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mod_rpg_editor/locale/ui_en.properties
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Properties
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tools/rpg_editor/title = RPG Map Editor
tools/rpg_editor/hint = LMB — paint · RMB — erase · Alt+LMB — pick tile · events: click — select/drag, double-click — add, Del — delete · 1–5 layers · B/E/G brush · wheel/Shift+wheel, MMB drag — scroll · Ctrl+wheel zoom · Ctrl+Z/Y · Ctrl+S
tools/rpg_editor/layer_back = Back
tools/rpg_editor/layer_main = Main
tools/rpg_editor/layer_front = Front
tools/rpg_editor/layer_collision = Collision
tools/rpg_editor/layer_events = Events
tools/rpg_editor/tool_pencil = Pencil
tools/rpg_editor/tool_eraser = Eraser
tools/rpg_editor/tool_fill = Fill
tools/rpg_editor/grid = Grid
tools/rpg_editor/zoom_in = Zoom in
tools/rpg_editor/zoom_out = Zoom out
tools/rpg_editor/undo = Undo
tools/rpg_editor/undo_tip = Undo the last edit (Ctrl+Z)
tools/rpg_editor/redo = Redo
tools/rpg_editor/redo_tip = Redo (Ctrl+Y)
tools/rpg_editor/play = Play
tools/rpg_editor/play_tip = Save and walk the map from its spawn in the running game
tools/rpg_editor/play_no_scene = The game does not know scene "{0}": check scenes/{0}.json in the map's mod.
tools/rpg_editor/scene_created = scene {0} created
tools/rpg_editor/section_palette = Palette
tools/rpg_editor/section_map = Map
tools/rpg_editor/section_spawn = Spawn
tools/rpg_editor/section_encounters = Random battles
tools/rpg_editor/section_event = Event
tools/rpg_editor/section_action = What it does
tools/rpg_editor/section_teleport = Teleport
tools/rpg_editor/map_id = Id
tools/rpg_editor/map_id_tip = The map id is the file name and the name of the scene that shows the map
tools/rpg_editor/map_name = Name key
tools/rpg_editor/map_name_tip = Locale key of the map's display name
tools/rpg_editor/tileset = Tileset
tools/rpg_editor/width = Width
tools/rpg_editor/height = Height
tools/rpg_editor/resize = Apply size
tools/rpg_editor/zoom = Zoom in game
tools/rpg_editor/zoom_tip = Screen pixels per tile pixel in the game
tools/rpg_editor/x = X
tools/rpg_editor/y = Y
tools/rpg_editor/dir = Facing
tools/rpg_editor/dir_down = Down
tools/rpg_editor/dir_left = Left
tools/rpg_editor/dir_right = Right
tools/rpg_editor/dir_up = Up
tools/rpg_editor/encounter_steps = Every ~N steps
tools/rpg_editor/encounter_steps_tip = Average number of steps between random battles; 0 turns them off
tools/rpg_editor/encounter_groups = Enemy groups
tools/rpg_editor/encounter_groups_tip = Character ids, groups split by ";" — e.g. slime; wolf,slime
tools/rpg_editor/no_event = Switch to the Events layer and click an event, or double-click an empty cell to add one.
tools/rpg_editor/event_id = Id
tools/rpg_editor/sprite = Charset
tools/rpg_editor/sprite_tip = Image path in the charsets group: 3 frames × 4 facings
tools/rpg_editor/tile = Tile
tools/rpg_editor/tile_tip = Tileset index drawn when there is no charset; -1 for none
tools/rpg_editor/trigger = Trigger
tools/rpg_editor/trigger_action = Action key (E/F)
tools/rpg_editor/trigger_touch = Stepping on it
tools/rpg_editor/solid = Solid
tools/rpg_editor/solid_auto = When drawn
tools/rpg_editor/solid_yes = Yes
tools/rpg_editor/solid_no = No
tools/rpg_editor/solid_tile = solid
tools/rpg_editor/condition = Condition
tools/rpg_editor/condition_tip = Scenario condition; the event exists only while it is true
tools/rpg_editor/scenario = Scenario
tools/rpg_editor/scenario_tip = Path in the scenarios group, extension optional
tools/rpg_editor/commands = Inline scenario lines, run after the scenario:
tools/rpg_editor/teleport_map = Map
tools/rpg_editor/teleport_map_tip = Target map id; empty with a cell set means this map
tools/rpg_editor/delete_event = Delete event
tools/rpg_editor/collision_block = Wall — always blocked
tools/rpg_editor/collision_open = Passage — always walkable
tools/rpg_editor/collision_auto = Auto — from the tiles
tools/rpg_editor/problem_tileset = Map "{0}" has no tileset.
tools/rpg_editor/problem_event_id = The event at {0} has no id.
tools/rpg_editor/problem_event_duplicate = Two events share the id "{0}".
tools/rpg_editor/tab_tiles = Tiles
tools/rpg_editor/tab_characters = Characters
tools/rpg_editor/tab_appearances = Appearance
tools/rpg_editor/appearance_search = Search appearances by name or path
tools/rpg_editor/appearances_hint = All appearances from enabled mods, including villagers without combat stats. Pick a sprite, press the button and choose a map cell.
tools/rpg_editor/place_appearance = Place NPC
tools/rpg_editor/place_appearance_tip = Create an NPC with this appearance; set its dialogue and behaviour in the event properties
tools/rpg_editor/character_search = Search by name or id
tools/rpg_editor/place_npc = Place as NPC
tools/rpg_editor/place_npc_tip = Put the character on the map as an event talking on E/F; write its lines in the scenario lines
tools/rpg_editor/place_enemy = Place as enemy
tools/rpg_editor/place_enemy_tip = Put the character on the map as an enemy: E/F starts a battle with it, it vanishes once beaten
tools/rpg_editor/characters_hint = Pick a character, press a button and click a cell on the map (RMB cancels). The charset is found by the character's Charset field or by its portrait path.
tools/rpg_editor/place_status = Click the cell to put “{0}” on (RMB cancels)
tools/rpg_editor/place_cancelled = Placing the character cancelled
tools/rpg_editor/placed_npc = “{0}” placed as an NPC: event {1}
tools/rpg_editor/placed_enemy = “{0}” placed as an enemy: event {1}
tools/rpg_editor/icon = Icon
tools/rpg_editor/icon_tip = Picture in the items group (like an item's Sprite) when there is neither a charset nor a tile
tools/rpg_editor/tab_items = Items
tools/rpg_editor/item_search = Search by name or id
tools/rpg_editor/items_hint = Pick an item, set the count, press "Place" and click a cell (RMB cancels). The player picks it up by stepping on the cell; then it is gone.
tools/rpg_editor/item_count = Count
tools/rpg_editor/item_count_tip = How many the player gets
tools/rpg_editor/place_item = Place
tools/rpg_editor/place_item_tip = Lay the item on the map: stepping on the cell picks it up
tools/rpg_editor/item_found_line = Found: {0} ×{1}
tools/rpg_editor/placed_item = “{0}” lies on the map: event {1}
tools/rpg_editor/picker_no_look = No map picture found, a marker is shown
tools/rpg_editor/problem_event_locked = Event id {0} is taken by an event of another file or mod — pick another one
tools/rpg_editor/section_light = Light
tools/rpg_editor/light_radius = Light radius
tools/rpg_editor/light_radius_tip = In cells; 0 means the event gives no light. Light shows at dusk and at night
tools/rpg_editor/light_color = Light colour
tools/rpg_editor/light_color_tip = #rrggbb or #rrggbbaa (alpha is the strength); empty keeps the warm default
tools/rpg_editor/ambient = Fixed ambient
tools/rpg_editor/ambient_tip = #rrggbb: the map is always lit like this (a room with a lamp); empty: by the time of day
tools/rpg_editor/autotile = autotile
tools/rpg_editor/atmosphere = Atmosphere
tools/rpg_editor/atmosphere_none = Still / indoors
tools/rpg_editor/atmosphere_woodland = Woodland: leaves, fireflies, ripples
tools/rpg_editor/section_route = Movement route
tools/rpg_editor/route_steps = Steps
tools/rpg_editor/route_steps_tip = up, down, left, right, wait, random, toward, away, face_up/down/left/right. Separate with commas. Empty = stand still.
tools/rpg_editor/route_every = Pause between steps (s)
tools/rpg_editor/route_repeat = Repeat route
tools/rpg_editor/view_topdown=Top-down
tools/rpg_editor/view_isometric=Isometric