Files
alttpr-python/resources/app/cli/lang/en.json
2021-10-21 16:29:09 -06:00

312 lines
17 KiB
JSON

{
"cli": {
"yes": "Yes",
"no": "No",
"app.title": "ALttP Door Randomizer Version %s : --seed %s --code %s",
"version": "Version",
"seed": "Seed",
"player": "Player",
"shuffling.world": "Shuffling the World about",
"shuffling.dungeons": "Shuffling dungeons",
"shuffling.pots": "Shuffling pots",
"basic.traversal": "--Basic Traversal",
"generating.dungeon": "Generating dungeons",
"shuffling.keydoors": "Shuffling Key doors",
"lowering.keys.candidates": "Lowering key door count because not enough candidates",
"lowering.keys.layouts": "Lowering key door count because no valid layouts",
"keydoor.shuffle.time": "Key door shuffle time",
"keydoor.shuffle.time.crossed": "Cross Dungeon: Key door shuffle time",
"generating.itempool": "Generating Item Pool",
"calc.access.rules": "Calculating Access Rules",
"placing.dungeon.prizes": "Placing Dungeon Prizes",
"placing.dungeon.items": "Placing Dungeon Items",
"keylock.detected": "Keylock detected",
"fill.world": "Fill the world",
"balance.doors": "-Balancing Doors",
"re-balancing": "-Re-balancing",
"balancing": "--Balancing",
"splitting.up": "Splitting Up",
"balance.multiworld": "Balancing multiworld progression",
"cannot.beat.game": "Cannot beat game! Something went terribly wrong here!",
"cannot.reach.items": "The following items could not be reached: %s",
"cannot.reach.item": "%s (Player %d) at %s (Player %d)",
"check.item.location": "Checking if %s (Player %d) is required to beat the game.",
"check.item.location.true": "Yes, item is required.",
"check.item.location.false": "No, item is not required.",
"cannot.reach.progression": "Not all progression items reachable. Something went terribly wrong here.",
"cannot.reach.required": "Not all required items reachable. Something went terribly wrong here.",
"patching.rom": "Patching ROM",
"patching.spoiler": "Creating Spoiler",
"calc.playthrough": "Calculating Playthrough",
"made.rom": "Patched ROM: %s",
"made.playthrough": "Printed Playthrough: %s",
"made.spoiler": "Printed Spoiler: %s",
"used.enemizer": "Enemized: %s",
"done": "Done. Enjoy.",
"total.time": "Total Time: %s",
"finished.run": "Finished run",
"generation.failed": "Generation failed",
"generation.fail.rate": "Generation fail rate",
"generation.success.rate": "Generation success rate",
"enemizer.not.found": "Enemizer not found at",
"enemizer.nothing.applied": "No Enemizer options will be applied until this is resolved.",
"building.collection.spheres": "Building up collection spheres",
"building.calculating.spheres": "Calculated sphere %i, containing %i of %i progress items.",
"building.final.spheres": "Calculated final sphere %i, containing %i of %i progress items.",
"old.python.version": "Door Rando may have issues with python versions earlier than 3.7. Detected version: %s"
},
"help": {
"lang": [ "App Language, if available, defaults to English" ],
"create_spoiler": [ "Output a Spoiler File" ],
"logic": [
"Select Enforcement of Item Requirements. (default: %(default)s)",
"No Glitches: No Glitch knowledge required.",
"Minor Glitches: May require Fake Flippers, Bunny Revival",
" and Dark Room Navigation.",
"No Logic: Distribute items without regard for",
" item requirements."
],
"mode": [
"Select game mode. (default: %(default)s)",
"Open: World starts with Zelda rescued.",
"Standard: Fixes Hyrule Castle Secret Entrance and Front Door",
" but may lead to weird rain state issues if you exit",
" through the Hyrule Castle side exits before rescuing",
" Zelda in a full shuffle.",
"Inverted: Starting locations are Dark Sanctuary in West Dark",
" World or at Link's House, which is shuffled freely.",
" Requires the moon pearl to be Link in the Light World",
" instead of a bunny.",
"Retro: Keys are universal, shooting arrows costs rupees,",
" and a few other little things make this more like Zelda-1."
],
"swords": [
"Select sword placement. (default: %(default)s)",
"Random: All swords placed randomly.",
"Assured: Start game with a sword already.",
"Swordless: No swords. Curtains in Skull Woods and Agahnim\\'s",
" Tower are removed, Agahnim\\'s Tower barrier can be",
" destroyed with hammer. Misery Mire and Turtle Rock",
" can be opened without a sword. Hammer damages Ganon.",
" Ether and Bombos Tablet can be activated with Hammer",
" (and Book). Bombos pads have been added in Ice",
" Palace, to allow for an alternative to firerod.",
"Vanilla: Swords are in vanilla locations."
],
"goal": [
"Select completion goal. (default: %(default)s)",
"Ganon: Collect all crystals, beat Agahnim 2 then",
" defeat Ganon.",
"Crystals: Collect all crystals then defeat Ganon.",
"Pedestal: Places the Triforce at the Master Sword Pedestal.",
"All Dungeons: Collect all crystals, pendants, beat both",
" Agahnim fights and then defeat Ganon.",
"Triforce Hunt: Places 30 Triforce Pieces in the world, collect",
" 20 of them to beat the game."
],
"difficulty": [
"Select game difficulty. Affects available itempool. (default: %(default)s)",
"Normal: Normal difficulty.",
"Hard: A harder setting with less equipment and reduced health.",
"Expert: A harder yet setting with minimum equipment and health."
],
"item_functionality": [
"Select limits on item functionality to increase difficulty. (default: %(default)s)",
"Normal: Normal functionality.",
"Hard: Reduced functionality.",
"Expert: Greatly reduced functionality."
],
"timer": [
"Select game timer setting. Affects available itempool. (default: %(default)s)",
"None: No timer.",
"Display: Displays a timer but does not affect",
" the itempool.",
"Timed: Starts with clock at zero. Green Clocks",
" subtract 4 minutes (Total: 20), Blue Clocks",
" subtract 2 minutes (Total: 10), Red Clocks add",
" 2 minutes (Total: 10). Winner is player with",
" lowest time at the end.",
"Timed OHKO: Starts clock at 10 minutes. Green Clocks add",
" 5 minutes (Total: 25). As long as clock is at 0,",
" Link will die in one hit.",
"OHKO: Like Timed OHKO, but no clock items are present",
" and the clock is permenantly at zero.",
"Timed Countdown:Starts with clock at 40 minutes. Same clocks as",
" Timed mode. If time runs out, you lose (but can",
" still keep playing)."
],
"progressive": [
"Select progressive equipment setting. Affects available itempool. (default: %(default)s)",
"On: Swords, Shields, Armor, and Gloves will",
" all be progressive equipment. Each subsequent",
" item of the same type the player finds will",
" upgrade that piece of equipment by one stage.",
"Off: Swords, Shields, Armor, and Gloves will not",
" be progressive equipment. Higher level items may",
" be found at any time. Downgrades are not possible.",
"Random: Swords, Shields, Armor, and Gloves will, per",
" category, be randomly progressive or not.",
" Link will die in one hit."
],
"algorithm": [
"Select item filling algorithm. (default: %(default)s)",
"balanced: vt26 derivative that aims to strike a balance between",
" the overworld heavy vt25 and the dungeon heavy vt26",
" algorithm.",
"vt26: Shuffle items and place them in a random location",
" that it is not impossible to be in. This includes",
" dungeon keys and items.",
"vt25: Shuffle items and place them in a random location",
" that it is not impossible to be in.",
"vt21: Unbiased in its selection, but has tendency to put",
" Ice Rod in Turtle Rock.",
"vt22: Drops off stale locations after 1/3 of progress",
" items were placed to try to circumvent vt21\\'s",
" shortcomings.",
"Freshness: Keep track of stale locations (ones that cannot be",
" reached yet) and decrease likeliness of selecting",
" them the more often they were found unreachable.",
"Flood: Push out items starting from Link\\'s House and",
" slightly biased to placing progression items with",
" less restrictions."
],
"shuffle": [
"Select Entrance Shuffling Algorithm. (default: %(default)s)",
"Full: Mix cave and dungeon entrances freely while limiting",
" multi-entrance caves to one world.",
"Simple: Shuffle Dungeon Entrances/Exits between each other",
" and keep all 4-entrance dungeons confined to one",
" location. All caves outside of death mountain are",
" shuffled in pairs and matched by original type.",
"Restricted: Use Dungeons shuffling from Simple but freely",
" connect remaining entrances.",
"Crossed: Mix cave and dungeon entrances freely while allowing",
" caves to cross between worlds.",
"Insanity: Decouple entrances and exits from each other and",
" shuffle them freely. Caves that used to be single",
" entrance will still exit to the same location from",
" which they are entered.",
"Vanilla: All entrances are in the same locations they were",
" in the base game.",
"Legacy shuffles preserve behavior from older versions of the",
"entrance randomizer including significant technical limitations.",
"The dungeon variants only mix up dungeons and keep the rest of",
"the overworld vanilla."
],
"door_shuffle": [
"Select Door Shuffling Algorithm. (default: %(default)s)",
"Basic: Doors are mixed within a single dungeon.",
"Crossed: Doors are mixed between all dungeons.",
"Vanilla: All doors are connected the same way they were in the",
" base game."
],
"intensity" : [
"Door Shuffle Intensity Level (default: %(default)s)",
"1: Shuffles normal doors and spiral staircases",
"2: And shuffles open edges and both types of straight staircases",
"3: And shuffles dungeon lobbies",
"random: Picks one of those at random"
],
"experimental": [ "Enable experimental features. (default: %(default)s)" ],
"dungeon_counters": [ "Enable dungeon chest counters. (default: %(default)s)" ],
"crystals_ganon": [
"How many crystals are needed to defeat ganon. Any other",
"requirements for ganon for the selected goal still apply.",
"This setting does not apply when the all dungeons goal is",
"selected. (default: %(default)s)",
"Random: Picks a random value between 0 and 7 (inclusive).",
"0-7: Number of crystals needed"
],
"crystals_gt": [
"How many crystals are needed to open GT. For inverted mode",
"this applies to the castle tower door instead. (default: %(default)s)",
"Random: Picks a random value between 0 and 7 (inclusive).",
"0-7: Number of crystals needed"
],
"openpyramid": [ "Pre-opens the pyramid hole, this removes the Agahnim 2 requirement for it. (default: %(default)s)" ],
"rom": [
"Path to an ALttP JP (1.0) rom to use as a base." ,
"(default: %(default)s)"
],
"loglevel": [ "Select level of logging for output. (default: %(default)s)" ],
"seed": [ "Define seed number to generate." ],
"count": [
"Use to batch generate multiple seeds with same settings.",
"If --seed is provided, it will be used for the first seed, then",
"used to derive the next seed (i.e. generating %(default)s seed(s) with",
"--seed given will produce the same %(default)s (different) rom(s) each",
"time)."
],
"fastmenu": [
"Select the rate at which the menu opens and closes. (default: %(default)s)"
],
"quickswap": [ "Enable quick item swapping with L and R. (default: %(default)s)" ],
"disablemusic": [ "Disables game music including MSU-1. (default: %(default)s)" ],
"mapshuffle": [ "Maps are no longer restricted to their dungeons, but can be anywhere. (default: %(default)s)" ],
"compassshuffle": [ "Compasses are no longer restricted to their dungeons, but can be anywhere. (default: %(default)s)" ],
"keyshuffle": [ "Small Keys are no longer restricted to their dungeons, but can be anywhere. (default: %(default)s)" ],
"bigkeyshuffle": [ "Big Keys are no longer restricted to their dungeons, but can be anywhere. (default: %(default)s)" ],
"shopsanity": ["Shop contents are shuffle in the main item pool and other items can take their place. (default: %(default)s)"],
"keydropshuffle": [ "Key Drops (Pots and Enemies) are shuffled and other items can take their place (default: %(default)s)" ],
"mixed_travel": [
"How to handle potential traversal between dungeon in Crossed door shuffle",
"Prevent: Rails are placed to prevent bombs jump and hovering from changing dungeon except with glitched logic settings",
"Allow: Take the rails off, \"I know what I'm doing\"",
"Force: Force these troublesome connections to be in the same dungeon (but not in logic). No rails will appear"
],
"standardize_palettes": [
"In cross dungeon shuffle, we can keep the rooms original palette or attempt to standardize them",
"Standardize: Attempts to make the palette the same between dungeons",
"Original: Dungeons rooms retain original palettes"
],
"retro": [
"Keys are universal, shooting arrows costs rupees,",
"and a few other little things make this more like Zelda-1. (default: %(default)s)"
],
"pseudoboots": [ " Players starts with pseudo boots that allow dashing but no item checks (default: %(default)s"],
"bombbag": ["Start with 0 bomb capacity. Two capacity upgrades (+10) are added to the pool (default: %(default)s)" ],
"startinventory": [ "Specifies a list of items that will be in your starting inventory (separated by commas). (default: %(default)s)" ],
"usestartinventory": [ "Toggle usage of Starting Inventory." ],
"custom": [ "Not supported." ],
"customitemarray": [ "Not supported." ],
"accessibility": [
"Select Item/Location Accessibility. (default: %(default)s)",
"Items: You can reach all unique inventory items. No guarantees about",
" reaching all locations or all keys.",
"Locations: You will be able to reach every location in the game.",
"None: You will be able to reach enough locations to beat the game."
],
"hints": [ "Make telepathic tiles and storytellers give helpful hints. (default: %(default)s)" ],
"shuffleganon": [
"Include the Ganon's Tower and Pyramid Hole in the",
"entrance shuffle pool. (default: %(default)s)"
],
"shufflelinks": [
"Include Link's House in the entrance shuffle pool. (default: %(default)s)"
],
"overworld_map": [
"Control if and how the overworld map indicators show the locations of dungeons (default: %(default)s)"
],
"heartbeep": [
"Select the rate at which the heart beep sound is played at",
"low health. (default: %(default)s)"
],
"heartcolor": [ "Select the color of Link\\'s heart meter. (default: %(default)s)" ],
"sprite": [
"Path to a sprite sheet to use for Link. Needs to be in",
"binary format and have a length of 0x7000 (28672) bytes,",
"or 0x7078 (28792) bytes including palette data.",
"Alternatively, can be a ALttP Rom patched with a Link",
"sprite that will be extracted."
],
"reduce_flashing": [ "Reduce some in-game flashing (default: %(default)s)" ],
"shuffle_sfx": [ "Shuffle sounds effects (default: %(default)s)" ],
"create_rom": [ "Create an output rom file. (default: %(default)s)" ],
"gui": [ "Launch the GUI. (default: %(default)s)" ],
"jsonout": [
"Output .json patch to stdout instead of a patched rom. Used",
"for VT site integration, do not use otherwise. (default: %(default)s)"
]
}
}