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#
# This file is a part of the SteamWar software.
#
# Copyright (C) 2021 SteamWar.de-Serverteam
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU Affero General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU Affero General Public License for more details.
#
# You should have received a copy of the GNU Affero General Public License
# along with this program. If not, see <https://www.gnu.org/licenses/>.
#
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PREFIX = §eBau§8System§8»
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TIME = HH:mm:ss
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DATE = ........
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COMMAND_HELP_HEAD = §7---=== (§e{0}§7) ===---
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ONLY_SCHEMS = §cFolders are unselectable
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PAGE_LIST = §e Page ({0}/{1}) »»
LIST_PREVIOUS_PAGE = §ePrevious page
LIST_NEXT_PAGE = §eNext page
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# Scoreboard
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SCOREBOARD_TIME = Time
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SCOREBOARD_REGION = Region
SCOREBOARD_TRACE = Trace
SCOREBOARD_LOADER = Loader
SCOREBOARD_TPS = TPS
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SCOREBOARD_TPS_FROZEN = §e Frozen
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SCOREBOARD_TRACE_TICKS = Ticks
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# Flags
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FLAG_COLOR = Color
FLAG_TNT = TNT
FLAG_FIRE = Fire
FLAG_FREEZE = Freeze
FLAG_PROTECT = Protect
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FLAG_FIRE_ALLOW = §con
FLAG_FIRE_DENY = §aoff
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FLAG_FREEZE_ACTIVE = §aon
FLAG_FREEZE_INACTIVE = §coff
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FLAG_PROTECT_ACTIVE = §aon
FLAG_PROTECT_INACTIVE = §coff
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FLAG_TNT_ALLOW = §aon
FLAG_TNT_DENY = §coff
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FLAG_TNT_ONLY_TB = §7no §ebuild area
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FLAG_COLOR_WHITE = §fWhite
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FLAG_COLOR_ORANGE = §6Orange
FLAG_COLOR_MAGENTA = §dMagenta
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FLAG_COLOR_LIGHT_BLUE = §bLight blue
FLAG_COLOR_YELLOW = §eYellow
FLAG_COLOR_LIME = §aLime
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## This cannot be converted
FLAG_COLOR_PINK = §ePink
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FLAG_COLOR_GRAY = §8Gray
FLAG_COLOR_LIGHT_GRAY = §7Light gray
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FLAG_COLOR_CYAN = §3Cyan
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FLAG_COLOR_PURPLE = §5Purple
FLAG_COLOR_BLUE = §1Blue
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## This cannot be converted
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FLAG_COLOR_BROWN = §eBrown
FLAG_COLOR_GREEN = §2Green
FLAG_COLOR_RED = §cRed
FLAG_COLOR_BLACK = §0Black
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# Region
REGION_TYPE_NORMAL = Normal
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REGION_TYPE_BUILD = Build area
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REGION_TYPE_ONLY_TB = Dummy
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# AttributesCopy
ATTRIBUTES_CANT_COPY = §cYou need to hold the same item type and hover over the same block to copy.
ATTRIBUTES_NO_COPY = §cNo attributes to copy.
ATTRIBUTES_COPIED = §eAttributes copied.
ATTRIBUTE_REMOVE_COMMAND_HELP = §8/§eattributeremove §8[§eattribute§8|§7all§8|§7*§8]
ATTRIBUTE_REMOVE_ALL = §eAll attributes removed.
ATTRIBUTE_REMOVE_SINGLE = §eAttribute §7{0}§e removed.
ATTRIBUTE_REMOVE_NOT_FOUND = §cAttribute not found
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# AutoStart
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AUTOSTART_COMMAND_HELP = §8/§etimer §8- §7Retrieve AutostartTimer Tool
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AUTOSTART_ITEM_NAME = §eAutostartTimer
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AUTOSTART_ITEM_LORE = §eRight Click Block §8- §7Start Timer
AUTOSTART_MESSAGE_NO_REGION = §cYou are not inside any region
AUTOSTART_MESSAGE_RESET = §eAutostartTimer restarted
AUTOSTART_MESSAGE_START = §eAutostartTimer started
AUTOSTART_MESSAGE_RESULT1 = §eTime §7until §eexplosion §7at enemy§8:§e {0}
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AUTOSTART_MESSAGE_DATE_PATTERN = mm:ss SSSS
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AUTOSTART_MESSAGE_RESULT2 = §eTime difference in game-ticks §7until {0} seconds§8:§e {1}
AUTOSTART_MESSAGE_RESULT3 = §7positive, if too few, negative if too many
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# Backup
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BACKUP_HELP_CREATE = §8/§ebackup create §8- §7Create a region backup
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BACKUP_HELP_LOAD = §8/§ebackup load §8[§7BackupName§8] §8- §7Load a region backup
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BACKUP_HELP_LIST = §8/§ebackup list §8- §7List all region backups
BACKUP_HELP_GUI = §8/§ebackup gui §8- §7Open the backup GUI
BACKUP_REGION_NO_REGION = §cYou are not inside any region
BACKUP_NO_PERMS = §You do not have permission to use the backup system
BACKUP_CREATE_SUCCESS = §7Backup created
BACKUP_CREATE_FAILURE = §cBackup failed
BACKUP_CREATE_NO_CHANGE = §7No changes to save
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BACKUP_LIST_HEAD = §7---=== (§eBackup §7{0}§7) ===---
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BACKUP_LIST_ENTRY = §7{0} §e[Load]
BACKUP_LOAD_FAILURE = §cBackup load failed
BACKUP_LOAD = §7Backup loaded
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BACKUP_INV_NAME = §eBackup
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BACKUP_ITEM_NAME = §eBackup §7from §e{0}
BACKUP_LORE = §eClick to load
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# Bau
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BAU_COMMAND_HELP_INFO = §8/§ebau info §8- §7Alias for §8/§ebauinfo
BAU_COMMAND_HELP_TOGGLEWE = §8/§ebau togglewe §8[§7Player§8] §8- §7Edit the WorldEdit permissions of a player
BAU_COMMAND_HELP_TOGGLEWORLD = §8/§ebau toggleworld §8[§7Player§8] §8- §7Edit the World permissions of a player
BAU_UNKNOWN_PLAYER = §cUnknown Player
BAU_NO_PLAYER = §cThe player is no member of your world!
BAU_NO_WORLD = §cThis is not your world!
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BAU_INFO_ITEM_NAME = §eBau-Management
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## This is used in BauInfoBauGuiItem.java
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BAU_INFO_ITEM_LORE_TNT = §7TNT§8: §e{0}
BAU_INFO_ITEM_LORE_FREEZE = §7Freeze§8: §e{0}
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BAU_INFO_ITEM_LORE_DAMAGE =
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BAU_INFO_ITEM_LORE_FIRE = §7Fire§8: §e{0}
BAU_INFO_ITEM_LORE_COLOR = §7Color§8: §e{0}
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BAU_INFO_ITEM_LORE_PROTECT = §7Protect§8: §e{0}
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BAU_INFO_COMMAND_HELP = §8/§ebauinfo §8- §7Information regarding this build server
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BAU_INFO_COMMAND_OWNER = §7Owner: §e{0}
BAU_INFO_COMMAND_MEMBER = §7Member: §e
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BAU_INFO_MEMBER_INFO = §e{0}§8[{1}§8,{2}§8] §8
BAU_INFO_MEMBER_WE_ALLOW = §aWE
BAU_INFO_MEMBER_WE_DISALLOW = §cWE
BAU_INFO_MEMBER_WORLD_ALLOW = §aW
BAU_INFO_MEMBER_WORLD_DISALLOW = §cW
BAU_INFO_COMMAND_FLAG = §e{0} §8: §7{1}
BAU_INFO_COMMAND_TPS = TPS:§e
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# Countingwand
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COUNTINGWAND_COMMAND_HELP = §8/§ecountingwand §8- §7Receive a CountingWand
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COUNTINGWAND_ITEM_NAME = §eMeterstick
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COUNTINGWAND_ITEM_LORE1 = §eLeft-Click §8- §7Set the first position
COUNTINGWAND_ITEM_LORE2 = §eRicht-Click §8- §7Set the second position
COUNTINGWAND_MESSAGE_RCLICK = §7First position at: §8[§7{0}§8, §7{1}§8, §7{2}§8] ({3}§8) ({4}§8)
COUNTINGWAND_MESSAGE_LCLICK = §7Second position at: §8[§7{0}§8, §7{1}§8, §7{2}§8] ({3}§8) ({4}§8)
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COUNTINGWAND_MESSAGE_VOLUME = §e{0}
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COUNTINGWAND_MESSAGE_DIMENSION = §e{0}§8, §e{1}§8, §e{2}
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# Detonator
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DETONATOR_LOC_REMOVE = §e{0} removed
DETONATOR_LOC_ADD = §e{0} added
DETONATOR_BUTTON_SWITCH = Lever
DETONATOR_BUTTON_WOOD_BUTTON = Button
DETONATOR_BUTTON_STONE_BUTTON = Button
DETONATOR_BUTTON_PRESSURE_PLATE = Pressure plate
DETONATOR_BUTTON_WEIGHTED-PRESSURE_PLATE = Pressure plate
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DETONATOR_BUTTON_TRIPWIRE = Tripwire
DETONATOR_BUTTON_NOTEBLOCK = Noteblock
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DETONATOR_BUTTON_DAYLIGHTSENSOR = Daylight sensor
DETONATOR_BUTTON_POWERABLE = Activateable block
DETONATOR_BUTTON_INVALID = Invalid
DETONATOR_WAND_NAME = §eDetonator
DETONATOR_WAND_LORE_1 = §eLeft-Click §8- §7Sets a point to be activated
DETONATOR_WAND_LORE_2 = §eLeft-Click + Shift §8- §eAdds a point
DETONATOR_WAND_LORE_3 = §eRight-Click §8- §eActivates all points
DETONATOR_HELP_WAND = §8/§edetonator wand §8-§7 Receive a Detonator
DETONATOR_HELP_CLICK = §8/§edetonator click §8-§7 Activate a Detonator (main-hand -> hotbar -> inventory)
DETONATOR_HELP_CLEAR = §8/§edetonator clear §8-§7 Clear a Detonator
DETONATOR_HELP_AUTOSTART = §8/§edetonator autostart §8-§7 Enable a Autostarttester automatically
DETONATOR_AUTOSTART_ENABLE = §7Autostart with detonate §aenabled
DETONATOR_AUTOSTART_DISABLE = §7Autostart with detonate §cdisabled
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DETONATOR_POINT_ACT = §eSingle point activated
DETONATOR_POINTS_ACT = §e{0} points activated
DETONATOR_INVALID_POINT = §cOne point could not be activated
DETONATOR_INVALID_POINTS = §c{0} points could not be activated
DETONATOR_INVALID_BLOCK = §eThe block could not be addded
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# Hotbar
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HOTBAR_HELP_GENERIC = §7Saves a hotbar. While joining a bau with an empty inventory this hotbar will be used
HOTBAR_HELP_SAVE = §8/§ehotbar save §8-§7 Saves your current hotbar
HOTBAR_HELP_LOAD = §8/§ehotbar load §8-§7 Loads the saved hotbar
HOTBAR_HELP_SHOW = §8/§ehotbar show §8-§7 Displays the saved hotbar
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HOTBAR_SAVED = §7Hotbar saved
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HOTBAR_LOADED = §7Hotbar loaded
HOTBAR_INVENTORY = Standard hotbar
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# GUI
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GUI_EDITOR_ITEM_NAME = §eGui editor
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GUI_NAME = Bau GUI
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GUI_NO_PERMISSION = §cYou do not have enough permissions for this
GUI_NO_OWNER = §cYou are not the owner of this World
GUI_NO_WORLD = §cYou do not have permissions to change the World
GUI_NO_WORLDEDIT = §cYou do not have permissions to use WorldEdit
GUI_NO_MEMBER = §cYou need to be a member of this World
GUI_ITEM_LORE1 = §7Use this item to open the bau gui
GUI_ITEM_LORE2 = §7or press swap hands twice.
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GUI_EDITOR_TITLE = Bau GUI Editor
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GUI_EDITOR_ITEM_ROW_P = §e+1 Row
GUI_EDITOR_ITEM_ROW_M = §e-1 Row
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GUI_EDITOR_ITEM_TRASH = §cTrashcan
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GUI_EDITOR_ITEM_TRASH_LORE = §7Drop item here
GUI_EDITOR_ITEM_MORE = §eMore items
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GUI_EDITOR_ITEM_CLOSE = §eClose
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GUI_EDITOR_TITLE_MORE = Select item
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# Script
## Errors
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SCRIPT_SLEEP_ERROR = §cInsert a sleep into your script
SCRIPT_COMMAND_ERROR_FIRST_ARG_NOVAR = §cThe first argument is missing and should be a variable
SCRIPT_COMMAND_ERROR_FIRST_ARG_NONUMER = §cThe first argument is missing and should be a number
SCRIPT_COMMAND_ERROR_FIRST_ARG_NOVAR_OR_VALUE = §cThe first argument is missing and should be a variable or a number
SCRIPT_COMMAND_ERROR_FIRST_ARG_NOJUMPPOINT = §cThe first argument is missing and should be a jump-point
SCRIPT_COMMAND_ERROR_SECOND_ARG_NOVAR = §cThe second argument is missing and should be a variable
SCRIPT_COMMAND_ERROR_SECOND_ARG_NOVAR_OR_VALUE = §cThe second argument is missing and should be a variable or a number
SCRIPT_COMMAND_ERROR_SECOND_ARG_NOVALUE = §cThe econd argument is missing and should be a value
SCRIPT_COMMAND_ERROR_THIRD_ARG_NOVAR = §cThe third argument is missing and should be a variable
SCRIPT_COMMAND_ERROR_THIRD_ARG_NOVALUE = §cThe third argument is missing and should be a value
SCRIPT_COMMAND_ERROR_THIRD_ARG_NOVAR_OR_NUMBER = §cThe third argument is missing and should be a variable or a number
SCRIPT_COMMAND_ERROR_THIRD_ARG_NOJUMPPOINT = §cThe third argument is missing and should be a jump-point
SCRIPT_COMMAND_ERROR_FOURTH_ARG_NOVALUE = §cThe fourth argument is missing and should be a value
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SCRIPT_COMMAND_ERROR_BOOLEAN_COMPARE = §cOnly booleans can be compared
SCRIPT_COMMAND_ERROR_NUMBER_COMPARE = §cOnly numbers can be compared
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SCRIPT_COMMAND_ERROR_ONLY_STRINGS_ALLOWED = §cOnly strings are allowed
SCRIPT_COMMAND_ERROR_ONLY_NUMBERS_ALLOWED = §cOnly numbers are allowed
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## Commands
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SCRIPT_COMMAND_ARITHMETIC_ADD_HELP_1 = §eadd §8<§7variable§8> §8<§7variable§8|§7value§8>
SCRIPT_COMMAND_ARITHMETIC_ADD_HELP_2 = §eadd §8<§7variable§8> §8<§7variable§8§8|§7value> §8<§7variable§8|§7value§8>
SCRIPT_COMMAND_ARITHMETIC_ADD_HELP_3 = Addition between the two last variables and writes the result in the first one
SCRIPT_COMMAND_ARITHMETIC_ADD_ERROR = §cOnly numbers can be added
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SCRIPT_COMMAND_ARITHMETIC_DIV_HELP_1 = §ediv §8<§7variable§8> §8<§7variable§8|§7value§8>
SCRIPT_COMMAND_ARITHMETIC_DIV_HELP_2 = §ediv §8<§7variable§8> §8<§7variable§8|§7value§8> §8<§7variable§8|§7value§8>
SCRIPT_COMMAND_ARITHMETIC_DIV_HELP_3 = Division between the two last variables and writes the result in the first one
SCRIPT_COMMAND_ARITHMETIC_DIV_ERROR = §cOnly numbers can be divided
SCRIPT_COMMAND_ARITHMETIC_MUL_HELP_1 = §emul §8<§7variable§8> §8<§7variable§8|§7value§8>
SCRIPT_COMMAND_ARITHMETIC_MUL_HELP_2 = §emul §8<§7variable§8> §8<§7variable§8|§7value§8> §8<§7variable§8|§7value§8>
SCRIPT_COMMAND_ARITHMETIC_MUL_HELP_3 = Multiplication between the two last variables and writes the result in the first one
SCRIPT_COMMAND_ARITHMETIC_MUL_ERROR = §cOnly numbers can be multiplied
SCRIPT_COMMAND_ARITHMETIC_SUB_HELP_1 = §esub §8<§7variable§8> §8<§7variable§8|§7value§8>
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SCRIPT_COMMAND_ARITHMETIC_SUB_HELP_2 = §esub §8<§7variable§8> §8<§7variable§8§8|§7value§8> §8<§7variable§8|§7value§8>
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SCRIPT_COMMAND_ARITHMETIC_SUB_HELP_3 = Subtraction between the two last variables and writes the result in the first one
SCRIPT_COMMAND_ARITHMETIC_SUB_ERROR = §cOnly numbers can be subtracted
SCRIPT_COMMAND_ARITHMETIC_OTHER_CEIL_HELP_1 = §eceil §8<§7variable§8> §8<§7variable§8|§7value§8>
SCRIPT_COMMAND_ARITHMETIC_OTHER_CEIL_HELP_2 = §eceil §8<§7variable§8> §8<§7variable§8|§7value§8> §8<§7variable§8|§7value§8>
SCRIPT_COMMAND_ARITHMETIC_OTHER_CEIL_HELP_3 = Ceils the second number and writes it in the first or ceils the second number with the precision from the third number and writes it in the first
SCRIPT_COMMAND_ARITHMETIC_OTHER_CEIL_ERROR_1 = §cOnly floating point numbers can be ceiled
SCRIPT_COMMAND_ARITHMETIC_OTHER_CEIL_ERROR_2 = §cThe precision needs to be a whole number
SCRIPT_COMMAND_ARITHMETIC_OTHER_FLOOR_HELP_1 = §efloor §8<§7variable§8> §8<§7variable§8|§7value§8>
SCRIPT_COMMAND_ARITHMETIC_OTHER_FLOOR_HELP_2 = §efloor §8<§7variable§8> §8<§7variable§8|§7value§8> §8<§7variable§8|§7value§8>
SCRIPT_COMMAND_ARITHMETIC_OTHER_FLOOR_HELP_3 = Floors the second number and writes it in the first or floors the second number with the precision from the third number and writes it in the first
SCRIPT_COMMAND_ARITHMETIC_OTHER_FLOOR_ERROR_1 = §cOnly floating point numbers can be floored
SCRIPT_COMMAND_ARITHMETIC_OTHER_FLOOR_ERROR_2 = §cThe precision needs to be a whole number
SCRIPT_COMMAND_ARITHMETIC_OTHER_ROUND_HELP_1 = §eround §8<§7variable§8> §8<§7variable§8|§7value§8>
SCRIPT_COMMAND_ARITHMETIC_OTHER_ROUND_HELP_2 = §eround §8<§7variable§8> §8<§7variable§8|§7value§8> §8<§7variable§8|§7value§8>
SCRIPT_COMMAND_ARITHMETIC_OTHER_ROUND_HELP_3 = Round the second number and writes it in the first or rounds the second number with the precision from the third number and writes it in the first
SCRIPT_COMMAND_ARITHMETIC_OTHER_ROUND_ERROR_1 = §cOnly floating point numbers can be rounded
SCRIPT_COMMAND_ARITHMETIC_OTHER_ROUND_ERROR_2 = §cThe precision needs to be a whole number
SCRIPT_COMMAND_IO_ECHO_HELP_1 = §eecho §8<§7value§8>
SCRIPT_COMMAND_IO_ECHO_HELP_2 = §7Send a message to the player. If the value is empty, the message will be empty as well
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SCRIPT_COMMAND_IO_ECHO_MESSAGE = §f{0}
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SCRIPT_COMMAND_IO_ECHOACTIONBAR_HELP_1 = §eechoactionbar §8<§7value§8>
SCRIPT_COMMAND_IO_ECHOACTIONBAR_HELP_2 = §7Send a message to the player to the action bar. If the value is empty, the message will be empty as well
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SCRIPT_COMMAND_IO_INPUT_HELP_1 = §einput §8<§7variable§8> §8<§7text§8>
SCRIPT_COMMAND_IO_INPUT_HELP_2 = §7Request an input from the player, which will be written in the variable. The text is optional
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SCRIPT_COMMAND_LOGIC_AND_HELP_1 = §eand §8<§7variable§8> §8<§7variable§8>
SCRIPT_COMMAND_LOGIC_AND_HELP_2 = §eand §8<§7variable§8> §8<§7variable§8> §8<§7variable§8>
SCRIPT_COMMAND_LOGIC_AND_HELP_3 = The logic and between the last two variables and writes it in the first
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SCRIPT_COMMAND_LOGIC_EQUAL_HELP_1 = §eequal §8<§7variable§8> §8<§7variable§8>
SCRIPT_COMMAND_LOGIC_EQUAL_HELP_2 = §eequal §8<§7variable§8> §8<§7variable§8> §8<§7variable§8>
SCRIPT_COMMAND_LOGIC_EQUAL_HELP_3 = Compares the last two variables and writes it in the first
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SCRIPT_COMMAND_LOGIC_GREATER_HELP_1 = §egreater §8<§7variable§8> §8<§7variable§8>
SCRIPT_COMMAND_LOGIC_GREATER_HELP_2 = §egreater §8<§7variable§8> §8<§7variable§8> §8<§7variable§8>
SCRIPT_COMMAND_LOGIC_GREATER_HELP_3 = Compares the last two variables and writes it in the first
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SCRIPT_COMMAND_LOGIC_LESS_HELP_1 = §eless §8<§7variable§8> §8<§7variable§8>
SCRIPT_COMMAND_LOGIC_LESS_HELP_2 = §eless §8<§7variable§8> §8<§7variable§8> §8<§7variable§8>
SCRIPT_COMMAND_LOGIC_LESS_HELP_3 = Compares the last two variables and writes it in the first
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SCRIPT_COMMAND_LOGIC_NOT_HELP_1 = §enot §8<§7variable§8>
SCRIPT_COMMAND_LOGIC_NOT_HELP_2 = §enot §8<§7variable§8> §8<§7variable§8>
SCRIPT_COMMAND_LOGIC_NOT_HELP_3 = The logic not of the last variable and writes it in the first
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SCRIPT_COMMAND_LOGIC_OR_HELP_1 = §eor §8<§7variable§8> §8<§7variable§8>
SCRIPT_COMMAND_LOGIC_OR_HELP_2 = §eor §8<§7variable§8> §8<§7variable§8> §8<§7variable§8>
SCRIPT_COMMAND_LOGIC_OR_HELP_3 = The logic or between the last two variables and writes it in the first
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SCRIPT_COMMAND_STRING_INSERT_HELP_1 = §einsert §8<§7variable§8> §8<§7variable§8> §8<§7number§8>
SCRIPT_COMMAND_STRING_INSERT_HELP_2 = §einsert §8<§7variable§8> §8<§7variable§8> §8<§7variable§8> §8<§7number§8>
SCRIPT_COMMAND_STRING_INSERT_HELP_3 = Insert something into a String at a given index. The number is the index and the variable is the string. Optionally the result can be written in another or a new variable
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SCRIPT_COMMAND_STRING_LENGTH_HELP_1 = §elength §8<§7variable§8>
SCRIPT_COMMAND_STRING_LENGTH_HELP_2 = §elength §8<§7variable§8> §8<§7variable§8>
SCRIPT_COMMAND_STRING_LENGTH_HELP_3 = Returns the text length.
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SCRIPT_COMMAND_STRING_REMOVE_HELP_1 = §eremove §8<§7variable§8> §8<§7from variable§8>
SCRIPT_COMMAND_STRING_REMOVE_HELP_2 = §eremove §8<§7variable§8> §8<§7variable§8> §8<§7from variable§8>
SCRIPT_COMMAND_STRING_REMOVE_HELP_3 = Removes all occurrences of a string from another string.
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SCRIPT_COMMAND_STRING_REPLACE_HELP_1 = §ereplace §8<§7variable§8> §8<§7from variable§8> §8<§7to variable§8>
SCRIPT_COMMAND_STRING_REPLACE_HELP_2 = §ereplace §8<§7variable§8> §8<§7variable§8> §8<§7from variable§8> §8<§7to variable§8>
SCRIPT_COMMAND_STRING_REPLACE_HELP_3 = Replaces all occurrences of a string from another string with a given string
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SCRIPT_COMMAND_STRING_SUBSTRING_HELP_1 = §esubstring §8<§7variable§8> §8<§7number§8>
SCRIPT_COMMAND_STRING_SUBSTRING_HELP_2 = §esubstring §8<§7variable§8> §8<§7variable§8> §8<§7number§8>
SCRIPT_COMMAND_STRING_SUBSTRING_HELP_3 = Shortens a string either from the start or the end, depending on whether the given index is positive (start) or negative (end)
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SCRIPT_COMMAND_VARIABLE_CONST_HELP_1 = §econst §8<§7variable§8> §8[§7value§8(§7s§8)§8]
SCRIPT_COMMAND_VARIABLE_CONST_HELP_2 = Writes a value in a constant, which can be a number, a boolean or a string
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SCRIPT_COMMAND_VARIABLE_CONVERT_HELP_1 = §econvert §8<§7variable§8> §8<§7value§8>
SCRIPT_COMMAND_VARIABLE_CONVERT_HELP_2 = Converts a value to 'number' if it's a number, or to 'boolean' if it's either 'true' or 'false'. Otherwise it remains of type 'text'.
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SCRIPT_COMMAND_VARIABLE_GLOBAL_HELP_1 = §eglobal §8<§7variable§8> §8[§7value§8(§7s§8)§8]
SCRIPT_COMMAND_VARIABLE_GLOBAL_HELP_2 = Writes a value in a variable, which can be a number, a boolean or a string
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SCRIPT_COMMAND_VARIABLE_ISSET_HELP_1 = §eisset §8<§7variable§8> §8<§7variable§8>
SCRIPT_COMMAND_VARIABLE_ISSET_HELP_2 = Writes true/false in a variable, depending on whether the second variable exists
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SCRIPT_COMMAND_VARIABLE_UNGLOBAL_HELP_1 = §eunglobal §8<§7variable§8>
SCRIPT_COMMAND_VARIABLE_UNGLOBAL_HELP_2 = Deletes a global variable.
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SCRIPT_COMMAND_VARIABLE_UNVAR_HELP_1 = §eunvar §8<§7variable§8>
SCRIPT_COMMAND_VARIABLE_UNVAR_HELP_2 = Deletes a local variable.
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SCRIPT_COMMAND_VARIABLE_VAR_HELP_1 = §evar §8<§7variable§8> §8[§7value§8(§7s§8)§8]
SCRIPT_COMMAND_VARIABLE_VAR_HELP_2 = Writes a value in a variable, which can be a number, a boolean or a string
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SCRIPT_COMMAND_VARIABLE_VARTYPE_HELP_1 = §evartype §8<§7variable§8> §8<§7variable§8>
SCRIPT_COMMAND_VARIABLE_VARTYPE_HELP_2 = Writes the type of the second variable in the first. If the second variable does not exist, the first variable will have the value 'false'. Otherwise it will have any of the following types: 'number', 'boolean', 'text'
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SCRIPT_COMMAND_WORLD_GETMATERIAL_HELP_1 = §egetmaterial §8<§7variable§8> §8<§7number§8> §8<§7number§8> §8<§7number§8>
SCRIPT_COMMAND_WORLD_GETMATERIAL_HELP_2 = Writes the material of a block in the world in the variable
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SCRIPT_COMMAND_WORLD_SETMATERIAL_HELP_1 = §esetmaterial §8<§7variable§8> §8<§7number§8> §8<§7number§8> §8<§7number§8>
SCRIPT_COMMAND_WORLD_SETMATERIAL_HELP_2 = Sets a block in the world with the given material, given in the variable
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SCRIPT_COMMAND_EXIT_HELP_1 = §eexit
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SCRIPT_COMMAND_EXIT_HELP_2 = Exits the script
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SCRIPT_COMMAND_IF_HELP_1 = §eif §8<§7variable§8/§7value§8> §8<§7variable§8/§7value§8> §8<§7jump-point§8>
SCRIPT_COMMAND_IF_HELP_2 = §eif §8<§7variable§8/§7value§8> §8<§7variable§8/§7value§8> §8<§7jump-point§8> §8<§7jump-point§8>
SCRIPT_COMMAND_IF_HELP_3 = §7Jump to a jump-point if the given values are equal or another jump-point otherwise.
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SCRIPT_COMMAND_JUMP_HELP_1 = §ejump §8<§7jump-point§8>
SCRIPT_COMMAND_JUMP_HELP_2 = §7Jump to a jump-point. A jump-point is a line with §8'§7.§8'§7 before.
SCRIPT_COMMAND_JUMP_ERROR = §cUnknown jump-point: {0}
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SCRIPT_COMMAND_CALL_HELP_1 = §ecall §8<§7jump-point§8>
SCRIPT_COMMAND_CALL_HELP_2 = §7Jump to a jump-point. A jump-point is a line with §8'§7.§8'§7 before. Building a return stack alongside. Use 'return' to jump back.
SCRIPT_COMMAND_CALL_ERROR = §cUnknown jump-point: {0}
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SCRIPT_COMMAND_RETURN_HELP_1 = §ereturn
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SCRIPT_COMMAND_RETURN_HELP_2 = §7Jump back to the last 'call' command
SCRIPT_COMMAND_RETURN_ERROR = §cNo 'call' command executed before
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SCRIPT_COMMAND_SLEEP_HELP_1 = §esleep §8<§7time§8>
SCRIPT_COMMAND_SLEEP_HELP_2 = Pauses the execution by the given number of game ticks.
SCRIPT_COMMAND_SLEEP_ERROR = §cThe given number needs to be greater than zero.
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## GUI
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SCRIPT_GUI_ITEM_NAME = §eScript Help
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## CustomScript
SCRIPT_EVENT_ITEM_NAME = §7Event§8: §e{0} §8-§7 {1}
SCRIPT_COMMAND_ITEM_NAME = §7Command§8: §e{0}
## Script Menu GUI
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SCRIPT_MENU_GUI_ITEM_LORE_1 = §7Click to retrieve
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SCRIPT_MENU_GUI_ITEM_LORE_2 = §7Shift-Click to copy
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SCRIPT_MENU_GUI_NAME = §eScript Commands {0}{1}§7%
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SCRIPT_MENU_GUI_ITEM_ADD_NAME = §eInsert
SCRIPT_MENU_GUI_ITEM_ADD_LORE = §7Click with a book to insert
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SCRIPT_MENU_GUI_DUPLICATE_COMMAND = §cCommand '{0}' already defined
SCRIPT_MENU_GUI_UNKNOWN_EVENT = §cEvent '{0}' cannot be defined
SCRIPT_MENU_GUI_LIMIT = §cScript-Book limit reached
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## ScriptCommand
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SCRIPT_COMMAND_HELP = §8/§escript §8- §7Opens the ScriptGUI
SCRIPT_COMMAND_HELP_MENU = §8/§escript menu §8- §7Opens the ScriptGUI for custom commands shares across baus
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## Script GUI
SCRIPT_GUI_NAME = Script Elements
SCRIPT_GUI_COMMAND_CHAT = §eScript Command§8: §e{0}
SCRIPT_GUI_CUSTOM_COMMANDS = §eCustom Commands
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SCRIPT_GUI_CUSTOM_COMMANDS_LORE_1 = §7Write§8: §7#!CMD 'COMMAND'
SCRIPT_GUI_CUSTOM_COMMANDS_LORE_2 = §7at the beginning of a Script Book to use a custom command. The command always starts with / and can be structured as you wish. Everything in pointy Brackets '<>' will be counted as a Parameter and therefore as a variable. Parameters in round brackets '()' are optional. Simple texts as parameters get a variable with the same name with the values true/false, depending on whether the value was given or not
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SCRIPT_GUI_CUSTOM_EVENTS = §eCustom Events
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SCRIPT_GUI_CUSTOM_EVENTS_LORE_1 = §7Write§8: §7#!EVENT 'EventName'
SCRIPT_GUI_CUSTOM_EVENTS_LORE_2 = §7at the beginning of a Script Book to use a custom event. Every event can ve canceled by using 'var cancel true'. After the event name are the variables which are usable in a Script Book.
SCRIPT_GUI_CUSTOM_EVENTS_LORE_3 = §7Usable Events are:
SCRIPT_GUI_CUSTOM_EVENTS_LORE_4 = §eFF
SCRIPT_GUI_CUSTOM_EVENTS_LORE_5 = §ePlaceBlock §8-§7 blockX, blockY, blockZ, blockType
SCRIPT_GUI_CUSTOM_EVENTS_LORE_6 = §eBreakBlock §8-§7 blockX, blockY, blockZ, blockType
SCRIPT_GUI_CUSTOM_EVENTS_LORE_7 = §eRightClick §8-§7 blockInHand, action, handType,
SCRIPT_GUI_CUSTOM_EVENTS_LORE_8 = §7 hasBlock §8[§7blockX, blockY, blockZ, blockFace§8]§e*
SCRIPT_GUI_CUSTOM_EVENTS_LORE_9 = §eLeftClick §8-§7 blockInHand, action, handType,
SCRIPT_GUI_CUSTOM_EVENTS_LORE_10 = §7 hasBlock §8[§7blockX, blockY, blockZ, blockFace§8]§e*
SCRIPT_GUI_CUSTOM_EVENTS_LORE_11 = §eTNTSpawn
SCRIPT_GUI_CUSTOM_EVENTS_LORE_12 = §eTNTExplode §8-§7 x, y, z
SCRIPT_GUI_CUSTOM_EVENTS_LORE_13 = §eTNTExplodeInBuild §8-§7 x, y, z
SCRIPT_GUI_CUSTOM_EVENTS_LORE_14 = §eSelfJoin §8-§7 x, y, z, playerName
SCRIPT_GUI_CUSTOM_EVENTS_LORE_15 = §eSelfLeave §8-§7 x, y, z, playerName
SCRIPT_GUI_CUSTOM_EVENTS_LORE_16 = §eDropItem §8-§7 material, x, y, z
SCRIPT_GUI_CUSTOM_EVENTS_LORE_STAR_1 = §e* §8-§7 Everything in brackets is only set if the variable before is set on §etrue§7.
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SCRIPT_GUI_OTHER = §eOther
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SCRIPT_GUI_OTHER_LORE_1 = §7comments start with §e#§7.
SCRIPT_GUI_OTHER_LORE_2 = §7Jump_Points start with §e.§7.
SCRIPT_GUI_OTHER_LORE_3 = §7A variable name encased in '<>' is replaced, up to two times.
SCRIPT_GUI_OTHER_LORE_4 = §7A variable in '<>' can be prefixed with 'const.', 'local.' or 'global.' for the exact type where it should be searched for.
SCRIPT_GUI_OTHER_LORE_5 = §7If it is suffixed by '.type', the type of the variable will be returned.
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SCRIPT_GUI_COMMAND_NAME = §7Command: §e{0}
SCRIPT_GUI_CUSTOM_VARIABLES = §eCustom Variables
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SCRIPT_GUI_CONSTANT_OVERRIDEABLE = §eoverwriteable
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SCRIPT_GUI_CONSTANT_TRACE_NAME = §7Constant §etrace
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SCRIPT_GUI_CONSTANT_TRACE_LORE = §etrue§7 if the trace is activated.
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SCRIPT_GUI_CONSTANT_AUTO_TRACE_NAME = §7Constant §eautotrace
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SCRIPT_GUI_CONSTANT_AUTO_TRACE_LORE = §etrue§7 if the auto trace is activated.
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SCRIPT_GUI_CONSTANT_TNT_NAME = §7Constant §etnt
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SCRIPT_GUI_CONSTANT_TNT_LORE = §etrue§7 if tnt is not deactivated.
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SCRIPT_GUI_CONSTANT_ONLY_TB_NAME = §7Constant §etnt-onlytb
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SCRIPT_GUI_CONSTANT_ONLY_TB_LORE = §etrue§7 if tnt no build is activated.
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SCRIPT_GUI_CONSTANT_FREEZE_NAME = §7Constant §efreeze
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SCRIPT_GUI_CONSTANT_FREEZE_LORE = §etrue§7 if freeze is not deactivated.
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SCRIPT_GUI_CONSTANT_FIRE_NAME = §7Constant §efire
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SCRIPT_GUI_CONSTANT_FIRE_LORE = §etrue§7 if fire is not deactivated.
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SCRIPT_GUI_CONSTANT_PROTECT_NAME = §7Constant §eprotect
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SCRIPT_GUI_CONSTANT_PROTECT_LORE = §etrue§7 if protect is activated.
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SCRIPT_GUI_CONSTANT_X_NAME = §7Constant §ex
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SCRIPT_GUI_CONSTANT_X_LORE = §ex§7 position of the player.
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SCRIPT_GUI_CONSTANT_Y_NAME = §7Constant §ey
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SCRIPT_GUI_CONSTANT_Y_LORE = §ey§7 position of the player.
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SCRIPT_GUI_CONSTANT_Z_NAME = §7Constant §ez
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SCRIPT_GUI_CONSTANT_Z_LORE = §ez§7 position of the player.
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SCRIPT_GUI_CONSTANT_NAME_NAME = §7Constant §ename
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SCRIPT_GUI_CONSTANT_NAME_LORE = §eDisplay§7 name of the player.
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SCRIPT_GUI_CONSTANT_SNEAK_NAME = §7Constant §esneaking
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SCRIPT_GUI_CONSTANT_SNEAK_LORE = §etrue§7 if the player is sneaking.
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SCRIPT_GUI_CONSTANT_SPRINTING_NAME = §7Constant §esprinting
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SCRIPT_GUI_CONSTANT_SPRINTING_LORE = §etrue§7 is the player is sprinting.
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SCRIPT_GUI_CONSTANT_SLOT_NAME = §7Constant §eslot
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SCRIPT_GUI_CONSTANT_SLOT_LORE = §e0-8§7 for the selected slot.
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SCRIPT_GUI_CONSTANT_SLOT_MATERIAL_NAME = §7Constant §eslotmaterial
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SCRIPT_GUI_CONSTANT_SLOT_MATERIAL_LORE = §eMaterial§7 of the item in the current slot
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SCRIPT_GUI_CONSTANT_OFF_HAND_MATERIAL_NAME = §7Constant §eoffhandmaterial
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SCRIPT_GUI_CONSTANT_OFF_HAND_MATERIAL_LORE = §eMaterial§7 of the item in the off hand
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SCRIPT_GUI_CONSTANT_SLOT_MATERIAL_DISPLAY_NAME = §7Constant §ematerialname
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SCRIPT_GUI_CONSTANT_SLOT_MATERIAL_DISPLAY_LORE = §eName§7 of the item in the current slot
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SCRIPT_GUI_CONSTANT_OFF_HAND_MATERIAL_DISPLAY_NAME = §7Constant §eoffmaterialname
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SCRIPT_GUI_CONSTANT_OFF_HAND_MATERIAL_DISPLAY_LORE = §eName§7 of the item in the off hand
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SCRIPT_GUI_CONSTANT_REGION_TYPE_NAME = §7Constant §eregion-type
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SCRIPT_GUI_CONSTANT_REGION_TYPE_LORE = §eregion type§7 of the current region
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# Unsign Book
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UNSIGN_HELP = §8/§eunsign §8- §7Make a signed book writable again
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# Simulator
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SIMULATOR_HELP = §8/§esimulator §8-§7 Gives you the simulator wand
SIMULATOR_CREATE_HELP = §8/§esimulator create §8[§7name§8] §8-§7 Create a new simulator
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SIMULATOR_CHANGE_HELP = §8/§esimulator change §8-§7 Change your simulator wand selection
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SIMULATOR_DELETE_HELP = §8/§esimulator delete §8[§7name§8] §8-§7 Deletes the simulator
SIMULATOR_START_HELP = §8/§esimulator start §8[§7name§8] §8-§7 Starts the simulator
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SIMULATOR_COPY_HELP = §8/§esimulator copy §8[§7to-copy§8] §8[§7name§8] §8-§7 Copy the simulator
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SIMULATOR_NO_PERMS = §cYou are not allowed to use the simulator here
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SIMULATOR_GUI_ITEM_NAME = §eTNT Simulator
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SIMULATOR_NO_SIM_IN_HAND = §cNo simulator item selected
SIMULATOR_GUI_SELECT_SIM = Simulator selection
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SIMULATOR_GUI_CREATE_SIM = §eCreate simulator
SIMULATOR_GUI_CREATE_SIM_GUI = Create simulator
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SIMULATOR_NAME_ALREADY_EXISTS = §cSimulator already exists
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SIMULATOR_NAME_INVALID = §cInvalid name
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SIMULATOR_NOT_EXISTS = §cSimulator does not exist
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SIMULATOR_CREATE = §aSimulator created
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SIMULATOR_EDIT_LOCATION = §7Edit position
SIMULATOR_EDIT_PROPERTIES = §7Edit properties
SIMULATOR_EDIT_OTHER = §7Edit other
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SIMULATOR_EDIT_GROUP = §7Edit group
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SIMULATOR_EDIT_GROUP_MENU = §eEdit group
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SIMULATOR_WAND_NAME = §eSimulator
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SIMULATOR_WAND_NAME_SELECTED = §7Simulator §8- §e{0}
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SIMULATOR_WAND_LORE_1 = §eRight click §8- §7Adds a position
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SIMULATOR_WAND_LORE_2 = §eSneaking §8- §7Free movement
SIMULATOR_WAND_LORE_3 = §eLeft click §8- §7Start the simulation
SIMULATOR_WAND_LORE_4 = §eRight click in air §8- §7Opens the gui
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SIMULATOR_WAND_LORE_5 = §eOffhand §8- §7Simulator preview
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SIMULATOR_REGION_FROZEN = §cSimulator cannot be used inside frozen regions
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## Other
SIMULATOR_PLUS_ONE = §7+1
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SIMULATOR_PLUS_PIXEL_SHIFT = §eShift §7Click for §e+0,0625
SIMULATOR_PLUS_FIVE_SHIFT = §eShift §7Click for §e+5
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SIMULATOR_MINUS_ONE = §7-1
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SIMULATOR_MINUS_PIXEL_SHIFT = §eShift §7Click for §e-0,0625
SIMULATOR_MINUS_FIVE_SHIFT = §eShift §7Click for §e-5
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SIMULATOR_POSITION_X = §7x-Position
SIMULATOR_POSITION_Y = §7y-Position
SIMULATOR_POSITION_Z = §7z-Position
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SIMULATOR_BACK = §eBack
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SIMULATOR_GUI_TOTAL_TNT = §7Total TNT§8: §e{0}
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SIMULATOR_DELETED = §cSimulator deleted
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## GUI
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SIMULATOR_POSITION_EDIT = §eEdit position
SIMULATOR_POSITION_ADD = §eSet position
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SIMULATOR_GUI_TNT_SPAWN_NAME = §eTNT
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SIMULATOR_GUI_TNT_SPAWN_LORE_1 = §7TNT-Count§8: §e{0}
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SIMULATOR_GUI_TNT_SPAWN_LORE_2 = §7Tick§8: §e{0}
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SIMULATOR_GUI_TNT_SPAWN_LORE_3 = §7Lifespan§8: §e{0}
SIMULATOR_GUI_TNT_SPAWN_LORE_4 = §7
SIMULATOR_GUI_TNT_SPAWN_LORE_5 = §7x§8: §e{0}
SIMULATOR_GUI_TNT_SPAWN_LORE_6 = §7y§8: §e{0}
SIMULATOR_GUI_TNT_SPAWN_LORE_7 = §7z§8: §e{0}
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SIMULATOR_GUI_TNT_GROUP_NAME = §eTNT group
SIMULATOR_GUI_TNT_GROUP_LORE_1 = §7Element count§8: §e{0}
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SIMULATOR_GUI_TNT_GROUP_LORE_2 = §7Tick§8: §e{0}
SIMULATOR_GUI_TNT_GROUP_LORE_3 = §7
SIMULATOR_GUI_TNT_GROUP_LORE_4 = §7x§8: §e{0}
SIMULATOR_GUI_TNT_GROUP_LORE_5 = §7y§8: §e{0}
SIMULATOR_GUI_TNT_GROUP_LORE_6 = §7z§8: §e{0}
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SIMULATOR_GUI_TNT_DISABLED = §cDisabled
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SIMULATOR_GUI_NAME = Simulator
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SIMULATOR_GUI_DELETE = §cDelete TNT
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SIMULATOR_GUI_START = §eStart
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SIMULATOR_GUI_AUTO_TRACE = §eAutoTrace§8: §7{0}
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SIMULATOR_GUI_MOVE_ALL = §eMove all
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SIMULATOR_ALIGNMENT_CENTER = §7Alignment§8: §eCenter
SIMULATOR_ALIGNMENT_POSITIVE_X = §7Alignment§8: §ePositive X
SIMULATOR_ALIGNMENT_NEGATIVE_X = §7Alignment§8: §eNegative X
SIMULATOR_ALIGNMENT_POSITIVE_Z = §7Alignment§8: §ePositive Z
SIMULATOR_ALIGNMENT_NEGATIVE_Z = §7Alignment§8: §eNegative Z
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SIMULATOR_MOVE_ALL_GUI_NAME = Move TNT
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SIMULATOR_TNT_SPAWN_GUI_NAME = Configure TNT {0}
SIMULATOR_TNT_SPAWN_EDIT_LOCATION = - Location
SIMULATOR_TNT_SPAWN_EDIT_PROPERTIES = - Properties
SIMULATOR_TNT_SPAWN_EDIT_OTHER = - Other
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SIMULATOR_TNT_SPAWN_LORE = §eClick to change
SIMULATOR_TNT_SPAWN_COUNT = §7TNT-Count §8- §e{0}
SIMULATOR_TNT_SPAWN_COUNT_ANVIL_GUI_NAME = TNT-Count
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SIMULATOR_TNT_SPAWN_TICK = §7Tick §8- §e{0}
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SIMULATOR_TNT_SPAWN_TICK_ANVIL_GUI_NAME = Tick offset
SIMULATOR_TNT_SPAWN_FUSE = §7Lifespan §8- §e{0}
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SIMULATOR_TNT_SPAWN_FUSE_ANVIL_GUI_NAME = Fuse-Ticks
SIMULATOR_TNT_SPAWN_VELOCITY_NAME = §7TNT
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SIMULATOR_TNT_SPAWN_VELOCITY_X = §7TNT §eJump X §8- {0}
SIMULATOR_TNT_SPAWN_VELOCITY_Y = §7TNT §eJump Y §8- {0}
SIMULATOR_TNT_SPAWN_VELOCITY_Z = §7TNT §eJump Z §8- {0}
SIMULATOR_TNT_SPAWN_VELOCITY_ON = §aon
SIMULATOR_TNT_SPAWN_VELOCITY_OFF = §coff
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SIMULATOR_TNT_SPAWN_POSITION_X = §7x-Position §8- §e{0}
SIMULATOR_TNT_SPAWN_POSITION_Y = §7y-Position §8- §e{0}
SIMULATOR_TNT_SPAWN_POSITION_Z = §7z-Position §8- §e{0}
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SIMULATOR_TNT_SPAWN_ACTIVATED_NAME = §7Primed by
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SIMULATOR_TNT_SPAWN_ACTIVATED_WITH = §7Primed by §8- §e{0}
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SIMULATOR_TNT_SPAWN_ACTIVATED_WITH_COMPARATOR = Comparator
SIMULATOR_TNT_SPAWN_ACTIVATED_WITH_REPEATER = Repeater
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SIMULATOR_TNT_SPAWN_ACTIVATED_WITH_OBSERVER = Observer
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SIMULATOR_TNT_SPAWN_INACTIVE = §7> §7{0}
SIMULATOR_TNT_SPAWN_ACTIVE = §e> §7{0}
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SIMULATOR_TNT_SPAWN_MATERIAL = §eMaterial
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SIMULATOR_TNT_SPAWN_MATERIAL_LORE_1 = §7Current material§8: §e{0}
SIMULATOR_TNT_SPAWN_MATERIAL_LORE_2 = §eLeft-Click §7to change
SIMULATOR_TNT_SPAWN_MATERIAL_LORE_3 = §eRight-Click §7to reset
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SIMULATOR_TNT_SPAWN_ENABLED = §aEnabled
SIMULATOR_TNT_SPAWN_DISABLED = §cDisabled
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SIMULATOR_MATERIAL_GUI_NAME = Change material
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SIMULATOR_MATERIAL_NAME = §e{0}
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SIMULATOR_MATERIAL_NAME_LORE = §7Material §8- §e{0}
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SIMULATOR_MATERIAL_CLICK = §eClick to choose
SIMULATOR_TNT_SPAWN_ADD_IGNITION_PHASE = §eAdd prime phase
SIMULATOR_TNT_SPAWN_ADD_TNT = §eAdd TNT
SIMULATOR_TNT_SPAWN_REMOVE_TNT = §cRemove
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SIMULATOR_TNT_SPAWN_POSITION_ANVIL_GUI_NAME = Position
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# SmartPlace
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SMART_PLACE_HELP = §8/§esmartplace §8-§7 Toggles SmartPlace
SMART_PLACE_INFO = §7Places rotatable blocks §eaway§7 from you when §esneaking§7.
SMART_PLACE_ENABLE = §aSmartPlace activated
SMART_PLACE_DISABLE = §cSmartPlace deactivated
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# InventoryFiller
INVENTORY_FILL_HELP = §8/§einventoryfill §8- §7Toggles InventoryFill
INVENTORY_FILL_INFO = §7Helps you fill containers by looking at them while sneaking and dropping the item. Or just scroll on a container to change the amount of the item inside.
INVENTORY_FILL_ENABLE = §aInventoryFiller activated
INVENTORY_FILL_DISABLE = §cInventoryFiller deactivated
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# BlockCounter
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BLOCK_COUNTER_HELP_TOGGLE = §8/§eblockcounter §8- §7Toggle on/off
BLOCK_COUNTER_HELP_ENABLE = §8/§eblockcounter enable §8- §7Toggles BlockCounter on
BLOCK_COUNTER_HELP_DISABLE = §8/§eblockcounter disable §8- §7Toggles BlockCounter off
BLOCK_COUNTER_MESSAGE = §7Counter §8> §e{0} §7Blocks §e{1} §7TNT §e{2} §7Blocks/TNT §e{3} §7Blocks/tick
BLOCK_COUNTER_MESSAGE_SECOND = §7Counter §8> §e{0} §7Blocks §e{1} §7TNT §e{2} §7Blocks/TNT §e{3} §7Blocks/s
BLOCK_COUNTER_ENABLE = §7BlockCounter activated
BLOCK_COUNTER_DISABLE = §7BlockCounter deactivated
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# DepthCounter
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DEPTH_COUNTER_COMMAND_ENABLE_HELP = §8/§edepthcounter enable §8- §7Activate the depth-counter
DEPTH_COUNTER_COMMAND_DISABLE_HELP = §8/§edepthcounter disable §8- §7Deactivate the depth-counter
DEPTH_COUNTER_COMMAND_INFO_HELP = §8/§edepthcounter info §8- §7Lists active counting modes
DEPTH_COUNTER_COMMAND_TOGGLE_HELP = §8/§edepthcounter toggle §8<§7CountMode§8> §8- §7Toggle counting modes
DEPTH_COUNTER_ENABLE_MESSAGE = §7You activated the depth-counter
DEPTH_COUNTER_DISABLE_MESSAGE = §7You deactivated the depth-counter
DEPTH_COUNTER_ACTIVE_MESSAGE = §7Active couting modes: §e{0}§8.
DEPTH_COUNTER_MESSAGE = §7Damage §8> §7{0}
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DEPTH_COUNTER_HIGHLIGHT = §e
DEPTH_COUNTER_SEPARATOR = §7 §7
DEPTH_COUNTER_X = X: {0}
DEPTH_COUNTER_Y = Y: {0}
DEPTH_COUNTER_Z = Z: {0}
DEPTH_COUNTER_TNT = §7TNT§8: §e{0}
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# TPSLimit
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TICK_STEP_HELP = §8/§etick step §8<§7Ticks§8> §8- §7Step n ticks
TICK_STEP_SINGLE_HELP = §8/§etick step §8- §7Step one tick
TICK_WARP_HELP = §8/§etick warp §8<§7Ticks§8> §8- §7Warp n ticks
TICK_CANCEL_HELP = §8/§etick cancel §8- §7Cancels tick step/warp
TICK_ERROR = §cYou can not activate another §8'§e/tick step§8'§c or §8'§e/tick warp§8'§c
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TICK_CANCEL_ERROR = §cYou have no §8'§e/tick step§8'§c or §8'§e/tick warp§8'§c active
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TICK_STEP = §eSkipping {0} ticks
TICK_STEP_LEFT = §eSkipping {0} more ticks
TICK_WARP = §eWarping {0} ticks
TICK_WARP_LEFT = §eWarping {0} more ticks
TICK_CANCEL = §eWarps and Steps canceled
TPSLIMIT_GUI_ITEM_NAME = §eTPS limiter
TPSLIMIT_GUI_ITEM_LORE = §7Currently: §e{0}
TPSLIMIT_ANVIL_GUI = New TPS limit
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TPSLIMIT_HELP = §8/§etpslimit §8[§7TPS§8|§edefault§8] §8- §7Sets TPS on Build
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TPSLIMIT_CURRENT = §7Current TPS limit§8: §e{0}
TPSLIMIT_NO_PERMS = §cYou are not allowed to use the TPS-Limiter here
TPSLIMIT_SET = §eSet TPS limit to {0}
TPSLIMIT_FROZEN = §eTPS frozen
TPSLIMIT_INVALID = §cOnly numbers between 0,5 and {0}, and 'default'{1} allowed.
TPSLIMIT_INVALID_FROZEN = §c and '0'
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# Trace
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TRACE_RECORD = §aon
TRACE_IDLE = §coff
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TRACE_IDLE_SINGLE = §esingle
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TRACE_IDLE_AUTO_EXPLODE = §eauto §8(§7explode§8)
TRACE_IDLE_AUTO_IGNITE = §eauto §8(§7ignite§8)
TRACE_MESSAGE_AUTO_IDLE_EXPLODE = §aAuto-Tracer explode started
TRACE_MESSAGE_AUTO_IDLE_IGNITE = §aAuto-Tracer ignite started
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TRACE_MESSAGE_START = §aTNT-Tracer started
TRACE_MESSAGE_SINGLE = §aSingle-Tracer started
TRACE_MESSAGE_STOP = §cTNT-Tracer stopped
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TRACE_MESSAGE_DELETE = §cAll TNT-positions deleted
TRACE_MESSAGE_SHOW = §aAll TNT-positions shown
TRACE_MESSAGE_HIDE = §cAll TNT-positions hidden
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TRACE_MESSAGE_ISOLATE = §aTNT-positions isolated
TRACE_MESSAGE_UNISOLATE = §cTNT-positions hidden
TRACE_MESSAGE_CLICK_ISOLATE = §eClick to §aisolate§8/§cunisolate
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TRACE_MESSAGE_DISALLOWED = §cYou are not allowed to use the TNT-Tracer here
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TRACE_MESSAGE_NO_REGION = §cYou are not in a region
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TRACE_COMMAND_HELP_START = §8/§etrace start §8- §7Starts recording of all TNT-positions
TRACE_COMMAND_HELP_SINGLE = §8/§etrace single §8- §7Starts a single recording of all TNT-positions
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TRACE_COMMAND_HELP_STOP = §8/§etrace stop §8- §7Stops the TNT-Tracer
TRACE_COMMAND_HELP_AUTO = §8/§etrace toggleauto §8- §7Automatic start of recording
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TRACE_COMMAND_HELP_SHOW = §8/§etrace show §8<§eParameter§8> - §7Shows all TNT-positions
TRACE_COMMAND_HELP_HIDE = §8/§etrace hide §8- §7Hides all TNT-positions
TRACE_COMMAND_HELP_DELETE = §8/§etrace delete §8- §7Deletes all TNT-positions
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TRACE_COMMAND_HELP_GUI = §8/§etrace gui §8- §7Shows the Trace GUI
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TRACE_COMMAND_HELP_REPLAY = §8/§etrace replay §8[§7tick§8] §8- §7Replays your recording
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TRACE_COMMAND_HELP_REPLAY_DISABLE = §8/§etrace replay disable §8- §7Stops the replay
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TRACE_COMMAND_HELP_REPLAY_NEXT = §8/§etrace replay next §8[§7step§8] §8- §7Jump one§8/§7step tick forward
TRACE_COMMAND_HELP_REPLAY_PREVIOUS = §8/§etrace replay previous §8[§7step§8] §8- §7Jump one§8/§7step tick back
TRACE_COMMAND_HELP_REPLAY_LOOP = §8/§etrace replay loop §8<§7start§8> §8<§7end§8> §8[§7speed§8] §8- §7Loop the replay
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TRACE_GUI_ITEM_NAME = §eTracer
TRACE_GUI_ITEM_LORE = §7Status§8: {0}
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TRACE_GUI_NAME = Trace Gui
TRACE_GUI_TRACE_INACTIVE = §eStart Tracer
TRACE_GUI_TRACE_ACTIVE = §eStop Tracer
TRACE_GUI_TRACE_ACTIVE_AUTO = §eAuto-Trace is active
TRACE_GUI_AUTO_TRACE_INACTIVE = §eacitvate Auto-Tracer
TRACE_GUI_AUTO_TRACE_ACTIVE = §edeactivate Auto-Tracer
TRACE_GUI_DELETE = §eDelete trace
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TRACE_GUI_TITLE = Trace GUI
TRACE_GUI_ITEM_BACK = §eBack
TRACE_GUI_ITEM = §eTrace §8- §e{0} §7TNT
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TRACE_GUI_CLEAR = §eDelete traces
TRACE_GUI_RECORD_ITEM = §eTNT §8- §e{0} §7Positions
TRACE_GUI_RECORD_CLEAR = §eDelete TNT
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TRACE_GUI_POSITION_ITEM = §ePosition
TRACE_GUI_POSITION_X = §7X§8: §e{0}
TRACE_GUI_POSITION_Y = §7Y§8: §e{0}
TRACE_GUI_POSITION_Z = §7Z§8: §e{0}
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TRACE_GUI_POSITION_SOURCE = §7Source§8: §e{0}
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TRACE_GUI_POSITION_EXPLODED = §7Exploded§8: §e{0}
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# Loader
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LOADER_OFF = §coff
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LOADER_SETUP = §eSetup
LOADER_RUNNING = §aRunning
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LOADER_SINGLE_SIDEBAR = §aSingle
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LOADER_PAUSE = §7Pause
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LOADER_END = §8Finished
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LOADER_MESSAGE_CLEAR = §7Loader cleared
LOADER_MESSAGE_CLEAR_HELP = §cYou have to be in Setup-Mode to clear the Loader
LOADER_MESSAGE_TNT = §eTNT added {0}
LOADER_MESSAGE_INTERACT = §e{0} added {1}
LOADER_BUTTON_SWITCH = Lever
LOADER_BUTTON_WOOD_BUTTON = Button
LOADER_BUTTON_STONE_BUTTON = Button
LOADER_BUTTON_PRESSURE_PLATE = Pressure plate
LOADER_BUTTON_WEIGHTED_PRESSURE_PLATE = Pressure plate
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LOADER_BUTTON_TRIPWIRE = Tripwire
LOADER_BUTTON_NOTEBLOCK = Noteblock
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LOADER_BUTTON_DAYLIGHTSENSOR = Daylightsensor
LOADER_BUTTON_INVALID = Invalid
LOADER_HELP_SETUP = §8/§eloader setup §8- §7Starts recording actions
LOADER_HELP_UNDO = §8/§7loader undo §8- §7Removes last recorded action
LOADER_HELP_START = §8/§eloader start §8- §7Playback of previously recorded action
LOADER_HELP_WAIT = §8/§7loader wait §8[§7Ticks§8] - §7Sets wait time between shots
LOADER_HELP_SPEED = §8/§7loader speed §8[§7Ticks§8] - §7Sets wait time between actions
LOADER_HELP_PAUSE = §8/§7loader pause §8- §7Pauses Loader
LOADER_HELP_RESUME = §8/§7loader resume §8- §7Resumes Loader
LOADER_HELP_STOP = §8/§eloader stop §8- §7Stops recording/playback
LOADER_HELP_CLEAR = §8/§eloader clear §8- §7Clears recording
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LOADER_HELP_SINGLE = §8/§eloader single §8- §7Starts a single shot
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LOADER_HELP_OTHER = §7The loader works with §eIngame§8-§eTicks §7(20 ticks per Second)
LOADER_NO_LOADER = §cYou have no Laoder. Create one with /loader setup
LOADER_BACK_SETUP = §7DYour Loader is in Setup again
LOADER_NEW = §7Load your cannon and fire it once, to initialise the loader.
LOADER_HOW_TO_START = §7Then, execute /§eloader start§7 to start the Loader
LOADER_ACTIVE = §7The Loader is now active.
LOADER_STOP = §7The Loader has been stopped.
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LOADER_PAUSED = §7The Loader is now paused.
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LOADER_RESUME = §7The Loader is resuming.
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LOADER_SINGLE = §7The Loader is shooting once.
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LOADER_SMALL_TIME = §cThe wait time is too small
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LOADER_NEW_TIME = §7The wait time is now: {0}, before {1}
LOADER_NEW_LOAD_TIME = §7The action wait time is now: {0}, before {1}
LOADER_UNDO = §7Undo succesful.
LOADER_PERMS = §cYou are not allowed to use the Loader here
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LOADER_GUI_NAME = §eLoader
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LOADER_GUI_NEW = §eNew Loader
LOADER_GUI_START = §eStart Loader
LOADER_GUI_PAUSE = §7pause Loader
LOADER_GUI_UNDO = §7Undo last action
LOADER_GUI_WAIT = §7Shot delay
LOADER_GUI_WAIT_LORE = §7Currently: §e{0}
LOADER_GUI_WAIT_TITLE = §7Shot delay
LOADER_GUI_SPEED = §eSpeed
LOADER_GUI_SPEED_LORE = §7Currently: §e{0}
LOADER_GUI_SPEED_TITLE = §7Block placing speed
LOADER_GUI_STOP = §eStop Loader
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# Loadtimer
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LOADTIMER_HELP_OVERVIEW = §7Compete with your friends loading your cannon and get information about the cannon
LOADTIMER_HELP_START_1 = §8/§eloadtimer start §8-§7 Starts the simple Loadtimer
LOADTIMER_HELP_START_2 = §8/§7loadtimer start §8[§7full/half§8] - §7Starts the Loadtimer in a given mode
LOADTIMER_HELP_START_3 = §7Loadtimer Modes: Full -> Measures from the priming of the first TNT to the explosion of the first propellant. Is better at calculating the shot frequency. Half -> Only measures until activation
LOADTIMER_HELP_STOP = §8/§eloadtimer stop §8-§7 Stops current Loadtimer
LOADTIMER_GUI_GLOBAL = §eLoadtimer does not exist in the global region!
LOADTIMER_GUI_STOP = §eStop Loadtimer
LOADTIMER_GUI_START = §eStart Loadtimer
LOADTIMER_GUI_TITLE = Loadtimer Mode
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LOADTIMER_GUI_FULL = §eFull
LOADTIMER_GUI_HALF = §eHalf
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LOADTIMER_WAITING = §7Place a TNT to start...
LOADTIMER_BOSSBAR = §7Tick: §e{0}§7(§e{1}§7) Time: §e{2}s §7Tnt: §e{3} §7Blocks
LOADTIMER_ACTIVATED = §7Waiting until priming
LOADTIMER_IGNITION = §7Waiting for explosion
LOADTIMER_SUMARY_HEAD = §7---=== (§eLoadtimer-Results§7) ===---
LOADTIMER_SUMARY_PLAYERTABLE_HEAD = §7Player: §eTNT §7(§eTNT/s§7)
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LOADTIMER_SUMARY_PLAYERTABLE_PLAYER = §7{0}: §e{1} §7(§e{2}/s§7)
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LOADTIMER_SUMARY_PLAYERTABLE_ALL = Total
LOADTIMER_SUMARY_TIMES_HEAD = §7Time: §eSeconds §7(§eTicks§7)
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LOADTIMER_SUMARY_TIMES_START = §7 || §7Start!
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LOADTIMER_SUMARY_TIMES_ACTIVATION = §7 || Activation: §e{0}s §7(§e{1}t§7)
LOADTIMER_SUMARY_TIMES_IGNITION = §7 || Priming: §e{0}s §7(§e{1}t§7)
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LOADTIMER_SUMARY_TIMES_EXPLOSION = §7 || Explosion: §e{0}s §7(§e{1}t§7)
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LOADTIMER_SUMARY_TIMES_LAST = §7\\/
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LOADTIMER_SUMARY_STATS_HEAD = §7Cannon-Stats§8:
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LOADTIMER_SUMARY_STATS_TNT = §7TNT: §e{0}
2022-05-19 19:58:25 +02:00
LOADTIMER_SUMARY_STATS_FREQ = §7Loading frequency: §e{0}/m§8, §7Shot frequency: §e{1}/m
2021-06-20 08:58:49 +02:00
# Observer
2022-05-19 19:58:25 +02:00
OBSERVER_HELP = §7Right-Click an Observer to get the Trace. Flame particles have to be enabled. The Particles will be shown in the block.
OBSERVER_HELP_ENABLE = §8/§eobserver enable §8-§7 Activates the Observer-Tracer
OBSERVER_HELP_DISABLE = §8/§eobserver disable §8-§7 Deactivates the Observer-Tracer
OBSERVER_HELP_DELETE = §8/§eobserver delete §8-§7 Deletes the Obersver-Tracer
OBSERVER_HELP_RETRACE = §8/§eobserver retrace §8-§7 Retraces The Observer-Tracer
OBSERVER_ENABLE = §7Observer trace started
OBSERVER_DISABLE = §7Observer trace stopped
OBSERVER_DELETE = §7Observer trace deleted
OBSERVER_RETRACE_DONE = §7Observer trace retraced
OBSERVER_RETRACE_NO_TRACE = §7No Observer trace to retrace
2021-06-20 08:58:49 +02:00
2021-05-13 16:00:55 +02:00
# Other
2021-06-13 22:20:25 +02:00
OTHER_ITEMS_TELEPORT_NAME = §eTeleporter
2022-05-19 19:58:25 +02:00
OTHER_ITEMS_TELEPORT_GUI_NAME = Teleport
OTHER_ITEMS_TELEPORT_PLAYER_OFFLINE = §cThis Player is offline
2022-02-01 13:56:27 +01:00
OTHER_ITEMS_CLEAR_NAME = §eClear
OTHER_ITEMS_DECLUTTER_NAME = §eDeclutter
OTHER_ITEMS_GAMEMODE_NAME = §eGamemode
2022-05-19 19:58:25 +02:00
OTHER_ITEMS_GAMEMODE_LORE_1 = §eRight-Click§8:§7 Toggle between creative and spectator
OTHER_ITEMS_GAMEMODE_LORE_2 = §eLeft-Click§8:§7 Toggle between survival and adventure
2022-02-01 13:56:27 +01:00
OTHER_ITEMS_KILLALL_NAME = §eKillAll
2022-05-19 19:58:25 +02:00
OTHER_ITEMS_KILLALL_LORE_1 = §eWithout Shift§8:§7 only this region
OTHER_ITEMS_KILLALL_LORE_2 = §eWith Shift§8:§7 global
2022-09-04 21:16:57 +02:00
OTHER_ITEMS_INVENTORY_FILL_NAME = §eInventoryFill
2022-09-07 14:45:08 +02:00
OTHER_ITEMS_INVENTORY_FILL_LORE_ACTIVE = §aActivated
OTHER_ITEMS_INVENTORY_FILL_LORE_INACTIVE = §aDisabled
2022-05-19 19:58:25 +02:00
OTHER_SLOT_INVALID_SLOT = §cInvalid slot
OTHER_NOCLIP_SLOT_INFO = §7With /slot you can change the selected slot and take another block in the slot.
OTHER_NOCLIP_SLOT_HELP_PICK = §8/§eslot pick §8-§7 Take the faced block into your inventory.
OTHER_NOCLIP_SLOT_HELP_DROP = §8/§eslot drop §8-§7 Clears your slot
OTHER_CLEAR_HELP_SELF = §8/§eclear §8- §7Clears your inventory
2022-06-12 14:24:58 +02:00
OTHER_CLEAR_HELP_PLAYER = §8/§eclear §8[§7Player§8] §8- §7Clears a player inventory
2022-05-19 19:58:25 +02:00
OTHER_CLEAR_CLEARED = Your inventory was cleared.
OTHER_CLEAR_FROM = Your invetnory was cleared by {0}.
OTHER_CLEAR_TO = The inventory of {0} §7was cleared.
OTHER_CLEAR_NO_PERMS = §cYou are not allowed to clear other's inventory here.
OTHER_DECLUTTER_HELP = §8/§edeclutter §8- §7Organise your inventory
OTHER_DECLUTTER_DONE = §aYour inventory was organised.
OTHER_GAMEMODE_UNKNOWN = §cUnknown gamemode.
OTHER_GAMEMODE_POSSIBLE = §cPossible gamemodes: survival, adventure, creative, specator.
OTHER_KILLALL_HELP_SELF = §8/§ekillall §8- §7Remove all entities from your region
OTHER_KILLALL_HELP_ALL = §8/§ekillall §8[§7Global§8/Local§7] §8- §7Remove all entities from your region or globally
OTHER_KILLALL_REGION = §a{0} Entities removed
OTHER_KILLALL_GLOBAL = §a{0} Entities removed from the world
OTHER_TELEPORT_HELP = §8/§etp §8[§7Player§8] §8-§7 Teleports you to another player
OTHER_TELEPORT_SELF_0 = §cBe one with yourself!
OTHER_TELEPORT_SELF_1 = §cYou need someone to play with? We have a TeamSpeak!
OTHER_TELEPORT_SELF_2 = §cBlocks left to travel: 0; ETA: 0:00
OTHER_TELEPORT_SELF_3 = §cA little Movement is important.
OTHER_TELEPORT_SELF_4 = §cFor such a distance?
2022-06-12 14:24:58 +02:00
OTHER_TIME_HELP = §8/§etime §8<§7Time 0=Morining§8, §76000=Midday§8, §718000=Midnight§8> - §7Sets the time on the Build
2022-05-19 19:58:25 +02:00
OTHER_TIME_NO_PERM = §cYou are not allowed to change the time here
OTHER_TIME_INVALID = §cPlease input a time between 0 and 24000
2021-08-23 22:51:05 +02:00
OTHER_TIME_RESULT = §7§oWhooosh
2021-11-24 17:00:22 +01:00
OTHER_TPS_HEAD = §7TPS: 1s 10s 1m 5m 10m
2021-12-01 11:19:33 +01:00
OTHER_TPS_MESSAGE = §7 §e{0}§7 §e{1}§7 §e{2}§7 §e{3}§7 §e{4}
2021-11-24 17:00:22 +01:00
OTHER_TPS_SINGLE = §8TPS: §e{0}
2022-11-12 12:01:05 +01:00
OTHER_WORLDSPAWN_HELP = §8/§eworldspawn §8-§e Teleport to the spawn
2021-07-05 12:41:48 +02:00
# DebugStick
2022-05-19 19:58:25 +02:00
DEBUG_STICK_COMMAND_HELP = §8/§edebugstick §8-§7 receive a debugstick
2021-12-27 16:06:33 +01:00
DEBUG_STICK_NAME = §eDebugstick
2021-12-27 14:03:59 +01:00
#Skull Gui
2022-05-19 19:58:25 +02:00
SKULL_GUI_ITEM_NAME = §ePlayer Heads
ANVIL_INV_NAME = Player name
2021-11-01 15:50:09 +01:00
# StructureVoid
2022-05-19 19:58:25 +02:00
STRUCTURE_VOID_COMMAND_HELP = §8/§estructureVoid §8-§7 Receive a StructureVoid
2021-07-05 12:41:48 +02:00
# NightVision
2022-05-19 19:58:25 +02:00
NIGHT_VISION_HELP = §8/§enightvision §8-§7 Toggel nightvision.
NIGHT_VISION_OFF = §eNightvision deactivated
NIGHT_VISION_ON = §eNightvision activated
NIGHT_VISION_ITEM_ON = §7Nightvision: §eActivated
NIGHT_VISION_ITEM_OFF = §7Nightvision: §eDeactivated
2022-01-04 13:24:56 +01:00
2021-12-27 13:38:34 +01:00
#Navigation Wand
2021-12-27 16:32:13 +01:00
NAVIGATION_WAND = §eNavigation Wand
NAVIGATION_WAND_LEFT_CLICK = §eLeft click: jump to location
NAVIGATION_WAND_RIGHT_CLICK = §eRight click: pass through walls
2021-05-25 13:55:48 +02:00
# Material
2022-08-08 17:57:42 +02:00
MATERIAL_SEARCH_PROPERTY_TRUE = §aShould have
MATERIAL_SEARCH_PROPERTY_FALSE = §cShould not have
MATERIAL_SEARCH_PROPERTY_IGNORE = §eIgnore
2021-08-03 17:15:37 +02:00
MATERIAL_INV_NAME = §eMaterial {0}/{1}
2022-05-19 19:58:25 +02:00
MATERIAL_SEARCH = §eSearch
MATERIAL_BACK = §eBack
2021-08-03 17:15:37 +02:00
MATERIAL_SEARCH_NAME = §eName
MATERIAL_SEARCH_TRANSPARENT = §eTransparent
2022-05-19 19:58:25 +02:00
MATERIAL_SEARCH_SOLID = §eSolid
MATERIAL_SEARCH_GRAVITY = §eFalling
2021-08-03 17:15:37 +02:00
MATERIAL_SEARCH_OCCLUDING = §eOccluding
2022-05-19 19:58:25 +02:00
MATERIAL_SEARCH_INTERACTEABLE = §eInteractable
MATERIAL_SEARCH_FLAMMABLE = §eFlammable
MATERIAL_SEARCH_BURNABLE = §eBurnable
MATERIAL_SEARCH_WATERLOGGABLE = §eWaterloggable
2022-10-24 17:06:02 +02:00
MATERIAL_SEARCH_UNMOVEABLE = §eUnmoveable
2022-05-19 19:58:25 +02:00
MATERIAL_SEARCH_BLASTRESISTANCE = §eBlast resistance
2021-08-03 17:15:37 +02:00
MATERIAL_SEARCH_VALUE = §8: §e{0}
2022-05-19 19:58:25 +02:00
MATERIAL_BLAST_RESISTANCE = §8- §eBlast resistance§8: §7{0}
MATERIAL_HARDNESS = §8- §eHardness§8: §7{0}
MATERIAL_TNT_BREAKABLE = §8- §eDestructible by TNT
MATERIAL_TNT_UNBREAKABLE = §8- §eIndestructible by TNT
MATERIAL_TRANSPARENT = §8- §eTransparent block
MATERIAL_SOLID = §8- §eSolid block
MATERIAL_GRAVITY = §8- §eFalling block
MATERIAL_OCCLUDING = §8- §eOccluding block
MATERIAL_INTERACTABLE = §8- §eInteractable block
MATERIAL_FLAMMABLE = §8- §eFlammable block
MATERIAL_BURNABLE = §8- §eBurnable block
MATERIAL_WATERLOGGABLE = §8- §eWaterloggable block
2022-10-24 17:06:02 +02:00
MATERIAL_UNMOVABLE = §8- §eUnmovable block
2021-06-13 22:38:13 +02:00
# Redstonetester
2022-05-19 19:58:25 +02:00
RT_HELP = §8/§eredstonetester §8-§7 Gives you the redstone tester
RT_GIVEN = §7Measure the time between activation of components
2021-06-13 22:38:13 +02:00
RT_ITEM_NAME = §eRedstonetester
2022-05-19 19:58:25 +02:00
RT_ITEM_LORE_1 = §eLeftclick block §8-§7 Sets the 1. Position
RT_ITEM_LORE_2 = §eRightclick block §8-§7 Sets the 2. Position
RT_ITEM_LORE_3 = §eShift-rightclick in air §8-§7 Reset
2021-12-30 13:41:54 +01:00
RT_LOC = §8: §e{0} {1} {2}
2022-05-19 19:58:25 +02:00
RT_INVALID_LOC = §cUnknown Position
RT_RESULT = §7Difference§8: §e{0}§7 Ticks §8,§7 R-Ticks §e{1}
RT_ACTIVATE = §7Positions deleted§8.
2021-06-13 22:59:48 +02:00
# Region Items
REGION_ITEM_COLOR = §7Color: §e{0}
2022-05-19 19:58:25 +02:00
REGION_ITEM_COLOR_CHOOSE = Choose color
2022-11-11 19:36:05 +01:00
REGION_ITEM_FIRE_ALLOW = §7Fire: §eActivated
2022-05-19 19:58:25 +02:00
REGION_ITEM_FIRE_DISALLOW = §7Fire: §eDeactivated
REGION_ITEM_FREEZE_ALLOW = §7Freeze: §eActivated
REGION_ITEM_FREEZE_DISALLOW = §7Freeze: §eDeactivated
REGION_ITEM_PROTECT_ALLOW = §7Protect: §eActivated
REGION_ITEM_PROTECT_DISALLOW = §7Protect: §eDeactivated
2021-06-13 22:59:48 +02:00
REGION_ITEM_RESET = §eReset
2022-05-20 15:31:21 +02:00
REGION_ITEM_TESTBLOCK = §eDummy
2022-05-19 19:58:25 +02:00
REGION_ITEM_TNT_OFF = §7TNT: §eDeactivated
2022-05-20 15:31:21 +02:00
REGION_ITEM_TNT_ONLY_TB = §7TNT: §eonly dummy
2022-05-19 19:58:25 +02:00
REGION_ITEM_TNT_ON = §7TNT: §eActivated
REGION_ITEM_SELECTOR_TITLE = Tnt Mode
REGION_ITEM_SELECTOR_ON = §eActivate
2022-05-20 15:31:21 +02:00
REGION_ITEM_SELECTOR_ONLY_TB = §eonly dummy
2022-05-19 19:58:25 +02:00
REGION_ITEM_SELECTOR_OFF = §eDeactivate
2021-06-14 15:27:40 +02:00
#Region
2022-05-19 19:58:25 +02:00
REGION_COLOR_HELP_COLOR = §8/§ecolor §8[§7Color§8] §8- §7Sets the color of the region
REGION_COLOR_HELP_COLOR_TYPE = §8/§ecolor §8[§7Color§8] §8[§7Type§8] §8- §7Sets the color of the region or globally
REGION_COLOR_GLOBAL = §7All regions color set to §e{0}
REGION_COLOR_NO_REGION = §cYou are currently not in any region
REGION_COLOR_NO_PERMS = §cThis is not your world!
REGION_FIRE_HELP = §8/§efire §8- §7Toggle fire damage
REGION_FIRE_NO_PERMS = §cYou are not allowed to toggle fire damage here
REGION_FIRE_ENABLED = §cFire damage deactivated in this region
REGION_FIRE_DISABLED = §aFire damage activated in this region
2021-11-24 17:00:22 +01:00
REGION_FREEZE_HELP = §8/§efreeze §8- §7Toggle Freeze
2022-05-19 19:58:25 +02:00
REGION_FREEZE_NO_PERMS = §cYou are not allowed to freeze this world
REGION_FREEZE_ENABLED = §cRegion frozen
REGION_FREEZE_DISABLED = §aRegion thawed
REGION_PROTECT_HELP = §8/§eprotect §8- §7Protect the region
REGION_PROTECT_DISABLE = §cProtection disabled
REGION_PROTECT_ENABLE = §aProtection enabled
REGION_PROTECT_NO_PERMS = §cYou are not allowed to protect the floor here
REGION_PROTECT_FALSE_REGION = §cYou are not currently in a (M)WG-region
REGION_REGION_HELP_UNDO = §8/§eregion undo §8- §7undo the last 20 /testblock or /reset
REGION_REGION_HELP_REDO = §8/§eregion redo §8- §7redo the last 20 §8/§7rg undo
REGION_REGION_HELP_RESTORE = §8/§eregion restore §8- §7Resets the region, without removing your builds
REGION_REGION_HELP_RESTORE_SCHEMATIC = §8/§eregion restore §8[§7Schematic§8] §8- §7Resets the region, withoout removing your builds
REGION_REGION_HELP_COPYPOINT = §8/§eregion copypoint §8- §7Teleport to the regions copy point
2022-05-20 15:31:21 +02:00
REGION_REGION_HELP_TESTBLOCKPOINT = §8/§eregion testblockpoint §8- §7Teleport to the regions dummy point
2022-05-19 19:58:25 +02:00
REGION_REGION_HELP_CHANGETYPE_INFO = §8/§eregion changetype §8- §7Returns the region type
REGION_REGION_HELP_CHANGETYPE = §8/§eregion changetype §8[§7Type§8] §8- §8Sets the region type
REGION_REGION_HELP_CHANGESKIN_INFO = §8/§eregion changeskin §8- §7Returns the region skin
REGION_REGION_HELP_CHANGESKIN = §8/§eregion changeskin §8[§7Skin§8] §8- §8Sets the region skin
REGION_REGION_NOTHING_UNDO = §cNothing left to undo
REGION_REGION_UNDID = §7Last action undone
REGION_REGION_NOTHING_REDO = §cNothing left to redo
REGION_REGION_REDID = §7Last action redone
REGION_REGION_RESTORED = §7Region reset
REGION_REGION_FAILED_RESTORE = §cError resetting the region
REGION_REGION_COLORED = §7Region recolored
REGION_REGION_COLORED_FAILED = §7Use §e/rg restore§7 to manually change the region's color
REGION_REGION_FAILED_COLORED = §cError recoloring the region
REGION_REGION_TP_COPY = §7Teleported to the copy point
REGION_REGION_TP_TEST_BLOCK = §7Teleported to the tesblock
REGION_REGION_TP_UNKNOWN = §cUndefined teleport point
REGION_REGION_NO_REGION = §cYou are not inside any region
REGION_REGION_NO_PERMS = §cYou are not allowed to change the region
REGION_REGION_CHANGETYPE_INFO = §7RRegion type is §e{0}
REGION_REGION_CHANGETYPE_UNKNOWN = §cRegion type is invalid
REGION_REGION_CHANGETYPE_INVALID = §cRegion type is not allowed here
REGION_REGION_CHANGETYPE_CHANGE = §7Region type changed to §e{0}
REGION_REGION_CHANGETYPE_CHANGE_UPDATE = §7Click §e§lHERE §7to change the region type
2021-07-05 10:11:26 +02:00
REGION_REGION_CHANGETYPE_CHANGE_UPDATE_HOVER = §8/§ereset
2022-05-19 19:58:25 +02:00
REGION_REGION_CHANGESKIN_INFO = §7Region skin is §e{0}
REGION_REGION_CHANGESKIN_INFO_CREATOR = §7Skin created by §e{0}
REGION_REGION_CHANGESKIN_UNKNOWN = §cRegion skin is invalid
REGION_REGION_CHANGESKIN_INVALID = §cRegion skin is not allowed here
REGION_REGION_CHANGESKIN_CHANGE = §7Region skin changed to §e{0}
REGION_REGION_CHANGESKIN_CHANGE_UPDATE = §7Click §e§lHERE §7to apply the skin
2021-12-22 14:26:26 +01:00
REGION_REGION_CHANGESKIN_CHANGE_UPDATE_HOVER = §8/§ereset
2022-05-19 19:58:25 +02:00
REGION_RESET_HELP_RESET = §8/§ereset §8- §7Resets the region
REGION_RESET_HELP_SCHEMATIC = §8/§ereset §8[§7Schematic§8] §8- §7Resets the region using a schematic
REGION_RESET_RESETED = §7Region reset
REGION_RESET_ERROR = §cError reseting the region
REGION_RESET_NO_PERMS = §cYou are not allowed to reset the region here
REGION_RESET_NO_REGION = §cYou are currently not in any region
2022-05-20 15:31:21 +02:00
REGION_TB_HELP_RESET = §8/§etestblock §8- §7Reset the dummy
REGION_TB_HELP_RESET_EXTENSION = §8/§etestblock §8[§7ExtensionType§8] §8- §7Reset the dummy
REGION_TB_HELP_SCHEMATIC = §8/§etestblock §8[§7Schematic§8] §8- §7Reset the dummy using a schematic
REGION_TB_HELP_SCHEMATIC_EXTENSION = §8/§etestblock §8[§7Schematic§8] §8[§7ExtensionType§8] §8- §7Reset the dummy using a schematic
REGION_TB_DONE = §7Dummy reset
REGION_TB_ERROR = §cError resetting the dummy
REGION_TB_NO_PERMS = §cYou are not allowed to reset the dummy here
2022-05-19 19:58:25 +02:00
REGION_TB_NO_REGION = §cYou are currently not in any region
REGION_TNT_HELP = §8/§etnt §8- §7Change the TNT behaviour
REGION_TNT_HELP_MODE = §8/§etnt §8[§7Mode§8] §8- §7Set TNT behaviour to a given mode
REGION_TNT_ON = §aTNT-Damage activated
REGION_TNT_OFF = §cTNT-Damage deactivated
2022-08-23 12:04:00 +02:00
REGION_TNT_TB = §aTNT-Damage activated outside the building area
2022-05-19 19:58:25 +02:00
REGION_TNT_NO_PERMS = §cYou are not allowed to toggle tnt damage here
2022-05-20 15:18:33 +02:00
REGION_TNT_BUILD = §cAn explosion would have destroyed blocks in the building area
2021-06-15 17:44:12 +02:00
# Team
2022-05-19 19:58:25 +02:00
LOCK_SCHEM_NO_USER = §7This player does not exist!
LOCK_SCHEM_NO_SCHEM = §7This player does not have a schem with that name!
LOCK_SCHEM_DIR = §7The given schem is a directory
LOCK_SCHEM_LOCKED = §e{0} §7by §e{1} §7was reset from §e{2} §7to §eNORMAL §7.
LOCK_SCHEM_HELP = §8/§eschemlock §8[§7Owner§8] [§7Schematic§8] - §7Lock a schematic (Notify user about locking reason!)
AFK_KICK_MESSAGE = §cNothing happened on this server for 5 minutes.
AFK_WARNING_MESSAGE = §cThis server will stop in one minute if you remain inactive
SKIN_HELP = §8/§eskin §8[§7Shortform§8] §8[§7Creator§8|§epublic§8] §8[§7Name...§8] §8- §7Creates the skin schematic. Use 'public' as creator to have no creator, then copy the message to YoyoNow by clicking
SKIN_NO_REGION = §7You are not in a region with a changealbe skin
SKIN_ALREADY_EXISTS = §cThis skin already exists like this
SKIN_MESSAGE = §7Skin created
SKIN_MESSAGE_HOVER = §eClick to copy for YoyoNow and send
2021-12-23 15:52:29 +01:00
2021-10-04 21:52:06 +02:00
# Panzern
2022-05-19 19:58:25 +02:00
PANZERN_HELP = §8/§epanzern §8[§7Block§8] §8[§7Slab§8] §8- §7Armor your WorldEdit selection
PANZERN_PREPARE1 = §71. Check, if barrels reach until border of armor.
PANZERN_PREPARE2 = §72. Carpet on the floor in walkways helps with armoring.
PANZERN_PREPARE3 = §73. Shieldtechnology should be encased.
PANZERN_PREPARE4 = §74. Standing in the region that is being armored can improve armoring.
PANZERN_NO_PERM = §cYou are not allowed to use the armoring system here
PANZERN_NO_WORLDEDIT = §cYou have no WorldEdit selcetion
PANZERN_PROGRESS = §e{0} §7Blocks left, §e{1} §7Blocks per second, §e{2} §7block delta
PANZERN_DONE = §aDone
2021-11-11 22:04:08 +01:00
2022-02-03 16:09:37 +01:00
# Laufbau
2022-05-19 19:58:25 +02:00
LAUFBAU_HELP = §8/§elaufbau §8[§7smallest§8|§7blastresistant§8] §8- §7Build a barrel in your WorldEdit selection using the traces
LAUFBAU_HELP_SETTINGS = §8/§elaufbau settings §8- §7Opens the settings GUI
LAUFBAU_PREPARE1 = §71. Trace the cannons as often as necessary, in all modes.
LAUFBAU_PREPARE2 = §72. Try to delete all fails from the traces.
LAUFBAU_NO_PERM = §cYou are not allowed to use the barrel building system here
LAUFBAU_NO_WORLDEDIT = §cYou don't have a WorldEdit selection
LAUFBAU_STATE_FILTERING_TRACES = Filtering traces
LAUFBAU_STATE_PROCESSING_TRACES = Connnecting traces
2022-10-02 15:46:22 +02:00
LAUFBAU_STATE_CREATE_LAUF = Create Barrel
2022-09-24 20:04:26 +02:00
LAUFBAU_SIMPLE_PROGRESS = §e{0}§8: §e{1}§8/§e{2} §7Time left§8: §e{3}
2022-05-19 19:58:25 +02:00
LAUFBAU_DONE = §aDone
2022-02-03 16:09:37 +01:00
2022-02-07 19:54:28 +01:00
LAUFBAU_SETTINGS_GUI_NAME = §eLaufbau
2022-05-19 19:58:25 +02:00
LAUFBAU_SETTINGS_ACTIVE = §aActive
LAUFBAU_SETTINGS_INACTIVE = §cInactive
LAUFBAU_SETTINGS_MIXED = §e{0}§8/§e{1} §aActive
2022-02-08 13:49:31 +01:00
LAUFBAU_SETTINGS_GUI_BACK = §eBack
LAUFBAU_SETTINGS_TOGGLE = §eClick §8-§7 Toggle
2022-05-19 19:58:25 +02:00
LAUFBAU_SETTINGS_ADVANCED = §eMiddle-Click §8-§7 Advanced settings
2022-02-07 10:33:28 +01:00
2022-09-19 21:04:25 +02:00
LAUFBAU_BLOCK_COBWEB = §eCobweb
2022-02-07 10:25:28 +01:00
LAUFBAU_BLOCK_GRASS_PATH = §eGrass Path
LAUFBAU_BLOCK_SOUL_SAND = §eSoul Sand
LAUFBAU_BLOCK_COCOA = §eCocoa
LAUFBAU_BLOCK_TURTLE_EGG = §eTurtle Eggs
LAUFBAU_BLOCK_CHEST = §eChest
LAUFBAU_BLOCK_SNOW = §eSnow Layer
LAUFBAU_BLOCK_PLAYER_WALL_HEAD = §ePlayer Wall Head
LAUFBAU_BLOCK_STONECUTTER = §eStonecutter
LAUFBAU_BLOCK_PLAYER_HEAD = §ePlayer Head
LAUFBAU_BLOCK_CAKE = §eCake
LAUFBAU_BLOCK_END_STONE_BRICK_SLAB = §eEndstone Brick Slabs
LAUFBAU_BLOCK_SEA_PICKLE = §eSea Pickles
LAUFBAU_BLOCK_CAMPFIRE = §eCampfire
LAUFBAU_BLOCK_FLOWER_POT = §eFlower Pot
LAUFBAU_BLOCK_IRON_TRAPDOOR = §eIron Trapdoor
LAUFBAU_BLOCK_LILY_PAD = §eLily Pad
LAUFBAU_BLOCK_WHITE_CARPET = §eCarpet
LAUFBAU_BLOCK_END_ROD = §eEnd Rod
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LAUFBAU_BLOCK_LIGHTNING_ROD = §eLightning Rod
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LAUFBAU_BLOCK_CONDUIT = §eConduit
LAUFBAU_BLOCK_BREWING_STAND = §eBrewing Stand
LAUFBAU_BLOCK_BELL = §eBell
LAUFBAU_BLOCK_GRINDSTONE = §eGrindstone
LAUFBAU_BLOCK_HOPPER = §eHopper
LAUFBAU_BLOCK_LANTERN = §eLantern
LAUFBAU_BLOCK_END_STONE_BRICK_STAIRS = §eEndstone Brick Stairs
LAUFBAU_BLOCK_CHORUS_PLANT = §eChorus Plant
LAUFBAU_BLOCK_NETHER_BRICK_FENCE = §eNether Brick Fence
LAUFBAU_BLOCK_IRON_BARS = §eIron Bars
LAUFBAU_BLOCK_END_STONE_BRICK_WALL = §eEndstone Brick Walls
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LAUFBAU_BLOCK_SMALL_AMETHYST_BUD = §eSmall Amethyst Bud
LAUFBAU_BLOCK_MEDIUM_AMETHYST_BUD = §eMedium Amethyst Bud
LAUFBAU_BLOCK_LARGE_AMETHYST_BUD = §eLarge Amethyst Bud
LAUFBAU_BLOCK_AMETHYST_CLUSTER = §eAmethyst Cluster
LAUFBAU_BLOCK_CHAIN = §eChain
LAUFBAU_BLOCK_BIG_DRIP_LEAF = §eBig Drip Leaf
LAUFBAU_BLOCK_DRAGON_EGG = §eDragon Egg
LAUFBAU_BLOCK_AZALEA = §eAzalea
LAUFBAU_BLOCK_CANDLE = §eCandle
LAUFBAU_BLOCK_CANDLE_CAKE = §eCake with Candle
LAUFBAU_BLOCK_LECTERN = §eLectern
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LAUFBAU_FACING_NORTH = §8-§7 Facing North
LAUFBAU_FACING_SOUTH = §8-§7 Facing South
LAUFBAU_FACING_WEST = §8-§7 Facing West
LAUFBAU_FACING_EAST = §8-§7 Facing East
LAUFBAU_FACING_UP = §8-§7 Facing Up
LAUFBAU_FACING_DOWN = §8-§7 Facing Down
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LAUFBAU_COUNT_1 = §8-§7 Count 1
LAUFBAU_COUNT_2 = §8-§7 Count 2
LAUFBAU_COUNT_3 = §8-§7 Count 3
LAUFBAU_COUNT_4 = §8-§7 Count 4
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LAUFBAU_LAYERS_8 = §8-§7 Layers 8
LAUFBAU_LAYERS_7 = §8-§7 Layers 7
LAUFBAU_LAYERS_6 = §8-§7 Layers 6
LAUFBAU_LAYERS_3 = §8-§7 Layers 3
LAUFBAU_LAYERS_2 = §8-§7 Layers 2
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LAUFBAU_TYPE_BOTTOM = §8-§7 Type bottom
LAUFBAU_TYPE_TOP = §8-§7 Type top
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LAUFBAU_HALF_BOTTOM = §8-§7 Half bottom
LAUFBAU_HALF_TOP = §8-§7 Half top
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LAUFBAU_OPEN = §8-§7 Opened
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LAUFBAU_ATTACHMENT_CEILING = §8-§7 Attachment Ceiling
LAUFBAU_ATTACHMENT_FLOOR = §8-§7 Attachment Floor
LAUFBAU_ATTACHMENT_DOUBLE_WALL = §8-§7 Attachment double Wall
LAUFBAU_ATTACHMENT_SINGLE_WALL = §8-§7 Attachment single Wall
LAUFBAU_ATTACHMENT_WALL = §8-§7 Attachment Wall
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LAUFBAU_CONNECTION_FLOOR = §8-§7 Connection Floor
LAUFBAU_CONNECTION_NORTH = §8-§7 Connection North
LAUFBAU_CONNECTION_SOUTH = §8-§7 Connection South
LAUFBAU_CONNECTION_EAST = §8-§7 Connection East
LAUFBAU_CONNECTION_WEST = §8-§7 Connection West
LAUFBAU_CONNECTION_DOWN = §8-§7 Connection Bottom
LAUFBAU_CONNECTION_UP = §8-§7 Connection Top
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LAUFBAU_HANGING = §8-§7 hanging
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LAUFBAU_SHAPE_STRAIGHT = §8-§7 Shape straight
LAUFBAU_SHAPE_OUTER_LEFT = §8-§7 Shape outer links
LAUFBAU_SHAPE_INNER_LEFT = §8-§7 Shape inner left
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LAUFBAU_TILT_NONE = §8-§7 Tilt none
LAUFBAU_TILT_PARTIAL = §8-§7 Tilt partial
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# UTILS
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SELECT_HELP = §8/§eselect §8[§7RegionsTyp§8] §8- §7Select a region type
SELECT_EXTENSION_HELP = §8/§eselect §8[§7RegionsTyp§8] §8[§7Extension§8] §8- §7Select a region type with or without extension
SELECT_NO_PERMS = §cYou are not allowed to use the slection tool here
SELECT_GLOBAL_REGION = §cThe global region cannot be selected
SELECT_NO_TYPE = §cThis region has no {0}
SELECT_NO_EXTENSION = §cThis region has no extension
SELECT_MESSAGE = §7WorldEdit selection set to {0}, {1}, {2} and {3}, {4}, {5}
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SKULL_HELP = §8/§eskull §8[§eplayer§8] §8-§7 Receive a player head
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SKULL_INVALID = §cInvalid player name
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SKULL_ITEM = §e{0}§8s Head
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SPEED_HELP = §8/§espeed §8[§71§8-§710§8|§edefault§8] §8-§7 Set your flight and walking speed.
SPEED_CURRENT = §7Current speed§8: §e{0}
SPEED_TOO_SMALL = §c{0} is too small
SPEED_TOO_HIGH = §c{0} is too big
SPEED_ITEM = §eSpeed
SPEED_ITEM_LORE = §7Currently: §e
SPEED_TAB_NAME = Input speed
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WORLDEDIT_WAND = WorldEdit Wand
WORLDEDIT_LEFTCLICK = Left click: select pos #1
WORLDEDIT_RIGHTCLICK = Right click: select pos #2
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TNT_CLICK_HEADER = §8---=== §eTNT §8===---
TNT_CLICK_ORDER = §eEntity Order§8: §e{0}
TNT_CLICK_FUSE_TIME = §eFuseTime§8: §e{0}
TNT_CLICK_POSITION_X = §7Position §eX§8: §e{0}
TNT_CLICK_POSITION_Y = §7Position §eY§8: §e{0}
TNT_CLICK_POSITION_Z = §7Position §eZ§8: §e{0}
TNT_CLICK_VELOCITY_X = §7Velocity §eX§8: §e{0}
TNT_CLICK_VELOCITY_Y = §7Velocity §eY§8: §e{0}
TNT_CLICK_VELOCITY_Z = §7Velocity §eZ§8: §e{0}
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TNT_CLICK_COUNT = §7Count §8: §e{0}
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TNT_CLICK_ISOLATE = §eIsolate
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SELECT_ITEM_CHOOSE_EXTENSION = Choose extension
SELECT_ITEM_CHOOSE_SELECTION = Choose selection
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SELECT_ITEM_NORMAL_EXTENSION = §eNormal
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SELECT_ITEM_EXTENDED_EXTENSION = §eExtension
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SELECT_ITEM_SELECT = §eSelect
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SELECT_ITEM_AUSWAHL = §7Selection: §7{0} {1}
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SELECT_ITEM_RIGHT_CLICK = §7Right-Click to change
SELECT_ITEM_BAURAHMEN = §eBuild area
SELECT_ITEM_BAUPLATTFORM = §eBuild platform
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SELECT_ITEM_TESTBLOCK = §eDummy
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CHESTFILLER_FILLED = §eChest filled
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CHESTFILLER_COUNT = §7{0}§8: §e§l{1}
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PISTON_HELP_1 = §7Right click on piston with a slime ball to calculate the moved blocks.
PISTON_HELP_2 = §7Count is red, if one unmoveable block is present.
PISTON_HELP_3 = §7Count is yellow, if too many blocks are present.
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PISTON_INFO = §7Moved Blocks {0}{1}§8/§712
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# Warp
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WARP_DISALLOWED = §cYou are not allowed to use the warp here
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WARP_LOC_X = §7X§8: §e{0}
WARP_LOC_Y = §7Y§8: §e{0}
WARP_LOC_Z = §7Z§8: §e{0}
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WARP_EXISTS = §7The warp with the name §e{0} §7already exists
WARP_NAME_RESERVED = §7You can not use §c{0} §7as name for a warp
WARP_CREATED = §7The warp §e{0} §7was created
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WARP_DELETE_HOVER = §7delete §e{0}
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WARP_DELETED = §e{0} §7deleted
WARP_TELEPORT_HOVER = §7Teleport to §e{0}
WARP_MATERIAL_CHOOSE = Choose material
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WARP_GUI_NAME = Warps
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WARP_GUI_NO = §cNo warps exist
WARP_GUI_DISTANCE = §7Distance: §e{0} §7blocks
WARP_GUI_LCLICK = §7Left click to teleport
WARP_GUI_RCLICK = §7Rickt click to edit
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WARP_INFO_NAME = §7Name: §e{0}
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WARP_HELP_ADD = §8/§ewarp add §8[§7name§8] §8- §7Create a new warp
WARP_HELP_TELEPORT = §8/§ewarp §8[§7name§8] §8- §7Teleport to a warp
WARP_HELP_INFO = §8/§ewarp info §8[§7name§8] §8- §7Information regarding one warp
WARP_HELP_DELETE = §8/§ewarp delete §8[§7name§8] §8- §7Delete a warp
WARP_HELP_GUI = §8/§ewarp gui §8- §7Open the Warp-GUI
WARP_HELP_LIST = §8/§ewarp list §8- §7List all warps
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# WORLD
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STOP_HELP = §8/§estop §8- §7Stops the server
STOP_NO_PERMS = §cYou do not have the permission to stop the server
STOP_MESSAGE = §eServer is stopping
WORLD_EDIT_NO_PERMS = §cYou do not have the permission to use WorldEdit
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KICKALL_HELP = §8/§ekickall §8- §7Kick all players from the server except the owner
KICKALL_NO_PERM = §cThis is not your world!
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# Techhider
TECHHIDER_HELP = §8/§etechhider §8- §7Toggle Techhider
TECHHIDER_GLOBAL = §cNo techhider in global region
TECHHIDER_ON = §aTechhider activated
TECHHIDER_OFF = §aTechhider deactivated
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# XRAY
XRAY_HELP = §8/§exray §8- §7Toggle Xray
XRAY_GLOBAL = §cNo xray in global region
XRAY_ON = §aXray activated
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XRAY_OFF = §cXray deactivated
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# WorldEdit
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COLORREPLACE_HELP = §8//§ecolorreplace §8[§7color§8] §8[§7color§8] §8- §7Replace all blocks of one color with another
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TYPEREPLACE_HELP = §8//§etyreplace §8[§7type§8] §8[§7type§8] §8- §7Replace all blocks of one type with another
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# Schematic
SCHEMATIC_GUI_ITEM = §eSchematics