SteamWar/BauSystem2.0
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BauSystem2.0/BauSystem_Main/src/BauSystem.properties

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Properties

#
# 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/>.
#
PREFIX = §eBau§8System§8»
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TIME = HH:mm:ss
DATE=........
COMMAND_HELP_HEAD=§7---=== (§e{0}§7) ===---
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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# Permission
PERMISSION_WORLD = change settings
PERMISSION_WORLD_EDIT = use WorldEdit
PERMISSION_CHANGE_YOU_ENABLE = §aThe player is now allowed to {0}
PERMISSION_CHANGE_YOU_DISABLE = §cThe player is now not allowed to {0}
PERMISSION_CHANGE_OTHER_ENABLE = §aYou are allowed to join the World of §6{0} §a{1}
PERMISSION_CHANGE_OTHER_DISABLE = §cYou are no longer allowed to join the World of §6{0} §c{1}
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# Scoreboard
SCOREBOARD_TIME = Time
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SCOREBOARD_REGION = Region
SCOREBOARD_TRACE = Trace
SCOREBOARD_LOADER = Loader
SCOREBOARD_TPS = TPS
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
FLAG_TNT_ONLY_TB = §7no build area
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FLAG_COLOR_WHITE = §fWhite
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FLAG_COLOR_ORANGE = §6Orange
FLAG_COLOR_MAGENTA = §dMagenta
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
FLAG_COLOR_GRAY = §8Gray
FLAG_COLOR_LIGHT_GRAY = §7Light gray
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FLAG_COLOR_CYAN = §3Cyan
FLAG_COLOR_PURPLE = §5Purple
FLAG_COLOR_BLUE = §1Blue
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## This cannot be converted
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
REGION_TYPE_BUILD = Build area
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REGION_TYPE_ONLY_TB = Testblock
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# AutoStart
AUTOSTART_COMMAND_HELP = §8/§etimer §8- §7Retrieve AutostartTimer Tool
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AUTOSTART_ITEM_NAME = §eAutostartTimer
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}
AUTOSTART_MESSAGE_DATE_PATTERN=mm:ss SSSS
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
BACKUP_HELP_CREATE=§8/§ebackup create §8- §7Create a region backup
BACKUP_HELP_LOAD=§8/§ebackup load §8[§7BackupName§8] §8- §7Load a region backup
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
BACKUP_LIST_HEAD=§7---=== (§eBackup §7{0}§7) ===---
BACKUP_LIST_ENTRY=§7{0} §e[Load]
BACKUP_LOAD_FAILURE=§cBackup load failed
BACKUP_LOAD=§7Backup loaded
BACKUP_INV_NAME=§eBackup
BACKUP_ITEM_NAME=§eBackup §7from §e{0}
BACKUP_LORE=§eClick to load
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# Bau
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
BAU_INFO_ITEM_LORE_TNT = §7TNT§8: §e{0}
BAU_INFO_ITEM_LORE_FREEZE = §7Freeze§8: §e{0}
BAU_INFO_ITEM_LORE_FIRE = §7Fire§8: §e{0}
BAU_INFO_ITEM_LORE_COLOR = §7Color§8: §e{0}
BAU_INFO_ITEM_LORE_PROTECT = §7Protect§8: §e{0}
BAU_INFO_COMMAND_HELP = §8/§ebauinfo §8- §7Information regarding this Bau
BAU_INFO_COMMAND_OWNER = §7Owner: §e{0}
BAU_INFO_COMMAND_MEMBER = §7Member: §e
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
COUNTINGWAND_COMMAND_HELP = §8/§ecountingwand §8- §7Receive a CountingWand
COUNTINGWAND_ITEM_NAME = §eFolding rule
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)
COUNTINGWAND_MESSAGE_VOLUME = §e{0}
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COUNTINGWAND_MESSAGE_DIMENSION = §e{0}§8, §e{1}§8, §e{2}
# Detonator
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
DETONATOR_BUTTON_TRIPWIRE=Tripwire
DETONATOR_BUTTON_NOTEBLOCK=Noteblock
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
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
# Hotbar
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
HOTBAR_SAVED=§7Hotbar saves
HOTBAR_LOADED=§7Hotbar loaded
HOTBAR_INVENTORY=Standard hotbar
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# GUI
GUI_EDITOR_ITEM_NAME=§eGui editor
GUI_NAME=Bau GUI
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.
GUI_EDITOR_TITLE=Bau GUI Editor
GUI_EDITOR_ITEM_ROW_P=§e+1 Row
GUI_EDITOR_ITEM_ROW_M=§e-1 Row
GUI_EDITOR_ITEM_TRASH=§cTrashcan
GUI_EDITOR_ITEM_TRASH_LORE=§7Drop item here
GUI_EDITOR_ITEM_MORE=§eMore items
GUI_EDITOR_TITLE_MORE=Select item
# Script
## Errors
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
SCRIPT_COMMAND_ERROR_BOOLEAN_COMPARE = §cNur Booleans können verglichen werden
SCRIPT_COMMAND_ERROR_NUMBER_COMPARE = §cNur Zahlen können verglichen werden
SCRIPT_COMMAND_ERROR_ONLY_STRINGS_ALLOWED = §cNur Strings können verwendet werden
SCRIPT_COMMAND_ERROR_ONLY_NUMBERS_ALLOWED = §cNur Zahlen können verwendet werden
## Commands
SCRIPT_COMMAND_ARITHMETIC_ADD_HELP_1 = §eadd §8<§7Variable§8> §8<§7Variable§8|§7Wert§8>
SCRIPT_COMMAND_ARITHMETIC_ADD_HELP_2 = §eadd §8<§7Variable§8> §8<§7Variable§8§8|§7Wert> §8<§7Variable§8|§7Wert§8>
SCRIPT_COMMAND_ARITHMETIC_ADD_HELP_3 = Addition zwischen den letzten beiden Variablen und schreibt es in die erste.
SCRIPT_COMMAND_ARITHMETIC_ADD_ERROR = §cNur Zahlen können addiert werden
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>
SCRIPT_COMMAND_ARITHMETIC_SUB_HELP_2 = §esub §8<§7variable§8> §8<§7variable§8§8|§7value> §8<§7variable§8|§7value§8>
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
SCRIPT_COMMAND_IO_ECHO_MESSAGE = §f{0}
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
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
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
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
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
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
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
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
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
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.
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.
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
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)
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
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'.
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
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
SCRIPT_COMMAND_VARIABLE_UNGLOBAL_HELP_1 = §eunglobal §8<§7variable§8>
SCRIPT_COMMAND_VARIABLE_UNGLOBAL_HELP_2 = Deletes a global variable.
SCRIPT_COMMAND_VARIABLE_UNVAR_HELP_1 = §eunvar §8<§7variable§8>
SCRIPT_COMMAND_VARIABLE_UNVAR_HELP_2 = Deletes a local variable.
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
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'
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
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
SCRIPT_COMMAND_EXIT_HELP_1 = §eexit
SCRIPT_COMMAND_EXIT_HELP_2 = Exits the script
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.
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}
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}
SCRIPT_COMMAND_RETURN_HELP_1 = §ereturn
SCRIPT_COMMAND_RETURN_HELP_2 = §7Jump back to the last 'call' command
SCRIPT_COMMAND_RETURN_ERROR = §cNo 'call' command executed before
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.
## GUI
SCRIPT_GUI_ITEM_NAME = §eScript Help
## CustomScript
SCRIPT_EVENT_ITEM_NAME = §7Event§8: §e{0} §8-§7 {1}
SCRIPT_COMMAND_ITEM_NAME = §7Command§8: §e{0}
## Script Menu GUI
SCRIPT_MENU_GUI_ITEM_LORE_1 = §7Click to retrieve
SCRIPT_MENU_GUI_ITEM_LORE_2 = §7Middle-Click to copy
SCRIPT_MENU_GUI_NAME = §eScript Commands {0}{1}§7%
SCRIPT_MENU_GUI_ITEM_ADD_NAME = §eInsert
SCRIPT_MENU_GUI_ITEM_ADD_LORE = §7Click with a book to insert
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
## ScriptCommand
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
## Script GUI
SCRIPT_GUI_NAME = Script Elements
SCRIPT_GUI_COMMAND_CHAT = §eScript Command§8: §e{0}
SCRIPT_GUI_CUSTOM_COMMANDS = §eCustom Commands
SCRIPT_GUI_CUSTOM_COMMANDS_LORE_1 = §7Schreibe§8: §7#!CMD 'COMMAND'
SCRIPT_GUI_CUSTOM_COMMANDS_LORE_2 = §7an den Anfang eines Script Buches um
SCRIPT_GUI_CUSTOM_COMMANDS_LORE_3 = §7ein Custom Command zu nutzen. Der
SCRIPT_GUI_CUSTOM_COMMANDS_LORE_4 = §7Befehl startet immer mit / und kann dann so
SCRIPT_GUI_CUSTOM_COMMANDS_LORE_5 = §7aufgebaut sein wie du willst. Alles was in Spitzen
SCRIPT_GUI_CUSTOM_COMMANDS_LORE_6 = §7Klammern steht '<>' wird als Parameter und somit
SCRIPT_GUI_CUSTOM_COMMANDS_LORE_7 = §7als Variable gewertet.
SCRIPT_GUI_CUSTOM_COMMANDS_LORE_8 = §7Parameter, welche in runden Klammern
SCRIPT_GUI_CUSTOM_COMMANDS_LORE_9 = §7stehen sind Optional. Einfache
SCRIPT_GUI_CUSTOM_COMMANDS_LORE_10 = §7Texte als Parameter bekommen
SCRIPT_GUI_CUSTOM_COMMANDS_LORE_11 = §7eine gleichnamige Variable mit
SCRIPT_GUI_CUSTOM_COMMANDS_LORE_12 = §7true/false als Wert je nachdem
SCRIPT_GUI_CUSTOM_COMMANDS_LORE_13 = §7ob dieser angegeben wurde oder nicht
SCRIPT_GUI_CUSTOM_EVENTS = §eCustom Events
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.
SCRIPT_GUI_OTHER = §eOther
SCRIPT_GUI_OTHER_LORE_1 = §7Kommentare fangen mit §e#§7 an.
SCRIPT_GUI_OTHER_LORE_2 = §7Jump_Points fangen mit §e.§7 an.
SCRIPT_GUI_OTHER_LORE_3 = §7Eine Variablen Namen in '<>'
SCRIPT_GUI_OTHER_LORE_4 = §7eingeschlossen wird ersetzt, bis zu zwei mal.
SCRIPT_GUI_OTHER_LORE_5 = §7Eine Variable in '<>' kann mit 'const.'
SCRIPT_GUI_OTHER_LORE_6 = §7oder 'local.' oder 'global.' prefixed werden
SCRIPT_GUI_OTHER_LORE_7 = §7für den genauen type wo nach geguckt werden soll.
SCRIPT_GUI_OTHER_LORE_8 = §7Wenn man nach dem namen noch ein '.type' schreibt wird
SCRIPT_GUI_OTHER_LORE_9 = §7direkt der Type der Variable ausgegeben.
SCRIPT_GUI_COMMAND_NAME = §7Command: §e{0}
SCRIPT_GUI_CUSTOM_VARIABLES = §eCustom Variables
SCRIPT_GUI_CONSTANT_OVERRIDEABLE = §eoverwriteable
SCRIPT_GUI_CONSTANT_TRACE_NAME = §7Constant §etrace
SCRIPT_GUI_CONSTANT_TRACE_LORE = §etrue§7 if the trace is activated.
SCRIPT_GUI_CONSTANT_AUTO_TRACE_NAME = §7Constant §eautotrace
SCRIPT_GUI_CONSTANT_AUTO_TRACE_LORE = §etrue§7 if the auto trace is activated.
SCRIPT_GUI_CONSTANT_TNT_NAME = §7Constant §etnt
SCRIPT_GUI_CONSTANT_TNT_LORE = §etrue§7 if tnt is not deactivated.
SCRIPT_GUI_CONSTANT_ONLY_TB_NAME = §7Constant §etnt-onlytb
SCRIPT_GUI_CONSTANT_ONLY_TB_LORE = §etrue§7 if tnt no build is activated.
SCRIPT_GUI_CONSTANT_FREEZE_NAME = §7Constant §efreeze
SCRIPT_GUI_CONSTANT_FREEZE_LORE = §etrue§7 if freeze is not deactivated.
SCRIPT_GUI_CONSTANT_FIRE_NAME = §7Constant §efire
SCRIPT_GUI_CONSTANT_FIRE_LORE = §etrue§7 if fire is not deactivated.
SCRIPT_GUI_CONSTANT_PROTECT_NAME = §7Constant §eprotect
SCRIPT_GUI_CONSTANT_PROTECT_LORE = §etrue§7 if protect is activated.
SCRIPT_GUI_CONSTANT_X_NAME = §7Constant §ex
SCRIPT_GUI_CONSTANT_X_LORE = §ex§7 position of the player.
SCRIPT_GUI_CONSTANT_Y_NAME = §7Constant §ey
SCRIPT_GUI_CONSTANT_Y_LORE = §ey§7 position of the player.
SCRIPT_GUI_CONSTANT_Z_NAME = §7Constant §ez
SCRIPT_GUI_CONSTANT_Z_LORE = §ez§7 position of the player.
SCRIPT_GUI_CONSTANT_NAME_NAME = §7Constant §ename
SCRIPT_GUI_CONSTANT_NAME_LORE = §eDisplay§7 name of the player.
SCRIPT_GUI_CONSTANT_SNEAK_NAME = §7Constant §esneak
SCRIPT_GUI_CONSTANT_SNEAK_LORE = §etrue§7 if the player is sneaking.
SCRIPT_GUI_CONSTANT_SPRINTING_NAME = §7Constant §esprinting
SCRIPT_GUI_CONSTANT_SPRINTING_LORE = §etrue§7 is the player is sprinting.
SCRIPT_GUI_CONSTANT_SLOT_NAME = §7Constant §eslot
SCRIPT_GUI_CONSTANT_SLOT_LORE = §e0-8§7 for the selected slot.
SCRIPT_GUI_CONSTANT_SLOT_MATERIAL_NAME = §7Constant §eslotmaterial
SCRIPT_GUI_CONSTANT_SLOT_MATERIAL_LORE = §eMaterial§7 of the item in the current slot
SCRIPT_GUI_CONSTANT_OFF_HAND_MATERIAL_NAME = §7Constant §eoffhandmaterial
SCRIPT_GUI_CONSTANT_OFF_HAND_MATERIAL_LORE = §eMaterial§7 of the item in the off hand
SCRIPT_GUI_CONSTANT_SLOT_MATERIAL_DISPLAY_NAME = §7Constant §ematerialname
SCRIPT_GUI_CONSTANT_SLOT_MATERIAL_DISPLAY_LORE = §eName§7 of the item in the current slot
SCRIPT_GUI_CONSTANT_OFF_HAND_MATERIAL_DISPLAY_NAME = §7Constant §eoffmaterialname
SCRIPT_GUI_CONSTANT_OFF_HAND_MATERIAL_DISPLAY_LORE = §eName§7 of the item in the off hand
SCRIPT_GUI_CONSTANT_REGION_TYPE_NAME = §7Constant §eregion-type
SCRIPT_GUI_CONSTANT_REGION_TYPE_LORE = §eregion type§7 of the current region
# Unsign Book
UNSIGN_HELP=§8/§eunsign §8- §7Mache ein Buch beschreibbar
# Simulator
SIMULATOR_GUI_ITEM_NAME = §eTNT Simulator
SIMULATOR_HELP = §8/§esimulator §8-§7 Legt dir den Simulatorstab ins Inventar
SIMULATOR_START_HELP = §8/§esimulator start §8-§7 Startet die Simulation
SIMULATOR_GUI_HELP = §8/§esimulator gui §8-§7 Öffnet die GUI
SIMULATOR_DELETE_HELP = §8/§esimulator delete §8-§7 Löscht alle TNT
SIMULATOR_SAVE_HELP = §8/§esimulator save §8<§eName§8> §8-§7 Speichert den Simulator
SIMULATOR_LOAD_HELP = §8/§esimulator load §8<§eName§8> §8-§7 Lädt den Simulator
SIMULATOR_LIST_HELP = §8/§esimulator list §8-§7 Listet alle gespeicherten Simulator
SIMULATOR_REMOVE_HELP = §8/§esimulator remove §8<§eName§8> §8-§7 Löscht den Simulator
SIMULATOR_NO_PERMS = §cDu darfst hier nicht den Simulator nutzen
SIMULATOR_DELETE_TNT = §7Alle TNT wurden gelöscht
SIMULATOR_SAVE = §7Simulator §e{0} §7wurde gespeichert
SIMULATOR_LOAD = §7Simulator §e{0} §7wurde geladen
SIMULATOR_REMOVE = §7Simulator §e{0} §7wurde gelöscht
SIMULATOR_LIST_NOTHING = §7Keine gespeicherten Simulatoren
SIMULATOR_LIST_HEADER = §7Gespeicherte Simulatoren:
SIMULATOR_LIST_ELEMENT = §e{0} §8[§7Laden§8]
SIMULATOR_LIST_ELEMENT_HOVER = §eZum laden klicken
SIMULATOR_WAND_NAME = §eKanonensimulator
SIMULATOR_WAND_LORE_1 = §eRechtsklick §8- §7Füge eine Position hinzu
SIMULATOR_WAND_LORE_2 = §eSneaken §8- §7Freie Bewegung
SIMULATOR_WAND_LORE_3 = §eLinksklick §8- §7Starte die Simulation
SIMULATOR_WAND_LORE_4 = §eRechtsklick Luft §8- §7Öffne die GUI
## Other
SIMULATOR_PLUS_ONE = §7+1
SIMULATOR_PLUS_PIXEL_SHIFT = §eShift §7Click für §e+0,0625
SIMULATOR_PLUS_FIVE_SHIFT = §eShift §7Click für §e+5
SIMULATOR_MINUS_ONE = §7-1
SIMULATOR_MINUS_PIXEL_SHIFT = §eShift §7Click für §e-0,0625
SIMULATOR_MINUS_FIVE_SHIFT = §eShift §7Click für §e-5
SIMULATOR_POSITION_X = §7x-Position
SIMULATOR_POSITION_Y = §7y-Position
SIMULATOR_POSITION_Z = §7z-Position
SIMULATOR_BACK = §eZurück
## GUI
SIMULATOR_POSITION_EDIT = §ePosition bearbeiten
SIMULATOR_POSITION_ADD = §ePosition setzen
SIMULATOR_GUI_TNT_SPAWN_NAME = §eTNT
SIMULATOR_GUI_TNT_SPAWN_LORE_1 = §7TNT-Anzahl§8: §e{0}
SIMULATOR_GUI_TNT_SPAWN_LORE_2 = §7Tick§8: §e{0}
SIMULATOR_GUI_TNT_SPAWN_LORE_3 = §7
SIMULATOR_GUI_TNT_SPAWN_LORE_4 = §7x§8: §e{0}
SIMULATOR_GUI_TNT_SPAWN_LORE_5 = §7y§8: §e{0}
SIMULATOR_GUI_TNT_SPAWN_LORE_6 = §7z§8: §e{0}
SIMULATOR_GUI_NAME = Kanonensimulator
SIMULATOR_GUI_DELETE = §cTNT löschen
SIMULATOR_GUI_START = §eStarten
SIMULATOR_GUI_AUTO_TRACE = §eAutoTrace§8: §7{0}
SIMULATOR_GUI_MOVE_ALL = §eAlle Verschieben
SIMULATOR_MOVE_ALL_GUI_NAME = TNT Verschieben
SIMULATOR_TNT_SPAWN_GUI_NAME = TNT konfigurieren
SIMULATOR_TNT_SPAWN_LORE = §eZum Ändern klicken
SIMULATOR_TNT_SPAWN_COUNT = §7TNT-Anzahl §8- §e{0}
SIMULATOR_TNT_SPAWN_COUNT_ANVIL_GUI_NAME = Anzahl TNT
SIMULATOR_TNT_SPAWN_TICK = §7Tick §8- §e{0}
SIMULATOR_TNT_SPAWN_TICK_ANVIL_GUI_NAME = Tick Offset
SIMULATOR_TNT_SPAWN_FUSE = §7Lebensdauer §8- §e{0}
SIMULATOR_TNT_SPAWN_FUSE_ANVIL_GUI_NAME = Fuse-Ticks
SIMULATOR_TNT_SPAWN_VELOCITY_NAME = §7TNT
SIMULATOR_TNT_SPAWN_VELOCITY_X = §7TNT §eSprung X §8- {0}
SIMULATOR_TNT_SPAWN_VELOCITY_Y = §7TNT §eSprung Y §8- {0}
SIMULATOR_TNT_SPAWN_VELOCITY_Z = §7TNT §eSprung Z §8- {0}
SIMULATOR_TNT_SPAWN_VELOCITY_ON = §aan
SIMULATOR_TNT_SPAWN_VELOCITY_OFF = §caus
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}
SIMULATOR_TNT_SPAWN_ACTIVATED_WITH = §7Gezündet durch §8- §e{0}
SIMULATOR_TNT_SPAWN_ACTIVATED_WITH_COMPARATOR = Comparator
SIMULATOR_TNT_SPAWN_ACTIVATED_WITH_REPEATER = Repeater
SIMULATOR_TNT_SPAWN_MATERIAL = §eMaterial
SIMULATOR_TNT_SPAWN_MATERIAL_LORE_1 = §7Jetziges Material§8: §e{0}
SIMULATOR_TNT_SPAWN_MATERIAL_LORE_2 = §eLink-Click §7Zum ändern
SIMULATOR_TNT_SPAWN_MATERIAL_LORE_3 = §eRechts-Click §7Zum zurücksetzten
SIMULATOR_MATERIAL_GUI_NAME = Material ändern
SIMULATOR_MATERIAL_NAME = §e{0}
SIMULATOR_MATERIAL_CLICK = §eClicken zum wählen
SIMULATOR_TNT_SPAWN_ADD_IGNITION_PHASE = §eZündphase hinzufügen
SIMULATOR_TNT_SPAWN_ADD_IGNITION_PHASE_SHIFT = §eShift-Click§8: §7Zündphase hinzufügen und +1 Tick Offset
SIMULATOR_TNT_SPAWN_ADD_TNT = §eTNT hinzufügen
SIMULATOR_TNT_SPAWN_REMOVE_TNT = §cEntfernen
SIMULATOR_TNT_SPAWN_POSITION_ANVIL_GUI_NAME = Position
# SmartPlace
SMART_PLACE_HELP = §8/§esmartplace §8-§7 Toggled SmartPlace
SMART_PLACE_INFO = §7Plaziert rotierbare Blöcke beim §esneaken§7 von dir §eweg§7.
SMART_PLACE_ENABLE = §aSmartPlace aktiviert
SMART_PLACE_DISABLE = §cSmartPlace deaktiviert
# BlockCounter
BLOCK_COUNTER_HELP_TOGGLE = §8/§eblockcounter §8- §7Wechsel zwischen an und aus
BLOCK_COUNTER_HELP_ENABLE = §8/§eblockcounter enable §8- §7Schalte den BlockCounter an
BLOCK_COUNTER_HELP_DISABLE = §8/§eblockcounter disable §8- §7Schalte den BlockCounter aus
BLOCK_COUNTER_MESSAGE = §7Counter §8> §e{0} §7Blöcke §e{1} §7TNT §e{2} §7Blöcke/TNT §e{3} §7Blöcke/tick
BLOCK_COUNTER_MESSAGE_SECOND = §7Counter §8> §e{0} §7Blöcke §e{1} §7TNT §e{2} §7Blöcke/TNT §e{3} §7Blöcke/s
BLOCK_COUNTER_ENABLE = §7BlockCounter angemacht
BLOCK_COUNTER_DISABLE = §7BlockCounter ausgemacht
# DepthCounter
DEPTH_COUNTER_COMMAND_ENABLE_HELP = §8/§edepthcounter enable §8- §7Aktiviere den Tiefenzähler
DEPTH_COUNTER_COMMAND_DISABLE_HELP = §8/§edepthcounter disable §8- §7Deaktiviere den Tiefenzähler
DEPTH_COUNTER_COMMAND_INFO_HELP = §8/§edepthcounter info §8- §7Zähle aktive Zählmodi auf
DEPTH_COUNTER_COMMAND_TOGGLE_HELP = §8/§edepthcounter toggle §8<§7CountMode§8> §8- §7Stelle einzelne Zählmodi ein
DEPTH_COUNTER_ENABLE_MESSAGE = §7Du hast den Tiefenzähler aktiviert.
DEPTH_COUNTER_DISABLE_MESSAGE = §7Du hast den Tiefenzähler deaktiviert.
DEPTH_COUNTER_ACTIVE_MESSAGE = §7Aktive Zählmodi: §e{0}§8.
DEPTH_COUNTER_MESSAGE = §7Schaden §8> §7{0}
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}
# TPSLimit
TICK_STEP_HELP = §8/§etick step §8<§7Ticks§8> §8- §7Spule n Ticks vor
TICK_STEP_SINGLE_HELP = §8/§etick step §8- §7Spule einen Ticks vor
TICK_WARP_HELP = §8/§etick warp §8<§7Ticks§8> §8- §7Warpe n Ticks vor
TICK_CANCEL_HELP = §8/§etick cancel §8- §7Cancelt den Tick Warp oder Step
TICK_ERROR = §cDu kannst keinen weiteren §8'§e/tick step§8'§c oder §8'§e/tick warp§8'§c anmachen
TICK_CANCEL_ERROR = §cDu hast keinen §8'§e/tick step§8'§c oder §8'§e/tick warp§8'§c aktiv
TICK_STEP = §eSpult {0} Ticks vor
TICK_STEP_LEFT = §eSpult noch {0} Ticks vor
TICK_WARP = §eWarpe {0} Ticks vor
TICK_WARP_LEFT = §eWarpe noch {0} Ticks vor
TICK_CANCEL = §eWarps und Steps abgebrochen
TPSLIMIT_GUI_ITEM_NAME = §eTPS Limiter
TPSLIMIT_GUI_ITEM_LORE = §7Aktuell: §e{0}
TPSLIMIT_ANVIL_GUI = Neues TPS Limit
TPSLIMIT_HELP = §8/§etpslimit §8[§7TPS§8|§edefault§8] §8- §7Setzte die TPS auf dem Bau
TPSLIMIT_CURRENT = §7Jetziges TPS limit§8: §e{0}
TPSLIMIT_NO_PERMS = §cDu darfst hier nicht den TPS-Limiter nutzen
TPSLIMIT_SET = §eTPS limit auf {0} gesetzt.
TPSLIMIT_FROZEN = §eTPS eingefroren.
TPSLIMIT_INVALID = §cNur Zahlen zwischen 0,5 und {0}, und 'default'{1} erlaubt.
TPSLIMIT_INVALID_FROZEN = §c und '0'
2021-05-07 17:38:55 +02:00
# Trace
TRACE_RECORD=§aan
TRACE_RECORD_AUTO=§aan
TRACE_RECORD_SINGLE=§aan
TRACE_IDLE=§caus
TRACE_IDLE_AUTO=§eauto
TRACE_IDLE_SINGLE=§esingle
TRACE_MESSAGE_AUTO_RECORD=§cTNT-Tracer muss gestoppt werden
TRACE_MESSAGE_AUTO_RECORD_AUTO=§cTNT-Tracer darf nicht aufnehmen
TRACE_MESSAGE_AUTO_IDLE=§cAuto-Tracer gestoppt
TRACE_MESSAGE_AUTO_IDLE_AUTO = §aAuto-Tracer gestartet
TRACE_MESSAGE_START = §aTNT-Tracer gestartet
TRACE_MESSAGE_SINGLE = §aSingle-Tracer gestartet
TRACE_MESSAGE_STOP = §cTNT-Tracer gestoppt
TRACE_MESSAGE_DELETE = §cAlle TNT-Positionen gelöscht
TRACE_MESSAGE_SHOW = §aAlle TNT-Positionen angezeigt
TRACE_MESSAGE_HIDE = §cAlle TNT-Positionen ausgeblendet
TRACE_MESSAGE_DISALLOWED = §cDu darfst hier nicht den TNT-Tracer nutzen
TRACE_COMMAND_HELP_START = §8/§etrace start §8- §7Startet die Aufnahme aller TNT-Positionen
TRACE_COMMAND_HELP_SINGLE = §8/§etrace single §8- §7Startet eine einzelne Aufnahme aller TNT-Positionen
TRACE_COMMAND_HELP_STOP = §8/§etrace stop §8- §7Stoppt den TNT-Tracer
TRACE_COMMAND_HELP_AUTO = §8/§etrace toggleauto §8- §7Automatischer Aufnahmenstart
TRACE_COMMAND_HELP_SHOW_GUI = §8/§etrace show gui §8- §7Zeigt die Trace show gui
TRACE_COMMAND_HELP_SHOW = §8/§etrace show §8<§eParameter§8> - §7Zeigt alle TNT-Positionen
TRACE_COMMAND_HELP_HIDE = §8/§etrace hide §8- §7Versteckt alle TNT-Positionen
TRACE_COMMAND_HELP_DELETE = §8/§etrace delete §8- §7Löscht alle TNT-Positionen
TRACE_COMMAND_HELP_LIST = §8/§etrace list §8- §7Trace GUI nur im Chat
TRACE_COMMAND_HELP_GUI = §8/§etrace gui §8- §7Zeigt die Trace Oberfläche an
2021-05-07 17:38:55 +02:00
TRACE_GUI_ITEM_NAME = §eTracer
TRACE_GUI_ITEM_LORE = §7Status§8: {0}
TRACE_GUI_NAME = Tracer Gui
TRACE_GUI_TRACE_INACTIVE = §eTracer Starten
TRACE_GUI_TRACE_ACTIVE = §eTracer Stoppen
TRACE_GUI_TRACE_ACTIVE_AUTO = §eAuto-Trace ist Aktiv
TRACE_GUI_AUTO_TRACE_INACTIVE = §eAuto-Tracer Aktivieren
TRACE_GUI_AUTO_TRACE_ACTIVE = §eAuto-Tracer Deaktivieren
TRACE_GUI_SHOW_GUI = §eTrace Show Gui
TRACE_GUI_DELETE = §eTrace Löschen
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TRACE_SHOW_GUI_TITLE = Trace Show GUI
TRACE_SHOW_GUI_SHOWN = §aTraces angezeigt
TRACE_SHOW_GUI_HIDDEN = §cTraces ausgeblendet
TRACE_SHOW_GUI_WATER_ITEM = §eWasser §7Positionen
TRACE_SHOW_GUI_WATER_LORE1 = §7Zeigt alles TNT, welches
TRACE_SHOW_GUI_WATER_LORE2 = §7im Wasser explodiert ist.
TRACE_SHOW_GUI_INTERPOLATE_Y_ITEM = §eInterpolation §7Y-Achse
TRACE_SHOW_GUI_INTERPOLATE_Y_LORE1 = §7Zeigt die Interpolation
TRACE_SHOW_GUI_INTERPOLATE_Y_LORE2 = §7auf der Y-Achse.
TRACE_SHOW_GUI_INTERPOLATE_XZ_ITEM = §eInterpolation §7XZ-Achse
TRACE_SHOW_GUI_INTERPOLATE_XZ_LORE1 = §7Zeigt die Interpolation
TRACE_SHOW_GUI_INTERPOLATE_XZ_LORE2 = §7auf der XZ-Achse.
TRACE_GUI_TITLE = Trace GUI
TRACE_GUI_ITEM_BACK = §eBack
TRACE_GUI_ITEM = §eTrace §8- §e{0} §7TNT
TRACE_GUI_CLEAR = §eTraces löschen
TRACE_GUI_RECORD_ITEM = §eTNT §8- §e{0} §7Positionen
TRACE_GUI_RECORD_CLEAR = §eTNT löschen
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}
TRACE_GUI_POSITION_EXPLODED = §7Explodiert§8: §e{0}
TRACE_RECORD_LIST_ELEMENT = §eTrace §8- §e{0} §7TNT
TRACE_RECORD_LIST_ELEMENT_HOVER = §7Zeige alle §eTNT §7aus diesem Trace
TRACE_RECORD_LIST_ELEMENT_DELETE = §7 §cLöschen
TRACE_RECORD_LIST_ELEMENT_DELETE_HOVER = §7Trace §clöschen
TRACE_RECORD_DELETE = §7Trace gelöscht
TRACE_RECORD_NOT_FOUND = §7Unbekannter Trace
TRACE_RECORD_ELEMENT = §eTNT §8- §e{0} §7Positionen
TRACE_RECORD_ELEMENT_HOVER = §7Zeige alle §ePositionen §7aus diesem TNT
TRACE_RECORD_ELEMENT_DELETE = §7 §cLöschen
TRACE_RECORD_ELEMENT_DELETE_HOVER = §7Trace §clöschen
TRACE_RECORD_TNT_NOT_FOUND = §7Unbekanntes TNT
TRACE_TNT_ELEMENT = §ePosition §8- §e{0} §7FuseTicks
TRACE_TNT_DELETE = §7TNT gelöscht
TRACE_TNT_ELEMENT_HOVER = §7Zeige Infos zur §ePosition §7an
TRACE_RECORD_TNT_POSITION_NOT_FOUND = §7Unbekannte TNT Position
TRACE_CHAT_POSITION_HEAD = §ePosition
TRACE_CHAT_POSITION_X = §7X§8: §e{0}
TRACE_CHAT_POSITION_Y = §7Y§8: §e{0}
TRACE_CHAT_POSITION_Z = §7Z§8: §e{0}
TRACE_CHAT_POSITION_EXPLODED = §7Explodiert§8: §e{0}
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# Loader
LOADER_OFF = §caus
LOADER_SETUP = §eSetup
LOADER_RUNNING = §aRunning
LOADER_PAUSE = §7Pause
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LOADER_END = §8Finished
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LOADER_MESSAGE_CLEAR = §7Loader gecleart
LOADER_MESSAGE_CLEAR_HELP = §cDu must im Setup-Modus sein um den Loader zu clearen
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LOADER_MESSAGE_TNT = §eTNT hinzugefügt {0}
LOADER_MESSAGE_INTERACT = §e{0} hinzugefügt {1}
LOADER_BUTTON_SWITCH=Hebel
LOADER_BUTTON_WOOD_BUTTON=Knopf
LOADER_BUTTON_STONE_BUTTON=Knopf
LOADER_BUTTON_PRESSURE_PLATE=Druckplatte
LOADER_BUTTON_WEIGHTED_PRESSURE_PLATE=Druckplatte
LOADER_BUTTON_TRIPWIRE=Tripwire
LOADER_BUTTON_NOTEBLOCK=Noteblock
LOADER_BUTTON_DAYLIGHTSENSOR=Tageslichtsensor
LOADER_BUTTON_INVALID=Invalider
LOADER_HELP_SETUP=§8/§eloader setup §8- §7Startet die Aufnahme der Aktionen
LOADER_HELP_UNDO=§8/§7loader undo §8- §7Entfernt die zuletzt aufgenommene Aktion
LOADER_HELP_START=§8/§eloader start §8- §7Spielt die zuvor aufgenommenen Aktionen ab
LOADER_HELP_WAIT=§8/§7loader wait §8[§7Ticks§8] - §7Setzt die Wartezeit zwischen Schüssen
LOADER_HELP_SPEED=§8/§7loader speed §8[§7Ticks§8] - §7Setzt die Wartezeit zwischen Aktionen
LOADER_HELP_PAUSE=§8/§7loader pause §8- §7Pausiert das Abspielen
LOADER_HELP_RESUME=§8/§7loader resume §8- §7Spielt den Loader weiter ab
LOADER_HELP_STOP=§8/§eloader stop §8- §7Stoppt die Aufnahme bzw. das Abspielen
LOADER_HELP_CLEAR=§8/§eloader clear §8- §7Cleart die Aufnahme
LOADER_HELP_OTHER=§7Der Loader arbeitet mit §eIngame§8-§eTicks §7(20 Ticks pro Sekunde)
LOADER_NO_LOADER=§cDu hast noch keinen Loader. Erstelle dir einen mit /loader setup
LOADER_BACK_SETUP=§7Dein Loader ist nun wieder im Setup
LOADER_NEW=§7Belade und feuer einmal die Kanone ab, um den Loader zu initialisieren.
LOADER_HOW_TO_START=§7Führe dann /§eloader start§7 um den Loader zu starten
LOADER_ACTIVE=§7Der Loader ist nun aktiviert.
LOADER_STOP=§7Der Loader ist nun gestoppt.
LOADER_PAUSED=§7Der Loader ist nun pausiert.
LOADER_RESUME=§7Der Loader läuft nun weiter.
LOADER_SMALL_TIME=§cDie Wartezeit ist zu klein
LOADER_NEW_TIME=§7Die Schusswartezeit ist nun: {0}, zuvor {1}
LOADER_NEW_LOAD_TIME=§7Die Setzwartezeit ist nun: {0}, zuvor {1}
LOADER_UNDO=§7Undo erfolgreich.
LOADER_PERMS=§cDu darfst hier nicht den Detonator nutzen
LOADER_GUI_NAME=§eLoader
LOADER_GUI_NEW=§eNeuer Loader
LOADER_GUI_START=§eLoader starten
LOADER_GUI_PAUSE=§7Loader pausieren
LOADER_GUI_UNDO=§7Letzte Aktion Rückgängig machen
LOADER_GUI_WAIT=§7Schuss Delay
LOADER_GUI_WAIT_LORE=§7Aktuell: §e{0}
LOADER_GUI_WAIT_TITLE=§7Schuss Delay
LOADER_GUI_SPEED=§eGeschwindigkeit
LOADER_GUI_SPEED_LORE=§7Aktuell: §e{0}
LOADER_GUI_SPEED_TITLE=§7Block Platzier Geschwindigkeit
LOADER_GUI_STOP=§eLoader Stoppen
# Loadtimer
LOADTIMER_HELP_OVERVIEW=§7Messe dich und deine Freunde beim Beladen einer Kanone und bekomme informationen über die Kanone
LOADTIMER_HELP_START_1=§8/§eloadtimer start §8-§7 Startet den einfachen Loadtimer
LOADTIMER_HELP_START_2=§8/§7loadtimer start §8[§7full/half§8] - §7Starte den Timer in einem bestimmten Modus
LOADTIMER_HELP_START_3=§7Loadtimer Modis: Full -> Misst vom ersten TNT bis zur Treib-Explosion, kann somit besser die Schuss Frequent berechnen. Half -> Misst nur bis zur Aktivierung
LOADTIMER_HELP_STOP=§8/§eloadtimer stop §8-§7 Stoppe den Aktuellen Loadtimer
LOADTIMER_GUI_GLOBAL=§eLoadtimer gibt es nicht in der Global Region!
LOADTIMER_GUI_STOP=§eLoadtimer stoppen
LOADTIMER_GUI_START=§eLoadtimer starten
LOADTIMER_GUI_TITLE=Loadtimer Modus
LOADTIMER_GUI_FULL=§eFull
LOADTIMER_GUI_HALF=§eHalf
LOADTIMER_WAITING=§7Platziere ein TNT zum starten...
LOADTIMER_BOSSBAR=§7Tick: §e{0}§7(§e{1}§7) Zeit: §e{2}s §7Tnt: §e{3} §7Blöcke
LOADTIMER_ACTIVATED=§7Warte auf Zündung
LOADTIMER_IGNITION=§7Warte auf Explosion
LOADTIMER_SUMARY_HEAD=§7---=== (§eLoadtimer-Auswertung§7) ===---
LOADTIMER_SUMARY_PLAYERTABLE_HEAD=§7Spieler: §eTNT §7(§eTNT/s§7)
LOADTIMER_SUMARY_PLAYERTABLE_PLAYER=§7{0}: §e{1} §7(§e{2}/s§7)
LOADTIMER_SUMARY_PLAYERTABLE_ALL=Insgesamt
LOADTIMER_SUMARY_TIMES_HEAD=§7Zeiten: §eSekunden §7(§eTicks§7)
LOADTIMER_SUMARY_TIMES_START = §7 || §7Start!
LOADTIMER_SUMARY_TIMES_ACTIVATION = §7 || Aktivierung: §e{0}s §7(§e{1}t§7)
LOADTIMER_SUMARY_TIMES_IGNITION = §7 || Zündung: §e{0}s §7(§e{1}t§7)
LOADTIMER_SUMARY_TIMES_EXPLOSION = §7 || Explosion: §e{0}s §7(§e{1}t§7)
LOADTIMER_SUMARY_TIMES_LAST=§7\\/
LOADTIMER_SUMARY_STATS_HEAD=§7Kanonen-Stats§8:
LOADTIMER_SUMARY_STATS_TNT=§7TNT: §e{0}
LOADTIMER_SUMARY_STATS_FREQ=§7Belade Frequenz: §e{0}/m§8, §7Schuss Frequenz: §e{1}/m
# Observer
OBSERVER_HELP = §7Rechts-Klicke einen Observer um den Trace zu bekommen. Hierfür müssen Flammenpartikel an sein. Die Partikel werden im Block angezeigt.
OBSERVER_HELP_ENABLE = §8/§eobserver enable §8-§7 Aktiviere den Observer Tracer
OBSERVER_HELP_DISABLE = §8/§eobserver disable §8-§7 Deaktiviere den Observer Tracer
OBSERVER_HELP_DELETE = §8/§eobserver delete §8-§7 Lösche den Observer Tracer
OBSERVER_HELP_RETRACE = §8/§eobserver retrace §8-§7 Retrace den Observer Tracer
OBSERVER_ENABLE = §7Observer Trace gestartet
OBSERVER_DISABLE = §7Observer Trace gestoppt
OBSERVER_DELETE = §7Observer Trace gelöscht
OBSERVER_RETRACE_DONE = §7Observer Trace neu berechnet
OBSERVER_RETRACE_NO_TRACE = §7Kein Observer Trace zum neu berechnen
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# Other
OTHER_ITEMS_TELEPORT_NAME=§eTeleporter
OTHER_ITEMS_TELEPORT_GUI_NAME=Teleportieren
OTHER_ITEMS_TELEPORT_PLAYER_OFFLINE=§cDer Spieler ist Offline
OTHER_ITEMS_CLEAR_NAME=§eClear
OTHER_ITEMS_DECLUTTER_NAME=§eDeclutter
OTHER_ITEMS_GAMEMODE_NAME=§eGamemode
OTHER_ITEMS_GAMEMODE_LORE_1=§eRechts-Click§8:§7 Umschalten zwischen Creative und Spectator
OTHER_ITEMS_GAMEMODE_LORE_2=§eLinks-Click§8:§7 Umschalten zwischen Survival und Adventure
OTHER_ITEMS_KILLALL_NAME=§eKillAll
OTHER_ITEMS_KILLALL_LORE_1=§eOhne Shift§8:§7 nur die Region
OTHER_ITEMS_KILLALL_LORE_2=§eMit Shift§8:§7 Global
OTHER_ITEMS_WORLDSPAWN_NAME=§eWorldSpawn
OTHER_SLOT_INVALID_SLOT=§cInvalider Slot
OTHER_NOCLIP_SLOT_INFO=§7Mit /slot kannst du den ausgewählten Slot ändern und einen anderen Block in den Slot nehmen.
OTHER_NOCLIP_SLOT_HELP_PICK = §8/§eslot pick §8-§7 Lege den angeguckten Block ins Inventar
OTHER_NOCLIP_SLOT_HELP_DROP = §8/§eslot drop §8-§7 Cleared deinen Slot
OTHER_CLEAR_HELP_SELF=§8/§eclear §8- §7Leere dein Inventar
OTHER_CLEAR_HELP_PLAYER=§8/§ebau clear §8[§7Player§8] §8- §7Leere ein Spieler Inventar
OTHER_CLEAR_CLEARED=Dein Inventar wurde geleert.
OTHER_CLEAR_FROM=Dein Inventar wurde von {0} §7geleert.
OTHER_CLEAR_TO=Das Inventar von {0} §7wurde geleert.
OTHER_CLEAR_NO_PERMS=§cDu darfst hier keine fremden Inventare leeren.
OTHER_DECLUTTER_HELP=§8/§edeclutter §8- §7Räume dein Inventar auf
OTHER_DECLUTTER_DONE=§aDein Inventar wurde aufgeräumt.
OTHER_GAMEMODE_UNKNOWN=§cUnbekannter Spielmodus.
OTHER_GAMEMODE_POSSIBLE=§cMögliche Spielmodi: survival, adventure, creative, specator.
OTHER_KILLALL_HELP_SELF=§8/§ekillall §8- §7Entferne alle Entities aus deiner Region
OTHER_KILLALL_HELP_ALL=§8/§ekillall §8[§7Global§8/Local§7] §8- §7Entferne alle Entities aus deiner Region oder global
OTHER_KILLALL_REGION=§a{0} Entities aus der Region entfernt
OTHER_KILLALL_GLOBAL=§a{0} Entities aus der Welt entfernt
OTHER_TELEPORT_HELP = §8/§etp §8[§7Player§8] §8-§7 Teleportiere dich zu einem Spieler
OTHER_TELEPORT_SELF_0=§cSei eins mit dir selbst!
OTHER_TELEPORT_SELF_1=§cDu brauchst Leute zum spielen? Wir haben auch einen TeamSpeak!
OTHER_TELEPORT_SELF_2=§cNoch zu reisende Blöcke: 0; ETA: 0:00
OTHER_TELEPORT_SELF_3=§cEin wenig bewegung muss ein.
OTHER_TELEPORT_SELF_4=§cFür eine solche Distanz?
OTHER_TIME_HELP=§8/§etime §8<§7Zeit 0=Morgen§8, §76000=Mittag§8, §718000=Mitternacht§8> - §7Setzt die Zeit auf dem Bau
OTHER_TIME_NO_PERM=§cDu darfst hier nicht die Zeit ändern
OTHER_TIME_INVALID=§cBitte gib eine Zahl zwischen 0 und 24000 an
OTHER_TIME_RESULT=§7§oWhooosh
OTHER_TPS_HEAD = §7TPS: 1s 10s 1m 5m 10m
OTHER_TPS_MESSAGE = §7 §e{0}§7 §e{1}§7 §e{2}§7 §e{3}§7 §e{4}
OTHER_TPS_SINGLE = §8TPS: §e{0}
OTHER_WORLDSPAWN_HELP=§8/§eworldspawn §8-§e Teleportiere dich zum Spawn
# DebugStick
DEBUG_STICK_COMMAND_HELP=§8/§edebugstick §8-§7 Erhalte einen DebugStick
DEBUG_STICK_NAME=§eDebugstick
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#Skull Gui
SKULL_GUI_ITEM_NAME = §eSpieler Köpfe
ANVIL_INV_NAME=Spieler name
# StructureVoid
STRUCTURE_VOID_COMMAND_HELP=§8/§estructureVoid §8-§7 Erhalte ein StructureVoid
# NightVision
NIGHT_VISION_HELP=§8/§enightvision §8-§7 Schalte Nightvision an oder aus.
NIGHT_VISION_OFF=§eNightvision deaktiviert
NIGHT_VISION_ON=§eNightvision aktiviert
NIGHT_VISION_ITEM_ON = §7Nightvision: §eAktiviert
NIGHT_VISION_ITEM_OFF = §7Nightvision: §eDeaktiviert
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#Navigation Wand
NAVIGATION_WAND=§eNavigation Wand
NAVIGATION_WAND_LEFT_CLICK=§eLeft click: jump to location
NAVIGATION_WAND_RIGHT_CLICK=§eRight click: pass through walls
# Material
MATERIAL_INV_NAME=§eMaterial {0}/{1}
MATERIAL_SEARCH=§eSuchen
MATERIAL_BACK=§eZurück
MATERIAL_SEARCH_NAME=§eName
MATERIAL_SEARCH_TRANSPARENT=§eTransparent
MATERIAL_SEARCH_SOLID=§eSolide
MATERIAL_SEARCH_GRAVITY=§eFallend
MATERIAL_SEARCH_OCCLUDING=§eOccluding
MATERIAL_SEARCH_INTERACTEABLE=§eInterargierbar
MATERIAL_SEARCH_FLAMMABLE=§eFlammbar
MATERIAL_SEARCH_BURNABLE=§eBrennbar
MATERIAL_SEARCH_WATERLOGGABLE=§eWasserspeicherbar
MATERIAL_SEARCH_BLASTRESISTANCE=§eBlast Resistance
MATERIAL_SEARCH_BLASTRESISTANCE_MIN=§eBlast Resistance mindestens
MATERIAL_SEARCH_BLASTRESISTANCE_MAX=§eBlast Resistance maximal
MATERIAL_SEARCH_BLASTRESISTANCE_EXACT=§eBlast Resistance
MATERIAL_SEARCH_VALUE=§8: §e{0}
MATERIAL_BLAST_RESISTANCE=§8- §eBlast Resistance§8: §7{0}
MATERIAL_HARDNESS=§8- §eHärte§8: §7{0}
MATERIAL_TNT_BREAKABLE=§8- §eZerstörbar durch TNT
MATERIAL_TNT_UNBREAKABLE=§8- §eNicht Zerstörbar durch TNT
MATERIAL_TRANSPARENT=§8- §eTransparenter Block
MATERIAL_SOLID=§8- §eSolider Block
MATERIAL_GRAVITY=§8- §eFallender Block
MATERIAL_OCCLUDING=§8- §eOccluding Block
MATERIAL_INTERACTABLE=§8- §eInterargierbarer Block
MATERIAL_FLAMMABLE=§8- §eFlammbarer Block
MATERIAL_BURNABLE=§8- §eBrennbarer Block
MATERIAL_WATERLOGGABLE=§8- §eWasserspeicherbarer Block
# Redstonetester
RT_HELP=§8/§eredstonetester §8-§7 Gibt den RedstoneTester
RT_GIVEN=§7Messe die Zeit zwischen der Aktivierung zweier Redstone Komponenten
RT_ITEM_NAME=§eRedstonetester
RT_ITEM_LORE_1=§eLinksklick Block §8-§7 Setzt die 1. Position
RT_ITEM_LORE_2=§eRechtsklick Block §8-§7 Setzt die 2. Position
RT_ITEM_LORE_3=§eShift-Rechtsklick Luft §8-§7 Zurücksetzten
RT_LOC=§8: §e{0} {1} {2}
RT_INVALID_LOC=§cUnbekannte Position
RT_RESULT=§7Differenz§8: §e{0}§7 Ticks §8,§7 R-Ticks §e{1}
RT_ACTIVATE=§7Positionen gelöscht§8.
# Region Items
REGION_ITEM_COLOR=§7Color: §e{0}
REGION_ITEM_COLOR_CHOOSE=Farbe Wählen
REGION_ITEM_FIRE_ALLOW=§7Feuer: §eEingeschaltet
REGION_ITEM_FIRE_DISALLOW=§7Feuer: §eAusgeschaltet
REGION_ITEM_FREEZE_ALLOW=§7Freeze: §eEingeschaltet
REGION_ITEM_FREEZE_DISALLOW=§7Freeze: §eAusgeschaltet
REGION_ITEM_PROTECT_ALLOW=§7Protect: §eEingeschaltet
REGION_ITEM_PROTECT_DISALLOW=§7Protect: §eAusgeschaltet
REGION_ITEM_RESET=§eReset
REGION_ITEM_TESTBLOCK=§eTestblock
REGION_ITEM_TNT_OFF=§7TNT: §eAusgeschaltet
REGION_ITEM_TNT_ONLY_TB=§7TNT: §enur Testblock
REGION_ITEM_TNT_ON=§7TNT: §eEingeschaltet
REGION_ITEM_SELECTOR_TITLE=Tnt Modus
REGION_ITEM_SELECTOR_ON=§eEinschalten
REGION_ITEM_SELECTOR_ONLY_TB=§enur Testblock
REGION_ITEM_SELECTOR_OFF=§eAusschalten
#Region
REGION_COLOR_HELP_COLOR=§8/§ecolor §8[§7Color§8] §8- §7Setze die Farbe der Region
REGION_COLOR_HELP_COLOR_TYPE=§8/§ecolor §8[§7Color§8] §8[§7Type§8] §8- §7Setze die Farbe der Region oder Global
REGION_COLOR_GLOBAL=§7Alle Regions farben auf §e{0}§7 gesetzt
REGION_COLOR_NO_REGION=§cDu befindest dich derzeit in keiner Region
REGION_COLOR_NO_PERMS=§cDies ist nicht deine Welt!
REGION_FIRE_HELP=§8/§efire §8- §7Toggle Feuerschaden
REGION_FIRE_NO_PERMS=§cDu darfst hier nicht Feuerschaden (de-)aktivieren
REGION_FIRE_ENABLED=§cRegions Feuerschaden deaktiviert
REGION_FIRE_DISABLED=§aRegions Feuerschaden aktiviert
REGION_FREEZE_HELP=§8/§efreeze §8- §7Toggle Freeze
REGION_FREEZE_NO_PERMS=§cDu darfst diese Welt nicht einfrieren
REGION_FREEZE_ENABLED=§cRegion eingefroren
REGION_FREEZE_DISABLED=§aRegion aufgetaut
REGION_PROTECT_HELP=§8/§eprotect §8- §7Schütze die Region
REGION_PROTECT_DISABLE=§cBoden Schutz aufgehoben
REGION_PROTECT_ENABLE=§aBoden geschützt
REGION_PROTECT_NO_PERMS=§cDu darfst hier nicht den Boden schützen
REGION_PROTECT_FALSE_REGION=§cDu befindest dich derzeit in keiner (M)WG-Region
REGION_REGION_HELP_UNDO=§8/§eregion undo §8- §7Mache die letzten 20 /testblock oder /reset rückgängig
REGION_REGION_HELP_REDO=§8/§eregion redo §8- §7Wiederhole die letzten 20 §8/§7rg undo
REGION_REGION_HELP_RESTORE=§8/§eregion restore §8- §7Setzte die Region zurück, ohne das Gebaute zu löschen
REGION_REGION_HELP_RESTORE_SCHEMATIC=§8/§eregion restore §8[§7Schematic§8] §8- §7Setzte die Region zurück, ohne das Gebaute zu löschen
REGION_REGION_HELP_COPYPOINT=§8/§eregion copypoint §8- §7Teleportiere dich zum Regions Kopierpunkt
REGION_REGION_HELP_TESTBLOCKPOINT=§8/§eregion testblockpoint §8- §7Teleportiere dich zum Regions Testblockpunkt
REGION_REGION_HELP_CHANGETYPE_INFO=§8/§eregion changetype §8- §7Gebe den Regions Type aus
REGION_REGION_HELP_CHANGETYPE=§8/§eregion changetype §8[§7Type§8] §8- §8Setzte den Regions Type
REGION_REGION_HELP_CHANGESKIN_INFO=§8/§eregion changeskin §8- §7Gebe den Regions Skin aus
REGION_REGION_HELP_CHANGESKIN=§8/§eregion changeskin §8[§7Skin§8] §8- §8Setzte den Regions Skin
REGION_REGION_NOTHING_UNDO=§cNichts zum rückgängig machen
REGION_REGION_UNDID=§7Letzte Aktion rückgangig gemacht
REGION_REGION_NOTHING_REDO=§cNichts zum wiederhohlen
REGION_REGION_REDID=§7Letzte Aktion wiederhohlt
REGION_REGION_RESTORED=§7Region zurückgesetzt
REGION_REGION_FAILED_RESTORE=§cFehler beim Zurücksetzen der Region
REGION_REGION_COLORED=§7Region umgefärbt
REGION_REGION_COLORED_FAILED=§7Nutze §e/rg restore§7 um manuell die Farbe zu ändern
REGION_REGION_FAILED_COLORED=§cFehler beim umfärben der Region
REGION_REGION_TP_COPY=§7Zum Kopierpunkt teleportiert
REGION_REGION_TP_TEST_BLOCK=§7Zum Testblock teleportiert
REGION_REGION_TP_UNKNOWN=§cNicht definierter Teleportierpunkt
REGION_REGION_NO_REGION=§cDu bist in keiner Region
REGION_REGION_NO_PERMS=§cDu darfst hier nicht die Region verändern
REGION_REGION_CHANGETYPE_INFO=§7Regions Type ist §e{0}
REGION_REGION_CHANGETYPE_UNKNOWN=§cRegions Type ist nicht valide
REGION_REGION_CHANGETYPE_INVALID=§cRegions Type ist nicht erlaubt hier
REGION_REGION_CHANGETYPE_CHANGE=§7Regions Type ist auf §e{0}§7 geändert
REGION_REGION_CHANGETYPE_CHANGE_UPDATE=§7Klicke §e§lHIER §7um den Type anzuwenden
REGION_REGION_CHANGETYPE_CHANGE_UPDATE_HOVER=§8/§ereset
REGION_REGION_CHANGESKIN_INFO=§7Regions Skin ist §e{0}
REGION_REGION_CHANGESKIN_INFO_CREATOR=§7Skin erstellt von §e{0}
REGION_REGION_CHANGESKIN_UNKNOWN=§cRegions Skin ist nicht valide
REGION_REGION_CHANGESKIN_INVALID=§cRegions Skin ist nicht erlaubt hier
REGION_REGION_CHANGESKIN_CHANGE=§7Regions Skin ist auf §e{0}§7 geändert
REGION_REGION_CHANGESKIN_CHANGE_UPDATE=§7Klicke §e§lHIER §7um den Skin anzuwenden
REGION_REGION_CHANGESKIN_CHANGE_UPDATE_HOVER=§8/§ereset
REGION_RESET_HELP_RESET=§8/§ereset §8- §7Setzte die Region zurück
REGION_RESET_HELP_SCHEMATIC=§8/§ereset §8[§7Schematic§8] §8- §7Setzte die Region mit einer Schematic zurück
REGION_RESET_RESETED=§7Region zurückgesetzt
REGION_RESET_ERROR=§cFehler beim Zurücksetzen der Region
REGION_RESET_NO_PERMS=§cDu darfst hier nicht die Region zurücksetzen
REGION_RESET_NO_REGION=§cDu befindest dich derzeit in keiner Region
REGION_TB_HELP_RESET=§8/§etestblock §8- §7Setzte den Testblock zurück
REGION_TB_HELP_RESET_EXTENSION=§8/§etestblock §8[§7ExtensionType§8] §8- §7Setzte den Testblock zurück
REGION_TB_HELP_SCHEMATIC=§8/§etestblock §8[§7Schematic§8] §8- §7Setzte den Testblock mit einer Schematic zurück
REGION_TB_HELP_SCHEMATIC_EXTENSION=§8/§etestblock §8[§7Schematic§8] §8[§7ExtensionType§8] §8- §7Setzte den Testblock mit einer Schematic zurück
REGION_TB_DONE=§7Testblock zurückgesetzt
REGION_TB_ERROR=§cFehler beim Zurücksetzen des Testblocks
REGION_TB_NO_PERMS=§cDu darfst hier nicht den Testblock zurücksetzen
REGION_TB_NO_REGION=§cDu befindest dich derzeit in keiner Region
REGION_TNT_HELP=§8/§etnt §8- §7Ändere das TNT verhalten
REGION_TNT_HELP_MODE=§8/§etnt §8[§7Mode§8] §8- §7Setzte das TNT verhalten auf einen Modus
REGION_TNT_ON=§aTNT-Schaden aktiviert
REGION_TNT_OFF=§cTNT-Schaden deaktiviert
REGION_TNT_TB=§aTNT-Schaden außerhalb Baurahmen aktiviert
REGION_TNT_NO_PERMS=§cDu darfst hier nicht TNT-Schaden (de-)aktivieren
REGION_TNT_BUILD=§cEine Explosion hätte Blöcke im Baubereich zerstört
# Team
LOCK_SCHEM_NO_USER=§7Dieser Spieler existiert nicht!
LOCK_SCHEM_NO_SCHEM=§7Dieser Spieler besitzt keine Schematic mit diesem Namen!
LOCK_SCHEM_DIR=§7Die angegebene Schematic ist ein Ordner
LOCK_SCHEM_LOCKED=§e{0} §7von §e{1} §7wurde von §e{2} §7auf §eNORMAL §7zurück gesetzt.
LOCK_SCHEM_HELP=§8/§eschemlock §8[§7Owner§8] [§7Schematic§8] - §7Sperre eine Schematic (Nutzer über Sperrungsgrund informieren!)
AFK_KICK_MESSAGE=§cAuf diesem Server ist seit 5 Minuten nichts passiert.
AFK_WARNING_MESSAGE=§cDieser Server wird bei weiterer Inaktivität in einer Minute gestoppt
SKIN_HELP = §8/§eskin §8[§7Kuerzel§8] §8[§7Creator§8|§epublic§8] §8[§7Name...§8] §8- §7Erstellt die Skin Schematics. 'public' als Creator nutzen für keinen Creator, danach die nachricht an YoyoNow kopieren (mit Click kopieren)
SKIN_NO_REGION=§7Du steht in keiner Region, welche mit einem Skin versehen werden kann
SKIN_ALREADY_EXISTS=§cDieser Skin existiert in der Form bereits
SKIN_MESSAGE=§7Skin erstellt
SKIN_MESSAGE_HOVER=§eKlicken zum kopieren für YoyoNow und an diesen senden
# Panzern
PANZERN_HELP = §8/§epanzern §8[§7Block§8] §8[§7Slab§8] §8- §7Panzer deine WorldEdit Auswahl
PANZERN_PREPARE1 = §71. Gucke nochmal nach, ob Läufe auch bis zur Panzergrenze führen.
PANZERN_PREPARE2 = §72. Teppich in Gänge auf dem Boden vereinfacht das panzern.
PANZERN_PREPARE3 = §73. Schildtechnik sollte explizit eingeschlossen sein.
PANZERN_PREPARE4 = §74. Innerhalb der zu panzernden Region zu stehen, beim Befehlausführen kann das Panzern verbessern.
PANZERN_NO_PERM = §cDu darfst hier nicht das Panzern System verwenden
PANZERN_NO_WORLDEDIT = §cDu hast keine WorldEdit Selection
PANZERN_PROGRESS = §e{0} §7Blöcke übrig, §e{1} §7Blöcke pro Sekunde, §e{2} §7Block Delta
PANZERN_DONE = §aZuende gepanzert
# Laufbau
LAUFBAU_HELP = §8/§elaufbau §8[§7smallest§8|§7blastresistant§8] §8- §7Baue einen Lauf in deiner WorldEdit Auswahl mit den Traces
LAUFBAU_HELP_SETTINGS = §8/§elaufbau settings §8- §7Öffnet die Settings GUI
LAUFBAU_PREPARE1 = §71. Trace die Kanonen so oft wie nötig, in allen Modi.
LAUFBAU_PREPARE2 = §72. Versuche alle Fails aus dem Trace zu löschen.
LAUFBAU_NO_PERM = §cDu darfst hier nicht das Laufbau System verwenden
LAUFBAU_NO_WORLDEDIT = §cDu hast keine WorldEdit Selection
LAUFBAU_STATE_FILTERING_TRACES = Traces filtern
LAUFBAU_STATE_PROCESSING_TRACES = Traces verbinden
LAUFBAU_STATE_EXPANDING_TRACES = Traces aufblähen
LAUFBAU_STATE_SPLITTING_POINTS = Punkte trennen
LAUFBAU_STATE_SHRINKING_POINTS = Punkte ausdünnen
LAUFBAU_STATE_CREATING_INNER_BLOCKS = Innenraum füllen
LAUFBAU_STATE_CREATING_OUTER_BLOCKS = Mantel bauen
LAUFBAU_SIMPLE_PROGRESS = §e{0}§8: §e{1}§8/§e{2}
LAUFBAU_DONE = §aZuende gebaut
LAUFBAU_SETTINGS_GUI_NAME = §eLaufbau
LAUFBAU_SETTINGS_ACTIVE = §aAktiv
LAUFBAU_SETTINGS_INACTIVE = §cInaktiv
LAUFBAU_SETTINGS_MIXED = §e{0}§8/§e{1} §aAktiv
LAUFBAU_SETTINGS_GUI_BACK = §eBack
LAUFBAU_SETTINGS_TOGGLE = §eClick §8-§7 Toggle
LAUFBAU_SETTINGS_ADVANCED = §eMiddle-Click §8-§7 Erweiterte Einstellung
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
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
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
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
LAUFBAU_LAYERS_8 = §8-§7 Ebenen 8
LAUFBAU_LAYERS_7 = §8-§7 Ebenen 7
LAUFBAU_LAYERS_6 = §8-§7 Ebenen 6
LAUFBAU_LAYERS_3 = §8-§7 Ebenen 3
LAUFBAU_LAYERS_2 = §8-§7 Ebenen 2
LAUFBAU_TYPE_BOTTOM = §8-§7 Type bottom
LAUFBAU_TYPE_TOP = §8-§7 Type top
LAUFBAU_HALF_BOTTOM = §8-§7 Half bottom
LAUFBAU_HALF_TOP = §8-§7 Half top
LAUFBAU_OPEN = §8-§7 Opened
LAUFBAU_ATTACHMENT_CEILING = §8-§7 Befestigung Decke
LAUFBAU_ATTACHMENT_FLOOR = §8-§7 Befestigung Boden
LAUFBAU_ATTACHMENT_DOUBLE_WALL = §8-§7 Befestigung beidseitige Wand
LAUFBAU_ATTACHMENT_SINGLE_WALL = §8-§7 Befestigung einseitige Wand
LAUFBAU_ATTACHMENT_WALL = §8-§7 Befestigung Wand
LAUFBAU_CONNECTION_FLOOR = §8-§7 Verbindung Boden
LAUFBAU_CONNECTION_NORTH = §8-§7 Verbindung Norden
LAUFBAU_CONNECTION_SOUTH = §8-§7 Verbindung Süden
LAUFBAU_CONNECTION_EAST = §8-§7 Verbindung Osten
LAUFBAU_CONNECTION_WEST = §8-§7 Verbindung Westen
LAUFBAU_CONNECTION_DOWN = §8-§7 Verbindung Unten
LAUFBAU_CONNECTION_UP = §8-§7 Verbindung Oben
LAUFBAU_HANGING = §8-§7 hängend
LAUFBAU_SHAPE_STRAIGHT = §8-§7 Form gerade
LAUFBAU_SHAPE_OUTER_LEFT = §8-§7 Form äußere links
LAUFBAU_SHAPE_INNER_LEFT = §8-§7 Form innere links
# UTILS
SELECT_HELP = §8/§eselect §8[§7RegionsTyp§8] §8- §7Wähle einen RegionsTyp aus
SELECT_EXTENSION_HELP = §8/§eselect §8[§7RegionsTyp§8] §8[§7Extension§8] §8- §7Wähle einen RegionsTyp aus mit oder ohne Extension
SELECT_NO_PERMS = §cDu darfst hier nicht den Select Befehl verwenden
SELECT_GLOBAL_REGION = §cDie globale Region kannst du nicht auswählen
SELECT_NO_TYPE = §cDiese Region hat keinen {0}
SELECT_NO_EXTENSION = §cDiese Region hat keine Ausfahrmaße
SELECT_MESSAGE = §7WorldEdit auswahl auf {0}, {1}, {2} und {3}, {4}, {5} gesetzt
SKULL_HELP = §8/§eskull §8[§eplayer§8] §8-§7 Receive a player head
SKULL_ITEM = §e{0}§8s Head
SPEED_HELP = §8/§espeed §8[§71§8-§710§8|§edefault§8] §8-§7 Setzte deine Flug- und Laufgeschindigkeit.
SPEED_CURRENT = §7Aktuelle geschwindigkeit§8: §e{0}
SPEED_TOO_SMALL = §c{0} ist zu klein
SPEED_TOO_HIGH = §c{0} ist zu hoch
2021-12-27 15:50:14 +01:00
SPEED_ITEM = §eGeschwindigkeit
SPEED_ITEM_LORE = §7Aktuell: §e
SPEED_TAB_NAME = Geschwindigkeit eingeben
2021-12-27 15:55:49 +01:00
WORLDEDIT_WAND = WorldEdit Wand
WORLDEDIT_LEFTCLICK = Left click: select pos #1
WORLDEDIT_RIGHTCLICK = Right click: select pos #2
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}
SELECT_ITEM_CHOOSE_EXTENSION = Extension auswählen
SELECT_ITEM_CHOOSE_SELECTION = Auswahl auswählen
SELECT_ITEM_NORMAL_EXTENSION = §eNormal
SELECT_ITEM_EXTENDED_EXTENSION= §eExtension
SELECT_ITEM_SELECT= §eSelect
SELECT_ITEM_AUSWAHL= §7Auswahl: §7{0} {1}
SELECT_ITEM_RIGHT_CLICK=§7Rechtklick zum ändern
SELECT_ITEM_BAURAHMEN=§eBaurahmen
SELECT_ITEM_BAUPLATTFORM=§eBauplattform
SELECT_ITEM_TESTBLOCK=§eTestblock
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# Warp
WARP_DISALLOWED = §cDu darfst hier nicht das Warp System nutzen
WARP_LOC_X = §7X§8: §e{0}
WARP_LOC_Y = §7Y§8: §e{0}
WARP_LOC_Z = §7Z§8: §e{0}
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
WARP_DELETE_HOVER=§e{0} §7delete
WARP_DELETED=§e{0} §7deleted
WARP_TELEPORT_HOVER=§7Teleport to §e{0}
WARP_MATERIAL_CHOOSE=Choose material
WARP_GUI_NAME=Warps
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
WARP_INFO_NAME=§7Name: §e{0}
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
# WORLD
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