Update TR files from PO files
This commit is contained in:
parent
15bd9c648d
commit
cb1b837b86
@ -5,8 +5,3 @@ Toggle music=
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Music enabled.=
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Music disabled.=
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None=
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##### not used anymore #####
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Toggle ambience sounds=Alternar sons de ambiente
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7
mods/lzr_ambience/locale/lzr_ambience.zh_Hans.tr
Normal file
7
mods/lzr_ambience/locale/lzr_ambience.zh_Hans.tr
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@ -0,0 +1,7 @@
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# textdomain: lzr_ambience
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Music enabled=
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Music disabled=
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Toggle music=
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Music enabled.=
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Music disabled.=
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None=
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7
mods/lzr_ambience/locale/lzr_ambience.zh_Hant.tr
Normal file
7
mods/lzr_ambience/locale/lzr_ambience.zh_Hant.tr
Normal file
@ -0,0 +1,7 @@
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# textdomain: lzr_ambience
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Music enabled=
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Music disabled=
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Toggle music=
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Music enabled.=
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Music disabled.=
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None=
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@ -1,13 +1,7 @@
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# textdomain: lzr_check_movement_settings
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WARNING: The player movement settings are not at the recommended values for Lazarr! The physics might not work as intended!=WARNUNG: Die Einstellungen für die Spielerbewegung sind nicht auf den empfohlenen Werten für Lazarr! Die Physik wird evtl. nicht wie erwartet funktionieren!
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Please exit the game and reset the following Luanti settings to their default value:=
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Please exit the game and reset the following Luanti settings to their default value:=Bitte verlassen Sie das Spiel und setzen Sie die folgenden Luanti-Einstellungen auf ihren Standardwert zurück:
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, =,
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You quit. Remember, Lazarr! expects the following Luanti settings to be reset to the default value: @1=
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You quit. Remember, Lazarr! expects the following Luanti settings to be reset to the default value: @1=Sie haben das Spiel verlassen. Denken Sie dran, dass Lazarr! erwartet, dass die folgenden Luanti-Einstellungen auf den Standardwert zurückgesetzt werden: @1
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Exit game=Spiel verlassen
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Continue playing anyway=Trotzdem weiterspielen
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##### not used anymore #####
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Please exit the game and reset the following Minetest settings to their default value:=Bitte verlassen Sie das Spiel und setzen Sie die folgenden Minetest-Einstellungen zurück auf den Standardwert:
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You quit. Remember, Lazarr! expects the following Minetest settings to be reset to the default value: @1=Sie haben das Spiel verlassen. Denken Sie dran, Lazarr! erwartet, dass die folgenden Minetest-Einstellungen auf den Standardwert gesetzt werden: @1
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@ -5,9 +5,3 @@ Please exit the game and reset the following Luanti settings to their default va
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You quit. Remember, Lazarr! expects the following Luanti settings to be reset to the default value: @1=
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Exit game=Salir del juego
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Continue playing anyway=Seguir jugando de todas formas
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##### not used anymore #####
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Please exit the game and reset the following Minetest settings to their default value:=Sal del juego y restablece las siguientes configuraciones de Minetest a sus valores predeterminados:
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You quit. Remember, Lazarr! expects the following Minetest settings to be reset to the default value: @1=Has abandonado el juego. Recuerda, Lazarr! espera que las siguientes configuraciones de Minetest estén configuradas de forma predeterminada: @1
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@ -5,9 +5,3 @@ Please exit the game and reset the following Luanti settings to their default va
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You quit. Remember, Lazarr! expects the following Luanti settings to be reset to the default value: @1=
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Exit game=Quitter le jeu
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Continue playing anyway=Continuer à jouer malgré tout
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##### not used anymore #####
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Please exit the game and reset the following Minetest settings to their default value:=Veuillez quitter le jeu et réinitialiser les paramètres de Minetest suivants à leur valeur par défaut :
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You quit. Remember, Lazarr! expects the following Minetest settings to be reset to the default value: @1=Vous avez quitté le jeu. Rappelez-vous que Lazarr ! nécessite que vous réinitialisiez les paramètres de Minetest suivants à leur valeur par défaut : @1
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@ -5,9 +5,3 @@ Please exit the game and reset the following Luanti settings to their default va
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You quit. Remember, Lazarr! expects the following Luanti settings to be reset to the default value: @1=
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Exit game=Выйти из игры
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Continue playing anyway=Продолжать играть в любом случае
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##### not used anymore #####
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Please exit the game and reset the following Minetest settings to their default value:=Пожалуйста, выйдите из игры и сбросьте следующие настройки Minetest до значений по умолчанию:
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You quit. Remember, Lazarr! expects the following Minetest settings to be reset to the default value: @1=Вы выходите. Запомните, Lazarr! ожидает, чтобы следующие настройки были сброшены до заводских настроек: @1
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@ -0,0 +1,7 @@
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# textdomain: lzr_check_movement_settings
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WARNING: The player movement settings are not at the recommended values for Lazarr! The physics might not work as intended!=
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Please exit the game and reset the following Luanti settings to their default value:=
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, =
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You quit. Remember, Lazarr! expects the following Luanti settings to be reset to the default value: @1=
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Exit game=
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Continue playing anyway=
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@ -0,0 +1,7 @@
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# textdomain: lzr_check_movement_settings
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WARNING: The player movement settings are not at the recommended values for Lazarr! The physics might not work as intended!=
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Please exit the game and reset the following Luanti settings to their default value:=
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, =
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You quit. Remember, Lazarr! expects the following Luanti settings to be reset to the default value: @1=
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Exit game=
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Continue playing anyway=
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@ -0,0 +1,7 @@
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# textdomain: lzr_check_world_backend
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WARNING! Bad world backend detected.=
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This world uses the wrong backend. This means the game can’t properly reset the world when you play or edit levels.=
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To fix this, you need to edit the file “world.mt” in:=
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Exit the game, then open world.mt in a text editor and change the line “@1” to “@2”. Save your change. =
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NOTE: All custom changes to this world will be lost, but custom levels are safe.=
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OK=
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@ -0,0 +1,7 @@
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# textdomain: lzr_check_world_backend
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WARNING! Bad world backend detected.=
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This world uses the wrong backend. This means the game can’t properly reset the world when you play or edit levels.=
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To fix this, you need to edit the file “world.mt” in:=
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Exit the game, then open world.mt in a text editor and change the line “@1” to “@2”. Save your change. =
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NOTE: All custom changes to this world will be lost, but custom levels are safe.=
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OK=
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41
mods/lzr_core/locale/lzr_core.zh_Hans.tr
Normal file
41
mods/lzr_core/locale/lzr_core.zh_Hans.tr
Normal file
@ -0,0 +1,41 @@
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# textdomain: lzr_core
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Stone=
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Stone Block=
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Mossy Stone Block=
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Stone Brick=
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Mossy Stone Brick=
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Circular Stone=
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Mossy Circular Stone=
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Cave Stone=
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Island Stone=
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Seabed=
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Sand=
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Sandstone=
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Sandstone Block=
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Sandstone Brick=
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Dirt=
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Cracked Stone=
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Cracked Cave Stone=
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Cracked Sandstone=
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Cracked Island Stone=
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Dirt with Grass=
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Dirt with Jungle Litter=
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Shrub Leaves=
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Bright Palm Leaves=
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Dark Palm Leaves=
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Tree Trunk=
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Palm Tree Trunk=
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Coconut Tree Trunk=
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Coconut=
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Wood Planks=
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Loose Wood Planks=
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Mossy Wood Planks=
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Palm Wood Planks=
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Coconut Wood Planks=
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Water Source=
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Water Source Barrier=
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Block that the player can’t move through=
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Barrier=
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Invisible block that the player can’t move through=
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Rain Membrane=
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Invisible block that the player can’t move through but rain can=
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41
mods/lzr_core/locale/lzr_core.zh_Hant.tr
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41
mods/lzr_core/locale/lzr_core.zh_Hant.tr
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@ -0,0 +1,41 @@
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# textdomain: lzr_core
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Stone=
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Stone Block=
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Mossy Stone Block=
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Stone Brick=
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Mossy Stone Brick=
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Circular Stone=
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Mossy Circular Stone=
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Cave Stone=
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Island Stone=
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Seabed=
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Sand=
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Sandstone=
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Sandstone Block=
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Sandstone Brick=
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Dirt=
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Cracked Stone=
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Cracked Cave Stone=
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Cracked Sandstone=
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Cracked Island Stone=
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Dirt with Grass=
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Dirt with Jungle Litter=
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Shrub Leaves=
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Bright Palm Leaves=
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Dark Palm Leaves=
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Tree Trunk=
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Palm Tree Trunk=
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Coconut Tree Trunk=
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Coconut=
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Wood Planks=
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Loose Wood Planks=
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Mossy Wood Planks=
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Palm Wood Planks=
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Coconut Wood Planks=
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Water Source=
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Water Source Barrier=
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Block that the player can’t move through=
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Barrier=
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Invisible block that the player can’t move through=
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Rain Membrane=
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Invisible block that the player can’t move through but rain can=
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@ -16,7 +16,7 @@ Vessels Shelf=Gefäßregal
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Multi Shelf=Mehrzweckregal
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Candle=Kerze
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Chair=Stuhl
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Ship’s Wheel=
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Ship’s Wheel=Steuerrad
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Cobweb=Spinnenwebe
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Lantern=Laterne
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Iron Light Box=Eisenlichtblock
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55
mods/lzr_decor/locale/lzr_decor.zh_Hans.tr
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55
mods/lzr_decor/locale/lzr_decor.zh_Hans.tr
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# textdomain: lzr_decor
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Iron Bars=
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Iron Grate=
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Rusty Iron Bars=
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Rusty Iron Grate=
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Wood Frame=
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Wood-Framed Glass Pane=
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Bonfire=
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Barrel=
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Old Barrel=
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Wooden Cabinet=
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Half Wooden Cabinet=
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Empty Shelf=
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Bookshelf=
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Vessels Shelf=
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Multi Shelf=
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Candle=
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Chair=
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Ship’s Wheel=
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Cobweb=
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Lantern=
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Iron Light Box=
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Iron Light Box (off)=
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Wooden Light Box=
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Wooden Light Box (off)=
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Ship Light Box=
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Ship Light Box (off)=
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Ocean Lantern=
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Ocean Lantern (off)=
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Potted White Dandelion=
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Potted Yellow Dandelion=
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Potted Geranium=
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Potted Rose=
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Potted Tulip=
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Potted Viola=
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Table=
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Wood Framed Glass=
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Ocean Stone=
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Cracked Ocean Stone=
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Ocean Stone Block=
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Ocean Cobblestone=
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Carved Ocean Stone=
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Circular Ocean Stone=
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Ocean Bricks=
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Ocean Pillar=
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Thatch=
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Wet Thatch=
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White Cloth=
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Black Cloth=
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Forge=
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Forge (lit)=
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Cauldron with Water=
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Cauldron=
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Table with Blanket=
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Working Table=
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55
mods/lzr_decor/locale/lzr_decor.zh_Hant.tr
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55
mods/lzr_decor/locale/lzr_decor.zh_Hant.tr
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# textdomain: lzr_decor
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Iron Bars=
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Iron Grate=
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Rusty Iron Bars=
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Rusty Iron Grate=
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Wood Frame=
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Wood-Framed Glass Pane=
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Bonfire=
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Barrel=
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Old Barrel=
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Wooden Cabinet=
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Half Wooden Cabinet=
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Empty Shelf=
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Bookshelf=
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Vessels Shelf=
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Multi Shelf=
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Candle=
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Chair=
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Ship’s Wheel=
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Cobweb=
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Lantern=
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Iron Light Box=
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Iron Light Box (off)=
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Wooden Light Box=
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Wooden Light Box (off)=
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Ship Light Box=
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Ship Light Box (off)=
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Ocean Lantern=
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Ocean Lantern (off)=
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Potted White Dandelion=
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Potted Yellow Dandelion=
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Potted Geranium=
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Potted Rose=
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Potted Tulip=
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Potted Viola=
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Table=
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Wood Framed Glass=
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Ocean Stone=
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Cracked Ocean Stone=
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Ocean Stone Block=
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Ocean Cobblestone=
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Carved Ocean Stone=
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Circular Ocean Stone=
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Ocean Bricks=
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Ocean Pillar=
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Thatch=
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Wet Thatch=
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White Cloth=
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Black Cloth=
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Forge=
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Forge (lit)=
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Cauldron with Water=
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Cauldron=
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Table with Blanket=
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Working Table=
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5
mods/lzr_devmode/locale/lzr_devmode.zh_Hans.tr
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5
mods/lzr_devmode/locale/lzr_devmode.zh_Hans.tr
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# textdomain: lzr_devmode
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Enter or exit development mode=
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[ enter | exit ]=
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Already in development mode!=
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Not in development mode!=
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5
mods/lzr_devmode/locale/lzr_devmode.zh_Hant.tr
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5
mods/lzr_devmode/locale/lzr_devmode.zh_Hant.tr
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# textdomain: lzr_devmode
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Enter or exit development mode=
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[ enter | exit ]=
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Already in development mode!=
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Not in development mode!=
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@ -24,7 +24,7 @@ Level name must not contain slash or backslash!=Levelname darf keinen Schrägstr
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Level saved to @1 and @2.=Level nach @1 und @2 gespeichert.
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Level saved to @1, but could not write metadata to @2.=Level nach @1 gespeichert, aber Metadaten konnten nicht in @2 gespeichert werden.
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Error writing level file!=Fehler beim Schreiben der Level-Datei!
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Note: This level uses a legacy window boundary, which is no longer supported.=
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Note: This level uses a legacy window boundary, which is no longer supported.=Anmerkung: Dieses Level benutzt die veraltete Fenstergrenze. Dies wird nicht länger unterstützt.
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Load level=Level laden
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The editor is already loading a level!=Der Editor lädt bereits einen Level!
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Level file does not exist!=Level-Datei existiert nicht!
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@ -58,7 +58,7 @@ Level name as shown to the player=Levelname, so, wie er dem Spieler angezeigt wi
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Level size along the X axis=Levelgröße entlang der X-Achse
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Level size along the Y axis=Levelgröße entlang der Y-Achse
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Level size along the Z axis=Levelgröße entlang der Z-Achse
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Itemstring of node to be placed on the left, front, back and right level borders=
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Itemstring of node to be placed on the left, front, back and right level borders=Itemstring des Nodes, der an den linken, vorderen, hinteren und rechten Levelgrenzen platziert wird
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Itemstring of node to be placed at the bottom of the level=Itemstring des Nodes, der unterhalb des Levels platziert wird
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Itemstring of node to be placed at the top of the level=Itemstring des Nodes, der oberhalb des Levels platziert wird
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Text to be shown when player interacts with the information block=Text, der angezeigt wird, wenn der Spieler mit dem Informationsblock interagiert
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@ -85,10 +85,3 @@ Cancel=Abbrechen
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There are no nodes to choose from.=Es stehen keine Nodes zur Auswahl.
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Select a boundary node:=Grenz-Node auswählen:
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Page @1/@2=Seite @1/@2
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##### not used anymore #####
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Window node=Fenster-Node
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Itemstring of node to be placed on the left, front, back and right level borders, except windows=Itemstring des Nodes, der an der linken, vorderen, hinteren und rechten Levelgrenze platziert wird, außer Fenster
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Itemstring of node to be placed as window in the level walls=Itemstring des Nodes, der als Fenster in den Levelwänden platziert wird
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@ -85,10 +85,3 @@ Cancel=Cancelar
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There are no nodes to choose from.=No hay nodos para elegir.
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Select a boundary node:=Seleccione un nodo de límite:
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Page @1/@2=Página @1/@2
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##### not used anymore #####
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Window node=Nodo de ventana
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Itemstring of node to be placed on the left, front, back and right level borders, except windows=Cadena de elementos del nodo que se colocará en los bordes de nivel izquierdo, frontal, posterior y derecho, excepto ventanas
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Itemstring of node to be placed as window in the level walls=Cadena de elementos del nodo que se colocará como ventana en las paredes del nivel
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@ -85,10 +85,3 @@ Cancel=Annuler
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There are no nodes to choose from.=Il n'y a aucun blocs parmi lesquels choisir.
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Select a boundary node:=Sélectionnez un bloc pour la limite du niveau :
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Page @1/@2=Page @1/@2
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##### not used anymore #####
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Window node=Bloc pour les fenêtres
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Itemstring of node to be placed on the left, front, back and right level borders, except windows=Itemstring du bloc utilisé pour les limites horizontales du niveau, sauf pour les fenêtres
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Itemstring of node to be placed as window in the level walls=Itemstring du bloc utilisé comme fenêtres dans les murs du niveau
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@ -85,8 +85,3 @@ Cancel=
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There are no nodes to choose from.=
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Select a boundary node:=
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Page @1/@2=
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##### not used anymore #####
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Ambience=Ambiente
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87
mods/lzr_editor/locale/lzr_editor.zh_Hans.tr
Normal file
87
mods/lzr_editor/locale/lzr_editor.zh_Hans.tr
Normal file
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# textdomain: lzr_editor
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No teleporter=
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More than one teleporter=
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Barrier or rain membrane in level area=
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Bare gold block in level area=
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Rooted plant in level area=
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More than one information block=
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Trigger is out of bounds=
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Trigger ID does not match location=
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Laser-incompatible node found=
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No treasures to collect=
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• Error: @1=
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• Warning: @1=
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Welcome to the Level Editor!=
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See LEVEL_EDITOR.md for instructions.=
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WARNING: Changing a trigger block with a WorldEdit command may break the triggers. You may need to call /reset_triggers after doing so.=
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The following problems were found in this level:=
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Save current level=
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<level name>=
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Not in editor mode!=
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Can’t do this while loading!=
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No level name provided.=
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Level name must not contain slash or backslash!=
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Level saved to @1 and @2.=
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Level saved to @1, but could not write metadata to @2.=
|
||||
Error writing level file!=
|
||||
Note: This level uses a legacy window boundary, which is no longer supported.=
|
||||
Load level=
|
||||
The editor is already loading a level!=
|
||||
Level file does not exist!=
|
||||
Level loaded.=
|
||||
Error reading level file!=
|
||||
Start or exit level editor=
|
||||
[ enter | exit ]=
|
||||
Already in level editor!=
|
||||
Not in level editor!=
|
||||
Remove all triggers and reset them to their initial state=
|
||||
Triggers have been reset.=
|
||||
Goldie speech=
|
||||
Level settings=
|
||||
Name=
|
||||
Size=
|
||||
X=
|
||||
Y=
|
||||
Z=
|
||||
Wall node=
|
||||
Floor node=
|
||||
Ceiling node=
|
||||
Information block text=
|
||||
Music=
|
||||
Sky=
|
||||
Weather=
|
||||
Backdrop=
|
||||
X coordinate of backdrop position=
|
||||
Y coordinate of backdrop position=
|
||||
Z coordinate of backdrop position=
|
||||
Level name as shown to the player=
|
||||
Level size along the X axis=
|
||||
Level size along the Y axis=
|
||||
Level size along the Z axis=
|
||||
Itemstring of node to be placed on the left, front, back and right level borders=
|
||||
Itemstring of node to be placed at the bottom of the level=
|
||||
Itemstring of node to be placed at the top of the level=
|
||||
Text to be shown when player interacts with the information block=
|
||||
Which audio ambience to play=
|
||||
How the sky looks like. Affects color, sun, moon, stars, clouds and the time of day=
|
||||
Visual weather effects (no audio)=
|
||||
The world that surrounds the level=
|
||||
Save level as …=
|
||||
Save=
|
||||
Load level …=
|
||||
Load=
|
||||
File list:=
|
||||
File name=
|
||||
Check current level for problems=
|
||||
No problems found.=
|
||||
The following problems were found:=
|
||||
File name must not contain slash or backslash!=
|
||||
Untitled (@1)=
|
||||
Remove all blocks in the current level area or regenerate the map=
|
||||
Level cleared.=
|
||||
Clearing level …=
|
||||
OK=
|
||||
Cancel=
|
||||
There are no nodes to choose from.=
|
||||
Select a boundary node:=
|
||||
Page @1/@2=
|
5
mods/lzr_fallout/locale/lzr_fallout.zh_Hans.tr
Normal file
5
mods/lzr_fallout/locale/lzr_fallout.zh_Hans.tr
Normal file
@ -0,0 +1,5 @@
|
||||
# textdomain: lzr_fallout
|
||||
You’re sleeping with the fishes!=
|
||||
Where yer thinks yar goin’, landlubber?=
|
||||
You were skull-crushed!=
|
||||
You were between a rock and a hard place.=
|
5
mods/lzr_fallout/locale/lzr_fallout.zh_Hant.tr
Normal file
5
mods/lzr_fallout/locale/lzr_fallout.zh_Hant.tr
Normal file
@ -0,0 +1,5 @@
|
||||
# textdomain: lzr_fallout
|
||||
You’re sleeping with the fishes!=
|
||||
Where yer thinks yar goin’, landlubber?=
|
||||
You were skull-crushed!=
|
||||
You were between a rock and a hard place.=
|
3
mods/lzr_game_meta/locale/lzr_game_meta.zh_Hans.tr
Normal file
3
mods/lzr_game_meta/locale/lzr_game_meta.zh_Hans.tr
Normal file
@ -0,0 +1,3 @@
|
||||
# textdomain: lzr_game_meta
|
||||
Lazarr!=
|
||||
Be a pirate and solve laser puzzles=
|
3
mods/lzr_game_meta/locale/lzr_game_meta.zh_Hant.tr
Normal file
3
mods/lzr_game_meta/locale/lzr_game_meta.zh_Hant.tr
Normal file
@ -0,0 +1,3 @@
|
||||
# textdomain: lzr_game_meta
|
||||
Lazarr!=
|
||||
Be a pirate and solve laser puzzles=
|
12
mods/lzr_getitem/locale/lzr_getitem.zh_Hans.tr
Normal file
12
mods/lzr_getitem/locale/lzr_getitem.zh_Hans.tr
Normal file
@ -0,0 +1,12 @@
|
||||
# textdomain: lzr_getitem
|
||||
You can only take items in the level editor, in development mode, or when you have the ‘give’ privilege.=
|
||||
You can only trash items in the level editor, in development mode, or when you have the ‘give’ privilege.=
|
||||
<=
|
||||
>=
|
||||
Page: @1/@2=
|
||||
No items found.=
|
||||
Reset search=
|
||||
Trash:=
|
||||
Search=
|
||||
X=
|
||||
This is only available in the level editor, or when you have the 'give' privilege.=
|
12
mods/lzr_getitem/locale/lzr_getitem.zh_Hant.tr
Normal file
12
mods/lzr_getitem/locale/lzr_getitem.zh_Hant.tr
Normal file
@ -0,0 +1,12 @@
|
||||
# textdomain: lzr_getitem
|
||||
You can only take items in the level editor, in development mode, or when you have the ‘give’ privilege.=
|
||||
You can only trash items in the level editor, in development mode, or when you have the ‘give’ privilege.=
|
||||
<=
|
||||
>=
|
||||
Page: @1/@2=
|
||||
No items found.=
|
||||
Reset search=
|
||||
Trash:=
|
||||
Search=
|
||||
X=
|
||||
This is only available in the level editor, or when you have the 'give' privilege.=
|
@ -1,6 +1,6 @@
|
||||
# textdomain: lzr_gui
|
||||
@1 / @2=@1 / @2
|
||||
Level solution test=
|
||||
Level solution test=Levellösungstest
|
||||
Loading … =Laden …
|
||||
Level Editor=Level-Editor
|
||||
Development Mode=Entwicklungsmodus
|
||||
|
@ -10,8 +10,3 @@ Level editor=Editor de nível
|
||||
Music=
|
||||
Graphics settings=Ajustes gráficos
|
||||
Help=Ajuda
|
||||
|
||||
|
||||
##### not used anymore #####
|
||||
|
||||
Ambience=Ambiente
|
||||
|
12
mods/lzr_gui/locale/lzr_gui.zh_Hans.tr
Normal file
12
mods/lzr_gui/locale/lzr_gui.zh_Hans.tr
Normal file
@ -0,0 +1,12 @@
|
||||
# textdomain: lzr_gui
|
||||
@1 / @2=
|
||||
Level solution test=
|
||||
Loading … =
|
||||
Level Editor=
|
||||
Development Mode=
|
||||
Start game=
|
||||
Custom levels=
|
||||
Level editor=
|
||||
Music=
|
||||
Graphics settings=
|
||||
Help=
|
4
mods/lzr_hook/locale/lzr_hook.zh_Hans.tr
Normal file
4
mods/lzr_hook/locale/lzr_hook.zh_Hans.tr
Normal file
@ -0,0 +1,4 @@
|
||||
# textdomain: lzr_hook
|
||||
Rotating Hook=
|
||||
Punch to push edge, place to rotate face=
|
||||
Sneak to reverse rotation direction=
|
4
mods/lzr_hook/locale/lzr_hook.zh_Hant.tr
Normal file
4
mods/lzr_hook/locale/lzr_hook.zh_Hant.tr
Normal file
@ -0,0 +1,4 @@
|
||||
# textdomain: lzr_hook
|
||||
Rotating Hook=
|
||||
Punch to push edge, place to rotate face=
|
||||
Sneak to reverse rotation direction=
|
@ -0,0 +1,4 @@
|
||||
# textdomain: lzr_incomplete_message
|
||||
This game is incomplete!=
|
||||
The levels are mostly a tech demo right now, so don’t expect too much.=
|
||||
You might want to give the level editor a try through.=
|
@ -0,0 +1,4 @@
|
||||
# textdomain: lzr_incomplete_message
|
||||
This game is incomplete!=
|
||||
The levels are mostly a tech demo right now, so don’t expect too much.=
|
||||
You might want to give the level editor a try through.=
|
79
mods/lzr_infobooks/locale/lzr_infobooks.zh_Hans.tr
Normal file
79
mods/lzr_infobooks/locale/lzr_infobooks.zh_Hans.tr
Normal file
@ -0,0 +1,79 @@
|
||||
# textdomain: lzr_infobooks
|
||||
<=
|
||||
Previous page=
|
||||
>=
|
||||
Next page=
|
||||
Select a book:=
|
||||
Read=
|
||||
Emitter=
|
||||
This block emits a laser when turned on. Emitters come in different colors.=
|
||||
Detector (colorless)=
|
||||
This block has a hole and will be activated when a laser goes into it. It may then trigger something.=
|
||||
Detector (colored)=
|
||||
Like the colorless detector, it will be activated when a laser goes into the hole. But colored detectors require the laser to be of the same color.=
|
||||
When a laser hits the mirror, it will make a turn.=
|
||||
The double mirror has a reflective surface on two sides, so it can deflect two lasers at once.=
|
||||
When a laser hits the angled part of a beam splitter, it splits it into two. One part of the laser goes straight through while the other part will be deflected.=
|
||||
Shooting a laser at the backside of this block won’t to anything.=
|
||||
When a laser goes into a crystal, it will spread in all directions.=
|
||||
The mixer has two inputs to the left and right and one output at the front. When two lasers go into the input, a laser with their colors mixed will go out of the output.=
|
||||
When only one input is used, the same laser will go out of the output unchanged.=
|
||||
Skulls have holes on each side and lasers fired at it will go straight through.=
|
||||
This skull is called “shy” because it’s afraid of lasers. When any laser touches it, it will become ghostly and cannot be touched or walked on.=
|
||||
The cursed skulls have lost their physical form and cannot be touched or walked on. They can be brought back into the physical realm by firing a laser at it.=
|
||||
The bomb will blow up cracked stone and other fragile blocks in a 3×3×3 radius when its fuse is ignited by a laser or fire.=
|
||||
Barricades are flammable and burn up when hit by a laser. They also ignite all flammable blocks and fuses next to them.=
|
||||
A simple obstacle with an opening where a laser can go through.=
|
||||
Laser Blocks=
|
||||
Solid Block=
|
||||
Most blocks are solid. This includes stone, wood, tree trunks, furniture, dirt, sand, and more. Solid blocks cannot be destroyed, picked up, rotated or moved.=
|
||||
Cracked Stone=
|
||||
Cracked stone will be destroyed by explosions.=
|
||||
Unlike the darker heavy crate, a light crate can be picked up and carried around. You can use it to reach higher places.=
|
||||
Old Wood=
|
||||
Old crates and barrels fall into pieces at the slightest touch. Explosions also destroy them.=
|
||||
Light Box=
|
||||
Light boxes create light. They may be turned on or off by detectors.=
|
||||
Cobwebs make it impossible to jump while inside them. You also can’t touch anything behind a cobweb.=
|
||||
Cobwebs can be destroyed with lasers.=
|
||||
Other Blocks=
|
||||
Treasures=
|
||||
Gold Block=
|
||||
The goal of every level is to find all gold blocks.=
|
||||
Treasure Chests=
|
||||
You can find treasure chests all over the world. You can find a gold block inside.=
|
||||
To open an unlocked chest, just punch it.=
|
||||
Breaking the lock=
|
||||
Many chests are locked. To break the lock, you need to solve a laser puzzle.=
|
||||
Wooden Chests and Dark Chests=
|
||||
There two types of chests:=
|
||||
Wooden Chest: When the lock has been broken, it stays broken.=
|
||||
Dark Chest: The lock can be broken, but it will regenerate when the laser puzzle is no longer solved.=
|
||||
How to get rich=
|
||||
Step 1: Go to place with hidden treasure=
|
||||
Step 2: Crack the laser security mechanism (if any)=
|
||||
Step 3: Loot treasure chests for gold=
|
||||
Step 4: Repeat steps 1 until 3 until you’re rich=
|
||||
The Pirate’s Code=
|
||||
Steal from the rich and give it to ourselves=
|
||||
Screws=
|
||||
While you can pick up some blocks, some blocks have screws in their corners. Blocks with screws cannot be picked up.=
|
||||
Screw types=
|
||||
There are two types of screws:=
|
||||
Copper screws (brown): Block can be rotated.=
|
||||
Iron screws (gray): Block cannot be rotated.=
|
||||
Laser Colors=
|
||||
Lasers come in 7 different colors: Red, green, blue, yellow, cyan, magenta and white.=
|
||||
Color Mixing=
|
||||
When two lasers overlap or get mixed in a mixer, their colors will be combined.=
|
||||
Red + Green → Yellow=
|
||||
Red + Blue → Magenta=
|
||||
Green + Blue → Cyan=
|
||||
Red + Green + Blue → White=
|
||||
Hook=
|
||||
Rotating Hook=
|
||||
The rotating hook allows you to rotate blocks. Not all blocks can be rotated.=
|
||||
Use the [Place] or [Punch] key to rotate.=
|
||||
[Place]: Rotate the block clockwise.=
|
||||
[Punch]: Rotate the block towards the edge you touched.=
|
||||
Holding down [Sneak] will rotate in the reverse direction.=
|
79
mods/lzr_infobooks/locale/lzr_infobooks.zh_Hant.tr
Normal file
79
mods/lzr_infobooks/locale/lzr_infobooks.zh_Hant.tr
Normal file
@ -0,0 +1,79 @@
|
||||
# textdomain: lzr_infobooks
|
||||
<=
|
||||
Previous page=
|
||||
>=
|
||||
Next page=
|
||||
Select a book:=
|
||||
Read=
|
||||
Emitter=
|
||||
This block emits a laser when turned on. Emitters come in different colors.=
|
||||
Detector (colorless)=
|
||||
This block has a hole and will be activated when a laser goes into it. It may then trigger something.=
|
||||
Detector (colored)=
|
||||
Like the colorless detector, it will be activated when a laser goes into the hole. But colored detectors require the laser to be of the same color.=
|
||||
When a laser hits the mirror, it will make a turn.=
|
||||
The double mirror has a reflective surface on two sides, so it can deflect two lasers at once.=
|
||||
When a laser hits the angled part of a beam splitter, it splits it into two. One part of the laser goes straight through while the other part will be deflected.=
|
||||
Shooting a laser at the backside of this block won’t to anything.=
|
||||
When a laser goes into a crystal, it will spread in all directions.=
|
||||
The mixer has two inputs to the left and right and one output at the front. When two lasers go into the input, a laser with their colors mixed will go out of the output.=
|
||||
When only one input is used, the same laser will go out of the output unchanged.=
|
||||
Skulls have holes on each side and lasers fired at it will go straight through.=
|
||||
This skull is called “shy” because it’s afraid of lasers. When any laser touches it, it will become ghostly and cannot be touched or walked on.=
|
||||
The cursed skulls have lost their physical form and cannot be touched or walked on. They can be brought back into the physical realm by firing a laser at it.=
|
||||
The bomb will blow up cracked stone and other fragile blocks in a 3×3×3 radius when its fuse is ignited by a laser or fire.=
|
||||
Barricades are flammable and burn up when hit by a laser. They also ignite all flammable blocks and fuses next to them.=
|
||||
A simple obstacle with an opening where a laser can go through.=
|
||||
Laser Blocks=
|
||||
Solid Block=
|
||||
Most blocks are solid. This includes stone, wood, tree trunks, furniture, dirt, sand, and more. Solid blocks cannot be destroyed, picked up, rotated or moved.=
|
||||
Cracked Stone=
|
||||
Cracked stone will be destroyed by explosions.=
|
||||
Unlike the darker heavy crate, a light crate can be picked up and carried around. You can use it to reach higher places.=
|
||||
Old Wood=
|
||||
Old crates and barrels fall into pieces at the slightest touch. Explosions also destroy them.=
|
||||
Light Box=
|
||||
Light boxes create light. They may be turned on or off by detectors.=
|
||||
Cobwebs make it impossible to jump while inside them. You also can’t touch anything behind a cobweb.=
|
||||
Cobwebs can be destroyed with lasers.=
|
||||
Other Blocks=
|
||||
Treasures=
|
||||
Gold Block=
|
||||
The goal of every level is to find all gold blocks.=
|
||||
Treasure Chests=
|
||||
You can find treasure chests all over the world. You can find a gold block inside.=
|
||||
To open an unlocked chest, just punch it.=
|
||||
Breaking the lock=
|
||||
Many chests are locked. To break the lock, you need to solve a laser puzzle.=
|
||||
Wooden Chests and Dark Chests=
|
||||
There two types of chests:=
|
||||
Wooden Chest: When the lock has been broken, it stays broken.=
|
||||
Dark Chest: The lock can be broken, but it will regenerate when the laser puzzle is no longer solved.=
|
||||
How to get rich=
|
||||
Step 1: Go to place with hidden treasure=
|
||||
Step 2: Crack the laser security mechanism (if any)=
|
||||
Step 3: Loot treasure chests for gold=
|
||||
Step 4: Repeat steps 1 until 3 until you’re rich=
|
||||
The Pirate’s Code=
|
||||
Steal from the rich and give it to ourselves=
|
||||
Screws=
|
||||
While you can pick up some blocks, some blocks have screws in their corners. Blocks with screws cannot be picked up.=
|
||||
Screw types=
|
||||
There are two types of screws:=
|
||||
Copper screws (brown): Block can be rotated.=
|
||||
Iron screws (gray): Block cannot be rotated.=
|
||||
Laser Colors=
|
||||
Lasers come in 7 different colors: Red, green, blue, yellow, cyan, magenta and white.=
|
||||
Color Mixing=
|
||||
When two lasers overlap or get mixed in a mixer, their colors will be combined.=
|
||||
Red + Green → Yellow=
|
||||
Red + Blue → Magenta=
|
||||
Green + Blue → Cyan=
|
||||
Red + Green + Blue → White=
|
||||
Hook=
|
||||
Rotating Hook=
|
||||
The rotating hook allows you to rotate blocks. Not all blocks can be rotated.=
|
||||
Use the [Place] or [Punch] key to rotate.=
|
||||
[Place]: Rotate the block clockwise.=
|
||||
[Punch]: Rotate the block towards the edge you touched.=
|
||||
Holding down [Sneak] will rotate in the reverse direction.=
|
137
mods/lzr_laser/locale/lzr_laser.zh_Hans.tr
Normal file
137
mods/lzr_laser/locale/lzr_laser.zh_Hans.tr
Normal file
@ -0,0 +1,137 @@
|
||||
# textdomain: lzr_laser
|
||||
Heavy Crate=
|
||||
Old Crate=
|
||||
Mossy Heavy Crate=
|
||||
Light Crate=
|
||||
Light enough to be picked up=
|
||||
Mirror=
|
||||
Deflects a laser=
|
||||
Beam Splitter=
|
||||
Both deflects a laser and lets it through=
|
||||
Beam Splitter (active, @1)=
|
||||
Double Mirror=
|
||||
Deflects lasers on both sides=
|
||||
Double Mirror (active, @1)=
|
||||
Crystal=
|
||||
Deflects lasers in all directions=
|
||||
Mixer=
|
||||
Two lasers go in, a laser with their colors combined goes out=
|
||||
Red Emitter=
|
||||
Emits a red laser=
|
||||
Would emit a red laser if it were turned on=
|
||||
Green Emitter=
|
||||
Emits a green laser=
|
||||
Would emit a green laser if it were turned on=
|
||||
Blue Emitter=
|
||||
Emits a blue laser=
|
||||
Would emit a blue laser if it were turned on=
|
||||
Yellow Emitter=
|
||||
Emits a yellow laser=
|
||||
Would emit a yellow laser if it were turned on=
|
||||
Magenta Emitter=
|
||||
Emits a magenta laser=
|
||||
Would emit a magenta laser if it were turned on=
|
||||
Cyan Emitter=
|
||||
Emits a cyan laser=
|
||||
Would emit a cyan laser if it were turned on=
|
||||
White Emitter=
|
||||
Emits a white laser=
|
||||
Would emit a white laser if it were turned on=
|
||||
Detector=
|
||||
Activates when a laser goes into the hole=
|
||||
Red Detector=
|
||||
Activates when a red laser goes into the hole=
|
||||
Green Detector=
|
||||
Activates when a green laser goes into the hole=
|
||||
Blue Detector=
|
||||
Activates when a blue laser goes into the hole=
|
||||
Yellow Detector=
|
||||
Activates when a yellow laser goes into the hole=
|
||||
Magenta Detector=
|
||||
Activates when a magenta laser goes into the hole=
|
||||
Cyan Detector=
|
||||
Activates when a cyan laser goes into the hole=
|
||||
White Detector=
|
||||
Activates when a white laser goes into the hole=
|
||||
Hollow Barrel=
|
||||
Cursed Skull=
|
||||
Is untouchable unless a laser goes through it=
|
||||
Becomes untouchable when no laser goes through it=
|
||||
Shy Skull=
|
||||
Becomes untouchable when a laser goes through it=
|
||||
Is untouchable while a laser goes through it=
|
||||
Barricade=
|
||||
Burns on laser contact=
|
||||
Burning Barricade=
|
||||
Ignites neighboring barricades and burns up after 1 second=
|
||||
Bomb=
|
||||
Explodes when fuse gets ignited by laser or fire=
|
||||
Destroys cracked blocks in a 3×3×3 area=
|
||||
Ignited bomb=
|
||||
Will explode soon=
|
||||
Ignited Bomb=
|
||||
@1 (rotatable)=
|
||||
@1 (fixed)=
|
||||
@1 (soft-fixed)=
|
||||
@1 (fixed, inactive)=
|
||||
@1 (inactive)=
|
||||
@1 (fixed, active)=
|
||||
@1 (active)=
|
||||
@1 (fixed, active, @2)=
|
||||
@1 (active, @2)=
|
||||
@1 (soft-fixed, inactive)=
|
||||
@1 (soft-fixed, active)=
|
||||
@1 (soft-fixed, active, @2)=
|
||||
Laser (@1)=
|
||||
Barrier Laser (@1)=
|
||||
Rain Membrane Laser (@1)=
|
||||
Enable or disable frozen lasers. When lasers are frozen, they won’t be updated automatically. Useful for debugging=
|
||||
Lasers are now frozen. Map updates will no longer update the lasers.=
|
||||
Lasers are now unfrozen. Map updates will update the lasers again.=
|
||||
Force a full laser update to occur in the current level boundaries=
|
||||
Emit lasers from all emitters in the current level boundaries=
|
||||
[<max. iterations>]=
|
||||
Remove all lasers in the current level boundaries and the current out-of-bounds lasers=
|
||||
Block State Toggler=
|
||||
Turns blocks on or off=
|
||||
This tool only works in the level editor or development mode.=
|
||||
Color Changer=
|
||||
Changes block color=
|
||||
Screw Changer=
|
||||
Cycles through screw types for blocks=
|
||||
Sender Mode=
|
||||
Punch node to select a sender to add receivers to in Receiver Mode=
|
||||
Receiver Mode=
|
||||
Punch node to add a node as a receiver to the list of receivers of the selected sender from Sender Mode=
|
||||
Signal Type Mode=
|
||||
Punch sender node to change its signal type=
|
||||
Receiver Type Mode=
|
||||
Punch receiver node to change its receiver type=
|
||||
Reset Mode=
|
||||
Punch sender or receiver to remove all its trigger information=
|
||||
Info Mode=
|
||||
Punch node to expose its current trigger relations=
|
||||
Trigger Tool=
|
||||
Place to change mode=
|
||||
This tool only works in the level editor.=
|
||||
This node is outside the level area.=
|
||||
This node is neither a sender nor a receiver.=
|
||||
This node isn’t a sender.=
|
||||
ERROR: This node wasn’t initialized as a trigger!=
|
||||
Now setting receivers for sender: @1=
|
||||
This node isn’t a receiver.=
|
||||
Select a sender in Sender Mode first!=
|
||||
The selected sender no longer exists.=
|
||||
Added signal from sender @1 to receiver @2.=
|
||||
This receiver was already added to the receiver list of the sender at @1.=
|
||||
@1 (@2)=
|
||||
Signal type of sender @1 changed to @2.=
|
||||
Receiver type of receiver @1 changed to @2.=
|
||||
Reset node at @1.=
|
||||
, =
|
||||
This node sends to: @1=
|
||||
This node receives from: @1=
|
||||
This node is a sender and receiver. It neither sends nor receives signals.=
|
||||
This node is a receiver. It does not receive signals.=
|
||||
This node is a sender. It does not send signals.=
|
||||
Tool set to @1!=
|
137
mods/lzr_laser/locale/lzr_laser.zh_Hant.tr
Normal file
137
mods/lzr_laser/locale/lzr_laser.zh_Hant.tr
Normal file
@ -0,0 +1,137 @@
|
||||
# textdomain: lzr_laser
|
||||
Heavy Crate=
|
||||
Old Crate=
|
||||
Mossy Heavy Crate=
|
||||
Light Crate=
|
||||
Light enough to be picked up=
|
||||
Mirror=
|
||||
Deflects a laser=
|
||||
Beam Splitter=
|
||||
Both deflects a laser and lets it through=
|
||||
Beam Splitter (active, @1)=
|
||||
Double Mirror=
|
||||
Deflects lasers on both sides=
|
||||
Double Mirror (active, @1)=
|
||||
Crystal=
|
||||
Deflects lasers in all directions=
|
||||
Mixer=
|
||||
Two lasers go in, a laser with their colors combined goes out=
|
||||
Red Emitter=
|
||||
Emits a red laser=
|
||||
Would emit a red laser if it were turned on=
|
||||
Green Emitter=
|
||||
Emits a green laser=
|
||||
Would emit a green laser if it were turned on=
|
||||
Blue Emitter=
|
||||
Emits a blue laser=
|
||||
Would emit a blue laser if it were turned on=
|
||||
Yellow Emitter=
|
||||
Emits a yellow laser=
|
||||
Would emit a yellow laser if it were turned on=
|
||||
Magenta Emitter=
|
||||
Emits a magenta laser=
|
||||
Would emit a magenta laser if it were turned on=
|
||||
Cyan Emitter=
|
||||
Emits a cyan laser=
|
||||
Would emit a cyan laser if it were turned on=
|
||||
White Emitter=
|
||||
Emits a white laser=
|
||||
Would emit a white laser if it were turned on=
|
||||
Detector=
|
||||
Activates when a laser goes into the hole=
|
||||
Red Detector=
|
||||
Activates when a red laser goes into the hole=
|
||||
Green Detector=
|
||||
Activates when a green laser goes into the hole=
|
||||
Blue Detector=
|
||||
Activates when a blue laser goes into the hole=
|
||||
Yellow Detector=
|
||||
Activates when a yellow laser goes into the hole=
|
||||
Magenta Detector=
|
||||
Activates when a magenta laser goes into the hole=
|
||||
Cyan Detector=
|
||||
Activates when a cyan laser goes into the hole=
|
||||
White Detector=
|
||||
Activates when a white laser goes into the hole=
|
||||
Hollow Barrel=
|
||||
Cursed Skull=
|
||||
Is untouchable unless a laser goes through it=
|
||||
Becomes untouchable when no laser goes through it=
|
||||
Shy Skull=
|
||||
Becomes untouchable when a laser goes through it=
|
||||
Is untouchable while a laser goes through it=
|
||||
Barricade=
|
||||
Burns on laser contact=
|
||||
Burning Barricade=
|
||||
Ignites neighboring barricades and burns up after 1 second=
|
||||
Bomb=
|
||||
Explodes when fuse gets ignited by laser or fire=
|
||||
Destroys cracked blocks in a 3×3×3 area=
|
||||
Ignited bomb=
|
||||
Will explode soon=
|
||||
Ignited Bomb=
|
||||
@1 (rotatable)=
|
||||
@1 (fixed)=
|
||||
@1 (soft-fixed)=
|
||||
@1 (fixed, inactive)=
|
||||
@1 (inactive)=
|
||||
@1 (fixed, active)=
|
||||
@1 (active)=
|
||||
@1 (fixed, active, @2)=
|
||||
@1 (active, @2)=
|
||||
@1 (soft-fixed, inactive)=
|
||||
@1 (soft-fixed, active)=
|
||||
@1 (soft-fixed, active, @2)=
|
||||
Laser (@1)=
|
||||
Barrier Laser (@1)=
|
||||
Rain Membrane Laser (@1)=
|
||||
Enable or disable frozen lasers. When lasers are frozen, they won’t be updated automatically. Useful for debugging=
|
||||
Lasers are now frozen. Map updates will no longer update the lasers.=
|
||||
Lasers are now unfrozen. Map updates will update the lasers again.=
|
||||
Force a full laser update to occur in the current level boundaries=
|
||||
Emit lasers from all emitters in the current level boundaries=
|
||||
[<max. iterations>]=
|
||||
Remove all lasers in the current level boundaries and the current out-of-bounds lasers=
|
||||
Block State Toggler=
|
||||
Turns blocks on or off=
|
||||
This tool only works in the level editor or development mode.=
|
||||
Color Changer=
|
||||
Changes block color=
|
||||
Screw Changer=
|
||||
Cycles through screw types for blocks=
|
||||
Sender Mode=
|
||||
Punch node to select a sender to add receivers to in Receiver Mode=
|
||||
Receiver Mode=
|
||||
Punch node to add a node as a receiver to the list of receivers of the selected sender from Sender Mode=
|
||||
Signal Type Mode=
|
||||
Punch sender node to change its signal type=
|
||||
Receiver Type Mode=
|
||||
Punch receiver node to change its receiver type=
|
||||
Reset Mode=
|
||||
Punch sender or receiver to remove all its trigger information=
|
||||
Info Mode=
|
||||
Punch node to expose its current trigger relations=
|
||||
Trigger Tool=
|
||||
Place to change mode=
|
||||
This tool only works in the level editor.=
|
||||
This node is outside the level area.=
|
||||
This node is neither a sender nor a receiver.=
|
||||
This node isn’t a sender.=
|
||||
ERROR: This node wasn’t initialized as a trigger!=
|
||||
Now setting receivers for sender: @1=
|
||||
This node isn’t a receiver.=
|
||||
Select a sender in Sender Mode first!=
|
||||
The selected sender no longer exists.=
|
||||
Added signal from sender @1 to receiver @2.=
|
||||
This receiver was already added to the receiver list of the sender at @1.=
|
||||
@1 (@2)=
|
||||
Signal type of sender @1 changed to @2.=
|
||||
Receiver type of receiver @1 changed to @2.=
|
||||
Reset node at @1.=
|
||||
, =
|
||||
This node sends to: @1=
|
||||
This node receives from: @1=
|
||||
This node is a sender and receiver. It neither sends nor receives signals.=
|
||||
This node is a receiver. It does not receive signals.=
|
||||
This node is a sender. It does not send signals.=
|
||||
Tool set to @1!=
|
@ -20,5 +20,5 @@ The level could not be loaded due to an unknown error.=Das Level konnte aufgrund
|
||||
Go to level=Zu Level gehen
|
||||
<level>=<Level>
|
||||
Invalid level!=Ungültiges Level!
|
||||
Not possible during the level solution test!=
|
||||
Not possible during the level solution test!=Dies ist während des Levellösungstests nicht möglich!
|
||||
Can’t start a level while loading!=Ein Level kann während des Ladens nicht gestartet werden!
|
||||
|
24
mods/lzr_level_select/locale/lzr_level_select.zh_Hans.tr
Normal file
24
mods/lzr_level_select/locale/lzr_level_select.zh_Hans.tr
Normal file
@ -0,0 +1,24 @@
|
||||
# textdomain: lzr_level_select
|
||||
OK=
|
||||
Select level:=
|
||||
Select custom level:=
|
||||
Start=
|
||||
There are no levels.=
|
||||
There are no custom levels.=
|
||||
Install levels from your friends or use the level editor to build your own.=
|
||||
Level could not be loaded. No level CSV file was found, and the fallback mechanism failed as well.=
|
||||
The level could not be loaded. Invalid syntax of level CSV file.=
|
||||
There’s no teleporter for the player to start on.=
|
||||
There’s more than one teleporter.=
|
||||
There’s more than one information block.=
|
||||
There’s a barrier or barrier-like node in the level.=
|
||||
There’s a bare gold block in the level.=
|
||||
There’s a rooted plant in the level.=
|
||||
Reason: @1=
|
||||
This level is unplayable.=
|
||||
The level could not be loaded due to an unknown error.=
|
||||
Go to level=
|
||||
<level>=
|
||||
Invalid level!=
|
||||
Not possible during the level solution test!=
|
||||
Can’t start a level while loading!=
|
24
mods/lzr_level_select/locale/lzr_level_select.zh_Hant.tr
Normal file
24
mods/lzr_level_select/locale/lzr_level_select.zh_Hant.tr
Normal file
@ -0,0 +1,24 @@
|
||||
# textdomain: lzr_level_select
|
||||
OK=
|
||||
Select level:=
|
||||
Select custom level:=
|
||||
Start=
|
||||
There are no levels.=
|
||||
There are no custom levels.=
|
||||
Install levels from your friends or use the level editor to build your own.=
|
||||
Level could not be loaded. No level CSV file was found, and the fallback mechanism failed as well.=
|
||||
The level could not be loaded. Invalid syntax of level CSV file.=
|
||||
There’s no teleporter for the player to start on.=
|
||||
There’s more than one teleporter.=
|
||||
There’s more than one information block.=
|
||||
There’s a barrier or barrier-like node in the level.=
|
||||
There’s a bare gold block in the level.=
|
||||
There’s a rooted plant in the level.=
|
||||
Reason: @1=
|
||||
This level is unplayable.=
|
||||
The level could not be loaded due to an unknown error.=
|
||||
Go to level=
|
||||
<level>=
|
||||
Invalid level!=
|
||||
Not possible during the level solution test!=
|
||||
Can’t start a level while loading!=
|
@ -7,21 +7,21 @@ No puzzle was too hard, no security mechanism could stop you.=Kein Rätsel war z
|
||||
You have become the Perfect Plunderer!=Du bist der Perfekte Plünderer!
|
||||
Final level completed!=Letztes Level abgeschlossen!
|
||||
Untitled (@1)=Ohne Titel (@1)
|
||||
Display information about the identity of the current level=
|
||||
• Level name: @1=
|
||||
• Level name (in your language): @1=
|
||||
• Level name (in English): @1=
|
||||
• File name: @1=
|
||||
• Level type: @1=
|
||||
core=
|
||||
• Level number: @1=
|
||||
custom=
|
||||
Could not get level information.=
|
||||
You’re in the level editor.=
|
||||
Display information about the identity of the current level=Informationen über die Identität des aktuellen Levels anzeigen
|
||||
• Level name: @1=• Levelname: @1
|
||||
• Level name (in your language): @1=• Levelname (in Ihrer Sprache): @1
|
||||
• Level name (in English): @1=• Levelname (auf Englisch): @1
|
||||
• File name: @1=• Dateiname: @1
|
||||
• Level type: @1=• Leveltyp: @1
|
||||
core=Haupt
|
||||
• Level number: @1=• Levelnummer: @1
|
||||
custom=Benutzer
|
||||
Could not get level information.=Die Levelinformationen konnten nicht geholt werden.
|
||||
You’re in the level editor.=Sie befinden sich im Level-Editor.
|
||||
Not playing in a level!=Es wird kein Level gespielt!
|
||||
Restart current level=Aktuelles Level neustarten
|
||||
Can’t restart while loading!=Beim Laden kann nicht neugestartet werden!
|
||||
Can’t restart during the level solution test!=
|
||||
Can’t restart during the level solution test!=Ein Neustart ist während des Levellösungstests nicht möglich!
|
||||
Leave current level=Aktuelles Level verlassen
|
||||
Can’t leave while loading!=Verlassen ist während des Ladens nicht möglich!
|
||||
Reset level progress=Levelfortschritt zurücksetzen
|
||||
|
30
mods/lzr_levels/locale/lzr_levels.zh_Hans.tr
Normal file
30
mods/lzr_levels/locale/lzr_levels.zh_Hans.tr
Normal file
@ -0,0 +1,30 @@
|
||||
# textdomain: lzr_levels
|
||||
Level complete!=
|
||||
There are no treasures here!=
|
||||
Yarr! You did it! Our ship’s full of gold now. We’re rich!=
|
||||
You’ve collected every treasure in the known world!=
|
||||
No puzzle was too hard, no security mechanism could stop you.=
|
||||
You have become the Perfect Plunderer!=
|
||||
Final level completed!=
|
||||
Untitled (@1)=
|
||||
Display information about the identity of the current level=
|
||||
• Level name: @1=
|
||||
• Level name (in your language): @1=
|
||||
• Level name (in English): @1=
|
||||
• File name: @1=
|
||||
• Level type: @1=
|
||||
core=
|
||||
• Level number: @1=
|
||||
custom=
|
||||
Could not get level information.=
|
||||
You’re in the level editor.=
|
||||
Not playing in a level!=
|
||||
Restart current level=
|
||||
Can’t restart while loading!=
|
||||
Can’t restart during the level solution test!=
|
||||
Leave current level=
|
||||
Can’t leave while loading!=
|
||||
Reset level progress=
|
||||
Level progress resetted.=
|
||||
To reset level progress, use “/reset_progress yes”=
|
||||
Mark all levels as complete except the first one=
|
5
mods/lzr_mapgen/locale/lzr_mapgen.zh_Hans.tr
Normal file
5
mods/lzr_mapgen/locale/lzr_mapgen.zh_Hans.tr
Normal file
@ -0,0 +1,5 @@
|
||||
# textdomain: lzr_mapgen
|
||||
Ocean=
|
||||
Islands=
|
||||
Underground=
|
||||
Sky=
|
5
mods/lzr_mapgen/locale/lzr_mapgen.zh_Hant.tr
Normal file
5
mods/lzr_mapgen/locale/lzr_mapgen.zh_Hant.tr
Normal file
@ -0,0 +1,5 @@
|
||||
# textdomain: lzr_mapgen
|
||||
Ocean=
|
||||
Islands=
|
||||
Underground=
|
||||
Sky=
|
@ -61,10 +61,3 @@ Info Book Bookshelf=
|
||||
Read about how to play the game=
|
||||
Painting: Perfect Plunderer=
|
||||
Found every treasure of the known world=
|
||||
|
||||
|
||||
##### not used anymore #####
|
||||
|
||||
Toggle ambience sounds=Alternar sons de ambiente
|
||||
(Ambience is enabled)=(Ambiente está habilitado)
|
||||
(Ambience is disabled)=(Ambiente está desabilitado)
|
||||
|
63
mods/lzr_menu/locale/lzr_menu.zh_Hans.tr
Normal file
63
mods/lzr_menu/locale/lzr_menu.zh_Hans.tr
Normal file
@ -0,0 +1,63 @@
|
||||
# textdomain: lzr_menu
|
||||
Level Starter=
|
||||
Start playing=
|
||||
Custom Level Starter=
|
||||
Play custom levels=
|
||||
Level Editor Starter=
|
||||
Enter the level editor=
|
||||
Toggle music=
|
||||
(Music is enabled)=
|
||||
(Music is disabled)=
|
||||
Speaker=
|
||||
red=
|
||||
“red” lasers=
|
||||
Adjust the replacement color for “red” lasers=
|
||||
green=
|
||||
“green” lasers=
|
||||
Adjust the replacement color for “green” lasers=
|
||||
blue=
|
||||
“blue” lasers=
|
||||
Adjust the replacement color for “blue” lasers=
|
||||
yellow=
|
||||
“yellow” lasers=
|
||||
Adjust the replacement color for “yellow” lasers=
|
||||
cyan=
|
||||
“cyan” lasers=
|
||||
Adjust the replacement color for “cyan” lasers=
|
||||
magenta=
|
||||
“magenta” lasers=
|
||||
Adjust the replacement color for “magenta” lasers=
|
||||
white=
|
||||
“white” lasers=
|
||||
Adjust the replacement color for “white” lasers=
|
||||
Red=
|
||||
Green=
|
||||
Blue=
|
||||
Here you can redefine the color @1 for lasers.=
|
||||
The game will pretend this is @1, even if the actual color is different.=
|
||||
−@1=
|
||||
+@1=
|
||||
@1/@2=
|
||||
Default=
|
||||
Pick the default color=
|
||||
OK=
|
||||
Cancel=
|
||||
This setting will take effect after a restart.=
|
||||
Opaque lasers=
|
||||
If enabled, lasers aren’t translucent. Can improve performance.=
|
||||
Draw patterns on lasers=
|
||||
Special patterns will appear on the lasers, one for each color. Helps to distinguish lasers without relying on color alone.=
|
||||
Laser colors:=
|
||||
Reset=
|
||||
Reset all laser colors=
|
||||
Apply=
|
||||
The game needs to be restarted for the new graphics settings to take effect.=
|
||||
Restart=
|
||||
Keep playing=
|
||||
You’ve quit the game. Start the game again for the settings to take effect.=
|
||||
Television=
|
||||
Change graphics settings=
|
||||
Info Book Bookshelf=
|
||||
Read about how to play the game=
|
||||
Painting: Perfect Plunderer=
|
||||
Found every treasure of the known world=
|
@ -1,5 +1,4 @@
|
||||
# textdomain: lzr_menu
|
||||
# The 3 primary color channels
|
||||
Level Starter=
|
||||
Start playing=
|
||||
Custom Level Starter=
|
||||
|
@ -2,8 +2,3 @@
|
||||
@1 with Laser=
|
||||
Iron Bars=
|
||||
Iron Grate=
|
||||
|
||||
|
||||
##### not used anymore #####
|
||||
|
||||
Steel Bars=钢筋
|
||||
|
@ -2,8 +2,3 @@
|
||||
@1 with Laser=
|
||||
Iron Bars=
|
||||
Iron Grate=
|
||||
|
||||
|
||||
##### not used anymore #####
|
||||
|
||||
Steel Bars=鋼筋
|
||||
|
11
mods/lzr_parrot_npc/locale/lzr_parrot_npc.zh_Hans.tr
Normal file
11
mods/lzr_parrot_npc/locale/lzr_parrot_npc.zh_Hans.tr
Normal file
@ -0,0 +1,11 @@
|
||||
# textdomain: lzr_parrot_npc
|
||||
Goldie the Parrot=
|
||||
Goldie=
|
||||
@1 says:=
|
||||
Information=
|
||||
OK=
|
||||
Parrot Stand=
|
||||
Parrot Spawner=
|
||||
Information Block Spawner=
|
||||
An info block will spawn here=
|
||||
(only one per level allowed)=
|
11
mods/lzr_parrot_npc/locale/lzr_parrot_npc.zh_Hant.tr
Normal file
11
mods/lzr_parrot_npc/locale/lzr_parrot_npc.zh_Hant.tr
Normal file
@ -0,0 +1,11 @@
|
||||
# textdomain: lzr_parrot_npc
|
||||
Goldie the Parrot=
|
||||
Goldie=
|
||||
@1 says:=
|
||||
Information=
|
||||
OK=
|
||||
Parrot Stand=
|
||||
Parrot Spawner=
|
||||
Information Block Spawner=
|
||||
An info block will spawn here=
|
||||
(only one per level allowed)=
|
10
mods/lzr_plants/locale/lzr_plants.zh_Hans.tr
Normal file
10
mods/lzr_plants/locale/lzr_plants.zh_Hans.tr
Normal file
@ -0,0 +1,10 @@
|
||||
# textdomain: lzr_plants
|
||||
Island Grass=
|
||||
Crab Grass=
|
||||
Seaweed=
|
||||
Cotton=
|
||||
Purple Coral=
|
||||
Purple Coral on Sand=
|
||||
Purple Coral on Seabed=
|
||||
Seaweed on Sand=
|
||||
Seaweed on Seabed=
|
10
mods/lzr_plants/locale/lzr_plants.zh_Hant.tr
Normal file
10
mods/lzr_plants/locale/lzr_plants.zh_Hant.tr
Normal file
@ -0,0 +1,10 @@
|
||||
# textdomain: lzr_plants
|
||||
Island Grass=
|
||||
Crab Grass=
|
||||
Seaweed=
|
||||
Cotton=
|
||||
Purple Coral=
|
||||
Purple Coral on Sand=
|
||||
Purple Coral on Seabed=
|
||||
Seaweed on Sand=
|
||||
Seaweed on Seabed=
|
@ -1,5 +1,5 @@
|
||||
# textdomain: lzr_player
|
||||
Loading …=
|
||||
Loading …=Laden …
|
||||
Current level: @1=Aktuelles Level: @1
|
||||
Restart level=Level neustarten
|
||||
Inventory=Inventar
|
||||
|
13
mods/lzr_player/locale/lzr_player.zh_Hans.tr
Normal file
13
mods/lzr_player/locale/lzr_player.zh_Hans.tr
Normal file
@ -0,0 +1,13 @@
|
||||
# textdomain: lzr_player
|
||||
Loading …=
|
||||
Current level: @1=
|
||||
Restart level=
|
||||
Inventory=
|
||||
Continue=
|
||||
Return to Ship=
|
||||
Get items=
|
||||
Level editor=
|
||||
Exit=
|
||||
Level settings=
|
||||
Save level=
|
||||
Load level=
|
11
mods/lzr_sky/locale/lzr_sky.zh_Hans.tr
Normal file
11
mods/lzr_sky/locale/lzr_sky.zh_Hans.tr
Normal file
@ -0,0 +1,11 @@
|
||||
# textdomain: lzr_sky
|
||||
Bright Blue=
|
||||
Tropical Dawn=
|
||||
Ocean Evening=
|
||||
Ocean Morning=
|
||||
Ominous Fog=
|
||||
Stormy Clouds=
|
||||
Starry Night=
|
||||
Underground=
|
||||
You can’t use this command to set the time in this game. Try a different sky in the level settings.=
|
||||
You can’t use this command to set the time in this game.=
|
11
mods/lzr_sky/locale/lzr_sky.zh_Hant.tr
Normal file
11
mods/lzr_sky/locale/lzr_sky.zh_Hant.tr
Normal file
@ -0,0 +1,11 @@
|
||||
# textdomain: lzr_sky
|
||||
Bright Blue=
|
||||
Tropical Dawn=
|
||||
Ocean Evening=
|
||||
Ocean Morning=
|
||||
Ominous Fog=
|
||||
Stormy Clouds=
|
||||
Starry Night=
|
||||
Underground=
|
||||
You can’t use this command to set the time in this game. Try a different sky in the level settings.=
|
||||
You can’t use this command to set the time in this game.=
|
21
mods/lzr_solutions/locale/lzr_solutions.es.tr
Normal file
21
mods/lzr_solutions/locale/lzr_solutions.es.tr
Normal file
@ -0,0 +1,21 @@
|
||||
# textdomain: lzr_solutions
|
||||
Core level solution test PASSED!=
|
||||
Level solution test PASSED!=
|
||||
Could not create and/or access world solutions path.=
|
||||
Solution file written to: @1=
|
||||
Could not write solution file.=
|
||||
Recording finished.=
|
||||
Recording cancelled.=
|
||||
Replay saved solution for current level, if one exists=
|
||||
Not playing in a level!=
|
||||
Already replaying a solution!=
|
||||
Already recording!=
|
||||
No solution available.=
|
||||
Replay started.=
|
||||
CSV error in solution: @1.=
|
||||
No solution file available.=
|
||||
Test the solution of all core levels=
|
||||
Start or stop recording solution for current level, writing to a solution file when stopping=
|
||||
Recording started.=
|
||||
Not recording!=
|
||||
Recording stopped.=
|
21
mods/lzr_solutions/locale/lzr_solutions.fr.tr
Normal file
21
mods/lzr_solutions/locale/lzr_solutions.fr.tr
Normal file
@ -0,0 +1,21 @@
|
||||
# textdomain: lzr_solutions
|
||||
Core level solution test PASSED!=
|
||||
Level solution test PASSED!=
|
||||
Could not create and/or access world solutions path.=
|
||||
Solution file written to: @1=
|
||||
Could not write solution file.=
|
||||
Recording finished.=
|
||||
Recording cancelled.=
|
||||
Replay saved solution for current level, if one exists=
|
||||
Not playing in a level!=
|
||||
Already replaying a solution!=
|
||||
Already recording!=
|
||||
No solution available.=
|
||||
Replay started.=
|
||||
CSV error in solution: @1.=
|
||||
No solution file available.=
|
||||
Test the solution of all core levels=
|
||||
Start or stop recording solution for current level, writing to a solution file when stopping=
|
||||
Recording started.=
|
||||
Not recording!=
|
||||
Recording stopped.=
|
21
mods/lzr_solutions/locale/lzr_solutions.id.tr
Normal file
21
mods/lzr_solutions/locale/lzr_solutions.id.tr
Normal file
@ -0,0 +1,21 @@
|
||||
# textdomain: lzr_solutions
|
||||
Core level solution test PASSED!=
|
||||
Level solution test PASSED!=
|
||||
Could not create and/or access world solutions path.=
|
||||
Solution file written to: @1=
|
||||
Could not write solution file.=
|
||||
Recording finished.=
|
||||
Recording cancelled.=
|
||||
Replay saved solution for current level, if one exists=
|
||||
Not playing in a level!=
|
||||
Already replaying a solution!=
|
||||
Already recording!=
|
||||
No solution available.=
|
||||
Replay started.=
|
||||
CSV error in solution: @1.=
|
||||
No solution file available.=
|
||||
Test the solution of all core levels=
|
||||
Start or stop recording solution for current level, writing to a solution file when stopping=
|
||||
Recording started.=
|
||||
Not recording!=
|
||||
Recording stopped.=
|
21
mods/lzr_solutions/locale/lzr_solutions.it.tr
Normal file
21
mods/lzr_solutions/locale/lzr_solutions.it.tr
Normal file
@ -0,0 +1,21 @@
|
||||
# textdomain: lzr_solutions
|
||||
Core level solution test PASSED!=
|
||||
Level solution test PASSED!=
|
||||
Could not create and/or access world solutions path.=
|
||||
Solution file written to: @1=
|
||||
Could not write solution file.=
|
||||
Recording finished.=
|
||||
Recording cancelled.=
|
||||
Replay saved solution for current level, if one exists=
|
||||
Not playing in a level!=
|
||||
Already replaying a solution!=
|
||||
Already recording!=
|
||||
No solution available.=
|
||||
Replay started.=
|
||||
CSV error in solution: @1.=
|
||||
No solution file available.=
|
||||
Test the solution of all core levels=
|
||||
Start or stop recording solution for current level, writing to a solution file when stopping=
|
||||
Recording started.=
|
||||
Not recording!=
|
||||
Recording stopped.=
|
21
mods/lzr_solutions/locale/lzr_solutions.jbo.tr
Normal file
21
mods/lzr_solutions/locale/lzr_solutions.jbo.tr
Normal file
@ -0,0 +1,21 @@
|
||||
# textdomain: lzr_solutions
|
||||
Core level solution test PASSED!=
|
||||
Level solution test PASSED!=
|
||||
Could not create and/or access world solutions path.=
|
||||
Solution file written to: @1=
|
||||
Could not write solution file.=
|
||||
Recording finished.=
|
||||
Recording cancelled.=
|
||||
Replay saved solution for current level, if one exists=
|
||||
Not playing in a level!=
|
||||
Already replaying a solution!=
|
||||
Already recording!=
|
||||
No solution available.=
|
||||
Replay started.=
|
||||
CSV error in solution: @1.=
|
||||
No solution file available.=
|
||||
Test the solution of all core levels=
|
||||
Start or stop recording solution for current level, writing to a solution file when stopping=
|
||||
Recording started.=
|
||||
Not recording!=
|
||||
Recording stopped.=
|
21
mods/lzr_solutions/locale/lzr_solutions.ms.tr
Normal file
21
mods/lzr_solutions/locale/lzr_solutions.ms.tr
Normal file
@ -0,0 +1,21 @@
|
||||
# textdomain: lzr_solutions
|
||||
Core level solution test PASSED!=
|
||||
Level solution test PASSED!=
|
||||
Could not create and/or access world solutions path.=
|
||||
Solution file written to: @1=
|
||||
Could not write solution file.=
|
||||
Recording finished.=
|
||||
Recording cancelled.=
|
||||
Replay saved solution for current level, if one exists=
|
||||
Not playing in a level!=
|
||||
Already replaying a solution!=
|
||||
Already recording!=
|
||||
No solution available.=
|
||||
Replay started.=
|
||||
CSV error in solution: @1.=
|
||||
No solution file available.=
|
||||
Test the solution of all core levels=
|
||||
Start or stop recording solution for current level, writing to a solution file when stopping=
|
||||
Recording started.=
|
||||
Not recording!=
|
||||
Recording stopped.=
|
21
mods/lzr_solutions/locale/lzr_solutions.pt_BR.tr
Normal file
21
mods/lzr_solutions/locale/lzr_solutions.pt_BR.tr
Normal file
@ -0,0 +1,21 @@
|
||||
# textdomain: lzr_solutions
|
||||
Core level solution test PASSED!=
|
||||
Level solution test PASSED!=
|
||||
Could not create and/or access world solutions path.=
|
||||
Solution file written to: @1=
|
||||
Could not write solution file.=
|
||||
Recording finished.=
|
||||
Recording cancelled.=
|
||||
Replay saved solution for current level, if one exists=
|
||||
Not playing in a level!=
|
||||
Already replaying a solution!=
|
||||
Already recording!=
|
||||
No solution available.=
|
||||
Replay started.=
|
||||
CSV error in solution: @1.=
|
||||
No solution file available.=
|
||||
Test the solution of all core levels=
|
||||
Start or stop recording solution for current level, writing to a solution file when stopping=
|
||||
Recording started.=
|
||||
Not recording!=
|
||||
Recording stopped.=
|
21
mods/lzr_solutions/locale/lzr_solutions.ru.tr
Normal file
21
mods/lzr_solutions/locale/lzr_solutions.ru.tr
Normal file
@ -0,0 +1,21 @@
|
||||
# textdomain: lzr_solutions
|
||||
Core level solution test PASSED!=
|
||||
Level solution test PASSED!=
|
||||
Could not create and/or access world solutions path.=
|
||||
Solution file written to: @1=
|
||||
Could not write solution file.=
|
||||
Recording finished.=
|
||||
Recording cancelled.=
|
||||
Replay saved solution for current level, if one exists=
|
||||
Not playing in a level!=
|
||||
Already replaying a solution!=
|
||||
Already recording!=
|
||||
No solution available.=
|
||||
Replay started.=
|
||||
CSV error in solution: @1.=
|
||||
No solution file available.=
|
||||
Test the solution of all core levels=
|
||||
Start or stop recording solution for current level, writing to a solution file when stopping=
|
||||
Recording started.=
|
||||
Not recording!=
|
||||
Recording stopped.=
|
21
mods/lzr_solutions/locale/lzr_solutions.se.tr
Normal file
21
mods/lzr_solutions/locale/lzr_solutions.se.tr
Normal file
@ -0,0 +1,21 @@
|
||||
# textdomain: lzr_solutions
|
||||
Core level solution test PASSED!=
|
||||
Level solution test PASSED!=
|
||||
Could not create and/or access world solutions path.=
|
||||
Solution file written to: @1=
|
||||
Could not write solution file.=
|
||||
Recording finished.=
|
||||
Recording cancelled.=
|
||||
Replay saved solution for current level, if one exists=
|
||||
Not playing in a level!=
|
||||
Already replaying a solution!=
|
||||
Already recording!=
|
||||
No solution available.=
|
||||
Replay started.=
|
||||
CSV error in solution: @1.=
|
||||
No solution file available.=
|
||||
Test the solution of all core levels=
|
||||
Start or stop recording solution for current level, writing to a solution file when stopping=
|
||||
Recording started.=
|
||||
Not recording!=
|
||||
Recording stopped.=
|
21
mods/lzr_solutions/locale/lzr_solutions.sk.tr
Normal file
21
mods/lzr_solutions/locale/lzr_solutions.sk.tr
Normal file
@ -0,0 +1,21 @@
|
||||
# textdomain: lzr_solutions
|
||||
Core level solution test PASSED!=
|
||||
Level solution test PASSED!=
|
||||
Could not create and/or access world solutions path.=
|
||||
Solution file written to: @1=
|
||||
Could not write solution file.=
|
||||
Recording finished.=
|
||||
Recording cancelled.=
|
||||
Replay saved solution for current level, if one exists=
|
||||
Not playing in a level!=
|
||||
Already replaying a solution!=
|
||||
Already recording!=
|
||||
No solution available.=
|
||||
Replay started.=
|
||||
CSV error in solution: @1.=
|
||||
No solution file available.=
|
||||
Test the solution of all core levels=
|
||||
Start or stop recording solution for current level, writing to a solution file when stopping=
|
||||
Recording started.=
|
||||
Not recording!=
|
||||
Recording stopped.=
|
21
mods/lzr_solutions/locale/lzr_solutions.tr.tr
Normal file
21
mods/lzr_solutions/locale/lzr_solutions.tr.tr
Normal file
@ -0,0 +1,21 @@
|
||||
# textdomain: lzr_solutions
|
||||
Core level solution test PASSED!=
|
||||
Level solution test PASSED!=
|
||||
Could not create and/or access world solutions path.=
|
||||
Solution file written to: @1=
|
||||
Could not write solution file.=
|
||||
Recording finished.=
|
||||
Recording cancelled.=
|
||||
Replay saved solution for current level, if one exists=
|
||||
Not playing in a level!=
|
||||
Already replaying a solution!=
|
||||
Already recording!=
|
||||
No solution available.=
|
||||
Replay started.=
|
||||
CSV error in solution: @1.=
|
||||
No solution file available.=
|
||||
Test the solution of all core levels=
|
||||
Start or stop recording solution for current level, writing to a solution file when stopping=
|
||||
Recording started.=
|
||||
Not recording!=
|
||||
Recording stopped.=
|
21
mods/lzr_solutions/locale/lzr_solutions.zh_Hans.tr
Normal file
21
mods/lzr_solutions/locale/lzr_solutions.zh_Hans.tr
Normal file
@ -0,0 +1,21 @@
|
||||
# textdomain: lzr_solutions
|
||||
Core level solution test PASSED!=
|
||||
Level solution test PASSED!=
|
||||
Could not create and/or access world solutions path.=
|
||||
Solution file written to: @1=
|
||||
Could not write solution file.=
|
||||
Recording finished.=
|
||||
Recording cancelled.=
|
||||
Replay saved solution for current level, if one exists=
|
||||
Not playing in a level!=
|
||||
Already replaying a solution!=
|
||||
Already recording!=
|
||||
No solution available.=
|
||||
Replay started.=
|
||||
CSV error in solution: @1.=
|
||||
No solution file available.=
|
||||
Test the solution of all core levels=
|
||||
Start or stop recording solution for current level, writing to a solution file when stopping=
|
||||
Recording started.=
|
||||
Not recording!=
|
||||
Recording stopped.=
|
21
mods/lzr_solutions/locale/lzr_solutions.zh_Hant.tr
Normal file
21
mods/lzr_solutions/locale/lzr_solutions.zh_Hant.tr
Normal file
@ -0,0 +1,21 @@
|
||||
# textdomain: lzr_solutions
|
||||
Core level solution test PASSED!=
|
||||
Level solution test PASSED!=
|
||||
Could not create and/or access world solutions path.=
|
||||
Solution file written to: @1=
|
||||
Could not write solution file.=
|
||||
Recording finished.=
|
||||
Recording cancelled.=
|
||||
Replay saved solution for current level, if one exists=
|
||||
Not playing in a level!=
|
||||
Already replaying a solution!=
|
||||
Already recording!=
|
||||
No solution available.=
|
||||
Replay started.=
|
||||
CSV error in solution: @1.=
|
||||
No solution file available.=
|
||||
Test the solution of all core levels=
|
||||
Start or stop recording solution for current level, writing to a solution file when stopping=
|
||||
Recording started.=
|
||||
Not recording!=
|
||||
Recording stopped.=
|
@ -1,9 +1,9 @@
|
||||
# textdomain: lzr_stairs
|
||||
@1 (top)=
|
||||
Double Stone Block Slab=
|
||||
Reverse Double Stone Block Slab=
|
||||
Double Mossy Stone Block Slab=
|
||||
Reverse Double Mossy Stone Block Slab=
|
||||
@1 (top)=@1 (oben)
|
||||
Double Stone Block Slab=Doppelsteinblockplatte
|
||||
Reverse Double Stone Block Slab=Umgekehrte Doppelsteinblockplatte
|
||||
Double Mossy Stone Block Slab=Moosige Doppelsteinblockplatte
|
||||
Reverse Double Mossy Stone Block Slab=Umgekehrte moosige Doppelsteinblockplatte
|
||||
Wooden Stair=Holztreppe
|
||||
Inner Wooden Stair=Innere Holztreppe
|
||||
Outer Wooden Stair=Äußere Holztreppe
|
||||
|
5
mods/lzr_teleporter/locale/lzr_teleporter.zh_Hans.tr
Normal file
5
mods/lzr_teleporter/locale/lzr_teleporter.zh_Hans.tr
Normal file
@ -0,0 +1,5 @@
|
||||
# textdomain: lzr_teleporter
|
||||
Teleporter=
|
||||
Player start point of the level=
|
||||
Player will face towards the white dot=
|
||||
(only one per level allowed)=
|
5
mods/lzr_teleporter/locale/lzr_teleporter.zh_Hant.tr
Normal file
5
mods/lzr_teleporter/locale/lzr_teleporter.zh_Hant.tr
Normal file
@ -0,0 +1,5 @@
|
||||
# textdomain: lzr_teleporter
|
||||
Teleporter=
|
||||
Player start point of the level=
|
||||
Player will face towards the white dot=
|
||||
(only one per level allowed)=
|
16
mods/lzr_tools/locale/lzr_tools.zh_Hans.tr
Normal file
16
mods/lzr_tools/locale/lzr_tools.zh_Hans.tr
Normal file
@ -0,0 +1,16 @@
|
||||
# textdomain: lzr_tools
|
||||
Ultra Pickaxe=
|
||||
Removes blocks except liquids=
|
||||
Ultra Bucket=
|
||||
Removes liquids=
|
||||
Laser Absorber=
|
||||
Removes lasers=
|
||||
Laser Stepper=
|
||||
Simulates the laser travel algorithm up to a given number of iterations=
|
||||
Punch: Increase laser iterations by 1=
|
||||
Place: Decrease laser iterations by 1=
|
||||
Place/Punch + Sneak: Multiply iterations change by 10=
|
||||
Emitted lasers with @1 iteration(s).=
|
||||
This tool only works in the level editor or development mode.=
|
||||
Block Variant Changer=
|
||||
Changes a block to different variant=
|
16
mods/lzr_tools/locale/lzr_tools.zh_Hant.tr
Normal file
16
mods/lzr_tools/locale/lzr_tools.zh_Hant.tr
Normal file
@ -0,0 +1,16 @@
|
||||
# textdomain: lzr_tools
|
||||
Ultra Pickaxe=
|
||||
Removes blocks except liquids=
|
||||
Ultra Bucket=
|
||||
Removes liquids=
|
||||
Laser Absorber=
|
||||
Removes lasers=
|
||||
Laser Stepper=
|
||||
Simulates the laser travel algorithm up to a given number of iterations=
|
||||
Punch: Increase laser iterations by 1=
|
||||
Place: Decrease laser iterations by 1=
|
||||
Place/Punch + Sneak: Multiply iterations change by 10=
|
||||
Emitted lasers with @1 iteration(s).=
|
||||
This tool only works in the level editor or development mode.=
|
||||
Block Variant Changer=
|
||||
Changes a block to different variant=
|
16
mods/lzr_treasure/locale/lzr_treasure.zh_Hans.tr
Normal file
16
mods/lzr_treasure/locale/lzr_treasure.zh_Hans.tr
Normal file
@ -0,0 +1,16 @@
|
||||
# textdomain: lzr_treasure
|
||||
Gold Block=
|
||||
Contains a gold block=
|
||||
Gets locked when triggered off=
|
||||
Lock breaks when triggered on, but it re-appears when triggered off=
|
||||
Lock breaks when triggered on=
|
||||
Wooden Chest=
|
||||
Locked Wooden Chest=
|
||||
Open Wooden Chest=
|
||||
Open Wooden Chest with Laser=
|
||||
Open Wooden Chest with @1=
|
||||
Dark Chest=
|
||||
Locked Dark Chest=
|
||||
Open Dark Chest=
|
||||
Open Dark Chest with Laser=
|
||||
Open Dark Chest with @1=
|
16
mods/lzr_treasure/locale/lzr_treasure.zh_Hant.tr
Normal file
16
mods/lzr_treasure/locale/lzr_treasure.zh_Hant.tr
Normal file
@ -0,0 +1,16 @@
|
||||
# textdomain: lzr_treasure
|
||||
Gold Block=
|
||||
Contains a gold block=
|
||||
Gets locked when triggered off=
|
||||
Lock breaks when triggered on, but it re-appears when triggered off=
|
||||
Lock breaks when triggered on=
|
||||
Wooden Chest=
|
||||
Locked Wooden Chest=
|
||||
Open Wooden Chest=
|
||||
Open Wooden Chest with Laser=
|
||||
Open Wooden Chest with @1=
|
||||
Dark Chest=
|
||||
Locked Dark Chest=
|
||||
Open Dark Chest=
|
||||
Open Dark Chest with Laser=
|
||||
Open Dark Chest with @1=
|
63
mods/lzr_triggers/locale/lzr_triggers.zh_Hans.tr
Normal file
63
mods/lzr_triggers/locale/lzr_triggers.zh_Hans.tr
Normal file
@ -0,0 +1,63 @@
|
||||
# textdomain: lzr_triggers
|
||||
Malformed trigger ID=
|
||||
Invalid signal type of trigger=
|
||||
Invalid receiver type of trigger=
|
||||
Malformed trigger location=
|
||||
Trigger assigned to node that doesn’t support triggers=
|
||||
Locked chest can’t be opened due to lack of senders=
|
||||
Triggers=
|
||||
player=
|
||||
start=
|
||||
No triggers.=
|
||||
ID=
|
||||
Location=
|
||||
Node=
|
||||
@1Recv.=
|
||||
@1Send.=
|
||||
Sig. type=
|
||||
Recv. type=
|
||||
Triggers:=
|
||||
Columns:=
|
||||
@1: Unique trigger identifier=
|
||||
@1: Current node location (start @= initial position, player @= in player inventory)=
|
||||
@1: Name of the node that triggers=
|
||||
@1: Number of receivers this trigger sends to=
|
||||
@1: Number of senders this trigger receives from=
|
||||
@1: Signal type=
|
||||
@1: Receiver type=
|
||||
Signal types:=
|
||||
@1: @2=
|
||||
Receiver types:=
|
||||
Type=
|
||||
Receiver=
|
||||
Sender=
|
||||
None=
|
||||
Signals of trigger @1:=
|
||||
Show a list of all triggers=
|
||||
No player.=
|
||||
Activate OFF=
|
||||
Activate ON=
|
||||
Activate TOGGLE=
|
||||
Deactivate OFF=
|
||||
Deactivate ON=
|
||||
Deactivate TOGGLE=
|
||||
Synchronous=
|
||||
Synchronous inverted=
|
||||
Toggle=
|
||||
Toggle OFF=
|
||||
Toggle ON=
|
||||
send ON signal when activated, send OFF signal when deactivated=
|
||||
send OFF signal when activated, send ON signal when deactivated=
|
||||
send TOGGLE signal when toggled=
|
||||
send ON signal when toggled=
|
||||
send OFF signal when toggled=
|
||||
send ON signal when activated=
|
||||
send TOGGLE signal when activated=
|
||||
send OFF signal when activated=
|
||||
send ON signal when deactivated=
|
||||
send TOGGLE signal when deactivated=
|
||||
send OFF signal when deactivated=
|
||||
Any=
|
||||
Synchronous AND=
|
||||
react to any signal=
|
||||
activates when receiving a signal and all its synchronous senders are active and all its inverted synchronous senders are inactive; deactivates when receiving a signal when that’s not the case=
|
63
mods/lzr_triggers/locale/lzr_triggers.zh_Hant.tr
Normal file
63
mods/lzr_triggers/locale/lzr_triggers.zh_Hant.tr
Normal file
@ -0,0 +1,63 @@
|
||||
# textdomain: lzr_triggers
|
||||
Malformed trigger ID=
|
||||
Invalid signal type of trigger=
|
||||
Invalid receiver type of trigger=
|
||||
Malformed trigger location=
|
||||
Trigger assigned to node that doesn’t support triggers=
|
||||
Locked chest can’t be opened due to lack of senders=
|
||||
Triggers=
|
||||
player=
|
||||
start=
|
||||
No triggers.=
|
||||
ID=
|
||||
Location=
|
||||
Node=
|
||||
@1Recv.=
|
||||
@1Send.=
|
||||
Sig. type=
|
||||
Recv. type=
|
||||
Triggers:=
|
||||
Columns:=
|
||||
@1: Unique trigger identifier=
|
||||
@1: Current node location (start @= initial position, player @= in player inventory)=
|
||||
@1: Name of the node that triggers=
|
||||
@1: Number of receivers this trigger sends to=
|
||||
@1: Number of senders this trigger receives from=
|
||||
@1: Signal type=
|
||||
@1: Receiver type=
|
||||
Signal types:=
|
||||
@1: @2=
|
||||
Receiver types:=
|
||||
Type=
|
||||
Receiver=
|
||||
Sender=
|
||||
None=
|
||||
Signals of trigger @1:=
|
||||
Show a list of all triggers=
|
||||
No player.=
|
||||
Activate OFF=
|
||||
Activate ON=
|
||||
Activate TOGGLE=
|
||||
Deactivate OFF=
|
||||
Deactivate ON=
|
||||
Deactivate TOGGLE=
|
||||
Synchronous=
|
||||
Synchronous inverted=
|
||||
Toggle=
|
||||
Toggle OFF=
|
||||
Toggle ON=
|
||||
send ON signal when activated, send OFF signal when deactivated=
|
||||
send OFF signal when activated, send ON signal when deactivated=
|
||||
send TOGGLE signal when toggled=
|
||||
send ON signal when toggled=
|
||||
send OFF signal when toggled=
|
||||
send ON signal when activated=
|
||||
send TOGGLE signal when activated=
|
||||
send OFF signal when activated=
|
||||
send ON signal when deactivated=
|
||||
send TOGGLE signal when deactivated=
|
||||
send OFF signal when deactivated=
|
||||
Any=
|
||||
Synchronous AND=
|
||||
react to any signal=
|
||||
activates when receiving a signal and all its synchronous senders are active and all its inverted synchronous senders are inactive; deactivates when receiving a signal when that’s not the case=
|
5
mods/lzr_tt/locale/lzr_tt.zh_Hans.tr
Normal file
5
mods/lzr_tt/locale/lzr_tt.zh_Hans.tr
Normal file
@ -0,0 +1,5 @@
|
||||
# textdomain: lzr_tt
|
||||
Cannot jump in it=
|
||||
Destroyed on touch=
|
||||
Destroyed by explosions=
|
||||
Destroyed by lasers=
|
5
mods/lzr_tt/locale/lzr_tt.zh_Hant.tr
Normal file
5
mods/lzr_tt/locale/lzr_tt.zh_Hant.tr
Normal file
@ -0,0 +1,5 @@
|
||||
# textdomain: lzr_tt
|
||||
Cannot jump in it=
|
||||
Destroyed on touch=
|
||||
Destroyed by explosions=
|
||||
Destroyed by lasers=
|
5
mods/lzr_weather/locale/lzr_weather.zh_Hans.tr
Normal file
5
mods/lzr_weather/locale/lzr_weather.zh_Hans.tr
Normal file
@ -0,0 +1,5 @@
|
||||
# textdomain: lzr_weather
|
||||
Clear=
|
||||
Drizzle=
|
||||
Rain=
|
||||
Storm=
|
5
mods/lzr_weather/locale/lzr_weather.zh_Hant.tr
Normal file
5
mods/lzr_weather/locale/lzr_weather.zh_Hant.tr
Normal file
@ -0,0 +1,5 @@
|
||||
# textdomain: lzr_weather
|
||||
Clear=
|
||||
Drizzle=
|
||||
Rain=
|
||||
Storm=
|
2
mods/no_multiplayer/locale/no_multiplayer.zh_Hans.tr
Normal file
2
mods/no_multiplayer/locale/no_multiplayer.zh_Hans.tr
Normal file
@ -0,0 +1,2 @@
|
||||
# textdomain: no_multiplayer
|
||||
This is not a multiplayer game! Please disable server hosting and try again.=
|
2
mods/no_multiplayer/locale/no_multiplayer.zh_Hant.tr
Normal file
2
mods/no_multiplayer/locale/no_multiplayer.zh_Hant.tr
Normal file
@ -0,0 +1,2 @@
|
||||
# textdomain: no_multiplayer
|
||||
This is not a multiplayer game! Please disable server hosting and try again.=
|
Loading…
x
Reference in New Issue
Block a user