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 §ebuild 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
REGION_TYPE_ONLY_TB = Dummy
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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
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COUNTINGWAND_ITEM_NAME = §eMeterstick
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 = §cOnly booleans can be compared
SCRIPT_COMMAND_ERROR_NUMBER_COMPARE = §cOnly numbers can be compared
SCRIPT_COMMAND_ERROR_ONLY_STRINGS_ALLOWED = §cOnly strings can be compared
SCRIPT_COMMAND_ERROR_ONLY_NUMBERS_ALLOWED = §cOnly numbers can be compared
## Commands
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
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 = §7Shift-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 = §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
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 = §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.
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 §esneaking
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- §7Make a signed book writable again
# Simulator
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
SIMULATOR_CHANGE_HELP = §8/§esimulator change §8-§7 Change your simulator wand selection
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
SIMULATOR_COPY_HELP = §8/§esimulator copy §8[§7to-copy§8] §8[§7name§8] §8-§7 Copy the simulator
SIMULATOR_NO_PERMS = §cYou are not allowed to use the simulator here
SIMULATOR_GUI_ITEM_NAME = §eTNT Simulator
SIMULATOR_NO_SIM_IN_HAND = §cNo simulator item selected
SIMULATOR_GUI_SELECT_SIM = Simulator selection
SIMULATOR_GUI_CREATE_SIM = §eCreate simulator
SIMULATOR_GUI_CREATE_SIM_GUI = Create simulator
SIMULATOR_NAME_ALREADY_EXISTS = §cSimulator already exists
SIMULATOR_NAME_INVALID = §cInvalid name
SIMULATOR_NOT_EXISTS = §cSimulator does not exist
SIMULATOR_CREATE = §aSimulator created
SIMULATOR_EDIT_LOCATION = §7Edit position
SIMULATOR_EDIT_PROPERTIES = §7Edit properties
SIMULATOR_EDIT_OTHER = §7Edit other
SIMULATOR_EDIT_GROUP = §7Edit group
SIMULATOR_EDIT_GROUP_MENU = §eEdit group
SIMULATOR_WAND_NAME = §eSimulator
SIMULATOR_WAND_NAME_SELECTED = §7Simulator §8- §e{0}
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SIMULATOR_WAND_LORE_1 = §eRight click §8- §7Adds a position
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
SIMULATOR_WAND_LORE_5 = §eOffhand §8- §7Simulator preview
SIMULATOR_REGION_FROZEN = §cSimulator cannot be used inside frozen regions
## Other
SIMULATOR_PLUS_ONE = §7+1
SIMULATOR_PLUS_PIXEL_SHIFT = §eShift §7Click for §e+0,0625
SIMULATOR_PLUS_FIVE_SHIFT = §eShift §7Click for §e+5
SIMULATOR_MINUS_ONE = §7-1
SIMULATOR_MINUS_PIXEL_SHIFT = §eShift §7Click for §e-0,0625
SIMULATOR_MINUS_FIVE_SHIFT = §eShift §7Click for §e-5
SIMULATOR_POSITION_X = §7x-Position
SIMULATOR_POSITION_Y = §7y-Position
SIMULATOR_POSITION_Z = §7z-Position
SIMULATOR_BACK = §eBack
SIMULATOR_GUI_TOTAL_TNT = §7Total TNT§8: §e{0}
SIMULATOR_DELETED = §cSimulator deleted
## GUI
SIMULATOR_POSITION_EDIT = §eEdit position
SIMULATOR_POSITION_ADD = §eSet position
SIMULATOR_GUI_TNT_SPAWN_NAME = §eTNT
SIMULATOR_GUI_TNT_SPAWN_LORE_1 = §7TNT-Count§8: §e{0}
SIMULATOR_GUI_TNT_SPAWN_LORE_2 = §7Tick§8: §e{0}
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}
SIMULATOR_GUI_TNT_GROUP_NAME = §eTNT group
SIMULATOR_GUI_TNT_GROUP_LORE_1 = §7Element count§8: §e{0}
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}
SIMULATOR_GUI_TNT_DISABLED = §cDisabled
SIMULATOR_GUI_NAME = Simulator
SIMULATOR_GUI_DELETE = §cDelete TNT
SIMULATOR_GUI_START = §eStart
SIMULATOR_GUI_AUTO_TRACE = §eAutoTrace§8: §7{0}
SIMULATOR_GUI_MOVE_ALL = §eMove all
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
SIMULATOR_MOVE_ALL_GUI_NAME = Move TNT
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
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
SIMULATOR_TNT_SPAWN_TICK = §7Tick §8- §e{0}
SIMULATOR_TNT_SPAWN_TICK_ANVIL_GUI_NAME = Tick offset
SIMULATOR_TNT_SPAWN_FUSE = §7Lifespan §8- §e{0}
SIMULATOR_TNT_SPAWN_FUSE_ANVIL_GUI_NAME = Fuse-Ticks
SIMULATOR_TNT_SPAWN_VELOCITY_NAME = §7TNT
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
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_NAME = §7Primed by
SIMULATOR_TNT_SPAWN_ACTIVATED_WITH = §7Primed by §8- §e{0}
SIMULATOR_TNT_SPAWN_ACTIVATED_WITH_COMPARATOR = Comparator
SIMULATOR_TNT_SPAWN_ACTIVATED_WITH_REPEATER = Repeater
SIMULATOR_TNT_SPAWN_ACTIVATED_WITH_OBSERVER = Observer
SIMULATOR_TNT_SPAWN_INACTIVE = §7> §7{0}
SIMULATOR_TNT_SPAWN_ACTIVE = §e> §7{0}
SIMULATOR_TNT_SPAWN_MATERIAL = §eMaterial
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
SIMULATOR_TNT_SPAWN_ENABLED = §aEnabled
SIMULATOR_TNT_SPAWN_DISABLED = §cDisabled
SIMULATOR_MATERIAL_GUI_NAME = Change material
SIMULATOR_MATERIAL_NAME = §e{0}
SIMULATOR_MATERIAL_NAME_LORE = §7Material §8- §e{0}
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
SIMULATOR_TNT_SPAWN_POSITION_ANVIL_GUI_NAME = Position
# SmartPlace
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
# 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
# BlockCounter
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
# DepthCounter
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}
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- §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
TICK_CANCEL_ERROR = §cYou have no §8'§e/tick step§8'§c or §8'§e/tick warp§8'§c active
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
TPSLIMIT_HELP = §8/§etpslimit §8[§7TPS§8|§edefault§8] §8- §7Sets TPS on Build
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
TRACE_RECORD=§aon
TRACE_RECORD_AUTO=§aon
TRACE_RECORD_SINGLE=§aon
TRACE_IDLE=§coff
TRACE_IDLE_AUTO=§eauto
TRACE_IDLE_SINGLE=§esingle
TRACE_MESSAGE_AUTO_RECORD=§cTNT-Tracer must be stopped
TRACE_MESSAGE_AUTO_RECORD_AUTO=§cTNT-Tracer is not allowed to record
TRACE_MESSAGE_AUTO_IDLE=§cAuto-Tracer stopped
TRACE_MESSAGE_AUTO_IDLE_AUTO = §aAuto-Tracer started
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
TRACE_MESSAGE_DISALLOWED = §cYou are not allowed to use the TNT-Tracer here
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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
TRACE_COMMAND_HELP_STOP = §8/§etrace stop §8- §7Stops the TNT-Tracer
TRACE_COMMAND_HELP_AUTO = §8/§etrace toggleauto §8- §7Automatic start of recording
TRACE_COMMAND_HELP_SHOW_GUI = §8/§etrace show gui §8- §7Shows the trace GUI
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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
TRACE_COMMAND_HELP_LIST = §8/§etrace list §8- §7Trace GUI but in the Chat
TRACE_COMMAND_HELP_GUI = §8/§etrace gui §8- §7Shows the Trace GUI
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TRACE_GUI_ITEM_NAME = §eTracer
TRACE_GUI_ITEM_LORE = §7Status§8: {0}
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_SHOW_GUI = §eTrace Show Gui
TRACE_GUI_DELETE = §eDelete trace
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TRACE_SHOW_GUI_TITLE = Trace Show GUI
TRACE_SHOW_GUI_SHOWN = §aTraces shown
TRACE_SHOW_GUI_HIDDEN = §cTraces hidden
TRACE_SHOW_GUI_WATER_ITEM = §eWater §7positions
TRACE_SHOW_GUI_WATER_LORE1 = §7Shows all TNT which
TRACE_SHOW_GUI_WATER_LORE2 = §7exploded in water.
TRACE_SHOW_GUI_INTERPOLATE_Y_ITEM = §eInterpolation §7Y-Axis
TRACE_SHOW_GUI_INTERPOLATE_Y_LORE1 = §7Shows the interpolation
TRACE_SHOW_GUI_INTERPOLATE_Y_LORE2 = §7on the Y-Axis.
TRACE_SHOW_GUI_INTERPOLATE_XZ_ITEM = §eInterpolation §7XZ-Achsis
TRACE_SHOW_GUI_INTERPOLATE_XZ_LORE1 = §7Shows the interpolation
TRACE_SHOW_GUI_INTERPOLATE_XZ_LORE2 = §7ont the XZ-Achsis.
TRACE_GUI_TITLE = Trace GUI
TRACE_GUI_ITEM_BACK = §eBack
TRACE_GUI_ITEM = §eTrace §8- §e{0} §7TNT
TRACE_GUI_CLEAR = §eDelete traces
TRACE_GUI_RECORD_ITEM = §eTNT §8- §e{0} §7Positions
TRACE_GUI_RECORD_CLEAR = §eDelete TNT
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 = §7Exploded§8: §e{0}
TRACE_RECORD_LIST_ELEMENT = §eTrace §8- §e{0} §7TNT
TRACE_RECORD_LIST_ELEMENT_HOVER = §7Shows all §eTNT §7from this trace
TRACE_RECORD_LIST_ELEMENT_DELETE = §7 §cDelete
TRACE_RECORD_LIST_ELEMENT_DELETE_HOVER = §cDelete §7trace
TRACE_RECORD_DELETE = §7Trace deleted
TRACE_RECORD_NOT_FOUND = §7Unknown trace
TRACE_RECORD_ELEMENT = §eTNT §8- §e{0} §7Positions
TRACE_RECORD_ELEMENT_HOVER = §7Shows all §ePositions §7from this TNT
TRACE_RECORD_ELEMENT_DELETE = §7 §cDelete
TRACE_RECORD_ELEMENT_DELETE_HOVER = §cDelete §7trace
TRACE_RECORD_TNT_NOT_FOUND = §7Unknown TNT
TRACE_TNT_ELEMENT = §ePosition §8- §e{0} §7FuseTicks
TRACE_TNT_DELETE = §7TNT deleted
TRACE_TNT_ELEMENT_HOVER = §7Shows information on the §ePosition
TRACE_RECORD_TNT_POSITION_NOT_FOUND = §7Unknown 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 = §7Exploded§8: §e{0}
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# Loader
LOADER_OFF = §coff
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LOADER_SETUP = §eSetup
LOADER_RUNNING = §aRunning
LOADER_SINGLE_SIDEBAR = §aSingle
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LOADER_PAUSE = §7Pause
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LOADER_END = §8Finished
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
LOADER_BUTTON_TRIPWIRE=Tripwire
LOADER_BUTTON_NOTEBLOCK=Noteblock
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
LOADER_HELP_SINGLE=§8/§eloader single §8- §7Starts a single shot
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.
LOADER_RESUME=§7The Loader is resuming.
LOADER_SINGLE=§7The Loader is shooting once.
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LOADER_SMALL_TIME=§cThe wait time is too small
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
LOADER_GUI_NAME=§eLoader
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
# Loadtimer
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
LOADTIMER_GUI_FULL=§eFull
LOADTIMER_GUI_HALF=§eHalf
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)
LOADTIMER_SUMARY_PLAYERTABLE_PLAYER=§7{0}: §e{1} §7(§e{2}/s§7)
LOADTIMER_SUMARY_PLAYERTABLE_ALL=Total
LOADTIMER_SUMARY_TIMES_HEAD=§7Time: §eSeconds §7(§eTicks§7)
LOADTIMER_SUMARY_TIMES_START = §7 || §7Start!
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)
LOADTIMER_SUMARY_TIMES_EXPLOSION = §7 || Explosion: §e{0}s §7(§e{1}t§7)
LOADTIMER_SUMARY_TIMES_LAST=§7\\/
LOADTIMER_SUMARY_STATS_HEAD=§7Cannon-Stats§8:
LOADTIMER_SUMARY_STATS_TNT=§7TNT: §e{0}
LOADTIMER_SUMARY_STATS_FREQ=§7Loading frequency: §e{0}/m§8, §7Shot frequency: §e{1}/m
# Observer
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
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# Other
OTHER_ITEMS_TELEPORT_NAME=§eTeleporter
OTHER_ITEMS_TELEPORT_GUI_NAME=Teleport
OTHER_ITEMS_TELEPORT_PLAYER_OFFLINE=§cThis Player is offline
OTHER_ITEMS_CLEAR_NAME=§eClear
OTHER_ITEMS_DECLUTTER_NAME=§eDeclutter
OTHER_ITEMS_GAMEMODE_NAME=§eGamemode
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
OTHER_ITEMS_KILLALL_NAME=§eKillAll
OTHER_ITEMS_KILLALL_LORE_1=§eWithout Shift§8:§7 only this region
OTHER_ITEMS_KILLALL_LORE_2=§eWith Shift§8:§7 global
OTHER_ITEMS_INVENTORY_FILL_NAME=§eInventoryFill
OTHER_ITEMS_INVENTORY_FILL_LORE_ACTIVE=§aActivated
OTHER_ITEMS_INVENTORY_FILL_LORE_INACTIVE=§aDisabled
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
OTHER_CLEAR_HELP_PLAYER=§8/§eclear §8[§7Player§8] §8- §7Clears a player inventory
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?
OTHER_TIME_HELP=§8/§etime §8<§7Time 0=Morining§8, §76000=Midday§8, §718000=Midnight§8> - §7Sets the time on the Build
OTHER_TIME_NO_PERM=§cYou are not allowed to change the time here
OTHER_TIME_INVALID=§cPlease input a time between 0 and 24000
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 Teleprot to the spawn
# DebugStick
DEBUG_STICK_COMMAND_HELP=§8/§edebugstick §8-§7 receive a debugstick
DEBUG_STICK_NAME=§eDebugstick
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#Skull Gui
SKULL_GUI_ITEM_NAME = §ePlayer Heads
ANVIL_INV_NAME=Player name
# StructureVoid
STRUCTURE_VOID_COMMAND_HELP=§8/§estructureVoid §8-§7 Receive a StructureVoid
# NightVision
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
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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_SEARCH_PROPERTY_TRUE = §aShould have
MATERIAL_SEARCH_PROPERTY_FALSE = §cShould not have
MATERIAL_SEARCH_PROPERTY_IGNORE = §eIgnore
MATERIAL_INV_NAME=§eMaterial {0}/{1}
MATERIAL_SEARCH=§eSearch
MATERIAL_BACK=§eBack
MATERIAL_SEARCH_NAME=§eName
MATERIAL_SEARCH_TRANSPARENT=§eTransparent
MATERIAL_SEARCH_SOLID=§eSolid
MATERIAL_SEARCH_GRAVITY=§eFalling
MATERIAL_SEARCH_OCCLUDING=§eOccluding
MATERIAL_SEARCH_INTERACTEABLE=§eInteractable
MATERIAL_SEARCH_FLAMMABLE=§eFlammable
MATERIAL_SEARCH_BURNABLE=§eBurnable
MATERIAL_SEARCH_WATERLOGGABLE=§eWaterloggable
MATERIAL_SEARCH_BLASTRESISTANCE=§eBlast resistance
MATERIAL_SEARCH_VALUE=§8: §e{0}
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
# Redstonetester
RT_HELP=§8/§eredstonetester §8-§7 Gives you the redstone tester
RT_GIVEN=§7Measure the time between activation of components
RT_ITEM_NAME=§eRedstonetester
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
RT_LOC=§8: §e{0} {1} {2}
RT_INVALID_LOC=§cUnknown Position
RT_RESULT=§7Difference§8: §e{0}§7 Ticks §8,§7 R-Ticks §e{1}
RT_ACTIVATE=§7Positions deleted§8.
# Region Items
REGION_ITEM_COLOR=§7Color: §e{0}
REGION_ITEM_COLOR_CHOOSE=Choose color
REGION_ITEM_FIRE_ALLOW=§7Fire: §eAcitvated
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
REGION_ITEM_RESET=§eReset
REGION_ITEM_TESTBLOCK=§eDummy
REGION_ITEM_TNT_OFF=§7TNT: §eDeactivated
REGION_ITEM_TNT_ONLY_TB=§7TNT: §eonly dummy
REGION_ITEM_TNT_ON=§7TNT: §eActivated
REGION_ITEM_SELECTOR_TITLE=Tnt Mode
REGION_ITEM_SELECTOR_ON=§eActivate
REGION_ITEM_SELECTOR_ONLY_TB=§eonly dummy
REGION_ITEM_SELECTOR_OFF=§eDeactivate
#Region
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
REGION_FREEZE_HELP=§8/§efreeze §8- §7Toggle Freeze
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
REGION_REGION_HELP_TESTBLOCKPOINT=§8/§eregion testblockpoint §8- §7Teleport to the regions dummy point
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
REGION_REGION_CHANGETYPE_CHANGE_UPDATE_HOVER=§8/§ereset
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
REGION_REGION_CHANGESKIN_CHANGE_UPDATE_HOVER=§8/§ereset
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
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
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
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REGION_TNT_TB=§aTNT-Damage activated outside the building area
REGION_TNT_NO_PERMS=§cYou are not allowed to toggle tnt damage here
REGION_TNT_BUILD=§cAn explosion would have destroyed blocks in the building area
# Team
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
# Panzern
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
# Laufbau
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
LAUFBAU_STATE_EXPANDING_TRACES = Expanding traces
LAUFBAU_STATE_SPLITTING_POINTS = Splitting points
LAUFBAU_STATE_SHRINKING_POINTS = Shrinking points
LAUFBAU_STATE_CREATING_INNER_BLOCKS = Creating inner blocks
LAUFBAU_STATE_CREATING_OUTER_BLOCKS = Creating outer blocks
LAUFBAU_SIMPLE_PROGRESS = §e{0}§8: §e{1}§8/§e{2} §7Time left§8: §e{3}
LAUFBAU_DONE = §aDone
LAUFBAU_SETTINGS_GUI_NAME = §eLaufbau
LAUFBAU_SETTINGS_ACTIVE = §aActive
LAUFBAU_SETTINGS_INACTIVE = §cInactive
LAUFBAU_SETTINGS_MIXED = §e{0}§8/§e{1} §aActive
LAUFBAU_SETTINGS_GUI_BACK = §eBack
LAUFBAU_SETTINGS_TOGGLE = §eClick §8-§7 Toggle
LAUFBAU_SETTINGS_ADVANCED = §eMiddle-Click §8-§7 Advanced settings
LAUFBAU_BLOCK_COBWEB = §eCobweb
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_LIGHTNING_ROD = §eLightning 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_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
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 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
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 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
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
LAUFBAU_HANGING = §8-§7 hanging
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
LAUFBAU_TILT_NONE = §8-§7 Tilt none
LAUFBAU_TILT_PARTIAL = §8-§7 Tilt partial
# UTILS
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}
SKULL_HELP = §8/§eskull §8[§eplayer§8] §8-§7 Receive a player head
SKULL_INVALID = §cInvalid player name
SKULL_ITEM = §e{0}§8s Head
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
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}
TNT_CLICK_COUNT = §7Count §8: §e{0}
SELECT_ITEM_CHOOSE_EXTENSION = Choose extension
SELECT_ITEM_CHOOSE_SELECTION = Choose selection
SELECT_ITEM_NORMAL_EXTENSION = §eNormal
SELECT_ITEM_EXTENDED_EXTENSION= §eExtension
SELECT_ITEM_SELECT= §eSelect
SELECT_ITEM_AUSWAHL= §7Selection: §7{0} {1}
SELECT_ITEM_RIGHT_CLICK=§7Right-Click to change
SELECT_ITEM_BAURAHMEN=§eBuild area
SELECT_ITEM_BAUPLATTFORM=§eBuild platform
SELECT_ITEM_TESTBLOCK=§eDummy
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CHESTFILLER_FILLED = §eChest filled
CHESTFILLER_COUNT = §7{0}§8: §e§l{1}
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.
PISTON_INFO = §7Moved Blocks {0}{1}§8/§712
# Warp
WARP_DISALLOWED = §cYou are not allowed to use the warp here
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=§7delete §e{0}
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
KICKALL_HELP = §8/§ekickall §8- §7Kick all players from the server except the owner
KICKALL_NO_PERM = §cThis is not your world!
# Techhider
TECHHIDER_HELP = §8/§etechhider §8- §7Toggle Techhider
TECHHIDER_GLOBAL = §cNo techhider in global region
TECHHIDER_ON = §aTechhider activated
TECHHIDER_OFF = §aTechhider deactivated
# XRAY
XRAY_HELP = §8/§exray §8- §7Toggle Xray
XRAY_GLOBAL = §cNo xray in global region
XRAY_ON = §aXray activated
XRAY_OFF = §cXray deactivated
# WorldEdit
COLORREPLACE_HELP = §8//§ecolorreplace §8[§7color§8] §8[§7color§8] §8- §7Replace all blocks of one color with another
TYPEREPLACE_HELP = §8//§etyreplace §8[§7type§8] §8[§7type§8] §8- §7Replace all blocks of one type with another