command.assist = Assist Player
|
command.assist = Asistovat hráči
|
||||||
command.move = Move
|
command.move = Pohyb
|
||||||
|
|
||||||
command.boost = Boost
|
command.boost = Boost
|
||||||
command.enterPayload = Enter Payload Block
|
command.enterPayload = Enter Payload Block
|
||||||
command.loadUnits = Load Units
|
command.loadUnits = Load Units
|
||||||
@@ -362,7 +363,7 @@ openlink = Otevřít odkaz
|
|||||||
copylink = Zkopírovat odkaz
|
copylink = Zkopírovat odkaz
|
||||||
back = Zpět
|
back = Zpět
|
||||||
max = Max
|
max = Max
|
||||||
objective = Map Objective
|
objective = Úkol mapy
|
||||||
crash.export = Exportovat záznamy o zhroucení hry
|
crash.export = Exportovat záznamy o zhroucení hry
|
||||||
crash.none = Záznamy o zhroucení hry nebyly nalezeny.
|
crash.none = Záznamy o zhroucení hry nebyly nalezeny.
|
||||||
crash.exported = Záznamy o zhroucení hry byly exportovány.
|
crash.exported = Záznamy o zhroucení hry byly exportovány.
|
||||||
@@ -383,7 +384,7 @@ pausebuilding = [accent][[{0}][] zastaví stavění
|
|||||||
resumebuilding = [scarlet][[{0}][] bude pokračovat ve stavění
|
resumebuilding = [scarlet][[{0}][] bude pokračovat ve stavění
|
||||||
enablebuilding = [scarlet][[{0}][] povolí stavení
|
enablebuilding = [scarlet][[{0}][] povolí stavení
|
||||||
showui = UI je skryto.\nZmáčkni [accent][[{0}][] pro jeho zobrazení.
|
showui = UI je skryto.\nZmáčkni [accent][[{0}][] pro jeho zobrazení.
|
||||||
commandmode.name = [accent]Command Mode
|
commandmode.name = [accent]Velící zežim
|
||||||
commandmode.nounits = [no units]
|
commandmode.nounits = [no units]
|
||||||
wave = [accent]Vlna číslo {0}[]
|
wave = [accent]Vlna číslo {0}[]
|
||||||
wave.cap = [accent]Vlna {0} z {1}[]
|
wave.cap = [accent]Vlna {0} z {1}[]
|
||||||
@@ -439,6 +440,11 @@ 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 +501,7 @@ 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 +589,7 @@ 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
|
||||||
@@ -605,7 +613,9 @@ filter.option.floor2 = Druhotný povrch
|
|||||||
filter.option.threshold2 = Druhotný práh
|
filter.option.threshold2 = Druhotný práh
|
||||||
filter.option.radius = Poloměr
|
filter.option.radius = Poloměr
|
||||||
filter.option.percentile = Percentil
|
filter.option.percentile = Percentil
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
filter.option.code = Code
|
||||||
|
filter.option.loop = Loop
|
||||||
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.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
|
||||||
locales.addtoother = Add To Other Locales
|
locales.addtoother = Add To Other Locales
|
||||||
@@ -677,6 +687,7 @@ marker.shape.name = Tvar
|
|||||||
marker.text.name = Text
|
marker.text.name = Text
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
marker.background = Pozadí
|
marker.background = Pozadí
|
||||||
marker.outline = Outline
|
marker.outline = Outline
|
||||||
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
||||||
@@ -706,7 +717,7 @@ bannedunits.whitelist = Banned Units As Whitelist
|
|||||||
bannedblocks.whitelist = Banned Blocks As Whitelist
|
bannedblocks.whitelist = Banned Blocks As Whitelist
|
||||||
addall = Přidat vše
|
addall = Přidat vše
|
||||||
launch.from = Vysláno z: [accent]{0}
|
launch.from = Vysláno z: [accent]{0}
|
||||||
launch.capacity = Launching Item Capacity: [accent]{0}
|
launch.capacity = Odpalovací kapacita: [accent]{0}
|
||||||
launch.destination = Cíl: {0}
|
launch.destination = Cíl: {0}
|
||||||
configure.invalid = Hodnota musí být číslo mezi 0 a {0}.
|
configure.invalid = Hodnota musí být číslo mezi 0 a {0}.
|
||||||
add = Přidat...
|
add = Přidat...
|
||||||
@@ -724,7 +735,7 @@ error.any = Neznámá chyba sítě.
|
|||||||
error.bloom = Chyba inicializace filtru Bloom.\nTvé zařízení ho nejspíš nepodporuje.
|
error.bloom = Chyba inicializace filtru Bloom.\nTvé zařízení ho nejspíš nepodporuje.
|
||||||
|
|
||||||
weather.rain.name = Déšť
|
weather.rain.name = Déšť
|
||||||
weather.snow.name = Sníh
|
weather.snowing.name = Sníh
|
||||||
weather.sandstorm.name = Písečná ouře
|
weather.sandstorm.name = Písečná ouře
|
||||||
weather.sporestorm.name = Spórová bouře
|
weather.sporestorm.name = Spórová bouře
|
||||||
weather.fog.name = Mlha
|
weather.fog.name = Mlha
|
||||||
@@ -736,8 +747,8 @@ sectorlist.attacked = {0} pod útokem
|
|||||||
sectors.unexplored = [lightgray]Neprozkoumáno
|
sectors.unexplored = [lightgray]Neprozkoumáno
|
||||||
sectors.resources = Zdroje:
|
sectors.resources = Zdroje:
|
||||||
sectors.production = Výroba:
|
sectors.production = Výroba:
|
||||||
sectors.export = Export:
|
sectors.export = Exportovat:
|
||||||
sectors.import = Import:
|
sectors.import = Importovat:
|
||||||
sectors.time = Čas:
|
sectors.time = Čas:
|
||||||
sectors.threat = Ohrožení:
|
sectors.threat = Ohrožení:
|
||||||
sectors.wave = Vlna:
|
sectors.wave = Vlna:
|
||||||
@@ -761,6 +772,7 @@ sector.missingresources = [scarlet]Nedostatečné zdroje v jádře
|
|||||||
sector.attacked = Sektor [accent]{0}[white] pod útokem!
|
sector.attacked = Sektor [accent]{0}[white] pod útokem!
|
||||||
sector.lost = Sektor [accent]{0}[white] ztracen! :(
|
sector.lost = Sektor [accent]{0}[white] ztracen! :(
|
||||||
sector.capture = Sector [accent]{0}[white]Captured!
|
sector.capture = Sector [accent]{0}[white]Captured!
|
||||||
|
sector.capture.current = Sector Captured!
|
||||||
sector.changeicon = Změnit Ikonu
|
sector.changeicon = Změnit Ikonu
|
||||||
sector.noswitch.title = Nelze Vyměnit Sektor
|
sector.noswitch.title = Nelze Vyměnit Sektor
|
||||||
sector.noswitch = Sektory nelze přepnut, pokud je stávající sektor pod útokem.\n\nSektor: [accent]{0}[] na [accent]{1}[]
|
sector.noswitch = Sektory nelze přepnut, pokud je stávající sektor pod útokem.\n\nSektor: [accent]{0}[] na [accent]{1}[]
|
||||||
@@ -813,43 +825,43 @@ sector.windsweptIslands.description = Vzdálen od pevniny je tento řetízek ost
|
|||||||
sector.extractionOutpost.description = Vzdálená pevnost, postavená nepřítelem za účelem vysílání zdrojů do okolních sektorů.\n\nDoprava položek napříč sektory je nezbytná pro lapení dalších sektorů. Znič základnu. Vyzkoumej jejich Vysílací plošiny.
|
sector.extractionOutpost.description = Vzdálená pevnost, postavená nepřítelem za účelem vysílání zdrojů do okolních sektorů.\n\nDoprava položek napříč sektory je nezbytná pro lapení dalších sektorů. Znič základnu. Vyzkoumej jejich Vysílací plošiny.
|
||||||
sector.impact0078.description = Zde leží zbytky mezihvězdné lodi, která vstoupila do tohoto systému.\n\nZachraň z vraku vše, co se dá. Vyzkoumej nepoškozenou technologii.
|
sector.impact0078.description = Zde leží zbytky mezihvězdné lodi, která vstoupila do tohoto systému.\n\nZachraň z vraku vše, co se dá. Vyzkoumej nepoškozenou technologii.
|
||||||
sector.planetaryTerminal.description = Konečný cíl.\n\nTato pobřežní základna obsahuje konstrukce schopné vyslat jádra na okolní planety. Je mimořádně dobře opevněna.\n\nVyrob námořní jednotky. Odstraň nepřítele tak rychle, jak umíš. Vyzkoumej vysílací konstrukci.
|
sector.planetaryTerminal.description = Konečný cíl.\n\nTato pobřežní základna obsahuje konstrukce schopné vyslat jádra na okolní planety. Je mimořádně dobře opevněna.\n\nVyrob námořní jednotky. Odstraň nepřítele tak rychle, jak umíš. Vyzkoumej vysílací konstrukci.
|
||||||
sector.coastline.description = Remnants of naval unit technology have been detected at this location. Repel the enemy attacks, capture this sector, and acquire the technology.
|
sector.coastline.description = V této lokaci byly objeveny pozůstatky techniky námořních jednotek. Odražte nepřátelské útoky, dobijte tento sektor a získejte technologii.
|
||||||
sector.navalFortress.description = The enemy has established a base on a remote, naturally-fortified island. Destroy this outpost. Acquire their advanced naval craft technology, and research it.
|
sector.navalFortress.description = Nepřítel si vybudoval základnu na odlehlém, přírodou opevněném ostrově. Zničte tuto základnu. Získejte jejich pokročilou technologii námořních plavidel a vyzkoumejte ji.
|
||||||
sector.onset.name = The Onset
|
sector.onset.name = Nástup
|
||||||
sector.aegis.name = Aegis
|
sector.aegis.name = Aegis
|
||||||
sector.lake.name = Lake
|
sector.lake.name = Jezero
|
||||||
sector.intersect.name = Intersect
|
sector.intersect.name = Průsečík
|
||||||
sector.atlas.name = Atlas
|
sector.atlas.name = Atlas
|
||||||
sector.split.name = Split
|
sector.split.name = Rozdělení
|
||||||
sector.basin.name = Basin
|
sector.basin.name = Povodí
|
||||||
sector.marsh.name = Marsh
|
sector.marsh.name = Marš
|
||||||
sector.peaks.name = Peaks
|
sector.peaks.name = Vrcholy
|
||||||
sector.ravine.name = Ravine
|
sector.ravine.name = Rokle
|
||||||
sector.caldera-erekir.name = Caldera
|
sector.caldera-erekir.name = Kaldera
|
||||||
sector.stronghold.name = Stronghold
|
sector.stronghold.name = Pevnost
|
||||||
sector.crevice.name = Crevice
|
sector.crevice.name = Štěrbina
|
||||||
sector.siege.name = Siege
|
sector.siege.name = Obléhání
|
||||||
sector.crossroads.name = Crossroads
|
sector.crossroads.name = Křižovatka
|
||||||
sector.karst.name = Karst
|
sector.karst.name = Kras
|
||||||
sector.origin.name = Origin
|
sector.origin.name = Původ
|
||||||
sector.onset.description = Commence the conquest of Erekir. Gather resources, produce units, and begin researching technology.
|
sector.onset.description = Zahajte dobývání Erekiru. Shromážděte zdroje, vyrobte jednotky a začněte zkoumat technologie.
|
||||||
|
|
||||||
sector.aegis.description = This sector contains deposits of tungsten.\nResearch the [accent]Impact Drill[] to mine this resource, and destroy the enemy base in the area.
|
sector.aegis.description = Tento sektor obsahuje ložiska wolframu.\nVyzkoumej [accent]Nárazový vrták[] k vytěžení této suroviny, a znič nepřátelskou základnu.
|
||||||
sector.lake.description = This sector's slag lake greatly limits viable units. A hover unit is the only option.\nResearch the [accent]ship fabricator[] and produce an [accent]elude[] unit as soon as possible.
|
sector.lake.description = Struskové jezero v tomto sektoru značně omezuje použitelné jednotky. Jedinou možností je vznášecí jednotka.\nVyzkoumej [accent]továrna na výrobu lodí[] a vyrob [accent]elude[] jednotku co nejdříve
|
||||||
sector.intersect.description = Scans suggest that this sector will be attacked from multiple sides soon after landing.\nSet up defenses quickly and expand as soon as possible.\n[accent]Mech[] units will be required for the area's rough terrain.
|
sector.intersect.description = Podle průzkumů bude tento sektor brzy po přistání napaden z více stran.\nRychle vytvořte obranu a co nejdříve expandujte.\n[accent]Mech[] jednotky budou zapotřebí pro překročení teréu v oblasti.
|
||||||
sector.atlas.description = This sector contains varied terrain and will require a variety of units to attack effectively.\nUpgraded units may also be necessary to get past some of the tougher enemy bases detected here.\nResearch the [accent]Electrolyzer[] and the [accent]Tank Refabricator[].
|
sector.atlas.description = Tento sektor obsahuje rozmanitý terén a pro efektivní útok bude vyžadovat různé jednotky.\nPro překonání některých těžších nepřátelských základen zde mohou být nutné i vylepšené jednotky.\nVyzkoumej [accent]Electrolyzér[] a [accent]Přestavovač tanků[].
|
||||||
sector.split.description = The minimal enemy presence in this sector makes it perfect for testing new transport tech.
|
sector.split.description = Minimální přítomnost nepřátel v tomto sektoru je ideální pro testování nových dopravních technologií.
|
||||||
sector.basin.description = Large enemy presence detected in this sector.\nBuild units quickly and capture enemy cores to gain a foothold.
|
sector.basin.description = V tomto sektoru byla zjištěna velká přítomnost nepřátel.\nRychle postavte jednotky a získejte nepřátelská jádra, abyste se prosadili.
|
||||||
sector.marsh.description = This sector has an abundance of arkycite, but has limited vents.\nBuild [accent]Chemical Combustion Chambers[] to generate power.
|
sector.marsh.description = Tento sektor má hojnost arkycitu, ale má omezené průduchy.\nPostav [accent]Chemické spalovací komory[] k výrobě energie.
|
||||||
sector.peaks.description = The mountainous terrain in this sector make most units useless. Flying units will be required.\nBe aware of enemy anti-air installations. It may be possible to disable some of these installations by targeting their supporting buildings.
|
sector.peaks.description = Hornatý terén v tomto sektoru činí většinu jednotek nepoužitelnými. Bude zapotřebí létajících jednotek.\nDejte si pozor na nepřátelská protiletecká zařízení. Některá z těchto zařízení je možné vyřadit zaměřením jejich podpůrných budov.
|
||||||
sector.ravine.description = No enemy cores detected in the sector, although it's an important transportation route for the enemy. Expect variety of enemy forces.\nProduce [accent]surge alloy[]. Construct [accent]Afflict[] turrets.
|
sector.ravine.description = V sektoru nebyla zjištěna žádná nepřátelská jádra, ačkoli se jedná o důležitou dopravní trasu pro nepřítele. Očekávejte rozmanitost nepřátelských sil.\nVyrob [accent]rázová slitina[]. Postav [accent]Aflict[] věže.
|
||||||
sector.caldera-erekir.description = The resources detected in this sector are scattered across several islands.\nResearch and deploy drone-based transportation.
|
sector.caldera-erekir.description = Zdroje zjištěné v tomto sektoru jsou rozptýleny na několika ostrovech. \nVyzkoumejte a nasaďte dopravu pomocí dronů.
|
||||||
sector.stronghold.description = The large enemy encampment in this sector guards significant deposits of [accent]thorium[].\nUse it to develop higher tier units and turrets.
|
sector.stronghold.description = Rozsáhlé nepřátelské ležení v tomto sektoru střeží významná ložiska [accent]thoria[].\nPoužijte ho na vývoj jednotek a věží vyšší úrovně.
|
||||||
sector.crevice.description = The enemy will send fierce attack forces to take out your base in this sector.\nDeveloping [accent]carbide[] and the [accent]Pyrolysis Generator[] may be imperative for survival.
|
sector.crevice.description = Nepřítel vyšle ostré útočné síly, aby zničily vaši základnu v tomto sektoru.\nVývoj [accent]karbid[] a [accent]Pyrolytický generátor[] může být nezbytný pro přežití.
|
||||||
sector.siege.description = This sector features two parallel canyons that will force a two-pronged attack.\nResearch [accent]cyanogen[] to gain the capability to create even stronger tank units.\nCaution: enemy long-range missiles have been detected. The missiles may be shot down before impact.
|
sector.siege.description = V tomto sektoru se nacházejí dva paralelní kaňony, které si vynutí útok dvěma směry.\nVyzkoumej [accent]kyan[] pro získání schopnosti vytvářet ještě silnější tankové jednotky.\nPozor: byly detekovány nepřátelské rakety dlouhého doletu. Rakety mohou být sestřeleny před dopadem.
|
||||||
sector.crossroads.description = The enemy bases in this sector have been established in varying terrain. Research different units to adapt.\nAdditionally, some bases are protected by shields. Figure out how they are powered.
|
sector.crossroads.description = Nepřátelské základny v tomto sektoru jsou rozmístěny v různém terénu. Výzkumem různých jednotek se jim přizpůsobíte.\nNěkteré základny jsou navíc chráněny štíty. Zjistěte, jak jsou napájeny.
|
||||||
sector.karst.description = This sector is rich in resources, but will be attacked by the enemy once a new core lands.\nTake advantage of the resources and research [accent]phase fabric[].
|
sector.karst.description = Tento sektor je bohatý na zdroje, ale jakmile se zde objeví nové jádro, bude napaden nepřítelem.\nVyužijte zdroje a vyzkoumej [accent]fázová tkanina[].
|
||||||
sector.origin.description = The final sector with a significant enemy presence.\nNo probable research opportunities remain - focus solely on destroying all enemy cores.
|
sector.origin.description = Poslední sektor s výrazným výskytem nepřátel.\nŽádné pravděpodobné možnosti výzkumu nezbývají - soustřeďte se výhradně na zničení všech nepřátelských jader.
|
||||||
|
|
||||||
status.burning.name = Hořící
|
status.burning.name = Hořící
|
||||||
status.freezing.name = Mrazící
|
status.freezing.name = Mrazící
|
||||||
@@ -971,6 +983,7 @@ 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
|
||||||
@@ -981,17 +994,46 @@ stat.immunities = Imunity
|
|||||||
stat.healing = Léčí se
|
stat.healing = Léčí se
|
||||||
|
|
||||||
ability.forcefield = Silové pole
|
ability.forcefield = Silové pole
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = Opravit pole
|
ability.repairfield = Opravit pole
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = Stav pole
|
ability.statusfield = Stav pole
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = továrna
|
ability.unitspawn = továrna
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Silově opravné pole
|
ability.shieldregenfield = Silově opravné pole
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Pohybující se blesk
|
ability.movelightning = Pohybující se blesk
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Štítovy Oblouk
|
ability.shieldarc = Štítovy Oblouk
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Regen Suppression Field
|
ability.suppressionfield = Regen Suppression Field
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Energetické pole
|
ability.energyfield = Energetické pole
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = Pouze Ukládání do Jádra je povoleno
|
bar.onlycoredeposit = Pouze Ukládání do Jádra je povoleno
|
||||||
|
|
||||||
@@ -1068,6 +1110,7 @@ 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
|
||||||
@@ -1077,6 +1120,8 @@ 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
|
||||||
@@ -1188,15 +1233,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = 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.rebuild_select.name = Přestavět Region
|
keybind.rebuild_select.name = Přestavět Region
|
||||||
keybind.schematic_select.name = Vybrat oblast
|
keybind.schematic_select.name = Vybrat oblast
|
||||||
keybind.schematic_menu.name = Nabídka šablon
|
keybind.schematic_menu.name = Nabídka šablon
|
||||||
@@ -1272,7 +1318,10 @@ 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
|
||||||
@@ -1294,6 +1343,7 @@ rules.unitdamagemultiplier = Násobek poškození jednotkami
|
|||||||
rules.unitcrashdamagemultiplier = Násobek poškození při nárazu jednotky
|
rules.unitcrashdamagemultiplier = Násobek poškození při nárazu jednotky
|
||||||
rules.solarmultiplier = Násobek Solární Energie
|
rules.solarmultiplier = Násobek Solární Energie
|
||||||
rules.unitcapvariable = Jádra Zvýšujou Maximum Počtu Jednotek
|
rules.unitcapvariable = Jádra Zvýšujou Maximum Počtu Jednotek
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Základní Maximum Počtu Jednotek
|
rules.unitcap = Základní Maximum Počtu Jednotek
|
||||||
rules.limitarea = Limit Map Area
|
rules.limitarea = Limit Map Area
|
||||||
rules.enemycorebuildradius = Poloměr, ve kterém se okolo nepřátelského jádra nesmí stavět: [lightgray](dlaždic)[]
|
rules.enemycorebuildradius = Poloměr, ve kterém se okolo nepřátelského jádra nesmí stavět: [lightgray](dlaždic)[]
|
||||||
@@ -1326,6 +1376,8 @@ rules.weather = Počasí
|
|||||||
rules.weather.frequency = Četnost:
|
rules.weather.frequency = Četnost:
|
||||||
rules.weather.always = Vždy
|
rules.weather.always = Vždy
|
||||||
rules.weather.duration = Trvání:
|
rules.weather.duration = Trvání:
|
||||||
|
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.
|
||||||
|
|
||||||
content.item.name = Předměty
|
content.item.name = Předměty
|
||||||
content.liquid.name = Kapaliny
|
content.liquid.name = Kapaliny
|
||||||
@@ -1545,6 +1597,7 @@ block.inverted-sorter.name = Obrácená třídička
|
|||||||
block.message.name = Zpráva
|
block.message.name = Zpráva
|
||||||
block.reinforced-message.name = Posílená Zpráva
|
block.reinforced-message.name = Posílená Zpráva
|
||||||
block.world-message.name = Světová Zpráva
|
block.world-message.name = Světová Zpráva
|
||||||
|
block.world-switch.name = World Switch
|
||||||
block.illuminator.name = Osvětlovač
|
block.illuminator.name = Osvětlovač
|
||||||
block.overflow-gate.name = Brána s přepadem
|
block.overflow-gate.name = Brána s přepadem
|
||||||
block.underflow-gate.name = Brána s podtokem
|
block.underflow-gate.name = Brána s podtokem
|
||||||
@@ -2257,7 +2310,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
|
|||||||
lst.read = Přečte číslo z připojené paměti.
|
lst.read = Přečte číslo z připojené paměti.
|
||||||
lst.write = Zapíše číslo do připojené paměti.
|
lst.write = Zapíše číslo do připojené paměti.
|
||||||
lst.print = Přídá text do vypisovacího buferu.\nNezobrazí nic dokud [accent]Print Flush[] je použít.
|
lst.print = Přídá text do vypisovacího buferu.\nNezobrazí nic dokud [accent]Print Flush[] je použít.
|
||||||
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Přídá operaci do vykreslovacího buferu.\nNezobrazí nic dokud [accent]Draw Flush[] je použít.
|
lst.draw = Přídá operaci do vykreslovacího buferu.\nNezobrazí nic dokud [accent]Draw Flush[] je použít.
|
||||||
lst.drawflush = Provede všechny [accent]Draw[] operace na zobrazovač logiky. Pak vyčistí vykreslovací bufer.
|
lst.drawflush = Provede všechny [accent]Draw[] operace na zobrazovač logiky. Pak vyčistí vykreslovací bufer.
|
||||||
lst.printflush = Provede všechny [accent]Print[] operace do zprávy. Pak vyčistí vypisovací bufer.
|
lst.printflush = Provede všechny [accent]Print[] operace do zprávy. Pak vyčistí vypisovací bufer.
|
||||||
@@ -2280,6 +2333,8 @@ lst.getblock = Get tile data at any location.
|
|||||||
lst.setblock = Set tile data at any location.
|
lst.setblock = Set tile data at any location.
|
||||||
lst.spawnunit = Spawn unit at a location.
|
lst.spawnunit = Spawn unit at a location.
|
||||||
lst.applystatus = Apply or clear a status effect from a uniut.
|
lst.applystatus = Apply or clear a status effect from a uniut.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
||||||
lst.explosion = Create an explosion at a location.
|
lst.explosion = Create an explosion at a location.
|
||||||
lst.setrate = Set processor execution speed in instructions/tick.
|
lst.setrate = Set processor execution speed in instructions/tick.
|
||||||
@@ -2340,6 +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.
|
||||||
@@ -2480,7 +2536,7 @@ 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.
|
||||||
|
|||||||
@@ -435,6 +435,11 @@ 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
|
||||||
@@ -490,6 +495,7 @@ 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
|
||||||
@@ -577,6 +583,7 @@ 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
|
||||||
@@ -599,7 +606,9 @@ filter.option.floor2 = Sekundært gulv
|
|||||||
filter.option.threshold2 = Sekundær terskel
|
filter.option.threshold2 = Sekundær terskel
|
||||||
filter.option.radius = Radius
|
filter.option.radius = Radius
|
||||||
filter.option.percentile = Percentil
|
filter.option.percentile = Percentil
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
filter.option.code = Code
|
||||||
|
filter.option.loop = Loop
|
||||||
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.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
|
||||||
locales.addtoother = Add To Other Locales
|
locales.addtoother = Add To Other Locales
|
||||||
@@ -671,6 +680,7 @@ marker.shape.name = Shape
|
|||||||
marker.text.name = Text
|
marker.text.name = Text
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
marker.background = Background
|
marker.background = Background
|
||||||
marker.outline = Outline
|
marker.outline = Outline
|
||||||
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
||||||
@@ -717,7 +727,7 @@ error.any = Ukendt netværksfejl.
|
|||||||
error.bloom = Kunne ikke etablere bloom-effekt.\nMåske understøtter din enhed den ikke.
|
error.bloom = Kunne ikke etablere bloom-effekt.\nMåske understøtter din enhed den ikke.
|
||||||
|
|
||||||
weather.rain.name = Regn
|
weather.rain.name = Regn
|
||||||
weather.snow.name = Sne
|
weather.snowing.name = Sne
|
||||||
weather.sandstorm.name = Sandstorm
|
weather.sandstorm.name = Sandstorm
|
||||||
weather.sporestorm.name = Sporestorm
|
weather.sporestorm.name = Sporestorm
|
||||||
weather.fog.name = Tåge
|
weather.fog.name = Tåge
|
||||||
@@ -754,6 +764,7 @@ sector.missingresources = [scarlet]Ikke nok resurser i kernen.
|
|||||||
sector.attacked = Sector [accent]{0}[white] under attack!
|
sector.attacked = Sector [accent]{0}[white] under attack!
|
||||||
sector.lost = Sector [accent]{0}[white] lost!
|
sector.lost = Sector [accent]{0}[white] lost!
|
||||||
sector.capture = Sector [accent]{0}[white]Captured!
|
sector.capture = Sector [accent]{0}[white]Captured!
|
||||||
|
sector.capture.current = Sector Captured!
|
||||||
sector.changeicon = Change Icon
|
sector.changeicon = Change Icon
|
||||||
sector.noswitch.title = Unable to Switch Sectors
|
sector.noswitch.title = Unable to Switch Sectors
|
||||||
sector.noswitch = You may not switch sectors while an existing sector is under attack.\n\nSector: [accent]{0}[] on [accent]{1}[]
|
sector.noswitch = You may not switch sectors while an existing sector is under attack.\n\nSector: [accent]{0}[] on [accent]{1}[]
|
||||||
@@ -961,6 +972,7 @@ 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
|
||||||
@@ -971,17 +983,46 @@ stat.immunities = Immunities
|
|||||||
stat.healing = Healing
|
stat.healing = Healing
|
||||||
|
|
||||||
ability.forcefield = Kraftfelt
|
ability.forcefield = Kraftfelt
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = Reparationsfelt
|
ability.repairfield = Reparationsfelt
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = Statusfelt
|
ability.statusfield = Statusfelt
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = Fabrik
|
ability.unitspawn = Fabrik
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Skjold-regenereringsfelt
|
ability.shieldregenfield = Skjold-regenereringsfelt
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Movement Lightning
|
ability.movelightning = Movement Lightning
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Shield Arc
|
ability.shieldarc = Shield Arc
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Regen Suppression Field
|
ability.suppressionfield = Regen Suppression Field
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Energy Field
|
ability.energyfield = Energy Field
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = Only Core Depositing Allowed
|
bar.onlycoredeposit = Only Core Depositing Allowed
|
||||||
|
|
||||||
@@ -1058,6 +1099,7 @@ 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
|
||||||
@@ -1067,6 +1109,8 @@ 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
|
||||||
@@ -1178,15 +1222,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = 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.rebuild_select.name = Rebuild Region
|
keybind.rebuild_select.name = Rebuild Region
|
||||||
keybind.schematic_select.name = Vælg region
|
keybind.schematic_select.name = Vælg region
|
||||||
keybind.schematic_menu.name = Skabelon-visning
|
keybind.schematic_menu.name = Skabelon-visning
|
||||||
@@ -1262,7 +1307,10 @@ 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
|
||||||
@@ -1284,6 +1332,7 @@ rules.unitdamagemultiplier = Enheds-skade-forstærker
|
|||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.solarmultiplier = Solar Power Multiplier
|
rules.solarmultiplier = Solar Power Multiplier
|
||||||
rules.unitcapvariable = Cores Contribute To Unit Cap
|
rules.unitcapvariable = Cores Contribute To Unit Cap
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Base Unit Cap
|
rules.unitcap = Base Unit Cap
|
||||||
rules.limitarea = Limit Map Area
|
rules.limitarea = Limit Map Area
|
||||||
rules.enemycorebuildradius = Radius af fjendtlig kernes ubebyggelig zone:[lightgray] (felter)
|
rules.enemycorebuildradius = Radius af fjendtlig kernes ubebyggelig zone:[lightgray] (felter)
|
||||||
@@ -1316,6 +1365,8 @@ rules.weather = Vejr
|
|||||||
rules.weather.frequency = Frekvens:
|
rules.weather.frequency = Frekvens:
|
||||||
rules.weather.always = Always
|
rules.weather.always = Always
|
||||||
rules.weather.duration = Varighed:
|
rules.weather.duration = Varighed:
|
||||||
|
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.
|
||||||
|
|
||||||
content.item.name = Genstande
|
content.item.name = Genstande
|
||||||
content.liquid.name = Væsker
|
content.liquid.name = Væsker
|
||||||
@@ -1533,6 +1584,7 @@ block.inverted-sorter.name = Omvendt Filter
|
|||||||
block.message.name = Besked
|
block.message.name = Besked
|
||||||
block.reinforced-message.name = Reinforced Message
|
block.reinforced-message.name = Reinforced Message
|
||||||
block.world-message.name = World Message
|
block.world-message.name = World Message
|
||||||
|
block.world-switch.name = World Switch
|
||||||
block.illuminator.name = Lyskilde
|
block.illuminator.name = Lyskilde
|
||||||
block.overflow-gate.name = Overflods-låge
|
block.overflow-gate.name = Overflods-låge
|
||||||
block.underflow-gate.name = Underflods-låge
|
block.underflow-gate.name = Underflods-låge
|
||||||
@@ -2239,7 +2291,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
|
|||||||
lst.read = Read a number from a linked memory cell.
|
lst.read = Read a number from a linked memory cell.
|
||||||
lst.write = Write a number to a linked memory cell.
|
lst.write = Write a number to a linked memory cell.
|
||||||
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
||||||
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
||||||
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
||||||
@@ -2262,6 +2314,8 @@ lst.getblock = Get tile data at any location.
|
|||||||
lst.setblock = Set tile data at any location.
|
lst.setblock = Set tile data at any location.
|
||||||
lst.spawnunit = Spawn unit at a location.
|
lst.spawnunit = Spawn unit at a location.
|
||||||
lst.applystatus = Apply or clear a status effect from a uniut.
|
lst.applystatus = Apply or clear a status effect from a uniut.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
||||||
lst.explosion = Create an explosion at a location.
|
lst.explosion = Create an explosion at a location.
|
||||||
lst.setrate = Set processor execution speed in instructions/tick.
|
lst.setrate = Set processor execution speed in instructions/tick.
|
||||||
@@ -2320,6 +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.
|
||||||
@@ -2443,7 +2498,7 @@ 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.
|
||||||
|
|||||||
@@ -442,6 +442,11 @@ 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
|
||||||
@@ -498,6 +503,7 @@ 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
|
||||||
@@ -587,6 +593,7 @@ 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
|
||||||
@@ -610,7 +617,9 @@ filter.option.floor2 = Sekundärer Boden
|
|||||||
filter.option.threshold2 = Sekundärer Grenzwert
|
filter.option.threshold2 = Sekundärer Grenzwert
|
||||||
filter.option.radius = Radius
|
filter.option.radius = Radius
|
||||||
filter.option.percentile = Perzentil
|
filter.option.percentile = Perzentil
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
filter.option.code = Code
|
||||||
|
filter.option.loop = Loop
|
||||||
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.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
|
||||||
locales.addtoother = Add To Other Locales
|
locales.addtoother = Add To Other Locales
|
||||||
@@ -684,6 +693,7 @@ marker.shape.name = Form
|
|||||||
marker.text.name = Text
|
marker.text.name = Text
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
|
|
||||||
marker.background = Hintergrund
|
marker.background = Hintergrund
|
||||||
marker.outline = Umriss
|
marker.outline = Umriss
|
||||||
@@ -734,7 +744,7 @@ error.any = Unbekannter Netzwerkfehler.
|
|||||||
error.bloom = Bloom konnte nicht initialisiert werden.\nEs kann sein, dass dein Gerät es nicht unterstützt.
|
error.bloom = Bloom konnte nicht initialisiert werden.\nEs kann sein, dass dein Gerät es nicht unterstützt.
|
||||||
|
|
||||||
weather.rain.name = Regen
|
weather.rain.name = Regen
|
||||||
weather.snow.name = Schnee
|
weather.snowing.name = Schnee
|
||||||
weather.sandstorm.name = Sandsturm
|
weather.sandstorm.name = Sandsturm
|
||||||
weather.sporestorm.name = Sporensturm
|
weather.sporestorm.name = Sporensturm
|
||||||
weather.fog.name = Nebel
|
weather.fog.name = Nebel
|
||||||
@@ -772,6 +782,7 @@ sector.missingresources = [scarlet]Fehlende Kernressourcen
|
|||||||
sector.attacked = Sektor [accent]{0}[white] wird angegriffen!
|
sector.attacked = Sektor [accent]{0}[white] wird angegriffen!
|
||||||
sector.lost = Sektor [accent]{0}[white] verloren!
|
sector.lost = Sektor [accent]{0}[white] verloren!
|
||||||
sector.capture = Sector [accent]{0}[white]Captured!
|
sector.capture = Sector [accent]{0}[white]Captured!
|
||||||
|
sector.capture.current = Sector Captured!
|
||||||
sector.changeicon = Bild ändern
|
sector.changeicon = Bild ändern
|
||||||
sector.noswitch.title = Kann Sektoren nicht wechseln
|
sector.noswitch.title = Kann Sektoren nicht wechseln
|
||||||
sector.noswitch = Du kannst nicht zwischen Sektoren wechseln, wenn ein anderer angegriffen wird.\n\nSektor: [accent]{0}[] auf [accent]{1}[]
|
sector.noswitch = Du kannst nicht zwischen Sektoren wechseln, wenn ein anderer angegriffen wird.\n\nSektor: [accent]{0}[] auf [accent]{1}[]
|
||||||
@@ -983,6 +994,7 @@ 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
|
||||||
@@ -993,17 +1005,46 @@ stat.immunities = Immunitäten
|
|||||||
stat.healing = Heilung
|
stat.healing = Heilung
|
||||||
|
|
||||||
ability.forcefield = Kraftfeld
|
ability.forcefield = Kraftfeld
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = Heilungsfeld
|
ability.repairfield = Heilungsfeld
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = Statusfeld
|
ability.statusfield = Statusfeld
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = Fabrik
|
ability.unitspawn = Fabrik
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Schildregenerationsfeld
|
ability.shieldregenfield = Schildregenerationsfeld
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Bewegungsblitze
|
ability.movelightning = Bewegungsblitze
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Lichtbogenschild
|
ability.shieldarc = Lichtbogenschild
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Heilungsunterdrückungsfeld
|
ability.suppressionfield = Heilungsunterdrückungsfeld
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Energiefeld
|
ability.energyfield = Energiefeld
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = Nur Kernablage möglich
|
bar.onlycoredeposit = Nur Kernablage möglich
|
||||||
|
|
||||||
@@ -1080,6 +1121,7 @@ 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
|
||||||
@@ -1089,6 +1131,8 @@ 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
|
||||||
@@ -1200,15 +1244,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = 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.rebuild_select.name = Region wiederaufbauen
|
keybind.rebuild_select.name = Region wiederaufbauen
|
||||||
keybind.schematic_select.name = Bereich auswählen
|
keybind.schematic_select.name = Bereich auswählen
|
||||||
keybind.schematic_menu.name = Entwurfsmenü
|
keybind.schematic_menu.name = Entwurfsmenü
|
||||||
@@ -1284,7 +1329,10 @@ 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
|
||||||
@@ -1306,6 +1354,7 @@ rules.unitdamagemultiplier = Einheit-Schaden-Multiplikator
|
|||||||
rules.unitcrashdamagemultiplier = Einheiten-Absturzschaden-Multiplikator
|
rules.unitcrashdamagemultiplier = Einheiten-Absturzschaden-Multiplikator
|
||||||
rules.solarmultiplier = Solarstrom-Multiplikator
|
rules.solarmultiplier = Solarstrom-Multiplikator
|
||||||
rules.unitcapvariable = Kerne zählen zum Einheiten-Limit dazu
|
rules.unitcapvariable = Kerne zählen zum Einheiten-Limit dazu
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Einheiten-Limit
|
rules.unitcap = Einheiten-Limit
|
||||||
rules.limitarea = Kartenbereich begrenzen
|
rules.limitarea = Kartenbereich begrenzen
|
||||||
rules.enemycorebuildradius = Bauverbot-Radius durch feindlichen Kern:[lightgray] (Kacheln)
|
rules.enemycorebuildradius = Bauverbot-Radius durch feindlichen Kern:[lightgray] (Kacheln)
|
||||||
@@ -1338,6 +1387,8 @@ rules.weather = Wetter
|
|||||||
rules.weather.frequency = Häufigkeit:
|
rules.weather.frequency = Häufigkeit:
|
||||||
rules.weather.always = Immer
|
rules.weather.always = Immer
|
||||||
rules.weather.duration = Dauer:
|
rules.weather.duration = Dauer:
|
||||||
|
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.
|
||||||
|
|
||||||
content.item.name = Materialien
|
content.item.name = Materialien
|
||||||
content.liquid.name = Flüssigkeiten
|
content.liquid.name = Flüssigkeiten
|
||||||
@@ -1559,6 +1610,7 @@ block.inverted-sorter.name = Invertierter Sortierer
|
|||||||
block.message.name = Nachricht
|
block.message.name = Nachricht
|
||||||
block.reinforced-message.name = Verstärkte Nachricht
|
block.reinforced-message.name = Verstärkte Nachricht
|
||||||
block.world-message.name = Weltnachricht
|
block.world-message.name = Weltnachricht
|
||||||
|
block.world-switch.name = World Switch
|
||||||
block.illuminator.name = Illuminierer
|
block.illuminator.name = Illuminierer
|
||||||
block.overflow-gate.name = Überlauftor
|
block.overflow-gate.name = Überlauftor
|
||||||
block.underflow-gate.name = Unterlauftor
|
block.underflow-gate.name = Unterlauftor
|
||||||
@@ -2288,7 +2340,7 @@ unit.emanate.description = Baut Blöcke, um den Akropolis-Kern zu beschützen. H
|
|||||||
lst.read = Liest einen Wert aus einer verbundenen Speicherzelle.
|
lst.read = Liest einen Wert aus einer verbundenen Speicherzelle.
|
||||||
lst.write = Schreibt eine Zahl in einer verbundene Speicherzelle.
|
lst.write = Schreibt eine Zahl in einer verbundene Speicherzelle.
|
||||||
lst.print = Fügt Text zum Textspeicher hinzu.\nZeigt nichts an, bis [accent]Print Flush[] verwendet wird.
|
lst.print = Fügt Text zum Textspeicher hinzu.\nZeigt nichts an, bis [accent]Print Flush[] verwendet wird.
|
||||||
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Fügt eine [accent]Draw[]-Aufgabe zum Bildspeicher hinzu.\nZeigt nichts an, bis [accent]Draw Flush[] verwendet wird.
|
lst.draw = Fügt eine [accent]Draw[]-Aufgabe zum Bildspeicher hinzu.\nZeigt nichts an, bis [accent]Draw Flush[] verwendet wird.
|
||||||
lst.drawflush = Druckt [accent]Draw[]-Aufgaben aus dem Bildspeicher auf einen Bildschirm.
|
lst.drawflush = Druckt [accent]Draw[]-Aufgaben aus dem Bildspeicher auf einen Bildschirm.
|
||||||
lst.printflush = Druckt [accent]Print[]-Aufgaben aus dem Textspeicher auf einen Nachrichtenblock.
|
lst.printflush = Druckt [accent]Print[]-Aufgaben aus dem Textspeicher auf einen Nachrichtenblock.
|
||||||
@@ -2311,6 +2363,8 @@ lst.getblock = Lese Tile-Daten von jedem Standort.
|
|||||||
lst.setblock = Setze Tile-Daten an jedem Standort.
|
lst.setblock = Setze Tile-Daten an jedem Standort.
|
||||||
lst.spawnunit = Einheit an einem Standort erstellen.
|
lst.spawnunit = Einheit an einem Standort erstellen.
|
||||||
lst.applystatus = Füge einer Einheit einen Effekt hinzu oder entferne ihn.
|
lst.applystatus = Füge einer Einheit einen Effekt hinzu oder entferne ihn.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Schickt die nächste Welle.
|
lst.spawnwave = Schickt die nächste Welle.
|
||||||
lst.explosion = Erstellt an einer beliebigen Stelle eine Explosion.
|
lst.explosion = Erstellt an einer beliebigen Stelle eine Explosion.
|
||||||
lst.setrate = Setzt die Ausführungsgeschwindigkeit von Prozessoren in Anweisungen/tick.
|
lst.setrate = Setzt die Ausführungsgeschwindigkeit von Prozessoren in Anweisungen/tick.
|
||||||
@@ -2371,6 +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.
|
||||||
@@ -2512,7 +2567,7 @@ 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.
|
||||||
|
|||||||
@@ -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:
|
||||||
@@ -439,6 +439,11 @@ 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
|
||||||
@@ -495,6 +500,7 @@ 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
|
||||||
@@ -584,6 +590,7 @@ 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
|
||||||
@@ -607,7 +614,9 @@ filter.option.floor2 = Terreno secundario
|
|||||||
filter.option.threshold2 = Umbral secundario
|
filter.option.threshold2 = Umbral secundario
|
||||||
filter.option.radius = Radio
|
filter.option.radius = Radio
|
||||||
filter.option.percentile = Percentil
|
filter.option.percentile = Percentil
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
filter.option.code = Code
|
||||||
|
filter.option.loop = Loop
|
||||||
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.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
|
||||||
locales.addtoother = Add To Other Locales
|
locales.addtoother = Add To Other Locales
|
||||||
@@ -681,6 +690,7 @@ marker.shape.name = Forma
|
|||||||
marker.text.name = Texto
|
marker.text.name = Texto
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
|
|
||||||
marker.background = Fondo
|
marker.background = Fondo
|
||||||
marker.outline = Bordes
|
marker.outline = Bordes
|
||||||
@@ -731,7 +741,7 @@ error.any = Error de red desconocido.
|
|||||||
error.bloom = Error al cargar el efecto de bloom.\nPuede que tu dispositivo no sea compatible con esta característica.
|
error.bloom = Error al cargar el efecto de bloom.\nPuede que tu dispositivo no sea compatible con esta característica.
|
||||||
|
|
||||||
weather.rain.name = Lluvia
|
weather.rain.name = Lluvia
|
||||||
weather.snow.name = Nieve
|
weather.snowing.name = Nieve
|
||||||
weather.sandstorm.name = Tormenta de arena
|
weather.sandstorm.name = Tormenta de arena
|
||||||
weather.sporestorm.name = Tormenta de esporas
|
weather.sporestorm.name = Tormenta de esporas
|
||||||
weather.fog.name = Niebla
|
weather.fog.name = Niebla
|
||||||
@@ -768,6 +778,7 @@ sector.missingresources = [scarlet]Recursos insuficientes en el núcleo
|
|||||||
sector.attacked = ¡Sector [accent]{0}[white] bajo ataque!
|
sector.attacked = ¡Sector [accent]{0}[white] bajo ataque!
|
||||||
sector.lost = ¡Sector [accent]{0}[white] perdido!
|
sector.lost = ¡Sector [accent]{0}[white] perdido!
|
||||||
sector.capture = Sector [accent]{0}[white]Captured!
|
sector.capture = Sector [accent]{0}[white]Captured!
|
||||||
|
sector.capture.current = Sector Captured!
|
||||||
sector.changeicon = Cambiar icono
|
sector.changeicon = Cambiar icono
|
||||||
sector.noswitch.title = No se pueden cambiar los sectores
|
sector.noswitch.title = No se pueden cambiar los sectores
|
||||||
sector.noswitch = Tal vez no puedas cambiar de sector mientras se encuentre bajo ataque.\n\nSector: [accent]{0}[] en [accent]{1}[]
|
sector.noswitch = Tal vez no puedas cambiar de sector mientras se encuentre bajo ataque.\n\nSector: [accent]{0}[] en [accent]{1}[]
|
||||||
@@ -980,6 +991,7 @@ 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
|
||||||
@@ -990,17 +1002,46 @@ stat.immunities = Inmune a
|
|||||||
stat.healing = Curación
|
stat.healing = Curación
|
||||||
|
|
||||||
ability.forcefield = Área de Escudo
|
ability.forcefield = Área de Escudo
|
||||||
|
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.statusfield = Área de Potenciación
|
ability.statusfield = Área de Potenciación
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = Fábrica
|
ability.unitspawn = Fábrica
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Área de Regeneración de Armaduras
|
ability.shieldregenfield = Área de Regeneración de Armaduras
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Movimiento Relámpago
|
ability.movelightning = Movimiento Relámpago
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Sector de Escudo
|
ability.shieldarc = Sector de Escudo
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Área de Bloqueo de Regeneración
|
ability.suppressionfield = Área de Bloqueo de Regeneración
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Campo de Energía
|
ability.energyfield = Campo de Energía
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneración
|
||||||
|
ability.regen.description = Regenera su propia salud con el tiempo
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = Sólo se permite depositar en el núcleo
|
bar.onlycoredeposit = Sólo se permite depositar en el núcleo
|
||||||
bar.drilltierreq = Requiere un taladro mejor
|
bar.drilltierreq = Requiere un taladro mejor
|
||||||
@@ -1076,6 +1117,7 @@ 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
|
||||||
@@ -1085,6 +1127,8 @@ 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
|
||||||
@@ -1196,15 +1240,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = 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.rebuild_select.name = Reconstruir región
|
keybind.rebuild_select.name = Reconstruir región
|
||||||
keybind.schematic_select.name = Seleccionar región
|
keybind.schematic_select.name = Seleccionar región
|
||||||
keybind.schematic_menu.name = Menú de esquemas
|
keybind.schematic_menu.name = Menú de esquemas
|
||||||
@@ -1268,7 +1313,7 @@ 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
|
||||||
@@ -1280,7 +1325,10 @@ 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
|
||||||
@@ -1302,6 +1350,7 @@ rules.unitdamagemultiplier = Multiplicador de daño de unidades
|
|||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.solarmultiplier = Multiplicador de energía solar
|
rules.solarmultiplier = Multiplicador de energía solar
|
||||||
rules.unitcapvariable = Las categorías del núcleo alteran el límite máximo de unidades
|
rules.unitcapvariable = Las categorías del núcleo alteran el límite máximo de unidades
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Límite base de unidades
|
rules.unitcap = Límite base de unidades
|
||||||
rules.limitarea = Limitar área del mapa
|
rules.limitarea = Limitar área del mapa
|
||||||
rules.enemycorebuildradius = Radio de zona anti-construcción del núcleo enemigo:[lightgray] (bloques)
|
rules.enemycorebuildradius = Radio de zona anti-construcción del núcleo enemigo:[lightgray] (bloques)
|
||||||
@@ -1311,7 +1360,7 @@ 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
|
||||||
@@ -1334,6 +1383,8 @@ rules.weather = Clima
|
|||||||
rules.weather.frequency = Frecuencia:
|
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.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
|
||||||
@@ -1555,6 +1606,7 @@ block.inverted-sorter.name = Clasificador invertido
|
|||||||
block.message.name = Mensaje
|
block.message.name = Mensaje
|
||||||
block.reinforced-message.name = Mensaje reforzado
|
block.reinforced-message.name = Mensaje reforzado
|
||||||
block.world-message.name = Mensaje estático
|
block.world-message.name = Mensaje estático
|
||||||
|
block.world-switch.name = World Switch
|
||||||
block.illuminator.name = Iluminador
|
block.illuminator.name = Iluminador
|
||||||
block.overflow-gate.name = Compuerta de desborde
|
block.overflow-gate.name = Compuerta de desborde
|
||||||
block.underflow-gate.name = Compuerta de subdesbordamiento
|
block.underflow-gate.name = Compuerta de subdesbordamiento
|
||||||
@@ -1994,8 +2046,8 @@ 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.
|
||||||
@@ -2281,7 +2333,7 @@ unit.emanate.description = Construye estructuras para defender el núcleo Acropo
|
|||||||
lst.read = Lee un número desde una unidad de memoria conectada.
|
lst.read = Lee un número desde una unidad de memoria conectada.
|
||||||
lst.write = Escribe un número en una unidad de memoria conectada.
|
lst.write = Escribe un número en una unidad de memoria conectada.
|
||||||
lst.print = Añade texto a la cola para imprimir texto.\nNo mostrará nada hasta que se use [accent]Print Flush[].
|
lst.print = Añade texto a la cola para imprimir texto.\nNo mostrará nada hasta que se use [accent]Print Flush[].
|
||||||
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Añade una operación a la cola para dibujar.\nNo mostrará nada hasta que se use [accent]Draw Flush[].
|
lst.draw = Añade una operación a la cola para dibujar.\nNo mostrará nada hasta que se use [accent]Draw Flush[].
|
||||||
lst.drawflush = Muestra los datos en cola de operaciones [accent]Draw[] en un monitor gráfico.
|
lst.drawflush = Muestra los datos en cola de operaciones [accent]Draw[] en un monitor gráfico.
|
||||||
lst.printflush = Muestra los datos en cola de operaciones de [accent]Print[] en un bloque de mensaje.
|
lst.printflush = Muestra los datos en cola de operaciones de [accent]Print[] en un bloque de mensaje.
|
||||||
@@ -2304,6 +2356,8 @@ lst.getblock = Obtiene los datos de un bloque en cualquier lugar.
|
|||||||
lst.setblock = Cambia los datos de un bloque en cualquier lugar.
|
lst.setblock = Cambia los datos de un bloque en cualquier lugar.
|
||||||
lst.spawnunit = Crea una unidad en una localización.
|
lst.spawnunit = Crea una unidad en una localización.
|
||||||
lst.applystatus = Aplica o elimina un efecto de alteración de estado a una unidad.
|
lst.applystatus = Aplica o elimina un efecto de alteración de estado a una unidad.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Simula la aparición de una oleada de enemigos en una localización arbitraria.\nNo incrementará el contador de oleadas.
|
lst.spawnwave = Simula la aparición de una oleada de enemigos en una localización arbitraria.\nNo incrementará el contador de oleadas.
|
||||||
lst.explosion = Crea una explosión en una localización.
|
lst.explosion = Crea una explosión en una localización.
|
||||||
lst.setrate = Establece la velocidad de ejecución de los procesadores lógicos en formato instrucción/tick.
|
lst.setrate = Establece la velocidad de ejecución de los procesadores lógicos en formato instrucción/tick.
|
||||||
@@ -2364,6 +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.
|
||||||
@@ -2505,7 +2560,7 @@ 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.
|
||||||
|
|||||||
@@ -435,6 +435,11 @@ 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
|
||||||
@@ -490,6 +495,7 @@ 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
|
||||||
@@ -577,6 +583,7 @@ 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
|
||||||
@@ -599,7 +606,9 @@ filter.option.floor2 = Teine põrand
|
|||||||
filter.option.threshold2 = Teine lävi
|
filter.option.threshold2 = Teine lävi
|
||||||
filter.option.radius = Raadius
|
filter.option.radius = Raadius
|
||||||
filter.option.percentile = Protsentiil
|
filter.option.percentile = Protsentiil
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
filter.option.code = Code
|
||||||
|
filter.option.loop = Loop
|
||||||
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.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
|
||||||
locales.addtoother = Add To Other Locales
|
locales.addtoother = Add To Other Locales
|
||||||
@@ -671,6 +680,7 @@ marker.shape.name = Shape
|
|||||||
marker.text.name = Text
|
marker.text.name = Text
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
marker.background = Background
|
marker.background = Background
|
||||||
marker.outline = Outline
|
marker.outline = Outline
|
||||||
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
||||||
@@ -717,7 +727,7 @@ error.any = Teadmata viga võrgus.
|
|||||||
error.bloom = Bloom-efekti lähtestamine ebaõnnestus.\nSinu seade ei pruugi seda efekti toetada.
|
error.bloom = Bloom-efekti lähtestamine ebaõnnestus.\nSinu seade ei pruugi seda efekti toetada.
|
||||||
|
|
||||||
weather.rain.name = Rain
|
weather.rain.name = Rain
|
||||||
weather.snow.name = Snow
|
weather.snowing.name = Snow
|
||||||
weather.sandstorm.name = Sandstorm
|
weather.sandstorm.name = Sandstorm
|
||||||
weather.sporestorm.name = Sporestorm
|
weather.sporestorm.name = Sporestorm
|
||||||
weather.fog.name = Fog
|
weather.fog.name = Fog
|
||||||
@@ -754,6 +764,7 @@ sector.missingresources = [scarlet]Insufficient Core Resources
|
|||||||
sector.attacked = Sector [accent]{0}[white] under attack!
|
sector.attacked = Sector [accent]{0}[white] under attack!
|
||||||
sector.lost = Sector [accent]{0}[white] lost!
|
sector.lost = Sector [accent]{0}[white] lost!
|
||||||
sector.capture = Sector [accent]{0}[white]Captured!
|
sector.capture = Sector [accent]{0}[white]Captured!
|
||||||
|
sector.capture.current = Sector Captured!
|
||||||
sector.changeicon = Change Icon
|
sector.changeicon = Change Icon
|
||||||
sector.noswitch.title = Unable to Switch Sectors
|
sector.noswitch.title = Unable to Switch Sectors
|
||||||
sector.noswitch = You may not switch sectors while an existing sector is under attack.\n\nSector: [accent]{0}[] on [accent]{1}[]
|
sector.noswitch = You may not switch sectors while an existing sector is under attack.\n\nSector: [accent]{0}[] on [accent]{1}[]
|
||||||
@@ -961,6 +972,7 @@ 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
|
||||||
@@ -971,17 +983,46 @@ stat.immunities = Immunities
|
|||||||
stat.healing = Healing
|
stat.healing = Healing
|
||||||
|
|
||||||
ability.forcefield = Force Field
|
ability.forcefield = Force Field
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = Repair Field
|
ability.repairfield = Repair Field
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = Status Field
|
ability.statusfield = Status Field
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = Factory
|
ability.unitspawn = Factory
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Shield Regen Field
|
ability.shieldregenfield = Shield Regen Field
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Movement Lightning
|
ability.movelightning = Movement Lightning
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Shield Arc
|
ability.shieldarc = Shield Arc
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Regen Suppression Field
|
ability.suppressionfield = Regen Suppression Field
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Energy Field
|
ability.energyfield = Energy Field
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = Only Core Depositing Allowed
|
bar.onlycoredeposit = Only Core Depositing Allowed
|
||||||
|
|
||||||
@@ -1058,6 +1099,7 @@ 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
|
||||||
@@ -1067,6 +1109,8 @@ 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
|
||||||
@@ -1178,15 +1222,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = 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.rebuild_select.name = Rebuild Region
|
keybind.rebuild_select.name = Rebuild Region
|
||||||
keybind.schematic_select.name = Select Region
|
keybind.schematic_select.name = Select Region
|
||||||
keybind.schematic_menu.name = Schematic Menu
|
keybind.schematic_menu.name = Schematic Menu
|
||||||
@@ -1262,7 +1307,10 @@ 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
|
||||||
@@ -1284,6 +1332,7 @@ rules.unitdamagemultiplier = Väeüksuste hävitusvõime kordaja
|
|||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.solarmultiplier = Solar Power Multiplier
|
rules.solarmultiplier = Solar Power Multiplier
|
||||||
rules.unitcapvariable = Cores Contribute To Unit Cap
|
rules.unitcapvariable = Cores Contribute To Unit Cap
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Base Unit Cap
|
rules.unitcap = Base Unit Cap
|
||||||
rules.limitarea = Limit Map Area
|
rules.limitarea = Limit Map Area
|
||||||
rules.enemycorebuildradius = Vaenlaste tuumiku ehitistevaba ala raadius:[lightgray] (ühik)
|
rules.enemycorebuildradius = Vaenlaste tuumiku ehitistevaba ala raadius:[lightgray] (ühik)
|
||||||
@@ -1316,6 +1365,8 @@ rules.weather = Weather
|
|||||||
rules.weather.frequency = Frequency:
|
rules.weather.frequency = Frequency:
|
||||||
rules.weather.always = Always
|
rules.weather.always = Always
|
||||||
rules.weather.duration = Duration:
|
rules.weather.duration = Duration:
|
||||||
|
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.
|
||||||
|
|
||||||
content.item.name = Ressursid
|
content.item.name = Ressursid
|
||||||
content.liquid.name = Vedelikud
|
content.liquid.name = Vedelikud
|
||||||
@@ -1533,6 +1584,7 @@ block.inverted-sorter.name = Inverted Sorter
|
|||||||
block.message.name = Sõnum
|
block.message.name = Sõnum
|
||||||
block.reinforced-message.name = Reinforced Message
|
block.reinforced-message.name = Reinforced Message
|
||||||
block.world-message.name = World Message
|
block.world-message.name = World Message
|
||||||
|
block.world-switch.name = World Switch
|
||||||
block.illuminator.name = Illuminator
|
block.illuminator.name = Illuminator
|
||||||
block.overflow-gate.name = Ülevooluvärav
|
block.overflow-gate.name = Ülevooluvärav
|
||||||
block.underflow-gate.name = Underflow Gate
|
block.underflow-gate.name = Underflow Gate
|
||||||
@@ -2241,7 +2293,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
|
|||||||
lst.read = Read a number from a linked memory cell.
|
lst.read = Read a number from a linked memory cell.
|
||||||
lst.write = Write a number to a linked memory cell.
|
lst.write = Write a number to a linked memory cell.
|
||||||
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
||||||
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
||||||
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
||||||
@@ -2264,6 +2316,8 @@ lst.getblock = Get tile data at any location.
|
|||||||
lst.setblock = Set tile data at any location.
|
lst.setblock = Set tile data at any location.
|
||||||
lst.spawnunit = Spawn unit at a location.
|
lst.spawnunit = Spawn unit at a location.
|
||||||
lst.applystatus = Apply or clear a status effect from a uniut.
|
lst.applystatus = Apply or clear a status effect from a uniut.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
||||||
lst.explosion = Create an explosion at a location.
|
lst.explosion = Create an explosion at a location.
|
||||||
lst.setrate = Set processor execution speed in instructions/tick.
|
lst.setrate = Set processor execution speed in instructions/tick.
|
||||||
@@ -2322,6 +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.
|
||||||
@@ -2445,7 +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.
|
||||||
|
|||||||
@@ -437,6 +437,11 @@ 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
|
||||||
@@ -492,6 +497,7 @@ 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
|
||||||
@@ -579,6 +585,7 @@ 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
|
||||||
@@ -601,7 +608,9 @@ filter.option.floor2 = Bigarren zorua
|
|||||||
filter.option.threshold2 = Bigarren atalasea
|
filter.option.threshold2 = Bigarren atalasea
|
||||||
filter.option.radius = Erradioa
|
filter.option.radius = Erradioa
|
||||||
filter.option.percentile = Pertzentila
|
filter.option.percentile = Pertzentila
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
filter.option.code = Code
|
||||||
|
filter.option.loop = Loop
|
||||||
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.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
|
||||||
locales.addtoother = Add To Other Locales
|
locales.addtoother = Add To Other Locales
|
||||||
@@ -673,6 +682,7 @@ marker.shape.name = Shape
|
|||||||
marker.text.name = Text
|
marker.text.name = Text
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
marker.background = Background
|
marker.background = Background
|
||||||
marker.outline = Outline
|
marker.outline = Outline
|
||||||
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
||||||
@@ -719,7 +729,7 @@ error.any = Sareko errore ezezaguna.
|
|||||||
error.bloom = Ezin izan da distira hasieratu.\nAgian zure gailuak ez du onartzen.
|
error.bloom = Ezin izan da distira hasieratu.\nAgian zure gailuak ez du onartzen.
|
||||||
|
|
||||||
weather.rain.name = Rain
|
weather.rain.name = Rain
|
||||||
weather.snow.name = Snow
|
weather.snowing.name = Snow
|
||||||
weather.sandstorm.name = Sandstorm
|
weather.sandstorm.name = Sandstorm
|
||||||
weather.sporestorm.name = Sporestorm
|
weather.sporestorm.name = Sporestorm
|
||||||
weather.fog.name = Fog
|
weather.fog.name = Fog
|
||||||
@@ -756,6 +766,7 @@ sector.missingresources = [scarlet]Insufficient Core Resources
|
|||||||
sector.attacked = Sector [accent]{0}[white] under attack!
|
sector.attacked = Sector [accent]{0}[white] under attack!
|
||||||
sector.lost = Sector [accent]{0}[white] lost!
|
sector.lost = Sector [accent]{0}[white] lost!
|
||||||
sector.capture = Sector [accent]{0}[white]Captured!
|
sector.capture = Sector [accent]{0}[white]Captured!
|
||||||
|
sector.capture.current = Sector Captured!
|
||||||
sector.changeicon = Change Icon
|
sector.changeicon = Change Icon
|
||||||
sector.noswitch.title = Unable to Switch Sectors
|
sector.noswitch.title = Unable to Switch Sectors
|
||||||
sector.noswitch = You may not switch sectors while an existing sector is under attack.\n\nSector: [accent]{0}[] on [accent]{1}[]
|
sector.noswitch = You may not switch sectors while an existing sector is under attack.\n\nSector: [accent]{0}[] on [accent]{1}[]
|
||||||
@@ -963,6 +974,7 @@ 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
|
||||||
@@ -973,17 +985,46 @@ stat.immunities = Immunities
|
|||||||
stat.healing = Healing
|
stat.healing = Healing
|
||||||
|
|
||||||
ability.forcefield = Force Field
|
ability.forcefield = Force Field
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = Repair Field
|
ability.repairfield = Repair Field
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = Status Field
|
ability.statusfield = Status Field
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = Factory
|
ability.unitspawn = Factory
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Shield Regen Field
|
ability.shieldregenfield = Shield Regen Field
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Movement Lightning
|
ability.movelightning = Movement Lightning
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Shield Arc
|
ability.shieldarc = Shield Arc
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Regen Suppression Field
|
ability.suppressionfield = Regen Suppression Field
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Energy Field
|
ability.energyfield = Energy Field
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = Only Core Depositing Allowed
|
bar.onlycoredeposit = Only Core Depositing Allowed
|
||||||
|
|
||||||
@@ -1060,6 +1101,7 @@ 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
|
||||||
@@ -1069,6 +1111,8 @@ 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
|
||||||
@@ -1180,15 +1224,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = 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.rebuild_select.name = Rebuild Region
|
keybind.rebuild_select.name = Rebuild Region
|
||||||
keybind.schematic_select.name = Hautatu eskualdea
|
keybind.schematic_select.name = Hautatu eskualdea
|
||||||
keybind.schematic_menu.name = Eskema menua
|
keybind.schematic_menu.name = Eskema menua
|
||||||
@@ -1264,7 +1309,10 @@ 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
|
||||||
@@ -1286,6 +1334,7 @@ rules.unitdamagemultiplier = Unitateen kalte-biderkatzailea
|
|||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.solarmultiplier = Solar Power Multiplier
|
rules.solarmultiplier = Solar Power Multiplier
|
||||||
rules.unitcapvariable = Cores Contribute To Unit Cap
|
rules.unitcapvariable = Cores Contribute To Unit Cap
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Base Unit Cap
|
rules.unitcap = Base Unit Cap
|
||||||
rules.limitarea = Limit Map Area
|
rules.limitarea = Limit Map Area
|
||||||
rules.enemycorebuildradius = Etsaien muinaren ez-eraikitze erradioa:[lightgray] (lauzak)
|
rules.enemycorebuildradius = Etsaien muinaren ez-eraikitze erradioa:[lightgray] (lauzak)
|
||||||
@@ -1318,6 +1367,8 @@ rules.weather = Weather
|
|||||||
rules.weather.frequency = Frequency:
|
rules.weather.frequency = Frequency:
|
||||||
rules.weather.always = Always
|
rules.weather.always = Always
|
||||||
rules.weather.duration = Duration:
|
rules.weather.duration = Duration:
|
||||||
|
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.
|
||||||
|
|
||||||
content.item.name = Solidoak
|
content.item.name = Solidoak
|
||||||
content.liquid.name = Likidoak
|
content.liquid.name = Likidoak
|
||||||
@@ -1535,6 +1586,7 @@ block.inverted-sorter.name = Alderantzizko antolatzailea
|
|||||||
block.message.name = Mezua
|
block.message.name = Mezua
|
||||||
block.reinforced-message.name = Reinforced Message
|
block.reinforced-message.name = Reinforced Message
|
||||||
block.world-message.name = World Message
|
block.world-message.name = World Message
|
||||||
|
block.world-switch.name = World Switch
|
||||||
block.illuminator.name = Illuminator
|
block.illuminator.name = Illuminator
|
||||||
block.overflow-gate.name = Gainezkatze atea
|
block.overflow-gate.name = Gainezkatze atea
|
||||||
block.underflow-gate.name = Underflow Gate
|
block.underflow-gate.name = Underflow Gate
|
||||||
@@ -2243,7 +2295,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
|
|||||||
lst.read = Read a number from a linked memory cell.
|
lst.read = Read a number from a linked memory cell.
|
||||||
lst.write = Write a number to a linked memory cell.
|
lst.write = Write a number to a linked memory cell.
|
||||||
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
||||||
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
||||||
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
||||||
@@ -2266,6 +2318,8 @@ lst.getblock = Get tile data at any location.
|
|||||||
lst.setblock = Set tile data at any location.
|
lst.setblock = Set tile data at any location.
|
||||||
lst.spawnunit = Spawn unit at a location.
|
lst.spawnunit = Spawn unit at a location.
|
||||||
lst.applystatus = Apply or clear a status effect from a uniut.
|
lst.applystatus = Apply or clear a status effect from a uniut.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
||||||
lst.explosion = Create an explosion at a location.
|
lst.explosion = Create an explosion at a location.
|
||||||
lst.setrate = Set processor execution speed in instructions/tick.
|
lst.setrate = Set processor execution speed in instructions/tick.
|
||||||
@@ -2324,6 +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.
|
||||||
@@ -2447,7 +2502,7 @@ 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.
|
||||||
|
|||||||
@@ -435,6 +435,11 @@ 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
|
||||||
@@ -490,6 +495,7 @@ 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
|
||||||
@@ -577,6 +583,7 @@ 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
|
||||||
@@ -599,7 +606,9 @@ filter.option.floor2 = Toinen lattia
|
|||||||
filter.option.threshold2 = Toissijainen raja-arvo
|
filter.option.threshold2 = Toissijainen raja-arvo
|
||||||
filter.option.radius = Säde
|
filter.option.radius = Säde
|
||||||
filter.option.percentile = Prosentti
|
filter.option.percentile = Prosentti
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
filter.option.code = Code
|
||||||
|
filter.option.loop = Loop
|
||||||
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.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
|
||||||
locales.addtoother = Add To Other Locales
|
locales.addtoother = Add To Other Locales
|
||||||
@@ -671,6 +680,7 @@ marker.shape.name = Shape
|
|||||||
marker.text.name = Teksti
|
marker.text.name = Teksti
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
marker.background = Background
|
marker.background = Background
|
||||||
marker.outline = Outline
|
marker.outline = Outline
|
||||||
objective.research = [accent]Tutki:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Tutki:\n[]{0}[lightgray]{1}
|
||||||
@@ -717,7 +727,7 @@ error.any = Tuntematon verkon virhe.
|
|||||||
error.bloom = Bloomin initialisointi epäonnistui.\nLaitteesi ei ehkä tue sitä.
|
error.bloom = Bloomin initialisointi epäonnistui.\nLaitteesi ei ehkä tue sitä.
|
||||||
|
|
||||||
weather.rain.name = Sade
|
weather.rain.name = Sade
|
||||||
weather.snow.name = Lumi
|
weather.snowing.name = Lumi
|
||||||
weather.sandstorm.name = Hiekkamyrsky
|
weather.sandstorm.name = Hiekkamyrsky
|
||||||
weather.sporestorm.name = Sienimyräkkä
|
weather.sporestorm.name = Sienimyräkkä
|
||||||
weather.fog.name = Sumu
|
weather.fog.name = Sumu
|
||||||
@@ -754,6 +764,7 @@ sector.missingresources = [scarlet]Sinulla ei ole tarpeeksi resursseja.
|
|||||||
sector.attacked = Sektori [accent]{0}[white] on hyökkäyksen kohteena!
|
sector.attacked = Sektori [accent]{0}[white] on hyökkäyksen kohteena!
|
||||||
sector.lost = Sektori [accent]{0}[white] menetetty!
|
sector.lost = Sektori [accent]{0}[white] menetetty!
|
||||||
sector.capture = Sector [accent]{0}[white]Captured!
|
sector.capture = Sector [accent]{0}[white]Captured!
|
||||||
|
sector.capture.current = Sector Captured!
|
||||||
sector.changeicon = Vaihda kuvaketta
|
sector.changeicon = Vaihda kuvaketta
|
||||||
sector.noswitch.title = Sektoria ei voida vaihtaa
|
sector.noswitch.title = Sektoria ei voida vaihtaa
|
||||||
sector.noswitch = Et voi vaihtaa sektoria, kun olemassaoleva sektori on hyökkäyksen kohteena.\n\nSektori: [accent]{0}[] planeetalla [accent]{1}[]
|
sector.noswitch = Et voi vaihtaa sektoria, kun olemassaoleva sektori on hyökkäyksen kohteena.\n\nSektori: [accent]{0}[] planeetalla [accent]{1}[]
|
||||||
@@ -960,6 +971,7 @@ 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
|
||||||
@@ -970,17 +982,46 @@ stat.immunities = Immuuni
|
|||||||
stat.healing = Parantuu
|
stat.healing = Parantuu
|
||||||
|
|
||||||
ability.forcefield = Voimakenttä
|
ability.forcefield = Voimakenttä
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = Korjauskenttä
|
ability.repairfield = Korjauskenttä
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = Statuskenttä
|
ability.statusfield = Statuskenttä
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = Tehdas
|
ability.unitspawn = Tehdas
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Kilvenvahvistuskenttä
|
ability.shieldregenfield = Kilvenvahvistuskenttä
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Salamointi liikkuessa
|
ability.movelightning = Salamointi liikkuessa
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Kilpikaari
|
ability.shieldarc = Kilpikaari
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Regen Suppression Field
|
ability.suppressionfield = Regen Suppression Field
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Energiakenttä
|
ability.energyfield = Energiakenttä
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = Sijoittaminen sallittua vain ytimeen
|
bar.onlycoredeposit = Sijoittaminen sallittua vain ytimeen
|
||||||
|
|
||||||
@@ -1057,6 +1098,7 @@ 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
|
||||||
@@ -1066,6 +1108,8 @@ 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
|
||||||
@@ -1177,15 +1221,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = 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.rebuild_select.name = Rebuild Region
|
keybind.rebuild_select.name = Rebuild Region
|
||||||
keybind.schematic_select.name = Valitse alue
|
keybind.schematic_select.name = Valitse alue
|
||||||
keybind.schematic_menu.name = Kaavio Valikko
|
keybind.schematic_menu.name = Kaavio Valikko
|
||||||
@@ -1261,7 +1306,10 @@ 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
|
||||||
@@ -1283,6 +1331,7 @@ rules.unitdamagemultiplier = Yksikköjen vahinkokerroin
|
|||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.solarmultiplier = Aurinkovoimakerroin
|
rules.solarmultiplier = Aurinkovoimakerroin
|
||||||
rules.unitcapvariable = Ytimet vaikuttavat yksikkörajaan
|
rules.unitcapvariable = Ytimet vaikuttavat yksikkörajaan
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Perusyksikköraja
|
rules.unitcap = Perusyksikköraja
|
||||||
rules.limitarea = Rajoita kartan aluetta
|
rules.limitarea = Rajoita kartan aluetta
|
||||||
rules.enemycorebuildradius = Vihollisytimen rakennuksenestosäde:[lightgray] (laattoina)
|
rules.enemycorebuildradius = Vihollisytimen rakennuksenestosäde:[lightgray] (laattoina)
|
||||||
@@ -1315,6 +1364,8 @@ rules.weather = Sää
|
|||||||
rules.weather.frequency = Tiheys:
|
rules.weather.frequency = Tiheys:
|
||||||
rules.weather.always = Aina
|
rules.weather.always = Aina
|
||||||
rules.weather.duration = Kesto:
|
rules.weather.duration = Kesto:
|
||||||
|
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.
|
||||||
|
|
||||||
content.item.name = Tavarat
|
content.item.name = Tavarat
|
||||||
content.liquid.name = Nesteet
|
content.liquid.name = Nesteet
|
||||||
@@ -1534,6 +1585,7 @@ block.inverted-sorter.name = Käänteinen Lajittelija
|
|||||||
block.message.name = Viesti
|
block.message.name = Viesti
|
||||||
block.reinforced-message.name = Reinforced Message
|
block.reinforced-message.name = Reinforced Message
|
||||||
block.world-message.name = World Message
|
block.world-message.name = World Message
|
||||||
|
block.world-switch.name = World Switch
|
||||||
block.illuminator.name = Lamppu
|
block.illuminator.name = Lamppu
|
||||||
block.overflow-gate.name = Ylivuotoportti
|
block.overflow-gate.name = Ylivuotoportti
|
||||||
block.underflow-gate.name = Alivuotoportti
|
block.underflow-gate.name = Alivuotoportti
|
||||||
@@ -2244,7 +2296,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
|
|||||||
lst.read = Lue numero yhdistetystä muistisolusta.
|
lst.read = Lue numero yhdistetystä muistisolusta.
|
||||||
lst.write = Kirjoita numero yhdistettyyn muistisoluun.
|
lst.write = Kirjoita numero yhdistettyyn muistisoluun.
|
||||||
lst.print = Lisää tekstiä tekstipuskuriin.\nEi näytä mitään, kunnes [accent]Painosyötettä[] käytetään.
|
lst.print = Lisää tekstiä tekstipuskuriin.\nEi näytä mitään, kunnes [accent]Painosyötettä[] käytetään.
|
||||||
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Lisää operaation piirtopuskuriin.\nEi näytä mitään, kunnes [accent]Piirtosyötettä[] käytetään.
|
lst.draw = Lisää operaation piirtopuskuriin.\nEi näytä mitään, kunnes [accent]Piirtosyötettä[] käytetään.
|
||||||
lst.drawflush = Syöttää jonottavat [accent]Piirto[]-operaatiot näyttöön.
|
lst.drawflush = Syöttää jonottavat [accent]Piirto[]-operaatiot näyttöön.
|
||||||
lst.printflush = Syöttää jonottavat [accent]Paino[]-operaatiot viestipalikkaan.
|
lst.printflush = Syöttää jonottavat [accent]Paino[]-operaatiot viestipalikkaan.
|
||||||
@@ -2267,6 +2319,8 @@ lst.getblock = Selvitä laattadata missä tahansa sijainnissa.
|
|||||||
lst.setblock = Aseta laattadata missä tahansa sijainnissa.
|
lst.setblock = Aseta laattadata missä tahansa sijainnissa.
|
||||||
lst.spawnunit = Luo joukko tietyssä sijainnissa.
|
lst.spawnunit = Luo joukko tietyssä sijainnissa.
|
||||||
lst.applystatus = Lisää tai poista statusefekti yksiköltä.
|
lst.applystatus = Lisää tai poista statusefekti yksiköltä.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Simuloi tason syntymistä mielivaltaisessa sijainnissa.\nEi vaikuta tasolaskuriin.
|
lst.spawnwave = Simuloi tason syntymistä mielivaltaisessa sijainnissa.\nEi vaikuta tasolaskuriin.
|
||||||
lst.explosion = Luo räjähdys tietyssä sijainnissa.
|
lst.explosion = Luo räjähdys tietyssä sijainnissa.
|
||||||
lst.setrate = Aseta prosessorin suoritusnopeus ohjeessa/sekunti.
|
lst.setrate = Aseta prosessorin suoritusnopeus ohjeessa/sekunti.
|
||||||
@@ -2325,6 +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.
|
||||||
@@ -2448,7 +2503,7 @@ 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.
|
||||||
|
|||||||
@@ -435,6 +435,11 @@ 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
|
||||||
@@ -490,6 +495,7 @@ 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
|
||||||
@@ -577,6 +583,7 @@ 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
|
||||||
@@ -599,7 +606,9 @@ filter.option.floor2 = Secondary Floor
|
|||||||
filter.option.threshold2 = Secondary Threshold
|
filter.option.threshold2 = Secondary Threshold
|
||||||
filter.option.radius = Radius
|
filter.option.radius = Radius
|
||||||
filter.option.percentile = Percentile
|
filter.option.percentile = Percentile
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
filter.option.code = Code
|
||||||
|
filter.option.loop = Loop
|
||||||
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.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
|
||||||
locales.addtoother = Add To Other Locales
|
locales.addtoother = Add To Other Locales
|
||||||
@@ -671,6 +680,7 @@ marker.shape.name = Shape
|
|||||||
marker.text.name = Text
|
marker.text.name = Text
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
marker.background = Background
|
marker.background = Background
|
||||||
marker.outline = Outline
|
marker.outline = Outline
|
||||||
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
||||||
@@ -717,7 +727,7 @@ error.any = Unknown network error.
|
|||||||
error.bloom = Nabigong simulan ang bloom.\nMaaaring hindi ito sinusuportahan ng iyong device.
|
error.bloom = Nabigong simulan ang bloom.\nMaaaring hindi ito sinusuportahan ng iyong device.
|
||||||
|
|
||||||
weather.rain.name = Rain
|
weather.rain.name = Rain
|
||||||
weather.snow.name = Snow
|
weather.snowing.name = Snow
|
||||||
weather.sandstorm.name = Sandstorm
|
weather.sandstorm.name = Sandstorm
|
||||||
weather.sporestorm.name = Sporestorm
|
weather.sporestorm.name = Sporestorm
|
||||||
weather.fog.name = Fog
|
weather.fog.name = Fog
|
||||||
@@ -754,6 +764,7 @@ sector.missingresources = [scarlet]Kulang ang mga Core Resources
|
|||||||
sector.attacked = Ang sector [accent]{0}[white] ay inaatake!
|
sector.attacked = Ang sector [accent]{0}[white] ay inaatake!
|
||||||
sector.lost = Ang sector [accent]{0}[white] ay nawala!
|
sector.lost = Ang sector [accent]{0}[white] ay nawala!
|
||||||
sector.capture = Sector [accent]{0}[white]Captured!
|
sector.capture = Sector [accent]{0}[white]Captured!
|
||||||
|
sector.capture.current = Sector Captured!
|
||||||
sector.changeicon = Change Icon
|
sector.changeicon = Change Icon
|
||||||
sector.noswitch.title = Unable to Switch Sectors
|
sector.noswitch.title = Unable to Switch Sectors
|
||||||
sector.noswitch = You may not switch sectors while an existing sector is under attack.\n\nSector: [accent]{0}[] on [accent]{1}[]
|
sector.noswitch = You may not switch sectors while an existing sector is under attack.\n\nSector: [accent]{0}[] on [accent]{1}[]
|
||||||
@@ -960,6 +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
|
||||||
@@ -970,17 +982,46 @@ stat.immunities = Immunities
|
|||||||
stat.healing = Healing
|
stat.healing = Healing
|
||||||
|
|
||||||
ability.forcefield = Force Field
|
ability.forcefield = Force Field
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = Repair Field
|
ability.repairfield = Repair Field
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = Status Field
|
ability.statusfield = Status Field
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = Factory
|
ability.unitspawn = Factory
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Shield Regen Field
|
ability.shieldregenfield = Shield Regen Field
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Movement Lightning
|
ability.movelightning = Movement Lightning
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Shield Arc
|
ability.shieldarc = Shield Arc
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Regen Suppression Field
|
ability.suppressionfield = Regen Suppression Field
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Energy Field
|
ability.energyfield = Energy Field
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = Only Core Depositing Allowed
|
bar.onlycoredeposit = Only Core Depositing Allowed
|
||||||
|
|
||||||
@@ -1057,6 +1098,7 @@ 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
|
||||||
@@ -1066,6 +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 = 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
|
||||||
@@ -1177,15 +1221,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = 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.rebuild_select.name = Rebuild Region
|
keybind.rebuild_select.name = Rebuild Region
|
||||||
keybind.schematic_select.name = Select Region
|
keybind.schematic_select.name = Select Region
|
||||||
keybind.schematic_menu.name = Schematic Menu
|
keybind.schematic_menu.name = Schematic Menu
|
||||||
@@ -1261,7 +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
|
||||||
@@ -1283,6 +1331,7 @@ rules.unitdamagemultiplier = Unit Damage Multiplier
|
|||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.solarmultiplier = Solar Power Multiplier
|
rules.solarmultiplier = Solar Power Multiplier
|
||||||
rules.unitcapvariable = Cores Contribute To Unit Cap
|
rules.unitcapvariable = Cores Contribute To Unit Cap
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Base Unit Cap
|
rules.unitcap = Base Unit Cap
|
||||||
rules.limitarea = Limit Map Area
|
rules.limitarea = Limit Map Area
|
||||||
rules.enemycorebuildradius = Enemy Core No-Build Radius:[lightgray] (tiles)
|
rules.enemycorebuildradius = Enemy Core No-Build Radius:[lightgray] (tiles)
|
||||||
@@ -1315,6 +1364,8 @@ rules.weather = Weather
|
|||||||
rules.weather.frequency = Frequency:
|
rules.weather.frequency = Frequency:
|
||||||
rules.weather.always = Always
|
rules.weather.always = Always
|
||||||
rules.weather.duration = Duration:
|
rules.weather.duration = Duration:
|
||||||
|
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.
|
||||||
|
|
||||||
content.item.name = Items
|
content.item.name = Items
|
||||||
content.liquid.name = Liquids
|
content.liquid.name = Liquids
|
||||||
@@ -1532,6 +1583,7 @@ block.inverted-sorter.name = Inverted Sorter
|
|||||||
block.message.name = Message
|
block.message.name = Message
|
||||||
block.reinforced-message.name = Reinforced Message
|
block.reinforced-message.name = Reinforced Message
|
||||||
block.world-message.name = World Message
|
block.world-message.name = World Message
|
||||||
|
block.world-switch.name = World Switch
|
||||||
block.illuminator.name = Illuminator
|
block.illuminator.name = Illuminator
|
||||||
block.overflow-gate.name = Overflow Gate
|
block.overflow-gate.name = Overflow Gate
|
||||||
block.underflow-gate.name = Underflow Gate
|
block.underflow-gate.name = Underflow Gate
|
||||||
@@ -2240,7 +2292,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
|
|||||||
lst.read = Read a number from a linked memory cell.
|
lst.read = Read a number from a linked memory cell.
|
||||||
lst.write = Write a number to a linked memory cell.
|
lst.write = Write a number to a linked memory cell.
|
||||||
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
||||||
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
||||||
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
||||||
@@ -2263,6 +2315,8 @@ lst.getblock = Get tile data at any location.
|
|||||||
lst.setblock = Set tile data at any location.
|
lst.setblock = Set tile data at any location.
|
||||||
lst.spawnunit = Spawn unit at a location.
|
lst.spawnunit = Spawn unit at a location.
|
||||||
lst.applystatus = Apply or clear a status effect from a uniut.
|
lst.applystatus = Apply or clear a status effect from a uniut.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
||||||
lst.explosion = Create an explosion at a location.
|
lst.explosion = Create an explosion at a location.
|
||||||
lst.setrate = Set processor execution speed in instructions/tick.
|
lst.setrate = Set processor execution speed in instructions/tick.
|
||||||
@@ -2321,6 +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.
|
||||||
@@ -2444,7 +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.
|
||||||
|
|||||||
@@ -445,6 +445,11 @@ 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
|
||||||
@@ -501,6 +506,7 @@ 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
|
||||||
@@ -590,6 +596,7 @@ 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
|
||||||
@@ -613,7 +620,9 @@ filter.option.floor2 = Sol secondaire
|
|||||||
filter.option.threshold2 = Seuil secondaire
|
filter.option.threshold2 = Seuil secondaire
|
||||||
filter.option.radius = Rayon
|
filter.option.radius = Rayon
|
||||||
filter.option.percentile = Pourcentage
|
filter.option.percentile = Pourcentage
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
filter.option.code = Code
|
||||||
|
filter.option.loop = Loop
|
||||||
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.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
|
||||||
locales.addtoother = Add To Other Locales
|
locales.addtoother = Add To Other Locales
|
||||||
@@ -687,6 +696,7 @@ marker.shape.name = Forme
|
|||||||
marker.text.name = Texte
|
marker.text.name = Texte
|
||||||
marker.line.name = Ligne
|
marker.line.name = Ligne
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
|
|
||||||
marker.background = Fond
|
marker.background = Fond
|
||||||
marker.outline = Contour
|
marker.outline = Contour
|
||||||
@@ -737,7 +747,7 @@ error.any = Erreur de réseau inconnue.
|
|||||||
error.bloom = Échec de l'initialisation du flou lumineux.\nIl se peut que votre appareil ne le prenne pas en charge.
|
error.bloom = Échec de l'initialisation du flou lumineux.\nIl se peut que votre appareil ne le prenne pas en charge.
|
||||||
|
|
||||||
weather.rain.name = Pluie
|
weather.rain.name = Pluie
|
||||||
weather.snow.name = Neige
|
weather.snowing.name = Neige
|
||||||
weather.sandstorm.name = Tempête de sable
|
weather.sandstorm.name = Tempête de sable
|
||||||
weather.sporestorm.name = Tempête de spores
|
weather.sporestorm.name = Tempête de spores
|
||||||
weather.fog.name = Brouillard
|
weather.fog.name = Brouillard
|
||||||
@@ -775,6 +785,7 @@ sector.missingresources = [scarlet]Ressources du Noyau insuffisantes !
|
|||||||
sector.attacked = Secteur [accent]{0}[white] attaqué !
|
sector.attacked = Secteur [accent]{0}[white] attaqué !
|
||||||
sector.lost = Secteur [accent]{0}[white] perdu !
|
sector.lost = Secteur [accent]{0}[white] perdu !
|
||||||
sector.capture = Sector [accent]{0}[white]Captured!
|
sector.capture = Sector [accent]{0}[white]Captured!
|
||||||
|
sector.capture.current = Sector Captured!
|
||||||
sector.changeicon = Changer l'Icône
|
sector.changeicon = Changer l'Icône
|
||||||
sector.noswitch.title = Impossible de changer de Secteur
|
sector.noswitch.title = Impossible de changer de Secteur
|
||||||
sector.noswitch = Vous ne pouvez pas changer de secteur pendant qu’un autre est attaqué.\n\nSecteur: [accent]{0}[] sur [accent]{1}[]
|
sector.noswitch = Vous ne pouvez pas changer de secteur pendant qu’un autre est attaqué.\n\nSecteur: [accent]{0}[] sur [accent]{1}[]
|
||||||
@@ -986,6 +997,7 @@ 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
|
||||||
@@ -996,17 +1008,46 @@ stat.immunities = Immunités
|
|||||||
stat.healing = Guérison
|
stat.healing = Guérison
|
||||||
|
|
||||||
ability.forcefield = Champ de Force
|
ability.forcefield = Champ de Force
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = Champ de Réparation
|
ability.repairfield = Champ de Réparation
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = Champ d'Amélioration
|
ability.statusfield = Champ d'Amélioration
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = Usine
|
ability.unitspawn = Usine
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Champ de régénération de bouclier
|
ability.shieldregenfield = Champ de régénération de bouclier
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Déplacement éclair
|
ability.movelightning = Déplacement éclair
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Arc de Bouclier
|
ability.shieldarc = Arc de Bouclier
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Champ de Suppression de Soins
|
ability.suppressionfield = Champ de Suppression de Soins
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Champ d'énergie
|
ability.energyfield = Champ d'énergie
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Soins des Unités du Même Type: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Cibles Maximales: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Régénération
|
ability.regen = Régénération
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = Seul le dépôt de ressources dans le Noyau est autorisé
|
bar.onlycoredeposit = Seul le dépôt de ressources dans le Noyau est autorisé
|
||||||
bar.drilltierreq = Meilleure Foreuse Requise
|
bar.drilltierreq = Meilleure Foreuse Requise
|
||||||
@@ -1082,6 +1123,7 @@ 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
|
||||||
@@ -1091,6 +1133,8 @@ 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
|
||||||
@@ -1203,16 +1247,16 @@ keybind.unit_stance_hold_fire.name = Ordre: Ne pas tirer
|
|||||||
keybind.unit_stance_pursue_target.name = Ordre: Poursuivre la cible
|
keybind.unit_stance_pursue_target.name = Ordre: Poursuivre la cible
|
||||||
keybind.unit_stance_patrol.name = Ordre: Patrouille
|
keybind.unit_stance_patrol.name = Ordre: Patrouille
|
||||||
keybind.unit_stance_ram.name = Ordre: Charger
|
keybind.unit_stance_ram.name = Ordre: Charger
|
||||||
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_move = Commande: Bouger
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_repair = Commande: Réparer
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_rebuild = Commande: Reconstruire
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_assist = Commande: Assister
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_mine = Commande: Miner
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_boost = Commande: Boost
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_units = Commande: Transporter unités
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_load_blocks = Commande: Transporter blocs
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
keybind.unit_command_unload_payload = Commande: Poser chargement
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
|
|
||||||
keybind.rebuild_select.name = Reconstruire la Zone
|
keybind.rebuild_select.name = Reconstruire la Zone
|
||||||
keybind.schematic_select.name = Sélectionner une Région
|
keybind.schematic_select.name = Sélectionner une Région
|
||||||
@@ -1289,7 +1333,10 @@ 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
|
||||||
@@ -1311,6 +1358,7 @@ rules.unitdamagemultiplier = Multiplicateur de Dégât des Unités
|
|||||||
rules.unitcrashdamagemultiplier = Multiplicateur de Dégât de chute des Unités
|
rules.unitcrashdamagemultiplier = Multiplicateur de Dégât de chute des Unités
|
||||||
rules.solarmultiplier = Multiplicateur de l'Efficacité des Panneaux Solaires
|
rules.solarmultiplier = Multiplicateur de l'Efficacité des Panneaux Solaires
|
||||||
rules.unitcapvariable = Les Noyaux contribuent à la limite d'Unités actives
|
rules.unitcapvariable = Les Noyaux contribuent à la limite d'Unités actives
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Limite initiale d'Unités actives
|
rules.unitcap = Limite initiale d'Unités actives
|
||||||
rules.limitarea = Limite de la zone de jeu de la Carte
|
rules.limitarea = Limite de la zone de jeu de la Carte
|
||||||
rules.enemycorebuildradius = Périmètre Non-Constructible autour du Noyau ennemi :[lightgray] (blocs)
|
rules.enemycorebuildradius = Périmètre Non-Constructible autour du Noyau ennemi :[lightgray] (blocs)
|
||||||
@@ -1343,6 +1391,8 @@ rules.weather = Météo
|
|||||||
rules.weather.frequency = Fréquence :
|
rules.weather.frequency = Fréquence :
|
||||||
rules.weather.always = Permanent
|
rules.weather.always = Permanent
|
||||||
rules.weather.duration = Durée :
|
rules.weather.duration = Durée :
|
||||||
|
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.
|
||||||
|
|
||||||
content.item.name = Objets
|
content.item.name = Objets
|
||||||
content.liquid.name = Liquides
|
content.liquid.name = Liquides
|
||||||
@@ -1564,6 +1614,7 @@ block.inverted-sorter.name = Trieur Inversé
|
|||||||
block.message.name = Bloc de Message
|
block.message.name = Bloc de Message
|
||||||
block.reinforced-message.name = Bloc de Message Renforcé
|
block.reinforced-message.name = Bloc de Message Renforcé
|
||||||
block.world-message.name = Bloc de Message Global
|
block.world-message.name = Bloc de Message Global
|
||||||
|
block.world-switch.name = World Switch
|
||||||
block.illuminator.name = Illuminateur
|
block.illuminator.name = Illuminateur
|
||||||
block.overflow-gate.name = Barrière de Débordement
|
block.overflow-gate.name = Barrière de Débordement
|
||||||
block.underflow-gate.name = Barrière de Refoulement
|
block.underflow-gate.name = Barrière de Refoulement
|
||||||
@@ -2289,7 +2340,7 @@ unit.emanate.description = Construit des structures pour défendre le Noyau acro
|
|||||||
lst.read = Lit un nombre depuis un bloc de mémoire relié au processeur.
|
lst.read = Lit un nombre depuis un bloc de mémoire relié au processeur.
|
||||||
lst.write = Écrit un nombre dans un bloc de mémoire relié au processeur.
|
lst.write = Écrit un nombre dans un bloc de mémoire relié au processeur.
|
||||||
lst.print = Ajoute du texte dans la mémoire tampon de l'imprimante.\nNe montrera aucun texte tant que [accent]Print Flush[] ne sera pas utilisé.
|
lst.print = Ajoute du texte dans la mémoire tampon de l'imprimante.\nNe montrera aucun texte tant que [accent]Print Flush[] ne sera pas utilisé.
|
||||||
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Ajoute une opération dans la mémoire tampon de dessin.\nNe montrera aucune image tant que [accent]Draw Flush[] ne sera pas utilisé.
|
lst.draw = Ajoute une opération dans la mémoire tampon de dessin.\nNe montrera aucune image tant que [accent]Draw Flush[] ne sera pas utilisé.
|
||||||
lst.drawflush = Affiche les opérations [accent]Draw[] en file d'attente vers un écran.
|
lst.drawflush = Affiche les opérations [accent]Draw[] en file d'attente vers un écran.
|
||||||
lst.printflush = Affiche les opérations [accent]Print[] en file d'attente vers un bloc de message.
|
lst.printflush = Affiche les opérations [accent]Print[] en file d'attente vers un bloc de message.
|
||||||
@@ -2312,6 +2363,8 @@ lst.getblock = Obtient les données d'une tuile à n'importe quel emplacement.
|
|||||||
lst.setblock = Définit les données d'une tuile à n'importe quel emplacement.
|
lst.setblock = Définit les données d'une tuile à n'importe quel emplacement.
|
||||||
lst.spawnunit = Fait apparaître une unité à un emplacement.
|
lst.spawnunit = Fait apparaître une unité à un emplacement.
|
||||||
lst.applystatus = Ajoute ou enlève un effet de statut d'une unité.
|
lst.applystatus = Ajoute ou enlève un effet de statut d'une unité.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Simule un déclenchement de vague à n'importe quel emplacement.\nCela n'incrémente pas le compteur de vaugues.
|
lst.spawnwave = Simule un déclenchement de vague à n'importe quel emplacement.\nCela n'incrémente pas le compteur de vaugues.
|
||||||
lst.explosion = Crée une explosion à un emplacement.
|
lst.explosion = Crée une explosion à un emplacement.
|
||||||
lst.setrate = Définit la vitesse d'exécution d'un processeur en instructions/tick.
|
lst.setrate = Définit la vitesse d'exécution d'un processeur en instructions/tick.
|
||||||
@@ -2372,6 +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 l’unité 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 l’unité elle-même.
|
||||||
@@ -2513,7 +2567,7 @@ 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.
|
||||||
|
|||||||
File diff suppressed because it is too large
Load Diff
@@ -439,6 +439,11 @@ editor.rules = Peraturan:
|
|||||||
editor.generation = Generasi:
|
editor.generation = Generasi:
|
||||||
editor.objectives = Tujuan
|
editor.objectives = Tujuan
|
||||||
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 = Sunting dalam Permainan
|
editor.ingame = Sunting dalam Permainan
|
||||||
editor.playtest = Tes Bermain
|
editor.playtest = Tes Bermain
|
||||||
editor.publish.workshop = Terbitkan di Workshop
|
editor.publish.workshop = Terbitkan di Workshop
|
||||||
@@ -495,6 +500,7 @@ editor.default = [lightgray]<Standar>
|
|||||||
details = Detail...
|
details = Detail...
|
||||||
edit = Sunting...
|
edit = Sunting...
|
||||||
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 = Nama:
|
editor.name = Nama:
|
||||||
editor.spawn = Munculkan Unit
|
editor.spawn = Munculkan Unit
|
||||||
@@ -584,6 +590,7 @@ filter.clear = Bersih
|
|||||||
filter.option.ignore = Biarkan
|
filter.option.ignore = Biarkan
|
||||||
filter.scatter = Penebaran
|
filter.scatter = Penebaran
|
||||||
filter.terrain = Lahan
|
filter.terrain = Lahan
|
||||||
|
filter.logic = Logic
|
||||||
|
|
||||||
filter.option.scale = Ukuran
|
filter.option.scale = Ukuran
|
||||||
filter.option.chance = Kemungkinan
|
filter.option.chance = Kemungkinan
|
||||||
@@ -607,7 +614,9 @@ filter.option.floor2 = Lantai Sekunder
|
|||||||
filter.option.threshold2 = Ambang Sekunder
|
filter.option.threshold2 = Ambang Sekunder
|
||||||
filter.option.radius = Radius
|
filter.option.radius = Radius
|
||||||
filter.option.percentile = Perseratus
|
filter.option.percentile = Perseratus
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
filter.option.code = Code
|
||||||
|
filter.option.loop = Loop
|
||||||
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.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
|
||||||
locales.addtoother = Add To Other Locales
|
locales.addtoother = Add To Other Locales
|
||||||
@@ -681,6 +690,7 @@ marker.shape.name = Bentuk
|
|||||||
marker.text.name = Teks
|
marker.text.name = Teks
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
|
|
||||||
marker.background = Latar Belakang
|
marker.background = Latar Belakang
|
||||||
marker.outline = Garis Luar
|
marker.outline = Garis Luar
|
||||||
@@ -731,7 +741,7 @@ error.any = Terjadi kesalahan Jaringan tidak diketahui.
|
|||||||
error.bloom = Gagal untuk menjalankan bloom.\nPerangkat Anda mungkin tidak mendukung fitur ini.
|
error.bloom = Gagal untuk menjalankan bloom.\nPerangkat Anda mungkin tidak mendukung fitur ini.
|
||||||
|
|
||||||
weather.rain.name = Hujan
|
weather.rain.name = Hujan
|
||||||
weather.snow.name = Salju
|
weather.snowing.name = Salju
|
||||||
weather.sandstorm.name = Badai Pasir
|
weather.sandstorm.name = Badai Pasir
|
||||||
weather.sporestorm.name = Badai Spora
|
weather.sporestorm.name = Badai Spora
|
||||||
weather.fog.name = Kabut
|
weather.fog.name = Kabut
|
||||||
@@ -768,6 +778,7 @@ sector.missingresources = [scarlet]Sumber Daya Inti Tidak Cukup
|
|||||||
sector.attacked = Sektor [accent]{0}[white] sedang diserang!
|
sector.attacked = Sektor [accent]{0}[white] sedang diserang!
|
||||||
sector.lost = Sektor [accent]{0}[white] telah dihancurkan!
|
sector.lost = Sektor [accent]{0}[white] telah dihancurkan!
|
||||||
sector.capture = Sector [accent]{0}[white]Captured!
|
sector.capture = Sector [accent]{0}[white]Captured!
|
||||||
|
sector.capture.current = Sector Captured!
|
||||||
sector.changeicon = Ubah Ikon
|
sector.changeicon = Ubah Ikon
|
||||||
sector.noswitch.title = Tidak Dapat beralih Sektor
|
sector.noswitch.title = Tidak Dapat beralih Sektor
|
||||||
sector.noswitch = Andak tidak boleh berpindah sektor jika salah satu sektor terkena serangan.\nSektor: [accent]{0}[] di [accent]{1}[]
|
sector.noswitch = Andak tidak boleh berpindah sektor jika salah satu sektor terkena serangan.\nSektor: [accent]{0}[] di [accent]{1}[]
|
||||||
@@ -980,6 +991,7 @@ stat.abilities = Kemampuan
|
|||||||
stat.canboost = Dapat Dipercepat
|
stat.canboost = Dapat Dipercepat
|
||||||
stat.flying = Terbang
|
stat.flying = Terbang
|
||||||
stat.ammouse = Penggunaan Amunisi
|
stat.ammouse = Penggunaan Amunisi
|
||||||
|
stat.ammocapacity = Ammo Capacity
|
||||||
stat.damagemultiplier = Penggandaan Kekuatan (dmg)
|
stat.damagemultiplier = Penggandaan Kekuatan (dmg)
|
||||||
stat.healthmultiplier = Penggandaan Darah
|
stat.healthmultiplier = Penggandaan Darah
|
||||||
stat.speedmultiplier = Penggandaan Kecepatan
|
stat.speedmultiplier = Penggandaan Kecepatan
|
||||||
@@ -990,17 +1002,46 @@ stat.immunities = Kekebalan
|
|||||||
stat.healing = Menyembuhkan
|
stat.healing = Menyembuhkan
|
||||||
|
|
||||||
ability.forcefield = Bidang Kekuatan
|
ability.forcefield = Bidang Kekuatan
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = Bidang Perbaikan
|
ability.repairfield = Bidang Perbaikan
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = Bidang Status
|
ability.statusfield = Bidang Status
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = Pabrik
|
ability.unitspawn = Pabrik
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Bidang Regenerasi Perisai
|
ability.shieldregenfield = Bidang Regenerasi Perisai
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Pergerakan Petir
|
ability.movelightning = Pergerakan Petir
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Shield Arc
|
ability.shieldarc = Shield Arc
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Regen Suppression Field
|
ability.suppressionfield = Regen Suppression Field
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Bidang Tenaga
|
ability.energyfield = Bidang Tenaga
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = Hanya Penyetoran Inti yang Diizinkan
|
bar.onlycoredeposit = Hanya Penyetoran Inti yang Diizinkan
|
||||||
bar.drilltierreq = Membutuhkan Bor yang Lebih Baik
|
bar.drilltierreq = Membutuhkan Bor yang Lebih Baik
|
||||||
@@ -1076,6 +1117,7 @@ unit.items = bahan
|
|||||||
unit.thousands = rb
|
unit.thousands = rb
|
||||||
unit.millions = jt
|
unit.millions = jt
|
||||||
unit.billions = m
|
unit.billions = m
|
||||||
|
unit.shots = shots
|
||||||
unit.pershot = /tembakan
|
unit.pershot = /tembakan
|
||||||
category.purpose = Kegunaan
|
category.purpose = Kegunaan
|
||||||
category.general = Umum
|
category.general = Umum
|
||||||
@@ -1085,6 +1127,8 @@ category.items = Barang
|
|||||||
category.crafting = Pemasukan/Pengeluaran
|
category.crafting = Pemasukan/Pengeluaran
|
||||||
category.function = Fungsi
|
category.function = Fungsi
|
||||||
category.optional = Peningkatan Opsional
|
category.optional = Peningkatan Opsional
|
||||||
|
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 = Lewati Animasi Peluncuran/Pendaratan Inti
|
setting.skipcoreanimation.name = Lewati Animasi Peluncuran/Pendaratan Inti
|
||||||
setting.landscape.name = Kunci Pemandangan
|
setting.landscape.name = Kunci Pemandangan
|
||||||
setting.shadows.name = Bayangan
|
setting.shadows.name = Bayangan
|
||||||
@@ -1196,15 +1240,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = 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.rebuild_select.name = Rebuild Region
|
keybind.rebuild_select.name = Rebuild Region
|
||||||
keybind.schematic_select.name = Pilih Daerah
|
keybind.schematic_select.name = Pilih Daerah
|
||||||
keybind.schematic_menu.name = Menu Skema
|
keybind.schematic_menu.name = Menu Skema
|
||||||
@@ -1280,7 +1325,10 @@ rules.disableworldprocessors = Nonaktifkan Prosesor Dunia
|
|||||||
rules.schematic = Bagan Diperbolehkan
|
rules.schematic = Bagan Diperbolehkan
|
||||||
rules.wavetimer = Pengaturan Waktu Gelombang
|
rules.wavetimer = Pengaturan Waktu Gelombang
|
||||||
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 = Gelombang
|
rules.waves = Gelombang
|
||||||
|
rules.airUseSpawns = Air units use spawn points
|
||||||
rules.attack = Mode Penyerangan
|
rules.attack = Mode Penyerangan
|
||||||
rules.buildai = Base Builder AI
|
rules.buildai = Base Builder AI
|
||||||
rules.buildaitier = Builder AI Tier
|
rules.buildaitier = Builder AI Tier
|
||||||
@@ -1302,6 +1350,7 @@ rules.unitdamagemultiplier = Penggandaan Kekuatan Unit
|
|||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.solarmultiplier = Penggandaan Tenaga Surya
|
rules.solarmultiplier = Penggandaan Tenaga Surya
|
||||||
rules.unitcapvariable = Inti Memengaruhi Batas Unit
|
rules.unitcapvariable = Inti Memengaruhi Batas Unit
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Batas Unit Dasar
|
rules.unitcap = Batas Unit Dasar
|
||||||
rules.limitarea = Batas Area Peta
|
rules.limitarea = Batas Area Peta
|
||||||
rules.enemycorebuildradius = Dilarang Membangun Radius Inti Musuh :[lightgray] (blok)
|
rules.enemycorebuildradius = Dilarang Membangun Radius Inti Musuh :[lightgray] (blok)
|
||||||
@@ -1334,6 +1383,8 @@ rules.weather = Cuaca
|
|||||||
rules.weather.frequency = Frekuensi:
|
rules.weather.frequency = Frekuensi:
|
||||||
rules.weather.always = Selalu
|
rules.weather.always = Selalu
|
||||||
rules.weather.duration = Durasi:
|
rules.weather.duration = Durasi:
|
||||||
|
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.
|
||||||
|
|
||||||
content.item.name = Bahan
|
content.item.name = Bahan
|
||||||
content.liquid.name = Zat Cair
|
content.liquid.name = Zat Cair
|
||||||
@@ -1555,6 +1606,7 @@ block.inverted-sorter.name = Penyortir Terbalik
|
|||||||
block.message.name = Pesan
|
block.message.name = Pesan
|
||||||
block.reinforced-message.name = Reinforced Message
|
block.reinforced-message.name = Reinforced Message
|
||||||
block.world-message.name = World Message
|
block.world-message.name = World Message
|
||||||
|
block.world-switch.name = World Switch
|
||||||
block.illuminator.name = Lampu
|
block.illuminator.name = Lampu
|
||||||
block.overflow-gate.name = Gerbang Luap
|
block.overflow-gate.name = Gerbang Luap
|
||||||
block.underflow-gate.name = Gerbang Luap Terbalik
|
block.underflow-gate.name = Gerbang Luap Terbalik
|
||||||
@@ -2279,7 +2331,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
|
|||||||
lst.read = Membaca angka dari memori sel yang dihubungkan.
|
lst.read = Membaca angka dari memori sel yang dihubungkan.
|
||||||
lst.write = Menulis angka ke memori sel yang dihubungkan.
|
lst.write = Menulis angka ke memori sel yang dihubungkan.
|
||||||
lst.print = Menambahkan teks ke daftar cetak.\nTidak dapat menampilkan apapun sampai [accent]Print Flush[] dipakai.
|
lst.print = Menambahkan teks ke daftar cetak.\nTidak dapat menampilkan apapun sampai [accent]Print Flush[] dipakai.
|
||||||
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Menambahkan perintah ke daftar gambar.\nTidak dapat menampilkan apapun sampai [accent]Draw Flush[] dipakai.
|
lst.draw = Menambahkan perintah ke daftar gambar.\nTidak dapat menampilkan apapun sampai [accent]Draw Flush[] dipakai.
|
||||||
lst.drawflush = Mengeluarkan perintah [accent]Draw[] dari daftar antrean untuk ditampilkan.
|
lst.drawflush = Mengeluarkan perintah [accent]Draw[] dari daftar antrean untuk ditampilkan.
|
||||||
lst.printflush = Mengeluarkan perintah [accent]Print[] dari daftar antrean untuk blok pesan.
|
lst.printflush = Mengeluarkan perintah [accent]Print[] dari daftar antrean untuk blok pesan.
|
||||||
@@ -2302,6 +2354,8 @@ lst.getblock = Mendapatkan data petak di lokasi manapun.
|
|||||||
lst.setblock = Menentukan data petak di lokasi manapun.
|
lst.setblock = Menentukan data petak di lokasi manapun.
|
||||||
lst.spawnunit = Munculkan unit pada tempat yang ditentukan.
|
lst.spawnunit = Munculkan unit pada tempat yang ditentukan.
|
||||||
lst.applystatus = Menerapkan atau menghapus status efek dari sebuah unit.
|
lst.applystatus = Menerapkan atau menghapus status efek dari sebuah unit.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Simulasikan adanya gelombang pada lokasi acak.\nTidak akan ditambahkan pada jumlah gelombang keseluruhan.
|
lst.spawnwave = Simulasikan adanya gelombang pada lokasi acak.\nTidak akan ditambahkan pada jumlah gelombang keseluruhan.
|
||||||
lst.explosion = Membuat sebuah ledakan pada lokasi yang ditentukan.
|
lst.explosion = Membuat sebuah ledakan pada lokasi yang ditentukan.
|
||||||
lst.setrate = Menentukan kecepatan eksekusi prosesor dalam instruksi per tick.
|
lst.setrate = Menentukan kecepatan eksekusi prosesor dalam instruksi per tick.
|
||||||
@@ -2362,6 +2416,7 @@ lenum.shoot = Menembak pada suatu posisi yang ditentukan.
|
|||||||
lenum.shootp = Menembak pada unit/bangunan dengan prediksi kecepatan.
|
lenum.shootp = Menembak pada unit/bangunan dengan prediksi kecepatan.
|
||||||
lenum.config = Pengaturan bangunan, misalnya menyortir barang.
|
lenum.config = Pengaturan bangunan, misalnya menyortir barang.
|
||||||
lenum.enabled = Menentukan aktif tidaknya suatu blok.
|
lenum.enabled = Menentukan aktif tidaknya suatu blok.
|
||||||
|
laccess.currentammotype = Current ammo item/liquid of a turret.
|
||||||
|
|
||||||
laccess.color = Warna lampu.
|
laccess.color = Warna lampu.
|
||||||
laccess.controller = Pengendali unit. Jika dikendalikan prosesor, mengembalikan prosesor.\nJika unit dalam barisan, mengembalikan leader.\nSebaliknya, mengembalikan unit itu sendiri.
|
laccess.controller = Pengendali unit. Jika dikendalikan prosesor, mengembalikan prosesor.\nJika unit dalam barisan, mengembalikan leader.\nSebaliknya, mengembalikan unit itu sendiri.
|
||||||
@@ -2503,7 +2558,7 @@ lenum.payenter = Masuk/mendarat pada blok muatan yang saat ini unit sedang berdi
|
|||||||
lenum.flag = Tanda numerik unit.
|
lenum.flag = Tanda numerik unit.
|
||||||
lenum.mine = Menambang pada sebuah posisi.
|
lenum.mine = Menambang pada sebuah posisi.
|
||||||
lenum.build = Membangun sebuah sttruktur.
|
lenum.build = Membangun sebuah sttruktur.
|
||||||
lenum.getblock = Mengambil bangunan dan tipenya pada koordinat tertentu.\nUnit harus ada dalam jangkauan tersebut.\nBentuk padat yang bukan merupakan bangunan akan memiliki tipe [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 = Memeriksa apakah unit di dekat suatu posisi.
|
lenum.within = Memeriksa apakah unit di dekat suatu posisi.
|
||||||
lenum.boost = Mulai/berhenti mempercepat.
|
lenum.boost = Mulai/berhenti mempercepat.
|
||||||
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.
|
||||||
|
|||||||
@@ -437,6 +437,11 @@ 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
|
||||||
@@ -493,6 +498,7 @@ 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
|
||||||
@@ -580,6 +586,7 @@ 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
|
||||||
@@ -602,7 +609,9 @@ filter.option.floor2 = Terreno Secondario
|
|||||||
filter.option.threshold2 = Soglia Secondaria
|
filter.option.threshold2 = Soglia Secondaria
|
||||||
filter.option.radius = Raggio
|
filter.option.radius = Raggio
|
||||||
filter.option.percentile = Percentuale
|
filter.option.percentile = Percentuale
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
filter.option.code = Code
|
||||||
|
filter.option.loop = Loop
|
||||||
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.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
|
||||||
locales.addtoother = Add To Other Locales
|
locales.addtoother = Add To Other Locales
|
||||||
@@ -674,6 +683,7 @@ marker.shape.name = Forma
|
|||||||
marker.text.name = Testo
|
marker.text.name = Testo
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
marker.background = Sfondo
|
marker.background = Sfondo
|
||||||
marker.outline = Outline
|
marker.outline = Outline
|
||||||
objective.research = [accent]Ricerca:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Ricerca:\n[]{0}[lightgray]{1}
|
||||||
@@ -721,7 +731,7 @@ error.any = Errore di rete sconosciuto.
|
|||||||
error.bloom = Errore dell'avvio delle shaders.\nIl tuo dispositivo potrebbe non supportarle.
|
error.bloom = Errore dell'avvio delle shaders.\nIl tuo dispositivo potrebbe non supportarle.
|
||||||
|
|
||||||
weather.rain.name = Pioggia
|
weather.rain.name = Pioggia
|
||||||
weather.snow.name = Neve
|
weather.snowing.name = Neve
|
||||||
weather.sandstorm.name = Tempesta di Sabbia
|
weather.sandstorm.name = Tempesta di Sabbia
|
||||||
weather.sporestorm.name = Tempesta di Spore
|
weather.sporestorm.name = Tempesta di Spore
|
||||||
weather.fog.name = Nebbia
|
weather.fog.name = Nebbia
|
||||||
@@ -758,6 +768,7 @@ sector.missingresources = [scarlet]Risorse del Nucleo Insufficienti
|
|||||||
sector.attacked = Settore [accent]{0}[white] sotto attacco!
|
sector.attacked = Settore [accent]{0}[white] sotto attacco!
|
||||||
sector.lost = Settore [accent]{0}[white] perso!
|
sector.lost = Settore [accent]{0}[white] perso!
|
||||||
sector.capture = Sector [accent]{0}[white]Captured!
|
sector.capture = Sector [accent]{0}[white]Captured!
|
||||||
|
sector.capture.current = Sector Captured!
|
||||||
sector.changeicon = Cambia icona
|
sector.changeicon = Cambia icona
|
||||||
sector.noswitch.title = Impossibile cambiare settore
|
sector.noswitch.title = Impossibile cambiare settore
|
||||||
sector.noswitch = Non puoi cambiare settore mentre sei sotto attacco.\n\nSectore: [accent]{0}[] on [accent]{1}[]
|
sector.noswitch = Non puoi cambiare settore mentre sei sotto attacco.\n\nSectore: [accent]{0}[] on [accent]{1}[]
|
||||||
@@ -966,6 +977,7 @@ 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
|
||||||
@@ -976,17 +988,46 @@ stat.immunities = Immunità
|
|||||||
stat.healing = Rigenerazione
|
stat.healing = Rigenerazione
|
||||||
|
|
||||||
ability.forcefield = Campo di Forza
|
ability.forcefield = Campo di Forza
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = Campo Riparativo
|
ability.repairfield = Campo Riparativo
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = Campo di Stato
|
ability.statusfield = Campo di Stato
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = Fabbrica
|
ability.unitspawn = Fabbrica
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Campo di Rigenerazione Scudo
|
ability.shieldregenfield = Campo di Rigenerazione Scudo
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Movimento Fulminante
|
ability.movelightning = Movimento Fulminante
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Shield Arc
|
ability.shieldarc = Shield Arc
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Regen Suppression Field
|
ability.suppressionfield = Regen Suppression Field
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Campo energetico
|
ability.energyfield = Campo energetico
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = Concesso solo il deposito al nucleo
|
bar.onlycoredeposit = Concesso solo il deposito al nucleo
|
||||||
|
|
||||||
@@ -1063,6 +1104,7 @@ 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
|
||||||
@@ -1072,6 +1114,8 @@ 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
|
||||||
@@ -1183,15 +1227,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = 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.rebuild_select.name = Rebuild Region
|
keybind.rebuild_select.name = Rebuild Region
|
||||||
keybind.schematic_select.name = Seleziona Regione
|
keybind.schematic_select.name = Seleziona Regione
|
||||||
keybind.schematic_menu.name = Menu Schematica
|
keybind.schematic_menu.name = Menu Schematica
|
||||||
@@ -1267,7 +1312,10 @@ 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
|
||||||
@@ -1289,6 +1337,7 @@ rules.unitdamagemultiplier = Moltiplicatore Danno Unità
|
|||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.solarmultiplier = Moltiplicatore energia solare
|
rules.solarmultiplier = Moltiplicatore energia solare
|
||||||
rules.unitcapvariable = Cores Contribute To Unit Cap
|
rules.unitcapvariable = Cores Contribute To Unit Cap
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Base Unit Cap
|
rules.unitcap = Base Unit Cap
|
||||||
rules.limitarea = Limite dimensioni mappa
|
rules.limitarea = Limite dimensioni mappa
|
||||||
rules.enemycorebuildradius = Raggio di protezione del Nucleo Nemico dalle costruzioni:[lightgray] (blocchi)
|
rules.enemycorebuildradius = Raggio di protezione del Nucleo Nemico dalle costruzioni:[lightgray] (blocchi)
|
||||||
@@ -1321,6 +1370,8 @@ rules.weather = Meteo
|
|||||||
rules.weather.frequency = Frequenza:
|
rules.weather.frequency = Frequenza:
|
||||||
rules.weather.always = sempre
|
rules.weather.always = sempre
|
||||||
rules.weather.duration = Durata:
|
rules.weather.duration = Durata:
|
||||||
|
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.
|
||||||
|
|
||||||
content.item.name = Oggetti
|
content.item.name = Oggetti
|
||||||
content.liquid.name = Liquidi
|
content.liquid.name = Liquidi
|
||||||
@@ -1543,6 +1594,7 @@ block.inverted-sorter.name = Filtro Inverso
|
|||||||
block.message.name = Messaggio
|
block.message.name = Messaggio
|
||||||
block.reinforced-message.name = Reinforced Message
|
block.reinforced-message.name = Reinforced Message
|
||||||
block.world-message.name = World Message
|
block.world-message.name = World Message
|
||||||
|
block.world-switch.name = World Switch
|
||||||
block.illuminator.name = Lanterna
|
block.illuminator.name = Lanterna
|
||||||
block.overflow-gate.name = Separatore per Eccesso
|
block.overflow-gate.name = Separatore per Eccesso
|
||||||
block.underflow-gate.name = Separatore per Eccesso Inverso
|
block.underflow-gate.name = Separatore per Eccesso Inverso
|
||||||
@@ -2253,7 +2305,7 @@ unit.emanate.description = Costruisce strutture per difendere il nucleo dell'Acr
|
|||||||
lst.read = Leggi un numero da una cella di memoria collegata.
|
lst.read = Leggi un numero da una cella di memoria collegata.
|
||||||
lst.write = Scrivi un numero in una cella di memoria collegata.
|
lst.write = Scrivi un numero in una cella di memoria collegata.
|
||||||
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
||||||
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
||||||
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
||||||
@@ -2276,6 +2328,8 @@ lst.getblock = Get tile data at any location.
|
|||||||
lst.setblock = Set tile data at any location.
|
lst.setblock = Set tile data at any location.
|
||||||
lst.spawnunit = Spawn unit at a location.
|
lst.spawnunit = Spawn unit at a location.
|
||||||
lst.applystatus = Apply or clear a status effect from a uniut.
|
lst.applystatus = Apply or clear a status effect from a uniut.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
||||||
lst.explosion = Create an explosion at a location.
|
lst.explosion = Create an explosion at a location.
|
||||||
lst.setrate = Set processor execution speed in instructions/tick.
|
lst.setrate = Set processor execution speed in instructions/tick.
|
||||||
@@ -2334,6 +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.
|
||||||
@@ -2457,7 +2512,7 @@ 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.
|
||||||
|
|||||||
@@ -439,6 +439,11 @@ 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
|
||||||
@@ -495,6 +500,7 @@ 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
|
||||||
@@ -583,6 +589,7 @@ 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
|
||||||
@@ -606,7 +613,9 @@ filter.option.floor2 = 2番目の地面
|
|||||||
filter.option.threshold2 = 2番目の閾値
|
filter.option.threshold2 = 2番目の閾値
|
||||||
filter.option.radius = 半径
|
filter.option.radius = 半径
|
||||||
filter.option.percentile = パーセンタイル
|
filter.option.percentile = パーセンタイル
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
filter.option.code = Code
|
||||||
|
filter.option.loop = Loop
|
||||||
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.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
|
||||||
locales.addtoother = Add To Other Locales
|
locales.addtoother = Add To Other Locales
|
||||||
@@ -678,6 +687,7 @@ marker.shape.name = 図形
|
|||||||
marker.text.name = 文章
|
marker.text.name = 文章
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
marker.background = 背景
|
marker.background = 背景
|
||||||
marker.outline = 輪郭
|
marker.outline = 輪郭
|
||||||
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
||||||
@@ -725,7 +735,7 @@ error.any = 不明なネットワークエラーです。
|
|||||||
error.bloom = ブルームの初期化に失敗しました。\n恐らくあなたのデバイスではブルームがサポートされていません。
|
error.bloom = ブルームの初期化に失敗しました。\n恐らくあなたのデバイスではブルームがサポートされていません。
|
||||||
|
|
||||||
weather.rain.name = 雨
|
weather.rain.name = 雨
|
||||||
weather.snow.name = 雪
|
weather.snowing.name = 雪
|
||||||
weather.sandstorm.name = 砂嵐
|
weather.sandstorm.name = 砂嵐
|
||||||
weather.sporestorm.name = 胞子嵐
|
weather.sporestorm.name = 胞子嵐
|
||||||
weather.fog.name = 霧
|
weather.fog.name = 霧
|
||||||
@@ -762,6 +772,7 @@ sector.missingresources = [scarlet]資源が足りません
|
|||||||
sector.attacked = セクター [accent]{0}[white] が攻撃を受けています!
|
sector.attacked = セクター [accent]{0}[white] が攻撃を受けています!
|
||||||
sector.lost = セクター [accent]{0}[white] 喪失!
|
sector.lost = セクター [accent]{0}[white] 喪失!
|
||||||
sector.capture = Sector [accent]{0}[white]Captured!
|
sector.capture = Sector [accent]{0}[white]Captured!
|
||||||
|
sector.capture.current = Sector Captured!
|
||||||
sector.changeicon = アイコンを変更
|
sector.changeicon = アイコンを変更
|
||||||
sector.noswitch.title = セクターを切り替えることができません
|
sector.noswitch.title = セクターを切り替えることができません
|
||||||
sector.noswitch = 既存のセクターが攻撃を受けている間は、セクターを切り替えることはできません。\n\nセクター: [accent]{0}[] on [accent]{1}[]
|
sector.noswitch = 既存のセクターが攻撃を受けている間は、セクターを切り替えることはできません。\n\nセクター: [accent]{0}[] on [accent]{1}[]
|
||||||
@@ -972,6 +983,7 @@ 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
|
||||||
@@ -982,17 +994,46 @@ stat.immunities = 耐性
|
|||||||
stat.healing = 治癒
|
stat.healing = 治癒
|
||||||
|
|
||||||
ability.forcefield = フォースフィールド
|
ability.forcefield = フォースフィールド
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = リペアフィールド
|
ability.repairfield = リペアフィールド
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = ステータスフィールド
|
ability.statusfield = ステータスフィールド
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = 生産
|
ability.unitspawn = 生産
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = シールドリペアフィールド
|
ability.shieldregenfield = シールドリペアフィールド
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = ムーブメントライトニング
|
ability.movelightning = ムーブメントライトニング
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = シールドアーク
|
ability.shieldarc = シールドアーク
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = リジェネ抑制フィールド
|
ability.suppressionfield = リジェネ抑制フィールド
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = エネルギー範囲
|
ability.energyfield = エネルギー範囲
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = コアにのみ搬入できます。
|
bar.onlycoredeposit = コアにのみ搬入できます。
|
||||||
|
|
||||||
@@ -1069,6 +1110,7 @@ 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
|
||||||
@@ -1078,6 +1120,8 @@ 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 = 影
|
setting.shadows.name = 影
|
||||||
@@ -1189,15 +1233,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = 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.rebuild_select.name = リージョンの再構築
|
keybind.rebuild_select.name = リージョンの再構築
|
||||||
keybind.schematic_select.name = 範囲選択
|
keybind.schematic_select.name = 範囲選択
|
||||||
keybind.schematic_menu.name = 設計図メニュー
|
keybind.schematic_menu.name = 設計図メニュー
|
||||||
@@ -1273,7 +1318,10 @@ 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
|
||||||
@@ -1295,6 +1343,7 @@ rules.unitdamagemultiplier = ユニットのダメージ倍率
|
|||||||
rules.unitcrashdamagemultiplier = ユニットの衝突ダメージ倍率
|
rules.unitcrashdamagemultiplier = ユニットの衝突ダメージ倍率
|
||||||
rules.solarmultiplier = 太陽光の倍率
|
rules.solarmultiplier = 太陽光の倍率
|
||||||
rules.unitcapvariable = コア数によってユニット上限を変動
|
rules.unitcapvariable = コア数によってユニット上限を変動
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = 基礎ユニット上限数
|
rules.unitcap = 基礎ユニット上限数
|
||||||
rules.limitarea = マップエリアを制限
|
rules.limitarea = マップエリアを制限
|
||||||
rules.enemycorebuildradius = 敵コア周辺の建設禁止区域の半径:[lightgray] (タイル)
|
rules.enemycorebuildradius = 敵コア周辺の建設禁止区域の半径:[lightgray] (タイル)
|
||||||
@@ -1327,6 +1376,8 @@ rules.weather = 気象
|
|||||||
rules.weather.frequency = 頻度:
|
rules.weather.frequency = 頻度:
|
||||||
rules.weather.always = 常時
|
rules.weather.always = 常時
|
||||||
rules.weather.duration = 継続時間:
|
rules.weather.duration = 継続時間:
|
||||||
|
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.
|
||||||
|
|
||||||
content.item.name = アイテム
|
content.item.name = アイテム
|
||||||
content.liquid.name = 液体
|
content.liquid.name = 液体
|
||||||
@@ -1546,6 +1597,7 @@ block.inverted-sorter.name = 反転ソーター
|
|||||||
block.message.name = メッセージブロック
|
block.message.name = メッセージブロック
|
||||||
block.reinforced-message.name = 強化されたメッセージブロック
|
block.reinforced-message.name = 強化されたメッセージブロック
|
||||||
block.world-message.name = ワールドメッセージブロック
|
block.world-message.name = ワールドメッセージブロック
|
||||||
|
block.world-switch.name = World Switch
|
||||||
block.illuminator.name = イルミネーター
|
block.illuminator.name = イルミネーター
|
||||||
block.overflow-gate.name = オーバーフローゲート
|
block.overflow-gate.name = オーバーフローゲート
|
||||||
block.underflow-gate.name = アンダーフローゲート
|
block.underflow-gate.name = アンダーフローゲート
|
||||||
@@ -2257,7 +2309,7 @@ unit.emanate.description = アクロポリスコアを敵から守ります。\n
|
|||||||
lst.read = リンクされたメモリセルから数値を読み取ります。
|
lst.read = リンクされたメモリセルから数値を読み取ります。
|
||||||
lst.write = リンクされたメモリセルに数値を書き込みます。
|
lst.write = リンクされたメモリセルに数値を書き込みます。
|
||||||
lst.print = メッセージブロックにテキストを追加します。[accent]Print Flush[] を使用するまで何も表示しません。
|
lst.print = メッセージブロックにテキストを追加します。[accent]Print Flush[] を使用するまで何も表示しません。
|
||||||
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = ロジックディスプレイに操作を追加します。[accent]Draw Flush[] を使用するまで何も表示しません。
|
lst.draw = ロジックディスプレイに操作を追加します。[accent]Draw Flush[] を使用するまで何も表示しません。
|
||||||
lst.drawflush = キューに入れられた [accent]Draw[] 操作をディスプレイにフラッシュします。
|
lst.drawflush = キューに入れられた [accent]Draw[] 操作をディスプレイにフラッシュします。
|
||||||
lst.printflush = キューに入れられた [accent]Print[] 操作をメッセージ ブロックにフラッシュします。
|
lst.printflush = キューに入れられた [accent]Print[] 操作をメッセージ ブロックにフラッシュします。
|
||||||
@@ -2280,6 +2332,8 @@ lst.getblock = 任意の座標のタイルの情報を取得します。
|
|||||||
lst.setblock = 任意の座標のタイルの情報を変更します。
|
lst.setblock = 任意の座標のタイルの情報を変更します。
|
||||||
lst.spawnunit = 任意の座標にユニットをスポーンさせます。
|
lst.spawnunit = 任意の座標にユニットをスポーンさせます。
|
||||||
lst.applystatus = ユニットからステータス効果を適用または削除する。
|
lst.applystatus = ユニットからステータス効果を適用または削除する。
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = 任意の座標で発生するウェーブをシミュレーションします。\nウェーブを進めません。
|
lst.spawnwave = 任意の座標で発生するウェーブをシミュレーションします。\nウェーブを進めません。
|
||||||
lst.explosion = ある場所で爆発を起こします。
|
lst.explosion = ある場所で爆発を起こします。
|
||||||
lst.setrate = プロセッサーの実行速度を1命令/tickで設定します。
|
lst.setrate = プロセッサーの実行速度を1命令/tickで設定します。
|
||||||
@@ -2338,6 +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。
|
||||||
@@ -2461,7 +2516,7 @@ 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.
|
||||||
|
|||||||
@@ -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
|
||||||
@@ -263,11 +263,11 @@ 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
|
||||||
@@ -284,8 +284,8 @@ 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.
|
||||||
@@ -348,16 +348,16 @@ 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
|
||||||
@@ -438,6 +438,11 @@ 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
|
||||||
@@ -494,6 +499,7 @@ 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
|
||||||
@@ -583,6 +589,7 @@ 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
|
||||||
@@ -606,7 +613,9 @@ filter.option.floor2 = 2번째 타일
|
|||||||
filter.option.threshold2 = 2번째 경계선
|
filter.option.threshold2 = 2번째 경계선
|
||||||
filter.option.radius = 반경
|
filter.option.radius = 반경
|
||||||
filter.option.percentile = 백분율
|
filter.option.percentile = 백분율
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
filter.option.code = 코드
|
||||||
|
filter.option.loop = 루프
|
||||||
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.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
|
||||||
locales.addtoother = Add To Other Locales
|
locales.addtoother = Add To Other Locales
|
||||||
@@ -678,6 +687,7 @@ marker.shape.name = 도형
|
|||||||
marker.text.name = 문자
|
marker.text.name = 문자
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
marker.background = 배경
|
marker.background = 배경
|
||||||
marker.outline = 외곽선
|
marker.outline = 외곽선
|
||||||
|
|
||||||
@@ -726,12 +736,12 @@ error.any = 알 수 없는 네트워크 오류
|
|||||||
error.bloom = 블룸 그래픽 효과를 적용하지 못했습니다.\n기기가 이 기능을 지원하지 않는 것일 수도 있습니다.
|
error.bloom = 블룸 그래픽 효과를 적용하지 못했습니다.\n기기가 이 기능을 지원하지 않는 것일 수도 있습니다.
|
||||||
|
|
||||||
weather.rain.name = 비
|
weather.rain.name = 비
|
||||||
weather.snow.name = 눈
|
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
|
||||||
@@ -762,7 +772,8 @@ 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 = 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}[]
|
||||||
@@ -799,24 +810,24 @@ 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.
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sector.craters.description = 물이 가득한 이 크레이터에는 옛 전쟁의 유물들이 쌓여있습니다.\n이곳을 탈환하여 강화 유리를 제련하고, 포탑과 드릴에 물을 공급하여 더 강력한 방어선을 구축하여야 합니다.
|
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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.
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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.
|
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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.
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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.
|
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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 파괴의 위험성이 높으니 가능한 한 빨리 방어시설을 구축하십시오. 또한, 적의 공격 주기가 길다고 안심하지 마십시오.
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sector.desolateRift.description = 극도로 위험한 지역입니다. 자원은 풍부하지만, 사용 가능한 공간은 거의 없습니다. 적의 공격 주기가 길지만, 기지가 파괴될 위험이 높으니 가능한 한 빨리 방어시설을 구축하여야 합니다.
|
||||||
sector.nuclearComplex.description = 과거 토륨의 생산, 연구와 처리를 위해 운영되었던 시설입니다. 지금은 그저 폐허로 전락하였지만, 다수의 적이 배치된 지역입니다. 그들은 끊임없이 당신을 공격할 것입니다.\n\n[lightgray]토륨의 다양한 사용법을 연구하고 익히십시오.
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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.
|
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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.
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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.
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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.
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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.[]
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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.
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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.
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sector.navalFortress.description = 적은 자연적으로 요새화된 외딴 섬에 기지를 세웠습니다. 이 전초기지를 파괴하여 적의 발전된 함선 건조 기술을 습득하고 연구하십시오.
|
||||||
sector.onset.name = 시작
|
sector.onset.name = 시작
|
||||||
sector.aegis.name = 보호
|
sector.aegis.name = 보호
|
||||||
sector.lake.name = 호수
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sector.lake.name = 호수
|
||||||
@@ -834,23 +845,23 @@ sector.siege.name = 포위
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sector.crossroads.name = 교차로
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sector.crossroads.name = 교차로
|
||||||
sector.karst.name = 카르스트
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sector.karst.name = 카르스트
|
||||||
sector.origin.name = 근원
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sector.origin.name = 근원
|
||||||
sector.onset.description = 튜토리얼 지역. 아직 목표가 만들어지지 않았습니다. 정보를 더 기다리십시오.
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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.
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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.
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sector.lake.description = 이 지역의 광재 호수는 기체의 활동범위를 크게 제한시킵니다. 호버링 유닛만이 유일한 선택지입니다.\n[accent]함선 재구성기[]를 연구하고 [accent]일루드[]를 가능한 한 빨리 생산하여야 합니다.
|
||||||
sector.intersect.description = 정찰 결과 이 지역은 착륙 직후 여러 방향에서 공격받을 것으로 예측됩니다.\n방어선을 빠르게 구성하고 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 구축하고 가능한 한 빠르게 확장하여야 합니다.\n이 지역의 험난한 지형을 위해서는 [accent]기계[] 기체가 필요할 것입니다.
|
||||||
sector.atlas.description = 이 지역은 각기 다른 지형을 포함하고 있으며, 효과적으로 공격하기 위해서는 다양한 기체가 필요합니다.\n이곳에서 발견된 더 강력한 적의 기지를 통과하기 위해서는 상위 등급의 기체가 필요할 수도 있습니다.\n[accent]전해조[]와 [accent]전차 재조립기[]를 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 생산하여 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
|
||||||
@@ -972,6 +983,7 @@ 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
|
||||||
@@ -982,17 +994,46 @@ stat.immunities = 상태이상 면역
|
|||||||
stat.healing = 회복량
|
stat.healing = 회복량
|
||||||
|
|
||||||
ability.forcefield = 보호막 필드
|
ability.forcefield = 보호막 필드
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = 수리 필드
|
ability.repairfield = 수리 필드
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = 상태이상 필드
|
ability.statusfield = 상태이상 필드
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = 공장
|
ability.unitspawn = 공장
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = 방어막 복구 필드
|
ability.shieldregenfield = 방어막 복구 필드
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = 가속 전격
|
ability.movelightning = 가속 전격
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = 방어막 아크
|
ability.shieldarc = 방어막 아크
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = 재생성 억제 필드
|
ability.suppressionfield = 재생성 억제 필드
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = 에너지 필드
|
ability.energyfield = 에너지 필드
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = 코어에만 투입할 수 있습니다
|
bar.onlycoredeposit = 코어에만 투입할 수 있습니다
|
||||||
bar.drilltierreq = 더 좋은 드릴 필요
|
bar.drilltierreq = 더 좋은 드릴 필요
|
||||||
@@ -1068,6 +1109,7 @@ 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
|
||||||
@@ -1077,6 +1119,8 @@ 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
|
||||||
@@ -1135,7 +1179,7 @@ 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
|
||||||
@@ -1180,23 +1224,24 @@ 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 = Unit Command: Move
|
keybind.unit_command_move.name = 유닛 제어: 이동
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = 유닛 제어: 수리
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = 유닛 제어: 재건
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = 유닛 제어: 플레이어 지원
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = 유닛 제어: 채굴
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = 유닛 제어: 비행
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = 유닛 제어: 유닛 적재
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = 유닛 제어: 블록 적재
|
||||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = 유닛 제어: 화물 투하
|
||||||
|
keybind.unit_command_enter_payload.name = 유닛 제어: 화물 건물에 착륙/진입
|
||||||
keybind.rebuild_select.name = 지역 재건
|
keybind.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
|
||||||
@@ -1260,22 +1305,25 @@ 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
|
||||||
@@ -1294,6 +1342,7 @@ rules.unitdamagemultiplier = 기체 피해량 배수
|
|||||||
rules.unitcrashdamagemultiplier = 기체 파손 피해량 배수
|
rules.unitcrashdamagemultiplier = 기체 파손 피해량 배수
|
||||||
rules.solarmultiplier = 태양광 전력 배수
|
rules.solarmultiplier = 태양광 전력 배수
|
||||||
rules.unitcapvariable = 코어 기체수 제한 추가
|
rules.unitcapvariable = 코어 기체수 제한 추가
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = 기본 기체 제한
|
rules.unitcap = 기본 기체 제한
|
||||||
rules.limitarea = 맵 영역 제한
|
rules.limitarea = 맵 영역 제한
|
||||||
rules.enemycorebuildradius = 적 코어 건설금지 범위:[lightgray] (타일)
|
rules.enemycorebuildradius = 적 코어 건설금지 범위:[lightgray] (타일)
|
||||||
@@ -1326,6 +1375,8 @@ 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 = 플레이어가 적 건물 근처에 건설 불가 구역을 생성합니다. 만일, 플레이어가 포탑을 건설하고자 할 경우 반경이 증가되어 적 건물이 포탑의 사정거리에 닿지 않게됩니다.
|
||||||
|
rules.onlydepositcore.info = 코어를 제외한 어떠한 건물에도 자원을 투하할 수 없게 만듭니다.
|
||||||
|
|
||||||
content.item.name = 자원
|
content.item.name = 자원
|
||||||
content.liquid.name = 액체
|
content.liquid.name = 액체
|
||||||
@@ -1344,8 +1395,8 @@ 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 = 설금
|
item.surge-alloy.name = 서지 합금
|
||||||
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
|
||||||
@@ -1522,8 +1573,8 @@ 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 벽
|
block.phase-wall.name = 위상 벽
|
||||||
block.phase-wall-large.name = 대형 메타 벽
|
block.phase-wall-large.name = 대형 위상 벽
|
||||||
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 = 문
|
block.door.name = 문
|
||||||
@@ -1545,11 +1596,12 @@ block.inverted-sorter.name = 반전 필터
|
|||||||
block.message.name = 메모 블록
|
block.message.name = 메모 블록
|
||||||
block.reinforced-message.name = 보강된 메모 블록
|
block.reinforced-message.name = 보강된 메모 블록
|
||||||
block.world-message.name = 월드 메모 블록
|
block.world-message.name = 월드 메모 블록
|
||||||
|
block.world-switch.name = World Switch
|
||||||
block.illuminator.name = 조명
|
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 제조기
|
block.phase-weaver.name = 위상 방직기
|
||||||
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
|
||||||
@@ -1559,7 +1611,7 @@ 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
|
||||||
@@ -1587,7 +1639,7 @@ 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
|
||||||
@@ -1599,7 +1651,7 @@ 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
|
||||||
@@ -1611,11 +1663,11 @@ 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 벽
|
block.surge-wall.name = 서지 벽
|
||||||
block.surge-wall-large.name = 큰 설금 벽
|
block.surge-wall-large.name = 큰 서지 벽
|
||||||
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
|
||||||
@@ -1632,10 +1684,10 @@ 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
|
||||||
@@ -1720,15 +1772,15 @@ 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
|
||||||
@@ -1737,8 +1789,8 @@ 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 벽
|
block.reinforced-surge-wall.name = 보강된 서지 벽
|
||||||
block.reinforced-surge-wall-large.name = 보강된 대형 설금 벽
|
block.reinforced-surge-wall-large.name = 보강된 대형 서지 벽
|
||||||
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
|
||||||
@@ -1750,8 +1802,8 @@ 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
|
||||||
@@ -1847,7 +1899,7 @@ 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.
|
||||||
@@ -1902,38 +1954,38 @@ 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. 보강되지 않는 한 구조적으로 약함.
|
item.copper.details = 평범한 구리. 세르플로에 비정상적으로 많이 분포되어 있습니다. 기본적으로 보강하지 않는 한 구조적으로 약합니다.
|
||||||
item.lead.description = 전자 및 액체 수송 블록에서 광범위하게 사용하는 기본 자원입니다.
|
item.lead.description = 전자 및 액체 수송 블록에서 광범위하게 사용하는 기본 자원입니다.
|
||||||
item.lead.details = 밀도가 높으며 반응성이 적은 자원. 배터리에 주로 사용됨.
|
item.lead.details = 밀도가 높으며 반응성이 적은 자원. 배터리에 주로 사용됩니다.
|
||||||
item.metaglass.description = 액체 분배 및 저장에 광범위하게 사용합니다.
|
item.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 형성되었음.
|
item.coal.details = 화석화된 식물 물질. 씨앗이 나오기 훨씬 전에 형성되었습니다.
|
||||||
item.titanium.description = 액체 수송 구조물, 드릴 및 공장에서 광범위하게 사용되는 희귀한 초경량 금속입니다.
|
item.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 있음.
|
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 판단됨. 타 유기체에 치명적인 독가스를 내뿜음. 매우 빠르게 퍼짐. 특정 조건에서 인화성이 매우 높음.
|
item.spore-pod.details = 포자, 합성 생명체로 판단됩니다. 타 유기체에 치명적인 독가스를 내뿜으며. 매우 빠르게 퍼집니다. 특정한 조건에서 인화성이 매우 높습니다.
|
||||||
item.blast-compound.description = 폭탄과 폭발성 탄약에 사용되는 불안정한 화합물입니다.
|
item.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.
|
||||||
@@ -1951,7 +2003,7 @@ 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 웅덩이에서 소각하는 것이 바람직함.
|
liquid.neoplasm.details = 신생물, 진흙과 비슷한 점성을 가졌으며, 통제 불능의 속도로 빠르게 확산되는 합성세포 덩어리 입니다. 고온에 저항력이 있으며, 일반적인 분석으로는 너무나 복잡하고 불안정하여 아직 정확한 행동 양식이나 생태를 확인하지 못 했습니다. 열 저항. 물과 관련된 구조물에는 매우 위험합니다.\n\n 광재 웅덩이에 소각하는 것이 바람직합니다.
|
||||||
|
|
||||||
block.derelict = \ue815 [lightgray]잔해
|
block.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.
|
||||||
@@ -1964,8 +2016,8 @@ 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 설금으로 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.
|
||||||
@@ -1998,9 +2050,9 @@ 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.
|
||||||
@@ -2083,7 +2135,7 @@ 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.
|
||||||
@@ -2120,13 +2172,13 @@ 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 설금을 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.
|
||||||
@@ -2161,7 +2213,7 @@ 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.
|
||||||
@@ -2170,7 +2222,7 @@ 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.
|
||||||
@@ -2256,7 +2308,7 @@ unit.emanate.description = 코어: 도심을 지켜내기 위해 구조물을
|
|||||||
lst.read = 연결된 메모리 셀에서 숫자 읽음
|
lst.read = 연결된 메모리 셀에서 숫자 읽음
|
||||||
lst.write = 연결된 메모리 셀에 숫자 작성
|
lst.write = 연결된 메모리 셀에 숫자 작성
|
||||||
lst.print = 프린트 버퍼에 텍스트 추가\n[accent]Print Flush[]가 사용되기 전까진 아무것도 보여주지 않습니다
|
lst.print = 프린트 버퍼에 텍스트 추가\n[accent]Print Flush[]가 사용되기 전까진 아무것도 보여주지 않습니다
|
||||||
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = 드로잉 버퍼에 실행문 추가\n[accent]Draw Flush[]가 사용되기 전까진 아무것도 보여주지 않습니다
|
lst.draw = 드로잉 버퍼에 실행문 추가\n[accent]Draw Flush[]가 사용되기 전까진 아무것도 보여주지 않습니다
|
||||||
lst.drawflush = 대기중인 [accent]Draw[]실행문을 디스플레이에 출력
|
lst.drawflush = 대기중인 [accent]Draw[]실행문을 디스플레이에 출력
|
||||||
lst.printflush = 대기중인 [accent]Print[]실행문을 메시지 블록에 출력
|
lst.printflush = 대기중인 [accent]Print[]실행문을 메시지 블록에 출력
|
||||||
@@ -2279,6 +2331,8 @@ lst.getblock = 특정 위치의 타일 정보를 불러옴
|
|||||||
lst.setblock = 특정 위치의 타일 정보 설정
|
lst.setblock = 특정 위치의 타일 정보 설정
|
||||||
lst.spawnunit = 특정 위치에 기체 소환
|
lst.spawnunit = 특정 위치에 기체 소환
|
||||||
lst.applystatus = 기체에게 상태이상을 적용하거나 삭제
|
lst.applystatus = 기체에게 상태이상을 적용하거나 삭제
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = 특정 위치에 이전 단계를 실행\n실제 단계가 넘어가지 않습니다
|
lst.spawnwave = 특정 위치에 이전 단계를 실행\n실제 단계가 넘어가지 않습니다
|
||||||
lst.explosion = 특정 위치에 폭발 생성
|
lst.explosion = 특정 위치에 폭발 생성
|
||||||
lst.setrate = 프로세서 실행 속도를 틱당 연산량으로 설정
|
lst.setrate = 프로세서 실행 속도를 틱당 연산량으로 설정
|
||||||
@@ -2339,6 +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.
|
||||||
@@ -2479,7 +2534,7 @@ 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.
|
||||||
|
|||||||
@@ -435,6 +435,11 @@ 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
|
||||||
@@ -490,6 +495,7 @@ 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
|
||||||
@@ -577,6 +583,7 @@ 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
|
||||||
@@ -599,7 +606,9 @@ filter.option.floor2 = Antrasis sluoksnis
|
|||||||
filter.option.threshold2 = Antrasis slenkstis
|
filter.option.threshold2 = Antrasis slenkstis
|
||||||
filter.option.radius = Spindulys
|
filter.option.radius = Spindulys
|
||||||
filter.option.percentile = Procentilė
|
filter.option.percentile = Procentilė
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
filter.option.code = Code
|
||||||
|
filter.option.loop = Loop
|
||||||
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.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
|
||||||
locales.addtoother = Add To Other Locales
|
locales.addtoother = Add To Other Locales
|
||||||
@@ -671,6 +680,7 @@ marker.shape.name = Shape
|
|||||||
marker.text.name = Text
|
marker.text.name = Text
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
marker.background = Background
|
marker.background = Background
|
||||||
marker.outline = Outline
|
marker.outline = Outline
|
||||||
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
||||||
@@ -717,7 +727,7 @@ error.any = Nžinoma tinklo klaida.
|
|||||||
error.bloom = Nepavyko inicijuoti spindėjimo.\nJūsų įrenginys gali nepalaikyti šios funkcijos.
|
error.bloom = Nepavyko inicijuoti spindėjimo.\nJūsų įrenginys gali nepalaikyti šios funkcijos.
|
||||||
|
|
||||||
weather.rain.name = Rain
|
weather.rain.name = Rain
|
||||||
weather.snow.name = Snow
|
weather.snowing.name = Snow
|
||||||
weather.sandstorm.name = Sandstorm
|
weather.sandstorm.name = Sandstorm
|
||||||
weather.sporestorm.name = Sporestorm
|
weather.sporestorm.name = Sporestorm
|
||||||
weather.fog.name = Fog
|
weather.fog.name = Fog
|
||||||
@@ -754,6 +764,7 @@ sector.missingresources = [scarlet]Insufficient Core Resources
|
|||||||
sector.attacked = Sector [accent]{0}[white] under attack!
|
sector.attacked = Sector [accent]{0}[white] under attack!
|
||||||
sector.lost = Sector [accent]{0}[white] lost!
|
sector.lost = Sector [accent]{0}[white] lost!
|
||||||
sector.capture = Sector [accent]{0}[white]Captured!
|
sector.capture = Sector [accent]{0}[white]Captured!
|
||||||
|
sector.capture.current = Sector Captured!
|
||||||
sector.changeicon = Change Icon
|
sector.changeicon = Change Icon
|
||||||
sector.noswitch.title = Unable to Switch Sectors
|
sector.noswitch.title = Unable to Switch Sectors
|
||||||
sector.noswitch = You may not switch sectors while an existing sector is under attack.\n\nSector: [accent]{0}[] on [accent]{1}[]
|
sector.noswitch = You may not switch sectors while an existing sector is under attack.\n\nSector: [accent]{0}[] on [accent]{1}[]
|
||||||
@@ -961,6 +972,7 @@ 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
|
||||||
@@ -971,17 +983,46 @@ stat.immunities = Immunities
|
|||||||
stat.healing = Healing
|
stat.healing = Healing
|
||||||
|
|
||||||
ability.forcefield = Force Field
|
ability.forcefield = Force Field
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = Repair Field
|
ability.repairfield = Repair Field
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = Status Field
|
ability.statusfield = Status Field
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = Factory
|
ability.unitspawn = Factory
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Shield Regen Field
|
ability.shieldregenfield = Shield Regen Field
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Movement Lightning
|
ability.movelightning = Movement Lightning
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Shield Arc
|
ability.shieldarc = Shield Arc
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Regen Suppression Field
|
ability.suppressionfield = Regen Suppression Field
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Energy Field
|
ability.energyfield = Energy Field
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = Only Core Depositing Allowed
|
bar.onlycoredeposit = Only Core Depositing Allowed
|
||||||
|
|
||||||
@@ -1058,6 +1099,7 @@ 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
|
||||||
@@ -1067,6 +1109,8 @@ 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
|
||||||
@@ -1178,15 +1222,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = 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.rebuild_select.name = Rebuild Region
|
keybind.rebuild_select.name = Rebuild Region
|
||||||
keybind.schematic_select.name = Pasirinkite Regioną
|
keybind.schematic_select.name = Pasirinkite Regioną
|
||||||
keybind.schematic_menu.name = Schemų Meniu
|
keybind.schematic_menu.name = Schemų Meniu
|
||||||
@@ -1262,7 +1307,10 @@ 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
|
||||||
@@ -1284,6 +1332,7 @@ rules.unitdamagemultiplier = Vienetų Žalos Daugiklis
|
|||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.solarmultiplier = Solar Power Multiplier
|
rules.solarmultiplier = Solar Power Multiplier
|
||||||
rules.unitcapvariable = Cores Contribute To Unit Cap
|
rules.unitcapvariable = Cores Contribute To Unit Cap
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Base Unit Cap
|
rules.unitcap = Base Unit Cap
|
||||||
rules.limitarea = Limit Map Area
|
rules.limitarea = Limit Map Area
|
||||||
rules.enemycorebuildradius = Nestatymo aplink priešų branduolį spindulys:[lightgray] (blokais)
|
rules.enemycorebuildradius = Nestatymo aplink priešų branduolį spindulys:[lightgray] (blokais)
|
||||||
@@ -1316,6 +1365,8 @@ rules.weather = Weather
|
|||||||
rules.weather.frequency = Frequency:
|
rules.weather.frequency = Frequency:
|
||||||
rules.weather.always = Always
|
rules.weather.always = Always
|
||||||
rules.weather.duration = Duration:
|
rules.weather.duration = Duration:
|
||||||
|
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.
|
||||||
|
|
||||||
content.item.name = Daiktai
|
content.item.name = Daiktai
|
||||||
content.liquid.name = Skysčiai
|
content.liquid.name = Skysčiai
|
||||||
@@ -1533,6 +1584,7 @@ block.inverted-sorter.name = Atbulinis Rūšiuotojas
|
|||||||
block.message.name = Žinutė
|
block.message.name = Žinutė
|
||||||
block.reinforced-message.name = Reinforced Message
|
block.reinforced-message.name = Reinforced Message
|
||||||
block.world-message.name = World Message
|
block.world-message.name = World Message
|
||||||
|
block.world-switch.name = World Switch
|
||||||
block.illuminator.name = Šviestuvas
|
block.illuminator.name = Šviestuvas
|
||||||
block.overflow-gate.name = Perpildymo Užtvara
|
block.overflow-gate.name = Perpildymo Užtvara
|
||||||
block.underflow-gate.name = Neperpildymo Užtvara
|
block.underflow-gate.name = Neperpildymo Užtvara
|
||||||
@@ -2241,7 +2293,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
|
|||||||
lst.read = Read a number from a linked memory cell.
|
lst.read = Read a number from a linked memory cell.
|
||||||
lst.write = Write a number to a linked memory cell.
|
lst.write = Write a number to a linked memory cell.
|
||||||
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
||||||
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
||||||
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
||||||
@@ -2264,6 +2316,8 @@ lst.getblock = Get tile data at any location.
|
|||||||
lst.setblock = Set tile data at any location.
|
lst.setblock = Set tile data at any location.
|
||||||
lst.spawnunit = Spawn unit at a location.
|
lst.spawnunit = Spawn unit at a location.
|
||||||
lst.applystatus = Apply or clear a status effect from a uniut.
|
lst.applystatus = Apply or clear a status effect from a uniut.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
||||||
lst.explosion = Create an explosion at a location.
|
lst.explosion = Create an explosion at a location.
|
||||||
lst.setrate = Set processor execution speed in instructions/tick.
|
lst.setrate = Set processor execution speed in instructions/tick.
|
||||||
@@ -2322,6 +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.
|
||||||
@@ -2445,7 +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.
|
||||||
|
|||||||
@@ -443,6 +443,11 @@ 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
|
||||||
@@ -498,6 +503,7 @@ 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
|
||||||
@@ -586,6 +592,7 @@ 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
|
||||||
@@ -609,7 +616,9 @@ filter.option.floor2 = Secundaire Vloer
|
|||||||
filter.option.threshold2 = Secundaire Drempel
|
filter.option.threshold2 = Secundaire Drempel
|
||||||
filter.option.radius = Straal
|
filter.option.radius = Straal
|
||||||
filter.option.percentile = percentiel
|
filter.option.percentile = percentiel
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
filter.option.code = Code
|
||||||
|
filter.option.loop = Loop
|
||||||
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.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
|
||||||
locales.addtoother = Add To Other Locales
|
locales.addtoother = Add To Other Locales
|
||||||
@@ -682,6 +691,7 @@ marker.shape.name = Vorm
|
|||||||
marker.text.name = Tekst
|
marker.text.name = Tekst
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
marker.background = Achtergrond
|
marker.background = Achtergrond
|
||||||
marker.outline = Omtrek
|
marker.outline = Omtrek
|
||||||
objective.research = [accent]Onderzoek:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Onderzoek:\n[]{0}[lightgray]{1}
|
||||||
@@ -728,7 +738,7 @@ error.any = Onbekende netwerk fout.
|
|||||||
error.bloom = Bloom aanzetten mislukt.\nJe apparaat ondersteunt het waarschijnlijk niet.
|
error.bloom = Bloom aanzetten mislukt.\nJe apparaat ondersteunt het waarschijnlijk niet.
|
||||||
|
|
||||||
weather.rain.name = Regen
|
weather.rain.name = Regen
|
||||||
weather.snow.name = Sneeuw
|
weather.snowing.name = Sneeuw
|
||||||
weather.sandstorm.name = Zandstorm
|
weather.sandstorm.name = Zandstorm
|
||||||
weather.sporestorm.name = Schimmelstorm
|
weather.sporestorm.name = Schimmelstorm
|
||||||
weather.fog.name = Mist
|
weather.fog.name = Mist
|
||||||
@@ -765,6 +775,7 @@ sector.missingresources = [scarlet]Onvoeldoende Materialen in Core
|
|||||||
sector.attacked = Sector [accent]{0}[white] onder vuur!
|
sector.attacked = Sector [accent]{0}[white] onder vuur!
|
||||||
sector.lost = Sector [accent]{0}[white] verloren!
|
sector.lost = Sector [accent]{0}[white] verloren!
|
||||||
sector.capture = Sector [accent]{0}[white]Captured!
|
sector.capture = Sector [accent]{0}[white]Captured!
|
||||||
|
sector.capture.current = Sector Captured!
|
||||||
sector.changeicon = Verander icoon
|
sector.changeicon = Verander icoon
|
||||||
sector.noswitch.title = Kan niet van sector wisselen
|
sector.noswitch.title = Kan niet van sector wisselen
|
||||||
sector.noswitch = Je mag niet van sector wisselen terwijl een bestaande sector wordt aangevallen.\n\nSector: [accent]{0}[] op [accent]{1}[]
|
sector.noswitch = Je mag niet van sector wisselen terwijl een bestaande sector wordt aangevallen.\n\nSector: [accent]{0}[] op [accent]{1}[]
|
||||||
@@ -973,6 +984,7 @@ 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
|
||||||
@@ -983,17 +995,46 @@ stat.immunities = Immuniteiten
|
|||||||
stat.healing = Genezing
|
stat.healing = Genezing
|
||||||
|
|
||||||
ability.forcefield = Krachtveld
|
ability.forcefield = Krachtveld
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = Reparatieveld
|
ability.repairfield = Reparatieveld
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = Statusveld
|
ability.statusfield = Statusveld
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = Fabriek
|
ability.unitspawn = Fabriek
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Schild Regeneratie Veld
|
ability.shieldregenfield = Schild Regeneratie Veld
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Beweging Bliksem
|
ability.movelightning = Beweging Bliksem
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Schild Boog
|
ability.shieldarc = Schild Boog
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Regeneratie Onderdrukkingsveld
|
ability.suppressionfield = Regeneratie Onderdrukkingsveld
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Energieveld
|
ability.energyfield = Energieveld
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = Alleen materialen in de Core toegestaan.
|
bar.onlycoredeposit = Alleen materialen in de Core toegestaan.
|
||||||
|
|
||||||
@@ -1070,6 +1111,7 @@ 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
|
||||||
@@ -1079,6 +1121,8 @@ 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
|
||||||
@@ -1190,15 +1234,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = 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.rebuild_select.name = Herbouw Regio
|
keybind.rebuild_select.name = Herbouw Regio
|
||||||
keybind.schematic_select.name = Selecteer gebied
|
keybind.schematic_select.name = Selecteer gebied
|
||||||
keybind.schematic_menu.name = Ontwerpmenu
|
keybind.schematic_menu.name = Ontwerpmenu
|
||||||
@@ -1274,7 +1319,10 @@ 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
|
||||||
@@ -1296,6 +1344,7 @@ rules.unitdamagemultiplier = Eenheid Schade Vermenigvuldiger
|
|||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.solarmultiplier = Zonne-Energie Vermenigvuldiger
|
rules.solarmultiplier = Zonne-Energie Vermenigvuldiger
|
||||||
rules.unitcapvariable = Cores Dragen Bij Aan Eenheidslimiet
|
rules.unitcapvariable = Cores Dragen Bij Aan Eenheidslimiet
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Bais Eenheidlimiet
|
rules.unitcap = Bais Eenheidlimiet
|
||||||
rules.limitarea = Limiteer Kaart Gebied
|
rules.limitarea = Limiteer Kaart Gebied
|
||||||
rules.enemycorebuildradius = Niet-Bouw Bereik Vijandelijke Cores:[lightgray] (tegels)
|
rules.enemycorebuildradius = Niet-Bouw Bereik Vijandelijke Cores:[lightgray] (tegels)
|
||||||
@@ -1328,6 +1377,8 @@ rules.weather = Weer
|
|||||||
rules.weather.frequency = Frequentie:
|
rules.weather.frequency = Frequentie:
|
||||||
rules.weather.always = Altijd
|
rules.weather.always = Altijd
|
||||||
rules.weather.duration = Duur:
|
rules.weather.duration = Duur:
|
||||||
|
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.
|
||||||
|
|
||||||
content.item.name = Materialen
|
content.item.name = Materialen
|
||||||
content.liquid.name = Vloeistoffen
|
content.liquid.name = Vloeistoffen
|
||||||
@@ -1545,6 +1596,7 @@ block.inverted-sorter.name = Omgekeerder Sorteerder
|
|||||||
block.message.name = Bericht
|
block.message.name = Bericht
|
||||||
block.reinforced-message.name = Gepansterd Bericht
|
block.reinforced-message.name = Gepansterd Bericht
|
||||||
block.world-message.name = Wereldbericht
|
block.world-message.name = Wereldbericht
|
||||||
|
block.world-switch.name = World Switch
|
||||||
block.illuminator.name = Lamp
|
block.illuminator.name = Lamp
|
||||||
block.overflow-gate.name = Overstroom Poort
|
block.overflow-gate.name = Overstroom Poort
|
||||||
block.underflow-gate.name = Onderstroom Poort
|
block.underflow-gate.name = Onderstroom Poort
|
||||||
@@ -2254,7 +2306,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
|
|||||||
lst.read = Read a number from a linked memory cell.
|
lst.read = Read a number from a linked memory cell.
|
||||||
lst.write = Write a number to a linked memory cell.
|
lst.write = Write a number to a linked memory cell.
|
||||||
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
||||||
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
||||||
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
||||||
@@ -2277,6 +2329,8 @@ lst.getblock = Get tile data at any location.
|
|||||||
lst.setblock = Set tile data at any location.
|
lst.setblock = Set tile data at any location.
|
||||||
lst.spawnunit = Spawn unit at a location.
|
lst.spawnunit = Spawn unit at a location.
|
||||||
lst.applystatus = Apply or clear a status effect from a uniut.
|
lst.applystatus = Apply or clear a status effect from a uniut.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
||||||
lst.explosion = Create an explosion at a location.
|
lst.explosion = Create an explosion at a location.
|
||||||
lst.setrate = Set processor execution speed in instructions/tick.
|
lst.setrate = Set processor execution speed in instructions/tick.
|
||||||
@@ -2335,6 +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.
|
||||||
@@ -2458,7 +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.
|
||||||
|
|||||||
@@ -435,6 +435,11 @@ 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
|
||||||
@@ -490,6 +495,7 @@ 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
|
||||||
@@ -577,6 +583,7 @@ 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
|
||||||
@@ -599,7 +606,9 @@ filter.option.floor2 = Secondary Floor
|
|||||||
filter.option.threshold2 = Secondary Threshold
|
filter.option.threshold2 = Secondary Threshold
|
||||||
filter.option.radius = Radius
|
filter.option.radius = Radius
|
||||||
filter.option.percentile = Percentile
|
filter.option.percentile = Percentile
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
filter.option.code = Code
|
||||||
|
filter.option.loop = Loop
|
||||||
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.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
|
||||||
locales.addtoother = Add To Other Locales
|
locales.addtoother = Add To Other Locales
|
||||||
@@ -671,6 +680,7 @@ marker.shape.name = Shape
|
|||||||
marker.text.name = Text
|
marker.text.name = Text
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
marker.background = Background
|
marker.background = Background
|
||||||
marker.outline = Outline
|
marker.outline = Outline
|
||||||
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
||||||
@@ -717,7 +727,7 @@ error.any = Unknown network error.
|
|||||||
error.bloom = Failed to initialize bloom.\nYour device may not support it.
|
error.bloom = Failed to initialize bloom.\nYour device may not support it.
|
||||||
|
|
||||||
weather.rain.name = Rain
|
weather.rain.name = Rain
|
||||||
weather.snow.name = Snow
|
weather.snowing.name = Snow
|
||||||
weather.sandstorm.name = Sandstorm
|
weather.sandstorm.name = Sandstorm
|
||||||
weather.sporestorm.name = Sporestorm
|
weather.sporestorm.name = Sporestorm
|
||||||
weather.fog.name = Fog
|
weather.fog.name = Fog
|
||||||
@@ -754,6 +764,7 @@ sector.missingresources = [scarlet]Insufficient Core Resources
|
|||||||
sector.attacked = Sector [accent]{0}[white] under attack!
|
sector.attacked = Sector [accent]{0}[white] under attack!
|
||||||
sector.lost = Sector [accent]{0}[white] lost!
|
sector.lost = Sector [accent]{0}[white] lost!
|
||||||
sector.capture = Sector [accent]{0}[white]Captured!
|
sector.capture = Sector [accent]{0}[white]Captured!
|
||||||
|
sector.capture.current = Sector Captured!
|
||||||
sector.changeicon = Change Icon
|
sector.changeicon = Change Icon
|
||||||
sector.noswitch.title = Unable to Switch Sectors
|
sector.noswitch.title = Unable to Switch Sectors
|
||||||
sector.noswitch = You may not switch sectors while an existing sector is under attack.\n\nSector: [accent]{0}[] on [accent]{1}[]
|
sector.noswitch = You may not switch sectors while an existing sector is under attack.\n\nSector: [accent]{0}[] on [accent]{1}[]
|
||||||
@@ -961,6 +972,7 @@ 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
|
||||||
@@ -971,17 +983,46 @@ stat.immunities = Immunities
|
|||||||
stat.healing = Healing
|
stat.healing = Healing
|
||||||
|
|
||||||
ability.forcefield = Force Field
|
ability.forcefield = Force Field
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = Repair Field
|
ability.repairfield = Repair Field
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = Status Field
|
ability.statusfield = Status Field
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = Factory
|
ability.unitspawn = Factory
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Shield Regen Field
|
ability.shieldregenfield = Shield Regen Field
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Movement Lightning
|
ability.movelightning = Movement Lightning
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Shield Arc
|
ability.shieldarc = Shield Arc
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Regen Suppression Field
|
ability.suppressionfield = Regen Suppression Field
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Energy Field
|
ability.energyfield = Energy Field
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = Only Core Depositing Allowed
|
bar.onlycoredeposit = Only Core Depositing Allowed
|
||||||
|
|
||||||
@@ -1058,6 +1099,7 @@ 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
|
||||||
@@ -1067,6 +1109,8 @@ 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
|
||||||
@@ -1178,15 +1222,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = 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.rebuild_select.name = Rebuild Region
|
keybind.rebuild_select.name = Rebuild Region
|
||||||
keybind.schematic_select.name = Select Region
|
keybind.schematic_select.name = Select Region
|
||||||
keybind.schematic_menu.name = Schematic Menu
|
keybind.schematic_menu.name = Schematic Menu
|
||||||
@@ -1262,7 +1307,10 @@ 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
|
||||||
@@ -1284,6 +1332,7 @@ rules.unitdamagemultiplier = Unit Damage Multiplier
|
|||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.solarmultiplier = Solar Power Multiplier
|
rules.solarmultiplier = Solar Power Multiplier
|
||||||
rules.unitcapvariable = Cores Contribute To Unit Cap
|
rules.unitcapvariable = Cores Contribute To Unit Cap
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Base Unit Cap
|
rules.unitcap = Base Unit Cap
|
||||||
rules.limitarea = Limit Map Area
|
rules.limitarea = Limit Map Area
|
||||||
rules.enemycorebuildradius = Enemy Core No-Build Radius:[lightgray] (tiles)
|
rules.enemycorebuildradius = Enemy Core No-Build Radius:[lightgray] (tiles)
|
||||||
@@ -1316,6 +1365,8 @@ rules.weather = Weather
|
|||||||
rules.weather.frequency = Frequency:
|
rules.weather.frequency = Frequency:
|
||||||
rules.weather.always = Always
|
rules.weather.always = Always
|
||||||
rules.weather.duration = Duration:
|
rules.weather.duration = Duration:
|
||||||
|
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.
|
||||||
|
|
||||||
content.item.name = Items
|
content.item.name = Items
|
||||||
content.liquid.name = Liquids
|
content.liquid.name = Liquids
|
||||||
@@ -1533,6 +1584,7 @@ block.inverted-sorter.name = Inverted Sorter
|
|||||||
block.message.name = Message
|
block.message.name = Message
|
||||||
block.reinforced-message.name = Reinforced Message
|
block.reinforced-message.name = Reinforced Message
|
||||||
block.world-message.name = World Message
|
block.world-message.name = World Message
|
||||||
|
block.world-switch.name = World Switch
|
||||||
block.illuminator.name = Illuminator
|
block.illuminator.name = Illuminator
|
||||||
block.overflow-gate.name = Overflow Gate
|
block.overflow-gate.name = Overflow Gate
|
||||||
block.underflow-gate.name = Underflow Gate
|
block.underflow-gate.name = Underflow Gate
|
||||||
@@ -2241,7 +2293,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
|
|||||||
lst.read = Read a number from a linked memory cell.
|
lst.read = Read a number from a linked memory cell.
|
||||||
lst.write = Write a number to a linked memory cell.
|
lst.write = Write a number to a linked memory cell.
|
||||||
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
||||||
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
||||||
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
||||||
@@ -2264,6 +2316,8 @@ lst.getblock = Get tile data at any location.
|
|||||||
lst.setblock = Set tile data at any location.
|
lst.setblock = Set tile data at any location.
|
||||||
lst.spawnunit = Spawn unit at a location.
|
lst.spawnunit = Spawn unit at a location.
|
||||||
lst.applystatus = Apply or clear a status effect from a uniut.
|
lst.applystatus = Apply or clear a status effect from a uniut.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
||||||
lst.explosion = Create an explosion at a location.
|
lst.explosion = Create an explosion at a location.
|
||||||
lst.setrate = Set processor execution speed in instructions/tick.
|
lst.setrate = Set processor execution speed in instructions/tick.
|
||||||
@@ -2322,6 +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.
|
||||||
@@ -2445,7 +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.
|
||||||
|
|||||||
@@ -439,6 +439,11 @@ 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
|
||||||
@@ -495,6 +500,7 @@ 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
|
||||||
@@ -582,6 +588,7 @@ 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
|
||||||
@@ -604,7 +611,9 @@ filter.option.floor2 = Druga Podłoga
|
|||||||
filter.option.threshold2 = Drugi Próg
|
filter.option.threshold2 = Drugi Próg
|
||||||
filter.option.radius = Zasięg
|
filter.option.radius = Zasięg
|
||||||
filter.option.percentile = Procent
|
filter.option.percentile = Procent
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
filter.option.code = Code
|
||||||
|
filter.option.loop = Loop
|
||||||
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.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
|
||||||
locales.addtoother = Add To Other Locales
|
locales.addtoother = Add To Other Locales
|
||||||
@@ -676,6 +685,7 @@ marker.shape.name = Figura
|
|||||||
marker.text.name = Tekst
|
marker.text.name = Tekst
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
marker.background = Tło
|
marker.background = Tło
|
||||||
marker.outline = Kontur
|
marker.outline = Kontur
|
||||||
objective.research = [accent]Zbadaj:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Zbadaj:\n[]{0}[lightgray]{1}
|
||||||
@@ -723,7 +733,7 @@ error.any = Nieznany błąd sieci.
|
|||||||
error.bloom = Nie udało się załadować funkcji bloom.\nTwoje urządzenie może nie wspierać tej funkcji.
|
error.bloom = Nie udało się załadować funkcji bloom.\nTwoje urządzenie może nie wspierać tej funkcji.
|
||||||
|
|
||||||
weather.rain.name = Deszcz
|
weather.rain.name = Deszcz
|
||||||
weather.snow.name = Śnieg
|
weather.snowing.name = Śnieg
|
||||||
weather.sandstorm.name = Burza piaskowa
|
weather.sandstorm.name = Burza piaskowa
|
||||||
weather.sporestorm.name = Burza zarodników
|
weather.sporestorm.name = Burza zarodników
|
||||||
weather.fog.name = Mgła
|
weather.fog.name = Mgła
|
||||||
@@ -760,6 +770,7 @@ sector.missingresources = [scarlet]Niewystarczające Zasoby Rdzenia
|
|||||||
sector.attacked = Sektor [accent]{0}[white] jest atakowany!
|
sector.attacked = Sektor [accent]{0}[white] jest atakowany!
|
||||||
sector.lost = Sektor [accent]{0}[white] został stracony!
|
sector.lost = Sektor [accent]{0}[white] został stracony!
|
||||||
sector.capture = Sector [accent]{0}[white]Captured!
|
sector.capture = Sector [accent]{0}[white]Captured!
|
||||||
|
sector.capture.current = Sector Captured!
|
||||||
sector.changeicon = Zmień Ikonę
|
sector.changeicon = Zmień Ikonę
|
||||||
sector.noswitch.title = Nie można zmienić sektorów
|
sector.noswitch.title = Nie można zmienić sektorów
|
||||||
sector.noswitch = Nie możesz zmieniać sektorów, gdy istniejący sektor jest atakowany.\n\nSektor: [accent]{0}[] na [accent]{1}[]
|
sector.noswitch = Nie możesz zmieniać sektorów, gdy istniejący sektor jest atakowany.\n\nSektor: [accent]{0}[] na [accent]{1}[]
|
||||||
@@ -970,6 +981,7 @@ 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
|
||||||
@@ -980,17 +992,46 @@ stat.immunities = Odporności
|
|||||||
stat.healing = Leczy
|
stat.healing = Leczy
|
||||||
|
|
||||||
ability.forcefield = Pole Siłowe
|
ability.forcefield = Pole Siłowe
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = Pole Naprawy
|
ability.repairfield = Pole Naprawy
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = Pole Statusu
|
ability.statusfield = Pole Statusu
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = Fabryka Jednostek
|
ability.unitspawn = Fabryka Jednostek
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Strefa Tarczy Regenerującej
|
ability.shieldregenfield = Strefa Tarczy Regenerującej
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Pioruny Poruszania
|
ability.movelightning = Pioruny Poruszania
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Łuk Tarczy
|
ability.shieldarc = Łuk Tarczy
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Pole Tłumienia Regeneracji
|
ability.suppressionfield = Pole Tłumienia Regeneracji
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Pole Energii
|
ability.energyfield = Pole Energii
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Ten sam typ leczenia: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Maksymalne cele: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneracja
|
ability.regen = Regeneracja
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = Dozwolone jest tylko przeniesienie z rdzenia
|
bar.onlycoredeposit = Dozwolone jest tylko przeniesienie z rdzenia
|
||||||
|
|
||||||
@@ -1067,6 +1108,7 @@ 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
|
||||||
@@ -1076,6 +1118,8 @@ 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
|
||||||
@@ -1187,15 +1231,16 @@ keybind.unit_stance_hold_fire.name = Wstrzymaj ogień
|
|||||||
keybind.unit_stance_pursue_target.name = Goń Cel
|
keybind.unit_stance_pursue_target.name = Goń Cel
|
||||||
keybind.unit_stance_patrol.name = Patroluj
|
keybind.unit_stance_patrol.name = Patroluj
|
||||||
keybind.unit_stance_ram.name = Taranuj
|
keybind.unit_stance_ram.name = Taranuj
|
||||||
keybind.unit_command_move = Porusz
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Naprawiaj
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Odbudowywuj
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Asystuj
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Kop
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Przyspieszaj
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Załaduj jednostki
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Załaduj Bloki
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = Rozładuj Ładunek
|
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
||||||
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.rebuild_select.name = Odbuduj Region
|
keybind.rebuild_select.name = Odbuduj Region
|
||||||
keybind.schematic_select.name = Wybierz Region
|
keybind.schematic_select.name = Wybierz Region
|
||||||
keybind.schematic_menu.name = Menu Schematów
|
keybind.schematic_menu.name = Menu Schematów
|
||||||
@@ -1271,7 +1316,10 @@ 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
|
||||||
@@ -1293,6 +1341,7 @@ rules.unitdamagemultiplier = Mnożnik Obrażeń jednostek
|
|||||||
rules.unitcrashdamagemultiplier = Obrażenia Zadawane Po Zniszczeniu
|
rules.unitcrashdamagemultiplier = Obrażenia Zadawane Po Zniszczeniu
|
||||||
rules.solarmultiplier = Mnożnik Mocy Paneli Słonecznych
|
rules.solarmultiplier = Mnożnik Mocy Paneli Słonecznych
|
||||||
rules.unitcapvariable = Rdzenie mają wpływ na limit jednostek
|
rules.unitcapvariable = Rdzenie mają wpływ na limit jednostek
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Podstawowy limit jednostek
|
rules.unitcap = Podstawowy limit jednostek
|
||||||
rules.limitarea = Limit Obszaru Mapy
|
rules.limitarea = Limit Obszaru Mapy
|
||||||
rules.enemycorebuildradius = Zasięg Blokady Budowy Przy Rdzeniu Wroga:[lightgray] (kratki)
|
rules.enemycorebuildradius = Zasięg Blokady Budowy Przy Rdzeniu Wroga:[lightgray] (kratki)
|
||||||
@@ -1325,6 +1374,8 @@ rules.weather = Pogoda
|
|||||||
rules.weather.frequency = Częstotliwość:
|
rules.weather.frequency = Częstotliwość:
|
||||||
rules.weather.always = Zawsze
|
rules.weather.always = Zawsze
|
||||||
rules.weather.duration = Czas trwania:
|
rules.weather.duration = Czas trwania:
|
||||||
|
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.
|
||||||
|
|
||||||
content.item.name = Przedmioty
|
content.item.name = Przedmioty
|
||||||
content.liquid.name = Płyny
|
content.liquid.name = Płyny
|
||||||
@@ -1552,6 +1603,7 @@ block.inverted-sorter.name = Odwrotny Sortownik
|
|||||||
block.message.name = Wiadomość
|
block.message.name = Wiadomość
|
||||||
block.reinforced-message.name = Wzmocniona Wiadomość
|
block.reinforced-message.name = Wzmocniona Wiadomość
|
||||||
block.world-message.name = World Message
|
block.world-message.name = World Message
|
||||||
|
block.world-switch.name = World Switch
|
||||||
block.illuminator.name = Rozświetlacz
|
block.illuminator.name = Rozświetlacz
|
||||||
block.overflow-gate.name = Brama Przepełnieniowa
|
block.overflow-gate.name = Brama Przepełnieniowa
|
||||||
block.underflow-gate.name = Brama Niedomiaru
|
block.underflow-gate.name = Brama Niedomiaru
|
||||||
@@ -2275,7 +2327,7 @@ unit.emanate.description = Lotnicza jednostka aministracyjna zdolna do wydobycia
|
|||||||
lst.read = Wczytuje liczbę z połączonej komórki pamięci.
|
lst.read = Wczytuje liczbę z połączonej komórki pamięci.
|
||||||
lst.write = Zapisuje liczbę do połączonej komórki pamięci.
|
lst.write = Zapisuje liczbę do połączonej komórki pamięci.
|
||||||
lst.print = Dodaje tekst do buforu drukującego.\nNie wyświetla niczego dopóki [accent]Print Flush[] nie jest użyte.
|
lst.print = Dodaje tekst do buforu drukującego.\nNie wyświetla niczego dopóki [accent]Print Flush[] nie jest użyte.
|
||||||
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Dodaje operacje do buforu rysującego.\nNie wyświetla niczego dopóki [accent]Draw Flush[] nie jest użyte.
|
lst.draw = Dodaje operacje do buforu rysującego.\nNie wyświetla niczego dopóki [accent]Draw Flush[] nie jest użyte.
|
||||||
lst.drawflush = Wyświetla oczekujące operacje z funkcji [accent]Draw[] na wyświetlaczu.
|
lst.drawflush = Wyświetla oczekujące operacje z funkcji [accent]Draw[] na wyświetlaczu.
|
||||||
lst.printflush = Dodaje oczekujące operacje z funkcji [accent]Print[] do bloku wiadomości.
|
lst.printflush = Dodaje oczekujące operacje z funkcji [accent]Print[] do bloku wiadomości.
|
||||||
@@ -2298,6 +2350,8 @@ lst.getblock = Uzyskaj dane dla dowolnej lokalizacji.
|
|||||||
lst.setblock = Ustaw dane dla dowolnej lokalizacji.
|
lst.setblock = Ustaw dane dla dowolnej lokalizacji.
|
||||||
lst.spawnunit = Odródź jednostkę w lokalizacji.
|
lst.spawnunit = Odródź jednostkę w lokalizacji.
|
||||||
lst.applystatus = Zastosuj lub wyczyść efekty statusu jednostki.
|
lst.applystatus = Zastosuj lub wyczyść efekty statusu jednostki.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Symuluj falę odradzającą się w dowolnym miejscu.\nNie zwiększy licznika fali.
|
lst.spawnwave = Symuluj falę odradzającą się w dowolnym miejscu.\nNie zwiększy licznika fali.
|
||||||
lst.explosion = Stwórz eksplozję w lokalizacji.
|
lst.explosion = Stwórz eksplozję w lokalizacji.
|
||||||
lst.setrate = Ustaw szybkość wykonywania procesora w instrukcjach/tick.
|
lst.setrate = Ustaw szybkość wykonywania procesora w instrukcjach/tick.
|
||||||
@@ -2358,6 +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.
|
||||||
@@ -2498,7 +2553,7 @@ 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.
|
||||||
|
|||||||
@@ -41,16 +41,16 @@ be.ignore = Ignorar
|
|||||||
be.noupdates = Nenhuma atualização encontrada.
|
be.noupdates = Nenhuma atualização encontrada.
|
||||||
be.check = Checar por atualizações
|
be.check = Checar por atualizações
|
||||||
|
|
||||||
mods.browser = Mod Browser
|
mods.browser = Navegador de mods
|
||||||
mods.browser.selected = Mod selecionado
|
mods.browser.selected = Mod selecionado
|
||||||
mods.browser.add = Instalar
|
mods.browser.add = Instalar
|
||||||
mods.browser.reinstall = Reinstalar
|
mods.browser.reinstall = Reinstalar
|
||||||
mods.browser.view-releases = View Releases
|
mods.browser.view-releases = Ver versões
|
||||||
mods.browser.noreleases = [scarlet]Nenhum lançamento encontrado\n[accent]Não foi possível encontrar nenhum lançamento para este mod. Verifique se o repositório do mod tem algum lançamento publicado.
|
mods.browser.noreleases = [scarlet]Nenhuma versão encontrada\n[accent]Não foi possível encontrar nenhuma versão do mod. Veja se o repositório do mod possui alguma versão publicada.
|
||||||
mods.browser.latest = <Latest>
|
mods.browser.latest = <Mais recente>
|
||||||
mods.browser.releases = Releases
|
mods.browser.releases = Versões
|
||||||
mods.github.open = Repositório
|
mods.github.open = Repositório
|
||||||
mods.github.open-release = Release Page
|
mods.github.open-release = Página da versão
|
||||||
mods.browser.sortdate = Ordenar por mais recente
|
mods.browser.sortdate = Ordenar por mais recente
|
||||||
mods.browser.sortstars = Ordenar por estrelas
|
mods.browser.sortstars = Ordenar por estrelas
|
||||||
|
|
||||||
@@ -146,9 +146,9 @@ mod.multiplayer.compatible = [gray]Compatível com Multiplayer
|
|||||||
mod.disable = Desati-\nvar
|
mod.disable = Desati-\nvar
|
||||||
mod.content = Conteúdo:
|
mod.content = Conteúdo:
|
||||||
mod.delete.error = Incapaz de deletar o mod. O arquivo talvez esteja em uso.
|
mod.delete.error = Incapaz de deletar o mod. O arquivo talvez esteja em uso.
|
||||||
mod.incompatiblegame = [red]Outdated Game
|
mod.incompatiblegame = [red]Jogo desatualizado
|
||||||
mod.incompatiblemod = [red]Incompatible
|
mod.incompatiblemod = [red]Incompatível
|
||||||
mod.blacklisted = [red]Unsupported
|
mod.blacklisted = [red]Não suportado
|
||||||
mod.unmetdependencies = [red]Unmet Dependencies
|
mod.unmetdependencies = [red]Unmet Dependencies
|
||||||
mod.erroredcontent = [scarlet]Erros no conteúdo
|
mod.erroredcontent = [scarlet]Erros no conteúdo
|
||||||
mod.circulardependencies = [red]Circular Dependencies
|
mod.circulardependencies = [red]Circular Dependencies
|
||||||
@@ -190,9 +190,9 @@ unlocked = Novo bloco desbloqueado!
|
|||||||
available = Nova pesquisa disponível!
|
available = Nova pesquisa disponível!
|
||||||
unlock.incampaign = < Desbloqueie na campanha para mais detalhes >
|
unlock.incampaign = < Desbloqueie na campanha para mais detalhes >
|
||||||
campaign.select = Selecione a campanha inicial
|
campaign.select = Selecione a campanha inicial
|
||||||
campaign.none = [lightgray]Selecione um planeta para começar.\nEle pode ser alterado a qualquer momento.
|
campaign.none = [lightgray]Selecione um planeta para começar nele.\nVocê pode mudar de planeta a qualquer momento.
|
||||||
campaign.erekir = Conteúdo mais novo e mais polido. Progressão de campanha principalmente linear.\n\nMapas de maior qualidade e experiência geral.
|
campaign.erekir = Novo, conteúdo mais polido. Uma progressão mais linear na campanha.\n\nExperiência geral e mapas de maior qualidade.
|
||||||
campaign.serpulo = Conteúdo mais antigo; a experiência clássica. Mais aberto.\n\nMapas e mecânicas de campanha potencialmente desbalanceados. Menos polido.
|
campaign.serpulo = Conteúdo antigo; a experiência clássica. Mais aberto.\n\nMapas e mecânicas de campanha potencialmente desbalanceados. Menos polido.
|
||||||
completed = [accent]Completado
|
completed = [accent]Completado
|
||||||
techtree = Árvore Tecnológica
|
techtree = Árvore Tecnológica
|
||||||
techtree.select = Seleção de Árvore Tecnológica
|
techtree.select = Seleção de Árvore Tecnológica
|
||||||
@@ -383,8 +383,8 @@ pausebuilding = [accent][[{0}][] para parar a construção
|
|||||||
resumebuilding = [scarlet][[{0}][] para continuar a construção
|
resumebuilding = [scarlet][[{0}][] para continuar a construção
|
||||||
enablebuilding = [scarlet][[{0}][] para habilitar construção
|
enablebuilding = [scarlet][[{0}][] para habilitar construção
|
||||||
showui = Interface escondida.\nPressione [accent][[{0}][] para mostrar a interface.
|
showui = Interface escondida.\nPressione [accent][[{0}][] para mostrar a interface.
|
||||||
commandmode.name = [accent]Command Mode
|
commandmode.name = [accent]Modo de comando
|
||||||
commandmode.nounits = [no units]
|
commandmode.nounits = [nenhuma unidade]
|
||||||
wave = [accent]Horda {0}
|
wave = [accent]Horda {0}
|
||||||
wave.cap = [accent]Horda {0}/{1}
|
wave.cap = [accent]Horda {0}/{1}
|
||||||
wave.waiting = Proxima horda em {0}
|
wave.waiting = Proxima horda em {0}
|
||||||
@@ -439,6 +439,11 @@ 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
|
||||||
@@ -495,6 +500,7 @@ 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
|
||||||
@@ -584,6 +590,7 @@ 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
|
||||||
@@ -607,7 +614,9 @@ filter.option.floor2 = Chão secundário
|
|||||||
filter.option.threshold2 = Margem secundária
|
filter.option.threshold2 = Margem secundária
|
||||||
filter.option.radius = Raio
|
filter.option.radius = Raio
|
||||||
filter.option.percentile = Percentual
|
filter.option.percentile = Percentual
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
filter.option.code = Code
|
||||||
|
filter.option.loop = Loop
|
||||||
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.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
|
||||||
locales.addtoother = Add To Other Locales
|
locales.addtoother = Add To Other Locales
|
||||||
@@ -681,6 +690,7 @@ marker.shape.name = Shape
|
|||||||
marker.text.name = Texto
|
marker.text.name = Texto
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
|
|
||||||
marker.background = Fundo
|
marker.background = Fundo
|
||||||
marker.outline = Contorno
|
marker.outline = Contorno
|
||||||
@@ -731,7 +741,7 @@ error.any = Erro de rede desconhecido.
|
|||||||
error.bloom = Falha ao inicializar bloom.\nSeu dispositivo talvez não o suporte.
|
error.bloom = Falha ao inicializar bloom.\nSeu dispositivo talvez não o suporte.
|
||||||
|
|
||||||
weather.rain.name = Chuva
|
weather.rain.name = Chuva
|
||||||
weather.snow.name = Neve
|
weather.snowing.name = Neve
|
||||||
weather.sandstorm.name = Tempestade de Areia
|
weather.sandstorm.name = Tempestade de Areia
|
||||||
weather.sporestorm.name = Tempestade de Esporos
|
weather.sporestorm.name = Tempestade de Esporos
|
||||||
weather.fog.name = Névoa
|
weather.fog.name = Névoa
|
||||||
@@ -768,6 +778,7 @@ sector.missingresources = [scarlet]Recursos Insuficientes no Núcleo
|
|||||||
sector.attacked = Setor [accent]{0}[white] sob ataque!
|
sector.attacked = Setor [accent]{0}[white] sob ataque!
|
||||||
sector.lost = Setor [accent]{0}[white] perdido!
|
sector.lost = Setor [accent]{0}[white] perdido!
|
||||||
sector.capture = Sector [accent]{0}[white]Captured!
|
sector.capture = Sector [accent]{0}[white]Captured!
|
||||||
|
sector.capture.current = Sector Captured!
|
||||||
sector.changeicon = Trocar Ícone
|
sector.changeicon = Trocar Ícone
|
||||||
sector.noswitch.title = Incapaz de Mudar de Setores
|
sector.noswitch.title = Incapaz de Mudar de Setores
|
||||||
sector.noswitch = Você não pode trocar de setor enquanto um setor existente estiver sob ataque.\n\nSetor: [accent]{0}[] em [accent]{1}[]
|
sector.noswitch = Você não pode trocar de setor enquanto um setor existente estiver sob ataque.\n\nSetor: [accent]{0}[] em [accent]{1}[]
|
||||||
@@ -981,6 +992,7 @@ 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
|
||||||
@@ -991,17 +1003,46 @@ stat.immunities = Imunidades
|
|||||||
stat.healing = Reparo
|
stat.healing = Reparo
|
||||||
|
|
||||||
ability.forcefield = Campo de Força
|
ability.forcefield = Campo de Força
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = Campo de Reparação
|
ability.repairfield = Campo de Reparação
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = Campo de Status
|
ability.statusfield = Campo de Status
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = Fábrica
|
ability.unitspawn = Fábrica
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Raio de Regeneração do Escudo
|
ability.shieldregenfield = Raio de Regeneração do Escudo
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Raio de Movimento
|
ability.movelightning = Raio de Movimento
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Arco do Escudo
|
ability.shieldarc = Arco do Escudo
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Regen Suppression Field
|
ability.suppressionfield = Regen Suppression Field
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Campo de Energia
|
ability.energyfield = Campo de Energia
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = Somente depósito no núcleo permitido
|
bar.onlycoredeposit = Somente depósito no núcleo permitido
|
||||||
bar.drilltierreq = Broca melhor necessária.
|
bar.drilltierreq = Broca melhor necessária.
|
||||||
@@ -1077,6 +1118,7 @@ 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
|
||||||
@@ -1086,6 +1128,8 @@ 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
|
||||||
@@ -1197,15 +1241,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = 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.rebuild_select.name = Rebuild Region
|
keybind.rebuild_select.name = Rebuild Region
|
||||||
keybind.schematic_select.name = Selecionar região
|
keybind.schematic_select.name = Selecionar região
|
||||||
keybind.schematic_menu.name = Menu de Esquemas
|
keybind.schematic_menu.name = Menu de Esquemas
|
||||||
@@ -1281,7 +1326,10 @@ 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
|
||||||
@@ -1303,6 +1351,7 @@ rules.unitdamagemultiplier = Multiplicador de dano de Unidade
|
|||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.solarmultiplier = Multiplicador de Energia Solar
|
rules.solarmultiplier = Multiplicador de Energia Solar
|
||||||
rules.unitcapvariable = Núcleos contribuem para a capacidade da unidade
|
rules.unitcapvariable = Núcleos contribuem para a capacidade da unidade
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Capacidade base da Unidade
|
rules.unitcap = Capacidade base da Unidade
|
||||||
rules.limitarea = Limitar área do mapa
|
rules.limitarea = Limitar área do mapa
|
||||||
rules.enemycorebuildradius = Raio de "não-criação" de núcleo inimigo:[lightgray] (blocos)
|
rules.enemycorebuildradius = Raio de "não-criação" de núcleo inimigo:[lightgray] (blocos)
|
||||||
@@ -1335,6 +1384,8 @@ rules.weather = Clima
|
|||||||
rules.weather.frequency = Frequência:
|
rules.weather.frequency = Frequência:
|
||||||
rules.weather.always = Sempre
|
rules.weather.always = Sempre
|
||||||
rules.weather.duration = Duração:
|
rules.weather.duration = Duração:
|
||||||
|
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.
|
||||||
|
|
||||||
content.item.name = Itens
|
content.item.name = Itens
|
||||||
content.liquid.name = Líquidos
|
content.liquid.name = Líquidos
|
||||||
@@ -1552,6 +1603,7 @@ block.inverted-sorter.name = Ordenador invertido
|
|||||||
block.message.name = Mensagem
|
block.message.name = Mensagem
|
||||||
block.reinforced-message.name = Reinforced Message
|
block.reinforced-message.name = Reinforced Message
|
||||||
block.world-message.name = World Message
|
block.world-message.name = World Message
|
||||||
|
block.world-switch.name = World Switch
|
||||||
block.illuminator.name = Iluminador
|
block.illuminator.name = Iluminador
|
||||||
block.overflow-gate.name = Portão de Sobrecarga
|
block.overflow-gate.name = Portão de Sobrecarga
|
||||||
block.underflow-gate.name = Portão de Sobrecarga Invertido
|
block.underflow-gate.name = Portão de Sobrecarga Invertido
|
||||||
@@ -1849,12 +1901,12 @@ hint.research = Use o botão de \ue875 [accent]Pesquisa[] para pesquisar novas t
|
|||||||
hint.research.mobile = Use o botão de \ue875 [accent]Pesquisa[] no \ue88c [accent]Menu[] para pesquisar novas tecnologias.
|
hint.research.mobile = Use o botão de \ue875 [accent]Pesquisa[] no \ue88c [accent]Menu[] para pesquisar novas tecnologias.
|
||||||
hint.unitControl = Segure [accent][[L-ctrl][] e [accent]click[] para controlar suas unidades ou torretas.
|
hint.unitControl = Segure [accent][[L-ctrl][] e [accent]click[] para controlar suas unidades ou torretas.
|
||||||
hint.unitControl.mobile = [accent][[Toque duas vezes][] para controlar suas unidades ou torretas.
|
hint.unitControl.mobile = [accent][[Toque duas vezes][] para controlar suas unidades ou torretas.
|
||||||
hint.unitSelectControl = To control units, enter [accent]command mode[] by holding [accent]L-shift.[]\nWhile in command mode, click and drag to select units. [accent]Right-click[] a location or target to command units there.
|
hint.unitSelectControl = Para controlar unidades, entre no [accent]modo de comando[] segurando [accent]Shift esquerdo.[]\nEnquanto no modo de comando, clique e segure pra selecionar unidades. Clique com o [accent]Botão direito[] em um lugar ou alvo para mandar as unidades para lá.
|
||||||
hint.unitSelectControl.mobile = To control units, enter [accent]command mode[] by pressing the [accent]command[] button in the bottom left.\nWhile in command mode, long-press and drag to select units. Tap a location or target to command units there.
|
hint.unitSelectControl.mobile = Para controlar unidades, entre no [accent]modo de comando[] segurando o botão de [accent]comando[] no canto inferior esquerdo.\nEnquanto no modo de comando, segure e arraste pra selecionar unidades. Toque em algum lugar ou alvo para mandar as unidades para lá.
|
||||||
hint.launch = Quando recursos suficientes forem coletados, você pode [accent]Lançar[] selecionando setores próximos a partir do \ue827 [accent]Mapa[] no canto inferior direito.
|
hint.launch = Quando recursos suficientes forem coletados, você pode [accent]Lançar[] selecionando setores próximos a partir do \ue827 [accent]Mapa[] no canto inferior direito.
|
||||||
hint.launch.mobile = Quando recursos suficientes forem coletados, você pode [accent]Lançar[] selecionando setores próximos a partir do \ue827 [accent]Mapa[] no \ue88c [accent]Menu[].
|
hint.launch.mobile = Quando recursos suficientes forem coletados, você pode [accent]Lançar[] selecionando setores próximos a partir do \ue827 [accent]Mapa[] no \ue88c [accent]Menu[].
|
||||||
hint.schematicSelect = Segure [accent][[F][] e arraste para selecionar blocos para copiar e colar.\n\n[accent][[Middle Click][] para copiar um bloco só.
|
hint.schematicSelect = Segure [accent][[F][] e arraste para selecionar blocos para copiar e colar.\n\n[accent][[Middle Click][] para copiar um bloco só.
|
||||||
hint.rebuildSelect = Hold [accent][[B][] and drag to select destroyed block plans.\nThis will rebuild them automatically.
|
hint.rebuildSelect = Segure [accent][[B][] e arraste para selecionar blocos destruídos.\nIsso irá reconstruí-los automaticamente.
|
||||||
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 = Select the \ue874 copy button, then tap the \ue80f rebuild button and drag to select destroyed block plans.\nThis will rebuild them automatically.
|
||||||
hint.conveyorPathfind = Segure [accent][[L-Ctrl][] enquanto arrasta as esteiras para gerar automaticamente um caminho.
|
hint.conveyorPathfind = Segure [accent][[L-Ctrl][] enquanto arrasta as esteiras para gerar automaticamente um caminho.
|
||||||
hint.conveyorPathfind.mobile = Ative o \ue844 [accent]modo diagonal[] e arraste as esteiras para gerar automaticamente um caminho.
|
hint.conveyorPathfind.mobile = Ative o \ue844 [accent]modo diagonal[] e arraste as esteiras para gerar automaticamente um caminho.
|
||||||
@@ -1872,53 +1924,53 @@ hint.presetDifficulty = Esse setor tem um [scarlet]alto nível de ameaça inimig
|
|||||||
hint.coreIncinerate = Depois que o núcleo ter recebido até a capacidade máxima de um item, qualquer item do mesmo tipo que ele receber será [accent]incinerado[].
|
hint.coreIncinerate = Depois que o núcleo ter recebido até a capacidade máxima de um item, qualquer item do mesmo tipo que ele receber será [accent]incinerado[].
|
||||||
hint.factoryControl = Para definir a [accent]o local de saída[] de uma fábrica de unidades, clique em uma fábrica enquanto estiver no modo de comando, depois clique com o botão direito em um local.\nAs unidades produzidas por ela se moverão automaticamente para lá.
|
hint.factoryControl = Para definir a [accent]o local de saída[] de uma fábrica de unidades, clique em uma fábrica enquanto estiver no modo de comando, depois clique com o botão direito em um local.\nAs unidades produzidas por ela se moverão automaticamente para lá.
|
||||||
hint.factoryControl.mobile = Para definir a [accent]o local de saída[] de uma fábrica de unidades, toque em uma fábrica enquanto estiver no modo de comando, depois toque em um local.\nAs unidades produzidas por ela se moverão automaticamente para lá.
|
hint.factoryControl.mobile = Para definir a [accent]o local de saída[] de uma fábrica de unidades, toque em uma fábrica enquanto estiver no modo de comando, depois toque em um local.\nAs unidades produzidas por ela se moverão automaticamente para lá.
|
||||||
gz.mine = Move near the \uf8c4 [accent]copper ore[] on the ground and click to begin mining.
|
gz.mine = Vá para perto do \uf8c4 [accent]minério de cobre[] no chão e clique para começar a minerar.
|
||||||
gz.mine.mobile = Move near the \uf8c4 [accent]copper ore[] on the ground and tap it to begin mining.
|
gz.mine.mobile = Vá para perto do \uf8c4 [accent]minério de cobre[] no chão e toque nele para começar a minerar.
|
||||||
gz.research = Open the \ue875 tech tree.\nResearch the \uf870 [accent]Mechanical Drill[], then select it from the menu in the bottom right.\nClick on a copper patch to place it.
|
gz.research = Abra a \ue875 árvore tecnológica.\nPesquise a \uf870 [accent]Broca mecânica[], Depois selecione-a pelo menu no canto inferior direito.\nClique no cobre para coloca-la.
|
||||||
gz.research.mobile = Open the \ue875 tech tree.\nResearch the \uf870 [accent]Mechanical Drill[], then select it from the menu in the bottom right.\nTap on a copper patch to place it.\n\nPress the \ue800 [accent]checkmark[] at the bottom right to confirm.
|
gz.research.mobile = Abra a \ue875 árvore tecnológica.\nPesquise a \uf870 [accent]Broca mecânica[], Depois selecione-a pelo menu no canto inferior direito.\nClique no cobre para colocá-la.\n\nPressione a \ue800 [accent]confirmação[] no canto inferior direito para confirmar.
|
||||||
gz.conveyors = Research and place \uf896 [accent]conveyors[] to move the mined resources\nfrom drills to the core.\n\nClick and drag to place multiple conveyors.\n[accent]Scroll[] to rotate.
|
gz.conveyors = Pesquise e coloque \uf896 [accent]esteiras[] para mover os recursos minerados\ndas brocas para o núcleo.\n\nClique e arraste para pôr multiplas esteiras.\n[accent]Scroll[] para rotacionar.
|
||||||
gz.conveyors.mobile = Research and place \uf896 [accent]conveyors[] to move the mined resources\nfrom drills to the core.\n\nHold down your finger for a second and drag to place multiple conveyors.
|
gz.conveyors.mobile = Pesquise e coloque \uf896 [accent]esteiras[] para mover os recursos minerados\ndas brocas para o núcleo.\n\nSegure por um segundo e arraste para colocar múltiplas esteiras.
|
||||||
gz.drills = Expand the mining operation.\nPlace more Mechanical Drills.\nMine 100 copper.
|
gz.drills = Expanda a mineração.\nColoque mais Brocas Mecânicas.\nMinere 100 cobres.
|
||||||
gz.lead = \uf837 [accent]Lead[] is another commonly used resource.\nSet up drills to mine lead.
|
gz.lead = \uf837 [accent]Chumbo[] é outro recurso comumente usado.\nColoque brocas para minerar chumbo.
|
||||||
gz.moveup = \ue804 Move up for further objectives.
|
gz.moveup = \ue804 Vá para cima para outros objetivos.
|
||||||
gz.turrets = Research and place 2 \uf861 [accent]Duo[] turrets to defend the core.\nDuo turrets require \uf838 [accent]ammo[] from conveyors.
|
gz.turrets = Pesquise e coloque 2 torretas \uf861 [accent]Duo[] para defender o núcleo.\ntorretas Duo requerem \uf838 [accent]munição[] de esteiras.
|
||||||
gz.duoammo = Supply the Duo turrets with [accent]copper[], using conveyors.
|
gz.duoammo = Abasteça as torretas Duo com [accent]cobre[], usando esteiras.
|
||||||
gz.walls = [accent]Walls[] can prevent oncoming damage from reaching buildings.\nPlace \uf8ae [accent]copper walls[] around the turrets.
|
gz.walls = [accent]Muros[] podem previnir danos recebidos de atingir as construções.\nColoque \uf8ae [accent]muros de cobre[] em volta das torretas.
|
||||||
gz.defend = Enemy incoming, prepare to defend.
|
gz.defend = Inimigos vindo, prepare-se para defender.
|
||||||
gz.aa = Flying units cannot easily be dispatched with standard turrets.\n\uf860 [accent]Scatter[] turrets provide excellent anti-air, but require \uf837 [accent]lead[] as ammo.
|
gz.aa = Unidades flutuantes não podem ser destruidas facilmente por torretas comuns.\nTorretas\uf860 [accent]Scatter[] Proveem ótima defesa aérea, mas requerem \uf837 [accent]chumbo[] como munição.
|
||||||
gz.scatterammo = Supply the Scatter turret with [accent]lead[], using conveyors.
|
gz.scatterammo = Abasteça a torreta Scatter com [accent]chumbo[], usando esteiras.
|
||||||
gz.supplyturret = [accent]Supply Turret
|
gz.supplyturret = [accent]Abasteça a torreta
|
||||||
gz.zone1 = This is the enemy drop zone.
|
gz.zone1 = Essa é a zona de spawn inimigo.
|
||||||
gz.zone2 = Anything built in the radius is destroyed when a wave starts.
|
gz.zone2 = Qualquer coisa construida nesta área será destruida quando uma horda começar.
|
||||||
gz.zone3 = A wave will begin now.\nGet ready.
|
gz.zone3 = Uma horda vai começar agora\nSe prepare.
|
||||||
gz.finish = Build more turrets, mine more resources,\nand defend against all the waves to [accent]capture the sector[].
|
gz.finish = Construa mais torretas, minere mais recursos,\ne se defenda de todas as hordas para [accent]capturar o setor[].
|
||||||
onset.mine = Click to mine \uf748 [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
|
onset.mine = Clique para minerar \uf748 [accent]berílio[] das paredes.\n\nUse [accent][[WASD] para se mover.
|
||||||
onset.mine.mobile = Tap to mine \uf748 [accent]beryllium[] from walls.
|
onset.mine.mobile = Toque para minerar \uf748 [accent]berílio[] das paredes.
|
||||||
onset.research = Open the \ue875 tech tree.\nResearch, then place a \uf73e [accent]turbine condenser[] on the vent.\nThis will generate [accent]power[].
|
onset.research = Abra a \ue875 árvore tecnológica.\nPesquise, e então coloque um \uf73e [accent]Condensador de Turbina[] na ventilação.\nIsso vai gerar [accent]energia[].
|
||||||
onset.bore = Research and place a \uf741 [accent]plasma bore[].\nThis automatically mines resources from walls.
|
onset.bore = Pesquise e coloque uma \uf741 [accent]Mineradora de Plasma[].\nEla minera recursos das paredes automaticamente.
|
||||||
onset.power = To [accent]power[] the plasma bore, research and place a \uf73d [accent]beam node[].\nConnect the turbine condenser to the plasma bore.
|
onset.power = Para[accent]alimentar[] a Mineradora de Plasma, pesquise e coloque uma \uf73d [accent]Célula de Feixe[].\nConecte o condensador de turbina ao minerador de plasma.
|
||||||
onset.ducts = Research and place \uf799 [accent]ducts[] to move the mined resources from the plasma bore to the core.\nClick and drag to place multiple ducts.\n[accent]Scroll[] to rotate.
|
onset.ducts = Pesquise e coloque \uf799 [accent]dutos[] para mover recursos minerados da mineradora de plasma para o núcleo.\nClique e segure para colocar múltiplos dutos.\n[accent]Scroll[] para rotacionar.
|
||||||
onset.ducts.mobile = Research and place \uf799 [accent]ducts[] to move the mined resources from the plasma bore to the core.\n\nHold down your finger for a second and drag to place multiple ducts.
|
onset.ducts.mobile = Pesquise e coloque \uf799 [accent]dutos[] para mover recursos minerados da mineradora de plasma para o núcleo.\n\nSegure por um segundo e arraste para colocar múltiplos dutos.
|
||||||
onset.moremine = Expand the mining operation.\nPlace more Plasma Bores and use beam nodes and ducts to support them.\nMine 200 beryllium.
|
onset.moremine = Expanda a mineração.\nColoque mais Mineradoras de Plasma, use as Células de Feixe e dutos para isso.\nMinere 200 berílios.
|
||||||
onset.graphite = More complex blocks require \uf835 [accent]graphite[].\nSet up plasma bores to mine graphite.
|
onset.graphite = Blocos mais complexos requerem \uf835 [accent]grafite[].\nColoque Mineradoras de Plasma para minerar grafite.
|
||||||
onset.research2 = Begin researching [accent]factories[].\nResearch the \uf74d [accent]cliff crusher[] and \uf779 [accent]silicon arc furnace[].
|
onset.research2 = Comece a pesquisar [accent]fábricas[].\nPesquise o \uf74d [accent]Esmagador de Penhasco[] e o \uf779 [accent]silicon arc furnace[].
|
||||||
onset.arcfurnace = The arc furnace needs \uf834 [accent]sand[] and \uf835 [accent]graphite[] to create \uf82f [accent]silicon[].\n[accent]Power[] is also required.
|
onset.arcfurnace = O arc furnace precisa de \uf834 [accent]areia[] e \uf835 [accent]grafite[] para criar \uf82f [accent]silício[].\n[accent]Energia[] também é necessária.
|
||||||
onset.crusher = Use \uf74d [accent]cliff crushers[] to mine sand.
|
onset.crusher = Use o \uf74d [accent]Esmagador de Areia[] para minerar areia.
|
||||||
onset.fabricator = Use [accent]units[] to explore the map, defend buildings, and attack the enemy. Research and place a \uf6a2 [accent]tank fabricator[].
|
onset.fabricator = Use [accent]unidades[] para explorar o mapa, defender construções e atacar o inimigo. Pesquise e coloque um \uf6a2 [accent]Fabricador de Tanques[].
|
||||||
onset.makeunit = Produce a unit.\nUse the "?" button to see selected factory requirements.
|
onset.makeunit = Produza uma unidade.\nUse o botão "?" para ver os requisitos da fábrica selecionada.
|
||||||
onset.turrets = Units are effective, but [accent]turrets[] provide better defensive capabilities if used effectively.\nPlace a \uf6eb [accent]Breach[] turret.\nTurrets require \uf748 [accent]ammo[].
|
onset.turrets = Unidades são efetivas, mas [accent]torretas[] proveem melhores capacidades defensivas se usadas efetivamente.\nColoque uma torreta \uf6eb [accent]Breach[].\nTorretas requerem \uf748 [accent]munição[].
|
||||||
onset.turretammo = Supply the turret with [accent]beryllium ammo.[]
|
onset.turretammo = Abasteça a torreta com [accent]munição de berílio.[]
|
||||||
onset.walls = [accent]Walls[] can prevent oncoming damage from reaching buildings.\nPlace some \uf6ee [accent]beryllium walls[] around the turret.
|
onset.walls = [accent]Muros[] podem previnir danos recebidos de atingir as construções.\nColoque \uf6ee [accent]muros de berílio[] em volta das torretas.
|
||||||
onset.enemies = Enemy incoming, prepare to defend.
|
|
||||||
onset.defenses = [accent]Set up defenses:[lightgray] {0}
|
|
||||||
onset.attack = The enemy is vulnerable. Counter-attack.
|
|
||||||
onset.cores = New cores can be placed on [accent]core tiles[].\nNew cores function as forward bases and share a resource inventory with other cores.\nPlace a \uf725 core.
|
|
||||||
onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defenses, mining, and production.
|
|
||||||
|
|
||||||
#Don't translate these yet!
|
onset.enemies = Inimigo vindo, se prepare.
|
||||||
|
onset.defenses = [accent]Set up defenses:[lightgray] {0}
|
||||||
|
onset.attack = O inimigo está vulnerável. Contra ataque.
|
||||||
|
onset.cores = Novos núcleos podem ser colocados em [accent]ladrilhos de núcleo[].\nNovos núcleos funcionam como bases avançadas e compartilham seus recursos com outros núcleos.\nColoque um \uf725 núcleo.
|
||||||
|
onset.detect = O inimigo poderá te detectar em 2 minutos.\nConstrua defesas, mineração e produção.
|
||||||
onset.commandmode = Hold [accent]shift[] to enter [accent]command mode[].\n[accent]Left-click and drag[] to select units.\n[accent]Right-click[] to order selected units to move or attack.
|
onset.commandmode = Hold [accent]shift[] to enter [accent]command mode[].\n[accent]Left-click and drag[] to select units.\n[accent]Right-click[] to order selected units to move or attack.
|
||||||
onset.commandmode.mobile = Press the [accent]command button[] to enter [accent]command mode[].\nHold down a finger, then [accent]drag[] to select units.\n[accent]Tap[] to order selected units to move or attack.
|
onset.commandmode.mobile = Press the [accent]command button[] to enter [accent]command mode[].\nHold down a finger, then [accent]drag[] to select units.\n[accent]Tap[] to order selected units to move or attack.
|
||||||
aegis.tungsten = Tungsten can be mined using an [accent]impact drill[].\nThis structure requires [accent]water[] and [accent]power[].
|
aegis.tungsten = Tungsten can be mined using an [accent]impact drill[].\nThis structure requires [accent]water[] and [accent]power[].
|
||||||
|
|
||||||
split.pickup = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(Default keys are [ and ] to pick up and drop)
|
split.pickup = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(Default keys are [ and ] to pick up and drop)
|
||||||
split.pickup.mobile = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(To pick up or drop something, long-press it.)
|
split.pickup.mobile = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(To pick up or drop something, long-press it.)
|
||||||
split.acquire = You must acquire some tungsten to build units.
|
split.acquire = You must acquire some tungsten to build units.
|
||||||
@@ -2274,7 +2326,7 @@ unit.emanate.description = Constrói estruturas para defender o Núcelo Acrópol
|
|||||||
lst.read = Ler um número de uma célula de memória vinculada.
|
lst.read = Ler um número de uma célula de memória vinculada.
|
||||||
lst.write = Escrever um número de uma célula de memória vinculada.
|
lst.write = Escrever um número de uma célula de memória vinculada.
|
||||||
lst.print = Adiciona texto ao buffer de impressão.\nNão exibe nada até [accent]Print Flush[] ser usado.
|
lst.print = Adiciona texto ao buffer de impressão.\nNão exibe nada até [accent]Print Flush[] ser usado.
|
||||||
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Adicionar uma operação ao buffer de desenho.\nNão exibe nada até [accent]Draw Flush[] ser usado.
|
lst.draw = Adicionar uma operação ao buffer de desenho.\nNão exibe nada até [accent]Draw Flush[] ser usado.
|
||||||
lst.drawflush = Liberar operações [accent]Draw[] enfileiradas para um display.
|
lst.drawflush = Liberar operações [accent]Draw[] enfileiradas para um display.
|
||||||
lst.printflush = Liberar operações [accent]Print[] enfileiradas para um bloco de mensagem.
|
lst.printflush = Liberar operações [accent]Print[] enfileiradas para um bloco de mensagem.
|
||||||
@@ -2297,6 +2349,8 @@ lst.getblock = Obtenha dados de blocos em qualquer local.
|
|||||||
lst.setblock = Defina os dados do bloco em qualquer local.
|
lst.setblock = Defina os dados do bloco em qualquer local.
|
||||||
lst.spawnunit = Gere uma unidade em um local.
|
lst.spawnunit = Gere uma unidade em um local.
|
||||||
lst.applystatus = Aplique ou elimine um efeito de status de uma unidade.
|
lst.applystatus = Aplique ou elimine um efeito de status de uma unidade.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Gerar uma onda.
|
lst.spawnwave = Gerar uma onda.
|
||||||
lst.explosion = Crie uma explosão em um local.
|
lst.explosion = Crie uma explosão em um local.
|
||||||
lst.setrate = Defina a velocidade de execução do processador em instruções/tick.
|
lst.setrate = Defina a velocidade de execução do processador em instruções/tick.
|
||||||
@@ -2357,6 +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.
|
||||||
@@ -2496,7 +2551,7 @@ 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.
|
||||||
|
|||||||
@@ -435,6 +435,11 @@ 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
|
||||||
@@ -490,6 +495,7 @@ 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
|
||||||
@@ -577,6 +583,7 @@ 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
|
||||||
@@ -599,7 +606,9 @@ filter.option.floor2 = Chão secundário
|
|||||||
filter.option.threshold2 = Margem secundária
|
filter.option.threshold2 = Margem secundária
|
||||||
filter.option.radius = Raio
|
filter.option.radius = Raio
|
||||||
filter.option.percentile = Percentual
|
filter.option.percentile = Percentual
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
filter.option.code = Code
|
||||||
|
filter.option.loop = Loop
|
||||||
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.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
|
||||||
locales.addtoother = Add To Other Locales
|
locales.addtoother = Add To Other Locales
|
||||||
@@ -671,6 +680,7 @@ marker.shape.name = Shape
|
|||||||
marker.text.name = Text
|
marker.text.name = Text
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
marker.background = Background
|
marker.background = Background
|
||||||
marker.outline = Outline
|
marker.outline = Outline
|
||||||
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
||||||
@@ -717,7 +727,7 @@ error.any = Erro de rede desconhecido.
|
|||||||
error.bloom = Falha ao inicializar bloom.\nSeu aparelho talvez não o suporte.
|
error.bloom = Falha ao inicializar bloom.\nSeu aparelho talvez não o suporte.
|
||||||
|
|
||||||
weather.rain.name = Rain
|
weather.rain.name = Rain
|
||||||
weather.snow.name = Snow
|
weather.snowing.name = Snow
|
||||||
weather.sandstorm.name = Sandstorm
|
weather.sandstorm.name = Sandstorm
|
||||||
weather.sporestorm.name = Sporestorm
|
weather.sporestorm.name = Sporestorm
|
||||||
weather.fog.name = Fog
|
weather.fog.name = Fog
|
||||||
@@ -754,6 +764,7 @@ sector.missingresources = [scarlet]Insufficient Core Resources
|
|||||||
sector.attacked = Sector [accent]{0}[white] under attack!
|
sector.attacked = Sector [accent]{0}[white] under attack!
|
||||||
sector.lost = Sector [accent]{0}[white] lost!
|
sector.lost = Sector [accent]{0}[white] lost!
|
||||||
sector.capture = Sector [accent]{0}[white]Captured!
|
sector.capture = Sector [accent]{0}[white]Captured!
|
||||||
|
sector.capture.current = Sector Captured!
|
||||||
sector.changeicon = Change Icon
|
sector.changeicon = Change Icon
|
||||||
sector.noswitch.title = Unable to Switch Sectors
|
sector.noswitch.title = Unable to Switch Sectors
|
||||||
sector.noswitch = You may not switch sectors while an existing sector is under attack.\n\nSector: [accent]{0}[] on [accent]{1}[]
|
sector.noswitch = You may not switch sectors while an existing sector is under attack.\n\nSector: [accent]{0}[] on [accent]{1}[]
|
||||||
@@ -961,6 +972,7 @@ 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
|
||||||
@@ -971,17 +983,46 @@ stat.immunities = Immunities
|
|||||||
stat.healing = Healing
|
stat.healing = Healing
|
||||||
|
|
||||||
ability.forcefield = Force Field
|
ability.forcefield = Force Field
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = Repair Field
|
ability.repairfield = Repair Field
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = Status Field
|
ability.statusfield = Status Field
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = Factory
|
ability.unitspawn = Factory
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Shield Regen Field
|
ability.shieldregenfield = Shield Regen Field
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Movement Lightning
|
ability.movelightning = Movement Lightning
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Shield Arc
|
ability.shieldarc = Shield Arc
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Regen Suppression Field
|
ability.suppressionfield = Regen Suppression Field
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Energy Field
|
ability.energyfield = Energy Field
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = Only Core Depositing Allowed
|
bar.onlycoredeposit = Only Core Depositing Allowed
|
||||||
|
|
||||||
@@ -1058,6 +1099,7 @@ 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
|
||||||
@@ -1067,6 +1109,8 @@ 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
|
||||||
@@ -1178,15 +1222,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = 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.rebuild_select.name = Rebuild Region
|
keybind.rebuild_select.name = Rebuild Region
|
||||||
keybind.schematic_select.name = Selecionar região
|
keybind.schematic_select.name = Selecionar região
|
||||||
keybind.schematic_menu.name = Menu esquemático
|
keybind.schematic_menu.name = Menu esquemático
|
||||||
@@ -1262,7 +1307,10 @@ 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
|
||||||
@@ -1284,6 +1332,7 @@ rules.unitdamagemultiplier = Multiplicador de dano de Unidade
|
|||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.solarmultiplier = Solar Power Multiplier
|
rules.solarmultiplier = Solar Power Multiplier
|
||||||
rules.unitcapvariable = Cores Contribute To Unit Cap
|
rules.unitcapvariable = Cores Contribute To Unit Cap
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Base Unit Cap
|
rules.unitcap = Base Unit Cap
|
||||||
rules.limitarea = Limit Map Area
|
rules.limitarea = Limit Map Area
|
||||||
rules.enemycorebuildradius = Raio de "Não-criação" de core inimigo:[lightgray] (blocos)
|
rules.enemycorebuildradius = Raio de "Não-criação" de core inimigo:[lightgray] (blocos)
|
||||||
@@ -1316,6 +1365,8 @@ rules.weather = Weather
|
|||||||
rules.weather.frequency = Frequency:
|
rules.weather.frequency = Frequency:
|
||||||
rules.weather.always = Always
|
rules.weather.always = Always
|
||||||
rules.weather.duration = Duration:
|
rules.weather.duration = Duration:
|
||||||
|
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.
|
||||||
|
|
||||||
content.item.name = Itens
|
content.item.name = Itens
|
||||||
content.liquid.name = Liquidos
|
content.liquid.name = Liquidos
|
||||||
@@ -1533,6 +1584,7 @@ block.inverted-sorter.name = Inverted Sorter
|
|||||||
block.message.name = Mensagem
|
block.message.name = Mensagem
|
||||||
block.reinforced-message.name = Reinforced Message
|
block.reinforced-message.name = Reinforced Message
|
||||||
block.world-message.name = World Message
|
block.world-message.name = World Message
|
||||||
|
block.world-switch.name = World Switch
|
||||||
block.illuminator.name = Illuminator
|
block.illuminator.name = Illuminator
|
||||||
block.overflow-gate.name = Portão Sobrecarregado
|
block.overflow-gate.name = Portão Sobrecarregado
|
||||||
block.underflow-gate.name = Portão Desobrecarregado
|
block.underflow-gate.name = Portão Desobrecarregado
|
||||||
@@ -2241,7 +2293,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
|
|||||||
lst.read = Read a number from a linked memory cell.
|
lst.read = Read a number from a linked memory cell.
|
||||||
lst.write = Write a number to a linked memory cell.
|
lst.write = Write a number to a linked memory cell.
|
||||||
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
||||||
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
||||||
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
||||||
@@ -2264,6 +2316,8 @@ lst.getblock = Get tile data at any location.
|
|||||||
lst.setblock = Set tile data at any location.
|
lst.setblock = Set tile data at any location.
|
||||||
lst.spawnunit = Spawn unit at a location.
|
lst.spawnunit = Spawn unit at a location.
|
||||||
lst.applystatus = Apply or clear a status effect from a uniut.
|
lst.applystatus = Apply or clear a status effect from a uniut.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
||||||
lst.explosion = Create an explosion at a location.
|
lst.explosion = Create an explosion at a location.
|
||||||
lst.setrate = Set processor execution speed in instructions/tick.
|
lst.setrate = Set processor execution speed in instructions/tick.
|
||||||
@@ -2322,6 +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.
|
||||||
@@ -2445,7 +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.
|
||||||
|
|||||||
@@ -439,6 +439,11 @@ 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
|
||||||
@@ -495,6 +500,7 @@ 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
|
||||||
@@ -583,6 +589,7 @@ 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
|
||||||
@@ -606,7 +613,9 @@ filter.option.floor2 = Podea Secundară
|
|||||||
filter.option.threshold2 = Cantitate Secundară
|
filter.option.threshold2 = Cantitate Secundară
|
||||||
filter.option.radius = Rază
|
filter.option.radius = Rază
|
||||||
filter.option.percentile = Procent
|
filter.option.percentile = Procent
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
filter.option.code = Code
|
||||||
|
filter.option.loop = Loop
|
||||||
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.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
|
||||||
locales.addtoother = Add To Other Locales
|
locales.addtoother = Add To Other Locales
|
||||||
@@ -678,6 +687,7 @@ marker.shape.name = Shape
|
|||||||
marker.text.name = Text
|
marker.text.name = Text
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
marker.background = Background
|
marker.background = Background
|
||||||
marker.outline = Outline
|
marker.outline = Outline
|
||||||
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
||||||
@@ -725,7 +735,7 @@ error.any = Eroare de rețea necunoscută.
|
|||||||
error.bloom = Inițializarea strălucirii a eșuat.\nS-ar putea ca dispozitivul tău să nu suporte funcția.
|
error.bloom = Inițializarea strălucirii a eșuat.\nS-ar putea ca dispozitivul tău să nu suporte funcția.
|
||||||
|
|
||||||
weather.rain.name = Ploaie
|
weather.rain.name = Ploaie
|
||||||
weather.snow.name = Ninsoare
|
weather.snowing.name = Ninsoare
|
||||||
weather.sandstorm.name = Furtună de nisip
|
weather.sandstorm.name = Furtună de nisip
|
||||||
weather.sporestorm.name = Furtună de spori
|
weather.sporestorm.name = Furtună de spori
|
||||||
weather.fog.name = Ceață
|
weather.fog.name = Ceață
|
||||||
@@ -762,6 +772,7 @@ sector.missingresources = [scarlet]Resurse din Nucleu Insuficiente
|
|||||||
sector.attacked = Sectorul [accent]{0}[white] este atacat!
|
sector.attacked = Sectorul [accent]{0}[white] este atacat!
|
||||||
sector.lost = Ai pierdut sectorul [accent]{0}[white]!
|
sector.lost = Ai pierdut sectorul [accent]{0}[white]!
|
||||||
sector.capture = Sector [accent]{0}[white]Captured!
|
sector.capture = Sector [accent]{0}[white]Captured!
|
||||||
|
sector.capture.current = Sector Captured!
|
||||||
sector.changeicon = Schimbă Iconița
|
sector.changeicon = Schimbă Iconița
|
||||||
sector.noswitch.title = Unable to Switch Sectors
|
sector.noswitch.title = Unable to Switch Sectors
|
||||||
sector.noswitch = You may not switch sectors while an existing sector is under attack.\n\nSector: [accent]{0}[] on [accent]{1}[]
|
sector.noswitch = You may not switch sectors while an existing sector is under attack.\n\nSector: [accent]{0}[] on [accent]{1}[]
|
||||||
@@ -972,6 +983,7 @@ 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
|
||||||
@@ -982,17 +994,46 @@ stat.immunities = Immunities
|
|||||||
stat.healing = Reparare
|
stat.healing = Reparare
|
||||||
|
|
||||||
ability.forcefield = Câmp de Forță
|
ability.forcefield = Câmp de Forță
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = Câmp de Reparare
|
ability.repairfield = Câmp de Reparare
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = Câmp de Stare
|
ability.statusfield = Câmp de Stare
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = Fabrică
|
ability.unitspawn = Fabrică
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Câmp Regenerare Scut
|
ability.shieldregenfield = Câmp Regenerare Scut
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Mișcare Fulger
|
ability.movelightning = Mișcare Fulger
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Shield Arc
|
ability.shieldarc = Shield Arc
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Regen Suppression Field
|
ability.suppressionfield = Regen Suppression Field
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Câmp de Energie
|
ability.energyfield = Câmp de Energie
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = Only Core Depositing Allowed
|
bar.onlycoredeposit = Only Core Depositing Allowed
|
||||||
|
|
||||||
@@ -1069,6 +1110,7 @@ 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
|
||||||
@@ -1078,6 +1120,8 @@ 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
|
||||||
@@ -1189,15 +1233,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = 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.rebuild_select.name = Rebuild Region
|
keybind.rebuild_select.name = Rebuild Region
|
||||||
keybind.schematic_select.name = Selectează Regiunea
|
keybind.schematic_select.name = Selectează Regiunea
|
||||||
keybind.schematic_menu.name = Meniu Scheme
|
keybind.schematic_menu.name = Meniu Scheme
|
||||||
@@ -1273,7 +1318,10 @@ 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
|
||||||
@@ -1295,6 +1343,7 @@ rules.unitdamagemultiplier = Multiplicatorul Deteriorării Unităților
|
|||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.solarmultiplier = Solar Power Multiplier
|
rules.solarmultiplier = Solar Power Multiplier
|
||||||
rules.unitcapvariable = Nucleele Contribuie la Limita Unităților
|
rules.unitcapvariable = Nucleele Contribuie la Limita Unităților
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Limita de Bază a Unităților
|
rules.unitcap = Limita de Bază a Unităților
|
||||||
rules.limitarea = Limit Map Area
|
rules.limitarea = Limit Map Area
|
||||||
rules.enemycorebuildradius = Interzisă Construirea în Jurul Nucleului Inamic:[lightgray] (pătrate)
|
rules.enemycorebuildradius = Interzisă Construirea în Jurul Nucleului Inamic:[lightgray] (pătrate)
|
||||||
@@ -1327,6 +1376,8 @@ rules.weather = Vreme
|
|||||||
rules.weather.frequency = Frevență:
|
rules.weather.frequency = Frevență:
|
||||||
rules.weather.always = Încontinuu
|
rules.weather.always = Încontinuu
|
||||||
rules.weather.duration = Durată:
|
rules.weather.duration = Durată:
|
||||||
|
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.
|
||||||
|
|
||||||
content.item.name = Materiale
|
content.item.name = Materiale
|
||||||
content.liquid.name = Lichide
|
content.liquid.name = Lichide
|
||||||
@@ -1546,6 +1597,7 @@ block.inverted-sorter.name = Sortator Invers
|
|||||||
block.message.name = Mesaj
|
block.message.name = Mesaj
|
||||||
block.reinforced-message.name = Reinforced Message
|
block.reinforced-message.name = Reinforced Message
|
||||||
block.world-message.name = World Message
|
block.world-message.name = World Message
|
||||||
|
block.world-switch.name = World Switch
|
||||||
block.illuminator.name = Iluminator
|
block.illuminator.name = Iluminator
|
||||||
block.overflow-gate.name = Poartă de Revărsare
|
block.overflow-gate.name = Poartă de Revărsare
|
||||||
block.underflow-gate.name = Poartă de Subversare
|
block.underflow-gate.name = Poartă de Subversare
|
||||||
@@ -2258,7 +2310,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
|
|||||||
lst.read = Citește un număr dintr-o celulă de memorie conectată.
|
lst.read = Citește un număr dintr-o celulă de memorie conectată.
|
||||||
lst.write = Scrie un număr într-o celulă de memorie conectată.
|
lst.write = Scrie un număr într-o celulă de memorie conectată.
|
||||||
lst.print = Adaugă text în bufferul de tipărire.\nNu tipărește decât când se execută [accent]Print Flush[].
|
lst.print = Adaugă text în bufferul de tipărire.\nNu tipărește decât când se execută [accent]Print Flush[].
|
||||||
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Adaugă o operație în bufferul de desenare.\nNu afișează decât când se execută [accent]Draw Flush[].
|
lst.draw = Adaugă o operație în bufferul de desenare.\nNu afișează decât când se execută [accent]Draw Flush[].
|
||||||
lst.drawflush = Afișează pe un monitor instrucțiunile [accent]Draw[] aflate în așteptare.
|
lst.drawflush = Afișează pe un monitor instrucțiunile [accent]Draw[] aflate în așteptare.
|
||||||
lst.printflush = Tipărește într-un bloc Mesaj instrucțiunile [accent]Print[] aflate în așteptare.
|
lst.printflush = Tipărește într-un bloc Mesaj instrucțiunile [accent]Print[] aflate în așteptare.
|
||||||
@@ -2281,6 +2333,8 @@ lst.getblock = Get tile data at any location.
|
|||||||
lst.setblock = Set tile data at any location.
|
lst.setblock = Set tile data at any location.
|
||||||
lst.spawnunit = Spawn unit at a location.
|
lst.spawnunit = Spawn unit at a location.
|
||||||
lst.applystatus = Apply or clear a status effect from a uniut.
|
lst.applystatus = Apply or clear a status effect from a uniut.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
||||||
lst.explosion = Create an explosion at a location.
|
lst.explosion = Create an explosion at a location.
|
||||||
lst.setrate = Set processor execution speed in instructions/tick.
|
lst.setrate = Set processor execution speed in instructions/tick.
|
||||||
@@ -2341,6 +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.
|
||||||
@@ -2481,7 +2536,7 @@ 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.
|
||||||
|
|||||||
@@ -439,6 +439,11 @@ 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
|
||||||
@@ -495,6 +500,7 @@ 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
|
||||||
@@ -583,6 +589,7 @@ 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
|
||||||
@@ -606,7 +613,9 @@ filter.option.floor2 = Вторая поверхность
|
|||||||
filter.option.threshold2 = Вторичный предельный порог
|
filter.option.threshold2 = Вторичный предельный порог
|
||||||
filter.option.radius = Радиус
|
filter.option.radius = Радиус
|
||||||
filter.option.percentile = Процентиль
|
filter.option.percentile = Процентиль
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
filter.option.code = Code
|
||||||
|
filter.option.loop = Loop
|
||||||
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.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
|
||||||
locales.addtoother = Add To Other Locales
|
locales.addtoother = Add To Other Locales
|
||||||
@@ -678,6 +687,7 @@ marker.shape.name = Фигура
|
|||||||
marker.text.name = Текст
|
marker.text.name = Текст
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
marker.background = Фон
|
marker.background = Фон
|
||||||
marker.outline = Контур
|
marker.outline = Контур
|
||||||
objective.research = [accent]Исследуйте:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Исследуйте:\n[]{0}[lightgray]{1}
|
||||||
@@ -725,7 +735,7 @@ error.any = Неизвестная сетевая ошибка.
|
|||||||
error.bloom = Не удалось инициализировать свечение (Bloom).\nВозможно, ваше устройство не поддерживает его.
|
error.bloom = Не удалось инициализировать свечение (Bloom).\nВозможно, ваше устройство не поддерживает его.
|
||||||
|
|
||||||
weather.rain.name = Дождь
|
weather.rain.name = Дождь
|
||||||
weather.snow.name = Снегопад
|
weather.snowing.name = Снегопад
|
||||||
weather.sandstorm.name = Песчаная буря
|
weather.sandstorm.name = Песчаная буря
|
||||||
weather.sporestorm.name = Споровая буря
|
weather.sporestorm.name = Споровая буря
|
||||||
weather.fog.name = Туман
|
weather.fog.name = Туман
|
||||||
@@ -763,6 +773,7 @@ sector.missingresources = [scarlet]Недостаточно ресурсов д
|
|||||||
sector.attacked = Сектор [accent]{0}[white] атакован!
|
sector.attacked = Сектор [accent]{0}[white] атакован!
|
||||||
sector.lost = Сектор [accent]{0}[white] потерян!
|
sector.lost = Сектор [accent]{0}[white] потерян!
|
||||||
sector.capture = Sector [accent]{0}[white]Captured!
|
sector.capture = Sector [accent]{0}[white]Captured!
|
||||||
|
sector.capture.current = Sector Captured!
|
||||||
sector.changeicon = Изменить иконку
|
sector.changeicon = Изменить иконку
|
||||||
sector.noswitch.title = Перемещение между секторами
|
sector.noswitch.title = Перемещение между секторами
|
||||||
sector.noswitch = Вы не можете переключаться между секторами, пока существующий сектор находится под атакой.\n\nСектор: [accent]{0}[] на [accent]{1}[]
|
sector.noswitch = Вы не можете переключаться между секторами, пока существующий сектор находится под атакой.\n\nСектор: [accent]{0}[] на [accent]{1}[]
|
||||||
@@ -973,6 +984,7 @@ 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
|
||||||
@@ -983,17 +995,46 @@ stat.immunities = Невосприимчив
|
|||||||
stat.healing = Ремонт
|
stat.healing = Ремонт
|
||||||
|
|
||||||
ability.forcefield = Силовое поле
|
ability.forcefield = Силовое поле
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = Ремонтирующее поле
|
ability.repairfield = Ремонтирующее поле
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = Усиливающее поле
|
ability.statusfield = Усиливающее поле
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = Завод единиц <20>
|
ability.unitspawn = Завод единиц <20>
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Поле восстановления щита
|
ability.shieldregenfield = Поле восстановления щита
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Молнии при движении
|
ability.movelightning = Молнии при движении
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Дуговой щит
|
ability.shieldarc = Дуговой щит
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Поле подавления регенерации
|
ability.suppressionfield = Поле подавления регенерации
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Энергетическое поле
|
ability.energyfield = Энергетическое поле
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
bar.onlycoredeposit = Доступен перенос только в ядро
|
bar.onlycoredeposit = Доступен перенос только в ядро
|
||||||
|
|
||||||
bar.drilltierreq = Требуется бур получше
|
bar.drilltierreq = Требуется бур получше
|
||||||
@@ -1069,6 +1110,7 @@ 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
|
||||||
@@ -1078,6 +1120,8 @@ 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
|
||||||
@@ -1189,15 +1233,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = 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.rebuild_select.name = Перестроить в области
|
keybind.rebuild_select.name = Перестроить в области
|
||||||
keybind.schematic_select.name = Выбрать область
|
keybind.schematic_select.name = Выбрать область
|
||||||
keybind.schematic_menu.name = Меню схем
|
keybind.schematic_menu.name = Меню схем
|
||||||
@@ -1265,14 +1310,17 @@ rules.invaliddata = Invalid clipboard data.
|
|||||||
rules.hidebannedblocks = Скрыть запрещенные блоки
|
rules.hidebannedblocks = Скрыть запрещенные блоки
|
||||||
rules.infiniteresources = Бесконечные ресурсы
|
rules.infiniteresources = Бесконечные ресурсы
|
||||||
rules.onlydepositcore = Разрешен перенос только в ядро
|
rules.onlydepositcore = Разрешен перенос только в ядро
|
||||||
rules.derelictrepair = Allow Derelict Block Repair
|
rules.derelictrepair = Разрешить починку покинутых построек
|
||||||
rules.reactorexplosions = Взрывы реакторов
|
rules.reactorexplosions = Взрывы реакторов
|
||||||
rules.coreincinerates = Ядро сжигает избыток ресурсов
|
rules.coreincinerates = Ядро сжигает избыток ресурсов
|
||||||
rules.disableworldprocessors = Отключить мировые процессоры
|
rules.disableworldprocessors = Отключить мировые процессоры
|
||||||
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
|
||||||
@@ -1295,6 +1343,7 @@ rules.unitdamagemultiplier = Множитель урона боев. ед.
|
|||||||
rules.unitcrashdamagemultiplier = Множитель урона от падения боев. ед.
|
rules.unitcrashdamagemultiplier = Множитель урона от падения боев. ед.
|
||||||
rules.solarmultiplier = Множитель солнечной энергии
|
rules.solarmultiplier = Множитель солнечной энергии
|
||||||
rules.unitcapvariable = Ядра увеличивают лимит единиц
|
rules.unitcapvariable = Ядра увеличивают лимит единиц
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Начальный лимит единиц
|
rules.unitcap = Начальный лимит единиц
|
||||||
rules.limitarea = Ограничить область карты
|
rules.limitarea = Ограничить область карты
|
||||||
rules.enemycorebuildradius = Радиус защиты враж. ядер:[lightgray] (блок.)
|
rules.enemycorebuildradius = Радиус защиты враж. ядер:[lightgray] (блок.)
|
||||||
@@ -1327,6 +1376,8 @@ rules.weather = Погода
|
|||||||
rules.weather.frequency = Периодичность:
|
rules.weather.frequency = Периодичность:
|
||||||
rules.weather.always = Всегда
|
rules.weather.always = Всегда
|
||||||
rules.weather.duration = Длительность:
|
rules.weather.duration = Длительность:
|
||||||
|
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.
|
||||||
|
|
||||||
content.item.name = Предметы
|
content.item.name = Предметы
|
||||||
content.liquid.name = Жидкости
|
content.liquid.name = Жидкости
|
||||||
@@ -1546,6 +1597,7 @@ block.inverted-sorter.name = Инвертированный сортировщи
|
|||||||
block.message.name = Сообщение
|
block.message.name = Сообщение
|
||||||
block.reinforced-message.name = Усиленное сообщение
|
block.reinforced-message.name = Усиленное сообщение
|
||||||
block.world-message.name = Мировое сообщение
|
block.world-message.name = Мировое сообщение
|
||||||
|
block.world-switch.name = World Switch
|
||||||
block.illuminator.name = Осветитель
|
block.illuminator.name = Осветитель
|
||||||
block.overflow-gate.name = Избыточный затвор
|
block.overflow-gate.name = Избыточный затвор
|
||||||
block.underflow-gate.name = Избыточный шлюз
|
block.underflow-gate.name = Избыточный шлюз
|
||||||
@@ -2260,7 +2312,7 @@ unit.emanate.description = Защищает ядро «Акрополь» от
|
|||||||
lst.read = Считывает число из соединённой ячейки памяти.
|
lst.read = Считывает число из соединённой ячейки памяти.
|
||||||
lst.write = Записывает число в соединённую ячейку памяти.
|
lst.write = Записывает число в соединённую ячейку памяти.
|
||||||
lst.print = Добавляет текст в текстовый буфер. Ничего не отображает, пока не будет вызван [accent]Print Flush[].
|
lst.print = Добавляет текст в текстовый буфер. Ничего не отображает, пока не будет вызван [accent]Print Flush[].
|
||||||
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Добавляет операцию в буфер отрисовки. Ничего не отображает, пока не будет вызван [accent]Draw Flush[].
|
lst.draw = Добавляет операцию в буфер отрисовки. Ничего не отображает, пока не будет вызван [accent]Draw Flush[].
|
||||||
lst.drawflush = Сбрасывает буфер [accent]Draw[] операций на дисплей.
|
lst.drawflush = Сбрасывает буфер [accent]Draw[] операций на дисплей.
|
||||||
lst.printflush = Сбрасывает буфер [accent]Print[] операций в блок-сообщение.
|
lst.printflush = Сбрасывает буфер [accent]Print[] операций в блок-сообщение.
|
||||||
@@ -2283,6 +2335,8 @@ lst.getblock = Получает данные о плитке в любом ме
|
|||||||
lst.setblock = Устанавливает плитку в любом месте.
|
lst.setblock = Устанавливает плитку в любом месте.
|
||||||
lst.spawnunit = Создает боевую единицу на локации.
|
lst.spawnunit = Создает боевую единицу на локации.
|
||||||
lst.applystatus = Применяет или снимает эффект статуса с боевой единицы.
|
lst.applystatus = Применяет или снимает эффект статуса с боевой единицы.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Имитация волны, создаваемой в произвольном месте.\nСчетчик волн не увеличивается.
|
lst.spawnwave = Имитация волны, создаваемой в произвольном месте.\nСчетчик волн не увеличивается.
|
||||||
lst.explosion = Создает взрыв на локации.
|
lst.explosion = Создает взрыв на локации.
|
||||||
lst.setrate = Устанавливает скорость выполнения процессора в инструкциях/тиках.
|
lst.setrate = Устанавливает скорость выполнения процессора в инструкциях/тиках.
|
||||||
@@ -2343,6 +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.
|
||||||
@@ -2483,7 +2538,7 @@ 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.
|
||||||
|
|||||||
@@ -439,6 +439,11 @@ 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
|
||||||
@@ -495,6 +500,7 @@ 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
|
||||||
@@ -583,6 +589,7 @@ 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
|
||||||
@@ -606,7 +613,9 @@ filter.option.floor2 = Drugi Pod
|
|||||||
filter.option.threshold2 = Secondary Threshold
|
filter.option.threshold2 = Secondary Threshold
|
||||||
filter.option.radius = Radius
|
filter.option.radius = Radius
|
||||||
filter.option.percentile = Percentile
|
filter.option.percentile = Percentile
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
filter.option.code = Code
|
||||||
|
filter.option.loop = Loop
|
||||||
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.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
|
||||||
locales.addtoother = Add To Other Locales
|
locales.addtoother = Add To Other Locales
|
||||||
@@ -678,6 +687,7 @@ marker.shape.name = Oblik
|
|||||||
marker.text.name = Tekst
|
marker.text.name = Tekst
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
marker.background = Pozadina
|
marker.background = Pozadina
|
||||||
marker.outline = Outline
|
marker.outline = Outline
|
||||||
objective.research = [accent]Izuči:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Izuči:\n[]{0}[lightgray]{1}
|
||||||
@@ -726,7 +736,7 @@ error.any = Nepoznata greška u mreži.
|
|||||||
error.bloom = Failed to initialize bloom.\nYour device may not support it.
|
error.bloom = Failed to initialize bloom.\nYour device may not support it.
|
||||||
|
|
||||||
weather.rain.name = Kiša
|
weather.rain.name = Kiša
|
||||||
weather.snow.name = Sneg
|
weather.snowing.name = Sneg
|
||||||
weather.sandstorm.name = Peščana Oluja
|
weather.sandstorm.name = Peščana Oluja
|
||||||
weather.sporestorm.name = Sporna Oluja
|
weather.sporestorm.name = Sporna Oluja
|
||||||
weather.fog.name = Magla
|
weather.fog.name = Magla
|
||||||
@@ -763,6 +773,7 @@ sector.missingresources = [scarlet]Nedovoljnema Resursa u Jezgru
|
|||||||
sector.attacked = Sektor [accent]{0}[white] je napadnut!
|
sector.attacked = Sektor [accent]{0}[white] je napadnut!
|
||||||
sector.lost = Sektor [accent]{0}[white] je izgubljen!
|
sector.lost = Sektor [accent]{0}[white] je izgubljen!
|
||||||
sector.capture = Sector [accent]{0}[white]Captured!
|
sector.capture = Sector [accent]{0}[white]Captured!
|
||||||
|
sector.capture.current = Sector Captured!
|
||||||
sector.changeicon = Promeni Ikonicu
|
sector.changeicon = Promeni Ikonicu
|
||||||
sector.noswitch.title = Nije Moguće Promeniti Sektor
|
sector.noswitch.title = Nije Moguće Promeniti Sektor
|
||||||
sector.noswitch = Ne možete promeniti sektor dok je drugi napadnut.\n\nSektor: [accent]{0}[] na [accent]{1}[]
|
sector.noswitch = Ne možete promeniti sektor dok je drugi napadnut.\n\nSektor: [accent]{0}[] na [accent]{1}[]
|
||||||
@@ -974,6 +985,7 @@ 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
|
||||||
@@ -984,17 +996,46 @@ stat.immunities = Imuniteti
|
|||||||
stat.healing = Popravlja
|
stat.healing = Popravlja
|
||||||
|
|
||||||
ability.forcefield = Polje Sile
|
ability.forcefield = Polje Sile
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = Polje Popravke
|
ability.repairfield = Polje Popravke
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = Statusno Polje
|
ability.statusfield = Statusno Polje
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = Fabrika
|
ability.unitspawn = Fabrika
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Brzina Obnove Štita
|
ability.shieldregenfield = Brzina Obnove Štita
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Munje Pri Kretanju
|
ability.movelightning = Munje Pri Kretanju
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Elektrolučni Štit
|
ability.shieldarc = Elektrolučni Štit
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Polje Prigušivanja Popravki
|
ability.suppressionfield = Polje Prigušivanja Popravki
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Energetsko Polje
|
ability.energyfield = Energetsko Polje
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = Dozvoljeno Dostavljanje Samo Unutar Jezgra
|
bar.onlycoredeposit = Dozvoljeno Dostavljanje Samo Unutar Jezgra
|
||||||
|
|
||||||
@@ -1071,6 +1112,7 @@ 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
|
||||||
@@ -1080,6 +1122,8 @@ 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
|
||||||
@@ -1191,15 +1235,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = 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.rebuild_select.name = Ponovo Sagradi Region
|
keybind.rebuild_select.name = Ponovo Sagradi Region
|
||||||
keybind.schematic_select.name = Izaberi Region
|
keybind.schematic_select.name = Izaberi Region
|
||||||
keybind.schematic_menu.name = Menu Šema
|
keybind.schematic_menu.name = Menu Šema
|
||||||
@@ -1275,7 +1320,10 @@ 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
|
||||||
@@ -1297,6 +1345,7 @@ rules.unitdamagemultiplier = Unit Damage Multiplier
|
|||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.solarmultiplier = Solar Power Multiplier
|
rules.solarmultiplier = Solar Power Multiplier
|
||||||
rules.unitcapvariable = Jezgara Povećavaju Maksimalni Broj Jedinica
|
rules.unitcapvariable = Jezgara Povećavaju Maksimalni Broj Jedinica
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Maksimalni Broj Jedinica (ne računajući jezgra)
|
rules.unitcap = Maksimalni Broj Jedinica (ne računajući jezgra)
|
||||||
rules.limitarea = Ograniči Prostor Mape
|
rules.limitarea = Ograniči Prostor Mape
|
||||||
rules.enemycorebuildradius = Radius Neprijateljskog jezgra bez gradnje:[lightgray] (polja)
|
rules.enemycorebuildradius = Radius Neprijateljskog jezgra bez gradnje:[lightgray] (polja)
|
||||||
@@ -1329,6 +1378,8 @@ rules.weather = Vreme
|
|||||||
rules.weather.frequency = Učestalost:
|
rules.weather.frequency = Učestalost:
|
||||||
rules.weather.always = Stalno
|
rules.weather.always = Stalno
|
||||||
rules.weather.duration = Dužina:
|
rules.weather.duration = Dužina:
|
||||||
|
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.
|
||||||
|
|
||||||
content.item.name = Materijali
|
content.item.name = Materijali
|
||||||
content.liquid.name = Tečnosti
|
content.liquid.name = Tečnosti
|
||||||
@@ -1548,6 +1599,7 @@ block.inverted-sorter.name = Naopaki Sorter
|
|||||||
block.message.name = Poruka
|
block.message.name = Poruka
|
||||||
block.reinforced-message.name = Armirana Poruka
|
block.reinforced-message.name = Armirana Poruka
|
||||||
block.world-message.name = Svetovna Poruka
|
block.world-message.name = Svetovna Poruka
|
||||||
|
block.world-switch.name = World Switch
|
||||||
block.illuminator.name = Svetlo
|
block.illuminator.name = Svetlo
|
||||||
block.overflow-gate.name = Prelivna Kapija
|
block.overflow-gate.name = Prelivna Kapija
|
||||||
block.underflow-gate.name = Podlivna Kapija
|
block.underflow-gate.name = Podlivna Kapija
|
||||||
@@ -2261,7 +2313,7 @@ unit.emanate.description = Gradi građevine da odbrani Veliki Grad jezgro. Popra
|
|||||||
lst.read = Čita broj iz povezane memorijske ćelije.
|
lst.read = Čita broj iz povezane memorijske ćelije.
|
||||||
lst.write = Piše broj u povezanu memorijsku ćeliju.
|
lst.write = Piše broj u povezanu memorijsku ćeliju.
|
||||||
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
||||||
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
||||||
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
||||||
@@ -2284,6 +2336,8 @@ lst.getblock = Get tile data at any location.
|
|||||||
lst.setblock = Set tile data at any location.
|
lst.setblock = Set tile data at any location.
|
||||||
lst.spawnunit = Prizovi jedinicu na mestu.
|
lst.spawnunit = Prizovi jedinicu na mestu.
|
||||||
lst.applystatus = Dodaj ili ukloni statusni efekat na jedinicu/e.
|
lst.applystatus = Dodaj ili ukloni statusni efekat na jedinicu/e.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
||||||
lst.explosion = Izazovi eksploziju na mestu.
|
lst.explosion = Izazovi eksploziju na mestu.
|
||||||
lst.setrate = Set processor execution speed in instructions/tick.
|
lst.setrate = Set processor execution speed in instructions/tick.
|
||||||
@@ -2344,6 +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.
|
||||||
@@ -2484,7 +2539,7 @@ 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.
|
||||||
|
|||||||
@@ -435,6 +435,11 @@ 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
|
||||||
@@ -490,6 +495,7 @@ 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
|
||||||
@@ -577,6 +583,7 @@ 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
|
||||||
@@ -599,7 +606,9 @@ filter.option.floor2 = Secondary Floor
|
|||||||
filter.option.threshold2 = Secondary Threshold
|
filter.option.threshold2 = Secondary Threshold
|
||||||
filter.option.radius = Radie
|
filter.option.radius = Radie
|
||||||
filter.option.percentile = Percentile
|
filter.option.percentile = Percentile
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
filter.option.code = Code
|
||||||
|
filter.option.loop = Loop
|
||||||
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.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
|
||||||
locales.addtoother = Add To Other Locales
|
locales.addtoother = Add To Other Locales
|
||||||
@@ -671,6 +680,7 @@ marker.shape.name = Shape
|
|||||||
marker.text.name = Text
|
marker.text.name = Text
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
marker.background = Background
|
marker.background = Background
|
||||||
marker.outline = Outline
|
marker.outline = Outline
|
||||||
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
||||||
@@ -717,7 +727,7 @@ error.any = Okänt nätverksfel.
|
|||||||
error.bloom = Failed to initialize bloom.\nYour device may not support it.
|
error.bloom = Failed to initialize bloom.\nYour device may not support it.
|
||||||
|
|
||||||
weather.rain.name = Rain
|
weather.rain.name = Rain
|
||||||
weather.snow.name = Snow
|
weather.snowing.name = Snow
|
||||||
weather.sandstorm.name = Sandstorm
|
weather.sandstorm.name = Sandstorm
|
||||||
weather.sporestorm.name = Sporestorm
|
weather.sporestorm.name = Sporestorm
|
||||||
weather.fog.name = Fog
|
weather.fog.name = Fog
|
||||||
@@ -754,6 +764,7 @@ sector.missingresources = [scarlet]Insufficient Core Resources
|
|||||||
sector.attacked = Sector [accent]{0}[white] under attack!
|
sector.attacked = Sector [accent]{0}[white] under attack!
|
||||||
sector.lost = Sector [accent]{0}[white] lost!
|
sector.lost = Sector [accent]{0}[white] lost!
|
||||||
sector.capture = Sector [accent]{0}[white]Captured!
|
sector.capture = Sector [accent]{0}[white]Captured!
|
||||||
|
sector.capture.current = Sector Captured!
|
||||||
sector.changeicon = Change Icon
|
sector.changeicon = Change Icon
|
||||||
sector.noswitch.title = Unable to Switch Sectors
|
sector.noswitch.title = Unable to Switch Sectors
|
||||||
sector.noswitch = You may not switch sectors while an existing sector is under attack.\n\nSector: [accent]{0}[] on [accent]{1}[]
|
sector.noswitch = You may not switch sectors while an existing sector is under attack.\n\nSector: [accent]{0}[] on [accent]{1}[]
|
||||||
@@ -961,6 +972,7 @@ 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
|
||||||
@@ -971,17 +983,46 @@ stat.immunities = Immunities
|
|||||||
stat.healing = Healing
|
stat.healing = Healing
|
||||||
|
|
||||||
ability.forcefield = Force Field
|
ability.forcefield = Force Field
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = Repair Field
|
ability.repairfield = Repair Field
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = Status Field
|
ability.statusfield = Status Field
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = Factory
|
ability.unitspawn = Factory
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Shield Regen Field
|
ability.shieldregenfield = Shield Regen Field
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Movement Lightning
|
ability.movelightning = Movement Lightning
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Shield Arc
|
ability.shieldarc = Shield Arc
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Regen Suppression Field
|
ability.suppressionfield = Regen Suppression Field
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Energy Field
|
ability.energyfield = Energy Field
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = Only Core Depositing Allowed
|
bar.onlycoredeposit = Only Core Depositing Allowed
|
||||||
|
|
||||||
@@ -1058,6 +1099,7 @@ 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
|
||||||
@@ -1067,6 +1109,8 @@ 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
|
||||||
@@ -1178,15 +1222,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = 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.rebuild_select.name = Rebuild Region
|
keybind.rebuild_select.name = Rebuild Region
|
||||||
keybind.schematic_select.name = Select Region
|
keybind.schematic_select.name = Select Region
|
||||||
keybind.schematic_menu.name = Schematic Menu
|
keybind.schematic_menu.name = Schematic Menu
|
||||||
@@ -1262,7 +1307,10 @@ 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
|
||||||
@@ -1284,6 +1332,7 @@ rules.unitdamagemultiplier = Unit Damage Multiplier
|
|||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.solarmultiplier = Solar Power Multiplier
|
rules.solarmultiplier = Solar Power Multiplier
|
||||||
rules.unitcapvariable = Cores Contribute To Unit Cap
|
rules.unitcapvariable = Cores Contribute To Unit Cap
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Base Unit Cap
|
rules.unitcap = Base Unit Cap
|
||||||
rules.limitarea = Limit Map Area
|
rules.limitarea = Limit Map Area
|
||||||
rules.enemycorebuildradius = Enemy Core No-Build Radius:[lightgray] (tiles)
|
rules.enemycorebuildradius = Enemy Core No-Build Radius:[lightgray] (tiles)
|
||||||
@@ -1316,6 +1365,8 @@ rules.weather = Weather
|
|||||||
rules.weather.frequency = Frequency:
|
rules.weather.frequency = Frequency:
|
||||||
rules.weather.always = Always
|
rules.weather.always = Always
|
||||||
rules.weather.duration = Duration:
|
rules.weather.duration = Duration:
|
||||||
|
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.
|
||||||
|
|
||||||
content.item.name = Föremål
|
content.item.name = Föremål
|
||||||
content.liquid.name = Vätskor
|
content.liquid.name = Vätskor
|
||||||
@@ -1533,6 +1584,7 @@ block.inverted-sorter.name = Inverted Sorter
|
|||||||
block.message.name = Meddelande
|
block.message.name = Meddelande
|
||||||
block.reinforced-message.name = Reinforced Message
|
block.reinforced-message.name = Reinforced Message
|
||||||
block.world-message.name = World Message
|
block.world-message.name = World Message
|
||||||
|
block.world-switch.name = World Switch
|
||||||
block.illuminator.name = Illuminator
|
block.illuminator.name = Illuminator
|
||||||
block.overflow-gate.name = Överflödesgrind
|
block.overflow-gate.name = Överflödesgrind
|
||||||
block.underflow-gate.name = Underflow Gate
|
block.underflow-gate.name = Underflow Gate
|
||||||
@@ -2241,7 +2293,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
|
|||||||
lst.read = Read a number from a linked memory cell.
|
lst.read = Read a number from a linked memory cell.
|
||||||
lst.write = Write a number to a linked memory cell.
|
lst.write = Write a number to a linked memory cell.
|
||||||
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
||||||
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
||||||
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
||||||
@@ -2264,6 +2316,8 @@ lst.getblock = Get tile data at any location.
|
|||||||
lst.setblock = Set tile data at any location.
|
lst.setblock = Set tile data at any location.
|
||||||
lst.spawnunit = Spawn unit at a location.
|
lst.spawnunit = Spawn unit at a location.
|
||||||
lst.applystatus = Apply or clear a status effect from a uniut.
|
lst.applystatus = Apply or clear a status effect from a uniut.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
||||||
lst.explosion = Create an explosion at a location.
|
lst.explosion = Create an explosion at a location.
|
||||||
lst.setrate = Set processor execution speed in instructions/tick.
|
lst.setrate = Set processor execution speed in instructions/tick.
|
||||||
@@ -2322,6 +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.
|
||||||
@@ -2445,7 +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.
|
||||||
|
|||||||
@@ -439,6 +439,11 @@ 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
|
||||||
@@ -495,6 +500,7 @@ 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
|
||||||
@@ -583,6 +589,7 @@ 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
|
||||||
@@ -606,7 +613,9 @@ filter.option.floor2 = พื้นชั้นสอง
|
|||||||
filter.option.threshold2 = เกณฑ์ชั้นสอง
|
filter.option.threshold2 = เกณฑ์ชั้นสอง
|
||||||
filter.option.radius = รัศมี
|
filter.option.radius = รัศมี
|
||||||
filter.option.percentile = เปอร์เซ็นต์ไทล์
|
filter.option.percentile = เปอร์เซ็นต์ไทล์
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
filter.option.code = Code
|
||||||
|
filter.option.loop = Loop
|
||||||
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.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
|
||||||
locales.addtoother = Add To Other Locales
|
locales.addtoother = Add To Other Locales
|
||||||
@@ -678,6 +687,7 @@ marker.shape.name = รูปทรง
|
|||||||
marker.text.name = ข้อความ
|
marker.text.name = ข้อความ
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
marker.background = พื้นหลัง
|
marker.background = พื้นหลัง
|
||||||
marker.outline = โครงร่าง
|
marker.outline = โครงร่าง
|
||||||
objective.research = [accent]วิจัย:\n[]{0}[lightgray]{1}
|
objective.research = [accent]วิจัย:\n[]{0}[lightgray]{1}
|
||||||
@@ -725,7 +735,7 @@ error.any = ข้อผิดพลาด: เครือข่ายที่
|
|||||||
error.bloom = ไม่สามารถเริ่มต้นบลูมได้\nอุปกรณ์ของคุณอาจไม่รองรับ
|
error.bloom = ไม่สามารถเริ่มต้นบลูมได้\nอุปกรณ์ของคุณอาจไม่รองรับ
|
||||||
|
|
||||||
weather.rain.name = ฝน
|
weather.rain.name = ฝน
|
||||||
weather.snow.name = หิมะ
|
weather.snowing.name = หิมะ
|
||||||
weather.sandstorm.name = พายุทราย
|
weather.sandstorm.name = พายุทราย
|
||||||
weather.sporestorm.name = พายุสปอร์
|
weather.sporestorm.name = พายุสปอร์
|
||||||
weather.fog.name = หมอก
|
weather.fog.name = หมอก
|
||||||
@@ -763,6 +773,7 @@ sector.missingresources = [scarlet]ขาดทรัพยากรในกา
|
|||||||
sector.attacked = เซ็กเตอร์ [accent]{0}[white] ถูกโจมตี!
|
sector.attacked = เซ็กเตอร์ [accent]{0}[white] ถูกโจมตี!
|
||||||
sector.lost = เราเสียเซ็กเตอร์ [accent]{0}[white]!
|
sector.lost = เราเสียเซ็กเตอร์ [accent]{0}[white]!
|
||||||
sector.capture = Sector [accent]{0}[white]Captured!
|
sector.capture = Sector [accent]{0}[white]Captured!
|
||||||
|
sector.capture.current = Sector Captured!
|
||||||
sector.changeicon = เปลี่ยนไอคอน
|
sector.changeicon = เปลี่ยนไอคอน
|
||||||
sector.noswitch.title = ไม่สามารถเปลี่ยนเซ็กเตอร์ได้
|
sector.noswitch.title = ไม่สามารถเปลี่ยนเซ็กเตอร์ได้
|
||||||
sector.noswitch = คุณไม่สามารถเปลี่ยนเซ็กเตอร์ได้ระหว่างที่อีกเซ็กเตอร์กำลังถูกโจมตีอยู่\n\nเซ็กเตอร์: [accent]{0}[] บนดาว [accent]{1}[]
|
sector.noswitch = คุณไม่สามารถเปลี่ยนเซ็กเตอร์ได้ระหว่างที่อีกเซ็กเตอร์กำลังถูกโจมตีอยู่\n\nเซ็กเตอร์: [accent]{0}[] บนดาว [accent]{1}[]
|
||||||
@@ -974,6 +985,7 @@ 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
|
||||||
@@ -984,17 +996,46 @@ stat.immunities = ต่อต้านสถานะ
|
|||||||
stat.healing = การรักษา
|
stat.healing = การรักษา
|
||||||
|
|
||||||
ability.forcefield = โล่พลังงาน
|
ability.forcefield = โล่พลังงาน
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = สนามซ่อมแซม
|
ability.repairfield = สนามซ่อมแซม
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = สนามเอฟเฟกต์
|
ability.statusfield = สนามเอฟเฟกต์
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = โรงงานผลิต
|
ability.unitspawn = โรงงานผลิต
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = สนามรักษาโล่
|
ability.shieldregenfield = สนามรักษาโล่
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = ปล่อยสายฟ้าเมื่อเคลื่อนที่
|
ability.movelightning = ปล่อยสายฟ้าเมื่อเคลื่อนที่
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = โล่พลังงานโค้ง
|
ability.shieldarc = โล่พลังงานโค้ง
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = สนามระงับการฟื้นฟู
|
ability.suppressionfield = สนามระงับการฟื้นฟู
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = สนามพลังงาน
|
ability.energyfield = สนามพลังงาน
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = ขนย้ายทรัพยากรลงแกนกลางได้เท่านั้น
|
bar.onlycoredeposit = ขนย้ายทรัพยากรลงแกนกลางได้เท่านั้น
|
||||||
bar.drilltierreq = ต้องมีเครื่องขุดที่ดีกว่านี้
|
bar.drilltierreq = ต้องมีเครื่องขุดที่ดีกว่านี้
|
||||||
@@ -1070,6 +1111,7 @@ 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
|
||||||
@@ -1079,6 +1121,8 @@ 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
|
||||||
@@ -1190,15 +1234,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = 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.rebuild_select.name = เลือกพื้นที่สร้างใหม่
|
keybind.rebuild_select.name = เลือกพื้นที่สร้างใหม่
|
||||||
keybind.schematic_select.name = เลือกพื้นที่
|
keybind.schematic_select.name = เลือกพื้นที่
|
||||||
keybind.schematic_menu.name = เมนูแผนผัง
|
keybind.schematic_menu.name = เมนูแผนผัง
|
||||||
@@ -1274,7 +1319,10 @@ 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
|
||||||
@@ -1296,6 +1344,7 @@ rules.unitdamagemultiplier = พหุคูณพลังโจมตีขอ
|
|||||||
rules.unitcrashdamagemultiplier = พหูคูณดาเมจการตกของยานยูนิต
|
rules.unitcrashdamagemultiplier = พหูคูณดาเมจการตกของยานยูนิต
|
||||||
rules.solarmultiplier = พหูคุณพลังงานแสงอาทิตย์
|
rules.solarmultiplier = พหูคุณพลังงานแสงอาทิตย์
|
||||||
rules.unitcapvariable = เพิ่มจำนวนยูนิตสูงสุดต่อแกนกลาง
|
rules.unitcapvariable = เพิ่มจำนวนยูนิตสูงสุดต่อแกนกลาง
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = ขีดกำจัดยูนิตสูงสุดพื้นฐาน
|
rules.unitcap = ขีดกำจัดยูนิตสูงสุดพื้นฐาน
|
||||||
rules.limitarea = จำกัดพื้นที่แมพ
|
rules.limitarea = จำกัดพื้นที่แมพ
|
||||||
rules.enemycorebuildradius = รัศมีห้ามสร้างบริเวณแกนกลางของศัตรู:[lightgray] (ช่อง)
|
rules.enemycorebuildradius = รัศมีห้ามสร้างบริเวณแกนกลางของศัตรู:[lightgray] (ช่อง)
|
||||||
@@ -1328,6 +1377,8 @@ rules.weather = สภาพอากาศ
|
|||||||
rules.weather.frequency = ความถี่:
|
rules.weather.frequency = ความถี่:
|
||||||
rules.weather.always = ตลอด
|
rules.weather.always = ตลอด
|
||||||
rules.weather.duration = ระยะเวลา:
|
rules.weather.duration = ระยะเวลา:
|
||||||
|
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.
|
||||||
|
|
||||||
content.item.name = ไอเท็ม
|
content.item.name = ไอเท็ม
|
||||||
content.liquid.name = ของเหลว
|
content.liquid.name = ของเหลว
|
||||||
@@ -1553,6 +1604,7 @@ block.inverted-sorter.name = เครื่องคัดแยกกลับ
|
|||||||
block.message.name = กล่องข้อความ
|
block.message.name = กล่องข้อความ
|
||||||
block.reinforced-message.name = กล่องข้อความเสริมกำลัง
|
block.reinforced-message.name = กล่องข้อความเสริมกำลัง
|
||||||
block.world-message.name = กล่องข้อความโลก
|
block.world-message.name = กล่องข้อความโลก
|
||||||
|
block.world-switch.name = World Switch
|
||||||
block.illuminator.name = ตัวเปล่งแสง
|
block.illuminator.name = ตัวเปล่งแสง
|
||||||
block.overflow-gate.name = ประตูระบาย
|
block.overflow-gate.name = ประตูระบาย
|
||||||
block.underflow-gate.name = ประตูระบายข้าง
|
block.underflow-gate.name = ประตูระบายข้าง
|
||||||
@@ -2278,7 +2330,7 @@ unit.emanate.description = สร้างสิ่งต่างๆ เพื
|
|||||||
lst.read = อ่านเลขจากเซลล์ความจำที่เชื่อมต่อไว้
|
lst.read = อ่านเลขจากเซลล์ความจำที่เชื่อมต่อไว้
|
||||||
lst.write = เขียนเลขไปยังเซลล์ความจำที่เชื่อมต่อไว้
|
lst.write = เขียนเลขไปยังเซลล์ความจำที่เชื่อมต่อไว้
|
||||||
lst.print = เพิ่มข้อความไปยังคิวข้อความ\nข้อความจะยังไม่แสดงจนกว่าจะใช้คำสั่ง [accent]Print Flush[]
|
lst.print = เพิ่มข้อความไปยังคิวข้อความ\nข้อความจะยังไม่แสดงจนกว่าจะใช้คำสั่ง [accent]Print Flush[]
|
||||||
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = เพิ่มรูปไปยังคิวการวาด\nภาพจะยังไม่แสดงจนกว่าจะใช้คำสั่ง [accent]Draw Flush[]
|
lst.draw = เพิ่มรูปไปยังคิวการวาด\nภาพจะยังไม่แสดงจนกว่าจะใช้คำสั่ง [accent]Draw Flush[]
|
||||||
lst.drawflush = ปล่อยคิว [accent]Draw[] ไปยังหน้าจอลอจิกที่เชื่อมต่อไว้
|
lst.drawflush = ปล่อยคิว [accent]Draw[] ไปยังหน้าจอลอจิกที่เชื่อมต่อไว้
|
||||||
lst.printflush = ปล่อยคิว [accent]Print[] ไปยังตัวเก็บข้อความที่เชื่อมต่อไว้
|
lst.printflush = ปล่อยคิว [accent]Print[] ไปยังตัวเก็บข้อความที่เชื่อมต่อไว้
|
||||||
@@ -2301,6 +2353,8 @@ lst.getblock = รับข้อมูลของช่องที่ตำ
|
|||||||
lst.setblock = ปรับแต่งข้อมูลของช่องที่ตำแหน่งใดๆ
|
lst.setblock = ปรับแต่งข้อมูลของช่องที่ตำแหน่งใดๆ
|
||||||
lst.spawnunit = เสกยูนิตมาที่ตำแหน่งที่กำหนดไว้
|
lst.spawnunit = เสกยูนิตมาที่ตำแหน่งที่กำหนดไว้
|
||||||
lst.applystatus = ใส่หรือล้างเอฟเฟกต์สถานะจากยูนิต
|
lst.applystatus = ใส่หรือล้างเอฟเฟกต์สถานะจากยูนิต
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = จำลองคลื่นที่ตำแหน่งใดๆ
|
lst.spawnwave = จำลองคลื่นที่ตำแหน่งใดๆ
|
||||||
lst.explosion = เสกระเบิดที่ตำแหน่ง
|
lst.explosion = เสกระเบิดที่ตำแหน่ง
|
||||||
lst.setrate = ตั้งค่าความเร็วการสั่งเป็นคำสั่งใน คำสั่ง/ติก
|
lst.setrate = ตั้งค่าความเร็วการสั่งเป็นคำสั่งใน คำสั่ง/ติก
|
||||||
@@ -2361,6 +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
|
||||||
@@ -2502,7 +2557,7 @@ 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.
|
||||||
|
|||||||
@@ -435,6 +435,11 @@ 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
|
||||||
@@ -490,6 +495,7 @@ 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
|
||||||
@@ -577,6 +583,7 @@ 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
|
||||||
@@ -599,7 +606,9 @@ filter.option.floor2 = Secondary Floor
|
|||||||
filter.option.threshold2 = Secondary Threshold
|
filter.option.threshold2 = Secondary Threshold
|
||||||
filter.option.radius = Radius
|
filter.option.radius = Radius
|
||||||
filter.option.percentile = Percentile
|
filter.option.percentile = Percentile
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
filter.option.code = Code
|
||||||
|
filter.option.loop = Loop
|
||||||
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.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
|
||||||
locales.addtoother = Add To Other Locales
|
locales.addtoother = Add To Other Locales
|
||||||
@@ -671,6 +680,7 @@ marker.shape.name = Shape
|
|||||||
marker.text.name = Text
|
marker.text.name = Text
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
marker.background = Background
|
marker.background = Background
|
||||||
marker.outline = Outline
|
marker.outline = Outline
|
||||||
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
||||||
@@ -717,7 +727,7 @@ error.any = Unkown network error.
|
|||||||
error.bloom = Failed to initialize bloom.\nYour device may not support it.
|
error.bloom = Failed to initialize bloom.\nYour device may not support it.
|
||||||
|
|
||||||
weather.rain.name = Rain
|
weather.rain.name = Rain
|
||||||
weather.snow.name = Snow
|
weather.snowing.name = Snow
|
||||||
weather.sandstorm.name = Sandstorm
|
weather.sandstorm.name = Sandstorm
|
||||||
weather.sporestorm.name = Sporestorm
|
weather.sporestorm.name = Sporestorm
|
||||||
weather.fog.name = Fog
|
weather.fog.name = Fog
|
||||||
@@ -754,6 +764,7 @@ sector.missingresources = [scarlet]Insufficient Core Resources
|
|||||||
sector.attacked = Sector [accent]{0}[white] under attack!
|
sector.attacked = Sector [accent]{0}[white] under attack!
|
||||||
sector.lost = Sector [accent]{0}[white] lost!
|
sector.lost = Sector [accent]{0}[white] lost!
|
||||||
sector.capture = Sector [accent]{0}[white]Captured!
|
sector.capture = Sector [accent]{0}[white]Captured!
|
||||||
|
sector.capture.current = Sector Captured!
|
||||||
sector.changeicon = Change Icon
|
sector.changeicon = Change Icon
|
||||||
sector.noswitch.title = Unable to Switch Sectors
|
sector.noswitch.title = Unable to Switch Sectors
|
||||||
sector.noswitch = You may not switch sectors while an existing sector is under attack.\n\nSector: [accent]{0}[] on [accent]{1}[]
|
sector.noswitch = You may not switch sectors while an existing sector is under attack.\n\nSector: [accent]{0}[] on [accent]{1}[]
|
||||||
@@ -961,6 +972,7 @@ 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
|
||||||
@@ -971,17 +983,46 @@ stat.immunities = Immunities
|
|||||||
stat.healing = Healing
|
stat.healing = Healing
|
||||||
|
|
||||||
ability.forcefield = Force Field
|
ability.forcefield = Force Field
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = Repair Field
|
ability.repairfield = Repair Field
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = Status Field
|
ability.statusfield = Status Field
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = Factory
|
ability.unitspawn = Factory
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = Shield Regen Field
|
ability.shieldregenfield = Shield Regen Field
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = Movement Lightning
|
ability.movelightning = Movement Lightning
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Shield Arc
|
ability.shieldarc = Shield Arc
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Regen Suppression Field
|
ability.suppressionfield = Regen Suppression Field
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Energy Field
|
ability.energyfield = Energy Field
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = Only Core Depositing Allowed
|
bar.onlycoredeposit = Only Core Depositing Allowed
|
||||||
|
|
||||||
@@ -1058,6 +1099,7 @@ 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
|
||||||
@@ -1067,6 +1109,8 @@ 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
|
||||||
@@ -1178,15 +1222,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = 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.rebuild_select.name = Rebuild Region
|
keybind.rebuild_select.name = Rebuild Region
|
||||||
keybind.schematic_select.name = Select Region
|
keybind.schematic_select.name = Select Region
|
||||||
keybind.schematic_menu.name = Schematic Menu
|
keybind.schematic_menu.name = Schematic Menu
|
||||||
@@ -1262,7 +1307,10 @@ 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
|
||||||
@@ -1284,6 +1332,7 @@ rules.unitdamagemultiplier = Unit Damage Multiplier
|
|||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.solarmultiplier = Solar Power Multiplier
|
rules.solarmultiplier = Solar Power Multiplier
|
||||||
rules.unitcapvariable = Cores Contribute To Unit Cap
|
rules.unitcapvariable = Cores Contribute To Unit Cap
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Base Unit Cap
|
rules.unitcap = Base Unit Cap
|
||||||
rules.limitarea = Limit Map Area
|
rules.limitarea = Limit Map Area
|
||||||
rules.enemycorebuildradius = Enemy Core No-Build Radius:[lightgray] (tiles)
|
rules.enemycorebuildradius = Enemy Core No-Build Radius:[lightgray] (tiles)
|
||||||
@@ -1316,6 +1365,8 @@ rules.weather = Weather
|
|||||||
rules.weather.frequency = Frequency:
|
rules.weather.frequency = Frequency:
|
||||||
rules.weather.always = Always
|
rules.weather.always = Always
|
||||||
rules.weather.duration = Duration:
|
rules.weather.duration = Duration:
|
||||||
|
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.
|
||||||
|
|
||||||
content.item.name = Esyalar
|
content.item.name = Esyalar
|
||||||
content.liquid.name = Sivilar
|
content.liquid.name = Sivilar
|
||||||
@@ -1533,6 +1584,7 @@ block.inverted-sorter.name = Inverted Sorter
|
|||||||
block.message.name = Message
|
block.message.name = Message
|
||||||
block.reinforced-message.name = Reinforced Message
|
block.reinforced-message.name = Reinforced Message
|
||||||
block.world-message.name = World Message
|
block.world-message.name = World Message
|
||||||
|
block.world-switch.name = World Switch
|
||||||
block.illuminator.name = Illuminator
|
block.illuminator.name = Illuminator
|
||||||
block.overflow-gate.name = Kapali dagatici
|
block.overflow-gate.name = Kapali dagatici
|
||||||
block.underflow-gate.name = Underflow Gate
|
block.underflow-gate.name = Underflow Gate
|
||||||
@@ -2241,7 +2293,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
|
|||||||
lst.read = Read a number from a linked memory cell.
|
lst.read = Read a number from a linked memory cell.
|
||||||
lst.write = Write a number to a linked memory cell.
|
lst.write = Write a number to a linked memory cell.
|
||||||
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
||||||
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
||||||
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
lst.printflush = Flush queued [accent]Print[] operations to a message block.
|
||||||
@@ -2264,6 +2316,8 @@ lst.getblock = Get tile data at any location.
|
|||||||
lst.setblock = Set tile data at any location.
|
lst.setblock = Set tile data at any location.
|
||||||
lst.spawnunit = Spawn unit at a location.
|
lst.spawnunit = Spawn unit at a location.
|
||||||
lst.applystatus = Apply or clear a status effect from a uniut.
|
lst.applystatus = Apply or clear a status effect from a uniut.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
|
||||||
lst.explosion = Create an explosion at a location.
|
lst.explosion = Create an explosion at a location.
|
||||||
lst.setrate = Set processor execution speed in instructions/tick.
|
lst.setrate = Set processor execution speed in instructions/tick.
|
||||||
@@ -2322,6 +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.
|
||||||
@@ -2445,7 +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.
|
||||||
|
|||||||
@@ -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.
|
||||||
@@ -172,7 +172,7 @@ 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.
|
||||||
@@ -190,9 +190,9 @@ 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
|
||||||
@@ -222,7 +222,7 @@ 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}[]
|
||||||
@@ -303,11 +303,11 @@ 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!
|
||||||
@@ -341,14 +341,14 @@ 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
|
||||||
@@ -384,17 +384,17 @@ 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
|
||||||
@@ -438,7 +438,12 @@ 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
|
||||||
@@ -470,7 +475,7 @@ 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.
|
||||||
@@ -481,8 +486,8 @@ 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
|
||||||
|
|
||||||
@@ -495,7 +500,8 @@ 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
|
||||||
@@ -507,7 +513,7 @@ 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
|
||||||
@@ -519,7 +525,7 @@ 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.
|
||||||
@@ -558,14 +564,14 @@ 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
|
||||||
@@ -583,6 +589,7 @@ 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
|
||||||
@@ -606,23 +613,25 @@ 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: @[]\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:
|
||||||
@@ -676,10 +685,11 @@ 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.background = Arkaplan
|
marker.texture.name = Doku
|
||||||
marker.outline = Anahat
|
marker.background = Arka Plan
|
||||||
|
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}
|
||||||
@@ -725,7 +735,7 @@ error.any = Bilinmeyen ağ hatası.
|
|||||||
error.bloom = Kamaşma başlatılamadı.\nCihazınız bu özelliği desteklemiyor olabilir.
|
error.bloom = Kamaşma başlatılamadı.\nCihazınız bu özelliği desteklemiyor olabilir.
|
||||||
|
|
||||||
weather.rain.name = Yağmur
|
weather.rain.name = Yağmur
|
||||||
weather.snow.name = Kar
|
weather.snowing.name = Kar
|
||||||
weather.sandstorm.name = Kum Fırtınası
|
weather.sandstorm.name = Kum Fırtınası
|
||||||
weather.sporestorm.name = Spor Fırtınası
|
weather.sporestorm.name = Spor Fırtınası
|
||||||
weather.fog.name = Sis
|
weather.fog.name = Sis
|
||||||
@@ -761,7 +771,8 @@ 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 = 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}[]
|
||||||
@@ -818,7 +829,7 @@ 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
|
||||||
@@ -864,7 +875,7 @@ 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
|
||||||
@@ -876,7 +887,7 @@ 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?
|
||||||
@@ -960,7 +971,7 @@ 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
|
||||||
@@ -968,9 +979,10 @@ 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
|
||||||
@@ -981,17 +993,46 @@ stat.immunities = Bağışıklıklar
|
|||||||
stat.healing = Tamir Eder
|
stat.healing = Tamir Eder
|
||||||
|
|
||||||
ability.forcefield = Güç Kalkanı
|
ability.forcefield = Güç Kalkanı
|
||||||
|
ability.forcefield.description = Mermilere karşı bir güç kalkanı açar
|
||||||
ability.repairfield = Onarma Alanı
|
ability.repairfield = Onarma Alanı
|
||||||
|
ability.repairfield.description = Etraftaki birimleri tamir eder
|
||||||
ability.statusfield = Hızlandırma Alanı
|
ability.statusfield = Hızlandırma Alanı
|
||||||
|
ability.statusfield.description = Etraftaki birimlere efekt uygular
|
||||||
ability.unitspawn = Birliği Fabrikası
|
ability.unitspawn = Birliği Fabrikası
|
||||||
|
ability.unitspawn.description = Birim inşaa eder
|
||||||
ability.shieldregenfield = Kalkan Yenileme Alanı
|
ability.shieldregenfield = Kalkan Yenileme Alanı
|
||||||
|
ability.shieldregenfield.description = Yakındaki birimlerin kalkanını yeniler
|
||||||
ability.movelightning = Hareket Enerjisi
|
ability.movelightning = Hareket Enerjisi
|
||||||
|
ability.movelightning.description = Hareket ederken yıldırım yardırır
|
||||||
|
ability.armorplate = Zırh Plakası
|
||||||
|
ability.armorplate.description = Ateş ederken alınan hasarı azaltır
|
||||||
ability.shieldarc = Ark Kalkanı
|
ability.shieldarc = Ark Kalkanı
|
||||||
|
ability.shieldarc.description = Mermileri bloklayan bir arc ışını atar
|
||||||
ability.suppressionfield = Tamir Engelleme Alanı
|
ability.suppressionfield = Tamir Engelleme Alanı
|
||||||
|
ability.suppressionfield.description = Yakındaki tamircileri durdurur
|
||||||
ability.energyfield = Güç Kalkanı
|
ability.energyfield = Güç Kalkanı
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Aynı Türden İyileştirme: [white]{0}%
|
ability.energyfield.description = Yakındaki düşmanları şoklar
|
||||||
ability.energyfield.maxtargets = [lightgray]Azami Hedefler: [white]{0}
|
ability.energyfield.healdescription = Yakındaki düşmanları şoklar, dostları tamir eder
|
||||||
ability.regen = Yenilenme
|
ability.regen = Yenilenme
|
||||||
|
ability.regen.description = Kendi canını zamanla tamir eder
|
||||||
|
ability.liquidregen = Sıvı Emme
|
||||||
|
ability.liquidregen.description = Kendini tamir etmek için sıvı emer
|
||||||
|
ability.spawndeath = Son Bağırış
|
||||||
|
ability.spawndeath.description = Öldüğünde birim salar
|
||||||
|
ability.liquidexplode = Son İsyan
|
||||||
|
ability.liquidexplode.description = Ölürken sıvı fışkırtır
|
||||||
|
ability.stat.firingrate = [stat]{0}/sn[lightgray] ateş hızı
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] can/sn
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] kalkan
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sn[lightgray] tamir hızı
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] can/sıvı miktarı
|
||||||
|
ability.stat.cooldown = [stat]{0} sn[lightgray] bekleme süresi
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] maks hedef
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] aynı tamir miktarı
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] hasar indüksiyonu
|
||||||
|
ability.stat.minspeed = [stat]{0} blok/sn[lightgray] min hız
|
||||||
|
ability.stat.duration = [stat]{0} sn[lightgray] süre
|
||||||
|
ability.stat.buildtime = [stat]{0} sn[lightgray] inşa süresi
|
||||||
bar.onlycoredeposit = Sadece Merkeze Aktarım Mümkün
|
bar.onlycoredeposit = Sadece Merkeze Aktarım Mümkün
|
||||||
|
|
||||||
bar.drilltierreq = Daha Güçlü Matkap Gerekli
|
bar.drilltierreq = Daha Güçlü Matkap Gerekli
|
||||||
@@ -1031,9 +1072,9 @@ 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
|
||||||
@@ -1067,6 +1108,7 @@ 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 = Açıklama
|
category.purpose = Açıklama
|
||||||
category.general = Genel
|
category.general = Genel
|
||||||
@@ -1076,6 +1118,8 @@ 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
|
||||||
@@ -1087,7 +1131,7 @@ 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
|
||||||
@@ -1097,7 +1141,7 @@ 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.
|
||||||
@@ -1117,7 +1161,7 @@ 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
|
||||||
@@ -1141,7 +1185,7 @@ 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
|
||||||
@@ -1161,7 +1205,7 @@ 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},
|
||||||
@@ -1179,23 +1223,24 @@ 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 = Unit Command: Move
|
keybind.unit_command_move.name = Birim Komutu: Git
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Birim Komutu: Tamir Et
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Birim Komutu: Yeniden İnşaa Et
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Biirm Komutu: Yardım Et
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Birim Komutu: Kaz
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Birim Komutu: Gazla
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Birim Komutu: Birim Kargola
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Birim Komutu: Blok Kargola
|
||||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Birim Komutu: Kargo Boşalt
|
||||||
|
keybind.unit_command_enter_payload.name = Birim Komutu: Kargoya Gir
|
||||||
keybind.rebuild_select.name = Alanı Geri İşaa Et
|
keybind.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
|
||||||
@@ -1236,7 +1281,7 @@ 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
|
||||||
@@ -1248,7 +1293,7 @@ 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 Modlarının açıklamaları
|
||||||
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
|
||||||
@@ -1257,21 +1302,24 @@ 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
|
||||||
@@ -1283,7 +1331,7 @@ 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
|
||||||
@@ -1293,6 +1341,7 @@ rules.unitdamagemultiplier = Birim Hasar Çapanı
|
|||||||
rules.unitcrashdamagemultiplier = Birim Çakılma Hasar Çarpanı
|
rules.unitcrashdamagemultiplier = Birim Çakılma Hasar Çarpanı
|
||||||
rules.solarmultiplier = Güneş Paneli Üretim Çarpanı
|
rules.solarmultiplier = Güneş Paneli Üretim Çarpanı
|
||||||
rules.unitcapvariable = Merkezler Birim Sınırını Etkiler
|
rules.unitcapvariable = Merkezler Birim Sınırını Etkiler
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Sabit Birim Sınırı
|
rules.unitcap = Sabit Birim Sınırı
|
||||||
rules.limitarea = Haritayı Sınırla
|
rules.limitarea = Haritayı Sınırla
|
||||||
rules.enemycorebuildradius = Düşman Merkezi İnşa Yasağı Yarıçapı: [lightgray](kare)
|
rules.enemycorebuildradius = Düşman Merkezi İnşa Yasağı Yarıçapı: [lightgray](kare)
|
||||||
@@ -1325,6 +1374,8 @@ 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 = Oyuncuların düşman üssüne yakın inşa etmesini engeller. Bu, silah kurarken daha da fazla.
|
||||||
|
rules.onlydepositcore.info = Birimlerin Merkez dışında malzeme aktarmasını engeller.
|
||||||
|
|
||||||
content.item.name = Malzemeler
|
content.item.name = Malzemeler
|
||||||
content.liquid.name = Sıvılar
|
content.liquid.name = Sıvılar
|
||||||
@@ -1437,7 +1488,7 @@ 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
|
||||||
@@ -1447,7 +1498,7 @@ 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
|
||||||
@@ -1461,10 +1512,10 @@ 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
|
||||||
@@ -1544,22 +1595,23 @@ 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 = 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
|
||||||
@@ -1621,7 +1673,7 @@ 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
|
||||||
@@ -1647,7 +1699,7 @@ 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
|
||||||
@@ -1659,7 +1711,7 @@ 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
|
||||||
@@ -1682,7 +1734,7 @@ 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
|
||||||
@@ -1748,7 +1800,7 @@ 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
|
||||||
@@ -1822,11 +1874,11 @@ 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.
|
||||||
@@ -1952,10 +2004,10 @@ 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 karşı aşırı 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 karşı aşırı tehlikeli.\n\nAnaliz için fazla dengesiz. Kullanımı bilmiyor. Cürüf göletlerinde eritmeniz öneirlir. [#ff]!SERPULOYA GÖTÜRME!
|
||||||
|
|
||||||
block.derelict = [lightgray]\ue815 Terkedilmiş
|
block.derelict = [lightgray]\ue815 Kalıntı
|
||||||
block.armored-conveyor.description = Materyalleri titanyum konveyörlerle aynı hızda taşır ama daha fazla zırha sahiptir. Diğer konveyörler dışında yan taraflardan materyal kabul etmez.
|
block.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.
|
||||||
@@ -2084,7 +2136,7 @@ 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.
|
||||||
@@ -2197,7 +2249,7 @@ 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.
|
||||||
@@ -2220,7 +2272,7 @@ 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.
|
||||||
@@ -2258,7 +2310,7 @@ unit.emanate.description = Akropolis Merkezini korumak için binalar inşa eder.
|
|||||||
lst.read = Bağlı hafıza kutusundaki numarayı okur.
|
lst.read = Bağlı hafıza kutusundaki numarayı okur.
|
||||||
lst.write = Bağlı hafıza kutuaundaki numaraya yazar.
|
lst.write = Bağlı hafıza kutuaundaki numaraya yazar.
|
||||||
lst.print = Yazı yazar.
|
lst.print = Yazı yazar.
|
||||||
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Ekrana Çizer.
|
lst.draw = Ekrana Çizer.
|
||||||
lst.drawflush = Ekrana Çizimi Aktarır.
|
lst.drawflush = Ekrana Çizimi Aktarır.
|
||||||
lst.printflush = Mesaj bloğuna metnini aktarır,
|
lst.printflush = Mesaj bloğuna metnini aktarır,
|
||||||
@@ -2281,6 +2333,8 @@ lst.getblock = Herhangi bir yerdeki blok bilgisini al.
|
|||||||
lst.setblock = Herhangi bir yerdeki blok bilgisini değiştir.
|
lst.setblock = Herhangi bir yerdeki blok bilgisini değiştir.
|
||||||
lst.spawnunit = Herhangi bir yerde birim var et.
|
lst.spawnunit = Herhangi bir yerde birim var et.
|
||||||
lst.applystatus = Bir Birime Durum Etkisi ekle.
|
lst.applystatus = Bir Birime Durum Etkisi ekle.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Bellir bir noktada dalga başlat.\nDalga Zamanlayıcı Oluşturmaz!
|
lst.spawnwave = Bellir bir noktada dalga başlat.\nDalga Zamanlayıcı Oluşturmaz!
|
||||||
lst.explosion = Bir Noktada Patlama oluştur.
|
lst.explosion = Bir Noktada Patlama oluştur.
|
||||||
lst.setrate = İşlemci Hızını Ayarla (işlem/tick)
|
lst.setrate = İşlemci Hızını Ayarla (işlem/tick)
|
||||||
@@ -2296,43 +2350,43 @@ lst.effect = Parçacık efekti oluştur.
|
|||||||
lst.sync = Ağ boyunca bir değişkeni senkronize et.\nSaniyede en fazla 10 kere yapılabilir.
|
lst.sync = Ağ boyunca bir değişkeni senkronize et.\nSaniyede en fazla 10 kere yapılabilir.
|
||||||
lst.makemarker = Dünyada yeni bir İşlemci İşareti koy.\nBu İşarete bir Kimlik adamalısın.\nDünya başına 20.000 limit bulunmakta.
|
lst.makemarker = Dünyada yeni bir İşlemci İşareti koy.\nBu İşarete bir Kimlik adamalısın.\nDünya başına 20.000 limit bulunmakta.
|
||||||
lst.setmarker = Bir İşlemci İşareti için bir arazi seç.\nKimlik, İşaret Koyucudaki ile aynı olmalı.
|
lst.setmarker = Bir İşlemci İşareti için bir arazi seç.\nKimlik, İşaret Koyucudaki ile aynı olmalı.
|
||||||
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
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!
|
||||||
|
|
||||||
@@ -2341,6 +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.
|
||||||
@@ -2375,7 +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
|
||||||
@@ -2395,14 +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 yaptığı Açı.
|
lenum.angle = İki Işının yaptığı Açı.
|
||||||
lenum.anglediff = Absolute distance between two angles in degrees.
|
lenum.anglediff = İki açı arasındaki derece cinsinden mutlak mesafe.
|
||||||
lenum.len = Bir Işının Uzunluğu.
|
lenum.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
|
||||||
|
|
||||||
@@ -2466,7 +2521,7 @@ unitlocate.group = Aranan binanın türü.
|
|||||||
|
|
||||||
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.
|
||||||
@@ -2481,13 +2536,13 @@ 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.
|
||||||
|
|||||||
@@ -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}
|
||||||
@@ -257,19 +257,19 @@ 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
|
||||||
@@ -286,8 +286,8 @@ 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.
|
||||||
@@ -343,23 +343,23 @@ 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
|
||||||
@@ -440,7 +440,12 @@ 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
|
||||||
@@ -483,8 +488,8 @@ 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
|
||||||
|
|
||||||
@@ -497,6 +502,7 @@ 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
|
||||||
@@ -509,7 +515,7 @@ 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
|
||||||
@@ -521,7 +527,7 @@ 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».
|
||||||
@@ -560,8 +566,8 @@ 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
|
||||||
@@ -586,6 +592,7 @@ 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
|
||||||
@@ -609,23 +616,25 @@ 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: @[]\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:
|
||||||
@@ -664,16 +673,16 @@ 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
|
||||||
|
|
||||||
@@ -681,8 +690,9 @@ 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 = Текстура
|
||||||
|
|
||||||
marker.background = Фон
|
marker.background = Фон
|
||||||
marker.outline = Контур
|
marker.outline = Контур
|
||||||
@@ -697,8 +707,8 @@ 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}
|
||||||
@@ -733,7 +743,7 @@ error.any = Невідома мережева помилка
|
|||||||
error.bloom = Не вдалося ініціалізувати світіння.\nВаш пристрій, мабуть, не підтримує це.
|
error.bloom = Не вдалося ініціалізувати світіння.\nВаш пристрій, мабуть, не підтримує це.
|
||||||
|
|
||||||
weather.rain.name = Дощ
|
weather.rain.name = Дощ
|
||||||
weather.snow.name = Сніг
|
weather.snowing.name = Сніг
|
||||||
weather.sandstorm.name = Піщана буря
|
weather.sandstorm.name = Піщана буря
|
||||||
weather.sporestorm.name = Спорова буря
|
weather.sporestorm.name = Спорова буря
|
||||||
weather.fog.name = Туман
|
weather.fog.name = Туман
|
||||||
@@ -771,6 +781,7 @@ sector.missingresources = [scarlet]Недостатньо ресурсів у я
|
|||||||
sector.attacked = Сектор [accent]{0}[white] під атакою!
|
sector.attacked = Сектор [accent]{0}[white] під атакою!
|
||||||
sector.lost = Сектор [accent]{0}[white] втрачено!
|
sector.lost = Сектор [accent]{0}[white] втрачено!
|
||||||
sector.capture = Sector [accent]{0}[white]Captured!
|
sector.capture = Sector [accent]{0}[white]Captured!
|
||||||
|
sector.capture.current = Sector Captured!
|
||||||
sector.changeicon = Змінити значок
|
sector.changeicon = Змінити значок
|
||||||
sector.noswitch.title = Неможливо переключити сектори
|
sector.noswitch.title = Неможливо переключити сектори
|
||||||
sector.noswitch = Ви не можете змінювати сектори, поки поточний сектор піддається атаці.\n\nСектор: [accent]{0}[] на [accent]{1}[]
|
sector.noswitch = Ви не можете змінювати сектори, поки поточний сектор піддається атаці.\n\nСектор: [accent]{0}[] на [accent]{1}[]
|
||||||
@@ -833,7 +844,7 @@ 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
|
||||||
@@ -982,6 +993,7 @@ 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
|
||||||
@@ -991,18 +1003,47 @@ 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 = Створює силове поле, який поглинає кулі
|
||||||
ability.repairfield = Ремонтувальне поле
|
ability.repairfield = Ремонтувальне поле
|
||||||
|
ability.repairfield.description = Ремонтує найближчі одиниці
|
||||||
ability.statusfield = Поле підсилення
|
ability.statusfield = Поле підсилення
|
||||||
ability.unitspawn = Завод одиниць <20>
|
ability.statusfield.description = Застосовує ефект стану до сусідніх одиниць
|
||||||
|
ability.unitspawn = Завод одиниць
|
||||||
|
ability.unitspawn.description = Створює одиниці
|
||||||
ability.shieldregenfield = Щитовідновлювальне поле
|
ability.shieldregenfield = Щитовідновлювальне поле
|
||||||
|
ability.shieldregenfield.description = Відновлює щити сусідніх одиниць
|
||||||
ability.movelightning = Блискавки під час руху
|
ability.movelightning = Блискавки під час руху
|
||||||
|
ability.movelightning.description = Випускає блискавки під час руху
|
||||||
|
ability.armorplate = Бронеплита
|
||||||
|
ability.armorplate.description = Зменшує шкоду під час стрільби
|
||||||
ability.shieldarc = Щитова дуга
|
ability.shieldarc = Щитова дуга
|
||||||
|
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 = Зупиняється поблизу ремонтних будівель
|
||||||
ability.energyfield = Енергетичне поле
|
ability.energyfield = Енергетичне поле
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Вражає найближчих ворогів
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Вражає ворогів поблизу та зцілює союзників
|
||||||
ability.regen = Regeneration
|
ability.regen = Лікування
|
||||||
|
ability.regen.description = Відновлює власне здоров'я з часом
|
||||||
|
ability.liquidregen = Поглинання рідини
|
||||||
|
ability.liquidregen.description = Поглинає рідину для самолікування
|
||||||
|
ability.spawndeath = Смертельне породження
|
||||||
|
ability.spawndeath.description = Випускає одиниць після смерті
|
||||||
|
ability.liquidexplode = Смертельний розлив
|
||||||
|
ability.liquidexplode.description = Розливає рідину після смерті
|
||||||
|
ability.stat.firingrate = [lightgray]Швидкість стрільби[stat]{0} за сек.
|
||||||
|
ability.stat.regen = Відновлення здоров'я: [stat]{0} за сек.
|
||||||
|
ability.stat.shield = [lightgray]Щит: [stat]{0}
|
||||||
|
ability.stat.repairspeed = [lightgray]Швидкість відновлення: [stat]{0} за сек.
|
||||||
|
ability.stat.slurpheal = [lightgray]Здоров'я за одиницю рідини: [stat]{0}
|
||||||
|
ability.stat.cooldown = [lightgray]Перезаряджання: [stat]{0} за сек.
|
||||||
|
ability.stat.maxtargets = [lightgray]Максимум цілей: [white]{0}
|
||||||
|
ability.stat.sametypehealmultiplier = [lightgray]Однотипне відновлення: [white]{0}%
|
||||||
|
ability.stat.damagereduction = [lightgray]Зменшення шкоди: [stat]{0}%
|
||||||
|
ability.stat.minspeed = [lightgray]Мінімальна швидкість: [stat]{0} плиток за сек.
|
||||||
|
ability.stat.duration = [lightgray]Тривалість: [stat]{0} за сек.
|
||||||
|
ability.stat.buildtime = [lightgray]Час побудови: [stat]{0} за сек.
|
||||||
|
|
||||||
bar.onlycoredeposit = Передача предметів дозволена лише до ядра
|
bar.onlycoredeposit = Передача предметів дозволена лише до ядра
|
||||||
bar.drilltierreq = Потрібен ліпший бур
|
bar.drilltierreq = Потрібен ліпший бур
|
||||||
@@ -1042,7 +1083,7 @@ 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:
|
||||||
@@ -1078,6 +1119,7 @@ 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
|
||||||
@@ -1087,18 +1129,20 @@ 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
|
||||||
@@ -1145,14 +1189,14 @@ 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
|
||||||
@@ -1160,7 +1204,7 @@ 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.
|
||||||
@@ -1172,7 +1216,7 @@ 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},
|
||||||
@@ -1190,23 +1234,24 @@ 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 = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Unit Command: Unload 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
|
||||||
@@ -1270,22 +1315,25 @@ 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
|
||||||
@@ -1304,6 +1352,7 @@ rules.unitdamagemultiplier = Множник шкоди бойових одини
|
|||||||
rules.unitcrashdamagemultiplier = Множник шкоди одиниці при зіткненні одиниць
|
rules.unitcrashdamagemultiplier = Множник шкоди одиниці при зіткненні одиниць
|
||||||
rules.solarmultiplier = Множник сонячної енергії
|
rules.solarmultiplier = Множник сонячної енергії
|
||||||
rules.unitcapvariable = Ядра збільшують обмеження на кількість одиниць
|
rules.unitcapvariable = Ядра збільшують обмеження на кількість одиниць
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Початкове обмеження одиниць
|
rules.unitcap = Початкове обмеження одиниць
|
||||||
rules.limitarea = Обмежити територію мапи
|
rules.limitarea = Обмежити територію мапи
|
||||||
rules.enemycorebuildradius = Радіус оборони для ворожого ядра:[lightgray] (плитки)
|
rules.enemycorebuildradius = Радіус оборони для ворожого ядра:[lightgray] (плитки)
|
||||||
@@ -1313,7 +1362,7 @@ 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
|
||||||
@@ -1336,6 +1385,8 @@ rules.weather = Погода
|
|||||||
rules.weather.frequency = Повторюваність:
|
rules.weather.frequency = Повторюваність:
|
||||||
rules.weather.always = Завжди
|
rules.weather.always = Завжди
|
||||||
rules.weather.duration = Тривалість:
|
rules.weather.duration = Тривалість:
|
||||||
|
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.
|
||||||
|
|
||||||
content.item.name = Предмети
|
content.item.name = Предмети
|
||||||
content.liquid.name = Рідини
|
content.liquid.name = Рідини
|
||||||
@@ -1416,7 +1467,7 @@ 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
|
||||||
@@ -1557,6 +1608,7 @@ block.inverted-sorter.name = Зворотний сортувальник
|
|||||||
block.message.name = Повідомлення
|
block.message.name = Повідомлення
|
||||||
block.reinforced-message.name = Посилене повідомлення
|
block.reinforced-message.name = Посилене повідомлення
|
||||||
block.world-message.name = Світове повідомлення
|
block.world-message.name = Світове повідомлення
|
||||||
|
block.world-switch.name = World Switch
|
||||||
block.illuminator.name = Освітлювач
|
block.illuminator.name = Освітлювач
|
||||||
block.overflow-gate.name = Надмірний затвор
|
block.overflow-gate.name = Надмірний затвор
|
||||||
block.underflow-gate.name = Недостатній затвор
|
block.underflow-gate.name = Недостатній затвор
|
||||||
@@ -1736,7 +1788,7 @@ 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
|
||||||
@@ -1851,18 +1903,18 @@ 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.
|
||||||
@@ -1896,7 +1948,7 @@ 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
|
||||||
@@ -1905,7 +1957,7 @@ 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[].\nПід’єднайте турбінний коденсатор до плазмового бурильника.
|
onset.power = Для підключення [accent]енергії[] до плазмового бурильника, дослідіть і розмістіть \uf73d [accent]променевий вузол[].\nПід’єднайте турбінний коденсатор до плазмового бурильника.
|
||||||
onset.ducts = Дослідіть і розмістіть \uf799 [accent]канали[], щоби переміщувати видобуті ресурси від плазмового бурильника до ядра.\nНатисніть і простягніть, щоби розмістити декілька каналів.\n[accent]Прокрутіть[], щоб обернути.
|
onset.ducts = 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.
|
||||||
@@ -1920,15 +1972,15 @@ 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.)
|
||||||
@@ -2252,7 +2304,7 @@ 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.
|
||||||
@@ -2276,8 +2328,8 @@ 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.
|
||||||
@@ -2285,7 +2337,7 @@ unit.emanate.description = Англійська назва: Emanate\nБудує
|
|||||||
lst.read = Зчитує число із з’єднаної комірки пам’яті.
|
lst.read = Зчитує число із з’єднаної комірки пам’яті.
|
||||||
lst.write = Записує числу у з’єднану комірку пам’яті.
|
lst.write = Записує числу у з’єднану комірку пам’яті.
|
||||||
lst.print = Додайте текст до буфера друку.\nНічого не відображає, поки [accent]Print Flush[] використовується.
|
lst.print = Додайте текст до буфера друку.\nНічого не відображає, поки [accent]Print Flush[] використовується.
|
||||||
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
|
lst.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».
|
||||||
@@ -2298,7 +2350,7 @@ 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.
|
||||||
@@ -2308,6 +2360,8 @@ lst.getblock = Отримує дані плитки в будь-якому мі
|
|||||||
lst.setblock = Установлює дані плитки в будь-якому місці.
|
lst.setblock = Установлює дані плитки в будь-якому місці.
|
||||||
lst.spawnunit = Породжує одиницю на певному місці.
|
lst.spawnunit = Породжує одиницю на певному місці.
|
||||||
lst.applystatus = Застосовує або видаляє ефект стану з одиниці.
|
lst.applystatus = Застосовує або видаляє ефект стану з одиниці.
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = Змодельовує хвилю, що виникає у довільному місці.\nНе збільшує лічильник хвиль.
|
lst.spawnwave = Змодельовує хвилю, що виникає у довільному місці.\nНе збільшує лічильник хвиль.
|
||||||
lst.explosion = Створює вибух у певному місці.
|
lst.explosion = Створює вибух у певному місці.
|
||||||
lst.setrate = Установлює швидкість виконання процесора в інструкціях за такт.
|
lst.setrate = Установлює швидкість виконання процесора в інструкціях за такт.
|
||||||
@@ -2319,55 +2373,56 @@ 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.makemarker = Створює новий логічний маркер у світі.\nПотрібно надати ідентифікатор для ідентифікації цього маркера.\nНаразі кількість маркерів на світ обмежена 20 тисячами.
|
||||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
lst.setmarker = Установлює властивість для маркера.\nВикористаний ідентифікатор має збігатися з інструкцією «Створити маркер».
|
||||||
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 = 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.
|
||||||
@@ -2375,7 +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.
|
||||||
@@ -2403,7 +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.
|
||||||
@@ -2423,7 +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.
|
||||||
@@ -2497,8 +2552,8 @@ lenum.stop = Зупинити або рух, або видобуток, або
|
|||||||
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.
|
||||||
@@ -2509,7 +2564,7 @@ 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.
|
||||||
|
|||||||
File diff suppressed because it is too large
Load Diff
@@ -152,17 +152,17 @@ mod.incompatiblemod = [red]不兼容
|
|||||||
mod.blacklisted = [red]不支持
|
mod.blacklisted = [red]不支持
|
||||||
mod.unmetdependencies = [red]缺少前置模组
|
mod.unmetdependencies = [red]缺少前置模组
|
||||||
mod.erroredcontent = [scarlet]内容错误
|
mod.erroredcontent = [scarlet]内容错误
|
||||||
mod.circulardependencies = [red]Circular Dependencies
|
mod.circulardependencies = [red]循环依赖
|
||||||
mod.incompletedependencies = [red]Incomplete Dependencies
|
mod.incompletedependencies = [red]缺失依赖
|
||||||
|
|
||||||
mod.requiresversion.details = 所需的最低游戏版本:[accent]{0}[]\n您的游戏版本过低。 这个模组需要更新的游戏版本(通常是beta/alpha版本)才能工作。
|
mod.requiresversion.details = 所需的最低游戏版本:[accent]{0}[]\n您的游戏版本过低。 此模组需要更新的游戏版本(通常是beta/alpha版本)才能工作。
|
||||||
mod.outdatedv7.details = 这个模组与最新版游戏不兼容。 作者必须更新它,并在[accent]mod.json[]文件中写入[accent]minGameVersion: 136[]。
|
mod.outdatedv7.details = 此模组与最新版游戏不兼容。 作者必须更新它,并在[accent]mod.json[]文件中写入[accent]minGameVersion: 136[]。
|
||||||
mod.blacklisted.details = 这个模组由于造成该版本游戏崩溃或其他原因被手动禁用了。 不要使用它。
|
mod.blacklisted.details = 此模组由于造成该版本游戏崩溃或其他原因被手动禁用了。 不要使用它。
|
||||||
mod.missingdependencies.details = 缺少前置模组:{0}
|
mod.missingdependencies.details = 缺少前置模组:{0}
|
||||||
mod.erroredcontent.details = 这个模组在游戏加载时发生了错误。 请通知模组作者修复它。
|
mod.erroredcontent.details = 此模组在游戏加载时发生了错误。 请通知模组作者修复它。
|
||||||
mod.circulardependencies.details = This mod has dependencies that depends on each other.
|
mod.circulardependencies.details = 此模组与其他模组相互依赖。
|
||||||
mod.incompletedependencies.details = This mod is unable to be loaded due to invalid or missing dependencies: {0}.
|
mod.incompletedependencies.details = 由于依赖项无效或缺失,此模组无法加载:{0}.
|
||||||
mod.requiresversion = Requires game version: [red]{0}
|
mod.requiresversion = 需要游戏版本: [red]{0}
|
||||||
|
|
||||||
mod.errors = 读取内容时发生错误。
|
mod.errors = 读取内容时发生错误。
|
||||||
mod.noerrorplay = [scarlet]您的模组发生了错误。 []禁用相关模组或修复错误后才能进入游戏。
|
mod.noerrorplay = [scarlet]您的模组发生了错误。 []禁用相关模组或修复错误后才能进入游戏。
|
||||||
@@ -258,19 +258,19 @@ trace = 跟踪玩家
|
|||||||
trace.playername = 玩家名称:[accent]{0}
|
trace.playername = 玩家名称:[accent]{0}
|
||||||
trace.ip = IP地址:[accent]{0}
|
trace.ip = IP地址:[accent]{0}
|
||||||
trace.id = 玩家 ID:[accent]{0}
|
trace.id = 玩家 ID:[accent]{0}
|
||||||
trace.language = Language: [accent]{0}
|
trace.language = 语言: [accent]{0}
|
||||||
trace.mobile = 移动客户端:[accent]{0}
|
trace.mobile = 移动客户端:[accent]{0}
|
||||||
trace.modclient = 自定义客户端:[accent]{0}
|
trace.modclient = 自定义客户端:[accent]{0}
|
||||||
trace.times.joined = 进入服务器次数: [accent]{0}
|
trace.times.joined = 进入服务器次数: [accent]{0}
|
||||||
trace.times.kicked = 踢出服务器次数: [accent]{0}
|
trace.times.kicked = 踢出服务器次数: [accent]{0}
|
||||||
trace.ips = IPs:
|
trace.ips = 曾用IP:
|
||||||
trace.names = Names:
|
trace.names = 曾用名:
|
||||||
invalidid = 无效的客户端ID!提交一个错误报告。
|
invalidid = 无效的客户端ID!提交一个错误报告。
|
||||||
player.ban = Ban
|
player.ban = 封禁
|
||||||
player.kick = Kick
|
player.kick = 踢出
|
||||||
player.trace = Trace
|
player.trace = 追朔
|
||||||
player.admin = Toggle Admin
|
player.admin = 切换管理员
|
||||||
player.team = Change Team
|
player.team = 改变队伍
|
||||||
server.bans = 黑名单
|
server.bans = 黑名单
|
||||||
server.bans.none = 没有被封禁的玩家!
|
server.bans.none = 没有被封禁的玩家!
|
||||||
server.admins = 管理员
|
server.admins = 管理员
|
||||||
@@ -287,8 +287,8 @@ confirmkick = 确定踢出玩家“{0}[white]”?
|
|||||||
confirmunban = 确定解封这名玩家?
|
confirmunban = 确定解封这名玩家?
|
||||||
confirmadmin = 确定给予玩家“{0}[white]”管理员权限?
|
confirmadmin = 确定给予玩家“{0}[white]”管理员权限?
|
||||||
confirmunadmin = 确定收回玩家“{0}[white]”的管理员权限?
|
confirmunadmin = 确定收回玩家“{0}[white]”的管理员权限?
|
||||||
votekick.reason = Vote-Kick Reason
|
votekick.reason = 投票踢出理由
|
||||||
votekick.reason.message = Are you sure you want to vote-kick "{0}[white]"?\nIf yes, please enter the reason:
|
votekick.reason.message = 确定投票踢出玩家"{0}[white]"?\n如果是,请输入理由:
|
||||||
joingame.title = 加入游戏
|
joingame.title = 加入游戏
|
||||||
joingame.ip = 地址:
|
joingame.ip = 地址:
|
||||||
disconnect = 已断开连接
|
disconnect = 已断开连接
|
||||||
@@ -306,7 +306,7 @@ server.invalidport = 无效的端口!
|
|||||||
server.error = [scarlet]创建服务器错误。
|
server.error = [scarlet]创建服务器错误。
|
||||||
save.new = 新存档
|
save.new = 新存档
|
||||||
save.overwrite = 确定要覆盖这个存档吗?
|
save.overwrite = 确定要覆盖这个存档吗?
|
||||||
save.nocampaign = Individual save files from the campaign cannot be imported.
|
save.nocampaign = 无法导入战役中的单个保存文件。
|
||||||
overwrite = 覆盖
|
overwrite = 覆盖
|
||||||
save.none = 没有找到存档!
|
save.none = 没有找到存档!
|
||||||
savefail = 保存失败!
|
savefail = 保存失败!
|
||||||
@@ -344,23 +344,23 @@ open = 打开
|
|||||||
customize = 自定义规则
|
customize = 自定义规则
|
||||||
cancel = 取消
|
cancel = 取消
|
||||||
command = 指挥
|
command = 指挥
|
||||||
command.queue = [lightgray][Queuing]
|
command.queue = [lightgray][排队中]
|
||||||
command.mine = 挖矿
|
command.mine = 挖矿
|
||||||
command.repair = 维修
|
command.repair = 维修
|
||||||
command.rebuild = 重建
|
command.rebuild = 重建
|
||||||
command.assist = 协助建造
|
command.assist = 协助建造
|
||||||
command.move = 移动
|
command.move = 移动
|
||||||
command.boost = Boost
|
command.boost = 助推
|
||||||
command.enterPayload = Enter Payload Block
|
command.enterPayload = 进入载荷建筑
|
||||||
command.loadUnits = Load Units
|
command.loadUnits = 拾取单位
|
||||||
command.loadBlocks = Load Blocks
|
command.loadBlocks = 拾取建筑
|
||||||
command.unloadPayload = Unload Payload
|
command.unloadPayload = 卸载载荷
|
||||||
stance.stop = Cancel Orders
|
stance.stop = 取消指令
|
||||||
stance.shoot = Stance: Shoot
|
stance.shoot = 姿态: 射击
|
||||||
stance.holdfire = Stance: Hold Fire
|
stance.holdfire = 姿态: 停火
|
||||||
stance.pursuetarget = Stance: Pursue Target
|
stance.pursuetarget = 姿态: 追逐目标
|
||||||
stance.patrol = Stance: Patrol Path
|
stance.patrol = 姿态: 路径巡逻
|
||||||
stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
|
stance.ram = 姿态: 冲锋\n[lightgray]径直移动,不进行寻路。
|
||||||
openlink = 打开链接
|
openlink = 打开链接
|
||||||
copylink = 复制链接
|
copylink = 复制链接
|
||||||
back = 返回
|
back = 返回
|
||||||
@@ -386,8 +386,8 @@ pausebuilding = 按[accent][[{0}][]键暂停建造
|
|||||||
resumebuilding = 按[scarlet][[{0}][]键恢复建造
|
resumebuilding = 按[scarlet][[{0}][]键恢复建造
|
||||||
enablebuilding = 按[scarlet][[{0}][]键启用建造
|
enablebuilding = 按[scarlet][[{0}][]键启用建造
|
||||||
showui = UI已隐藏\n按[accent][[{0}][]键显示UI
|
showui = UI已隐藏\n按[accent][[{0}][]键显示UI
|
||||||
commandmode.name = [accent]Command Mode
|
commandmode.name = [accent]指挥模式
|
||||||
commandmode.nounits = [no units]
|
commandmode.nounits = [无单位]
|
||||||
wave = [accent]第{0}波
|
wave = [accent]第{0}波
|
||||||
wave.cap = [accent]波次 {0}/{1}
|
wave.cap = [accent]波次 {0}/{1}
|
||||||
wave.waiting = [lightgray]下一波倒计时:{0}秒
|
wave.waiting = [lightgray]下一波倒计时:{0}秒
|
||||||
@@ -441,7 +441,12 @@ editor.waves = 波次
|
|||||||
editor.rules = 规则
|
editor.rules = 规则
|
||||||
editor.generation = 生成
|
editor.generation = 生成
|
||||||
editor.objectives = 目标
|
editor.objectives = 目标
|
||||||
editor.locales = Locale Bundles
|
editor.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
|
||||||
@@ -473,7 +478,7 @@ waves.max = 最大单位数
|
|||||||
waves.guardian = Boss
|
waves.guardian = Boss
|
||||||
waves.preview = 预览
|
waves.preview = 预览
|
||||||
waves.edit = 编辑…
|
waves.edit = 编辑…
|
||||||
waves.random = Random
|
waves.random = 随机
|
||||||
waves.copy = 复制到剪贴板
|
waves.copy = 复制到剪贴板
|
||||||
waves.load = 从剪贴板读取
|
waves.load = 从剪贴板读取
|
||||||
waves.invalid = 剪贴板中的波次信息无效。
|
waves.invalid = 剪贴板中的波次信息无效。
|
||||||
@@ -484,12 +489,12 @@ waves.sort.reverse = 反向排序
|
|||||||
waves.sort.begin = 出场顺序
|
waves.sort.begin = 出场顺序
|
||||||
waves.sort.health = 生命值
|
waves.sort.health = 生命值
|
||||||
waves.sort.type = 类型
|
waves.sort.type = 类型
|
||||||
waves.search = Search waves...
|
waves.search = 搜索波次...
|
||||||
waves.filter = Unit Filter
|
waves.filter = 单位过滤器
|
||||||
waves.units.hide = 全部隐藏
|
waves.units.hide = 全部隐藏
|
||||||
waves.units.show = 全部显示
|
waves.units.show = 全部显示
|
||||||
|
|
||||||
#these are intentionally in lower case(中文无关)
|
#these are intentionally in lower case
|
||||||
wavemode.counts = 数目
|
wavemode.counts = 数目
|
||||||
wavemode.totals = 总数
|
wavemode.totals = 总数
|
||||||
wavemode.health = 生命值
|
wavemode.health = 生命值
|
||||||
@@ -498,7 +503,8 @@ editor.default = [lightgray]<默认>
|
|||||||
details = 详情…
|
details = 详情…
|
||||||
edit = 编辑…
|
edit = 编辑…
|
||||||
variables = 变量
|
variables = 变量
|
||||||
logic.globals = Built-in Variables
|
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
||||||
|
logic.globals = 内置变量
|
||||||
editor.name = 名称:
|
editor.name = 名称:
|
||||||
editor.spawn = 生成单位
|
editor.spawn = 生成单位
|
||||||
editor.removeunit = 移除单位
|
editor.removeunit = 移除单位
|
||||||
@@ -510,7 +516,7 @@ editor.errorlegacy = 此地图太旧了,旧的地图格式已不再支持。
|
|||||||
editor.errornot = 这不是地图文件。
|
editor.errornot = 这不是地图文件。
|
||||||
editor.errorheader = 此地图文件无效或已损坏。
|
editor.errorheader = 此地图文件无效或已损坏。
|
||||||
editor.errorname = 地图没有定义名称。 加载的可能是存档文件?
|
editor.errorname = 地图没有定义名称。 加载的可能是存档文件?
|
||||||
editor.errorlocales = Error reading invalid locale bundles.
|
editor.errorlocales = 读取无效本地化语言包时出错。
|
||||||
editor.update = 更新
|
editor.update = 更新
|
||||||
editor.randomize = 重新生成
|
editor.randomize = 重新生成
|
||||||
editor.moveup = 上移
|
editor.moveup = 上移
|
||||||
@@ -522,7 +528,7 @@ editor.sectorgenerate = 生成区块
|
|||||||
editor.resize = 改变尺寸
|
editor.resize = 改变尺寸
|
||||||
editor.loadmap = 载入地图
|
editor.loadmap = 载入地图
|
||||||
editor.savemap = 保存地图
|
editor.savemap = 保存地图
|
||||||
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
|
editor.savechanges = [scarlet]您有未保存的更改!\n\n[]您想要保存他们吗?
|
||||||
editor.saved = 已保存!
|
editor.saved = 已保存!
|
||||||
editor.save.noname = 您还没有指定地图的名称!在“地图信息”菜单里设置一个名称。
|
editor.save.noname = 您还没有指定地图的名称!在“地图信息”菜单里设置一个名称。
|
||||||
editor.save.overwrite = 您正试图覆盖一张内置地图!在“地图信息”菜单里重新设置一个其他的名称。
|
editor.save.overwrite = 您正试图覆盖一张内置地图!在“地图信息”菜单里重新设置一个其他的名称。
|
||||||
@@ -561,8 +567,8 @@ toolmode.eraseores = 擦除矿脉
|
|||||||
toolmode.eraseores.description = 仅擦除矿脉,不影响其他物体。
|
toolmode.eraseores.description = 仅擦除矿脉,不影响其他物体。
|
||||||
toolmode.fillteams = 填充队伍
|
toolmode.fillteams = 填充队伍
|
||||||
toolmode.fillteams.description = 不再填充方块,而是填充队伍颜色。
|
toolmode.fillteams.description = 不再填充方块,而是填充队伍颜色。
|
||||||
toolmode.fillerase = Fill Erase
|
toolmode.fillerase = 擦除同类
|
||||||
toolmode.fillerase.description = Erase blocks of the same type.
|
toolmode.fillerase.description = 擦除同种种类的方块。
|
||||||
toolmode.drawteams = 绘制队伍
|
toolmode.drawteams = 绘制队伍
|
||||||
toolmode.drawteams.description = 不再绘制方块,而是绘制队伍颜色。
|
toolmode.drawteams.description = 不再绘制方块,而是绘制队伍颜色。
|
||||||
#未使用
|
#未使用
|
||||||
@@ -587,6 +593,7 @@ 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
|
||||||
@@ -610,23 +617,25 @@ filter.option.floor2 = 内层地形
|
|||||||
filter.option.threshold2 = 内层比例
|
filter.option.threshold2 = 内层比例
|
||||||
filter.option.radius = 半径
|
filter.option.radius = 半径
|
||||||
filter.option.percentile = 百分比
|
filter.option.percentile = 百分比
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
filter.option.code = Code
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
filter.option.loop = Loop
|
||||||
locales.applytoall = Apply Changes To All Locales
|
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.addtoother = Add To Other Locales
|
locales.deletelocale = 您确定要删除该本地化语言包吗?
|
||||||
locales.rollback = Rollback to last applied
|
locales.applytoall = 将更改应用于所有本地化语言包
|
||||||
locales.filter = Property filter
|
locales.addtoother = 添加到其他本地化语言包
|
||||||
locales.searchname = Search name...
|
locales.rollback = 回滚到上次应用的状态
|
||||||
locales.searchvalue = Search value...
|
locales.filter = 文本属性过滤器
|
||||||
locales.searchlocale = Search locale...
|
locales.searchname = 搜索名称...
|
||||||
locales.byname = By name
|
locales.searchvalue = 搜索值...
|
||||||
locales.byvalue = By value
|
locales.searchlocale = 搜索本地化...
|
||||||
locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
|
locales.byname = 按名称
|
||||||
locales.showmissing = Show properties that are missing in some locales
|
locales.byvalue = 按值
|
||||||
locales.showsame = Show properties that have same values in different locales
|
locales.showcorrect = 显示所有本地化语言包中存在并且在所有地方具有唯一值的文本属性
|
||||||
locales.viewproperty = View in all locales
|
locales.showmissing = 显示在某些本地化语言包中缺失的文本属性
|
||||||
locales.viewing = Viewing property "{0}"
|
locales.showsame = 显示在不同本地化语言包中具有相同值的文本属性
|
||||||
locales.addicon = Add Icon
|
locales.viewproperty = 在所有本地化语言包中查看
|
||||||
|
locales.viewing = 查看文本属性 "{0}"
|
||||||
|
locales.addicon = 添加图标
|
||||||
|
|
||||||
width = 宽度:
|
width = 宽度:
|
||||||
height = 高度:
|
height = 高度:
|
||||||
@@ -679,11 +688,12 @@ objective.commandmode.name = 指挥模式
|
|||||||
objective.flag.name = 标签
|
objective.flag.name = 标签
|
||||||
|
|
||||||
marker.shapetext.name = 带形状文本
|
marker.shapetext.name = 带形状文本
|
||||||
marker.point.name = Point
|
marker.point.name = 点
|
||||||
marker.shape.name = 形状
|
marker.shape.name = 形状
|
||||||
marker.text.name = 文本
|
marker.text.name = 文本
|
||||||
marker.line.name = Line
|
marker.line.name = 线
|
||||||
marker.quad.name = Quad
|
marker.quad.name = 四边形
|
||||||
|
marker.texture.name = Texture
|
||||||
|
|
||||||
marker.background = 背景
|
marker.background = 背景
|
||||||
marker.outline = 轮廓
|
marker.outline = 轮廓
|
||||||
@@ -734,7 +744,7 @@ error.any = 未知网络错误。
|
|||||||
error.bloom = 未能初始化光效。 \n您的设备可能不支持。
|
error.bloom = 未能初始化光效。 \n您的设备可能不支持。
|
||||||
|
|
||||||
weather.rain.name = 降雨
|
weather.rain.name = 降雨
|
||||||
weather.snow.name = 降雪
|
weather.snowing.name = 降雪
|
||||||
weather.sandstorm.name = 沙尘暴
|
weather.sandstorm.name = 沙尘暴
|
||||||
weather.sporestorm.name = 孢子风暴
|
weather.sporestorm.name = 孢子风暴
|
||||||
weather.fog.name = 雾
|
weather.fog.name = 雾
|
||||||
@@ -771,7 +781,8 @@ sector.curlost = 区块已丢失
|
|||||||
sector.missingresources = [scarlet]建造核心所需资源不足
|
sector.missingresources = [scarlet]建造核心所需资源不足
|
||||||
sector.attacked = 区块[accent]{0}[white]受到攻击!
|
sector.attacked = 区块[accent]{0}[white]受到攻击!
|
||||||
sector.lost = 区块[accent]{0}[white]已丢失!
|
sector.lost = 区块[accent]{0}[white]已丢失!
|
||||||
sector.capture = Sector [accent]{0}[white]Captured!
|
sector.capture = 区块[accent]{0}[white]已占领!
|
||||||
|
sector.capture.current = 区块已占领!
|
||||||
sector.changeicon = 更改图标
|
sector.changeicon = 更改图标
|
||||||
sector.noswitch.title = 无法切换区块
|
sector.noswitch.title = 无法切换区块
|
||||||
sector.noswitch = 你无法在当前区块遭受攻击时切换区块。\n\n区块:[accent]{0}[]位于[accent]{1}[]
|
sector.noswitch = 你无法在当前区块遭受攻击时切换区块。\n\n区块:[accent]{0}[]位于[accent]{1}[]
|
||||||
@@ -946,7 +957,7 @@ stat.repairspeed = 修理速度
|
|||||||
stat.weapons = 武器
|
stat.weapons = 武器
|
||||||
stat.bullet = 子弹
|
stat.bullet = 子弹
|
||||||
stat.moduletier = 模块等级
|
stat.moduletier = 模块等级
|
||||||
stat.unittype = Unit Type
|
stat.unittype = 单位类型
|
||||||
stat.speedincrease = 提速
|
stat.speedincrease = 提速
|
||||||
stat.range = 范围
|
stat.range = 范围
|
||||||
stat.drilltier = 可钻探矿物
|
stat.drilltier = 可钻探矿物
|
||||||
@@ -983,6 +994,7 @@ 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
|
||||||
@@ -993,17 +1005,47 @@ stat.immunities = 免疫
|
|||||||
stat.healing = 治疗
|
stat.healing = 治疗
|
||||||
|
|
||||||
ability.forcefield = 力墙场
|
ability.forcefield = 力墙场
|
||||||
|
ability.forcefield.description = 投射一个能吸收子弹的力场护盾
|
||||||
ability.repairfield = 修复场
|
ability.repairfield = 修复场
|
||||||
|
ability.repairfield.description = 修复附近的单位
|
||||||
ability.statusfield = 状态场
|
ability.statusfield = 状态场
|
||||||
ability.unitspawn = 单位工厂
|
ability.statusfield.description = 对附近的单位施加状态效果
|
||||||
|
ability.unitspawn = 单位生成
|
||||||
|
ability.unitspawn.description = 建造单位
|
||||||
ability.shieldregenfield = 护盾再生场
|
ability.shieldregenfield = 护盾再生场
|
||||||
|
ability.shieldregenfield.description = 再生附近单位的护盾
|
||||||
ability.movelightning = 闪电助推器
|
ability.movelightning = 闪电助推器
|
||||||
|
ability.movelightning.description = 移动时释放闪电
|
||||||
|
ability.armorplate = 装甲板
|
||||||
|
ability.armorplate.description = 在射击时减少受到的伤害
|
||||||
ability.shieldarc = 弧形护盾
|
ability.shieldarc = 弧形护盾
|
||||||
|
ability.shieldarc.description = 投射一个弧形的力场护盾,能吸收子弹
|
||||||
ability.suppressionfield = 修复压制场
|
ability.suppressionfield = 修复压制场
|
||||||
ability.energyfield = 能量场:
|
ability.suppressionfield.description = 使附近的修复建筑停止工作
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield = 能量场
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.description = 对附近的敌人释放电击
|
||||||
ability.regen = Regeneration
|
ability.energyfield.healdescription = 对附近的敌人释放电击,并治疗友方
|
||||||
|
ability.regen = 再生
|
||||||
|
ability.regen.description = 随着时间的推移恢复自己的生命值
|
||||||
|
ability.liquidregen = 液体吸收
|
||||||
|
ability.liquidregen.description = 吸收液体以治疗自身
|
||||||
|
ability.spawndeath = 死亡产生单位
|
||||||
|
ability.spawndeath.description = 死亡时释放单位
|
||||||
|
ability.liquidexplode = 死亡溢液
|
||||||
|
ability.liquidexplode.description = 死亡时释放液体
|
||||||
|
ability.stat.firingrate = [stat]{0}/秒[lightgray] 射速
|
||||||
|
ability.stat.regen = [stat]{0}/秒[lightgray] 生命恢复速度
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] 护盾
|
||||||
|
ability.stat.repairspeed = [stat]{0}/秒[lightgray] 修复速度
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] 生命/液体单位
|
||||||
|
ability.stat.cooldown = [stat]{0} 秒[lightgray] 冷却时间
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] 最大目标数
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] 同类型修复量
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] 伤害减免
|
||||||
|
ability.stat.minspeed = [stat]{0} 格/秒[lightgray] 最低速度
|
||||||
|
ability.stat.duration = [stat]{0} 秒[lightgray] 持续时间
|
||||||
|
ability.stat.buildtime = [stat]{0} 秒[lightgray] 建造时间
|
||||||
|
|
||||||
|
|
||||||
bar.onlycoredeposit = 仅核心可丢入资源
|
bar.onlycoredeposit = 仅核心可丢入资源
|
||||||
bar.drilltierreq = 需要更高级的钻头
|
bar.drilltierreq = 需要更高级的钻头
|
||||||
@@ -1043,9 +1085,9 @@ bullet.splashdamage = [stat]{0}[lightgray]范围伤害~[stat] {1}[lightgray]格
|
|||||||
bullet.incendiary = [stat]燃烧
|
bullet.incendiary = [stat]燃烧
|
||||||
bullet.homing = [stat]追踪
|
bullet.homing = [stat]追踪
|
||||||
bullet.armorpierce = [stat]穿甲
|
bullet.armorpierce = [stat]穿甲
|
||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
bullet.maxdamagefraction = [stat]{0}%[lightgray] 伤害上限
|
||||||
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
|
bullet.suppression = [stat]{0}秒[lightgray] 修复压制 ~ [stat]{1}[lightgray] 格
|
||||||
bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
bullet.interval = [stat]{0}/秒[lightgray] 分裂子弹:
|
||||||
bullet.frags = [stat]{0}[lightgray]x分裂子弹:
|
bullet.frags = [stat]{0}[lightgray]x分裂子弹:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x闪电~[stat]{1}[lightgray]伤害
|
bullet.lightning = [stat]{0}[lightgray]x闪电~[stat]{1}[lightgray]伤害
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray]对建筑伤害
|
bullet.buildingdamage = [stat]{0}%[lightgray]对建筑伤害
|
||||||
@@ -1079,6 +1121,7 @@ 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
|
||||||
@@ -1088,6 +1131,8 @@ 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
|
||||||
@@ -1099,7 +1144,7 @@ setting.backgroundpause.name = 游戏在后台时自动暂停
|
|||||||
setting.buildautopause.name = 自动暂停建造
|
setting.buildautopause.name = 自动暂停建造
|
||||||
setting.doubletapmine.name = 双击采矿
|
setting.doubletapmine.name = 双击采矿
|
||||||
setting.commandmodehold.name = 长按保持指挥模式
|
setting.commandmodehold.name = 长按保持指挥模式
|
||||||
setting.distinctcontrolgroups.name = Limit One Control Group Per Unit
|
setting.distinctcontrolgroups.name = 每单位限制一个编队
|
||||||
setting.modcrashdisable.name = 游戏启动崩溃后禁用模组
|
setting.modcrashdisable.name = 游戏启动崩溃后禁用模组
|
||||||
setting.animatedwater.name = 动态液体
|
setting.animatedwater.name = 动态液体
|
||||||
setting.animatedshields.name = 动态力场
|
setting.animatedshields.name = 动态力场
|
||||||
@@ -1146,14 +1191,14 @@ setting.position.name = 显示玩家坐标
|
|||||||
setting.mouseposition.name = 显示鼠标坐标
|
setting.mouseposition.name = 显示鼠标坐标
|
||||||
setting.musicvol.name = 音乐音量
|
setting.musicvol.name = 音乐音量
|
||||||
setting.atmosphere.name = 显示行星大气层
|
setting.atmosphere.name = 显示行星大气层
|
||||||
setting.drawlight.name = Draw Darkness/Lighting
|
setting.drawlight.name = 绘制阴影/光照
|
||||||
setting.ambientvol.name = 环境音量
|
setting.ambientvol.name = 环境音量
|
||||||
setting.mutemusic.name = 禁用音乐
|
setting.mutemusic.name = 禁用音乐
|
||||||
setting.sfxvol.name = 音效音量
|
setting.sfxvol.name = 音效音量
|
||||||
setting.mutesound.name = 禁用音效
|
setting.mutesound.name = 禁用音效
|
||||||
setting.crashreport.name = 发送匿名的崩溃报告
|
setting.crashreport.name = 发送匿名的崩溃报告
|
||||||
setting.savecreate.name = 自动创建存档
|
setting.savecreate.name = 自动创建存档
|
||||||
setting.steampublichost.name = Public Game Visibility
|
setting.steampublichost.name = 公共游戏可见性
|
||||||
setting.playerlimit.name = 玩家数量限制
|
setting.playerlimit.name = 玩家数量限制
|
||||||
setting.chatopacity.name = 聊天界面不透明度
|
setting.chatopacity.name = 聊天界面不透明度
|
||||||
setting.lasersopacity.name = 电力连接线不透明度
|
setting.lasersopacity.name = 电力连接线不透明度
|
||||||
@@ -1163,8 +1208,8 @@ setting.showweather.name = 显示天气效果
|
|||||||
setting.hidedisplays.name = 不显示逻辑绘图
|
setting.hidedisplays.name = 不显示逻辑绘图
|
||||||
setting.macnotch.name = 立陶宛語
|
setting.macnotch.name = 立陶宛語
|
||||||
setting.macnotch.description = 需要重新启动
|
setting.macnotch.description = 需要重新启动
|
||||||
steam.friendsonly = Friends Only
|
steam.friendsonly = 仅限好友
|
||||||
steam.friendsonly.tooltip = Whether only Steam friends will be able to join your game.\nUnchecking this box will make your game public - anyone can join.
|
steam.friendsonly.tooltip = 是否只有 Steam 好友才能加入您的游戏。\n取消选中此选项将使您的游戏公开 - 任何人都可以加入。
|
||||||
public.beta = 请注意,测试版的游戏不能公开可见。
|
public.beta = 请注意,测试版的游戏不能公开可见。
|
||||||
uiscale.reset = UI缩放比例已更改。\n点击“确定”接受更改。\n[accent]{0}[]秒后[scarlet]将自动退出并还原设置。
|
uiscale.reset = UI缩放比例已更改。\n点击“确定”接受更改。\n[accent]{0}[]秒后[scarlet]将自动退出并还原设置。
|
||||||
uiscale.cancel = 取消并退出
|
uiscale.cancel = 取消并退出
|
||||||
@@ -1173,7 +1218,7 @@ keybind.title = 重新绑定按键
|
|||||||
keybinds.mobile = [scarlet]除了基本的移动以外,大多数按键绑定在移动设备上无效。
|
keybinds.mobile = [scarlet]除了基本的移动以外,大多数按键绑定在移动设备上无效。
|
||||||
category.general.name = 常规
|
category.general.name = 常规
|
||||||
category.view.name = 视图
|
category.view.name = 视图
|
||||||
category.command.name = Unit Command
|
category.command.name = 单位指挥
|
||||||
category.multiplayer.name = 多人游戏
|
category.multiplayer.name = 多人游戏
|
||||||
category.blocks.name = 建筑选择
|
category.blocks.name = 建筑选择
|
||||||
placement.blockselectkeys = \n[lightgray]按键:[{0},
|
placement.blockselectkeys = \n[lightgray]按键:[{0},
|
||||||
@@ -1191,23 +1236,24 @@ keybind.mouse_move.name = 单位跟随鼠标
|
|||||||
keybind.pan.name = 鼠标控制镜头
|
keybind.pan.name = 鼠标控制镜头
|
||||||
keybind.boost.name = 启动助推
|
keybind.boost.name = 启动助推
|
||||||
keybind.command_mode.name = 指挥模式
|
keybind.command_mode.name = 指挥模式
|
||||||
keybind.command_queue.name = Unit Command Queue
|
keybind.command_queue.name = 单位指挥队列
|
||||||
keybind.create_control_group.name = Create Control Group
|
keybind.create_control_group.name = 创建操控队伍
|
||||||
keybind.cancel_orders.name = Cancel Orders
|
keybind.cancel_orders.name = 取消指令
|
||||||
keybind.unit_stance_shoot.name = Unit Stance: Shoot
|
keybind.unit_stance_shoot.name = 单位姿态:射击
|
||||||
keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
keybind.unit_stance_hold_fire.name = 单位姿态:停火
|
||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = 单位姿态:追逐目标
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = 单位姿态:巡逻
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = 单位姿态:冲锋
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = 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.rebuild_select.name = 重建建筑
|
keybind.rebuild_select.name = 重建建筑
|
||||||
keybind.schematic_select.name = 框选建筑
|
keybind.schematic_select.name = 框选建筑
|
||||||
keybind.schematic_menu.name = 蓝图目录
|
keybind.schematic_menu.name = 蓝图目录
|
||||||
@@ -1271,22 +1317,25 @@ mode.pvp.description = 与其他玩家对战。 \n[gray]需要地图中有至少
|
|||||||
mode.attack.name = 进攻
|
mode.attack.name = 进攻
|
||||||
mode.attack.description = 摧毁敌人的基地。 \n[gray]需要地图中有敌方队伍的核心。
|
mode.attack.description = 摧毁敌人的基地。 \n[gray]需要地图中有敌方队伍的核心。
|
||||||
mode.custom = 自定义模式
|
mode.custom = 自定义模式
|
||||||
rules.invaliddata = Invalid clipboard data.
|
rules.invaliddata = 无效剪贴板数据。
|
||||||
rules.hidebannedblocks = 隐藏禁用的建筑
|
rules.hidebannedblocks = 隐藏禁用的建筑
|
||||||
|
|
||||||
rules.infiniteresources = 无限资源
|
rules.infiniteresources = 无限资源
|
||||||
rules.onlydepositcore = 仅核心可放入资源
|
rules.onlydepositcore = 仅核心可放入资源
|
||||||
rules.derelictrepair = Allow Derelict Block Repair
|
rules.derelictrepair = 允许修复残骸建筑
|
||||||
rules.reactorexplosions = 反应堆爆炸
|
rules.reactorexplosions = 反应堆爆炸
|
||||||
rules.coreincinerates = 核心焚烧
|
rules.coreincinerates = 核心焚烧
|
||||||
rules.disableworldprocessors = 禁用世界处理器
|
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 = Base Builder AI
|
rules.buildai = 基础建筑者 AI
|
||||||
rules.buildaitier = Builder AI Tier
|
rules.buildaitier = 建筑者 AI 等级
|
||||||
rules.rtsai = RTS AI
|
rules.rtsai = RTS AI
|
||||||
rules.rtsminsquadsize = 最小部队规模
|
rules.rtsminsquadsize = 最小部队规模
|
||||||
rules.rtsmaxsquadsize = 最大部队规模
|
rules.rtsmaxsquadsize = 最大部队规模
|
||||||
@@ -1302,9 +1351,10 @@ rules.unitbuildspeedmultiplier = 单位生产速度倍率
|
|||||||
rules.unitcostmultiplier = 单位生产花费倍率
|
rules.unitcostmultiplier = 单位生产花费倍率
|
||||||
rules.unithealthmultiplier = 单位生命倍率
|
rules.unithealthmultiplier = 单位生命倍率
|
||||||
rules.unitdamagemultiplier = 单位伤害倍率
|
rules.unitdamagemultiplier = 单位伤害倍率
|
||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = 单位坠毁伤害倍率
|
||||||
rules.solarmultiplier = 太阳能发电倍率
|
rules.solarmultiplier = 太阳能发电倍率
|
||||||
rules.unitcapvariable = 核心可增加单位上限
|
rules.unitcapvariable = 核心可增加单位上限
|
||||||
|
rules.unitpayloadsexplode = 单位携带载荷与单位一起爆炸
|
||||||
rules.unitcap = 基础单位上限
|
rules.unitcap = 基础单位上限
|
||||||
rules.limitarea = 限制地图有效区域
|
rules.limitarea = 限制地图有效区域
|
||||||
rules.enemycorebuildradius = 敌方核心不可建造区域半径:[lightgray](格)
|
rules.enemycorebuildradius = 敌方核心不可建造区域半径:[lightgray](格)
|
||||||
@@ -1314,7 +1364,7 @@ rules.buildcostmultiplier = 建造花费倍率
|
|||||||
rules.buildspeedmultiplier = 建造速度倍率
|
rules.buildspeedmultiplier = 建造速度倍率
|
||||||
rules.deconstructrefundmultiplier = 拆除返还倍率
|
rules.deconstructrefundmultiplier = 拆除返还倍率
|
||||||
rules.waitForWaveToEnd = 等待波次结束
|
rules.waitForWaveToEnd = 等待波次结束
|
||||||
rules.wavelimit = Map Ends After Wave
|
rules.wavelimit = 地图在有限波次后结束
|
||||||
rules.dropzoneradius = 敌人出生点禁区大小:[lightgray](格)
|
rules.dropzoneradius = 敌人出生点禁区大小:[lightgray](格)
|
||||||
rules.unitammo = 单位有弹药限制
|
rules.unitammo = 单位有弹药限制
|
||||||
rules.enemyteam = 敌方队伍
|
rules.enemyteam = 敌方队伍
|
||||||
@@ -1337,6 +1387,8 @@ rules.weather = 天气
|
|||||||
rules.weather.frequency = 周期:
|
rules.weather.frequency = 周期:
|
||||||
rules.weather.always = 永久
|
rules.weather.always = 永久
|
||||||
rules.weather.duration = 时长:
|
rules.weather.duration = 时长:
|
||||||
|
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.
|
||||||
|
|
||||||
content.item.name = 物品
|
content.item.name = 物品
|
||||||
content.liquid.name = 液体
|
content.liquid.name = 液体
|
||||||
@@ -1558,6 +1610,7 @@ block.inverted-sorter.name = 反向分类器
|
|||||||
block.message.name = 信息板
|
block.message.name = 信息板
|
||||||
block.reinforced-message.name = 强化信息板
|
block.reinforced-message.name = 强化信息板
|
||||||
block.world-message.name = 世界信息板
|
block.world-message.name = 世界信息板
|
||||||
|
block.world-switch.name = World Switch
|
||||||
block.illuminator.name = 照明器
|
block.illuminator.name = 照明器
|
||||||
block.overflow-gate.name = 溢流门
|
block.overflow-gate.name = 溢流门
|
||||||
block.underflow-gate.name = 反向溢流门
|
block.underflow-gate.name = 反向溢流门
|
||||||
@@ -1929,7 +1982,7 @@ onset.commandmode = 按住[accent]shift[]键进入[accent]指挥模式[]。\n按
|
|||||||
onset.commandmode.mobile = 点击左下角的[accent]指挥[]进入[accent]指挥模式[]。\n按住屏幕,[accent]拖动[]框选单位。\n[accent]点击[]指挥所选单位移动或攻击。
|
onset.commandmode.mobile = 点击左下角的[accent]指挥[]进入[accent]指挥模式[]。\n按住屏幕,[accent]拖动[]框选单位。\n[accent]点击[]指挥所选单位移动或攻击。
|
||||||
aegis.tungsten = Tungsten can be mined using an [accent]impact drill[].\nThis structure requires [accent]water[] and [accent]power[].
|
aegis.tungsten = Tungsten can be mined using an [accent]impact drill[].\nThis structure requires [accent]water[] and [accent]power[].
|
||||||
|
|
||||||
split.pickup = 核心单位可以拾取一些方块。\n拾取这个[accent]强化容器[]并将其放到[accent]载荷装载器[]中。\n(默认使用[拾取,]放下载荷)
|
split.pickup = 核心单位可以拾取一些方块。\n拾取这个[accent]强化容器[]并将其放到[accent]载荷装载器[]中。\n(默认使用快捷键“[”拾取载荷,“]“放下载荷)
|
||||||
split.pickup.mobile = 核心单位可以拾取一些方块。\n拾取这个[accent]强化容器[]并将其放到[accent]载荷装载器[]中。\n(长按以拾取或放下载荷)
|
split.pickup.mobile = 核心单位可以拾取一些方块。\n拾取这个[accent]强化容器[]并将其放到[accent]载荷装载器[]中。\n(长按以拾取或放下载荷)
|
||||||
split.acquire = 你需要获取钨来生产单位。
|
split.acquire = 你需要获取钨来生产单位。
|
||||||
split.build = 单位必须被运输到墙的另一侧。\n在墙壁两侧各放置一个[accent]载荷质量驱动器[]。\n点击其中一个,然后点击另一个以连接它们。
|
split.build = 单位必须被运输到墙的另一侧。\n在墙壁两侧各放置一个[accent]载荷质量驱动器[]。\n点击其中一个,然后点击另一个以连接它们。
|
||||||
@@ -2284,7 +2337,7 @@ unit.emanate.description = 保护卫城核心,可建造建筑。 使用一对
|
|||||||
lst.read = 从连接的内存读取数字
|
lst.read = 从连接的内存读取数字
|
||||||
lst.write = 向连接的内存写入数字
|
lst.write = 向连接的内存写入数字
|
||||||
lst.print = 添加文字到打印缓存\n使用[accent]Print Flush[]后才会真正显示
|
lst.print = 添加文字到打印缓存\n使用[accent]Print Flush[]后才会真正显示
|
||||||
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = 添加绘图操作到绘图缓存\n使用[accent]Draw Flush[]后才会真正显示
|
lst.draw = 添加绘图操作到绘图缓存\n使用[accent]Draw Flush[]后才会真正显示
|
||||||
lst.drawflush = 将绘图缓存中的[accent]Draw[]队列刷新到显示屏
|
lst.drawflush = 将绘图缓存中的[accent]Draw[]队列刷新到显示屏
|
||||||
lst.printflush = 将打印缓存中的[accent]Print[]队列刷新到信息板
|
lst.printflush = 将打印缓存中的[accent]Print[]队列刷新到信息板
|
||||||
@@ -2307,6 +2360,8 @@ lst.getblock = 获取任意位置的地块数据
|
|||||||
lst.setblock = 设置任意位置的地块数据
|
lst.setblock = 设置任意位置的地块数据
|
||||||
lst.spawnunit = 在指定位置生成单位
|
lst.spawnunit = 在指定位置生成单位
|
||||||
lst.applystatus = 添加或清除单位的一个状态效果
|
lst.applystatus = 添加或清除单位的一个状态效果
|
||||||
|
lst.weathersense = 检查特定种类的天气当前是否启用。
|
||||||
|
lst.weatherset = 设置当前状态为特定类型天气。
|
||||||
lst.spawnwave = 在任意位置生成一波敌人\n并不记录在波数计数器中
|
lst.spawnwave = 在任意位置生成一波敌人\n并不记录在波数计数器中
|
||||||
lst.explosion = 在某个位置生成爆炸
|
lst.explosion = 在某个位置生成爆炸
|
||||||
lst.setrate = 在指令/时间刻的时间下设置处理器处理速度
|
lst.setrate = 在指令/时间刻的时间下设置处理器处理速度
|
||||||
@@ -2315,50 +2370,51 @@ lst.packcolor = 将[0,1]范围内的RGBA分量整合成单个数字,用于绘
|
|||||||
lst.setrule = 设置地图规则
|
lst.setrule = 设置地图规则
|
||||||
lst.flushmessage = 在屏幕中央投影文字缓存区的内容\n会等待上一个文字显示结束
|
lst.flushmessage = 在屏幕中央投影文字缓存区的内容\n会等待上一个文字显示结束
|
||||||
lst.cutscene = 控制玩家游戏视角
|
lst.cutscene = 控制玩家游戏视角
|
||||||
lst.setflag = 设置一个可以被所有处理器读取的全局flag
|
lst.setflag = 设置一个可以被所有处理器读取的全局标志。
|
||||||
lst.getflag = 检查是否设置了全局flag
|
lst.getflag = 检查是否设置了全局标志。
|
||||||
lst.setprop = Sets a property of a unit or building.
|
lst.setprop = 设置单位或建筑物的属性。
|
||||||
lst.effect = Create a particle effect.
|
lst.effect = 创建一个粒子效果。
|
||||||
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
lst.sync = 在网络中同步一个变量。\n最多每秒调用10次。
|
||||||
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 = 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 = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
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 = 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 = 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。
|
||||||
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 = 数学常数 pi (3.141...)
|
||||||
lglobal.@e = The mathematical constant e (2.718...)
|
lglobal.@e = 数学常数 e (2.718...)
|
||||||
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
lglobal.@degToRad = 将角度制转换为弧度制
|
||||||
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
lglobal.@radToDeg = 将弧度制转换为角度制
|
||||||
lglobal.@time = Playtime of current save, in milliseconds
|
lglobal.@time = 当前保存的游戏时间,以毫秒为单位
|
||||||
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
lglobal.@tick = 当前保存的游戏时间,以tick为单位(1秒 = 60 tick)
|
||||||
lglobal.@second = Playtime of current save, in seconds
|
lglobal.@second = 当前保存的游戏时间,以秒为单位
|
||||||
lglobal.@minute = Playtime of current save, in minutes
|
lglobal.@minute = 当前保存的游戏时间,以分钟为单位
|
||||||
lglobal.@waveNumber = Current wave number, if waves are enabled
|
lglobal.@waveNumber = 如果启用了波次,则为当前波次编号
|
||||||
lglobal.@waveTime = Countdown timer for waves, in seconds
|
lglobal.@waveTime = 波次的倒计时计时器,以秒为单位
|
||||||
lglobal.@mapw = Map width in tiles
|
lglobal.@mapw = 地图宽度(单位:格)
|
||||||
lglobal.@maph = Map height in tiles
|
lglobal.@maph = 地图高度(单位:格)
|
||||||
lglobal.sectionMap = Map
|
lglobal.sectionMap = 地图
|
||||||
lglobal.sectionGeneral = General
|
lglobal.sectionGeneral = 通用
|
||||||
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
lglobal.sectionNetwork = 网络/客户端 [仅限世界处理器]
|
||||||
lglobal.sectionProcessor = Processor
|
lglobal.sectionProcessor = 处理器
|
||||||
lglobal.sectionLookup = Lookup
|
lglobal.sectionLookup = 查找
|
||||||
lglobal.@this = The logic block executing the code
|
lglobal.@this = 执行代码的逻辑块
|
||||||
lglobal.@thisx = X coordinate of block executing the code
|
lglobal.@thisx = 执行代码的逻辑块的 X 坐标
|
||||||
lglobal.@thisy = Y coordinate of block executing the code
|
lglobal.@thisy = 执行代码的逻辑块的 Y 坐标
|
||||||
lglobal.@links = Total number of blocks linked to this processors
|
lglobal.@links = 连接到此处理器的总块数
|
||||||
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
lglobal.@ipt = 处理器每 tick 的执行速度(每秒 60 tick)
|
||||||
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
lglobal.@unitCount = 游戏中单位内容的类型总数;与查找指令一起使用
|
||||||
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
lglobal.@blockCount = 游戏中块内容的类型总数;与查找指令一起使用
|
||||||
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
lglobal.@itemCount = 游戏中物品内容的类型总数;与查找指令一起使用
|
||||||
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
lglobal.@liquidCount = 游戏中液体内容的类型总数;与查找指令一起使用
|
||||||
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
lglobal.@server = 如果代码正在服务器上运行或单人游戏中运行,则为真,否则为假
|
||||||
lglobal.@client = True if the code is running on a client connected to a server
|
lglobal.@client = 如果代码正在连接到服务器的客户端上运行,则为真
|
||||||
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
lglobal.@clientLocale = 运行代码的客户端的区域设置。例如:en_US
|
||||||
lglobal.@clientUnit = Unit of client running the code
|
lglobal.@clientUnit = 运行代码的客户端的单位
|
||||||
lglobal.@clientName = Player name of client running the code
|
lglobal.@clientName = 运行代码的客户端的玩家名称
|
||||||
lglobal.@clientTeam = Team ID of client running the code
|
lglobal.@clientTeam = 运行代码的客户端的团队 ID
|
||||||
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
lglobal.@clientMobile = 如果运行代码的客户端在移动设备上,则为真,否则为假
|
||||||
|
|
||||||
|
|
||||||
logic.nounitbuild = [red]此处不允许处理器操控单位去建设
|
logic.nounitbuild = [red]此处不允许处理器操控单位去建设
|
||||||
|
|
||||||
@@ -2367,6 +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
|
||||||
@@ -2374,7 +2431,7 @@ laccess.dead = 单位或建筑是否已被摧毁或者已失效
|
|||||||
laccess.controlled = 若单位的控制方是处理器,返回[accent]@ctrlProcessor[]\n若单位/建筑由玩家控制,返回[accent]@ctrlPlayer[]\n若单位在编队中,返回[accent]@ctrlFormation[]\n其他情况,返回0
|
laccess.controlled = 若单位的控制方是处理器,返回[accent]@ctrlProcessor[]\n若单位/建筑由玩家控制,返回[accent]@ctrlPlayer[]\n若单位在编队中,返回[accent]@ctrlFormation[]\n其他情况,返回0
|
||||||
laccess.progress = 进度,0到1之间的数值。 \n返回工厂生产、 炮塔装填,或者建筑建造的进度
|
laccess.progress = 进度,0到1之间的数值。 \n返回工厂生产、 炮塔装填,或者建筑建造的进度
|
||||||
laccess.speed = 单位的最高速度(格/秒)
|
laccess.speed = 单位的最高速度(格/秒)
|
||||||
laccess.id = ID of a unit/block/item/liquid.\nThis is the inverse of the lookup operation.
|
laccess.id = 单位/块/物品/液体的ID。\n这是 Lookup 的反向操作。
|
||||||
|
|
||||||
lcategory.unknown = 未知
|
lcategory.unknown = 未知
|
||||||
lcategory.unknown.description = 未分类的指令
|
lcategory.unknown.description = 未分类的指令
|
||||||
@@ -2402,7 +2459,7 @@ graphicstype.poly = 绘制实心正多边形
|
|||||||
graphicstype.linepoly = 绘制正多边形轮廓
|
graphicstype.linepoly = 绘制正多边形轮廓
|
||||||
graphicstype.triangle = 绘制实心三角形
|
graphicstype.triangle = 绘制实心三角形
|
||||||
graphicstype.image = 画出某个游戏内容的图像\n例如[accent]@router[]或者[accent]@dagger[]
|
graphicstype.image = 画出某个游戏内容的图像\n例如[accent]@router[]或者[accent]@dagger[]
|
||||||
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
graphicstype.print = 从打印缓冲区绘制文本。\n清除打印缓冲区。
|
||||||
|
|
||||||
lenum.always = 无条件跳转
|
lenum.always = 无条件跳转
|
||||||
lenum.idiv = 整数除法,返回不带小数的商
|
lenum.idiv = 整数除法,返回不带小数的商
|
||||||
@@ -2422,7 +2479,7 @@ lenum.xor = 按位异或
|
|||||||
lenum.min = 取较小值
|
lenum.min = 取较小值
|
||||||
lenum.max = 取较大值
|
lenum.max = 取较大值
|
||||||
lenum.angle = 返回向量的辐角(角度制)
|
lenum.angle = 返回向量的辐角(角度制)
|
||||||
lenum.anglediff = Absolute distance between two angles in degrees.
|
lenum.anglediff = 返回两个角度之间的绝对距离(角度制)。
|
||||||
lenum.len = 返回向量的长度
|
lenum.len = 返回向量的长度
|
||||||
|
|
||||||
lenum.sin = 正弦(角度制)
|
lenum.sin = 正弦(角度制)
|
||||||
@@ -2497,7 +2554,7 @@ lenum.unbind = 停用单位的逻辑控制\n恢复常规AI
|
|||||||
lenum.move = 移动到某个位置
|
lenum.move = 移动到某个位置
|
||||||
lenum.approach = 靠近某个位置至一定的距离内
|
lenum.approach = 靠近某个位置至一定的距离内
|
||||||
lenum.pathfind = 寻路移动至敌人出生点
|
lenum.pathfind = 寻路移动至敌人出生点
|
||||||
lenum.autopathfind = Automatically pathfinds to the nearest enemy core or drop point.\nThis is the same as standard wave enemy pathfinding.
|
lenum.autopathfind = "自动寻找最近的敌方核心或敌人生成点。\n这与波次中的敌人寻路相同。"
|
||||||
lenum.target = 向某个位置瞄准/射击
|
lenum.target = 向某个位置瞄准/射击
|
||||||
lenum.targetp = 根据提前量向某个目标瞄准/射击
|
lenum.targetp = 根据提前量向某个目标瞄准/射击
|
||||||
lenum.itemdrop = 将携带的物品放入一座建筑
|
lenum.itemdrop = 将携带的物品放入一座建筑
|
||||||
@@ -2508,13 +2565,13 @@ 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 = 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 = 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.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 = 直接来自游戏纹理图集的纹理名称(使用 kebab-case 命名风格)。\n如果 printFlush 设置为 true,则将文本缓冲区内容作为文本参数消耗。
|
||||||
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
lenum.texturesize = 纹理的大小(格)。零值将标记宽度缩放为原始纹理的大小。
|
||||||
lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
lenum.autoscale = 是否根据玩家的缩放级别缩放标记。
|
||||||
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
lenum.posi = 索引位置,用于线和四边形标记,索引零表示第一个位置。
|
||||||
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
lenum.uvi = 纹理的位置范围从零到一,用于四边形标记。
|
||||||
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
lenum.colori = 索引位置,用于线和四边形标记,索引零表示第一个颜色。
|
||||||
|
|||||||
@@ -439,6 +439,11 @@ 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
|
||||||
@@ -495,6 +500,7 @@ 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
|
||||||
@@ -584,6 +590,7 @@ 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
|
||||||
@@ -607,7 +614,9 @@ filter.option.floor2 = 次要地板
|
|||||||
filter.option.threshold2 = 次要閾值
|
filter.option.threshold2 = 次要閾值
|
||||||
filter.option.radius = 半徑
|
filter.option.radius = 半徑
|
||||||
filter.option.percentile = 百分比
|
filter.option.percentile = 百分比
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
filter.option.code = Code
|
||||||
|
filter.option.loop = Loop
|
||||||
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.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
|
||||||
locales.addtoother = Add To Other Locales
|
locales.addtoother = Add To Other Locales
|
||||||
@@ -681,6 +690,7 @@ marker.shape.name = 稜框標示
|
|||||||
marker.text.name = 文字標示
|
marker.text.name = 文字標示
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Quad
|
||||||
|
marker.texture.name = Texture
|
||||||
|
|
||||||
marker.background = 反黑背景
|
marker.background = 反黑背景
|
||||||
marker.outline = 描邊
|
marker.outline = 描邊
|
||||||
@@ -731,7 +741,7 @@ error.any = 未知網路錯誤。
|
|||||||
error.bloom = 初始化特效失敗。\n您的裝置可能不支援
|
error.bloom = 初始化特效失敗。\n您的裝置可能不支援
|
||||||
|
|
||||||
weather.rain.name = 雨
|
weather.rain.name = 雨
|
||||||
weather.snow.name = 雪
|
weather.snowing.name = 雪
|
||||||
weather.sandstorm.name = 沙塵暴
|
weather.sandstorm.name = 沙塵暴
|
||||||
weather.sporestorm.name = 孢子風暴
|
weather.sporestorm.name = 孢子風暴
|
||||||
weather.fog.name = 霧
|
weather.fog.name = 霧
|
||||||
@@ -768,6 +778,7 @@ sector.missingresources = [scarlet]核心資源不足
|
|||||||
sector.attacked = 地區 [accent]{0}[white] 遭受攻擊!
|
sector.attacked = 地區 [accent]{0}[white] 遭受攻擊!
|
||||||
sector.lost = 地區 [accent]{0}[white] 戰敗!
|
sector.lost = 地區 [accent]{0}[white] 戰敗!
|
||||||
sector.capture = Sector [accent]{0}[white]Captured!
|
sector.capture = Sector [accent]{0}[white]Captured!
|
||||||
|
sector.capture.current = Sector Captured!
|
||||||
sector.changeicon = 更改圖標
|
sector.changeicon = 更改圖標
|
||||||
sector.noswitch.title = 無法切換地區
|
sector.noswitch.title = 無法切換地區
|
||||||
sector.noswitch = 當前地區遭受攻擊時,無法切換地區\n\n地區: [accent]{0}[] 於 [accent]{1}[]
|
sector.noswitch = 當前地區遭受攻擊時,無法切換地區\n\n地區: [accent]{0}[] 於 [accent]{1}[]
|
||||||
@@ -979,6 +990,7 @@ 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
|
||||||
@@ -989,17 +1001,46 @@ stat.immunities = Immunities
|
|||||||
stat.healing = 治癒
|
stat.healing = 治癒
|
||||||
|
|
||||||
ability.forcefield = 防護罩
|
ability.forcefield = 防護罩
|
||||||
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
ability.repairfield = 維修力場
|
ability.repairfield = 維修力場
|
||||||
|
ability.repairfield.description = Repairs nearby units
|
||||||
ability.statusfield = 狀態力場
|
ability.statusfield = 狀態力場
|
||||||
|
ability.statusfield.description = Applies a status effect to nearby units
|
||||||
ability.unitspawn = 工廠
|
ability.unitspawn = 工廠
|
||||||
|
ability.unitspawn.description = Constructs units
|
||||||
ability.shieldregenfield = 護盾充能力場
|
ability.shieldregenfield = 護盾充能力場
|
||||||
|
ability.shieldregenfield.description = Regenerates shields of nearby units
|
||||||
ability.movelightning = 移動閃電
|
ability.movelightning = 移動閃電
|
||||||
|
ability.movelightning.description = Releases lightning while moving
|
||||||
|
ability.armorplate = Armor Plate
|
||||||
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Shield Arc
|
ability.shieldarc = Shield Arc
|
||||||
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Regen Suppression Field
|
ability.suppressionfield = Regen Suppression Field
|
||||||
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = 能量場:
|
ability.energyfield = 能量場:
|
||||||
ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
|
ability.regen.description = Regenerates own health over time
|
||||||
|
ability.liquidregen = Liquid Absorption
|
||||||
|
ability.liquidregen.description = Absorbs liquid to heal itself
|
||||||
|
ability.spawndeath = Death Spawns
|
||||||
|
ability.spawndeath.description = Releases units on death
|
||||||
|
ability.liquidexplode = Death Spillage
|
||||||
|
ability.liquidexplode.description = Spills liquid on death
|
||||||
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
||||||
|
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
||||||
|
ability.stat.shield = [stat]{0}[lightgray] shield
|
||||||
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
||||||
|
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
||||||
|
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
||||||
|
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
||||||
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
|
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
||||||
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
||||||
|
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
||||||
|
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
||||||
|
|
||||||
bar.onlycoredeposit = 僅允許向核心放置物品
|
bar.onlycoredeposit = 僅允許向核心放置物品
|
||||||
bar.drilltierreq = 需要更好的鑽頭
|
bar.drilltierreq = 需要更好的鑽頭
|
||||||
@@ -1075,6 +1116,7 @@ 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
|
||||||
@@ -1084,6 +1126,8 @@ 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
|
||||||
@@ -1195,15 +1239,16 @@ keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
|||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||||
keybind.unit_command_move = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
keybind.unit_command_assist = Unit Command: Assist
|
keybind.unit_command_assist.name = Unit Command: Assist
|
||||||
keybind.unit_command_mine = Unit Command: Mine
|
keybind.unit_command_mine.name = Unit Command: Mine
|
||||||
keybind.unit_command_boost = Unit Command: Boost
|
keybind.unit_command_boost.name = Unit Command: Boost
|
||||||
keybind.unit_command_load_units = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Unit Command: Load Units
|
||||||
keybind.unit_command_load_blocks = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
||||||
keybind.unit_command_unload_payload = 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.rebuild_select.name = Rebuild Region
|
keybind.rebuild_select.name = Rebuild Region
|
||||||
keybind.schematic_select.name = 選擇區域
|
keybind.schematic_select.name = 選擇區域
|
||||||
keybind.schematic_menu.name = 藍圖目錄
|
keybind.schematic_menu.name = 藍圖目錄
|
||||||
@@ -1279,7 +1324,10 @@ 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
|
||||||
@@ -1301,6 +1349,7 @@ rules.unitdamagemultiplier = 單位傷害加成
|
|||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
rules.solarmultiplier = 太陽能電加成
|
rules.solarmultiplier = 太陽能電加成
|
||||||
rules.unitcapvariable = 核心限制單位上限
|
rules.unitcapvariable = 核心限制單位上限
|
||||||
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = 基礎單位上限
|
rules.unitcap = 基礎單位上限
|
||||||
rules.limitarea = 限制地圖區域
|
rules.limitarea = 限制地圖區域
|
||||||
rules.enemycorebuildradius = 敵人核心禁止建設半徑︰[lightgray](格)
|
rules.enemycorebuildradius = 敵人核心禁止建設半徑︰[lightgray](格)
|
||||||
@@ -1333,6 +1382,8 @@ rules.weather = 天氣
|
|||||||
rules.weather.frequency = 頻率:
|
rules.weather.frequency = 頻率:
|
||||||
rules.weather.always = 永遠
|
rules.weather.always = 永遠
|
||||||
rules.weather.duration = 持續時間:
|
rules.weather.duration = 持續時間:
|
||||||
|
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.
|
||||||
|
|
||||||
content.item.name = 物品
|
content.item.name = 物品
|
||||||
content.liquid.name = 液體
|
content.liquid.name = 液體
|
||||||
@@ -1554,6 +1605,7 @@ block.inverted-sorter.name = 反向分類器
|
|||||||
block.message.name = 訊息板
|
block.message.name = 訊息板
|
||||||
block.reinforced-message.name = Reinforced Message
|
block.reinforced-message.name = Reinforced Message
|
||||||
block.world-message.name = World Message
|
block.world-message.name = World Message
|
||||||
|
block.world-switch.name = World Switch
|
||||||
block.illuminator.name = 照明燈
|
block.illuminator.name = 照明燈
|
||||||
block.overflow-gate.name = 溢流器
|
block.overflow-gate.name = 溢流器
|
||||||
block.underflow-gate.name = 反向溢流器
|
block.underflow-gate.name = 反向溢流器
|
||||||
@@ -2270,7 +2322,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
|
|||||||
lst.read = [accent]讀取[]記憶體中的一項數值
|
lst.read = [accent]讀取[]記憶體中的一項數值
|
||||||
lst.write = [accent]寫入[]一項數值到記憶體中
|
lst.write = [accent]寫入[]一項數值到記憶體中
|
||||||
lst.print = 將文字加入輸出的暫存中,搭配[accent]Print Flush[], [accent]Flush message[]使用
|
lst.print = 將文字加入輸出的暫存中,搭配[accent]Print Flush[], [accent]Flush message[]使用
|
||||||
lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = 將圖形加入顯示的暫存中,搭配[accent]Draw Flush[]使用
|
lst.draw = 將圖形加入顯示的暫存中,搭配[accent]Draw Flush[]使用
|
||||||
lst.drawflush = 將所有暫存的[accent]Draw[]指令推到顯示器上
|
lst.drawflush = 將所有暫存的[accent]Draw[]指令推到顯示器上
|
||||||
lst.printflush = 將所有暫存的[accent]Print[]指令推到訊息板上
|
lst.printflush = 將所有暫存的[accent]Print[]指令推到訊息板上
|
||||||
@@ -2293,6 +2345,8 @@ lst.getblock = 由位置取方塊數據
|
|||||||
lst.setblock = 由位置設置方塊數據
|
lst.setblock = 由位置設置方塊數據
|
||||||
lst.spawnunit = 在某一位置生成單位
|
lst.spawnunit = 在某一位置生成單位
|
||||||
lst.applystatus = 爲單位添加或移除狀態效果
|
lst.applystatus = 爲單位添加或移除狀態效果
|
||||||
|
lst.weathersense = Check if a type of weather is active.
|
||||||
|
lst.weatherset = Set the current state of a type of weather.
|
||||||
lst.spawnwave = 在某一位置生成一波敵人\n不計入波數
|
lst.spawnwave = 在某一位置生成一波敵人\n不計入波數
|
||||||
lst.explosion = 在某一位置製造爆炸
|
lst.explosion = 在某一位置製造爆炸
|
||||||
lst.setrate = 以指令/每時刻設置處理器速度
|
lst.setrate = 以指令/每時刻設置處理器速度
|
||||||
@@ -2353,6 +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。
|
||||||
@@ -2494,7 +2549,7 @@ 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.
|
||||||
|
|||||||
@@ -159,9 +159,12 @@ 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
|
||||||
|
hexagon-recursion
|
||||||
|
JasonP01
|
||||||
|
BlueTheCube
|
||||||
|
|||||||
Binary file not shown.
Binary file not shown.
BIN
core/assets/music/coreLaunch.ogg
Normal file
BIN
core/assets/music/coreLaunch.ogg
Normal file
Binary file not shown.
Binary file not shown.
@@ -2,7 +2,6 @@ uniform sampler2D u_texture;
|
|||||||
|
|
||||||
uniform float u_time;
|
uniform float u_time;
|
||||||
uniform float u_progress;
|
uniform float u_progress;
|
||||||
uniform vec4 u_color;
|
|
||||||
uniform vec2 u_uv;
|
uniform vec2 u_uv;
|
||||||
uniform vec2 u_uv2;
|
uniform vec2 u_uv2;
|
||||||
uniform vec2 u_texsize;
|
uniform vec2 u_texsize;
|
||||||
@@ -14,8 +13,7 @@ void main(){
|
|||||||
vec2 coords = (v_texCoords - u_uv) / (u_uv2 - u_uv);
|
vec2 coords = (v_texCoords - u_uv) / (u_uv2 - u_uv);
|
||||||
vec2 v = vec2(1.0/u_texsize.x, 1.0/u_texsize.y);
|
vec2 v = vec2(1.0/u_texsize.x, 1.0/u_texsize.y);
|
||||||
|
|
||||||
vec4 c = texture2D(u_texture, v_texCoords);
|
vec4 c = texture2D(u_texture, v_texCoords);
|
||||||
|
|
||||||
c.a *= u_progress;
|
c.a *= u_progress;
|
||||||
c.a *= step(abs(sin(coords.y*3.0 + u_time)), 0.9);
|
c.a *= step(abs(sin(coords.y*3.0 + u_time)), 0.9);
|
||||||
|
|
||||||
|
|||||||
@@ -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());
|
||||||
|
|
||||||
|
|||||||
@@ -28,6 +28,7 @@ import mindustry.net.*;
|
|||||||
import mindustry.service.*;
|
import mindustry.service.*;
|
||||||
import mindustry.ui.dialogs.*;
|
import mindustry.ui.dialogs.*;
|
||||||
import mindustry.world.*;
|
import mindustry.world.*;
|
||||||
|
import mindustry.world.blocks.storage.*;
|
||||||
import mindustry.world.meta.*;
|
import mindustry.world.meta.*;
|
||||||
|
|
||||||
import java.io.*;
|
import java.io.*;
|
||||||
@@ -105,8 +106,8 @@ public class Vars implements Loadable{
|
|||||||
public static final float invasionGracePeriod = 20;
|
public static final float invasionGracePeriod = 20;
|
||||||
/** min armor fraction damage; e.g. 0.05 = at least 5% damage */
|
/** min armor fraction damage; e.g. 0.05 = at least 5% damage */
|
||||||
public static final float minArmorDamage = 0.1f;
|
public static final float minArmorDamage = 0.1f;
|
||||||
/** land/launch animation duration */
|
/** @deprecated see {@link CoreBlock#landDuration} instead! */
|
||||||
public static final float coreLandDuration = 160f;
|
public static final @Deprecated float coreLandDuration = 160f;
|
||||||
/** size of tiles in units */
|
/** size of tiles in units */
|
||||||
public static final int tilesize = 8;
|
public static final int tilesize = 8;
|
||||||
/** size of one tile payload (^2) */
|
/** size of one tile payload (^2) */
|
||||||
@@ -136,6 +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 */
|
||||||
@@ -146,6 +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 */
|
||||||
|
|||||||
@@ -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;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -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
@@ -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();
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -12,30 +12,12 @@ import mindustry.async.*;
|
|||||||
import mindustry.content.*;
|
import mindustry.content.*;
|
||||||
import mindustry.core.*;
|
import mindustry.core.*;
|
||||||
import mindustry.gen.*;
|
import mindustry.gen.*;
|
||||||
import mindustry.world.blocks.environment.*;
|
|
||||||
|
|
||||||
public class UnitGroup{
|
public class UnitGroup{
|
||||||
public Seq<Unit> units = new Seq<>();
|
public Seq<Unit> units = new Seq<>();
|
||||||
public int collisionLayer;
|
public int collisionLayer;
|
||||||
public volatile float[] positions, originalPositions;
|
public volatile float[] positions, originalPositions;
|
||||||
public volatile boolean valid;
|
public volatile boolean valid;
|
||||||
public long lastSpeedUpdate = -1;
|
|
||||||
public float minSpeed = 999999f;
|
|
||||||
|
|
||||||
public void updateMinSpeed(){
|
|
||||||
if(lastSpeedUpdate == Vars.state.updateId) return;
|
|
||||||
|
|
||||||
lastSpeedUpdate = Vars.state.updateId;
|
|
||||||
minSpeed = 999999f;
|
|
||||||
|
|
||||||
for(Unit unit : units){
|
|
||||||
//don't factor in the floor speed multiplier
|
|
||||||
Floor on = unit.isFlying() ? Blocks.air.asFloor() : unit.floorOn();
|
|
||||||
minSpeed = Math.min(unit.speed() / on.speedMultiplier, minSpeed);
|
|
||||||
}
|
|
||||||
|
|
||||||
if(Float.isInfinite(minSpeed) || Float.isNaN(minSpeed)) minSpeed = 999999f;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void calculateFormation(Vec2 dest, int collisionLayer){
|
public void calculateFormation(Vec2 dest, int collisionLayer){
|
||||||
this.collisionLayer = collisionLayer;
|
this.collisionLayer = collisionLayer;
|
||||||
@@ -58,8 +40,6 @@ public class UnitGroup{
|
|||||||
unit.command().groupIndex = i;
|
unit.command().groupIndex = i;
|
||||||
}
|
}
|
||||||
|
|
||||||
updateMinSpeed();
|
|
||||||
|
|
||||||
//run on new thread to prevent stutter
|
//run on new thread to prevent stutter
|
||||||
Vars.mainExecutor.submit(() -> {
|
Vars.mainExecutor.submit(() -> {
|
||||||
//unused space between circles that needs to be reached for compression to end
|
//unused space between circles that needs to be reached for compression to end
|
||||||
@@ -188,9 +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));
|
||||||
|
|||||||
@@ -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;
|
||||||
|
|
||||||
float angle = Angles.angle(world.width() / 2f, world.height() / 2f, tile.x, tile.y);
|
if(!airUseSpawns){
|
||||||
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 angle = Angles.angle(world.width() / 2f, world.height() / 2f, tile.x, tile.y);
|
||||||
float spawnY = Mathf.clamp(world.height() * tilesize / 2f + Angles.trnsy(angle, trns), -margin, world.height() * tilesize + margin);
|
float trns = Math.max(world.width(), world.height()) * Mathf.sqrt2 * tilesize;
|
||||||
cons.get(spawnX, spawnY);
|
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);
|
||||||
|
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)){
|
||||||
|
|||||||
@@ -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){
|
||||||
|
|||||||
@@ -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;
|
||||||
|
|
||||||
@@ -148,10 +146,6 @@ public class CommandAI extends AIController{
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if(group != null){
|
|
||||||
group.updateMinSpeed();
|
|
||||||
}
|
|
||||||
|
|
||||||
if(!net.client() && command == UnitCommand.enterPayloadCommand && unit.buildOn() != null && (targetPos == null || (world.buildWorld(targetPos.x, targetPos.y) != null && world.buildWorld(targetPos.x, targetPos.y) == unit.buildOn()))){
|
if(!net.client() && command == UnitCommand.enterPayloadCommand && unit.buildOn() != null && (targetPos == null || (world.buildWorld(targetPos.x, targetPos.y) != null && world.buildWorld(targetPos.x, targetPos.y) == unit.buildOn()))){
|
||||||
var build = unit.buildOn();
|
var build = unit.buildOn();
|
||||||
tmpPayload.unit = unit;
|
tmpPayload.unit = unit;
|
||||||
@@ -209,6 +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);
|
||||||
@@ -225,6 +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;
|
||||||
@@ -252,8 +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);
|
||||||
|
|
||||||
@@ -270,18 +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);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -363,11 +371,6 @@ public class CommandAI extends AIController{
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@Override
|
|
||||||
public float prefSpeed(){
|
|
||||||
return group == null ? super.prefSpeed() : Math.min(group.minSpeed, unit.speed());
|
|
||||||
}
|
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
public boolean shouldFire(){
|
public boolean shouldFire(){
|
||||||
return stance != UnitStance.holdFire;
|
return stance != UnitStance.holdFire;
|
||||||
@@ -426,7 +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;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -441,7 +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();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
|
|||||||
@@ -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());
|
||||||
|
|||||||
@@ -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);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -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));
|
||||||
|
|||||||
@@ -1181,6 +1181,7 @@ public class Blocks{
|
|||||||
rotate = true;
|
rotate = true;
|
||||||
invertFlip = true;
|
invertFlip = true;
|
||||||
group = BlockGroup.liquids;
|
group = BlockGroup.liquids;
|
||||||
|
itemCapacity = 0;
|
||||||
|
|
||||||
liquidCapacity = 50f;
|
liquidCapacity = 50f;
|
||||||
|
|
||||||
@@ -1231,6 +1232,7 @@ public class Blocks{
|
|||||||
}});
|
}});
|
||||||
|
|
||||||
researchCostMultiplier = 1.1f;
|
researchCostMultiplier = 1.1f;
|
||||||
|
itemCapacity = 0;
|
||||||
liquidCapacity = 40f;
|
liquidCapacity = 40f;
|
||||||
consumePower(2f);
|
consumePower(2f);
|
||||||
ambientSound = Sounds.extractLoop;
|
ambientSound = Sounds.extractLoop;
|
||||||
@@ -2554,8 +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;
|
||||||
@@ -2782,6 +2784,7 @@ public class Blocks{
|
|||||||
ambientSoundVolume = 0.06f;
|
ambientSoundVolume = 0.06f;
|
||||||
hasLiquids = true;
|
hasLiquids = true;
|
||||||
boostScale = 1f / 9f;
|
boostScale = 1f / 9f;
|
||||||
|
itemCapacity = 0;
|
||||||
outputLiquid = new LiquidStack(Liquids.water, 30f / 60f);
|
outputLiquid = new LiquidStack(Liquids.water, 30f / 60f);
|
||||||
consumePower(0.5f);
|
consumePower(0.5f);
|
||||||
liquidCapacity = 60f;
|
liquidCapacity = 60f;
|
||||||
@@ -4046,7 +4049,7 @@ public class Blocks{
|
|||||||
researchCostMultiplier = 0.05f;
|
researchCostMultiplier = 0.05f;
|
||||||
|
|
||||||
coolant = consume(new ConsumeLiquid(Liquids.water, 15f / 60f));
|
coolant = consume(new ConsumeLiquid(Liquids.water, 15f / 60f));
|
||||||
limitRange();
|
limitRange(12f);
|
||||||
}};
|
}};
|
||||||
|
|
||||||
diffuse = new ItemTurret("diffuse"){{
|
diffuse = new ItemTurret("diffuse"){{
|
||||||
@@ -4105,7 +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();
|
limitRange(25f);
|
||||||
}};
|
}};
|
||||||
|
|
||||||
sublimate = new ContinuousLiquidTurret("sublimate"){{
|
sublimate = new ContinuousLiquidTurret("sublimate"){{
|
||||||
@@ -4149,6 +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;
|
||||||
@@ -4239,6 +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));
|
||||||
@@ -4355,7 +4361,7 @@ public class Blocks{
|
|||||||
coolant = consume(new ConsumeLiquid(Liquids.water, 20f / 60f));
|
coolant = consume(new ConsumeLiquid(Liquids.water, 20f / 60f));
|
||||||
coolantMultiplier = 2.5f;
|
coolantMultiplier = 2.5f;
|
||||||
|
|
||||||
limitRange(-5f);
|
limitRange(5f);
|
||||||
}};
|
}};
|
||||||
|
|
||||||
afflict = new PowerTurret("afflict"){{
|
afflict = new PowerTurret("afflict"){{
|
||||||
@@ -4376,6 +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;
|
||||||
@@ -4459,6 +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;
|
||||||
@@ -4681,6 +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;
|
||||||
@@ -5502,23 +5513,6 @@ public class Blocks{
|
|||||||
);
|
);
|
||||||
}};
|
}};
|
||||||
|
|
||||||
mechRefabricator = new Reconstructor("mech-refabricator"){{
|
|
||||||
requirements(Category.units, with(Items.beryllium, 250, Items.tungsten, 120, Items.silicon, 150));
|
|
||||||
regionSuffix = "-dark";
|
|
||||||
|
|
||||||
size = 3;
|
|
||||||
consumePower(2.5f);
|
|
||||||
consumeLiquid(Liquids.hydrogen, 3f / 60f);
|
|
||||||
consumeItems(with(Items.silicon, 50, Items.tungsten, 40));
|
|
||||||
|
|
||||||
constructTime = 60f * 45f;
|
|
||||||
researchCostMultiplier = 0.75f;
|
|
||||||
|
|
||||||
upgrades.addAll(
|
|
||||||
new UnitType[]{UnitTypes.merui, UnitTypes.cleroi}
|
|
||||||
);
|
|
||||||
}};
|
|
||||||
|
|
||||||
shipRefabricator = new Reconstructor("ship-refabricator"){{
|
shipRefabricator = new Reconstructor("ship-refabricator"){{
|
||||||
requirements(Category.units, with(Items.beryllium, 200, Items.tungsten, 100, Items.silicon, 150, Items.oxide, 40));
|
requirements(Category.units, with(Items.beryllium, 200, Items.tungsten, 100, Items.silicon, 150, Items.oxide, 40));
|
||||||
regionSuffix = "-dark";
|
regionSuffix = "-dark";
|
||||||
@@ -5537,6 +5531,23 @@ public class Blocks{
|
|||||||
researchCost = with(Items.beryllium, 500, Items.tungsten, 200, Items.silicon, 300, Items.oxide, 80);
|
researchCost = with(Items.beryllium, 500, Items.tungsten, 200, Items.silicon, 300, Items.oxide, 80);
|
||||||
}};
|
}};
|
||||||
|
|
||||||
|
mechRefabricator = new Reconstructor("mech-refabricator"){{
|
||||||
|
requirements(Category.units, with(Items.beryllium, 250, Items.tungsten, 120, Items.silicon, 150));
|
||||||
|
regionSuffix = "-dark";
|
||||||
|
|
||||||
|
size = 3;
|
||||||
|
consumePower(2.5f);
|
||||||
|
consumeLiquid(Liquids.hydrogen, 3f / 60f);
|
||||||
|
consumeItems(with(Items.silicon, 50, Items.tungsten, 40));
|
||||||
|
|
||||||
|
constructTime = 60f * 45f;
|
||||||
|
researchCostMultiplier = 0.75f;
|
||||||
|
|
||||||
|
upgrades.addAll(
|
||||||
|
new UnitType[]{UnitTypes.merui, UnitTypes.cleroi}
|
||||||
|
);
|
||||||
|
}};
|
||||||
|
|
||||||
//yes very silly name
|
//yes very silly name
|
||||||
primeRefabricator = new Reconstructor("prime-refabricator"){{
|
primeRefabricator = new Reconstructor("prime-refabricator"){{
|
||||||
requirements(Category.units, with(Items.thorium, 250, Items.oxide, 200, Items.tungsten, 200, Items.silicon, 400));
|
requirements(Category.units, with(Items.thorium, 250, Items.oxide, 200, Items.tungsten, 200, Items.silicon, 400));
|
||||||
@@ -5791,6 +5802,8 @@ public class Blocks{
|
|||||||
heatOutput = 1000f;
|
heatOutput = 1000f;
|
||||||
warmupRate = 1000f;
|
warmupRate = 1000f;
|
||||||
regionRotated1 = 1;
|
regionRotated1 = 1;
|
||||||
|
itemCapacity = 0;
|
||||||
|
alwaysUnlocked = true;
|
||||||
ambientSound = Sounds.none;
|
ambientSound = Sounds.none;
|
||||||
}};
|
}};
|
||||||
|
|
||||||
|
|||||||
@@ -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;
|
||||||
|
|||||||
@@ -2434,12 +2434,9 @@ 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);
|
Lines.poly(e.x, e.y, ab.sides, e.rotation + e.fin(), ab.rotation);
|
||||||
if(ab != null){
|
return;
|
||||||
Lines.poly(e.x, e.y, ab.sides, e.rotation + e.fin(), ab.rotation);
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
Lines.poly(e.x, e.y, 6, e.rotation + e.fin());
|
Lines.poly(e.x, e.y, 6, e.rotation + e.fin());
|
||||||
@@ -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);
|
||||||
@@ -2596,5 +2593,15 @@ public class Fx{
|
|||||||
}
|
}
|
||||||
|
|
||||||
Draw.reset();
|
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();
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -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;
|
||||||
@@ -1318,6 +1318,7 @@ public class UnitTypes{
|
|||||||
|
|
||||||
healPercent = 5.5f;
|
healPercent = 5.5f;
|
||||||
collidesTeam = true;
|
collidesTeam = true;
|
||||||
|
reflectable = false;
|
||||||
backColor = Pal.heal;
|
backColor = Pal.heal;
|
||||||
trailColor = Pal.heal;
|
trailColor = Pal.heal;
|
||||||
}};
|
}};
|
||||||
@@ -3894,7 +3895,7 @@ public class UnitTypes{
|
|||||||
x = 43f * i / 4f;
|
x = 43f * i / 4f;
|
||||||
particles = parts;
|
particles = parts;
|
||||||
//visual only, the middle one does the actual suppressing
|
//visual only, the middle one does the actual suppressing
|
||||||
display = active = false;
|
active = false;
|
||||||
}});
|
}});
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -17,7 +17,7 @@ public class Weathers{
|
|||||||
suspendParticles;
|
suspendParticles;
|
||||||
|
|
||||||
public static void load(){
|
public static void load(){
|
||||||
snow = new ParticleWeather("snow"){{
|
snow = new ParticleWeather("snowing"){{
|
||||||
particleRegion = "particle";
|
particleRegion = "particle";
|
||||||
sizeMax = 13f;
|
sizeMax = 13f;
|
||||||
sizeMin = 2.6f;
|
sizeMin = 2.6f;
|
||||||
|
|||||||
@@ -314,6 +314,14 @@ public class ContentLoader{
|
|||||||
return getByName(ContentType.planet, name);
|
return getByName(ContentType.planet, name);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public Seq<Weather> weathers(){
|
||||||
|
return getBy(ContentType.weather);
|
||||||
|
}
|
||||||
|
|
||||||
|
public Weather weather(String name){
|
||||||
|
return getByName(ContentType.weather, name);
|
||||||
|
}
|
||||||
|
|
||||||
public Seq<UnitStance> unitStances(){
|
public Seq<UnitStance> unitStances(){
|
||||||
return getBy(ContentType.unitStance);
|
return getBy(ContentType.unitStance);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -30,6 +30,7 @@ import mindustry.net.*;
|
|||||||
import mindustry.type.*;
|
import mindustry.type.*;
|
||||||
import mindustry.ui.dialogs.*;
|
import mindustry.ui.dialogs.*;
|
||||||
import mindustry.world.*;
|
import mindustry.world.*;
|
||||||
|
import mindustry.world.blocks.storage.*;
|
||||||
import mindustry.world.blocks.storage.CoreBlock.*;
|
import mindustry.world.blocks.storage.CoreBlock.*;
|
||||||
|
|
||||||
import java.io.*;
|
import java.io.*;
|
||||||
@@ -191,43 +192,29 @@ public class Control implements ApplicationListener, Loadable{
|
|||||||
|
|
||||||
Events.run(Trigger.newGame, () -> {
|
Events.run(Trigger.newGame, () -> {
|
||||||
var core = player.bestCore();
|
var core = player.bestCore();
|
||||||
|
|
||||||
if(core == null) return;
|
if(core == null) return;
|
||||||
|
|
||||||
camera.position.set(core);
|
camera.position.set(core);
|
||||||
player.set(core);
|
player.set(core);
|
||||||
|
|
||||||
float coreDelay = 0f;
|
float coreDelay = 0f;
|
||||||
|
|
||||||
if(!settings.getBool("skipcoreanimation") && !state.rules.pvp){
|
if(!settings.getBool("skipcoreanimation") && !state.rules.pvp){
|
||||||
coreDelay = coreLandDuration;
|
coreDelay = core.landDuration();
|
||||||
//delay player respawn so animation can play.
|
//delay player respawn so animation can play.
|
||||||
player.deathTimer = Player.deathDelay - coreLandDuration;
|
player.deathTimer = Player.deathDelay - core.landDuration();
|
||||||
//TODO this sounds pretty bad due to conflict
|
//TODO this sounds pretty bad due to conflict
|
||||||
if(settings.getInt("musicvol") > 0){
|
if(settings.getInt("musicvol") > 0){
|
||||||
Musics.land.stop();
|
//TODO what to do if another core with different music is already playing?
|
||||||
Musics.land.play();
|
Music music = core.landMusic();
|
||||||
Musics.land.setVolume(settings.getInt("musicvol") / 100f);
|
music.stop();
|
||||||
|
music.play();
|
||||||
|
music.setVolume(settings.getInt("musicvol") / 100f);
|
||||||
}
|
}
|
||||||
|
|
||||||
app.post(() -> ui.hudfrag.showLand());
|
renderer.showLanding(core);
|
||||||
renderer.showLanding();
|
|
||||||
|
|
||||||
Time.run(coreLandDuration, () -> {
|
|
||||||
Fx.launch.at(core);
|
|
||||||
Effect.shake(5f, 5f, core);
|
|
||||||
core.thrusterTime = 1f;
|
|
||||||
|
|
||||||
if(state.isCampaign() && Vars.showSectorLandInfo && (state.rules.sector.preset == null || state.rules.sector.preset.showSectorLandInfo)){
|
|
||||||
ui.announce("[accent]" + state.rules.sector.name() + "\n" +
|
|
||||||
(state.rules.sector.info.resources.any() ? "[lightgray]" + bundle.get("sectors.resources") + "[white] " +
|
|
||||||
state.rules.sector.info.resources.toString(" ", u -> u.emoji()) : ""), 5);
|
|
||||||
}
|
|
||||||
});
|
|
||||||
}
|
}
|
||||||
|
|
||||||
if(state.isCampaign()){
|
if(state.isCampaign()){
|
||||||
|
|
||||||
//don't run when hosting, that doesn't really work.
|
//don't run when hosting, that doesn't really work.
|
||||||
if(state.rules.sector.planet.prebuildBase){
|
if(state.rules.sector.planet.prebuildBase){
|
||||||
toBePlaced.clear();
|
toBePlaced.clear();
|
||||||
|
|||||||
@@ -86,11 +86,12 @@ public class GameState{
|
|||||||
}
|
}
|
||||||
|
|
||||||
public boolean isPaused(){
|
public boolean isPaused(){
|
||||||
return is(State.paused);
|
return state == State.paused;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/** @return whether there is an unpaused game in progress. */
|
||||||
public boolean isPlaying(){
|
public boolean isPlaying(){
|
||||||
return (state == State.playing) || (state == State.paused && !isPaused());
|
return state == State.playing;
|
||||||
}
|
}
|
||||||
|
|
||||||
/** @return whether the current state is *not* the menu. */
|
/** @return whether the current state is *not* the menu. */
|
||||||
|
|||||||
@@ -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();
|
||||||
@@ -357,7 +368,8 @@ public class Logic implements ApplicationListener{
|
|||||||
|
|
||||||
//map is over, no more world processor objective stuff
|
//map is over, no more world processor objective stuff
|
||||||
state.rules.disableWorldProcessors = true;
|
state.rules.disableWorldProcessors = true;
|
||||||
state.rules.objectives.clear();
|
|
||||||
|
Call.clearObjectives();
|
||||||
|
|
||||||
//save, just in case
|
//save, just in case
|
||||||
if(!headless && !net.client()){
|
if(!headless && !net.client()){
|
||||||
@@ -460,9 +472,6 @@ public class Logic implements ApplicationListener{
|
|||||||
|
|
||||||
if(!state.isEditor()){
|
if(!state.isEditor()){
|
||||||
state.rules.objectives.update();
|
state.rules.objectives.update();
|
||||||
if(state.rules.objectives.checkChanged() && net.server()){
|
|
||||||
Call.setObjectives(state.rules.objectives);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
if(state.rules.waves && state.rules.waveTimer && !state.gameOver){
|
if(state.rules.waves && state.rules.waveTimer && !state.gameOver){
|
||||||
|
|||||||
@@ -340,15 +340,23 @@ public class NetClient implements ApplicationListener{
|
|||||||
state.rules = rules;
|
state.rules = rules;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//NOTE: avoid using this, runs into packet/buffer size limitations
|
||||||
@Remote(variants = Variant.both)
|
@Remote(variants = Variant.both)
|
||||||
public static void setObjectives(MapObjectives executor){
|
public static void setObjectives(MapObjectives executor){
|
||||||
state.rules.objectives = executor;
|
state.rules.objectives = executor;
|
||||||
}
|
}
|
||||||
|
|
||||||
@Remote(called = Loc.server)
|
@Remote(variants = Variant.both, called = Loc.server)
|
||||||
public static void objectiveCompleted(String[] flagsRemoved, String[] flagsAdded){
|
public static void clearObjectives(){
|
||||||
state.rules.objectiveFlags.removeAll(flagsRemoved);
|
state.rules.objectives.clear();
|
||||||
state.rules.objectiveFlags.addAll(flagsAdded);
|
}
|
||||||
|
|
||||||
|
@Remote(variants = Variant.both, called = Loc.server)
|
||||||
|
public static void completeObjective(int index){
|
||||||
|
var obj = state.rules.objectives.get(index);
|
||||||
|
if(obj != null){
|
||||||
|
obj.done();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@Remote(variants = Variant.both)
|
@Remote(variants = Variant.both)
|
||||||
@@ -470,7 +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);
|
||||||
@@ -614,21 +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
|
||||||
);
|
);
|
||||||
|
|||||||
@@ -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;
|
||||||
}
|
}
|
||||||
@@ -98,7 +98,7 @@ public class NetServer implements ApplicationListener{
|
|||||||
private boolean closing = false, pvpAutoPaused = true;
|
private boolean closing = false, pvpAutoPaused = true;
|
||||||
private Interval timer = new Interval(10);
|
private Interval timer = new Interval(10);
|
||||||
private IntSet buildHealthChanged = new IntSet();
|
private IntSet buildHealthChanged = new IntSet();
|
||||||
|
|
||||||
/** Current kick session. */
|
/** Current kick session. */
|
||||||
public @Nullable VoteSession currentlyKicking = null;
|
public @Nullable VoteSession currentlyKicking = null;
|
||||||
/** Duration of a kick in seconds. */
|
/** Duration of a kick in seconds. */
|
||||||
@@ -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){
|
||||||
@@ -542,10 +548,10 @@ public class NetServer implements ApplicationListener{
|
|||||||
@Remote(targets = Loc.client, variants = Variant.one)
|
@Remote(targets = Loc.client, variants = Variant.one)
|
||||||
public static void requestDebugStatus(Player player){
|
public static void requestDebugStatus(Player player){
|
||||||
int flags =
|
int flags =
|
||||||
(player.con.hasDisconnected ? 1 : 0) |
|
(player.con.hasDisconnected ? 1 : 0) |
|
||||||
(player.con.hasConnected ? 2 : 0) |
|
(player.con.hasConnected ? 2 : 0) |
|
||||||
(player.isAdded() ? 4 : 0) |
|
(player.isAdded() ? 4 : 0) |
|
||||||
(player.con.hasBegunConnecting ? 8 : 0);
|
(player.con.hasBegunConnecting ? 8 : 0);
|
||||||
|
|
||||||
Call.debugStatusClient(player.con, flags, player.con.lastReceivedClientSnapshot, player.con.snapshotsSent);
|
Call.debugStatusClient(player.con, flags, player.con.lastReceivedClientSnapshot, player.con.snapshotsSent);
|
||||||
Call.debugStatusClientUnreliable(player.con, flags, player.con.lastReceivedClientSnapshot, player.con.snapshotsSent);
|
Call.debugStatusClientUnreliable(player.con, flags, player.con.lastReceivedClientSnapshot, player.con.snapshotsSent);
|
||||||
@@ -583,24 +589,39 @@ 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);
|
||||||
}
|
}
|
||||||
|
|
||||||
@Remote(targets = Loc.client, unreliable = true)
|
@Remote(targets = Loc.client, unreliable = true)
|
||||||
public static void clientSnapshot(
|
public static void clientSnapshot(
|
||||||
Player player,
|
Player player,
|
||||||
int snapshotID,
|
int snapshotID,
|
||||||
int unitID,
|
int unitID,
|
||||||
boolean dead,
|
boolean dead,
|
||||||
float x, float y,
|
float x, float y,
|
||||||
float pointerX, float pointerY,
|
float pointerX, float pointerY,
|
||||||
float rotation, float baseRotation,
|
float rotation, float baseRotation,
|
||||||
float xVelocity, float yVelocity,
|
float xVelocity, float yVelocity,
|
||||||
Tile mining,
|
Tile mining,
|
||||||
boolean boosting, boolean shooting, boolean chatting, boolean building,
|
boolean boosting, boolean shooting, boolean chatting, boolean building,
|
||||||
@Nullable Queue<BuildPlan> plans,
|
@Nullable Queue<BuildPlan> plans,
|
||||||
float viewX, float viewY, float viewWidth, float viewHeight
|
float viewX, float viewY, float viewWidth, float viewHeight
|
||||||
){
|
){
|
||||||
NetConnection con = player.con;
|
NetConnection con = player.con;
|
||||||
if(con == null || snapshotID < con.lastReceivedClientSnapshot) return;
|
if(con == null || snapshotID < con.lastReceivedClientSnapshot) return;
|
||||||
@@ -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();
|
||||||
@@ -1104,7 +1124,7 @@ public class NetServer implements ApplicationListener{
|
|||||||
voted.put(admins.getInfo(player.uuid()).lastIP, d);
|
voted.put(admins.getInfo(player.uuid()).lastIP, d);
|
||||||
|
|
||||||
Call.sendMessage(Strings.format("[lightgray]@[lightgray] has voted on kicking[orange] @[lightgray].[accent] (@/@)\n[lightgray]Type[orange] /vote <y/n>[] to agree.",
|
Call.sendMessage(Strings.format("[lightgray]@[lightgray] has voted on kicking[orange] @[lightgray].[accent] (@/@)\n[lightgray]Type[orange] /vote <y/n>[] to agree.",
|
||||||
player.name, target.name, votes, votesRequired()));
|
player.name, target.name, votes, votesRequired()));
|
||||||
|
|
||||||
checkPass();
|
checkPass();
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -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(){
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -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.*;
|
||||||
@@ -13,7 +14,6 @@ import arc.scene.ui.layout.*;
|
|||||||
import arc.struct.*;
|
import arc.struct.*;
|
||||||
import arc.util.*;
|
import arc.util.*;
|
||||||
import mindustry.*;
|
import mindustry.*;
|
||||||
import mindustry.content.*;
|
|
||||||
import mindustry.game.EventType.*;
|
import mindustry.game.EventType.*;
|
||||||
import mindustry.gen.*;
|
import mindustry.gen.*;
|
||||||
import mindustry.graphics.*;
|
import mindustry.graphics.*;
|
||||||
@@ -30,11 +30,6 @@ public class Renderer implements ApplicationListener{
|
|||||||
/** These are global variables, for headless access. Cached. */
|
/** These are global variables, for headless access. Cached. */
|
||||||
public static float laserOpacity = 0.5f, bridgeOpacity = 0.75f;
|
public static float laserOpacity = 0.5f, bridgeOpacity = 0.75f;
|
||||||
|
|
||||||
private static final float cloudScaling = 1700f, cfinScl = -2f, cfinOffset = 0.3f, calphaFinOffset = 0.25f;
|
|
||||||
private static final float[] cloudAlphas = {0, 0.5f, 1f, 0.1f, 0, 0f};
|
|
||||||
private static final float cloudAlpha = 0.81f;
|
|
||||||
private static final Interp landInterp = Interp.pow3;
|
|
||||||
|
|
||||||
public final BlockRenderer blocks = new BlockRenderer();
|
public final BlockRenderer blocks = new BlockRenderer();
|
||||||
public final FogRenderer fog = new FogRenderer();
|
public final FogRenderer fog = new FogRenderer();
|
||||||
public final MinimapRenderer minimap = new MinimapRenderer();
|
public final MinimapRenderer minimap = new MinimapRenderer();
|
||||||
@@ -55,18 +50,15 @@ public class Renderer implements ApplicationListener{
|
|||||||
public TextureRegion[] bubbles = new TextureRegion[16], splashes = new TextureRegion[12];
|
public TextureRegion[] bubbles = new TextureRegion[16], splashes = new TextureRegion[12];
|
||||||
public TextureRegion[][] fluidFrames;
|
public TextureRegion[][] fluidFrames;
|
||||||
|
|
||||||
|
//currently landing core, null if there are no cores or it has finished landing.
|
||||||
private @Nullable CoreBuild landCore;
|
private @Nullable CoreBuild landCore;
|
||||||
private @Nullable CoreBlock launchCoreType;
|
private @Nullable CoreBlock launchCoreType;
|
||||||
private Color clearColor = new Color(0f, 0f, 0f, 1f);
|
private Color clearColor = new Color(0f, 0f, 0f, 1f);
|
||||||
private float
|
private float
|
||||||
//seed for cloud visuals, 0-1
|
|
||||||
cloudSeed = 0f,
|
|
||||||
//target camera scale that is lerp-ed to
|
//target camera scale that is lerp-ed to
|
||||||
targetscale = Scl.scl(4),
|
targetscale = Scl.scl(4),
|
||||||
//current actual camera scale
|
//current actual camera scale
|
||||||
camerascale = targetscale,
|
camerascale = targetscale,
|
||||||
//minimum camera zoom value for landing/launching; constant TODO make larger?
|
|
||||||
minZoomScl = Scl.scl(0.02f),
|
|
||||||
//starts at coreLandDuration, ends at 0. if positive, core is landing.
|
//starts at coreLandDuration, ends at 0. if positive, core is landing.
|
||||||
landTime,
|
landTime,
|
||||||
//timer for core landing particles
|
//timer for core landing particles
|
||||||
@@ -113,10 +105,6 @@ public class Renderer implements ApplicationListener{
|
|||||||
setupBloom();
|
setupBloom();
|
||||||
}
|
}
|
||||||
|
|
||||||
Events.run(Trigger.newGame, () -> {
|
|
||||||
landCore = player.bestCore();
|
|
||||||
});
|
|
||||||
|
|
||||||
EnvRenderers.init();
|
EnvRenderers.init();
|
||||||
for(int i = 0; i < bubbles.length; i++) bubbles[i] = atlas.find("bubble-" + i);
|
for(int i = 0; i < bubbles.length; i++) bubbles[i] = atlas.find("bubble-" + i);
|
||||||
for(int i = 0; i < splashes.length; i++) splashes[i] = atlas.find("splash-" + i);
|
for(int i = 0; i < splashes.length; i++) splashes[i] = atlas.find("splash-" + i);
|
||||||
@@ -181,32 +169,26 @@ public class Renderer implements ApplicationListener{
|
|||||||
enableEffects = settings.getBool("effects");
|
enableEffects = settings.getBool("effects");
|
||||||
drawDisplays = !settings.getBool("hidedisplays");
|
drawDisplays = !settings.getBool("hidedisplays");
|
||||||
drawLight = settings.getBool("drawlight", true);
|
drawLight = settings.getBool("drawlight", true);
|
||||||
pixelate = Core.settings.getBool("pixelate");
|
pixelate = settings.getBool("pixelate");
|
||||||
|
|
||||||
|
//don't bother drawing landing animation if core is null
|
||||||
|
if(landCore == null) landTime = 0f;
|
||||||
if(landTime > 0){
|
if(landTime > 0){
|
||||||
if(!state.isPaused()){
|
if(!state.isPaused()) landCore.updateLaunching();
|
||||||
CoreBuild build = landCore == null ? player.bestCore() : landCore;
|
|
||||||
if(build != null){
|
|
||||||
build.updateLandParticles();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if(!state.isPaused()){
|
|
||||||
landTime -= Time.delta;
|
|
||||||
}
|
|
||||||
float fin = landTime / coreLandDuration;
|
|
||||||
if(!launching) fin = 1f - fin;
|
|
||||||
camerascale = landInterp.apply(minZoomScl, Scl.scl(4f), fin);
|
|
||||||
weatherAlpha = 0f;
|
weatherAlpha = 0f;
|
||||||
|
camerascale = landCore.zoomLaunching();
|
||||||
|
|
||||||
//snap camera to cutscene core regardless of player input
|
if(!state.isPaused()) landTime -= Time.delta;
|
||||||
if(landCore != null){
|
|
||||||
camera.position.set(landCore);
|
|
||||||
}
|
|
||||||
}else{
|
}else{
|
||||||
weatherAlpha = Mathf.lerpDelta(weatherAlpha, 1f, 0.08f);
|
weatherAlpha = Mathf.lerpDelta(weatherAlpha, 1f, 0.08f);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if(landCore != null && landTime <= 0f){
|
||||||
|
landCore.endLaunch();
|
||||||
|
landCore = null;
|
||||||
|
}
|
||||||
|
|
||||||
camera.width = graphics.getWidth() / camerascale;
|
camera.width = graphics.getWidth() / camerascale;
|
||||||
camera.height = graphics.getHeight() / camerascale;
|
camera.height = graphics.getHeight() / camerascale;
|
||||||
|
|
||||||
@@ -304,7 +286,7 @@ public class Renderer implements ApplicationListener{
|
|||||||
graphics.clear(clearColor);
|
graphics.clear(clearColor);
|
||||||
Draw.reset();
|
Draw.reset();
|
||||||
|
|
||||||
if(Core.settings.getBool("animatedwater") || animateShields){
|
if(settings.getBool("animatedwater") || animateShields){
|
||||||
effectBuffer.resize(graphics.getWidth(), graphics.getHeight());
|
effectBuffer.resize(graphics.getWidth(), graphics.getHeight());
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -393,7 +375,10 @@ public class Renderer implements ApplicationListener{
|
|||||||
|
|
||||||
Draw.draw(Layer.overlayUI, overlays::drawTop);
|
Draw.draw(Layer.overlayUI, overlays::drawTop);
|
||||||
if(state.rules.fog) Draw.draw(Layer.fogOfWar, fog::drawFog);
|
if(state.rules.fog) Draw.draw(Layer.fogOfWar, fog::drawFog);
|
||||||
Draw.draw(Layer.space, this::drawLanding);
|
Draw.draw(Layer.space, () -> {
|
||||||
|
if(landCore == null || landTime <= 0f) return;
|
||||||
|
landCore.drawLanding(launching && launchCoreType != null ? launchCoreType : (CoreBlock)landCore.block);
|
||||||
|
});
|
||||||
|
|
||||||
Events.fire(Trigger.drawOver);
|
Events.fire(Trigger.drawOver);
|
||||||
blocks.drawBlocks();
|
blocks.drawBlocks();
|
||||||
@@ -481,61 +466,6 @@ public class Renderer implements ApplicationListener{
|
|||||||
if(state.rules.customBackgroundCallback != null && customBackgrounds.containsKey(state.rules.customBackgroundCallback)){
|
if(state.rules.customBackgroundCallback != null && customBackgrounds.containsKey(state.rules.customBackgroundCallback)){
|
||||||
customBackgrounds.get(state.rules.customBackgroundCallback).run();
|
customBackgrounds.get(state.rules.customBackgroundCallback).run();
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
void drawLanding(){
|
|
||||||
CoreBuild build = landCore == null ? player.bestCore() : landCore;
|
|
||||||
var clouds = assets.get("sprites/clouds.png", Texture.class);
|
|
||||||
if(landTime > 0 && build != null){
|
|
||||||
float fout = landTime / coreLandDuration;
|
|
||||||
if(launching) fout = 1f - fout;
|
|
||||||
float fin = 1f - fout;
|
|
||||||
float scl = Scl.scl(4f) / camerascale;
|
|
||||||
float pfin = Interp.pow3Out.apply(fin), pf = Interp.pow2In.apply(fout);
|
|
||||||
|
|
||||||
//draw particles
|
|
||||||
Draw.color(Pal.lightTrail);
|
|
||||||
Angles.randLenVectors(1, pfin, 100, 800f * scl * pfin, (ax, ay, ffin, ffout) -> {
|
|
||||||
Lines.stroke(scl * ffin * pf * 3f);
|
|
||||||
Lines.lineAngle(build.x + ax, build.y + ay, Mathf.angle(ax, ay), (ffin * 20 + 1f) * scl);
|
|
||||||
});
|
|
||||||
Draw.color();
|
|
||||||
|
|
||||||
CoreBlock block = launching && launchCoreType != null ? launchCoreType : (CoreBlock)build.block;
|
|
||||||
block.drawLanding(build, build.x, build.y);
|
|
||||||
|
|
||||||
Draw.color();
|
|
||||||
Draw.mixcol(Color.white, Interp.pow5In.apply(fout));
|
|
||||||
|
|
||||||
//accent tint indicating that the core was just constructed
|
|
||||||
if(launching){
|
|
||||||
float f = Mathf.clamp(1f - fout * 12f);
|
|
||||||
if(f > 0.001f){
|
|
||||||
Draw.mixcol(Pal.accent, f);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
//draw clouds
|
|
||||||
if(state.rules.cloudColor.a > 0.0001f){
|
|
||||||
float scaling = cloudScaling;
|
|
||||||
float sscl = Math.max(1f + Mathf.clamp(fin + cfinOffset)* cfinScl, 0f) * camerascale;
|
|
||||||
|
|
||||||
Tmp.tr1.set(clouds);
|
|
||||||
Tmp.tr1.set(
|
|
||||||
(camera.position.x - camera.width/2f * sscl) / scaling,
|
|
||||||
(camera.position.y - camera.height/2f * sscl) / scaling,
|
|
||||||
(camera.position.x + camera.width/2f * sscl) / scaling,
|
|
||||||
(camera.position.y + camera.height/2f * sscl) / scaling);
|
|
||||||
|
|
||||||
Tmp.tr1.scroll(10f * cloudSeed, 10f * cloudSeed);
|
|
||||||
|
|
||||||
Draw.alpha(Mathf.sample(cloudAlphas, fin + calphaFinOffset) * cloudAlpha);
|
|
||||||
Draw.mixcol(state.rules.cloudColor, state.rules.cloudColor.a);
|
|
||||||
Draw.rect(Tmp.tr1, camera.position.x, camera.position.y, camera.width, camera.height);
|
|
||||||
Draw.reset();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void scaleCamera(float amount){
|
public void scaleCamera(float amount){
|
||||||
@@ -580,6 +510,13 @@ public class Renderer implements ApplicationListener{
|
|||||||
return landTime;
|
return landTime;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public float getLandTimeIn(){
|
||||||
|
if(landCore == null) return 0f;
|
||||||
|
float fin = landTime / landCore.landDuration();
|
||||||
|
if(!launching) fin = 1f - fin;
|
||||||
|
return fin;
|
||||||
|
}
|
||||||
|
|
||||||
public float getLandPTimer(){
|
public float getLandPTimer(){
|
||||||
return landPTimer;
|
return landPTimer;
|
||||||
}
|
}
|
||||||
@@ -588,25 +525,42 @@ public class Renderer implements ApplicationListener{
|
|||||||
this.landPTimer = landPTimer;
|
this.landPTimer = landPTimer;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@Deprecated
|
||||||
public void showLanding(){
|
public void showLanding(){
|
||||||
launching = false;
|
var core = player.bestCore();
|
||||||
camerascale = minZoomScl;
|
if(core != null) showLanding(core);
|
||||||
landTime = coreLandDuration;
|
|
||||||
cloudSeed = Mathf.random(1f);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void showLanding(CoreBuild landCore){
|
||||||
|
this.landCore = landCore;
|
||||||
|
launching = false;
|
||||||
|
landTime = landCore.landDuration();
|
||||||
|
|
||||||
|
landCore.beginLaunch(null);
|
||||||
|
camerascale = landCore.zoomLaunching();
|
||||||
|
}
|
||||||
|
|
||||||
|
@Deprecated
|
||||||
public void showLaunch(CoreBlock coreType){
|
public void showLaunch(CoreBlock coreType){
|
||||||
Vars.ui.hudfrag.showLaunch();
|
var core = player.team().core();
|
||||||
Vars.control.input.config.hideConfig();
|
if(core != null) showLaunch(core, coreType);
|
||||||
Vars.control.input.inv.hide();
|
}
|
||||||
launchCoreType = coreType;
|
|
||||||
|
public void showLaunch(CoreBuild landCore, CoreBlock coreType){
|
||||||
|
control.input.config.hideConfig();
|
||||||
|
control.input.inv.hide();
|
||||||
|
|
||||||
|
this.landCore = landCore;
|
||||||
launching = true;
|
launching = true;
|
||||||
landCore = player.team().core();
|
landTime = landCore.landDuration();
|
||||||
cloudSeed = Mathf.random(1f);
|
launchCoreType = coreType;
|
||||||
landTime = coreLandDuration;
|
|
||||||
if(landCore != null){
|
Music music = landCore.launchMusic();
|
||||||
Fx.coreLaunchConstruct.at(landCore.x, landCore.y, coreType.size);
|
music.stop();
|
||||||
}
|
music.play();
|
||||||
|
music.setVolume(settings.getInt("musicvol") / 100f);
|
||||||
|
|
||||||
|
landCore.beginLaunch(coreType);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void takeMapScreenshot(){
|
public void takeMapScreenshot(){
|
||||||
@@ -648,7 +602,7 @@ public class Renderer implements ApplicationListener{
|
|||||||
Fi file = screenshotDirectory.child("screenshot-" + Time.millis() + ".png");
|
Fi file = screenshotDirectory.child("screenshot-" + Time.millis() + ".png");
|
||||||
PixmapIO.writePng(file, fullPixmap);
|
PixmapIO.writePng(file, fullPixmap);
|
||||||
fullPixmap.dispose();
|
fullPixmap.dispose();
|
||||||
app.post(() -> ui.showInfoFade(Core.bundle.format("screenshot", file.toString())));
|
app.post(() -> ui.showInfoFade(bundle.format("screenshot", file.toString())));
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -43,6 +43,8 @@ public abstract class UnlockableContent extends MappableContent{
|
|||||||
public TextureRegion uiIcon;
|
public TextureRegion uiIcon;
|
||||||
/** Icon of the full content. Unscaled.*/
|
/** Icon of the full content. Unscaled.*/
|
||||||
public TextureRegion fullIcon;
|
public TextureRegion fullIcon;
|
||||||
|
/** Override for the full icon. Useful for mod content with duplicate icons. Overrides any other full icon.*/
|
||||||
|
public String fullOverride = "";
|
||||||
/** The tech tree node for this content, if applicable. Null if not part of a tech tree. */
|
/** The tech tree node for this content, if applicable. Null if not part of a tech tree. */
|
||||||
public @Nullable TechNode techNode;
|
public @Nullable TechNode techNode;
|
||||||
/** Tech nodes for all trees that this content is part of. */
|
/** Tech nodes for all trees that this content is part of. */
|
||||||
@@ -62,11 +64,12 @@ public abstract class UnlockableContent extends MappableContent{
|
|||||||
@Override
|
@Override
|
||||||
public void loadIcon(){
|
public void loadIcon(){
|
||||||
fullIcon =
|
fullIcon =
|
||||||
|
Core.atlas.find(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,
|
||||||
Core.atlas.find(getContentType().name() + "-" + name,
|
Core.atlas.find(getContentType().name() + "-" + name,
|
||||||
Core.atlas.find(name + "1")))));
|
Core.atlas.find(name + "1"))))));
|
||||||
|
|
||||||
uiIcon = Core.atlas.find(getContentType().name() + "-" + name + "-ui", fullIcon);
|
uiIcon = Core.atlas.find(getContentType().name() + "-" + name + "-ui", fullIcon);
|
||||||
}
|
}
|
||||||
@@ -115,6 +118,7 @@ public abstract class UnlockableContent extends MappableContent{
|
|||||||
var result = Pixmaps.outline(base, outlineColor, outlineRadius);
|
var result = Pixmaps.outline(base, outlineColor, outlineRadius);
|
||||||
Drawf.checkBleed(result);
|
Drawf.checkBleed(result);
|
||||||
packer.add(page, regName, result);
|
packer.add(page, regName, result);
|
||||||
|
result.dispose();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -126,6 +130,7 @@ public abstract class UnlockableContent extends MappableContent{
|
|||||||
var result = Pixmaps.outline(base, outlineColor, outlineRadius);
|
var result = Pixmaps.outline(base, outlineColor, outlineRadius);
|
||||||
Drawf.checkBleed(result);
|
Drawf.checkBleed(result);
|
||||||
packer.add(PageType.main, name, result);
|
packer.add(PageType.main, name, result);
|
||||||
|
result.dispose();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -142,6 +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);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -74,7 +74,7 @@ public class MapEditor{
|
|||||||
for(int i = 0; i < tiles.width * tiles.height; i++){
|
for(int i = 0; i < tiles.width * tiles.height; i++){
|
||||||
Tile tile = tiles.geti(i);
|
Tile tile = tiles.geti(i);
|
||||||
var build = tile.build;
|
var build = tile.build;
|
||||||
if(build != null){
|
if(build != null && tile.isCenter()){
|
||||||
builds.add(build);
|
builds.add(build);
|
||||||
}
|
}
|
||||||
tiles.seti(i, new EditorTile(tile.x, tile.y, tile.floorID(), tile.overlayID(), build == null ? tile.blockID() : 0));
|
tiles.seti(i, new EditorTile(tile.x, tile.y, tile.floorID(), tile.overlayID(), build == null ? tile.blockID() : 0));
|
||||||
|
|||||||
@@ -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();
|
||||||
}
|
}
|
||||||
});
|
});
|
||||||
|
|||||||
@@ -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();
|
||||||
|
|||||||
@@ -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();
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -5,7 +5,6 @@ import arc.func.*;
|
|||||||
import arc.graphics.*;
|
import arc.graphics.*;
|
||||||
import arc.scene.style.*;
|
import arc.scene.style.*;
|
||||||
import arc.scene.ui.*;
|
import arc.scene.ui.*;
|
||||||
import arc.scene.ui.Button.*;
|
|
||||||
import arc.scene.ui.TextButton.*;
|
import arc.scene.ui.TextButton.*;
|
||||||
import arc.scene.ui.layout.*;
|
import arc.scene.ui.layout.*;
|
||||||
import arc.scene.utils.*;
|
import arc.scene.utils.*;
|
||||||
|
|||||||
155
core/src/mindustry/editor/MapProcessorsDialog.java
Normal file
155
core/src/mindustry/editor/MapProcessorsDialog.java
Normal 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();
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -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 -> {
|
||||||
@@ -175,21 +175,23 @@ public class Damage{
|
|||||||
|
|
||||||
distances.clear();
|
distances.clear();
|
||||||
|
|
||||||
World.raycast(b.tileX(), b.tileY(), World.toTile(b.x + vec.x), World.toTile(b.y + vec.y), (x, y) -> {
|
if(b.type.collidesGround && b.type.collidesTiles){
|
||||||
//add distance to list so it can be processed
|
World.raycast(b.tileX(), b.tileY(), World.toTile(b.x + vec.x), World.toTile(b.y + vec.y), (x, y) -> {
|
||||||
var build = world.build(x, y);
|
//add distance to list so it can be processed
|
||||||
|
var build = world.build(x, y);
|
||||||
|
|
||||||
if(build != null && build.team != b.team && build.collide(b) && b.checkUnderBuild(build, x * tilesize, y * tilesize)){
|
if(build != null && build.team != b.team && build.collide(b) && b.checkUnderBuild(build, x * tilesize, y * tilesize)){
|
||||||
distances.add(b.dst(build));
|
distances.add(b.dst(build));
|
||||||
|
|
||||||
if(laser && build.absorbLasers()){
|
if(laser && build.absorbLasers()){
|
||||||
maxDst = Math.min(maxDst, b.dst(build));
|
maxDst = Math.min(maxDst, b.dst(build));
|
||||||
return true;
|
return true;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
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) -> {
|
||||||
@@ -293,7 +296,6 @@ public class Damage{
|
|||||||
collided.each(c -> {
|
collided.each(c -> {
|
||||||
if(hitter.damage > 0 && (pierceCap <= 0 || collideCount[0] < pierceCap)){
|
if(hitter.damage > 0 && (pierceCap <= 0 || collideCount[0] < pierceCap)){
|
||||||
if(c.target instanceof Unit u){
|
if(c.target instanceof Unit u){
|
||||||
effect.at(c.x, c.y);
|
|
||||||
u.collision(hitter, c.x, c.y);
|
u.collision(hitter, c.x, c.y);
|
||||||
hitter.collision(u, c.x, c.y);
|
hitter.collision(u, c.x, c.y);
|
||||||
collideCount[0]++;
|
collideCount[0]++;
|
||||||
@@ -344,7 +346,6 @@ public class Damage{
|
|||||||
|
|
||||||
Units.nearbyEnemies(team, rect.setCentered(x, y, 1f), u -> {
|
Units.nearbyEnemies(team, rect.setCentered(x, y, 1f), u -> {
|
||||||
if(u.checkTarget(hitter.type.collidesAir, hitter.type.collidesGround) && u.hittable()){
|
if(u.checkTarget(hitter.type.collidesAir, hitter.type.collidesGround) && u.hittable()){
|
||||||
effect.at(x, y);
|
|
||||||
u.collision(hitter, x, y);
|
u.collision(hitter, x, y);
|
||||||
hitter.collision(u, x, y);
|
hitter.collision(u, x, y);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -247,4 +247,4 @@ public class EntityCollisions{
|
|||||||
public interface SolidPred{
|
public interface SolidPred{
|
||||||
boolean solid(int x, int y);
|
boolean solid(int x, int y);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -74,7 +74,7 @@ public class Puddles{
|
|||||||
Puddle puddle = Puddle.create();
|
Puddle puddle = Puddle.create();
|
||||||
puddle.tile = tile;
|
puddle.tile = tile;
|
||||||
puddle.liquid = liquid;
|
puddle.liquid = liquid;
|
||||||
puddle.amount = amount;
|
puddle.amount = Math.min(amount, maxLiquid);
|
||||||
puddle.set(ax, ay);
|
puddle.set(ax, ay);
|
||||||
register(puddle);
|
register(puddle);
|
||||||
puddle.add();
|
puddle.add();
|
||||||
|
|||||||
@@ -6,6 +6,7 @@ import mindustry.gen.*;
|
|||||||
import mindustry.type.*;
|
import mindustry.type.*;
|
||||||
|
|
||||||
public abstract class Ability implements Cloneable{
|
public abstract class Ability implements Cloneable{
|
||||||
|
protected static final float descriptionWidth = 350f;
|
||||||
/** If false, this ability does not show in unit stats. */
|
/** If false, this ability does not show in unit stats. */
|
||||||
public boolean display = true;
|
public boolean display = true;
|
||||||
//the one and only data variable that is synced.
|
//the one and only data variable that is synced.
|
||||||
@@ -16,7 +17,16 @@ public abstract class Ability implements Cloneable{
|
|||||||
public void death(Unit unit){}
|
public void death(Unit unit){}
|
||||||
public void init(UnitType type){}
|
public void init(UnitType type){}
|
||||||
public void displayBars(Unit unit, Table bars){}
|
public void displayBars(Unit unit, Table bars){}
|
||||||
public void addStats(Table t){}
|
public void addStats(Table t){
|
||||||
|
if(Core.bundle.has(getBundle() + ".description")){
|
||||||
|
t.add(Core.bundle.get(getBundle() + ".description")).wrap().width(descriptionWidth);
|
||||||
|
t.row();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public String abilityStat(String stat, Object... values){
|
||||||
|
return Core.bundle.format("ability.stat." + stat, values);
|
||||||
|
}
|
||||||
|
|
||||||
public Ability copy(){
|
public Ability copy(){
|
||||||
try{
|
try{
|
||||||
@@ -29,7 +39,11 @@ public abstract class Ability implements Cloneable{
|
|||||||
|
|
||||||
/** @return localized ability name; mods should override this. */
|
/** @return localized ability name; mods should override this. */
|
||||||
public String localized(){
|
public String localized(){
|
||||||
|
return Core.bundle.get(getBundle());
|
||||||
|
}
|
||||||
|
|
||||||
|
public String getBundle(){
|
||||||
var type = getClass();
|
var type = getClass();
|
||||||
return Core.bundle.get("ability." + (type.isAnonymousClass() ? type.getSuperclass() : type).getSimpleName().replace("Ability", "").toLowerCase());
|
return "ability." + (type.isAnonymousClass() ? type.getSuperclass() : type).getSimpleName().replace("Ability", "").toLowerCase();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -4,18 +4,27 @@ import arc.*;
|
|||||||
import arc.graphics.*;
|
import arc.graphics.*;
|
||||||
import arc.graphics.g2d.*;
|
import arc.graphics.g2d.*;
|
||||||
import arc.math.*;
|
import arc.math.*;
|
||||||
import arc.scene.ui.layout.Table;
|
import arc.scene.ui.layout.*;
|
||||||
import arc.util.*;
|
import arc.util.*;
|
||||||
import mindustry.gen.*;
|
import mindustry.gen.*;
|
||||||
import mindustry.graphics.*;
|
import mindustry.graphics.*;
|
||||||
import mindustry.world.meta.*;
|
|
||||||
|
|
||||||
public class ArmorPlateAbility extends Ability{
|
public class ArmorPlateAbility extends Ability{
|
||||||
public TextureRegion plateRegion;
|
public TextureRegion plateRegion;
|
||||||
public Color color = Color.valueOf("d1efff");
|
public TextureRegion shineRegion;
|
||||||
|
public String plateSuffix = "-armor";
|
||||||
|
public String shineSuffix = "-shine";
|
||||||
|
/** Color of the shine. If null, uses team color. */
|
||||||
|
public @Nullable Color color = null;
|
||||||
|
public float shineSpeed = 1f;
|
||||||
|
public float z = -1;
|
||||||
|
|
||||||
|
/** Whether to draw the plate region. */
|
||||||
|
public boolean drawPlate = true;
|
||||||
|
/** Whether to draw the shine over the plate region. */
|
||||||
|
public boolean drawShine = true;
|
||||||
|
|
||||||
public float healthMultiplier = 0.2f;
|
public float healthMultiplier = 0.2f;
|
||||||
public float z = Layer.effect;
|
|
||||||
|
|
||||||
protected float warmup;
|
protected float warmup;
|
||||||
|
|
||||||
@@ -29,29 +38,45 @@ public class ArmorPlateAbility extends Ability{
|
|||||||
|
|
||||||
@Override
|
@Override
|
||||||
public void addStats(Table t){
|
public void addStats(Table t){
|
||||||
t.add("[lightgray]" + Stat.healthMultiplier.localized() + ": [white]" + Math.round(healthMultiplier * 100f) + 100 + "%");
|
super.addStats(t);
|
||||||
|
t.add(abilityStat("damagereduction", Strings.autoFixed(-healthMultiplier * 100f, 1)));
|
||||||
}
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
public void draw(Unit unit){
|
public void draw(Unit unit){
|
||||||
|
if(!drawPlate && !drawShine) return;
|
||||||
|
|
||||||
if(warmup > 0.001f){
|
if(warmup > 0.001f){
|
||||||
if(plateRegion == null){
|
if(plateRegion == null){
|
||||||
plateRegion = Core.atlas.find(unit.type.name + "-armor", unit.type.region);
|
plateRegion = Core.atlas.find(unit.type.name + plateSuffix, unit.type.region);
|
||||||
|
shineRegion = Core.atlas.find(unit.type.name + shineSuffix, plateRegion);
|
||||||
}
|
}
|
||||||
|
|
||||||
Draw.draw(z <= 0 ? Draw.z() : z, () -> {
|
float pz = Draw.z();
|
||||||
Shaders.armor.region = plateRegion;
|
if(z > 0) Draw.z(z);
|
||||||
Shaders.armor.progress = warmup;
|
|
||||||
Shaders.armor.time = -Time.time / 20f;
|
|
||||||
|
|
||||||
Draw.rect(Shaders.armor.region, unit.x, unit.y, unit.rotation - 90f);
|
if(drawPlate){
|
||||||
Draw.color(color);
|
Draw.alpha(warmup);
|
||||||
Draw.shader(Shaders.armor);
|
Draw.rect(plateRegion, unit.x, unit.y, unit.rotation - 90f);
|
||||||
Draw.rect(Shaders.armor.region, unit.x, unit.y, unit.rotation - 90f);
|
Draw.alpha(1f);
|
||||||
Draw.shader();
|
}
|
||||||
|
|
||||||
Draw.reset();
|
if(drawShine){
|
||||||
});
|
Draw.draw(Draw.z(), () -> {
|
||||||
|
Shaders.armor.region = shineRegion;
|
||||||
|
Shaders.armor.progress = warmup;
|
||||||
|
Shaders.armor.time = -Time.time / 20f * shineSpeed;
|
||||||
|
|
||||||
|
Draw.color(color == null ? unit.team.color : color);
|
||||||
|
Draw.shader(Shaders.armor);
|
||||||
|
Draw.rect(shineRegion, unit.x, unit.y, unit.rotation - 90f);
|
||||||
|
Draw.shader();
|
||||||
|
|
||||||
|
Draw.reset();
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
Draw.z(pz);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -14,7 +14,6 @@ import mindustry.game.*;
|
|||||||
import mindustry.gen.*;
|
import mindustry.gen.*;
|
||||||
import mindustry.graphics.*;
|
import mindustry.graphics.*;
|
||||||
import mindustry.type.*;
|
import mindustry.type.*;
|
||||||
import mindustry.world.meta.*;
|
|
||||||
|
|
||||||
import static mindustry.Vars.*;
|
import static mindustry.Vars.*;
|
||||||
|
|
||||||
@@ -53,23 +52,29 @@ public class EnergyFieldAbility extends Ability{
|
|||||||
|
|
||||||
@Override
|
@Override
|
||||||
public void addStats(Table t){
|
public void addStats(Table t){
|
||||||
t.add(Core.bundle.format("bullet.damage", damage));
|
if(displayHeal){
|
||||||
|
t.add(Core.bundle.get(getBundle() + ".healdescription")).wrap().width(descriptionWidth);
|
||||||
|
}else{
|
||||||
|
t.add(Core.bundle.get(getBundle() + ".description")).wrap().width(descriptionWidth);
|
||||||
|
}
|
||||||
t.row();
|
t.row();
|
||||||
t.add("[lightgray]" + Stat.reload.localized() + ": [white]" + Strings.autoFixed(60f / reload, 2) + " " + StatUnit.perSecond.localized());
|
|
||||||
t.row();
|
|
||||||
t.add("[lightgray]" + Stat.shootRange.localized() + ": [white]" + Strings.autoFixed(range / tilesize, 2) + " " + StatUnit.blocks.localized());
|
|
||||||
t.row();
|
|
||||||
t.add(Core.bundle.format("ability.energyfield.maxtargets", maxTargets));
|
|
||||||
|
|
||||||
|
t.add(Core.bundle.format("bullet.range", Strings.autoFixed(range / tilesize, 2)));
|
||||||
|
t.row();
|
||||||
|
t.add(abilityStat("firingrate", Strings.autoFixed(60f / reload, 2)));
|
||||||
|
t.row();
|
||||||
|
t.add(abilityStat("maxtargets", maxTargets));
|
||||||
|
t.row();
|
||||||
|
t.add(Core.bundle.format("bullet.damage", damage));
|
||||||
|
if(status != StatusEffects.none){
|
||||||
|
t.row();
|
||||||
|
t.add((status.hasEmoji() ? status.emoji() : "") + "[stat]" + status.localizedName);
|
||||||
|
}
|
||||||
if(displayHeal){
|
if(displayHeal){
|
||||||
t.row();
|
t.row();
|
||||||
t.add(Core.bundle.format("bullet.healpercent", Strings.autoFixed(healPercent, 2)));
|
t.add(Core.bundle.format("bullet.healpercent", Strings.autoFixed(healPercent, 2)));
|
||||||
t.row();
|
t.row();
|
||||||
t.add(Core.bundle.format("ability.energyfield.sametypehealmultiplier", Math.round(sameTypeHealMult * 100f)));
|
t.add(abilityStat("sametypehealmultiplier", (sameTypeHealMult < 1f ? "[negstat]" : "") + Strings.autoFixed(sameTypeHealMult * 100f, 2)));
|
||||||
}
|
|
||||||
if(status != StatusEffects.none){
|
|
||||||
t.row();
|
|
||||||
t.add(status.emoji() + " " + status.localizedName);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -1,5 +1,6 @@
|
|||||||
package mindustry.entities.abilities;
|
package mindustry.entities.abilities;
|
||||||
|
|
||||||
|
import arc.*;
|
||||||
import arc.func.*;
|
import arc.func.*;
|
||||||
import arc.graphics.*;
|
import arc.graphics.*;
|
||||||
import arc.graphics.g2d.*;
|
import arc.graphics.g2d.*;
|
||||||
@@ -12,7 +13,6 @@ import mindustry.content.*;
|
|||||||
import mindustry.gen.*;
|
import mindustry.gen.*;
|
||||||
import mindustry.graphics.*;
|
import mindustry.graphics.*;
|
||||||
import mindustry.ui.*;
|
import mindustry.ui.*;
|
||||||
import mindustry.world.meta.*;
|
|
||||||
|
|
||||||
import static mindustry.Vars.*;
|
import static mindustry.Vars.*;
|
||||||
|
|
||||||
@@ -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;
|
||||||
}
|
}
|
||||||
@@ -73,18 +67,26 @@ public class ForceFieldAbility extends Ability{
|
|||||||
|
|
||||||
@Override
|
@Override
|
||||||
public void addStats(Table t){
|
public void addStats(Table t){
|
||||||
t.add("[lightgray]" + Stat.health.localized() + ": [white]" + Math.round(max));
|
super.addStats(t);
|
||||||
|
t.add(Core.bundle.format("bullet.range", Strings.autoFixed(radius / tilesize, 2)));
|
||||||
t.row();
|
t.row();
|
||||||
t.add("[lightgray]" + Stat.shootRange.localized() + ": [white]" + Strings.autoFixed(radius / tilesize, 2) + " " + StatUnit.blocks.localized());
|
t.add(abilityStat("shield", Strings.autoFixed(max, 2)));
|
||||||
t.row();
|
t.row();
|
||||||
t.add("[lightgray]" + Stat.repairSpeed.localized() + ": [white]" + Strings.autoFixed(regen * 60f, 2) + StatUnit.perSecond.localized());
|
t.add(abilityStat("repairspeed", Strings.autoFixed(regen * 60f, 2)));
|
||||||
t.row();
|
|
||||||
t.add("[lightgray]" + Stat.cooldownTime.localized() + ": [white]" + Strings.autoFixed(cooldown / 60f, 2) + " " + StatUnit.seconds.localized());
|
|
||||||
t.row();
|
t.row();
|
||||||
|
t.add(abilityStat("cooldown", Strings.autoFixed(cooldown / 60f, 2)));
|
||||||
}
|
}
|
||||||
|
|
||||||
@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);
|
||||||
|
|||||||
@@ -1,6 +1,7 @@
|
|||||||
package mindustry.entities.abilities;
|
package mindustry.entities.abilities;
|
||||||
|
|
||||||
import arc.math.*;
|
import arc.math.*;
|
||||||
|
import arc.scene.ui.layout.*;
|
||||||
import arc.util.noise.*;
|
import arc.util.noise.*;
|
||||||
import mindustry.content.*;
|
import mindustry.content.*;
|
||||||
import mindustry.entities.*;
|
import mindustry.entities.*;
|
||||||
@@ -16,6 +17,12 @@ public class LiquidExplodeAbility extends Ability{
|
|||||||
public float radAmountScale = 5f, radScale = 1f;
|
public float radAmountScale = 5f, radScale = 1f;
|
||||||
public float noiseMag = 6.5f, noiseScl = 5f;
|
public float noiseMag = 6.5f, noiseScl = 5f;
|
||||||
|
|
||||||
|
@Override
|
||||||
|
public void addStats(Table t){
|
||||||
|
super.addStats(t);
|
||||||
|
t.add((liquid.hasEmoji() ? liquid.emoji() : "") + "[stat]" + liquid.localizedName);
|
||||||
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
public void death(Unit unit){
|
public void death(Unit unit){
|
||||||
//TODO what if noise is radial, so it looks like a splat?
|
//TODO what if noise is radial, so it looks like a splat?
|
||||||
|
|||||||
@@ -1,6 +1,7 @@
|
|||||||
package mindustry.entities.abilities;
|
package mindustry.entities.abilities;
|
||||||
|
|
||||||
import arc.math.*;
|
import arc.math.*;
|
||||||
|
import arc.scene.ui.layout.*;
|
||||||
import arc.util.*;
|
import arc.util.*;
|
||||||
import mindustry.content.*;
|
import mindustry.content.*;
|
||||||
import mindustry.entities.*;
|
import mindustry.entities.*;
|
||||||
@@ -17,6 +18,14 @@ public class LiquidRegenAbility extends Ability{
|
|||||||
public float slurpEffectChance = 0.4f;
|
public float slurpEffectChance = 0.4f;
|
||||||
public Effect slurpEffect = Fx.heal;
|
public Effect slurpEffect = Fx.heal;
|
||||||
|
|
||||||
|
@Override
|
||||||
|
public void addStats(Table t){
|
||||||
|
super.addStats(t);
|
||||||
|
t.add((liquid.hasEmoji() ? liquid.emoji() : "") + "[stat]" + liquid.localizedName);
|
||||||
|
t.row();
|
||||||
|
t.add(abilityStat("slurpheal", Strings.autoFixed(regenPerSlurp, 2)));
|
||||||
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
public void update(Unit unit){
|
public void update(Unit unit){
|
||||||
//TODO timer?
|
//TODO timer?
|
||||||
|
|||||||
@@ -5,12 +5,15 @@ import arc.audio.*;
|
|||||||
import arc.graphics.*;
|
import arc.graphics.*;
|
||||||
import arc.graphics.g2d.*;
|
import arc.graphics.g2d.*;
|
||||||
import arc.math.*;
|
import arc.math.*;
|
||||||
|
import arc.scene.ui.layout.*;
|
||||||
import arc.util.*;
|
import arc.util.*;
|
||||||
import mindustry.content.*;
|
import mindustry.content.*;
|
||||||
import mindustry.entities.*;
|
import mindustry.entities.*;
|
||||||
import mindustry.entities.bullet.*;
|
import mindustry.entities.bullet.*;
|
||||||
import mindustry.gen.*;
|
import mindustry.gen.*;
|
||||||
|
|
||||||
|
import static mindustry.Vars.*;
|
||||||
|
|
||||||
public class MoveLightningAbility extends Ability{
|
public class MoveLightningAbility extends Ability{
|
||||||
/** Lightning damage */
|
/** Lightning damage */
|
||||||
public float damage = 35f;
|
public float damage = 35f;
|
||||||
@@ -63,7 +66,15 @@ public class MoveLightningAbility extends Ability{
|
|||||||
this.maxSpeed = maxSpeed;
|
this.maxSpeed = maxSpeed;
|
||||||
this.color = color;
|
this.color = color;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@Override
|
||||||
|
public void addStats(Table t){
|
||||||
|
super.addStats(t);
|
||||||
|
t.add(abilityStat("minspeed", Strings.autoFixed(minSpeed * 60f / tilesize, 2)));
|
||||||
|
t.row();
|
||||||
|
t.add(Core.bundle.format("bullet.damage", damage));
|
||||||
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
public void update(Unit unit){
|
public void update(Unit unit){
|
||||||
float scl = Mathf.clamp((unit.vel().len() - minSpeed) / (maxSpeed - minSpeed));
|
float scl = Mathf.clamp((unit.vel().len() - minSpeed) / (maxSpeed - minSpeed));
|
||||||
|
|||||||
@@ -1,10 +1,8 @@
|
|||||||
package mindustry.entities.abilities;
|
package mindustry.entities.abilities;
|
||||||
|
|
||||||
import arc.Core;
|
|
||||||
import arc.scene.ui.layout.*;
|
import arc.scene.ui.layout.*;
|
||||||
import arc.util.*;
|
import arc.util.*;
|
||||||
import mindustry.gen.*;
|
import mindustry.gen.*;
|
||||||
import mindustry.world.meta.*;
|
|
||||||
|
|
||||||
public class RegenAbility extends Ability{
|
public class RegenAbility extends Ability{
|
||||||
/** Amount healed as percent per tick. */
|
/** Amount healed as percent per tick. */
|
||||||
@@ -14,13 +12,16 @@ public class RegenAbility extends Ability{
|
|||||||
|
|
||||||
@Override
|
@Override
|
||||||
public void addStats(Table t){
|
public void addStats(Table t){
|
||||||
if(amount > 0.01f){
|
super.addStats(t);
|
||||||
t.add("[lightgray]" + Stat.repairSpeed.localized() + ": [white]" + Strings.autoFixed(amount * 60f, 2) + StatUnit.perSecond.localized());
|
|
||||||
t.row();
|
|
||||||
}
|
|
||||||
|
|
||||||
if(percentAmount > 0.01f){
|
boolean flat = amount >= 0.001f;
|
||||||
t.add(Core.bundle.format("bullet.healpercent", Strings.autoFixed(percentAmount * 60f, 2)) + StatUnit.perSecond.localized()); //stupid but works
|
boolean percent = percentAmount >= 0.001f;
|
||||||
|
|
||||||
|
if(flat || percent){
|
||||||
|
t.add(abilityStat("regen",
|
||||||
|
(flat ? Strings.autoFixed(amount * 60f, 2) + (percent ? " [lightgray]+[stat] " : "") : "")
|
||||||
|
+ (percent ? Strings.autoFixed(percentAmount * 60f, 2) + "%" : "")
|
||||||
|
));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -1,13 +1,13 @@
|
|||||||
package mindustry.entities.abilities;
|
package mindustry.entities.abilities;
|
||||||
|
|
||||||
|
import arc.*;
|
||||||
import arc.scene.ui.layout.*;
|
import arc.scene.ui.layout.*;
|
||||||
import arc.util.*;
|
import arc.util.*;
|
||||||
import mindustry.content.*;
|
import mindustry.content.*;
|
||||||
import mindustry.entities.*;
|
import mindustry.entities.*;
|
||||||
import mindustry.gen.*;
|
import mindustry.gen.*;
|
||||||
import mindustry.world.meta.*;
|
|
||||||
|
|
||||||
import static mindustry.Vars.tilesize;
|
import static mindustry.Vars.*;
|
||||||
|
|
||||||
public class RepairFieldAbility extends Ability{
|
public class RepairFieldAbility extends Ability{
|
||||||
public float amount = 1, reload = 100, range = 60;
|
public float amount = 1, reload = 100, range = 60;
|
||||||
@@ -28,9 +28,10 @@ public class RepairFieldAbility extends Ability{
|
|||||||
|
|
||||||
@Override
|
@Override
|
||||||
public void addStats(Table t){
|
public void addStats(Table t){
|
||||||
t.add("[lightgray]" + Stat.repairSpeed.localized() + ": [white]" + Strings.autoFixed(amount * 60f / reload, 2) + StatUnit.perSecond.localized());
|
super.addStats(t);
|
||||||
|
t.add(Core.bundle.format("bullet.range", Strings.autoFixed(range / tilesize, 2)));
|
||||||
t.row();
|
t.row();
|
||||||
t.add("[lightgray]" + Stat.shootRange.localized() + ": [white]" + Strings.autoFixed(range / tilesize, 2) + " " + StatUnit.blocks.localized());
|
t.add(abilityStat("repairspeed", Strings.autoFixed(amount * 60f / reload, 2)));
|
||||||
}
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
|
|||||||
@@ -13,7 +13,6 @@ import mindustry.gen.*;
|
|||||||
import mindustry.graphics.*;
|
import mindustry.graphics.*;
|
||||||
import mindustry.type.*;
|
import mindustry.type.*;
|
||||||
import mindustry.ui.*;
|
import mindustry.ui.*;
|
||||||
import mindustry.world.meta.*;
|
|
||||||
|
|
||||||
public class ShieldArcAbility extends Ability{
|
public class ShieldArcAbility extends Ability{
|
||||||
private static Unit paramUnit;
|
private static Unit paramUnit;
|
||||||
@@ -32,7 +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();
|
||||||
@@ -61,6 +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;
|
||||||
|
|
||||||
@@ -69,12 +70,12 @@ public class ShieldArcAbility extends Ability{
|
|||||||
|
|
||||||
@Override
|
@Override
|
||||||
public void addStats(Table t){
|
public void addStats(Table t){
|
||||||
t.add("[lightgray]" + Stat.health.localized() + ": [white]" + Math.round(max));
|
super.addStats(t);
|
||||||
|
t.add(abilityStat("shield", Strings.autoFixed(max, 2)));
|
||||||
t.row();
|
t.row();
|
||||||
t.add("[lightgray]" + Stat.repairSpeed.localized() + ": [white]" + Strings.autoFixed(regen * 60f, 2) + StatUnit.perSecond.localized());
|
t.add(abilityStat("repairspeed", Strings.autoFixed(regen * 60f, 2)));
|
||||||
t.row();
|
|
||||||
t.add("[lightgray]" + Stat.cooldownTime.localized() + ": [white]" + Strings.autoFixed(cooldown / 60f, 2) + " " + StatUnit.seconds.localized());
|
|
||||||
t.row();
|
t.row();
|
||||||
|
t.add(abilityStat("cooldown", Strings.autoFixed(cooldown / 60f, 2)));
|
||||||
}
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
@@ -110,7 +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){
|
||||||
|
|||||||
@@ -1,14 +1,13 @@
|
|||||||
package mindustry.entities.abilities;
|
package mindustry.entities.abilities;
|
||||||
|
|
||||||
import arc.Core;
|
import arc.*;
|
||||||
import arc.scene.ui.layout.*;
|
import arc.scene.ui.layout.*;
|
||||||
import arc.util.*;
|
import arc.util.*;
|
||||||
import mindustry.content.*;
|
import mindustry.content.*;
|
||||||
import mindustry.entities.*;
|
import mindustry.entities.*;
|
||||||
import mindustry.gen.*;
|
import mindustry.gen.*;
|
||||||
import mindustry.world.meta.*;
|
|
||||||
|
|
||||||
import static mindustry.Vars.tilesize;
|
import static mindustry.Vars.*;
|
||||||
|
|
||||||
public class ShieldRegenFieldAbility extends Ability{
|
public class ShieldRegenFieldAbility extends Ability{
|
||||||
public float amount = 1, max = 100f, reload = 100, range = 60;
|
public float amount = 1, max = 100f, reload = 100, range = 60;
|
||||||
@@ -30,12 +29,12 @@ public class ShieldRegenFieldAbility extends Ability{
|
|||||||
|
|
||||||
@Override
|
@Override
|
||||||
public void addStats(Table t){
|
public void addStats(Table t){
|
||||||
t.add("[lightgray]" + Core.bundle.get("waves.shields") + ": [white]" + Math.round(max)); //extremely stupid usage
|
super.addStats(t);
|
||||||
|
t.add(Core.bundle.format("bullet.range", Strings.autoFixed(range / tilesize, 2)));
|
||||||
t.row();
|
t.row();
|
||||||
t.add("[lightgray]" + Stat.shootRange.localized() + ": [white]" + Strings.autoFixed(range / tilesize, 2) + " " + StatUnit.blocks.localized());
|
t.add(abilityStat("firingrate", Strings.autoFixed(60f / reload, 2)));
|
||||||
t.row();
|
|
||||||
t.add("[lightgray]" + Stat.reload.localized() + ": [white]" + Strings.autoFixed(60f / reload, 2) + " " + StatUnit.perSecond.localized());
|
|
||||||
t.row();
|
t.row();
|
||||||
|
t.add(abilityStat("shield", Strings.autoFixed(max, 2)));
|
||||||
}
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
@@ -49,13 +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;
|
||||||
|
|||||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user