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20a96a9c5d |
@@ -11,7 +11,9 @@ _[Javadoc](https://mindustrygame.github.io/docs/)_
|
|||||||
|
|
||||||
## Contributing
|
## Contributing
|
||||||
|
|
||||||
See [CONTRIBUTING](CONTRIBUTING.md).
|
See [CONTRIBUTING](CONTRIBUTING.md) for general code style and PR guidelines.
|
||||||
|
|
||||||
|
If you are a first-time contributor looking for features to implement or bugs to fix, see the issues tagged with 'candidate' [in the Mindustry-Suggestions repostiory](https://github.com/Anuken/Mindustry-Suggestions/issues?q=is%3Aissue%20state%3Aopen%20label%3Acandidate).
|
||||||
|
|
||||||
## Building
|
## Building
|
||||||
|
|
||||||
|
|||||||
@@ -30,8 +30,8 @@ task deploy(type: Copy){
|
|||||||
|
|
||||||
android{
|
android{
|
||||||
namespace = "io.anuke.mindustry"
|
namespace = "io.anuke.mindustry"
|
||||||
buildToolsVersion = '34.0.0'
|
buildToolsVersion = '36.0.0'
|
||||||
compileSdk = 34
|
compileSdk = 36
|
||||||
sourceSets{
|
sourceSets{
|
||||||
main{
|
main{
|
||||||
manifest.srcFile 'AndroidManifest.xml'
|
manifest.srcFile 'AndroidManifest.xml'
|
||||||
@@ -57,7 +57,7 @@ android{
|
|||||||
|
|
||||||
applicationId "io.anuke.mindustry"
|
applicationId "io.anuke.mindustry"
|
||||||
minSdkVersion 14
|
minSdkVersion 14
|
||||||
targetSdkVersion 34
|
targetSdkVersion 36
|
||||||
|
|
||||||
versionName versionNameResult
|
versionName versionNameResult
|
||||||
versionCode = vcode
|
versionCode = vcode
|
||||||
|
|||||||
@@ -160,7 +160,7 @@ public class AndroidLauncher extends AndroidApplication{
|
|||||||
@Override
|
@Override
|
||||||
public OutputStream write(boolean append){
|
public OutputStream write(boolean append){
|
||||||
try{
|
try{
|
||||||
return getContentResolver().openOutputStream(uri);
|
return getContentResolver().openOutputStream(uri, "rwt");
|
||||||
}catch(IOException e){
|
}catch(IOException e){
|
||||||
throw new ArcRuntimeException(e);
|
throw new ArcRuntimeException(e);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -223,7 +223,7 @@ configure(project(":annotations")){
|
|||||||
}
|
}
|
||||||
|
|
||||||
//compile with java 8 compatibility for everything except the annotation project
|
//compile with java 8 compatibility for everything except the annotation project
|
||||||
configure(subprojects - project(":annotations")){
|
configure(subprojects - project(":annotations") - project(":tests")){
|
||||||
tasks.withType(JavaCompile){
|
tasks.withType(JavaCompile){
|
||||||
options.compilerArgs.addAll(['--release', '8'])
|
options.compilerArgs.addAll(['--release', '8'])
|
||||||
}
|
}
|
||||||
@@ -400,6 +400,12 @@ project(":tests"){
|
|||||||
testRuntimeOnly "org.junit.jupiter:junit-jupiter-engine:5.7.1"
|
testRuntimeOnly "org.junit.jupiter:junit-jupiter-engine:5.7.1"
|
||||||
}
|
}
|
||||||
|
|
||||||
|
tasks.withType(JavaCompile){
|
||||||
|
targetCompatibility = JavaVersion.VERSION_17
|
||||||
|
sourceCompatibility = JavaVersion.VERSION_17
|
||||||
|
options.compilerArgs.addAll(['--release', '17'])
|
||||||
|
}
|
||||||
|
|
||||||
test{
|
test{
|
||||||
//fork every test so mods don't interact with each other
|
//fork every test so mods don't interact with each other
|
||||||
forkEvery = 1
|
forkEvery = 1
|
||||||
|
|||||||
Binary file not shown.
|
After Width: | Height: | Size: 8.0 KiB |
@@ -101,6 +101,7 @@ coreattack = < Core is under attack! >
|
|||||||
nearpoint = [[ [scarlet]LEAVE DROP POINT IMMEDIATELY[] ]\nannihilation imminent
|
nearpoint = [[ [scarlet]LEAVE DROP POINT IMMEDIATELY[] ]\nannihilation imminent
|
||||||
database = Core Database
|
database = Core Database
|
||||||
database.button = Database
|
database.button = Database
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = Save Game
|
savegame = Save Game
|
||||||
loadgame = Load Game
|
loadgame = Load Game
|
||||||
joingame = Join Game
|
joingame = Join Game
|
||||||
@@ -470,6 +471,14 @@ editor.rules = Rules
|
|||||||
editor.generation = Generation
|
editor.generation = Generation
|
||||||
editor.objectives = Objectives
|
editor.objectives = Objectives
|
||||||
editor.locales = Locale Bundles
|
editor.locales = Locale Bundles
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch: Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = World Processors
|
editor.worldprocessors = World Processors
|
||||||
editor.worldprocessors.editname = Edit Name
|
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.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||||
@@ -794,6 +803,7 @@ campaign.complete = [accent]Congratulations.\n\nThe enemy on {0} has been defeat
|
|||||||
sectorlist = Sectors
|
sectorlist = Sectors
|
||||||
sectorlist.attacked = {0} under attack
|
sectorlist.attacked = {0} under attack
|
||||||
sectors.unexplored = [lightgray]Unexplored
|
sectors.unexplored = [lightgray]Unexplored
|
||||||
|
sectors.attempts = Attempts:
|
||||||
sectors.resources = Resources:
|
sectors.resources = Resources:
|
||||||
sectors.production = Production:
|
sectors.production = Production:
|
||||||
sectors.export = Export:
|
sectors.export = Export:
|
||||||
@@ -1450,6 +1460,8 @@ rules.buildaitier = Builder AI Tier
|
|||||||
rules.rtsai = RTS AI
|
rules.rtsai = RTS AI
|
||||||
rules.rtsai.campaign = RTS Attack AI
|
rules.rtsai.campaign = RTS Attack AI
|
||||||
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = Min Squad Size
|
rules.rtsminsquadsize = Min Squad Size
|
||||||
rules.rtsmaxsquadsize = Max Squad Size
|
rules.rtsmaxsquadsize = Max Squad Size
|
||||||
rules.rtsminattackweight = Min Attack Weight
|
rules.rtsminattackweight = Min Attack Weight
|
||||||
|
|||||||
@@ -101,6 +101,7 @@ coreattack = < Ядро знаходзіцца пад атакай! >
|
|||||||
nearpoint = [[ [scarlet]ПАКІНЬЦЕ КРОПКУ ВЫСАДКІ НЕАДКЛАДНА[] ]\nанігіляцыя непазбежна
|
nearpoint = [[ [scarlet]ПАКІНЬЦЕ КРОПКУ ВЫСАДКІ НЕАДКЛАДНА[] ]\nанігіляцыя непазбежна
|
||||||
database = База дадзеных ядра
|
database = База дадзеных ядра
|
||||||
database.button = База Дадзеных
|
database.button = База Дадзеных
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = Захаваць Гульню
|
savegame = Захаваць Гульню
|
||||||
loadgame = Спампаваць Гульню
|
loadgame = Спампаваць Гульню
|
||||||
joingame = Сеткавая Гульня
|
joingame = Сеткавая Гульня
|
||||||
@@ -467,6 +468,14 @@ editor.rules = Правілы:
|
|||||||
editor.generation = Генерацыя:
|
editor.generation = Генерацыя:
|
||||||
editor.objectives = Мэты
|
editor.objectives = Мэты
|
||||||
editor.locales = Locale Bundles
|
editor.locales = Locale Bundles
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = World Processors
|
editor.worldprocessors = World Processors
|
||||||
editor.worldprocessors.editname = Edit Name
|
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.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||||
@@ -791,6 +800,7 @@ campaign.complete = [accent]Віншую.\n\nВорагі ў {0} былі пер
|
|||||||
sectorlist = Сектары
|
sectorlist = Сектары
|
||||||
sectorlist.attacked = {0} пад атакай
|
sectorlist.attacked = {0} пад атакай
|
||||||
sectors.unexplored = [lightgray]Не Разведана
|
sectors.unexplored = [lightgray]Не Разведана
|
||||||
|
sectors.attempts = Attempts:
|
||||||
sectors.resources = Рэсурсы:
|
sectors.resources = Рэсурсы:
|
||||||
sectors.production = Вытворчасць:
|
sectors.production = Вытворчасць:
|
||||||
sectors.export = Экспартавана:
|
sectors.export = Экспартавана:
|
||||||
@@ -1447,6 +1457,8 @@ rules.buildaitier = Builder AI Tier
|
|||||||
rules.rtsai = RTS AI
|
rules.rtsai = RTS AI
|
||||||
rules.rtsai.campaign = RTS Attack AI
|
rules.rtsai.campaign = RTS Attack AI
|
||||||
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = Мінімальны Размер Атраду
|
rules.rtsminsquadsize = Мінімальны Размер Атраду
|
||||||
rules.rtsmaxsquadsize = Максімальны Размер Атраду
|
rules.rtsmaxsquadsize = Максімальны Размер Атраду
|
||||||
rules.rtsminattackweight = Мінімальная Вага Атакі
|
rules.rtsminattackweight = Мінімальная Вага Атакі
|
||||||
|
|||||||
@@ -101,6 +101,7 @@ coreattack = < Ядрото е нападнато! >
|
|||||||
nearpoint = [[ [scarlet]НАПУСНЕТЕ ОПАСНАТА ЗОНА МОМЕНТАЛНО[] ]\nредстои унижощение
|
nearpoint = [[ [scarlet]НАПУСНЕТЕ ОПАСНАТА ЗОНА МОМЕНТАЛНО[] ]\nредстои унижощение
|
||||||
database = Енциклопедия
|
database = Енциклопедия
|
||||||
database.button = База данни
|
database.button = База данни
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = Запази Игра
|
savegame = Запази Игра
|
||||||
loadgame = Зареди Игра
|
loadgame = Зареди Игра
|
||||||
joingame = Присъедини се в Игра
|
joingame = Присъедини се в Игра
|
||||||
@@ -467,6 +468,14 @@ editor.rules = Правила:
|
|||||||
editor.generation = Генериране:
|
editor.generation = Генериране:
|
||||||
editor.objectives = Задачи
|
editor.objectives = Задачи
|
||||||
editor.locales = Locale Bundles
|
editor.locales = Locale Bundles
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = World Processors
|
editor.worldprocessors = World Processors
|
||||||
editor.worldprocessors.editname = Edit Name
|
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.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||||
@@ -791,6 +800,7 @@ campaign.complete = [accent]Поздравления.\n\nВрагът на {0}
|
|||||||
sectorlist = Сектори
|
sectorlist = Сектори
|
||||||
sectorlist.attacked = {0} е в опасност
|
sectorlist.attacked = {0} е в опасност
|
||||||
sectors.unexplored = [lightgray]Неизследвано
|
sectors.unexplored = [lightgray]Неизследвано
|
||||||
|
sectors.attempts = Attempts:
|
||||||
sectors.resources = Ресурси:
|
sectors.resources = Ресурси:
|
||||||
sectors.production = Производство:
|
sectors.production = Производство:
|
||||||
sectors.export = Изнеси:
|
sectors.export = Изнеси:
|
||||||
@@ -1447,6 +1457,8 @@ rules.buildaitier = Степен на ИИ строителя
|
|||||||
rules.rtsai = RTS AI
|
rules.rtsai = RTS AI
|
||||||
rules.rtsai.campaign = RTS Attack AI
|
rules.rtsai.campaign = RTS Attack AI
|
||||||
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = Мин. размер на взводовете
|
rules.rtsminsquadsize = Мин. размер на взводовете
|
||||||
rules.rtsmaxsquadsize = Макс. размер на взводовете
|
rules.rtsmaxsquadsize = Макс. размер на взводовете
|
||||||
rules.rtsminattackweight = Мин. атакуваща тежест
|
rules.rtsminattackweight = Мин. атакуваща тежест
|
||||||
|
|||||||
@@ -101,6 +101,7 @@ coreattack = < Estan atacant el nucli! >
|
|||||||
nearpoint = [[ [scarlet]ABANDONEU EL PUNT D’ATERRATGE IMMEDIATAMENT[] ]\nAniquilació imminent
|
nearpoint = [[ [scarlet]ABANDONEU EL PUNT D’ATERRATGE IMMEDIATAMENT[] ]\nAniquilació imminent
|
||||||
database = Base de dades del nucli
|
database = Base de dades del nucli
|
||||||
database.button = Base de dades
|
database.button = Base de dades
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = Desa la partida
|
savegame = Desa la partida
|
||||||
loadgame = Carrega una partida
|
loadgame = Carrega una partida
|
||||||
joingame = Uneix-me a una partida
|
joingame = Uneix-me a una partida
|
||||||
@@ -467,6 +468,14 @@ editor.rules = Regles
|
|||||||
editor.generation = Generació
|
editor.generation = Generació
|
||||||
editor.objectives = Objectius
|
editor.objectives = Objectius
|
||||||
editor.locales = Paquet de traduccions
|
editor.locales = Paquet de traduccions
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = Processadors integrats
|
editor.worldprocessors = Processadors integrats
|
||||||
editor.worldprocessors.editname = Edita el nom
|
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.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.
|
||||||
@@ -791,6 +800,7 @@ campaign.complete = [accent]Felicitats.\n\nS’ha derrotat l’enemic de {0}.\n[
|
|||||||
sectorlist = Sectors
|
sectorlist = Sectors
|
||||||
sectorlist.attacked = Ataquen {0}.
|
sectorlist.attacked = Ataquen {0}.
|
||||||
sectors.unexplored = [lightgray]Inexplorat
|
sectors.unexplored = [lightgray]Inexplorat
|
||||||
|
sectors.attempts = Attempts:
|
||||||
sectors.resources = Recursos:
|
sectors.resources = Recursos:
|
||||||
sectors.production = Producció:
|
sectors.production = Producció:
|
||||||
sectors.export = Exporta:
|
sectors.export = Exporta:
|
||||||
@@ -1447,6 +1457,8 @@ rules.buildaitier = Nivell de construcció de la IA
|
|||||||
rules.rtsai = IA avançada (RTS AI)
|
rules.rtsai = IA avançada (RTS AI)
|
||||||
rules.rtsai.campaign = RTS Attack AI
|
rules.rtsai.campaign = RTS Attack AI
|
||||||
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = Mida mínima de l’esquadró
|
rules.rtsminsquadsize = Mida mínima de l’esquadró
|
||||||
rules.rtsmaxsquadsize = Mida màxima de l’esquadró
|
rules.rtsmaxsquadsize = Mida màxima de l’esquadró
|
||||||
rules.rtsminattackweight = Pes d’atac mínim
|
rules.rtsminattackweight = Pes d’atac mínim
|
||||||
|
|||||||
@@ -13,7 +13,7 @@ link.google-play.description = Obchod Google Play
|
|||||||
link.f-droid.description = F-Droid
|
link.f-droid.description = F-Droid
|
||||||
link.wiki.description = Oficiální Wiki Mindustry
|
link.wiki.description = Oficiální Wiki Mindustry
|
||||||
link.suggestions.description = Doporučit nové funkce
|
link.suggestions.description = Doporučit nové funkce
|
||||||
link.bug.description = Našel jsi nějaký? Nahlaš ho zde
|
link.bug.description = Našel jsi nějaký? Nahlas ho zde
|
||||||
linkopen = Tento server vám poslal odkaz. Jste si jist s jeho otevřením?\n\n[sky]{0}
|
linkopen = Tento server vám poslal odkaz. Jste si jist s jeho otevřením?\n\n[sky]{0}
|
||||||
linkfail = Nepodařilo se otevřít odkaz!\nAdresa URL byla zkopírována do schránky.
|
linkfail = Nepodařilo se otevřít odkaz!\nAdresa URL byla zkopírována do schránky.
|
||||||
screenshot = Snímek obrazovky uložen {0}
|
screenshot = Snímek obrazovky uložen {0}
|
||||||
@@ -42,16 +42,16 @@ be.noupdates = Aktualizace nebyla nalezena.
|
|||||||
be.check = Zkontrolovat aktualizace
|
be.check = Zkontrolovat aktualizace
|
||||||
|
|
||||||
mods.browser = Prohlížeč modifikací
|
mods.browser = Prohlížeč modifikací
|
||||||
mods.browser.selected = Vybraný mod
|
mods.browser.selected = Vybraná modifikace
|
||||||
mods.browser.add = Stáhnout
|
mods.browser.add = Stáhnout
|
||||||
mods.browser.reinstall = Reinstalovat
|
mods.browser.reinstall = Přeinstalovat
|
||||||
mods.browser.view-releases = Zobrazit Vydání
|
mods.browser.view-releases = Zobrazit Vydání
|
||||||
mods.browser.noreleases = [scarlet]Žádná Vydání Nenalezena\n[accent]Nenalezena žádná vydání pro tento mod. Zjistěte, jestli repozitář modu byl již veřejně vydán.
|
mods.browser.noreleases = [scarlet]Žádná Vydání Nenalezena\n[accent]Nenalezena žádná vydání pro tuto modifikaci. Zjistěte, jestli repozitář modu byl již veřejně vydán.
|
||||||
mods.browser.latest = <Poslední>
|
mods.browser.latest = <Poslední>
|
||||||
mods.browser.releases = Vydání
|
mods.browser.releases = Vydání
|
||||||
mods.github.open = Úložiště
|
mods.github.open = Úložiště
|
||||||
mods.github.open-release = Stranka Vydání
|
mods.github.open-release = Stránka Vydání
|
||||||
mods.browser.sortdate = Řadit podle nedavných
|
mods.browser.sortdate = Řadit podle nedávných
|
||||||
mods.browser.sortstars = Řadit podle hvězd
|
mods.browser.sortstars = Řadit podle hvězd
|
||||||
|
|
||||||
schematic = Šablona
|
schematic = Šablona
|
||||||
@@ -89,7 +89,7 @@ stats.unitsCreated = Jednotek Vytvořeno
|
|||||||
stats.enemiesDestroyed = Nepřátel Zničeno
|
stats.enemiesDestroyed = Nepřátel Zničeno
|
||||||
stats.built = Budov Postaveno
|
stats.built = Budov Postaveno
|
||||||
stats.destroyed = Budov Zničeno
|
stats.destroyed = Budov Zničeno
|
||||||
stats.deconstructed = Budov Zdekonstruovano
|
stats.deconstructed = Budov Rozebráno
|
||||||
stats.playtime = Doba Hraní
|
stats.playtime = Doba Hraní
|
||||||
|
|
||||||
globalitems = [accent]Celkové položky[]
|
globalitems = [accent]Celkové položky[]
|
||||||
@@ -101,6 +101,7 @@ coreattack = < Jádro je pod útokem! >
|
|||||||
nearpoint = [ [scarlet]IHNED OPUSŤTE PROSTOR VÝSADKU[] ]\nNebezpečí okamžité smrti!
|
nearpoint = [ [scarlet]IHNED OPUSŤTE PROSTOR VÝSADKU[] ]\nNebezpečí okamžité smrti!
|
||||||
database = Katalog objektů
|
database = Katalog objektů
|
||||||
database.button = Databáze
|
database.button = Databáze
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = Uložit hru
|
savegame = Uložit hru
|
||||||
loadgame = Načíst hru
|
loadgame = Načíst hru
|
||||||
joingame = Připojit se ke hře
|
joingame = Připojit se ke hře
|
||||||
@@ -121,7 +122,7 @@ continue = Pokračovat
|
|||||||
maps.none = [lightgray]Mapy nebyly nalezeny.[]
|
maps.none = [lightgray]Mapy nebyly nalezeny.[]
|
||||||
invalid = Neplatné
|
invalid = Neplatné
|
||||||
pickcolor = Vyber barvu
|
pickcolor = Vyber barvu
|
||||||
color = Color
|
color = Barva
|
||||||
preparingconfig = Připravuji konfiguraci
|
preparingconfig = Připravuji konfiguraci
|
||||||
preparingcontent = Připravuji obsah hry
|
preparingcontent = Připravuji obsah hry
|
||||||
uploadingcontent = Nahrávám obsah hry
|
uploadingcontent = Nahrávám obsah hry
|
||||||
@@ -130,9 +131,9 @@ committingchanges = Provádím změny
|
|||||||
done = Hotovo
|
done = Hotovo
|
||||||
feature.unsupported = Tvoje zařízení nepodporuje tuto vlastnost hry.
|
feature.unsupported = Tvoje zařízení nepodporuje tuto vlastnost hry.
|
||||||
|
|
||||||
mods.initfailed = [red]⚠[] Poslední Mindustry instaci se nepodařilo inicializovat. Nejpravděpodobněji to bylo způsobeno špatnou funkcí modifikací.\n\nAby se zabránilo neustálému padání hry, [red]všechny modifikace se vyply.[]
|
mods.initfailed = [red]⚠[] Poslední Mindustry instanci se nepodařilo inicializovat. Nejpravděpodobněji to bylo způsobeno špatnou funkcí modifikací.\n\nAby se zabránilo neustálému padání hry, [red]všechny modifikace jsou vypnuté.[]
|
||||||
mods = Mody
|
mods = Modifikace
|
||||||
mods.name = Mod:
|
mods.name = Modifikace:
|
||||||
mods.none = [lightgray]Modifikace nebyly nalezeny.[]
|
mods.none = [lightgray]Modifikace nebyly nalezeny.[]
|
||||||
mods.guide = Průvodce modifikacemi
|
mods.guide = Průvodce modifikacemi
|
||||||
mods.report = Nahlásit závadu
|
mods.report = Nahlásit závadu
|
||||||
@@ -144,9 +145,9 @@ mod.installed = [[Instalováno]
|
|||||||
mod.display = [gray]Modifikace:[][orange] {0}[]
|
mod.display = [gray]Modifikace:[][orange] {0}[]
|
||||||
mod.enabled = [lightgray]Povoleno[]
|
mod.enabled = [lightgray]Povoleno[]
|
||||||
mod.disabled = [scarlet]Zakázáno[]
|
mod.disabled = [scarlet]Zakázáno[]
|
||||||
mod.multiplayer.compatible = [gray]Hra více hráčů komapitibilní
|
mod.multiplayer.compatible = [gray]Hra více hráčů kompatibilní
|
||||||
mod.disable = Zakázat
|
mod.disable = Zakázat
|
||||||
mod.version = Version:
|
mod.version = Verze:
|
||||||
mod.content = Obsah:
|
mod.content = Obsah:
|
||||||
mod.delete.error = Nebylo možnost smazat modifikaci. Soubor by mohl být používán.
|
mod.delete.error = Nebylo možnost smazat modifikaci. Soubor by mohl být používán.
|
||||||
|
|
||||||
@@ -158,13 +159,13 @@ mod.erroredcontent = [scarlet]V obsahu jsou chyby[]
|
|||||||
mod.circulardependencies = [red]Kruhové závislosti
|
mod.circulardependencies = [red]Kruhové závislosti
|
||||||
mod.incompletedependencies = [red]Nedokončené závislosti
|
mod.incompletedependencies = [red]Nedokončené závislosti
|
||||||
|
|
||||||
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.requiresversion.details = Vyžaduje verzi hry: [accent]{0}[]\nVaše hra je zastaralá. Tato modifikace vyžaduje novější verzi hry (možná beta/alfa verze) aby fungovala.
|
||||||
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 147[] to its [accent]mod.json[] file.
|
mod.incompatiblemod.details = Tato modifikace není kompatibilní s touto verzí hry. Autor ji musí aktualizovat a přidat [accent]minGameVersion: 147[] do souboru [accent]mod.json[].
|
||||||
mod.blacklisted.details = Tento mod byl ručně zařazen na černou listinu, protože způsobuje pády nebo jiné problémy s touto verzí hry. Nepoužívejte jej.
|
mod.blacklisted.details = Tato modifikace byla ručně zařazena na černou listinu, protože způsobuje pády nebo jiné problémy s touto verzí hry. Nepoužívejte ji.
|
||||||
mod.missingdependencies.details = Tomuto módu chybí závislosti: {0}
|
mod.missingdependencies.details = Tomuto módu chybí závislosti: {0}
|
||||||
mod.erroredcontent.details = Tato hra způsobovala chyby při načítání. Požádejte autora módu o jejich opravu.
|
mod.erroredcontent.details = Tato hra způsobovala chyby při načítání. Požádejte autora módu o jejich opravu.
|
||||||
mod.circulardependencies.details = Tento mod má závislosti, které na sobě navzájem závisí.
|
mod.circulardependencies.details = Tato modifikace má závislosti, které na sobě navzájem závisí.
|
||||||
mod.incompletedependencies.details = Tento mod nelze načíst kvůli neplatným nebo chybějícím závislostem: {0}.
|
mod.incompletedependencies.details = Tato modifikace nelze načíst kvůli neplatným nebo chybějícím závislostem: {0}.
|
||||||
|
|
||||||
mod.requiresversion = Vyžaduje verzi hry: [red]{0}
|
mod.requiresversion = Vyžaduje verzi hry: [red]{0}
|
||||||
|
|
||||||
@@ -172,7 +173,7 @@ mod.errors = Při načítání obsahu hry se vyskytly problémy.
|
|||||||
mod.noerrorplay = [scarlet]Máš modifikace s chybami.[] Buď zakaž dotčené modifikace, nebo oprav chyby před tím, než začneš hrát.
|
mod.noerrorplay = [scarlet]Máš modifikace s chybami.[] Buď zakaž dotčené modifikace, nebo oprav chyby před tím, než začneš hrát.
|
||||||
mod.enable = Povolit
|
mod.enable = Povolit
|
||||||
mod.requiresrestart = Hra bude ukončena, aby bylo možné nasadit modifikace.
|
mod.requiresrestart = Hra bude ukončena, aby bylo možné nasadit modifikace.
|
||||||
mod.reloadrequired = [scarlet]Je vyžadováno znovuspuštění hry.
|
mod.reloadrequired = [scarlet]Je vyžadováno opakované spuštění hry.
|
||||||
mod.import = Importovat modifikaci
|
mod.import = Importovat modifikaci
|
||||||
mod.import.file = Importovat soubor
|
mod.import.file = Importovat soubor
|
||||||
mod.import.github = Import modifikace z GitHubu
|
mod.import.github = Import modifikace z GitHubu
|
||||||
@@ -185,7 +186,7 @@ mod.preview.missing = Než vystavíš svou modifikaci ve Workshopu na Steamu, mu
|
|||||||
mod.folder.missing = Ve Workshopu na Steamu mohou být vystaveny pouze modifikace ve formě složky.\nAbys převedl modifikaci na formu složky, jednoduše rozbal zip soubor do složky a smaž starý zip soubor. Potom znovu spusť hru nebo znovu načti modifikace.
|
mod.folder.missing = Ve Workshopu na Steamu mohou být vystaveny pouze modifikace ve formě složky.\nAbys převedl modifikaci na formu složky, jednoduše rozbal zip soubor do složky a smaž starý zip soubor. Potom znovu spusť hru nebo znovu načti modifikace.
|
||||||
mod.scripts.disable = Tvoje zařízení nepodporuje skripty. Musíš zakázat tyto modifikace, abys mohl hrát hru.
|
mod.scripts.disable = Tvoje zařízení nepodporuje skripty. Musíš zakázat tyto modifikace, abys mohl hrát hru.
|
||||||
|
|
||||||
mod.dependencies.error = [scarlet]Modifikaccím chybí závislosti
|
mod.dependencies.error = [scarlet]Modifikacím chybí závislosti
|
||||||
mod.dependencies.soft = (nepovinné)
|
mod.dependencies.soft = (nepovinné)
|
||||||
mod.dependencies.download = Import
|
mod.dependencies.download = Import
|
||||||
mod.dependencies.downloadreq = Vyžaduje se import
|
mod.dependencies.downloadreq = Vyžaduje se import
|
||||||
@@ -198,11 +199,11 @@ mod.dependencies.imported = Tato modifikace vyžaduje závislosti. Chcete je st
|
|||||||
about.button = O hře
|
about.button = O hře
|
||||||
name = Jméno:
|
name = Jméno:
|
||||||
noname = Nejdřív si vyber [accent]jméno ve hře[].
|
noname = Nejdřív si vyber [accent]jméno ve hře[].
|
||||||
search = Search:
|
search = Hledat:
|
||||||
planetmap = Planetární mapa
|
planetmap = Planetární mapa
|
||||||
launchcore = Vyslat jádro
|
launchcore = Vyslat jádro
|
||||||
filename = Název souboru:
|
filename = Název souboru:
|
||||||
unlocked = Byl odemmknut nový blok!
|
unlocked = Byl odemknut nový blok!
|
||||||
available = Je zpřístupněn nový výzkum!
|
available = Je zpřístupněn nový výzkum!
|
||||||
unlock.incampaign = < Odemkni v kampani pro více detailů >
|
unlock.incampaign = < Odemkni v kampani pro více detailů >
|
||||||
campaign.select = Vybrat Začínající Kampaň
|
campaign.select = Vybrat Začínající Kampaň
|
||||||
@@ -244,7 +245,7 @@ server.kicked.gameover = Konec hry!
|
|||||||
server.kicked.serverRestarting = Server se restartuje.
|
server.kicked.serverRestarting = Server se restartuje.
|
||||||
server.versions = Verze klienta: [accent]{0}[]\nVerze serveru: [accent]{1}[]
|
server.versions = Verze klienta: [accent]{0}[]\nVerze serveru: [accent]{1}[]
|
||||||
host.info = Tento [accent]hostitel[] hostuje server na portu [scarlet]6567[]. \nKdokoliv na stejné [lightgray]síti Wifi nebo LAN (místní)[] by měl vidět server ve svém listu serverů.\n\nJestliže chcete, aby se uživatelé připojovali odkudkoliv pomocí adresy IP, může být nezbytné nastavit [accent]přesměrování portů[].\n\n[lightgray]Poznámka: Jestliže má někdo problém s připojením k LAN hře, měl by se předem ujistit, že má program Mindustry povolený přístup k místní síti v nastavení místního firewallu.
|
host.info = Tento [accent]hostitel[] hostuje server na portu [scarlet]6567[]. \nKdokoliv na stejné [lightgray]síti Wifi nebo LAN (místní)[] by měl vidět server ve svém listu serverů.\n\nJestliže chcete, aby se uživatelé připojovali odkudkoliv pomocí adresy IP, může být nezbytné nastavit [accent]přesměrování portů[].\n\n[lightgray]Poznámka: Jestliže má někdo problém s připojením k LAN hře, měl by se předem ujistit, že má program Mindustry povolený přístup k místní síti v nastavení místního firewallu.
|
||||||
join.info = Zde můžeš vložit [accent]adresu IP serveru[], ke kterému se chceš připojit, nebo zkusit nalézt [accent]servery v místní síti[] nebo [accent]globální servery[], ke kterým se můžeš připojit.\nJsou podporovány režimy hry více hráčů přes LAN i WAN.\n\n[lightgray]Poznámka: Neexistuje automatický globální seznam serverů Mindustry. Pokud se chceš k někomu připojit pomocí adresy IP, budeš ji muset znát od hostitele. Ten ji může zjistit pomocí zadání "my ip" do vyhledávače Google ze svého zařízení.
|
join.info = Zde můžeš vložit [accent]adresu IP serveru[], ke kterému se chceš připojit, nebo zkusit nalézt [accent]servery v místní síti[] nebo [accent]globální servery[], ke kterým se můžeš připojit.\nesou podporovány režimy hry více hráčů přes LAN i WAN.\n\n[lightgray]Poznámka: Neexistuje automatický globální seznam serverů Mindustry. Pokud se chceš k někomu připojit pomocí adresy IP, budeš ji muset znát od hostitele. Ten ji může zjistit pomocí zadání "my ip" do vyhledávače Google ze svého zařízení.
|
||||||
hostserver = Hostovat hru více hráčů
|
hostserver = Hostovat hru více hráčů
|
||||||
invitefriends = Pozvat přátele
|
invitefriends = Pozvat přátele
|
||||||
hostserver.mobile = Hostovat\nhru
|
hostserver.mobile = Hostovat\nhru
|
||||||
@@ -312,7 +313,7 @@ disconnect.error = Chyba připojení.
|
|||||||
disconnect.closed = Připojení bylo uzavřeno.
|
disconnect.closed = Připojení bylo uzavřeno.
|
||||||
disconnect.timeout = Vypršel čas pro připojení.
|
disconnect.timeout = Vypršel čas pro připojení.
|
||||||
disconnect.data = Chyba načtení dat ze serveru!
|
disconnect.data = Chyba načtení dat ze serveru!
|
||||||
disconnect.snapshottimeout = Při získávání UDP snímků vyprššel čas spojení.\nTo může být způsobeno nestabilní sítí nebo připojením.
|
disconnect.snapshottimeout = Při získávání UDP snímků vypršel čas spojení.\nTo může být způsobeno nestabilní sítí nebo připojením.
|
||||||
cantconnect = Není možno se připojit ke hře ([accent]{0}[]).
|
cantconnect = Není možno se připojit ke hře ([accent]{0}[]).
|
||||||
connecting = [accent]Připojuji se...[]
|
connecting = [accent]Připojuji se...[]
|
||||||
reconnecting = [accent]Znovu se připojuji...
|
reconnecting = [accent]Znovu se připojuji...
|
||||||
@@ -342,17 +343,17 @@ slot = [accent]Pozice {0}[]
|
|||||||
editmessage = Upravit zprávu
|
editmessage = Upravit zprávu
|
||||||
save.corrupted = Uložená hra je poškozená nebo neplatná.
|
save.corrupted = Uložená hra je poškozená nebo neplatná.
|
||||||
empty = <Prázný>
|
empty = <Prázný>
|
||||||
on = On
|
on = Zapnuto
|
||||||
off = Off
|
off = Vypnuto
|
||||||
save.search = Hledat uložené hry...
|
save.search = Hledat uložené hry...
|
||||||
save.autosave = Automatické uložení: {0}
|
save.autosave = Automatické uložení: {0}
|
||||||
save.map = Mapa: {0}
|
save.map = Mapa: {0}
|
||||||
save.wave = Vlna: {0}
|
save.wave = Vlna: {0}
|
||||||
save.mode = Herní mod: {0}
|
save.mode = Herní modifikace: {0}
|
||||||
save.date = Naposledy uloženo: {0}
|
save.date = Naposledy uloženo: {0}
|
||||||
save.playtime = Herní čas: {0}
|
save.playtime = Herní čas: {0}
|
||||||
dontshowagain = Don't show again
|
dontshowagain = Nezobrazovat znovu
|
||||||
warn.32bit.title = 32-bit Deprecation Warning
|
warn.32bit.title = Varování ohledně podpory 32 bitových systémů
|
||||||
warn.32bit = You are using a [red]32-bit[] version of Mindustry.\nAs newer Java versions have dropped 32-bit Windows support, [red]32-bit support will be discontinued in the future[].\n\nPlease upgrade to a 64-bit machine, and make sure you have the 64-bit version of Mindustry downloaded.\n\nIf you are running Mindustry as a JAR file, make sure you are using 64-bit Java.
|
warn.32bit = You are using a [red]32-bit[] version of Mindustry.\nAs newer Java versions have dropped 32-bit Windows support, [red]32-bit support will be discontinued in the future[].\n\nPlease upgrade to a 64-bit machine, and make sure you have the 64-bit version of Mindustry downloaded.\n\nIf you are running Mindustry as a JAR file, make sure you are using 64-bit Java.
|
||||||
warning = Varování.
|
warning = Varování.
|
||||||
confirm = Potvrdit
|
confirm = Potvrdit
|
||||||
@@ -409,7 +410,7 @@ 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]Velicí zežim
|
commandmode.name = [accent]Velicí režim
|
||||||
commandmode.nounits = [žádné jednotky]
|
commandmode.nounits = [žádné jednotky]
|
||||||
wave = [accent]Vlna číslo {0}[]
|
wave = [accent]Vlna číslo {0}[]
|
||||||
wave.cap = [accent]Vlna {0} z {1}[]
|
wave.cap = [accent]Vlna {0} z {1}[]
|
||||||
@@ -453,7 +454,7 @@ editor.showterrain = Show Terrain
|
|||||||
editor.showfloor = Show Floor
|
editor.showfloor = Show Floor
|
||||||
editor.planet = Planeta:
|
editor.planet = Planeta:
|
||||||
editor.sector = Sektor:
|
editor.sector = Sektor:
|
||||||
editor.seed = Seed:
|
editor.seed = Klíč generace:
|
||||||
editor.brush = Štětec
|
editor.brush = Štětec
|
||||||
editor.openin = Otevřít v editoru
|
editor.openin = Otevřít v editoru
|
||||||
editor.oregen = Generování rud
|
editor.oregen = Generování rud
|
||||||
@@ -467,7 +468,15 @@ editor.rules = Pravidla:
|
|||||||
editor.generation = Generace:
|
editor.generation = Generace:
|
||||||
editor.objectives = Úkoly:
|
editor.objectives = Úkoly:
|
||||||
editor.locales = Balíky jazyků
|
editor.locales = Balíky jazyků
|
||||||
editor.worldprocessors = World Processors
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
|
editor.worldprocessors = Globální Procesor
|
||||||
editor.worldprocessors.editname = Upravit název
|
editor.worldprocessors.editname = Upravit název
|
||||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
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.nospace = No free space to place a world processor!\nDid you fill the map with structures? Why would you do this?
|
||||||
@@ -478,7 +487,7 @@ editor.publish.workshop = Publikovat do Workshopu na Steamu
|
|||||||
editor.newmap = Nová mapa
|
editor.newmap = Nová mapa
|
||||||
editor.center = Vycentrovat
|
editor.center = Vycentrovat
|
||||||
editor.search = Hledat mapy...
|
editor.search = Hledat mapy...
|
||||||
editor.filters = Filtrovat mšapy
|
editor.filters = Filtrovat mapy
|
||||||
editor.filters.mode = Herní režimy:
|
editor.filters.mode = Herní režimy:
|
||||||
editor.filters.type = Typ Mapy:
|
editor.filters.type = Typ Mapy:
|
||||||
editor.filters.search = Hledat V:
|
editor.filters.search = Hledat V:
|
||||||
@@ -540,7 +549,7 @@ editor.removeunit = Odstranit jednotku
|
|||||||
editor.teams = Týmy
|
editor.teams = Týmy
|
||||||
editor.errorload = Chyba při načítání souboru.
|
editor.errorload = Chyba při načítání souboru.
|
||||||
editor.errorsave = Chyba při ukládání souboru.
|
editor.errorsave = Chyba při ukládání souboru.
|
||||||
editor.errorimage = Toto je obrázek, ne mapa.\nPokud chceš importovat mapu z verze 3.5/sestavení 40, použij položku nabídky 'Importovat starou mapu'.
|
editor.errorimage = Toto je obrázek, ne mapa.\nPokud chceš importovat mapu z verze 3.5/sestavení 40 použij položku nabídky 'Importovat starou mapu'.
|
||||||
editor.errorlegacy = Tato mapa je příliš stará a používá formát mapy, který už není podporován.
|
editor.errorlegacy = Tato mapa je příliš stará a používá formát mapy, který už není podporován.
|
||||||
editor.errornot = Toto není soubor mapy.
|
editor.errornot = Toto není soubor mapy.
|
||||||
editor.errorheader = Tento soubor mapy je buď neplatný nebo poškozen.
|
editor.errorheader = Tento soubor mapy je buď neplatný nebo poškozen.
|
||||||
@@ -604,7 +613,7 @@ toolmode.drawteams = Kreslit týmy
|
|||||||
toolmode.drawteams.description = Kreslí týmy místo bloků.
|
toolmode.drawteams.description = Kreslí týmy místo bloků.
|
||||||
#unused
|
#unused
|
||||||
toolmode.underliquid = Pod Kapalinami
|
toolmode.underliquid = Pod Kapalinami
|
||||||
toolmode.underliquid.description = Kreslí podlahy pod kostkama kapalin.
|
toolmode.underliquid.description = Kreslí podlahy pod kostkami kapalin.
|
||||||
|
|
||||||
filters.empty = [lightgray]Nejsou zadány žádné filtry, přidej filtr tlačítkem níže.[]
|
filters.empty = [lightgray]Nejsou zadány žádné filtry, přidej filtr tlačítkem níže.[]
|
||||||
|
|
||||||
@@ -612,7 +621,7 @@ filter.distort = Zkreslení
|
|||||||
filter.noise = Zašumění
|
filter.noise = Zašumění
|
||||||
filter.enemyspawn = Výběr nepřátelské líhně
|
filter.enemyspawn = Výběr nepřátelské líhně
|
||||||
filter.spawnpath = Cesta k líhni
|
filter.spawnpath = Cesta k líhni
|
||||||
filter.corespawn = Váběr ládra
|
filter.corespawn = Výběr jádra
|
||||||
filter.median = Medián
|
filter.median = Medián
|
||||||
filter.oremedian = Medián rud
|
filter.oremedian = Medián rud
|
||||||
filter.blend = Prolnutí
|
filter.blend = Prolnutí
|
||||||
@@ -624,14 +633,14 @@ 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.logic = Logika
|
||||||
|
|
||||||
filter.option.scale = Měřítko
|
filter.option.scale = Měřítko
|
||||||
filter.option.chance = Náhoda
|
filter.option.chance = Náhoda
|
||||||
filter.option.mag = Velikost
|
filter.option.mag = Velikost
|
||||||
filter.option.threshold = Práh
|
filter.option.threshold = Práh
|
||||||
filter.option.circle-scale = Poloměr kružnice
|
filter.option.circle-scale = Poloměr kružnice
|
||||||
filter.option.octaves = Octávy
|
filter.option.octaves = Oktávy
|
||||||
filter.option.falloff = Pokles
|
filter.option.falloff = Pokles
|
||||||
filter.option.angle = Úhel
|
filter.option.angle = Úhel
|
||||||
filter.option.tilt = Naklonit
|
filter.option.tilt = Naklonit
|
||||||
@@ -755,8 +764,8 @@ unbannedblocks = Povolené bloky
|
|||||||
objectives = Úkoly
|
objectives = Úkoly
|
||||||
bannedunits = Zakázané jednotky
|
bannedunits = Zakázané jednotky
|
||||||
unbannedunits = Povolené jednotky
|
unbannedunits = Povolené jednotky
|
||||||
bannedunits.whitelist = Zakázané jednotky jako Whitelist
|
bannedunits.whitelist = Zakázané jednotky jako Bílá listina
|
||||||
bannedblocks.whitelist = Zakázané bloky jako Whitelist
|
bannedblocks.whitelist = Zakázané bloky jako Bílá listina
|
||||||
addall = Přidat vše
|
addall = Přidat vše
|
||||||
launch.from = Vysláno z: [accent]{0}
|
launch.from = Vysláno z: [accent]{0}
|
||||||
launch.capacity = Odpalovací kapacita: [accent]{0}
|
launch.capacity = Odpalovací kapacita: [accent]{0}
|
||||||
@@ -781,7 +790,7 @@ error.moddex = Mindustry nemůže načíst tuto modifikaci.\nVaše zařízení b
|
|||||||
|
|
||||||
weather.rain.name = Déšť
|
weather.rain.name = Déšť
|
||||||
weather.snowing.name = Sníh
|
weather.snowing.name = Sníh
|
||||||
weather.sandstorm.name = Písečná ouře
|
weather.sandstorm.name = Písečná bouře
|
||||||
weather.sporestorm.name = Spórová bouře
|
weather.sporestorm.name = Spórová bouře
|
||||||
weather.fog.name = Mlha
|
weather.fog.name = Mlha
|
||||||
|
|
||||||
@@ -791,6 +800,7 @@ campaign.complete = [accent]Nastavení.\n\nNepřítel na {0} byl poražen.\n[lig
|
|||||||
sectorlist = Sektory
|
sectorlist = Sektory
|
||||||
sectorlist.attacked = {0} pod útokem
|
sectorlist.attacked = {0} pod útokem
|
||||||
sectors.unexplored = [lightgray]Neprozkoumáno
|
sectors.unexplored = [lightgray]Neprozkoumáno
|
||||||
|
sectors.attempts = Pokusy:
|
||||||
sectors.resources = Zdroje:
|
sectors.resources = Zdroje:
|
||||||
sectors.production = Výroba:
|
sectors.production = Výroba:
|
||||||
sectors.export = Exportovat:
|
sectors.export = Exportovat:
|
||||||
@@ -803,9 +813,9 @@ sectors.resume = Pokračovat
|
|||||||
sectors.launch = Vyslat
|
sectors.launch = Vyslat
|
||||||
sectors.viewsubmission = \ue80d Prohlížet příspěvky
|
sectors.viewsubmission = \ue80d Prohlížet příspěvky
|
||||||
sectors.select = Vybrat
|
sectors.select = Vybrat
|
||||||
sectors.launchselect = Select Launch Destination
|
sectors.launchselect = Vyber Cíl Odpalu
|
||||||
sectors.nonelaunch = [lightgray]bez (slunce)[]
|
sectors.nonelaunch = [lightgray]bez (slunce)[]
|
||||||
sectors.redirect = Redirect Launch Pads
|
sectors.redirect = Přesměrovat Vysílací Plošinu
|
||||||
sectors.rename = Přejmenovat sektor
|
sectors.rename = Přejmenovat sektor
|
||||||
sectors.enemybase = [scarlet]Nepřátelská základna
|
sectors.enemybase = [scarlet]Nepřátelská základna
|
||||||
sectors.vulnerable = [scarlet]Zranitelný
|
sectors.vulnerable = [scarlet]Zranitelný
|
||||||
@@ -820,8 +830,8 @@ sector.curlost = Sektor ztracen
|
|||||||
sector.missingresources = [scarlet]Nedostatečné zdroje v jádře
|
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 = Sektor [accent]{0}[white]Polapen!
|
||||||
sector.capture.current = Sector Captured!
|
sector.capture.current = Sektor Polapen!
|
||||||
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}[]
|
||||||
@@ -851,7 +861,7 @@ planet.serpulo.name = Serpulo
|
|||||||
planet.erekir.name = Erekir
|
planet.erekir.name = Erekir
|
||||||
planet.sun.name = Sol
|
planet.sun.name = Sol
|
||||||
|
|
||||||
sector.impact0078.name = Dopad 0078
|
sector.impact0078.name = Dopad 78
|
||||||
sector.groundZero.name = Základní tábor
|
sector.groundZero.name = Základní tábor
|
||||||
sector.craters.name = Krátery
|
sector.craters.name = Krátery
|
||||||
sector.frozenForest.name = Zamrzlý les
|
sector.frozenForest.name = Zamrzlý les
|
||||||
@@ -866,8 +876,8 @@ sector.fungalPass.name = Plísňový průsmyk
|
|||||||
sector.biomassFacility.name = Zařízení pro syntézu biomasy
|
sector.biomassFacility.name = Zařízení pro syntézu biomasy
|
||||||
sector.windsweptIslands.name = Větrné ostrovy
|
sector.windsweptIslands.name = Větrné ostrovy
|
||||||
sector.extractionOutpost.name = Extrakční základna
|
sector.extractionOutpost.name = Extrakční základna
|
||||||
sector.facility32m.name = Facility 32 M
|
sector.facility32m.name = Zázemí 32 M
|
||||||
sector.taintedWoods.name = Tainted Woods
|
sector.taintedWoods.name = Poskvrněné lesy
|
||||||
sector.infestedCanyons.name = Zamořené kaňony
|
sector.infestedCanyons.name = Zamořené kaňony
|
||||||
sector.planetaryTerminal.name = Planetární odpalovací terminál
|
sector.planetaryTerminal.name = Planetární odpalovací terminál
|
||||||
sector.coastline.name = Pobřežní čára
|
sector.coastline.name = Pobřežní čára
|
||||||
@@ -876,10 +886,10 @@ sector.polarAerodrome.name = Polární aerodrom
|
|||||||
sector.atolls.name = Atoly
|
sector.atolls.name = Atoly
|
||||||
sector.testingGrounds.name = Testovací zázemí
|
sector.testingGrounds.name = Testovací zázemí
|
||||||
sector.seaPort.name = Mořský přístav
|
sector.seaPort.name = Mořský přístav
|
||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Zvětralé údolí
|
||||||
sector.mycelialBastion.name = Pevnost podhoubí
|
sector.mycelialBastion.name = Pevnost podhoubí
|
||||||
sector.frontier.name = Fronta
|
sector.frontier.name = Fronta
|
||||||
sector.sunkenPier.name = Sunken Pier
|
sector.sunkenPier.name = Potopené molo
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geotermální pevnost
|
sector.geothermalStronghold.name = Geotermální pevnost
|
||||||
|
|
||||||
@@ -965,8 +975,8 @@ status.tarred.name = Dehtovaný
|
|||||||
status.overdrive.name = Posílený
|
status.overdrive.name = Posílený
|
||||||
status.overclock.name = Přetaktovaný
|
status.overclock.name = Přetaktovaný
|
||||||
status.shocked.name = Šokovaný
|
status.shocked.name = Šokovaný
|
||||||
status.blasted.name = Vybouchlý
|
status.blasted.name = Vybuchlý
|
||||||
status.corroded.name = Corroded
|
status.corroded.name = Zkorodovaný
|
||||||
status.unmoving.name = Nehybný
|
status.unmoving.name = Nehybný
|
||||||
status.boss.name = Strážce
|
status.boss.name = Strážce
|
||||||
|
|
||||||
@@ -981,7 +991,7 @@ settings.sound = Zvuky
|
|||||||
settings.graphics = Grafika
|
settings.graphics = Grafika
|
||||||
settings.cleardata = Vymazat data hry...
|
settings.cleardata = Vymazat data hry...
|
||||||
settings.clear.confirm = Jsi si jistý, že chceš vymazat svá data ve hře?\nTento krok je nevratný!
|
settings.clear.confirm = Jsi si jistý, že chceš vymazat svá data ve hře?\nTento krok je nevratný!
|
||||||
settings.clearall.confirm = [scarlet]Varování![]\nToto vyresetuje všechna Tvá data ve hře, včetně uložení hry, map, odemknutého postupu v kampani a nastavení ovládání.\nJakmile stiskneš "OK", všechna data se vymažou a hra se automaticky ukončí.
|
settings.clearall.confirm = [scarlet]Varování![]\nToto vymaže všechna Tvá data ve hře, včetně uložení hry, map, odemknutého postupu v kampani a nastavení ovládání.\nJakmile stiskneš "OK", všechna data se vymažou a hra se automaticky ukončí.
|
||||||
settings.clearsaves.confirm = Opravdu chceš vymazat veškeré Tvé uložené hry?
|
settings.clearsaves.confirm = Opravdu chceš vymazat veškeré Tvé uložené hry?
|
||||||
settings.clearsaves = Vymazat uložené hry
|
settings.clearsaves = Vymazat uložené hry
|
||||||
settings.clearresearch = Vymazat výzkum
|
settings.clearresearch = Vymazat výzkum
|
||||||
@@ -1014,7 +1024,7 @@ stat.opposites = Protiklady
|
|||||||
stat.powercapacity = Kapacita energie
|
stat.powercapacity = Kapacita energie
|
||||||
stat.powershot = Energie na 1 výstřel
|
stat.powershot = Energie na 1 výstřel
|
||||||
stat.damage = Poškození
|
stat.damage = Poškození
|
||||||
stat.frequency = Frequency
|
stat.frequency = Frekvence
|
||||||
stat.targetsair = Zaměřuje vzdušné jednotky
|
stat.targetsair = Zaměřuje vzdušné jednotky
|
||||||
stat.targetsground = Zaměřuje pozemní jednotky
|
stat.targetsground = Zaměřuje pozemní jednotky
|
||||||
stat.crushdamage = Crush Damage
|
stat.crushdamage = Crush Damage
|
||||||
@@ -1047,7 +1057,7 @@ stat.drillspeed = Základní rychlost vrtu
|
|||||||
stat.boosteffect = Účinek posílení
|
stat.boosteffect = Účinek posílení
|
||||||
stat.maxunits = Nejvýše aktivních jednotek
|
stat.maxunits = Nejvýše aktivních jednotek
|
||||||
stat.health = Životy
|
stat.health = Životy
|
||||||
stat.armor = Armor
|
stat.armor = Pancíř
|
||||||
stat.buildtime = Čas konstrukce
|
stat.buildtime = Čas konstrukce
|
||||||
stat.maxconsecutive = Nejvýše po sobě
|
stat.maxconsecutive = Nejvýše po sobě
|
||||||
stat.buildcost = Cena konstrukce
|
stat.buildcost = Cena konstrukce
|
||||||
@@ -1058,7 +1068,7 @@ stat.ammo = Střelivo
|
|||||||
stat.shieldhealth = Zdraví štítu
|
stat.shieldhealth = Zdraví štítu
|
||||||
stat.cooldowntime = Čas na zchladnutí
|
stat.cooldowntime = Čas na zchladnutí
|
||||||
stat.explosiveness = Výbušnost
|
stat.explosiveness = Výbušnost
|
||||||
stat.basedeflectchance = Základní pravděpobnost odražení
|
stat.basedeflectchance = Základní pravděpodobnost odražení
|
||||||
stat.lightningchance = Pravděpodobnost blesku
|
stat.lightningchance = Pravděpodobnost blesku
|
||||||
stat.lightningdamage = Poškození bleskem
|
stat.lightningdamage = Poškození bleskem
|
||||||
stat.flammability = Hořlavost
|
stat.flammability = Hořlavost
|
||||||
@@ -1081,7 +1091,7 @@ stat.damagemultiplier = Násobitel Poškození
|
|||||||
stat.healthmultiplier = Násobitel Životů
|
stat.healthmultiplier = Násobitel Životů
|
||||||
stat.speedmultiplier = Násobitel Rychlostí
|
stat.speedmultiplier = Násobitel Rychlostí
|
||||||
stat.reloadmultiplier = Násobitel Přebití
|
stat.reloadmultiplier = Násobitel Přebití
|
||||||
stat.buildspeedmultiplier = Nasobič Rychlostí Stavby
|
stat.buildspeedmultiplier = Násobitel Rychlostí Stavby
|
||||||
stat.reactive = Reaguje
|
stat.reactive = Reaguje
|
||||||
stat.immunities = Imunita
|
stat.immunities = Imunita
|
||||||
stat.healing = Léčí se
|
stat.healing = Léčí se
|
||||||
@@ -1102,12 +1112,12 @@ ability.movelightning.description = Při pohybu vystřeluje blesky.
|
|||||||
ability.armorplate = Pancíř
|
ability.armorplate = Pancíř
|
||||||
ability.armorplate.description = Snižuje poškození od střelby.
|
ability.armorplate.description = Snižuje poškození od střelby.
|
||||||
ability.shieldarc = Štítový Oblouk
|
ability.shieldarc = Štítový Oblouk
|
||||||
ability.shieldarc.description = Vytváří silový štít oblokového tvaru, který pohlcuje kulky.
|
ability.shieldarc.description = Vytváří silový štít obloukového tvaru, který pohlcuje kulky.
|
||||||
ability.suppressionfield = Pole potlačení regenerace
|
ability.suppressionfield = Pole potlačení regenerace
|
||||||
ability.suppressionfield.description = Vyřadí z provozu všechny opravné stavby.
|
ability.suppressionfield.description = Vyřadí z provozu všechny opravné stavby.
|
||||||
ability.energyfield = Energetické pole
|
ability.energyfield = Energetické pole
|
||||||
ability.energyfield.description = Odpráskne blízké nepřátele
|
ability.energyfield.description = Odpráskne blízké nepřátele
|
||||||
ability.energyfield.healdescription = Odpráskne blízké nepřátele a vyléří přátelské jednotky
|
ability.energyfield.healdescription = Odpráskne blízké nepřátele a vyléčí přátelské jednotky
|
||||||
ability.regen = Regenerace
|
ability.regen = Regenerace
|
||||||
ability.regen.description = Časem regeneruje svoje zdraví
|
ability.regen.description = Časem regeneruje svoje zdraví
|
||||||
ability.liquidregen = Pohlcení tekutiny
|
ability.liquidregen = Pohlcení tekutiny
|
||||||
@@ -1144,7 +1154,7 @@ bar.drillspeed = Rychlost vrtu: {0}/s
|
|||||||
bar.pumpspeed = Rychlost pumpy: {0}/s
|
bar.pumpspeed = Rychlost pumpy: {0}/s
|
||||||
bar.efficiency = Účinnost: {0}%
|
bar.efficiency = Účinnost: {0}%
|
||||||
bar.boost = Posílení: +{0}%
|
bar.boost = Posílení: +{0}%
|
||||||
bar.powerbuffer = Energie v bateriiích: {0}/{1}
|
bar.powerbuffer = Energie v bateriích: {0}/{1}
|
||||||
bar.powerbalance = Energie: {0}
|
bar.powerbalance = Energie: {0}
|
||||||
bar.powerstored = Uskladněno: {0}/{1}
|
bar.powerstored = Uskladněno: {0}/{1}
|
||||||
bar.poweramount = Energie celkem: {0}
|
bar.poweramount = Energie celkem: {0}
|
||||||
@@ -1155,14 +1165,14 @@ bar.capacity = Kapacita: {0}
|
|||||||
bar.unitcap = {0} {1}/{2}
|
bar.unitcap = {0} {1}/{2}
|
||||||
bar.liquid = Chlazení
|
bar.liquid = Chlazení
|
||||||
bar.heat = Teplo
|
bar.heat = Teplo
|
||||||
bar.cooldown = Cooldown
|
bar.cooldown = Prodleva
|
||||||
bar.instability = Nestabilita
|
bar.instability = Nestabilita
|
||||||
bar.heatamount = Teplo: {0}
|
bar.heatamount = Teplo: {0}
|
||||||
bar.heatpercent = Teplo: {0} ({1}%)
|
bar.heatpercent = Teplo: {0} ({1}%)
|
||||||
bar.power = Energie
|
bar.power = Energie
|
||||||
bar.progress = Konstrukce v průběhu
|
bar.progress = Konstrukce v průběhu
|
||||||
bar.loadprogress = Pokrok
|
bar.loadprogress = Pokrok
|
||||||
bar.launchcooldown = Launch Cooldown
|
bar.launchcooldown = Prodleva Odletu
|
||||||
bar.input = Vstup
|
bar.input = Vstup
|
||||||
bar.output = Výstup
|
bar.output = Výstup
|
||||||
bar.strength = [stat]{0}[lightgray]x síla
|
bar.strength = [stat]{0}[lightgray]x síla
|
||||||
@@ -1225,14 +1235,14 @@ category.crafting = Vstup/Výstup
|
|||||||
category.function = Funkce
|
category.function = Funkce
|
||||||
category.optional = Volitelné vylepšení
|
category.optional = Volitelné vylepšení
|
||||||
setting.alwaysmusic.name = Vždy přehrávat hudbu
|
setting.alwaysmusic.name = Vždy přehrávat hudbu
|
||||||
setting.alwaysmusic.description = Pokud je toto nastavení povoleno, bude hudba hrát neustále.Jinak bude hrát pouze v náhodných intervalech.
|
setting.alwaysmusic.description = Pokud je toto nastavení povoleno, bude hudba hrát neustále. Jinak bude hrát pouze v náhodných intervalech.
|
||||||
setting.skipcoreanimation.name = Přeskočit Animaci Odpalu/Přístání Jádra
|
setting.skipcoreanimation.name = Přeskočit Animaci Odpalu/Přistání Jádra
|
||||||
setting.landscape.name = Uzamknout krajinu
|
setting.landscape.name = Uzamknout krajinu
|
||||||
setting.shadows.name = Stíny
|
setting.shadows.name = Stíny
|
||||||
setting.blockreplace.name = Automatický návrh bloků
|
setting.blockreplace.name = Automatický návrh bloků
|
||||||
setting.linear.name = Lineární filtrování
|
setting.linear.name = Lineární filtrování
|
||||||
setting.hints.name = Rady a tipy
|
setting.hints.name = Rady a tipy
|
||||||
setting.logichints.name = Logic Nápovědy
|
setting.logichints.name = Logická Nápovědy
|
||||||
setting.backgroundpause.name = Pozastavit v pozadí
|
setting.backgroundpause.name = Pozastavit v pozadí
|
||||||
setting.buildautopause.name = Automaticky pozastavit stavění
|
setting.buildautopause.name = Automaticky pozastavit stavění
|
||||||
setting.doubletapmine.name = Dvojklik pro Těžbu
|
setting.doubletapmine.name = Dvojklik pro Těžbu
|
||||||
@@ -1286,7 +1296,7 @@ setting.mutemusic.name = Ztišit hudbu
|
|||||||
setting.sfxvol.name = Hlasitost efektů
|
setting.sfxvol.name = Hlasitost efektů
|
||||||
setting.mutesound.name = Ztišit zvuk
|
setting.mutesound.name = Ztišit zvuk
|
||||||
setting.crashreport.name = Poslat anonymní hlášení o spadnutí Mindustry
|
setting.crashreport.name = Poslat anonymní hlášení o spadnutí Mindustry
|
||||||
setting.communityservers.name = Fetch Community Server List
|
setting.communityservers.name = Aktualizovat Seznam Komunitních Serverů
|
||||||
setting.savecreate.name = Automaticky ukládat hru
|
setting.savecreate.name = Automaticky ukládat hru
|
||||||
setting.steampublichost.name = Veřejná viditelnost hry
|
setting.steampublichost.name = Veřejná viditelnost hry
|
||||||
setting.playerlimit.name = Nejvyšší počet hráčů
|
setting.playerlimit.name = Nejvyšší počet hráčů
|
||||||
@@ -1300,12 +1310,12 @@ setting.hidedisplays.name = Skrýt displeje logiky
|
|||||||
setting.macnotch.name = Přizpůsobte rozhraní zobrazení zářezu
|
setting.macnotch.name = Přizpůsobte rozhraní zobrazení zářezu
|
||||||
setting.macnotch.description = Pro aplikování změn je potřeba restart
|
setting.macnotch.description = Pro aplikování změn je potřeba restart
|
||||||
steam.friendsonly = Pouze pro přátele
|
steam.friendsonly = Pouze pro přátele
|
||||||
steam.friendsonly.tooltip = Určuje, zda bude hra přístupná jen tvým přátelům na Steamu, nebo všem.Odškrtnutí udělá hru veřejnou - připojit se bude moci každý.
|
steam.friendsonly.tooltip = Určuje, zda bude hra přístupná jen tvým přátelům na Steamu, nebo všem. Odškrtnutí udělá hru veřejnou - připojit se bude moci každý.
|
||||||
setting.maxmagnificationmultiplierpercent.name = Minimální vzdálenost kamery
|
setting.maxmagnificationmultiplierpercent.name = Minimální vzdálenost kamery
|
||||||
setting.minmagnificationmultiplierpercent.name = Maximální vzdálenost kamery
|
setting.minmagnificationmultiplierpercent.name = Maximální vzdálenost kamery
|
||||||
setting.minmagnificationmultiplierpercent.description = Vysoké hodnoty mohou způsobit problémy s výkonem.
|
setting.minmagnificationmultiplierpercent.description = Vysoké hodnoty mohou způsobit problémy s výkonem.
|
||||||
public.beta = Poznámka: beta verze hry nemůžou vytvářet veřejné hry.
|
public.beta = Poznámka: beta verze hry nemůžou vytvářet veřejné hry.
|
||||||
uiscale.reset = Škálování uživatelskho rozhraní se změnilo.\nZmáčkni "OK", abys potvrdil toto nastavení.\n[scarlet]Návrat k původním hodnotám proběhne za [accent]{0}[] vteřin...[]
|
uiscale.reset = Škálování uživatelského rozhraní se změnilo.\nZmáčkni "OK", abys potvrdil toto nastavení.\n[scarlet]Návrat k původním hodnotám proběhne za [accent]{0}[] vteřin...[]
|
||||||
uiscale.cancel = Ukončit a odejít
|
uiscale.cancel = Ukončit a odejít
|
||||||
setting.bloom.name = Použít filtr Bloom
|
setting.bloom.name = Použít filtr Bloom
|
||||||
keybind.title = Změnit klávesy
|
keybind.title = Změnit klávesy
|
||||||
@@ -1394,7 +1404,7 @@ keybind.pause_building.name = Pozastavit nebo spustit stavění
|
|||||||
keybind.minimap.name = Mini mapa
|
keybind.minimap.name = Mini mapa
|
||||||
keybind.planet_map.name = Planetární mapa
|
keybind.planet_map.name = Planetární mapa
|
||||||
keybind.research.name = Výzkum
|
keybind.research.name = Výzkum
|
||||||
keybind.block_info.name = Info o Bloku
|
keybind.block_info.name = Informace o Bloku
|
||||||
keybind.chat.name = Kanál zpráv
|
keybind.chat.name = Kanál zpráv
|
||||||
keybind.player_list.name = Seznam hráčů
|
keybind.player_list.name = Seznam hráčů
|
||||||
keybind.console.name = Terminál
|
keybind.console.name = Terminál
|
||||||
@@ -1447,6 +1457,8 @@ rules.buildaitier = Úroveň AI stavitele
|
|||||||
rules.rtsai = RTS AI
|
rules.rtsai = RTS AI
|
||||||
rules.rtsai.campaign = Útočná RTS AI
|
rules.rtsai.campaign = Útočná RTS AI
|
||||||
rules.rtsai.campaign.info = Na útočných mapách vytváří skupiny jednotek, které útočí na hráčské základny inteligentnějším způsobem.
|
rules.rtsai.campaign.info = Na útočných mapách vytváří skupiny jednotek, které útočí na hráčské základny inteligentnějším způsobem.
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = Min velikost skupiny
|
rules.rtsminsquadsize = Min velikost skupiny
|
||||||
rules.rtsmaxsquadsize = Max velikost skupiny
|
rules.rtsmaxsquadsize = Max velikost skupiny
|
||||||
rules.rtsminattackweight = Min váha útoku
|
rules.rtsminattackweight = Min váha útoku
|
||||||
@@ -1464,7 +1476,7 @@ rules.unitdamagemultiplier = Násobek poškození jednotkami
|
|||||||
rules.unitcrashdamagemultiplier = Násobek poškození při nárazu jednotky
|
rules.unitcrashdamagemultiplier = Násobek poškození při nárazu jednotky
|
||||||
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
rules.solarmultiplier = Násobek Solární Energie
|
rules.solarmultiplier = Násobek Solární Energie
|
||||||
rules.unitcapvariable = Jádra Zvýšujou Maximum Počtu Jednotek
|
rules.unitcapvariable = Jádra Zvyšují Maximum Počtu Jednotek
|
||||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
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
|
||||||
@@ -1516,7 +1528,7 @@ content.unit.name = Jednotky
|
|||||||
content.block.name = Bloky
|
content.block.name = Bloky
|
||||||
content.status.name = Stavové Efekty
|
content.status.name = Stavové Efekty
|
||||||
content.sector.name = Sektory
|
content.sector.name = Sektory
|
||||||
content.team.name = Factions
|
content.team.name = Frakce
|
||||||
|
|
||||||
wallore = (Wall)
|
wallore = (Wall)
|
||||||
|
|
||||||
@@ -1836,10 +1848,10 @@ block.rtg-generator.name = RTG
|
|||||||
block.spectre.name = Přízrak
|
block.spectre.name = Přízrak
|
||||||
block.meltdown.name = Rozpékač
|
block.meltdown.name = Rozpékač
|
||||||
block.foreshadow.name = Znamení osudu
|
block.foreshadow.name = Znamení osudu
|
||||||
block.container.name = Kontejnér
|
block.container.name = Kontejner
|
||||||
block.launch-pad.name = Vysílací plošina
|
block.launch-pad.name = Vysílací plošina
|
||||||
block.advanced-launch-pad.name = Launch Pad
|
block.advanced-launch-pad.name = Vysílací plošina
|
||||||
block.landing-pad.name = Landing Pad
|
block.landing-pad.name = Přijímací plošina
|
||||||
|
|
||||||
block.segment.name = Úsek
|
block.segment.name = Úsek
|
||||||
block.ground-factory.name = Pozemní továrna
|
block.ground-factory.name = Pozemní továrna
|
||||||
@@ -2540,7 +2552,7 @@ lst.setprop = Sets a property of a unit or building.
|
|||||||
lst.effect = Create a particle effect.
|
lst.effect = Create a particle effect.
|
||||||
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
||||||
lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calculated based on position.
|
lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calculated based on position.
|
||||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20 per world.
|
||||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||||
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||||
|
|
||||||
@@ -2643,7 +2655,7 @@ lenum.idiv = Číselné dělení.
|
|||||||
lenum.div = Dělení.\nVrací [accent]null[], pokud je děleno nulou.
|
lenum.div = Dělení.\nVrací [accent]null[], pokud je děleno nulou.
|
||||||
lenum.mod = Modulo (Vydělí 2 hodnoty a vrací zbytek).
|
lenum.mod = Modulo (Vydělí 2 hodnoty a vrací zbytek).
|
||||||
lenum.emod = True modulo, result sign comes from the divisor.
|
lenum.emod = True modulo, result sign comes from the divisor.
|
||||||
lenum.equal = Stejné. Vynucuje typy.\nNon-null objekty porovnané s čísly se stanou 1, jinak 0.
|
lenum.equal = Stejné. Vynucuje typy.\nNon-null objekty porovnané s čísly se stanou 1 jinak 0.
|
||||||
lenum.notequal = Není stejné. Vynucuje typy.
|
lenum.notequal = Není stejné. Vynucuje typy.
|
||||||
lenum.strictequal = Přísná rovnost. Nevynucuje typy.\nMůže být použít, jestli je [accent]null[].
|
lenum.strictequal = Přísná rovnost. Nevynucuje typy.\nMůže být použít, jestli je [accent]null[].
|
||||||
lenum.shl = Bitový posun vlevo.
|
lenum.shl = Bitový posun vlevo.
|
||||||
@@ -2721,7 +2733,7 @@ control.unit = Jednotka/Budova k zamíření.
|
|||||||
control.shoot = Zda střílet.
|
control.shoot = Zda střílet.
|
||||||
|
|
||||||
unitlocate.enemy = Zda lokalizovat nepřátelské budovy.
|
unitlocate.enemy = Zda lokalizovat nepřátelské budovy.
|
||||||
unitlocate.found = Zda objekt byl znalezen.
|
unitlocate.found = Zda objekt byl nalezen
|
||||||
unitlocate.building = Výstup hodnot pro lokalizovanou budovu.
|
unitlocate.building = Výstup hodnot pro lokalizovanou budovu.
|
||||||
unitlocate.outx = Výstup X pozice.
|
unitlocate.outx = Výstup X pozice.
|
||||||
unitlocate.outy = Výstup Y pozice.
|
unitlocate.outy = Výstup Y pozice.
|
||||||
|
|||||||
@@ -101,6 +101,7 @@ coreattack = < Kerne er under angreb! >
|
|||||||
nearpoint = [[ [scarlet]FORLAD INVASIONSZONE OMGÅENDE[] ]\n Fare for udslettelse
|
nearpoint = [[ [scarlet]FORLAD INVASIONSZONE OMGÅENDE[] ]\n Fare for udslettelse
|
||||||
database = Kerne-database
|
database = Kerne-database
|
||||||
database.button = Database
|
database.button = Database
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = Gem spil
|
savegame = Gem spil
|
||||||
loadgame = Hent spil
|
loadgame = Hent spil
|
||||||
joingame = Deltag i spil
|
joingame = Deltag i spil
|
||||||
@@ -467,6 +468,14 @@ editor.rules = Regler:
|
|||||||
editor.generation = Generering:
|
editor.generation = Generering:
|
||||||
editor.objectives = Objectives
|
editor.objectives = Objectives
|
||||||
editor.locales = Locale Bundles
|
editor.locales = Locale Bundles
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = World Processors
|
editor.worldprocessors = World Processors
|
||||||
editor.worldprocessors.editname = Edit Name
|
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.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||||
@@ -791,6 +800,7 @@ campaign.complete = [accent]Congratulations.\n\nThe enemy on {0} has been defeat
|
|||||||
sectorlist = Sectors
|
sectorlist = Sectors
|
||||||
sectorlist.attacked = {0} under attack
|
sectorlist.attacked = {0} under attack
|
||||||
sectors.unexplored = [lightgray]Unexplored
|
sectors.unexplored = [lightgray]Unexplored
|
||||||
|
sectors.attempts = Attempts:
|
||||||
sectors.resources = Resurser:
|
sectors.resources = Resurser:
|
||||||
sectors.production = Produktion:
|
sectors.production = Produktion:
|
||||||
sectors.export = Export:
|
sectors.export = Export:
|
||||||
@@ -1447,6 +1457,8 @@ rules.buildaitier = Builder AI Tier
|
|||||||
rules.rtsai = RTS AI
|
rules.rtsai = RTS AI
|
||||||
rules.rtsai.campaign = RTS Attack AI
|
rules.rtsai.campaign = RTS Attack AI
|
||||||
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = Min Squad Size
|
rules.rtsminsquadsize = Min Squad Size
|
||||||
rules.rtsmaxsquadsize = Max Squad Size
|
rules.rtsmaxsquadsize = Max Squad Size
|
||||||
rules.rtsminattackweight = Min Attack Weight
|
rules.rtsminattackweight = Min Attack Weight
|
||||||
|
|||||||
@@ -101,6 +101,7 @@ coreattack = < Der Kern wird angegriffen! >
|
|||||||
nearpoint = [[ [scarlet]SOFORT DEN SPAWNPUNKT VERLASSEN[] ]\nVernichtung droht
|
nearpoint = [[ [scarlet]SOFORT DEN SPAWNPUNKT VERLASSEN[] ]\nVernichtung droht
|
||||||
database = Kern-Datenbank
|
database = Kern-Datenbank
|
||||||
database.button = Datenbank
|
database.button = Datenbank
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = Spiel speichern
|
savegame = Spiel speichern
|
||||||
loadgame = Spiel laden
|
loadgame = Spiel laden
|
||||||
joingame = Spiel beitreten
|
joingame = Spiel beitreten
|
||||||
@@ -467,6 +468,14 @@ editor.rules = Regeln
|
|||||||
editor.generation = Generator
|
editor.generation = Generator
|
||||||
editor.objectives = Ziele
|
editor.objectives = Ziele
|
||||||
editor.locales = Sprach-Bundle
|
editor.locales = Sprach-Bundle
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = Weltprozessoren
|
editor.worldprocessors = Weltprozessoren
|
||||||
editor.worldprocessors.editname = Name bearbeiten
|
editor.worldprocessors.editname = Name bearbeiten
|
||||||
editor.worldprocessors.none = [lightgray]Keine Weltprozessor-Blöcke gefunden!\nFüge einen im Karteneditor hinzu oder benutze den \ue813 Hinzufügen-Button unten.
|
editor.worldprocessors.none = [lightgray]Keine Weltprozessor-Blöcke gefunden!\nFüge einen im Karteneditor hinzu oder benutze den \ue813 Hinzufügen-Button unten.
|
||||||
@@ -791,6 +800,7 @@ campaign.complete = [accent]Glückwunsch.\n\nDer Gegner auf {0} ist besiegt word
|
|||||||
sectorlist = Sektoren
|
sectorlist = Sektoren
|
||||||
sectorlist.attacked = {0} wird angegriffen
|
sectorlist.attacked = {0} wird angegriffen
|
||||||
sectors.unexplored = [lightgray]Unentdeckt
|
sectors.unexplored = [lightgray]Unentdeckt
|
||||||
|
sectors.attempts = Attempts:
|
||||||
sectors.resources = Ressourcen:
|
sectors.resources = Ressourcen:
|
||||||
sectors.production = Produktion:
|
sectors.production = Produktion:
|
||||||
sectors.export = Export:
|
sectors.export = Export:
|
||||||
@@ -1447,6 +1457,8 @@ rules.buildaitier = Bau-KI-Tier
|
|||||||
rules.rtsai = RTS KI [red](unfertig)
|
rules.rtsai = RTS KI [red](unfertig)
|
||||||
rules.rtsai.campaign = RTS Attack AI
|
rules.rtsai.campaign = RTS Attack AI
|
||||||
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = Min. Squadgröße
|
rules.rtsminsquadsize = Min. Squadgröße
|
||||||
rules.rtsmaxsquadsize = Max. Squadgröße
|
rules.rtsmaxsquadsize = Max. Squadgröße
|
||||||
rules.rtsminattackweight = Min. Angriffsgröße
|
rules.rtsminattackweight = Min. Angriffsgröße
|
||||||
@@ -2097,12 +2109,12 @@ gz.drills = Erweitere den Bergbau.\nBaue mehr mechanische Bohrer.\nBaue 100 Kupf
|
|||||||
gz.lead = :lead: [accent]Blei[] ist ein anderer wichtiger Rohstoff.\nBaue Bohrer, um Blei abzubauen.
|
gz.lead = :lead: [accent]Blei[] ist ein anderer wichtiger Rohstoff.\nBaue Bohrer, um Blei abzubauen.
|
||||||
gz.moveup = :up: Bewege dich weiter nach oben, um weitere Ziele zu erhalten.
|
gz.moveup = :up: Bewege dich weiter nach oben, um weitere Ziele zu erhalten.
|
||||||
gz.turrets = Erforsche und platziere 2 :duo: [accent]Doppelgeschütze[], um den Kern zu beschützen.\nDoppelgeschütze benötigen \uf838 [accent]Munition[] von Förderbändern.
|
gz.turrets = Erforsche und platziere 2 :duo: [accent]Doppelgeschütze[], um den Kern zu beschützen.\nDoppelgeschütze benötigen \uf838 [accent]Munition[] von Förderbändern.
|
||||||
gz.duoammo = Supply the Duo turrets with [accent]copper[], using conveyors.
|
gz.duoammo = Versorge die Doppelgeschütze mit :copper: [accent]Kupfererz[], indem du Förderbänder verwendest.
|
||||||
gz.walls = [accent]Mauern[] können andere Blöcke vor Schaden schützen.\nBaue :copper-wall: [accent]Kufpermauern[] um die Geschütze.
|
gz.walls = [accent]Mauern[] können andere Blöcke vor Schaden schützen.\nBaue :copper-wall: [accent]Kufpermauern[] um die Geschütze.
|
||||||
gz.defend = Feinde kommen bald, bereite dich vor.
|
gz.defend = Feinde kommen bald, bereite dich vor.
|
||||||
gz.aa = Fliegende Einheiten können nicht leicht von normalen Geschützen bekämpft werden.\n:scatter: [accent]Luftgeschütze[] können dies deutlich besser, benötigen aber :lead: [accent]Blei[] als Munition.
|
gz.aa = Fliegende Einheiten können nicht leicht von normalen Geschützen bekämpft werden.\n:scatter: [accent]Luftgeschütze[] können dies deutlich besser, benötigen aber :lead: [accent]Blei[] als Munition.
|
||||||
gz.scatterammo = Supply the Scatter turret with [accent]lead[], using conveyors.
|
gz.scatterammo = Versorge die Luftgeschütze mit :lead: [accent]Blei[], indem du Förderbänder verwendest.
|
||||||
gz.supplyturret = [accent]Supply Turret
|
gz.supplyturret = [accent]Versorgungsturm
|
||||||
gz.zone1 = Dies ist die feindliche Drop-Zone.
|
gz.zone1 = Dies ist die feindliche Drop-Zone.
|
||||||
gz.zone2 = Alle Blöcke in der Zone werden zerstört, wenn eine Welle kommt.
|
gz.zone2 = Alle Blöcke in der Zone werden zerstört, wenn eine Welle kommt.
|
||||||
gz.zone3 = Jetzt kommt eine Welle.\nBereite dich vor.
|
gz.zone3 = Jetzt kommt eine Welle.\nBereite dich vor.
|
||||||
@@ -2126,13 +2138,13 @@ onset.turrets = Einheiten sind effektiv, aber [accent]Geschütze[] sind beim Ver
|
|||||||
onset.turretammo = Versorge das Geschütz mit [accent]Berylliummunition[].
|
onset.turretammo = Versorge das Geschütz mit [accent]Berylliummunition[].
|
||||||
onset.walls = [accent]Mauern[] können andere Blöcke vor Schaden schützen.\nBaue :beryllium-wall: [accent]Berylliummauern[] um die Geschütze.
|
onset.walls = [accent]Mauern[] können andere Blöcke vor Schaden schützen.\nBaue :beryllium-wall: [accent]Berylliummauern[] um die Geschütze.
|
||||||
onset.enemies = Feinde kommen bald, bereite dich vor.
|
onset.enemies = Feinde kommen bald, bereite dich vor.
|
||||||
onset.defenses = [accent]Set up defenses:[lightgray] {0}
|
onset.defenses = [accent]Baue eine Verteidigung auf:[lightgray] {0}
|
||||||
onset.attack = Der Feid ist verwundbar. Greife ihn an.
|
onset.attack = Der Feid ist verwundbar. Greife ihn an.
|
||||||
onset.cores = Neue Kerne können auf [accent]Kernzonen[] platziert werden.\nNeue Kerne funktionieren als Außenposten und haben alle Zugriff auf dasselbe Kerninventar.\nBaue einen :core-bastion: Kern.
|
onset.cores = Neue Kerne können auf [accent]Kernzonen[] platziert werden.\nNeue Kerne funktionieren als Außenposten und haben alle Zugriff auf dasselbe Kerninventar.\nBaue einen :core-bastion: Kern.
|
||||||
onset.detect = Der Feind wird dich in zwei Minuten entdecken.\nStelle Verteidigung, Bergbau und Produktion auf.
|
onset.detect = Der Feind wird dich in zwei Minuten entdecken.\nStelle Verteidigung, Bergbau und Produktion auf.
|
||||||
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 = Halte die [accent]Umschalttaste[] gedrückt, um den [accent]Befehlsmodus[] aufzurufen.\n[accent]Klicke mit der linken Maustaste und ziehe[], um Einheiten auszuwählen.\n[accent]Klicke mit der rechten Maustaste[], um ausgewählten Einheiten zu befehlen, sich zu bewegen oder anzugreifen.
|
||||||
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 = Drücke die [accent]Befehlstaste[], um den [accent]Befehlsmodus[] aufzurufen. Halte einen Finger gedrückt und [accent]ziehe[] dann, um Einheiten auszuwählen. [accent]Tippe[], um ausgewählten Einheiten zu befehlen, sich zu bewegen oder anzugreifen.
|
||||||
aegis.tungsten = Tungsten can be mined using an [accent]impact drill[].\nThis structure requires [accent]water[] and [accent]power[].
|
aegis.tungsten = Wolfram kann mit einem [accent]Schlagbohrer[] abgebaut werden.\nDiese Struktur benötigt [accent]Wasser[] und [accent]Strom[].
|
||||||
|
|
||||||
split.pickup = Manche Blöcke können von der Kerneinheit aufgehoben werden.\nHebe diesen [accent]Behälter[] hoch und trage ihn auf den [accent]Frachtlader[].\n(Default-Tasten für Aufhaben und Fallenlassen sind [ und ] )
|
split.pickup = Manche Blöcke können von der Kerneinheit aufgehoben werden.\nHebe diesen [accent]Behälter[] hoch und trage ihn auf den [accent]Frachtlader[].\n(Default-Tasten für Aufhaben und Fallenlassen sind [ und ] )
|
||||||
split.pickup.mobile = Manche Blöcke können von der Kerneinheit aufgehoben werden.\nHebe diesen [accent]Behälter[] hoch und trage ihn auf den [accent]Frachtlader[].\n(Um etwas aufzuheben oder fallenzulassen, tippe lange drauf.)
|
split.pickup.mobile = Manche Blöcke können von der Kerneinheit aufgehoben werden.\nHebe diesen [accent]Behälter[] hoch und trage ihn auf den [accent]Frachtlader[].\n(Um etwas aufzuheben oder fallenzulassen, tippe lange drauf.)
|
||||||
@@ -2364,7 +2376,7 @@ block.small-heat-redirector.description = Redirects accumulated heat to other bl
|
|||||||
block.heat-router.description = Verteilt angesammelte Hitze auf die 3 anderen Seiten.
|
block.heat-router.description = Verteilt angesammelte Hitze auf die 3 anderen Seiten.
|
||||||
block.electrolyzer.description = Spaltet Wasser in Wasserstoff und Ozon.
|
block.electrolyzer.description = Spaltet Wasser in Wasserstoff und Ozon.
|
||||||
block.atmospheric-concentrator.description = Sammelt Stickstoff aus der Atmosphäre. Benötigt Hitze.
|
block.atmospheric-concentrator.description = Sammelt Stickstoff aus der Atmosphäre. Benötigt Hitze.
|
||||||
block.surge-crucible.description = Formt Spannungslegierung ais Schlacke und Silizium. Benötigt Hitze.
|
block.surge-crucible.description = Formt Spannungslegierung aus Schlacke und Silizium. Benötigt Hitze.
|
||||||
block.phase-synthesizer.description = Synthetisiert Phasengewebe aus Thorium, Sand und Ozon. Benötigt Hitze.
|
block.phase-synthesizer.description = Synthetisiert Phasengewebe aus Thorium, Sand und Ozon. Benötigt Hitze.
|
||||||
block.carbide-crucible.description = Verschmilzt Graphit und Wolfram zu Karbid. Benötigt Hitze.
|
block.carbide-crucible.description = Verschmilzt Graphit und Wolfram zu Karbid. Benötigt Hitze.
|
||||||
block.cyanogen-synthesizer.description = Synthetisiert Cyanogen aus Arkyzit und Graphit. Benötigt Hitze.
|
block.cyanogen-synthesizer.description = Synthetisiert Cyanogen aus Arkyzit und Graphit. Benötigt Hitze.
|
||||||
@@ -2373,7 +2385,7 @@ block.vent-condenser.description = Kondensiert Schlotgase zu Wasser. Verbraucht
|
|||||||
block.plasma-bore.description = Baut unbefristet Erze aus einer Erzwand ab. Erfordert kleine Mengen an Strom.\nVerwendet optional Wasserstoff, um die Effizienz zu steigern.
|
block.plasma-bore.description = Baut unbefristet Erze aus einer Erzwand ab. Erfordert kleine Mengen an Strom.\nVerwendet optional Wasserstoff, um die Effizienz zu steigern.
|
||||||
block.large-plasma-bore.description = Ein größerer Plasmabohrer. Kann Wolfram und Thorium abbauen. Benötigt Wasserstoff und Strom.\nVerwendet optional Stickstoff, um die Effizienz zu steigern.
|
block.large-plasma-bore.description = Ein größerer Plasmabohrer. Kann Wolfram und Thorium abbauen. Benötigt Wasserstoff und Strom.\nVerwendet optional Stickstoff, um die Effizienz zu steigern.
|
||||||
block.cliff-crusher.description = Zertrümmert Wände, um durchgehend Sand herzustellen. Benötigt Strom. Effizienz variiert je nach Wandart.
|
block.cliff-crusher.description = Zertrümmert Wände, um durchgehend Sand herzustellen. Benötigt Strom. Effizienz variiert je nach Wandart.
|
||||||
block.large-cliff-crusher.description = Zertrümmert Wände, um durchgehend Sand herzustellen. Benötigt Strom und Ozon. Effizienz variiert je nach Wandart. Optional wird Wolfram verbraucht um die Effizienz zu steigern.
|
block.large-cliff-crusher.description = Zertrümmert Wände, um durchgehend Sand herzustellen. Benötigt Strom und Ozon. Effizienz variiert je nach Wandart. Optional wird Graphit verbraucht um die Effizienz zu steigern.
|
||||||
block.impact-drill.description = Baut durchgehend Erze in Schüben aus dem Boden ab. Benötigt Strom und Wasser.
|
block.impact-drill.description = Baut durchgehend Erze in Schüben aus dem Boden ab. Benötigt Strom und Wasser.
|
||||||
block.eruption-drill.description = Ein verbesserter Schlagbohrer. Kann Thorium abbauen. Benötigt Wasserstoff.
|
block.eruption-drill.description = Ein verbesserter Schlagbohrer. Kann Thorium abbauen. Benötigt Wasserstoff.
|
||||||
block.reinforced-conduit.description = Transportiert Flüssigkeiten. Nimmt von nicht-Kanälen nur von hinten an.
|
block.reinforced-conduit.description = Transportiert Flüssigkeiten. Nimmt von nicht-Kanälen nur von hinten an.
|
||||||
|
|||||||
@@ -101,6 +101,7 @@ coreattack = < ¡El núcleo está bajo ataque! >
|
|||||||
nearpoint = [[ [scarlet]ABANDONA EL PUNTO DE ATERRIZAJE INMEDIATAMENTE[] ]\nAniquilación inminente
|
nearpoint = [[ [scarlet]ABANDONA EL PUNTO DE ATERRIZAJE INMEDIATAMENTE[] ]\nAniquilación inminente
|
||||||
database = Base de datos del núcleo
|
database = Base de datos del núcleo
|
||||||
database.button = Base de datos
|
database.button = Base de datos
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = Guardar partida
|
savegame = Guardar partida
|
||||||
loadgame = Cargar partida
|
loadgame = Cargar partida
|
||||||
joingame = Unirse a partida
|
joingame = Unirse a partida
|
||||||
@@ -155,11 +156,11 @@ mod.incompatiblemod = [red]Incompatible
|
|||||||
mod.blacklisted = [red]No soportado
|
mod.blacklisted = [red]No soportado
|
||||||
mod.unmetdependencies = [red]Dependencias no satisfechas
|
mod.unmetdependencies = [red]Dependencias no satisfechas
|
||||||
mod.erroredcontent = [scarlet]Contenido erróneo
|
mod.erroredcontent = [scarlet]Contenido erróneo
|
||||||
mod.circulardependencies = [red]Circular Dependencies
|
mod.circulardependencies = [red]Dependencias circulares
|
||||||
mod.incompletedependencies = [red]Incomplete Dependencies
|
mod.incompletedependencies = [red]Dependencias incompletas
|
||||||
|
|
||||||
mod.requiresversion.details = Requiere la versión del juego: [accent]{0}[]\nTu versión está desactualizada. Este mod requiere una versión más reciente del juego.
|
mod.requiresversion.details = Requiere la versión del juego: [accent]{0}[]\nTu versión está desactualizada. Este mod requiere una versión más reciente del juego.
|
||||||
mod.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 147[] to its [accent]mod.json[] file.
|
mod.incompatiblemod.details = Este mod es incompatible con la versión del juego actual. El autor debe actualizarlo y agregar [accent]minGameVersion: 147[] a su archivo [accent]mod.json[].
|
||||||
mod.blacklisted.details = Este mod ha sido bloqueado manualmente por causar cierres inesperados, errores u otros problemas en esta versión del juego. Será mejor no usarlo.
|
mod.blacklisted.details = Este mod ha sido bloqueado manualmente por causar cierres inesperados, errores u otros problemas en esta versión del juego. Será mejor no usarlo.
|
||||||
mod.missingdependencies.details = A este mod le faltan dependencias: {0}
|
mod.missingdependencies.details = A este mod le faltan dependencias: {0}
|
||||||
mod.erroredcontent.details = La partida causó errores al cargar. Puedes pedir al autor del mod que los arregle.
|
mod.erroredcontent.details = La partida causó errores al cargar. Puedes pedir al autor del mod que los arregle.
|
||||||
@@ -209,7 +210,7 @@ campaign.select = Elegir campaña
|
|||||||
campaign.none = [lightgray]Elige un planeta donde empezar.\nPuedes cambiar en cualquier momento.
|
campaign.none = [lightgray]Elige un planeta donde empezar.\nPuedes cambiar en cualquier momento.
|
||||||
campaign.erekir = [accent]Recomendado para nuevos jugadores.[]\n\nContenido más reciente y pulido. Progresión de campaña lineal.\n\nNiveles y experiencia de mayor calidad.
|
campaign.erekir = [accent]Recomendado para nuevos jugadores.[]\n\nContenido más reciente y pulido. Progresión de campaña lineal.\n\nNiveles y experiencia de mayor calidad.
|
||||||
campaign.serpulo = [scarlet]No recomendado para jugadores novatos.[]\n\nContenido más antiguo; La experiencia clásica. More open-ended.\n\nNiveles y mecánicas de juego potencialmente desequilibrados.
|
campaign.serpulo = [scarlet]No recomendado para jugadores novatos.[]\n\nContenido más antiguo; La experiencia clásica. More open-ended.\n\nNiveles y mecánicas de juego potencialmente desequilibrados.
|
||||||
campaign.difficulty = Difficulty
|
campaign.difficulty = Dificultad
|
||||||
completed = [accent]Completado
|
completed = [accent]Completado
|
||||||
techtree = Investigaciones tecnológicas
|
techtree = Investigaciones tecnológicas
|
||||||
techtree.select = Selección de esquemas de tecnologías
|
techtree.select = Selección de esquemas de tecnologías
|
||||||
@@ -272,13 +273,13 @@ trace = Rastrear Jugador
|
|||||||
trace.playername = Nombre del jugador: [accent]{0}
|
trace.playername = Nombre del jugador: [accent]{0}
|
||||||
trace.ip = IP: [accent]{0}
|
trace.ip = IP: [accent]{0}
|
||||||
trace.id = ID: [accent]{0}
|
trace.id = ID: [accent]{0}
|
||||||
trace.language = Language: [accent]{0}
|
trace.language = Idioma: [accent]{0}
|
||||||
trace.mobile = Cliente de móvil: [accent]{0}
|
trace.mobile = Cliente de móvil: [accent]{0}
|
||||||
trace.modclient = Cliente personalizado: [accent]{0}
|
trace.modclient = Cliente personalizado: [accent]{0}
|
||||||
trace.times.joined = Se ha unido [accent]{0} []veces
|
trace.times.joined = Se ha unido [accent]{0} []veces
|
||||||
trace.times.kicked = Fue expulsado [accent]{0} []veces
|
trace.times.kicked = Fue expulsado [accent]{0} []veces
|
||||||
trace.ips = IPs:
|
trace.ips = IPs:
|
||||||
trace.names = Names:
|
trace.names = Nombres:
|
||||||
invalidid = ¡ID de cliente no válida! Puedes enviar un informe reportando el error.
|
invalidid = ¡ID de cliente no válida! Puedes enviar un informe reportando el error.
|
||||||
|
|
||||||
player.ban = Ban
|
player.ban = Ban
|
||||||
@@ -304,7 +305,7 @@ confirmunban = ¿Quieres quitar el veto a este jugador?
|
|||||||
confirmadmin = ¿Quieres hacer administrador a "{0}[white]"?
|
confirmadmin = ¿Quieres hacer administrador a "{0}[white]"?
|
||||||
confirmunadmin = ¿Quieres quitarle los permisos de administrador a "{0}[white]"?
|
confirmunadmin = ¿Quieres quitarle los permisos de administrador a "{0}[white]"?
|
||||||
votekick.reason = Razón del Voto de Expulsión
|
votekick.reason = Razón del Voto de Expulsión
|
||||||
votekick.reason.message = Are you sure you want to vote-kick "{0}[white]"?\nIf yes, please enter the reason:
|
votekick.reason.message = ¿Seguro quieres iniciar una votación para expulsar a "{0}[white]"?\nSi lo deseas, por favor introduce la razón:
|
||||||
joingame.title = Unirse a una Partida
|
joingame.title = Unirse a una Partida
|
||||||
joingame.ip = Dirección IP:
|
joingame.ip = Dirección IP:
|
||||||
disconnect = Desconectado.
|
disconnect = Desconectado.
|
||||||
@@ -312,14 +313,14 @@ disconnect.error = Error de conexión.
|
|||||||
disconnect.closed = Conexión cerrada.
|
disconnect.closed = Conexión cerrada.
|
||||||
disconnect.timeout = Tiempo de espera agotado.
|
disconnect.timeout = Tiempo de espera agotado.
|
||||||
disconnect.data = ¡Hubo un fallo al cargar los datos!
|
disconnect.data = ¡Hubo un fallo al cargar los datos!
|
||||||
disconnect.snapshottimeout = Timed out while receiving UDP snapshots.\nThis may be caused by an unstable network or connection.
|
disconnect.snapshottimeout = Tiempo de espera agotado al recibir instantánea UDP.\nEsto puede ser debido a una red inestable o una conexión lenta.
|
||||||
cantconnect = No es posible unirse a la partida ([accent]{0}[]).
|
cantconnect = No es posible unirse a la partida ([accent]{0}[]).
|
||||||
connecting = [accent]Conectando...
|
connecting = [accent]Conectando...
|
||||||
reconnecting = [accent]Reconectado...
|
reconnecting = [accent]Reconectado...
|
||||||
connecting.data = [accent]Cargando datos del mundo...
|
connecting.data = [accent]Cargando datos del mundo...
|
||||||
server.port = Puerto:
|
server.port = Puerto:
|
||||||
server.invalidport = ¡El número de puerto no es valido!
|
server.invalidport = ¡El número de puerto no es valido!
|
||||||
server.error.addressinuse = [scarlet]Failed to open server on port 6567.[]\n\nMake sure no other Mindustry servers are running on your device or network!
|
server.error.addressinuse = [scarlet]Error al abrir servidor en puerto 6567.[]\n\n¡Asegúrate que no haya otros servidores Mindustry corriendo en tu dispositivo o red!
|
||||||
server.error = [scarlet]Error alojando el servidor.
|
server.error = [scarlet]Error alojando el servidor.
|
||||||
save.new = Nuevo archivo de guardado
|
save.new = Nuevo archivo de guardado
|
||||||
save.overwrite = ¿Quieres sobrescribir\neste guardado?
|
save.overwrite = ¿Quieres sobrescribir\neste guardado?
|
||||||
@@ -351,9 +352,9 @@ save.wave = Oleada {0}
|
|||||||
save.mode = Modo de juego: {0}
|
save.mode = Modo de juego: {0}
|
||||||
save.date = Último guardado: {0}
|
save.date = Último guardado: {0}
|
||||||
save.playtime = Tiempo de juego: {0}
|
save.playtime = Tiempo de juego: {0}
|
||||||
dontshowagain = Don't show again
|
dontshowagain = No mostrar de nuevo
|
||||||
warn.32bit.title = 32-bit Deprecation Warning
|
warn.32bit.title = Advertencia de obsolencia 32-bit
|
||||||
warn.32bit = You are using a [red]32-bit[] version of Mindustry.\nAs newer Java versions have dropped 32-bit Windows support, [red]32-bit support will be discontinued in the future[].\n\nPlease upgrade to a 64-bit machine, and make sure you have the 64-bit version of Mindustry downloaded.\n\nIf you are running Mindustry as a JAR file, make sure you are using 64-bit Java.
|
warn.32bit = Estas usando una versión [red]32-bit[] de Mindustry.\nDado que versiones mas nuevas de Java han abandonado el soporte 32-bit para Windows, [red]el soporte 32-bit será discontinuado a futuro[].\n\nPor favor, actualiza a una máquina 64-bit y asegúrate de tener la versión 64-bit de Mindustry descargada.\n\nSi estas ejecutando Mindustry como un JAR, asegúrate de usar Java 64-bit.
|
||||||
warning = Aviso.
|
warning = Aviso.
|
||||||
confirm = Confirmar
|
confirm = Confirmar
|
||||||
delete = Borrar
|
delete = Borrar
|
||||||
@@ -466,7 +467,15 @@ editor.waves = Oleadas:
|
|||||||
editor.rules = Normas:
|
editor.rules = Normas:
|
||||||
editor.generation = Generación:
|
editor.generation = Generación:
|
||||||
editor.objectives = Objetivos
|
editor.objectives = Objetivos
|
||||||
editor.locales = Locale Bundles
|
editor.locales = Paquetes de localización
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = World Processors
|
editor.worldprocessors = World Processors
|
||||||
editor.worldprocessors.editname = Edit Name
|
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.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||||
@@ -488,7 +497,7 @@ editor.shiftx = Trasladar X
|
|||||||
editor.shifty = Trasladar Y
|
editor.shifty = Trasladar Y
|
||||||
workshop = Steam Workshop
|
workshop = Steam Workshop
|
||||||
waves.title = Oleadas
|
waves.title = Oleadas
|
||||||
waves.team = Team
|
waves.team = Equipo
|
||||||
waves.remove = Borrar
|
waves.remove = Borrar
|
||||||
waves.every = cada
|
waves.every = cada
|
||||||
waves.waves = oleada(s)
|
waves.waves = oleada(s)
|
||||||
@@ -515,8 +524,8 @@ waves.sort.reverse = Invertir orden
|
|||||||
waves.sort.begin = Inicio
|
waves.sort.begin = Inicio
|
||||||
waves.sort.health = Vida
|
waves.sort.health = Vida
|
||||||
waves.sort.type = Tipo
|
waves.sort.type = Tipo
|
||||||
waves.search = Search waves...
|
waves.search = Buscar oleadas...
|
||||||
waves.filter = Unit Filter
|
waves.filter = Filtro de unidades
|
||||||
waves.units.hide = Ocultar todo
|
waves.units.hide = Ocultar todo
|
||||||
waves.units.show = Mostrar todo
|
waves.units.show = Mostrar todo
|
||||||
|
|
||||||
@@ -525,14 +534,14 @@ wavemode.counts = limitadas
|
|||||||
wavemode.totals = totales
|
wavemode.totals = totales
|
||||||
wavemode.health = por salud
|
wavemode.health = por salud
|
||||||
|
|
||||||
all = All
|
all = Todos
|
||||||
editor.default = [lightgray]<Por defecto>
|
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.clear.confirm = ¿Seguro quieres limpiar todo el código de este procesador?
|
||||||
logic.restart = Restart
|
logic.restart = Reiniciar
|
||||||
logic.globals = Built-in Variables
|
logic.globals = Variables Integradas
|
||||||
|
|
||||||
editor.name = Nombre:
|
editor.name = Nombre:
|
||||||
editor.spawn = Generar unidad
|
editor.spawn = Generar unidad
|
||||||
@@ -791,6 +800,7 @@ campaign.complete = [accent]Enhorabuena.\n\nEl enemigo en {0} ha sido derrotado.
|
|||||||
sectorlist = Sectores
|
sectorlist = Sectores
|
||||||
sectorlist.attacked = {0} Bajo ataque
|
sectorlist.attacked = {0} Bajo ataque
|
||||||
sectors.unexplored = [lightgray]Inexplorado
|
sectors.unexplored = [lightgray]Inexplorado
|
||||||
|
sectors.attempts = Attempts:
|
||||||
sectors.resources = Recursos:
|
sectors.resources = Recursos:
|
||||||
sectors.production = Producción:
|
sectors.production = Producción:
|
||||||
sectors.export = Exportaciones:
|
sectors.export = Exportaciones:
|
||||||
@@ -835,15 +845,15 @@ threat.extreme = Extrema
|
|||||||
threat.eradication = Erradicación
|
threat.eradication = Erradicación
|
||||||
|
|
||||||
difficulty.casual = Casual
|
difficulty.casual = Casual
|
||||||
difficulty.easy = Easy
|
difficulty.easy = Facil
|
||||||
difficulty.normal = Normal
|
difficulty.normal = Normal
|
||||||
difficulty.hard = Hard
|
difficulty.hard = Dificil
|
||||||
difficulty.eradication = Eradication
|
difficulty.eradication = Erradicación
|
||||||
|
|
||||||
difficulty.enemyHealthMultiplier = Enemy Health: {0}
|
difficulty.enemyHealthMultiplier = Salud del enemigo: {0}
|
||||||
difficulty.enemySpawnMultiplier = Enemy Amount: {0}
|
difficulty.enemySpawnMultiplier = Cantidad de enemigos: {0}
|
||||||
difficulty.waveTimeMultiplier = Wave Timer: {0}
|
difficulty.waveTimeMultiplier = Temporizador de oleada: {0}
|
||||||
difficulty.nomodifiers = [lightgray](No modifiers)
|
difficulty.nomodifiers = [lightgray](Sin modificadores)
|
||||||
|
|
||||||
planets = Planetas
|
planets = Planetas
|
||||||
|
|
||||||
@@ -1224,8 +1234,8 @@ 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.name = Reproducir música siempre
|
||||||
setting.alwaysmusic.description = When enabled, music will always play on loop in-game.\nWhen disabled, it only plays at random intervals.
|
setting.alwaysmusic.description = Cuando esté habilitado, la musica se reproducirá siempre en bucle en el juego.\nCuando esté deshabilitado, se reproducirá la musica en intervalos aleatorios.
|
||||||
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
|
||||||
@@ -1237,7 +1247,7 @@ setting.backgroundpause.name = Pausar en segundo plano
|
|||||||
setting.buildautopause.name = Auto-pausar construcción
|
setting.buildautopause.name = Auto-pausar construcción
|
||||||
setting.doubletapmine.name = Doble clic para extraer minerales
|
setting.doubletapmine.name = Doble clic para extraer minerales
|
||||||
setting.commandmodehold.name = Mantener para comandar unidades
|
setting.commandmodehold.name = Mantener para comandar unidades
|
||||||
setting.distinctcontrolgroups.name = Limit One Control Group Per Unit
|
setting.distinctcontrolgroups.name = Limitar un grupo de control por unidad
|
||||||
setting.modcrashdisable.name = Desactivar mods si el juego no puede iniciarse
|
setting.modcrashdisable.name = Desactivar mods si el juego no puede iniciarse
|
||||||
setting.animatedwater.name = Animaciones de terreno
|
setting.animatedwater.name = Animaciones de terreno
|
||||||
setting.animatedshields.name = Animación de escudos
|
setting.animatedshields.name = Animación de escudos
|
||||||
@@ -1270,8 +1280,8 @@ setting.borderlesswindow.description = Aplicar los cambios podría requerir un r
|
|||||||
setting.fps.name = Mostrar FPS y ping
|
setting.fps.name = Mostrar FPS y ping
|
||||||
setting.console.name = Activar consola
|
setting.console.name = Activar consola
|
||||||
setting.smoothcamera.name = Movimiento de cámara suave
|
setting.smoothcamera.name = Movimiento de cámara suave
|
||||||
setting.detach-camera.name = Free Camera
|
setting.detach-camera.name = Cámara libre
|
||||||
setting.detach-camera.description = If enabled, the camera moves independently of the player unit.\nThis setting can be assigned a hotkey.
|
setting.detach-camera.description = Si se habilita, la cámara se mueve independientemente de la unidad del jugador.\nEsta configuración puede ser asignada a una tecla.
|
||||||
setting.vsync.name = Sincronización vertical
|
setting.vsync.name = Sincronización vertical
|
||||||
setting.pixelate.name = Pixelar
|
setting.pixelate.name = Pixelar
|
||||||
setting.minimap.name = Mostrar minimapa
|
setting.minimap.name = Mostrar minimapa
|
||||||
@@ -1280,19 +1290,19 @@ setting.position.name = Mostrar posición de jugadores
|
|||||||
setting.mouseposition.name = Mostrar posición del cursor
|
setting.mouseposition.name = Mostrar posición del cursor
|
||||||
setting.musicvol.name = Volumen de la música
|
setting.musicvol.name = Volumen de la música
|
||||||
setting.atmosphere.name = Mostrar atmósfera de planetas
|
setting.atmosphere.name = Mostrar atmósfera de planetas
|
||||||
setting.drawlight.name = Draw Darkness/Lighting
|
setting.drawlight.name = Dibujar oscuridad/iluminación
|
||||||
setting.ambientvol.name = Volumen del ambiente
|
setting.ambientvol.name = Volumen del ambiente
|
||||||
setting.mutemusic.name = Silenciar música
|
setting.mutemusic.name = Silenciar música
|
||||||
setting.sfxvol.name = Volumen del sonido
|
setting.sfxvol.name = Volumen del sonido
|
||||||
setting.mutesound.name = Silenciar sonido
|
setting.mutesound.name = Silenciar sonido
|
||||||
setting.crashreport.name = Enviar registros de errores anónimos
|
setting.crashreport.name = Enviar registros de errores anónimos
|
||||||
setting.communityservers.name = Fetch Community Server List
|
setting.communityservers.name = Buscar lista de servidores de la comunidad
|
||||||
setting.savecreate.name = Guardado automático
|
setting.savecreate.name = Guardado automático
|
||||||
setting.steampublichost.name = Public Game Visibility
|
setting.steampublichost.name = Public Game Visibility
|
||||||
setting.playerlimit.name = Limite de jugadores
|
setting.playerlimit.name = Limite de jugadores
|
||||||
setting.chatopacity.name = Opacidad del chat
|
setting.chatopacity.name = Opacidad del chat
|
||||||
setting.lasersopacity.name = Opacidad de láseres energía
|
setting.lasersopacity.name = Opacidad de láseres energía
|
||||||
setting.unitlaseropacity.name = Unit Mining Beam Opacity
|
setting.unitlaseropacity.name = Opacidad de rayo de minado de la unidad
|
||||||
setting.bridgeopacity.name = Opacidad de puentes
|
setting.bridgeopacity.name = Opacidad de puentes
|
||||||
setting.playerchat.name = Mostrar chat de burbuja de jugadores
|
setting.playerchat.name = Mostrar chat de burbuja de jugadores
|
||||||
setting.showweather.name = Efectos visuales climáticos
|
setting.showweather.name = Efectos visuales climáticos
|
||||||
@@ -1301,9 +1311,9 @@ setting.macnotch.name = Adaptar la interfaz para mostrar la muesca
|
|||||||
setting.macnotch.description = Es necesario reiniciar para aplicar los cambios
|
setting.macnotch.description = Es necesario reiniciar para aplicar los cambios
|
||||||
steam.friendsonly = Friends Only
|
steam.friendsonly = Friends Only
|
||||||
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 = Whether only Steam friends will be able to join your game.\nUnchecking this box will make your game public - anyone can join.
|
||||||
setting.maxmagnificationmultiplierpercent.name = Min Camera Distance
|
setting.maxmagnificationmultiplierpercent.name = Distancia de cámara mínima
|
||||||
setting.minmagnificationmultiplierpercent.name = Max Camera Distance
|
setting.minmagnificationmultiplierpercent.name = Distancia de cámara máxima
|
||||||
setting.minmagnificationmultiplierpercent.description = High values may cause performance issues.
|
setting.minmagnificationmultiplierpercent.description = Valores altos pueden causar problemas de rendimiento.
|
||||||
public.beta = Recuerda que no puedes crear partidas públicas en las versiones beta del juego.
|
public.beta = Recuerda que no puedes crear partidas públicas en las versiones beta del juego.
|
||||||
uiscale.reset = La escala de interfaz ha sido modificada.\nPulsa "OK" para conservar esta escala.\n[scarlet]Se desharán los cambios automáticamente en [accent] {0}[] segundos...
|
uiscale.reset = La escala de interfaz ha sido modificada.\nPulsa "OK" para conservar esta escala.\n[scarlet]Se desharán los cambios automáticamente en [accent] {0}[] segundos...
|
||||||
uiscale.cancel = Cancelar y salir
|
uiscale.cancel = Cancelar y salir
|
||||||
@@ -1389,7 +1399,7 @@ keybind.shoot.name = Disparar
|
|||||||
keybind.zoom.name = Zoom
|
keybind.zoom.name = Zoom
|
||||||
keybind.menu.name = Menú
|
keybind.menu.name = Menú
|
||||||
keybind.pause.name = Pausa
|
keybind.pause.name = Pausa
|
||||||
keybind.skip_wave.name = Skip Wave
|
keybind.skip_wave.name = Saltar oleada
|
||||||
keybind.pause_building.name = Pausar/Reanudar construcción
|
keybind.pause_building.name = Pausar/Reanudar construcción
|
||||||
keybind.minimap.name = Minimapa
|
keybind.minimap.name = Minimapa
|
||||||
keybind.planet_map.name = Mapa del planeta
|
keybind.planet_map.name = Mapa del planeta
|
||||||
@@ -1447,6 +1457,8 @@ rules.buildaitier = Builder AI Tier
|
|||||||
rules.rtsai = IA enemiga avanzada (RTS AI)
|
rules.rtsai = IA enemiga avanzada (RTS AI)
|
||||||
rules.rtsai.campaign = RTS Attack AI
|
rules.rtsai.campaign = RTS Attack AI
|
||||||
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = Tamaño mínimo de escuadrón
|
rules.rtsminsquadsize = Tamaño mínimo de escuadrón
|
||||||
rules.rtsmaxsquadsize = Tamaño máximo de escuadrón
|
rules.rtsmaxsquadsize = Tamaño máximo de escuadrón
|
||||||
rules.rtsminattackweight = Peso mínimo de ataque
|
rules.rtsminattackweight = Peso mínimo de ataque
|
||||||
@@ -1491,12 +1503,12 @@ rules.title.teams = Equipos
|
|||||||
rules.title.planet = Planeta
|
rules.title.planet = Planeta
|
||||||
rules.lighting = Iluminación
|
rules.lighting = Iluminación
|
||||||
rules.fog = Ocultar terreno inexplorado (Fog of War)
|
rules.fog = Ocultar terreno inexplorado (Fog of War)
|
||||||
rules.invasions = Enemy Sector Invasions
|
rules.invasions = Invasiones de sector enemigo
|
||||||
rules.legacylaunchpads = Legacy Launch Pad Mechanics
|
rules.legacylaunchpads = Legacy Launch Pad Mechanics
|
||||||
rules.legacylaunchpads.info = Allows using launch pads without landing pads, as in 7.0.
|
rules.legacylaunchpads.info = Allows using launch pads without landing pads, as in 7.0.
|
||||||
landingpad.legacy.disabled = [scarlet]\ue815 Disabled[lightgray] (Legacy Launch Pads enabled)
|
landingpad.legacy.disabled = [scarlet]\ue815 Disabled[lightgray] (Legacy Launch Pads enabled)
|
||||||
rules.showspawns = Show Enemy Spawns
|
rules.showspawns = Mostrar puntos de aparición de unidades enemigas
|
||||||
rules.randomwaveai = Unpredictable Wave AI
|
rules.randomwaveai = Oleada impredecible de IA
|
||||||
rules.fire = Fuego
|
rules.fire = Fuego
|
||||||
rules.anyenv = <Cualquiera>
|
rules.anyenv = <Cualquiera>
|
||||||
rules.explosions = Daño de explosiones a bloques/unidades
|
rules.explosions = Daño de explosiones a bloques/unidades
|
||||||
@@ -1506,9 +1518,9 @@ rules.weather.frequency = Frecuencia:
|
|||||||
rules.weather.always = Siempre
|
rules.weather.always = Siempre
|
||||||
rules.weather.duration = Duracion:
|
rules.weather.duration = Duracion:
|
||||||
|
|
||||||
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
|
rules.randomwaveai.info = Hace que las unidades aparecidas en oleadas ataquen estructuras aleatorias en lugar de atacar directamente al núcleo o generadores de energía.
|
||||||
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
rules.placerangecheck.info = Previene que los jugadores construyan algo cerca de las estructuras enemigas. Cuando se intenta construir una torreta, el rango es aumentado, de modo que la torreta no podrá alcanzar al enemigo.
|
||||||
rules.onlydepositcore.info = Evita que las unidades depositen materiales en calquiera estructura a excepción del nucleo.
|
rules.onlydepositcore.info = Evita que las unidades depositen materiales en cualquier estructura a excepción del nucleo.
|
||||||
|
|
||||||
content.item.name = Objetos
|
content.item.name = Objetos
|
||||||
content.liquid.name = Líquidos
|
content.liquid.name = Líquidos
|
||||||
@@ -1651,8 +1663,8 @@ block.graphite-press.name = Prensa de grafito
|
|||||||
block.multi-press.name = Multi-Prensa
|
block.multi-press.name = Multi-Prensa
|
||||||
block.constructing = {0} [lightgray](Construyendo)
|
block.constructing = {0} [lightgray](Construyendo)
|
||||||
block.spawn.name = Zona de aterrizaje enemiga
|
block.spawn.name = Zona de aterrizaje enemiga
|
||||||
block.remove-wall.name = Remove Wall
|
block.remove-wall.name = Quitar muro
|
||||||
block.remove-ore.name = Remove Ore
|
block.remove-ore.name = Quitar mineral
|
||||||
block.core-shard.name = Núcleo: Shard
|
block.core-shard.name = Núcleo: Shard
|
||||||
block.core-foundation.name = Núcleo: Foundation
|
block.core-foundation.name = Núcleo: Foundation
|
||||||
block.core-nucleus.name = Núcleo: Nucleus
|
block.core-nucleus.name = Núcleo: Nucleus
|
||||||
@@ -1709,8 +1721,8 @@ block.metal-tiles-13.name = Metal Tiles 13
|
|||||||
block.metal-wall-1.name = Metal Wall 1
|
block.metal-wall-1.name = Metal Wall 1
|
||||||
block.metal-wall-2.name = Metal Wall 2
|
block.metal-wall-2.name = Metal Wall 2
|
||||||
block.metal-wall-3.name = Metal Wall 3
|
block.metal-wall-3.name = Metal Wall 3
|
||||||
block.colored-floor.name = Colored Floor
|
block.colored-floor.name = Piso coloreado
|
||||||
block.colored-wall.name = Colored Wall
|
block.colored-wall.name = Muro coloreado
|
||||||
block.character-overlay.name = Character Overlay
|
block.character-overlay.name = Character Overlay
|
||||||
block.character-overlay-white.name = Character Overlay (White)
|
block.character-overlay-white.name = Character Overlay (White)
|
||||||
block.rune-overlay.name = Rune Overlay
|
block.rune-overlay.name = Rune Overlay
|
||||||
@@ -1898,8 +1910,8 @@ block.arkyic-vent.name = Grieta de arquicita
|
|||||||
block.yellow-stone-vent.name = Grieta de piedra amarillenta
|
block.yellow-stone-vent.name = Grieta de piedra amarillenta
|
||||||
block.red-stone-vent.name = Grieta de piedra rojiza
|
block.red-stone-vent.name = Grieta de piedra rojiza
|
||||||
block.crystalline-vent.name = Grieta cristalina
|
block.crystalline-vent.name = Grieta cristalina
|
||||||
block.stone-vent.name = Stone Vent
|
block.stone-vent.name = Grieta de piedra
|
||||||
block.basalt-vent.name = Basalt Vent
|
block.basalt-vent.name = Grieta de basalto
|
||||||
block.redmat.name = Manto rojo
|
block.redmat.name = Manto rojo
|
||||||
block.bluemat.name = Manto azul
|
block.bluemat.name = Manto azul
|
||||||
block.core-zone.name = Zona de núcleo
|
block.core-zone.name = Zona de núcleo
|
||||||
|
|||||||
@@ -101,6 +101,7 @@ coreattack = < Tuum on rünnaku all! >
|
|||||||
nearpoint = [[ [scarlet]LAHKU KOHESELT MAANDUMISPLATSILT[] ]\nVaenlaste maandumisel hävib siin kõik.
|
nearpoint = [[ [scarlet]LAHKU KOHESELT MAANDUMISPLATSILT[] ]\nVaenlaste maandumisel hävib siin kõik.
|
||||||
database = Tuumandmebaas
|
database = Tuumandmebaas
|
||||||
database.button = Andmebaas
|
database.button = Andmebaas
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = Salvesta Mäng
|
savegame = Salvesta Mäng
|
||||||
loadgame = Lae Mäng
|
loadgame = Lae Mäng
|
||||||
joingame = Liitu Mänguga
|
joingame = Liitu Mänguga
|
||||||
@@ -467,6 +468,14 @@ editor.rules = Reeglid:
|
|||||||
editor.generation = Genereerimine:
|
editor.generation = Genereerimine:
|
||||||
editor.objectives = Objectives
|
editor.objectives = Objectives
|
||||||
editor.locales = Locale Bundles
|
editor.locales = Locale Bundles
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = World Processors
|
editor.worldprocessors = World Processors
|
||||||
editor.worldprocessors.editname = Edit Name
|
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.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||||
@@ -791,6 +800,7 @@ campaign.complete = [accent]Congratulations.\n\nThe enemy on {0} has been defeat
|
|||||||
sectorlist = Sectors
|
sectorlist = Sectors
|
||||||
sectorlist.attacked = {0} under attack
|
sectorlist.attacked = {0} under attack
|
||||||
sectors.unexplored = [lightgray]Unexplored
|
sectors.unexplored = [lightgray]Unexplored
|
||||||
|
sectors.attempts = Attempts:
|
||||||
sectors.resources = Resources:
|
sectors.resources = Resources:
|
||||||
sectors.production = Production:
|
sectors.production = Production:
|
||||||
sectors.export = Export:
|
sectors.export = Export:
|
||||||
@@ -1447,6 +1457,8 @@ rules.buildaitier = Builder AI Tier
|
|||||||
rules.rtsai = RTS AI
|
rules.rtsai = RTS AI
|
||||||
rules.rtsai.campaign = RTS Attack AI
|
rules.rtsai.campaign = RTS Attack AI
|
||||||
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = Min Squad Size
|
rules.rtsminsquadsize = Min Squad Size
|
||||||
rules.rtsmaxsquadsize = Max Squad Size
|
rules.rtsmaxsquadsize = Max Squad Size
|
||||||
rules.rtsminattackweight = Min Attack Weight
|
rules.rtsminattackweight = Min Attack Weight
|
||||||
|
|||||||
@@ -101,6 +101,7 @@ coreattack = < Muina erasopean dago! >
|
|||||||
nearpoint = [[ [scarlet]ATERA ERRUNTZE EREMUTIK ATOAN[] ]\nDeuseztapena berehalakoa
|
nearpoint = [[ [scarlet]ATERA ERRUNTZE EREMUTIK ATOAN[] ]\nDeuseztapena berehalakoa
|
||||||
database = Muinaren datu-basea
|
database = Muinaren datu-basea
|
||||||
database.button = Database
|
database.button = Database
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = Gorde partida
|
savegame = Gorde partida
|
||||||
loadgame = Kargatu partida
|
loadgame = Kargatu partida
|
||||||
joingame = Batu partidara
|
joingame = Batu partidara
|
||||||
@@ -467,6 +468,14 @@ editor.rules = Arauak:
|
|||||||
editor.generation = Sorrarazi:
|
editor.generation = Sorrarazi:
|
||||||
editor.objectives = Objectives
|
editor.objectives = Objectives
|
||||||
editor.locales = Locale Bundles
|
editor.locales = Locale Bundles
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = World Processors
|
editor.worldprocessors = World Processors
|
||||||
editor.worldprocessors.editname = Edit Name
|
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.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||||
@@ -791,6 +800,7 @@ campaign.complete = [accent]Congratulations.\n\nThe enemy on {0} has been defeat
|
|||||||
sectorlist = Sectors
|
sectorlist = Sectors
|
||||||
sectorlist.attacked = {0} under attack
|
sectorlist.attacked = {0} under attack
|
||||||
sectors.unexplored = [lightgray]Unexplored
|
sectors.unexplored = [lightgray]Unexplored
|
||||||
|
sectors.attempts = Attempts:
|
||||||
sectors.resources = Resources:
|
sectors.resources = Resources:
|
||||||
sectors.production = Production:
|
sectors.production = Production:
|
||||||
sectors.export = Export:
|
sectors.export = Export:
|
||||||
@@ -1447,6 +1457,8 @@ rules.buildaitier = Builder AI Tier
|
|||||||
rules.rtsai = RTS AI
|
rules.rtsai = RTS AI
|
||||||
rules.rtsai.campaign = RTS Attack AI
|
rules.rtsai.campaign = RTS Attack AI
|
||||||
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = Min Squad Size
|
rules.rtsminsquadsize = Min Squad Size
|
||||||
rules.rtsmaxsquadsize = Max Squad Size
|
rules.rtsmaxsquadsize = Max Squad Size
|
||||||
rules.rtsminattackweight = Min Attack Weight
|
rules.rtsminattackweight = Min Attack Weight
|
||||||
|
|||||||
@@ -101,6 +101,7 @@ coreattack = < Ytimeen hyökätään! >
|
|||||||
nearpoint = [[ [scarlet]POISTU VIHOLLISEN PUDOTUSPISTEELTÄ VÄLITTÖMÄSTI[]\nvälitön tuhoutuminen
|
nearpoint = [[ [scarlet]POISTU VIHOLLISEN PUDOTUSPISTEELTÄ VÄLITTÖMÄSTI[]\nvälitön tuhoutuminen
|
||||||
database = Ytimen tietokanta
|
database = Ytimen tietokanta
|
||||||
database.button = Tietokanta
|
database.button = Tietokanta
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = Tallenna peli
|
savegame = Tallenna peli
|
||||||
loadgame = Lataa peli
|
loadgame = Lataa peli
|
||||||
joingame = Liity peliin
|
joingame = Liity peliin
|
||||||
@@ -467,6 +468,14 @@ editor.rules = Säännöt:
|
|||||||
editor.generation = Generaatio:
|
editor.generation = Generaatio:
|
||||||
editor.objectives = Tehtävät
|
editor.objectives = Tehtävät
|
||||||
editor.locales = Locale Bundles
|
editor.locales = Locale Bundles
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = World Processors
|
editor.worldprocessors = World Processors
|
||||||
editor.worldprocessors.editname = Edit Name
|
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.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||||
@@ -791,6 +800,7 @@ campaign.complete = [accent]Congratulations.\n\nThe enemy on {0} has been defeat
|
|||||||
sectorlist = Sektorit
|
sectorlist = Sektorit
|
||||||
sectorlist.attacked = {0} on hyökkäyksen kohteena
|
sectorlist.attacked = {0} on hyökkäyksen kohteena
|
||||||
sectors.unexplored = [lightgray]Tutkimaton
|
sectors.unexplored = [lightgray]Tutkimaton
|
||||||
|
sectors.attempts = Attempts:
|
||||||
sectors.resources = Resurssit:
|
sectors.resources = Resurssit:
|
||||||
sectors.production = Produktio:
|
sectors.production = Produktio:
|
||||||
sectors.export = Vienti:
|
sectors.export = Vienti:
|
||||||
@@ -1447,6 +1457,8 @@ rules.buildaitier = Builder AI Tier
|
|||||||
rules.rtsai = RTS AI
|
rules.rtsai = RTS AI
|
||||||
rules.rtsai.campaign = RTS Attack AI
|
rules.rtsai.campaign = RTS Attack AI
|
||||||
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = Min. hyökkäysjoukon koko
|
rules.rtsminsquadsize = Min. hyökkäysjoukon koko
|
||||||
rules.rtsmaxsquadsize = Max Squad Size
|
rules.rtsmaxsquadsize = Max Squad Size
|
||||||
rules.rtsminattackweight = Min. hyökkäyksen paino
|
rules.rtsminattackweight = Min. hyökkäyksen paino
|
||||||
|
|||||||
@@ -101,6 +101,7 @@ coreattack = < Ang core ay inaatake! >
|
|||||||
nearpoint = [[ [scarlet]UMALIS KAAGAD SA DROP POINT[] ]\nmamamatay ka...
|
nearpoint = [[ [scarlet]UMALIS KAAGAD SA DROP POINT[] ]\nmamamatay ka...
|
||||||
database = Talaan ng Core
|
database = Talaan ng Core
|
||||||
database.button = Talaan
|
database.button = Talaan
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = Ibago ang Laro
|
savegame = Ibago ang Laro
|
||||||
loadgame = Ibukas ang Laro
|
loadgame = Ibukas ang Laro
|
||||||
joingame = Sumali sa Laro
|
joingame = Sumali sa Laro
|
||||||
@@ -467,6 +468,14 @@ editor.rules = Mga Alintuntunin:
|
|||||||
editor.generation = Pagbuo:
|
editor.generation = Pagbuo:
|
||||||
editor.objectives = Mga Gawain
|
editor.objectives = Mga Gawain
|
||||||
editor.locales = Locale Bundles
|
editor.locales = Locale Bundles
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = Proseso ng Map
|
editor.worldprocessors = Proseso ng Map
|
||||||
editor.worldprocessors.editname = Iedit ang pangalan
|
editor.worldprocessors.editname = Iedit ang pangalan
|
||||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||||
@@ -791,6 +800,7 @@ campaign.complete = [accent]Congratulations.\n\nThe enemy on {0} has been defeat
|
|||||||
sectorlist = Mga Sektor
|
sectorlist = Mga Sektor
|
||||||
sectorlist.attacked = {0} ay inaatake
|
sectorlist.attacked = {0} ay inaatake
|
||||||
sectors.unexplored = [lightgray]Unexplored
|
sectors.unexplored = [lightgray]Unexplored
|
||||||
|
sectors.attempts = Attempts:
|
||||||
sectors.resources = Resources:
|
sectors.resources = Resources:
|
||||||
sectors.production = Produksyon:
|
sectors.production = Produksyon:
|
||||||
sectors.export = Export:
|
sectors.export = Export:
|
||||||
@@ -1447,6 +1457,8 @@ rules.buildaitier = Builder AI Tier
|
|||||||
rules.rtsai = RTS AI
|
rules.rtsai = RTS AI
|
||||||
rules.rtsai.campaign = RTS Attack AI
|
rules.rtsai.campaign = RTS Attack AI
|
||||||
rules.rtsai.campaign.info = Sa mapang attake, ginagawa gina grupo ang mga unit at inaatake ang player bases sa mas-maraming matalinong na manner.
|
rules.rtsai.campaign.info = Sa mapang attake, ginagawa gina grupo ang mga unit at inaatake ang player bases sa mas-maraming matalinong na manner.
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = Pinakamaliit Squad Size
|
rules.rtsminsquadsize = Pinakamaliit Squad Size
|
||||||
rules.rtsmaxsquadsize = Pinakaraming Squad Size
|
rules.rtsmaxsquadsize = Pinakaraming Squad Size
|
||||||
rules.rtsminattackweight = Min Attack Weight
|
rules.rtsminattackweight = Min Attack Weight
|
||||||
|
|||||||
@@ -101,6 +101,7 @@ coreattack = [scarlet]< Le Noyau est attaqué ! >
|
|||||||
nearpoint = [[ [scarlet]QUITTEZ LE POINT D'APPARITION ENNEMI IMMÉDIATEMENT[] ]\nannihilation imminente
|
nearpoint = [[ [scarlet]QUITTEZ LE POINT D'APPARITION ENNEMI IMMÉDIATEMENT[] ]\nannihilation imminente
|
||||||
database = Base de données
|
database = Base de données
|
||||||
database.button = Base de données
|
database.button = Base de données
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = Sauvegarder la partie
|
savegame = Sauvegarder la partie
|
||||||
loadgame = Charger une partie
|
loadgame = Charger une partie
|
||||||
joingame = Rejoindre une partie
|
joingame = Rejoindre une partie
|
||||||
@@ -467,6 +468,14 @@ editor.rules = Règles
|
|||||||
editor.generation = Génération
|
editor.generation = Génération
|
||||||
editor.objectives = Objectifs
|
editor.objectives = Objectifs
|
||||||
editor.locales = Locale Bundles
|
editor.locales = Locale Bundles
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = World Processors
|
editor.worldprocessors = World Processors
|
||||||
editor.worldprocessors.editname = Editer le nom
|
editor.worldprocessors.editname = Editer le nom
|
||||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||||
@@ -791,6 +800,7 @@ campaign.complete = [accent]Félicitations.\n\nL'ennemi sur {0} a été battu.\n
|
|||||||
sectorlist = Secteurs
|
sectorlist = Secteurs
|
||||||
sectorlist.attacked = {0} pris d'assaut
|
sectorlist.attacked = {0} pris d'assaut
|
||||||
sectors.unexplored = [lightgray]Inexploré
|
sectors.unexplored = [lightgray]Inexploré
|
||||||
|
sectors.attempts = Attempts:
|
||||||
sectors.resources = Ressources :
|
sectors.resources = Ressources :
|
||||||
sectors.production = Production :
|
sectors.production = Production :
|
||||||
sectors.export = Exporter :
|
sectors.export = Exporter :
|
||||||
@@ -1447,6 +1457,8 @@ rules.buildaitier = Niveau de l'IA de Construction de Base
|
|||||||
rules.rtsai = IA de RTS [red](WIP)
|
rules.rtsai = IA de RTS [red](WIP)
|
||||||
rules.rtsai.campaign = RTS Attack AI
|
rules.rtsai.campaign = RTS Attack AI
|
||||||
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = Taille Minimale d'une Escouade
|
rules.rtsminsquadsize = Taille Minimale d'une Escouade
|
||||||
rules.rtsmaxsquadsize = Taille Maximale d'une Escouade
|
rules.rtsmaxsquadsize = Taille Maximale d'une Escouade
|
||||||
rules.rtsminattackweight = Poids Minimum d'une Attaque
|
rules.rtsminattackweight = Poids Minimum d'une Attaque
|
||||||
|
|||||||
@@ -101,6 +101,7 @@ coreattack = < A támaszpont támadás alatt áll! >
|
|||||||
nearpoint = [[ [scarlet]AZONNAL HAGYD EL A LEDOBÁSI PONTOT[] ]\nA megsemmisülés fenyeget!
|
nearpoint = [[ [scarlet]AZONNAL HAGYD EL A LEDOBÁSI PONTOT[] ]\nA megsemmisülés fenyeget!
|
||||||
database = Támaszpont adatbázisa
|
database = Támaszpont adatbázisa
|
||||||
database.button = Adatbázis
|
database.button = Adatbázis
|
||||||
|
viewfields = Tartalmi mezők megtekintése
|
||||||
savegame = Játék mentése
|
savegame = Játék mentése
|
||||||
loadgame = Játék betöltése
|
loadgame = Játék betöltése
|
||||||
joingame = Kapcsolódás egy játékhoz
|
joingame = Kapcsolódás egy játékhoz
|
||||||
@@ -448,9 +449,9 @@ publish.confirm = Biztosan közzéteszed ezt az elemet?\n\n[lightgray]Győződj
|
|||||||
publish.error = Hiba az elem közzétételekor: {0}
|
publish.error = Hiba az elem közzétételekor: {0}
|
||||||
steam.error = Nem sikerült előkészíteni a Steam szolgáltatásokat.\nHiba: {0}
|
steam.error = Nem sikerült előkészíteni a Steam szolgáltatásokat.\nHiba: {0}
|
||||||
|
|
||||||
editor.showblocks = Show Blocks
|
editor.showblocks = Blokkok megjelenítése
|
||||||
editor.showterrain = Show Terrain
|
editor.showterrain = Domborzat megjelenítése
|
||||||
editor.showfloor = Show Floor
|
editor.showfloor = Talaj megjelenítése
|
||||||
editor.planet = Bolygó:
|
editor.planet = Bolygó:
|
||||||
editor.sector = Szektor:
|
editor.sector = Szektor:
|
||||||
editor.seed = Kiindulóérték:
|
editor.seed = Kiindulóérték:
|
||||||
@@ -467,6 +468,14 @@ editor.rules = Szabályok
|
|||||||
editor.generation = Előállítás
|
editor.generation = Előállítás
|
||||||
editor.objectives = Célok
|
editor.objectives = Célok
|
||||||
editor.locales = Helyi csomagok
|
editor.locales = Helyi csomagok
|
||||||
|
editor.patches.guide = Útmutató a javítócsomagokhoz
|
||||||
|
editor.patches = Tartalmi javítócsomagok
|
||||||
|
editor.patch = Javítócsomagok: {0}
|
||||||
|
editor.patches.none = [lightgray]Nincsenek javítócsomagok betöltve.
|
||||||
|
editor.patches.errors = Javítócsomag-hibák
|
||||||
|
editor.patches.importerror = Nem sikerült importálni a javítócsomagot
|
||||||
|
editor.patches.delete.confirm = Biztosan törölni szeretnéd ezt a javítócsomagot?
|
||||||
|
editor.patch.fields = {0} mezők
|
||||||
editor.worldprocessors = Világprocesszorok
|
editor.worldprocessors = Világprocesszorok
|
||||||
editor.worldprocessors.editname = Név szerkesztése
|
editor.worldprocessors.editname = Név szerkesztése
|
||||||
editor.worldprocessors.none = [lightgray]Nem találhatók világprocesszor-blokkok!\nAdj hozzá egyet a pályaszerkesztőben vagy használd az alábbi \ue813 hozzáadás gombot.
|
editor.worldprocessors.none = [lightgray]Nem találhatók világprocesszor-blokkok!\nAdj hozzá egyet a pályaszerkesztőben vagy használd az alábbi \ue813 hozzáadás gombot.
|
||||||
@@ -791,6 +800,7 @@ campaign.complete = [accent]Gratulálunk.\n\nLegyőzted az ellenséget a(z) {0}
|
|||||||
sectorlist = Szektorok
|
sectorlist = Szektorok
|
||||||
sectorlist.attacked = {0} támadás alatt
|
sectorlist.attacked = {0} támadás alatt
|
||||||
sectors.unexplored = [lightgray]Felderítetlen
|
sectors.unexplored = [lightgray]Felderítetlen
|
||||||
|
sectors.attempts = Elfoglalási kísérletek száma:
|
||||||
sectors.resources = Nyersanyagok:
|
sectors.resources = Nyersanyagok:
|
||||||
sectors.production = Termelés:
|
sectors.production = Termelés:
|
||||||
sectors.export = Export:
|
sectors.export = Export:
|
||||||
@@ -801,7 +811,7 @@ sectors.wave = Hullám:
|
|||||||
sectors.stored = Tárolt nyersanyagok:
|
sectors.stored = Tárolt nyersanyagok:
|
||||||
sectors.resume = Folytatás
|
sectors.resume = Folytatás
|
||||||
sectors.launch = Kilövés
|
sectors.launch = Kilövés
|
||||||
sectors.viewsubmission = \ue80d Alküldetések megtekintése
|
sectors.viewsubmission = \ue80d Alküldetés megtekintése
|
||||||
sectors.select = Kiválasztás
|
sectors.select = Kiválasztás
|
||||||
sectors.launchselect = Célállomás kiválasztása
|
sectors.launchselect = Célállomás kiválasztása
|
||||||
sectors.nonelaunch = [lightgray]semmi (nap)
|
sectors.nonelaunch = [lightgray]semmi (nap)
|
||||||
@@ -879,7 +889,7 @@ sector.seaPort.name = Tengeri kikötő
|
|||||||
sector.weatheredChannels.name = Viharvert csatornák
|
sector.weatheredChannels.name = Viharvert csatornák
|
||||||
sector.mycelialBastion.name = Micéliumbástya
|
sector.mycelialBastion.name = Micéliumbástya
|
||||||
sector.frontier.name = Frontvidék
|
sector.frontier.name = Frontvidék
|
||||||
sector.sunkenPier.name = Sunken Pier
|
sector.sunkenPier.name = Elsüllyedt móló
|
||||||
sector.cruxscape.name = Crux-vidék
|
sector.cruxscape.name = Crux-vidék
|
||||||
sector.geothermalStronghold.name = Geotermikus erődítmény
|
sector.geothermalStronghold.name = Geotermikus erődítmény
|
||||||
|
|
||||||
@@ -953,15 +963,15 @@ sector.crossroads.description = Az ellenséges támaszpontok ebben a szektorban
|
|||||||
sector.karst.description = Ez a szektor gazdag a nyersanyagokban, de amint egy új támaszpont leszáll, az ellenség megtámadja azt.\nHasználd ki a nyersanyagokat és fedezd fel a [accent]tóritkvarcot[].
|
sector.karst.description = Ez a szektor gazdag a nyersanyagokban, de amint egy új támaszpont leszáll, az ellenség megtámadja azt.\nHasználd ki a nyersanyagokat és fedezd fel a [accent]tóritkvarcot[].
|
||||||
sector.origin.description = Az utolsó szektor, jelentős ellenséges jelenléttel.\nNem valószínű, hogy maradtak további fejlesztési lehetőségek – koncentrálj az ellenséges támaszpontok elpusztítására.
|
sector.origin.description = Az utolsó szektor, jelentős ellenséges jelenléttel.\nNem valószínű, hogy maradtak további fejlesztési lehetőségek – koncentrálj az ellenséges támaszpontok elpusztítására.
|
||||||
|
|
||||||
status.burning.name = Égő
|
status.burning.name = Égés
|
||||||
status.freezing.name = Fagyos
|
status.freezing.name = Fagyás
|
||||||
status.wet.name = Nedves
|
status.wet.name = Vizes
|
||||||
status.muddy.name = Sáros
|
status.muddy.name = Sáros
|
||||||
status.melting.name = Olvadó
|
status.melting.name = Olvadás
|
||||||
status.sapped.name = Kiszáradt
|
status.sapped.name = Legyengült
|
||||||
status.electrified.name = Elektromos
|
status.electrified.name = Árammal ellátott
|
||||||
status.spore-slowed.name = Spórával lassított
|
status.spore-slowed.name = Spóralassított
|
||||||
status.tarred.name = Kátrányozott
|
status.tarred.name = Kátrányos
|
||||||
status.overdrive.name = Túlhajtott
|
status.overdrive.name = Túlhajtott
|
||||||
status.overclock.name = Túlhúzott
|
status.overclock.name = Túlhúzott
|
||||||
status.shocked.name = Sokkolt
|
status.shocked.name = Sokkolt
|
||||||
@@ -1014,10 +1024,10 @@ stat.opposites = Ellentettek
|
|||||||
stat.powercapacity = Maximális tárolási kapacitás
|
stat.powercapacity = Maximális tárolási kapacitás
|
||||||
stat.powershot = Áram/lövés
|
stat.powershot = Áram/lövés
|
||||||
stat.damage = Sebzés
|
stat.damage = Sebzés
|
||||||
stat.frequency = Frequency
|
stat.frequency = Frekvencia
|
||||||
stat.targetsair = Légi célpontok
|
stat.targetsair = Légi célpontok
|
||||||
stat.targetsground = Földi célpontok
|
stat.targetsground = Földi célpontok
|
||||||
stat.crushdamage = Crush Damage
|
stat.crushdamage = Zúzó sebzés
|
||||||
stat.itemsmoved = Szállítási sebesség
|
stat.itemsmoved = Szállítási sebesség
|
||||||
stat.launchtime = Kilövések közötti idő
|
stat.launchtime = Kilövések közötti idő
|
||||||
stat.shootrange = Hatótávolság
|
stat.shootrange = Hatótávolság
|
||||||
@@ -1102,7 +1112,7 @@ ability.movelightning.description = Mozgás közben villámokat bocsát ki
|
|||||||
ability.armorplate = Páncéllemez
|
ability.armorplate = Páncéllemez
|
||||||
ability.armorplate.description = Csökkenti a kapott sebzést lövés közben
|
ability.armorplate.description = Csökkenti a kapott sebzést lövés közben
|
||||||
ability.shieldarc = Erőpajzs-ív
|
ability.shieldarc = Erőpajzs-ív
|
||||||
ability.shieldarc.description = Olyan erőpajzsot vetít ki egy ívben, amely elnyeli a lövedékeket
|
ability.shieldarc.description = Olyan erőpajzsot vetít ki egy ívben, amely elnyeli vagy eltéríti a lövedékeket, rakétákat és egységeket.
|
||||||
ability.suppressionfield = Javítás elnyomása
|
ability.suppressionfield = Javítás elnyomása
|
||||||
ability.suppressionfield.description = Leállítja a közeli javítóépületeket
|
ability.suppressionfield.description = Leállítja a közeli javítóépületeket
|
||||||
ability.energyfield = Energiamező
|
ability.energyfield = Energiamező
|
||||||
@@ -1122,7 +1132,7 @@ ability.stat.regen = [stat]{0}[lightgray] életerő/mp
|
|||||||
ability.stat.pulseregen = [stat]{0}[lightgray] életerő/impulzus
|
ability.stat.pulseregen = [stat]{0}[lightgray] életerő/impulzus
|
||||||
ability.stat.shield = [stat]{0}[lightgray] maximális pajzs
|
ability.stat.shield = [stat]{0}[lightgray] maximális pajzs
|
||||||
ability.stat.repairspeed = [stat]{0}/mp[lightgray] javítási sebesség
|
ability.stat.repairspeed = [stat]{0}/mp[lightgray] javítási sebesség
|
||||||
ability.stat.deflectchance = [stat]{0}%[lightgray] deflect chance
|
ability.stat.deflectchance = [stat]{0}%[lightgray] hárítási esély
|
||||||
ability.stat.slurpheal = [stat]{0}[lightgray] életerő/folyadékegység
|
ability.stat.slurpheal = [stat]{0}[lightgray] életerő/folyadékegység
|
||||||
ability.stat.cooldown = [stat]{0} mp[lightgray] újratöltődés
|
ability.stat.cooldown = [stat]{0} mp[lightgray] újratöltődés
|
||||||
ability.stat.maxtargets = [stat]{0}[lightgray] célpont (legfeljebb)
|
ability.stat.maxtargets = [stat]{0}[lightgray] célpont (legfeljebb)
|
||||||
@@ -1447,6 +1457,8 @@ rules.buildaitier = Építő MI szintje
|
|||||||
rules.rtsai = RTS MI
|
rules.rtsai = RTS MI
|
||||||
rules.rtsai.campaign = RTS támadó-MI
|
rules.rtsai.campaign = RTS támadó-MI
|
||||||
rules.rtsai.campaign.info = A „támadómódú” pályákon (ahol az ellenség is rendelkezik támaszponttal) az MI által irányított\negységek csoportosulnak, és intelligensebb módon támadják a játékosok bázisait.
|
rules.rtsai.campaign.info = A „támadómódú” pályákon (ahol az ellenség is rendelkezik támaszponttal) az MI által irányított\negységek csoportosulnak, és intelligensebb módon támadják a játékosok bázisait.
|
||||||
|
rules.clearsectoronloss = Szektor kiürítése elvesztés esetén
|
||||||
|
rules.clearsectoronloss.info = A szektor elvesztése esetén az előző elfoglalási kísérlet alatt\na játékos által épített épületek nem lesznek elérhetők.
|
||||||
rules.rtsminsquadsize = Minimális osztagméret
|
rules.rtsminsquadsize = Minimális osztagméret
|
||||||
rules.rtsmaxsquadsize = Maximális osztagméret
|
rules.rtsmaxsquadsize = Maximális osztagméret
|
||||||
rules.rtsminattackweight = Minimális támadási súly
|
rules.rtsminattackweight = Minimális támadási súly
|
||||||
@@ -1670,7 +1682,7 @@ block.snow.name = Hó
|
|||||||
block.crater-stone.name = Kráterek
|
block.crater-stone.name = Kráterek
|
||||||
block.sand-water.name = Homokvíz
|
block.sand-water.name = Homokvíz
|
||||||
block.darksand-water.name = Sötét homokvíz
|
block.darksand-water.name = Sötét homokvíz
|
||||||
block.char.name = Faszén
|
block.char.name = Elszenesedett kő
|
||||||
block.dacite.name = Dácit
|
block.dacite.name = Dácit
|
||||||
block.rhyolite.name = Riolit
|
block.rhyolite.name = Riolit
|
||||||
block.dacite-wall.name = Dácitfal
|
block.dacite-wall.name = Dácitfal
|
||||||
@@ -2479,9 +2491,9 @@ unit.navanax.description = Robbanékony EMI-lövedékeket lő ki, jelentős kár
|
|||||||
#Erekir
|
#Erekir
|
||||||
unit.stell.description = Szokásos lövedékeket lő ki az ellenséges célpontokra.
|
unit.stell.description = Szokásos lövedékeket lő ki az ellenséges célpontokra.
|
||||||
unit.locus.description = Változatos lövedékeket lő ki az ellenséges célpontokra.
|
unit.locus.description = Változatos lövedékeket lő ki az ellenséges célpontokra.
|
||||||
unit.precept.description = Átütő erejű kazettás lövedékeket lő ki az ellenséges célpontokra.
|
unit.precept.description = Átütő erejű kazettás lövedékeket lő ki az ellenséges célpontokra. Kevésbé sérül a káros tereptárgyaktól.
|
||||||
unit.vanquish.description = Nagy, átütő erejű hasítólövedékeket lő ki az ellenséges célpontokra.
|
unit.vanquish.description = Nagy, átütő erejű hasítólövedékeket lő ki az ellenséges célpontokra. Kevésbé sérül a káros tereptárgyaktól.
|
||||||
unit.conquer.description = Nagy, átütő erejű golyózáport lő ki az ellenséges célpontokra.
|
unit.conquer.description = Nagy, átütő erejű golyózáport lő ki az ellenséges célpontokra. Kevésbé sérül a káros tereptárgyaktól.
|
||||||
unit.merui.description = Nagy hatótávolságú ágyúkkal lövi az ellenséges szárazföldi célpontokat. A legtöbb terepakadályt átlépi.
|
unit.merui.description = Nagy hatótávolságú ágyúkkal lövi az ellenséges szárazföldi célpontokat. A legtöbb terepakadályt átlépi.
|
||||||
unit.cleroi.description = Kettős lövedékeket lő ki az ellenséges célpontokra. Célba veszi az ellenséges lövedékeket a pontvédelmi tornyokkal. A legtöbb terepakadályt átlépi.
|
unit.cleroi.description = Kettős lövedékeket lő ki az ellenséges célpontokra. Célba veszi az ellenséges lövedékeket a pontvédelmi tornyokkal. A legtöbb terepakadályt átlépi.
|
||||||
unit.anthicus.description = Nagy hatótávolságú célkövető rakétákat lő ki az ellenséges célpontokra. A legtöbb terepakadályt átlépi.
|
unit.anthicus.description = Nagy hatótávolságú célkövető rakétákat lő ki az ellenséges célpontokra. A legtöbb terepakadályt átlépi.
|
||||||
|
|||||||
@@ -101,6 +101,7 @@ coreattack = < Inti sedang diserang! >
|
|||||||
nearpoint = [[ [scarlet]TINGGALKAN ZONA PENDARATAN SEGERA[] ]\npenghancuran akan terjadi
|
nearpoint = [[ [scarlet]TINGGALKAN ZONA PENDARATAN SEGERA[] ]\npenghancuran akan terjadi
|
||||||
database = Basis Data Inti
|
database = Basis Data Inti
|
||||||
database.button = Basis Data
|
database.button = Basis Data
|
||||||
|
viewfields = Lihat Bidang Konten
|
||||||
savegame = Simpan Permainan
|
savegame = Simpan Permainan
|
||||||
loadgame = Muat Permainan
|
loadgame = Muat Permainan
|
||||||
joingame = Gabung Permainan
|
joingame = Gabung Permainan
|
||||||
@@ -446,7 +447,7 @@ missing = Konten ini telah dihapus atau dipindah.\n[lightgray]Daftar Workshop se
|
|||||||
publishing = [accent]Menerbitkan...
|
publishing = [accent]Menerbitkan...
|
||||||
publish.confirm = Apakah Anda yakin untuk menerbitkan ini?\n\n[lightgray]Pastikan Anda setuju dengan EULA Workshop terlebih dahulu, atau konten Anda tidak akan muncul!
|
publish.confirm = Apakah Anda yakin untuk menerbitkan ini?\n\n[lightgray]Pastikan Anda setuju dengan EULA Workshop terlebih dahulu, atau konten Anda tidak akan muncul!
|
||||||
publish.error = Terjadi kesalahan saat menerbitkan konten: {0}
|
publish.error = Terjadi kesalahan saat menerbitkan konten: {0}
|
||||||
steam.error = Gagal untuk menjalankan layanan Steam.\nKesalahan: {0}
|
steam.error = Gagal menjalankan layanan Steam.\nKesalahan: {0}
|
||||||
|
|
||||||
editor.showblocks = Tampilkan Blok
|
editor.showblocks = Tampilkan Blok
|
||||||
editor.showterrain = Tampilkan Medan
|
editor.showterrain = Tampilkan Medan
|
||||||
@@ -467,6 +468,14 @@ editor.rules = Peraturan:
|
|||||||
editor.generation = Generasi:
|
editor.generation = Generasi:
|
||||||
editor.objectives = Tujuan
|
editor.objectives = Tujuan
|
||||||
editor.locales = Paket Lokal
|
editor.locales = Paket Lokal
|
||||||
|
editor.patches.guide = Panduan Patch Konten
|
||||||
|
editor.patches = Patch Konten
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]Tidak ada patchset yang dimuat.
|
||||||
|
editor.patches.errors = Daftar Patchset Error
|
||||||
|
editor.patches.importerror = Gagal mengimpor patchset
|
||||||
|
editor.patches.delete.confirm = Apakah Anda yakin ingin menghapus patchset ini?
|
||||||
|
editor.patch.fields = {0} bidang
|
||||||
editor.worldprocessors = Prosesor Dunia
|
editor.worldprocessors = Prosesor Dunia
|
||||||
editor.worldprocessors.editname = Sunting Nama
|
editor.worldprocessors.editname = Sunting Nama
|
||||||
editor.worldprocessors.none = [lightgray]Tidak ada blok prosesor dunia yang ditemukan!\nTambahkan satu di penyunting peta, atau gunakan \ue813 tombol Tambah di bawah.
|
editor.worldprocessors.none = [lightgray]Tidak ada blok prosesor dunia yang ditemukan!\nTambahkan satu di penyunting peta, atau gunakan \ue813 tombol Tambah di bawah.
|
||||||
@@ -773,7 +782,7 @@ error.invalidaddress = Alamat tidak valid.
|
|||||||
error.timedout = Kehabisan waktu!\nPastikan host mengaktifkan port forwarding, dan alamatnya benar!
|
error.timedout = Kehabisan waktu!\nPastikan host mengaktifkan port forwarding, dan alamatnya benar!
|
||||||
error.mismatch = Paket bermasalah:\nkemungkinan versi client/server berbeda.\nPastikan Anda dan host mempunyai versi terbaru Mindustry!
|
error.mismatch = Paket bermasalah:\nkemungkinan versi client/server berbeda.\nPastikan Anda dan host mempunyai versi terbaru Mindustry!
|
||||||
error.alreadyconnected = Sudah tersambung.
|
error.alreadyconnected = Sudah tersambung.
|
||||||
error.mapnotfound = File peta tidak ditemaukan!
|
error.mapnotfound = File peta tidak ditemukan!
|
||||||
error.io = Terjadi kesalahan jaringan I/O.
|
error.io = Terjadi kesalahan jaringan I/O.
|
||||||
error.any = Terjadi kesalahan Jaringan tidak diketahui.
|
error.any = Terjadi kesalahan Jaringan tidak diketahui.
|
||||||
error.bloom = Gagal untuk menjalankan efek bloom.\nPerangkat Anda mungkin tidak mendukung fitur ini.
|
error.bloom = Gagal untuk menjalankan efek bloom.\nPerangkat Anda mungkin tidak mendukung fitur ini.
|
||||||
@@ -791,6 +800,7 @@ campaign.complete = [accent]Selamat.\n\nMusuh di {0} telah dikalahkan.\n[lightgr
|
|||||||
sectorlist = Sektor
|
sectorlist = Sektor
|
||||||
sectorlist.attacked = {0} sedang diserang
|
sectorlist.attacked = {0} sedang diserang
|
||||||
sectors.unexplored = [lightgray]Belum Ditelusuri
|
sectors.unexplored = [lightgray]Belum Ditelusuri
|
||||||
|
sectors.attempts = Percobaan:
|
||||||
sectors.resources = Sumber Daya:
|
sectors.resources = Sumber Daya:
|
||||||
sectors.production = Produksi:
|
sectors.production = Produksi:
|
||||||
sectors.export = Ekspor:
|
sectors.export = Ekspor:
|
||||||
@@ -855,12 +865,12 @@ sector.impact0078.name = Benturan 0078
|
|||||||
sector.groundZero.name = Titik Awal
|
sector.groundZero.name = Titik Awal
|
||||||
sector.craters.name = Kawah
|
sector.craters.name = Kawah
|
||||||
sector.frozenForest.name = Hutan Beku
|
sector.frozenForest.name = Hutan Beku
|
||||||
sector.ruinousShores.name = Pantai Yang Hancur
|
sector.ruinousShores.name = Runtuhan Pesisir
|
||||||
sector.stainedMountains.name = Gunung Bernoda
|
sector.stainedMountains.name = Gunung Bernoda
|
||||||
sector.desolateRift.name = Retakan Terpencil
|
sector.desolateRift.name = Retakan Terpencil
|
||||||
sector.nuclearComplex.name = Kompleks Produksi Nuklir
|
sector.nuclearComplex.name = Kompleks Produksi Nuklir
|
||||||
sector.overgrowth.name = Pertumbuhan
|
sector.overgrowth.name = Pertumbuhan
|
||||||
sector.tarFields.name = Lahan Perminyakan Mentah
|
sector.tarFields.name = Ladang Minyak
|
||||||
sector.saltFlats.name = Dataran Garam
|
sector.saltFlats.name = Dataran Garam
|
||||||
sector.fungalPass.name = Lintasan Spora
|
sector.fungalPass.name = Lintasan Spora
|
||||||
sector.biomassFacility.name = Pabrik Sintesis Biomassa
|
sector.biomassFacility.name = Pabrik Sintesis Biomassa
|
||||||
@@ -872,7 +882,7 @@ sector.infestedCanyons.name = Ngarai Terinfestasi
|
|||||||
sector.planetaryTerminal.name = Pusat Peluncuran Planet
|
sector.planetaryTerminal.name = Pusat Peluncuran Planet
|
||||||
sector.coastline.name = Tepi Pantai
|
sector.coastline.name = Tepi Pantai
|
||||||
sector.navalFortress.name = Benteng Laut
|
sector.navalFortress.name = Benteng Laut
|
||||||
sector.polarAerodrome.name = Aerodrom Kutub
|
sector.polarAerodrome.name = Pangkalan Kutub
|
||||||
sector.atolls.name = Atol
|
sector.atolls.name = Atol
|
||||||
sector.testingGrounds.name = Kawasan Uji Coba
|
sector.testingGrounds.name = Kawasan Uji Coba
|
||||||
sector.seaPort.name = Pelabuhan Laut
|
sector.seaPort.name = Pelabuhan Laut
|
||||||
@@ -1120,7 +1130,7 @@ ability.liquidexplode.description = Menumpahkan cairan saat mati
|
|||||||
ability.stat.firingrate = [stat]{0}/dtk[lightgray] laju penembakan
|
ability.stat.firingrate = [stat]{0}/dtk[lightgray] laju penembakan
|
||||||
ability.stat.regen = [stat]{0}[lightgray] nyawa/detik
|
ability.stat.regen = [stat]{0}[lightgray] nyawa/detik
|
||||||
ability.stat.pulseregen = [stat]{0}[lightgray] nyawa/denyut
|
ability.stat.pulseregen = [stat]{0}[lightgray] nyawa/denyut
|
||||||
ability.stat.shield = [stat]{0}[lightgray] perisai
|
ability.stat.shield = [stat]{0}[lightgray] nyawa perisai
|
||||||
ability.stat.repairspeed = [stat]{0}/dtk[lightgray] kecepatan perbaikan
|
ability.stat.repairspeed = [stat]{0}/dtk[lightgray] kecepatan perbaikan
|
||||||
ability.stat.deflectchance = [stat]{0}%[lightgray] peluang defleksi
|
ability.stat.deflectchance = [stat]{0}%[lightgray] peluang defleksi
|
||||||
ability.stat.slurpheal = [stat]{0}[lightgray] nyawa/unit cair
|
ability.stat.slurpheal = [stat]{0}[lightgray] nyawa/unit cair
|
||||||
@@ -1447,6 +1457,8 @@ rules.buildaitier = Tingkat A.I. Pembangun
|
|||||||
rules.rtsai = A.I. RTS [red](WIP)
|
rules.rtsai = A.I. RTS [red](WIP)
|
||||||
rules.rtsai.campaign = A.I. Serangan RTS
|
rules.rtsai.campaign = A.I. Serangan RTS
|
||||||
rules.rtsai.campaign.info = Dalam peta serangan, membuat unit berkelompok dan menyerang markas pemain dengan cara yang lebih cerdas.
|
rules.rtsai.campaign.info = Dalam peta serangan, membuat unit berkelompok dan menyerang markas pemain dengan cara yang lebih cerdas.
|
||||||
|
rules.clearsectoronloss = Bersihkan Sektor Setelah Kalah
|
||||||
|
rules.clearsectoronloss.info = Ketika suatu sektor telah dikalahkan oleh musuh, semua bangunan pemain dari percobaan sebelumnya akan dihilangkan.
|
||||||
rules.rtsminsquadsize = Ukuran Regu Minimum
|
rules.rtsminsquadsize = Ukuran Regu Minimum
|
||||||
rules.rtsmaxsquadsize = Ukuran Regu Maksimum
|
rules.rtsmaxsquadsize = Ukuran Regu Maksimum
|
||||||
rules.rtsminattackweight = Berat Serangan Minimum
|
rules.rtsminattackweight = Berat Serangan Minimum
|
||||||
@@ -1670,7 +1682,7 @@ block.snow.name = Salju
|
|||||||
block.crater-stone.name = Kawah
|
block.crater-stone.name = Kawah
|
||||||
block.sand-water.name = Air pada Pasir
|
block.sand-water.name = Air pada Pasir
|
||||||
block.darksand-water.name = Air pada Pasir Hitam
|
block.darksand-water.name = Air pada Pasir Hitam
|
||||||
block.char.name = Bara
|
block.char.name = Bara Hangus
|
||||||
block.dacite.name = Dasit
|
block.dacite.name = Dasit
|
||||||
block.rhyolite.name = Riolit
|
block.rhyolite.name = Riolit
|
||||||
block.dacite-wall.name = Dinding Dasit
|
block.dacite-wall.name = Dinding Dasit
|
||||||
@@ -2460,7 +2472,7 @@ unit.eclipse.description = Menembak dua sinar laser dan rentetan peluru ke arah
|
|||||||
unit.mono.description = Menambang tembaga dan timah secara otomatis, menyimpannya ke dalam inti.
|
unit.mono.description = Menambang tembaga dan timah secara otomatis, menyimpannya ke dalam inti.
|
||||||
unit.poly.description = Membangun kembali bangunan yang hancur secara otomatis dan membantu unit lain dalam pembangunan.
|
unit.poly.description = Membangun kembali bangunan yang hancur secara otomatis dan membantu unit lain dalam pembangunan.
|
||||||
unit.mega.description = Memperbaiki bangunan secara otomatis. Dapat membawa bangunan dan unit darat kecil.
|
unit.mega.description = Memperbaiki bangunan secara otomatis. Dapat membawa bangunan dan unit darat kecil.
|
||||||
unit.quad.description = Menjatuhkan bom besar kepada target darat, yang bisa memberbaiki bangunan sekutu dan merusak musuh. Dapat membawa unit darat berukuran sedang.
|
unit.quad.description = Menjatuhkan bom besar ke target darat, yang bisa memberbaiki bangunan sekutu dan merusak musuh. Dapat membawa unit darat berukuran sedang.
|
||||||
unit.oct.description = Melindungi sekutu di sekitarnya dengan perisai yang dapat beregenerasi. Dapat membawa hampir semua unit darat.
|
unit.oct.description = Melindungi sekutu di sekitarnya dengan perisai yang dapat beregenerasi. Dapat membawa hampir semua unit darat.
|
||||||
unit.risso.description = Menembak rentetan misil dan peluru ke arah musuh.
|
unit.risso.description = Menembak rentetan misil dan peluru ke arah musuh.
|
||||||
unit.minke.description = Menembak cangkang pembakar dan peluru standar ke target darat.
|
unit.minke.description = Menembak cangkang pembakar dan peluru standar ke target darat.
|
||||||
@@ -2490,8 +2502,8 @@ unit.collaris.description = Menembak pecahan artileri jarak jauh ke arah musuh.
|
|||||||
unit.elude.description = Menembak sepasang peluru pelacak ke arah musuh. Dapat mengambang diatas permukaan cairan.
|
unit.elude.description = Menembak sepasang peluru pelacak ke arah musuh. Dapat mengambang diatas permukaan cairan.
|
||||||
unit.avert.description = Menembak sepasang peluru yang memutar ke arah musuh.
|
unit.avert.description = Menembak sepasang peluru yang memutar ke arah musuh.
|
||||||
unit.obviate.description = Menembak sepasang bola listrik yang memutar ke arah musuh.
|
unit.obviate.description = Menembak sepasang bola listrik yang memutar ke arah musuh.
|
||||||
unit.quell.description = Menembak misil pelacak jarak jauh dengan perisai plasma yang tidak stabil ke arah musuh. Menekan bangunan perbaikan musuh.
|
unit.quell.description = Menembak misil pelacak jarak jauh dengan perisai plasma yang tidak stabil ke arah musuh. Menekan bangunan perbaikan musuh. Hanya menyerang ke target darat.
|
||||||
unit.disrupt.description = Menembak misil pelacak penekan jarak jauh pada musuh. Menekan bangunan perbaikan musuh.
|
unit.disrupt.description = Menembak misil pelacak penekan jarak jauh pada musuh. Menekan bangunan perbaikan musuh. Hanya menyerang ke target darat.
|
||||||
unit.evoke.description = Membangun struktur untuk melindungi Inti Bastion. Memperbaiki bangunan dengan sebuah sinar. Dapat membawa bangunan hingga ukuran 2x2.
|
unit.evoke.description = Membangun struktur untuk melindungi Inti Bastion. Memperbaiki bangunan dengan sebuah sinar. Dapat membawa bangunan hingga ukuran 2x2.
|
||||||
unit.incite.description = Membangun struktur untuk melindungi Inti Citadel. Memperbaiki bangunan dengan sebuah sinar. Dapat membawa bangunan hingga ukuran 2x2.
|
unit.incite.description = Membangun struktur untuk melindungi Inti Citadel. Memperbaiki bangunan dengan sebuah sinar. Dapat membawa bangunan hingga ukuran 2x2.
|
||||||
unit.emanate.description = Membangun struktur untuk melindungi Inti Acropolis. Memperbaiki bangunan dengan sebuah sinar. Dapat membawa bangunan hingga ukuran 2x2
|
unit.emanate.description = Membangun struktur untuk melindungi Inti Acropolis. Memperbaiki bangunan dengan sebuah sinar. Dapat membawa bangunan hingga ukuran 2x2
|
||||||
@@ -2765,8 +2777,8 @@ lenum.waves = Apakah gelombang dapat muncul sama sekali.
|
|||||||
lenum.wavesending = Apakah gelombang dapat dipanggil secara manual dengan tombol putar.
|
lenum.wavesending = Apakah gelombang dapat dipanggil secara manual dengan tombol putar.
|
||||||
lenum.attackmode = Menentukan apakah mode permainan adalah mode serangan.
|
lenum.attackmode = Menentukan apakah mode permainan adalah mode serangan.
|
||||||
lenum.wavespacing = Waktu antar gelombang dalam tick.
|
lenum.wavespacing = Waktu antar gelombang dalam tick.
|
||||||
lenum.enemycorebuildradius = Zona dilarang membangun disekitar radius inti musuh.
|
lenum.enemycorebuildradius = Zona dilarang membangun di sekitar radius inti musuh.
|
||||||
lenum.dropzoneradius = Radius disekitar zona pendaratan gelombang musuh.
|
lenum.dropzoneradius = Radius di sekitar zona pendaratan gelombang musuh.
|
||||||
lenum.unitcap = Batas unit dasar. Dapat ditingkatkan dengan blok.
|
lenum.unitcap = Batas unit dasar. Dapat ditingkatkan dengan blok.
|
||||||
lenum.lighting = Apakah pencahayaan sekitar diaktifkan.
|
lenum.lighting = Apakah pencahayaan sekitar diaktifkan.
|
||||||
lenum.buildspeed = Penggandaan untuk kecepatan membangun.
|
lenum.buildspeed = Penggandaan untuk kecepatan membangun.
|
||||||
|
|||||||
@@ -101,6 +101,7 @@ coreattack = < Il Nucleo è sotto attacco! >
|
|||||||
nearpoint = [[ [scarlet]LASCIA LA ZONA NEMICA IMMEDIATAMENTE[] ]\nautodistruzione imminente
|
nearpoint = [[ [scarlet]LASCIA LA ZONA NEMICA IMMEDIATAMENTE[] ]\nautodistruzione imminente
|
||||||
database = Database Nucleo
|
database = Database Nucleo
|
||||||
database.button = Database
|
database.button = Database
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = Salva
|
savegame = Salva
|
||||||
loadgame = Carica
|
loadgame = Carica
|
||||||
joingame = Unisciti al Gioco
|
joingame = Unisciti al Gioco
|
||||||
@@ -467,6 +468,14 @@ editor.rules = Regole:
|
|||||||
editor.generation = Generazione:
|
editor.generation = Generazione:
|
||||||
editor.objectives = Obbiettivi
|
editor.objectives = Obbiettivi
|
||||||
editor.locales = Locale Bundles
|
editor.locales = Locale Bundles
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = World Processors
|
editor.worldprocessors = World Processors
|
||||||
editor.worldprocessors.editname = Edit Name
|
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.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||||
@@ -791,6 +800,7 @@ campaign.complete = [accent]Congratulations.\n\nThe enemy on {0} has been defeat
|
|||||||
sectorlist = Settore
|
sectorlist = Settore
|
||||||
sectorlist.attacked = {0} sotto attacco
|
sectorlist.attacked = {0} sotto attacco
|
||||||
sectors.unexplored = [lightgray]Inesplorato
|
sectors.unexplored = [lightgray]Inesplorato
|
||||||
|
sectors.attempts = Attempts:
|
||||||
sectors.resources = Risorse:
|
sectors.resources = Risorse:
|
||||||
sectors.production = Produzione:
|
sectors.production = Produzione:
|
||||||
sectors.export = Merce:
|
sectors.export = Merce:
|
||||||
@@ -1447,6 +1457,8 @@ rules.buildaitier = Builder AI Tier
|
|||||||
rules.rtsai = RTS AI
|
rules.rtsai = RTS AI
|
||||||
rules.rtsai.campaign = RTS Attack AI
|
rules.rtsai.campaign = RTS Attack AI
|
||||||
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = Dimensione minima squadra
|
rules.rtsminsquadsize = Dimensione minima squadra
|
||||||
rules.rtsmaxsquadsize = Dimensione massima squadra
|
rules.rtsmaxsquadsize = Dimensione massima squadra
|
||||||
rules.rtsminattackweight = Min Attack Weight
|
rules.rtsminattackweight = Min Attack Weight
|
||||||
|
|||||||
@@ -101,6 +101,7 @@ coreattack = < コアが攻撃を受けています! >
|
|||||||
nearpoint = [[ [scarlet]直ちに出現ポイントより離脱せよ[] ]\n殲滅されます
|
nearpoint = [[ [scarlet]直ちに出現ポイントより離脱せよ[] ]\n殲滅されます
|
||||||
database = コアデータベース
|
database = コアデータベース
|
||||||
database.button = データベース
|
database.button = データベース
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = 保存
|
savegame = 保存
|
||||||
loadgame = 読み込む
|
loadgame = 読み込む
|
||||||
joingame = マルチプレイ
|
joingame = マルチプレイ
|
||||||
@@ -467,6 +468,14 @@ 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.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = World Processors
|
editor.worldprocessors = World Processors
|
||||||
editor.worldprocessors.editname = 名前の変更
|
editor.worldprocessors.editname = 名前の変更
|
||||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||||
@@ -791,6 +800,7 @@ campaign.complete = [accent]おめでとうございます。\n\n{0} の敵を
|
|||||||
sectorlist = セクター
|
sectorlist = セクター
|
||||||
sectorlist.attacked = {0}が攻撃を受けています
|
sectorlist.attacked = {0}が攻撃を受けています
|
||||||
sectors.unexplored = [lightgray]未踏査
|
sectors.unexplored = [lightgray]未踏査
|
||||||
|
sectors.attempts = Attempts:
|
||||||
sectors.resources = 資源:
|
sectors.resources = 資源:
|
||||||
sectors.production = 生産:
|
sectors.production = 生産:
|
||||||
sectors.export = 搬出:
|
sectors.export = 搬出:
|
||||||
@@ -1447,6 +1457,8 @@ rules.buildaitier = Builder AI Tier
|
|||||||
rules.rtsai = RTS AI
|
rules.rtsai = RTS AI
|
||||||
rules.rtsai.campaign = RTS Attack AI
|
rules.rtsai.campaign = RTS Attack AI
|
||||||
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = チームの最少人数
|
rules.rtsminsquadsize = チームの最少人数
|
||||||
rules.rtsmaxsquadsize = チームの最大人数
|
rules.rtsmaxsquadsize = チームの最大人数
|
||||||
rules.rtsminattackweight = 最小攻撃力
|
rules.rtsminattackweight = 最小攻撃力
|
||||||
|
|||||||
@@ -46,10 +46,10 @@ mods.browser.selected = 선택된 모드
|
|||||||
mods.browser.add = 설치
|
mods.browser.add = 설치
|
||||||
mods.browser.reinstall = 재설치
|
mods.browser.reinstall = 재설치
|
||||||
mods.browser.view-releases = 릴리즈 보기
|
mods.browser.view-releases = 릴리즈 보기
|
||||||
mods.browser.noreleases = [scarlet]탐색된 릴리즈 없음\n[accent]이 모드의 어떠한 릴리즈도 찾지 못했습니다. 이 모드의 저장소에서 공개된 릴리즈가 있는지 확인하세요.
|
mods.browser.noreleases = [scarlet]탐색된 릴리즈 없음\n[accent]이 모드의 어떠한 릴리즈도 찾지 못했습니다. 이 모드의 깃허브 페이지에서 공개된 릴리즈가 있는지 확인하세요.
|
||||||
mods.browser.latest = <최신>
|
mods.browser.latest = <최신>
|
||||||
mods.browser.releases = 릴리즈
|
mods.browser.releases = 릴리즈
|
||||||
mods.github.open = 저장소 보기
|
mods.github.open = 페이지 보기
|
||||||
mods.github.open-release = 릴리즈 페이지
|
mods.github.open-release = 릴리즈 페이지
|
||||||
mods.browser.sortdate = 최근 업데이트
|
mods.browser.sortdate = 최근 업데이트
|
||||||
mods.browser.sortstars = 추천(스타) 수
|
mods.browser.sortstars = 추천(스타) 수
|
||||||
@@ -98,9 +98,10 @@ level.highscore = 최고 점수: [accent]{0}
|
|||||||
level.select = 맵 선택
|
level.select = 맵 선택
|
||||||
level.mode = 게임 모드:
|
level.mode = 게임 모드:
|
||||||
coreattack = < 코어가 공격을 받고 있습니다! >
|
coreattack = < 코어가 공격을 받고 있습니다! >
|
||||||
nearpoint = [[ [scarlet]즉시 적 소환구역에서 떠나세요[] ]\n단계가 시작하는 순간 구역 내의 모든 건물과 유닛이 파괴됩니다!
|
nearpoint = [[ [scarlet]즉시 적 착륙 지점에서 떠나세요[] ]\n점멸이 임박됨
|
||||||
database = 코어 데이터베이스
|
database = 코어 데이터베이스
|
||||||
database.button = 데이터베이스
|
database.button = 데이터베이스
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = 게임 저장
|
savegame = 게임 저장
|
||||||
loadgame = 게임 불러오기
|
loadgame = 게임 불러오기
|
||||||
joingame = 서버 참여
|
joingame = 서버 참여
|
||||||
@@ -214,7 +215,7 @@ completed = [accent]완료됨
|
|||||||
techtree = 연구 기록
|
techtree = 연구 기록
|
||||||
techtree.select = 연구 기록 선택
|
techtree.select = 연구 기록 선택
|
||||||
techtree.serpulo = 세르플로
|
techtree.serpulo = 세르플로
|
||||||
techtree.erekir = 에르키아
|
techtree.erekir = 에러키얼
|
||||||
research.load = 불러오기
|
research.load = 불러오기
|
||||||
research.discard = 무시하기
|
research.discard = 무시하기
|
||||||
research.list = [lightgray]연구:
|
research.list = [lightgray]연구:
|
||||||
@@ -454,7 +455,7 @@ editor.showfloor = 바닥 표시
|
|||||||
editor.planet = 행성:
|
editor.planet = 행성:
|
||||||
editor.sector = 구역:
|
editor.sector = 구역:
|
||||||
editor.seed = 시드:
|
editor.seed = 시드:
|
||||||
editor.brush = 브러쉬
|
editor.brush = 브러쉬 크기
|
||||||
editor.openin = 편집기 열기
|
editor.openin = 편집기 열기
|
||||||
editor.oregen = 광물 무작위 생성
|
editor.oregen = 광물 무작위 생성
|
||||||
editor.oregen.info = 광물 무작위 생성:
|
editor.oregen.info = 광물 무작위 생성:
|
||||||
@@ -467,6 +468,14 @@ editor.rules = 규칙
|
|||||||
editor.generation = 지형 생성
|
editor.generation = 지형 생성
|
||||||
editor.objectives = 목표
|
editor.objectives = 목표
|
||||||
editor.locales = 로케일 번들
|
editor.locales = 로케일 번들
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = 콘텐츠 패치
|
||||||
|
editor.patch = 패치셋: {0}
|
||||||
|
editor.patches.none = [lightgray]패치셋이 로드되지 않음.
|
||||||
|
editor.patches.errors = 패치셋 에러
|
||||||
|
editor.patches.importerror = 패치셋을 가져오는데 실패됨
|
||||||
|
editor.patches.delete.confirm = 이 패치셋을 삭제하시겠습니까?
|
||||||
|
editor.patch.fields = {0} 필드
|
||||||
editor.worldprocessors = 월드 프로세서
|
editor.worldprocessors = 월드 프로세서
|
||||||
editor.worldprocessors.editname = 이름 수정
|
editor.worldprocessors.editname = 이름 수정
|
||||||
editor.worldprocessors.none = [lightgray]월드 프로세서 블록을 찾을 수 없습니다!\n맵 편집기에서 추가하거나 아래의 \ue813 추가 버튼을 사용하세요.
|
editor.worldprocessors.none = [lightgray]월드 프로세서 블록을 찾을 수 없습니다!\n맵 편집기에서 추가하거나 아래의 \ue813 추가 버튼을 사용하세요.
|
||||||
@@ -476,7 +485,7 @@ editor.ingame = 인게임 편집
|
|||||||
editor.playtest = 맵 테스트
|
editor.playtest = 맵 테스트
|
||||||
editor.publish.workshop = 창작마당 게시
|
editor.publish.workshop = 창작마당 게시
|
||||||
editor.newmap = 맵 만들기
|
editor.newmap = 맵 만들기
|
||||||
editor.center = 중앙
|
editor.center = 중앙으로 이동
|
||||||
editor.search = 맵 검색
|
editor.search = 맵 검색
|
||||||
editor.filters = 맵 필터링
|
editor.filters = 맵 필터링
|
||||||
editor.filters.mode = 게임 모드:
|
editor.filters.mode = 게임 모드:
|
||||||
@@ -735,7 +744,7 @@ objective.destroyblock = [accent]파괴:\n[]{0}[lightgray]{1}
|
|||||||
objective.destroyblocks = [accent]파괴: [lightgray]{0}[white]/{1}\n{2}[lightgray]{3}
|
objective.destroyblocks = [accent]파괴: [lightgray]{0}[white]/{1}\n{2}[lightgray]{3}
|
||||||
objective.item = [accent]획득: [][lightgray]{0}[]/{1}\n{2}[lightgray]{3}
|
objective.item = [accent]획득: [][lightgray]{0}[]/{1}\n{2}[lightgray]{3}
|
||||||
objective.coreitem = [accent]코어로 운반:\n[][lightgray]{0}[]/{1}\n{2}[lightgray]{3}
|
objective.coreitem = [accent]코어로 운반:\n[][lightgray]{0}[]/{1}\n{2}[lightgray]{3}
|
||||||
objective.build = [accent]건설: [][lightgray]{0}[]개\n{1}[lightgray]{2}
|
objective.build = [accent]건설: [][lightgray]{0}[]개의\n{1}[lightgray]{2}
|
||||||
objective.buildunit = [accent]유닛 생산: [][lightgray]{0}[]기\n{1}[lightgray]{2}
|
objective.buildunit = [accent]유닛 생산: [][lightgray]{0}[]기\n{1}[lightgray]{2}
|
||||||
objective.destroyunits = [accent]처치: [][lightgray]{0}[]기의 유닛
|
objective.destroyunits = [accent]처치: [][lightgray]{0}[]기의 유닛
|
||||||
objective.enemiesapproaching = [accent]적이 [lightgray]{0}[]초 후에 도착합니다
|
objective.enemiesapproaching = [accent]적이 [lightgray]{0}[]초 후에 도착합니다
|
||||||
@@ -791,6 +800,7 @@ campaign.complete = [accent]축하드립니다.\n\n {0} 지역의 적이 패배
|
|||||||
sectorlist = 지역 목록
|
sectorlist = 지역 목록
|
||||||
sectorlist.attacked = {0} 공격받는 중
|
sectorlist.attacked = {0} 공격받는 중
|
||||||
sectors.unexplored = [lightgray]미개척지[]
|
sectors.unexplored = [lightgray]미개척지[]
|
||||||
|
sectors.attempts = 시도 횟수:
|
||||||
sectors.resources = 자원:
|
sectors.resources = 자원:
|
||||||
sectors.production = 생산량:
|
sectors.production = 생산량:
|
||||||
sectors.export = 수출량:
|
sectors.export = 수출량:
|
||||||
@@ -848,7 +858,7 @@ difficulty.nomodifiers = [lightgray](옵션 없음)
|
|||||||
planets = 태양계
|
planets = 태양계
|
||||||
|
|
||||||
planet.serpulo.name = 세르플로
|
planet.serpulo.name = 세르플로
|
||||||
planet.erekir.name = 에르키아
|
planet.erekir.name = 에러키얼
|
||||||
planet.sun.name = 태양
|
planet.sun.name = 태양
|
||||||
|
|
||||||
sector.impact0078.name = 임팩트 0078
|
sector.impact0078.name = 임팩트 0078
|
||||||
@@ -864,7 +874,7 @@ sector.tarFields.name = 타르 벌판
|
|||||||
sector.saltFlats.name = 소금 사막
|
sector.saltFlats.name = 소금 사막
|
||||||
sector.fungalPass.name = 포자 지대
|
sector.fungalPass.name = 포자 지대
|
||||||
sector.biomassFacility.name = 유기물 합성 시설
|
sector.biomassFacility.name = 유기물 합성 시설
|
||||||
sector.windsweptIslands.name = 폭풍의 격전지
|
sector.windsweptIslands.name = 바람이 세찬 섬
|
||||||
sector.extractionOutpost.name = 자원 추출기지
|
sector.extractionOutpost.name = 자원 추출기지
|
||||||
sector.facility32m.name = 32 M 시설
|
sector.facility32m.name = 32 M 시설
|
||||||
sector.taintedWoods.name = 오염된 산림
|
sector.taintedWoods.name = 오염된 산림
|
||||||
@@ -935,7 +945,7 @@ sector.crossroads.name = 교차로
|
|||||||
sector.karst.name = 카르스트
|
sector.karst.name = 카르스트
|
||||||
sector.origin.name = 근원
|
sector.origin.name = 근원
|
||||||
|
|
||||||
sector.onset.description = 에르키아 정복을 시작하세요. 자원을 모으고, 유닛을 생산하고, 기술 연구를 시작하세요.
|
sector.onset.description = 에러키얼 정복을 시작하세요. 자원을 모으고, 유닛을 생산하고, 기술 연구를 시작하세요.
|
||||||
sector.aegis.description = 이 구역에는 텅스텐 매장지가 있습니다.\n[accent]충격 드릴[]을 연구해 이 자원을 채굴하고 해당 지역의 적 기지를 파괴하세요.
|
sector.aegis.description = 이 구역에는 텅스텐 매장지가 있습니다.\n[accent]충격 드릴[]을 연구해 이 자원을 채굴하고 해당 지역의 적 기지를 파괴하세요.
|
||||||
sector.lake.description = 이 지역의 광재 호수는 유닛의 활동 범위를 크게 제한시킵니다. 호버링 유닛만이 유일한 선택지입니다.\n[accent]함선 재구성기[]를 연구하고 [accent]일루드[]를 가능한 한 빨리 생산하여야 합니다.
|
sector.lake.description = 이 지역의 광재 호수는 유닛의 활동 범위를 크게 제한시킵니다. 호버링 유닛만이 유일한 선택지입니다.\n[accent]함선 재구성기[]를 연구하고 [accent]일루드[]를 가능한 한 빨리 생산하여야 합니다.
|
||||||
sector.intersect.description = 정찰 결과 이 지역은 착륙 직후 여러 방향에서 공격받을 것으로 예측됩니다.\n방어선을 빠르게 구축하고 가능한 한 빠르게 확장하여야 합니다.\n이 지역의 험난한 지형을 위해서는 [accent]기계[] 유닛이 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[] 유닛이 필요할 것입니다.
|
||||||
@@ -1107,7 +1117,7 @@ ability.suppressionfield = 재생성 억제 필드
|
|||||||
ability.suppressionfield.description = 근처 수리 건물을 잠깐동안 억제함
|
ability.suppressionfield.description = 근처 수리 건물을 잠깐동안 억제함
|
||||||
ability.energyfield = 에너지 필드
|
ability.energyfield = 에너지 필드
|
||||||
ability.energyfield.description = 근처 적을 감전시킴
|
ability.energyfield.description = 근처 적을 감전시킴
|
||||||
ability.energyfield.healdescription = 근처 적에게 전기 충격을 주고 아군을 치료함
|
ability.energyfield.healdescription = 근처 적에게 전기 충격을 주고 건물과 아군을 치료함
|
||||||
ability.regen = 재생
|
ability.regen = 재생
|
||||||
ability.regen.description = 시간이 지남에 따라 스스로 체력을 재생함
|
ability.regen.description = 시간이 지남에 따라 스스로 체력을 재생함
|
||||||
ability.liquidregen = 액체 흡수
|
ability.liquidregen = 액체 흡수
|
||||||
@@ -1447,6 +1457,8 @@ rules.buildaitier = 건설 AI 등급
|
|||||||
rules.rtsai = RTS AI
|
rules.rtsai = RTS AI
|
||||||
rules.rtsai.campaign = RTS 공격 AI
|
rules.rtsai.campaign = RTS 공격 AI
|
||||||
rules.rtsai.campaign.info = 공격 맵에서는 유닛을 그룹화하여 더욱 지능적인 방식으로 플레이어 기지를 공격합니다.
|
rules.rtsai.campaign.info = 공격 맵에서는 유닛을 그룹화하여 더욱 지능적인 방식으로 플레이어 기지를 공격합니다.
|
||||||
|
rules.clearsectoronloss = 지역을 잃었을 시 잔해 제거
|
||||||
|
rules.clearsectoronloss.info = 지역을 잃게되면 이전 시도에서 건설한 플레이어의 건물이 유지되지 않습니다.
|
||||||
rules.rtsminsquadsize = 최소 부대 규모
|
rules.rtsminsquadsize = 최소 부대 규모
|
||||||
rules.rtsmaxsquadsize = 최대 부대 규모
|
rules.rtsmaxsquadsize = 최대 부대 규모
|
||||||
rules.rtsminattackweight = 최소 공격 중량
|
rules.rtsminattackweight = 최소 공격 중량
|
||||||
@@ -1711,8 +1723,8 @@ block.metal-wall-2.name = 금속 벽 2
|
|||||||
block.metal-wall-3.name = 금속 벽 3
|
block.metal-wall-3.name = 금속 벽 3
|
||||||
block.colored-floor.name = 색상 바닥
|
block.colored-floor.name = 색상 바닥
|
||||||
block.colored-wall.name = 색상 벽
|
block.colored-wall.name = 색상 벽
|
||||||
block.character-overlay.name = 문자 타일
|
block.character-overlay.name = 문자 장식
|
||||||
block.character-overlay-white.name = 문자 타일 (하얀색)
|
block.character-overlay-white.name = 문자 장식 (하얀색)
|
||||||
block.rune-overlay.name = 룬 장식
|
block.rune-overlay.name = 룬 장식
|
||||||
block.rune-overlay-crux.name = 룬 장식 (크럭스)
|
block.rune-overlay-crux.name = 룬 장식 (크럭스)
|
||||||
block.dark-panel-1.name = 검은 패널 1
|
block.dark-panel-1.name = 검은 패널 1
|
||||||
@@ -1830,7 +1842,7 @@ block.cyclone.name = 사이클론
|
|||||||
block.fuse.name = 퓨즈
|
block.fuse.name = 퓨즈
|
||||||
block.shock-mine.name = 전격 지뢰
|
block.shock-mine.name = 전격 지뢰
|
||||||
block.overdrive-projector.name = 과부하 프로젝터
|
block.overdrive-projector.name = 과부하 프로젝터
|
||||||
block.force-projector.name = 보호막 프로젝터
|
block.force-projector.name = 방호 프로젝터
|
||||||
block.arc.name = 아크
|
block.arc.name = 아크
|
||||||
block.rtg-generator.name = RTG 발전기
|
block.rtg-generator.name = RTG 발전기
|
||||||
block.spectre.name = 스펙터
|
block.spectre.name = 스펙터
|
||||||
@@ -1860,7 +1872,7 @@ block.payload-source.name = 화물 공급기
|
|||||||
block.disassembler.name = 광재 분해기
|
block.disassembler.name = 광재 분해기
|
||||||
block.silicon-crucible.name = 실리콘 도가니
|
block.silicon-crucible.name = 실리콘 도가니
|
||||||
block.overdrive-dome.name = 대형 과부하 프로젝터
|
block.overdrive-dome.name = 대형 과부하 프로젝터
|
||||||
block.interplanetary-accelerator.name = 성간 가속기
|
block.interplanetary-accelerator.name = 행성간 가속기
|
||||||
block.constructor.name = 건설기
|
block.constructor.name = 건설기
|
||||||
block.constructor.description = 최대 2x2 크기의 구조물을 제작합니다.
|
block.constructor.description = 최대 2x2 크기의 구조물을 제작합니다.
|
||||||
block.large-constructor.name = 대형 건설기
|
block.large-constructor.name = 대형 건설기
|
||||||
@@ -1962,8 +1974,8 @@ block.radar.name = 레이더
|
|||||||
block.build-tower.name = 건설 타워
|
block.build-tower.name = 건설 타워
|
||||||
block.regen-projector.name = 재생 프로젝터
|
block.regen-projector.name = 재생 프로젝터
|
||||||
block.shockwave-tower.name = 충격파 타워
|
block.shockwave-tower.name = 충격파 타워
|
||||||
block.shield-projector.name = 방어막 프로젝터
|
block.shield-projector.name = 보호막 프로젝터
|
||||||
block.large-shield-projector.name = 대형 방어막 프로젝터
|
block.large-shield-projector.name = 대형 보호막 프로젝터
|
||||||
block.armored-duct.name = 장갑 도관
|
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
|
||||||
@@ -2089,21 +2101,21 @@ hint.factoryControl.mobile = 유닛 공장의 [accent]출력 목적지[]를 설
|
|||||||
|
|
||||||
gz.mine = 주변 땅에 있는 \uf8c4 [accent]구리 광석[]으로 이동하고, 광석을 클릭해서 채굴을 시작하세요.
|
gz.mine = 주변 땅에 있는 \uf8c4 [accent]구리 광석[]으로 이동하고, 광석을 클릭해서 채굴을 시작하세요.
|
||||||
gz.mine.mobile = 주변 땅에 있는 \uf8c4 [accent]구리 광석[]으로 이동하고, 광석을 눌러서 채굴을 시작하세요.
|
gz.mine.mobile = 주변 땅에 있는 \uf8c4 [accent]구리 광석[]으로 이동하고, 광석을 눌러서 채굴을 시작하세요.
|
||||||
gz.research = 오른쪽 하단에 \ue875 연구 기록을 클릭하거나 'J'키를 눌러 여세요.\n\uf870 [accent]기계식 드릴[]을 연구하고, 그 후 연구 기록을 닫은 후, 오른쪽 아래에 있는 블록 메뉴에서 [accent]드릴 아이콘의 카테고리[]를 클릭하고, 해당 드릴을 선택하세요.\n구리 광석 위에 클릭해서 배치합니다.\n(만약 바로 건설되는게 불편하다면, 설정에서 건설 자동 일시정지를 킬 수 있습니다.)[]
|
gz.research = 오른쪽 하단에 \ue875 연구 기록을 클릭하거나 'J'키를 눌러 여세요.\n\uf870 [accent]기계식 드릴[]을 연구하고, 그 후 연구 기록을 닫은 후, 오른쪽 아래에 있는 블록 메뉴에서 [accent]드릴 아이콘의 카테고리[]를 클릭하고, 해당 드릴을 선택하세요.\n구리 광석 위에 클릭해서 배치합니다.\n[lightgray](만약 바로 건설되는게 불편하다면, 설정->게임에서 건설 자동 일시정지를 킬 수 있습니다.)[]
|
||||||
gz.research.mobile = 왼쪽 상단에 \ue875 연구 기록을 눌러 여세요.\n\uf870 [accent]기계식 드릴[]을 연구하고, 그 후 연구 메뉴를 닫아서 오른쪽 아래에 있는 블록 메뉴에 [accent]드릴 아이콘의 카테고리[]를 누르고, 해당 드릴을 선택하세요.\n구리 광석 위에 눌러서 배치합니다.\n\n오른쪽 아래 \ue800 [accent]체크마크[]를 눌러 확정지으세요.
|
gz.research.mobile = 왼쪽 상단에 \ue875 연구 기록을 눌러 여세요.\n\uf870 [accent]기계식 드릴[]을 연구하고, 그 후 연구 메뉴를 닫아서 오른쪽 아래에 있는 블록 메뉴에 [accent]드릴 아이콘의 카테고리[]를 누르고, 해당 드릴을 선택하세요.\n구리 광석 위에 눌러서 배치합니다.\n\n오른쪽 아래 \ue800 [accent]체크마크[]를 눌러 확정지으세요.
|
||||||
gz.conveyors = \uf896 이제 연구 기록을 다시 열어 [accent]컨베이어[]를 연구하고 배치하여 채굴된 자원을 운반하세요.\n드릴에서 코어로 말이죠.\n\n컨베이어를 선택하고, 클릭하고 드래그해서 컨베이어를 길게 배치하세요.\n[accent]스크롤[]로 방향을 회전할 수 있습니다.\n자원이 부족하면 연구나 건설이 불가능해지니 참고해주세요.
|
gz.conveyors = \uf896 이제 연구 기록을 다시 열어 [accent]컨베이어[]를 연구하고 배치하여 채굴된 자원을 운반하세요.\n드릴에서 코어로 말이죠.\n\n컨베이어를 선택하고, 클릭하고 드래그해서 컨베이어를 길게 배치하세요.\n[accent]스크롤[]로 방향을 회전할 수 있습니다.\n자원이 부족하면 연구나 건설이 불가능해지니 참고해주세요.
|
||||||
gz.conveyors.mobile = \uf896 이제 연구 기록을 다시 열어 [accent]컨베이어[]를 연구하고 배치하여 채굴된 자원을 운반하세요.\n드릴에서 코어로 말이죠.\n\n손가락을 길게 누르고 끌어서 컨베이어를 길게 배치하세요.\n자원이 부족하면 연구나 건설이 불가능해지니 참고해주세요.
|
gz.conveyors.mobile = \uf896 이제 연구 기록을 다시 열어 [accent]컨베이어[]를 연구하고 배치하여 채굴된 자원을 운반하세요.\n드릴에서 코어로 말이죠.\n\n손가락을 길게 누르고 끌어서 컨베이어를 길게 배치하세요.\n자원이 부족하면 연구나 건설이 불가능해지니 참고해주세요.
|
||||||
gz.drills = 채굴 작업을 확장하세요.\n기계식 드릴을 더 배치하세요.\n[accent]새 목표:[] 드릴로 구리를 채굴하고 컨베이어를 이용해 [accent]구리 100개[]를 코어로 운반하기.
|
gz.drills = 채굴 작업을 확장하세요.\n기계식 드릴을 더 배치하세요.\n[accent]새 목표:[] 드릴로 구리를 채굴하고 컨베이어를 이용해 [accent]구리 100개[]를 코어로 운반하기.
|
||||||
gz.lead = \uf837 [accent]납[]은 일반적으로 사용되는 또 다른 자원입니다.\n납을 채굴하기 위한 드릴을 건설하세요.
|
gz.lead = \uf837 [accent]납[]은 일반적으로 사용되는 또 다른 자원입니다.\n납을 채굴하기 위한 드릴과 컨베이어를 건설하세요.
|
||||||
gz.moveup = \ue804 추가 목표를 위해 위로 이동하세요.
|
gz.moveup = \ue804 추가 목표를 위해 위로 이동하세요.
|
||||||
gz.turrets = 이 게임의 핵심인 '코어'를 보호하기 위해 \uf861 [accent]듀오[] 포탑을 연구하고 2개를 설치하세요.\n듀오 포탑은 컨베이어로부터 \uf838 [accent]탄약[]을 공급받아야 합니다.
|
gz.turrets = 이 게임의 핵심인 '코어'를 보호하기 위해 \uf861 [accent]듀오[] 포탑을 연구하고 2개를 설치하세요.\n듀오 포탑은 컨베이어로부터 \uf838 [accent]탄약[]을 공급받아야 합니다.
|
||||||
gz.duoammo = 컨베이어를 활용하여, 듀오 포탑에 [accent]구리[]를 공급하세요.
|
gz.duoammo = 컨베이어를 활용하여, 듀오 포탑에 [accent]구리[]를 공급하세요.
|
||||||
gz.walls = [accent]벽[]은 건물로 날아오는 공격을 막을 수 있습니다. \n포탑 주변에 \uf8ae [accent]구리 벽[]을 배치하세요.
|
gz.walls = [accent]벽[]은 건물로 날아오는 공격을 막을 수 있습니다. \n\uf8ae [accent]구리 벽[]을 연구하고 포탑 주변에 배치하세요.
|
||||||
gz.defend = 적이 다가옵니다, 방어 태세를 갖추세요.
|
gz.defend = 적이 다가옵니다, 방어 태세를 갖추세요.
|
||||||
gz.aa = 비행 유닛은 기본 포탑으로는 쉽게 처리할 수 없습니다.\n\uf860 [accent]스캐터[] 포탑은 훌륭한 대공 방어를 자랑하지만, 탄환으로 \uf837 [accent]납[]이 필요합니다.
|
gz.aa = 비행 유닛은 기본 포탑으로는 쉽게 처리할 수 없습니다.\n\uf860 [accent]스캐터[] 포탑은 훌륭한 대공 방어를 자랑하지만, 탄환으로 \uf837 [accent]납[]이 필요합니다.\n전에 숙지 했던 방법으로 스캐터를 배치하세요.
|
||||||
gz.scatterammo = 컨베이어를 활용하여, 스캐터 포탑에 [accent]납[]을 공급하세요.
|
gz.scatterammo = 컨베이어를 활용하여, 스캐터 포탑에 [accent]납[]을 공급하세요.
|
||||||
gz.supplyturret = [accent]보급 포탑
|
gz.supplyturret = [accent]포탑에 탄약 보급
|
||||||
gz.zone1 = 이건 적의 착륙 지점입니다.
|
gz.zone1 = 여긴 적의 착륙 지점입니다.
|
||||||
gz.zone2 = 반경에 세워진 모든 것은 단계가 시작되면 파괴됩니다.
|
gz.zone2 = 반경에 세워진 모든 것은 단계가 시작되면 파괴됩니다.
|
||||||
gz.zone3 = 단계가 지금 시작됩니다.\n준비하세요.
|
gz.zone3 = 단계가 지금 시작됩니다.\n준비하세요.
|
||||||
gz.finish = 포탑을 더 건설하고, 자원을 더 채굴하고,\n그리고 모든 단계를 막아내어 [accent]이 지역을 점령[]하세요. 이것으로 튜토리얼을 마칩니다. 행운을 빕니다.
|
gz.finish = 포탑을 더 건설하고, 자원을 더 채굴하고,\n그리고 모든 단계를 막아내어 [accent]이 지역을 점령[]하세요. 이것으로 튜토리얼을 마칩니다. 행운을 빕니다.
|
||||||
@@ -2163,7 +2175,7 @@ item.blast-compound.description = 폭탄과 폭발성 탄약에 사용되는 불
|
|||||||
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.
|
||||||
|
|
||||||
#Erekir
|
#Erekir
|
||||||
item.beryllium.description = 에르키아의 여러 종류의 건축물과 탄약에 사용됩니다.
|
item.beryllium.description = 에러키얼의 여러 종류의 건축물과 탄약에 사용됩니다.
|
||||||
item.tungsten.description = 드릴, 장갑 및 탄약에 사용됩니다. 보다 발전된 구조물을 건설하는 데 필요합니다.
|
item.tungsten.description = 드릴, 장갑 및 탄약에 사용됩니다. 보다 발전된 구조물을 건설하는 데 필요합니다.
|
||||||
item.oxide.description = 전력용 열전도체 및 절연체로 사용됩니다.
|
item.oxide.description = 전력용 열전도체 및 절연체로 사용됩니다.
|
||||||
item.carbide.description = 첨단 구조물, 강력한 유닛 및 탄약에 사용됩니다.
|
item.carbide.description = 첨단 구조물, 강력한 유닛 및 탄약에 사용됩니다.
|
||||||
|
|||||||
@@ -101,6 +101,7 @@ coreattack = < Branduolys yra puolamas! >
|
|||||||
nearpoint = [[ [scarlet]NEDELSDAMI PALIKITE IŠMETIMO ZONĄ[] ]\nneišvengiamas sunaikinimas
|
nearpoint = [[ [scarlet]NEDELSDAMI PALIKITE IŠMETIMO ZONĄ[] ]\nneišvengiamas sunaikinimas
|
||||||
database = Branduolio duomenų dazė
|
database = Branduolio duomenų dazė
|
||||||
database.button = Database
|
database.button = Database
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = Išsaugoti žaidimą
|
savegame = Išsaugoti žaidimą
|
||||||
loadgame = Užkrauti žaidimą
|
loadgame = Užkrauti žaidimą
|
||||||
joingame = Įeiti į žaidimą
|
joingame = Įeiti į žaidimą
|
||||||
@@ -467,6 +468,14 @@ editor.rules = Taisyklės:
|
|||||||
editor.generation = Generacija:
|
editor.generation = Generacija:
|
||||||
editor.objectives = Objectives
|
editor.objectives = Objectives
|
||||||
editor.locales = Locale Bundles
|
editor.locales = Locale Bundles
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = World Processors
|
editor.worldprocessors = World Processors
|
||||||
editor.worldprocessors.editname = Edit Name
|
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.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||||
@@ -791,6 +800,7 @@ campaign.complete = [accent]Congratulations.\n\nThe enemy on {0} has been defeat
|
|||||||
sectorlist = Sectors
|
sectorlist = Sectors
|
||||||
sectorlist.attacked = {0} under attack
|
sectorlist.attacked = {0} under attack
|
||||||
sectors.unexplored = [lightgray]Unexplored
|
sectors.unexplored = [lightgray]Unexplored
|
||||||
|
sectors.attempts = Attempts:
|
||||||
sectors.resources = Resources:
|
sectors.resources = Resources:
|
||||||
sectors.production = Production:
|
sectors.production = Production:
|
||||||
sectors.export = Export:
|
sectors.export = Export:
|
||||||
@@ -1447,6 +1457,8 @@ rules.buildaitier = Builder AI Tier
|
|||||||
rules.rtsai = RTS AI
|
rules.rtsai = RTS AI
|
||||||
rules.rtsai.campaign = RTS Attack AI
|
rules.rtsai.campaign = RTS Attack AI
|
||||||
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = Min Squad Size
|
rules.rtsminsquadsize = Min Squad Size
|
||||||
rules.rtsmaxsquadsize = Max Squad Size
|
rules.rtsmaxsquadsize = Max Squad Size
|
||||||
rules.rtsminattackweight = Min Attack Weight
|
rules.rtsminattackweight = Min Attack Weight
|
||||||
|
|||||||
@@ -101,6 +101,7 @@ coreattack = < Core wordt aangevallen! >
|
|||||||
nearpoint = [[ [scarlet]VERLAAT DE LANDINGSZONE ONMIDDELIJK[] ]\nlevensgevaarlijk
|
nearpoint = [[ [scarlet]VERLAAT DE LANDINGSZONE ONMIDDELIJK[] ]\nlevensgevaarlijk
|
||||||
database = Core Database
|
database = Core Database
|
||||||
database.button = Database
|
database.button = Database
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = Opslaan
|
savegame = Opslaan
|
||||||
loadgame = Laden
|
loadgame = Laden
|
||||||
joingame = Treed toe
|
joingame = Treed toe
|
||||||
@@ -467,6 +468,14 @@ editor.rules = Regels:
|
|||||||
editor.generation = Generatie:
|
editor.generation = Generatie:
|
||||||
editor.objectives = Doelen
|
editor.objectives = Doelen
|
||||||
editor.locales = Locale Bundles
|
editor.locales = Locale Bundles
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = World Processors
|
editor.worldprocessors = World Processors
|
||||||
editor.worldprocessors.editname = Edit Name
|
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.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||||
@@ -791,6 +800,7 @@ campaign.complete = [accent]Gefeliciteerd.\n\nDe vijand op {0} is verslagen.\n[l
|
|||||||
sectorlist = Sectoren
|
sectorlist = Sectoren
|
||||||
sectorlist.attacked = {0} onder vuur
|
sectorlist.attacked = {0} onder vuur
|
||||||
sectors.unexplored = [lightgray]Onverkend
|
sectors.unexplored = [lightgray]Onverkend
|
||||||
|
sectors.attempts = Attempts:
|
||||||
sectors.resources = Grondstoffen:
|
sectors.resources = Grondstoffen:
|
||||||
sectors.production = Productie:
|
sectors.production = Productie:
|
||||||
sectors.export = Export:
|
sectors.export = Export:
|
||||||
@@ -1447,6 +1457,8 @@ rules.buildaitier = Builder AI Tier
|
|||||||
rules.rtsai = RTS AI
|
rules.rtsai = RTS AI
|
||||||
rules.rtsai.campaign = RTS Attack AI
|
rules.rtsai.campaign = RTS Attack AI
|
||||||
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = Min Ploeg Grootte
|
rules.rtsminsquadsize = Min Ploeg Grootte
|
||||||
rules.rtsmaxsquadsize = Max Ploeg Grootte
|
rules.rtsmaxsquadsize = Max Ploeg Grootte
|
||||||
rules.rtsminattackweight = Min Aanvalsgewicht
|
rules.rtsminattackweight = Min Aanvalsgewicht
|
||||||
|
|||||||
@@ -101,6 +101,7 @@ coreattack = < Kern wordt aangevallen! >
|
|||||||
nearpoint = [[ [scarlet]VERLAAT dit gebied onmiddelijk[] ]\nDirecte vernietiging...
|
nearpoint = [[ [scarlet]VERLAAT dit gebied onmiddelijk[] ]\nDirecte vernietiging...
|
||||||
database = Kern Database
|
database = Kern Database
|
||||||
database.button = Database
|
database.button = Database
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = Opslaan
|
savegame = Opslaan
|
||||||
loadgame = Openen
|
loadgame = Openen
|
||||||
joingame = Multiplayer
|
joingame = Multiplayer
|
||||||
@@ -467,6 +468,14 @@ editor.rules = Rules:
|
|||||||
editor.generation = Generation:
|
editor.generation = Generation:
|
||||||
editor.objectives = Objectives
|
editor.objectives = Objectives
|
||||||
editor.locales = Locale Bundles
|
editor.locales = Locale Bundles
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = World Processors
|
editor.worldprocessors = World Processors
|
||||||
editor.worldprocessors.editname = Edit Name
|
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.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||||
@@ -791,6 +800,7 @@ campaign.complete = [accent]Congratulations.\n\nThe enemy on {0} has been defeat
|
|||||||
sectorlist = Sectors
|
sectorlist = Sectors
|
||||||
sectorlist.attacked = {0} under attack
|
sectorlist.attacked = {0} under attack
|
||||||
sectors.unexplored = [lightgray]Unexplored
|
sectors.unexplored = [lightgray]Unexplored
|
||||||
|
sectors.attempts = Attempts:
|
||||||
sectors.resources = Resources:
|
sectors.resources = Resources:
|
||||||
sectors.production = Production:
|
sectors.production = Production:
|
||||||
sectors.export = Export:
|
sectors.export = Export:
|
||||||
@@ -1447,6 +1457,8 @@ rules.buildaitier = Builder AI Tier
|
|||||||
rules.rtsai = RTS AI
|
rules.rtsai = RTS AI
|
||||||
rules.rtsai.campaign = RTS Attack AI
|
rules.rtsai.campaign = RTS Attack AI
|
||||||
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = Min Squad Size
|
rules.rtsminsquadsize = Min Squad Size
|
||||||
rules.rtsmaxsquadsize = Max Squad Size
|
rules.rtsmaxsquadsize = Max Squad Size
|
||||||
rules.rtsminattackweight = Min Attack Weight
|
rules.rtsminattackweight = Min Attack Weight
|
||||||
|
|||||||
@@ -101,6 +101,7 @@ coreattack = < Rdzeń jest atakowany! >
|
|||||||
nearpoint = [[ [scarlet]NATYCHMIAST OPUŚĆ PUNKT ZRZUTU[] ]\nnadciąga zniszczenie
|
nearpoint = [[ [scarlet]NATYCHMIAST OPUŚĆ PUNKT ZRZUTU[] ]\nnadciąga zniszczenie
|
||||||
database = Centralna baza danych
|
database = Centralna baza danych
|
||||||
database.button = Baza Danych
|
database.button = Baza Danych
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = Zapisz Grę
|
savegame = Zapisz Grę
|
||||||
loadgame = Wczytaj Grę
|
loadgame = Wczytaj Grę
|
||||||
joingame = Dołącz Do Gry
|
joingame = Dołącz Do Gry
|
||||||
@@ -467,6 +468,14 @@ editor.rules = Zasady:
|
|||||||
editor.generation = Generacja:
|
editor.generation = Generacja:
|
||||||
editor.objectives = Cele
|
editor.objectives = Cele
|
||||||
editor.locales = Pakiety regionalne
|
editor.locales = Pakiety regionalne
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = World Processors
|
editor.worldprocessors = World Processors
|
||||||
editor.worldprocessors.editname = Edytuj nazwę
|
editor.worldprocessors.editname = Edytuj nazwę
|
||||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||||
@@ -791,6 +800,7 @@ campaign.complete = [accent]Gratulacje.\n\nWróg na sektorze {0} został pokonan
|
|||||||
sectorlist = Sektory
|
sectorlist = Sektory
|
||||||
sectorlist.attacked = {0} atakowanych
|
sectorlist.attacked = {0} atakowanych
|
||||||
sectors.unexplored = [lightgray]Niezbadane
|
sectors.unexplored = [lightgray]Niezbadane
|
||||||
|
sectors.attempts = Attempts:
|
||||||
sectors.resources = Zasoby:
|
sectors.resources = Zasoby:
|
||||||
sectors.production = Produkcja:
|
sectors.production = Produkcja:
|
||||||
sectors.export = Eksport:
|
sectors.export = Eksport:
|
||||||
@@ -1447,6 +1457,8 @@ rules.buildaitier = Poziom Budowania AI
|
|||||||
rules.rtsai = RTS AI
|
rules.rtsai = RTS AI
|
||||||
rules.rtsai.campaign = RTS Attack AI
|
rules.rtsai.campaign = RTS Attack AI
|
||||||
rules.rtsai.campaign.info = Na mapach typu „atak” sprawia, że jednostki grupują się i atakują bazy graczy w bardziej inteligentny sposób.
|
rules.rtsai.campaign.info = Na mapach typu „atak” sprawia, że jednostki grupują się i atakują bazy graczy w bardziej inteligentny sposób.
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = Minimalny Rozmiar Składu
|
rules.rtsminsquadsize = Minimalny Rozmiar Składu
|
||||||
rules.rtsmaxsquadsize = Maksymalny Rozmiar Składu
|
rules.rtsmaxsquadsize = Maksymalny Rozmiar Składu
|
||||||
rules.rtsminattackweight = Minimalna Waga Ataku
|
rules.rtsminattackweight = Minimalna Waga Ataku
|
||||||
|
|||||||
@@ -101,6 +101,7 @@ coreattack = < O Núcleo está sob ataque! >
|
|||||||
nearpoint = [[ [scarlet]SAIA DO PONTO DE QUEDA IMEDIATAMENTE[] ]\naniquilação iminente
|
nearpoint = [[ [scarlet]SAIA DO PONTO DE QUEDA IMEDIATAMENTE[] ]\naniquilação iminente
|
||||||
database = Banco de Dados do Núcleo
|
database = Banco de Dados do Núcleo
|
||||||
database.button = Banco de Dados
|
database.button = Banco de Dados
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = Salvar Jogo
|
savegame = Salvar Jogo
|
||||||
loadgame = Carregar Jogo
|
loadgame = Carregar Jogo
|
||||||
joingame = Juntar-se ao Jogo
|
joingame = Juntar-se ao Jogo
|
||||||
@@ -467,6 +468,14 @@ editor.rules = Regras:
|
|||||||
editor.generation = Geração:
|
editor.generation = Geração:
|
||||||
editor.objectives = Objetivos:
|
editor.objectives = Objetivos:
|
||||||
editor.locales = Locale Bundles
|
editor.locales = Locale Bundles
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = World Processors
|
editor.worldprocessors = World Processors
|
||||||
editor.worldprocessors.editname = Edit Name
|
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.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||||
@@ -791,6 +800,7 @@ campaign.complete = [accent]Parabéns.\n\nO inimigo em {0} foi derrotado.\n[ligh
|
|||||||
sectorlist = Setores
|
sectorlist = Setores
|
||||||
sectorlist.attacked = {0} sob ataque
|
sectorlist.attacked = {0} sob ataque
|
||||||
sectors.unexplored = [lightgray]Inexplorado
|
sectors.unexplored = [lightgray]Inexplorado
|
||||||
|
sectors.attempts = Attempts:
|
||||||
sectors.resources = Recursos:
|
sectors.resources = Recursos:
|
||||||
sectors.production = Produção:
|
sectors.production = Produção:
|
||||||
sectors.export = Exportar:
|
sectors.export = Exportar:
|
||||||
@@ -1447,6 +1457,8 @@ rules.buildaitier = Builder AI Tier
|
|||||||
rules.rtsai = RTS AI
|
rules.rtsai = RTS AI
|
||||||
rules.rtsai.campaign = RTS Attack AI
|
rules.rtsai.campaign = RTS Attack AI
|
||||||
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = Tamanho mínimo do esquadrão
|
rules.rtsminsquadsize = Tamanho mínimo do esquadrão
|
||||||
rules.rtsmaxsquadsize = Tamanho máximo do esquadrão
|
rules.rtsmaxsquadsize = Tamanho máximo do esquadrão
|
||||||
rules.rtsminattackweight = Peso Mínimo de Ataque
|
rules.rtsminattackweight = Peso Mínimo de Ataque
|
||||||
|
|||||||
@@ -101,6 +101,7 @@ coreattack = < O núcleo está sobre ataque! >
|
|||||||
nearpoint = [[ [scarlet]SAIA DO PONTO DE SPAWN IMEDIATAMENTE[] ]\nAniquilação iminente
|
nearpoint = [[ [scarlet]SAIA DO PONTO DE SPAWN IMEDIATAMENTE[] ]\nAniquilação iminente
|
||||||
database = Banco de Dados do núcleo
|
database = Banco de Dados do núcleo
|
||||||
database.button = Banco de Dados
|
database.button = Banco de Dados
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = Salvar Jogo
|
savegame = Salvar Jogo
|
||||||
loadgame = Carregar Jogo
|
loadgame = Carregar Jogo
|
||||||
joingame = Entrar no Jogo
|
joingame = Entrar no Jogo
|
||||||
@@ -467,6 +468,14 @@ editor.rules = Regras:
|
|||||||
editor.generation = Geração:
|
editor.generation = Geração:
|
||||||
editor.objectives = Objectivos
|
editor.objectives = Objectivos
|
||||||
editor.locales = Pacotes Locais
|
editor.locales = Pacotes Locais
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = Processadores Globais
|
editor.worldprocessors = Processadores Globais
|
||||||
editor.worldprocessors.editname = Mudar Nome
|
editor.worldprocessors.editname = Mudar Nome
|
||||||
editor.worldprocessors.none = [lightgray]Nenhum bloco de processadr global encontrado!\nAdiciona um no Editor, ou usa o botão \ue813 Adicionar abaixo.
|
editor.worldprocessors.none = [lightgray]Nenhum bloco de processadr global encontrado!\nAdiciona um no Editor, ou usa o botão \ue813 Adicionar abaixo.
|
||||||
@@ -791,6 +800,7 @@ campaign.complete = [accent]Parabéns.\n\nO Inimigo em {0} foi derrotado.\n[ligh
|
|||||||
sectorlist = Setores
|
sectorlist = Setores
|
||||||
sectorlist.attacked = {0} sob ataque
|
sectorlist.attacked = {0} sob ataque
|
||||||
sectors.unexplored = [lightgray]Não explorado
|
sectors.unexplored = [lightgray]Não explorado
|
||||||
|
sectors.attempts = Attempts:
|
||||||
sectors.resources = Recursos:
|
sectors.resources = Recursos:
|
||||||
sectors.production = Produção:
|
sectors.production = Produção:
|
||||||
sectors.export = Exportar:
|
sectors.export = Exportar:
|
||||||
@@ -1447,6 +1457,8 @@ rules.buildaitier = Nível de Construtor IA
|
|||||||
rules.rtsai = RTS AI [red](WIP)
|
rules.rtsai = RTS AI [red](WIP)
|
||||||
rules.rtsai.campaign = RTS Attack AI
|
rules.rtsai.campaign = RTS Attack AI
|
||||||
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = Tamanho Mínimo de Esquadrão
|
rules.rtsminsquadsize = Tamanho Mínimo de Esquadrão
|
||||||
rules.rtsmaxsquadsize = Tamanho Máximo de Esquadrão
|
rules.rtsmaxsquadsize = Tamanho Máximo de Esquadrão
|
||||||
rules.rtsminattackweight = Peso Mínimo de Ataque
|
rules.rtsminattackweight = Peso Mínimo de Ataque
|
||||||
|
|||||||
@@ -101,6 +101,7 @@ coreattack = < Nucleul este atacat! >
|
|||||||
nearpoint = [[ [scarlet]PLEACĂ DE LA PUNCTUL DE LANSARE IMEDIAT[] ]\nanihilare imminentă
|
nearpoint = [[ [scarlet]PLEACĂ DE LA PUNCTUL DE LANSARE IMEDIAT[] ]\nanihilare imminentă
|
||||||
database = Datele Nucleului
|
database = Datele Nucleului
|
||||||
database.button = Bază de date
|
database.button = Bază de date
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = Salvează Jocul
|
savegame = Salvează Jocul
|
||||||
loadgame = Încarcă Jocul
|
loadgame = Încarcă Jocul
|
||||||
joingame = Intră în Joc
|
joingame = Intră în Joc
|
||||||
@@ -467,6 +468,14 @@ editor.rules = Reguli:
|
|||||||
editor.generation = Generare:
|
editor.generation = Generare:
|
||||||
editor.objectives = Objectives
|
editor.objectives = Objectives
|
||||||
editor.locales = Locale Bundles
|
editor.locales = Locale Bundles
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = World Processors
|
editor.worldprocessors = World Processors
|
||||||
editor.worldprocessors.editname = Edit Name
|
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.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||||
@@ -791,6 +800,7 @@ campaign.complete = [accent]Congratulations.\n\nThe enemy on {0} has been defeat
|
|||||||
sectorlist = Sectoare
|
sectorlist = Sectoare
|
||||||
sectorlist.attacked = {0} sunt atacate
|
sectorlist.attacked = {0} sunt atacate
|
||||||
sectors.unexplored = [lightgray]Neexplorat
|
sectors.unexplored = [lightgray]Neexplorat
|
||||||
|
sectors.attempts = Attempts:
|
||||||
sectors.resources = Resurse:
|
sectors.resources = Resurse:
|
||||||
sectors.production = Producție:
|
sectors.production = Producție:
|
||||||
sectors.export = Exportă:
|
sectors.export = Exportă:
|
||||||
@@ -1447,6 +1457,8 @@ rules.buildaitier = Builder AI Tier
|
|||||||
rules.rtsai = RTS AI
|
rules.rtsai = RTS AI
|
||||||
rules.rtsai.campaign = RTS Attack AI
|
rules.rtsai.campaign = RTS Attack AI
|
||||||
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = Min Squad Size
|
rules.rtsminsquadsize = Min Squad Size
|
||||||
rules.rtsmaxsquadsize = Max Squad Size
|
rules.rtsmaxsquadsize = Max Squad Size
|
||||||
rules.rtsminattackweight = Min Attack Weight
|
rules.rtsminattackweight = Min Attack Weight
|
||||||
|
|||||||
@@ -101,6 +101,7 @@ coreattack = < Ядро находится под атакой! >
|
|||||||
nearpoint = [[ [scarlet]ПОКИНЬТЕ ТОЧКУ ВЫСАДКИ НЕМЕДЛЕННО[] ]\nаннигиляция неизбежна
|
nearpoint = [[ [scarlet]ПОКИНЬТЕ ТОЧКУ ВЫСАДКИ НЕМЕДЛЕННО[] ]\nаннигиляция неизбежна
|
||||||
database = База данных ядра
|
database = База данных ядра
|
||||||
database.button = База данных
|
database.button = База данных
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = Сохранить игру
|
savegame = Сохранить игру
|
||||||
loadgame = Загрузить игру
|
loadgame = Загрузить игру
|
||||||
joingame = Сетевая игра
|
joingame = Сетевая игра
|
||||||
@@ -467,6 +468,14 @@ editor.rules = Правила:
|
|||||||
editor.generation = Генерация:
|
editor.generation = Генерация:
|
||||||
editor.objectives = Цели
|
editor.objectives = Цели
|
||||||
editor.locales = Наборы локалей
|
editor.locales = Наборы локалей
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Патчи контента
|
||||||
|
editor.patch = Набор патчей: {0}
|
||||||
|
editor.patches.none = [lightgray]Ни одного набора патчей не загружено.
|
||||||
|
editor.patches.errors = Ошибки набора патчей
|
||||||
|
editor.patches.importerror = Не удалось импортировать набор патчей
|
||||||
|
editor.patches.delete.confirm = Вы уверены, что хотите удалить этот набор патчей?
|
||||||
|
editor.patch.fields = Параметров: {0}
|
||||||
editor.worldprocessors = Мировые процессоры
|
editor.worldprocessors = Мировые процессоры
|
||||||
editor.worldprocessors.editname = Изменить название
|
editor.worldprocessors.editname = Изменить название
|
||||||
editor.worldprocessors.none = [lightgray]Не найдено ни одного блока мирового процессора\nДобавьте его в редакторе карт или воспользуйтесь кнопкой "\ue813 Добавить" ниже.
|
editor.worldprocessors.none = [lightgray]Не найдено ни одного блока мирового процессора\nДобавьте его в редакторе карт или воспользуйтесь кнопкой "\ue813 Добавить" ниже.
|
||||||
@@ -791,6 +800,7 @@ campaign.complete = [accent]Поздравляем.\n\nВражеская фра
|
|||||||
sectorlist = Секторы
|
sectorlist = Секторы
|
||||||
sectorlist.attacked = {0} под атакой
|
sectorlist.attacked = {0} под атакой
|
||||||
sectors.unexplored = [lightgray]Не исследовано
|
sectors.unexplored = [lightgray]Не исследовано
|
||||||
|
sectors.attempts = Попытка:
|
||||||
sectors.resources = Ресурсы:
|
sectors.resources = Ресурсы:
|
||||||
sectors.production = Производит:
|
sectors.production = Производит:
|
||||||
sectors.export = Экспорт:
|
sectors.export = Экспорт:
|
||||||
@@ -1447,6 +1457,8 @@ rules.buildaitier = Уровень баз ИИ
|
|||||||
rules.rtsai = ИИ в реальном времени
|
rules.rtsai = ИИ в реальном времени
|
||||||
rules.rtsai.campaign = ИИ в реальном времени
|
rules.rtsai.campaign = ИИ в реальном времени
|
||||||
rules.rtsai.campaign.info = В секторах атаки, враги будут собираться в отряды и действовать умнее.
|
rules.rtsai.campaign.info = В секторах атаки, враги будут собираться в отряды и действовать умнее.
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = Минимальный размер отряда
|
rules.rtsminsquadsize = Минимальный размер отряда
|
||||||
rules.rtsmaxsquadsize = Максимальный размер отряда
|
rules.rtsmaxsquadsize = Максимальный размер отряда
|
||||||
rules.rtsminattackweight = Минимальный вес для атаки
|
rules.rtsminattackweight = Минимальный вес для атаки
|
||||||
|
|||||||
@@ -101,6 +101,7 @@ coreattack = < Jezgro je napadnuto! >
|
|||||||
nearpoint = [[ [scarlet]NAPUSTI ZONU DOLASKA ODMAH[] ]\nauništenje je neizostavno
|
nearpoint = [[ [scarlet]NAPUSTI ZONU DOLASKA ODMAH[] ]\nauništenje je neizostavno
|
||||||
database = Baza Podataka
|
database = Baza Podataka
|
||||||
database.button = Baza Podataka
|
database.button = Baza Podataka
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = Snimi Igru
|
savegame = Snimi Igru
|
||||||
loadgame = Učitaj Igru
|
loadgame = Učitaj Igru
|
||||||
joingame = Priključi se na Igru
|
joingame = Priključi se na Igru
|
||||||
@@ -467,6 +468,14 @@ editor.rules = Pravila:
|
|||||||
editor.generation = Generisanje:
|
editor.generation = Generisanje:
|
||||||
editor.objectives = Zadaci
|
editor.objectives = Zadaci
|
||||||
editor.locales = Locale Bundles
|
editor.locales = Locale Bundles
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = World Processors
|
editor.worldprocessors = World Processors
|
||||||
editor.worldprocessors.editname = Edit Name
|
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.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||||
@@ -791,6 +800,7 @@ campaign.complete = [accent]Čestitam.\n\nNeprijatelj na {0} je poražen.\n[ligh
|
|||||||
sectorlist = Sektori
|
sectorlist = Sektori
|
||||||
sectorlist.attacked = {0} pod napadom
|
sectorlist.attacked = {0} pod napadom
|
||||||
sectors.unexplored = [lightgray]Neistraženo
|
sectors.unexplored = [lightgray]Neistraženo
|
||||||
|
sectors.attempts = Attempts:
|
||||||
sectors.resources = Resursi:
|
sectors.resources = Resursi:
|
||||||
sectors.production = Proizvodnja:
|
sectors.production = Proizvodnja:
|
||||||
sectors.export = Izvoz:
|
sectors.export = Izvoz:
|
||||||
@@ -1447,6 +1457,8 @@ rules.buildaitier = Builder AI Tier
|
|||||||
rules.rtsai = RTS AI [red](Nedovršeno)
|
rules.rtsai = RTS AI [red](Nedovršeno)
|
||||||
rules.rtsai.campaign = RTS Attack AI
|
rules.rtsai.campaign = RTS Attack AI
|
||||||
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = Minimalna Veličina Odreda
|
rules.rtsminsquadsize = Minimalna Veličina Odreda
|
||||||
rules.rtsmaxsquadsize = Maksimalna Veličina Odreda
|
rules.rtsmaxsquadsize = Maksimalna Veličina Odreda
|
||||||
rules.rtsminattackweight = Minimalna Težina Napada
|
rules.rtsminattackweight = Minimalna Težina Napada
|
||||||
|
|||||||
@@ -101,6 +101,7 @@ coreattack = < Kärnan är under attack! >
|
|||||||
nearpoint = [[ [scarlet]LÄMNA DROPPZONEN OMEDELBART[] ]\nförintelse oundviklig
|
nearpoint = [[ [scarlet]LÄMNA DROPPZONEN OMEDELBART[] ]\nförintelse oundviklig
|
||||||
database = Kärndatabas
|
database = Kärndatabas
|
||||||
database.button = Databas
|
database.button = Databas
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = Spara Spel
|
savegame = Spara Spel
|
||||||
loadgame = Importera Spel
|
loadgame = Importera Spel
|
||||||
joingame = Gå med i Spel
|
joingame = Gå med i Spel
|
||||||
@@ -467,6 +468,14 @@ editor.rules = Regler:
|
|||||||
editor.generation = Generering:
|
editor.generation = Generering:
|
||||||
editor.objectives = Objectives
|
editor.objectives = Objectives
|
||||||
editor.locales = Locale Bundles
|
editor.locales = Locale Bundles
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = World Processors
|
editor.worldprocessors = World Processors
|
||||||
editor.worldprocessors.editname = Edit Name
|
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.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||||
@@ -791,6 +800,7 @@ campaign.complete = [accent]Congratulations.\n\nThe enemy on {0} has been defeat
|
|||||||
sectorlist = Sectors
|
sectorlist = Sectors
|
||||||
sectorlist.attacked = {0} under attack
|
sectorlist.attacked = {0} under attack
|
||||||
sectors.unexplored = [lightgray]Oupptäckt
|
sectors.unexplored = [lightgray]Oupptäckt
|
||||||
|
sectors.attempts = Attempts:
|
||||||
sectors.resources = Resurser:
|
sectors.resources = Resurser:
|
||||||
sectors.production = Produktion:
|
sectors.production = Produktion:
|
||||||
sectors.export = Export:
|
sectors.export = Export:
|
||||||
@@ -1447,6 +1457,8 @@ rules.buildaitier = Builder AI Tier
|
|||||||
rules.rtsai = RTS AI
|
rules.rtsai = RTS AI
|
||||||
rules.rtsai.campaign = RTS Attack AI
|
rules.rtsai.campaign = RTS Attack AI
|
||||||
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = Min Squad Size
|
rules.rtsminsquadsize = Min Squad Size
|
||||||
rules.rtsmaxsquadsize = Max Squad Size
|
rules.rtsmaxsquadsize = Max Squad Size
|
||||||
rules.rtsminattackweight = Min Attack Weight
|
rules.rtsminattackweight = Min Attack Weight
|
||||||
|
|||||||
@@ -101,6 +101,7 @@ coreattack = < แกนกลางถูกโจมตี! >
|
|||||||
nearpoint = [[ [scarlet]ออกจากจุดเกิดด่วน![] ]\nการทำลายล้างกำลังใกล้เข้ามา
|
nearpoint = [[ [scarlet]ออกจากจุดเกิดด่วน![] ]\nการทำลายล้างกำลังใกล้เข้ามา
|
||||||
database = ฐานข้อมูลแกนกลาง
|
database = ฐานข้อมูลแกนกลาง
|
||||||
database.button = ฐานข้อมูล
|
database.button = ฐานข้อมูล
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = เซฟเกม
|
savegame = เซฟเกม
|
||||||
loadgame = โหลดเกม
|
loadgame = โหลดเกม
|
||||||
joingame = เข้าร่วมเกม
|
joingame = เข้าร่วมเกม
|
||||||
@@ -467,6 +468,14 @@ editor.rules = กฎ
|
|||||||
editor.generation = เจนเนอเรชั่น
|
editor.generation = เจนเนอเรชั่น
|
||||||
editor.objectives = เป้าหมาย
|
editor.objectives = เป้าหมาย
|
||||||
editor.locales = ชุดภาษาท้องถิ่น
|
editor.locales = ชุดภาษาท้องถิ่น
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = ตัวประมวลผลโลก
|
editor.worldprocessors = ตัวประมวลผลโลก
|
||||||
editor.worldprocessors.editname = แก้ไขชื่อ
|
editor.worldprocessors.editname = แก้ไขชื่อ
|
||||||
editor.worldprocessors.none = [lightgray]ไม่พบตัวประมวลผลโลกในแมพ!\nสามารถไปเพิ่มในตัวแก้ไขแมพ หรือกดปุ่ม \ue813 เพิ่ม ด้านล่าง
|
editor.worldprocessors.none = [lightgray]ไม่พบตัวประมวลผลโลกในแมพ!\nสามารถไปเพิ่มในตัวแก้ไขแมพ หรือกดปุ่ม \ue813 เพิ่ม ด้านล่าง
|
||||||
@@ -791,6 +800,7 @@ campaign.complete = [accent]ยินดีด้วย\n\nศัตรูบน
|
|||||||
sectorlist = เซ็กเตอร์
|
sectorlist = เซ็กเตอร์
|
||||||
sectorlist.attacked = {0} ถูกโจมตึ
|
sectorlist.attacked = {0} ถูกโจมตึ
|
||||||
sectors.unexplored = [lightgray]ยังไม่ได้สำรวจ
|
sectors.unexplored = [lightgray]ยังไม่ได้สำรวจ
|
||||||
|
sectors.attempts = Attempts:
|
||||||
sectors.resources = ทรัพยากร:
|
sectors.resources = ทรัพยากร:
|
||||||
sectors.production = การผลิต:
|
sectors.production = การผลิต:
|
||||||
sectors.export = การส่งออก:
|
sectors.export = การส่งออก:
|
||||||
@@ -1447,6 +1457,8 @@ rules.buildaitier = ระดับการสร้างของ AI
|
|||||||
rules.rtsai = RTS AI [red](ไม่เสถียร)
|
rules.rtsai = RTS AI [red](ไม่เสถียร)
|
||||||
rules.rtsai.campaign = AI โจมตีแบบ RTS
|
rules.rtsai.campaign = AI โจมตีแบบ RTS
|
||||||
rules.rtsai.campaign.info = ในแมพโจมตี จะทำให้ยูนิตรวมตัวกันและจู่โจมฐานทัพของผู้เล่นในวิถีการคำนวณที่ฉลาดมากกว่า
|
rules.rtsai.campaign.info = ในแมพโจมตี จะทำให้ยูนิตรวมตัวกันและจู่โจมฐานทัพของผู้เล่นในวิถีการคำนวณที่ฉลาดมากกว่า
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = ขนาดกองทัพเล็กที่สุด
|
rules.rtsminsquadsize = ขนาดกองทัพเล็กที่สุด
|
||||||
rules.rtsmaxsquadsize = ขนาดกองทัพใหญ่ที่สุด
|
rules.rtsmaxsquadsize = ขนาดกองทัพใหญ่ที่สุด
|
||||||
rules.rtsminattackweight = ขนาดน้ำหนักการโจมตีน้อยที่สุด
|
rules.rtsminattackweight = ขนาดน้ำหนักการโจมตีน้อยที่สุด
|
||||||
|
|||||||
@@ -101,6 +101,7 @@ coreattack = < Cekirdek Saldiri altinda! >
|
|||||||
nearpoint = [[ [scarlet]LEAVE DROP POINT IMMEDIATELY[] ]\nannihilation imminent
|
nearpoint = [[ [scarlet]LEAVE DROP POINT IMMEDIATELY[] ]\nannihilation imminent
|
||||||
database = Core Database
|
database = Core Database
|
||||||
database.button = Database
|
database.button = Database
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = Oyunu kaydet
|
savegame = Oyunu kaydet
|
||||||
loadgame = Devam et
|
loadgame = Devam et
|
||||||
joingame = Oyuna katil
|
joingame = Oyuna katil
|
||||||
@@ -467,6 +468,14 @@ editor.rules = Rules:
|
|||||||
editor.generation = Generation:
|
editor.generation = Generation:
|
||||||
editor.objectives = Objectives
|
editor.objectives = Objectives
|
||||||
editor.locales = Locale Bundles
|
editor.locales = Locale Bundles
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = World Processors
|
editor.worldprocessors = World Processors
|
||||||
editor.worldprocessors.editname = Edit Name
|
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.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||||
@@ -791,6 +800,7 @@ campaign.complete = [accent]Congratulations.\n\nThe enemy on {0} has been defeat
|
|||||||
sectorlist = Sectors
|
sectorlist = Sectors
|
||||||
sectorlist.attacked = {0} under attack
|
sectorlist.attacked = {0} under attack
|
||||||
sectors.unexplored = [lightgray]Unexplored
|
sectors.unexplored = [lightgray]Unexplored
|
||||||
|
sectors.attempts = Attempts:
|
||||||
sectors.resources = Resources:
|
sectors.resources = Resources:
|
||||||
sectors.production = Production:
|
sectors.production = Production:
|
||||||
sectors.export = Export:
|
sectors.export = Export:
|
||||||
@@ -1447,6 +1457,8 @@ rules.buildaitier = Builder AI Tier
|
|||||||
rules.rtsai = RTS AI
|
rules.rtsai = RTS AI
|
||||||
rules.rtsai.campaign = RTS Attack AI
|
rules.rtsai.campaign = RTS Attack AI
|
||||||
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = Min Squad Size
|
rules.rtsminsquadsize = Min Squad Size
|
||||||
rules.rtsmaxsquadsize = Max Squad Size
|
rules.rtsmaxsquadsize = Max Squad Size
|
||||||
rules.rtsminattackweight = Min Attack Weight
|
rules.rtsminattackweight = Min Attack Weight
|
||||||
|
|||||||
@@ -101,6 +101,7 @@ coreattack = < Merkez saldırı altında! >
|
|||||||
nearpoint = [[ [scarlet]İNİŞ PİSTİNDEN AYRIL[] ]\nimha tehlikesi
|
nearpoint = [[ [scarlet]İNİŞ PİSTİNDEN AYRIL[] ]\nimha tehlikesi
|
||||||
database = Merkez Veritabanı
|
database = Merkez Veritabanı
|
||||||
database.button = Veritabanı
|
database.button = Veritabanı
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = Oyunu Kaydet
|
savegame = Oyunu Kaydet
|
||||||
loadgame = Oyunu Yükle
|
loadgame = Oyunu Yükle
|
||||||
joingame = Oyuna Katıl
|
joingame = Oyuna Katıl
|
||||||
@@ -467,6 +468,14 @@ editor.rules = Kurallar:
|
|||||||
editor.generation = Oluşum:
|
editor.generation = Oluşum:
|
||||||
editor.objectives = Görevler:
|
editor.objectives = Görevler:
|
||||||
editor.locales = Dil Paketleri
|
editor.locales = Dil Paketleri
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = Evrensel İşlemciler
|
editor.worldprocessors = Evrensel İşlemciler
|
||||||
editor.worldprocessors.editname = Adı Düzenle
|
editor.worldprocessors.editname = Adı Düzenle
|
||||||
editor.worldprocessors.none = [lightgray]Evrensel İşlemci bloğu bulunamadı!\nHarita düzenleyicisinden ekleyin veya aşağıdaki \ue813 Ekle butonunu kullanın.
|
editor.worldprocessors.none = [lightgray]Evrensel İşlemci bloğu bulunamadı!\nHarita düzenleyicisinden ekleyin veya aşağıdaki \ue813 Ekle butonunu kullanın.
|
||||||
@@ -791,6 +800,7 @@ campaign.complete = [accent]Tebrikler!.\n\n{0} üzerinde bulunan düşman bozgun
|
|||||||
sectorlist = Sektörler
|
sectorlist = Sektörler
|
||||||
sectorlist.attacked = {0} saldırı altında
|
sectorlist.attacked = {0} saldırı altında
|
||||||
sectors.unexplored = [lightgray]Keşfedilmemiş
|
sectors.unexplored = [lightgray]Keşfedilmemiş
|
||||||
|
sectors.attempts = Attempts:
|
||||||
sectors.resources = Kaynaklar:
|
sectors.resources = Kaynaklar:
|
||||||
sectors.production = Üretim:
|
sectors.production = Üretim:
|
||||||
sectors.export = İhracat:
|
sectors.export = İhracat:
|
||||||
@@ -1447,6 +1457,8 @@ rules.buildaitier = İnşaatçı YZ sınıfı
|
|||||||
rules.rtsai = RTS YZ
|
rules.rtsai = RTS YZ
|
||||||
rules.rtsai.campaign = RTS Saldırı YZ
|
rules.rtsai.campaign = RTS Saldırı YZ
|
||||||
rules.rtsai.campaign.info = Saldırı Haritalarında, yapay zekayı daha 'zeki' yapar.
|
rules.rtsai.campaign.info = Saldırı Haritalarında, yapay zekayı daha 'zeki' yapar.
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = Asgari Gurup Boyutu
|
rules.rtsminsquadsize = Asgari Gurup Boyutu
|
||||||
rules.rtsmaxsquadsize = Azami Gurup Boyutu
|
rules.rtsmaxsquadsize = Azami Gurup Boyutu
|
||||||
rules.rtsminattackweight = Asgari Saldırı Boyutu
|
rules.rtsminattackweight = Asgari Saldırı Boyutu
|
||||||
|
|||||||
@@ -101,6 +101,7 @@ coreattack = < Ядро перебуває під атакою! >
|
|||||||
nearpoint = [[ [scarlet]ЗАЛИШТЕ ЗОНУ ВИСАДКИ НЕГАЙНО[] ]\nанігіляція неминуча
|
nearpoint = [[ [scarlet]ЗАЛИШТЕ ЗОНУ ВИСАДКИ НЕГАЙНО[] ]\nанігіляція неминуча
|
||||||
database = База даних ядра
|
database = База даних ядра
|
||||||
database.button = База даних
|
database.button = База даних
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = Зберегти гру
|
savegame = Зберегти гру
|
||||||
loadgame = Завантажити гру
|
loadgame = Завантажити гру
|
||||||
joingame = Багатоосібна гра
|
joingame = Багатоосібна гра
|
||||||
@@ -467,6 +468,14 @@ editor.rules = Правила
|
|||||||
editor.generation = Генерація
|
editor.generation = Генерація
|
||||||
editor.objectives = Завдання
|
editor.objectives = Завдання
|
||||||
editor.locales = Мовні пакети
|
editor.locales = Мовні пакети
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = Світові процесори
|
editor.worldprocessors = Світові процесори
|
||||||
editor.worldprocessors.editname = Редагувати назву
|
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.none = [lightgray]Блоки світового процесора не знайдено!\nДодайте його у редакторі мапи або скористайтеся кнопкою \ue813 «Додати» нижче.
|
||||||
@@ -791,6 +800,7 @@ campaign.complete = [accent]Вітаємо.\n\nВорога на {0} розгр
|
|||||||
sectorlist = Сектори
|
sectorlist = Сектори
|
||||||
sectorlist.attacked = {0} під атакою
|
sectorlist.attacked = {0} під атакою
|
||||||
sectors.unexplored = [lightgray]Не досліджено
|
sectors.unexplored = [lightgray]Не досліджено
|
||||||
|
sectors.attempts = Attempts:
|
||||||
sectors.resources = Ресурси:
|
sectors.resources = Ресурси:
|
||||||
sectors.production = Виробництво:
|
sectors.production = Виробництво:
|
||||||
sectors.export = Експортування:
|
sectors.export = Експортування:
|
||||||
@@ -1447,6 +1457,8 @@ rules.buildaitier = Рівень ШІ-будівельника
|
|||||||
rules.rtsai = ШІ зі стратегій реального часу
|
rules.rtsai = ШІ зі стратегій реального часу
|
||||||
rules.rtsai.campaign = RTS Attack AI
|
rules.rtsai.campaign = RTS Attack AI
|
||||||
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = Мінімальний розмір загону
|
rules.rtsminsquadsize = Мінімальний розмір загону
|
||||||
rules.rtsmaxsquadsize = Максимальний розмір загону
|
rules.rtsmaxsquadsize = Максимальний розмір загону
|
||||||
rules.rtsminattackweight = Мінімальна ударна вага
|
rules.rtsminattackweight = Мінімальна ударна вага
|
||||||
|
|||||||
@@ -101,6 +101,7 @@ coreattack = < Lõi đang bị tấn công! >
|
|||||||
nearpoint = [[ [scarlet]RỜI KHỎI ĐIỂM ĐÁP NGAY LẬP TỨC[] ]\nsự hủy diệt sắp xảy ra
|
nearpoint = [[ [scarlet]RỜI KHỎI ĐIỂM ĐÁP NGAY LẬP TỨC[] ]\nsự hủy diệt sắp xảy ra
|
||||||
database = Cơ sở dữ liệu cốt lõi
|
database = Cơ sở dữ liệu cốt lõi
|
||||||
database.button = Cơ sở dữ liệu
|
database.button = Cơ sở dữ liệu
|
||||||
|
viewfields = Xem Các Trường Nội Dung
|
||||||
savegame = Lưu trò chơi
|
savegame = Lưu trò chơi
|
||||||
loadgame = Tải lại màn chơi
|
loadgame = Tải lại màn chơi
|
||||||
joingame = Tham gia trò chơi
|
joingame = Tham gia trò chơi
|
||||||
@@ -376,14 +377,14 @@ command.loadUnits = Nhận Đơn vị
|
|||||||
command.loadBlocks = Nhận Khối công trình
|
command.loadBlocks = Nhận Khối công trình
|
||||||
command.unloadPayload = Dỡ Khối hàng
|
command.unloadPayload = Dỡ Khối hàng
|
||||||
command.loopPayload = Lặp vận chuyển đơn vị
|
command.loopPayload = Lặp vận chuyển đơn vị
|
||||||
stance.stop = Hủy Mệnh lệnh
|
stance.stop = Hủy Mệnh Lệnh
|
||||||
stance.shoot = Tư thế: Bắn
|
stance.shoot = Thế Trận: Bắn
|
||||||
stance.holdfire = Tư thế: Ngừng bắn
|
stance.holdfire = Thế Trận: Ngừng Bắn
|
||||||
stance.pursuetarget = Tư thế: Bám đuổi Mục tiêu
|
stance.pursuetarget = Thế Trận: Bám Đuổi Mục Tiêu
|
||||||
stance.patrol = Tư thế: Đường tuần tra
|
stance.patrol = Thế Trận: Đường Tuần Tra
|
||||||
stance.ram = Tư thế: Tông thẳng\n[lightgray]Đi theo đường thẳng, không tìm đường
|
stance.ram = Thế Trận: Tông Thẳng\n[lightgray]Đi theo đường thẳng, không tìm đường
|
||||||
stance.mineauto = Khai thác tự động
|
stance.mineauto = Tự Động Khai Khoáng
|
||||||
stance.mine = Vật phẩm khai thác: {0}
|
stance.mine = Vật Phẩm Khai Khoáng: {0}
|
||||||
openlink = Mở liên kết
|
openlink = Mở liên kết
|
||||||
copylink = Sao chép liên kết
|
copylink = Sao chép liên kết
|
||||||
back = Quay lại
|
back = Quay lại
|
||||||
@@ -448,9 +449,9 @@ publish.confirm = Bạn có chắc chắn muốn xuất bản không?\n\n[lightg
|
|||||||
publish.error = Lỗi khi xuất bản mục: {0}
|
publish.error = Lỗi khi xuất bản mục: {0}
|
||||||
steam.error = Không thể khởi chạy dịch vụ Steam.\nLỗi: {0}
|
steam.error = Không thể khởi chạy dịch vụ Steam.\nLỗi: {0}
|
||||||
|
|
||||||
editor.showblocks = Show Blocks
|
editor.showblocks = Hiện Khối
|
||||||
editor.showterrain = Show Terrain
|
editor.showterrain = Hiện Địa Hình
|
||||||
editor.showfloor = Show Floor
|
editor.showfloor = Hiện Nền
|
||||||
editor.planet = Hành tinh:
|
editor.planet = Hành tinh:
|
||||||
editor.sector = Phân khu:
|
editor.sector = Phân khu:
|
||||||
editor.seed = Mầm:
|
editor.seed = Mầm:
|
||||||
@@ -467,6 +468,14 @@ editor.rules = Quy tắc
|
|||||||
editor.generation = Tạo ra
|
editor.generation = Tạo ra
|
||||||
editor.objectives = Mục tiêu nhiệm vụ
|
editor.objectives = Mục tiêu nhiệm vụ
|
||||||
editor.locales = Gói ngôn ngữ
|
editor.locales = Gói ngôn ngữ
|
||||||
|
editor.patches.guide = Hướng Dẫn Bản Vá
|
||||||
|
editor.patches = Bản Vá Nội Dung
|
||||||
|
editor.patch = Bộ vá: {0}
|
||||||
|
editor.patches.none = [lightgray]Không có bản vá nào được nạp.
|
||||||
|
editor.patches.errors = Lỗi Bộ Vá
|
||||||
|
editor.patches.importerror = Nhập bộ vá thất bại
|
||||||
|
editor.patches.delete.confirm = Bạn có chắc chắn muốn xóa bộ vá này không?
|
||||||
|
editor.patch.fields = {0} trường
|
||||||
editor.worldprocessors = Các bộ xử lý thế giới
|
editor.worldprocessors = Các bộ xử lý thế giới
|
||||||
editor.worldprocessors.editname = Sửa tên
|
editor.worldprocessors.editname = Sửa tên
|
||||||
editor.worldprocessors.none = [lightgray]không tìm thấy khối bộ xử lý thế giới nào!\nThêm một bộ trong trình chỉnh sửa bản đồ, hoặc dùng nút \ue813 Thêm ở dưới.
|
editor.worldprocessors.none = [lightgray]không tìm thấy khối bộ xử lý thế giới nào!\nThêm một bộ trong trình chỉnh sửa bản đồ, hoặc dùng nút \ue813 Thêm ở dưới.
|
||||||
@@ -791,6 +800,7 @@ campaign.complete = [accent]Chúc mừng.\n\nKẻ địch trên {0} đã bị đ
|
|||||||
sectorlist = Phân khu
|
sectorlist = Phân khu
|
||||||
sectorlist.attacked = {0} đang bị tấn công
|
sectorlist.attacked = {0} đang bị tấn công
|
||||||
sectors.unexplored = [lightgray]Chưa được khám phá
|
sectors.unexplored = [lightgray]Chưa được khám phá
|
||||||
|
sectors.attempts = Số lần tham chiến:
|
||||||
sectors.resources = Tài nguyên:
|
sectors.resources = Tài nguyên:
|
||||||
sectors.production = Sản lượng:
|
sectors.production = Sản lượng:
|
||||||
sectors.export = Xuất:
|
sectors.export = Xuất:
|
||||||
@@ -958,7 +968,7 @@ status.freezing.name = Đóng băng
|
|||||||
status.wet.name = Ẩm ướt
|
status.wet.name = Ẩm ướt
|
||||||
status.muddy.name = Sa lầy
|
status.muddy.name = Sa lầy
|
||||||
status.melting.name = Tan chảy
|
status.melting.name = Tan chảy
|
||||||
status.sapped.name = Ăn mòn
|
status.sapped.name = Suy yếu
|
||||||
status.electrified.name = Nhiễm điện
|
status.electrified.name = Nhiễm điện
|
||||||
status.spore-slowed.name = Nhiễm bào tử chậm
|
status.spore-slowed.name = Nhiễm bào tử chậm
|
||||||
status.tarred.name = Nhiễm dầu
|
status.tarred.name = Nhiễm dầu
|
||||||
@@ -966,7 +976,7 @@ status.overdrive.name = Tăng tốc
|
|||||||
status.overclock.name = Ép xung
|
status.overclock.name = Ép xung
|
||||||
status.shocked.name = Sốc
|
status.shocked.name = Sốc
|
||||||
status.blasted.name = Nổ
|
status.blasted.name = Nổ
|
||||||
status.corroded.name = Corroded
|
status.corroded.name = Ăn mòn
|
||||||
status.unmoving.name = Bất động
|
status.unmoving.name = Bất động
|
||||||
status.boss.name = Trùm
|
status.boss.name = Trùm
|
||||||
|
|
||||||
@@ -1014,10 +1024,10 @@ stat.opposites = Đối nghịch
|
|||||||
stat.powercapacity = Dung lượng điện
|
stat.powercapacity = Dung lượng điện
|
||||||
stat.powershot = Năng lượng/Phát bắn
|
stat.powershot = Năng lượng/Phát bắn
|
||||||
stat.damage = Sát thương
|
stat.damage = Sát thương
|
||||||
stat.frequency = Frequency
|
stat.frequency = Tần suất
|
||||||
stat.targetsair = Mục tiêu trên không
|
stat.targetsair = Mục tiêu trên không
|
||||||
stat.targetsground = Mục tiêu mặt đất
|
stat.targetsground = Mục tiêu mặt đất
|
||||||
stat.crushdamage = Crush Damage
|
stat.crushdamage = Sát thương nghiền nát
|
||||||
stat.itemsmoved = Tốc độ dịch chuyển
|
stat.itemsmoved = Tốc độ dịch chuyển
|
||||||
stat.launchtime = Thời gian giữa các lần phóng
|
stat.launchtime = Thời gian giữa các lần phóng
|
||||||
stat.shootrange = Phạm vi
|
stat.shootrange = Phạm vi
|
||||||
@@ -1102,7 +1112,7 @@ ability.movelightning.description = Giải phóng tia điện khi di chuyển
|
|||||||
ability.armorplate = Mảnh giáp
|
ability.armorplate = Mảnh giáp
|
||||||
ability.armorplate.description = Giảm sát thương gánh chịu trong khi bắn
|
ability.armorplate.description = Giảm sát thương gánh chịu trong khi bắn
|
||||||
ability.shieldarc = Khiên vòng cung
|
ability.shieldarc = Khiên vòng cung
|
||||||
ability.shieldarc.description = Phát một khiên trường lực vòng cung hấp thụ các loại đạn
|
ability.shieldarc.description = Phát một khiên trường lực vòng cung hấp thụ hoặc làm chệch hướng các loại đạn, tên lửa và đơn vị
|
||||||
ability.suppressionfield = Ngăn chặn sửa chữa
|
ability.suppressionfield = Ngăn chặn sửa chữa
|
||||||
ability.suppressionfield.description = Dừng các công trình sửa chữa gần đó
|
ability.suppressionfield.description = Dừng các công trình sửa chữa gần đó
|
||||||
ability.energyfield = Trường điện từ
|
ability.energyfield = Trường điện từ
|
||||||
@@ -1122,7 +1132,7 @@ ability.stat.regen = [stat]{0}[lightgray] độ bền/giây
|
|||||||
ability.stat.pulseregen = [stat]{0}[lightgray] độ bền/xung nhịp
|
ability.stat.pulseregen = [stat]{0}[lightgray] độ bền/xung nhịp
|
||||||
ability.stat.shield = [stat]{0}[lightgray] khiên tối đa
|
ability.stat.shield = [stat]{0}[lightgray] khiên tối đa
|
||||||
ability.stat.repairspeed = [stat]{0}/giây[lightgray] tốc độ sửa chữa
|
ability.stat.repairspeed = [stat]{0}/giây[lightgray] tốc độ sửa chữa
|
||||||
ability.stat.deflectchance = [stat]{0}%[lightgray] deflect chance
|
ability.stat.deflectchance = [stat]{0}%[lightgray] cơ hội làm chệch hướng
|
||||||
ability.stat.slurpheal = [stat]{0}[lightgray] độ bền/đơn vị chất lỏng
|
ability.stat.slurpheal = [stat]{0}[lightgray] độ bền/đơn vị chất lỏng
|
||||||
ability.stat.cooldown = [stat]{0} giây[lightgray] hồi phục
|
ability.stat.cooldown = [stat]{0} giây[lightgray] hồi phục
|
||||||
ability.stat.maxtargets = [stat]{0}[lightgray] mục tiêu tối đa
|
ability.stat.maxtargets = [stat]{0}[lightgray] mục tiêu tối đa
|
||||||
@@ -1334,11 +1344,11 @@ keybind.command_queue.name = Lệnh tuần tự đơn vị
|
|||||||
keybind.create_control_group.name = Tạo nhóm điều khiển
|
keybind.create_control_group.name = Tạo nhóm điều khiển
|
||||||
keybind.cancel_orders.name = Hủy lệnh
|
keybind.cancel_orders.name = Hủy lệnh
|
||||||
|
|
||||||
keybind.unit_stance_shoot.name = Tư thế đơn vị: Bắn
|
keybind.unit_stance_shoot.name = Thế Trận Đơn Vị: Bắn
|
||||||
keybind.unit_stance_hold_fire.name = Tư thế đơn vị: Ngừng bắn
|
keybind.unit_stance_hold_fire.name = Thế Trận Đơn Vị: Ngừng Bắn
|
||||||
keybind.unit_stance_pursue_target.name = Tư thế đơn vị: Bám đuổi mục tiêu
|
keybind.unit_stance_pursue_target.name = Thế Trận Đơn Vị: Bám Đuổi Mục Tiêu
|
||||||
keybind.unit_stance_patrol.name = Tư thế đơn vị: Tuần tra
|
keybind.unit_stance_patrol.name = Thế Trận Đơn Vị: Tuần Tra
|
||||||
keybind.unit_stance_ram.name = Tư thế đơn vị: Tông thẳng
|
keybind.unit_stance_ram.name = Thế Trận Đơn Vị: Tông Thẳng
|
||||||
|
|
||||||
keybind.unit_command_move.name = Mệnh lệnh đơn vị: Di chuyển
|
keybind.unit_command_move.name = Mệnh lệnh đơn vị: Di chuyển
|
||||||
keybind.unit_command_repair.name = Mệnh lệnh đơn vị: Sửa chữa
|
keybind.unit_command_repair.name = Mệnh lệnh đơn vị: Sửa chữa
|
||||||
@@ -1447,6 +1457,8 @@ rules.buildaitier = Cấp Độ AI Xây Dựng
|
|||||||
rules.rtsai = AI Chiến Thuật
|
rules.rtsai = AI Chiến Thuật
|
||||||
rules.rtsai.campaign = AI chiến thuật tấn công
|
rules.rtsai.campaign = AI chiến thuật tấn công
|
||||||
rules.rtsai.campaign.info = Trong bản đồ kiểu tấn công, làm các đơn vị tập hợp nhóm và tấn công căn cứ người chơi theo phương pháp thông minh hơn.
|
rules.rtsai.campaign.info = Trong bản đồ kiểu tấn công, làm các đơn vị tập hợp nhóm và tấn công căn cứ người chơi theo phương pháp thông minh hơn.
|
||||||
|
rules.clearsectoronloss = Dọn Sạch Phân Khu Khi Mất
|
||||||
|
rules.clearsectoronloss.info = Khi khu vực đó bị mất, các công trình của người chơi từ lần thử trước sẽ không được chuyển sang theo.
|
||||||
rules.rtsminsquadsize = Kích Thước Đội Hình Tối Thiểu
|
rules.rtsminsquadsize = Kích Thước Đội Hình Tối Thiểu
|
||||||
rules.rtsmaxsquadsize = Kích Thước Đội Hình Tối Đa
|
rules.rtsmaxsquadsize = Kích Thước Đội Hình Tối Đa
|
||||||
rules.rtsminattackweight = Sức Tấn Công Tối Thiểu
|
rules.rtsminattackweight = Sức Tấn Công Tối Thiểu
|
||||||
@@ -1670,7 +1682,7 @@ block.snow.name = Tuyết
|
|||||||
block.crater-stone.name = Đá miệng núi lửa
|
block.crater-stone.name = Đá miệng núi lửa
|
||||||
block.sand-water.name = Nước cát
|
block.sand-water.name = Nước cát
|
||||||
block.darksand-water.name = Nước cát đen
|
block.darksand-water.name = Nước cát đen
|
||||||
block.char.name = Than
|
block.char.name = Đá cháy đen
|
||||||
block.dacite.name = Đá Dacit
|
block.dacite.name = Đá Dacit
|
||||||
block.rhyolite.name = Đá Ryolit
|
block.rhyolite.name = Đá Ryolit
|
||||||
block.dacite-wall.name = Tường Dacit
|
block.dacite-wall.name = Tường Dacit
|
||||||
@@ -2479,9 +2491,9 @@ unit.navanax.description = Bắn tia xung điện từ (EMP) nổ, gây thiệt
|
|||||||
#Erekir
|
#Erekir
|
||||||
unit.stell.description = Bắn các viên đạn tiêu chuẩn vào các mục tiêu kẻ địch.
|
unit.stell.description = Bắn các viên đạn tiêu chuẩn vào các mục tiêu kẻ địch.
|
||||||
unit.locus.description = Bắn các viên đạn xen kẽ vào các mục tiêu kẻ địch.
|
unit.locus.description = Bắn các viên đạn xen kẽ vào các mục tiêu kẻ địch.
|
||||||
unit.precept.description = Bắn các viên đạn phân cụm xuyên thấu vào các mục tiêu kẻ địch.
|
unit.precept.description = Bắn các viên đạn phân cụm xuyên thấu vào các mục tiêu kẻ địch. Ít bị ảnh hưởng bởi địa hình gây hại.
|
||||||
unit.vanquish.description = Bắn các viên đạn phân chia xuyên thấu lớn vào các mục tiêu kẻ địch.
|
unit.vanquish.description = Bắn các viên đạn phân chia xuyên thấu lớn vào các mục tiêu kẻ địch. Ít bị ảnh hưởng bởi địa hình gây hại.
|
||||||
unit.conquer.description = Bắn các viên đạn xếp tầng xuyên thấu vào các mục tiêu kẻ địch.
|
unit.conquer.description = Bắn các viên đạn xếp tầng xuyên thấu vào các mục tiêu kẻ địch. Ít bị ảnh hưởng bởi địa hình gây hại.
|
||||||
unit.merui.description = Bắn pháo tầm xa vào các mục tiêu kẻ địch trên mặt đất. Có thể đi qua hầu hết loại địa hình.
|
unit.merui.description = Bắn pháo tầm xa vào các mục tiêu kẻ địch trên mặt đất. Có thể đi qua hầu hết loại địa hình.
|
||||||
unit.cleroi.description = Bắn trái phá kép vào các mục tiêu kẻ địch. Nhắm vào viên đạn kẻ địch với các tháp súng phòng thủ mũi nhọn. Có thể đi qua hầu hết loại địa hình.
|
unit.cleroi.description = Bắn trái phá kép vào các mục tiêu kẻ địch. Nhắm vào viên đạn kẻ địch với các tháp súng phòng thủ mũi nhọn. Có thể đi qua hầu hết loại địa hình.
|
||||||
unit.anthicus.description = Bắn tên lửa dẫn đường tầm xa vào các mục tiêu kẻ địch. Có thể đi qua hầu hết loại địa hình.
|
unit.anthicus.description = Bắn tên lửa dẫn đường tầm xa vào các mục tiêu kẻ địch. Có thể đi qua hầu hết loại địa hình.
|
||||||
|
|||||||
@@ -101,6 +101,7 @@ coreattack = < 核心正在遭受攻击! >
|
|||||||
nearpoint = [[ [scarlet]立即离开敌人出生点[] ]\n摧毁在即
|
nearpoint = [[ [scarlet]立即离开敌人出生点[] ]\n摧毁在即
|
||||||
database = 核心数据库
|
database = 核心数据库
|
||||||
database.button = 数据库
|
database.button = 数据库
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = 保存游戏
|
savegame = 保存游戏
|
||||||
loadgame = 载入游戏
|
loadgame = 载入游戏
|
||||||
joingame = 加入游戏
|
joingame = 加入游戏
|
||||||
@@ -351,9 +352,9 @@ save.wave = 波次 {0}
|
|||||||
save.mode = 游戏模式:{0}
|
save.mode = 游戏模式:{0}
|
||||||
save.date = 最后保存时间:{0}
|
save.date = 最后保存时间:{0}
|
||||||
save.playtime = 游戏时长:{0}
|
save.playtime = 游戏时长:{0}
|
||||||
dontshowagain = Don't show again
|
dontshowagain = 不再显示
|
||||||
warn.32bit.title = 32-bit Deprecation Warning
|
warn.32bit.title = 32位架构弃用警告
|
||||||
warn.32bit = You are using a [red]32-bit[] version of Mindustry.\nAs newer Java versions have dropped 32-bit Windows support, [red]32-bit support will be discontinued in the future[].\n\nPlease upgrade to a 64-bit machine, and make sure you have the 64-bit version of Mindustry downloaded.\n\nIf you are running Mindustry as a JAR file, make sure you are using 64-bit Java.
|
warn.32bit = 你正在游玩[red]32位[]版本的Mindustry。\nJava在新版本中弃用了对32位Windows的支持,[red]因此将在未来终止支持32位架构[]。\n\n请使用64位平台游玩,并且确保你下载的是64位的Mindustry。\n\n如果你通过运行JAR文件玩Mindustry,确保使用的是64位的Java。
|
||||||
warning = 警告!
|
warning = 警告!
|
||||||
confirm = 确认
|
confirm = 确认
|
||||||
delete = 删除
|
delete = 删除
|
||||||
@@ -448,9 +449,9 @@ publish.confirm = 确定发布?\n\n[lightgray]请确认你同意创意工坊
|
|||||||
publish.error = 发布项目时出错:{0}
|
publish.error = 发布项目时出错:{0}
|
||||||
steam.error = 初始化 Steam 服务失败。\n错误:{0}
|
steam.error = 初始化 Steam 服务失败。\n错误:{0}
|
||||||
|
|
||||||
editor.showblocks = Show Blocks
|
editor.showblocks = 显示建筑
|
||||||
editor.showterrain = Show Terrain
|
editor.showterrain = 显示墙体
|
||||||
editor.showfloor = Show Floor
|
editor.showfloor = 显示地板
|
||||||
editor.planet = 星球:
|
editor.planet = 星球:
|
||||||
editor.sector = 区块:
|
editor.sector = 区块:
|
||||||
editor.seed = 种子:
|
editor.seed = 种子:
|
||||||
@@ -467,6 +468,14 @@ editor.rules = 规则
|
|||||||
editor.generation = 生成
|
editor.generation = 生成
|
||||||
editor.objectives = 目标
|
editor.objectives = 目标
|
||||||
editor.locales = 本地化语言包
|
editor.locales = 本地化语言包
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = 世界处理器
|
editor.worldprocessors = 世界处理器
|
||||||
editor.worldprocessors.editname = 命名
|
editor.worldprocessors.editname = 命名
|
||||||
editor.worldprocessors.none = [lightgray]未找到世界处理器!\n请在地图编辑器中添加或使用下方的 \ue813 添加按钮。
|
editor.worldprocessors.none = [lightgray]未找到世界处理器!\n请在地图编辑器中添加或使用下方的 \ue813 添加按钮。
|
||||||
@@ -791,6 +800,7 @@ campaign.complete = [accent]恭喜!\n\n{0}上的敌人已被击败。\n[lightg
|
|||||||
sectorlist = 区块列表
|
sectorlist = 区块列表
|
||||||
sectorlist.attacked = {0} 正在遭受攻击
|
sectorlist.attacked = {0} 正在遭受攻击
|
||||||
sectors.unexplored = [lightgray]未探索
|
sectors.unexplored = [lightgray]未探索
|
||||||
|
sectors.attempts = 尝试次数:
|
||||||
sectors.resources = 资源:
|
sectors.resources = 资源:
|
||||||
sectors.production = 产出:
|
sectors.production = 产出:
|
||||||
sectors.export = 输出:
|
sectors.export = 输出:
|
||||||
@@ -879,7 +889,7 @@ sector.seaPort.name = 边海港口
|
|||||||
sector.weatheredChannels.name = 风化海峡
|
sector.weatheredChannels.name = 风化海峡
|
||||||
sector.mycelialBastion.name = 菌丝堡垒
|
sector.mycelialBastion.name = 菌丝堡垒
|
||||||
sector.frontier.name = 边陲哨站
|
sector.frontier.name = 边陲哨站
|
||||||
sector.sunkenPier.name = Sunken Pier
|
sector.sunkenPier.name = 沉没码头
|
||||||
sector.cruxscape.name = 赤色总部
|
sector.cruxscape.name = 赤色总部
|
||||||
sector.geothermalStronghold.name = 熔石要塞
|
sector.geothermalStronghold.name = 熔石要塞
|
||||||
|
|
||||||
@@ -966,7 +976,7 @@ status.overdrive.name = 过载
|
|||||||
status.overclock.name = 超频
|
status.overclock.name = 超频
|
||||||
status.shocked.name = 电击
|
status.shocked.name = 电击
|
||||||
status.blasted.name = 爆炸
|
status.blasted.name = 爆炸
|
||||||
status.corroded.name = Corroded
|
status.corroded.name = 腐蚀
|
||||||
status.unmoving.name = 静止
|
status.unmoving.name = 静止
|
||||||
status.boss.name = Boss
|
status.boss.name = Boss
|
||||||
|
|
||||||
@@ -1014,10 +1024,10 @@ stat.opposites = 互斥
|
|||||||
stat.powercapacity = 电力容量
|
stat.powercapacity = 电力容量
|
||||||
stat.powershot = 电力/发
|
stat.powershot = 电力/发
|
||||||
stat.damage = 伤害
|
stat.damage = 伤害
|
||||||
stat.frequency = Frequency
|
stat.frequency = 频率
|
||||||
stat.targetsair = 攻击空中单位
|
stat.targetsair = 攻击空中单位
|
||||||
stat.targetsground = 攻击地面单位
|
stat.targetsground = 攻击地面单位
|
||||||
stat.crushdamage = Crush Damage
|
stat.crushdamage = 碾压伤害
|
||||||
stat.itemsmoved = 移动速度
|
stat.itemsmoved = 移动速度
|
||||||
stat.launchtime = 发射间隔
|
stat.launchtime = 发射间隔
|
||||||
stat.shootrange = 范围
|
stat.shootrange = 范围
|
||||||
@@ -1122,7 +1132,7 @@ ability.stat.regen = [stat]{0}/秒[lightgray] 生命恢复速度
|
|||||||
ability.stat.pulseregen = [stat]{0}[lightgray] 回盾/每次
|
ability.stat.pulseregen = [stat]{0}[lightgray] 回盾/每次
|
||||||
ability.stat.shield = [stat]{0}[lightgray] 护盾
|
ability.stat.shield = [stat]{0}[lightgray] 护盾
|
||||||
ability.stat.repairspeed = [stat]{0}/秒[lightgray] 修复速度
|
ability.stat.repairspeed = [stat]{0}/秒[lightgray] 修复速度
|
||||||
ability.stat.deflectchance = [stat]{0}%[lightgray] deflect chance
|
ability.stat.deflectchance = [stat]{0}%[lightgray] 反弹概率
|
||||||
ability.stat.slurpheal = [stat]{0}[lightgray] 生命/液体单位
|
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.cooldown = [stat]{0} 秒[lightgray] 冷却时间
|
||||||
ability.stat.maxtargets = [stat]{0}[lightgray] 最大目标数
|
ability.stat.maxtargets = [stat]{0}[lightgray] 最大目标数
|
||||||
@@ -1345,7 +1355,7 @@ keybind.unit_command_repair.name = 单位命令:修复
|
|||||||
keybind.unit_command_rebuild.name = 单位命令:重建
|
keybind.unit_command_rebuild.name = 单位命令:重建
|
||||||
keybind.unit_command_assist.name = 单位命令:协助建造
|
keybind.unit_command_assist.name = 单位命令:协助建造
|
||||||
keybind.unit_command_mine.name = 单位命令:采矿
|
keybind.unit_command_mine.name = 单位命令:采矿
|
||||||
keybind.unit_command_boost.name = 单位命令单位命令:助推
|
keybind.unit_command_boost.name = 单位命令:助推
|
||||||
keybind.unit_command_load_units.name = 单位命令:拾取单位
|
keybind.unit_command_load_units.name = 单位命令:拾取单位
|
||||||
keybind.unit_command_load_blocks.name = 单位命令:拾取建筑
|
keybind.unit_command_load_blocks.name = 单位命令:拾取建筑
|
||||||
keybind.unit_command_unload_payload.name = 单位命令:卸载载荷
|
keybind.unit_command_unload_payload.name = 单位命令:卸载载荷
|
||||||
@@ -1447,6 +1457,8 @@ rules.buildaitier = AI 建造等级
|
|||||||
rules.rtsai = RTS AI
|
rules.rtsai = RTS AI
|
||||||
rules.rtsai.campaign = RTS 进攻 AI
|
rules.rtsai.campaign = RTS 进攻 AI
|
||||||
rules.rtsai.campaign.info = 让敌方单位更智能地组队攻击玩家基地。
|
rules.rtsai.campaign.info = 让敌方单位更智能地组队攻击玩家基地。
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
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
|
||||||
rules.rtsminattackweight = 最低进攻强度
|
rules.rtsminattackweight = 最低进攻强度
|
||||||
@@ -1705,16 +1717,16 @@ block.metal-tiles-9.name = 金属地基 9
|
|||||||
block.metal-tiles-10.name = 金属地基 10
|
block.metal-tiles-10.name = 金属地基 10
|
||||||
block.metal-tiles-11.name = 金属地基 11
|
block.metal-tiles-11.name = 金属地基 11
|
||||||
block.metal-tiles-12.name = 金属地基 12
|
block.metal-tiles-12.name = 金属地基 12
|
||||||
block.metal-tiles-13.name = Metal Tiles 13
|
block.metal-tiles-13.name = 金属地基 13
|
||||||
block.metal-wall-1.name = Metal Wall 1
|
block.metal-wall-1.name = 金属墙 1
|
||||||
block.metal-wall-2.name = Metal Wall 2
|
block.metal-wall-2.name = 金属墙 2
|
||||||
block.metal-wall-3.name = Metal Wall 3
|
block.metal-wall-3.name = 金属墙 3
|
||||||
block.colored-floor.name = 染色地板
|
block.colored-floor.name = 染色地板
|
||||||
block.colored-wall.name = 染色墙壁
|
block.colored-wall.name = 染色墙壁
|
||||||
block.character-overlay.name = 标识贴片
|
block.character-overlay.name = 标识贴片
|
||||||
block.character-overlay-white.name = 标识贴片 (白色)
|
block.character-overlay-white.name = 标识贴片 (白色)
|
||||||
block.rune-overlay.name = Rune Overlay
|
block.rune-overlay.name = 符文贴片
|
||||||
block.rune-overlay-crux.name = Rune Overlay (Crux)
|
block.rune-overlay-crux.name = 符文贴片 (红队)
|
||||||
block.dark-panel-1.name = 暗面板 1
|
block.dark-panel-1.name = 暗面板 1
|
||||||
block.dark-panel-2.name = 暗面板 2
|
block.dark-panel-2.name = 暗面板 2
|
||||||
block.dark-panel-3.name = 暗面板 3
|
block.dark-panel-3.name = 暗面板 3
|
||||||
@@ -2530,7 +2542,7 @@ 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。
|
||||||
lst.fetch = 按索引查找单位、核心、玩家或建筑物\n索引从 0 开始,以其返回的计数结束。
|
lst.fetch = 按索引查找单位、核心、玩家或建筑物\n索引从 0 开始,以其返回的计数结束。
|
||||||
lst.packcolor = 将 RGBA 各分量(0-1 范围)打包为单个整数,用于绘图或逻辑规则。
|
lst.packcolor = 将 RGBA 各分量(0-1 范围)打包为单个整数,用于绘图或逻辑规则。
|
||||||
lst.unpackcolor = 从打包后的颜色值中解出 RGBA 分量。
|
lst.unpackcolor = 从使用[accent]Pack Color[]打包的颜色值中解压 RGBA 组件。
|
||||||
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。
|
||||||
@@ -2642,7 +2654,7 @@ 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
|
||||||
lenum.div = 除法,除以 0 时返回 [accent]null[]
|
lenum.div = 除法,除以 0 时返回 [accent]null[]
|
||||||
lenum.mod = 求除法的余数
|
lenum.mod = 求除法的余数
|
||||||
lenum.emod = 取模,结果总是正数
|
lenum.emod = 标准取模,结果符号取决于除数。
|
||||||
lenum.equal = 相等。转换参数类型后进行比较\n与数字进行比较时,null 转换为 0 ,非 null 对象转换为 1
|
lenum.equal = 相等。转换参数类型后进行比较\n与数字进行比较时,null 转换为 0 ,非 null 对象转换为 1
|
||||||
lenum.notequal = 不相等。转换参数类型后进行比较
|
lenum.notequal = 不相等。转换参数类型后进行比较
|
||||||
lenum.strictequal = 严格相等。不转换参数类型\n可用于准确检查 [accent]null[] 对象
|
lenum.strictequal = 严格相等。不转换参数类型\n可用于准确检查 [accent]null[] 对象
|
||||||
@@ -2689,7 +2701,7 @@ lenum.player = 玩家控制的单位
|
|||||||
lenum.ore = 矿脉
|
lenum.ore = 矿脉
|
||||||
lenum.damaged = 受损的己方建筑
|
lenum.damaged = 受损的己方建筑
|
||||||
lenum.spawn = 敌人出生点\n可以是核心或者某个坐标
|
lenum.spawn = 敌人出生点\n可以是核心或者某个坐标
|
||||||
lenum.building = 某个分类下的建筑
|
lenum.building = 建筑
|
||||||
|
|
||||||
lenum.core = 核心
|
lenum.core = 核心
|
||||||
lenum.storage = 仓储建筑(容器/仓库)
|
lenum.storage = 仓储建筑(容器/仓库)
|
||||||
@@ -2730,7 +2742,7 @@ unitlocate.group = 所搜寻的建筑分类
|
|||||||
playsound.limit = 如果为真,则阻止该声音在同一帧内重复播放。
|
playsound.limit = 如果为真,则阻止该声音在同一帧内重复播放。
|
||||||
|
|
||||||
lenum.idle = 原地不动,但继续进行手上的采矿/建造动作\n单位的默认状态
|
lenum.idle = 原地不动,但继续进行手上的采矿/建造动作\n单位的默认状态
|
||||||
lenum.stop = 停止移动/采矿/建造动作
|
lenum.stop = 停止
|
||||||
lenum.unbind = 停用单位的逻辑控制\n恢复常规 AI
|
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
|
||||||
@@ -2743,17 +2755,17 @@ lenum.itemtake = 从建筑中取出某种物品
|
|||||||
lenum.paydrop = 卸下当前载荷
|
lenum.paydrop = 卸下当前载荷
|
||||||
lenum.paytake = 从当前位置拾取载荷
|
lenum.paytake = 从当前位置拾取载荷
|
||||||
lenum.payenter = 进入/降落到单位下方的荷载方块中
|
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 = 赋予单位数字形式的标记
|
||||||
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 = 根据坐标获取建筑物、环境块和环境墙体类型。\n单位必须在位置范围内,否则返回空值。
|
lenum.getblock = 根据坐标获取建筑物、环境块和环境墙体类型。\n单位必须在位置范围内,否则返回空值。
|
||||||
lenum.within = 检查单位是否接近了某个位置
|
lenum.within = 检查单位是否接近了某个位置
|
||||||
lenum.boost = 开始/停止助推
|
lenum.boost = 开始/停止助推
|
||||||
|
|
||||||
lenum.flushtext = 如果适用的话,将打印缓冲区的内容刷新到标记。\n如果 fetch 设置为 true,则尝试从地图本地化包或游戏的包中获取属性。
|
lenum.flushtext = 如果适用,将打印缓冲区的内容刷新到标记。\n如果[accent]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 = 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.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[accent]Print Flush[]设置为 true,则将文本缓冲区内容作为文本参数消耗。
|
||||||
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.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 = 是否根据玩家的缩放级别缩放标记。
|
lenum.autoscale = 标记是否根据玩家屏幕的缩放级别缩放
|
||||||
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.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 = 纹理的位置范围从零到一,用于四边形标记。
|
lenum.uvi = 纹理的位置范围从零到一,用于四边形标记。
|
||||||
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。
|
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。
|
||||||
@@ -2763,24 +2775,24 @@ lenum.wave = 当前波数,可以是非波次模式下的任何值
|
|||||||
lenum.currentwavetime = 波次倒计时(以 tick 为单位)
|
lenum.currentwavetime = 波次倒计时(以 tick 为单位)
|
||||||
lenum.waves = 波次是否可以生成
|
lenum.waves = 波次是否可以生成
|
||||||
lenum.wavesending = 是否可以通过播放按钮手动生成波次
|
lenum.wavesending = 是否可以通过播放按钮手动生成波次
|
||||||
lenum.attackmode = 确定游戏模式是否为攻击模式
|
lenum.attackmode = 游戏是否为进攻模式
|
||||||
lenum.wavespacing = 波次之间的时间(以 tick 为单位)
|
lenum.wavespacing = 波次之间的时间间隔(以 tick 为单位)
|
||||||
lenum.enemycorebuildradius = 敌人核心半径周围无建筑区
|
lenum.enemycorebuildradius = 敌人核心禁建范围半径
|
||||||
lenum.dropzoneradius = 敌人出生点周围的半径
|
lenum.dropzoneradius = 敌人出生点范围半径
|
||||||
lenum.unitcap = 基本单位上限。但仍然可以通过方块增加
|
lenum.unitcap = 基本单位上限。但仍然可以通过方块增加
|
||||||
lenum.lighting = 是否启用环境光
|
lenum.lighting = 是否启用环境光
|
||||||
lenum.buildspeed = 建筑速度倍率
|
lenum.buildspeed = 建造速度倍率
|
||||||
lenum.unithealth = 单位受伤减免,计算方式是伤害除以减免值
|
lenum.unithealth = 单位受伤减免,计算方式是伤害除以减免值
|
||||||
lenum.unitbuildspeed = 单元工厂建造单元的速度
|
lenum.unitbuildspeed = 单位工厂建造单位的速度
|
||||||
lenum.unitcost = 单位建设所需资源的倍率
|
lenum.unitcost = 建造单位所需资源的倍率
|
||||||
lenum.unitdamage = 单位造成多少伤害
|
lenum.unitdamage = 单位伤害倍率
|
||||||
lenum.blockhealth = 建筑初始拥有的生命值
|
lenum.blockhealth = 建筑初始生命值倍率
|
||||||
lenum.blockdamage = 炮塔伤害
|
lenum.blockdamage = 建筑伤害倍率
|
||||||
lenum.rtsminweight = 部队发动攻击所需的最小“优势”。数值越高,越谨慎。
|
lenum.rtsminweight = 部队发动攻击所需的最小“优势”。数值越高,越谨慎。
|
||||||
lenum.rtsminsquad = 攻击小队的最小规模
|
lenum.rtsminsquad = 攻击小队的最小规模
|
||||||
lenum.maparea = 设置区域范围
|
lenum.maparea = 设置地图大小和有效范围
|
||||||
lenum.ambientlight = 环境光颜色,启用照明时使用
|
lenum.ambientlight = 环境光颜色,可搭配[accent]Pack Color[]使用
|
||||||
lenum.solarmultiplier = 太阳能电池板的功率输出倍率
|
lenum.solarmultiplier = 太阳能电池板的发电倍率
|
||||||
lenum.dragmultiplier = 环境阻力乘数
|
lenum.dragmultiplier = 环境阻力乘数
|
||||||
lenum.ban = 无法被放置或者建造的建筑或单位
|
lenum.ban = 禁用指定内容
|
||||||
lenum.unban = 解禁一个单位或建筑
|
lenum.unban = 解禁指定内容
|
||||||
|
|||||||
@@ -101,6 +101,7 @@ coreattack = 〈核心正在受到攻擊!〉
|
|||||||
nearpoint = 【[scarlet]立即離開空降區[]】\n湮滅即將來臨
|
nearpoint = 【[scarlet]立即離開空降區[]】\n湮滅即將來臨
|
||||||
database = 核心資料庫
|
database = 核心資料庫
|
||||||
database.button = 資料庫
|
database.button = 資料庫
|
||||||
|
viewfields = View Content Fields
|
||||||
savegame = 儲存遊戲
|
savegame = 儲存遊戲
|
||||||
loadgame = 載入遊戲
|
loadgame = 載入遊戲
|
||||||
joingame = 多人連線
|
joingame = 多人連線
|
||||||
@@ -467,6 +468,14 @@ editor.rules = 規則:
|
|||||||
editor.generation = 自動生成:
|
editor.generation = 自動生成:
|
||||||
editor.objectives = 目標
|
editor.objectives = 目標
|
||||||
editor.locales = Locale Bundles
|
editor.locales = Locale Bundles
|
||||||
|
editor.patches.guide = Patch Guide
|
||||||
|
editor.patches = Content Patches
|
||||||
|
editor.patch = Patchset: {0}
|
||||||
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
|
editor.patches.errors = Patchset Errors
|
||||||
|
editor.patches.importerror = Failed to import patchset
|
||||||
|
editor.patches.delete.confirm = Are you sure you want to delete this patchset?
|
||||||
|
editor.patch.fields = {0} fields
|
||||||
editor.worldprocessors = World Processors
|
editor.worldprocessors = World Processors
|
||||||
editor.worldprocessors.editname = Edit Name
|
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.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||||
@@ -791,6 +800,7 @@ campaign.complete = [accent]Congratulations.\n\nThe enemy on {0} has been defeat
|
|||||||
sectorlist = 地區
|
sectorlist = 地區
|
||||||
sectorlist.attacked = {0} 遭受攻擊
|
sectorlist.attacked = {0} 遭受攻擊
|
||||||
sectors.unexplored = [lightgray]未探索
|
sectors.unexplored = [lightgray]未探索
|
||||||
|
sectors.attempts = Attempts:
|
||||||
sectors.resources = 資源:
|
sectors.resources = 資源:
|
||||||
sectors.production = 生產:
|
sectors.production = 生產:
|
||||||
sectors.export = 輸出:
|
sectors.export = 輸出:
|
||||||
@@ -1447,6 +1457,8 @@ rules.buildaitier = 建築者 AI 等級
|
|||||||
rules.rtsai = RTS AI
|
rules.rtsai = RTS AI
|
||||||
rules.rtsai.campaign = RTS Attack AI
|
rules.rtsai.campaign = RTS Attack AI
|
||||||
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
||||||
|
rules.clearsectoronloss = Clear Sector On Loss
|
||||||
|
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||||
rules.rtsminsquadsize = 最小隊伍規模
|
rules.rtsminsquadsize = 最小隊伍規模
|
||||||
rules.rtsmaxsquadsize = 最大隊伍規模
|
rules.rtsmaxsquadsize = 最大隊伍規模
|
||||||
rules.rtsminattackweight = 最小攻擊力
|
rules.rtsminattackweight = 最小攻擊力
|
||||||
|
|||||||
@@ -1,3 +1,4 @@
|
|||||||
|
redloong9527
|
||||||
Prosta4okua
|
Prosta4okua
|
||||||
Felix Corvus
|
Felix Corvus
|
||||||
Vanguard
|
Vanguard
|
||||||
|
|||||||
Binary file not shown.
BIN
core/assets/fonts/monospace.woff
Normal file
BIN
core/assets/fonts/monospace.woff
Normal file
Binary file not shown.
Binary file not shown.
BIN
core/assets/maps/hidden-serpulo/103.msav
Normal file
BIN
core/assets/maps/hidden-serpulo/103.msav
Normal file
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
BIN
core/assets/maps/hidden-serpulo/30.msav
Normal file
BIN
core/assets/maps/hidden-serpulo/30.msav
Normal file
Binary file not shown.
Binary file not shown.
13
core/assets/shaders/unlitwhite.vert
Executable file
13
core/assets/shaders/unlitwhite.vert
Executable file
@@ -0,0 +1,13 @@
|
|||||||
|
attribute vec4 a_position;
|
||||||
|
attribute vec3 a_normal;
|
||||||
|
|
||||||
|
uniform mat4 u_proj;
|
||||||
|
uniform mat4 u_trans;
|
||||||
|
uniform vec4 u_color;
|
||||||
|
|
||||||
|
varying vec4 v_col;
|
||||||
|
|
||||||
|
void main(){
|
||||||
|
v_col = vec4(1.0);
|
||||||
|
gl_Position = u_proj * u_trans * a_position;
|
||||||
|
}
|
||||||
@@ -214,7 +214,7 @@ public abstract class ClientLauncher extends ApplicationCore implements Platform
|
|||||||
public void update(){
|
public void update(){
|
||||||
PerfCounter.update.begin();
|
PerfCounter.update.begin();
|
||||||
|
|
||||||
int targetfps = Core.settings.getInt("fpscap", 120);
|
int targetfps = ios ? 0 : Core.settings.getInt("fpscap", 120);
|
||||||
boolean changed = lastTargetFps != targetfps && lastTargetFps != -1;
|
boolean changed = lastTargetFps != targetfps && lastTargetFps != -1;
|
||||||
boolean limitFps = targetfps > 0 && targetfps <= 240;
|
boolean limitFps = targetfps > 0 && targetfps <= 240;
|
||||||
|
|
||||||
|
|||||||
@@ -79,6 +79,8 @@ public class Vars implements Loadable{
|
|||||||
public static final String discordURL = "https://discord.gg/mindustry";
|
public static final String discordURL = "https://discord.gg/mindustry";
|
||||||
/** Link to the wiki's modding guide.*/
|
/** Link to the wiki's modding guide.*/
|
||||||
public static final String modGuideURL = "https://mindustrygame.github.io/wiki/modding/1-modding/";
|
public static final String modGuideURL = "https://mindustrygame.github.io/wiki/modding/1-modding/";
|
||||||
|
/** Link to the wiki's patch guide.*/
|
||||||
|
public static final String patchesGuideURL = "https://mindustrygame.github.io/wiki/contentpatches/";
|
||||||
/** URLs to the JSON file containing all the BE servers. Only queried in BE. */
|
/** URLs to the JSON file containing all the BE servers. Only queried in BE. */
|
||||||
public static final String[] serverJsonBeURLs = {"https://raw.githubusercontent.com/Anuken/MindustryServerList/master/servers_be.json", "https://cdn.jsdelivr.net/gh/anuken/mindustryserverlist/servers_be.json"};
|
public static final String[] serverJsonBeURLs = {"https://raw.githubusercontent.com/Anuken/MindustryServerList/master/servers_be.json", "https://cdn.jsdelivr.net/gh/anuken/mindustryserverlist/servers_be.json"};
|
||||||
/** URLs to the JSON file containing all the stable servers. */
|
/** URLs to the JSON file containing all the stable servers. */
|
||||||
|
|||||||
@@ -89,7 +89,7 @@ public class UnitCommand extends MappableContent{
|
|||||||
drawTarget = true;
|
drawTarget = true;
|
||||||
resetTarget = false;
|
resetTarget = false;
|
||||||
}};
|
}};
|
||||||
enterPayloadCommand = new UnitCommand("enterPayload", "downOpen", Binding.unitCommandEnterPayload, null){{
|
enterPayloadCommand = new UnitCommand("enterPayload", "downOpen", Binding.unitCommandEnterPayload, u -> new BoostAI()){{
|
||||||
switchToMove = false;
|
switchToMove = false;
|
||||||
drawTarget = true;
|
drawTarget = true;
|
||||||
resetTarget = false;
|
resetTarget = false;
|
||||||
|
|||||||
@@ -16,7 +16,6 @@ public class SerpuloTechTree{
|
|||||||
Planets.serpulo.techTree = nodeRoot("serpulo", coreShard, () -> {
|
Planets.serpulo.techTree = nodeRoot("serpulo", coreShard, () -> {
|
||||||
|
|
||||||
node(conveyor, () -> {
|
node(conveyor, () -> {
|
||||||
|
|
||||||
node(junction, () -> {
|
node(junction, () -> {
|
||||||
node(router, () -> {
|
node(router, () -> {
|
||||||
node(advancedLaunchPad, Seq.with(new SectorComplete(extractionOutpost)), () -> {
|
node(advancedLaunchPad, Seq.with(new SectorComplete(extractionOutpost)), () -> {
|
||||||
@@ -73,7 +72,6 @@ public class SerpuloTechTree{
|
|||||||
});
|
});
|
||||||
|
|
||||||
node(mechanicalDrill, () -> {
|
node(mechanicalDrill, () -> {
|
||||||
|
|
||||||
node(mechanicalPump, () -> {
|
node(mechanicalPump, () -> {
|
||||||
node(conduit, () -> {
|
node(conduit, () -> {
|
||||||
node(liquidJunction, () -> {
|
node(liquidJunction, () -> {
|
||||||
|
|||||||
@@ -384,8 +384,8 @@ public class UnitTypes{
|
|||||||
|
|
||||||
bullet = new LightningBulletType(){{
|
bullet = new LightningBulletType(){{
|
||||||
lightningColor = hitColor = Pal.heal;
|
lightningColor = hitColor = Pal.heal;
|
||||||
damage = 14f;
|
damage = 15f;
|
||||||
lightningLength = 7;
|
lightningLength = 8;
|
||||||
lightningLengthRand = 7;
|
lightningLengthRand = 7;
|
||||||
shootEffect = Fx.shootHeal;
|
shootEffect = Fx.shootHeal;
|
||||||
//Does not actually do anything; Just here to make stats work
|
//Does not actually do anything; Just here to make stats work
|
||||||
@@ -418,13 +418,13 @@ public class UnitTypes{
|
|||||||
mechFrontSway = 0.55f;
|
mechFrontSway = 0.55f;
|
||||||
ammoType = new PowerAmmoType(1500);
|
ammoType = new PowerAmmoType(1500);
|
||||||
|
|
||||||
speed = 0.4f;
|
speed = 0.5f;
|
||||||
hitSize = 13f;
|
hitSize = 13f;
|
||||||
|
|
||||||
mineSpeed = 4f;
|
mineSpeed = 4f;
|
||||||
drawShields = false;
|
drawShields = false;
|
||||||
|
|
||||||
abilities.add(new ForceFieldAbility(60f, 0.3f, 400f, 60f * 6));
|
abilities.add(new ForceFieldAbility(60f, 0.4f, 500f, 60f * 6));
|
||||||
|
|
||||||
weapons.add(new Weapon("beam-weapon"){{
|
weapons.add(new Weapon("beam-weapon"){{
|
||||||
top = false;
|
top = false;
|
||||||
@@ -443,7 +443,7 @@ public class UnitTypes{
|
|||||||
sideLength = 70f;
|
sideLength = 70f;
|
||||||
healPercent = 10f;
|
healPercent = 10f;
|
||||||
collidesTeam = true;
|
collidesTeam = true;
|
||||||
length = 135f;
|
length = 150f;
|
||||||
colors = new Color[]{Pal.heal.cpy().a(0.4f), Pal.heal, Color.white};
|
colors = new Color[]{Pal.heal.cpy().a(0.4f), Pal.heal, Color.white};
|
||||||
}};
|
}};
|
||||||
}});
|
}});
|
||||||
|
|||||||
@@ -40,6 +40,20 @@ public class ContentLoader{
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public ContentLoader copy(){
|
||||||
|
var result = new ContentLoader();
|
||||||
|
result.initialization.addAll(initialization);
|
||||||
|
result.lastAdded = lastAdded;
|
||||||
|
result.currentMod = currentMod;
|
||||||
|
result.temporaryMapper = temporaryMapper;
|
||||||
|
result.nameMap.putAll(nameMap);
|
||||||
|
for(int i = 0; i < contentMap.length; i++){
|
||||||
|
result.contentMap[i].addAll(contentMap[i]);
|
||||||
|
result.contentNameMap[i].putAll(contentNameMap[i]);
|
||||||
|
}
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
/** Creates all base types. */
|
/** Creates all base types. */
|
||||||
public void createBaseContent(){
|
public void createBaseContent(){
|
||||||
UnitCommand.loadAll();
|
UnitCommand.loadAll();
|
||||||
@@ -248,6 +262,10 @@ public class ContentLoader{
|
|||||||
return (Seq<T>)contentMap[type.ordinal()];
|
return (Seq<T>)contentMap[type.ordinal()];
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public <T extends Content> ObjectMap<String, T> getNamesBy(ContentType type){
|
||||||
|
return (ObjectMap<String, T>)contentNameMap[type.ordinal()];
|
||||||
|
}
|
||||||
|
|
||||||
//utility methods, just makes things a bit shorter
|
//utility methods, just makes things a bit shorter
|
||||||
|
|
||||||
public Seq<Block> blocks(){
|
public Seq<Block> blocks(){
|
||||||
|
|||||||
@@ -420,7 +420,10 @@ public class Control implements ApplicationListener, Loadable{
|
|||||||
ui.planet.hide();
|
ui.planet.hide();
|
||||||
SaveSlot slot = sector.save;
|
SaveSlot slot = sector.save;
|
||||||
sector.planet.setLastSector(sector);
|
sector.planet.setLastSector(sector);
|
||||||
if(slot != null && !clearSectors && (!sector.planet.clearSectorOnLose || sector.info.hasCore)){
|
|
||||||
|
boolean clearSave = sector.planet.clearSectorOnLose || sector.planet.campaignRules.clearSectorOnLose;
|
||||||
|
|
||||||
|
if(slot != null && !clearSectors && (!clearSave || sector.info.hasCore)){
|
||||||
|
|
||||||
try{
|
try{
|
||||||
boolean hadNoCore = !sector.info.hasCore;
|
boolean hadNoCore = !sector.info.hasCore;
|
||||||
@@ -435,7 +438,7 @@ public class Control implements ApplicationListener, Loadable{
|
|||||||
if(state.rules.defaultTeam.cores().isEmpty() || hadNoCore){
|
if(state.rules.defaultTeam.cores().isEmpty() || hadNoCore){
|
||||||
|
|
||||||
//don't carry over the spawn position and plans if the sector preset name or map size changed
|
//don't carry over the spawn position and plans if the sector preset name or map size changed
|
||||||
if(sector.planet.clearSectorOnLose || sector.info.spawnPosition == 0 || !sector.info.sectorDataMatches(sector)){
|
if(clearSave || sector.info.spawnPosition == 0 || !sector.info.sectorDataMatches(sector)){
|
||||||
playNewSector(origin, sector, reloader);
|
playNewSector(origin, sector, reloader);
|
||||||
}else{
|
}else{
|
||||||
int spawnPos = sector.info.spawnPosition;
|
int spawnPos = sector.info.spawnPosition;
|
||||||
@@ -499,8 +502,10 @@ public class Control implements ApplicationListener, Loadable{
|
|||||||
}
|
}
|
||||||
});
|
});
|
||||||
|
|
||||||
|
Core.app.post(() -> {
|
||||||
//blocks placed after WorldLoadEvent didn't queue an update, so fix that.
|
//blocks placed after WorldLoadEvent didn't queue an update, so fix that.
|
||||||
renderer.minimap.updateAll();
|
renderer.minimap.updateAll();
|
||||||
|
});
|
||||||
}
|
}
|
||||||
}else{
|
}else{
|
||||||
state.set(State.playing);
|
state.set(State.playing);
|
||||||
@@ -531,6 +536,7 @@ public class Control implements ApplicationListener, Loadable{
|
|||||||
state.rules.sector = sector;
|
state.rules.sector = sector;
|
||||||
sector.info.origin = origin;
|
sector.info.origin = origin;
|
||||||
sector.info.destination = origin;
|
sector.info.destination = origin;
|
||||||
|
sector.info.attempts ++;
|
||||||
|
|
||||||
if(beforePlay != null){
|
if(beforePlay != null){
|
||||||
beforePlay.run();
|
beforePlay.run();
|
||||||
|
|||||||
@@ -6,6 +6,7 @@ import mindustry.game.EventType.*;
|
|||||||
import mindustry.game.*;
|
import mindustry.game.*;
|
||||||
import mindustry.gen.*;
|
import mindustry.gen.*;
|
||||||
import mindustry.maps.*;
|
import mindustry.maps.*;
|
||||||
|
import mindustry.mod.*;
|
||||||
import mindustry.type.*;
|
import mindustry.type.*;
|
||||||
import mindustry.world.blocks.*;
|
import mindustry.world.blocks.*;
|
||||||
|
|
||||||
@@ -42,6 +43,8 @@ public class GameState{
|
|||||||
public Attributes envAttrs = new Attributes();
|
public Attributes envAttrs = new Attributes();
|
||||||
/** Team data. Gets reset every new game. */
|
/** Team data. Gets reset every new game. */
|
||||||
public Teams teams = new Teams();
|
public Teams teams = new Teams();
|
||||||
|
/** Handles JSON edits of game content. */
|
||||||
|
public ContentPatcher patcher = new ContentPatcher();
|
||||||
/** Number of enemies in the game; only used clientside in servers. */
|
/** Number of enemies in the game; only used clientside in servers. */
|
||||||
public int enemies;
|
public int enemies;
|
||||||
/** Map being playtested (not edited!) */
|
/** Map being playtested (not edited!) */
|
||||||
|
|||||||
@@ -134,10 +134,13 @@ public class Logic implements ApplicationListener{
|
|||||||
//enable building AI on campaign unless the preset disables it
|
//enable building AI on campaign unless the preset disables it
|
||||||
|
|
||||||
state.rules.coreIncinerates = true;
|
state.rules.coreIncinerates = true;
|
||||||
|
state.rules.infiniteResources = false;
|
||||||
state.rules.allowEditRules = false;
|
state.rules.allowEditRules = false;
|
||||||
state.rules.allowEditWorldProcessors = false;
|
state.rules.allowEditWorldProcessors = false;
|
||||||
|
if(state.getPlanet().enemyInfiniteItems){
|
||||||
state.rules.waveTeam.rules().infiniteResources = true;
|
state.rules.waveTeam.rules().infiniteResources = true;
|
||||||
state.rules.waveTeam.rules().fillItems = true;
|
state.rules.waveTeam.rules().fillItems = true;
|
||||||
|
}
|
||||||
state.rules.waveTeam.rules().buildSpeedMultiplier *= state.getPlanet().enemyBuildSpeedMultiplier;
|
state.rules.waveTeam.rules().buildSpeedMultiplier *= state.getPlanet().enemyBuildSpeedMultiplier;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -257,6 +260,7 @@ public class Logic implements ApplicationListener{
|
|||||||
|
|
||||||
public void reset(){
|
public void reset(){
|
||||||
State prev = state.getState();
|
State prev = state.getState();
|
||||||
|
state.patcher.unapply();
|
||||||
//recreate gamestate - sets state to menu
|
//recreate gamestate - sets state to menu
|
||||||
state = new GameState();
|
state = new GameState();
|
||||||
//fire change event, since it was technically changed
|
//fire change event, since it was technically changed
|
||||||
|
|||||||
@@ -25,6 +25,7 @@ import mindustry.game.EventType.*;
|
|||||||
import mindustry.gen.*;
|
import mindustry.gen.*;
|
||||||
import mindustry.graphics.*;
|
import mindustry.graphics.*;
|
||||||
import mindustry.logic.*;
|
import mindustry.logic.*;
|
||||||
|
import mindustry.mod.*;
|
||||||
import mindustry.ui.*;
|
import mindustry.ui.*;
|
||||||
import mindustry.ui.dialogs.*;
|
import mindustry.ui.dialogs.*;
|
||||||
import mindustry.ui.fragments.*;
|
import mindustry.ui.fragments.*;
|
||||||
@@ -147,7 +148,7 @@ public class UI implements ApplicationListener, Loadable{
|
|||||||
|
|
||||||
@Override
|
@Override
|
||||||
public Seq<AssetDescriptor> getDependencies(){
|
public Seq<AssetDescriptor> getDependencies(){
|
||||||
return Seq.with(new AssetDescriptor<>(Control.class), new AssetDescriptor<>("outline", Font.class), new AssetDescriptor<>("default", Font.class));
|
return Seq.with(new AssetDescriptor<>(Control.class), new AssetDescriptor<>("outline", Font.class), new AssetDescriptor<>("default", Font.class), new AssetDescriptor<>(Mods.class));
|
||||||
}
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
@@ -601,6 +602,10 @@ public class UI implements ApplicationListener, Loadable{
|
|||||||
t.update(() -> {
|
t.update(() -> {
|
||||||
t.setPosition(Core.graphics.getWidth()/2f, Core.graphics.getHeight()/2f, Align.center);
|
t.setPosition(Core.graphics.getWidth()/2f, Core.graphics.getHeight()/2f, Align.center);
|
||||||
t.toFront();
|
t.toFront();
|
||||||
|
|
||||||
|
if(state.isMenu() || !ui.hudfrag.shown){
|
||||||
|
t.remove();
|
||||||
|
}
|
||||||
});
|
});
|
||||||
t.actions(Actions.fadeOut(duration, Interp.pow4In), Actions.remove());
|
t.actions(Actions.fadeOut(duration, Interp.pow4In), Actions.remove());
|
||||||
t.pack();
|
t.pack();
|
||||||
|
|||||||
@@ -3,9 +3,11 @@ package mindustry.ctype;
|
|||||||
import arc.files.*;
|
import arc.files.*;
|
||||||
import arc.util.*;
|
import arc.util.*;
|
||||||
import mindustry.*;
|
import mindustry.*;
|
||||||
|
import mindustry.mod.*;
|
||||||
import mindustry.mod.Mods.*;
|
import mindustry.mod.Mods.*;
|
||||||
|
|
||||||
/** Base class for a content type that is loaded in {@link mindustry.core.ContentLoader}. */
|
/** Base class for a content type that is loaded in {@link mindustry.core.ContentLoader}. */
|
||||||
|
@NoPatch
|
||||||
public abstract class Content implements Comparable<Content>{
|
public abstract class Content implements Comparable<Content>{
|
||||||
public short id;
|
public short id;
|
||||||
/** Info on which mod this content was loaded from. */
|
/** Info on which mod this content was loaded from. */
|
||||||
@@ -28,6 +30,9 @@ public abstract class Content implements Comparable<Content>{
|
|||||||
/** Called after init(). */
|
/** Called after init(). */
|
||||||
public void postInit(){}
|
public void postInit(){}
|
||||||
|
|
||||||
|
/** Called after being patched. */
|
||||||
|
public void afterPatch(){}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Called after all content is created, only on non-headless versions.
|
* Called after all content is created, only on non-headless versions.
|
||||||
* Use for loading regions or other image data.
|
* Use for loading regions or other image data.
|
||||||
|
|||||||
@@ -1,7 +1,9 @@
|
|||||||
package mindustry.ctype;
|
package mindustry.ctype;
|
||||||
|
|
||||||
import mindustry.*;
|
import mindustry.*;
|
||||||
|
import mindustry.mod.*;
|
||||||
|
|
||||||
|
@NoPatch
|
||||||
public abstract class MappableContent extends Content{
|
public abstract class MappableContent extends Content{
|
||||||
public final String name;
|
public final String name;
|
||||||
|
|
||||||
|
|||||||
@@ -14,6 +14,7 @@ import mindustry.content.TechTree.*;
|
|||||||
import mindustry.game.EventType.*;
|
import mindustry.game.EventType.*;
|
||||||
import mindustry.graphics.*;
|
import mindustry.graphics.*;
|
||||||
import mindustry.graphics.MultiPacker.*;
|
import mindustry.graphics.MultiPacker.*;
|
||||||
|
import mindustry.mod.*;
|
||||||
import mindustry.type.*;
|
import mindustry.type.*;
|
||||||
import mindustry.ui.*;
|
import mindustry.ui.*;
|
||||||
import mindustry.world.meta.*;
|
import mindustry.world.meta.*;
|
||||||
@@ -23,6 +24,7 @@ import static mindustry.Vars.*;
|
|||||||
/** Base interface for an unlockable content type. */
|
/** Base interface for an unlockable content type. */
|
||||||
public abstract class UnlockableContent extends MappableContent{
|
public abstract class UnlockableContent extends MappableContent{
|
||||||
/** Stat storage for this content. Initialized on demand. */
|
/** Stat storage for this content. Initialized on demand. */
|
||||||
|
@NoPatch
|
||||||
public Stats stats = new Stats();
|
public Stats stats = new Stats();
|
||||||
/** Localized, formal name. Never null. Set to internal name if not found in bundle. */
|
/** Localized, formal name. Never null. Set to internal name if not found in bundle. */
|
||||||
public String localizedName;
|
public String localizedName;
|
||||||
@@ -60,10 +62,13 @@ public abstract class UnlockableContent extends MappableContent{
|
|||||||
* */
|
* */
|
||||||
public ObjectSet<UnlockableContent> databaseTabs = new ObjectSet<>();
|
public ObjectSet<UnlockableContent> databaseTabs = new ObjectSet<>();
|
||||||
/** 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. */
|
||||||
|
@NoPatch
|
||||||
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. */
|
||||||
|
@NoPatch
|
||||||
public Seq<TechNode> techNodes = new Seq<>();
|
public Seq<TechNode> techNodes = new Seq<>();
|
||||||
/** Unlock state. Loaded from settings. Do not modify outside the constructor. */
|
/** Unlock state. Loaded from settings. Do not modify outside the constructor. */
|
||||||
|
@NoPatch
|
||||||
protected boolean unlocked;
|
protected boolean unlocked;
|
||||||
|
|
||||||
public UnlockableContent(String name){
|
public UnlockableContent(String name){
|
||||||
@@ -95,6 +100,14 @@ public abstract class UnlockableContent extends MappableContent{
|
|||||||
uiIcon = Core.atlas.find(getContentType().name() + "-" + name + "-ui", fullIcon);
|
uiIcon = Core.atlas.find(getContentType().name() + "-" + name + "-ui", fullIcon);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@Override
|
||||||
|
public void afterPatch(){
|
||||||
|
super.afterPatch();
|
||||||
|
|
||||||
|
//reset stats
|
||||||
|
stats = new Stats();
|
||||||
|
}
|
||||||
|
|
||||||
public boolean isBanned(){
|
public boolean isBanned(){
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -90,6 +90,9 @@ public class EditorRenderer implements Disposable{
|
|||||||
boolean prev = renderer.animateWater;
|
boolean prev = renderer.animateWater;
|
||||||
renderer.animateWater = false;
|
renderer.animateWater = false;
|
||||||
|
|
||||||
|
Tmp.m4.set(Draw.trans());
|
||||||
|
Draw.trans().idt();
|
||||||
|
|
||||||
Tmp.v3.set(Core.camera.position);
|
Tmp.v3.set(Core.camera.position);
|
||||||
Core.camera.position.set(world.width()/2f * tilesize, world.height()/2f * tilesize);
|
Core.camera.position.set(world.width()/2f * tilesize, world.height()/2f * tilesize);
|
||||||
Core.camera.width = 999999f;
|
Core.camera.width = 999999f;
|
||||||
@@ -144,7 +147,9 @@ public class EditorRenderer implements Disposable{
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
Core.camera.position.set(Tmp.v3);
|
Core.camera.position.set(Tmp.v3);
|
||||||
|
Draw.trans(Tmp.m4);
|
||||||
}
|
}
|
||||||
|
|
||||||
void updateStatic(int x, int y){
|
void updateStatic(int x, int y){
|
||||||
|
|||||||
@@ -383,6 +383,7 @@ public class MapEditorDialog extends Dialog implements Disposable{
|
|||||||
state.rules.allowEditRules = false;
|
state.rules.allowEditRules = false;
|
||||||
state.rules.objectiveFlags.clear();
|
state.rules.objectiveFlags.clear();
|
||||||
state.rules.objectives.each(MapObjective::reset);
|
state.rules.objectives.each(MapObjective::reset);
|
||||||
|
state.stats = new GameStats();
|
||||||
String name = editor.tags.get("name", "").trim();
|
String name = editor.tags.get("name", "").trim();
|
||||||
editor.tags.put("rules", JsonIO.write(state.rules));
|
editor.tags.put("rules", JsonIO.write(state.rules));
|
||||||
editor.tags.remove("width");
|
editor.tags.remove("width");
|
||||||
|
|||||||
@@ -20,6 +20,7 @@ public class MapInfoDialog extends BaseDialog{
|
|||||||
private MapObjectivesDialog objectives = new MapObjectivesDialog();
|
private MapObjectivesDialog objectives = new MapObjectivesDialog();
|
||||||
private MapLocalesDialog locales = new MapLocalesDialog();
|
private MapLocalesDialog locales = new MapLocalesDialog();
|
||||||
private MapProcessorsDialog processors = new MapProcessorsDialog();
|
private MapProcessorsDialog processors = new MapProcessorsDialog();
|
||||||
|
private MapPatchesDialog patches = new MapPatchesDialog();
|
||||||
|
|
||||||
public MapInfoDialog(){
|
public MapInfoDialog(){
|
||||||
super("@editor.mapinfo");
|
super("@editor.mapinfo");
|
||||||
@@ -113,6 +114,16 @@ public class MapInfoDialog extends BaseDialog{
|
|||||||
hide();
|
hide();
|
||||||
processors.show();
|
processors.show();
|
||||||
}).marginLeft(10f);
|
}).marginLeft(10f);
|
||||||
|
|
||||||
|
r.row();
|
||||||
|
|
||||||
|
r.button("@editor.patches", Icon.file, style, () -> {
|
||||||
|
hide();
|
||||||
|
patches.show();
|
||||||
|
}).marginLeft(10f);
|
||||||
|
|
||||||
|
//empty space
|
||||||
|
r.add().marginLeft(10f);
|
||||||
}).colspan(2).center();
|
}).colspan(2).center();
|
||||||
|
|
||||||
name.change();
|
name.change();
|
||||||
|
|||||||
@@ -255,7 +255,12 @@ public class MapObjectivesCanvas extends WidgetGroup{
|
|||||||
float dist = Math.abs(x1 - x2) / 2f;
|
float dist = Math.abs(x1 - x2) / 2f;
|
||||||
float cx1 = x1 + dist;
|
float cx1 = x1 + dist;
|
||||||
float cx2 = x2 - dist;
|
float cx2 = x2 - dist;
|
||||||
|
|
||||||
|
if(Mathf.equal(y1, y2, 0.1f)){
|
||||||
|
Lines.line(x1, y1, x2, y2);
|
||||||
|
}else{
|
||||||
Lines.curve(x1, y1, cx1, y1, cx2, y2, x2, y2, Math.max(4, (int) (Mathf.dst(x1, y1, x2, y2) / 4f)));
|
Lines.curve(x1, y1, cx1, y1, cx2, y2, x2, y2, Math.max(4, (int) (Mathf.dst(x1, y1, x2, y2) / 4f)));
|
||||||
|
}
|
||||||
|
|
||||||
float progress = (Time.time % (60 * 4)) / (60 * 4);
|
float progress = (Time.time % (60 * 4)) / (60 * 4);
|
||||||
|
|
||||||
@@ -279,7 +284,7 @@ public class MapObjectivesCanvas extends WidgetGroup{
|
|||||||
}
|
}
|
||||||
|
|
||||||
for(var other : children){
|
for(var other : children){
|
||||||
if(other instanceof ObjectiveTile tile && tile != ignore && Tmp.r2.set(tile.tx, tile.ty, objWidth, objHeight).overlaps(Tmp.r1)){
|
if(other instanceof ObjectiveTile tile && tile != ignore && Tmp.r2.set(tile.obj.editorX, tile.obj.editorY, objWidth, objHeight).overlaps(Tmp.r1)){
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -292,7 +297,11 @@ public class MapObjectivesCanvas extends WidgetGroup{
|
|||||||
}
|
}
|
||||||
|
|
||||||
public boolean createTile(int x, int y, MapObjective obj){
|
public boolean createTile(int x, int y, MapObjective obj){
|
||||||
if(!validPlace(x, y, null)) return false;
|
return createTile(x, y, obj, false);
|
||||||
|
}
|
||||||
|
|
||||||
|
public boolean createTile(int x, int y, MapObjective obj, boolean force){
|
||||||
|
if(!force && !validPlace(x, y, null)) return false;
|
||||||
|
|
||||||
ObjectiveTile tile = new ObjectiveTile(obj, x, y);
|
ObjectiveTile tile = new ObjectiveTile(obj, x, y);
|
||||||
tile.pack();
|
tile.pack();
|
||||||
@@ -331,7 +340,6 @@ public class MapObjectivesCanvas extends WidgetGroup{
|
|||||||
|
|
||||||
public class ObjectiveTile extends Table{
|
public class ObjectiveTile extends Table{
|
||||||
public final MapObjective obj;
|
public final MapObjective obj;
|
||||||
public int tx, ty;
|
|
||||||
|
|
||||||
public final Mover mover;
|
public final Mover mover;
|
||||||
public final Connector conParent, conChildren;
|
public final Connector conParent, conChildren;
|
||||||
@@ -383,8 +391,8 @@ public class MapObjectivesCanvas extends WidgetGroup{
|
|||||||
}
|
}
|
||||||
|
|
||||||
public void pos(int x, int y){
|
public void pos(int x, int y){
|
||||||
tx = obj.editorX = x;
|
obj.editorX = x;
|
||||||
ty = obj.editorY = y;
|
obj.editorY = y;
|
||||||
this.x = x * unitSize;
|
this.x = x * unitSize;
|
||||||
this.y = y * unitSize;
|
this.y = y * unitSize;
|
||||||
}
|
}
|
||||||
@@ -430,8 +438,8 @@ public class MapObjectivesCanvas extends WidgetGroup{
|
|||||||
moving = ObjectiveTile.this;
|
moving = ObjectiveTile.this;
|
||||||
moving.toFront();
|
moving.toFront();
|
||||||
|
|
||||||
prevX = moving.tx;
|
prevX = moving.obj.editorX;
|
||||||
prevY = moving.ty;
|
prevY = moving.obj.editorY;
|
||||||
|
|
||||||
// Convert to world pos first because the button gets dragged too.
|
// Convert to world pos first because the button gets dragged too.
|
||||||
Vec2 pos = event.listenerActor.localToStageCoordinates(Tmp.v1.set(x, y));
|
Vec2 pos = event.listenerActor.localToStageCoordinates(Tmp.v1.set(x, y));
|
||||||
|
|||||||
@@ -545,10 +545,7 @@ public class MapObjectivesDialog extends BaseDialog{
|
|||||||
if(
|
if(
|
||||||
objectives.any() && (
|
objectives.any() && (
|
||||||
// If the objectives were previously programmatically made...
|
// If the objectives were previously programmatically made...
|
||||||
objectives.contains(obj -> obj.editorX == -1 || obj.editorY == -1) ||
|
objectives.contains(obj -> obj.editorX == -999 || obj.editorY == -999))){
|
||||||
// ... or some idiot somehow made it not work...
|
|
||||||
objectives.contains(obj -> !canvas.tilemap.createTile(obj))
|
|
||||||
)){
|
|
||||||
// ... then rebuild the structure.
|
// ... then rebuild the structure.
|
||||||
canvas.clearObjectives();
|
canvas.clearObjectives();
|
||||||
|
|
||||||
@@ -573,6 +570,8 @@ public class MapObjectivesDialog extends BaseDialog{
|
|||||||
if(i >= objectives.size) break loop;
|
if(i >= objectives.size) break loop;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}else{
|
||||||
|
objectives.each(o -> canvas.tilemap.createTile(o.editorX, o.editorY, o, true));
|
||||||
}
|
}
|
||||||
|
|
||||||
canvas.objectives.set(objectives);
|
canvas.objectives.set(objectives);
|
||||||
|
|||||||
163
core/src/mindustry/editor/MapPatchesDialog.java
Normal file
163
core/src/mindustry/editor/MapPatchesDialog.java
Normal file
@@ -0,0 +1,163 @@
|
|||||||
|
package mindustry.editor;
|
||||||
|
|
||||||
|
import arc.*;
|
||||||
|
import arc.func.*;
|
||||||
|
import arc.scene.ui.TextButton.*;
|
||||||
|
import arc.scene.ui.layout.*;
|
||||||
|
import arc.struct.*;
|
||||||
|
import arc.util.*;
|
||||||
|
import arc.util.serialization.*;
|
||||||
|
import mindustry.*;
|
||||||
|
import mindustry.gen.*;
|
||||||
|
import mindustry.ui.*;
|
||||||
|
import mindustry.ui.dialogs.*;
|
||||||
|
|
||||||
|
import static mindustry.Vars.*;
|
||||||
|
|
||||||
|
public class MapPatchesDialog extends BaseDialog{
|
||||||
|
private Table list;
|
||||||
|
|
||||||
|
public MapPatchesDialog(){
|
||||||
|
super("@editor.patches");
|
||||||
|
|
||||||
|
shown(this::setup);
|
||||||
|
|
||||||
|
addCloseButton();
|
||||||
|
buttons.button("@editor.patches.guide", Icon.link, () -> Core.app.openURI(patchesGuideURL)).size(200, 64f);
|
||||||
|
|
||||||
|
buttons.button("@add", Icon.add, () -> showImport(this::addPatch)).size(200f, 64f);
|
||||||
|
|
||||||
|
cont.top();
|
||||||
|
getCell(cont).grow();
|
||||||
|
|
||||||
|
cont.pane(t -> list = t);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void setup(){
|
||||||
|
list.clearChildren();
|
||||||
|
var patches = state.patcher.patches;
|
||||||
|
|
||||||
|
if(patches.isEmpty()){
|
||||||
|
list.add("@editor.patches.none");
|
||||||
|
}else{
|
||||||
|
Table t = list;
|
||||||
|
|
||||||
|
t.defaults().pad(4f);
|
||||||
|
float h = 50f;
|
||||||
|
for(var patch : patches){
|
||||||
|
int fields = countFields(patch.json);
|
||||||
|
|
||||||
|
if(patch.warnings.size > 0){
|
||||||
|
t.button(Icon.warning, Styles.graySquarei, iconMed, () -> {
|
||||||
|
BaseDialog dialog = new BaseDialog("@editor.patches.errors");
|
||||||
|
dialog.cont.top().pane(p -> {
|
||||||
|
p.top();
|
||||||
|
|
||||||
|
for(var warning : patch.warnings){
|
||||||
|
p.table(Styles.grayPanel, in -> {
|
||||||
|
in.add(warning, Styles.monoLabel).grow().wrap();
|
||||||
|
}).margin(6f).growX().pad(3f).row();
|
||||||
|
}
|
||||||
|
}).grow();
|
||||||
|
dialog.addCloseButton();
|
||||||
|
dialog.show();
|
||||||
|
}).size(h);
|
||||||
|
}else{
|
||||||
|
t.add().size(h);
|
||||||
|
}
|
||||||
|
|
||||||
|
t.button((patch.name.isEmpty() ? "<unnamed>\n" : "[accent]" + patch.name + "\n") + "[lightgray][[" + Core.bundle.format("editor.patch.fields", fields) + "]", Styles.grayt, () -> {
|
||||||
|
BaseDialog dialog = new BaseDialog(Core.bundle.format("editor.patch", patch.name.isEmpty() ? "<unnamed>" : patch.name));
|
||||||
|
dialog.cont.top().pane(p -> {
|
||||||
|
p.top();
|
||||||
|
p.table(Styles.grayPanel, in -> {
|
||||||
|
in.add(patch.patch.replaceAll("\t", " "), Styles.monoLabel).grow().wrap().left().labelAlign(Align.left);
|
||||||
|
}).margin(6f).growX().pad(5f).row();
|
||||||
|
}).grow();
|
||||||
|
dialog.addCloseButton();
|
||||||
|
dialog.show();
|
||||||
|
}).size(mobile ? 390f : 450f, h).margin(10f).with(b -> {
|
||||||
|
b.getLabel().setAlignment(Align.left, Align.left);
|
||||||
|
});
|
||||||
|
|
||||||
|
t.button(Icon.copy, Styles.graySquarei, Vars.iconMed, () -> {
|
||||||
|
Core.app.setClipboardText(patch.patch);
|
||||||
|
ui.showInfoFade("@copied");
|
||||||
|
}).size(h);
|
||||||
|
|
||||||
|
t.button(Icon.refresh, Styles.graySquarei, Vars.iconMed, () -> {
|
||||||
|
showImport(str -> addPatch(str, patches.indexOf(patch)));
|
||||||
|
}).size(h);
|
||||||
|
|
||||||
|
t.button(Icon.trash, Styles.graySquarei, iconMed, () -> {
|
||||||
|
ui.showConfirm("@editor.patches.delete.confirm", () -> {
|
||||||
|
patches.remove(patch);
|
||||||
|
setup();
|
||||||
|
});
|
||||||
|
}).size(h);
|
||||||
|
|
||||||
|
t.row();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void showImport(Cons<String> handler){
|
||||||
|
BaseDialog dialog = new BaseDialog("@editor.import");
|
||||||
|
dialog.cont.pane(p -> {
|
||||||
|
p.margin(10f);
|
||||||
|
p.table(Tex.button, t -> {
|
||||||
|
TextButtonStyle style = Styles.flatt;
|
||||||
|
t.defaults().size(280f, 60f).left();
|
||||||
|
t.row();
|
||||||
|
t.button("@schematic.copy.import", Icon.copy, style, () -> {
|
||||||
|
dialog.hide();
|
||||||
|
handler.get(Core.app.getClipboardText());
|
||||||
|
}).marginLeft(12f).disabled(b -> Core.app.getClipboardText() == null);
|
||||||
|
t.row();
|
||||||
|
t.button("@schematic.importfile", Icon.download, style, () -> platform.showMultiFileChooser(file -> {
|
||||||
|
dialog.hide();
|
||||||
|
handler.get(file.readString());
|
||||||
|
}, "json", "hjson", "json5")).marginLeft(12f);
|
||||||
|
t.row();
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
dialog.addCloseButton();
|
||||||
|
dialog.show();
|
||||||
|
}
|
||||||
|
|
||||||
|
void addPatch(String patch){
|
||||||
|
addPatch(patch, -1);
|
||||||
|
}
|
||||||
|
|
||||||
|
void addPatch(String patch, int replaceIndex){
|
||||||
|
var oldPatches = state.patcher.patches.copy();
|
||||||
|
try{
|
||||||
|
Jval.read(patch); //validation
|
||||||
|
Seq<String> patches = state.patcher.patches.map(p -> p.patch);
|
||||||
|
if(replaceIndex == -1){
|
||||||
|
patches.add(patch);
|
||||||
|
}else{
|
||||||
|
patches.set(replaceIndex, patch);
|
||||||
|
}
|
||||||
|
state.patcher.apply(patches);
|
||||||
|
|
||||||
|
setup();
|
||||||
|
}catch(Exception e){
|
||||||
|
state.patcher.patches.set(oldPatches);
|
||||||
|
ui.showException("@editor.patches.importerror", e);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
int countFields(JsonValue value){
|
||||||
|
if(value.isObject() || value.isArray()){
|
||||||
|
int sum = 0;
|
||||||
|
for(var child : value){
|
||||||
|
sum += countFields(child);
|
||||||
|
}
|
||||||
|
return Math.max(sum, 1);
|
||||||
|
}else{
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -3,6 +3,7 @@ package mindustry.entities;
|
|||||||
import arc.math.*;
|
import arc.math.*;
|
||||||
import arc.math.geom.*;
|
import arc.math.geom.*;
|
||||||
import arc.util.*;
|
import arc.util.*;
|
||||||
|
import mindustry.entities.bullet.*;
|
||||||
import mindustry.gen.*;
|
import mindustry.gen.*;
|
||||||
|
|
||||||
/**
|
/**
|
||||||
@@ -55,13 +56,21 @@ public class Predict{
|
|||||||
return intercept(src, dst, 0, 0, v);
|
return intercept(src, dst, 0, 0, v);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public static Vec2 intercept(Position src, Position dst, BulletType bullet){
|
||||||
|
return intercept(src, dst, 0f, 0f, bullet.keepVelocity, bullet.speed);
|
||||||
|
}
|
||||||
|
|
||||||
public static Vec2 intercept(Position src, Position dst, float offsetx, float offsety, float v){
|
public static Vec2 intercept(Position src, Position dst, float offsetx, float offsety, float v){
|
||||||
|
return intercept(src, dst, offsetx, offsety, true, v);
|
||||||
|
}
|
||||||
|
|
||||||
|
public static Vec2 intercept(Position src, Position dst, float offsetx, float offsety, boolean useSrcVelocity, float v){
|
||||||
float ddx = 0, ddy = 0;
|
float ddx = 0, ddy = 0;
|
||||||
if(dst instanceof Hitboxc h){
|
if(dst instanceof Hitboxc h){
|
||||||
ddx += h.deltaX();
|
ddx += h.deltaX();
|
||||||
ddy += h.deltaY();
|
ddy += h.deltaY();
|
||||||
}
|
}
|
||||||
if(src instanceof Hitboxc h){
|
if(src instanceof Hitboxc h && useSrcVelocity){
|
||||||
ddx -= h.deltaX();
|
ddx -= h.deltaX();
|
||||||
ddy -= h.deltaY();
|
ddy -= h.deltaY();
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -144,6 +144,8 @@ public class EnergyFieldAbility extends Ability{
|
|||||||
|
|
||||||
all.sort(h -> h.dst2(rx, ry));
|
all.sort(h -> h.dst2(rx, ry));
|
||||||
int len = Math.min(all.size, maxTargets);
|
int len = Math.min(all.size, maxTargets);
|
||||||
|
float scaledDamage = damage * state.rules.unitDamage(unit.team) * unit.damageMultiplier;
|
||||||
|
|
||||||
for(int i = 0; i < len; i++){
|
for(int i = 0; i < len; i++){
|
||||||
Healthc other = all.get(i);
|
Healthc other = all.get(i);
|
||||||
|
|
||||||
@@ -169,9 +171,9 @@ public class EnergyFieldAbility extends Ability{
|
|||||||
}else{
|
}else{
|
||||||
anyNearby = true;
|
anyNearby = true;
|
||||||
if(other instanceof Building b){
|
if(other instanceof Building b){
|
||||||
b.damage(unit.team, damage * state.rules.unitDamage(unit.team));
|
b.damage(unit.team, scaledDamage);
|
||||||
}else{
|
}else{
|
||||||
other.damage(damage * state.rules.unitDamage(unit.team));
|
other.damage(scaledDamage);
|
||||||
}
|
}
|
||||||
if(other instanceof Statusc s){
|
if(other instanceof Statusc s){
|
||||||
s.apply(status, statusDuration);
|
s.apply(status, statusDuration);
|
||||||
|
|||||||
@@ -82,12 +82,12 @@ public class ShieldArcAbility extends Ability{
|
|||||||
paramField.data -= unit.health() * paramField.missileUnitMultiplier * Vars.state.rules.unitDamage(unit.team);
|
paramField.data -= unit.health() * paramField.missileUnitMultiplier * Vars.state.rules.unitDamage(unit.team);
|
||||||
paramField.alpha = 1f;
|
paramField.alpha = 1f;
|
||||||
|
|
||||||
}else{
|
}else if(paramField.pushUnits && !(!unit.isFlying() && paramUnit.isFlying())){
|
||||||
|
|
||||||
float reach = paramField.radius + paramField.width;
|
float reach = paramField.radius + paramField.width;
|
||||||
float overlapDst = reach - unit.dst(paramPos.x,paramPos.y);
|
float overlapDst = reach - unit.dst(paramPos.x,paramPos.y);
|
||||||
|
|
||||||
if(overlapDst>0){
|
if(overlapDst > 0){
|
||||||
//stop
|
//stop
|
||||||
unit.vel.setZero();
|
unit.vel.setZero();
|
||||||
// get out
|
// get out
|
||||||
@@ -132,6 +132,8 @@ public class ShieldArcAbility extends Ability{
|
|||||||
public @Nullable Color color;
|
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;
|
||||||
|
/** If true, enemy units are pushed out. */
|
||||||
|
public boolean pushUnits = true;
|
||||||
|
|
||||||
/** State. */
|
/** State. */
|
||||||
protected float widthScale, alpha;
|
protected float widthScale, alpha;
|
||||||
|
|||||||
@@ -727,6 +727,10 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc,
|
|||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public boolean allowDeposit(){
|
||||||
|
return block.alwaysAllowDeposit || !state.rules.onlyDepositCore;
|
||||||
|
}
|
||||||
|
|
||||||
/** Called when this block is dropped as a payload. */
|
/** Called when this block is dropped as a payload. */
|
||||||
public void dropped(){
|
public void dropped(){
|
||||||
|
|
||||||
|
|||||||
@@ -111,7 +111,7 @@ public class AIController implements UnitController{
|
|||||||
public void faceTarget(){
|
public void faceTarget(){
|
||||||
if(unit.type.omniMovement || unit instanceof Mechc){
|
if(unit.type.omniMovement || unit instanceof Mechc){
|
||||||
if(!Units.invalidateTarget(target, unit, unit.range()) && unit.type.faceTarget && unit.type.hasWeapons()){
|
if(!Units.invalidateTarget(target, unit, unit.range()) && unit.type.faceTarget && unit.type.hasWeapons()){
|
||||||
unit.lookAt(Predict.intercept(unit, target, unit.type.weapons.first().bullet.speed));
|
unit.lookAt(Predict.intercept(unit, target, unit.type.weapons.first().bullet));
|
||||||
}else if(unit.moving()){
|
}else if(unit.moving()){
|
||||||
unit.lookAt(unit.vel().angle());
|
unit.lookAt(unit.vel().angle());
|
||||||
}
|
}
|
||||||
@@ -218,7 +218,7 @@ public class AIController implements UnitController{
|
|||||||
shoot = bomberTarget != null;
|
shoot = bomberTarget != null;
|
||||||
}
|
}
|
||||||
|
|
||||||
Vec2 to = Predict.intercept(unit, mount.target, weapon.bullet.speed);
|
Vec2 to = Predict.intercept(unit, mount.target, weapon.bullet);
|
||||||
mount.aimX = to.x;
|
mount.aimX = to.x;
|
||||||
mount.aimY = to.y;
|
mount.aimY = to.y;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -12,6 +12,7 @@ public class CampaignRules{
|
|||||||
public boolean randomWaveAI;
|
public boolean randomWaveAI;
|
||||||
public boolean legacyLaunchPads;
|
public boolean legacyLaunchPads;
|
||||||
public boolean rtsAI;
|
public boolean rtsAI;
|
||||||
|
public boolean clearSectorOnLose;
|
||||||
|
|
||||||
public void apply(Planet planet, Rules rules){
|
public void apply(Planet planet, Rules rules){
|
||||||
rules.staticFog = rules.fog = fog;
|
rules.staticFog = rules.fog = fog;
|
||||||
|
|||||||
@@ -1,6 +1,7 @@
|
|||||||
package mindustry.game;
|
package mindustry.game;
|
||||||
|
|
||||||
import arc.math.geom.*;
|
import arc.math.geom.*;
|
||||||
|
import arc.struct.*;
|
||||||
import arc.util.*;
|
import arc.util.*;
|
||||||
import mindustry.core.GameState.*;
|
import mindustry.core.GameState.*;
|
||||||
import mindustry.ctype.*;
|
import mindustry.ctype.*;
|
||||||
@@ -102,6 +103,15 @@ public class EventType{
|
|||||||
/** Called when a game begins and the world tiles are initiated. About to updates tile proximity and sets up physics for the world(Before WorldLoadEvent) */
|
/** Called when a game begins and the world tiles are initiated. About to updates tile proximity and sets up physics for the world(Before WorldLoadEvent) */
|
||||||
public static class WorldLoadEndEvent{}
|
public static class WorldLoadEndEvent{}
|
||||||
|
|
||||||
|
/** Called when a save loads custom patches. {@link #patches} can be modified in the event handler. */
|
||||||
|
public static class ContentPatchLoadEvent{
|
||||||
|
public final Seq<String> patches;
|
||||||
|
|
||||||
|
public ContentPatchLoadEvent(Seq<String> patches){
|
||||||
|
this.patches = patches;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
public static class SaveLoadEvent{
|
public static class SaveLoadEvent{
|
||||||
public final boolean isMap;
|
public final boolean isMap;
|
||||||
|
|
||||||
|
|||||||
@@ -19,8 +19,6 @@ public enum Gamemode{
|
|||||||
}),
|
}),
|
||||||
attack(rules -> {
|
attack(rules -> {
|
||||||
rules.attackMode = true;
|
rules.attackMode = true;
|
||||||
//TODO waves is now a bad idea
|
|
||||||
//rules.waves = true;
|
|
||||||
rules.waveTimer = true;
|
rules.waveTimer = true;
|
||||||
|
|
||||||
rules.waveSpacing = 2f * Time.toMinutes;
|
rules.waveSpacing = 2f * Time.toMinutes;
|
||||||
|
|||||||
@@ -185,7 +185,7 @@ public class MapObjectives implements Iterable<MapObjective>, Eachable<MapObject
|
|||||||
private transient final Seq<MapObjective> children = new Seq<>(2);
|
private transient final Seq<MapObjective> children = new Seq<>(2);
|
||||||
|
|
||||||
/** For the objectives UI dialog. Do not modify directly! */
|
/** For the objectives UI dialog. Do not modify directly! */
|
||||||
public transient int editorX = -1, editorY = -1;
|
public transient int editorX = -999, editorY = -999;
|
||||||
|
|
||||||
/** Whether this objective has been done yet. This is internally set. */
|
/** Whether this objective has been done yet. This is internally set. */
|
||||||
private boolean completed;
|
private boolean completed;
|
||||||
|
|||||||
@@ -59,6 +59,8 @@ public class SectorInfo{
|
|||||||
public boolean attack = false;
|
public boolean attack = false;
|
||||||
/** Whether this sector has any enemy spawns. */
|
/** Whether this sector has any enemy spawns. */
|
||||||
public boolean hasSpawns = true;
|
public boolean hasSpawns = true;
|
||||||
|
/** How many times the player has tried to land at this sector with a fresh core. */
|
||||||
|
public int attempts;
|
||||||
/** Wave # from state */
|
/** Wave # from state */
|
||||||
public int wave = 1, winWave = -1;
|
public int wave = 1, winWave = -1;
|
||||||
/** Waves this sector can survive if under attack. Based on wave in info. <0 means uncalculated. */
|
/** Waves this sector can survive if under attack. Based on wave in info. <0 means uncalculated. */
|
||||||
@@ -108,7 +110,7 @@ public class SectorInfo{
|
|||||||
|
|
||||||
/** @return whether the sector was last saved with the same preset. if false, this means the preset changed, and thus the spawn/plan data should be discarded. */
|
/** @return whether the sector was last saved with the same preset. if false, this means the preset changed, and thus the spawn/plan data should be discarded. */
|
||||||
public boolean sectorDataMatches(Sector sector){
|
public boolean sectorDataMatches(Sector sector){
|
||||||
if(sector.preset != null && (sector.preset.generator.map.width != lastWidth || sector.preset.generator.map.width != lastHeight)){
|
if(sector.preset != null && (sector.preset.generator.map.width != lastWidth || sector.preset.generator.map.height != lastHeight)){
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
return Structs.eq(sector.preset == null ? null : sector.preset.name, lastPresetName);
|
return Structs.eq(sector.preset == null ? null : sector.preset.name, lastPresetName);
|
||||||
|
|||||||
@@ -257,6 +257,7 @@ public class BlockRenderer{
|
|||||||
if(other != null){
|
if(other != null){
|
||||||
darkEvents.add(other.pos());
|
darkEvents.add(other.pos());
|
||||||
floor.recacheTile(other);
|
floor.recacheTile(other);
|
||||||
|
renderer.minimap.updatePixel(other);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -110,7 +110,7 @@ public final class FogRenderer{
|
|||||||
dynamicFog.getTexture().setFilter(TextureFilter.linear);
|
dynamicFog.getTexture().setFilter(TextureFilter.linear);
|
||||||
|
|
||||||
Draw.shader(Shaders.fog);
|
Draw.shader(Shaders.fog);
|
||||||
Draw.color(state.rules.dynamicColor, 0.5f);
|
Draw.color(state.rules.dynamicColor, Float.isNaN(state.rules.dynamicColor.a) ? 0.5f : Math.max(0.5f, state.rules.dynamicColor.a));
|
||||||
Draw.fbo(dynamicFog.getTexture(), world.width(), world.height(), tilesize);
|
Draw.fbo(dynamicFog.getTexture(), world.width(), world.height(), tilesize);
|
||||||
//TODO ai check?
|
//TODO ai check?
|
||||||
if(state.rules.staticFog){
|
if(state.rules.staticFog){
|
||||||
|
|||||||
@@ -195,7 +195,7 @@ public class MinimapRenderer{
|
|||||||
float wf = world.width() * tilesize;
|
float wf = world.width() * tilesize;
|
||||||
float hf = world.height() * tilesize;
|
float hf = world.height() * tilesize;
|
||||||
|
|
||||||
Draw.color(state.rules.dynamicColor, 0.5f);
|
Draw.color(state.rules.dynamicColor, Float.isNaN(state.rules.dynamicColor.a) ? 0.5f : Math.max(0.5f, state.rules.dynamicColor.a));
|
||||||
Draw.rect(Tmp.tr1, wf / 2, hf / 2, wf, hf);
|
Draw.rect(Tmp.tr1, wf / 2, hf / 2, wf, hf);
|
||||||
|
|
||||||
if(state.rules.staticFog){
|
if(state.rules.staticFog){
|
||||||
@@ -309,6 +309,7 @@ public class MinimapRenderer{
|
|||||||
}
|
}
|
||||||
|
|
||||||
public void updateAll(){
|
public void updateAll(){
|
||||||
|
if(pixmap.isDisposed() || texture.isDisposed()) return;
|
||||||
for(Tile tile : world.tiles){
|
for(Tile tile : world.tiles){
|
||||||
pixmap.set(tile.x, pixmap.height - 1 - tile.y, colorFor(tile));
|
pixmap.set(tile.x, pixmap.height - 1 - tile.y, colorFor(tile));
|
||||||
}
|
}
|
||||||
@@ -336,7 +337,7 @@ public class MinimapRenderer{
|
|||||||
updatePixel(tile);
|
updatePixel(tile);
|
||||||
}
|
}
|
||||||
|
|
||||||
void updatePixel(Tile tile){
|
public void updatePixel(Tile tile){
|
||||||
updates.add(tile.pos());
|
updates.add(tile.pos());
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -246,7 +246,7 @@ public class OverlayRenderer{
|
|||||||
if(input.canDropItem() && build != null && build.interactable(player.team()) && build.acceptStack(player.unit().item(), player.unit().stack.amount, player.unit()) > 0 && player.within(build, itemTransferRange) &&
|
if(input.canDropItem() && build != null && build.interactable(player.team()) && build.acceptStack(player.unit().item(), player.unit().stack.amount, player.unit()) > 0 && player.within(build, itemTransferRange) &&
|
||||||
input.itemDepositCooldown <= 0f){
|
input.itemDepositCooldown <= 0f){
|
||||||
|
|
||||||
boolean invalid = (state.rules.onlyDepositCore && !(build instanceof CoreBuild));
|
boolean invalid = !build.allowDeposit();
|
||||||
|
|
||||||
Lines.stroke(3f, Pal.gray);
|
Lines.stroke(3f, Pal.gray);
|
||||||
Lines.square(build.x, build.y, build.block.size * tilesize / 2f + 3 + Mathf.absin(Time.time, 5f, 1f));
|
Lines.square(build.x, build.y, build.block.size * tilesize / 2f + 3 + Mathf.absin(Time.time, 5f, 1f));
|
||||||
|
|||||||
@@ -33,7 +33,7 @@ public class Shaders{
|
|||||||
public static AtmosphereShader atmosphere;
|
public static AtmosphereShader atmosphere;
|
||||||
public static ShockwaveShader shockwave;
|
public static ShockwaveShader shockwave;
|
||||||
public static MeshShader mesh;
|
public static MeshShader mesh;
|
||||||
public static Shader unlit;
|
public static Shader unlit, unlitWhite;
|
||||||
public static Shader screenspace;
|
public static Shader screenspace;
|
||||||
|
|
||||||
public static void init(){
|
public static void init(){
|
||||||
@@ -70,6 +70,7 @@ public class Shaders{
|
|||||||
planetGrid = new PlanetGridShader();
|
planetGrid = new PlanetGridShader();
|
||||||
atmosphere = new AtmosphereShader();
|
atmosphere = new AtmosphereShader();
|
||||||
unlit = new LoadShader("planet", "unlit");
|
unlit = new LoadShader("planet", "unlit");
|
||||||
|
unlitWhite = new LoadShader("planet", "unlitwhite");
|
||||||
screenspace = new LoadShader("screenspace", "screenspace");
|
screenspace = new LoadShader("screenspace", "screenspace");
|
||||||
|
|
||||||
//disabled for now...
|
//disabled for now...
|
||||||
@@ -144,6 +145,7 @@ public class Shaders{
|
|||||||
camDir.set(renderer.planets.cam.direction).rotate(Vec3.Y, planet.getRotation());
|
camDir.set(renderer.planets.cam.direction).rotate(Vec3.Y, planet.getRotation());
|
||||||
|
|
||||||
setUniformf("u_alpha", alpha);
|
setUniformf("u_alpha", alpha);
|
||||||
|
setUniformf("u_emissive", 0f);
|
||||||
setUniformf("u_lightdir", lightDir);
|
setUniformf("u_lightdir", lightDir);
|
||||||
setUniformf("u_ambientColor", ambientColor.r, ambientColor.g, ambientColor.b);
|
setUniformf("u_ambientColor", ambientColor.r, ambientColor.g, ambientColor.b);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -15,7 +15,7 @@ public class MeshBuilder{
|
|||||||
public static Mesh buildIcosphere(int divisions, float radius){
|
public static Mesh buildIcosphere(int divisions, float radius){
|
||||||
MeshResult result = Icosphere.create(divisions);
|
MeshResult result = Icosphere.create(divisions);
|
||||||
|
|
||||||
Mesh mesh = begin(result.vertices.size / 3, result.indices.size, false, false);
|
Mesh mesh = begin(result.vertices.size / 3, result.indices.size, false, false, false);
|
||||||
|
|
||||||
if(result.vertices.size >= 65535) throw new RuntimeException("Due to index size limits, only meshes with a maximum of 65535 vertices are supported. If you want more than that, make your own non-indexed mesh builder.");
|
if(result.vertices.size >= 65535) throw new RuntimeException("Due to index size limits, only meshes with a maximum of 65535 vertices are supported. If you want more than that, make your own non-indexed mesh builder.");
|
||||||
|
|
||||||
@@ -193,6 +193,10 @@ public class MeshBuilder{
|
|||||||
}
|
}
|
||||||
|
|
||||||
private static Mesh begin(int vertices, int indices, boolean normal, boolean emissive){
|
private static Mesh begin(int vertices, int indices, boolean normal, boolean emissive){
|
||||||
|
return begin(vertices, indices, normal, emissive, true);
|
||||||
|
}
|
||||||
|
|
||||||
|
private static Mesh begin(int vertices, int indices, boolean normal, boolean emissive, boolean color){
|
||||||
Seq<VertexAttribute> attributes = Seq.with(
|
Seq<VertexAttribute> attributes = Seq.with(
|
||||||
VertexAttribute.position3
|
VertexAttribute.position3
|
||||||
);
|
);
|
||||||
@@ -202,7 +206,9 @@ public class MeshBuilder{
|
|||||||
attributes.add(packNormals ? VertexAttribute.packedNormal : VertexAttribute.normal);
|
attributes.add(packNormals ? VertexAttribute.packedNormal : VertexAttribute.normal);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if(color){
|
||||||
attributes.add(VertexAttribute.color);
|
attributes.add(VertexAttribute.color);
|
||||||
|
}
|
||||||
|
|
||||||
if(emissive){
|
if(emissive){
|
||||||
attributes.add(new VertexAttribute(4, GL20.GL_UNSIGNED_BYTE, true, "a_emissive"));
|
attributes.add(new VertexAttribute(4, GL20.GL_UNSIGNED_BYTE, true, "a_emissive"));
|
||||||
@@ -269,8 +275,8 @@ public class MeshBuilder{
|
|||||||
if(floats.length > 5) floats[5] = emissive;
|
if(floats.length > 5) floats[5] = emissive;
|
||||||
}else{
|
}else{
|
||||||
floats[3] = normal.x;
|
floats[3] = normal.x;
|
||||||
floats[4] = normal.x;
|
floats[4] = normal.y;
|
||||||
floats[5] = normal.x;
|
floats[5] = normal.z;
|
||||||
|
|
||||||
floats[6] = color;
|
floats[6] = color;
|
||||||
if(floats.length > 7) floats[7] = emissive;
|
if(floats.length > 7) floats[7] = emissive;
|
||||||
|
|||||||
@@ -452,7 +452,7 @@ public abstract class InputHandler implements InputProcessor, GestureListener{
|
|||||||
|
|
||||||
@Remote(targets = Loc.both, forward = true, called = Loc.server)
|
@Remote(targets = Loc.both, forward = true, called = Loc.server)
|
||||||
public static void transferInventory(Player player, Building build){
|
public static void transferInventory(Player player, Building build){
|
||||||
if(player == null || build == null || !player.within(build, itemTransferRange) || build.items == null || player.dead() || (state.rules.onlyDepositCore && !(build instanceof CoreBuild))) return;
|
if(player == null || build == null || !player.within(build, itemTransferRange) || build.items == null || player.dead() || !build.allowDeposit()) return;
|
||||||
|
|
||||||
if(net.server() && (player.unit().stack.amount <= 0 || !Units.canInteract(player, build) ||
|
if(net.server() && (player.unit().stack.amount <= 0 || !Units.canInteract(player, build) ||
|
||||||
//to avoid rejecting deposit packets that happen to overlap due to packet speed differences, the actual cap is double the cooldown with 2 deposits.
|
//to avoid rejecting deposit packets that happen to overlap due to packet speed differences, the actual cap is double the cooldown with 2 deposits.
|
||||||
@@ -2089,7 +2089,7 @@ public abstract class InputHandler implements InputProcessor, GestureListener{
|
|||||||
if(build != null && build.acceptStack(stack.item, stack.amount, player.unit()) > 0 && build.interactable(player.team()) &&
|
if(build != null && build.acceptStack(stack.item, stack.amount, player.unit()) > 0 && build.interactable(player.team()) &&
|
||||||
build.block.hasItems && player.unit().stack().amount > 0 && build.interactable(player.team())){
|
build.block.hasItems && player.unit().stack().amount > 0 && build.interactable(player.team())){
|
||||||
|
|
||||||
if(!(state.rules.onlyDepositCore && !(build instanceof CoreBuild)) && itemDepositCooldown <= 0f){
|
if(build.allowDeposit() && itemDepositCooldown <= 0f){
|
||||||
Call.transferInventory(player, build);
|
Call.transferInventory(player, build);
|
||||||
itemDepositCooldown = state.rules.itemDepositCooldown;
|
itemDepositCooldown = state.rules.itemDepositCooldown;
|
||||||
}
|
}
|
||||||
@@ -2254,7 +2254,7 @@ public abstract class InputHandler implements InputProcessor, GestureListener{
|
|||||||
Point2 next = i == points.size - 1 ? null : points.get(i + 1);
|
Point2 next = i == points.size - 1 ? null : points.get(i + 1);
|
||||||
line.x = point.x;
|
line.x = point.x;
|
||||||
line.y = point.y;
|
line.y = point.y;
|
||||||
if(!overrideLineRotation || diagonal){
|
if((!overrideLineRotation || diagonal) && !(block != null && block.ignoreLineRotation)){
|
||||||
int result = baseRotation;
|
int result = baseRotation;
|
||||||
if(next != null){
|
if(next != null){
|
||||||
result = Tile.relativeTo(point.x, point.y, next.x, next.y);
|
result = Tile.relativeTo(point.x, point.y, next.x, next.y);
|
||||||
|
|||||||
@@ -1003,7 +1003,6 @@ public class MobileInput extends InputHandler implements GestureListener{
|
|||||||
float attractDst = 15f;
|
float attractDst = 15f;
|
||||||
float speed = unit.speed();
|
float speed = unit.speed();
|
||||||
float range = unit.hasWeapons() ? unit.range() : 0f;
|
float range = unit.hasWeapons() ? unit.range() : 0f;
|
||||||
float bulletSpeed = unit.hasWeapons() ? type.weapons.first().bullet.speed : 0f;
|
|
||||||
float mouseAngle = unit.angleTo(unit.aimX(), unit.aimY());
|
float mouseAngle = unit.angleTo(unit.aimX(), unit.aimY());
|
||||||
boolean aimCursor = omni && player.shooting && type.hasWeapons() && !boosted && type.faceTarget;
|
boolean aimCursor = omni && player.shooting && type.hasWeapons() && !boosted && type.faceTarget;
|
||||||
|
|
||||||
@@ -1081,7 +1080,7 @@ public class MobileInput extends InputHandler implements GestureListener{
|
|||||||
//this may be a bad idea, aiming for a point far in front could work better, test it out
|
//this may be a bad idea, aiming for a point far in front could work better, test it out
|
||||||
unit.aim(Core.input.mouseWorldX(), Core.input.mouseWorldY());
|
unit.aim(Core.input.mouseWorldX(), Core.input.mouseWorldY());
|
||||||
}else{
|
}else{
|
||||||
Vec2 intercept = player.unit().type.weapons.contains(w -> w.predictTarget) ? Predict.intercept(unit, target, bulletSpeed) : Tmp.v1.set(target);
|
Vec2 intercept = player.unit().type.weapons.contains(w -> w.predictTarget) ? Predict.intercept(unit, target, type.weapons.first().bullet) : Tmp.v1.set(target);
|
||||||
|
|
||||||
player.mouseX = intercept.x;
|
player.mouseX = intercept.x;
|
||||||
player.mouseY = intercept.y;
|
player.mouseY = intercept.y;
|
||||||
|
|||||||
@@ -97,6 +97,7 @@ public class MapIO{
|
|||||||
};
|
};
|
||||||
|
|
||||||
ver.readRegion("content", stream, counter, ver::readContentHeader);
|
ver.readRegion("content", stream, counter, ver::readContentHeader);
|
||||||
|
if(ver.version >= 11) ver.readRegion("content", stream, counter, ver::skipContentPatches);
|
||||||
ver.readRegion("preview_map", stream, counter, in -> ver.readMap(in, new WorldContext(){
|
ver.readRegion("preview_map", stream, counter, in -> ver.readMap(in, new WorldContext(){
|
||||||
@Override public void resize(int width, int height){}
|
@Override public void resize(int width, int height){}
|
||||||
@Override public boolean isGenerating(){return false;}
|
@Override public boolean isGenerating(){return false;}
|
||||||
|
|||||||
@@ -20,8 +20,7 @@ public class SaveIO{
|
|||||||
/** Save format header. */
|
/** Save format header. */
|
||||||
public static final byte[] header = {'M', 'S', 'A', 'V'};
|
public static final byte[] header = {'M', 'S', 'A', 'V'};
|
||||||
public static final IntMap<SaveVersion> versions = new IntMap<>();
|
public static final IntMap<SaveVersion> versions = new IntMap<>();
|
||||||
public static final Seq<SaveVersion> versionArray = Seq.with(new Save1(), new Save2(), new Save3(), new Save4(), new Save5(), new Save6(), new Save7(), new Save8(), new Save9(), new Save10());
|
public static final Seq<SaveVersion> versionArray = Seq.with(new Save1(), new Save2(), new Save3(), new Save4(), new Save5(), new Save6(), new Save7(), new Save8(), new Save9(), new Save10(), new Save11());
|
||||||
|
|
||||||
static{
|
static{
|
||||||
for(SaveVersion version : versionArray){
|
for(SaveVersion version : versionArray){
|
||||||
versions.put(version.version, version);
|
versions.put(version.version, version);
|
||||||
|
|||||||
@@ -12,6 +12,7 @@ import mindustry.core.*;
|
|||||||
import mindustry.ctype.*;
|
import mindustry.ctype.*;
|
||||||
import mindustry.entities.*;
|
import mindustry.entities.*;
|
||||||
import mindustry.game.*;
|
import mindustry.game.*;
|
||||||
|
import mindustry.game.EventType.*;
|
||||||
import mindustry.game.Teams.*;
|
import mindustry.game.Teams.*;
|
||||||
import mindustry.gen.*;
|
import mindustry.gen.*;
|
||||||
import mindustry.maps.Map;
|
import mindustry.maps.Map;
|
||||||
@@ -67,6 +68,7 @@ public abstract class SaveVersion extends SaveFileReader{
|
|||||||
readRegion("content", stream, counter, this::readContentHeader);
|
readRegion("content", stream, counter, this::readContentHeader);
|
||||||
|
|
||||||
try{
|
try{
|
||||||
|
if(version >= 11) readRegion("patches", stream, counter, this::readContentPatches);
|
||||||
readRegion("map", stream, counter, in -> readMap(in, context));
|
readRegion("map", stream, counter, in -> readMap(in, context));
|
||||||
readRegion("entities", stream, counter, this::readEntities);
|
readRegion("entities", stream, counter, this::readEntities);
|
||||||
if(version >= 8) readRegion("markers", stream, counter, this::readMarkers);
|
if(version >= 8) readRegion("markers", stream, counter, this::readMarkers);
|
||||||
@@ -79,6 +81,7 @@ public abstract class SaveVersion extends SaveFileReader{
|
|||||||
public void write(DataOutputStream stream, StringMap extraTags) throws IOException{
|
public void write(DataOutputStream stream, StringMap extraTags) throws IOException{
|
||||||
writeRegion("meta", stream, out -> writeMeta(out, extraTags));
|
writeRegion("meta", stream, out -> writeMeta(out, extraTags));
|
||||||
writeRegion("content", stream, this::writeContentHeader);
|
writeRegion("content", stream, this::writeContentHeader);
|
||||||
|
writeRegion("patches", stream, this::writeContentPatches);
|
||||||
writeRegion("map", stream, this::writeMap);
|
writeRegion("map", stream, this::writeMap);
|
||||||
writeRegion("entities", stream, this::writeEntities);
|
writeRegion("entities", stream, this::writeEntities);
|
||||||
writeRegion("markers", stream, this::writeMarkers);
|
writeRegion("markers", stream, this::writeMarkers);
|
||||||
@@ -502,8 +505,54 @@ public abstract class SaveVersion extends SaveFileReader{
|
|||||||
readWorldEntities(stream, mapping);
|
readWorldEntities(stream, mapping);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void skipContentPatches(DataInput stream) throws IOException{
|
||||||
|
int amount = stream.readUnsignedByte();
|
||||||
|
for(int i = 0; i < amount; i++){
|
||||||
|
int len = stream.readInt();
|
||||||
|
stream.skipBytes(len);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void readContentPatches(DataInput stream) throws IOException{
|
||||||
|
Seq<String> patches = new Seq<>();
|
||||||
|
|
||||||
|
int amount = stream.readUnsignedByte();
|
||||||
|
if(amount > 0){
|
||||||
|
for(int i = 0; i < amount; i++){
|
||||||
|
int len = stream.readInt();
|
||||||
|
byte[] bytes = new byte[len];
|
||||||
|
stream.readFully(bytes);
|
||||||
|
patches.add(new String(bytes, Strings.utf8));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
Events.fire(new ContentPatchLoadEvent(patches));
|
||||||
|
|
||||||
|
if(patches.size > 0){
|
||||||
|
try{
|
||||||
|
state.patcher.apply(patches);
|
||||||
|
}catch(Throwable e){
|
||||||
|
Log.err("Failed to apply patches: " + patches, e);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void writeContentPatches(DataOutput stream) throws IOException{
|
||||||
|
if(state.patcher.patches.size > 0){
|
||||||
|
var patches = state.patcher.patches;
|
||||||
|
stream.writeByte(patches.size);
|
||||||
|
for(var patchset : patches){
|
||||||
|
byte[] bytes = patchset.patch.getBytes(Strings.utf8);
|
||||||
|
stream.writeInt(bytes.length);
|
||||||
|
stream.write(bytes);
|
||||||
|
}
|
||||||
|
}else{
|
||||||
|
stream.writeByte(0);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
public void readContentHeader(DataInput stream) throws IOException{
|
public void readContentHeader(DataInput stream) throws IOException{
|
||||||
byte mapped = stream.readByte();
|
int mapped = stream.readUnsignedByte();
|
||||||
|
|
||||||
MappableContent[][] map = new MappableContent[ContentType.all.length][0];
|
MappableContent[][] map = new MappableContent[ContentType.all.length][0];
|
||||||
|
|
||||||
@@ -520,6 +569,21 @@ public abstract class SaveVersion extends SaveFileReader{
|
|||||||
}
|
}
|
||||||
|
|
||||||
content.setTemporaryMapper(map);
|
content.setTemporaryMapper(map);
|
||||||
|
|
||||||
|
//HACK: versions below 11 don't read the patch chunk, which means the event for reading patches is never triggered.
|
||||||
|
//manually fire the event here for older versions.
|
||||||
|
if(version < 11){
|
||||||
|
Seq<String> patches = new Seq<>();
|
||||||
|
Events.fire(new ContentPatchLoadEvent(patches));
|
||||||
|
|
||||||
|
if(patches.size > 0){
|
||||||
|
try{
|
||||||
|
state.patcher.apply(patches);
|
||||||
|
}catch(Throwable e){
|
||||||
|
Log.err("Failed to apply patches: " + patches, e);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void writeContentHeader(DataOutput stream) throws IOException{
|
public void writeContentHeader(DataOutput stream) throws IOException{
|
||||||
|
|||||||
11
core/src/mindustry/io/versions/Save11.java
Normal file
11
core/src/mindustry/io/versions/Save11.java
Normal file
@@ -0,0 +1,11 @@
|
|||||||
|
package mindustry.io.versions;
|
||||||
|
|
||||||
|
import mindustry.io.*;
|
||||||
|
|
||||||
|
/** Adds patches in content header. */
|
||||||
|
public class Save11 extends SaveVersion{
|
||||||
|
|
||||||
|
public Save11(){
|
||||||
|
super(11);
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -131,6 +131,10 @@ public class LCanvas extends Table{
|
|||||||
statements.addChild(new StatementElem(statement));
|
statements.addChild(new StatementElem(statement));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void addAt(int at, LStatement statement){
|
||||||
|
statements.addChildAt(at, new StatementElem(statement));
|
||||||
|
}
|
||||||
|
|
||||||
public String save(){
|
public String save(){
|
||||||
Seq<LStatement> st = statements.getChildren().<StatementElem>as().map(s -> s.st);
|
Seq<LStatement> st = statements.getChildren().<StatementElem>as().map(s -> s.st);
|
||||||
st.each(LStatement::saveUI);
|
st.each(LStatement::saveUI);
|
||||||
@@ -433,6 +437,10 @@ public class LCanvas extends Table{
|
|||||||
|
|
||||||
addressLabel = t.add(index + "").style(Styles.outlineLabel).color(color).padRight(8).get();
|
addressLabel = t.add(index + "").style(Styles.outlineLabel).color(color).padRight(8).get();
|
||||||
|
|
||||||
|
//taken from foo's client
|
||||||
|
t.button(Icon.add, Styles.logici, () -> Vars.ui.logic.showAddDialog(statements.insertPosition + 1))
|
||||||
|
.disabled(b -> canvas.statements.getChildren().size >= LExecutor.maxInstructions).size(24f).padRight(6);
|
||||||
|
|
||||||
t.button(Icon.copy, Styles.logici, () -> {
|
t.button(Icon.copy, Styles.logici, () -> {
|
||||||
}).size(24f).padRight(6).get().tapped(this::copy);
|
}).size(24f).padRight(6).get().tapped(this::copy);
|
||||||
|
|
||||||
@@ -447,6 +455,8 @@ public class LCanvas extends Table{
|
|||||||
|
|
||||||
@Override
|
@Override
|
||||||
public boolean touchDown(InputEvent event, float x, float y, int pointer, KeyCode button){
|
public boolean touchDown(InputEvent event, float x, float y, int pointer, KeyCode button){
|
||||||
|
//don't start dragging when pressing the menu buttons
|
||||||
|
if(event.targetActor instanceof Image) return false;
|
||||||
|
|
||||||
if(button == KeyCode.mouseMiddle){
|
if(button == KeyCode.mouseMiddle){
|
||||||
copy();
|
copy();
|
||||||
|
|||||||
@@ -463,7 +463,7 @@ public class LExecutor{
|
|||||||
}else{
|
}else{
|
||||||
Building build = p1.building();
|
Building build = p1.building();
|
||||||
int dropped = Math.min(unit.stack.amount, p2.numi());
|
int dropped = Math.min(unit.stack.amount, p2.numi());
|
||||||
if(build != null && build.team == unit.team && build.isValid() && dropped > 0 && unit.within(build, logicItemTransferRange + build.block.size * tilesize/2f)){
|
if(build != null && build.team == unit.team && build.isValid() && build.allowDeposit() && dropped > 0 && unit.within(build, logicItemTransferRange + build.block.size * tilesize/2f)){
|
||||||
int accepted = build.acceptStack(unit.item(), dropped, unit);
|
int accepted = build.acceptStack(unit.item(), dropped, unit);
|
||||||
if(accepted > 0){
|
if(accepted > 0){
|
||||||
Call.transferItemTo(unit, unit.item(), accepted, unit.x, unit.y, build);
|
Call.transferItemTo(unit, unit.item(), accepted, unit.x, unit.y, build);
|
||||||
@@ -1689,7 +1689,7 @@ public class LExecutor{
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
String text = exec.textBuffer.toString();
|
String text = UI.formatIcons(exec.textBuffer.toString());
|
||||||
if(text.startsWith("@")){
|
if(text.startsWith("@")){
|
||||||
String substr = text.substring(1);
|
String substr = text.substring(1);
|
||||||
if(Core.bundle.has(substr)){
|
if(Core.bundle.has(substr)){
|
||||||
|
|||||||
@@ -254,6 +254,10 @@ public class LogicDialog extends BaseDialog{
|
|||||||
}
|
}
|
||||||
|
|
||||||
public void showAddDialog(){
|
public void showAddDialog(){
|
||||||
|
showAddDialog(-1);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void showAddDialog(int position){
|
||||||
BaseDialog dialog = new BaseDialog("@add");
|
BaseDialog dialog = new BaseDialog("@add");
|
||||||
dialog.cont.table(table -> {
|
dialog.cont.table(table -> {
|
||||||
String[] searchText = {""};
|
String[] searchText = {""};
|
||||||
@@ -326,7 +330,7 @@ public class LogicDialog extends BaseDialog{
|
|||||||
style.font = Fonts.outline;
|
style.font = Fonts.outline;
|
||||||
|
|
||||||
cat.button(example.name(), style, () -> {
|
cat.button(example.name(), style, () -> {
|
||||||
canvas.add(prov.get());
|
canvas.addAt(position == -1 ? canvas.statements.getChildren().size : position, prov.get());
|
||||||
dialog.hide();
|
dialog.hide();
|
||||||
}).size(130f, 50f).self(c -> tooltip(c, "lst." + example.name())).top().left();
|
}).size(130f, 50f).self(c -> tooltip(c, "lst." + example.name())).top().left();
|
||||||
|
|
||||||
|
|||||||
@@ -27,7 +27,7 @@ public class SectorSubmissions{
|
|||||||
registerSerpuloSector(47, "tinport", "https://discord.com/channels/391020510269669376/1379926802591645820/1397649518203371544");
|
registerSerpuloSector(47, "tinport", "https://discord.com/channels/391020510269669376/1379926802591645820/1397649518203371544");
|
||||||
registerSerpuloSector(225, "Summi", "https://discord.com/channels/391020510269669376/1379926925719376152/1399286858482978900");
|
registerSerpuloSector(225, "Summi", "https://discord.com/channels/391020510269669376/1379926925719376152/1399286858482978900");
|
||||||
//111 has an alternate submission https://discord.com/channels/391020510269669376/1379926842659569864/1404825715244793938
|
//111 has an alternate submission https://discord.com/channels/391020510269669376/1379926842659569864/1404825715244793938
|
||||||
registerSerpuloSector(111, "gausofid", "https://discord.com/channels/391020510269669376/1379926842659569864/1399847451527221301");
|
registerSerpuloSector(111, "gausofid", "https://discord.com/channels/391020510269669376/1379926842659569864/1422257393042985114");
|
||||||
registerSerpuloSector(176, "wpx", "https://discord.com/channels/391020510269669376/1379926887203213353/1390418885081043135");
|
registerSerpuloSector(176, "wpx", "https://discord.com/channels/391020510269669376/1379926887203213353/1390418885081043135");
|
||||||
registerSerpuloSector(13, "hoijlhj", "https://discord.com/channels/391020510269669376/1379926785164312810/1402569635299065948");
|
registerSerpuloSector(13, "hoijlhj", "https://discord.com/channels/391020510269669376/1379926785164312810/1402569635299065948");
|
||||||
registerSerpuloSector(259, "tinport", "https://discord.com/channels/391020510269669376/1379928048245280871/1381300770866987049");
|
registerSerpuloSector(259, "tinport", "https://discord.com/channels/391020510269669376/1379928048245280871/1381300770866987049");
|
||||||
@@ -38,28 +38,30 @@ public class SectorSubmissions{
|
|||||||
registerSerpuloSector(16, "Namero", "https://discord.com/channels/391020510269669376/1379926788280680579/1409970152283312352");
|
registerSerpuloSector(16, "Namero", "https://discord.com/channels/391020510269669376/1379926788280680579/1409970152283312352");
|
||||||
registerSerpuloSector(116, "Jamespire", "https://discord.com/channels/391020510269669376/1379926845058711734/1404131805074034712");
|
registerSerpuloSector(116, "Jamespire", "https://discord.com/channels/391020510269669376/1379926845058711734/1404131805074034712");
|
||||||
registerSerpuloSector(69, "Oct", "https://discord.com/channels/391020510269669376/1379926831326822610/1406230980120940556");
|
registerSerpuloSector(69, "Oct", "https://discord.com/channels/391020510269669376/1379926831326822610/1406230980120940556");
|
||||||
registerSerpuloSector(92, "Eggypc/Fish", "https://discord.com/channels/391020510269669376/1379926835621527615/1381929336860442731");
|
registerSerpuloSector(92, "Eggypc/Fish", "https://discord.com/channels/391020510269669376/1379926835621527615/1422178040489971834");
|
||||||
registerSerpuloSector(197, "Hengryton Luck", "https://discord.com/channels/391020510269669376/1379926916911599676/1411358089759817793");
|
registerSerpuloSector(197, "Hengryton Luck", "https://discord.com/channels/391020510269669376/1379926916911599676/1411358089759817793");
|
||||||
registerSerpuloSector(67, "Ếch ngồi đáy giếng", "https://discord.com/channels/391020510269669376/1379926828696866898/1389981795386396768");
|
registerSerpuloSector(67, "Ếch ngồi đáy giếng", "https://discord.com/channels/391020510269669376/1379926828696866898/1389981795386396768");
|
||||||
//180 has an alternate submission that may be more appropriate in terms of difficulty: https://discord.com/channels/391020510269669376/1379926889648619580/1411534650412892185
|
//180 has an alternate submission that may be more appropriate in terms of difficulty: https://discord.com/channels/391020510269669376/1379926889648619580/1411534650412892185
|
||||||
registerSerpuloSector(180, "Locla^Glass", "https://discord.com/channels/391020510269669376/1379926889648619580/1413522098370117765");
|
registerSerpuloSector(180, "Locla^Glass", "https://discord.com/channels/391020510269669376/1379926889648619580/1413522098370117765");
|
||||||
registerSerpuloSector(55, "Namero", "https://discord.com/channels/391020510269669376/1379926823277695189/1412588965256761402");
|
registerSerpuloSector(55, "Namero", "https://discord.com/channels/391020510269669376/1379926823277695189/1412588965256761402");
|
||||||
registerSerpuloSector(19, "Hengryton Luck", "https://discord.com/channels/391020510269669376/1379926792479183019/1411342610525585468");
|
registerSerpuloSector(19, "Hengryton Luck", "https://discord.com/channels/391020510269669376/1379926792479183019/1411342610525585468");
|
||||||
registerSerpuloSector(200, "Axye", "https://discord.com/channels/391020510269669376/1379926918429806755/1398949995041914933");
|
registerSerpuloSector(200, "Axye", "https://discord.com/channels/391020510269669376/1379926918429806755/1419180347232485448");
|
||||||
//191 has several alternate submissions
|
//191 has several alternate submissions
|
||||||
registerSerpuloSector(191, "Skeledragon", "https://discord.com/channels/391020510269669376/1379926912004001914/1380025875806027849");
|
registerSerpuloSector(191, "Skeledragon", "https://discord.com/channels/391020510269669376/1379926912004001914/1380025875806027849");
|
||||||
//alternate, more difficult submission: https://discord.com/channels/391020510269669376/1379926782966497322/1416145231853781022
|
//alternate, more difficult submission: https://discord.com/channels/391020510269669376/1379926782966497322/1416145231853781022
|
||||||
registerSerpuloSector(6, "Namero", "https://discord.com/channels/391020510269669376/1379926782966497322/1415735385828495464");
|
registerSerpuloSector(6, "Namero", "https://discord.com/channels/391020510269669376/1379926782966497322/1415735385828495464");
|
||||||
registerSerpuloSector(265, "Dem0", "https://discord.com/channels/391020510269669376/1379928052921929891/1416344658904088641");
|
registerSerpuloSector(265, "Dem0", "https://discord.com/channels/391020510269669376/1379928052921929891/1420029529619173459");
|
||||||
registerSerpuloSector(161, "Hengryton Luck", "https://discord.com/channels/391020510269669376/1379926882203730024/1416686287204782217");
|
registerSerpuloSector(161, "Hengryton Luck", "https://discord.com/channels/391020510269669376/1379926882203730024/1416686287204782217");
|
||||||
registerSerpuloSector(24, "Stormrider", "https://discord.com/channels/391020510269669376/1379926797042581716/1399404131520876577");
|
registerSerpuloSector(24, "Stormrider", "https://discord.com/channels/391020510269669376/1379926797042581716/1419213541512187935");
|
||||||
registerSerpuloSector(263, "ltb12", "https://discord.com/channels/391020510269669376/1379928050010951694/1417750251741249569");
|
registerSerpuloSector(263, "ltb12", "https://discord.com/channels/391020510269669376/1379928050010951694/1417750251741249569");
|
||||||
registerSerpuloSector(66, "quad", "https://discord.com/channels/391020510269669376/1379926825941078128/1417752983889907755");
|
registerSerpuloSector(66, "quad", "https://discord.com/channels/391020510269669376/1379926825941078128/1417752983889907755");
|
||||||
registerSerpuloSector(248, "iqtik123", "https://discord.com/channels/391020510269669376/1379926979129774151/1417864622412922890");
|
registerSerpuloSector(248, "iqtik123", "https://discord.com/channels/391020510269669376/1379926979129774151/1417864622412922890");
|
||||||
registerSerpuloSector(133, "wpx", "https://discord.com/channels/391020510269669376/1379926871227240770/1417920499761156126");
|
registerSerpuloSector(133, "wpx", "https://discord.com/channels/391020510269669376/1379926871227240770/1417920499761156126");
|
||||||
registerSerpuloSector(185, "quad", "https://discord.com/channels/391020510269669376/1379926892181983283/1419231958336016458");
|
registerSerpuloSector(185, "quad", "https://discord.com/channels/391020510269669376/1379926892181983283/1419231958336016458");
|
||||||
registerSerpuloSector(254, "wpx", "https://discord.com/channels/391020510269669376/1379928045577703424/1420456601667502193");
|
registerSerpuloSector(254, "wpx", "https://discord.com/channels/391020510269669376/1379928045577703424/1420456601667502193");
|
||||||
registerSerpuloSector(0, "Jamespire", "https://discord.com/channels/391020510269669376/1379926780860698784/1418590967384117311");
|
registerSerpuloSector(0, "iqtik123", "https://discord.com/channels/391020510269669376/1379926780860698784/1431356682834940115");
|
||||||
|
registerSerpuloSector(103, "enwyz", "https://discord.com/channels/391020510269669376/1379926839559979030/1429203869514207255");
|
||||||
|
registerSerpuloSector(30, "cyan", "https://discord.com/channels/391020510269669376/1379926800854945823/1423932799647481910");
|
||||||
|
|
||||||
/* UNUSED SECTORS:
|
/* UNUSED SECTORS:
|
||||||
registerHiddenSectors(serpulo,
|
registerHiddenSectors(serpulo,
|
||||||
|
|||||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user