//TAGAP_START
//==================================
// EDITOR STRINGS RESOURCE
//==================================
//==================================
// GENERAL STRINGS
//==================================
GUISTR *canc CANCEL _ _
GUISTR *more MORE _ _
GUISTR *back BACK _ _
GUISTR *savnow SAVE _ _
GUISTR *browse Browse Browse_available_files _
GUISTR *nudge _ Nudge_object_by_one_pixel;_Hold SHIFT_to_nudge_by_half_grid
//==================================
// MAIN MENU
//==================================
GUISTR *mode0 Geometry Edit_geometry_and_objects_[F1] _
GUISTR *mode1 Textures Edit_texture_polygons_[F2] _
GUISTR *mode2 Properties Edit_level_properties_[F3] _
GUISTR *start Launch... Test_the_level_in_action_[F6] _
GUISTR *save Save... Save_current_level_[CTRL+S] _
GUISTR *saveas Save_as... Save_level_into_a_different_file _
GUISTR *load Load... Load_previously_saved_level _
GUISTR *devset Setup... Change_editor_options_to_suit your_liking
GUISTR *savehead Enter_level_file_name _ _
//==================================
// EDITING STRINGS
//==================================
GUISTR *tapped [Tapped] _ _
GUISTR *entface Face Change_entity_facing_direction _
GUISTR *entlist _ Select_an_entity_from_the_list _
GUISTR *entgroup Entity_group Replace_all_group_entities_with one_in_the_list
GUISTR *entaim _ Change_default_aiming_angle of_the_entity
GUISTR *entact0 Start_active Entity_is_active_by_default _
GUISTR *entact1 Start_inactive Entity_is_inactive_by_default_and_requires trigger_activation_to_wake
GUISTR *entact2 Change_activity Makes_all_entities_in_group active_or_inactive
GUISTR *entlink Delete Remove_link _
GUISTR *floor Floor Defines_how_the_line_appears_in_game; Ceiling_or_floor
GUISTR *ceil Ceiling Defines_how_the_line_appears_in_game; Ceiling_or_floor
GUISTR *floorstyle _ Select_linedef_style _
GUISTR *polyorder Order Move_polygon_one_step_to background_or_foreground
GUISTR *polyback BACK Move_polygon_to_backmost _
GUISTR *polyfront FRONT Bring_polygon_to_the_front _
GUISTR *polyoffs Offset Select_the_polygon_corner_used as_texture_image_offset
GUISTR *polyshade Shading_OFF Toggle_polygon_shading _
GUISTR *polyshade2 Shading_ON Toggle_polygon_shading _
GUISTR *polyangle Alignment_OFF Toggle_polygon_alignment _
GUISTR *polyangle2 Alignment_ON Toggle_polygon_alignment _
GUISTR *polytag Tag_OFF Toggle_polygon_tag _
GUISTR *polytag2 Tag_ON Toggle_polygon_tag _
GUISTR *multiadd Add Add_a_new_multitap _
GUISTR *multidel Delete Delete_current_multitap _
GUISTR *multisel Multitap Select_a_multitap_to_view _
GUISTR *multiunlink DEL Remove_link_from_multitap _
GUISTR *multiempty (no_multitaps) _ _
GUISTR *fodder0 (no_cannon_fodder_set) _ _
GUISTR *fodder1 (this_cannon_fodder_is_empty) _ _
GUISTR *fodder2 (INVALID_ENTITY) _ _
GUISTR *normalize Normalize Normalize_field_size_according_to current_field_type
GUISTR *texbrowse Texture_browser _ _
GUISTR *triglist _ Select_type_of_the_field_from_the_list _
GUISTR *trigentlist Select_entity Select_an_entity_from_the_list _
GUISTR *trigtarg _ Change_trigger_properties _
GUISTR *trigmulti Select_multitap Select_multitap_to_be_linked with_current_trigger
GUISTR *trigdef Use_default Revert_trigger_to_default_values _
GUISTR *triginfo New_line Add_new_line_of_dialogue _
GUISTR *trigtrim Trim_lines Remove_all_unused_lines _
//==================================
// PROPERTIES STRINGS
//==================================
GUISTR *prop_header Level_properties _ _
GUISTR *prop_title Title Name_of_the_level_shown_in_the_beginning; Use_"Untitled"_for_no_title
GUISTR *prop_file File_name File_name_of_the_level;_You_can_define it_here_or_by_using_"Save_as"
GUISTR *prop_next Next_level File_name_of_the_default_following_level _
GUISTR *prop_seq Sequence Sequence_loaded_as_intermission; Use_"none"_for_no_sequence
GUISTR *prop_ost Soundtrack Music_to_be_streamed;_Use_"off" for_no_soundtrack
GUISTR *prop_bg0 _ File_name_of_the_background_layer; leave_blank_for_no_image
GUISTR *prop_bg1 Scroll Defines_how_well_layer_follows_player's horizontal_movement
GUISTR *prop_bg2 Offset Layer's_distance_from_top_of the_screen_(in_pixels)
GUISTR *prop_bg3 Move Defines_layer's_constant_horizontal scrolling_movement
GUISTR *prop_bg4 _ Defines_layer's_constant_vertical scrolling_movement
GUISTR *prop_bg5 _ Sets_special_rendering_effect_flag for_the_layer
GUISTR *prop_fade Fading Fades_from_solid_to_transparent; Parallax_appears_as_fullscreen
GUISTR *prop_gloom Bloom Layer_illuminates_when_shown_through windows_or_doors
GUISTR *prop_disable Disabled Layer_isn't_drawn_in_backgrounds or_monitor_screens
GUISTR *prop_litfade Lit_fade Layer_is_rendered_with_light_blending and_is_faded_on_edges
GUISTR *prop_fullb Fullbright Layer_is_rendered_fullbright regardless_of_the_theme_lighting
GUISTR *prop_normal Normal Layer_has_no_rendering_flags _
GUISTR *prop_morelayers More_layers... Add_and_edit_more_layers;_Note_that_only three_first_can_be_used_as_backgrounds
GUISTR *prop_backprop Back_to_properties... Back_to_level_properties_editor _
GUISTR *prop_int Interior_backgrounds No_parallax_backgrounds,_only skyboxes_are_drawn
GUISTR *prop_ext Parallax_backgrounds Layers_are_drawn_as_fullscreen parrallax_background
GUISTR *prop_scheme Scheme Predefined_level_setting _
GUISTR *stat_stat Statistics Remember_to_check_level_statistics from_time_to_time
//==================================
// LEVEL ENTITY STRINGS
//==================================
GUISTR *prop_fod Fodder Choose_list_of_entities_to_be spawned_as_enemy_waves
GUISTR *prop_tool1 Tool_fodder Choose_the_level_tool_fodder_#1 _
GUISTR *prop_tool2 _ Choose_the_level_tool_fodder_#2 _
GUISTR *prop_tool3 Powertool_fodder Choose_the_level_powertool_fodder _
GUISTR *prop_pause _ Modifies_the_pause_between_spawnings, altering_enemy_wave_intensity
GUISTR *prop_fs0 From_sides Enemies_emerge_from_both_sides _
GUISTR *prop_fs1 From_sky Enemies_fall_from_the_sky _
GUISTR *prop_fs2 Surround Enemies_surround_player_from_both sides_and_sky
GUISTR *prop_fs3 From_sky_(alt) Enemies_fall_from_the_sky, the_restricted_co-op_variant
GUISTR *prop_assist Assist Choose_the_default_reinforcement attack_for_the_level
GUISTR *prop_boot0 Center_map_to_origin Centers_the_map_coordinates_to use_player_#1_position_as_origin
GUISTR *prop_boot1 Start_from_scratch Start_a_new_level_from_scratch _
GUISTR *stat_prev Entities Set_level_entities_and_preview current_cannon_fodder
//==================================
TAGAP_END