# Module Editor Properties # Contains all translatable strings for the Module Editor # Strings for the playable user interface are in VASSAL.properties # # NOTE: Comments to the translator to provide context can be provided # on a # comment line preceding the translation key # Translator comments should be provided where possible, # especially for short or single word strings. # # ============================= NOTE ============================= # THIS FILE CAN ONLY CONTAIN KEYS THAT COMMENCE WITH Editor. # Any other keys MUST be recorded in the VASSAL.properties bundle. # # Keys that are used in the Editor only should have an Editor. # prefix and be defined here. # # Keys that are shared between the Player and the Editor (and MM) # should be defined ONCE in VASSAL.properties with a key that # does NOT commence with Editor. # # Resources.getString selects the correct bundle to look up based # on the key. # ============================= NOTE ============================= # # # General Strings Editor.button_icon_label=Button icon Editor.button_text_label=Button text Editor.button_text_hint=Text displayed on toolbar button (Optional) Editor.tooltip_text_label=Tooltip text Editor.tooltip_text_hint=Text displayed when hovering over toolbar button (Optional) Editor.hotkey_label=Hotkey Editor.color_label=Color Editor.name_label=Name Editor.trait_name_hint=Name used to generate properties exposed by this trait Editor.image_label=Image Editor.description_label=Description Editor.description_hint=A short description for this trait (Optional) Editor.description_component_hint=A short description for this component (Optional) Editor.font_size_label=Font size Editor.size_label=Size Editor.report_format=Report format Editor.report_format_hint=Report sent to Chat window (Optional) Editor.menu_command=Menu command Editor.menu_command_hint=Right-click menu command Editor.keyboard_command=Key command Editor.command_name=Command name Editor.name_format=Name format Editor.property_match_label=Property match Editor.property_match_hint=A property match expression Editor.property_name=Property name Editor.value=Value Editor.add=Add Editor.cut=Cut Editor.paste=Paste Editor.copy=Copy Editor.delete=Delete Editor.select=Select Editor.default=Default Editor.clear=Clear Editor.duplicate=Duplicate Editor.insert=Insert Editor.id=Id Editor.properties=Properties Editor.undo=Undo Editor.move=Move Editor.save=Save Editor.save_as=Save as... Editor.search=Search... Editor.search_string=String to find Editor.search_next=Find next Editor.search_case=Exact case Editor.search_advanced=Advanced search Editor.search_names=Match names Editor.search_types=Match [Class names] Editor.search_traits=Match trait descriptions Editor.search_expressions=Match expressions and fields Editor.search_properties=Match property names Editor.search_keys=Match key commands Editor.search_menus=Match UI text Editor.search_messages=Match message formats Editor.search_all_off=Warning - all field flags unchecked - turning on 'Match Names' Editor.search_none_found=Search string not found: Editor.search_count= Matches found for search string: Editor.edit_extension=Edit extension Editor.new_extension=New extension Editor.cant_cut_ancestor_to_child=Can't paste a cut ancestor to its own child. Editor.foreground_color=Foreground color Editor.background_color=Background color Editor.width=Width Editor.height=Height Editor.x_position=X position Editor.y_position=Y position Editor.x_offset=X offset Editor.y_offset=Y offset Editor.border_color=Border color Editor.border_thickness=Border thickness Editor.always=Always Editor.never=Never Editor.up=Up Editor.down=Down Editor.font_size=Font size Editor.top=Top Editor.bottom=Bottom Editor.center=Center Editor.left=Left Editor.right=Right Editor.top_left=Top left Editor.top_right=Top right Editor.bottom_left=Bottom left Editor.bottom_right=Bottom right Editor.import_module=Import module Editor.AND=AND Editor.OR=OR Editor.XOR=XOR Editor.NOR=NOR Editor.convert_setupstack_or_deck=[%1$s] %2$s has "Belongs to Board" field set to a board (%3$s) that does not exist on the map to which it has just been pasted. Belongs to Board set to [any] instead. # Serif Font Editor.Font.serif=Serif # Sans Serif Font Editor.Font.sans_serif=Sans Serif # Dialog Font Editor.Font.dialog=Dialog # Monospace Font Editor.Font.monospaced=Monospaced # Dialog Input Font Editor.Font.dialog_input=Dialog Input # # *** PLEASE KEEP ALL THE GROUPS SORTED BELOW HERE *** # # AboutScreen Editor.AboutScreen.component_type=About Screen Editor.AboutScreen.image=Image # Abstract Launch Action Editor.AbstractLaunchAction.unnamed_module=Unnamed Module # Abstract Toolbar Item Editor.AbstractToolbarItem.can_disable=Toolbar button can be disabled by a property Editor.AbstractToolbarItem.property_gate=Global Property to disable this button when "true" Editor.AbstractToolbarItem.disabled_icon=Button Icon when disabled Editor.AbstractToolbarItem.hide_when_disabled=Hide button when disabled # Action Button Editor.ActionButton.trait_description=Action Button Editor.ActionButton.invoke_key_command=Invoke key command Editor.ActionButton.button_x_offset=Button X-offset Editor.ActionButton.button_y_offset=Button Y-offset Editor.ActionButton.button_width=Button width Editor.ActionButton.button_height=Button height Editor.ActionButton.launch_popup_menu=Invoke context menu Editor.ActionButton.empty_polygon=Left+Drag to create rectangle or Right+Click to add points Editor.ActionButton.define_hotspot=Define Shape of Click Zone Editor.ActionButton.set_coordinates_directly=Set Coordinates Directly Editor.ActionButton.enter_points_instructions=Enter x,y coordinates of polygon vertices,\nseparated by spaces Editor.ActionButton.use_whole_shape=Clicking anywhere on piece activates action button Editor.ActionButton.define_shape=Define Shape of Click Zone # Additional Selection Highlighters Editor.AddedSelectionHighlights.component_type=Additional Selection Highlighters # ArchiveWriter Editor.ArchiveWriter.file_exists=File Exists Editor.ArchiveWriter.overwrite=Overwrite %1$s? # Area of Effect Editor.AreaOfEffect.trait_description=Area Of Effect Editor.AreaOfEffect.show_area=Show area Editor.AreaOfEffect.fill_color=Fill color Editor.AreaOfEffect.opacity=Opacity (%) Editor.AreaOfEffect.fixed_radius=Fixed radius Editor.AreaOfEffect.radius=Radius Editor.AreaOfEffect.radius_marker=Radius marker Editor.AreaOfEffect.always_visible=Always visible Editor.AreaOfEffect.toggle_visible_command=Toggle menu command Editor.AreaOfEffect.toggle_visible_keyboard_shortcut=Toggle key command Editor.AreaOfEffect.use_map_shading=Use map shading Editor.AreaOfEffect.map_shading=Map shading Editor.AreaOfEffect.select=Select Editor.AreaOfEffect.toggle_visible_command_name=Toggle menu command Editor.AreaOfEffect.name_hint=Property prefix (Optional); Editor.AreaOfEffect.on_command=Show menu command Editor.AreaOfEffect.on_key=Show key command Editor.AreaOfEffect.off_command=Hide menu command Editor.AreaOfEffect.off_key=Hide key command Editor.AreaOfEffect.visible_to_all_players=Visible to all players? # Basic Name Editor.BasicName.trait_description=Basic Name Editor.BasicName.hint=Basic name for this piece # BasicPiece # Description of the BasicPiece trait seen by users Editor.BasicPiece.trait_description=Basic Piece # Legacy hard-coded menu command to Clone a Piece Editor.BasicPiece.to_clone=To Clone # Legacy hard-coded menu command to Delete a Piece Editor.BasicPiece.to_delete=To Delete # Basic Piece Name description seen by module translators Editor.BasicPiece.basic_piece_name_description=Basic Piece Name # BasicPreference Editor.BasicPreference.tab=Preference tab name Editor.BasicPreference.desc=Preference description Editor.BasicPreference.global=Global property name Editor.BasicPreference.default=Default value Editor.BasicPreference.note=Note: The Preferences window will only be updated after you save and reload the module. # BooleanPreference Editor.BooleanPreference.component_type=Checkbox Preference # Beanshell Editor.BeanShell.insert=Insert Editor.BeanShell.warning=WARNING - This function needs to scan many pieces and is relatively slow. Use sparingly Editor.BeanShell.warning2=$property$ variables may be used in the Match Expression and will be evaluated on the source piece. Editor.BeanShell.warning3=See the Reference Manual for detailed usage. Editor.BeanShell.map_warning=For a specific map named Main Map, use "Main Map". For a property Map containing the name of the map, use Map. Editor.BeanShell.constant=Constant Editor.BeanShell.number=Number Editor.BeanShell.a_number=A number Editor.BeanShell.string=String Editor.BeanShell.a_string=A character string Editor.BeanShell.property=Property Editor.BeanShell.piece_property=Piece property Editor.BeanShell.global_property=Global property Editor.BeanShell.vassal_property=VASSAL property Editor.BeanShell.operator=Operator Editor.BeanShell.add=Add Editor.BeanShell.subtract=Subtract Editor.BeanShell.multiply=Multiply Editor.BeanShell.divide=Divide Editor.BeanShell.modulus=Modulus Editor.BeanShell.comparison=Comparison Editor.BeanShell.equals=Equals Editor.BeanShell.not_equals=Not equals Editor.BeanShell.greater_than=Greater than Editor.BeanShell.greater_than_or_equal_to=Greater than or equal to Editor.BeanShell.less_than=less than Editor.BeanShell.less_than_or_equal_to=Less than or equal to Editor.BeanShell.matches_regular_expression=Matches regular expression Editor.BeanShell.does_not_match_regular_expression=Does not match regular expression Editor.BeanShell.logical=Logical Editor.BeanShell.and=And Editor.BeanShell.or=Or Editor.BeanShell.not=Not Editor.BeanShell.left_parenthesis=Left parenthesis Editor.BeanShell.right_parenthesis=Right parenthesis Editor.BeanShell.math=Math Editor.BeanShell.abs=Absolute value of a number Editor.BeanShell.min=Minimum of two numbers Editor.BeanShell.max=Maximum of two numbers Editor.BeanShell.number1=Number 1 Editor.BeanShell.number2=Number 2 Editor.BeanShell.getproperty=Get the value of a property Editor.BeanShell.getstring=Get the value of a property as a string Editor.BeanShell.getmapproperty=Get the value of a Map-level property Editor.BeanShell.getzoneproperty=Get the value of a Zone-level property on the current Map Editor.BeanShell.getzonemapproperty=Get the value of a Zone-level property on any Map Editor.BeanShell.property_name=Property name Editor.BeanShell.map_name=Map (expression or "name") Editor.BeanShell.zone_name=Zone (expression or "name") Editor.BeanShell.Slength=Return the length of a string Editor.BeanShell.Scontains=Return true if the string contains the specified search string Editor.BeanShell.Sstartswith=Return true if the string starts with the specified search string Editor.BeanShell.Sendswith=Return true if the string ends with the specified search string Editor.BeanShell.Smatches=Returns true if the string matches with the specified Regular Expression Editor.BeanShell.Sindexof=Returns the position of the specified search string Editor.BeanShell.Slastindexof=Returns the position of the last occurrence of the specified search string Editor.BeanShell.Ssubstring=Returns substring starting at a given position, up to the end of the string Editor.BeanShell.Ssubstring2=Returns substring between positions Editor.BeanShell.Sreplace=Return string resulting from replacing one substring with another Editor.BeanShell.Stostring=Return string value even if property or result was a number or a boolean Editor.BeanShell.target_string=Target string Editor.BeanShell.search_string=Search string Editor.BeanShell.regex=Regular rxpression Editor.BeanShell.starting_position=Starting position Editor.BeanShell.ending_position=Ending position Editor.BeanShell.to_find=String to find Editor.BeanShell.to_replace=String to replace Editor.BeanShell.random=Random Editor.BeanShell.random1=Return a random number between 1 and a number (inclusive) Editor.BeanShell.random2=Return a random number between two numbers (inclusive) Editor.BeanShell.random3=Return true randomly 50% of the time Editor.BeanShell.random4=Return true randomly a specified % of the time Editor.BeanShell.randomhi=Highest number Editor.BeanShell.randomlo=Lowest number Editor.BeanShell.randomp=Percent Editor.BeanShell.sumcount=Sum & Count Editor.BeanShell.sum1=Sum the values of the named property in all pieces in the same stack Editor.BeanShell.sum2=Sum the values of the named property in matching pieces on all maps Editor.BeanShell.sum3=Sum the values of the named property in matching pieces on the named map Editor.BeanShell.sum4=Count the number of matching pieces on all maps Editor.BeanShell.sum5=Count the number of matching pieces on the named map Editor.BeanShell.sum6=Counts the total number of pieces in the same stack. Editor.BeanShell.sum7=Count the number of pieces with any non-blank value of named property, in the same stack. Editor.BeanShell.sum8=Sum the values of the named property among a Mat and its Mat Cargo pieces. Editor.BeanShell.sum9=Count the number of pieces with any non-blank value of the named property, among a Mat and its Mat Cargo pieces. Editor.BeanShell.property_match_expression=Property Match Expression Editor.BeanShell.function=Function Editor.BeanShell.ternary=Return a different result depending on a logical expression Editor.BeanShell.alert=Display text in a dialog box Editor.BeanShell.logical_expression=Logical expression Editor.BeanShell.if_true=Result if true Editor.BeanShell.if_false=Result if false Editor.BeanShell.text_to_display=Text to display # Board Editor.Board.image=Board image Editor.Board.reverse=Reversible Editor.Board.width=Board width Editor.Board.height=Board height Editor.Board.component_type=Board # BoardPicker Editor.BoardPicker.dialog_title=Dialog title Editor.BoardPicker.board_prompt="Select boards" prompt Editor.BoardPicker.component_type=Map Boards Editor.BoardPicker.cell_scale_factor=Cell scale factor Editor.BoardPicker.cell_width=Cell width Editor.BoardPicker.cell_height=Cell height Editor.BoardPicker.out_of_sequence=The [%1$s] component must be defined in %2$s [%3$s] before any Decks or Stacks (%4$s) # Border Outline Editor.BorderOutline.trait_description=Border Outline Editor.BorderOutline.property_name=Property Name (optional) Editor.BorderOutline.compare_mode=Comparison Editor.BorderOutline.property_name_2=Second Property Name (optional) Editor.BorderOutline.color=Color Editor.BorderOutline.thickness=Thickness # BoxWidget Editor.BoxWidget.component_type=Pull-down Menu # BrowserHelpFile Editor.BrowserHelpFile.component_type=HTML Help File Editor.BrowserHelpFile.contents=Contents Editor.BrowserHelpFile.starting_page=Starting page # BrowserPDFFile Editor.BrowserPDFFile.component_type=PDF Help File Editor.BrowserPDFFile.pdf_file=PDF file Editor.BrowserPDFFile.default_menu_text=Show PDF file Editor.BrowserPDFFile.default_filename=MyRulebook.PDF # Calculated Property Editor.CalculatedProperty.trait_description=Calculated Property Editor.CalculatedProperty.expression=Expression Editor.CalculatedProperty.property_name=Property name # CardSlot Editor.CardSlot.component_type=Card Editor.CardSlot.default_hide_command=Face down # Chart Editor.Chart.component_type=Chart # Change Property Button Editor.ChangePropertyButton.component_type=Change-property Toolbar Button Editor.ChangePropertyButton.change=Change Editor.ChangePropertyButton.options=Options # Chart Window Editor.ChartWindow.component_type=Chart Window Menu # ChessClock Editor.ChessClock.chess_clock=Chess Clock Editor.ChessClock.chess_clock_control=Chess Clock Control Editor.ChessClock.show_clocks_hotkey=Show clocks hotkey Editor.ChessClock.start_clock_hotkey=Start clock hotkey Editor.ChessClock.stop_clock_hotkey=Stop clock hotkey Editor.ChessClock.start_opponent_clock_hotkey=Start opponent's clock hotkey Editor.ChessClock.start_next_clock_hotkey=Start next clock hotkey Editor.ChessClock.pause_all_clocks_hotkey=Pause all clocks hotkey Editor.ChessClock.show_tenths_of_seconds=Show tenths of seconds Editor.ChessClock.show_seconds=Show seconds Editor.ChessClock.show_hours=Show hours Editor.ChessClock.show_days=Show days Editor.ChessClock.player_side_for_timer=Player side for timer Editor.ChessClock.timer_button_text=Timer button text Editor.ChessClock.timer_icon=Timer icon Editor.ChessClock.ticking_background_color=Ticking background color Editor.ChessClock.ticking_foreground_color=Ticking foreground color Editor.ChessClock.tocking_foreground_color=Tocking foreground color Editor.ChessClock.chess_clock_tooltip=Chess clock tooltip Editor.ChessClock.always=Always Editor.ChessClock.auto=Auto Editor.ChessClock.never=Never Editor.ChessClock.allow_reset=Allow manual reset of Chess Clock timers # Clone # Description of the Clone trait seen by users Editor.Clone.trait_description=Clone # Clone Command Name description seen by module translators Editor.Clone.clone_command_description=Clone command # Default Clone command Editor.Clone.clone=Clone # ColorManager Editor.ColorManager.component_type=Named Colors Editor.ColorManager.white=White Editor.ColorManager.gray=Gray Editor.ColorManager.black=Black # No Color, clear, transparent Editor.ColorManager.clear=Clear Editor.ColorManager.red=Red Editor.ColorManager.green=Green Editor.ColorManager.blue=Blue Editor.ColorManager.orange=Orange Editor.ColorManager.pink=Pink Editor.ColorManager.cyan=Cyan Editor.ColorManager.magenta=Magenta Editor.ColorManager.yellow=Yellow Editor.ColorManager.light_gray=Light gray Editor.ColorManager.dark_gray=Dark gray # ColorSwatch Editor.ColorSwatch.component_type=Named Color Editor.ColorSwatch.color_name=Color name # ColorSwatchConfigurer Editor.ColorSwatchConfigurer.select_color=Select color # Configurable Lists Editor.ConfigurableListEntryController.up_button_tip=Move selected entry up one position Editor.ConfigurableListEntryController.down_button_tip=Move selected entry down one position Editor.ConfigurableListEntryController.add_button_tip=Add a new entry Editor.ConfigurableListEntryController.remove_button_tip=Remove this entry # ConfigureTree Editor.ConfigureTree.move_to_position=Move to position Editor.ConfigureTree.add_imported_class=Add imported class Editor.ConfigureTree.add_cards=Add multiple cards Editor.ConfigureTree.add_pieces=Add multiple pieces # Adding a component (e.g. Add Map, Add Global Key Command, Add Zone, Add Single Piece) Editor.ConfigureTree.add_component=Add %1$s Editor.ConfigureTree.add_peer=%1$s Editor.ConfigureTree.insert=Insert Editor.ConfigureTree.add_duplicate=Duplicate this %1$s Editor.ConfigureTree.clone=Clone Editor.ConfigureTree.java_name=Enter fully-qualified name of Java class to import Editor.ConfigureTree.paste=Paste Editor.ConfigureTree.delete=Delete Editor.ConfigureTree.edit=Edit Editor.ConfigureTree.import_deck_file=Import Deck File Editor.ConfigureTree.import_object=Import from XML... Editor.ConfigureTree.export_object=Export as XML... Editor.ConfigureTree.export_exists=File Exists Editor.ConfigureTree.export_overwrite=Overwrite %1$s? Editor.ConfigureTree.import_invalid_file=?File did not contain a known valid VASSAL element. Editor.ConfigureTree.import_not_allowed=The selected item is not allowed to contain the imported item (%1$s) as a child. # CounterDetailViewer Editor.CounterDetailViewer.top_layer=from top-most layer only Editor.CounterDetailViewer.all_layers=from all layers Editor.CounterDetailViewer.inc_layers=from listed layers only Editor.CounterDetailViewer.exc_layers=from layers other than those listed Editor.CounterDetailViewer.filter=by using a property filter Editor.CounterDetailViewer.filter_top=from top-most layer only, and using a property filter Editor.CounterDetailViewer.never=Never Editor.CounterDetailViewer.if_one=If at least one other piece Editor.CounterDetailViewer.always=Always # Counter TurnLevel Editor.CounterTurnLevel.component_type=Counter Editor.CounterTurnLevel.start_value=Start value Editor.CounterTurnLevel.increment_by=Increment by Editor.CounterTurnLevel.loop=Loop Editor.CounterTurnLevel.maximum_value=Maximum value # Deck Editor.Deck.save_deck=Save Deck Editor.Deck.load_deck=Load Deck # Deck Global Key Command Editor.DeckGlobalKeyCommand.command=Global Command Editor.DeckGlobalKeyCommand.matching_properties=Matching expression Editor.DeckGlobalKeyCommand.affects=Affects Editor.DeckGlobalKeyCommand.component_type=Deck Global Key Command Editor.DeckSortKeyCommand.sort=Sort Editor.DeckSortKeyCommand.component_type=Deck Sort Key Command Editor.DeckSortKeyCommand.sort_by=Sort by properties Editor.DeckSortKeyCommand.name=Name Editor.DeckSortKeyCommand.name_hint=Property name to sort by Editor.DeckSortKeyCommand.descending=Descending Editor.DeckSortKeyCommand.numeric=Numeric Editor.DeckSendKeyCommand.component_type=Deck Send Key Command Editor.DeckSendKeyCommand.deck_name=Target deck name Editor.DeckSendKeyCommand.variable_deck=Variable target deck Editor.DeckSendKeyCommand.deck_expression=Target deck name expression Editor.DeckSendKeyCommand.send_matching=Only send selected cards Editor.DeckSendKeyCommand.send_expression=Only send cards that match expression Editor.DeckSendKeyCommand.limit=Limit total number of cards sent to target Editor.DeckSendKeyCommand.limit_expression=Maximum number of cards to send Editor.DeckSendKeyCommand.stop=Stop sending cards when condition met Editor.DeckSendKeyCommand.stop_expression=Stop sending expression Editor.DeckSendKeyCommand.stop_include=Also send card that matches stop condition Editor.DeckSendKeyCommand.order=Order to send cards Editor.DeckSendKeyCommand.error_no_target=Target Deck not found Editor.DeckSendKeyCommand.error_invalid_send_limit=Invalid send card limit, Sending all cards Editor.DeckSendKeyCommand.apply_on_move=Apply any apply-on-move key commands for destination map # Delete # Description of the Delete trait seen by users Editor.Delete.trait_description=Delete # Delete Command Name description seen by module translators Editor.Delete.delete_command_description=Delete command # Default Delete command Editor.Delete.delete=Delete # Deselect Editor.Deselect.deselect=Deselect Editor.Deselect.remove_piece_from_stack=Remove piece from stack Editor.Deselect.deselect_command=Deselect command Editor.Deselect.deselection_type=Deselection type Editor.Deselect.deselect_this_piece=Deselect This Piece Editor.Deselect.deselect_all_pieces=Deselect ALL Pieces Editor.Deselect.select_only_this_piece=Select ONLY This Piece # Dice Button Editor.DiceButton.component_type=Dice Button Editor.DiceButton.report_total=Report total Editor.DiceButton.prompt_value=Prompt for values when button pushed Editor.DiceButton.sort_results=Sort dice results # Name for rolling two six-sided dice Editor.DiceButton.dice_name=2d6 # Button text for rolling two six-sided dice Editor.DiceButton.dice_button_text=2d6 # Tooltip for rolling two six-sided dice Editor.DiceButton.dice_button_tooltip=2d6 Editor.DiceButton.keep_dice=Only keep certain rolls Editor.DiceButton.keep_option=Keep criteria Editor.DiceButton.keep_smallest=Keep smallest N rolls Editor.DiceButton.keep_largest=Keep largest N rolls Editor.DiceButton.keep_greater_than=Keep rolls >= N Editor.DiceButton.keep_less_than=Keep rolls <= N Editor.DiceButton.keep_equal=Keep rolls == N Editor.DiceButton.keep_count=Value of N Editor.DiceButton.lock_number_of_dice=Lock number of dice Editor.DiceButton.lock_number_of_sides=Lock number of sides per die Editor.DiceButton.lock_add_to_each_side=Lock add to each die Editor.DiceButton.lock_add_to_total=Lock add to overall total # Die Manager Editor.DieManager.ndice=Multi-roll default Ndice Editor.DieManager.nsides=Multi-roll default Nsides Editor.DieManager.component_type=Die Manager # Do Action Editor.DoAction.display_message=Display message Editor.DoAction.play_sound=Play a sound Editor.DoAction.sound_clip=Sound clip Editor.DoAction.send_hotkeys=Send hotkeys Editor.DoAction.hotkeys=Hot keys Editor.DoAction.component_type=Action Button Editor.DoAction.repeat_actions=Repeat this set of actions (loop) Editor.DoAction.perform_before=Perform this Hotkey once before looping starts Editor.DoAction.perform_after=Perform this Hotkey once after looping ends # Documentation Editor.Documentation.component_type=Help Menu # Double Preference Editor.DoublePreference.component_type=Decimal Number Preference # Draw Pile Editor.DrawPile.owning_board=Belongs to board Editor.DrawPile.multi_draw=Allow multiple cards to be drawn Editor.DrawPile.specific_draw=Allow specific cards to be drawn Editor.DrawPile.list_cards=When selecting, list cards using Editor.DrawPile.sort_cards=When selecting, sort cards by Editor.DrawPile.facedown=Contents are face down Editor.DrawPile.faceup=Draw new cards face up Editor.DrawPile.facedown_report=Face-down report format Editor.DrawPile.reshuffle=Re-shuffle Editor.DrawPile.reshuffle_text=Re-shuffle menu command Editor.DrawPile.reshuffle_report=Re-shuffle report format Editor.DrawPile.reshuffle_key=Re-shuffle hotkey Editor.DrawPile.reverse=Reversible Editor.DrawPile.reverse_text=Reverse menu command Editor.DrawPile.reverse_report=Reverse report format Editor.DrawPile.reverse_key=Reverse hotkey Editor.DrawPile.outline=Draw outline when empty Editor.DrawPile.color=Color Editor.DrawPile.empty_key=Send hotkey when empty Editor.DrawPile.empty_keyfrom=Hotkey to send when Deck empties Editor.DrawPile.send_deck=Include command to send entire deck to another deck Editor.DrawPile.send_text=Send menu command Editor.DrawPile.send_report=Send report format Editor.DrawPile.send_key=Send Hotkey Editor.DrawPile.send_deck_name=Name of deck to send to Editor.DrawPile.saved=Can be saved-to/loaded-from a file Editor.DrawPile.maxdisplay=Maximum cards to display in stack Editor.DrawPile.perform_express=Perform counting of property expressions Editor.DrawPile.count_express=Expressions to count Editor.DrawPile.restrict_drag=Restrict adding counters by Drag 'n Drop Editor.DrawPile.match_express=Dropped counters must match expression Editor.DrawPile.deck=Deck Editor.DrawPile.use_menu=Via right-Click menu Editor.DrawPile.use_menu_up=Via right-Click menu (start face up) Editor.DrawPile.use_menu_down=Via right-Click menu (start face down) Editor.DrawPile.none=[none] Editor.DrawPile.draw_multiple_message=Menu command to draw multiple Editor.DrawPile.draw_specific_message=Menu command to draw specific Editor.DrawPile.face_up_message=Menu command to turn deck face up Editor.DrawPile.face_down_message=Menu command to turn deck face down Editor.DrawPile.face_up_hotkey=Hotkey to turn deck face up Editor.DrawPile.face_down_hotkey=Hotkey to turn deck face down Editor.DrawPile.face_flip_hotkey=Hotkey to flip deck over Editor.DrawPile.face_up_report=Face up report format Editor.DrawPile.save_message=Save menu command Editor.DrawPile.load_message=Load menu command Editor.DrawPile.save_key=Save hotkey Editor.DrawPile.load_key=Load hotkey Editor.DrawPile.save_report=Save report format Editor.DrawPile.load_report=Load report format Editor.DrawPile.deck_restrict_access=Restrict access to specific player sides Editor.DrawPile.deck_owners=Players who can add/remove cards and use right+click menu # Dynamic Property Editor.DynamicProperty.trait_description=Dynamic Property Editor.DynamicProperty.commands=Commands Editor.DynamicProperty.key_commands=Key commands Editor.DynamicProperty.property_name=Property name Editor.DynamicProperty.property_name_hint=A name for the property Editor.DynamicProperty.initial_value=Initial value Editor.DynamicProperty.initial_value_hint=An initial value for the property Editor.DynamicProperty.is_numeric=Is numeric Editor.DynamicProperty.minimum_value=Minimum value Editor.DynamicProperty.maximum_value=Maximum value Editor.DynamicProperty.wrap=Wrap Editor.DynamicProperty.change_value=Change value # Description - Change value of a property Editor.DynamicProperty.change_value_of=Change value of %1$s # Property : Menu Command 2 Editor.DynamicProperty.command_description=Property %1$s: Menu command %2$s # When displayed in a list of search results Editor.DynamicProperty.min_value=%1$s (min value) # When displayed in a list of search results Editor.DynamicProperty.max_value=%1$s (max value) # When displayed in a list of search results Editor.DynamicProperty.init_value=%1$s (initial value) # Edit Contained Pieces Action Editor.EditContainedPiecesAction.what_it_does=Multi-piece editor # Embellishment Editor.Embellishment.trait_description=Layer Editor.Embellishment.activate=Activate Editor.Embellishment.is_prefix=is prefix Editor.Embellishment.is_suffix=is suffix Editor.Embellishment.underneath_when_highlighted=Underneath when highlighted Editor.Embellishment.reset_to_level=Reset to level Editor.Embellishment.level_number=Reset to level number Editor.Embellishment.loop_through_levels=Loop through levels Editor.Embellishment.always_active=Always active? Editor.Embellishment.offset=Offset Editor.Embellishment.levels_follow_expression_value=Levels follow expression value Editor.Embellishment.follow_expression=Follow expression Editor.Embellishment.level_1=Level 1 = Editor.Embellishment.action=Action Editor.Embellishment.activate_layer=Activate layer Editor.Embellishment.increase_level=Increase level Editor.Embellishment.decrease_level=Decrease level Editor.Embellishment.randomize=Randomize Editor.Embellishment.level_name=Level name Editor.Embellishment.level_name_hint=Alternate name when level activated Editor.Embellishment.add_level=Add level Editor.Embellishment.remove_level=Remove level Editor.Embellishment.activate_command=Activate command Editor.Embellishment.increase_command=Increase command Editor.Embellishment.decrease_command=Decrease command Editor.Embellishment.reset_command=Reset command Editor.Embellishment.random_command=Random command Editor.Embellishment.level_name_description=Level %1$s name Editor.Embellishment.scale=Additional scaling factor for draw Editor.Embellishment.only_property=Only show layer if property Editor.Embellishment.only_state=Has state Editor.Embellishment.true_or_non_zero=True or non-zero, and non-empty Editor.Embellishment.false_zero_or_blank=False, zero, or blank # Enum Preference Editor.EnumPreference.component_type=Drop-down List Preference Editor.EnumPreference.list_values=List values # Expression Builder Editor.ExpressionBuilder.component_type=Expression Builder Editor.ExpressionBuilder.expression=Expression # Expression Interpreter Editor.ExpressionInterpreter.component_type=Expression Interpreter # Extension Editor Editor.ExtensionEditor.editor_name=VASSAL %1$s Extension Editor Editor.ExtensionEditor.component_type=Extension Editor.ExtensionEditor.creating_new_extension=Creating new extension Editor.ExtensionEditor.extends_what_module=(extends %1$s) Editor.ExtensionEditor.version=Version Editor.ExtensionEditor.extension_id=Extension ID Editor.ExtensionEditor.change_button=Change Editor.ExtensionEditor.change_warning=Are you sure you wish to change the Extension Id?\n\nThe Extension Id links counters in existing save\ngames to the counter definitions in this Extension.\n\nIf you change the Id, then the Saved Game Updater\nmay not be able to update the counters from existing\nSaved Games.\n\nNew Extension ID\n\n Editor.ExtensionEditor.universal_checkbox=Allow loading with any module Editor.ExtensionEditor.extension_properties=Extension Properties Editor.ExtensionEditor.saved=!Extension saved: %1$s # File Chooser Editor.FileChooser.overwrite=Overwrite %1$s? Editor.FileChooser.exists=File exists # File Filter Editor.FileFilter.audio=Audio files Editor.FileFilter.bmp=Windows bitmap files Editor.FileFilter.directories=Directories Editor.FileFilter.image=Image files Editor.FileFilter.vassal_save=VASSAL saved games and logs Editor.FileFilter.vassal_log=VASSAL logfiles Editor.FileFilter.extensions=VASSAL module extensions Editor.FileFilter.modules=VASSAL modules Editor.FileFilter.png=PNG images # Flare Editor.Flare.flare_key=Flare key/mouse combination Editor.Flare.flare_key_desc=%1$s + Main mouse button Editor.Flare.circle_size=Diameter of Flare circle in pixels Editor.Flare.circle_color=Color of Flare circle Editor.Flare.circle_scale=Scale to map zoom level Editor.Flare.desc=Map Flare Editor.Flare.configure=Map Flare Editor.Flare.pulses=Pulses Editor.Flare.pulses_per_sec=Pulses per second # FontConfigurer Editor.FontConfigurer.font_family=Font family Editor.FontConfigurer.font_size=Size Editor.FontConfigurer.bold_checkbox=Bold Editor.FontConfigurer.italic_checkbox=Italic Editor.FontConfigurer.outline_checkbox=Outline Editor.FontConfigurer.sample_label=Sample # This is simply some random text to give the module designer a sense of what the font looks like Editor.FontConfigurer.sample_text=The quick brown fox # FontManager Editor.FontManager.component_type=Font Styles # Footprint Editor.Footprint.movement_trail=Movement Trail Editor.Footprint.trait_description=Movement Trail Editor.Footprint.show_movement_trail_command=Show movement trail command Editor.Footprint.turn_on_key_command=TURN ON key command Editor.Footprint.turn_off_key_command=TURN OFF key command Editor.Footprint.clear_trail_key_command=CLEAR TRAIL key command Editor.Footprint.trails_start_visible=Trails start visible Editor.Footprint.trails_are_visible_to_all_players=Trails visibility synchronized for all players Editor.Footprint.circle_radius=Circle radius Editor.Footprint.circle_fill_color=Circle fill color Editor.Footprint.line_color=Line color Editor.Footprint.line_thickness=Line thickness Editor.Footprint.selected_transparency=Selected unit trail transparency (0-100) Editor.Footprint.unselected_transparency=Unselected unit trail transparency (0-100) Editor.Footprint.display_trail_points_off_map=Display trail points off-map (pixels) Editor.Footprint.display_trails_off_map=Display trails off-map (pixels) # FontStyle Editor.FontStyle.component_type=Font Style Editor.FontStyle.style_name=Style name Editor.FontStyle.font_style=Font Style # Formatted Expression Configurer Editor.FormattedExpressionConfigurer.expression_builder=Expression Builder # Formatted String Editor.FormattedString.component_type=Formatted String # Formatted String Configurer Editor.FormattedStringConfigurer.insert=Insert # FreeRotator Editor.FreeRotator.default_rotate_command=Rotate Editor.FreeRotator.default_rotate_cw_command=Rotate CW Editor.FreeRotator.default_rotate_ccw_command=Rotate CCW Editor.FreeRotator.default_rotate_direct_command=Rotate directly Editor.FreeRotator.default_trait_name=Rotate Editor.FreeRotator.trait_description=Can Rotate Editor.FreeRotator.name=Rotator name Editor.FreeRotator.rotate_clockwise=Rotate clockwise Editor.FreeRotator.rotate_counter_clockwise=Rotate counter clockwise Editor.FreeRotator.rotate_randomly=Rotate randomly Editor.FreeRotator.rotate_directly=Rotate directly Editor.FreeRotator.rotate_direct=Rotate direct to Editor.FreeRotator.rotate_direct_facing=To facing Editor.FreeRotator.rotate_facing=facing Editor.FreeRotator.rotate_degrees=degrees Editor.FreeRotator.rotate=Rotate Editor.FreeRotator.set_angle_command_description=Set Angle command Editor.FreeRotator.rotate_cw_command_description=Rotate CW command Editor.FreeRotator.rotate_ccw_command_description=Rotate CCW command Editor.FreeRotator.rotate_random_command_description=Rotate Random command Editor.FreeRotator.rotate_direct_command_description=Rotate Direct command Editor.FreeRotator.allow_arbitrary_rotations=Allow arbitrary rotations Editor.FreeRotator.number_of_allowed_facings=Number of allowed facings # Function Builder Editor.FunctionBuilder.component_type=Function Builder Editor.FunctionBuilder.result=Result # Int Builder Editor.IntBuilder.component_type=Number Builder Editor.IntBuilder.object_type=Number # GameModule Editor.GameModule.component_type=Module Editor.GameModule.name_label=Game Name (ModuleName) Editor.GameModule.version_label=Version number (ModuleVersion) Editor.GameModule.description_label=Description (ModuleDescription) Editor.GameModule.module_other_1_label=Additional module info 1 (ModuleOther1) Editor.GameModule.module_other_2_label=Additional module info 2 (ModuleOther2) Editor.GameModule.saved=!Module saved: %1$s # GamePieceImage Editor.GamePieceImage.component_type=Game Piece Image Editor.GamePieceImage.png_image_name=Image name. Must end in .png # GamePieceImageDefinitions Editor.GamePieceImageDefinitions.component_type=Game Piece Image Definitions # Layered Piece Collection Editor.GamePieceLayers.property_layer=Property name for layer Editor.GamePieceLayers.order_layer=Layer order (Lowest first) Editor.GamePieceLayers.component_type=Game Piece Layers # GamePieceLayout Editor.GamePieceLayout.component_type=Game Piece Layout Editor.GamePieceLayout.counter_width=Counter width Editor.GamePieceLayout.counter_height=Counter height Editor.GamePieceLayout.counter_style=Border style Editor.GamePieceLayout.plain_border=Plain Editor.GamePieceLayout.fancy_border=Fancy Editor.GamePieceLayout.3D_border=3D Editor.GamePieceLayout.no_border=None # GamePieceLayoutsContainer Editor.GamePieceLayoutsContainer.component_type=Game Piece Layouts # Global Key Commands (all varieties) # Default Menu Command for a Global Key Command Editor.GlobalkeyCommand.command=Global Command Editor.GlobalkeyCommand.global_key_command=Global Key Command Editor.GlobalKeyCommand.Editor_MassKey_suppress=Suppress individual reports Editor.GlobalKeyCommand.Editor_MassKey_suppress_sounds=Suppress sounds Editor.GlobalKeyCommand.fixed_number_of_pieces=Fixed number of pieces Editor.GlobalKeyCommand.no_pieces=No pieces Editor.GlobalKeyCommand.all_pieces=All Pieces Editor.GlobalKeyCommand.if_layer_is_active=If layer is active Editor.GlobalKeyCommand.if_layer_is_inactive=If layer is inactive Editor.GlobalKeyCommand.always=Always # Global HotKey Editor.GlobalHotKey.trait_description=Global Hotkey Editor.GlobalHotKey.global_hotkey=Global Hotkey Editor.GlobalHoyKey.global_hotkey_command=Global hotkey command #Global Key Command Editor.GlobalKeyCommand.global_key_command=Global Key Command Editor.GlobalKeyCommand.global_command=Global command Editor.GlobalKeyCommand.command_description=Command name Editor.GlobalKeyCommand.target_game=Anywhere Editor.GlobalKeyCommand.target_curstack=Current Stack or Deck Editor.GlobalKeyCommand.target_curmap=Current Map Editor.GlobalKeyCommand.target_curzone=Current Zone Editor.GlobalKeyCommand.target_curloc=Current Location Editor.GlobalKeyCommand.target_curmat=Current Mat & Cargo Editor.GlobalKeyCommand.target_map=Specific Map Editor.GlobalKeyCommand.target_zone=Specific Zone Editor.GlobalKeyCommand.target_location=Specific Location Editor.GlobalKeyCommand.target_xy=Specific X,Y Position Editor.GlobalKeyCommand.target_deck=Specific Deck Editor.GlobalKeyCommand.pre_select=Pre-select (Fast Match) Editor.GlobalKeyCommand.matching_properties=Additional matching expression Editor.GlobalKeyCommand.restrict_range=Restrict range Editor.GlobalKeyCommand.fixed_range=Fixed range Editor.GlobalKeyCommand.range=Range Editor.GlobalKeyCommand.range_property=Range property Editor.GlobalKeyCommand.range_property_hint=Name of a property holding the range Editor.GlobalKeyCommand.suppress_individual_reports=Suppress individual reports Editor.GlobalKeyCommand.suppress_sounds=Suppress sounds Editor.GlobalKeyCommand.component_type=Global Key Command Editor.GlobalKeyCommand.button_name=Do The Thing Editor.GlobalKeyCommand.deck_policy=Within a Deck, apply to Editor.GlobalKeyCommand.all=All pieces Editor.GlobalKeyCommand.fixed=Fixed number of pieces Editor.GlobalKeyCommand.none=No pieces Editor.GlobalKeyCommand.by_location=by location Editor.GlobalKeyCommand.by_property=by property Editor.GlobalKeyCommand.select_by=Select by Editor.GlobalKeyCommand.map_name=Map name Editor.GlobalKeyCommand.map_name_hint=Map name, or an expression evaluating to the name of a Map Editor.GlobalKeyCommand.board_name=Board name Editor.GlobalKeyCommand.board_name_hint=Board name, or an expression evaluating to the name of a Board (Optional) Editor.GlobalKeyCommand.zone_name=Zone name Editor.GlobalKeyCommand.zone_name_hint=Zone name, or an expression evaluating to the name of a Zone Editor.GlobalKeyCommand.location_name=Location name Editor.GlobalKeyCommand.location_name_hint=Grid Location or Region name, or an expression evaluating to the name of a Location Editor.GlobalKeyCommand.x_position=X position Editor.GlobalKeyCommand.y_position=Y position Editor.GlobalKeyCommand.deck_name=Deck name Editor.GlobalKeyCommand.deck_name_hint=Deck name, or an expression evaluating to the name of a Deck Editor.GlobalKeyCommand.property_name=Property name Editor.GlobalKeyCommand.property_name_hint=Property name on target piece to get comparison value Editor.GlobalKeyCommand.property_value=Property value Editor.GlobalKeyCommand.property_value_hint=Property value to compare to Editor.GlobalKeyCommand.property_compare=Comparison # Global Map Editor.GlobalMap.show_hide=Hotkey to show/hide Editor.GlobalMap.scale_factor=Scale factor Editor.GlobalMap.hilight=Visible rectangle highlight color Editor.GlobalMap.component_type=Overview window Editor.GlobalMap.show_hide_overview_window=Show/Hide overview window # Global Options Editor.GlobalOption.component_type=Global Options Editor.GlobalOption.nonowner_unmask=Allow non-owners to unmask pieces Editor.GlobalOption.center_moves=Center on opponent's moves Editor.GlobalOption.autoreport_moves=Auto-report moves Editor.GlobalOption.playerid_format=Player ID format Editor.GlobalOption.chatter_html_support=Enable HTML support in Chat Log Editor.GlobalOption.hot_keys_on_closed_windows=Toolbars on closed map windows accept hotkeys Editor.GlobalOption.inventory_visible_to_all=Inventory can see into Private Windows not accessible to current player Editor.GlobalOption.send_to_location_movement_trails=Send-to-Location trait generates Movement Trails Editor.GlobalOption.leading_zero_integer_strings=Preserve leading zeros in Integers? Editor.GlobalOption.purge_blank_property_prompts=Purge blank lines from dynamic/global property prompts? # Global Properties Editor.GlobalProperties.component_type=Global Properties # Global Property Editor.GlobalProperty.component_type=Global Property Editor.GlobalProperty.initial_value=Initial value Editor.GlobalProperty.is_numeric=Is numeric Editor.GlobalProperty.minimum_value=Minimum value Editor.GlobalProperty.maximum_value=Maximum value Editor.GlobalProperty.wrap_around=Wrap around # Global Translatable Messages Editor.GlobalTranslatableMessages.component_type=Global Translatable Messages # Global Translatable Message Editor.GlobalTranslatableMessage.component_type=Global Translatable Message Editor.GlobalTranslatableMessage.message=Message # Grids Editor.Grid.edges=Edges are legal locations Editor.Grid.show_grid=Show grid Editor.Grid.center_dots=Draw center dots Editor.Grid.edit_grid=Edit grid Editor.Grid.snap=Snap to defined point # Grid Editor Editor.GridEditor.arrow_keys=Arrow Keys - move grid Editor.GridEditor.cancel_set=Cancel set Editor.GridEditor.click_on_3=Click on 3 adjacent points around the edge of any map grid cell Editor.GridEditor.command_arrow_keys=Command-arrow Keys - resize grid Editor.GridEditor.control_arrow_keys=Control-arrow Keys - resize grid Editor.GridEditor.grid_shape_error=Grid shape error Editor.GridEditor.numbering=Numbering Editor.GridEditor.set_grid_shape=Set grid shape Editor.GridEditor.shift_key=Shift key - Increase speed of other keys Editor.GridEditor.does_not_look=Does not look like a %1$s! # HelpFile Editor.HelpFile.component_type=Plain Text Help File Editor.HelpFile.text_file=Text File Editor.HelpFile.display_with_vassal_section=Section of help menu Editor.HelpFile.user_section=User Section Editor.HelpFile.vassal_section=VASSAL Section # Hex Grid Editor.HexGrid.sideways=Sideways (hexrows go horizontal) Editor.HexGrid.hex_height=Hex height Editor.HexGrid.hex_width=Hex width Editor.HexGrid.vertices=Vertices are legal locations Editor.HexGrid.component_type=Hex Grid # Hex Grid Numbering Editor.HexGridNumbering.stagger=Odd-numbered rows numbered higher Editor.HexGridNumbering.reversed=Reversed Editor.HexGridNumbering.sideways=Sideways # Hideable Editor.Hideable.default_command=Invisible Editor.Hideable.trait_description=Invisible Editor.Hideable.hide_command=Hide command Editor.Hideable.background_color=Background color Editor.Hideable.transparency=Transparency (%) Editor.Hideable.opacity=Opacity (%) Editor.Hideable.can_be_hidden_by=Can be hidden by Editor.Hideable.disable_auto_report_moves=Disable auto report of moves # Hide Piece Button Editor.HidePiecesButton.show_icon=Icon when pieces are showing Editor.HidePiecesButton.hide_icon=Icon when pieces are hidden Editor.HidePiecesButton.component_type=Hide Pieces Button Editor.HidePiecesButton.hide_all_pieces_on_this_map=Hide all pieces on this map # Highlight Last Moved Editor.HighlightLastMoved.enabled=Enabled Editor.HighlightLastMoved.thickness=Thickness Editor.HighlightLastMoved.component_type=Last Move Highlighter # HTML Chart Editor.HTMLChart.component_type=HTML Chart Editor.HTMLChart.html_file=HTML file Editor.HTMLChart.return_to_default_page=Return to default page # Icon Family Editor.IconFamily.component_type=Icon Family Editor.IconFamily.family_name_label=Icon family name Editor.IconFamily.name_taken=Icon family NOT saved - Name already taken Editor.IconFamily.scalable_icon_label=Scalable icon Editor.IconFamily.icon_label=%1$s Icon (%2$sx%2$s) Editor.IconFamily.size_warning=WARNING - Icon is not %1$s pixels high (%2$s). Editor.IconFamily.illegal_icon_name=Illegal icon name Editor.IconFamily.bad_icon_name=Icon name must start with family name: %1$s Editor.IconFamily.bad_icon_file=Icon file must be a standard Image file recognized by Vassal Editor.IconFamily.icon_load_error=Icon load error Editor.IconFamily.cannot_load_icon=Cannot load Icon # Image Capture Tool Editor.ImageSaver.component_type=Image Capture Tool Editor.ImageSaver.save_map_as_png_image=Save map as PNG image Editor.ImageSaver.saving_map_image_title=Saving map Image Editor.ImageSaver.saving_map_image_text=Saving map image... Editor.ImageSaver.saving_map_image_as=Saving map image as # ImageItem Editor.ImageItem.image_option=Image option Editor.ImageItem.component_type=Image # ImagePicker Editor.ImagePicker.no_image=No Image Editor.ImagePicker.double_click_here=Double-click here to add new image # Image Selector Editor.imageSelector.add_image=Add Editor.imageSelector.clear_image=Clear # Image Utils Editor.ImageUtils.no_image=No Image # Immobilized (Does Not Stack) Editor.Immobilized.trait_description=Does Not Stack Editor.Immobilized.normally=normally Editor.Immobilized.when_shift_key_down=when shift-key down Editor.Immobilized.when_ctrl_key_down=when ctrl-key down (cmd-key on Mac) Editor.Immobilized.when_alt_key_down=when alt-key down Editor.Immobilized.when_alt_shift_keys_down=when alt+shift keys down Editor.Immobilized.never=never Editor.Immobilized.ignore_map_grid_when_moving=Ignore map grid when moving Editor.Immobilized.select_piece=Select piece Editor.Immobilized.only_if_selected=only if selected Editor.Immobilized.band_select_piece=Band-Select piece Editor.Immobilized.move_piece=Move piece Editor.Immobilized.stack_piece=Piece can stack Editor.Immobilized.summary_does_stack=DOES Stack Editor.Immobilized.summary_never_select=Select=NEVER Editor.Immobilized.summary_alt_select=Select=ALT Editor.Immobilized.summary_shift_select=Select=SHIFT Editor.Immobilized.summary_ctrl_select=Select=CTRL/CMD Editor.Immobilized.summary_never_band_select=Band=NEVER Editor.Immobilized.summary_alt_band_select=Band=ALT Editor.Immobilized.summary_alt_shift_band_select=Band=ALT+SHIFT Editor.Immobilized.summary_never_move=Move=NEVER Editor.Immobilized.summary_move_if_selected=Move=SELECTED # Import Action Editor.ImportAction.unable=Unable to locate file:\n%1$s\nPlease locate it in the following dialog. Editor.ImportAction.warning=File warning # InstanceConfigurer Editor.InstanceConfigurer.items=Items Editor.InstanceConfigurer.type=Type Editor.InstanceConfigurer.position=Position # Integer Preference Editor.IntegerPreference.component_type=Whole Number Preference # Internet Dice Button Editor.InternetDiceButton.component_type=Internet Dice Button # Inventory Editor.Inventory.component_type=Game Piece Inventory Window Editor.Inventory.show_pieces=Show only pieces matching these properties Editor.Inventory.sort_group_properties=Sort and group by properties Editor.Inventory.label_folders=Label for folders Editor.Inventory.show_folders=Show only folders Editor.Inventory.label_pieces=Label for pieces Editor.Inventory.sort=Sort? Editor.Inventory.label_sort=Label for sort Editor.Inventory.sort_method=Sorting method Editor.Inventory.center_piece=Center on selected piece Editor.Inventory.forward_keystroke=Forward Key Commands to selected piece Editor.Inventory.rightclick_piece=Show right-click menu of piece Editor.Inventory.draw_piece=Draw piece images Editor.Inventory.zoom_on=Show zoom in/out buttons Editor.Inventory.zoom=Zoom factor (default) Editor.Inventory.zoom_2=Zoom factor (closer) Editor.Inventory.zoom_3=Zoom factor (closest) Editor.Inventory.available=Available to these sides Editor.Inventory.function=Toolbar button when showing Editor.Inventory.function_refresh=Refresh Editor.Inventory.function_hide=Hide Editor.Inventory.refresh_hotkey=Refresh hotkey # Irregular Grid Editor.IrregularGrid.draw=Draw region names Editor.IrregularGrid.component_type=Irregular Grid Editor.IrregularGrid.define_regions=Define regions Editor.IrregularGrid.regions_for=Regions for %1$s Editor.IrregularGrid.drag_and_drop=Drag and Drop selected regions to move, or use ctrl-arrows/ctrl-shift-arrows for precise movement. INS or ctrl+rightclick to add. Editor.IrregularGrid.drag_and_drop_mac=Drag and Drop selected regions to move, or use cmd-arrows/cmd-shift-arrows for precise movement. Shift+rightclick to add. Editor.IrregularGrid.changes_made=Changes made. Are you sure you want to Cancel those changes? Editor.IrregularGrid.add_region=Add region Editor.IrregularGrid.delete_region=Delete region Editor.IrregularGrid.move_into_zone=Move into zone Editor.IrregularGrid.show_zone=Show Zone Editor.IrregularGrid.select_all=Select All Regions # Item Editor.Item.location=Location Editor.Item.advanced_options=Advanced options Editor.Item.rotation_degrees=Rotation (degrees) Editor.Item.anti_alias=Anti-alias # Key Stroke Array Configurer Editor.KeyStrokeArrayConfigurer.add=Add # Language Editor.Language.component_type=Translations # Locale Configurer Editor.LocaleConfigurer.language=Language Editor.LocaleConfigurer.country=Country # Layer Control Editor.LayerControl.reset_layers=Reset layers Editor.LayerControl.action=Action Editor.LayerControl.skip_layer=Skip layers with no counters Editor.LayerControl.affect_layer=Affect which layers (Use layer names or numbers) Editor.LayerControl.component_type=Game Piece Layer Control Editor.LayerControl.rotate_layer_order_up=Rotate layer order up Editor.LayerControl.rotate_layer_order_down=Rotate layer order down Editor.LayerControl.make_layer_active=Make layer active Editor.LayerControl.make_layer_inactive=Make layer inactive Editor.LayerControl.switch_layer_between_active_and_inactive=Switch layer between active And inactive Editor.LayerControl.reset_all_layers=Reset all layers # LayeredPieceCollection # Translation of the word "layer" as in which pieces draw in front of which other pieces Editor.LayeredPieceCollection.layer=Layer # LayoutConfigurer Editor.LayoutConfigurer.items=Items Editor.LayoutConfigurer.symbol=Symbol Editor.LayoutConfigurer.image=Image Editor.LayoutConfigurer.label=Label Editor.LayoutConfigurer.text_box=Text box Editor.LayoutConfigurer.shape=Shape Editor.LayoutConfigurer.remove=Remove Editor.LayoutConfigurer.symbol_tip=Add a symbol to the Layout Editor.LayoutConfigurer.image_tip=Add an image to the Layout Editor.LayoutConfigurer.label_tip=Add text to the Layout Editor.LayoutConfigurer.text_box_tip=Add a text box to the Layout Editor.LayoutConfigurer.shapetip=Add a colored shape to the Layout Editor.LayoutConfigurer.remove_tip=Remove the selected item Editor.LayoutConfigurer.up_tip=Move the selected item up the list (draw earlier) Editor.LayoutConfigurer.down_tip=Move the selected item down the list (draw later) Editor.LayoutConfigurer.name=Name Editor.LayoutConfigurer.type=Type Editor.LayoutConfigurer.position=Position # List Configurer Editor.ListConfigurer.new=New Editor.ListConfigurer.remove=Remove # List Key Commands Editor.ListKeyCommands.list_key_commands=List All Key Commands Editor.ListKeyCommands.key_command=Key Command Editor.ListKeyCommands.named_command=Named Command Editor.ListKeyCommands.source_type=Type Editor.ListKeyCommands.source_name=Name Editor.ListKeyCommands.source_path=Path Editor.ListKeyCommands.source_description=Description Editor.ListKeyCommands.prototype=Prototype Editor.ListKeyCommands.jump_to_definition=Jump To Definition # List TurnLevel Editor.ListTurnLevel.component_type=List Editor.ListTurnLevel.list_of_items=List of items Editor.ListTurnLevel.allow_hide=Allow players to hide items in this list Editor.ListTurnLevel.allow_reorder=Allow players to change which item goes first Editor.ListTurnLevel.prompt_reorder=Prompt players to select which item goes first # "First each " "First month each year", "First Tuesday each January" Editor.ListTurnLevel.first_each=First %1$s each %2$s # ListWidget Editor.ListWidget.component_type=Scrollable List Editor.ListWidget.image_scale=Image scale # LOS Thread Editor.LosThread.persistence=Persistence Editor.LosThread.icon_persist=Button icon when LOS persisting Editor.LosThread.visible=Visible to opponent Editor.LosThread.start_grid=Force start of thread to snap to grid Editor.LosThread.end_grid=Force end of thread to snap to grid Editor.LosThread.draw_range=Draw range Editor.LosThread.pixel_range=Pixels per range unit (0 to use Grid calculation) Editor.LosThread.round_fractions=Round fractions Editor.LosThread.hidden=Hide pieces while drawing Editor.LosThread.opacity=Opacity of hidden pieces (0-100%) Editor.LosThread.component_type=Line of Sight Thread Editor.LosThread.thread=Thread Editor.LosThread.show_los_thread=Show LOS thread # Do not translate $..$ strings -- $playerId$, $FromLocation$ or $AllLocationsChecked$. Editor.LosThread.los_check_string=$playerId$ Checked LOS from $FromLocation$ to $AllLocationsChecked$ Editor.LosThread.when_persistent=When persisting Editor.LosThread.ctrl_click=Ctrl+Click & drag Editor.LosThread.round_off=Nearest whole number Editor.LosThread.thickness=Thread thickness in pixels # Loop Control Editor.LoopControl.type_of_loop=Type of loop Editor.LoopControl.repeat_fixed=Repeat fixed number of times Editor.LoopControl.repeat_until=Repeat until condition is true Editor.LoopControl.repeat_while=Repeat while condition is true Editor.LoopControl.loop_how_many=Loop how many times Editor.LoopControl.loop_how_many_hint=Number or expression Editor.LoopControl.looping_continues=Looping continues while Properties match Editor.LoopControl.looping_ends=Looping ends when Properties match Editor.LoopControl.loop_count=Loop count Editor.LoopControl.loop_index=Create a loop index property Editor.LoopControl.index_name=Index property name Editor.LoopControl.index_name_hint=A property name Editor.LoopControl.index_start=Index property start value Editor.LoopControl.index_step=Index property increment value # Map Editor.Map.component_type=Map Window Editor.Map.map=Map Editor.Map.map_name=Map name Editor.Map.mark_pieces_moved=Mark pieces that move (if they possess the proper trait) Editor.Map.mark_unmoved_button_text="Mark unmoved" button text Editor.Map.mark_unmoved_tooltip_text="Mark unmoved" tooltip text Editor.Map.mark_unmoved_button_icon="Mark unmoved" button icon Editor.Map.mark_unmoved_button_hotkey="Mark unmoved" hotkey Editor.Map.mark_unmoved_button_report="Mark unmoved" report text Editor.Map.horizontal=Horizontal padding Editor.Map.vertical=Vertical padding Editor.Map.bkgdcolor=Background color Editor.Map.multiboard=Can contain multiple boards Editor.Map.bc_selected_counter=Border color for selected counters Editor.Map.bt_selected_counter=Border thickness for selected counters Editor.Map.show_hide=Include toolbar button to show/hide Editor.Map.show_hide_first=Include toolbar button to show/hide (Docking state won't change until module restarted) Editor.Map.only_report_changed_location=Only auto-report move "within this map" if piece's Location Name changed Editor.Map.report_move_within=Auto-report format for movement within this map Editor.Map.report_move_to=Auto-report format for movement to this map Editor.Map.report_created=Auto-report format for units created in this map Editor.Map.report_modified=Auto-report format for units modified on this map Editor.Map.key_applied_all=Key command to apply to all units ending movement on this map # For the following do NOT translate the words $pieceName$ nor $location$. Also, < will te turned into a > symbol automatically. Editor.Map.report_created_in_default=$pieceName$ created in $location$ * # For the following do NOT translate the words $pieceName$, $previousLocation$, nor $location$. Also, → will be turned into a right arrow symbol automatically. Editor.Map.report_move_to_default=$pieceName$ moves $previousLocation$ → $location$ * # For the following do NOT translate the words $pieceName$, $previousLocation$, nor $location$. Also, → will be turned into a right arrow symbol automatically. Editor.Map.report_move_within_default=$pieceName$ moves $previousLocation$ → $location$ * Editor.Map.show_key=Hotkey to show window Editor.Map.hide_key=Hotkey to hide window Editor.Map.toggle_key=Hotkey to show/hide window # Map Shader Editor.MapShader.shading_on=Shading always on Editor.MapShader.shading_start=Shading Starts turned on Editor.MapShader.shade_boards=All boards in map get Shaded Editor.MapShader.board_list=Board list Editor.MapShader.type=Type Editor.MapShader.shade_top=Draw shade on top of counters Editor.MapShader.pattern=Shade pattern Editor.MapShader.scale=Scale image with map zoom? Editor.MapShader.opacity=Opacity(%) Editor.MapShader.border=Border Editor.MapShader.border_width=Border width Editor.MapShader.border_opacity=Border opacity(%) Editor.MapShader.component_type=Map Shading Editor.MapShader.configure_name=Shading Editor.MapShader.shade=Shade Editor.MapShader.foreground=Foreground Editor.MapShader.background=Background Editor.MapShader.p25=25% Editor.MapShader.p50=50% Editor.MapShader.p75=75% Editor.MapShader.solid=100% (Solid) Editor.MapShader.image=Custom image Editor.MapShader.all_boards=Yes Editor.MapShader.exc_boards=No, exclude boards in list Editor.MapShader.inc_boards=No, only shade boards in list # MapWidget Editor.MapWidget.component_type=Map # Marker Editor.Marker.trait_description=Marker Editor.Marker.property_name=Property name Editor.Marker.property_value=Property value Editor.Marker.more_keys= [+%1$s more keys] # Mass Key Command Editor.MassKey.match=Additional matching expression Editor.MassKey.counters=Apply to counters on this map only Editor.MassKey.deck_content=Apply to contents of Decks Editor.MassKey.suppress=Suppress individual reports Editor.MassKey.suppress_sounds=Suppress individual sounds Editor.MassKey.apply=Apply command # Mass Piece Loader Editor.MassPieceLoader.embellishment_trait_description=Layer (image dependent) Editor.MassPieceLoader.image_directory=Image Directory Editor.MassPieceLoader.no_basic_piece=Do not load images into Basic Piece trait Editor.MassPieceLoader.no_empty_level=Do not create Layer Level if no matching image Editor.MassPieceLoader.load_multiple=Load Multiple Pieces Editor.MassPieceLoader.edit_piece_template=Edit Piece Template Editor.MassPieceLoader.this_will_load=This will load %1$s piece(s) into component %2$s. There is NO UNDO option for this process. Are you sure you wish to continue with the load? Editor.MassPieceLoader.confirm_load=Confirm Load Editor.MassPieceLoader.multiple_piece_template=Multiple Piece Template Editor.MassPieceLoader.item=Item Editor.MassPieceLoader.piece_name=Piece Name Editor.MassPieceLoader.image_file=Image File Editor.MassPieceLoader.skip=Skip Editor.MassPieceLoader.skip_all=Skip All Editor.MassPieceLoader.skip_none=Skip None Editor.MassPieceLoader.copies=Copies Editor.MassPieceLoader.piece_desc=Piece Editor.MassPieceLoader.layer_desc=Layer Editor.MassPieceLoader.level=Level Editor.MassPieceLoader.image=Image Editor.MassPieceLoader.root=Root Editor.MassPieceLoader.warning_suffix=Warning - Image suffix included Editor.MassPieceLoader.do_not_suffix=Do NOT include image suffix (e.g., .gif, .png) in level match strings Editor.MassPieceLoader.image_name=Image name Editor.MassPieceLoader.ends_with=ends with Editor.MassPieceLoader.includes=includes Editor.MassPieceLoader.matches=matches Editor.MassPieceLoader.same_as=same as Editor.MassPieceLoader.base_image=use Base Image # Mat Editor.Mat.trait_description=Mat Editor.Mat.name_hint=Mat Name Editor.Mat.name_label=Mat name # Mat Cargo Editor.MatCargo.trait_description=Mat Cargo Editor.MatCargo.maintain_relative_facing=Maintain facing relative to mat Editor.MatCargo.detection_distance_x=X Extra detection distance from center Editor.MatCargo.detection_distance_y=Y Extra detection distance from center Editor.MatCargo.mat_find_key=Key Command to force attach to any mat found at current location Editor.MatCargo.mat_detach_key=Key Command to force detach from any current mat # Menu Separator Editor.MenuSeparator.trait_description=Menu Separator Editor.MenuSeparator.separator_description=Separator description Editor.MenuSeparator.if_hidden=If this Key Command is hidden, hide separator # Module Editor Editor.ModuleEditor.editor_name=VASSAL %1$s Module Editor Editor.ModuleEditor.component_type=Module Editor.ModuleEditor.reference_manual=Reference Manual Editor.ModuleEditor.update_saved=Update saved games Editor.ModuleEditor.translate=Translate Editor.ModuleEditor.edit=Edit %1$s Editor.ModuleEditor.component_help=Component help Editor.ModuleEditor.designer_guide=Designer Guide Editor.ModuleEditor.table_of_contents=Table of Contents Editor.ModuleEditor.using_the_editor=Using the Editor Editor.ModuleEditor.module_components=Game Module & Components Editor.ModuleEditor.map_components=Maps & Components Editor.ModuleEditor.toolbar_help=Toolbar Help Editor.ModuleEditor.game_pieces_and_traits=Game Pieces & Traits Editor.ModuleEditor.expressions=Expressions Editor.ModuleEditor.creating_new_module=Creating New Module # Module Updater Dialog Editor.ModuleUpdaterDialog.title=Module Updater Editor.ModuleUpdaterDialog.file_older=File containing older version Editor.ModuleUpdaterDialog.create_updater=Create updater Editor.ModuleUpdaterDialog.unable=Unable to create updater. Editor.ModuleUpdaterDialog.error_writing=Error writing updater Editor.ModuleUpdaterDialog.close=Close Editor.ModuleUpdaterDialog.help=Help # Mouse Over Stack Viewer Editor.MouseOverStackViewer.version=Version Editor.MouseOverStackViewer.recommend_delay=Recommended delay before display (ms) Editor.MouseOverStackViewer.keyboard_shortcut=Keyboard shortcut to display Editor.MouseOverStackViewer.bg_color=Background color Editor.MouseOverStackViewer.text_color=Text color Editor.MouseOverStackViewer.border_color=Border color Editor.MouseOverStackViewer.display_pieces=Display when at least this many pieces will be included Editor.MouseOverStackViewer.display_zoom=Always display when zoom level less than Editor.MouseOverStackViewer.draw_pieces=Draw pieces Editor.MouseOverStackViewer.border_thickness=Outer border thickness Editor.MouseOverStackViewer.border_inner_thickness=Inner border thickness Editor.MouseOverStackViewer.center_pieces_vertically=Center pieces vertically in box (if different sizes) Editor.MouseOverStackViewer.draw_zoom=Draw pieces using zoom factor Editor.MouseOverStackViewer.center_all=Center viewer over mouse position Editor.MouseOverStackViewer.display_graphics_obselete=Display unit graphics for single counter Editor.MouseOverStackViewer.piece_gap=Width of gap between pieces Editor.MouseOverStackViewer.vertical_offset=Additional offset upward (entire viewer) Editor.MouseOverStackViewer.vertical_top_text=Additional offset upward (upper text) Editor.MouseOverStackViewer.vertical_bottom_text=Additional offset downward (lower text) Editor.MouseOverStackViewer.stretch_width_summary=Stretch summary text box to width of pieces Editor.MouseOverStackViewer.stretch_width_pieces=Stretch pieces box to width of summary text Editor.MouseOverStackViewer.combine_counter_summary=Combined counter summary text box Editor.MouseOverStackViewer.only_show_first_summary=Only show first piece's summary entry Editor.MouseOverStackViewer.enable_html=Enable HTML and "Quick Colors" in text Editor.MouseOverStackViewer.center_text=Center text over pieces Editor.MouseOverStackViewer.extra_text_padding=Extra text box padding Editor.MouseOverStackViewer.display_text=Display text Editor.MouseOverStackViewer.display_text_obsolete=Display text report for single counter Editor.MouseOverStackViewer.summary_text=Summary text above pieces Editor.MouseOverStackViewer.text_below=Text below each piece Editor.MouseOverStackViewer.text_empty=Text for empty location Editor.MouseOverStackViewer.include_pieces=Include individual pieces Editor.MouseOverStackViewer.listed_layers=Listed layers Editor.MouseOverStackViewer.piece_filter=Piece selection property filter Editor.MouseOverStackViewer.show_terrain_beneath=Include terrain beneath as an additional "piece" Editor.MouseOverStackViewer.show_terrain_snappy=Force snap to map grid when displaying terrain Editor.MouseOverStackViewer.show_terrain_x=Width of terrain on map to grab for display Editor.MouseOverStackViewer.show_terrain_y=Height of terrain on map to grab for display Editor.MouseOverStackViewer.show_terrain_zoom=Zoom factor to display terrain Editor.MouseOverStackViewer.show_terrain_text=Text below terrain Editor.MouseOverStackViewer.show_only_top_of_stack=Show only top piece in stack Editor.MouseOverStackViewer.non_stacking=Include non-stacking pieces Editor.MouseOverStackViewer.move_selected=Include move-when-selected pieces Editor.MouseOverStackViewer.non_moveable=Include non-movable pieces Editor.MouseOverStackViewer.unrotated_state=Show pieces in un-rotated state Editor.MouseOverStackViewer.show_deck=Include top pieces of a Deck Editor.MouseOverStackViewer.show_deck_masked=Include face down pieces in a Deck Editor.MouseOverStackViewer.show_deck_depth=Number of pieces in Deck to show Editor.MouseOverStackViewer.component_type=Mouse-over Stack Viewer Editor.MouseOverStackViewer.show_overlap=Show all pieces overlapping the first piece found Editor.MouseOverStackViewer.stop_after_showing=Don't process further Mouseover Stack Viewers when this one displayed # MoveCameraButton Editor.MoveCameraButton.component_type=Move Camera Button Editor.MoveCameraButton.move_camera=Center On Position Editor.MoveCameraButton.move_camera_tooltip=Centers the view on specified position Editor.MoveCameraButton.move_camera_mode=Destination Editor.MoveCameraButton.board=Board Editor.MoveCameraButton.zone=Zone Editor.MoveCameraButton.region=Region Editor.MoveCameraButton.grid=Grid Location Editor.MoveCameraButton.x=X position Editor.MoveCameraButton.y=Y position Editor.MoveCameraButton.x_offset=Additional X offset Editor.MoveCameraButton.y_offset=Additional Y offset Editor.MoveCameraButton.property_filter=Property match Editor.MoveCameraButton.zoom=Zoom level # MoveFixedDistance Editor.MoveFixedDistance.default_command=Move Forward Editor.MoveFixedDistance.trait_description=Move Fixed Distance Editor.MoveFixedDistance.move_fixed_distance_command=Move Fixed Distance command Editor.MoveFixedDistance.distance_to_the_right=Distance to the right Editor.MoveFixedDistance.distance_upwards=Distance upwards Editor.MoveFixedDistance.move_entire_stack=Move entire stack (Not Recommended) Editor.MoveFixedDistance.advanced_options=Advanced options Editor.MoveFixedDistance.additional_offset_to_the_right=Additional offset to the right # Multiplied by Editor.MoveFixedDistance.times=times Editor.MoveFixedDistance.additional_offset_upwards=Additional offset upwards # MovementMarkable Editor.MovementMarkable.marker_image=Marker image Editor.MovementMarkable.default_command=Toggle whether piece marked as moved Editor.MovementMarkable.default_command_true=Mark piece as moved Editor.MovementMarkable.default_command_false=Mark piece as unmoved Editor.MovementMarkable.trait_description=Mark When Moved Editor.MovementMarkable.mark_moved_command=Mark Moved command Editor.MovementMarkable.horizontal_offset=Horizontal offset Editor.MovementMarkable.vertical_offset=Vertical offset Editor.MovementMarkable.enable_text=You must enable the "Mark Pieces that Move" option in one or more Map Windows Editor.MovementMarkable.option_not_enabled=Option not enabled Editor.MovementMarkable.ignore_same_location=Ignore moves which don't change either Location Name or Mat Editor.MovementMarkable.menu_command=Menu Command to toggle Editor.MovementMarkable.menu_command_true=Menu Command to mark as moved Editor.MovementMarkable.menu_command_false=Menu Command to mark as unmoved Editor.MovementMarkable.key_command=Key Command to toggle Editor.MovementMarkable.key_command_true=Key Command to mark as moved Editor.MovementMarkable.key_command_false=Key Command to mark as unmoved # Multi Action Button Editor.MultiActionButton.buttons=Button names Editor.MultiActionButton.component_type=Multi-Action Button # MultiImagePicker Editor.MultiImagePicker.image=Image %1$s # Multi-Zone Grid Editor.MultiZoneGrid.component_type=Multi-zoned Grid # NameHotKeyConfigurer Editor.NamedHotKeyConfigurer.command=Named Command Editor.NamedHotKeyConfigurer.keystroke=Keystroke Command # NewColorConfigurer Editor.NewColorConfigurer.use_named_colors=Use named colors Editor.NewColorConfigurer.select_color=Select color # Node Client Editor.NodeClient.editing=(Editing) # Non-Rectangular Editor.NonRectangular.trait_description=Non-Rectangular Editor.NonRectangular.use_image_shape=Use image shape Editor.NonRectangular.scale=Scale Factor # Notes Window Editor.NotesWindow.component_type=Notes Window # Obscurable Editor.Obscurable.default_peek_command=Peek Editor.Obscurable.default_mask_command=Mask Editor.Obscurable.trait_description=Mask Editor.Obscurable.can_be_masked_by=Can be masked by Editor.Obscurable.view_when_masked=View when masked Editor.Obscurable.name_when_masked=Name when masked Editor.Obscurable.name_when_masked_hint=Name to display when Mask is active Editor.Obscurable.display_style=Display style Editor.Obscurable.peek_keyboard_command=Peek keyboard command Editor.Obscurable.peek_menu_command=Peek menu command Editor.Obscurable.background=Background Editor.Obscurable.plain=Plain Editor.Obscurable.inset=Inset Editor.Obscurable.inset2=Image Inset Editor.Obscurable.use_image=Use image Editor.Obscurable.mask_command=Mask command Editor.Obscurable.peek_command=Peek command Editor.Obscurable.autopeek=Autopeek on Rollover Editor.Obscurable.deal_key=Deal-facedown-to-side command Editor.Obscurable.deal_expression=Deal to this side # Open Contained Pieces Action Editor.OpenContainedPiecesAction.what_it_does=Open all contained pieces Editor.OpenContainedPiecesAction.this_will_load=This will open up to %1$s separate Piece Editor windows. Are you sure you wish to continue with this action? Editor.OpenContainedPiecesAction.confirm_open=Confirm Open all contained pieces # Panel Widget Editor.PanelWidget.component_type=Panel Editor.PanelWidget.fixed_cell_size=Fixed cell size Editor.PanelWidget.number_of_columns=Number of columns Editor.PanelWidget.vertical_layout=Vertical layout Editor.PanelWidget.scale=Image scale for all child members # PieceAccessConfigurer Editor.PieceAccessConfigurer.any_player=Any player Editor.PieceAccessConfigurer.any_side=Any side Editor.PieceAccessConfigurer.any_specified=Any of the specified sides Editor.PieceAccessConfigurer.side_hint=Side Name # Piece Definer Editor.PieceDefiner.available_traits=Available Traits Editor.PieceDefiner.enter_class=Enter fully-qualified name of Java class to import Editor.PieceDefiner.current_traits=Current Traits Editor.PieceDefiner.move_up=Move up Editor.PieceDefiner.move_down=Move down Editor.PieceDefiner.properties=%1$s properties Editor.PieceDefiner.add_tip=Add selected Available Trait to Current Editor.PieceDefiner.remove_tip=Remove selected Current Trait Editor.PieceDefiner.top_tip=Move selected Trait to the top of the list Editor.PieceDefiner.up_tip=Move selected Trait one position up Editor.PieceDefiner.down_tip=Move selected Trait one position down Editor.PieceDefiner.import_tip=Import a custom Java class as a Trait Editor.PieceDefiner.help_tip=Display Help for the currently selected Available Trait Editor.PieceDefiner.bottom_trait=Move selected Trait to the bottom of the list Editor.PieceDefiner.note1=Drag and Drop traits to add or reorder them. Editor.PieceDefiner.move_bottom=Move bottom Editor.PieceDefiner.move_top=Move top Editor.PieceDefiner.add=Add Editor.PieceDefiner.remove=Remove # Piece Mover Editor.PieceMover.mark_moved_pieces=Mark Moved Pieces # Piece Recenterer Editor.PieceRecenterer.component_type=Recenter Pieces Button Editor.PieceRecenterer.recenter=Recenter # Piece Slot Editor.PieceSlot.component_type=Single piece Editor.PieceSlot.nil=No Image # Piece Window Editor.PieceWindow.hidden=Hidden (requires restart) Editor.PieceWindow.show_hide=Hotkey to show/hide Editor.PieceWindow.component_type=Game Piece Palette Editor.PieceWindow.pieces=Pieces Editor.PieceWindow.show_hide_pieces_window=Show/Hide the %1$s window Editor.PieceWindow.scale=Image scale for all child members Editor.PieceWindow.default_docked_width=Default docked width (0 for automatic) # Pivot Editor.Pivot.pivot_point=Pivot point Editor.Pivot.pivot_through_fixed_angle=Pivot through fixed angle Editor.Pivot.angle=Angle Editor.Pivot.pivot_command=Pivot command Editor.Pivot.trait_description=Can Pivot Editor.Pivot.default_pivot_command=Pivot # PlaceMarker Editor.PlaceMarker.default_command=Place Marker Editor.PlaceMarker.trait_description=Place Marker Editor.PlaceMarker.place_marker_command=Place Marker command Editor.PlaceMarker.define_marker=Define marker Editor.PlaceMarker.horizontal_offset=Horizontal offset Editor.PlaceMarker.vertical_offset=Vertical offset Editor.PlaceMarker.keystroke.after.placement=Key Command to apply after placement Editor.PlaceMarker.match_rotation=Match rotation Editor.PlaceMarker.place_marker=Place marker Editor.Placemarker.on_top_of_stack=On top of stack Editor.Placemarker.on_bottom_of_stack=On bottom of stack Editor.Placemarker.above_this_piece=Above this piece Editor.Placemarker.below_this_piece=Below this piece Editor.Placemarker.marker_definition=Marker definition Editor.PlaceMarker.getX=Getting X offset Editor.PlaceMarker.getY=Getting Y offset # PlayerHand Editor.PlayerHand.component_type=Player Hand # Player Roster Editor.PlayerRoster.component_type=Definition of Player Sides Editor.PlayerRoster.sides_available=Sides available to players Editor.PlayerRoster.retire_button_text='Retire' button text Editor.PlayerRoster.retire_button_tooltip='Retire' button tooltip Editor.PlayerRoster.retire_button_icon='Retire' button icon Editor.PlayerRoster.sides_label=Sides Editor.PlayerRoster.retire_button_keystroke='Retire' button Key Command # Play Sound Editor.PlaySound.trait_description=Play Sound Editor.PlaySound.default_command=Play Sound Editor.PlaySound.play_sound_command=Play Sound command Editor.PlaySound.sound_clip=Sound Clip Editor.PlaySound.other_players=Send sound to other players Editor.PlaySound.no_suppress=Override suppression by Global Key Commands # PredefinedSetup Editor.PredefinedSetup.parent_menu=Parent menu Editor.PredefinedSetup.predefined_file=Use pre-defined file Editor.PredefinedSetup.saved_game=Saved game Editor.PredefinedSetup.component_type=Pre-defined setup # Private Map Editor.PrivateMap.component_type=Private Window Editor.PrivateMap.warning=Must add %1$s in order to use %2$s Editor.PrivateMap.belongs_to_one_side=Belongs to side Editor.PrivateMap.visible_to_all_player=Visible to all players Editor.PrivateMap.use_same_boards_as_this_map=Use same boards as this map # Property Change Configurer Editor.PropertyChangeConfigurer.plain_type=Set value directly Editor.PropertyChangeConfigurer.plain_hint=Value or expression Editor.PropertyChangeConfigurer.increment_type=Increment numeric value Editor.PropertyChangeConfigurer.increment_hint=Number or expression Editor.PropertyChangeConfigurer.prompt_type=Prompt user Editor.PropertyChangeConfigurer.prompt_hint=Prompt text Editor.PropertyChangeConfigurer.showHide_hint=Show/Hide the list of values Editor.PropertyChangeConfigurer.select_type=Prompt user to select from list Editor.PropertyChangeConfigurer.type=Type Editor.PropertyChangeConfigurer.new_value=New value Editor.PropertyChangeConfigurer.prompt=Prompt Editor.PropertyChangeConfigurer.increment_by=Increment by Editor.PropertyChangeConfigurer.valid_values=List of values Editor.PropertyChangeConfigurer.valid_values_hint=Valid value Editor.PropertyChangeConfigurer.values=Values Editor.PropertyChangeConfigurer.enter_new_value=Enter new value Editor.PropertyChangeConfigurer.select_new_value=Select new value # Property Sheet Editor.PropertySheet.trait_description=Property Sheet Editor.PropertySheet.default_command=Property Sheet Editor.PropertySheet.property_sheet_command=Property Sheet command Editor.PropertySheet.commit_every=Every Keystroke Editor.PropertySheet.commit_apply=Apply Button or Enter Key Editor.PropertySheet.commit_close=Close Window or Enter Key Editor.PropertySheet.field_text=Text Editor.PropertySheet.field_multiline=Multi-line Text Editor.PropertySheet.field_label=Label Only Editor.PropertySheet.field_tick=Tick Marks Editor.PropertySheet.field_tick_max=Tick Marks with Max Field Editor.PropertySheet.field_tick_value=Tick Marks with Value Field Editor.PropertySheet.field_tick_value_max=Tick Marks with Value & Max Editor.PropertySheet.spinner=Spinner Editor.PropertySheet.apply=Apply Editor.PropertySheet.close=Close Editor.PropertySheet.keystroke=Keystroke Editor.PropertySheet.default=Default Editor.PropertySheet.sample=sample Editor.PropertySheet.chooser=Choose background color or CANCEL to use default color scheme Editor.PropertySheet.insert_row=Insert Row Editor.PropertySheet.delete_row=Delete Row Editor.PropertySheet.property_sheet_item=Property Sheet item Editor.PropertySheet.name=Name Editor.PropertySheet.type=Type Editor.PropertySheet.new_property=*new property* Editor.PropertySheet.text=Text Editor.PropertySheet.commit_on=Commit changes on Editor.PropertySheet.background_color=Background color Editor.PropertySheet.properties=Properties Editor.PropertySheet.right_edit=(right-click to edit) Editor.PropertySheet.max_value=max value Editor.PropertySheet.current_value=current value Editor.PropertySheet.current_max_value=current value / max value # Prototype Editor.Prototype.component_type=Definition # Prototypes Container Editor.PrototypesContainer.component_type=Game Piece Prototype Definitions # Random Text Editor.RandomTextButton.component_type=Random Text Button Editor.RandomTextButton.faces=Faces Editor.RandomTextButton.faces_numeric=Faces have numeric values # Rectangle Grid Editor.RectangleGrid.width=Cell width Editor.RectangleGrid.height=Cell height Editor.RectangleGrid.range_method=Range calculation method Editor.RectangleGrid.corners=Corners are legal locations Editor.RectangleGrid.component_type=Rectangular Grid # Region Editor.Region.x_coord=X co-ord Editor.Region.y_coord=Y co-ord Editor.Region.component_type=Region # Regular Grid Numbering Editor.RegularGridNumbering.order=Order Editor.RegularGridNumbering.separator=Separator Editor.RegularGridNumbering.horizontal_numbering=Horizontal numbering Editor.RegularGridNumbering.leading_zeros_in_horizontal=Leading zeros in horizontal Editor.RegularGridNumbering.starting_number_in_horizontal=Starting number in horizontal Editor.RegularGridNumbering.horizontal_numbering_descending=Horizontal numbering descending Editor.RegularGridNumbering.vertical_numbering=Vertical numbering Editor.RegularGridNumbering.leading_zeros_in_vertical=Leading zeros in vertical Editor.RegularGridNumbering.starting_number_in_vertical=Starting number in vertical Editor.RegularGridNumbering.vertical_numbering_descending=Vertical numbering descending Editor.RegularGridNumbering.location_format=Location format Editor.RegularGridNumbering.draw_numbering=Draw Numbering Editor.RegularGridNumbering.font_size=Font size Editor.RegularGridNumbering.rotate_text_degrees=Rotate text (Degrees) Editor.RegularGridNumbering.text_x_offset=Text X offset Editor.RegularGridNumbering.text_y_offset=Text Y offset Editor.RegularGridNumbering.horizontal_first=Horizontal first Editor.RegularGridNumbering.vertical_first=Vertical first Editor.RegularGridNumbering.numerical=Numerical Editor.RegularGridNumbering.alphabetic=Alphabetic Editor.RegularGridNumbering.component_type=Grid Numbering # Replace Editor.Replace.default_command=Replace Editor.Replace.trait_description=Replace With Other Editor.Replace.replace_command=Replace command Editor.Replace.define_replacement=Define replacement Editor.Replace.match_current_state=Match current state Editor.Replace.only_match_above=Only match states above this trait # ReportState # Only translate 'Custom trait calling', leave the rest of the line unchanged Editor.ReportState.custom_trait_warning=Custom trait calling setProperty(Properties.SNAPSHOT, PieceCloner.getInstance().clonePiece(p)) Editor.ReportState.trait_description=Report Action Editor.ReportState.report_format=Report Format Editor.ReportState.report_format_2=Report Format %1$s Editor.ReportState.report_on_these_keystrokes=Report on these Key Commands Editor.ReportState.cycle_through_different_messages=Cycle through different messages Editor.ReportState.report_format_3=Report format Editor.ReportState.message_formats=Message formats Editor.ReportState.report_previous=Report previous message on these Key Commands Editor.ReportState.no_suppress=Override suppression by Global Key Commands # RestrictCommands Editor.RestrictCommands.trait_description=Restrict Commands Editor.RestrictCommands.restriction=Restriction Editor.RestrictCommands.restrict_when_properties_match=Restrict when properties match Editor.RestrictCommands.restrict_these_key_commands=Restrict these Key Commands Editor.RestrictCommands.hide=Hide Editor.RestrictCommands.disable=Disable # Restricted Editor.Restricted.trait_description=Restricted Access Editor.Restricted.also_belongs=Also belongs to initially-placing player Editor.Restricted.belongs_to_side=Belongs to side Editor.Restricted.prevent_non_owning=Prevent non-owning players from moving piece # ReturnToDeck Editor.ReturnToDeck.select_destination=Select destination Editor.ReturnToDeck.default_command=Return to Deck Editor.ReturnToDeck.trait_description=Return To Deck Editor.ReturnToDeck.return_to_deck_command=Return to Deck command Editor.ReturnToDeck.choose_destination_deck_at_game_time=Choose destination deck at game time Editor.ReturnToDeck.select_deck=Select Deck Editor.ReturnToDeck.prompt_for_destination_deck=Prompt for destination deck Editor.ReturnToDeck.none=none Editor.ReturnToDeck.selected_deck=Selected deck Editor.ReturnToDeck.deck_name=Deck Name # Refresh Predefined Setups Dialog Editor.ModuleEditor.refresh_predefined=Refresh Predefined Setups Editor.RefreshPredefinedSetupsDialog.title=Refresh Predefined Setups # Saved Game Updater # 1 - a Game Piece Editor.SavedGameUpdater.basic_only=Unable to replace %1$s: Basic piece only # 1 - a Game Piece, 2 - "some reason" Editor.SavedGameUpdater.unable=Unable to replace %1$s: %2$s # 1 - a Game Piece Editor.SavedGameUpdater.no_slot=Unable to find slot for %1$s # Saved Game Updater Dialog Editor.SavedGameUpdaterDialog.title=Update Saved Games Editor.SavedGameUpdaterDialog.module_version=Module version of saved games Editor.SavedGameUpdaterDialog.import_gamepiece=Import GamePiece info Editor.SavedGameUpdaterDialog.export_gamepiece=Export GamePiece info Editor.SavedGameUpdaterDialog.saved_games=Saved games Editor.SavedGameUpdaterDialog.choose=Choose Editor.SavedGameUpdaterDialog.update_games=Update games Editor.SavedGameUpdaterDialog.help=Help Editor.SavedGameUpdaterDialog.close=Close # 1-savedgamename, 2-versionno, 3-versionno Editor.SavedGameUpdaterDialog.updated_message=Updated %1$s from version %2$s to %3$s Editor.SavedGameUpdaterDialog.fail=Update failed Editor.SavedGameUpdaterDialog.unable=Unable to save file Editor.SavedGameUpdaterDialog.ex_fail=Export failed Editor.SavedGameUpdaterDialog.ex_unable=Unable to write info Editor.SavedGameUpdaterDialog.im_fail=Export failed Editor.SavedGameUpdaterDialog.im_wrong=Imported info is from the wrong module: %1$s Editor.SavedGameUpdaterDialog.im_current=Imported info is from the current version: %1$s. \nLoad the older version in the editor and export the GamePiece info, \nthen load this module again and import the older version's info. Editor.SavedGameUpdaterDialog.im_unable=Unable to import info Editor.SavedGameUpdaterDialog.im_malformed=Malformed input file # Save Metadata Editor.SaveMetaData.dont_ask_again=Don't ask again # Selection Highlighter Editor.SelectionHighlight.active_property=Active if properties match Editor.SelectionHighlight.use_image=Use image Editor.SelectionHighlight.component_type=Highlighter # Send To Location # Description of the Send To Location trait seen by users Editor.SendToLocation.trait_description=Send To Location # Send Command Name description seen by module translators Editor.SendToLocation.send_command_description=Send command # Back Command Name description seen by module translators Editor.SendToLocation.back_command_description=Back command Editor.SendToLocation.zone_name=Zone Editor.SendToLocation.zone_hint=Zone name Editor.SendToLocation.region_name=Region Editor.SendToLocation.region_hint=Region name Editor.SendToLocation.grid_location=Grid location Editor.SendToLocation.grid_location_hint=Grid location name Editor.SendToLocation.advanced_options=Advanced options Editor.SendToLocation.additional_x_offset=Additional X offset # Multiply by, x * Y Editor.SendToLocation.times=times Editor.SendToLocation.additional_y_offset=Additional Y offset Editor.SendToLocation.send_back_command_name=Send back menu command Editor.SendToLocation.send_back_keyboard_command=Send back key command Editor.SendToLocation.destination=Destination Editor.SendToLocation.map=Map Editor.SendToLocation.map_hint=Map name Editor.SendToLocation.board=Board Editor.SendToLocation.board_hint=Board name Editor.SendToLocation.grid_location_on_selected_map=Grid location on selected Map Editor.SendToLocation.location_on_selected_map=Location on selected Map Editor.SendToLocation.zone_on_selected_map=Zone on selected Map Editor.SendToLocation.region_on_selected_map=Region on selected Map Editor.SendToLocation.another_counter_selected_by_properties_any=Any counter, selected by properties Editor.SendToLocation.another_counter_selected_by_properties_cycle=Cycle through counters, selected by properties Editor.SendToLocation.another_counter_selected_by_properties_nearest=Nearest counter, selected by properties # String below is for audit trail error only Editor.SendToLocation.getSendLocation=Get Send Location # SetGlobalProperty Editor.SetGlobalProperty.trait_description=Set Global Property Editor.SetGlobalProperty.name_of_map=Name of Map containing property Editor.SetGlobalProperty.name_of_zone=Name of Zone containing property Editor.SetGlobalProperty.global_property_name=Global Property Name Editor.SetGlobalProperty.global_property_name_hint=The name of the Global Property to be updated Editor.SetGlobalProperty.locate_property=Locate Property starting in the Editor.SetGlobalProperty.current=Current Zone/Current Map/Module Editor.SetGlobalProperty.named_zone=Named Zone Editor.SetGlobalProperty.named_map=Named Map # Setup Stack Editor.SetupStack.reposition_stack=Reposition stack Editor.SetupStack.adjust_at_start_stack=Adjust at-Start stack Editor.SetupStack.arrow_keys_move_stack=Arrow keys - Move stack Editor.SetupStack.ctrl_shift_keys_move_stack_faster=Ctrl/Shift Keys - Move stack faster Editor.SetupStack.shift_command_keys_move_stack_faster_mac=Shift/Command Keys - Move stack faster Editor.SetupStack.snap_to_grid=Snap to grid Editor.SetupStack.any_name=[any] Editor.SetupStack.show_others=Show other stacks/decks Editor.SetupStack.no_such_board=%1$s (NO SUCH BOARD ON THIS MAP) # Folder Editor.Folder.component_type=Folder # ShapeItem Editor.ShapeItem.component_type=Shape Editor.ShapeItem.rectangle=Rectangle Editor.ShapeItem.rounded_rectangle=Rounded rectangle Editor.ShapeItem.oval=Oval Editor.ShapeItem.shape=Shape Editor.ShapeItem.bevel=Bevel # Simple Piece Editor Editor.SimplePieceEditor.type=Type Editor.SimplePieceEditor.state=State # Sound Configurer Editor.SoundConfigurer.play=Play Editor.SoundConfigurer.default=Default Editor.SoundConfigurer.select=Select # Special Die Editor.SpecialDie.component_type=Symbolic Die Editor.SpecialDie.result_format=Results format # Special Dice Editor.SpecialDiceButton.component_type=Symbolic Dice Button Editor.SpecialDiceButton.symbols=Symbols Editor.SpecialDiceButton.report_results_text=Report results as text Editor.SpecialDiceButton.result_window=Show result in window Editor.SpecialDiceButton.window_title=Window title format Editor.SpecialDiceButton.result_button=Show result in button # Special Die Face Editor.SpecialDieFace.component_type=Symbolic Die Face Editor.SpecialDieFace.text_value=Text value Editor.SpecialDieFace.numeric_value=Numerical value Editor.SpecialDieFace.icon=Icon # Stack Metrics Editor.Stacking.disable=Disable stacking Editor.Stacking.h_expand=Horizontal separation when expanded Editor.Stacking.v_expand=Vertical separation when expanded Editor.Stacking.hnon_expand=Horizontal separation when not expanded Editor.Stacking.vnon_expand=Vertical separation when not expanded Editor.Stacking.color_nonexpand=Color of pieces when not expanded Editor.Stacking.component_type=Stacking options # At Start Setup Stack Editor.StartStack.board=Belongs to board Editor.StartStack.grid=Use grid location Editor.StartStack.location=Location Editor.StartStack.component_type=At-Start Stack # Startup Global Key Command Editor.StartupGlobalKeyCommand.component_type=Startup Global Key Command Editor.StartupGlobalKeyCommand.when_to_apply=When To Apply Editor.StartupGlobalKeyCommand.first_launch_of_session=On First Game Launch/Load Of Session Editor.StartupGlobalKeyCommand.every_launch_of_session=On Every Game Launch/Load Of Session Editor.StartupGlobalKeyCommand.start_of_game_only=At Start Of Every Fresh Game Only Editor.StartupGlobalKeyCommand.start_or_side_change=At Start of Fresh Game or Player Join/Side-Change # String Builder Editor.StringBuilder.component_type=String Builder Editor.StringBuilder.object_type=String # String Preference Editor.StringPreference.component_type=String Preference # SubMenu Editor.SubMenu.default_menu_name=Sub-Menu Editor.SubMenu.trait_description=Sub-Menu Editor.SubMenu.sub_menu.name=Sub menu name Editor.SubMenu.menu_name=Menu name Editor.SubMenu.sub_commands=Sub-commands # Symbol Editor.Symbol.NATO=NATO unit symbols Editor.Symbol.none=None Editor.Symbol.infantry=Infantry Editor.Symbol.cavalry_recon=Cavalry/Recon Editor.Symbol.armored=Armored Editor.Symbol.artillery=Artillery Editor.Symbol.engineers=Engineers Editor.Symbol.airborne=Airborne Editor.Symbol.air_defense=Air Defense Editor.Symbol.air_force=Air Force Editor.Symbol.anti_tank=Anti Tank Editor.Symbol.army_aviation=Army Aviation Editor.Symbol.commando=Commando Editor.Symbol.glider_borne=Glider-borne Editor.Symbol.guerrilla=Guerrilla Editor.Symbol.mountain=Mountain Editor.Symbol.navy=Navy Editor.Symbol.Size.none=None Editor.Symbol.Size.installation=Installation Editor.Symbol.Size.team=Team Editor.Symbol.Size.squad=Squad Editor.Symbol.Size.platoon=Platoon Editor.Symbol.Size.section=Section Editor.Symbol.Size.echelon=Echelon Editor.Symbol.Size.company=Company Editor.Symbol.Size.battalion=Battalion Editor.Symbol.Size.regiment=Regiment Editor.Symbol.Size.brigade=Brigade Editor.Symbol.Size.division=Division Editor.Symbol.Size.corps=Corps Editor.Symbol.Size.army=Army Editor.Symbol.Size.army_group=Army Group Editor.Symbol.Size.region=Region # SymbolItem Editor.SymbolItem.component_type=Symbol Editor.SymbolItem.symbol_set=Symbol set Editor.SymbolItem.line_width=Line width # SymbolItemInstance Editor.SymbolItemInstance.unit_size=Unit size Editor.SymbolItemInstance.first_symbol=1st symbol Editor.SymbolItemInstance.second_symbol=2nd symbol Editor.SymbolItemInstance.symbol_color=Symbol color Editor.SymbolItemInstance.size_color=Size color # Table Configurer Editor.TableConfigurer.add=Add Editor.TableConfigurer.remove=Remove Editor.TableConfigurer.insert=Insert # TableInfo (Spreadsheet) Editor.TableInfo.default_command=Show Data Editor.TableInfo.trait_description=Spreadsheet Editor.TableInfo.table_info_command=Table Info command Editor.TableInfo.number_of_rows=Number of rows Editor.TableInfo.number_of_columns=Number of columns # Tab Widget Editor.TabWidget.component_type=Tabbed Panel # TextBoxItem Editor.TextBoxItem.component_type=Text Box Editor.TextBoxItem.use_html=Use HTML # TextBoxItemInstance Editor.TextBoxItemInstance.value=Value Editor.TextBoxItemInstance.text_color=Text color # Text Preference Editor.TextPreference.component_type=Text Box Preference # TextItem Editor.TextItem.component_type=Label Editor.TextItem.font_style=Font style Editor.TextItem.text_option=Text option Editor.TextItem.text=Text Editor.TextItem.specified_in_individual_images=Specified in individual images Editor.TextItem.fixed_for_this_layout=Fixed for this layout # TextItemInstance Editor.TextItemInstance.value=Value Editor.TextItemInstance.outline_color=Outline color # Text Saver Editor.TextSaver.component_type=Text Capture Tool Editor.TextSaver.save_text=Save text Editor.TextSaver.save_tooltip=Save map contents as plain text file Editor.TextSaver.by_opponents=Write contents as seen by opponents # Text Label Trait Editor.TextLabel.trait_description=Text Label Editor.TextLabel.label_text=Label text Editor.TextLabel.label_text_hint=Text to appear on the counter Editor.TextLabel.name_format=Name format Editor.TextLabel.name_format_hint=Format used to generate the reported name of this counter Editor.TextLabel.label_font=Font Editor.TextLabel.bold=Bold? Editor.TextLabel.italic=Italic Editor.TextLabel.text_color=Text color Editor.TextLabel.background_color=Background color Editor.TextLabel.vertical_position=Vertical position Editor.TextLabel.offset=Offset Editor.TextLabel.horizontal_position=Horizontal position Editor.TextLabel.vertical_text_justification=Vertical text justification Editor.TextLabel.horizontal_text_justification=Horizontal text justification Editor.TextLabel.rotate_text_degrees=Rotate text (degrees) Editor.TextLabel.change_label=Change label Editor.TextLabel.change_label_command=Change label command Editor.TextLabel.property_name_hint=Property name that will expose the Label Text for this trait Editor.TextLabel.always_use_format=Use name format even when label is empty # ToolbarMenu Editor.ToolbarMenu.component_type=Toolbar Menu Editor.ToolbarMenu.menu_entries=Menu entries Editor.ToolbarMenu.tooltip_text=Display menu options # Translatable Marker Editor.TranslatableMarker.component_type=Marker Definition # Translatable Message Editor.TranslatableMessage.trait_description=Translatable Message Editor.TranslatableMessage.property_name=Property name Editor.TranslatableMessage.message=Message Editor.TranslatableMessage.description=Description # Translate VASSAL Window Editor.TranslateVassalWindow.property_files=Properties files # Don't translate the .properties file extension Editor.TranslateVassalWindow.must_end_in=Module properties files must end in '.properties'. Editor.TranslateVassalWindow.invalid=Invalid properties file name # Translate Window # %1$s is the name of a component, e.g. "Translate Main Map" Editor.TranslateWindow.translate=Translate %1$s Editor.TranslateWindow.language=Language Editor.TranslateWindow.add_translation=Add translation Editor.TranslateWindow.save_now=Do you want to save these changes now? Editor.TranslateWindow.unsaved=Unsaved changes Editor.TranslateWindow.attribute=Attribute Editor.TranslateWindow.source_text=Source text Editor.TranslateWindow.cc=cc Editor.TranslateWindow.translation=Translation # Translation Editor.Translation.locale=Locale Editor.Translation.module_translation=Module translation # Trigger Action Editor.TriggerAction.trait_description=Trigger Action Editor.TriggerAction.property_match_hint=A property match expression (leave empty to always Trigger) Editor.TriggerAction.keystroke_after=Perform this Key Command once after looping completes Editor.TriggerAction.keystroke_before=Perform this Key Command once before looping starts Editor.TriggerAction.perform_keystrokes=Perform these Key Commands Editor.TriggerAction.trigger_when_properties=Trigger when properties match Editor.TriggerAction.watch_for=Also watch for these Key Commands Editor.TriggerAction.repeat_this=Repeat this set of Key Commands (Loop) Editor.TriggerAction.looping_ends=Loop until condition is true Editor.TriggerAction.looping_continues=Loop while condition is true # Turn Global Hotkey Editor.TurnGlobalHotkey.component_type=Global Hotkey (Turn) Editor.TurnGlobalHotkey.global_hotkey=Global hotkey Editor.TurnGlobalHotkey.match_properties=Match properties # Turn Level Editor.TurnLevel.select=Select Editor.TurnLevel.property_name=Property name Editor.TurnLevel.turn_level_format=Turn level format ($levelx$) # Turn Tracker Editor.TurnTracker.component_type=Turn Counter # Do not translate $PlayerId$, $oldTurn$, or $newTurn$. Also < and > will automatically change to < > Editor.TurnTracker.report_default=* <$PlayerId$> Turn Updated from $oldTurn$ to $newTurn$ Editor.TurnTracker.show_hotkey=Show/hide hotkey Editor.TurnTracker.next_hotkey=Next turn hotkey Editor.TurnTracker.prev_hotkey=Previous turn hotkey Editor.TurnTracker.turn_name_format=Turn name format Editor.TurnTracker.turn_tooltip=Turn label tooltip text Editor.TurnTracker.turn_length=Turn label length Editor.TurnTracker.turn_display=Turn label display length (pixels) Editor.TurnTracker.length_variable=Variable Editor.TurnTracker.length_fixed=Fixed Editor.TurnTracker.length_maximum=Maximum Editor.TurnTracker.plus_button_width=Width of + and - buttons Editor.TurnTracker.turn_button_height=Height of Turn Tracker widget Editor.TurnTracker.forward_only=Allow Only Forward # Tutorial # Tutorial configurer prompts to know what .VLOG logfile will be used to run the tutorial Editor.Tutorial.logfile=Logfile # Tutorial configurer prompts to know whether tutorial will automatically launch the first time the module is started Editor.Tutorial.launch_automatically_on_first_startup=Launch automatically on first startup # Tutorial configurer prompts for the message that it will use to confirm auto-launch (will ask the player if wants to auto-launch) Editor.Tutorial.auto_launch_confirm_message=Auto-launch confirm message # Tutorial prompts for welcome message for the tutorial when it starts Editor.Tutorial.welcome_message=Welcome message # Unique ID Manager # %1 is a type of component e.g. "Prototype", "Map" Editor.UniqueIdManager.a_girl_has_no_name=A %1$s has not been given a name. # %1 is a type of component e.g. "Prototype", "Map". %2 is a name. Editor.UniqueIdManager.more_than_one=More than one %1$s named %2$s # Unused Images (comma, Remove) Editor.UnusedImages.remove_unused_images=Remove Unused Images Editor.UnusedImages.unused_1=The following image files appear to be unreferenced from the module. They may however be referenced in custom code. Sizes are compressed image sizes. Editor.UnusedImages.files_to_keep=Files to keep Editor.UnusedImages.files_to_remove=Files to remove Editor.UnusedImages.remove_files=Remove Files Editor.UnusedImages.removing=Removing: %1$s # Use Prototype Editor.UsePrototype.prototype_name=Prototype name Editor.UsePrototype.trait_description=Prototype # Username and Password Dialog Editor.UsernameAndPasswordDialog.choose_your_weapons=Set your username and password Editor.UsernameAndPasswordDialog.turn_your_key_sir=Please confirm your password # Validation Report Dialog Editor.ValidationReportDialog.blank_name=Component must have a name at %1$s Editor.ValidationReportDialog.problems=Problems found in module Editor.ValidationReportDialog.no_problems=No problems found Editor.ValidationReportDialog.following_problems=The following problems were found in this module. Editor.ValidationReportDialog.danger_will_robinson=If not fixed, they could cause bugs during game play. Editor.ValidationReportDialog.ignore=Ignore, save anyway # Validity Checking Editor.ValidityChecker.single_warning=No more than one [%1$s] allowed in %2$s [%3$s] Editor.ValidityChecker.mandatory_warning=%1$s [%2$s] must contain at least one [%3$s] # Zone Editor.Zone.component_type=Zone Editor.Zone.location_format=Location format Editor.Zone.shape=Shape Editor.Zone.use_boards_grid=Use board's grid Editor.Zone.use_highlighting=Use highlighting Editor.Zone.highlight_property=Highlight property Editor.Zone.zone_has_not_been_defined=Zone has not been defined Editor.Zone.define_shape=Define shape Editor.Zone.drag_to_create_initial_shape=Drag to create rectangle Editor.Zone.right_click_to_add_point=Right click to add points Editor.Zone.left_drag_to_move_points=Drag points to move Editor.Zone.del_to_remove_points=DEL to remove points, TAB changes selection, ESC deselects all Editor.Zone.shift_drag_to_move_whole_shape=Shift+Drag to move whole shape Editor.Zone.arrow_keys_adjust_position=Arrow keys adjust position (Shift = faster) Editor.Zone.set_coordinates_directly=Set coordinates directly Editor.Zone.enter_points_instructions=Enter x,y coordinates of polygon vertices,\nseparated by spaces Editor.Zone.delete_all_points=Delete all points Editor.Zone.copy_coords=Copy Coords Editor.Zone.paste_coords=Paste Coords Editor.Zone.copied=Copied %1$s coordinate pairs to clipboard: %2$s Editor.Zone.pasted=Pasted %1$s coordinate pairs from clipboard: %2$s # Zoned Grid Highlighter Editor.ZonedGridHighlighter.component_type=Zone Highlighters # Zone Highlight Editor.ZoneHighlight.component_type=Zone Highlight Editor.ZoneHighlight.coverage=Coverage Editor.ZoneHighlight.width=Width Editor.ZoneHighlight.style=Style Editor.ZoneHighlight.image=Image Editor.ZoneHighlight.opacity=Opacity(%) Editor.ZoneHighlight.transparent=Transparent Editor.ZoneHighlight.opaque=Opaque Editor.ZoneHighlight.coverage_full=Entire zone Editor.ZoneHighlight.coverage_border=Zone border Editor.ZoneHighlight.style_plain=Plain Editor.ZoneHighlight.style_stripes=Striped Editor.ZoneHighlight.style_cross=Crosshatched Editor.ZoneHighlight.style_image=Tiled image # Zone Property Editor.ZoneProperty.component_type=Global Property (Zone) # Zoomer Editor.Zoom.preset=Preset zoom levels Editor.Zoom.in_tooltip=Zoom in tooltip text Editor.Zoom.in_button=Zoom in button text Editor.Zoom.in_icon=Zoom in icon Editor.Zoom.in_key=Zoom in hotkey Editor.Zoom.select_tooltip=Zoom select tooltip text Editor.Zoom.select_button=Zoom select button text Editor.Zoom.select_icon=Zoom select icon Editor.Zoom.select_key=Zoom select hotkey Editor.Zoom.out_tooltip=Zoom out tooltip text Editor.Zoom.out_button=Zoom out button text Editor.Zoom.out_icon=Zoom out icon Editor.Zoom.out_key=Zoom out hotkey Editor.Zoom.component_type=Zoom capability Editor.zoom.initial_zoom="An '*' indicates the initial zoom level." Editor.zoom.set_initial=Set initial