From 70d74b340eb313b9e6563da181bbb9f31a6fd6fd Mon Sep 17 00:00:00 2001 From: novgorodschi catalin Date: Mon, 27 Jul 2026 10:49:34 +0300 Subject: [PATCH] English use english English use english --- install/data/constant_format.tpl | 73 ++++++++++++++++++++------------ 1 file changed, 45 insertions(+), 28 deletions(-) diff --git a/install/data/constant_format.tpl b/install/data/constant_format.tpl index 22015e9d..efd248a3 100644 --- a/install/data/constant_format.tpl +++ b/install/data/constant_format.tpl @@ -25,29 +25,36 @@ define('AUTOMATION_LOCK_FILE_NAME', 'automation.lck'); ////////////////////////////////// // ***** CRON / AUTOMATION *****// ////////////////////////////////// -// Automation ruleaza din cron.php (cron job pe server), nu din paginile -// jucatorilor. Vezi comentariile din cron.php pentru instalarea cron job-ului. +// Automation runs from cron.php (a server cron job), not from player page +// requests. See the comments in cron.php for cron job installation instructions. // -// CRON_LOOP_SECONDS = cat timp tine o invocare de cron.php. -// Multe hosturi nu permit cron mai des de 5 minute, iar Automation vrea sa -// ruleze la ~60s. De aceea o invocare ruleaza mai multe tick-uri la rand. -// 300 = potrivit pentru un cron "*/5 * * * *". Pune 0 daca hostul tau permite -// cron la fiecare minut (atunci o invocare = un singur tick). -// CRON_TICK_SECONDS = la cat timp se repeta un tick in interiorul invocarii. +// CRON_LOOP_SECONDS = how long a single cron.php invocation runs. +// Many hosting providers do not allow cron jobs to run more frequently than +// every 5 minutes, while Automation is designed to run approximately every +// 60 seconds. For this reason, a single invocation executes multiple ticks +// in sequence. +// 300 = suitable for a "*/5 * * * *" cron schedule. +// Set to 0 if your hosting provider allows a cron job every minute +// (in that case, each invocation executes only a single tick). +// +// CRON_TICK_SECONDS = the interval, in seconds, between each tick within a +// single cron.php invocation. define('CRON_LOOP_SECONDS', %CRONLOOP%); define('CRON_TICK_SECONDS', %CRONTICK%); -// Cheie pentru apelarea cron.php prin HTTP (wget/curl sau un serviciu extern de -// cron). Rularea din linia de comanda (cron job cPanel) NU are nevoie de ea. -// Generata automat la instalare; pastrata la salvarile de configuratie din ACP. +// Key used to access cron.php via HTTP (wget/curl or an external cron service). +// Command-line execution (e.g. a cPanel cron job) does NOT require it. +// Automatically generated during installation and preserved when saving configuration settings from the ACP. define('CRON_KEY', '%CRONKEY%'); ////////////////////////////////// // ***** DATABASE CLEANUP *****// ////////////////////////////////// -// Tabelele care cresc nelimitat (rapoarte, chat, mesaje sterse) sunt curatate -// periodic de Automation. 0 = dezactivat pentru fiecare regula in parte. -// Rapoartele ARHIVATE de jucator nu se sterg niciodata. +// +// Tables that grow indefinitely (reports, chat, deleted messages) are cleaned +// up periodically by Automation. Set each rule to 0 to disable it individually. +// +// Reports archived by players are never deleted. define('CLEANUP_REPORTS_DAYS', %CLEANUPREPORTS%); define('CLEANUP_CHAT_DAYS', %CLEANUPCHAT%); define('CLEANUP_MESSAGES_DAYS', %CLEANUPMESSAGES%); @@ -55,26 +62,36 @@ define('CLEANUP_INTERVAL', 3600); define('CLEANUP_BATCH', 5000); ////////////////////////////////// -// ***** EROU *****// +// ***** HERO *****// ////////////////////////////////// -// Regenerarea de BAZA a vietii eroului, in HP pe zi, independenta de punctele -// puse in atributul de regenerare (ca in Travian T4). Fara ea, un erou cu 0 -// puncte in regenerare nu si-ar reface niciodata viata si ar muri inevitabil -// dupa destule aventuri. Se scaleaza cu viteza serverului, ca si regenerarea -// din atribute. 0 = dezactivata (comportamentul vechi). +// +// The hero's BASE health regeneration, in HP per day, independent of the +// points invested in the Regeneration attribute (as in Travian T4). +// Without this, a hero with 0 points in Regeneration would never recover +// health and would eventually die after enough adventures. +// +// It scales with the server speed, just like regeneration from attributes. +// Set to 0 to disable it (legacy behavior). define('HERO_BASE_REGEN', %HEROBASEREGEN%); -// Ratele casei de schimb din casa de licitatii: -// HERO_SILVER_PER_GOLD = cat argint primesti pentru 1 aur -// HERO_SILVER_TO_GOLD = cat argint costa 1 aur la schimbul invers -// Diferenta dintre ele este marja casei (ca in Travian: 1 aur -> 10 argint, -// dar 25 argint -> 1 aur). +// Auction House exchange rates: +// +// HERO_SILVER_PER_GOLD = how much silver you receive for 1 gold +// HERO_SILVER_TO_GOLD = how much silver it costs to buy 1 gold +// +// The difference between the two rates is the Auction House margin +// (just like in Travian: 1 gold → 10 silver, but 25 silver → 1 gold). define('HERO_SILVER_PER_GOLD', %HEROSILVERPERGOLD%); define('HERO_SILVER_TO_GOLD', %HEROSILVERTOGOLD%); -// Atributul de erou "Resources" (T4): cate resurse produce un punct pe ora. -// ALL = cand bonusul e raspandit egal pe toate patru (implicit 3 din fiecare) -// ONE = cand e concentrat pe o singura resursa (implicit 10) +// Hero "Resources" attribute (T4): how many resources each attribute point +// produces per hour. +// +// ALL = when the bonus is distributed equally across all four resources +// (default: 3 of each resource) +// +// ONE = when the bonus is concentrated on a single resource +// (default: 10) define('HERO_RES_PER_POINT_ALL', %HERORESALL%); define('HERO_RES_PER_POINT_ONE', %HERORESONE%);