Tool windows: - Every editor (scenario, scene builder, map, interactive objects, lighting, catalog export) is rebuilt on the interface ToolWindow chrome and the denser ToolTheme: header with title/close, status bar, Ctrl+S, dirty-state confirmation. - Shared building blocks in src/Common: ToolUi (rows, buttons, sections), CollapsibleSection, FilteredList, ModFileSelector, DragHandle and BackgroundCanvas (scene background with pan/zoom). - The map, interactive and light editors draw on canvases (MapEditorCanvas, InteractiveEditorCanvas, LightEditorCanvas) instead of one Control "handle" node per object; the *Handle classes are removed. - Scenario editor: tab data model (TabData), automatic graph layout (ScenarioGraphLayout), file tree/info/thumbnail panel updates. - Services: ModFileService (mod file listing and writing), SceneBackgroundService; MapFileService/ModResourceService follow. - Catalog export: per-language name/description editing. - Locale (en/ru) regrouped under tools/*; unused keys removed. Novel Editor: - collections/novel_editor.json: a "game" whose entry scene is an authoring workspace over the novel engine and the story content. - NovelEditorHub (scenes/novel_editor_hub.tscn) lists every installed tool through IToolProvider.AddMenuButton; ToolsInitializer registers it as the logical scene "novel_editor".
251 lines
14 KiB
Properties
251 lines
14 KiB
Properties
mod_tools_name = Tools
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mod_tools_desc = Developer toolbox: scenario graph editor, map editor with zones, scene builder with inspector, interactive and light editors, and the mod catalog export window.
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tools/common/save = Save
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tools/common/save_tip = Save the file (Ctrl+S)
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tools/common/saved = Saved: {0}
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tools/common/loaded = Opened: {0}
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tools/common/load_error = Load error
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tools/common/readonly = Cannot save: the mod is read-only (zip) or the path is invalid.
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tools/common/no_writable_mods = No writable mods (only folder mods can be edited).
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tools/common/no_files = Mod "{0}" has no such files yet — create one with "+".
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tools/common/no_file_to_save = Pick or create a file first ("+" next to the file list).
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tools/common/new_file = New file
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tools/common/new_file_hint = The file is created in {0}/{1}/ with the {2} extension on first save.
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tools/common/new_file_status = New file {0} — created on save.
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tools/common/mod_tip = Mod (mods that already have such files first; · — none yet)
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tools/common/file_tip = File inside the mod
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tools/common/search = Search…
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tools/common/json = JSON
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tools/common/json_tip = Show the resulting file JSON
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tools/common/background_missing = Background "{0}" of scene "{1}" is not provided by any mod — pick one by hand.
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tools/map_editor/title = Map Editor
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tools/map_editor/hint = LMB — select / drag · RMB — delete vertex · double-click, Enter or Esc — finish region · Del — delete zone · Ctrl+S — save
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tools/map_editor/reload_map = Refresh in-game map
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tools/map_editor/reload_map_tip = Re-read saved map files in the running game
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tools/map_editor/reloaded = In-game map refreshed.
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tools/map_editor/select_mode = Select
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tools/map_editor/draw_region = Draw
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tools/map_editor/draw_started = Click the map to place vertices. Double-click, Enter or Esc finishes, RMB removes the last one.
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tools/map_editor/background = Preview background
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tools/map_editor/zones = Zones
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tools/map_editor/add_region = + Region
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tools/map_editor/add_region_tip = New region: draw the polygon by clicking the map
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tools/map_editor/add_marker = + Marker
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tools/map_editor/add_label = + Label
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tools/map_editor/delete = Delete zone
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tools/map_editor/delete_tip = Delete the selected zone (Del)
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tools/map_editor/delete_confirm = Delete the selected zone? The change reaches the file on save.
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tools/map_editor/deleted = Zone "{0}" deleted.
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tools/map_editor/props = Zone properties
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tools/map_editor/zone_missing = Pick a zone in the list or on the map.
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tools/map_editor/id = ID
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tools/map_editor/id_empty = Zone ID cannot be empty.
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tools/map_editor/duplicate_id = Zone ID already used:
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tools/map_editor/title_key = Title
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tools/map_editor/description = Description
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tools/map_editor/no_translation = key not found in localization
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tools/map_editor/scene = Scene
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tools/map_editor/scene_none = (none)
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tools/map_editor/availability = Availability
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tools/map_editor/locked = Locked for travel
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tools/map_editor/hidden = Hidden from the map
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tools/map_editor/effective = In game:
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tools/map_editor/effective_open = open
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tools/map_editor/effective_locked = locked (Locked flag)
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tools/map_editor/effective_no_scene = locked (no scene)
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tools/map_editor/effective_unknown_scene = locked (scene not found)
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tools/map_editor/effective_hidden = hidden from the map
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tools/map_editor/marker = Marker
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tools/map_editor/image = Icon
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tools/map_editor/image_placeholder = texture ID
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tools/map_editor/icon_search = Find icon…
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tools/map_editor/label_section = Label
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tools/map_editor/label = Text label on the map
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tools/map_editor/x = X (0–1)
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tools/map_editor/y = Y (0–1)
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tools/map_editor/vertices = Polygon vertices
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tools/map_editor/vertices_hint = Drag vertices on the map; RMB on a vertex deletes it.
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tools/map_editor/add_vertex = + Vertex
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tools/map_editor/delete_vertex = Delete vertex
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tools/map_editor/preview = ▶ As in game
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tools/map_editor/preview_tip = View the map as in game: hover, zone card, markers (unsaved edits included)
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tools/map_editor/preview_on = Preview: Esc or ✕ returns to the editor.
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tools/map_editor/preview_off = Editing mode.
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tools/map_editor/preview_missing = Cannot load the map scene (map_widget.tscn).
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tools/scenario_editor/title = Scenario Editor
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tools/scenario_editor/hint = Ctrl+S — save · F5 — play the scenario · click a scene in the graph — its scenarios
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tools/scenario_editor/play = ▶ Play
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tools/scenario_editor/play_tooltip = Save and play the scenario in game (F5)
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tools/scenario_editor/play_stopped = Test play stopped.
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tools/scenario_editor/stop = ■ Stop
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tools/scenario_editor/open_file = Open in external editor
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tools/scenario_editor/open_file_tip = Open the file with the system default program
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tools/scenario_editor/open_file_error = Cannot open the file
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tools/scenario_editor/rescan = Rescan
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tools/scenario_editor/rescan_tip = Re-read the scenario list and graph (after adding files)
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tools/scenario_editor/rescanned = Scenario list refreshed.
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tools/scenario_editor/search_files = Find file…
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tools/scenario_editor/tab_files = Files
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tools/scenario_editor/tab_info = Summary
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tools/scenario_editor/tab_graph = Scene graph
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tools/scenario_editor/graph_select_node = Select a scene in the graph to see its scenarios and transitions.
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tools/scenario_editor/graph_node = mod {0} · scenarios {1}
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tools/scenario_editor/graph_node_bg = background: {0}
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tools/scenario_editor/graph_detail_mod = mod: {0}
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tools/scenario_editor/graph_detail_scenarios = Scenarios ({0}), by priority:
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tools/scenario_editor/info_scene = Scene
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tools/scenario_editor/info_priority = Priority
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tools/scenario_editor/info_condition = Condition
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tools/scenario_editor/info_switch_targets = Scene switches
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tools/scenario_editor/info_locale_keys = Locale keys
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tools/scenario_editor/info_quest_refs = Quests
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tools/scenario_editor/bg_previews = Scenario backgrounds
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tools/scenario_editor/bg_missing = Background not found: {0}
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tools/scenario_editor/no_backgrounds = The scenario does not change the background
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tools/scenario_editor/save_error = Save error: {0}
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tools/scenario_editor/readonly_zip = Files of zip mods are read-only
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tools/scenario_editor/no_scene_error = The scenario header has no scene (scene:) — nothing to play.
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tools/scenario_editor/unsaved_title = Unsaved changes
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tools/scenario_editor/unsaved_switch_text = This tab has unsaved changes. Close it without saving?
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tools/scene_builder/title = Scene Builder
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tools/scene_builder/hint = Drag a node by its body or handles · click — pick the node under the cursor · Del — delete node · Ctrl+S — save and rebuild
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tools/scene_builder/base_scene = Base scene the mod scene is shown over
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tools/scene_builder/mod = Mod
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tools/scene_builder/scene = Mod scene (.tscn)
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tools/scene_builder/empty_scene = (empty base scene)
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tools/scene_builder/select_mod = — pick a mod —
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tools/scene_builder/select_scene = — pick a scene —
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tools/scene_builder/save_tip = Save the .tscn and rebuild the preview (Ctrl+S)
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tools/scene_builder/reload = Reload from disk
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tools/scene_builder/reload_tip = Drop unsaved edits and re-read the scene file
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tools/scene_builder/reloaded = Scene reloaded from disk.
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tools/scene_builder/saved_ok = Saved.
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tools/scene_builder/saved_rebuilt = Saved, preview rebuilt.
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tools/scene_builder/autosaved = Autosaved.
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tools/scene_builder/error_save = Save error: the mod is read-only.
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tools/scene_builder/error_no_scene = Pick a mod scene first.
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tools/scene_builder/hierarchy = Hierarchy
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tools/scene_builder/hierarchy_hint = Gold — mod scene root, bright — editable nodes, faint — base scene (read-only).
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tools/scene_builder/node_type_tip = Type of the new node
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tools/scene_builder/add_node_tip = Add a node of the chosen type into the selected node (or the scene root)
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tools/scene_builder/delete_node_tip = Delete the selected mod scene node
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tools/scene_builder/delete_node_title = Delete node
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tools/scene_builder/delete_node_confirm = Delete the selected node with its children? The file is saved automatically.
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tools/scene_builder/refresh_tip = Refresh the node tree
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tools/scene_builder/tab_inspector = Inspector
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tools/scene_builder/tab_tscn = .tscn source
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tools/scene_builder/tscn_hint = Inspector and handle edits save themselves; hand edits of the text save with Ctrl+S, which also rebuilds the preview.
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tools/scene_builder/inspector_cat_container = In container
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tools/scene_builder/inspector_select = Select a node of the mod scene to edit its properties
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tools/scene_builder/inspector_readonly = Read-only: node belongs to the base scene
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tools/scene_builder/inspector_missing_section = Node section not found in tscn (nodes of instanced sub-scenes are not editable yet)
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tools/scene_builder/inspector_preset = Anchors preset
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tools/scene_builder/inspector_cat_layout = Layout
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tools/scene_builder/inspector_cat_rect = Rect
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tools/scene_builder/inspector_cat_visibility = Visibility
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tools/scene_builder/inspector_cat_misc = Misc
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tools/scene_builder/inspector_bad_value = Value cannot be written to tscn.
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tools/scene_builder/inspector_in_file_tooltip = Stored in tscn file
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tools/scene_builder/inspector_container_banner = This node is managed by a container: anchors and offsets are recomputed by the parent and will have no effect here.
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tools/scene_builder/err_add_failed = Error: cannot create node of this type.
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tools/scene_builder/err_add_parent_missing = Error: parent section not found in tscn (instanced sub-scene parents are not supported).
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tools/scene_builder/err_del_root = Error: the scene root cannot be deleted.
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tools/scene_builder/err_del_none = Error: select a mod node to delete.
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tools/interactive_editor/title = Interactive Editor
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tools/interactive_editor/hint = Click a collider — select · drag handles · in polygon mode a click on the background adds a vertex, RMB on a vertex deletes it · Del — delete object · Ctrl+S — save
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tools/interactive_editor/items = Objects in file
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tools/interactive_editor/add = + New
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tools/interactive_editor/duplicate = Duplicate
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tools/interactive_editor/delete = Delete object
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tools/interactive_editor/delete_confirm = Remove the selected interactive from the file? The change reaches the file on save.
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tools/interactive_editor/deleted = Object "{0}" removed.
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tools/interactive_editor/background = Preview background
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tools/interactive_editor/props = Properties
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tools/interactive_editor/none_selected = Pick an object in the list or on the preview.
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tools/interactive_editor/label_id = ID
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tools/interactive_editor/label_texture_key = Texture
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tools/interactive_editor/texture_placeholder = no sprite
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tools/interactive_editor/texture_tip = Sprite texture ID; empty — an invisible clickable area
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tools/interactive_editor/label_layer = Layer
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tools/interactive_editor/label_z = Z order
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tools/interactive_editor/label_cursor = Cursor
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tools/interactive_editor/cursor_none = (default)
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tools/interactive_editor/enabled = Enabled
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tools/interactive_editor/visible = Visible
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tools/interactive_editor/collider = Collider
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tools/interactive_editor/label_collider_type = Shape
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tools/interactive_editor/hit_rect = rectangle
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tools/interactive_editor/hit_circle = circle
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tools/interactive_editor/hit_polygon = polygon
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tools/interactive_editor/label_x = X
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tools/interactive_editor/label_y = Y
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tools/interactive_editor/label_w = Width
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tools/interactive_editor/label_h = Height
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tools/interactive_editor/label_cx = Centre X
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tools/interactive_editor/label_cy = Centre Y
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tools/interactive_editor/label_r = Radius
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tools/interactive_editor/polygon_hint = A click on the background adds a vertex, RMB on a vertex deletes it. At least 3 vertices.
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tools/interactive_editor/polygon_too_small = Polygon "{0}" has fewer than 3 vertices.
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tools/interactive_editor/highlight = Highlight
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tools/interactive_editor/label_highlight_color = Colour
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tools/interactive_editor/label_highlight_scale = Scale
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tools/interactive_editor/actions = Actions
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tools/interactive_editor/label_onclick_scenario = Scenario
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tools/interactive_editor/label_onclick_commands = Commands on click (one per line)
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tools/interactive_editor/label_hover_enter = Hover in
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tools/interactive_editor/label_hover_leave = Hover out
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tools/interactive_editor/id_empty = An object has an empty ID.
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tools/interactive_editor/duplicate_id = Duplicate object ID:
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tools/light_editor/title = Light Editor
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tools/light_editor/hint = Double-click the background — new light · drag lights · Del — delete · Ctrl+S — write light_set into the scenario
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tools/light_editor/scenario_tip = Scenario whose light_set line is edited (● — already sets lights)
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tools/light_editor/pick_scenario = — pick a scenario —
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tools/light_editor/save_tip = Write the light_set line into the scenario (Ctrl+S)
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tools/light_editor/copy_line = Copy line
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tools/light_editor/copy_line_tip = Copy the light_set command to the clipboard
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tools/light_editor/copied = light_set line copied.
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tools/light_editor/show_line = light_set
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tools/light_editor/loaded = Lights of {0} loaded.
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tools/light_editor/no_lights_yet = {0} has no light_set yet — add lights, the line is inserted after the header.
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tools/light_editor/static_lights = Lights
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tools/light_editor/add_light = + Light
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tools/light_editor/delete = Delete
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tools/light_editor/limit = At most {0} static lights.
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tools/light_editor/selected_props = Selected light
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tools/light_editor/none_selected = Pick a light in the list or on the preview.
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tools/light_editor/x = X (0–1)
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tools/light_editor/y = Y (0–1)
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tools/light_editor/radius = Radius
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tools/light_editor/radius_tip = Radius in pixels of the 1920 px game screen
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tools/light_editor/influence = Strength
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tools/light_editor/influence_tip = Light influence (0–1)
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tools/light_editor/color = Colour
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tools/light_editor/background = Preview background
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tools/catalog_export/hint = The archive and hashes are computed on export; the JSON is written next to the mod archive
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tools/catalog_export/mod_info = Mod
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tools/catalog_export/id = ID
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tools/catalog_export/name = Name
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tools/catalog_export/metadata = Catalog
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tools/catalog_export/locales = Localizations
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tools/catalog_export/locales_hint = With no rows the English name and description of the manifest are used.
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tools/catalog_export/remove_locale = Remove language
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tools/catalog_export/preview = Resulting JSON
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tools/catalog_export/copied = JSON copied to the clipboard.
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tools/catalog_export/export_tip = Build the archive, compute hashes and write the catalog entry JSON
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tools/catalog_export/exported = Exported: {0}
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tools/catalog_export/export_error = Export error
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tools/catalog_export/url_required = Set the download URL — a catalog entry is useless without it.
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tools/hub/title = Novel Editor
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tools/hub/hint = Pick an editor — windows open over this screen. A scenario can be played right from the editor (F5).
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tools/hub/editors = Editors
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tools/hub/empty = No editors are installed.
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tools/hub/main_menu = Main menu
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