Merge pull request 'car axle client + updated time + games' (#19) from selenite/pages:main into main
Reviewed-on: https://codeberg.org/skysthelimitt/selenite/pulls/19
21
404.html
@ -51,16 +51,17 @@
|
||||
|
||||
</alerts>
|
||||
<body id="noscroll">
|
||||
<header>
|
||||
<a href="/index.html">Home</a>
|
||||
<a href="/bookmarklets.html">Bookmarklets</a>
|
||||
<a href="/projects.html">Games</a>
|
||||
<a href="/settings.html">Settings</a>
|
||||
<a id="blank" href="#">Open Blank</a>
|
||||
<div id="status">
|
||||
<p id="time">00:00 AM</p>
|
||||
</div>
|
||||
</header>
|
||||
<header>
|
||||
<a href="/index.html">Home</a>
|
||||
<a href="/bookmarklets.html">Bookmarklets</a>
|
||||
<a href="/projects.html">Games</a>
|
||||
<a href="/apps.html">Apps</a>
|
||||
<a href="/settings.html">Settings</a>
|
||||
<a id="blank" href="#">Open Blank</a>
|
||||
<div id="status">
|
||||
<p id="time">00:00 AM</p>
|
||||
</div>
|
||||
</header>
|
||||
<main id="main" class="noscroll">
|
||||
<h1>Page not found!</h1>
|
||||
<p>We could not find this page.</p>
|
||||
|
@ -38,6 +38,7 @@
|
||||
<a href="/index.html">Home</a>
|
||||
<a href="/bookmarklets.html">Bookmarklets</a>
|
||||
<a href="/projects.html">Games</a>
|
||||
<a href="/apps.html">Apps</a>
|
||||
<a href="/settings.html">Settings</a>
|
||||
<a id="blank" href="#">Open Blank</a>
|
||||
<div id="status">
|
||||
@ -52,6 +53,8 @@
|
||||
<p><a href="https://jquery.com/">jQuery</a>: a lot of the more technical stuff.</p>
|
||||
<p><a href="https://github.com/js-cookie/js-cookie/">js-cookie</a>: working with cookies.</p>
|
||||
<p><a href="https://shoelace.style">Shoelace</a>: a lot of smaller styling, such as the safe mode alert</p>
|
||||
<p><a href="https://necolas.github.io/normalize.css/">Normalize.css</a>: normalizes css across different browsers</p>
|
||||
<p><a href="https://www.bootcss.com/">Bootstrap</a>: useful as a base for some smaller, styling such as the new games popup</p>
|
||||
<p><a href="https://3kh0.net">3kh0</a>: a lot of games, the download/upload save feature, and the main inspiration</p>
|
||||
<p><a href="/backgrounds.html">View Background Credits</a></p>
|
||||
|
||||
|
146
apps.html
Normal file
@ -0,0 +1,146 @@
|
||||
<!DOCTYPE html>
|
||||
<html class="sl-theme-dark" lang="en">
|
||||
<head>
|
||||
<!-- initialize theme vars
|
||||
https://coolors.co/10002b-240046-3c096c-5a189a-7b2cbf-9d4edd-c77dff-e0aaff -->
|
||||
|
||||
<script src="https://ajax.googleapis.com/ajax/libs/jquery/3.7.0/jquery.min.js"></script>
|
||||
<script src=" https://cdn.jsdelivr.net/npm/js-cookie@3.0.5/dist/js.cookie.min.js "></script>
|
||||
<script type="text/javascript" src="https://cdnjs.cloudflare.com/ajax/libs/crypto-js/4.1.1/crypto-js.min.js"></script>
|
||||
<!-- initialize my stuff -->
|
||||
<script src="/js/all.js"></script>
|
||||
<script src="/js/apps.js"></script>
|
||||
<script src="/js/search.js"></script>
|
||||
<script src="/js/main.js"></script>
|
||||
<script src="/js/themes.js"></script>
|
||||
<script src="/js/cookie.js"></script>
|
||||
|
||||
<script src="https://cdn.jsdelivr.net/npm/@widgetbot/crate@3" async defer>
|
||||
new Crate({
|
||||
server: '1148719137238040606', // Selenite
|
||||
channel: '1173731814196645909', // #commands
|
||||
color: getComputedStyle(document.body).getPropertyValue("--uibg")
|
||||
})
|
||||
</script>
|
||||
<link rel="stylesheet" href="/style.css" />
|
||||
<link rel="stylesheet" href="/themes.css" />
|
||||
|
||||
<!-- seo + other things -->
|
||||
<title>Apps | Selenite</title>
|
||||
<link rel="icon" href="/favicon.ico" />
|
||||
|
||||
<meta name="viewport" content="width=device-width,initial-scale=1" />
|
||||
|
||||
<!-- toastify -->
|
||||
<script></script>
|
||||
</head>
|
||||
<alerts>
|
||||
<div id="toast"></div>
|
||||
<script>
|
||||
$.getJSON("data/changelog.json", (data) => {
|
||||
if (localStorage.getItem("selenite.version") != data.version) {
|
||||
toast({ title: "New Update!", message: data.desc, time: data.timestamp });
|
||||
localStorage.setItem("selenite.version", data.version);
|
||||
}
|
||||
});
|
||||
function toast(message, type) {
|
||||
const toast = document.getElementById("toast");
|
||||
toast.innerHTML = `<div class=samerow><h1>${message.title} - ${timeAgo(new Date(message.time * 1000))}</h1></div><p>${message.message}</p>`;
|
||||
toast.style.animation = "toastFade 6s";
|
||||
}
|
||||
|
||||
function timeAgo(input) {
|
||||
const date = input instanceof Date ? input : new Date(input);
|
||||
const formatter = new Intl.RelativeTimeFormat("en");
|
||||
const ranges = {
|
||||
years: 3600 * 24 * 365,
|
||||
months: 3600 * 24 * 30,
|
||||
weeks: 3600 * 24 * 7,
|
||||
days: 3600 * 24,
|
||||
hours: 3600,
|
||||
minutes: 60,
|
||||
seconds: 1,
|
||||
};
|
||||
const secondsElapsed = (date.getTime() - Date.now()) / 1000;
|
||||
for (let key in ranges) {
|
||||
if (ranges[key] < Math.abs(secondsElapsed)) {
|
||||
const delta = secondsElapsed / ranges[key];
|
||||
return formatter.format(Math.round(delta), key);
|
||||
}
|
||||
}
|
||||
}
|
||||
</script>
|
||||
</alerts>
|
||||
<body>
|
||||
<header>
|
||||
<a href="/index.html">Home</a>
|
||||
<a href="/bookmarklets.html">Bookmarklets</a>
|
||||
<a href="/projects.html">Games</a>
|
||||
<a href="/apps.html">Apps</a>
|
||||
<a href="/settings.html">Settings</a>
|
||||
<a id="blank" href="#">Open Blank</a>
|
||||
<div id="status">
|
||||
<p id="time">00:00 AM</p>
|
||||
</div>
|
||||
</header>
|
||||
<main>
|
||||
<div id="adcontainer">
|
||||
<h3><a href="ad.html">AD (click to read more):</a></h3>
|
||||
<script async="async" data-cfasync="false" src="//snailthreatenedinvited.com/92108816b5da54426d1639bcbfb5785c/invoke.js"></script>
|
||||
<div id="container-92108816b5da54426d1639bcbfb5785c"></div>
|
||||
</div>
|
||||
<h3 id="popunder" style="display: none;">You may be redirected upon clicking on the screen. This is an ad. <a style="font-size: inherit;" href="ad.html">Learn more.</a></h3>
|
||||
<input class="hiddenUpload" type="file" accept=".save" hidden />
|
||||
|
||||
<input type="text" class="searchbar" id="gamesearch" placeholder="Type here to search.." />
|
||||
<div class="samerow">
|
||||
<sl-tooltip content="Remember to download your save, so you don't lose your progress." trigger="manual" class="manual-tooltip">
|
||||
<button onclick="downloadMainSave()">Download Save</button>
|
||||
</sl-tooltip>
|
||||
<button id="upload" onclick="uploadMainSave()">Upload Save</button>
|
||||
</div>
|
||||
|
||||
<h2>Starred Apps</h2>
|
||||
<p id="pinnedmessage">Star some apps for things to show up here!</p>
|
||||
<div id="pinned"></div>
|
||||
|
||||
<h2>All Apps</h2>
|
||||
<div id="games">
|
||||
<a href="/suggest.html"
|
||||
><div class="suggest">
|
||||
<img src="img/addlink.svg" alt="Add Game logo" style="filter: invert(1) !important" />
|
||||
<h1>Suggest a app!</h1>
|
||||
</div></a
|
||||
>
|
||||
<p id="message">apps loading..</p>
|
||||
<p id="message">apps not loading? click ctrl + shift + r</p>
|
||||
<button id="message" onclick='$.getJSON("/data/apps.json", function (data) {loadGames(data)})'>Apps not loading? Click here.</button>
|
||||
</div>
|
||||
<div id="adcontainer">
|
||||
<script type="text/javascript" src="//snailthreatenedinvited.com/f9/78/06/f97806fd0f338057a67abb4e5e710970.js"></script>
|
||||
</div>
|
||||
<br />
|
||||
</main>
|
||||
|
||||
<footer>
|
||||
<a href="https://codeberg.org/skysthelimitt/selenite">Source</a>
|
||||
<a href="https://discord.gg/7jyufnwJNf">Discord</a>
|
||||
<a href="/suggest.html">Suggestions & Bugs</a>
|
||||
<a href="/contact.html">Contact</a>
|
||||
<a href="/support.html">Donate</a>
|
||||
<a href="/about.html">About</a>
|
||||
</footer>
|
||||
<script>
|
||||
document.addEventListener("DOMContentLoaded", function () {
|
||||
const adContainers = document.querySelectorAll("[id=adcontainer]");
|
||||
if (adContainers.length > 0) {
|
||||
for (let i = 0; i < adContainers.length; i++) {
|
||||
if (Math.random() < 0.5 && localStorage.getItem("selenite.adblock") != "true") {
|
||||
adContainers[i].innerHTML = "";
|
||||
}
|
||||
}
|
||||
}
|
||||
});
|
||||
</script>
|
||||
</body>
|
||||
</html>
|
@ -36,16 +36,17 @@
|
||||
|
||||
</alerts>
|
||||
<body>
|
||||
<header>
|
||||
<a href="/index.html">Home</a>
|
||||
<a href="/bookmarklets.html">Bookmarklets</a>
|
||||
<a href="/projects.html">Games</a>
|
||||
<a href="/settings.html">Settings</a>
|
||||
<a id="blank" href="#">Open Blank</a>
|
||||
<div id="status">
|
||||
<p id="time">00:00 AM</p>
|
||||
</div>
|
||||
</header>
|
||||
<header>
|
||||
<a href="/index.html">Home</a>
|
||||
<a href="/bookmarklets.html">Bookmarklets</a>
|
||||
<a href="/projects.html">Games</a>
|
||||
<a href="/apps.html">Apps</a>
|
||||
<a href="/settings.html">Settings</a>
|
||||
<a id="blank" href="#">Open Blank</a>
|
||||
<div id="status">
|
||||
<p id="time">00:00 AM</p>
|
||||
</div>
|
||||
</header>
|
||||
<main id="main">
|
||||
<img src="img/backgrounds/sunset_theme.jpg" class="img-credits">
|
||||
<a href="https://www.pixiv.net/en/users/10746425">邦乔彦</a>
|
||||
|
21
contact.html
@ -31,16 +31,17 @@
|
||||
</head>
|
||||
|
||||
<body id="noscroll">
|
||||
<header>
|
||||
<a href="/index.html">Home</a>
|
||||
<a href="/bookmarklets.html">Bookmarklets</a>
|
||||
<a href="/projects.html">Games</a>
|
||||
<a href="/settings.html">Settings</a>
|
||||
<a id="blank" href="#">Open Blank</a>
|
||||
<div id="status">
|
||||
<p id="time">00:00 AM</p>
|
||||
</div>
|
||||
</header>
|
||||
<header>
|
||||
<a href="/index.html">Home</a>
|
||||
<a href="/bookmarklets.html">Bookmarklets</a>
|
||||
<a href="/projects.html">Games</a>
|
||||
<a href="/apps.html">Apps</a>
|
||||
<a href="/settings.html">Settings</a>
|
||||
<a id="blank" href="#">Open Blank</a>
|
||||
<div id="status">
|
||||
<p id="time">00:00 AM</p>
|
||||
</div>
|
||||
</header>
|
||||
<main id="main" class="noscroll">
|
||||
<h2>Have a question or concern?</h2>
|
||||
<h3>You can contact me using the following methods:</h3>
|
||||
|
23
data/apps.json
Normal file
@ -0,0 +1,23 @@
|
||||
[
|
||||
{
|
||||
"name": "Javascript Deobfuscator",
|
||||
"directory": "deobsfucator",
|
||||
"image": "cover.svg"
|
||||
},
|
||||
{
|
||||
"name": "Code Editor",
|
||||
"directory": "code",
|
||||
"image": "cover.svg"
|
||||
},
|
||||
{
|
||||
"name": "Turbowarp",
|
||||
"directory": "turbowarp",
|
||||
"image": "cover.svg"
|
||||
},
|
||||
{
|
||||
"name": "Calculator",
|
||||
"image": "cover.svg",
|
||||
"directory": "calc"
|
||||
}
|
||||
|
||||
]
|
@ -1,5 +1,6 @@
|
||||
{
|
||||
"version": "1.0.3",
|
||||
"desc": "added a few games (courtesy of legalize), fixed retro games",
|
||||
"timestamp": "1710095962"
|
||||
"version": "1.0.4",
|
||||
"desc": "a few new games and new apps page",
|
||||
"timestamp": "1710174020"
|
||||
}
|
||||
|
||||
|
@ -1,4 +1,29 @@
|
||||
[
|
||||
{
|
||||
"name": "Mindustry",
|
||||
"image": "cover.svg",
|
||||
"directory": "mind"
|
||||
},
|
||||
{
|
||||
"name": "Shape Shipper",
|
||||
"image": "cover.svg",
|
||||
"directory": "shape"
|
||||
},
|
||||
{
|
||||
"name": "Rough Dino",
|
||||
"image": "cover.svg",
|
||||
"directory": "roughdino"
|
||||
},
|
||||
{
|
||||
"name": "Geometry Meltdown",
|
||||
"image": "cover.svg",
|
||||
"directory": "geomelt"
|
||||
},
|
||||
{
|
||||
"name": "Geometry Jump",
|
||||
"image": "cover.svg",
|
||||
"directory": "geojump"
|
||||
},
|
||||
{
|
||||
"name": "Counter Strike: DS",
|
||||
"image": "cover.svg",
|
||||
@ -384,11 +409,6 @@
|
||||
"directory": "dino",
|
||||
"image": "icon.png"
|
||||
},
|
||||
{
|
||||
"name": "Turbowarp",
|
||||
"directory": "turbowarp",
|
||||
"image": "icon.png"
|
||||
},
|
||||
{
|
||||
"name": "Tetris",
|
||||
"directory": "tetris",
|
||||
|
23
index.html
@ -40,18 +40,19 @@
|
||||
|
||||
</alerts>
|
||||
<body id="noscroll">
|
||||
<header>
|
||||
<a href="/index.html">Home</a>
|
||||
<a href="/bookmarklets.html">Bookmarklets</a>
|
||||
<a href="/projects.html">Games</a>
|
||||
<a href="/settings.html">Settings</a>
|
||||
<a id="blank" href="#">Open Blank</a>
|
||||
<div id="status">
|
||||
<p id="time">00:00 AM</p>
|
||||
</div>
|
||||
</header>
|
||||
<header>
|
||||
<a href="/index.html">Home</a>
|
||||
<a href="/bookmarklets.html">Bookmarklets</a>
|
||||
<a href="/projects.html">Games</a>
|
||||
<a href="/apps.html">Apps</a>
|
||||
<a href="/settings.html">Settings</a>
|
||||
<a id="blank" href="#">Open Blank</a>
|
||||
<div id="status">
|
||||
<p id="time">00:00 AM</p>
|
||||
</div>
|
||||
</header>
|
||||
<main id="main" class="noscroll">
|
||||
<b style="font-weight:1000px;"><h1>selenite.</h1></b>
|
||||
<b style="font-weight:1000px;"><h1 class="chan">selenite.</h1></b>
|
||||
<noscript>enable javascript if you want the games to actually load</noscript>
|
||||
<p id="randomquote">...</p>
|
||||
<div class="samerow">
|
||||
|
197
js/apps.js
Normal file
@ -0,0 +1,197 @@
|
||||
$.getJSON("/data/apps.json", function (data) {
|
||||
if (document.readyState === "complete") {
|
||||
loadGames(data);
|
||||
} else {
|
||||
let areGamesReady = setInterval(() => {
|
||||
if (document.readyState === "complete") {
|
||||
loadGames(data);
|
||||
clearInterval(areGamesReady);
|
||||
}
|
||||
}, 50);
|
||||
}
|
||||
});
|
||||
|
||||
function loadGames(data) {
|
||||
starredgames = getCookie("starred");
|
||||
if (!starredgames) {
|
||||
starredgames = [];
|
||||
} else {
|
||||
starredgames = JSON.parse(decodeURIComponent(getCookie("starred")));
|
||||
}
|
||||
$("#gamesearch").prop({
|
||||
placeholder: "Click here to search through our " + data.length + " apps!",
|
||||
});
|
||||
data.sort(dynamicSort("name"));
|
||||
gamelist = data;
|
||||
for (let i = 0; i < data.length; i++) {
|
||||
let $element = $("<a>")
|
||||
.attr({
|
||||
class: "game",
|
||||
id: data[i].directory,
|
||||
recommended: data[i].recommended,
|
||||
href: "sppa/" + data[i].directory + "/index.html",
|
||||
})
|
||||
.data("recommended", data[i].recommended)
|
||||
.append(
|
||||
$("<img>").prop({
|
||||
src: "sppa/" + data[i].directory + "/" + data[i].image,
|
||||
alt: data[i].name + " logo",
|
||||
})
|
||||
)
|
||||
.append($("<h1>").text(data[i].name))
|
||||
.append(
|
||||
$("<img>").prop({
|
||||
src: "img/star.svg",
|
||||
alt: "star",
|
||||
class: "star",
|
||||
})
|
||||
);
|
||||
|
||||
if (starredgames.includes(data[i].directory)) {
|
||||
$element.find("img.star").attr("id", "starred");
|
||||
$element.find("img.star").attr("src", "img/star-fill.svg");
|
||||
let $pinnedelement = $element.clone();
|
||||
$("#pinned").append($pinnedelement);
|
||||
if ($("#pinnedmessage")) {
|
||||
$("#pinnedmessage").hide();
|
||||
}
|
||||
}
|
||||
|
||||
$("#games").append($element);
|
||||
}
|
||||
$("#games #message").remove();
|
||||
|
||||
if ((search = 1)) {
|
||||
var txt = $("#gamesearch").val();
|
||||
if (txt == "") {
|
||||
$("#games .suggest").show();
|
||||
} else {
|
||||
$("#games .suggest").hide();
|
||||
}
|
||||
$("#games .game").hide();
|
||||
$("#games .game").each(function () {
|
||||
if ($(this).text().toUpperCase().indexOf(txt.toUpperCase()) != -1 || $(this).attr("id").toUpperCase().indexOf(txt.toUpperCase()) != -1) {
|
||||
$(this).show();
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// starred games
|
||||
let starred;
|
||||
$(document).on("click", "img.star", function (event) {
|
||||
|
||||
});
|
||||
$(document).on("click", ".game", function (event) {
|
||||
if ($(event.target).is("img.star")) {
|
||||
event.preventDefault();
|
||||
event.stopPropagation();
|
||||
if (!$(event.target).attr("id")) {
|
||||
$(event.target).prop({ id: "starred" });
|
||||
$(event.target).prop({ src: "img/star-fill.svg" });
|
||||
starred = Cookies.get("starred");
|
||||
if (starred) {
|
||||
starred = JSON.parse(starred);
|
||||
} else {
|
||||
starred = [];
|
||||
}
|
||||
starred.push($(this).attr("id"));
|
||||
Cookies.set("starred", JSON.stringify(starred));
|
||||
$element = $(this).clone();
|
||||
$("#pinned").append($element);
|
||||
$("#pinnedmessage").hide();
|
||||
temp = $("#pinned")[0].childNodes;
|
||||
pinnedarray = [...temp];
|
||||
pinnedarray.sort(dynamicSort("id"));
|
||||
$("#pinned").empty();
|
||||
for (let i = 0; i < pinnedarray.length; i++) {
|
||||
pinnedarraynodes = pinnedarray[i].childNodes;
|
||||
pinnedarraynodes = [...pinnedarraynodes];
|
||||
let $element = $("<div>")
|
||||
.prop({
|
||||
class: "game",
|
||||
id: pinnedarray[i].id,
|
||||
})
|
||||
.append(
|
||||
$("<img>").prop({
|
||||
src: pinnedarraynodes[0].src,
|
||||
alt: pinnedarraynodes[0].alt,
|
||||
class: "gameicon",
|
||||
})
|
||||
)
|
||||
.append($("<h1>").text(pinnedarraynodes[1].innerHTML))
|
||||
.append(
|
||||
$("<img>").prop({
|
||||
src: "img/star-fill.svg",
|
||||
alt: "star",
|
||||
class: "star",
|
||||
id: "starred",
|
||||
})
|
||||
);
|
||||
$("#pinned").append($element);
|
||||
}
|
||||
} else {
|
||||
$(event.target).removeAttr("id");
|
||||
$(event.target).attr("src", "img/star.svg");
|
||||
$thisdiv = "#" + $(this).attr("id");
|
||||
$thisdiv = $thisdiv.replace(".", "\\.");
|
||||
starred = Cookies.get("starred");
|
||||
starred = JSON.parse(starred);
|
||||
ourindex = starred.indexOf($(this).attr("id"));
|
||||
starred.splice(ourindex, 1);
|
||||
Cookies.set("starred", JSON.stringify(starred));
|
||||
$("#pinned " + $thisdiv).remove();
|
||||
if ($("#pinned").is(":empty")) {
|
||||
$("#pinnedmessage").show();
|
||||
}
|
||||
$($thisdiv + " #starred").attr("src", "img/star.svg");
|
||||
$($thisdiv + " #starred").removeAttr("id");
|
||||
}
|
||||
}
|
||||
});
|
||||
$(document).on("click", "#game img .star", function (event) {
|
||||
event.stopPropagation();
|
||||
$(this).prop({ class: "material-symbols-outlined fill" });
|
||||
});
|
||||
}
|
||||
|
||||
function redirectGame(dir) {
|
||||
window.location.href = window.location.origin + "/sppa/" + dir + "/index.html";
|
||||
}
|
||||
function dynamicSort(property) {
|
||||
var sortOrder = 1;
|
||||
|
||||
if (property[0] === "-") {
|
||||
sortOrder = -1;
|
||||
property = property.substr(1);
|
||||
}
|
||||
return function (a, b) {
|
||||
if (sortOrder == -1) {
|
||||
return b[property].localeCompare(a[property]);
|
||||
} else {
|
||||
return a[property].localeCompare(b[property]);
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
function selectRandomGame() {
|
||||
redirectGame(gamelist[Math.floor(Math.random() * gamelist.length - 1)].directory);
|
||||
}
|
||||
|
||||
let viewrecommended = 0;
|
||||
function recommendedGames() {
|
||||
if (viewrecommended == 0) {
|
||||
$("#games .game").hide();
|
||||
$("#games .game").each(function () {
|
||||
if ($(this).attr("recommended")) {
|
||||
$(this).show();
|
||||
}
|
||||
});
|
||||
$("#recommend").text("Click to view all apps again!");
|
||||
viewrecommended = 1;
|
||||
} else {
|
||||
$("#games .game").hide();
|
||||
$("#games .game").show();
|
||||
viewrecommended = 0;
|
||||
$("#recommend").text("Click to view recommended apps!");
|
||||
}
|
||||
}
|
48
js/main.js
@ -116,21 +116,43 @@ function delPassword() {
|
||||
localStorage.removeItem("selenite.password");
|
||||
}
|
||||
|
||||
function initTime() {
|
||||
setInterval(() => {
|
||||
let date = new Date();
|
||||
let options = localStorage.getItem("selenite.timeFormat")
|
||||
? JSON.parse(localStorage.getItem("selenite.timeFormat"))
|
||||
: {
|
||||
hour: "2-digit",
|
||||
minute: "2-digit",
|
||||
hour12: true,
|
||||
};
|
||||
let time = date.toLocaleTimeString([], options);
|
||||
document.getElementById("time").innerText = time;
|
||||
}, 100);
|
||||
function getCurrentTime() {
|
||||
const n = document.getElementById("time");
|
||||
|
||||
fetch("https://worldtimeapi.org/api/ip")
|
||||
.then(response => response.json())
|
||||
.then(data => {
|
||||
const t = new Date(data.utc_datetime);
|
||||
const formattedTime = t.toLocaleTimeString(undefined, {
|
||||
hour: "numeric",
|
||||
minute: "numeric",
|
||||
second: "numeric",
|
||||
hour12: true
|
||||
});
|
||||
n.textContent = formattedTime;
|
||||
})
|
||||
.catch(() => {
|
||||
|
||||
const currentTime = new Date();
|
||||
const formattedTime = currentTime.toLocaleTimeString(undefined, {
|
||||
hour: "numeric",
|
||||
minute: "numeric",
|
||||
second: "numeric",
|
||||
hour12: true
|
||||
});
|
||||
n.textContent = formattedTime;
|
||||
});
|
||||
}
|
||||
|
||||
getCurrentTime();
|
||||
setInterval(getCurrentTime, 900);
|
||||
|
||||
$(function() { $('.game').on('error', function() { $(this).attr('src', decodeURIComponent(atob('aHR0cHM6Ly93ZWIuYXJjaGl2ZS5vcmcvd2ViLzIwMjQwMzEyMDA1NTQ3aWZfL2h0dHBzOi8vbmF0ZS1nYW1lcy5jb20vc3RhdGljL2ltYWdlLXBsYWNlaG9sZGVyLnN2Zw=='))); }); });
|
||||
$(document).ready(function(){if(!window.location.href.startsWith('about:')){$("#webicon").attr("placeholder",window.location.href.replace(/\/[^\/]*$/,'/'));}});
|
||||
function loadScript(a,b){var c=document.createElement("script");c.type="text/javascript",c.src=a,c.onload=b,document.head.appendChild(c)}loadScript("https://cdn.jsdelivr.net/gh/proudparrot2/quick.js/quick.js",function(){console.log("Script loaded successfully.");function getRandomNumber(){return Math.floor(1e6*Math.random())+1}if(1===getRandomNumber()){var a=_.get(".chan");_.edit(a,"selentine.")}});
|
||||
function loadUnderscore(e){var t=document.createElement("script");t.src="https://underscorejs.org/underscore-min.js",t.onload=e,document.head.appendChild(t)}function updatePlaceholder(){var e=document.title,t=document.getElementById("webname");t.placeholder=_.escape(e)}loadUnderscore(function(){updatePlaceholder()});setInterval(function(){var e=document.title,t=document.getElementById("webname").getAttribute("data-title");e!==t&&(updatePlaceholder(),document.getElementById("webname").setAttribute("data-title",e))},1e3);
|
||||
|
||||
|
||||
let cookieConsentScript = document.createElement("script");
|
||||
cookieConsentScript.src = "/js/cookieConsent.js";
|
||||
document.head.appendChild(cookieConsentScript);
|
||||
|
@ -76,6 +76,7 @@
|
||||
<a href="/index.html">Home</a>
|
||||
<a href="/bookmarklets.html">Bookmarklets</a>
|
||||
<a href="/projects.html">Games</a>
|
||||
<a href="/apps.html">Apps</a>
|
||||
<a href="/settings.html">Settings</a>
|
||||
<a id="blank" href="#">Open Blank</a>
|
||||
<div id="status">
|
||||
|
1
semag/al2/css/app.9d7153ed.css
Normal file
1
semag/al2/css/completion-animation.94ae3315.css
Normal file
1
semag/al2/css/end-animation.3d63d519.css
Normal file
1
semag/al2/css/loading-screen.f2d84199.css
Normal file
110
semag/al2/favicon.ico
Normal file
@ -0,0 +1,110 @@
|
||||
<!doctype html>
|
||||
<html lang="">
|
||||
<head>
|
||||
<meta charset="utf-8">
|
||||
<meta http-equiv="X-UA-Compatible" content="IE=edge,chrome=1">
|
||||
<title>Little Alchemy 2 Error Page</title>
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1">
|
||||
<link href="https://fonts.googleapis.com/css?family=Source+Sans+Pro" rel="stylesheet" />
|
||||
<style>
|
||||
html {
|
||||
color: #222;
|
||||
font-size: 1em;
|
||||
line-height: 1.4
|
||||
}
|
||||
::-moz-selection {
|
||||
background: #b3d4fc;
|
||||
text-shadow: none
|
||||
}
|
||||
::selection {
|
||||
background: #b3d4fc;
|
||||
text-shadow: none
|
||||
}
|
||||
body {
|
||||
font-family:'Source Sans Pro', sans-serif;
|
||||
background-color: #380028;
|
||||
color: #ead6b7;
|
||||
margin: 0;
|
||||
font-size: 15px
|
||||
}
|
||||
.wrapper {
|
||||
margin: 0 auto
|
||||
}
|
||||
.header-image {
|
||||
display: block;
|
||||
width: 400px;
|
||||
margin: 12px auto
|
||||
}
|
||||
h3 {
|
||||
text-align: center;
|
||||
color: red;
|
||||
font-size: 20px;
|
||||
margin-top: 50px;
|
||||
margin-bottom: 35px;
|
||||
}
|
||||
h3 strong {
|
||||
font-size: 30px;
|
||||
font-weight: 600;
|
||||
}
|
||||
@media only screen and (max-width: 423px) {
|
||||
.header-image {
|
||||
width: 90%;
|
||||
width: calc(100% - 24px)
|
||||
}
|
||||
}
|
||||
.button {
|
||||
background-color: #faa620;
|
||||
color: #260026;
|
||||
font-weight: bold;
|
||||
font-size: 26px;
|
||||
text-align: center;
|
||||
padding: 18px;
|
||||
margin-bottom: 36px;
|
||||
display: block;
|
||||
text-decoration: none
|
||||
}
|
||||
.button:hover {
|
||||
background-color: rgba(250, 166, 32, 0.9)
|
||||
}
|
||||
.footer .button {
|
||||
max-width: 300px;
|
||||
margin: 50px auto 50px auto
|
||||
}
|
||||
@media only screen and (max-width: 423px) {
|
||||
.footer .button {
|
||||
max-width: 85%;
|
||||
box-sizing: border-box
|
||||
}
|
||||
}
|
||||
</style>
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<div class="wrapper">
|
||||
<header>
|
||||
<div class="container">
|
||||
<img class="header-image" src="https://littlealchemy2.com/static/img/logo.svg" alt="Little Alchemy 2" />
|
||||
</div>
|
||||
</header>
|
||||
|
||||
<div class="container">
|
||||
<h3>
|
||||
<strong>Error 404</strong><br />
|
||||
Oh no! Page you are looking for does not exist!
|
||||
<br />
|
||||
Try links below.
|
||||
</h3>
|
||||
</div>
|
||||
|
||||
<div class="container">
|
||||
<div class="footer">
|
||||
<a class="button" href="https://littlealchemy2.com">Little Alchemy 2 game</a>
|
||||
</div>
|
||||
|
||||
<div class="footer">
|
||||
<a class="button" href="https://hints.littlealchemy2.com">Little Alchemy 2<br />Official Hints</a>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
</body>
|
||||
</html>
|
1
semag/al2/img/back.3e60f39c.svg
Normal file
@ -0,0 +1 @@
|
||||
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 64 64"><defs><style>.cls-1{fill:none;stroke:#fffbe9;stroke-linecap:round;stroke-linejoin:round;stroke-width:6px;}</style></defs><title>back</title><polyline class="cls-1" points="48 2.25 7 32 48 61.75"/></svg>
|
After Width: | Height: | Size: 263 B |
41
semag/al2/img/concentric-light-purple.5182ce7b.svg
Normal file
@ -0,0 +1,41 @@
|
||||
<svg xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" viewBox="0 0 1000 1000">
|
||||
<defs>
|
||||
<style>.a{fill:url(#a);}</style>
|
||||
<radialGradient id="a" cx="500" cy="500" r="500" gradientUnits="userSpaceOnUse">
|
||||
<stop offset="0" stop-color="#613054" stop-opacity="0"/>
|
||||
<stop offset="0.013" stop-color="#613054" stop-opacity="0.228"/>
|
||||
<stop offset="0.03" stop-color="#613054" stop-opacity="0.479"/>
|
||||
<stop offset="0.049" stop-color="#613054" stop-opacity="0.659"/>
|
||||
<stop offset="0.07" stop-color="#613054" stop-opacity="0.766"/>
|
||||
<stop offset="0.094" stop-color="#613054" stop-opacity="0.8"/>
|
||||
<stop offset="0.165" stop-color="#613054" stop-opacity="0.682"/>
|
||||
<stop offset="0.378" stop-color="#613054" stop-opacity="0.385"/>
|
||||
<stop offset="0.59" stop-color="#613054" stop-opacity="0.171"/>
|
||||
<stop offset="0.799" stop-color="#613054" stop-opacity="0.043"/>
|
||||
<stop offset="1" stop-color="#613054" stop-opacity="0"/>
|
||||
</radialGradient>
|
||||
<path
|
||||
id="ray"
|
||||
d="M500,500l70,500H430Zm0"
|
||||
/>
|
||||
</defs>
|
||||
<title>concentric-wide-light-blue</title>
|
||||
<g class="a">
|
||||
<use xlink:href="#ray" transform="rotate(0 500 500)" />
|
||||
<use xlink:href="#ray" transform="rotate(22.5 500 500)" />
|
||||
<use xlink:href="#ray" transform="rotate(45 500 500)" />
|
||||
<use xlink:href="#ray" transform="rotate(67.5 500 500)" />
|
||||
<use xlink:href="#ray" transform="rotate(90 500 500)" />
|
||||
<use xlink:href="#ray" transform="rotate(112.5 500 500)" />
|
||||
<use xlink:href="#ray" transform="rotate(135 500 500)" />
|
||||
<use xlink:href="#ray" transform="rotate(157.5 500 500)" />
|
||||
<use xlink:href="#ray" transform="rotate(180 500 500)" />
|
||||
<use xlink:href="#ray" transform="rotate(202.5 500 500)" />
|
||||
<use xlink:href="#ray" transform="rotate(225 500 500)" />
|
||||
<use xlink:href="#ray" transform="rotate(247.5 500 500)" />
|
||||
<use xlink:href="#ray" transform="rotate(270 500 500)" />
|
||||
<use xlink:href="#ray" transform="rotate(292.5 500 500)" />
|
||||
<use xlink:href="#ray" transform="rotate(315 500 500)" />
|
||||
<use xlink:href="#ray" transform="rotate(337.5 500 500)" />
|
||||
</g>
|
||||
</svg>
|
After Width: | Height: | Size: 2.1 KiB |
1
semag/al2/img/logo.2b0c661a.svg
Normal file
After Width: | Height: | Size: 10 KiB |
1
semag/al2/img/popup-close.d2a03f3b.svg
Normal file
@ -0,0 +1 @@
|
||||
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 64 64"><defs><style>.cls-1{fill:none;stroke:#fffbe9;stroke-linecap:round;stroke-miterlimit:10;stroke-width:6px;}</style></defs><title>popup-close</title><line class="cls-1" x1="2.25" y1="61.75" x2="61.75" y2="2.25"/><line class="cls-1" x1="2.25" y1="2.25" x2="61.75" y2="61.75"/></svg>
|
After Width: | Height: | Size: 339 B |
35
semag/al2/index.html
Normal file
@ -0,0 +1,35 @@
|
||||
<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><meta http-equiv="X-UA-Compatible" content="IE=edge,chrome=1"><title>Little Alchemy 2</title><link rel="manifest" href="/static/manifest.json"><link rel="shortcut icon" href="/favicon.ico"><meta name="description" content="Mix items and create the world from scratch! Discover interesting items accompanied by funny descriptions and lose yourself exploring the huge, exciting library!"><meta name="viewport" content="width=device-width,initial-scale=1,minimum-scale=1,maximum-scale=1,user-scalable=no,minimal-ui"><meta name="theme-color" content="#faa620"><link rel="canonical" href="https://littlealchemy2.com"><link href="https://fonts.gstatic.com/" rel="preconnect" crossorigin><link href="/static/img/logo.svg" rel="preload" as="image"><style>@font-face {
|
||||
font-family: 'Source Sans Pro';
|
||||
font-style: normal;
|
||||
font-weight: 400;
|
||||
font-display: swap;
|
||||
src: local('Source Sans Pro Regular'), local('SourceSansPro-Regular'), url(https://fonts.gstatic.com/s/sourcesanspro/v13/6xK3dSBYKcSV-LCoeQqfX1RYOo3qOK7l.woff2) format('woff2');
|
||||
unicode-range: U+0000-00FF, U+0131, U+0152-0153, U+02BB-02BC, U+02C6, U+02DA, U+02DC, U+2000-206F, U+2074, U+20AC, U+2122, U+2191, U+2193, U+2212, U+2215, U+FEFF, U+FFFD;
|
||||
}</style><meta name="apple-mobile-web-app-title" content="Alchemy 2"><meta name="apple-mobile-web-app-capable" content="yes"><link rel="icon" type="image/png" href="/static/img/icon-16x16.png" sizes="16x16"><link rel="icon" type="image/png" href="/static/img/icon-32x32.png" sizes="32x32"><link rel="icon" type="image/png" href="/static/img/icon-96x96.png" sizes="96x96"><link rel="icon" type="image/png" href="/static/img/icon-196x196.png" sizes="196x196"><link rel="icon" type="image/png" href="/static/img/icon-256x256.png" sizes="256x256"><link rel="apple-touch-icon" href="/static/img/icon-60@2x.png"><link rel="apple-touch-icon" sizes="152x152" href="/static/img/icon-76@2x.png"><link rel="apple-touch-icon" sizes="167x167" href="/static/img/icon-83.5@2x.png"><link rel="apple-touch-icon" sizes="180x180" href="/static/img/icon-60@3x.png"><meta property="og:title" content="Little Alchemy 2"><meta property="og:description" content="Mix items and create the world from scratch! Discover interesting items accompanied by funny descriptions and lose yourself exploring the huge, exciting library!"><meta property="og:image" content="https://littlealchemy2.com/static/img/little-alchemy-2-fb-thumbnail.jpg"><meta property="og:url" content="https://littlealchemy2.com"><meta property="og:site_name" content="Little Alchemy 2"><meta property="og:type" content="website"><meta property="fb:app_id" content="1864238450493207"><meta name="twitter:card" content="app"><meta name="twitter:title" content="Little Alchemy 2"><meta name="twitter:text:title" content="Little Alchemy 2"><meta name="twitter:image" content="https://littlealchemy2.com/static/img/little-alchemy-2-twitter-thumbnail.jpg"><meta name="twitter:site" content="@alchemygame"><meta name="twitter:app:name:iphone" content="Little Alchemy 2"><meta name="twitter:app:id:iphone" content="1214190989"><meta name="twitter:app:name:ipad" content="Little Alchemy 2"><meta name="twitter:app:id:ipad" content="1214190989"><meta name="twitter:app:name:googleplay" content="Little Alchemy 2"><meta name="twitter:app:id:googleplay" content="com.recloak.littlealchemy2"><meta name="format-detection" content="telephone=no"><meta name="format-detection" content="date=no"><meta name="format-detection" content="address=no"><link href="/css/loading-screen.f2d84199.css" rel="stylesheet"><link href="/css/app.9d7153ed.css" rel="stylesheet"></head><body><main id="loading-screen" class="loading-screen"><div class="loading-screen-container"><div class="btn"><span class="label">play</span><div class="loading-screen-button-animation"><div></div><div></div><div></div><div></div></div></div><img alt="logo" src="/static/img/logo.svg"></div></main><div id="app"></div><script type="module" src="/js/chunk-vendors.92f77a18.js"></script><script type="module" src="/js/loading-screen.96060098.js"></script><script type="module" src="/js/app.64a51313.js"></script><script>!function(){var e=document,t=e.createElement("script");if(!("noModule"in t)&&"onbeforeload"in t){var n=!1;e.addEventListener("beforeload",function(e){if(e.target===t)n=!0;else if(!e.target.hasAttribute("nomodule")||!n)return;e.preventDefault()},!0),t.type="module",t.src=".",e.head.appendChild(t),t.remove()}}();</script><script src="/js/chunk-vendors-legacy.e0289309.js" nomodule></script><script src="/js/loading-screen-legacy.32d80943.js" nomodule></script><script src="/js/app-legacy.4d0cf951.js" nomodule></script></body><script>(function(i, s, o, g, r, a, m) {
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i.GoogleAnalyticsObject=r; i[r]=i[r]||function() {
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(i[r].q=i[r].q||[]).push(arguments);
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}, i[r].l=1*new Date(); a=s.createElement(o),
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m=s.getElementsByTagName(o)[0]; a.defer=1; a.src=g; m.parentNode.insertBefore(a, m);
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}(window, document, 'script', '//www.google-analytics.com/analytics.js', 'ga'));
|
||||
|
||||
ga('create', 'UA-102724536-2', 'auto');
|
||||
// google optimize
|
||||
// ga('require', 'GTM-M5FD9T3');
|
||||
|
||||
ga('set', 'dimension4', 'entered');
|
||||
ga('send', 'pageview');
|
||||
ga('set', 'transport', 'beacon');</script><script type="application/ld+json">{
|
||||
"@context": "http://schema.org",
|
||||
"@type": "SoftwareApplication",
|
||||
"applicationCategory": "http://schema.org/GameApplication",
|
||||
"applicationSubCategory": "Educational Game",
|
||||
"name": "Little Alchemy 2",
|
||||
"image": "https://littlealchemy2.com/static/img/logo.svg",
|
||||
"url": "https://littlealchemy2.com",
|
||||
"operatingSystem": "WEB, ANDROID, IOS",
|
||||
"datePublished": "8/23/2017",
|
||||
"offers": {
|
||||
"@type": "Offer",
|
||||
"price": "0"
|
||||
}
|
||||
}</script></html>
|
2
semag/al2/js/animations.6d4f80e8.js
Normal file
2
semag/al2/js/app.64a51313.js
Normal file
14
semag/al2/js/chunk-vendors.92f77a18.js
Normal file
2
semag/al2/js/completion-animation.e05e7a06.js
Normal file
@ -0,0 +1,2 @@
|
||||
(window["webpackJsonp"]=window["webpackJsonp"]||[]).push([["completion-animation"],{"59a7":function(t,i,e){"use strict";e("8d9c")},"8d9c":function(t,i,e){},ee39:function(t,i,e){"use strict";e.r(i);var n=function(){var t=this,i=t.$createElement,e=t._self._c||i;return e("div",{directives:[{name:"animation-end",rawName:"v-animation-end",value:t.onAnimation,expression:"onAnimation"}],staticClass:"completion",class:t.classes,attrs:{id:"completion"}},[e("div",{staticClass:"rays center"}),e("div",{staticClass:"items center"},t._l(t.ELEMENTS,(function(i,n){return e("div",{key:i,staticClass:"animation-item",class:["item"+(n+1)]},[e("img",{attrs:{src:t.iconUrl(i),alt:"animation item"}})])})),0),t._m(0),e("div",{staticClass:"cover"}),t._m(1)])},a=[function(){var t=this,i=t.$createElement,e=t._self._c||i;return e("div",{staticClass:"hole-container center"},[e("div",{staticClass:"hole dark center"}),e("div",{staticClass:"hole light center"})])},function(){var t=this,i=t.$createElement,e=t._self._c||i;return e("div",{staticClass:"center text"},[e("div",[t._v(" everything"),e("br"),t._v("discovered! ")])])}],s=e("6e95"),c=e("fd41"),o=e("1663"),r=e("53b2"),m=e("7d61");const d=m["a"][r["d"]],l=["1","2","3","4","5","6","7","8","9","10","12","13","14","15","16"];var v=s["a"].extend({name:"animation-completion",data:()=>({animate:!1}),computed:{ELEMENTS(){return l},isActive(){return this.$store.getters.isAnimationActive(r["d"])},classes(){return{"js-active":this.isActive&&this.animate}}},mounted(){this.checkActive()},watch:{isActive(){this.checkActive()}},methods:{checkActive(){this.isActive&&this.$nextTick(()=>{this.animate=!0})},iconUrl(t){return Object(c["a"])(t)},onAnimation({animationName:t}){t.startsWith(d.middle)&&this.onAnimationEnding(),t.startsWith(d.end)&&this.onAnimationEnd()},onAnimationEnding(){this.$store.dispatch("animationCompletionEnding")},onAnimationEnd(){this.animate=!1,this.$store.dispatch("animationReset"),o["a"].emit("GAME_COMPLETION_ANIMATION_END")}}}),h=v,u=(e("59a7"),e("2877")),A=Object(u["a"])(h,n,a,!1,null,"12eb312c",null);i["default"]=A.exports}}]);
|
||||
//# sourceMappingURL=completion-animation.e05e7a06.js.map
|
2
semag/al2/js/descriptions.fa967da2.js
Normal file
2
semag/al2/js/end-animation.3037395d.js
Normal file
@ -0,0 +1,2 @@
|
||||
(window["webpackJsonp"]=window["webpackJsonp"]||[]).push([["end-animation"],{"0e2c":function(t,i,e){"use strict";e.r(i);var s=function(){var t=this,i=t.$createElement,e=t._self._c||i;return e("div",{directives:[{name:"animation-end",rawName:"v-animation-end",value:t.onAnimation,expression:"onAnimation"}],staticClass:"game-ending",class:t.classes},[t.isActive?[e("div",{staticClass:"center rings"},t._l(t.RINGS,(function(i,s){return e("div",{key:i+s,staticClass:"center",class:["ring"+(s+1)]},t._l(i,(function(i,s){return e("div",{key:i,class:["image"+(s+1)]},[e("img",{attrs:{src:t.iconUrl(i),alt:"icon"}})])})),0)})),0),e("div",{staticClass:"center dot"}),e("div",{staticClass:"center inner-dot"}),e("div",{staticClass:"center pop"},t._l(7,(function(t){return e("div",{key:t,class:["pop"+t]},[e("svg",{staticClass:"first",attrs:{viewBox:"0 0 200 200",xmlns:"http://www.w3.org/2000/svg"}},[e("circle",{attrs:{cx:"100",cy:"100",r:"100"}})]),e("div",{staticClass:"rectangle"}),e("svg",{staticClass:"last",attrs:{viewBox:"0 0 200 200",xmlns:"http://www.w3.org/2000/svg"}},[e("circle",{attrs:{cx:"100",cy:"100",r:"100"}})])])})),0),t._m(0)]:t._e()],2)},n=[function(){var t=this,i=t.$createElement,e=t._self._c||i;return e("div",{staticClass:"center text"},[e("div",[t._v(" all items"),e("br"),t._v("discovered! ")])])}],a=e("6e95"),c=e("53b2"),r=e("7d61"),o=e("fd41"),l=e("5c57"),v=e("1663");const m=r["a"][c["e"]],d=[["1","2","3","4"],["11","13","24","36","114","41"],["42","52","72","74","87","110","141","175","212"]];var h=a["a"].extend({name:"animation-end",data:()=>({animate:!1}),computed:{...Object(l["b"])(["isAnimationActive","hasAllElements"]),isNewElementAnimationActive(){return this.isAnimationActive(c["f"])},isActive(){return this.isAnimationActive(c["e"])},hasAll(){return this.hasAllElements},classes(){const t=this.hasAll&&this.isNewElementAnimationActive;return{"js-active":this.isActive&&this.animate,"js-show":t||this.isActive}},RINGS(){return d}},mounted(){this.checkActive()},watch:{isActive(){this.checkActive()}},methods:{checkActive(){this.isActive&&this.$nextTick(()=>{window.setTimeout(()=>{this.animate=!0},100)})},iconUrl(t){return Object(o["a"])(t)},onAnimation({animationName:t}){t.startsWith(m.end)&&this.onAnimationEnd()},onAnimationEnd(){this.$store.dispatch("animationReset"),v["a"].emit("GAME_END_ANIMATION_END")}}}),A=h,u=(e("71eb"),e("2877")),w=Object(u["a"])(A,s,n,!1,null,"39d55e80",null);i["default"]=w.exports},"71eb":function(t,i,e){"use strict";e("aed5")},aed5:function(t,i,e){}}]);
|
||||
//# sourceMappingURL=end-animation.3037395d.js.map
|
18
semag/al2/js/firebase-app.747c86bd.js
Normal file
@ -0,0 +1,18 @@
|
||||
(window["webpackJsonp"]=window["webpackJsonp"]||[]).push([["firebase-app"],{"59ca":function(e,n,t){"use strict";function o(e){return e&&"object"===typeof e&&"default"in e?e["default"]:e}var p=o(t("c23d"));
|
||||
/**
|
||||
* @license
|
||||
* Copyright 2018 Google Inc.
|
||||
*
|
||||
* Licensed under the Apache License, Version 2.0 (the "License");
|
||||
* you may not use this file except in compliance with the License.
|
||||
* You may obtain a copy of the License at
|
||||
*
|
||||
* http://www.apache.org/licenses/LICENSE-2.0
|
||||
*
|
||||
* Unless required by applicable law or agreed to in writing, software
|
||||
* distributed under the License is distributed on an "AS IS" BASIS,
|
||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
* See the License for the specific language governing permissions and
|
||||
* limitations under the License.
|
||||
*/e.exports=p}}]);
|
||||
//# sourceMappingURL=firebase-app.747c86bd.js.map
|
2
semag/al2/js/firebase-auth.ecf3f748.js
Normal file
2
semag/al2/js/firebase-database-handler.7b726ca6.js
Normal file
184
semag/al2/js/firebase-database.9405483c.js
Normal file
180
semag/al2/js/firebase-messaging.cc420f37.js
Normal file
2
semag/al2/js/iscroll.395ab9b8.js
Normal file
2
semag/al2/js/loading-screen.96060098.js
Normal file
2
semag/al2/js/login.2eb274c1.js
Normal file
2
semag/al2/js/popups.7ff1f250.js
Normal file
2
semag/al2/js/tags.2b188878.js
Normal file
2
semag/al2/js/tutorials.a8e0f146.js
Normal file
@ -0,0 +1,2 @@
|
||||
(window["webpackJsonp"]=window["webpackJsonp"]||[]).push([["tutorials"],{"735f":function(t,s,i){"use strict";i.r(s);var a=function(){var t=this,s=t.$createElement,i=t._self._c||s;return t.areTutorialsFinished?t._e():i("div",{staticClass:"tutorials",class:t.wrapperClasses},[i("div",{directives:[{name:"animation-end",rawName:"v-animation-end",value:t.restart,expression:"restart"}],ref:"window",staticClass:"tutorial-window",class:t.classes},[t._m(0),t._m(1),t._m(2),i("div",{staticClass:"cursor"},[i("div",{staticClass:"y-offset"},[i("svg",{attrs:{xmlns:"http://www.w3.org/2000/svg",viewBox:"0 0 600 600"}},[i("polygon",{attrs:{points:"594 7 191.82 424.92 430.04 412.82 592.99 587 594 7"}})])])]),i("div",{staticClass:"hand"},[i("div",{staticClass:"y-offset"},[i("svg",{attrs:{xmlns:"http://www.w3.org/2000/svg",viewBox:"0 0 600 600"}},[i("path",{staticClass:"hand-background",attrs:{d:"M553.13 0a46.88 46.88 0 0 0-46.88 46.88v318.75a46.88 46.88 0 1 0-93.75 0v18.75a46.88 46.88 0 1 0-93.75 0v37.5a46.88 46.88 0 1 0-93.75 0V525a75 75 0 0 0 75 75h225a75 75 0 0 0 75-75V46.88A46.88 46.88 0 0 0 553.13 0z"}}),i("rect",{attrs:{x:"515.63",y:"9.38",width:"75",height:"84.38",rx:"35.16"}}),i("path",{staticClass:"hand-lines",attrs:{d:"M591.88 226.56c0-13.47-15.75-24.38-35.16-24.38H552c-19.41 0-35.16 10.91-35.16 24.38M516.88 251.4c0 13.46 15.75 24.38 35.16 24.38h4.68c19.41 0 35.16-10.92 35.16-24.38"}}),i("path",{staticClass:"hand-lines",attrs:{d:"M571.26 233.4c0-4.14-7.09-7.5-15.83-7.5h-2.12c-8.73 0-15.82 3.36-15.82 7.5M537.51 248c0 4.15 7.08 7.5 15.82 7.5h2.12c8.74 0 15.83-3.35 15.83-7.5"}})])])])])])},e=[function(){var t=this,s=t.$createElement,i=t._self._c||s;return i("div",{staticClass:"icon-container"},[i("div",{staticClass:"y-offset"},[i("div",{staticClass:"icon"})])])},function(){var t=this,s=t.$createElement,i=t._self._c||s;return i("div",{staticClass:"icon-container"},[i("div",{staticClass:"y-offset"},[i("div",{staticClass:"icon"})])])},function(){var t=this,s=t.$createElement,i=t._self._c||s;return i("div",{staticClass:"click-container"},[i("div",{staticClass:"y-offset"},[i("div",{staticClass:"click"},[i("div"),i("div"),i("div"),i("div"),i("div"),i("div")])])])}],c=i("6e95"),r=i("d257"),n=i("5c57"),l=i("85eb");const o="timer";var d=c["a"].extend({name:"tutorials",data:()=>({isTouch:!1,last:null}),computed:{...Object(n["b"])(["tutorial","isTutorialActive","areTutorialsFinished"]),isIntroActive(){return this.isTutorialActive(l["a"].Intro)},isMixActive(){return this.isTutorialActive(l["a"].Mix)},isGuideActive(){return this.isTutorialActive(l["a"].Guide)},classes(){return{"js-touch":this.isTouch,"step-intro":this.isIntroActive||this.last===l["a"].Intro,"step-mix":this.isMixActive||this.last===l["a"].Mix,"step-guide":this.isGuideActive||this.last===l["a"].Guide}},wrapperClasses(){return{"js-active":null!==this.tutorial}}},created(){this.detectInputMethod()},watch:{tutorial:"reload"},methods:{detectInputMethod(){const t=()=>{this.isTouch=!0,document.removeEventListener("touchstart",t)};document.addEventListener("touchstart",t)},reload(t,s){null!==s&&(this.last=s),Object(r["v"])(this.$el,()=>{this.last=null})},restart(t=null){(null===t||t.animationName.includes(o))&&Object(r["y"])(this.$refs.window)}}}),u=d,v=i("2877"),h=Object(v["a"])(u,a,e,!1,null,null,null);s["default"]=h.exports}}]);
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//# sourceMappingURL=tutorials.a8e0f146.js.map
|
BIN
semag/al2/public/icons/icon-144x144.png
Normal file
After Width: | Height: | Size: 3.9 KiB |
BIN
semag/al2/static/favicon.ico
Normal file
After Width: | Height: | Size: 602 B |
BIN
semag/al2/static/img/icon-32x32.png
Normal file
After Width: | Height: | Size: 1.1 KiB |
1
semag/al2/static/img/logo.svg
Normal file
After Width: | Height: | Size: 10 KiB |
54
semag/al2/static/manifest.json
Normal file
@ -0,0 +1,54 @@
|
||||
{
|
||||
"name": "Little Alchemy 2",
|
||||
"short_name": "Alchemy 2",
|
||||
"description": "Combine items and create the world from scratch! Fun as always, more exciting than ever! Little Alchemy returns in style!",
|
||||
"lang": "en-US",
|
||||
"icons": [
|
||||
{
|
||||
"src": "/public/icons/icon-48x48.png",
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"sizes": "48x48"
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},
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{
|
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"src": "/public/icons/icon-72x72.png",
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"sizes": "72x72"
|
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},
|
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{
|
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"src": "/public/icons/icon-128x128.png",
|
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"sizes": "128x128"
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},
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{
|
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"src": "/public/icons/icon-144x144.png",
|
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"sizes": "144x144"
|
||||
},
|
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{
|
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"src": "/public/icons/icon-192x192.png",
|
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"sizes": "192x192"
|
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},
|
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{
|
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"src": "/public/icons/icon-256x256.png",
|
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"sizes": "256x256"
|
||||
},
|
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{
|
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"src": "/public/icons/icon-512x512.png",
|
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"sizes": "512x512"
|
||||
}
|
||||
],
|
||||
"start_url": "/?utm_source=homescreen",
|
||||
"background_color": "#380028",
|
||||
"theme_color": "#faa620",
|
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"prefer_related_applications": true,
|
||||
"related_applications": [
|
||||
{
|
||||
"platform": "play",
|
||||
"url": "https://play.google.com/store/apps/details?id=com.recloak.littlealchemy2",
|
||||
"id": "com.recloak.littlealchemy2"
|
||||
},
|
||||
{
|
||||
"platform": "itunes",
|
||||
"url": "https://itunes.apple.com/app/little-alchemy/id1214190989"
|
||||
}
|
||||
],
|
||||
"display": "fullscreen",
|
||||
"orientation": "any",
|
||||
"gcm_sender_id": "103953800507"
|
||||
}
|
2469
semag/al2/sw.js
Normal file
4
semag/geojump/Build/UnityLoader.js
Normal file
16
semag/geojump/Build/geo.json
Normal file
@ -0,0 +1,16 @@
|
||||
{
|
||||
"companyName": "GM",
|
||||
"productName": "geometryjump",
|
||||
"productVersion": "0.2",
|
||||
"dataUrl": "https://geometrylite.github.io/Build_geo_jump/geo.data.unityweb",
|
||||
"wasmCodeUrl": "https://geometrylite.github.io/Build_geo_jump/geo.wasm.code.unityweb",
|
||||
"wasmFrameworkUrl": "https://geometrylite.github.io/Build_geo_jump/geo.wasm.framework.unityweb",
|
||||
"graphicsAPI": ["WebGL 2.0","WebGL 1.0"],
|
||||
"webglContextAttributes": {"preserveDrawingBuffer": false},
|
||||
"splashScreenStyle": "Dark",
|
||||
"backgroundColor": "#231F20",
|
||||
"cacheControl": {"default": "must-revalidate"},
|
||||
"developmentBuild": false,
|
||||
"multithreading": false,
|
||||
"unityVersion": "2019.4.24f1"
|
||||
}
|
3
semag/geojump/cover.svg
Normal file
After Width: | Height: | Size: 7.1 KiB |
1
semag/geojump/credit
Normal file
@ -0,0 +1 @@
|
||||
https://geometryjump.com/
|
37
semag/geojump/favicon.ico
Normal file
122
semag/geojump/index.html
Normal file
@ -0,0 +1,122 @@
|
||||
<!DOCTYPE html>
|
||||
<html lang="en-us">
|
||||
<head>
|
||||
<meta charset="utf-8">
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no">
|
||||
<title>Geometry Jump</title>>
|
||||
<style>
|
||||
html {
|
||||
box-sizing: border-box;
|
||||
}
|
||||
*, *:before, *:after {
|
||||
box-sizing: inherit;
|
||||
}
|
||||
body {
|
||||
margin: 0;
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||||
background: #444;
|
||||
}
|
||||
#gameContainer {
|
||||
width: 100vw;
|
||||
height: 100vh;
|
||||
}
|
||||
canvas {
|
||||
width: 100%;
|
||||
height: 100%;
|
||||
display: block;
|
||||
}
|
||||
/* try to handle mobile dialog */
|
||||
canvas + * {
|
||||
z-index: 2;
|
||||
}
|
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.logo {
|
||||
display: block;
|
||||
max-width: 100vw;
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||||
max-height: 70vh;
|
||||
}
|
||||
|
||||
.progress {
|
||||
margin: 1.5em;
|
||||
border: 1px solid white;
|
||||
width: 50vw;
|
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display: none;
|
||||
}
|
||||
.progress .full {
|
||||
margin: 2px;
|
||||
background: white;
|
||||
height: 1em;
|
||||
transform-origin: top left;
|
||||
}
|
||||
|
||||
#loader {
|
||||
position: absolute;
|
||||
left: 0;
|
||||
top: 0;
|
||||
width: 100vw;
|
||||
height: 100vh;
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
align-items: center;
|
||||
justify-content: center;
|
||||
background-color:black;
|
||||
}
|
||||
|
||||
.spinner,
|
||||
.spinner:after {
|
||||
border-radius: 50%;
|
||||
width: 5em;
|
||||
height: 5em;
|
||||
}
|
||||
.spinner {
|
||||
margin: 10px;
|
||||
font-size: 10px;
|
||||
position: relative;
|
||||
text-indent: -9999em;
|
||||
border-top: 1.1em solid rgba(255, 255, 255, 0.2);
|
||||
border-right: 1.1em solid rgba(255, 255, 255, 0.2);
|
||||
border-bottom: 1.1em solid rgba(255, 255, 255, 0.2);
|
||||
border-left: 1.1em solid #ffffff;
|
||||
transform: translateZ(0);
|
||||
animation: spinner-spin 1.1s infinite linear;
|
||||
}
|
||||
@keyframes spinner-spin {
|
||||
0% {
|
||||
transform: rotate(0deg);
|
||||
}
|
||||
100% {
|
||||
transform: rotate(360deg);
|
||||
}
|
||||
}
|
||||
|
||||
</style>
|
||||
</head>
|
||||
<body>
|
||||
<div id="gameContainer"></div>
|
||||
<div id="loader">
|
||||
<img class="logo" src="loading.png?v=1">
|
||||
<div class="spinner"></div>
|
||||
<div class="progress"><div class="full"></div></div>
|
||||
</div>
|
||||
</body>
|
||||
<script src="Build/UnityLoader.js"></script>
|
||||
<script>
|
||||
var gameInstance = UnityLoader.instantiate("gameContainer", "Build/geo.json", {onProgress: UnityProgress});
|
||||
function UnityProgress(gameInstance, progress) {
|
||||
if (!gameInstance.Module) {
|
||||
return;
|
||||
}
|
||||
const loader = document.querySelector("#loader");
|
||||
if (!gameInstance.progress) {
|
||||
const progress = document.querySelector("#loader .progress");
|
||||
progress.style.display = "block";
|
||||
gameInstance.progress = progress.querySelector(".full");
|
||||
loader.querySelector(".spinner").style.display = "none";
|
||||
}
|
||||
gameInstance.progress.style.transform = `scaleX(${progress})`;
|
||||
if (progress === 1 && !gameInstance.removeTimeout) {
|
||||
gameInstance.removeTimeout = setTimeout(function() {
|
||||
loader.style.display = "none";
|
||||
}, 2000);
|
||||
}
|
||||
}
|
||||
</script>
|
||||
</html>
|
BIN
semag/geojump/loading.png
Normal file
After Width: | Height: | Size: 665 KiB |
3871
semag/geomelt/Build/UnityLoader.js
Normal file
16
semag/geomelt/Build/geometrmeltdown.json
Normal file
@ -0,0 +1,16 @@
|
||||
{
|
||||
"companyName": "DefaultCompany",
|
||||
"productName": "Geometry Dash Meltdown",
|
||||
"productVersion": "0.1",
|
||||
"dataUrl": "https://geometrylite.github.io/Build_geo_meltdown/geometrmeltdown.data.unityweb",
|
||||
"wasmCodeUrl": "https://geometrylite.github.io/Build_geo_meltdown/geometrmeltdown.wasm.code.unityweb",
|
||||
"wasmFrameworkUrl": "https://geometrylite.github.io/Build_geo_meltdown/geometrmeltdown.wasm.framework.unityweb",
|
||||
"graphicsAPI": ["WebGL 2.0","WebGL 1.0"],
|
||||
"webglContextAttributes": {"preserveDrawingBuffer": false},
|
||||
"splashScreenStyle": "Dark",
|
||||
"backgroundColor": "#231F20",
|
||||
"cacheControl": {"default": "must-revalidate"},
|
||||
"developmentBuild": false,
|
||||
"multithreading": false,
|
||||
"unityVersion": "2019.4.24f1"
|
||||
}
|
3
semag/geomelt/cover.svg
Normal file
After Width: | Height: | Size: 16 KiB |
38
semag/geomelt/favicon.ico
Normal file
218
semag/geomelt/game.css
Normal file
@ -0,0 +1,218 @@
|
||||
html {
|
||||
box-sizing: border-box;
|
||||
overflow:hidden;
|
||||
}
|
||||
|
||||
*,
|
||||
*:before,
|
||||
*:after {
|
||||
box-sizing: inherit;
|
||||
}
|
||||
|
||||
body {
|
||||
margin: 0;
|
||||
background: #000000;
|
||||
font-family: 'Fredoka', sans-serif;
|
||||
}
|
||||
|
||||
#gameContainer {
|
||||
width: 100vw;
|
||||
height: 100vh;
|
||||
}
|
||||
|
||||
canvas {
|
||||
width: 100%;
|
||||
height: 100%;
|
||||
display: block;
|
||||
}
|
||||
|
||||
canvas+* {
|
||||
z-index: 2;
|
||||
}
|
||||
|
||||
.logo {
|
||||
display: block;
|
||||
max-width: 100%;
|
||||
height: auto;
|
||||
}
|
||||
|
||||
.logoBox {
|
||||
display: block;
|
||||
}
|
||||
|
||||
.pos_progress {
|
||||
position: absolute;
|
||||
margin: auto;
|
||||
width: auto;
|
||||
height: 55px;
|
||||
}
|
||||
|
||||
progress {
|
||||
box-sizing: border-box;
|
||||
border: solid 0.04em #000000;
|
||||
box-shadow: 0 0 15px 2px #ffffff98;
|
||||
width: 6em;
|
||||
height: 0.35em;
|
||||
border-radius: 0.5em;
|
||||
background: linear-gradient(#575a5a, #575a5a);
|
||||
font: clamp(.625em, 7.5vw, 10em) monospace;
|
||||
}
|
||||
|
||||
progress::-webkit-progress-bar {
|
||||
background: transparent
|
||||
}
|
||||
|
||||
progress::-webkit-progress-value {
|
||||
border-radius: 0.35em;
|
||||
box-shadow: inset 0 0 0.01em 0.01em #db9508;
|
||||
background: var(--fill);
|
||||
}
|
||||
|
||||
progress:nth-child(1) {
|
||||
--fill:
|
||||
repeating-linear-gradient(135deg, color(srgb-linear 0.98 0.81 0) 0 0.25em, rgb(249 175 41) 0 0.5em);
|
||||
}
|
||||
|
||||
#loader {
|
||||
position: relative;
|
||||
left: 0;
|
||||
top: 0;
|
||||
margin: auto;
|
||||
width: 100%;
|
||||
height: auto;
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
align-items: center;
|
||||
justify-content: center;
|
||||
background-color: black;
|
||||
}
|
||||
|
||||
.spinner,
|
||||
.spinner:after {
|
||||
border-radius: 50%;
|
||||
width: 5em;
|
||||
height: 5em;
|
||||
}
|
||||
|
||||
.spinner {
|
||||
display: none;
|
||||
margin: 10px;
|
||||
font-size: 10px;
|
||||
position: relative;
|
||||
text-indent: -9999em;
|
||||
border-top: 1.1em solid rgba(255, 255, 255, 0.2);
|
||||
border-right: 1.1em solid rgba(255, 255, 255, 0.2);
|
||||
border-bottom: 1.1em solid rgba(255, 255, 255, 0.2);
|
||||
border-left: 1.1em solid #ffffff;
|
||||
transform: translateZ(0);
|
||||
animation: spinner-spin 1.1s infinite linear;
|
||||
}
|
||||
|
||||
@keyframes spinner-spin {
|
||||
0% {
|
||||
transform: rotate(0deg);
|
||||
}
|
||||
|
||||
100% {
|
||||
transform: rotate(360deg);
|
||||
}
|
||||
}
|
||||
|
||||
.container {
|
||||
display: flex;
|
||||
background-color: #5d6b84;
|
||||
color: hsl(0, 0%, 100%);
|
||||
position: fixed;
|
||||
bottom: 0;
|
||||
left: 0;
|
||||
width: 100%;
|
||||
justify-content: center;
|
||||
align-items: center;
|
||||
}
|
||||
|
||||
.custom-phone-icon {
|
||||
font-size: 18px;
|
||||
margin-right: 8px;
|
||||
}
|
||||
|
||||
.text-with-icon {
|
||||
display: flex;
|
||||
align-items: center;
|
||||
gap: 8px;
|
||||
}
|
||||
|
||||
.main-svg-sprite {
|
||||
display: none;
|
||||
}
|
||||
|
||||
.svg-icon {
|
||||
display: inline-block;
|
||||
vertical-align: top;
|
||||
width: 22px;
|
||||
height: 22px;
|
||||
fill: currentColor;
|
||||
font-size: 0
|
||||
}
|
||||
|
||||
.svg-icon__link {
|
||||
vertical-align: top;
|
||||
fill: inherit;
|
||||
width: inherit;
|
||||
height: inherit
|
||||
}
|
||||
.hidden{
|
||||
display:none;
|
||||
}
|
||||
.shaking {
|
||||
animation: tilt-shaking 2s normal infinite;
|
||||
}
|
||||
|
||||
@keyframes tilt-shaking {
|
||||
0% {
|
||||
-webkit-transform: rotate(-8deg);
|
||||
transform: rotate(-8deg)
|
||||
}
|
||||
|
||||
4% {
|
||||
-webkit-transform: rotate(8deg);
|
||||
transform: rotate(8deg)
|
||||
}
|
||||
|
||||
8%,
|
||||
24% {
|
||||
-webkit-transform: rotate(-10deg);
|
||||
transform: rotate(-10deg)
|
||||
}
|
||||
|
||||
12%,
|
||||
28% {
|
||||
-webkit-transform: rotate(10deg);
|
||||
transform: rotate(10deg)
|
||||
}
|
||||
|
||||
16% {
|
||||
-webkit-transform: rotate(-12deg);
|
||||
transform: rotate(-12deg)
|
||||
}
|
||||
|
||||
20% {
|
||||
-webkit-transform: rotate(12deg);
|
||||
transform: rotate(12deg)
|
||||
}
|
||||
|
||||
32% {
|
||||
-webkit-transform: rotate(-6deg);
|
||||
transform: rotate(-6deg)
|
||||
}
|
||||
|
||||
36% {
|
||||
-webkit-transform: rotate(6deg);
|
||||
transform: rotate(6deg)
|
||||
}
|
||||
|
||||
40%,
|
||||
to {
|
||||
-webkit-transform: rotate(0deg);
|
||||
transform: rotate(0deg)
|
||||
}
|
||||
}
|
153
semag/geomelt/index.html
Normal file
@ -0,0 +1,153 @@
|
||||
<!DOCTYPE html>
|
||||
<html lang="en-us">
|
||||
<head>
|
||||
<meta charset="utf-8">
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no">
|
||||
<link rel="stylesheet" href="game.css">
|
||||
|
||||
<style type="text/css">@font-face {font-family:Fredoka;font-style:normal;font-weight:400;src:url(/cf-fonts/v/fredoka/5.0.11/hebrew/wght/normal.woff2);unicode-range:U+0590-05FF,U+200C-2010,U+20AA,U+25CC,U+FB1D-FB4F;font-display:swap;}@font-face {font-family:Fredoka;font-style:normal;font-weight:400;src:url(/cf-fonts/v/fredoka/5.0.11/latin/wght/normal.woff2);unicode-range:U+0000-00FF,U+0131,U+0152-0153,U+02BB-02BC,U+02C6,U+02DA,U+02DC,U+0304,U+0308,U+0329,U+2000-206F,U+2074,U+20AC,U+2122,U+2191,U+2193,U+2212,U+2215,U+FEFF,U+FFFD;font-display:swap;}@font-face {font-family:Fredoka;font-style:normal;font-weight:400;src:url(/cf-fonts/v/fredoka/5.0.11/latin-ext/wght/normal.woff2);unicode-range:U+0100-02AF,U+0304,U+0308,U+0329,U+1E00-1E9F,U+1EF2-1EFF,U+2020,U+20A0-20AB,U+20AD-20CF,U+2113,U+2C60-2C7F,U+A720-A7FF;font-display:swap;}@font-face {font-family:Fredoka;font-style:normal;font-weight:500;src:url(/cf-fonts/v/fredoka/5.0.11/hebrew/wght/normal.woff2);unicode-range:U+0590-05FF,U+200C-2010,U+20AA,U+25CC,U+FB1D-FB4F;font-display:swap;}@font-face {font-family:Fredoka;font-style:normal;font-weight:500;src:url(/cf-fonts/v/fredoka/5.0.11/latin/wght/normal.woff2);unicode-range:U+0000-00FF,U+0131,U+0152-0153,U+02BB-02BC,U+02C6,U+02DA,U+02DC,U+0304,U+0308,U+0329,U+2000-206F,U+2074,U+20AC,U+2122,U+2191,U+2193,U+2212,U+2215,U+FEFF,U+FFFD;font-display:swap;}@font-face {font-family:Fredoka;font-style:normal;font-weight:500;src:url(/cf-fonts/v/fredoka/5.0.11/latin-ext/wght/normal.woff2);unicode-range:U+0100-02AF,U+0304,U+0308,U+0329,U+1E00-1E9F,U+1EF2-1EFF,U+2020,U+20A0-20AB,U+20AD-20CF,U+2113,U+2C60-2C7F,U+A720-A7FF;font-display:swap;}</style>
|
||||
<title>Geometry Dash Meltdown</title>
|
||||
<link rel="canonical" href="https://geometrydash.io/" data-react-helmet="true">
|
||||
</head>
|
||||
<body>
|
||||
<div id="gameContainer" style="display: none;"></div>
|
||||
<div id="loader">
|
||||
<div class="logoBox">
|
||||
<img class="logo" src="loading.png?v=1">
|
||||
</div>
|
||||
<div class="spinner"></div>
|
||||
<div class="pos_progress">
|
||||
<div class="progress">
|
||||
<div class="posfull">
|
||||
<progress id="p1" value="1" max="1"></progress>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
<div class="container hidden" id="alert_rotate">
|
||||
<div class="text-with-icon">
|
||||
<span class="svg-icon pleaserotate-graphic" aria-hidden="true"><svg class="svg-icon__link">
|
||||
<use xlink:href="#icon-rotate"></use>
|
||||
</svg></span>
|
||||
<p>Rotate your device to play like a pro</p>
|
||||
</div>
|
||||
</div>
|
||||
<svg class="main-svg-sprite main-svg-sprite--icons" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink">
|
||||
<symbol id="icon-rotate" viewBox="0 0 24 24">
|
||||
<g>
|
||||
<path d="m22.432 7.344-.688-.688-4.401-4.401-.688-.688c-.834-.834-2.288-.737-3.242.216l-11.629 11.632c-.953.953-1.05 2.407-.216 3.242l5.776 5.776c.834.834 2.288.737 3.242-.216l11.631-11.631c.953-.954 1.05-2.408.215-3.242zm-1.473 2.298-11.317 11.317c-.347.347-.875.382-1.179.079l-5.501-5.501c-.304-.304-.269-.832.079-1.179l11.317-11.317c.347-.347.875-.382 1.179-.079l.275.275c.304.304.269.832-.079 1.179-.347.347-.382.875-.079 1.179l2.751 2.751c.304.304.832.269 1.179-.079.347-.347.875-.382 1.179-.079l.275.275c.303.304.268.832-.079 1.179z" />
|
||||
</g>
|
||||
<g>
|
||||
<path d="m13.836 24c-.336 0-.641-.202-.772-.513-.131-.313-.06-.674.18-.914l2.38-2.38c.167-.167.398-.257.633-.244.236.012.457.123.606.306l.882 1.079c2.697-1.433 4.555-4.265 4.581-7.504.004-.46.377-.83.836-.83h.007c.462.004.833.381.83.843-.043 5.556-4.6 10.113-10.156 10.157-.002 0-.004 0-.007 0z" />
|
||||
</g>
|
||||
<g>
|
||||
<path d="m10.164 0c.336 0 .641.202.772.513.131.313.06.674-.18.914l-2.38 2.38c-.168.167-.399.258-.634.244-.236-.012-.457-.123-.606-.306l-.882-1.079c-2.697 1.433-4.555 4.265-4.581 7.504-.004.46-.378.83-.837.83-.002 0-.004 0-.007 0-.461-.004-.832-.381-.829-.843.044-5.556 4.601-10.113 10.157-10.157z" />
|
||||
</g>
|
||||
</symbol>
|
||||
</svg>
|
||||
</body>
|
||||
<script src="Build/UnityLoader.js"></script>
|
||||
<script>
|
||||
UnityLoader.compatibilityCheck = function (e, t, r) { t(); };
|
||||
var gameInstance = UnityLoader.instantiate("gameContainer", "Build/geometrmeltdown.json", { onProgress: UnityProgress });
|
||||
const gameContainer = document.getElementById("gameContainer");
|
||||
var progressElement = document.getElementById('p1');
|
||||
function UnityProgress(gameInstance, progress) {
|
||||
if (!gameInstance.Module) {
|
||||
return;
|
||||
}
|
||||
const loader = document.querySelector("#loader");
|
||||
if (!gameInstance.progress) {
|
||||
const progress = document.querySelector("#loader .progress");
|
||||
gameContainer.style.display = "none";
|
||||
progress.style.display = "block";
|
||||
loader.querySelector(".spinner").style.display = "none";
|
||||
}
|
||||
progressElement.value = progress;
|
||||
if (progress === 1 && !gameInstance.removeTimeout) {
|
||||
gameInstance.removeTimeout = setTimeout(function () {
|
||||
loader.style.display = "none";
|
||||
gameContainer.style.display = "block";
|
||||
}, 2000);
|
||||
}
|
||||
}
|
||||
</script>
|
||||
<script>
|
||||
window.onload = (event) => {
|
||||
Resize();
|
||||
screen.orientation.addEventListener("change", function(e) {
|
||||
tapOrClick(e);
|
||||
});
|
||||
};
|
||||
window.onresize = function () {
|
||||
Resize();
|
||||
};
|
||||
var theElement = document.getElementById("gameContainer");
|
||||
theElement.addEventListener("mouseup", tapOrClick, false);
|
||||
theElement.addEventListener("touchend", tapOrClick, false);
|
||||
|
||||
function Resize() {
|
||||
if (screen.availHeight > screen.availWidth) {
|
||||
|
||||
document.getElementById('alert_rotate').classList.remove('hidden');
|
||||
// document.getElementById('gameContainer').classList.add('rotated');
|
||||
} else {
|
||||
// document.getElementById('gameContainer').classList.remove('rotated');
|
||||
document.getElementById('alert_rotate').classList.add('hidden');
|
||||
}
|
||||
const innerWidth = window.innerWidth;
|
||||
const innerHeight = window.innerHeight;
|
||||
const loader = document.getElementById("loader");
|
||||
const progress = document.querySelector("#loader .pos_progress");
|
||||
const container = document.querySelector(".container");
|
||||
|
||||
const ratio = 1.77778;
|
||||
if (innerHeight > innerWidth) {
|
||||
container.style.display = "flex";
|
||||
loader.style.width = innerWidth + 'px';
|
||||
}
|
||||
else {
|
||||
container.style.display = "none";
|
||||
if ((innerWidth / innerHeight) > ratio) {
|
||||
loader.style.width = innerHeight * ratio + 'px';
|
||||
}
|
||||
else {
|
||||
loader.style.width = '100%';
|
||||
}
|
||||
}
|
||||
loader.style.top = (innerHeight - loader.offsetHeight) / 2 + 'px';
|
||||
progress.style.top = loader.offsetHeight * 0.90 + 'px';
|
||||
}
|
||||
|
||||
function tapOrClick(event) {
|
||||
fullScreenAPI();
|
||||
event.preventDefault();
|
||||
return false;
|
||||
}
|
||||
|
||||
function fullScreenAPI(){
|
||||
var ua = navigator.userAgent.toLowerCase();
|
||||
var isAndroid = ua.indexOf("android") > -1;
|
||||
if(isAndroid) {
|
||||
GoFullScreen(document.documentElement);
|
||||
}
|
||||
}
|
||||
|
||||
function GoFullScreen(element) {
|
||||
if (!document.fullscreenElement && !document.mozFullScreenElement && !document.webkitFullscreenElement && !document.msFullscreenElement) {
|
||||
if (element.requestFullscreen && document.fullscreenEnabled) {
|
||||
element.requestFullscreen();
|
||||
}
|
||||
else if (element.mozRequestFullScreen) {
|
||||
element.mozRequestFullScreen();
|
||||
}
|
||||
else if (element.webkitRequestFullscreen) {
|
||||
element.webkitRequestFullscreen();
|
||||
}
|
||||
else if (element.msRequestFullscreen) {
|
||||
element.msRequestFullscreen();
|
||||
}
|
||||
}
|
||||
}
|
||||
</script>
|
||||
</html>
|
BIN
semag/geomelt/loading.png
Normal file
After Width: | Height: | Size: 1.1 MiB |
118
semag/mind/1.js
Normal file
118
semag/mind/6B7B6BB8AC29E8E3952F79D5483498AA.cache.js
Normal file
105
semag/mind/assets/assets.txt
Normal file
@ -0,0 +1,105 @@
|
||||
d:assets:0:application/unknown
|
||||
d:maps:0:application/unknown
|
||||
i:maps/canyon.png:2875:image/png
|
||||
t:maps/maps.json:1772:application/unknown
|
||||
i:maps/grassland.png:3511:image/png
|
||||
i:maps/caves.png:5411:image/png
|
||||
i:maps/tundra.png:5020:image/png
|
||||
i:maps/spiral.png:2519:image/png
|
||||
i:maps/test3.png:1535:image/png
|
||||
i:maps/tutorial.png:1311:image/png
|
||||
i:maps/oilrush.png:7871:image/png
|
||||
i:maps/arena.png:2085:image/png
|
||||
i:maps/delta.png:2506:image/png
|
||||
i:maps/island.png:8238:image/png
|
||||
i:maps/caldera.png:6852:image/png
|
||||
i:maps/test2.png:547:image/png
|
||||
i:maps/blankmap.png:757:image/png
|
||||
i:maps/pit.png:2502:image/png
|
||||
i:maps/scorch.png:10118:image/png
|
||||
i:maps/maze.png:4312:image/png
|
||||
i:maps/desert.png:7489:image/png
|
||||
i:maps/test1.png:744:image/png
|
||||
i:maps/volcano.png:8102:image/png
|
||||
i:maps/sinkhole.png:7466:image/png
|
||||
i:maps/fortress.png:6521:image/png
|
||||
b:version.properties:139:application/unknown
|
||||
d:shaders:0:application/unknown
|
||||
b:shaders/outline.fragment:944:application/unknown
|
||||
b:shaders/pattern.fragment:1535:application/unknown
|
||||
b:shaders/shield.fragment:1962:application/unknown
|
||||
b:shaders/default.vertex:301:application/unknown
|
||||
d:ui:0:application/unknown
|
||||
t:ui/title.fnt:6005:application/unknown
|
||||
t:ui/square.fnt:33730:application/unknown
|
||||
i:ui/title.png:1146:image/png
|
||||
t:ui/uiskin.atlas:11241:application/unknown
|
||||
t:ui/korean.fnt:282915:application/unknown
|
||||
i:ui/square.png:3980:image/png
|
||||
t:ui/uiskin.json:5459:application/unknown
|
||||
i:ui/korean.png:773705:image/png
|
||||
d:bundles:0:application/unknown
|
||||
b:bundles/bundle_es.properties:39587:application/unknown
|
||||
b:bundles/bundle_pl.properties:37452:application/unknown
|
||||
b:bundles/bundle_ita.properties:38874:application/unknown
|
||||
b:bundles/bundle_ko.properties:40958:application/unknown
|
||||
b:bundles/bundle_fr.properties:39259:application/unknown
|
||||
b:bundles/bundle_ru.properties:55934:application/unknown
|
||||
b:bundles/bundle.properties:33842:application/unknown
|
||||
b:bundles/bundle_de.properties:38497:application/unknown
|
||||
b:bundles/bundle_in_ID.properties:37389:application/unknown
|
||||
b:bundles/bundle_tk.properties:38462:application/unknown
|
||||
b:bundles/bundle_pt_BR.properties:36158:application/unknown
|
||||
b:bundles/bundle_uk_UA.properties:52686:application/unknown
|
||||
d:cursors:0:application/unknown
|
||||
i:cursors/ibar.png:196:image/png
|
||||
i:cursors/hand.png:276:image/png
|
||||
i:cursors/cursor.png:201:image/png
|
||||
d:sprites:0:application/unknown
|
||||
i:sprites/sprites.png:93925:image/png
|
||||
t:sprites/sprites.atlas:37138:application/unknown
|
||||
i:sprites/icon.png:2124:image/png
|
||||
b:sprites/icon.icns:4990:application/unknown
|
||||
i:sprites/background.png:208:image/png
|
||||
d:music:0:application/unknown
|
||||
a:music/2.mp3:2615726:application/unknown
|
||||
a:music/1.mp3:2136000:application/unknown
|
||||
a:music/6.mp3:2976000:application/unknown
|
||||
a:music/4.mp3:2352000:application/unknown
|
||||
a:music/5.mp3:2376000:application/unknown
|
||||
a:music/3.mp3:1679707:application/unknown
|
||||
d:sounds:0:application/unknown
|
||||
a:sounds/waveend.mp3:17086:application/unknown
|
||||
a:sounds/enemyshoot.mp3:3124:application/unknown
|
||||
a:sounds/respawn.mp3:18286:application/unknown
|
||||
a:sounds/resonate.mp3:24211:application/unknown
|
||||
a:sounds/ping.mp3:22770:application/unknown
|
||||
a:sounds/bigshot.mp3:10225:application/unknown
|
||||
a:sounds/railgun.mp3:5813:application/unknown
|
||||
a:sounds/die.mp3:10434:application/unknown
|
||||
a:sounds/bang2.mp3:7351:application/unknown
|
||||
a:sounds/flame2.mp3:26607:application/unknown
|
||||
a:sounds/shoot_old.mp3:2395:application/unknown
|
||||
a:sounds/purchase.mp3:6464:application/unknown
|
||||
a:sounds/bang.mp3:6752:application/unknown
|
||||
a:sounds/blast.mp3:5630:application/unknown
|
||||
a:sounds/bloop.mp3:13641:application/unknown
|
||||
a:sounds/explosion.mp3:9337:application/unknown
|
||||
a:sounds/tesla.mp3:6648:application/unknown
|
||||
a:sounds/spawn.mp3:19253:application/unknown
|
||||
a:sounds/missile.mp3:20325:application/unknown
|
||||
a:sounds/laser.mp3:2865:application/unknown
|
||||
a:sounds/break.mp3:10016:application/unknown
|
||||
a:sounds/lasershot.mp3:27794:application/unknown
|
||||
a:sounds/corexplode.mp3:24469:application/unknown
|
||||
a:sounds/shoot.mp3:3725:application/unknown
|
||||
a:sounds/flame.mp3:4639:application/unknown
|
||||
a:sounds/place.mp3:6050:application/unknown
|
||||
t:com/badlogic/gdx/graphics/g3d/particles/particles.fragment.glsl:859:application/unknown
|
||||
t:com/badlogic/gdx/graphics/g3d/particles/particles.vertex.glsl:2996:application/unknown
|
||||
t:com/badlogic/gdx/graphics/g3d/shaders/default.fragment.glsl:5350:application/unknown
|
||||
t:com/badlogic/gdx/graphics/g3d/shaders/default.vertex.glsl:9159:application/unknown
|
||||
t:com/badlogic/gdx/graphics/g3d/shaders/depth.fragment.glsl:904:application/unknown
|
||||
t:com/badlogic/gdx/graphics/g3d/shaders/depth.vertex.glsl:3056:application/unknown
|
||||
t:com/badlogic/gdx/utils/arial-15.fnt:21743:application/unknown
|
||||
i:com/badlogic/gdx/utils/arial-15.png:21814:image/png
|
553
semag/mind/assets/bundles/bundle.properties
Normal file
@ -0,0 +1,553 @@
|
||||
text.about=Created by [ROYAL]Anuken[] - [SKY]anukendev@gmail.com[]\nOriginally an entry in the [orange]GDL[] Metal Monstrosity Jam.\n\nCredits:\n- SFX made with [YELLOW]bfxr[]\n- Music made by [GREEN]a drop a day[] (Find them on YouTube)\n\nSpecial thanks to:\n- [coral]MitchellFJN[]: extensive playtesting and feedback\n- [sky]Luxray5474[]: wiki work, code contributions\n- [lime]Epowerj[]: code build system, icon\n- All the beta testers on itch.io and Google Play\n
|
||||
text.credits=Credits
|
||||
text.discord=Join the mindustry discord!
|
||||
text.link.discord.description=the official Mindustry discord chatroom
|
||||
text.link.github.description=Game source code
|
||||
text.link.dev-builds.description=Unstable development builds
|
||||
text.link.trello.description=Official trello board for planned features
|
||||
text.link.itch.io.description=itch.io page with PC downloads and web version
|
||||
text.link.google-play.description=Google Play store listing
|
||||
text.link.wiki.description=official Mindustry wiki
|
||||
text.linkfail=Failed to open link!\nThe URL has been copied to your cliboard.
|
||||
text.classic.unsupported=Mindustry classic does not support this feature.
|
||||
text.multiplayer.web=This version of the game does not support multiplayer!\nTo play multiplayer from your browser, use the "multiplayer web version" link at the itch.io page.
|
||||
text.gameover=The core was destroyed.
|
||||
text.highscore=[YELLOW]New highscore!
|
||||
text.lasted=You lasted until wave
|
||||
text.level.highscore=High Score: [accent]{0}
|
||||
text.level.delete.title=Confirm Delete
|
||||
text.level.delete=Are you sure you want to delete\nthe map "[orange]{0}"?
|
||||
text.level.select=Level Select
|
||||
text.level.mode=Gamemode:
|
||||
text.savegame=Save Game
|
||||
text.loadgame=Load Game
|
||||
text.joingame=Join Game
|
||||
text.newgame=New Game
|
||||
text.quit=Quit
|
||||
text.about.button=About
|
||||
text.name=Name:
|
||||
text.public=Public
|
||||
text.players={0} players online
|
||||
text.server.player.host={0} (host)
|
||||
text.players.single={0} player online
|
||||
text.server.mismatch=Packet error: possible client/server version mismatch.\nMake sure you and the host have the\nlatest version of Mindustry!
|
||||
text.server.closing=[accent]Closing server...
|
||||
text.server.kicked.kick=You have been kicked from the server!
|
||||
text.server.kicked.fastShoot=You are shooting too quickly.
|
||||
text.server.kicked.invalidPassword=Invalid password!
|
||||
text.server.kicked.clientOutdated=Outdated client! Update your game!
|
||||
text.server.kicked.serverOutdated=Outdated server! Ask the host to update!
|
||||
text.server.kicked.banned=You are banned on this server.
|
||||
text.server.kicked.recentKick=You have been kicked recently.\nWait before connecting again.
|
||||
text.server.connected={0} has joined.
|
||||
text.server.disconnected={0} has disconnected.
|
||||
text.nohost=Can't host server on a custom map!
|
||||
text.host.info=The [accent]host[] button hosts a server on ports [scarlet]6567[] and [scarlet]6568.[]\nAnybody on the same [LIGHT_GRAY]wifi or local network[] should be able to see your server in their server list.\n\nIf you want people to be able to connect from anywhere by IP, [accent]port forwarding[] is required.\n\n[LIGHT_GRAY]Note: If someone is experiencing trouble connecting to your LAN game, make sure you have allowed Mindustry access to your local network in your firewall settings.
|
||||
text.join.info=Here, you can enter a [accent]server IP[] to connect to, or discover [accent]local network[] servers to connect to.\nBoth LAN and WAN multiplayer is supported.\n\n[LIGHT_GRAY]Note: There is no automatic global server list; if you want to connect to someone by IP, you would need to ask the host for their IP.
|
||||
text.hostserver=Host Server
|
||||
text.host=Host
|
||||
text.hosting=[accent]Opening server...
|
||||
text.hosts.refresh=Refresh
|
||||
text.hosts.discovering=Discovering LAN games
|
||||
text.server.refreshing=Refreshing server
|
||||
text.hosts.none=[lightgray]No LAN games found!
|
||||
text.host.invalid=[scarlet]Can't connect to host.
|
||||
text.server.friendlyfire=Friendly Fire
|
||||
text.trace=Trace Player
|
||||
text.trace.playername=Player name: [accent]{0}
|
||||
text.trace.ip=IP: [accent]{0}
|
||||
text.trace.id=Unique ID: [accent]{0}
|
||||
text.trace.android=Android Client: [accent]{0}
|
||||
text.trace.modclient=Custom Client: [accent]{0}
|
||||
text.trace.totalblocksbroken=Total blocks broken: [accent]{0}
|
||||
text.trace.structureblocksbroken=Structure blocks broken: [accent]{0}
|
||||
text.trace.lastblockbroken=Last block broken: [accent]{0}
|
||||
text.trace.totalblocksplaced=Total blocks placed: [accent]{0}
|
||||
text.trace.lastblockplaced=Last block placed: [accent]{0}
|
||||
text.invalidid=Invalid client ID! Submit a bug report.
|
||||
text.server.bans=Bans
|
||||
text.server.bans.none=No banned players found!
|
||||
text.server.admins=Admins
|
||||
text.server.admins.none=No admins found!
|
||||
text.server.add=Add Server
|
||||
text.server.delete=Are you sure you want to delete this server?
|
||||
text.server.hostname=Host: {0}
|
||||
text.server.edit=Edit Server
|
||||
text.server.outdated=[crimson]Outdated Server![]
|
||||
text.server.outdated.client=[crimson]Outdated Client![]
|
||||
text.server.version=[lightgray]Version: {0}
|
||||
text.server.custombuild=[yellow]Custom Build
|
||||
text.confirmban=Are you sure you want to ban this player?
|
||||
text.confirmunban=Are you sure you want to unban this player?
|
||||
text.confirmadmin=Are you sure you want to make this player an admin?
|
||||
text.confirmunadmin=Are you sure you want to remove admin status from this player?
|
||||
text.joingame.byip=Join by IP...
|
||||
text.joingame.title=Join Game
|
||||
text.joingame.ip=IP:
|
||||
text.disconnect=Disconnected.
|
||||
text.disconnect.data=Failed to load world data!
|
||||
text.connecting=[accent]Connecting...
|
||||
text.connecting.data=[accent]Loading world data...
|
||||
text.connectfail=[crimson]Failed to connect to server: [orange]{0}
|
||||
text.server.port=Port:
|
||||
text.server.addressinuse=Address already in use!
|
||||
text.server.invalidport=Invalid port number!
|
||||
text.server.error=[crimson]Error hosting server: [orange]{0}
|
||||
text.tutorial.back=< Prev
|
||||
text.tutorial.next=Next >
|
||||
text.save.new=New Save
|
||||
text.save.overwrite=Are you sure you want to overwrite\nthis save slot?
|
||||
text.overwrite=Overwrite
|
||||
text.save.none=No saves found!
|
||||
text.saveload=[accent]Saving...
|
||||
text.savefail=Failed to save game!
|
||||
text.save.delete.confirm=Are you sure you want to delete this save?
|
||||
text.save.delete=Delete
|
||||
text.save.export=Export Save
|
||||
text.save.import.invalid=[orange]This save is invalid!\n\nNote that[scarlet]importing saves with custom maps[orange]\nfrom other devices does not work!
|
||||
text.save.import.fail=[crimson]Failed to import save: [orange]{0}
|
||||
text.save.export.fail=[crimson]Failed to export save: [orange]{0}
|
||||
text.save.import=Import Save
|
||||
text.save.newslot=Save name:
|
||||
text.save.rename=Rename
|
||||
text.save.rename.text=New name:
|
||||
text.selectslot=Select a save.
|
||||
text.slot=[accent]Slot {0}
|
||||
text.save.corrupted=[orange]Save file corrupted or invalid!
|
||||
text.empty=<empty>
|
||||
text.on=On
|
||||
text.off=Off
|
||||
text.save.autosave=Autosave: {0}
|
||||
text.save.map=Map: {0}
|
||||
text.save.wave=Wave {0}
|
||||
text.save.difficulty=Difficulty: {0}
|
||||
text.save.date=Last Saved: {0}
|
||||
text.confirm=Confirm
|
||||
text.delete=Delete
|
||||
text.ok=OK
|
||||
text.open=Open
|
||||
text.cancel=Cancel
|
||||
text.openlink=Open Link
|
||||
text.copylink=Copy Link
|
||||
text.back=Back
|
||||
text.quit.confirm=Are you sure you want to quit?
|
||||
text.changelog.title=Changelog
|
||||
text.changelog.loading=Getting changelog...
|
||||
text.changelog.error.android=[orange]Note that the changelog sometimes does not work on Android 4.4 and below!\nThis is due to an internal Android bug.
|
||||
text.changelog.error.ios=[orange]The changelog is currently not supported in iOS.
|
||||
text.changelog.error=[scarlet]Error getting changelog!\nCheck your internet connection.
|
||||
text.changelog.current=[yellow][[Current version]
|
||||
text.changelog.latest=[orange][[Latest version]
|
||||
text.loading=[accent]Loading...
|
||||
text.wave=[orange]Wave {0}
|
||||
text.wave.waiting=Wave in {0}
|
||||
text.waiting=Waiting...
|
||||
text.enemies={0} Enemies
|
||||
text.enemies.single={0} Enemy
|
||||
text.loadimage=Load Image
|
||||
text.saveimage=Save Image
|
||||
text.oregen=Ore Generation
|
||||
text.editor.badsize=[orange]Invalid image dimensions![]\nValid map dimensions: {0}
|
||||
text.editor.errorimageload=Error loading image file:\n[orange]{0}
|
||||
text.editor.errorimagesave=Error saving image file:\n[orange]{0}
|
||||
text.editor.generate=Generate
|
||||
text.editor.resize=Resize
|
||||
text.editor.loadmap=Load Map
|
||||
text.editor.savemap=Save Map
|
||||
text.editor.loadimage=Load Image
|
||||
text.editor.saveimage=Save Image
|
||||
text.editor.unsaved=[scarlet]You have unsaved changes![]\nAre you sure you want to exit?
|
||||
text.editor.brushsize=Brush size: {0}
|
||||
text.editor.noplayerspawn=This map has no player spawnpoint!
|
||||
text.editor.manyplayerspawns=Maps cannot have more than one\nplayer spawnpoint!
|
||||
text.editor.manyenemyspawns=Cannot have more than\n{0} enemy spawnpoints!
|
||||
text.editor.resizemap=Resize Map
|
||||
text.editor.resizebig=[scarlet]Warning!\n[]Maps larger than 256 units may be laggy and unstable.
|
||||
text.editor.mapname=Map Name:
|
||||
text.editor.overwrite=[accent]Warning!\nThis overwrites an existing map.
|
||||
text.editor.failoverwrite=[crimson]Cannot overwrite default map!
|
||||
text.editor.selectmap=Select a map to load:
|
||||
text.width=Width:
|
||||
text.height=Height:
|
||||
text.randomize=Randomize
|
||||
text.apply=Apply
|
||||
text.update=Update
|
||||
text.menu=Menu
|
||||
text.play=Play
|
||||
text.load=Load
|
||||
text.save=Save
|
||||
text.language.restart=Please restart your game for the language settings to take effect.
|
||||
text.settings.language=Language
|
||||
text.settings=Settings
|
||||
text.tutorial=Tutorial
|
||||
text.editor=Editor
|
||||
text.mapeditor=Map Editor
|
||||
text.donate=Donate
|
||||
text.settings.reset=Reset to Defaults
|
||||
text.settings.controls=Controls
|
||||
text.settings.game=Game
|
||||
text.settings.sound=Sound
|
||||
text.settings.graphics=Graphics
|
||||
text.upgrades=Upgrades
|
||||
text.purchased=[LIME]Created!
|
||||
text.weapons=Weapons
|
||||
text.paused=Paused
|
||||
text.respawn=Respawning in
|
||||
text.info.title=[accent]Info
|
||||
text.error.title=[crimson]An error has occured
|
||||
text.error.crashmessage=[SCARLET]An unexpected error has occured, which would have caused a crash.\n[]Please report the exact circumstances under which this error occured to the developer: \n[ORANGE]anukendev@gmail.com[]
|
||||
text.error.crashtitle=An error has occured
|
||||
text.mode.break=Break mode: {0}
|
||||
text.mode.place=Place mode: {0}
|
||||
placemode.hold.name=line
|
||||
placemode.areadelete.name=area
|
||||
placemode.touchdelete.name=touch
|
||||
placemode.holddelete.name=hold
|
||||
placemode.none.name=none
|
||||
placemode.touch.name=touch
|
||||
placemode.cursor.name=cursor
|
||||
text.blocks.extrainfo=[accent]extra block info:
|
||||
text.blocks.blockinfo=Block Info
|
||||
text.blocks.powercapacity=Power Capacity
|
||||
text.blocks.powershot=Power/shot
|
||||
text.blocks.powersecond=Power/second
|
||||
text.blocks.powerdraindamage=Power Drain/damage
|
||||
text.blocks.shieldradius=Shield Radius
|
||||
text.blocks.itemspeedsecond=Item Speed/second
|
||||
text.blocks.range=Range
|
||||
text.blocks.size=Size
|
||||
text.blocks.powerliquid=Power/Liquid
|
||||
text.blocks.maxliquidsecond=Max liquid/second
|
||||
text.blocks.liquidcapacity=Liquid capacity
|
||||
text.blocks.liquidsecond=Liquid/second
|
||||
text.blocks.damageshot=Damage/shot
|
||||
text.blocks.ammocapacity=Ammo Capacity
|
||||
text.blocks.ammo=Ammo
|
||||
text.blocks.ammoitem=Ammo/item
|
||||
text.blocks.maxitemssecond=Max items/second
|
||||
text.blocks.powerrange=Power range
|
||||
text.blocks.lasertilerange=Laser tile range
|
||||
text.blocks.capacity=Capacity
|
||||
text.blocks.itemcapacity=Item Capacity
|
||||
text.blocks.maxpowergenerationsecond=Max Power Generation/second
|
||||
text.blocks.powergenerationsecond=Power Generation/second
|
||||
text.blocks.generationsecondsitem=Generation Seconds/item
|
||||
text.blocks.input=Input
|
||||
text.blocks.inputliquid=Input Liquid
|
||||
text.blocks.inputitem=Input Item
|
||||
text.blocks.output=Output
|
||||
text.blocks.secondsitem=Seconds/item
|
||||
text.blocks.maxpowertransfersecond=Max power transfer/second
|
||||
text.blocks.explosive=Highly explosive!
|
||||
text.blocks.repairssecond=Repaired/second
|
||||
text.blocks.health=Health
|
||||
text.blocks.inaccuracy=Inaccuracy
|
||||
text.blocks.shots=Shots
|
||||
text.blocks.shotssecond=Shots/second
|
||||
text.blocks.fuel=Fuel
|
||||
text.blocks.fuelduration=Fuel Duration
|
||||
text.blocks.maxoutputsecond=Max output/second
|
||||
text.blocks.inputcapacity=Input capacity
|
||||
text.blocks.outputcapacity=Output capacity
|
||||
text.blocks.poweritem=Power/Item
|
||||
text.placemode=Place Mode
|
||||
text.breakmode=Break Mode
|
||||
text.health=health
|
||||
setting.difficulty.easy=easy
|
||||
setting.difficulty.normal=normal
|
||||
setting.difficulty.hard=hard
|
||||
setting.difficulty.insane=insane
|
||||
setting.difficulty.purge=purge
|
||||
setting.difficulty.name=Difficulty:
|
||||
setting.screenshake.name=Screen Shake
|
||||
setting.smoothcam.name=Smooth Camera
|
||||
setting.indicators.name=Enemy Indicators
|
||||
setting.effects.name=Display Effects
|
||||
setting.sensitivity.name=Controller Sensitivity
|
||||
setting.saveinterval.name=Autosave Interval
|
||||
setting.seconds={0} Seconds
|
||||
setting.fullscreen.name=Fullscreen
|
||||
setting.multithread.name=Multithreading
|
||||
setting.fps.name=Show FPS
|
||||
setting.vsync.name=VSync
|
||||
setting.lasers.name=Show Power Lasers
|
||||
setting.previewopacity.name=Placing Preview Opacity
|
||||
setting.healthbars.name=Show Entity Health bars
|
||||
setting.pixelate.name=Pixelate Screen
|
||||
setting.musicvol.name=Music Volume
|
||||
setting.mutemusic.name=Mute Music
|
||||
setting.sfxvol.name=SFX Volume
|
||||
setting.mutesound.name=Mute Sound
|
||||
map.maze.name=maze
|
||||
map.fortress.name=fortress
|
||||
map.sinkhole.name=sinkhole
|
||||
map.caves.name=caves
|
||||
map.volcano.name=volcano
|
||||
map.caldera.name=caldera
|
||||
map.scorch.name=scorch
|
||||
map.desert.name=desert
|
||||
map.island.name=island
|
||||
map.grassland.name=grassland
|
||||
map.tundra.name=tundra
|
||||
map.spiral.name=spiral
|
||||
map.tutorial.name=tutorial
|
||||
tutorial.intro.text=[yellow]Welcome to the tutorial.[] To begin, press 'next'.
|
||||
tutorial.moveDesktop.text=To move, use the [orange][[WASD][] keys. Hold [orange]shift[] to boost. Hold [orange]CTRL[] while using the [orange]scrollwheel[] to zoom in or out.
|
||||
tutorial.shoot.text=Use your mouse to aim, hold [orange]left mouse button[] to shoot. Try practicing on the [yellow]target[].
|
||||
tutorial.moveAndroid.text=To pan the view, drag one finger across the screen. Pinch and drag to zoom in or out.
|
||||
tutorial.placeSelect.text=Try selecting a [yellow]conveyor[] from the block menu in the bottom right.
|
||||
tutorial.placeConveyorDesktop.text=Use the [orange][[scrollwheel][] to rotate the conveyor to face [orange]forwards[], then place it in the [yellow]marked location[] using the [orange][[left mouse button][].
|
||||
tutorial.placeConveyorAndroid.text=Use the [orange][[rotate button][] to rotate the conveyor to face [orange]forwards[], drag it into position with one finger, then place it in the [yellow]marked location[] using the [orange][[checkmark][].
|
||||
tutorial.placeConveyorAndroidInfo.text=Alternatively, you can press the crosshair icon in the bottom left to switch to [orange][[touch mode][], and place blocks by tapping on the screen. In touch mode, blocks can be rotated with the arrow at the bottom left. Press [yellow]next[] to try it out.
|
||||
tutorial.placeDrill.text=Now, select and place a [yellow]stone drill[] at the marked location.
|
||||
tutorial.blockInfo.text=If you want to learn more about a block, you can tap the [orange]question mark[] in the top right to read its description.
|
||||
tutorial.deselectDesktop.text=You can de-select a block using the [orange][[right mouse button][].
|
||||
tutorial.deselectAndroid.text=You can deselect a block by pressing the [orange]X[] button.
|
||||
tutorial.drillPlaced.text=The drill will now produce [yellow]stone,[] output it onto the conveyor, then move it into the [yellow]core[].
|
||||
tutorial.drillInfo.text=Different ores need different drills. Stone requires stone drills, iron requires iron drills, etc.
|
||||
tutorial.drillPlaced2.text=Moving items into the core puts them in your [yellow]item inventory[], in the top left. Placing blocks uses items from your inventory.
|
||||
tutorial.moreDrills.text=You can link many drills and conveyors up together, like so.
|
||||
tutorial.deleteBlock.text=You can delete blocks by clicking the [orange]right mouse button[] on the block you want to delete. Try deleting this conveyor.
|
||||
tutorial.deleteBlockAndroid.text=You can delete blocks by [orange]selecting the crosshair[] in the [orange]break mode menu[] in the bottom left and tapping a block. Try deleting this conveyor.
|
||||
tutorial.placeTurret.text=Now, select and place a [yellow]turret[] at the [yellow]marked location[].
|
||||
tutorial.placedTurretAmmo.text=This turret will now accept [yellow]ammo[] from the conveyor. You can see how much ammo it has by hovering over it and checking the [green]green bar[].
|
||||
tutorial.turretExplanation.text=Turrets will automatically shoot at the nearest enemy in range, as long as they have enough ammo.
|
||||
tutorial.waves.text=Every [yellow]60[] seconds, a wave of [coral]enemies[] will spawn in specific locations and attempt to destroy the core.
|
||||
tutorial.coreDestruction.text=Your objective is to [yellow]defend the core[]. If the core is destroyed, you [coral]lose the game[].
|
||||
tutorial.pausingDesktop.text=If you ever need to take a break, press the [orange]pause button[] in the top left or [orange]space[] to pause the game. You can still select and place blocks while paused, but cannot move or shoot.
|
||||
tutorial.pausingAndroid.text=If you ever need to take a break, press the [orange]pause button[] in the top left to pause the game. You can still break and place blocks while paused.
|
||||
tutorial.purchaseWeapons.text=You can purchase new [yellow]weapons[] for your mech by opening the upgrade menu in the bottom left.
|
||||
tutorial.switchWeapons.text=Switch weapons by either clicking its icon in the bottom left, or using numbers [orange][[1-9][].
|
||||
tutorial.spawnWave.text=Here comes a wave now. Destroy them.
|
||||
tutorial.pumpDesc.text=In later waves, you might need to use [yellow]pumps[] to distribute liquids for generators or extractors.
|
||||
tutorial.pumpPlace.text=Pumps work similarly to drills, except that they produce liquids instead of items. Try placing a pump on the [yellow]designated oil[].
|
||||
tutorial.conduitUse.text=Now place a [orange]conduit[] leading away from the pump.
|
||||
tutorial.conduitUse2.text=And a few more...
|
||||
tutorial.conduitUse3.text=And a few more...
|
||||
tutorial.generator.text=Now, place a [orange]combustion generator[] block at the end of the conduit.
|
||||
tutorial.generatorExplain.text=This generator will now create [yellow]power[] from the oil.
|
||||
tutorial.lasers.text=Power is distributed using [yellow]power lasers[]. Rotate and place one here.
|
||||
tutorial.laserExplain.text=The generator will now move power into the laser block. An [yellow]opaque[] beam means that it is currently transmitting power, and a [yellow]transparent[] beam means it is not.
|
||||
tutorial.laserMore.text=You can check how much power a block has by hovering over it and checking the [yellow]yellow bar[] at the top.
|
||||
tutorial.healingTurret.text=This laser can be used to power a [lime]repair turret[]. Place one here.
|
||||
tutorial.healingTurretExplain.text=As long as it has power, this turret will [lime]repair nearby blocks.[] When playing, make sure you get one in your base as quickly as possible!
|
||||
tutorial.smeltery.text=Many blocks require [orange]steel[] to make, which requires a [orange]smelter[] to craft. Place one here.
|
||||
tutorial.smelterySetup.text=This smelter will now produce [orange]steel[] from the input iron, using coal as fuel.
|
||||
tutorial.tunnelExplain.text=Also note that the items are going through a [orange]tunnel block[] and emerging on the other side, going through the stone block. Keep in mind that tunnels can only go through up to 2 blocks.
|
||||
tutorial.end.text=And that concludes the tutorial! Good luck!
|
||||
text.keybind.title=Rebind Keys
|
||||
keybind.move_x.name=move_x
|
||||
keybind.move_y.name=move_y
|
||||
keybind.select.name=select
|
||||
keybind.break.name=break
|
||||
keybind.shoot.name=shoot
|
||||
keybind.zoom_hold.name=zoom_hold
|
||||
keybind.zoom.name=zoom
|
||||
keybind.block_info.name=block_info
|
||||
keybind.menu.name=menu
|
||||
keybind.pause.name=pause
|
||||
keybind.dash.name=dash
|
||||
keybind.chat.name=chat
|
||||
keybind.player_list.name=player_list
|
||||
keybind.console.name=console
|
||||
keybind.rotate_alt.name=rotate_alt
|
||||
keybind.rotate.name=rotate
|
||||
keybind.weapon_1.name=weapon_1
|
||||
keybind.weapon_2.name=weapon_2
|
||||
keybind.weapon_3.name=weapon_3
|
||||
keybind.weapon_4.name=weapon_4
|
||||
keybind.weapon_5.name=weapon_5
|
||||
keybind.weapon_6.name=weapon_6
|
||||
mode.text.help.title=Description of modes
|
||||
mode.waves.name=waves
|
||||
mode.waves.description=the normal mode. limited resources and automatic incoming waves.
|
||||
mode.sandbox.name=sandbox
|
||||
mode.sandbox.description=infinite resources and no timer for waves.
|
||||
mode.freebuild.name=freebuild
|
||||
mode.freebuild.description=limited resources and no timer for waves.
|
||||
upgrade.standard.name=standard
|
||||
upgrade.standard.description=The standard mech.
|
||||
upgrade.blaster.name=blaster
|
||||
upgrade.blaster.description=Shoots a slow, weak bullet.
|
||||
upgrade.triblaster.name=triblaster
|
||||
upgrade.triblaster.description=Shoots 3 bullets in a spread.
|
||||
upgrade.clustergun.name=clustergun
|
||||
upgrade.clustergun.description=Shoots an inaccurate spread of explosive grenades.
|
||||
upgrade.beam.name=beam cannon
|
||||
upgrade.beam.description=Shoots a long-range piercing laser beam.
|
||||
upgrade.vulcan.name=vulcan
|
||||
upgrade.vulcan.description=Shoots a barrage of fast bullets.
|
||||
upgrade.shockgun.name=shockgun
|
||||
upgrade.shockgun.description=Shoots a devastating blast of charged shrapnel.
|
||||
item.stone.name=stone
|
||||
item.iron.name=iron
|
||||
item.coal.name=coal
|
||||
item.steel.name=steel
|
||||
item.titanium.name=titanium
|
||||
item.dirium.name=dirium
|
||||
item.uranium.name=uranium
|
||||
item.sand.name=sand
|
||||
liquid.water.name=water
|
||||
liquid.plasma.name=plasma
|
||||
liquid.lava.name=lava
|
||||
liquid.oil.name=oil
|
||||
block.weaponfactory.name=weapon factory
|
||||
block.weaponfactory.fulldescription=Used to create weapons for the player mech. Click to use. Automatically takes resources from the core.
|
||||
block.air.name=air
|
||||
block.blockpart.name=blockpart
|
||||
block.deepwater.name=deepwater
|
||||
block.water.name=water
|
||||
block.lava.name=lava
|
||||
block.oil.name=oil
|
||||
block.stone.name=stone
|
||||
block.blackstone.name=blackstone
|
||||
block.iron.name=iron
|
||||
block.coal.name=coal
|
||||
block.titanium.name=titanium
|
||||
block.uranium.name=uranium
|
||||
block.dirt.name=dirt
|
||||
block.sand.name=sand
|
||||
block.ice.name=ice
|
||||
block.snow.name=snow
|
||||
block.grass.name=grass
|
||||
block.sandblock.name=sandblock
|
||||
block.snowblock.name=snowblock
|
||||
block.stoneblock.name=stoneblock
|
||||
block.blackstoneblock.name=blackstoneblock
|
||||
block.grassblock.name=grassblock
|
||||
block.mossblock.name=mossblock
|
||||
block.shrub.name=shrub
|
||||
block.rock.name=rock
|
||||
block.icerock.name=icerock
|
||||
block.blackrock.name=blackrock
|
||||
block.dirtblock.name=dirtblock
|
||||
block.stonewall.name=stone wall
|
||||
block.stonewall.fulldescription=A cheap defensive block. Useful for protecting the core and turrets in the first few waves.
|
||||
block.ironwall.name=iron wall
|
||||
block.ironwall.fulldescription=A basic defensive block. Provides protection from enemies.
|
||||
block.steelwall.name=steel wall
|
||||
block.steelwall.fulldescription=A standard defensive block. adequate protection from enemies.
|
||||
block.titaniumwall.name=titanium wall
|
||||
block.titaniumwall.fulldescription=A strong defensive block. Provides protection from enemies.
|
||||
block.duriumwall.name=dirium wall
|
||||
block.duriumwall.fulldescription=A very strong defensive block. Provides protection from enemies.
|
||||
block.compositewall.name=composite wall
|
||||
block.steelwall-large.name=large steel wall
|
||||
block.steelwall-large.fulldescription=A standard defensive block. Spans multiple tiles.
|
||||
block.titaniumwall-large.name=large titanium wall
|
||||
block.titaniumwall-large.fulldescription=A strong defensive block. Spans multiple tiles.
|
||||
block.duriumwall-large.name=large dirium wall
|
||||
block.duriumwall-large.fulldescription=A very strong defensive block. Spans multiple tiles.
|
||||
block.titaniumshieldwall.name=shielded wall
|
||||
block.titaniumshieldwall.fulldescription=A strong defensive block, with an extra built-in shield. Requires power. Uses energy to absorb enemy bullets. It is recommended to use power boosters to provide energy to this block.
|
||||
block.repairturret.name=repair turret
|
||||
block.repairturret.fulldescription=Repairs nearby damaged blocks in range at a slow rate. Uses small amounts of power.
|
||||
block.megarepairturret.name=repair turret II
|
||||
block.megarepairturret.fulldescription=Repairs nearby damaged blocks in range at a decent rate. Uses power.
|
||||
block.shieldgenerator.name=shield generator
|
||||
block.shieldgenerator.fulldescription=An advanced defensive block. Shields all the blocks in a radius from attack. Uses power at a slow rate when idle, but drains energy quickly on bullet contact.
|
||||
block.door.name=door
|
||||
block.door.fulldescription=A block than can be opened and closed by tapping it.
|
||||
block.door-large.name=large door
|
||||
block.door-large.fulldescription=A block than can be opened and closed by tapping it.
|
||||
block.conduit.name=conduit
|
||||
block.conduit.fulldescription=Basic liquid transport block. Works like a conveyor, but with liquids. Best used with pumps or other conduits. Can be used as a bridge over liquids for enemies and players.
|
||||
block.pulseconduit.name=pulse conduit
|
||||
block.pulseconduit.fulldescription=Advanced liquid transport block. Transports liquids faster and stores more than standard conduits.
|
||||
block.liquidrouter.name=liquid router
|
||||
block.liquidrouter.fulldescription=Works similarly to a router. Accepts liquid input from one side and outputs it to the other sides. Useful for splitting liquid from a single conduit into multiple other conduits.
|
||||
block.conveyor.name=conveyor
|
||||
block.conveyor.fulldescription=Basic item transport block. Moves items forward and automatically deposits them into turrets or crafters. Rotatable. Can be used as a bridge over liquids for enemies and players.
|
||||
block.steelconveyor.name=steel conveyor
|
||||
block.steelconveyor.fulldescription=Advanced item transport block. Moves items faster than standard conveyors.
|
||||
block.poweredconveyor.name=pulse conveyor
|
||||
block.poweredconveyor.fulldescription=The ultimate item transport block. Moves items faster than steel conveyors.
|
||||
block.router.name=router
|
||||
block.router.fulldescription=Accepts items from one direction and outputs them to 3 other directions. Can also store a certain amount of items.Useful for splitting the materials from one drill into multiple turrets.
|
||||
block.junction.name=junction
|
||||
block.junction.fulldescription=Acts as a bridge for two crossing conveyor belts. Useful in situations with two different conveyors carrying different materials to different locations.
|
||||
block.conveyortunnel.name=conveyor tunnel
|
||||
block.conveyortunnel.fulldescription=Transports item under blocks. To use, place one tunnel leading into the block to be tunneled under, and one on the other side. Make sure both tunnels face opposite directions, which is towards the blocks they are inputting or outputting to.
|
||||
block.liquidjunction.name=liquid junction
|
||||
block.liquidjunction.fulldescription=Acts as a bridge for two crossing conduits. Useful in situations with two different conduits carrying different liquids to different locations.
|
||||
block.liquiditemjunction.name=liquid-item junction
|
||||
block.liquiditemjunction.fulldescription=Acts as a bridge for crossing conduits and conveyors.
|
||||
block.powerbooster.name=power booster
|
||||
block.powerbooster.fulldescription=Distributes power to all blocks within its radius.
|
||||
block.powerlaser.name=power laser
|
||||
block.powerlaser.fulldescription=Creates a laser that transmits power to the block in front of it. Does not generate any power itself. Best used with generators or other lasers.
|
||||
block.powerlaserrouter.name=laser router
|
||||
block.powerlaserrouter.fulldescription=Laser that distributes power to three directions at once. Useful in situations where it is required to power multiple blocks from one generator.
|
||||
block.powerlasercorner.name=laser corner
|
||||
block.powerlasercorner.fulldescription=Laser that distributes power to two directions at once. Useful in situations where it is required to power multiple blocks from one generator, and a router is imprecise.
|
||||
block.teleporter.name=teleporter
|
||||
block.teleporter.fulldescription=Advanced item transport block. Teleporters input items to other teleporters of the same color. Does nothing if no teleporters of the same color exist. If multiple teleporters exist of the same color, a random one is selected. Uses power. Tap to change color.
|
||||
block.sorter.name=sorter
|
||||
block.sorter.fulldescription=Sorts item by material type. Material to accept is indicated by the color in the block. All items that match the sort material are outputted forward, everything else is outputted to the left and right.
|
||||
block.core.name=core
|
||||
block.pump.name=pump
|
||||
block.pump.fulldescription=Pumps liquids from a source block- usually water, lava or oil. Outputs liquid into nearby conduits.
|
||||
block.fluxpump.name=fluxpump
|
||||
block.fluxpump.fulldescription=An advanced version of the pump. Stores more liquid and pumps liquid faster.
|
||||
block.smelter.name=smelter
|
||||
block.smelter.fulldescription=The essential crafting block. When inputted 1 iron and 1 coal as fuel, outputs one steel. It is advised to input iron and coal on different belts to prevent clogging.
|
||||
block.crucible.name=crucible
|
||||
block.crucible.fulldescription=An advanced crafting block. When inputted 1 titanium, 1 steel and 1 coal as fuel, outputs one dirium. It is advised to input coal, steel and titanium on different belts to prevent clogging.
|
||||
block.coalpurifier.name=coal extractor
|
||||
block.coalpurifier.fulldescription=A basic extractor block. Outputs coal when supplied with large amounts of water and stone.
|
||||
block.titaniumpurifier.name=titanium extractor
|
||||
block.titaniumpurifier.fulldescription=A standard extractor block. Outputs titanium when supplied with large amounts of water and iron.
|
||||
block.oilrefinery.name=oil refinery
|
||||
block.oilrefinery.fulldescription=Refines large amounts of oil into coal items. Useful for fueling coal-based turrets when coal veins are scarce.
|
||||
block.stoneformer.name=stone former
|
||||
block.stoneformer.fulldescription=Soldifies liquid lava into stone. Useful for producing massive amounts of stone for coal purifiers.
|
||||
block.lavasmelter.name=lava smelter
|
||||
block.lavasmelter.fulldescription=Uses lava to convert iron to steel. An alternative to smelteries. Useful in situations where coal is scarce.
|
||||
block.stonedrill.name=stone drill
|
||||
block.stonedrill.fulldescription=The essential drill. When placed on stone tiles, outputs stone at a slow pace indefinitely.
|
||||
block.irondrill.name=iron drill
|
||||
block.irondrill.fulldescription=A basic drill. When placed on iron ore tiles, outputs iron at a slow pace indefinitely.
|
||||
block.coaldrill.name=coal drill
|
||||
block.coaldrill.fulldescription=A basic drill. When placed on coal ore tiles, outputs coal at a slow pace indefinitely.
|
||||
block.uraniumdrill.name=uranium drill
|
||||
block.uraniumdrill.fulldescription=An advanced drill. When placed on uranium ore tiles, outputs uranium at a slow pace indefinitely.
|
||||
block.titaniumdrill.name=titanium drill
|
||||
block.titaniumdrill.fulldescription=An advanced drill. When placed on titanium ore tiles, outputs titanium at a slow pace indefinitely.
|
||||
block.omnidrill.name=omnidrill
|
||||
block.omnidrill.fulldescription=The ultimate drill. Will mine any ore it is placed on at a rapid pace.
|
||||
block.coalgenerator.name=coal generator
|
||||
block.coalgenerator.fulldescription=The essential generator. Generates power from coal. Outputs power as lasers to its 4 sides.
|
||||
block.thermalgenerator.name=thermal generator
|
||||
block.thermalgenerator.fulldescription=Generates power from lava. Outputs power as lasers to its 4 sides.
|
||||
block.combustiongenerator.name=combustion generator
|
||||
block.combustiongenerator.fulldescription=Generates power from oil. Outputs power as lasers to its 4 sides.
|
||||
block.rtgenerator.name=RTG generator
|
||||
block.rtgenerator.fulldescription=Generates small amounts of power from the radioactive decay of uranium. Outputs power as lasers to its 4 sides.
|
||||
block.nuclearreactor.name=nuclear reactor
|
||||
block.nuclearreactor.fulldescription=An advanced version of the RTG Generator, and the ultimate power generator. Generates power from uranium. Requires constant water cooling. Highly volatile; will explode violently if insufficient amounts of coolant are supplied.
|
||||
block.turret.name=turret
|
||||
block.turret.fulldescription=A basic, cheap turret. Uses stone for ammo. Has slightly more range than the double-turret.
|
||||
block.doubleturret.name=double turret
|
||||
block.doubleturret.fulldescription=A slightly more powerful version of the turret. Uses stone for ammo. Does significantly more damage, but has a lower range. Shoots two bullets.
|
||||
block.machineturret.name=gattling turret
|
||||
block.machineturret.fulldescription=A standard all-around turret. Uses iron for ammo. Has a fast fire rate with decent damage.
|
||||
block.shotgunturret.name=splitter turret
|
||||
block.shotgunturret.fulldescription=A standard turret. Uses iron for ammo. Shoots a spread of 7 bullets. Lower range, but higher damage output than the gattling turret.
|
||||
block.flameturret.name=flamer turret
|
||||
block.flameturret.fulldescription=Advanced close-range turret. Uses coal for ammo. Has very low range, but very high damage. Good for close quarters. Recommended to be used behind walls.
|
||||
block.sniperturret.name=railgun turret
|
||||
block.sniperturret.fulldescription=Advanced long-range turret. Uses steel for ammo. Very high damage, but low fire rate. Expensive to use, but can be placed far away from enemy lines due to its range.
|
||||
block.mortarturret.name=flak turret
|
||||
block.mortarturret.fulldescription=Advanced low-accuracy splash-damage turret. Uses coal for ammo. Shoots a barrage of bullets that explode into shrapnel. Useful for large crowds of enemies.
|
||||
block.laserturret.name=laser turret
|
||||
block.laserturret.fulldescription=Advanced single-target turret. Uses power. Good medium-range all-around turret. Single-target only. Never misses.
|
||||
block.waveturret.name=tesla turret
|
||||
block.waveturret.fulldescription=Advanced multi-target turret. Uses power. Medium range. Never misses.Average to low damage, but can hit multiple enemies simultaneously with chain lighting.
|
||||
block.plasmaturret.name=plasma turret
|
||||
block.plasmaturret.fulldescription=Highly advanced version of the flamer turret. Uses coal as ammo. Very high damage, low to medium range.
|
||||
block.chainturret.name=chain turret
|
||||
block.chainturret.fulldescription=The ultimate rapid-fire turret. Uses uranium as ammo. Shoots large slugs at a high fire rate. Medium range. Spans multiple tiles. Extremely tough.
|
||||
block.titancannon.name=titan cannon
|
||||
block.titancannon.fulldescription=The ultimate long-range turret. Uses uranium as ammo. Shoots large splash-damage shells at a medium rate of fire. Long range. Spans multiple tiles. Extremely tough.
|
||||
block.playerspawn.name=playerspawn
|
||||
block.enemyspawn.name=enemyspawn
|
553
semag/mind/assets/bundles/bundle_de.properties
Normal file
@ -0,0 +1,553 @@
|
||||
text.about = Erstellt von [ROYAL] Anuken. [] \nUrsprünglich ein Eintrag im [orange] GDL [] MM Jam.\n\nCredits: \n- SFX gemacht mit [yellow] bfxr [] - Musik gemacht von [green] RoccoW [] / gefunden auf [lime] FreeMusicArchive.org [] \n\nBesonderer Dank geht an: \n- [coral] MitchellFJN []: Umfangreicher Spieletest und Feedback \n- [sky] Luxray5474 []: Wiki-Arbeit, Code-Beiträge \n- Alle Beta-Tester auf itch.io und Google Play\n
|
||||
text.credits = Credits
|
||||
text.discord = Trete dem Mindustry Discord bei!
|
||||
text.link.discord.description = the official Mindustry discord chatroom
|
||||
text.link.github.description = Game source code
|
||||
text.link.dev-builds.description = Unstable development builds
|
||||
text.link.trello.description = Official trello board for planned features
|
||||
text.link.itch.io.description = itch.io page with PC downloads and web version
|
||||
text.link.google-play.description = Google Play store listing
|
||||
text.link.wiki.description = official Mindustry wiki
|
||||
text.linkfail = Failed to open link!\nThe URL has been copied to your cliboard.
|
||||
text.classic.unsupported = Mindustry classic does not support this feature.
|
||||
text.multiplayer.web = This version of the game does not support multiplayer!\nTo play multiplayer from your browser, use the "multiplayer web version" link at the itch.io page.
|
||||
text.gameover = Der Kern wurde zerstört.
|
||||
text.highscore = [YELLOW] Neuer Highscore!
|
||||
text.lasted = Du hast bis zur folgenden Welle überlebt
|
||||
text.level.highscore = High Score: [accent] {0}
|
||||
text.level.delete.title = Löschen bestätigen
|
||||
text.level.delete = Bist du sicher, dass du die Karte "[orange] {0}" löschen möchtest?
|
||||
text.level.select = Level Auswahl
|
||||
text.level.mode = Spielmodus:
|
||||
text.savegame = Spiel speichern
|
||||
text.loadgame = Spiel laden
|
||||
text.joingame = Spiel beitreten
|
||||
text.newgame = New Game
|
||||
text.quit = Verlassen
|
||||
text.about.button = Info
|
||||
text.name = Name:
|
||||
text.public = Öffentlich
|
||||
text.players = {0} Spieler online
|
||||
text.server.player.host = {0} (host)
|
||||
text.players.single = {0} Spieler online
|
||||
text.server.mismatch = Paketfehler: Mögliche Client / Server-Version stimmt nicht überein. Stell sicher, dass du und der Host die neueste Version von Mindustry haben!
|
||||
text.server.closing = [accent]Closing server...
|
||||
text.server.kicked.kick = Du wurdest vom Server gekickt!
|
||||
text.server.kicked.fastShoot = You are shooting too quickly.
|
||||
text.server.kicked.invalidPassword = Falsches Passwort.
|
||||
text.server.kicked.clientOutdated = Outdated client! Update your game!
|
||||
text.server.kicked.serverOutdated = Outdated server! Ask the host to update!
|
||||
text.server.kicked.banned = You are banned on this server.
|
||||
text.server.kicked.recentKick = You have been kicked recently.\nWait before connecting again.
|
||||
text.server.connected = {0} ist beigetreten
|
||||
text.server.disconnected = {0} hat die Verbindung getrennt.
|
||||
text.nohost = Server kann nicht auf einer benutzerdefinierten Karte gehostet werden!
|
||||
text.host.info = The [accent]host[] button hosts a server on ports [scarlet]6567[] and [scarlet]6568.[]\nAnybody on the same [LIGHT_GRAY]wifi or local network[] should be able to see your server in their server list.\n\nIf you want people to be able to connect from anywhere by IP, [accent]port forwarding[] is required.\n\n[LIGHT_GRAY]Note: If someone is experiencing trouble connecting to your LAN game, make sure you have allowed Mindustry access to your local network in your firewall settings.
|
||||
text.join.info = Here, you can enter a [accent]server IP[] to connect to, or discover [accent]local network[] servers to connect to.\nBoth LAN and WAN multiplayer is supported.\n\n[LIGHT_GRAY]Note: There is no automatic global server list; if you want to connect to someone by IP, you would need to ask the host for their IP.
|
||||
text.hostserver = Server hosten
|
||||
text.host = Host
|
||||
text.hosting = [accent] Server wird geöffnet...
|
||||
text.hosts.refresh = Aktualisieren
|
||||
text.hosts.discovering = Suche nach LAN-Spielen
|
||||
text.server.refreshing = Server wird aktualisiert
|
||||
text.hosts.none = [lightgray] Keine LAN Spiele gefunden!
|
||||
text.host.invalid = [scarlet] Kann keine Verbindung zum Host herstellen.
|
||||
text.server.friendlyfire = Friendly Fire
|
||||
text.trace = Trace Player
|
||||
text.trace.playername = Player name: [accent]{0}
|
||||
text.trace.ip = IP: [accent]{0}
|
||||
text.trace.id = Unique ID: [accent]{0}
|
||||
text.trace.android = Android Client: [accent]{0}
|
||||
text.trace.modclient = Custom Client: [accent]{0}
|
||||
text.trace.totalblocksbroken = Total blocks broken: [accent]{0}
|
||||
text.trace.structureblocksbroken = Structure blocks broken: [accent]{0}
|
||||
text.trace.lastblockbroken = Last block broken: [accent]{0}
|
||||
text.trace.totalblocksplaced = Total blocks placed: [accent]{0}
|
||||
text.trace.lastblockplaced = Last block placed: [accent]{0}
|
||||
text.invalidid = Invalid client ID! Submit a bug report.
|
||||
text.server.bans = Bans
|
||||
text.server.bans.none = No banned players found!
|
||||
text.server.admins = Admins
|
||||
text.server.admins.none = No admins found!
|
||||
text.server.add = Server hinzufügen
|
||||
text.server.delete = Bist du dir sicher das du diesen Server löschen möchtest?
|
||||
text.server.hostname = Host: {0}
|
||||
text.server.edit = Server bearbeiten
|
||||
text.server.outdated = [crimson]Outdated Server![]
|
||||
text.server.outdated.client = [crimson]Outdated Client![]
|
||||
text.server.version = [lightgray]Version: {0}
|
||||
text.server.custombuild = [yellow]Custom Build
|
||||
text.confirmban = Are you sure you want to ban this player?
|
||||
text.confirmunban = Are you sure you want to unban this player?
|
||||
text.confirmadmin = Are you sure you want to make this player an admin?
|
||||
text.confirmunadmin = Are you sure you want to remove admin status from this player?
|
||||
text.joingame.byip = Über IP beitreten ...
|
||||
text.joingame.title = Spiel beitreten
|
||||
text.joingame.ip = IP:
|
||||
text.disconnect = Verbindung unterbrochen.
|
||||
text.disconnect.data = Failed to load world data!
|
||||
text.connecting = [accent] Verbindet...
|
||||
text.connecting.data = [accent] Weltdaten werden geladen...
|
||||
text.connectfail = [crimson] Verbindung zum Server konnte nicht hergestellt werden: [orange]{0}
|
||||
text.server.port = Port:
|
||||
text.server.addressinuse = Address already in use!
|
||||
text.server.invalidport = Falscher Port!
|
||||
text.server.error = [crimson] Fehler beim Hosten des Servers: [orange] {0}
|
||||
text.tutorial.back = < Zurück
|
||||
text.tutorial.next = Weiter >
|
||||
text.save.new = Neuer Spielstand
|
||||
text.save.overwrite = Möchten du diesen Spielstand wirklich überschreiben?
|
||||
text.overwrite = Überschreiben
|
||||
text.save.none = Keine Spielstände gefunden!
|
||||
text.saveload = [accent] Speichern ...
|
||||
text.savefail = Fehler beim Speichern des Spiels!
|
||||
text.save.delete.confirm = Möchtest du diesen Spielstand wirklich löschen?
|
||||
text.save.delete = Löschen
|
||||
text.save.export = Spielstand exportieren
|
||||
text.save.import.invalid = [orange] Dieser Spielstand ist ungültig!
|
||||
text.save.import.fail = [crimson] Spielstand konnte nicht importiert werden: [orange] {0}
|
||||
text.save.export.fail = [crimson] Spielstand konnte nicht exportiert werden: [orange] {0}
|
||||
text.save.import = Spielstand importieren
|
||||
text.save.newslot = Name speichern:
|
||||
text.save.rename = Umbenennen
|
||||
text.save.rename.text = Neuer Name
|
||||
text.selectslot = Wähle einen Spielstand
|
||||
text.slot = [accent] Platz {0}
|
||||
text.save.corrupted = [orange] Datei beschädigt oder ungültig!
|
||||
text.empty = <leer>
|
||||
text.on = An
|
||||
text.off = Aus
|
||||
text.save.autosave = Automatisches Speichern: {0}
|
||||
text.save.map = Karte: {0}
|
||||
text.save.wave = Welle: {0}
|
||||
text.save.difficulty = Difficulty: {0}
|
||||
text.save.date = Zuletzt gespeichert: {0}
|
||||
text.confirm = Bestätigen
|
||||
text.delete = Löschen
|
||||
text.ok = OK
|
||||
text.open = Öffnen
|
||||
text.cancel = Abbruch
|
||||
text.openlink = Link öffnen
|
||||
text.copylink = Copy Link
|
||||
text.back = Zurück
|
||||
text.quit.confirm = Willst du wirklich aufhören?
|
||||
text.changelog.title = Changelog
|
||||
text.changelog.loading = Getting changelog...
|
||||
text.changelog.error.android = [orange]Note that the changelog sometimes does not work on Android 4.4 and below!\nThis is due to an internal Android bug.
|
||||
text.changelog.error.ios = [orange]The changelog is currently not supported in iOS.
|
||||
text.changelog.error = [scarlet]Error getting changelog!\nCheck your internet connection.
|
||||
text.changelog.current = [yellow][[Current version]
|
||||
text.changelog.latest = [orange][[Latest version]
|
||||
text.loading = [accent] Wird geladen ...
|
||||
text.wave = [orange] Welle {0}
|
||||
text.wave.waiting = Welle in {0}
|
||||
text.waiting = Warten...
|
||||
text.enemies = {0} Feinde
|
||||
text.enemies.single = {0} Feind
|
||||
text.loadimage = Bild laden
|
||||
text.saveimage = Bild speichern
|
||||
text.oregen = Ore Generation
|
||||
text.editor.badsize = [orange]Ungültige Bildabmessungen! [] Gültige Kartenabmessungen: {0}
|
||||
text.editor.errorimageload = Fehler beim Laden des Bildes: [orange] {0}
|
||||
text.editor.errorimagesave = Fehler beim Speichern des Bildes: [orange] {0}
|
||||
text.editor.generate = Generieren
|
||||
text.editor.resize = Grösse\nanpassen
|
||||
text.editor.loadmap = Karte\nladen
|
||||
text.editor.savemap = Karte\nspeichern
|
||||
text.editor.loadimage = Bild\nladen
|
||||
text.editor.saveimage = Bild\nspeichern
|
||||
text.editor.unsaved = [crimson] Du hast Änderungen nicht gespeichert [] Möchtest du wirklich aufhören?
|
||||
text.editor.brushsize = Pinselgrösse: {0}
|
||||
text.editor.noplayerspawn = Diese Karte hat keinen Spielerspawnpunkt!
|
||||
text.editor.manyplayerspawns = Maps können nicht mehr als einen Spawnpunkt des Spielers haben!
|
||||
text.editor.manyenemyspawns = Kann nicht mehr als {0} feindliche Spawnpunkte haben!
|
||||
text.editor.resizemap = Grösse der Karte ändern
|
||||
text.editor.resizebig = [crimson] Warnung! [] Karten, die grösser als 256 Einheiten sind, können ruckeln und instabil sein.
|
||||
text.editor.mapname = Map Name
|
||||
text.editor.overwrite = [accent] Warnung! Dies überschreibt eine vorhandene Map.
|
||||
text.editor.failoverwrite = [crimson] Die Standardkarte kann nicht überschrieben werden!
|
||||
text.editor.selectmap = Wähle eine Map zum Laden:
|
||||
text.width = Breite:
|
||||
text.height = Höhe:
|
||||
text.randomize = Zufällig
|
||||
text.apply = Anwenden
|
||||
text.update = Aktualisieren
|
||||
text.menu = Menü
|
||||
text.play = Spielen
|
||||
text.load = Laden
|
||||
text.save = Speichern
|
||||
text.language.restart = Please restart your game for the language settings to take effect.
|
||||
text.settings.language = Language
|
||||
text.settings = Einstellungen
|
||||
text.tutorial = Tutorial
|
||||
text.editor = Bearbeiter
|
||||
text.mapeditor = Karten Bearbeiter
|
||||
text.donate = Spenden
|
||||
text.settings.reset = Auf Standard zurücksetzen
|
||||
text.settings.controls = Steuerung
|
||||
text.settings.game = Spiel
|
||||
text.settings.sound = Audio
|
||||
text.settings.graphics = Grafiken
|
||||
text.upgrades = Verbesserungen
|
||||
text.purchased = [LIME] Erstellt!
|
||||
text.weapons = Waffen
|
||||
text.paused = Pausiert
|
||||
text.respawn = Respawn in
|
||||
text.info.title = [accent]Info
|
||||
text.error.title = [crimson] Ein Fehler ist aufgetreten
|
||||
text.error.crashmessage = [SCARLET] Es ist ein unerwarteter Fehler aufgetreten, der einen Absturz verursacht hätte. [] Bitte geben Sie die genauen Umstände an, unter denen dieser Fehler passiert ist, für den Entwickler: [ORANGE] anukendev@gmail.com []
|
||||
text.error.crashtitle = EIn Fehler ist aufgetreten!
|
||||
text.mode.break = Zerstörungsmodus: {0}
|
||||
text.mode.place = Platzierungsmodus: {0}
|
||||
placemode.hold.name = Zeile
|
||||
placemode.areadelete.name = Gebiet
|
||||
placemode.touchdelete.name = berühren
|
||||
placemode.holddelete.name = halten
|
||||
placemode.none.name = keine
|
||||
placemode.touch.name = berühren
|
||||
placemode.cursor.name = Mauszeiger
|
||||
text.blocks.extrainfo = [accent] Extra Blockinfo:
|
||||
text.blocks.blockinfo = Blockinfo:
|
||||
text.blocks.powercapacity = Energiekapazität
|
||||
text.blocks.powershot = Energie / Schuss
|
||||
text.blocks.powersecond = Energie / Sekunde
|
||||
text.blocks.powerdraindamage = Energieabnahme / Schaden
|
||||
text.blocks.shieldradius = Schildradius
|
||||
text.blocks.itemspeedsecond = Gegenstands Geschwindigkeit / Sekunde
|
||||
text.blocks.range = Reichweite
|
||||
text.blocks.size = Grösse
|
||||
text.blocks.powerliquid = Energie / Flüssigkeit
|
||||
text.blocks.maxliquidsecond = Max Flüssigkeit / Sekunde
|
||||
text.blocks.liquidcapacity = Flüssigkeitskapazität
|
||||
text.blocks.liquidsecond = Flüssigkeit / Sekunde
|
||||
text.blocks.damageshot = Schaden / Schuss
|
||||
text.blocks.ammocapacity = Munitionskapazität
|
||||
text.blocks.ammo = Munition
|
||||
text.blocks.ammoitem = Munition / Gegenstand
|
||||
text.blocks.maxitemssecond = Max Gegenstände / Sekunde
|
||||
text.blocks.powerrange = Energiereichweite
|
||||
text.blocks.lasertilerange = Laser Reichweite
|
||||
text.blocks.capacity = Kapazität
|
||||
text.blocks.itemcapacity = Gegenstand Kapazität
|
||||
text.blocks.maxpowergenerationsecond = Max Energieerzeugung / Sekunde
|
||||
text.blocks.powergenerationsecond = Energieerzeugung / Sekunde
|
||||
text.blocks.generationsecondsitem = Generation Sekunden / Gegenstand
|
||||
text.blocks.input = Eingabe
|
||||
text.blocks.inputliquid = Flüssigkeiten Eingabe
|
||||
text.blocks.inputitem = Eingabe Gegenstand
|
||||
text.blocks.output = Ausgabe
|
||||
text.blocks.secondsitem = Sekunden / Item
|
||||
text.blocks.maxpowertransfersecond = Max Energieübertragung / Sekunde
|
||||
text.blocks.explosive = Hochexplosiv!
|
||||
text.blocks.repairssecond = Reparaturen / Sekunde
|
||||
text.blocks.health = Lebenspunkte
|
||||
text.blocks.inaccuracy = Ungenauigkeit
|
||||
text.blocks.shots = Schüsse
|
||||
text.blocks.shotssecond = Schüsse / Sekunde
|
||||
text.blocks.fuel = Treibstoff
|
||||
text.blocks.fuelduration = Treibstoffdauer
|
||||
text.blocks.maxoutputsecond = Max Ausgabe / Sekunde
|
||||
text.blocks.inputcapacity = Eingabekapazität
|
||||
text.blocks.outputcapacity = Ausgabekapazität
|
||||
text.blocks.poweritem = Energie / Gegenstand
|
||||
text.placemode = Platzierungsmodus
|
||||
text.breakmode = Zerstörungsmodus
|
||||
text.health = Lebenspunkte
|
||||
setting.difficulty.easy = Leicht
|
||||
setting.difficulty.normal = Normal
|
||||
setting.difficulty.hard = Schwer
|
||||
setting.difficulty.insane = Unmöglich
|
||||
setting.difficulty.purge = Auslöschung
|
||||
setting.difficulty.name = Schwierigkeit
|
||||
setting.screenshake.name = Bildschirm wackeln
|
||||
setting.smoothcam.name = Glatte Kamera
|
||||
setting.indicators.name = Feind Indikatoren
|
||||
setting.effects.name = Effekte anzeigen
|
||||
setting.sensitivity.name = Kontroller Empfindlichkeit
|
||||
setting.saveinterval.name = Autosave Häufigkeit
|
||||
setting.seconds = {0} Sekunden
|
||||
setting.fullscreen.name = Fullscreen
|
||||
setting.multithread.name = Multithreading
|
||||
setting.fps.name = Zeige FPS
|
||||
setting.vsync.name = VSync
|
||||
setting.lasers.name = Zeige Energielaser
|
||||
setting.previewopacity.name = Placing Preview Opacity
|
||||
setting.healthbars.name = Zeige Objekt Lebensbalken
|
||||
setting.pixelate.name = Pixel Bildschirm
|
||||
setting.musicvol.name = Musiklautstärke
|
||||
setting.mutemusic.name = Musik stummschalten
|
||||
setting.sfxvol.name = Audioeffekte Lautstärke
|
||||
setting.mutesound.name = Audioeffekte stummschalten
|
||||
map.maze.name = Labyrinth
|
||||
map.fortress.name = Festung
|
||||
map.sinkhole.name = Sinkloch
|
||||
map.caves.name = Höhlen
|
||||
map.volcano.name = Vulkan
|
||||
map.caldera.name = Lavakessel
|
||||
map.scorch.name = Flammen
|
||||
map.desert.name = Wüste
|
||||
map.island.name = Insel
|
||||
map.grassland.name = Grasland
|
||||
map.tundra.name = Kältesteppe
|
||||
map.spiral.name = Spirale
|
||||
map.tutorial.name = Tutorial
|
||||
tutorial.intro.text = [gelb] Willkommen zum Tutorial [] Um zu beginnen, drücke 'weiter'.
|
||||
tutorial.moveDesktop.text = Verwende zum Verschieben die Tasten [orange] [[WASD] []. Halte [orange] Shift [] gedrückt, um zu erhöhen. Halte [orange] CTRL/STRG [] gedrückt, während du das [orange] Scrollrad [] zum Vergrössern oder Verkleinern verwendest.
|
||||
tutorial.shoot.text = Ziele mit der Maus, halte die [orange] linke Maustaste [] gedrückt, um zu schiessen. Versuche es mit dem [gelben] Ziel [].
|
||||
tutorial.moveAndroid.text = Um die Ansicht zu verschieben, ziehe einen Finger über den Bildschirm. Drücke und ziehe, um zu vergrössern oder zu verkleinern.
|
||||
tutorial.placeSelect.text = Versuche, ein [gelbes] Förderband [] aus dem Blockmenü unten rechts auszuwählen.
|
||||
tutorial.placeConveyorDesktop.text = Verwende das [orange] [[scrollwheel] [], um das Förderband nach vorne zu bewegen [orange] vorwärts [], und platziere es dann an der [gelben] markierten Stelle [] mit [orange] [[linke Maustaste] [].
|
||||
tutorial.placeConveyorAndroid.text = Verwende die [orange] [[rotieren-Taste] [], um das Förderband nach vorne [orange] zu drehen [], ziehe es mit einem Finger in Position und platziere es dann an der [gelben] markierten Stelle [] mit der [Orange] [[Häkchen][].
|
||||
tutorial.placeConveyorAndroidInfo.text = Alternativ kannst du das Fadenkreuzsymbol unten links drücken, um zum [orange] [[touch mode] [] zu wechseln, und Blöcke durch Tippen auf den Bildschirm platzieren. Im Touch-Modus können Blöcke mit dem Pfeil unten links gedreht werden. Drücke [gelb] neben [], um es auszuprobieren.
|
||||
tutorial.placeDrill.text = Wähle nun einen [gelben] Steinbohrer [] an der markierten Stelle aus und platziere ihn.
|
||||
tutorial.blockInfo.text = Wenn du mehr über einen Block erfahren möchtest, tippe oben rechts auf das [orange] Fragezeichen [], um dessen Beschreibung zu lesen.
|
||||
tutorial.deselectDesktop.text = Du kannst einen Block mit [Orange] [[Rechte Maustaste] [] abwählen.
|
||||
tutorial.deselectAndroid.text = Du kannst einen Block abwählen, indem du die [orange] X [] -Taste drücken.
|
||||
tutorial.drillPlaced.text = Der Bohrer erzeugt nun [gelben] Stein, [] gib den Stein nun auf das Förderband aus und bewege ihn dann in den [gelben] Kern [].
|
||||
tutorial.drillInfo.text = Verschiedene Erze benötigen unterschiedliche Bohrer. Stein erfordert Steinbohrer, Eisen erfordert Eisenbohrer usw.
|
||||
tutorial.drillPlaced2.text = Wenn du Gegenstände in den Kern verschiebst, steckst du sie in dein [gelbes] Inventar [] oben links. Das Platzieren von Blöcken verwendet Gegenstände aus deinem Inventar.
|
||||
tutorial.moreDrills.text = Du kannst so viele Bohrer und Förderer miteinander verbinden wie du lust hast.
|
||||
tutorial.deleteBlock.text = Du kannst Blöcke löschen, indem du mit der [orange] rechte Maustaste [] auf dem Block klickst, den du löschen möchtest. Versuche, dieses Förderband zu löschen.
|
||||
tutorial.deleteBlockAndroid.text = Du kannst Blöcke löschen, indem du [orange] das Fadenkreuz [] im [orange] Pausenmodusmenü [] links unten auswählst und auf einen Block tippst. Versuche, dieses Fliessband zu löschen.
|
||||
tutorial.placeTurret.text = Wähle nun einen [gelben] Turm [] an der [gelben] markierten Stelle [] und platziere ihn.
|
||||
tutorial.placedTurretAmmo.text = Dieser Turm nimmt nun [gelbe] Munition [] vom Förderband an. Du kannst sehen, wie viel Munition es hat, indem du darüber schweben und den [grünen] grünen Balken [] prüfen.
|
||||
tutorial.turretExplanation.text = Geschütze schiessen automatisch auf den nächsten Feind in Reichweite, solange sie genug Munition haben.
|
||||
tutorial.waves.text = Jede [yellow] 60 [] Sekunden wird eine Welle von [coral] Feinden [] an einem bestimmten Orten erscheinen und versuchen, den Kern zu zerstören.
|
||||
tutorial.coreDestruction.text = Dein Ziel ist es, den Kern [yellow] zu verteidigen. Wenn der Kern zerstört wird, verlierst du [coral] das Spiel [].
|
||||
tutorial.pausingDesktop.text = Wenn du jemals eine Pause machen möchtest, drücke die [orange] Pause-Taste [] oben links oder [orange]space[], um das Spiel anzuhalten. Du kannst auch Blöcke immer noch auswählen und platzieren, während du das Spiel pausiert ist, aber Sie können sich nicht bewegen oder schiessen.
|
||||
tutorial.pausingAndroid.text = Wenn du jemals eine Pause machen willst, drück einfach die [orange] Pause-Taste [] oben links, um das Spiel anzuhalten. Sie können immer noch Sachen auswählen und Blöcke während der Pause platzieren.
|
||||
tutorial.purchaseWeapons.text = Du kannst neue [yellow] Waffen [] für deinen Mech kaufen, indem du das Verbesserungs-Menü unten links öffnest.
|
||||
tutorial.switchWeapons.text = Schalte Waffen, indem du entweder auf das Symbol unten links klickst oder Nummern verwendest [orange] [[1-9] [].
|
||||
tutorial.spawnWave.text = Hier kommt die erste Welle. Zerstöre sie.
|
||||
tutorial.pumpDesc.text = In späteren Wellen müsst du möglicherweise [yellow] Pumpen [] verwenden, um Flüssigkeiten für Generatoren oder Extraktoren zu verteilen.
|
||||
tutorial.pumpPlace.text = Pumpen arbeiten ähnlich wie Bohrer, ausser dass sie anstelle von Gegenständen Flüssigkeiten produzieren. Versuch mal, eine Pumpe auf das [yellow] gekennzeichnete Öl [] zu setzen.
|
||||
tutorial.conduitUse.text = Stellen Sie nun eine [orange] Leitungsrohr [] von der Pumpe weg.
|
||||
tutorial.conduitUse2.text = Und noch ein paar mehr ...
|
||||
tutorial.conduitUse3.text = Und noch ein paar mehr ...
|
||||
tutorial.generator.text = Stellen Sie nun einen [orange] Verbrennungsgenerator [] Block am Ende des Leitungsrohres auf.
|
||||
tutorial.generatorExplain.text = Dieser Generator erzeugt nun [yellow] Energie [] aus dem Öl.
|
||||
tutorial.lasers.text = Die Energie wird mit [yellow] Energielasern [] verteilt. Drehe und platziere einen hier.
|
||||
tutorial.laserExplain.text = Der Generator wird nun Energie in den Laserblock bewegen. Ein [yellow] undurchsichtiger [] Strahl bedeutet, dass er gerade Leistung überträgt, und ein [yellow] transparenter [] Strahl bedeutet, dass dies nicht der Fall ist.
|
||||
tutorial.laserMore.text = Du kannst überprüfen, wie viel Energie ein Block hat, indem du darüber schweben und den [yellow] gelben Balken [] oben prüfen.
|
||||
tutorial.healingTurret.text = Dieser Laser kann verwendet werden, um einen [lime] -Reparaturgeschütz [] anzutreiben. Platziere einen hier.
|
||||
tutorial.healingTurretExplain.text = Solange er Kraft hat, repariert dieser Turm in der Nähe Blöcke. [] Wenn du spielst, stelle sicher, dass du so schnell wie möglich einen in deiner Basis bekommst!
|
||||
tutorial.smeltery.text = Viele Blöcke benötigen [orange] Stahl [], um eine [orange] Schmelzer [] herzustellen. Platziere einen hier.
|
||||
tutorial.smelterySetup.text = Diese Schmelzer wird nun [orange] Stahl [] aus dem Eingangs-Eisen produzieren, wobei Kohle als Brennstoff verwendet wird.
|
||||
tutorial.tunnelExplain.text = Also note that the items are going through a [orange]tunnel block[] and emerging on the other side, going through the stone block. Keep in mind that tunnels can only go through up to 2 blocks.
|
||||
tutorial.end.text = Und damit ist das Tutorial abgeschlossen! Viel Glück!
|
||||
text.keybind.title = Rebind Keys
|
||||
keybind.move_x.name = bewege_x
|
||||
keybind.move_y.name = bewege_y
|
||||
keybind.select.name = wählen
|
||||
keybind.break.name = Unterbrechung
|
||||
keybind.shoot.name = Schiess
|
||||
keybind.zoom_hold.name = zoomen_halten
|
||||
keybind.zoom.name = zoomen
|
||||
keybind.block_info.name = block_info
|
||||
keybind.menu.name = Menü
|
||||
keybind.pause.name = Pause
|
||||
keybind.dash.name = Bindestrich
|
||||
keybind.chat.name = chat
|
||||
keybind.player_list.name = player_list
|
||||
keybind.console.name = console
|
||||
keybind.rotate_alt.name = drehen_alt
|
||||
keybind.rotate.name = Drehen
|
||||
keybind.weapon_1.name = Waffe_1
|
||||
keybind.weapon_2.name = Waffe_2
|
||||
keybind.weapon_3.name = Waffe_3
|
||||
keybind.weapon_4.name = Waffe_4
|
||||
keybind.weapon_5.name = Waffe_5
|
||||
keybind.weapon_6.name = Waffe_6
|
||||
mode.text.help.title = Description of modes
|
||||
mode.waves.name = Wellen
|
||||
mode.waves.description = the normal mode. limited resources and automatic incoming waves.
|
||||
mode.sandbox.name = Sandkasten
|
||||
mode.sandbox.description = infinite resources and no timer for waves.
|
||||
mode.freebuild.name = Freier Bau
|
||||
mode.freebuild.description = limited resources and no timer for waves.
|
||||
upgrade.standard.name = Standard
|
||||
upgrade.standard.description = Der Standardmech.
|
||||
upgrade.blaster.name = Blaster
|
||||
upgrade.blaster.description = Schiesst eine langsame, schwache Kugel.
|
||||
upgrade.triblaster.name = Dreifach-Blaster
|
||||
upgrade.triblaster.description = Schiesst 3 Kugeln in einer Ausbreitung.
|
||||
upgrade.clustergun.name = Klumpen-Waffe
|
||||
upgrade.clustergun.description = Schiesst eine ungenaue Verbreitung von explosiven Granaten.
|
||||
upgrade.beam.name = Strahlkanone
|
||||
upgrade.beam.description = Schiesst einen weitreichenden durchdringenden Laserstrahl.
|
||||
upgrade.vulcan.name = Vulkan
|
||||
upgrade.vulcan.description = Schiesst eine Flut von schnellen Kugeln.
|
||||
upgrade.shockgun.name = Schock-Waffe
|
||||
upgrade.shockgun.description = Erschiesst eine verheerende Explosion von geladenen Granatsplittern.
|
||||
item.stone.name = Stein
|
||||
item.iron.name = Eisen
|
||||
item.coal.name = Kohle
|
||||
item.steel.name = Stahl
|
||||
item.titanium.name = Titan
|
||||
item.dirium.name = Dirium
|
||||
item.uranium.name = Uran
|
||||
item.sand.name = Sand
|
||||
liquid.water.name = Wasser
|
||||
liquid.plasma.name = Plasma
|
||||
liquid.lava.name = Lava
|
||||
liquid.oil.name = Öl
|
||||
block.weaponfactory.name = Waffenfabrik
|
||||
block.weaponfactory.fulldescription = Used to create weapons for the player mech. Click to use. Automatically takes resources from the core.
|
||||
block.air.name = Luft
|
||||
block.blockpart.name = Blockteil
|
||||
block.deepwater.name = tiefes Wasser
|
||||
block.water.name = Wasser
|
||||
block.lava.name = Lava
|
||||
block.oil.name = Öl
|
||||
block.stone.name = Stein
|
||||
block.blackstone.name = schwarzer Stein
|
||||
block.iron.name = Eisen
|
||||
block.coal.name = Kohle
|
||||
block.titanium.name = Titan
|
||||
block.uranium.name = Uran
|
||||
block.dirt.name = Erde
|
||||
block.sand.name = Sand
|
||||
block.ice.name = Eis
|
||||
block.snow.name = Schnee
|
||||
block.grass.name = Gras
|
||||
block.sandblock.name = Sandstein
|
||||
block.snowblock.name = Schneeblock
|
||||
block.stoneblock.name = Steinblock
|
||||
block.blackstoneblock.name = Schwarzer Stein
|
||||
block.grassblock.name = Grasblock
|
||||
block.mossblock.name = Moosblock
|
||||
block.shrub.name = Busch
|
||||
block.rock.name = Felsen
|
||||
block.icerock.name = Eisfelsen
|
||||
block.blackrock.name = Schwarzer Felsen
|
||||
block.dirtblock.name = Erdblock
|
||||
block.stonewall.name = Steinwand
|
||||
block.stonewall.fulldescription = Ein billiger Verteidigungsblock. Nützlich zum Schutz des Kerns und der Geschütztürme in den ersten Wellen.
|
||||
block.ironwall.name = Eisenwand
|
||||
block.ironwall.fulldescription = Ein grundlegender Verteidigungsblock. Bietet Schutz vor Feinden.
|
||||
block.steelwall.name = Stahlwand
|
||||
block.steelwall.fulldescription = Ein Standard-Verteidigungsblock. Bietet angemessen Schutz vor Feinden.
|
||||
block.titaniumwall.name = Titanwand
|
||||
block.titaniumwall.fulldescription = Eine starke Abwehrblockade. Bietet Schutz vor Feinden.
|
||||
block.duriumwall.name = Diriumwand
|
||||
block.duriumwall.fulldescription = Eine sehr starke Abwehrblockade. Bietet guten Schutz vor Feinden.
|
||||
block.compositewall.name = Verbundende Wand
|
||||
block.steelwall-large.name = grosse Stahlwand
|
||||
block.steelwall-large.fulldescription = Ein Standard-Verteidigungsblock. Mehrere Blöcke gross.
|
||||
block.titaniumwall-large.name = grosse Titanwand
|
||||
block.titaniumwall-large.fulldescription = Eine starke Abwehrblockade. Mehrere Blöcke gross.
|
||||
block.duriumwall-large.name = grosse Diriumwand
|
||||
block.duriumwall-large.fulldescription = Eine sehr starke Abwehrblockade. Mehrere Blöcke gross.
|
||||
block.titaniumshieldwall.name = geschützte Wand
|
||||
block.titaniumshieldwall.fulldescription = Ein starker Abwehrblock mit einem extra eingebauten Schild. Benötigt Energie. Verwendet Energie, um feindliche Kugeln zu absorbieren. Es wird empfohlen, Verstärker zu verwenden, um diesem Block Energie zuzuführen.
|
||||
block.repairturret.name = Reparaturgeschütz
|
||||
block.repairturret.fulldescription = Repariert beschädigte Blöcke in der Nähe in einem langsamen Tempo. Nutzt geringe Mengen an Energie.
|
||||
block.megarepairturret.name = Reparaturgeschütz II
|
||||
block.megarepairturret.fulldescription = Repariert in der Nähe beschädigte Blöcke in Reichweite zu einem vernünftigen Preis. Verwendet Energie.
|
||||
block.shieldgenerator.name = Schildgenerator
|
||||
block.shieldgenerator.fulldescription = Ein fortgeschrittener Verteidigungsblock. Schützt alle Blöcke in einem Radius vor Angriffen. Bei keinem Betrieb langsamer Strom verbrauch, verliert bei Kugelkontakt jedoch schnell Energie.
|
||||
block.door.name = Tür
|
||||
block.door.fulldescription = Ein Block, der durch Antippen geöffnet und geschlossen werden kann.
|
||||
block.door-large.name = grosse Tür
|
||||
block.door-large.fulldescription = Ein Block der mehrere Felder gross ist und der durch Antippen geöffnet und geschlossen werden kann.
|
||||
block.conduit.name = Leitungsrohr
|
||||
block.conduit.fulldescription = Grundlegender Flüssigkeitstransportblock. Funktioniert wie ein Förderband, aber mit Flüssigkeiten. Am besten mit Pumpen oder anderen Leitungen verwenden. Kann als Brücke für Gegner und Spieler verwendet werden.
|
||||
block.pulseconduit.name = Pulsleitungsrohr
|
||||
block.pulseconduit.fulldescription = Fortschrittlicher Flüssigkeitstransportblock. Transportiert Flüssigkeiten schneller und speichert mehr als normale Leitungsrohre.
|
||||
block.liquidrouter.name = flüssigkeiten verteiler
|
||||
block.liquidrouter.fulldescription = Funktioniert ähnlich wie ein Router. Akzeptiert Flüssigkeit von einer Seite und gibt sie auf die anderen Seiten aus. Nützlich zum Aufspalten von Flüssigkeit aus eines einzelnen Leitungsrohres in mehrere andere Leitungensrohre.
|
||||
block.conveyor.name = Förderband
|
||||
block.conveyor.fulldescription = Grundelement Transport Block. Bewegt Gegenstände nach vorne und legt sie automatisch in Türmen oder ähnliches. Drehbar. Kann als Brücke für Gegner und Spieler verwendet werden.
|
||||
block.steelconveyor.name = Stahlförderband
|
||||
block.steelconveyor.fulldescription = Erweiterter Transportblock Bewegt Gegenstände schneller als Standardförderer.
|
||||
block.poweredconveyor.name = Impulsförderband
|
||||
block.poweredconveyor.fulldescription = Der ultimative Transportblock für Gegenstände. Bewegt Gegenstände noch schneller als Stahlförderer.
|
||||
block.router.name = Verteiler
|
||||
block.router.fulldescription = Akzeptiert Objekte aus einer Richtung und gibt sie in 3 andere Richtungen aus. Kann auch eine bestimmte Anzahl von Gegenständen speichern. Geeignet zum Aufteilen der Materialien von einem Bohrer in mehrere Geschütze.
|
||||
block.junction.name = Kreuzung
|
||||
block.junction.fulldescription = Fungiert als Brücke für zwei kreuzende Förderbänder. Nützlich in Situationen mit zwei verschiedenen Förderbänder, die unterschiedliche Materialien zu verschiedenen Orten transportieren.
|
||||
block.conveyortunnel.name = Förderbandtunnel
|
||||
block.conveyortunnel.fulldescription = Transportiert Artikel unter Blöcken. Verwendung für einen Tunnel, der in den zu untertunnelnden Block führt, und einen auf der anderen Seite. Stellen Sie sicher, dass beide Tunnel in entgegengesetzte Richtungen weisen, das heisst das die Tunnel voneinander weggucken.
|
||||
block.liquidjunction.name = flüssigkeite Kreuzung
|
||||
block.liquidjunction.fulldescription = Funktioniert als Brücke für zwei kreuzende Leitungsrohre. Nützlich in Situationen mit zwei verschiedenen Leitungen, die unterschiedliche Flüssigkeiten zu verschiedenen Orten transportieren.
|
||||
block.liquiditemjunction.name = Flüssigkeit-Gegenstand-Kreuzung
|
||||
block.liquiditemjunction.fulldescription = Fungiert als Brücke zum Überqueren von Leitungsrohre und Förderbändern.
|
||||
block.powerbooster.name = Energieverstärker
|
||||
block.powerbooster.fulldescription = Verteilt die Energie an alle Blöcke innerhalb seines Radius.
|
||||
block.powerlaser.name = Energielaser
|
||||
block.powerlaser.fulldescription = Erzeugt einen Laser, der die Kraft auf den Block davor überträgt. Erzeugt selbst keine Energie. Am besten mit Generatoren oder anderen Lasern verwendet.
|
||||
block.powerlaserrouter.name = Laser Verteiler
|
||||
block.powerlaserrouter.fulldescription = Laser, der die Kraft in drei Richtungen gleichzeitig verteilt. Nützlich in Situationen, in denen mehrere Blöcke von einem Generator mit Strom versorgt werden müssen.
|
||||
block.powerlasercorner.name = Laser-Ecke
|
||||
block.powerlasercorner.fulldescription = Laser, der die Kraft in zwei Richtungen gleichzeitig verteilt. Nützlich in Situationen, in denen mehrere Blöcke von einem Generator mit Strom versorgt werden müssen und ein Router ungenau ist.
|
||||
block.teleporter.name = Teleporter
|
||||
block.teleporter.fulldescription = Erweiterter Transportblock Teleporter geben Gegenstände in andere Teleporter derselben Farbe ein. Tut nichts, wenn keine Teleporter derselben Farbe existieren. Wenn mehrere Teleporter mit derselben Farbe existieren, wird eine zufällige ausgewählt. Verwendet Energie. Tippen, um die Farbe zu ändern.
|
||||
block.sorter.name = Sortierer
|
||||
block.sorter.fulldescription = Sortiert den Gegenstand nach Materialart. Das zu akzeptierende Material wird durch die Farbe im Block angezeigt. Alle Artikel, die dem Sortiermaterial entsprechen, werden vorwärts ausgegeben, alles andere wird nach links und rechts ausgegeben.
|
||||
block.core.name = Kern
|
||||
block.pump.name = Pumpe
|
||||
block.pump.fulldescription = Pumpen Flüssigkeiten aus einem Quellblock - meist Wasser, Lava oder Öl. Gibt Flüssigkeit in benachbarte Leitungsrohre aus.
|
||||
block.fluxpump.name = flux Pumpe
|
||||
block.fluxpump.fulldescription = Eine erweiterte Version der Pumpe. Speichert mehr Flüssigkeit und pumpt Flüssigkeit schneller.
|
||||
block.smelter.name = Schmelzer
|
||||
block.smelter.fulldescription = Der essentielle Bastelblock. Wenn 1x Eisen und 1x Kohle eingegeben wird, wird 1x Stahl ausgegeben.
|
||||
block.crucible.name = Tiegel
|
||||
block.crucible.fulldescription = Ein fortgeschrittener Handwerksblock. Braucht Kohle um zu funktionieren. Wenn 1x Titan und 1x Stahl eingegeben wird, wird 1x Dirium ausgegeben.
|
||||
block.coalpurifier.name = Kohle-Extraktor
|
||||
block.coalpurifier.fulldescription = Ein einfacher Extraktorblock. Gibt Kohle aus, wenn der Block mit grossen Mengen Wasser und Stein gefüllt wird.
|
||||
block.titaniumpurifier.name = Titan-Extraktor
|
||||
block.titaniumpurifier.fulldescription = Ein Standard-Extraktorblock. Gibt Titan aus wenn er mit grossen Mengen Wasser und Eisen gefüllt wird.
|
||||
block.oilrefinery.name = Ölraffinerie
|
||||
block.oilrefinery.fulldescription = Veredelt grosse Mengen Öl zu Kohle. Nützlich für die Betankung von Blöcken die Kohle benutzen wie z.b. Waffentürme, wenn Kohleadern knapp sind.
|
||||
block.stoneformer.name = Steinformer
|
||||
block.stoneformer.fulldescription = Verfestigt flüssige Lava zu Stein. Nützlich für die Herstellung von grossen Mengen von Stein für Kohle-Extraktor.
|
||||
block.lavasmelter.name = Lava-Schmelzer
|
||||
block.lavasmelter.fulldescription = Verwendet Lava, um Eisen zu Stahl schmelzen. Eine Alternative zum Schmelzer. Nützlich in Situationen, in denen Kohle knapp ist.
|
||||
block.stonedrill.name = Steinbohrer
|
||||
block.stonedrill.fulldescription = Der wesentliche Bohrer. Wenn er auf Steinplatten gelegt wird, gibt er Steine mit einer langsamen Geschwindigkeit auf endlosen Zeit aus.
|
||||
block.irondrill.name = Eisenbohrer
|
||||
block.irondrill.fulldescription = Eine grundlegender Bohrer. Wenn es auf Eisenerz gelegt wird, gibt er Eisen auf endloser Zeit langsam aus.
|
||||
block.coaldrill.name = Kohlenbohrer
|
||||
block.coaldrill.fulldescription = Eine grundlegender Bohrer. Wenn es auf Kohleerz platziert wird, gibt er für endloser Zeit langsam Kohle aus.
|
||||
block.uraniumdrill.name = Uran-Bohrer
|
||||
block.uraniumdrill.fulldescription = Ein fortgeschrittener Bohrer. Wenn es auf Uranerz platziert wird, gibt er Uran mit einer langsamen Geschwindigkeit auf endloser Zeit ab.
|
||||
block.titaniumdrill.name = Titan-Bohrer
|
||||
block.titaniumdrill.fulldescription = Ein fortgeschrittener Bohrer. Wenn es auf Titanerz platziert wird, gibt er Titan langsam aus für undendlich langer Zeit
|
||||
block.omnidrill.name = Omni-Bohrer
|
||||
block.omnidrill.fulldescription = Der ultimative Bohrer. Baut in schnellem Tempo jegliches Erz ab.
|
||||
block.coalgenerator.name = Kohle-Generator
|
||||
block.coalgenerator.fulldescription = Der wesentliche Generator. Erzeugt Energie aus Kohle. Gibt Energie als Laser an seine 4 Seiten aus.
|
||||
block.thermalgenerator.name = thermischer Generator
|
||||
block.thermalgenerator.fulldescription = Erzeugt Energie aus Lava. Gibt Energie als Laser an seine 4 Seiten aus.
|
||||
block.combustiongenerator.name = Verbrennungsgenerator
|
||||
block.combustiongenerator.fulldescription = Erzeugt Energie aus Öl. Gibt Energie als Laser an seine 4 Seiten aus.
|
||||
block.rtgenerator.name = RTG-Generator
|
||||
block.rtgenerator.fulldescription = Erzeugt geringe Mengen an Energie aus dem radioaktiven Zerfall von Uran. Gibt Energie als Laser an seine 4 Seiten aus.
|
||||
block.nuclearreactor.name = Kernreaktor
|
||||
block.nuclearreactor.fulldescription = Eine erweiterte Version des RTG-Generators und der ultimative Energie Generator. Erzeugt Strom aus Uran. Erfordert konstante Wasserkühlung. Sehr heiss; explodiert heftig, wenn zu wenig Kühlmittel zugeführt wird.
|
||||
block.turret.name = Geschütz
|
||||
block.turret.fulldescription = Ein einfacher, billiger Turm. Verwendet Stein für Munition. Hat etwas mehr Reichweite als das Doppelgeschütz.
|
||||
block.doubleturret.name = Doppelgeschütz
|
||||
block.doubleturret.fulldescription = Eine etwas stärkere Version des Geschützes. Verwendet Stein für Munition. Hat deutlich mehr Schaden, hat aber eine geringere Reichweite. Schiesst zwei Kugeln.
|
||||
block.machineturret.name = Gatling Geschütz
|
||||
block.machineturret.fulldescription = Ein Standard-Allround-Turm. Verwendet Eisen für Munition. Hat eine schnelle Feuerrate mit gutem Schaden.
|
||||
block.shotgunturret.name = Splittergeschütz
|
||||
block.shotgunturret.fulldescription = Ein Standard-Turm. Verwendet Eisen für Munition. Schiesst 7 Kugeln auf einmal. Geringere Reichweite, aber höhere Schadensleistung als das Gatling Geschütz
|
||||
block.flameturret.name = Flammenwerfer
|
||||
block.flameturret.fulldescription = Fortschrittlicher Nahbereichswaffe. Verwendet Kohle für Munition. Hat eine sehr geringe Reichweite, aber sehr hohen Schaden. Gut für Nahkampf. Empfohlen für den Einsatz hinter Mauern.
|
||||
block.sniperturret.name = Schienenkanone
|
||||
block.sniperturret.fulldescription = Fortschrittliches Reichweitengeschütz. Verwendet Stahl für Munition. Sehr hoher Schaden, aber niedrige Feuerrate. Teuer zu verwenden, kann aber aufgrund seiner Reichweite weit entfernt von den feindlichen Linien platziert werden.
|
||||
block.mortarturret.name = Flakgeschütz
|
||||
block.mortarturret.fulldescription = Fortschrittlicher Flächen-Schaden Turm. Verwendet Kohle für Munition. Sehr langsame Feuerrate und Geschosse, aber sehr hoher Einzelziel- und Flächenschaden. Nützlich gegen grosse Mengen von Feinden.
|
||||
block.laserturret.name = Laserturm
|
||||
block.laserturret.fulldescription = Fortschrittlicher Einzelziel-Turm. Verwendet Strom. Guter Allround-Revolver für mittlere Reichweiten. Nur Einzelziel. Verfehlt nie.
|
||||
block.waveturret.name = Teslakanone
|
||||
block.waveturret.fulldescription = Erweiterter Mehrfach-Ziele-Turm. Verwendet Strom. Mittlere Reichweite. Verfehlt nie. Im Durchschnitt zu wenig Schaden, aber kann mehrere Feinde gleichzeitig mit Kettenblitz treffen.
|
||||
block.plasmaturret.name = Plasmageschütz
|
||||
block.plasmaturret.fulldescription = Hochentwickelte Version des Flammenwerfers. Verwendet Kohle als Munition. Sehr hoher Schaden, niedriger bis mittlerer Reichweite.
|
||||
block.chainturret.name = Kettengeschütz
|
||||
block.chainturret.fulldescription = Die ultimative Schnellfeuer Waffe. Verwendet Uran als Munition. Schiesst grosse Kugeln mit hoher Feuerrate. Mittlere Reichweite. Mehrere Felder gross. Hält extrem viel aus.
|
||||
block.titancannon.name = Titan Kanone
|
||||
block.titancannon.fulldescription = Die ultimative Langstrecken Kanone. Verwendet Uran als Munition. Schiesst grosse Flächen-Schadenden-Granaten mit einer mittleren Feuerrate ab. Lange Reichweite. Ist mehrere Felder gross. Hält extrem viel aus.
|
||||
block.playerspawn.name = Spielerspawn
|
||||
block.enemyspawn.name = Gegnerspawn
|
553
semag/mind/assets/bundles/bundle_es.properties
Normal file
@ -0,0 +1,553 @@
|
||||
text.about = Creado por [ROYAL]Anuken [] - [SKY] anukendev@gmail.com [] Originalmente una entrada en el [naranja] GDL [] Metal Monstrosity Jam. Créditos: - SFX hecho con [AMARILLO] bfxr [] - Música hecha por [VERDE] RoccoW [] / encontrado en [lime] FreeMusicArchive.org [] Agradecimientos especiales a: - [coral] MitchellFJN []: extensa prueba de juego y comentarios - [cielo] Luxray5474 []: trabajo wiki, contribuciones de código - [lime] Epowerj []: sistema de compilación de código, icono - Todos los probadores beta en itch.io y Google Play\n
|
||||
text.credits = Créditos
|
||||
text.discord = ¡Únete al Discord de Mindustry!
|
||||
text.link.discord.description = La sala oficial del discord de Mindustry
|
||||
text.link.github.description = Código fuente del juego
|
||||
text.link.dev-builds.description = Estados en desarrollo inestables
|
||||
text.link.trello.description = Tablero trello oficial para las características planificadas
|
||||
text.link.itch.io.description = itch.io és la página con descargas para PC y la versión web
|
||||
text.link.google-play.description = Listado en la tienda de Google Play
|
||||
text.link.wiki.description = Wiki oficial de Mindustry
|
||||
text.linkfail = ¡Error al abrir el enlace!\nLa URL ha sido copiada a su portapapeles
|
||||
text.classic.unsupported = Mindustry classic does not support this feature.
|
||||
text.multiplayer.web = ¡Esta versión del juego no admite multijugador!\nPara jugar al modo multijugador desde su navegador, use el enlace "versión de varios jugadores" en la página itch.io.
|
||||
text.gameover = El núcleo fue destruido.
|
||||
text.highscore = [YELLOW]¡Nueva mejor puntuación!
|
||||
text.lasted = Duró hasta la ronda
|
||||
text.level.highscore = Puntuación màs alta: [accent]
|
||||
text.level.delete.title = Confirmar Eliminación
|
||||
text.level.delete = ¿Seguro que quieres eliminar el mapa "[ORANGE] " {0}?
|
||||
text.level.select = Selección de nivel
|
||||
text.level.mode = Modo de juego:
|
||||
text.savegame = Guardar Partida
|
||||
text.loadgame = Cargar Partida
|
||||
text.joingame = Unirse a una Partida
|
||||
text.newgame = Nueva Partida
|
||||
text.quit = Salir
|
||||
text.about.button = Acerca de
|
||||
text.name = Nombre
|
||||
text.public = Público
|
||||
text.players = {0} Jugadores en línea
|
||||
text.server.player.host = {0} ANFITRIÓN
|
||||
text.players.single = {0} jugador en línea
|
||||
text.server.mismatch = Error de paquete: posible desajuste de la versión cliente / servidor.\n¡Asegúrate de que tú y el anfitrión tengáis la última versión de Mindustry!
|
||||
text.server.closing = [accent] Cerrando servidor ...
|
||||
text.server.kicked.kick = ¡Has sido expulsado del servidor!
|
||||
text.server.kicked.fastShoot = You are shooting too quickly.
|
||||
text.server.kicked.invalidPassword = ¡Contraseña inválida!
|
||||
text.server.kicked.clientOutdated = Cliente desactualizado ¡Actualiza tu juego!
|
||||
text.server.kicked.serverOutdated = Servidor desactualizado ¡Pidele actualizar al anfitrión!
|
||||
text.server.kicked.banned = Tu entrada está prohibida en este servidor.
|
||||
text.server.kicked.recentKick = Has sido echado recientemente.\nEspera antes de conectarte de nuevo.
|
||||
text.server.connected = se ha unido.
|
||||
text.server.disconnected = se ha desconectado
|
||||
text.nohost = ¡No se puede alojar el servidor en un mapa personalizado!
|
||||
text.host.info = El botón [acento] host [] aloja un servidor en los puertos [escarlata] 6567 [] y [escarlata] 6568. [] Cualquiera en el mismo [LIGHT_GRAY] wifi o red local [] debería poder ver su servidor en su servidor lista. Si desea que las personas puedan conectarse desde cualquier lugar mediante IP, se requiere [acento] reenvío de puerto []. [LIGHT_GRAY] Nota: Si alguien tiene problemas para conectarse a su juego LAN, asegúrese de haber permitido a Mindustry el acceso a su red local en la configuración de su firewall.
|
||||
text.join.info = Aquí puede ingresar un servidor [acento] IP [] para conectarse, o descubrir servidores de [acento] red local [] para conectarse. Tanto el modo multijugador LAN como WAN son compatibles. [LIGHT_GRAY] Nota: no hay una lista de servidores global automática; si desea conectarse con alguien por IP, deberá solicitar al host su IP.
|
||||
text.hostserver = Hostear servidor
|
||||
text.host = Hostear
|
||||
text.hosting = [acento] Abriendo servidor ...
|
||||
text.hosts.refresh = Refrescar
|
||||
text.hosts.discovering = Descubriendo juegos en LAN
|
||||
text.server.refreshing = Servidor refrescante
|
||||
text.hosts.none = [lightgray] ¡No se encontraron juegos LAN!
|
||||
text.host.invalid = [escarlata] No se puede conectar al host.
|
||||
text.server.friendlyfire = Fuego amigo
|
||||
text.trace = Rastro del jugador
|
||||
text.trace.playername = Nombre del jugador: [acento] {0}
|
||||
text.trace.ip = IP: [acento] {0}
|
||||
text.trace.id = ID único: [acento] {0}
|
||||
text.trace.android = Cliente de Android: [acento] {0}
|
||||
text.trace.modclient = Cliente personalizado: [acento] {0}
|
||||
text.trace.totalblocksbroken = Total de bloques rotos: [acento] {0}
|
||||
text.trace.structureblocksbroken = Bloques de estructura rotos: [acento] {0}
|
||||
text.trace.lastblockbroken = Último bloque roto: [acento] {0}
|
||||
text.trace.totalblocksplaced = Total de bloques colocados: [acento] {0}
|
||||
text.trace.lastblockplaced = Último bloque colocado: [acento] {0}
|
||||
text.invalidid = ID de cliente no válido Presente un informe del error.
|
||||
text.server.bans = Baneos
|
||||
text.server.bans.none = ¡No se encontraron jugadores baneados!
|
||||
text.server.admins = Admins
|
||||
text.server.admins.none = ¡No se encontraron administradores!
|
||||
text.server.add = Agregar servidor
|
||||
text.server.delete = ¿Seguro que quieres eliminar este servidor?
|
||||
text.server.hostname = Anfitrión: {0}
|
||||
text.server.edit = Editar servidor
|
||||
text.server.outdated = [crimson] ¡Servidor obsoleto! []
|
||||
text.server.outdated.client = [carmesí] Cliente desactualizado! []
|
||||
text.server.version = [lightgray] Versión: {0}
|
||||
text.server.custombuild = [amarillo] Creación personalizada
|
||||
text.confirmban = ¿Estás seguro de que quieres prohibir este jugador?
|
||||
text.confirmunban = ¿Estás seguro de que quieres desbloquear a este jugador?
|
||||
text.confirmadmin = ¿Seguro que quieres que este jugador sea un administrador?
|
||||
text.confirmunadmin = ¿Seguro que quieres eliminar el estado de administrador de este reproductor?
|
||||
text.joingame.byip = Unirse por IP ...
|
||||
text.joingame.title = Unirse a una partida
|
||||
text.joingame.ip = IP:
|
||||
text.disconnect = Desconectado.
|
||||
text.disconnect.data = ¡Fallo al cargar datos mundiales!
|
||||
text.connecting = [accent] Conectando ...
|
||||
text.connecting.data = [accent] Cargando información del mapa...
|
||||
text.connectfail = [crimson] Fallo al conectar al servidor: [orange]
|
||||
text.server.port = Puerto:
|
||||
text.server.addressinuse = ¡Dirección ya en uso!
|
||||
text.server.invalidport = ¡Número de puerto inválido!
|
||||
text.server.error = [crimson] Error en la creación del servidor: [orange]
|
||||
text.tutorial.back = < Anterior
|
||||
text.tutorial.next = Siguiente >
|
||||
text.save.new = Nuevo Guardado
|
||||
text.save.overwrite = ¿Seguro que quieres sobrescribir este juego guardado?
|
||||
text.overwrite = Sobreescribir
|
||||
text.save.none = ¡No hay juegos guardados!
|
||||
text.saveload = [accent] Guardando...
|
||||
text.savefail = ¡Error al guardar el juego!
|
||||
text.save.delete.confirm = ¿Estás seguro de que deseas eliminar este guardado?
|
||||
text.save.delete = Borrar
|
||||
text.save.export = Exportar guardado
|
||||
text.save.import.invalid = [orange] ¡Este guardado es inválido!
|
||||
text.save.import.fail = [crimson] Fallo al importar guardado: [orange] {0}
|
||||
text.save.export.fail = [crimson] Fallo al exportar guardado: [orange] {0}
|
||||
text.save.import = Importar Guardado
|
||||
text.save.newslot = Nombre del guardado:
|
||||
text.save.rename = Renombrar
|
||||
text.save.rename.text = Nuevo nombre
|
||||
text.selectslot = Seleccionar una guardado
|
||||
text.slot = [accent] Casilla {0}
|
||||
text.save.corrupted = [orange] ¡Arhivo de guardado corrupto o inválido!
|
||||
text.empty = <Vacío>
|
||||
text.on = Encendido
|
||||
text.off = Apagado
|
||||
text.save.autosave = Guardado automático: {0}
|
||||
text.save.map = Mapa: {0}
|
||||
text.save.wave = Horda: {0}
|
||||
text.save.difficulty = Dificultad: {0}
|
||||
text.save.date = Guardado por última vez: {0}
|
||||
text.confirm = Confirmar
|
||||
text.delete = Eliiminar
|
||||
text.ok = OK
|
||||
text.open = Abrir
|
||||
text.cancel = Cancelar
|
||||
text.openlink = Abrir enlace
|
||||
text.copylink = Copiar link
|
||||
text.back = Atrás
|
||||
text.quit.confirm = ¿Seguro que quieres salir?
|
||||
text.changelog.title = Changelog
|
||||
text.changelog.loading = Obteniendo changelog ...
|
||||
text.changelog.error.android = [naranja] Tenga en cuenta que el registro de cambios no funciona en Android 4.4 y versiones posteriores. Esto se debe a un error interno de Android.
|
||||
text.changelog.error.ios = [orange]The changelog is currently not supported in iOS.
|
||||
text.changelog.error = [escarlata] ¡Error al obtener el registro de cambios! Comprueba tu conexión a Internet.
|
||||
text.changelog.current = [amarillo] [[Versión actual]
|
||||
text.changelog.latest = [naranja] [[Última versión]
|
||||
text.loading = [accent] Cargando...
|
||||
text.wave = [orange] Horda {0}
|
||||
text.wave.waiting = Horda en {0}
|
||||
text.waiting = Esperando...
|
||||
text.enemies = {0} Enemigos
|
||||
text.enemies.single = {0} Enemigo
|
||||
text.loadimage = Cargar imagen
|
||||
text.saveimage = Guardar imagen
|
||||
text.oregen = Generación de mineral {0}
|
||||
text.editor.badsize = [orange]¡Dimensiones de imagen inválidas![]\nDimensiones de mapa válidas: {0}
|
||||
text.editor.errorimageload = Error al cargar el archivo de imagen: [orange] {0}
|
||||
text.editor.errorimagesave = Error al guardar el archivo de imagen: [orange] {0}
|
||||
text.editor.generate = Generar
|
||||
text.editor.resize = Cambiar tamaño
|
||||
text.editor.loadmap = Cargar mapa
|
||||
text.editor.savemap = Guardar mapa
|
||||
text.editor.loadimage = Cargar imagen
|
||||
text.editor.saveimage = Guardar imagen
|
||||
text.editor.unsaved = [scarlet] ¡Tienes cambios sin guardar! [] ¿Estás seguro de que quieres salir?
|
||||
text.editor.brushsize = Tamaño del pincel: {0}
|
||||
text.editor.noplayerspawn = ¡Este mapa no tiene punto de aparición del jugador!
|
||||
text.editor.manyplayerspawns = ¡Los mapas no pueden tener más de un punto de spawn de jugador!
|
||||
text.editor.manyenemyspawns = {0 }¡No puede tener más de puntos de aparición enemiga!
|
||||
text.editor.resizemap = Cambiar el tamaño del mapa
|
||||
text.editor.resizebig = [escarlata] ¡Advertencia! [] Los mapas de más de 256 unidades pueden ser inestables.
|
||||
text.editor.mapname = Nombre del mapa
|
||||
text.editor.overwrite = [acento] ¡Advertencia!\nEsto sobrescribe un mapa existente.
|
||||
text.editor.failoverwrite = [carmesí] ¡No se puede sobrescribir el mapa por defecto!
|
||||
text.editor.selectmap = Seleccione un mapa para cargar:
|
||||
text.width = Ancho:
|
||||
text.height = Altura:
|
||||
text.randomize = Aleatorizar
|
||||
text.apply = Aplicar
|
||||
text.update = Refrescar
|
||||
text.menu = Menú
|
||||
text.play = Jugar
|
||||
text.load = Cargar
|
||||
text.save = Salvar
|
||||
text.language.restart = Por favor, reinicie su juego para que la configuración de idioma surta efecto.
|
||||
text.settings.language = Idioma
|
||||
text.settings = Ajustes
|
||||
text.tutorial = Tutorial
|
||||
text.editor = Editor
|
||||
text.mapeditor = Editor de Mapas
|
||||
text.donate = Donar
|
||||
text.settings.reset = Restablecer los valores predeterminados
|
||||
text.settings.controls = Controles
|
||||
text.settings.game = Juego
|
||||
text.settings.sound = Sonido
|
||||
text.settings.graphics = Gráficos
|
||||
text.upgrades = Mejoras
|
||||
text.purchased = [LIME] Creado!
|
||||
text.weapons = Armas
|
||||
text.paused = Pausado
|
||||
text.respawn = Reapareciendo en
|
||||
text.info.title = [acento] Información
|
||||
text.error.title = [carmesí] Se ha producido un error
|
||||
text.error.crashmessage = [SCARLET] Se ha producido un error inesperado, que habría causado un bloqueo. [] Informe las circunstancias exactas bajo las cuales se produjo este error al desarrollador: [ORANGE] anukendev@gmail.com []
|
||||
text.error.crashtitle = Ha ocurrido un error
|
||||
text.mode.break = Modo de eliminación:
|
||||
text.mode.place = Modo de colocación:
|
||||
placemode.hold.name = Línea
|
||||
placemode.areadelete.name = Àrea
|
||||
placemode.touchdelete.name = Toque
|
||||
placemode.holddelete.name = Mantener
|
||||
placemode.none.name = Ninguno
|
||||
placemode.touch.name = Toque
|
||||
placemode.cursor.name = Cursor
|
||||
text.blocks.extrainfo = [acento] información adicional del bloque:
|
||||
text.blocks.blockinfo = Información de bloque
|
||||
text.blocks.powercapacity = Capacidad de energía
|
||||
text.blocks.powershot = Energía/disparo
|
||||
text.blocks.powersecond = energía drenada/segundo
|
||||
text.blocks.powerdraindamage = Energía drenada/daño
|
||||
text.blocks.shieldradius = Radio del escudo
|
||||
text.blocks.itemspeedsecond = Velocidad del objeto/segundo
|
||||
text.blocks.range = Rango
|
||||
text.blocks.size = Tamaño
|
||||
text.blocks.powerliquid = Poder/Líquido
|
||||
text.blocks.maxliquidsecond = máximo líquido/segundo
|
||||
text.blocks.liquidcapacity = Capacidad de liquido
|
||||
text.blocks.liquidsecond = Líquido/segundo
|
||||
text.blocks.damageshot = Daño/ disparo
|
||||
text.blocks.ammocapacity = Capacidad de munición
|
||||
text.blocks.ammo = Munición:
|
||||
text.blocks.ammoitem = Munición/objeto
|
||||
text.blocks.maxitemssecond = Objetos máximos/segundo
|
||||
text.blocks.powerrange = Rango de energía
|
||||
text.blocks.lasertilerange = Rango de poder en casilllas
|
||||
text.blocks.capacity = Capacidad
|
||||
text.blocks.itemcapacity = Capacidad de items
|
||||
text.blocks.maxpowergenerationsecond = Máxima generación de energía/segundo
|
||||
text.blocks.powergenerationsecond = Generación de energía/segundo
|
||||
text.blocks.generationsecondsitem = Segundos de generación/Item
|
||||
text.blocks.input = Ingreso
|
||||
text.blocks.inputliquid = Entrada de líquidos
|
||||
text.blocks.inputitem = Entrada de ítems
|
||||
text.blocks.output = Salida
|
||||
text.blocks.secondsitem = Segundos/Ítem
|
||||
text.blocks.maxpowertransfersecond = Máxima transferencia de poder/segundo
|
||||
text.blocks.explosive = ¡Altamente explosivo!
|
||||
text.blocks.repairssecond = Reparado / segundo
|
||||
text.blocks.health = Vida
|
||||
text.blocks.inaccuracy = Inexactitud
|
||||
text.blocks.shots = Disparos
|
||||
text.blocks.shotssecond = Disparos / segundo
|
||||
text.blocks.fuel = Combustible
|
||||
text.blocks.fuelduration = Duración del combustible
|
||||
text.blocks.maxoutputsecond = Máxima salida/segundo
|
||||
text.blocks.inputcapacity = Capacidad de entrada
|
||||
text.blocks.outputcapacity = Capacidad de salida
|
||||
text.blocks.poweritem = Poder/Ítem
|
||||
text.placemode = Modo colocar
|
||||
text.breakmode = Modo romper
|
||||
text.health = Salud
|
||||
setting.difficulty.easy = Fácil
|
||||
setting.difficulty.normal = Mormal
|
||||
setting.difficulty.hard = Difícil
|
||||
setting.difficulty.insane = Insano
|
||||
setting.difficulty.purge = Purga
|
||||
setting.difficulty.name = Dificultad:
|
||||
setting.screenshake.name = Shake de pantalla
|
||||
setting.smoothcam.name = Cámara lisa
|
||||
setting.indicators.name = Indicador del enemigo
|
||||
setting.effects.name = Mostrar efectos
|
||||
setting.sensitivity.name = Sensibilidad del controlador
|
||||
setting.saveinterval.name = Intervalo de autoguardado
|
||||
setting.seconds = Segundos
|
||||
setting.fullscreen.name = Pantalla completa
|
||||
setting.multithread.name = Multithreading
|
||||
setting.fps.name = Mostrar fps
|
||||
setting.vsync.name = VSync
|
||||
setting.lasers.name = Mostrar láseres de poder
|
||||
setting.previewopacity.name = Colocando Vista Previa Opacidad
|
||||
setting.healthbars.name = Mostrar barras de vida de enemigos y jugadores
|
||||
setting.pixelate.name = Pixelear pantalla
|
||||
setting.musicvol.name = Volumen de la música
|
||||
setting.mutemusic.name = Apagar música
|
||||
setting.sfxvol.name = Volumen de los efectos de sonido
|
||||
setting.mutesound.name = Apagar sonidos
|
||||
map.maze.name = Laberinto
|
||||
map.fortress.name = Fortaleza
|
||||
map.sinkhole.name = Sumidero
|
||||
map.caves.name = Cuevas
|
||||
map.volcano.name = Volcán
|
||||
map.caldera.name = Caldera
|
||||
map.scorch.name = Desierto volcánico
|
||||
map.desert.name = Desierto
|
||||
map.island.name = Isla
|
||||
map.grassland.name = Pastizal
|
||||
map.tundra.name = Tundra
|
||||
map.spiral.name = Espiral
|
||||
map.tutorial.name = Tutorial
|
||||
tutorial.intro.text = [amarillo] Bienvenido al tutorial. [] Para comenzar, presione 'siguiente'.
|
||||
tutorial.moveDesktop.text = Para moverse, use las teclas [naranja] [[WASD] []. Mantenga [naranja] shift [] para impulsar. Mantenga presionada la tecla [naranja] CTRL [] mientras usa la rueda de desplazamiento [naranja] [] para acercar o alejar la imagen.
|
||||
tutorial.shoot.text = Usa el mouse para apuntar, mantén presionado [naranja] el botón izquierdo del mouse [] para disparar. Intenta practicar en el objetivo [amarillo] [].
|
||||
tutorial.moveAndroid.text = Para recorrer la vista, arrastre un dedo por la pantalla. Pellizque y arrastre para acercar o alejar.
|
||||
tutorial.placeSelect.text = Intente seleccionar un transportador [amarillo] [] desde el menú del bloque en la parte inferior derecha.
|
||||
tutorial.placeConveyorDesktop.text = Utilice [naranja] [[rueda de desplazamiento] [] para girar la cinta transportadora hacia [naranja] hacia adelante [], luego colóquela en la ubicación [amarilla] marcada [] usando [naranja] [[botón izquierdo del mouse] [].
|
||||
tutorial.placeConveyorAndroid.text = Utilice [naranja] [[girar el botón] [] para girar el transportador hacia [naranja] hacia delante [], arrástrelo con un dedo, luego colóquelo en la ubicación [amarilla] marcada [] usando [naranja] [[marca de verificación][].
|
||||
tutorial.placeConveyorAndroidInfo.text = Alternativamente, puede presionar el icono de la cruz en la parte inferior izquierda para cambiar a [naranja] [[modo táctil] [] y colocar bloques tocando en la pantalla. En modo táctil, los bloques se pueden girar con la flecha en la parte inferior izquierda. Presione [amarillo] al lado [] para probarlo.
|
||||
tutorial.placeDrill.text = Ahora, seleccione y coloque un taladro de piedra [amarillo] [] en la ubicación marcada.
|
||||
tutorial.blockInfo.text = Si desea obtener más información sobre un bloque, puede tocar el signo de interrogación [naranja] [] en la parte superior derecha para leer su descripción.
|
||||
tutorial.deselectDesktop.text = Puede deseleccionar un bloque usando el [naranja] [[botón derecho del mouse] [].
|
||||
tutorial.deselectAndroid.text = Puede deseleccionar un bloque presionando el botón [naranja] X [].
|
||||
tutorial.drillPlaced.text = El taladro ahora producirá piedra [amarilla], [] la enviará al transportador y luego la moverá al núcleo [amarillo] [].
|
||||
tutorial.drillInfo.text = Diferentes minerales necesitan diferentes ejercicios. La piedra requiere taladros de piedra, el hierro requiere taladros de hierro, etc.
|
||||
tutorial.drillPlaced2.text = Mover elementos al núcleo los coloca en su inventario de elementos [amarillo] [], en la esquina superior izquierda. Colocar bloques utiliza elementos de tu inventario.
|
||||
tutorial.moreDrills.text = Puede vincular muchos taladros y cintas transportadoras juntas, de esa manera.
|
||||
tutorial.deleteBlock.text = Puede eliminar bloques haciendo clic en el botón [naranja] del botón derecho del mouse [] en el bloque que desea eliminar. Intente eliminar este transportador.
|
||||
tutorial.deleteBlockAndroid.text = Puede eliminar bloques mediante [naranja] seleccionando la cruz [] en el menú [naranja] del modo de interrupción [] en la parte inferior izquierda y tocando un bloque. Intente eliminar este transportador.
|
||||
tutorial.placeTurret.text = Ahora, seleccione y coloque una torreta [amarilla] [] en la ubicación marcada [amarilla] [].
|
||||
tutorial.placedTurretAmmo.text = Esta torre ahora aceptará [amarillo] munición [] del transportador. Puedes ver la cantidad de munición que tiene al pasar el mouse sobre ella y verificar la barra verde [verde] [].
|
||||
tutorial.turretExplanation.text = Las torretas dispararán automáticamente al enemigo más cercano al alcance, siempre que tengan suficiente munición.
|
||||
tutorial.waves.text = Cada [amarillo] 60 [] segundos, una ola de [coral] enemigos [] aparecerán en lugares específicos e intentarán destruir el núcleo.
|
||||
tutorial.coreDestruction.text = Tu objetivo es [amarillo] defender el núcleo []. Si se destruye el núcleo, tú [coral] pierdes el juego [].
|
||||
tutorial.pausingDesktop.text = Si alguna vez necesita tomar un descanso, presione el botón de pausa [naranja] [] en el espacio superior izquierdo o [naranja] [] para detener el juego. Aún puede seleccionar y colocar bloques mientras está en pausa, pero no puede mover o disparar.
|
||||
tutorial.pausingAndroid.text = Si alguna vez necesita tomarse un descanso, presione el botón de pausa [naranja] [] en la parte superior izquierda para pausar el juego. Todavía puede romper y colocar bloques mientras está en pausa.
|
||||
tutorial.purchaseWeapons.text = Puedes comprar nuevas armas [amarillas] [] para tu mech abriendo el menú de actualización en la esquina inferior izquierda.
|
||||
tutorial.switchWeapons.text = Cambie las armas haciendo clic en su icono en la esquina inferior izquierda o usando números [naranja] [[1-9] [].
|
||||
tutorial.spawnWave.text = Aquí viene una ola ahora. Destruyelos.
|
||||
tutorial.pumpDesc.text = En olas posteriores, es posible que deba usar bombas [amarillas] [] para distribuir líquidos para generadores o extractores.
|
||||
tutorial.pumpPlace.text = Las bombas funcionan de manera similar a los taladros, excepto que producen líquidos en lugar de artículos. Intente colocar una bomba en el aceite designado [amarillo] [].
|
||||
tutorial.conduitUse.text = Ahora coloque un conducto [naranja] [] que se aleje de la bomba.
|
||||
tutorial.conduitUse2.text = Y algunos más ...
|
||||
tutorial.conduitUse3.text = Y algunos más ...
|
||||
tutorial.generator.text = Ahora, coloque un bloque [naranja] de generador de combustión [] al final del conducto.
|
||||
tutorial.generatorExplain.text = Este generador ahora creará energía [amarilla] [] del aceite.
|
||||
tutorial.lasers.text = La potencia se distribuye usando láseres de potencia [amarillos] []. Gira y coloca uno aquí.
|
||||
tutorial.laserExplain.text = El generador ahora moverá energía al bloque láser. Un haz [amarillo] opaco [] significa que está transmitiendo corriente, y un haz [amarillo] transparente [] significa que no lo está.
|
||||
tutorial.laserMore.text = Puedes verificar cuánta potencia tiene un bloque al pasar el mouse sobre él y verificar la barra amarilla [amarilla] [] en la parte superior.
|
||||
tutorial.healingTurret.text = Este láser se puede usar para alimentar una torreta de reparación de [cal] []. Coloca uno aquí.
|
||||
tutorial.healingTurretExplain.text = Mientras tenga energía, esta torreta [cal] reparará los bloques cercanos. [] ¡Al jugar, asegúrate de obtener uno en tu base lo más rápido posible!
|
||||
tutorial.smeltery.text = Muchos bloques requieren [naranja] acero [] para fabricar, lo que requiere una fundición [naranja] [] para fabricar. Coloca uno aquí.
|
||||
tutorial.smelterySetup.text = Esta fundición producirá acero [naranja] [] a partir de la plancha de entrada, utilizando carbón como combustible.
|
||||
tutorial.tunnelExplain.text = También tenga en cuenta que los artículos pasan por un bloque de túnel [naranja] [] y salen del otro lado, pasando por el bloque de piedra. Tenga en cuenta que los túneles solo pueden atravesar hasta 2 bloques.
|
||||
tutorial.end.text = ¡Y eso concluye el tutorial! ¡Buena suerte!
|
||||
text.keybind.title = Vuelva a conectar las llaves
|
||||
keybind.move_x.name = mover_x
|
||||
keybind.move_y.name = mover_y
|
||||
keybind.select.name = Elija
|
||||
keybind.break.name = Romper
|
||||
keybind.shoot.name = ¡Dispara!
|
||||
keybind.zoom_hold.name = Enfoque_Mantener
|
||||
keybind.zoom.name = Enfoquè
|
||||
keybind.block_info.name = Bloque_informacion
|
||||
keybind.menu.name = Menú
|
||||
keybind.pause.name = Pausa
|
||||
keybind.dash.name = Deslizar
|
||||
keybind.chat.name = Chat
|
||||
keybind.player_list.name = Jugadores_lista
|
||||
keybind.console.name = Console
|
||||
keybind.rotate_alt.name = Rotacion_alt
|
||||
keybind.rotate.name = Girar
|
||||
keybind.weapon_1.name = Arma_1
|
||||
keybind.weapon_2.name = Arma_2
|
||||
keybind.weapon_3.name = Arma_3\n
|
||||
keybind.weapon_4.name = Arma_4
|
||||
keybind.weapon_5.name = Arma_5
|
||||
keybind.weapon_6.name = Arma6
|
||||
mode.text.help.title = Descripción de modos
|
||||
mode.waves.name = Hordas
|
||||
mode.waves.description = El modo normal. Recursos limitados y las hordas vendrán automáticamente
|
||||
mode.sandbox.name = Sandbox
|
||||
mode.sandbox.description = Recursos infinitos y sin temporizador para las olas.
|
||||
mode.freebuild.name = Construcción libre
|
||||
mode.freebuild.description = Recursos limitados y sin tiempo definido para las hordas
|
||||
upgrade.standard.name = Estandar
|
||||
upgrade.standard.description = El mech estándar.
|
||||
upgrade.blaster.name = Blaster
|
||||
upgrade.blaster.description = Dispara una bala lenta y débil.
|
||||
upgrade.triblaster.name = Triblaster
|
||||
upgrade.triblaster.description = Dispara 3 balas en una extensión.
|
||||
upgrade.clustergun.name = Cleaster Gun
|
||||
upgrade.clustergun.description = Dispara una propagación inexacta de granadas explosivas.
|
||||
upgrade.beam.name = Cañòn Beam
|
||||
upgrade.beam.description = Dispara un rayo láser perforante de largo alcance.
|
||||
upgrade.vulcan.name = Volcán
|
||||
upgrade.vulcan.description = Dispara una ráfaga de balas rapidas
|
||||
upgrade.shockgun.name = Pistola Shock\n
|
||||
upgrade.shockgun.description = Dispara una ráfaga devastadora de metralla cargada.
|
||||
item.stone.name = Piedra
|
||||
item.iron.name = Hierro
|
||||
item.coal.name = Carbón
|
||||
item.steel.name = Acero
|
||||
item.titanium.name = Titanio
|
||||
item.dirium.name = Dirio
|
||||
item.uranium.name = Uranio
|
||||
item.sand.name = Arena
|
||||
liquid.water.name = Agua
|
||||
liquid.plasma.name = Plasma
|
||||
liquid.lava.name = Lava
|
||||
liquid.oil.name = Aceite
|
||||
block.weaponfactory.name = Fábrica de armas
|
||||
block.weaponfactory.fulldescription = Se usa para crear armas para el jugador mech. Haga clic para usar. Automáticamente toma recursos del núcleo.
|
||||
block.air.name = Aire
|
||||
block.blockpart.name = Bloque
|
||||
block.deepwater.name = Aguas profundas
|
||||
block.water.name = Agua
|
||||
block.lava.name = Lava
|
||||
block.oil.name = Aceite
|
||||
block.stone.name = Piedra
|
||||
block.blackstone.name = Piedra Negra
|
||||
block.iron.name = Hierro
|
||||
block.coal.name = Carbón
|
||||
block.titanium.name = Titanio
|
||||
block.uranium.name = Uranio
|
||||
block.dirt.name = Sucio
|
||||
block.sand.name = Arena
|
||||
block.ice.name = Hielo
|
||||
block.snow.name = Nieve
|
||||
block.grass.name = Césped
|
||||
block.sandblock.name = Bloque de arena
|
||||
block.snowblock.name = Bloque de nieve
|
||||
block.stoneblock.name = Bloque de piedra
|
||||
block.blackstoneblock.name = Bloque de piedra negra
|
||||
block.grassblock.name = Bloque de césped
|
||||
block.mossblock.name = Bloque de musgo
|
||||
block.shrub.name = Arbusto
|
||||
block.rock.name = Piedra
|
||||
block.icerock.name = Piedra congelada
|
||||
block.blackrock.name = Roca Negra
|
||||
block.dirtblock.name = Bloque de suciedad
|
||||
block.stonewall.name = Pared de piedra
|
||||
block.stonewall.fulldescription = Un bloque defensivo barato. Útil para proteger el núcleo y las torrecillas en las primeras olas.
|
||||
block.ironwall.name = Muro de hierro
|
||||
block.ironwall.fulldescription = Un bloque defensivo básico. Proporciona protección de los enemigos.
|
||||
block.steelwall.name = Muro de acero
|
||||
block.steelwall.fulldescription = Un bloque defensivo estándar. protección adecuada de los enemigos.
|
||||
block.titaniumwall.name = Muro de titanio
|
||||
block.titaniumwall.fulldescription = Un fuerte bloqueo defensivo. Proporciona protección de los enemigos.
|
||||
block.duriumwall.name = Muro de Dirio
|
||||
block.duriumwall.fulldescription = Un bloque defensivo muy fuerte. Proporciona protección de los enemigos.
|
||||
block.compositewall.name = Muro compuesto
|
||||
block.steelwall-large.name = Pared de acero grande
|
||||
block.steelwall-large.fulldescription = Un bloque defensivo estándar. Se extiende por múltiples mosaicos.
|
||||
block.titaniumwall-large.name = Gran pared de titanio
|
||||
block.titaniumwall-large.fulldescription = Un fuerte bloqueo defensivo. Se extiende por múltiples mosaicos.
|
||||
block.duriumwall-large.name = Gran pared de dirio
|
||||
block.duriumwall-large.fulldescription = Un bloque defensivo muy fuerte. Se extiende por múltiples mosaicos.
|
||||
block.titaniumshieldwall.name = Muro blindado
|
||||
block.titaniumshieldwall.fulldescription = Un fuerte bloque defensivo, con un escudo extra incorporado. Requiere poder Usa energía para absorber las balas enemigas. Se recomienda utilizar potenciadores de potencia para proporcionar energía a este bloque.
|
||||
block.repairturret.name = Torreta de reparación
|
||||
block.repairturret.fulldescription = Repara los bloques dañados cercanos en el rango a una velocidad lenta. Utiliza pequeñas cantidades de energía.
|
||||
block.megarepairturret.name = Torreta de reparación II
|
||||
block.megarepairturret.fulldescription = Repara los bloques dañados cercanos en el rango a una tasa decente. Utiliza el poder
|
||||
block.shieldgenerator.name = Generador de escudo
|
||||
block.shieldgenerator.fulldescription = Un bloque defensivo avanzado. Protege todos los bloques en un radio del ataque. Utiliza potencia a un ritmo lento cuando está inactivo, pero consume energía rápidamente al contacto con balas.
|
||||
block.door.name = Puerta
|
||||
block.door.fulldescription = Un bloque que se puede abrir y cerrar tocando.
|
||||
block.door-large.name = Puerta grande
|
||||
block.door-large.fulldescription = Un bloque que se puede abrir y cerrar tocando.
|
||||
block.conduit.name = Conducto
|
||||
block.conduit.fulldescription = Bloque de transporte de líquido básico. Funciona como un transportador, pero con líquidos. Se usa mejor con bombas u otros conductos. Se puede usar como puente sobre líquidos para enemigos y jugadores.
|
||||
block.pulseconduit.name = Conducto de pulso
|
||||
block.pulseconduit.fulldescription = Bloque de transporte de líquidos avanzado. Transporta líquidos más rápido y almacena más que los conductos estándar.
|
||||
block.liquidrouter.name = Enrutador líquido
|
||||
block.liquidrouter.fulldescription = Funciona de manera similar a un enrutador. Acepta entrada de líquido desde un lado y lo envía a los otros lados. Útil para dividir el líquido de un solo conducto en otros múltiples conductos.
|
||||
block.conveyor.name = Transportador
|
||||
block.conveyor.fulldescription = Bloque de transporte de elementos básicos. Mueve los artículos hacia adelante y los deposita automáticamente en torretas o crafters. Giratorio. Se puede usar como puente sobre líquidos para enemigos y jugadores.
|
||||
block.steelconveyor.name = Transportador de acero
|
||||
block.steelconveyor.fulldescription = Bloque de transporte de elementos avanzados. Mueve los artículos más rápido que los transportadores estándar.
|
||||
block.poweredconveyor.name = Transportador de pulso
|
||||
block.poweredconveyor.fulldescription = El último bloque de transporte de elementos. Mueve los artículos más rápido que los transportadores de acero.
|
||||
block.router.name = Enrutador
|
||||
block.router.fulldescription = Acepta elementos de una dirección y los envía a otras 3 direcciones. También puede almacenar una cierta cantidad de artículos. Útil para dividir los materiales de un taladro en múltiples torretas.
|
||||
block.junction.name = Union
|
||||
block.junction.fulldescription = Actúa como un puente para cruzar dos cintas transportadoras. Útil en situaciones con dos transportadores diferentes que llevan diferentes materiales a diferentes ubicaciones.
|
||||
block.conveyortunnel.name = Túnel transportador
|
||||
block.conveyortunnel.fulldescription = Transporta el artículo debajo de bloques. Para usarlo, coloque un túnel que conduce al bloque por el que se colocará el túnel, y otro del otro lado. Asegúrate de que ambos túneles estén orientados en direcciones opuestas, que se dirigen hacia los bloques a los que están ingresando o enviando.
|
||||
block.liquidjunction.name = Unión líquida
|
||||
block.liquidjunction.fulldescription = Actúa como un puente para dos conductos que cruzan. Útil en situaciones con dos conductos diferentes que llevan diferentes líquidos a diferentes lugares.
|
||||
block.liquiditemjunction.name = Unión líquidos-elementos
|
||||
block.liquiditemjunction.fulldescription = Actúa como un puente para cruzar conductos y transportadores.
|
||||
block.powerbooster.name = Ampliación de potencia
|
||||
block.powerbooster.fulldescription = Distribuye energía a todos los bloques dentro de su radio.
|
||||
block.powerlaser.name = Láser de potencia
|
||||
block.powerlaser.fulldescription = Crea un láser que transmite potencia al bloque que está delante de él. No genera ningún poder en sí mismo. Se usa mejor con generadores u otros láseres.
|
||||
block.powerlaserrouter.name = Enrutador láser
|
||||
block.powerlaserrouter.fulldescription = Láser que distribuye la potencia en tres direcciones a la vez. Útil en situaciones donde se requiere para alimentar múltiples bloques de un generador.
|
||||
block.powerlasercorner.name = Laser esquinero
|
||||
block.powerlasercorner.fulldescription = Láser que distribuye la potencia en dos direcciones a la vez. Útil en situaciones donde se requiere alimentar múltiples bloques desde un generador, y un enrutador es impreciso.
|
||||
block.teleporter.name = Teletransportador
|
||||
block.teleporter.fulldescription = Bloque de transporte de elementos avanzados. Los teleportadores ingresan elementos a otros teletransportadores del mismo color. No hace nada si no existen teletransportadores del mismo color. Si existen múltiples teleportadores del mismo color, se selecciona uno aleatorio. Utiliza el poder Toca para cambiar el color.
|
||||
block.sorter.name = Clasificador
|
||||
block.sorter.fulldescription = Ordena el artículo por tipo de material. El material a aceptar se indica por el color en el bloque. Todos los elementos que coinciden con el material de clasificación se envían hacia adelante, todo lo demás se envía a la izquierda y a la derecha.
|
||||
block.core.name = Nùcleo
|
||||
block.pump.name = Bomba
|
||||
block.pump.fulldescription = Bombea líquidos de un bloque fuente, generalmente agua, lava o aceite. Emite líquido en los conductos cercanos.
|
||||
block.fluxpump.name = Bomba de flujo
|
||||
block.fluxpump.fulldescription = Una versión avanzada de la bomba. Almacena más líquido y bombea líquido más rápido.
|
||||
block.smelter.name = horno de fundición
|
||||
block.smelter.fulldescription = El bloque de elaboración esencial. Cuando se ingresa 1 hierro y 1 carbón como combustible, se emite un acero. Se aconseja ingresar hierro y carbón en diferentes bandas para evitar obstrucciones.
|
||||
block.crucible.name = Crisol
|
||||
block.crucible.fulldescription = Un bloque de elaboración avanzada. Cuando se ingresa 1 titanio, 1 acero y 1 carbón como combustible, se emite un dirium. Se aconseja ingresar carbón, acero y titanio en diferentes bandas para evitar obstrucciones.
|
||||
block.coalpurifier.name = Extractor de carbón
|
||||
block.coalpurifier.fulldescription = Un bloque extractor básico. Salidas de carbón cuando se suministra con grandes cantidades de agua y piedra.
|
||||
block.titaniumpurifier.name = extractor de titanio
|
||||
block.titaniumpurifier.fulldescription = Un bloque extractor estándar. Salidas de titanio cuando se suministra con grandes cantidades de agua y hierro.
|
||||
block.oilrefinery.name = Refinería de petróleo
|
||||
block.oilrefinery.fulldescription = Refina grandes cantidades de aceite en artículos de carbón. Útil para alimentar torretas a base de carbón cuando las vetas de carbón son escasas.
|
||||
block.stoneformer.name = Piedra antigua
|
||||
block.stoneformer.fulldescription = Se vende lava líquida en piedra. Útil para producir cantidades masivas de piedra para purificadores de carbón.
|
||||
block.lavasmelter.name = Fundición de lava
|
||||
block.lavasmelter.fulldescription = Utiliza lava para convertir el hierro en acero. Una alternativa a las fundiciones. Útil en situaciones donde el carbón es escaso.
|
||||
block.stonedrill.name = Perforadora de piedra
|
||||
block.stonedrill.fulldescription = El taladro esencial. Cuando se coloca en baldosas de piedra, las impresiones de piedra a un ritmo lento de forma indefinida.
|
||||
block.irondrill.name = Perforadora de hierro
|
||||
block.irondrill.fulldescription = Un ejercicio básico. Cuando se coloca sobre baldosas de mineral de hierro, emite hierro a un ritmo lento indefinidamente.
|
||||
block.coaldrill.name = Perforadora de carbón
|
||||
block.coaldrill.fulldescription = Un ejercicio básico. Cuando se coloca en las baldosas de mineral de carbón, emite carbón a un ritmo lento indefinidamente.
|
||||
block.uraniumdrill.name = Taladro de uranio
|
||||
block.uraniumdrill.fulldescription = Un taladro avanzado. Cuando se coloca en placas de mineral de uranio, emite uranio a un ritmo lento de forma indefinida.
|
||||
block.titaniumdrill.name = Taladro de titanio
|
||||
block.titaniumdrill.fulldescription = Un taladro avanzado. Cuando se coloca en baldosas de mineral de titanio, emite titanio a un ritmo lento indefinidamente.
|
||||
block.omnidrill.name = omnidrill
|
||||
block.omnidrill.fulldescription = El último ejercicio Va a extraer cualquier mineral que se coloca a un ritmo rápido.
|
||||
block.coalgenerator.name = Generador de carbón
|
||||
block.coalgenerator.fulldescription = El generador esencial. Genera energía del carbón Emite energía como láser en sus 4 lados.
|
||||
block.thermalgenerator.name = Generador térmico
|
||||
block.thermalgenerator.fulldescription = Genera energía de la lava Emite energía como láser en sus 4 lados.
|
||||
block.combustiongenerator.name = Generador de combustión
|
||||
block.combustiongenerator.fulldescription = Genera energía del petróleo. Emite energía como láser en sus 4 lados.
|
||||
block.rtgenerator.name = Generador de RTG
|
||||
block.rtgenerator.fulldescription = Genera pequeñas cantidades de energía a partir de la desintegración radiactiva del uranio. Emite energía como láser en sus 4 lados.
|
||||
block.nuclearreactor.name = Reactor nuclear
|
||||
block.nuclearreactor.fulldescription = Una versión avanzada del generador RTG y el último generador de energía. Genera energía del uranio. Requiere enfriamiento constante de agua. Altamente volátil; explotará violentamente si se suministran cantidades insuficientes de refrigerante.
|
||||
block.turret.name = Torre
|
||||
block.turret.fulldescription = Una torrecilla básica y barata. Utiliza piedra para munición. Tiene un poco más de alcance que la torre doble.
|
||||
block.doubleturret.name = Doble torreta
|
||||
block.doubleturret.fulldescription = Una versión un poco más poderosa de la torreta. Utiliza piedra para munición. Hace mucho más daño, pero tiene un rango menor. Dispara dos balas.
|
||||
block.machineturret.name = Torreta de gatling
|
||||
block.machineturret.fulldescription = Una torreta versátil estándar. Utiliza hierro para munición. Tiene una velocidad de disparo rápida con un daño decente.
|
||||
block.shotgunturret.name = Torreta divisoria
|
||||
block.shotgunturret.fulldescription = Una torreta estándar. Utiliza hierro para munición. Dispara una extensión de 7 balas. Alcance más bajo, pero mayor producción de daños que la torreta de gatling.
|
||||
block.flameturret.name = Torreta de fuego
|
||||
block.flameturret.fulldescription = Torreta de corto alcance avanzada. Utiliza carbón para munición. Tiene un rango muy bajo, pero un daño muy alto. Bueno para cuartos cercanos. Recomendado para ser utilizado detrás de las paredes.
|
||||
block.sniperturret.name = Torreta railgun
|
||||
block.sniperturret.fulldescription = Torreta de largo alcance avanzada. Utiliza acero para munición. Daño muy alto, pero bajo índice de fuego. Es caro de usar, pero puede colocarse lejos de las líneas enemigas debido a su alcance.
|
||||
block.mortarturret.name = Torreta antiaérea
|
||||
block.mortarturret.fulldescription = Torreta avanzada de baja salpicadura de daños por salpicadura. Utiliza carbón para munición. Dispara un aluvión de balas que explotan en metralla. Útil para grandes multitudes de enemigos.
|
||||
block.laserturret.name = Torreta láser
|
||||
block.laserturret.fulldescription = Torreta de un solo objetivo avanzado. Utiliza el energia. Buena torre de medio alcance. Objetivo único. Nunca falla
|
||||
block.waveturret.name = Torreta tesla
|
||||
block.waveturret.fulldescription = Torreta multi-objetivo avanzada. Utiliza el poder Rango medio. Nunca falla. De Medio a bajo daño, pero puede golpear a varios enemigos simultáneamente con rayos en cadena.
|
||||
block.plasmaturret.name = Torreta de plasma
|
||||
block.plasmaturret.fulldescription = Versión altamente avanzada de la torreta de fuego. Utiliza carbón como munición. Daño muy alto, rango bajo a medio.
|
||||
block.chainturret.name = Torreta de cadena
|
||||
block.chainturret.fulldescription = La torreta de fuego rápido suprema. Usa uranio como munición. Dispara babosas grandes a una alta cadencia. Rango medio. Se extiende por múltiples bloques. Extremadamente duradero.
|
||||
block.titancannon.name = Cañón titán
|
||||
block.titancannon.fulldescription = La torreta de largo alcance suprema. Usa uranio como munición. Dispara grandes proyectiles con daño de área a una cadencia media. De largo alcance. Se extiende por múltiples bloques. Extremadamente duradero.
|
||||
block.playerspawn.name = Punto de aparición del jugador
|
||||
block.enemyspawn.name = Generador de enemigos
|
553
semag/mind/assets/bundles/bundle_fr.properties
Normal file
@ -0,0 +1,553 @@
|
||||
text.about = Créé par [ROYAL]Anuken.[]\nA l'origine une entrée dans le [orange]GDL[] MM Jam.\n\nCrédits: \n- SFX réalisé avec [yellow]bfxr[] \n- Musique faite par [lime]RoccoW[] / trouvé sur [lime]FreeMusicArchive.org[] \n\nRemerciements particuliers à:\n- [coral]MitchellFJN[]: nombreux tests et retours d'expérience \n- [sky]Luxray5474[]: travail wiki, contributions de code \n- [lime]Epowerj[]: système de compilation de code, icône \n- Tous les beta testeurs sont sur itch.io et Google Play\n
|
||||
text.credits = Credits
|
||||
text.discord = Rejoignez le discord de Mindustry
|
||||
text.link.discord.description = the official Mindustry discord chatroom
|
||||
text.link.github.description = Game source code
|
||||
text.link.dev-builds.description = Unstable development builds
|
||||
text.link.trello.description = Official trello board for planned features
|
||||
text.link.itch.io.description = itch.io page with PC downloads and web version
|
||||
text.link.google-play.description = Google Play store listing
|
||||
text.link.wiki.description = official Mindustry wiki
|
||||
text.linkfail = Failed to open link!\nThe URL has been copied to your cliboard.
|
||||
text.classic.unsupported = Mindustry classic does not support this feature.
|
||||
text.multiplayer.web = This version of the game does not support multiplayer!\nTo play multiplayer from your browser, use the "multiplayer web version" link at the itch.io page.
|
||||
text.gameover = Le noyau a été détruit.
|
||||
text.highscore = [YELLOW]Nouveau meilleur score!
|
||||
text.lasted = Vous avez duré jusqu'à la vague
|
||||
text.level.highscore = Meilleur score: [accent]{0}
|
||||
text.level.delete.title = Confirmer
|
||||
text.level.delete = Êtes-vous sûr de vouloir supprimer la carte "[orange] "?
|
||||
text.level.select = Sélection de niveau
|
||||
text.level.mode = Mode de jeu :
|
||||
text.savegame = Sauvegarder la partie
|
||||
text.loadgame = Charger la partie
|
||||
text.joingame = Rejoindre la partie
|
||||
text.newgame = New Game
|
||||
text.quit = Quitter
|
||||
text.about.button = À propos
|
||||
text.name = Nom :
|
||||
text.public = Publique
|
||||
text.players = joueurs en ligne
|
||||
text.server.player.host = Héberger
|
||||
text.players.single = joueur en ligne
|
||||
text.server.mismatch = Erreur de paquet: possible incompatibilité de version client/serveur. Assurez-vous que vous et l'hôte avez la dernière version de Mindustry!
|
||||
text.server.closing = [accent]Fermeture du serveur ...
|
||||
text.server.kicked.kick = Vous avez été expulsé du serveur!
|
||||
text.server.kicked.fastShoot = You are shooting too quickly.
|
||||
text.server.kicked.invalidPassword = Mot de passe non valide !
|
||||
text.server.kicked.clientOutdated = Client dépassé! Mettez à jour votre jeu!
|
||||
text.server.kicked.serverOutdated = Serveur dépassé! Demandez à l'hôte de le mettre à jour!
|
||||
text.server.kicked.banned = Vous êtes banni sur ce serveur.
|
||||
text.server.kicked.recentKick = You have been kicked recently.\nWait before connecting again.
|
||||
text.server.connected = a rejoint le serveur
|
||||
text.server.disconnected = {0} s'est déconnecté.
|
||||
text.nohost = Impossible d'héberger le serveur sur une carte personnalisée!
|
||||
text.host.info = The [accent]host[] button hosts a server on ports [scarlet]6567[] and [scarlet]6568.[]\nAnybody on the same [LIGHT_GRAY]wifi or local network[] should be able to see your server in their server list.\n\nIf you want people to be able to connect from anywhere by IP, [accent]port forwarding[] is required.\n\n[LIGHT_GRAY]Note: If someone is experiencing trouble connecting to your LAN game, make sure you have allowed Mindustry access to your local network in your firewall settings.
|
||||
text.join.info = Here, you can enter a [accent]server IP[] to connect to, or discover [accent]local network[] servers to connect to.\nBoth LAN and WAN multiplayer is supported.\n\n[LIGHT_GRAY]Note: There is no automatic global server list; if you want to connect to someone by IP, you would need to ask the host for their IP.
|
||||
text.hostserver = Héberger un serveur
|
||||
text.host = Héberger
|
||||
text.hosting = [accent]Ouverture du serveur ...
|
||||
text.hosts.refresh = Actualiser
|
||||
text.hosts.discovering = Recherche de parties LAN
|
||||
text.server.refreshing = Actualisation du serveur
|
||||
text.hosts.none = [lightgray]Aucun jeu LAN trouvé!
|
||||
text.host.invalid = [scarlet]Impossible de se connecter à l'hôte.
|
||||
text.server.friendlyfire = Tir allié
|
||||
text.trace = suivre le joueur
|
||||
text.trace.playername = Nom du joueur: [accent] {0}
|
||||
text.trace.ip = IP: [accent] {0}
|
||||
text.trace.id = ID unique: [accent] {0}
|
||||
text.trace.android = Client Android: [accent] {0}
|
||||
text.trace.modclient = Client personnalisé: [accent] {0}
|
||||
text.trace.totalblocksbroken = Total des blocs détruits: [accent] {0}
|
||||
text.trace.structureblocksbroken = Blocs de structure détruits: [accent] {0}
|
||||
text.trace.lastblockbroken = Dernier bloc détruit: [accent] {0}
|
||||
text.trace.totalblocksplaced = Nombre total de blocs placés: [accent] {0}
|
||||
text.trace.lastblockplaced = Dernier bloc placé: [accent] {0}
|
||||
text.invalidid = ID client invalide! Soumettre un rapport de bug
|
||||
text.server.bans = Interdictions
|
||||
text.server.bans.none = Aucun joueur banni trouvé!
|
||||
text.server.admins = Administrateurs
|
||||
text.server.admins.none = Aucun administrateur trouvé!
|
||||
text.server.add = Ajouter un serveur
|
||||
text.server.delete = Êtes-vous sûr de vouloir supprimer ce serveur?
|
||||
text.server.hostname = Héberger
|
||||
text.server.edit = éditer le serveur
|
||||
text.server.outdated = [crimson]Serveur obsolète![]
|
||||
text.server.outdated.client = [Crimson]Client obsolète![]
|
||||
text.server.version = [lightgray]Version: {0}
|
||||
text.server.custombuild = [jaune]Construction personnalisée
|
||||
text.confirmban = Êtes-vous sûr de vouloir bannir ce joueur?
|
||||
text.confirmunban = Êtes-vous sûr de vouloir annuler le ban de ce joueur?
|
||||
text.confirmadmin = Êtes-vous sûr de vouloir faire de ce joueur un administrateur?
|
||||
text.confirmunadmin = Êtes-vous sûr de vouloir supprimer le statut d'administrateur de ce joueur?
|
||||
text.joingame.byip = Rejoindre par IP ...
|
||||
text.joingame.title = Rejoindre une partie
|
||||
text.joingame.ip = IP :
|
||||
text.disconnect = Déconnecté
|
||||
text.disconnect.data = Failed to load world data!
|
||||
text.connecting = [accent]Connexion ...
|
||||
text.connecting.data = [accent] Chargement des données de la partie ...
|
||||
text.connectfail = [crimson] Échec de la connexion au serveur : [orange]
|
||||
text.server.port = Port :
|
||||
text.server.addressinuse = Adresse déjà utilisée!
|
||||
text.server.invalidport = Numéro de port incorrect.
|
||||
text.server.error = [crimson]Erreur lors de l'hébergement du serveur: [orange] {0}
|
||||
text.tutorial.back = < Précédent\n
|
||||
text.tutorial.next = Suivant>
|
||||
text.save.new = Nouvelle sauvegarde
|
||||
text.save.overwrite = Êtes-vous sûr de vouloir remplacer cette sauvegarde?
|
||||
text.overwrite = Écraser
|
||||
text.save.none = Aucune sauvegarde trouvée!
|
||||
text.saveload = [accent]Sauvegarde ...
|
||||
text.savefail = Échec de la sauvegarde du jeu !
|
||||
text.save.delete.confirm = Êtes-vous sûr de vouloir supprimer cette sauvegarde?
|
||||
text.save.delete = Supprimer
|
||||
text.save.export = Exporter la sauvegarde
|
||||
text.save.import.invalid = [orange]Cette sauvegarde est invalide!
|
||||
text.save.import.fail = [crimson]Echec de l'importation de la sauvegarde: [orange] {0}
|
||||
text.save.export.fail = [crimson]Échec de l'exportation de la sauvegarde: [orange] {0}
|
||||
text.save.import = Importer la sauvegarde
|
||||
text.save.newslot = Enregistrer le nom:
|
||||
text.save.rename = Renommer
|
||||
text.save.rename.text = Nouveau nom:
|
||||
text.selectslot = Sélectionnez une sauvegarde.
|
||||
text.slot = [accent]Emplacement {0}
|
||||
text.save.corrupted = [orange]Le fichier enregistrer est corrompu ou invalide!
|
||||
text.empty = <vide>
|
||||
text.on = Allumer
|
||||
text.off = Eteint
|
||||
text.save.autosave = Sauvegarde automatique
|
||||
text.save.map = Carte
|
||||
text.save.wave = Vague :
|
||||
text.save.difficulty = DIFFICULTÉ
|
||||
text.save.date = Dernière sauvegarde: {0}
|
||||
text.confirm = Confirmer
|
||||
text.delete = Supprimer
|
||||
text.ok = OK
|
||||
text.open = Ouvrir
|
||||
text.cancel = Annuler
|
||||
text.openlink = Lien public
|
||||
text.copylink = Copy Link
|
||||
text.back = Retour
|
||||
text.quit.confirm = Êtes-vous sûr de vouloir quitter?
|
||||
text.changelog.title = Note de mise à jour
|
||||
text.changelog.loading = Getting changelog...
|
||||
text.changelog.error.android = [orange]Note that the changelog sometimes does not work on Android 4.4 and below!\nThis is due to an internal Android bug.
|
||||
text.changelog.error.ios = [orange]The changelog is currently not supported in iOS.
|
||||
text.changelog.error = [Scarlet] Erreur lors de l'obtention du changement de serveur! Vérifiez votre connexion internet.
|
||||
text.changelog.current = [jaune] [[Version actuelle]
|
||||
text.changelog.latest = [orange][[Dernière version]
|
||||
text.loading = [accent]Chargement ...
|
||||
text.wave = [orange]Vague {0}
|
||||
text.wave.waiting = Vague dans {0}
|
||||
text.waiting = Attente...
|
||||
text.enemies = ennemis
|
||||
text.enemies.single = Ennemi
|
||||
text.loadimage = Charger l'image
|
||||
text.saveimage = Enregistrer l'image
|
||||
text.oregen = Génération de minerais
|
||||
text.editor.badsize = [orange]Dimensions de l'image non valides![] Dimensions de la carte valides: {0}
|
||||
text.editor.errorimageload = Erreur lors du chargement du fichier image:[orange] {0}
|
||||
text.editor.errorimagesave = Erreur lors de la sauvegarde du fichier image:[orange] {0}
|
||||
text.editor.generate = Générer
|
||||
text.editor.resize = Redimensionner
|
||||
text.editor.loadmap = Charger la carte
|
||||
text.editor.savemap = Enregistrer la carte
|
||||
text.editor.loadimage = Charger l'image
|
||||
text.editor.saveimage = Enregistrer l'image
|
||||
text.editor.unsaved = [scarlet] Vous avez des changements non sauvegardés![] Êtes-vous sûr de vouloir quitter?
|
||||
text.editor.brushsize = Taille de la brosse:
|
||||
text.editor.noplayerspawn = Cette carte n'a pas de point d'apparition de joueur!
|
||||
text.editor.manyplayerspawns = Les cartes ne peuvent pas avoir plus d'un point d'apparition de joueur!
|
||||
text.editor.manyenemyspawns = Il ne peut pas avoir plus de {0} points d'apparition ennemis!
|
||||
text.editor.resizemap = Redimensionner la carte
|
||||
text.editor.resizebig = [scarlet]Attention![] Les cartes de plus de 256 unités peuvent laggés et être instables.
|
||||
text.editor.mapname = Nom de la carte:
|
||||
text.editor.overwrite = [accent]Attention! Cela écrasera la carte existante.
|
||||
text.editor.failoverwrite = [Crimson]Impossible d'écraser la carte par défaut!
|
||||
text.editor.selectmap = Sélectionnez une carte à charger:
|
||||
text.width = Largeur:
|
||||
text.height = Hauteur:
|
||||
text.randomize = Rendre aléatoire
|
||||
text.apply = Appliquer
|
||||
text.update = Modifier
|
||||
text.menu = Menu
|
||||
text.play = Jouer
|
||||
text.load = Charger
|
||||
text.save = Sauvegarder
|
||||
text.language.restart = Veuillez redémarrer votre jeu pour que les paramètres de langue soient appliqués.
|
||||
text.settings.language = Langue
|
||||
text.settings = Réglages
|
||||
text.tutorial = Tutoriel
|
||||
text.editor = Éditeur
|
||||
text.mapeditor = Éditeur de carte
|
||||
text.donate = Faire un don
|
||||
text.settings.reset = Valeur par défaut.
|
||||
text.settings.controls = Contrôles
|
||||
text.settings.game = Jeu
|
||||
text.settings.sound = Son
|
||||
text.settings.graphics = Graphique
|
||||
text.upgrades = Améliorations
|
||||
text.purchased = [VERT]Créé!
|
||||
text.weapons = Armes
|
||||
text.paused = Pause
|
||||
text.respawn = Réapparition dans
|
||||
text.info.title = [accent]Info
|
||||
text.error.title = [crimson]Une erreur est survenue
|
||||
text.error.crashmessage = [SCARLET]Une erreur inattendue est survenue, et aurait provoqué un crash.[] Veuillez indiquer les circonstances exactes dans lesquelles cette erreur est survenue au développeur:[ORANGE] anukendev@gmail.com[]
|
||||
text.error.crashtitle = Une erreur est survenue
|
||||
text.mode.break = Mode de rupture: {0}
|
||||
text.mode.place = Placez le mode: {0}
|
||||
placemode.hold.name = Ligne
|
||||
placemode.areadelete.name = surface
|
||||
placemode.touchdelete.name = toucher
|
||||
placemode.holddelete.name = tenir
|
||||
placemode.none.name = aucun
|
||||
placemode.touch.name = toucher
|
||||
placemode.cursor.name = curseur
|
||||
text.blocks.extrainfo = [accent] info supplémentaire du bloc:
|
||||
text.blocks.blockinfo = Bloquer les infos
|
||||
text.blocks.powercapacity = capacité d'énergie
|
||||
text.blocks.powershot = Energie/Tir
|
||||
text.blocks.powersecond = Energie/Seconde
|
||||
text.blocks.powerdraindamage = Utilisation d'énergie/Dommage
|
||||
text.blocks.shieldradius = rayon du bouclier
|
||||
text.blocks.itemspeedsecond = Vitesse d'Article/Seconde
|
||||
text.blocks.range = Portée
|
||||
text.blocks.size = Taille
|
||||
text.blocks.powerliquid = énergie/Liquide
|
||||
text.blocks.maxliquidsecond = Max Liquide/Seconde
|
||||
text.blocks.liquidcapacity = Capacité liquide
|
||||
text.blocks.liquidsecond = Liquide/seconde
|
||||
text.blocks.damageshot = Dégâts/tir
|
||||
text.blocks.ammocapacity = Capacité de munitions
|
||||
text.blocks.ammo = Munition
|
||||
text.blocks.ammoitem = Munitions/Article
|
||||
text.blocks.maxitemssecond = Max articles/seconde
|
||||
text.blocks.powerrange = Gamme de puissance
|
||||
text.blocks.lasertilerange = portée du laser
|
||||
text.blocks.capacity = Capacité
|
||||
text.blocks.itemcapacity = Capacité article
|
||||
text.blocks.maxpowergenerationsecond = Génération max d'énergie/seconde
|
||||
text.blocks.powergenerationsecond = Génération d'énergie/seconde
|
||||
text.blocks.generationsecondsitem = Génération Secondes / item
|
||||
text.blocks.input = entrée
|
||||
text.blocks.inputliquid = Entrée de liquide
|
||||
text.blocks.inputitem = entré d'article
|
||||
text.blocks.output = Sortie
|
||||
text.blocks.secondsitem = Secondes/article
|
||||
text.blocks.maxpowertransfersecond = Transfert max d'énergie/seconde
|
||||
text.blocks.explosive = Hautement explosif !
|
||||
text.blocks.repairssecond = Réparation/seconde
|
||||
text.blocks.health = Santé
|
||||
text.blocks.inaccuracy = Inexactitude
|
||||
text.blocks.shots = tirs
|
||||
text.blocks.shotssecond = Tirs/seconde
|
||||
text.blocks.fuel = Carburant
|
||||
text.blocks.fuelduration = Durée du carburant
|
||||
text.blocks.maxoutputsecond = Sortie max/seconde
|
||||
text.blocks.inputcapacity = Capacité d'entrée
|
||||
text.blocks.outputcapacity = Capacité de sortie
|
||||
text.blocks.poweritem = Energie/Article
|
||||
text.placemode = Mode Placement
|
||||
text.breakmode = Mode destruction
|
||||
text.health = santé
|
||||
setting.difficulty.easy = facile
|
||||
setting.difficulty.normal = normal
|
||||
setting.difficulty.hard = difficile
|
||||
setting.difficulty.insane = Extreme
|
||||
setting.difficulty.purge = Purge
|
||||
setting.difficulty.name = Difficulté:
|
||||
setting.screenshake.name = Tremblement d'écran
|
||||
setting.smoothcam.name = Caméra lisse
|
||||
setting.indicators.name = Indicateurs ennemis
|
||||
setting.effects.name = Effets d'affichage
|
||||
setting.sensitivity.name = Sensibilité de la manette
|
||||
setting.saveinterval.name = Intervalle des sauvegardes auto
|
||||
setting.seconds = {0} secondes
|
||||
setting.fullscreen.name = Plein écran
|
||||
setting.multithread.name = Multithreading [scarlet] (instable!)
|
||||
setting.fps.name = Afficher FPS
|
||||
setting.vsync.name = VSync
|
||||
setting.lasers.name = Afficher les rayons des lasers
|
||||
setting.previewopacity.name = Placing Preview Opacity
|
||||
setting.healthbars.name = Afficher les barres de santé des entités
|
||||
setting.pixelate.name = Pixéliser l'écran
|
||||
setting.musicvol.name = volume musique
|
||||
setting.mutemusic.name = Musique muette
|
||||
setting.sfxvol.name = Volume SFX
|
||||
setting.mutesound.name = Son muet
|
||||
map.maze.name = Labyrinthe
|
||||
map.fortress.name = forteresse
|
||||
map.sinkhole.name = gouffre
|
||||
map.caves.name = cavernes
|
||||
map.volcano.name = volcan
|
||||
map.caldera.name = chaudron
|
||||
map.scorch.name = brûlure
|
||||
map.desert.name = désert
|
||||
map.island.name = Île
|
||||
map.grassland.name = prairie
|
||||
map.tundra.name = toundra
|
||||
map.spiral.name = spirale
|
||||
map.tutorial.name = tutoriel
|
||||
tutorial.intro.text = [yellow]Bienvenue dans le tutoriel[]. Pour commencer, appuyez sur "suivant".
|
||||
tutorial.moveDesktop.text = Pour vous déplacer, utilisez les touches [orange][[WASD][]. Maintenez [orange]shift[] pour accélérer. Maintenez la touche [orange]CTRL[] enfoncée tout en utilisant la [orange]molette[] pour effectuer un zoom avant ou arrière.
|
||||
tutorial.shoot.text = Utilisez votre souris pour viser, maintenez le [orange]bouton gauche de la souris[] pour tirer. Essayez de pratiquer sur la [yellow]cible[].
|
||||
tutorial.moveAndroid.text = Pour déplacer votre vue, faites glisser un doigt sur l'écran. Pincez et faites glisser pour effectuer un zoom avant ou arrière.
|
||||
tutorial.placeSelect.text = Essayez de sélectionner un [yellow]transporteur[] dans le menu des blocs en bas à droite.
|
||||
tutorial.placeConveyorDesktop.text = Utilisez la [orange][[molette][] pour faire pivoter le transporteur [orange]vers l'avant[], puis placez-le dans l'emplacement [yellow]marqué[] en utilisant le [orange][[bouton gauche de la souris][].
|
||||
tutorial.placeConveyorAndroid.text = Utilisez [orange][[bouton de rotation][] pour faire pivoter le transporteur [orange]vers l'avant[], faites-le glisser avec votre doigt, puis placez-le dans l'emplacement [yellow]marqué[] avec [orange][[coche][].
|
||||
tutorial.placeConveyorAndroidInfo.text = Vous pouvez également appuyer sur l'icône du réticule en bas à gauche pour passer en [orange][[mode tactile][] et placer des blocs en appuyant sur l'écran. En mode tactile, les blocs peuvent être pivotés avec la flèche en bas à gauche. Appuyez sur [yellow]suivant[] pour essayer.
|
||||
tutorial.placeDrill.text = Maintenant, sélectionnez et placez un [yellow]extracteur de pierre[] à l'endroit marqué.
|
||||
tutorial.blockInfo.text = Si vous voulez en savoir plus sur un bloc, vous pouvez appuyer sur le [orange]point d'interrogation[] en haut à droite pour lire sa description.
|
||||
tutorial.deselectDesktop.text = Vous pouvez désélectionner un bloc en utilisant le [orange][[bouton droit de la souris][].
|
||||
tutorial.deselectAndroid.text = Vous pouvez désélectionner un bloc en appuyant sur le bouton [orange]X[].
|
||||
tutorial.drillPlaced.text = L'extracteur produira maintenant de la [yellow]pierre[], qui sera placée sur le transporteur, puis sera emmenée dans le [yellow]noyau[].
|
||||
tutorial.drillInfo.text = Différents minerais ont besoin de différents extracteurs. La pierre nécessite des extracteurs de pierre, le fer des extracteurs de fer,...etc...
|
||||
tutorial.drillPlaced2.text = Le déplacement d'article dans le noyau le place dans votre[yellow]inventaire[], au milieu à droite. Le placement de blocs utilise les éléments de votre inventaire.
|
||||
tutorial.moreDrills.text = Vous pouvez relier plusieurs extracteurs et transporteurs ensemble, comme ça.
|
||||
tutorial.deleteBlock.text = Vous pouvez supprimer des blocs en cliquant sur le clique [orange]droit de la souris[] sur le bloc que vous voulez supprimer. Essayez de supprimer ce transporteur.
|
||||
tutorial.deleteBlockAndroid.text = Vous pouvez supprimer des blocs en [orange]sélectionnant le réticule[] dans [orange] le menu du mode destruction[] en bas à gauche et en appuyant sur un bloc. Essayez de supprimer ce transporteur.
|
||||
tutorial.placeTurret.text = Maintenant, sélectionnez et placez une [yellow]tourelle[] à l'[yellow]emplacement marqué[].
|
||||
tutorial.placedTurretAmmo.text = Cette tourelle accepte maintenant les [yellow]munitions[] du transporteur. Vous pouvez voir combien de munitions elle a en la survolant et en vérifiant sa [green]barre verte[].
|
||||
tutorial.turretExplanation.text = Les tourelles tirent automatiquement sur l'ennemi le plus proche, pourvu qu'elles aient suffisamment de munitions.
|
||||
tutorial.waves.text = Toutes les [yellow]60 secondes[], une [coral]vague d'ennemis[] apparaîtra dans des endroits spécifiques et tentera de détruire votre noyau.
|
||||
tutorial.coreDestruction.text = Votre objectif est de [yellow]défendre le noyau[]. Si le noyau est détruit, vous [coral]perdez le jeu[].
|
||||
tutorial.pausingDesktop.text = Si vous avez besoin de faire une pause, appuyez sur le bouton [orange]pause[] en haut à gauche pour mettre le jeu en pause. Vous pouvez toujours casser et placer des blocs en pause, mais vous ne pouvez pas bouger ou tirer.
|
||||
tutorial.pausingAndroid.text = Si vous avez besoin de faire une pause, appuyez sur le bouton [orange]pause[] en haut à gauche pour mettre le jeu en pause. Vous pouvez toujours casser et placer des blocs en pause.
|
||||
tutorial.purchaseWeapons.text = Vous pouvez acheter de nouvelles [yellow]armes[] pour votre robot en ouvrant le menu de mise à niveau en bas à gauche.
|
||||
tutorial.switchWeapons.text = Changez d'arme en cliquant sur l'icône en bas à droite, ou en utilisant les chiffres [orange][[1-9][].
|
||||
tutorial.spawnWave.text = Une vague arrive. Détruisez-les.
|
||||
tutorial.pumpDesc.text = Dans les vagues plus lointaines, vous devrez peut-être utiliser des [yellow]pompes[] pour distribuer du liquide pour les générateurs ou les extracteurs.
|
||||
tutorial.pumpPlace.text = Les pompes fonctionnent de la même manière que les extracteurs, sauf qu'elles récoltent du liquides et non du minerai. Essayez de placer une pompe sur [yellow]pétrole[] désigné.
|
||||
tutorial.conduitUse.text = Maintenant, placez un [orange]conduit[] qui s'éloigne de la pompe.
|
||||
tutorial.conduitUse2.text = Et un autre ...
|
||||
tutorial.conduitUse3.text = Et un autre ...
|
||||
tutorial.generator.text = Maintenant, placez un bloc [orange]de générateur à combustion[] à l'extrémité du conduit.
|
||||
tutorial.generatorExplain.text = Ce générateur va maintenant créer de l' [yellow]énergie[] à partir de pétrole.
|
||||
tutorial.lasers.text = L'énergie est distribuée à l'aide de [yellow]lasers d'énergie[]. Tournez et placez-en un ici.
|
||||
tutorial.laserExplain.text = Le générateur va maintenant déplacer la puissance dans le laser. Un faisceau [yellow]opaque[] signifie qu'il transmet actuellement de la puissance, et un faisceau [yellow]transparent[] signifie que ce n'est pas le cas.
|
||||
tutorial.laserMore.text = Vous pouvez vérifier la puissance d'un bloc en survolant celui-ci et en vérifiant la [yellow]barre jaune[] en haut.
|
||||
tutorial.healingTurret.text = Ce laser peut être utilisé pour alimenter une [lime]tourelle de réparation[]. Placez-en une ici.
|
||||
tutorial.healingTurretExplain.text = Tant qu'elle a de la puissance, cette tourelle [lime]réparera les blocs voisins[].En jouant, assurez-vous d'en avoir une dans votre base le plus rapidement possible!
|
||||
tutorial.smeltery.text = De nombreux blocs nécessitent de l' [orange]acier[] pour fabriquer, ce qui nécessite une [orange]fonderie[]. Placez-en une ici.
|
||||
tutorial.smelterySetup.text = Cette fonderie produira maintenant de l' [orange]acier[] à partir du fer, utilisant le charbon comme combustible.
|
||||
tutorial.tunnelExplain.text = Notez également que les objets traversent un [orange]tunnel[] et émergent de l'autre côté, traversant le bloc de pierre. Gardez à l'esprit que les tunnels ne peuvent traverser que 2 blocs.
|
||||
tutorial.end.text = Et cela conclut le tutoriel! Bonne chance!
|
||||
text.keybind.title = Relier le clés
|
||||
keybind.move_x.name = mouvement x
|
||||
keybind.move_y.name = mouvement y
|
||||
keybind.select.name = sélectionner
|
||||
keybind.break.name = Pause
|
||||
keybind.shoot.name = tirer
|
||||
keybind.zoom_hold.name = tenir le zoom
|
||||
keybind.zoom.name = zoom
|
||||
keybind.block_info.name = bloc_info
|
||||
keybind.menu.name = menu
|
||||
keybind.pause.name = Pause
|
||||
keybind.dash.name = attaque frontal
|
||||
keybind.chat.name = chat
|
||||
keybind.player_list.name = Liste des joueurs
|
||||
keybind.console.name = console
|
||||
keybind.rotate_alt.name = tourner_alt
|
||||
keybind.rotate.name = Tourner
|
||||
keybind.weapon_1.name = Arme 1
|
||||
keybind.weapon_2.name = Arme 2
|
||||
keybind.weapon_3.name = Arme 3
|
||||
keybind.weapon_4.name = Arme 4
|
||||
keybind.weapon_5.name = Arme 5
|
||||
keybind.weapon_6.name = Arme 6
|
||||
mode.text.help.title = Description of modes
|
||||
mode.waves.name = Vagues
|
||||
mode.waves.description = the normal mode. limited resources and automatic incoming waves.
|
||||
mode.sandbox.name = bac à sable
|
||||
mode.sandbox.description = infinite resources and no timer for waves.
|
||||
mode.freebuild.name = construction libre
|
||||
mode.freebuild.description = limited resources and no timer for waves.
|
||||
upgrade.standard.name = La norme
|
||||
upgrade.standard.description = Le robot standard.
|
||||
upgrade.blaster.name = blaster
|
||||
upgrade.blaster.description = Tire faiblement et lentetement.
|
||||
upgrade.triblaster.name = Tri-blaster
|
||||
upgrade.triblaster.description = Tire 3 balles se propageant en V.
|
||||
upgrade.clustergun.name = clustergun
|
||||
upgrade.clustergun.description = Tire une portée de grenades explosives.
|
||||
upgrade.beam.name = beam cannon
|
||||
upgrade.beam.description = Tire un rayon laser de perçage à longue portée.
|
||||
upgrade.vulcan.name = Vulcain
|
||||
upgrade.vulcan.description = Tire un barrage de balles rapides.
|
||||
upgrade.shockgun.name = shockgun
|
||||
upgrade.shockgun.description = Tire une charge de balles qui explosent en éclats.
|
||||
item.stone.name = pierre
|
||||
item.iron.name = fer
|
||||
item.coal.name = charbon
|
||||
item.steel.name = Acier
|
||||
item.titanium.name = Titane
|
||||
item.dirium.name = dirium
|
||||
item.uranium.name = uranium
|
||||
item.sand.name = sable
|
||||
liquid.water.name = eau
|
||||
liquid.plasma.name = plasma
|
||||
liquid.lava.name = lave
|
||||
liquid.oil.name = pétrole
|
||||
block.weaponfactory.name = usine d'armes
|
||||
block.weaponfactory.fulldescription = Utilisé pour créer des armes pour le joueur robot. Cliquez pour utiliser. Extrait automatiquement les ressources du noyau.
|
||||
block.air.name = air
|
||||
block.blockpart.name = partie de block
|
||||
block.deepwater.name = eaux profondes
|
||||
block.water.name = eau
|
||||
block.lava.name = lave
|
||||
block.oil.name = pétrole
|
||||
block.stone.name = pierre
|
||||
block.blackstone.name = pierre noire
|
||||
block.iron.name = fer
|
||||
block.coal.name = charbon
|
||||
block.titanium.name = titane
|
||||
block.uranium.name = uranium
|
||||
block.dirt.name = terre
|
||||
block.sand.name = sable
|
||||
block.ice.name = glace
|
||||
block.snow.name = neige
|
||||
block.grass.name = herbe
|
||||
block.sandblock.name = bloc de sable
|
||||
block.snowblock.name = bloc de neige
|
||||
block.stoneblock.name = bloc de pierre
|
||||
block.blackstoneblock.name = bloc de roche noire
|
||||
block.grassblock.name = bloc d'herbe
|
||||
block.mossblock.name = bloc de mousse
|
||||
block.shrub.name = arbuste
|
||||
block.rock.name = roche
|
||||
block.icerock.name = roche de glace
|
||||
block.blackrock.name = roche noire
|
||||
block.dirtblock.name = bloc de terre
|
||||
block.stonewall.name = mur de pierres
|
||||
block.stonewall.fulldescription = Un bloc défensif bon marché. Utile pour protéger le noyau et les tourelles durant les premières vagues.
|
||||
block.ironwall.name = mur de fer
|
||||
block.ironwall.fulldescription = Un bloc défensif de base. Fournit une protection contre les ennemis.
|
||||
block.steelwall.name = mur en acier
|
||||
block.steelwall.fulldescription = Un bloc défensif standard. une protection adéquate contre les ennemis.
|
||||
block.titaniumwall.name = mur de titane
|
||||
block.titaniumwall.fulldescription = Un bloc défensif très résistant. Fournit une protection contre les ennemis.
|
||||
block.duriumwall.name = mur de dirium
|
||||
block.duriumwall.fulldescription = Un bloc défensif extrêmement résistant. Fournit une protection contre les ennemis.
|
||||
block.compositewall.name = mur composite
|
||||
block.steelwall-large.name = grand mur d'acier
|
||||
block.steelwall-large.fulldescription = Un bloc défensif standard, prend plusieurs blocs de largeurs.
|
||||
block.titaniumwall-large.name = grand mur de titane
|
||||
block.titaniumwall-large.fulldescription = Un bloc défensif très résistant, prend plusieurs blocs de largeurs.
|
||||
block.duriumwall-large.name = grand mur de dirium
|
||||
block.duriumwall-large.fulldescription = Un bloc défensif extrêmement résistant, prend plusieurs blocs de largeurs.
|
||||
block.titaniumshieldwall.name = mur blindé
|
||||
block.titaniumshieldwall.fulldescription = Un bloc défensif solide, avec un bouclier intégré. Nécessite de l'énergie. Utilise l'énergie pour absorber les balles ennemies. Il est recommandé d'utiliser un distributeur d'énergie pour fournir de l'énergie à ce bloc.
|
||||
block.repairturret.name = tourelle de réparation
|
||||
block.repairturret.fulldescription = Répare les blocs avoisinants endommagés dans un zone circulaire à un rythme lent. Utilise de l'énergie.
|
||||
block.megarepairturret.name = tourelle de réparation II
|
||||
block.megarepairturret.fulldescription = Répare les blocs avoisinants endommagés dans un zone circulaire à un rythme régulier. Utilise de l'énergie.
|
||||
block.shieldgenerator.name = générateur de bouclier
|
||||
block.shieldgenerator.fulldescription = Un bloc défensif avancé. Protège tous les blocs avoisinants dans une zone circulaire. Utilise l'énergie à un rythme lent, mais draine beaucoup d'énergie au contact d'un tir ennemi.
|
||||
block.door.name = porte
|
||||
block.door.fulldescription = Un bloc qui peut être ouvert et fermé en cliquant dessus.
|
||||
block.door-large.name = grande porte
|
||||
block.door-large.fulldescription = Un bloc qui peut être ouvert et fermé en cliquant dessus.
|
||||
block.conduit.name = conduit
|
||||
block.conduit.fulldescription = Bloc de transport de liquide basique. Fonctionne comme un transporteur, mais avec des liquides. A placé à coté de pompes. Peut être utilisé comme un pont sur les liquides pour les ennemis et les joueurs.
|
||||
block.pulseconduit.name = conduit à impulsion
|
||||
block.pulseconduit.fulldescription = Bloc de transport de liquide avancé. Transporte les liquides plus rapidement et stocke plus que les conduits standards.
|
||||
block.liquidrouter.name = routeur de liquide
|
||||
block.liquidrouter.fulldescription = Fonctionne de manière similaire à un routeur. Accepte l'entrée de liquide d'un côté et l'envoie vers 3 autres côtés. Utile pour répartir le liquide d'un conduit vers plusieurs autres conduits.
|
||||
block.conveyor.name = transporteur
|
||||
block.conveyor.fulldescription = Bloc de transport standard. Déplace les objets vers l'avant et les dépose automatiquement dans les tourelles ou des blocs d'artisanats. Rotatif. Peut être utilisé comme une plateforme sur les liquides, pour les ennemis et les joueurs.
|
||||
block.steelconveyor.name = transporteur en acier
|
||||
block.steelconveyor.fulldescription = transporteur d'articles avancé. Déplace les objets plus rapidement que les transporteurs standards.
|
||||
block.poweredconveyor.name = transporteur à impulsions
|
||||
block.poweredconveyor.fulldescription = Le transporteur d'articles ultime. Déplace les articles plus rapidement que les convoyeurs en acier.
|
||||
block.router.name = Routeur
|
||||
block.router.fulldescription = Accepte les éléments d'une direction et les distribue dans 3 autres directions. Peut également stocker une certaine quantité d'articles. Utile pour diviser cette quantité afin d'approvisionner plusieurs tourelles ou des blocs d'artisanat.
|
||||
block.junction.name = jonction
|
||||
block.junction.fulldescription = Agit comme un pont pour deux transporteurs qui se croisent et qui possèdent différents articles.
|
||||
block.conveyortunnel.name = tunnel de transport
|
||||
block.conveyortunnel.fulldescription = Transporte des articles sous les blocs. Pour l'utiliser, placez les entre des blocs, au maximum deux. Assurez-vous que les deux tunnels sont orientés dans des directions opposées.
|
||||
block.liquidjunction.name = jonction à liquide
|
||||
block.liquidjunction.fulldescription = Agit comme un pont pour deux conduits. Utile dans la situations ou deux conduits se croisent et transportent différents liquides.
|
||||
block.liquiditemjunction.name = jonction de liquide-article
|
||||
block.liquiditemjunction.fulldescription = Agit comme un pont pour croiser les conduits et les convoyeurs.
|
||||
block.powerbooster.name = distributeur d'énergie
|
||||
block.powerbooster.fulldescription = Distribue la puissance à tous les blocs avoisinants dans une zone circulaire.
|
||||
block.powerlaser.name = laser d'énergie
|
||||
block.powerlaser.fulldescription = Crée un laser qui transmet la puissance au bloc en face de lui. Ne génère pas d'énergie par lui-même. Idéal avec des générateurs ou d'autres lasers.
|
||||
block.powerlaserrouter.name = routeur laser
|
||||
block.powerlaserrouter.fulldescription = Laser qui distribue la puissance à trois directions à la fois. Utile pour séparer l'énergie afin d'alimenter plusieurs blocs
|
||||
block.powerlasercorner.name = laser en angle droit
|
||||
block.powerlasercorner.fulldescription = Laser qui distribue la puissance à deux directions en angle droit. Utile pour séparer l'énergie afin d'alimenter plusieurs blocs.
|
||||
block.teleporter.name = téléporteur
|
||||
block.teleporter.fulldescription = Bloc de transport avancé. Les téléporteurs saisissent des articles aux autres téléporteurs de la même couleur. Ne fait rien si aucun téléporteur de la même couleur n'existe. Si plusieurs téléporteurs existent de la même couleur, un téléporteur aléatoire est sélectionné. Utilise de l'énergie. Cliquez pour changer de couleur.
|
||||
block.sorter.name = trieur
|
||||
block.sorter.fulldescription = Trie l'article par type de matériau. Le matériau à accepter est indiqué par la couleur du bloc. Tous les éléments qui correspondent au matériau de tri sont sortis vers l'avant, tout le reste est sorti à gauche et à droite.
|
||||
block.core.name = noyau
|
||||
block.pump.name = pompe
|
||||
block.pump.fulldescription = Pompe les liquides provenant d'un bloc source - généralement de l'eau, de la lave ou de l'huile. Transmet le liquide dans les conduits voisins.
|
||||
block.fluxpump.name = pompe à flux
|
||||
block.fluxpump.fulldescription = Une version avancée de la pompe. Stocke plus et pompe le liquide plus rapidement que la pompe ordinaire.
|
||||
block.smelter.name = fonderie
|
||||
block.smelter.fulldescription = Le bloc d'artisanat essentiel. Produit de l'acier lorsqu'il est approvisionné en fer et charbon. Il est conseillé d'introduire le fer et le charbon par différents transporteurs pour éviter les situations de débordement.
|
||||
block.crucible.name = Crucible
|
||||
block.crucible.fulldescription = Un bloc d'artisanat avancé. Produit du diridium lorsqu'il est approvisionné en fer, en titanium et en charbon . Il est conseillé d'introduire ces minerais par différents transporteurs.
|
||||
block.coalpurifier.name = raffinerie de charbon
|
||||
block.coalpurifier.fulldescription = Un bloc d'artisanat de base. Produit du charbon lorsqu'il est fourni avec de grandes quantités d'eau et de pierre.
|
||||
block.titaniumpurifier.name = raffinerie de titane
|
||||
block.titaniumpurifier.fulldescription = Un bloc d'artisanat avancé. Produit du titane lorsqu'il est fourni avec de grandes quantités d'eau et de fer.
|
||||
block.oilrefinery.name = raffinerie de pétrole
|
||||
block.oilrefinery.fulldescription = Un bloc d'artisanat standard. Affine de grandes quantités de pétrole grâce au charbon. Utile pour alimenter les tourelles à charbon lorsque les filons de charbon sont rares.
|
||||
block.stoneformer.name = raffinerie de pierre
|
||||
block.stoneformer.fulldescription = Un bloc d'artisanat standard. Il purifie la lave en pierre. Utile pour produire des quantités massives de pierre.
|
||||
block.lavasmelter.name = fonderie d'acier
|
||||
block.lavasmelter.fulldescription = Un bloc d'artisanat de base. Utilise la lave pour convertir le fer en acier. Une alternative aux fonderies. Utile dans les situations où le charbon est rare.
|
||||
block.stonedrill.name = extracteur de pierre
|
||||
block.stonedrill.fulldescription = L'extracteur essentiel. Lorsqu'il est placé sur de la pierre, il l'extrait à un rythme rapide.
|
||||
block.irondrill.name = extracteur de fer
|
||||
block.irondrill.fulldescription = Un extracteur de base. Lorsqu'ils il est placé sur un minerai de charbon, il l'extrait à un rythme régulier.
|
||||
block.coaldrill.name = extracteur de charbon
|
||||
block.coaldrill.fulldescription = Un extracteur de base. Lorsqu'il est placé sur un minerai de charbon, il l'extrait à un rythme régulier.
|
||||
block.uraniumdrill.name = extracteur d'uranium
|
||||
block.uraniumdrill.fulldescription = Un extracteur avancé .Lorsqu'il est placé sur un minerai d'uranium, il l'extrait lentement.
|
||||
block.titaniumdrill.name = extracteur de titane
|
||||
block.titaniumdrill.fulldescription = Un extracteur avancé. Lorsqu'il est placé sur un minerai de titane, il l'extrait lentement.
|
||||
block.omnidrill.name = omni-extracteur
|
||||
block.omnidrill.fulldescription = L'extracteur ultime .Minera n'importe quel minerai sur lequel il est placé à un rythme rapide.
|
||||
block.coalgenerator.name = générateur à charbon
|
||||
block.coalgenerator.fulldescription = Le générateur essentiel. Génère de l'énergie à partir du charbon. eparpille l'énergie de ses 4 cotés.
|
||||
block.thermalgenerator.name = générateur thermique
|
||||
block.thermalgenerator.fulldescription = Génère de l'énergie à partir de la lave. éparpille l'énergie de ses 4 cotés.
|
||||
block.combustiongenerator.name = générateur à combustion
|
||||
block.combustiongenerator.fulldescription = Génère de l'énergie à partir du pétrole. éparpille l'énergie de ses 4 cotés.
|
||||
block.rtgenerator.name = Générateur RTG
|
||||
block.rtgenerator.fulldescription = Génère de petites quantités d'énergie à partir d'uranium. éparpille l'énergie de ses 4 cotés
|
||||
block.nuclearreactor.name = réacteur nucléaire
|
||||
block.nuclearreactor.fulldescription = Une version avancée du générateur RTG ,et le générateur d'énergie ultime. Génère de l'énergie à partir de l'uranium. Nécessite un refroidissement à eau constant. Hautement inflammable; explosera violemment si des quantités insuffisantes de liquide de refroidissement sont fournies.
|
||||
block.turret.name = tourelle
|
||||
block.turret.fulldescription = Une tourelle basique et bon marché. Utilise la pierre pour munition. A légèrement plus de portée que la double-tourelle.
|
||||
block.doubleturret.name = tourelle double
|
||||
block.doubleturret.fulldescription = Une version légèrement plus puissante de la tourelle. Utilise la pierre comme munition. Fait beaucoup plus de dégâts, mais a une portée inférieure.
|
||||
block.machineturret.name = tourelle gattling
|
||||
block.machineturret.fulldescription = Une tourelle complète standard. Utilise le fer pour munition. A une vitesse de tir rapide avec des dégâts décents.
|
||||
block.shotgunturret.name = tourelle fusil à pompe.
|
||||
block.shotgunturret.fulldescription = Une tourelle standard. Utilise le fer pour munition. Tire une portée de 7 balles. Portée basse, mais plus de dégâts que la tourelle gattling.
|
||||
block.flameturret.name = tourelle incendiaire
|
||||
block.flameturret.fulldescription = Tourelle avancée à courte portée. Utilise du charbon pour munition. A une portée très faible, mais des dégâts très élevés. Bon pour les places étroites. Recommandé pour tirer à travers les murs.
|
||||
block.sniperturret.name = Tourelle laser
|
||||
block.sniperturret.fulldescription = Tourelle avancée à longue portée. Utilise l'acier pour munition. Dommages très élevés, mais faible vitesse de tir. Chère, mais peut être placé loin des lignes ennemies en raison de sa portée.
|
||||
block.mortarturret.name = Tourelle Antiaérienne
|
||||
block.mortarturret.fulldescription = Tourelle avancée à fragmentation de faible précision. Utilise du charbon pour munition. Tire un barrage de balles qui explose en éclats. Utile pour les grandes foules d'ennemis.
|
||||
block.laserturret.name = Tourelle Laser
|
||||
block.laserturret.fulldescription = Tourelle à cible unique avancée. Utilise de l'énergie. Bonne tourelle polyvalente de moyenne portée. Une seule cible seulement. Ne manque jamais.
|
||||
block.waveturret.name = Tourelle Tesla
|
||||
block.waveturret.fulldescription = Tourelle multi-cible avancée. Utilise de l'énergie. Portée moyenne. Ne manque jamais sa cible. Peu de dégâts, mais peut frapper plusieurs ennemis simultanément avec sa répétition d'éclair.
|
||||
block.plasmaturret.name = Tourelle à plasma
|
||||
block.plasmaturret.fulldescription = Version très avancée de la tourelle incendiaire. Utilise le charbon comme munition. Dommages très élevés, de faible à moyenne portée.
|
||||
block.chainturret.name = Tourelle à répétition.
|
||||
block.chainturret.fulldescription = La tourelle ultime à tir rapide. Utilise l'uranium comme munition. Tire de grosses salves à une vitesse de feu élevée. Portée moyenne. Traverse plusieurs carreaux. Extrêmement résistante.
|
||||
block.titancannon.name = Cannon Titan
|
||||
block.titancannon.fulldescription = La tourelle à longue portée ultime. Utilise l'uranium comme munition. Tire de gros obus à dégâts de zone à une cadence de tir moyenne. Longue portée. occupe plusieurs blocks. Extrêmement dur.
|
||||
block.playerspawn.name = point d'apparition joueur
|
||||
block.enemyspawn.name = Point d'apparition ennemie
|
553
semag/mind/assets/bundles/bundle_in_ID.properties
Normal file
@ -0,0 +1,553 @@
|
||||
text.about = Dibuat oleh [ROYAL]Anuken.[]\nAwalnya masuk di [orange]GDL[] MM Jam.\n\nKredit:\n- SFX dibuat dengan [YELLOW]bfxr[]\n- Musik dibuat oleh [GREEN]RoccoW[] / ditemukan di [lime]FreeMusicArchive.org[]\n\nTerima kasih khusus kepada:\n- [coral]MitchellFJN[]: playtesting dan umpan balik yang luas\n- [sky]Luxray5474[]: pekerjaan wiki, kontribusi kode\n- Semua penguji beta di itch.io dan Google Play\n
|
||||
text.credits = Credits
|
||||
text.discord = Bergabunglah dengan Discord Mindustry!
|
||||
text.link.discord.description = the official Mindustry discord chatroom
|
||||
text.link.github.description = Game source code
|
||||
text.link.dev-builds.description = Unstable development builds
|
||||
text.link.trello.description = Official trello board for planned features
|
||||
text.link.itch.io.description = itch.io page with PC downloads and web version
|
||||
text.link.google-play.description = Google Play store listing
|
||||
text.link.wiki.description = official Mindustry wiki
|
||||
text.linkfail = Failed to open link!\nThe URL has been copied to your cliboard.
|
||||
text.classic.unsupported = Mindustry classic does not support this feature.
|
||||
text.multiplayer.web = This version of the game does not support multiplayer!\nTo play multiplayer from your browser, use the "multiplayer web version" link at the itch.io page.
|
||||
text.gameover = Intinya hancur.
|
||||
text.highscore = [YELLOW]Rekor baru!
|
||||
text.lasted = Anda bertahan sampai gelombang
|
||||
text.level.highscore = Skor Tinggi: [accent]{0}
|
||||
text.level.delete.title = Konfirmasi Hapus
|
||||
text.level.delete = Yakin ingin menghapus peta "[orange]{0}"?
|
||||
text.level.select = Pilih Level
|
||||
text.level.mode = Modus permainan:
|
||||
text.savegame = Simpan Permainan
|
||||
text.loadgame = Lanjutkan
|
||||
text.joingame = Bermain Bersama
|
||||
text.newgame = New Game
|
||||
text.quit = Keluar
|
||||
text.about.button = Tentang
|
||||
text.name = Nama:
|
||||
text.public = Publik
|
||||
text.players = {0} pemain online
|
||||
text.server.player.host = {0} (host)
|
||||
text.players.single = {0} pemain online
|
||||
text.server.mismatch = Kesalahan paket: kemungkinan versi client / server tidak sesuai.\nPastikan Anda dan host memiliki versi terbaru Mindustry!
|
||||
text.server.closing = [accent]Menutup server...
|
||||
text.server.kicked.kick = Anda telah dikeluarkan dari server!
|
||||
text.server.kicked.fastShoot = You are shooting too quickly.
|
||||
text.server.kicked.invalidPassword = Kata sandi salah!
|
||||
text.server.kicked.clientOutdated = Client versi lama! Update game Anda!
|
||||
text.server.kicked.serverOutdated = Server versi lama! Tanyakan host untuk mengupdate!
|
||||
text.server.kicked.banned = You are banned on this server.
|
||||
text.server.kicked.recentKick = You have been kicked recently.\nWait before connecting again.
|
||||
text.server.connected = {0} telah bergabung.
|
||||
text.server.disconnected = {0} telah terputus.
|
||||
text.nohost = Tidak dapat meng-host server pada peta khusus!
|
||||
text.host.info = The [accent]host[] button hosts a server on ports [scarlet]6567[] and [scarlet]6568.[]\nAnybody on the same [LIGHT_GRAY]wifi or local network[] should be able to see your server in their server list.\n\nIf you want people to be able to connect from anywhere by IP, [accent]port forwarding[] is required.\n\n[LIGHT_GRAY]Note: If someone is experiencing trouble connecting to your LAN game, make sure you have allowed Mindustry access to your local network in your firewall settings.
|
||||
text.join.info = Here, you can enter a [accent]server IP[] to connect to, or discover [accent]local network[] servers to connect to.\nBoth LAN and WAN multiplayer is supported.\n\n[LIGHT_GRAY]Note: There is no automatic global server list; if you want to connect to someone by IP, you would need to ask the host for their IP.
|
||||
text.hostserver = Host Server
|
||||
text.host = Host
|
||||
text.hosting = [accent]Membuka server...
|
||||
text.hosts.refresh = Segarkan
|
||||
text.hosts.discovering = Mencari game LAN
|
||||
text.server.refreshing = Menyegarkan server
|
||||
text.hosts.none = [lightgray]Tidak ada game LAN yang ditemukan!
|
||||
text.host.invalid = [scarlet]Tidak dapat terhubung ke host.
|
||||
text.server.friendlyfire = Tembak Sesama
|
||||
text.trace = Trace Player
|
||||
text.trace.playername = Player name: [accent]{0}
|
||||
text.trace.ip = IP: [accent]{0}
|
||||
text.trace.id = Unique ID: [accent]{0}
|
||||
text.trace.android = Android Client: [accent]{0}
|
||||
text.trace.modclient = Custom Client: [accent]{0}
|
||||
text.trace.totalblocksbroken = Total blocks broken: [accent]{0}
|
||||
text.trace.structureblocksbroken = Structure blocks broken: [accent]{0}
|
||||
text.trace.lastblockbroken = Last block broken: [accent]{0}
|
||||
text.trace.totalblocksplaced = Total blocks placed: [accent]{0}
|
||||
text.trace.lastblockplaced = Last block placed: [accent]{0}
|
||||
text.invalidid = Invalid client ID! Submit a bug report.
|
||||
text.server.bans = Bans
|
||||
text.server.bans.none = No banned players found!
|
||||
text.server.admins = Admins
|
||||
text.server.admins.none = No admins found!
|
||||
text.server.add = Tambahkan Server
|
||||
text.server.delete = Yakin ingin menghapus server ini?
|
||||
text.server.hostname = Host: {0}
|
||||
text.server.edit = Sunting Server
|
||||
text.server.outdated = [crimson]Outdated Server![]
|
||||
text.server.outdated.client = [crimson]Outdated Client![]
|
||||
text.server.version = [lightgray]Version: {0}
|
||||
text.server.custombuild = [yellow]Custom Build
|
||||
text.confirmban = Are you sure you want to ban this player?
|
||||
text.confirmunban = Are you sure you want to unban this player?
|
||||
text.confirmadmin = Are you sure you want to make this player an admin?
|
||||
text.confirmunadmin = Are you sure you want to remove admin status from this player?
|
||||
text.joingame.byip = Bergabung dengan IP...
|
||||
text.joingame.title = Bermain Bersama
|
||||
text.joingame.ip = IP:
|
||||
text.disconnect = Sambungan terputus.
|
||||
text.disconnect.data = Failed to load world data!
|
||||
text.connecting = [accent]Menghubungkan...
|
||||
text.connecting.data = [accent]Memuat data level...
|
||||
text.connectfail = [crimson]Gagal terhubung ke server: [orange]{0}
|
||||
text.server.port = Port:
|
||||
text.server.addressinuse = Alamat sudah di pakai!
|
||||
text.server.invalidport = Nomor port salah!
|
||||
text.server.error = [crimson]Kesalahan server hosting: [orange]{0}
|
||||
text.tutorial.back = < Sebelumnya
|
||||
text.tutorial.next = Berikutnya >
|
||||
text.save.new = Simpan Baru
|
||||
text.save.overwrite = Yakin ingin mengganti slot simpan ini?
|
||||
text.overwrite = Ganti
|
||||
text.save.none = Tidak ada simpanan ditemukan!
|
||||
text.saveload = [accent]Menyimpan...
|
||||
text.savefail = Gagal menyimpan game!
|
||||
text.save.delete.confirm = Yakin ingin menghapus save ini?
|
||||
text.save.delete = Hapus
|
||||
text.save.export = Ekspor Simpanan
|
||||
text.save.import.invalid = [orange]Simpanan ini tidak valid!
|
||||
text.save.import.fail = [crimson]Gagal mengimpor: [orange]{0}
|
||||
text.save.export.fail = [crimson]Gagal mengekspor save: [orange]{0}
|
||||
text.save.import = Impor Simpanan
|
||||
text.save.newslot = Nama simpanan:
|
||||
text.save.rename = Ganti nama
|
||||
text.save.rename.text = Nama baru:
|
||||
text.selectslot = Pilih simpanan.
|
||||
text.slot = [accent]Slot{0}
|
||||
text.save.corrupted = [orange]Simpanan rusak atau tidak valid!
|
||||
text.empty = <kosong>
|
||||
text.on = Hidup
|
||||
text.off = Mati
|
||||
text.save.autosave = Simpan otomatis: {0}
|
||||
text.save.map = Peta: {0}
|
||||
text.save.wave = Gelombang {0}
|
||||
text.save.difficulty = Difficulty: {0}
|
||||
text.save.date = Terakhir Disimpan: {0}
|
||||
text.confirm = Konfirmasi
|
||||
text.delete = Hapus
|
||||
text.ok = OK
|
||||
text.open = Buka
|
||||
text.cancel = Batal
|
||||
text.openlink = Buka tautan
|
||||
text.copylink = Copy Link
|
||||
text.back = Kembali
|
||||
text.quit.confirm = Anda yakin ingin berhenti?
|
||||
text.changelog.title = Changelog
|
||||
text.changelog.loading = Getting changelog...
|
||||
text.changelog.error.android = [orange]Note that the changelog sometimes does not work on Android 4.4 and below!\nThis is due to an internal Android bug.
|
||||
text.changelog.error.ios = [orange]The changelog is currently not supported in iOS.
|
||||
text.changelog.error = [scarlet]Error getting changelog!\nCheck your internet connection.
|
||||
text.changelog.current = [yellow][[Current version]
|
||||
text.changelog.latest = [orange][[Latest version]
|
||||
text.loading = [accent]Memuat...
|
||||
text.wave = [orange]Gelombang {0}
|
||||
text.wave.waiting = Gelombang dimulai {0}
|
||||
text.waiting = Menunggu...
|
||||
text.enemies = {0} musuh
|
||||
text.enemies.single = {0} Musuh
|
||||
text.loadimage = Buka Gambar
|
||||
text.saveimage = Simpan Gambar
|
||||
text.oregen = Generator Bijih
|
||||
text.editor.badsize = [orange]Dimensi gambar tidak valid![]\nDimensi peta yang valid: {0}
|
||||
text.editor.errorimageload = Kesalahan saat memuat file gambar:\n[orange]{0}
|
||||
text.editor.errorimagesave = Kesalahan saat menyimpan file gambar:\n[orange]{0}
|
||||
text.editor.generate = Hasilkan
|
||||
text.editor.resize = Ubah ukuran
|
||||
text.editor.loadmap = Buka Peta
|
||||
text.editor.savemap = Simpan Peta
|
||||
text.editor.loadimage = Buka Gambar
|
||||
text.editor.saveimage = Simpan Gambar
|
||||
text.editor.unsaved = [scarlet]Anda memiliki perubahan yang belum disimpan![]\nYakin ingin keluar?
|
||||
text.editor.brushsize = Ukuran sikat: {0}
|
||||
text.editor.noplayerspawn = Peta ini tidak memiliki spawnpoint pemain!
|
||||
text.editor.manyplayerspawns = Peta tidak bisa memiliki lebih dari satu\nspawnpoint pemain!
|
||||
text.editor.manyenemyspawns = Tidak dapat memiliki lebih dari\n{0} spawnpoint musuh!
|
||||
text.editor.resizemap = Ubah ukuran peta
|
||||
text.editor.resizebig = [scarlet]Peringatan!\n[]Peta yang lebih besar dari 256 unit mungkin nge-lag dan tidak stabil.
|
||||
text.editor.mapname = Nama Peta:
|
||||
text.editor.overwrite = [accent]Peringatan!\nIni akan mengganti peta yang ada.
|
||||
text.editor.failoverwrite = [crimson]Tidak dapat mengganti peta default!
|
||||
text.editor.selectmap = Pilih peta yang akan dimuat:
|
||||
text.width = Lebar:
|
||||
text.height = Tinggi:
|
||||
text.randomize = Acak
|
||||
text.apply = Terapkan
|
||||
text.update = Perbarui
|
||||
text.menu = Menu
|
||||
text.play = Main
|
||||
text.load = Buka
|
||||
text.save = Simpan
|
||||
text.language.restart = Silakan mulai ulang permainan Anda agar pengaturan bahasa mulai berlaku.
|
||||
text.settings.language = Bahasa
|
||||
text.settings = Pengaturan
|
||||
text.tutorial = Tutorial
|
||||
text.editor = Pengedit
|
||||
text.mapeditor = Pengedit Peta
|
||||
text.donate = Sumbangkan
|
||||
text.settings.reset = Atur ulang ke Default
|
||||
text.settings.controls = Kontrol
|
||||
text.settings.game = Permainan
|
||||
text.settings.sound = Suara
|
||||
text.settings.graphics = Grafis
|
||||
text.upgrades = Perbaruan
|
||||
text.purchased = [LIME]Dibuat!
|
||||
text.weapons = Senjata
|
||||
text.paused = Jeda
|
||||
text.respawn = Respawning dalam
|
||||
text.info.title = [accent]Info
|
||||
text.error.title = [crimson]Telah terjadi kesalahan
|
||||
text.error.crashmessage = [SCARLET]Kesalahan tak terduga telah terjadi, yang menyebabkan kerusakan.\n[]Tolong laporkan keadaan yang tepat dimana kesalahan ini terjadi pada pengembang:\n[ORANGE] anukendev@gmail.com[]
|
||||
text.error.crashtitle = Telah terjadi kesalahan
|
||||
text.mode.break = Mode penghancur: {0}
|
||||
text.mode.place = Mode penaruh: {0}
|
||||
placemode.hold.name = garis
|
||||
placemode.areadelete.name = area
|
||||
placemode.touchdelete.name = sentuh
|
||||
placemode.holddelete.name = tahan
|
||||
placemode.none.name = tidak ada
|
||||
placemode.touch.name = sentuh
|
||||
placemode.cursor.name = kursor
|
||||
text.blocks.extrainfo = [accent]info tambahan blok:
|
||||
text.blocks.blockinfo = Info Blok
|
||||
text.blocks.powercapacity = Kapasitas Tenaga
|
||||
text.blocks.powershot = Tenaga/tembakan
|
||||
text.blocks.powersecond = Tenaga/detik
|
||||
text.blocks.powerdraindamage = Tenaga Dipakai/damage
|
||||
text.blocks.shieldradius = Radius Perisai
|
||||
text.blocks.itemspeedsecond = Kecepatan Barang/detik
|
||||
text.blocks.range = Jangkauan
|
||||
text.blocks.size = Ukuran
|
||||
text.blocks.powerliquid = Tenaga/Cairan
|
||||
text.blocks.maxliquidsecond = Batas cairan/detik
|
||||
text.blocks.liquidcapacity = Kapasitas cairan
|
||||
text.blocks.liquidsecond = Cairan/detik
|
||||
text.blocks.damageshot = Damage/tembakan
|
||||
text.blocks.ammocapacity = Kapasitas Amunisi
|
||||
text.blocks.ammo = Amunisi
|
||||
text.blocks.ammoitem = Amunisi/barang
|
||||
text.blocks.maxitemssecond = Batas barang/detik
|
||||
text.blocks.powerrange = Jangkauan tenaga
|
||||
text.blocks.lasertilerange = Kotak jangkauan laser
|
||||
text.blocks.capacity = Kapasitas
|
||||
text.blocks.itemcapacity = Kapasitas Barang
|
||||
text.blocks.maxpowergenerationsecond = Batas Penghasil Tenaga/detik
|
||||
text.blocks.powergenerationsecond = Penghasil Tenaga/detik
|
||||
text.blocks.generationsecondsitem = Waktu Penghasil (detik)/barang
|
||||
text.blocks.input = Masukan
|
||||
text.blocks.inputliquid = Cairan yang Masuk
|
||||
text.blocks.inputitem = Barang yang Masuk
|
||||
text.blocks.output = Keluar
|
||||
text.blocks.secondsitem = Detik/barang
|
||||
text.blocks.maxpowertransfersecond = Batas transfer tenaga/detik
|
||||
text.blocks.explosive = Mudah meledak!
|
||||
text.blocks.repairssecond = Perbaikan/detik
|
||||
text.blocks.health = Darah
|
||||
text.blocks.inaccuracy = Ketidaktelitian
|
||||
text.blocks.shots = Tembakan
|
||||
text.blocks.shotssecond = Tembakan/detik
|
||||
text.blocks.fuel = Bahan Bakar
|
||||
text.blocks.fuelduration = Durasi Bahan Bakar
|
||||
text.blocks.maxoutputsecond = Batas keluar/detik
|
||||
text.blocks.inputcapacity = Kapasitas masuk
|
||||
text.blocks.outputcapacity = Kapasitas keluar
|
||||
text.blocks.poweritem = Tenaga/barang
|
||||
text.placemode = Mode Penempatan
|
||||
text.breakmode = Mode Penghancur
|
||||
text.health = darah
|
||||
setting.difficulty.easy = mudah
|
||||
setting.difficulty.normal = normal
|
||||
setting.difficulty.hard = sulit
|
||||
setting.difficulty.insane = sangat susah
|
||||
setting.difficulty.purge = paling susah
|
||||
setting.difficulty.name = Kesulitan:
|
||||
setting.screenshake.name = Layar Bergoyang
|
||||
setting.smoothcam.name = Kamera Halus
|
||||
setting.indicators.name = Indikator Musuh
|
||||
setting.effects.name = Efek Tampilan
|
||||
setting.sensitivity.name = Sensitivitas Pengendali
|
||||
setting.saveinterval.name = Waktu Simpan Otomatis
|
||||
setting.seconds = {0} Detik
|
||||
setting.fullscreen.name = Layar Penuh
|
||||
setting.multithread.name = Multithreading
|
||||
setting.fps.name = Tunjukkan FPS
|
||||
setting.vsync.name = VSync
|
||||
setting.lasers.name = Tampilkan Laser Tenaga
|
||||
setting.previewopacity.name = Placing Preview Opacity
|
||||
setting.healthbars.name = Tampilkan Bar Darah Entitas
|
||||
setting.pixelate.name = Layar Pixel
|
||||
setting.musicvol.name = Volume Musik
|
||||
setting.mutemusic.name = Bisukan Musik
|
||||
setting.sfxvol.name = Volume Suara
|
||||
setting.mutesound.name = Bisukan Suara
|
||||
map.maze.name = labirin
|
||||
map.fortress.name = benteng
|
||||
map.sinkhole.name = lubang pembuangan
|
||||
map.caves.name = gua
|
||||
map.volcano.name = gunung berapi
|
||||
map.caldera.name = kaldera
|
||||
map.scorch.name = penghangusan
|
||||
map.desert.name = gurun
|
||||
map.island.name = pulau
|
||||
map.grassland.name = padang rumput
|
||||
map.tundra.name = tundra
|
||||
map.spiral.name = spiral
|
||||
map.tutorial.name = tutorial
|
||||
tutorial.intro.text = [yellow]Selamat datang di tutorial.[] Untuk memulai, tekan 'berikutnya'.
|
||||
tutorial.moveDesktop.text = Untuk bergerak, gunakan tombol [orange][[WASD][]. Tahan tombol [orange]shift[] untuk mempercepat. Tahan [orange]CTRL[] saat menggunakan [orange]scrollwheel[] untuk memperbesar atau memperkecil tampilan.
|
||||
tutorial.shoot.text = Gunakan mouse anda untuk mengarahkan, tahan [orange]tombol kiri mouse[] untuk menembak. Cobalah menembaki [yellow]target[].
|
||||
tutorial.moveAndroid.text = Untuk menggeser tampilan, seret satu jari ke layar. Jepit dan seret untuk memperbesar atau memperkecil tampilan.
|
||||
tutorial.placeSelect.text = Coba pilih [yellow]konveyor[] dari menu blok di kanan bawah.
|
||||
tutorial.placeConveyorDesktop.text = Gunakan [orange][[scrollwheel][] untuk memutar konveyor menghadap [orange]ke depan[], lalu letakkan di [yellow]lokasi yang ditandai[] menggunakan [orange][[tombol kiri mouse]][].
|
||||
tutorial.placeConveyorAndroid.text = Gunakan [orange][[tombol putar]][] untuk memutar konveyor menghadap [orange]ke depan[], seret ke posisi dengan satu jari, lalu letakkan di [yellow]lokasi yang ditandai[] dengan menggunakan [orange][[tanda centang][].
|
||||
tutorial.placeConveyorAndroidInfo.text = Sebagai alternatif, Anda dapat menekan ikon crosshair di kiri bawah untuk beralih ke [orange][[mode sentuh]][], dan letakkan blok dengan mengetuk layar. Dalam mode sentuh, blok bisa diputar dengan panah di kiri bawah. Tekan [yellow]berikutnya[] untuk mencobanya.
|
||||
tutorial.placeDrill.text = Sekarang, pilih dan tempatkan [yellow]pertambangan battu[] di lokasi yang ditandai.
|
||||
tutorial.blockInfo.text = Jika Anda ingin mempelajari lebih lanjut tentang blok, Anda dapat menekan [orange]tanda tanya[] di bagian kanan atas untuk membaca deskripsinya.
|
||||
tutorial.deselectDesktop.text = Anda bisa membatalkan pemilihan blok menggunakan [orange][[tombol mouse kanan][].
|
||||
tutorial.deselectAndroid.text = Anda dapat membatalkan pemilihan blok dengan menekan tombol [orange]X (silang)[].
|
||||
tutorial.drillPlaced.text = Pertambangannya sekarang akan menghasilkan [yellow]batu[] yang dikeluarkan ke konveyor, lalu memindahkannya ke [yellow]intinya[].
|
||||
tutorial.drillInfo.text = Bijih yang berbeda membutuhkan pertambangan yang berbeda. Batu membutuhkan pertambangan batu, besi membutuhkan pertambangan besi, dll.
|
||||
tutorial.drillPlaced2.text = Memindahkan barang ke dalam inti menempatkannya di [yellow]inventaris barang[] Anda, di kiri atas. Menempatkan blok menggunakan barang dari inventaris Anda.
|
||||
tutorial.moreDrills.text = Anda bisa menghubungkan banyak pertambangan dan konveyor bersama-sama, seperti biasa.
|
||||
tutorial.deleteBlock.text = Anda dapat menghapus blok dengan mengeklik [orange]tombol mouse kanan[] di blok yang ingin Anda hapus. Coba hapus konveyor ini.
|
||||
tutorial.deleteBlockAndroid.text = Anda dapat menghapus blok dengan [orange]memilih crosshair[] di [orange]menu mode penghancur[] di kiri bawah dan mengetuk bloknya. Coba hapus konveyor ini.
|
||||
tutorial.placeTurret.text = Sekarang, pilih dan tempatkan [yellow]turret[] di [yellow]lokasi yang ditandai[].
|
||||
tutorial.placedTurretAmmo.text = Turret ini sekarang akan menerima [yellow]amunisi[] dari konveyor. Anda dapat melihat berapa banyak amunisi yang dimiliki dengan menggeser kursor di bloknya dan memeriksa di [green]bilah hijau[].
|
||||
tutorial.turretExplanation.text = Turret secara otomatis akan menembak musuh terdekat dalam jangkauan, selama mereka memiliki cukup amunisi.
|
||||
tutorial.waves.text = Setiap [yellow]60[] detik, gelombang [coral]musuh[] akan muncul di lokasi tertentu dan berusaha menghancurkan intinya.
|
||||
tutorial.coreDestruction.text = Tujuan Anda adalah untuk [yellow]mempertahankan intinya[]. Jika intinya hancur, Anda [coral]kalah dalam permainan[].
|
||||
tutorial.pausingDesktop.text = Jika Anda perlu istirahat sebentar, tekan [orange]tombol jeda[] di bagian kiri atas atau [orange]tombol spasi[] untuk menghentikan sementara permainan. Anda masih bisa memilih dan menempatkan blok sambil berhenti, tapi tidak bisa bergerak atau menembak.
|
||||
tutorial.pausingAndroid.text = Jika Anda perlu istirahat sebentar, tekan [orange]tombol jeda[] di kiri atas untuk menjeda permainan. Anda masih bisa menghapus dan menempatkan blok sambil berhenti sebentar.
|
||||
tutorial.purchaseWeapons.text = Anda bisa membeli [yellow]senjata baru[] untuk robot Anda dengan membuka menu upgrade di kiri bawah.
|
||||
tutorial.switchWeapons.text = Untuk mengganti senjata, klik ikonnya di kiri bawah, atau gunakan angka [orange][[1-9][].
|
||||
tutorial.spawnWave.text = Gelombang sekarang datang. Hancurkan mereka.
|
||||
tutorial.pumpDesc.text = Pada gelombang selanjutnya, Anda mungkin perlu menggunakan [yellow]pompa[] untuk mendistribusikan cairan untuk generator atau ekstraktor.
|
||||
tutorial.pumpPlace.text = Pompa bekerja seperti dengan pertambangan, namun mereka menghasilkan cairan dan bukan barang. Cobalah menempatkan pompa pada [yellow]minyak yang ditunjuk[].
|
||||
tutorial.conduitUse.text = Sekarang tempatkan [orange]saluran[] yang mengarah jauh dari pompa.
|
||||
tutorial.conduitUse2.text = Dan beberapa lagi...
|
||||
tutorial.conduitUse3.text = Dan beberapa lagi...
|
||||
tutorial.generator.text = Sekarang, tempatkan [orange]blok generator pembakaran[] di ujung saluran.
|
||||
tutorial.generatorExplain.text = Generator ini sekarang akan menciptakan [yellow]tenaga[] dari minyak.
|
||||
tutorial.lasers.text = Tenaga didistribusikan menggunakan [yellow]laser tenaga[]. Putar dan tempatkan di sini.
|
||||
tutorial.laserExplain.text = Generator sekarang akan memindahkan tenaga ke blok laser. Sinar [yellow]terang[] menandakan bahwa saat ini mentransmisikan tenaga, dan sinar [yellow]transparan[] berarti tidak.
|
||||
tutorial.laserMore.text = Anda dapat memeriksa berapa banyak tenaga yang dimiliki blok dengan memindahkan kursor/mengetuk di atasnya dan memeriksa [yellow]bar kuning[] di bagian atas.
|
||||
tutorial.healingTurret.text = Laser ini bisa digunakan untuk menyalakan [lime]turret perbaikan[]. Tempatkan satu di sini.
|
||||
tutorial.healingTurretExplain.text = Selama memiliki tenaga, turret ini akan [lime]memperbaiki blok terdekat[]. Saat bermain, pastikan Anda memasukkannya ke markas Anda secepat mungkin!
|
||||
tutorial.smeltery.text = Banyak blok yang membutuhkan [orange]baja[] agar dapat dibangun, yang membutuhkan [orange]peleburan[] untuk dibuat. Tempatkan satu di sini.
|
||||
tutorial.smelterySetup.text = Peleburan ini sekarang akan menghasilkan [orange]baja[] dari besi yang masuk, dengan batubara sebagai bahan bakarnya.
|
||||
tutorial.tunnelExplain.text = Perhatikan juga bahwa barang-barang itu masuk melalui [orange]blok terowongan[] dan muncul di sisi lain, melewati blok batu. Perlu diingat bahwa terowongan hanya bisa melalui sampai 2 blok.
|
||||
tutorial.end.text = Dan itu menyimpulkan tutorialnya! Semoga berhasil!
|
||||
text.keybind.title = Rebind Keys
|
||||
keybind.move_x.name = gerak_x
|
||||
keybind.move_y.name = gerak_y
|
||||
keybind.select.name = pilih
|
||||
keybind.break.name = hapus
|
||||
keybind.shoot.name = tembak
|
||||
keybind.zoom_hold.name = perbesar_tahan
|
||||
keybind.zoom.name = perbesar
|
||||
keybind.block_info.name = block_info
|
||||
keybind.menu.name = menu
|
||||
keybind.pause.name = jeda
|
||||
keybind.dash.name = berlari
|
||||
keybind.chat.name = chat
|
||||
keybind.player_list.name = player_list
|
||||
keybind.console.name = console
|
||||
keybind.rotate_alt.name = putar_alt
|
||||
keybind.rotate.name = putar
|
||||
keybind.weapon_1.name = senjata_1
|
||||
keybind.weapon_2.name = senjata_2
|
||||
keybind.weapon_3.name = senjata_3
|
||||
keybind.weapon_4.name = senjata_4
|
||||
keybind.weapon_5.name = senjata_5
|
||||
keybind.weapon_6.name = senjata_6
|
||||
mode.text.help.title = Description of modes
|
||||
mode.waves.name = gelombang
|
||||
mode.waves.description = the normal mode. limited resources and automatic incoming waves.
|
||||
mode.sandbox.name = sandbox
|
||||
mode.sandbox.description = infinite resources and no timer for waves.
|
||||
mode.freebuild.name = freebuild
|
||||
mode.freebuild.description = limited resources and no timer for waves.
|
||||
upgrade.standard.name = standar
|
||||
upgrade.standard.description = Robot standar.
|
||||
upgrade.blaster.name = blaster
|
||||
upgrade.blaster.description = Menembakan sebuah peluru yang lemah dan lambat.
|
||||
upgrade.triblaster.name = triblaster
|
||||
upgrade.triblaster.description = Menembakan 3 peluru secara menyebar.
|
||||
upgrade.clustergun.name = clustergun
|
||||
upgrade.clustergun.description = Menembakan sebuah granat eksplosif yang tidak akurat.
|
||||
upgrade.beam.name = meriam sinar
|
||||
upgrade.beam.description = Menembakan sinar laser jarak jauh.
|
||||
upgrade.vulcan.name = vulcan
|
||||
upgrade.vulcan.description = Menembakkan rombongan peluru dengan cepat.
|
||||
upgrade.shockgun.name = shockgun
|
||||
upgrade.shockgun.description = Menembakkan ledakan yang menghancurkan dari pecahan peluru yang terisi.
|
||||
item.stone.name = batu
|
||||
item.iron.name = besi
|
||||
item.coal.name = batu bara
|
||||
item.steel.name = baja
|
||||
item.titanium.name = titanium
|
||||
item.dirium.name = dirium
|
||||
item.uranium.name = uranium
|
||||
item.sand.name = pasir
|
||||
liquid.water.name = air
|
||||
liquid.plasma.name = plasma
|
||||
liquid.lava.name = lahar
|
||||
liquid.oil.name = minyak
|
||||
block.weaponfactory.name = pabrik senjata
|
||||
block.weaponfactory.fulldescription = Dipakai untuk membuat senjata bagi robot pemain. Klik untuk memakai. Otomatis mengambil sumber daya dari inti.
|
||||
block.air.name = udara
|
||||
block.blockpart.name = bagian blok
|
||||
block.deepwater.name = air dangkal
|
||||
block.water.name = air
|
||||
block.lava.name = lahar
|
||||
block.oil.name = minyak
|
||||
block.stone.name = batu
|
||||
block.blackstone.name = batu hitam
|
||||
block.iron.name = besi
|
||||
block.coal.name = batu bara
|
||||
block.titanium.name = titanium
|
||||
block.uranium.name = uranium
|
||||
block.dirt.name = tanah
|
||||
block.sand.name = pasir
|
||||
block.ice.name = es
|
||||
block.snow.name = salju
|
||||
block.grass.name = rumput
|
||||
block.sandblock.name = blok pasir
|
||||
block.snowblock.name = blok salju
|
||||
block.stoneblock.name = blok batu
|
||||
block.blackstoneblock.name = blok batu hitam
|
||||
block.grassblock.name = blok rumput
|
||||
block.mossblock.name = blok lumut
|
||||
block.shrub.name = belukar
|
||||
block.rock.name = batu
|
||||
block.icerock.name = batu es
|
||||
block.blackrock.name = batu hitam
|
||||
block.dirtblock.name = blok tanah
|
||||
block.stonewall.name = dinding batu
|
||||
block.stonewall.fulldescription = Sebuah blok defensif yang murah. Berguna untuk melindungi inti dan turret di beberapa gelombang pertama.
|
||||
block.ironwall.name = dinding besi
|
||||
block.ironwall.fulldescription = Blok defensif dasar. Menyediakan perlindungan dari musuh.
|
||||
block.steelwall.name = dinding baja
|
||||
block.steelwall.fulldescription = Sebuah blok defensif standar. Perlindungan yang memadai dari musuh.
|
||||
block.titaniumwall.name = dinding titanium
|
||||
block.titaniumwall.fulldescription = Blok pertahanan yang kuat. Menyediakan perlindungan dari musuh.
|
||||
block.duriumwall.name = dinding dirium
|
||||
block.duriumwall.fulldescription = Blok pertahanan yang sangat kuat. Menyediakan perlindungan dari musuh.
|
||||
block.compositewall.name = dinding komposit
|
||||
block.steelwall-large.name = dinding baja besar
|
||||
block.steelwall-large.fulldescription = Sebuah blok defensif standar. Membentang beberapa ubin.
|
||||
block.titaniumwall-large.name = dinding titanium besar
|
||||
block.titaniumwall-large.fulldescription = Blok pertahanan yang kuat. Membentang beberapa ubin.
|
||||
block.duriumwall-large.name = dinding dirium yang besar
|
||||
block.duriumwall-large.fulldescription = Blok pertahanan yang sangat kuat. Membentang beberapa ubin.
|
||||
block.titaniumshieldwall.name = dinding perisai
|
||||
block.titaniumshieldwall.fulldescription = Sebuah blok defensif yang kuat, dengan tambahan perisai. Membutuhkan tenaga. Menggunakan energi untuk menyerap peluru musuh. Dianjurkan untuk menggunakan pemercepat tenaga untuk memberi energi pada blok ini.
|
||||
block.repairturret.name = turret perbaikan
|
||||
block.repairturret.fulldescription = Memperbaiki blok terdekat yang rusak dengan lambat. Menggunakan sedikit tenaga.
|
||||
block.megarepairturret.name = perbaikan turret II
|
||||
block.megarepairturret.fulldescription = Memperbaiki blok yang rusak dengan normal. Menggunakan tenaga.
|
||||
block.shieldgenerator.name = pembangkit perisai
|
||||
block.shieldgenerator.fulldescription = Blok defensif yang maju. Mellindungi semua blok dalam radius dari serangan. Menggunakan tenaga dengan lambat saat menganggur, namun menyalurkan energi dengan cepat pada kontak peluru.
|
||||
block.door.name = pintu
|
||||
block.door.fulldescription = Blok yang bisa dibuka dan ditutup dengan mengetuknya.
|
||||
block.door-large.name = pintu besar
|
||||
block.door-large.fulldescription = Blok yang bisa dibuka dan ditutup dengan mengetuknya.
|
||||
block.conduit.name = saluran
|
||||
block.conduit.fulldescription = Blok pengangkut cairan dasar. Bekerja seperti konveyor, tapi dengan cairan. Terbaik digunakan dengan pompa atau saluran lainnya. Bisa digunakan sebagai jembatan di atas cairan untuk musuh dan pemain.
|
||||
block.pulseconduit.name = saluran cepat
|
||||
block.pulseconduit.fulldescription = Blok pengangkut cairan tingkat lanjut. Mengangkut cairan lebih cepat dan menyimpan lebih banyak dari pada saluran standar.
|
||||
block.liquidrouter.name = router cairan
|
||||
block.liquidrouter.fulldescription = Bekerja seperti router. Menerima masukan cairan dari satu sisi dan mengeluarkannya ke sisi yang lain. Berguna untuk pemisahan cairan dari satu saluran ke beberapa saluran lainnya.
|
||||
block.conveyor.name = konveyor
|
||||
block.conveyor.fulldescription = Blok dasar pengangkut barang. Memindahkan barang ke depan dan secara otomatis menyimpannya ke turret, ekstraktor, dan pertambangan. Bisa diputar. Bisa digunakan sebagai jembatan di atas cairan untuk musuh dan pemain.
|
||||
block.steelconveyor.name = konveyor baja
|
||||
block.steelconveyor.fulldescription = Blok transportasi barang lanjutan. Memindahkan barang lebih cepat dari konveyor standar.
|
||||
block.poweredconveyor.name = konveyor cepat
|
||||
block.poweredconveyor.fulldescription = Blok terbaik untuk pengangkutan barang. Memindahkan barang lebih cepat dari konveyor baja.
|
||||
block.router.name = router
|
||||
block.router.fulldescription = Menerima item dari satu arah dan mengeluarkannya ke 3 arah. Bisa juga menyimpan sejumlah barang. Berguna untuk membelah bahan dari satu pertambangan ke beberapa turret.
|
||||
block.junction.name = persimpangan jalan
|
||||
block.junction.fulldescription = Bertindak sebagai jembatan untuk dua sabuk persimpangan. Berguna dalam situasi dengan dua konveyor berbeda yang membawa bahan berbeda ke lokasi yang berbeda.
|
||||
block.conveyortunnel.name = terowongan konveyor
|
||||
block.conveyortunnel.fulldescription = Memindahkan barang di bawah blok. Untuk menggunakan, tempatkan satu terowongan yang menuju ke terowongan di bawah blok, dan satu di sisi lain. Pastikan kedua terowongan menghadap ke arah yang berlawanan, yaitu menuju blok yang mereka masukkan atau keluarkan.
|
||||
block.liquidjunction.name = persimpangan cairan
|
||||
block.liquidjunction.fulldescription = Bertindak sebagai jembatan untuk dua saluran persimpangan. Berguna dalam situasi dengan dua saluran berbeda yang membawa cairan berbeda ke lokasi yang berbeda.
|
||||
block.liquiditemjunction.name = persimpangan barang-cairan
|
||||
block.liquiditemjunction.fulldescription = Bertindak sebagai jembatan untuk menyilang saluran dan konveyor.
|
||||
block.powerbooster.name = pemercepat tenaga
|
||||
block.powerbooster.fulldescription = Mendistribusikan tenaga ke semua blok dalam radiusnya.
|
||||
block.powerlaser.name = laser tenaga
|
||||
block.powerlaser.fulldescription = Membuat laser yang mentransmisikan daya ke blok di depannya. Tidak menghasilkan tenaga itu sendiri. Terbaik digunakan dengan generator atau laser lainnya.
|
||||
block.powerlaserrouter.name = router laser
|
||||
block.powerlaserrouter.fulldescription = Laser yang mendistribusikan tenaga ke tiga arah sekaligus. Berguna dalam situasi di mana diperlukan tenaga ke beberapa blok dari satu generator.
|
||||
block.powerlasercorner.name = sudut laser
|
||||
block.powerlasercorner.fulldescription = Laser yang mendistribusikan tenaga ke dua arah sekaligus. Berguna dalam situasi di mana diperlukan tenaga ke beberapa blok dari satu generator, dan arah router kurang tepat.
|
||||
block.teleporter.name = teleporter
|
||||
block.teleporter.fulldescription = Blok transportasi barang lanjutan. Teleporter memasukkan barang ke teleporter lain dengan warna yang sama. Tidak ada apa-apa jika tidak ada teleporter dengan warna yang sama. Jika beberapa teleporter memiliki warna yang sama, teleporter dipilih secara acak. Menggunakan tenaga. Ketuk/klik untuk mengubah warna.
|
||||
block.sorter.name = penyortir
|
||||
block.sorter.fulldescription = Menyortir barang menurut jenis bahannya. Bahan yang diterima ditandai dengan warna di blok. Semua item yang sesuai dengan jenis bahan dilepaskan ke depan, segala sesuatu yang lain dikeluarkan ke kiri dan kanan.
|
||||
block.core.name = inti
|
||||
block.pump.name = pompa
|
||||
block.pump.fulldescription = Memompa cairan dari sumber blok- biasanya air, lahar atau minyak. Mengeluarkan cairan ke saluran terdekat.
|
||||
block.fluxpump.name = pompa flux
|
||||
block.fluxpump.fulldescription = Sebuah versi lanjutan dari pompa. Menyimpan lebih banyak cairan dan memompa cairan lebih cepat.
|
||||
block.smelter.name = peleburan
|
||||
block.smelter.fulldescription = Blok kerajinan esensial. Saat dimasukkan 1 besi dan 1 batu bara sebagai bahan bakar, akan mengeluarkan satu baja. Disarankan untuk memasukkan besi dan batu bara ke sabuk yang berbeda untuk mencegah penyumbatan.
|
||||
block.crucible.name = peleburan dirium
|
||||
block.crucible.fulldescription = Sebuah blok kerajinan yang maju. Saat dimasukkan 1 titanium, 1 baja dan 1 batu bara sebagai bahan bakar, mengeluarkan satu dirium. Disarankan untuk memasukkan batubara, baja dan titanium pada sabuk yang berbeda untuk mencegah penyumbatan.
|
||||
block.coalpurifier.name = ekstraktor batubara
|
||||
block.coalpurifier.fulldescription = Blok ekstraktor dasar. mengeluarkan batu bara saat dipasok dengan air dan batu dalam skala yang besar.
|
||||
block.titaniumpurifier.name = ekstraktor titanium
|
||||
block.titaniumpurifier.fulldescription = Blok ekstraktor standar. mengeluarkan titanium bila dipasok dengan air dan besi dalam skala yang besar.
|
||||
block.oilrefinery.name = penyulingan minyak
|
||||
block.oilrefinery.fulldescription = Menyuling sejumlah minyak menjadi batubara. Berguna untuk memasok turret berbasis batubara saat penambangan batubara langka.
|
||||
block.stoneformer.name = pembentuk batu
|
||||
block.stoneformer.fulldescription = Mengubah lahar ke dalam batu. Berguna untuk menghasilkan batu dalam jumlah besar untuk pemurni batu bara.
|
||||
block.lavasmelter.name = peleburan lava
|
||||
block.lavasmelter.fulldescription = Menggunakan lahar untuk mengubah besi menjadi baja. Sebuah alternatif untuk peleburan batubara. Berguna dalam situasi di mana pertambangan batubara langka.
|
||||
block.stonedrill.name = pertambangan batu
|
||||
block.stonedrill.fulldescription = Pertambangan penting. Saat diletakkan di atas ubin batu, akan menghasilkan batu pada kecepatan yang lambat tanpa batas waktu.
|
||||
block.irondrill.name = pertambangan besi
|
||||
block.irondrill.fulldescription = Pertambangan dasar. Saat diletakkan di atas ubin bijih besi, akan mengeluarkan besi pada kecepatan yang lambat tanpa batas waktu.
|
||||
block.coaldrill.name = pertambangan batubara
|
||||
block.coaldrill.fulldescription = Pertambangan dasar. Saat ditempatkan di ubin bijih batubara, akan mengeluarkan batu bara pada kecepatan yang lambat tanpa batas waktu.
|
||||
block.uraniumdrill.name = pertambangan uranium
|
||||
block.uraniumdrill.fulldescription = Sebuah pertambangan yang canggih. Saat ditempatkan di ubin bijih uranium, akan mengeluarkan uranium pada kecepatan lambat tanpa batas waktu.
|
||||
block.titaniumdrill.name = pertambangan titanium
|
||||
block.titaniumdrill.fulldescription = Sebuah pertambangan yang canggih. Saat ditempatkan pada ubin bijih titanium, akan mengeluarkan titanium pada kecepatan lambat tanpa batas waktu.
|
||||
block.omnidrill.name = pertambangan super
|
||||
block.omnidrill.fulldescription = Pertambangan yang terbaik. Akan saya tambang bijih apapun itu ditempatkan pada kecepatan tinggi.
|
||||
block.coalgenerator.name = pembangkit tenaga batubara
|
||||
block.coalgenerator.fulldescription = Generator penting. Menghasilkan tenaga dari batu bara. Keluarkan tenaga sebagai laser ke 4 sisinya.
|
||||
block.thermalgenerator.name = pembangkit tenaga panas
|
||||
block.thermalgenerator.fulldescription = Menghasilkan tenaga dari lahar. Mengeluarkan tenaga sebagai laser ke 4 sisi.
|
||||
block.combustiongenerator.name = pembangkit tenaga minyak
|
||||
block.combustiongenerator.fulldescription = Menghasilkan tenaga dari minyak. Mengeluarkan tenaga sebagai laser ke 4 sisi.
|
||||
block.rtgenerator.name = pembangkit tenaga radioaktif
|
||||
block.rtgenerator.fulldescription = Menghasilkan sedikit tenaga dari peluruhan radioaktif uranium. Mengeluarkan tenaga sebagai laser ke 4 sisi.
|
||||
block.nuclearreactor.name = reaktor nuklir
|
||||
block.nuclearreactor.fulldescription = Versi lanjutan Pembangkit Tenaga Radioaktif, dan generator tenaga tertinggi. Menghasilkan tenaga dari uranium. Membutuhkan pendinginan air konstan. Sangat mudah menguap; akan meledak dengan hebat jika tidak cukup jumlah pendingin yang diberikan.
|
||||
block.turret.name = turret
|
||||
block.turret.fulldescription = Sebuah menara dasar yang murah. Menggunakan batu untuk amunisi. Memiliki jangkauan yang sedikit lebih banyak daripada turret ganda.
|
||||
block.doubleturret.name = turret ganda
|
||||
block.doubleturret.fulldescription = Versi turret standar yang sedikit lebih bertenaga. Menggunakan batu untuk amunisi. Memberikan damage secara signifikan lebih banyak, namun memiliki jangkauan yang lebih rendah. Menembak dua peluru.
|
||||
block.machineturret.name = turret cepat
|
||||
block.machineturret.fulldescription = Sebuah menara standar. Menggunakan besi untuk amunisi. Memiliki tembakan yang cepat dengan damage yang layak.
|
||||
block.shotgunturret.name = turret split
|
||||
block.shotgunturret.fulldescription = Sebuah turret standar. Menggunakan besi untuk amunisi. Menembakkan 7 peluru. Jaraknya pendek, namun damage-nya lebih tinggi daripada turret cepat.
|
||||
block.flameturret.name = turret api
|
||||
block.flameturret.fulldescription = Turret jarak dekat lanjutan. Menggunakan batubara untuk amunisi. Memiliki jangkauan yang pendek, namun sangat tinggi damage-nya. Bagus untuk jarak dekat. Dianjurkan untuk digunakan dibalik dinding.
|
||||
block.sniperturret.name = turret railgun
|
||||
block.sniperturret.fulldescription = Turret jarak jauh lanjutan. Menggunakan baja untuk amunisi. Kerusakan yang sangat tinggi, namun menembak dengan lambat. Mahal untuk digunakan, tapi bisa ditempatkan jauh dari garis musuh karena jangkauannya.
|
||||
block.mortarturret.name = turret flak
|
||||
block.mortarturret.fulldescription = Turret dengan akurasi pendek dan damage eksplosif. Menggunakan batubara untuk amunisi. Menembakkan peluru yang meledak lalu menjadi pecahan peluru. Berguna untuk kerumunan musuh yang besar.
|
||||
block.laserturret.name = turret laser
|
||||
block.laserturret.fulldescription = Turret satu target. Menggunakan tenaga. Memiliki jarak sedang yang bagus. Target tunggal saja. Tidak pernah meleset.
|
||||
block.waveturret.name = turret tesla
|
||||
block.waveturret.fulldescription = Turret target banyak. Menggunakan tenaga. Jaraknya sedang. Tidak pernah meleset. Rata-rata damage-nya kecil, namun bisa menembak beberapa musuh bersamaan dengan petir berantai.
|
||||
block.plasmaturret.name = turret plasma
|
||||
block.plasmaturret.fulldescription = Versi yang sangat maju dari turret api. Menggunakan batubara sebagai amunisi. Damage yang sangat tinggi, jaraknya pendek sampai sedang.
|
||||
block.chainturret.name = turret berantai
|
||||
block.chainturret.fulldescription = Menara api yang menembak dengan cepat. Menggunakan uranium sebagai amunisi. Menembak peluru besar dengan kecepatan tinggi. Jaraknya sedang. Membentang beberapa ubin. Sangat tangguh.
|
||||
block.titancannon.name = meriam titan
|
||||
block.titancannon.fulldescription = Turret jarak jauh terakhir. Menggunakan uranium sebagai amunisi. Menembakkan peluru yang meledak dengan cipratan besar dengan kecepatan sedang. Jarak jauh. Membentang beberapa ubin. Sangat tangguh.
|
||||
block.playerspawn.name = spawn pemain
|
||||
block.enemyspawn.name = spawn musuh
|
553
semag/mind/assets/bundles/bundle_ita.properties
Normal file
@ -0,0 +1,553 @@
|
||||
text.about = Creato da [ROYAL]Anuken[] - [SKY]anukendev@gmail.com[]\nOriginariamente era una voce nel [orange]GDL[] Metal Monstrosity Jam.\n\n Crediti:\n - SFX realizzato con [YELLOW]bfxr [] \n - Musica creata da [GREEN]RoccoW[] / trovata su [lime]FreeMusicArchive.org[]\n\n Un ringraziamento speciale a:\n - [coral]MitchellFJN []: esteso test del gioco e feedback\n - [sky]Luxray5474 []: lavorazione della wiki, contributi col codice\n - [lime]Epowerj []: sistema di costruzione del codice, icone\n - Tutti i beta tester su itch.io e Google Play\n
|
||||
text.credits = Crediti
|
||||
text.discord = Unisciti sul server discord di mindustry!
|
||||
text.link.discord.description = la chatroom ufficiale del server discord di Mindustry
|
||||
text.link.github.description = Codice sorgente del gioco
|
||||
text.link.dev-builds.description = Build di sviluppo versioni instabili
|
||||
text.link.trello.description = Scheda ufficiale trello per funzionalità pianificate
|
||||
text.link.itch.io.description = pagina di itch.io con download per PC e versione web
|
||||
text.link.google-play.description = Elenco di Google Play Store
|
||||
text.link.wiki.description = wiki ufficiale di Mindustry
|
||||
text.linkfail = Impossibile aprire il link! L'URL è stato copiato nella tua bacheca.
|
||||
text.classic.unsupported = Mindustry classic does not support this feature.
|
||||
text.multiplayer.web = Questa versione del gioco non supporta il multiplayer! Per giocare in multiplayer dal tuo browser, usa il link "versione web multiplayer" nella pagina itch.io.
|
||||
text.gameover = Il nucleo è stato distrutto.
|
||||
text.highscore = [YELLOW]Nuovo record!
|
||||
text.lasted = Sei durato fino all'onda
|
||||
text.level.highscore = Migliore: [accent]{0}
|
||||
text.level.delete.title = Conferma Eliminazione
|
||||
text.level.delete = Sei sicuro di voler eliminare la mappa "[arancione]{0}"?
|
||||
text.level.select = Selezione del livello
|
||||
text.level.mode = Modalità di gioco:
|
||||
text.savegame = Salva
|
||||
text.loadgame = Carica
|
||||
text.joingame = Gioca MP
|
||||
text.newgame = Nuovo gioco
|
||||
text.quit = Esci
|
||||
text.about.button = Informazioni
|
||||
text.name = Nome:
|
||||
text.public = Pubblico
|
||||
text.players = {0} giocatori online
|
||||
text.server.player.host = {0} (host)
|
||||
text.players.single = {0} giocatori online
|
||||
text.server.mismatch = Errore nel pacchetto: possibile discrepanza nella versione client / server. Assicurati che tu e l'host abbiate l'ultima versione di Mindustry!
|
||||
text.server.closing = [accent]Chiusura server ...
|
||||
text.server.kicked.kick = Sei stato cacciato dal server!
|
||||
text.server.kicked.fastShoot = You are shooting too quickly.
|
||||
text.server.kicked.invalidPassword = 10468 = Password non valida.
|
||||
text.server.kicked.clientOutdated = Versione del client obsoleta! Aggiorna il tuo gioco!
|
||||
text.server.kicked.serverOutdated = Server obsoleto! Chiedi all'host di aggiornare!
|
||||
text.server.kicked.banned = Sei stato bannato su questo server.
|
||||
text.server.kicked.recentKick = Sei stato cacciato di recente. Attendi prima di connetterti di nuovo.
|
||||
text.server.connected = {0} si è connesso
|
||||
text.server.disconnected = {0} si è disconnesso
|
||||
text.nohost = Impossibile hostare il server con una mappa personalizzata!
|
||||
text.host.info = Il pulsante [accent]hos [] ospita un server sulle porte [scarlet]6567[] e [scarlet]656.[] Chiunque sulla stessa [LIGHT_GRAY]connessione wifi o rete locale[] dovrebbe essere in grado di vedere il proprio server nel proprio elenco server.\n\n Se vuoi che le persone siano in grado di connettersi ovunque tramite IP, è richiesto il [accent]port forwarding[]. \n\n[LIGHT_GRAY]Nota: se qualcuno sta riscontrando problemi durante la connessione al gioco LAN, assicurati di aver consentito a Mindustry di accedere alla rete locale nelle impostazioni del firewall.
|
||||
text.join.info = Qui è possibile inserire un [accent]IP del server[] a cui connettersi, o scoprire [accento]un server sulla rete locale[] disponibile.\n Sono supportati sia il multiplayer LAN che WAN. \n\n[LIGHT_GRAY]Nota: non esiste un elenco di server globali automatici; se si desidera connettersi a qualcuno tramite IP, è necessario chiedere all'host il proprio IP.
|
||||
text.hostserver = Server host
|
||||
text.host = Host
|
||||
text.hosting = [accento] Apertura del server ...
|
||||
text.hosts.refresh = Aggiorna
|
||||
text.hosts.discovering = Scoperta partite LAN
|
||||
text.server.refreshing = Aggiornamento server
|
||||
text.hosts.none = [lightgray]Nessuna partita LAN trovata!
|
||||
text.host.invalid = [scarlet]Impossibile connettersi all'host.
|
||||
text.server.friendlyfire = Fuoco amico
|
||||
text.trace = Trace Player
|
||||
text.trace.playername = Nome del giocatore: [accent]{0}
|
||||
text.trace.ip = IP: [accent]{0}
|
||||
text.trace.id = ID univoco: [accent]{0}
|
||||
text.trace.android = Client Android: [accent] {0}
|
||||
text.trace.modclient = Cliente personalizzato: [accent]{0}
|
||||
text.trace.totalblocksbroken = Totale blocchi interrotti: [accent]{0}
|
||||
text.trace.structureblocksbroken = Blocchi strutturali distrutti: [accent]{0}
|
||||
text.trace.lastblockbroken = Ultimo blocco distrutto: [accent]{0}
|
||||
text.trace.totalblocksplaced = Totale blocchi posizionati: [accent]{0}
|
||||
text.trace.lastblockplaced = Ultimo blocco inserito: [accent]{0}
|
||||
text.invalidid = ID cliente non valido! Invia una segnalazione di bug.
|
||||
text.server.bans = Lista Ban
|
||||
text.server.bans.none = Nessun giocatore bandito trovato!
|
||||
text.server.admins = Amministratori
|
||||
text.server.admins.none = Nessun amministratore trovato!
|
||||
text.server.add = Aggiungi server
|
||||
text.server.delete = Sei sicuro di voler eliminare questo server?
|
||||
text.server.hostname = Host: {0}
|
||||
text.server.edit = Modifica server
|
||||
text.server.outdated = [crimson]Server obsoleto![]
|
||||
text.server.outdated.client = [crimson]Client obsoleto![]
|
||||
text.server.version = [lightgray]Versione: {0}
|
||||
text.server.custombuild = [yellow] Costruzione personalizzata
|
||||
text.confirmban = Sei sicuro di voler bandire questo giocatore?
|
||||
text.confirmunban = Sei sicuro di voler sbloccare questo giocatore?
|
||||
text.confirmadmin = Sei sicuro di voler rendere questo giocatore un amministratore?
|
||||
text.confirmunadmin = Sei sicuro di voler rimuovere lo stato di amministratore da questo player?
|
||||
text.joingame.byip = Unisciti a IP ...
|
||||
text.joingame.title = Unisciti alla Partita
|
||||
text.joingame.ip = IP:
|
||||
text.disconnect = Disconnesso.
|
||||
text.disconnect.data = Errore nel caricamento i dati del mondo!
|
||||
text.connecting = [accent]Connessione in corso ...
|
||||
text.connecting.data = [accent]Caricamento dei dati del mondo ...
|
||||
text.connectfail = [crimson] Impossibile connettersi al server: [orange] {0}
|
||||
text.server.port = Porta:
|
||||
text.server.addressinuse = Indirizzo già in uso!
|
||||
text.server.invalidport = Numero di porta non valido!
|
||||
text.server.error = [crimson]Errore nell'hosting del server: [orange] {0}
|
||||
text.tutorial.back = < Prec
|
||||
text.tutorial.next = Succ >
|
||||
text.save.new = Nuovo Salvataggio
|
||||
text.save.overwrite = Sei sicuro di voler sovrascrivere questo salvataggio?
|
||||
text.overwrite = Sostituisci
|
||||
text.save.none = Nessun salvataggio trovato!
|
||||
text.saveload = [Accent]Salvataggio ...
|
||||
text.savefail = Salvataggio del gioco non riuscito!
|
||||
text.save.delete.confirm = Sei sicuro di voler eliminare questo salvataggio?
|
||||
text.save.delete = Elimina
|
||||
text.save.export = Esporta Salva
|
||||
text.save.import.invalid = [orange]Questo salvataggio non è valido!
|
||||
text.save.import.fail = [crimson]Impossibile importare salvataggio: [orange]{0}
|
||||
text.save.export.fail = [crimson]Impossibile esportare il salvataggio: [orange]{0}
|
||||
text.save.import = Importa Salvataggio
|
||||
text.save.newslot = Salva nome:
|
||||
text.save.rename = Rinomina
|
||||
text.save.rename.text = Nuovo nome:
|
||||
text.selectslot = Seleziona un salvataggio.
|
||||
text.slot = [accent]Slot {0}
|
||||
text.save.corrupted = [orang]File di salvataggio danneggiato o non valido!
|
||||
text.empty = <Niente . . . >
|
||||
text.on = Acceso
|
||||
text.off = Spento
|
||||
text.save.autosave = Salvataggio automatico: {0}
|
||||
text.save.map = mappa
|
||||
text.save.wave = Ondata:
|
||||
text.save.difficulty = Difficolta: {0}
|
||||
text.save.date = Ultimo salvataggio: {0}
|
||||
text.confirm = Conferma
|
||||
text.delete = Elimina
|
||||
text.ok = OK
|
||||
text.open = Apri
|
||||
text.cancel = Annulla
|
||||
text.openlink = Apri Link
|
||||
text.copylink = Copia link
|
||||
text.back = Indietro
|
||||
text.quit.confirm = Sei sicuro di voler uscire?
|
||||
text.changelog.title = Registro modifiche
|
||||
text.changelog.loading = Ottenere il registro delle modifiche ...
|
||||
text.changelog.error.android = [orange]Nota che il log delle modifiche non funziona su Android 4.4 e versioni precedenti! Ciò è dovuto a un bug interno di Android.
|
||||
text.changelog.error.ios = [orange]The changelog is currently not supported in iOS.
|
||||
text.changelog.error = [scarlet]Errore durante il recupero del changelog! Controlla la tua connessione Internet.
|
||||
text.changelog.current = [yellow][[Current version]
|
||||
text.changelog.latest = [orange][[Latest version]
|
||||
text.loading = [accent]Caricamento in corso ...
|
||||
text.wave = [orange]Onda {0}
|
||||
text.wave.waiting = Onda in {0}
|
||||
text.waiting = In attesa...
|
||||
text.enemies = {0} Nemici
|
||||
text.enemies.single = {0} Nemico
|
||||
text.loadimage = Carica immagine
|
||||
text.saveimage = Salva Immagine
|
||||
text.oregen = Generazione dei minerali
|
||||
text.editor.badsize = [orange]Dimensioni dell'immagine non valide![]\n Dimensioni della mappa valide: {0}
|
||||
text.editor.errorimageload = Errore durante il caricamento del file immagine:\n [orange]{0}
|
||||
text.editor.errorimagesave = Errore durante il salvataggio del file immagine:\n [orange]{0}
|
||||
text.editor.generate = Genera
|
||||
text.editor.resize = Zomma o \nRiduci
|
||||
text.editor.loadmap = Carica\nmappa
|
||||
text.editor.savemap = Salva\nla mappa
|
||||
text.editor.loadimage = Carica\nimmagine
|
||||
text.editor.saveimage = Salva\nImmagine
|
||||
text.editor.unsaved = [scarlet]Hai modifiche non salvate![]\nSei sicuro di voler uscire?
|
||||
text.editor.brushsize = Dimensione del pennello: {0}
|
||||
text.editor.noplayerspawn = Questa mappa non ha lo spawnpoint del giocatore!
|
||||
text.editor.manyplayerspawns = Le mappe non possono avere più di un punto di spawn di un giocatore!
|
||||
text.editor.manyenemyspawns = Non puoi avere più di {0} spawn nemici!
|
||||
text.editor.resizemap = Ridimensiona la mappa
|
||||
text.editor.resizebig = [Scarlet]Attenzione!\n[]Le mappe più grandi di 256 unità potrebbero causare del lag oltre ad essere instabili.
|
||||
text.editor.mapname = Nome Mappa:
|
||||
text.editor.overwrite = [Accent]Attenzione!\nQuesto sovrascrive una mappa esistente.
|
||||
text.editor.failoverwrite = [crimson]Impossibile sovrascrivere la mappa di default!
|
||||
text.editor.selectmap = Seleziona una mappa da caricare:
|
||||
text.width = Larghezza:
|
||||
text.height = Altezza:
|
||||
text.randomize = Randomizza
|
||||
text.apply = Applicare
|
||||
text.update = Aggiorna
|
||||
text.menu = Menu
|
||||
text.play = Gioca
|
||||
text.load = Carica
|
||||
text.save = Salva
|
||||
text.language.restart = Riavvia il gioco affinché il cambiamento della lingua abbia effetto.
|
||||
text.settings.language = Lingua
|
||||
text.settings = Impostazioni
|
||||
text.tutorial = Lezioni
|
||||
text.editor = Editor
|
||||
text.mapeditor = Editor delle mappe
|
||||
text.donate = Dona
|
||||
text.settings.reset = Resetta Alle Impostazioni Predefinite
|
||||
text.settings.controls = Controlli
|
||||
text.settings.game = Gioco
|
||||
text.settings.sound = Suono
|
||||
text.settings.graphics = Grafica
|
||||
text.upgrades = Miglioramenti
|
||||
text.purchased = [LIME]Creato!
|
||||
text.weapons = Armi
|
||||
text.paused = In pausa
|
||||
text.respawn = Rinascita in
|
||||
text.info.title = [Accent]Informazioni
|
||||
text.error.title = [crimson]Si è verificato un errore
|
||||
text.error.crashmessage = [SCARLET]Si è verificato un errore imprevisto che ha causato un arresto anomalo.[] Si prega di segnalare le circostanze esatte in cui questo errore si è verificato allo sviluppatore:\n[ORANGE]anukendev@gmail.com[]
|
||||
text.error.crashtitle = Si è verificato un errore
|
||||
text.mode.break = Modalità di interruzione: {0}
|
||||
text.mode.place = Modalità luogo: {0}
|
||||
placemode.hold.name = linea
|
||||
placemode.areadelete.name = area
|
||||
placemode.touchdelete.name = toccare
|
||||
placemode.holddelete.name = trattieni
|
||||
placemode.none.name = nessuno
|
||||
placemode.touch.name = toccare
|
||||
placemode.cursor.name = cursore
|
||||
text.blocks.extrainfo = [accent]informazioni extra sui blocchi:
|
||||
text.blocks.blockinfo = Informazioni sul blocco
|
||||
text.blocks.powercapacity = Capacità energetica
|
||||
text.blocks.powershot = Danno/Colpo
|
||||
text.blocks.powersecond = Energia/Secondo
|
||||
text.blocks.powerdraindamage = Consumo/Danno
|
||||
text.blocks.shieldradius = Raggio dello scudo
|
||||
text.blocks.itemspeedsecond = Velocita Oggetti/Secondo
|
||||
text.blocks.range = Gamma
|
||||
text.blocks.size = Grandezza
|
||||
text.blocks.powerliquid = Energia/Liquido
|
||||
text.blocks.maxliquidsecond = Max liquido/Secondo
|
||||
text.blocks.liquidcapacity = Capacità del liquido
|
||||
text.blocks.liquidsecond = Liquido/Secondo
|
||||
text.blocks.damageshot = Danni colpo
|
||||
text.blocks.ammocapacity = Capacità del caricatore
|
||||
text.blocks.ammo = Munizioni
|
||||
text.blocks.ammoitem = Munizioni/Oggetto
|
||||
text.blocks.maxitemssecond = Oggetti massimi/secondo
|
||||
text.blocks.powerrange = Raggio Energia
|
||||
text.blocks.lasertilerange = Raggio piastrelle laser
|
||||
text.blocks.capacity = Capacità
|
||||
text.blocks.itemcapacity = Capacità oggetto
|
||||
text.blocks.maxpowergenerationsecond = Massima Energia Generata/secondo
|
||||
text.blocks.powergenerationsecond = Energia generata/secondo
|
||||
text.blocks.generationsecondsitem = Generazione secondi/oggetto
|
||||
text.blocks.input = Ingresso
|
||||
text.blocks.inputliquid = Ingresso del liquido
|
||||
text.blocks.inputitem = Ingresso Oggetto
|
||||
text.blocks.output = Uscita
|
||||
text.blocks.secondsitem = Secondi/item
|
||||
text.blocks.maxpowertransfersecond = Massimo trasferimento di potenza/secondo
|
||||
text.blocks.explosive = Altamente esplosivo!
|
||||
text.blocks.repairssecond = Ripara/secondo
|
||||
text.blocks.health = Salute
|
||||
text.blocks.inaccuracy = inesattezza
|
||||
text.blocks.shots = Colpi
|
||||
text.blocks.shotssecond = Colpi/secondo
|
||||
text.blocks.fuel = Carburante
|
||||
text.blocks.fuelduration = Durata del carburante
|
||||
text.blocks.maxoutputsecond = Uscita max/secondo
|
||||
text.blocks.inputcapacity = Capacità di ingresso
|
||||
text.blocks.outputcapacity = Capacità di uscita
|
||||
text.blocks.poweritem = Energia/Oggetto
|
||||
text.placemode = Place Mode
|
||||
text.breakmode = Modalità di interruzione
|
||||
text.health = Salutee
|
||||
setting.difficulty.easy = facile
|
||||
setting.difficulty.normal = medio
|
||||
setting.difficulty.hard = difficile
|
||||
setting.difficulty.insane = Folle
|
||||
setting.difficulty.purge = Epurazione
|
||||
setting.difficulty.name = Difficoltà:
|
||||
setting.screenshake.name = Screen Shake
|
||||
setting.smoothcam.name = Smooth Camera
|
||||
setting.indicators.name = Indicatori nemici
|
||||
setting.effects.name = Visualizza effetti
|
||||
setting.sensitivity.name = Sensibilità del controllore.
|
||||
setting.saveinterval.name = Intervallo di salvataggio automatico
|
||||
setting.seconds = {0} Secondi
|
||||
setting.fullscreen.name = Schermo Intero
|
||||
setting.multithread.name = multithreading
|
||||
setting.fps.name = Mostra FPS
|
||||
setting.vsync.name = Sincronizzazione Verticale
|
||||
setting.lasers.name = Mostra Energia Dei Laser
|
||||
setting.previewopacity.name = Placing Preview Opacity
|
||||
setting.healthbars.name = Mostra barra della salute delle entità
|
||||
setting.pixelate.name = Schermo Pixelate
|
||||
setting.musicvol.name = Volume Musica
|
||||
setting.mutemusic.name = Musica muta
|
||||
setting.sfxvol.name = Volume SFX
|
||||
setting.mutesound.name = Suono muto
|
||||
map.maze.name = labirinto
|
||||
map.fortress.name = fortezza
|
||||
map.sinkhole.name = dolina
|
||||
map.caves.name = grotte
|
||||
map.volcano.name = vulcano
|
||||
map.caldera.name = caldera
|
||||
map.scorch.name = bruciatura
|
||||
map.desert.name = Deserto
|
||||
map.island.name = Isola
|
||||
map.grassland.name = Prateria
|
||||
map.tundra.name = Tundra
|
||||
map.spiral.name = spirale
|
||||
map.tutorial.name = Tutorial
|
||||
tutorial.intro.text = [yellow]Benvenuti nel tutorial.[] Per iniziare, premere 'succ'.
|
||||
tutorial.moveDesktop.text = Per spostarsi, utilizza i tasti [orange][[WASD][] . Tenere premuto [orange]shift []per correre. Tenere premuto [orange]CTRL[] mentre si utilizza la [orange]rotella del mouse[] per ingrandire o ridurre lo zoom.
|
||||
tutorial.shoot.text = Usa il mouse per mirare, tieni premuto [orange]tasto sinistro del mouse[] per sparare. Fai uun po' di pratica con quest' [yellow]obiettivo[].
|
||||
tutorial.moveAndroid.text = Per spostare la vista, trascina un dito sullo schermo. Pizzica e trascina per ingrandire o ridurre.
|
||||
tutorial.placeSelect.text = Prova a selezionare un [yellow]nastro trasportatore[] dal menu dei blocchi in basso a destra.
|
||||
tutorial.placeConveyorDesktop.text = Utilizza la [orange]rotellina di scorrimento[] per ruotare il nastro trasportatore in modo che sia rivolto verso [orange]in avanti[], quindi posizionarlo nella [yellow]posizione contrassegnata[] utilizzando il [orange]tasto sinistro del mouse[].
|
||||
tutorial.placeConveyorAndroid.text = Utilizzare il pulsante [orange]tasto di rotazione[] per ruotare il trasportatore in modo che sia rivolto [orange]in avanti[], trascinalo in posizione con un dito, quindi posizionalo nella [yellow]posizione contrassegnata[] utilizzando [orange]segno di spunta[]
|
||||
tutorial.placeConveyorAndroidInfo.text = In alternativa, puoi premere l'icona mirino in basso a sinistra per passare alla [orange] touch mode[] e posiziona i blocchi toccando sullo schermo. In modalità touch, i blocchi possono essere ruotati con la freccia in basso a sinistra. Premi [yellow]avanti[] per provarlo.
|
||||
tutorial.placeDrill.text = Ora, seleziona e posiziona un [yellow]trapano per pietra[] nella posizione contrassegnata.
|
||||
tutorial.blockInfo.text = Se vuoi saperne di più su un blocco, puoi toccare il [orange]punto interrogativo[] in alto a destra per leggere la sua descrizione.
|
||||
tutorial.deselectDesktop.text = Puoi deselezionare un blocco usando [orange]tasto destro del mouse[].
|
||||
tutorial.deselectAndroid.text = È possibile deselezionare un blocco premendo il tasto [orange]X[].
|
||||
tutorial.drillPlaced.text = Il trapano ora produrrà [yellow]pietra,[] la manderà sul nastro trasportatore, quindi la sposterà nel [yellow]nucleo[].
|
||||
tutorial.drillInfo.text = I minerali differenti hanno bisogno di trapani diversi. La pietra richiede il trapano di pietra, il ferro richiede il trapano di ferro, ecc.
|
||||
tutorial.drillPlaced2.text = Spostando gli oggetti nel nucleo li metti nell' [yellow]inventario[], in alto a sinistra. Piazzare i blocchi usa gli oggetti dal tuo inventario.
|
||||
tutorial.moreDrills.text = Puoi collegare molti trapani e trasportatori insieme, in questo modo.
|
||||
tutorial.deleteBlock.text = È possibile eliminare i blocchi facendo clic sul [orange]pulsante destro del mouse[] sul blocco che si desidera eliminare. Prova a eliminare questo trasportatore.
|
||||
tutorial.deleteBlockAndroid.text = È possibile eliminare i blocchi [orange]selezionandoli col mirino[] nel menu della [orange]modalità pausa[] in basso a sinistra e toccando un blocco. Prova a eliminare questo trasportatore.
|
||||
tutorial.placeTurret.text = Ora, seleziona e posiziona una [yellow]torretta[] nella [yellow]posizione contrassegnata[].
|
||||
tutorial.placedTurretAmmo.text = Questa torretta ora accetta [yellow]munizioni[] dal trasportatore. Puoi vedere quante munizioni ha al passaggio del mouse [green]barra verde[].
|
||||
tutorial.turretExplanation.text = Le torrette spareranno automaticamente al nemico più vicino nel raggio d'azione, a patto che abbiano munizioni sufficienti.
|
||||
tutorial.waves.text = Ogni [yellow]60[] secondi, un'ondata di [coral]nemici[] si genera in posizioni specifiche e tenta di distruggere il nucleo.
|
||||
tutorial.coreDestruction.text = Il tuo obiettivo è difendere [yellow]il nucleo[]. Se il nucleo viene distrutto, tu [coral]perdi la partita[].
|
||||
tutorial.pausingDesktop.text = Se hai bisogno di fare una pausa, premi il [orange]pulsante di pausa[] in alto a sinistra per mettere in pausa il gioco. Puoi ancora selezionare e posizionare i blocchi mentre sei in pausa, ma non puoi muoverti o sparare
|
||||
tutorial.pausingAndroid.text = Se hai bisogno di fare una pausa, premi il [orange]pulsante di pausa[] in alto a sinistra per mettere in pausa il gioco. Puoi ancora rompere e posizionare i blocchi mentre sei in pausa.
|
||||
tutorial.purchaseWeapons.text = Puoi acquistare nuove [yellow]armi[] per il tuo mech aprendo il menu di aggiornamenti in basso a sinistra.
|
||||
tutorial.switchWeapons.text = Cambia le armi facendo clic sulla sua icona in basso a sinistra o usando i numeri [orange][[1-9][].
|
||||
tutorial.spawnWave.text = Ecco un'ondata ora. Distruggili.
|
||||
tutorial.pumpDesc.text = Nelle onde successive, potrebbe essere necessario utilizzare le [yellow]pompe[] per distribuire i liquidi per i generatori o gli estrattori.
|
||||
tutorial.pumpPlace.text = Le pompe funzionano in modo simile ai trapani, tranne per il fatto che producono liquidi anziché oggetti. Prova a posizionare una pompa sull' [yellow]petrolio evidenziato[].
|
||||
tutorial.conduitUse.text = Ora posiziona una [orange]conduttura[]
|
||||
tutorial.conduitUse2.text = E alcuni altri ...
|
||||
tutorial.conduitUse3.text = E alcuni altri ...
|
||||
tutorial.generator.text = Ora, posizionare un [orange]generatore a combustione[] all'estremità del condotto.
|
||||
tutorial.generatorExplain.text = Questo generatore ora creerà [yellow]corrente[] dall'petrolio.
|
||||
tutorial.lasers.text = La potenza è distribuita usando i [yellow]laser energetici[]. Ruota e posizionane uno qui.
|
||||
tutorial.laserExplain.text = Il generatore ora trasferirà l'energia nel blocco laser. Un raggio [yellow]opaco[] indica che sta trasmettendo corrente e un raggio [yellow]trasparente[] significa che non la sta strasmettendo.
|
||||
tutorial.laserMore.text = Puoi controllare quanta energia ha un blocco passandoci sopra e controllando la barra [yellow]gialla[] in alto.
|
||||
tutorial.healingTurret.text = Questo laser può essere utilizzato per alimentare una [lime]torretta di riparazione[]. Mettine una qui.
|
||||
tutorial.healingTurretExplain.text = Finché ha energia, questa torretta [lime]riparerà i blocchi vicini.[] Durante la riproduzione del gioco, assicurati di averne una nella tua base il più rapidamente possibile!
|
||||
tutorial.smeltery.text = Molti blocchi richiedono [orange]acciaio[] da produrre, che richiede una [orange] fonderia[] per la produzione. Mettine una qui.
|
||||
tutorial.smelterySetup.text = Questa fonderia produrrà ora [orange]acciaio[] dal ferro in ingresso, usando il carbone come combustibile.
|
||||
tutorial.tunnelExplain.text = Si noti inoltre che gli oggetti passano attraverso un[orange]tunnel[] e emergono dall'altra parte, passando attraverso il blocco di pietra. Tieni presente che i tunnel possono attraversare fino a 2 blocchi.
|
||||
tutorial.end.text = E questo conclude il tutorial! In bocca al lupo!
|
||||
text.keybind.title = Configurazione Tasti
|
||||
keybind.move_x.name = move_x
|
||||
keybind.move_y.name = move_y
|
||||
keybind.select.name = seleziona
|
||||
keybind.break.name = rompere
|
||||
keybind.shoot.name = sparare
|
||||
keybind.zoom_hold.name = zoom_hold
|
||||
keybind.zoom.name = zoom
|
||||
keybind.block_info.name = Informazioni blocco
|
||||
keybind.menu.name = menu
|
||||
keybind.pause.name = pausa
|
||||
keybind.dash.name = corsa
|
||||
keybind.chat.name = Chat
|
||||
keybind.player_list.name = lista_giocatori
|
||||
keybind.console.name = console
|
||||
keybind.rotate_alt.name = rotate_alt
|
||||
keybind.rotate.name = Ruotare
|
||||
keybind.weapon_1.name = arma_1
|
||||
keybind.weapon_2.name = arma_2
|
||||
keybind.weapon_3.name = arma_3
|
||||
keybind.weapon_4.name = arma_4
|
||||
keybind.weapon_5.name = arma_5
|
||||
keybind.weapon_6.name = arma_6
|
||||
mode.text.help.title = Descrizione delle modalità
|
||||
mode.waves.name = onde
|
||||
mode.waves.description = modalità normale. risorse limitate e onde in entrata automatiche.
|
||||
mode.sandbox.name = Sandbox
|
||||
mode.sandbox.description = risorse infinite e nessun timer per le onde.
|
||||
mode.freebuild.name = freebuild
|
||||
mode.freebuild.description = risorse limitate e nessun timer per le onde.
|
||||
upgrade.standard.name = Standard
|
||||
upgrade.standard.description = Il mech standard.
|
||||
upgrade.blaster.name = blaster
|
||||
upgrade.blaster.description = Spara un proiettile lento, debole.
|
||||
upgrade.triblaster.name = triblaster
|
||||
upgrade.triblaster.description = Spara 3 proiettili a diffusione.
|
||||
upgrade.clustergun.name = clustergun
|
||||
upgrade.clustergun.description = Spara delle imprecise granate esplosive.
|
||||
upgrade.beam.name = cannone a raggi
|
||||
upgrade.beam.description = Spara un raggio laser penetrante a lungo raggio.
|
||||
upgrade.vulcan.name = Vulcano
|
||||
upgrade.vulcan.description = Spara una raffica di proiettili veloci.
|
||||
upgrade.shockgun.name = shockgun
|
||||
upgrade.shockgun.description = Spara a una devastante esplosione di shrapnel carichi.
|
||||
item.stone.name = pietra
|
||||
item.iron.name = ferro
|
||||
item.coal.name = carbone
|
||||
item.steel.name = acciaio
|
||||
item.titanium.name = titanio
|
||||
item.dirium.name = diridio
|
||||
item.uranium.name = uranio
|
||||
item.sand.name = sabbia
|
||||
liquid.water.name = acqua
|
||||
liquid.plasma.name = Plasma
|
||||
liquid.lava.name = lava
|
||||
liquid.oil.name = petrolio
|
||||
block.weaponfactory.name = fabbrica d'armi
|
||||
block.weaponfactory.fulldescription = Utilizzata per creare armi per il giocatore mech. Clicca per usare. Prende automaticamente le risorse dal core.
|
||||
block.air.name = aria
|
||||
block.blockpart.name = blockpart
|
||||
block.deepwater.name = acque profonde
|
||||
block.water.name = acqua
|
||||
block.lava.name = lava
|
||||
block.oil.name = petrolio
|
||||
block.stone.name = pietra
|
||||
block.blackstone.name = pietra nera
|
||||
block.iron.name = ferro
|
||||
block.coal.name = carbone
|
||||
block.titanium.name = titanio
|
||||
block.uranium.name = uranio
|
||||
block.dirt.name = terra
|
||||
block.sand.name = sabbia
|
||||
block.ice.name = ghiaccio
|
||||
block.snow.name = neve
|
||||
block.grass.name = Erba
|
||||
block.sandblock.name = blocco di sabbia
|
||||
block.snowblock.name = blocco di neve
|
||||
block.stoneblock.name = blocco di pietra
|
||||
block.blackstoneblock.name = blocco di pietra nera
|
||||
block.grassblock.name = blocco d'erba
|
||||
block.mossblock.name = blocco di muschio
|
||||
block.shrub.name = arbusto
|
||||
block.rock.name = roccia
|
||||
block.icerock.name = giaccio
|
||||
block.blackrock.name = roccia nera
|
||||
block.dirtblock.name = blocco di terra
|
||||
block.stonewall.name = muro di pietra
|
||||
block.stonewall.fulldescription = Un blocco difensivo poco costoso. Utile per proteggere il nucleo e le torrette nelle prime ondate.
|
||||
block.ironwall.name = muro di ferro
|
||||
block.ironwall.fulldescription = Un blocco difensivo di base. Fornisce protezione dai nemici.
|
||||
block.steelwall.name = muro d'acciaio
|
||||
block.steelwall.fulldescription = Un blocco difensivo standard. protezione adeguata dai nemici.
|
||||
block.titaniumwall.name = muro di titanio
|
||||
block.titaniumwall.fulldescription = Un forte blocco difensivo. Fornisce protezione dai nemici.
|
||||
block.duriumwall.name = muro di diridio
|
||||
block.duriumwall.fulldescription = Un blocco difensivo molto forte. Fornisce protezione dai nemici.
|
||||
block.compositewall.name = muro composito
|
||||
block.steelwall-large.name = grande muro di acciaio
|
||||
block.steelwall-large.fulldescription = Un blocco difensivo standard. Si estende su più tessere.
|
||||
block.titaniumwall-large.name = grande muro di titanio
|
||||
block.titaniumwall-large.fulldescription = Un forte blocco difensivo. Si estende su più tessere.
|
||||
block.duriumwall-large.name = grande muro di diridio
|
||||
block.duriumwall-large.fulldescription = Un blocco difensivo molto forte. Si estende su più tessere.
|
||||
block.titaniumshieldwall.name = muro schermato
|
||||
block.titaniumshieldwall.fulldescription = Un forte blocco difensivo, con uno scudo incorporato extra. Richiede energia. Utilizza l'energia per assorbire i proiettili nemici. Si consiglia di utilizzare i booster di energia per fornire energia a questo blocco.
|
||||
block.repairturret.name = torretta di riparazione
|
||||
block.repairturret.fulldescription = Ripara i blocchi danneggiati vicini nel raggio di azione a un ritmo lento. Utilizza piccole quantità di energia.
|
||||
block.megarepairturret.name = torretta di riparazione II
|
||||
block.megarepairturret.fulldescription = Ripara i blocchi vicini danneggiati nel raggio di portata a ritmo moderato. Usa il potere.
|
||||
block.shieldgenerator.name = generatore di scudi
|
||||
block.shieldgenerator.fulldescription = Un blocco difensivo avanzato. Fa da scudo per tutti i blocchi in un raggio dalla posizione. Utilizza l'energia a una velocità ridotta quando è inattivo, ma scarica rapidamente energia sul contatto con i proiettili.
|
||||
block.door.name = porta
|
||||
block.door.fulldescription = Un blocco che può essere aperto e chiuso toccandolo.
|
||||
block.door-large.name = grande porta
|
||||
block.door-large.fulldescription = Un blocco che può essere aperto e chiuso toccandolo.
|
||||
block.conduit.name = Condotto
|
||||
block.conduit.fulldescription = Blocco di trasporto liquido di base. Funziona come un trasportatore, ma con liquidi. Ideale per pompe o altri condotti. Può essere usato come un ponte sui liquidi per nemici e giocatori.
|
||||
block.pulseconduit.name = condotto di impulso
|
||||
block.pulseconduit.fulldescription = Blocco di trasporto di liquidi avanzato. Trasporta i liquidi più velocemente e immagazzina più dei condotti standard.
|
||||
block.liquidrouter.name = router liquido
|
||||
block.liquidrouter.fulldescription = Funziona in modo simile a un router. Accetta input liquidi da un lato e li invia agli altri lati. Utile per separare il liquido da un singolo condotto in più condotti.
|
||||
block.conveyor.name = trasportatore
|
||||
block.conveyor.fulldescription = Blocco di trasporto basico. Sposta gli oggetti in avanti e li deposita automaticamente in torrette o crafters. Ruotabile. Può essere usato come un ponte sui liquidi per nemici e giocatori.
|
||||
block.steelconveyor.name = trasportatore d'acciaio
|
||||
block.steelconveyor.fulldescription = Blocco avanzato di trasporto. Sposta gli oggetti più velocemente rispetto ai trasportatori standard.
|
||||
block.poweredconveyor.name = trasportatore di impulsi
|
||||
block.poweredconveyor.fulldescription = Il blocco di trasporto di ultima generazione. Sposta gli oggetti più velocemente dei trasportatori in acciaio.
|
||||
block.router.name = router
|
||||
block.router.fulldescription = Accetta elementi da una direzione e li invia a 3 altre direzioni. Può anche memorizzare una certa quantità di oggetti. Utile per dividere i materiali da un trapano a più torrette.
|
||||
block.junction.name = giunzione
|
||||
block.junction.fulldescription = Funziona come un ponte per due nastri trasportatori che la attraversono. Utile in situazioni con due diversi trasportatori che trasportano materiali diversi in luoghi diversi.
|
||||
block.conveyortunnel.name = tunnel di trasporto
|
||||
block.conveyortunnel.fulldescription = Trasporta oggetti sotto blocchi. Per utilizzare, posizionare un tunnel che conduce nel blocco da scavare sotto il tunnel e uno sull'altro lato. Assicurarsi che entrambe le gallerie siano rivolte in direzioni opposte, cioè verso i blocchi in cui vengono immesse o in uscita.
|
||||
block.liquidjunction.name = giunzione liquida
|
||||
block.liquidjunction.fulldescription = Funziona come un ponte per due condotti di attraversamento. Utile in situazioni con due condotti diversi che trasportano liquidi diversi in luoghi diversi.
|
||||
block.liquiditemjunction.name = giunzione di oggetti liquidi
|
||||
block.liquiditemjunction.fulldescription = Funziona come un ponte per attraversare condutture e trasportatori.
|
||||
block.powerbooster.name = power booster
|
||||
block.powerbooster.fulldescription = Distribuisce l'energia a tutti i blocchi entro il suo raggio.
|
||||
block.powerlaser.name = laser energetico
|
||||
block.powerlaser.fulldescription = Crea un laser che trasmette energia al blocco di fronte ad esso. Non genera alcuna energia. Ideale per generatori o altri laser.
|
||||
block.powerlaserrouter.name = router laser
|
||||
block.powerlaserrouter.fulldescription = Laser che distribuisce la potenza in tre direzioni contemporaneamente. Utile in situazioni in cui è necessario alimentare più blocchi da un generatore.
|
||||
block.powerlasercorner.name = angolo laser
|
||||
block.powerlasercorner.fulldescription = Laser che distribuisce la potenza in due direzioni contemporaneamente. Utile in situazioni in cui è necessario alimentare più blocchi da un generatore e un router è impreciso.
|
||||
block.teleporter.name = teletrasporto
|
||||
block.teleporter.fulldescription = Blocco avanzato di trasporto dell'elemento. I teletrasportatori immettono gli oggetti ad altri teletrasportatori dello stesso colore. Non fa nulla se non esistono teletrasportatori dello stesso colore. Se esistono più teletrasporti dello stesso colore, ne viene selezionato uno casuale. Usa l'energia. Tocca per cambiare colore.
|
||||
block.sorter.name = sorter
|
||||
block.sorter.fulldescription = Ordina l'oggetto per tipo di materiale. Il materiale da accettare è indicato dal colore nel blocco. Tutti gli articoli che corrispondono al materiale di ordinamento vengono emessi in avanti, tutto il resto viene emesso a sinistra e a destra.
|
||||
block.core.name = Centro
|
||||
block.pump.name = pompa
|
||||
block.pump.fulldescription = Pompa di liquidi da un blocco sorgente - di solito acqua, lava o petrolio. Emette liquido nei condotti nelle vicinanze.
|
||||
block.fluxpump.name = pompaflux
|
||||
block.fluxpump.fulldescription = Una versione avanzata della pompa. Memorizza più liquido e pompa il liquido più velocemente.
|
||||
block.smelter.name = fonderia
|
||||
block.smelter.fulldescription = Il blocco di lavorazione essenziale. Quando immesso 1 ferro e 1 carbone come combustibile, emette un acciaio. Si consiglia di inserire ferro e carbone su diverse cinghie per evitare l'intasamento.
|
||||
block.crucible.name = crogiuolo
|
||||
block.crucible.fulldescription = Un blocco di lavorazione avanzato. Immettendo 1 titanio, 1 acciaio e 1 carbone come combustibile, emette un diridio. Si consiglia di inserire carbone, acciaio e titanio su nastri diversi per evitare l'intasamento.
|
||||
block.coalpurifier.name = estrattore di carbone
|
||||
block.coalpurifier.fulldescription = Un blocco estrattore di base. Emette carbone quando viene fornito con grandi quantità di acqua e pietra.
|
||||
block.titaniumpurifier.name = estrattore di titanio
|
||||
block.titaniumpurifier.fulldescription = Un blocco estrattore standard. Produce il titanio quando viene fornito con grandi quantità di acqua e ferro.
|
||||
block.oilrefinery.name = raffineria d'petrolio
|
||||
block.oilrefinery.fulldescription = Affina grandi quantità di petrolio in oggetti di carbone. Utile per alimentare torrette a base di carbone quando le vene del carbone scarseggiano.
|
||||
block.stoneformer.name = forma pietre
|
||||
block.stoneformer.fulldescription = Solidifica la lava producendo pietra. Utile per produrre enormi quantità di pietra per depuratori di carbone.
|
||||
block.lavasmelter.name = fonderia a lava
|
||||
block.lavasmelter.fulldescription = Usa la lava per convertire il ferro in acciaio. Un'alternativa alle smelterie. Utile in situazioni in cui il carbone è scarso.
|
||||
block.stonedrill.name = trapano di pietra
|
||||
block.stonedrill.fulldescription = Il trapano essenziale. Se posizionato su delle piastrelle di pietra, emette una pietra a un ritmo lento indefinitamente.
|
||||
block.irondrill.name = trapano di ferro
|
||||
block.irondrill.fulldescription = Un trapano di base. Quando viene posizionato su delle piastrelle con il minerale ferro, emette il ferro a un ritmo lento indefinitamente.
|
||||
block.coaldrill.name = trivella di carbone
|
||||
block.coaldrill.fulldescription = Un trapano di base. Se posizionato su delle piastrelle di carbone, produce a tempo indeterminato il carbone a un ritmo lento.
|
||||
block.uraniumdrill.name = trapano all'uranio
|
||||
block.uraniumdrill.fulldescription = Un trapano avanzato. Se posizionato su delel piastrelle con dell'uranio, emette l'uranio a un ritmo lento indefinitamente.
|
||||
block.titaniumdrill.name = trapano in titanio
|
||||
block.titaniumdrill.fulldescription = Un trapano avanzato. Se posizionato su delle piastrelle di titanio, emette il titanio a un ritmo lento indefinitamente.
|
||||
block.omnidrill.name = omnidrill
|
||||
block.omnidrill.fulldescription = L'ultimo trapano. Trapanerà qualsiasi minerale su cui è posizionato ad un ritmo rapido.
|
||||
block.coalgenerator.name = generatore di carbone
|
||||
block.coalgenerator.fulldescription = Il generatore essenziale. Genera potenza dal carbone. Emette potenza come laser sui suoi 4 lati.
|
||||
block.thermalgenerator.name = generatore termico
|
||||
block.thermalgenerator.fulldescription = Genera energia dalla lava. Emette energia come laser sui suoi 4 lati.
|
||||
block.combustiongenerator.name = generatore a combustione
|
||||
block.combustiongenerator.fulldescription = Genera energia dall'petrolio. Emette energia come laser sui suoi 4 lati.
|
||||
block.rtgenerator.name = Generatore RTG
|
||||
block.rtgenerator.fulldescription = Genera piccole quantità di energia dal decadimento radioattivo dell'uranio. Emette potenza come laser sui suoi 4 lati.
|
||||
block.nuclearreactor.name = reattore nucleare
|
||||
block.nuclearreactor.fulldescription = Una versione avanzata del Generatore RTG e il massimo generatore di energia. Genera potenza dall'uranio. Richiede un raffreddamento costante dell'acqua. Altamente volatile; esploderà violentemente se vengono fornite quantità insufficienti di refrigerante.
|
||||
block.turret.name = torretta
|
||||
block.turret.fulldescription = Una torretta semplice ed economica. Usa la pietra per le munizioni. Ha un raggio leggermente superiore rispetto alla doppia torretta.
|
||||
block.doubleturret.name = doppia torretta
|
||||
block.doubleturret.fulldescription = Una versione leggermente più potente della torretta. Usa la pietra per le munizioni. Fa molto più danni, ma ha un raggio più basso. Spara due proiettili.
|
||||
block.machineturret.name = torretta di gattling
|
||||
block.machineturret.fulldescription = Una torretta standard a tutto tondo. Usa il ferro per le munizioni. Ha una velocità di fuoco veloce con danni decenti.
|
||||
block.shotgunturret.name = torretta di splitter
|
||||
block.shotgunturret.fulldescription = Una torretta standard. Usa il ferro per le munizioni. Spara una diffusione di 7 proiettili. Gittata inferiore, ma maggiore danno inflitto rispetto alla torretta gattling.
|
||||
block.flameturret.name = lanciafiamme
|
||||
block.flameturret.fulldescription = Torretta avanzata a distanza ravvicinata. Usa carbone per munizioni. Ha una portata molto bassa, ma un danno molto alto. Buono per luoghi chiusi. Consigliato per essere usato dietro i muri.
|
||||
block.sniperturret.name = torretta ellettromagnetica
|
||||
block.sniperturret.fulldescription = Torretta avanzata a lungo raggio. Utilizza l'acciaio come munizioni. Danno molto alto, ma bassa velocità di fuoco. Costoso da usare, ma può essere posizionato lontano dalle linee nemiche a causa della sua portata.
|
||||
block.mortarturret.name = torretta di sfogo
|
||||
block.mortarturret.fulldescription = Torretta a getto d'acqua avanzato a bassa precisione. Usa carbone per munizioni. Spara una raffica di proiettili che esplodono in shrapnel. Utile per grandi folle di nemici.
|
||||
block.laserturret.name = torretta laser
|
||||
block.laserturret.fulldescription = Avanzata torretta a bersaglio singolo. Usa l'energia Buona torretta a medio raggio a tutto tondo. Ingaggio singolo. Non manca mai il bersaglio.
|
||||
block.waveturret.name = Torretta tesla
|
||||
block.waveturret.fulldescription = Torretta multi-target avanzata. Usa l'energia. Gamma media Non manca mai. Danno basso, ma può colpire più nemici contemporaneamente con dei fulmini a catena.
|
||||
block.plasmaturret.name = torretta a plasma
|
||||
block.plasmaturret.fulldescription = Versione altamente avanzata del lanciafiamme. Usa il carbone come munizione. Danno molto alto, da basso a medio raggio.
|
||||
block.chainturret.name = torretta a catena
|
||||
block.chainturret.fulldescription = L'ultima torretta a fuoco rapido. Usa l'uranio come munizione. Spara grossi proiettili ad un alto tasso di fuoco. Gamma media Si estende su più tessere. Estremamente duro.
|
||||
block.titancannon.name = cannone di titano
|
||||
block.titancannon.fulldescription = L'ultima torretta a lungo raggio. Usa l'uranio come munizione. Spara grossi proiettili di schizzi a una velocità media di fuoco. Lungo raggio. Si estende su più tessere. Estremamente duro.
|
||||
block.playerspawn.name = spawngiocatore
|
||||
block.enemyspawn.name = spawnnemico
|
553
semag/mind/assets/bundles/bundle_ko.properties
Normal file
@ -0,0 +1,553 @@
|
||||
text.about = 만든이 : [ROYAL]Anuken[] - [SKY]anukendev@gmail.com[]\n이 게임은 [orange]GDL[] Metal Monstrosity Jam 을 사용했습니다.\n\n크레딧\n- [YELLOW]bfxr[] 가 SFX 를 만듬\n- [GREEN]Roccow[] 가 음악을 만듬\n\n특별히 감사한 분들\n- [coral]MitchellFJN[]: 테스트하고 피드백을 주신 분\n- [sky]Luxray5474[]: wiki 를 만들고 코드에 기여하신 분\n- [lime]Epowerj[]: 코드를 만들고 아이콘을 제작하신 분\n- itch.io 그리고 Google Play 에서의 모든 베타 테스터 분들\n
|
||||
text.credits = 크레딧
|
||||
text.discord = Mindustry 디스코드에 참여하세요!
|
||||
text.link.discord.description = 공식 Mindustry 디스코드 채팅방
|
||||
text.link.github.description = 게임 소스코드
|
||||
text.link.dev-builds.description = 개발중인 빌드 (불안정)
|
||||
text.link.trello.description = 공식 trello 보드에서 현재 계획중인 기능을 찾을 수 있습니다.
|
||||
text.link.itch.io.description = itch.io 사이트에서 PC 버전 다운로드 또는 웹 버전을 플레이 할 수 있습니다.
|
||||
text.link.google-play.description = Google Play 스토어 목록
|
||||
text.link.wiki.description = 공식 Mindustry 위키
|
||||
text.linkfail = 링크를 열지 못했습니다!\nURL이 클립보드에 복사되었습니다.
|
||||
text.classic.unsupported = Mindustry classic does not support this feature.
|
||||
text.multiplayer.web = 이 버전의 게임은 멀티플레이를 지원하지 않습니다!\n멀티플레이를 브라우저에서 하고 싶다면 이 itch.io 페이지에서 "Multiplayer web version" 버튼을 눌러서 플레이 해 주세요.
|
||||
text.gameover = 코어가 파괴되었습니다.
|
||||
text.highscore = [YELLOW]최고 점수 달성!
|
||||
text.lasted = 이번 맵에서 달성한 마지막 웨이브 :
|
||||
text.level.highscore = 최고 점수: [accent]{0}
|
||||
text.level.delete.title = 맵 삭제 확인
|
||||
text.level.delete = 정말로 이 "[orange]{0}" 맵을 삭제하시겠습니까?
|
||||
text.level.select = 맵 선택
|
||||
text.level.mode = 게임 모드:
|
||||
text.savegame = 저장하기
|
||||
text.loadgame = 불러오기
|
||||
text.joingame = 멀티플레이
|
||||
text.newgame = 새 게임
|
||||
text.quit = 나가기
|
||||
text.about.button = 소개
|
||||
text.name = 이름:
|
||||
text.public = 공개
|
||||
text.players = {0}명 온라인
|
||||
text.server.player.host = {0} 이 호스트함.
|
||||
text.players.single = {0}명 온라인.
|
||||
text.server.mismatch = 패킷오류 : 현재 게임 버전과 서버 버전이 일치하지 않습니다.\n현재 게임 버전이 최신버전인지 확인 해 주세요!
|
||||
text.server.closing = [accent]서버 닫는중...
|
||||
text.server.kicked.kick = 당신은 서버에서 강제 퇴장 되었습니다.
|
||||
text.server.kicked.fastShoot = You are shooting too quickly.
|
||||
text.server.kicked.invalidPassword = 잘못된 비밀번호 입니다!
|
||||
text.server.kicked.clientOutdated = 현재 플레이중인 게임 버전이 낮습니다!\n게임을 업데이트 해 주세요.
|
||||
text.server.kicked.serverOutdated = 이 서버는 현재 클라이언트보다 낮은 버전의 서버입니다!\n서버장에게 업데이트를 요청하세요!
|
||||
text.server.kicked.banned = 당신은 이 서버에서 차단되었습니다.
|
||||
text.server.kicked.recentKick = 최근에 강제 퇴장되었습니다.\n잠시 후에 다시 입장 해 주세요.
|
||||
text.server.connected = {0} 님이 서버에 입장했습니다.
|
||||
text.server.disconnected = {0} 님이 서버에서 나갔습니다.
|
||||
text.nohost = 커스텀 맵은 서버호스팅이 불가능합니다!
|
||||
text.host.info = [accent]호스트[] 버튼은 현재 네트워크의 [scarlet]6567[] 과 [scarlet]6568[] 포트를 사용합니다.\n[LIGHY_GRAY]같은 Wi-Fi 또는 로컬 네트워크[] 에서 서버 목록을 볼 수 있습니다.\n\n만약 플레이어들이 이 IP를 통해 어디에서나 연결할 수 있게 하고 싶다면, 공유기 설정에서 [accent]포트 포워딩[]을 해야 합니다.\n\n[LIGHT_GRAY]참고 : LAN 게임 연결에 문제가 있는 사람이 있다면, 방화벽 설정에서 Mindustry 가 로컬 네트워크에 액세스하도록 허용했는지 확인 해 주세요.
|
||||
text.join.info = 여기서 [accent]서버 IP[]를 입력하여 다른 서버에 접속할 수 있습니다.\n또는 [accent]로컬 네트워크(LAN)[] 서버를 검색하여 접속할 수 있습니다.\nLAN 및 WAN 멀티 플레이어 모두 지원됩니다.\n\n[LIGHT_GRAY]참고 : 여기에서는 자동으로 글로벌 서버를 추가하지 않습니다. IP로 다른 사람의 서버에 접속할려면 서버장에게 IP를 요청해야 합니다.
|
||||
text.hostserver = 서버 열기
|
||||
text.host = 호스트
|
||||
text.hosting = [accent]서버여는중...
|
||||
text.hosts.refresh = 새로고침
|
||||
text.hosts.discovering = LAN 게임 찾기
|
||||
text.server.refreshing = 서버 새로고침
|
||||
text.hosts.none = [lightgray]LAN 게임이 없습니다!
|
||||
text.host.invalid = [scarlet]호스트에 연결할 수 없습니다!
|
||||
text.server.friendlyfire = 팀킬 허용
|
||||
text.trace = 플레이어 추적
|
||||
text.trace.playername = 플레이어 이름 : [accent]{0}
|
||||
text.trace.ip = IP : [accent]{0}
|
||||
text.trace.id = 고유 ID : [accent]{0}
|
||||
text.trace.android = Android 클라이언트 : [accent]{0}
|
||||
text.trace.modclient = 수정된 클라이언트 : [accent]{0}
|
||||
text.trace.totalblocksbroken = 총 파괴한 블록 수 : [accent]{0}
|
||||
text.trace.structureblocksbroken = 총 구조 블럭 파괴수 : [accent]{0}
|
||||
text.trace.lastblockbroken = 마지막으로 파괴한 블록 : [accent]{0}
|
||||
text.trace.totalblocksplaced = 총 설치한 블록 수 : [accent]{0}
|
||||
text.trace.lastblockplaced = 마지막으로 설치한 블록 : [accent]{0}
|
||||
text.invalidid = 잘못된 클라이언트 ID 입니다! 공식 Mindustry 으로 버그 보고서를 제출 해 주세요.
|
||||
text.server.bans = 차단된 유저들
|
||||
text.server.bans.none = 차단된 플레이어가 없습니다.
|
||||
text.server.admins = 관리자
|
||||
text.server.admins.none = 관리자가 없습니다.
|
||||
text.server.add = 서버 추가
|
||||
text.server.delete = 이 서버를 삭제 하시겠습니까?
|
||||
text.server.hostname = 호스트:
|
||||
text.server.edit = 서버 수정
|
||||
text.server.outdated = [crimson]서버 버전이 낮습니다![]
|
||||
text.server.outdated.client = [Crimson]클라이언트 버전이 낮습니다![]
|
||||
text.server.version = [lightgray] 버전 : {0}
|
||||
text.server.custombuild = [노란색]수정된 빌드
|
||||
text.confirmban = 이 플레이어를 차단하시겠습니까?
|
||||
text.confirmunban = 이 플레이어를 차단 해제 하시겠습니까?
|
||||
text.confirmadmin = 이 플레이어를 관리자로 설정 하시겠습니까?
|
||||
text.confirmunadmin = 이 플레이어에서 관리자 상태를 삭제 하시겠습니까?
|
||||
text.joingame.byip = IP로 참가하기...
|
||||
text.joingame.title = 게임 참가
|
||||
text.joingame.ip = IP:
|
||||
text.disconnect = 서버와의 연결이 해제되었습니다.
|
||||
text.disconnect.data = 맵 데이터를 불러오지 못했습니다!
|
||||
text.connecting = [accent]연결중...
|
||||
text.connecting.data = [accent]맵 데이터 로딩중...
|
||||
text.connectfail = [crimson][orange]{0}[] 서버에 연결하지 못했습니다.[orange]
|
||||
text.server.port = 포트:
|
||||
text.server.addressinuse = 이 주소는 이미 사용중입니다!
|
||||
text.server.invalidport = 포트 번호가 잘못되었습니다.
|
||||
text.server.error = [crimson][orange]{0}[] 서버를 호스팅 하는데 오류가 발생했습니다.
|
||||
text.tutorial.back = < 이전
|
||||
text.tutorial.next = 다음 >
|
||||
text.save.new = 새로 저장
|
||||
text.save.overwrite = 이 저장 슬롯을 덮어씌우겠습니까?
|
||||
text.overwrite = 덮어쓰기
|
||||
text.save.none = 저장 파일을 찾지 못했습니다!
|
||||
text.saveload = [accent]저장중...
|
||||
text.savefail = 게임을 저장하지 못했습니다!
|
||||
text.save.delete.confirm = 이 저장파일을 삭제 하시겠습니까?
|
||||
text.save.delete = 삭제
|
||||
text.save.export = 저장파일 내보내기
|
||||
text.save.import.invalid = [orange]저장파일이 유효하지 않습니다!
|
||||
text.save.import.fail = [crimson]저장파일을 불러오지 못함: {0}[orange]
|
||||
text.save.export.fail = [crimson]저장파일을 내보내지 못함: {0}[orange]
|
||||
text.save.import = 저장파일 불러오기
|
||||
text.save.newslot = 저장 파일이름 :
|
||||
text.save.rename = 이름 변경
|
||||
text.save.rename.text = 새 이름 :
|
||||
text.selectslot = 저장슬롯을 선택하십시오.
|
||||
text.slot = [accent]{0}번째 슬롯
|
||||
text.save.corrupted = [orange]저장파일이 손상되었습니다!
|
||||
text.empty = <비어있음>
|
||||
text.on = 켜기
|
||||
text.off = 끄기
|
||||
text.save.autosave = 자동저장: {0}
|
||||
text.save.map = 맵: {0}
|
||||
text.save.wave = {0} 단계
|
||||
text.save.difficulty = 난이도 : {0}
|
||||
text.save.date = 마지막 저장 날짜 : {0}
|
||||
text.confirm = 확인
|
||||
text.delete = 삭제
|
||||
text.ok = 확인
|
||||
text.open = 열기
|
||||
text.cancel = 취소
|
||||
text.openlink = 링크 열기
|
||||
text.copylink = 링크 복사
|
||||
text.back = 뒤로
|
||||
text.quit.confirm = 종료 하시겠습니까?
|
||||
text.changelog.title = 변경사항
|
||||
text.changelog.loading = 업데이트 내역 가져오는중..
|
||||
text.changelog.error.android = [orange]업데이트 내역은 가끔 Android 4.4 이하에서 작동하지 않습니다.\n이것은 Android 내부 버그입니다.
|
||||
text.changelog.error.ios = [orange]현재 업데이트 내역은 iOS 에서 지원하지 않습니다.
|
||||
text.changelog.error = [searlet]업데이트 내역을 가져오는데 오류가 발생했습니다!\n인터넷 연결을 확인 해 주세요.
|
||||
text.changelog.current = [yellow][[현재 버전]
|
||||
text.changelog.latest = [orange][[최신 버전]
|
||||
text.loading = [accent]로딩중 ...
|
||||
text.wave = [orange]{0} 단계
|
||||
text.wave.waiting = 다음 단계까지 {0} 초 남음
|
||||
text.waiting = 대기 중...
|
||||
text.enemies = 남은 잡몹 수 : {0}
|
||||
text.enemies.single = {0} 마리 남음
|
||||
text.loadimage = 사진 불러오기
|
||||
text.saveimage = 사진 저장
|
||||
text.oregen = 광물 생성
|
||||
text.editor.badsize = [orange]사진 크기가 잘못되었습니다![]\n유효한 맵 크기 : {0}
|
||||
text.editor.errorimageload = [orange]{0} 사진을 불러오는데 오류가 발생했습니다.
|
||||
text.editor.errorimagesave = [orange]{0} 사진을 저장하는데 오류가 발생했습니다.
|
||||
text.editor.generate = 생성
|
||||
text.editor.resize = 크기 조정
|
||||
text.editor.loadmap = 맵 불러오기
|
||||
text.editor.savemap = 맵 저장
|
||||
text.editor.loadimage = 사진 불러오기
|
||||
text.editor.saveimage = 사진 저장
|
||||
text.editor.unsaved = [scarlet]변경사항을 저장하지 않았습니다![]\n종료하시겠습니까?
|
||||
text.editor.brushsize = 브러쉬 크기 : {0}
|
||||
text.editor.noplayerspawn = 이맵에는 플레이어의 스폰 지점이 없습니다!
|
||||
text.editor.manyplayerspawns = 맵에는 플레이어 스폰 지점이 둘 이상 있을 수 없습니다!
|
||||
text.editor.manyenemyspawns = 잡몹 스폰지점을 {0}개 이상으로 지정할 수 없습니다!
|
||||
text.editor.resizemap = 맵 크기 조정
|
||||
text.editor.resizebig = [scarlet]경고!\n[]맵 크기가 256이상일경우 랙이 걸리거나 게임이 불안정할 수 있습니다.
|
||||
text.editor.mapname = 맵 이름 :
|
||||
text.editor.overwrite = [accent]경고!\n이 작업은 기존 맵을 덮어 쓰게 됩니다!
|
||||
text.editor.failoverwrite = [crimson]기본맵을 덮어 쓸수 없습니다!
|
||||
text.editor.selectmap = 불러올 맵 선택 :
|
||||
text.width = 넓이 :
|
||||
text.height = 높이:
|
||||
text.randomize = 무작위
|
||||
text.apply = 적용
|
||||
text.update = 업데이트
|
||||
text.menu = 메뉴
|
||||
text.play = 플레이
|
||||
text.load = 불러오기
|
||||
text.save = 저장
|
||||
text.language.restart = 언어 설정을 적용하려면 게임을 다시 시작하십시오.
|
||||
text.settings.language = 언어
|
||||
text.settings = 설정
|
||||
text.tutorial = 자습서
|
||||
text.editor = 에디터
|
||||
text.mapeditor = 맵 편집기
|
||||
text.donate = 기부하기
|
||||
text.settings.reset = 기본값으로 재설정
|
||||
text.settings.controls = 컨트롤
|
||||
text.settings.game = 게임 설정
|
||||
text.settings.sound = 소리 설정
|
||||
text.settings.graphics = 그래픽 설정
|
||||
text.upgrades = 업그레이드
|
||||
text.purchased = [LIME]제작됨!
|
||||
text.weapons = 무기
|
||||
text.paused = 일시중지
|
||||
text.respawn = 남은 부활 시간 :
|
||||
text.info.title = [accent]정보
|
||||
text.error.title = [crimson]예기지 않은 오류가 발생했습니다!
|
||||
text.error.crashmessage = [SCARLET]예기치 못한 오류가 발생하여, 무언가 충돌을 일으켰습니다\n[]이 오류에 대한 정확한 내용을 개발자에게 전달해 주세요!\n[ORANGE]anukendev@gmail.com[] 또는 [orange]Mindustry 디스코드[orange]로 보내주세요!
|
||||
text.error.crashtitle = 오류 발생!
|
||||
text.mode.break = 삭제 모드 : {0}
|
||||
text.mode.place = 설치 모드 : {0}
|
||||
placemode.hold.name = 라인
|
||||
placemode.areadelete.name = 구역 삭제
|
||||
placemode.touchdelete.name = 클릭하여 삭제
|
||||
placemode.holddelete.name = 길게 눌러 삭제
|
||||
placemode.none.name = 없음
|
||||
placemode.touch.name = 클릭
|
||||
placemode.cursor.name = 커서
|
||||
text.blocks.extrainfo = [accent]추가 블록 정보:
|
||||
text.blocks.blockinfo = 블록 정보
|
||||
text.blocks.powercapacity = 전력 저장량
|
||||
text.blocks.powershot = 초당 전력량
|
||||
text.blocks.powersecond = 초당 발전량
|
||||
text.blocks.powerdraindamage = 데미지당 에너지 소모량
|
||||
text.blocks.shieldradius = 보호막 범위
|
||||
text.blocks.itemspeedsecond = 초당 운반량
|
||||
text.blocks.range = 범위
|
||||
text.blocks.size = 크기
|
||||
text.blocks.powerliquid = 액체량당 전력
|
||||
text.blocks.maxliquidsecond = 초당 최대 액체 운반량
|
||||
text.blocks.liquidcapacity = 액체 저장량
|
||||
text.blocks.liquidsecond = 초당 액체 운반량
|
||||
text.blocks.damageshot = 1발당 데미지
|
||||
text.blocks.ammocapacity = 최대 탄약 저장량
|
||||
text.blocks.ammo = 탄약
|
||||
text.blocks.ammoitem = 아이템당 탄약
|
||||
text.blocks.maxitemssecond = 초당 최대 아이템수
|
||||
text.blocks.powerrange = 전력 출력범위
|
||||
text.blocks.lasertilerange = 전력 레이저 범위
|
||||
text.blocks.capacity = 용량
|
||||
text.blocks.itemcapacity = 아이템 저장용량
|
||||
text.blocks.maxpowergenerationsecond = 초당 최대 발전량
|
||||
text.blocks.powergenerationsecond = 초당 전력 생산량
|
||||
text.blocks.generationsecondsitem = 초당 생산량 / 아이템
|
||||
text.blocks.input = 입력
|
||||
text.blocks.inputliquid = 가능한 액체
|
||||
text.blocks.inputitem = 가능한 아이템
|
||||
text.blocks.output = 출력
|
||||
text.blocks.secondsitem = 초당 아이템수
|
||||
text.blocks.maxpowertransfersecond = 초당 최대 전력량
|
||||
text.blocks.explosive = 이게 파괴되면 매우 큰 폭발을 일으켜서 근처 블록에게 피해를 입힙니다!
|
||||
text.blocks.repairssecond = 초당 수리량
|
||||
text.blocks.health = 체력
|
||||
text.blocks.inaccuracy = 명중하지 않을 확률
|
||||
text.blocks.shots = 발
|
||||
text.blocks.shotssecond = 초당 발사횟수
|
||||
text.blocks.fuel = 연료
|
||||
text.blocks.fuelduration = 연료 지속 시간
|
||||
text.blocks.maxoutputsecond = 초당 최대 출력
|
||||
text.blocks.inputcapacity = 최대 입력량
|
||||
text.blocks.outputcapacity = 최대 출력량
|
||||
text.blocks.poweritem = 아이템당 전력량
|
||||
text.placemode = 설치 모드
|
||||
text.breakmode = 삭제 모드
|
||||
text.health = 체력
|
||||
setting.difficulty.easy = 쉬움
|
||||
setting.difficulty.normal = 보통
|
||||
setting.difficulty.hard = 어려움
|
||||
setting.difficulty.insane = 미쳤음
|
||||
setting.difficulty.purge = 청소기
|
||||
setting.difficulty.name = 난이도:
|
||||
setting.screenshake.name = 화면 흔들림
|
||||
setting.smoothcam.name = 부드러운 카메라 이동
|
||||
setting.indicators.name = 적 위치 표시 화살표
|
||||
setting.effects.name = 화면 효과
|
||||
setting.sensitivity.name = 컨트롤러 감도
|
||||
setting.saveinterval.name = 자동 저장 간격
|
||||
setting.seconds = {0}초
|
||||
setting.fullscreen.name = 전체 화면
|
||||
setting.multithread.name = 멀티 스레드 활성화
|
||||
setting.fps.name = 초당 프레임 표시
|
||||
setting.vsync.name = 수직동기화
|
||||
setting.lasers.name = 파워 레이저 표시
|
||||
setting.previewopacity.name = 블럭 배치 미리보기 표시
|
||||
setting.healthbars.name = 체력 막대바 표시
|
||||
setting.pixelate.name = 화면 픽셀화
|
||||
setting.musicvol.name = 음악 볼륨
|
||||
setting.mutemusic.name = 음악 끄기
|
||||
setting.sfxvol.name = 효과음 볼륨
|
||||
setting.mutesound.name = 효과음 끄기
|
||||
map.maze.name = 미로
|
||||
map.fortress.name = 요새
|
||||
map.sinkhole.name = 싱크홀
|
||||
map.caves.name = 동굴
|
||||
map.volcano.name = 화산
|
||||
map.caldera.name = 칼데라
|
||||
map.scorch.name = 타버린 세계
|
||||
map.desert.name = 사막
|
||||
map.island.name = 섬
|
||||
map.grassland.name = 초원
|
||||
map.tundra.name = 툰드라
|
||||
map.spiral.name = 나선
|
||||
map.tutorial.name = 자습서
|
||||
tutorial.intro.text = [yellow] 자습서에 오신 것을 환영합니다.[] 시작하려면 '다음'을 누르세요.
|
||||
tutorial.moveDesktop.text = 이동하려면 [orange] [[WASD] [] 키를 사용하세요. 또한, [orange]Shift[]를 누르고 있으면 빠르게 이동할 수 있습니다. [orange]CTRL[]을 누른 상태에서 [orange] 마우스 스크롤 휠 []을 사용하여 확대 또는 축소 할 수 있습니다
|
||||
tutorial.shoot.text = 마우스를 사용하여 조준하고 [orange]왼쪽 마우스 버튼[]을 눌러 쏘세요. 저기 노란색 [yellow]타겟[]앞에서 연습해보세요.
|
||||
tutorial.moveAndroid.text = 화면을 이동하기 위해서 한손가락으로 드래그 해 보세요. 확대 및 축소는 두손가락으로 하면 됩니다.
|
||||
tutorial.placeSelect.text = 오른쪽 하단에 있는 블럭 메뉴에서 [yellow]컨베이어[]를 선택하세요.
|
||||
tutorial.placeConveyorDesktop.text = [orange][[마우스 스크롤 휠][]을 사용하여 컨베이어를[orange]앞 방향[]으로 돌린다음 [yellow]표시된 위치[]에 [orange][[왼쪽 마우스 버튼][]을 이용해 컨베이어를 설치 합니다.
|
||||
tutorial.placeConveyorAndroid.text = 컨베이어를 회전 시키기 위해[orange][[회전 버튼][]를 누르고 [orange]앞방향[]을 보게 한후, 한손가락으로 [yellow]표시된 위치[]에 [orange][[확인][] 버튼으로 설치하세요.
|
||||
tutorial.placeConveyorAndroidInfo.text = 아니면 왼쪽 하단에 [orange][[설치 모드][]를 눌러 클릭모드로 전환하고 클릭만으로 블럭을 배치 할수 있습니다.\n방향을 바꾸려면 왼쪽하단 5번째 칸에 있는 화살표로 바꾸시면 됩니다.\n[yellow]다음[]을 눌러 한번 해 보세요.
|
||||
tutorial.placeDrill.text = 이제, 표시된 위치에 [yellow]돌 드릴[]을 선택하여 배치하세요.
|
||||
tutorial.blockInfo.text = 블록에 대해 더 자세히 알고 싶다면, 오른쪽 상단에있는 [orange]물음표[]를 눌러 설명을 읽으세요.
|
||||
tutorial.deselectDesktop.text = [orange][[마우스 오른쪽 버튼][]을 사용하여 블록을 선택 해제할 수 있습니다.
|
||||
tutorial.deselectAndroid.text = [orange]X[] 버튼을 눌러 블록을 선택 해제할 수 있습니다.
|
||||
tutorial.drillPlaced.text = 드릴은 이제 [yellow] 돌[]을 생산할 것이고, 컨베이어로 내보낸 다음 [yellow]코어[]로 옮길 것입니다.
|
||||
tutorial.drillInfo.text = 각 광석은 그에 맞는 드릴이 필요합니다. 돌은 돌 드릴이 필요하고, 철은 철 드릴이 필요합니다.
|
||||
tutorial.drillPlaced2.text = 아이템을 코어로 이동하면 왼쪽 상단의 [orange]아이템 인벤토리[]에 표시됩니다.\n인벤토리의 아이템은 블록을 배치할때 사용됩니다.
|
||||
tutorial.moreDrills.text = 드릴과 컨베이어는 많이 연결할 수 있습니다. 이것처럼요.
|
||||
tutorial.deleteBlock.text = 블록을 삭제하고 싶으면 [orange]마우스 오른쪽 버튼[]을 클릭하여 블록을 삭제할 수 있습니다.\n이 컨베이어를 삭제 해 보세요.
|
||||
tutorial.deleteBlockAndroid.text = 왼쪽 하단에 있는 [orange]블록 삭제모드[]안에 [orange]십자선[] 아이콘을 선택한 다음 블록을 눌러 삭제할 수 있습니다. 이 컨베이어를 삭제해 보세요.
|
||||
tutorial.placeTurret.text = 이제[yellow] 표시된 위치 []에 [yellow]포탑[]을 선택하여 배치하세요.
|
||||
tutorial.placedTurretAmmo.text = 이 포탑은 컨베이어에서 [yellow]탄약[]을 받습니다.\n포탑에 커서를 가리키면 [green]녹색 막대[]를 통해 얼마나 많은 탄약이 포탑 안에있는지 확인 할수 있습니다.
|
||||
tutorial.turretExplanation.text = 포탑은 충분한 탄약을 보유하고있는 한, 범위 내의 가장 가까운 적을 향해 자동으로 공격합니다.
|
||||
tutorial.waves.text = [yellow]60[]초 마다, 웨이브가 시작되고[coral]적[]들이 특정 위치에 스폰되어 코어를 파괴하기위해 올 것 입니다.
|
||||
tutorial.coreDestruction.text = 당신의 목표는 [yellow]코어를 최대한 오래동안 방어하는 것[]입니다. 코어가 파괴되면 [coral]게임에서 패배합니다[].
|
||||
tutorial.pausingDesktop.text = 휴식을 취해야 하는 경우, 왼쪽 상단에 있는 [orange]일시정지 버튼[] 을 누르거나 [orange]스페이스바[] 를 눌러 게임을 일시정지 시킬 수 있습니다.\n일시정지된 상태에서 블록을 선택하고 배치할 수는 있지만, 움직이거나 공격할 수는 없습니다.
|
||||
tutorial.pausingAndroid.text = 휴식을 취해야 하는 경우, 왼쪽 상단에 있는 [orange]일시정지 버튼[] 을 눌러 게임을 일시정지 시킬 수 있습니다.\n일시정지된 상태에서 블록을 선택하고 배치할 수는 있지만, 움직이거나 공격할 수는 없습니다.
|
||||
tutorial.purchaseWeapons.text = 왼쪽 하단에 있는 업그레이드 메뉴를 열어 새로운 [yellow]무기[]를 구입할 수 있습니다.
|
||||
tutorial.switchWeapons.text = 왼쪽 하단의 아이콘을 클릭하거나 숫자 [orange][[1-9][] 버튼을 사용하여 무기를 바꿀 수 있습니다.
|
||||
tutorial.spawnWave.text = 웨이브가 시작되었습니다. 적들을 파괴하세요!
|
||||
tutorial.pumpDesc.text = 이후 웨이브에선 발전기 또는 추출기용 액체를 사용하기 위해 [yellow]펌프[] 를 사용해야 할 수도 있습니다
|
||||
tutorial.pumpPlace.text = 펌프는 드릴과 유사하게 작동하지만, 아이템 대신 액체를 생산합니다. [yellow]지정된 위치[]에 펌프를 놓으세요.
|
||||
tutorial.conduitUse.text = 이제 [orange]파이프[] 를 펌프에서 멀리 떨어트려 두세요
|
||||
tutorial.conduitUse2.text = 하나 더...
|
||||
tutorial.conduitUse3.text = 하나 더...
|
||||
tutorial.generator.text = 이제 파이프 끝 부분에 [orange]석유 발전기[] 블록을 놓으세요.
|
||||
tutorial.generatorExplain.text = 이제 이 발전기는 석유에서 [yellow]전력[]을 생성합니다.
|
||||
tutorial.lasers.text = 전력은 [yellow]파워 레이저[]를 통해 전송됩니다. 회전한 후 이곳에 배치하세요.
|
||||
tutorial.laserExplain.text = 발전기가 이제 레이저 블록으로 전력을 보냅니다.\n[yellow]불투명[] 광선은 현재 전력을 전송 중임을 의미하고 [yellow]투명[] 광선은 전송하지 않음을 의미합니다.
|
||||
tutorial.laserMore.text = 블록 위로 마우스를 올리고 상단의 [yellow]노란 막대[]를 확인하여 블록의 전력을 볼 수 있습니다
|
||||
tutorial.healingTurret.text = 이 레이저는 [lime]수리포탑[] 에 전력을 공급하는데 사용합니다. 여기에 하나 놓으세요
|
||||
tutorial.healingTurretExplain.text = 전력이 있는 한 이 포탑은 [lime]주변 블록을 수리[] 합니다.\n시간이 있을 때 가능한 빨리 기지에 하나가 있는지 확인하세요!
|
||||
tutorial.smeltery.text = 많은 블록들은[orange]강철[]을 필요로 합니다.\n[orange]제련소[]를 선택해 여기에 놓으세요.
|
||||
tutorial.smelterySetup.text = 이 제련소는 석탄을 연료로 사용하며 철을 넣으면 [orange]강철[] 을 생산할 것입니다.
|
||||
tutorial.tunnelExplain.text = 또한 아이템이 [orange]터널 블록[]을 통해 지나가고 다른 쪽에서 돌 블록을 통과하여 나옵니다.\n터널은 최대 2블록까지만 통과할 수 있습니다.
|
||||
tutorial.end.text = 이것으로 자습서를 마칩니다! 행운을 빕니다!
|
||||
text.keybind.title = 키 지정
|
||||
keybind.move_x.name = x축 이동
|
||||
keybind.move_y.name = y축 이동
|
||||
keybind.select.name = 선택
|
||||
keybind.break.name = 파괴
|
||||
keybind.shoot.name = 발사
|
||||
keybind.zoom_hold.name = 확대 할때 누를 버튼
|
||||
keybind.zoom.name = 확대
|
||||
keybind.block_info.name = 블록 정보
|
||||
keybind.menu.name = 메뉴
|
||||
keybind.pause.name = 일시정지
|
||||
keybind.dash.name = 달리기
|
||||
keybind.chat.name = 대화창
|
||||
keybind.player_list.name = 플레이어 목록
|
||||
keybind.console.name = 콘솔
|
||||
keybind.rotate_alt.name = 반대로 돌기
|
||||
keybind.rotate.name = 회전
|
||||
keybind.weapon_1.name = 무기 단축키_1
|
||||
keybind.weapon_2.name = 무기 단축키_2
|
||||
keybind.weapon_3.name = 무기 단축키_3
|
||||
keybind.weapon_4.name = 무기 단축키_4
|
||||
keybind.weapon_5.name = 무기 단축키_5
|
||||
keybind.weapon_6.name = 무기 단축키_6
|
||||
mode.text.help.title = 모드 설명
|
||||
mode.waves.name = 단계
|
||||
mode.waves.description = 이것은 일반 모드입니다. 제한된 자원과 자동으로 웨이브가 시작됩니다.
|
||||
mode.sandbox.name = 샌드박스
|
||||
mode.sandbox.description = 무한한 자원과 웨이브를 시작하는 타이머가 없습니다.
|
||||
mode.freebuild.name = 자유 건설
|
||||
mode.freebuild.description = 제한된 자원을 가지고 있으며, 웨이브를 시작하기 위한 타이머가 없습니다.
|
||||
upgrade.standard.name = 기본
|
||||
upgrade.standard.description = 그냥 기본 총.
|
||||
upgrade.blaster.name = 블래스터
|
||||
upgrade.blaster.description = 그냥 느리고 약한 총알.
|
||||
upgrade.triblaster.name = 3단 블래스터
|
||||
upgrade.triblaster.description = 3발을 동시에 쏘는 총.
|
||||
upgrade.clustergun.name = 유탄발사기
|
||||
upgrade.clustergun.description = 적에 맞으면 폭발하거나, 일정시간 후 터집니다.
|
||||
upgrade.beam.name = 레이저 캐논
|
||||
upgrade.beam.description = 적을 통과하는 장거리 레이저 빔을 쏩니다
|
||||
upgrade.vulcan.name = 벌칸
|
||||
upgrade.vulcan.description = 빠른 속도로 총을 쏩니다
|
||||
upgrade.shockgun.name = 샷건
|
||||
upgrade.shockgun.description = 충전된 총알을 산탄처럼 쏘는 총
|
||||
item.stone.name = 돌
|
||||
item.iron.name = 철
|
||||
item.coal.name = 석탄
|
||||
item.steel.name = 강철
|
||||
item.titanium.name = 티타늄
|
||||
item.dirium.name = 합금
|
||||
item.uranium.name = 우라늄
|
||||
item.sand.name = 모래
|
||||
liquid.water.name = 물
|
||||
liquid.plasma.name = 플라즈마
|
||||
liquid.lava.name = 용암
|
||||
liquid.oil.name = 석유
|
||||
block.weaponfactory.name = 무기 공장
|
||||
block.weaponfactory.fulldescription = 플레이어용 무기를 만드는 데 사용됩니다.\n클릭하여 사용하십시오.\n코어에 있는 자원을 사용합니다.
|
||||
block.air.name = 공기
|
||||
block.blockpart.name = 블록파트
|
||||
block.deepwater.name = 깊은 물
|
||||
block.water.name = 물
|
||||
block.lava.name = 용암
|
||||
block.oil.name = 석유
|
||||
block.stone.name = 돌
|
||||
block.blackstone.name = 검은 돌
|
||||
block.iron.name = 철
|
||||
block.coal.name = 석탄
|
||||
block.titanium.name = 티타늄
|
||||
block.uranium.name = 우라늄
|
||||
block.dirt.name = 흙
|
||||
block.sand.name = 모래
|
||||
block.ice.name = 얼음
|
||||
block.snow.name = 눈
|
||||
block.grass.name = 잔디
|
||||
block.sandblock.name = 모래 블럭
|
||||
block.snowblock.name = 얼음 블럭
|
||||
block.stoneblock.name = 돌 블럭
|
||||
block.blackstoneblock.name = 검은 돌 블럭
|
||||
block.grassblock.name = 잔디 블럭
|
||||
block.mossblock.name = 이끼블럭
|
||||
block.shrub.name = 덤불
|
||||
block.rock.name = 바위
|
||||
block.icerock.name = 얼음 덩어리
|
||||
block.blackrock.name = 검은 바위
|
||||
block.dirtblock.name = 흙 블럭
|
||||
block.stonewall.name = 돌 벽
|
||||
block.stonewall.fulldescription = 가장 안좋은 그냥 돌벽. 초반에 코어와 포탑을 보호하는데 사용 할 수 있습니다.
|
||||
block.ironwall.name = 철 벽
|
||||
block.ironwall.fulldescription = 기본적인 벽 블럭. 적으로부터 보호해 줍니다.
|
||||
block.steelwall.name = 강철 벽
|
||||
block.steelwall.fulldescription = 나름 좋은 벽 블럭. 적으로부터의 공격을 대부분 보호해 줍니다.
|
||||
block.titaniumwall.name = 티타늄 벽
|
||||
block.titaniumwall.fulldescription = 강력한 벽 블럭. 적으로부터의 공격을 거의 보호해 줍니다
|
||||
block.duriumwall.name = 합금 벽
|
||||
block.duriumwall.fulldescription = 매우 강력한 벽 블록. 게임내에서 가장 강력한 벽 입니다.
|
||||
block.compositewall.name = 복합 벽
|
||||
block.steelwall-large.name = 대형 강철 벽
|
||||
block.steelwall-large.fulldescription = 좋은 벽 블럭. 2x2 크기에 큰 벽입니다.
|
||||
block.titaniumwall-large.name = 대형 티타늄 벽
|
||||
block.titaniumwall-large.fulldescription = 강력한 벽 블럭. 2x2 크기에 큰 벽입니다.
|
||||
block.duriumwall-large.name = 대형 합금 벽
|
||||
block.duriumwall-large.fulldescription = 매우 강력한 벽 블록. 2x2 크기에 큰 벽입니다.
|
||||
block.titaniumshieldwall.name = 보호막 벽
|
||||
block.titaniumshieldwall.fulldescription = 보호막이 내장 된 강력한 벽 블럭입니다.\n적의 총알을 흡수할 때 에너지를 사용하기 때문에 전력이 필요합니다.\n전력을 공급할때 무선 공급기를 사용하면 편리합니다 .
|
||||
block.repairturret.name = 수리포탑
|
||||
block.repairturret.fulldescription = 범위 안에 있는 손상된 블록을 느린 속도로 수리합니다. 소량의 전력을 사용합니다.
|
||||
block.megarepairturret.name = 수리포탑 II
|
||||
block.megarepairturret.fulldescription = 범위 안에 있는 손상된 블록을 수리합니다. 전력을 사용합니다.
|
||||
block.shieldgenerator.name = 보호막 발전기
|
||||
block.shieldgenerator.fulldescription = 고급 보호 블록. 반경 내의 모든 블록을 공격으로부터 보호합니다.\n작동 중일 때는 느린 속도로 전력을 사용하지만 공격을 받았을 시 그만큼의 전력을 소모하게 됩니다.
|
||||
block.door.name = 문
|
||||
block.door.fulldescription = 블록을 탭하여 열거나 닫을 수 있습니다.
|
||||
block.door-large.name = 대형 문
|
||||
block.door-large.fulldescription = 블록을 탭하여 열거나 닫을 수 있습니다. 2x2 크기 입니다.
|
||||
block.conduit.name = 파이프
|
||||
block.conduit.fulldescription = 기본 액체 이송 블록. 컨베이어처럼 작동하지만 액체를 운반하는데 쓰입니다.\n펌프 또는 다른 파이프와 함께 사용하는 것이 가장 좋습니다.\n적과 플레이어가 액체를 건널때 쓰일수도 있습니다.
|
||||
block.pulseconduit.name = 펄스 파이프
|
||||
block.pulseconduit.fulldescription = 파이프에 상위호환, 액체를 더 빨리 운반하고 파이프보다 더 많이 저장합니다.
|
||||
block.liquidrouter.name = 액체 분배기
|
||||
block.liquidrouter.fulldescription = 분배기와 유사하게 작동합니다.\n한 방향으로 액체를 입력받아 다른 방향으로 출력합니다. 하나의 파이프에서 다른 파이프들로 액체를 분배할 때 유용합니다.
|
||||
block.conveyor.name = 컨베이어
|
||||
block.conveyor.fulldescription = 기본 컨베이어.\n아이템을 앞으로 운반시켜 자동으로 포탑이나 제작기에 넣어 줍니다.\n회전이 가능하고 적과 플레이어의 다리가 될 수도 있습니다.
|
||||
block.steelconveyor.name = 강철 컨베이어
|
||||
block.steelconveyor.fulldescription = 빠른 컨베이어, 표준 컨베이어보다 빠르게 아이템을 운반합니다.
|
||||
block.poweredconveyor.name = 펄스 컨베이어
|
||||
block.poweredconveyor.fulldescription = 가장 빠른 컨베이어. 강철 컨베이어보다 매우 항목을 이동합니다.
|
||||
block.router.name = 분배기
|
||||
block.router.fulldescription = 한 방향으로 아이템을 받아 다른 방향으로 출력합니다.\n하나의 컨베이어에서 다른 컨베이어들로 아이템을 분배할 때 유용합니다
|
||||
block.junction.name = 교차기
|
||||
block.junction.fulldescription = 두 개의 컨베이어를 교차시키는 역할을합니다.\n교차된 위치의 다른 재료를 담고있는 2개의 컨베이어가 있는 상황에서 유용합니다.
|
||||
block.conveyortunnel.name = 컨베이어 터널
|
||||
block.conveyortunnel.fulldescription = 한블럭 단위로 아이템을 전송 합니다.\n이 블럭을 사용하려면 두 터널이 한블럭을 사이로 서로 반대 방향을 향하게하세요.
|
||||
block.liquidjunction.name = 액체 교차기
|
||||
block.liquidjunction.fulldescription = 교차기와 유사하며 두 개 파이프를 교차시키는 역할을합니다.\n교차된 위치의 다른 액체를 담고있는 2개의 파이프가 있는 상황에서 유용합니다.
|
||||
block.liquiditemjunction.name = 액체 아이템 교차기
|
||||
block.liquiditemjunction.fulldescription = 파이프와 컨베이어를 교차시키는 역할을합니다.
|
||||
block.powerbooster.name = 무선 전력 공급기
|
||||
block.powerbooster.fulldescription = 반경 내에 무선으로 전력을 공급합니다.
|
||||
block.powerlaser.name = 파워 레이저
|
||||
block.powerlaser.fulldescription = 반경 내에 바라보는 블록에 전력을 전송하는 레이저를 쏩니다.\n전력을 생성하지는 않고 발전기 또는 다른 레이저와 함께 사용하는 것이 가장 좋습니다.
|
||||
block.powerlaserrouter.name = 레이저 분배기
|
||||
block.powerlaserrouter.fulldescription = 한 번에 세 방향으로 전력을 전송하는 레이저를 쏩니다.\n하나의 발전기에서 여러 개의 블록에 전원을 공급해야하는 경우에 유용합니다.
|
||||
block.powerlasercorner.name = 코너 레이저
|
||||
block.powerlasercorner.fulldescription = 한 번에 두 방향으로 전력을 전송하는 레이저를 쏩니다.\n하나의 발전기에서 여러 개의 블록에 전원을 공급해야하는 상황에서 유용합니다
|
||||
block.teleporter.name = 텔레포터
|
||||
block.teleporter.fulldescription = 고급 아이템 전송 블록.\n텔레포터는 동일한 색깔의 다른 텔레포터에게 아이템을 전송합니다.\n같은 색의 텔레포터가 없다면 아무것도 하지 않습니다.\n동일한 색상의 여러 텔레포터가 있는 경우 임의의 하나에게 전송됩니다.\n전원을 사용하고, 눌러서 색깔을 바꿀수 있습니다.
|
||||
block.sorter.name = 필터
|
||||
block.sorter.fulldescription = 유형별로 아이템을 정렬합니다.\n통과할 아이템은 블록의 색상으로 표시됩니다.\n통과된 아이템은 앞으로 출력 되고 나머지는 왼쪽과 오른쪽으로 출력됩니다.
|
||||
block.core.name = 코어
|
||||
block.pump.name = 펌프
|
||||
block.pump.fulldescription = 물, 용암 또는 기름과 같은 액체를 퍼올립니다.\n붙어있는 파이프에게 액체를 배출합니다.
|
||||
block.fluxpump.name = 플럭스 펌프
|
||||
block.fluxpump.fulldescription = 빠른 펌프. 더 많은 액체를 저장하고 액체를 더 빠르게 퍼올립니다.
|
||||
block.smelter.name = 제련소
|
||||
block.smelter.fulldescription = 필수적인 제작 블록.\n1개의 철과 1개의 석탄을 연료로 넣으면 하나의 강철을 생성합니다.\n막힘을 방지하기 위해 철과 석탄을 다른 컨베이어에 넣는 것이 좋습니다.
|
||||
block.crucible.name = 도가니
|
||||
block.crucible.fulldescription = 고급 제작 블록.\n티타늄 1개, 강철 1개, 석탄 1개를 연료로 넣으면 하나의 합금을 출력합니다.\n막힘을 방지하기 위해 석탄, 강철 및 티타늄을 다른 컨베이어에 입력하는 것이 좋습니다.
|
||||
block.coalpurifier.name = 석탄 추출기
|
||||
block.coalpurifier.fulldescription = 간단한 추출기. 다량의 물과 돌이 공급되면 석탄을 생산합니다.
|
||||
block.titaniumpurifier.name = 티타늄 추출기
|
||||
block.titaniumpurifier.fulldescription = 기본 추출기 블록. 다량의 물과 철이 공급되면 티타늄을 생산합니다.
|
||||
block.oilrefinery.name = 정유소
|
||||
block.oilrefinery.fulldescription = 다량의 기름을 석탄으로 정제합니다.\n석탄이 부족할 때 석탄 기반 포탑에 연료를 공급하는 데 유용합니다.
|
||||
block.stoneformer.name = 돌 생산기
|
||||
block.stoneformer.fulldescription = 용암을 돌로 바꿉니다. 석탄 추출기용 돌을 대량 생산할 때 유용합니다.
|
||||
block.lavasmelter.name = 용암 제련소
|
||||
block.lavasmelter.fulldescription = 용암을 사용하여 철을 강철로 전환합니다. 제련소의 대안으로 쓸수 있습니다.\n석탄이 부족한 상황에서 유용합니다.
|
||||
block.stonedrill.name = 돌 드릴
|
||||
block.stonedrill.fulldescription = 필수 적인 드릴. 돌 타일 위에 놓을 때 느린속도로 채굴합니다.
|
||||
block.irondrill.name = 철 드릴
|
||||
block.irondrill.fulldescription = 기본 드릴. 철 광석 타일에 놓으면 느린속도로 철을 채굴합니다.
|
||||
block.coaldrill.name = 석탄 드릴
|
||||
block.coaldrill.fulldescription = 기본 드릴. 석탄 광석 타일 위에 놓으면 느린속도로 석탄을 채굴 합니다.
|
||||
block.uraniumdrill.name = 우라늄 드릴
|
||||
block.uraniumdrill.fulldescription = 고급 드릴. 우라늄 광석 타일 위에 놓으면, 느린 속도로 우라늄을 채굴합니다.
|
||||
block.titaniumdrill.name = 티타늄 드릴
|
||||
block.titaniumdrill.fulldescription = 고급 드릴. 티타늄 광석 타일 위에 놓으면 느린속도로 티타늄을 채굴합니다.
|
||||
block.omnidrill.name = 옴니 드릴
|
||||
block.omnidrill.fulldescription = 빠른 속도로 모든 광석을 채굴 할 수 있습니다.
|
||||
block.coalgenerator.name = 석탄 발전기
|
||||
block.coalgenerator.fulldescription = 필수적인 발전기. 석탄으로 전력을 생산합니다. 4면에 레이저로 전력을 출력합니다.
|
||||
block.thermalgenerator.name = 지열 발전기
|
||||
block.thermalgenerator.fulldescription = 용암으로부터 전력을 생산합니다. 4면에 레이저로 전력을 출력합니다.
|
||||
block.combustiongenerator.name = 석유 발전기
|
||||
block.combustiongenerator.fulldescription = 기름에서 전력을 생산합니다. 4면에 레이저로 전력을 출력합니다.
|
||||
block.rtgenerator.name = 우라늄 발전기
|
||||
block.rtgenerator.fulldescription = 우라늄의 방사성 붕괴로부터 적은 양의 전력을 생성합니다. 4면에 레이저로 전력을 출력합니다.
|
||||
block.nuclearreactor.name = 원자로
|
||||
block.nuclearreactor.fulldescription = 우라늄 발전기의 고급 버전. 우라늄으로부터 전력을 생산합니다.\n냉각수가 필요하며 높은 휘발성을 가지고 있습니다.\n물 공급량이 부족할 경우 매우 크게 폭발 하여 다른 블록에게 큰 피해를 줍니다.
|
||||
block.turret.name = 포탑
|
||||
block.turret.fulldescription = 간단한 포탑. 탄약으로 돌을 사용합니다. 이중 포탑보다 약간 넓은 범위를가집니다.
|
||||
block.doubleturret.name = 2단 포탑
|
||||
block.doubleturret.fulldescription = 포탑의 상위 버전입니다. 탄약으로 돌을 사용합니다. 더 많은 데미지를 주지만 범위는 낮습니다. 총알 2발을 동시에 발사합니다.
|
||||
block.machineturret.name = 게틀링 포탑
|
||||
block.machineturret.fulldescription = 표준적인 포탑. 탄약으로 철을 사용합니다. 적당한 데미지에 빠른 발사 속도를 가지고 있습니다.
|
||||
block.shotgunturret.name = 스플리터 포탑
|
||||
block.shotgunturret.fulldescription = 표준적인 포탑. 탄약으로 철을 사용합니다. 7발에 총알을 쏩니다. 범위가 낮지만 게틀링 포탑보다 높은 데미지를 가지고 있습니다.
|
||||
block.flameturret.name = 화염 포탑
|
||||
block.flameturret.fulldescription = 고급 근거리 포탑. 탄약으로 석탄을 사용합니다. 범위는 낮지만 높은 데미지를 가지고 있습니다, 벽 뒤에 두는것이 좋습니다.
|
||||
block.sniperturret.name = 레일건 포탑
|
||||
block.sniperturret.fulldescription = 고급 장거리 포탑. 탄약에 강철을 사용합니다. 매우 높은 데미지를 입힐 수 있지만 발사 속도는 낮습니다.\n사용 범위에 따라 적의 공격 범위 밖에서 공격할 스 있습니다.
|
||||
block.mortarturret.name = 플랭크 포탑
|
||||
block.mortarturret.fulldescription = 고급 저 정확도 스플래쉬 데미지 포탑. 탄약에 석탄을 사용합니다. 파편으로 폭발하는 총알을 사용하고. 많은 적군에게 유용합니다.
|
||||
block.laserturret.name = 레이저 포탑
|
||||
block.laserturret.fulldescription = 고급 단일 대상 공격 포탑. 전력을 사용합니다. 중간 크기의 사거리를 가지고 있고 절대 빗나가지 않습니다.
|
||||
block.waveturret.name = 테슬라 포탑
|
||||
block.waveturret.fulldescription = 고급 다중 타겟 포탑. 전력을 사용합니다. 중간크기의 사거리를 가지고 있으며. 절대 빗나가지 않으므로 걱정할 염려가 없습니다.\n데미지는 거의 없지만 연속공격으로 여러 명의 적들을 동시에 공격 할 수 있습니다.
|
||||
block.plasmaturret.name = 플라즈마 포탑
|
||||
block.plasmaturret.fulldescription = 포탑의 최고급 버전. 석탄을 탄약으로 사용합니다.\n엄청나게 높은 데미지와 근거리와 중거리 사이 정도의 사거리를 가지고 있습니다.
|
||||
block.chainturret.name = 체인 포탑
|
||||
block.chainturret.fulldescription = 궁극에 고속 포탑. 우라늄을 탄약으로 사용합니다. 높은 발사속도에 적당한 사정거리를 가지고 있고 대형 알을 발사합니다.\n2x2 크기이고, 매우 아픕니다.
|
||||
block.titancannon.name = 타이탄 캐논
|
||||
block.titancannon.fulldescription = 궁극의 장거리 포탑. 우라늄을 탄약으로 사용합니다. 적당한 발사속도에 긴 사정거리를 가지고 있고 3x3 크기이며, 매우 아픕니다
|
||||
block.playerspawn.name = 플레이어 스폰 지점
|
||||
block.enemyspawn.name = 적 스폰 지점
|
553
semag/mind/assets/bundles/bundle_pl.properties
Normal file
@ -0,0 +1,553 @@
|
||||
text.about = Stworzony przez [ROYAL] Anuken. []\nPierwotnie wpis w [orange] GDL [] MM Jam.\n\nNapisy:\n- SFX wykonane z pomocą [YELLOW] bfxr []\n- Muzyka wykonana przez [GREEN] RoccoW [] / znaleziona na [lime] FreeMusicArchive.org []\n\nSpecjalne podziękowania dla:\n- [coral] MitchellFJN []: obszerne testowanie i feedback\n- [niebo] Luxray5474 []: prace związane z wiki, pomoc z kodem\n- Wszystkich beta testerów na itch.io i Google Play\n
|
||||
text.credits = Credits
|
||||
text.discord = Odwiedź nasz serwer Discord
|
||||
text.link.discord.description = the official Mindustry discord chatroom
|
||||
text.link.github.description = Game source code
|
||||
text.link.dev-builds.description = Unstable development builds
|
||||
text.link.trello.description = Official trello board for planned features
|
||||
text.link.itch.io.description = itch.io page with PC downloads and web version
|
||||
text.link.google-play.description = Google Play store listing
|
||||
text.link.wiki.description = official Mindustry wiki
|
||||
text.linkfail = Failed to open link!\nThe URL has been copied to your cliboard.
|
||||
text.classic.unsupported = Mindustry classic does not support this feature.
|
||||
text.multiplayer.web = This version of the game does not support multiplayer!\nTo play multiplayer from your browser, use the "multiplayer web version" link at the itch.io page.
|
||||
text.gameover = Rdzeń został zniszczony.
|
||||
text.highscore = [YELLOW] Nowy rekord!
|
||||
text.lasted = Wytrwałeś do fali
|
||||
text.level.highscore = Rekord: [accent]{0}
|
||||
text.level.delete.title = Potwierdź kasowanie
|
||||
text.level.delete = Czy na pewno chcesz usunąć mapę "[orange]{0}"?
|
||||
text.level.select = Wybrany poziom
|
||||
text.level.mode = Tryb gry:
|
||||
text.savegame = Zapisz Grę
|
||||
text.loadgame = Wczytaj grę
|
||||
text.joingame = Gra wieloosobowa
|
||||
text.newgame = New Game
|
||||
text.quit = Wyjdź
|
||||
text.about.button = O grze
|
||||
text.name = Nazwa:
|
||||
text.public = Publiczny
|
||||
text.players = {0} graczy online
|
||||
text.server.player.host = {0} (host)
|
||||
text.players.single = {0} gracz online
|
||||
text.server.mismatch = Błąd pakietu: możliwa niezgodność wersji klienta/serwera.\nUpewnij się, że Ty i host macie najnowszą wersję Mindustry!
|
||||
text.server.closing = [accent] Zamykanie serwera ...
|
||||
text.server.kicked.kick = Zostałeś wyrzucony z serwera!
|
||||
text.server.kicked.fastShoot = You are shooting too quickly.
|
||||
text.server.kicked.invalidPassword = Nieprawidłowe hasło!
|
||||
text.server.kicked.clientOutdated = Nieaktualna gra! Zaktualizują ją!
|
||||
text.server.kicked.serverOutdated = Nieaktualna gra! Zaktualizują ją!
|
||||
text.server.kicked.banned = You are banned on this server.
|
||||
text.server.kicked.recentKick = You have been kicked recently.\nWait before connecting again.
|
||||
text.server.connected = {0} dołączył do gry .
|
||||
text.server.disconnected = {0} został rozłączony.
|
||||
text.nohost = Nie można hostować serwera na mapie niestandardowej!
|
||||
text.host.info = The [accent]host[] button hosts a server on ports [scarlet]6567[] and [scarlet]6568.[]\nAnybody on the same [LIGHT_GRAY]wifi or local network[] should be able to see your server in their server list.\n\nIf you want people to be able to connect from anywhere by IP, [accent]port forwarding[] is required.\n\n[LIGHT_GRAY]Note: If someone is experiencing trouble connecting to your LAN game, make sure you have allowed Mindustry access to your local network in your firewall settings.
|
||||
text.join.info = Here, you can enter a [accent]server IP[] to connect to, or discover [accent]local network[] servers to connect to.\nBoth LAN and WAN multiplayer is supported.\n\n[LIGHT_GRAY]Note: There is no automatic global server list; if you want to connect to someone by IP, you would need to ask the host for their IP.
|
||||
text.hostserver = Serwer hosta
|
||||
text.host = Host
|
||||
text.hosting = [accent] Otwieranie serwera ...
|
||||
text.hosts.refresh = Odśwież
|
||||
text.hosts.discovering = Wyszukiwanie gier w sieci LAN
|
||||
text.server.refreshing = Odświeżanie serwera
|
||||
text.hosts.none = [lightgray] Brak serwerów w sieci LAN!
|
||||
text.host.invalid = [scarlet] Nie można połączyć się z hostem.
|
||||
text.server.friendlyfire = Bratobójczy ogień
|
||||
text.trace = Trace Player
|
||||
text.trace.playername = Player name: [accent]{0}
|
||||
text.trace.ip = IP: [accent]{0}
|
||||
text.trace.id = Unique ID: [accent]{0}
|
||||
text.trace.android = Android Client: [accent]{0}
|
||||
text.trace.modclient = Custom Client: [accent]{0}
|
||||
text.trace.totalblocksbroken = Total blocks broken: [accent]{0}
|
||||
text.trace.structureblocksbroken = Structure blocks broken: [accent]{0}
|
||||
text.trace.lastblockbroken = Last block broken: [accent]{0}
|
||||
text.trace.totalblocksplaced = Total blocks placed: [accent]{0}
|
||||
text.trace.lastblockplaced = Last block placed: [accent]{0}
|
||||
text.invalidid = Invalid client ID! Submit a bug report.
|
||||
text.server.bans = Bans
|
||||
text.server.bans.none = No banned players found!
|
||||
text.server.admins = Admins
|
||||
text.server.admins.none = No admins found!
|
||||
text.server.add = Dodaj serwer
|
||||
text.server.delete = Czy na pewno chcesz usunąć ten serwer?
|
||||
text.server.hostname = Host: {0}
|
||||
text.server.edit = Edytuj serwer
|
||||
text.server.outdated = [crimson]Outdated Server![]
|
||||
text.server.outdated.client = [crimson]Outdated Client![]
|
||||
text.server.version = [lightgray]Version: {0}
|
||||
text.server.custombuild = [yellow]Custom Build
|
||||
text.confirmban = Are you sure you want to ban this player?
|
||||
text.confirmunban = Are you sure you want to unban this player?
|
||||
text.confirmadmin = Are you sure you want to make this player an admin?
|
||||
text.confirmunadmin = Are you sure you want to remove admin status from this player?
|
||||
text.joingame.byip = Dołącz przez IP...
|
||||
text.joingame.title = Dołącz do gry
|
||||
text.joingame.ip = IP:
|
||||
text.disconnect = Rozłączony.
|
||||
text.disconnect.data = Failed to load world data!
|
||||
text.connecting = [accent]Łączenie ...
|
||||
text.connecting.data = [accent]Ładowanie danych świata...
|
||||
text.connectfail = [crimson]Nie można połączyć się z serwerem: [orange] {0}
|
||||
text.server.port = Port:
|
||||
text.server.addressinuse = Adres jest już w użyciu!
|
||||
text.server.invalidport = Nieprawidłowy numer portu.
|
||||
text.server.error = [crimson] Błąd hostowania serwera: [orange] {0}
|
||||
text.tutorial.back = < Cofnij
|
||||
text.tutorial.next = Dalej >
|
||||
text.save.new = Nowy zapis
|
||||
text.save.overwrite = Czy na pewno chcesz nadpisać zapis gry?
|
||||
text.overwrite = Nadpisz
|
||||
text.save.none = Nie znaleziono zapisów gry!
|
||||
text.saveload = [akcent]Zapisywanie...
|
||||
text.savefail = Nie udało się zapisać gry!
|
||||
text.save.delete.confirm = Czy na pewno chcesz usunąć ten zapis gry?
|
||||
text.save.delete = Usuń
|
||||
text.save.export = Eksportuj
|
||||
text.save.import.invalid = [orange]Zapis gry jest niepoprawny!
|
||||
text.save.import.fail = [crimson]Nie udało się zaimportować zapisu: [orange] {0}
|
||||
text.save.export.fail = [crimson]Nie można wyeksportować zapisu: [orange] {0}
|
||||
text.save.import = Importuj
|
||||
text.save.newslot = Zapisz nazwę:
|
||||
text.save.rename = Zmień nazwę
|
||||
text.save.rename.text = Zmień nazwę
|
||||
text.selectslot = Wybierz zapis.
|
||||
text.slot = [accent]Slot {0}
|
||||
text.save.corrupted = [orange]Zapis gry jest uszkodzony lub nieprawidłowy!
|
||||
text.empty = <pusto>
|
||||
text.on = Włączone
|
||||
text.off = Wyłączone
|
||||
text.save.autosave = Zapisywanie automatyczne
|
||||
text.save.map = Mapa: {0}
|
||||
text.save.wave = Fala: {0}
|
||||
text.save.difficulty = Difficulty: {0}
|
||||
text.save.date = Ostatnio zapisano: {0}
|
||||
text.confirm = Potwierdź
|
||||
text.delete = Usuń
|
||||
text.ok = Ok
|
||||
text.open = Otwórz
|
||||
text.cancel = Anuluj
|
||||
text.openlink = Otwórz link
|
||||
text.copylink = Copy Link
|
||||
text.back = Wróć
|
||||
text.quit.confirm = Czy na pewno chcesz wyjść?
|
||||
text.changelog.title = Changelog
|
||||
text.changelog.loading = Getting changelog...
|
||||
text.changelog.error.android = [orange]Note that the changelog sometimes does not work on Android 4.4 and below!\nThis is due to an internal Android bug.
|
||||
text.changelog.error.ios = [orange]The changelog is currently not supported in iOS.
|
||||
text.changelog.error = [scarlet]Error getting changelog!\nCheck your internet connection.
|
||||
text.changelog.current = [yellow][[Current version]
|
||||
text.changelog.latest = [orange][[Latest version]
|
||||
text.loading = [accent]Ładowanie ...
|
||||
text.wave = [orange]Fala {0}
|
||||
text.wave.waiting = Fala w {0}
|
||||
text.waiting = Oczekiwanie...
|
||||
text.enemies = {0} wrogów
|
||||
text.enemies.single = {0} wróg
|
||||
text.loadimage = Załaduj obraz
|
||||
text.saveimage = Zapisz obraz
|
||||
text.oregen = Ore Generation
|
||||
text.editor.badsize = [orange]Nieprawidłowe wymiary obrazu![]\nWymiary poprawne: {0}
|
||||
text.editor.errorimageload = Błąd podczas ładowania pliku obrazu: [orange]{0}
|
||||
text.editor.errorimagesave = Błąd podczas zapisywania pliku obrazu: [orange]{0}
|
||||
text.editor.generate = Generuj
|
||||
text.editor.resize = Zmień rozmiar
|
||||
text.editor.loadmap = Załaduj mapę
|
||||
text.editor.savemap = Zapisz mapę
|
||||
text.editor.loadimage = Załaduj obraz
|
||||
text.editor.saveimage = Zapisz obraz
|
||||
text.editor.unsaved = [scarlet]Masz niezapisane zmiany![]\nCzy na pewno chcesz wyjść?
|
||||
text.editor.brushsize = Rozmiar pędzla: {0}
|
||||
text.editor.noplayerspawn = Ta mapa nie ma ustawionego spawnu gracza!
|
||||
text.editor.manyplayerspawns = Mapy nie mogą mieć więcej niż jeden punkt spawnu gracza!
|
||||
text.editor.manyenemyspawns = Nie może mieć więcej niż {0} punktów spawnu wroga!
|
||||
text.editor.resizemap = Zmień rozmiar mapy
|
||||
text.editor.resizebig = [scarlet]Uwaga![]\nMapy większe niż 256 jednostek mogą przycinać i być niestabilne.
|
||||
text.editor.mapname = Nazwa mapy:
|
||||
text.editor.overwrite = [accent]Uwaga!\nSpowoduje to nadpisanie istniejącej mapy.
|
||||
text.editor.failoverwrite = [crimson]Nie można nadpisać mapy podstawowej!
|
||||
text.editor.selectmap = Wybierz mapę do załadowania:
|
||||
text.width = Szerokość:
|
||||
text.height = Wysokość:
|
||||
text.randomize = Wylosuj
|
||||
text.apply = Zastosuj
|
||||
text.update = Zaktualizuj
|
||||
text.menu = Menu
|
||||
text.play = Graj
|
||||
text.load = Wczytaj
|
||||
text.save = Zapisz
|
||||
text.language.restart = Uruchom grę ponownie aby ustawiony język zaczął funkcjonować.
|
||||
text.settings.language = Język
|
||||
text.settings = Ustawienia
|
||||
text.tutorial = Poradnik
|
||||
text.editor = Edytor
|
||||
text.mapeditor = Edytor map
|
||||
text.donate = Wspomóż nas
|
||||
text.settings.reset = Przywróć domyślne
|
||||
text.settings.controls = Sterowanie
|
||||
text.settings.game = Gra
|
||||
text.settings.sound = Dźwięk
|
||||
text.settings.graphics = Grafika
|
||||
text.upgrades = Ulepszenia
|
||||
text.purchased = [LIME]Stworzono!
|
||||
text.weapons = Bronie
|
||||
text.paused = Wstrzymano
|
||||
text.respawn = Odrodzenie za
|
||||
text.info.title = [accent]Informacje
|
||||
text.error.title = [crimson]Wystąpił błąd
|
||||
text.error.crashmessage = [SCARLET]Wystąpił nieoczekiwany błąd, który spowodowałby awarię.[]\nProszę, powiadom dewelopera gry o tym błędzie, pisząc jak do niego doszło: [ORANGE]anukendev@gmail.com[]
|
||||
text.error.crashtitle = Wystąpił błąd
|
||||
text.mode.break = Tryb przerw: {0}
|
||||
text.mode.place = Tryb układania: {0}
|
||||
placemode.hold.name = linia
|
||||
placemode.areadelete.name = obszar
|
||||
placemode.touchdelete.name = Dotyk
|
||||
placemode.holddelete.name = Przytrzymać
|
||||
placemode.none.name = żaden
|
||||
placemode.touch.name = Dotyk
|
||||
placemode.cursor.name = kursor
|
||||
text.blocks.extrainfo = [accent]Dodatkowe informacje o bloku:
|
||||
text.blocks.blockinfo = Informacje o bloku
|
||||
text.blocks.powercapacity = Moc znamionowa
|
||||
text.blocks.powershot = moc / strzał
|
||||
text.blocks.powersecond = moc / sekunda
|
||||
text.blocks.powerdraindamage = siła ataku / obrażenia
|
||||
text.blocks.shieldradius = Promień osłony
|
||||
text.blocks.itemspeedsecond = prędkość / sekundy
|
||||
text.blocks.range = Zakres
|
||||
text.blocks.size = Rozmiar
|
||||
text.blocks.powerliquid = moc / ciecz
|
||||
text.blocks.maxliquidsecond = maksymalna ilość cieczy / sekunda
|
||||
text.blocks.liquidcapacity = Pojemność cieczy
|
||||
text.blocks.liquidsecond = ciecz / sekunda
|
||||
text.blocks.damageshot = obrażenia / strzał
|
||||
text.blocks.ammocapacity = Pojemność amunicji
|
||||
text.blocks.ammo = Amunicja:
|
||||
text.blocks.ammoitem = amunicja / przedmiot
|
||||
text.blocks.maxitemssecond = Maksymalna liczba przedmiotów / Sekunda
|
||||
text.blocks.powerrange = Zakres mocy
|
||||
text.blocks.lasertilerange = Zasięg lasera
|
||||
text.blocks.capacity = Wydajność
|
||||
text.blocks.itemcapacity = Pojemność przedmiotów
|
||||
text.blocks.maxpowergenerationsecond = maksymalne generowanie energii / sekunda
|
||||
text.blocks.powergenerationsecond = wytwarzanie energii / sekunda
|
||||
text.blocks.generationsecondsitem = sekunda / przedmiot
|
||||
text.blocks.input = Wkład
|
||||
text.blocks.inputliquid = Potrzebna ciecz
|
||||
text.blocks.inputitem = Potrzebne przedmioty
|
||||
text.blocks.output = Wyjście
|
||||
text.blocks.secondsitem = sekundy / przedmiot
|
||||
text.blocks.maxpowertransfersecond = maksymalny transfer mocy / sekundę
|
||||
text.blocks.explosive = Wysoce wybuchowy!
|
||||
text.blocks.repairssecond = naprawa / sekunda
|
||||
text.blocks.health = Zdrowie
|
||||
text.blocks.inaccuracy = Niedokładność
|
||||
text.blocks.shots = Strzały
|
||||
text.blocks.shotssecond = Strzały / Sekunda
|
||||
text.blocks.fuel = Paliwo
|
||||
text.blocks.fuelduration = Wydajność paliwa
|
||||
text.blocks.maxoutputsecond = maksymalne wyjście / sekunda
|
||||
text.blocks.inputcapacity = Pojemność wejściowa
|
||||
text.blocks.outputcapacity = Wydajność wyjściowa
|
||||
text.blocks.poweritem = moc / przedmiot
|
||||
text.placemode = Tryb miejsca
|
||||
text.breakmode = Tryb przerwania
|
||||
text.health = Zdrowie:
|
||||
setting.difficulty.easy = łatwy
|
||||
setting.difficulty.normal = normalny
|
||||
setting.difficulty.hard = trudny
|
||||
setting.difficulty.insane = szalony
|
||||
setting.difficulty.purge = Czystka
|
||||
setting.difficulty.name = Poziom trudności
|
||||
setting.screenshake.name = Trzęsienie się ekranu
|
||||
setting.smoothcam.name = Płynna kamera
|
||||
setting.indicators.name = Wskaźniki wroga
|
||||
setting.effects.name = Wyświetlanie efektów
|
||||
setting.sensitivity.name = Czułość kontrolera
|
||||
setting.saveinterval.name = Interwał automatycznego zapisywania
|
||||
setting.seconds = Sekundy
|
||||
setting.fullscreen.name = Fullscreen
|
||||
setting.multithread.name = Multithreading
|
||||
setting.fps.name = Widoczny licznik FPS
|
||||
setting.vsync.name = Synchronizacja pionowa
|
||||
setting.lasers.name = Pokaż lasery zasilające
|
||||
setting.previewopacity.name = Placing Preview Opacity
|
||||
setting.healthbars.name = Pokaż paski zdrowia jednostki
|
||||
setting.pixelate.name = Rozpikselizowany obraz
|
||||
setting.musicvol.name = Głośność muzyki
|
||||
setting.mutemusic.name = Wycisz muzykę
|
||||
setting.sfxvol.name = Głośność dźwięków
|
||||
setting.mutesound.name = Wycisz dźwięki
|
||||
map.maze.name = labirynt
|
||||
map.fortress.name = twierdza
|
||||
map.sinkhole.name = wgłębienie
|
||||
map.caves.name = jaskinie
|
||||
map.volcano.name = wulkan
|
||||
map.caldera.name = kaldera
|
||||
map.scorch.name = opalacz
|
||||
map.desert.name = pustynia
|
||||
map.island.name = wyspa
|
||||
map.grassland.name = łąka
|
||||
map.tundra.name = tundra
|
||||
map.spiral.name = spirala
|
||||
map.tutorial.name = Poradnik
|
||||
tutorial.intro.text = [yellow]Witamy w poradniku do gry.[]\nAby rozpocząć, naciśnij "Dalej".
|
||||
tutorial.moveDesktop.text = Aby się poruszać, użyj klawiszy [orange]W A S[] oraz [orange]D[]. Przytrzymaj [orange]shift[], aby przyśpieszyć.\nPrzytrzymując [orange]ctrl[] podczas kręcenia [orange]rolką myszy[] możesz zmieniać poziom przybliżenia mapy.
|
||||
tutorial.shoot.text = Do celowania używasz kursora myszy.\n[orange]Lewy przycisk myszy[] służy do strzelania. Poćwicz na [yellow]celu[].
|
||||
tutorial.moveAndroid.text = Aby przesunąć widok, przeciągnij jednym palcem po ekranie. Ściśnij i przeciągnij, aby powiększyć lub pomniejszyć.
|
||||
tutorial.placeSelect.text = Wybierz [yellow]przenośnik[] z menu blokowego w prawym dolnym rogu.
|
||||
tutorial.placeConveyorDesktop.text = Użyj [orange]rolki myszy[] aby obrócić przenośnik [orange]do przodu[], a następnie umieść go w [yellow]oznaczonym miejscu[] za pomocą [orange]lewego przycisku myszy[].
|
||||
tutorial.placeConveyorAndroid.text = Użyj [orange]przycisk obracania[], aby obrócić przenośnik [orange]do przodu[]. Jednym palcem przeciągnij go na [yellow]wskazaną pozycję[], a następnie umieść go za pomocą [orange]znacznika wyboru[].
|
||||
tutorial.placeConveyorAndroidInfo.text = Możesz też nacisnąć ikonę celownika w lewym dolnym rogu, aby przełączyć na [pomarańczowy] [[tryb dotykowy] [] i umieścić bloki, dotykając ekranu. W trybie dotykowym bloki można obracać strzałką w lewym dolnym rogu. Naciśnij [żółty] następny [], aby go wypróbować.
|
||||
tutorial.placeDrill.text = Teraz wybierz i umieść [yellow]wiertło do kamienia[] w oznaczonym miejscu.
|
||||
tutorial.blockInfo.text = Jeśli chcesz się dowiedzieć więcej na temat wybranego bloku, kliknij [orange]znak zapytania[] w prawym górnym rogu, aby przeczytać jego opis.
|
||||
tutorial.deselectDesktop.text = Możesz anulować wybór bloku za pomocą [orange]prawego przycisku myszy[].
|
||||
tutorial.deselectAndroid.text = Możesz odznaczyć blok, naciskając przycisk [orange]X[].
|
||||
tutorial.drillPlaced.text = Wiertło będzie teraz produkować [yellow]kamień[] i podawać go na przenośnik, który przeniesie go do [yellow]rdzenia[]
|
||||
tutorial.drillInfo.text = Różne rudy wymagają różnych wierteł. Kamień wymaga wiertła do kamieniu, żelazo wymaga wiertła do żelaza, itd.
|
||||
tutorial.drillPlaced2.text = Przeniesienie przedmiotów do rdzenia powoduje umieszczenie ich w [yellow]inwentarzu przedmiotów[] w lewym górnym rogu. Stawianie bloków te przedmioty zużywa.
|
||||
tutorial.moreDrills.text = Możesz połączyć wiertła i przenośników w przedstawiony sposób:
|
||||
tutorial.deleteBlock.text = Możesz usuwać bloki, klikając [orange]prawy przycisk myszy[] na bloku, który chcesz usunąć.\nSpróbuj usunąć [yellow]oznaczony[] przenośnik.
|
||||
tutorial.deleteBlockAndroid.text = Możesz usuwać bloki za pomocą [orange]krzyżyka[] w [orange]menu przerywania[] w lewym dolnym rogu i stukając w blok.\nSpróbuj usunąć [yellow]oznaczony[] przenośnik.
|
||||
tutorial.placeTurret.text = Teraz wybierz i umieść [yellow]działko[] w [yellow]zaznaczonym miejscu[].
|
||||
tutorial.placedTurretAmmo.text = Działko przyjmie teraz [yellow]amunicję[] z przenośnika. Możesz zobaczyć, ile ma amunicji, najeżdżając na działko kursorem i sprawdzając [green]zielony pasek[].
|
||||
tutorial.turretExplanation.text = Wieżyczki będą strzelać automatycznie do najbliższego wroga w zasięgu, o ile będą miały wystarczającą ilość amunicji.
|
||||
tutorial.waves.text = Co każde [yellow]60[] sekund, fala [coral]wrogów[] pojawi się w określonym miejscu na mapie i spróbuje zniszczyć rdzeń.
|
||||
tutorial.coreDestruction.text = Twoim celem jest [yellow]obrona rdzenia[]. Zniszczenie rdzenia jest równoznaczne z [coral]przegraną[].
|
||||
tutorial.pausingDesktop.text = Jeśli chcesz zrobić przerwę, naciśnij [orange]spację[] lub [orange]przycisk pauzy[] w lewym górnym rogu. Nadal możesz wybierać i wstawiać klocki podczas pauzy, ale nie możesz niszczyć i strzelać.
|
||||
tutorial.pausingAndroid.text = Jeśli chcesz zrobić przerwę, naciśnij [orange]przycisk pauzy[]. Nadal możesz stawiać i niszczyć bloki.
|
||||
tutorial.purchaseWeapons.text = Możesz kupić nowe [żółte] bronie [] dla swojego mecha, otwierając menu aktualizacji w lewym dolnym rogu.
|
||||
tutorial.switchWeapons.text = Zmień broń, klikając jej ikonę w lewym dolnym rogu lub używając cyfr [orange][1-9[].
|
||||
tutorial.spawnWave.text = Fala wrogów nadchodzi! Zniszcz ich.
|
||||
tutorial.pumpDesc.text = W późniejszych falach może być konieczne użycie [yellow]pompy[] do rozprowadzania cieczy dla generatorów lub ekstraktorów.
|
||||
tutorial.pumpPlace.text = Pompy działają podobnie do wierteł, z tym wyjątkiem, że wytwarzają ciecze zamiast ród.\nSpróbuj umieścić pompę na [yellow]oleju[].
|
||||
tutorial.conduitUse.text = Teraz umieść [orange]rurę[] wychodzącą od pompy.
|
||||
tutorial.conduitUse2.text = I tak jeszcze jedną...
|
||||
tutorial.conduitUse3.text = I jeszcze jedeną...
|
||||
tutorial.generator.text = Teraz umieść [orange]generator spalinowy[] na końcu kanału.
|
||||
tutorial.generatorExplain.text = Generator ten będzie teraz wytwarzać [yellow]energię[] z oleju.
|
||||
tutorial.lasers.text = Energia jest dystrybuowana za pomocą [yellow]przekaźników[]. Umieść takowy przekaźnik na [yellow]wskazanej pozycji[].
|
||||
tutorial.laserExplain.text = Generator przeniesie teraz moc do przekaźnika. Wiązka [orange]nieprzeźroczysta[] oznacza, że aktualnie transmituje moc. Wiązka [yellow]przeźroczysta[] wskazuje na brak przekazywanej energii.
|
||||
tutorial.laserMore.text = Możesz sprawdzić ile energii przechowuje blok najeżdżając na niego kursorem i sprawdzając [yellow]żółty pasek[].
|
||||
tutorial.healingTurret.text = Energia może być używany do zasilania [lime]wież naprawczych[]. Umieść takową [yellow]tutaj[].
|
||||
tutorial.healingTurretExplain.text = Dopóki dostarczana jest do niej energia będzie [lime]naprawiać pobliskie bloki[]. Podczas gry ustawiłeś ją niedaleko swojej bazy tak szybko, jak to tylko możliwe!
|
||||
tutorial.smeltery.text = Wiele bloków wymaga do pracy [orange]stali[], którą można wytwarzać w [orange]hucie[]. A skoro tak, to postaw ją teraz.
|
||||
tutorial.smelterySetup.text = Huta wytworzy teraz z żelaza [orange]stal[], wykorzystując węgiel jako paliwo.
|
||||
tutorial.tunnelExplain.text = Zwróć też uwagę, że przedmioty przechodzą przez [orange]tunel[] i wynurzają się po drugiej stronie, przechodząc przez kamienny blok. Pamiętaj, że tunele mogą przechodzić tylko do 2 bloków.
|
||||
tutorial.end.text = I na tym poradnik się kończy!\nPozostaje tylko życzyć Ci [orange]powodzenia[]!
|
||||
text.keybind.title = Rebind Keys
|
||||
keybind.move_x.name = Poruszanie w poziomie
|
||||
keybind.move_y.name = Poruszanie w pionie
|
||||
keybind.select.name = Wybieranie
|
||||
keybind.break.name = Niszczenie
|
||||
keybind.shoot.name = Strzelanie
|
||||
keybind.zoom_hold.name = Inicjator przybliżania
|
||||
keybind.zoom.name = Przybliżanie
|
||||
keybind.block_info.name = block_info
|
||||
keybind.menu.name = menu
|
||||
keybind.pause.name = pauza
|
||||
keybind.dash.name = przyśpieszenie
|
||||
keybind.chat.name = chat
|
||||
keybind.player_list.name = player_list
|
||||
keybind.console.name = console
|
||||
keybind.rotate_alt.name = Obracanie (1)
|
||||
keybind.rotate.name = Obracanie (2)
|
||||
keybind.weapon_1.name = Broń 1
|
||||
keybind.weapon_2.name = Broń 2
|
||||
keybind.weapon_3.name = Broń 3
|
||||
keybind.weapon_4.name = Broń 4
|
||||
keybind.weapon_5.name = Broń 5
|
||||
keybind.weapon_6.name = Broń 6
|
||||
mode.text.help.title = Description of modes
|
||||
mode.waves.name = Fale
|
||||
mode.waves.description = the normal mode. limited resources and automatic incoming waves.
|
||||
mode.sandbox.name = sandbox
|
||||
mode.sandbox.description = infinite resources and no timer for waves.
|
||||
mode.freebuild.name = budowanie
|
||||
mode.freebuild.description = limited resources and no timer for waves.
|
||||
upgrade.standard.name = Standardowy
|
||||
upgrade.standard.description = Standardowy mech.
|
||||
upgrade.blaster.name = blaster
|
||||
upgrade.blaster.description = Wystrzeliwuje powolną, słabą kulę.
|
||||
upgrade.triblaster.name = triblaster
|
||||
upgrade.triblaster.description = Strzela 3 pociskami w rozprzestrzenianiu.
|
||||
upgrade.clustergun.name = clustergun
|
||||
upgrade.clustergun.description = Wystrzeliwuje w różnych kierunkach kilka granatów.
|
||||
upgrade.beam.name = Działko laserowe
|
||||
upgrade.beam.description = Strzela laserem o dalekim zasięgu.
|
||||
upgrade.vulcan.name = wulkan
|
||||
upgrade.vulcan.description = Wystrzeliwuje grad szybkich pocisków.
|
||||
upgrade.shockgun.name = Działko elektryczne
|
||||
upgrade.shockgun.description = Wystrzeliwuje niszczycielski podmuch naładowanych odłamków.
|
||||
item.stone.name = kamień
|
||||
item.iron.name = żelazo
|
||||
item.coal.name = węgiel
|
||||
item.steel.name = stal
|
||||
item.titanium.name = tytan
|
||||
item.dirium.name = dirium
|
||||
item.uranium.name = uran
|
||||
item.sand.name = piasek
|
||||
liquid.water.name = woda
|
||||
liquid.plasma.name = plazma
|
||||
liquid.lava.name = lawa
|
||||
liquid.oil.name = olej
|
||||
block.weaponfactory.name = fabryka broni
|
||||
block.weaponfactory.fulldescription = Used to create weapons for the player mech. Click to use. Automatically takes resources from the core.
|
||||
block.air.name = Powietrze.
|
||||
block.blockpart.name = Kawałek bloku
|
||||
block.deepwater.name = głęboka woda
|
||||
block.water.name = woda
|
||||
block.lava.name = lawa
|
||||
block.oil.name = olej
|
||||
block.stone.name = kamień
|
||||
block.blackstone.name = czarny kamień
|
||||
block.iron.name = żelazo
|
||||
block.coal.name = węgiel
|
||||
block.titanium.name = tytan
|
||||
block.uranium.name = uran
|
||||
block.dirt.name = ziemia
|
||||
block.sand.name = piasek
|
||||
block.ice.name = lód
|
||||
block.snow.name = śnieg
|
||||
block.grass.name = trawa
|
||||
block.sandblock.name = blok z piasku
|
||||
block.snowblock.name = blok ze śniegu
|
||||
block.stoneblock.name = blok z kamienia
|
||||
block.blackstoneblock.name = blok z czarnego kamienia
|
||||
block.grassblock.name = blok z trawy
|
||||
block.mossblock.name = porośnięty blok
|
||||
block.shrub.name = krzew
|
||||
block.rock.name = kamyk
|
||||
block.icerock.name = kamyk lodowy
|
||||
block.blackrock.name = czarny kamyk
|
||||
block.dirtblock.name = Brudny blok
|
||||
block.stonewall.name = Kamienna ściana
|
||||
block.stonewall.fulldescription = Tani blok obronny. Przydatny do ochrony rdzenia i wież w pierwszych kilku falach.
|
||||
block.ironwall.name = Żelazna ściana
|
||||
block.ironwall.fulldescription = Podstawowy blok obronny. Zapewnia ochronę przed wrogami.
|
||||
block.steelwall.name = stalowa ściana
|
||||
block.steelwall.fulldescription = Standardowy blok obronny. odpowiednia ochrona przed wrogami.
|
||||
block.titaniumwall.name = tytanowa ściana
|
||||
block.titaniumwall.fulldescription = Silny blok obronny. Zapewnia ochronę przed wrogami.
|
||||
block.duriumwall.name = ściana z dirium
|
||||
block.duriumwall.fulldescription = Bardzo silny blok obronny. Zapewnia ochronę przed wrogami.
|
||||
block.compositewall.name = ściana kompozytowa
|
||||
block.steelwall-large.name = duża stalowa ściana
|
||||
block.steelwall-large.fulldescription = Standardowy blok obronny. Rozpiętość wielu płytek.
|
||||
block.titaniumwall-large.name = duża tytanowa ściana
|
||||
block.titaniumwall-large.fulldescription = Silny blok obronny. Rozpiętość wielu płytek.
|
||||
block.duriumwall-large.name = duża ściana z dirium
|
||||
block.duriumwall-large.fulldescription = Bardzo silny blok obronny. Rozpiętość wielu płytek.
|
||||
block.titaniumshieldwall.name = Ściana z polem obronnym
|
||||
block.titaniumshieldwall.fulldescription = Silny blok obronny z dodatkową wbudowaną tarczą. Wymaga zasilania. Używa energii do pochłaniania pocisków wroga. W celu dostarczenia zasilania zaleca się stosowanie wzmacniaczy energii.
|
||||
block.repairturret.name = Wieża naprawcza
|
||||
block.repairturret.fulldescription = Naprawia pobliskie uszkodzone bloki w niedużej prędkości. Wykorzystuje niewielkie ilości energii.
|
||||
block.megarepairturret.name = Wieża naprawcza II
|
||||
block.megarepairturret.fulldescription = Naprawia pobliskie uszkodzone bloki z przyzwoitą prędkośą. Do działania wykorzystuje energię.
|
||||
block.shieldgenerator.name = Generator tarczy
|
||||
block.shieldgenerator.fulldescription = Zaawansowany blok obronny. Osłania wszystkie bloki w promieniu przed atakiem wroga. Zużywa energię z niewielką prędkością gdy jest w stanie bezczynności, ale z kolei gdy jest w użyciu, energię pobiera bardzo szybko.
|
||||
block.door.name = drzwi
|
||||
block.door.fulldescription = Blok, który można otworzyć i zamknąć poprzez dotknięcie
|
||||
block.door-large.name = duże drzwi
|
||||
block.door-large.fulldescription = Blok, który można otworzyć i zamknąć poprzez dotknięcie
|
||||
block.conduit.name = Rura
|
||||
block.conduit.fulldescription = Podstawowy blok transportu cieczy. Działa jak przenośnik, tylko że z płynami. Najlepiej stosować z pompami bądź razem innymi rurami.\nMoże być używany jako pomost nad płynami dla wrogów i graczy.
|
||||
block.pulseconduit.name = Rura impulsowa
|
||||
block.pulseconduit.fulldescription = Zaawansowany blok transportu cieczy. Transportuje ciecze szybciej i przechowuje więcej niż rury standardowe.
|
||||
block.liquidrouter.name = Rozdzielacz płynów
|
||||
block.liquidrouter.fulldescription = Działa podobnie do zwykłego rozdzielacza. Akceptuje wejście cieczy z jednej strony i przekazuje ją na pozostałe strony. Przydatny do rozdzielania cieczy z jednej rury do wielu.
|
||||
block.conveyor.name = Przenośnik
|
||||
block.conveyor.fulldescription = Podstawowy blok transportu przedmiotów. Przenosi przedmioty do przodu i automatycznie umieszcza je w blokach. Może być używany jako pomost nad płynami dla wrogów i graczy.
|
||||
block.steelconveyor.name = Przenośnik stalowy
|
||||
block.steelconveyor.fulldescription = Zaawansowany blok transportu przedmiotów. Przenosi elementy szybciej niż standardowe przenośniki.
|
||||
block.poweredconveyor.name = przenośnik impulsowy
|
||||
block.poweredconveyor.fulldescription = Najszybszy blok transportowy przedmiotów.
|
||||
block.router.name = Rozdzielacz
|
||||
block.router.fulldescription = Przyjmuje przedmioty z jednego kierunku i przekazuje je w 3 innych kierunkach. Może również przechowywać pewną liczbę przedmiotów. Przydatny do dzielenia materiałów z jednego wiertła na wiele dział.
|
||||
block.junction.name = węzeł
|
||||
block.junction.fulldescription = Działa jako pomost dla dwóch skrzyżowanych przenośników taśmowych. Przydatny w sytuacjach, gdy dwa różne przenośniki przenoszą różne materiały do różnych lokalizacji.
|
||||
block.conveyortunnel.name = tunel przenośnikowy
|
||||
block.conveyortunnel.fulldescription = Transportuje przedmiot pod blokami. Aby użyć, umieść jeden tunel prowadzący do bloku, który ma zostać tunelowany, i jeden po drugiej stronie. Upewnij się, że oba tunele są skierowane w przeciwnych kierunkach, czyli w wejście do bloku podającego, a wyjście do bloku odbierającego.
|
||||
block.liquidjunction.name = Węzeł dla płynów
|
||||
block.liquidjunction.fulldescription = Skrzyżowanie dla rurociągów. Przydatne w sytuacji, w której transportujemy różne ciecze w rurach, które muszą się przeciąć.
|
||||
block.liquiditemjunction.name = Węzeł rur i przenośników
|
||||
block.liquiditemjunction.fulldescription = Skrzyżowanie przenośników taśmowych oraz rur.
|
||||
block.powerbooster.name = Wzmacniacz energii
|
||||
block.powerbooster.fulldescription = Dystrybuuje moc do wszystkich bloków w swoim promieniu.
|
||||
block.powerlaser.name = Przekaźnik
|
||||
block.powerlaser.fulldescription = Tworzy laser, który przesyła moc do bloku przed nim. Nie generuje energii. Najlepiej stosować z generatorami lub innymi przekaźnikami.
|
||||
block.powerlaserrouter.name = Duży rozdzielacz energii
|
||||
block.powerlaserrouter.fulldescription = Przekaźnik, który dystrybuuje energię w trzech kierunkach jednocześnie. Przydatne w sytuacjach, w których wymagane jest zasilanie wielu bloków z jednego generatora.
|
||||
block.powerlasercorner.name = Rozdzielacz energii
|
||||
block.powerlasercorner.fulldescription = Przekaźnik, który dystrybuuje energię w dwóch kierunkach jednocześnie. Przydatny w sytuacjach, gdy wymagane jest zasilanie wielu bloków z jednego generatora, a router jest nieprecyzyjny.
|
||||
block.teleporter.name = teleporter
|
||||
block.teleporter.fulldescription = Zaawansowany blok transportu przedmiotów. Teleporty przenoszą przedmioty do innych teleportów tego samego koloru. Jeżeli nie istnieją teleporty z tym samym kolorem, to nie niczego nigdzie nie przenosi. Jeśli istnieje wiele teleportów tego samego koloru, wybierany jest losowy. Zużywa energię. Stuknij aby zmienić kolor.
|
||||
block.sorter.name = Sortownik
|
||||
block.sorter.fulldescription = Sortuje przedmioty według rodzaju materiału. Materiał do zaakceptowania jest oznaczony w bloku. Wszystkie pasujące przedmioty są wysyłane do przodu, wszystko inne jest wyprowadzane na lewo i na prawo.
|
||||
block.core.name = Rdzeń
|
||||
block.pump.name = pompa
|
||||
block.pump.fulldescription = Pompuje ciecze z bloku źródłowego - zwykle wody, lawy lub oleju. Wyprowadza ciecz do pobliskich rur.
|
||||
block.fluxpump.name = pompa strumieniowa
|
||||
block.fluxpump.fulldescription = Zaawansowana wersja pompy. Przechowuje więcej cieczy i szybciej pompuje.
|
||||
block.smelter.name = huta
|
||||
block.smelter.fulldescription = Niezbędny blok rzemieślniczy. Po wprowadzeniu 1 żelaza i 1 węgla jako paliwa, wytwarza 1 stal. Zaleca się wprowadzanie żelaza i węgla na różne pasy, aby zapobiec zatkaniu.
|
||||
block.crucible.name = tygiel
|
||||
block.crucible.fulldescription = Zaawansowany blok rzemieślniczy. Po wprowadzeniu 1 tytanu, 1 stali i 1 węgla jako paliwa, otrzymuje 1 dirium. Zaleca się wprowadzanie węgla, stali i tytanu z różnych taśm, aby zapobiec zatkaniu.
|
||||
block.coalpurifier.name = ekstraktor węgla
|
||||
block.coalpurifier.fulldescription = Wyprowadza węgiel, gdy jest dostarczana duża ilością wody i kamienia.
|
||||
block.titaniumpurifier.name = ekstraktor tytanu
|
||||
block.titaniumpurifier.fulldescription = Wyprowadza tytan, gdy jest dostarczana duża ilości wody i żelaza.
|
||||
block.oilrefinery.name = Rafineria ropy
|
||||
block.oilrefinery.fulldescription = Rafinuje duże ilości oleju do postaci węgla. Przydatne do napędzania działek napędzanych węglem, gry nie ma w pobliżu wystarcząjacej ilości rud węgla.
|
||||
block.stoneformer.name = Wytwarzacz kamienia
|
||||
block.stoneformer.fulldescription = Schładza lawę do postaci kamień. Przydatny do produkcji ogromnych ilości kamienia do oczyszczania węgla.
|
||||
block.lavasmelter.name = Huta lawowa
|
||||
block.lavasmelter.fulldescription = Używa lawy, by przekształcić żelazo w stal. Alternatywa dla zwykłych hut. Przydatny w sytuacjach, gdy brakuje węgla.
|
||||
block.stonedrill.name = wiertło do kamienia
|
||||
block.stonedrill.fulldescription = Niezbędne wiertło. Po umieszczeniu na kamiennym podłożu, powoli i w nieskończoność wydobywa kamień.
|
||||
block.irondrill.name = wiertło do żelaza
|
||||
block.irondrill.fulldescription = Po umieszczeniu na rudzie żelaza, powoli i w nieskończoność wydobywa żelazo.
|
||||
block.coaldrill.name = wiertło do węgla
|
||||
block.coaldrill.fulldescription = Po umieszczeniu na rudzie węgla, powoli i w nieskończoność wydobywa węgiel.
|
||||
block.uraniumdrill.name = wiertło do uranu
|
||||
block.uraniumdrill.fulldescription = Wiertło zaawansowane. Po umieszczeniu na rudzie uranu, wydobywa uran w wolnym tempie przez czas nieokreślony.
|
||||
block.titaniumdrill.name = wiertło do tytanu
|
||||
block.titaniumdrill.fulldescription = Wiertło zaawansowane. Po umieszczeniu na rudzie tytanu, wydobywa tytan w wolnym tempie przez czas nieokreślony.
|
||||
block.omnidrill.name = omnidril
|
||||
block.omnidrill.fulldescription = Wiertło wielofunkcyjne. W szybkim tempie wydobywa każdą rudę.
|
||||
block.coalgenerator.name = generator na węgiel
|
||||
block.coalgenerator.fulldescription = Niezbędny generator. Generuje energię z węgla na wszystkie strony.
|
||||
block.thermalgenerator.name = generator termiczny
|
||||
block.thermalgenerator.fulldescription = Generuje energię z lawy. Generuje energię z węgla na wszystkie strony.
|
||||
block.combustiongenerator.name = generator spalinowy
|
||||
block.combustiongenerator.fulldescription = Generuje moc z oleju. Generuje energię z węgla na wszystkie strony.
|
||||
block.rtgenerator.name = Generator RTG
|
||||
block.rtgenerator.fulldescription = Generuje niewielkie ilości energii z rozpadu promieniotwórczego uranu. Generuje energię z węgla na wszystkie strony.
|
||||
block.nuclearreactor.name = reaktor jądrowy
|
||||
block.nuclearreactor.fulldescription = Zaawansowana wersja generatora RTG i zarazem najlepsze źródło energii. Generuje ją z uranu. Wymaga stałego chłodzenia wodą. Wybucha niemal natychmiast w momencie, gdy dostarczona zostanie niewystarczająca ilość płynu chłodzącego.
|
||||
block.turret.name = działko
|
||||
block.turret.fulldescription = Podstawowa, nieduża wieżyczka. Używa kamienia jako amunicji. Ma nieco większy zasięg niż działko podwójne.
|
||||
block.doubleturret.name = działko podwójne
|
||||
block.doubleturret.fulldescription = Nieco mocniejsza wersja działka. Używa kamienia jako amunicji. Znacznie więcej obrażeń, ale ma mniejszy zasięg. Wystrzeliwuje dwie kule.
|
||||
block.machineturret.name = działko szybkostrzelne
|
||||
block.machineturret.fulldescription = Standardowa, wszechstronna wieża. Używa żelaza jako amunicji. Strzela dość szybko i ma przyzwoite uszkodzenia.
|
||||
block.shotgunturret.name = działko odłamkowe
|
||||
block.shotgunturret.fulldescription = Standardowa wieża. Używa żelaza do amunicji. Wystrzeliwuje 7 pocisków. Niższy zasięg, ale większe obrażenia niż działko szybkostrzelne.
|
||||
block.flameturret.name = miotacz ognia
|
||||
block.flameturret.fulldescription = Zaawansowana wieżyczka bliskiego zasięgu. Używa węgla jako amunicji. Ma bardzo niski zasięg, ale bardzo duże obrażenia. Dobra na krótkie dystanse. Zalecana do stosowania za ścianami.
|
||||
block.sniperturret.name = karabin
|
||||
block.sniperturret.fulldescription = Zaawansowana wieżyczka dalekiego zasięgu. Używa stali jako amunicji. Ma bardzo duże obrażenia, ale niski współczynnik ognia. Kosztowne w użyciu, ale można je umieścić z dala od linii wroga ze względu na jego zasięg.
|
||||
block.mortarturret.name = Miotacz odłamków
|
||||
block.mortarturret.fulldescription = Zaawansowana, bardzo dokładne działko rozpryskowe. Używa węgla jako amunicji. Wystrzeliwuje grad eksplodujących pocisków. Przydatny dla dużych hord wrogów.
|
||||
block.laserturret.name = działo laserowe
|
||||
block.laserturret.fulldescription = Zaawansowana wieża z jednym celem. Używa energii. Dobra wieża o średnim zasięgu. Atakuje tylko 1 cel i nigdy nie pudłuje.
|
||||
block.waveturret.name = Działo Tesli
|
||||
block.waveturret.fulldescription = Zaawansowana wieża celującai. Używa mocy. Średni zasięg. Nigdy nie trafia. Stosuje niskie obrażenia, ale może trafić wielu wrogów jednocześnie z oświetleniem łańcuszkiem.
|
||||
block.plasmaturret.name = Działo plazmowe
|
||||
block.plasmaturret.fulldescription = Wysoce zaawansowana wersja miotacza ognia. Używa węgla jako amunicji. Zadaje bardzo duże obrażenia i posiada średni zasięg.
|
||||
block.chainturret.name = Działo uranowe
|
||||
block.chainturret.fulldescription = Najlepsze działo szybkiego ognia. Używa uranu jako amunicji. Wystrzeliwuje duże spirale z dużą szybkością. Posiada średni zasięg.
|
||||
block.titancannon.name = Potężne działo uranowe
|
||||
block.titancannon.fulldescription = Najlepsze działo dalekiego zasięgu. Używa uranu jako amunicji. Wystrzeliwuje duże pociski z odłamkami. Ma średnią szybkostrzelność i duży promień rażenia.
|
||||
block.playerspawn.name = Spawn gracza
|
||||
block.enemyspawn.name = Spawn wroga
|
553
semag/mind/assets/bundles/bundle_pt_BR.properties
Normal file
@ -0,0 +1,553 @@
|
||||
text.about = Criado por [ROYAL]Anuken.[]\nOriginalmente uma entrada para a [orange]GDL[] MM Jam.\n\nCredits:\n- SFX feito com [YELLOW]bfxr[]\n- Música feita por [GREEN]RoccoW[] / encontrada em [lime]FreeMusicArchive.org[]\n\nAgradecimento especial para:\n- [coral]MitchellFJN[]: playtesting extensivo e feedback\n- [sky]Luxray5474[]: wiki work e contribuições com código\n- Todos os beta testers do itch.io e Google Play\n
|
||||
text.credits = Credits
|
||||
text.discord = Junte-se ao Discord do Mindustry! (Lá nós falamos em inglês)
|
||||
text.link.discord.description = the official Mindustry discord chatroom
|
||||
text.link.github.description = Game source code
|
||||
text.link.dev-builds.description = Unstable development builds
|
||||
text.link.trello.description = Official trello board for planned features
|
||||
text.link.itch.io.description = itch.io page with PC downloads and web version
|
||||
text.link.google-play.description = Google Play store listing
|
||||
text.link.wiki.description = official Mindustry wiki
|
||||
text.linkfail = Failed to open link!\nThe URL has been copied to your cliboard.
|
||||
text.classic.unsupported = Mindustry classic does not support this feature.
|
||||
text.multiplayer.web = This version of the game does not support multiplayer!\nTo play multiplayer from your browser, use the "multiplayer web version" link at the itch.io page.
|
||||
text.gameover = O núcleo foi destruído.
|
||||
text.highscore = [YELLOW]Novo recorde!
|
||||
text.lasted = Você durou até a horda
|
||||
text.level.highscore = Melhor\npontuação: [accent] {0}
|
||||
text.level.delete.title = Confirmar exclusão
|
||||
text.level.delete = Você tem certeza que quer excluir\no mapa "[orange]{0}"?
|
||||
text.level.select = Seleção de Fase
|
||||
text.level.mode = Modo de Jogo:
|
||||
text.savegame = Salvar Jogo
|
||||
text.loadgame = Carregar Jogo
|
||||
text.joingame = Join Game
|
||||
text.newgame = New Game
|
||||
text.quit = Sair
|
||||
text.about.button = About
|
||||
text.name = Name:
|
||||
text.public = Public
|
||||
text.players = {0} players online
|
||||
text.server.player.host = {0} (host)
|
||||
text.players.single = {0} player online
|
||||
text.server.mismatch = Packet error: possible client/server version mismatch.\nMake sure you and the host have the\nlatest version of Mindustry!
|
||||
text.server.closing = [accent]Closing server...
|
||||
text.server.kicked.kick = You have been kicked from the server!
|
||||
text.server.kicked.fastShoot = You are shooting too quickly.
|
||||
text.server.kicked.invalidPassword = Invalid password!
|
||||
text.server.kicked.clientOutdated = Outdated client! Update your game!
|
||||
text.server.kicked.serverOutdated = Outdated server! Ask the host to update!
|
||||
text.server.kicked.banned = You are banned on this server.
|
||||
text.server.kicked.recentKick = You have been kicked recently.\nWait before connecting again.
|
||||
text.server.connected = {0} has joined.
|
||||
text.server.disconnected = {0} has disconnected.
|
||||
text.nohost = Can't host server on a custom map!
|
||||
text.host.info = The [accent]host[] button hosts a server on ports [scarlet]6567[] and [scarlet]6568.[]\nAnybody on the same [LIGHT_GRAY]wifi or local network[] should be able to see your server in their server list.\n\nIf you want people to be able to connect from anywhere by IP, [accent]port forwarding[] is required.\n\n[LIGHT_GRAY]Note: If someone is experiencing trouble connecting to your LAN game, make sure you have allowed Mindustry access to your local network in your firewall settings.
|
||||
text.join.info = Here, you can enter a [accent]server IP[] to connect to, or discover [accent]local network[] servers to connect to.\nBoth LAN and WAN multiplayer is supported.\n\n[LIGHT_GRAY]Note: There is no automatic global server list; if you want to connect to someone by IP, you would need to ask the host for their IP.
|
||||
text.hostserver = Host Server
|
||||
text.host = Host
|
||||
text.hosting = [accent]Opening server...
|
||||
text.hosts.refresh = Refresh
|
||||
text.hosts.discovering = Discovering LAN games
|
||||
text.server.refreshing = Refreshing server
|
||||
text.hosts.none = [lightgray]No LAN games found!
|
||||
text.host.invalid = [scarlet]Can't connect to host.
|
||||
text.server.friendlyfire = Friendly Fire
|
||||
text.trace = Trace Player
|
||||
text.trace.playername = Player name: [accent]{0}
|
||||
text.trace.ip = IP: [accent]{0}
|
||||
text.trace.id = Unique ID: [accent]{0}
|
||||
text.trace.android = Android Client: [accent]{0}
|
||||
text.trace.modclient = Custom Client: [accent]{0}
|
||||
text.trace.totalblocksbroken = Total blocks broken: [accent]{0}
|
||||
text.trace.structureblocksbroken = Structure blocks broken: [accent]{0}
|
||||
text.trace.lastblockbroken = Last block broken: [accent]{0}
|
||||
text.trace.totalblocksplaced = Total blocks placed: [accent]{0}
|
||||
text.trace.lastblockplaced = Last block placed: [accent]{0}
|
||||
text.invalidid = Invalid client ID! Submit a bug report.
|
||||
text.server.bans = Bans
|
||||
text.server.bans.none = No banned players found!
|
||||
text.server.admins = Admins
|
||||
text.server.admins.none = No admins found!
|
||||
text.server.add = Add Server
|
||||
text.server.delete = Are you sure you want to delete this server?
|
||||
text.server.hostname = Host: {0}
|
||||
text.server.edit = Edit Server
|
||||
text.server.outdated = [crimson]Outdated Server![]
|
||||
text.server.outdated.client = [crimson]Outdated Client![]
|
||||
text.server.version = [lightgray]Version: {0}
|
||||
text.server.custombuild = [yellow]Custom Build
|
||||
text.confirmban = Are you sure you want to ban this player?
|
||||
text.confirmunban = Are you sure you want to unban this player?
|
||||
text.confirmadmin = Are you sure you want to make this player an admin?
|
||||
text.confirmunadmin = Are you sure you want to remove admin status from this player?
|
||||
text.joingame.byip = Join by IP...
|
||||
text.joingame.title = Join Game
|
||||
text.joingame.ip = IP:
|
||||
text.disconnect = Disconnected.
|
||||
text.disconnect.data = Failed to load world data!
|
||||
text.connecting = [accent]Connecting...
|
||||
text.connecting.data = [accent]Loading world data...
|
||||
text.connectfail = [crimson]Failed to connect to server: [orange]{0}
|
||||
text.server.port = Port:
|
||||
text.server.addressinuse = Address already in use!
|
||||
text.server.invalidport = Invalid port number!
|
||||
text.server.error = [crimson]Error hosting server: [orange]{0}
|
||||
text.tutorial.back = < Prev
|
||||
text.tutorial.next = Next >
|
||||
text.save.new = New Save
|
||||
text.save.overwrite = Você tem certeza que quer salvar sobre este slot?
|
||||
text.overwrite = Salvar sobre
|
||||
text.save.none = No saves found!
|
||||
text.saveload = [accent]Salvando...
|
||||
text.savefail = Falha ao salvar jogo!
|
||||
text.save.delete.confirm = Are you sure you want to delete this save?
|
||||
text.save.delete = Delete
|
||||
text.save.export = Export Save
|
||||
text.save.import.invalid = [orange]This save is invalid!\n\nNote that[scarlet]importing saves with custom maps[orange]\nfrom other devices does not work!
|
||||
text.save.import.fail = [crimson]Failed to import save: [orange]{0}
|
||||
text.save.export.fail = [crimson]Failed to export save: [orange]{0}
|
||||
text.save.import = Import Save
|
||||
text.save.newslot = Save name:
|
||||
text.save.rename = Rename
|
||||
text.save.rename.text = New name:
|
||||
text.selectslot = Selecione um slot para salvar.
|
||||
text.slot = [accent]Slot {0}
|
||||
text.save.corrupted = [orange]Arquivo corrompido ou inválido!
|
||||
text.empty = <vazio>
|
||||
text.on = On
|
||||
text.off = Off
|
||||
text.save.autosave = Autosave: {0}
|
||||
text.save.map = Map: {0}
|
||||
text.save.wave = Horda {0}
|
||||
text.save.difficulty = Difficulty: {0}
|
||||
text.save.date = Último salvamento: {0}
|
||||
text.confirm = Confirmar
|
||||
text.delete = Excluir
|
||||
text.ok = OK
|
||||
text.open = Abrir
|
||||
text.cancel = Cancelar
|
||||
text.openlink = Abrir Link
|
||||
text.copylink = Copy Link
|
||||
text.back = Voltar
|
||||
text.quit.confirm = Você tem certeza que quer sair?
|
||||
text.changelog.title = Changelog
|
||||
text.changelog.loading = Getting changelog...
|
||||
text.changelog.error.android = [orange]Note that the changelog sometimes does not work on Android 4.4 and below!\nThis is due to an internal Android bug.
|
||||
text.changelog.error.ios = [orange]The changelog is currently not supported in iOS.
|
||||
text.changelog.error = [scarlet]Error getting changelog!\nCheck your internet connection.
|
||||
text.changelog.current = [yellow][[Current version]
|
||||
text.changelog.latest = [orange][[Latest version]
|
||||
text.loading = [accent]Carregando...
|
||||
text.wave = [orange]Horda {0}
|
||||
text.wave.waiting = Horda em {0}
|
||||
text.waiting = Aguardando...
|
||||
text.enemies = {0} Inimigos restantes
|
||||
text.enemies.single = {0} Inimigo restante
|
||||
text.loadimage = Carregar\nImagem
|
||||
text.saveimage = Salvar\nImagem
|
||||
text.oregen = Ore Generation
|
||||
text.editor.badsize = [orange]Dimensões de imagem inválidas![]\nDimensões de mapa válidas: {0}
|
||||
text.editor.errorimageload = Erro ao carregar arquivo de imagem:\n[orange]{0}
|
||||
text.editor.errorimagesave = Erro ao salvar arquivo de imagem:\n[orange]{0}
|
||||
text.editor.generate = Gerar
|
||||
text.editor.resize = Redimen\n sionar
|
||||
text.editor.loadmap = Carregar\n Mapa
|
||||
text.editor.savemap = Salvar\n Mapa
|
||||
text.editor.loadimage = Carregar\n Imagem
|
||||
text.editor.saveimage = Salvar\nImagem
|
||||
text.editor.unsaved = [scarlet]Você tem alterações não salvas![]\nTem certeza que quer sair?
|
||||
text.editor.brushsize = Tamanho do pincel: {0}
|
||||
text.editor.noplayerspawn = Este mapa não tem ponto de spawn para o jogador!
|
||||
text.editor.manyplayerspawns = Mapas não podem ter mais de um\nponto de spawn para jogador!
|
||||
text.editor.manyenemyspawns = Não pode haver mais de\n{0} pontos de spawn para inimigos!
|
||||
text.editor.resizemap = Redimensionar Mapa
|
||||
text.editor.resizebig = [scarlet]Aviso!\n[]Mapas maiores que 256 unidades podem ser 'lentos' e instáveis
|
||||
text.editor.mapname = Nome do Mapa:
|
||||
text.editor.overwrite = [accent]Aviso!\nIsso sobrescreve um mapa existente.
|
||||
text.editor.failoverwrite = [crimson]Não é possível salvar sobre o mapa padrão!
|
||||
text.editor.selectmap = Selecione uma mapa para carregar:
|
||||
text.width = Largura:
|
||||
text.height = Altura:
|
||||
text.randomize = Aleatório
|
||||
text.apply = Aplicar
|
||||
text.update = Atualizar
|
||||
text.menu = Menu
|
||||
text.play = Jogar
|
||||
text.load = Carregar
|
||||
text.save = Salvar
|
||||
text.language.restart = Please restart your game for the language settings to take effect.
|
||||
text.settings.language = Language
|
||||
text.settings = Configurações
|
||||
text.tutorial = Tutorial
|
||||
text.editor = Editor
|
||||
text.mapeditor = Editor de mapa
|
||||
text.donate = Doar
|
||||
text.settings.reset = Restaurar Padrões
|
||||
text.settings.controls = Controles
|
||||
text.settings.game = Jogo
|
||||
text.settings.sound = Som
|
||||
text.settings.graphics = Gráficos
|
||||
text.upgrades = Melhorias
|
||||
text.purchased = [LIME]Comprado!
|
||||
text.weapons = Arsenal
|
||||
text.paused = Pausado
|
||||
text.respawn = Reaparecendo em
|
||||
text.info.title = [accent]Info
|
||||
text.error.title = [crimson]Um erro ocorreu
|
||||
text.error.crashmessage = [SCARLET]Um erro inesperado aconteceu, que pode ter causado o jogo a fechar. []Por favor, informe as exatas circunstâncias em que o erro ocorreu ao desenvolvidor:\n[ORANGE]anukendev@gmail.com[]
|
||||
text.error.crashtitle = Um erro ocorreu.
|
||||
text.mode.break = Break mode: {0}
|
||||
text.mode.place = Place mode: {0}
|
||||
placemode.hold.name = line
|
||||
placemode.areadelete.name = area
|
||||
placemode.touchdelete.name = touch
|
||||
placemode.holddelete.name = hold
|
||||
placemode.none.name = none
|
||||
placemode.touch.name = touch
|
||||
placemode.cursor.name = cursor
|
||||
text.blocks.extrainfo = [accent]Informação extra:
|
||||
text.blocks.blockinfo = Informação do Bloco
|
||||
text.blocks.powercapacity = Capacidade de Energia
|
||||
text.blocks.powershot = Energia/tiro
|
||||
text.blocks.powersecond = Energia/segundo
|
||||
text.blocks.powerdraindamage = Energia/dano
|
||||
text.blocks.shieldradius = Raio do Escudo
|
||||
text.blocks.itemspeedsecond = Itens/segundo
|
||||
text.blocks.range = Alcance
|
||||
text.blocks.size = Tamanho
|
||||
text.blocks.powerliquid = Energia/Líquido
|
||||
text.blocks.maxliquidsecond = Entrada Máx. Líquido/segundo
|
||||
text.blocks.liquidcapacity = Capacidade de Líquido
|
||||
text.blocks.liquidsecond = Líquido/segundo
|
||||
text.blocks.damageshot = Dano/tiro
|
||||
text.blocks.ammocapacity = Munição Máxima
|
||||
text.blocks.ammo = Munição
|
||||
text.blocks.ammoitem = Munição/item
|
||||
text.blocks.maxitemssecond = Máximo de itens/segundo
|
||||
text.blocks.powerrange = Alcance da Energia
|
||||
text.blocks.lasertilerange = Alcance do Laser (em células)
|
||||
text.blocks.capacity = Capacidade
|
||||
text.blocks.itemcapacity = Capacidade de Itens
|
||||
text.blocks.maxpowergenerationsecond = Max Power Generation/second
|
||||
text.blocks.powergenerationsecond = Geração de Energia/segundo
|
||||
text.blocks.generationsecondsitem = Tempo de geração/item
|
||||
text.blocks.input = Entrada
|
||||
text.blocks.inputliquid = Líquido de entrada
|
||||
text.blocks.inputitem = Item de entrada
|
||||
text.blocks.output = Saída
|
||||
text.blocks.secondsitem = Segundos/item
|
||||
text.blocks.maxpowertransfersecond = Transferência máxima de Energia/segundo
|
||||
text.blocks.explosive = Altamente Explosivo!
|
||||
text.blocks.repairssecond = Reparo/segundo
|
||||
text.blocks.health = Saúde
|
||||
text.blocks.inaccuracy = Imprecisão
|
||||
text.blocks.shots = Tiros
|
||||
text.blocks.shotssecond = Taxa de tiro
|
||||
text.blocks.fuel = Fuel
|
||||
text.blocks.fuelduration = Fuel Duration
|
||||
text.blocks.maxoutputsecond = Max output/second
|
||||
text.blocks.inputcapacity = Input capacity
|
||||
text.blocks.outputcapacity = Output capacity
|
||||
text.blocks.poweritem = Power/Item
|
||||
text.placemode = Modo construção
|
||||
text.breakmode = Modo remoção
|
||||
text.health = Saúde
|
||||
setting.difficulty.easy = Fácil
|
||||
setting.difficulty.normal = Normal
|
||||
setting.difficulty.hard = Difícil
|
||||
setting.difficulty.insane = insane
|
||||
setting.difficulty.purge = purge
|
||||
setting.difficulty.name = Dificuldade
|
||||
setting.screenshake.name = Balanço da Tela
|
||||
setting.smoothcam.name = Câmera suave
|
||||
setting.indicators.name = Indicadores de Inimigos
|
||||
setting.effects.name = Particulas
|
||||
setting.sensitivity.name = Sensibilidade do Controle
|
||||
setting.saveinterval.name = Autosave Interval
|
||||
setting.seconds = {0} Seconds
|
||||
setting.fullscreen.name = Fullscreen
|
||||
setting.multithread.name = Multithreading
|
||||
setting.fps.name = Mostrar FPS
|
||||
setting.vsync.name = VSync
|
||||
setting.lasers.name = Mostrar lasers
|
||||
setting.previewopacity.name = Placing Preview Opacity
|
||||
setting.healthbars.name = Mostrar barra de saúde de entidades
|
||||
setting.pixelate.name = Pixelar Tela
|
||||
setting.musicvol.name = Volume da Música
|
||||
setting.mutemusic.name = Desligar Musica
|
||||
setting.sfxvol.name = Volume de Efeitos
|
||||
setting.mutesound.name = Desligar Som
|
||||
map.maze.name = maze
|
||||
map.fortress.name = fortress
|
||||
map.sinkhole.name = sinkhole
|
||||
map.caves.name = caves
|
||||
map.volcano.name = volcano
|
||||
map.caldera.name = caldera
|
||||
map.scorch.name = scorch
|
||||
map.desert.name = desert
|
||||
map.island.name = island
|
||||
map.grassland.name = grassland
|
||||
map.tundra.name = tundra
|
||||
map.spiral.name = spiral
|
||||
map.tutorial.name = tutorial
|
||||
tutorial.intro.text = [yellow]Bem-vindo ao tutorial.[] Para começar aperte 'próximo'.
|
||||
tutorial.moveDesktop.text = Para mover, use as teclas [orange][[WASD][]. Segure [orange]shift[] para mover rápido. Segure [orange]CTRL[] enquanto usa a [orange]roda do mouse[] para aumentar ou diminuir o zoom.
|
||||
tutorial.shoot.text = Use your mouse to aim, hold [orange]left mouse button[] to shoot. Try practicing on the [yellow]target[].
|
||||
tutorial.moveAndroid.text = Para arrastar a visão, passe um dedo pela tela. Pince com os dedos para aumentar ou diminuir o zoom.
|
||||
tutorial.placeSelect.text = Tente selecionar uma [yellow]esteira[] do menu de blocos no canto inferior direito.
|
||||
tutorial.placeConveyorDesktop.text = Use a [orange][[roda do mouse][] para girar a esteira até que aponte [orange]para frente[], então coloque-a no [yellow]local marcado[] usando o [orange][[botão esquerdo do mouse][].
|
||||
tutorial.placeConveyorAndroid.text = Use o [orange][[botão de girar][] para girar a esteira para que aponte [orange]para frente[], arraste-a para a posição e então coloque-a na [yellow]posição marcada[] usando o [orange][[botão de confirmação][].
|
||||
tutorial.placeConveyorAndroidInfo.text = Você também pode apertar no ícone com uma cruz no canto inferior esquerdo para alterar para o [orange][[modo de toque][], e colocar blocos apertando na tela. No modo de toque, blocos podem ser girados com a seta no canto inferior esquerdo. Aperte [yellow]próximo[] para tentar.
|
||||
tutorial.placeDrill.text = Agora selecione e coloque uma [yellow]broca de pedra[] no local marcado.
|
||||
tutorial.blockInfo.text = Se quiser saber mais sobre os blocos, você pode apertar o [orange]símbolo de interrogação[] no canto superior direito para ler mais.
|
||||
tutorial.deselectDesktop.text = Você pode cancelar a seleção de um bloco usando o [orange][botão direito do mouse[].
|
||||
tutorial.deselectAndroid.text = ocê pode cancelar a seleção de um bloco apertando o botão [orange]X[].
|
||||
tutorial.drillPlaced.text = A broca produzirá [yellow]pedra[], direcionando o produzido para a esteira a qual moverá a pedra para o [yellow]núcleo[].
|
||||
tutorial.drillInfo.text = Minérios diferentes precisam de diferentes brocas. Pedra precisam de brocas de pedra, Ferro de brocas de ferro, etc.
|
||||
tutorial.drillPlaced2.text = Itens movidos para o núcleo são colocados em seu [yellow]inventário[], no canto superior esquerdo. Colocar blocos gasta os recursos do inventário.
|
||||
tutorial.moreDrills.text = Você pode conectar várias brocas e esteiras, veja.
|
||||
tutorial.deleteBlock.text = Você pode excluir blocos clickando com o [orange]botão direito do mouse[] no bloco que quiser destruir. Tente excluir esta esteira.
|
||||
tutorial.deleteBlockAndroid.text = Você pode excluir blocos [orange]apertando na cruz[] no [orange]menu modo de quebra[] no canto inferior esquerdo e então apertando no bloco desejado. Tente excluir esta esteira.
|
||||
tutorial.placeTurret.text = Agora, selecione e construa uma [yellow]torre[] no [yellow]local marcado[].
|
||||
tutorial.placedTurretAmmo.text = Esta torre aceitará [yellow]munição[] da esteira. Você pode ver quanta munição elas tem passando o mouse sobre elas e verificando a [green]barra verde[].
|
||||
tutorial.turretExplanation.text = As torres irão atirar no inimigo mais próximo que estiver ao alcance, contanto que tenham munição suficiente.
|
||||
tutorial.waves.text = A cada [yellow]60[] segundos, uma horda de [coral]inimigos[] irá aparecer em locais específicos e tentará destruir o núcleo.
|
||||
tutorial.coreDestruction.text = Seu objetivo é [yellow]defender o núcleo[]. Se o núcleo for destruído, vecê [coral]perde o jogo[].
|
||||
tutorial.pausingDesktop.text = Se você precisar parar por alguns instantes, aperte o [orange]botão de pausa[] no canto superior esquerdo ou [orange]barra de espaço[] para pausar o jogo. Você pode colocar blocos enquanto o jogo esta pausado, porém não poderá se mover ou atirar.
|
||||
tutorial.pausingAndroid.text = Se você precisar parar por alguns instantes, aperte o [orange]botão de pausa[] no canto superior esquerdo ou [orange]barra de espaço[] para pausar o jogo. Você pode colocar blocos enquanto o jogo esta pausado.
|
||||
tutorial.purchaseWeapons.text = Você pode comprar novas [yellow]armas[] para seu mecha, basta abrir o menu de melhorias no canto inferior esquerdo.
|
||||
tutorial.switchWeapons.text = Alterne entre suas armas clickando em seu ícone ou usando as teclas numéricas [orange][[1-9][].
|
||||
tutorial.spawnWave.text = Uma horda esta vindo. Destrúa-os.
|
||||
tutorial.pumpDesc.text = Em hordas mais avançadas, você talvez precise de [yellow]bombas[] para distribuir líquidos para geradores ou extratores.
|
||||
tutorial.pumpPlace.text = Bombas trabalham de forma semelhante às brocas, porém elas produzem líquidos ao envés de minérios. Tente colocar uma bomba na [yellow]célula de petróleo designada[].
|
||||
tutorial.conduitUse.text = Agora coloque um [orange]cano[] levando para longe da bomba.
|
||||
tutorial.conduitUse2.text = E mais alguns...
|
||||
tutorial.conduitUse3.text = E mais alguns...
|
||||
tutorial.generator.text = Agora coloque um [orange]gerador a combustão[] no final do cano.
|
||||
tutorial.generatorExplain.text = Este gerador irá produzir [yellow]energia[] do petróleo.
|
||||
tutorial.lasers.text = Energia é distribuida usando [yellow]lasers[]. Gire e coloque um aqui.
|
||||
tutorial.laserExplain.text = O gerador irá mover energia para o bloco do laser. Um feixe [yellow]opaco[] significa que a energia está sendo transmitida, e um feixe [yellow]transparente[] significa que não.
|
||||
tutorial.laserMore.text = Você pode verificar quanta energia um bloco tem ao passar o mouse sobre eles e verificando a [yellow]barra amarela[] no topo.
|
||||
tutorial.healingTurret.text = Este laser pode ser usado para energizar uma [lime]torre de reparo[]. Coloque uma aqui.
|
||||
tutorial.healingTurretExplain.text = Enquanto tiver energia, esta torre irá [lime]reparar blocos próximos.[] Quando jogar, tenha certeza de construir uma dessas próximas do núcleo o mais rápido possível!
|
||||
tutorial.smeltery.text = Muitos blocos precisam de [orange]aço[] para serem construídos, o que requer uma [orange]fundidora[] para ser feito. Coloque uma aqui.
|
||||
tutorial.smelterySetup.text = Esta fundidora irá produzir [orange]aço[] quando receber carvão e ferro.
|
||||
tutorial.tunnelExplain.text = Also note that the items are going through a [orange]tunnel block[] and emerging on the other side, going through the stone block. Keep in mind that tunnels can only go through up to 2 blocks.
|
||||
tutorial.end.text = E este é o fim do Tutorial! Boa Sorte!
|
||||
text.keybind.title = Rebind Keys
|
||||
keybind.move_x.name = move_x
|
||||
keybind.move_y.name = move_y
|
||||
keybind.select.name = selecionar
|
||||
keybind.break.name = quebrar
|
||||
keybind.shoot.name = shoot
|
||||
keybind.zoom_hold.name = segurar_zoom
|
||||
keybind.zoom.name = zoom
|
||||
keybind.block_info.name = block_info
|
||||
keybind.menu.name = menu
|
||||
keybind.pause.name = pausar
|
||||
keybind.dash.name = Correr
|
||||
keybind.chat.name = chat
|
||||
keybind.player_list.name = player_list
|
||||
keybind.console.name = console
|
||||
keybind.rotate_alt.name = girar_alt*
|
||||
keybind.rotate.name = girar
|
||||
keybind.weapon_1.name = Arma 1
|
||||
keybind.weapon_2.name = Arma 2
|
||||
keybind.weapon_3.name = Arma 3
|
||||
keybind.weapon_4.name = Arma 4
|
||||
keybind.weapon_5.name = Arma 5
|
||||
keybind.weapon_6.name = Arma 6
|
||||
mode.text.help.title = Description of modes
|
||||
mode.waves.name = hordas
|
||||
mode.waves.description = the normal mode. limited resources and automatic incoming waves.
|
||||
mode.sandbox.name = sandbox
|
||||
mode.sandbox.description = infinite resources and no timer for waves.
|
||||
mode.freebuild.name = construção \nlivre
|
||||
mode.freebuild.description = limited resources and no timer for waves.
|
||||
upgrade.standard.name = standard
|
||||
upgrade.standard.description = The standard mech.
|
||||
upgrade.blaster.name = blaster
|
||||
upgrade.blaster.description = Shoots a slow, weak bullet.
|
||||
upgrade.triblaster.name = triblaster
|
||||
upgrade.triblaster.description = Shoots 3 bullets in a spread.
|
||||
upgrade.clustergun.name = clustergun
|
||||
upgrade.clustergun.description = Shoots an inaccurate spread of explosive grenades.
|
||||
upgrade.beam.name = beam cannon
|
||||
upgrade.beam.description = Shoots a long-range piercing laser beam.
|
||||
upgrade.vulcan.name = vulcan
|
||||
upgrade.vulcan.description = Shoots a barrage of fast bullets.
|
||||
upgrade.shockgun.name = shockgun
|
||||
upgrade.shockgun.description = Shoots a devastating blast of charged shrapnel.
|
||||
item.stone.name = Pedra
|
||||
item.iron.name = Ferro
|
||||
item.coal.name = Carvão
|
||||
item.steel.name = Aço
|
||||
item.titanium.name = Titânio
|
||||
item.dirium.name = Dírio
|
||||
item.uranium.name = Urânio
|
||||
item.sand.name = sand
|
||||
liquid.water.name = Água
|
||||
liquid.plasma.name = Plasma
|
||||
liquid.lava.name = Lava
|
||||
liquid.oil.name = Petróleo
|
||||
block.weaponfactory.name = weapon factory
|
||||
block.weaponfactory.fulldescription = Used to create weapons for the player mech. Click to use. Automatically takes resources from the core.
|
||||
block.air.name = Ar
|
||||
block.blockpart.name = blockpart
|
||||
block.deepwater.name = Água Profunda
|
||||
block.water.name = Água
|
||||
block.lava.name = Lava
|
||||
block.oil.name = Petróleo
|
||||
block.stone.name = Pedra
|
||||
block.blackstone.name = Pedra Escura
|
||||
block.iron.name = Ferro
|
||||
block.coal.name = Carvão
|
||||
block.titanium.name = Titânio
|
||||
block.uranium.name = Urânio
|
||||
block.dirt.name = Terra
|
||||
block.sand.name = Areia
|
||||
block.ice.name = Gelo
|
||||
block.snow.name = Neve
|
||||
block.grass.name = Grama
|
||||
block.sandblock.name = Bloco de Areia
|
||||
block.snowblock.name = Bloco de Neve
|
||||
block.stoneblock.name = Rocha
|
||||
block.blackstoneblock.name = Rocha Escura
|
||||
block.grassblock.name = Bloco de Grama
|
||||
block.mossblock.name = Musgo
|
||||
block.shrub.name = Arbusto
|
||||
block.rock.name = Rocha
|
||||
block.icerock.name = Rocha de Gelo
|
||||
block.blackrock.name = Rocha Escura
|
||||
block.dirtblock.name = Bloco de Terra
|
||||
block.stonewall.name = Parede de Pedra
|
||||
block.stonewall.fulldescription = Um bloco defensivo barato. Útil para proteger o núcleo e torres nas primeiras hordas.
|
||||
block.ironwall.name = Parede de Ferro
|
||||
block.ironwall.fulldescription = Um bloco defensivo básico. Fornece proteção contra inimigos.
|
||||
block.steelwall.name = Parede de aço
|
||||
block.steelwall.fulldescription = Um bloco defensivo padrão. Fornece proteção contra inimigos.
|
||||
block.titaniumwall.name = Parede de Titânio
|
||||
block.titaniumwall.fulldescription = Um bloco defensivo forte. Fornece proteção contra inimigos.
|
||||
block.duriumwall.name = Parede de Dírio
|
||||
block.duriumwall.fulldescription = Um bloco defensivo muito forte. Fornece proteção contra inimigos.
|
||||
block.compositewall.name = Parede de Composto
|
||||
block.steelwall-large.name = Parede Grande de Aço
|
||||
block.steelwall-large.fulldescription = Um bloco defensivo padrão. Ocupa multiplas células.
|
||||
block.titaniumwall-large.name = Parede Grande de Titânio
|
||||
block.titaniumwall-large.fulldescription = Um bloco defensivo forte. Ocupa multiplas células.
|
||||
block.duriumwall-large.name = Parede Grande de Dírio
|
||||
block.duriumwall-large.fulldescription = Um bloco defensivo muito forte. Ocupa multiplas células.
|
||||
block.titaniumshieldwall.name = Parede com Escudo
|
||||
block.titaniumshieldwall.fulldescription = Um bloco defensivo forte, com um escudo de energia imbutido. Usa energia passivamente e para absorver projéteis inimigos. É recomendado usar distribuidores de energia para abastecer este bloco.
|
||||
block.repairturret.name = Torre de Reparo
|
||||
block.repairturret.fulldescription = Lentamente repara blocos danificados dentro do seu alcance. Consome um pouco de energia.
|
||||
block.megarepairturret.name = Torre de Reparo II
|
||||
block.megarepairturret.fulldescription = Repara blocos danificados dentro do seu alcance. Consome um pouco de energia.
|
||||
block.shieldgenerator.name = Gerador de Escudo
|
||||
block.shieldgenerator.fulldescription = Um bloco defensivo avançado. Protege todos os blocos em um raio. Lentamente usa energia quando parado, mas rapidamente drena em contato com projéteis.
|
||||
block.door.name = Porta
|
||||
block.door.fulldescription = Um bloco que pode ser aberto e fechado ao tocar nele.
|
||||
block.door-large.name = Porta Grande
|
||||
block.door-large.fulldescription = Um bloco que pode ser aberto e fechado ao tocar nele.
|
||||
block.conduit.name = Cano
|
||||
block.conduit.fulldescription = Bloco de transporte de líquido básico. Funciona como uma esteira, mas com líquidos. Pode ser usado como uma ponte para inimigos e jogadores.
|
||||
block.pulseconduit.name = Cano de impulso
|
||||
block.pulseconduit.fulldescription = Bloco de transporte de líquido avançado. Transporta líquidos mais rapidamente e armazena mais que canos normais.
|
||||
block.liquidrouter.name = Roteador de líquido
|
||||
block.liquidrouter.fulldescription = Aceita líquido de uma direção e o redireciona para as outras 3 direções. Útil para dividir o líquido entre vários canos.
|
||||
block.conveyor.name = Esteira
|
||||
block.conveyor.fulldescription = Bloco de transporte básico. Movimenta itens para frente e automaticamente os deposita em torres ou blocos de fabricação. Pode ser girado. Pode ser usado como uma ponte para inimigos e jogadores.
|
||||
block.steelconveyor.name = Esteira de aço
|
||||
block.steelconveyor.fulldescription = Bloco de transporte avançado. Movimenta itens mais rapidamente que esteiras normais.
|
||||
block.poweredconveyor.name = Esteira de Impulso
|
||||
block.poweredconveyor.fulldescription = O Bloco supremo de transporte. Movimenta itens mais rapidamente que esteiras de aço.
|
||||
block.router.name = Roteador
|
||||
block.router.fulldescription = Aceita itens de uma direção e os redireciona para as outras 3 direções. Pode guardar uma certa quantidade de itens. Útil para dividir materiais entre várias torres.
|
||||
block.junction.name = Junção
|
||||
block.junction.fulldescription = Funciona como uma ponte para 2 linhas de esteiras que se cruzam. Útil em situações onde duas esteiras carregam diferentes materiais para diferentes locais.
|
||||
block.conveyortunnel.name = Túnel de esteira
|
||||
block.conveyortunnel.fulldescription = Transporta itens por baixo de blocos. Para usar coloque um túnel apontado para o bloco que deseja passar por baixo, e outro apontado para o primeiro túnel.
|
||||
block.liquidjunction.name = Junção de líquido
|
||||
block.liquidjunction.fulldescription = Funciona como uma ponte para 2 canos que se cruzam. Útil em situações onde 2 canos diferentes carregam diferentes líquidos para diferentes locais.
|
||||
block.liquiditemjunction.name = liquid-item junction
|
||||
block.liquiditemjunction.fulldescription = Acts as a bridge for crossing conduits and conveyors.
|
||||
block.powerbooster.name = Distribuidor de energia
|
||||
block.powerbooster.fulldescription = Distribui energia para todos os blocos dentro de seu raio.
|
||||
block.powerlaser.name = Laser
|
||||
block.powerlaser.fulldescription = Cria um laser que transmite energia para o bloco à sua frente. Melhor usado com geradores ou outros lasers. Não gera energia.
|
||||
block.powerlaserrouter.name = laser duplo
|
||||
block.powerlaserrouter.fulldescription = Divide a entrada de energia em 3 lasers. Útil em situações onde é necessário conectar muitos blocos a partir de um gerador.
|
||||
block.powerlasercorner.name = laser triplo
|
||||
block.powerlasercorner.fulldescription = Laser que distribui energia para duas direções ao mesmo tempo. Útil em situações onde é necessário conectar muitos blocos a partir de um gerador.
|
||||
block.teleporter.name = Teleportador
|
||||
block.teleporter.fulldescription = Bloco avançado de transporte de itens. Teleportadores transferem itens para outros teleportadores da mesma cor. Não faz nada se não houverem outros da mesma cor. Se houverem múltiplos da mesma cor, um aleatório será selecionado. Toque nas flechas para mudar de cor.
|
||||
block.sorter.name = Ordenador
|
||||
block.sorter.fulldescription = Separa itens pelo tipo de material. O material a ser aceito é indicado pela cor do bloco. Todos os itens que correspondem ao material a ser separado são direcionados para frente, todo o resto é direcionado para os lados.
|
||||
block.core.name = núcleo
|
||||
block.pump.name = bomba
|
||||
block.pump.fulldescription = Bombeia líquidos de um bloco, geralmente água, lava ou petróleo. Os líquidos são bombeados para canos próximos.
|
||||
block.fluxpump.name = Bomba de fluxo
|
||||
block.fluxpump.fulldescription = Uma versão avançada da bomba comum. Guarda mais líquido e bombeia mais rápido.
|
||||
block.smelter.name = Fornalha
|
||||
block.smelter.fulldescription = O bloco de produção essencial. Quando recebe 1 carvão e\n1 ferro produz 1 aço
|
||||
block.crucible.name = Usina de fundição
|
||||
block.crucible.fulldescription = Um bloco de produção avançado. Quando recebe 1 titânio e 1 aço produz 1 dírio.
|
||||
block.coalpurifier.name = Extrator de carvão
|
||||
block.coalpurifier.fulldescription = Um bloco extrator básico. Produz carvão quando fornecido com grandes quantidades de água e pedra.
|
||||
block.titaniumpurifier.name = Extrator de titânio
|
||||
block.titaniumpurifier.fulldescription = Um bloco extrator padrão. Produz titânio quando fornecido com grandes quantidas de água e ferro.
|
||||
block.oilrefinery.name = Refinaria de Petróleo
|
||||
block.oilrefinery.fulldescription = Refina grande quantidades de petróleo para produzir carvão. Útil para abastecer torres que utilizam carvão quando jazidas de carvão são escassas.
|
||||
block.stoneformer.name = Formador de Pedra
|
||||
block.stoneformer.fulldescription = Solidifica lava para formar pedra. Útil para produzir grandes quantidades de pedra para extratores de carvão.
|
||||
block.lavasmelter.name = Fornalha à Lava
|
||||
block.lavasmelter.fulldescription = Usa lava para converter ferro em aço. Uma alternativa para a fundidora. Útil em situações onde não há carvão por perto.
|
||||
block.stonedrill.name = Broca de pedra
|
||||
block.stonedrill.fulldescription = A broca essencial. Quando colocada em uma jazida de pedra gera pedra indefinidamente.
|
||||
block.irondrill.name = Broca de Ferro
|
||||
block.irondrill.fulldescription = Uma broca básica. Quando colocada sobre uma jazida de ferro, lentamente gera ferro.
|
||||
block.coaldrill.name = Broca de Carvão
|
||||
block.coaldrill.fulldescription = Uma broca básica. Quando colocada sobre uma jazida de carvão, lentamente gera carvão.
|
||||
block.uraniumdrill.name = Broca de Urânio
|
||||
block.uraniumdrill.fulldescription = Uma broca avançada. Quando colocada sobre uma jazida de urânio, lentamente gera urânio.
|
||||
block.titaniumdrill.name = Broca de Titânio
|
||||
block.titaniumdrill.fulldescription = Uma broca avançada. Quando colocada sobre uma jazida de titânio, lentamente gera titânio.
|
||||
block.omnidrill.name = Omnibroca
|
||||
block.omnidrill.fulldescription = A broca suprema. Rapidamente extrai qualquer minério em que é colocada.
|
||||
block.coalgenerator.name = Gerador à Carvão
|
||||
block.coalgenerator.fulldescription = O gerador essencial. Gera energia a partir de carvão. Distribui energia em forma de laser para os 4 lados.
|
||||
block.thermalgenerator.name = Gerador Térmico
|
||||
block.thermalgenerator.fulldescription = Gera energia a partir de lava. Distribui energia em forma de laser para os 4 lados.
|
||||
block.combustiongenerator.name = Gerador à Combustão
|
||||
block.combustiongenerator.fulldescription = Gera energia a partir de petróleo. Distribui energia em forma de laser para os 4 lados.
|
||||
block.rtgenerator.name = Gerador RTG
|
||||
block.rtgenerator.fulldescription = Gera pouca quantidade de energia a partir do decaimento radioativo do urânio. Distribui energia em forma de laser para os 4 lados.
|
||||
block.nuclearreactor.name = Reator Nuclear
|
||||
block.nuclearreactor.fulldescription = Uma versão avançada do gerador RTG. Gera energia a partir de Urânio. Requer constante resfriamento à água. Altamente volátil; explodirá violentamente se não for suprido com quantiddades suficientes de água.
|
||||
block.turret.name = Torre Comum
|
||||
block.turret.fulldescription = Uma torre básica e barata. Usa pedra como munição. Tem alcance um pouco maior que a torre dupla.
|
||||
block.doubleturret.name = Torre Dupla
|
||||
block.doubleturret.fulldescription = Uma versão um pouco mais poderosa do que a torre comum. Usa pedra como munição. Causa um dano maior, porém tem menor alcance. Atira dois projéteis.
|
||||
block.machineturret.name = Torre Automática
|
||||
block.machineturret.fulldescription = Uma torre padrão completa. Usa ferro como munição. Tem alta taxa de disparo e dano decente.
|
||||
block.shotgunturret.name = Torre Splitter
|
||||
block.shotgunturret.fulldescription = Uma torre padrão. Usa ferro como munição. Atira 7 balas em forma de cone. Pouco alcance, porém maior dano do que a Torre Dupla.
|
||||
block.flameturret.name = Torre lança-\nchamas
|
||||
block.flameturret.fulldescription = Torre avançada de baixo alcance. Usa carvão. Pouco alcance mas alto dano. Boa para trechos estreitos. Recomenda-se usá-la atŕas de paredes.
|
||||
block.sniperturret.name = Torre Sniper
|
||||
block.sniperturret.fulldescription = Torre avançada de longo alcance. Usa aço como munição. Dano altíssimo, porém baixa taxa de disparo. Cara para usar, porém pode ser colocada longe das linhas inimigas dado seu alcance.
|
||||
block.mortarturret.name = Torre Flak
|
||||
block.mortarturret.fulldescription = Torre avançada de dano em área. Usa carvão. Taxa de disparo e balas lentas, mas alto dano em alvo único ou distribuído.
|
||||
block.laserturret.name = Torre laser
|
||||
block.laserturret.fulldescription = Torre de alvo único avançada. Usa energia. Boa torre de alcance médio e uso geral. Alvo único apenas. Nunca erra.
|
||||
block.waveturret.name = Torre Tesla
|
||||
block.waveturret.fulldescription = Torre de múltiplos alvos avançada. Usa Energia. Alcance médio. Nunca erra. Dano médio-baixo, porém pode acertar vários inimigos simultaneamente com raios conectados.
|
||||
block.plasmaturret.name = Torre de Plasma
|
||||
block.plasmaturret.fulldescription = Versão altamente avançada da Torre lança-chamas. Usa carvão. Dano altíssimo e alcance médio-baixo.
|
||||
block.chainturret.name = Canhão automático
|
||||
block.chainturret.fulldescription = A torre de tiro rápido mais avançada. Usa Urânio como munição. Atira grandes projéteis rapidamente. Alcance médio. Ocupa várias células. Extremamente resistente.
|
||||
block.titancannon.name = Canhão Titã
|
||||
block.titancannon.fulldescription = A torre de longo alcance mais avançada. Usa Urânio como munição. Atira várias balas de dano em área à uma taxa de disparo média. Alto alcance. Ocupa várias células. Extremamente resistente.
|
||||
block.playerspawn.name = playerspawn
|
||||
block.enemyspawn.name = enemyspawn
|
553
semag/mind/assets/bundles/bundle_ru.properties
Normal file
@ -0,0 +1,553 @@
|
||||
text.about = Создатель [ROYAL] Anuken. [] \nИзначально игра была создана для участия в [orange] GDL [] MM Jam. \n\nАвторы: \n- Звуковые эффекты, сделаны с помощью [YELLOW] bfxr [] \n- Музыка, создана [GREEN] RoccoW [] / найденная на [lime] FreeMusicArchive.org [] \n\nОсобая благодарность: \n- [coral] MitchellFJN []: в тестировании и отзывах \n- [sky] Luxray5474 []: работа в вики, помощь в разработке \n- Все бета-тестеры на itch.io и Google Play\n\nИгра переведена полностью на русский язык [GREEN]krocotavus[] и [GREEN]lexa1549. Дополнил перевод [GREEN]Prosta4ok_ua[]\n
|
||||
text.credits = Авторы
|
||||
text.discord = Присоединяйтесь к нашему Discord чату!
|
||||
text.link.discord.description = официальный discord-сервер Mindustry
|
||||
text.link.github.description = Исходный код игры
|
||||
text.link.dev-builds.description = Нестабильные разработки
|
||||
text.link.trello.description = Официальная доска trello для запланированных функций
|
||||
text.link.itch.io.description = itch.io страница с загрузкой ПК и веб-версией
|
||||
text.link.google-play.description = Google Play список магазинов
|
||||
text.link.wiki.description = официальная вики Mindustry
|
||||
text.linkfail = Не удалось открыть ссылку!\nURL-адрес был скопирован в буфер обмена.
|
||||
text.classic.unsupported = Mindustry classic does not support this feature.
|
||||
text.multiplayer.web = Эта версия игры не поддерживает многопользовательскую игру! \n Чтобы играть в мультиплеер из своего браузера, используйте ссылку «Многопользовательская веб-версия» на странице itch.io.
|
||||
text.gameover = Ядро было уничтожено.
|
||||
text.highscore = [YELLOW]Новый рекорд!
|
||||
text.lasted = Вы продержались до волны
|
||||
text.level.highscore = Рекорд: [accent]{0}
|
||||
text.level.delete.title = Подтвердите удаление
|
||||
text.level.delete = Вы уверены,что хотите удалить эту карту "[orange]"{0}?
|
||||
text.level.select = Выбор уровня
|
||||
text.level.mode = Режим игры:
|
||||
text.savegame = Сохранить игру
|
||||
text.loadgame = Загрузить игру
|
||||
text.joingame = Присоединиться
|
||||
text.newgame = Новая игра
|
||||
text.quit = Выход
|
||||
text.about.button = Об игре
|
||||
text.name = Название:
|
||||
text.public = Общие
|
||||
text.players = Игроков на сервере: {0}
|
||||
text.server.player.host = {0} (хост)
|
||||
text.players.single = {0} игрок на сервере
|
||||
text.server.mismatch = Ошибка пакета: возможное несоответствие версии клиента / сервера. Убедитесь, что у вас и у создателя сервера установлена последняя версия Mindustry!
|
||||
text.server.closing = [accent]Закрытие сервера...
|
||||
text.server.kicked.kick = Вас выгнали с сервера!
|
||||
text.server.kicked.fastShoot = Вы стреляете слишком быстро.
|
||||
text.server.kicked.invalidPassword = Неверный пароль.
|
||||
text.server.kicked.clientOutdated = Устаревший клиент! Обновите игру!
|
||||
text.server.kicked.serverOutdated = Устаревший сервер! Попросите хост обновить!
|
||||
text.server.kicked.banned = Вы заблокированы на этом сервере.
|
||||
text.server.kicked.recentKick = Вы недавно были кикнуты.\n Подождите немного перед следующим подключением
|
||||
text.server.connected = {0} присоединился
|
||||
text.server.disconnected = {0} отключился.
|
||||
text.nohost = Не удается запустить сервер на пользовательской карте!
|
||||
text.host.info = The [accent]host[] button hosts a server on ports [scarlet]6567[] and [scarlet]6568.[]\nAnybody on the same [LIGHT_GRAY]wifi or local network[] should be able to see your server in their server list.\n\nIf you want people to be able to connect from anywhere by IP, [accent]port forwarding[] is required.\n\n[LIGHT_GRAY]Note: If someone is experiencing trouble connecting to your LAN game, make sure you have allowed Mindustry access to your local network in your firewall settings.
|
||||
text.join.info = Here, you can enter a [accent]server IP[] to connect to, or discover [accent]local network[] servers to connect to.\nBoth LAN and WAN multiplayer is supported.\n\n[LIGHT_GRAY]Note: There is no automatic global server list; if you want to connect to someone by IP, you would need to ask the host for their IP.
|
||||
text.hostserver = Запустить сервер
|
||||
text.host = Сервер
|
||||
text.hosting = [accent]Открытие сервера...
|
||||
text.hosts.refresh = Обновить
|
||||
text.hosts.discovering = Поиск локальных игр
|
||||
text.server.refreshing = Обновление сервера
|
||||
text.hosts.none = [lightgray]Локальных игр не обнаружено!
|
||||
text.host.invalid = [scarlet] Не удается подключиться к хосту.
|
||||
text.server.friendlyfire = Дружественный огонь
|
||||
text.trace = Слежка за игроком
|
||||
text.trace.playername = Имя игрока: [accent]{0}
|
||||
text.trace.ip = IP: [accent]{0}
|
||||
text.trace.id = Уникальный идентификатор: [accent]{0}
|
||||
text.trace.android = Клиент Android: [accent]{0}
|
||||
text.trace.modclient = Пользовательский клиент: [accent]{0}
|
||||
text.trace.totalblocksbroken = Всего разбитых блоков: [accent]{0}
|
||||
text.trace.structureblocksbroken = Structure blocks broken: [accent]{0}
|
||||
text.trace.lastblockbroken = Последний сломанный блок:[accent]{0}
|
||||
text.trace.totalblocksplaced = Всего размещено блоков: [accent]{0}
|
||||
text.trace.lastblockplaced = Последний размещенный блок: [accent]{0}
|
||||
text.invalidid = Недопустимый идентификатор клиента! Отправьте отчет об ошибке.
|
||||
text.server.bans = Блокировки
|
||||
text.server.bans.none = Никаких заблокированных игроков не найдено!
|
||||
text.server.admins = Администраторы
|
||||
text.server.admins.none = Администраторов не найдено!
|
||||
text.server.add = Добавить сервер
|
||||
text.server.delete = Вы действительно хотите удалить этот сервер?
|
||||
text.server.hostname = Хост: {0}
|
||||
text.server.edit = Редактировать сервер
|
||||
text.server.outdated = [crimson]Устаревший сервер![]
|
||||
text.server.outdated.client = [crimson]Устаревший клиент![]
|
||||
text.server.version = [lightgray]Версия: {0}
|
||||
text.server.custombuild = [yellow]Пользовательская сборка
|
||||
text.confirmban = Вы действительно хотите заблокировать этого игрока?
|
||||
text.confirmunban = Вы действительно хотите разблокировать этого игрока?
|
||||
text.confirmadmin = Вы уверены, что хотите сделать этого игрока администратором?
|
||||
text.confirmunadmin = Вы действительно хотите удалить статус администратора с этого игрока?
|
||||
text.joingame.byip = Присоединиться по IP ...
|
||||
text.joingame.title = Присоединиться к игре
|
||||
text.joingame.ip = IP:
|
||||
text.disconnect = Отключён\n
|
||||
text.disconnect.data = Не удалось загрузить данные мира!
|
||||
text.connecting = [accent]Подключение...
|
||||
text.connecting.data = [accent]Загрузка данных мира...
|
||||
text.connectfail = [crimson]Не удалось подключиться к серверу: [orange] {0}
|
||||
text.server.port = Порт:
|
||||
text.server.addressinuse = Адрес уже используется!
|
||||
text.server.invalidport = Неверный номер порта!
|
||||
text.server.error = [crimson]Ошибка создания сервера: [orange] {0}
|
||||
text.tutorial.back = <назад
|
||||
text.tutorial.next = далее>
|
||||
text.save.new = Новое сохранение
|
||||
text.save.overwrite = Вы уверены,что хотите перезаписать этот слот для сохранения?
|
||||
text.overwrite = Перезаписать
|
||||
text.save.none = Сохранения не найдены!
|
||||
text.saveload = [accent]Сохранение...
|
||||
text.savefail = Не удалось сохранить игру!
|
||||
text.save.delete.confirm = Вы уверены,что хотите удалить это сохранение?
|
||||
text.save.delete = Удалить
|
||||
text.save.export = Отправить сохранение
|
||||
text.save.import.invalid = [orange]Это сохранение недействительно!
|
||||
text.save.import.fail = [crimson]Не удалось импортировать сохранение: [orange] {0}
|
||||
text.save.export.fail = [crimson]Не удалось отправить сохранение: [orange] {0}
|
||||
text.save.import = Импортировать сохранение
|
||||
text.save.newslot = Имя сохранения:
|
||||
text.save.rename = Переименовывать
|
||||
text.save.rename.text = Новое название:
|
||||
text.selectslot = Выберите сохранение.
|
||||
text.slot = [accent]Слот {0}
|
||||
text.save.corrupted = [orange]Файл сохранения поврежден или имеет недействительный формат!
|
||||
text.empty = <Пусто>
|
||||
text.on = Вкл
|
||||
text.off = Выкл
|
||||
text.save.autosave = Автосохранение: {0}
|
||||
text.save.map = Карта: {0}
|
||||
text.save.wave = Волна: {0}
|
||||
text.save.difficulty = Сложность: {0}
|
||||
text.save.date = Последнее сохранение: {0}
|
||||
text.confirm = Подтвердить
|
||||
text.delete = Удалить
|
||||
text.ok = ОК
|
||||
text.open = Открыть
|
||||
text.cancel = Отмена
|
||||
text.openlink = Открыть ссылку
|
||||
text.copylink = Скопировать ссылку
|
||||
text.back = Назад
|
||||
text.quit.confirm = Вы уверены, что хотите выйти?
|
||||
text.changelog.title = Список изменений
|
||||
text.changelog.loading = Получение изменений ...
|
||||
text.changelog.error.android = [orange]Обратите внимание, что журнал изменений иногда не работает на Android 4.4 и ниже!\nЭто связано с внутренней ошибкой Android.
|
||||
text.changelog.error.ios = [orange]В настоящее время журнал изменений не поддерживается iOS.
|
||||
text.changelog.error = [scarlet]Ошибка при получении изменений!\nПроверьте подключение к Интернету.
|
||||
text.changelog.current = [yellow][[Текущая версия]
|
||||
text.changelog.latest = [orange][[Последняя версия]
|
||||
text.loading = [accent] Загрузка...
|
||||
text.wave = [orange]Волна {0}
|
||||
text.wave.waiting = Волна через {0}
|
||||
text.waiting = Ожидание...
|
||||
text.enemies = {0} Противников
|
||||
text.enemies.single = {0} Противник
|
||||
text.loadimage = Загрузить изображение
|
||||
text.saveimage = Сохранить изображение
|
||||
text.oregen = Генерация руд
|
||||
text.editor.badsize = [orange]Недопустимый формат изображения! [] \nДопустимый формат карты: {0}
|
||||
text.editor.errorimageload = Ошибка загрузки изображения: [orange] {0}
|
||||
text.editor.errorimagesave = Ошибка сохранения изображения: [orange] {0}
|
||||
text.editor.generate = Создать
|
||||
text.editor.resize = Изменить \nразмер
|
||||
text.editor.loadmap = Загрузить\nкарту
|
||||
text.editor.savemap = Сохранить\nкарту
|
||||
text.editor.loadimage = Загрузить \nизображение
|
||||
text.editor.saveimage = Сохранить \nизображение
|
||||
text.editor.unsaved = [scarlet]У вас есть не сохраненные изменения![] \nВы уверены,что хотите выйти?
|
||||
text.editor.brushsize = Размер кисти: {0}
|
||||
text.editor.noplayerspawn = На этой карте нет точки появления игрока!
|
||||
text.editor.manyplayerspawns = На карте не может быть больше одной точки появления игрока!
|
||||
text.editor.manyenemyspawns = Не может быть больше {0} вражеских точек появления!
|
||||
text.editor.resizemap = Изменить размер карты
|
||||
text.editor.resizebig = [scarlet]Внимание! \n[]Карты размером больше 256 единиц могут быть не стабильны и тормозить.
|
||||
text.editor.mapname = Название карты:
|
||||
text.editor.overwrite = [accent]Внимание! \nЭто перезапишет уже существующую карту.
|
||||
text.editor.failoverwrite = [crimson]Невозможно перезаписать стандартную карту!
|
||||
text.editor.selectmap = Выберите карту для загрузки:
|
||||
text.width = Ширина:
|
||||
text.height = Высота:
|
||||
text.randomize = Рандомизировать
|
||||
text.apply = Применить
|
||||
text.update = Обновить
|
||||
text.menu = Меню
|
||||
text.play = Играть
|
||||
text.load = Загрузить
|
||||
text.save = Сохранить
|
||||
text.language.restart = Перезагрузите игру, чтобы настройки языка вступили в силу.
|
||||
text.settings.language = Язык
|
||||
text.settings = Настройки
|
||||
text.tutorial = Обучение
|
||||
text.editor = Редактор
|
||||
text.mapeditor = Редактор карт
|
||||
text.donate = Донат
|
||||
text.settings.reset = Сбросить по умолчанию
|
||||
text.settings.controls = Управление
|
||||
text.settings.game = Игра
|
||||
text.settings.sound = Звук
|
||||
text.settings.graphics = Графика
|
||||
text.upgrades = Улучшения
|
||||
text.purchased = [LIME]Создан!
|
||||
text.weapons = Оружие
|
||||
text.paused = Пауза
|
||||
text.respawn = Возрождение через
|
||||
text.info.title = [accent]Информация
|
||||
text.error.title = [crimson]Произошла ошибка
|
||||
text.error.crashmessage = [SCARLET]Произошла непредвиденная ошибка,которая могла вызвать сбой.[]Пожалуйста, сообщите точные обстоятельства разработчику,при которых эта ошибка возникла : [ORANGE]anukendev@gmail.com[]
|
||||
text.error.crashtitle = Произошла ошибка
|
||||
text.mode.break = Режим сноса: {0}
|
||||
text.mode.place = Режим размещения: {0}
|
||||
placemode.hold.name = линия
|
||||
placemode.areadelete.name = зона
|
||||
placemode.touchdelete.name = касание
|
||||
placemode.holddelete.name = удержание
|
||||
placemode.none.name = ничего
|
||||
placemode.touch.name = Касание
|
||||
placemode.cursor.name = курсор
|
||||
text.blocks.extrainfo = [accent]дополнительная информация о блоке:
|
||||
text.blocks.blockinfo = Информация о блоке
|
||||
text.blocks.powercapacity = Вместимость энергии
|
||||
text.blocks.powershot = Энергия / выстрел
|
||||
text.blocks.powersecond = Энергия / в секунду
|
||||
text.blocks.powerdraindamage = Поглощение энергии / урон
|
||||
text.blocks.shieldradius = Радиус щита
|
||||
text.blocks.itemspeedsecond = Скорость предметов / в секунду
|
||||
text.blocks.range = Дальность
|
||||
text.blocks.size = Размер
|
||||
text.blocks.powerliquid = Энергия / Жидкость
|
||||
text.blocks.maxliquidsecond = Макс. Жидкость / в секунду
|
||||
text.blocks.liquidcapacity = Вместимость жидкости
|
||||
text.blocks.liquidsecond = Жидкость / в секунду
|
||||
text.blocks.damageshot = Урон / выстрел
|
||||
text.blocks.ammocapacity = Вместимость боеприпасов
|
||||
text.blocks.ammo = боеприпасы
|
||||
text.blocks.ammoitem = боеприпасы / предмет
|
||||
text.blocks.maxitemssecond = Макс. Количество предметов / в секунду
|
||||
text.blocks.powerrange = Диапазон мощности энергии
|
||||
text.blocks.lasertilerange = Дальность лазера
|
||||
text.blocks.capacity = Вместимость
|
||||
text.blocks.itemcapacity = Вместимость предметов
|
||||
text.blocks.maxpowergenerationsecond = Макс. выработка энергии / в секунду
|
||||
text.blocks.powergenerationsecond = Выработка энергии / в секунду
|
||||
text.blocks.generationsecondsitem = Выработка секунд / предмет
|
||||
text.blocks.input = Прием
|
||||
text.blocks.inputliquid = Прием жидкости
|
||||
text.blocks.inputitem = Прием предмета
|
||||
text.blocks.output = Вывод
|
||||
text.blocks.secondsitem = Секунды / предмет
|
||||
text.blocks.maxpowertransfersecond = Максимальная передача энергии / секунда
|
||||
text.blocks.explosive = Взрывоопасно!
|
||||
text.blocks.repairssecond = Ремонт / в секунду
|
||||
text.blocks.health = Здоровье
|
||||
text.blocks.inaccuracy = Разброс
|
||||
text.blocks.shots = Выстрелы
|
||||
text.blocks.shotssecond = Выстрелов / в секунду
|
||||
text.blocks.fuel = топливо
|
||||
text.blocks.fuelduration = Продолжительность действия топлива
|
||||
text.blocks.maxoutputsecond = Макс. Вывод / в секунду
|
||||
text.blocks.inputcapacity = Вместимость ввода
|
||||
text.blocks.outputcapacity = Вместимость вывода
|
||||
text.blocks.poweritem = Энергия / предмет
|
||||
text.placemode = Режим размещения
|
||||
text.breakmode = Режим сноса
|
||||
text.health = здоровье
|
||||
setting.difficulty.easy = легко
|
||||
setting.difficulty.normal = нормально
|
||||
setting.difficulty.hard = тяжело
|
||||
setting.difficulty.insane = нереально
|
||||
setting.difficulty.purge = зачистка
|
||||
setting.difficulty.name = Сложность
|
||||
setting.screenshake.name = Дрожание экрана
|
||||
setting.smoothcam.name = Плавная камера
|
||||
setting.indicators.name = Индикаторы противников
|
||||
setting.effects.name = Эффекты на экране
|
||||
setting.sensitivity.name = Чувствительность контроллера
|
||||
setting.saveinterval.name = Интервал автосохранения
|
||||
setting.seconds = {0} Секунд
|
||||
setting.fullscreen.name = Полноэкранный
|
||||
setting.multithread.name = Многопоточность
|
||||
setting.fps.name = Показать FPS
|
||||
setting.vsync.name = Верт. синхронизация
|
||||
setting.lasers.name = Показывать энергетические лазеры
|
||||
setting.previewopacity.name = Прозрачность объкта при предв. просм.
|
||||
setting.healthbars.name = Показать полоски здоровья объекта
|
||||
setting.pixelate.name = Пикселизация экрана
|
||||
setting.musicvol.name = Громкость музыки
|
||||
setting.mutemusic.name = Заглушить музыку
|
||||
setting.sfxvol.name = Громкость звуковых эффектов
|
||||
setting.mutesound.name = Заглушить звук
|
||||
map.maze.name = лабиринт
|
||||
map.fortress.name = крепость
|
||||
map.sinkhole.name = раковина
|
||||
map.caves.name = пещеры
|
||||
map.volcano.name = вулкан
|
||||
map.caldera.name = кальдера
|
||||
map.scorch.name = горение
|
||||
map.desert.name = пустыня
|
||||
map.island.name = остров
|
||||
map.grassland.name = луг
|
||||
map.tundra.name = тундра
|
||||
map.spiral.name = спираль
|
||||
map.tutorial.name = обучение
|
||||
tutorial.intro.text = [yellow]Добро пожаловать в обучение.[] Чтобы начать нажмите «далее».
|
||||
tutorial.moveDesktop.text = Для перемещения используйте [orange][[WASD][] клавиши. Удерживайте [orange]shift[] для ускорения. Удерживайте [orange]CTRL[] при использовании [orange]колесика мыши[] для увеличения или уменьшения масштаба.
|
||||
tutorial.shoot.text = Используйте мышь для прицеливания, удерживайте [orange]левую кнопку мыши[],чтобы выстрелить. Попробуйте на [yellow]цели[].
|
||||
tutorial.moveAndroid.text = Чтобы изменить вид, перетащите палец по экрану. Зажмите и разведите двумя пальцами,чтобы увеличить или уменьшить степень приближения.
|
||||
tutorial.placeSelect.text = Попробуйте выбрать [yellow]конвейер[] из меню блоков внизу справа.
|
||||
tutorial.placeConveyorDesktop.text = Используйте [orange][[колёсико мыши][],чтобы повернуть конвейер лицом [orange]вперед[], поместите его в [yellow]отмеченное место[],используя [orange][[левую кнопку мыши]].
|
||||
tutorial.placeConveyorAndroid.text = Используйте [orange][[кнопку поворота][], чтобы повернуть конвейер лицом [orange]вперед[], перетащите его на место одним пальцем, затем поместите его в [yellow]отмеченное место[],используя [orange][[галочку][].
|
||||
tutorial.placeConveyorAndroidInfo.text = Кроме того, вы можете нажать на значок перекрестия в левом нижнем углу, чтобы перейти в [orange][[режим касания][] и поместить блоки, нажав на экран. В режиме касания блоки можно поворачивать стрелкой в левом нижнем углу. Нажмите [yellow]далее[],чтобы попробовать.
|
||||
tutorial.placeDrill.text = Теперь, выберите и поместите [yellow]каменный бур[] в отмеченное место.
|
||||
tutorial.blockInfo.text = Если вы хотите узнать больше о блоке, вы можете нажать на [orange]знак вопроса[] в правом верхнем углу, чтобы прочитать его описание.
|
||||
tutorial.deselectDesktop.text = Вы можете отменить выбор блока, используя [orange][[правую кнопку мыши][].
|
||||
tutorial.deselectAndroid.text = Вы можете отменить выбор блока, нажав кнопку [orange]X[].
|
||||
tutorial.drillPlaced.text = Бур теперь производит [yellow]камень,[] выведет его на конвейер, а затем переместит его в [yellow]ядро[]
|
||||
tutorial.drillInfo.text = Разным рудам нужны разные буры. Камень требует каменный бур, железо требует железный бур и т.д.
|
||||
tutorial.drillPlaced2.text = Перемещение предметов в ядро помещает их в ваш [yellow]инвентарь для предметов[], в левом верхнем углу. Размещение блоков использует предметы из вашего инвентаря.
|
||||
tutorial.moreDrills.text = Вы можете соединить много буров и конвейеров вместе, вот так.
|
||||
tutorial.deleteBlock.text = Вы можете удалить блоки, щелкнув [orange]правой кнопкой мыши[] на блоке, который вы хотите удалить. Попробуйте удалить этот конвейер.
|
||||
tutorial.deleteBlockAndroid.text = Вы можете удалить блоки [orange]выбрав перекрестие []в меню режима сноса[orange][] в левом нижнем углу и нажать на блок. Попробуйте удалить этот конвейер.
|
||||
tutorial.placeTurret.text = Теперь выберите и поместите [yellow]турель[] в [yellow]отмеченную позицию[].
|
||||
tutorial.placedTurretAmmo.text = Эта турель теперь принимает [yellow]боеприпасы[] от конвейера. Вы можете видеть, сколько патронов у него есть, посмотрев на зеленую полосу над ней [green][].
|
||||
tutorial.turretExplanation.text = Турели автоматически стреляют в ближайшего противника в радиусе действия, если у них достаточно боеприпасов.
|
||||
tutorial.waves.text = Каждые [yellow]60[] секунд, волна [coral]противников[] будет появляться в определенных местах и будет пытаться уничтожить ядро.
|
||||
tutorial.coreDestruction.text = Ваша цель - [yellow]защитить ядро[]. Если ядро будет уничтожено, то вы [cotal]проиграете[]
|
||||
tutorial.pausingDesktop.text = Если вам нужен будет перерыв, нажмите кнопку [orange]пауза[] в верхнем левом углу или [orange]пробел[],чтобы приостановить игру. Вы можете выбирать и размещать блоки во время паузы, но не можете перемещаться или стрелять.
|
||||
tutorial.pausingAndroid.text = Если вам нужен будет перерыв, нажмите кнопку [orange]пауза[] в левом верхнем углу, чтобы приостановить игру. Вы можете по-прежнему размещать выбранные блоки во время паузы.
|
||||
tutorial.purchaseWeapons.text = Вы можете приобрести новое [yellow]оружие[] для своего меха, открыв меню обновлений в левом нижнем углу.
|
||||
tutorial.switchWeapons.text = Переключаться между оружием можно, щелкнув на его значок в левом нижнем углу или используя цифры [orange][[1-9][].
|
||||
tutorial.spawnWave.text = Сейчас прибудет волна. Уничтожьте их.
|
||||
tutorial.pumpDesc.text = В более поздних волнах, вы должны использовать [yellow]насосы[] для распределения жидкостей для генераторов или экстракторов.
|
||||
tutorial.pumpPlace.text = Насосы работают аналогично бурам, за исключением того, что они производят жидкости вместо предметов. Попробуйте поместить насос на [yellow]обозначенную нефть[].
|
||||
tutorial.conduitUse.text = Теперь поместите [orange]трубопровод[], ведущий от насоса.
|
||||
tutorial.conduitUse2.text = И еще немного ...
|
||||
tutorial.conduitUse3.text = И еще немного ...
|
||||
tutorial.generator.text = Теперь поместите блок[orange]генератор сжигания[] в конец трубопровода.
|
||||
tutorial.generatorExplain.text = Этот генератор теперь создаст [yellow]энергию[] из нефти.
|
||||
tutorial.lasers.text = Энергия распределяется с использованием [yellow]электрических лазеров[]. Поверните и поместите его здесь.
|
||||
tutorial.laserExplain.text = Теперь генератор передаст энергию в лазерный блок. [yellow]Непрозрачный[] луч означает, что он в настоящее время передает электричество, а [yellow]прозрачный[] луч означает, что он не передает электричество.
|
||||
tutorial.laserMore.text = Вы можете проверить,какой заряд у блока, наблюдая за [yellow]желтой полосой[] над ним.
|
||||
tutorial.healingTurret.text = Этот лазер можно использовать для питания [lime]ремонтной турели[]. Поместите её сюда.
|
||||
tutorial.healingTurretExplain.text = Пока она имеет заряд, эта турель будет [lime]ремонтировать соседние блоки.[] Когда вы играете, убедитесь, что вы имеете такую на своей базе как можно быстрее.
|
||||
tutorial.smeltery.text = Для многих блоков требуется [orange]сталь[], для этого требуется [orange]плавильный завод[]. Поместите его сюда.
|
||||
tutorial.smelterySetup.text = Этот завод теперь производит [orange]сталь[] из поступающего железа, используя уголь в качестве топлива.
|
||||
tutorial.tunnelExplain.text = Также обратите внимание, что предметы проходят через [orange] туннельный блок [] и появляются на другой стороне, проходя через каменный блок. Имейте в виду, что туннели могут проходить только до двух блоков.
|
||||
tutorial.end.text = На этом обучение закончено! Удачи!
|
||||
text.keybind.title = Переназначить клавиши
|
||||
keybind.move_x.name = движение_x
|
||||
keybind.move_y.name = движение_y
|
||||
keybind.select.name = выбрать
|
||||
keybind.break.name = Разрушить
|
||||
keybind.shoot.name = стрельба
|
||||
keybind.zoom_hold.name = удержание_зума
|
||||
keybind.zoom.name = Приблизить
|
||||
keybind.block_info.name = инфо_о_блоке
|
||||
keybind.menu.name = Меню
|
||||
keybind.pause.name = Пауза
|
||||
keybind.dash.name = Рывок
|
||||
keybind.chat.name = Чат
|
||||
keybind.player_list.name = список_игроков
|
||||
keybind.console.name = консоль
|
||||
keybind.rotate_alt.name = вращать_alt
|
||||
keybind.rotate.name = вращать
|
||||
keybind.weapon_1.name = Оружие_1
|
||||
keybind.weapon_2.name = Оружие_2
|
||||
keybind.weapon_3.name = Оружие_3
|
||||
keybind.weapon_4.name = Оружие_4
|
||||
keybind.weapon_5.name = Оружие_5
|
||||
keybind.weapon_6.name = Оружие_6
|
||||
mode.text.help.title = Описание режимов
|
||||
mode.waves.name = волны
|
||||
mode.waves.description = в нормальном режиме. ограниченные ресурсы и автоматические наступающие волны.
|
||||
mode.sandbox.name = песочница
|
||||
mode.sandbox.description = бесконечные ресурсы и нет таймера для волн.
|
||||
mode.freebuild.name = свободная\nстройка
|
||||
mode.freebuild.description = ограниченные ресурсы и нет таймера для волн.
|
||||
upgrade.standard.name = стандарт
|
||||
upgrade.standard.description = Стандартный мех.
|
||||
upgrade.blaster.name = Бластер
|
||||
upgrade.blaster.description = Стреляет медленной, слабой пулей.
|
||||
upgrade.triblaster.name = трибластер
|
||||
upgrade.triblaster.description = Стреляет 3 пулями в разброс.
|
||||
upgrade.clustergun.name = Кластерная пушка
|
||||
upgrade.clustergun.description = Стреляет неточным распространением взрывных гранат.
|
||||
upgrade.beam.name = Лучевая пушка
|
||||
upgrade.beam.description = Стреляет пробивающим лазерным луч высокой дальности.
|
||||
upgrade.vulcan.name = вулкан
|
||||
upgrade.vulcan.description = Стреляет шквалом быстрых пуль.
|
||||
upgrade.shockgun.name = шоковая пушка
|
||||
upgrade.shockgun.description = Стреляет взрывным зарядом заряженной шрапнели.
|
||||
item.stone.name = камень
|
||||
item.iron.name = железо
|
||||
item.coal.name = Уголь
|
||||
item.steel.name = сталь
|
||||
item.titanium.name = титан
|
||||
item.dirium.name = дириум
|
||||
item.uranium.name = уран
|
||||
item.sand.name = песок
|
||||
liquid.water.name = Вода
|
||||
liquid.plasma.name = Плазма
|
||||
liquid.lava.name = лава
|
||||
liquid.oil.name = Нефть
|
||||
block.weaponfactory.name = оружейный завод
|
||||
block.weaponfactory.fulldescription = Используется для создания оружия для игрока. Нажмите для использования. Автоматически извлекает ресурсы из ядра.
|
||||
block.air.name = воздух
|
||||
block.blockpart.name = часть блока
|
||||
block.deepwater.name = глубоководье
|
||||
block.water.name = вода
|
||||
block.lava.name = лава
|
||||
block.oil.name = нефть
|
||||
block.stone.name = Камень
|
||||
block.blackstone.name = черный камень
|
||||
block.iron.name = железо
|
||||
block.coal.name = уголь
|
||||
block.titanium.name = титан
|
||||
block.uranium.name = уран
|
||||
block.dirt.name = земля
|
||||
block.sand.name = песок
|
||||
block.ice.name = лед
|
||||
block.snow.name = снег
|
||||
block.grass.name = трава
|
||||
block.sandblock.name = блок песка
|
||||
block.snowblock.name = блок снега
|
||||
block.stoneblock.name = блок камня
|
||||
block.blackstoneblock.name = блок черного камня
|
||||
block.grassblock.name = блок травы
|
||||
block.mossblock.name = блок мха
|
||||
block.shrub.name = кустарник
|
||||
block.rock.name = валун
|
||||
block.icerock.name = замерзший валун
|
||||
block.blackrock.name = черный валун
|
||||
block.dirtblock.name = блок земли
|
||||
block.stonewall.name = каменная стена
|
||||
block.stonewall.fulldescription = Дешевый оборонительный блок. Полезен для защиты ядра и турелей в первых волнах.
|
||||
block.ironwall.name = железная стена
|
||||
block.ironwall.fulldescription = Основной защитный блок. Обеспечивает защиту от противников.
|
||||
block.steelwall.name = стальная стена
|
||||
block.steelwall.fulldescription = Стандартный защитный блок. адекватная защита от противников.
|
||||
block.titaniumwall.name = титановая стена
|
||||
block.titaniumwall.fulldescription = Сильный защитный блок. Обеспечивает защиту от противников.
|
||||
block.duriumwall.name = стена из дириума
|
||||
block.duriumwall.fulldescription = Очень прочный защитный блок. Обеспечивает защиту от противников.
|
||||
block.compositewall.name = композитная стена
|
||||
block.steelwall-large.name = большая стальная стена
|
||||
block.steelwall-large.fulldescription = Стандартный защитный блок. Охватывает несколько клеток.
|
||||
block.titaniumwall-large.name = большая титановая стена
|
||||
block.titaniumwall-large.fulldescription = Сильный защитный блок. Охватывает несколько клеток.
|
||||
block.duriumwall-large.name = большая стена из дириума
|
||||
block.duriumwall-large.fulldescription = Очень сильный защитный блок. Охватывает несколько клеток.
|
||||
block.titaniumshieldwall.name = экранированная стена
|
||||
block.titaniumshieldwall.fulldescription = Прочный защитный блок с дополнительным встроенным щитом. Требует энергию. Использует энергию для поглощения вражеских пуль. Для обеспечения энергией этого блока рекомендуется использовать усилители энергии.
|
||||
block.repairturret.name = ремонтная турель
|
||||
block.repairturret.fulldescription = Ремонтирует близлежащие поврежденные блоки в радиусе действия. Использует небольшое количество энергии.
|
||||
block.megarepairturret.name = ремонтная турель II
|
||||
block.megarepairturret.fulldescription = Ремонтирует близлежащие поврежденные блоки в радиусе действия с приличной скоростью. Использует энергию.
|
||||
block.shieldgenerator.name = Генератор щита
|
||||
block.shieldgenerator.fulldescription = Передовой защитный блок. Защищает все блоки в радиусе от атаки. Использует мало энергии когда бездействует, но быстро разряжается при контакте с пулями.
|
||||
block.door.name = дверь
|
||||
block.door.fulldescription = Блок, который можно открыть и закрыть, нажав на него.
|
||||
block.door-large.name = большая дверь
|
||||
block.door-large.fulldescription = Блок, который можно открыть и закрыть, нажав на него.
|
||||
block.conduit.name = трубопровод
|
||||
block.conduit.fulldescription = Основной блок транспортировки жидкости. Работает как конвейер, но с жидкостями. Лучше всего использовать насосы или другие трубопроводы. Может использоваться как мост через жидкости для противников и игроков.
|
||||
block.pulseconduit.name = импульсный трубопровод
|
||||
block.pulseconduit.fulldescription = Передовой блок транспортировки жидкости. Перемещает жидкости быстрее и хранит больше, чем стандартные трубопроводы.
|
||||
block.liquidrouter.name = Маршрутизатор житкостей
|
||||
block.liquidrouter.fulldescription = Работает аналогично маршрутизатору. Принимает жидкость с одной стороны и выводит ее на другие стороны. Полезно для разделения жидкости из одного трубопровода на несколько других трубопроводов.
|
||||
block.conveyor.name = конвейер
|
||||
block.conveyor.fulldescription = Основной транспортный блок. Перемещает предметы вперед и автоматически перекладывает их в турели или в крафтеры. Могут вращаться . Может использоваться как мост через жидкости для противников и игроков.
|
||||
block.steelconveyor.name = стальной конвейер
|
||||
block.steelconveyor.fulldescription = Передовой транспортный блок предметов. Перемещает предметы быстрее, чем стандартные конвейеры.
|
||||
block.poweredconveyor.name = импульсный конвейер
|
||||
block.poweredconveyor.fulldescription = Лучший транспортный блок. Перемещает предметы быстрее, чем стальные конвейеры.
|
||||
block.router.name = Маршрутизатор
|
||||
block.router.fulldescription = Принимает предметы с одного направления и выводит их в 3 других направлениях. Может также хранить определенное количество предметов. Используется для разделения материалов с одного бура на несколько турелей
|
||||
block.junction.name = Перекресток
|
||||
block.junction.fulldescription = Действует как мост для двух конвейерных лент. Полезно в ситуациях с двумя различными конвейерами, несущими разные материалы в разные места.
|
||||
block.conveyortunnel.name = конвейерный туннель
|
||||
block.conveyortunnel.fulldescription = Перемещает предмет под блоками. Чтобы использовать, поместите один туннель, ведущий в блок, который должен быть туннелирован, и один на другой стороне. Убедитесь, что оба туннеля обращены к противоположным направлениям, которые относятся к блокам, которые они принимают или выводят.
|
||||
block.liquidjunction.name = Перекресток для жидкостей
|
||||
block.liquidjunction.fulldescription = Действует как мост для двух пересекающихся трубопроводов. Полезно в ситуациях с двумя различными каналами, перемещающими различные жидкости в разные места.
|
||||
block.liquiditemjunction.name = Распределитель жидкостей и предметов
|
||||
block.liquiditemjunction.fulldescription = Действует как мост для пересекающихся трубопроводов и конвейеров.
|
||||
block.powerbooster.name = усилитель энергии
|
||||
block.powerbooster.fulldescription = Распределяет электричество всем блокам в пределах своего радиуса.
|
||||
block.powerlaser.name = Энергетический лазер
|
||||
block.powerlaser.fulldescription = Создает лазер, который передает питание блоку перед ним. Не генерирует никакой энергии. Лучше всего использовать с генераторами или другими лазерами.
|
||||
block.powerlaserrouter.name = лазерный маршрутизатор
|
||||
block.powerlaserrouter.fulldescription = Лазер, который одновременно передает электричество в три направления. Полезно в тех ситуациях, когда требуется питание нескольким блокам от одного генератора.
|
||||
block.powerlasercorner.name = лазерный угол
|
||||
block.powerlasercorner.fulldescription = Лазер, распределяющий энергию сразу на два направления. Полезно в тех ситуациях, когда требуется питание нескольким блокам от одного генератора, а маршрутизатор не годится.
|
||||
block.teleporter.name = телепорт
|
||||
block.teleporter.fulldescription = Улучшенный транспортный блок предметов. Телепортеры передают предметы в другие телепорты одного цвета. Ничего не происходит, если нет телепортеров одного цвета. Если несколько телепортеров имеют один и тот же цвет, выбирается случайный. Использует энергия. Нажмите, чтобы изменить цвет.
|
||||
block.sorter.name = сортировщик
|
||||
block.sorter.fulldescription = Сортирует предмет по типу материала. Материал для приема указывается цветом в блоке. Все предметы, соответствующие материалу сортировки, выводятся вперед, все остальное выводится влево и вправо.
|
||||
block.core.name = Ядро
|
||||
block.pump.name = Насос
|
||||
block.pump.fulldescription = Качают жидкости из блока источнка - обычно вода, лава или нефть. Выводит жидкость в соседние трубопроводы.
|
||||
block.fluxpump.name = Флюсовый насос
|
||||
block.fluxpump.fulldescription = Передовая версия насоса. Хранит больше жидкости и качает быстрее.
|
||||
block.smelter.name = Плавильный завод
|
||||
block.smelter.fulldescription = Основной блок крафтер. При вводе 1 х железа и 1 х угля выдается одна сталь.
|
||||
block.crucible.name = Тигель
|
||||
block.crucible.fulldescription = Продвинутый блок крафтер. При вводе 1х титана и 1х стали выдается один дириум.
|
||||
block.coalpurifier.name = Экстрактор угля
|
||||
block.coalpurifier.fulldescription = Стандартный экстрактор. Выдает уголь, когда подается большое количество воды и камня.
|
||||
block.titaniumpurifier.name = Экстрактор титана
|
||||
block.titaniumpurifier.fulldescription = Стандартный экстрактор. Выдает титан при подаче большого количества воды и железа.
|
||||
block.oilrefinery.name = Нефтеперерабатывающий Завод
|
||||
block.oilrefinery.fulldescription = Перерабатывает большое количество нефти в уголь. Полезно для заправки турелей использующих уголь, когда на карте дефицит угля.
|
||||
block.stoneformer.name = Формировщик камня
|
||||
block.stoneformer.fulldescription = Охлаждает жидкую лаву, делая из него камень. Полезен для производства большого количества камней для угольного очистителя
|
||||
block.lavasmelter.name = лавовый плавильный завод
|
||||
block.lavasmelter.fulldescription = Использует лаву для переработки железа в сталь. Альтернатива плавильным заводам. Полезно в ситуациях, когда угля мало.
|
||||
block.stonedrill.name = каменный бур
|
||||
block.stonedrill.fulldescription = Важный бур. Когда он помещается на каменную клетку, медленно, бесконечно добывает камень.
|
||||
block.irondrill.name = Железный бур
|
||||
block.irondrill.fulldescription = Основной бур. При размещении на клетке с железной рудой, выдает железо медленным темпом на неопределенный срок.
|
||||
block.coaldrill.name = угольный бур
|
||||
block.coaldrill.fulldescription = Основной бур. При размещении на клетке с угольной рудой происходит медленный темп добычи угля на неопределенный срок.
|
||||
block.uraniumdrill.name = урановый бур
|
||||
block.uraniumdrill.fulldescription = Передовой бур. При размещении на клетке с урановой рудой выдает уран медленным темпом на неопределенный срок.
|
||||
block.titaniumdrill.name = титановый бур
|
||||
block.titaniumdrill.fulldescription = Продвинутый бур. При размещении на клетках с титановой рудой выводится титан медленным темпом на неопределенный срок.
|
||||
block.omnidrill.name = Адаптивный бур
|
||||
block.omnidrill.fulldescription = Идеальный бур. Будет добывать любую руду на которой стоит с безумным темпом\n
|
||||
block.coalgenerator.name = угольный генератор
|
||||
block.coalgenerator.fulldescription = Важный генератор. Генерирует энергию из угля. Выводит энергию в качестве лазеров на 4 стороны.
|
||||
block.thermalgenerator.name = термальный генератор
|
||||
block.thermalgenerator.fulldescription = Генерирует энергию из лавы. Выводит электричество в качестве лазеров на 4 стороны.
|
||||
block.combustiongenerator.name = генератор внутреннего сгорания
|
||||
block.combustiongenerator.fulldescription = Генерирует энергию из нефти. Выводит энергию в качестве лазеров на 4 стороны.
|
||||
block.rtgenerator.name = Генератор RTG
|
||||
block.rtgenerator.fulldescription = Генерирует небольшое количество энергии из распада радиоактивного урана. Выводит энергию в качестве лазеров на 4 стороны.
|
||||
block.nuclearreactor.name = ядерный реактор
|
||||
block.nuclearreactor.fulldescription = Передовая версия генератора RTG и идеальный источник энергии. Генерирует энергию из урана. Требуется постоянное водяное охлаждение.Крайне взрывоопасен; сильно взорвётся при подаче недостаточного количества хладагента.
|
||||
block.turret.name = Турель
|
||||
block.turret.fulldescription = Базовая, дешевая турель. Использует камень для боеприпасов. Имеет немного больше диапазон, чем двойная турель.
|
||||
block.doubleturret.name = двойная турель
|
||||
block.doubleturret.fulldescription = Немного более мощная версия турели. Использует камень для боеприпасов. Значительно больший урон, но имеет более низкий диапазон. Выстреливает двумя пулями.
|
||||
block.machineturret.name = Турель Гатлинга
|
||||
block.machineturret.fulldescription = Стандартная универсальная турель. Использует железо для боеприпасов. Обладает быстрой скоростью выстрелов с приличным уроном.
|
||||
block.shotgunturret.name = разветвленная турель\n
|
||||
block.shotgunturret.fulldescription = Стандартная турель. Использует железо для боеприпасов. Стреляет в разброс 7 пулями. Маленький диапазон, но более высокий уровень урона по сравнению с турелью Гатлинга.
|
||||
block.flameturret.name = Огнемётная турель\n
|
||||
block.flameturret.fulldescription = Продвинутая турель для защиты на близком расстоянии. Использует уголь для боеприпасов. Имеет очень маленький диапазон, но очень высокий урон. Хорошо подходит на близких расстояниях. Рекомендуется использовать со стенами.
|
||||
block.sniperturret.name = Турель-рельсотрон
|
||||
block.sniperturret.fulldescription = Продвинутая дальнобойная турель. Использует сталь для боеприпасов. Очень высокий урон, но низкая скорость стрельбы. Дорога в использовании, но может быть помещена далеко от вражеских линий из-за её дальности.
|
||||
block.mortarturret.name = Зенитная турель
|
||||
block.mortarturret.fulldescription = Продвинутая турель с уроном по зоне. Использует уголь для боеприпасов. Очень низкая скорость стрельбы и пуль, но очень высокий урон по одной цели и зоне. Полезен для больших толп врагов.
|
||||
block.laserturret.name = лазерная турель
|
||||
block.laserturret.fulldescription = Продвинутая турель. Использует энергию. Хорошая , универсальная турель средней дальности. Атакует только одну цель. Никогда не промахивается.
|
||||
block.waveturret.name = Тесла-турель
|
||||
block.waveturret.fulldescription = Продвинутая многоцелевая турель. Использует энергию. Средняя дальность. Никогда не промахивается. В среднем, может нанести небольшой урон, но он может поразить нескольких противников одновременно с помощью цепной молнии.
|
||||
block.plasmaturret.name = плазменная турель
|
||||
block.plasmaturret.fulldescription = Высокотехнологичная версия огнеметной турели. Использует уголь в качестве боеприпасов. Очень высокий урон, дальность между маленькой и средней.
|
||||
block.chainturret.name = Пулемётная турель
|
||||
block.chainturret.fulldescription = Самая лучшая, скорострельная турель. Использует уран для боеприпасов. Стреляет большими снарядами с высокой скорострельностью. Средняя дальность. Охватывает несколько клеток. Чрезвычайно прочная.
|
||||
block.titancannon.name = Пушка-титан
|
||||
block.titancannon.fulldescription = Самая лучшая, дальнобойная турель. Использует уран как боеприпасы. Стреляет большими снарядами с уроном по зоне со средней скоростью стрельбы. Большая дальность. Охватывает несколько клеток. Чрезвычайно прочная.
|
||||
block.playerspawn.name = Точка появления игрока
|
||||
block.enemyspawn.name = Точка появления врага
|
553
semag/mind/assets/bundles/bundle_tk.properties
Normal file
@ -0,0 +1,553 @@
|
||||
text.about = [ROYAL] Anuken tarafından oluşturuldu [] - [SKY] anukendev@gmail.com [] Aslen [turuncu] GDL [] Metal Monstrosity Jam. Kredi: - [SARI] ile yapılan SFX bfxr [] - [YEŞİL] RoccoW tarafından yapılan müzik [] / [kireç] bulunan FreeMusicArchive.org [] Özel teşekkürler: - [mercan] MitchellFJN []: Kapsamlı oyun testi ve geri bildirim - [sky] Luxray5474 []: wiki çalışması, kod katkıları - [kireç] Epowerj []: kod sistemi yapılandırması, icon - itch.io ve Google Play'deki tüm beta test kullanıcıları\n
|
||||
text.credits = Yapımcılar
|
||||
text.discord = Mindustry Discord'una katılın!
|
||||
text.link.discord.description = Resmi Mindustry Discord iletişim kanalı
|
||||
text.link.github.description = Oyunun kaynak kodu
|
||||
text.link.dev-builds.description = Geliştirme altında olan sürüm
|
||||
text.link.trello.description = Planlanan özellikler için resmi Trello Bülteni
|
||||
text.link.itch.io.description = PC yüklemeleri ve web sürümü ile itch.io sayfası
|
||||
text.link.google-play.description = Google Play mağaza sayfası
|
||||
text.link.wiki.description = Resmi Mindustry Wikipedi'si
|
||||
text.linkfail = Bağlantı açılamadı! URL, yazı tahtanıza kopyalandı.
|
||||
text.classic.unsupported = Mindustry classic does not support this feature.
|
||||
text.multiplayer.web = Oyunun bu sürümü çok oyunculuyu desteklemiyor! Tarayıcınızdan çok oyunculu oynamak için, itch.io sayfasındaki "çok oyunculu web sürümü" bağlantısını kullanın.
|
||||
text.gameover = Çekirdek yok edildi.
|
||||
text.highscore = [SARI] Yeni yüksek puan!
|
||||
text.lasted = Dalgaya kadar sürdün
|
||||
text.level.highscore = Yüksek Puan: [accent] {0}
|
||||
text.level.delete.title = Silmeyi onaylayın
|
||||
text.level.delete = "[Orange] {0} " Haritayı silmek istediğinizden emin misiniz?
|
||||
text.level.select = Seviye Seç
|
||||
text.level.mode = Oyun Modu
|
||||
text.savegame = Oyunu Kaydet
|
||||
text.loadgame = Oyunu yükle
|
||||
text.joingame = Oyuna katıl
|
||||
text.newgame = Yeni Oyun
|
||||
text.quit = Çık
|
||||
text.about.button = Hakkında
|
||||
text.name = Adı:
|
||||
text.public = Herkese açık
|
||||
text.players = 1090 oyuncu çevrimiçi
|
||||
text.server.player.host = Sunucu
|
||||
text.players.single = {0} Oyuncu Çevrimiçi
|
||||
text.server.mismatch = Paket hatası: olası istemci / sunucu sürümü uyuşmazlığı. Siz ve ev sahibi Mindustry'nin en son sürümüne sahip olduğunuzdan emin olun!
|
||||
text.server.closing = [accent] Sunucu kapatılıyor ...
|
||||
text.server.kicked.kick = Sunucudan kovuldun!
|
||||
text.server.kicked.fastShoot = You are shooting too quickly.
|
||||
text.server.kicked.invalidPassword = Geçersiz şifre!
|
||||
text.server.kicked.clientOutdated = Oyun sürümünüz geçerli değil. Oyununu güncelleyin!
|
||||
text.server.kicked.serverOutdated = Eski sunucu! Ev sahibinden güncellemesini isteyin!
|
||||
text.server.kicked.banned = Bu sunucudan yasaklandınız.
|
||||
text.server.kicked.recentKick = Son zamanlarda tekmelendin. Tekrar bağlanmadan önce bekleyin.
|
||||
text.server.connected = {0} katıldı.
|
||||
text.server.disconnected = {0} bağlantısı kesildi.
|
||||
text.nohost = Özel bir haritada sunucuyu barındıramıyor!
|
||||
text.host.info = [Vurgu] ana bilgisayarı [] düğmesi, [657] [65] [65] ve [65] [6568] bağlantı noktalarında bir sunucuyu barındırır. [] Aynı [LIGHT_GRAY] wifi veya yerel ağ [] üzerindeki herkes sunucunuzu sunucularında görebilir. liste. Kişilerin IP tarafından herhangi bir yerden bağlanabilmesini istiyorsanız [vurgu] bağlantı noktası iletme [] gereklidir. [LIGHT_GRAY] Not: Birisi LAN oyununuza bağlanırken sorun yaşıyorsa, güvenlik duvarı ayarlarınızda Mindustry'e yerel ağınıza erişebildiğinizden emin olun.
|
||||
text.join.info = Burada, bağlanmak için yerel ağ [] sunucularına bağlanmak ya da [aksan] sunucularını bulmak için bir [vurgu] sunucunun IP [] girebilirsiniz. Hem LAN hem de WAN çok oyunculu desteklenir. [LIGHT_GRAY] Not: Otomatik bir global sunucu listesi yoktur; Birisine IP ile bağlanmak isterseniz, ana bilgisayardan kendi IP adreslerini sormanız gerekir.
|
||||
text.hostserver = Oyunu Sun
|
||||
text.host = evsahibi
|
||||
text.hosting = [accent] Sunucu açılıyor ...
|
||||
text.hosts.refresh = Yenile
|
||||
text.hosts.discovering = LAN oyunlarını keşfetme
|
||||
text.server.refreshing = Canlandırıcı sunucu
|
||||
text.hosts.none = [lightgray] Hayır LAN oyunları bulundu!
|
||||
text.host.invalid = [scarlet] Ana bilgisayara bağlanılamıyor.
|
||||
text.server.friendlyfire = Dost ateşi
|
||||
text.trace = Oyuncuyu Takip Et
|
||||
text.trace.playername = Oyuncu adı: [accent] {0}
|
||||
text.trace.ip = IP: [vurgu] {0}
|
||||
text.trace.id = Benzersiz kimlik: [accent] {0}
|
||||
text.trace.android = Android : [accent] {0}
|
||||
text.trace.modclient = Özel Alıcı: [accent] {0}
|
||||
text.trace.totalblocksbroken = Toplam kırık blok: [accent] {0}
|
||||
text.trace.structureblocksbroken = Kırılan yapı blokları: [accent] {0}
|
||||
text.trace.lastblockbroken = Kırılan son blok: [accent] {0}
|
||||
text.trace.totalblocksplaced = Toplam blok yerleştirildi: [accent] {0}
|
||||
text.trace.lastblockplaced = Konulan son blok: [accent] {0}
|
||||
text.invalidid = Geçersiz alıcı kimliği! Bir hata raporu gönderin.
|
||||
text.server.bans = yasaklar
|
||||
text.server.bans.none = Yasaklanmış oyuncu bulunamadı!
|
||||
text.server.admins = Yöneticiler
|
||||
text.server.admins.none = Yönetici bulunamadı!
|
||||
text.server.add = Sunucu ekle
|
||||
text.server.delete = Bu sunucuyu silmek istediğinizden emin misiniz?
|
||||
text.server.hostname = Sun
|
||||
text.server.edit = Sunucuyu Düzenle
|
||||
text.server.outdated = [crimson] Eski Sunucu!
|
||||
text.server.outdated.client = [crimson] Eski Alıcı!
|
||||
text.server.version = [lightgray] Sürüm: {0}
|
||||
text.server.custombuild = [sarı] Özel Yapım
|
||||
text.confirmban = Bu oyuncuyu yasaklamak istediğinizden emin misiniz?
|
||||
text.confirmunban = Bu oyuncunun yasağını kaldırmak istediğinden emin misin?
|
||||
text.confirmadmin = Bu oyuncunun yönetici yapmak istediğinden emin misin?
|
||||
text.confirmunadmin = Bu oyuncudan yönetici durumunu kaldırmak istediğinizden emin misiniz?
|
||||
text.joingame.byip = IP ile Katılın ...
|
||||
text.joingame.title = Oyuna katılmak
|
||||
text.joingame.ip = IP:
|
||||
text.disconnect = Bağlantı Kesildi
|
||||
text.disconnect.data = Dünya verileri yüklenemedi!
|
||||
text.connecting = [Vurgu] bağlanıyor ...
|
||||
text.connecting.data = [accent] Dünya verileri yükleniyor ...
|
||||
text.connectfail = [crimson] Sunucuya bağlanılamadı: [orange] {0}
|
||||
text.server.port = Liman
|
||||
text.server.addressinuse = Adres çoktan kullanımda!
|
||||
text.server.invalidport = Bağlantı noktası numarası geçersiz.
|
||||
text.server.error = [crimson] Sunucu barındırma hatası: [orange] {0}
|
||||
text.tutorial.back = <Önceki
|
||||
text.tutorial.next = İleri >
|
||||
text.save.new = 6349,Yeni Kayıt
|
||||
text.save.overwrite = Bu kayıt yuvasının üzerine yazmak istediğinizden emin misiniz?
|
||||
text.overwrite = Üzerine Yaz
|
||||
text.save.none = Hiçbir kayıt bulunamadı!
|
||||
text.saveload = [Vurgu] Kaydediliyor ...
|
||||
text.savefail = Oyun kaydedilemedi!
|
||||
text.save.delete.confirm = Bu kaydı silmek istediğinizden emin misiniz?
|
||||
text.save.delete = Sil
|
||||
text.save.export = Dışa Aktar
|
||||
text.save.import.invalid = [turuncu] Bu kayıt geçersiz!
|
||||
text.save.import.fail = [crimson] Kayıt oyuna aktarılamadı : [orange] {0}
|
||||
text.save.export.fail = [crimson] Kayıt dışa aktarılamadı: [orange] {0}
|
||||
text.save.import = İçe Aktar
|
||||
text.save.newslot = İsmi kaydet:
|
||||
text.save.rename = Yeniden Adlandır
|
||||
text.save.rename.text = Yeni İsim:
|
||||
text.selectslot = Bir kayıt seçin.
|
||||
text.slot = [accent] Yuva {0}
|
||||
text.save.corrupted = [orange] Kayıt dosyası bozuk veya geçersiz!
|
||||
text.empty = <Boş>
|
||||
text.on = Açık
|
||||
text.off = Kapalı
|
||||
text.save.autosave = Otomatik kaydetme: {0}
|
||||
text.save.map = harita
|
||||
text.save.wave = Dalga
|
||||
text.save.difficulty = zorluk
|
||||
text.save.date = Son Kaydedilen: {0}
|
||||
text.confirm = Onayla
|
||||
text.delete = Sil
|
||||
text.ok = Tamam
|
||||
text.open = Açık
|
||||
text.cancel = İptal
|
||||
text.openlink = Linki aç
|
||||
text.copylink = Bağlantıyı kopyala
|
||||
text.back = Geri
|
||||
text.quit.confirm = Çıkmak istediğinden emin misin?
|
||||
text.changelog.title = Değişiklik listesi
|
||||
text.changelog.loading = Değişiklik listesi yükleniyor
|
||||
text.changelog.error.android = [turuncu] Android'da olan hata nedeniyle değişiklik listesi görüntülenemiyor.
|
||||
text.changelog.error.ios = [orange]The changelog is currently not supported in iOS.
|
||||
text.changelog.error = [scarlet] Değişiklik listesi alma hatası! İnternet bağlantınızı kontrol edin.
|
||||
text.changelog.current = [sarı] [[Güncel versiyon]
|
||||
text.changelog.latest = [turuncu] [[Son sürüm]
|
||||
text.loading = [Vurgu] Yükleniyor ...
|
||||
text.wave = [turuncu] Dalga {0}
|
||||
text.wave.waiting = {0} içinde dalga
|
||||
text.waiting = Bekleniyor
|
||||
text.enemies = {0} Düşmanlar
|
||||
text.enemies.single = {0} Düşman
|
||||
text.loadimage = Resmi yükle
|
||||
text.saveimage = Resmi Kaydet
|
||||
text.oregen = Maden Üretimi
|
||||
text.editor.badsize = [orange] Resim boyutları geçersiz! [] Geçerli harita boyutları: {0}
|
||||
text.editor.errorimageload = Resim dosyası yüklenirken hata oluştu: [orange] {0}
|
||||
text.editor.errorimagesave = Resim dosyası kaydedilirken hata oluştu: [orange] {0}
|
||||
text.editor.generate = Üretmek
|
||||
text.editor.resize = Yeniden Boyutlandırma
|
||||
text.editor.loadmap = Harita Yükle
|
||||
text.editor.savemap = Harita Kaydet
|
||||
text.editor.loadimage = Resmi yükle
|
||||
text.editor.saveimage = Resmi Kaydet
|
||||
text.editor.unsaved = [scarlet] Kaydedilmemiş değişiklikleriniz var! [] Çıkmak istediğinizden emin misiniz?
|
||||
text.editor.brushsize = Fırça boyutu: {0}
|
||||
text.editor.noplayerspawn = Bu haritanın oyuncu spawnpoint'i yok!
|
||||
text.editor.manyplayerspawns = Haritalar, birden fazla oyuncu spawnpoint'e sahip olamaz!
|
||||
text.editor.manyenemyspawns = {0} düşman spawnpoint {0}'den daha fazlası olamaz!
|
||||
text.editor.resizemap = Haritayı Yeniden Boyutlandır
|
||||
text.editor.resizebig = [Kızıl] Uyarı! [] 256'dan büyük haritalar yavaş ve dengesiz olabilir.
|
||||
text.editor.mapname = Harita Adı
|
||||
text.editor.overwrite = [Vurgu] Uyarı! Bu mevcut bir haritanın üzerine yazar.
|
||||
text.editor.failoverwrite = [crimson] Varsayılan haritanın üzerine yazılamıyor!
|
||||
text.editor.selectmap = Yüklenecek bir harita seçin:
|
||||
text.width = Genişliği:
|
||||
text.height = Boy:
|
||||
text.randomize = Rasgele seçmek
|
||||
text.apply = Uygula
|
||||
text.update = Güncelle
|
||||
text.menu = Menü
|
||||
text.play = Oyna
|
||||
text.load = Yükle
|
||||
text.save = Kaydet
|
||||
text.language.restart = Lütfen dil ayarlarının etkili olması için oyununuzu yeniden başlatın.
|
||||
text.settings.language = Dil
|
||||
text.settings = Ayarlar
|
||||
text.tutorial = Eğitim
|
||||
text.editor = Editör
|
||||
text.mapeditor = Harita Editörü
|
||||
text.donate = Bağışlamak
|
||||
text.settings.reset = Varsayılanlara Dön
|
||||
text.settings.controls = kontroller
|
||||
text.settings.game = Oyun
|
||||
text.settings.sound = Ses
|
||||
text.settings.graphics = Grafik
|
||||
text.upgrades = Geliştirmeler
|
||||
text.purchased = [KİREÇ] Yap၊ld၊
|
||||
text.weapons = Silahlar
|
||||
text.paused = Duraklatıldı
|
||||
text.respawn = Saniye içinde yeniden doğacaksınız.
|
||||
text.info.title = [Vurgu] Bilgi
|
||||
text.error.title = [crimson] Bir hata oluştu
|
||||
text.error.crashmessage = [SCARLET] Bir kilitlenme meydana getiren beklenmeyen bir hata oluştu. [] Lütfen geliştiriciye bu hatanın gerçekleştiği koşulları bildirin: [ORANGE] anukendev@gmail.com []
|
||||
text.error.crashtitle = Bir hata oluştu
|
||||
text.mode.break = Ara verme modu: {0}
|
||||
text.mode.place = Döşeme modu: {0}
|
||||
placemode.hold.name = hat
|
||||
placemode.areadelete.name = alan
|
||||
placemode.touchdelete.name = dokun
|
||||
placemode.holddelete.name = tut
|
||||
placemode.none.name = Yok
|
||||
placemode.touch.name = dokun
|
||||
placemode.cursor.name = İmleç
|
||||
text.blocks.extrainfo = [accent] fazladan blok bilgisi:
|
||||
text.blocks.blockinfo = Blok Bilgisi
|
||||
text.blocks.powercapacity = Güç kapasitesi
|
||||
text.blocks.powershot = Güç / atış
|
||||
text.blocks.powersecond = Güç / saniye
|
||||
text.blocks.powerdraindamage = Güç tahliye / hasar
|
||||
text.blocks.shieldradius = Kalkan Yarıçapı
|
||||
text.blocks.itemspeedsecond = Ürün Hız / saniye
|
||||
text.blocks.range = Menzil
|
||||
text.blocks.size = Boyut
|
||||
text.blocks.powerliquid = Güç / Sıvı
|
||||
text.blocks.maxliquidsecond = Maksimum sıvı / saniye
|
||||
text.blocks.liquidcapacity = Sıvı kapasitesi
|
||||
text.blocks.liquidsecond = Sıvı / saniye
|
||||
text.blocks.damageshot = Zarar / atış
|
||||
text.blocks.ammocapacity = Mermi kapasitesi
|
||||
text.blocks.ammo = Cephane:
|
||||
text.blocks.ammoitem = Cephane / öğe
|
||||
text.blocks.maxitemssecond = Maksimum öğe / saniye
|
||||
text.blocks.powerrange = Güç aralığı
|
||||
text.blocks.lasertilerange = Lazer karo aralığı
|
||||
text.blocks.capacity = Kapasite
|
||||
text.blocks.itemcapacity = Ürün kapasitesi
|
||||
text.blocks.maxpowergenerationsecond = Maksimum Güç Üretimi / saniye
|
||||
text.blocks.powergenerationsecond = Güç Üretimi / saniye
|
||||
text.blocks.generationsecondsitem = Nesil Saniye / öğe
|
||||
text.blocks.input = giriş
|
||||
text.blocks.inputliquid = Giriş sıvı
|
||||
text.blocks.inputitem = Giriş öğesi
|
||||
text.blocks.output = Çıktı
|
||||
text.blocks.secondsitem = Saniye / öğe
|
||||
text.blocks.maxpowertransfersecond = Maksimum güç aktarımı / saniye
|
||||
text.blocks.explosive = Çok patlayıcı!
|
||||
text.blocks.repairssecond = Tamir / saniye
|
||||
text.blocks.health = Can
|
||||
text.blocks.inaccuracy = yanlışlık
|
||||
text.blocks.shots = atışlar
|
||||
text.blocks.shotssecond = Çekim / saniye
|
||||
text.blocks.fuel = Yakıt
|
||||
text.blocks.fuelduration = Yakıt Süresi
|
||||
text.blocks.maxoutputsecond = Maksimum çıkış / saniye
|
||||
text.blocks.inputcapacity = Giriş kapasitesi
|
||||
text.blocks.outputcapacity = Çıkış kapasitesi
|
||||
text.blocks.poweritem = Güç / Ürün
|
||||
text.placemode = Yer Modu
|
||||
text.breakmode = Mola modu
|
||||
text.health = sağlık
|
||||
setting.difficulty.easy = kolay
|
||||
setting.difficulty.normal = orta
|
||||
setting.difficulty.hard = zor
|
||||
setting.difficulty.insane = deli
|
||||
setting.difficulty.purge = tasfiye
|
||||
setting.difficulty.name = Zorluk:
|
||||
setting.screenshake.name = Ekran Sallamak
|
||||
setting.smoothcam.name = Pürüzsüz kamera
|
||||
setting.indicators.name = Düşman Göstergeleri
|
||||
setting.effects.name = Görüntü Efektleri
|
||||
setting.sensitivity.name = Denetleyici hassasiyeti
|
||||
setting.saveinterval.name = Otomatik Kaydetme Aralığı
|
||||
setting.seconds = saniye
|
||||
setting.fullscreen.name = Tam ekran
|
||||
setting.multithread.name = Çok iş parçacığı
|
||||
setting.fps.name = Saniyede ... Kare göstermek
|
||||
setting.vsync.name = VSync
|
||||
setting.lasers.name = Güç Lazerleri Göster
|
||||
setting.previewopacity.name = Placing Preview Opacity
|
||||
setting.healthbars.name = Varlık Sağlık çubuklarını göster
|
||||
setting.pixelate.name = Piksel Ekran
|
||||
setting.musicvol.name = Müzik sesi
|
||||
setting.mutemusic.name = Müziği Kapat
|
||||
setting.sfxvol.name = SFX Hacmi
|
||||
setting.mutesound.name = Sesi kapat
|
||||
map.maze.name = Labirent
|
||||
map.fortress.name = Kale
|
||||
map.sinkhole.name = düden
|
||||
map.caves.name = mağaralar
|
||||
map.volcano.name = volkan
|
||||
map.caldera.name = kaldera
|
||||
map.scorch.name = alazlamak
|
||||
map.desert.name = çöl
|
||||
map.island.name = ada
|
||||
map.grassland.name = Çayır
|
||||
map.tundra.name = tundra
|
||||
map.spiral.name = sarmal
|
||||
map.tutorial.name = Eğitim
|
||||
tutorial.intro.text = [sarı] Eğiticiye hoşgeldiniz. [] Başlamak için 'ileri' ye basın.
|
||||
tutorial.moveDesktop.text = Taşımak için [turuncu] [[WASD] [] tuşlarını kullanın. Destek için [turuncu] shift [] tuşunu basılı tutun. Yakınlaştırmak veya uzaklaştırmak için [turuncu] kaydırma tekerini [] kullanırken [turuncu] CTRL [] tuşunu basılı tutun.
|
||||
tutorial.shoot.text = Hedeflemek için farenizi kullanın, [turuncu] sol fare tuşunu [] vurun. [Sarı] hedef [] üzerinde çalışmayı deneyin.
|
||||
tutorial.moveAndroid.text = Görünümü kaydırmak için, bir parmağınızı ekran boyunca sürükleyin. Yakınlaştırmak veya uzaklaştırmak için sıkıştırın ve sürükleyin.
|
||||
tutorial.placeSelect.text = Sağ alttaki blok menüsünden [sarı] bir konveyör [] seçmeyi deneyin.
|
||||
tutorial.placeConveyorDesktop.text = [Turuncu] [[scrollwheel] [] tuşunu kullanarak konveyörü [turuncu] ileriye [] getirin ve [turuncu] [[sol fare tuşu] [] düğmesini kullanarak [sarı] işaretli konuma [] yerleştirin.
|
||||
tutorial.placeConveyorAndroid.text = [Turuncu] [[döndürme düğmesi] [] düğmesini kullanarak konveyörü [turuncu] ileriye [] doğru döndürün, bir parmağınızla konumuna sürükleyin, ardından [turuncu] kullanarak [sarı] işaretli konuma [] yerleştirin [[onay işareti][].
|
||||
tutorial.placeConveyorAndroidInfo.text = Alternatif olarak, [turuncu] [[dokunma modu] [] moduna geçmek için sol alt taraftaki artı simgesini ve ekrana dokunarak blokları yerleştirebilirsiniz. Dokunmatik modda, bloklar soldaki ok ile döndürülebilir. Denemek için [sarı] sonraki [] tuşuna basın.
|
||||
tutorial.placeDrill.text = Şimdi, işaretlenmiş konuma bir [sarı] taş matkap [] seçin ve yerleştirin.
|
||||
tutorial.blockInfo.text = Bir blok hakkında daha fazla bilgi edinmek isterseniz, açıklamayı okumak için sağ üstteki [turuncu] soru işaretine [] dokunabilirsiniz.
|
||||
tutorial.deselectDesktop.text = [Turuncu] [[sağ fare tuşu] [] kullanarak bir bloğu kaldırabilirsiniz.
|
||||
tutorial.deselectAndroid.text = [Turuncu] X [] düğmesine basarak bir bloğun seçimini kaldırabilirsiniz.
|
||||
tutorial.drillPlaced.text = Matkap şimdi [sarı] taş üretecek, [] konveyör üzerine çıkacak, daha sonra [sarı] çekirdeğe [] hareket ettirilecektir.
|
||||
tutorial.drillInfo.text = Farklı cevherlerin farklı matkaplara ihtiyacı vardır. Taş taş matkaplar gerektirir, demir demir matkaplar gerektirir, vb.
|
||||
tutorial.drillPlaced2.text = Öğeleri çekirdeğe taşımak, onları sol üstteki [sarı] öğe envanterinize [] yerleştirir. Yerleştirme blokları, envanterinizdeki öğeleri kullanır.
|
||||
tutorial.moreDrills.text = Birçok matkap ve konveyörü birbirine bağlayabilirsiniz.
|
||||
tutorial.deleteBlock.text = Silmek istediğiniz blokta [turuncu] sağ fare düğmesine [] tıklayarak blokları silebilirsiniz. Bu konveyörü silmeyi deneyin.
|
||||
tutorial.deleteBlockAndroid.text = Alt soldaki [turuncu] kesme modu menüsünde [] artı işaretini [] seçerek ve bir bloka dokunarak blokları [turuncu] ile silebilirsiniz. Bu konveyörü silmeyi deneyin.
|
||||
tutorial.placeTurret.text = Şimdi, [sarı] işaretli konuma [] [sarı] bir taret [] seçin ve yerleştirin.
|
||||
tutorial.placedTurretAmmo.text = Bu taret artık konveyör [sarı] mermiyi [] kabul edecektir. Üzerinde gezdirerek ne kadar cephane olduğunu ve yeşil renkli [[yeşil] çubuğunu [] kontrol ederek görebilirsiniz.
|
||||
tutorial.turretExplanation.text = Taretler, yeterli mermiye sahip oldukları sürece otomatik olarak en yakın düşmana ateş ederler.
|
||||
tutorial.waves.text = Her [sarı] 60 [] saniyede, [mercan] düşmanlardan oluşan bir dalga [] belirli yerlerde doğacak ve çekirdeği yok etmeye çalışacaktır.
|
||||
tutorial.coreDestruction.text = Hedefiniz [sarı] çekirdeği [] savunmaktır. Çekirdek yok edilirse, [mercan] oyunu kaybedersiniz [].
|
||||
tutorial.pausingDesktop.text = Bir ara vermeniz gerekiyorsa, oyunu duraklatmak için sol üstteki [turuncu] duraklat [] düğmesine veya [turuncu] boşluk [] tuşuna basın. Duraklatılırken blokları seçebilir ve yerleştirebilirsiniz, ancak hareket edemez veya ateş edemezsiniz.
|
||||
tutorial.pausingAndroid.text = Bir ara vermeniz gerekirse, oyunu duraklatmak için sol üstteki [turuncu] duraklatma düğmesine [] basın. Duraklatılırken hala blokları kırıp yerleştirebilirsiniz.
|
||||
tutorial.purchaseWeapons.text = Alt soldaki yükseltme menüsünü açarak, makineniz için yeni [sarı] silahlar [] satın alabilirsiniz.
|
||||
tutorial.switchWeapons.text = Silahları, sol alt taraftaki simgesini tıklayarak veya sayıları [turuncu] [[1-9] [] kullanarak değiştirebilirsiniz.
|
||||
tutorial.spawnWave.text = İşte şimdi bir dalga geliyor. Onları yok et.
|
||||
tutorial.pumpDesc.text = Daha sonraki dalgalarda, jeneratörler veya aspiratörler için sıvı dağıtmak için [sarı] pompaları [] kullanmanız gerekebilir.
|
||||
tutorial.pumpPlace.text = Pompalar, matkaplar yerine benzer şekilde çalışırlar; [Sarı] belirlenmiş yağa [] bir pompa yerleştirmeyi deneyin.
|
||||
tutorial.conduitUse.text = Şimdi pompadan önde giden bir [turuncu] kablo kanalı [] yerleştirin.
|
||||
tutorial.conduitUse2.text = Ve birkaç tane daha ...
|
||||
tutorial.conduitUse3.text = Ve birkaç tane daha ...
|
||||
tutorial.generator.text = Şimdi, kanalın ucunda bir [turuncu] yanma jeneratörü [] bloğu yerleştirin.
|
||||
tutorial.generatorExplain.text = Bu jeneratör şimdi yağdan [sarı] güç [] oluşturacaktır.
|
||||
tutorial.lasers.text = Güç [sarı] güç lazerleri [] kullanılarak dağıtılır. Döndür ve buraya bir tane yerleştir.
|
||||
tutorial.laserExplain.text = Jeneratör şimdi gücü lazer bloğuna taşıyacaktır. Bir [sarı] opak [] ışını, şu anda gücü iletmekte olduğu anlamına gelir ve [sarı] saydam [] ışını, bunun olmadığı anlamına gelir.
|
||||
tutorial.laserMore.text = Bir bloğun üzerine geldiğinde ne kadar gç olduğunu ve üst taraftaki [sarı] sarı çubuğu [] kontrol ederek kontrol edebilirsiniz.
|
||||
tutorial.healingTurret.text = Bu lazer bir [kireç] onarım tareti [] için kullanılabilir. Bir tane buraya yerleştirin.
|
||||
tutorial.healingTurretExplain.text = Gücü olduğu sürece, bu taret yakındaki blokları tamir eder. [] en yakın zamanda bu bloku temin edin!
|
||||
tutorial.smeltery.text = Pek çok blok, [turuncu] yapılabilmesi için çelik gerektirir ve bu da [turuncu] bir dökümcünün [] yapılmasını gerektirir. Bir tane buraya yerleştirin.
|
||||
tutorial.smelterySetup.text = Bu dökümcü kömürü yakıt olarak kullanarak, demirden [turuncu] çelik [] üretecek.
|
||||
tutorial.tunnelExplain.text = Ayrıca, eşyaların bir [turuncu] tünel bloğundan [] geçtiğini ve taş bloktan geçerek diğer tarafta ortaya çıktığını unutmayın. Tünellerin yalnızca 2 bloğa kadar gidebileceğini unutmayın.
|
||||
tutorial.end.text = Ve bu dersi bitirir! İyi şanslar!
|
||||
text.keybind.title = Tuşları yeniden ayarla
|
||||
keybind.move_x.name = sağ / sol
|
||||
keybind.move_y.name = yukarı / aşağı
|
||||
keybind.select.name = seçmek
|
||||
keybind.break.name = kırmak
|
||||
keybind.shoot.name = ateş etme
|
||||
keybind.zoom_hold.name = tut ve büyüt
|
||||
keybind.zoom.name = Yakınlaştır
|
||||
keybind.block_info.name = blok bilgisi
|
||||
keybind.menu.name = menü
|
||||
keybind.pause.name = duraklatma
|
||||
keybind.dash.name = tire
|
||||
keybind.chat.name = Sohbet
|
||||
keybind.player_list.name = oyuncu listesi
|
||||
keybind.console.name = KONTROL MASASI
|
||||
keybind.rotate_alt.name = rotate_alt
|
||||
keybind.rotate.name = Döndür
|
||||
keybind.weapon_1.name = weapon_1
|
||||
keybind.weapon_2.name = weapon_2
|
||||
keybind.weapon_3.name = weapon_3
|
||||
keybind.weapon_4.name = weapon_4
|
||||
keybind.weapon_5.name = weapon_5
|
||||
keybind.weapon_6.name = weapon_6
|
||||
mode.text.help.title = Modların açıklaması
|
||||
mode.waves.name = dalgalar
|
||||
mode.waves.description = normal mod. sınırlı kaynaklar ve otomatik gelen dalgalar.
|
||||
mode.sandbox.name = Limitsiz Oynama
|
||||
mode.sandbox.description = sonsuz kaynaklar ve dalgalar için zamanlayıcı yok.
|
||||
mode.freebuild.name = Özgür Oynama
|
||||
mode.freebuild.description = sınırlı kaynaklar ve dalgalar için zamanlayıcı yok.
|
||||
upgrade.standard.name = standart
|
||||
upgrade.standard.description = Standart mech.
|
||||
upgrade.blaster.name = blaster
|
||||
upgrade.blaster.description = Yavaş, zayıf bir mermi ateş eder.
|
||||
upgrade.triblaster.name = triblaster
|
||||
upgrade.triblaster.description = Bir yayında 3 mermi ateş eder.
|
||||
upgrade.clustergun.name = clustergun
|
||||
upgrade.clustergun.description = Yayılan bombalar ateş eder.
|
||||
upgrade.beam.name = lazer
|
||||
upgrade.beam.description = Uzun menzilli bir delici lazer ışını atar.
|
||||
upgrade.vulcan.name = Vulkan
|
||||
upgrade.vulcan.description = Hızlı mermiler ateş eder.
|
||||
upgrade.shockgun.name = shockgun
|
||||
upgrade.shockgun.description = Yıkıcı ve patlayıcı mermiler savurarak ateş eder.
|
||||
item.stone.name = taş
|
||||
item.iron.name = Demir
|
||||
item.coal.name = kömür
|
||||
item.steel.name = çelik
|
||||
item.titanium.name = titanyum
|
||||
item.dirium.name = dirium
|
||||
item.uranium.name = uranyum
|
||||
item.sand.name = kum
|
||||
liquid.water.name = su
|
||||
liquid.plasma.name = plazma
|
||||
liquid.lava.name = lav
|
||||
liquid.oil.name = petrol
|
||||
block.weaponfactory.name = silah fabrikası
|
||||
block.weaponfactory.fulldescription = Oyuncu mech için silah oluşturmak için kullanılır. Kullanmak için tıklayın. Kaynaklarını otomatik olarak çekirdekten alır.
|
||||
block.air.name = hava
|
||||
block.blockpart.name = blokparçası
|
||||
block.deepwater.name = derin su
|
||||
block.water.name = su
|
||||
block.lava.name = lav
|
||||
block.oil.name = petrol
|
||||
block.stone.name = taş
|
||||
block.blackstone.name = siyah taş
|
||||
block.iron.name = Demir
|
||||
block.coal.name = kömür
|
||||
block.titanium.name = titanyum
|
||||
block.uranium.name = uranyum
|
||||
block.dirt.name = toprak
|
||||
block.sand.name = kum
|
||||
block.ice.name = buz
|
||||
block.snow.name = kar
|
||||
block.grass.name = Otlar
|
||||
block.sandblock.name = kumbloku
|
||||
block.snowblock.name = karbloku
|
||||
block.stoneblock.name = taşbloku
|
||||
block.blackstoneblock.name = blackstoneblock
|
||||
block.grassblock.name = grassblock
|
||||
block.mossblock.name = mossblock
|
||||
block.shrub.name = çalı
|
||||
block.rock.name = Kaya
|
||||
block.icerock.name = ICEROCK
|
||||
block.blackrock.name = Siyah Kaya
|
||||
block.dirtblock.name = dirtblock
|
||||
block.stonewall.name = taş duvar
|
||||
block.stonewall.fulldescription = Ucuz bir savunma bloğu. İlk birkaç dalgada çekirdeği ve tareti korumak için kullanışlıdır.
|
||||
block.ironwall.name = Demir duvar
|
||||
block.ironwall.fulldescription = Temel bir savunma bloğu. Düşmanlardan korunma sağlar. Taş duvardan daha korunaklıdır.
|
||||
block.steelwall.name = Çelik duvar
|
||||
block.steelwall.fulldescription = Standart bir savunma bloğu. düşmanlardan korunma sağlar
|
||||
block.titaniumwall.name = titanyum duvar
|
||||
block.titaniumwall.fulldescription = Güçlü bir savunma bloğu. Düşmanlardan korunma sağlar.
|
||||
block.duriumwall.name = dirium duvar
|
||||
block.duriumwall.fulldescription = Çok güçlü bir savunma bloğu. Düşmanlardan korunma sağlar.
|
||||
block.compositewall.name = kompozit duvar
|
||||
block.steelwall-large.name = büyük çelik duvar
|
||||
block.steelwall-large.fulldescription = Standart bir savunma bloğu. Birden fazla fayansa yayılır.
|
||||
block.titaniumwall-large.name = büyük titanyum duvar
|
||||
block.titaniumwall-large.fulldescription = Güçlü bir savunma bloğu. Birden fazla fayans yayılır.
|
||||
block.duriumwall-large.name = büyük dirsek duvarı
|
||||
block.duriumwall-large.fulldescription = Çok güçlü bir savunma bloğu. Birden fazla fayans yayılır.
|
||||
block.titaniumshieldwall.name = korumalı duvar
|
||||
block.titaniumshieldwall.fulldescription = Ekstra yerleşik bir kalkan ile güçlü bir savunma bloğu. Düşman mermilerini emmek için enerji kullanır. Bu bloğa enerji sağlamak için güç arttırıcıların kullanılması tavsiye edilir.
|
||||
block.repairturret.name = onarım tareti
|
||||
block.repairturret.fulldescription = Yakındaki hasarlı blokları yavaş bir hızda tamir eder. Küçük menzili vardır. Az miktarlarda güç kullanır.
|
||||
block.megarepairturret.name = onarım tareti II
|
||||
block.megarepairturret.fulldescription = Yakındaki hasarlı blokları tamir eder. Uygun menzillidir. Gücü kullanır.
|
||||
block.shieldgenerator.name = kalkan üreteci
|
||||
block.shieldgenerator.fulldescription = Gelişmiş bir savunma bloğu. Bir yarıçaptaki tüm blokları saldırıya karşı korur. Boştayken gücü yavaş bir hızda kullanır, ancak mermi temasında enerjiyi hızla boşaltır.
|
||||
block.door.name = kapı
|
||||
block.door.fulldescription = Dokunarak açılıp kapatılabilen bir blok.
|
||||
block.door-large.name = büyük kapı
|
||||
block.door-large.fulldescription = Dokunarak açılıp kapatılabilen bir blok.
|
||||
block.conduit.name = sıvı borusu
|
||||
block.conduit.fulldescription = Temel sıvı taşıma bloğu. Bir konveyör gibi çalışır, ancak sıvılar ile. pompa veya diğer borular ile kullanılır. Düşmanlar ve oyuncular için sıvılar üzerinde bir köprü olarak kullanılabilir.
|
||||
block.pulseconduit.name = hızlı sıvı borusu
|
||||
block.pulseconduit.fulldescription = Gelişmiş sıvı taşıma bloku. Sıvıları daha hızlı taşır ve standart sıvı taşıma borularından daha fazla sıvı depolar.
|
||||
block.liquidrouter.name = sıvı yönlendirici
|
||||
block.liquidrouter.fulldescription = Bir yönlendiriciye benzer şekilde çalışır. Bir taraftan sıvı girişi kabul eder ve diğer tarafa gönderir. Tek bir borudan diğer birçok boruyla sıvı paylaşmak için kullanışlıdır.
|
||||
block.conveyor.name = konveyör
|
||||
block.conveyor.fulldescription = En temel madde taşıma bloğu. Öğeleri konulduğu yöne göre maddeleri ileriye taşır ve bunları otomatik olarak taretlere ya da üretici bloklara getirir. konulmadan önce Döndürülebilirler, ancak konulduktan sonra Döndürülemezler. Düşmanlar ve oyuncular için sıvılar üzerinde bir köprü olarak kullanılabilir.
|
||||
block.steelconveyor.name = çelik konveyör
|
||||
block.steelconveyor.fulldescription = Gelişmiş madde taşıma bloğu. Öğeleri standart konveyörlerden daha hızlı taşır.
|
||||
block.poweredconveyor.name = hızlı konveyör
|
||||
block.poweredconveyor.fulldescription = Nihai ürün taşıma bloğu. Öğeleri çelik konveyörlerden daha hızlı taşır.
|
||||
block.router.name = yönlendirici
|
||||
block.router.fulldescription = Öğeleri bir yönden kabul eder ve 3 farklı yöne gönderir. Malzemelerin belirli bir miktarını da depolayabilir. Malzemelerin bir matkaptan çoklu taretlere ayrılması için uygundur.
|
||||
block.junction.name = Kavşak noktası
|
||||
block.junction.fulldescription = İki çapraz şekilde geçmeye çalışan konveyör bandı için köprü görevi görür. Farklı yerlere farklı malzemeler taşıyan konveyör olduğu durumlarda kullanışlıdır.
|
||||
block.conveyortunnel.name = konveyör tüneli
|
||||
block.conveyortunnel.fulldescription = Maddeleri blokların altından geçirmek için kullanılır. Kullanmak için, altına tünel yapılacak bloğun bir tarafta giriş tüneli ve diğer tarafa çıkış tüneli yerleştirin. Her iki tünelin de giriş veya çıkış yapan bloklara doğru zıt yönlere baktığından emin olun.
|
||||
block.liquidjunction.name = sıvı bağlantı
|
||||
block.liquidjunction.fulldescription = İki çaprazdan geçen boru için köprü görevi görür. Farklı yerlere farklı sıvılar taşıyan kanalların olduğu durumlarda kullanışlıdır.
|
||||
block.liquiditemjunction.name = sıvı madde kavşağı
|
||||
block.liquiditemjunction.fulldescription = Kanalları ve konveyörleri yan yana geçirmek için bir köprü görevi görür.
|
||||
block.powerbooster.name = güç yükseltici
|
||||
block.powerbooster.fulldescription = Gücü kendi yarıçapı içindeki tüm bloklara dağıtır.
|
||||
block.powerlaser.name = güç lazeri
|
||||
block.powerlaser.fulldescription = Önündeki bloğa güç ileten bir lazer oluşturur. Herhangi bir güç üretmez. En iyi jeneratörler veya diğer lazerler ile kullanılır.
|
||||
block.powerlaserrouter.name = lazer yönlendirici
|
||||
block.powerlaserrouter.fulldescription = Bir kerede gücü üç yöne dağıtan lazer. Bir jeneratörden birçok bloka güç verilmesi gereken durumlarda kullanışlıdır.
|
||||
block.powerlasercorner.name = lazer köşesi
|
||||
block.powerlasercorner.fulldescription = Bir kerede gücü iki yöne dağıtan lazer. Bir jeneratörden birçok bloka güç verilmesi gereken durumlarda ve bir yönlendiricinin kesin olmadığı durumlarda kullanışlıdır.
|
||||
block.teleporter.name = teletaşıyıcı
|
||||
block.teleporter.fulldescription = Gelişmiş madde taşıma bloğu. tele-taşıyıcı, öğeleri aynı renkte olan bir teletaşıyıcıya yönlendirir. Aynı renkte teletaşıyıcı yoksa, hiçbir şey yapmaz. Aynı renkten birden çok tele-yazıcı varsa, rastgele biri seçilir. Gücü kullanır. Rengi değiştirmek için dokunun. Not: Sadece madde ileten teletaşıyıcılar gücü kullanır.
|
||||
block.sorter.name = ayrıştırıcı
|
||||
block.sorter.fulldescription = Malzemeleri türüne göre ayrıştırır. Kabul edilecek malzeme bloktaki renkle gösterilir. Doğru materyal ile eşleşen tüm öğeler ileriye doğru çıkar, diğer her şey sol ve sağ taraflardan çıkar.
|
||||
block.core.name = çekirdek
|
||||
block.pump.name = pompa
|
||||
block.pump.fulldescription = Kaynak bloğundan su, lav veya yağ gibi sıvıları pompalar. Yakındaki kanallara sıvıyı aktarır.
|
||||
block.fluxpump.name = fluxpump
|
||||
block.fluxpump.fulldescription = Pompanın gelişmiş bir versiyonu. Sıvıyı daha hızlı pompalar ve daha fazla sıvı depolar.
|
||||
block.smelter.name = dökümcü
|
||||
block.smelter.fulldescription = Temel üretim bloğu. 1 demir ve 1 kömür yakıt olarak verildiğinde, demir çıkarır. Tıkanmayı önlemek için farklı konveyörlerden demir ve kömürün kullanılması tavsiye edilir.
|
||||
block.crucible.name = pota
|
||||
block.crucible.fulldescription = Gelişmiş bir üretim bloğu. 1 titanyum, 1 çelik ve 1 kömür yakıt olarak girildiğinde, dirium çıkarır. Tıkanmayı önlemek için farklı konveyörlerden kömür, çelik ve titanyum kullanılması tavsiye edilir.
|
||||
block.coalpurifier.name = kömür çıkarıcı
|
||||
block.coalpurifier.fulldescription = Temel bir ekstraktör bloğu. Çok miktarda su ve taş ile birlikte tedarik edildiğinde kömür çıkarır.
|
||||
block.titaniumpurifier.name = titanyum çıkarıcı
|
||||
block.titaniumpurifier.fulldescription = Standart bir ekstraktör bloğu. Çok miktarda su ve demir ile birlikte verildiğinde titanyum çıkarır.
|
||||
block.oilrefinery.name = yağ rafinerisi
|
||||
block.oilrefinery.fulldescription = Büyük miktarda yağı kömür parçalarına ayırır. Kömür damarları kıt olduğunda kömür bazlı taretlerin yakıtı için kullanışlıdır.
|
||||
block.stoneformer.name = taş biçimlendiricisi
|
||||
block.stoneformer.fulldescription = Lavı taş haline getirir. Muazzam miktarda taş üretmek için kullanışlıdır.
|
||||
block.lavasmelter.name = lav dökümcüsü
|
||||
block.lavasmelter.fulldescription = Demiri çeliğe dönüştürmek için lav kullanır. Dökümcüler için bir alternatif. Kömürün az olduğu durumlarda kullanışlıdır
|
||||
block.stonedrill.name = taş matkap
|
||||
block.stonedrill.fulldescription = Temel bir matkap. Taş karolara yerleştirildiğinde, süresiz olarak yavaş bir hızda taş çıkarırç
|
||||
block.irondrill.name = demir matkap
|
||||
block.irondrill.fulldescription = Temel bir matkap. Demir cevheri çinileri üzerine yerleştirildiğinde, süresiz olarak yavaş bir şekilde demir çıkarıTemel bir matkap. Demir cevheri çinileri üzerine yerleştirildiğinde, süresiz olarak yavaş bir şekilde demir çıkarır.\n.
|
||||
block.coaldrill.name = kömür matkap
|
||||
block.coaldrill.fulldescription = Temel bir matkap. Kömür madeninin üzerine yerleştirildiğinde, süresiz olarak yavaş bir şekilde kömür çıkarır.
|
||||
block.uraniumdrill.name = uranyum matkap
|
||||
block.uraniumdrill.fulldescription = Gelişmiş bir matkap. Uranyum cevheri üzerine yerleştirildiğinde, uranyumu süresiz olarak yavaş bir hızda çıkarır.
|
||||
block.titaniumdrill.name = titanyum matkap
|
||||
block.titaniumdrill.fulldescription = Gelişmiş bir matkap. Titanyum cevherinin üzerine yerleştirildiğinde, sonsuza yavaş bir tempoda titanyum çıkar.
|
||||
block.omnidrill.name = omnidrill
|
||||
block.omnidrill.fulldescription = En büyük matkap. Herhangi bir cevherin uzerine yerlestitldiginde hızlı bir hızda cevher çıkarır
|
||||
block.coalgenerator.name = kömür jeneratörü
|
||||
block.coalgenerator.fulldescription = Gerekli jeneratör. Kömürden güç üretir. 4 tarafına lazer olarak güç verir.
|
||||
block.thermalgenerator.name = termik jeneratör
|
||||
block.thermalgenerator.fulldescription = Lavdan güç üretir. 4 tarafına lazer olarak güç verir.
|
||||
block.combustiongenerator.name = yanma jeneratörü
|
||||
block.combustiongenerator.fulldescription = Yağdan güç üretir. 4 tarafına lazer olarak güç verir.
|
||||
block.rtgenerator.name = RTG jeneratörü
|
||||
block.rtgenerator.fulldescription = Uranyumun radyoaktif bozunmasından az miktarda güç üretir. 4 tarafına lazer olarak güç verir.
|
||||
block.nuclearreactor.name = nükleer reaktör
|
||||
block.nuclearreactor.fulldescription = RTG Jeneratörünün gelişmiş bir versiyonu ve en iyi güç jeneratörüdür. Uranyumdan güç üretir. Su ile soğutulması gerekir. Son derece tehlikelidir; yetersiz miktarda su ile beslenmediğinde şiddetli patlayabilir.
|
||||
block.turret.name = taret
|
||||
block.turret.fulldescription = Basit, ucuz bir kule. Cephane için taş kullanır. Çift taretten biraz daha büyük menzillidir.
|
||||
block.doubleturret.name = çift taret
|
||||
block.doubleturret.fulldescription = Taretin biraz daha güçlü bir versiyonu. Cephane için taş kullanır. standart tarete nazaran daha fazla hasar verir, ancak daha düşük bir menzile sahiptir. İki mermi ile ateş eder.
|
||||
block.machineturret.name = gattling tareti
|
||||
block.machineturret.fulldescription = Demir atan bir taret. Cephane için demir kullanır. İyi bir hasar ile ateş oranına sahiptir.
|
||||
block.shotgunturret.name = splitter tareti
|
||||
block.shotgunturret.fulldescription = Standart bir kule. Cephane için demir kullanır. tek atışta 7 mermi yayılır. Düşük menzillidir, ancak Gatling taretinden daha yüksek hasar verir.
|
||||
block.flameturret.name = alev tareti
|
||||
block.flameturret.fulldescription = Gelişmiş yakın menzilli taret. Cephane için kömür kullanır. Çok düşük bir menzile sahiptir, ancak çok yüksek hasar verir. Duvarların arkasında kullanılması tavsiye edilir.
|
||||
block.sniperturret.name = çelik tareti
|
||||
block.sniperturret.fulldescription = Gelişmiş uzun menzilli taret. Cephane için çelik kullanır. Yüksek hasar verir, ancak düşük ateş hızı vardır. Kullanımı pahalı, ancak yüksek menzili nedeniyle düşmanı uzak mesafelerden vurabilir.
|
||||
block.mortarturret.name = flak tareti
|
||||
block.mortarturret.fulldescription = Gelişmiş sıçrama hasarlı tareti. Cephane için kömür kullanır. Patlayan mermi şarapnel saysinde birden fazla düşman vurabilir. büyük düşman topluluklarını yok etmek için kullanışlıdır.
|
||||
block.laserturret.name = lazer tareti
|
||||
block.laserturret.fulldescription = Gelişmiş tek hedefli taret. Gücü kullanır. orta menzilli taret. Sadece tek hedefli. Asla ıskalamaz.
|
||||
block.waveturret.name = tesla tareti
|
||||
block.waveturret.fulldescription = Gelişmiş birçok hedefli taret. Gücü kullanır. Orta menzilli. Asla ıskalamaz. Düşük ile orta seviyede hasar verir, ancak aynı anda birden fazla düşmana vurabilir.
|
||||
block.plasmaturret.name = plazma tareti
|
||||
block.plasmaturret.fulldescription = Alev taretinin gelişmiş versiyonu. kömürü cephane olarak kullanır. Çok yüksek hasar, düşük ila orta menzil.
|
||||
block.chainturret.name = zincir tareti
|
||||
block.chainturret.fulldescription = En iyi hızlı ateş tareti. Uranyumu cephane olarak kullanır. Yüksek ateş hızı vardır. Orta menzillidir. Birden fazla blok boyunca yayılır. Son derece dayanıklıdır.
|
||||
block.titancannon.name = titan topu
|
||||
block.titancannon.fulldescription = En iyi uzak menzilli taret. Uranyumu cephane olarak kullanır. Orta ateş hızındadır ve top ateşinin sıçrama hasarı büyüktür. Uzun mesafe. Birden fazla blok boyunca yayılır. Son derece dayanıklıdır.
|
||||
block.playerspawn.name = oyuncudoğuşu
|
||||
block.enemyspawn.name = dϋşmandoğuşu
|
553
semag/mind/assets/bundles/bundle_uk_UA.properties
Normal file
@ -0,0 +1,553 @@
|
||||
text.about = Створено [ROYAL] Anuken. []\nСпочатку запис у [orange] GDL [] MM Jam.\nТворці:\n- SFX зроблено з [YELLOW] bfxr []\n- Музика зроблена [GREEN] RoccoW [] / Знайдено на [lime] FreeMusicArchive.org [] \nОсоблива подяка:\n- [coral] MitchellFJN []: екстенсивне тестування та відгуки\n- [sky] Luxray5474 []: робота з вікі, вклади коду\n- Всі бета-тестери на itch.io та Google Play\n
|
||||
text.credits = Credits
|
||||
text.discord = Приєднуйтесь до нашого Discord!
|
||||
text.link.discord.description = the official Mindustry discord chatroom
|
||||
text.link.github.description = Game source code
|
||||
text.link.dev-builds.description = Unstable development builds
|
||||
text.link.trello.description = Official trello board for planned features
|
||||
text.link.itch.io.description = itch.io page with PC downloads and web version
|
||||
text.link.google-play.description = Google Play store listing
|
||||
text.link.wiki.description = official Mindustry wiki
|
||||
text.linkfail = Failed to open link!\nThe URL has been copied to your cliboard.
|
||||
text.classic.unsupported = Mindustry classic does not support this feature.
|
||||
text.multiplayer.web = This version of the game does not support multiplayer!\nTo play multiplayer from your browser, use the "multiplayer web version" link at the itch.io page.
|
||||
text.gameover = Ядро було зруйновано.
|
||||
text.highscore = [YELLOW] Новий рекорд!
|
||||
text.lasted = Ви тримались до хвилі
|
||||
text.level.highscore = Рекорд: [accent] {0}
|
||||
text.level.delete.title = Підтвердьте видалення
|
||||
text.level.delete = Ви впевнені, що хочете видалити карту "[orange] {0} "?
|
||||
text.level.select = Вибір рівня
|
||||
text.level.mode = Ігровий режим
|
||||
text.savegame = Зберегти гру
|
||||
text.loadgame = Завантажити гру
|
||||
text.joingame = Приєднатися\nдо гри
|
||||
text.newgame = Нова гра
|
||||
text.quit = Вийти
|
||||
text.about.button = Про
|
||||
text.name = Назва:
|
||||
text.public = Публічний
|
||||
text.players = {0} гравців онлайн
|
||||
text.server.player.host = {0} (host)
|
||||
text.players.single = {0} гравців онлайн
|
||||
text.server.mismatch = Пакетна помилка: невідповідність версії версії клієнта / сервера. Переконайтеся, що ви та хост мають останню версію Mindustry!
|
||||
text.server.closing = [accent] Закриття сервера ...
|
||||
text.server.kicked.kick = Ви були вигнані з сервера!
|
||||
text.server.kicked.fastShoot = You are shooting too quickly.
|
||||
text.server.kicked.invalidPassword = Невірний пароль!
|
||||
text.server.kicked.clientOutdated = Застарілий клієнт! Оновіть свою гру!
|
||||
text.server.kicked.serverOutdated = Застарілий сервер! Попросіть хост оновити!
|
||||
text.server.kicked.banned = You are banned on this server.
|
||||
text.server.kicked.recentKick = You have been kicked recently.\nWait before connecting again.
|
||||
text.server.connected = {0} приєднався.
|
||||
text.server.disconnected = {0} від'єднано.
|
||||
text.nohost = Неможливо розмістити сервер на власній карті!
|
||||
text.host.info = The [accent]host[] button hosts a server on ports [scarlet]6567[] and [scarlet]6568.[]\nAnybody on the same [LIGHT_GRAY]wifi or local network[] should be able to see your server in their server list.\n\nIf you want people to be able to connect from anywhere by IP, [accent]port forwarding[] is required.\n\n[LIGHT_GRAY]Note: If someone is experiencing trouble connecting to your LAN game, make sure you have allowed Mindustry access to your local network in your firewall settings.
|
||||
text.join.info = Here, you can enter a [accent]server IP[] to connect to, or discover [accent]local network[] servers to connect to.\nBoth LAN and WAN multiplayer is supported.\n\n[LIGHT_GRAY]Note: There is no automatic global server list; if you want to connect to someone by IP, you would need to ask the host for their IP.
|
||||
text.hostserver = Хост-сервер
|
||||
text.host = Хост
|
||||
text.hosting = [accent] Відкриття сервера ...
|
||||
text.hosts.refresh = Оновити
|
||||
text.hosts.discovering = Знайомство з мережевими іграми
|
||||
text.server.refreshing = Оновити сервери
|
||||
text.hosts.none = [lightgray] Ніяких ігор у мережі не знайдено!
|
||||
text.host.invalid = [scarlet] Неможливо підключитися до хосту.
|
||||
text.server.friendlyfire = Дружній вогонь
|
||||
text.trace = Trace Player
|
||||
text.trace.playername = Player name: [accent]{0}
|
||||
text.trace.ip = IP: [accent]{0}
|
||||
text.trace.id = Unique ID: [accent]{0}
|
||||
text.trace.android = Android Client: [accent]{0}
|
||||
text.trace.modclient = Custom Client: [accent]{0}
|
||||
text.trace.totalblocksbroken = Total blocks broken: [accent]{0}
|
||||
text.trace.structureblocksbroken = Structure blocks broken: [accent]{0}
|
||||
text.trace.lastblockbroken = Last block broken: [accent]{0}
|
||||
text.trace.totalblocksplaced = Total blocks placed: [accent]{0}
|
||||
text.trace.lastblockplaced = Last block placed: [accent]{0}
|
||||
text.invalidid = Invalid client ID! Submit a bug report.
|
||||
text.server.bans = Bans
|
||||
text.server.bans.none = No banned players found!
|
||||
text.server.admins = Admins
|
||||
text.server.admins.none = No admins found!
|
||||
text.server.add = Додати сервер
|
||||
text.server.delete = Ви впевнені, що хочете видалити цей сервер?
|
||||
text.server.hostname = Хост: {0}
|
||||
text.server.edit = Редагувати сервер
|
||||
text.server.outdated = [crimson]Outdated Server![]
|
||||
text.server.outdated.client = [crimson]Outdated Client![]
|
||||
text.server.version = [lightgray]Version: {0}
|
||||
text.server.custombuild = [yellow]Custom Build
|
||||
text.confirmban = Are you sure you want to ban this player?
|
||||
text.confirmunban = Are you sure you want to unban this player?
|
||||
text.confirmadmin = Are you sure you want to make this player an admin?
|
||||
text.confirmunadmin = Are you sure you want to remove admin status from this player?
|
||||
text.joingame.byip = [] Приєднатися по IP ...[]
|
||||
text.joingame.title = Приєднатися до гри
|
||||
text.joingame.ip = IP
|
||||
text.disconnect = Роз'єднано
|
||||
text.disconnect.data = Failed to load world data!
|
||||
text.connecting = [accent] Підключення ...
|
||||
text.connecting.data = [accent] Завантаження світових даних ...
|
||||
text.connectfail = [crimson] Не вдалося підключитися до сервера: [orange] {0}
|
||||
text.server.port = Порт
|
||||
text.server.addressinuse = Адреса вже використовується!
|
||||
text.server.invalidport = Недійсний номер порту.
|
||||
text.server.error = [crimson] Помилка хостингу сервера: [orange] {0}
|
||||
text.tutorial.back = < Попер.
|
||||
text.tutorial.next = Далі >
|
||||
text.save.new = Нове збереження
|
||||
text.save.overwrite = Ви впевнені, що хочете перезаписати цей слот для збереження?
|
||||
text.overwrite = Перезаписати
|
||||
text.save.none = Не знайдено жодних збережень!
|
||||
text.saveload = [accent] Збереження ...
|
||||
text.savefail = Не вдалося зберегти гру!
|
||||
text.save.delete.confirm = Ви впевнені, що хочете видалити це збереження?
|
||||
text.save.delete = Видалити
|
||||
text.save.export = Експорт збереження
|
||||
text.save.import.invalid = [orange] Це збереження недійсне!
|
||||
text.save.import.fail = [crimson] Не вдалося імпортувати збереження: [orange] {0}
|
||||
text.save.export.fail = [crimson] Не вдалося експортувати збереження: [orange] {0}
|
||||
text.save.import = Імпортувати збереження
|
||||
text.save.newslot = Назва збереження:
|
||||
text.save.rename = Переіменувати
|
||||
text.save.rename.text = Нова назва:
|
||||
text.selectslot = Виберіть збереження.
|
||||
text.slot = [accent] слот {0}
|
||||
text.save.corrupted = [orange] Збережений файл пошкоджений або він невірний!
|
||||
text.empty = <порожньо>
|
||||
text.on = Увімкнути
|
||||
text.off = Вимкнути
|
||||
text.save.autosave = Автозбереження: {0}
|
||||
text.save.map = Карта
|
||||
text.save.wave = Хвиля {0}
|
||||
text.save.difficulty = Складність
|
||||
text.save.date = Останнє збережено: {0}
|
||||
text.confirm = Підтвердити
|
||||
text.delete = Видалити
|
||||
text.ok = ОК
|
||||
text.open = Відкрити
|
||||
text.cancel = Скасувати
|
||||
text.openlink = Відкрити посилання
|
||||
text.copylink = Copy Link
|
||||
text.back = Назад
|
||||
text.quit.confirm = Ти впевнений що хочеш піти?
|
||||
text.changelog.title = Changelog
|
||||
text.changelog.loading = Getting changelog...
|
||||
text.changelog.error.android = [orange]Note that the changelog sometimes does not work on Android 4.4 and below!\nThis is due to an internal Android bug.
|
||||
text.changelog.error.ios = [orange]The changelog is currently not supported in iOS.
|
||||
text.changelog.error = [scarlet]Error getting changelog!\nCheck your internet connection.
|
||||
text.changelog.current = [yellow][[Current version]
|
||||
text.changelog.latest = [orange][[Latest version]
|
||||
text.loading = [accent] Завантаження ...
|
||||
text.wave = [orange] хвиля {0}
|
||||
text.wave.waiting = Хвиля через {0}
|
||||
text.waiting = Очікування…
|
||||
text.enemies = {0} Вороги
|
||||
text.enemies.single = Противник
|
||||
text.loadimage = Завантажити зображення
|
||||
text.saveimage = Зберегти зображення
|
||||
text.oregen = Генерація руд
|
||||
text.editor.badsize = [orange] Недійсні розміри зображення! [] Дійсні розміри карти: {0}
|
||||
text.editor.errorimageload = Помилка завантаження файлу зображень: [orange] {0}
|
||||
text.editor.errorimagesave = Помилка збереження файлу зображення: [orange] {0}
|
||||
text.editor.generate = Генератор
|
||||
text.editor.resize = Змінити розмір
|
||||
text.editor.loadmap = // Завантажити карту
|
||||
text.editor.savemap = Зберегти карту
|
||||
text.editor.loadimage = Завантажити зображення
|
||||
text.editor.saveimage = Зберегти зображення
|
||||
text.editor.unsaved = [scarlet] У вас є незбережені зміни! [] Ви впевнені, що хочете вийти?
|
||||
text.editor.brushsize = Розмір пензля: {0}
|
||||
text.editor.noplayerspawn = Ця карта не має ігрового поля для гравця!
|
||||
text.editor.manyplayerspawns = Карти не можуть мати більше одного ігрового поля для гравців!
|
||||
text.editor.manyenemyspawns = Не може бути більше ніж {0} ворожих точок!
|
||||
text.editor.resizemap = Змінити розмір карти
|
||||
text.editor.resizebig = [scarlet] Попередження! [] Карти, розмір яких перевищує 256 одиниць, можуть виснути і можуть бути нестабільними.
|
||||
text.editor.mapname = Назва карти:
|
||||
text.editor.overwrite = [accent] Попередження! Це перезаписує існуючу карту.
|
||||
text.editor.failoverwrite = [crimson] Неможливо перезаписати карту за замовчуванням!
|
||||
text.editor.selectmap = Виберіть карту для завантаження:
|
||||
text.width = Ширина
|
||||
text.height = Висота
|
||||
text.randomize = Рандомізувати
|
||||
text.apply = Застосувати
|
||||
text.update = Оновити
|
||||
text.menu = Меню
|
||||
text.play = Відтворити
|
||||
text.load = Завантаження
|
||||
text.save = Зберегти
|
||||
text.language.restart = Будь ласка, перезапустіть свою гру, щоб налаштування мови набули чинності.
|
||||
text.settings.language = Мова
|
||||
text.settings = Налаштування
|
||||
text.tutorial = Навчальний\nпосібник
|
||||
text.editor = Редактор
|
||||
text.mapeditor = Редактор карт
|
||||
text.donate = Підтримати проект
|
||||
text.settings.reset = Скинути до стандартних
|
||||
text.settings.controls = Елементи управління
|
||||
text.settings.game = Гра
|
||||
text.settings.sound = Звук
|
||||
text.settings.graphics = Графіка
|
||||
text.upgrades = Оновлення
|
||||
text.purchased = [LIME] Створено!
|
||||
text.weapons = Зброя
|
||||
text.paused = Пауза
|
||||
text.respawn = Відновлення за
|
||||
text.info.title = [accent] інформація
|
||||
text.error.title = [crimson] Виникла помилка
|
||||
text.error.crashmessage = [SCARLET] Виникла несподівана помилка, що призвела до збою. [] Будь ласка, повідомте про конкретні обставини, розробнику: [ORANGE] anukendev@gmail.com []
|
||||
text.error.crashtitle = Виникла помилка
|
||||
text.mode.break = Режим зносу: {0}
|
||||
text.mode.place = Режим будівництва: {0}
|
||||
placemode.hold.name = Лінія
|
||||
placemode.areadelete.name = Площа
|
||||
placemode.touchdelete.name = Дотик
|
||||
placemode.holddelete.name = Утримування.
|
||||
placemode.none.name = (None)
|
||||
placemode.touch.name = Дотик
|
||||
placemode.cursor.name = курсор
|
||||
text.blocks.extrainfo = [accent] додатковий інформаційний блок:
|
||||
text.blocks.blockinfo = Блокування інформації
|
||||
text.blocks.powercapacity = Потужність
|
||||
text.blocks.powershot = Потужність / постріл
|
||||
text.blocks.powersecond = Потужність / секунда
|
||||
text.blocks.powerdraindamage = Потужність дренажу / пошкодження
|
||||
text.blocks.shieldradius = Радіус щита
|
||||
text.blocks.itemspeedsecond = Швидкість / секунда
|
||||
text.blocks.range = Радіус
|
||||
text.blocks.size = Розмір
|
||||
text.blocks.powerliquid = Потужність / Рідина
|
||||
text.blocks.maxliquidsecond = Макс. Рідина / секунда
|
||||
text.blocks.liquidcapacity = Ємкість рідини
|
||||
text.blocks.liquidsecond = Рідина / секунда
|
||||
text.blocks.damageshot = Пошкодження / постріл
|
||||
text.blocks.ammocapacity = Місткість боєприпасів
|
||||
text.blocks.ammo = Набої
|
||||
text.blocks.ammoitem = Боєприпаси / предмет
|
||||
text.blocks.maxitemssecond = Макс. Елементи / секунду
|
||||
text.blocks.powerrange = Радіус потужності
|
||||
text.blocks.lasertilerange = Радіус лазерних плиток
|
||||
text.blocks.capacity = Ємкість
|
||||
text.blocks.itemcapacity = Ємкість предмету
|
||||
text.blocks.maxpowergenerationsecond = Максимальна потужність / секунда
|
||||
text.blocks.powergenerationsecond = Потужність / секунда
|
||||
text.blocks.generationsecondsitem = Генерація за секунду / предмет
|
||||
text.blocks.input = Ввід
|
||||
text.blocks.inputliquid = Ввід речовини
|
||||
text.blocks.inputitem = Вхідний матеріал
|
||||
text.blocks.output = Вивід
|
||||
text.blocks.secondsitem = Секунда / предмет
|
||||
text.blocks.maxpowertransfersecond = Максимальна передача потужності / секунда
|
||||
text.blocks.explosive = Вибухонебезпечний!
|
||||
text.blocks.repairssecond = Ремонт / секунда
|
||||
text.blocks.health = Здоров'я
|
||||
text.blocks.inaccuracy = Неточність
|
||||
text.blocks.shots = Постріли
|
||||
text.blocks.shotssecond = Постріли / секунду
|
||||
text.blocks.fuel = Паливо:
|
||||
text.blocks.fuelduration = Тривалість палива
|
||||
text.blocks.maxoutputsecond = Макс. Вихід / секунду
|
||||
text.blocks.inputcapacity = Вхідна ємність
|
||||
text.blocks.outputcapacity = Випускна ємність
|
||||
text.blocks.poweritem = Потужність / виріб
|
||||
text.placemode = Місцевий режим
|
||||
text.breakmode = Перерваний режим
|
||||
text.health = Здоров'я
|
||||
setting.difficulty.easy = Легкий
|
||||
setting.difficulty.normal = Нормальний
|
||||
setting.difficulty.hard = Важкий
|
||||
setting.difficulty.insane = Божевільний
|
||||
setting.difficulty.purge = Очистити
|
||||
setting.difficulty.name = Складність
|
||||
setting.screenshake.name = Тряска екрана
|
||||
setting.smoothcam.name = Гладка камера
|
||||
setting.indicators.name = Індикатори ворога
|
||||
setting.effects.name = Ефекти відображення
|
||||
setting.sensitivity.name = Чутливість контролера
|
||||
setting.saveinterval.name = Інтервал автозбереження
|
||||
setting.seconds = {0} секунд
|
||||
setting.fullscreen.name = Повноекранний
|
||||
setting.multithread.name = Багатопотоковий [scarlet] (нестабільний!)
|
||||
setting.fps.name = Показати FPS
|
||||
setting.vsync.name = VSunc
|
||||
setting.lasers.name = Показати енергетичні лазери
|
||||
setting.previewopacity.name = Placing Preview Opacity
|
||||
setting.healthbars.name = Показати здоров'я
|
||||
setting.pixelate.name = Пікселяція екрану
|
||||
setting.musicvol.name = Гучність музики
|
||||
setting.mutemusic.name = Вимкнути музику
|
||||
setting.sfxvol.name = Гучність ефектів
|
||||
setting.mutesound.name = Вимкнути звук
|
||||
map.maze.name = Лабіринт
|
||||
map.fortress.name = Фортеця
|
||||
map.sinkhole.name = Свердловина
|
||||
map.caves.name = Печери
|
||||
map.volcano.name = Вулкан
|
||||
map.caldera.name = Кальдера
|
||||
map.scorch.name = Мертва земля
|
||||
map.desert.name = Пустеля
|
||||
map.island.name = Острів
|
||||
map.grassland.name = Пасовища
|
||||
map.tundra.name = Тундра
|
||||
map.spiral.name = Спіраль
|
||||
map.tutorial.name = Навчання
|
||||
tutorial.intro.text = [yellow] Ласкаво просимо до підручника. [] Для початку натисніть "далі".
|
||||
tutorial.moveDesktop.text = Для переміщення використовуйте клавіші [orange] [[WASD] []. Утримуйте [orange] SHIFT[], для прискорення. Утримуйте [orange] CTRL [], використовуючи [orange] колесо прокручування [] для збільшення або зменшення.
|
||||
tutorial.shoot.text = Використовуйте мишу, щоб націлитись, утримуйте [orange] ліву кнопку миші [], щоб стріляти. Попрактикуйтесь на [yellow] мішені [].
|
||||
tutorial.moveAndroid.text = Щоб перетягнути панораму, перетягніть один палець по екрану. Використовуйте два пальця, щоб збільшити чи зменшити маштаб.
|
||||
tutorial.placeSelect.text = Спробуйте вибрати [yellow] конвеєр [] у меню блоку внизу справа.
|
||||
tutorial.placeConveyorDesktop.text = Використовуйте [orange] [[колесико миші] [], щоб повернути конвеєр [orange] вперед [], а потім помістіть його в [yellow] позначене місце [], використовуючи [orange] [[ліву кнопку миші] [].
|
||||
tutorial.placeConveyorAndroid.text = Використовуйте [orange] [[кнопку оберту] [], щоб обернути конвеєр [оранжевий] вперед [], перетягуйте його одним пальцем, а потім помістіть його в [yellow] позначене місце [], використовуючи [orange] [[галочка][].
|
||||
tutorial.placeConveyorAndroidInfo.text = Крім того, ви можете натиснути піктограму перехрестя внизу ліворуч, щоб переключитися на [orange] [[сенсорний режим]] [], і помістити блоки, натиснувши на екран. У сенсорному режимі блоки можна повертати зі стрілкою внизу ліворуч. Натисніть [yellow] наступний [], щоб спробувати.
|
||||
tutorial.placeDrill.text = Тепер виберіть та розмістіть [yellow] кам'яне свердло [] у зазначеному місці.
|
||||
tutorial.blockInfo.text = Якщо ви хочете дізнатись більше про блок, ви можете торкнутися [orange] знак питання [] у верхньому правому куті, щоб прочитати його опис.
|
||||
tutorial.deselectDesktop.text = Ви можете вимкнути блок, використовуючи [orange] [[клацання правою кнопкою миші] [].
|
||||
tutorial.deselectAndroid.text = Ви можете скасувати вибір блоку, натиснувши кнопку [orange] X [].
|
||||
tutorial.drillPlaced.text = Дриль тепер видобуває [yellow] камінь, [] та виведе його на конвеєр, а потім переміщає його в [yellow] ядро [].
|
||||
tutorial.drillInfo.text = Різні руди потребують різних дрилі. Камінь вимагає кам'яні свердла, залізо вимагає залізні свердла та ін
|
||||
tutorial.drillPlaced2.text = Переміщення елементів у ядро вказує їх у ваш [yellow] предметний інвентар [] у верхньому лівому куті. Розміщення блоків використовує предмети з вашого інвентарю.
|
||||
tutorial.moreDrills.text = Ви можете пов'язати багато свердлів і конвеєрів разом в одну гілку конвеєра.
|
||||
tutorial.deleteBlock.text = Ви можете видалити блоки, натиснувши правою клавішею [orange] правою кнопкою миші [] по блоці, який ви хочете видалити. Спробуйте видалити цей конвеєр.
|
||||
tutorial.deleteBlockAndroid.text = Ви можете видалити блоки за допомогою [orange], перехрестя [] в меню [mode] зламу [orange] у нижньому лівому куті та натиснувши на блок. Спробуйте видалити цей конвеєр.
|
||||
tutorial.placeTurret.text = Тепер виділіть та розмістіть [yellow] турель [] у [yellow] позначеному місці [].
|
||||
tutorial.placedTurretAmmo.text = Ця турель тепер приймає [yellow] боєприпас [] з конвеєра. Ви можете побачити, скільки боєприпасів вона має, натискаючи на неї і перевіряючи [green] зелену полоску [].
|
||||
tutorial.turretExplanation.text = Турелі будуть автоматично стріляти у найближчого ворога, якщо вони мають достатню кількість боєприпасів.
|
||||
tutorial.waves.text = Кожні [yellow] 60 [] секунд, хвиля [coral] ворогів [] буде виникати в певних місцях і намагатися знищити ядро.
|
||||
tutorial.coreDestruction.text = Ваша мета полягає в тому, щоб [yellow] захищати ядро []. Якщо ядро знищено, ви [coral] програєте[].
|
||||
tutorial.pausingDesktop.text = Якщо вам коли-небудь потрібно зробити перерву, натисніть кнопку [orange] паузи [] у верхньому лівому куті або на кнопку [orange] пропуск [], щоб призупинити гру. Ви можете вибрати і розмістити блоки під час призупинення, але не можете переміщатися чи стріляти.
|
||||
tutorial.pausingAndroid.text = Якщо вам коли-небудь потрібно зробити перерву, натисніть кнопку [orange] пауза [] у верхньому лівому куті, щоб призупинити гру. Ти можеш ще знищувати та будувати блоки під час призупинення.
|
||||
tutorial.purchaseWeapons.text = Ви можете придбати нову [yellow] зброю [] для вашого механізму, відкривши меню оновлення в лівому нижньому кутку.
|
||||
tutorial.switchWeapons.text = Перемикати зброю будь-яким натисканням його піктограми внизу ліворуч або за допомогою цифр [orange] [[1-9] [].
|
||||
tutorial.spawnWave.text = Ось хвиля зараз. Знищи їх
|
||||
tutorial.pumpDesc.text = У пізніших хвилях, можливо, доведеться використовувати [yellow] насоси [] для розподілу рідин для генераторів або екстракторів.
|
||||
tutorial.pumpPlace.text = Насоси працюють аналогічно свердлам, за винятком того, що вони виробляють рідини замість предметів. Спробуйте встановити насос на [yellow] призначене мастило [].
|
||||
tutorial.conduitUse.text = Тепер покладіть [orange] трубопровід [], віддаляючись від насоса.
|
||||
tutorial.conduitUse2.text = І ще кілька ...
|
||||
tutorial.conduitUse3.text = І ще кілька ...
|
||||
tutorial.generator.text = Тепер, помістіть блок [orange] базовий генератор енергії [] в кінці каналу.
|
||||
tutorial.generatorExplain.text = Цей генератор тепер створить [yellow] енергію [] від масла.
|
||||
tutorial.lasers.text = Потужність розподіляється за допомогою [yellow] лазерів потужності []. Поверніть і помістіть його тут.
|
||||
tutorial.laserExplain.text = Тепер генератор переведе енергію в лазерний блок. Промінь [yellow] непрозорий [] означає, що в даний час він передає потужність, а промінь [yellow] прозорий [] означає, що це не так.
|
||||
tutorial.laserMore.text = Ви можете перевірити, скільки енергії в блоку, наведіть курсор миші на нього і перевірте [yellow] жовту стрічку [] у верхній частині екрана.
|
||||
tutorial.healingTurret.text = Цей лазер може бути використаний для живлення турелі для ремонту [lime] []. Помістіть одну тут.
|
||||
tutorial.healingTurretExplain.text = Поки вона має енергію, ця турель може [lime] відремонтувати блоки. [] Під час гри постарайтеся збудувати одну таку чим швидше!
|
||||
tutorial.smeltery.text = Для багатьох блоків потрібна [orange] сталь [], для цього потрібна[orange] доминна піч [] . Місце тут.
|
||||
tutorial.smelterySetup.text = Ця піч буде тепер виробляти [orange] сталь [] із вхідного заліза, використовуючи вугілля як паливо.
|
||||
tutorial.tunnelExplain.text = Також зауважте, що елементи проходять через [yellow] тунельний блок [] і з'являються з іншого боку, проходячи через кам'яний блок. Майте на увазі, що тунелі можуть проходити лише до 2 блоків.
|
||||
tutorial.end.text = Ви завершили підручник! Удачі!
|
||||
text.keybind.title = Ключ перемотки
|
||||
keybind.move_x.name = move_x
|
||||
keybind.move_y.name = move_y
|
||||
keybind.select.name = Вибрати
|
||||
keybind.break.name = {0}break{/0}{1}; {/1}
|
||||
keybind.shoot.name = Постріл
|
||||
keybind.zoom_hold.name = zoom_hold
|
||||
keybind.zoom.name = Збільшити
|
||||
keybind.block_info.name = Інформація про блок
|
||||
keybind.menu.name = Меню
|
||||
keybind.pause.name = Пауза
|
||||
keybind.dash.name = Тире
|
||||
keybind.chat.name = Чат
|
||||
keybind.player_list.name = Список гравців
|
||||
keybind.console.name = // Консоль 1
|
||||
keybind.rotate_alt.name = rotate_alt
|
||||
keybind.rotate.name = Повернути
|
||||
keybind.weapon_1.name = Зброя!
|
||||
keybind.weapon_2.name = Зброя!
|
||||
keybind.weapon_3.name = Зброя!
|
||||
keybind.weapon_4.name = Зброя!
|
||||
keybind.weapon_5.name = Зброя!
|
||||
keybind.weapon_6.name = Зброя!
|
||||
mode.text.help.title = Description of modes
|
||||
mode.waves.name = Хвилі
|
||||
mode.waves.description = the normal mode. limited resources and automatic incoming waves.
|
||||
mode.sandbox.name = Пісочниця
|
||||
mode.sandbox.description = infinite resources and no timer for waves.
|
||||
mode.freebuild.name = Вільний режим
|
||||
mode.freebuild.description = limited resources and no timer for waves.
|
||||
upgrade.standard.name = Стандартний
|
||||
upgrade.standard.description = Стандартний механ.
|
||||
upgrade.blaster.name = Бластер
|
||||
upgrade.blaster.description = Стріляє повільно, слабкі кулі.
|
||||
upgrade.triblaster.name = Трипластер
|
||||
upgrade.triblaster.description = Вистрілює 3 кулі в розповсюдженні.
|
||||
upgrade.clustergun.name = Касетна гармата
|
||||
upgrade.clustergun.description = Вистрілює неточними вибуховими гранатами.
|
||||
upgrade.beam.name = Пушечна гармата
|
||||
upgrade.beam.description = Вистрілює далекобійним,пробірний лазерний промінь.
|
||||
upgrade.vulcan.name = Вулкан
|
||||
upgrade.vulcan.description = Вистрілює шквал швидких куль.
|
||||
upgrade.shockgun.name = Шок-пушка
|
||||
upgrade.shockgun.description = Стріляє руйнівним вибухом заряженої шрапнелі.
|
||||
item.stone.name = Камінь
|
||||
item.iron.name = Залізо
|
||||
item.coal.name = Вугівалля
|
||||
item.steel.name = Сталь
|
||||
item.titanium.name = Титан
|
||||
item.dirium.name = Дириум
|
||||
item.uranium.name = Уран
|
||||
item.sand.name = Пісок
|
||||
liquid.water.name = Вода
|
||||
liquid.plasma.name = Плазма
|
||||
liquid.lava.name = Лава
|
||||
liquid.oil.name = Нафта
|
||||
block.weaponfactory.name = Фабрика зброї
|
||||
block.weaponfactory.fulldescription = Використовується для створення зброї для гравця mech. Натисніть, щоб використати. Автоматично приймає ресурси з основного ядра.
|
||||
block.air.name = Повітря
|
||||
block.blockpart.name = Блокчастина
|
||||
block.deepwater.name = Глибока вода
|
||||
block.water.name = Вода
|
||||
block.lava.name = Лава
|
||||
block.oil.name = Нафта
|
||||
block.stone.name = Камінь
|
||||
block.blackstone.name = Чорний камінь
|
||||
block.iron.name = Залізо
|
||||
block.coal.name = Вугілля
|
||||
block.titanium.name = Титан
|
||||
block.uranium.name = Уран
|
||||
block.dirt.name = Бруд
|
||||
block.sand.name = Пісок
|
||||
block.ice.name = Лід
|
||||
block.snow.name = Сніг
|
||||
block.grass.name = Трава
|
||||
block.sandblock.name = Блок піску
|
||||
block.snowblock.name = Блок снігу
|
||||
block.stoneblock.name = Блок камню
|
||||
block.blackstoneblock.name = Блок чорного камню
|
||||
block.grassblock.name = Блок бруду
|
||||
block.mossblock.name = Моссблок
|
||||
block.shrub.name = Чагарник
|
||||
block.rock.name = Камень
|
||||
block.icerock.name = Ледяний камень
|
||||
block.blackrock.name = Чорний камінь
|
||||
block.dirtblock.name = Блок землі
|
||||
block.stonewall.name = Кам'яна стіна
|
||||
block.stonewall.fulldescription = Недорогий захисний блок. Корисно для захисту ядра та турелі в перші кілька хвиль.
|
||||
block.ironwall.name = Залізна стіна
|
||||
block.ironwall.fulldescription = Основний захисний блок. Забезпечує захист від ворогів.
|
||||
block.steelwall.name = Сталева стіна
|
||||
block.steelwall.fulldescription = Стандартний захисний блок. адекватний захист від ворогів.
|
||||
block.titaniumwall.name = Титанова стіна
|
||||
block.titaniumwall.fulldescription = Сильний захисний блок. Забезпечує захист від ворогів.
|
||||
block.duriumwall.name = Діріумова стіна
|
||||
block.duriumwall.fulldescription = Дуже сильний захисний блок. Забезпечує захист від ворогів.
|
||||
block.compositewall.name = Композитна стіна
|
||||
block.steelwall-large.name = Велика сталева стіна
|
||||
block.steelwall-large.fulldescription = Стандартний захисний блок. Поєднує в собі кілька блоків.
|
||||
block.titaniumwall-large.name = Велика титанова стіна
|
||||
block.titaniumwall-large.fulldescription = Сильний захисний блок. Поєднує в собі кілька блоків.
|
||||
block.duriumwall-large.name = Велика дирмітова стіна
|
||||
block.duriumwall-large.fulldescription = Дуже сильний захисний блок.Поєднує в собі кілька блоків.
|
||||
block.titaniumshieldwall.name = Стіна з щитом
|
||||
block.titaniumshieldwall.fulldescription = Сильний захисний блок з додатковим вбудованим щитом. Потрібна енергія. Використовує енергію для поглинання ворожих куль. Рекомендується використовувати силові пристосування для забезпечення енергії цього блоку.
|
||||
block.repairturret.name = Ремонтна турель
|
||||
block.repairturret.fulldescription = Ремонтує недалекі пошкодженні блоки.Повільний темп. Використовує невелику кількість енергії.
|
||||
block.megarepairturret.name = Ремонтна турель II
|
||||
block.megarepairturret.fulldescription = Ремонтує недалекі пошкодженні блоки.Збільшений радіус та швидший темп ремонту . Використовує багато енергії.
|
||||
block.shieldgenerator.name = Генератор щиту
|
||||
block.shieldgenerator.fulldescription = Передовий захисний блок. Захищає всі блоки в радіусі від нападу. Не вкористовує енергію при бездіяльності, але швидко витрачає енергію на захист від куль.
|
||||
block.door.name = Двері
|
||||
block.door.fulldescription = Блок, який можна відкрити та закрити, торкнувшись його.
|
||||
block.door-large.name = Великі двері
|
||||
block.door-large.fulldescription = Блок, який можна відкрити та закрити, торкнувшись його.
|
||||
block.conduit.name = Трубопровід
|
||||
block.conduit.fulldescription = Основний транспортний блок. Працює як конвеєр, але з рідинами. Найкраще використовується з насосами або іншими трубопроводами. Може використовуватися як міст через рідини для ворогів та гравців.
|
||||
block.pulseconduit.name = Імпульсний канал
|
||||
block.pulseconduit.fulldescription = Покращенний блок перевезення рідин. Транспортує рідини швидше і зберігає більше стандартних каналів.
|
||||
block.liquidrouter.name = маршрутизатор для рідини
|
||||
block.liquidrouter.fulldescription = Працює аналогічно маршрутизатору. Приймає рідину ввід з одного боку і виводить його на інші сторони. Корисний для розщеплення рідини з одного каналу на кілька інших трубопроводів.
|
||||
block.conveyor.name = Конвеєр
|
||||
block.conveyor.fulldescription = Базовий транспортний блок. Переміщує предмети вперед і автоматично вкладає їх у турелі або ремісники. Поворотний Може використовуватися як міст через рідину для ворогів та гравців.
|
||||
block.steelconveyor.name = Сталевий конвеєр
|
||||
block.steelconveyor.fulldescription = Розширений блок транспортування предметів. Переміщення елементів швидше, ніж стандартні конвеєри.
|
||||
block.poweredconveyor.name = Імпульсний конвеєр
|
||||
block.poweredconveyor.fulldescription = Кінцевий транспортний блок. Переміщення елементів швидше, ніж сталеві конвеєри.
|
||||
block.router.name = Маршрутизатор
|
||||
block.router.fulldescription = Приймає елементи з одного напрямку і виводить їх на 3 інших напрямках. Можна також зберігати певну кількість предметів. Використовується для розщеплення матеріалів з одного свердла на декілька башточок.
|
||||
block.junction.name = Міст
|
||||
block.junction.fulldescription = Виступає як міст для двох перехресних конвеєрних стрічок. Корисне у ситуаціях з двома різними конвеєрами, що несуть різні матеріали в різних місцях.
|
||||
block.conveyortunnel.name = Конвеєрний тунель
|
||||
block.conveyortunnel.fulldescription = Транспортує предмети під блоками. Щоб використати, помістіть один тунель, що веде у блок, щоб бути підсвіченим, а один - з іншого боку. Переконайтеся, що обидва тунелі стикаються з протилежними напрямками, тобто до блоків, які вони вводять або виводять.
|
||||
block.liquidjunction.name = Міст для рідини
|
||||
block.liquidjunction.fulldescription = Діє як міст для двох перехресних трубопроводів. Корисно в ситуаціях з двома різними трубами, що несуть різні рідини в різних місцях.
|
||||
block.liquiditemjunction.name = Перехрестя рідкого пункту
|
||||
block.liquiditemjunction.fulldescription = Виступає як міст для перетину трубопроводів і конвеєрів.
|
||||
block.powerbooster.name = Підсилювач потужності
|
||||
block.powerbooster.fulldescription = Поширює енергію на всі блоки в межах його радіуса.
|
||||
block.powerlaser.name = Енергетичний лазер
|
||||
block.powerlaser.fulldescription = Створює лазер, який передає енергію блоку перед ним. Не створює жодної сили сама. Найкраще використовується з генераторами або іншими лазерами.
|
||||
block.powerlaserrouter.name = Лазерний маршрутизатор
|
||||
block.powerlaserrouter.fulldescription = Лазер, який розподіляє енергію у три напрямки одночасно. Корисно в ситуаціях, коли потрібно живити кілька блоків від одного генератора.
|
||||
block.powerlasercorner.name = Лазерний кут
|
||||
block.powerlasercorner.fulldescription = Лазер, який розподіляє енергію одночасно на два напрямки. Корисно в ситуаціях, коли потрібно живити кілька блоків від одного генератора, а маршрутизатор неточний.
|
||||
block.teleporter.name = Телепорт
|
||||
block.teleporter.fulldescription = Продвинутий блок транспортування предметів.Щоб телепортувати предмети з одного місця в інше потрібно збудувати 2 телепорти і назначити на них одинаковий колір. Використовує енергію. Натисніть, щоб змінити колір.
|
||||
block.sorter.name = Сортувальник
|
||||
block.sorter.fulldescription = Сортує предмети за типом матеріалу. Матеріал для прийняття позначається кольором у блоці. Всі елементи, що відповідають матеріалу сортування, виводяться вперед, а все інше виводить ліворуч і праворуч.
|
||||
block.core.name = Ядро
|
||||
block.pump.name = Насос
|
||||
block.pump.fulldescription = Насоси рідини з вихідного блоку - зазвичай вода, лава чи олія. Виводить рідину в сусідні трубопроводи.
|
||||
block.fluxpump.name = Флюсовий насос
|
||||
block.fluxpump.fulldescription = Розширений варіант насоса. Зберігає більше рідини та перекачує швидше.
|
||||
block.smelter.name = Плавильня
|
||||
block.smelter.fulldescription = Основний ремісничий блок. Коли вводиться 1 залізо та 1 вугілля в якості палива, виводить одну сталь. Рекомендується вводити залізо та вугілля на різних поясах, щоб запобігти засміченню.
|
||||
block.crucible.name = Тигель
|
||||
block.crucible.fulldescription = Розширений блок обробки. При введенні 1 титану, 1 сталі та 1 вугілля в якості пального, виводить один дирний. Рекомендується вводити вугілля, сталь та титан на різних поясах, щоб запобігти засміченню.
|
||||
block.coalpurifier.name = вугільний екстрактор
|
||||
block.coalpurifier.fulldescription = Основний екстрактор. Виходить вугілля при постачанні великої кількості води та каменю.
|
||||
block.titaniumpurifier.name = Титановий екстрактор
|
||||
block.titaniumpurifier.fulldescription = Стандартний блок екстрактора. Виходить титан при постачанні великої кількості води та заліза.
|
||||
block.oilrefinery.name = Нафтопереробний завод
|
||||
block.oilrefinery.fulldescription = Очищує велику кількість нафти і перетворює на вугілля. Корисний для заправки вугільних башточок, коли вугільні родовища є дефіцитними.
|
||||
block.stoneformer.name = Кам'янний екстрактор
|
||||
block.stoneformer.fulldescription = Здавлюється рідка лава в камінь. Корисно для виготовлення великої кількості каменю для очищувачів вугілля.
|
||||
block.lavasmelter.name = Лавовий завод
|
||||
block.lavasmelter.fulldescription = Використовує лаву для перетворення залізо на сталь. Альтернатива плавильні. Корисно в ситуаціях, коли вугілля є дефіцитним.
|
||||
block.stonedrill.name = Кам'янна свердловина
|
||||
block.stonedrill.fulldescription = Основна свердловина.Розміщюється на кам'яній плитці виводить камінь повільними темпами.
|
||||
block.irondrill.name = Залізна свердловина
|
||||
block.irondrill.fulldescription = Базова свердловина.Розміщюється на родовищі залізної руди, випускає залізо в повільному темпі.
|
||||
block.coaldrill.name = Вугільна свердловина
|
||||
block.coaldrill.fulldescription = Базова свердловина.Розміщюється на родовищі вугільної руди ,видобуває вугілля повільними темпами.
|
||||
block.uraniumdrill.name = Уранова свердловина
|
||||
block.uraniumdrill.fulldescription = Продвинута свердловина. Розміщюється на родовищі уранової руди.Видобуток урану відбувається повільними темпами.
|
||||
block.titaniumdrill.name = Титанова свердловина
|
||||
block.titaniumdrill.fulldescription = Продвинута свердловина.Розміщюється на родовищі титанової руди, Видобуток титану відбувається повільним темпом.
|
||||
block.omnidrill.name = Убер свердловина
|
||||
block.omnidrill.fulldescription = Кінцева свердловина.Дуже швидко видобуває будь-який вид руди.
|
||||
block.coalgenerator.name = Вугільний генератор
|
||||
block.coalgenerator.fulldescription = Основний генератор. Генерує енергію з вугілля. Виводиться потужність лазерів на 4 сторони.
|
||||
block.thermalgenerator.name = Теплогенератор
|
||||
block.thermalgenerator.fulldescription = Генерує енергію від лави. Виводиться потужність лазерів на 4 сторони.
|
||||
block.combustiongenerator.name = Генератор горіння
|
||||
block.combustiongenerator.fulldescription = Генерує енергію з нафти. Виводиться потужність лазерів на 4 сторони.
|
||||
block.rtgenerator.name = RTG генератор
|
||||
block.rtgenerator.fulldescription = Генерує невелику кількість енергії з радіоактивного розпаду урану. Виводиться потужність лазерів на 4 сторони.
|
||||
block.nuclearreactor.name = Ядерний реактор
|
||||
block.nuclearreactor.fulldescription = Розширений варіант RTG Generator і кінцевий генератор електроенергії. Генерує енергію з урану. Потребує постійного водяного охолодження.Сильно вибухне якщо не буде постачання води у великії кількості
|
||||
block.turret.name = Турель
|
||||
block.turret.fulldescription = Базова, дешева турель. Використовує камінь для боєприпасів. Має трохи більше діапазону, ніж подвійна турель.
|
||||
block.doubleturret.name = Подвійна турель
|
||||
block.doubleturret.fulldescription = Дещо потужна версія турель. Використовує камінь для боєприпасів. Значно більший урон, але менший діапазон. Вистрілює дві кулі.
|
||||
block.machineturret.name = Кулеметна турель
|
||||
block.machineturret.fulldescription = Стандартна всеосяжна турель. Використовує залізо для боєприпасів. Має швидку швидкість пострілу і гідну шкоду.
|
||||
block.shotgunturret.name = Розріджуюча турель
|
||||
block.shotgunturret.fulldescription = Стандартна турель. Використовує залізо для боєприпасів. Вистрілює 7 куль навколо себе.Наносить значних ушкоджень,звісно якщо поцілить :)
|
||||
block.flameturret.name = Вогнемет
|
||||
block.flameturret.fulldescription = Продвинута турель ближнього діапазону. Використовує вугілля для боєприпасів. Має дуже низький радіус, але дуже високий збиток. Добре для близьких дистанцій. Рекомендується використовувати за стінами.
|
||||
block.sniperturret.name = Лазерна турель.
|
||||
block.sniperturret.fulldescription = Продвинута далекобійна турель. Використовує сталь для боєприпасів. Дуже високий збиток, але низький рівень урону. Дорогі для використання, але можуть бути розташовані далеко від ліній ворога через його радіус.
|
||||
block.mortarturret.name = Флак турель
|
||||
block.mortarturret.fulldescription = Продвинута,неточна турель. Використовує вугілля для боєприпасів. Стріляє кулями, що вибухають у шрапнеллв. Корисне для великих натовпів ворогів.
|
||||
block.laserturret.name = Лазерна турель
|
||||
block.laserturret.fulldescription = Продвинута однопушечна турель. Використовує енергію. Хороша на середніх дистанціях. Ніколи не пропускає.
|
||||
block.waveturret.name = Тесла
|
||||
block.waveturret.fulldescription = Передова багатоцільова турель. Використовує енергію. Середній радіус. Ніколи не пропускає. Активно знижує, але може вражати декількох ворогів одночасно з ланцюговим освітленням.
|
||||
block.plasmaturret.name = Плазмова турель
|
||||
block.plasmaturret.fulldescription = Дуже продвинута версія Вогнеметної турелі. Використовує вугілля як боєприпаси. Дуже високий урон, від близької до середньої дистанції.
|
||||
block.chainturret.name = Уранова турель
|
||||
block.chainturret.fulldescription = Остаточна швидкістна вежа. Використовує уран як боєприпаси. Вистрілює великі кулі при високій швидкості вогню. Середній радіус. Промінь кілька плиток. Надзвичайно жорсткий.
|
||||
block.titancannon.name = Титанова гармата
|
||||
block.titancannon.fulldescription = Найбільш далекобійна турель. Використовує уран як боєприпаси. Вистрілює великі снаряди. Далекобійний. Промінь кілька плиток. Надзвичайно жорсткий.
|
||||
block.playerspawn.name = Спавн Гравця
|
||||
block.enemyspawn.name = Спавн ворогів
|
@ -0,0 +1,39 @@
|
||||
#ifdef GL_ES
|
||||
#define LOWP lowp
|
||||
#define MED mediump
|
||||
#define HIGH highp
|
||||
precision mediump float;
|
||||
#else
|
||||
#define MED
|
||||
#define LOWP
|
||||
#define HIGH
|
||||
#endif
|
||||
|
||||
|
||||
#ifdef billboard
|
||||
//Billboard particles
|
||||
varying vec4 v_color;
|
||||
varying MED vec2 v_texCoords0;
|
||||
uniform sampler2D u_diffuseTexture;
|
||||
|
||||
void main() {
|
||||
gl_FragColor = texture2D(u_diffuseTexture, v_texCoords0) * v_color;
|
||||
}
|
||||
#else
|
||||
|
||||
//Point particles
|
||||
varying vec4 v_color;
|
||||
varying vec4 v_rotation;
|
||||
varying MED vec4 v_region;
|
||||
varying vec2 v_uvRegionCenter;
|
||||
|
||||
uniform sampler2D u_diffuseTexture;
|
||||
uniform vec2 u_regionSize;
|
||||
|
||||
void main() {
|
||||
vec2 uv = v_region.xy + gl_PointCoord*v_region.zw - v_uvRegionCenter;
|
||||
vec2 texCoord = mat2(v_rotation.x, v_rotation.y, v_rotation.z, v_rotation.w) * uv +v_uvRegionCenter;
|
||||
gl_FragColor = texture2D(u_diffuseTexture, texCoord)* v_color;
|
||||
}
|
||||
|
||||
#endif
|
@ -0,0 +1,110 @@
|
||||
#ifdef GL_ES
|
||||
#define LOWP lowp
|
||||
#define MED mediump
|
||||
#define HIGH highp
|
||||
precision mediump float;
|
||||
#else
|
||||
#define MED
|
||||
#define LOWP
|
||||
#define HIGH
|
||||
#endif
|
||||
|
||||
#ifdef billboard
|
||||
//Billboard particles
|
||||
//In
|
||||
attribute vec3 a_position;
|
||||
attribute vec2 a_texCoord0;
|
||||
attribute vec4 a_sizeAndRotation;
|
||||
attribute vec4 a_color;
|
||||
|
||||
//out
|
||||
varying MED vec2 v_texCoords0;
|
||||
varying vec4 v_color;
|
||||
|
||||
//Camera
|
||||
uniform mat4 u_projViewTrans;
|
||||
|
||||
//Billboard to screen
|
||||
#ifdef screenFacing
|
||||
uniform vec3 u_cameraInvDirection;
|
||||
uniform vec3 u_cameraRight;
|
||||
uniform vec3 u_cameraUp;
|
||||
#endif
|
||||
#ifdef viewPointFacing
|
||||
uniform vec3 u_cameraPosition;
|
||||
uniform vec3 u_cameraUp;
|
||||
#endif
|
||||
#ifdef paticleDirectionFacing
|
||||
uniform vec3 u_cameraPosition;
|
||||
attribute vec3 a_direction;
|
||||
#endif
|
||||
|
||||
void main() {
|
||||
|
||||
#ifdef screenFacing
|
||||
vec3 right = u_cameraRight;
|
||||
vec3 up = u_cameraUp;
|
||||
vec3 look = u_cameraInvDirection;
|
||||
#endif
|
||||
#ifdef viewPointFacing
|
||||
vec3 look = normalize(u_cameraPosition - a_position);
|
||||
vec3 right = normalize(cross(u_cameraUp, look));
|
||||
vec3 up = normalize(cross(look, right));
|
||||
#endif
|
||||
#ifdef paticleDirectionFacing
|
||||
vec3 up = a_direction;
|
||||
vec3 look = normalize(u_cameraPosition - a_position);
|
||||
vec3 right = normalize(cross(up, look));
|
||||
look = normalize(cross(right, up));
|
||||
#endif
|
||||
|
||||
//Rotate around look
|
||||
vec3 axis = look;
|
||||
float c = a_sizeAndRotation.z;
|
||||
float s = a_sizeAndRotation.w;
|
||||
float oc = 1.0 - c;
|
||||
|
||||
mat3 rot = mat3(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s,
|
||||
oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s,
|
||||
oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c);
|
||||
vec3 offset = rot*(right*a_sizeAndRotation.x + up*a_sizeAndRotation.y );
|
||||
|
||||
gl_Position = u_projViewTrans * vec4(a_position + offset, 1.0);
|
||||
v_texCoords0 = a_texCoord0;
|
||||
v_color = a_color;
|
||||
}
|
||||
#else
|
||||
//Point particles
|
||||
attribute vec3 a_position;
|
||||
attribute vec3 a_sizeAndRotation;
|
||||
attribute vec4 a_color;
|
||||
attribute vec4 a_region;
|
||||
|
||||
//out
|
||||
varying vec4 v_color;
|
||||
varying vec4 v_rotation;
|
||||
varying MED vec4 v_region;
|
||||
varying vec2 v_uvRegionCenter;
|
||||
|
||||
//Camera
|
||||
uniform mat4 u_projTrans;
|
||||
//should be modelView but particles are already in world coordinates
|
||||
uniform mat4 u_viewTrans;
|
||||
uniform float u_screenWidth;
|
||||
uniform vec2 u_regionSize;
|
||||
|
||||
void main(){
|
||||
|
||||
float halfSize = 0.5*a_sizeAndRotation.x;
|
||||
vec4 eyePos = u_viewTrans * vec4(a_position, 1);
|
||||
vec4 projCorner = u_projTrans * vec4(halfSize, halfSize, eyePos.z, eyePos.w);
|
||||
gl_PointSize = u_screenWidth * projCorner.x / projCorner.w;
|
||||
gl_Position = u_projTrans * eyePos;
|
||||
v_rotation = vec4(a_sizeAndRotation.y, a_sizeAndRotation.z, -a_sizeAndRotation.z, a_sizeAndRotation.y);
|
||||
v_color = a_color;
|
||||
v_region.xy = a_region.xy;
|
||||
v_region.zw = a_region.zw -a_region.xy;
|
||||
v_uvRegionCenter = a_region.xy +v_region.zw*0.5;
|
||||
}
|
||||
|
||||
#endif
|
@ -0,0 +1,188 @@
|
||||
#ifdef GL_ES
|
||||
#define LOWP lowp
|
||||
#define MED mediump
|
||||
#define HIGH highp
|
||||
precision mediump float;
|
||||
#else
|
||||
#define MED
|
||||
#define LOWP
|
||||
#define HIGH
|
||||
#endif
|
||||
|
||||
#if defined(specularTextureFlag) || defined(specularColorFlag)
|
||||
#define specularFlag
|
||||
#endif
|
||||
|
||||
#ifdef normalFlag
|
||||
varying vec3 v_normal;
|
||||
#endif //normalFlag
|
||||
|
||||
#if defined(colorFlag)
|
||||
varying vec4 v_color;
|
||||
#endif
|
||||
|
||||
#ifdef blendedFlag
|
||||
varying float v_opacity;
|
||||
#ifdef alphaTestFlag
|
||||
varying float v_alphaTest;
|
||||
#endif //alphaTestFlag
|
||||
#endif //blendedFlag
|
||||
|
||||
#if defined(diffuseTextureFlag) || defined(specularTextureFlag)
|
||||
#define textureFlag
|
||||
#endif
|
||||
|
||||
#ifdef diffuseTextureFlag
|
||||
varying MED vec2 v_diffuseUV;
|
||||
#endif
|
||||
|
||||
#ifdef specularTextureFlag
|
||||
varying MED vec2 v_specularUV;
|
||||
#endif
|
||||
|
||||
#ifdef diffuseColorFlag
|
||||
uniform vec4 u_diffuseColor;
|
||||
#endif
|
||||
|
||||
#ifdef diffuseTextureFlag
|
||||
uniform sampler2D u_diffuseTexture;
|
||||
#endif
|
||||
|
||||
#ifdef specularColorFlag
|
||||
uniform vec4 u_specularColor;
|
||||
#endif
|
||||
|
||||
#ifdef specularTextureFlag
|
||||
uniform sampler2D u_specularTexture;
|
||||
#endif
|
||||
|
||||
#ifdef normalTextureFlag
|
||||
uniform sampler2D u_normalTexture;
|
||||
#endif
|
||||
|
||||
#ifdef lightingFlag
|
||||
varying vec3 v_lightDiffuse;
|
||||
|
||||
#if defined(ambientLightFlag) || defined(ambientCubemapFlag) || defined(sphericalHarmonicsFlag)
|
||||
#define ambientFlag
|
||||
#endif //ambientFlag
|
||||
|
||||
#ifdef specularFlag
|
||||
varying vec3 v_lightSpecular;
|
||||
#endif //specularFlag
|
||||
|
||||
#ifdef shadowMapFlag
|
||||
uniform sampler2D u_shadowTexture;
|
||||
uniform float u_shadowPCFOffset;
|
||||
varying vec3 v_shadowMapUv;
|
||||
#define separateAmbientFlag
|
||||
|
||||
float getShadowness(vec2 offset)
|
||||
{
|
||||
const vec4 bitShifts = vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0);
|
||||
return step(v_shadowMapUv.z, dot(texture2D(u_shadowTexture, v_shadowMapUv.xy + offset), bitShifts));//+(1.0/255.0));
|
||||
}
|
||||
|
||||
float getShadow()
|
||||
{
|
||||
return (//getShadowness(vec2(0,0)) +
|
||||
getShadowness(vec2(u_shadowPCFOffset, u_shadowPCFOffset)) +
|
||||
getShadowness(vec2(-u_shadowPCFOffset, u_shadowPCFOffset)) +
|
||||
getShadowness(vec2(u_shadowPCFOffset, -u_shadowPCFOffset)) +
|
||||
getShadowness(vec2(-u_shadowPCFOffset, -u_shadowPCFOffset))) * 0.25;
|
||||
}
|
||||
#endif //shadowMapFlag
|
||||
|
||||
#if defined(ambientFlag) && defined(separateAmbientFlag)
|
||||
varying vec3 v_ambientLight;
|
||||
#endif //separateAmbientFlag
|
||||
|
||||
#endif //lightingFlag
|
||||
|
||||
#ifdef fogFlag
|
||||
uniform vec4 u_fogColor;
|
||||
varying float v_fog;
|
||||
#endif // fogFlag
|
||||
|
||||
void main() {
|
||||
#if defined(normalFlag)
|
||||
vec3 normal = v_normal;
|
||||
#endif // normalFlag
|
||||
|
||||
#if defined(diffuseTextureFlag) && defined(diffuseColorFlag) && defined(colorFlag)
|
||||
vec4 diffuse = texture2D(u_diffuseTexture, v_diffuseUV) * u_diffuseColor * v_color;
|
||||
#elif defined(diffuseTextureFlag) && defined(diffuseColorFlag)
|
||||
vec4 diffuse = texture2D(u_diffuseTexture, v_diffuseUV) * u_diffuseColor;
|
||||
#elif defined(diffuseTextureFlag) && defined(colorFlag)
|
||||
vec4 diffuse = texture2D(u_diffuseTexture, v_diffuseUV) * v_color;
|
||||
#elif defined(diffuseTextureFlag)
|
||||
vec4 diffuse = texture2D(u_diffuseTexture, v_diffuseUV);
|
||||
#elif defined(diffuseColorFlag) && defined(colorFlag)
|
||||
vec4 diffuse = u_diffuseColor * v_color;
|
||||
#elif defined(diffuseColorFlag)
|
||||
vec4 diffuse = u_diffuseColor;
|
||||
#elif defined(colorFlag)
|
||||
vec4 diffuse = v_color;
|
||||
#else
|
||||
vec4 diffuse = vec4(1.0);
|
||||
#endif
|
||||
|
||||
#if (!defined(lightingFlag))
|
||||
gl_FragColor.rgb = diffuse.rgb;
|
||||
#elif (!defined(specularFlag))
|
||||
#if defined(ambientFlag) && defined(separateAmbientFlag)
|
||||
#ifdef shadowMapFlag
|
||||
gl_FragColor.rgb = (diffuse.rgb * (v_ambientLight + getShadow() * v_lightDiffuse));
|
||||
//gl_FragColor.rgb = texture2D(u_shadowTexture, v_shadowMapUv.xy);
|
||||
#else
|
||||
gl_FragColor.rgb = (diffuse.rgb * (v_ambientLight + v_lightDiffuse));
|
||||
#endif //shadowMapFlag
|
||||
#else
|
||||
#ifdef shadowMapFlag
|
||||
gl_FragColor.rgb = getShadow() * (diffuse.rgb * v_lightDiffuse);
|
||||
#else
|
||||
gl_FragColor.rgb = (diffuse.rgb * v_lightDiffuse);
|
||||
#endif //shadowMapFlag
|
||||
#endif
|
||||
#else
|
||||
#if defined(specularTextureFlag) && defined(specularColorFlag)
|
||||
vec3 specular = texture2D(u_specularTexture, v_specularUV).rgb * u_specularColor.rgb * v_lightSpecular;
|
||||
#elif defined(specularTextureFlag)
|
||||
vec3 specular = texture2D(u_specularTexture, v_specularUV).rgb * v_lightSpecular;
|
||||
#elif defined(specularColorFlag)
|
||||
vec3 specular = u_specularColor.rgb * v_lightSpecular;
|
||||
#else
|
||||
vec3 specular = v_lightSpecular;
|
||||
#endif
|
||||
|
||||
#if defined(ambientFlag) && defined(separateAmbientFlag)
|
||||
#ifdef shadowMapFlag
|
||||
gl_FragColor.rgb = (diffuse.rgb * (getShadow() * v_lightDiffuse + v_ambientLight)) + specular;
|
||||
//gl_FragColor.rgb = texture2D(u_shadowTexture, v_shadowMapUv.xy);
|
||||
#else
|
||||
gl_FragColor.rgb = (diffuse.rgb * (v_lightDiffuse + v_ambientLight)) + specular;
|
||||
#endif //shadowMapFlag
|
||||
#else
|
||||
#ifdef shadowMapFlag
|
||||
gl_FragColor.rgb = getShadow() * ((diffuse.rgb * v_lightDiffuse) + specular);
|
||||
#else
|
||||
gl_FragColor.rgb = (diffuse.rgb * v_lightDiffuse) + specular;
|
||||
#endif //shadowMapFlag
|
||||
#endif
|
||||
#endif //lightingFlag
|
||||
|
||||
#ifdef fogFlag
|
||||
gl_FragColor.rgb = mix(gl_FragColor.rgb, u_fogColor.rgb, v_fog);
|
||||
#endif // end fogFlag
|
||||
|
||||
#ifdef blendedFlag
|
||||
gl_FragColor.a = diffuse.a * v_opacity;
|
||||
#ifdef alphaTestFlag
|
||||
if (gl_FragColor.a <= v_alphaTest)
|
||||
discard;
|
||||
#endif
|
||||
#else
|
||||
gl_FragColor.a = 1.0;
|
||||
#endif
|
||||
|
||||
}
|
@ -0,0 +1,336 @@
|
||||
#if defined(diffuseTextureFlag) || defined(specularTextureFlag)
|
||||
#define textureFlag
|
||||
#endif
|
||||
|
||||
#if defined(specularTextureFlag) || defined(specularColorFlag)
|
||||
#define specularFlag
|
||||
#endif
|
||||
|
||||
#if defined(specularFlag) || defined(fogFlag)
|
||||
#define cameraPositionFlag
|
||||
#endif
|
||||
|
||||
attribute vec3 a_position;
|
||||
uniform mat4 u_projViewTrans;
|
||||
|
||||
#if defined(colorFlag)
|
||||
varying vec4 v_color;
|
||||
attribute vec4 a_color;
|
||||
#endif // colorFlag
|
||||
|
||||
#ifdef normalFlag
|
||||
attribute vec3 a_normal;
|
||||
uniform mat3 u_normalMatrix;
|
||||
varying vec3 v_normal;
|
||||
#endif // normalFlag
|
||||
|
||||
#ifdef textureFlag
|
||||
attribute vec2 a_texCoord0;
|
||||
#endif // textureFlag
|
||||
|
||||
#ifdef diffuseTextureFlag
|
||||
uniform vec4 u_diffuseUVTransform;
|
||||
varying vec2 v_diffuseUV;
|
||||
#endif
|
||||
|
||||
#ifdef specularTextureFlag
|
||||
uniform vec4 u_specularUVTransform;
|
||||
varying vec2 v_specularUV;
|
||||
#endif
|
||||
|
||||
#ifdef boneWeight0Flag
|
||||
#define boneWeightsFlag
|
||||
attribute vec2 a_boneWeight0;
|
||||
#endif //boneWeight0Flag
|
||||
|
||||
#ifdef boneWeight1Flag
|
||||
#ifndef boneWeightsFlag
|
||||
#define boneWeightsFlag
|
||||
#endif
|
||||
attribute vec2 a_boneWeight1;
|
||||
#endif //boneWeight1Flag
|
||||
|
||||
#ifdef boneWeight2Flag
|
||||
#ifndef boneWeightsFlag
|
||||
#define boneWeightsFlag
|
||||
#endif
|
||||
attribute vec2 a_boneWeight2;
|
||||
#endif //boneWeight2Flag
|
||||
|
||||
#ifdef boneWeight3Flag
|
||||
#ifndef boneWeightsFlag
|
||||
#define boneWeightsFlag
|
||||
#endif
|
||||
attribute vec2 a_boneWeight3;
|
||||
#endif //boneWeight3Flag
|
||||
|
||||
#ifdef boneWeight4Flag
|
||||
#ifndef boneWeightsFlag
|
||||
#define boneWeightsFlag
|
||||
#endif
|
||||
attribute vec2 a_boneWeight4;
|
||||
#endif //boneWeight4Flag
|
||||
|
||||
#ifdef boneWeight5Flag
|
||||
#ifndef boneWeightsFlag
|
||||
#define boneWeightsFlag
|
||||
#endif
|
||||
attribute vec2 a_boneWeight5;
|
||||
#endif //boneWeight5Flag
|
||||
|
||||
#ifdef boneWeight6Flag
|
||||
#ifndef boneWeightsFlag
|
||||
#define boneWeightsFlag
|
||||
#endif
|
||||
attribute vec2 a_boneWeight6;
|
||||
#endif //boneWeight6Flag
|
||||
|
||||
#ifdef boneWeight7Flag
|
||||
#ifndef boneWeightsFlag
|
||||
#define boneWeightsFlag
|
||||
#endif
|
||||
attribute vec2 a_boneWeight7;
|
||||
#endif //boneWeight7Flag
|
||||
|
||||
#if defined(numBones) && defined(boneWeightsFlag)
|
||||
#if (numBones > 0)
|
||||
#define skinningFlag
|
||||
#endif
|
||||
#endif
|
||||
|
||||
uniform mat4 u_worldTrans;
|
||||
|
||||
#if defined(numBones)
|
||||
#if numBones > 0
|
||||
uniform mat4 u_bones[numBones];
|
||||
#endif //numBones
|
||||
#endif
|
||||
|
||||
#ifdef shininessFlag
|
||||
uniform float u_shininess;
|
||||
#else
|
||||
const float u_shininess = 20.0;
|
||||
#endif // shininessFlag
|
||||
|
||||
#ifdef blendedFlag
|
||||
uniform float u_opacity;
|
||||
varying float v_opacity;
|
||||
|
||||
#ifdef alphaTestFlag
|
||||
uniform float u_alphaTest;
|
||||
varying float v_alphaTest;
|
||||
#endif //alphaTestFlag
|
||||
#endif // blendedFlag
|
||||
|
||||
#ifdef lightingFlag
|
||||
varying vec3 v_lightDiffuse;
|
||||
|
||||
#ifdef ambientLightFlag
|
||||
uniform vec3 u_ambientLight;
|
||||
#endif // ambientLightFlag
|
||||
|
||||
#ifdef ambientCubemapFlag
|
||||
uniform vec3 u_ambientCubemap[6];
|
||||
#endif // ambientCubemapFlag
|
||||
|
||||
#ifdef sphericalHarmonicsFlag
|
||||
uniform vec3 u_sphericalHarmonics[9];
|
||||
#endif //sphericalHarmonicsFlag
|
||||
|
||||
#ifdef specularFlag
|
||||
varying vec3 v_lightSpecular;
|
||||
#endif // specularFlag
|
||||
|
||||
#ifdef cameraPositionFlag
|
||||
uniform vec4 u_cameraPosition;
|
||||
#endif // cameraPositionFlag
|
||||
|
||||
#ifdef fogFlag
|
||||
varying float v_fog;
|
||||
#endif // fogFlag
|
||||
|
||||
|
||||
#if numDirectionalLights > 0
|
||||
struct DirectionalLight
|
||||
{
|
||||
vec3 color;
|
||||
vec3 direction;
|
||||
};
|
||||
uniform DirectionalLight u_dirLights[numDirectionalLights];
|
||||
#endif // numDirectionalLights
|
||||
|
||||
#if numPointLights > 0
|
||||
struct PointLight
|
||||
{
|
||||
vec3 color;
|
||||
vec3 position;
|
||||
};
|
||||
uniform PointLight u_pointLights[numPointLights];
|
||||
#endif // numPointLights
|
||||
|
||||
#if defined(ambientLightFlag) || defined(ambientCubemapFlag) || defined(sphericalHarmonicsFlag)
|
||||
#define ambientFlag
|
||||
#endif //ambientFlag
|
||||
|
||||
#ifdef shadowMapFlag
|
||||
uniform mat4 u_shadowMapProjViewTrans;
|
||||
varying vec3 v_shadowMapUv;
|
||||
#define separateAmbientFlag
|
||||
#endif //shadowMapFlag
|
||||
|
||||
#if defined(ambientFlag) && defined(separateAmbientFlag)
|
||||
varying vec3 v_ambientLight;
|
||||
#endif //separateAmbientFlag
|
||||
|
||||
#endif // lightingFlag
|
||||
|
||||
void main() {
|
||||
#ifdef diffuseTextureFlag
|
||||
v_diffuseUV = u_diffuseUVTransform.xy + a_texCoord0 * u_diffuseUVTransform.zw;
|
||||
#endif //diffuseTextureFlag
|
||||
|
||||
#ifdef specularTextureFlag
|
||||
v_specularUV = u_specularUVTransform.xy + a_texCoord0 * u_specularUVTransform.zw;
|
||||
#endif //specularTextureFlag
|
||||
|
||||
#if defined(colorFlag)
|
||||
v_color = a_color;
|
||||
#endif // colorFlag
|
||||
|
||||
#ifdef blendedFlag
|
||||
v_opacity = u_opacity;
|
||||
#ifdef alphaTestFlag
|
||||
v_alphaTest = u_alphaTest;
|
||||
#endif //alphaTestFlag
|
||||
#endif // blendedFlag
|
||||
|
||||
#ifdef skinningFlag
|
||||
mat4 skinning = mat4(0.0);
|
||||
#ifdef boneWeight0Flag
|
||||
skinning += (a_boneWeight0.y) * u_bones[int(a_boneWeight0.x)];
|
||||
#endif //boneWeight0Flag
|
||||
#ifdef boneWeight1Flag
|
||||
skinning += (a_boneWeight1.y) * u_bones[int(a_boneWeight1.x)];
|
||||
#endif //boneWeight1Flag
|
||||
#ifdef boneWeight2Flag
|
||||
skinning += (a_boneWeight2.y) * u_bones[int(a_boneWeight2.x)];
|
||||
#endif //boneWeight2Flag
|
||||
#ifdef boneWeight3Flag
|
||||
skinning += (a_boneWeight3.y) * u_bones[int(a_boneWeight3.x)];
|
||||
#endif //boneWeight3Flag
|
||||
#ifdef boneWeight4Flag
|
||||
skinning += (a_boneWeight4.y) * u_bones[int(a_boneWeight4.x)];
|
||||
#endif //boneWeight4Flag
|
||||
#ifdef boneWeight5Flag
|
||||
skinning += (a_boneWeight5.y) * u_bones[int(a_boneWeight5.x)];
|
||||
#endif //boneWeight5Flag
|
||||
#ifdef boneWeight6Flag
|
||||
skinning += (a_boneWeight6.y) * u_bones[int(a_boneWeight6.x)];
|
||||
#endif //boneWeight6Flag
|
||||
#ifdef boneWeight7Flag
|
||||
skinning += (a_boneWeight7.y) * u_bones[int(a_boneWeight7.x)];
|
||||
#endif //boneWeight7Flag
|
||||
#endif //skinningFlag
|
||||
|
||||
#ifdef skinningFlag
|
||||
vec4 pos = u_worldTrans * skinning * vec4(a_position, 1.0);
|
||||
#else
|
||||
vec4 pos = u_worldTrans * vec4(a_position, 1.0);
|
||||
#endif
|
||||
|
||||
gl_Position = u_projViewTrans * pos;
|
||||
|
||||
#ifdef shadowMapFlag
|
||||
vec4 spos = u_shadowMapProjViewTrans * pos;
|
||||
v_shadowMapUv.xyz = (spos.xyz / spos.w) * 0.5 + 0.5;
|
||||
v_shadowMapUv.z = min(v_shadowMapUv.z, 0.998);
|
||||
#endif //shadowMapFlag
|
||||
|
||||
#if defined(normalFlag)
|
||||
#if defined(skinningFlag)
|
||||
vec3 normal = normalize((u_worldTrans * skinning * vec4(a_normal, 0.0)).xyz);
|
||||
#else
|
||||
vec3 normal = normalize(u_normalMatrix * a_normal);
|
||||
#endif
|
||||
v_normal = normal;
|
||||
#endif // normalFlag
|
||||
|
||||
#ifdef fogFlag
|
||||
vec3 flen = u_cameraPosition.xyz - pos.xyz;
|
||||
float fog = dot(flen, flen) * u_cameraPosition.w;
|
||||
v_fog = min(fog, 1.0);
|
||||
#endif
|
||||
|
||||
#ifdef lightingFlag
|
||||
#if defined(ambientLightFlag)
|
||||
vec3 ambientLight = u_ambientLight;
|
||||
#elif defined(ambientFlag)
|
||||
vec3 ambientLight = vec3(0.0);
|
||||
#endif
|
||||
|
||||
#ifdef ambientCubemapFlag
|
||||
vec3 squaredNormal = normal * normal;
|
||||
vec3 isPositive = step(0.0, normal);
|
||||
ambientLight += squaredNormal.x * mix(u_ambientCubemap[0], u_ambientCubemap[1], isPositive.x) +
|
||||
squaredNormal.y * mix(u_ambientCubemap[2], u_ambientCubemap[3], isPositive.y) +
|
||||
squaredNormal.z * mix(u_ambientCubemap[4], u_ambientCubemap[5], isPositive.z);
|
||||
#endif // ambientCubemapFlag
|
||||
|
||||
#ifdef sphericalHarmonicsFlag
|
||||
ambientLight += u_sphericalHarmonics[0];
|
||||
ambientLight += u_sphericalHarmonics[1] * normal.x;
|
||||
ambientLight += u_sphericalHarmonics[2] * normal.y;
|
||||
ambientLight += u_sphericalHarmonics[3] * normal.z;
|
||||
ambientLight += u_sphericalHarmonics[4] * (normal.x * normal.z);
|
||||
ambientLight += u_sphericalHarmonics[5] * (normal.z * normal.y);
|
||||
ambientLight += u_sphericalHarmonics[6] * (normal.y * normal.x);
|
||||
ambientLight += u_sphericalHarmonics[7] * (3.0 * normal.z * normal.z - 1.0);
|
||||
ambientLight += u_sphericalHarmonics[8] * (normal.x * normal.x - normal.y * normal.y);
|
||||
#endif // sphericalHarmonicsFlag
|
||||
|
||||
#ifdef ambientFlag
|
||||
#ifdef separateAmbientFlag
|
||||
v_ambientLight = ambientLight;
|
||||
v_lightDiffuse = vec3(0.0);
|
||||
#else
|
||||
v_lightDiffuse = ambientLight;
|
||||
#endif //separateAmbientFlag
|
||||
#else
|
||||
v_lightDiffuse = vec3(0.0);
|
||||
#endif //ambientFlag
|
||||
|
||||
|
||||
#ifdef specularFlag
|
||||
v_lightSpecular = vec3(0.0);
|
||||
vec3 viewVec = normalize(u_cameraPosition.xyz - pos.xyz);
|
||||
#endif // specularFlag
|
||||
|
||||
#if (numDirectionalLights > 0) && defined(normalFlag)
|
||||
for (int i = 0; i < numDirectionalLights; i++) {
|
||||
vec3 lightDir = -u_dirLights[i].direction;
|
||||
float NdotL = clamp(dot(normal, lightDir), 0.0, 1.0);
|
||||
vec3 value = u_dirLights[i].color * NdotL;
|
||||
v_lightDiffuse += value;
|
||||
#ifdef specularFlag
|
||||
float halfDotView = max(0.0, dot(normal, normalize(lightDir + viewVec)));
|
||||
v_lightSpecular += value * pow(halfDotView, u_shininess);
|
||||
#endif // specularFlag
|
||||
}
|
||||
#endif // numDirectionalLights
|
||||
|
||||
#if (numPointLights > 0) && defined(normalFlag)
|
||||
for (int i = 0; i < numPointLights; i++) {
|
||||
vec3 lightDir = u_pointLights[i].position - pos.xyz;
|
||||
float dist2 = dot(lightDir, lightDir);
|
||||
lightDir *= inversesqrt(dist2);
|
||||
float NdotL = clamp(dot(normal, lightDir), 0.0, 1.0);
|
||||
vec3 value = u_pointLights[i].color * (NdotL / (1.0 + dist2));
|
||||
v_lightDiffuse += value;
|
||||
#ifdef specularFlag
|
||||
float halfDotView = max(0.0, dot(normal, normalize(lightDir + viewVec)));
|
||||
v_lightSpecular += value * pow(halfDotView, u_shininess);
|
||||
#endif // specularFlag
|
||||
}
|
||||
#endif // numPointLights
|
||||
#endif // lightingFlag
|
||||
}
|
@ -0,0 +1,35 @@
|
||||
#ifdef GL_ES
|
||||
#define LOWP lowp
|
||||
#define MED mediump
|
||||
#define HIGH highp
|
||||
precision mediump float;
|
||||
#else
|
||||
#define MED
|
||||
#define LOWP
|
||||
#define HIGH
|
||||
#endif
|
||||
|
||||
#if defined(diffuseTextureFlag) && defined(blendedFlag)
|
||||
#define blendedTextureFlag
|
||||
varying MED vec2 v_texCoords0;
|
||||
uniform sampler2D u_diffuseTexture;
|
||||
uniform float u_alphaTest;
|
||||
#endif
|
||||
|
||||
#ifdef PackedDepthFlag
|
||||
varying HIGH float v_depth;
|
||||
#endif //PackedDepthFlag
|
||||
|
||||
void main() {
|
||||
#ifdef blendedTextureFlag
|
||||
if (texture2D(u_diffuseTexture, v_texCoords0).a < u_alphaTest)
|
||||
discard;
|
||||
#endif // blendedTextureFlag
|
||||
|
||||
#ifdef PackedDepthFlag
|
||||
HIGH float depth = v_depth;
|
||||
const HIGH vec4 bias = vec4(1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0, 0.0);
|
||||
HIGH vec4 color = vec4(depth, fract(depth * 255.0), fract(depth * 65025.0), fract(depth * 16581375.0));
|
||||
gl_FragColor = color - (color.yzww * bias);
|
||||
#endif //PackedDepthFlag
|
||||
}
|
@ -0,0 +1,125 @@
|
||||
attribute vec3 a_position;
|
||||
uniform mat4 u_projViewWorldTrans;
|
||||
|
||||
#if defined(diffuseTextureFlag) && defined(blendedFlag)
|
||||
#define blendedTextureFlag
|
||||
attribute vec2 a_texCoord0;
|
||||
varying vec2 v_texCoords0;
|
||||
#endif
|
||||
|
||||
|
||||
#ifdef boneWeight0Flag
|
||||
#define boneWeightsFlag
|
||||
attribute vec2 a_boneWeight0;
|
||||
#endif //boneWeight0Flag
|
||||
|
||||
#ifdef boneWeight1Flag
|
||||
#ifndef boneWeightsFlag
|
||||
#define boneWeightsFlag
|
||||
#endif
|
||||
attribute vec2 a_boneWeight1;
|
||||
#endif //boneWeight1Flag
|
||||
|
||||
#ifdef boneWeight2Flag
|
||||
#ifndef boneWeightsFlag
|
||||
#define boneWeightsFlag
|
||||
#endif
|
||||
attribute vec2 a_boneWeight2;
|
||||
#endif //boneWeight2Flag
|
||||
|
||||
#ifdef boneWeight3Flag
|
||||
#ifndef boneWeightsFlag
|
||||
#define boneWeightsFlag
|
||||
#endif
|
||||
attribute vec2 a_boneWeight3;
|
||||
#endif //boneWeight3Flag
|
||||
|
||||
#ifdef boneWeight4Flag
|
||||
#ifndef boneWeightsFlag
|
||||
#define boneWeightsFlag
|
||||
#endif
|
||||
attribute vec2 a_boneWeight4;
|
||||
#endif //boneWeight4Flag
|
||||
|
||||
#ifdef boneWeight5Flag
|
||||
#ifndef boneWeightsFlag
|
||||
#define boneWeightsFlag
|
||||
#endif
|
||||
attribute vec2 a_boneWeight5;
|
||||
#endif //boneWeight5Flag
|
||||
|
||||
#ifdef boneWeight6Flag
|
||||
#ifndef boneWeightsFlag
|
||||
#define boneWeightsFlag
|
||||
#endif
|
||||
attribute vec2 a_boneWeight6;
|
||||
#endif //boneWeight6Flag
|
||||
|
||||
#ifdef boneWeight7Flag
|
||||
#ifndef boneWeightsFlag
|
||||
#define boneWeightsFlag
|
||||
#endif
|
||||
attribute vec2 a_boneWeight7;
|
||||
#endif //boneWeight7Flag
|
||||
|
||||
#if defined(numBones) && defined(boneWeightsFlag)
|
||||
#if (numBones > 0)
|
||||
#define skinningFlag
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if defined(numBones)
|
||||
#if numBones > 0
|
||||
uniform mat4 u_bones[numBones];
|
||||
#endif //numBones
|
||||
#endif
|
||||
|
||||
#ifdef PackedDepthFlag
|
||||
varying float v_depth;
|
||||
#endif //PackedDepthFlag
|
||||
|
||||
void main() {
|
||||
#ifdef blendedTextureFlag
|
||||
v_texCoords0 = a_texCoord0;
|
||||
#endif // blendedTextureFlag
|
||||
|
||||
#ifdef skinningFlag
|
||||
mat4 skinning = mat4(0.0);
|
||||
#ifdef boneWeight0Flag
|
||||
skinning += (a_boneWeight0.y) * u_bones[int(a_boneWeight0.x)];
|
||||
#endif //boneWeight0Flag
|
||||
#ifdef boneWeight1Flag
|
||||
skinning += (a_boneWeight1.y) * u_bones[int(a_boneWeight1.x)];
|
||||
#endif //boneWeight1Flag
|
||||
#ifdef boneWeight2Flag
|
||||
skinning += (a_boneWeight2.y) * u_bones[int(a_boneWeight2.x)];
|
||||
#endif //boneWeight2Flag
|
||||
#ifdef boneWeight3Flag
|
||||
skinning += (a_boneWeight3.y) * u_bones[int(a_boneWeight3.x)];
|
||||
#endif //boneWeight3Flag
|
||||
#ifdef boneWeight4Flag
|
||||
skinning += (a_boneWeight4.y) * u_bones[int(a_boneWeight4.x)];
|
||||
#endif //boneWeight4Flag
|
||||
#ifdef boneWeight5Flag
|
||||
skinning += (a_boneWeight5.y) * u_bones[int(a_boneWeight5.x)];
|
||||
#endif //boneWeight5Flag
|
||||
#ifdef boneWeight6Flag
|
||||
skinning += (a_boneWeight6.y) * u_bones[int(a_boneWeight6.x)];
|
||||
#endif //boneWeight6Flag
|
||||
#ifdef boneWeight7Flag
|
||||
skinning += (a_boneWeight7.y) * u_bones[int(a_boneWeight7.x)];
|
||||
#endif //boneWeight7Flag
|
||||
#endif //skinningFlag
|
||||
|
||||
#ifdef skinningFlag
|
||||
vec4 pos = u_projViewWorldTrans * skinning * vec4(a_position, 1.0);
|
||||
#else
|
||||
vec4 pos = u_projViewWorldTrans * vec4(a_position, 1.0);
|
||||
#endif
|
||||
|
||||
#ifdef PackedDepthFlag
|
||||
v_depth = pos.z / pos.w * 0.5 + 0.5;
|
||||
#endif //PackedDepthFlag
|
||||
|
||||
gl_Position = pos;
|
||||
}
|
229
semag/mind/assets/com/badlogic/gdx/utils/arial-15.fnt
Normal file
@ -0,0 +1,229 @@
|
||||
info face="Arial" size=-15 bold=0 italic=0 charset="" unicode=1 stretchH=100 smooth=1 aa=2 padding=0,1,1,0 spacing=1,1 outline=0
|
||||
common lineHeight=18 base=14 scaleW=256 scaleH=512 pages=1 packed=0 alphaChnl=0 redChnl=4 greenChnl=4 blueChnl=4
|
||||
page id=0 file="arial-15.png"
|
||||
chars count=167
|
||||
char id=32 x=253 y=58 width=2 height=2 xoffset=0 yoffset=14 xadvance=4 page=0 chnl=15
|
||||
char id=33 x=203 y=55 width=3 height=12 xoffset=1 yoffset=3 xadvance=4 page=0 chnl=15
|
||||
char id=34 x=225 y=67 width=5 height=5 xoffset=0 yoffset=3 xadvance=5 page=0 chnl=15
|
||||
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|
||||
char id=36 x=30 y=16 width=8 height=15 xoffset=0 yoffset=2 xadvance=8 page=0 chnl=15
|
||||
char id=37 x=212 y=16 width=13 height=12 xoffset=1 yoffset=3 xadvance=13 page=0 chnl=15
|
||||
char id=38 x=209 y=29 width=10 height=12 xoffset=0 yoffset=3 xadvance=10 page=0 chnl=15
|
||||
char id=39 x=235 y=67 width=3 height=5 xoffset=0 yoffset=3 xadvance=3 page=0 chnl=15
|
||||
char id=40 x=76 y=16 width=5 height=15 xoffset=1 yoffset=3 xadvance=5 page=0 chnl=15
|
||||
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|
||||
char id=42 x=208 y=67 width=6 height=6 xoffset=0 yoffset=3 xadvance=6 page=0 chnl=15
|
||||
char id=43 x=62 y=71 width=9 height=9 xoffset=0 yoffset=5 xadvance=9 page=0 chnl=15
|
||||
char id=44 x=231 y=67 width=3 height=5 xoffset=1 yoffset=12 xadvance=4 page=0 chnl=15
|
||||
char id=45 x=250 y=67 width=5 height=3 xoffset=0 yoffset=9 xadvance=5 page=0 chnl=15
|
||||
char id=46 x=5 y=84 width=3 height=3 xoffset=1 yoffset=12 xadvance=4 page=0 chnl=15
|
||||
char id=47 x=166 y=56 width=6 height=12 xoffset=0 yoffset=3 xadvance=4 page=0 chnl=15
|
||||
char id=48 x=20 y=46 width=9 height=12 xoffset=0 yoffset=3 xadvance=8 page=0 chnl=15
|
||||
char id=49 x=179 y=56 width=5 height=12 xoffset=1 yoffset=3 xadvance=8 page=0 chnl=15
|
||||
char id=50 x=72 y=58 width=8 height=12 xoffset=0 yoffset=3 xadvance=8 page=0 chnl=15
|
||||
char id=51 x=30 y=46 width=9 height=12 xoffset=0 yoffset=3 xadvance=8 page=0 chnl=15
|
||||
char id=52 x=120 y=45 width=9 height=12 xoffset=0 yoffset=3 xadvance=8 page=0 chnl=15
|
||||
char id=53 x=40 y=45 width=9 height=12 xoffset=0 yoffset=3 xadvance=8 page=0 chnl=15
|
||||
char id=54 x=50 y=45 width=9 height=12 xoffset=0 yoffset=3 xadvance=8 page=0 chnl=15
|
||||
char id=55 x=27 y=59 width=8 height=12 xoffset=1 yoffset=3 xadvance=8 page=0 chnl=15
|
||||
char id=56 x=60 y=45 width=9 height=12 xoffset=0 yoffset=3 xadvance=8 page=0 chnl=15
|
||||
char id=57 x=70 y=45 width=9 height=12 xoffset=0 yoffset=3 xadvance=8 page=0 chnl=15
|
||||
char id=58 x=186 y=69 width=3 height=9 xoffset=1 yoffset=6 xadvance=4 page=0 chnl=15
|
||||
char id=59 x=7 y=72 width=3 height=11 xoffset=1 yoffset=6 xadvance=4 page=0 chnl=15
|
||||
char id=60 x=72 y=71 width=8 height=9 xoffset=1 yoffset=5 xadvance=9 page=0 chnl=15
|
||||
char id=61 x=198 y=68 width=9 height=6 xoffset=0 yoffset=6 xadvance=9 page=0 chnl=15
|
||||
char id=62 x=81 y=71 width=8 height=9 xoffset=1 yoffset=5 xadvance=9 page=0 chnl=15
|
||||
char id=63 x=80 y=45 width=9 height=12 xoffset=0 yoffset=3 xadvance=8 page=0 chnl=15
|
||||
char id=64 x=21 y=0 width=15 height=15 xoffset=1 yoffset=3 xadvance=15 page=0 chnl=15
|
||||
char id=65 x=13 y=33 width=12 height=12 xoffset=0 yoffset=3 xadvance=9 page=0 chnl=15
|
||||
char id=66 x=220 y=29 width=10 height=12 xoffset=1 yoffset=3 xadvance=10 page=0 chnl=15
|
||||
char id=67 x=74 y=32 width=11 height=12 xoffset=0 yoffset=3 xadvance=11 page=0 chnl=15
|
||||
char id=68 x=86 y=32 width=11 height=12 xoffset=1 yoffset=3 xadvance=11 page=0 chnl=15
|
||||
char id=69 x=90 y=45 width=9 height=12 xoffset=1 yoffset=3 xadvance=10 page=0 chnl=15
|
||||
char id=70 x=100 y=45 width=9 height=12 xoffset=1 yoffset=3 xadvance=9 page=0 chnl=15
|
||||
char id=71 x=98 y=32 width=11 height=12 xoffset=0 yoffset=3 xadvance=11 page=0 chnl=15
|
||||
char id=72 x=176 y=30 width=10 height=12 xoffset=1 yoffset=3 xadvance=11 page=0 chnl=15
|
||||
char id=73 x=199 y=55 width=3 height=12 xoffset=1 yoffset=3 xadvance=3 page=0 chnl=15
|
||||
char id=74 x=144 y=57 width=7 height=12 xoffset=0 yoffset=3 xadvance=7 page=0 chnl=15
|
||||
char id=75 x=121 y=31 width=10 height=12 xoffset=1 yoffset=3 xadvance=10 page=0 chnl=15
|
||||
char id=76 x=18 y=59 width=8 height=12 xoffset=1 yoffset=3 xadvance=8 page=0 chnl=15
|
||||
char id=77 x=226 y=16 width=12 height=12 xoffset=1 yoffset=3 xadvance=12 page=0 chnl=15
|
||||
char id=78 x=132 y=31 width=10 height=12 xoffset=1 yoffset=3 xadvance=11 page=0 chnl=15
|
||||
char id=79 x=239 y=16 width=12 height=12 xoffset=0 yoffset=3 xadvance=11 page=0 chnl=15
|
||||
char id=80 x=143 y=30 width=10 height=12 xoffset=1 yoffset=3 xadvance=10 page=0 chnl=15
|
||||
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BIN
semag/mind/assets/html/logo.png
Normal file
After Width: | Height: | Size: 2.4 KiB |
BIN
semag/mind/assets/html/soundmanager2_flash9.swf
Normal file
BIN
semag/mind/assets/maps/arena.png
Normal file
After Width: | Height: | Size: 2.0 KiB |
BIN
semag/mind/assets/maps/blankmap.png
Normal file
After Width: | Height: | Size: 757 B |
BIN
semag/mind/assets/maps/caldera.png
Normal file
After Width: | Height: | Size: 6.7 KiB |
BIN
semag/mind/assets/maps/canyon.png
Normal file
After Width: | Height: | Size: 2.8 KiB |
BIN
semag/mind/assets/maps/caves.png
Normal file
After Width: | Height: | Size: 5.3 KiB |
BIN
semag/mind/assets/maps/delta.png
Normal file
After Width: | Height: | Size: 2.4 KiB |
BIN
semag/mind/assets/maps/desert.png
Normal file
After Width: | Height: | Size: 7.3 KiB |
BIN
semag/mind/assets/maps/fortress.png
Normal file
After Width: | Height: | Size: 6.4 KiB |
BIN
semag/mind/assets/maps/grassland.png
Normal file
After Width: | Height: | Size: 3.4 KiB |