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More interface translations #4137

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2 changes: 1 addition & 1 deletion LuaRules/Utilities/unitDefReplacements.lua
Original file line number Diff line number Diff line change
Expand Up @@ -41,7 +41,7 @@ local function GetGridTooltip(unitID)
local gridMaximum = Spring.GetUnitRulesParam(unitID, "OD_gridMaximum") or 0
local gridMetal = Spring.GetUnitRulesParam(unitID, "OD_gridMetal") or 0

return WG.Translate("interface", "grid") .. ": " .. math.round(gridCurrent,2) .. "/" .. math.round(gridMaximum,2) .. " E => " .. math.round(gridMetal,2) .. " M " .. windStr
return WG.Translate("interface", "grid") .. ": " .. math.round(gridCurrent,2) .. "/" .. math.round(gridMaximum,2) .. " " .. WG.Translate("interface", "energy_oneletter") .. " => " .. math.round(gridMetal,2) .. " " .. WG.Translate("interface", "metal_oneletter") .. " " .. windStr
end

local function GetMexTooltip(unitID)
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20 changes: 10 additions & 10 deletions LuaUI/Configs/TeamColorConfig.lua
Original file line number Diff line number Diff line change
Expand Up @@ -151,32 +151,32 @@ local simpleColorblind = {
local colorConfigs = {
default = {
order = 1,
name = "Default",
desc = "The default team colors. Allies are blue-ish, enemies are red-ish, self is green.",
name = WG.Translate("interface", "playercolor_default"),
desc = WG.Translate("interface", "playercolor_default_tooltip"),
colors = colors
},
simple = {
order = 2,
name = "Simple",
desc = "Simple colors. Allies are blue, enemies are red, self is green.",
name = WG.Translate("interface", "playercolor_simple"),
desc = WG.Translate("interface", "playercolor_simple_tooltip"),
colors = simpleColors
},
defaultTeal = {
order = 3,
name = "Self Teal",
desc = "Allies are blue/green-ish, enemies are red/yellow-ish, self is teal.",
name = WG.Translate("interface", "playercolor_selfteal"),
desc = WG.Translate("interface", "playercolor_selfteal_tooltip"),
colors = colorsTeal
},
colorblind = {
order = 4,
name = "Colorblind",
desc = "Allies are blue-ish, enemies are red-ish, self is teal.",
name = WG.Translate("interface", "playercolor_colorblind"),
desc = WG.Translate("interface", "playercolor_colorblind_tooltip"),
colors = colorblind
},
simpleColorblind = {
order = 5,
name = "Simple Colorblind",
desc = "Enemies are red, allies are blue, self is teal.",
name = WG.Translate("interface", "playercolor_colorblind_2"),
desc = WG.Translate("interface", "playercolor_colorblind_tooltip_2"),
colors = simpleColorblind
},
}
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212 changes: 106 additions & 106 deletions LuaUI/Configs/integral_menu_config.lua

Large diffs are not rendered by default.

4 changes: 4 additions & 0 deletions LuaUI/Configs/lang/common.en.json
Original file line number Diff line number Diff line change
Expand Up @@ -38,12 +38,16 @@
"repeating" : "repeating",
"current_project" : "Current project",
"lmb" : "Left-click",
"lmb_1" : "Left mouse",
"mmb" : "Middle-click",
"rmb" : "Right-click",
"leftrightmb" : "Left/Right click",
"clear" : "Clear",
"button" : "Button",
"shift" : "Shift",
"hold" : "Hold",
"health" : "Health",
"health_absent" : "Health",
"value" : "Value",
"special" : "Special",
"ready" : "Ready",
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4 changes: 4 additions & 0 deletions LuaUI/Configs/lang/common.ru.json
Original file line number Diff line number Diff line change
Expand Up @@ -38,12 +38,16 @@
"repeating" : "повторяется",
"current_project" : "Текущий проект",
"lmb" : "Левый клик",
"lmb_1" : "Левый клик",
"mmb" : "Средний клик",
"rmb" : "Правый клик",
"leftrightmb" : "Левый/Правый клик",
"clear" : "Очистить",
"button" : "Кнопка",
"shift" : "Shift",
"hold" : "Удерж",
"health" : "Здоровье",
"health_absent" : "Здоровья",
"value" : "Стоимость",
"special" : "Особые",
"ready" : "Готов",
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193 changes: 192 additions & 1 deletion LuaUI/Configs/lang/interface.en.json
Original file line number Diff line number Diff line change
Expand Up @@ -106,5 +106,196 @@
"few" : "%{count} units in queue",
"many" : "%{count} units in queue",
"other" : "%{count} units in queue"
}
},
"defence_range" : "Defense Ranges",
"defence_range_ally_ground" : "Show Ally Ground Defence",
"defence_range_ally_air" : "Show Ally Air Defence",
"defence_range_ally_nuke" : "Show Ally Nuke Defence",
"defence_range_enemy_ground" : "Show Enemy Ground Defence",
"defence_range_enemy_air" : "Show Enemy Air Defence",
"defence_range_enemy_nuke_defence" : "Show Enemy Nuke Defence",
"defence_range_enemy_shields" : "Show Enemy Shields",
"defence_range_enemy_radar" : "Show Enemy Radar Coverage",
"defence_range_spec" : "Show Ground Defence as Spectator",
"defence_range_spec_air" : "Show Air Defence as Spectator",
"defence_range_spec_nuke" : "Show Nuke Defence as Spectator",
"playercolor_default" : "Default",
"playercolor_default_tooltip" : "The default team colors. Allies are blue-ish, enemies are red-ish, self is green.",
"playercolor_simple" : "Simple",
"playercolor_simple_tooltip" : "Simple colors. Allies are blue, enemies are red, self is green.",
"playercolor_selfteal" : "Self Teal",
"playercolor_selfteal_tooltip" : "Allies are blue/green-ish, enemies are red/yellow-ish, self is teal.",
"playercolor_colorblind" : "Colorblind",
"playercolor_colorblind_tooltip" : "Allies are blue-ish, enemies are red-ish, self is teal.",
"playercolor_colorblind_2" : "Simple Colorblind",
"playercolor_colorblind_tooltip_2" : "Enemies are red, allies are blue, self is teal.",
"commandpanel_orders" : "Orders",
"commandpanel_econ" : "Econ",
"commandpanel_defence" : "Defence",
"commandpanel_special" : "Special",
"commandpanel_factory" : "Factory",
"commandpanel_units" : "Units",
"facqueue_tooltip_1" : "Add to/subtract from queue",
"facqueue_tooltip_2" : "Drag to a different position in queue",
"states_activation" : "Activation",
"states_activation_tooltip" : "Toggles unit abilities such as radar, shield charge, and radar jamming.",
"states_unitai" : "Unit AI",
"states_unitai_tooltip" : "Move intelligently in combat.",
"states_repeat" : "Repeat",
"states_repeat_tooltip" : "Loop factory construction, or the command queue for units.",
"states_perscloak" : "Cloak",
"states_perscloak_tooltip" : "Turn invisible. Disrupted by damage, firing, abilities, and nearby enemies.",
"states_areacloak" : "Area Cloaker",
"states_areacloak_tooltip" : "Cloak all friendly units in the area. Does not apply to structures or shield bearers.",
"states_priority" : "Construction Priority",
"states_priority_tooltip" : "Higher priority construction takes resources before lower priorities.",
"states_miscpriority" : "Misc. Priority",
"states_miscpriority_tooltip" : "Priority for other resource use, such as morph, stockpile and radar.",
"states_autoassist" : "Auto Assist",
"states_autoassist_tooltip" : "Newly built constructors stay to assist and boost production.",
"states_calltransport" : "Call Transports",
"states_calltransport_tooltip" : "Automatically call transports between constructor tasks.",
"states_glbuild" : "Global Build Command",
"states_glbuild_tooltip" : "Sets constructors to execute global build orders.",
"states_holdposition" : "Hold Position",
"states_holdposition_tooltip" : "Prevent units from moving when idle. States are persistent and togglable.",
"states_holdposition_roam" : "Roam (not in toggle)",
"states_movestate" : "Move State",
"states_movestate_tooltip" : "Sets how far out of its way a unit will move to attack enemies.",
"states_movestate_hold" : "Hold Position",
"states_movestate_manuever" : "Maneuver",
"states_movestate_roam" : "Roam",
"states_holdfire" : "Hold Fire",
"states_holdfire_tooltip" : "Prevent units from firing unless a direct command or target is set.",
"states_holdfire_return" : "Return Fire (not in toggle)",
"states_firestate" : "Fire State",
"states_firestate_tooltip" : "Sets when a unit will automatically shoot.",
"states_firestate_hold" : "Hold Fire",
"states_firestate_return" : "Return Fire",
"states_firestate_weaponsfree" : "Fire At Will",
"states_retreat" : "Retreat",
"states_retreat_tooltip" : "Retreat to the closest Airpad or Retreat Zone (placed via the top left of the screen). Right click to disable.",
"states_airidle" : "Air Idle State",
"states_airidle_tooltip" : "Set whether aircraft lands when idle.",
"states_factoryairidle" : "Air Factory Idle State",
"states_factoryairidle_tooltip" : "Set whether produced aircraft land when idle.",
"states_planeland_no" : "Fly",
"states_planeland_yes" : "Land",
"states_divebombing" : "Bomber Dive State",
"states_divebombing_tooltip" : "Set when Ravens dive.",
"states_divebombing_flyhigh" : "Always Fly High",
"states_divebombing_shieldandunits" : "Against Shields and Units",
"states_divebombing_units" : "Against Units",
"states_divebombing_golow" : "Always Fly Low",
"states_killcap" : "Kill Captured",
"states_killcap_tooltip" : "Set whether to kill captured units.",
"states_killcap_kill" : "Kill",
"states_killcap_keep" : "Keep",
"states_puppygoo" : "Puppy Replication",
"states_puppygoo_tooltip" : "Set whether Puppies use nearby wrecks to make more Puppies.",
"states_puppygoo_onbutcloaked" : "On except cloaked",
"states_puppygoo_onalways" : "On always",
"states_attackcom" : "Allow attack commands",
"states_attackcom_tooltip" : "Set whether the unit responds to attack commands.",
"states_attackcom_allowed" : "Allowed",
"states_attackcom_blocked" : "Blocked",
"states_pushpull" : "Impulse Mode",
"states_pushpull_tooltip" : "Set whether gravity guns push or pull.",
"states_pushpull_pull" : "Pull",
"states_pushpull_push" : "Push",
"states_radartargeting" : "Fire At Radar State",
"states_radartargeting_tooltip" : "Set whether precise units with high reload time fire at radar dots.",
"states_radartargeting_fire" : "Fire",
"states_radartargeting_hold" : "Hold Fire",
"states_overkill" : "Overkill Prevention",
"states_overkill_tooltip" : "Prevents units from shooting at already doomed enemies.",
"states_firearc" : "Trajectory",
"states_firearc_tooltip" : "Set whether units fire at a high or low arc.",
"states_firearc_low" : "Low",
"states_firearc_high" : "High",
"states_gsstrafe" : "Gunship Strafe",
"states_gsstrafe_no" : "No Strafe",
"states_gsstrafe_yes" : "Strafe",
"states_gsstrafe_tooltip" : "Set whether gunships strafe when fighting.",
"states_waterfloat" : "Float State",
"states_waterfloat_tooltip" : "Set when certain amphibious units float to the surface.",
"states_waterfloat_never" : "Never Float",
"states_waterfloat_tofire" : "Float To Fire",
"states_waterfloat_always" : "Always Float",
"states_selectionrank" : "Selection Rank",
"states_selectionrank_tooltip" : "Priority for selection filtering.",
"states_drones" : "Drone Construction",
"states_drones_tooltip" : "Toggle drone creation.",
"states_smthng_off" : "Off",
"states_smthng_on" : "On",
"states_smthng_disabled" : "Disabled",
"states_smthng_enabled" : "Enabled",
"states_smthng_low" : "Low",
"states_smthng_normal" : "Normal",
"states_smthng_high" : "High",
"commands_newton_firezone" : "Set a Newton firezone. Newtons will fire at all units in the area (including allies).",
"commands_newton_firezone_stop" : "Disasociate Newton from current firezone.",
"commands_forcefire" : "Force Fire: Shoot at a particular target or position.",
"commands_stop" : "Stop: Halt the unit and clear its command queue.",
"commands_attackmove" : "Attack Move: Move to a position engaging targets on the way.",
"commands_patrol" : "Patrol: Attack Move back and forth between one or more waypoints.",
"commands_wait" : "Wait: Pause the units command queue and have it hold its current position.",
"commands_repair" : "Repair: Assist construction or repair a unit. Click and drag for area repair.",
"commands_reclaim" : "Reclaim: Take resources from a wreck. Click and drag for area reclaim.",
"commands_res" : "Resurrect: Spend energy to turn a wreck into a unit.",
"commands_dgun" : "Fire Special Weapon: Fire the unit's special weapon.",
"commands_stockpile" : "Stockpile: Queue missile production. Right click to reduce the queue.",
"commands_load" : "Load: Pick up a unit. Click and drag to load unit in an area.",
"commands_unload" : "Unload: Set down a carried unit. Click and drag to unload in an area.",
"commands_areaattack" : "Area Attack: Indiscriminately bomb the terrain in an area.",
"commands_guard" : "Guard: Protect the target and assist its production.",
"commands_resupply" : "Resupply: Return to nearest repair pad for health and ammo.",
"commands_settarget" : "Set Target: Set a priority target that is indepdent of the units command queue.",
"commands_canceltarget" : "Cancel Target: Cancel the units priority target.",
"startup_commenu_sitelink" : "You can customize your commanders on the Zero-K site: https://zero-k.info",
"startup_commenu_tooltips" : "Module tooltips",
"startup_commenu_title" : "COMMANDER SELECTOR",
"startup_commenu_open" : "Open comm selection screen",
"startup_commenu_close" : "CLOSE",
"com_upgrademenu_title" : "Modules",
"com_upgrademenu_start" : "Start upgrade",
"com_upgrademenu_currentupgrades" : "View current modules",
"com_upgrademenu_cancel" : "Cancel module selection",
"com_upgrademenu_tooltip" : "Upgrade Commander",
"metal_oneletter" : "M",
"energy_oneletter" : "E",
"graph_economy_section" : "Economy",
"graph_metal_produced" : "Metal Produced",
"graph_metal_produced_tooltip" : "Cumulative total of metal produced.",
"graph_metal_used" : "Metal Used",
"graph_metal_used_tooltip" : "Cumulative total of metal used.",
"graph_metal_income" : "Metal Income",
"graph_metal_income_tooltip" : "Total metal income.",
"graph_metal_overdrive" : "Metal Overdrive",
"graph_metal_overdrive_tooltip" : "Cumulative total of metal produced by overdrive.",
"graph_metal_reclaimed" : "Metal Reclaimed",
"graph_metal_reclaimed_tooltip" : "Cumulative total of metal reclaimed. Includes wreckage, unit reclaim and construction cancellation.",
"graph_metal_excess" : "Metal Excess",
"graph_metal_excess_tooltip" : "Cumulative total of metal lost to excess.",
"graph_energy_income" : "Energy Income",
"graph_energy_income_tooltip" : "Total energy income.",
"graph_unit_section" : "Units",
"graph_total_value" : "Total Value",
"graph_total_value_tooltip" : "Total value of units and structures.",
"graph_army_value" : "Army Value",
"graph_army_value_tooltip" : "Value of mobile units excluding constructors, commanders, Iris, Owl, Djinn, Charon and Hercules.",
"graph_defence_value" : "Defense Value",
"graph_defence_value_tooltip" : "Value of armed structures (and shields) with range up to and including Cerberus and Artemis.",
"graph_economy_value" : "Economy Value",
"graph_economy_value_tooltip" : "Value of economic structures, factories and constructors.",
"graph_other_value" : "Other Value",
"graph_other_value_tooltip" : "Value of units and structures that do not fit any other category.",
"graph_killed_value" : "Value Killed",
"graph_killed_value_tooltip" : "Cumulative total of value of enemy units and structured destroyed by the team. Includes nanoframes.",
"graph_lost_value" : "Value Lost",
"graph_lost_value_tooltip" : "Cumulative total of value of the teams destroyed units and structures. Includes nanoframes.",
"graph_dmg_dealt" : "Damage Dealt",
"graph_dmg_dealt_tooltip" : "Cumulative damage inflicted measured by the cost of the damaged unit in proportion to damage dealt.",
"graph_dmg_received" : "Damage Received",
"graph_dmg_received_tooltip" : "Cumulative damage received measured by the cost of the damaged unit in proportion to damage dealt."
}
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