# # This file is a part of the SteamWar software. # # Copyright (C) 2025 SteamWar.de-Serverteam # # This program is free software: you can redistribute it and/or modify # it under the terms of the GNU Affero General Public License as published by # the Free Software Foundation, either version 3 of the License, or # (at your option) any later version. # # This program is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the # GNU Affero General Public License for more details. # # You should have received a copy of the GNU Affero General Public License # along with this program. If not, see . # PREFIX = §eBau§8System§8» TIME = HH:mm:ss DATE = ........ COMMAND_HELP_HEAD = §7---=== (§e{0}§7) ===--- ONLY_SCHEMS = §cFolders are unselectable PAGE_LIST = §e Page ({0}/{1}) »» LIST_PREVIOUS_PAGE = §ePrevious page LIST_NEXT_PAGE = §eNext page # Permissions NO_PERMISSION = §7You are not allowed to use that here SPECTATOR = §fSpectator # Scoreboard SCOREBOARD_TIME = Time SCOREBOARD_REGION = Region SCOREBOARD_TRACE = Trace SCOREBOARD_LOADER = Loader SCOREBOARD_TPS = TPS SCOREBOARD_TPS_FROZEN = §eFrozen SCOREBOARD_TRACE_TICKS = Ticks SCOREBOARD_TECHHIDER = TechHider§8: §aOn SCOREBOARD_XRAY = XRay§8: §aOn SCOREBOARD_LOCK_TEAM = Bau Lock§8: §eTeam SCOREBOARD_LOCK_SUPERVISOR = Bau Lock§8: §eSupervisor SCOREBOARD_LOCK_TEAM_AND_SERVERTEAM = Bau Lock§8: §e(Server) Team SCOREBOARD_LOCK_SERVERTEAM = Bau Lock§8: §eServer Team SCOREBOARD_LOCK_NOBODY = Bau Lock§8: §cNobody # Flags FLAG_COLOR = Color FLAG_TNT = TNT FLAG_FIRE = Fire FLAG_FREEZE = Freeze FLAG_PROTECT = Protect FLAG_ITEMS = Items FLAG_NO_GRAVITY = No Gravity FLAG_TESTBLOCK = Testblock FLAG_CHANGED = Changed FLAG_WATER_DESTROY = Water Destroy FLAG_WATER_DESTROY_ALLOW = §coff FLAG_WATER_DESTROY_DENY = §aon FLAG_FIRE_ALLOW = §con FLAG_FIRE_DENY = §aoff FLAG_FREEZE_ACTIVE = §aon FLAG_FREEZE_INACTIVE = §coff FLAG_PROTECT_ACTIVE = §aon FLAG_PROTECT_INACTIVE = §coff FLAG_NO_GRAVITY_ACTIVE = §aon FLAG_NO_GRAVITY_INACTIVE = §coff FLAG_TNT_ALLOW = §aon FLAG_TNT_DENY = §coff FLAG_TNT_ONLY_TB = §7no §ebuild area FLAG_TNT_ONLY_BUILD = §7no §etestblock area FLAG_ITEMS_ACTIVE = §aon FLAG_ITEMS_INACTIVE = §coff FLAG_COLOR_WHITE = §fWhite FLAG_COLOR_ORANGE = §6Orange FLAG_COLOR_MAGENTA = §dMagenta FLAG_COLOR_LIGHT_BLUE = §bLight blue FLAG_COLOR_YELLOW = §eYellow FLAG_COLOR_LIME = §aLime ## This cannot be converted FLAG_COLOR_PINK = §ePink FLAG_COLOR_GRAY = §8Gray FLAG_COLOR_LIGHT_GRAY = §7Light gray FLAG_COLOR_CYAN = §3Cyan FLAG_COLOR_PURPLE = §5Purple FLAG_COLOR_BLUE = §1Blue ## This cannot be converted FLAG_COLOR_BROWN = §eBrown FLAG_COLOR_GREEN = §2Green FLAG_COLOR_RED = §cRed FLAG_COLOR_BLACK = §0Black FLAG_TESTBLOCK_NO_VALUE = §eNo Value FLAG_TESTBLOCK_NORTH = §eNorth FLAG_TESTBLOCK_SOUTH = §eSouth FLAG_CHANGED_NO_CHANGE = §cNo FLAG_CHANGED_HAS_CHANGE = §aYes # Region REGION_TYPE_NORMAL = Normal REGION_TYPE_BUILD = Build area REGION_TYPE_ONLY_TB = Dummy # AttributesCopy ATTRIBUTES_CANT_COPY = §cYou need to hold the same item type and hover over the same block to copy. ATTRIBUTES_NO_COPY = §cNo attributes to copy. ATTRIBUTES_COPIED = §eAttributes copied. ATTRIBUTE_REMOVE_COMMAND_HELP = §8/§eattributeremove §8[§eattribute§8|§7all§8|§7*§8] ATTRIBUTE_REMOVE_ALL = §eAll attributes removed. ATTRIBUTE_REMOVE_SINGLE = §eAttribute §7{0}§e removed. ATTRIBUTE_REMOVE_NOT_FOUND = §cAttribute not found # AutoStart AUTOSTART_COMMAND_HELP = §8/§etimer §8- §7Retrieve AutostartTimer Tool AUTOSTART_ITEM_NAME = §eAutostartTimer AUTOSTART_ITEM_LORE = §eRight Click Block §8- §7Start Timer AUTOSTART_MESSAGE_NO_REGION = §cYou are not inside any region AUTOSTART_MESSAGE_RESET = §eAutostartTimer restarted AUTOSTART_MESSAGE_START = §eAutostartTimer started AUTOSTART_MESSAGE_RESULT1 = §eTime §7until §eexplosion §7at enemy§8:§e {0}§7 game ticks AUTOSTART_MESSAGE_RESULT2 = §7Time difference in §egame-ticks §7until {0} seconds§8:§e {1} AUTOSTART_MESSAGE_RESULT3 = §7positive, if too few, negative if too many # Backup BACKUP_HELP_CREATE = §8/§ebackup create §8- §7Create a region backup BACKUP_HELP_LOAD = §8/§ebackup load §8[§7BackupName§8] §8- §7Load a region backup BACKUP_HELP_LIST = §8/§ebackup list §8- §7List all region backups BACKUP_HELP_GUI = §8/§ebackup gui §8- §7Open the backup GUI BACKUP_REGION_NO_REGION = §cYou are not inside any region BACKUP_CREATE_SUCCESS = §7Backup created BACKUP_CREATE_FAILURE = §cBackup failed BACKUP_CREATE_NO_CHANGE = §7No changes to save BACKUP_LIST_HEAD = §7---=== (§eBackup §7{0}§7) ===--- BACKUP_LIST_ENTRY = §7{0} §e[Load] BACKUP_LOAD_FAILURE = §cBackup load failed BACKUP_LOAD = §7Backup loaded BACKUP_INV_NAME = §eBackup BACKUP_ITEM_NAME = §eBackup §7from §e{0} BACKUP_LORE = §eClick to load # Bau BAU_COMMAND_HELP_INFO = §8/§ebau info §8- §7Alias for §8/§ebauinfo BAU_INFO_ITEM_NAME = §eBau-Management ## This is used in BauInfoBauGuiItem.java BAU_INFO_ITEM_LORE_TNT = §7TNT§8: §e{0} BAU_INFO_ITEM_LORE_FREEZE = §7Freeze§8: §e{0} BAU_INFO_ITEM_LORE_FIRE = §7Fire§8: §e{0} BAU_INFO_ITEM_LORE_COLOR = §7Color§8: §e{0} BAU_INFO_ITEM_LORE_PROTECT = §7Protect§8: §e{0} BAU_INFO_ITEM_LORE_ITEMS = §7Items§8: §e{0} BAU_INFO_ITEM_LORE_NO_GRAVITY = §7NoGravity§8: §e{0} BAU_INFO_ITEM_LORE_TESTBLOCK = §7Testblock§8: §e{0} BAU_INFO_ITEM_LORE_CHANGED = §7Changed§8: §e{0} BAU_INFO_ITEM_LORE_WATER_DESTROY = §7Water Destroy§8: §e{0} BAU_INFO_COMMAND_HELP = §8/§ebauinfo §8- §7Information regarding this build server BAU_INFO_COMMAND_OWNER = §7Owner§8: §e{0} BAU_INFO_COMMAND_MEMBER = §7{0} §8[§7{1}§8]§8: §e{2} BAU_INFO_COMMAND_FLAG = §7{0}§8: §7{1} BAU_INFO_COMMAND_TPS = §7TPS§8:§e # Countingwand COUNTINGWAND_COMMAND_HELP = §8/§ecountingwand §8- §7Receive a CountingWand COUNTINGWAND_ITEM_NAME = §eMeterstick COUNTINGWAND_ITEM_LORE1 = §eLeft-Click §8- §7Set the first position COUNTINGWAND_ITEM_LORE2 = §eRicht-Click §8- §7Set the second position COUNTINGWAND_MESSAGE_RCLICK = §7First position at: §8[§7{0}§8, §7{1}§8, §7{2}§8] ({3}§8) ({4}§8) COUNTINGWAND_MESSAGE_LCLICK = §7Second position at: §8[§7{0}§8, §7{1}§8, §7{2}§8] ({3}§8) ({4}§8) COUNTINGWAND_MESSAGE_VOLUME = §e{0} COUNTINGWAND_MESSAGE_DIMENSION = §e{0}§8, §e{1}§8, §e{2} # Design Endstone DESIGN_ENDSTONE_COMMAND_HELP = §8/§edesignendstone §8- §7Highlight endstone in design DESIGN_ENDSTONE_REGION_ERROR = §cThis region has no build area DESIGN_ENDSTONE_ENABLE = §aEndstone is highlighted DESIGN_ENDSTONE_DISABLE = §cEndstone is no longer hightlighted # Detonator DETONATOR_LOC_REMOVE = §e{0} removed DETONATOR_LOC_ADD = §e{0} added DETONATOR_BUTTON_SWITCH = Lever DETONATOR_BUTTON_WOOD_BUTTON = Button DETONATOR_BUTTON_STONE_BUTTON = Button DETONATOR_BUTTON_PRESSURE_PLATE = Pressure plate DETONATOR_BUTTON_WEIGHTED-PRESSURE_PLATE = Pressure plate DETONATOR_BUTTON_TRIPWIRE = Tripwire DETONATOR_BUTTON_NOTEBLOCK = Noteblock DETONATOR_BUTTON_DAYLIGHTSENSOR = Daylight sensor DETONATOR_BUTTON_POWERABLE = Activateable block DETONATOR_BUTTON_INVALID = Invalid DETONATOR_WAND_NAME = §eDetonator DETONATOR_WAND_LORE_1 = §eLeft-Click §8- §7Sets a point to be activated DETONATOR_WAND_LORE_2 = §eLeft-Click + Shift §8- §7Adds a point DETONATOR_WAND_LORE_3 = §eRight-Click §8- §7Activates all points DETONATOR_HELP_WAND = §8/§edetonator wand §8-§7 Receive a Detonator DETONATOR_HELP_CLICK = §8/§edetonator click §8-§7 Activate a Detonator (main-hand -> hotbar -> inventory) DETONATOR_HELP_CLEAR = §8/§edetonator clear §8-§7 Clear a Detonator DETONATOR_HELP_AUTOSTART = §8/§edetonator autostart §8-§7 Enable a Autostarttester automatically DETONATOR_AUTOSTART_ENABLE = §7Autostart with detonate §aenabled DETONATOR_AUTOSTART_DISABLE = §7Autostart with detonate §cdisabled DETONATOR_POINT_ACT = §eSingle point activated DETONATOR_POINTS_ACT = §e{0} points activated DETONATOR_INVALID_POINT = §cOne point could not be activated DETONATOR_INVALID_POINTS = §c{0} points could not be activated DETONATOR_INVALID_BLOCK = §eThe block could not be addded # Hotbar HOTBAR_HELP_GENERIC = §7Saves a hotbar. While joining a bau with an empty inventory this hotbar will be used. HOTBAR_HELP_SAVE = §8/§ehotbar save §8-§7 Saves your current hotbar HOTBAR_HELP_LOAD = §8/§ehotbar load §8-§7 Loads the saved hotbar HOTBAR_HELP_SHOW = §8/§ehotbar show §8-§7 Displays the saved hotbar HOTBAR_SAVED = §7Hotbar saved HOTBAR_LOADED = §7Hotbar loaded HOTBAR_INVENTORY = Standard hotbar # GUI GUI_EDITOR_ITEM_NAME = §eGui editor GUI_NAME = Bau GUI GUI_ITEM_LORE1 = §7Use this item to open the bau gui GUI_ITEM_LORE2 = §7or press swap hands twice. GUI_EDITOR_TITLE = Bau GUI Editor GUI_EDITOR_ITEM_ROW_P = §e+1 Row GUI_EDITOR_ITEM_ROW_M = §e-1 Row GUI_EDITOR_ITEM_TRASH = §cTrashcan GUI_EDITOR_ITEM_TRASH_LORE = §7Drop item here GUI_EDITOR_ITEM_MORE = §eMore items GUI_EDITOR_ITEM_CLOSE = §eClose GUI_EDITOR_TITLE_MORE = Select item # Script ## Errors SCRIPT_ERROR_GUI = §cError in parsing script: Line {0} SCRIPT_ERROR_GLOBAL = §cError in global script: Line {0} SCRIPT_ERROR_CLICK = §cError in script: Line {0} SCRIPT_ERROR_ONLY_IN_GLOBAL = §cThis function is only available in global scripts ## CustomScript SCRIPT_HOTKEY_ITEM_NAME = §7Hotkey§8: §e{0} SCRIPT_EVENT_ITEM_NAME = §7Event§8: §e{0} SCRIPT_COMMAND_ITEM_NAME = §7Command§8: §e/{0} ## Script Menu GUI SCRIPT_MENU_GUI_ITEM_LORE_1 = §7Click to retrieve SCRIPT_MENU_GUI_ITEM_LORE_2 = §7Shift-Click to copy SCRIPT_MENU_GUI_ITEM_LORE_3 = §7Right-Click to edit SCRIPT_MENU_GUI_ITEM_LORE_4 = §7Middle-Click to preview SCRIPT_MENU_GUI_NAME = §eScript-Menu SCRIPT_MENU_GUI_ITEM_ADD_NAME = §eInsert SCRIPT_MENU_GUI_ITEM_ADD_LORE = §7Click with a book to insert SCRIPT_MENU_GUI_ENTER_NAME = §eEnter a name SCRIPT_DEPRECATED = §cThe function §8\'§e{0}§8\'§c is deprecated and will be removed in the future. Please use §8\'§e{1}§8\'§c instead. # Shield Printing SHIELD_PRINTING_HELP_START = §8/§eshieldprinting start §8- §7Starts the shield printing SHIELD_PRINTING_HELP_COPY = §8/§eshieldprinting copy §8- §7Copies the shield configuration SHIELD_PRINTING_HELP_APPLY = §8/§eshieldprinting apply §8- §7Applies the shield configuration SHIELD_PRINTING_HELP_STOP = §8/§eshieldprinting stop §8- §7Stops the shield printing SHIELD_PRINTING_HELP_STEP_1 = §81. §7Paste the schematic you want to use SHIELD_PRINTING_HELP_STEP_2 = §82. §7Start the shield printing with §8/§eshieldprinting start SHIELD_PRINTING_HELP_STEP_3 = §83. §7Wait until the shield printing is finished SHIELD_PRINTING_HELP_STEP_4 = §84. §7Edit the shields if necessary SHIELD_PRINTING_HELP_STEP_5 = §85. §7Copy the shields printing with §8/§eshieldprinting copy SHIELD_PRINTING_HELP_STEP_6 = §86. §7Paste the original schematic SHIELD_PRINTING_HELP_STEP_7 = §87. §7Apply the shield printing with §8/§eshieldprinting apply SHIELD_PRINTING_NO_REGION = §cYou are not in a region. SHIELD_PRINTING_NOT_RUNNING = §cThe shield printing is not running. SHIELD_PRINTING_BOSSBAR = §fMovements: {0} SHIELD_PRINTING_BOSSBAR_COPIED = §fMovements: {0} Copied: {1} SHIELD_PRINTING_GUI_NAME = §7Shield Printing SHIELD_PRINTING_GUI_APPLY = §aApply SHIELD_PRINTING_GUI_STATE_PREVIOUS = §7R-Click§8: §7Previous SHIELD_PRINTING_GUI_STATE_NEXT = §7L-Click§8: §7Next SHIELD_PRINTING_GUI_STATE_ACTIVE = §e> §7{0} SHIELD_PRINTING_GUI_STATE_INACTIVE = §8> §7{0} SHIELD_PRINTING_GUI_STATE_FROM_ORIGINAL = Original SHIELD_PRINTING_GUI_STATE_FROM_COPY = Copy SHIELD_PRINTING_GUI_STATE_ALWAYS_ON = On SHIELD_PRINTING_GUI_STATE_ALWAYS_OFF = Off SHIELD_PRINTING_GUI_STATE_ALWAYS_OPEN = Open SHIELD_PRINTING_GUI_STATE_ALWAYS_CLOSED = Closed SHIELD_PRINTING_GUI_STATE_FENCE = §7{0} §fFence Connections SHIELD_PRINTING_GUI_STATE_OPENABLE = §7{0} §fOpened SHIELD_PRINTING_GUI_STATE_PISTON = §7{0} §fExtended SHIELD_PRINTING_GUI_STATE_POWERABLE = §7{0} §fPowered SHIELD_PRINTING_GUI_STATE_WALL = §7{0} §fWall Connections SHIELD_PRINTING_START = §aThe shield printing has been started. SHIELD_PRINTING_COPY = §aThe shield has been copied. SHIELD_PRINTING_APPLY = §aThe shield has been applied. SHIELD_PRINTING_STOP = §aThe shield printing has been stopped. # Unsign Book UNSIGN_HELP = §8/§eunsign §8- §7Make a signed book writable again # Simulator SIMULATOR_HELP = §8/§esimulator §8-§7 Gives you the simulator wand SIMULATOR_CREATE_HELP = §8/§esimulator create §8[§7name§8] §8-§7 Create a new simulator SIMULATOR_CHANGE_HELP = §8/§esimulator change §8-§7 Change your simulator wand selection SIMULATOR_DELETE_HELP = §8/§esimulator delete §8[§7name§8] §8-§7 Deletes the simulator SIMULATOR_START_HELP = §8/§esimulator start §8[§7name§8] §8-§7 Starts the simulator SIMULATOR_COPY_HELP = §8/§esimulator copy §8[§7to-copy§8] §8[§7name§8] §8-§7 Copy the simulator SIMULATOR_RENAME_HELP = §8/§esimulator rename §8[§7to-rename§8] §8[§7name§8] §8-§7 Rename the simulator SIMULATOR_GUI_ITEM_NAME = §eTNT Simulator SIMULATOR_NO_SIM_IN_HAND = §cNo simulator item selected SIMULATOR_GUI_SELECT_SIM = Simulator selection SIMULATOR_GUI_CREATE_SIM = §eCreate simulator SIMULATOR_GUI_CREATE_SIM_GUI = Create simulator SIMULATOR_NAME_ALREADY_EXISTS = §cSimulator already exists SIMULATOR_NAME_INVALID = §cInvalid name SIMULATOR_ERROR_COPY = §cCopy failed SIMULATOR_NOT_EXISTS = §cSimulator does not exist SIMULATOR_CREATE = §aSimulator created SIMULATOR_EDIT_LOCATION = §7Edit position SIMULATOR_EDIT_PROPERTIES = §7Edit properties SIMULATOR_EDIT_OTHER = §7Edit other SIMULATOR_EDIT_GROUP = §7Edit group SIMULATOR_EDIT_GROUP_MENU = §eEdit group SIMULATOR_WAND_NAME = §eSimulator SIMULATOR_WAND_NAME_SELECTED = §7Simulator §8- §e{0} SIMULATOR_WAND_LORE_1 = §eRight click §8- §7Adds a position SIMULATOR_WAND_LORE_2 = §eSneaking §8- §7Free movement SIMULATOR_WAND_LORE_3 = §eLeft click §8- §7Start the simulation SIMULATOR_WAND_LORE_4 = §eRight click in air §8- §7Opens the gui SIMULATOR_WAND_LORE_5 = §eDouble Sneak §8- §7Swap between TNT and Redstone Block SIMULATOR_REGION_FROZEN = §cSimulator cannot be used inside frozen regions ## Other SIMULATOR_PLUS_ONE = §7+1 SIMULATOR_PLUS_PIXEL_SHIFT = §eShift §7Click for §e+0,0625 SIMULATOR_PLUS_FIVE_SHIFT = §eShift §7Click for §e+5 SIMULATOR_MINUS_ONE = §7-1 SIMULATOR_MINUS_PIXEL_SHIFT = §eShift §7Click for §e-0,0625 SIMULATOR_MINUS_FIVE_SHIFT = §eShift §7Click for §e-5 SIMULATOR_POSITION_X = §7x-Position SIMULATOR_POSITION_Y = §7y-Position SIMULATOR_POSITION_Z = §7z-Position SIMULATOR_BACK = §eBack SIMULATOR_GUI_TOTAL_TNT = §7Total TNT§8: §e{0} SIMULATOR_DELETED = §cSimulator deleted SIMULATOR_RENAMED = §cSimulator renamed from {0} to {1} ## GUI SIMULATOR_POSITION_EDIT = §eEdit position SIMULATOR_POSITION_ADD = §eSet position SIMULATOR_GUI_TNT_SPAWN_NAME = §eTNT SIMULATOR_GUI_TNT_SPAWN_LORE_1 = §7TNT-Count§8: §e{0} SIMULATOR_GUI_TNT_SPAWN_LORE_2 = §7Tick§8: §e{0} SIMULATOR_GUI_TNT_SPAWN_LORE_3 = §7Lifespan§8: §e{0} SIMULATOR_GUI_TNT_SPAWN_LORE_4 = §7 SIMULATOR_GUI_TNT_SPAWN_LORE_5 = §7x§8: §e{0} SIMULATOR_GUI_TNT_SPAWN_LORE_6 = §7y§8: §e{0} SIMULATOR_GUI_TNT_SPAWN_LORE_7 = §7z§8: §e{0} SIMULATOR_GUI_TNT_GROUP_NAME = §eTNT group SIMULATOR_GUI_TNT_GROUP_LORE_1 = §7Element count§8: §e{0} SIMULATOR_GUI_TNT_GROUP_LORE_2 = §7Tick§8: §e{0} SIMULATOR_GUI_TNT_GROUP_LORE_3 = §7 SIMULATOR_GUI_TNT_GROUP_LORE_4 = §7x§8: §e{0} SIMULATOR_GUI_TNT_GROUP_LORE_5 = §7y§8: §e{0} SIMULATOR_GUI_TNT_GROUP_LORE_6 = §7z§8: §e{0} SIMULATOR_GUI_TNT_DISABLED = §cDisabled SIMULATOR_GUI_NAME = Simulator SIMULATOR_GUI_DELETE = §cDelete TNT SIMULATOR_GUI_AUTO_TRACE = §eAutoTrace§8: §7{0} SIMULATOR_GUI_MOVE_ALL = §eMove all SIMULATOR_ALIGNMENT_CENTER = §7Alignment§8: §eCenter SIMULATOR_ALIGNMENT_POSITIVE_X = §7Alignment§8: §ePositive X SIMULATOR_ALIGNMENT_NEGATIVE_X = §7Alignment§8: §eNegative X SIMULATOR_ALIGNMENT_POSITIVE_Z = §7Alignment§8: §ePositive Z SIMULATOR_ALIGNMENT_NEGATIVE_Z = §7Alignment§8: §eNegative Z SIMULATOR_MOVE_ALL_GUI_NAME = Move TNT SIMULATOR_TNT_SPAWN_GUI_NAME = Configure TNT {0} SIMULATOR_TNT_SPAWN_EDIT_LOCATION = - Location SIMULATOR_TNT_SPAWN_EDIT_PROPERTIES = - Properties SIMULATOR_TNT_SPAWN_EDIT_OTHER = - Other SIMULATOR_TNT_SPAWN_LORE = §eClick to change SIMULATOR_TNT_SPAWN_COUNT = §7TNT-Count §8- §e{0} SIMULATOR_TNT_SPAWN_COUNT_ANVIL_GUI_NAME = TNT-Count SIMULATOR_TNT_SPAWN_TICK = §7Tick §8- §e{0} SIMULATOR_TNT_SPAWN_TICK_ANVIL_GUI_NAME = Tick offset SIMULATOR_TNT_SPAWN_FUSE = §7Lifespan §8- §e{0} SIMULATOR_TNT_SPAWN_FUSE_ANVIL_GUI_NAME = Fuse-Ticks SIMULATOR_TNT_SPAWN_VELOCITY_NAME = §7TNT SIMULATOR_TNT_SPAWN_VELOCITY_X = §7TNT §eJump X §8- {0} SIMULATOR_TNT_SPAWN_VELOCITY_Y = §7TNT §eJump Y §8- {0} SIMULATOR_TNT_SPAWN_VELOCITY_Z = §7TNT §eJump Z §8- {0} SIMULATOR_TNT_SPAWN_VELOCITY_ON = §aon SIMULATOR_TNT_SPAWN_VELOCITY_OFF = §coff SIMULATOR_TNT_SPAWN_POSITION_X = §7x-Position §8- §e{0} SIMULATOR_TNT_SPAWN_POSITION_Y = §7y-Position §8- §e{0} SIMULATOR_TNT_SPAWN_POSITION_Z = §7z-Position §8- §e{0} SIMULATOR_TNT_SPAWN_ACTIVATED_NAME = §7Primed by SIMULATOR_TNT_SPAWN_ACTIVATED_WITH = §7Primed by §8- §e{0} SIMULATOR_TNT_SPAWN_ACTIVATED_WITH_COMPARATOR = Comparator SIMULATOR_TNT_SPAWN_ACTIVATED_WITH_REPEATER = Repeater SIMULATOR_TNT_SPAWN_ACTIVATED_WITH_OBSERVER = Observer SIMULATOR_TNT_SPAWN_INACTIVE = §7> §7{0} SIMULATOR_TNT_SPAWN_ACTIVE = §e> §7{0} SIMULATOR_TNT_SPAWN_MATERIAL = §eMaterial SIMULATOR_TNT_SPAWN_MATERIAL_LORE_1 = §7Current material§8: §e{0} SIMULATOR_TNT_SPAWN_MATERIAL_LORE_2 = §eLeft-Click §7to change SIMULATOR_TNT_SPAWN_MATERIAL_LORE_3 = §eRight-Click §7to reset SIMULATOR_TNT_SPAWN_ENABLED = §aEnabled SIMULATOR_TNT_SPAWN_DISABLED = §cDisabled SIMULATOR_MATERIAL_GUI_NAME = Change material SIMULATOR_MATERIAL_NAME = §e{0} SIMULATOR_MATERIAL_NAME_LORE = §7Material §8- §e{0} SIMULATOR_MATERIAL_CLICK = §eClick to choose SIMULATOR_TNT_SPAWN_ADD_IGNITION_PHASE = §eAdd prime phase SIMULATOR_TNT_SPAWN_ADD_TNT = §eAdd TNT SIMULATOR_TNT_SPAWN_REMOVE_TNT = §cRemove SIMULATOR_TNT_SPAWN_POSITION_ANVIL_GUI_NAME = Position # SmartPlace SMART_PLACE_HELP = §8/§esmartplace §8-§7 Toggles SmartPlace SMART_PLACE_INFO = §7Places rotatable blocks §eaway§7 from you when §esneaking§7. SMART_PLACE_ENABLE = §aSmartPlace activated SMART_PLACE_DISABLE = §cSmartPlace deactivated # InventoryFiller INVENTORY_FILL_HELP = §8/§einventoryfill §8- §7Toggles InventoryFill INVENTORY_FILL_INFO = §7Helps you fill containers by looking at them while sneaking and dropping the item. Or just scroll on a container to change the amount of the item inside. INVENTORY_FILL_ENABLE = §aInventoryFiller activated INVENTORY_FILL_DISABLE = §cInventoryFiller deactivated INVENTORY_FILL_GUI_NAME = Inventory Filler INVENTORY_FILL_GUI_POWER = §ePower§8:§7 {0} INVENTORY_FILL_GUI_TNT = §eTNT # Ray Visualizer RAY_VISUALIZER_ENABLE = §aRayVisualizer activated RAY_VISUALIZER_DISABLE = §aRayVisualizer deactivated # Killchecker KILLCHECKER_HELP_ENABLE = §8/§ekillchecker enable §8- §7Enables Killchecker / Recalculates kills KILLCHECKER_HELP_DISABLE = §8/§ekillchecker disable §8- §7Disables Killchecker KILLCHECKER_INFO = §7Shows the overlaps of cannon kills in your build area. KILLCHECKER_INFO2 = §7Only colorable blocks like Wool, Terractotta, Stained Glass and Concrete are counted. KILLCHECKER_ENABLE = §aKillchecker activated KILLCHECKER_DISABLE = §cKillchecker deactivated KILLCHECKER_NO_BUILD = §cThere is no Build Area in this Region KILLCHECKER_BOSSBAR = §e§l{0} §7(§e{1}%§7) §e§l{2}§7 cannons # BlockCounter BLOCK_COUNTER_HELP_TOGGLE = §8/§eblockcounter §8- §7Toggle on/off BLOCK_COUNTER_HELP_ENABLE = §8/§eblockcounter enable §8- §7Toggles BlockCounter on BLOCK_COUNTER_HELP_DISABLE = §8/§eblockcounter disable §8- §7Toggles BlockCounter off BLOCK_COUNTER_MESSAGE = §7Damage §8> §e{0} §7Blocks §e{1} §7TNT §e{2} §7Blocks/TNT §e{3} §7Blocks/tick BLOCK_COUNTER_MESSAGE_SECOND = §7Damage §8> §e{0} §7Blocks §e{1} §7TNT §e{2} §7Blocks/TNT §e{3} §7Blocks/s BLOCK_COUNTER_ENABLE = §7BlockCounter activated BLOCK_COUNTER_DISABLE = §7BlockCounter deactivated # DepthCounter DEPTH_COUNTER_DISABLE = §7Depth Counter disabled DEPTH_COUNTER_ENABLE = §7Depth Counter enabled DEPTH_COUNTER_MESSAGE = §7Depth §8> §7 DEPTH_COUNTER_COUNT = {0}{1}§8×{2}{3}§8×{4}{5} DEPTH_COUNTER_HOVER = §7X§8×§7Y§8×§7Z DEPTH_COUNTER_TNT = §7 TNT§8: §e{0} # TPSLimit TPSLIMIT_FREEZE_HELP = §8/§etpslimit 0 §8-§7 Freeze TPS TPSLIMIT_LIMIT_HELP = §8/§etpslimit §8[§720>x>0.5§8] §8-§7 Slow TPS down TPSLIMIT_WARP_HELP = §8/§etpslimit §8[§7x>20§8] §8-§7 Speed TPS up TPSLIMIT_DEFAULT_HELP = §8/§etpslimit default §8-§7 Set TPS to 20 TPSLIMIT_HELP = §8/§etpslimit §8-§7 Show current TPS TICK_FREEZE_HELP = §8/§etick rate 0 §8-§7 Freeze TPS TICK_FREEZE_HELP_2 = §8/§etick freeze §8-§7 Freeze TPS TICK_UNFREEZE_HELP = §8/§etick unfreeze §8-§7 Set TPS to 20 TICK_LIMIT_HELP = §8/§etick rate §8[§720>x>0.5§8] §8-§7 Slow TPS down TICK_WARP_HELP = §8/§etick rate §8[§7x>20§8] §8-§7 Speed TPS up TICK_DEFAULT_HELP = §8/§etick rate default §8-§7 Set TPS to 20 TICK_HELP = §8/§etick rate §8-§7 Show current TPS TICK_STEPPING_HELP = §8/§etick step §8<§7Ticks§8> §8-§7 Step n ticks or 1 forward TICK_WARPING_HELP = §8/§etick warp §8<§7Ticks§8> §8<§7TPS§8> §8-§7 Warp n ticks or 1 forward TICK_BOSSBAR = §7Skipped §e{0}§8/§7{1} TPSLIMIT_GUI_ITEM_NAME = §eTPS limiter TPSLIMIT_GUI_ITEM_LORE = §7Currently: §e{0} TPSLIMIT_ANVIL_GUI = New TPS limit TPSLIMIT_CURRENT = §7Current TPS limit§8: §e{0} TPSLIMIT_SET = §eSet TPS limit to {0} TPSLIMIT_FROZEN = §eTPS frozen # Trace TRACE_RECORD = §aon TRACE_HAS_TRACES = §ehas Traces TRACE_IDLE_AUTO = §eauto TRACE_MESSAGE_START = §aTNT-Tracer started TRACE_MESSAGE_AUTO_START = §eAuto TNT-Tracer started TRACE_MESSAGE_AUTO_STOP = §cAuto TNT-Tracer stopped TRACE_MESSAGE_STOP = §cTNT-Tracer stopped TRACE_MESSAGE_CLEAR = §cAll TNT-positions deleted TRACE_MESSAGE_DELETE = §cTrace TNT-positions deleted TRACE_MESSAGE_SHOW = §aAll TNT-positions shown TRACE_MESSAGE_HIDE = §cAll TNT-positions hidden TRACE_MESSAGE_SHOW_AT = §aTNT-positions shown at {0} TRACE_MESSAGE_SHOW_FROM = §aAll TNT-positions shown from {0} TRACE_MESSAGE_SHOW_FROM_TO = §aAll TNT-positions shown from {0} to {1} TRACE_MESSAGE_SHOW_TO_SMALLER = §cTo must be bigger then from TRACE_MESSAGE_CLICK_ISOLATE = §eClick to §aisolate§8/§cunisolate TRACE_MESSAGE_ISOLATE = §eTNT Positions have been isolated TRACE_MESSAGE_BROADCAST = §e{0} shared his trace show state. TRACE_MESSAGE_BROADCAST_HOVER = §eClick to view TRACE_MESSAGE_FOLLOW = §aYou are now following {0} Trace show state TRACE_MESSAGE_FOLLOW_SELF = §cYou cannot follow yourself! TRACE_MESSAGE_UNFOLLOW = §cYou are no longer following a Trace show state TRACE_COMMAND_HELP_START = §8/§etrace start §8- §7Starts recording of all TNT-positions TRACE_COMMAND_HELP_STOP = §8/§etrace stop §8- §7Stops the TNT-Tracer TRACE_COMMAND_HELP_AUTO = §8/§etrace toggleauto §8- §7Automatic start of recording TRACE_COMMAND_HELP_SHOW = §8/§etrace show §8<§eParameter§8> - §7Shows all TNT-positions TRACE_COMMAND_HELP_SHOW_AT = §8/§etrace show §7at §8<§eTIME§8> - §7Shows all Trace Positions at §8<§eTIME§8> TRACE_COMMAND_HELP_SHOW_AT_WITH = §8/§etrace show §7at §8<§eTIME§8> §7with §8<§eParameter§8> - §7Shows all Trace Positions at §8<§eTIME§8> TRACE_COMMAND_HELP_SHOW_FROM = §8/§etrace show §7from §8<§eFROM§8> - §7Shows all Trace Positions from §8<§eFROM§8> TRACE_COMMAND_HELP_SHOW_FROM_WITH = §8/§etrace show §7from §8<§eFROM§8> §7with §8<§eParameter§8> - §7Shows all Trace Positions from §8<§eFROM§8> TRACE_COMMAND_HELP_SHOW_FROM_TO = §8/§etrace show §7from §8<§eFROM§8> §7to §8<§eTO§8> - §7Shows all Trace Positions from §8<§eFROM§8> to §8<§eTO§8> TRACE_COMMAND_HELP_SHOW_FROM_TO_WITH = §8/§etrace show §7from §8<§eFROM§8> §7to §8<§eTO§8> §7with §8<§eParameter§8> - §7Shows all Trace Positions from §8<§eFROM§8> to §8<§eTO§8> TRACE_COMMAND_HELP_HIDE = §8/§etrace hide §8- §7Hides all TNT-positions TRACE_COMMAND_HELP_DELETE = §8/§etrace delete §8[§eTrace§8] §8- §7Deletes all TNT-positions or a Trace TRACE_COMMAND_HELP_ISOLATE = §8/§etrace isolate §8[§eTrace§8] §8[§eTNT§8] §8- §7Isolates specific TNTs from the Trace TRACE_COMMAND_HELP_BROADCAST = §8/§etrace broadcast §8- §7Share your current Trace show state with others TRACE_COMMAND_HELP_FOLLOW = §8/§etrace follow §8[§ePlayer§8] §8- §7Follow a players Trace show state TRACE_COMMAND_HELP_UNFOLLOW = §8/§etrace unfollow §8- §7Unfollow the Trace show state TRACE_GUI_ITEM_NAME = §eTracer TRACE_GUI_ITEM_LORE = §7Status§8: {0} TRACE_GUI_NAME = Trace Gui TRACE_GUI_TRACE_INACTIVE = §eStart Tracer TRACE_GUI_TRACE_ACTIVE = §eStop Tracer TRACE_GUI_TRACE_ACTIVE_AUTO = §eAuto-Trace is active TRACE_GUI_AUTO_TRACE_INACTIVE = §eacitvate Auto-Tracer TRACE_GUI_AUTO_TRACE_ACTIVE = §edeactivate Auto-Tracer TRACE_GUI_DELETE = §eDelete trace # Loader LOADER_SETUP = §eSetup LOADER_RUNNING = §aRunning LOADER_PAUSE = §7Pause LOADER_END = §8Finished LOADER_SINGLE = §aSingle LOADER_MESSAGE_INTERACT = §e{0} added {1} LOADER_MESSAGE_UNINTERACT = §eRemoved Element LOADER_BUTTON_TNT = TNT LOADER_BUTTON_SWITCH = Lever LOADER_BUTTON_WOOD_BUTTON = Wooden Button LOADER_BUTTON_STONE_BUTTON = Stone Button LOADER_BUTTON_PRESSURE_PLATE = Pressure plate LOADER_BUTTON_WEIGHTED_PRESSURE_PLATE = Pressure plate LOADER_BUTTON_TRIPWIRE = Tripwire LOADER_BUTTON_NOTEBLOCK = Noteblock LOADER_BUTTON_DAYLIGHT_DETECTOR = Daylight Detector LOADER_BUTTON_COMPARATOR = Comparator LOADER_BUTTON_REPEATER = Repeater LOADER_BUTTON_LECTERN = Lectern LOADER_BUTTON_TRAPDOOR = Trapdoor LOADER_BUTTON_DOOR = Door LOADER_BUTTON_FENCEGATE = Fencegate LOADER_HELP_SETUP = §8/§eloader setup §8- §7Starts recording actions LOADER_SETUP_STOP_FIRST = §cPlease stop the current loader first! LOADER_HELP_START = §8/§eloader start §8- §7Playback of previously recorded actions LOADER_HELP_SINGLE = §8/§7loader single - §7Single playback of previously recoded actions LOADER_HELP_PAUSE = §8/§7loader pause §8- §7Pauses Loader LOADER_HELP_GUI = §8/§7loader gui §8- §7Shows Loader gui LOADER_HELP_STOP = §8/§eloader stop §8- §7Stops recording/playback LOADER_HELP_WAIT = §8/§7loader wait §8[§7Ticks§8] - §7Sets wait time between shots LOADER_HELP_SPEED = §8/§7loader speed §8[§7Ticks§8] - §7Sets wait time between actions LOADER_NO_LOADER = §cYou have no Loader. Create one with /loader setup LOADER_NEW = §7Load your cannon and fire it once, to initialise the loader. LOADER_HOW_TO_START = §7Then, execute /§eloader start§7 to start the Loader LOADER_ACTIVE = §7The Loader is now active. LOADER_STOP = §7The Loader has been stopped. LOADER_SINGLE_CMD = §7The Loader does a single playback. LOADER_PAUSED = §7The Loader is now paused. LOADER_SMALL_TIME = §cThe wait time is too small LOADER_NEW_TIME = §7The wait time is now: {0} LOADER_NEW_LOAD_TIME = §7The action wait time is now: {0} LOADER_NOTHING_RECORDED = §cYou have not recorded anything yet! LOADER_GUI_TITLE = Loader GUI LOADER_GUI_SHOW_ALL = Show all LOADER_GUI_SHOW_INTERACTIONS = Show only Interactions LOADER_GUI_SHOW_WAITS = Show only Waits LOADER_GUI_SHOW_WAITS_BETWEEN_TNT = Show only Waits between TNT LOADER_GUI_SHOW_TNT = Show TNT LOADER_GUI_SHOW_WAITS_SET_ALL = §7Wait Time all LOADER_GUI_SHOW_WAITS_TITLE = §7Wait Time LOADER_GUI_SETTINGS_TITLE = Settings LOADER_GUI_COPY_TITLE = Copy amount LOADER_GUI_SETTINGS_BACK = §8Back LOADER_GUI_SETTINGS_COPY = §7Copy LOADER_GUI_SETTINGS_DELETE = §cDelete LOADER_GUI_WAIT_TITLE = Settings LOADER_GUI_WAIT_BACK = §8Back LOADER_GUI_CLICK_TO_EDIT = §7Click to edit LOADER_GUI_ITEM_NAME = §7{0}§8: §e{1} LOADER_SETTING_NAME = §7{0} LOADER_SETTING_MODES = §7Modes§8: §e{0} LOADER_SETTING_POWER = §7Power§8: §e{0} LOADER_SETTING_TICKS = §7Ticks§8: §e{0} LOADER_SETTING_REPEATER = §7Repeater§8: §e{0} LOADER_SETTING_WAIT = §7Wait§8: §e{0} Tick(s) LOADER_SETTING_WAIT_NAME = Wait LOADER_SETTING_TICKS_NAME = Ticks LOADER_SETTING_TICKS_REMOVE_ONE = §c-1 LOADER_SETTING_TICKS_REMOVE_ONE_SHIFT = §7Shift§8: §c-5 LOADER_SETTING_TICKS_ADD_ONE = §a+1 LOADER_SETTING_TICKS_ADD_ONE_SHIFT = §7Shift§8: §a+5 LOADER_SETTING_TNT_NAME = §cTNT LOADER_SETTING_TNT_X = §7X§8: §e{0} LOADER_SETTING_TNT_Y = §7Y§8: §e{0} LOADER_SETTING_TNT_Z = §7Z§8: §e{0} LOADER_INTERACTION_NOOP = NOOP LOADER_INTERACTION_PLACE = Place LOADER_INTERACTION_INTERACT = Interact LOADER_INTERACTION_POWERED = Powered LOADER_INTERACTION_UNPOWERED = Unpowered LOADER_INTERACTION_PAGE_PREV = Previous Page LOADER_INTERACTION_PAGE_NEXT = Next Page LOADER_INTERACTION_PAGE = Page {0} LOADER_INTERACTION_ACTIVE = Active LOADER_INTERACTION_INACTIVE = Inactive LOADER_INTERACTION_WAIT_FOR = Wait for LOADER_INTERACTION_NO_WAIT_FOR = No wait for LOADER_INTERACTION_OPEN = Open LOADER_INTERACTION_CLOSED = Closed LOADER_INTERACTION_COMPARE = Compare LOADER_INTERACTION_SUBTRACT = Subtract # Loadtimer LOADTIMER_HELP_OVERVIEW = §7Compete with your friends loading your cannon and get information about the cannon LOADTIMER_HELP_START_1 = §8/§eloadtimer start §8-§7 Starts the simple Loadtimer LOADTIMER_HELP_START_2 = §8/§7loadtimer start §8[§7full/half§8] - §7Starts the Loadtimer in a given mode LOADTIMER_HELP_START_3 = §7Loadtimer Modes: Full -> Measures from the priming of the first TNT to the explosion of the first propellant. Is better at calculating the shot frequency. Half -> Only measures until activation LOADTIMER_HELP_STOP = §8/§eloadtimer stop §8-§7 Stops current Loadtimer LOADTIMER_GUI_GLOBAL = §eLoadtimer does not exist in the global region! LOADTIMER_GUI_STOP = §eStop Loadtimer LOADTIMER_GUI_START = §eStart Loadtimer LOADTIMER_GUI_TITLE = Loadtimer Mode LOADTIMER_GUI_FULL = §eFull LOADTIMER_GUI_HALF = §eHalf LOADTIMER_WAITING = §7Place a TNT to start... LOADTIMER_BOSSBAR = §7Tick: §e{0}§7(§e{1}§7) Time: §e{2}s §7Tnt: §e{3} §7Blocks LOADTIMER_ACTIVATED = §7Waiting until priming LOADTIMER_IGNITION = §7Waiting for explosion LOADTIMER_SUMARY_HEAD = §7---=== (§eLoadtimer-Results§7) ===--- LOADTIMER_SUMARY_PLAYERTABLE_HEAD = §7Player: §eTNT §7(§eTNT/s§7) LOADTIMER_SUMARY_PLAYERTABLE_PLAYER = §7{0}: §e{1} §7(§e{2}/s§7) LOADTIMER_SUMARY_PLAYERTABLE_ALL = Total LOADTIMER_SUMARY_TIMES_HEAD = §7Time: §eSeconds §7(§eTicks§7) LOADTIMER_SUMARY_TIMES_START = §7 || §7Start! LOADTIMER_SUMARY_TIMES_ACTIVATION = §7 || Activation: §e{0}s §7(§e{1}t§7) LOADTIMER_SUMARY_TIMES_IGNITION = §7 || Priming: §e{0}s §7(§e{1}t§7) LOADTIMER_SUMARY_TIMES_EXPLOSION = §7 || Explosion: §e{0}s §7(§e{1}t§7) LOADTIMER_SUMARY_TIMES_LAST = §7\\/ LOADTIMER_SUMARY_STATS_HEAD = §7Cannon-Stats§8: LOADTIMER_SUMARY_STATS_TNT = §7TNT: §e{0} LOADTIMER_SUMARY_STATS_FREQ = §7Loading frequency: §e{0}/m§8, §7Shot frequency: §e{1}/m # Observer OBSERVER_HELP = §7Right-Click an Observer to get the Trace. Flame particles have to be enabled. The Particles will be shown in the block. OBSERVER_HELP_ENABLE = §8/§eobserver enable §8-§7 Activates the Observer-Tracer OBSERVER_HELP_DISABLE = §8/§eobserver disable §8-§7 Deactivates the Observer-Tracer OBSERVER_HELP_DELETE = §8/§eobserver delete §8-§7 Deletes the Obersver-Tracer OBSERVER_HELP_RETRACE = §8/§eobserver retrace §8-§7 Retraces The Observer-Tracer OBSERVER_ENABLE = §7Observer trace started OBSERVER_DISABLE = §7Observer trace stopped OBSERVER_DELETE = §7Observer trace deleted OBSERVER_RETRACE_DONE = §7Observer trace retraced OBSERVER_RETRACE_NO_TRACE = §7No Observer trace to retrace # Other OTHER_ITEMS_TELEPORT_NAME = §eTeleporter OTHER_ITEMS_TELEPORT_GUI_NAME = Teleport OTHER_ITEMS_TELEPORT_PLAYER_OFFLINE = §cThis Player is offline OTHER_ITEMS_CLEAR_NAME = §eClear OTHER_ITEMS_DECLUTTER_NAME = §eDeclutter OTHER_ITEMS_GAMEMODE_NAME = §eGamemode OTHER_ITEMS_GAMEMODE_LORE_1 = §eRight-Click§8:§7 Toggle between creative and spectator OTHER_ITEMS_GAMEMODE_LORE_2 = §eLeft-Click§8:§7 Toggle between survival and adventure OTHER_ITEMS_KILLALL_NAME = §eKillAll OTHER_ITEMS_KILLALL_LORE_1 = §eWithout Shift§8:§7 only this region OTHER_ITEMS_KILLALL_LORE_2 = §eWith Shift§8:§7 global OTHER_ITEMS_INVENTORY_FILL_NAME = §eInventoryFill OTHER_ITEMS_INVENTORY_FILL_LORE_ACTIVE = §aActivated OTHER_ITEMS_INVENTORY_FILL_LORE_INACTIVE = §aDisabled OTHER_SLOT_INVALID_SLOT = §cInvalid slot OTHER_NOCLIP_SLOT_INFO = §7With /slot you can change the selected slot and take another block in the slot. OTHER_NOCLIP_SLOT_HELP_PICK = §8/§eslot pick §8-§7 Take the faced block into your inventory. OTHER_NOCLIP_SLOT_HELP_DROP = §8/§eslot drop §8-§7 Clears your slot OTHER_CLEAR_HELP_SELF = §8/§eclear §8- §7Clears your inventory OTHER_CLEAR_HELP_PLAYER = §8/§eclear §8[§7Player§8] §8- §7Clears a player inventory OTHER_CLEAR_CLEARED = §7Your inventory was cleared. OTHER_CLEAR_FROM = §7Your invetnory was cleared by {0}. OTHER_CLEAR_TO = §7The inventory of {0} §7was cleared. OTHER_DECLUTTER_HELP = §8/§edeclutter §8- §7Organise your inventory OTHER_DECLUTTER_DONE = §aYour inventory was organised. OTHER_GAMEMODE_UNKNOWN = §cUnknown gamemode. OTHER_GAMEMODE_POSSIBLE = §cPossible gamemodes: survival, adventure, creative, specator. OTHER_KILLALL_HELP_SELF = §8/§ekillall §8- §7Remove all entities from your region OTHER_KILLALL_HELP_ALL = §8/§ekillall §8[§7Global§8/Local§7] §8- §7Remove all entities from your region or globally OTHER_KILLALL_REGION = §a{0} Entities removed OTHER_KILLALL_GLOBAL = §a{0} Entities removed from the world OTHER_TELEPORT_HELP = §8/§etp §8[§7Player§8] §8-§7 Teleports you to another player OTHER_TELEPORT_SELF_0 = §cBe one with yourself! OTHER_TELEPORT_SELF_1 = §cYou need someone to play with? We have a TeamSpeak! OTHER_TELEPORT_SELF_2 = §cBlocks left to travel: 0; ETA: 0:00 OTHER_TELEPORT_SELF_3 = §cA little Movement is important. OTHER_TELEPORT_SELF_4 = §cFor such a distance? OTHER_TIME_HELP = §8/§etime §8<§7Time 0=Morining§8, §76000=Midday§8, §718000=Midnight§8> - §7Sets the time on the Build OTHER_TIME_INVALID = §cPlease input a time between 0 and 24000 OTHER_TIME_RESULT = §7§oWhooosh OTHER_TPS_HEAD = §7TPS: 1s 10s 1m 5m 10m OTHER_TPS_MESSAGE = §7 §e{0}§7 §e{1}§7 §e{2}§7 §e{3}§7 §e{4} OTHER_TPS_SINGLE = §8TPS: §e{0} OTHER_WORLDSPAWN_HELP = §8/§eworldspawn §8-§e Teleport to the spawn OTHER_BIND_HELP = §8/§ebind §8[§7Command§8] §8-§e Bind a command on item interaction OTHER_BIND_ERROR = §cInvalid or unknown command OTHER_BIND_UNBINDABLE = §cCould not bind command OTHER_BIND_LORE = §eCommand§8:§7 {0} OTHER_BIND_MESSAGE_BIND = §7Bound command §e{0} §7to item OTHER_BIND_MESSAGE_UNBIND = §7Unbound command # DebugStick DEBUG_STICK_COMMAND_HELP = §8/§edebugstick §8-§7 receive a debugstick DEBUG_STICK_NAME = §eDebugstick #Skull Gui SKULL_GUI_ITEM_NAME = §ePlayer Heads ANVIL_INV_NAME = Player name # StructureVoid STRUCTURE_VOID_COMMAND_HELP = §8/§estructureVoid §8-§7 Receive a StructureVoid # Dragon Egg DRAGON_EGG_COMMAND_HELP = §8/§edragonegg §8-§7 Receive a Dragon Egg # NightVision NIGHT_VISION_HELP = §8/§enightvision §8-§7 Toggel nightvision. NIGHT_VISION_OFF = §eNightvision deactivated NIGHT_VISION_ON = §eNightvision activated NIGHT_VISION_ITEM_ON = §7Nightvision: §eActivated NIGHT_VISION_ITEM_OFF = §7Nightvision: §eDeactivated #Navigation Wand NAVIGATION_WAND = §eNavigation Wand NAVIGATION_WAND_LEFT_CLICK = §eLeft click: jump to location NAVIGATION_WAND_RIGHT_CLICK = §eRight click: pass through walls # Material MATERIAL_SEARCH_PROPERTY_TRUE = §aShould have MATERIAL_SEARCH_PROPERTY_FALSE = §cShould not have MATERIAL_SEARCH_PROPERTY_IGNORE = §eIgnore MATERIAL_INV_NAME = §eMaterial {0}/{1} MATERIAL_SEARCH = §eSearch MATERIAL_BACK = §eBack MATERIAL_SEARCH_NAME = §eName MATERIAL_SEARCH_TRANSPARENT = §eTransparent MATERIAL_SEARCH_SOLID = §eSolid MATERIAL_SEARCH_GRAVITY = §eFalling MATERIAL_SEARCH_OCCLUDING = §eOccluding MATERIAL_SEARCH_INTERACTEABLE = §eInteractable MATERIAL_SEARCH_FLAMMABLE = §eFlammable MATERIAL_SEARCH_BURNABLE = §eBurnable MATERIAL_SEARCH_WATERLOGGABLE = §eWaterloggable MATERIAL_SEARCH_UNMOVEABLE = §eUnmoveable MATERIAL_SEARCH_BLASTRESISTANCE = §eBlast resistance MATERIAL_SEARCH_VALUE = §8: §e{0} MATERIAL_BLAST_RESISTANCE = §8- §eBlast resistance§8: §7{0} MATERIAL_HARDNESS = §8- §eHardness§8: §7{0} MATERIAL_TNT_BREAKABLE = §8- §eDestructible by TNT MATERIAL_TNT_UNBREAKABLE = §8- §eIndestructible by TNT MATERIAL_TRANSPARENT = §8- §eTransparent block MATERIAL_SOLID = §8- §eSolid block MATERIAL_GRAVITY = §8- §eFalling block MATERIAL_OCCLUDING = §8- §eOccluding block MATERIAL_INTERACTABLE = §8- §eInteractable block MATERIAL_FLAMMABLE = §8- §eFlammable block MATERIAL_BURNABLE = §8- §eBurnable block MATERIAL_WATERLOGGABLE = §8- §eWaterloggable block MATERIAL_UNMOVABLE = §8- §eUnmovable block # Region Items REGION_ITEM_COLOR = §7Color: §e{0} REGION_ITEM_COLOR_CHOOSE = Choose color REGION_ITEM_FIRE_ALLOW = §7Fire: §eActivated REGION_ITEM_FIRE_DISALLOW = §7Fire: §eDeactivated REGION_ITEM_FREEZE_ALLOW = §7Freeze: §eActivated REGION_ITEM_FREEZE_DISALLOW = §7Freeze: §eDeactivated REGION_ITEM_PROTECT_ALLOW = §7Protect: §eActivated REGION_ITEM_PROTECT_DISALLOW = §7Protect: §eDeactivated REGION_ITEM_RESET = §eReset REGION_ITEM_TESTBLOCK = §eDummy REGION_ITEM_TNT_OFF = §7TNT: §eDeactivated REGION_ITEM_TNT_ONLY_TB = §7TNT: §eonly dummy REGION_ITEM_TNT_ON = §7TNT: §eActivated REGION_ITEM_SELECTOR_TITLE = Tnt Mode REGION_ITEM_SELECTOR_ON = §eActivate REGION_ITEM_SELECTOR_ONLY_TB = §eonly dummy REGION_ITEM_SELECTOR_OFF = §eDeactivate #Region REGION_COLOR_HELP_COLOR = §8/§ecolor §8[§7Color§8] §8- §7Sets the color of the region REGION_COLOR_HELP_COLOR_TYPE = §8/§ecolor §8[§7Color§8] §8[§7Type§8] §8- §7Sets the color of the region or globally REGION_COLOR_GLOBAL = §7All regions color set to §e{0} REGION_COLOR_NO_REGION = §cYou are currently not in any region REGION_FIRE_HELP = §8/§efire §8- §7Toggle fire damage REGION_FIRE_ENABLED = §cFire damage deactivated in this region REGION_FIRE_DISABLED = §aFire damage activated in this region REGION_FREEZE_HELP = §8/§efreeze §8- §7Toggle Freeze REGION_FREEZE_ENABLED = §cRegion frozen REGION_FREEZE_DISABLED = §aRegion thawed REGION_WATER_HELP = §8/§ewaterdestroy §8- §7Toggle water damage REGION_WATER_ENABLED = §aWater damage deactivated in this region REGION_WATER_DISABLED = §cWater damage activated in this region REGION_ITEMS_HELP = §8/§eitems §8- §7Toggle Items REGION_ITEMS_ENABLED = §aItems enabled in this region REGION_ITEMS_DISABLED = §cItems disabled in this region REGION_PROTECT_HELP = §8/§eprotect §8- §7Protect the region REGION_PROTECT_DISABLE = §cProtection disabled REGION_PROTECT_ENABLE = §aProtection enabled REGION_PROTECT_FALSE_REGION = §cYou are not currently in a (M)WG-region REGION_NO_GRAVITY_HELP = §8/§enogravity §8- §7Toggle NoGravity REGION_NO_GRAVITY_ENABLED = §aNoGravity enabled in this region REGION_NO_GRAVITY_DISABLED = §cNoGravity disabled in this region REGION_REGION_HELP_UNDO = §8/§eregion undo §8- §7undo the last 20 /testblock or /reset REGION_REGION_HELP_REDO = §8/§eregion redo §8- §7redo the last 20 §8/§7rg undo REGION_REGION_HELP_RESTORE = §8/§eregion restore §8- §7Resets the region, without removing your builds REGION_REGION_HELP_RESTORE_SCHEMATIC = §8/§eregion restore §8[§7Schematic§8] §8- §7Resets the region, withoout removing your builds REGION_REGION_HELP_COPYPOINT = §8/§eregion copypoint §8- §7Teleport to the regions copy point REGION_REGION_HELP_TESTBLOCKPOINT = §8/§eregion testblockpoint §8- §7Teleport to the regions dummy point REGION_REGION_HELP_CHANGESKIN_INFO = §8/§eregion changeskin §8- §7Returns the region skin REGION_REGION_HELP_CHANGESKIN = §8/§eregion changeskin §8[§7Skin§8] §8- §8Sets the region skin REGION_REGION_HELP_COPY = §8/§eregion copy [-e] [-s] §8- §8Copy the build area optional with extensions or selection at the copypoint REGION_REGION_HELP_PASTE = §8/§eregion paste [-a] [-s] §8[§7Skin§8] §8- §8Pastes at the copypoint optional without air and selecting the pasted region REGION_REGION_NOTHING_UNDO = §cNothing left to undo REGION_REGION_UNDID = §7Last action undone REGION_REGION_NOTHING_REDO = §cNothing left to redo REGION_REGION_REDID = §7Last action redone REGION_REGION_RESTORED = §7Region reset REGION_REGION_FAILED_RESTORE = §cError resetting the region REGION_REGION_COLORED = §7Region recolored REGION_REGION_COLORED_FAILED = §7Use §e/rg restore§7 to manually change the region's color REGION_REGION_FAILED_COLORED = §cError recoloring the region REGION_REGION_TP_COPY = §7Teleported to the copy point REGION_REGION_TP_TEST_BLOCK = §7Teleported to the tesblock REGION_REGION_TP_UNKNOWN = §cUndefined teleport point REGION_REGION_NO_REGION = §cYou are not inside any region REGION_REGION_NO_BUILD = §cThis region has no build area REGION_REGION_COPY_DONE = §eBuild region or selection copied REGION_REGION_PASTE_DONE = §eBuild region or selection pasted REGION_REGION_CHANGESKIN_INFO = §7Region skin is §e{0} REGION_REGION_CHANGESKIN_INFO_CREATOR = §7Skin created by §e{0} REGION_REGION_CHANGESKIN_UNKNOWN = §cRegion skin is invalid REGION_REGION_CHANGESKIN_INVALID = §cRegion skin is not allowed here REGION_REGION_CHANGESKIN_CHANGE = §7Region skin changed to §e{0} REGION_REGION_CHANGESKIN_CHANGE_UPDATE = §7Click §e§lHERE §7to apply the skin REGION_REGION_CHANGESKIN_CHANGE_UPDATE_HOVER = §8/§ereset REGION_RESET_HELP_RESET = §8/§ereset §8- §7Resets the region REGION_RESET_HELP_SCHEMATIC = §8/§ereset §8[§7Schematic§8] §8- §7Resets the region using a schematic REGION_RESET_RESETED = §7Region reset REGION_RESET_ERROR = §cError reseting the region REGION_RESET_NO_REGION = §cYou are currently not in any region REGION_TB_HELP_RESET = §8/§etestblock §8- §7Reset the dummy REGION_TB_HELP_RESET_EXTENSION = §8/§etestblock §8[§7ExtensionType§8] §8- §7Reset the dummy REGION_TB_HELP_SCHEMATIC = §8/§etestblock §8[§7Schematic§8] §8- §7Reset the dummy using a schematic REGION_TB_HELP_SCHEMATIC_EXTENSION = §8/§etestblock §8[§7Schematic§8] §8[§7ExtensionType§8] §8- §7Reset the dummy using a schematic REGION_TB_DONE = §7Dummy reset REGION_TB_ERROR = §cError resetting the dummy REGION_TB_NO_REGION = §cYou are currently not in any region REGION_TB_NO_SCHEMSHARING = §cYou currently cannot share schematics until {0}. REGION_TB_NO_SCHEMRECEIVING = §cThe Owner of this build server cannot receive any schematics until {0}. REGION_TNT_HELP = §8/§etnt §8- §7Change the TNT behaviour REGION_TNT_HELP_MODE = §8/§etnt §8[§7Mode§8] §8- §7Set TNT behaviour to a given mode REGION_TNT_ON = §aTNT-Damage activated REGION_TNT_OFF = §cTNT-Damage deactivated REGION_TNT_TB = §aTNT-Damage activated outside the building area REGION_TNT_BUILD_DESTROY = §cAn explosion would have destroyed blocks in the building area REGION_TNT_TB_DESTROY = §cAn explosion would have destroyed blocks in the testblock area AFK_KICK_MESSAGE = §cNothing happened on this server for 15 minutes. AFK_WARNING_MESSAGE = §cThis server will stop in one minute if you remain inactive SKIN_HELP = §8/§eskin §8[§7Shortform§8] §8[§7Creator§8|§epublic§8] §8[§7Name...§8] §8- §7Creates the skin schematic. Use 'public' as creator to have no creator, then copy the message to YoyoNow by clicking SKIN_NO_REGION = §7You are not in a region with a changealbe skin SKIN_ALREADY_EXISTS = §cThis skin already exists like this SKIN_MESSAGE = §7Skin created SKIN_MESSAGE_HOVER = §eClick to copy for YoyoNow and send # Panzern PANZERN_HELP = §8/§epanzern §8[§7Block§8] §8[§7Slab§8] §8- §7Armor your WorldEdit selection PANZERN_PREPARE1 = §71. Check, if barrels reach until border of armor. PANZERN_PREPARE2 = §72. Carpet on the floor in walkways helps with armoring. PANZERN_PREPARE3 = §73. Shieldtechnology should be encased. PANZERN_PREPARE4 = §74. Standing in the region that is being armored can improve armoring. PANZERN_NO_WORLDEDIT = §cYou have no WorldEdit selcetion PANZERN_PROGRESS = §e{0} §7Blocks left, §e{1} §7Blocks per second, §e{2} §7block delta PANZERN_DONE = §aDone # Laufbau LAUFBAU_HELP = §8/§elaufbau §8[§7smallest§8|§7blastresistant§8] §8- §7Build a barrel in your WorldEdit selection using the traces LAUFBAU_HELP_SETTINGS = §8/§elaufbau settings §8- §7Opens the settings GUI LAUFBAU_PREPARE1 = §71. Trace the cannons as often as necessary, in all modes. LAUFBAU_PREPARE2 = §72. Try to delete all fails from the traces. LAUFBAU_NO_WORLDEDIT = §cYou don't have a WorldEdit selection LAUFBAU_STATE_FILTERING_TRACES = Filtering traces LAUFBAU_STATE_PROCESSING_TRACES = Connnecting traces LAUFBAU_STATE_CREATE_LAUF = Create Barrel LAUFBAU_SIMPLE_PROGRESS = §e{0}§8: §e{1}§8/§e{2} §7Time left§8: §e{3} LAUFBAU_DONE = §aDone LAUFBAU_SETTINGS_GUI_NAME = §eLaufbau LAUFBAU_SETTINGS_ACTIVE = §aActive LAUFBAU_SETTINGS_INACTIVE = §cInactive LAUFBAU_SETTINGS_MIXED = §e{0}§8/§e{1} §aActive LAUFBAU_SETTINGS_GUI_BACK = §eBack LAUFBAU_SETTINGS_TOGGLE = §eClick §8-§7 Toggle LAUFBAU_SETTINGS_ADVANCED = §eLeft-Click §8-§7 Advanced settings LAUFBAU_BLOCK_COBWEB = §eCobweb LAUFBAU_BLOCK_GRASS_PATH = §eGrass Path LAUFBAU_BLOCK_SOUL_SAND = §eSoul Sand LAUFBAU_BLOCK_COCOA = §eCocoa LAUFBAU_BLOCK_TURTLE_EGG = §eTurtle Eggs LAUFBAU_BLOCK_CHEST = §eChest LAUFBAU_BLOCK_SNOW = §eSnow Layer LAUFBAU_BLOCK_PLAYER_WALL_HEAD = §ePlayer Wall Head LAUFBAU_BLOCK_STONECUTTER = §eStonecutter LAUFBAU_BLOCK_PLAYER_HEAD = §ePlayer Head LAUFBAU_BLOCK_CAKE = §eCake LAUFBAU_BLOCK_END_STONE_BRICK_SLAB = §eEndstone Brick Slabs LAUFBAU_BLOCK_SEA_PICKLE = §eSea Pickles LAUFBAU_BLOCK_CAMPFIRE = §eCampfire LAUFBAU_BLOCK_FLOWER_POT = §eFlower Pot LAUFBAU_BLOCK_IRON_TRAPDOOR = §eIron Trapdoor LAUFBAU_BLOCK_LILY_PAD = §eLily Pad LAUFBAU_BLOCK_WHITE_CARPET = §eCarpet LAUFBAU_BLOCK_END_ROD = §eEnd Rod LAUFBAU_BLOCK_LIGHTNING_ROD = §eLightning Rod LAUFBAU_BLOCK_CONDUIT = §eConduit LAUFBAU_BLOCK_BREWING_STAND = §eBrewing Stand LAUFBAU_BLOCK_BELL = §eBell LAUFBAU_BLOCK_GRINDSTONE = §eGrindstone LAUFBAU_BLOCK_HOPPER = §eHopper LAUFBAU_BLOCK_LANTERN = §eLantern LAUFBAU_BLOCK_END_STONE_BRICK_STAIRS = §eEndstone Brick Stairs LAUFBAU_BLOCK_CHORUS_PLANT = §eChorus Plant LAUFBAU_BLOCK_NETHER_BRICK_FENCE = §eNether Brick Fence LAUFBAU_BLOCK_IRON_BARS = §eIron Bars LAUFBAU_BLOCK_END_STONE_BRICK_WALL = §eEndstone Brick Walls LAUFBAU_BLOCK_SMALL_AMETHYST_BUD = §eSmall Amethyst Bud LAUFBAU_BLOCK_MEDIUM_AMETHYST_BUD = §eMedium Amethyst Bud LAUFBAU_BLOCK_LARGE_AMETHYST_BUD = §eLarge Amethyst Bud LAUFBAU_BLOCK_AMETHYST_CLUSTER = §eAmethyst Cluster LAUFBAU_BLOCK_CHAIN = §eChain LAUFBAU_BLOCK_BIG_DRIP_LEAF = §eBig Drip Leaf LAUFBAU_BLOCK_DRAGON_EGG = §eDragon Egg LAUFBAU_BLOCK_AZALEA = §eAzalea LAUFBAU_BLOCK_CANDLE = §eCandle LAUFBAU_BLOCK_CANDLE_CAKE = §eCake with Candle LAUFBAU_BLOCK_LECTERN = §eLectern LAUFBAU_FACING_NORTH = §8-§7 Facing North LAUFBAU_FACING_SOUTH = §8-§7 Facing South LAUFBAU_FACING_WEST = §8-§7 Facing West LAUFBAU_FACING_EAST = §8-§7 Facing East LAUFBAU_FACING_UP = §8-§7 Facing Up LAUFBAU_FACING_DOWN = §8-§7 Facing Down LAUFBAU_COUNT_1 = §8-§7 Count 1 LAUFBAU_COUNT_2 = §8-§7 Count 2 LAUFBAU_COUNT_3 = §8-§7 Count 3 LAUFBAU_COUNT_4 = §8-§7 Count 4 LAUFBAU_LAYERS_8 = §8-§7 Layers 8 LAUFBAU_LAYERS_7 = §8-§7 Layers 7 LAUFBAU_LAYERS_6 = §8-§7 Layers 6 LAUFBAU_LAYERS_3 = §8-§7 Layers 3 LAUFBAU_LAYERS_2 = §8-§7 Layers 2 LAUFBAU_TYPE_BOTTOM = §8-§7 Type bottom LAUFBAU_TYPE_TOP = §8-§7 Type top LAUFBAU_HALF_BOTTOM = §8-§7 Half bottom LAUFBAU_HALF_TOP = §8-§7 Half top LAUFBAU_OPEN = §8-§7 Opened LAUFBAU_ATTACHMENT_CEILING = §8-§7 Attachment Ceiling LAUFBAU_ATTACHMENT_FLOOR = §8-§7 Attachment Floor LAUFBAU_ATTACHMENT_DOUBLE_WALL = §8-§7 Attachment double Wall LAUFBAU_ATTACHMENT_SINGLE_WALL = §8-§7 Attachment single Wall LAUFBAU_ATTACHMENT_WALL = §8-§7 Attachment Wall LAUFBAU_CONNECTION_FLOOR = §8-§7 Connection Floor LAUFBAU_CONNECTION_NORTH = §8-§7 Connection North LAUFBAU_CONNECTION_SOUTH = §8-§7 Connection South LAUFBAU_CONNECTION_EAST = §8-§7 Connection East LAUFBAU_CONNECTION_WEST = §8-§7 Connection West LAUFBAU_CONNECTION_DOWN = §8-§7 Connection Bottom LAUFBAU_CONNECTION_UP = §8-§7 Connection Top LAUFBAU_HANGING = §8-§7 hanging LAUFBAU_SHAPE_STRAIGHT = §8-§7 Shape straight LAUFBAU_SHAPE_OUTER_LEFT = §8-§7 Shape outer links LAUFBAU_SHAPE_INNER_LEFT = §8-§7 Shape inner left LAUFBAU_TILT_NONE = §8-§7 Tilt none LAUFBAU_TILT_PARTIAL = §8-§7 Tilt partial # UTILS SELECT_HELP = §8/§eselect §8[§7RegionsTyp§8] §8- §7Select a region type SELECT_EXTENSION_HELP = §8/§eselect §8[§7RegionsTyp§8] §8[§7Extension§8] §8- §7Select a region type with or without extension SELECT_GLOBAL_REGION = §cThe global region cannot be selected SELECT_NO_TYPE = §cThis region has no {0} SELECT_MESSAGE = §7WorldEdit selection set to {0}, {1}, {2} and {3}, {4}, {5} SKULL_HELP = §8/§eskull §8[§eplayer§8] §8-§7 Receive a player head SKULL_INVALID = §cInvalid player name SKULL_ITEM = §e{0}§8s Head SPEED_HELP = §8/§espeed §8[§71§8-§710§8|§edefault§8] §8-§7 Set your flight and walking speed. SPEED_CURRENT = §7Current speed§8: §e{0} SPEED_TOO_SMALL = §c{0} is too small SPEED_TOO_HIGH = §c{0} is too big SPEED_ITEM = §eSpeed SPEED_ITEM_LORE = §7Currently: §e SPEED_TAB_NAME = Input speed WORLDEDIT_WAND = WorldEdit Wand WORLDEDIT_LEFTCLICK = Left click: select pos #1 WORLDEDIT_RIGHTCLICK = Right click: select pos #2 TNT_DETAILS_COMMAND = §8/§etntdetails §8-§7 Toggle information printed after clicking on a TNT TNT_DETAILS_ON = §eTNTDetails §aactivated TNT_DETAILS_OFF = §eTNTDetails §cdeactivated TNT_CLICK_HEADER = §8---=== §eTNT §8===--- TNT_CLICK_ORDER = §eEntity Order§8: §e{0} TNT_CLICK_FUSE_TIME = §eFuseTime§8: §e{0} TNT_CLICK_POSITION_X = §7Position §eX§8: §e{0} TNT_CLICK_POSITION_Y = §7Position §eY§8: §e{0} TNT_CLICK_POSITION_Z = §7Position §eZ§8: §e{0} TNT_CLICK_VELOCITY_X = §7Velocity §eX§8: §e{0} TNT_CLICK_VELOCITY_Y = §7Velocity §eY§8: §e{0} TNT_CLICK_VELOCITY_Z = §7Velocity §eZ§8: §e{0} TNT_CLICK_COUNT = §7Count §8: §e{0} TNT_CLICK_ISOLATE = §eIsolate SELECT_ITEM_CHOOSE_EXTENSION = Choose extension SELECT_ITEM_CHOOSE_SELECTION = Choose selection SELECT_ITEM_NORMAL_EXTENSION = §eNormal SELECT_ITEM_EXTENDED_EXTENSION = §eExtension SELECT_ITEM_SELECT = §eSelect SELECT_ITEM_AUSWAHL = §7Selection: §7{0} {1} SELECT_ITEM_RIGHT_CLICK = §7Right-Click to change SELECT_ITEM_BAURAHMEN = §eBuild area SELECT_ITEM_BAUPLATTFORM = §eBuild platform SELECT_ITEM_TESTBLOCK = §eDummy CHESTFILLER_FILLED = §eChest filled CHESTFILLER_COUNT = §7{0}§8: §e§l{1} PISTON_HELP_1 = §7Right click on piston to calculate the moved blocks. PISTON_HELP_2 = §7Count is red, if one unmoveable block is present. PISTON_HELP_3 = §7Count is yellow, if too many blocks are present. PISTON_INFO = §7Moved Blocks {0}{1}§8/§712 PISTON_ENABLED = §aCalculator enabled PISTON_DISABLED = §cCalculator disabled # Warp WARP_LOC_X = §7X§8: §e{0} WARP_LOC_Y = §7Y§8: §e{0} WARP_LOC_Z = §7Z§8: §e{0} WARP_EXISTS = §7The warp with the name §e{0} §7already exists WARP_NAME_RESERVED = §7You can not use §c{0} §7as name for a warp WARP_CREATED = §7The warp §e{0} §7was created WARP_DELETE_HOVER = §7delete §e{0} WARP_DELETED = §e{0} §7deleted WARP_TELEPORT_HOVER = §7Teleport to §e{0} WARP_MATERIAL_CHOOSE = Choose material WARP_GUI_NAME = Warps WARP_GUI_NO = §cNo warps exist WARP_GUI_DISTANCE = §7Distance: §e{0} §7blocks WARP_GUI_LCLICK = §7Left click to teleport WARP_GUI_RCLICK = §7Right click to edit WARP_INFO_NAME = §7Name: §e{0} WARP_HELP_ADD = §8/§ewarp add §8[§7name§8] §8- §7Create a new warp WARP_HELP_TELEPORT = §8/§ewarp §8[§7name§8] §8- §7Teleport to a warp WARP_HELP_INFO = §8/§ewarp info §8[§7name§8] §8- §7Information regarding one warp WARP_HELP_DELETE = §8/§ewarp delete §8[§7name§8] §8- §7Delete a warp WARP_HELP_GUI = §8/§ewarp gui §8- §7Open the Warp-GUI WARP_HELP_LIST = §8/§ewarp list §8- §7List all warps # WORLD STOP_HELP = §8/§estop §8- §7Stops the server STOP_MESSAGE = §eServer is stopping KICKALL_HELP = §8/§ekickall §8- §7Kick all players from the server except the owner # Techhider TECHHIDER_HELP = §8/§etechhider §8- §7Toggle Techhider TECHHIDER_GLOBAL = §cNo techhider in global region TECHHIDER_ON = §aTechhider activated TECHHIDER_OFF = §cTechhider deactivated # XRAY XRAY_HELP = §8/§exray §8- §7Toggle Xray XRAY_GLOBAL = §cNo xray in global region XRAY_ON = §aXray activated XRAY_OFF = §cXray deactivated # WorldEdit COLORREPLACE_HELP = §8//§ecolorreplace §8[§7color§8] §8[§7color§8] §8- §7Replace all blocks of one color with another TYPEREPLACE_HELP = §8//§etypereplace §8[§7type§8] §8[§7type§8] §8- §7Replace all blocks of one type with another # Schematic SCHEMATIC_GUI_ITEM = §eSchematics # TNTListener TLS_MESSAGE_79 = §7TLS§8> §7Tick §e{0} §8- §7TNT §e{1} TLS_MESSAGE_80 = §7TLS§8> §7Tick §e{0} §8- §7TNT §e{1} §8(§e{2} §7with Fuse 80§8) TLS_START_HELP = §8/§etls start §8- §7Start the TNT Listener TLS_STOP_HELP = §8/§etls stop §8- §7Stop the TNT Listener TLS_SCOREBOARD_ELEMENT = §eTLS§8: §aon TLS_TOGGLE_HELP = §8/§etls§8: §7Toggle the TNT Listener