<?xml version="1.0" encoding="utf-8"?>
<root>
  <!-- 
    Microsoft ResX Schema 
    
    Version 2.0
    
    The primary goals of this format is to allow a simple XML format 
    that is mostly human readable. The generation and parsing of the 
    various data types are done through the TypeConverter classes 
    associated with the data types.
    
    Example:
    
    ... ado.net/XML headers & schema ...
    <resheader name="resmimetype">text/microsoft-resx</resheader>
    <resheader name="version">2.0</resheader>
    <resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
    <resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
    <data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
    <data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
    <data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
        <value>[base64 mime encoded serialized .NET Framework object]</value>
    </data>
    <data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
        <value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
        <comment>This is a comment</comment>
    </data>
                
    There are any number of "resheader" rows that contain simple 
    name/value pairs.
    
    Each data row contains a name, and value. The row also contains a 
    type or mimetype. Type corresponds to a .NET class that support 
    text/value conversion through the TypeConverter architecture. 
    Classes that don't support this are serialized and stored with the 
    mimetype set.
    
    The mimetype is used for serialized objects, and tells the 
    ResXResourceReader how to depersist the object. This is currently not 
    extensible. For a given mimetype the value must be set accordingly:
    
    Note - application/x-microsoft.net.object.binary.base64 is the format 
    that the ResXResourceWriter will generate, however the reader can 
    read any of the formats listed below.
    
    mimetype: application/x-microsoft.net.object.binary.base64
    value   : The object must be serialized with 
            : System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
            : and then encoded with base64 encoding.
    
    mimetype: application/x-microsoft.net.object.soap.base64
    value   : The object must be serialized with 
            : System.Runtime.Serialization.Formatters.Soap.SoapFormatter
            : and then encoded with base64 encoding.

    mimetype: application/x-microsoft.net.object.bytearray.base64
    value   : The object must be serialized into a byte array 
            : using a System.ComponentModel.TypeConverter
            : and then encoded with base64 encoding.
    -->
  <xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
    <xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
    <xsd:element name="root" msdata:IsDataSet="true">
      <xsd:complexType>
        <xsd:choice maxOccurs="unbounded">
          <xsd:element name="metadata">
            <xsd:complexType>
              <xsd:sequence>
                <xsd:element name="value" type="xsd:string" minOccurs="0" />
              </xsd:sequence>
              <xsd:attribute name="name" use="required" type="xsd:string" />
              <xsd:attribute name="type" type="xsd:string" />
              <xsd:attribute name="mimetype" type="xsd:string" />
              <xsd:attribute ref="xml:space" />
            </xsd:complexType>
          </xsd:element>
          <xsd:element name="assembly">
            <xsd:complexType>
              <xsd:attribute name="alias" type="xsd:string" />
              <xsd:attribute name="name" type="xsd:string" />
            </xsd:complexType>
          </xsd:element>
          <xsd:element name="data">
            <xsd:complexType>
              <xsd:sequence>
                <xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
                <xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
              </xsd:sequence>
              <xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
              <xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
              <xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
              <xsd:attribute ref="xml:space" />
            </xsd:complexType>
          </xsd:element>
          <xsd:element name="resheader">
            <xsd:complexType>
              <xsd:sequence>
                <xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
              </xsd:sequence>
              <xsd:attribute name="name" type="xsd:string" use="required" />
            </xsd:complexType>
          </xsd:element>
        </xsd:choice>
      </xsd:complexType>
    </xsd:element>
  </xsd:schema>
  <resheader name="resmimetype">
    <value>text/microsoft-resx</value>
  </resheader>
  <resheader name="version">
    <value>2.0</value>
  </resheader>
  <resheader name="reader">
    <value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
  </resheader>
  <resheader name="writer">
    <value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
  </resheader>
  <data name="AMIBaseArchive" xml:space="preserve">
    <value>기본 아카이브</value>
  </data>
  <data name="AMIBaseTooltip" xml:space="preserve">
    <value>새로운 아카이브에 기본 아카이브의 항목도 포함됩니다.</value>
  </data>
  <data name="AMIChooseBase" xml:space="preserve">
    <value>기본 아카이브 선택</value>
  </data>
  <data name="AMIDescription" xml:space="preserve">
    <value>Amaterasu Translations Muv-Luv 아카이브</value>
  </data>
  <data name="AMINoFiles" xml:space="preserve">
    <value>AMI 아카이브에 적절한 파일을 찾을 수 없음.</value>
  </data>
  <data name="ArcEncryptedNotice" xml:space="preserve">
    <value>아카이브 내용이 암호화됨.
적절한 암호체계를 선택하세요.</value>
  </data>
  <data name="ArcNoEncryption" xml:space="preserve">
    <value>암호 없음</value>
  </data>
  <data name="ArcReset" xml:space="preserve">
    <value>초기화</value>
  </data>
  <data name="GRPDescription" xml:space="preserve">
    <value>âge 전용 이미지 포맷</value>
  </data>
  <data name="GSCDescription" xml:space="preserve">
    <value>Liar-soft 전용 스크립트 포맷</value>
  </data>
  <data name="INTCreationNotice" xml:space="preserve">
    <value>암호화된 아카이브 생성이 구현되지 않았습니다.</value>
  </data>
  <data name="INTDescription" xml:space="preserve">
    <value>CatSystem2 게임 리소스 아카이브</value>
  </data>
  <data name="INTKeyRequirement" xml:space="preserve">
    <value>숫자 값은 32-bit 16진법 정수여야합니다</value>
  </data>
  <data name="INTLabelNumericKey" xml:space="preserve">
    <value>숫자 값</value>
  </data>
  <data name="INTNotice" xml:space="preserve">
    <value>아카이브 폴더가 암호화됨.</value>
  </data>
  <data name="KogadoDescription" xml:space="preserve">
    <value>Kogado 게임 엔진 리소스 아카이브</value>
  </data>
  <data name="LabelPassphrase" xml:space="preserve">
    <value>암호</value>
  </data>
  <data name="LabelScheme" xml:space="preserve">
    <value>체계</value>
  </data>
  <data name="LWGDescription" xml:space="preserve">
    <value>Liar-soft 이미지 아카이브</value>
  </data>
  <data name="MsgAddingFile" xml:space="preserve">
    <value>파일 추가</value>
  </data>
  <data name="MsgCalculatingChecksum" xml:space="preserve">
    <value>체크섬 계산 중...</value>
  </data>
  <data name="MsgCompressingIndex" xml:space="preserve">
    <value>색인 압축 중...</value>
  </data>
  <data name="MsgCreationKeyRequired" xml:space="preserve">
    <value>아카이브 생성에 암호값이 필요합니다.</value>
  </data>
  <data name="MsgEncNotImplemented" xml:space="preserve">
    <value>암호방식이 구현되지 않음</value>
  </data>
  <data name="MsgExtensionTooLong" xml:space="preserve">
    <value>파일이름의 확장자가 너무깁니다.</value>
  </data>
  <data name="MsgFileNameTooLong" xml:space="preserve">
    <value>파일이름이 너무 길음</value>
  </data>
  <data name="MsgIllegalCharacters" xml:space="preserve">
    <value>파일이름이 부적절한 문자를 포함함</value>
  </data>
  <data name="MsgInvalidImageFormat" xml:space="preserve">
    <value>{0}: 이미지 포맷을 인식할 수 없음.</value>
  </data>
  <data name="MsgInvalidVersion" xml:space="preserve">
    <value>부적절한 아카이브 버전이 지정됨.</value>
  </data>
  <data name="MsgNoExtension" xml:space="preserve">
    <value>확장자가 없는 파일이름.</value>
  </data>
  <data name="MsgTooManyFiles" xml:space="preserve">
    <value>파일의 수가 아카이브 한계를 초과하였습니다.</value>
  </data>
  <data name="MsgUpdatingIndex" xml:space="preserve">
    <value>색인 업데이트 중...</value>
  </data>
  <data name="MsgWritingIndex" xml:space="preserve">
    <value>색인 작성 중...</value>
  </data>
  <data name="NPACompressContents" xml:space="preserve">
    <value>항목 압축</value>
  </data>
  <data name="NPADescription" xml:space="preserve">
    <value>Nitro+ 리소스 아카이브</value>
  </data>
  <data name="NPAKeys" xml:space="preserve">
    <value>암호값
(항목이 암호화되어있지 않더라도 필요합니다)</value>
  </data>
  <data name="NPASteinsGateDescription" xml:space="preserve">
    <value>Nitro+ Steins;Gate 리소스 아카이브</value>
  </data>
  <data name="NSADescription" xml:space="preserve">
    <value>NScripter 게임 엔진 리소스 아카이브</value>
  </data>
  <data name="ONSArchiveType" xml:space="preserve">
    <value>아카이브 형식</value>
  </data>
  <data name="ONSCompression" xml:space="preserve">
    <value>압축</value>
  </data>
  <data name="ONSCompressionNone" xml:space="preserve">
    <value>없음</value>
  </data>
  <data name="PDDescription" xml:space="preserve">
    <value>Flying Shine 리소스 아카이브</value>
  </data>
  <data name="PDScrambleContents" xml:space="preserve">
    <value>암호화된 항목</value>
  </data>
  <data name="RPADescription" xml:space="preserve">
    <value>Ren'Py 게임 엔진 아카이브</value>
  </data>
  <data name="RPALabelKey" xml:space="preserve">
    <value>32-bit 값</value>
  </data>
  <data name="SCRDescription" xml:space="preserve">
    <value>Amaterasu Translations Muv-Luv 스크립트 파일</value>
  </data>
  <data name="SGLabelEncoding" xml:space="preserve">
    <value>파일이름 인코딩</value>
  </data>
  <data name="TooltipHex" xml:space="preserve">
    <value>헥사값</value>
  </data>
  <data name="WARCLabelLength" xml:space="preserve">
    <value>최대 파일이름 길이
(확장자를 포함하지 않음)</value>
  </data>
  <data name="XFLDescription" xml:space="preserve">
    <value>Liar-soft 게임 리소스 아카이브</value>
  </data>
  <data name="XP3CompressContents" xml:space="preserve">
    <value>내용 압축</value>
  </data>
  <data name="XP3CompressHeader" xml:space="preserve">
    <value>폴더 압축</value>
  </data>
  <data name="XP3Description" xml:space="preserve">
    <value>KiriKiri 게임 엔진 리소스 아카이브</value>
  </data>
  <data name="XP3LabelVersion" xml:space="preserve">
    <value>버전</value>
  </data>
  <data name="XP3RetainStructure" xml:space="preserve">
    <value>폴더 구조 유지</value>
  </data>
  <data name="YPFDescription" xml:space="preserve">
    <value>Yu-Ris 게임 엔진 리소스 아카이브</value>
  </data>
  <data name="YPFLabelKey" xml:space="preserve">
    <value>8-bit 암호값</value>
  </data>
  <data name="YPFLabelVersion" xml:space="preserve">
    <value>아카이브 버전</value>
  </data>
  <data name="YPFNotice" xml:space="preserve">
    <value>아카이브 폴더가 암호화됨.
적절한 암호체계를 선택하세요.</value>
  </data>
  <data name="LabelEncScheme" xml:space="preserve">
    <value>암호체계</value>
  </data>
  <data name="DPKKeys" xml:space="preserve">
    <value>암호값</value>
  </data>
  <data name="ArcDefault" xml:space="preserve">
    <value>기본값</value>
  </data>
  <data name="ArcHex32Bit" xml:space="preserve">
    <value>32-bit 헥사 값</value>
  </data>
  <data name="KCAPDefault" xml:space="preserve">
    <value>기본값</value>
  </data>
  <data name="MBLNotice" xml:space="preserve">
    <value>아카이브가 암호화된 스크립트를 포함함.
암호체계를 고르거나 암호를 입력하세요.</value>
  </data>
  <data name="RCTChoose" xml:space="preserve">
    <value>제목을 선택하거나 암호를 입력하세요</value>
  </data>
  <data name="NSAChoose" xml:space="preserve">
    <value>제목을 선택하거나 암호를 입력하세요</value>
  </data>
  <data name="RPMEncryptedNotice" xml:space="preserve">
    <value>파일이 RPM 리소스 아카이브와 비슷하나,
암호값 추측이 실패하였습니다.
적절한 암호체계를 선택하세요.</value>
  </data>
  <data name="INTChooseExe" xml:space="preserve">
    <value>Choose game executable file</value>
    <comment>translation pending</comment>
  </data>
  <data name="INTExeButton" xml:space="preserve">
    <value>Check EXE</value>
    <comment>translation pending</comment>
  </data>
  <data name="INTExeFiles" xml:space="preserve">
    <value>Executable Files</value>
    <comment>translation pending</comment>
  </data>
  <data name="INTKeyNotFound" xml:space="preserve">
    <value>Key not found within {0}.</value>
    <comment>translation pending</comment>
  </data>
  <data name="INTMessage1" xml:space="preserve">
    <value>Press "Check EXE" button to look for key within game executable file.</value>
    <comment>translation pending</comment>
  </data>
  <data name="INTMessage2" xml:space="preserve">
    <value>Alternatively, enter archive encryption key or choose one of the predefined encryption schemes.</value>
    <comment>translation pending</comment>
  </data>
  <data name="ArcIgnoreEncryption" xml:space="preserve">
    <value>암호 무시</value>
  </data>
  <data name="ArcImageEncrypted" xml:space="preserve">
    <value>이미지가 암호화됨.</value>
  </data>
  <data name="MCGChoose" xml:space="preserve">
    <value>Choose title or enter a key</value>
    <comment>translation pending</comment>
  </data>
  <data name="MCGLabelKey" xml:space="preserve">
    <value>8-bit 암호값</value>
  </data>
  <data name="MCAEncryptedNotice" xml:space="preserve">
    <value>아카이브 내용이 암호화됨.</value>
  </data>
  <data name="YPFTryGuess" xml:space="preserve">
    <value>Try to guess</value>
    <comment>translation pending</comment>
  </data>
  <data name="AGSMightBeEncrypted" xml:space="preserve">
    <value>Archive contents might be encrypted,
choose appropriate encryption scheme.</value>
    <comment>translation pending</comment>
  </data>
</root>