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@@ -125,11 +125,10 @@ dependencies{
|
|||||||
natives "com.github.Anuken.Arc:natives-android:$arcHash"
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natives "com.github.Anuken.Arc:natives-android:$arcHash"
|
||||||
natives "com.github.Anuken.Arc:natives-freetype-android:$arcHash"
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natives "com.github.Anuken.Arc:natives-freetype-android:$arcHash"
|
||||||
|
|
||||||
def version;
|
def version, highestVersion
|
||||||
def highestVersion;
|
|
||||||
new File((String)findSdkDir(), "/platforms").eachFileMatch ~/android-\d+/, {
|
new File((String)findSdkDir(), "/platforms").eachFileMatch ~/android-\d+/, {
|
||||||
version = it.name.find(/\d+/).toInteger();
|
version = it.name.find(/\d+/).toInteger()
|
||||||
highestVersion = version > highestVersion ? version : highestVersion;
|
highestVersion = version > highestVersion ? version : highestVersion
|
||||||
}
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}
|
||||||
|
|
||||||
def sdkFile = new File((String)findSdkDir(), "/platforms/android-${highestVersion}/android.jar")
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def sdkFile = new File((String)findSdkDir(), "/platforms/android-${highestVersion}/android.jar")
|
||||||
|
|||||||
@@ -183,7 +183,11 @@ public class AssetsProcess extends BaseProcessor{
|
|||||||
}
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}
|
||||||
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|
||||||
if(classname.equals("Sounds")){
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if(classname.equals("Sounds")){
|
||||||
type.addField(FieldSpec.builder(ClassName.bestGuess(rtype), "none", Modifier.STATIC, Modifier.PUBLIC).initializer("new " + rtype + "()").build());
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type.addField(FieldSpec.builder(ClassName.bestGuess(rtype), "none", Modifier.STATIC, Modifier.PUBLIC).initializer("new " + rtype + "()")
|
||||||
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.addJavadoc("Does not play anything.").build());
|
||||||
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|
||||||
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type.addField(FieldSpec.builder(ClassName.bestGuess(rtype), "unset", Modifier.STATIC, Modifier.PUBLIC).initializer("new " + rtype + "()")
|
||||||
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.addJavadoc("Used a placeholder value for unset default values. This is usually reassigned in init() of the relevant block or unit. Does not play anything.").build());
|
||||||
}
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}
|
||||||
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|
||||||
type.addMethod(loadBegin.build());
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type.addMethod(loadBegin.build());
|
||||||
|
|||||||
Binary file not shown.
|
Before Width: | Height: | Size: 751 B |
Binary file not shown.
|
Before Width: | Height: | Size: 1.1 KiB |
Binary file not shown.
|
Before Width: | Height: | Size: 908 B After Width: | Height: | Size: 840 B |
BIN
core/assets-raw/sprites/units/weapons/scepter-mount.png
Normal file
BIN
core/assets-raw/sprites/units/weapons/scepter-mount.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 581 B |
@@ -472,8 +472,8 @@ editor.generation = Generation
|
|||||||
editor.objectives = Objectives
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editor.objectives = Objectives
|
||||||
editor.locales = Locale Bundles
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editor.locales = Locale Bundles
|
||||||
editor.patches.guide = Patch Guide
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editor.patches.guide = Patch Guide
|
||||||
editor.patches = Content Patches
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editor.patches = Data Patches
|
||||||
editor.patch: Patchset: {0}
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editor.patch = Patchset: {0}
|
||||||
editor.patches.none = [lightgray]No patchsets loaded.
|
editor.patches.none = [lightgray]No patchsets loaded.
|
||||||
editor.patches.errors = Patchset Errors
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editor.patches.errors = Patchset Errors
|
||||||
editor.patches.importerror = Failed to import patchset
|
editor.patches.importerror = Failed to import patchset
|
||||||
@@ -814,6 +814,7 @@ sectors.wave = Wave:
|
|||||||
sectors.stored = Stored:
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sectors.stored = Stored:
|
||||||
sectors.resume = Resume
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sectors.resume = Resume
|
||||||
sectors.launch = Launch
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sectors.launch = Launch
|
||||||
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sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d View Submission
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sectors.viewsubmission = \ue80d View Submission
|
||||||
sectors.select = Select
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sectors.select = Select
|
||||||
sectors.launchselect = Select Launch Destination
|
sectors.launchselect = Select Launch Destination
|
||||||
@@ -822,13 +823,12 @@ sectors.redirect = Redirect Launch Pads
|
|||||||
sectors.rename = Rename Sector
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sectors.rename = Rename Sector
|
||||||
sectors.enemybase = [scarlet]Enemy Base
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sectors.enemybase = [scarlet]Enemy Base
|
||||||
sectors.vulnerable = [scarlet]Vulnerable
|
sectors.vulnerable = [scarlet]Vulnerable
|
||||||
sectors.underattack = [scarlet]Under attack! [accent]{0}% damaged
|
sectors.underattack = [scarlet]Under attack!
|
||||||
sectors.underattack.nodamage = [scarlet]Uncaptured
|
|
||||||
sectors.survives = [accent]Survives {0} waves
|
|
||||||
sectors.go = Go
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sectors.go = Go
|
||||||
sector.abandon = Abandon
|
sector.abandon = Abandon
|
||||||
sector.abandon.confirm = This sector's core(s) will self-destruct.\nContinue?
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sector.abandon.confirm = This sector's core(s) will self-destruct.\nContinue?
|
||||||
sector.curcapture = Sector Captured
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sector.curcapture = Sector Captured
|
||||||
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sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = Sector Lost
|
sector.curlost = Sector Lost
|
||||||
sector.missingresources = [scarlet]Insufficient Core Resources
|
sector.missingresources = [scarlet]Insufficient Core Resources
|
||||||
sector.attacked = Sector [accent]{0}[white] under attack!
|
sector.attacked = Sector [accent]{0}[white] under attack!
|
||||||
@@ -1031,6 +1031,8 @@ stat.frequency = Frequency
|
|||||||
stat.targetsair = Targets Air
|
stat.targetsair = Targets Air
|
||||||
stat.targetsground = Targets Ground
|
stat.targetsground = Targets Ground
|
||||||
stat.crushdamage = Crush Damage
|
stat.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
|
stat.legsplashrange = Leg Splash Range
|
||||||
stat.itemsmoved = Move Speed
|
stat.itemsmoved = Move Speed
|
||||||
stat.launchtime = Time Between Launches
|
stat.launchtime = Time Between Launches
|
||||||
stat.shootrange = Range
|
stat.shootrange = Range
|
||||||
@@ -1070,6 +1072,7 @@ stat.reload = Firing Rate
|
|||||||
stat.ammo = Ammo
|
stat.ammo = Ammo
|
||||||
stat.shieldhealth = Shield Health
|
stat.shieldhealth = Shield Health
|
||||||
stat.cooldowntime = Cooldown Time
|
stat.cooldowntime = Cooldown Time
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
stat.explosiveness = Explosiveness
|
stat.explosiveness = Explosiveness
|
||||||
stat.basedeflectchance = Base Deflect Chance
|
stat.basedeflectchance = Base Deflect Chance
|
||||||
stat.lightningchance = Lightning Chance
|
stat.lightningchance = Lightning Chance
|
||||||
@@ -1179,6 +1182,7 @@ bar.launchcooldown = Launch Cooldown
|
|||||||
bar.input = Input
|
bar.input = Input
|
||||||
bar.output = Output
|
bar.output = Output
|
||||||
bar.strength = [stat]{0}[lightgray]x strength
|
bar.strength = [stat]{0}[lightgray]x strength
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Processor Controlled
|
units.processorcontrol = [lightgray]Processor Controlled
|
||||||
|
|
||||||
@@ -1229,6 +1233,7 @@ unit.millions = mil
|
|||||||
unit.billions = b
|
unit.billions = b
|
||||||
unit.shots = shots
|
unit.shots = shots
|
||||||
unit.pershot = /shot
|
unit.pershot = /shot
|
||||||
|
unit.perleg = per leg
|
||||||
category.purpose = Purpose
|
category.purpose = Purpose
|
||||||
category.general = General
|
category.general = General
|
||||||
category.power = Power
|
category.power = Power
|
||||||
|
|||||||
@@ -811,6 +811,7 @@ sectors.wave = Хваля:
|
|||||||
sectors.stored = Захавана:
|
sectors.stored = Захавана:
|
||||||
sectors.resume = Працягнуць
|
sectors.resume = Працягнуць
|
||||||
sectors.launch = Запусціць
|
sectors.launch = Запусціць
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d View Submissions
|
sectors.viewsubmission = \ue80d View Submissions
|
||||||
sectors.select = Выбраць
|
sectors.select = Выбраць
|
||||||
sectors.launchselect = Select Launch Destination
|
sectors.launchselect = Select Launch Destination
|
||||||
@@ -820,12 +821,11 @@ sectors.rename = Пераназваць Сектар
|
|||||||
sectors.enemybase = [scarlet]Варожая База
|
sectors.enemybase = [scarlet]Варожая База
|
||||||
sectors.vulnerable = [scarlet]Уразлівы
|
sectors.vulnerable = [scarlet]Уразлівы
|
||||||
sectors.underattack = [scarlet]Атакуецца! [accent]{0}% пашкоджанняў
|
sectors.underattack = [scarlet]Атакуецца! [accent]{0}% пашкоджанняў
|
||||||
sectors.underattack.nodamage = [scarlet]Незахоплены
|
|
||||||
sectors.survives = [accent]Перажыта {0} хваляў
|
|
||||||
sectors.go = Зайсці
|
sectors.go = Зайсці
|
||||||
sector.abandon = Пакінуць Сектар
|
sector.abandon = Пакінуць Сектар
|
||||||
sector.abandon.confirm = Ядро(а) будуць самазнішчаны ў гэтым сектары.\n,Працягнуць?
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sector.abandon.confirm = Ядро(а) будуць самазнішчаны ў гэтым сектары.\n,Працягнуць?
|
||||||
sector.curcapture = Сектар Захоплены
|
sector.curcapture = Сектар Захоплены
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = Сектар Згублены
|
sector.curlost = Сектар Згублены
|
||||||
sector.missingresources = [scarlet]Insufficient Core Resources
|
sector.missingresources = [scarlet]Insufficient Core Resources
|
||||||
sector.attacked = Сектар [accent]{0}[white] атакуецца!
|
sector.attacked = Сектар [accent]{0}[white] атакуецца!
|
||||||
@@ -1028,6 +1028,8 @@ stat.frequency = Frequency
|
|||||||
stat.targetsair = Паветраныя мэты
|
stat.targetsair = Паветраныя мэты
|
||||||
stat.targetsground = Наземныя мэты
|
stat.targetsground = Наземныя мэты
|
||||||
stat.crushdamage = Crush Damage
|
stat.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
|
stat.legsplashrange = Leg Splash Range
|
||||||
stat.itemsmoved = Хуткасць перамяшчэння
|
stat.itemsmoved = Хуткасць перамяшчэння
|
||||||
stat.launchtime = Інтэрвал запускаў
|
stat.launchtime = Інтэрвал запускаў
|
||||||
stat.shootrange = Радыус дзеяння
|
stat.shootrange = Радыус дзеяння
|
||||||
@@ -1067,6 +1069,7 @@ stat.reload = Стрэлы/секунду
|
|||||||
stat.ammo = Боепрыпасы
|
stat.ammo = Боепрыпасы
|
||||||
stat.shieldhealth = Трываласць Шчыта
|
stat.shieldhealth = Трываласць Шчыта
|
||||||
stat.cooldowntime = Час Перазарадкі
|
stat.cooldowntime = Час Перазарадкі
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
stat.explosiveness = Узрыўчатасць
|
stat.explosiveness = Узрыўчатасць
|
||||||
stat.basedeflectchance = Шанец Збоя Базы
|
stat.basedeflectchance = Шанец Збоя Базы
|
||||||
stat.lightningchance = Шанец Маланкі
|
stat.lightningchance = Шанец Маланкі
|
||||||
@@ -1176,6 +1179,7 @@ bar.launchcooldown = Затрымка Запуску
|
|||||||
bar.input = Уваход
|
bar.input = Уваход
|
||||||
bar.output = Выхад
|
bar.output = Выхад
|
||||||
bar.strength = [stat]{0}[lightgray]x strength
|
bar.strength = [stat]{0}[lightgray]x strength
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Кантралюецца Працэссарам
|
units.processorcontrol = [lightgray]Кантралюецца Працэссарам
|
||||||
|
|
||||||
@@ -1226,6 +1230,7 @@ unit.millions = М.
|
|||||||
unit.billions = Б.
|
unit.billions = Б.
|
||||||
unit.shots = shots
|
unit.shots = shots
|
||||||
unit.pershot = /стрэл
|
unit.pershot = /стрэл
|
||||||
|
unit.perleg = per leg
|
||||||
category.purpose = Апісанне
|
category.purpose = Апісанне
|
||||||
category.general = Асноўныя
|
category.general = Асноўныя
|
||||||
category.power = Энергія
|
category.power = Энергія
|
||||||
|
|||||||
@@ -811,6 +811,7 @@ sectors.wave = Вълна:
|
|||||||
sectors.stored = Съхранени:
|
sectors.stored = Съхранени:
|
||||||
sectors.resume = Продължи
|
sectors.resume = Продължи
|
||||||
sectors.launch = Изстреляй
|
sectors.launch = Изстреляй
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d View Submissions
|
sectors.viewsubmission = \ue80d View Submissions
|
||||||
sectors.select = Избери
|
sectors.select = Избери
|
||||||
sectors.launchselect = Select Launch Destination
|
sectors.launchselect = Select Launch Destination
|
||||||
@@ -820,12 +821,11 @@ sectors.rename = Преименувай Зоната
|
|||||||
sectors.enemybase = [scarlet]Вражеска база
|
sectors.enemybase = [scarlet]Вражеска база
|
||||||
sectors.vulnerable = [scarlet]Уязвима
|
sectors.vulnerable = [scarlet]Уязвима
|
||||||
sectors.underattack = [scarlet]Под атака! [accent]{0}% повредена
|
sectors.underattack = [scarlet]Под атака! [accent]{0}% повредена
|
||||||
sectors.underattack.nodamage = [scarlet]Незавладяно
|
|
||||||
sectors.survives = [accent]Оцелява {0} вълни
|
|
||||||
sectors.go = Посети
|
sectors.go = Посети
|
||||||
sector.abandon = Изоставяне
|
sector.abandon = Изоставяне
|
||||||
sector.abandon.confirm = Ядрото(-та) в този сектор ще се самоунищожат.\nПродължаване?
|
sector.abandon.confirm = Ядрото(-та) в този сектор ще се самоунищожат.\nПродължаване?
|
||||||
sector.curcapture = Зоната е превзета
|
sector.curcapture = Зоната е превзета
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = Зоната е изгубена
|
sector.curlost = Зоната е изгубена
|
||||||
sector.missingresources = [scarlet]Недостатъчно ресурси в ядрото
|
sector.missingresources = [scarlet]Недостатъчно ресурси в ядрото
|
||||||
sector.attacked = Зона [accent]{0}[white] е под атака!
|
sector.attacked = Зона [accent]{0}[white] е под атака!
|
||||||
@@ -1028,6 +1028,8 @@ stat.frequency = Frequency
|
|||||||
stat.targetsair = Напада по въздух
|
stat.targetsair = Напада по въздух
|
||||||
stat.targetsground = Напада по земя
|
stat.targetsground = Напада по земя
|
||||||
stat.crushdamage = Crush Damage
|
stat.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
|
stat.legsplashrange = Leg Splash Range
|
||||||
stat.itemsmoved = Скорост на движение
|
stat.itemsmoved = Скорост на движение
|
||||||
stat.launchtime = Време между изстрелванията
|
stat.launchtime = Време между изстрелванията
|
||||||
stat.shootrange = Обхват
|
stat.shootrange = Обхват
|
||||||
@@ -1067,6 +1069,7 @@ stat.reload = Изстрели/Секунда
|
|||||||
stat.ammo = Боеприпаси
|
stat.ammo = Боеприпаси
|
||||||
stat.shieldhealth = Здравина на щита
|
stat.shieldhealth = Здравина на щита
|
||||||
stat.cooldowntime = Време за охлаждане
|
stat.cooldowntime = Време за охлаждане
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
stat.explosiveness = Експлозивност
|
stat.explosiveness = Експлозивност
|
||||||
stat.basedeflectchance = Базов шанс за отклоняване на изстрел
|
stat.basedeflectchance = Базов шанс за отклоняване на изстрел
|
||||||
stat.lightningchance = Вероятност за светкавица
|
stat.lightningchance = Вероятност за светкавица
|
||||||
@@ -1176,6 +1179,7 @@ bar.launchcooldown = Презареждане на изстрела
|
|||||||
bar.input = Вход
|
bar.input = Вход
|
||||||
bar.output = Изход
|
bar.output = Изход
|
||||||
bar.strength = [stat]{0}[lightgray]x сила
|
bar.strength = [stat]{0}[lightgray]x сила
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Контролиран от процесор
|
units.processorcontrol = [lightgray]Контролиран от процесор
|
||||||
|
|
||||||
@@ -1226,6 +1230,7 @@ unit.millions = млн
|
|||||||
unit.billions = млр
|
unit.billions = млр
|
||||||
unit.shots = shots
|
unit.shots = shots
|
||||||
unit.pershot = /изстрел
|
unit.pershot = /изстрел
|
||||||
|
unit.perleg = per leg
|
||||||
category.purpose = Предназначение
|
category.purpose = Предназначение
|
||||||
category.general = Обща информация
|
category.general = Обща информация
|
||||||
category.power = Електричество
|
category.power = Електричество
|
||||||
|
|||||||
@@ -811,6 +811,7 @@ sectors.wave = Onada:
|
|||||||
sectors.stored = Emmagatzemat:
|
sectors.stored = Emmagatzemat:
|
||||||
sectors.resume = Continua
|
sectors.resume = Continua
|
||||||
sectors.launch = Llança
|
sectors.launch = Llança
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d View Submissions
|
sectors.viewsubmission = \ue80d View Submissions
|
||||||
sectors.select = Selecciona
|
sectors.select = Selecciona
|
||||||
sectors.launchselect = Select Launch Destination
|
sectors.launchselect = Select Launch Destination
|
||||||
@@ -820,12 +821,11 @@ sectors.rename = Reanomena el sector
|
|||||||
sectors.enemybase = [scarlet]Base enemiga
|
sectors.enemybase = [scarlet]Base enemiga
|
||||||
sectors.vulnerable = [scarlet]Vulnerable
|
sectors.vulnerable = [scarlet]Vulnerable
|
||||||
sectors.underattack = [scarlet]Ens ataquen! [accent]{0} % danyat
|
sectors.underattack = [scarlet]Ens ataquen! [accent]{0} % danyat
|
||||||
sectors.underattack.nodamage = [scarlet]Sense capturar
|
|
||||||
sectors.survives = [accent]Aguanta {0} onades
|
|
||||||
sectors.go = Vés-hi
|
sectors.go = Vés-hi
|
||||||
sector.abandon = Abandona
|
sector.abandon = Abandona
|
||||||
sector.abandon.confirm = Els nuclis d’aquest sector s’autodestruiran.\nVoleu continuar?
|
sector.abandon.confirm = Els nuclis d’aquest sector s’autodestruiran.\nVoleu continuar?
|
||||||
sector.curcapture = Sector capturat
|
sector.curcapture = Sector capturat
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = Sector perdut
|
sector.curlost = Sector perdut
|
||||||
sector.missingresources = [scarlet]Recursos insuficients al nucli
|
sector.missingresources = [scarlet]Recursos insuficients al nucli
|
||||||
sector.attacked = Ataquen el sector [accent]{0}[white]!
|
sector.attacked = Ataquen el sector [accent]{0}[white]!
|
||||||
@@ -1028,6 +1028,8 @@ stat.frequency = Frequency
|
|||||||
stat.targetsair = Dispara objectius aeris
|
stat.targetsair = Dispara objectius aeris
|
||||||
stat.targetsground = Dispara objectius terrestres
|
stat.targetsground = Dispara objectius terrestres
|
||||||
stat.crushdamage = Crush Damage
|
stat.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
|
stat.legsplashrange = Leg Splash Range
|
||||||
stat.itemsmoved = Velocitat de moviment
|
stat.itemsmoved = Velocitat de moviment
|
||||||
stat.launchtime = Temps entre llançaments
|
stat.launchtime = Temps entre llançaments
|
||||||
stat.shootrange = Abast
|
stat.shootrange = Abast
|
||||||
@@ -1067,6 +1069,7 @@ stat.reload = Cadència de tir
|
|||||||
stat.ammo = Munició
|
stat.ammo = Munició
|
||||||
stat.shieldhealth = Salut de l’escut
|
stat.shieldhealth = Salut de l’escut
|
||||||
stat.cooldowntime = Temps de refredament
|
stat.cooldowntime = Temps de refredament
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
stat.explosiveness = Explosivitat
|
stat.explosiveness = Explosivitat
|
||||||
stat.basedeflectchance = Probabilitat base d’evasió
|
stat.basedeflectchance = Probabilitat base d’evasió
|
||||||
stat.lightningchance = Probabilitat de llampegar
|
stat.lightningchance = Probabilitat de llampegar
|
||||||
@@ -1176,6 +1179,7 @@ bar.launchcooldown = Refredament del llançament
|
|||||||
bar.input = Entrada
|
bar.input = Entrada
|
||||||
bar.output = Sortida
|
bar.output = Sortida
|
||||||
bar.strength = [stat]{0}[lightgray]× força
|
bar.strength = [stat]{0}[lightgray]× força
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Controlat pel processador
|
units.processorcontrol = [lightgray]Controlat pel processador
|
||||||
|
|
||||||
@@ -1226,6 +1230,7 @@ unit.millions = M
|
|||||||
unit.billions = kM
|
unit.billions = kM
|
||||||
unit.shots = dispars
|
unit.shots = dispars
|
||||||
unit.pershot = /dispar
|
unit.pershot = /dispar
|
||||||
|
unit.perleg = per leg
|
||||||
category.purpose = Funció
|
category.purpose = Funció
|
||||||
category.general = General
|
category.general = General
|
||||||
category.power = Energia
|
category.power = Energia
|
||||||
|
|||||||
@@ -811,6 +811,7 @@ sectors.wave = Vlna:
|
|||||||
sectors.stored = Uskladněno:
|
sectors.stored = Uskladněno:
|
||||||
sectors.resume = Pokračovat
|
sectors.resume = Pokračovat
|
||||||
sectors.launch = Vyslat
|
sectors.launch = Vyslat
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d Prohlížet příspěvky
|
sectors.viewsubmission = \ue80d Prohlížet příspěvky
|
||||||
sectors.select = Vybrat
|
sectors.select = Vybrat
|
||||||
sectors.launchselect = Vyber Cíl Odpalu
|
sectors.launchselect = Vyber Cíl Odpalu
|
||||||
@@ -820,12 +821,11 @@ sectors.rename = Přejmenovat sektor
|
|||||||
sectors.enemybase = [scarlet]Nepřátelská základna
|
sectors.enemybase = [scarlet]Nepřátelská základna
|
||||||
sectors.vulnerable = [scarlet]Zranitelný
|
sectors.vulnerable = [scarlet]Zranitelný
|
||||||
sectors.underattack = [scarlet]Pod palbou! [accent]{0}% poškozeno
|
sectors.underattack = [scarlet]Pod palbou! [accent]{0}% poškozeno
|
||||||
sectors.underattack.nodamage = [scarlet]Neobsazen
|
|
||||||
sectors.survives = [accent]Přežívá již {0} vln
|
|
||||||
sectors.go = Jdi
|
sectors.go = Jdi
|
||||||
sector.abandon = Opustit
|
sector.abandon = Opustit
|
||||||
sector.abandon.confirm = Jádro(a) tohoto sektoru se zničí.\nPokračovat?
|
sector.abandon.confirm = Jádro(a) tohoto sektoru se zničí.\nPokračovat?
|
||||||
sector.curcapture = Sektor polapen
|
sector.curcapture = Sektor polapen
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = Sektor ztracen
|
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!
|
||||||
@@ -1028,6 +1028,8 @@ 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
|
||||||
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
|
stat.legsplashrange = Leg Splash Range
|
||||||
stat.itemsmoved = Rychlost pohybu
|
stat.itemsmoved = Rychlost pohybu
|
||||||
stat.launchtime = Čas mezi vysláním
|
stat.launchtime = Čas mezi vysláním
|
||||||
stat.shootrange = Dostřel
|
stat.shootrange = Dostřel
|
||||||
@@ -1067,6 +1069,7 @@ stat.reload = Střel za 1s
|
|||||||
stat.ammo = Střelivo
|
stat.ammo = Střelivo
|
||||||
stat.shieldhealth = Zdraví štítu
|
stat.shieldhealth = Zdraví štítu
|
||||||
stat.cooldowntime = Čas na zchladnutí
|
stat.cooldowntime = Čas na zchladnutí
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
stat.explosiveness = Výbušnost
|
stat.explosiveness = Výbušnost
|
||||||
stat.basedeflectchance = Základní pravděpodobnost odražení
|
stat.basedeflectchance = Základní pravděpodobnost odražení
|
||||||
stat.lightningchance = Pravděpodobnost blesku
|
stat.lightningchance = Pravděpodobnost blesku
|
||||||
@@ -1176,6 +1179,7 @@ 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
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Procesor je ovládán[]
|
units.processorcontrol = [lightgray]Procesor je ovládán[]
|
||||||
|
|
||||||
@@ -1226,6 +1230,7 @@ unit.millions = mil.
|
|||||||
unit.billions = mld.
|
unit.billions = mld.
|
||||||
unit.shots = střely
|
unit.shots = střely
|
||||||
unit.pershot = /střela
|
unit.pershot = /střela
|
||||||
|
unit.perleg = per leg
|
||||||
category.purpose = Účel
|
category.purpose = Účel
|
||||||
category.general = Všeobecné
|
category.general = Všeobecné
|
||||||
category.power = Energie
|
category.power = Energie
|
||||||
|
|||||||
@@ -811,6 +811,7 @@ sectors.wave = Wave:
|
|||||||
sectors.stored = Stored:
|
sectors.stored = Stored:
|
||||||
sectors.resume = Genoptag
|
sectors.resume = Genoptag
|
||||||
sectors.launch = Affyr
|
sectors.launch = Affyr
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d View Submissions
|
sectors.viewsubmission = \ue80d View Submissions
|
||||||
sectors.select = Vælg
|
sectors.select = Vælg
|
||||||
sectors.launchselect = Select Launch Destination
|
sectors.launchselect = Select Launch Destination
|
||||||
@@ -820,12 +821,11 @@ sectors.rename = Omdøb sektor
|
|||||||
sectors.enemybase = [scarlet]Enemy Base
|
sectors.enemybase = [scarlet]Enemy Base
|
||||||
sectors.vulnerable = [scarlet]Vulnerable
|
sectors.vulnerable = [scarlet]Vulnerable
|
||||||
sectors.underattack = [scarlet]Under attack! [accent]{0}% damaged
|
sectors.underattack = [scarlet]Under attack! [accent]{0}% damaged
|
||||||
sectors.underattack.nodamage = [scarlet]Uncaptured
|
|
||||||
sectors.survives = [accent]Survives {0} waves
|
|
||||||
sectors.go = Go
|
sectors.go = Go
|
||||||
sector.abandon = Abandon
|
sector.abandon = Abandon
|
||||||
sector.abandon.confirm = This sector's core(s) will self-destruct.\nContinue?
|
sector.abandon.confirm = This sector's core(s) will self-destruct.\nContinue?
|
||||||
sector.curcapture = Sector Captured
|
sector.curcapture = Sector Captured
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = Sector Lost
|
sector.curlost = Sector Lost
|
||||||
sector.missingresources = [scarlet]Ikke nok resurser i kernen.
|
sector.missingresources = [scarlet]Ikke nok resurser i kernen.
|
||||||
sector.attacked = Sector [accent]{0}[white] under attack!
|
sector.attacked = Sector [accent]{0}[white] under attack!
|
||||||
@@ -1028,6 +1028,8 @@ stat.frequency = Frequency
|
|||||||
stat.targetsair = Skyder flyvere
|
stat.targetsair = Skyder flyvere
|
||||||
stat.targetsground = Skyder fodgængere
|
stat.targetsground = Skyder fodgængere
|
||||||
stat.crushdamage = Crush Damage
|
stat.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
|
stat.legsplashrange = Leg Splash Range
|
||||||
stat.itemsmoved = Bevægelseshastighed
|
stat.itemsmoved = Bevægelseshastighed
|
||||||
stat.launchtime = Tid mellem affyringer
|
stat.launchtime = Tid mellem affyringer
|
||||||
stat.shootrange = Rækkevidde
|
stat.shootrange = Rækkevidde
|
||||||
@@ -1067,6 +1069,7 @@ stat.reload = Skud pr. sekund
|
|||||||
stat.ammo = Ammunition
|
stat.ammo = Ammunition
|
||||||
stat.shieldhealth = Skjold-helbred
|
stat.shieldhealth = Skjold-helbred
|
||||||
stat.cooldowntime = Nedkølingstid
|
stat.cooldowntime = Nedkølingstid
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
stat.explosiveness = Eksplosivitet
|
stat.explosiveness = Eksplosivitet
|
||||||
stat.basedeflectchance = Grundlæggende reflektions-chance
|
stat.basedeflectchance = Grundlæggende reflektions-chance
|
||||||
stat.lightningchance = Lyn-chance
|
stat.lightningchance = Lyn-chance
|
||||||
@@ -1176,6 +1179,7 @@ bar.launchcooldown = Launch Cooldown
|
|||||||
bar.input = Input
|
bar.input = Input
|
||||||
bar.output = Output
|
bar.output = Output
|
||||||
bar.strength = [stat]{0}[lightgray]x strength
|
bar.strength = [stat]{0}[lightgray]x strength
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Processor kontrolleret
|
units.processorcontrol = [lightgray]Processor kontrolleret
|
||||||
|
|
||||||
@@ -1226,6 +1230,7 @@ unit.millions = mio
|
|||||||
unit.billions = mia
|
unit.billions = mia
|
||||||
unit.shots = shots
|
unit.shots = shots
|
||||||
unit.pershot = /shot
|
unit.pershot = /shot
|
||||||
|
unit.perleg = per leg
|
||||||
category.purpose = Purpose
|
category.purpose = Purpose
|
||||||
category.general = Generel
|
category.general = Generel
|
||||||
category.power = Strøm
|
category.power = Strøm
|
||||||
|
|||||||
@@ -811,6 +811,7 @@ sectors.wave = Welle:
|
|||||||
sectors.stored = Gelagert:
|
sectors.stored = Gelagert:
|
||||||
sectors.resume = Weiterspielen
|
sectors.resume = Weiterspielen
|
||||||
sectors.launch = Start
|
sectors.launch = Start
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d View Submissions
|
sectors.viewsubmission = \ue80d View Submissions
|
||||||
sectors.select = Auswählen
|
sectors.select = Auswählen
|
||||||
sectors.launchselect = Ziel auswählen
|
sectors.launchselect = Ziel auswählen
|
||||||
@@ -820,12 +821,11 @@ sectors.rename = Sektor umbenennen
|
|||||||
sectors.enemybase = [scarlet]Gegnerische Basis
|
sectors.enemybase = [scarlet]Gegnerische Basis
|
||||||
sectors.vulnerable = [scarlet]Angriffsgefährdet
|
sectors.vulnerable = [scarlet]Angriffsgefährdet
|
||||||
sectors.underattack = [scarlet]Wird angegriffen! [accent]{0}% geschädigt
|
sectors.underattack = [scarlet]Wird angegriffen! [accent]{0}% geschädigt
|
||||||
sectors.underattack.nodamage = [scarlet]Unerobert
|
|
||||||
sectors.survives = [accent]Kann {0} Wellen überleben
|
|
||||||
sectors.go = Hingehen
|
sectors.go = Hingehen
|
||||||
sector.abandon = Aufgeben
|
sector.abandon = Aufgeben
|
||||||
sector.abandon.confirm = Kern(e) von diesem Sektor werden sich selbst zerstören.\nWeiter?
|
sector.abandon.confirm = Kern(e) von diesem Sektor werden sich selbst zerstören.\nWeiter?
|
||||||
sector.curcapture = Sektor erfolgreich erobert
|
sector.curcapture = Sektor erfolgreich erobert
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = Sektor verloren
|
sector.curlost = Sektor verloren
|
||||||
sector.missingresources = [scarlet]Fehlende Kernressourcen
|
sector.missingresources = [scarlet]Fehlende Kernressourcen
|
||||||
sector.attacked = Sektor [accent]{0}[white] wird angegriffen!
|
sector.attacked = Sektor [accent]{0}[white] wird angegriffen!
|
||||||
@@ -1028,6 +1028,8 @@ stat.frequency = Frequency
|
|||||||
stat.targetsair = Visiert Lufteinheiten an
|
stat.targetsair = Visiert Lufteinheiten an
|
||||||
stat.targetsground = Visiert Bodeneinheiten an
|
stat.targetsground = Visiert Bodeneinheiten an
|
||||||
stat.crushdamage = Crush Damage
|
stat.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
|
stat.legsplashrange = Leg Splash Range
|
||||||
stat.itemsmoved = Bewegungsgeschwindigkeit
|
stat.itemsmoved = Bewegungsgeschwindigkeit
|
||||||
stat.launchtime = Zeit zwischen Starts
|
stat.launchtime = Zeit zwischen Starts
|
||||||
stat.shootrange = Reichweite
|
stat.shootrange = Reichweite
|
||||||
@@ -1067,6 +1069,7 @@ stat.reload = Schussrate
|
|||||||
stat.ammo = Munition
|
stat.ammo = Munition
|
||||||
stat.shieldhealth = Schildlebenspunkte
|
stat.shieldhealth = Schildlebenspunkte
|
||||||
stat.cooldowntime = Cooldown-Zeit
|
stat.cooldowntime = Cooldown-Zeit
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
stat.explosiveness = Sprengkraft
|
stat.explosiveness = Sprengkraft
|
||||||
stat.basedeflectchance = Grundreflektionschance
|
stat.basedeflectchance = Grundreflektionschance
|
||||||
stat.lightningchance = Blitzwahrscheinlichkeit
|
stat.lightningchance = Blitzwahrscheinlichkeit
|
||||||
@@ -1176,6 +1179,7 @@ bar.launchcooldown = Start-Cooldown
|
|||||||
bar.input = Input
|
bar.input = Input
|
||||||
bar.output = Output
|
bar.output = Output
|
||||||
bar.strength = [stat]{0}[lightgray]x Stärke
|
bar.strength = [stat]{0}[lightgray]x Stärke
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Prozessorgesteuert
|
units.processorcontrol = [lightgray]Prozessorgesteuert
|
||||||
|
|
||||||
@@ -1226,6 +1230,7 @@ unit.millions = Mio
|
|||||||
unit.billions = Mrd
|
unit.billions = Mrd
|
||||||
unit.shots = Schuss
|
unit.shots = Schuss
|
||||||
unit.pershot = /Schuss
|
unit.pershot = /Schuss
|
||||||
|
unit.perleg = per leg
|
||||||
category.purpose = Beschreibung
|
category.purpose = Beschreibung
|
||||||
category.general = Allgemeines
|
category.general = Allgemeines
|
||||||
category.power = Strom
|
category.power = Strom
|
||||||
|
|||||||
@@ -811,6 +811,7 @@ sectors.wave = Oleada:
|
|||||||
sectors.stored = Almacenado:
|
sectors.stored = Almacenado:
|
||||||
sectors.resume = Reanudar
|
sectors.resume = Reanudar
|
||||||
sectors.launch = Lanzar
|
sectors.launch = Lanzar
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d View Submissions
|
sectors.viewsubmission = \ue80d View Submissions
|
||||||
sectors.select = Seleccionar
|
sectors.select = Seleccionar
|
||||||
sectors.launchselect = Select Launch Destination
|
sectors.launchselect = Select Launch Destination
|
||||||
@@ -820,12 +821,11 @@ sectors.rename = Renombrar sector
|
|||||||
sectors.enemybase = [scarlet]Base enemiga
|
sectors.enemybase = [scarlet]Base enemiga
|
||||||
sectors.vulnerable = [scarlet]Vulnerable
|
sectors.vulnerable = [scarlet]Vulnerable
|
||||||
sectors.underattack = [scarlet]¡Bajo ataque! [accent]{0}% dañado
|
sectors.underattack = [scarlet]¡Bajo ataque! [accent]{0}% dañado
|
||||||
sectors.underattack.nodamage = [scarlet]No capturado
|
|
||||||
sectors.survives = [accent]Aguantará {0} oleadas más
|
|
||||||
sectors.go = Ir
|
sectors.go = Ir
|
||||||
sector.abandon = Abandonar
|
sector.abandon = Abandonar
|
||||||
sector.abandon.confirm = Los núcleos de este sector se auto-destruirán.\n¿Continuar?
|
sector.abandon.confirm = Los núcleos de este sector se auto-destruirán.\n¿Continuar?
|
||||||
sector.curcapture = Sector capturado
|
sector.curcapture = Sector capturado
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = Sector perdido
|
sector.curlost = Sector perdido
|
||||||
sector.missingresources = [scarlet]Recursos insuficientes en el núcleo
|
sector.missingresources = [scarlet]Recursos insuficientes en el núcleo
|
||||||
sector.attacked = ¡Sector [accent]{0}[white] bajo ataque!
|
sector.attacked = ¡Sector [accent]{0}[white] bajo ataque!
|
||||||
@@ -1028,6 +1028,8 @@ stat.frequency = Frequency
|
|||||||
stat.targetsair = Apunta al aire
|
stat.targetsair = Apunta al aire
|
||||||
stat.targetsground = Apunta a tierra
|
stat.targetsground = Apunta a tierra
|
||||||
stat.crushdamage = Crush Damage
|
stat.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
|
stat.legsplashrange = Leg Splash Range
|
||||||
stat.itemsmoved = Velocidad de movimiento
|
stat.itemsmoved = Velocidad de movimiento
|
||||||
stat.launchtime = Tiempo entre lanzamientos
|
stat.launchtime = Tiempo entre lanzamientos
|
||||||
stat.shootrange = Alcance
|
stat.shootrange = Alcance
|
||||||
@@ -1067,6 +1069,7 @@ stat.reload = Cadencia de tiro
|
|||||||
stat.ammo = Munición
|
stat.ammo = Munición
|
||||||
stat.shieldhealth = Escudo
|
stat.shieldhealth = Escudo
|
||||||
stat.cooldowntime = Enfriamiento
|
stat.cooldowntime = Enfriamiento
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
stat.explosiveness = Explosividad
|
stat.explosiveness = Explosividad
|
||||||
stat.basedeflectchance = Probabilidad base de desvío
|
stat.basedeflectchance = Probabilidad base de desvío
|
||||||
stat.lightningchance = Probabilidad de descarga
|
stat.lightningchance = Probabilidad de descarga
|
||||||
@@ -1176,6 +1179,7 @@ bar.launchcooldown = Recarga de lanzamiento
|
|||||||
bar.input = Entrada
|
bar.input = Entrada
|
||||||
bar.output = Salida
|
bar.output = Salida
|
||||||
bar.strength = [stat]{0}[lightgray]x potencia
|
bar.strength = [stat]{0}[lightgray]x potencia
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Controlado desde el procesador
|
units.processorcontrol = [lightgray]Controlado desde el procesador
|
||||||
|
|
||||||
@@ -1226,6 +1230,7 @@ unit.millions = M
|
|||||||
unit.billions = B
|
unit.billions = B
|
||||||
unit.shots = shots
|
unit.shots = shots
|
||||||
unit.pershot = /disparo
|
unit.pershot = /disparo
|
||||||
|
unit.perleg = per leg
|
||||||
category.purpose = Objetivo
|
category.purpose = Objetivo
|
||||||
category.general = General
|
category.general = General
|
||||||
category.power = Energía
|
category.power = Energía
|
||||||
|
|||||||
@@ -811,6 +811,7 @@ sectors.wave = Wave:
|
|||||||
sectors.stored = Stored:
|
sectors.stored = Stored:
|
||||||
sectors.resume = Resume
|
sectors.resume = Resume
|
||||||
sectors.launch = Launch
|
sectors.launch = Launch
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d View Submissions
|
sectors.viewsubmission = \ue80d View Submissions
|
||||||
sectors.select = Select
|
sectors.select = Select
|
||||||
sectors.launchselect = Select Launch Destination
|
sectors.launchselect = Select Launch Destination
|
||||||
@@ -820,12 +821,11 @@ sectors.rename = Rename Sector
|
|||||||
sectors.enemybase = [scarlet]Enemy Base
|
sectors.enemybase = [scarlet]Enemy Base
|
||||||
sectors.vulnerable = [scarlet]Vulnerable
|
sectors.vulnerable = [scarlet]Vulnerable
|
||||||
sectors.underattack = [scarlet]Under attack! [accent]{0}% damaged
|
sectors.underattack = [scarlet]Under attack! [accent]{0}% damaged
|
||||||
sectors.underattack.nodamage = [scarlet]Uncaptured
|
|
||||||
sectors.survives = [accent]Survives {0} waves
|
|
||||||
sectors.go = Go
|
sectors.go = Go
|
||||||
sector.abandon = Abandon
|
sector.abandon = Abandon
|
||||||
sector.abandon.confirm = This sector's core(s) will self-destruct.\nContinue?
|
sector.abandon.confirm = This sector's core(s) will self-destruct.\nContinue?
|
||||||
sector.curcapture = Sector Captured
|
sector.curcapture = Sector Captured
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = Sector Lost
|
sector.curlost = Sector Lost
|
||||||
sector.missingresources = [scarlet]Insufficient Core Resources
|
sector.missingresources = [scarlet]Insufficient Core Resources
|
||||||
sector.attacked = Sector [accent]{0}[white] under attack!
|
sector.attacked = Sector [accent]{0}[white] under attack!
|
||||||
@@ -1028,6 +1028,8 @@ stat.frequency = Frequency
|
|||||||
stat.targetsair = Sihib õhku
|
stat.targetsair = Sihib õhku
|
||||||
stat.targetsground = Sihib maapinnale
|
stat.targetsground = Sihib maapinnale
|
||||||
stat.crushdamage = Crush Damage
|
stat.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
|
stat.legsplashrange = Leg Splash Range
|
||||||
stat.itemsmoved = Transportimise kiirus
|
stat.itemsmoved = Transportimise kiirus
|
||||||
stat.launchtime = Aeg lendutõusude vahel
|
stat.launchtime = Aeg lendutõusude vahel
|
||||||
stat.shootrange = Ulatus
|
stat.shootrange = Ulatus
|
||||||
@@ -1067,6 +1069,7 @@ stat.reload = Lasku/s
|
|||||||
stat.ammo = Laskemoon
|
stat.ammo = Laskemoon
|
||||||
stat.shieldhealth = Shield Health
|
stat.shieldhealth = Shield Health
|
||||||
stat.cooldowntime = Cooldown Time
|
stat.cooldowntime = Cooldown Time
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
stat.explosiveness = Explosiveness
|
stat.explosiveness = Explosiveness
|
||||||
stat.basedeflectchance = Base Deflect Chance
|
stat.basedeflectchance = Base Deflect Chance
|
||||||
stat.lightningchance = Lightning Chance
|
stat.lightningchance = Lightning Chance
|
||||||
@@ -1176,6 +1179,7 @@ bar.launchcooldown = Launch Cooldown
|
|||||||
bar.input = Input
|
bar.input = Input
|
||||||
bar.output = Output
|
bar.output = Output
|
||||||
bar.strength = [stat]{0}[lightgray]x strength
|
bar.strength = [stat]{0}[lightgray]x strength
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Processor Controlled
|
units.processorcontrol = [lightgray]Processor Controlled
|
||||||
|
|
||||||
@@ -1226,6 +1230,7 @@ unit.millions = mil
|
|||||||
unit.billions = b
|
unit.billions = b
|
||||||
unit.shots = shots
|
unit.shots = shots
|
||||||
unit.pershot = /shot
|
unit.pershot = /shot
|
||||||
|
unit.perleg = per leg
|
||||||
category.purpose = Purpose
|
category.purpose = Purpose
|
||||||
category.general = Üldinfo
|
category.general = Üldinfo
|
||||||
category.power = Energia
|
category.power = Energia
|
||||||
|
|||||||
@@ -811,6 +811,7 @@ sectors.wave = Wave:
|
|||||||
sectors.stored = Stored:
|
sectors.stored = Stored:
|
||||||
sectors.resume = Resume
|
sectors.resume = Resume
|
||||||
sectors.launch = Launch
|
sectors.launch = Launch
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d View Submissions
|
sectors.viewsubmission = \ue80d View Submissions
|
||||||
sectors.select = Select
|
sectors.select = Select
|
||||||
sectors.launchselect = Select Launch Destination
|
sectors.launchselect = Select Launch Destination
|
||||||
@@ -820,12 +821,11 @@ sectors.rename = Rename Sector
|
|||||||
sectors.enemybase = [scarlet]Enemy Base
|
sectors.enemybase = [scarlet]Enemy Base
|
||||||
sectors.vulnerable = [scarlet]Vulnerable
|
sectors.vulnerable = [scarlet]Vulnerable
|
||||||
sectors.underattack = [scarlet]Under attack! [accent]{0}% damaged
|
sectors.underattack = [scarlet]Under attack! [accent]{0}% damaged
|
||||||
sectors.underattack.nodamage = [scarlet]Uncaptured
|
|
||||||
sectors.survives = [accent]Survives {0} waves
|
|
||||||
sectors.go = Go
|
sectors.go = Go
|
||||||
sector.abandon = Abandon
|
sector.abandon = Abandon
|
||||||
sector.abandon.confirm = This sector's core(s) will self-destruct.\nContinue?
|
sector.abandon.confirm = This sector's core(s) will self-destruct.\nContinue?
|
||||||
sector.curcapture = Sector Captured
|
sector.curcapture = Sector Captured
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = Sector Lost
|
sector.curlost = Sector Lost
|
||||||
sector.missingresources = [scarlet]Insufficient Core Resources
|
sector.missingresources = [scarlet]Insufficient Core Resources
|
||||||
sector.attacked = Sector [accent]{0}[white] under attack!
|
sector.attacked = Sector [accent]{0}[white] under attack!
|
||||||
@@ -1028,6 +1028,8 @@ stat.frequency = Frequency
|
|||||||
stat.targetsair = Airera tirokatzen du
|
stat.targetsair = Airera tirokatzen du
|
||||||
stat.targetsground = Lurrera tirokatzen du
|
stat.targetsground = Lurrera tirokatzen du
|
||||||
stat.crushdamage = Crush Damage
|
stat.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
|
stat.legsplashrange = Leg Splash Range
|
||||||
stat.itemsmoved = Garraio-abiadura
|
stat.itemsmoved = Garraio-abiadura
|
||||||
stat.launchtime = Egozketen arteko denbora
|
stat.launchtime = Egozketen arteko denbora
|
||||||
stat.shootrange = Irismena
|
stat.shootrange = Irismena
|
||||||
@@ -1067,6 +1069,7 @@ stat.reload = Tiroak/segundoko
|
|||||||
stat.ammo = Munizioa
|
stat.ammo = Munizioa
|
||||||
stat.shieldhealth = Shield Health
|
stat.shieldhealth = Shield Health
|
||||||
stat.cooldowntime = Cooldown Time
|
stat.cooldowntime = Cooldown Time
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
stat.explosiveness = Explosiveness
|
stat.explosiveness = Explosiveness
|
||||||
stat.basedeflectchance = Base Deflect Chance
|
stat.basedeflectchance = Base Deflect Chance
|
||||||
stat.lightningchance = Lightning Chance
|
stat.lightningchance = Lightning Chance
|
||||||
@@ -1176,6 +1179,7 @@ bar.launchcooldown = Launch Cooldown
|
|||||||
bar.input = Input
|
bar.input = Input
|
||||||
bar.output = Output
|
bar.output = Output
|
||||||
bar.strength = [stat]{0}[lightgray]x strength
|
bar.strength = [stat]{0}[lightgray]x strength
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Processor Controlled
|
units.processorcontrol = [lightgray]Processor Controlled
|
||||||
|
|
||||||
@@ -1226,6 +1230,7 @@ unit.millions = mil
|
|||||||
unit.billions = b
|
unit.billions = b
|
||||||
unit.shots = shots
|
unit.shots = shots
|
||||||
unit.pershot = /shot
|
unit.pershot = /shot
|
||||||
|
unit.perleg = per leg
|
||||||
category.purpose = Purpose
|
category.purpose = Purpose
|
||||||
category.general = Orokorra
|
category.general = Orokorra
|
||||||
category.power = Energia
|
category.power = Energia
|
||||||
|
|||||||
@@ -811,6 +811,7 @@ sectors.wave = Taso:
|
|||||||
sectors.stored = Säilötty:
|
sectors.stored = Säilötty:
|
||||||
sectors.resume = Jatka
|
sectors.resume = Jatka
|
||||||
sectors.launch = Laukaise
|
sectors.launch = Laukaise
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d View Submissions
|
sectors.viewsubmission = \ue80d View Submissions
|
||||||
sectors.select = Valitse
|
sectors.select = Valitse
|
||||||
sectors.launchselect = Select Launch Destination
|
sectors.launchselect = Select Launch Destination
|
||||||
@@ -820,12 +821,11 @@ sectors.rename = Nimeä sektori
|
|||||||
sectors.enemybase = [scarlet]Vihollistukikohta
|
sectors.enemybase = [scarlet]Vihollistukikohta
|
||||||
sectors.vulnerable = [scarlet]Haavoittuvainen
|
sectors.vulnerable = [scarlet]Haavoittuvainen
|
||||||
sectors.underattack = [scarlet]Hyökkäyksen kohteena! [accent]{0}% vahingoittunut
|
sectors.underattack = [scarlet]Hyökkäyksen kohteena! [accent]{0}% vahingoittunut
|
||||||
sectors.underattack.nodamage = [scarlet]Valtaamaton
|
|
||||||
sectors.survives = [accent]Selviytyy {0} tasoa
|
|
||||||
sectors.go = Siirry
|
sectors.go = Siirry
|
||||||
sector.abandon = Hylkää
|
sector.abandon = Hylkää
|
||||||
sector.abandon.confirm = Tämän sektorin kaikki ytimet aktivoivat itsetuhon.\nJatka?
|
sector.abandon.confirm = Tämän sektorin kaikki ytimet aktivoivat itsetuhon.\nJatka?
|
||||||
sector.curcapture = Sektori vallattu
|
sector.curcapture = Sektori vallattu
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = Sektori menetetty
|
sector.curlost = Sektori menetetty
|
||||||
sector.missingresources = [scarlet]Sinulla ei ole tarpeeksi resursseja.
|
sector.missingresources = [scarlet]Sinulla ei ole tarpeeksi resursseja.
|
||||||
sector.attacked = Sektori [accent]{0}[white] on hyökkäyksen kohteena!
|
sector.attacked = Sektori [accent]{0}[white] on hyökkäyksen kohteena!
|
||||||
@@ -1028,6 +1028,8 @@ stat.frequency = Frequency
|
|||||||
stat.targetsair = Hyökkää ilmaan
|
stat.targetsair = Hyökkää ilmaan
|
||||||
stat.targetsground = Hyökkää maahan
|
stat.targetsground = Hyökkää maahan
|
||||||
stat.crushdamage = Crush Damage
|
stat.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
|
stat.legsplashrange = Leg Splash Range
|
||||||
stat.itemsmoved = Liikkumisnopeus
|
stat.itemsmoved = Liikkumisnopeus
|
||||||
stat.launchtime = Aika laukaisujen välillä
|
stat.launchtime = Aika laukaisujen välillä
|
||||||
stat.shootrange = Kantama
|
stat.shootrange = Kantama
|
||||||
@@ -1067,6 +1069,7 @@ stat.reload = Ammusta/sekunnissa
|
|||||||
stat.ammo = Ammus
|
stat.ammo = Ammus
|
||||||
stat.shieldhealth = Kilven elämäpisteet
|
stat.shieldhealth = Kilven elämäpisteet
|
||||||
stat.cooldowntime = Jäähtymisaika
|
stat.cooldowntime = Jäähtymisaika
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
stat.explosiveness = Räjähdysherkkyys
|
stat.explosiveness = Räjähdysherkkyys
|
||||||
stat.basedeflectchance = Perustorjuntatodennäköisyys
|
stat.basedeflectchance = Perustorjuntatodennäköisyys
|
||||||
stat.lightningchance = Salamointitodennäköisyys
|
stat.lightningchance = Salamointitodennäköisyys
|
||||||
@@ -1176,6 +1179,7 @@ bar.launchcooldown = Laukaisun latausaika
|
|||||||
bar.input = Sisääntulo
|
bar.input = Sisääntulo
|
||||||
bar.output = Ulostulo
|
bar.output = Ulostulo
|
||||||
bar.strength = [stat]{0}[lightgray]x voimakkuus
|
bar.strength = [stat]{0}[lightgray]x voimakkuus
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Prosessorin hallitsema
|
units.processorcontrol = [lightgray]Prosessorin hallitsema
|
||||||
|
|
||||||
@@ -1226,6 +1230,7 @@ unit.millions = milj
|
|||||||
unit.billions = mrd
|
unit.billions = mrd
|
||||||
unit.shots = shots
|
unit.shots = shots
|
||||||
unit.pershot = /laukaisu
|
unit.pershot = /laukaisu
|
||||||
|
unit.perleg = per leg
|
||||||
category.purpose = Tarkoitus
|
category.purpose = Tarkoitus
|
||||||
category.general = Yleinen
|
category.general = Yleinen
|
||||||
category.power = Energia
|
category.power = Energia
|
||||||
|
|||||||
@@ -811,6 +811,7 @@ sectors.wave = Mga Waves:
|
|||||||
sectors.stored = Stored:
|
sectors.stored = Stored:
|
||||||
sectors.resume = Resume
|
sectors.resume = Resume
|
||||||
sectors.launch = I-Launch
|
sectors.launch = I-Launch
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d View Submissions
|
sectors.viewsubmission = \ue80d View Submissions
|
||||||
sectors.select = I-Select
|
sectors.select = I-Select
|
||||||
sectors.launchselect = Select Launch Destination
|
sectors.launchselect = Select Launch Destination
|
||||||
@@ -820,12 +821,11 @@ sectors.rename = Palitan ang pangalan ng Sector
|
|||||||
sectors.enemybase = [scarlet]Enemy Base
|
sectors.enemybase = [scarlet]Enemy Base
|
||||||
sectors.vulnerable = [scarlet]Vulnerable
|
sectors.vulnerable = [scarlet]Vulnerable
|
||||||
sectors.underattack = [scarlet]Under attack! [accent]{0}% damaged
|
sectors.underattack = [scarlet]Under attack! [accent]{0}% damaged
|
||||||
sectors.underattack.nodamage = [scarlet]Uncaptured
|
|
||||||
sectors.survives = [accent]Survives {0} waves
|
|
||||||
sectors.go = Punta
|
sectors.go = Punta
|
||||||
sector.abandon = Abandonahin
|
sector.abandon = Abandonahin
|
||||||
sector.abandon.confirm = Ang core (o mga core) sa sector ay mag se-self-destruct.\nSigurado ka?
|
sector.abandon.confirm = Ang core (o mga core) sa sector ay mag se-self-destruct.\nSigurado ka?
|
||||||
sector.curcapture = Nai-capture ang sector
|
sector.curcapture = Nai-capture ang sector
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = Nawala ang sector
|
sector.curlost = Nawala ang sector
|
||||||
sector.missingresources = [scarlet]Kulang ang mga Core Resources
|
sector.missingresources = [scarlet]Kulang ang mga Core Resources
|
||||||
sector.attacked = Ang sector [accent]{0}[white] ay inaatake!
|
sector.attacked = Ang sector [accent]{0}[white] ay inaatake!
|
||||||
@@ -1028,6 +1028,8 @@ stat.frequency = Frequency
|
|||||||
stat.targetsair = Tinatarget ng mga Air
|
stat.targetsair = Tinatarget ng mga Air
|
||||||
stat.targetsground = Tinatarget ng mga Ground
|
stat.targetsground = Tinatarget ng mga Ground
|
||||||
stat.crushdamage = Crush Damage
|
stat.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
|
stat.legsplashrange = Leg Splash Range
|
||||||
stat.itemsmoved = Bilis ng Pag-galaw
|
stat.itemsmoved = Bilis ng Pag-galaw
|
||||||
stat.launchtime = Oras sa pagitan ng mga launches
|
stat.launchtime = Oras sa pagitan ng mga launches
|
||||||
stat.shootrange = Saklaw
|
stat.shootrange = Saklaw
|
||||||
@@ -1067,6 +1069,7 @@ stat.reload = Putok/Segundo
|
|||||||
stat.ammo = Mga Bala
|
stat.ammo = Mga Bala
|
||||||
stat.shieldhealth = Health ng Kalasag
|
stat.shieldhealth = Health ng Kalasag
|
||||||
stat.cooldowntime = Oras ng Cooldown
|
stat.cooldowntime = Oras ng Cooldown
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
stat.explosiveness = Pagkasabog
|
stat.explosiveness = Pagkasabog
|
||||||
stat.basedeflectchance = Base Deflect Chance
|
stat.basedeflectchance = Base Deflect Chance
|
||||||
stat.lightningchance = Pagkakataon ng Lightning
|
stat.lightningchance = Pagkakataon ng Lightning
|
||||||
@@ -1176,6 +1179,7 @@ bar.launchcooldown = Launch Cooldown
|
|||||||
bar.input = Input
|
bar.input = Input
|
||||||
bar.output = Output
|
bar.output = Output
|
||||||
bar.strength = [stat]{0}[lightgray]x strength
|
bar.strength = [stat]{0}[lightgray]x strength
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Processor Controlled
|
units.processorcontrol = [lightgray]Processor Controlled
|
||||||
|
|
||||||
@@ -1226,6 +1230,7 @@ unit.millions = mil
|
|||||||
unit.billions = bil
|
unit.billions = bil
|
||||||
unit.shots = shots
|
unit.shots = shots
|
||||||
unit.pershot = /shot
|
unit.pershot = /shot
|
||||||
|
unit.perleg = per leg
|
||||||
category.purpose = Ang Purpose
|
category.purpose = Ang Purpose
|
||||||
category.general = Pangkalahatan
|
category.general = Pangkalahatan
|
||||||
category.power = Kuryente
|
category.power = Kuryente
|
||||||
|
|||||||
@@ -811,6 +811,7 @@ sectors.wave = Vague :
|
|||||||
sectors.stored = Stockage :
|
sectors.stored = Stockage :
|
||||||
sectors.resume = Reprendre
|
sectors.resume = Reprendre
|
||||||
sectors.launch = Décoller
|
sectors.launch = Décoller
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d View Submissions
|
sectors.viewsubmission = \ue80d View Submissions
|
||||||
sectors.select = Sélectionner
|
sectors.select = Sélectionner
|
||||||
sectors.launchselect = Select Launch Destination
|
sectors.launchselect = Select Launch Destination
|
||||||
@@ -820,12 +821,11 @@ sectors.rename = Renommer le secteur
|
|||||||
sectors.enemybase = [scarlet]Base ennemie
|
sectors.enemybase = [scarlet]Base ennemie
|
||||||
sectors.vulnerable = [scarlet]Vulnérable
|
sectors.vulnerable = [scarlet]Vulnérable
|
||||||
sectors.underattack = [scarlet]Attaque en cours! [accent]{0}% endommagé
|
sectors.underattack = [scarlet]Attaque en cours! [accent]{0}% endommagé
|
||||||
sectors.underattack.nodamage = [scarlet]Non capturé
|
|
||||||
sectors.survives = [accent]Survécu à {0} vagues
|
|
||||||
sectors.go = Aller
|
sectors.go = Aller
|
||||||
sector.abandon = Abandonner
|
sector.abandon = Abandonner
|
||||||
sector.abandon.confirm = Les noyaux de ce secteur vont s'auto-détruire.\nContinuer ?
|
sector.abandon.confirm = Les noyaux de ce secteur vont s'auto-détruire.\nContinuer ?
|
||||||
sector.curcapture = Secteur capturé
|
sector.curcapture = Secteur capturé
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = Secteur perdu
|
sector.curlost = Secteur perdu
|
||||||
sector.missingresources = [scarlet]Ressources du Noyau insuffisantes !
|
sector.missingresources = [scarlet]Ressources du Noyau insuffisantes !
|
||||||
sector.attacked = Secteur [accent]{0}[white] attaqué !
|
sector.attacked = Secteur [accent]{0}[white] attaqué !
|
||||||
@@ -1028,6 +1028,8 @@ stat.frequency = Frequency
|
|||||||
stat.targetsair = Cibles Aériennes
|
stat.targetsair = Cibles Aériennes
|
||||||
stat.targetsground = Cibles Terrestres
|
stat.targetsground = Cibles Terrestres
|
||||||
stat.crushdamage = Crush Damage
|
stat.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
|
stat.legsplashrange = Leg Splash Range
|
||||||
stat.itemsmoved = Vitesse de Déplacement
|
stat.itemsmoved = Vitesse de Déplacement
|
||||||
stat.launchtime = Temps entre chaque lancement
|
stat.launchtime = Temps entre chaque lancement
|
||||||
stat.shootrange = Portée de tir
|
stat.shootrange = Portée de tir
|
||||||
@@ -1067,6 +1069,7 @@ stat.reload = Cadence de tir
|
|||||||
stat.ammo = Munitions
|
stat.ammo = Munitions
|
||||||
stat.shieldhealth = Santé du bouclier
|
stat.shieldhealth = Santé du bouclier
|
||||||
stat.cooldowntime = Temps de refroidissement
|
stat.cooldowntime = Temps de refroidissement
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
stat.explosiveness = Explosivité
|
stat.explosiveness = Explosivité
|
||||||
stat.basedeflectchance = Chance de Détournement de Base
|
stat.basedeflectchance = Chance de Détournement de Base
|
||||||
stat.lightningchance = Chance d'Éclairs
|
stat.lightningchance = Chance d'Éclairs
|
||||||
@@ -1176,6 +1179,7 @@ bar.launchcooldown = Délai de Lancement
|
|||||||
bar.input = Entrée
|
bar.input = Entrée
|
||||||
bar.output = Sortie
|
bar.output = Sortie
|
||||||
bar.strength = [stat]{0}[lightgray]x puissance
|
bar.strength = [stat]{0}[lightgray]x puissance
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Contrôlé par un processeur.
|
units.processorcontrol = [lightgray]Contrôlé par un processeur.
|
||||||
|
|
||||||
@@ -1226,6 +1230,7 @@ unit.millions = M
|
|||||||
unit.billions = Md
|
unit.billions = Md
|
||||||
unit.shots = tirs
|
unit.shots = tirs
|
||||||
unit.pershot = /tirs
|
unit.pershot = /tirs
|
||||||
|
unit.perleg = per leg
|
||||||
category.purpose = Description
|
category.purpose = Description
|
||||||
category.general = Caractéristiques
|
category.general = Caractéristiques
|
||||||
category.power = Énergie
|
category.power = Énergie
|
||||||
|
|||||||
@@ -469,13 +469,13 @@ 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.guide = Útmutató a javítócsomagokhoz
|
||||||
editor.patches = Tartalmi javítócsomagok
|
editor.patches = Javítócsomag-adatok
|
||||||
editor.patch = Javítócsomagok: {0}
|
editor.patch = Javítócsomagok: {0}
|
||||||
editor.patches.none = [lightgray]Nincsenek javítócsomagok betöltve.
|
editor.patches.none = [lightgray]Nincsenek javítócsomagok betöltve.
|
||||||
editor.patches.errors = Javítócsomag-hibák
|
editor.patches.errors = Javítócsomag-hibák
|
||||||
editor.patches.importerror = Nem sikerült importálni a javítócsomagot
|
editor.patches.importerror = Nem sikerült importálni a javítócsomagot
|
||||||
editor.patches.delete.confirm = Biztosan törölni szeretnéd ezt a javítócsomagot?
|
editor.patches.delete.confirm = Biztosan törölni szeretnéd ezt a javítócsomagot?
|
||||||
editor.patch.fields = {0} mezők
|
editor.patch.fields = {0} mező
|
||||||
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.
|
||||||
@@ -530,7 +530,7 @@ waves.units.hide = Összes elrejtése
|
|||||||
waves.units.show = Összes megjelenítése
|
waves.units.show = Összes megjelenítése
|
||||||
|
|
||||||
#these are intentionally in lower case
|
#these are intentionally in lower case
|
||||||
wavemode.counts = típusokra bontva
|
wavemode.counts = típusokra bontás
|
||||||
wavemode.totals = összesítés
|
wavemode.totals = összesítés
|
||||||
wavemode.health = életpontok
|
wavemode.health = életpontok
|
||||||
|
|
||||||
@@ -585,7 +585,7 @@ editor.exportimage = Domborzati kép exportálása
|
|||||||
editor.exportimage.description = Csak alapvető domborzatot tartalmazó képfájl exportálása
|
editor.exportimage.description = Csak alapvető domborzatot tartalmazó képfájl exportálása
|
||||||
editor.loadimage = Domborzat importálása
|
editor.loadimage = Domborzat importálása
|
||||||
editor.saveimage = Domborzat exportálása
|
editor.saveimage = Domborzat exportálása
|
||||||
editor.unsaved = Biztosan ki akarsz lépni?\n[scarlet]A nem mentett módosításaid elvesznek.
|
editor.unsaved = Biztosan ki akarsz lépni?\n[scarlet]A nem mentett módosításaid így elvesznek.
|
||||||
editor.resizemap = Pálya átméretezése
|
editor.resizemap = Pálya átméretezése
|
||||||
editor.mapname = Pálya neve:
|
editor.mapname = Pálya neve:
|
||||||
editor.overwrite = [accent]Vigyázz!\nEzzel felülírsz egy már létező pályát.
|
editor.overwrite = [accent]Vigyázz!\nEzzel felülírsz egy már létező pályát.
|
||||||
@@ -811,6 +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.nolaunchcandidate = Nincs kiindulási szektor a kilövéshez
|
||||||
sectors.viewsubmission = \ue80d Alküldetés megtekintése
|
sectors.viewsubmission = \ue80d Alküldetés megtekintése
|
||||||
sectors.select = Kiválasztás
|
sectors.select = Kiválasztás
|
||||||
sectors.launchselect = Célállomás kiválasztása
|
sectors.launchselect = Célállomás kiválasztása
|
||||||
@@ -819,13 +820,12 @@ sectors.redirect = Kilövőállások átirányítása
|
|||||||
sectors.rename = Szektor átnevezése
|
sectors.rename = Szektor átnevezése
|
||||||
sectors.enemybase = [scarlet]Ellenséges bázis
|
sectors.enemybase = [scarlet]Ellenséges bázis
|
||||||
sectors.vulnerable = [scarlet]Sebezhető
|
sectors.vulnerable = [scarlet]Sebezhető
|
||||||
sectors.underattack = [scarlet]Támadás alatt! [accent]{0}%-ban sérült
|
sectors.underattack = [scarlet]Támadás alatt!
|
||||||
sectors.underattack.nodamage = [scarlet]Nincs meghódítva
|
|
||||||
sectors.survives = [accent]Túlél {0} hullámot
|
|
||||||
sectors.go = Visszatérés
|
sectors.go = Visszatérés
|
||||||
sector.abandon = Elhagyás
|
sector.abandon = Elhagyás
|
||||||
sector.abandon.confirm = Ebben a szektorban minden támaszpontod megsemmisül.\nBiztosan feladod ezt a szektort?
|
sector.abandon.confirm = Ebben a szektorban minden támaszpontod megsemmisül.\nBiztosan feladod ezt a szektort?
|
||||||
sector.curcapture = A szektor elfoglalva
|
sector.curcapture = A szektor elfoglalva
|
||||||
|
sector.lockdown = [red]:warning:[accent] A szektor jelenleg támadás alatt áll\n[lightgray]A nyersanyaggyártás, a fejlesztés, az exportálás és az importálás ez idő alatt le van tiltva
|
||||||
sector.curlost = A szektor elveszett
|
sector.curlost = A szektor elveszett
|
||||||
sector.missingresources = [scarlet]Nincs elég nyersanyag
|
sector.missingresources = [scarlet]Nincs elég nyersanyag
|
||||||
sector.attacked = A(z) [accent]{0}[white] szektor támadás alatt áll!
|
sector.attacked = A(z) [accent]{0}[white] szektor támadás alatt áll!
|
||||||
@@ -1028,6 +1028,8 @@ stat.frequency = Frekvencia
|
|||||||
stat.targetsair = Légi célpontok
|
stat.targetsair = Légi célpontok
|
||||||
stat.targetsground = Földi célpontok
|
stat.targetsground = Földi célpontok
|
||||||
stat.crushdamage = Zúzó sebzés
|
stat.crushdamage = Zúzó sebzés
|
||||||
|
stat.legsplashdamage = Lábbal okozott területsebzés
|
||||||
|
stat.legsplashrange = Lábbal okozott területsebzés hatótávolsága
|
||||||
stat.itemsmoved = Szállítási sebesség
|
stat.itemsmoved = Szállítási sebesség
|
||||||
stat.launchtime = Kilövések közötti idő
|
stat.launchtime = Kilövések közötti idő
|
||||||
stat.shootrange = Hatótávolság
|
stat.shootrange = Hatótávolság
|
||||||
@@ -1067,6 +1069,7 @@ stat.reload = Tüzelési sebesség
|
|||||||
stat.ammo = Lőszer
|
stat.ammo = Lőszer
|
||||||
stat.shieldhealth = Erőpajzs életereje
|
stat.shieldhealth = Erőpajzs életereje
|
||||||
stat.cooldowntime = Újratöltés időtartama
|
stat.cooldowntime = Újratöltés időtartama
|
||||||
|
stat.regenerationrate = Regenerálási sebesség
|
||||||
stat.explosiveness = Robbanékonyság
|
stat.explosiveness = Robbanékonyság
|
||||||
stat.basedeflectchance = Alap hárítási esély
|
stat.basedeflectchance = Alap hárítási esély
|
||||||
stat.lightningchance = Villámlás esélye
|
stat.lightningchance = Villámlás esélye
|
||||||
@@ -1176,6 +1179,7 @@ bar.launchcooldown = Kilövés visszaszámlálása
|
|||||||
bar.input = Bemenet
|
bar.input = Bemenet
|
||||||
bar.output = Kimenet
|
bar.output = Kimenet
|
||||||
bar.strength = [stat]{0}[lightgray]x erő
|
bar.strength = [stat]{0}[lightgray]x erő
|
||||||
|
bar.regenerationrate = [stat]{0}/mp[lightgray] regenerálási sebesség
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Processzorvezérelt
|
units.processorcontrol = [lightgray]Processzorvezérelt
|
||||||
|
|
||||||
@@ -1226,6 +1230,7 @@ unit.millions = mil
|
|||||||
unit.billions = Mrd
|
unit.billions = Mrd
|
||||||
unit.shots = lövés
|
unit.shots = lövés
|
||||||
unit.pershot = /lövés
|
unit.pershot = /lövés
|
||||||
|
unit.perleg = /láb
|
||||||
category.purpose = Rendeltetés
|
category.purpose = Rendeltetés
|
||||||
category.general = Általános
|
category.general = Általános
|
||||||
category.power = Áram
|
category.power = Áram
|
||||||
@@ -1469,7 +1474,7 @@ rules.placerangecheck = Elhelyezési tartomány ellenőrzése
|
|||||||
rules.enemyCheat = Végtelen ellenséges csapaterőforrások
|
rules.enemyCheat = Végtelen ellenséges csapaterőforrások
|
||||||
rules.blockhealthmultiplier = Épület életpontszorzója
|
rules.blockhealthmultiplier = Épület életpontszorzója
|
||||||
rules.blockdamagemultiplier = Épület sebzésszorzója
|
rules.blockdamagemultiplier = Épület sebzésszorzója
|
||||||
rules.unitbuildspeedmultiplier = Egységgyártás sebességének szorzója
|
rules.unitbuildspeedmultiplier = Egységgyártás sebességszorzója
|
||||||
rules.unitcostmultiplier = Egység költségszorzója
|
rules.unitcostmultiplier = Egység költségszorzója
|
||||||
rules.unithealthmultiplier = Egység életpontszorzója
|
rules.unithealthmultiplier = Egység életpontszorzója
|
||||||
rules.unitdamagemultiplier = Egység sebzésszorzója
|
rules.unitdamagemultiplier = Egység sebzésszorzója
|
||||||
@@ -2542,7 +2547,7 @@ lst.explosion = Robbanás létrehozása az adott helyen.
|
|||||||
lst.setrate = A processzor végrehajtási sebességének beállítása utasítás/órajelciklusban.
|
lst.setrate = A processzor végrehajtási sebességének beállítása utasítás/órajelciklusban.
|
||||||
lst.fetch = Egységek, támaszpontok, játékosok, vagy épületek lekérdezése index szerint.\nAz indexek 0-tól indulnak és a visszaadott számuknál végződnek.
|
lst.fetch = Egységek, támaszpontok, játékosok, vagy épületek lekérdezése index szerint.\nAz indexek 0-tól indulnak és a visszaadott számuknál végződnek.
|
||||||
lst.packcolor = Egyetlen számba tömöríti a [0, 1] RGBA-összetevőket a rajzoláshoz vagy szabálymeghatározáshoz.
|
lst.packcolor = Egyetlen számba tömöríti a [0, 1] RGBA-összetevőket a rajzoláshoz vagy szabálymeghatározáshoz.
|
||||||
lst.unpackcolor = RGBA-összetevők kicsomagolása egy színből, amely a „Pack Color” segítségével lett becsomagolva.
|
lst.unpackcolor = RGBA-összetevők kicsomagolása egy színből, amely a „Pack Color” használatával lett becsomagolva.
|
||||||
lst.setrule = Játékszabály beállítása.
|
lst.setrule = Játékszabály beállítása.
|
||||||
lst.flushmessage = Üzenet megjelenítése a képernyőn a szövegpufferből. Ha a sikeres válasz változója [accent]@wait[],\nakkor, megvárja, amíg az előző üzenet befejeződik.\nMáskülönben a kimenet független attól, hogy az üzenet megjelenítése sikeres volt-e.
|
lst.flushmessage = Üzenet megjelenítése a képernyőn a szövegpufferből. Ha a sikeres válasz változója [accent]@wait[],\nakkor, megvárja, amíg az előző üzenet befejeződik.\nMáskülönben a kimenet független attól, hogy az üzenet megjelenítése sikeres volt-e.
|
||||||
lst.cutscene = A játékos kamerájának mozgatása.
|
lst.cutscene = A játékos kamerájának mozgatása.
|
||||||
|
|||||||
@@ -98,7 +98,7 @@ level.highscore = Nilai Tertinggi: [accent]{0}
|
|||||||
level.select = Pilih Level
|
level.select = Pilih Level
|
||||||
level.mode = Mode Permainan:
|
level.mode = Mode Permainan:
|
||||||
coreattack = < Inti sedang diserang! >
|
coreattack = < Inti sedang diserang! >
|
||||||
nearpoint = [[ [scarlet]TINGGALKAN ZONA PENDARATAN SEGERA[] ]\npenghancuran akan terjadi
|
nearpoint = [[ [scarlet]TINGGALKAN TITIK PENDARATAN SEGERA[] ]\npemusnahan akan terjadi
|
||||||
database = Basis Data Inti
|
database = Basis Data Inti
|
||||||
database.button = Basis Data
|
database.button = Basis Data
|
||||||
viewfields = Lihat Bidang Konten
|
viewfields = Lihat Bidang Konten
|
||||||
@@ -131,7 +131,7 @@ committingchanges = Membuat Perubahan
|
|||||||
done = Selesai
|
done = Selesai
|
||||||
feature.unsupported = Perangkat Anda tidak mendukung fitur ini.
|
feature.unsupported = Perangkat Anda tidak mendukung fitur ini.
|
||||||
|
|
||||||
mods.initfailed = [red]⚠[] Proses Memuat Mindustry sebelumnya gagal untuk dimulai. Kemungkinan besar disebabkan oleh mod yang bermasalah.\n\nUntuk menghindari kesalahan berulang, [red]semua mod telah dinonaktifkan.[]
|
mods.initfailed = [red]⚠[] Proses Mindustry sebelumnya gagal untuk dimulai. Kemungkinan besar disebabkan oleh mod yang bermasalah.\n\nUntuk menghindari kesalahan berulang, [red]seluruh mod telah dinonaktifkan.[]
|
||||||
mods = Mod
|
mods = Mod
|
||||||
mods.name = Mod:
|
mods.name = Mod:
|
||||||
mods.none = [lightgray]Tidak ada mod yang ditemukan!
|
mods.none = [lightgray]Tidak ada mod yang ditemukan!
|
||||||
@@ -429,7 +429,7 @@ saveimage = Simpan Gambar
|
|||||||
unknown = Tidak diketahui
|
unknown = Tidak diketahui
|
||||||
custom = Modifikasi
|
custom = Modifikasi
|
||||||
builtin = Bawaan
|
builtin = Bawaan
|
||||||
map.delete.confirm = Anda yakin ingin menghapus peta ini? Tindakan ini tidak bisa diubah!
|
map.delete.confirm = Anda yakin ingin menghapus peta ini? Tindakan ini tidak bisa dibatalkan!
|
||||||
map.random = [accent]Peta Acak
|
map.random = [accent]Peta Acak
|
||||||
map.nospawn = Peta ini tidak memiliki inti agar pemain bisa muncul! Tambahkan inti [#{0}]{1}[] ke dalam peta di penyunting.
|
map.nospawn = Peta ini tidak memiliki inti agar pemain bisa muncul! Tambahkan inti [#{0}]{1}[] ke dalam peta di penyunting.
|
||||||
map.nospawn.pvp = Peta ini tidak memiliki inti agar pemain lawan bisa muncul! Tambahkan inti[scarlet] selain jingga[] ke dalam peta di penyunting.
|
map.nospawn.pvp = Peta ini tidak memiliki inti agar pemain lawan bisa muncul! Tambahkan inti[scarlet] selain jingga[] ke dalam peta di penyunting.
|
||||||
@@ -468,8 +468,8 @@ 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.guide = Panduan Patch Data
|
||||||
editor.patches = Patch Konten
|
editor.patches = Patch Data
|
||||||
editor.patch = Patchset: {0}
|
editor.patch = Patchset: {0}
|
||||||
editor.patches.none = [lightgray]Tidak ada patchset yang dimuat.
|
editor.patches.none = [lightgray]Tidak ada patchset yang dimuat.
|
||||||
editor.patches.errors = Daftar Patchset Error
|
editor.patches.errors = Daftar Patchset Error
|
||||||
@@ -811,6 +811,7 @@ sectors.wave = Gelombang:
|
|||||||
sectors.stored = Terisi:
|
sectors.stored = Terisi:
|
||||||
sectors.resume = Lanjutkan
|
sectors.resume = Lanjutkan
|
||||||
sectors.launch = Luncurkan
|
sectors.launch = Luncurkan
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d Lihat Kiriman
|
sectors.viewsubmission = \ue80d Lihat Kiriman
|
||||||
sectors.select = Pilih
|
sectors.select = Pilih
|
||||||
sectors.launchselect = Pilih Destinasi Peluncuran
|
sectors.launchselect = Pilih Destinasi Peluncuran
|
||||||
@@ -819,13 +820,12 @@ sectors.redirect = Arahkan Ulang Alas Peluncur
|
|||||||
sectors.rename = Ganti Nama Sektor
|
sectors.rename = Ganti Nama Sektor
|
||||||
sectors.enemybase = [scarlet]Markas Musuh
|
sectors.enemybase = [scarlet]Markas Musuh
|
||||||
sectors.vulnerable = [scarlet]Rawan diserang
|
sectors.vulnerable = [scarlet]Rawan diserang
|
||||||
sectors.underattack = [scarlet]Dalam Serangan! [accent]Damage sebesar {0}%
|
sectors.underattack = [scarlet]Dalam Serangan!
|
||||||
sectors.underattack.nodamage = [scarlet]Belum Dikuasai
|
|
||||||
sectors.survives = [accent]Bertahan sebanyak {0} gelombang
|
|
||||||
sectors.go = Mulai
|
sectors.go = Mulai
|
||||||
sector.abandon = Tinggalkan
|
sector.abandon = Tinggalkan
|
||||||
sector.abandon.confirm = Inti di sektor ini akan meledak secara sendirinya.\nLanjutkan?
|
sector.abandon.confirm = Inti di sektor ini akan meledak secara sendirinya.\nLanjutkan?
|
||||||
sector.curcapture = Sektor Dikuasai
|
sector.curcapture = Sektor Dikuasai
|
||||||
|
sector.lockdown = [red]:peringatan:[accent] Sektor saat ini sedang diserang\n[lightgray]produksi, penelitian, ekspor dan impor dihentikan
|
||||||
sector.curlost = Sektor Gagal Bertahan
|
sector.curlost = Sektor Gagal Bertahan
|
||||||
sector.missingresources = [scarlet]Sumber Daya Inti Tidak Cukup
|
sector.missingresources = [scarlet]Sumber Daya Inti Tidak Cukup
|
||||||
sector.attacked = Sektor [accent]{0}[white] sedang diserang!
|
sector.attacked = Sektor [accent]{0}[white] sedang diserang!
|
||||||
@@ -989,10 +989,10 @@ settings.controls = Kontrol
|
|||||||
settings.game = Permainan
|
settings.game = Permainan
|
||||||
settings.sound = Suara
|
settings.sound = Suara
|
||||||
settings.graphics = Grafik
|
settings.graphics = Grafik
|
||||||
settings.cleardata = Hapus Data Permainan...
|
settings.cleardata = Bersihkan Data Permainan...
|
||||||
settings.clear.confirm = Anda yakin ingin menghapus data ini?\nApa yang sudah dilakukan tidak dapat dibatalkan!
|
settings.clear.confirm = Anda yakin ingin membersihkan data ini?\nApa yang sudah dilakukan tidak dapat dibatalkan!
|
||||||
settings.clearall.confirm = [scarlet]PERINGATAN![]\nIni akan menghapus semua data permainan, termasuk simpanan, peta, teknologi yang terbuka, dan keybind.\nSetelah Anda menekan 'ok', permainan akan menghapus semua data dan keluar otomatis.
|
settings.clearall.confirm = [scarlet]PERINGATAN![]\nIni akan membersihkan semua data permainan, termasuk simpanan, peta, teknologi yang terbuka, dan keybind.\nSetelah Anda menekan 'ok', permainan akan membersihkan semua data dan keluar secara otomatis.
|
||||||
settings.clearsaves.confirm = Anda yakin ingin menghapus semua simpanan?
|
settings.clearsaves.confirm = Anda yakin ingin membersihkan semua simpanan?
|
||||||
settings.clearsaves = Bersihkan Simpanan
|
settings.clearsaves = Bersihkan Simpanan
|
||||||
settings.clearresearch = Bersihkan Penelitian
|
settings.clearresearch = Bersihkan Penelitian
|
||||||
settings.clearresearch.confirm = Apakah Anda yakin ingin membersihkan semua penelitian kampanye?
|
settings.clearresearch.confirm = Apakah Anda yakin ingin membersihkan semua penelitian kampanye?
|
||||||
@@ -1028,8 +1028,10 @@ stat.frequency = Frekuensi
|
|||||||
stat.targetsair = Target Udara
|
stat.targetsair = Target Udara
|
||||||
stat.targetsground = Target Darat
|
stat.targetsground = Target Darat
|
||||||
stat.crushdamage = Damage Benturan
|
stat.crushdamage = Damage Benturan
|
||||||
|
stat.legsplashdamage = Damage Percikan Kaki
|
||||||
|
stat.legsplashrange = Jarak Percikan Kaki
|
||||||
stat.itemsmoved = Kecepatan Barang
|
stat.itemsmoved = Kecepatan Barang
|
||||||
stat.launchtime = Waktu Antara Peluncuran
|
stat.launchtime = Selang Waktu Peluncuran
|
||||||
stat.shootrange = Jarak
|
stat.shootrange = Jarak
|
||||||
stat.size = Ukuran
|
stat.size = Ukuran
|
||||||
stat.displaysize = Ukuran Tampilan
|
stat.displaysize = Ukuran Tampilan
|
||||||
@@ -1039,12 +1041,12 @@ stat.linkrange = Jarak Tautan
|
|||||||
stat.instructions = Instruksi
|
stat.instructions = Instruksi
|
||||||
stat.powerconnections = Batas Sambungan
|
stat.powerconnections = Batas Sambungan
|
||||||
stat.poweruse = Penggunaan Tenaga
|
stat.poweruse = Penggunaan Tenaga
|
||||||
stat.powerdamage = Tenaga/Tembakan
|
stat.powerdamage = Tenaga/Damage
|
||||||
stat.itemcapacity = Kapasitas Item
|
stat.itemcapacity = Kapasitas Item
|
||||||
stat.memorycapacity = Kapasitas Memori
|
stat.memorycapacity = Kapasitas Memori
|
||||||
stat.basepowergeneration = Dasar Generasi Tenaga
|
stat.basepowergeneration = Produksi Tenaga Dasar
|
||||||
stat.productiontime = Waktu Produksi
|
stat.productiontime = Waktu Produksi
|
||||||
stat.repairtime = Waktu Perbaikan Blok Penuh
|
stat.repairtime = Waktu Penuh Perbaikan Blok
|
||||||
stat.repairspeed = Kecepatan Perbaikan
|
stat.repairspeed = Kecepatan Perbaikan
|
||||||
stat.weapons = Senjata
|
stat.weapons = Senjata
|
||||||
stat.bullet = Peluru
|
stat.bullet = Peluru
|
||||||
@@ -1063,10 +1065,11 @@ stat.maxconsecutive = Batas Konsekutif
|
|||||||
stat.buildcost = Biaya Bangunan
|
stat.buildcost = Biaya Bangunan
|
||||||
stat.inaccuracy = Melenceng
|
stat.inaccuracy = Melenceng
|
||||||
stat.shots = Tembakan
|
stat.shots = Tembakan
|
||||||
stat.reload = Kecepatan Penembakan
|
stat.reload = Laju Penembakan
|
||||||
stat.ammo = Amunisi
|
stat.ammo = Amunisi
|
||||||
stat.shieldhealth = Nyawa Perisai
|
stat.shieldhealth = Nyawa Perisai
|
||||||
stat.cooldowntime = Waktu Pendinginan
|
stat.cooldowntime = Waktu Pendinginan
|
||||||
|
stat.regenerationrate = Laju Pemulihan
|
||||||
stat.explosiveness = Daya Ledak
|
stat.explosiveness = Daya Ledak
|
||||||
stat.basedeflectchance = Peluang Defleksi Dasar
|
stat.basedeflectchance = Peluang Defleksi Dasar
|
||||||
stat.lightningchance = Peluang Menghasilkan Petir
|
stat.lightningchance = Peluang Menghasilkan Petir
|
||||||
@@ -1075,7 +1078,7 @@ stat.flammability = Daya Bakar
|
|||||||
stat.radioactivity = Daya Radioaktif
|
stat.radioactivity = Daya Radioaktif
|
||||||
stat.charge = Setruman
|
stat.charge = Setruman
|
||||||
stat.heatcapacity = Kapasitas Panas
|
stat.heatcapacity = Kapasitas Panas
|
||||||
stat.viscosity = Kelekatan
|
stat.viscosity = Kekentalan
|
||||||
stat.temperature = Suhu
|
stat.temperature = Suhu
|
||||||
stat.speed = Kecepatan
|
stat.speed = Kecepatan
|
||||||
stat.buildspeed = Kecepatan Membangun
|
stat.buildspeed = Kecepatan Membangun
|
||||||
@@ -1092,7 +1095,7 @@ stat.healthmultiplier = Penggandaan Nyawa
|
|||||||
stat.speedmultiplier = Penggandaan Kecepatan
|
stat.speedmultiplier = Penggandaan Kecepatan
|
||||||
stat.reloadmultiplier = Penggandaan Isi Ulang
|
stat.reloadmultiplier = Penggandaan Isi Ulang
|
||||||
stat.buildspeedmultiplier = Penggandaan Kecepatan Membangun
|
stat.buildspeedmultiplier = Penggandaan Kecepatan Membangun
|
||||||
stat.reactive = Reaksi
|
stat.reactive = Reaktif
|
||||||
stat.immunities = Kekebalan
|
stat.immunities = Kekebalan
|
||||||
stat.healing = Menyembuhkan
|
stat.healing = Menyembuhkan
|
||||||
stat.efficiency = [stat]{0}% Efisiensi
|
stat.efficiency = [stat]{0}% Efisiensi
|
||||||
@@ -1105,23 +1108,23 @@ ability.statusfield = Bidang Status
|
|||||||
ability.statusfield.description = Menerapkan efek status ke unit terdekat
|
ability.statusfield.description = Menerapkan efek status ke unit terdekat
|
||||||
ability.unitspawn = Pabrik
|
ability.unitspawn = Pabrik
|
||||||
ability.unitspawn.description = Membangun unit
|
ability.unitspawn.description = Membangun unit
|
||||||
ability.shieldregenfield = Bidang Regenerasi Perisai
|
ability.shieldregenfield = Bidang Pemulihan Perisai
|
||||||
ability.shieldregenfield.description = Meregenerasi perisai unit di sekitarnya
|
ability.shieldregenfield.description = Memulihkan perisai unit di sekitarnya
|
||||||
ability.movelightning = Pergerakan Petir
|
ability.movelightning = Pergerakan Petir
|
||||||
ability.movelightning.description = Melepaskan petir saat bergerak
|
ability.movelightning.description = Melepaskan petir saat bergerak
|
||||||
ability.armorplate = Pelindung Baja
|
ability.armorplate = Pelat Baja
|
||||||
ability.armorplate.description = Mengurangi damage yang diterima saat menembak
|
ability.armorplate.description = Mengurangi damage yang diterima saat menembak
|
||||||
ability.shieldarc = Perisai Busur
|
ability.shieldarc = Perisai Busur
|
||||||
ability.shieldarc.description = Memproyeksikan perisai dalam busur yang menyerap atau menangkis peluru, misil, dan unit
|
ability.shieldarc.description = Memproyeksikan perisai dalam busur yang menyerap atau menangkis peluru, misil, dan unit
|
||||||
ability.suppressionfield = Bidang Penahan Regen
|
ability.suppressionfield = Bidang Penahan Perbaikan
|
||||||
ability.suppressionfield.description = Menghentikan bangunan perbaikan di sekitarnya
|
ability.suppressionfield.description = Menghentikan bangunan perbaikan di sekitarnya
|
||||||
ability.energyfield = Bidang Energi
|
ability.energyfield = Bidang Energi
|
||||||
ability.energyfield.description = Menyengat musuh di sekitar
|
ability.energyfield.description = Menyengat musuh di sekitar
|
||||||
ability.energyfield.healdescription = Menyengat musuh di sekitar dan menyembuhkan sekutu
|
ability.energyfield.healdescription = Menyengat musuh di sekitar dan memulihkan unit sekutu
|
||||||
ability.regen = Regenerasi Diri Sendiri
|
ability.regen = Pemulihan Diri Sendiri
|
||||||
ability.regen.description = Meregenerasi nyawa sendiri secara terus menerus
|
ability.regen.description = Memulihkan nyawa diri sendiri secara terus menerus
|
||||||
ability.liquidregen = Penyerapan Cairan
|
ability.liquidregen = Penyerapan Cairan
|
||||||
ability.liquidregen.description = Menyerap cairan untuk menyembuhkan dirinya sendiri
|
ability.liquidregen.description = Menyerap cairan untuk memulihkan dirinya sendiri
|
||||||
ability.spawndeath = Kematian-Munculkan
|
ability.spawndeath = Kematian-Munculkan
|
||||||
ability.spawndeath.description = Melepaskan unit saat mati
|
ability.spawndeath.description = Melepaskan unit saat mati
|
||||||
ability.liquidexplode = Kematian-Tumpahkan
|
ability.liquidexplode = Kematian-Tumpahkan
|
||||||
@@ -1176,6 +1179,7 @@ bar.launchcooldown = Jeda Peluncuran
|
|||||||
bar.input = Masukan
|
bar.input = Masukan
|
||||||
bar.output = Keluaran
|
bar.output = Keluaran
|
||||||
bar.strength = [stat]{0}[lightgray]x penguatan
|
bar.strength = [stat]{0}[lightgray]x penguatan
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] waktu pulih
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Dikendalikan Prosesor
|
units.processorcontrol = [lightgray]Dikendalikan Prosesor
|
||||||
|
|
||||||
@@ -1185,7 +1189,7 @@ bullet.incendiary = [stat]membakar
|
|||||||
bullet.homing = [stat]mengejar
|
bullet.homing = [stat]mengejar
|
||||||
bullet.armorpierce = [stat]menembus pelindung
|
bullet.armorpierce = [stat]menembus pelindung
|
||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] batas damage
|
bullet.maxdamagefraction = [stat]{0}%[lightgray] batas damage
|
||||||
bullet.suppression = [stat]{0}[lightgray] detik penahanan perbaikan ~ [stat]{1}[lightgray] ubin
|
bullet.suppression = [stat]{0}[lightgray] detik penahan perbaikan ~ [stat]{1}[lightgray] ubin
|
||||||
bullet.interval = [stat]{0}/detik[lightgray] jarak antar peluru:
|
bullet.interval = [stat]{0}/detik[lightgray] jarak antar peluru:
|
||||||
bullet.frags = [stat]{0}[lightgray]x pecahan:
|
bullet.frags = [stat]{0}[lightgray]x pecahan:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x petir ~ [stat]{1}[lightgray] damage
|
bullet.lightning = [stat]{0}[lightgray]x petir ~ [stat]{1}[lightgray] damage
|
||||||
@@ -1226,6 +1230,7 @@ unit.millions = jt
|
|||||||
unit.billions = m
|
unit.billions = m
|
||||||
unit.shots = tembakan
|
unit.shots = tembakan
|
||||||
unit.pershot = /tembakan
|
unit.pershot = /tembakan
|
||||||
|
unit.perleg = per kaki
|
||||||
category.purpose = Kegunaan
|
category.purpose = Kegunaan
|
||||||
category.general = Umum
|
category.general = Umum
|
||||||
category.power = Tenaga
|
category.power = Tenaga
|
||||||
@@ -1976,7 +1981,7 @@ block.regen-projector.name = Proyektor Penyembuhan
|
|||||||
block.shockwave-tower.name = Menara Gelombang Kejut
|
block.shockwave-tower.name = Menara Gelombang Kejut
|
||||||
block.shield-projector.name = Proyektor Perisai
|
block.shield-projector.name = Proyektor Perisai
|
||||||
block.large-shield-projector.name = Proyektor Perisai Besar
|
block.large-shield-projector.name = Proyektor Perisai Besar
|
||||||
block.armored-duct.name = Pipa Lapis Torium
|
block.armored-duct.name = Pipa Berlapis Tungsten
|
||||||
block.overflow-duct.name = Pipa Luapan
|
block.overflow-duct.name = Pipa Luapan
|
||||||
block.underflow-duct.name = Pipa Luapan Terbalik
|
block.underflow-duct.name = Pipa Luapan Terbalik
|
||||||
block.duct-unloader.name = Pipa Pembongkar Muatan
|
block.duct-unloader.name = Pipa Pembongkar Muatan
|
||||||
@@ -2069,7 +2074,7 @@ hint.desktopPause = Tekan [accent][[Spasi][] untuk menjeda dan menghentikan jeda
|
|||||||
hint.breaking = [accent]Klik Kanan[] dan seret untuk menghancurkan blok.
|
hint.breaking = [accent]Klik Kanan[] dan seret untuk menghancurkan blok.
|
||||||
hint.breaking.mobile = Aktifkan :hammer: [accent]palu[] di kanan bawah dan ketuk untuk menghancurkan blok.\n\nTahan jari Anda untuk beberapa saat lalu seret pada bagian yang dipilih untuk menghancurkannya.
|
hint.breaking.mobile = Aktifkan :hammer: [accent]palu[] di kanan bawah dan ketuk untuk menghancurkan blok.\n\nTahan jari Anda untuk beberapa saat lalu seret pada bagian yang dipilih untuk menghancurkannya.
|
||||||
hint.blockInfo = Lihat informasi dari sebuah blok dengan memilihnya di [accent]menu bangunan[], lalu pilih tombol [accent][[?][] di sebelah kanan.
|
hint.blockInfo = Lihat informasi dari sebuah blok dengan memilihnya di [accent]menu bangunan[], lalu pilih tombol [accent][[?][] di sebelah kanan.
|
||||||
hint.derelict = Bangunan berwarna [accent]abu-abu[] adalah sisa-sisa dari markas lama yang hancur dan tidak dapat berfungsi kembali.\n\nBangunan tersebut dapat [accent]didekonstruksi[] menjadi sumber daya.
|
hint.derelict = Bangunan berwarna [accent]abu-abu[] adalah sisa-sisa dari markas lama yang hancur dan tidak dapat berfungsi kembali.\n\nBangunan tersebut dapat [accent]didekonstruksi[] menjadi sumber daya, atau diperbaiki.
|
||||||
hint.research = Gunakan tombol :tree: [accent]Penelitian[] untuk mempelajari teknologi baru.
|
hint.research = Gunakan tombol :tree: [accent]Penelitian[] untuk mempelajari teknologi baru.
|
||||||
hint.research.mobile = Gunakan tombol :tree: [accent]Penelitian[] di :menu: [accent]Menu[] untuk mempelajari teknologi baru.
|
hint.research.mobile = Gunakan tombol :tree: [accent]Penelitian[] di :menu: [accent]Menu[] untuk mempelajari teknologi baru.
|
||||||
hint.unitControl = Tekan dan Tahan [accent][[L-ctrl][] dan [accent]klik[] untuk mengendalikan unit atau turret sekutu.
|
hint.unitControl = Tekan dan Tahan [accent][[L-ctrl][] dan [accent]klik[] untuk mengendalikan unit atau turret sekutu.
|
||||||
@@ -2113,7 +2118,7 @@ gz.duoammo = Suplai menara Duo dengan [accent]tembaga[], menggunakan konveyor.
|
|||||||
gz.walls = [accent]Dinding[] dapat menahan damage yang mencapai bangunan lain.\nTempatkan :copper-wall: [accent]dinding tembaga[] di sekitar menara.
|
gz.walls = [accent]Dinding[] dapat menahan damage yang mencapai bangunan lain.\nTempatkan :copper-wall: [accent]dinding tembaga[] di sekitar menara.
|
||||||
gz.defend = Musuh datang, bersiaplah untuk bertahan.
|
gz.defend = Musuh datang, bersiaplah untuk bertahan.
|
||||||
gz.aa = Unit terbang tidak dapat dengan mudah dijatuhkan dengan menara standar.\nMenara :scatter: [accent]Scatter[] memberikan anti-udara yang sangat baik, tetapi memerlukan :lead: [accent]timah[] sebagai amunisi.
|
gz.aa = Unit terbang tidak dapat dengan mudah dijatuhkan dengan menara standar.\nMenara :scatter: [accent]Scatter[] memberikan anti-udara yang sangat baik, tetapi memerlukan :lead: [accent]timah[] sebagai amunisi.
|
||||||
gz.scatterammo = Suplai Menara Scatter dengan [accent]timah[], menggunakan konveyor.
|
gz.scatterammo = Suplai menara Scatter dengan [accent]timah[], menggunakan konveyor.
|
||||||
gz.supplyturret = [accent]Suplai Menara
|
gz.supplyturret = [accent]Suplai Menara
|
||||||
gz.zone1 = Ini adalah zona pendaratan musuh.
|
gz.zone1 = Ini adalah zona pendaratan musuh.
|
||||||
gz.zone2 = Apa pun yang dibangun dalam radius tersebut \nakan hancur ketika gelombang mulai.
|
gz.zone2 = Apa pun yang dibangun dalam radius tersebut \nakan hancur ketika gelombang mulai.
|
||||||
@@ -2139,7 +2144,7 @@ onset.turretammo = Suplai menara dengan [accent]amunisi berilium.[]
|
|||||||
onset.walls = [accent]Dinding[] dapat mencegah damage yang datang pada bangunan lain.\nTempatkan beberapa :beryllium-wall: [accent]dinding berilium[] di sekitar menara.
|
onset.walls = [accent]Dinding[] dapat mencegah damage yang datang pada bangunan lain.\nTempatkan beberapa :beryllium-wall: [accent]dinding berilium[] di sekitar menara.
|
||||||
onset.enemies = Musuh datang, bersiaplah untuk bertahan.
|
onset.enemies = Musuh datang, bersiaplah untuk bertahan.
|
||||||
onset.defenses = [accent]Siapkan pertahanan:[lightgray] {0}
|
onset.defenses = [accent]Siapkan pertahanan:[lightgray] {0}
|
||||||
onset.attack = Musuh dalam keadaan rentan diserang. Luncurkan serangan balik.
|
onset.attack = Musuh dalam keadaan rentan diserang. Lancarkan serangan balasan.
|
||||||
onset.cores = Inti baru dapat ditempatkan di [accent]ubin inti[].\nInti baru berfungsi sebagai pangkalan depan dan berbagi sumber daya dengan inti lainnya.\nTempatkan sebuah :core-bastion: inti.
|
onset.cores = Inti baru dapat ditempatkan di [accent]ubin inti[].\nInti baru berfungsi sebagai pangkalan depan dan berbagi sumber daya dengan inti lainnya.\nTempatkan sebuah :core-bastion: inti.
|
||||||
onset.detect = Musuh akan dapat mendeteksi Anda dalam 2 menit.\nSiapkan pertahanan, penambangan, dan produksi.
|
onset.detect = Musuh akan dapat mendeteksi Anda dalam 2 menit.\nSiapkan pertahanan, penambangan, dan produksi.
|
||||||
onset.commandmode = Tahan [accent]shift[] untuk masuk ke[accent]mode perintah[].\n[accent]Klik kiri dan seret[] untuk memilih unit.\n[accent]Klik kanan[] untuk memerintahkan unit yang dipilih untuk bergerak atau menyerang.
|
onset.commandmode = Tahan [accent]shift[] untuk masuk ke[accent]mode perintah[].\n[accent]Klik kiri dan seret[] untuk memilih unit.\n[accent]Klik kanan[] untuk memerintahkan unit yang dipilih untuk bergerak atau menyerang.
|
||||||
@@ -2167,7 +2172,7 @@ item.scrap.description = Digunakan pada Pelebur dan Penghancur untuk dimurnikan
|
|||||||
item.scrap.details = Sisa-sisa dari unit dan bangunan tua.
|
item.scrap.details = Sisa-sisa dari unit dan bangunan tua.
|
||||||
item.silicon.description = Digunakan pada panel surya, bahan elektronik yang kompleks dan amunisi yang bisa mengejar.
|
item.silicon.description = Digunakan pada panel surya, bahan elektronik yang kompleks dan amunisi yang bisa mengejar.
|
||||||
item.plastanium.description = Digunakan dalam unit canggih, isolasi dan amunisi fragmentasi.
|
item.plastanium.description = Digunakan dalam unit canggih, isolasi dan amunisi fragmentasi.
|
||||||
item.phase-fabric.description = Digunakan pada elektronik canggih dan teknologi perbaikan diri sendiri.
|
item.phase-fabric.description = Digunakan pada elektronik canggih dan teknologi pemulihan diri sendiri.
|
||||||
item.surge-alloy.description = Digunakan di pertahanan yang lebih canggih dan struktur pertahanan reaktif.
|
item.surge-alloy.description = Digunakan di pertahanan yang lebih canggih dan struktur pertahanan reaktif.
|
||||||
item.spore-pod.description = Digunakan untuk produksi minyak, bahan peledak dan bahan bakar.
|
item.spore-pod.description = Digunakan untuk produksi minyak, bahan peledak dan bahan bakar.
|
||||||
item.spore-pod.details = Spora. Sepertinya bentuk kehidupan sintetis. Menghasilkan gas beracun yang meracuni kehidupan biologis lainnya. Sangat mudah menyebar. Sangat mudah terbakar dalam kondisi tertentu.
|
item.spore-pod.details = Spora. Sepertinya bentuk kehidupan sintetis. Menghasilkan gas beracun yang meracuni kehidupan biologis lainnya. Sangat mudah menyebar. Sangat mudah terbakar dalam kondisi tertentu.
|
||||||
@@ -2191,7 +2196,7 @@ liquid.ozone.description = Digunakan sebagai bahan bakar dan zat pengoksidasi da
|
|||||||
liquid.hydrogen.description = Digunakan dalam ekstraksi sumber daya, produksi unit, dan perbaikan bangunan. Mudah terbakar.
|
liquid.hydrogen.description = Digunakan dalam ekstraksi sumber daya, produksi unit, dan perbaikan bangunan. Mudah terbakar.
|
||||||
liquid.cyanogen.description = Digunakan untuk amunisi, pembangunan unit canggih, dan berbagai reaksi pada blok canggih. Sangat mudah terbakar.
|
liquid.cyanogen.description = Digunakan untuk amunisi, pembangunan unit canggih, dan berbagai reaksi pada blok canggih. Sangat mudah terbakar.
|
||||||
liquid.nitrogen.description = Digunakan dalam ekstraksi sumber daya, pembuatan gas, dan produksi unit. Lembam.
|
liquid.nitrogen.description = Digunakan dalam ekstraksi sumber daya, pembuatan gas, dan produksi unit. Lembam.
|
||||||
liquid.neoplasm.description = Produk sampingan biologis yang berbahaya dari reaktor Neoplasia. Sangat cepat menyebar ketika menyentuh blok yang mengandung air yang ada di dekatnya, dan merusak blok tersebut secara perlahan. Kental.
|
liquid.neoplasm.description = Produk sampingan biologis yang berbahaya dari reaktor neoplasia. Sangat cepat menyebar ketika menyentuh blok yang mengandung air yang ada di dekatnya, dan merusak blok tersebut secara perlahan. Kental.
|
||||||
liquid.neoplasm.details = Neoplasma. Sel sintetik Massa yang membelah dengan cepat dan tak terkendali dengan konsistensi seperti lumpur. Tahan panas. Sangat berbahaya bagi bangunan apa pun yang melibatkan air.\n\nTerlalu rumit dan tidak stabil untuk analisis standar. Potensi penerapan tidak diketahui. Dianjurkan untuk dibakar pada kolam lava.
|
liquid.neoplasm.details = Neoplasma. Sel sintetik Massa yang membelah dengan cepat dan tak terkendali dengan konsistensi seperti lumpur. Tahan panas. Sangat berbahaya bagi bangunan apa pun yang melibatkan air.\n\nTerlalu rumit dan tidak stabil untuk analisis standar. Potensi penerapan tidak diketahui. Dianjurkan untuk dibakar pada kolam lava.
|
||||||
|
|
||||||
block.derelict = \uf77e [lightgray]Derelik
|
block.derelict = \uf77e [lightgray]Derelik
|
||||||
@@ -2408,12 +2413,12 @@ block.duct.description = Memindahkan barang ke depan. Hanya mampu menyimpan satu
|
|||||||
block.armored-duct.description = Memindahkan barang ke depan. Tidak dapat menerima masukan dari samping.
|
block.armored-duct.description = Memindahkan barang ke depan. Tidak dapat menerima masukan dari samping.
|
||||||
block.duct-router.description = Mendistribusikan barang secara merata ke tiga arah. Hanya menerima barang dari sisi belakang. Dapat dikonfigurasi sebagai penyortir barang.
|
block.duct-router.description = Mendistribusikan barang secara merata ke tiga arah. Hanya menerima barang dari sisi belakang. Dapat dikonfigurasi sebagai penyortir barang.
|
||||||
block.overflow-duct.description = Hanya mengeluarkan barang ke samping jika jalur depan diblokir.
|
block.overflow-duct.description = Hanya mengeluarkan barang ke samping jika jalur depan diblokir.
|
||||||
block.duct-bridge.description = Memindahkan barang di atas medan dan bangunan
|
block.duct-bridge.description = Memindahkan barang melintasi medan dan bangunan
|
||||||
block.duct-unloader.description = Membongkarkan barang yang dipilih dari blok di belakangnya. Tidak dapat membongkar dari inti.
|
block.duct-unloader.description = Membongkarkan barang yang dipilih dari blok di belakangnya. Tidak dapat membongkar dari inti.
|
||||||
block.underflow-duct.description = Kebalikan dari pipa luapan. Mengeluarkan barang ke depan jika jalur kiri dan kanan terblokir.
|
block.underflow-duct.description = Kebalikan dari pipa luapan. Mengeluarkan barang ke depan jika jalur kiri dan kanan terblokir.
|
||||||
block.reinforced-liquid-junction.description = Bertindak sebagai persimpangan antara dua saluran penyeberangan.
|
block.reinforced-liquid-junction.description = Bertindak sebagai persimpangan antara dua saluran penyeberangan.
|
||||||
block.surge-conveyor.description = Memindahkan barang secara bertumpuk. Dapat dipercepat dengan tenaga. Menghantarkan tenaga.
|
block.surge-conveyor.description = Memindahkan barang secara bertumpuk. Dapat dipercepat dengan tenaga. Menghantarkan tenaga.
|
||||||
block.surge-router.description = Mendistribusikan barang secara merata ke tiga arah dari konveyor lonjakan. Dapat dipercepat dengan tenaga. Menghantarkan tenaga.
|
block.surge-router.description = Mendistribusikan barang secara merata ke tiga arah dari konveyor berbahan logam. Dapat dipercepat dengan tenaga. Menghantarkan tenaga.
|
||||||
block.unit-cargo-loader.description = Membuat unit kargo. Unit kargo secara otomatis mendistribusikan barang ke titik bongkar muatan unit kargo dengan filter yang cocok.
|
block.unit-cargo-loader.description = Membuat unit kargo. Unit kargo secara otomatis mendistribusikan barang ke titik bongkar muatan unit kargo dengan filter yang cocok.
|
||||||
block.unit-cargo-unload-point.description = Bertindak sebagai titik bongkar muatan unit kargo. Menerima barang yang cocok dengan filter yang dipilih.
|
block.unit-cargo-unload-point.description = Bertindak sebagai titik bongkar muatan unit kargo. Menerima barang yang cocok dengan filter yang dipilih.
|
||||||
block.beam-node.description = Mentransmisikan tenaga ke blok lain secara ortogonal. Menyimpan sejumlah kecil tenaga.
|
block.beam-node.description = Mentransmisikan tenaga ke blok lain secara ortogonal. Menyimpan sejumlah kecil tenaga.
|
||||||
@@ -2425,7 +2430,7 @@ block.pyrolysis-generator.description = Menghasilkan tenaga dalam jumlah besar d
|
|||||||
block.flux-reactor.description = Menghasilkan tenaga dalam jumlah besar ketika dipanaskan. Memerlukan sianogen sebagai penstabil. Tenaga yang dihasilkan dan kebutuhan sianogen sebanding dengan panas yang masuk.\nMeledak jika sianogen yang disediakan tidak mencukupi.
|
block.flux-reactor.description = Menghasilkan tenaga dalam jumlah besar ketika dipanaskan. Memerlukan sianogen sebagai penstabil. Tenaga yang dihasilkan dan kebutuhan sianogen sebanding dengan panas yang masuk.\nMeledak jika sianogen yang disediakan tidak mencukupi.
|
||||||
block.neoplasia-reactor.description = Menggunakan arkisit, air, dan fabrik phase untuk menghasilkan daya dalam jumlah besar. Menghasilkan panas dan neoplasma yang berbahaya sebagai produk sampingan.\nMeledak hebat jika neoplasma tidak dikeluarkan dari reaktor melalui saluran.
|
block.neoplasia-reactor.description = Menggunakan arkisit, air, dan fabrik phase untuk menghasilkan daya dalam jumlah besar. Menghasilkan panas dan neoplasma yang berbahaya sebagai produk sampingan.\nMeledak hebat jika neoplasma tidak dikeluarkan dari reaktor melalui saluran.
|
||||||
block.build-tower.description = Secara otomatis membangun kembali bangunan dalam jangkauan dan membantu unit lain dalam konstruksi.
|
block.build-tower.description = Secara otomatis membangun kembali bangunan dalam jangkauan dan membantu unit lain dalam konstruksi.
|
||||||
block.regen-projector.description = Perlahan memperbaiki bangunan sekutu di perimeter persegi. Memerlukan hidrogen. Dapat menggunakan fabrik phase untuk meningkatkan efisiensi.
|
block.regen-projector.description = Perlahan menyembuhkan bangunan sekutu di perimeter persegi. Memerlukan hidrogen. Dapat menggunakan fabrik phase untuk meningkatkan efisiensi.
|
||||||
block.reinforced-container.description = Menyimpan sejumlah kecil barang. Isi kontainer dapat diambil melalui pembongkar muatan. Tidak dapat meningkatkan kapasitas penyimpanan inti.
|
block.reinforced-container.description = Menyimpan sejumlah kecil barang. Isi kontainer dapat diambil melalui pembongkar muatan. Tidak dapat meningkatkan kapasitas penyimpanan inti.
|
||||||
block.reinforced-vault.description = Menyimpan sejumlah besar barang. Isi gudang dapat diambil melalui pembongkar muatan. Tidak dapat meningkatkan kapasitas penyimpanan inti.
|
block.reinforced-vault.description = Menyimpan sejumlah besar barang. Isi gudang dapat diambil melalui pembongkar muatan. Tidak dapat meningkatkan kapasitas penyimpanan inti.
|
||||||
block.tank-fabricator.description = Membangun unit Stell. Unit dapat digunakan secara langsung, atau dipindahkan ke pabrikator ulang untuk ditingkatkan.
|
block.tank-fabricator.description = Membangun unit Stell. Unit dapat digunakan secara langsung, atau dipindahkan ke pabrikator ulang untuk ditingkatkan.
|
||||||
@@ -2473,7 +2478,7 @@ unit.mono.description = Menambang tembaga dan timah secara otomatis, menyimpanny
|
|||||||
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 ke 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. 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.
|
||||||
unit.bryde.description = Menembak artileri jarak jauh dan misil ke arah musuh.
|
unit.bryde.description = Menembak artileri jarak jauh dan misil ke arah musuh.
|
||||||
|
|||||||
@@ -811,6 +811,7 @@ sectors.wave = Ondata:
|
|||||||
sectors.stored = Immagazzinato:
|
sectors.stored = Immagazzinato:
|
||||||
sectors.resume = Riprendi
|
sectors.resume = Riprendi
|
||||||
sectors.launch = Lancia
|
sectors.launch = Lancia
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d View Submissions
|
sectors.viewsubmission = \ue80d View Submissions
|
||||||
sectors.select = Seleziona
|
sectors.select = Seleziona
|
||||||
sectors.launchselect = Select Launch Destination
|
sectors.launchselect = Select Launch Destination
|
||||||
@@ -820,12 +821,11 @@ sectors.rename = Rinomina Settore
|
|||||||
sectors.enemybase = [scarlet]Base Nemica
|
sectors.enemybase = [scarlet]Base Nemica
|
||||||
sectors.vulnerable = [scarlet]Vulnerabile
|
sectors.vulnerable = [scarlet]Vulnerabile
|
||||||
sectors.underattack = [scarlet]Sotto attacco! [accent]{0}% danneggiato
|
sectors.underattack = [scarlet]Sotto attacco! [accent]{0}% danneggiato
|
||||||
sectors.underattack.nodamage = [scarlet]Non catturato
|
|
||||||
sectors.survives = [accent]Sopravvissuto a {0} ondate
|
|
||||||
sectors.go = Lancia
|
sectors.go = Lancia
|
||||||
sector.abandon = Abbandona
|
sector.abandon = Abbandona
|
||||||
sector.abandon.confirm = Il nucleo/i di questo settore si auto-distruggeranno.\nContinuare?
|
sector.abandon.confirm = Il nucleo/i di questo settore si auto-distruggeranno.\nContinuare?
|
||||||
sector.curcapture = Settore Catturato
|
sector.curcapture = Settore Catturato
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = Settore Perso
|
sector.curlost = Settore Perso
|
||||||
sector.missingresources = [scarlet]Risorse del Nucleo Insufficienti
|
sector.missingresources = [scarlet]Risorse del Nucleo Insufficienti
|
||||||
sector.attacked = Settore [accent]{0}[white] sotto attacco!
|
sector.attacked = Settore [accent]{0}[white] sotto attacco!
|
||||||
@@ -1028,6 +1028,8 @@ stat.frequency = Frequency
|
|||||||
stat.targetsair = Attacca Nemici Aerei
|
stat.targetsair = Attacca Nemici Aerei
|
||||||
stat.targetsground = Attacca Nemici Terreni
|
stat.targetsground = Attacca Nemici Terreni
|
||||||
stat.crushdamage = Crush Damage
|
stat.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
|
stat.legsplashrange = Leg Splash Range
|
||||||
stat.itemsmoved = Velocità
|
stat.itemsmoved = Velocità
|
||||||
stat.launchtime = Tempo tra Lanci
|
stat.launchtime = Tempo tra Lanci
|
||||||
stat.shootrange = Raggio
|
stat.shootrange = Raggio
|
||||||
@@ -1067,6 +1069,7 @@ stat.reload = Cadenza
|
|||||||
stat.ammo = Munizioni
|
stat.ammo = Munizioni
|
||||||
stat.shieldhealth = Integrità Scudo
|
stat.shieldhealth = Integrità Scudo
|
||||||
stat.cooldowntime = Tempo Raffreddamento
|
stat.cooldowntime = Tempo Raffreddamento
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
stat.explosiveness = Esplosività
|
stat.explosiveness = Esplosività
|
||||||
stat.basedeflectchance = Probabilità di Deviazione
|
stat.basedeflectchance = Probabilità di Deviazione
|
||||||
stat.lightningchance = Probabilità di Fulmine
|
stat.lightningchance = Probabilità di Fulmine
|
||||||
@@ -1176,6 +1179,7 @@ bar.launchcooldown = Tempo rimanente al lancio
|
|||||||
bar.input = Entrata
|
bar.input = Entrata
|
||||||
bar.output = Uscita
|
bar.output = Uscita
|
||||||
bar.strength = [stat]{0}[lightgray]x forza
|
bar.strength = [stat]{0}[lightgray]x forza
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Controllato dal Processore
|
units.processorcontrol = [lightgray]Controllato dal Processore
|
||||||
|
|
||||||
@@ -1226,6 +1230,7 @@ unit.millions = mln
|
|||||||
unit.billions = mld
|
unit.billions = mld
|
||||||
unit.shots = shots
|
unit.shots = shots
|
||||||
unit.pershot = /colpo
|
unit.pershot = /colpo
|
||||||
|
unit.perleg = per leg
|
||||||
category.purpose = Scopo
|
category.purpose = Scopo
|
||||||
category.general = Generali
|
category.general = Generali
|
||||||
category.power = Energia
|
category.power = Energia
|
||||||
|
|||||||
@@ -186,15 +186,15 @@ mod.preview.missing = このModをワークショップで公開するには、M
|
|||||||
mod.folder.missing = ワークショップで公開できるのは、フォルダ形式のModのみとなります。\nModをフォルダ形式に変換するには、ファイルをフォルダに解凍し、古いzipを削除してからゲームを再起動するか、modを再読み込みしてください。
|
mod.folder.missing = ワークショップで公開できるのは、フォルダ形式のModのみとなります。\nModをフォルダ形式に変換するには、ファイルをフォルダに解凍し、古いzipを削除してからゲームを再起動するか、modを再読み込みしてください。
|
||||||
mod.scripts.disable = お使いのデバイスはScriptを使用したModをサポートしていません。 ゲームをプレイするには、これらのModを無効にする必要があります。
|
mod.scripts.disable = お使いのデバイスはScriptを使用したModをサポートしていません。 ゲームをプレイするには、これらのModを無効にする必要があります。
|
||||||
|
|
||||||
mod.dependencies.error = [scarlet]Mods are missing dependencies
|
mod.dependencies.error = [scarlet]必須の依存関係が不足しています
|
||||||
mod.dependencies.soft = (optional)
|
mod.dependencies.soft = (任意)
|
||||||
mod.dependencies.download = Import
|
mod.dependencies.download = インポート
|
||||||
mod.dependencies.downloadreq = Import Required
|
mod.dependencies.downloadreq = 必須インポート
|
||||||
mod.dependencies.downloadall = Import All
|
mod.dependencies.downloadall = すべてインポート
|
||||||
mod.dependencies.status = Import Results
|
mod.dependencies.status = インポート結果
|
||||||
mod.dependencies.success = Successfully downloaded:
|
mod.dependencies.success = ダウンロードに成功しました:
|
||||||
mod.dependencies.failure = Failed to download:
|
mod.dependencies.failure = ダウンロードに失敗しました:
|
||||||
mod.dependencies.imported = This mod requires dependencies. Download?
|
mod.dependencies.imported = このMODは依存関係を必要とします。ダウンロードしますか?
|
||||||
|
|
||||||
about.button = 情報
|
about.button = 情報
|
||||||
name = 名前:
|
name = 名前:
|
||||||
@@ -304,8 +304,8 @@ confirmkick = {0} をキックしてもよろしいですか?
|
|||||||
confirmunban = このプレイヤーのBanを解除してもよろしいですか?
|
confirmunban = このプレイヤーのBanを解除してもよろしいですか?
|
||||||
confirmadmin = {0} を管理者にしてもよろしいですか?
|
confirmadmin = {0} を管理者にしてもよろしいですか?
|
||||||
confirmunadmin = {0} を管理者から削除してもよろしいですか?
|
confirmunadmin = {0} を管理者から削除してもよろしいですか?
|
||||||
votekick.reason = Vote-Kick Reason
|
votekick.reason = キックの理由
|
||||||
votekick.reason.message = Are you sure you want to vote-kick "{0}[white]"?\nIf yes, please enter the reason:
|
votekick.reason.message = 本当に「{0}[white]」を投票でキックしますか?\n実行する場合は、理由を入力してください:
|
||||||
joingame.title = サーバーに参加
|
joingame.title = サーバーに参加
|
||||||
joingame.ip = アドレス:
|
joingame.ip = アドレス:
|
||||||
disconnect = 接続が切断されました。
|
disconnect = 接続が切断されました。
|
||||||
@@ -313,14 +313,14 @@ disconnect.error = 接続にエラーが発生しました。
|
|||||||
disconnect.closed = 接続が切断されました。
|
disconnect.closed = 接続が切断されました。
|
||||||
disconnect.timeout = タイムアウトしました。
|
disconnect.timeout = タイムアウトしました。
|
||||||
disconnect.data = ワールドデータの読み込みに失敗しました!
|
disconnect.data = ワールドデータの読み込みに失敗しました!
|
||||||
disconnect.snapshottimeout = Timed out while receiving UDP snapshots.\nThis may be caused by an unstable network or connection.
|
disconnect.snapshottimeout = UDPスナップショットの受信中にタイムアウトしました。\n不安定なネットワークまたは接続が原因の可能性があります。
|
||||||
cantconnect = ゲームに参加できませんでした。 ([accent]{0}[])
|
cantconnect = ゲームに参加できませんでした。 ([accent]{0}[])
|
||||||
connecting = [accent]接続中...
|
connecting = [accent]接続中...
|
||||||
reconnecting = [accent]再接続中...
|
reconnecting = [accent]再接続中...
|
||||||
connecting.data = [accent]ワールドデータを読み込み中...
|
connecting.data = [accent]ワールドデータを読み込み中...
|
||||||
server.port = ポート:
|
server.port = ポート:
|
||||||
server.invalidport = 無効なポート番号です!
|
server.invalidport = 無効なポート番号です!
|
||||||
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]ポート6567でサーバーを開けませんでした。[]\n\nあなたのデバイスまたはネットワーク上で、他のMindustryサーバーが起動していないことを確認してください!
|
||||||
server.error = [crimson]サーバーのホストエラー: [accent]{0}
|
server.error = [crimson]サーバーのホストエラー: [accent]{0}
|
||||||
save.new = 新規保存
|
save.new = 新規保存
|
||||||
save.overwrite = このスロットに上書きしてもよろしいですか?
|
save.overwrite = このスロットに上書きしてもよろしいですか?
|
||||||
@@ -352,9 +352,9 @@ save.wave = ウェーブ {0}
|
|||||||
save.mode = ゲームモード: {0}
|
save.mode = ゲームモード: {0}
|
||||||
save.date = 最終保存日時: {0}
|
save.date = 最終保存日時: {0}
|
||||||
save.playtime = プレイ時間: {0}
|
save.playtime = プレイ時間: {0}
|
||||||
dontshowagain = Don't show again
|
dontshowagain = 今後表示しない
|
||||||
warn.32bit.title = 32-bit Deprecation Warning
|
warn.32bit.title = 32ビット非推奨に関する警告
|
||||||
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 = あなたは現在、[red]32ビット[]版のMindustryを使用しています。\n新しいJavaバージョンでは32ビット版Windowsのサポートが終了しているため、[red]32ビット版のサポートは将来的に打ち切られる予定です[]。\n\n64ビット環境のコンピュータへ移行し、Mindustryの64ビット版をダウンロードして使用してください。\n\nMindustryをJARファイルとして実行している場合は、使用しているJavaが64ビット版であることを確認してください。
|
||||||
warning = 警告
|
warning = 警告
|
||||||
confirm = 確認
|
confirm = 確認
|
||||||
delete = 削除
|
delete = 削除
|
||||||
@@ -811,6 +811,7 @@ sectors.wave = ウェーブ:
|
|||||||
sectors.stored = コアの資源:
|
sectors.stored = コアの資源:
|
||||||
sectors.resume = 再開
|
sectors.resume = 再開
|
||||||
sectors.launch = 打ち上げ
|
sectors.launch = 打ち上げ
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d View Submissions
|
sectors.viewsubmission = \ue80d View Submissions
|
||||||
sectors.select = 選択
|
sectors.select = 選択
|
||||||
sectors.launchselect = 発射先
|
sectors.launchselect = 発射先
|
||||||
@@ -820,12 +821,11 @@ sectors.rename = セクター名を変更
|
|||||||
sectors.enemybase = [scarlet]敵基地
|
sectors.enemybase = [scarlet]敵基地
|
||||||
sectors.vulnerable = [scarlet]脆弱
|
sectors.vulnerable = [scarlet]脆弱
|
||||||
sectors.underattack = [scarlet]攻撃を受けています! [accent]{0}% 破損
|
sectors.underattack = [scarlet]攻撃を受けています! [accent]{0}% 破損
|
||||||
sectors.underattack.nodamage = [scarlet]未制圧
|
|
||||||
sectors.survives = [accent]{0} ウェーブ生存
|
|
||||||
sectors.go = Go
|
sectors.go = Go
|
||||||
sector.abandon = 廃棄
|
sector.abandon = 廃棄
|
||||||
sector.abandon.confirm = このセクターのコアは自爆します。\n続行しますか?
|
sector.abandon.confirm = このセクターのコアは自爆します。\n続行しますか?
|
||||||
sector.curcapture = 制圧したセクター
|
sector.curcapture = 制圧したセクター
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = 失われたセクター
|
sector.curlost = 失われたセクター
|
||||||
sector.missingresources = [scarlet]が足りません
|
sector.missingresources = [scarlet]が足りません
|
||||||
sector.attacked = セクター [accent]{0}[white] が攻撃を受けています!
|
sector.attacked = セクター [accent]{0}[white] が攻撃を受けています!
|
||||||
@@ -1028,6 +1028,8 @@ stat.frequency = Frequency
|
|||||||
stat.targetsair = 対空攻撃
|
stat.targetsair = 対空攻撃
|
||||||
stat.targetsground = 対地攻撃
|
stat.targetsground = 対地攻撃
|
||||||
stat.crushdamage = Crush Damage
|
stat.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
|
stat.legsplashrange = Leg Splash Range
|
||||||
stat.itemsmoved = 輸送速度
|
stat.itemsmoved = 輸送速度
|
||||||
stat.launchtime = 発射の待機時間
|
stat.launchtime = 発射の待機時間
|
||||||
stat.shootrange = 範囲
|
stat.shootrange = 範囲
|
||||||
@@ -1067,6 +1069,7 @@ stat.reload = 再装填速度
|
|||||||
stat.ammo = 弾薬
|
stat.ammo = 弾薬
|
||||||
stat.shieldhealth = シールド
|
stat.shieldhealth = シールド
|
||||||
stat.cooldowntime = クールタイム
|
stat.cooldowntime = クールタイム
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
stat.explosiveness = 爆発性
|
stat.explosiveness = 爆発性
|
||||||
stat.basedeflectchance = 反射確率
|
stat.basedeflectchance = 反射確率
|
||||||
stat.lightningchance = 電撃確率
|
stat.lightningchance = 電撃確率
|
||||||
@@ -1176,6 +1179,7 @@ bar.launchcooldown = 打ち上げ後のクールダウン
|
|||||||
bar.input = 入力
|
bar.input = 入力
|
||||||
bar.output = 出力
|
bar.output = 出力
|
||||||
bar.strength = [stat]{0}[lightgray]x 強化
|
bar.strength = [stat]{0}[lightgray]x 強化
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]プロセッサーの制御下
|
units.processorcontrol = [lightgray]プロセッサーの制御下
|
||||||
|
|
||||||
@@ -1221,11 +1225,12 @@ unit.multiplier = x
|
|||||||
unit.percent = %
|
unit.percent = %
|
||||||
unit.shieldhealth = シールド
|
unit.shieldhealth = シールド
|
||||||
unit.items = アイテム
|
unit.items = アイテム
|
||||||
unit.thousands = 千
|
unit.thousands = k
|
||||||
unit.millions = 十万
|
unit.millions = mil
|
||||||
unit.billions = 十億
|
unit.billions = b
|
||||||
unit.shots = 発
|
unit.shots = 発
|
||||||
unit.pershot = /発
|
unit.pershot = /発
|
||||||
|
unit.perleg = per leg
|
||||||
category.purpose = 説明
|
category.purpose = 説明
|
||||||
category.general = 一般
|
category.general = 一般
|
||||||
category.power = 電力
|
category.power = 電力
|
||||||
@@ -2648,19 +2653,19 @@ graphicstype.poly = 塗りつぶされた多角形を描きます。
|
|||||||
graphicstype.linepoly = 輪郭だけの多角形を描きます。
|
graphicstype.linepoly = 輪郭だけの多角形を描きます。
|
||||||
graphicstype.triangle = 塗りつぶされた三角形を描きます。
|
graphicstype.triangle = 塗りつぶされた三角形を描きます。
|
||||||
graphicstype.image = 何らかのコンテンツのイメージを描画します。\n例: [accent]@router[] や [accent]@dagger[]など。
|
graphicstype.image = 何らかのコンテンツのイメージを描画します。\n例: [accent]@router[] や [accent]@dagger[]など。
|
||||||
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
graphicstype.print = プリントバッファの内容を文字として描画します。\nその後、プリントバッファをクリアします。
|
||||||
|
|
||||||
lenum.always = 常にtrueを返します。
|
lenum.always = 常にtrueを返します。
|
||||||
lenum.idiv = 整数の割り算をします。
|
lenum.idiv = 整数の割り算をします。
|
||||||
lenum.div = 割り算をします。\nゼロ除算で [accent]null[] を返します。
|
lenum.div = 割り算をします。\nゼロ除算で [accent]null[] を返します。
|
||||||
lenum.mod = 割ったあまりを返します。
|
lenum.mod = 割ったあまりを返します。
|
||||||
lenum.emod = True modulo, result sign comes from the divisor.
|
lenum.emod = 真の剰余。剰余の符号は除数の符号に従います。
|
||||||
lenum.equal = 等しいかどうかを比較します。型を強制します。\n数値と比較される非NULLオブジェクトは1になり、そうでない場合は0になる。
|
lenum.equal = 等しいかどうかを比較します。型を強制します。\n数値と比較される非NULLオブジェクトは1になり、そうでない場合は0になる。
|
||||||
lenum.notequal = 等しくないかどうかを比較します。型を強制します。
|
lenum.notequal = 等しくないかどうかを比較します。型を強制します。
|
||||||
lenum.strictequal = より厳密な比較をします。型の強制はしません。\n [accent]null[] のチェックに使用することができます。
|
lenum.strictequal = より厳密な比較をします。型の強制はしません。\n [accent]null[] のチェックに使用することができます。
|
||||||
lenum.shl = ビットを左にシフトします。
|
lenum.shl = ビットを左にシフトします。
|
||||||
lenum.shr = ビットを右にシフトします。
|
lenum.shr = ビットを右にシフトします。
|
||||||
lenum.ushr = Unsigned bit-shift right.
|
lenum.ushr = 符号なし右ビットシフト
|
||||||
lenum.or = ビット単位でのOR演算をします。
|
lenum.or = ビット単位でのOR演算をします。
|
||||||
lenum.land = 論理的なAND演算をします。
|
lenum.land = 論理的なAND演算をします。
|
||||||
lenum.and = ビット単位でのAND演算をします。
|
lenum.and = ビット単位でのAND演算をします。
|
||||||
@@ -2670,7 +2675,7 @@ lenum.xor = ビット単位でのXOR演算をします。
|
|||||||
lenum.min = 二つの値を比較し、小さいほうを返します。
|
lenum.min = 二つの値を比較し、小さいほうを返します。
|
||||||
lenum.max = 二つの値を比較し、大きいほうを返します。
|
lenum.max = 二つの値を比較し、大きいほうを返します。
|
||||||
lenum.angle = ベクトルの角度を度で計算します。
|
lenum.angle = ベクトルの角度を度で計算します。
|
||||||
lenum.anglediff = Absolute distance between two angles in degrees.
|
lenum.anglediff = 2つの角度の差の絶対値(度数法)です。
|
||||||
lenum.len = ベクトルの長さを計算します。
|
lenum.len = ベクトルの長さを計算します。
|
||||||
|
|
||||||
lenum.sin = sinを度で計算します。
|
lenum.sin = sinを度で計算します。
|
||||||
@@ -2739,7 +2744,7 @@ unitlocate.outx = X座標を出力する変数
|
|||||||
unitlocate.outy = Y座標を出力する変数
|
unitlocate.outy = Y座標を出力する変数
|
||||||
unitlocate.group = 探す建物のグループ
|
unitlocate.group = 探す建物のグループ
|
||||||
|
|
||||||
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
playsound.limit = 有効にすると同じフレーム内ですでに再生されている場合\nこのサウンドが再生されないようにします。
|
||||||
|
|
||||||
lenum.idle = 移動はしませんが、建築・採掘は続けます。
|
lenum.idle = 移動はしませんが、建築・採掘は続けます。
|
||||||
lenum.stop = 移動・採掘・建造を中止します。
|
lenum.stop = 移動・採掘・建造を中止します。
|
||||||
|
|||||||
@@ -101,7 +101,7 @@ coreattack = < 코어가 공격을 받고 있습니다! >
|
|||||||
nearpoint = [[ [scarlet]즉시 적 착륙 지점에서 떠나세요[] ]\n점멸이 임박됨
|
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
|
viewfields = 콘텐츠 필드 보기
|
||||||
savegame = 게임 저장
|
savegame = 게임 저장
|
||||||
loadgame = 게임 불러오기
|
loadgame = 게임 불러오기
|
||||||
joingame = 서버 참여
|
joingame = 서버 참여
|
||||||
@@ -468,8 +468,8 @@ 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.guide = 패치 가이드
|
||||||
editor.patches = 콘텐츠 패치
|
editor.patches = 데이터 패치
|
||||||
editor.patch = 패치셋: {0}
|
editor.patch = 패치셋: {0}
|
||||||
editor.patches.none = [lightgray]패치셋이 로드되지 않음.
|
editor.patches.none = [lightgray]패치셋이 로드되지 않음.
|
||||||
editor.patches.errors = 패치셋 에러
|
editor.patches.errors = 패치셋 에러
|
||||||
@@ -811,6 +811,7 @@ sectors.wave = 단계:
|
|||||||
sectors.stored = 저장량:
|
sectors.stored = 저장량:
|
||||||
sectors.resume = 재개
|
sectors.resume = 재개
|
||||||
sectors.launch = 출격
|
sectors.launch = 출격
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d 제출물 보기
|
sectors.viewsubmission = \ue80d 제출물 보기
|
||||||
sectors.select = 선택
|
sectors.select = 선택
|
||||||
sectors.launchselect = 발사 대상 선택
|
sectors.launchselect = 발사 대상 선택
|
||||||
@@ -820,12 +821,11 @@ sectors.rename = 지역 이름 변경하기
|
|||||||
sectors.enemybase = [scarlet]적 기지[]
|
sectors.enemybase = [scarlet]적 기지[]
|
||||||
sectors.vulnerable = [scarlet]취약함[]
|
sectors.vulnerable = [scarlet]취약함[]
|
||||||
sectors.underattack = [scarlet]공격받고 있습니다! [accent]{0}% 손상됨[]
|
sectors.underattack = [scarlet]공격받고 있습니다! [accent]{0}% 손상됨[]
|
||||||
sectors.underattack.nodamage = [scarlet]점령되지 않음
|
|
||||||
sectors.survives = [accent]{0} 단계 버팀[]
|
|
||||||
sectors.go = 진입
|
sectors.go = 진입
|
||||||
sector.abandon = 포기
|
sector.abandon = 포기
|
||||||
sector.abandon.confirm = 이 지역의 코어가 자폭합니다.\n계속하시겠습니까?
|
sector.abandon.confirm = 이 지역의 코어가 자폭합니다.\n계속하시겠습니까?
|
||||||
sector.curcapture = 지역 점령됨
|
sector.curcapture = 지역 점령됨
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = 지역 잃음
|
sector.curlost = 지역 잃음
|
||||||
sector.missingresources = [scarlet]코어 자원 부족[]
|
sector.missingresources = [scarlet]코어 자원 부족[]
|
||||||
sector.attacked = [accent]{0}[white] 지역이 공격받고 있습니다![]
|
sector.attacked = [accent]{0}[white] 지역이 공격받고 있습니다![]
|
||||||
@@ -1028,6 +1028,8 @@ stat.frequency = 빈도
|
|||||||
stat.targetsair = 공중 조준
|
stat.targetsair = 공중 조준
|
||||||
stat.targetsground = 지상 조준
|
stat.targetsground = 지상 조준
|
||||||
stat.crushdamage = 파쇄 피해
|
stat.crushdamage = 파쇄 피해
|
||||||
|
stat.legsplashdamage = 다리 짓밟기 피해
|
||||||
|
stat.legsplashrange = 다리 짓밟기 피해 범위
|
||||||
stat.itemsmoved = 이동 속도
|
stat.itemsmoved = 이동 속도
|
||||||
stat.launchtime = 출격 간격
|
stat.launchtime = 출격 간격
|
||||||
stat.shootrange = 사거리
|
stat.shootrange = 사거리
|
||||||
@@ -1067,6 +1069,7 @@ stat.reload = 발사 주기
|
|||||||
stat.ammo = 탄약
|
stat.ammo = 탄약
|
||||||
stat.shieldhealth = 보호막 내구도
|
stat.shieldhealth = 보호막 내구도
|
||||||
stat.cooldowntime = 쿨타임
|
stat.cooldowntime = 쿨타임
|
||||||
|
stat.regenerationrate = 재생률
|
||||||
stat.explosiveness = 폭발성
|
stat.explosiveness = 폭발성
|
||||||
stat.basedeflectchance = 기본 반사 확률
|
stat.basedeflectchance = 기본 반사 확률
|
||||||
stat.lightningchance = 전격 생성 확률
|
stat.lightningchance = 전격 생성 확률
|
||||||
@@ -1176,6 +1179,7 @@ bar.launchcooldown = 발사 대기시간
|
|||||||
bar.input = 입력
|
bar.input = 입력
|
||||||
bar.output = 출력
|
bar.output = 출력
|
||||||
bar.strength = [stat]{0}[lightgray]x 치료 속도[][]
|
bar.strength = [stat]{0}[lightgray]x 치료 속도[][]
|
||||||
|
bar.regenerationrate = [stat]{0}/초[lightgray] 재생률
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]프로세서 제어됨[]
|
units.processorcontrol = [lightgray]프로세서 제어됨[]
|
||||||
|
|
||||||
@@ -1226,6 +1230,7 @@ unit.millions = m
|
|||||||
unit.billions = b
|
unit.billions = b
|
||||||
unit.shots = 발
|
unit.shots = 발
|
||||||
unit.pershot = /발
|
unit.pershot = /발
|
||||||
|
unit.perleg = /다리
|
||||||
category.purpose = 목적
|
category.purpose = 목적
|
||||||
category.general = 일반
|
category.general = 일반
|
||||||
category.power = 전력
|
category.power = 전력
|
||||||
|
|||||||
@@ -811,6 +811,7 @@ sectors.wave = Wave:
|
|||||||
sectors.stored = Stored:
|
sectors.stored = Stored:
|
||||||
sectors.resume = Resume
|
sectors.resume = Resume
|
||||||
sectors.launch = Launch
|
sectors.launch = Launch
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d View Submissions
|
sectors.viewsubmission = \ue80d View Submissions
|
||||||
sectors.select = Select
|
sectors.select = Select
|
||||||
sectors.launchselect = Select Launch Destination
|
sectors.launchselect = Select Launch Destination
|
||||||
@@ -820,12 +821,11 @@ sectors.rename = Rename Sector
|
|||||||
sectors.enemybase = [scarlet]Enemy Base
|
sectors.enemybase = [scarlet]Enemy Base
|
||||||
sectors.vulnerable = [scarlet]Vulnerable
|
sectors.vulnerable = [scarlet]Vulnerable
|
||||||
sectors.underattack = [scarlet]Under attack! [accent]{0}% damaged
|
sectors.underattack = [scarlet]Under attack! [accent]{0}% damaged
|
||||||
sectors.underattack.nodamage = [scarlet]Uncaptured
|
|
||||||
sectors.survives = [accent]Survives {0} waves
|
|
||||||
sectors.go = Go
|
sectors.go = Go
|
||||||
sector.abandon = Abandon
|
sector.abandon = Abandon
|
||||||
sector.abandon.confirm = This sector's core(s) will self-destruct.\nContinue?
|
sector.abandon.confirm = This sector's core(s) will self-destruct.\nContinue?
|
||||||
sector.curcapture = Sector Captured
|
sector.curcapture = Sector Captured
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = Sector Lost
|
sector.curlost = Sector Lost
|
||||||
sector.missingresources = [scarlet]Insufficient Core Resources
|
sector.missingresources = [scarlet]Insufficient Core Resources
|
||||||
sector.attacked = Sector [accent]{0}[white] under attack!
|
sector.attacked = Sector [accent]{0}[white] under attack!
|
||||||
@@ -1028,6 +1028,8 @@ stat.frequency = Frequency
|
|||||||
stat.targetsair = Šaudo į oro taikinius
|
stat.targetsair = Šaudo į oro taikinius
|
||||||
stat.targetsground = Šaudo į žemės taikinius
|
stat.targetsground = Šaudo į žemės taikinius
|
||||||
stat.crushdamage = Crush Damage
|
stat.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
|
stat.legsplashrange = Leg Splash Range
|
||||||
stat.itemsmoved = Judėjimo Greitis
|
stat.itemsmoved = Judėjimo Greitis
|
||||||
stat.launchtime = Laikas Tarp Paleidimų
|
stat.launchtime = Laikas Tarp Paleidimų
|
||||||
stat.shootrange = Atstumas
|
stat.shootrange = Atstumas
|
||||||
@@ -1067,6 +1069,7 @@ stat.reload = Šūviai per sekundę
|
|||||||
stat.ammo = Šoviniai
|
stat.ammo = Šoviniai
|
||||||
stat.shieldhealth = Shield Health
|
stat.shieldhealth = Shield Health
|
||||||
stat.cooldowntime = Cooldown Time
|
stat.cooldowntime = Cooldown Time
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
stat.explosiveness = Explosiveness
|
stat.explosiveness = Explosiveness
|
||||||
stat.basedeflectchance = Base Deflect Chance
|
stat.basedeflectchance = Base Deflect Chance
|
||||||
stat.lightningchance = Lightning Chance
|
stat.lightningchance = Lightning Chance
|
||||||
@@ -1176,6 +1179,7 @@ bar.launchcooldown = Launch Cooldown
|
|||||||
bar.input = Įeiga
|
bar.input = Įeiga
|
||||||
bar.output = Išeiga
|
bar.output = Išeiga
|
||||||
bar.strength = [stat]{0}[lightgray]x strength
|
bar.strength = [stat]{0}[lightgray]x strength
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Processor Controlled
|
units.processorcontrol = [lightgray]Processor Controlled
|
||||||
|
|
||||||
@@ -1226,6 +1230,7 @@ unit.millions = mil
|
|||||||
unit.billions = b
|
unit.billions = b
|
||||||
unit.shots = shots
|
unit.shots = shots
|
||||||
unit.pershot = /shot
|
unit.pershot = /shot
|
||||||
|
unit.perleg = per leg
|
||||||
category.purpose = Purpose
|
category.purpose = Purpose
|
||||||
category.general = Bendra
|
category.general = Bendra
|
||||||
category.power = Energija
|
category.power = Energija
|
||||||
|
|||||||
@@ -811,6 +811,7 @@ sectors.wave = Golf:
|
|||||||
sectors.stored = Opgeslagen:
|
sectors.stored = Opgeslagen:
|
||||||
sectors.resume = Doorgaan
|
sectors.resume = Doorgaan
|
||||||
sectors.launch = Lanceer
|
sectors.launch = Lanceer
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d View Submissions
|
sectors.viewsubmission = \ue80d View Submissions
|
||||||
sectors.select = Selecteer
|
sectors.select = Selecteer
|
||||||
sectors.launchselect = Select Launch Destination
|
sectors.launchselect = Select Launch Destination
|
||||||
@@ -820,12 +821,11 @@ sectors.rename = Hernoem Sector
|
|||||||
sectors.enemybase = [scarlet]Vijandelijke Basis
|
sectors.enemybase = [scarlet]Vijandelijke Basis
|
||||||
sectors.vulnerable = [scarlet]Kwetsbaar
|
sectors.vulnerable = [scarlet]Kwetsbaar
|
||||||
sectors.underattack = [scarlet]Onder vuur! [accent]{0}% beschadigd
|
sectors.underattack = [scarlet]Onder vuur! [accent]{0}% beschadigd
|
||||||
sectors.underattack.nodamage = [scarlet]Onoverwonnen
|
|
||||||
sectors.survives = [accent]Overleeft {0} waves
|
|
||||||
sectors.go = Ga
|
sectors.go = Ga
|
||||||
sector.abandon = Verlaat
|
sector.abandon = Verlaat
|
||||||
sector.abandon.confirm = De core(s) van deze sector zal(zullen) zichzelf vernietigen. Doorgaan?
|
sector.abandon.confirm = De core(s) van deze sector zal(zullen) zichzelf vernietigen. Doorgaan?
|
||||||
sector.curcapture = Sector Veroverd
|
sector.curcapture = Sector Veroverd
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = Sector Verloren
|
sector.curlost = Sector Verloren
|
||||||
sector.missingresources = [scarlet]Onvoeldoende Materialen in Core
|
sector.missingresources = [scarlet]Onvoeldoende Materialen in Core
|
||||||
sector.attacked = Sector [accent]{0}[white] onder vuur!
|
sector.attacked = Sector [accent]{0}[white] onder vuur!
|
||||||
@@ -1028,6 +1028,8 @@ stat.frequency = Frequency
|
|||||||
stat.targetsair = Luchtdoelwitten
|
stat.targetsair = Luchtdoelwitten
|
||||||
stat.targetsground = Gronddoelwitten
|
stat.targetsground = Gronddoelwitten
|
||||||
stat.crushdamage = Crush Damage
|
stat.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
|
stat.legsplashrange = Leg Splash Range
|
||||||
stat.itemsmoved = Beweegingssnelheid
|
stat.itemsmoved = Beweegingssnelheid
|
||||||
stat.launchtime = Tijd tussen lanceringen
|
stat.launchtime = Tijd tussen lanceringen
|
||||||
stat.shootrange = Bereik
|
stat.shootrange = Bereik
|
||||||
@@ -1067,6 +1069,7 @@ stat.reload = Schoten/Seconde
|
|||||||
stat.ammo = Ammunitie
|
stat.ammo = Ammunitie
|
||||||
stat.shieldhealth = Schild Levenspunten
|
stat.shieldhealth = Schild Levenspunten
|
||||||
stat.cooldowntime = Afkoelingsperiode
|
stat.cooldowntime = Afkoelingsperiode
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
stat.explosiveness = Explosiviteit
|
stat.explosiveness = Explosiviteit
|
||||||
stat.basedeflectchance = Basis Afbuigingskans
|
stat.basedeflectchance = Basis Afbuigingskans
|
||||||
stat.lightningchance = Bliksemkans
|
stat.lightningchance = Bliksemkans
|
||||||
@@ -1176,6 +1179,7 @@ bar.launchcooldown = Lancering Afkoelingstijd
|
|||||||
bar.input = Invoer
|
bar.input = Invoer
|
||||||
bar.output = Uitvoer
|
bar.output = Uitvoer
|
||||||
bar.strength = [stat]{0}[lightgray]x sterkte
|
bar.strength = [stat]{0}[lightgray]x sterkte
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Processor Gestuurd
|
units.processorcontrol = [lightgray]Processor Gestuurd
|
||||||
|
|
||||||
@@ -1226,6 +1230,7 @@ unit.millions = mln
|
|||||||
unit.billions = mjd
|
unit.billions = mjd
|
||||||
unit.shots = shots
|
unit.shots = shots
|
||||||
unit.pershot = /schot
|
unit.pershot = /schot
|
||||||
|
unit.perleg = per leg
|
||||||
category.purpose = Doel
|
category.purpose = Doel
|
||||||
category.general = Algemeen
|
category.general = Algemeen
|
||||||
category.power = Stroom
|
category.power = Stroom
|
||||||
|
|||||||
@@ -811,6 +811,7 @@ sectors.wave = Wave:
|
|||||||
sectors.stored = Stored:
|
sectors.stored = Stored:
|
||||||
sectors.resume = Resume
|
sectors.resume = Resume
|
||||||
sectors.launch = Launch
|
sectors.launch = Launch
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d View Submissions
|
sectors.viewsubmission = \ue80d View Submissions
|
||||||
sectors.select = Select
|
sectors.select = Select
|
||||||
sectors.launchselect = Select Launch Destination
|
sectors.launchselect = Select Launch Destination
|
||||||
@@ -820,12 +821,11 @@ sectors.rename = Rename Sector
|
|||||||
sectors.enemybase = [scarlet]Enemy Base
|
sectors.enemybase = [scarlet]Enemy Base
|
||||||
sectors.vulnerable = [scarlet]Vulnerable
|
sectors.vulnerable = [scarlet]Vulnerable
|
||||||
sectors.underattack = [scarlet]Under attack! [accent]{0}% damaged
|
sectors.underattack = [scarlet]Under attack! [accent]{0}% damaged
|
||||||
sectors.underattack.nodamage = [scarlet]Uncaptured
|
|
||||||
sectors.survives = [accent]Survives {0} waves
|
|
||||||
sectors.go = Go
|
sectors.go = Go
|
||||||
sector.abandon = Abandon
|
sector.abandon = Abandon
|
||||||
sector.abandon.confirm = This sector's core(s) will self-destruct.\nContinue?
|
sector.abandon.confirm = This sector's core(s) will self-destruct.\nContinue?
|
||||||
sector.curcapture = Sector Captured
|
sector.curcapture = Sector Captured
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = Sector Lost
|
sector.curlost = Sector Lost
|
||||||
sector.missingresources = [scarlet]Insufficient Core Resources
|
sector.missingresources = [scarlet]Insufficient Core Resources
|
||||||
sector.attacked = Sector [accent]{0}[white] under attack!
|
sector.attacked = Sector [accent]{0}[white] under attack!
|
||||||
@@ -1028,6 +1028,8 @@ stat.frequency = Frequency
|
|||||||
stat.targetsair = Targets Air
|
stat.targetsair = Targets Air
|
||||||
stat.targetsground = Targets Ground
|
stat.targetsground = Targets Ground
|
||||||
stat.crushdamage = Crush Damage
|
stat.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
|
stat.legsplashrange = Leg Splash Range
|
||||||
stat.itemsmoved = Move Speed
|
stat.itemsmoved = Move Speed
|
||||||
stat.launchtime = Time Between Launches
|
stat.launchtime = Time Between Launches
|
||||||
stat.shootrange = Range
|
stat.shootrange = Range
|
||||||
@@ -1067,6 +1069,7 @@ stat.reload = Shots/Second
|
|||||||
stat.ammo = Ammo
|
stat.ammo = Ammo
|
||||||
stat.shieldhealth = Shield Health
|
stat.shieldhealth = Shield Health
|
||||||
stat.cooldowntime = Cooldown Time
|
stat.cooldowntime = Cooldown Time
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
stat.explosiveness = Explosiveness
|
stat.explosiveness = Explosiveness
|
||||||
stat.basedeflectchance = Base Deflect Chance
|
stat.basedeflectchance = Base Deflect Chance
|
||||||
stat.lightningchance = Lightning Chance
|
stat.lightningchance = Lightning Chance
|
||||||
@@ -1176,6 +1179,7 @@ bar.launchcooldown = Launch Cooldown
|
|||||||
bar.input = Input
|
bar.input = Input
|
||||||
bar.output = Output
|
bar.output = Output
|
||||||
bar.strength = [stat]{0}[lightgray]x strength
|
bar.strength = [stat]{0}[lightgray]x strength
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Processor Controlled
|
units.processorcontrol = [lightgray]Processor Controlled
|
||||||
|
|
||||||
@@ -1226,6 +1230,7 @@ unit.millions = mil
|
|||||||
unit.billions = b
|
unit.billions = b
|
||||||
unit.shots = shots
|
unit.shots = shots
|
||||||
unit.pershot = /shot
|
unit.pershot = /shot
|
||||||
|
unit.perleg = per leg
|
||||||
category.purpose = Purpose
|
category.purpose = Purpose
|
||||||
category.general = General
|
category.general = General
|
||||||
category.power = Power
|
category.power = Power
|
||||||
|
|||||||
@@ -811,6 +811,7 @@ sectors.wave = Fala:
|
|||||||
sectors.stored = Zmagazynowane:
|
sectors.stored = Zmagazynowane:
|
||||||
sectors.resume = Kontynuuj
|
sectors.resume = Kontynuuj
|
||||||
sectors.launch = Wystrzel
|
sectors.launch = Wystrzel
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d View Submissions
|
sectors.viewsubmission = \ue80d View Submissions
|
||||||
sectors.select = Wybierz
|
sectors.select = Wybierz
|
||||||
sectors.launchselect = Select Launch Destination
|
sectors.launchselect = Select Launch Destination
|
||||||
@@ -820,12 +821,11 @@ sectors.rename = Zmień Nazwę Sektora
|
|||||||
sectors.enemybase = [scarlet]Baza Wroga
|
sectors.enemybase = [scarlet]Baza Wroga
|
||||||
sectors.vulnerable = [scarlet]Wrażliwy
|
sectors.vulnerable = [scarlet]Wrażliwy
|
||||||
sectors.underattack = [scarlet] Jest Atakowany! [accent]{0}% uszkodzono
|
sectors.underattack = [scarlet] Jest Atakowany! [accent]{0}% uszkodzono
|
||||||
sectors.underattack.nodamage = [scarlet]Nie przejęty
|
|
||||||
sectors.survives = [accent]Przeżywa {0} fal
|
|
||||||
sectors.go = Idź
|
sectors.go = Idź
|
||||||
sector.abandon = Porzuć
|
sector.abandon = Porzuć
|
||||||
sector.abandon.confirm = Ten sektor zostanie samo-zniszczony.\nKontynuować?
|
sector.abandon.confirm = Ten sektor zostanie samo-zniszczony.\nKontynuować?
|
||||||
sector.curcapture = Sektor Podbity
|
sector.curcapture = Sektor Podbity
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = Sektor Stracony
|
sector.curlost = Sektor Stracony
|
||||||
sector.missingresources = [scarlet]Niewystarczające Zasoby Rdzenia
|
sector.missingresources = [scarlet]Niewystarczające Zasoby Rdzenia
|
||||||
sector.attacked = Sektor [accent]{0}[white] jest atakowany!
|
sector.attacked = Sektor [accent]{0}[white] jest atakowany!
|
||||||
@@ -1028,6 +1028,8 @@ stat.frequency = Frequency
|
|||||||
stat.targetsair = Namierza wrogów powietrznych
|
stat.targetsair = Namierza wrogów powietrznych
|
||||||
stat.targetsground = Namierza wrogów lądowych
|
stat.targetsground = Namierza wrogów lądowych
|
||||||
stat.crushdamage = Crush Damage
|
stat.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
|
stat.legsplashrange = Leg Splash Range
|
||||||
stat.itemsmoved = Prędkość poruszania się
|
stat.itemsmoved = Prędkość poruszania się
|
||||||
stat.launchtime = Czas pomiędzy wystrzeleniami
|
stat.launchtime = Czas pomiędzy wystrzeleniami
|
||||||
stat.shootrange = Zasięg
|
stat.shootrange = Zasięg
|
||||||
@@ -1067,6 +1069,7 @@ stat.reload = Strzałów/Sekundę
|
|||||||
stat.ammo = Amunicja
|
stat.ammo = Amunicja
|
||||||
stat.shieldhealth = Życie Tarczy
|
stat.shieldhealth = Życie Tarczy
|
||||||
stat.cooldowntime = Czas Odnowienia
|
stat.cooldowntime = Czas Odnowienia
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
stat.explosiveness = Wybuchowość
|
stat.explosiveness = Wybuchowość
|
||||||
stat.basedeflectchance = Bazowa Szansa Na Odbicie
|
stat.basedeflectchance = Bazowa Szansa Na Odbicie
|
||||||
stat.lightningchance = Szansa Na Błyskawicę
|
stat.lightningchance = Szansa Na Błyskawicę
|
||||||
@@ -1176,6 +1179,7 @@ bar.launchcooldown = Czas odnowienia wystrzału
|
|||||||
bar.input = Wejście
|
bar.input = Wejście
|
||||||
bar.output = Wyjście
|
bar.output = Wyjście
|
||||||
bar.strength = [stat]{0}[lightgray]x siły
|
bar.strength = [stat]{0}[lightgray]x siły
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Kontrolowany przez procesor
|
units.processorcontrol = [lightgray]Kontrolowany przez procesor
|
||||||
|
|
||||||
@@ -1226,6 +1230,7 @@ unit.millions = mln.
|
|||||||
unit.billions = mld.
|
unit.billions = mld.
|
||||||
unit.shots = strzały
|
unit.shots = strzały
|
||||||
unit.pershot = /strzał
|
unit.pershot = /strzał
|
||||||
|
unit.perleg = per leg
|
||||||
category.purpose = Opis
|
category.purpose = Opis
|
||||||
category.general = Główne
|
category.general = Główne
|
||||||
category.power = Prąd
|
category.power = Prąd
|
||||||
|
|||||||
@@ -811,6 +811,7 @@ sectors.wave = Horda:
|
|||||||
sectors.stored = Armazenado:
|
sectors.stored = Armazenado:
|
||||||
sectors.resume = Continuar
|
sectors.resume = Continuar
|
||||||
sectors.launch = Lançar
|
sectors.launch = Lançar
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d View Submissions
|
sectors.viewsubmission = \ue80d View Submissions
|
||||||
sectors.select = Selecionar
|
sectors.select = Selecionar
|
||||||
sectors.launchselect = Select Launch Destination
|
sectors.launchselect = Select Launch Destination
|
||||||
@@ -820,12 +821,11 @@ sectors.rename = Renomear Setor
|
|||||||
sectors.enemybase = [scarlet]Base Inimiga
|
sectors.enemybase = [scarlet]Base Inimiga
|
||||||
sectors.vulnerable = [scarlet]Vulnerável
|
sectors.vulnerable = [scarlet]Vulnerável
|
||||||
sectors.underattack = [scarlet]Sob Ataque! [accent]{0}% danificado
|
sectors.underattack = [scarlet]Sob Ataque! [accent]{0}% danificado
|
||||||
sectors.underattack.nodamage = [scarlet]Não Capturado
|
|
||||||
sectors.survives = [accent]Sobreviva {0} hordas
|
|
||||||
sectors.go = Ir
|
sectors.go = Ir
|
||||||
sector.abandon = Abandonar
|
sector.abandon = Abandonar
|
||||||
sector.abandon.confirm = O(s) Núcleo(s) desse setor vão se auto-destruir.\nContinuar?
|
sector.abandon.confirm = O(s) Núcleo(s) desse setor vão se auto-destruir.\nContinuar?
|
||||||
sector.curcapture = Setor Capturado
|
sector.curcapture = Setor Capturado
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = Setor Perdido
|
sector.curlost = Setor Perdido
|
||||||
sector.missingresources = [scarlet]Recursos Insuficientes no Núcleo
|
sector.missingresources = [scarlet]Recursos Insuficientes no Núcleo
|
||||||
sector.attacked = Setor [accent]{0}[white] sob ataque!
|
sector.attacked = Setor [accent]{0}[white] sob ataque!
|
||||||
@@ -1028,6 +1028,8 @@ stat.frequency = Frequency
|
|||||||
stat.targetsair = Mira no ar
|
stat.targetsair = Mira no ar
|
||||||
stat.targetsground = Mira no chão
|
stat.targetsground = Mira no chão
|
||||||
stat.crushdamage = Crush Damage
|
stat.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
|
stat.legsplashrange = Leg Splash Range
|
||||||
stat.itemsmoved = Velocidade de movimento
|
stat.itemsmoved = Velocidade de movimento
|
||||||
stat.launchtime = Tempo entre Disparos
|
stat.launchtime = Tempo entre Disparos
|
||||||
stat.shootrange = Alcance
|
stat.shootrange = Alcance
|
||||||
@@ -1067,6 +1069,7 @@ stat.reload = Tempo de recarga
|
|||||||
stat.ammo = Munição
|
stat.ammo = Munição
|
||||||
stat.shieldhealth = Vida do Escudo
|
stat.shieldhealth = Vida do Escudo
|
||||||
stat.cooldowntime = Tempo de espera
|
stat.cooldowntime = Tempo de espera
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
stat.explosiveness = Explosividade
|
stat.explosiveness = Explosividade
|
||||||
stat.basedeflectchance = Chance Base de Esquiva
|
stat.basedeflectchance = Chance Base de Esquiva
|
||||||
stat.lightningchance = Chance de Raio
|
stat.lightningchance = Chance de Raio
|
||||||
@@ -1176,6 +1179,7 @@ bar.launchcooldown = Cooldown de Lançamento
|
|||||||
bar.input = Entrada
|
bar.input = Entrada
|
||||||
bar.output = Saída
|
bar.output = Saída
|
||||||
bar.strength = [stat]{0}[lightgray]x força
|
bar.strength = [stat]{0}[lightgray]x força
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Controlado por Processador
|
units.processorcontrol = [lightgray]Controlado por Processador
|
||||||
|
|
||||||
@@ -1226,6 +1230,7 @@ unit.millions = m
|
|||||||
unit.billions = b
|
unit.billions = b
|
||||||
unit.shots = shots
|
unit.shots = shots
|
||||||
unit.pershot = /disparo
|
unit.pershot = /disparo
|
||||||
|
unit.perleg = per leg
|
||||||
category.purpose = Propósito
|
category.purpose = Propósito
|
||||||
category.general = Geral
|
category.general = Geral
|
||||||
category.power = Energia
|
category.power = Energia
|
||||||
|
|||||||
@@ -811,6 +811,7 @@ sectors.wave = Horda:
|
|||||||
sectors.stored = Armazenado:
|
sectors.stored = Armazenado:
|
||||||
sectors.resume = Continuar
|
sectors.resume = Continuar
|
||||||
sectors.launch = Lançar
|
sectors.launch = Lançar
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d View Submissions
|
sectors.viewsubmission = \ue80d View Submissions
|
||||||
sectors.select = Selecionar
|
sectors.select = Selecionar
|
||||||
sectors.launchselect = Select Launch Destination
|
sectors.launchselect = Select Launch Destination
|
||||||
@@ -820,12 +821,11 @@ sectors.rename = Renomear Setor
|
|||||||
sectors.enemybase = [scarlet]Base Inimiga
|
sectors.enemybase = [scarlet]Base Inimiga
|
||||||
sectors.vulnerable = [scarlet]Vulnerável
|
sectors.vulnerable = [scarlet]Vulnerável
|
||||||
sectors.underattack = [scarlet]Sob ataque! [accent]{0}% danificado
|
sectors.underattack = [scarlet]Sob ataque! [accent]{0}% danificado
|
||||||
sectors.underattack.nodamage = [scarlet]Não Capturado
|
|
||||||
sectors.survives = [accent]Sobrevive {0} hordas
|
|
||||||
sectors.go = ir
|
sectors.go = ir
|
||||||
sector.abandon = Abandonar
|
sector.abandon = Abandonar
|
||||||
sector.abandon.confirm = O(s) núcleo(s) deste setor irão autodestruir-se.\nContinuar?
|
sector.abandon.confirm = O(s) núcleo(s) deste setor irão autodestruir-se.\nContinuar?
|
||||||
sector.curcapture = Setor Capturado
|
sector.curcapture = Setor Capturado
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = Sector Perdido
|
sector.curlost = Sector Perdido
|
||||||
sector.missingresources = [scarlet]Recursos Insuficientes no Núcleo
|
sector.missingresources = [scarlet]Recursos Insuficientes no Núcleo
|
||||||
sector.attacked = Setor [accent]{0}[white] sob ataque!
|
sector.attacked = Setor [accent]{0}[white] sob ataque!
|
||||||
@@ -1028,6 +1028,8 @@ stat.frequency = Frequency
|
|||||||
stat.targetsair = Mirar no Ar
|
stat.targetsair = Mirar no Ar
|
||||||
stat.targetsground = Mirar no Chão
|
stat.targetsground = Mirar no Chão
|
||||||
stat.crushdamage = Crush Damage
|
stat.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
|
stat.legsplashrange = Leg Splash Range
|
||||||
stat.itemsmoved = Velocidade de movimento
|
stat.itemsmoved = Velocidade de movimento
|
||||||
stat.launchtime = Tempo entre Tiros
|
stat.launchtime = Tempo entre Tiros
|
||||||
stat.shootrange = Alcance de Tiro
|
stat.shootrange = Alcance de Tiro
|
||||||
@@ -1067,6 +1069,7 @@ stat.reload = Tiros por Segundo
|
|||||||
stat.ammo = Munição
|
stat.ammo = Munição
|
||||||
stat.shieldhealth = Vida do Escudo
|
stat.shieldhealth = Vida do Escudo
|
||||||
stat.cooldowntime = Tempo de Espera
|
stat.cooldowntime = Tempo de Espera
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
stat.explosiveness = Explosividade
|
stat.explosiveness = Explosividade
|
||||||
stat.basedeflectchance = Probabilidade Base de Esquiva
|
stat.basedeflectchance = Probabilidade Base de Esquiva
|
||||||
stat.lightningchance = Probabilidade de Raio
|
stat.lightningchance = Probabilidade de Raio
|
||||||
@@ -1176,6 +1179,7 @@ bar.launchcooldown = Cooldown de Lançamento
|
|||||||
bar.input = Entrada
|
bar.input = Entrada
|
||||||
bar.output = Saída
|
bar.output = Saída
|
||||||
bar.strength = [stat]{0}[lightgray]x força
|
bar.strength = [stat]{0}[lightgray]x força
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Controlado por Processador
|
units.processorcontrol = [lightgray]Controlado por Processador
|
||||||
|
|
||||||
@@ -1226,6 +1230,7 @@ unit.millions = M
|
|||||||
unit.billions = B
|
unit.billions = B
|
||||||
unit.shots = disparos
|
unit.shots = disparos
|
||||||
unit.pershot = /dispasro
|
unit.pershot = /dispasro
|
||||||
|
unit.perleg = per leg
|
||||||
category.purpose = Propósito
|
category.purpose = Propósito
|
||||||
category.general = Geral
|
category.general = Geral
|
||||||
category.power = Poder
|
category.power = Poder
|
||||||
|
|||||||
@@ -811,6 +811,7 @@ sectors.wave = Valul:
|
|||||||
sectors.stored = Stocat:
|
sectors.stored = Stocat:
|
||||||
sectors.resume = Revino
|
sectors.resume = Revino
|
||||||
sectors.launch = Lansare
|
sectors.launch = Lansare
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d View Submissions
|
sectors.viewsubmission = \ue80d View Submissions
|
||||||
sectors.select = Selectează
|
sectors.select = Selectează
|
||||||
sectors.launchselect = Select Launch Destination
|
sectors.launchselect = Select Launch Destination
|
||||||
@@ -820,12 +821,11 @@ sectors.rename = Redenumește Sectorul
|
|||||||
sectors.enemybase = [scarlet]Bază Inamică
|
sectors.enemybase = [scarlet]Bază Inamică
|
||||||
sectors.vulnerable = [scarlet]Vulnerabil
|
sectors.vulnerable = [scarlet]Vulnerabil
|
||||||
sectors.underattack = [scarlet]Sectorul e atacat! [accent]{0}% deteriorat
|
sectors.underattack = [scarlet]Sectorul e atacat! [accent]{0}% deteriorat
|
||||||
sectors.underattack.nodamage = [scarlet]Uncaptured
|
|
||||||
sectors.survives = [accent]Supraviețuiește {0} valuri
|
|
||||||
sectors.go = Start
|
sectors.go = Start
|
||||||
sector.abandon = Abandon
|
sector.abandon = Abandon
|
||||||
sector.abandon.confirm = This sector's core(s) will self-destruct.\nContinue?
|
sector.abandon.confirm = This sector's core(s) will self-destruct.\nContinue?
|
||||||
sector.curcapture = Sector Capturat
|
sector.curcapture = Sector Capturat
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = Sector Pierdut
|
sector.curlost = Sector Pierdut
|
||||||
sector.missingresources = [scarlet]Resurse din Nucleu Insuficiente
|
sector.missingresources = [scarlet]Resurse din Nucleu Insuficiente
|
||||||
sector.attacked = Sectorul [accent]{0}[white] este atacat!
|
sector.attacked = Sectorul [accent]{0}[white] este atacat!
|
||||||
@@ -1028,6 +1028,8 @@ stat.frequency = Frequency
|
|||||||
stat.targetsair = Lovește Aeronave
|
stat.targetsair = Lovește Aeronave
|
||||||
stat.targetsground = Lovește Artilerie
|
stat.targetsground = Lovește Artilerie
|
||||||
stat.crushdamage = Crush Damage
|
stat.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
|
stat.legsplashrange = Leg Splash Range
|
||||||
stat.itemsmoved = Viteză de Mișcare a Materialelor
|
stat.itemsmoved = Viteză de Mișcare a Materialelor
|
||||||
stat.launchtime = Timp între Lansări
|
stat.launchtime = Timp între Lansări
|
||||||
stat.shootrange = Rază
|
stat.shootrange = Rază
|
||||||
@@ -1067,6 +1069,7 @@ stat.reload = Rata de Tragere
|
|||||||
stat.ammo = Muniție
|
stat.ammo = Muniție
|
||||||
stat.shieldhealth = Viață Scut
|
stat.shieldhealth = Viață Scut
|
||||||
stat.cooldowntime = Timp de Reîncărcare
|
stat.cooldowntime = Timp de Reîncărcare
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
stat.explosiveness = Explozivitate
|
stat.explosiveness = Explozivitate
|
||||||
stat.basedeflectchance = Șansă de Reflexie
|
stat.basedeflectchance = Șansă de Reflexie
|
||||||
stat.lightningchance = Șansă Fulger
|
stat.lightningchance = Șansă Fulger
|
||||||
@@ -1176,6 +1179,7 @@ bar.launchcooldown = Launch Cooldown
|
|||||||
bar.input = Necesită
|
bar.input = Necesită
|
||||||
bar.output = Produce
|
bar.output = Produce
|
||||||
bar.strength = [stat]{0}[lightgray]x putere
|
bar.strength = [stat]{0}[lightgray]x putere
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Controlat de Procesor
|
units.processorcontrol = [lightgray]Controlat de Procesor
|
||||||
|
|
||||||
@@ -1226,6 +1230,7 @@ unit.millions = mil
|
|||||||
unit.billions = mld
|
unit.billions = mld
|
||||||
unit.shots = shots
|
unit.shots = shots
|
||||||
unit.pershot = /lovitură
|
unit.pershot = /lovitură
|
||||||
|
unit.perleg = per leg
|
||||||
category.purpose = Utilizare
|
category.purpose = Utilizare
|
||||||
category.general = General
|
category.general = General
|
||||||
category.power = Electricitate
|
category.power = Electricitate
|
||||||
|
|||||||
@@ -811,6 +811,7 @@ sectors.wave = Волна:
|
|||||||
sectors.stored = Накоплено:
|
sectors.stored = Накоплено:
|
||||||
sectors.resume = Продолжить
|
sectors.resume = Продолжить
|
||||||
sectors.launch = Высадка
|
sectors.launch = Высадка
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d Предложенные игроками карты
|
sectors.viewsubmission = \ue80d Предложенные игроками карты
|
||||||
sectors.select = Выбор
|
sectors.select = Выбор
|
||||||
sectors.launchselect = Выбор места высадки
|
sectors.launchselect = Выбор места высадки
|
||||||
@@ -820,12 +821,11 @@ sectors.rename = Переименовать сектор
|
|||||||
sectors.enemybase = [scarlet]Вражеская база
|
sectors.enemybase = [scarlet]Вражеская база
|
||||||
sectors.vulnerable = [scarlet]Уязвим
|
sectors.vulnerable = [scarlet]Уязвим
|
||||||
sectors.underattack = [scarlet]Атакован! [accent]{0}% повреждений
|
sectors.underattack = [scarlet]Атакован! [accent]{0}% повреждений
|
||||||
sectors.underattack.nodamage = [scarlet]Не захвачен
|
|
||||||
sectors.survives = [accent]Продержится {0} волн(ы)
|
|
||||||
sectors.go = Перейти
|
sectors.go = Перейти
|
||||||
sector.abandon = Покинуть
|
sector.abandon = Покинуть
|
||||||
sector.abandon.confirm = Все ядра данного сектора будут самоуничтожены.\nПродолжить?
|
sector.abandon.confirm = Все ядра данного сектора будут самоуничтожены.\nПродолжить?
|
||||||
sector.curcapture = Сектор захвачен
|
sector.curcapture = Сектор захвачен
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = Сектор потерян
|
sector.curlost = Сектор потерян
|
||||||
sector.missingresources = [scarlet]Недостаточно ресурсов для высадки
|
sector.missingresources = [scarlet]Недостаточно ресурсов для высадки
|
||||||
sector.attacked = Сектор [accent]{0}[white] атакован!
|
sector.attacked = Сектор [accent]{0}[white] атакован!
|
||||||
@@ -1028,6 +1028,8 @@ stat.frequency = Frequency
|
|||||||
stat.targetsair = Воздушные цели
|
stat.targetsair = Воздушные цели
|
||||||
stat.targetsground = Наземные цели
|
stat.targetsground = Наземные цели
|
||||||
stat.crushdamage = Crush Damage
|
stat.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
|
stat.legsplashrange = Leg Splash Range
|
||||||
stat.itemsmoved = Скорость перемещения
|
stat.itemsmoved = Скорость перемещения
|
||||||
stat.launchtime = Интервал запусков
|
stat.launchtime = Интервал запусков
|
||||||
stat.shootrange = Радиус действия
|
stat.shootrange = Радиус действия
|
||||||
@@ -1067,6 +1069,7 @@ stat.reload = Выстрелы/секунду
|
|||||||
stat.ammo = Боеприпасы
|
stat.ammo = Боеприпасы
|
||||||
stat.shieldhealth = Прочность щита
|
stat.shieldhealth = Прочность щита
|
||||||
stat.cooldowntime = Время восстановления
|
stat.cooldowntime = Время восстановления
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
stat.explosiveness = Взрывоопасность
|
stat.explosiveness = Взрывоопасность
|
||||||
stat.basedeflectchance = Базовый шанс отражения
|
stat.basedeflectchance = Базовый шанс отражения
|
||||||
stat.lightningchance = Шанс удара молнии
|
stat.lightningchance = Шанс удара молнии
|
||||||
@@ -1176,6 +1179,7 @@ bar.launchcooldown = Лимит высадки
|
|||||||
bar.input = Ввод
|
bar.input = Ввод
|
||||||
bar.output = Вывод
|
bar.output = Вывод
|
||||||
bar.strength = [stat]{0}[lightgray]x эффективность
|
bar.strength = [stat]{0}[lightgray]x эффективность
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Управляется процессором
|
units.processorcontrol = [lightgray]Управляется процессором
|
||||||
|
|
||||||
@@ -1226,6 +1230,7 @@ unit.millions = М
|
|||||||
unit.billions = В
|
unit.billions = В
|
||||||
unit.shots = выстрелы
|
unit.shots = выстрелы
|
||||||
unit.pershot = /выстрел
|
unit.pershot = /выстрел
|
||||||
|
unit.perleg = per leg
|
||||||
category.purpose = Назначение
|
category.purpose = Назначение
|
||||||
category.general = Основные
|
category.general = Основные
|
||||||
category.power = Энергия
|
category.power = Энергия
|
||||||
|
|||||||
@@ -811,6 +811,7 @@ sectors.wave = Talas:
|
|||||||
sectors.stored = Skladišćeno:
|
sectors.stored = Skladišćeno:
|
||||||
sectors.resume = Nastavi
|
sectors.resume = Nastavi
|
||||||
sectors.launch = Lansiraj
|
sectors.launch = Lansiraj
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d View Submissions
|
sectors.viewsubmission = \ue80d View Submissions
|
||||||
sectors.select = Izaberi
|
sectors.select = Izaberi
|
||||||
sectors.launchselect = Select Launch Destination
|
sectors.launchselect = Select Launch Destination
|
||||||
@@ -820,12 +821,11 @@ sectors.rename = Preimenuj Sektor
|
|||||||
sectors.enemybase = [scarlet]Neprijateljska Baza
|
sectors.enemybase = [scarlet]Neprijateljska Baza
|
||||||
sectors.vulnerable = [scarlet]Vulnerable
|
sectors.vulnerable = [scarlet]Vulnerable
|
||||||
sectors.underattack = [scarlet]Pod napadom! [accent]{0}% štete
|
sectors.underattack = [scarlet]Pod napadom! [accent]{0}% štete
|
||||||
sectors.underattack.nodamage = [scarlet]Nije zauzet
|
|
||||||
sectors.survives = [accent]Preživeće {0} talasa
|
|
||||||
sectors.go = Kreni
|
sectors.go = Kreni
|
||||||
sector.abandon = Napusti
|
sector.abandon = Napusti
|
||||||
sector.abandon.confirm = Sva jezgra u ovom sektoru će se samouništiti. Nastaviti?
|
sector.abandon.confirm = Sva jezgra u ovom sektoru će se samouništiti. Nastaviti?
|
||||||
sector.curcapture = Sektor Zauzet
|
sector.curcapture = Sektor Zauzet
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = Sektor Izgubljen
|
sector.curlost = Sektor Izgubljen
|
||||||
sector.missingresources = [scarlet]Nedovoljnema Resursa u Jezgru
|
sector.missingresources = [scarlet]Nedovoljnema Resursa u Jezgru
|
||||||
sector.attacked = Sektor [accent]{0}[white] je napadnut!
|
sector.attacked = Sektor [accent]{0}[white] je napadnut!
|
||||||
@@ -1028,6 +1028,8 @@ stat.frequency = Frequency
|
|||||||
stat.targetsair = Nišani vazduh
|
stat.targetsair = Nišani vazduh
|
||||||
stat.targetsground = Nišani zemlju
|
stat.targetsground = Nišani zemlju
|
||||||
stat.crushdamage = Crush Damage
|
stat.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
|
stat.legsplashrange = Leg Splash Range
|
||||||
stat.itemsmoved = Brzina kretanja
|
stat.itemsmoved = Brzina kretanja
|
||||||
stat.launchtime = Vreme između lansiranja
|
stat.launchtime = Vreme između lansiranja
|
||||||
stat.shootrange = Domet
|
stat.shootrange = Domet
|
||||||
@@ -1067,6 +1069,7 @@ stat.reload = Brzina paljbe
|
|||||||
stat.ammo = Municija
|
stat.ammo = Municija
|
||||||
stat.shieldhealth = Izdržljivost štita
|
stat.shieldhealth = Izdržljivost štita
|
||||||
stat.cooldowntime = Vreme hlađenja
|
stat.cooldowntime = Vreme hlađenja
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
stat.explosiveness = Eksplozivnost
|
stat.explosiveness = Eksplozivnost
|
||||||
stat.basedeflectchance = Šansa odbijanja
|
stat.basedeflectchance = Šansa odbijanja
|
||||||
stat.lightningchance = Šansa za stvaranje munje
|
stat.lightningchance = Šansa za stvaranje munje
|
||||||
@@ -1176,6 +1179,7 @@ bar.launchcooldown = Launch Cooldown
|
|||||||
bar.input = Ulaz
|
bar.input = Ulaz
|
||||||
bar.output = Izlaz
|
bar.output = Izlaz
|
||||||
bar.strength = [stat]{0}[lightgray]x snage
|
bar.strength = [stat]{0}[lightgray]x snage
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Procesno Upravljan
|
units.processorcontrol = [lightgray]Procesno Upravljan
|
||||||
|
|
||||||
@@ -1226,6 +1230,7 @@ unit.millions = milioni
|
|||||||
unit.billions = milijarde
|
unit.billions = milijarde
|
||||||
unit.shots = shots
|
unit.shots = shots
|
||||||
unit.pershot = /pucnju
|
unit.pershot = /pucnju
|
||||||
|
unit.perleg = per leg
|
||||||
category.purpose = Namena
|
category.purpose = Namena
|
||||||
category.general = Opšte
|
category.general = Opšte
|
||||||
category.power = Energija
|
category.power = Energija
|
||||||
|
|||||||
@@ -811,6 +811,7 @@ sectors.wave = Wave:
|
|||||||
sectors.stored = Lagrade:
|
sectors.stored = Lagrade:
|
||||||
sectors.resume = Återuppta
|
sectors.resume = Återuppta
|
||||||
sectors.launch = Skjuta upp
|
sectors.launch = Skjuta upp
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d View Submissions
|
sectors.viewsubmission = \ue80d View Submissions
|
||||||
sectors.select = Select
|
sectors.select = Select
|
||||||
sectors.launchselect = Select Launch Destination
|
sectors.launchselect = Select Launch Destination
|
||||||
@@ -820,12 +821,11 @@ sectors.rename = Byt namn på sektor
|
|||||||
sectors.enemybase = [scarlet]Enemy Base
|
sectors.enemybase = [scarlet]Enemy Base
|
||||||
sectors.vulnerable = [scarlet]Vulnerable
|
sectors.vulnerable = [scarlet]Vulnerable
|
||||||
sectors.underattack = [scarlet]Under attack! [accent]{0}% damaged
|
sectors.underattack = [scarlet]Under attack! [accent]{0}% damaged
|
||||||
sectors.underattack.nodamage = [scarlet]Uncaptured
|
|
||||||
sectors.survives = [accent]Survives {0} waves
|
|
||||||
sectors.go = Go
|
sectors.go = Go
|
||||||
sector.abandon = Abandon
|
sector.abandon = Abandon
|
||||||
sector.abandon.confirm = This sector's core(s) will self-destruct.\nContinue?
|
sector.abandon.confirm = This sector's core(s) will self-destruct.\nContinue?
|
||||||
sector.curcapture = Sector Captured
|
sector.curcapture = Sector Captured
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = Sector Lost
|
sector.curlost = Sector Lost
|
||||||
sector.missingresources = [scarlet]Insufficient Core Resources
|
sector.missingresources = [scarlet]Insufficient Core Resources
|
||||||
sector.attacked = Sector [accent]{0}[white] under attack!
|
sector.attacked = Sector [accent]{0}[white] under attack!
|
||||||
@@ -1028,6 +1028,8 @@ stat.frequency = Frequency
|
|||||||
stat.targetsair = Targets Air
|
stat.targetsair = Targets Air
|
||||||
stat.targetsground = Targets Ground
|
stat.targetsground = Targets Ground
|
||||||
stat.crushdamage = Crush Damage
|
stat.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
|
stat.legsplashrange = Leg Splash Range
|
||||||
stat.itemsmoved = Move Speed
|
stat.itemsmoved = Move Speed
|
||||||
stat.launchtime = Time Between Launches
|
stat.launchtime = Time Between Launches
|
||||||
stat.shootrange = Range
|
stat.shootrange = Range
|
||||||
@@ -1067,6 +1069,7 @@ stat.reload = Shots/Second
|
|||||||
stat.ammo = Ammunition
|
stat.ammo = Ammunition
|
||||||
stat.shieldhealth = Shield Health
|
stat.shieldhealth = Shield Health
|
||||||
stat.cooldowntime = Cooldown Time
|
stat.cooldowntime = Cooldown Time
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
stat.explosiveness = Explosiveness
|
stat.explosiveness = Explosiveness
|
||||||
stat.basedeflectchance = Base Deflect Chance
|
stat.basedeflectchance = Base Deflect Chance
|
||||||
stat.lightningchance = Lightning Chance
|
stat.lightningchance = Lightning Chance
|
||||||
@@ -1176,6 +1179,7 @@ bar.launchcooldown = Launch Cooldown
|
|||||||
bar.input = Input
|
bar.input = Input
|
||||||
bar.output = Output
|
bar.output = Output
|
||||||
bar.strength = [stat]{0}[lightgray]x strength
|
bar.strength = [stat]{0}[lightgray]x strength
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Processor Controlled
|
units.processorcontrol = [lightgray]Processor Controlled
|
||||||
|
|
||||||
@@ -1226,6 +1230,7 @@ unit.millions = mil
|
|||||||
unit.billions = b
|
unit.billions = b
|
||||||
unit.shots = shots
|
unit.shots = shots
|
||||||
unit.pershot = /shot
|
unit.pershot = /shot
|
||||||
|
unit.perleg = per leg
|
||||||
category.purpose = Purpose
|
category.purpose = Purpose
|
||||||
category.general = Allmänt
|
category.general = Allmänt
|
||||||
category.power = Energi
|
category.power = Energi
|
||||||
|
|||||||
@@ -811,6 +811,7 @@ sectors.wave = คลื่น:
|
|||||||
sectors.stored = คลังไอเท็ม:
|
sectors.stored = คลังไอเท็ม:
|
||||||
sectors.resume = ไปต่อ
|
sectors.resume = ไปต่อ
|
||||||
sectors.launch = ลงจอด
|
sectors.launch = ลงจอด
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d View Submissions
|
sectors.viewsubmission = \ue80d View Submissions
|
||||||
sectors.select = เลือก
|
sectors.select = เลือก
|
||||||
sectors.launchselect = Select Launch Destination
|
sectors.launchselect = Select Launch Destination
|
||||||
@@ -820,12 +821,11 @@ sectors.rename = เปลี่ยนชื่อเซ็กเตอร์
|
|||||||
sectors.enemybase = [scarlet]ฐานทัพศัตรู
|
sectors.enemybase = [scarlet]ฐานทัพศัตรู
|
||||||
sectors.vulnerable = [scarlet]เสี่ยงภัย
|
sectors.vulnerable = [scarlet]เสี่ยงภัย
|
||||||
sectors.underattack = [scarlet]เซ็กเตอร์ถูกโจมตี! เสียหาย [accent]{0}%
|
sectors.underattack = [scarlet]เซ็กเตอร์ถูกโจมตี! เสียหาย [accent]{0}%
|
||||||
sectors.underattack.nodamage = [scarlet]ยังไม่ถูกยึดครอง
|
|
||||||
sectors.survives = [accent]จะอยู่รอดได้ {0} คลื่น
|
|
||||||
sectors.go = ไป
|
sectors.go = ไป
|
||||||
sector.abandon = ทอดทิ้ง
|
sector.abandon = ทอดทิ้ง
|
||||||
sector.abandon.confirm = แกนกลางของเซ็กเตอร์นี้จะทำลายตัวเอง\nดำเนินการต่อหรือไม่?
|
sector.abandon.confirm = แกนกลางของเซ็กเตอร์นี้จะทำลายตัวเอง\nดำเนินการต่อหรือไม่?
|
||||||
sector.curcapture = ยึดครองแล้ว
|
sector.curcapture = ยึดครองแล้ว
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = เราเสียเซ็กเตอร์!
|
sector.curlost = เราเสียเซ็กเตอร์!
|
||||||
sector.missingresources = [scarlet]ขาดทรัพยากรในการลงจอด
|
sector.missingresources = [scarlet]ขาดทรัพยากรในการลงจอด
|
||||||
sector.attacked = เซ็กเตอร์ [accent]{0}[white] ถูกโจมตี!
|
sector.attacked = เซ็กเตอร์ [accent]{0}[white] ถูกโจมตี!
|
||||||
@@ -1028,6 +1028,8 @@ stat.frequency = Frequency
|
|||||||
stat.targetsair = ยิงอากาศ
|
stat.targetsair = ยิงอากาศ
|
||||||
stat.targetsground = ยิงพื้นดิน
|
stat.targetsground = ยิงพื้นดิน
|
||||||
stat.crushdamage = Crush Damage
|
stat.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
|
stat.legsplashrange = Leg Splash Range
|
||||||
stat.itemsmoved = ความเร็วการเคลื่อนย้าย
|
stat.itemsmoved = ความเร็วการเคลื่อนย้าย
|
||||||
stat.launchtime = เวลาระหว่างการส่ง
|
stat.launchtime = เวลาระหว่างการส่ง
|
||||||
stat.shootrange = ระยะยิง
|
stat.shootrange = ระยะยิง
|
||||||
@@ -1067,6 +1069,7 @@ stat.reload = อัตราการยิง
|
|||||||
stat.ammo = กระสุน
|
stat.ammo = กระสุน
|
||||||
stat.shieldhealth = พลังชีวิตโล่
|
stat.shieldhealth = พลังชีวิตโล่
|
||||||
stat.cooldowntime = เวลาคูลดาวน์
|
stat.cooldowntime = เวลาคูลดาวน์
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
stat.explosiveness = แรงระเบิด
|
stat.explosiveness = แรงระเบิด
|
||||||
stat.basedeflectchance = โอกาสกระสุนสะท้อนกลับ
|
stat.basedeflectchance = โอกาสกระสุนสะท้อนกลับ
|
||||||
stat.lightningchance = โอกาสเกิดสายฟ้า
|
stat.lightningchance = โอกาสเกิดสายฟ้า
|
||||||
@@ -1176,6 +1179,7 @@ bar.launchcooldown = คูลดาวน์การส่งทรัพย
|
|||||||
bar.input = ด้านเข้า
|
bar.input = ด้านเข้า
|
||||||
bar.output = ด้านออก
|
bar.output = ด้านออก
|
||||||
bar.strength = [lightgray]ความรุนแรง [stat]{0}[lightgray]x
|
bar.strength = [lightgray]ความรุนแรง [stat]{0}[lightgray]x
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]ถูกตัวประมวลผลควบคุมอยู่
|
units.processorcontrol = [lightgray]ถูกตัวประมวลผลควบคุมอยู่
|
||||||
|
|
||||||
@@ -1226,6 +1230,7 @@ unit.millions = mil
|
|||||||
unit.billions = b
|
unit.billions = b
|
||||||
unit.shots = นัด
|
unit.shots = นัด
|
||||||
unit.pershot = /การยิง
|
unit.pershot = /การยิง
|
||||||
|
unit.perleg = per leg
|
||||||
category.purpose = วัตถุประสงค์
|
category.purpose = วัตถุประสงค์
|
||||||
category.general = ทั่วไป
|
category.general = ทั่วไป
|
||||||
category.power = พลังงาน
|
category.power = พลังงาน
|
||||||
|
|||||||
@@ -811,6 +811,7 @@ sectors.wave = Wave:
|
|||||||
sectors.stored = Stored:
|
sectors.stored = Stored:
|
||||||
sectors.resume = Resume
|
sectors.resume = Resume
|
||||||
sectors.launch = Launch
|
sectors.launch = Launch
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d View Submissions
|
sectors.viewsubmission = \ue80d View Submissions
|
||||||
sectors.select = Select
|
sectors.select = Select
|
||||||
sectors.launchselect = Select Launch Destination
|
sectors.launchselect = Select Launch Destination
|
||||||
@@ -820,12 +821,11 @@ sectors.rename = Rename Sector
|
|||||||
sectors.enemybase = [scarlet]Enemy Base
|
sectors.enemybase = [scarlet]Enemy Base
|
||||||
sectors.vulnerable = [scarlet]Vulnerable
|
sectors.vulnerable = [scarlet]Vulnerable
|
||||||
sectors.underattack = [scarlet]Under attack! [accent]{0}% damaged
|
sectors.underattack = [scarlet]Under attack! [accent]{0}% damaged
|
||||||
sectors.underattack.nodamage = [scarlet]Uncaptured
|
|
||||||
sectors.survives = [accent]Survives {0} waves
|
|
||||||
sectors.go = Go
|
sectors.go = Go
|
||||||
sector.abandon = Abandon
|
sector.abandon = Abandon
|
||||||
sector.abandon.confirm = This sector's core(s) will self-destruct.\nContinue?
|
sector.abandon.confirm = This sector's core(s) will self-destruct.\nContinue?
|
||||||
sector.curcapture = Sector Captured
|
sector.curcapture = Sector Captured
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = Sector Lost
|
sector.curlost = Sector Lost
|
||||||
sector.missingresources = [scarlet]Insufficient Core Resources
|
sector.missingresources = [scarlet]Insufficient Core Resources
|
||||||
sector.attacked = Sector [accent]{0}[white] under attack!
|
sector.attacked = Sector [accent]{0}[white] under attack!
|
||||||
@@ -1028,6 +1028,8 @@ stat.frequency = Frequency
|
|||||||
stat.targetsair = Havayi hedef alir mi?
|
stat.targetsair = Havayi hedef alir mi?
|
||||||
stat.targetsground = Targets Ground
|
stat.targetsground = Targets Ground
|
||||||
stat.crushdamage = Crush Damage
|
stat.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
|
stat.legsplashrange = Leg Splash Range
|
||||||
stat.itemsmoved = Move Speed
|
stat.itemsmoved = Move Speed
|
||||||
stat.launchtime = Time Between Launches
|
stat.launchtime = Time Between Launches
|
||||||
stat.shootrange = Menzil
|
stat.shootrange = Menzil
|
||||||
@@ -1067,6 +1069,7 @@ stat.reload = Yeniden doldurma
|
|||||||
stat.ammo = Ammo
|
stat.ammo = Ammo
|
||||||
stat.shieldhealth = Shield Health
|
stat.shieldhealth = Shield Health
|
||||||
stat.cooldowntime = Cooldown Time
|
stat.cooldowntime = Cooldown Time
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
stat.explosiveness = Explosiveness
|
stat.explosiveness = Explosiveness
|
||||||
stat.basedeflectchance = Base Deflect Chance
|
stat.basedeflectchance = Base Deflect Chance
|
||||||
stat.lightningchance = Lightning Chance
|
stat.lightningchance = Lightning Chance
|
||||||
@@ -1176,6 +1179,7 @@ bar.launchcooldown = Launch Cooldown
|
|||||||
bar.input = Input
|
bar.input = Input
|
||||||
bar.output = Output
|
bar.output = Output
|
||||||
bar.strength = [stat]{0}[lightgray]x strength
|
bar.strength = [stat]{0}[lightgray]x strength
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Processor Controlled
|
units.processorcontrol = [lightgray]Processor Controlled
|
||||||
|
|
||||||
@@ -1226,6 +1230,7 @@ unit.millions = mil
|
|||||||
unit.billions = b
|
unit.billions = b
|
||||||
unit.shots = shots
|
unit.shots = shots
|
||||||
unit.pershot = /shot
|
unit.pershot = /shot
|
||||||
|
unit.perleg = per leg
|
||||||
category.purpose = Purpose
|
category.purpose = Purpose
|
||||||
category.general = General
|
category.general = General
|
||||||
category.power = Guc
|
category.power = Guc
|
||||||
|
|||||||
@@ -811,6 +811,7 @@ sectors.wave = Dalga:
|
|||||||
sectors.stored = Depolanan:
|
sectors.stored = Depolanan:
|
||||||
sectors.resume = Devam Et
|
sectors.resume = Devam Et
|
||||||
sectors.launch = Fırlat
|
sectors.launch = Fırlat
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d View Submissions
|
sectors.viewsubmission = \ue80d View Submissions
|
||||||
sectors.select = Seç
|
sectors.select = Seç
|
||||||
sectors.launchselect = Select Launch Destination
|
sectors.launchselect = Select Launch Destination
|
||||||
@@ -820,12 +821,11 @@ sectors.rename = Sektörü Yeniden Adlandır
|
|||||||
sectors.enemybase = [scarlet]Düşman Üs
|
sectors.enemybase = [scarlet]Düşman Üs
|
||||||
sectors.vulnerable = [scarlet]Dayanıksız
|
sectors.vulnerable = [scarlet]Dayanıksız
|
||||||
sectors.underattack = [scarlet]Saldırı Altında! [accent]{0}% hasarlı
|
sectors.underattack = [scarlet]Saldırı Altında! [accent]{0}% hasarlı
|
||||||
sectors.underattack.nodamage = [scarlet]Elegeçirilmemeiş
|
|
||||||
sectors.survives = [accent]{0} Dalgaya dayanabilir!
|
|
||||||
sectors.go = Git
|
sectors.go = Git
|
||||||
sector.abandon = Terk Et
|
sector.abandon = Terk Et
|
||||||
sector.abandon.confirm = Bu sektörün merkezi kendini imha edecek.\nDevam Et?
|
sector.abandon.confirm = Bu sektörün merkezi kendini imha edecek.\nDevam Et?
|
||||||
sector.curcapture = Sektör Elegeçirildi
|
sector.curcapture = Sektör Elegeçirildi
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = Sektör Kaybedildi
|
sector.curlost = Sektör Kaybedildi
|
||||||
sector.missingresources = [scarlet]Yetersiz Merkez Kaynakları
|
sector.missingresources = [scarlet]Yetersiz Merkez Kaynakları
|
||||||
sector.attacked = Sektör [accent]{0}[white] saldırı altında!
|
sector.attacked = Sektör [accent]{0}[white] saldırı altında!
|
||||||
@@ -1028,6 +1028,8 @@ stat.frequency = Frequency
|
|||||||
stat.targetsair = Havayı Hedefler Mi
|
stat.targetsair = Havayı Hedefler Mi
|
||||||
stat.targetsground = Yeri Hedefler Mi
|
stat.targetsground = Yeri Hedefler Mi
|
||||||
stat.crushdamage = Crush Damage
|
stat.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
|
stat.legsplashrange = Leg Splash Range
|
||||||
stat.itemsmoved = Hareket Hızı
|
stat.itemsmoved = Hareket Hızı
|
||||||
stat.launchtime = Fırlatmalar Arasındaki Süre
|
stat.launchtime = Fırlatmalar Arasındaki Süre
|
||||||
stat.shootrange = Menzil
|
stat.shootrange = Menzil
|
||||||
@@ -1067,6 +1069,7 @@ stat.reload = Atışlar/Sn
|
|||||||
stat.ammo = Mermi
|
stat.ammo = Mermi
|
||||||
stat.shieldhealth = Kalkan Canı
|
stat.shieldhealth = Kalkan Canı
|
||||||
stat.cooldowntime = Soğuma Süresi
|
stat.cooldowntime = Soğuma Süresi
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
stat.explosiveness = Patlayıcılık
|
stat.explosiveness = Patlayıcılık
|
||||||
stat.basedeflectchance = Mermi Sekme İhtimali
|
stat.basedeflectchance = Mermi Sekme İhtimali
|
||||||
stat.lightningchance = Yıldırım Çarpma İhtimali
|
stat.lightningchance = Yıldırım Çarpma İhtimali
|
||||||
@@ -1176,6 +1179,7 @@ bar.launchcooldown = Fırlatış Bekleme Süresi
|
|||||||
bar.input = Girdi
|
bar.input = Girdi
|
||||||
bar.output = Çıktı
|
bar.output = Çıktı
|
||||||
bar.strength = [stat]{0}[lightgray]x Güç
|
bar.strength = [stat]{0}[lightgray]x Güç
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]İşlemci Kontrolünde
|
units.processorcontrol = [lightgray]İşlemci Kontrolünde
|
||||||
|
|
||||||
@@ -1226,6 +1230,7 @@ unit.millions = m
|
|||||||
unit.billions = b
|
unit.billions = b
|
||||||
unit.shots = atış
|
unit.shots = atış
|
||||||
unit.pershot = /vuruş
|
unit.pershot = /vuruş
|
||||||
|
unit.perleg = per leg
|
||||||
category.purpose = Açıklama
|
category.purpose = Açıklama
|
||||||
category.general = Genel
|
category.general = Genel
|
||||||
category.power = Enerji
|
category.power = Enerji
|
||||||
|
|||||||
@@ -811,6 +811,7 @@ sectors.wave = Хвиля:
|
|||||||
sectors.stored = Зберігає:
|
sectors.stored = Зберігає:
|
||||||
sectors.resume = Продовжити
|
sectors.resume = Продовжити
|
||||||
sectors.launch = Запустити
|
sectors.launch = Запустити
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d View Submissions
|
sectors.viewsubmission = \ue80d View Submissions
|
||||||
sectors.select = Вибрати
|
sectors.select = Вибрати
|
||||||
sectors.launchselect = Select Launch Destination
|
sectors.launchselect = Select Launch Destination
|
||||||
@@ -820,12 +821,11 @@ sectors.rename = Перейменування сектору
|
|||||||
sectors.enemybase = [scarlet]Ворожа база
|
sectors.enemybase = [scarlet]Ворожа база
|
||||||
sectors.vulnerable = [scarlet]Уразливий
|
sectors.vulnerable = [scarlet]Уразливий
|
||||||
sectors.underattack = [scarlet]Атаковано! [accent]{0}% пошкоджено
|
sectors.underattack = [scarlet]Атаковано! [accent]{0}% пошкоджено
|
||||||
sectors.underattack.nodamage = [scarlet]Не захоплено
|
|
||||||
sectors.survives = [accent]Протримайтеся {0} хвиль
|
|
||||||
sectors.go = Перейти
|
sectors.go = Перейти
|
||||||
sector.abandon = Покинути
|
sector.abandon = Покинути
|
||||||
sector.abandon.confirm = Усі ядра в цьому секторі самознищаться.\nПродовжити?
|
sector.abandon.confirm = Усі ядра в цьому секторі самознищаться.\nПродовжити?
|
||||||
sector.curcapture = Сектор захоплено
|
sector.curcapture = Сектор захоплено
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = Сектор втрачено
|
sector.curlost = Сектор втрачено
|
||||||
sector.missingresources = [scarlet]Недостатньо ресурсів у ядрі
|
sector.missingresources = [scarlet]Недостатньо ресурсів у ядрі
|
||||||
sector.attacked = Сектор [accent]{0}[white] під атакою!
|
sector.attacked = Сектор [accent]{0}[white] під атакою!
|
||||||
@@ -1028,6 +1028,8 @@ stat.frequency = Frequency
|
|||||||
stat.targetsair = Повітряні противники
|
stat.targetsair = Повітряні противники
|
||||||
stat.targetsground = Наземні противники
|
stat.targetsground = Наземні противники
|
||||||
stat.crushdamage = Crush Damage
|
stat.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
|
stat.legsplashrange = Leg Splash Range
|
||||||
stat.itemsmoved = Швидкість переміщення
|
stat.itemsmoved = Швидкість переміщення
|
||||||
stat.launchtime = Час між запусками
|
stat.launchtime = Час між запусками
|
||||||
stat.shootrange = Радіус дії
|
stat.shootrange = Радіус дії
|
||||||
@@ -1067,6 +1069,7 @@ stat.reload = Скорострільність
|
|||||||
stat.ammo = Боєприпаси
|
stat.ammo = Боєприпаси
|
||||||
stat.shieldhealth = Міцність щита
|
stat.shieldhealth = Міцність щита
|
||||||
stat.cooldowntime = Тривалість охолодження
|
stat.cooldowntime = Тривалість охолодження
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
stat.explosiveness = Вибухонебезпечність
|
stat.explosiveness = Вибухонебезпечність
|
||||||
stat.basedeflectchance = Базовий шанс відбиття
|
stat.basedeflectchance = Базовий шанс відбиття
|
||||||
stat.lightningchance = Шанс удару блискавки
|
stat.lightningchance = Шанс удару блискавки
|
||||||
@@ -1176,6 +1179,7 @@ bar.launchcooldown = Перезарядка запуску
|
|||||||
bar.input = Ввід
|
bar.input = Ввід
|
||||||
bar.output = Вивід
|
bar.output = Вивід
|
||||||
bar.strength = x[stat]{0}[lightgray] сила
|
bar.strength = x[stat]{0}[lightgray] сила
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Керується процесором
|
units.processorcontrol = [lightgray]Керується процесором
|
||||||
|
|
||||||
@@ -1226,6 +1230,7 @@ unit.millions = млн
|
|||||||
unit.billions = млрд
|
unit.billions = млрд
|
||||||
unit.shots = shots
|
unit.shots = shots
|
||||||
unit.pershot = за постріл
|
unit.pershot = за постріл
|
||||||
|
unit.perleg = per leg
|
||||||
category.purpose = Призначення
|
category.purpose = Призначення
|
||||||
category.general = Загальне
|
category.general = Загальне
|
||||||
category.power = Енергія
|
category.power = Енергія
|
||||||
|
|||||||
@@ -811,6 +811,7 @@ sectors.wave = Đợt:
|
|||||||
sectors.stored = Lưu trữ:
|
sectors.stored = Lưu trữ:
|
||||||
sectors.resume = Tiếp tục
|
sectors.resume = Tiếp tục
|
||||||
sectors.launch = Phóng
|
sectors.launch = Phóng
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d Xem Bản đệ trình
|
sectors.viewsubmission = \ue80d Xem Bản đệ trình
|
||||||
sectors.select = Chọn
|
sectors.select = Chọn
|
||||||
sectors.launchselect = Chọn đích phóng
|
sectors.launchselect = Chọn đích phóng
|
||||||
@@ -820,12 +821,11 @@ sectors.rename = Đổi tên phân khu
|
|||||||
sectors.enemybase = [scarlet]Căn cứ địch
|
sectors.enemybase = [scarlet]Căn cứ địch
|
||||||
sectors.vulnerable = [scarlet]Dễ bị tổn thất
|
sectors.vulnerable = [scarlet]Dễ bị tổn thất
|
||||||
sectors.underattack = [scarlet]Đang bị tấn công! [accent]{0}% tổn thất
|
sectors.underattack = [scarlet]Đang bị tấn công! [accent]{0}% tổn thất
|
||||||
sectors.underattack.nodamage = [scarlet]Chưa được chiếm
|
|
||||||
sectors.survives = [accent]Vượt qua {0} đợt
|
|
||||||
sectors.go = Đi
|
sectors.go = Đi
|
||||||
sector.abandon = Rời bỏ
|
sector.abandon = Rời bỏ
|
||||||
sector.abandon.confirm = Những lõi ở đây sẽ tự huỷ.\nTiếp tục chứ?
|
sector.abandon.confirm = Những lõi ở đây sẽ tự huỷ.\nTiếp tục chứ?
|
||||||
sector.curcapture = Phân khu đã được chiếm
|
sector.curcapture = Phân khu đã được chiếm
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = Phân khu đã bị mất
|
sector.curlost = Phân khu đã bị mất
|
||||||
sector.missingresources = [scarlet]Không đủ tài nguyên lõi
|
sector.missingresources = [scarlet]Không đủ tài nguyên lõi
|
||||||
sector.attacked = Phân khu [accent]{0}[white] đang bị tấn công!
|
sector.attacked = Phân khu [accent]{0}[white] đang bị tấn công!
|
||||||
@@ -1028,6 +1028,8 @@ 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 = Sát thương nghiền nát
|
stat.crushdamage = Sát thương nghiền nát
|
||||||
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
|
stat.legsplashrange = Leg Splash Range
|
||||||
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
|
||||||
@@ -1067,6 +1069,7 @@ stat.reload = Tốc độ bắn
|
|||||||
stat.ammo = Đạn
|
stat.ammo = Đạn
|
||||||
stat.shieldhealth = Độ bền khiên
|
stat.shieldhealth = Độ bền khiên
|
||||||
stat.cooldowntime = Thời gian hồi phục
|
stat.cooldowntime = Thời gian hồi phục
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
stat.explosiveness = Gây nổ
|
stat.explosiveness = Gây nổ
|
||||||
stat.basedeflectchance = Tỷ lệ phản đạn
|
stat.basedeflectchance = Tỷ lệ phản đạn
|
||||||
stat.lightningchance = Tỷ lệ phóng điện
|
stat.lightningchance = Tỷ lệ phóng điện
|
||||||
@@ -1176,6 +1179,7 @@ bar.launchcooldown = Hồi phóng
|
|||||||
bar.input = Đầu vào
|
bar.input = Đầu vào
|
||||||
bar.output = Đầu ra
|
bar.output = Đầu ra
|
||||||
bar.strength = [stat]{0}[lightgray]x sức mạnh
|
bar.strength = [stat]{0}[lightgray]x sức mạnh
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]Điều khiển bởi bộ xử lý
|
units.processorcontrol = [lightgray]Điều khiển bởi bộ xử lý
|
||||||
|
|
||||||
@@ -1226,6 +1230,7 @@ unit.millions = tr
|
|||||||
unit.billions = tỷ
|
unit.billions = tỷ
|
||||||
unit.shots = phát bắn
|
unit.shots = phát bắn
|
||||||
unit.pershot = /phát bắn
|
unit.pershot = /phát bắn
|
||||||
|
unit.perleg = per leg
|
||||||
category.purpose = Mục đích
|
category.purpose = Mục đích
|
||||||
category.general = Chung
|
category.general = Chung
|
||||||
category.power = Năng lượng
|
category.power = Năng lượng
|
||||||
|
|||||||
@@ -811,6 +811,7 @@ sectors.wave = 波次:
|
|||||||
sectors.stored = 贮存:
|
sectors.stored = 贮存:
|
||||||
sectors.resume = 继续
|
sectors.resume = 继续
|
||||||
sectors.launch = 发射
|
sectors.launch = 发射
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d 查看提交
|
sectors.viewsubmission = \ue80d 查看提交
|
||||||
sectors.select = 选择
|
sectors.select = 选择
|
||||||
sectors.launchselect = 选择发射目的地
|
sectors.launchselect = 选择发射目的地
|
||||||
@@ -820,12 +821,11 @@ sectors.rename = 重命名区块
|
|||||||
sectors.enemybase = [scarlet]敌方基地
|
sectors.enemybase = [scarlet]敌方基地
|
||||||
sectors.vulnerable = [scarlet]易受攻击
|
sectors.vulnerable = [scarlet]易受攻击
|
||||||
sectors.underattack = [scarlet]遭到攻击![accent]受损 {0}%
|
sectors.underattack = [scarlet]遭到攻击![accent]受损 {0}%
|
||||||
sectors.underattack.nodamage = [scarlet]未占领
|
|
||||||
sectors.survives = [accent]撑过 {0} 波攻击
|
|
||||||
sectors.go = 进入
|
sectors.go = 进入
|
||||||
sector.abandon = 遗弃
|
sector.abandon = 遗弃
|
||||||
sector.abandon.confirm = 该区块的核心将自毁。\n确定吗?
|
sector.abandon.confirm = 该区块的核心将自毁。\n确定吗?
|
||||||
sector.curcapture = 区块已占领
|
sector.curcapture = 区块已占领
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = 区块已失守
|
sector.curlost = 区块已失守
|
||||||
sector.missingresources = [scarlet]建造核心所需的资源不足
|
sector.missingresources = [scarlet]建造核心所需的资源不足
|
||||||
sector.attacked = 区块 [accent]{0}[white] 正在遭受攻击!
|
sector.attacked = 区块 [accent]{0}[white] 正在遭受攻击!
|
||||||
@@ -1028,6 +1028,8 @@ 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 = 碾压伤害
|
stat.crushdamage = 碾压伤害
|
||||||
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
|
stat.legsplashrange = Leg Splash Range
|
||||||
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
|
||||||
@@ -1067,6 +1069,7 @@ stat.reload = 开火速率
|
|||||||
stat.ammo = 弹药
|
stat.ammo = 弹药
|
||||||
stat.shieldhealth = 护盾容量
|
stat.shieldhealth = 护盾容量
|
||||||
stat.cooldowntime = 冷却时间
|
stat.cooldowntime = 冷却时间
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
stat.explosiveness = 爆炸性
|
stat.explosiveness = 爆炸性
|
||||||
stat.basedeflectchance = 基础反射概率
|
stat.basedeflectchance = 基础反射概率
|
||||||
stat.lightningchance = 激发闪电概率
|
stat.lightningchance = 激发闪电概率
|
||||||
@@ -1176,6 +1179,7 @@ bar.launchcooldown = 发射冷却
|
|||||||
bar.input = 输入
|
bar.input = 输入
|
||||||
bar.output = 输出
|
bar.output = 输出
|
||||||
bar.strength = [stat]{0}[lightgray]x 效率
|
bar.strength = [stat]{0}[lightgray]x 效率
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]由处理器控制
|
units.processorcontrol = [lightgray]由处理器控制
|
||||||
|
|
||||||
@@ -1226,6 +1230,7 @@ unit.millions = M
|
|||||||
unit.billions = B
|
unit.billions = B
|
||||||
unit.shots = 发
|
unit.shots = 发
|
||||||
unit.pershot = /发
|
unit.pershot = /发
|
||||||
|
unit.perleg = per leg
|
||||||
category.purpose = 用途
|
category.purpose = 用途
|
||||||
category.general = 基础
|
category.general = 基础
|
||||||
category.power = 电力
|
category.power = 电力
|
||||||
|
|||||||
@@ -811,6 +811,7 @@ sectors.wave = 波次:
|
|||||||
sectors.stored = 儲存:
|
sectors.stored = 儲存:
|
||||||
sectors.resume = 繼續
|
sectors.resume = 繼續
|
||||||
sectors.launch = 發射
|
sectors.launch = 發射
|
||||||
|
sectors.nolaunchcandidate = No Launch Sector
|
||||||
sectors.viewsubmission = \ue80d View Submissions
|
sectors.viewsubmission = \ue80d View Submissions
|
||||||
sectors.select = 選取
|
sectors.select = 選取
|
||||||
sectors.launchselect = Select Launch Destination
|
sectors.launchselect = Select Launch Destination
|
||||||
@@ -820,12 +821,11 @@ sectors.rename = 重新命名區域
|
|||||||
sectors.enemybase = [scarlet]敵方基地
|
sectors.enemybase = [scarlet]敵方基地
|
||||||
sectors.vulnerable = [scarlet]易受攻擊
|
sectors.vulnerable = [scarlet]易受攻擊
|
||||||
sectors.underattack = [scarlet]敵軍來襲! [accent]{0}% 受損
|
sectors.underattack = [scarlet]敵軍來襲! [accent]{0}% 受損
|
||||||
sectors.underattack.nodamage = [scarlet]尚未佔領
|
|
||||||
sectors.survives = [accent]存活 {0} 波次
|
|
||||||
sectors.go = 進入
|
sectors.go = 進入
|
||||||
sector.abandon = 放棄
|
sector.abandon = 放棄
|
||||||
sector.abandon.confirm = 此地區的核心將會自我銷毀\n是否繼續?
|
sector.abandon.confirm = 此地區的核心將會自我銷毀\n是否繼續?
|
||||||
sector.curcapture = 已佔領地區
|
sector.curcapture = 已佔領地區
|
||||||
|
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||||
sector.curlost = 已失去該地區
|
sector.curlost = 已失去該地區
|
||||||
sector.missingresources = [scarlet]核心資源不足
|
sector.missingresources = [scarlet]核心資源不足
|
||||||
sector.attacked = 地區 [accent]{0}[white] 遭受攻擊!
|
sector.attacked = 地區 [accent]{0}[white] 遭受攻擊!
|
||||||
@@ -1028,6 +1028,8 @@ stat.frequency = Frequency
|
|||||||
stat.targetsair = 攻擊空中目標
|
stat.targetsair = 攻擊空中目標
|
||||||
stat.targetsground = 攻擊地面目標
|
stat.targetsground = 攻擊地面目標
|
||||||
stat.crushdamage = Crush Damage
|
stat.crushdamage = Crush Damage
|
||||||
|
stat.legsplashdamage = Leg Splash Damage
|
||||||
|
stat.legsplashrange = Leg Splash Range
|
||||||
stat.itemsmoved = 移動速度
|
stat.itemsmoved = 移動速度
|
||||||
stat.launchtime = 發射間隔
|
stat.launchtime = 發射間隔
|
||||||
stat.shootrange = 範圍
|
stat.shootrange = 範圍
|
||||||
@@ -1067,6 +1069,7 @@ stat.reload = 射擊速率
|
|||||||
stat.ammo = 彈藥
|
stat.ammo = 彈藥
|
||||||
stat.shieldhealth = 護盾生命值
|
stat.shieldhealth = 護盾生命值
|
||||||
stat.cooldowntime = 冷確時間
|
stat.cooldowntime = 冷確時間
|
||||||
|
stat.regenerationrate = Regeneration Rate
|
||||||
stat.explosiveness = 爆炸性
|
stat.explosiveness = 爆炸性
|
||||||
stat.basedeflectchance = 基礎偏移量
|
stat.basedeflectchance = 基礎偏移量
|
||||||
stat.lightningchance = 燃燒機率
|
stat.lightningchance = 燃燒機率
|
||||||
@@ -1176,6 +1179,7 @@ bar.launchcooldown = 發射間隔
|
|||||||
bar.input = 輸入
|
bar.input = 輸入
|
||||||
bar.output = 輸出
|
bar.output = 輸出
|
||||||
bar.strength = [stat]{0}[lightgray]x 強度
|
bar.strength = [stat]{0}[lightgray]x 強度
|
||||||
|
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||||
|
|
||||||
units.processorcontrol = [lightgray]由微處理器控制
|
units.processorcontrol = [lightgray]由微處理器控制
|
||||||
|
|
||||||
@@ -1226,6 +1230,7 @@ unit.millions = M
|
|||||||
unit.billions = B
|
unit.billions = B
|
||||||
unit.shots = 發
|
unit.shots = 發
|
||||||
unit.pershot = /發
|
unit.pershot = /發
|
||||||
|
unit.perleg = per leg
|
||||||
category.purpose = 用途
|
category.purpose = 用途
|
||||||
category.general = 一般
|
category.general = 一般
|
||||||
category.power = 能量
|
category.power = 能量
|
||||||
|
|||||||
@@ -110,6 +110,7 @@ dsmolenaers (freesound.org)
|
|||||||
Headphaze (freesound.org)
|
Headphaze (freesound.org)
|
||||||
Michel Baradari (opengameart.org)
|
Michel Baradari (opengameart.org)
|
||||||
Michael Klier (opengameart.org)
|
Michael Klier (opengameart.org)
|
||||||
|
Lee Barkovich (opengameart.org)
|
||||||
Neoqueto (Darktech LDR Font)
|
Neoqueto (Darktech LDR Font)
|
||||||
Nikolass
|
Nikolass
|
||||||
VolasYouKnow
|
VolasYouKnow
|
||||||
|
|||||||
BIN
core/assets/maps/hidden-serpulo/162.msav
Normal file
BIN
core/assets/maps/hidden-serpulo/162.msav
Normal file
Binary file not shown.
Binary file not shown.
BIN
core/assets/maps/hidden-serpulo/20.msav
Normal file
BIN
core/assets/maps/hidden-serpulo/20.msav
Normal file
Binary file not shown.
BIN
core/assets/maps/hidden-serpulo/230.msav
Normal file
BIN
core/assets/maps/hidden-serpulo/230.msav
Normal file
Binary file not shown.
Binary file not shown.
Binary file not shown.
@@ -158,6 +158,7 @@ const UnlockEvent = Packages.mindustry.game.EventType.UnlockEvent
|
|||||||
const StateChangeEvent = Packages.mindustry.game.EventType.StateChangeEvent
|
const StateChangeEvent = Packages.mindustry.game.EventType.StateChangeEvent
|
||||||
const CoreChangeEvent = Packages.mindustry.game.EventType.CoreChangeEvent
|
const CoreChangeEvent = Packages.mindustry.game.EventType.CoreChangeEvent
|
||||||
const BuildTeamChangeEvent = Packages.mindustry.game.EventType.BuildTeamChangeEvent
|
const BuildTeamChangeEvent = Packages.mindustry.game.EventType.BuildTeamChangeEvent
|
||||||
|
const TileOverlayChangeEvent = Packages.mindustry.game.EventType.TileOverlayChangeEvent
|
||||||
const TileFloorChangeEvent = Packages.mindustry.game.EventType.TileFloorChangeEvent
|
const TileFloorChangeEvent = Packages.mindustry.game.EventType.TileFloorChangeEvent
|
||||||
const TileChangeEvent = Packages.mindustry.game.EventType.TileChangeEvent
|
const TileChangeEvent = Packages.mindustry.game.EventType.TileChangeEvent
|
||||||
const TilePreChangeEvent = Packages.mindustry.game.EventType.TilePreChangeEvent
|
const TilePreChangeEvent = Packages.mindustry.game.EventType.TilePreChangeEvent
|
||||||
@@ -185,6 +186,7 @@ const LaunchItemEvent = Packages.mindustry.game.EventType.LaunchItemEvent
|
|||||||
const SectorInvasionEvent = Packages.mindustry.game.EventType.SectorInvasionEvent
|
const SectorInvasionEvent = Packages.mindustry.game.EventType.SectorInvasionEvent
|
||||||
const SectorLoseEvent = Packages.mindustry.game.EventType.SectorLoseEvent
|
const SectorLoseEvent = Packages.mindustry.game.EventType.SectorLoseEvent
|
||||||
const SaveLoadEvent = Packages.mindustry.game.EventType.SaveLoadEvent
|
const SaveLoadEvent = Packages.mindustry.game.EventType.SaveLoadEvent
|
||||||
|
const ContentPatchLoadEvent = Packages.mindustry.game.EventType.ContentPatchLoadEvent
|
||||||
const WorldLoadEndEvent = Packages.mindustry.game.EventType.WorldLoadEndEvent
|
const WorldLoadEndEvent = Packages.mindustry.game.EventType.WorldLoadEndEvent
|
||||||
const WorldLoadBeginEvent = Packages.mindustry.game.EventType.WorldLoadBeginEvent
|
const WorldLoadBeginEvent = Packages.mindustry.game.EventType.WorldLoadBeginEvent
|
||||||
const WorldLoadEvent = Packages.mindustry.game.EventType.WorldLoadEvent
|
const WorldLoadEvent = Packages.mindustry.game.EventType.WorldLoadEvent
|
||||||
|
|||||||
@@ -18,6 +18,7 @@ void main(){
|
|||||||
vec2 coords = v_texCoords * u_resolution + u_campos;
|
vec2 coords = v_texCoords * u_resolution + u_campos;
|
||||||
|
|
||||||
float btime = u_time / 5000.0;
|
float btime = u_time / 5000.0;
|
||||||
|
vec4 orig = texture2D(u_texture, v_texCoords);
|
||||||
float noise = (texture2D(u_noise, (coords) / NSCALE + vec2(btime) * vec2(-0.9, 0.8)).r + texture2D(u_noise, (coords) / NSCALE + vec2(btime * 1.1) * vec2(0.8, -1.0)).r) / 2.0;
|
float noise = (texture2D(u_noise, (coords) / NSCALE + vec2(btime) * vec2(-0.9, 0.8)).r + texture2D(u_noise, (coords) / NSCALE + vec2(btime * 1.1) * vec2(0.8, -1.0)).r) / 2.0;
|
||||||
|
|
||||||
//TODO: pack noise texture
|
//TODO: pack noise texture
|
||||||
@@ -27,6 +28,9 @@ void main(){
|
|||||||
) - vec2(0.5)) * 8.0 / u_resolution;
|
) - vec2(0.5)) * 8.0 / u_resolution;
|
||||||
|
|
||||||
vec4 color = texture2D(u_texture, c);
|
vec4 color = texture2D(u_texture, c);
|
||||||
|
if(color.a < 0.95){
|
||||||
|
color = orig;
|
||||||
|
}
|
||||||
|
|
||||||
if(noise > 0.6){
|
if(noise > 0.6){
|
||||||
color.rgb = S2;
|
color.rgb = S2;
|
||||||
|
|||||||
Binary file not shown.
Binary file not shown.
BIN
core/assets/sounds/beams/beamHeal.ogg
Normal file
BIN
core/assets/sounds/beams/beamHeal.ogg
Normal file
Binary file not shown.
BIN
core/assets/sounds/beams/beamPlasma.ogg
Normal file
BIN
core/assets/sounds/beams/beamPlasma.ogg
Normal file
Binary file not shown.
BIN
core/assets/sounds/beams/beamPlasmaSmall.ogg
Normal file
BIN
core/assets/sounds/beams/beamPlasmaSmall.ogg
Normal file
Binary file not shown.
Binary file not shown.
Binary file not shown.
BIN
core/assets/sounds/block/acceleratorCharge.ogg
Normal file
BIN
core/assets/sounds/block/acceleratorCharge.ogg
Normal file
Binary file not shown.
BIN
core/assets/sounds/block/acceleratorConstruct.ogg
Normal file
BIN
core/assets/sounds/block/acceleratorConstruct.ogg
Normal file
Binary file not shown.
BIN
core/assets/sounds/block/acceleratorLaunch.ogg
Normal file
BIN
core/assets/sounds/block/acceleratorLaunch.ogg
Normal file
Binary file not shown.
BIN
core/assets/sounds/block/acceleratorLightning1.ogg
Normal file
BIN
core/assets/sounds/block/acceleratorLightning1.ogg
Normal file
Binary file not shown.
BIN
core/assets/sounds/block/acceleratorLightning2.ogg
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BIN
core/assets/sounds/block/acceleratorLightning2.ogg
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core/assets/sounds/block/blockBreak1.ogg
Normal file
BIN
core/assets/sounds/block/blockBreak1.ogg
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core/assets/sounds/block/blockBreak2.ogg
Normal file
BIN
core/assets/sounds/block/blockBreak2.ogg
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BIN
core/assets/sounds/block/blockBreak3.ogg
Normal file
BIN
core/assets/sounds/block/blockBreak3.ogg
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BIN
core/assets/sounds/block/blockHeal.ogg
Normal file
BIN
core/assets/sounds/block/blockHeal.ogg
Normal file
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BIN
core/assets/sounds/block/blockPlace1.ogg
Normal file
BIN
core/assets/sounds/block/blockPlace1.ogg
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BIN
core/assets/sounds/block/blockPlace2.ogg
Normal file
BIN
core/assets/sounds/block/blockPlace2.ogg
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BIN
core/assets/sounds/block/blockPlace3.ogg
Normal file
BIN
core/assets/sounds/block/blockPlace3.ogg
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core/assets/sounds/block/blockRepair.ogg
Normal file
BIN
core/assets/sounds/block/blockRepair.ogg
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core/assets/sounds/block/blockRotate.ogg
Normal file
BIN
core/assets/sounds/block/blockRotate.ogg
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BIN
core/assets/sounds/block/coreLand.ogg
Normal file
BIN
core/assets/sounds/block/coreLand.ogg
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core/assets/sounds/block/coreLaunch.ogg
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BIN
core/assets/sounds/block/coreLaunch.ogg
Normal file
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BIN
core/assets/sounds/block/door.ogg
Normal file
BIN
core/assets/sounds/block/door.ogg
Normal file
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BIN
core/assets/sounds/block/healWave.ogg
Normal file
BIN
core/assets/sounds/block/healWave.ogg
Normal file
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BIN
core/assets/sounds/block/massdriver.ogg
Normal file
BIN
core/assets/sounds/block/massdriver.ogg
Normal file
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BIN
core/assets/sounds/block/massdriverReceive.ogg
Normal file
BIN
core/assets/sounds/block/massdriverReceive.ogg
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BIN
core/assets/sounds/block/padLand.ogg
Normal file
BIN
core/assets/sounds/block/padLand.ogg
Normal file
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BIN
core/assets/sounds/block/padLaunch.ogg
Normal file
BIN
core/assets/sounds/block/padLaunch.ogg
Normal file
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BIN
core/assets/sounds/block/rockBreak.ogg
Normal file
BIN
core/assets/sounds/block/rockBreak.ogg
Normal file
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BIN
core/assets/sounds/block/shieldBreak.ogg
Normal file
BIN
core/assets/sounds/block/shieldBreak.ogg
Normal file
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BIN
core/assets/sounds/block/shieldBreakSmall.ogg
Normal file
BIN
core/assets/sounds/block/shieldBreakSmall.ogg
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BIN
core/assets/sounds/block/shieldHit.ogg
Normal file
BIN
core/assets/sounds/block/shieldHit.ogg
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BIN
core/assets/sounds/block/shieldWave.ogg
Normal file
BIN
core/assets/sounds/block/shieldWave.ogg
Normal file
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BIN
core/assets/sounds/block/shockwaveTower.ogg
Normal file
BIN
core/assets/sounds/block/shockwaveTower.ogg
Normal file
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BIN
core/assets/sounds/block/unitCreate.ogg
Normal file
BIN
core/assets/sounds/block/unitCreate.ogg
Normal file
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BIN
core/assets/sounds/block/unitCreateBig.ogg
Normal file
BIN
core/assets/sounds/block/unitCreateBig.ogg
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Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user