# # 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 . # PREFIX = §eBau§8System §8» TIME = HH:mm:ss DATE = ........ # Permission PERMISSION_WORLD = Einstellungen vornehmen PERMISSION_WORLD-EDIT = WorldEdit verwenden PERMISSION_CHANGE_YOU-ENABLE = §aDer Spieler darf nun {0} PERMISSION_CHANGE_YOU-DISABLE = §cDer Spieler darf nun nicht mehr {0} PERMISSION_CHANGE_OTHER-ENABLE = §aDu kannst nun auf der Welt von §6{0} §a{1} PERMISSION_CHANGE_OTHER-DISABLE = §cDu kannst nun nicht mehr auf der Welt von §6{0} §c{1} # Scoreboard SCOREBOARD_TIME = Uhrzeit SCOREBOARD_REGION = Region SCOREBOARD_TRACE = Trace SCOREBOARD_LOADER = Loader SCOREBOARD_TPS = TPS SCOREBOARD_TRACE_TICKS = Ticks SCOREBOARD_TRACE_TNT-COUNT = Anzahl TNT # Flags FLAG_COLOR = Color FLAG_TNT = TNT FLAG_FIRE = Fire FLAG_FREEZE = Freeze FLAG_PROTECT = Protect FLAG_DAMAGE = Damage FLAG_FIRE_ALLOW = §can FLAG_FIRE_DENY = §aaus FLAG_FREEZE_ACTIVE = §aan FLAG_FREEZE_INACTIVE = §caus FLAG_PROTECT_ACTIVE = §aan FLAG_PROTECT_INACTIVE = §caus 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 FLAG_COLOR_LIGHT-BLUE = §bHellblau FLAG_COLOR_YELLOW = §eGelb FLAG_COLOR_LIME = §aHellgrün ## This cannot be converted FLAG_COLOR_PINK = §ePink FLAG_COLOR_GRAY = §8Grau FLAG_COLOR_LIGHT-GRAY = §7Hellgrau FLAG_COLOR_CYAN = §3Cyan FLAG_COLOR_PURPLE = §5Lila FLAG_COLOR_BLUE = §1Blau ## This cannot be converted FLAG_COLOR_BROWN = §eBraun FLAG_COLOR_GREEN = §2Grün FLAG_COLOR_RED = §cRot FLAG_COLOR_BLACK = §0Schwarz # Region REGION_TYPE_NORMAL = Normal REGION_TYPE_BUILD = Baubereich REGION_TYPE_ONLY_TB = Testblock # AutoStart AUTOSTART_COMMAND_HELP = §8/§etimer §8- §7Legt den AutostartTimer ins Inventar AUTOSTART_ITEM_NAME = §eAutostartTimer AUTOSTART_ITEM_LORE = §eRechtsklick Block §8- §7Starte den Timer AUTOSTART_MESSAGE_NO-REGION = §cDu befindest dich derzeit in keiner Region AUTOSTART_MESSAGE_RESET = §eDer AutostartTimer wurde zurückgesetzt AUTOSTART_MESSAGE_START = §eAutostartTimer gestartet AUTOSTART_MESSAGE_RESULT1 = §eZeit §7bis zur §eExplosion §7am Gegner§8:§e {0} AUTOSTART_MESSAGE_RESULT2 = §eZeitdifferenz in ticks §7bis 60 Sekunden§8:§e {0} AUTOSTART_MESSAGE_RESULT3 = §7Positiv, wenn zu wenig, negativ wenn zu viel # Bau BAU_COMMAND_HELP1 = §8/§ebau togglewe §8[§7Player§8] §8- §7Editiere die WorldEdit Rechte eines Spielers BAU_COMMAND_HELP2 = §8/§ebau toggleworld §8[§7Player§8] §8- §7Editiere die Welt Rechte eines Spielers BAU_UNKNOWN-PLAYER = §cUnbekannter Spieler BAU_NO-PLAYER = §cDer Spieler ist kein Mitglied deiner Welt! BAU_NO-WORLD = §cDies ist nicht deine Welt! BAU-INFO_ITEM_NAME = §eBau management ## This is used in BauInfoBauGuiItem.java BAU-INFO_ITEM_LORE-TNT = §7TNT§8: §e{0} BAU-INFO_ITEM_LORE-FREEZE = §7Freeze§8: §e{0} BAU-INFO_ITEM_LORE-DAMAGE = §7Damage§8: §e{0} BAU-INFO_ITEM_LORE-FIRE = §7Feuer§8: §e{0} BAU-INFO_ITEM_LORE-COLOR = §7Farbe§8: §e{0} BAU-INFO_ITEM_LORE-PROTECT = §7Protect§8: §e{0} BAU-INFO_COMMAND_HELP = §8/§ebauinfo §8- §7Gibt Informationen über den Bau BAU-INFO_COMMAND_OWNER = §7Besitzer: §e{0} BAU-INFO_COMMAND_MEMBER = §7Mitglieder: §e BAU-INFO_COMMAND_FLAG = §e{0} §8: §7{1} BAU-INFO_COMMAND_TPS = TPS:§e # Countingwand COUNTINGWAND_ITEM_NAME = §eZollstock COUNTINGWAND_ITEM_LORE1 = §eLinksklick §8- §7Setzt die 1. Position COUNTINGWAND_ITEM_LORE2 = §eRechtsklick §8- §7Setzt die 2. Position COUNTINGWAND_MESSAGE_R-CLICK = §7Erste Position bei: §8[§7{0}§8, §7{1}§8, §7{2}§8] ({3}) COUNTINGWAND_MESSAGE_L-CLICK = §7Zweite Position bei: §8[§7{0}§8, §7{1}§8, §7{2}§8] ({3}) COUNTINGWAND_MESSAGE_DIMENSION = §e{0}§8, §e{1}§8, §e{2} # Detonator DETONATOR_LOC_REMOVE = §e{0} entfernt DETONATOR_LOC_ADD = §e{0} hinzugefügt DETONATOR_BUTTON_SWITCH = Hebel DETONATOR_BUTTON_WOOD-Button = Knopf DETONATOR_BUTTON_STONE-Button = Knopf DETONATOR_BUTTON_PRESSURE-PLATE = Druckplatte DETONATOR_BUTTON_WEIGHTED-PRESSURE-PLATE = Druckplatte DETONATOR_BUTTON_TRIPWIRE = Tripwire DETONATOR_BUTTON_NOTEBLOCK = Noteblock DETONATOR_BUTTON_DAYLIGHTSENSOR = Tageslichtsensor DETONATOR_BUTTON_POWERABLE = Aktivierbarer Block DETONATOR_BUTTON_INVALID = Invalider # Hotbar HOTBAR_SAVED = §7Deine Hotbar wurde als Standard gespeichert HOTBAR_LOADED = §7Deine Standard Hotbar wurde geladen HOTBAR_INVENTORY = Standard Hotbar # GUI GUI_EDITOR_ITEM-NAME = §eGui Editor GUI_EXPORT_CODE = §eDein Gui-Code: GUI_EXPORT_CODE-HOVER = §eKopieren GUI_IMPORT_INVALID-CODE = §eInvalieder Gui-Code GUI_IMPORT_CODE-SUCCESSFUL = §eGui-Code eingelesen # Trace TRACE_RECORD = §aan TRACE_RECORD-AUTO = §an TRACE_IDLE = §caus TRACE_IDLE-AUTO = §eauto TRACE_MESSAGE-AUTO_RECORD = §cTNT-Tracer muss gestoppt werden TRACE_MESSAGE-AUTO_RECORD-AUTO = §cTNT-Tracer darf nicht aufnehmen TRACE_MESSAGE-AUTO_IDLE = §cAuto-Tracer gestoppt TRACE_MESSAGE-AUTO_IDLE-AUTO = §aAuto-Tracer gestartet TRACE_GUI_NAME = Tracer Gui TRACE_GUI_TRACE-INACTIVE = §eTracer Starten TRACE_GUI_TRACE-ACTIVE = §eTracer Stoppen TRACE_GUI_TRACE-ACTIVE-AUTO = §eAuto-Trace ist Aktiv TRACE_GUI_AUTO-TRACE-INACTIVE = §eAuto-Tracer Aktivieren TRACE_GUI_AUTO-TRACE-ACTIVE = §eAuto-Tracer Deaktivieren TRACE_GUI_SHOW-GUI = §eTrace Show Gui TRACE_GUI_DELETE = §eTrace Löschen # Loader LOADER_OFF = §caus LOADER_SETUP = §eSetup LOADER_RUNNING = §aRunning LOADER_PAUSE = §7Pause LOADER_END = §8Finished LOADER_MESSAGE_CLEAR = §7Loader gecleart LOADER_MESSAGE_CLEAR-HELP = §cDu must im Setup-Modus sein um den Loader zu clearen LOADER_MESSAGE_TNT = §eTNT hinzugefügt {0} LOADER_MESSAGE_INTERACT = §e{0} hinzugefügt {1} LOADER_BUTTON_SWITCH = Hebel LOADER_BUTTON_WOOD-Button = Knopf LOADER_BUTTON_STONE-Button = Knopf LOADER_BUTTON_PRESSURE-PLATE = Druckplatte LOADER_BUTTON_WEIGHTED-PRESSURE-PLATE = Druckplatte LOADER_BUTTON_TRIPWIRE = Tripwire LOADER_BUTTON_NOTEBLOCK = Noteblock LOADER_BUTTON_DAYLIGHTSENSOR = Tageslichtsensor LOADER_BUTTON_INVALID = Invalider # Loadtimer LOADTIMER_WAITING = §7Platziere ein TNT zum starten... LOADTIMER_BOSSBAR = §7Tick: §e{0}§7(§e{1}§7) Zeit: §e{2}s §7Tnt: §e{3} §7Blöcke LOADTIMER_ACTIVATED = §7Warte auf Zündung LOADTIMER_IGNITION = §7Warte auf Explosion LOADTIMER_SUMARY_HEAD = §7---=== (§eLoadtimer-Auswertung§7) ===--- LOADTIMER_SUMARY_PLAYERTABLE_HEAD = §7Spieler: §eTNT §7(§eTNT/s§7) LOADTIMER_SUMARY_PLAYERTABLE_PLAYER = §7{0}: §e{1} §7(§e{2}/s§7) LOADTIMER_SUMARY_PLAYERTABLE_ALL = Insgesamt LOADTIMER_SUMARY_TIMES_HEAD = §7Zeiten: §eSekunden §7(§eTicks§7) LOADTIMER_SUMARY_TIMES_START = §7 || §7Start! LOADTIMER_SUMARY_TIMES_ACTIVATION = §7 || Aktivierung: §e{0}s §7(§e{1}t§7) LOADTIMER_SUMARY_TIMES_IGNITION = §7 || Zündung: §e{0}s §7(§e{1}t§7) LOADTIMER_SUMARY_TIMES_EXPLOSION = §7 || Explosion: §e{0}s §7(§e{1}t§7) LOADTIMER_SUMARY_TIMES_LAST = §7\\/ LOADTIMER_SUMARY_STATS_HEAD = §7Kanonen-Stats§8: LOADTIMER_SUMARY_STATS_TNT = §7TNT: §e{0} LOADTIMER_SUMARY_STATS_FREQ = §7Belade Frequenz: §e{0}/m§8, §7Schuss Frequenz: §e{1}/m # Other OTHER_ITEMS_TELEPORT_GUI-NAME = Teleportieren OTHER_ITEMS_TELEPORT_PLAYER-OFFLINE = §cDer Spieler ist Offline OTHER_SLOT_INVALID_SLOT = §cInvalid Slot OTHER_NOCLIP_SLOT_INFO = §7Mit /slot kannst du den ausgewählten Slot ändern und einen anderen Block in den Slot nehmen. # Material MATERIAL_BLAST-RESISTANCE = §8- §eBlast Resistance§8: §7{0} MATERIAL_TNT_BREAKABLE = §8- §eZerstörbar durch TNT MATERIAL_TNT_UNBREAKABLE = §8- §eNicht Zerstörbar durch TNT MATERIAL_TRANSPARENT = §8- §eTransparenter Block MATERIAL_SOLID = §8- §eSolider Block MATERIAL_GRAVITY = §8- §eFallender Block MATERIAL_OCCLUDING = §8- §eOccluding Block MATERIAL_INTERACT-ABLE = §8- §eInterargierbarer Block MATERIAL_FLAMMABLE = §8- §eFlammbarer Block