Project Zomboid

Project Zomboid

Act Undead
 This topic has been pinned, so it's probably important
Burryaga  [developer] 21 Jun, 2024 @ 2:21am
Translations
This mod is officially in a fairly persistent state that should change fairly gradually from here, and it is 100% ready for translation files to be made. I will post the current translation files below as code so that you can easily copy and paste it into you editor of choice. Please send me the files in links in this thread or via Discord. I don't mind direct messages!

I will update this message as translations for various languages are submitted and included in future updates to this mod.
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Burryaga  [developer] 21 Jun, 2024 @ 2:21am 
~~~ Sandbox_EN.txt ~~~
Sandbox_EN = { Sandbox_ActUndead = "Act Undead", Sandbox_matchSprintingWithRunning = "Match Sprinting with Running", Sandbox_matchSprintingWithRunning_tooltip = "Enable this setting if you prefer that the mod uses the same zombieWalkType for running and sprinting when players begin shambling. The shambling (walking) animation will still be distinct from the running animation, although some may appear to go together better than others. If mods use the same zombieWalkType for running and sprinting, they can easily make "fast" variations of all of their running animation sets that work well for sprinting.", Sandbox_footInjuriesPreventActing = "Foot Injuries Prevent Acting", Sandbox_footInjuriesPreventActing_tooltip = "If this option is enabled, undead acting will end whenever players injure their feet, and players with injured feet will be unable to act undead until the game determines that their feet are not injured according to the function hasFootInjury.", Sandbox_enableEmoteRadialActingSubmenu = "Enable Emote Wheel Submenu", Sandbox_enableEmoteRadialActingSubmenu_tooltip = "Add access to the Act Undead menu as a submenu of the vanilla emote radial menu. The menu will still be available via its other shortcuts.", Sandbox_displayAntiCheatWarning = "Display Anti-Cheat Warning", Sandbox_displayAntiCheatWarning_tooltip = "By default, this mod displays a brief warning when players connect if Anti-Cheat 12 is enabled, because Anti-Cheat 12 prevents this mod from hiding them from zombies. If you only want to use this mod for animation purposes, you can disable this warning here, and leave Anti-Cheat 12 enabled.", Sandbox_addCustomUndeadMovementAnimations = "Add Custom Movement Animations", Sandbox_addCustomUndeadMovementAnimations_tooltip = "I plan to add custom movement animations over time. Currently, I have only added a couple; they are simply slight edits of vanilla poses meant to look just a little like someone might be acting; their inspiration for the animation will be apparent, but they won't quite imitate how zombies really walk in Project Zomboid. I plan to improve these as much as I can in whatever time I can find for doing so.", Sandbox_addCustomUndeadIdleAnimations = "Add Custom Idle Animations", Sandbox_addCustomUndeadIdleAnimations_tooltip = "I plan to add custom idle animations over time. Currently, there is only one that resembles Shaun's choice of pose in the movie that inspired this mod. I plan to improve these as much as I can in whatever time I can find for doing so.", Sandbox_removeJankyActingAnimations = "Remove Janky Animations", Sandbox_removeJankyActingAnimations_tooltip = "Some of the vanilla animations used in this mod look funny because they are taken out of context. I made some very slow walks work at player speed by increasing their animation speed, and I made some normal walks work as runs and sprints in the same way. I think they look funny and they make me laugh, but if these animations bother you, you may enable this option to disable them!", Sandbox_zombiesAreEasilyFooled = "Zombies Are Easily Fooled", Sandbox_zombiesAreEasilyFooled_tooltip = "If you enable this, zombies will never realize you're human when you're acting undead.", Sandbox_actForEntertainmentButNotSurvival = "Acting is for Entertainment Only", Sandbox_actForEntertainmentButNotSurvival_tooltip = "If you enable this, then this mod will only allow people to pretend to be undead for each other's amusement. It will not make any zombies less likely to eat them. Players will still attract zombies when they are moaning.", Sandbox_undeadWalkSpeedModifier = "Undead Walk Speed Modifier", Sandbox_undeadWalkSpeedModifier_tooltip = "This setting adjusts the speed at which players under the effect of this mod's animations will walk. Values above 1 will increase player speeds. Numbers below 1 will decrease player speeds. Yes, you can pretend to play in slow motion, but the zombies will not be slow. <RGB:1.0,0.6,0.0> Absurd speed increases have not been thoroughly tested; use them at your own risk. <RGB:1.0,0.6,0.0> ", Sandbox_undeadRunSpeedModifier = "Undead Run Speed Modifier", Sandbox_undeadRunSpeedModifier_tooltip = "This setting adjusts the speed at which players under the effect of this mod's animations will run. Values above 1 will increase player speeds. Numbers below 1 will decrease player speeds. Absurd speeds have not been thoroughly tested. <RGB:1.0,0.6,0.0> Absurd speed increases have not been thoroughly tested; use them at your own risk. <RGB:1.0,0.6,0.0> ", Sandbox_undeadSprintSpeedModifier = "Undead Sprint Speed Modifier", Sandbox_undeadSprintSpeedModifier_tooltip = "This setting adjusts the speed at which players under the effect of this mod's animations will sprint. Values above 1 will increase player speeds. Numbers below 1 will decrease player speeds. <RGB:1.0,0.6,0.0> Absurd speed increases have not been thoroughly tested; use them at your own risk. <RGB:1.0,0.6,0.0> ", Sandbox_undeadInjurySpeedReduction = "Undead Injury Speed Reduction", Sandbox_undeadInjurySpeedReduction_tooltip = "When players are injured, their speed will be reduced according to severity of their injuries. By default, player speed can be reduced as much as 20% when health is low (in other words, it can be reduced to 80% of its normal value). Maximum speed reduction is reached when overall player health drops below 30%. <RGB:1.0,0.6,0.0> ", Sandbox_delayBeforeZombiesForgetPlayersMin = "Minimum Delay Before Zombies Forget", Sandbox_delayBeforeZombiesForgetPlayersMax_tooltip = "After a player is spotted, zombies will chase the player unless they lose sight of the player for a short time. The exact required hiding duration (measured in milliseconds) will be randomly selected when the player is spotted. The value will fall between this minimum and the maximum below. <RGB:1.0,0.6,0.0> ", Sandbox_delayBeforeZombiesForgetPlayersMax = "Maximum Delay Before Zombies Forget", Sandbox_delayBeforeZombiesForgetPlayersMax_tooltip = "After a player is spotted, zombies will chase the player unless they lose sight of the player for a short time. The exact required hiding duration (measured in milliseconds) will be randomly selected when the player is spotted. The value will fall between the minimum above and this maximum. <RGB:1.0,0.6,0.0> ", Sandbox_delayBeforeNextMoanMin = "Minimum Delay Before Next Moan", Sandbox_delayBeforeNextMoanMin_tooltip = "After player first moans when beginning to shamble, what is the minimum number of milliseconds that should pass before they moan again? Setting this to any value below 1000 milliseconds will disable sound effects. <RGB:1.0,0.6,0.0> ", Sandbox_delayBeforeNextMoanMax = "Maximum Delay Before Next Moan", Sandbox_delayBeforeNextMoanMax_tooltip = "After player first moans when beginning to shamble, what is the maximum number of milliseconds that should pass before they moan again? Note that if this maximum is smaller than the minimum, moaning will be disabled. <RGB:1.0,0.6,0.0> ", Sandbox_moanFrequencyThreatMultiplier = "Moan Frequency Threat Multiplier", Sandbox_moanFrequencyThreatMultiplier_tooltip = "This multiplier will cause shambling players to moan more or less often based on their proximity to real zombies. <RGB:1.0,0.6,0.0> ", Sandbox_zombieHearingRangeForMoans = "Zombie Hearing Range for Moans", Sandbox_zombieHearingRangeForMoans_tooltip = "This setting effectively determines the zombie pull radius of your moans. By default, this option assumes that zombies may hear you from within the same room or the next, but not beyond that distance. However, this option will allow you to telepathically summon hordes from around your cell if you so desire. Setting this to 0 will stop zombies from hearing you at all.<RGB:1.0,0.6,0.0> ", Sandbox_disableZombieMoanSoundEffects = "Disable Zombie Moan Sound Effects", Sandbox_disableZombieMoanSoundEffects_tooltip = "If you want to play with the above moan mechanics enabled, but you hate the sound of moaning routinely while you act like a zombie (or perhaps you run an RP server where players plan to do their own moaning), this option is for you. This only disables the audible sound effect of the player moaning while they act undead; it does not disable the routine sound event that draws zombies to the player position when players moan.", Sandbox_misfortuneDenominator = "Misfortune Denominator", Sandbox_misfortuneDenominator_tooltip = "The probability of the player having an unfortunate moment while moving too close to a zombie is 1 divided by this number; these checks occur every player update, so they are quite frequent. Setting this to 1 will guarantee that the player is always noticed when they are close to zombies. Setting this denominator to 0 will disable this feature. <RGB:1.0,0.6,0.0> ", Sandbox_misfortuneDenominatorTraitAdjustment = "Misfortune Denominator Trait Adjustment", Sandbox_misfortuneDenominatorTraitAdjustment_tooltip = "For each positive trait, the denominator above will be multiplied by this adjustment (which decreases the likelihood of misfortune). For each negative trait, it will be divided by this adjustment. The following traits are considered: <RGB:1.0,1.0,0.4> Brave, Cowardly, Clumsy, Graceful, Deaf, Hard of Hearing, Keen Hearing, Fit, Unfit, Claustrophobic, Lucky, Unlucky, Inconspicuous, Conspicuous, Desensitized, and Hunter. <RGB:1.0,0.6,0.0> ", Sandbox_shamblerUsingDynamicTraits = "Using Dynamic Trait Mods", Sandbox_shamblerUsingDynamicTraits_tooltip = "Enable this feature if you are using dynamic trait mods. This will cause the trait adjustment to be recalculated for all players every 10 in-game minutes.", Sandbox_delayBetweenMistakeChecks = "Delay Between Mistake Checks", Sandbox_delayBetweenMistakeChecks_tooltip = "Players can randomly make (unspecific) mistakes that draw the attention of nearby zombies. If the player is moving near a zombie who can see them when this occurs, the zombie will realize the player is alive. This setting decides how many milliseconds pass between these check events. Setting this to 0 will disable mistakes. <RGB:1.0,0.6,0.0> ", Sandbox_delayBetweenHazardChecks = "Delay Between Hazard Checks", Sandbox_delayBetweenHazardChecks_tooltip = "This determines the delay between checks for injury-related ways of getting unwanted attention from zombies. If you are bleeding or otherwise afflicted, zombies will be more inclined to notice you. Setting this delay to 0 will disable this feature. <RGB:1.0,0.6,0.0> ", Sandbox_bloodSmellDetectionMultiplier = "Blood Smell Detection Multiplier", Sandbox_bloodSmellDetectionMultiplier_tooltip = "This multiplier adjusts how bleeding wounds influence the likelihood that you will be identified by zombies. By default, the percent chance of detection is the square of the number of bleeding wounds that a player has; e.g., someone with 3 bleeding wounds will have a 9% chance of being smelled every check. This setting multiplies that probability. <RGB:1.0,0.6,0.0> ", Sandbox_delayBetweenConsequenceChecks = "Delay Between Consequence Checks", Sandbox_delayBetweenConsequenceChecks_tooltip = "The game will routinely check your characters state to see if you're doing stuff a zombie might not do the way you do it (like climbing with good hand-eye coordination and the intention of not hurting yourself, or attacking zombies). This setting determines the milliseconds between these checks. Setting it to 0 will disable these consequences. <RGB:1.0,0.6,0.0> ", Sandbox_delayBetweenConsequences = "Delay Between Consequences", Sandbox_delayBetweenConsequences_tooltip = "The checks above add up actions, but the dice roll determining whether your consequences got you spotted will only occur once per the number of milliseconds specified by this option. <RGB:1.0,0.6,0.0> ", Sandbox_enableAnimationSpeedDebugTool = "Enable Animation Speed Debug Tool", Sandbox_enableAnimationSpeedDebugTool_tooltip = "Automatically start the animation speed debug tool in this mod when you start the game. <RGB:1.0,0.2,0.2> You must also be running in debug mode. This is to prevent annoyance of normal users by hosts who forget this setting is enabled. This option is meant for modders who are actively developing new animations. It tells you how far players actually travel every two seconds while cycling through their loaded Act Undead animations automatically. Works for walking, running, and sprinting animations.", Sandbox_enableActingEventDebugTool = "Enable Acting Event Debug Tool", Sandbox_enableActingEventDebugTool_tooltip = "This is a debug tool for hosts. It simply makes a player say the mistakes they are making that might get them spotted by zombies whenever the game detects that they make them. This can help hosts get a feel for the subjective likelihood of various events under various configurations of this mod." }
Last edited by Burryaga; 21 Jun, 2024 @ 2:22am
Burryaga  [developer] 21 Jun, 2024 @ 2:22am 
~~~ UI_EN.txt ~~~
UI_EN = { UI_ActUndead = "Act Undead", UI_ActUndead_stopShambling = "Act Alive", UI_ActUndead_beginShambling = "Act Undead", UI_ActUndead_enableOverride = "Override Crouching", UI_ActUndead_disableOverride = "Restore Crouching", UI_ActUndead_lockStyle = "Save Undead Act", UI_ActUndead_unlockStyle = "Forget Undead Act", UI_optionscreen_binding_ActUndeadToggle = "Act Undead Toggle", UI_optionscreen_binding_ActUndeadRadial = "Act Undead Radial Menu", UI_ActUndead_changeModID = "When you reupload Act Undead, you must change its NAME and MOD ID in its MOD.INFO file.", UI_ActUndead_cannotCloseThis = "This message cannot be closed. It will not appear if you follow the prior instructions. Thank you!", UI_ActUndead_fixOrUnsubscribe = "You must fix or unsubscribe from item %1 on the Steam Workshop. Click here to visit its page.", UI_ActUndead_warningAboutAntiCheat = "Anti-Cheat 12 is enabled in your server config! Disable it in your server ini to allow Ghost Mode!", UI_ActUndead_animationsAndSoundsWork = "Act Undead animations and sounds will work, but Zombies will still see and eat players normally!", UI_ActUndead_butGhostModeWillNot = "You may disable this warning in sandbox options. It closes when you click it or move a couple tiles away.", -- Translations for debug tools. UI_ActUndead_debugActingUnluckyNearZombie = "Something unlucky got me noticed while I was moving near a zombie.", UI_ActUndead_debugActingConsequenceEvent = "The way I'm messing around would get me noticed right now.", UI_ActUndead_debugActingSmellyBloodEvent = "Zombies can smell my blood right now.", UI_ActUndead_debugActingObviousMistake = "I just made a mistake that a zombie would notice.", UI_ActUndead_debugActingSpottedByZombies = "I was just spotted and revealed to zombies.", UI_ActUndead_debugActingPlayerMoanEvent = "Braaaaaaaaaaaaaaaaains!", UI_ActUndead_debugActingRecognized = "The jig is up! A zombie just recognized me!", UI_ActUndead_debugActingHiddenOnceAgain = "I think I'm good. They won't remember me.", UI_ActUndead_debugActingMovementSpeed = "After 2 seconds of %1, player moved %2 units.", -- The following numbered list can be as long as I want. -- This mod is designed to keep loading translations until it cannot find one. -- You can make mods to utilize this mod's process for loading a set of numbered -- translations by entering the following code: -- -- ActUndead = require("ActUndead/Main") -- ActUndead.loadFootInjuryTranslations("UI_ModuleID_TranslationSetTag") -- -- where "ActUndead" (below) is an example of ModuleID (above), and -- "myFootLooksMangled" (below) is an example of TranslationSetTag (above). -- -- Do not forget to add this mod as a mod.info requirement using "require=" syntax. -- -- Underscores are optional before numbers. The mod looks for Tag# if it doesn't find Tag_#. UI_ActUndead_myFootLooksMangled_1 = "This foot doesn't look good.", UI_ActUndead_myFootLooksMangled_2 = "I need to do something about my foot.", UI_ActUndead_myFootLooksMangled_3 = "My foot needs a bandage before I'm fooling anyone.", UI_ActUndead_myFootLooksMangled_4 = "Now I understand how Achilles died.", UI_ActUndead_myFootLooksMangled_5 = "I need to let this foot heal before I try shambling on it.", UI_ActUndead_myFootLooksMangled_6 = "I really hope I get to keep that toe.", UI_ActUndead_myFootLooksMangled_7 = "I wish I could act undamaged.", UI_ActUndead_myFootLooksMangled_8 = "My foot hurts too much to move like that." }
Last edited by Burryaga; 21 Jun, 2024 @ 2:36am
Burryaga  [developer] 21 Jun, 2024 @ 2:23am 
That's it; for now, there are only two translation files. Hopefully, that won't need to change. Thank you in advance to everyone who joins this little adventure as a translator.
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