#
#   This file is a part of the SteamWar software.
#
#   Copyright (C) 2025 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»
TIME = HH:mm:ss
DATE = ........
COMMAND_HELP_HEAD = §7---=== (§e{0}§7) ===---
ONLY_SCHEMS = §cFolders are unselectable
PAGE_LIST = §e Page ({0}/{1}) »»
LIST_PREVIOUS_PAGE = §ePrevious page
LIST_NEXT_PAGE = §eNext page
# Permissions
NO_PERMISSION = §7You are not allowed to use that here
SPECTATOR = §fSpectator
# Scoreboard
SCOREBOARD_TIME = Time
SCOREBOARD_REGION = Region
SCOREBOARD_TRACE = Trace
SCOREBOARD_LOADER = Loader
SCOREBOARD_TPS = TPS
SCOREBOARD_TPS_FROZEN = §eFrozen
SCOREBOARD_TRACE_TICKS = Ticks
SCOREBOARD_TECHHIDER = TechHider§8: §aOn
SCOREBOARD_XRAY = XRay§8: §aOn
SCOREBOARD_LOCK_TEAM = Bau Lock§8: §eTeam
SCOREBOARD_LOCK_SUPERVISOR = Bau Lock§8: §eSupervisor
SCOREBOARD_LOCK_TEAM_AND_SERVERTEAM = Bau Lock§8: §e(Server) Team
SCOREBOARD_LOCK_SERVERTEAM = Bau Lock§8: §eServer Team
SCOREBOARD_LOCK_NOBODY = Bau Lock§8: §cNobody
# Flags
FLAG_COLOR = Color
FLAG_TNT = TNT
FLAG_FIRE = Fire
FLAG_FREEZE = Freeze
FLAG_PROTECT = Protect
FLAG_ITEMS = Items
FLAG_NO_GRAVITY = No Gravity
FLAG_TESTBLOCK = Testblock
FLAG_CHANGED = Changed
FLAG_WATER_DESTROY = Water Destroy
FLAG_WATER_DESTROY_ALLOW = §coff
FLAG_WATER_DESTROY_DENY = §aon
FLAG_FIRE_ALLOW = §con
FLAG_FIRE_DENY = §aoff
FLAG_FREEZE_ACTIVE = §aon
FLAG_FREEZE_INACTIVE = §coff
FLAG_PROTECT_ACTIVE = §aon
FLAG_PROTECT_INACTIVE = §coff
FLAG_NO_GRAVITY_ACTIVE = §aon
FLAG_NO_GRAVITY_INACTIVE = §coff
FLAG_TNT_ALLOW = §aon
FLAG_TNT_DENY = §coff
FLAG_TNT_ONLY_TB = §7no §ebuild area
FLAG_TNT_ONLY_BUILD = §7no §etestblock area
FLAG_ITEMS_ACTIVE = §aon
FLAG_ITEMS_INACTIVE = §coff
FLAG_COLOR_WHITE = §fWhite
FLAG_COLOR_ORANGE = §6Orange
FLAG_COLOR_MAGENTA = §dMagenta
FLAG_COLOR_LIGHT_BLUE = §bLight blue
FLAG_COLOR_YELLOW = §eYellow
FLAG_COLOR_LIME = §aLime
## This cannot be converted
FLAG_COLOR_PINK = §ePink
FLAG_COLOR_GRAY = §8Gray
FLAG_COLOR_LIGHT_GRAY = §7Light gray
FLAG_COLOR_CYAN = §3Cyan
FLAG_COLOR_PURPLE = §5Purple
FLAG_COLOR_BLUE = §1Blue
## This cannot be converted
FLAG_COLOR_BROWN = §eBrown
FLAG_COLOR_GREEN = §2Green
FLAG_COLOR_RED = §cRed
FLAG_COLOR_BLACK = §0Black
FLAG_TESTBLOCK_NO_VALUE = §eNo Value
FLAG_TESTBLOCK_NORTH = §eNorth
FLAG_TESTBLOCK_SOUTH = §eSouth
FLAG_CHANGED_NO_CHANGE = §cNo
FLAG_CHANGED_HAS_CHANGE = §aYes
# Region
REGION_TYPE_NORMAL = Normal
REGION_TYPE_BUILD = Build area
REGION_TYPE_ONLY_TB = Dummy
# AttributesCopy
ATTRIBUTES_CANT_COPY = §cYou need to hold the same item type and hover over the same block to copy.
ATTRIBUTES_NO_COPY = §cNo attributes to copy.
ATTRIBUTES_COPIED = §eAttributes copied.
ATTRIBUTE_REMOVE_COMMAND_HELP = §8/§eattributeremove §8[§eattribute§8|§7all§8|§7*§8]
ATTRIBUTE_REMOVE_ALL = §eAll attributes removed.
ATTRIBUTE_REMOVE_SINGLE = §eAttribute §7{0}§e removed.
ATTRIBUTE_REMOVE_NOT_FOUND = §cAttribute not found
# AutoStart
AUTOSTART_COMMAND_HELP = §8/§etimer §8- §7Retrieve AutostartTimer Tool
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}§7 game ticks
AUTOSTART_MESSAGE_RESULT2 = §7Time difference in §egame-ticks §7until {0} seconds§8:§e {1}
AUTOSTART_MESSAGE_RESULT3 = §7positive, if too few, negative if too many
# 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_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
# Bau
BAU_COMMAND_HELP_INFO = §8/§ebau info §8- §7Alias for §8/§ebauinfo
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_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_ITEM_LORE_ITEMS = §7Items§8: §e{0}
BAU_INFO_ITEM_LORE_NO_GRAVITY = §7NoGravity§8: §e{0}
BAU_INFO_ITEM_LORE_TESTBLOCK = §7Testblock§8: §e{0}
BAU_INFO_ITEM_LORE_CHANGED = §7Changed§8: §e{0}
BAU_INFO_ITEM_LORE_WATER_DESTROY = §7Water Destroy§8: §e{0}
BAU_INFO_COMMAND_HELP = §8/§ebauinfo §8- §7Information regarding this build server
BAU_INFO_COMMAND_OWNER = §7Owner§8: §e{0}
BAU_INFO_COMMAND_MEMBER = §7{0} §8[§7{1}§8]§8: §e{2}
BAU_INFO_COMMAND_FLAG = §7{0}§8: §7{1}
BAU_INFO_COMMAND_TPS = §7TPS§8:§e
# Countingwand
COUNTINGWAND_COMMAND_HELP = §8/§ecountingwand §8- §7Receive a CountingWand
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}
COUNTINGWAND_MESSAGE_DIMENSION = §e{0}§8, §e{1}§8, §e{2}
# Design Endstone
DESIGN_ENDSTONE_COMMAND_HELP = §8/§edesignendstone §8- §7Highlight endstone in design
DESIGN_ENDSTONE_REGION_ERROR = §cThis region has no build area
DESIGN_ENDSTONE_ENABLE = §aEndstone is highlighted
DESIGN_ENDSTONE_DISABLE = §cEndstone is no longer hightlighted
# 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- §7Adds a point
DETONATOR_WAND_LORE_3 = §eRight-Click §8- §7Activates 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 saved
HOTBAR_LOADED = §7Hotbar loaded
HOTBAR_INVENTORY = Standard hotbar
# GUI
GUI_EDITOR_ITEM_NAME = §eGui editor
GUI_NAME = Bau GUI
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_ITEM_CLOSE = §eClose
GUI_EDITOR_TITLE_MORE = Select item
# Script
## Errors
SCRIPT_ERROR_GUI = §cError in parsing script: Line {0}
SCRIPT_ERROR_GLOBAL = §cError in global script: Line {0}
SCRIPT_ERROR_CLICK = §cError in script: Line {0}
SCRIPT_ERROR_ONLY_IN_GLOBAL = §cThis function is only available in global scripts
## CustomScript
SCRIPT_HOTKEY_ITEM_NAME = §7Hotkey§8: §e{0}
SCRIPT_EVENT_ITEM_NAME = §7Event§8: §e{0}
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_ITEM_LORE_3 = §7Right-Click to edit
SCRIPT_MENU_GUI_ITEM_LORE_4 = §7Middle-Click to preview
SCRIPT_MENU_GUI_NAME = §eScript-Menu
SCRIPT_MENU_GUI_ITEM_ADD_NAME = §eInsert
SCRIPT_MENU_GUI_ITEM_ADD_LORE = §7Click with a book to insert
SCRIPT_MENU_GUI_ENTER_NAME = §eEnter a name
SCRIPT_DEPRECATED = §cThe function §8\'§e{0}§8\'§c is deprecated and will be removed in the future. Please use §8\'§e{1}§8\'§c instead.
# Shield Printing
SHIELD_PRINTING_HELP_START = §8/§eshieldprinting start §8- §7Starts the shield printing
SHIELD_PRINTING_HELP_COPY = §8/§eshieldprinting copy §8- §7Copies the shield configuration
SHIELD_PRINTING_HELP_APPLY = §8/§eshieldprinting apply §8- §7Applies the shield configuration
SHIELD_PRINTING_HELP_STOP = §8/§eshieldprinting stop §8- §7Stops the shield printing
SHIELD_PRINTING_HELP_STEP_1 = §81. §7Paste the schematic you want to use
SHIELD_PRINTING_HELP_STEP_2 = §82. §7Start the shield printing with §8/§eshieldprinting start
SHIELD_PRINTING_HELP_STEP_3 = §83. §7Wait until the shield printing is finished
SHIELD_PRINTING_HELP_STEP_4 = §84. §7Edit the shields if necessary
SHIELD_PRINTING_HELP_STEP_5 = §85. §7Copy the shields printing with §8/§eshieldprinting copy
SHIELD_PRINTING_HELP_STEP_6 = §86. §7Paste the original schematic
SHIELD_PRINTING_HELP_STEP_7 = §87. §7Apply the shield printing with §8/§eshieldprinting apply
SHIELD_PRINTING_NO_REGION = §cYou are not in a region.
SHIELD_PRINTING_NOT_RUNNING = §cThe shield printing is not running.
SHIELD_PRINTING_BOSSBAR = §fMovements: {0}
SHIELD_PRINTING_BOSSBAR_COPIED = §fMovements: {0}   Copied: {1}
SHIELD_PRINTING_GUI_NAME = §7Shield Printing
SHIELD_PRINTING_GUI_APPLY = §aApply
SHIELD_PRINTING_GUI_STATE_PREVIOUS = §7R-Click§8: §7Previous
SHIELD_PRINTING_GUI_STATE_NEXT = §7L-Click§8: §7Next
SHIELD_PRINTING_GUI_STATE_ACTIVE = §e> §7{0}
SHIELD_PRINTING_GUI_STATE_INACTIVE = §8> §7{0}
SHIELD_PRINTING_GUI_STATE_FROM_ORIGINAL = Original
SHIELD_PRINTING_GUI_STATE_FROM_COPY = Copy
SHIELD_PRINTING_GUI_STATE_ALWAYS_ON = On
SHIELD_PRINTING_GUI_STATE_ALWAYS_OFF = Off
SHIELD_PRINTING_GUI_STATE_ALWAYS_OPEN = Open
SHIELD_PRINTING_GUI_STATE_ALWAYS_CLOSED = Closed
SHIELD_PRINTING_GUI_STATE_FENCE = §7{0} §fFence Connections
SHIELD_PRINTING_GUI_STATE_OPENABLE = §7{0} §fOpened
SHIELD_PRINTING_GUI_STATE_PISTON = §7{0} §fExtended
SHIELD_PRINTING_GUI_STATE_POWERABLE = §7{0} §fPowered
SHIELD_PRINTING_GUI_STATE_WALL = §7{0} §fWall Connections
SHIELD_PRINTING_START = §aThe shield printing has been started.
SHIELD_PRINTING_COPY = §aThe shield has been copied.
SHIELD_PRINTING_APPLY = §aThe shield has been applied.
SHIELD_PRINTING_STOP = §aThe shield printing has been stopped.
# 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_RENAME_HELP = §8/§esimulator rename §8[§7to-rename§8] §8[§7name§8] §8-§7 Rename the simulator
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_ERROR_COPY = §cCopy failed
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}
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 = §eDouble Sneak §8- §7Swap between TNT and Redstone Block
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
SIMULATOR_RENAMED = §cSimulator renamed from {0} to {1}
## 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_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
INVENTORY_FILL_GUI_NAME = Inventory Filler
INVENTORY_FILL_GUI_POWER = §ePower§8:§7 {0}
INVENTORY_FILL_GUI_TNT = §eTNT
# Ray Visualizer
RAY_VISUALIZER_ENABLE = §aRayVisualizer activated
RAY_VISUALIZER_DISABLE = §aRayVisualizer deactivated
# Killchecker
KILLCHECKER_HELP_ENABLE = §8/§ekillchecker enable §8- §7Enables Killchecker / Recalculates kills
KILLCHECKER_HELP_DISABLE = §8/§ekillchecker disable §8- §7Disables Killchecker
KILLCHECKER_INFO = §7Shows the overlaps of cannon kills in your build area.
KILLCHECKER_INFO2 = §7Only colorable blocks like Wool, Terractotta, Stained Glass and Concrete are counted.
KILLCHECKER_ENABLE = §aKillchecker activated
KILLCHECKER_DISABLE = §cKillchecker deactivated
KILLCHECKER_NO_BUILD = §cThere is no Build Area in this Region
KILLCHECKER_BOSSBAR = §e§l{0} §7(§e{1}%§7)   §e§l{2}§7 cannons
# 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 = §7Damage §8> §e{0} §7Blocks  §e{1} §7TNT  §e{2} §7Blocks/TNT  §e{3} §7Blocks/tick
BLOCK_COUNTER_MESSAGE_SECOND = §7Damage §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_DISABLE = §7Depth Counter disabled
DEPTH_COUNTER_ENABLE = §7Depth Counter enabled
DEPTH_COUNTER_MESSAGE = §7Depth §8> §7
DEPTH_COUNTER_COUNT = {0}{1}§8×{2}{3}§8×{4}{5}
DEPTH_COUNTER_HOVER = §7X§8×§7Y§8×§7Z
DEPTH_COUNTER_TNT = §7   TNT§8: §e{0}
# TPSLimit
TPSLIMIT_FREEZE_HELP = §8/§etpslimit 0 §8-§7 Freeze TPS
TPSLIMIT_LIMIT_HELP = §8/§etpslimit §8[§720>x>0.5§8] §8-§7 Slow TPS down
TPSLIMIT_WARP_HELP = §8/§etpslimit §8[§7x>20§8] §8-§7 Speed TPS up
TPSLIMIT_DEFAULT_HELP = §8/§etpslimit default §8-§7 Set TPS to 20
TPSLIMIT_HELP = §8/§etpslimit §8-§7 Show current TPS
TICK_FREEZE_HELP = §8/§etick rate 0 §8-§7 Freeze TPS
TICK_FREEZE_HELP_2 = §8/§etick freeze §8-§7 Freeze TPS
TICK_UNFREEZE_HELP = §8/§etick unfreeze §8-§7 Set TPS to 20
TICK_LIMIT_HELP = §8/§etick rate §8[§720>x>0.5§8] §8-§7 Slow TPS down
TICK_WARP_HELP = §8/§etick rate §8[§7x>20§8] §8-§7 Speed TPS up
TICK_DEFAULT_HELP = §8/§etick rate default §8-§7 Set TPS to 20
TICK_HELP = §8/§etick rate §8-§7 Show current TPS
TICK_STEPPING_HELP = §8/§etick step §8<§7Ticks§8> §8-§7 Step n ticks or 1 forward
TICK_WARPING_HELP = §8/§etick warp §8<§7Ticks§8> §8<§7TPS§8> §8-§7 Warp n ticks or 1 forward
TICK_BOSSBAR = §7Skipped §e{0}§8/§7{1}
TPSLIMIT_GUI_ITEM_NAME = §eTPS limiter
TPSLIMIT_GUI_ITEM_LORE = §7Currently: §e{0}
TPSLIMIT_ANVIL_GUI = New TPS limit
TPSLIMIT_CURRENT = §7Current TPS limit§8: §e{0}
TPSLIMIT_SET = §eSet TPS limit to {0}
TPSLIMIT_FROZEN = §eTPS frozen
# Trace
TRACE_RECORD = §aon
TRACE_HAS_TRACES = §ehas Traces
TRACE_IDLE_AUTO = §eauto
TRACE_MESSAGE_START = §aTNT-Tracer started
TRACE_MESSAGE_AUTO_START = §eAuto TNT-Tracer started
TRACE_MESSAGE_AUTO_STOP = §cAuto TNT-Tracer stopped
TRACE_MESSAGE_STOP = §cTNT-Tracer stopped
TRACE_MESSAGE_CLEAR = §cAll TNT-positions deleted
TRACE_MESSAGE_DELETE = §cTrace TNT-positions deleted
TRACE_MESSAGE_SHOW = §aAll TNT-positions shown
TRACE_MESSAGE_HIDE = §cAll TNT-positions hidden
TRACE_MESSAGE_SHOW_AT = §aTNT-positions shown at {0}
TRACE_MESSAGE_SHOW_FROM = §aAll TNT-positions shown from {0}
TRACE_MESSAGE_SHOW_FROM_TO = §aAll TNT-positions shown from {0} to {1}
TRACE_MESSAGE_SHOW_TO_SMALLER = §cTo must be bigger then from
TRACE_MESSAGE_CLICK_ISOLATE = §eClick to §aisolate§8/§cunisolate
TRACE_MESSAGE_ISOLATE = §eTNT Positions have been isolated
TRACE_MESSAGE_BROADCAST = §e{0} shared his trace show state.
TRACE_MESSAGE_BROADCAST_HOVER = §eClick to view
TRACE_MESSAGE_FOLLOW = §aYou are now following {0} Trace show state
TRACE_MESSAGE_FOLLOW_SELF = §cYou cannot follow yourself!
TRACE_MESSAGE_UNFOLLOW = §cYou are no longer following a Trace show state
TRACE_COMMAND_HELP_START = §8/§etrace start §8- §7Starts 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 = §8/§etrace show §8<§eParameter§8> - §7Shows all TNT-positions
TRACE_COMMAND_HELP_SHOW_AT = §8/§etrace show §7at §8<§eTIME§8> - §7Shows all Trace Positions at §8<§eTIME§8>
TRACE_COMMAND_HELP_SHOW_AT_WITH = §8/§etrace show §7at §8<§eTIME§8> §7with §8<§eParameter§8> - §7Shows all Trace Positions at §8<§eTIME§8>
TRACE_COMMAND_HELP_SHOW_FROM = §8/§etrace show §7from §8<§eFROM§8> - §7Shows all Trace Positions from §8<§eFROM§8>
TRACE_COMMAND_HELP_SHOW_FROM_WITH = §8/§etrace show §7from §8<§eFROM§8> §7with §8<§eParameter§8> - §7Shows all Trace Positions from §8<§eFROM§8>
TRACE_COMMAND_HELP_SHOW_FROM_TO = §8/§etrace show §7from §8<§eFROM§8> §7to §8<§eTO§8> - §7Shows all Trace Positions from §8<§eFROM§8> to §8<§eTO§8>
TRACE_COMMAND_HELP_SHOW_FROM_TO_WITH = §8/§etrace show §7from §8<§eFROM§8> §7to §8<§eTO§8> §7with §8<§eParameter§8> - §7Shows all Trace Positions from §8<§eFROM§8> to §8<§eTO§8>
TRACE_COMMAND_HELP_HIDE = §8/§etrace hide §8- §7Hides all TNT-positions
TRACE_COMMAND_HELP_DELETE = §8/§etrace delete §8[§eTrace§8] §8- §7Deletes all TNT-positions or a Trace
TRACE_COMMAND_HELP_ISOLATE = §8/§etrace isolate §8[§eTrace§8] §8[§eTNT§8] §8- §7Isolates specific TNTs from the Trace
TRACE_COMMAND_HELP_BROADCAST = §8/§etrace broadcast §8- §7Share your current Trace show state with others
TRACE_COMMAND_HELP_FOLLOW = §8/§etrace follow §8[§ePlayer§8] §8- §7Follow a players Trace show state
TRACE_COMMAND_HELP_UNFOLLOW = §8/§etrace unfollow §8- §7Unfollow the Trace show state
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_DELETE = §eDelete trace
# Loader
LOADER_SETUP = §eSetup
LOADER_RUNNING = §aRunning
LOADER_PAUSE = §7Pause
LOADER_END = §8Finished
LOADER_SINGLE = §aSingle
LOADER_MESSAGE_INTERACT = §e{0} added {1}
LOADER_MESSAGE_UNINTERACT = §eRemoved Element
LOADER_BUTTON_TNT = TNT
LOADER_BUTTON_SWITCH = Lever
LOADER_BUTTON_WOOD_BUTTON = Wooden Button
LOADER_BUTTON_STONE_BUTTON = Stone Button
LOADER_BUTTON_PRESSURE_PLATE = Pressure plate
LOADER_BUTTON_WEIGHTED_PRESSURE_PLATE = Pressure plate
LOADER_BUTTON_TRIPWIRE = Tripwire
LOADER_BUTTON_NOTEBLOCK = Noteblock
LOADER_BUTTON_DAYLIGHT_DETECTOR = Daylight Detector
LOADER_BUTTON_COMPARATOR = Comparator
LOADER_BUTTON_REPEATER = Repeater
LOADER_BUTTON_LECTERN = Lectern
LOADER_BUTTON_TRAPDOOR = Trapdoor
LOADER_BUTTON_DOOR = Door
LOADER_BUTTON_FENCEGATE = Fencegate
LOADER_HELP_SETUP = §8/§eloader setup §8- §7Starts recording actions
LOADER_SETUP_STOP_FIRST = §cPlease stop the current loader first!
LOADER_HELP_START = §8/§eloader start §8- §7Playback of previously recorded actions
LOADER_HELP_SINGLE = §8/§7loader single - §7Single playback of previously recoded actions
LOADER_HELP_PAUSE = §8/§7loader pause §8- §7Pauses Loader
LOADER_HELP_GUI = §8/§7loader gui §8- §7Shows Loader gui
LOADER_HELP_STOP = §8/§eloader stop §8- §7Stops recording/playback
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_NO_LOADER = §cYou have no Loader. Create one with /loader setup
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.
LOADER_SINGLE_CMD = §7The Loader does a single playback.
LOADER_PAUSED = §7The Loader is now paused.
LOADER_SMALL_TIME = §cThe wait time is too small
LOADER_NEW_TIME = §7The wait time is now: {0}
LOADER_NEW_LOAD_TIME = §7The action wait time is now: {0}
LOADER_NOTHING_RECORDED = §cYou have not recorded anything yet!
LOADER_GUI_TITLE = Loader GUI
LOADER_GUI_SHOW_ALL = Show all
LOADER_GUI_SHOW_INTERACTIONS = Show only Interactions
LOADER_GUI_SHOW_WAITS = Show only Waits
LOADER_GUI_SHOW_WAITS_BETWEEN_TNT = Show only Waits between TNT
LOADER_GUI_SHOW_TNT = Show TNT
LOADER_GUI_SHOW_WAITS_SET_ALL = §7Wait Time all
LOADER_GUI_SHOW_WAITS_TITLE = §7Wait Time
LOADER_GUI_SETTINGS_TITLE = Settings
LOADER_GUI_COPY_TITLE = Copy amount
LOADER_GUI_SETTINGS_BACK = §8Back
LOADER_GUI_SETTINGS_COPY = §7Copy
LOADER_GUI_SETTINGS_DELETE = §cDelete
LOADER_GUI_WAIT_TITLE = Settings
LOADER_GUI_WAIT_BACK = §8Back
LOADER_GUI_CLICK_TO_EDIT = §7Click to edit
LOADER_GUI_ITEM_NAME = §7{0}§8: §e{1}
LOADER_SETTING_NAME = §7{0}
LOADER_SETTING_MODES = §7Modes§8: §e{0}
LOADER_SETTING_POWER = §7Power§8: §e{0}
LOADER_SETTING_TICKS = §7Ticks§8: §e{0}
LOADER_SETTING_REPEATER = §7Repeater§8: §e{0}
LOADER_SETTING_WAIT = §7Wait§8: §e{0} Tick(s)
LOADER_SETTING_WAIT_NAME = Wait
LOADER_SETTING_TICKS_NAME = Ticks
LOADER_SETTING_TICKS_REMOVE_ONE = §c-1
LOADER_SETTING_TICKS_REMOVE_ONE_SHIFT = §7Shift§8: §c-5
LOADER_SETTING_TICKS_ADD_ONE = §a+1
LOADER_SETTING_TICKS_ADD_ONE_SHIFT = §7Shift§8: §a+5
LOADER_SETTING_TNT_NAME = §cTNT
LOADER_SETTING_TNT_X = §7X§8: §e{0}
LOADER_SETTING_TNT_Y = §7Y§8: §e{0}
LOADER_SETTING_TNT_Z = §7Z§8: §e{0}
LOADER_INTERACTION_NOOP = NOOP
LOADER_INTERACTION_PLACE = Place
LOADER_INTERACTION_INTERACT = Interact
LOADER_INTERACTION_POWERED = Powered
LOADER_INTERACTION_UNPOWERED = Unpowered
LOADER_INTERACTION_PAGE_PREV = Previous Page
LOADER_INTERACTION_PAGE_NEXT = Next Page
LOADER_INTERACTION_PAGE = Page {0}
LOADER_INTERACTION_ACTIVE = Active
LOADER_INTERACTION_INACTIVE = Inactive
LOADER_INTERACTION_WAIT_FOR = Wait for
LOADER_INTERACTION_NO_WAIT_FOR = No wait for
LOADER_INTERACTION_OPEN = Open
LOADER_INTERACTION_CLOSED = Closed
LOADER_INTERACTION_COMPARE = Compare
LOADER_INTERACTION_SUBTRACT = Subtract
# 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
# 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 = §7Your inventory was cleared.
OTHER_CLEAR_FROM = §7Your invetnory was cleared by {0}.
OTHER_CLEAR_TO = §7The inventory of {0} §7was cleared.
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_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 Teleport to the spawn
OTHER_BIND_HELP = §8/§ebind §8[§7Command§8] §8-§e Bind a command on item interaction
OTHER_BIND_ERROR = §cInvalid or unknown command
OTHER_BIND_UNBINDABLE = §cCould not bind command
OTHER_BIND_LORE = §eCommand§8:§7 {0}
OTHER_BIND_MESSAGE_BIND = §7Bound command §e{0} §7to item
OTHER_BIND_MESSAGE_UNBIND = §7Unbound command
# DebugStick
DEBUG_STICK_COMMAND_HELP = §8/§edebugstick §8-§7 receive a debugstick
DEBUG_STICK_NAME = §eDebugstick
#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
# Dragon Egg
DRAGON_EGG_COMMAND_HELP = §8/§edragonegg §8-§7 Receive a Dragon Egg
# 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
#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_UNMOVEABLE = §eUnmoveable
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
MATERIAL_UNMOVABLE = §8- §eUnmovable block
# Region Items
REGION_ITEM_COLOR = §7Color: §e{0}
REGION_ITEM_COLOR_CHOOSE = Choose color
REGION_ITEM_FIRE_ALLOW = §7Fire: §eActivated
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_FIRE_HELP = §8/§efire §8- §7Toggle fire damage
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_ENABLED = §cRegion frozen
REGION_FREEZE_DISABLED = §aRegion thawed
REGION_WATER_HELP = §8/§ewaterdestroy §8- §7Toggle water damage
REGION_WATER_ENABLED = §aWater damage deactivated in this region
REGION_WATER_DISABLED = §cWater damage activated in this region
REGION_ITEMS_HELP = §8/§eitems §8- §7Toggle Items
REGION_ITEMS_ENABLED = §aItems enabled in this region
REGION_ITEMS_DISABLED = §cItems disabled in this region
REGION_PROTECT_HELP = §8/§eprotect §8- §7Protect the region
REGION_PROTECT_DISABLE = §cProtection disabled
REGION_PROTECT_ENABLE = §aProtection enabled
REGION_PROTECT_FALSE_REGION = §cYou are not currently in a (M)WG-region
REGION_NO_GRAVITY_HELP = §8/§enogravity §8- §7Toggle NoGravity
REGION_NO_GRAVITY_ENABLED = §aNoGravity enabled in this region
REGION_NO_GRAVITY_DISABLED = §cNoGravity disabled in this 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_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_HELP_COPY = §8/§eregion copy [-e] [-s] §8- §8Copy the build area optional with extensions or selection at the copypoint 
REGION_REGION_HELP_PASTE = §8/§eregion paste [-a] [-s] §8[§7Skin§8] §8- §8Pastes at the copypoint optional without air and selecting the pasted region
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_BUILD = §cThis region has no build area
REGION_REGION_COPY_DONE = §eBuild region or selection copied
REGION_REGION_PASTE_DONE = §eBuild region or selection pasted
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_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_REGION = §cYou are currently not in any region
REGION_TB_NO_SCHEMSHARING = §cYou currently cannot share schematics until {0}.
REGION_TB_NO_SCHEMRECEIVING = §cThe Owner of this build server cannot receive any schematics until {0}.
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
REGION_TNT_TB = §aTNT-Damage activated outside the building area
REGION_TNT_BUILD_DESTROY = §cAn explosion would have destroyed blocks in the building area
REGION_TNT_TB_DESTROY = §cAn explosion would have destroyed blocks in the testblock area
AFK_KICK_MESSAGE = §cNothing happened on this server for 15 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_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_WORLDEDIT = §cYou don't have a WorldEdit selection
LAUFBAU_STATE_FILTERING_TRACES = Filtering traces
LAUFBAU_STATE_PROCESSING_TRACES = Connnecting traces
LAUFBAU_STATE_CREATE_LAUF = Create Barrel
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 = §eLeft-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_GLOBAL_REGION = §cThe global region cannot be selected
SELECT_NO_TYPE = §cThis region has no {0}
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
WORLDEDIT_WAND = WorldEdit Wand
WORLDEDIT_LEFTCLICK = Left click: select pos #1
WORLDEDIT_RIGHTCLICK = Right click: select pos #2
TNT_DETAILS_COMMAND = §8/§etntdetails §8-§7 Toggle information printed after clicking on a TNT
TNT_DETAILS_ON = §eTNTDetails §aactivated
TNT_DETAILS_OFF = §eTNTDetails §cdeactivated
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}
TNT_CLICK_ISOLATE = §eIsolate
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
CHESTFILLER_FILLED = §eChest filled
CHESTFILLER_COUNT = §7{0}§8: §e§l{1}
PISTON_HELP_1 = §7Right click on piston 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
PISTON_ENABLED = §aCalculator enabled
PISTON_DISABLED = §cCalculator disabled
# Warp
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 = §7Right 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_MESSAGE = §eServer is stopping
KICKALL_HELP = §8/§ekickall §8- §7Kick all players from the server except the owner
# Techhider
TECHHIDER_HELP = §8/§etechhider §8- §7Toggle Techhider
TECHHIDER_GLOBAL = §cNo techhider in global region
TECHHIDER_ON = §aTechhider activated
TECHHIDER_OFF = §cTechhider 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//§etypereplace §8[§7type§8] §8[§7type§8] §8- §7Replace all blocks of one type with another
# Schematic
SCHEMATIC_GUI_ITEM = §eSchematics
# TNTListener
TLS_MESSAGE_79 = §7TLS§8> §7Tick §e{0} §8- §7TNT §e{1}
TLS_MESSAGE_80 = §7TLS§8> §7Tick §e{0} §8- §7TNT §e{1} §8(§e{2} §7with Fuse 80§8)
TLS_START_HELP = §8/§etls start §8- §7Start the TNT Listener
TLS_STOP_HELP = §8/§etls stop §8- §7Stop the TNT Listener
TLS_SCOREBOARD_ELEMENT = §eTLS§8: §aon
TLS_TOGGLE_HELP = §8/§etls§8: §7Toggle the TNT Listener