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@@ -125,11 +125,10 @@ dependencies{
|
||||
natives "com.github.Anuken.Arc:natives-android:$arcHash"
|
||||
natives "com.github.Anuken.Arc:natives-freetype-android:$arcHash"
|
||||
|
||||
def version;
|
||||
def highestVersion;
|
||||
def version, highestVersion
|
||||
new File((String)findSdkDir(), "/platforms").eachFileMatch ~/android-\d+/, {
|
||||
version = it.name.find(/\d+/).toInteger();
|
||||
highestVersion = version > highestVersion ? version : highestVersion;
|
||||
version = it.name.find(/\d+/).toInteger()
|
||||
highestVersion = version > highestVersion ? version : highestVersion
|
||||
}
|
||||
|
||||
def sdkFile = new File((String)findSdkDir(), "/platforms/android-${highestVersion}/android.jar")
|
||||
|
||||
@@ -183,7 +183,11 @@ public class AssetsProcess extends BaseProcessor{
|
||||
}
|
||||
|
||||
if(classname.equals("Sounds")){
|
||||
type.addField(FieldSpec.builder(ClassName.bestGuess(rtype), "none", Modifier.STATIC, Modifier.PUBLIC).initializer("new " + rtype + "()").build());
|
||||
type.addField(FieldSpec.builder(ClassName.bestGuess(rtype), "none", Modifier.STATIC, Modifier.PUBLIC).initializer("new " + rtype + "()")
|
||||
.addJavadoc("Does not play anything.").build());
|
||||
|
||||
type.addField(FieldSpec.builder(ClassName.bestGuess(rtype), "unset", Modifier.STATIC, Modifier.PUBLIC).initializer("new " + rtype + "()")
|
||||
.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());
|
||||
}
|
||||
|
||||
type.addMethod(loadBegin.build());
|
||||
|
||||
Binary file not shown.
|
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|
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|
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|
After Width: | Height: | Size: 581 B |
@@ -472,8 +472,8 @@ editor.generation = Generation
|
||||
editor.objectives = Objectives
|
||||
editor.locales = Locale Bundles
|
||||
editor.patches.guide = Patch Guide
|
||||
editor.patches = Content Patches
|
||||
editor.patch: Patchset: {0}
|
||||
editor.patches = Data Patches
|
||||
editor.patch = Patchset: {0}
|
||||
editor.patches.none = [lightgray]No patchsets loaded.
|
||||
editor.patches.errors = Patchset Errors
|
||||
editor.patches.importerror = Failed to import patchset
|
||||
@@ -814,6 +814,7 @@ sectors.wave = Wave:
|
||||
sectors.stored = Stored:
|
||||
sectors.resume = Resume
|
||||
sectors.launch = Launch
|
||||
sectors.nolaunchcandidate = No Launch Sector
|
||||
sectors.viewsubmission = \ue80d View Submission
|
||||
sectors.select = Select
|
||||
sectors.launchselect = Select Launch Destination
|
||||
@@ -822,13 +823,12 @@ sectors.redirect = Redirect Launch Pads
|
||||
sectors.rename = Rename Sector
|
||||
sectors.enemybase = [scarlet]Enemy Base
|
||||
sectors.vulnerable = [scarlet]Vulnerable
|
||||
sectors.underattack = [scarlet]Under attack! [accent]{0}% damaged
|
||||
sectors.underattack.nodamage = [scarlet]Uncaptured
|
||||
sectors.survives = [accent]Survives {0} waves
|
||||
sectors.underattack = [scarlet]Under attack!
|
||||
sectors.go = Go
|
||||
sector.abandon = Abandon
|
||||
sector.abandon.confirm = This sector's core(s) will self-destruct.\nContinue?
|
||||
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.missingresources = [scarlet]Insufficient Core Resources
|
||||
sector.attacked = Sector [accent]{0}[white] under attack!
|
||||
@@ -1031,6 +1031,8 @@ stat.frequency = Frequency
|
||||
stat.targetsair = Targets Air
|
||||
stat.targetsground = Targets Ground
|
||||
stat.crushdamage = Crush Damage
|
||||
stat.legsplashdamage = Leg Splash Damage
|
||||
stat.legsplashrange = Leg Splash Range
|
||||
stat.itemsmoved = Move Speed
|
||||
stat.launchtime = Time Between Launches
|
||||
stat.shootrange = Range
|
||||
@@ -1070,6 +1072,7 @@ stat.reload = Firing Rate
|
||||
stat.ammo = Ammo
|
||||
stat.shieldhealth = Shield Health
|
||||
stat.cooldowntime = Cooldown Time
|
||||
stat.regenerationrate = Regeneration Rate
|
||||
stat.explosiveness = Explosiveness
|
||||
stat.basedeflectchance = Base Deflect Chance
|
||||
stat.lightningchance = Lightning Chance
|
||||
@@ -1179,6 +1182,7 @@ bar.launchcooldown = Launch Cooldown
|
||||
bar.input = Input
|
||||
bar.output = Output
|
||||
bar.strength = [stat]{0}[lightgray]x strength
|
||||
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||
|
||||
units.processorcontrol = [lightgray]Processor Controlled
|
||||
|
||||
@@ -1229,6 +1233,7 @@ unit.millions = mil
|
||||
unit.billions = b
|
||||
unit.shots = shots
|
||||
unit.pershot = /shot
|
||||
unit.perleg = per leg
|
||||
category.purpose = Purpose
|
||||
category.general = General
|
||||
category.power = Power
|
||||
|
||||
@@ -811,6 +811,7 @@ sectors.wave = Хваля:
|
||||
sectors.stored = Захавана:
|
||||
sectors.resume = Працягнуць
|
||||
sectors.launch = Запусціць
|
||||
sectors.nolaunchcandidate = No Launch Sector
|
||||
sectors.viewsubmission = \ue80d View Submissions
|
||||
sectors.select = Выбраць
|
||||
sectors.launchselect = Select Launch Destination
|
||||
@@ -820,12 +821,11 @@ sectors.rename = Пераназваць Сектар
|
||||
sectors.enemybase = [scarlet]Варожая База
|
||||
sectors.vulnerable = [scarlet]Уразлівы
|
||||
sectors.underattack = [scarlet]Атакуецца! [accent]{0}% пашкоджанняў
|
||||
sectors.underattack.nodamage = [scarlet]Незахоплены
|
||||
sectors.survives = [accent]Перажыта {0} хваляў
|
||||
sectors.go = Зайсці
|
||||
sector.abandon = Пакінуць Сектар
|
||||
sector.abandon.confirm = Ядро(а) будуць самазнішчаны ў гэтым сектары.\n,Працягнуць?
|
||||
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.missingresources = [scarlet]Insufficient Core Resources
|
||||
sector.attacked = Сектар [accent]{0}[white] атакуецца!
|
||||
@@ -1028,6 +1028,8 @@ stat.frequency = Frequency
|
||||
stat.targetsair = Паветраныя мэты
|
||||
stat.targetsground = Наземныя мэты
|
||||
stat.crushdamage = Crush Damage
|
||||
stat.legsplashdamage = Leg Splash Damage
|
||||
stat.legsplashrange = Leg Splash Range
|
||||
stat.itemsmoved = Хуткасць перамяшчэння
|
||||
stat.launchtime = Інтэрвал запускаў
|
||||
stat.shootrange = Радыус дзеяння
|
||||
@@ -1067,6 +1069,7 @@ stat.reload = Стрэлы/секунду
|
||||
stat.ammo = Боепрыпасы
|
||||
stat.shieldhealth = Трываласць Шчыта
|
||||
stat.cooldowntime = Час Перазарадкі
|
||||
stat.regenerationrate = Regeneration Rate
|
||||
stat.explosiveness = Узрыўчатасць
|
||||
stat.basedeflectchance = Шанец Збоя Базы
|
||||
stat.lightningchance = Шанец Маланкі
|
||||
@@ -1176,6 +1179,7 @@ bar.launchcooldown = Затрымка Запуску
|
||||
bar.input = Уваход
|
||||
bar.output = Выхад
|
||||
bar.strength = [stat]{0}[lightgray]x strength
|
||||
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||
|
||||
units.processorcontrol = [lightgray]Кантралюецца Працэссарам
|
||||
|
||||
@@ -1226,6 +1230,7 @@ unit.millions = М.
|
||||
unit.billions = Б.
|
||||
unit.shots = shots
|
||||
unit.pershot = /стрэл
|
||||
unit.perleg = per leg
|
||||
category.purpose = Апісанне
|
||||
category.general = Асноўныя
|
||||
category.power = Энергія
|
||||
|
||||
@@ -811,6 +811,7 @@ sectors.wave = Вълна:
|
||||
sectors.stored = Съхранени:
|
||||
sectors.resume = Продължи
|
||||
sectors.launch = Изстреляй
|
||||
sectors.nolaunchcandidate = No Launch Sector
|
||||
sectors.viewsubmission = \ue80d View Submissions
|
||||
sectors.select = Избери
|
||||
sectors.launchselect = Select Launch Destination
|
||||
@@ -820,12 +821,11 @@ sectors.rename = Преименувай Зоната
|
||||
sectors.enemybase = [scarlet]Вражеска база
|
||||
sectors.vulnerable = [scarlet]Уязвима
|
||||
sectors.underattack = [scarlet]Под атака! [accent]{0}% повредена
|
||||
sectors.underattack.nodamage = [scarlet]Незавладяно
|
||||
sectors.survives = [accent]Оцелява {0} вълни
|
||||
sectors.go = Посети
|
||||
sector.abandon = Изоставяне
|
||||
sector.abandon.confirm = Ядрото(-та) в този сектор ще се самоунищожат.\nПродължаване?
|
||||
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.missingresources = [scarlet]Недостатъчно ресурси в ядрото
|
||||
sector.attacked = Зона [accent]{0}[white] е под атака!
|
||||
@@ -1028,6 +1028,8 @@ stat.frequency = Frequency
|
||||
stat.targetsair = Напада по въздух
|
||||
stat.targetsground = Напада по земя
|
||||
stat.crushdamage = Crush Damage
|
||||
stat.legsplashdamage = Leg Splash Damage
|
||||
stat.legsplashrange = Leg Splash Range
|
||||
stat.itemsmoved = Скорост на движение
|
||||
stat.launchtime = Време между изстрелванията
|
||||
stat.shootrange = Обхват
|
||||
@@ -1067,6 +1069,7 @@ stat.reload = Изстрели/Секунда
|
||||
stat.ammo = Боеприпаси
|
||||
stat.shieldhealth = Здравина на щита
|
||||
stat.cooldowntime = Време за охлаждане
|
||||
stat.regenerationrate = Regeneration Rate
|
||||
stat.explosiveness = Експлозивност
|
||||
stat.basedeflectchance = Базов шанс за отклоняване на изстрел
|
||||
stat.lightningchance = Вероятност за светкавица
|
||||
@@ -1176,6 +1179,7 @@ bar.launchcooldown = Презареждане на изстрела
|
||||
bar.input = Вход
|
||||
bar.output = Изход
|
||||
bar.strength = [stat]{0}[lightgray]x сила
|
||||
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||
|
||||
units.processorcontrol = [lightgray]Контролиран от процесор
|
||||
|
||||
@@ -1226,6 +1230,7 @@ unit.millions = млн
|
||||
unit.billions = млр
|
||||
unit.shots = shots
|
||||
unit.pershot = /изстрел
|
||||
unit.perleg = per leg
|
||||
category.purpose = Предназначение
|
||||
category.general = Обща информация
|
||||
category.power = Електричество
|
||||
|
||||
@@ -811,6 +811,7 @@ sectors.wave = Onada:
|
||||
sectors.stored = Emmagatzemat:
|
||||
sectors.resume = Continua
|
||||
sectors.launch = Llança
|
||||
sectors.nolaunchcandidate = No Launch Sector
|
||||
sectors.viewsubmission = \ue80d View Submissions
|
||||
sectors.select = Selecciona
|
||||
sectors.launchselect = Select Launch Destination
|
||||
@@ -820,12 +821,11 @@ sectors.rename = Reanomena el sector
|
||||
sectors.enemybase = [scarlet]Base enemiga
|
||||
sectors.vulnerable = [scarlet]Vulnerable
|
||||
sectors.underattack = [scarlet]Ens ataquen! [accent]{0} % danyat
|
||||
sectors.underattack.nodamage = [scarlet]Sense capturar
|
||||
sectors.survives = [accent]Aguanta {0} onades
|
||||
sectors.go = Vés-hi
|
||||
sector.abandon = Abandona
|
||||
sector.abandon.confirm = Els nuclis d’aquest sector s’autodestruiran.\nVoleu continuar?
|
||||
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.missingresources = [scarlet]Recursos insuficients al nucli
|
||||
sector.attacked = Ataquen el sector [accent]{0}[white]!
|
||||
@@ -1028,6 +1028,8 @@ stat.frequency = Frequency
|
||||
stat.targetsair = Dispara objectius aeris
|
||||
stat.targetsground = Dispara objectius terrestres
|
||||
stat.crushdamage = Crush Damage
|
||||
stat.legsplashdamage = Leg Splash Damage
|
||||
stat.legsplashrange = Leg Splash Range
|
||||
stat.itemsmoved = Velocitat de moviment
|
||||
stat.launchtime = Temps entre llançaments
|
||||
stat.shootrange = Abast
|
||||
@@ -1067,6 +1069,7 @@ stat.reload = Cadència de tir
|
||||
stat.ammo = Munició
|
||||
stat.shieldhealth = Salut de l’escut
|
||||
stat.cooldowntime = Temps de refredament
|
||||
stat.regenerationrate = Regeneration Rate
|
||||
stat.explosiveness = Explosivitat
|
||||
stat.basedeflectchance = Probabilitat base d’evasió
|
||||
stat.lightningchance = Probabilitat de llampegar
|
||||
@@ -1176,6 +1179,7 @@ bar.launchcooldown = Refredament del llançament
|
||||
bar.input = Entrada
|
||||
bar.output = Sortida
|
||||
bar.strength = [stat]{0}[lightgray]× força
|
||||
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||
|
||||
units.processorcontrol = [lightgray]Controlat pel processador
|
||||
|
||||
@@ -1226,6 +1230,7 @@ unit.millions = M
|
||||
unit.billions = kM
|
||||
unit.shots = dispars
|
||||
unit.pershot = /dispar
|
||||
unit.perleg = per leg
|
||||
category.purpose = Funció
|
||||
category.general = General
|
||||
category.power = Energia
|
||||
|
||||
@@ -811,6 +811,7 @@ sectors.wave = Vlna:
|
||||
sectors.stored = Uskladněno:
|
||||
sectors.resume = Pokračovat
|
||||
sectors.launch = Vyslat
|
||||
sectors.nolaunchcandidate = No Launch Sector
|
||||
sectors.viewsubmission = \ue80d Prohlížet příspěvky
|
||||
sectors.select = Vybrat
|
||||
sectors.launchselect = Vyber Cíl Odpalu
|
||||
@@ -820,12 +821,11 @@ sectors.rename = Přejmenovat sektor
|
||||
sectors.enemybase = [scarlet]Nepřátelská základna
|
||||
sectors.vulnerable = [scarlet]Zranitelný
|
||||
sectors.underattack = [scarlet]Pod palbou! [accent]{0}% poškozeno
|
||||
sectors.underattack.nodamage = [scarlet]Neobsazen
|
||||
sectors.survives = [accent]Přežívá již {0} vln
|
||||
sectors.go = Jdi
|
||||
sector.abandon = Opustit
|
||||
sector.abandon.confirm = Jádro(a) tohoto sektoru se zničí.\nPokračovat?
|
||||
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.missingresources = [scarlet]Nedostatečné zdroje v jádře
|
||||
sector.attacked = Sektor [accent]{0}[white] pod útokem!
|
||||
@@ -1028,6 +1028,8 @@ stat.frequency = Frekvence
|
||||
stat.targetsair = Zaměřuje vzdušné jednotky
|
||||
stat.targetsground = Zaměřuje pozemní jednotky
|
||||
stat.crushdamage = Crush Damage
|
||||
stat.legsplashdamage = Leg Splash Damage
|
||||
stat.legsplashrange = Leg Splash Range
|
||||
stat.itemsmoved = Rychlost pohybu
|
||||
stat.launchtime = Čas mezi vysláním
|
||||
stat.shootrange = Dostřel
|
||||
@@ -1067,6 +1069,7 @@ stat.reload = Střel za 1s
|
||||
stat.ammo = Střelivo
|
||||
stat.shieldhealth = Zdraví štítu
|
||||
stat.cooldowntime = Čas na zchladnutí
|
||||
stat.regenerationrate = Regeneration Rate
|
||||
stat.explosiveness = Výbušnost
|
||||
stat.basedeflectchance = Základní pravděpodobnost odražení
|
||||
stat.lightningchance = Pravděpodobnost blesku
|
||||
@@ -1176,6 +1179,7 @@ bar.launchcooldown = Prodleva Odletu
|
||||
bar.input = Vstup
|
||||
bar.output = Výstup
|
||||
bar.strength = [stat]{0}[lightgray]x síla
|
||||
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||
|
||||
units.processorcontrol = [lightgray]Procesor je ovládán[]
|
||||
|
||||
@@ -1226,6 +1230,7 @@ unit.millions = mil.
|
||||
unit.billions = mld.
|
||||
unit.shots = střely
|
||||
unit.pershot = /střela
|
||||
unit.perleg = per leg
|
||||
category.purpose = Účel
|
||||
category.general = Všeobecné
|
||||
category.power = Energie
|
||||
|
||||
@@ -811,6 +811,7 @@ sectors.wave = Wave:
|
||||
sectors.stored = Stored:
|
||||
sectors.resume = Genoptag
|
||||
sectors.launch = Affyr
|
||||
sectors.nolaunchcandidate = No Launch Sector
|
||||
sectors.viewsubmission = \ue80d View Submissions
|
||||
sectors.select = Vælg
|
||||
sectors.launchselect = Select Launch Destination
|
||||
@@ -820,12 +821,11 @@ sectors.rename = Omdøb sektor
|
||||
sectors.enemybase = [scarlet]Enemy Base
|
||||
sectors.vulnerable = [scarlet]Vulnerable
|
||||
sectors.underattack = [scarlet]Under attack! [accent]{0}% damaged
|
||||
sectors.underattack.nodamage = [scarlet]Uncaptured
|
||||
sectors.survives = [accent]Survives {0} waves
|
||||
sectors.go = Go
|
||||
sector.abandon = Abandon
|
||||
sector.abandon.confirm = This sector's core(s) will self-destruct.\nContinue?
|
||||
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.missingresources = [scarlet]Ikke nok resurser i kernen.
|
||||
sector.attacked = Sector [accent]{0}[white] under attack!
|
||||
@@ -1028,6 +1028,8 @@ stat.frequency = Frequency
|
||||
stat.targetsair = Skyder flyvere
|
||||
stat.targetsground = Skyder fodgængere
|
||||
stat.crushdamage = Crush Damage
|
||||
stat.legsplashdamage = Leg Splash Damage
|
||||
stat.legsplashrange = Leg Splash Range
|
||||
stat.itemsmoved = Bevægelseshastighed
|
||||
stat.launchtime = Tid mellem affyringer
|
||||
stat.shootrange = Rækkevidde
|
||||
@@ -1067,6 +1069,7 @@ stat.reload = Skud pr. sekund
|
||||
stat.ammo = Ammunition
|
||||
stat.shieldhealth = Skjold-helbred
|
||||
stat.cooldowntime = Nedkølingstid
|
||||
stat.regenerationrate = Regeneration Rate
|
||||
stat.explosiveness = Eksplosivitet
|
||||
stat.basedeflectchance = Grundlæggende reflektions-chance
|
||||
stat.lightningchance = Lyn-chance
|
||||
@@ -1176,6 +1179,7 @@ bar.launchcooldown = Launch Cooldown
|
||||
bar.input = Input
|
||||
bar.output = Output
|
||||
bar.strength = [stat]{0}[lightgray]x strength
|
||||
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||
|
||||
units.processorcontrol = [lightgray]Processor kontrolleret
|
||||
|
||||
@@ -1226,6 +1230,7 @@ unit.millions = mio
|
||||
unit.billions = mia
|
||||
unit.shots = shots
|
||||
unit.pershot = /shot
|
||||
unit.perleg = per leg
|
||||
category.purpose = Purpose
|
||||
category.general = Generel
|
||||
category.power = Strøm
|
||||
|
||||
@@ -811,6 +811,7 @@ sectors.wave = Welle:
|
||||
sectors.stored = Gelagert:
|
||||
sectors.resume = Weiterspielen
|
||||
sectors.launch = Start
|
||||
sectors.nolaunchcandidate = No Launch Sector
|
||||
sectors.viewsubmission = \ue80d View Submissions
|
||||
sectors.select = Auswählen
|
||||
sectors.launchselect = Ziel auswählen
|
||||
@@ -820,12 +821,11 @@ sectors.rename = Sektor umbenennen
|
||||
sectors.enemybase = [scarlet]Gegnerische Basis
|
||||
sectors.vulnerable = [scarlet]Angriffsgefährdet
|
||||
sectors.underattack = [scarlet]Wird angegriffen! [accent]{0}% geschädigt
|
||||
sectors.underattack.nodamage = [scarlet]Unerobert
|
||||
sectors.survives = [accent]Kann {0} Wellen überleben
|
||||
sectors.go = Hingehen
|
||||
sector.abandon = Aufgeben
|
||||
sector.abandon.confirm = Kern(e) von diesem Sektor werden sich selbst zerstören.\nWeiter?
|
||||
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.missingresources = [scarlet]Fehlende Kernressourcen
|
||||
sector.attacked = Sektor [accent]{0}[white] wird angegriffen!
|
||||
@@ -1028,6 +1028,8 @@ stat.frequency = Frequency
|
||||
stat.targetsair = Visiert Lufteinheiten an
|
||||
stat.targetsground = Visiert Bodeneinheiten an
|
||||
stat.crushdamage = Crush Damage
|
||||
stat.legsplashdamage = Leg Splash Damage
|
||||
stat.legsplashrange = Leg Splash Range
|
||||
stat.itemsmoved = Bewegungsgeschwindigkeit
|
||||
stat.launchtime = Zeit zwischen Starts
|
||||
stat.shootrange = Reichweite
|
||||
@@ -1067,6 +1069,7 @@ stat.reload = Schussrate
|
||||
stat.ammo = Munition
|
||||
stat.shieldhealth = Schildlebenspunkte
|
||||
stat.cooldowntime = Cooldown-Zeit
|
||||
stat.regenerationrate = Regeneration Rate
|
||||
stat.explosiveness = Sprengkraft
|
||||
stat.basedeflectchance = Grundreflektionschance
|
||||
stat.lightningchance = Blitzwahrscheinlichkeit
|
||||
@@ -1176,6 +1179,7 @@ bar.launchcooldown = Start-Cooldown
|
||||
bar.input = Input
|
||||
bar.output = Output
|
||||
bar.strength = [stat]{0}[lightgray]x Stärke
|
||||
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||
|
||||
units.processorcontrol = [lightgray]Prozessorgesteuert
|
||||
|
||||
@@ -1226,6 +1230,7 @@ unit.millions = Mio
|
||||
unit.billions = Mrd
|
||||
unit.shots = Schuss
|
||||
unit.pershot = /Schuss
|
||||
unit.perleg = per leg
|
||||
category.purpose = Beschreibung
|
||||
category.general = Allgemeines
|
||||
category.power = Strom
|
||||
|
||||
@@ -811,6 +811,7 @@ sectors.wave = Oleada:
|
||||
sectors.stored = Almacenado:
|
||||
sectors.resume = Reanudar
|
||||
sectors.launch = Lanzar
|
||||
sectors.nolaunchcandidate = No Launch Sector
|
||||
sectors.viewsubmission = \ue80d View Submissions
|
||||
sectors.select = Seleccionar
|
||||
sectors.launchselect = Select Launch Destination
|
||||
@@ -820,12 +821,11 @@ sectors.rename = Renombrar sector
|
||||
sectors.enemybase = [scarlet]Base enemiga
|
||||
sectors.vulnerable = [scarlet]Vulnerable
|
||||
sectors.underattack = [scarlet]¡Bajo ataque! [accent]{0}% dañado
|
||||
sectors.underattack.nodamage = [scarlet]No capturado
|
||||
sectors.survives = [accent]Aguantará {0} oleadas más
|
||||
sectors.go = Ir
|
||||
sector.abandon = Abandonar
|
||||
sector.abandon.confirm = Los núcleos de este sector se auto-destruirán.\n¿Continuar?
|
||||
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.missingresources = [scarlet]Recursos insuficientes en el núcleo
|
||||
sector.attacked = ¡Sector [accent]{0}[white] bajo ataque!
|
||||
@@ -1028,6 +1028,8 @@ stat.frequency = Frequency
|
||||
stat.targetsair = Apunta al aire
|
||||
stat.targetsground = Apunta a tierra
|
||||
stat.crushdamage = Crush Damage
|
||||
stat.legsplashdamage = Leg Splash Damage
|
||||
stat.legsplashrange = Leg Splash Range
|
||||
stat.itemsmoved = Velocidad de movimiento
|
||||
stat.launchtime = Tiempo entre lanzamientos
|
||||
stat.shootrange = Alcance
|
||||
@@ -1067,6 +1069,7 @@ stat.reload = Cadencia de tiro
|
||||
stat.ammo = Munición
|
||||
stat.shieldhealth = Escudo
|
||||
stat.cooldowntime = Enfriamiento
|
||||
stat.regenerationrate = Regeneration Rate
|
||||
stat.explosiveness = Explosividad
|
||||
stat.basedeflectchance = Probabilidad base de desvío
|
||||
stat.lightningchance = Probabilidad de descarga
|
||||
@@ -1176,6 +1179,7 @@ bar.launchcooldown = Recarga de lanzamiento
|
||||
bar.input = Entrada
|
||||
bar.output = Salida
|
||||
bar.strength = [stat]{0}[lightgray]x potencia
|
||||
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||
|
||||
units.processorcontrol = [lightgray]Controlado desde el procesador
|
||||
|
||||
@@ -1226,6 +1230,7 @@ unit.millions = M
|
||||
unit.billions = B
|
||||
unit.shots = shots
|
||||
unit.pershot = /disparo
|
||||
unit.perleg = per leg
|
||||
category.purpose = Objetivo
|
||||
category.general = General
|
||||
category.power = Energía
|
||||
|
||||
@@ -811,6 +811,7 @@ sectors.wave = Wave:
|
||||
sectors.stored = Stored:
|
||||
sectors.resume = Resume
|
||||
sectors.launch = Launch
|
||||
sectors.nolaunchcandidate = No Launch Sector
|
||||
sectors.viewsubmission = \ue80d View Submissions
|
||||
sectors.select = Select
|
||||
sectors.launchselect = Select Launch Destination
|
||||
@@ -820,12 +821,11 @@ sectors.rename = Rename Sector
|
||||
sectors.enemybase = [scarlet]Enemy Base
|
||||
sectors.vulnerable = [scarlet]Vulnerable
|
||||
sectors.underattack = [scarlet]Under attack! [accent]{0}% damaged
|
||||
sectors.underattack.nodamage = [scarlet]Uncaptured
|
||||
sectors.survives = [accent]Survives {0} waves
|
||||
sectors.go = Go
|
||||
sector.abandon = Abandon
|
||||
sector.abandon.confirm = This sector's core(s) will self-destruct.\nContinue?
|
||||
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.missingresources = [scarlet]Insufficient Core Resources
|
||||
sector.attacked = Sector [accent]{0}[white] under attack!
|
||||
@@ -1028,6 +1028,8 @@ stat.frequency = Frequency
|
||||
stat.targetsair = Sihib õhku
|
||||
stat.targetsground = Sihib maapinnale
|
||||
stat.crushdamage = Crush Damage
|
||||
stat.legsplashdamage = Leg Splash Damage
|
||||
stat.legsplashrange = Leg Splash Range
|
||||
stat.itemsmoved = Transportimise kiirus
|
||||
stat.launchtime = Aeg lendutõusude vahel
|
||||
stat.shootrange = Ulatus
|
||||
@@ -1067,6 +1069,7 @@ stat.reload = Lasku/s
|
||||
stat.ammo = Laskemoon
|
||||
stat.shieldhealth = Shield Health
|
||||
stat.cooldowntime = Cooldown Time
|
||||
stat.regenerationrate = Regeneration Rate
|
||||
stat.explosiveness = Explosiveness
|
||||
stat.basedeflectchance = Base Deflect Chance
|
||||
stat.lightningchance = Lightning Chance
|
||||
@@ -1176,6 +1179,7 @@ bar.launchcooldown = Launch Cooldown
|
||||
bar.input = Input
|
||||
bar.output = Output
|
||||
bar.strength = [stat]{0}[lightgray]x strength
|
||||
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||
|
||||
units.processorcontrol = [lightgray]Processor Controlled
|
||||
|
||||
@@ -1226,6 +1230,7 @@ unit.millions = mil
|
||||
unit.billions = b
|
||||
unit.shots = shots
|
||||
unit.pershot = /shot
|
||||
unit.perleg = per leg
|
||||
category.purpose = Purpose
|
||||
category.general = Üldinfo
|
||||
category.power = Energia
|
||||
|
||||
@@ -811,6 +811,7 @@ sectors.wave = Wave:
|
||||
sectors.stored = Stored:
|
||||
sectors.resume = Resume
|
||||
sectors.launch = Launch
|
||||
sectors.nolaunchcandidate = No Launch Sector
|
||||
sectors.viewsubmission = \ue80d View Submissions
|
||||
sectors.select = Select
|
||||
sectors.launchselect = Select Launch Destination
|
||||
@@ -820,12 +821,11 @@ sectors.rename = Rename Sector
|
||||
sectors.enemybase = [scarlet]Enemy Base
|
||||
sectors.vulnerable = [scarlet]Vulnerable
|
||||
sectors.underattack = [scarlet]Under attack! [accent]{0}% damaged
|
||||
sectors.underattack.nodamage = [scarlet]Uncaptured
|
||||
sectors.survives = [accent]Survives {0} waves
|
||||
sectors.go = Go
|
||||
sector.abandon = Abandon
|
||||
sector.abandon.confirm = This sector's core(s) will self-destruct.\nContinue?
|
||||
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.missingresources = [scarlet]Insufficient Core Resources
|
||||
sector.attacked = Sector [accent]{0}[white] under attack!
|
||||
@@ -1028,6 +1028,8 @@ stat.frequency = Frequency
|
||||
stat.targetsair = Airera tirokatzen du
|
||||
stat.targetsground = Lurrera tirokatzen du
|
||||
stat.crushdamage = Crush Damage
|
||||
stat.legsplashdamage = Leg Splash Damage
|
||||
stat.legsplashrange = Leg Splash Range
|
||||
stat.itemsmoved = Garraio-abiadura
|
||||
stat.launchtime = Egozketen arteko denbora
|
||||
stat.shootrange = Irismena
|
||||
@@ -1067,6 +1069,7 @@ stat.reload = Tiroak/segundoko
|
||||
stat.ammo = Munizioa
|
||||
stat.shieldhealth = Shield Health
|
||||
stat.cooldowntime = Cooldown Time
|
||||
stat.regenerationrate = Regeneration Rate
|
||||
stat.explosiveness = Explosiveness
|
||||
stat.basedeflectchance = Base Deflect Chance
|
||||
stat.lightningchance = Lightning Chance
|
||||
@@ -1176,6 +1179,7 @@ bar.launchcooldown = Launch Cooldown
|
||||
bar.input = Input
|
||||
bar.output = Output
|
||||
bar.strength = [stat]{0}[lightgray]x strength
|
||||
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||
|
||||
units.processorcontrol = [lightgray]Processor Controlled
|
||||
|
||||
@@ -1226,6 +1230,7 @@ unit.millions = mil
|
||||
unit.billions = b
|
||||
unit.shots = shots
|
||||
unit.pershot = /shot
|
||||
unit.perleg = per leg
|
||||
category.purpose = Purpose
|
||||
category.general = Orokorra
|
||||
category.power = Energia
|
||||
|
||||
@@ -811,6 +811,7 @@ sectors.wave = Taso:
|
||||
sectors.stored = Säilötty:
|
||||
sectors.resume = Jatka
|
||||
sectors.launch = Laukaise
|
||||
sectors.nolaunchcandidate = No Launch Sector
|
||||
sectors.viewsubmission = \ue80d View Submissions
|
||||
sectors.select = Valitse
|
||||
sectors.launchselect = Select Launch Destination
|
||||
@@ -820,12 +821,11 @@ sectors.rename = Nimeä sektori
|
||||
sectors.enemybase = [scarlet]Vihollistukikohta
|
||||
sectors.vulnerable = [scarlet]Haavoittuvainen
|
||||
sectors.underattack = [scarlet]Hyökkäyksen kohteena! [accent]{0}% vahingoittunut
|
||||
sectors.underattack.nodamage = [scarlet]Valtaamaton
|
||||
sectors.survives = [accent]Selviytyy {0} tasoa
|
||||
sectors.go = Siirry
|
||||
sector.abandon = Hylkää
|
||||
sector.abandon.confirm = Tämän sektorin kaikki ytimet aktivoivat itsetuhon.\nJatka?
|
||||
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.missingresources = [scarlet]Sinulla ei ole tarpeeksi resursseja.
|
||||
sector.attacked = Sektori [accent]{0}[white] on hyökkäyksen kohteena!
|
||||
@@ -1028,6 +1028,8 @@ stat.frequency = Frequency
|
||||
stat.targetsair = Hyökkää ilmaan
|
||||
stat.targetsground = Hyökkää maahan
|
||||
stat.crushdamage = Crush Damage
|
||||
stat.legsplashdamage = Leg Splash Damage
|
||||
stat.legsplashrange = Leg Splash Range
|
||||
stat.itemsmoved = Liikkumisnopeus
|
||||
stat.launchtime = Aika laukaisujen välillä
|
||||
stat.shootrange = Kantama
|
||||
@@ -1067,6 +1069,7 @@ stat.reload = Ammusta/sekunnissa
|
||||
stat.ammo = Ammus
|
||||
stat.shieldhealth = Kilven elämäpisteet
|
||||
stat.cooldowntime = Jäähtymisaika
|
||||
stat.regenerationrate = Regeneration Rate
|
||||
stat.explosiveness = Räjähdysherkkyys
|
||||
stat.basedeflectchance = Perustorjuntatodennäköisyys
|
||||
stat.lightningchance = Salamointitodennäköisyys
|
||||
@@ -1176,6 +1179,7 @@ bar.launchcooldown = Laukaisun latausaika
|
||||
bar.input = Sisääntulo
|
||||
bar.output = Ulostulo
|
||||
bar.strength = [stat]{0}[lightgray]x voimakkuus
|
||||
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||
|
||||
units.processorcontrol = [lightgray]Prosessorin hallitsema
|
||||
|
||||
@@ -1226,6 +1230,7 @@ unit.millions = milj
|
||||
unit.billions = mrd
|
||||
unit.shots = shots
|
||||
unit.pershot = /laukaisu
|
||||
unit.perleg = per leg
|
||||
category.purpose = Tarkoitus
|
||||
category.general = Yleinen
|
||||
category.power = Energia
|
||||
|
||||
@@ -811,6 +811,7 @@ sectors.wave = Mga Waves:
|
||||
sectors.stored = Stored:
|
||||
sectors.resume = Resume
|
||||
sectors.launch = I-Launch
|
||||
sectors.nolaunchcandidate = No Launch Sector
|
||||
sectors.viewsubmission = \ue80d View Submissions
|
||||
sectors.select = I-Select
|
||||
sectors.launchselect = Select Launch Destination
|
||||
@@ -820,12 +821,11 @@ sectors.rename = Palitan ang pangalan ng Sector
|
||||
sectors.enemybase = [scarlet]Enemy Base
|
||||
sectors.vulnerable = [scarlet]Vulnerable
|
||||
sectors.underattack = [scarlet]Under attack! [accent]{0}% damaged
|
||||
sectors.underattack.nodamage = [scarlet]Uncaptured
|
||||
sectors.survives = [accent]Survives {0} waves
|
||||
sectors.go = Punta
|
||||
sector.abandon = Abandonahin
|
||||
sector.abandon.confirm = Ang core (o mga core) sa sector ay mag se-self-destruct.\nSigurado ka?
|
||||
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.missingresources = [scarlet]Kulang ang mga Core Resources
|
||||
sector.attacked = Ang sector [accent]{0}[white] ay inaatake!
|
||||
@@ -1028,6 +1028,8 @@ stat.frequency = Frequency
|
||||
stat.targetsair = Tinatarget ng mga Air
|
||||
stat.targetsground = Tinatarget ng mga Ground
|
||||
stat.crushdamage = Crush Damage
|
||||
stat.legsplashdamage = Leg Splash Damage
|
||||
stat.legsplashrange = Leg Splash Range
|
||||
stat.itemsmoved = Bilis ng Pag-galaw
|
||||
stat.launchtime = Oras sa pagitan ng mga launches
|
||||
stat.shootrange = Saklaw
|
||||
@@ -1067,6 +1069,7 @@ stat.reload = Putok/Segundo
|
||||
stat.ammo = Mga Bala
|
||||
stat.shieldhealth = Health ng Kalasag
|
||||
stat.cooldowntime = Oras ng Cooldown
|
||||
stat.regenerationrate = Regeneration Rate
|
||||
stat.explosiveness = Pagkasabog
|
||||
stat.basedeflectchance = Base Deflect Chance
|
||||
stat.lightningchance = Pagkakataon ng Lightning
|
||||
@@ -1176,6 +1179,7 @@ bar.launchcooldown = Launch Cooldown
|
||||
bar.input = Input
|
||||
bar.output = Output
|
||||
bar.strength = [stat]{0}[lightgray]x strength
|
||||
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||
|
||||
units.processorcontrol = [lightgray]Processor Controlled
|
||||
|
||||
@@ -1226,6 +1230,7 @@ unit.millions = mil
|
||||
unit.billions = bil
|
||||
unit.shots = shots
|
||||
unit.pershot = /shot
|
||||
unit.perleg = per leg
|
||||
category.purpose = Ang Purpose
|
||||
category.general = Pangkalahatan
|
||||
category.power = Kuryente
|
||||
|
||||
@@ -811,6 +811,7 @@ sectors.wave = Vague :
|
||||
sectors.stored = Stockage :
|
||||
sectors.resume = Reprendre
|
||||
sectors.launch = Décoller
|
||||
sectors.nolaunchcandidate = No Launch Sector
|
||||
sectors.viewsubmission = \ue80d View Submissions
|
||||
sectors.select = Sélectionner
|
||||
sectors.launchselect = Select Launch Destination
|
||||
@@ -820,12 +821,11 @@ sectors.rename = Renommer le secteur
|
||||
sectors.enemybase = [scarlet]Base ennemie
|
||||
sectors.vulnerable = [scarlet]Vulnérable
|
||||
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
|
||||
sector.abandon = Abandonner
|
||||
sector.abandon.confirm = Les noyaux de ce secteur vont s'auto-détruire.\nContinuer ?
|
||||
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.missingresources = [scarlet]Ressources du Noyau insuffisantes !
|
||||
sector.attacked = Secteur [accent]{0}[white] attaqué !
|
||||
@@ -1028,6 +1028,8 @@ stat.frequency = Frequency
|
||||
stat.targetsair = Cibles Aériennes
|
||||
stat.targetsground = Cibles Terrestres
|
||||
stat.crushdamage = Crush Damage
|
||||
stat.legsplashdamage = Leg Splash Damage
|
||||
stat.legsplashrange = Leg Splash Range
|
||||
stat.itemsmoved = Vitesse de Déplacement
|
||||
stat.launchtime = Temps entre chaque lancement
|
||||
stat.shootrange = Portée de tir
|
||||
@@ -1067,6 +1069,7 @@ stat.reload = Cadence de tir
|
||||
stat.ammo = Munitions
|
||||
stat.shieldhealth = Santé du bouclier
|
||||
stat.cooldowntime = Temps de refroidissement
|
||||
stat.regenerationrate = Regeneration Rate
|
||||
stat.explosiveness = Explosivité
|
||||
stat.basedeflectchance = Chance de Détournement de Base
|
||||
stat.lightningchance = Chance d'Éclairs
|
||||
@@ -1176,6 +1179,7 @@ bar.launchcooldown = Délai de Lancement
|
||||
bar.input = Entrée
|
||||
bar.output = Sortie
|
||||
bar.strength = [stat]{0}[lightgray]x puissance
|
||||
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||
|
||||
units.processorcontrol = [lightgray]Contrôlé par un processeur.
|
||||
|
||||
@@ -1226,6 +1230,7 @@ unit.millions = M
|
||||
unit.billions = Md
|
||||
unit.shots = tirs
|
||||
unit.pershot = /tirs
|
||||
unit.perleg = per leg
|
||||
category.purpose = Description
|
||||
category.general = Caractéristiques
|
||||
category.power = Énergie
|
||||
|
||||
@@ -469,13 +469,13 @@ editor.generation = Előállítás
|
||||
editor.objectives = Célok
|
||||
editor.locales = Helyi csomagok
|
||||
editor.patches.guide = Útmutató a javítócsomagokhoz
|
||||
editor.patches = Tartalmi javítócsomagok
|
||||
editor.patches = Javítócsomag-adatok
|
||||
editor.patch = Javítócsomagok: {0}
|
||||
editor.patches.none = [lightgray]Nincsenek javítócsomagok betöltve.
|
||||
editor.patches.errors = Javítócsomag-hibák
|
||||
editor.patches.importerror = Nem sikerült importálni a javítócsomagot
|
||||
editor.patches.delete.confirm = Biztosan törölni szeretnéd ezt a javítócsomagot?
|
||||
editor.patch.fields = {0} mezők
|
||||
editor.patch.fields = {0} mező
|
||||
editor.worldprocessors = Világprocesszorok
|
||||
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.
|
||||
@@ -530,7 +530,7 @@ waves.units.hide = Összes elrejtése
|
||||
waves.units.show = Összes megjelenítése
|
||||
|
||||
#these are intentionally in lower case
|
||||
wavemode.counts = típusokra bontva
|
||||
wavemode.counts = típusokra bontás
|
||||
wavemode.totals = összesítés
|
||||
wavemode.health = életpontok
|
||||
|
||||
@@ -585,7 +585,7 @@ editor.exportimage = Domborzati kép exportálása
|
||||
editor.exportimage.description = Csak alapvető domborzatot tartalmazó képfájl exportálása
|
||||
editor.loadimage = Domborzat importálása
|
||||
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.mapname = Pálya neve:
|
||||
editor.overwrite = [accent]Vigyázz!\nEzzel felülírsz egy már létező pályát.
|
||||
@@ -811,6 +811,7 @@ sectors.wave = Hullám:
|
||||
sectors.stored = Tárolt nyersanyagok:
|
||||
sectors.resume = Folytatás
|
||||
sectors.launch = Kilövés
|
||||
sectors.nolaunchcandidate = Nincs kiindulási szektor a kilövéshez
|
||||
sectors.viewsubmission = \ue80d Alküldetés megtekintése
|
||||
sectors.select = Kiválasztás
|
||||
sectors.launchselect = Célállomás kiválasztása
|
||||
@@ -819,13 +820,12 @@ sectors.redirect = Kilövőállások átirányítása
|
||||
sectors.rename = Szektor átnevezése
|
||||
sectors.enemybase = [scarlet]Ellenséges bázis
|
||||
sectors.vulnerable = [scarlet]Sebezhető
|
||||
sectors.underattack = [scarlet]Támadás alatt! [accent]{0}%-ban sérült
|
||||
sectors.underattack.nodamage = [scarlet]Nincs meghódítva
|
||||
sectors.survives = [accent]Túlél {0} hullámot
|
||||
sectors.underattack = [scarlet]Támadás alatt!
|
||||
sectors.go = Visszatérés
|
||||
sector.abandon = Elhagyás
|
||||
sector.abandon.confirm = Ebben a szektorban minden támaszpontod megsemmisül.\nBiztosan feladod ezt a szektort?
|
||||
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.missingresources = [scarlet]Nincs elég nyersanyag
|
||||
sector.attacked = A(z) [accent]{0}[white] szektor támadás alatt áll!
|
||||
@@ -1028,6 +1028,8 @@ stat.frequency = Frekvencia
|
||||
stat.targetsair = Légi célpontok
|
||||
stat.targetsground = Földi célpontok
|
||||
stat.crushdamage = Zúzó sebzés
|
||||
stat.legsplashdamage = Lábbal okozott területsebzés
|
||||
stat.legsplashrange = Lábbal okozott területsebzés hatótávolsága
|
||||
stat.itemsmoved = Szállítási sebesség
|
||||
stat.launchtime = Kilövések közötti idő
|
||||
stat.shootrange = Hatótávolság
|
||||
@@ -1067,6 +1069,7 @@ stat.reload = Tüzelési sebesség
|
||||
stat.ammo = Lőszer
|
||||
stat.shieldhealth = Erőpajzs életereje
|
||||
stat.cooldowntime = Újratöltés időtartama
|
||||
stat.regenerationrate = Regenerálási sebesség
|
||||
stat.explosiveness = Robbanékonyság
|
||||
stat.basedeflectchance = Alap hárítási esély
|
||||
stat.lightningchance = Villámlás esélye
|
||||
@@ -1176,6 +1179,7 @@ bar.launchcooldown = Kilövés visszaszámlálása
|
||||
bar.input = Bemenet
|
||||
bar.output = Kimenet
|
||||
bar.strength = [stat]{0}[lightgray]x erő
|
||||
bar.regenerationrate = [stat]{0}/mp[lightgray] regenerálási sebesség
|
||||
|
||||
units.processorcontrol = [lightgray]Processzorvezérelt
|
||||
|
||||
@@ -1226,6 +1230,7 @@ unit.millions = mil
|
||||
unit.billions = Mrd
|
||||
unit.shots = lövés
|
||||
unit.pershot = /lövés
|
||||
unit.perleg = /láb
|
||||
category.purpose = Rendeltetés
|
||||
category.general = Általános
|
||||
category.power = Áram
|
||||
@@ -1469,7 +1474,7 @@ rules.placerangecheck = Elhelyezési tartomány ellenőrzése
|
||||
rules.enemyCheat = Végtelen ellenséges csapaterőforrások
|
||||
rules.blockhealthmultiplier = Épület életpontszorzója
|
||||
rules.blockdamagemultiplier = Épület sebzésszorzója
|
||||
rules.unitbuildspeedmultiplier = Egységgyártás sebességének szorzója
|
||||
rules.unitbuildspeedmultiplier = Egységgyártás sebességszorzója
|
||||
rules.unitcostmultiplier = Egység költségszorzója
|
||||
rules.unithealthmultiplier = Egység életpontszorzója
|
||||
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.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.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.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.
|
||||
|
||||
@@ -98,7 +98,7 @@ level.highscore = Nilai Tertinggi: [accent]{0}
|
||||
level.select = Pilih Level
|
||||
level.mode = Mode Permainan:
|
||||
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.button = Basis Data
|
||||
viewfields = Lihat Bidang Konten
|
||||
@@ -131,7 +131,7 @@ committingchanges = Membuat Perubahan
|
||||
done = Selesai
|
||||
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.name = Mod:
|
||||
mods.none = [lightgray]Tidak ada mod yang ditemukan!
|
||||
@@ -429,7 +429,7 @@ saveimage = Simpan Gambar
|
||||
unknown = Tidak diketahui
|
||||
custom = Modifikasi
|
||||
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.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.
|
||||
@@ -468,8 +468,8 @@ editor.rules = Peraturan:
|
||||
editor.generation = Generasi:
|
||||
editor.objectives = Tujuan
|
||||
editor.locales = Paket Lokal
|
||||
editor.patches.guide = Panduan Patch Konten
|
||||
editor.patches = Patch Konten
|
||||
editor.patches.guide = Panduan Patch Data
|
||||
editor.patches = Patch Data
|
||||
editor.patch = Patchset: {0}
|
||||
editor.patches.none = [lightgray]Tidak ada patchset yang dimuat.
|
||||
editor.patches.errors = Daftar Patchset Error
|
||||
@@ -811,6 +811,7 @@ sectors.wave = Gelombang:
|
||||
sectors.stored = Terisi:
|
||||
sectors.resume = Lanjutkan
|
||||
sectors.launch = Luncurkan
|
||||
sectors.nolaunchcandidate = No Launch Sector
|
||||
sectors.viewsubmission = \ue80d Lihat Kiriman
|
||||
sectors.select = Pilih
|
||||
sectors.launchselect = Pilih Destinasi Peluncuran
|
||||
@@ -819,13 +820,12 @@ sectors.redirect = Arahkan Ulang Alas Peluncur
|
||||
sectors.rename = Ganti Nama Sektor
|
||||
sectors.enemybase = [scarlet]Markas Musuh
|
||||
sectors.vulnerable = [scarlet]Rawan diserang
|
||||
sectors.underattack = [scarlet]Dalam Serangan! [accent]Damage sebesar {0}%
|
||||
sectors.underattack.nodamage = [scarlet]Belum Dikuasai
|
||||
sectors.survives = [accent]Bertahan sebanyak {0} gelombang
|
||||
sectors.underattack = [scarlet]Dalam Serangan!
|
||||
sectors.go = Mulai
|
||||
sector.abandon = Tinggalkan
|
||||
sector.abandon.confirm = Inti di sektor ini akan meledak secara sendirinya.\nLanjutkan?
|
||||
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.missingresources = [scarlet]Sumber Daya Inti Tidak Cukup
|
||||
sector.attacked = Sektor [accent]{0}[white] sedang diserang!
|
||||
@@ -989,10 +989,10 @@ settings.controls = Kontrol
|
||||
settings.game = Permainan
|
||||
settings.sound = Suara
|
||||
settings.graphics = Grafik
|
||||
settings.cleardata = Hapus Data Permainan...
|
||||
settings.clear.confirm = Anda yakin ingin menghapus 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.clearsaves.confirm = Anda yakin ingin menghapus semua simpanan?
|
||||
settings.cleardata = Bersihkan Data Permainan...
|
||||
settings.clear.confirm = Anda yakin ingin membersihkan data ini?\nApa yang sudah dilakukan tidak dapat dibatalkan!
|
||||
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 membersihkan semua simpanan?
|
||||
settings.clearsaves = Bersihkan Simpanan
|
||||
settings.clearresearch = Bersihkan Penelitian
|
||||
settings.clearresearch.confirm = Apakah Anda yakin ingin membersihkan semua penelitian kampanye?
|
||||
@@ -1028,8 +1028,10 @@ stat.frequency = Frekuensi
|
||||
stat.targetsair = Target Udara
|
||||
stat.targetsground = Target Darat
|
||||
stat.crushdamage = Damage Benturan
|
||||
stat.legsplashdamage = Damage Percikan Kaki
|
||||
stat.legsplashrange = Jarak Percikan Kaki
|
||||
stat.itemsmoved = Kecepatan Barang
|
||||
stat.launchtime = Waktu Antara Peluncuran
|
||||
stat.launchtime = Selang Waktu Peluncuran
|
||||
stat.shootrange = Jarak
|
||||
stat.size = Ukuran
|
||||
stat.displaysize = Ukuran Tampilan
|
||||
@@ -1039,12 +1041,12 @@ stat.linkrange = Jarak Tautan
|
||||
stat.instructions = Instruksi
|
||||
stat.powerconnections = Batas Sambungan
|
||||
stat.poweruse = Penggunaan Tenaga
|
||||
stat.powerdamage = Tenaga/Tembakan
|
||||
stat.powerdamage = Tenaga/Damage
|
||||
stat.itemcapacity = Kapasitas Item
|
||||
stat.memorycapacity = Kapasitas Memori
|
||||
stat.basepowergeneration = Dasar Generasi Tenaga
|
||||
stat.basepowergeneration = Produksi Tenaga Dasar
|
||||
stat.productiontime = Waktu Produksi
|
||||
stat.repairtime = Waktu Perbaikan Blok Penuh
|
||||
stat.repairtime = Waktu Penuh Perbaikan Blok
|
||||
stat.repairspeed = Kecepatan Perbaikan
|
||||
stat.weapons = Senjata
|
||||
stat.bullet = Peluru
|
||||
@@ -1063,10 +1065,11 @@ stat.maxconsecutive = Batas Konsekutif
|
||||
stat.buildcost = Biaya Bangunan
|
||||
stat.inaccuracy = Melenceng
|
||||
stat.shots = Tembakan
|
||||
stat.reload = Kecepatan Penembakan
|
||||
stat.reload = Laju Penembakan
|
||||
stat.ammo = Amunisi
|
||||
stat.shieldhealth = Nyawa Perisai
|
||||
stat.cooldowntime = Waktu Pendinginan
|
||||
stat.regenerationrate = Laju Pemulihan
|
||||
stat.explosiveness = Daya Ledak
|
||||
stat.basedeflectchance = Peluang Defleksi Dasar
|
||||
stat.lightningchance = Peluang Menghasilkan Petir
|
||||
@@ -1075,7 +1078,7 @@ stat.flammability = Daya Bakar
|
||||
stat.radioactivity = Daya Radioaktif
|
||||
stat.charge = Setruman
|
||||
stat.heatcapacity = Kapasitas Panas
|
||||
stat.viscosity = Kelekatan
|
||||
stat.viscosity = Kekentalan
|
||||
stat.temperature = Suhu
|
||||
stat.speed = Kecepatan
|
||||
stat.buildspeed = Kecepatan Membangun
|
||||
@@ -1092,7 +1095,7 @@ stat.healthmultiplier = Penggandaan Nyawa
|
||||
stat.speedmultiplier = Penggandaan Kecepatan
|
||||
stat.reloadmultiplier = Penggandaan Isi Ulang
|
||||
stat.buildspeedmultiplier = Penggandaan Kecepatan Membangun
|
||||
stat.reactive = Reaksi
|
||||
stat.reactive = Reaktif
|
||||
stat.immunities = Kekebalan
|
||||
stat.healing = Menyembuhkan
|
||||
stat.efficiency = [stat]{0}% Efisiensi
|
||||
@@ -1105,23 +1108,23 @@ ability.statusfield = Bidang Status
|
||||
ability.statusfield.description = Menerapkan efek status ke unit terdekat
|
||||
ability.unitspawn = Pabrik
|
||||
ability.unitspawn.description = Membangun unit
|
||||
ability.shieldregenfield = Bidang Regenerasi Perisai
|
||||
ability.shieldregenfield.description = Meregenerasi perisai unit di sekitarnya
|
||||
ability.shieldregenfield = Bidang Pemulihan Perisai
|
||||
ability.shieldregenfield.description = Memulihkan perisai unit di sekitarnya
|
||||
ability.movelightning = Pergerakan Petir
|
||||
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.shieldarc = Perisai Busur
|
||||
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.energyfield = Bidang Energi
|
||||
ability.energyfield.description = Menyengat musuh di sekitar
|
||||
ability.energyfield.healdescription = Menyengat musuh di sekitar dan menyembuhkan sekutu
|
||||
ability.regen = Regenerasi Diri Sendiri
|
||||
ability.regen.description = Meregenerasi nyawa sendiri secara terus menerus
|
||||
ability.energyfield.healdescription = Menyengat musuh di sekitar dan memulihkan unit sekutu
|
||||
ability.regen = Pemulihan Diri Sendiri
|
||||
ability.regen.description = Memulihkan nyawa diri sendiri secara terus menerus
|
||||
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.description = Melepaskan unit saat mati
|
||||
ability.liquidexplode = Kematian-Tumpahkan
|
||||
@@ -1176,6 +1179,7 @@ bar.launchcooldown = Jeda Peluncuran
|
||||
bar.input = Masukan
|
||||
bar.output = Keluaran
|
||||
bar.strength = [stat]{0}[lightgray]x penguatan
|
||||
bar.regenerationrate = [stat]{0}/sec[lightgray] waktu pulih
|
||||
|
||||
units.processorcontrol = [lightgray]Dikendalikan Prosesor
|
||||
|
||||
@@ -1185,7 +1189,7 @@ bullet.incendiary = [stat]membakar
|
||||
bullet.homing = [stat]mengejar
|
||||
bullet.armorpierce = [stat]menembus pelindung
|
||||
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.frags = [stat]{0}[lightgray]x pecahan:
|
||||
bullet.lightning = [stat]{0}[lightgray]x petir ~ [stat]{1}[lightgray] damage
|
||||
@@ -1226,6 +1230,7 @@ unit.millions = jt
|
||||
unit.billions = m
|
||||
unit.shots = tembakan
|
||||
unit.pershot = /tembakan
|
||||
unit.perleg = per kaki
|
||||
category.purpose = Kegunaan
|
||||
category.general = Umum
|
||||
category.power = Tenaga
|
||||
@@ -1436,7 +1441,7 @@ rules.hidebannedblocks = Sembunyikan Blok Terlarang
|
||||
rules.infiniteresources = Sumber Daya Tak Terbatas
|
||||
rules.fillitems = Isi Inti Dengan Sumber Daya
|
||||
rules.onlydepositcore = Hanya Izinkan Penyetoran Inti
|
||||
rules.derelictrepair = Izinkan Perbaikan Blok
|
||||
rules.derelictrepair = Izinkan Perbaikan Blok
|
||||
rules.reactorexplosions = Ledakan Reaktor
|
||||
rules.coreincinerates = Penghangusan Luapan Inti
|
||||
rules.disableworldprocessors = Nonaktifkan Prosesor Dunia
|
||||
@@ -1976,7 +1981,7 @@ block.regen-projector.name = Proyektor Penyembuhan
|
||||
block.shockwave-tower.name = Menara Gelombang Kejut
|
||||
block.shield-projector.name = Proyektor Perisai
|
||||
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.underflow-duct.name = Pipa Luapan Terbalik
|
||||
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.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.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.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.
|
||||
@@ -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.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.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.zone1 = Ini adalah zona pendaratan musuh.
|
||||
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.enemies = Musuh datang, bersiaplah untuk bertahan.
|
||||
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.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.
|
||||
@@ -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.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.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.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.
|
||||
@@ -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.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.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.
|
||||
|
||||
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.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.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.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.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-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.
|
||||
@@ -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.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.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-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.
|
||||
@@ -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.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.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.minke.description = Menembak cangkang pembakar dan peluru standar ke target darat.
|
||||
unit.bryde.description = Menembak artileri jarak jauh dan misil ke arah musuh.
|
||||
|
||||
@@ -811,6 +811,7 @@ sectors.wave = Ondata:
|
||||
sectors.stored = Immagazzinato:
|
||||
sectors.resume = Riprendi
|
||||
sectors.launch = Lancia
|
||||
sectors.nolaunchcandidate = No Launch Sector
|
||||
sectors.viewsubmission = \ue80d View Submissions
|
||||
sectors.select = Seleziona
|
||||
sectors.launchselect = Select Launch Destination
|
||||
@@ -820,12 +821,11 @@ sectors.rename = Rinomina Settore
|
||||
sectors.enemybase = [scarlet]Base Nemica
|
||||
sectors.vulnerable = [scarlet]Vulnerabile
|
||||
sectors.underattack = [scarlet]Sotto attacco! [accent]{0}% danneggiato
|
||||
sectors.underattack.nodamage = [scarlet]Non catturato
|
||||
sectors.survives = [accent]Sopravvissuto a {0} ondate
|
||||
sectors.go = Lancia
|
||||
sector.abandon = Abbandona
|
||||
sector.abandon.confirm = Il nucleo/i di questo settore si auto-distruggeranno.\nContinuare?
|
||||
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.missingresources = [scarlet]Risorse del Nucleo Insufficienti
|
||||
sector.attacked = Settore [accent]{0}[white] sotto attacco!
|
||||
@@ -1028,6 +1028,8 @@ stat.frequency = Frequency
|
||||
stat.targetsair = Attacca Nemici Aerei
|
||||
stat.targetsground = Attacca Nemici Terreni
|
||||
stat.crushdamage = Crush Damage
|
||||
stat.legsplashdamage = Leg Splash Damage
|
||||
stat.legsplashrange = Leg Splash Range
|
||||
stat.itemsmoved = Velocità
|
||||
stat.launchtime = Tempo tra Lanci
|
||||
stat.shootrange = Raggio
|
||||
@@ -1067,6 +1069,7 @@ stat.reload = Cadenza
|
||||
stat.ammo = Munizioni
|
||||
stat.shieldhealth = Integrità Scudo
|
||||
stat.cooldowntime = Tempo Raffreddamento
|
||||
stat.regenerationrate = Regeneration Rate
|
||||
stat.explosiveness = Esplosività
|
||||
stat.basedeflectchance = Probabilità di Deviazione
|
||||
stat.lightningchance = Probabilità di Fulmine
|
||||
@@ -1176,6 +1179,7 @@ bar.launchcooldown = Tempo rimanente al lancio
|
||||
bar.input = Entrata
|
||||
bar.output = Uscita
|
||||
bar.strength = [stat]{0}[lightgray]x forza
|
||||
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||
|
||||
units.processorcontrol = [lightgray]Controllato dal Processore
|
||||
|
||||
@@ -1226,6 +1230,7 @@ unit.millions = mln
|
||||
unit.billions = mld
|
||||
unit.shots = shots
|
||||
unit.pershot = /colpo
|
||||
unit.perleg = per leg
|
||||
category.purpose = Scopo
|
||||
category.general = Generali
|
||||
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.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.soft = (optional)
|
||||
mod.dependencies.download = Import
|
||||
mod.dependencies.downloadreq = Import Required
|
||||
mod.dependencies.downloadall = Import All
|
||||
mod.dependencies.status = Import Results
|
||||
mod.dependencies.success = Successfully downloaded:
|
||||
mod.dependencies.failure = Failed to download:
|
||||
mod.dependencies.imported = This mod requires dependencies. Download?
|
||||
mod.dependencies.error = [scarlet]必須の依存関係が不足しています
|
||||
mod.dependencies.soft = (任意)
|
||||
mod.dependencies.download = インポート
|
||||
mod.dependencies.downloadreq = 必須インポート
|
||||
mod.dependencies.downloadall = すべてインポート
|
||||
mod.dependencies.status = インポート結果
|
||||
mod.dependencies.success = ダウンロードに成功しました:
|
||||
mod.dependencies.failure = ダウンロードに失敗しました:
|
||||
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
|
||||
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?
|
||||
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?
|
||||
votekick.reason = Vote-Kick Reason
|
||||
votekick.reason.message = Are you sure you want to vote-kick "{0}[white]"?\nIf yes, please enter the reason:
|
||||
votekick.reason = キックの理由
|
||||
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.ip = アドレス:
|
||||
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.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.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}[])
|
||||
connecting = [accent]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...
|
||||
server.port = ポート:
|
||||
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}
|
||||
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?
|
||||
@@ -352,9 +352,9 @@ save.wave = ウェーブ {0}
|
||||
save.mode = ゲームモード: {0}
|
||||
save.date = 最終保存日時: {0}
|
||||
save.playtime = プレイ時間: {0}
|
||||
dontshowagain = Don't show again
|
||||
warn.32bit.title = 32-bit Deprecation Warning
|
||||
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.
|
||||
dontshowagain = 今後表示しない
|
||||
warn.32bit.title = 32ビット非推奨に関する警告
|
||||
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
|
||||
confirm = 確認
|
||||
delete = 削除
|
||||
@@ -811,6 +811,7 @@ sectors.wave = ウェーブ:
|
||||
sectors.stored = コアの資源:
|
||||
sectors.resume = 再開
|
||||
sectors.launch = 打ち上げ
|
||||
sectors.nolaunchcandidate = No Launch Sector
|
||||
sectors.viewsubmission = \ue80d View Submissions
|
||||
sectors.select = 選択
|
||||
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.vulnerable = [scarlet]脆弱
|
||||
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
|
||||
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.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.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!
|
||||
@@ -1028,6 +1028,8 @@ stat.frequency = Frequency
|
||||
stat.targetsair = 対空攻撃
|
||||
stat.targetsground = 対地攻撃
|
||||
stat.crushdamage = Crush Damage
|
||||
stat.legsplashdamage = Leg Splash Damage
|
||||
stat.legsplashrange = Leg Splash Range
|
||||
stat.itemsmoved = 輸送速度
|
||||
stat.launchtime = 発射の待機時間
|
||||
stat.shootrange = 範囲
|
||||
@@ -1067,6 +1069,7 @@ stat.reload = 再装填速度
|
||||
stat.ammo = 弾薬
|
||||
stat.shieldhealth = シールド
|
||||
stat.cooldowntime = クールタイム
|
||||
stat.regenerationrate = Regeneration Rate
|
||||
stat.explosiveness = 爆発性
|
||||
stat.basedeflectchance = 反射確率
|
||||
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.output = 出力
|
||||
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
|
||||
|
||||
@@ -1221,11 +1225,12 @@ unit.multiplier = x
|
||||
unit.percent = %
|
||||
unit.shieldhealth = シールド
|
||||
unit.items = アイテム
|
||||
unit.thousands = 千
|
||||
unit.millions = 十万
|
||||
unit.billions = 十億
|
||||
unit.thousands = k
|
||||
unit.millions = mil
|
||||
unit.billions = b
|
||||
unit.shots = 発
|
||||
unit.pershot = /発
|
||||
unit.perleg = per leg
|
||||
category.purpose = 説明
|
||||
category.general = 一般
|
||||
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.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.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.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.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.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.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.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.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。
|
||||
@@ -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.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.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.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.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.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
|
||||
database = 코어 데이터베이스
|
||||
database.button = 데이터베이스
|
||||
viewfields = View Content Fields
|
||||
viewfields = 콘텐츠 필드 보기
|
||||
savegame = 게임 저장
|
||||
loadgame = 게임 불러오기
|
||||
joingame = 서버 참여
|
||||
@@ -468,8 +468,8 @@ editor.rules = 규칙
|
||||
editor.generation = 지형 생성
|
||||
editor.objectives = 목표
|
||||
editor.locales = 로케일 번들
|
||||
editor.patches.guide = Patch Guide
|
||||
editor.patches = 콘텐츠 패치
|
||||
editor.patches.guide = 패치 가이드
|
||||
editor.patches = 데이터 패치
|
||||
editor.patch = 패치셋: {0}
|
||||
editor.patches.none = [lightgray]패치셋이 로드되지 않음.
|
||||
editor.patches.errors = 패치셋 에러
|
||||
@@ -811,6 +811,7 @@ sectors.wave = 단계:
|
||||
sectors.stored = 저장량:
|
||||
sectors.resume = 재개
|
||||
sectors.launch = 출격
|
||||
sectors.nolaunchcandidate = No Launch Sector
|
||||
sectors.viewsubmission = \ue80d 제출물 보기
|
||||
sectors.select = 선택
|
||||
sectors.launchselect = 발사 대상 선택
|
||||
@@ -820,12 +821,11 @@ sectors.rename = 지역 이름 변경하기
|
||||
sectors.enemybase = [scarlet]적 기지[]
|
||||
sectors.vulnerable = [scarlet]취약함[]
|
||||
sectors.underattack = [scarlet]공격받고 있습니다! [accent]{0}% 손상됨[]
|
||||
sectors.underattack.nodamage = [scarlet]점령되지 않음
|
||||
sectors.survives = [accent]{0} 단계 버팀[]
|
||||
sectors.go = 진입
|
||||
sector.abandon = 포기
|
||||
sector.abandon.confirm = 이 지역의 코어가 자폭합니다.\n계속하시겠습니까?
|
||||
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.missingresources = [scarlet]코어 자원 부족[]
|
||||
sector.attacked = [accent]{0}[white] 지역이 공격받고 있습니다![]
|
||||
@@ -1028,6 +1028,8 @@ stat.frequency = 빈도
|
||||
stat.targetsair = 공중 조준
|
||||
stat.targetsground = 지상 조준
|
||||
stat.crushdamage = 파쇄 피해
|
||||
stat.legsplashdamage = 다리 짓밟기 피해
|
||||
stat.legsplashrange = 다리 짓밟기 피해 범위
|
||||
stat.itemsmoved = 이동 속도
|
||||
stat.launchtime = 출격 간격
|
||||
stat.shootrange = 사거리
|
||||
@@ -1067,6 +1069,7 @@ stat.reload = 발사 주기
|
||||
stat.ammo = 탄약
|
||||
stat.shieldhealth = 보호막 내구도
|
||||
stat.cooldowntime = 쿨타임
|
||||
stat.regenerationrate = 재생률
|
||||
stat.explosiveness = 폭발성
|
||||
stat.basedeflectchance = 기본 반사 확률
|
||||
stat.lightningchance = 전격 생성 확률
|
||||
@@ -1176,6 +1179,7 @@ bar.launchcooldown = 발사 대기시간
|
||||
bar.input = 입력
|
||||
bar.output = 출력
|
||||
bar.strength = [stat]{0}[lightgray]x 치료 속도[][]
|
||||
bar.regenerationrate = [stat]{0}/초[lightgray] 재생률
|
||||
|
||||
units.processorcontrol = [lightgray]프로세서 제어됨[]
|
||||
|
||||
@@ -1226,6 +1230,7 @@ unit.millions = m
|
||||
unit.billions = b
|
||||
unit.shots = 발
|
||||
unit.pershot = /발
|
||||
unit.perleg = /다리
|
||||
category.purpose = 목적
|
||||
category.general = 일반
|
||||
category.power = 전력
|
||||
|
||||
@@ -811,6 +811,7 @@ sectors.wave = Wave:
|
||||
sectors.stored = Stored:
|
||||
sectors.resume = Resume
|
||||
sectors.launch = Launch
|
||||
sectors.nolaunchcandidate = No Launch Sector
|
||||
sectors.viewsubmission = \ue80d View Submissions
|
||||
sectors.select = Select
|
||||
sectors.launchselect = Select Launch Destination
|
||||
@@ -820,12 +821,11 @@ sectors.rename = Rename Sector
|
||||
sectors.enemybase = [scarlet]Enemy Base
|
||||
sectors.vulnerable = [scarlet]Vulnerable
|
||||
sectors.underattack = [scarlet]Under attack! [accent]{0}% damaged
|
||||
sectors.underattack.nodamage = [scarlet]Uncaptured
|
||||
sectors.survives = [accent]Survives {0} waves
|
||||
sectors.go = Go
|
||||
sector.abandon = Abandon
|
||||
sector.abandon.confirm = This sector's core(s) will self-destruct.\nContinue?
|
||||
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.missingresources = [scarlet]Insufficient Core Resources
|
||||
sector.attacked = Sector [accent]{0}[white] under attack!
|
||||
@@ -1028,6 +1028,8 @@ stat.frequency = Frequency
|
||||
stat.targetsair = Šaudo į oro taikinius
|
||||
stat.targetsground = Šaudo į žemės taikinius
|
||||
stat.crushdamage = Crush Damage
|
||||
stat.legsplashdamage = Leg Splash Damage
|
||||
stat.legsplashrange = Leg Splash Range
|
||||
stat.itemsmoved = Judėjimo Greitis
|
||||
stat.launchtime = Laikas Tarp Paleidimų
|
||||
stat.shootrange = Atstumas
|
||||
@@ -1067,6 +1069,7 @@ stat.reload = Šūviai per sekundę
|
||||
stat.ammo = Šoviniai
|
||||
stat.shieldhealth = Shield Health
|
||||
stat.cooldowntime = Cooldown Time
|
||||
stat.regenerationrate = Regeneration Rate
|
||||
stat.explosiveness = Explosiveness
|
||||
stat.basedeflectchance = Base Deflect Chance
|
||||
stat.lightningchance = Lightning Chance
|
||||
@@ -1176,6 +1179,7 @@ bar.launchcooldown = Launch Cooldown
|
||||
bar.input = Įeiga
|
||||
bar.output = Išeiga
|
||||
bar.strength = [stat]{0}[lightgray]x strength
|
||||
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||
|
||||
units.processorcontrol = [lightgray]Processor Controlled
|
||||
|
||||
@@ -1226,6 +1230,7 @@ unit.millions = mil
|
||||
unit.billions = b
|
||||
unit.shots = shots
|
||||
unit.pershot = /shot
|
||||
unit.perleg = per leg
|
||||
category.purpose = Purpose
|
||||
category.general = Bendra
|
||||
category.power = Energija
|
||||
|
||||
@@ -811,6 +811,7 @@ sectors.wave = Golf:
|
||||
sectors.stored = Opgeslagen:
|
||||
sectors.resume = Doorgaan
|
||||
sectors.launch = Lanceer
|
||||
sectors.nolaunchcandidate = No Launch Sector
|
||||
sectors.viewsubmission = \ue80d View Submissions
|
||||
sectors.select = Selecteer
|
||||
sectors.launchselect = Select Launch Destination
|
||||
@@ -820,12 +821,11 @@ sectors.rename = Hernoem Sector
|
||||
sectors.enemybase = [scarlet]Vijandelijke Basis
|
||||
sectors.vulnerable = [scarlet]Kwetsbaar
|
||||
sectors.underattack = [scarlet]Onder vuur! [accent]{0}% beschadigd
|
||||
sectors.underattack.nodamage = [scarlet]Onoverwonnen
|
||||
sectors.survives = [accent]Overleeft {0} waves
|
||||
sectors.go = Ga
|
||||
sector.abandon = Verlaat
|
||||
sector.abandon.confirm = De core(s) van deze sector zal(zullen) zichzelf vernietigen. Doorgaan?
|
||||
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.missingresources = [scarlet]Onvoeldoende Materialen in Core
|
||||
sector.attacked = Sector [accent]{0}[white] onder vuur!
|
||||
@@ -1028,6 +1028,8 @@ stat.frequency = Frequency
|
||||
stat.targetsair = Luchtdoelwitten
|
||||
stat.targetsground = Gronddoelwitten
|
||||
stat.crushdamage = Crush Damage
|
||||
stat.legsplashdamage = Leg Splash Damage
|
||||
stat.legsplashrange = Leg Splash Range
|
||||
stat.itemsmoved = Beweegingssnelheid
|
||||
stat.launchtime = Tijd tussen lanceringen
|
||||
stat.shootrange = Bereik
|
||||
@@ -1067,6 +1069,7 @@ stat.reload = Schoten/Seconde
|
||||
stat.ammo = Ammunitie
|
||||
stat.shieldhealth = Schild Levenspunten
|
||||
stat.cooldowntime = Afkoelingsperiode
|
||||
stat.regenerationrate = Regeneration Rate
|
||||
stat.explosiveness = Explosiviteit
|
||||
stat.basedeflectchance = Basis Afbuigingskans
|
||||
stat.lightningchance = Bliksemkans
|
||||
@@ -1176,6 +1179,7 @@ bar.launchcooldown = Lancering Afkoelingstijd
|
||||
bar.input = Invoer
|
||||
bar.output = Uitvoer
|
||||
bar.strength = [stat]{0}[lightgray]x sterkte
|
||||
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||
|
||||
units.processorcontrol = [lightgray]Processor Gestuurd
|
||||
|
||||
@@ -1226,6 +1230,7 @@ unit.millions = mln
|
||||
unit.billions = mjd
|
||||
unit.shots = shots
|
||||
unit.pershot = /schot
|
||||
unit.perleg = per leg
|
||||
category.purpose = Doel
|
||||
category.general = Algemeen
|
||||
category.power = Stroom
|
||||
|
||||
@@ -811,6 +811,7 @@ sectors.wave = Wave:
|
||||
sectors.stored = Stored:
|
||||
sectors.resume = Resume
|
||||
sectors.launch = Launch
|
||||
sectors.nolaunchcandidate = No Launch Sector
|
||||
sectors.viewsubmission = \ue80d View Submissions
|
||||
sectors.select = Select
|
||||
sectors.launchselect = Select Launch Destination
|
||||
@@ -820,12 +821,11 @@ sectors.rename = Rename Sector
|
||||
sectors.enemybase = [scarlet]Enemy Base
|
||||
sectors.vulnerable = [scarlet]Vulnerable
|
||||
sectors.underattack = [scarlet]Under attack! [accent]{0}% damaged
|
||||
sectors.underattack.nodamage = [scarlet]Uncaptured
|
||||
sectors.survives = [accent]Survives {0} waves
|
||||
sectors.go = Go
|
||||
sector.abandon = Abandon
|
||||
sector.abandon.confirm = This sector's core(s) will self-destruct.\nContinue?
|
||||
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.missingresources = [scarlet]Insufficient Core Resources
|
||||
sector.attacked = Sector [accent]{0}[white] under attack!
|
||||
@@ -1028,6 +1028,8 @@ stat.frequency = Frequency
|
||||
stat.targetsair = Targets Air
|
||||
stat.targetsground = Targets Ground
|
||||
stat.crushdamage = Crush Damage
|
||||
stat.legsplashdamage = Leg Splash Damage
|
||||
stat.legsplashrange = Leg Splash Range
|
||||
stat.itemsmoved = Move Speed
|
||||
stat.launchtime = Time Between Launches
|
||||
stat.shootrange = Range
|
||||
@@ -1067,6 +1069,7 @@ stat.reload = Shots/Second
|
||||
stat.ammo = Ammo
|
||||
stat.shieldhealth = Shield Health
|
||||
stat.cooldowntime = Cooldown Time
|
||||
stat.regenerationrate = Regeneration Rate
|
||||
stat.explosiveness = Explosiveness
|
||||
stat.basedeflectchance = Base Deflect Chance
|
||||
stat.lightningchance = Lightning Chance
|
||||
@@ -1176,6 +1179,7 @@ bar.launchcooldown = Launch Cooldown
|
||||
bar.input = Input
|
||||
bar.output = Output
|
||||
bar.strength = [stat]{0}[lightgray]x strength
|
||||
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||
|
||||
units.processorcontrol = [lightgray]Processor Controlled
|
||||
|
||||
@@ -1226,6 +1230,7 @@ unit.millions = mil
|
||||
unit.billions = b
|
||||
unit.shots = shots
|
||||
unit.pershot = /shot
|
||||
unit.perleg = per leg
|
||||
category.purpose = Purpose
|
||||
category.general = General
|
||||
category.power = Power
|
||||
|
||||
@@ -811,6 +811,7 @@ sectors.wave = Fala:
|
||||
sectors.stored = Zmagazynowane:
|
||||
sectors.resume = Kontynuuj
|
||||
sectors.launch = Wystrzel
|
||||
sectors.nolaunchcandidate = No Launch Sector
|
||||
sectors.viewsubmission = \ue80d View Submissions
|
||||
sectors.select = Wybierz
|
||||
sectors.launchselect = Select Launch Destination
|
||||
@@ -820,12 +821,11 @@ sectors.rename = Zmień Nazwę Sektora
|
||||
sectors.enemybase = [scarlet]Baza Wroga
|
||||
sectors.vulnerable = [scarlet]Wrażliwy
|
||||
sectors.underattack = [scarlet] Jest Atakowany! [accent]{0}% uszkodzono
|
||||
sectors.underattack.nodamage = [scarlet]Nie przejęty
|
||||
sectors.survives = [accent]Przeżywa {0} fal
|
||||
sectors.go = Idź
|
||||
sector.abandon = Porzuć
|
||||
sector.abandon.confirm = Ten sektor zostanie samo-zniszczony.\nKontynuować?
|
||||
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.missingresources = [scarlet]Niewystarczające Zasoby Rdzenia
|
||||
sector.attacked = Sektor [accent]{0}[white] jest atakowany!
|
||||
@@ -1028,6 +1028,8 @@ stat.frequency = Frequency
|
||||
stat.targetsair = Namierza wrogów powietrznych
|
||||
stat.targetsground = Namierza wrogów lądowych
|
||||
stat.crushdamage = Crush Damage
|
||||
stat.legsplashdamage = Leg Splash Damage
|
||||
stat.legsplashrange = Leg Splash Range
|
||||
stat.itemsmoved = Prędkość poruszania się
|
||||
stat.launchtime = Czas pomiędzy wystrzeleniami
|
||||
stat.shootrange = Zasięg
|
||||
@@ -1067,6 +1069,7 @@ stat.reload = Strzałów/Sekundę
|
||||
stat.ammo = Amunicja
|
||||
stat.shieldhealth = Życie Tarczy
|
||||
stat.cooldowntime = Czas Odnowienia
|
||||
stat.regenerationrate = Regeneration Rate
|
||||
stat.explosiveness = Wybuchowość
|
||||
stat.basedeflectchance = Bazowa Szansa Na Odbicie
|
||||
stat.lightningchance = Szansa Na Błyskawicę
|
||||
@@ -1176,6 +1179,7 @@ bar.launchcooldown = Czas odnowienia wystrzału
|
||||
bar.input = Wejście
|
||||
bar.output = Wyjście
|
||||
bar.strength = [stat]{0}[lightgray]x siły
|
||||
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||
|
||||
units.processorcontrol = [lightgray]Kontrolowany przez procesor
|
||||
|
||||
@@ -1226,6 +1230,7 @@ unit.millions = mln.
|
||||
unit.billions = mld.
|
||||
unit.shots = strzały
|
||||
unit.pershot = /strzał
|
||||
unit.perleg = per leg
|
||||
category.purpose = Opis
|
||||
category.general = Główne
|
||||
category.power = Prąd
|
||||
|
||||
@@ -811,6 +811,7 @@ sectors.wave = Horda:
|
||||
sectors.stored = Armazenado:
|
||||
sectors.resume = Continuar
|
||||
sectors.launch = Lançar
|
||||
sectors.nolaunchcandidate = No Launch Sector
|
||||
sectors.viewsubmission = \ue80d View Submissions
|
||||
sectors.select = Selecionar
|
||||
sectors.launchselect = Select Launch Destination
|
||||
@@ -820,12 +821,11 @@ sectors.rename = Renomear Setor
|
||||
sectors.enemybase = [scarlet]Base Inimiga
|
||||
sectors.vulnerable = [scarlet]Vulnerável
|
||||
sectors.underattack = [scarlet]Sob Ataque! [accent]{0}% danificado
|
||||
sectors.underattack.nodamage = [scarlet]Não Capturado
|
||||
sectors.survives = [accent]Sobreviva {0} hordas
|
||||
sectors.go = Ir
|
||||
sector.abandon = Abandonar
|
||||
sector.abandon.confirm = O(s) Núcleo(s) desse setor vão se auto-destruir.\nContinuar?
|
||||
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.missingresources = [scarlet]Recursos Insuficientes no Núcleo
|
||||
sector.attacked = Setor [accent]{0}[white] sob ataque!
|
||||
@@ -1028,6 +1028,8 @@ stat.frequency = Frequency
|
||||
stat.targetsair = Mira no ar
|
||||
stat.targetsground = Mira no chão
|
||||
stat.crushdamage = Crush Damage
|
||||
stat.legsplashdamage = Leg Splash Damage
|
||||
stat.legsplashrange = Leg Splash Range
|
||||
stat.itemsmoved = Velocidade de movimento
|
||||
stat.launchtime = Tempo entre Disparos
|
||||
stat.shootrange = Alcance
|
||||
@@ -1067,6 +1069,7 @@ stat.reload = Tempo de recarga
|
||||
stat.ammo = Munição
|
||||
stat.shieldhealth = Vida do Escudo
|
||||
stat.cooldowntime = Tempo de espera
|
||||
stat.regenerationrate = Regeneration Rate
|
||||
stat.explosiveness = Explosividade
|
||||
stat.basedeflectchance = Chance Base de Esquiva
|
||||
stat.lightningchance = Chance de Raio
|
||||
@@ -1176,6 +1179,7 @@ bar.launchcooldown = Cooldown de Lançamento
|
||||
bar.input = Entrada
|
||||
bar.output = Saída
|
||||
bar.strength = [stat]{0}[lightgray]x força
|
||||
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||
|
||||
units.processorcontrol = [lightgray]Controlado por Processador
|
||||
|
||||
@@ -1226,6 +1230,7 @@ unit.millions = m
|
||||
unit.billions = b
|
||||
unit.shots = shots
|
||||
unit.pershot = /disparo
|
||||
unit.perleg = per leg
|
||||
category.purpose = Propósito
|
||||
category.general = Geral
|
||||
category.power = Energia
|
||||
|
||||
@@ -811,6 +811,7 @@ sectors.wave = Horda:
|
||||
sectors.stored = Armazenado:
|
||||
sectors.resume = Continuar
|
||||
sectors.launch = Lançar
|
||||
sectors.nolaunchcandidate = No Launch Sector
|
||||
sectors.viewsubmission = \ue80d View Submissions
|
||||
sectors.select = Selecionar
|
||||
sectors.launchselect = Select Launch Destination
|
||||
@@ -820,12 +821,11 @@ sectors.rename = Renomear Setor
|
||||
sectors.enemybase = [scarlet]Base Inimiga
|
||||
sectors.vulnerable = [scarlet]Vulnerável
|
||||
sectors.underattack = [scarlet]Sob ataque! [accent]{0}% danificado
|
||||
sectors.underattack.nodamage = [scarlet]Não Capturado
|
||||
sectors.survives = [accent]Sobrevive {0} hordas
|
||||
sectors.go = ir
|
||||
sector.abandon = Abandonar
|
||||
sector.abandon.confirm = O(s) núcleo(s) deste setor irão autodestruir-se.\nContinuar?
|
||||
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.missingresources = [scarlet]Recursos Insuficientes no Núcleo
|
||||
sector.attacked = Setor [accent]{0}[white] sob ataque!
|
||||
@@ -1028,6 +1028,8 @@ stat.frequency = Frequency
|
||||
stat.targetsair = Mirar no Ar
|
||||
stat.targetsground = Mirar no Chão
|
||||
stat.crushdamage = Crush Damage
|
||||
stat.legsplashdamage = Leg Splash Damage
|
||||
stat.legsplashrange = Leg Splash Range
|
||||
stat.itemsmoved = Velocidade de movimento
|
||||
stat.launchtime = Tempo entre Tiros
|
||||
stat.shootrange = Alcance de Tiro
|
||||
@@ -1067,6 +1069,7 @@ stat.reload = Tiros por Segundo
|
||||
stat.ammo = Munição
|
||||
stat.shieldhealth = Vida do Escudo
|
||||
stat.cooldowntime = Tempo de Espera
|
||||
stat.regenerationrate = Regeneration Rate
|
||||
stat.explosiveness = Explosividade
|
||||
stat.basedeflectchance = Probabilidade Base de Esquiva
|
||||
stat.lightningchance = Probabilidade de Raio
|
||||
@@ -1176,6 +1179,7 @@ bar.launchcooldown = Cooldown de Lançamento
|
||||
bar.input = Entrada
|
||||
bar.output = Saída
|
||||
bar.strength = [stat]{0}[lightgray]x força
|
||||
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||
|
||||
units.processorcontrol = [lightgray]Controlado por Processador
|
||||
|
||||
@@ -1226,6 +1230,7 @@ unit.millions = M
|
||||
unit.billions = B
|
||||
unit.shots = disparos
|
||||
unit.pershot = /dispasro
|
||||
unit.perleg = per leg
|
||||
category.purpose = Propósito
|
||||
category.general = Geral
|
||||
category.power = Poder
|
||||
|
||||
@@ -811,6 +811,7 @@ sectors.wave = Valul:
|
||||
sectors.stored = Stocat:
|
||||
sectors.resume = Revino
|
||||
sectors.launch = Lansare
|
||||
sectors.nolaunchcandidate = No Launch Sector
|
||||
sectors.viewsubmission = \ue80d View Submissions
|
||||
sectors.select = Selectează
|
||||
sectors.launchselect = Select Launch Destination
|
||||
@@ -820,12 +821,11 @@ sectors.rename = Redenumește Sectorul
|
||||
sectors.enemybase = [scarlet]Bază Inamică
|
||||
sectors.vulnerable = [scarlet]Vulnerabil
|
||||
sectors.underattack = [scarlet]Sectorul e atacat! [accent]{0}% deteriorat
|
||||
sectors.underattack.nodamage = [scarlet]Uncaptured
|
||||
sectors.survives = [accent]Supraviețuiește {0} valuri
|
||||
sectors.go = Start
|
||||
sector.abandon = Abandon
|
||||
sector.abandon.confirm = This sector's core(s) will self-destruct.\nContinue?
|
||||
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.missingresources = [scarlet]Resurse din Nucleu Insuficiente
|
||||
sector.attacked = Sectorul [accent]{0}[white] este atacat!
|
||||
@@ -1028,6 +1028,8 @@ stat.frequency = Frequency
|
||||
stat.targetsair = Lovește Aeronave
|
||||
stat.targetsground = Lovește Artilerie
|
||||
stat.crushdamage = Crush Damage
|
||||
stat.legsplashdamage = Leg Splash Damage
|
||||
stat.legsplashrange = Leg Splash Range
|
||||
stat.itemsmoved = Viteză de Mișcare a Materialelor
|
||||
stat.launchtime = Timp între Lansări
|
||||
stat.shootrange = Rază
|
||||
@@ -1067,6 +1069,7 @@ stat.reload = Rata de Tragere
|
||||
stat.ammo = Muniție
|
||||
stat.shieldhealth = Viață Scut
|
||||
stat.cooldowntime = Timp de Reîncărcare
|
||||
stat.regenerationrate = Regeneration Rate
|
||||
stat.explosiveness = Explozivitate
|
||||
stat.basedeflectchance = Șansă de Reflexie
|
||||
stat.lightningchance = Șansă Fulger
|
||||
@@ -1176,6 +1179,7 @@ bar.launchcooldown = Launch Cooldown
|
||||
bar.input = Necesită
|
||||
bar.output = Produce
|
||||
bar.strength = [stat]{0}[lightgray]x putere
|
||||
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||
|
||||
units.processorcontrol = [lightgray]Controlat de Procesor
|
||||
|
||||
@@ -1226,6 +1230,7 @@ unit.millions = mil
|
||||
unit.billions = mld
|
||||
unit.shots = shots
|
||||
unit.pershot = /lovitură
|
||||
unit.perleg = per leg
|
||||
category.purpose = Utilizare
|
||||
category.general = General
|
||||
category.power = Electricitate
|
||||
|
||||
@@ -811,6 +811,7 @@ sectors.wave = Волна:
|
||||
sectors.stored = Накоплено:
|
||||
sectors.resume = Продолжить
|
||||
sectors.launch = Высадка
|
||||
sectors.nolaunchcandidate = No Launch Sector
|
||||
sectors.viewsubmission = \ue80d Предложенные игроками карты
|
||||
sectors.select = Выбор
|
||||
sectors.launchselect = Выбор места высадки
|
||||
@@ -820,12 +821,11 @@ sectors.rename = Переименовать сектор
|
||||
sectors.enemybase = [scarlet]Вражеская база
|
||||
sectors.vulnerable = [scarlet]Уязвим
|
||||
sectors.underattack = [scarlet]Атакован! [accent]{0}% повреждений
|
||||
sectors.underattack.nodamage = [scarlet]Не захвачен
|
||||
sectors.survives = [accent]Продержится {0} волн(ы)
|
||||
sectors.go = Перейти
|
||||
sector.abandon = Покинуть
|
||||
sector.abandon.confirm = Все ядра данного сектора будут самоуничтожены.\nПродолжить?
|
||||
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.missingresources = [scarlet]Недостаточно ресурсов для высадки
|
||||
sector.attacked = Сектор [accent]{0}[white] атакован!
|
||||
@@ -1028,6 +1028,8 @@ stat.frequency = Frequency
|
||||
stat.targetsair = Воздушные цели
|
||||
stat.targetsground = Наземные цели
|
||||
stat.crushdamage = Crush Damage
|
||||
stat.legsplashdamage = Leg Splash Damage
|
||||
stat.legsplashrange = Leg Splash Range
|
||||
stat.itemsmoved = Скорость перемещения
|
||||
stat.launchtime = Интервал запусков
|
||||
stat.shootrange = Радиус действия
|
||||
@@ -1067,6 +1069,7 @@ stat.reload = Выстрелы/секунду
|
||||
stat.ammo = Боеприпасы
|
||||
stat.shieldhealth = Прочность щита
|
||||
stat.cooldowntime = Время восстановления
|
||||
stat.regenerationrate = Regeneration Rate
|
||||
stat.explosiveness = Взрывоопасность
|
||||
stat.basedeflectchance = Базовый шанс отражения
|
||||
stat.lightningchance = Шанс удара молнии
|
||||
@@ -1176,6 +1179,7 @@ bar.launchcooldown = Лимит высадки
|
||||
bar.input = Ввод
|
||||
bar.output = Вывод
|
||||
bar.strength = [stat]{0}[lightgray]x эффективность
|
||||
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||
|
||||
units.processorcontrol = [lightgray]Управляется процессором
|
||||
|
||||
@@ -1226,6 +1230,7 @@ unit.millions = М
|
||||
unit.billions = В
|
||||
unit.shots = выстрелы
|
||||
unit.pershot = /выстрел
|
||||
unit.perleg = per leg
|
||||
category.purpose = Назначение
|
||||
category.general = Основные
|
||||
category.power = Энергия
|
||||
|
||||
@@ -811,6 +811,7 @@ sectors.wave = Talas:
|
||||
sectors.stored = Skladišćeno:
|
||||
sectors.resume = Nastavi
|
||||
sectors.launch = Lansiraj
|
||||
sectors.nolaunchcandidate = No Launch Sector
|
||||
sectors.viewsubmission = \ue80d View Submissions
|
||||
sectors.select = Izaberi
|
||||
sectors.launchselect = Select Launch Destination
|
||||
@@ -820,12 +821,11 @@ sectors.rename = Preimenuj Sektor
|
||||
sectors.enemybase = [scarlet]Neprijateljska Baza
|
||||
sectors.vulnerable = [scarlet]Vulnerable
|
||||
sectors.underattack = [scarlet]Pod napadom! [accent]{0}% štete
|
||||
sectors.underattack.nodamage = [scarlet]Nije zauzet
|
||||
sectors.survives = [accent]Preživeće {0} talasa
|
||||
sectors.go = Kreni
|
||||
sector.abandon = Napusti
|
||||
sector.abandon.confirm = Sva jezgra u ovom sektoru će se samouništiti. Nastaviti?
|
||||
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.missingresources = [scarlet]Nedovoljnema Resursa u Jezgru
|
||||
sector.attacked = Sektor [accent]{0}[white] je napadnut!
|
||||
@@ -1028,6 +1028,8 @@ stat.frequency = Frequency
|
||||
stat.targetsair = Nišani vazduh
|
||||
stat.targetsground = Nišani zemlju
|
||||
stat.crushdamage = Crush Damage
|
||||
stat.legsplashdamage = Leg Splash Damage
|
||||
stat.legsplashrange = Leg Splash Range
|
||||
stat.itemsmoved = Brzina kretanja
|
||||
stat.launchtime = Vreme između lansiranja
|
||||
stat.shootrange = Domet
|
||||
@@ -1067,6 +1069,7 @@ stat.reload = Brzina paljbe
|
||||
stat.ammo = Municija
|
||||
stat.shieldhealth = Izdržljivost štita
|
||||
stat.cooldowntime = Vreme hlađenja
|
||||
stat.regenerationrate = Regeneration Rate
|
||||
stat.explosiveness = Eksplozivnost
|
||||
stat.basedeflectchance = Šansa odbijanja
|
||||
stat.lightningchance = Šansa za stvaranje munje
|
||||
@@ -1176,6 +1179,7 @@ bar.launchcooldown = Launch Cooldown
|
||||
bar.input = Ulaz
|
||||
bar.output = Izlaz
|
||||
bar.strength = [stat]{0}[lightgray]x snage
|
||||
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||
|
||||
units.processorcontrol = [lightgray]Procesno Upravljan
|
||||
|
||||
@@ -1226,6 +1230,7 @@ unit.millions = milioni
|
||||
unit.billions = milijarde
|
||||
unit.shots = shots
|
||||
unit.pershot = /pucnju
|
||||
unit.perleg = per leg
|
||||
category.purpose = Namena
|
||||
category.general = Opšte
|
||||
category.power = Energija
|
||||
|
||||
@@ -811,6 +811,7 @@ sectors.wave = Wave:
|
||||
sectors.stored = Lagrade:
|
||||
sectors.resume = Återuppta
|
||||
sectors.launch = Skjuta upp
|
||||
sectors.nolaunchcandidate = No Launch Sector
|
||||
sectors.viewsubmission = \ue80d View Submissions
|
||||
sectors.select = Select
|
||||
sectors.launchselect = Select Launch Destination
|
||||
@@ -820,12 +821,11 @@ sectors.rename = Byt namn på sektor
|
||||
sectors.enemybase = [scarlet]Enemy Base
|
||||
sectors.vulnerable = [scarlet]Vulnerable
|
||||
sectors.underattack = [scarlet]Under attack! [accent]{0}% damaged
|
||||
sectors.underattack.nodamage = [scarlet]Uncaptured
|
||||
sectors.survives = [accent]Survives {0} waves
|
||||
sectors.go = Go
|
||||
sector.abandon = Abandon
|
||||
sector.abandon.confirm = This sector's core(s) will self-destruct.\nContinue?
|
||||
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.missingresources = [scarlet]Insufficient Core Resources
|
||||
sector.attacked = Sector [accent]{0}[white] under attack!
|
||||
@@ -1028,6 +1028,8 @@ stat.frequency = Frequency
|
||||
stat.targetsair = Targets Air
|
||||
stat.targetsground = Targets Ground
|
||||
stat.crushdamage = Crush Damage
|
||||
stat.legsplashdamage = Leg Splash Damage
|
||||
stat.legsplashrange = Leg Splash Range
|
||||
stat.itemsmoved = Move Speed
|
||||
stat.launchtime = Time Between Launches
|
||||
stat.shootrange = Range
|
||||
@@ -1067,6 +1069,7 @@ stat.reload = Shots/Second
|
||||
stat.ammo = Ammunition
|
||||
stat.shieldhealth = Shield Health
|
||||
stat.cooldowntime = Cooldown Time
|
||||
stat.regenerationrate = Regeneration Rate
|
||||
stat.explosiveness = Explosiveness
|
||||
stat.basedeflectchance = Base Deflect Chance
|
||||
stat.lightningchance = Lightning Chance
|
||||
@@ -1176,6 +1179,7 @@ bar.launchcooldown = Launch Cooldown
|
||||
bar.input = Input
|
||||
bar.output = Output
|
||||
bar.strength = [stat]{0}[lightgray]x strength
|
||||
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||
|
||||
units.processorcontrol = [lightgray]Processor Controlled
|
||||
|
||||
@@ -1226,6 +1230,7 @@ unit.millions = mil
|
||||
unit.billions = b
|
||||
unit.shots = shots
|
||||
unit.pershot = /shot
|
||||
unit.perleg = per leg
|
||||
category.purpose = Purpose
|
||||
category.general = Allmänt
|
||||
category.power = Energi
|
||||
|
||||
@@ -811,6 +811,7 @@ sectors.wave = คลื่น:
|
||||
sectors.stored = คลังไอเท็ม:
|
||||
sectors.resume = ไปต่อ
|
||||
sectors.launch = ลงจอด
|
||||
sectors.nolaunchcandidate = No Launch Sector
|
||||
sectors.viewsubmission = \ue80d View Submissions
|
||||
sectors.select = เลือก
|
||||
sectors.launchselect = Select Launch Destination
|
||||
@@ -820,12 +821,11 @@ sectors.rename = เปลี่ยนชื่อเซ็กเตอร์
|
||||
sectors.enemybase = [scarlet]ฐานทัพศัตรู
|
||||
sectors.vulnerable = [scarlet]เสี่ยงภัย
|
||||
sectors.underattack = [scarlet]เซ็กเตอร์ถูกโจมตี! เสียหาย [accent]{0}%
|
||||
sectors.underattack.nodamage = [scarlet]ยังไม่ถูกยึดครอง
|
||||
sectors.survives = [accent]จะอยู่รอดได้ {0} คลื่น
|
||||
sectors.go = ไป
|
||||
sector.abandon = ทอดทิ้ง
|
||||
sector.abandon.confirm = แกนกลางของเซ็กเตอร์นี้จะทำลายตัวเอง\nดำเนินการต่อหรือไม่?
|
||||
sector.curcapture = ยึดครองแล้ว
|
||||
sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled
|
||||
sector.curlost = เราเสียเซ็กเตอร์!
|
||||
sector.missingresources = [scarlet]ขาดทรัพยากรในการลงจอด
|
||||
sector.attacked = เซ็กเตอร์ [accent]{0}[white] ถูกโจมตี!
|
||||
@@ -1028,6 +1028,8 @@ stat.frequency = Frequency
|
||||
stat.targetsair = ยิงอากาศ
|
||||
stat.targetsground = ยิงพื้นดิน
|
||||
stat.crushdamage = Crush Damage
|
||||
stat.legsplashdamage = Leg Splash Damage
|
||||
stat.legsplashrange = Leg Splash Range
|
||||
stat.itemsmoved = ความเร็วการเคลื่อนย้าย
|
||||
stat.launchtime = เวลาระหว่างการส่ง
|
||||
stat.shootrange = ระยะยิง
|
||||
@@ -1067,6 +1069,7 @@ stat.reload = อัตราการยิง
|
||||
stat.ammo = กระสุน
|
||||
stat.shieldhealth = พลังชีวิตโล่
|
||||
stat.cooldowntime = เวลาคูลดาวน์
|
||||
stat.regenerationrate = Regeneration Rate
|
||||
stat.explosiveness = แรงระเบิด
|
||||
stat.basedeflectchance = โอกาสกระสุนสะท้อนกลับ
|
||||
stat.lightningchance = โอกาสเกิดสายฟ้า
|
||||
@@ -1176,6 +1179,7 @@ bar.launchcooldown = คูลดาวน์การส่งทรัพย
|
||||
bar.input = ด้านเข้า
|
||||
bar.output = ด้านออก
|
||||
bar.strength = [lightgray]ความรุนแรง [stat]{0}[lightgray]x
|
||||
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||
|
||||
units.processorcontrol = [lightgray]ถูกตัวประมวลผลควบคุมอยู่
|
||||
|
||||
@@ -1226,6 +1230,7 @@ unit.millions = mil
|
||||
unit.billions = b
|
||||
unit.shots = นัด
|
||||
unit.pershot = /การยิง
|
||||
unit.perleg = per leg
|
||||
category.purpose = วัตถุประสงค์
|
||||
category.general = ทั่วไป
|
||||
category.power = พลังงาน
|
||||
|
||||
@@ -811,6 +811,7 @@ sectors.wave = Wave:
|
||||
sectors.stored = Stored:
|
||||
sectors.resume = Resume
|
||||
sectors.launch = Launch
|
||||
sectors.nolaunchcandidate = No Launch Sector
|
||||
sectors.viewsubmission = \ue80d View Submissions
|
||||
sectors.select = Select
|
||||
sectors.launchselect = Select Launch Destination
|
||||
@@ -820,12 +821,11 @@ sectors.rename = Rename Sector
|
||||
sectors.enemybase = [scarlet]Enemy Base
|
||||
sectors.vulnerable = [scarlet]Vulnerable
|
||||
sectors.underattack = [scarlet]Under attack! [accent]{0}% damaged
|
||||
sectors.underattack.nodamage = [scarlet]Uncaptured
|
||||
sectors.survives = [accent]Survives {0} waves
|
||||
sectors.go = Go
|
||||
sector.abandon = Abandon
|
||||
sector.abandon.confirm = This sector's core(s) will self-destruct.\nContinue?
|
||||
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.missingresources = [scarlet]Insufficient Core Resources
|
||||
sector.attacked = Sector [accent]{0}[white] under attack!
|
||||
@@ -1028,6 +1028,8 @@ stat.frequency = Frequency
|
||||
stat.targetsair = Havayi hedef alir mi?
|
||||
stat.targetsground = Targets Ground
|
||||
stat.crushdamage = Crush Damage
|
||||
stat.legsplashdamage = Leg Splash Damage
|
||||
stat.legsplashrange = Leg Splash Range
|
||||
stat.itemsmoved = Move Speed
|
||||
stat.launchtime = Time Between Launches
|
||||
stat.shootrange = Menzil
|
||||
@@ -1067,6 +1069,7 @@ stat.reload = Yeniden doldurma
|
||||
stat.ammo = Ammo
|
||||
stat.shieldhealth = Shield Health
|
||||
stat.cooldowntime = Cooldown Time
|
||||
stat.regenerationrate = Regeneration Rate
|
||||
stat.explosiveness = Explosiveness
|
||||
stat.basedeflectchance = Base Deflect Chance
|
||||
stat.lightningchance = Lightning Chance
|
||||
@@ -1176,6 +1179,7 @@ bar.launchcooldown = Launch Cooldown
|
||||
bar.input = Input
|
||||
bar.output = Output
|
||||
bar.strength = [stat]{0}[lightgray]x strength
|
||||
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||
|
||||
units.processorcontrol = [lightgray]Processor Controlled
|
||||
|
||||
@@ -1226,6 +1230,7 @@ unit.millions = mil
|
||||
unit.billions = b
|
||||
unit.shots = shots
|
||||
unit.pershot = /shot
|
||||
unit.perleg = per leg
|
||||
category.purpose = Purpose
|
||||
category.general = General
|
||||
category.power = Guc
|
||||
|
||||
@@ -811,6 +811,7 @@ sectors.wave = Dalga:
|
||||
sectors.stored = Depolanan:
|
||||
sectors.resume = Devam Et
|
||||
sectors.launch = Fırlat
|
||||
sectors.nolaunchcandidate = No Launch Sector
|
||||
sectors.viewsubmission = \ue80d View Submissions
|
||||
sectors.select = Seç
|
||||
sectors.launchselect = Select Launch Destination
|
||||
@@ -820,12 +821,11 @@ sectors.rename = Sektörü Yeniden Adlandır
|
||||
sectors.enemybase = [scarlet]Düşman Üs
|
||||
sectors.vulnerable = [scarlet]Dayanıksız
|
||||
sectors.underattack = [scarlet]Saldırı Altında! [accent]{0}% hasarlı
|
||||
sectors.underattack.nodamage = [scarlet]Elegeçirilmemeiş
|
||||
sectors.survives = [accent]{0} Dalgaya dayanabilir!
|
||||
sectors.go = Git
|
||||
sector.abandon = Terk Et
|
||||
sector.abandon.confirm = Bu sektörün merkezi kendini imha edecek.\nDevam Et?
|
||||
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.missingresources = [scarlet]Yetersiz Merkez Kaynakları
|
||||
sector.attacked = Sektör [accent]{0}[white] saldırı altında!
|
||||
@@ -1028,6 +1028,8 @@ stat.frequency = Frequency
|
||||
stat.targetsair = Havayı Hedefler Mi
|
||||
stat.targetsground = Yeri Hedefler Mi
|
||||
stat.crushdamage = Crush Damage
|
||||
stat.legsplashdamage = Leg Splash Damage
|
||||
stat.legsplashrange = Leg Splash Range
|
||||
stat.itemsmoved = Hareket Hızı
|
||||
stat.launchtime = Fırlatmalar Arasındaki Süre
|
||||
stat.shootrange = Menzil
|
||||
@@ -1067,6 +1069,7 @@ stat.reload = Atışlar/Sn
|
||||
stat.ammo = Mermi
|
||||
stat.shieldhealth = Kalkan Canı
|
||||
stat.cooldowntime = Soğuma Süresi
|
||||
stat.regenerationrate = Regeneration Rate
|
||||
stat.explosiveness = Patlayıcılık
|
||||
stat.basedeflectchance = Mermi Sekme İhtimali
|
||||
stat.lightningchance = Yıldırım Çarpma İhtimali
|
||||
@@ -1176,6 +1179,7 @@ bar.launchcooldown = Fırlatış Bekleme Süresi
|
||||
bar.input = Girdi
|
||||
bar.output = Çıktı
|
||||
bar.strength = [stat]{0}[lightgray]x Güç
|
||||
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||
|
||||
units.processorcontrol = [lightgray]İşlemci Kontrolünde
|
||||
|
||||
@@ -1226,6 +1230,7 @@ unit.millions = m
|
||||
unit.billions = b
|
||||
unit.shots = atış
|
||||
unit.pershot = /vuruş
|
||||
unit.perleg = per leg
|
||||
category.purpose = Açıklama
|
||||
category.general = Genel
|
||||
category.power = Enerji
|
||||
|
||||
@@ -811,6 +811,7 @@ sectors.wave = Хвиля:
|
||||
sectors.stored = Зберігає:
|
||||
sectors.resume = Продовжити
|
||||
sectors.launch = Запустити
|
||||
sectors.nolaunchcandidate = No Launch Sector
|
||||
sectors.viewsubmission = \ue80d View Submissions
|
||||
sectors.select = Вибрати
|
||||
sectors.launchselect = Select Launch Destination
|
||||
@@ -820,12 +821,11 @@ sectors.rename = Перейменування сектору
|
||||
sectors.enemybase = [scarlet]Ворожа база
|
||||
sectors.vulnerable = [scarlet]Уразливий
|
||||
sectors.underattack = [scarlet]Атаковано! [accent]{0}% пошкоджено
|
||||
sectors.underattack.nodamage = [scarlet]Не захоплено
|
||||
sectors.survives = [accent]Протримайтеся {0} хвиль
|
||||
sectors.go = Перейти
|
||||
sector.abandon = Покинути
|
||||
sector.abandon.confirm = Усі ядра в цьому секторі самознищаться.\nПродовжити?
|
||||
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.missingresources = [scarlet]Недостатньо ресурсів у ядрі
|
||||
sector.attacked = Сектор [accent]{0}[white] під атакою!
|
||||
@@ -1028,6 +1028,8 @@ stat.frequency = Frequency
|
||||
stat.targetsair = Повітряні противники
|
||||
stat.targetsground = Наземні противники
|
||||
stat.crushdamage = Crush Damage
|
||||
stat.legsplashdamage = Leg Splash Damage
|
||||
stat.legsplashrange = Leg Splash Range
|
||||
stat.itemsmoved = Швидкість переміщення
|
||||
stat.launchtime = Час між запусками
|
||||
stat.shootrange = Радіус дії
|
||||
@@ -1067,6 +1069,7 @@ stat.reload = Скорострільність
|
||||
stat.ammo = Боєприпаси
|
||||
stat.shieldhealth = Міцність щита
|
||||
stat.cooldowntime = Тривалість охолодження
|
||||
stat.regenerationrate = Regeneration Rate
|
||||
stat.explosiveness = Вибухонебезпечність
|
||||
stat.basedeflectchance = Базовий шанс відбиття
|
||||
stat.lightningchance = Шанс удару блискавки
|
||||
@@ -1176,6 +1179,7 @@ bar.launchcooldown = Перезарядка запуску
|
||||
bar.input = Ввід
|
||||
bar.output = Вивід
|
||||
bar.strength = x[stat]{0}[lightgray] сила
|
||||
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||
|
||||
units.processorcontrol = [lightgray]Керується процесором
|
||||
|
||||
@@ -1226,6 +1230,7 @@ unit.millions = млн
|
||||
unit.billions = млрд
|
||||
unit.shots = shots
|
||||
unit.pershot = за постріл
|
||||
unit.perleg = per leg
|
||||
category.purpose = Призначення
|
||||
category.general = Загальне
|
||||
category.power = Енергія
|
||||
|
||||
@@ -811,6 +811,7 @@ sectors.wave = Đợt:
|
||||
sectors.stored = Lưu trữ:
|
||||
sectors.resume = Tiếp tục
|
||||
sectors.launch = Phóng
|
||||
sectors.nolaunchcandidate = No Launch Sector
|
||||
sectors.viewsubmission = \ue80d Xem Bản đệ trình
|
||||
sectors.select = Chọn
|
||||
sectors.launchselect = Chọn đích phóng
|
||||
@@ -820,12 +821,11 @@ sectors.rename = Đổi tên phân khu
|
||||
sectors.enemybase = [scarlet]Căn cứ địch
|
||||
sectors.vulnerable = [scarlet]Dễ bị 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
|
||||
sector.abandon = Rời bỏ
|
||||
sector.abandon.confirm = Những lõi ở đây sẽ tự huỷ.\nTiếp tục chứ?
|
||||
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.missingresources = [scarlet]Không đủ tài nguyên lõi
|
||||
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.targetsground = Mục tiêu mặt đất
|
||||
stat.crushdamage = Sát thương nghiền nát
|
||||
stat.legsplashdamage = Leg Splash Damage
|
||||
stat.legsplashrange = Leg Splash Range
|
||||
stat.itemsmoved = Tốc độ dịch chuyển
|
||||
stat.launchtime = Thời gian giữa các lần phóng
|
||||
stat.shootrange = Phạm vi
|
||||
@@ -1067,6 +1069,7 @@ stat.reload = Tốc độ bắn
|
||||
stat.ammo = Đạn
|
||||
stat.shieldhealth = Độ bền khiên
|
||||
stat.cooldowntime = Thời gian hồi phục
|
||||
stat.regenerationrate = Regeneration Rate
|
||||
stat.explosiveness = Gây nổ
|
||||
stat.basedeflectchance = Tỷ lệ phản đạn
|
||||
stat.lightningchance = Tỷ lệ phóng điện
|
||||
@@ -1176,6 +1179,7 @@ bar.launchcooldown = Hồi phóng
|
||||
bar.input = Đầu vào
|
||||
bar.output = Đầu ra
|
||||
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
|
||||
|
||||
@@ -1226,6 +1230,7 @@ unit.millions = tr
|
||||
unit.billions = tỷ
|
||||
unit.shots = phát bắn
|
||||
unit.pershot = /phát bắn
|
||||
unit.perleg = per leg
|
||||
category.purpose = Mục đích
|
||||
category.general = Chung
|
||||
category.power = Năng lượng
|
||||
|
||||
@@ -811,6 +811,7 @@ sectors.wave = 波次:
|
||||
sectors.stored = 贮存:
|
||||
sectors.resume = 继续
|
||||
sectors.launch = 发射
|
||||
sectors.nolaunchcandidate = No Launch Sector
|
||||
sectors.viewsubmission = \ue80d 查看提交
|
||||
sectors.select = 选择
|
||||
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.vulnerable = [scarlet]易受攻击
|
||||
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
|
||||
sector.abandon = 遗弃
|
||||
sector.abandon.confirm = 该区块的核心将自毁。\n确定吗?
|
||||
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.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!
|
||||
@@ -1028,6 +1028,8 @@ stat.frequency = 频率
|
||||
stat.targetsair = 攻击空中单位
|
||||
stat.targetsground = 攻击地面单位
|
||||
stat.crushdamage = 碾压伤害
|
||||
stat.legsplashdamage = Leg Splash Damage
|
||||
stat.legsplashrange = Leg Splash Range
|
||||
stat.itemsmoved = 移动速度
|
||||
stat.launchtime = 发射间隔
|
||||
stat.shootrange = 范围
|
||||
@@ -1067,6 +1069,7 @@ stat.reload = 开火速率
|
||||
stat.ammo = 弹药
|
||||
stat.shieldhealth = 护盾容量
|
||||
stat.cooldowntime = 冷却时间
|
||||
stat.regenerationrate = Regeneration Rate
|
||||
stat.explosiveness = 爆炸性
|
||||
stat.basedeflectchance = 基础反射概率
|
||||
stat.lightningchance = 激发闪电概率
|
||||
@@ -1176,6 +1179,7 @@ bar.launchcooldown = 发射冷却
|
||||
bar.input = 输入
|
||||
bar.output = 输出
|
||||
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
|
||||
|
||||
@@ -1226,6 +1230,7 @@ unit.millions = M
|
||||
unit.billions = B
|
||||
unit.shots = 发
|
||||
unit.pershot = /发
|
||||
unit.perleg = per leg
|
||||
category.purpose = 用途
|
||||
category.general = 基础
|
||||
category.power = 电力
|
||||
|
||||
@@ -811,6 +811,7 @@ sectors.wave = 波次:
|
||||
sectors.stored = 儲存:
|
||||
sectors.resume = 繼續
|
||||
sectors.launch = 發射
|
||||
sectors.nolaunchcandidate = No Launch Sector
|
||||
sectors.viewsubmission = \ue80d View Submissions
|
||||
sectors.select = 選取
|
||||
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.vulnerable = [scarlet]易受攻擊
|
||||
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
|
||||
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.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.missingresources = [scarlet]核心資源不足
|
||||
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.targetsground = 攻擊地面目標
|
||||
stat.crushdamage = Crush Damage
|
||||
stat.legsplashdamage = Leg Splash Damage
|
||||
stat.legsplashrange = Leg Splash Range
|
||||
stat.itemsmoved = 移動速度
|
||||
stat.launchtime = 發射間隔
|
||||
stat.shootrange = 範圍
|
||||
@@ -1067,6 +1069,7 @@ stat.reload = 射擊速率
|
||||
stat.ammo = 彈藥
|
||||
stat.shieldhealth = 護盾生命值
|
||||
stat.cooldowntime = 冷確時間
|
||||
stat.regenerationrate = Regeneration Rate
|
||||
stat.explosiveness = 爆炸性
|
||||
stat.basedeflectchance = 基礎偏移量
|
||||
stat.lightningchance = 燃燒機率
|
||||
@@ -1176,6 +1179,7 @@ bar.launchcooldown = 發射間隔
|
||||
bar.input = 輸入
|
||||
bar.output = 輸出
|
||||
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
|
||||
|
||||
@@ -1226,6 +1230,7 @@ unit.millions = M
|
||||
unit.billions = B
|
||||
unit.shots = 發
|
||||
unit.pershot = /發
|
||||
unit.perleg = per leg
|
||||
category.purpose = 用途
|
||||
category.general = 一般
|
||||
category.power = 能量
|
||||
|
||||
@@ -110,6 +110,7 @@ dsmolenaers (freesound.org)
|
||||
Headphaze (freesound.org)
|
||||
Michel Baradari (opengameart.org)
|
||||
Michael Klier (opengameart.org)
|
||||
Lee Barkovich (opengameart.org)
|
||||
Neoqueto (Darktech LDR Font)
|
||||
Nikolass
|
||||
VolasYouKnow
|
||||
|
||||
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@@ -158,6 +158,7 @@ const UnlockEvent = Packages.mindustry.game.EventType.UnlockEvent
|
||||
const StateChangeEvent = Packages.mindustry.game.EventType.StateChangeEvent
|
||||
const CoreChangeEvent = Packages.mindustry.game.EventType.CoreChangeEvent
|
||||
const BuildTeamChangeEvent = Packages.mindustry.game.EventType.BuildTeamChangeEvent
|
||||
const TileOverlayChangeEvent = Packages.mindustry.game.EventType.TileOverlayChangeEvent
|
||||
const TileFloorChangeEvent = Packages.mindustry.game.EventType.TileFloorChangeEvent
|
||||
const TileChangeEvent = Packages.mindustry.game.EventType.TileChangeEvent
|
||||
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 SectorLoseEvent = Packages.mindustry.game.EventType.SectorLoseEvent
|
||||
const SaveLoadEvent = Packages.mindustry.game.EventType.SaveLoadEvent
|
||||
const ContentPatchLoadEvent = Packages.mindustry.game.EventType.ContentPatchLoadEvent
|
||||
const WorldLoadEndEvent = Packages.mindustry.game.EventType.WorldLoadEndEvent
|
||||
const WorldLoadBeginEvent = Packages.mindustry.game.EventType.WorldLoadBeginEvent
|
||||
const WorldLoadEvent = Packages.mindustry.game.EventType.WorldLoadEvent
|
||||
|
||||
@@ -18,6 +18,7 @@ void main(){
|
||||
vec2 coords = v_texCoords * u_resolution + u_campos;
|
||||
|
||||
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;
|
||||
|
||||
//TODO: pack noise texture
|
||||
@@ -27,6 +28,9 @@ void main(){
|
||||
) - vec2(0.5)) * 8.0 / u_resolution;
|
||||
|
||||
vec4 color = texture2D(u_texture, c);
|
||||
if(color.a < 0.95){
|
||||
color = orig;
|
||||
}
|
||||
|
||||
if(noise > 0.6){
|
||||
color.rgb = S2;
|
||||
|
||||
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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