Update messages to english
Signed-off-by: yoyosource <yoyosource@nidido.de>
Dieser Commit ist enthalten in:
Ursprung
0e9d0d36c9
Commit
94067693eb
@ -212,19 +212,19 @@ GUI_EDITOR_TITLE_MORE=Select item
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# Script
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## Errors
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SCRIPT_SLEEP_ERROR = §cFüge ein sleep in dein Script ein
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SCRIPT_COMMAND_ERROR_FIRST_ARG_NOVAR = §cDas erste Argument fehlt und sollte eine Variable sein
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SCRIPT_COMMAND_ERROR_FIRST_ARG_NONUMER = §cDas erste Argument fehlt und sollte eine Zahl sein
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SCRIPT_COMMAND_ERROR_FIRST_ARG_NOVAR_OR_VALUE = §cDas erste Argument fehlt und sollte eine Variable oder ein Wert sein
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SCRIPT_COMMAND_ERROR_FIRST_ARG_NOJUMPPOINT = §cDas erste Argument fehlt und sollte ein Jump-Point sein
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SCRIPT_COMMAND_ERROR_SECOND_ARG_NOVAR = §cDas zweite Argument fehlt und sollte eine Variable sein
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SCRIPT_COMMAND_ERROR_SECOND_ARG_NOVAR_OR_VALUE = §cDas zweite Argument fehlt und sollte eine Variable oder ein Wert sein
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SCRIPT_COMMAND_ERROR_SECOND_ARG_NOVALUE = §cDas zweite Argument fehlt und sollte ein Wert sein
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SCRIPT_COMMAND_ERROR_THIRD_ARG_NOVAR = §cDas dritte Argument fehlt und sollte eine Variable sein
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SCRIPT_COMMAND_ERROR_THIRD_ARG_NOVALUE = §cDas dritte Argument fehlt und sollte ein Wert sein
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SCRIPT_COMMAND_ERROR_THIRD_ARG_NOVAR_OR_NUMBER = §cDas dritte Argument fehlt und sollte eine Variable/Zahl sein
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SCRIPT_COMMAND_ERROR_THIRD_ARG_NOJUMPPOINT = §cDas dritte Argument fehlt und sollte ein Jump-Point sein
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SCRIPT_COMMAND_ERROR_FOURTH_ARG_NOVALUE = §cDas vierte Argument fehlt und sollte ein Wert sein
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SCRIPT_SLEEP_ERROR = §cInsert a sleep into your script
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SCRIPT_COMMAND_ERROR_FIRST_ARG_NOVAR = §cThe first argument is missing and should be a variable
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SCRIPT_COMMAND_ERROR_FIRST_ARG_NONUMER = §cThe first argument is missing and should be a number
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SCRIPT_COMMAND_ERROR_FIRST_ARG_NOVAR_OR_VALUE = §cThe first argument is missing and should be a variable or a number
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SCRIPT_COMMAND_ERROR_FIRST_ARG_NOJUMPPOINT = §cThe first argument is missing and should be a jump-point
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SCRIPT_COMMAND_ERROR_SECOND_ARG_NOVAR = §cThe second argument is missing and should be a variable
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SCRIPT_COMMAND_ERROR_SECOND_ARG_NOVAR_OR_VALUE = §cThe second argument is missing and should be a variable or a number
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SCRIPT_COMMAND_ERROR_SECOND_ARG_NOVALUE = §cThe econd argument is missing and should be a value
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SCRIPT_COMMAND_ERROR_THIRD_ARG_NOVAR = §cThe third argument is missing and should be a variable
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SCRIPT_COMMAND_ERROR_THIRD_ARG_NOVALUE = §cThe third argument is missing and should be a value
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SCRIPT_COMMAND_ERROR_THIRD_ARG_NOVAR_OR_NUMBER = §cThe third argument is missing and should be a variable or a number
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SCRIPT_COMMAND_ERROR_THIRD_ARG_NOJUMPPOINT = §cThe third argument is missing and should be a jump-point
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SCRIPT_COMMAND_ERROR_FOURTH_ARG_NOVALUE = §cThe fourth argument is missing and should be a value
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SCRIPT_COMMAND_ERROR_BOOLEAN_COMPARE = §cNur Booleans können verglichen werden
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SCRIPT_COMMAND_ERROR_NUMBER_COMPARE = §cNur Zahlen können verglichen werden
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@ -238,167 +238,167 @@ SCRIPT_COMMAND_ARITHMETIC_ADD_HELP_2 = §eadd §8<§7Variable§8> §8<§7Variabl
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SCRIPT_COMMAND_ARITHMETIC_ADD_HELP_3 = Addition zwischen den letzten beiden Variablen und schreibt es in die erste.
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SCRIPT_COMMAND_ARITHMETIC_ADD_ERROR = §cNur Zahlen können addiert werden
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SCRIPT_COMMAND_ARITHMETIC_DIV_HELP_1 = §ediv §8<§7Variable§8> §8<§7Variable§8|§7Wert§8>
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SCRIPT_COMMAND_ARITHMETIC_DIV_HELP_2 = §ediv §8<§7Variable§8> §8<§7Variable§8§8|§7Wert> §8<§7Variable§8|§7Wert§8>
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SCRIPT_COMMAND_ARITHMETIC_DIV_HELP_3 = Division zwischen den letzten beiden Variablen und schreibt es in die erste.
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SCRIPT_COMMAND_ARITHMETIC_DIV_ERROR = §cNur Zahlen können dividiert werden
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SCRIPT_COMMAND_ARITHMETIC_DIV_HELP_1 = §ediv §8<§7variable§8> §8<§7variable§8|§7value§8>
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SCRIPT_COMMAND_ARITHMETIC_DIV_HELP_2 = §ediv §8<§7variable§8> §8<§7variable§8|§7value§8> §8<§7variable§8|§7value§8>
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SCRIPT_COMMAND_ARITHMETIC_DIV_HELP_3 = Division between the two last variables and writes the result in the first one
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SCRIPT_COMMAND_ARITHMETIC_DIV_ERROR = §cOnly numbers can be divided
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SCRIPT_COMMAND_ARITHMETIC_MUL_HELP_1 = §emul §8<§7Variable§8> §8<§7Variable§8|§7Wert§8>
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SCRIPT_COMMAND_ARITHMETIC_MUL_HELP_2 = §emul §8<§7Variable§8> §8<§7Variable§8§8|§7Wert> §8<§7Variable§8|§7Wert§8>
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SCRIPT_COMMAND_ARITHMETIC_MUL_HELP_3 = Multiplikation zwischen den letzten beiden Variablen und schreibt es in die erste.
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SCRIPT_COMMAND_ARITHMETIC_MUL_ERROR = §cNur Zahlen können multipliziert werden
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SCRIPT_COMMAND_ARITHMETIC_MUL_HELP_1 = §emul §8<§7variable§8> §8<§7variable§8|§7value§8>
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SCRIPT_COMMAND_ARITHMETIC_MUL_HELP_2 = §emul §8<§7variable§8> §8<§7variable§8|§7value§8> §8<§7variable§8|§7value§8>
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SCRIPT_COMMAND_ARITHMETIC_MUL_HELP_3 = Multiplication between the two last variables and writes the result in the first one
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SCRIPT_COMMAND_ARITHMETIC_MUL_ERROR = §cOnly numbers can be multiplied
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SCRIPT_COMMAND_ARITHMETIC_SUB_HELP_1 = §esub §8<§7Variable§8> §8<§7Variable§8|§7Wert§8>
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SCRIPT_COMMAND_ARITHMETIC_SUB_HELP_2 = §esub §8<§7Variable§8> §8<§7Variable§8§8|§7Wert> §8<§7Variable§8|§7Wert§8>
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SCRIPT_COMMAND_ARITHMETIC_SUB_HELP_3 = Subtraktion zwischen den letzten beiden Variablen und schreibt es in die erste.
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SCRIPT_COMMAND_ARITHMETIC_SUB_ERROR = §cNur Zahlen können subtrahiert werden
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SCRIPT_COMMAND_ARITHMETIC_SUB_HELP_1 = §esub §8<§7variable§8> §8<§7variable§8|§7value§8>
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SCRIPT_COMMAND_ARITHMETIC_SUB_HELP_2 = §esub §8<§7variable§8> §8<§7variable§8§8|§7value> §8<§7variable§8|§7value§8>
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SCRIPT_COMMAND_ARITHMETIC_SUB_HELP_3 = Subtraction between the two last variables and writes the result in the first one
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SCRIPT_COMMAND_ARITHMETIC_SUB_ERROR = §cOnly numbers can be subtracted
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SCRIPT_COMMAND_ARITHMETIC_OTHER_CEIL_HELP_1 = §eceil §8<§7Variable§8> §8<§7Variable§8|§7Wert§8>
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SCRIPT_COMMAND_ARITHMETIC_OTHER_CEIL_HELP_2 = §eceil §8<§7Variable§8> §8<§7Variable§8|§7Wert§8> §8<§7Variable§8|§7Wert§8>
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SCRIPT_COMMAND_ARITHMETIC_OTHER_CEIL_HELP_3 = Aufrunden der zweiten Zahl und schreibt es in die erste oder aufrunden der zweiten Zahl auf die Nachkommastellenanzahl aus der dritten Zahl und schreibt es in die erste.
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SCRIPT_COMMAND_ARITHMETIC_OTHER_CEIL_ERROR_1 = §cNur Fließ-Komma-Zahlen können aufgerundet werden
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SCRIPT_COMMAND_ARITHMETIC_OTHER_CEIL_ERROR_2 = §cEs kann nur auf ganze Nachkommastellen gerundet werden
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SCRIPT_COMMAND_ARITHMETIC_OTHER_CEIL_HELP_1 = §eceil §8<§7variable§8> §8<§7variable§8|§7value§8>
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SCRIPT_COMMAND_ARITHMETIC_OTHER_CEIL_HELP_2 = §eceil §8<§7variable§8> §8<§7variable§8|§7value§8> §8<§7variable§8|§7value§8>
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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
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SCRIPT_COMMAND_ARITHMETIC_OTHER_CEIL_ERROR_1 = §cOnly floating point numbers can be ceiled
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SCRIPT_COMMAND_ARITHMETIC_OTHER_CEIL_ERROR_2 = §cThe precision needs to be a whole number
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SCRIPT_COMMAND_ARITHMETIC_OTHER_FLOOR_HELP_1 = §efloor §8<§7Variable§8> §8<§7Variable§8|§7Wert§8>
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SCRIPT_COMMAND_ARITHMETIC_OTHER_FLOOR_HELP_2 = §efloor §8<§7Variable§8> §8<§7Variable§8|§7Wert§8> §8<§7Variable§8|§7Wert§8>
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SCRIPT_COMMAND_ARITHMETIC_OTHER_FLOOR_HELP_3 = Abrunden der zweiten Zahl und schreibt es in die erste oder abrunden der zweiten Zahl auf die Nachkommastellenanzahl aus der dritten Zahl und schreibt es in die erste.
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SCRIPT_COMMAND_ARITHMETIC_OTHER_FLOOR_ERROR_1 = §cNur Fließ-Komma-Zahlen können abgerundet werden
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SCRIPT_COMMAND_ARITHMETIC_OTHER_FLOOR_ERROR_2 = §cEs kann nur auf ganze Nachkommastellen gerundet werden
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SCRIPT_COMMAND_ARITHMETIC_OTHER_FLOOR_HELP_1 = §efloor §8<§7variable§8> §8<§7variable§8|§7value§8>
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SCRIPT_COMMAND_ARITHMETIC_OTHER_FLOOR_HELP_2 = §efloor §8<§7variable§8> §8<§7variable§8|§7value§8> §8<§7variable§8|§7value§8>
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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
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SCRIPT_COMMAND_ARITHMETIC_OTHER_FLOOR_ERROR_1 = §cOnly floating point numbers can be floored
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SCRIPT_COMMAND_ARITHMETIC_OTHER_FLOOR_ERROR_2 = §cThe precision needs to be a whole number
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SCRIPT_COMMAND_ARITHMETIC_OTHER_ROUND_HELP_1 = §eround §8<§7Variable§8> §8<§7Variable§8|§7Wert§8>
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SCRIPT_COMMAND_ARITHMETIC_OTHER_ROUND_HELP_2 = §eround §8<§7Variable§8> §8<§7Variable§8|§7Wert§8> §8<§7Variable§8|§7Wert§8>
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SCRIPT_COMMAND_ARITHMETIC_OTHER_ROUND_HELP_3 = Runden der zweiten Zahl und schreibt es in die erste oder runden der zweiten Zahl auf die Nachkommastellenanzahl aus der dritten Zahl und schreibt es in die erste.
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SCRIPT_COMMAND_ARITHMETIC_OTHER_ROUND_ERROR_1 = §cNur Fließ-Komma-Zahlen können gerundet werden
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SCRIPT_COMMAND_ARITHMETIC_OTHER_ROUND_ERROR_2 = §cEs kann nur auf ganze Nachkommastellen gerundet werden
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SCRIPT_COMMAND_ARITHMETIC_OTHER_ROUND_HELP_1 = §eround §8<§7variable§8> §8<§7variable§8|§7value§8>
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SCRIPT_COMMAND_ARITHMETIC_OTHER_ROUND_HELP_2 = §eround §8<§7variable§8> §8<§7variable§8|§7value§8> §8<§7variable§8|§7value§8>
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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
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SCRIPT_COMMAND_ARITHMETIC_OTHER_ROUND_ERROR_1 = §cOnly floating point numbers can be rounded
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SCRIPT_COMMAND_ARITHMETIC_OTHER_ROUND_ERROR_2 = §cThe precision needs to be a whole number
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SCRIPT_COMMAND_IO_ECHO_HELP_1 = §eecho §8<§7Wert§8>
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SCRIPT_COMMAND_IO_ECHO_HELP_2 = §7Schreibe etwas dem Spieler. Wenn kein Wert angegeben wurde ist die Nachricht leer.
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SCRIPT_COMMAND_IO_ECHO_HELP_1 = §eecho §8<§7value§8>
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SCRIPT_COMMAND_IO_ECHO_HELP_2 = §7Send a message to the player. If the value is empty, the message will be empty as well
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SCRIPT_COMMAND_IO_ECHO_MESSAGE = §f{0}
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SCRIPT_COMMAND_IO_ECHOACTIONBAR_HELP_1 = §eechoactionbar §8<§7Wert§8>
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SCRIPT_COMMAND_IO_ECHOACTIONBAR_HELP_2 = §7Schreibe etwas dem Spieler in der ActionBar. Wenn kein Wert angegeben wurde ist die Nachricht leer.
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SCRIPT_COMMAND_IO_ECHOACTIONBAR_HELP_1 = §eechoactionbar §8<§7value§8>
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SCRIPT_COMMAND_IO_ECHOACTIONBAR_HELP_2 = §7Send a message to the player to the action bar. If the value is empty, the message will be empty as well
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SCRIPT_COMMAND_IO_INPUT_HELP_1 = §einput §8<§7Variable§8> §8<§7Text§8>
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SCRIPT_COMMAND_IO_INPUT_HELP_2 = §7Fordere eine Eingabe von dem Spieler, welche in die Variable geschrieben wird. Der Text ist optional.
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SCRIPT_COMMAND_IO_INPUT_HELP_1 = §einput §8<§7variable§8> §8<§7text§8>
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SCRIPT_COMMAND_IO_INPUT_HELP_2 = §7Request an input from the player, which will be written in the variable. The text is optional
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SCRIPT_COMMAND_LOGIC_AND_HELP_1 = §eand §8<§7Variable§8> §8<§7Variable§8>
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SCRIPT_COMMAND_LOGIC_AND_HELP_2 = §eand §8<§7Variable§8> §8<§7Variable§8> §8<§7Variable§8>
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SCRIPT_COMMAND_LOGIC_AND_HELP_3 = Das logische Und zwischen den letzten beiden Variablen und schreibt es in die erste.
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SCRIPT_COMMAND_LOGIC_AND_HELP_1 = §eand §8<§7variable§8> §8<§7variable§8>
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SCRIPT_COMMAND_LOGIC_AND_HELP_2 = §eand §8<§7variable§8> §8<§7variable§8> §8<§7variable§8>
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SCRIPT_COMMAND_LOGIC_AND_HELP_3 = The logic and between the last two variables and writes it in the first
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SCRIPT_COMMAND_LOGIC_EQUAL_HELP_1 = §eequal §8<§7Variable§8> §8<§7Variable§8>
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SCRIPT_COMMAND_LOGIC_EQUAL_HELP_2 = §eequal §8<§7Variable§8> §8<§7Variable§8> §8<§7Variable§8>
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SCRIPT_COMMAND_LOGIC_EQUAL_HELP_3 = Vergleiche die letzten beiden Variablen und schreibt es in die erste.
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SCRIPT_COMMAND_LOGIC_EQUAL_HELP_1 = §eequal §8<§7variable§8> §8<§7variable§8>
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SCRIPT_COMMAND_LOGIC_EQUAL_HELP_2 = §eequal §8<§7variable§8> §8<§7variable§8> §8<§7variable§8>
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SCRIPT_COMMAND_LOGIC_EQUAL_HELP_3 = Compares the last two variables and writes it in the first
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SCRIPT_COMMAND_LOGIC_GREATER_HELP_1 = §egreater §8<§7Variable§8> §8<§7Variable§8>
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SCRIPT_COMMAND_LOGIC_GREATER_HELP_2 = §egreater §8<§7Variable§8> §8<§7Variable§8> §8<§7Variable§8>
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SCRIPT_COMMAND_LOGIC_GREATER_HELP_3 = Vergleiche die letzten beiden Variablen und schreibt es in die erste.
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SCRIPT_COMMAND_LOGIC_GREATER_HELP_1 = §egreater §8<§7variable§8> §8<§7variable§8>
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SCRIPT_COMMAND_LOGIC_GREATER_HELP_2 = §egreater §8<§7variable§8> §8<§7variable§8> §8<§7variable§8>
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SCRIPT_COMMAND_LOGIC_GREATER_HELP_3 = Compares the last two variables and writes it in the first
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SCRIPT_COMMAND_LOGIC_LESS_HELP_1 = §eless §8<§7Variable§8> §8<§7Variable§8>
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SCRIPT_COMMAND_LOGIC_LESS_HELP_2 = §eless §8<§7Variable§8> §8<§7Variable§8> §8<§7Variable§8>
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SCRIPT_COMMAND_LOGIC_LESS_HELP_3 = Vergleiche die letzten beiden Variablen und schreibt es in die erste.
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SCRIPT_COMMAND_LOGIC_LESS_HELP_1 = §eless §8<§7variable§8> §8<§7variable§8>
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SCRIPT_COMMAND_LOGIC_LESS_HELP_2 = §eless §8<§7variable§8> §8<§7variable§8> §8<§7variable§8>
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SCRIPT_COMMAND_LOGIC_LESS_HELP_3 = Compares the last two variables and writes it in the first
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SCRIPT_COMMAND_LOGIC_NOT_HELP_1 = §enot §8<§7Variable§8>
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SCRIPT_COMMAND_LOGIC_NOT_HELP_2 = §enot §8<§7Variable§8> §8<§7Variable§8>
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SCRIPT_COMMAND_LOGIC_NOT_HELP_3 = Das logische Nicht von der letzten Variable und schreibt es in die erste.
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SCRIPT_COMMAND_LOGIC_NOT_HELP_1 = §enot §8<§7variable§8>
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SCRIPT_COMMAND_LOGIC_NOT_HELP_2 = §enot §8<§7variable§8> §8<§7variable§8>
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SCRIPT_COMMAND_LOGIC_NOT_HELP_3 = The logic not of the last variable and writes it in the first
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SCRIPT_COMMAND_LOGIC_OR_HELP_1 = §eor §8<§7Variable§8> §8<§7Variable§8>
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SCRIPT_COMMAND_LOGIC_OR_HELP_2 = §eor §8<§7Variable§8> §8<§7Variable§8> §8<§7Variable§8>
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SCRIPT_COMMAND_LOGIC_OR_HELP_3 = Das logische Oder zwischen den letzten beiden Variablen und schreibt es in die erste.
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SCRIPT_COMMAND_LOGIC_OR_HELP_1 = §eor §8<§7variable§8> §8<§7variable§8>
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SCRIPT_COMMAND_LOGIC_OR_HELP_2 = §eor §8<§7variable§8> §8<§7variable§8> §8<§7variable§8>
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SCRIPT_COMMAND_LOGIC_OR_HELP_3 = The logic or between the last two variables and writes it in the first
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SCRIPT_COMMAND_STRING_INSERT_HELP_1 = §einsert §8<§7Variable§8> §8<§7Variable§8> §8<§7Zahl§8>
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SCRIPT_COMMAND_STRING_INSERT_HELP_2 = §einsert §8<§7Variable§8> §8<§7Variable§8> §8<§7Variable§8> §8<§7Zahl§8>
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SCRIPT_COMMAND_STRING_INSERT_HELP_3 = Füge etwas in einen String an einer Stelle ein. Die Zahl ist für die Position und die Variable davor für was. Schreibe optional dies in eine neue oder andere Variable.
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SCRIPT_COMMAND_STRING_INSERT_HELP_1 = §einsert §8<§7variable§8> §8<§7variable§8> §8<§7number§8>
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SCRIPT_COMMAND_STRING_INSERT_HELP_2 = §einsert §8<§7variable§8> §8<§7variable§8> §8<§7variable§8> §8<§7number§8>
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SCRIPT_COMMAND_STRING_INSERT_HELP_3 = Insert something into a String at a given index. The number is the index and the variable is the string. Optionally the result can be written in another or a new variable
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SCRIPT_COMMAND_STRING_LENGTH_HELP_1 = §elength §8<§7Variable§8>
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SCRIPT_COMMAND_STRING_LENGTH_HELP_2 = §elength §8<§7Variable§8> §8<§7Variable§8>
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SCRIPT_COMMAND_STRING_LENGTH_HELP_3 = Ermittle die Länge eines Textes.
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SCRIPT_COMMAND_STRING_LENGTH_HELP_1 = §elength §8<§7variable§8>
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SCRIPT_COMMAND_STRING_LENGTH_HELP_2 = §elength §8<§7variable§8> §8<§7variable§8>
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SCRIPT_COMMAND_STRING_LENGTH_HELP_3 = Returns the text length.
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SCRIPT_COMMAND_STRING_REMOVE_HELP_1 = §eremove §8<§7Variable§8> §8<§7Von Variable§8>
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SCRIPT_COMMAND_STRING_REMOVE_HELP_2 = §eremove §8<§7Variable§8> §8<§7Variable§8> §8<§7Von Variable§8>
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SCRIPT_COMMAND_STRING_REMOVE_HELP_3 = Lösche eine Zeichenkette aus dem Ursprung. Dies ersetzt nicht nur die erste Stelle sondern alle.
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SCRIPT_COMMAND_STRING_REMOVE_HELP_1 = §eremove §8<§7variable§8> §8<§7from variable§8>
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SCRIPT_COMMAND_STRING_REMOVE_HELP_2 = §eremove §8<§7variable§8> §8<§7variable§8> §8<§7from variable§8>
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SCRIPT_COMMAND_STRING_REMOVE_HELP_3 = Removes all occurrences of a string from another string.
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SCRIPT_COMMAND_STRING_REPLACE_HELP_1 = §ereplace §8<§7Variable§8> §8<§7Von Variable§8> §8<§7Zu Variable§8>
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SCRIPT_COMMAND_STRING_REPLACE_HELP_2 = §ereplace §8<§7Variable§8> §8<§7Variable§8> §8<§7Von Variable§8> §8<§7Zu Variable§8>
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SCRIPT_COMMAND_STRING_REPLACE_HELP_3 = Ersetzte eine Zeichenkette aus dem Ursprung mit einer neuen Zeichenkette. Dies ersetzt nicht nur die erste Stelle sondern alle.
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SCRIPT_COMMAND_STRING_REPLACE_HELP_1 = §ereplace §8<§7variable§8> §8<§7from variable§8> §8<§7to variable§8>
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SCRIPT_COMMAND_STRING_REPLACE_HELP_2 = §ereplace §8<§7variable§8> §8<§7variable§8> §8<§7from variable§8> §8<§7to variable§8>
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SCRIPT_COMMAND_STRING_REPLACE_HELP_3 = Replaces all occurrences of a string from another string with a given string
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SCRIPT_COMMAND_STRING_SUBSTRING_HELP_1 = §esubstring §8<§7Variable§8> §8<§7Zahl§8>
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SCRIPT_COMMAND_STRING_SUBSTRING_HELP_2 = §esubstring §8<§7Variable§8> §8<§7Variable§8> §8<§7Zahl§8>
|
||||
SCRIPT_COMMAND_STRING_SUBSTRING_HELP_3 = Kürze einen String entweder vorne oder hinter, je nachdem ob die Zahl positiv (vorne) oder negativ (hinten) ist.
|
||||
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 = Schreibt in eine Konstante einen Wert rein, welcher eine Zahl sein kann, ein Boolscher Wert oder ein Text.
|
||||
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 = Konvertiere den Value zu 'number' wenn es eine Zahl ist, oder zu 'boolean' bei 'true' oder 'false' und behalte 'text' bei wenn nichts zutrifft.
|
||||
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 = Schreibt in eine Variable einen Wert rein, welcher eine Zahl sein kann, ein Boolscher Wert oder ein 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 = Schreibt in eine Variable true/false rein, ob in die zweiten Variable existiert.
|
||||
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 = Lösche eine Globale variable.
|
||||
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 = Lösche eine Locale 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 = Schreibt in eine Variable einen Wert rein, welcher eine Zahl sein kann, ein Boolscher Wert oder ein Text.
|
||||
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 = Schreibt in eine Variable den Type der zweiten Variable rein. Wenn die zweite Variable nicht gesetzt ist wird false in die erste geschrieben. Ansonsten gibt es die Werte: 'text', 'number' und 'boolean'
|
||||
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<§7Value§8(§7s§8)§8> §8<§7Value§8(§7s§8)§8> §8[§7Value§8(§7s§8)§8]
|
||||
SCRIPT_COMMAND_WORLD_GETMATERIAL_HELP_2 = Schreibt das material von einem Block in der Welt in die Variable.
|
||||
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<§7Value§8(§7s§8)§8> §8<§7Value§8(§7s§8)§8> §8[§7Value§8(§7s§8)§8]
|
||||
SCRIPT_COMMAND_WORLD_SETMATERIAL_HELP_2 = Setzt an einem Block in der Welt das Material der ersten 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 = Beendet das ausführen des Scripts.
|
||||
SCRIPT_COMMAND_EXIT_HELP_2 = Exits the script
|
||||
|
||||
SCRIPT_COMMAND_IF_HELP_1 = §eif §8<§7Variable§8/§7Wert§8> §8<§7Variable§8/§7Wert§8> §8<§7Jump-Point§8>
|
||||
SCRIPT_COMMAND_IF_HELP_2 = §eif §8<§7Variable§8/§7Wert§8> §8<§7Variable§8/§7Wert§8> §8<§7Jump-Point§8> §8<§7Jump-Point§8>
|
||||
SCRIPT_COMMAND_IF_HELP_3 = §7Springe zu einer Stelle, wenn zwei Werte gleich sind. Oder zu einer anderen, wenn dies nicht der fall ist.
|
||||
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 = §7Springe zu einer anderen Zeile. Hierbei ist ein Jump-Point eine Zeile mit §8'§7.§8'§7 vor.
|
||||
SCRIPT_COMMAND_JUMP_ERROR = §cDer Jump-Point ({0}) ist nicht definiert.
|
||||
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 = §7Springe zu einer anderen Zeile. Hierbei ist ein Jump-Point eine Zeile mit §8'§7.§8'§7 vor. Hierbei wird auf den ReturnStack die jetzige Zeile geschrieben, dahin kann man wieder mit 'return' zurück springen.
|
||||
SCRIPT_COMMAND_CALL_ERROR = §cDer Jump-Point ({0}) ist nicht definiert.
|
||||
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 = §7Springe zum letzten 'call' Befehl.
|
||||
SCRIPT_COMMAND_RETURN_ERROR = §cEs wurde kein 'call' Befehl ausgeführt
|
||||
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 = Pausiert das Ausführen des Scripts. Das erste Argument ist in GameTicks.
|
||||
SCRIPT_COMMAND_SLEEP_ERROR = §cDie Zeit muss eine Zahl großer 0 sein.
|
||||
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 Hilfe
|
||||
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 = §7Klicke zum rausnehmen
|
||||
SCRIPT_MENU_GUI_ITEM_LORE_2 = §7Middle Klicke zum kopieren
|
||||
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 = §eHinzufügen
|
||||
SCRIPT_MENU_GUI_ITEM_ADD_LORE = §7Klicke mit einem Buch zum hinzufügen
|
||||
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}' bereits definiert
|
||||
SCRIPT_MENU_GUI_UNKNOWN_EVENT = §cEvent '{0}' ist nicht definierbar
|
||||
SCRIPT_MENU_GUI_LIMIT = §cScript-Buch Limit erreicht
|
||||
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- §7Öffnet die ScriptGUI
|
||||
SCRIPT_COMMAND_HELP_MENU = §8/§escript menu §8- §7Öffnet die ScriptMenuGUI für Custom Command b auübergreifend
|
||||
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
|
||||
@ -420,28 +420,23 @@ 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 = §7Schreibe§8: §7#!EVENT 'EventName'
|
||||
SCRIPT_GUI_CUSTOM_EVENTS_LORE_2 = §7an den Anfang eines Script Buches um
|
||||
SCRIPT_GUI_CUSTOM_EVENTS_LORE_3 = §7ein Custom Event zu nutzen. Jedes Event kann durch
|
||||
SCRIPT_GUI_CUSTOM_EVENTS_LORE_4 = §7'var cancel true' gecancelt werden.
|
||||
SCRIPT_GUI_CUSTOM_EVENTS_LORE_5 = §7Hinter dem Event Namen stehen die Variablen,
|
||||
SCRIPT_GUI_CUSTOM_EVENTS_LORE_6 = §7welche im Script durch das Event nutztbar sind.
|
||||
SCRIPT_GUI_CUSTOM_EVENTS_LORE_7 = §7Nutzbare Events sind:
|
||||
SCRIPT_GUI_CUSTOM_EVENTS_LORE_8 = §eFF
|
||||
SCRIPT_GUI_CUSTOM_EVENTS_LORE_9 = §ePlaceBlock §8-§7 blockX, blockY, blockZ, blockType
|
||||
SCRIPT_GUI_CUSTOM_EVENTS_LORE_10 = §eBreakBlock §8-§7 blockX, blockY, blockZ, blockType
|
||||
SCRIPT_GUI_CUSTOM_EVENTS_LORE_11 = §eRightClick §8-§7 blockInHand, action, handType,
|
||||
SCRIPT_GUI_CUSTOM_EVENTS_LORE_12 = §7 hasBlock §8[§7blockX, blockY, blockZ, blockFace§8]§e*
|
||||
SCRIPT_GUI_CUSTOM_EVENTS_LORE_13 = §eLeftClick §8-§7 blockInHand, action, handType,
|
||||
SCRIPT_GUI_CUSTOM_EVENTS_LORE_14 = §7 hasBlock §8[§7blockX, blockY, blockZ, blockFace§8]§e*
|
||||
SCRIPT_GUI_CUSTOM_EVENTS_LORE_15 = §eTNTSpawn
|
||||
SCRIPT_GUI_CUSTOM_EVENTS_LORE_16 = §eTNTExplode §8-§7 x, y, z
|
||||
SCRIPT_GUI_CUSTOM_EVENTS_LORE_17 = §eTNTExplodeInBuild §8-§7 x, y, z
|
||||
SCRIPT_GUI_CUSTOM_EVENTS_LORE_18 = §eSelfJoin §8-§7 x, y, z, playerName
|
||||
SCRIPT_GUI_CUSTOM_EVENTS_LORE_19 = §eSelfLeave §8-§7 x, y, z, playerName
|
||||
SCRIPT_GUI_CUSTOM_EVENTS_LORE_20 = §eDropItem §8-§7 material, x, y, z
|
||||
SCRIPT_GUI_CUSTOM_EVENTS_LORE_STAR_1 = §e* §8-§7 Alles in den Klammern ist nur gesetzt,
|
||||
SCRIPT_GUI_CUSTOM_EVENTS_LORE_STAR_2 = §7wenn die Variable davor auf §etrue§7 gesetzt ist.
|
||||
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.
|
||||
@ -458,67 +453,64 @@ SCRIPT_GUI_COMMAND_NAME = §7Command: §e{0}
|
||||
|
||||
SCRIPT_GUI_CUSTOM_VARIABLES = §eCustom Variables
|
||||
|
||||
SCRIPT_GUI_CONSTANT_OVERRIDEABLE = §eÜberschreibbar
|
||||
SCRIPT_GUI_CONSTANT_OVERRIDEABLE = §eoverwriteable
|
||||
|
||||
SCRIPT_GUI_CONSTANT_TRACE_NAME = §7Constant §etrace
|
||||
SCRIPT_GUI_CONSTANT_TRACE_LORE = §etrue§7 wenn gerade der Tracer an ist.
|
||||
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 wenn gerade der AutoTracer an ist.
|
||||
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 wenn TNT nicht ausgeschaltet ist.
|
||||
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 wenn TNT Nur Testblock an ist.
|
||||
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 wenn Freeze nicht ausgeschaltet ist.
|
||||
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 wenn Fire nicht ausgeschaltet ist.
|
||||
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 wenn Protect angeschaltet ist.
|
||||
|
||||
SCRIPT_GUI_CONSTANT_DAMAGE_NAME = §7Constant §edamage
|
||||
SCRIPT_GUI_CONSTANT_DAMAGE_LORE = §etrue§7 wenn Damage angeschaltet ist.
|
||||
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 des Spielers.
|
||||
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 des Spielers.
|
||||
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 des Spielers.
|
||||
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 des Spielers.
|
||||
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 wenn der Spieler gerade sneakt.
|
||||
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 wenn der Spieler gerade rennt.
|
||||
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 für den ausgewählten slot.
|
||||
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 des Items im Slot
|
||||
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 des Items in der Off Hand
|
||||
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 des Items im Slot
|
||||
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 des Items in der Off Hand
|
||||
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 = §eRegionstype§7 der jetztigen Region
|
||||
SCRIPT_GUI_CONSTANT_REGION_TYPE_LORE = §eregion type§7 of the current region
|
||||
|
||||
# Unsign Book
|
||||
UNSIGN_HELP=§8/§eunsign §8- §7Mache ein Buch beschreibbar
|
||||
@ -1133,17 +1125,17 @@ 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 Richtung Norden
|
||||
LAUFBAU_FACING_SOUTH = §8-§7 Richtung Süden
|
||||
LAUFBAU_FACING_WEST = §8-§7 Richtung Westen
|
||||
LAUFBAU_FACING_EAST = §8-§7 Richtung Osten
|
||||
LAUFBAU_FACING_UP = §8-§7 Richtung Oben
|
||||
LAUFBAU_FACING_DOWN = §8-§7 Richtung Unten
|
||||
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 Anzahl 1
|
||||
LAUFBAU_COUNT_2 = §8-§7 Anzahl 2
|
||||
LAUFBAU_COUNT_3 = §8-§7 Anzahl 3
|
||||
LAUFBAU_COUNT_4 = §8-§7 Anzahl 4
|
||||
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
|
||||
@ -1151,13 +1143,13 @@ 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 Unten
|
||||
LAUFBAU_TYPE_TOP = §8-§7 Type Oben
|
||||
LAUFBAU_TYPE_BOTTOM = §8-§7 Type bottom
|
||||
LAUFBAU_TYPE_TOP = §8-§7 Type top
|
||||
|
||||
LAUFBAU_HALF_BOTTOM = §8-§7 Hälfte Unten
|
||||
LAUFBAU_HALF_TOP = §8-§7 Hälfte Oben
|
||||
LAUFBAU_HALF_BOTTOM = §8-§7 Half bottom
|
||||
LAUFBAU_HALF_TOP = §8-§7 Half top
|
||||
|
||||
LAUFBAU_OPEN = §8-§7 Geöffnet
|
||||
LAUFBAU_OPEN = §8-§7 Opened
|
||||
|
||||
LAUFBAU_ATTACHMENT_CEILING = §8-§7 Befestigung Decke
|
||||
LAUFBAU_ATTACHMENT_FLOOR = §8-§7 Befestigung Boden
|
||||
@ -1188,8 +1180,8 @@ 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[§eSpieler§8] §8-§7 Gibt einen SpielerKopf
|
||||
SKULL_ITEM = §e{0}§8s Kopf
|
||||
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}
|
||||
@ -1216,7 +1208,7 @@ 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= §eAusgefahren
|
||||
SELECT_ITEM_EXTENDED_EXTENSION= §eExtension
|
||||
SELECT_ITEM_SELECT= §eSelect
|
||||
SELECT_ITEM_AUSWAHL= §7Auswahl: §7{0} {1}
|
||||
SELECT_ITEM_RIGHT_CLICK=§7Rechtklick zum ändern
|
||||
@ -1229,28 +1221,28 @@ 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=§7Der Warp mit dem namen §e{0} §7existiert bereits
|
||||
WARP_NAME_RESERVED=§7Du kannst nicht §c{0} §7als name für einen Warp nutzen
|
||||
WARP_CREATED=§7Der Warp §e{0} §7wurde erstellt
|
||||
WARP_DELETE_HOVER=§e{0} §7löschen
|
||||
WARP_DELETED=§e{0} §7wurde gelöcht
|
||||
WARP_TELEPORT_HOVER=§7Zu §e{0} §7teleportieren
|
||||
WARP_MATERIAL_CHOOSE=Material auswählen
|
||||
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=§cHier gibt es noch keine Warps
|
||||
WARP_GUI_DISTANCE=§7Distanz: §e{0} §7Blöcke
|
||||
WARP_GUI_LCLICK=§7Links klicken zum teleportieren
|
||||
WARP_GUI_RCLICK=§7Rechts klicken zum editieren
|
||||
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- §7Erstelle einen neuen Warp Punkt
|
||||
WARP_HELP_TELEPORT=§8/§ewarp §8[§7Name§8] §8- §7Teleportiere dich zu einen Warp-Punkt
|
||||
WARP_HELP_INFO=§8/§ewarp info §8[§7Name§8] §8- §7Infos zu einem Punkt
|
||||
WARP_HELP_DELETE=§8/§ewarp delete §8[§7Name§8] §8- §7Lösche einen Warp
|
||||
WARP_HELP_GUI=§8/§ewarp gui §8- §7Öffne die Warp-GUI
|
||||
WARP_HELP_LIST=§8/§ewarp list §8- §7Liste alle Warp-Punkt auf
|
||||
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- §7Stoppt den Server
|
||||
STOP_NO_PERMS = §cDu hast keine Rechte den Server zu stoppen
|
||||
STOP_MESSAGE = §eDer Server wird gestoppt
|
||||
WORLD_EDIT_NO_PERMS = §cDu darfst hier kein WorldEdit benutzen
|
||||
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
|
||||
|
@ -51,7 +51,6 @@ FLAG_TNT = TNT
|
||||
FLAG_FIRE = Fire
|
||||
FLAG_FREEZE = Freeze
|
||||
FLAG_PROTECT = Protect
|
||||
FLAG_DAMAGE = Damage
|
||||
|
||||
FLAG_FIRE_ALLOW = §can
|
||||
FLAG_FIRE_DENY = §aaus
|
||||
@ -66,9 +65,6 @@ FLAG_TNT_ALLOW = §aan
|
||||
FLAG_TNT_DENY = §caus
|
||||
FLAG_TNT_ONLY_TB = §7Kein §eBaurahmen
|
||||
|
||||
FLAG_DAMAGE_ALLOW = §aan
|
||||
FLAG_DAMAGE_DENY = §caus
|
||||
|
||||
FLAG_COLOR_WHITE = §fWeiß
|
||||
FLAG_COLOR_ORANGE = §6Orange
|
||||
FLAG_COLOR_MAGENTA = §dMagenta
|
||||
@ -199,10 +195,6 @@ HOTBAR_LOADED=§7Deine Standard Hotbar wurde geladen
|
||||
HOTBAR_INVENTORY=Standard Hotbar
|
||||
# GUI
|
||||
GUI_EDITOR_ITEM_NAME=§eGui Editor
|
||||
GUI_EXPORT_CODE=§eDein Gui-Code:
|
||||
GUI_EXPORT_CODE_HOVER=§eKopieren
|
||||
GUI_IMPORT_INVALID_CODE=§eInvalider Gui-Code
|
||||
GUI_IMPORT_CODE_SUCCESSFUL=§eGui-Code eingelesen
|
||||
GUI_NAME=Bau GUI
|
||||
GUI_NO_PERMISSION=§cDu hast nicht genug Rechte um dies zu tun
|
||||
GUI_NO_OWNER=§cDas ist nicht deine Bauwelt
|
||||
@ -358,10 +350,10 @@ SCRIPT_COMMAND_VARIABLE_VAR_HELP_2 = Schreibt in eine Variable einen Wert rein,
|
||||
SCRIPT_COMMAND_VARIABLE_VARTYPE_HELP_1 = §evartype §8<§7Variable§8> §8<§7Variable§8>
|
||||
SCRIPT_COMMAND_VARIABLE_VARTYPE_HELP_2 = Schreibt in eine Variable den Type der zweiten Variable rein. Wenn die zweite Variable nicht gesetzt ist wird false in die erste geschrieben. Ansonsten gibt es die Werte: 'text', 'number' und 'boolean'
|
||||
|
||||
SCRIPT_COMMAND_WORLD_GETMATERIAL_HELP_1 = §egetmaterial §8<§7Variable§8> §8<§7Value§8(§7s§8)§8> §8<§7Value§8(§7s§8)§8> §8[§7Value§8(§7s§8)§8]
|
||||
SCRIPT_COMMAND_WORLD_GETMATERIAL_HELP_1 = §egetmaterial §8<§7Variable§8> §8<§7Zahl§8> §8<§7Zahl§8> §8<§7Zahl§8>
|
||||
SCRIPT_COMMAND_WORLD_GETMATERIAL_HELP_2 = Schreibt das material von einem Block in der Welt in die Variable.
|
||||
|
||||
SCRIPT_COMMAND_WORLD_SETMATERIAL_HELP_1 = §esetmaterial §8<§7Variable§8> §8<§7Value§8(§7s§8)§8> §8<§7Value§8(§7s§8)§8> §8[§7Value§8(§7s§8)§8]
|
||||
SCRIPT_COMMAND_WORLD_SETMATERIAL_HELP_1 = §esetmaterial §8<§7Variable§8> §8<§7Zahl§8> §8<§7Zahl§8> §8<§7Zahl§8>
|
||||
SCRIPT_COMMAND_WORLD_SETMATERIAL_HELP_2 = Setzt an einem Block in der Welt das Material der ersten Variable.
|
||||
|
||||
SCRIPT_COMMAND_EXIT_HELP_1 = §eexit
|
||||
@ -407,7 +399,7 @@ SCRIPT_MENU_GUI_LIMIT = §cScript-Buch Limit erreicht
|
||||
|
||||
## ScriptCommand
|
||||
SCRIPT_COMMAND_HELP = §8/§escript §8- §7Öffnet die ScriptGUI
|
||||
SCRIPT_COMMAND_HELP_MENU = §8/§escript menu §8- §7Öffnet die ScriptMenuGUI für Custom Command b auübergreifend
|
||||
SCRIPT_COMMAND_HELP_MENU = §8/§escript menu §8- §7Öffnet die ScriptMenuGUI für Custom Command bauübergreifend
|
||||
|
||||
## Script GUI
|
||||
SCRIPT_GUI_NAME = Script Elements
|
||||
@ -415,53 +407,33 @@ 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_COMMANDS_LORE_2 = §7an den Anfang eines Script Buches um ein Custom Command zu nutzen. Der Befehl startet immer mit / und kann dann so aufgebaut sein wie du willst. Alles was in Spitzen Klammern steht '<>' wird als Parameter und somit als Variable gewertet. Parameter, welche in runden Klammern stehen sind Optional. Einfache Texte als Parameter bekommen eine gleichnamige Variable mit true/false als Wert je nachdem ob dieser angegeben wurde oder nicht
|
||||
|
||||
SCRIPT_GUI_CUSTOM_EVENTS = §eCustom Events
|
||||
SCRIPT_GUI_CUSTOM_EVENTS_LORE_1 = §7Schreibe§8: §7#!EVENT 'EventName'
|
||||
SCRIPT_GUI_CUSTOM_EVENTS_LORE_2 = §7an den Anfang eines Script Buches um
|
||||
SCRIPT_GUI_CUSTOM_EVENTS_LORE_3 = §7ein Custom Event zu nutzen. Jedes Event kann durch
|
||||
SCRIPT_GUI_CUSTOM_EVENTS_LORE_4 = §7'var cancel true' gecancelt werden.
|
||||
SCRIPT_GUI_CUSTOM_EVENTS_LORE_5 = §7Hinter dem Event Namen stehen die Variablen,
|
||||
SCRIPT_GUI_CUSTOM_EVENTS_LORE_6 = §7welche im Script durch das Event nutztbar sind.
|
||||
SCRIPT_GUI_CUSTOM_EVENTS_LORE_7 = §7Nutzbare Events sind:
|
||||
SCRIPT_GUI_CUSTOM_EVENTS_LORE_8 = §eFF
|
||||
SCRIPT_GUI_CUSTOM_EVENTS_LORE_9 = §ePlaceBlock §8-§7 blockX, blockY, blockZ, blockType
|
||||
SCRIPT_GUI_CUSTOM_EVENTS_LORE_10 = §eBreakBlock §8-§7 blockX, blockY, blockZ, blockType
|
||||
SCRIPT_GUI_CUSTOM_EVENTS_LORE_11 = §eRightClick §8-§7 blockInHand, action, handType,
|
||||
SCRIPT_GUI_CUSTOM_EVENTS_LORE_12 = §7 hasBlock §8[§7blockX, blockY, blockZ, blockFace§8]§e*
|
||||
SCRIPT_GUI_CUSTOM_EVENTS_LORE_13 = §eLeftClick §8-§7 blockInHand, action, handType,
|
||||
SCRIPT_GUI_CUSTOM_EVENTS_LORE_14 = §7 hasBlock §8[§7blockX, blockY, blockZ, blockFace§8]§e*
|
||||
SCRIPT_GUI_CUSTOM_EVENTS_LORE_15 = §eTNTSpawn
|
||||
SCRIPT_GUI_CUSTOM_EVENTS_LORE_16 = §eTNTExplode §8-§7 x, y, z
|
||||
SCRIPT_GUI_CUSTOM_EVENTS_LORE_17 = §eTNTExplodeInBuild §8-§7 x, y, z
|
||||
SCRIPT_GUI_CUSTOM_EVENTS_LORE_18 = §eSelfJoin §8-§7 x, y, z, playerName
|
||||
SCRIPT_GUI_CUSTOM_EVENTS_LORE_19 = §eSelfLeave §8-§7 x, y, z, playerName
|
||||
SCRIPT_GUI_CUSTOM_EVENTS_LORE_20 = §eDropItem §8-§7 material, x, y, z
|
||||
SCRIPT_GUI_CUSTOM_EVENTS_LORE_STAR_1 = §e* §8-§7 Alles in den Klammern ist nur gesetzt,
|
||||
SCRIPT_GUI_CUSTOM_EVENTS_LORE_STAR_2 = §7wenn die Variable davor auf §etrue§7 gesetzt ist.
|
||||
SCRIPT_GUI_CUSTOM_EVENTS_LORE_2 = §7an den Anfang eines Script Buches um ein Custom Event zu nutzen. Jedes Event kann durch 'var cancel true' gecancelt werden. Hinter dem Event Namen stehen die Variablen, welche im Script durch das Event nutztbar sind.
|
||||
SCRIPT_GUI_CUSTOM_EVENTS_LORE_3 = §7Nutzbare Events sind:
|
||||
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 Alles in den Klammern ist nur gesetzt, wenn die Variable davor auf §etrue§7 gesetzt ist.
|
||||
|
||||
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_OTHER_LORE_3 = §7Eine Variablen Namen in '<>' eingeschlossen wird ersetzt, bis zu zwei mal.
|
||||
SCRIPT_GUI_OTHER_LORE_4 = §7Eine Variable in '<>' kann mit 'const.' oder 'local.' oder 'global.' prefixed werden für den genauen type wo nach geguckt werden soll.
|
||||
SCRIPT_GUI_OTHER_LORE_5 = §7Wenn man nach dem namen noch ein '.type' schreibt wird direkt der Type der Variable ausgegeben.
|
||||
|
||||
SCRIPT_GUI_COMMAND_NAME = §7Command: §e{0}
|
||||
|
||||
@ -490,9 +462,6 @@ SCRIPT_GUI_CONSTANT_FIRE_LORE = §etrue§7 wenn Fire nicht ausgeschaltet ist.
|
||||
SCRIPT_GUI_CONSTANT_PROTECT_NAME = §7Constant §eprotect
|
||||
SCRIPT_GUI_CONSTANT_PROTECT_LORE = §etrue§7 wenn Protect angeschaltet ist.
|
||||
|
||||
SCRIPT_GUI_CONSTANT_DAMAGE_NAME = §7Constant §edamage
|
||||
SCRIPT_GUI_CONSTANT_DAMAGE_LORE = §etrue§7 wenn Damage angeschaltet ist.
|
||||
|
||||
SCRIPT_GUI_CONSTANT_X_NAME = §7Constant §ex
|
||||
SCRIPT_GUI_CONSTANT_X_LORE = §ex§7 Position des Spielers.
|
||||
|
||||
@ -529,21 +498,6 @@ SCRIPT_GUI_CONSTANT_OFF_HAND_MATERIAL_DISPLAY_LORE = §eName§7 des Items in der
|
||||
SCRIPT_GUI_CONSTANT_REGION_TYPE_NAME = §7Constant §eregion-type
|
||||
SCRIPT_GUI_CONSTANT_REGION_TYPE_LORE = §eRegionstype§7 der jetztigen Region
|
||||
|
||||
## Script Vars
|
||||
SCRIPT_COMMAND_VARS_HELP = §8/§escriptvars §8- §7Zähle alle globalen Variablen auf
|
||||
SCRIPT_COMMAND_VARS_HELP_VAR = §8/§escriptvars §8[§7Variable§8] §8- §7Gebe den Wert der Variable zurück
|
||||
SCRIPT_COMMAND_VARS_HELP_SET = §8/§escriptvars §8[§7Variable§8] §8[§7Value§8] §8- §7Setzte eine Variable auf einen Wert
|
||||
SCRIPT_COMMAND_VARS_HELP_DELETE = §8/§escriptvars §8[§7Variable§8] §8<§7remove§8|§7delete§8|§7clear§8> §8- §7Lösche eine Variable
|
||||
|
||||
SCRIPT_COMMAND_VARS_NO_VARS = §cKeine globalen Variablen definiert
|
||||
SCRIPT_COMMAND_VARS_ONE_VAR = eine Variable
|
||||
SCRIPT_COMMAND_VARS_MANY_VARS = {0} Variablen
|
||||
SCRIPT_COMMAND_VARS_UNKNOWN_VARS = §cUnbekannte Variable
|
||||
SCRIPT_COMMAND_VARS_ELEMENT_WITH_DASH = - {0}={1}
|
||||
SCRIPT_COMMAND_VARS_ELEMENT = {0}={1}
|
||||
SCRIPT_COMMAND_VARS_SET_VALUE = {0} auf {1} gesetzt
|
||||
SCRIPT_COMMAND_VARS_REMOVE_VALUE = Variable {0} gelöscht
|
||||
|
||||
# Unsign Book
|
||||
UNSIGN_HELP=§8/§eunsign §8- §7Mache ein Buch beschreibbar
|
||||
|
||||
@ -887,7 +841,6 @@ OTHER_ITEMS_GAMEMODE_LORE_2=§eLinks-Click§8:§7 Umschalten zwischen Survival u
|
||||
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
|
||||
@ -919,7 +872,6 @@ 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
|
||||
@ -935,12 +887,6 @@ NIGHT_VISION_ON=§eNightvision aktiviert
|
||||
NIGHT_VISION_ITEM_ON = §7Nightvision: §eAktiviert
|
||||
NIGHT_VISION_ITEM_OFF = §7Nightvision: §eDeaktiviert
|
||||
|
||||
WATER_VISION_HELP = §8/§7watervision §8-§7 Schalte Wassersicht an oder aus.
|
||||
WATER_VISION_ENABLE = §eWassersicht Aktiviert
|
||||
WATER_VISION_DISABLE = §eWassersicht Deaktiviert
|
||||
WATER_VISION_ITEM_ENABLE = §7Wassersicht: §eAktiviert
|
||||
WATER_VISION_ITEM_DISABLE = §7Wassersicht: §eDeaktiviert
|
||||
|
||||
#Navigation Wand
|
||||
NAVIGATION_WAND=§eNavigation Wand
|
||||
NAVIGATION_WAND_LEFT_CLICK=§eLeft click: jump to location
|
||||
@ -996,9 +942,7 @@ REGION_ITEM_FREEZE_DISALLOW=§7Freeze: §eAusgeschaltet
|
||||
REGION_ITEM_PROTECT_ALLOW=§7Protect: §eEingeschaltet
|
||||
REGION_ITEM_PROTECT_DISALLOW=§7Protect: §eAusgeschaltet
|
||||
REGION_ITEM_RESET=§eReset
|
||||
REGION_ITEM_RESET_TITLE=Reset Prototypen wählen
|
||||
REGION_ITEM_TESTBLOCK=§eTestblock
|
||||
REGION_ITEM_TESTBLOCK_TITLE=Testblock wählen
|
||||
REGION_ITEM_TNT_OFF=§7TNT: §eAusgeschaltet
|
||||
REGION_ITEM_TNT_ONLY_TB=§7TNT: §enur Testblock
|
||||
REGION_ITEM_TNT_ON=§7TNT: §eEingeschaltet
|
||||
@ -1012,10 +956,6 @@ REGION_COLOR_HELP_COLOR_TYPE=§8/§ecolor §8[§7Color§8] §8[§7Type§8] §8-
|
||||
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_DAMAGE_HELP=§8/§edamage §8- §7Toggle Spielerschaden
|
||||
REGION_DAMAGE_NO_PERMS=§cDu darfst hier nicht Spielerschaden (de-)aktivieren
|
||||
REGION_DAMAGE_ENABLED=§cRegions Spielerschaden deaktiviert
|
||||
REGION_DAMAGE_DISABLED=§aRegions Spielerschaden aktiviert
|
||||
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
|
||||
@ -1033,9 +973,6 @@ REGION_REGION_HELP_UNDO=§8/§eregion undo §8- §7Mache die letzten 20 /testblo
|
||||
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_SELECT=§8/§eregion §8[§7build§8|§7testblock§8|§7normal§8] §8- §7Wähle einen RegionsTyp aus
|
||||
REGION_REGION_HELP_SELECT_EXTENSION=§8/§eregion §8[§7build§8|§7testblock§8|§7normal§8] §8[§7normal§8|§7extension§8] §8- §7Wähle einen RegionsTyp aus mit oder ohne Extension
|
||||
REGION_REGION_HELP_COLOR=§8/§eregion color §8[§7Color§8] §8- §7Ändere die Regions Farbe
|
||||
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
|
||||
@ -1287,8 +1224,6 @@ WARP_HELP_INFO=§8/§ewarp info §8[§7Name§8] §8- §7Infos zu einem Punkt
|
||||
WARP_HELP_DELETE=§8/§ewarp delete §8[§7Name§8] §8- §7Lösche einen Warp
|
||||
WARP_HELP_GUI=§8/§ewarp gui §8- §7Öffne die Warp-GUI
|
||||
WARP_HELP_LIST=§8/§ewarp list §8- §7Liste alle Warp-Punkt auf
|
||||
WARP_MOON_ITEM_NAME=§3Atemkugel
|
||||
WARP_MOON_COUNTDOOWN=§7Noch §e§l{0} §7Sekunden!
|
||||
|
||||
# WORLD
|
||||
STOP_HELP = §8/§estop §8- §7Stoppt den Server
|
||||
|
@ -7,6 +7,7 @@ import de.steamwar.bausystem.linkage.LinkedInstance;
|
||||
import de.steamwar.command.SWCommand;
|
||||
import de.steamwar.inventory.SWItem;
|
||||
import de.steamwar.inventory.SWListInv;
|
||||
import de.steamwar.sql.BauweltMember;
|
||||
import org.bukkit.Material;
|
||||
import org.bukkit.entity.Player;
|
||||
|
||||
@ -26,30 +27,21 @@ public class ScriptCommand extends SWCommand {
|
||||
@LinkedInstance
|
||||
private CustomScriptManager customScriptManager = null;
|
||||
|
||||
private List<String> loreBuilder(Player p, String prefix, int start, int end) {
|
||||
List<String> lore = new ArrayList<>();
|
||||
for (int i = start; i <= end; i++) {
|
||||
lore.add(BauSystem.MESSAGE.parse(prefix + i, p));
|
||||
private List<String> loreBuilder(Player p, String... strings) {
|
||||
List<String> result = new ArrayList<>();
|
||||
for (String s : strings) {
|
||||
result.addAll(split(BauSystem.MESSAGE.parse(s, p)));
|
||||
}
|
||||
return lore;
|
||||
}
|
||||
|
||||
private List<String> loreBuilder(Player p, String prefix, int start, int end, List<String> append) {
|
||||
List<String> lore = new ArrayList<>();
|
||||
for (int i = start; i <= end; i++) {
|
||||
lore.add(BauSystem.MESSAGE.parse(prefix + i, p));
|
||||
}
|
||||
lore.addAll(append);
|
||||
return lore;
|
||||
return result;
|
||||
}
|
||||
|
||||
@Register(description = "SCRIPT_COMMAND_HELP")
|
||||
public void menuCommand(Player p) {
|
||||
List<SWListInv.SWListEntry<SpecialCommand>> swItems = new ArrayList<>();
|
||||
addEmptyItems(swItems, 3);
|
||||
swItems.add(new SWListInv.SWListEntry<>(createItem(p, Material.BOOK, "SCRIPT_GUI_CUSTOM_COMMANDS", loreBuilder(p, "SCRIPT_GUI_CUSTOM_COMMANDS_LORE_", 1, 13)), null));
|
||||
swItems.add(new SWListInv.SWListEntry<>(createItem(p, Material.BOOK, "SCRIPT_GUI_CUSTOM_EVENTS", loreBuilder(p, "SCRIPT_GUI_CUSTOM_EVENTS_LORE_", 1, 20, loreBuilder(p, "SCRIPT_GUI_CUSTOM_EVENTS_LORE_STAR_", 1, 2))), null));
|
||||
swItems.add(new SWListInv.SWListEntry<>(createItem(p, Material.BOOK, "SCRIPT_GUI_OTHER", loreBuilder(p, "SCRIPT_GUI_OTHER_LORE_", 1, 9)), null));
|
||||
swItems.add(new SWListInv.SWListEntry<>(createItem(p, Material.BOOK, "SCRIPT_GUI_CUSTOM_COMMANDS", loreBuilder(p, "SCRIPT_GUI_CUSTOM_COMMANDS_LORE_1", "SCRIPT_GUI_CUSTOM_COMMANDS_LORE_2")), null));
|
||||
swItems.add(new SWListInv.SWListEntry<>(createItem(p, Material.BOOK, "SCRIPT_GUI_CUSTOM_EVENTS", loreBuilder(p, "SCRIPT_GUI_CUSTOM_EVENTS_LORE_1", "SCRIPT_GUI_CUSTOM_EVENTS_LORE_2", "SCRIPT_GUI_CUSTOM_EVENTS_LORE_3", "SCRIPT_GUI_CUSTOM_EVENTS_LORE_4", "SCRIPT_GUI_CUSTOM_EVENTS_LORE_5", "SCRIPT_GUI_CUSTOM_EVENTS_LORE_6", "SCRIPT_GUI_CUSTOM_EVENTS_LORE_7", "SCRIPT_GUI_CUSTOM_EVENTS_LORE_8", "SCRIPT_GUI_CUSTOM_EVENTS_LORE_9", "SCRIPT_GUI_CUSTOM_EVENTS_LORE_10", "SCRIPT_GUI_CUSTOM_EVENTS_LORE_11", "SCRIPT_GUI_CUSTOM_EVENTS_LORE_12", "SCRIPT_GUI_CUSTOM_EVENTS_LORE_13", "SCRIPT_GUI_CUSTOM_EVENTS_LORE_14", "SCRIPT_GUI_CUSTOM_EVENTS_LORE_15", "SCRIPT_GUI_CUSTOM_EVENTS_LORE_16", "SCRIPT_GUI_CUSTOM_EVENTS_LORE_STAR_1")), null));
|
||||
swItems.add(new SWListInv.SWListEntry<>(createItem(p, Material.BOOK, "SCRIPT_GUI_OTHER", loreBuilder(p, "SCRIPT_GUI_OTHER_LORE_1", "SCRIPT_GUI_OTHER_LORE_2", "SCRIPT_GUI_OTHER_LORE_3", "SCRIPT_GUI_OTHER_LORE_4", "SCRIPT_GUI_OTHER_LORE_5")), null));
|
||||
addEmptyItems(swItems, 3);
|
||||
addCustomScriptsItems(swItems, p);
|
||||
addEmptyItems(swItems, 44 + 4);
|
||||
@ -62,7 +54,6 @@ public class ScriptCommand extends SWCommand {
|
||||
addConstantItem(swItems, p, Material.GUNPOWDER, "SCRIPT_GUI_CONSTANT_FREEZE_NAME", "SCRIPT_GUI_CONSTANT_FREEZE_LORE", false);
|
||||
addConstantItem(swItems, p, Material.FIRE_CHARGE, "SCRIPT_GUI_CONSTANT_FIRE_NAME", "SCRIPT_GUI_CONSTANT_FIRE_LORE", false);
|
||||
addConstantItem(swItems, p, Material.OBSIDIAN, "SCRIPT_GUI_CONSTANT_PROTECT_NAME", "SCRIPT_GUI_CONSTANT_PROTECT_LORE", false);
|
||||
addConstantItem(swItems, p, Material.IRON_SWORD, "SCRIPT_GUI_CONSTANT_DAMAGE_NAME", "SCRIPT_GUI_CONSTANT_DAMAGE_LORE", false);
|
||||
addConstantItem(swItems, p, Material.PLAYER_HEAD, "SCRIPT_GUI_CONSTANT_X_NAME", "SCRIPT_GUI_CONSTANT_X_LORE", true);
|
||||
addConstantItem(swItems, p, Material.PLAYER_HEAD, "SCRIPT_GUI_CONSTANT_Y_NAME", "SCRIPT_GUI_CONSTANT_Y_LORE", true);
|
||||
addConstantItem(swItems, p, Material.PLAYER_HEAD, "SCRIPT_GUI_CONSTANT_Z_NAME", "SCRIPT_GUI_CONSTANT_Z_LORE", true);
|
||||
@ -125,8 +116,23 @@ public class ScriptCommand extends SWCommand {
|
||||
continue;
|
||||
}
|
||||
s = BauSystem.MESSAGE.parse(s, p);
|
||||
while (b && s.length() > 50) {
|
||||
int index = s.indexOf(' ', 50);
|
||||
if (b) {
|
||||
strings.addAll(split(s));
|
||||
} else {
|
||||
strings.add(s);
|
||||
}
|
||||
}
|
||||
|
||||
SWItem swItem = new SWItem(specialCommand.material(), BauSystem.MESSAGE.parse("SCRIPT_GUI_COMMAND_NAME", p, specialCommand.command()), strings, false, clickType -> {
|
||||
});
|
||||
swItems.add(new SWListInv.SWListEntry<>(swItem, specialCommand));
|
||||
});
|
||||
}
|
||||
|
||||
private List<String> split(String s) {
|
||||
List<String> strings = new ArrayList<>();
|
||||
while (s.length() > 60) {
|
||||
int index = s.indexOf(' ', 60);
|
||||
if (index == -1) {
|
||||
strings.add("§7" + s);
|
||||
s = null;
|
||||
@ -139,12 +145,7 @@ public class ScriptCommand extends SWCommand {
|
||||
if (s != null) {
|
||||
strings.add("§7" + s);
|
||||
}
|
||||
}
|
||||
|
||||
SWItem swItem = new SWItem(specialCommand.material(), BauSystem.MESSAGE.parse("SCRIPT_GUI_COMMAND_NAME", p, specialCommand.command()), strings, false, clickType -> {
|
||||
});
|
||||
swItems.add(new SWListInv.SWListEntry<>(swItem, specialCommand));
|
||||
});
|
||||
return strings;
|
||||
}
|
||||
|
||||
@Register(value = "menu", description = "SCRIPT_COMMAND_HELP_MENU")
|
||||
|
In neuem Issue referenzieren
Einen Benutzer sperren