Automatic bundle update
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@@ -442,6 +442,7 @@ editor.waves = Rondes:
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editor.rules = Regels:
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editor.generation = Generatie:
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editor.objectives = Doelen
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editor.locales = Locale Bundles
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editor.ingame = Bewerk In-Spel
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editor.playtest = Speeltest
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editor.publish.workshop = Publiceer in Werkplaats
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@@ -508,6 +509,7 @@ editor.errorlegacy = Deze kaart is te oud, bestandsformaat word niet meer onders
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editor.errornot = Dat is geen kaartbestand.
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editor.errorheader = Dit kaartbestand is ongeldig of corrupt.
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editor.errorname = Kaart heeft geen naam.
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editor.errorlocales = Error reading invalid locale bundles.
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editor.update = Bijwerken
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editor.randomize = Willekeurig
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editor.moveup = Beweeg Omhoog
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@@ -519,6 +521,7 @@ editor.sectorgenerate = Sector Genereren
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editor.resize = Verander formaat
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editor.loadmap = Laad Kaart
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editor.savemap = Bewaar Kaart
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editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
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editor.saved = Bewaard!
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editor.save.noname = Je kaart heeft geen naam! Stel er ��n in het menu 'kaartinfo'.
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editor.save.overwrite = De naam van deze kaart is al in gebruik door een van het spel zelf, kies een andere.
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@@ -605,6 +608,23 @@ filter.option.floor2 = Secundaire Vloer
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filter.option.threshold2 = Secundaire Drempel
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filter.option.radius = Straal
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filter.option.percentile = percentiel
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locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: @[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
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locales.deletelocale = Are you sure you want to delete this locale bundle?
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locales.applytoall = Apply Changes To All Locales
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locales.addtoother = Add To Other Locales
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locales.rollback = Rollback to last applied
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locales.filter = Property filter
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locales.searchname = Search name...
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locales.searchvalue = Search value...
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locales.searchlocale = Search locale...
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locales.byname = By name
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locales.byvalue = By value
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locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
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locales.showmissing = Show properties that are missing in some locales
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locales.showsame = Show properties that have same values in different locales
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locales.viewproperty = View in all locales
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locales.viewing = Viewing property "{0}"
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locales.addicon = Add Icon
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width = Breedte:
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height = Hoogte:
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@@ -2231,6 +2251,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
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lst.read = Read a number from a linked memory cell.
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lst.write = Write a number to a linked memory cell.
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lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
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lst.format = Replace next placeholder ("[accent]@[]") in text buffer with a value.\nExample:\n[accent]print "test @"\nformat "example"
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lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
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lst.drawflush = Flush queued [accent]Draw[] operations to a display.
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lst.printflush = Flush queued [accent]Print[] operations to a message block.
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@@ -2268,6 +2289,7 @@ lst.effect = Create a particle effect.
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lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
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lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
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lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
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lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
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logic.nounitbuild = [red]Unit building logic is not allowed here.
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lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
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lenum.shoot = Shoot at a position.
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