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mod_rpg_editor/locale/ui_en.properties
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mod_rpg_editor_name = RPG Map Editor
mod_rpg_editor_desc = Editor of tile maps for the RPG world: three tile layers, the collision layer and map events, with undo and a live preview in the running game.
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 · 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}".