Merge remote-tracking branch 'origin/master'

This commit is contained in:
Anuken 2026-01-01 11:14:05 -05:00
commit ac95b2b9fa
50 changed files with 359 additions and 15 deletions

View file

@ -1073,6 +1073,7 @@ 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
@ -1183,6 +1184,8 @@ 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
@ -1191,6 +1194,9 @@ 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}[lightgray] seconds of repair suppression ~ [stat]{1}[lightgray] tiles
bullet.interval = [stat]{0}/sec[lightgray] interval bullets:

View file

@ -1070,6 +1070,7 @@ stat.ammo = Боепрыпасы
stat.shieldhealth = Трываласць Шчыта
stat.cooldowntime = Час Перазарадкі
stat.regenerationrate = Regeneration Rate
stat.activationtime = Activation Time
stat.explosiveness = Узрыўчатасць
stat.basedeflectchance = Шанец Збоя Базы
stat.lightningchance = Шанец Маланкі
@ -1180,6 +1181,8 @@ bar.input = Уваход
bar.output = Выхад
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]Кантралюецца Працэссарам
@ -1188,6 +1191,9 @@ bullet.splashdamage = [stat] {0} [lightgray]страты ў радыусе ~ [st
bullet.incendiary = [stat] запальны
bullet.homing = [stat] саманаводных
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:

View file

@ -1070,6 +1070,7 @@ stat.ammo = Боеприпаси
stat.shieldhealth = Здравина на щита
stat.cooldowntime = Време за охлаждане
stat.regenerationrate = Regeneration Rate
stat.activationtime = Activation Time
stat.explosiveness = Експлозивност
stat.basedeflectchance = Базов шанс за отклоняване на изстрел
stat.lightningchance = Вероятност за светкавица
@ -1180,6 +1181,8 @@ bar.input = Вход
bar.output = Изход
bar.strength = [stat]{0}[lightgray]x сила
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
bar.activationtimer = Activates in {0}
bar.activated = Activated
units.processorcontrol = [lightgray]Контролиран от процесор
@ -1188,6 +1191,9 @@ bullet.splashdamage = [stat]{0}[lightgray] щети на площ ~[stat] {1}[li
bullet.incendiary = [stat]Подпалване
bullet.homing = [stat]Самонасочване
bullet.armorpierce = [stat]Пробождане на броня
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] ограничена щета
bullet.suppression = [stat]{0} сек[lightgray] възпиране на поправки ~ [stat]{1}[lightgray] плочки
bullet.interval = [stat]{0}/сек[lightgray] куршуми в интервал:

View file

@ -1070,6 +1070,7 @@ stat.ammo = Munició
stat.shieldhealth = Salut de lescut
stat.cooldowntime = Temps de refredament
stat.regenerationrate = Regeneration Rate
stat.activationtime = Activation Time
stat.explosiveness = Explosivitat
stat.basedeflectchance = Probabilitat base devasió
stat.lightningchance = Probabilitat de llampegar
@ -1180,6 +1181,8 @@ bar.input = Entrada
bar.output = Sortida
bar.strength = [stat]{0}[lightgray]× força
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
bar.activationtimer = Activates in {0}
bar.activated = Activated
units.processorcontrol = [lightgray]Controlat pel processador
@ -1188,6 +1191,9 @@ bullet.splashdamage = [stat]{0}[lightgray] de dany a làrea ~[stat] {1}[light
bullet.incendiary = [stat]incendiari
bullet.homing = [stat]munició guiada
bullet.armorpierce = [stat]perforador darmadures
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] de dany límit
bullet.suppression = [stat]Supressió de reparacions cada {0} s[lightgray] ~ [stat]{1}[lightgray] caselles
bullet.interval = [stat]Interval de bales de {0}/s[lightgray]:

View file

@ -1070,6 +1070,7 @@ stat.ammo = Střelivo
stat.shieldhealth = Zdraví štítu
stat.cooldowntime = Čas na zchladnutí
stat.regenerationrate = Regeneration Rate
stat.activationtime = Activation Time
stat.explosiveness = Výbušnost
stat.basedeflectchance = Základní pravděpodobnost odražení
stat.lightningchance = Pravděpodobnost blesku
@ -1180,6 +1181,8 @@ bar.input = Vstup
bar.output = Výstup
bar.strength = [stat]{0}[lightgray]x síla
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
bar.activationtimer = Activates in {0}
bar.activated = Activated
units.processorcontrol = [lightgray]Procesor je ovládán[]
@ -1188,6 +1191,9 @@ bullet.splashdamage = [stat]{0}[lightgray] plošného poškození ~[stat] {1}[li
bullet.incendiary = [stat]zápalný
bullet.homing = [stat]samonaváděcí
bullet.armorpierce = [stat]proražení brnění
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] limit poškození
bullet.suppression = [stat]{0} sek[lightgray] potlačení opravy ~ [stat]{1}[lightgray] kostek
bullet.interval = [stat]{0}/sek[lightgray] interval kulek:

View file

@ -1070,6 +1070,7 @@ stat.ammo = Ammunition
stat.shieldhealth = Skjold-helbred
stat.cooldowntime = Nedkølingstid
stat.regenerationrate = Regeneration Rate
stat.activationtime = Activation Time
stat.explosiveness = Eksplosivitet
stat.basedeflectchance = Grundlæggende reflektions-chance
stat.lightningchance = Lyn-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 kontrolleret
@ -1188,6 +1191,9 @@ bullet.splashdamage = [stat]{0}[lightgray] områdeskade ~[stat] {1}[lightgray] f
bullet.incendiary = [stat]brændfarlig
bullet.homing = [stat]målsøgende
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:

View file

@ -1070,6 +1070,7 @@ stat.ammo = Munition
stat.shieldhealth = Schildlebenspunkte
stat.cooldowntime = Cooldown-Zeit
stat.regenerationrate = Regeneration Rate
stat.activationtime = Activation Time
stat.explosiveness = Sprengkraft
stat.basedeflectchance = Grundreflektionschance
stat.lightningchance = Blitzwahrscheinlichkeit
@ -1180,6 +1181,8 @@ bar.input = Input
bar.output = Output
bar.strength = [stat]{0}[lightgray]x Stärke
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
bar.activationtimer = Activates in {0}
bar.activated = Activated
units.processorcontrol = [lightgray]Prozessorgesteuert
@ -1188,6 +1191,9 @@ bullet.splashdamage = [stat]{0}[lightgray] Flächenschaden ~[stat] {1}[lightgray
bullet.incendiary = [stat]entzündend
bullet.homing = [stat]zielsuchend
bullet.armorpierce = [stat]panzerbrechend
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] Heilungsunterdrückung ~ [stat]{1}[lightgray] Kacheln
bullet.interval = [stat]{0}/sec[lightgray] Intervallgeschosse:

View file

@ -1070,6 +1070,7 @@ stat.ammo = Munición
stat.shieldhealth = Escudo
stat.cooldowntime = Enfriamiento
stat.regenerationrate = Tasa de regeneración
stat.activationtime = Activation Time
stat.explosiveness = Explosividad
stat.basedeflectchance = Probabilidad base de desvío
stat.lightningchance = Probabilidad de descarga
@ -1180,6 +1181,8 @@ bar.input = Entrada
bar.output = Salida
bar.strength = [stat]{0}[lightgray]x potencia
bar.regenerationrate = [stat]{0}/seg[lightgray] regeneración
bar.activationtimer = Activates in {0}
bar.activated = Activated
units.processorcontrol = [lightgray]Controlado desde el procesador
@ -1188,6 +1191,9 @@ bullet.splashdamage = [stat]{0}[lightgray] daño en área ~[stat] {1}[lightgray]
bullet.incendiary = [stat]incendiaria
bullet.homing = [stat]rastreadora
bullet.armorpierce = [stat]perforación 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] daño límite
bullet.suppression = [stat]{0} seg[lightgray] supresión de reparación ~ [stat]{1}[lightgray] casillas
bullet.interval = [stat]{0}/seg[lightgray] balas por intervalo:

View file

@ -1070,6 +1070,7 @@ stat.ammo = Laskemoon
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] hävituspunkti ~[stat] {1}[lightgray]
bullet.incendiary = [stat]süttiv
bullet.homing = [stat]isesihtiv
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:

View file

@ -1070,6 +1070,7 @@ stat.ammo = Munizioa
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] ingurune-kaltea ~[stat] {1}[lightgray
bullet.incendiary = [stat]su-eragilea
bullet.homing = [stat]gidatua
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:

View file

@ -1070,6 +1070,7 @@ stat.ammo = Ammus
stat.shieldhealth = Kilven elämäpisteet
stat.cooldowntime = Jäähtymisaika
stat.regenerationrate = Regeneration Rate
stat.activationtime = Activation Time
stat.explosiveness = Räjähdysherkkyys
stat.basedeflectchance = Perustorjuntatodennäköisyys
stat.lightningchance = Salamointitodennäköisyys
@ -1180,6 +1181,8 @@ bar.input = Sisääntulo
bar.output = Ulostulo
bar.strength = [stat]{0}[lightgray]x voimakkuus
bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate
bar.activationtimer = Activates in {0}
bar.activated = Activated
units.processorcontrol = [lightgray]Prosessorin hallitsema
@ -1188,6 +1191,9 @@ bullet.splashdamage = [stat]{0}[lightgray] Aluevahinko ~[stat] {1}[lightgray] pa
bullet.incendiary = [stat]sytyttävä
bullet.homing = [stat]itseohjautuva
bullet.armorpierce = [stat]haarniskan läpäisevä
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:

View file

@ -1070,6 +1070,7 @@ stat.ammo = Mga Bala
stat.shieldhealth = Health ng Kalasag
stat.cooldowntime = Oras ng Cooldown
stat.regenerationrate = Regeneration Rate
stat.activationtime = Activation Time
stat.explosiveness = Pagkasabog
stat.basedeflectchance = Base Deflect Chance
stat.lightningchance = Pagkakataon ng Lightning
@ -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:

View file

@ -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:

View file

@ -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:

View file

@ -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:

View file

@ -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:

View file

@ -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:

View file

@ -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:

View file

@ -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:

View file

@ -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:

View file

@ -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:

View file

@ -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:

View file

@ -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:

View file

@ -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:

View file

@ -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:

View file

@ -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):

View file

@ -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:

View file

@ -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:

View file

@ -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:

View file

@ -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:

View file

@ -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:

View file

@ -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:

View file

@ -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:

View file

@ -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:

View file

@ -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:

View file

@ -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();
}};

View file

@ -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);
}

View file

@ -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);

View file

@ -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;

View file

@ -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;

View file

@ -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();

View file

@ -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);

View file

@ -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) */

View file

@ -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;
}
}
}

View file

@ -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;
}
}
}

View file

@ -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

View file

@ -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--;
}
}

View file

@ -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;

View file

@ -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),

View file

@ -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)));
}