diff --git a/.gitea/ISSUE_TEMPLATE/feature-request.yaml b/.gitea/ISSUE_TEMPLATE/feature-request.yaml index fb8c2a5f..8c86a933 100644 --- a/.gitea/ISSUE_TEMPLATE/feature-request.yaml +++ b/.gitea/ISSUE_TEMPLATE/feature-request.yaml @@ -1,6 +1,6 @@ name: Feature Idee about: Du hast eine Idee für ein neues Feature, welches SteamWar nicht hat? Stelle sie hier vor. -labels: ["typ/idee"] +labels: [ "typ/idee" ] body: - type: textarea id: description diff --git a/BauSystem/BauSystem_Main/src/BauSystem.properties b/BauSystem/BauSystem_Main/src/BauSystem.properties index de74831d..a045edf4 100644 --- a/BauSystem/BauSystem_Main/src/BauSystem.properties +++ b/BauSystem/BauSystem_Main/src/BauSystem.properties @@ -16,1028 +16,1028 @@ # 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=........ -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 +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 +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 +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_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_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 +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 +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 +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 +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 +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 +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 +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 +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_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 +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} +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 +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 +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 +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 +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 +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_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. +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. +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 +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 +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} +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 +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 +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 +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 +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 +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 +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} +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 +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 +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 +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 +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 +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 +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 +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 +SKULL_GUI_ITEM_NAME = §ePlayer Heads +ANVIL_INV_NAME = Player name # StructureVoid -STRUCTURE_VOID_COMMAND_HELP=§8/§estructureVoid §8-§7 Receive a 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 +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 +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 +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 +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_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_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 +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 +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 +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 +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 +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 +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 +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 +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 +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 +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 +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 \ No newline at end of file +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 \ No newline at end of file diff --git a/BauSystem/BauSystem_Main/src/BauSystem_de.properties b/BauSystem/BauSystem_Main/src/BauSystem_de.properties index 79ee1be0..dedc0599 100644 --- a/BauSystem/BauSystem_Main/src/BauSystem_de.properties +++ b/BauSystem/BauSystem_Main/src/BauSystem_de.properties @@ -16,959 +16,959 @@ # 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=........ -COMMAND_HELP_HEAD=§7---=== (§e{0}§7) ===--- -ONLY_SCHEMS=§cDu kannst hier keinen Ordner angeben -PAGE_LIST=§e Seite ({0}/{1}) »» -LIST_PREVIOUS_PAGE=§eVorherige Seite -LIST_NEXT_PAGE=§eNächste Seite +PREFIX = §eBau§8System§8» +TIME = HH:mm:ss +DATE = ........ +COMMAND_HELP_HEAD = §7---=== (§e{0}§7) ===--- +ONLY_SCHEMS = §cDu kannst hier keinen Ordner angeben +PAGE_LIST = §e Seite ({0}/{1}) »» +LIST_PREVIOUS_PAGE = §eVorherige Seite +LIST_NEXT_PAGE = §eNächste Seite # Permission -NO_PERMISSION=§7Du darfst dies hier nicht nutzen -SPECTATOR=§fZuschauer +NO_PERMISSION = §7Du darfst dies hier nicht nutzen +SPECTATOR = §fZuschauer # Scoreboard -SCOREBOARD_TIME=Uhrzeit -SCOREBOARD_REGION=Region -SCOREBOARD_TRACE=Trace -SCOREBOARD_LOADER=Loader -SCOREBOARD_TPS=TPS -SCOREBOARD_TPS_FROZEN=§eEingefroren -SCOREBOARD_TRACE_TICKS=Ticks -SCOREBOARD_TECHHIDER=TechHider§8: §aAn -SCOREBOARD_XRAY=XRay§8: §aAn -SCOREBOARD_LOCK_TEAM=Bau Lock§8: §eTeam -SCOREBOARD_LOCK_TEAM_AND_SERVERTEAM=Bau Lock§8: §e(Server-) Team -SCOREBOARD_LOCK_SERVERTEAM=Bau Lock§8: §eServerteam -SCOREBOARD_LOCK_NOBODY=Bau Lock§8: §cNiemand +SCOREBOARD_TIME = Uhrzeit +SCOREBOARD_REGION = Region +SCOREBOARD_TRACE = Trace +SCOREBOARD_LOADER = Loader +SCOREBOARD_TPS = TPS +SCOREBOARD_TPS_FROZEN = §eEingefroren +SCOREBOARD_TRACE_TICKS = Ticks +SCOREBOARD_TECHHIDER = TechHider§8: §aAn +SCOREBOARD_XRAY = XRay§8: §aAn +SCOREBOARD_LOCK_TEAM = Bau Lock§8: §eTeam +SCOREBOARD_LOCK_TEAM_AND_SERVERTEAM = Bau Lock§8: §e(Server-) Team +SCOREBOARD_LOCK_SERVERTEAM = Bau Lock§8: §eServerteam +SCOREBOARD_LOCK_NOBODY = Bau Lock§8: §cNiemand # Flags -FLAG_COLOR=Color -FLAG_TNT=TNT -FLAG_FIRE=Fire -FLAG_FREEZE=Freeze -FLAG_PROTECT=Protect -FLAG_ITEMS=Items -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_WATER_DESTROY=Wasserschaden -FLAG_WATER_DESTROY_ALLOW=§cerlaubt -FLAG_WATER_DESTROY_DENY=§aaus -FLAG_TNT_ALLOW=§aan -FLAG_TNT_DENY=§caus -FLAG_TNT_ONLY_TB=§7Kein §eBaurahmen -FLAG_TNT_ONLY_BUILD=§7Kein §eTestblock -FLAG_ITEMS_ACTIVE=§aan -FLAG_ITEMS_INACTIVE=§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 +FLAG_COLOR = Color +FLAG_TNT = TNT +FLAG_FIRE = Fire +FLAG_FREEZE = Freeze +FLAG_PROTECT = Protect +FLAG_ITEMS = Items +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_WATER_DESTROY = Wasserschaden +FLAG_WATER_DESTROY_ALLOW = §cerlaubt +FLAG_WATER_DESTROY_DENY = §aaus +FLAG_TNT_ALLOW = §aan +FLAG_TNT_DENY = §caus +FLAG_TNT_ONLY_TB = §7Kein §eBaurahmen +FLAG_TNT_ONLY_BUILD = §7Kein §eTestblock +FLAG_ITEMS_ACTIVE = §aan +FLAG_ITEMS_INACTIVE = §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 +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 +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 +REGION_TYPE_NORMAL = Normal +REGION_TYPE_BUILD = Baubereich +REGION_TYPE_ONLY_TB = Testblock # AttributesCopy -ATTRIBUTES_CANT_COPY=§cDu musst den Item Type in der Hand halten wo du auch drauf guckst. -ATTRIBUTES_NO_COPY=§cKeine Attribute kopiert. -ATTRIBUTES_COPIED=§eAttribute kopiert. -ATTRIBUTE_REMOVE_ALL=§eAlle Attribute entfernt. -ATTRIBUTE_REMOVE_SINGLE=§eAttribut §7{0}§e entfernt. -ATTRIBUTE_REMOVE_NOT_FOUND=§cAttribut nicht gefunden +ATTRIBUTES_CANT_COPY = §cDu musst den Item Type in der Hand halten wo du auch drauf guckst. +ATTRIBUTES_NO_COPY = §cKeine Attribute kopiert. +ATTRIBUTES_COPIED = §eAttribute kopiert. +ATTRIBUTE_REMOVE_ALL = §eAlle Attribute entfernt. +ATTRIBUTE_REMOVE_SINGLE = §eAttribut §7{0}§e entfernt. +ATTRIBUTE_REMOVE_NOT_FOUND = §cAttribut nicht gefunden # 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}§7 in game ticks -AUTOSTART_MESSAGE_RESULT2=§7Zeitdifferenz in §egame ticks §7bis {0} Sekunden§8:§e {1} -AUTOSTART_MESSAGE_RESULT3=§7Positiv, wenn zu wenig, negativ wenn zu viel +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}§7 in game ticks +AUTOSTART_MESSAGE_RESULT2 = §7Zeitdifferenz in §egame ticks §7bis {0} Sekunden§8:§e {1} +AUTOSTART_MESSAGE_RESULT3 = §7Positiv, wenn zu wenig, negativ wenn zu viel # Backup -BACKUP_HELP_CREATE=§8/§ebackup create §8- §7Erstelle ein Backup der Region -BACKUP_HELP_LOAD=§8/§ebackup load §8[§7BackupName§8] §8- §7 Lade ein Backup -BACKUP_HELP_LIST=§8/§ebackup list §8- §7Liste alle Backups der Region auf -BACKUP_HELP_GUI=§8/§ebackup gui §8- §7Öffne die Backups in einer GUI -BACKUP_REGION_NO_REGION=§cDu bist in keiner Region -BACKUP_CREATE_SUCCESS=§7Das Backup wurde erstellt -BACKUP_CREATE_FAILURE=§cDas Backup erstellen ist schiefgegangen -BACKUP_CREATE_NO_CHANGE=§7Die Region hat keine Veränderung -BACKUP_LIST_HEAD=§7---=== (§eBackup §7{0}§7) ===--- -BACKUP_LIST_ENTRY=§7{0} §e[Laden] -BACKUP_LOAD_FAILURE=§cDas Backup laden ist schiefgegangen -BACKUP_LOAD=§7Backup geladen -BACKUP_INV_NAME=§eBackup -BACKUP_ITEM_NAME=§eBackup §7von §e{0} -BACKUP_LORE=§eKlicken zum Laden +BACKUP_HELP_CREATE = §8/§ebackup create §8- §7Erstelle ein Backup der Region +BACKUP_HELP_LOAD = §8/§ebackup load §8[§7BackupName§8] §8- §7 Lade ein Backup +BACKUP_HELP_LIST = §8/§ebackup list §8- §7Liste alle Backups der Region auf +BACKUP_HELP_GUI = §8/§ebackup gui §8- §7Öffne die Backups in einer GUI +BACKUP_REGION_NO_REGION = §cDu bist in keiner Region +BACKUP_CREATE_SUCCESS = §7Das Backup wurde erstellt +BACKUP_CREATE_FAILURE = §cDas Backup erstellen ist schiefgegangen +BACKUP_CREATE_NO_CHANGE = §7Die Region hat keine Veränderung +BACKUP_LIST_HEAD = §7---=== (§eBackup §7{0}§7) ===--- +BACKUP_LIST_ENTRY = §7{0} §e[Laden] +BACKUP_LOAD_FAILURE = §cDas Backup laden ist schiefgegangen +BACKUP_LOAD = §7Backup geladen +BACKUP_INV_NAME = §eBackup +BACKUP_ITEM_NAME = §eBackup §7von §e{0} +BACKUP_LORE = §eKlicken zum Laden # Bau -BAU_COMMAND_HELP_INFO=§8/§ebau info §8- §7Alias für §8/§ebauinfo -BAU_INFO_ITEM_NAME=§eBau-Management +BAU_COMMAND_HELP_INFO = §8/§ebau info §8- §7Alias für §8/§ebauinfo +BAU_INFO_ITEM_NAME = §eBau-Management ## This is used in BauInfoBauGuiItem.java -BAU_INFO_ITEM_LORE_FIRE=§7Feuer§8: §e{0} -BAU_INFO_ITEM_LORE_COLOR=§7Farbe§8: §e{0} -BAU_INFO_ITEM_LORE_CHANGED=§7Verändert§8: §e{0} -BAU_INFO_ITEM_LORE_WATER_DESTROY=§7Wasserschaden§8: §e{0} -BAU_INFO_COMMAND_HELP=§8/§ebauinfo §8- §7Gibt Informationen über den Bau -BAU_INFO_COMMAND_OWNER=§7Besitzer§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 +BAU_INFO_ITEM_LORE_FIRE = §7Feuer§8: §e{0} +BAU_INFO_ITEM_LORE_COLOR = §7Farbe§8: §e{0} +BAU_INFO_ITEM_LORE_CHANGED = §7Verändert§8: §e{0} +BAU_INFO_ITEM_LORE_WATER_DESTROY = §7Wasserschaden§8: §e{0} +BAU_INFO_COMMAND_HELP = §8/§ebauinfo §8- §7Gibt Informationen über den Bau +BAU_INFO_COMMAND_OWNER = §7Besitzer§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- §7Gibt dir ein 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_RCLICK=§7Erste Position bei: §8[§7{0}§8, §7{1}§8, §7{2}§8] ({3}§8) ({4}§8) -COUNTINGWAND_MESSAGE_LCLICK=§7Zweite Position bei: §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} +COUNTINGWAND_COMMAND_HELP = §8/§ecountingwand §8- §7Gibt dir ein 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_RCLICK = §7Erste Position bei: §8[§7{0}§8, §7{1}§8, §7{2}§8] ({3}§8) ({4}§8) +COUNTINGWAND_MESSAGE_LCLICK = §7Zweite Position bei: §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/§edesign endstone §8- §7Zeige End Stone im Design -DESIGN_ENDSTONE_REGION_ERROR=§cDiese Region hat keinen Baubereich -DESIGN_ENDSTONE_ENABLE=§aEndstone im Design ist angezeigt -DESIGN_ENDSTONE_DISABLE=§cEndstone im Design ist versteckt +DESIGN_ENDSTONE_COMMAND_HELP = §8/§edesign endstone §8- §7Zeige End Stone im Design +DESIGN_ENDSTONE_REGION_ERROR = §cDiese Region hat keinen Baubereich +DESIGN_ENDSTONE_ENABLE = §aEndstone im Design ist angezeigt +DESIGN_ENDSTONE_DISABLE = §cEndstone im Design ist versteckt # 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 -DETONATOR_WAND_NAME=§eFernzünder -DETONATOR_WAND_LORE_1=§eLinks Klick §8- §7Setzte einen Punkt zum Aktivieren -DETONATOR_WAND_LORE_2=§eLinks Klick + Shift §8- §7Füge einen Punkt hinzu -DETONATOR_WAND_LORE_3=§eRechts Klick §8- §7Löse alle Punkte aus -DETONATOR_HELP_WAND=§8/§edetonator wand §8-§7 Gibt den Fernzünder -DETONATOR_HELP_CLICK=§8/§edetonator click §8-§7 Aktiviere einen Fernzünder (Haupthand -> Hotbar -> Inventar) -DETONATOR_HELP_CLEAR=§8/§edetonator clear §8-§7 Cleare einen Fernzünder -DETONATOR_HELP_AUTOSTART=§8/§edetonator autostart §8-§7 Automatisch den Autostarttester Aktivieren -DETONATOR_AUTOSTART_ENABLE=§7Autostart beim detonate §aangeschaltet -DETONATOR_AUTOSTART_DISABLE=§7Autostart beim detonate §causgeschaltet -DETONATOR_POINT_ACT=§eEinen Punkt ausgelöst -DETONATOR_POINTS_ACT=§e{0} Punkte ausgelöst -DETONATOR_INVALID_POINT=§cEin Punkt konnte nicht ausgeführt werden -DETONATOR_INVALID_POINTS=§c{0} Punkte konnten nicht ausgeführt werden -DETONATOR_INVALID_BLOCK=§eDer Block konnte nicht hinzugefügt werden +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 +DETONATOR_WAND_NAME = §eFernzünder +DETONATOR_WAND_LORE_1 = §eLinks Klick §8- §7Setzte einen Punkt zum Aktivieren +DETONATOR_WAND_LORE_2 = §eLinks Klick + Shift §8- §7Füge einen Punkt hinzu +DETONATOR_WAND_LORE_3 = §eRechts Klick §8- §7Löse alle Punkte aus +DETONATOR_HELP_WAND = §8/§edetonator wand §8-§7 Gibt den Fernzünder +DETONATOR_HELP_CLICK = §8/§edetonator click §8-§7 Aktiviere einen Fernzünder (Haupthand -> Hotbar -> Inventar) +DETONATOR_HELP_CLEAR = §8/§edetonator clear §8-§7 Cleare einen Fernzünder +DETONATOR_HELP_AUTOSTART = §8/§edetonator autostart §8-§7 Automatisch den Autostarttester Aktivieren +DETONATOR_AUTOSTART_ENABLE = §7Autostart beim detonate §aangeschaltet +DETONATOR_AUTOSTART_DISABLE = §7Autostart beim detonate §causgeschaltet +DETONATOR_POINT_ACT = §eEinen Punkt ausgelöst +DETONATOR_POINTS_ACT = §e{0} Punkte ausgelöst +DETONATOR_INVALID_POINT = §cEin Punkt konnte nicht ausgeführt werden +DETONATOR_INVALID_POINTS = §c{0} Punkte konnten nicht ausgeführt werden +DETONATOR_INVALID_BLOCK = §eDer Block konnte nicht hinzugefügt werden # Hotbar -HOTBAR_HELP_GENERIC=§7Speichert eine Hotbar. Diese wird beim Joinen eines Bauserver, wo du ein Leeres Inventar hast geladen. -HOTBAR_HELP_SAVE=§8/§ehotbar save §8-§7 Speicher deine Aktuelle Hotbar -HOTBAR_HELP_LOAD=§8/§ehotbar load §8-§7 Lade deine Standard Hotbar -HOTBAR_HELP_SHOW=§8/§ehotbar show §8-§7 Zeigt dir deine Standard Hotbar -HOTBAR_SAVED=§7Deine Hotbar wurde als Standard gespeichert -HOTBAR_LOADED=§7Deine Standard Hotbar wurde geladen -HOTBAR_INVENTORY=Standard Hotbar +HOTBAR_HELP_GENERIC = §7Speichert eine Hotbar. Diese wird beim Joinen eines Bauserver, wo du ein Leeres Inventar hast geladen. +HOTBAR_HELP_SAVE = §8/§ehotbar save §8-§7 Speicher deine Aktuelle Hotbar +HOTBAR_HELP_LOAD = §8/§ehotbar load §8-§7 Lade deine Standard Hotbar +HOTBAR_HELP_SHOW = §8/§ehotbar show §8-§7 Zeigt dir deine Standard 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_NAME=Bau GUI -GUI_ITEM_LORE1=§7Du kannst dieses Item zum Öffnen der BauGUI nutzen -GUI_ITEM_LORE2=§7oder Doppel F (Swap hands) drücken. -GUI_EDITOR_TITLE=Bau GUI Editor -GUI_EDITOR_ITEM_ROW_P=§e+1 Zeile -GUI_EDITOR_ITEM_ROW_M=§e-1 Zeile -GUI_EDITOR_ITEM_TRASH=§cTrashcan -GUI_EDITOR_ITEM_TRASH_LORE=§7Item hier rein Legen -GUI_EDITOR_ITEM_MORE=§eMehr Items -GUI_EDITOR_ITEM_CLOSE=§eSchließen -GUI_EDITOR_TITLE_MORE=Item auswählen +GUI_EDITOR_ITEM_NAME = §eGui Editor +GUI_NAME = Bau GUI +GUI_ITEM_LORE1 = §7Du kannst dieses Item zum Öffnen der BauGUI nutzen +GUI_ITEM_LORE2 = §7oder Doppel F (Swap hands) drücken. +GUI_EDITOR_TITLE = Bau GUI Editor +GUI_EDITOR_ITEM_ROW_P = §e+1 Zeile +GUI_EDITOR_ITEM_ROW_M = §e-1 Zeile +GUI_EDITOR_ITEM_TRASH = §cTrashcan +GUI_EDITOR_ITEM_TRASH_LORE = §7Item hier rein Legen +GUI_EDITOR_ITEM_MORE = §eMehr Items +GUI_EDITOR_ITEM_CLOSE = §eSchließen +GUI_EDITOR_TITLE_MORE = Item auswählen # Script ## CustomScript -SCRIPT_HOTKEY_ITEM_NAME=§7Hotkey§8: §e{0} -SCRIPT_EVENT_ITEM_NAME=§7Event§8: §e{0} -SCRIPT_COMMAND_ITEM_NAME=§7Befehl§8: §e/{0} -SCRIPT_ERROR_ONLY_IN_GLOBAL=§cDieses Skript kann nur als globales Skript ausgeführt werden +SCRIPT_HOTKEY_ITEM_NAME = §7Hotkey§8: §e{0} +SCRIPT_EVENT_ITEM_NAME = §7Event§8: §e{0} +SCRIPT_COMMAND_ITEM_NAME = §7Befehl§8: §e/{0} +SCRIPT_ERROR_ONLY_IN_GLOBAL = §cDieses Skript kann nur als globales Skript ausgeführt werden ## Script Menu GUI -SCRIPT_MENU_GUI_ITEM_LORE_1=§7Klicke zum rausnehmen -SCRIPT_MENU_GUI_ITEM_LORE_2=§7Shiftklick zum kopieren -SCRIPT_MENU_GUI_ITEM_LORE_3=§7Rechtsklick zum editieren -SCRIPT_MENU_GUI_ITEM_LORE_4=§7Mittelklick zum anschauen -SCRIPT_MENU_GUI_NAME=§eSkript-Menü -SCRIPT_MENU_GUI_ITEM_ADD_NAME=§eHinzufügen -SCRIPT_MENU_GUI_ITEM_ADD_LORE=§7Klicke mit einem Buch zum hinzufügen -SCRIPT_DEPRECATED=§cDie Funktion §e{0}§c ist veraltet und wird demnächst entfernt. Bitte benutze §e{1}§c. +SCRIPT_MENU_GUI_ITEM_LORE_1 = §7Klicke zum rausnehmen +SCRIPT_MENU_GUI_ITEM_LORE_2 = §7Shiftklick zum kopieren +SCRIPT_MENU_GUI_ITEM_LORE_3 = §7Rechtsklick zum editieren +SCRIPT_MENU_GUI_ITEM_LORE_4 = §7Mittelklick zum anschauen +SCRIPT_MENU_GUI_NAME = §eSkript-Menü +SCRIPT_MENU_GUI_ITEM_ADD_NAME = §eHinzufügen +SCRIPT_MENU_GUI_ITEM_ADD_LORE = §7Klicke mit einem Buch zum hinzufügen +SCRIPT_DEPRECATED = §cDie Funktion §e{0}§c ist veraltet und wird demnächst entfernt. Bitte benutze §e{1}§c. # Shield Printing -SHIELD_PRINTING_HELP_START=§8/§eshieldprinting start §8- §7Starte das Schild drucken -SHIELD_PRINTING_HELP_COPY=§8/§eshieldprinting copy §8- §7Kopiert die Schilder -SHIELD_PRINTING_HELP_APPLY=§8/§eshieldprinting apply §8- §7Wendet die Schilder an -SHIELD_PRINTING_HELP_STOP=§8/§eshieldprinting stop §8- §7Stoppt das Schild drucken -SHIELD_PRINTING_HELP_STEP_1=§81. §7Füge die Schematic in die Welt ein -SHIELD_PRINTING_HELP_STEP_2=§82. §7Starte das Schild drucken mit §8/§eshieldprinting start -SHIELD_PRINTING_HELP_STEP_3=§83. §7Warte bis alle Schilde ausgefahren sind -SHIELD_PRINTING_HELP_STEP_4=§84. §7Editiere die Schilde wenn nötig -SHIELD_PRINTING_HELP_STEP_5=§85. §7Kopiere das gedruckte mit §8/§eshieldprinting copy -SHIELD_PRINTING_HELP_STEP_6=§86. §7Füge die originale Schematic wieder ein -SHIELD_PRINTING_HELP_STEP_7=§87. §7Wende das gedruckte mit §8/§eshieldprinting apply§7 an -SHIELD_PRINTING_NO_REGION=§cDu bist in keiner Region. -SHIELD_PRINTING_NOT_RUNNING=§cShield printing ist nicht aktiv. -SHIELD_PRINTING_BOSSBAR=§fBewegungen: {0} -SHIELD_PRINTING_BOSSBAR_COPIED=§fBewegungen: {0} Kopiert: {1} -SHIELD_PRINTING_GUI_NAME=§7Schild Drucken -SHIELD_PRINTING_GUI_APPLY=§aAnwenden -SHIELD_PRINTING_GUI_STATE_PREVIOUS=§7R-Click§8: §7Vorherige -SHIELD_PRINTING_GUI_STATE_NEXT=§7L-Click§8: §7Nächste -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=Kopie -SHIELD_PRINTING_GUI_STATE_ALWAYS_ON=An -SHIELD_PRINTING_GUI_STATE_ALWAYS_OFF=Aus -SHIELD_PRINTING_GUI_STATE_ALWAYS_OPEN=Offen -SHIELD_PRINTING_GUI_STATE_ALWAYS_CLOSED=Geschlossen -SHIELD_PRINTING_GUI_STATE_FENCE=§7{0} §fZaun Verbindungen -SHIELD_PRINTING_GUI_STATE_OPENABLE=§7{0} §fGeöffnet -SHIELD_PRINTING_GUI_STATE_PISTON=§7{0} §fAusgefahren -SHIELD_PRINTING_GUI_STATE_POWERABLE=§7{0} §fAktiviert -SHIELD_PRINTING_GUI_STATE_WALL=§7{0} §fWand Verbindungen -SHIELD_PRINTING_START=§aShield printing wurde gestartet. -SHIELD_PRINTING_COPY=§aSchilde wurden kopiert. -SHIELD_PRINTING_APPLY=§aSchilde wurden angewendet. -SHIELD_PRINTING_STOP=§aShield printing wurde gestoppt. +SHIELD_PRINTING_HELP_START = §8/§eshieldprinting start §8- §7Starte das Schild drucken +SHIELD_PRINTING_HELP_COPY = §8/§eshieldprinting copy §8- §7Kopiert die Schilder +SHIELD_PRINTING_HELP_APPLY = §8/§eshieldprinting apply §8- §7Wendet die Schilder an +SHIELD_PRINTING_HELP_STOP = §8/§eshieldprinting stop §8- §7Stoppt das Schild drucken +SHIELD_PRINTING_HELP_STEP_1 = §81. §7Füge die Schematic in die Welt ein +SHIELD_PRINTING_HELP_STEP_2 = §82. §7Starte das Schild drucken mit §8/§eshieldprinting start +SHIELD_PRINTING_HELP_STEP_3 = §83. §7Warte bis alle Schilde ausgefahren sind +SHIELD_PRINTING_HELP_STEP_4 = §84. §7Editiere die Schilde wenn nötig +SHIELD_PRINTING_HELP_STEP_5 = §85. §7Kopiere das gedruckte mit §8/§eshieldprinting copy +SHIELD_PRINTING_HELP_STEP_6 = §86. §7Füge die originale Schematic wieder ein +SHIELD_PRINTING_HELP_STEP_7 = §87. §7Wende das gedruckte mit §8/§eshieldprinting apply§7 an +SHIELD_PRINTING_NO_REGION = §cDu bist in keiner Region. +SHIELD_PRINTING_NOT_RUNNING = §cShield printing ist nicht aktiv. +SHIELD_PRINTING_BOSSBAR = §fBewegungen: {0} +SHIELD_PRINTING_BOSSBAR_COPIED = §fBewegungen: {0} Kopiert: {1} +SHIELD_PRINTING_GUI_NAME = §7Schild Drucken +SHIELD_PRINTING_GUI_APPLY = §aAnwenden +SHIELD_PRINTING_GUI_STATE_PREVIOUS = §7R-Click§8: §7Vorherige +SHIELD_PRINTING_GUI_STATE_NEXT = §7L-Click§8: §7Nächste +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 = Kopie +SHIELD_PRINTING_GUI_STATE_ALWAYS_ON = An +SHIELD_PRINTING_GUI_STATE_ALWAYS_OFF = Aus +SHIELD_PRINTING_GUI_STATE_ALWAYS_OPEN = Offen +SHIELD_PRINTING_GUI_STATE_ALWAYS_CLOSED = Geschlossen +SHIELD_PRINTING_GUI_STATE_FENCE = §7{0} §fZaun Verbindungen +SHIELD_PRINTING_GUI_STATE_OPENABLE = §7{0} §fGeöffnet +SHIELD_PRINTING_GUI_STATE_PISTON = §7{0} §fAusgefahren +SHIELD_PRINTING_GUI_STATE_POWERABLE = §7{0} §fAktiviert +SHIELD_PRINTING_GUI_STATE_WALL = §7{0} §fWand Verbindungen +SHIELD_PRINTING_START = §aShield printing wurde gestartet. +SHIELD_PRINTING_COPY = §aSchilde wurden kopiert. +SHIELD_PRINTING_APPLY = §aSchilde wurden angewendet. +SHIELD_PRINTING_STOP = §aShield printing wurde gestoppt. # Unsign Book -UNSIGN_HELP=§8/§eunsign §8- §7Mache ein Buch beschreibbar +UNSIGN_HELP = §8/§eunsign §8- §7Mache ein Buch beschreibbar # Simulator -SIMULATOR_HELP=§8/§esimulator §8-§7 Legt dir den Simulatorstab ins Inventar -SIMULATOR_CREATE_HELP=§8/§esimulator create §8[§7name§8] §8-§7 Erstelle einen neuen Simulator -SIMULATOR_CHANGE_HELP=§8/§esimulator change §8-§7 Wechsel zu einem anderen Simulator -SIMULATOR_DELETE_HELP=§8/§esimulator delete §8[§7name§8] §8-§7 Löscht den Simulator -SIMULATOR_START_HELP=§8/§esimulator start §8[§7name§8] §8-§7 Startet die Simulation -SIMULATOR_COPY_HELP=§8/§esimulator copy §8[§7to-copy§8] §8[§7name§8] §8-§7 Kopiert einen Simulator -SIMULATOR_RENAME_HELP=§8/§esimulator rename §8[§7to-rename§8] §8[§7name§8] §8-§7 Benennt einen Simulator um -SIMULATOR_GUI_ITEM_NAME=§eTNT Simulator -SIMULATOR_NO_SIM_IN_HAND=§cKein Simulator Item gewählt -SIMULATOR_GUI_SELECT_SIM=Simulator wählen -SIMULATOR_GUI_CREATE_SIM=§eSimulator erstellen -SIMULATOR_GUI_CREATE_SIM_GUI=Simulator erstellen -SIMULATOR_NAME_ALREADY_EXISTS=§cSimulator existiert bereits -SIMULATOR_NAME_INVALID=§cUngültiger Name -SIMULATOR_ERROR_COPY=§cFehler beim kopieren -SIMULATOR_NOT_EXISTS=§cSimulator existiert nicht -SIMULATOR_CREATE=§aSimulator erstellt -SIMULATOR_EDIT_LOCATION=§7Editiere Positionen -SIMULATOR_EDIT_PROPERTIES=§7Editiere Eigenschaften -SIMULATOR_EDIT_OTHER=§7Editiere Andere -SIMULATOR_EDIT_GROUP=§7Editiere Gruppe -SIMULATOR_EDIT_GROUP_MENU=§eEditiere Gruppe -SIMULATOR_WAND_NAME=§eKanonensimulator -SIMULATOR_WAND_NAME_SELECTED=§7Kanonensimulator §8- §e{0} -SIMULATOR_WAND_LORE_1=§eRechtsklick §8- §7Füge eine Position hinzu -SIMULATOR_WAND_LORE_2=§eSneaken §8- §7Freie Bewegung -SIMULATOR_WAND_LORE_3=§eLinksklick §8- §7Starte die Simulation -SIMULATOR_WAND_LORE_4=§eRechtsklick Luft §8- §7Öffne die GUI -SIMULATOR_WAND_LORE_5=§eDoppel Shift §8- §7Wechsel zwischen TNT und Redstone Block -SIMULATOR_REGION_FROZEN=§cSimulator kann nicht in eingefrorenen Regionen genutzt werden +SIMULATOR_HELP = §8/§esimulator §8-§7 Legt dir den Simulatorstab ins Inventar +SIMULATOR_CREATE_HELP = §8/§esimulator create §8[§7name§8] §8-§7 Erstelle einen neuen Simulator +SIMULATOR_CHANGE_HELP = §8/§esimulator change §8-§7 Wechsel zu einem anderen Simulator +SIMULATOR_DELETE_HELP = §8/§esimulator delete §8[§7name§8] §8-§7 Löscht den Simulator +SIMULATOR_START_HELP = §8/§esimulator start §8[§7name§8] §8-§7 Startet die Simulation +SIMULATOR_COPY_HELP = §8/§esimulator copy §8[§7to-copy§8] §8[§7name§8] §8-§7 Kopiert einen Simulator +SIMULATOR_RENAME_HELP = §8/§esimulator rename §8[§7to-rename§8] §8[§7name§8] §8-§7 Benennt einen Simulator um +SIMULATOR_GUI_ITEM_NAME = §eTNT Simulator +SIMULATOR_NO_SIM_IN_HAND = §cKein Simulator Item gewählt +SIMULATOR_GUI_SELECT_SIM = Simulator wählen +SIMULATOR_GUI_CREATE_SIM = §eSimulator erstellen +SIMULATOR_GUI_CREATE_SIM_GUI = Simulator erstellen +SIMULATOR_NAME_ALREADY_EXISTS = §cSimulator existiert bereits +SIMULATOR_NAME_INVALID = §cUngültiger Name +SIMULATOR_ERROR_COPY = §cFehler beim kopieren +SIMULATOR_NOT_EXISTS = §cSimulator existiert nicht +SIMULATOR_CREATE = §aSimulator erstellt +SIMULATOR_EDIT_LOCATION = §7Editiere Positionen +SIMULATOR_EDIT_PROPERTIES = §7Editiere Eigenschaften +SIMULATOR_EDIT_OTHER = §7Editiere Andere +SIMULATOR_EDIT_GROUP = §7Editiere Gruppe +SIMULATOR_EDIT_GROUP_MENU = §eEditiere Gruppe +SIMULATOR_WAND_NAME = §eKanonensimulator +SIMULATOR_WAND_NAME_SELECTED = §7Kanonensimulator §8- §e{0} +SIMULATOR_WAND_LORE_1 = §eRechtsklick §8- §7Füge eine Position hinzu +SIMULATOR_WAND_LORE_2 = §eSneaken §8- §7Freie Bewegung +SIMULATOR_WAND_LORE_3 = §eLinksklick §8- §7Starte die Simulation +SIMULATOR_WAND_LORE_4 = §eRechtsklick Luft §8- §7Öffne die GUI +SIMULATOR_WAND_LORE_5 = §eDoppel Shift §8- §7Wechsel zwischen TNT und Redstone Block +SIMULATOR_REGION_FROZEN = §cSimulator kann nicht in eingefrorenen Regionen genutzt werden ## Other -SIMULATOR_PLUS_ONE=§7+1 -SIMULATOR_PLUS_PIXEL_SHIFT=§eShift §7Click für §e+0,0625 -SIMULATOR_PLUS_FIVE_SHIFT=§eShift §7Click für §e+5 -SIMULATOR_MINUS_ONE=§7-1 -SIMULATOR_MINUS_PIXEL_SHIFT=§eShift §7Click für §e-0,0625 -SIMULATOR_MINUS_FIVE_SHIFT=§eShift §7Click für §e-5 -SIMULATOR_POSITION_X=§7x-Position -SIMULATOR_POSITION_Y=§7y-Position -SIMULATOR_POSITION_Z=§7z-Position -SIMULATOR_BACK=§eZurück -SIMULATOR_GUI_TOTAL_TNT=§7Gesamt TNT§8: §e{0} -SIMULATOR_DELETED=§cSimulator gelöscht -SIMULATOR_RENAMED=§cSimulator von {0} zu {1} umbenannt +SIMULATOR_PLUS_ONE = §7+1 +SIMULATOR_PLUS_PIXEL_SHIFT = §eShift §7Click für §e+0,0625 +SIMULATOR_PLUS_FIVE_SHIFT = §eShift §7Click für §e+5 +SIMULATOR_MINUS_ONE = §7-1 +SIMULATOR_MINUS_PIXEL_SHIFT = §eShift §7Click für §e-0,0625 +SIMULATOR_MINUS_FIVE_SHIFT = §eShift §7Click für §e-5 +SIMULATOR_POSITION_X = §7x-Position +SIMULATOR_POSITION_Y = §7y-Position +SIMULATOR_POSITION_Z = §7z-Position +SIMULATOR_BACK = §eZurück +SIMULATOR_GUI_TOTAL_TNT = §7Gesamt TNT§8: §e{0} +SIMULATOR_DELETED = §cSimulator gelöscht +SIMULATOR_RENAMED = §cSimulator von {0} zu {1} umbenannt ## GUI -SIMULATOR_POSITION_EDIT=§ePosition bearbeiten -SIMULATOR_POSITION_ADD=§ePosition setzen -SIMULATOR_GUI_TNT_SPAWN_NAME=§eTNT -SIMULATOR_GUI_TNT_SPAWN_LORE_1=§7TNT-Anzahl§8: §e{0} -SIMULATOR_GUI_TNT_SPAWN_LORE_3=§7Lebensdauer§8: §e{0} -SIMULATOR_GUI_TNT_GROUP_NAME=§eTNT Gruppe -SIMULATOR_GUI_TNT_GROUP_LORE_1=§7Elementanzahl§8: §e{0} -SIMULATOR_GUI_TNT_DISABLED=§cDisabled -SIMULATOR_GUI_NAME=Kanonensimulator -SIMULATOR_GUI_DELETE=§cTNT löschen -SIMULATOR_GUI_AUTO_TRACE=§eAutoTrace§8: §7{0} -SIMULATOR_GUI_MOVE_ALL=§eAlle Verschieben -SIMULATOR_ALIGNMENT_CENTER=§7Verschiebung§8: §eMitte -SIMULATOR_ALIGNMENT_POSITIVE_X=§7Verschiebung§8: §ePositive X -SIMULATOR_ALIGNMENT_NEGATIVE_X=§7Verschiebung§8: §eNegative X -SIMULATOR_ALIGNMENT_POSITIVE_Z=§7Verschiebung§8: §ePositive Z -SIMULATOR_ALIGNMENT_NEGATIVE_Z=§7Verschiebung§8: §eNegative Z -SIMULATOR_MOVE_ALL_GUI_NAME=TNT Verschieben -SIMULATOR_TNT_SPAWN_GUI_NAME=TNT konfigurieren {0} -SIMULATOR_TNT_SPAWN_LORE=§eZum Ändern klicken -SIMULATOR_TNT_SPAWN_COUNT=§7TNT-Anzahl §8- §e{0} -SIMULATOR_TNT_SPAWN_COUNT_ANVIL_GUI_NAME=Anzahl TNT -SIMULATOR_TNT_SPAWN_TICK=§7Tick §8- §e{0} -SIMULATOR_TNT_SPAWN_TICK_ANVIL_GUI_NAME=Tick Offset -SIMULATOR_TNT_SPAWN_FUSE=§7Lebensdauer §8- §e{0} -SIMULATOR_TNT_SPAWN_FUSE_ANVIL_GUI_NAME=Fuse-Ticks -SIMULATOR_TNT_SPAWN_VELOCITY_NAME=§7TNT -SIMULATOR_TNT_SPAWN_VELOCITY_X=§7TNT §eSprung X §8- {0} -SIMULATOR_TNT_SPAWN_VELOCITY_Y=§7TNT §eSprung Y §8- {0} -SIMULATOR_TNT_SPAWN_VELOCITY_Z=§7TNT §eSprung Z §8- {0} -SIMULATOR_TNT_SPAWN_VELOCITY_ON=§aan -SIMULATOR_TNT_SPAWN_VELOCITY_OFF=§caus -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_WITH=§7Gezündet durch §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_MATERIAL=§eMaterial -SIMULATOR_TNT_SPAWN_MATERIAL_LORE_1=§7Jetziges Material§8: §e{0} -SIMULATOR_TNT_SPAWN_MATERIAL_LORE_2=§eLink-Click §7Zum ändern -SIMULATOR_TNT_SPAWN_MATERIAL_LORE_3=§eRechts-Click §7Zum zurücksetzten -SIMULATOR_MATERIAL_GUI_NAME=Material ändern -SIMULATOR_MATERIAL_CLICK=§eKlicken zum wählen -SIMULATOR_TNT_SPAWN_ADD_IGNITION_PHASE=§eZündphase hinzufügen -SIMULATOR_TNT_SPAWN_ADD_TNT=§eTNT hinzufügen -SIMULATOR_TNT_SPAWN_REMOVE_TNT=§cEntfernen -SIMULATOR_TNT_SPAWN_POSITION_ANVIL_GUI_NAME=Position +SIMULATOR_POSITION_EDIT = §ePosition bearbeiten +SIMULATOR_POSITION_ADD = §ePosition setzen +SIMULATOR_GUI_TNT_SPAWN_NAME = §eTNT +SIMULATOR_GUI_TNT_SPAWN_LORE_1 = §7TNT-Anzahl§8: §e{0} +SIMULATOR_GUI_TNT_SPAWN_LORE_3 = §7Lebensdauer§8: §e{0} +SIMULATOR_GUI_TNT_GROUP_NAME = §eTNT Gruppe +SIMULATOR_GUI_TNT_GROUP_LORE_1 = §7Elementanzahl§8: §e{0} +SIMULATOR_GUI_TNT_DISABLED = §cDisabled +SIMULATOR_GUI_NAME = Kanonensimulator +SIMULATOR_GUI_DELETE = §cTNT löschen +SIMULATOR_GUI_AUTO_TRACE = §eAutoTrace§8: §7{0} +SIMULATOR_GUI_MOVE_ALL = §eAlle Verschieben +SIMULATOR_ALIGNMENT_CENTER = §7Verschiebung§8: §eMitte +SIMULATOR_ALIGNMENT_POSITIVE_X = §7Verschiebung§8: §ePositive X +SIMULATOR_ALIGNMENT_NEGATIVE_X = §7Verschiebung§8: §eNegative X +SIMULATOR_ALIGNMENT_POSITIVE_Z = §7Verschiebung§8: §ePositive Z +SIMULATOR_ALIGNMENT_NEGATIVE_Z = §7Verschiebung§8: §eNegative Z +SIMULATOR_MOVE_ALL_GUI_NAME = TNT Verschieben +SIMULATOR_TNT_SPAWN_GUI_NAME = TNT konfigurieren {0} +SIMULATOR_TNT_SPAWN_LORE = §eZum Ändern klicken +SIMULATOR_TNT_SPAWN_COUNT = §7TNT-Anzahl §8- §e{0} +SIMULATOR_TNT_SPAWN_COUNT_ANVIL_GUI_NAME = Anzahl TNT +SIMULATOR_TNT_SPAWN_TICK = §7Tick §8- §e{0} +SIMULATOR_TNT_SPAWN_TICK_ANVIL_GUI_NAME = Tick Offset +SIMULATOR_TNT_SPAWN_FUSE = §7Lebensdauer §8- §e{0} +SIMULATOR_TNT_SPAWN_FUSE_ANVIL_GUI_NAME = Fuse-Ticks +SIMULATOR_TNT_SPAWN_VELOCITY_NAME = §7TNT +SIMULATOR_TNT_SPAWN_VELOCITY_X = §7TNT §eSprung X §8- {0} +SIMULATOR_TNT_SPAWN_VELOCITY_Y = §7TNT §eSprung Y §8- {0} +SIMULATOR_TNT_SPAWN_VELOCITY_Z = §7TNT §eSprung Z §8- {0} +SIMULATOR_TNT_SPAWN_VELOCITY_ON = §aan +SIMULATOR_TNT_SPAWN_VELOCITY_OFF = §caus +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_WITH = §7Gezündet durch §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_MATERIAL = §eMaterial +SIMULATOR_TNT_SPAWN_MATERIAL_LORE_1 = §7Jetziges Material§8: §e{0} +SIMULATOR_TNT_SPAWN_MATERIAL_LORE_2 = §eLink-Click §7Zum ändern +SIMULATOR_TNT_SPAWN_MATERIAL_LORE_3 = §eRechts-Click §7Zum zurücksetzten +SIMULATOR_MATERIAL_GUI_NAME = Material ändern +SIMULATOR_MATERIAL_CLICK = §eKlicken zum wählen +SIMULATOR_TNT_SPAWN_ADD_IGNITION_PHASE = §eZündphase hinzufügen +SIMULATOR_TNT_SPAWN_ADD_TNT = §eTNT hinzufügen +SIMULATOR_TNT_SPAWN_REMOVE_TNT = §cEntfernen +SIMULATOR_TNT_SPAWN_POSITION_ANVIL_GUI_NAME = Position # SmartPlace -SMART_PLACE_HELP=§8/§esmartplace §8-§7 Toggled SmartPlace -SMART_PLACE_INFO=§7Plaziert rotierbare Blöcke beim §esneaken§7 von dir §eweg§7. -SMART_PLACE_ENABLE=§aSmartPlace aktiviert -SMART_PLACE_DISABLE=§cSmartPlace deaktiviert +SMART_PLACE_HELP = §8/§esmartplace §8-§7 Toggled SmartPlace +SMART_PLACE_INFO = §7Plaziert rotierbare Blöcke beim §esneaken§7 von dir §eweg§7. +SMART_PLACE_ENABLE = §aSmartPlace aktiviert +SMART_PLACE_DISABLE = §cSmartPlace deaktiviert # InventoryFiller -INVENTORY_FILL_HELP=§8/§einventoryfill §8- §7Toggled InventoryFill -INVENTORY_FILL_INFO=§7Hilft dir, Behälter zu füllen, indem du sie beim sneaken ansiehst und den Gegenstand fallen lässt. Oder scrolle einfach auf einen Behälter, um die Menge des gehaltenen Gegenstandes darin zu ändern. -INVENTORY_FILL_ENABLE=§aInventoryFiller aktiviert -INVENTORY_FILL_DISABLE=§cInventoryFiller deaktiviert +INVENTORY_FILL_HELP = §8/§einventoryfill §8- §7Toggled InventoryFill +INVENTORY_FILL_INFO = §7Hilft dir, Behälter zu füllen, indem du sie beim sneaken ansiehst und den Gegenstand fallen lässt. Oder scrolle einfach auf einen Behälter, um die Menge des gehaltenen Gegenstandes darin zu ändern. +INVENTORY_FILL_ENABLE = §aInventoryFiller aktiviert +INVENTORY_FILL_DISABLE = §cInventoryFiller deaktiviert # Ray Visualizer -RAY_VISUALIZER_ENABLE=§aRayVisualizer aktiviert -RAY_VISUALIZER_DISABLE=§aRayVisualizer deaktiviert +RAY_VISUALIZER_ENABLE = §aRayVisualizer aktiviert +RAY_VISUALIZER_DISABLE = §aRayVisualizer deaktiviert # Killchecker -KILLCHECKER_HELP_ENABLE=§8/§ekillchecker enable §8- §7Aktiviert Killchecker / Berechnet kills neu -KILLCHECKER_HELP_DISABLE=§8/§ekillchecker disable §8- §7Deaktiviert Killchecker -KILLCHECKER_INFO=§7Zeigt Überlappungen der Kanonen Kills im Baubereich an. -KILLCHECKER_INFO2=§7Nur farbige Blöcke wie Wolle, Terracotta, Stained Glass und Concrete wird gezählt. -KILLCHECKER_ENABLE=§aKillchecker aktiviert -KILLCHECKER_DISABLE=§cKillchecker deaktiviert -KILLCHECKER_NO_BUILD=§cEs gibt keinen Baubereich in dieser Region -KILLCHECKER_BOSSBAR=§e§l{0} §7(§e{1}%§7) §e§l{2}§7 Kanonnen +KILLCHECKER_HELP_ENABLE = §8/§ekillchecker enable §8- §7Aktiviert Killchecker / Berechnet kills neu +KILLCHECKER_HELP_DISABLE = §8/§ekillchecker disable §8- §7Deaktiviert Killchecker +KILLCHECKER_INFO = §7Zeigt Überlappungen der Kanonen Kills im Baubereich an. +KILLCHECKER_INFO2 = §7Nur farbige Blöcke wie Wolle, Terracotta, Stained Glass und Concrete wird gezählt. +KILLCHECKER_ENABLE = §aKillchecker aktiviert +KILLCHECKER_DISABLE = §cKillchecker deaktiviert +KILLCHECKER_NO_BUILD = §cEs gibt keinen Baubereich in dieser Region +KILLCHECKER_BOSSBAR = §e§l{0} §7(§e{1}%§7) §e§l{2}§7 Kanonnen # BlockCounter -BLOCK_COUNTER_HELP_TOGGLE=§8/§eblockcounter §8- §7Wechsel zwischen an und aus -BLOCK_COUNTER_HELP_ENABLE=§8/§eblockcounter enable §8- §7Schalte den BlockCounter an -BLOCK_COUNTER_HELP_DISABLE=§8/§eblockcounter disable §8- §7Schalte den BlockCounter aus -BLOCK_COUNTER_MESSAGE=§7Schaden §8> §e{0} §7Blöcke §e{1} §7TNT §e{2} §7Blöcke/TNT §e{3} §7Blöcke/tick -BLOCK_COUNTER_MESSAGE_SECOND=§7Schaden §8> §e{0} §7Blöcke §e{1} §7TNT §e{2} §7Blöcke/TNT §e{3} §7Blöcke/s -BLOCK_COUNTER_ENABLE=§7BlockCounter angemacht -BLOCK_COUNTER_DISABLE=§7BlockCounter ausgemacht +BLOCK_COUNTER_HELP_TOGGLE = §8/§eblockcounter §8- §7Wechsel zwischen an und aus +BLOCK_COUNTER_HELP_ENABLE = §8/§eblockcounter enable §8- §7Schalte den BlockCounter an +BLOCK_COUNTER_HELP_DISABLE = §8/§eblockcounter disable §8- §7Schalte den BlockCounter aus +BLOCK_COUNTER_MESSAGE = §7Schaden §8> §e{0} §7Blöcke §e{1} §7TNT §e{2} §7Blöcke/TNT §e{3} §7Blöcke/tick +BLOCK_COUNTER_MESSAGE_SECOND = §7Schaden §8> §e{0} §7Blöcke §e{1} §7TNT §e{2} §7Blöcke/TNT §e{3} §7Blöcke/s +BLOCK_COUNTER_ENABLE = §7BlockCounter angemacht +BLOCK_COUNTER_DISABLE = §7BlockCounter ausgemacht # DepthCounter -DEPTH_COUNTER_DISABLE=§7Depth Counter deaktiviert -DEPTH_COUNTER_ENABLE=§7Depth Counter aktiviert -DEPTH_COUNTER_MESSAGE=§7Tiefe §8> §7 +DEPTH_COUNTER_DISABLE = §7Depth Counter deaktiviert +DEPTH_COUNTER_ENABLE = §7Depth Counter aktiviert +DEPTH_COUNTER_MESSAGE = §7Tiefe §8> §7 # TPSLimit -TPSLIMIT_FREEZE_HELP=§8/§etpslimit 0 §8-§7 Friere TPS ein -TPSLIMIT_LIMIT_HELP=§8/§etpslimit §8[§720>x>0.5§8] §8-§7 Verlangsame die TPS -TPSLIMIT_WARP_HELP=§8/§etpslimit §8[§7x>20§8] §8-§7 Beschleunige die TPS -TPSLIMIT_DEFAULT_HELP=§8/§etpslimit default §8-§7 Setze die TPS auf 20 -TPSLIMIT_HELP=§8/§etpslimit §8-§7 Zeige die jetzige TPS -TICK_FREEZE_HELP=§8/§etick rate 0 §8-§7 Friere TPS ein -TICK_FREEZE_HELP_2=§8/§etick freeze §8-§7 Friere TPS ein -TICK_UNFREEZE_HELP=§8/§etick unfreeze §8-§7 Setze die TPS auf 20 -TICK_LIMIT_HELP=§8/§etick rate §8[§720>x>0.5§8] §8-§7 Verlangsame die TPS -TICK_WARP_HELP=§8/§etick rate §8[§7x>20§8] §8-§7 Beschleunige die TPS -TICK_DEFAULT_HELP=§8/§etick rate default §8-§7 Setze die TPS auf 20 -TICK_HELP=§8/§etick rate §8-§7 Zeige die jetzige TPS -TICK_STEPPING_HELP=§8/§etick step §8<§7Ticks§8> §8-§7 Spule n ticks oder 1 vor -TICK_WARPING_HELP=§8/§etick warp §8<§7Ticks§8> §8<§7TPS§8> §8-§7 Warpe n ticks oder 1 vor -TICK_BOSSBAR=§e{0}§8/§7{1} gesprungen -TPSLIMIT_GUI_ITEM_NAME=§eTPS Limiter -TPSLIMIT_GUI_ITEM_LORE=§7Aktuell: §e{0} -TPSLIMIT_ANVIL_GUI=Neues TPS Limit -TPSLIMIT_CURRENT=§7Jetziges TPS limit§8: §e{0} -TPSLIMIT_SET=§eTPS limit auf {0} gesetzt. -TPSLIMIT_FROZEN=§eTPS eingefroren. +TPSLIMIT_FREEZE_HELP = §8/§etpslimit 0 §8-§7 Friere TPS ein +TPSLIMIT_LIMIT_HELP = §8/§etpslimit §8[§720>x>0.5§8] §8-§7 Verlangsame die TPS +TPSLIMIT_WARP_HELP = §8/§etpslimit §8[§7x>20§8] §8-§7 Beschleunige die TPS +TPSLIMIT_DEFAULT_HELP = §8/§etpslimit default §8-§7 Setze die TPS auf 20 +TPSLIMIT_HELP = §8/§etpslimit §8-§7 Zeige die jetzige TPS +TICK_FREEZE_HELP = §8/§etick rate 0 §8-§7 Friere TPS ein +TICK_FREEZE_HELP_2 = §8/§etick freeze §8-§7 Friere TPS ein +TICK_UNFREEZE_HELP = §8/§etick unfreeze §8-§7 Setze die TPS auf 20 +TICK_LIMIT_HELP = §8/§etick rate §8[§720>x>0.5§8] §8-§7 Verlangsame die TPS +TICK_WARP_HELP = §8/§etick rate §8[§7x>20§8] §8-§7 Beschleunige die TPS +TICK_DEFAULT_HELP = §8/§etick rate default §8-§7 Setze die TPS auf 20 +TICK_HELP = §8/§etick rate §8-§7 Zeige die jetzige TPS +TICK_STEPPING_HELP = §8/§etick step §8<§7Ticks§8> §8-§7 Spule n ticks oder 1 vor +TICK_WARPING_HELP = §8/§etick warp §8<§7Ticks§8> §8<§7TPS§8> §8-§7 Warpe n ticks oder 1 vor +TICK_BOSSBAR = §e{0}§8/§7{1} gesprungen +TPSLIMIT_GUI_ITEM_NAME = §eTPS Limiter +TPSLIMIT_GUI_ITEM_LORE = §7Aktuell: §e{0} +TPSLIMIT_ANVIL_GUI = Neues TPS Limit +TPSLIMIT_CURRENT = §7Jetziges TPS limit§8: §e{0} +TPSLIMIT_SET = §eTPS limit auf {0} gesetzt. +TPSLIMIT_FROZEN = §eTPS eingefroren. # Trace -TRACE_RECORD=§aan -TRACE_HAS_TRACES=§ehat Traces -TRACE_MESSAGE_START=§aTNT-Tracer gestartet -TRACE_MESSAGE_AUTO_START=§eAuto TNT-Tracer gestartet -TRACE_MESSAGE_AUTO_STOP=§cAuto TNT-Tracer gestoppt -TRACE_MESSAGE_STOP=§cTNT-Tracer gestoppt -TRACE_MESSAGE_CLEAR=§cAlle TNT-Positionen gelöscht -TRACE_MESSAGE_CLICK_ISOLATE=§eKlicken zum §aisolieren§8/§causblenden -TRACE_MESSAGE_SHOW_AT=§aTNT-positions angezeigt bei {0} -TRACE_MESSAGE_SHOW_FROM=§aAll TNT-positions angezeigt von {0} -TRACE_MESSAGE_SHOW_FROM_TO=§aAll TNT-positions angezeigt von {0} bis {1} -TRACE_MESSAGE_BROADCAST=§e{0} teilte seinen Trace-Show-Status. -TRACE_MESSAGE_BROADCAST_HOVER=§eZum Ansehen klicken. -TRACE_MESSAGE_FOLLOW=§aSie folgen nun {0} Trace show state -TRACE_MESSAGE_FOLLOW_SELF=§cSie können sich selbst nicht folgen! -TRACE_MESSAGE_UNFOLLOW=§cSie folgen nicht mehr dem Status einer Trace-Show -TRACE_MESSAGE_SHOW_TO_SMALLER=§cBis muss größer als von sein -TRACE_MESSAGE_ISOLATE=§eTNT Positionen wurden isoliert -TRACE_COMMAND_HELP_BROADCAST=§8/§etrace broadcast §8- §7Teilt den aktuellen Trace-Show-Status mit anderen -TRACE_COMMAND_HELP_FOLLOW=§8/§etrace follow §8[§ePlayer§8] §8- §7Verfolgen eines Spielers Status anzeigen -TRACE_COMMAND_HELP_UNFOLLOW=§8/§etrace unfollow §8- §7Den Status der Trace-Anzeige aufheben -TRACE_COMMAND_HELP_START=§8/§etrace start §8- §7Startet die Aufnahme aller TNT-Positionen -TRACE_COMMAND_HELP_STOP=§8/§etrace stop §8- §7Stoppt den TNT-Tracer -TRACE_COMMAND_HELP_AUTO=§8/§etrace toggleauto §8- §7Automatischer Aufnahmenstart -TRACE_COMMAND_HELP_SHOW=§8/§etrace show §8<§eParameter§8> - §7Zeigt alle TNT-Positionen -TRACE_COMMAND_HELP_SHOW_AT=§8/§etrace show §8(§etime§8|§7fuse§8) §7at §8<§eTIME§8> - §7Zeigt alle TNT-Positionen bei §8<§eTIME§8> an -TRACE_COMMAND_HELP_SHOW_FROM=§8/§etrace show §8(§etime§8|§7fuse§8) §7from §8<§eFROM§8> - §7Zeigt alle TNT-Positionen von §8<§eFROM§8> -TRACE_COMMAND_HELP_SHOW_FROM_TO=§8/§etrace show §8(§etime§8|§7fuse§8) §7from §8<§eFROM§8> §7to §8<§eTO§8> - §7Zeigt alle TNT-Positionen zwischen §8<§eFROM§8> und §8<§eTO§8> -TRACE_COMMAND_HELP_HIDE=§8/§etrace hide §8- §7Versteckt alle TNT-Positionen -TRACE_COMMAND_HELP_DELETE=§8/§etrace delete §8- §7Löscht alle TNT-Positionen -TRACE_COMMAND_HELP_ISOLATE=§8/§etrace isolate §8[§eTrace§8] §8[§eTNT§8] §8- §7Isoliert spezifische TNTs des Traces -TRACE_GUI_ITEM_NAME=§eTracer -TRACE_GUI_ITEM_LORE=§7Status§8: {0} -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_DELETE=§eTrace Löschen +TRACE_RECORD = §aan +TRACE_HAS_TRACES = §ehat Traces +TRACE_MESSAGE_START = §aTNT-Tracer gestartet +TRACE_MESSAGE_AUTO_START = §eAuto TNT-Tracer gestartet +TRACE_MESSAGE_AUTO_STOP = §cAuto TNT-Tracer gestoppt +TRACE_MESSAGE_STOP = §cTNT-Tracer gestoppt +TRACE_MESSAGE_CLEAR = §cAlle TNT-Positionen gelöscht +TRACE_MESSAGE_CLICK_ISOLATE = §eKlicken zum §aisolieren§8/§causblenden +TRACE_MESSAGE_SHOW_AT = §aTNT-positions angezeigt bei {0} +TRACE_MESSAGE_SHOW_FROM = §aAll TNT-positions angezeigt von {0} +TRACE_MESSAGE_SHOW_FROM_TO = §aAll TNT-positions angezeigt von {0} bis {1} +TRACE_MESSAGE_BROADCAST = §e{0} teilte seinen Trace-Show-Status. +TRACE_MESSAGE_BROADCAST_HOVER = §eZum Ansehen klicken. +TRACE_MESSAGE_FOLLOW = §aSie folgen nun {0} Trace show state +TRACE_MESSAGE_FOLLOW_SELF = §cSie können sich selbst nicht folgen! +TRACE_MESSAGE_UNFOLLOW = §cSie folgen nicht mehr dem Status einer Trace-Show +TRACE_MESSAGE_SHOW_TO_SMALLER = §cBis muss größer als von sein +TRACE_MESSAGE_ISOLATE = §eTNT Positionen wurden isoliert +TRACE_COMMAND_HELP_BROADCAST = §8/§etrace broadcast §8- §7Teilt den aktuellen Trace-Show-Status mit anderen +TRACE_COMMAND_HELP_FOLLOW = §8/§etrace follow §8[§ePlayer§8] §8- §7Verfolgen eines Spielers Status anzeigen +TRACE_COMMAND_HELP_UNFOLLOW = §8/§etrace unfollow §8- §7Den Status der Trace-Anzeige aufheben +TRACE_COMMAND_HELP_START = §8/§etrace start §8- §7Startet die Aufnahme aller TNT-Positionen +TRACE_COMMAND_HELP_STOP = §8/§etrace stop §8- §7Stoppt den TNT-Tracer +TRACE_COMMAND_HELP_AUTO = §8/§etrace toggleauto §8- §7Automatischer Aufnahmenstart +TRACE_COMMAND_HELP_SHOW = §8/§etrace show §8<§eParameter§8> - §7Zeigt alle TNT-Positionen +TRACE_COMMAND_HELP_SHOW_AT = §8/§etrace show §8(§etime§8|§7fuse§8) §7at §8<§eTIME§8> - §7Zeigt alle TNT-Positionen bei §8<§eTIME§8> an +TRACE_COMMAND_HELP_SHOW_FROM = §8/§etrace show §8(§etime§8|§7fuse§8) §7from §8<§eFROM§8> - §7Zeigt alle TNT-Positionen von §8<§eFROM§8> +TRACE_COMMAND_HELP_SHOW_FROM_TO = §8/§etrace show §8(§etime§8|§7fuse§8) §7from §8<§eFROM§8> §7to §8<§eTO§8> - §7Zeigt alle TNT-Positionen zwischen §8<§eFROM§8> und §8<§eTO§8> +TRACE_COMMAND_HELP_HIDE = §8/§etrace hide §8- §7Versteckt alle TNT-Positionen +TRACE_COMMAND_HELP_DELETE = §8/§etrace delete §8- §7Löscht alle TNT-Positionen +TRACE_COMMAND_HELP_ISOLATE = §8/§etrace isolate §8[§eTrace§8] §8[§eTNT§8] §8- §7Isoliert spezifische TNTs des Traces +TRACE_GUI_ITEM_NAME = §eTracer +TRACE_GUI_ITEM_LORE = §7Status§8: {0} +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_DELETE = §eTrace Löschen # Loader -LOADER_SETUP=§eEinrichtung -LOADER_RUNNING=§aLaufend -LOADER_PAUSE=§7Pausiert -LOADER_END=§8Beendet -LOADER_SINGLE=§aEinmal -LOADER_MESSAGE_INTERACT=§e{0} hinzugefügt {1} -LOADER_BUTTON_TNT=TNT -LOADER_BUTTON_SWITCH=Hebel -LOADER_BUTTON_WOOD_BUTTON=Holzknopf -LOADER_BUTTON_STONE_BUTTON=Steinknopf -LOADER_BUTTON_PRESSURE_PLATE=Druckplatte -LOADER_BUTTON_WEIGHTED_PRESSURE_PLATE=Druckplatte -LOADER_BUTTON_TRIPWIRE=Tripwire -LOADER_BUTTON_NOTEBLOCK=Noteblock -LOADER_BUTTON_DAYLIGHT_DETECTOR=Tageslichtsensor -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- §7Startet die Aufnahme der Aktionen -LOADER_SETUP_STOP_FIRST=§cBitte stoppe zuerst den Loader -LOADER_HELP_START=§8/§eloader start §8- §7Spielt die zuvor aufgenommenen Aktionen ab -LOADER_HELP_SINGLE=§8/§eloader single §8- §7Spielt die zuvor aufgenommenen Aktionen einmal ab -LOADER_HELP_PAUSE=§8/§7loader pause §8- §7Pausiert das Abspielen -LOADER_HELP_GUI=§8/§7loader settings §8- §7Zeigt die Einstellungen an -LOADER_HELP_STOP=§8/§eloader stop §8- §7Stoppt die Aufnahme bzw. das Abspielen -LOADER_HELP_WAIT=§8/§7loader wait §8[§7Ticks§8] - §7Setzt die Wartezeit zwischen Schüssen -LOADER_HELP_SPEED=§8/§7loader speed §8[§7Ticks§8] - §7Setzt die Wartezeit zwischen Aktionen -LOADER_NO_LOADER=§cDu hast noch keinen Loader. Erstelle dir einen mit /loader setup -LOADER_NEW=§7Belade und feuer einmal die Kanone ab, um den Loader zu initialisieren. -LOADER_HOW_TO_START=§7Führe dann /§eloader start§7 um den Loader zu starten -LOADER_ACTIVE=§7Der Loader ist nun aktiviert. -LOADER_STOP=§7Der Loader ist nun gestoppt. -LOADER_SINGLE_CMD=§7Der Loader spielt nun einmal ab. -LOADER_PAUSED=§7Der Loader ist nun pausiert. -LOADER_SMALL_TIME=§cDie Wartezeit ist zu klein -LOADER_NEW_TIME=§7Die Schusswartezeit ist nun: {0} -LOADER_NEW_LOAD_TIME=§7Die Setzwartezeit ist nun: {0} -LOADER_NOTHING_RECORDED=§cEs wurden keine Elemente aufgenommen! -LOADER_GUI_TITLE=Loader Einstellungen -LOADER_GUI_SHOW_ALL=Zeige alles -LOADER_GUI_SHOW_INTERACTIONS=Zeige Interaktionen -LOADER_GUI_SHOW_WAITS=Zeige Wartezeiten -LOADER_GUI_SHOW_WAITS_BETWEEN_TNT=Zeige Wartezeiten zwischen TNT -LOADER_GUI_SHOW_TNT=Zeige TNT -LOADER_GUI_SHOW_WAITS_SET_ALL=§7Wait Time alle -LOADER_GUI_SHOW_WAITS_TITLE=§7Wartezeit -LOADER_GUI_SETTINGS_TITLE=Einstellungen -LOADER_GUI_COPY_TITLE=Anzahl Kopien -LOADER_GUI_SETTINGS_BACK=§8Zurück -LOADER_GUI_SETTINGS_COPY=§7Kopieren -LOADER_GUI_SETTINGS_DELETE=§cLöschen -LOADER_GUI_WAIT_TITLE=Wartezeit -LOADER_GUI_WAIT_BACK=§8Zurück -LOADER_GUI_CLICK_TO_EDIT=§7Klicke zum editieren -LOADER_GUI_ITEM_NAME=§7{0}§8: §e{1} -LOADER_SETTING_NAME=§7{0} -LOADER_SETTING_MODES=§7Modi§8: §e{0} -LOADER_SETTING_POWER=§7Redstone Stärke§8: §e{0} -LOADER_SETTING_TICKS=§7Ticks§8: §e{0} -LOADER_SETTING_REPEATER=§7Repeater§8: §e{0} -LOADER_SETTING_WAIT=§7Wartezeit§8: §e{0} Tick(s) -LOADER_SETTING_WAIT_NAME=Wartezeit -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=Platzieren -LOADER_INTERACTION_INTERACT=Interagiere -LOADER_INTERACTION_POWERED=Aktiviert -LOADER_INTERACTION_UNPOWERED=Deaktiviert -LOADER_INTERACTION_PAGE_PREV=Vorherige Seite -LOADER_INTERACTION_PAGE_NEXT=Nächste Seite -LOADER_INTERACTION_PAGE=Seite {0} -LOADER_INTERACTION_ACTIVE=Aktiviert -LOADER_INTERACTION_INACTIVE=Deaktiviert -LOADER_INTERACTION_WAIT_FOR=Darauf warten -LOADER_INTERACTION_NO_WAIT_FOR=Nicht darauf warten -LOADER_INTERACTION_OPEN=Geöffnet -LOADER_INTERACTION_CLOSED=Geschlossen -LOADER_INTERACTION_COMPARE=Vergleichen -LOADER_INTERACTION_SUBTRACT=Subtrahieren +LOADER_SETUP = §eEinrichtung +LOADER_RUNNING = §aLaufend +LOADER_PAUSE = §7Pausiert +LOADER_END = §8Beendet +LOADER_SINGLE = §aEinmal +LOADER_MESSAGE_INTERACT = §e{0} hinzugefügt {1} +LOADER_BUTTON_TNT = TNT +LOADER_BUTTON_SWITCH = Hebel +LOADER_BUTTON_WOOD_BUTTON = Holzknopf +LOADER_BUTTON_STONE_BUTTON = Steinknopf +LOADER_BUTTON_PRESSURE_PLATE = Druckplatte +LOADER_BUTTON_WEIGHTED_PRESSURE_PLATE = Druckplatte +LOADER_BUTTON_TRIPWIRE = Tripwire +LOADER_BUTTON_NOTEBLOCK = Noteblock +LOADER_BUTTON_DAYLIGHT_DETECTOR = Tageslichtsensor +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- §7Startet die Aufnahme der Aktionen +LOADER_SETUP_STOP_FIRST = §cBitte stoppe zuerst den Loader +LOADER_HELP_START = §8/§eloader start §8- §7Spielt die zuvor aufgenommenen Aktionen ab +LOADER_HELP_SINGLE = §8/§eloader single §8- §7Spielt die zuvor aufgenommenen Aktionen einmal ab +LOADER_HELP_PAUSE = §8/§7loader pause §8- §7Pausiert das Abspielen +LOADER_HELP_GUI = §8/§7loader settings §8- §7Zeigt die Einstellungen an +LOADER_HELP_STOP = §8/§eloader stop §8- §7Stoppt die Aufnahme bzw. das Abspielen +LOADER_HELP_WAIT = §8/§7loader wait §8[§7Ticks§8] - §7Setzt die Wartezeit zwischen Schüssen +LOADER_HELP_SPEED = §8/§7loader speed §8[§7Ticks§8] - §7Setzt die Wartezeit zwischen Aktionen +LOADER_NO_LOADER = §cDu hast noch keinen Loader. Erstelle dir einen mit /loader setup +LOADER_NEW = §7Belade und feuer einmal die Kanone ab, um den Loader zu initialisieren. +LOADER_HOW_TO_START = §7Führe dann /§eloader start§7 um den Loader zu starten +LOADER_ACTIVE = §7Der Loader ist nun aktiviert. +LOADER_STOP = §7Der Loader ist nun gestoppt. +LOADER_SINGLE_CMD = §7Der Loader spielt nun einmal ab. +LOADER_PAUSED = §7Der Loader ist nun pausiert. +LOADER_SMALL_TIME = §cDie Wartezeit ist zu klein +LOADER_NEW_TIME = §7Die Schusswartezeit ist nun: {0} +LOADER_NEW_LOAD_TIME = §7Die Setzwartezeit ist nun: {0} +LOADER_NOTHING_RECORDED = §cEs wurden keine Elemente aufgenommen! +LOADER_GUI_TITLE = Loader Einstellungen +LOADER_GUI_SHOW_ALL = Zeige alles +LOADER_GUI_SHOW_INTERACTIONS = Zeige Interaktionen +LOADER_GUI_SHOW_WAITS = Zeige Wartezeiten +LOADER_GUI_SHOW_WAITS_BETWEEN_TNT = Zeige Wartezeiten zwischen TNT +LOADER_GUI_SHOW_TNT = Zeige TNT +LOADER_GUI_SHOW_WAITS_SET_ALL = §7Wait Time alle +LOADER_GUI_SHOW_WAITS_TITLE = §7Wartezeit +LOADER_GUI_SETTINGS_TITLE = Einstellungen +LOADER_GUI_COPY_TITLE = Anzahl Kopien +LOADER_GUI_SETTINGS_BACK = §8Zurück +LOADER_GUI_SETTINGS_COPY = §7Kopieren +LOADER_GUI_SETTINGS_DELETE = §cLöschen +LOADER_GUI_WAIT_TITLE = Wartezeit +LOADER_GUI_WAIT_BACK = §8Zurück +LOADER_GUI_CLICK_TO_EDIT = §7Klicke zum editieren +LOADER_GUI_ITEM_NAME = §7{0}§8: §e{1} +LOADER_SETTING_NAME = §7{0} +LOADER_SETTING_MODES = §7Modi§8: §e{0} +LOADER_SETTING_POWER = §7Redstone Stärke§8: §e{0} +LOADER_SETTING_TICKS = §7Ticks§8: §e{0} +LOADER_SETTING_REPEATER = §7Repeater§8: §e{0} +LOADER_SETTING_WAIT = §7Wartezeit§8: §e{0} Tick(s) +LOADER_SETTING_WAIT_NAME = Wartezeit +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 = Platzieren +LOADER_INTERACTION_INTERACT = Interagiere +LOADER_INTERACTION_POWERED = Aktiviert +LOADER_INTERACTION_UNPOWERED = Deaktiviert +LOADER_INTERACTION_PAGE_PREV = Vorherige Seite +LOADER_INTERACTION_PAGE_NEXT = Nächste Seite +LOADER_INTERACTION_PAGE = Seite {0} +LOADER_INTERACTION_ACTIVE = Aktiviert +LOADER_INTERACTION_INACTIVE = Deaktiviert +LOADER_INTERACTION_WAIT_FOR = Darauf warten +LOADER_INTERACTION_NO_WAIT_FOR = Nicht darauf warten +LOADER_INTERACTION_OPEN = Geöffnet +LOADER_INTERACTION_CLOSED = Geschlossen +LOADER_INTERACTION_COMPARE = Vergleichen +LOADER_INTERACTION_SUBTRACT = Subtrahieren # Loadtimer -LOADTIMER_HELP_OVERVIEW=§7Messe dich und deine Freunde beim Beladen einer Kanone und bekomme informationen über die Kanone -LOADTIMER_HELP_START_1=§8/§eloadtimer start §8-§7 Startet den einfachen Loadtimer -LOADTIMER_HELP_START_2=§8/§7loadtimer start §8[§7full/half§8] - §7Starte den Timer in einem bestimmten Modus -LOADTIMER_HELP_START_3=§7Loadtimer Modis: Full -> Misst vom ersten TNT bis zur Treib-Explosion, kann somit besser die Schuss Frequent berechnen. Half -> Misst nur bis zur Aktivierung -LOADTIMER_HELP_STOP=§8/§eloadtimer stop §8-§7 Stoppe den Aktuellen Loadtimer -LOADTIMER_GUI_GLOBAL=§eLoadtimer gibt es nicht in der Global Region! -LOADTIMER_GUI_STOP=§eLoadtimer stoppen -LOADTIMER_GUI_START=§eLoadtimer starten -LOADTIMER_GUI_TITLE=Loadtimer Modus -LOADTIMER_GUI_FULL=§eFull -LOADTIMER_GUI_HALF=§eHalf -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 +LOADTIMER_HELP_OVERVIEW = §7Messe dich und deine Freunde beim Beladen einer Kanone und bekomme informationen über die Kanone +LOADTIMER_HELP_START_1 = §8/§eloadtimer start §8-§7 Startet den einfachen Loadtimer +LOADTIMER_HELP_START_2 = §8/§7loadtimer start §8[§7full/half§8] - §7Starte den Timer in einem bestimmten Modus +LOADTIMER_HELP_START_3 = §7Loadtimer Modis: Full -> Misst vom ersten TNT bis zur Treib-Explosion, kann somit besser die Schuss Frequent berechnen. Half -> Misst nur bis zur Aktivierung +LOADTIMER_HELP_STOP = §8/§eloadtimer stop §8-§7 Stoppe den Aktuellen Loadtimer +LOADTIMER_GUI_GLOBAL = §eLoadtimer gibt es nicht in der Global Region! +LOADTIMER_GUI_STOP = §eLoadtimer stoppen +LOADTIMER_GUI_START = §eLoadtimer starten +LOADTIMER_GUI_TITLE = Loadtimer Modus +LOADTIMER_GUI_FULL = §eFull +LOADTIMER_GUI_HALF = §eHalf +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 # Observer -OBSERVER_HELP=§7Rechts-Klicke einen Observer um den Trace zu bekommen. Hierfür müssen Flammenpartikel an sein. Die Partikel werden im Block angezeigt. -OBSERVER_HELP_ENABLE=§8/§eobserver enable §8-§7 Aktiviere den Observer Tracer -OBSERVER_HELP_DISABLE=§8/§eobserver disable §8-§7 Deaktiviere den Observer Tracer -OBSERVER_HELP_DELETE=§8/§eobserver delete §8-§7 Lösche den Observer Tracer -OBSERVER_HELP_RETRACE=§8/§eobserver retrace §8-§7 Retrace den Observer Tracer -OBSERVER_ENABLE=§7Observer Trace gestartet -OBSERVER_DISABLE=§7Observer Trace gestoppt -OBSERVER_DELETE=§7Observer Trace gelöscht -OBSERVER_RETRACE_DONE=§7Observer Trace neu berechnet -OBSERVER_RETRACE_NO_TRACE=§7Kein Observer Trace zum neu berechnen +OBSERVER_HELP = §7Rechts-Klicke einen Observer um den Trace zu bekommen. Hierfür müssen Flammenpartikel an sein. Die Partikel werden im Block angezeigt. +OBSERVER_HELP_ENABLE = §8/§eobserver enable §8-§7 Aktiviere den Observer Tracer +OBSERVER_HELP_DISABLE = §8/§eobserver disable §8-§7 Deaktiviere den Observer Tracer +OBSERVER_HELP_DELETE = §8/§eobserver delete §8-§7 Lösche den Observer Tracer +OBSERVER_HELP_RETRACE = §8/§eobserver retrace §8-§7 Retrace den Observer Tracer +OBSERVER_ENABLE = §7Observer Trace gestartet +OBSERVER_DISABLE = §7Observer Trace gestoppt +OBSERVER_DELETE = §7Observer Trace gelöscht +OBSERVER_RETRACE_DONE = §7Observer Trace neu berechnet +OBSERVER_RETRACE_NO_TRACE = §7Kein Observer Trace zum neu berechnen # Other -OTHER_ITEMS_TELEPORT_NAME=§eTeleporter -OTHER_ITEMS_TELEPORT_GUI_NAME=Teleportieren -OTHER_ITEMS_TELEPORT_PLAYER_OFFLINE=§cDer Spieler ist Offline -OTHER_ITEMS_CLEAR_NAME=§eClear -OTHER_ITEMS_DECLUTTER_NAME=§eDeclutter -OTHER_ITEMS_GAMEMODE_NAME=§eGamemode -OTHER_ITEMS_GAMEMODE_LORE_1=§eRechts-Click§8:§7 Umschalten zwischen Creative und Spectator -OTHER_ITEMS_GAMEMODE_LORE_2=§eLinks-Click§8:§7 Umschalten zwischen Survival und Adventure -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_INVENTORY_FILL_LORE_ACTIVE=§aAktiviert -OTHER_ITEMS_INVENTORY_FILL_LORE_INACTIVE=§aDeaktiviert -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 -OTHER_NOCLIP_SLOT_HELP_DROP=§8/§eslot drop §8-§7 Cleared deinen Slot -OTHER_CLEAR_HELP_SELF=§8/§eclear §8- §7Leere dein Inventar -OTHER_CLEAR_HELP_PLAYER=§8/§eclear §8[§7Player§8] §8- §7Leere ein Spieler Inventar -OTHER_CLEAR_CLEARED=§7Dein Inventar wurde geleert. -OTHER_CLEAR_FROM=§7Dein Inventar wurde von {0} §7geleert. -OTHER_CLEAR_TO=§7Das Inventar von {0} §7wurde geleert. -OTHER_DECLUTTER_HELP=§8/§edeclutter §8- §7Räume dein Inventar auf -OTHER_DECLUTTER_DONE=§aDein Inventar wurde aufgeräumt. -OTHER_GAMEMODE_UNKNOWN=§cUnbekannter Spielmodus. -OTHER_GAMEMODE_POSSIBLE=§cMögliche Spielmodi: survival, adventure, creative, specator. -OTHER_KILLALL_HELP_SELF=§8/§ekillall §8- §7Entferne alle Entities aus deiner Region -OTHER_KILLALL_HELP_ALL=§8/§ekillall §8[§7Global§8/Local§7] §8- §7Entferne alle Entities aus deiner Region oder global -OTHER_KILLALL_REGION=§a{0} Entities aus der Region entfernt -OTHER_KILLALL_GLOBAL=§a{0} Entities aus der Welt entfernt -OTHER_TELEPORT_HELP=§8/§etp §8[§7Player§8] §8-§7 Teleportiere dich zu einem Spieler -OTHER_TELEPORT_SELF_0=§cSei eins mit dir selbst! -OTHER_TELEPORT_SELF_1=§cDu brauchst Leute zum spielen? Wir haben auch einen TeamSpeak! -OTHER_TELEPORT_SELF_2=§cNoch zu reisende Blöcke: 0; ETA: 0:00 -OTHER_TELEPORT_SELF_3=§cEin wenig bewegung muss ein. -OTHER_TELEPORT_SELF_4=§cFür eine solche Distanz? -OTHER_TIME_HELP=§8/§etime §8<§7Zeit 0=Morgen§8, §76000=Mittag§8, §718000=Mitternacht§8> - §7Setzt die Zeit auf dem Bau -OTHER_TIME_INVALID=§cBitte gib eine Zahl zwischen 0 und 24000 an -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_BIND_HELP=§8/§ebind §8[§7Command§8] §8-§e Binde ein Befehl auf Item Interaktion -OTHER_BIND_ERROR=§cFalscher oder unbekannter Befehl -OTHER_BIND_UNBINDABLE=§cBefehl konnte nicht gebunden werden -OTHER_BIND_MESSAGE_BIND=§7Befehl §e{0} §7ans Item gebunden -OTHER_BIND_MESSAGE_UNBIND=§7Befehl entbunden +OTHER_ITEMS_TELEPORT_NAME = §eTeleporter +OTHER_ITEMS_TELEPORT_GUI_NAME = Teleportieren +OTHER_ITEMS_TELEPORT_PLAYER_OFFLINE = §cDer Spieler ist Offline +OTHER_ITEMS_CLEAR_NAME = §eClear +OTHER_ITEMS_DECLUTTER_NAME = §eDeclutter +OTHER_ITEMS_GAMEMODE_NAME = §eGamemode +OTHER_ITEMS_GAMEMODE_LORE_1 = §eRechts-Click§8:§7 Umschalten zwischen Creative und Spectator +OTHER_ITEMS_GAMEMODE_LORE_2 = §eLinks-Click§8:§7 Umschalten zwischen Survival und Adventure +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_INVENTORY_FILL_LORE_ACTIVE = §aAktiviert +OTHER_ITEMS_INVENTORY_FILL_LORE_INACTIVE = §aDeaktiviert +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 +OTHER_NOCLIP_SLOT_HELP_DROP = §8/§eslot drop §8-§7 Cleared deinen Slot +OTHER_CLEAR_HELP_SELF = §8/§eclear §8- §7Leere dein Inventar +OTHER_CLEAR_HELP_PLAYER = §8/§eclear §8[§7Player§8] §8- §7Leere ein Spieler Inventar +OTHER_CLEAR_CLEARED = §7Dein Inventar wurde geleert. +OTHER_CLEAR_FROM = §7Dein Inventar wurde von {0} §7geleert. +OTHER_CLEAR_TO = §7Das Inventar von {0} §7wurde geleert. +OTHER_DECLUTTER_HELP = §8/§edeclutter §8- §7Räume dein Inventar auf +OTHER_DECLUTTER_DONE = §aDein Inventar wurde aufgeräumt. +OTHER_GAMEMODE_UNKNOWN = §cUnbekannter Spielmodus. +OTHER_GAMEMODE_POSSIBLE = §cMögliche Spielmodi: survival, adventure, creative, specator. +OTHER_KILLALL_HELP_SELF = §8/§ekillall §8- §7Entferne alle Entities aus deiner Region +OTHER_KILLALL_HELP_ALL = §8/§ekillall §8[§7Global§8/Local§7] §8- §7Entferne alle Entities aus deiner Region oder global +OTHER_KILLALL_REGION = §a{0} Entities aus der Region entfernt +OTHER_KILLALL_GLOBAL = §a{0} Entities aus der Welt entfernt +OTHER_TELEPORT_HELP = §8/§etp §8[§7Player§8] §8-§7 Teleportiere dich zu einem Spieler +OTHER_TELEPORT_SELF_0 = §cSei eins mit dir selbst! +OTHER_TELEPORT_SELF_1 = §cDu brauchst Leute zum spielen? Wir haben auch einen TeamSpeak! +OTHER_TELEPORT_SELF_2 = §cNoch zu reisende Blöcke: 0; ETA: 0:00 +OTHER_TELEPORT_SELF_3 = §cEin wenig bewegung muss ein. +OTHER_TELEPORT_SELF_4 = §cFür eine solche Distanz? +OTHER_TIME_HELP = §8/§etime §8<§7Zeit 0=Morgen§8, §76000=Mittag§8, §718000=Mitternacht§8> - §7Setzt die Zeit auf dem Bau +OTHER_TIME_INVALID = §cBitte gib eine Zahl zwischen 0 und 24000 an +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_BIND_HELP = §8/§ebind §8[§7Command§8] §8-§e Binde ein Befehl auf Item Interaktion +OTHER_BIND_ERROR = §cFalscher oder unbekannter Befehl +OTHER_BIND_UNBINDABLE = §cBefehl konnte nicht gebunden werden +OTHER_BIND_MESSAGE_BIND = §7Befehl §e{0} §7ans Item gebunden +OTHER_BIND_MESSAGE_UNBIND = §7Befehl entbunden # DebugStick -DEBUG_STICK_COMMAND_HELP=§8/§edebugstick §8-§7 Erhalte einen DebugStick -DEBUG_STICK_NAME=§eDebugstick +DEBUG_STICK_COMMAND_HELP = §8/§edebugstick §8-§7 Erhalte einen DebugStick +DEBUG_STICK_NAME = §eDebugstick #Skull Gui -SKULL_GUI_ITEM_NAME=§eSpieler Köpfe -ANVIL_INV_NAME=Spieler name +SKULL_GUI_ITEM_NAME = §eSpieler Köpfe +ANVIL_INV_NAME = Spieler name # StructureVoid -STRUCTURE_VOID_COMMAND_HELP=§8/§estructureVoid §8-§7 Erhalte ein StructureVoid +STRUCTURE_VOID_COMMAND_HELP = §8/§estructureVoid §8-§7 Erhalte ein StructureVoid # Dragon Egg -DRAGON_EGG_COMMAND_HELP=§8/§edragonegg §8-§7 Erhalte ein Drachenei +DRAGON_EGG_COMMAND_HELP = §8/§edragonegg §8-§7 Erhalte ein Drachenei # NightVision -NIGHT_VISION_HELP=§8/§enightvision §8-§7 Schalte Nightvision an oder aus. -NIGHT_VISION_OFF=§eNightvision deaktiviert -NIGHT_VISION_ON=§eNightvision aktiviert -NIGHT_VISION_ITEM_ON=§7Nightvision: §eAktiviert -NIGHT_VISION_ITEM_OFF=§7Nightvision: §eDeaktiviert +NIGHT_VISION_HELP = §8/§enightvision §8-§7 Schalte Nightvision an oder aus. +NIGHT_VISION_OFF = §eNightvision deaktiviert +NIGHT_VISION_ON = §eNightvision aktiviert +NIGHT_VISION_ITEM_ON = §7Nightvision: §eAktiviert +NIGHT_VISION_ITEM_OFF = §7Nightvision: §eDeaktiviert #Navigation Wand -NAVIGATION_WAND=§eNavigation Wand -NAVIGATION_WAND_LEFT_CLICK=§eLeft click: jump to location -NAVIGATION_WAND_RIGHT_CLICK=§eRight click: pass through walls +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=§aHat -MATERIAL_SEARCH_PROPERTY_FALSE=§cHat nicht -MATERIAL_SEARCH_PROPERTY_IGNORE=§eEgal -MATERIAL_INV_NAME=§eMaterial {0}/{1} -MATERIAL_SEARCH=§eSuchen -MATERIAL_BACK=§eZurück -MATERIAL_SEARCH_NAME=§eName -MATERIAL_SEARCH_TRANSPARENT=§eTransparent -MATERIAL_SEARCH_SOLID=§eSolide -MATERIAL_SEARCH_GRAVITY=§eFallend -MATERIAL_SEARCH_OCCLUDING=§eOccluding -MATERIAL_SEARCH_INTERACTEABLE=§eInterargierbar -MATERIAL_SEARCH_FLAMMABLE=§eFlammbar -MATERIAL_SEARCH_BURNABLE=§eBrennbar -MATERIAL_SEARCH_WATERLOGGABLE=§eWasserspeicherbar -MATERIAL_SEARCH_BLASTRESISTANCE=§eBlast Resistance -MATERIAL_SEARCH_VALUE=§8: §e{0} -MATERIAL_BLAST_RESISTANCE=§8- §eBlast Resistance§8: §7{0} -MATERIAL_HARDNESS=§8- §eHärte§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_INTERACTABLE=§8- §eInterargierbarer Block -MATERIAL_FLAMMABLE=§8- §eFlammbarer Block -MATERIAL_BURNABLE=§8- §eBrennbarer Block -MATERIAL_WATERLOGGABLE=§8- §eWasserspeicherbarer Block +MATERIAL_SEARCH_PROPERTY_TRUE = §aHat +MATERIAL_SEARCH_PROPERTY_FALSE = §cHat nicht +MATERIAL_SEARCH_PROPERTY_IGNORE = §eEgal +MATERIAL_INV_NAME = §eMaterial {0}/{1} +MATERIAL_SEARCH = §eSuchen +MATERIAL_BACK = §eZurück +MATERIAL_SEARCH_NAME = §eName +MATERIAL_SEARCH_TRANSPARENT = §eTransparent +MATERIAL_SEARCH_SOLID = §eSolide +MATERIAL_SEARCH_GRAVITY = §eFallend +MATERIAL_SEARCH_OCCLUDING = §eOccluding +MATERIAL_SEARCH_INTERACTEABLE = §eInterargierbar +MATERIAL_SEARCH_FLAMMABLE = §eFlammbar +MATERIAL_SEARCH_BURNABLE = §eBrennbar +MATERIAL_SEARCH_WATERLOGGABLE = §eWasserspeicherbar +MATERIAL_SEARCH_BLASTRESISTANCE = §eBlast Resistance +MATERIAL_SEARCH_VALUE = §8: §e{0} +MATERIAL_BLAST_RESISTANCE = §8- §eBlast Resistance§8: §7{0} +MATERIAL_HARDNESS = §8- §eHärte§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_INTERACTABLE = §8- §eInterargierbarer Block +MATERIAL_FLAMMABLE = §8- §eFlammbarer Block +MATERIAL_BURNABLE = §8- §eBrennbarer Block +MATERIAL_WATERLOGGABLE = §8- §eWasserspeicherbarer Block # Region Items -REGION_ITEM_COLOR=§7Color: §e{0} -REGION_ITEM_COLOR_CHOOSE=Farbe Wählen -REGION_ITEM_FIRE_ALLOW=§7Feuer: §eEingeschaltet -REGION_ITEM_FIRE_DISALLOW=§7Feuer: §eAusgeschaltet -REGION_ITEM_FREEZE_ALLOW=§7Freeze: §eEingeschaltet -REGION_ITEM_FREEZE_DISALLOW=§7Freeze: §eAusgeschaltet -REGION_ITEM_PROTECT_ALLOW=§7Protect: §eEingeschaltet -REGION_ITEM_PROTECT_DISALLOW=§7Protect: §eAusgeschaltet -REGION_ITEM_RESET=§eReset -REGION_ITEM_TESTBLOCK=§eTestblock -REGION_ITEM_TNT_OFF=§7TNT: §eAusgeschaltet -REGION_ITEM_TNT_ONLY_TB=§7TNT: §enur Testblock -REGION_ITEM_TNT_ON=§7TNT: §eEingeschaltet -REGION_ITEM_SELECTOR_TITLE=Tnt Modus -REGION_ITEM_SELECTOR_ON=§eEinschalten -REGION_ITEM_SELECTOR_ONLY_TB=§enur Testblock -REGION_ITEM_SELECTOR_OFF=§eAusschalten +REGION_ITEM_COLOR = §7Color: §e{0} +REGION_ITEM_COLOR_CHOOSE = Farbe Wählen +REGION_ITEM_FIRE_ALLOW = §7Feuer: §eEingeschaltet +REGION_ITEM_FIRE_DISALLOW = §7Feuer: §eAusgeschaltet +REGION_ITEM_FREEZE_ALLOW = §7Freeze: §eEingeschaltet +REGION_ITEM_FREEZE_DISALLOW = §7Freeze: §eAusgeschaltet +REGION_ITEM_PROTECT_ALLOW = §7Protect: §eEingeschaltet +REGION_ITEM_PROTECT_DISALLOW = §7Protect: §eAusgeschaltet +REGION_ITEM_RESET = §eReset +REGION_ITEM_TESTBLOCK = §eTestblock +REGION_ITEM_TNT_OFF = §7TNT: §eAusgeschaltet +REGION_ITEM_TNT_ONLY_TB = §7TNT: §enur Testblock +REGION_ITEM_TNT_ON = §7TNT: §eEingeschaltet +REGION_ITEM_SELECTOR_TITLE = Tnt Modus +REGION_ITEM_SELECTOR_ON = §eEinschalten +REGION_ITEM_SELECTOR_ONLY_TB = §enur Testblock +REGION_ITEM_SELECTOR_OFF = §eAusschalten #Region -REGION_COLOR_HELP_COLOR=§8/§ecolor §8[§7Color§8] §8- §7Setze die Farbe der Region -REGION_COLOR_HELP_COLOR_TYPE=§8/§ecolor §8[§7Color§8] §8[§7Type§8] §8- §7Setze die Farbe der Region oder Global -REGION_COLOR_GLOBAL=§7Alle Regions farben auf §e{0}§7 gesetzt -REGION_COLOR_NO_REGION=§cDu befindest dich derzeit in keiner Region -REGION_FIRE_HELP=§8/§efire §8- §7Toggle Feuerschaden -REGION_FIRE_ENABLED=§cRegions Feuerschaden deaktiviert -REGION_FIRE_DISABLED=§aRegions Feuerschaden aktiviert -REGION_FREEZE_HELP=§8/§efreeze §8- §7Toggle Freeze -REGION_FREEZE_ENABLED=§cRegion eingefroren -REGION_FREEZE_DISABLED=§aRegion aufgetaut -REGION_ITEMS_HELP=§8/§eitems §8- §7Toggle Items -REGION_ITEMS_ENABLED=§aItems aktiviert in dieser Region -REGION_ITEMS_DISABLED=§cItems deaktiviert in dieser Region -REGION_PROTECT_HELP=§8/§eprotect §8- §7Schütze die Region -REGION_PROTECT_DISABLE=§cBoden Schutz aufgehoben -REGION_PROTECT_ENABLE=§aBoden geschützt -REGION_PROTECT_FALSE_REGION=§cDu befindest dich derzeit in keiner (M)WG-Region +REGION_COLOR_HELP_COLOR = §8/§ecolor §8[§7Color§8] §8- §7Setze die Farbe der Region +REGION_COLOR_HELP_COLOR_TYPE = §8/§ecolor §8[§7Color§8] §8[§7Type§8] §8- §7Setze die Farbe der Region oder Global +REGION_COLOR_GLOBAL = §7Alle Regions farben auf §e{0}§7 gesetzt +REGION_COLOR_NO_REGION = §cDu befindest dich derzeit in keiner Region +REGION_FIRE_HELP = §8/§efire §8- §7Toggle Feuerschaden +REGION_FIRE_ENABLED = §cRegions Feuerschaden deaktiviert +REGION_FIRE_DISABLED = §aRegions Feuerschaden aktiviert +REGION_FREEZE_HELP = §8/§efreeze §8- §7Toggle Freeze +REGION_FREEZE_ENABLED = §cRegion eingefroren +REGION_FREEZE_DISABLED = §aRegion aufgetaut +REGION_ITEMS_HELP = §8/§eitems §8- §7Toggle Items +REGION_ITEMS_ENABLED = §aItems aktiviert in dieser Region +REGION_ITEMS_DISABLED = §cItems deaktiviert in dieser Region +REGION_PROTECT_HELP = §8/§eprotect §8- §7Schütze die Region +REGION_PROTECT_DISABLE = §cBoden Schutz aufgehoben +REGION_PROTECT_ENABLE = §aBoden geschützt +REGION_PROTECT_FALSE_REGION = §cDu befindest dich derzeit in keiner (M)WG-Region REGION_NO_GRAVITY_HELP = §8/§enogravity §8- §7Toggle NoGravity REGION_NO_GRAVITY_ENABLED = §aNoGravity aktiviert in dieser Region REGION_NO_GRAVITY_DISABLED = §cNoGravity deaktiviert in dieser Region -REGION_WATER_HELP=§8/§ewaterblock §8- §7Wasserschaden umschalten -REGION_WATER_ENABLED=§aWasserschaden deaktiviert -REGION_WATER_DISABLED=§cWasserschaden aktiviert -REGION_REGION_HELP_UNDO=§8/§eregion undo §8- §7Mache die letzten 20 /testblock oder /reset rückgängig -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_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_CHANGESKIN_INFO=§8/§eregion changeskin §8- §7Gebe den Regions Skin aus -REGION_REGION_HELP_CHANGESKIN=§8/§eregion changeskin §8[§7Skin§8] §8- §8Setzte den Regions Skin -REGION_REGION_HELP_COPY=§8/§eregion copy [-e] [-s] §8- §8Kopieren des Baubereichs optional mit Erweiterungen oder Auswahl am Kopierpunkt -REGION_REGION_HELP_PASTE=§8/§eregion paste [-a] [-s] §8[§7Skin§8] §8- §8Einfügen am Kopierpunkt optional ohne Luft und Auswahl des eingefügten Bereichs -REGION_REGION_NOTHING_UNDO=§cNichts zum rückgängig machen -REGION_REGION_UNDID=§7Letzte Aktion rückgangig gemacht -REGION_REGION_NOTHING_REDO=§cNichts zum wiederhohlen -REGION_REGION_REDID=§7Letzte Aktion wiederhohlt -REGION_REGION_RESTORED=§7Region zurückgesetzt -REGION_REGION_FAILED_RESTORE=§cFehler beim Zurücksetzen der Region -REGION_REGION_COLORED=§7Region umgefärbt -REGION_REGION_COLORED_FAILED=§7Nutze §e/rg restore§7 um manuell die Farbe zu ändern -REGION_REGION_FAILED_COLORED=§cFehler beim umfärben der Region -REGION_REGION_TP_COPY=§7Zum Kopierpunkt teleportiert -REGION_REGION_TP_TEST_BLOCK=§7Zum Testblock teleportiert -REGION_REGION_TP_UNKNOWN=§cNicht definierter Teleportierpunkt -REGION_REGION_NO_REGION=§cDu bist in keiner Region -REGION_REGION_NO_BUILD=§cDiese Region hat kein Baugebiet -REGION_REGION_COPY_DONE=§eBauregion oder Selektion kopiert -REGION_REGION_PASTE_DONE=§eBauregion oder Selektion eingefügt -REGION_REGION_CHANGESKIN_INFO=§7Regions Skin ist §e{0} -REGION_REGION_CHANGESKIN_INFO_CREATOR=§7Skin erstellt von §e{0} -REGION_REGION_CHANGESKIN_UNKNOWN=§cRegions Skin ist nicht valide -REGION_REGION_CHANGESKIN_INVALID=§cRegions Skin ist nicht erlaubt hier -REGION_REGION_CHANGESKIN_CHANGE=§7Regions Skin ist auf §e{0}§7 geändert -REGION_REGION_CHANGESKIN_CHANGE_UPDATE=§7Klicke §e§lHIER §7um den Skin anzuwenden -REGION_REGION_CHANGESKIN_CHANGE_UPDATE_HOVER=§8/§ereset -REGION_RESET_HELP_RESET=§8/§ereset §8- §7Setzte die Region zurück -REGION_RESET_HELP_SCHEMATIC=§8/§ereset §8[§7Schematic§8] §8- §7Setzte die Region mit einer Schematic zurück -REGION_RESET_RESETED=§7Region zurückgesetzt -REGION_RESET_ERROR=§cFehler beim Zurücksetzen der Region -REGION_RESET_NO_REGION=§cDu befindest dich derzeit in keiner Region -REGION_TB_HELP_RESET=§8/§etestblock §8- §7Setzte den Testblock zurück -REGION_TB_HELP_RESET_EXTENSION=§8/§etestblock §8[§7ExtensionType§8] §8- §7Setzte den Testblock zurück -REGION_TB_HELP_SCHEMATIC=§8/§etestblock §8[§7Schematic§8] §8- §7Setzte den Testblock mit einer Schematic zurück -REGION_TB_HELP_SCHEMATIC_EXTENSION=§8/§etestblock §8[§7Schematic§8] §8[§7ExtensionType§8] §8- §7Setzte den Testblock mit einer Schematic zurück -REGION_TB_DONE=§7Testblock zurückgesetzt -REGION_TB_ERROR=§cFehler beim Zurücksetzen des Testblocks -REGION_TB_NO_REGION=§cDu befindest dich derzeit in keiner Region -REGION_TB_NO_SCHEMSHARING=§cDu kannst aktuell keine Schematics teilen bis {0}. -REGION_TB_NO_SCHEMRECEIVING=§cDer Besitzer dieses Bauservers kann keine Schematics erhalten bis {0}. -REGION_TNT_HELP=§8/§etnt §8- §7Ändere das TNT verhalten -REGION_TNT_HELP_MODE=§8/§etnt §8[§7Mode§8] §8- §7Setzte das TNT verhalten auf einen Modus -REGION_TNT_ON=§aTNT-Schaden aktiviert -REGION_TNT_OFF=§cTNT-Schaden deaktiviert -REGION_TNT_TB=§aTNT-Schaden außerhalb Baurahmen aktiviert -REGION_TNT_BUILD_DESTROY=§cEine Explosion hätte Blöcke im Baubereich zerstört -REGION_TNT_TB_DESTROY=§cEine Explosion hätte Blöcke im Testblockbereich zerstört -AFK_KICK_MESSAGE=§cAuf diesem Server ist seit 15 Minuten nichts passiert. -AFK_WARNING_MESSAGE=§cDieser Server wird bei weiterer Inaktivität in einer Minute gestoppt -SKIN_HELP=§8/§eskin §8[§7Kuerzel§8] §8[§7Creator§8|§epublic§8] §8[§7Name...§8] §8- §7Erstellt die Skin Schematics. 'public' als Creator nutzen für keinen Creator, danach die nachricht an YoyoNow kopieren (mit Click kopieren) -SKIN_NO_REGION=§7Du steht in keiner Region, welche mit einem Skin versehen werden kann -SKIN_ALREADY_EXISTS=§cDieser Skin existiert in der Form bereits -SKIN_MESSAGE=§7Skin erstellt -SKIN_MESSAGE_HOVER=§eKlicken zum kopieren für YoyoNow und an diesen senden +REGION_WATER_HELP = §8/§ewaterblock §8- §7Wasserschaden umschalten +REGION_WATER_ENABLED = §aWasserschaden deaktiviert +REGION_WATER_DISABLED = §cWasserschaden aktiviert +REGION_REGION_HELP_UNDO = §8/§eregion undo §8- §7Mache die letzten 20 /testblock oder /reset rückgängig +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_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_CHANGESKIN_INFO = §8/§eregion changeskin §8- §7Gebe den Regions Skin aus +REGION_REGION_HELP_CHANGESKIN = §8/§eregion changeskin §8[§7Skin§8] §8- §8Setzte den Regions Skin +REGION_REGION_HELP_COPY = §8/§eregion copy [-e] [-s] §8- §8Kopieren des Baubereichs optional mit Erweiterungen oder Auswahl am Kopierpunkt +REGION_REGION_HELP_PASTE = §8/§eregion paste [-a] [-s] §8[§7Skin§8] §8- §8Einfügen am Kopierpunkt optional ohne Luft und Auswahl des eingefügten Bereichs +REGION_REGION_NOTHING_UNDO = §cNichts zum rückgängig machen +REGION_REGION_UNDID = §7Letzte Aktion rückgangig gemacht +REGION_REGION_NOTHING_REDO = §cNichts zum wiederhohlen +REGION_REGION_REDID = §7Letzte Aktion wiederhohlt +REGION_REGION_RESTORED = §7Region zurückgesetzt +REGION_REGION_FAILED_RESTORE = §cFehler beim Zurücksetzen der Region +REGION_REGION_COLORED = §7Region umgefärbt +REGION_REGION_COLORED_FAILED = §7Nutze §e/rg restore§7 um manuell die Farbe zu ändern +REGION_REGION_FAILED_COLORED = §cFehler beim umfärben der Region +REGION_REGION_TP_COPY = §7Zum Kopierpunkt teleportiert +REGION_REGION_TP_TEST_BLOCK = §7Zum Testblock teleportiert +REGION_REGION_TP_UNKNOWN = §cNicht definierter Teleportierpunkt +REGION_REGION_NO_REGION = §cDu bist in keiner Region +REGION_REGION_NO_BUILD = §cDiese Region hat kein Baugebiet +REGION_REGION_COPY_DONE = §eBauregion oder Selektion kopiert +REGION_REGION_PASTE_DONE = §eBauregion oder Selektion eingefügt +REGION_REGION_CHANGESKIN_INFO = §7Regions Skin ist §e{0} +REGION_REGION_CHANGESKIN_INFO_CREATOR = §7Skin erstellt von §e{0} +REGION_REGION_CHANGESKIN_UNKNOWN = §cRegions Skin ist nicht valide +REGION_REGION_CHANGESKIN_INVALID = §cRegions Skin ist nicht erlaubt hier +REGION_REGION_CHANGESKIN_CHANGE = §7Regions Skin ist auf §e{0}§7 geändert +REGION_REGION_CHANGESKIN_CHANGE_UPDATE = §7Klicke §e§lHIER §7um den Skin anzuwenden +REGION_REGION_CHANGESKIN_CHANGE_UPDATE_HOVER = §8/§ereset +REGION_RESET_HELP_RESET = §8/§ereset §8- §7Setzte die Region zurück +REGION_RESET_HELP_SCHEMATIC = §8/§ereset §8[§7Schematic§8] §8- §7Setzte die Region mit einer Schematic zurück +REGION_RESET_RESETED = §7Region zurückgesetzt +REGION_RESET_ERROR = §cFehler beim Zurücksetzen der Region +REGION_RESET_NO_REGION = §cDu befindest dich derzeit in keiner Region +REGION_TB_HELP_RESET = §8/§etestblock §8- §7Setzte den Testblock zurück +REGION_TB_HELP_RESET_EXTENSION = §8/§etestblock §8[§7ExtensionType§8] §8- §7Setzte den Testblock zurück +REGION_TB_HELP_SCHEMATIC = §8/§etestblock §8[§7Schematic§8] §8- §7Setzte den Testblock mit einer Schematic zurück +REGION_TB_HELP_SCHEMATIC_EXTENSION = §8/§etestblock §8[§7Schematic§8] §8[§7ExtensionType§8] §8- §7Setzte den Testblock mit einer Schematic zurück +REGION_TB_DONE = §7Testblock zurückgesetzt +REGION_TB_ERROR = §cFehler beim Zurücksetzen des Testblocks +REGION_TB_NO_REGION = §cDu befindest dich derzeit in keiner Region +REGION_TB_NO_SCHEMSHARING = §cDu kannst aktuell keine Schematics teilen bis {0}. +REGION_TB_NO_SCHEMRECEIVING = §cDer Besitzer dieses Bauservers kann keine Schematics erhalten bis {0}. +REGION_TNT_HELP = §8/§etnt §8- §7Ändere das TNT verhalten +REGION_TNT_HELP_MODE = §8/§etnt §8[§7Mode§8] §8- §7Setzte das TNT verhalten auf einen Modus +REGION_TNT_ON = §aTNT-Schaden aktiviert +REGION_TNT_OFF = §cTNT-Schaden deaktiviert +REGION_TNT_TB = §aTNT-Schaden außerhalb Baurahmen aktiviert +REGION_TNT_BUILD_DESTROY = §cEine Explosion hätte Blöcke im Baubereich zerstört +REGION_TNT_TB_DESTROY = §cEine Explosion hätte Blöcke im Testblockbereich zerstört +AFK_KICK_MESSAGE = §cAuf diesem Server ist seit 15 Minuten nichts passiert. +AFK_WARNING_MESSAGE = §cDieser Server wird bei weiterer Inaktivität in einer Minute gestoppt +SKIN_HELP = §8/§eskin §8[§7Kuerzel§8] §8[§7Creator§8|§epublic§8] §8[§7Name...§8] §8- §7Erstellt die Skin Schematics. 'public' als Creator nutzen für keinen Creator, danach die nachricht an YoyoNow kopieren (mit Click kopieren) +SKIN_NO_REGION = §7Du steht in keiner Region, welche mit einem Skin versehen werden kann +SKIN_ALREADY_EXISTS = §cDieser Skin existiert in der Form bereits +SKIN_MESSAGE = §7Skin erstellt +SKIN_MESSAGE_HOVER = §eKlicken zum kopieren für YoyoNow und an diesen senden # Panzern -PANZERN_HELP=§8/§epanzern §8[§7Block§8] §8[§7Slab§8] §8- §7Panzer deine WorldEdit Auswahl -PANZERN_PREPARE1=§71. Gucke nochmal nach, ob Läufe auch bis zur Panzergrenze führen. -PANZERN_PREPARE2=§72. Teppich in Gänge auf dem Boden vereinfacht das panzern. -PANZERN_PREPARE3=§73. Schildtechnik sollte explizit eingeschlossen sein. -PANZERN_PREPARE4=§74. Innerhalb der zu panzernden Region zu stehen, beim Befehlausführen kann das Panzern verbessern. -PANZERN_NO_WORLDEDIT=§cDu hast keine WorldEdit Selection -PANZERN_PROGRESS=§e{0} §7Blöcke übrig, §e{1} §7Blöcke pro Sekunde, §e{2} §7Block Delta -PANZERN_DONE=§aZuende gepanzert +PANZERN_HELP = §8/§epanzern §8[§7Block§8] §8[§7Slab§8] §8- §7Panzer deine WorldEdit Auswahl +PANZERN_PREPARE1 = §71. Gucke nochmal nach, ob Läufe auch bis zur Panzergrenze führen. +PANZERN_PREPARE2 = §72. Teppich in Gänge auf dem Boden vereinfacht das panzern. +PANZERN_PREPARE3 = §73. Schildtechnik sollte explizit eingeschlossen sein. +PANZERN_PREPARE4 = §74. Innerhalb der zu panzernden Region zu stehen, beim Befehlausführen kann das Panzern verbessern. +PANZERN_NO_WORLDEDIT = §cDu hast keine WorldEdit Selection +PANZERN_PROGRESS = §e{0} §7Blöcke übrig, §e{1} §7Blöcke pro Sekunde, §e{2} §7Block Delta +PANZERN_DONE = §aZuende gepanzert # Laufbau -LAUFBAU_HELP=§8/§elaufbau §8[§7smallest§8|§7blastresistant§8] §8- §7Baue einen Lauf in deiner WorldEdit Auswahl mit den Traces -LAUFBAU_HELP_SETTINGS=§8/§elaufbau settings §8- §7Öffnet die Settings GUI -LAUFBAU_PREPARE1=§71. Trace die Kanonen so oft wie nötig, in allen Modi. -LAUFBAU_PREPARE2=§72. Versuche alle Fails aus dem Trace zu löschen. -LAUFBAU_NO_WORLDEDIT=§cDu hast keine WorldEdit Selection -LAUFBAU_STATE_FILTERING_TRACES=Traces filtern -LAUFBAU_STATE_PROCESSING_TRACES=Traces verbinden -LAUFBAU_STATE_CREATE_LAUF=Lauf erstellen -LAUFBAU_SIMPLE_PROGRESS=§e{0}§8: §e{1}§8/§e{2} §7Übrige Zeit §8: §e{3} -LAUFBAU_DONE=§aZuende gebaut -LAUFBAU_SETTINGS_GUI_NAME=§eLaufbau -LAUFBAU_SETTINGS_ACTIVE=§aAktiv -LAUFBAU_SETTINGS_INACTIVE=§cInaktiv -LAUFBAU_SETTINGS_MIXED=§e{0}§8/§e{1} §aAktiv -LAUFBAU_SETTINGS_GUI_BACK=§eBack -LAUFBAU_SETTINGS_TOGGLE=§eClick §8-§7 Toggle -LAUFBAU_SETTINGS_ADVANCED=§eLinks-Click §8-§7 Erweiterte Einstellung -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_CHAIN=§eChain -LAUFBAU_BLOCK_BIG_DRIP_LEAF=§eBig Drip Leaf -LAUFBAU_BLOCK_DRAGON_EGG=§eDragon Egg -LAUFBAU_BLOCK_AZALEA=§eAzalea -LAUFBAU_BLOCK_CANDLE=§eKerze -LAUFBAU_BLOCK_CANDLE_CAKE=§eKuchen mit Kerze -LAUFBAU_BLOCK_LECTERN=§eLectern -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_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_LAYERS_8=§8-§7 Ebenen 8 -LAUFBAU_LAYERS_7=§8-§7 Ebenen 7 -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_HALF_BOTTOM=§8-§7 Hälfte Unten -LAUFBAU_HALF_TOP=§8-§7 Hälfte Oben -LAUFBAU_OPEN=§8-§7 Geöffnet -LAUFBAU_ATTACHMENT_CEILING=§8-§7 Befestigung Decke -LAUFBAU_ATTACHMENT_FLOOR=§8-§7 Befestigung Boden -LAUFBAU_ATTACHMENT_DOUBLE_WALL=§8-§7 Befestigung beidseitige Wand -LAUFBAU_ATTACHMENT_SINGLE_WALL=§8-§7 Befestigung einseitige Wand -LAUFBAU_ATTACHMENT_WALL=§8-§7 Befestigung Wand -LAUFBAU_CONNECTION_FLOOR=§8-§7 Verbindung Boden -LAUFBAU_CONNECTION_NORTH=§8-§7 Verbindung Norden -LAUFBAU_CONNECTION_SOUTH=§8-§7 Verbindung Süden -LAUFBAU_CONNECTION_EAST=§8-§7 Verbindung Osten -LAUFBAU_CONNECTION_WEST=§8-§7 Verbindung Westen -LAUFBAU_CONNECTION_DOWN=§8-§7 Verbindung Unten -LAUFBAU_CONNECTION_UP=§8-§7 Verbindung Oben -LAUFBAU_HANGING=§8-§7 hängend -LAUFBAU_SHAPE_STRAIGHT=§8-§7 Form gerade -LAUFBAU_SHAPE_OUTER_LEFT=§8-§7 Form äußere links -LAUFBAU_SHAPE_INNER_LEFT=§8-§7 Form innere links -LAUFBAU_TILT_NONE=§8-§7 Neigung keine -LAUFBAU_TILT_PARTIAL=§8-§7 Neigung teilweise +LAUFBAU_HELP = §8/§elaufbau §8[§7smallest§8|§7blastresistant§8] §8- §7Baue einen Lauf in deiner WorldEdit Auswahl mit den Traces +LAUFBAU_HELP_SETTINGS = §8/§elaufbau settings §8- §7Öffnet die Settings GUI +LAUFBAU_PREPARE1 = §71. Trace die Kanonen so oft wie nötig, in allen Modi. +LAUFBAU_PREPARE2 = §72. Versuche alle Fails aus dem Trace zu löschen. +LAUFBAU_NO_WORLDEDIT = §cDu hast keine WorldEdit Selection +LAUFBAU_STATE_FILTERING_TRACES = Traces filtern +LAUFBAU_STATE_PROCESSING_TRACES = Traces verbinden +LAUFBAU_STATE_CREATE_LAUF = Lauf erstellen +LAUFBAU_SIMPLE_PROGRESS = §e{0}§8: §e{1}§8/§e{2} §7Übrige Zeit §8: §e{3} +LAUFBAU_DONE = §aZuende gebaut +LAUFBAU_SETTINGS_GUI_NAME = §eLaufbau +LAUFBAU_SETTINGS_ACTIVE = §aAktiv +LAUFBAU_SETTINGS_INACTIVE = §cInaktiv +LAUFBAU_SETTINGS_MIXED = §e{0}§8/§e{1} §aAktiv +LAUFBAU_SETTINGS_GUI_BACK = §eBack +LAUFBAU_SETTINGS_TOGGLE = §eClick §8-§7 Toggle +LAUFBAU_SETTINGS_ADVANCED = §eLinks-Click §8-§7 Erweiterte Einstellung +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_CHAIN = §eChain +LAUFBAU_BLOCK_BIG_DRIP_LEAF = §eBig Drip Leaf +LAUFBAU_BLOCK_DRAGON_EGG = §eDragon Egg +LAUFBAU_BLOCK_AZALEA = §eAzalea +LAUFBAU_BLOCK_CANDLE = §eKerze +LAUFBAU_BLOCK_CANDLE_CAKE = §eKuchen mit Kerze +LAUFBAU_BLOCK_LECTERN = §eLectern +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_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_LAYERS_8 = §8-§7 Ebenen 8 +LAUFBAU_LAYERS_7 = §8-§7 Ebenen 7 +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_HALF_BOTTOM = §8-§7 Hälfte Unten +LAUFBAU_HALF_TOP = §8-§7 Hälfte Oben +LAUFBAU_OPEN = §8-§7 Geöffnet +LAUFBAU_ATTACHMENT_CEILING = §8-§7 Befestigung Decke +LAUFBAU_ATTACHMENT_FLOOR = §8-§7 Befestigung Boden +LAUFBAU_ATTACHMENT_DOUBLE_WALL = §8-§7 Befestigung beidseitige Wand +LAUFBAU_ATTACHMENT_SINGLE_WALL = §8-§7 Befestigung einseitige Wand +LAUFBAU_ATTACHMENT_WALL = §8-§7 Befestigung Wand +LAUFBAU_CONNECTION_FLOOR = §8-§7 Verbindung Boden +LAUFBAU_CONNECTION_NORTH = §8-§7 Verbindung Norden +LAUFBAU_CONNECTION_SOUTH = §8-§7 Verbindung Süden +LAUFBAU_CONNECTION_EAST = §8-§7 Verbindung Osten +LAUFBAU_CONNECTION_WEST = §8-§7 Verbindung Westen +LAUFBAU_CONNECTION_DOWN = §8-§7 Verbindung Unten +LAUFBAU_CONNECTION_UP = §8-§7 Verbindung Oben +LAUFBAU_HANGING = §8-§7 hängend +LAUFBAU_SHAPE_STRAIGHT = §8-§7 Form gerade +LAUFBAU_SHAPE_OUTER_LEFT = §8-§7 Form äußere links +LAUFBAU_SHAPE_INNER_LEFT = §8-§7 Form innere links +LAUFBAU_TILT_NONE = §8-§7 Neigung keine +LAUFBAU_TILT_PARTIAL = §8-§7 Neigung teilweise # UTILS -SELECT_HELP=§8/§eselect §8[§7RegionsTyp§8] §8- §7Wähle einen RegionsTyp aus -SELECT_EXTENSION_HELP=§8/§eselect §8[§7RegionsTyp§8] §8[§7Extension§8] §8- §7Wähle einen RegionsTyp aus mit oder ohne Extension -SELECT_GLOBAL_REGION=§cDie globale Region kannst du nicht auswählen -SELECT_NO_TYPE=§cDiese Region hat keinen {0} -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_INVALID=§cUngültiger Spieler -SKULL_ITEM=§e{0}§8s Kopf -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} -SPEED_TOO_SMALL=§c{0} ist zu klein -SPEED_TOO_HIGH=§c{0} ist zu hoch -SPEED_ITEM=§eGeschwindigkeit -SPEED_ITEM_LORE=§7Aktuell: §e -SPEED_TAB_NAME=Geschwindigkeit eingeben -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 Aktiviert/Deaktiviert das senden von Details beim Klick auf TNT +SELECT_HELP = §8/§eselect §8[§7RegionsTyp§8] §8- §7Wähle einen RegionsTyp aus +SELECT_EXTENSION_HELP = §8/§eselect §8[§7RegionsTyp§8] §8[§7Extension§8] §8- §7Wähle einen RegionsTyp aus mit oder ohne Extension +SELECT_GLOBAL_REGION = §cDie globale Region kannst du nicht auswählen +SELECT_NO_TYPE = §cDiese Region hat keinen {0} +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_INVALID = §cUngültiger Spieler +SKULL_ITEM = §e{0}§8s Kopf +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} +SPEED_TOO_SMALL = §c{0} ist zu klein +SPEED_TOO_HIGH = §c{0} ist zu hoch +SPEED_ITEM = §eGeschwindigkeit +SPEED_ITEM_LORE = §7Aktuell: §e +SPEED_TAB_NAME = Geschwindigkeit eingeben +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 Aktiviert/Deaktiviert das senden von Details beim Klick auf TNT TNT_DETAILS_ON = §eTNTDetails §aaktiviert TNT_DETAILS_OFF = §eTNTDetails §cdeaktiviert -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=§7Anzahl §8: §e{0} -TNT_CLICK_ISOLATE=§eIsolieren -SELECT_ITEM_CHOOSE_EXTENSION=Extension auswählen -SELECT_ITEM_CHOOSE_SELECTION=Auswahl auswählen -SELECT_ITEM_NORMAL_EXTENSION=§eNormal -SELECT_ITEM_EXTENDED_EXTENSION=§eAusgefahren -SELECT_ITEM_SELECT=§eSelect -SELECT_ITEM_AUSWAHL=§7Auswahl: §7{0} {1} -SELECT_ITEM_RIGHT_CLICK=§7Rechtklick zum ändern -SELECT_ITEM_BAURAHMEN=§eBaurahmen -SELECT_ITEM_BAUPLATTFORM=§eBauplattform -SELECT_ITEM_TESTBLOCK=§eTestblock -CHESTFILLER_FILLED=§eKiste gefüllt -PISTON_HELP_1=§7Rechts Klick auf einen Piston berechnet dir die bewegten Blöcke. -PISTON_HELP_2=§7Die Anzahl ist Rot, wenn ein unmovable Block vorhanden ist. -PISTON_HELP_3=§7Die Anzahl ist Gelb, wenn zu viele Blöcke vorhanden sind. -PISTON_INFO=§7Bewegte Blöcke {0}{1}§8/§712 -PISTON_ENABLED=§aPiston-Berechnung aktiviert -PISTON_DISABLED=§cPiston-Berechnung deaktiviert +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 = §7Anzahl §8: §e{0} +TNT_CLICK_ISOLATE = §eIsolieren +SELECT_ITEM_CHOOSE_EXTENSION = Extension auswählen +SELECT_ITEM_CHOOSE_SELECTION = Auswahl auswählen +SELECT_ITEM_NORMAL_EXTENSION = §eNormal +SELECT_ITEM_EXTENDED_EXTENSION = §eAusgefahren +SELECT_ITEM_SELECT = §eSelect +SELECT_ITEM_AUSWAHL = §7Auswahl: §7{0} {1} +SELECT_ITEM_RIGHT_CLICK = §7Rechtklick zum ändern +SELECT_ITEM_BAURAHMEN = §eBaurahmen +SELECT_ITEM_BAUPLATTFORM = §eBauplattform +SELECT_ITEM_TESTBLOCK = §eTestblock +CHESTFILLER_FILLED = §eKiste gefüllt +PISTON_HELP_1 = §7Rechts Klick auf einen Piston berechnet dir die bewegten Blöcke. +PISTON_HELP_2 = §7Die Anzahl ist Rot, wenn ein unmovable Block vorhanden ist. +PISTON_HELP_3 = §7Die Anzahl ist Gelb, wenn zu viele Blöcke vorhanden sind. +PISTON_INFO = §7Bewegte Blöcke {0}{1}§8/§712 +PISTON_ENABLED = §aPiston-Berechnung aktiviert +PISTON_DISABLED = §cPiston-Berechnung deaktiviert # Warp -WARP_LOC_X=§7X§8: §e{0} -WARP_LOC_Y=§7Y§8: §e{0} -WARP_LOC_Z=§7Z§8: §e{0} -WARP_EXISTS=§7Ein 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 gelöscht -WARP_TELEPORT_HOVER=§7Zu §e{0} §7teleportieren -WARP_MATERIAL_CHOOSE=Material auswählen -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_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_LOC_X = §7X§8: §e{0} +WARP_LOC_Y = §7Y§8: §e{0} +WARP_LOC_Z = §7Z§8: §e{0} +WARP_EXISTS = §7Ein 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 gelöscht +WARP_TELEPORT_HOVER = §7Zu §e{0} §7teleportieren +WARP_MATERIAL_CHOOSE = Material auswählen +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_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 # WORLD -STOP_HELP=§8/§estop §8- §7Stoppt den Server -STOP_MESSAGE=§eDer Server wird gestoppt -KICKALL_HELP=§8/§ekickall §8- §7Kickt alle Spieler vom Server außer den Owner +STOP_HELP = §8/§estop §8- §7Stoppt den Server +STOP_MESSAGE = §eDer Server wird gestoppt +KICKALL_HELP = §8/§ekickall §8- §7Kickt alle Spieler vom Server außer den Owner # Techhider -TECHHIDER_HELP=§8/§etechhider §8- §7Techhider umschalten -TECHHIDER_GLOBAL=§cKein Techhider in der globalen region -TECHHIDER_ON=§aTechhider aktiviert -TECHHIDER_OFF=§cTechHider deaktiviert +TECHHIDER_HELP = §8/§etechhider §8- §7Techhider umschalten +TECHHIDER_GLOBAL = §cKein Techhider in der globalen region +TECHHIDER_ON = §aTechhider aktiviert +TECHHIDER_OFF = §cTechHider deaktiviert # XRAY -XRAY_HELP=§8/§exray §8- §7Xray umschalten -XRAY_GLOBAL=§cKein Xray in der globalen region -XRAY_ON=§aXray aktiviert -XRAY_OFF=§cXray deaktiviert +XRAY_HELP = §8/§exray §8- §7Xray umschalten +XRAY_GLOBAL = §cKein Xray in der globalen region +XRAY_ON = §aXray aktiviert +XRAY_OFF = §cXray deaktiviert # WorldEdit -COLORREPLACE_HELP=§8//§ecolorreplace §8[§7color§8] §8[§7color§8] §8- §7Ersetzt eine Farbe mit einer anderen -TYPEREPLACE_HELP=§8//§etyreplace §8[§7type§8] §8[§7type§8] §8- §7Ersetzt einen Blockgruppe mit einer anderen +COLORREPLACE_HELP = §8//§ecolorreplace §8[§7color§8] §8[§7color§8] §8- §7Ersetzt eine Farbe mit einer anderen +TYPEREPLACE_HELP = §8//§etyreplace §8[§7type§8] §8[§7type§8] §8- §7Ersetzt einen Blockgruppe mit einer anderen # Schematics -SCHEMATIC_GUI_ITEM=§eSchematics -TLS_MESSAGE_80=§7TLS§8> §7Tick §e{0} §8- §7TNT §e{1} §8(§e{2} §7mit Fuse 80§8) -TLS_START_HELP=§8/§etls start §8- §7Starte den TNT Listener -TLS_STOP_HELP=§8/§etls stop §8- §7Stope den TNT Listener -TLS_SCOREBOARD_ELEMENT=§eTLS§8: §aan -TLS_TOGGLE_HELP=§8/§etls §8: §7Toggle den TNT Listener \ No newline at end of file +SCHEMATIC_GUI_ITEM = §eSchematics +TLS_MESSAGE_80 = §7TLS§8> §7Tick §e{0} §8- §7TNT §e{1} §8(§e{2} §7mit Fuse 80§8) +TLS_START_HELP = §8/§etls start §8- §7Starte den TNT Listener +TLS_STOP_HELP = §8/§etls stop §8- §7Stope den TNT Listener +TLS_SCOREBOARD_ELEMENT = §eTLS§8: §aan +TLS_TOGGLE_HELP = §8/§etls §8: §7Toggle den TNT Listener \ No newline at end of file diff --git a/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/attributescopy/AttributesPlaceListener.java b/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/attributescopy/AttributesPlaceListener.java index 79cf7821..6883d9e8 100644 --- a/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/attributescopy/AttributesPlaceListener.java +++ b/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/attributescopy/AttributesPlaceListener.java @@ -41,7 +41,7 @@ public class AttributesPlaceListener implements Listener { @EventHandler public void onBlockPlace(BlockPlaceEvent event) { - if(!Permission.BUILD.hasPermission(event.getPlayer())) return; + if (!Permission.BUILD.hasPermission(event.getPlayer())) return; ItemStack itemStack = event.getItemInHand(); ItemMeta itemMeta = itemStack.getItemMeta(); if (itemMeta == null) return; diff --git a/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/autostart/AutostartListener.java b/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/autostart/AutostartListener.java index efa7f199..fa504c12 100644 --- a/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/autostart/AutostartListener.java +++ b/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/autostart/AutostartListener.java @@ -65,7 +65,7 @@ public class AutostartListener implements Listener { @EventHandler public void onPlayerInteract(PlayerInteractEvent event) { - if(!Permission.BUILD.hasPermission(event.getPlayer())) return; + if (!Permission.BUILD.hasPermission(event.getPlayer())) return; if (!ItemUtils.isItem(event.getItem(), "autostart")) { return; } @@ -89,7 +89,7 @@ public class AutostartListener implements Listener { if (!(event.getPlayer() instanceof Player)) { return; } - if(!Permission.BUILD.hasPermission((Player) event.getPlayer())) return; + if (!Permission.BUILD.hasPermission((Player) event.getPlayer())) return; if (!ItemUtils.isItem(event.getPlayer().getInventory().getItemInMainHand(), "autostart")) { return; } diff --git a/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/backup/BackupCommand.java b/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/backup/BackupCommand.java index 53607f9c..801af78f 100644 --- a/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/backup/BackupCommand.java +++ b/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/backup/BackupCommand.java @@ -104,7 +104,8 @@ public class BackupCommand extends SWCommand { List lore = Arrays.asList(BauSystem.MESSAGE.parse("BACKUP_LORE", p)); for (int i = 0; i < backups.size(); i++) { RegionBackups.Backup backup = backups.get(i); - SWItem swItem = new SWItem(Material.BRICK, BauSystem.MESSAGE.parse("BACKUP_ITEM_NAME", p, backup.getName()), lore, false, clickType -> {}); + SWItem swItem = new SWItem(Material.BRICK, BauSystem.MESSAGE.parse("BACKUP_ITEM_NAME", p, backup.getName()), lore, false, clickType -> { + }); swItem.getItemStack().setAmount(i + 1); swListEntries.add(new SWListInv.SWListEntry<>(swItem, backup)); } diff --git a/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/countingwand/Countingwand.java b/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/countingwand/Countingwand.java index 0fbaf1b7..03bc146e 100644 --- a/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/countingwand/Countingwand.java +++ b/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/countingwand/Countingwand.java @@ -58,14 +58,14 @@ public class Countingwand { } } - public static ItemStack getWandItem(Player player) { - ItemStack itemStack = new SWItem(Material.STICK, BauSystem.MESSAGE.parse("COUNTINGWAND_ITEM_NAME", player), Arrays.asList(BauSystem.MESSAGE.parse("COUNTINGWAND_ITEM_LORE1", player), BauSystem.MESSAGE.parse("COUNTINGWAND_ITEM_LORE2", player)), false, null).getItemStack(); - ItemUtils.setItem(itemStack, "countingwand"); - ItemMeta itemMeta = itemStack.getItemMeta(); - itemMeta.setCustomModelData(1); - itemStack.setItemMeta(itemMeta); - return itemStack; - } + public static ItemStack getWandItem(Player player) { + ItemStack itemStack = new SWItem(Material.STICK, BauSystem.MESSAGE.parse("COUNTINGWAND_ITEM_NAME", player), Arrays.asList(BauSystem.MESSAGE.parse("COUNTINGWAND_ITEM_LORE1", player), BauSystem.MESSAGE.parse("COUNTINGWAND_ITEM_LORE2", player)), false, null).getItemStack(); + ItemUtils.setItem(itemStack, "countingwand"); + ItemMeta itemMeta = itemStack.getItemMeta(); + itemMeta.setCustomModelData(1); + itemStack.setItemMeta(itemMeta); + return itemStack; + } public boolean isCountingwand(ItemStack itemStack) { return ItemUtils.isItem(itemStack, "countingwand"); diff --git a/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/countingwand/CountingwandCommand.java b/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/countingwand/CountingwandCommand.java index f35420fe..c28c0eb9 100644 --- a/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/countingwand/CountingwandCommand.java +++ b/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/countingwand/CountingwandCommand.java @@ -28,12 +28,12 @@ import org.bukkit.entity.Player; @Linked public class CountingwandCommand extends SWCommand { - public CountingwandCommand() { - super("countingwand", "/countingwand", "cwand", "/cwand", "zollstock", "/zollstock"); - } + public CountingwandCommand() { + super("countingwand", "/countingwand", "cwand", "/cwand", "zollstock", "/zollstock"); + } - @Register(description = "COUNTINGWAND_COMMAND_HELP") - public void genericCommand(final Player p) { - SWUtils.giveItemToPlayer(p, Countingwand.getWandItem(p)); - } + @Register(description = "COUNTINGWAND_COMMAND_HELP") + public void genericCommand(final Player p) { + SWUtils.giveItemToPlayer(p, Countingwand.getWandItem(p)); + } } \ No newline at end of file diff --git a/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/countingwand/CountingwandGuiItem.java b/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/countingwand/CountingwandGuiItem.java index 86cb0332..b376a76f 100644 --- a/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/countingwand/CountingwandGuiItem.java +++ b/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/countingwand/CountingwandGuiItem.java @@ -30,24 +30,24 @@ import org.bukkit.inventory.ItemStack; @Linked public class CountingwandGuiItem extends BauGuiItem { - public CountingwandGuiItem() { - super(22); - } + public CountingwandGuiItem() { + super(22); + } - @Override - public ItemStack getItem(Player player) { - return Countingwand.getWandItem(player); - } + @Override + public ItemStack getItem(Player player) { + return Countingwand.getWandItem(player); + } - @Override - public boolean click(ClickType click, Player p) { - p.closeInventory(); - p.performCommand("countingwand"); - return false; - } + @Override + public boolean click(ClickType click, Player p) { + p.closeInventory(); + p.performCommand("countingwand"); + return false; + } - @Override - public Permission permission() { - return Permission.MEMBER; - } + @Override + public Permission permission() { + return Permission.MEMBER; + } } \ No newline at end of file diff --git a/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/countingwand/CountingwandListener.java b/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/countingwand/CountingwandListener.java index 9daab3f0..5c5ce62d 100644 --- a/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/countingwand/CountingwandListener.java +++ b/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/countingwand/CountingwandListener.java @@ -35,35 +35,35 @@ import java.util.Objects; @Linked public class CountingwandListener implements Listener { - @EventHandler - public void onBlockBreak(final BlockBreakEvent event) { - if (!Countingwand.isCountingwand(event.getPlayer().getInventory().getItemInMainHand())) { - return; - } + @EventHandler + public void onBlockBreak(final BlockBreakEvent event) { + if (!Countingwand.isCountingwand(event.getPlayer().getInventory().getItemInMainHand())) { + return; + } - event.setCancelled(true); - Countingwand.checkSelection(Point.fromLocation(event.getBlock().getLocation()), true, event.getPlayer()); - } + event.setCancelled(true); + Countingwand.checkSelection(Point.fromLocation(event.getBlock().getLocation()), true, event.getPlayer()); + } - @EventHandler - public void onPlayerInteract(final PlayerInteractEvent event) { - if (!Countingwand.isCountingwand(event.getItem())) { - return; - } + @EventHandler + public void onPlayerInteract(final PlayerInteractEvent event) { + if (!Countingwand.isCountingwand(event.getItem())) { + return; + } - if (event.getAction() == Action.RIGHT_CLICK_AIR || event.getAction() == Action.LEFT_CLICK_AIR) { - RayTraceResult rayTraceResult = event.getPlayer().rayTraceBlocks(200, FluidCollisionMode.NEVER); - if (rayTraceResult == null) { - return; - } - Countingwand.checkSelection(Point.fromLocation(Objects.requireNonNull(rayTraceResult.getHitBlock()).getLocation()), event.getAction() == Action.LEFT_CLICK_AIR, event.getPlayer()); - return; - } - if (event.getAction() != Action.RIGHT_CLICK_BLOCK) { - return; - } + if (event.getAction() == Action.RIGHT_CLICK_AIR || event.getAction() == Action.LEFT_CLICK_AIR) { + RayTraceResult rayTraceResult = event.getPlayer().rayTraceBlocks(200, FluidCollisionMode.NEVER); + if (rayTraceResult == null) { + return; + } + Countingwand.checkSelection(Point.fromLocation(Objects.requireNonNull(rayTraceResult.getHitBlock()).getLocation()), event.getAction() == Action.LEFT_CLICK_AIR, event.getPlayer()); + return; + } + if (event.getAction() != Action.RIGHT_CLICK_BLOCK) { + return; + } - event.setCancelled(true); - Countingwand.checkSelection(Point.fromLocation(Objects.requireNonNull(event.getClickedBlock()).getLocation()), false, event.getPlayer()); - } + event.setCancelled(true); + Countingwand.checkSelection(Point.fromLocation(Objects.requireNonNull(event.getClickedBlock()).getLocation()), false, event.getPlayer()); + } } \ No newline at end of file diff --git a/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/hotbar/HotbarListener.java b/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/hotbar/HotbarListener.java index 11d5481d..cdb8ce28 100644 --- a/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/hotbar/HotbarListener.java +++ b/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/hotbar/HotbarListener.java @@ -31,7 +31,7 @@ public class HotbarListener implements Listener { @EventHandler(priority = EventPriority.LOWEST) public void onPlayerJoin(PlayerJoinEvent event) { - if(!Permission.BUILD.hasPermission(event.getPlayer())) return; + if (!Permission.BUILD.hasPermission(event.getPlayer())) return; if (allNull(event.getPlayer().getInventory().getContents()) && allNull(event.getPlayer().getInventory().getArmorContents())) { DefaultHotbar.setHotbar(event.getPlayer()); } diff --git a/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/inventoryfiller/InventoryFillBauGuiItem.java b/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/inventoryfiller/InventoryFillBauGuiItem.java index fe62c7e2..13e3af35 100644 --- a/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/inventoryfiller/InventoryFillBauGuiItem.java +++ b/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/inventoryfiller/InventoryFillBauGuiItem.java @@ -50,7 +50,8 @@ public class InventoryFillBauGuiItem extends BauGuiItem { @Override public ItemStack getItem(Player player) { String loreKey = Config.getInstance().get(player).getPlainValueOrDefault("inventoryfill", false) ? "OTHER_ITEMS_INVENTORY_FILL_LORE_ACTIVE" : "OTHER_ITEMS_INVENTORY_FILL_LORE_INACTIVE"; - return new SWItem(Material.HOPPER, BauSystem.MESSAGE.parse("OTHER_ITEMS_INVENTORY_FILL_NAME", player), Collections.singletonList(BauSystem.MESSAGE.parse(loreKey, player)), false, clickType -> {}).getItemStack(); + return new SWItem(Material.HOPPER, BauSystem.MESSAGE.parse("OTHER_ITEMS_INVENTORY_FILL_NAME", player), Collections.singletonList(BauSystem.MESSAGE.parse(loreKey, player)), false, clickType -> { + }).getItemStack(); } @Override diff --git a/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/inventoryfiller/InventoryFiller.java b/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/inventoryfiller/InventoryFiller.java index a64904ce..8312e77c 100644 --- a/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/inventoryfiller/InventoryFiller.java +++ b/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/inventoryfiller/InventoryFiller.java @@ -39,7 +39,7 @@ public class InventoryFiller implements Listener { @EventHandler public void onPlayerDropItem(PlayerDropItemEvent event) { - if(!Permission.BUILD.hasPermission(event.getPlayer())) return; + if (!Permission.BUILD.hasPermission(event.getPlayer())) return; if (!Config.getInstance().get(event.getPlayer()).getPlainValueOrDefault("inventoryfill", false)) return; if (!event.getPlayer().isSneaking()) return; Block block = event.getPlayer().getTargetBlockExact(5); @@ -61,7 +61,7 @@ public class InventoryFiller implements Listener { */ @EventHandler public void onPlayerItemHeld(PlayerItemHeldEvent event) { - if(!Permission.BUILD.hasPermission(event.getPlayer())) return; + if (!Permission.BUILD.hasPermission(event.getPlayer())) return; if (!Config.getInstance().get(event.getPlayer()).getPlainValueOrDefault("inventoryfill", false)) return; if (!event.getPlayer().isSneaking()) return; ItemStack itemStack = event.getPlayer().getInventory().getItemInMainHand(); diff --git a/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/killchecker/KillcheckerVisualizer.java b/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/killchecker/KillcheckerVisualizer.java index f303380d..9efd6dc2 100644 --- a/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/killchecker/KillcheckerVisualizer.java +++ b/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/killchecker/KillcheckerVisualizer.java @@ -58,9 +58,9 @@ public class KillcheckerVisualizer { Material.BLACK_CONCRETE, }; private static final World WORLD = Bukkit.getWorlds().get(0); - + private static final double SURROUND = 4.5; - + private final Point minPoint; private final Point maxPoint; @@ -104,7 +104,9 @@ public class KillcheckerVisualizer { Block block = WORLD.getBlockAt(x, y, z); if (block.getType().isAir()) continue; String name = block.getType().name(); - if (!name.endsWith("_WOOL") && !name.endsWith("_STAINED_GLASS") && !name.endsWith("_CONCRETE") && !name.endsWith("_TERRACOTTA")) continue; + if (!name.endsWith("_WOOL") && !name.endsWith("_STAINED_GLASS") && !name.endsWith("_CONCRETE") && !name.endsWith("_TERRACOTTA")) { + continue; + } if (name.equals("_GLAZED_TERRACOTTA")) continue; Cuboid cuboid = create(block.getType(), x, y, z); cuboids.add(cuboid); @@ -283,7 +285,9 @@ public class KillcheckerVisualizer { } kill.forEach((point, count) -> { if (rEntities.containsKey(point)) { - if (killCount.get(point) == count && outlinePoints.contains(point) == outlinePointsCacheLast.contains(point)) return; + if (killCount.get(point) == count && outlinePoints.contains(point) == outlinePointsCacheLast.contains(point)) { + return; + } rEntities.get(point).die(); } RFallingBlockEntity entity = new RFallingBlockEntity(outlinePoints.contains(point) ? outline : inner, point.toLocation(WORLD, 0.5, 0, 0.5), MATERIALS[Math.min(count - 1, MATERIALS.length) - 1]); @@ -325,7 +329,7 @@ public class KillcheckerVisualizer { if (point.getX() < minPoint.getX() || point.getX() > maxPoint.getX()) continue; if (point.getY() < minPoint.getY() || point.getY() > maxPoint.getY()) continue; if (point.getZ() < minPoint.getZ() || point.getZ() > maxPoint.getZ()) continue; - + if (WORLD.getBlockAt(point.getX() + 1, point.getY(), point.getZ()).getType() == type) { points.add(new Point(point.getX() + 1, point.getY(), point.getZ())); } diff --git a/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/loader/Loader.java b/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/loader/Loader.java index 4f990052..dd6e3f6d 100644 --- a/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/loader/Loader.java +++ b/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/loader/Loader.java @@ -71,7 +71,7 @@ public class Loader implements Listener, SWPlayer.Component { BauSystem.runTaskTimer(BauSystem.getInstance(), () -> { if (stage != Stage.RUNNING && stage != Stage.SINGLE) return; - if(!Permission.BUILD.hasPermission(p)) return; + if (!Permission.BUILD.hasPermission(p)) return; if (waitTime > 0) { waitTime--; return; @@ -213,7 +213,8 @@ public class Loader implements Listener, SWPlayer.Component { }; updateRunnable.run(); - SWListInv swListInv = new SWListInv<>(p, BauSystem.MESSAGE.parse("LOADER_GUI_TITLE", p), false, list, (clickType, loaderElement) -> {}); + SWListInv swListInv = new SWListInv<>(p, BauSystem.MESSAGE.parse("LOADER_GUI_TITLE", p), false, list, (clickType, loaderElement) -> { + }); swListInv.setCallback((clickType, entry) -> entry.click(p, () -> { updateRunnable.run(); swListInv.open(); @@ -363,7 +364,9 @@ public class Loader implements Listener, SWPlayer.Component { public static int LENGTH = SettingsSorting.values().length; public abstract Material getMaterial(); + public abstract String getName(); + public abstract boolean shouldShow(LoaderElement previous, LoaderElement current, LoaderElement next); } diff --git a/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/loader/LoaderScoreboardElement.java b/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/loader/LoaderScoreboardElement.java index a51417d4..419cb8ed 100644 --- a/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/loader/LoaderScoreboardElement.java +++ b/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/loader/LoaderScoreboardElement.java @@ -41,7 +41,7 @@ public class LoaderScoreboardElement implements ScoreboardElement { @Override public String get(Region region, Player p) { - if(!Permission.BUILD.hasPermission(p)) return null; + if (!Permission.BUILD.hasPermission(p)) return null; Loader loader = Loader.getLoader(p); if (loader == null) return null; if (loader.getStage() == Loader.Stage.RUNNING) { diff --git a/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/loader/elements/LoaderElement.java b/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/loader/elements/LoaderElement.java index 61ece4d3..b1e4c791 100644 --- a/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/loader/elements/LoaderElement.java +++ b/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/loader/elements/LoaderElement.java @@ -26,6 +26,8 @@ import java.util.function.Consumer; public interface LoaderElement { SWItem menu(Player player); + void execute(Consumer delay); + void click(Player player, Runnable backAction); } diff --git a/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/loader/elements/LoaderInteractionElement.java b/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/loader/elements/LoaderInteractionElement.java index 5a6c547a..5094f12e 100644 --- a/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/loader/elements/LoaderInteractionElement.java +++ b/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/loader/elements/LoaderInteractionElement.java @@ -95,7 +95,8 @@ public abstract class LoaderInteractionElement & LoaderSetting }; updateRunnable.run(); - SWListInv listInv = new SWListInv<>(player, "Interaction Settings", false, entries, (clickType, entry) -> {}); + SWListInv listInv = new SWListInv<>(player, "Interaction Settings", false, entries, (clickType, entry) -> { + }); listInv.setCallback((clickType, entry) -> { openIndividualSettingsMenu(player, entry, () -> { updateRunnable.run(); @@ -150,7 +151,9 @@ public abstract class LoaderInteractionElement & LoaderSetting } SWInventory swInventory = new SWInventory(player, guiSize, BauSystem.MESSAGE.parse("LOADER_GUI_SETTINGS_TITLE", player)); - for (int i = guiSize - 9; i < guiSize; i++) swInventory.setItem(i, new SWItem(Material.GRAY_STAINED_GLASS_PANE, "§7", clickType -> {})); + for (int i = guiSize - 9; i < guiSize; i++) + swInventory.setItem(i, new SWItem(Material.GRAY_STAINED_GLASS_PANE, "§7", clickType -> { + })); swInventory.setItem(guiSize - 9, new SWItem(Material.ARROW, BauSystem.MESSAGE.parse("LOADER_GUI_SETTINGS_BACK", player)).setCustomModelData(CMDs.BACK).getItemStack(), clickType -> back.run()); swInventory.setItem(guiSize - 5, new SWItem(Material.WOODEN_AXE, BauSystem.MESSAGE.parse("LOADER_GUI_SETTINGS_COPY", player)).getItemStack(), clickType -> { SWAnvilInv swAnvilInv = new SWAnvilInv(player, BauSystem.MESSAGE.parse("LOADER_GUI_COPY_TITLE", player), "1"); @@ -197,7 +200,8 @@ public abstract class LoaderInteractionElement & LoaderSetting for (int power = 0; power < 16; power++) { int finalPowerPosition = power; if (power >= 9) finalPowerPosition++; - SWItem powerItem = new SWItem(Material.REDSTONE, BauSystem.MESSAGE.parse("LOADER_SETTING_POWER", player, power), Arrays.asList(), false, clickType -> {}); + SWItem powerItem = new SWItem(Material.REDSTONE, BauSystem.MESSAGE.parse("LOADER_SETTING_POWER", player, power), Arrays.asList(), false, clickType -> { + }); powerItem.getItemStack().setAmount(Math.max(power, 1)); if (extraPower.get(index) == power) powerItem.setEnchanted(true); @@ -210,7 +214,8 @@ public abstract class LoaderInteractionElement & LoaderSetting } if (currentElement.hasTicks(this)) { - swInventory.setItem(ticksStart + 3, new SWItem(Material.RED_DYE, BauSystem.MESSAGE.parse("LOADER_SETTING_TICKS_REMOVE_ONE", player), Arrays.asList(BauSystem.MESSAGE.parse("LOADER_SETTING_TICKS_REMOVE_ONE_SHIFT", player)), false, clickType -> {}).getItemStack(), clickType -> { + swInventory.setItem(ticksStart + 3, new SWItem(Material.RED_DYE, BauSystem.MESSAGE.parse("LOADER_SETTING_TICKS_REMOVE_ONE", player), Arrays.asList(BauSystem.MESSAGE.parse("LOADER_SETTING_TICKS_REMOVE_ONE_SHIFT", player)), false, clickType -> { + }).getItemStack(), clickType -> { long ticks = extraTicks.get(index); ticks -= clickType.isShiftClick() ? 5 : 1; if (ticks < 1) ticks = 1; @@ -218,7 +223,8 @@ public abstract class LoaderInteractionElement & LoaderSetting openIndividualSettingsMenu(player, index, back, delete); }); - SWItem ticksItem = new SWItem(Material.CLOCK, BauSystem.MESSAGE.parse("LOADER_SETTING_TICKS", player, extraTicks.get(index)), Arrays.asList(BauSystem.MESSAGE.parse("LOADER_GUI_CLICK_TO_EDIT", player)), false, clickType -> {}); + SWItem ticksItem = new SWItem(Material.CLOCK, BauSystem.MESSAGE.parse("LOADER_SETTING_TICKS", player, extraTicks.get(index)), Arrays.asList(BauSystem.MESSAGE.parse("LOADER_GUI_CLICK_TO_EDIT", player)), false, clickType -> { + }); ticksItem.getItemStack().setAmount((int) Math.min(extraTicks.get(index), 64)); swInventory.setItem(ticksStart + 4, ticksItem.getItemStack(), clickType -> { SWAnvilInv swAnvilInv = new SWAnvilInv(player, BauSystem.MESSAGE.parse("LOADER_SETTING_TICKS_NAME", player), extraTicks.get(index) + ""); @@ -234,7 +240,8 @@ public abstract class LoaderInteractionElement & LoaderSetting swAnvilInv.open(); }); - swInventory.setItem(ticksStart + 5, new SWItem(Material.LIME_DYE, BauSystem.MESSAGE.parse("LOADER_SETTING_TICKS_ADD_ONE", player), Arrays.asList(BauSystem.MESSAGE.parse("LOADER_SETTING_TICKS_ADD_ONE_SHIFT", player)), false, clickType -> {}).getItemStack(), clickType -> { + swInventory.setItem(ticksStart + 5, new SWItem(Material.LIME_DYE, BauSystem.MESSAGE.parse("LOADER_SETTING_TICKS_ADD_ONE", player), Arrays.asList(BauSystem.MESSAGE.parse("LOADER_SETTING_TICKS_ADD_ONE_SHIFT", player)), false, clickType -> { + }).getItemStack(), clickType -> { long ticks = extraTicks.get(index); ticks += clickType.isShiftClick() ? 5 : 1; extraTicks.set(index, ticks); diff --git a/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/loader/elements/LoaderSettingsEnum.java b/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/loader/elements/LoaderSettingsEnum.java index 9fae7e20..0b4c7d1d 100644 --- a/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/loader/elements/LoaderSettingsEnum.java +++ b/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/loader/elements/LoaderSettingsEnum.java @@ -28,10 +28,13 @@ import java.util.function.Consumer; public interface LoaderSettingsEnum, E extends Enum & LoaderSettingsEnum> { int getPos(); + SWItem menu(Player player, P parent, int power, long ticks); + default boolean hasPower(P parent) { return false; } + default boolean hasTicks(P parent) { return false; } diff --git a/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/loader/elements/impl/LoaderWait.java b/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/loader/elements/impl/LoaderWait.java index b36bf320..33cb5219 100644 --- a/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/loader/elements/impl/LoaderWait.java +++ b/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/loader/elements/impl/LoaderWait.java @@ -63,7 +63,8 @@ public class LoaderWait implements LoaderElement { for (int i = 9; i < 18; i++) swInventory.setItem(i, new SWItem(Material.GRAY_STAINED_GLASS_PANE, "§7")); swInventory.setItem(9, new SWItem(Material.ARROW, BauSystem.MESSAGE.parse("LOADER_GUI_WAIT_BACK", player)).setCustomModelData(CMDs.BACK).getItemStack(), clickType -> backAction.run()); - swInventory.setItem(3, new SWItem(Material.RED_DYE, BauSystem.MESSAGE.parse("LOADER_SETTING_TICKS_REMOVE_ONE", player), Arrays.asList(BauSystem.MESSAGE.parse("LOADER_SETTING_TICKS_REMOVE_ONE_SHIFT", player)), false, clickType -> {}).getItemStack(), clickType -> { + swInventory.setItem(3, new SWItem(Material.RED_DYE, BauSystem.MESSAGE.parse("LOADER_SETTING_TICKS_REMOVE_ONE", player), Arrays.asList(BauSystem.MESSAGE.parse("LOADER_SETTING_TICKS_REMOVE_ONE_SHIFT", player)), false, clickType -> { + }).getItemStack(), clickType -> { delay -= clickType.isShiftClick() ? 5 : 1; if (delay < 0) delay = 0; swInventory.setItem(4, menu(player)); @@ -80,7 +81,8 @@ public class LoaderWait implements LoaderElement { }); swAnvilInv.open(); }); - swInventory.setItem(5, new SWItem(Material.LIME_DYE, BauSystem.MESSAGE.parse("LOADER_SETTING_TICKS_ADD_ONE", player), Arrays.asList(BauSystem.MESSAGE.parse("LOADER_SETTING_TICKS_ADD_ONE_SHIFT", player)), false, clickType -> {}).getItemStack(), clickType -> { + swInventory.setItem(5, new SWItem(Material.LIME_DYE, BauSystem.MESSAGE.parse("LOADER_SETTING_TICKS_ADD_ONE", player), Arrays.asList(BauSystem.MESSAGE.parse("LOADER_SETTING_TICKS_ADD_ONE_SHIFT", player)), false, clickType -> { + }).getItemStack(), clickType -> { delay += clickType.isShiftClick() ? 5 : 1; swInventory.setItem(4, menu(player)); }); diff --git a/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/loadtimer/Loadtimer.java b/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/loadtimer/Loadtimer.java index a7d642fe..0d0498dd 100644 --- a/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/loadtimer/Loadtimer.java +++ b/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/loadtimer/Loadtimer.java @@ -146,8 +146,7 @@ public class Loadtimer implements Listener { if ((stage == Stage.COUNTING || stage == Stage.ACTIVATED)) { stage = Stage.IGNITION; ignite = TPSUtils.currentRealTick.get(); - if (activate == -1) - activate = TPSUtils.currentRealTick.get(); + if (activate == -1) activate = TPSUtils.currentRealTick.get(); if (finishOnActive) { stage = Stage.END; print(); diff --git a/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/loadtimer/LoadtimerCommand.java b/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/loadtimer/LoadtimerCommand.java index a73e6d45..12393456 100644 --- a/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/loadtimer/LoadtimerCommand.java +++ b/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/loadtimer/LoadtimerCommand.java @@ -40,16 +40,18 @@ public class LoadtimerCommand extends SWCommand { public void start(@Validator Player p, TimerMode mode) { Region r = Region.getRegion(p.getLocation()); if (r.getType().isGlobal()) return; - if (!Loadtimer.hasTimer(r)) + if (!Loadtimer.hasTimer(r)) { Loadtimer.createLoadtimer(r, mode == TimerMode.HALF); + } } @Register(value = "stop", description = "LOADTIMER_HELP_STOP") public void stop(@Validator Player p) { Region r = Region.getRegion(p.getLocation()); if (r.getType().isGlobal()) return; - if (Loadtimer.hasTimer(r)) + if (Loadtimer.hasTimer(r)) { Loadtimer.getTimer(r).delete(); + } } public enum TimerMode { diff --git a/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/loadtimer/LoadtimerGuiItem.java b/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/loadtimer/LoadtimerGuiItem.java index cdee3114..6a97e510 100644 --- a/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/loadtimer/LoadtimerGuiItem.java +++ b/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/loadtimer/LoadtimerGuiItem.java @@ -46,8 +46,9 @@ public class LoadtimerGuiItem extends BauGuiItem { @Override public ItemStack getItem(Player player) { Region r = Region.getRegion(player.getLocation()); - if (r.getType().isGlobal()) + if (r.getType().isGlobal()) { return new SWItem(Material.BOWL, BauSystem.MESSAGE.parse("LOADTIMER_GUI_GLOBAL", player)).getItemStack(); + } if (Loadtimer.hasTimer(r)) { return new SWItem(Material.BOW, BauSystem.MESSAGE.parse("LOADTIMER_GUI_STOP", player)).getItemStack(); } else { diff --git a/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/observer/ObserverTracerListener.java b/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/observer/ObserverTracerListener.java index 9af75f76..987b2a23 100644 --- a/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/observer/ObserverTracerListener.java +++ b/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/observer/ObserverTracerListener.java @@ -54,7 +54,7 @@ public class ObserverTracerListener implements Listener { @EventHandler public void onPlayerInteract(PlayerInteractEvent event) { - if(!Permission.BUILD.hasPermission(event.getPlayer())) return; + if (!Permission.BUILD.hasPermission(event.getPlayer())) return; if (!enabled.contains(event.getPlayer())) return; if (event.getClickedBlock() == null) return; ObserverTracer observerTracer = SWPlayer.of(event.getPlayer()).getComponent(ObserverTracer.class).orElse(null); diff --git a/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/rayvisualizer/RayVisualizerCommand.java b/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/rayvisualizer/RayVisualizerCommand.java index 9fe231db..2732c140 100644 --- a/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/rayvisualizer/RayVisualizerCommand.java +++ b/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/rayvisualizer/RayVisualizerCommand.java @@ -61,9 +61,9 @@ public class RayVisualizerCommand extends SWCommand implements Listener { } private boolean locEquals(Location loc1, Location loc2) { - if ((long)(loc1.getX() * 1000) != (long)(loc2.getX() * 1000)) return false; - if ((long)(loc1.getY() * 1000) != (long)(loc2.getY() * 1000)) return false; - if ((long)(loc1.getZ() * 1000) != (long)(loc2.getZ() * 1000)) return false; + if ((long) (loc1.getX() * 1000) != (long) (loc2.getX() * 1000)) return false; + if ((long) (loc1.getY() * 1000) != (long) (loc2.getY() * 1000)) return false; + if ((long) (loc1.getZ() * 1000) != (long) (loc2.getZ() * 1000)) return false; return true; } diff --git a/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/region/FireListener.java b/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/region/FireListener.java index 54a0bf13..7c29cd96 100644 --- a/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/region/FireListener.java +++ b/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/region/FireListener.java @@ -36,12 +36,16 @@ public class FireListener implements Listener, ScoreboardElement { @EventHandler public void onFireDamage(BlockBurnEvent e) { - if (Region.getRegion(e.getBlock().getLocation()).getRegionData().get(Flag.FIRE).isWithDefault(FireMode.DENY)) e.setCancelled(true); + if (Region.getRegion(e.getBlock().getLocation()).getRegionData().get(Flag.FIRE).isWithDefault(FireMode.DENY)) { + e.setCancelled(true); + } } @EventHandler public void onFireSpread(BlockSpreadEvent e) { - if (Region.getRegion(e.getBlock().getLocation()).getRegionData().get(Flag.FIRE).isWithDefault(FireMode.DENY)) e.setCancelled(true); + if (Region.getRegion(e.getBlock().getLocation()).getRegionData().get(Flag.FIRE).isWithDefault(FireMode.DENY)) { + e.setCancelled(true); + } } @Override diff --git a/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/region/FreezeCommand.java b/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/region/FreezeCommand.java index 2e89c378..bf9982f7 100644 --- a/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/region/FreezeCommand.java +++ b/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/region/FreezeCommand.java @@ -44,11 +44,11 @@ public class FreezeCommand extends SWCommand { } } - private String getEnableMessage(){ + private String getEnableMessage() { return "REGION_FREEZE_ENABLED"; } - private String getDisableMessage(){ + private String getDisableMessage() { return "REGION_FREEZE_DISABLED"; } diff --git a/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/region/FreezeListener.java b/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/region/FreezeListener.java index deba61e7..976b48b4 100644 --- a/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/region/FreezeListener.java +++ b/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/region/FreezeListener.java @@ -47,7 +47,9 @@ public class FreezeListener implements Listener, ScoreboardElement { @EventHandler public void onBlockExplode(BlockExplodeEvent e) { - if (Region.getRegion(e.getBlock().getLocation()).getRegionData().get(Flag.FREEZE).isWithDefault(FreezeMode.INACTIVE)) return; + if (Region.getRegion(e.getBlock().getLocation()).getRegionData().get(Flag.FREEZE).isWithDefault(FreezeMode.INACTIVE)) { + return; + } e.setCancelled(true); BlockState state = e.getBlock().getState(); Bukkit.getScheduler().runTaskLater(BauSystem.getInstance(), () -> { @@ -57,7 +59,9 @@ public class FreezeListener implements Listener, ScoreboardElement { @EventHandler public void onEntitySpawn(EntitySpawnEvent e) { - if (Region.getRegion(e.getLocation()).getRegionData().get(Flag.FREEZE).isWithDefault(FreezeMode.INACTIVE)) return; + if (Region.getRegion(e.getLocation()).getRegionData().get(Flag.FREEZE).isWithDefault(FreezeMode.INACTIVE)) { + return; + } e.setCancelled(true); if (e.getEntityType() == EntityType.TNT) { Bukkit.getScheduler().runTaskLater(BauSystem.getInstance(), () -> { @@ -69,7 +73,9 @@ public class FreezeListener implements Listener, ScoreboardElement { @EventHandler public void onBlockCanBuild(BlockCanBuildEvent e) { if (!e.isBuildable()) return; - if (Region.getRegion(e.getBlock().getLocation()).getRegionData().get(Flag.FREEZE).isWithDefault(FreezeMode.INACTIVE)) return; + if (Region.getRegion(e.getBlock().getLocation()).getRegionData().get(Flag.FREEZE).isWithDefault(FreezeMode.INACTIVE)) { + return; + } if (e.getMaterial() == Material.TNT) { e.setBuildable(false); e.getBlock().setType(Material.TNT, false); diff --git a/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/region/ItemsCommand.java b/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/region/ItemsCommand.java index 9db80d57..fc6c4ff8 100644 --- a/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/region/ItemsCommand.java +++ b/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/region/ItemsCommand.java @@ -44,11 +44,11 @@ public class ItemsCommand extends SWCommand { } } - private String getEnableMessage(){ + private String getEnableMessage() { return "REGION_ITEMS_ENABLED"; } - private String getDisableMessage(){ + private String getDisableMessage() { return "REGION_ITEMS_DISABLED"; } diff --git a/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/region/RegionCommand.java b/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/region/RegionCommand.java index f680b7d5..640d4eb3 100644 --- a/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/region/RegionCommand.java +++ b/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/region/RegionCommand.java @@ -97,7 +97,7 @@ public class RegionCommand extends SWCommand { @Register(value = "restore", description = "REGION_REGION_HELP_RESTORE") public void genericRestoreCommand(@Validator Player p) { Region region = Region.getRegion(p.getLocation()); - if(checkGlobalRegion(region, p)) return; + if (checkGlobalRegion(region, p)) return; try { PasteBuilder pasteBuilder = new PasteBuilder(new PasteBuilder.FileProvider(region.getArea().getResetFile())) @@ -116,7 +116,7 @@ public class RegionCommand extends SWCommand { Region region = Region.getRegion(p.getLocation()); if (checkGlobalRegion(region, p)) return; - if(node.isDir()) { + if (node.isDir()) { BauSystem.MESSAGE.send("ONLY_SCHEMS", p); return; } diff --git a/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/region/RegionListener.java b/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/region/RegionListener.java index f02452d2..2cde1434 100644 --- a/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/region/RegionListener.java +++ b/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/region/RegionListener.java @@ -59,7 +59,9 @@ public class RegionListener implements Listener { @EventHandler(priority = EventPriority.MONITOR, ignoreCancelled = true) public void onBlockPhysics(final BlockPhysicsEvent event) { - if (event.getBlock().getType() != event.getChangedType()) RegionListener.tagChangedRegion(event.getBlock().getLocation()); + if (event.getBlock().getType() != event.getChangedType()) { + RegionListener.tagChangedRegion(event.getBlock().getLocation()); + } } @EventHandler(priority = EventPriority.MONITOR, ignoreCancelled = true) diff --git a/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/region/TestblockCommand.java b/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/region/TestblockCommand.java index ff17b4ce..1644aaea 100644 --- a/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/region/TestblockCommand.java +++ b/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/region/TestblockCommand.java @@ -72,7 +72,7 @@ public class TestblockCommand extends SWCommand { resetRegion(p, node, isExtension ? RegionExtensionType.EXTENSION : RegionExtensionType.NORMAL, isIgnoreAir, isOnlyColor, replaceTNT, replaceWater); } - @Register(value="default") + @Register(value = "default") public void setTestblockDefault(Player p) { Region region = regionCheck(p); if (region == null) return; diff --git a/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/region/WaterDestroyCommand.java b/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/region/WaterDestroyCommand.java index ec2e82b9..776eca20 100644 --- a/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/region/WaterDestroyCommand.java +++ b/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/region/WaterDestroyCommand.java @@ -33,11 +33,11 @@ public class WaterDestroyCommand extends SWCommand { super("waterdestroy"); } - private String getEnableMessage(){ + private String getEnableMessage() { return "REGION_WATER_ENABLED"; } - private String getDisableMessage(){ + private String getDisableMessage() { return "REGION_WATER_DISABLED"; } diff --git a/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/region/WaterDestroyListener.java b/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/region/WaterDestroyListener.java index 4e4ba725..0b0083f9 100644 --- a/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/region/WaterDestroyListener.java +++ b/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/region/WaterDestroyListener.java @@ -36,7 +36,9 @@ public class WaterDestroyListener implements Listener, ScoreboardElement { @EventHandler public void onBlockFromTo(BlockFromToEvent event) { - if (event.getBlock().getType() == Material.WATER && event.getToBlock().getType() != Material.AIR && Region.getRegion(event.getBlock().getLocation()).getRegionData().get(Flag.WATER_DESTROY).isWithDefault(WaterDestroyMode.DENY)) event.setCancelled(true); + if (event.getBlock().getType() == Material.WATER && event.getToBlock().getType() != Material.AIR && Region.getRegion(event.getBlock().getLocation()).getRegionData().get(Flag.WATER_DESTROY).isWithDefault(WaterDestroyMode.DENY)) { + event.setCancelled(true); + } } @Override diff --git a/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/script/ScriptGUI.java b/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/script/ScriptGUI.java index 5558412e..69309cd7 100644 --- a/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/script/ScriptGUI.java +++ b/BauSystem/BauSystem_Main/src/de/steamwar/bausystem/features/script/ScriptGUI.java @@ -67,7 +67,7 @@ public class ScriptGUI implements Listener { lore.add(BauSystem.MESSAGE.parse("SCRIPT_ERROR_GUI", player, String.join(":", Arrays.copyOfRange(sp, 1, sp.length)))); } - if(!lore.isEmpty()) { + if (!lore.isEmpty()) { lore.add(""); } lore.add(BauSystem.MESSAGE.parse("SCRIPT_MENU_GUI_ITEM_LORE_1", player)); @@ -75,16 +75,17 @@ public class ScriptGUI implements Listener { lore.add(BauSystem.MESSAGE.parse("SCRIPT_MENU_GUI_ITEM_LORE_3", player)); lore.add(BauSystem.MESSAGE.parse("SCRIPT_MENU_GUI_ITEM_LORE_4", player)); - entries.add(new SWListInv.SWListEntry<>(new SWItem(Material.ENCHANTED_BOOK, script.getName(), new ArrayList<>(lore), false, clickType -> {}), script)); + entries.add(new SWListInv.SWListEntry<>(new SWItem(Material.ENCHANTED_BOOK, script.getName(), new ArrayList<>(lore), false, clickType -> { + }), script)); lore.clear(); }); SWListInv