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 = ........
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# Permission
PERMISSION_WORLD=Einstellungen vornehmen
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PERMISSION_WORLD-EDIT=WorldEdit verwenden
PERMISSION_CHANGE_YOU-ENABLE=§aDer Spieler darf nun {0}
PERMISSION_CHANGE_YOU-DISABLE=§cDer Spieler darf nun nicht mehr {0}
PERMISSION_CHANGE_OTHER-ENABLE=§aDu kannst nun auf der Welt von §6{0} §a{1}
PERMISSION_CHANGE_OTHER-DISABLE=§cDu kannst nun nicht mehr auf der Welt von §6{0} §c{1}
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# Scoreboard
SCOREBOARD_TIME = Uhrzeit
SCOREBOARD_REGION = Region
SCOREBOARD_TRACE = Trace
SCOREBOARD_LOADER = Loader
SCOREBOARD_TPS = TPS
SCOREBOARD_TRACE_TICKS = Ticks
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SCOREBOARD_TRACE_TNT-COUNT = Anzahl TNT
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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_DAMAGE = Damage
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FLAG_FIRE_ALLOW = §can
FLAG_FIRE_DENY = §aaus
FLAG_FREEZE_ACTIVE = §aan
FLAG_FREEZE_INACTIVE = §caus
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FLAG_PROTECT_ACTIVE = §aan
FLAG_PROTECT_INACTIVE = §caus
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FLAG_TNT_ALLOW = §aan
FLAG_TNT_DENY = §caus
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FLAG_TNT_ONLY-TB = §7Kein §eBaurahmen
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FLAG_DAMAGE_ALLOW = §aan
FLAG_DAMAGE_DENY = §caus
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FLAG_COLOR_WHITE = §fWeiß
FLAG_COLOR_ORANGE = §6Orange
FLAG_COLOR_MAGENTA = §dMagenta
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FLAG_COLOR_LIGHT-BLUE = §bHellblau
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FLAG_COLOR_YELLOW = §eGelb
FLAG_COLOR_LIME = §aHellgrün
## This cannot be converted
FLAG_COLOR_PINK = §ePink
FLAG_COLOR_GRAY = §8Grau
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FLAG_COLOR_LIGHT-GRAY = §7Hellgrau
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FLAG_COLOR_CYAN = §3Cyan
FLAG_COLOR_PURPLE = §5Lila
FLAG_COLOR_BLUE = §1Blau
## This cannot be converted
FLAG_COLOR_BROWN = §eBraun
FLAG_COLOR_GREEN = §2Grün
FLAG_COLOR_RED = §cRot
FLAG_COLOR_BLACK = §0Schwarz
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# Region
REGION_TYPE_NORMAL = Normal
REGION_TYPE_BUILD = Baubereich
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REGION_TYPE_ONLY_TB = Testblock
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# AutoStart
AUTOSTART_COMMAND_HELP = §8/§etimer §8- §7Legt den AutostartTimer ins Inventar
AUTOSTART_ITEM_NAME = §eAutostartTimer
AUTOSTART_ITEM_LORE = §eRechtsklick Block §8- §7Starte den Timer
AUTOSTART_MESSAGE_NO-REGION = §cDu befindest dich derzeit in keiner Region
AUTOSTART_MESSAGE_RESET = §eDer AutostartTimer wurde zurückgesetzt
AUTOSTART_MESSAGE_START = §eAutostartTimer gestartet
AUTOSTART_MESSAGE_RESULT1 = §eZeit §7bis zur §eExplosion §7am Gegner§8:§e {0}
AUTOSTART_MESSAGE_RESULT2 = §eZeitdifferenz in ticks §7bis 60 Sekunden§8:§e {0}
AUTOSTART_MESSAGE_RESULT3 = §7Positiv, wenn zu wenig, negativ wenn zu viel
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# Bau
BAU_COMMAND_HELP1 = §8/§ebau togglewe §8[§7Player§8] §8- §7Editiere die WorldEdit Rechte eines Spielers
BAU_COMMAND_HELP2 = §8/§ebau toggleworld §8[§7Player§8] §8- §7Editiere die Welt Rechte eines Spielers
BAU_UNKNOWN-PLAYER = §cUnbekannter Spieler
BAU_NO-PLAYER = §cDer Spieler ist kein Mitglied deiner Welt!
BAU_NO-WORLD = §cDies ist nicht deine Welt!
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-DAMAGE = §7Damage§8: §e{0}
BAU-INFO_ITEM_LORE-FIRE = §7Feuer§8: §e{0}
BAU-INFO_ITEM_LORE-COLOR = §7Farbe§8: §e{0}
BAU-INFO_ITEM_LORE-PROTECT = §7Protect§8: §e{0}
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BAU-INFO_COMMAND_HELP = §8/§ebauinfo §8- §7Gibt Informationen über den Bau
BAU-INFO_COMMAND_OWNER = §7Besitzer: §e{0}
BAU-INFO_COMMAND_MEMBER = §7Mitglieder: §e
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BAU-INFO_COMMAND_FLAG = §e{0} §8: §7{1}
BAU-INFO_COMMAND_TPS = TPS:§e
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# Countingwand
COUNTINGWAND_ITEM_NAME = §eZollstock
COUNTINGWAND_ITEM_LORE1 = §eLinksklick §8- §7Setzt die 1. Position
COUNTINGWAND_ITEM_LORE2 = §eRechtsklick §8- §7Setzt die 2. Position
COUNTINGWAND_MESSAGE_R-CLICK = §7Erste Position bei: §8[§7{0}§8, §7{1}§8, §7{2}§8] ({3})
COUNTINGWAND_MESSAGE_L-CLICK = §7Zweite Position bei: §8[§7{0}§8, §7{1}§8, §7{2}§8] ({3})
COUNTINGWAND_MESSAGE_DIMENSION = §e{0}§8, §e{1}§8, §e{2}
# Detonator
DETONATOR_LOC_REMOVE = §e{0} entfernt
DETONATOR_LOC_ADD = §e{0} hinzugefügt
DETONATOR_BUTTON_SWITCH = Hebel
DETONATOR_BUTTON_WOOD-Button = Knopf
DETONATOR_BUTTON_STONE-Button = Knopf
DETONATOR_BUTTON_PRESSURE-PLATE = Druckplatte
DETONATOR_BUTTON_WEIGHTED-PRESSURE-PLATE = Druckplatte
DETONATOR_BUTTON_TRIPWIRE = Tripwire
DETONATOR_BUTTON_NOTEBLOCK = Noteblock
DETONATOR_BUTTON_DAYLIGHTSENSOR = Tageslichtsensor
DETONATOR_BUTTON_POWERABLE = Aktivierbarer Block
DETONATOR_BUTTON_INVALID = Invalider
# Hotbar
HOTBAR_SAVED = §7Deine Hotbar wurde als Standard gespeichert
HOTBAR_LOADED = §7Deine Standard Hotbar wurde geladen
HOTBAR_INVENTORY = Standard Hotbar
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# GUI
GUI_EDITOR_ITEM-NAME = §eGui Editor
GUI_EXPORT_CODE = §eDein Gui-Code:
GUI_EXPORT_CODE-HOVER = §eKopieren
GUI_IMPORT_INVALID-CODE = §eInvalieder Gui-Code
GUI_IMPORT_CODE-SUCCESSFUL = §eGui-Code eingelesen
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# Trace
TRACE_RECORD = §aan
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TRACE_RECORD-AUTO = §an
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TRACE_IDLE = §caus
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TRACE_IDLE-AUTO = §eauto
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
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TRACE_GUI_NAME=Tracer Gui
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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
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TRACE_GUI_DELETE=§eTrace Löschen
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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
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
# Loadtimer
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
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# Other
OTHER_ITEMS_TELEPORT_GUI-NAME = Teleportieren
OTHER_ITEMS_TELEPORT_PLAYER-OFFLINE=§cDer Spieler ist Offline
OTHER_SLOT_INVALID_SLOT=§cInvalid Slot
# Material
MATERIAL_BLAST-RESISTANCE = §8- §eBlast Resistance§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_INTERACT-ABLE = §8- §eInterargierbarer Block
MATERIAL_FLAMMABLE = §8- §eFlammbarer Block