mirror of
https://github.com/Anuken/Mindustry.git
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Merge remote-tracking branch 'origin/master'
This commit is contained in:
commit
ac95b2b9fa
50 changed files with 359 additions and 15 deletions
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@ -1073,6 +1073,7 @@ stat.ammo = Ammo
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|||
stat.shieldhealth = Shield Health
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||||
stat.cooldowntime = Cooldown Time
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||||
stat.regenerationrate = Regeneration Rate
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||||
stat.activationtime = Activation Time
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||||
stat.explosiveness = Explosiveness
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||||
stat.basedeflectchance = Base Deflect Chance
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||||
stat.lightningchance = Lightning Chance
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||||
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@ -1183,6 +1184,8 @@ bar.input = Input
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bar.output = Output
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||||
bar.strength = [stat]{0}[lightgray]x strength
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||||
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
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||||
bar.activationtimer = Activates in {0}
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||||
bar.activated = Activated
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||||
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||||
units.processorcontrol = [lightgray]Processor Controlled
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||||
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||||
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@ -1191,6 +1194,9 @@ bullet.splashdamage = [stat]{0}[lightgray] area dmg ~ [stat]{1}[lightgray] tiles
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bullet.incendiary = [stat]incendiary
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||||
bullet.homing = [stat]homing
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bullet.armorpierce = [stat]armor piercing
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bullet.armorweakness = [red]{0}%[lightgray] armor weakness
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||||
bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
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||||
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
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||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
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||||
bullet.suppression = [stat]{0}[lightgray] seconds of repair suppression ~ [stat]{1}[lightgray] tiles
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bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
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@ -1070,6 +1070,7 @@ stat.ammo = Боепрыпасы
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stat.shieldhealth = Трываласць Шчыта
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stat.cooldowntime = Час Перазарадкі
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stat.regenerationrate = Regeneration Rate
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||||
stat.activationtime = Activation Time
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||||
stat.explosiveness = Узрыўчатасць
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||||
stat.basedeflectchance = Шанец Збоя Базы
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stat.lightningchance = Шанец Маланкі
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@ -1180,6 +1181,8 @@ bar.input = Уваход
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bar.output = Выхад
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bar.strength = [stat]{0}[lightgray]x strength
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bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
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||||
bar.activationtimer = Activates in {0}
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||||
bar.activated = Activated
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||||
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||||
units.processorcontrol = [lightgray]Кантралюецца Працэссарам
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@ -1188,6 +1191,9 @@ bullet.splashdamage = [stat] {0} [lightgray]страты ў радыусе ~ [st
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bullet.incendiary = [stat] запальны
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bullet.homing = [stat] саманаводных
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bullet.armorpierce = [stat]armor piercing
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bullet.armorweakness = [red]{0}%[lightgray] armor weakness
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bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
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bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
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bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
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bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
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bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
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@ -1070,6 +1070,7 @@ stat.ammo = Боеприпаси
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stat.shieldhealth = Здравина на щита
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stat.cooldowntime = Време за охлаждане
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stat.regenerationrate = Regeneration Rate
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stat.activationtime = Activation Time
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stat.explosiveness = Експлозивност
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||||
stat.basedeflectchance = Базов шанс за отклоняване на изстрел
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stat.lightningchance = Вероятност за светкавица
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@ -1180,6 +1181,8 @@ bar.input = Вход
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bar.output = Изход
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bar.strength = [stat]{0}[lightgray]x сила
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bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
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bar.activationtimer = Activates in {0}
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bar.activated = Activated
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units.processorcontrol = [lightgray]Контролиран от процесор
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@ -1188,6 +1191,9 @@ bullet.splashdamage = [stat]{0}[lightgray] щети на площ ~[stat] {1}[li
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bullet.incendiary = [stat]Подпалване
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bullet.homing = [stat]Самонасочване
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bullet.armorpierce = [stat]Пробождане на броня
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bullet.armorweakness = [red]{0}%[lightgray] armor weakness
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bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
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bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
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bullet.maxdamagefraction = [stat]{0}%[lightgray] ограничена щета
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bullet.suppression = [stat]{0} сек[lightgray] възпиране на поправки ~ [stat]{1}[lightgray] плочки
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bullet.interval = [stat]{0}/сек[lightgray] куршуми в интервал:
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@ -1070,6 +1070,7 @@ stat.ammo = Munició
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stat.shieldhealth = Salut de l’escut
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stat.cooldowntime = Temps de refredament
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stat.regenerationrate = Regeneration Rate
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stat.activationtime = Activation Time
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stat.explosiveness = Explosivitat
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stat.basedeflectchance = Probabilitat base d’evasió
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stat.lightningchance = Probabilitat de llampegar
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@ -1180,6 +1181,8 @@ bar.input = Entrada
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bar.output = Sortida
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bar.strength = [stat]{0}[lightgray]× força
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bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
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bar.activationtimer = Activates in {0}
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bar.activated = Activated
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units.processorcontrol = [lightgray]Controlat pel processador
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@ -1188,6 +1191,9 @@ bullet.splashdamage = [stat]{0}[lightgray] de dany a l’àrea ~[stat] {1}[light
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bullet.incendiary = [stat]incendiari
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bullet.homing = [stat]munició guiada
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bullet.armorpierce = [stat]perforador d’armadures
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bullet.armorweakness = [red]{0}%[lightgray] armor weakness
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bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
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bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
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bullet.maxdamagefraction = [stat]{0}%[lightgray] de dany límit
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bullet.suppression = [stat]Supressió de reparacions cada {0} s[lightgray] ~ [stat]{1}[lightgray] caselles
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bullet.interval = [stat]Interval de bales de {0}/s[lightgray]:
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@ -1070,6 +1070,7 @@ stat.ammo = Střelivo
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stat.shieldhealth = Zdraví štítu
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stat.cooldowntime = Čas na zchladnutí
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stat.regenerationrate = Regeneration Rate
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stat.activationtime = Activation Time
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stat.explosiveness = Výbušnost
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stat.basedeflectchance = Základní pravděpodobnost odražení
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stat.lightningchance = Pravděpodobnost blesku
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@ -1180,6 +1181,8 @@ bar.input = Vstup
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bar.output = Výstup
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bar.strength = [stat]{0}[lightgray]x síla
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bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
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bar.activationtimer = Activates in {0}
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bar.activated = Activated
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units.processorcontrol = [lightgray]Procesor je ovládán[]
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@ -1188,6 +1191,9 @@ bullet.splashdamage = [stat]{0}[lightgray] plošného poškození ~[stat] {1}[li
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bullet.incendiary = [stat]zápalný
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bullet.homing = [stat]samonaváděcí
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bullet.armorpierce = [stat]proražení brnění
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bullet.armorweakness = [red]{0}%[lightgray] armor weakness
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bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
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bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
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bullet.maxdamagefraction = [stat]{0}%[lightgray] limit poškození
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bullet.suppression = [stat]{0} sek[lightgray] potlačení opravy ~ [stat]{1}[lightgray] kostek
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bullet.interval = [stat]{0}/sek[lightgray] interval kulek:
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@ -1070,6 +1070,7 @@ stat.ammo = Ammunition
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stat.shieldhealth = Skjold-helbred
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stat.cooldowntime = Nedkølingstid
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stat.regenerationrate = Regeneration Rate
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stat.activationtime = Activation Time
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stat.explosiveness = Eksplosivitet
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stat.basedeflectchance = Grundlæggende reflektions-chance
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stat.lightningchance = Lyn-chance
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@ -1180,6 +1181,8 @@ bar.input = Input
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bar.output = Output
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bar.strength = [stat]{0}[lightgray]x strength
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bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
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bar.activationtimer = Activates in {0}
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bar.activated = Activated
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units.processorcontrol = [lightgray]Processor kontrolleret
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@ -1188,6 +1191,9 @@ bullet.splashdamage = [stat]{0}[lightgray] områdeskade ~[stat] {1}[lightgray] f
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bullet.incendiary = [stat]brændfarlig
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bullet.homing = [stat]målsøgende
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bullet.armorpierce = [stat]armor piercing
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bullet.armorweakness = [red]{0}%[lightgray] armor weakness
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bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
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bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
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bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
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bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
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bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
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@ -1070,6 +1070,7 @@ stat.ammo = Munition
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stat.shieldhealth = Schildlebenspunkte
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stat.cooldowntime = Cooldown-Zeit
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stat.regenerationrate = Regeneration Rate
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stat.activationtime = Activation Time
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stat.explosiveness = Sprengkraft
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stat.basedeflectchance = Grundreflektionschance
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stat.lightningchance = Blitzwahrscheinlichkeit
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@ -1180,6 +1181,8 @@ bar.input = Input
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bar.output = Output
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bar.strength = [stat]{0}[lightgray]x Stärke
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bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
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bar.activationtimer = Activates in {0}
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bar.activated = Activated
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units.processorcontrol = [lightgray]Prozessorgesteuert
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@ -1188,6 +1191,9 @@ bullet.splashdamage = [stat]{0}[lightgray] Flächenschaden ~[stat] {1}[lightgray
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bullet.incendiary = [stat]entzündend
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bullet.homing = [stat]zielsuchend
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bullet.armorpierce = [stat]panzerbrechend
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bullet.armorweakness = [red]{0}%[lightgray] armor weakness
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bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
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bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
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bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
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bullet.suppression = [stat]{0} sec[lightgray] Heilungsunterdrückung ~ [stat]{1}[lightgray] Kacheln
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bullet.interval = [stat]{0}/sec[lightgray] Intervallgeschosse:
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@ -1070,6 +1070,7 @@ stat.ammo = Munición
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stat.shieldhealth = Escudo
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stat.cooldowntime = Enfriamiento
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stat.regenerationrate = Tasa de regeneración
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stat.activationtime = Activation Time
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stat.explosiveness = Explosividad
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stat.basedeflectchance = Probabilidad base de desvío
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stat.lightningchance = Probabilidad de descarga
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@ -1180,6 +1181,8 @@ bar.input = Entrada
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bar.output = Salida
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bar.strength = [stat]{0}[lightgray]x potencia
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bar.regenerationrate = [stat]{0}/seg[lightgray] regeneración
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bar.activationtimer = Activates in {0}
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bar.activated = Activated
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units.processorcontrol = [lightgray]Controlado desde el procesador
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@ -1188,6 +1191,9 @@ bullet.splashdamage = [stat]{0}[lightgray] daño en área ~[stat] {1}[lightgray]
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bullet.incendiary = [stat]incendiaria
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bullet.homing = [stat]rastreadora
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bullet.armorpierce = [stat]perforación de armadura
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bullet.armorweakness = [red]{0}%[lightgray] armor weakness
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bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
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bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
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bullet.maxdamagefraction = [stat]{0}%[lightgray] daño límite
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bullet.suppression = [stat]{0} seg[lightgray] supresión de reparación ~ [stat]{1}[lightgray] casillas
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bullet.interval = [stat]{0}/seg[lightgray] balas por intervalo:
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@ -1070,6 +1070,7 @@ stat.ammo = Laskemoon
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stat.shieldhealth = Shield Health
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stat.cooldowntime = Cooldown Time
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stat.regenerationrate = Regeneration Rate
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stat.activationtime = Activation Time
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stat.explosiveness = Explosiveness
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stat.basedeflectchance = Base Deflect Chance
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stat.lightningchance = Lightning Chance
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@ -1180,6 +1181,8 @@ bar.input = Input
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bar.output = Output
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bar.strength = [stat]{0}[lightgray]x strength
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bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
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bar.activationtimer = Activates in {0}
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bar.activated = Activated
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units.processorcontrol = [lightgray]Processor Controlled
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@ -1188,6 +1191,9 @@ bullet.splashdamage = [stat]{0}[lightgray] hävituspunkti ~[stat] {1}[lightgray]
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bullet.incendiary = [stat]süttiv
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bullet.homing = [stat]isesihtiv
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bullet.armorpierce = [stat]armor piercing
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bullet.armorweakness = [red]{0}%[lightgray] armor weakness
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bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
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bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
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bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
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bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
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bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
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@ -1070,6 +1070,7 @@ stat.ammo = Munizioa
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stat.shieldhealth = Shield Health
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stat.cooldowntime = Cooldown Time
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stat.regenerationrate = Regeneration Rate
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stat.activationtime = Activation Time
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stat.explosiveness = Explosiveness
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stat.basedeflectchance = Base Deflect Chance
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stat.lightningchance = Lightning Chance
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@ -1180,6 +1181,8 @@ bar.input = Input
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bar.output = Output
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bar.strength = [stat]{0}[lightgray]x strength
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bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
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bar.activationtimer = Activates in {0}
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bar.activated = Activated
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units.processorcontrol = [lightgray]Processor Controlled
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@ -1188,6 +1191,9 @@ bullet.splashdamage = [stat]{0}[lightgray] ingurune-kaltea ~[stat] {1}[lightgray
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bullet.incendiary = [stat]su-eragilea
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bullet.homing = [stat]gidatua
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bullet.armorpierce = [stat]armor piercing
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bullet.armorweakness = [red]{0}%[lightgray] armor weakness
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bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
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||||
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
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bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
||||
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
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||||
bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
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||||
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@ -1070,6 +1070,7 @@ stat.ammo = Ammus
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stat.shieldhealth = Kilven elämäpisteet
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||||
stat.cooldowntime = Jäähtymisaika
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||||
stat.regenerationrate = Regeneration Rate
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||||
stat.activationtime = Activation Time
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||||
stat.explosiveness = Räjähdysherkkyys
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||||
stat.basedeflectchance = Perustorjuntatodennäköisyys
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||||
stat.lightningchance = Salamointitodennäköisyys
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@ -1180,6 +1181,8 @@ bar.input = Sisääntulo
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bar.output = Ulostulo
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||||
bar.strength = [stat]{0}[lightgray]x voimakkuus
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||||
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||
bar.activationtimer = Activates in {0}
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||||
bar.activated = Activated
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||||
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||||
units.processorcontrol = [lightgray]Prosessorin hallitsema
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||||
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@ -1188,6 +1191,9 @@ bullet.splashdamage = [stat]{0}[lightgray] Aluevahinko ~[stat] {1}[lightgray] pa
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bullet.incendiary = [stat]sytyttävä
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||||
bullet.homing = [stat]itseohjautuva
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bullet.armorpierce = [stat]haarniskan läpäisevä
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||||
bullet.armorweakness = [red]{0}%[lightgray] armor weakness
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||||
bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
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||||
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
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||||
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
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||||
bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
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@ -1070,6 +1070,7 @@ stat.ammo = Mga Bala
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stat.shieldhealth = Health ng Kalasag
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||||
stat.cooldowntime = Oras ng Cooldown
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||||
stat.regenerationrate = Regeneration Rate
|
||||
stat.activationtime = Activation Time
|
||||
stat.explosiveness = Pagkasabog
|
||||
stat.basedeflectchance = Base Deflect Chance
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||||
stat.lightningchance = Pagkakataon ng Lightning
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||||
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@ -1180,6 +1181,8 @@ bar.input = Input
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bar.output = Output
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||||
bar.strength = [stat]{0}[lightgray]x strength
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||||
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||
bar.activationtimer = Activates in {0}
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||||
bar.activated = Activated
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||||
|
||||
units.processorcontrol = [lightgray]Processor Controlled
|
||||
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||||
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@ -1188,6 +1191,9 @@ bullet.splashdamage = [stat]{0}[lightgray] area dmg ~[stat] {1}[lightgray] tiles
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|||
bullet.incendiary = [stat]incendiary
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||||
bullet.homing = [stat]homing
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||||
bullet.armorpierce = [stat]armor piercing
|
||||
bullet.armorweakness = [red]{0}%[lightgray] armor weakness
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||||
bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
||||
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
||||
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
|
||||
bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
||||
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|
|||
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@ -1070,6 +1070,7 @@ stat.ammo = Munitions
|
|||
stat.shieldhealth = Santé du bouclier
|
||||
stat.cooldowntime = Temps de refroidissement
|
||||
stat.regenerationrate = Regeneration Rate
|
||||
stat.activationtime = Activation Time
|
||||
stat.explosiveness = Explosivité
|
||||
stat.basedeflectchance = Chance de Détournement de Base
|
||||
stat.lightningchance = Chance d'Éclairs
|
||||
|
|
@ -1180,6 +1181,8 @@ bar.input = Entrée
|
|||
bar.output = Sortie
|
||||
bar.strength = [stat]{0}[lightgray]x puissance
|
||||
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||
bar.activationtimer = Activates in {0}
|
||||
bar.activated = Activated
|
||||
|
||||
units.processorcontrol = [lightgray]Contrôlé par un processeur.
|
||||
|
||||
|
|
@ -1188,6 +1191,9 @@ bullet.splashdamage = [stat]{0}[lightgray] dégâts de zone ~[stat] {1}[lightgra
|
|||
bullet.incendiary = [stat]incendiaire
|
||||
bullet.homing = [stat]autoguidé
|
||||
bullet.armorpierce = [stat]perceur d'armure
|
||||
bullet.armorweakness = [red]{0}%[lightgray] armor weakness
|
||||
bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
||||
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] limite de dégâts
|
||||
bullet.suppression = [stat]{0} sec[lightgray] suppression de soins ~ [stat]{1}[lightgray] blocs
|
||||
bullet.interval = [stat]{0}/sec[lightgray] Balle secondaire:
|
||||
|
|
|
|||
|
|
@ -1070,6 +1070,7 @@ stat.ammo = Lőszer
|
|||
stat.shieldhealth = Erőpajzs életpontja
|
||||
stat.cooldowntime = Újratöltés időtartama
|
||||
stat.regenerationrate = Regenerálási sebesség
|
||||
stat.activationtime = Activation Time
|
||||
stat.explosiveness = Robbanékonyság
|
||||
stat.basedeflectchance = Alap hárítási esély
|
||||
stat.lightningchance = Villámlás esélye
|
||||
|
|
@ -1180,6 +1181,8 @@ bar.input = Bemenet
|
|||
bar.output = Kimenet
|
||||
bar.strength = [stat]{0}[lightgray]x erő
|
||||
bar.regenerationrate = [stat]{0}/mp[lightgray] regenerálási sebesség
|
||||
bar.activationtimer = Activates in {0}
|
||||
bar.activated = Activated
|
||||
|
||||
units.processorcontrol = [lightgray]Processzorvezérelt
|
||||
|
||||
|
|
@ -1188,6 +1191,9 @@ bullet.splashdamage = [stat]{0}[lightgray] területi sebzés ~[stat] {1}[lightgr
|
|||
bullet.incendiary = [stat]gyújtó
|
||||
bullet.homing = [stat]nyomkövető
|
||||
bullet.armorpierce = [stat]páncéltörő
|
||||
bullet.armorweakness = [red]{0}%[lightgray] armor weakness
|
||||
bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
||||
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] sebzési határérték
|
||||
bullet.suppression = [stat]{0} mp[lightgray] javításelnyomás ~[stat]{1}[lightgray] mező
|
||||
bullet.interval = [stat]{0}/mp[lightgray] gyakoriságú lövedékek:
|
||||
|
|
|
|||
|
|
@ -1070,6 +1070,7 @@ stat.ammo = Amunisi
|
|||
stat.shieldhealth = Nyawa Perisai
|
||||
stat.cooldowntime = Waktu Pendinginan
|
||||
stat.regenerationrate = Laju Pemulihan
|
||||
stat.activationtime = Activation Time
|
||||
stat.explosiveness = Daya Ledak
|
||||
stat.basedeflectchance = Peluang Defleksi Dasar
|
||||
stat.lightningchance = Peluang Menghasilkan Petir
|
||||
|
|
@ -1180,6 +1181,8 @@ bar.input = Masukan
|
|||
bar.output = Keluaran
|
||||
bar.strength = [stat]{0}[lightgray]x penguatan
|
||||
bar.regenerationrate = [stat]{0}/sec[lightgray] waktu pulih
|
||||
bar.activationtimer = Activates in {0}
|
||||
bar.activated = Activated
|
||||
|
||||
units.processorcontrol = [lightgray]Dikendalikan Prosesor
|
||||
|
||||
|
|
@ -1188,6 +1191,9 @@ bullet.splashdamage = [stat]{0}[lightgray] damage percikan~[stat] {1}[lightgray]
|
|||
bullet.incendiary = [stat]membakar
|
||||
bullet.homing = [stat]mengejar
|
||||
bullet.armorpierce = [stat]menembus pelindung
|
||||
bullet.armorweakness = [red]{0}%[lightgray] armor weakness
|
||||
bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
||||
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] batas damage
|
||||
bullet.suppression = [stat]{0}[lightgray] detik penahan perbaikan ~ [stat]{1}[lightgray] ubin
|
||||
bullet.interval = [stat]{0}/detik[lightgray] jarak antar peluru:
|
||||
|
|
|
|||
|
|
@ -1070,6 +1070,7 @@ stat.ammo = Munizioni
|
|||
stat.shieldhealth = Integrità Scudo
|
||||
stat.cooldowntime = Tempo Raffreddamento
|
||||
stat.regenerationrate = Regeneration Rate
|
||||
stat.activationtime = Activation Time
|
||||
stat.explosiveness = Esplosività
|
||||
stat.basedeflectchance = Probabilità di Deviazione
|
||||
stat.lightningchance = Probabilità di Fulmine
|
||||
|
|
@ -1180,6 +1181,8 @@ bar.input = Entrata
|
|||
bar.output = Uscita
|
||||
bar.strength = [stat]{0}[lightgray]x forza
|
||||
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||
bar.activationtimer = Activates in {0}
|
||||
bar.activated = Activated
|
||||
|
||||
units.processorcontrol = [lightgray]Controllato dal Processore
|
||||
|
||||
|
|
@ -1188,6 +1191,9 @@ bullet.splashdamage = [stat]{0}[lightgray] danno ad area ~[stat] {1}[lightgray]
|
|||
bullet.incendiary = [stat]incendiario
|
||||
bullet.homing = [stat]autoguidato
|
||||
bullet.armorpierce = [stat]perforazione alle armature
|
||||
bullet.armorweakness = [red]{0}%[lightgray] armor weakness
|
||||
bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
||||
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
||||
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
|
||||
bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
||||
|
|
|
|||
|
|
@ -1070,6 +1070,7 @@ stat.ammo = 弾薬
|
|||
stat.shieldhealth = シールド
|
||||
stat.cooldowntime = クールタイム
|
||||
stat.regenerationrate = Regeneration Rate
|
||||
stat.activationtime = Activation Time
|
||||
stat.explosiveness = 爆発性
|
||||
stat.basedeflectchance = 反射確率
|
||||
stat.lightningchance = 電撃確率
|
||||
|
|
@ -1180,6 +1181,8 @@ bar.input = 入力
|
|||
bar.output = 出力
|
||||
bar.strength = [stat]{0}[lightgray]x 強化
|
||||
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||
bar.activationtimer = Activates in {0}
|
||||
bar.activated = Activated
|
||||
|
||||
units.processorcontrol = [lightgray]プロセッサーの制御下
|
||||
|
||||
|
|
@ -1188,6 +1191,9 @@ bullet.splashdamage = [stat]{0}[lightgray] 範囲ダメージ 約[stat] {1}[ligh
|
|||
bullet.incendiary = [stat]焼夷弾
|
||||
bullet.homing = [stat]追尾弾
|
||||
bullet.armorpierce = [stat]装甲貫通
|
||||
bullet.armorweakness = [red]{0}%[lightgray] armor weakness
|
||||
bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
||||
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] ダメージ制限
|
||||
bullet.suppression = [stat]{0} 秒[lightgray] 修復妨害 ~ [stat]{1}[lightgray] タイル
|
||||
bullet.interval = [stat]{0}/秒[lightgray] 発砲間隔:
|
||||
|
|
|
|||
|
|
@ -1070,6 +1070,7 @@ stat.ammo = 탄약
|
|||
stat.shieldhealth = 보호막 내구도
|
||||
stat.cooldowntime = 쿨타임
|
||||
stat.regenerationrate = 재생률
|
||||
stat.activationtime = Activation Time
|
||||
stat.explosiveness = 폭발성
|
||||
stat.basedeflectchance = 기본 반사 확률
|
||||
stat.lightningchance = 전격 생성 확률
|
||||
|
|
@ -1180,6 +1181,8 @@ bar.input = 입력
|
|||
bar.output = 출력
|
||||
bar.strength = [stat]{0}[lightgray]x 치료 속도[][]
|
||||
bar.regenerationrate = [stat]{0}/초[lightgray] 재생률
|
||||
bar.activationtimer = Activates in {0}
|
||||
bar.activated = Activated
|
||||
|
||||
units.processorcontrol = [lightgray]프로세서 제어됨[]
|
||||
|
||||
|
|
@ -1188,6 +1191,9 @@ bullet.splashdamage = [stat]{0}[lightgray] 범위 피해량 ~ [stat]{1}[lightgra
|
|||
bullet.incendiary = [stat]방화[]
|
||||
bullet.homing = [stat]유도[]
|
||||
bullet.armorpierce = [stat]방어 관통
|
||||
bullet.armorweakness = [red]{0}%[lightgray] armor weakness
|
||||
bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
||||
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] 피해 한도
|
||||
bullet.suppression = [stat]{0} 초[lightgray] 수리 억제 ~ [stat]{1}[lightgray] 타일
|
||||
bullet.interval = [stat]{0}/초[lightgray] 간격 탄환:
|
||||
|
|
|
|||
|
|
@ -1070,6 +1070,7 @@ stat.ammo = Šoviniai
|
|||
stat.shieldhealth = Shield Health
|
||||
stat.cooldowntime = Cooldown Time
|
||||
stat.regenerationrate = Regeneration Rate
|
||||
stat.activationtime = Activation Time
|
||||
stat.explosiveness = Explosiveness
|
||||
stat.basedeflectchance = Base Deflect Chance
|
||||
stat.lightningchance = Lightning Chance
|
||||
|
|
@ -1180,6 +1181,8 @@ bar.input = Įeiga
|
|||
bar.output = Išeiga
|
||||
bar.strength = [stat]{0}[lightgray]x strength
|
||||
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||
bar.activationtimer = Activates in {0}
|
||||
bar.activated = Activated
|
||||
|
||||
units.processorcontrol = [lightgray]Processor Controlled
|
||||
|
||||
|
|
@ -1188,6 +1191,9 @@ bullet.splashdamage = [stat]{0}[lightgray] zonos žalos ~[stat] {1}[lightgray] b
|
|||
bullet.incendiary = [stat]uždegantis
|
||||
bullet.homing = [stat]sekimas
|
||||
bullet.armorpierce = [stat]armor piercing
|
||||
bullet.armorweakness = [red]{0}%[lightgray] armor weakness
|
||||
bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
||||
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
||||
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
|
||||
bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
||||
|
|
|
|||
|
|
@ -1070,6 +1070,7 @@ stat.ammo = Ammunitie
|
|||
stat.shieldhealth = Schild Levenspunten
|
||||
stat.cooldowntime = Afkoelingsperiode
|
||||
stat.regenerationrate = Regeneration Rate
|
||||
stat.activationtime = Activation Time
|
||||
stat.explosiveness = Explosiviteit
|
||||
stat.basedeflectchance = Basis Afbuigingskans
|
||||
stat.lightningchance = Bliksemkans
|
||||
|
|
@ -1180,6 +1181,8 @@ bar.input = Invoer
|
|||
bar.output = Uitvoer
|
||||
bar.strength = [stat]{0}[lightgray]x sterkte
|
||||
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||
bar.activationtimer = Activates in {0}
|
||||
bar.activated = Activated
|
||||
|
||||
units.processorcontrol = [lightgray]Processor Gestuurd
|
||||
|
||||
|
|
@ -1188,6 +1191,9 @@ bullet.splashdamage = [stat]{0}[lightgray] gebied scade ~[stat] {1}[lightgray] t
|
|||
bullet.incendiary = [stat]brandstichtend
|
||||
bullet.homing = [stat]doelzoekend
|
||||
bullet.armorpierce = [stat]pantserdoorborend
|
||||
bullet.armorweakness = [red]{0}%[lightgray] armor weakness
|
||||
bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
||||
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
||||
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
|
||||
bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
||||
|
|
|
|||
|
|
@ -1070,6 +1070,7 @@ stat.ammo = Ammo
|
|||
stat.shieldhealth = Shield Health
|
||||
stat.cooldowntime = Cooldown Time
|
||||
stat.regenerationrate = Regeneration Rate
|
||||
stat.activationtime = Activation Time
|
||||
stat.explosiveness = Explosiveness
|
||||
stat.basedeflectchance = Base Deflect Chance
|
||||
stat.lightningchance = Lightning Chance
|
||||
|
|
@ -1180,6 +1181,8 @@ bar.input = Input
|
|||
bar.output = Output
|
||||
bar.strength = [stat]{0}[lightgray]x strength
|
||||
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||
bar.activationtimer = Activates in {0}
|
||||
bar.activated = Activated
|
||||
|
||||
units.processorcontrol = [lightgray]Processor Controlled
|
||||
|
||||
|
|
@ -1188,6 +1191,9 @@ bullet.splashdamage = [stat]{0}[lightgray] area dmg ~[stat] {1}[lightgray] tiles
|
|||
bullet.incendiary = [stat]incendiary
|
||||
bullet.homing = [stat]homing
|
||||
bullet.armorpierce = [stat]armor piercing
|
||||
bullet.armorweakness = [red]{0}%[lightgray] armor weakness
|
||||
bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
||||
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
||||
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
|
||||
bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
||||
|
|
|
|||
|
|
@ -1070,6 +1070,7 @@ stat.ammo = Amunicja
|
|||
stat.shieldhealth = Życie Tarczy
|
||||
stat.cooldowntime = Czas Odnowienia
|
||||
stat.regenerationrate = Regeneration Rate
|
||||
stat.activationtime = Activation Time
|
||||
stat.explosiveness = Wybuchowość
|
||||
stat.basedeflectchance = Bazowa Szansa Na Odbicie
|
||||
stat.lightningchance = Szansa Na Błyskawicę
|
||||
|
|
@ -1180,6 +1181,8 @@ bar.input = Wejście
|
|||
bar.output = Wyjście
|
||||
bar.strength = [stat]{0}[lightgray]x siły
|
||||
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||
bar.activationtimer = Activates in {0}
|
||||
bar.activated = Activated
|
||||
|
||||
units.processorcontrol = [lightgray]Kontrolowany przez procesor
|
||||
|
||||
|
|
@ -1188,6 +1191,9 @@ bullet.splashdamage = [stat]{0}[lightgray] Obrażenia obszarowe ~[stat] {1}[ligh
|
|||
bullet.incendiary = [stat]zapalający
|
||||
bullet.homing = [stat]naprowadzający
|
||||
bullet.armorpierce = [stat]przebijający pancerz
|
||||
bullet.armorweakness = [red]{0}%[lightgray] armor weakness
|
||||
bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
||||
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] maksymalne obrażenia
|
||||
bullet.suppression = [stat]{0} sec[lightgray] wyłączenie naprawy ~ [stat]{1}[lightgray] kratki
|
||||
bullet.interval = [stat]{0}/sec[lightgray] częstotliwość strzału:
|
||||
|
|
|
|||
|
|
@ -1070,6 +1070,7 @@ stat.ammo = Munição
|
|||
stat.shieldhealth = Vida do Escudo
|
||||
stat.cooldowntime = Tempo de espera
|
||||
stat.regenerationrate = Regeneration Rate
|
||||
stat.activationtime = Activation Time
|
||||
stat.explosiveness = Explosividade
|
||||
stat.basedeflectchance = Chance Base de Esquiva
|
||||
stat.lightningchance = Chance de Raio
|
||||
|
|
@ -1180,6 +1181,8 @@ bar.input = Entrada
|
|||
bar.output = Saída
|
||||
bar.strength = [stat]{0}[lightgray]x força
|
||||
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||
bar.activationtimer = Activates in {0}
|
||||
bar.activated = Activated
|
||||
|
||||
units.processorcontrol = [lightgray]Controlado por Processador
|
||||
|
||||
|
|
@ -1188,6 +1191,9 @@ bullet.splashdamage = [stat]{0}[lightgray] de dano em área ~[stat] {1}[lightgra
|
|||
bullet.incendiary = [stat]Incendiário
|
||||
bullet.homing = [stat]Guiado
|
||||
bullet.armorpierce = [stat]pentração de armadura
|
||||
bullet.armorweakness = [red]{0}%[lightgray] armor weakness
|
||||
bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
||||
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
||||
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
|
||||
bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
||||
|
|
|
|||
|
|
@ -1070,6 +1070,7 @@ stat.ammo = Munição
|
|||
stat.shieldhealth = Vida do Escudo
|
||||
stat.cooldowntime = Tempo de Espera
|
||||
stat.regenerationrate = Regeneration Rate
|
||||
stat.activationtime = Activation Time
|
||||
stat.explosiveness = Explosividade
|
||||
stat.basedeflectchance = Probabilidade Base de Esquiva
|
||||
stat.lightningchance = Probabilidade de Raio
|
||||
|
|
@ -1180,6 +1181,8 @@ bar.input = Entrada
|
|||
bar.output = Saída
|
||||
bar.strength = [stat]{0}[lightgray]x força
|
||||
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||
bar.activationtimer = Activates in {0}
|
||||
bar.activated = Activated
|
||||
|
||||
units.processorcontrol = [lightgray]Controlado por Processador
|
||||
|
||||
|
|
@ -1188,6 +1191,9 @@ bullet.splashdamage = [stat]{0}[lightgray] Dano em área ~[stat] {1}[lightgray]
|
|||
bullet.incendiary = [stat]incendiário
|
||||
bullet.homing = [stat]guiado
|
||||
bullet.armorpierce = [stat]perfuração de armadura
|
||||
bullet.armorweakness = [red]{0}%[lightgray] armor weakness
|
||||
bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
||||
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] limite de dano
|
||||
bullet.suppression = [stat]{0} seg.[lightgray] supressão de reparação ~ [stat]{1}[lightgray] blocos
|
||||
bullet.interval = [stat]{0}/seg.[lightgray] balas de intervalo:
|
||||
|
|
|
|||
|
|
@ -1070,6 +1070,7 @@ stat.ammo = Muniție
|
|||
stat.shieldhealth = Viață Scut
|
||||
stat.cooldowntime = Timp de Reîncărcare
|
||||
stat.regenerationrate = Regeneration Rate
|
||||
stat.activationtime = Activation Time
|
||||
stat.explosiveness = Explozivitate
|
||||
stat.basedeflectchance = Șansă de Reflexie
|
||||
stat.lightningchance = Șansă Fulger
|
||||
|
|
@ -1180,6 +1181,8 @@ bar.input = Necesită
|
|||
bar.output = Produce
|
||||
bar.strength = [stat]{0}[lightgray]x putere
|
||||
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||
bar.activationtimer = Activates in {0}
|
||||
bar.activated = Activated
|
||||
|
||||
units.processorcontrol = [lightgray]Controlat de Procesor
|
||||
|
||||
|
|
@ -1188,6 +1191,9 @@ bullet.splashdamage = [stat]{0}[lightgray] forță pe raza ~[stat] {1}[lightgray
|
|||
bullet.incendiary = [stat]incendiar
|
||||
bullet.homing = [stat]cu radar
|
||||
bullet.armorpierce = [stat]armor piercing
|
||||
bullet.armorweakness = [red]{0}%[lightgray] armor weakness
|
||||
bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
||||
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
||||
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
|
||||
bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
||||
|
|
|
|||
|
|
@ -1070,6 +1070,7 @@ stat.ammo = Боеприпасы
|
|||
stat.shieldhealth = Прочность щита
|
||||
stat.cooldowntime = Время восстановления
|
||||
stat.regenerationrate = Regeneration Rate
|
||||
stat.activationtime = Activation Time
|
||||
stat.explosiveness = Взрывоопасность
|
||||
stat.basedeflectchance = Базовый шанс отражения
|
||||
stat.lightningchance = Шанс удара молнии
|
||||
|
|
@ -1180,6 +1181,8 @@ bar.input = Ввод
|
|||
bar.output = Вывод
|
||||
bar.strength = [stat]{0}[lightgray]x эффективность
|
||||
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||
bar.activationtimer = Activates in {0}
|
||||
bar.activated = Activated
|
||||
|
||||
units.processorcontrol = [lightgray]Управляется процессором
|
||||
|
||||
|
|
@ -1188,6 +1191,9 @@ bullet.splashdamage = [stat]{0}[lightgray] урона в радиусе ~[stat]
|
|||
bullet.incendiary = [stat]зажигательный
|
||||
bullet.homing = [stat]самонаводящийся
|
||||
bullet.armorpierce = [stat]бронебойный
|
||||
bullet.armorweakness = [red]{0}%[lightgray] armor weakness
|
||||
bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
||||
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] предел урона
|
||||
bullet.suppression = [stat]{0} сек[lightgray] подавления регенерации в радиусе ~ [stat]{1}[lightgray] блоков
|
||||
bullet.interval = [stat]{0}/сек[lightgray] интервальный(ых) снаряд(ов):
|
||||
|
|
|
|||
|
|
@ -1070,6 +1070,7 @@ stat.ammo = Municija
|
|||
stat.shieldhealth = Izdržljivost štita
|
||||
stat.cooldowntime = Vreme hlađenja
|
||||
stat.regenerationrate = Regeneration Rate
|
||||
stat.activationtime = Activation Time
|
||||
stat.explosiveness = Eksplozivnost
|
||||
stat.basedeflectchance = Šansa odbijanja
|
||||
stat.lightningchance = Šansa za stvaranje munje
|
||||
|
|
@ -1180,6 +1181,8 @@ bar.input = Ulaz
|
|||
bar.output = Izlaz
|
||||
bar.strength = [stat]{0}[lightgray]x snage
|
||||
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||
bar.activationtimer = Activates in {0}
|
||||
bar.activated = Activated
|
||||
|
||||
units.processorcontrol = [lightgray]Procesno Upravljan
|
||||
|
||||
|
|
@ -1188,6 +1191,9 @@ bullet.splashdamage = [stat]{0}[lightgray] oblasna šteta ~[stat] {1}[lightgray]
|
|||
bullet.incendiary = [stat]zapaljiv
|
||||
bullet.homing = [stat]samonavođenje
|
||||
bullet.armorpierce = [stat]proboj oklopa
|
||||
bullet.armorweakness = [red]{0}%[lightgray] armor weakness
|
||||
bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
||||
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
||||
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
|
||||
bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
||||
|
|
|
|||
|
|
@ -1070,6 +1070,7 @@ stat.ammo = Ammunition
|
|||
stat.shieldhealth = Shield Health
|
||||
stat.cooldowntime = Cooldown Time
|
||||
stat.regenerationrate = Regeneration Rate
|
||||
stat.activationtime = Activation Time
|
||||
stat.explosiveness = Explosiveness
|
||||
stat.basedeflectchance = Base Deflect Chance
|
||||
stat.lightningchance = Lightning Chance
|
||||
|
|
@ -1180,6 +1181,8 @@ bar.input = Input
|
|||
bar.output = Output
|
||||
bar.strength = [stat]{0}[lightgray]x strength
|
||||
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||
bar.activationtimer = Activates in {0}
|
||||
bar.activated = Activated
|
||||
|
||||
units.processorcontrol = [lightgray]Processor Controlled
|
||||
|
||||
|
|
@ -1188,6 +1191,9 @@ bullet.splashdamage = [stat]{0}[lightgray] area dmg ~[stat] {1}[lightgray] tiles
|
|||
bullet.incendiary = [stat]incendiary
|
||||
bullet.homing = [stat]homing
|
||||
bullet.armorpierce = [stat]armor piercing
|
||||
bullet.armorweakness = [red]{0}%[lightgray] armor weakness
|
||||
bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
||||
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
||||
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
|
||||
bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
||||
|
|
|
|||
|
|
@ -1070,6 +1070,7 @@ stat.ammo = กระสุน
|
|||
stat.shieldhealth = พลังชีวิตโล่
|
||||
stat.cooldowntime = เวลาคูลดาวน์
|
||||
stat.regenerationrate = Regeneration Rate
|
||||
stat.activationtime = Activation Time
|
||||
stat.explosiveness = แรงระเบิด
|
||||
stat.basedeflectchance = โอกาสกระสุนสะท้อนกลับ
|
||||
stat.lightningchance = โอกาสเกิดสายฟ้า
|
||||
|
|
@ -1180,6 +1181,8 @@ bar.input = ด้านเข้า
|
|||
bar.output = ด้านออก
|
||||
bar.strength = [lightgray]ความรุนแรง [stat]{0}[lightgray]x
|
||||
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||
bar.activationtimer = Activates in {0}
|
||||
bar.activated = Activated
|
||||
|
||||
units.processorcontrol = [lightgray]ถูกตัวประมวลผลควบคุมอยู่
|
||||
|
||||
|
|
@ -1188,6 +1191,9 @@ bullet.splashdamage = [stat]{0}[lightgray] ดาเมจกระจาย ~[s
|
|||
bullet.incendiary = [stat]ติดไฟ
|
||||
bullet.homing = [stat]ติดตามตัว
|
||||
bullet.armorpierce = [stat]เจาะเกราะ
|
||||
bullet.armorweakness = [red]{0}%[lightgray] armor weakness
|
||||
bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
||||
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] ความเสียหายสูงสุด
|
||||
bullet.suppression = [stat]{0} วิ[lightgray] ระงับการฟื้นฟู ~ [stat]{1}[lightgray] ช่อง
|
||||
bullet.interval = [stat]{0}/วิ[lightgray] กระสุนช่วงระยะ:
|
||||
|
|
|
|||
|
|
@ -1070,6 +1070,7 @@ stat.ammo = Ammo
|
|||
stat.shieldhealth = Shield Health
|
||||
stat.cooldowntime = Cooldown Time
|
||||
stat.regenerationrate = Regeneration Rate
|
||||
stat.activationtime = Activation Time
|
||||
stat.explosiveness = Explosiveness
|
||||
stat.basedeflectchance = Base Deflect Chance
|
||||
stat.lightningchance = Lightning Chance
|
||||
|
|
@ -1180,6 +1181,8 @@ bar.input = Input
|
|||
bar.output = Output
|
||||
bar.strength = [stat]{0}[lightgray]x strength
|
||||
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||
bar.activationtimer = Activates in {0}
|
||||
bar.activated = Activated
|
||||
|
||||
units.processorcontrol = [lightgray]Processor Controlled
|
||||
|
||||
|
|
@ -1188,6 +1191,9 @@ bullet.splashdamage = [stat]{0}[lightgray] area dmg ~[stat] {1}[lightgray] tiles
|
|||
bullet.incendiary = [stat]incendiary
|
||||
bullet.homing = [stat]homing
|
||||
bullet.armorpierce = [stat]armor piercing
|
||||
bullet.armorweakness = [red]{0}%[lightgray] armor weakness
|
||||
bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
||||
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
||||
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles
|
||||
bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
||||
|
|
|
|||
|
|
@ -1070,6 +1070,7 @@ stat.ammo = Mermi
|
|||
stat.shieldhealth = Kalkan Canı
|
||||
stat.cooldowntime = Soğuma Süresi
|
||||
stat.regenerationrate = Regeneration Rate
|
||||
stat.activationtime = Activation Time
|
||||
stat.explosiveness = Patlayıcılık
|
||||
stat.basedeflectchance = Mermi Sekme İhtimali
|
||||
stat.lightningchance = Yıldırım Çarpma İhtimali
|
||||
|
|
@ -1180,6 +1181,8 @@ bar.input = Girdi
|
|||
bar.output = Çıktı
|
||||
bar.strength = [stat]{0}[lightgray]x Güç
|
||||
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||
bar.activationtimer = Activates in {0}
|
||||
bar.activated = Activated
|
||||
|
||||
units.processorcontrol = [lightgray]İşlemci Kontrolünde
|
||||
|
||||
|
|
@ -1188,6 +1191,9 @@ bullet.splashdamage = [stat]{0} [lightgray]alan hasarı ~[stat] {1} [lightgray]k
|
|||
bullet.incendiary = [stat]yakıcı
|
||||
bullet.homing = [stat]güdümlü
|
||||
bullet.armorpierce = [stat]zırh delici
|
||||
bullet.armorweakness = [red]{0}%[lightgray] armor weakness
|
||||
bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
||||
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] hasar limiti
|
||||
bullet.suppression = [stat]{0} sn[lightgray] tamir bastırması ~ [stat]{1}[lightgray] karolar
|
||||
bullet.interval = [stat]{0}/sn[lightgray] ara mermiler:
|
||||
|
|
|
|||
|
|
@ -1070,6 +1070,7 @@ stat.ammo = Боєприпаси
|
|||
stat.shieldhealth = Міцність щита
|
||||
stat.cooldowntime = Тривалість охолодження
|
||||
stat.regenerationrate = Regeneration Rate
|
||||
stat.activationtime = Activation Time
|
||||
stat.explosiveness = Вибухонебезпечність
|
||||
stat.basedeflectchance = Базовий шанс відбиття
|
||||
stat.lightningchance = Шанс удару блискавки
|
||||
|
|
@ -1180,6 +1181,8 @@ bar.input = Ввід
|
|||
bar.output = Вивід
|
||||
bar.strength = x[stat]{0}[lightgray] сила
|
||||
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||
bar.activationtimer = Activates in {0}
|
||||
bar.activated = Activated
|
||||
|
||||
units.processorcontrol = [lightgray]Керується процесором
|
||||
|
||||
|
|
@ -1188,6 +1191,9 @@ bullet.splashdamage = [stat]{0}[lightgray] шкода по ділянці ~[stat
|
|||
bullet.incendiary = [stat]запальний
|
||||
bullet.homing = [stat]самонаведення
|
||||
bullet.armorpierce = [stat]бронебійність
|
||||
bullet.armorweakness = [red]{0}%[lightgray] armor weakness
|
||||
bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
||||
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] обмеження шкоди
|
||||
bullet.suppression = [stat]{0}[lightgray] сек. пригнічення відновлення ~ [stat]{1}[lightgray] плит.
|
||||
bullet.interval = [stat]{0} за сек. [lightgray] період між кулями:
|
||||
|
|
|
|||
|
|
@ -1070,6 +1070,7 @@ stat.ammo = Đạn
|
|||
stat.shieldhealth = Độ bền khiên
|
||||
stat.cooldowntime = Thời gian hồi phục
|
||||
stat.regenerationrate = Tốc Độ Hồi Phục
|
||||
stat.activationtime = Activation Time
|
||||
stat.explosiveness = Gây nổ
|
||||
stat.basedeflectchance = Tỷ lệ phản đạn
|
||||
stat.lightningchance = Tỷ lệ phóng điện
|
||||
|
|
@ -1180,6 +1181,8 @@ bar.input = Đầu vào
|
|||
bar.output = Đầu ra
|
||||
bar.strength = [stat]{0}[lightgray]x sức mạnh
|
||||
bar.regenerationrate = [stat]{0}/sec[lightgray] tốc độ hồi phục
|
||||
bar.activationtimer = Activates in {0}
|
||||
bar.activated = Activated
|
||||
|
||||
units.processorcontrol = [lightgray]Điều khiển bởi bộ xử lý
|
||||
|
||||
|
|
@ -1188,6 +1191,9 @@ bullet.splashdamage = [stat]{0}[lightgray] sát thương diện rộng ~[stat] {
|
|||
bullet.incendiary = [stat]gây cháy
|
||||
bullet.homing = [stat]truy đuổi
|
||||
bullet.armorpierce = [stat]xuyên giáp
|
||||
bullet.armorweakness = [red]{0}%[lightgray] armor weakness
|
||||
bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
||||
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] giới hạn sát thương
|
||||
bullet.suppression = [stat]{0}[lightgray] giây ngăn sửa chữa ~ [stat]{1}[lightgray] ô
|
||||
bullet.interval = [stat]{0}/giây[lightgray] đạn ngắt quãng:
|
||||
|
|
|
|||
|
|
@ -1070,6 +1070,7 @@ stat.ammo = 弹药
|
|||
stat.shieldhealth = 护盾容量
|
||||
stat.cooldowntime = 冷却时间
|
||||
stat.regenerationrate = Regeneration Rate
|
||||
stat.activationtime = Activation Time
|
||||
stat.explosiveness = 爆炸性
|
||||
stat.basedeflectchance = 基础反射概率
|
||||
stat.lightningchance = 激发闪电概率
|
||||
|
|
@ -1180,6 +1181,8 @@ bar.input = 输入
|
|||
bar.output = 输出
|
||||
bar.strength = [stat]{0}[lightgray]x 效率
|
||||
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||
bar.activationtimer = Activates in {0}
|
||||
bar.activated = Activated
|
||||
|
||||
units.processorcontrol = [lightgray]由处理器控制
|
||||
|
||||
|
|
@ -1188,6 +1191,9 @@ bullet.splashdamage = [stat]{0}[lightgray] 范围伤害 ~ [stat]{1}[lightgray]
|
|||
bullet.incendiary = [stat]燃烧
|
||||
bullet.homing = [stat]追踪
|
||||
bullet.armorpierce = [stat]穿甲
|
||||
bullet.armorweakness = [red]{0}%[lightgray] armor weakness
|
||||
bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
||||
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] 伤害上限
|
||||
bullet.suppression = [stat]{0} 秒[lightgray] 修复压制 ~ [stat]{1}[lightgray] 格
|
||||
bullet.interval = [stat]{0}/秒[lightgray] 分裂子弹:
|
||||
|
|
|
|||
|
|
@ -1070,6 +1070,7 @@ stat.ammo = 彈藥
|
|||
stat.shieldhealth = 護盾生命值
|
||||
stat.cooldowntime = 冷確時間
|
||||
stat.regenerationrate = Regeneration Rate
|
||||
stat.activationtime = Activation Time
|
||||
stat.explosiveness = 爆炸性
|
||||
stat.basedeflectchance = 基礎偏移量
|
||||
stat.lightningchance = 燃燒機率
|
||||
|
|
@ -1180,6 +1181,8 @@ bar.input = 輸入
|
|||
bar.output = 輸出
|
||||
bar.strength = [stat]{0}[lightgray]x 強度
|
||||
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
|
||||
bar.activationtimer = Activates in {0}
|
||||
bar.activated = Activated
|
||||
|
||||
units.processorcontrol = [lightgray]由微處理器控制
|
||||
|
||||
|
|
@ -1188,6 +1191,9 @@ bullet.splashdamage = [stat]{0}[lightgray]範圍傷害 ~[stat] {1}[lightgray]格
|
|||
bullet.incendiary = [stat]燃燒
|
||||
bullet.homing = [stat]追蹤
|
||||
bullet.armorpierce = [stat]穿甲
|
||||
bullet.armorweakness = [red]{0}%[lightgray] armor weakness
|
||||
bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing
|
||||
bullet.antiarmor = [stat]{0}x[lightgray] anti-armor
|
||||
bullet.maxdamagefraction = [stat]{0}%[lightgray]傷害上限
|
||||
bullet.suppression = [stat]{0}秒[lightgray]抑制修復 ~ [stat]{1}[lightgray]格
|
||||
bullet.interval = [stat]{0}/秒[lightgray]分裂子彈:
|
||||
|
|
|
|||
|
|
@ -3322,6 +3322,7 @@ public class Blocks{
|
|||
coolant = consumeCoolant(0.1f);
|
||||
coolantMultiplier = 10f;
|
||||
researchCostMultiplier = 0.05f;
|
||||
depositCooldown = 2.0f;
|
||||
|
||||
limitRange(5f);
|
||||
}};
|
||||
|
|
@ -3407,6 +3408,7 @@ public class Blocks{
|
|||
shootSound = Sounds.shootScatter;
|
||||
coolant = consumeCoolant(0.2f);
|
||||
researchCostMultiplier = 0.05f;
|
||||
depositCooldown = 0.5f;
|
||||
|
||||
limitRange(2);
|
||||
}};
|
||||
|
|
@ -3453,6 +3455,7 @@ public class Blocks{
|
|||
health = 400;
|
||||
shootSound = Sounds.shootFlame;
|
||||
coolant = consumeCoolant(0.1f);
|
||||
depositCooldown = 1.0f;
|
||||
}};
|
||||
|
||||
hail = new ItemTurret("hail"){{
|
||||
|
|
@ -3517,6 +3520,7 @@ public class Blocks{
|
|||
shootSound = Sounds.shootArtillerySmall;
|
||||
coolant = consumeCoolant(0.1f);
|
||||
coolantMultiplier = 10f;
|
||||
depositCooldown = 2.0f;
|
||||
limitRange(0f);
|
||||
}};
|
||||
|
||||
|
|
@ -3581,6 +3585,7 @@ public class Blocks{
|
|||
chargeEffect = new MultiEffect(Fx.lancerLaserCharge, Fx.lancerLaserChargeBegin);
|
||||
|
||||
buildingDamageMultiplier = 0.25f;
|
||||
armorMultiplier = 4f;
|
||||
hitEffect = Fx.hitLancer;
|
||||
hitSize = 4;
|
||||
lifetime = 16f;
|
||||
|
|
@ -3706,7 +3711,7 @@ public class Blocks{
|
|||
}};
|
||||
|
||||
shootY = 4.5f;
|
||||
reload = 30f;
|
||||
reload = 60f * 4f / 7f;
|
||||
inaccuracy = 10f;
|
||||
range = 240f;
|
||||
consumeAmmoOnce = false;
|
||||
|
|
@ -3717,6 +3722,7 @@ public class Blocks{
|
|||
|
||||
limitRange(5f);
|
||||
coolant = consumeCoolant(0.3f);
|
||||
depositCooldown = 2.0f;
|
||||
}};
|
||||
|
||||
salvo = new ItemTurret("salvo"){{
|
||||
|
|
@ -3818,6 +3824,7 @@ public class Blocks{
|
|||
|
||||
limitRange();
|
||||
coolant = consumeCoolant(0.2f);
|
||||
depositCooldown = 2.0f;
|
||||
}};
|
||||
|
||||
segment = new PointDefenseTurret("segment"){{
|
||||
|
|
@ -3935,6 +3942,7 @@ public class Blocks{
|
|||
shootEffect = smokeEffect = Fx.thoriumShoot;
|
||||
}}
|
||||
);
|
||||
depositCooldown = 1.0f;
|
||||
}};
|
||||
|
||||
ripple = new ItemTurret("ripple"){{
|
||||
|
|
@ -4063,6 +4071,7 @@ public class Blocks{
|
|||
coolant = consumeCoolant(0.3f);
|
||||
|
||||
scaledHealth = 130;
|
||||
depositCooldown = 2.0f;
|
||||
shootSound = Sounds.shootRipple;
|
||||
}};
|
||||
|
||||
|
|
@ -4168,7 +4177,7 @@ public class Blocks{
|
|||
}
|
||||
}};
|
||||
|
||||
reload = 8f;
|
||||
reload = 10f;
|
||||
range = 200f;
|
||||
size = 3;
|
||||
recoil = 1.5f;
|
||||
|
|
@ -4180,6 +4189,7 @@ public class Blocks{
|
|||
coolant = consumeCoolant(0.3f);
|
||||
|
||||
scaledHealth = 145;
|
||||
depositCooldown = 2.0f;
|
||||
limitRange();
|
||||
}};
|
||||
|
||||
|
|
@ -4224,6 +4234,7 @@ public class Blocks{
|
|||
scaledHealth = 150;
|
||||
|
||||
coolant = consumeCoolant(1f);
|
||||
depositCooldown = 2.0f;
|
||||
consumePower(10f);
|
||||
}};
|
||||
|
||||
|
|
@ -4290,6 +4301,7 @@ public class Blocks{
|
|||
scaledHealth = 160;
|
||||
coolant = consumeCoolant(1f);
|
||||
|
||||
depositCooldown = 2.0f;
|
||||
limitRange();
|
||||
}};
|
||||
|
||||
|
|
|
|||
|
|
@ -181,6 +181,8 @@ public class BulletType extends Content implements Cloneable{
|
|||
public boolean fragOnAbsorb = true;
|
||||
/** If true, unit armor is ignored in damage calculations. */
|
||||
public boolean pierceArmor = false;
|
||||
/** Multiplies the unit armor used in damage calculations. Used for armor weakness, armor piercing, and anti-armor. */
|
||||
public float armorMultiplier = 1f;
|
||||
/** If true, the bullet will "stick" to enemies and get deactivated on collision. */
|
||||
public boolean sticky = false;
|
||||
/** Extra time added to bullet when it sticks to something. */
|
||||
|
|
@ -483,6 +485,8 @@ public class BulletType extends Content implements Cloneable{
|
|||
}
|
||||
if(pierceArmor){
|
||||
h.damagePierce(damage);
|
||||
}else if(armorMultiplier != 1){
|
||||
h.damageArmorMult(damage, armorMultiplier);
|
||||
}else{
|
||||
h.damage(damage);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1727,7 +1727,7 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc,
|
|||
|
||||
float damage = other.type.buildingDamage(other);
|
||||
if(!other.type.pierceArmor){
|
||||
damage = Damage.applyArmor(damage, block.armor);
|
||||
damage = Damage.applyArmor(damage, block.armor * other.type.armorMultiplier);
|
||||
}
|
||||
|
||||
damage(other, other.team, damage);
|
||||
|
|
|
|||
|
|
@ -58,6 +58,16 @@ abstract class HealthComp implements Entityc, Posc{
|
|||
damagePierce(amount, true);
|
||||
}
|
||||
|
||||
/** Damage and multiply armor received. */
|
||||
void damageArmorMult(float amount, float armorMult, boolean withEffect){
|
||||
damage(amount, withEffect);
|
||||
}
|
||||
|
||||
/** Damage and multiply armor received. */
|
||||
void damageArmorMult(float amount, float armorMult){
|
||||
damageArmorMult(amount, armorMult, true);
|
||||
}
|
||||
|
||||
void damage(float amount){
|
||||
if(Float.isNaN(health)) health = 0f;
|
||||
|
||||
|
|
@ -86,6 +96,10 @@ abstract class HealthComp implements Entityc, Posc{
|
|||
damagePierce(amount * Time.delta, hitTime <= -20 + hitDuration);
|
||||
}
|
||||
|
||||
void damageContinuousArmorMult(float amount, float armorMult){
|
||||
damageArmorMult(amount * Time.delta, armorMult, hitTime <= -20 + hitDuration);
|
||||
}
|
||||
|
||||
void clampHealth(){
|
||||
health = Math.min(health, maxHealth);
|
||||
if(Float.isNaN(health)) health = 0f;
|
||||
|
|
|
|||
|
|
@ -42,6 +42,18 @@ abstract class ShieldComp implements Healthc, Posc{
|
|||
}
|
||||
}
|
||||
|
||||
@Replace
|
||||
@Override
|
||||
public void damageArmorMult(float amount, float armorMult, boolean withEffect){
|
||||
float pre = hitTime;
|
||||
|
||||
rawDamage(Damage.applyArmor(amount, armorOverride >= 0f ? armorOverride * armorMult : armor * armorMult) / healthMultiplier / Vars.state.rules.unitHealth(team));
|
||||
|
||||
if(!withEffect){
|
||||
hitTime = pre;
|
||||
}
|
||||
}
|
||||
|
||||
protected void rawDamage(float amount){
|
||||
boolean hadShields = shield > 0.0001f;
|
||||
|
||||
|
|
|
|||
|
|
@ -248,7 +248,7 @@ public class OverlayRenderer{
|
|||
|
||||
Building build = world.buildWorld(v.x, v.y);
|
||||
if(input.canDropItem() && build != null && build.interactable(player.team()) && build.acceptStack(player.unit().item(), player.unit().stack.amount, player.unit()) > 0 && player.within(build, itemTransferRange) &&
|
||||
input.itemDepositCooldown <= 0f){
|
||||
input.canDepositItem(build)){
|
||||
|
||||
boolean invalid = !build.allowDeposit();
|
||||
|
||||
|
|
|
|||
|
|
@ -37,6 +37,7 @@ import mindustry.ui.fragments.*;
|
|||
import mindustry.world.*;
|
||||
import mindustry.world.blocks.ConstructBlock.*;
|
||||
import mindustry.world.blocks.*;
|
||||
import mindustry.world.blocks.defense.turrets.*;
|
||||
import mindustry.world.blocks.distribution.*;
|
||||
import mindustry.world.blocks.payloads.*;
|
||||
import mindustry.world.blocks.storage.*;
|
||||
|
|
@ -2149,7 +2150,7 @@ public abstract class InputHandler implements InputProcessor, GestureListener{
|
|||
if(build != null && build.acceptStack(stack.item, stack.amount, player.unit()) > 0 && build.interactable(player.team()) &&
|
||||
build.block.hasItems && player.unit().stack().amount > 0 && build.interactable(player.team())){
|
||||
|
||||
if(build.allowDeposit() && itemDepositCooldown <= 0f){
|
||||
if(build.allowDeposit() && canDepositItem(build)){
|
||||
Call.transferInventory(player, build);
|
||||
itemDepositCooldown = state.rules.itemDepositCooldown;
|
||||
}
|
||||
|
|
@ -2158,6 +2159,14 @@ public abstract class InputHandler implements InputProcessor, GestureListener{
|
|||
}
|
||||
}
|
||||
|
||||
public boolean canDepositItem(Building build){
|
||||
//takes advantage of itemDepositCooldown being able to be negative, allows the cooldown to be different for each building
|
||||
if(build.block.depositCooldown >= 0){
|
||||
return itemDepositCooldown - state.rules.itemDepositCooldown <= -build.block.depositCooldown;
|
||||
}
|
||||
return itemDepositCooldown <= 0;
|
||||
}
|
||||
|
||||
public void rebuildArea(int x1, int y1, int x2, int y2){
|
||||
NormalizeResult result = Placement.normalizeArea(x1, y1, x2, y2, rotation, false, 999999999);
|
||||
Tmp.r1.set(result.x * tilesize, result.y * tilesize, (result.x2 - result.x) * tilesize, (result.y2 - result.y) * tilesize);
|
||||
|
|
|
|||
|
|
@ -66,6 +66,8 @@ public class Block extends UnlockableContent implements Senseable{
|
|||
public boolean acceptsItems = false;
|
||||
/** If true, this block won't be affected by the onlyDepositCore rule. */
|
||||
public boolean alwaysAllowDeposit = false;
|
||||
/** Cooldown, in seconds, applied to player item depositing when any item is deposited to this block. Overrides the itemDepositCooldown if non-negative. */
|
||||
public float depositCooldown = -1f;
|
||||
/** If true, all item capacities of this block are separate instead of pooled as one number. */
|
||||
public boolean separateItemCapacity = false;
|
||||
/** maximum items this block can carry (usually, this is per-type of item) */
|
||||
|
|
|
|||
|
|
@ -1,5 +1,7 @@
|
|||
package mindustry.world.blocks.defense.turrets;
|
||||
|
||||
import arc.*;
|
||||
import arc.graphics.*;
|
||||
import arc.math.*;
|
||||
import arc.struct.*;
|
||||
import arc.util.*;
|
||||
|
|
@ -8,6 +10,7 @@ import mindustry.entities.*;
|
|||
import mindustry.gen.*;
|
||||
import mindustry.graphics.*;
|
||||
import mindustry.logic.*;
|
||||
import mindustry.ui.*;
|
||||
import mindustry.world.*;
|
||||
import mindustry.world.blocks.*;
|
||||
import mindustry.world.consumers.*;
|
||||
|
|
@ -21,6 +24,8 @@ public class BaseTurret extends Block{
|
|||
public float rotateSpeed = 5;
|
||||
public float fogRadiusMultiplier = 1f;
|
||||
public boolean disableOverlapCheck = false;
|
||||
/** How much time to start shooting after placement. */
|
||||
public float activationTime = 0f;
|
||||
|
||||
/** Effect displayed when coolant is used. */
|
||||
public Effect coolEffect = Fx.fuelburn;
|
||||
|
|
@ -90,10 +95,31 @@ public class BaseTurret extends Block{
|
|||
super.setStats();
|
||||
|
||||
stats.add(Stat.shootRange, range / tilesize, StatUnit.blocks);
|
||||
if(activationTime > 0) stats.add(Stat.activationTime, activationTime / 60f, StatUnit.seconds);
|
||||
}
|
||||
|
||||
@Override
|
||||
public void setBars(){
|
||||
super.setBars();
|
||||
|
||||
if(activationTime > 0){
|
||||
addBar("activationtimer", (BaseTurretBuild entity) ->
|
||||
new Bar(() ->
|
||||
(entity.activationTimer > 0)? Core.bundle.format("bar.activationtimer", Mathf.ceil(entity.activationTimer / 60f)) : Core.bundle.get("bar.activated"),
|
||||
() -> (entity.activationTimer > 0)? Pal.lightOrange : Pal.techBlue,
|
||||
() -> 1 - entity.activationTimer / activationTime));
|
||||
}
|
||||
}
|
||||
|
||||
public class BaseTurretBuild extends Building implements Ranged, RotBlock{
|
||||
public float rotation = 90;
|
||||
public float activationTimer = 0;
|
||||
|
||||
@Override
|
||||
public void placed(){
|
||||
super.placed();
|
||||
activationTimer = activationTime;
|
||||
}
|
||||
|
||||
@Override
|
||||
public float range(){
|
||||
|
|
@ -113,5 +139,10 @@ public class BaseTurret extends Block{
|
|||
public float estimateDps(){
|
||||
return 0f;
|
||||
}
|
||||
|
||||
@Override
|
||||
public BlockStatus status() {
|
||||
return (activationTimer <= 0)? super.status() : BlockStatus.inactive;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -26,7 +26,7 @@ public class ReloadTurret extends BaseTurret{
|
|||
public float reloadCounter;
|
||||
|
||||
protected void updateCooling(){
|
||||
if(reloadCounter < reload && coolant != null && coolant.efficiency(this) > 0 && efficiency > 0){
|
||||
if(canReload() && coolant != null && coolant.efficiency(this) > 0 && efficiency > 0){
|
||||
float capacity = coolant instanceof ConsumeLiquidFilter filter ? filter.getConsumed(this).heatCapacity : (coolant.consumes(liquids.current()) ? liquids.current().heatCapacity : 0.4f);
|
||||
float amount = coolant.amount * coolant.efficiency(this);
|
||||
coolant.update(this);
|
||||
|
|
@ -45,5 +45,9 @@ public class ReloadTurret extends BaseTurret{
|
|||
protected float baseReloadSpeed(){
|
||||
return efficiency;
|
||||
}
|
||||
|
||||
protected boolean canReload(){
|
||||
return reloadCounter < reload;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -76,6 +76,11 @@ public class TractorBeamTurret extends BaseTurret{
|
|||
|
||||
@Override
|
||||
public void updateTile(){
|
||||
if(activationTimer > 0){
|
||||
activationTimer -= Time.delta;
|
||||
return;
|
||||
}
|
||||
|
||||
float eff = efficiency * coolantMultiplier, edelta = eff * delta();
|
||||
|
||||
//retarget
|
||||
|
|
|
|||
|
|
@ -278,6 +278,8 @@ public class Turret extends ReloadTurret{
|
|||
public @Nullable float[] curRecoils;
|
||||
public float shootWarmup, charge, warmupHold = 0f;
|
||||
public int totalShots, barrelCounter;
|
||||
public float excessReload = 0;
|
||||
public int reloadShots = 0;
|
||||
public boolean logicShooting = false;
|
||||
public @Nullable Posc target;
|
||||
public Vec2 targetPos = new Vec2();
|
||||
|
|
@ -419,7 +421,7 @@ public class Turret extends ReloadTurret{
|
|||
}
|
||||
|
||||
public boolean isActive(){
|
||||
return (target != null || wasShooting) && enabled;
|
||||
return (target != null || wasShooting) && enabled && activationTimer <= 0;
|
||||
}
|
||||
|
||||
public void targetPosition(Posc pos){
|
||||
|
|
@ -481,8 +483,6 @@ public class Turret extends ReloadTurret{
|
|||
shootWarmup = Mathf.lerpDelta(shootWarmup, warmupTarget, shootWarmupSpeed * (warmupTarget > 0 ? efficiency : 1f));
|
||||
}
|
||||
|
||||
wasShooting = false;
|
||||
|
||||
curRecoil = Mathf.approachDelta(curRecoil, 0, 1 / recoilTime);
|
||||
if(recoils > 0){
|
||||
if(curRecoils == null) curRecoils = new float[recoils];
|
||||
|
|
@ -515,8 +515,11 @@ public class Turret extends ReloadTurret{
|
|||
if(reloadWhileCharging || !charging()){
|
||||
updateReload();
|
||||
updateCooling();
|
||||
capReload();
|
||||
}
|
||||
|
||||
wasShooting = false;
|
||||
|
||||
if(state.rules.fog){
|
||||
float newRange = hasAmmo() ? peekAmmo().rangeChange : 0f;
|
||||
if(newRange != lastRangeChange){
|
||||
|
|
@ -525,6 +528,11 @@ public class Turret extends ReloadTurret{
|
|||
}
|
||||
}
|
||||
|
||||
if(activationTimer > 0){
|
||||
activationTimer -= Time.delta;
|
||||
return;
|
||||
}
|
||||
|
||||
if(hasAmmo()){
|
||||
if(Float.isNaN(reloadCounter)) reloadCounter = 0;
|
||||
|
||||
|
|
@ -673,11 +681,30 @@ public class Turret extends ReloadTurret{
|
|||
return queuedBullets > 0 && shoot.firstShotDelay > 0;
|
||||
}
|
||||
|
||||
protected void updateReload(){
|
||||
reloadCounter += delta() * ammoReloadMultiplier() * baseReloadSpeed();
|
||||
@Override
|
||||
protected boolean canReload(){
|
||||
//keep reloading as the turret keeps shooting
|
||||
return reloadShots < 1 || wasShooting;
|
||||
}
|
||||
|
||||
//cap reload for visual reasons
|
||||
protected void updateReload(){
|
||||
if(!canReload()) return;
|
||||
reloadCounter += delta() * ammoReloadMultiplier() * baseReloadSpeed();
|
||||
}
|
||||
|
||||
protected void capReload(){
|
||||
//cap reload for visual reasons, need to store the excess reload to keep the firerate consistent
|
||||
if(canReload() && reloadCounter >= reload){
|
||||
reloadShots += (int)(reloadCounter / reload);
|
||||
excessReload += reloadCounter % reload;
|
||||
}
|
||||
reloadCounter = Math.min(reloadCounter, reload);
|
||||
reloadShots = Math.min(reloadShots, 5);
|
||||
|
||||
if(!wasShooting){
|
||||
reloadShots = 0;
|
||||
excessReload = 0;
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
|
|
@ -687,12 +714,14 @@ public class Turret extends ReloadTurret{
|
|||
|
||||
protected void updateShooting(){
|
||||
|
||||
if(reloadCounter >= reload && !charging() && shootWarmup >= minWarmup){
|
||||
if(reloadShots > 0 && !charging() && shootWarmup >= minWarmup){
|
||||
BulletType type = peekAmmo();
|
||||
|
||||
shoot(type);
|
||||
|
||||
reloadCounter %= reload;
|
||||
reloadCounter = excessReload;
|
||||
excessReload = 0;
|
||||
reloadShots--;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -7,7 +7,8 @@ public enum BlockStatus{
|
|||
active(Color.valueOf("5ce677")),
|
||||
noOutput(Color.orange),
|
||||
noInput(Pal.remove),
|
||||
logicDisable(Color.valueOf("8a73c6"));
|
||||
logicDisable(Color.valueOf("8a73c6")),
|
||||
inactive(Color.lightGray);
|
||||
|
||||
public final Color color;
|
||||
|
||||
|
|
|
|||
|
|
@ -95,6 +95,7 @@ public class Stat implements Comparable<Stat>{
|
|||
shieldHealth = new Stat("shieldHealth", StatCat.function),
|
||||
cooldownTime = new Stat("cooldownTime", StatCat.function),
|
||||
regenerationRate = new Stat("regenerationRate", StatCat.function),
|
||||
activationTime = new Stat("activationTime", StatCat.function),
|
||||
moduleTier = new Stat("moduletier", StatCat.function),
|
||||
unitType = new Stat("unittype", StatCat.function),
|
||||
|
||||
|
|
|
|||
|
|
@ -704,6 +704,16 @@ public class StatValues{
|
|||
sep(bt, "@bullet.armorpierce");
|
||||
}
|
||||
|
||||
if(type.armorMultiplier != 1f){
|
||||
if(type.armorMultiplier > 1f){
|
||||
sep(bt, Core.bundle.format("bullet.armorweakness", (int)(type.armorMultiplier * 100)));
|
||||
}else if(Mathf.sign(type.armorMultiplier) == 1){
|
||||
sep(bt, Core.bundle.format("bullet.armorpiercing", (int)((1 - type.armorMultiplier) * 100)));
|
||||
}else{
|
||||
sep(bt, Core.bundle.format("bullet.antiarmor", (-type.armorMultiplier)));
|
||||
}
|
||||
}
|
||||
|
||||
if(type.maxDamageFraction > 0){
|
||||
sep(bt, Core.bundle.format("bullet.maxdamagefraction", (int)(type.maxDamageFraction * 100)));
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue