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Fix wrong it translation, do some cleanup #24

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15 changes: 0 additions & 15 deletions .gitattributes
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@@ -1,17 +1,2 @@
# Auto detect text files and perform LF normalization
* text=auto

# Custom for Visual Studio
*.cs diff=csharp

# Standard to msysgit
*.doc diff=astextplain
*.DOC diff=astextplain
*.docx diff=astextplain
*.DOCX diff=astextplain
*.dot diff=astextplain
*.DOT diff=astextplain
*.pdf diff=astextplain
*.PDF diff=astextplain
*.rtf diff=astextplain
*.RTF diff=astextplain
47 changes: 0 additions & 47 deletions .gitignore

This file was deleted.

7 changes: 3 additions & 4 deletions locale/castle_gates.de.tr
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@@ -1,5 +1,4 @@
# textdomain:castle_gates

Heavy wooden bars designed to prevent entry even to siege equipment.=Schwere Holzgitter, die selbst Belagerungsgeräten den Zugang verwehren.
Place these bars in a structure together and they will slide as a unified gate when clicked on.=Platzieren Sie diese Balken zusammen in einer Struktur, und sie gleiten als ein einheitliches Tor, wenn sie angeklickt werden.
The bottom edge of a portcullis gate, with knobs to lock securely into the floor.=Die untere Kante eines Fallgatters, mit Knäufen zum sicheren Einrasten in den Boden.
Expand All @@ -23,6 +22,9 @@ Gates are multi-node constructions, usually (though not always) consisting of mu
Oak Door=Eichenholztür
Jail Door=Gefängnistür
Jail Bars=Gefängnisstäbe
Stonebrick=Steinquader
@1 Gate Slot=@1 Tor Schlitz
@1 Gate Slot Reverse=@1 Tor Schlitz Umgekehrt
@1 Portcullis Bars=@1 Fallgitter Balken
@1 Portcullis Bottom=@1 Fallgitter Unterseite
@1 Gate Door=@1 Tor Tür
Expand All @@ -31,6 +33,3 @@ Jail Bars=Gefängnisstäbe
@1 Gate Door With Hinge=@1 Tor Tür mit Scharnier
Wooden=Hölzern
Steel=Stahl
Stonebrick=Steinquader
@1 Gate Slot=@1 Tor Schlitz
@1 Gate Slot Reverse=@1 Tor Schlitz Umgekehrt
9 changes: 3 additions & 6 deletions locale/castle_gates.es.tr
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@@ -1,7 +1,4 @@
# textdomain:castle_gates

# Translation By Carlos Barraza

Heavy wooden bars designed to prevent entry even to siege equipment.=Barras de madera pesadas diseñadas para evitar la entrada incluso a equipo de asedio
Place these bars in a structure together and they will slide as a unified gate when clicked on.=Coloque estas barras en una estructura juntas y se deslizarán como si estuvieran unidas cuando se le hace clic
The bottom edge of a portcullis gate, with knobs to lock securely into the floor.=Es el borde inferior de una puerta rastrillo, con perillas para bloquearla con seguridad en el piso
Expand All @@ -25,6 +22,9 @@ Gates are multi-node constructions, usually (though not always) consisting of mu
Oak Door=Puerta de Roble
Jail Door=Puerta de Cárcel
Jail Bars=Rejas de Cárcel
Stonebrick=Ladrillo de Piedra
@1 Gate Slot=Espacio para Puerta de @1
@1 Gate Slot Reverse=Espacio para Puerta Invertido de @1
@1 Portcullis Bars=Barras de Rastrillo de @1
@1 Portcullis Bottom=Fondo de Rastrillo de @1
@1 Gate Door=Puerta de Entrada de @1
Expand All @@ -33,6 +33,3 @@ Jail Bars=Rejas de Cárcel
@1 Gate Door With Hinge=Puerta de Entrada de @1 con Bisagra
Wooden=Madera
Steel=Hierro
Stonebrick=Ladrillo de Piedra
@1 Gate Slot=Espacio para Puerta de @1
@1 Gate Slot Reverse=Espacio para Puerta Invertido de @1
16 changes: 5 additions & 11 deletions locale/castle_gates.it.tr
Original file line number Diff line number Diff line change
@@ -1,11 +1,4 @@
# textdomain:castle_gates

# ITALIAN LOCALE FILE FOR THE CASTLE GATES MODULE
# Copyright (C) 2017 Philipbenr And DanDuncombe
# This file is distributed under the same license as the CASTLE GATES package.
# Hamlet <[email protected]> 2017, 2019.
#

Heavy wooden bars designed to prevent entry even to siege equipment.=Pesanti sbarre di legno progettate per impedire l'accesso perfino all'equipaggiamento da assedio.
Place these bars in a structure together and they will slide as a unified gate when clicked on.=Componete una struttura mettendo insieme queste sbarre ed esse scorreranno come un'unica saracinesca quando ci si cliccherà sopra.
The bottom edge of a portcullis gate, with knobs to lock securely into the floor.=La parte inferiore di una saracinesca, con puntali per bloccarsi saldamente nel pavimento.
Expand All @@ -25,9 +18,13 @@ Two nodes cannot occupy the same space, but this block extends into a neighborin
Gates=Cancelli, porte, portoni e saracinesche
Gates are large multi-node constructions that swing on hinges or slide out of the way when triggered.=Cancelli, porte, portoni e saracinesche sono costruzioni multi-nodo che quando vengono attivate ruotano su dei cardini o scivolano via.
Gate construction=Costruzione di cancelli, porte, portoni e saracinesche
Gates are multi-node constructions, usually (though not always) consisting of multiple node types that fit together into a unified whole. The orientation of gate nodes is significant, so a screwdriver will be a helpful tool when constructing gates.@n@nA gate's extent is determined by a "flood fill" operation. When you trigger a gate block, all compatible neighboring blocks will be considered part of the same structure and will move in unison. Only gate blocks that are aligned with each other will be considered part of the same gate. If you wish to build adjoining gates (for example, a large pair of double doors that meet in the center) you'll need to make use of gate edge blocks to prevent it all from being considered one big door. Note that if your gate does not abut any other gates you don't actually need to define its edges this way - you don't have to use edge blocks in this case.@n@nIf a gate has no hinge nodes it will be considered a sliding gate. When triggered, the gate code will search for a direction that the gate can slide in and will move it in that direction at a rate of one block-length per second. Once it reaches an obstruction it will stop, and when triggered again it will try sliding in the opposite direction.@n@nIf a gate has hinge nodes then triggering it will cause the gate to try swinging around the hinge. If the gate has multiple hinges and they don't line up properly the gate will be unable to move. Note that the gate can only exist in 90-degree increments of orientation, but the gate still looks for obstructions in the region it is swinging through and will not swing if there's something in the way.=Cancelli, porte, portoni e saracinesche sono costruzioni multi-nodo, di solito (anche se non sempre) costituite da molteplici tipi di nodi che si uniscono in un tutt'uno. L'orientamento è importante, perciò un cacciavite sarà uno strumento utile quando si costruiscono cancelli, porte, ecc.@n@nL'estensione di cancelli e simili è stabilita da un'operazione "flood fill" (allagamento riempitivo). Quando attivate un blocco di cancello, tutte le parti limitrofe compatibili verranno considerate parte della stessa struttura e si muoveranno all'unisono. Solamente i blocchi che sono allineati l'un l'altro saranno considerati come parte dello stesso cancello. Se desiderate costruire cancelli confinanti (per esempio, un paio di grossi battenti che si incontrano nel mezzo) dovrete fare uso dei blocchi-estremità per impedire che il tutto sia considerato come un'unica grossa porta. Si noti che se il vostro cancello non confina con nessun altro non avete la necessità di definirne le estremità in questo modo - in questo caso non è necessario che usiate blocchi-estremità.@n@nSe un cancello, ecc. non ha nodi coi cardini sarà considerato come scorrevole. Quando attivato, il programma del cancello cercherà una direzione in cui possa scivolare e lo muoverà in quella direzione al passo della distanza di un nodo al secondo. Quando raggiungerà un ostacolo si fermerà, e quando attivato ancora tenterà di scorrere nella direzione opposta.@n@nSe un cancello, ecc. ha dei nodi coi cardini, attivandolo lo si farà ruotare attorno al cardine. Se il cancello ha più cardini e questi non sono allineati correttamente non riuscirà a muoversi. Si noti che il cancello può svilupparsi solo in incrementi di 90° di orientamento, e controllerà la presenza di ostacoli nella zona in cui ruota e non ruoterà se c'è qualcosa di mezzo.Oak Door=Porta di quercia
Gates are multi-node constructions, usually (though not always) consisting of multiple node types that fit together into a unified whole. The orientation of gate nodes is significant, so a screwdriver will be a helpful tool when constructing gates.@n@nA gate's extent is determined by a "flood fill" operation. When you trigger a gate block, all compatible neighboring blocks will be considered part of the same structure and will move in unison. Only gate blocks that are aligned with each other will be considered part of the same gate. If you wish to build adjoining gates (for example, a large pair of double doors that meet in the center) you'll need to make use of gate edge blocks to prevent it all from being considered one big door. Note that if your gate does not abut any other gates you don't actually need to define its edges this way - you don't have to use edge blocks in this case.@n@nIf a gate has no hinge nodes it will be considered a sliding gate. When triggered, the gate code will search for a direction that the gate can slide in and will move it in that direction at a rate of one block-length per second. Once it reaches an obstruction it will stop, and when triggered again it will try sliding in the opposite direction.@n@nIf a gate has hinge nodes then triggering it will cause the gate to try swinging around the hinge. If the gate has multiple hinges and they don't line up properly the gate will be unable to move. Note that the gate can only exist in 90-degree increments of orientation, but the gate still looks for obstructions in the region it is swinging through and will not swing if there's something in the way.=Cancelli, porte, portoni e saracinesche sono costruzioni multi-nodo, di solito (anche se non sempre) costituite da molteplici tipi di nodi che si uniscono in un tutt'uno. L'orientamento è importante, perciò un cacciavite sarà uno strumento utile quando si costruiscono cancelli, porte, ecc.@n@nL'estensione di cancelli e simili è stabilita da un'operazione "flood fill" (allagamento riempitivo). Quando attivate un blocco di cancello, tutte le parti limitrofe compatibili verranno considerate parte della stessa struttura e si muoveranno all'unisono. Solamente i blocchi che sono allineati l'un l'altro saranno considerati come parte dello stesso cancello. Se desiderate costruire cancelli confinanti (per esempio, un paio di grossi battenti che si incontrano nel mezzo) dovrete fare uso dei blocchi-estremità per impedire che il tutto sia considerato come un'unica grossa porta. Si noti che se il vostro cancello non confina con nessun altro non avete la necessità di definirne le estremità in questo modo - in questo caso non è necessario che usiate blocchi-estremità.@n@nSe un cancello, ecc. non ha nodi coi cardini sarà considerato come scorrevole. Quando attivato, il programma del cancello cercherà una direzione in cui possa scivolare e lo muoverà in quella direzione al passo della distanza di un nodo al secondo. Quando raggiungerà un ostacolo si fermerà, e quando attivato ancora tenterà di scorrere nella direzione opposta.@n@nSe un cancello, ecc. ha dei nodi coi cardini, attivandolo lo si farà ruotare attorno al cardine. Se il cancello ha più cardini e questi non sono allineati correttamente non riuscirà a muoversi. Si noti che il cancello può svilupparsi solo in incrementi di 90° di orientamento, e controllerà la presenza di ostacoli nella zona in cui ruota e non ruoterà se c'è qualcosa di mezzo.
Oak Door=
Jail Door=Porta della prigione
Jail Bars=Sbarre della prigione
Stonebrick=mattone di pietra
@1 Gate Slot=Alloggio di @1 del cancello
@1 Gate Slot Reverse=Rovescio dell'alloggio di @1 del cancello
@1 Portcullis Bars=Sbarre della saracinesca di @1
@1 Portcullis Bottom=Estremità inferiore della saracinesca di @1
@1 Gate Door=Porta di @1 del cancello
Expand All @@ -36,6 +33,3 @@ Jail Bars=Sbarre della prigione
@1 Gate Door With Hinge=Porta di @1 con cardine del cancello
Wooden=legno
Steel=acciaio
Stonebrick=mattone di pietra
@1 Gate Slot=Alloggio di @1 del cancello
@1 Gate Slot Reverse=Rovescio dell'alloggio di @1 del cancello
27 changes: 3 additions & 24 deletions locale/template.txt
Original file line number Diff line number Diff line change
@@ -1,48 +1,30 @@
# textdomain:castle_gates

Heavy wooden bars designed to prevent entry even to siege equipment.=

Place these bars in a structure together and they will slide as a unified gate when clicked on.=

The bottom edge of a portcullis gate, with knobs to lock securely into the floor.=

This block can be used to define the edge of a portcullius that meets up with another gate, should you have an arrangement like that. Otherwise it's just decorative.=

A basic gate panel.=

This gate segment will move in unison with adjoining gate segments when right-clicked.=

A gate panel with a defined edge.=

The darkened edge of this panel marks the edge of the gate it's a part of. You can use these when building double doors to ensure the two parts swing separately, for example. Note that edges aren't strictly necessary for gates that stand alone.=

A gate edge with a handle.=

The handle is basically decorative, a door this size can be swung by clicking anywhere on it. But the darkened edge of this panel is useful for defining the edge of a gate when it abuts a partner to the side.=

A hinged gate segment that allows a gate to swing.=

If you have more than one hinge in your gate, make sure the hinges line up correctly otherwise the gate will not be able to swing. The hinge is the protruding block along the edge of the gate panel.=

A block with a slot to allow an adjacent sliding gate through.=

This block is designed to extend into a neighboring node that a sliding gate passes through, to provide a tight seal for the gate to move through without allowing anything else to squeeze in.=

A block that extends into an adjacent node to provide a tight seal for a large gate.=

Two nodes cannot occupy the same space, but this block extends into a neighboring node's space to allow for gates to form a tight seal. It can be used with sliding gates or swinging gates.=

Gates=

Gates are large multi-node constructions that swing on hinges or slide out of the way when triggered.=

Gate construction=

Gates are multi-node constructions, usually (though not always) consisting of multiple node types that fit together into a unified whole. The orientation of gate nodes is significant, so a screwdriver will be a helpful tool when constructing gates.@n@nA gate's extent is determined by a "flood fill" operation. When you trigger a gate block, all compatible neighboring blocks will be considered part of the same structure and will move in unison. Only gate blocks that are aligned with each other will be considered part of the same gate. If you wish to build adjoining gates (for example, a large pair of double doors that meet in the center) you'll need to make use of gate edge blocks to prevent it all from being considered one big door. Note that if your gate does not abut any other gates you don't actually need to define its edges this way - you don't have to use edge blocks in this case.@n@nIf a gate has no hinge nodes it will be considered a sliding gate. When triggered, the gate code will search for a direction that the gate can slide in and will move it in that direction at a rate of one block-length per second. Once it reaches an obstruction it will stop, and when triggered again it will try sliding in the opposite direction.@n@nIf a gate has hinge nodes then triggering it will cause the gate to try swinging around the hinge. If the gate has multiple hinges and they don't line up properly the gate will be unable to move. Note that the gate can only exist in 90-degree increments of orientation, but the gate still looks for obstructions in the region it is swinging through and will not swing if there's something in the way.=

Oak Door=
Jail Door=
Jail Bars=
Stonebrick=
@1 Gate Slot=
@1 Gate Slot Reverse=
@1 Portcullis Bars=
@1 Portcullis Bottom=
@1 Gate Door=
Expand All @@ -51,6 +33,3 @@ Jail Bars=
@1 Gate Door With Hinge=
Wooden=
Steel=
Stonebrick=
@1 Gate Slot=
@1 Gate Slot Reverse=