Translation components API.

See the Weblate's Web API documentation for detailed description of the API.

GET /api/translations/habitica/front/id/units/?format=api&page=4
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            "source": [
                "What inspired Habitica? How did it start?"
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            "target": [
                "Apa yang menginspirasi Habitica? Bagaimana dimulainya?"
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            "source": [
                "If you’ve ever invested time in leveling up a character in a game, it’s hard not to wonder how great your life would be if you put all of that effort into improving your real-life self instead of your avatar. We starting building Habitica to address that question. <br /> Habitica officially launched with a Kickstarter in 2013, and the idea really took off. Since then, it’s grown into a huge project, supported by our awesome open-source volunteers and our generous users."
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                "Jika kamu pernah menghabiskan waktu menaikkan level karakter di game, tidak sulit membayangkan seberapa baiknya hidupmu jika kamu taruh semua usaha itu untuk memperbaiki kehidupan nyatamu sebagai gantinya avatarmu. Kami mulai membangun Habitica untuk menjawab pertanyaan itu. <br /> Habitica dirilis secara resmi dengan Kickstarter di 2013, dan ide itu betul-betul menarik perhatian. Sejak saat itu, Habitica telah berkembang menjadi proyek yang sangat besar, didukung oleh para sukarelawan \"open source\" menakjubkan dan para pengguna murah hati kami."
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            "source": [
                "Why does Habitica work?"
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            "target": [
                "Bagaimana cara kerja Habitica?"
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            "source": [
                "Forming a new habit is hard because people really need that obvious, instant reward. For example, it’s tough to start flossing, because even though our dentist tells us that it's healthier in the long run, in the immediate moment it just makes your gums hurt. <br /> Habitica's gamification adds a sense of instant gratification to everyday objectives by rewarding a tough task with experience, gold… and maybe even a random prize, like a dragon egg! This helps keep people motivated even when the task itself doesn't have an intrinsic reward, and we've seen people turn their lives around as a result."
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                "Membentuk kebiasaan baru itu sulit karena orang sangat memerlukan hadiah yang instan dan jelas. Contohnya, susah untuk mulai membersihkan gigi (flossing), karena meskipun dokter gigimu mengatakan itu lebih sehat dalam jangka panjang, dalam jangka pendek yang terasa hanya gusimu yang perih. <br /> Habitica mengubah semua itu menjadi permainan dan menambahkan rasa kepuasan instan untuk tugas sehari-hari dengan menghadiahi tugas sulit dengan XP, koin emas... dan mungkin hadiah acak, seperti telur naga! Ini membantu menjaga orang tetap termotivasi bahkan ketika tugas itu tidak punya hadiah hakiki, dan kami telah melihat orang mengubah hidup mereka sebagai hasilnya."
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            "source": [
                "Why did you add social features?"
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                "Mengapa kamu tambahkan fitur sosial?"
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                "Social pressure is a huge motivating factor for a lot of people, so we knew that we wanted to have a strong community that would hold each other accountable for their goals and cheer for their successes. Luckily, one of the things that multiplayer video games do best is foster a sense of community among their users! Habitica’s community structure borrows from these types of games. Although some users choose to play solo, most decide to form a support network in a small Party of close friends that encourages social accountability through features such as Quests, where Party members pool their productivity to battle monsters together."
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            "previous_source": "Social pressure is a huge motivating factor for a lot of people, so we knew that we wanted to have a strong community that would hold each other accountable for their goals and cheer for their successes. Luckily, one of the things that multiplayer video games do best is foster a sense of community among their users! Habitica’s community structure borrows from these types of games; you can form a small Party of close friends, but you can also join a larger, shared-interest groups known as a Guild. Although some users choose to play solo, most decide to form a support network that encourages social accountability through features such as Quests, where Party members pool their productivity to battle monsters together.",
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                "Tekanan sosial adalah faktor motivasi yang sangat besar untuk banyak orang, jadi kami tahu bahwa kami mau punya sebuah komunitas kuat yang akan menjaga semua orang tetap bertanggung jawab akan tujuan mereka dan bersorak gembira akan keberhasilan mereka. Untungnya, salah satu keunggulan permainan multiplayer adalah membibit rasa kebersamaan di antara penggunanya! Struktur komunitas Habitica dipinjam dari game-game bertipe seperti itu; kamu bisa membentuk Party kecil bersama teman dekatmu, tapi kamu juga bisa ikut grup lebih besar dengan kepentingan yang sama yaitu Guild. Walaupun beberapa pengguna memilih untuk bermain sendirian, kebanyakan memilih untuk membentuk sebuah jaringan dukungan yang menyemangati akuntabilitas sosial melalui fitur seperti Misi, di mana anggota Party menyatukan produktifitas mereka untuk bersama-sama melawan monster."
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            "source": [
                "Why does skipping tasks remove your avatar’s health?"
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            "target": [
                "Mengapa bolos melakukan tugas mengurangi nyawa avatar-mu?"
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                "If you skip one of your daily goals, your avatar will lose health the following day. This serves as an important motivating factor to encourage people to follow through with their goals because people  really hate hurting their little avatar! Plus, the social accountability is critical for a lot of people: if you’re fighting a monster with your friends, skipping your tasks hurts their avatars, too."
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                "Jika kamu melewatkan satu target keseharianmu, avatar-mu akan kehilangan sebagian nyawa pada hari berikutnya. Ini berguna sebagai faktor motivasi penting untuk menyemangati orang untuk mengikuti tujuan mereka karena semua orang benci menyakiti avatar kecil mereka! Plus, akuntabilitas sosial sangatlah penting bagi banyak orang: jika kamu sedang bertarung melawan monster bersama teman-temanmu, melewati tugas-tugasmu akan menyakiti avatar mereka juga."
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            "source": [
                "What distinguishes Habitica from other gamification programs?"
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            "target": [
                "Apa yang membedakan Habitica dari program lain yang juga mengubah hidup menjadi game?"
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                "One of the ways that Habitica has been most successful at using gamification is that we've put a lot of effort into thinking about the game aspects to ensure that they are actually fun. We've also included many social components, because we feel that some of the most motivating games let you play with friends, and because research has shown that it's easier to form habits when you have accountability to other people."
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            "target": [
                "Salah satu alasan Habitica sukses menggunakan sistem mengubah hidup menjadi game adalah karena kami menaruh banyak usaha memikirkan aspek permainan untuk memastikan keseruan aspek itu. Kami juga memasukkan banyak komponen sosial, karena kami merasa bahwa beberapa game yang paling memotivasi membiarkanmu bermain bersama temanmu, dan karena riset menunjukkan bahwa lebih mudah untuk membentuk kebiasaan sewaktu kamu harus bertanggung jawab terhadap orang lain."
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            "source": [
                "Who is the typical user of Habitica?"
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            "target": [
                "Siapa yang biasa menggunakan Habitica?"
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            "source": [
                "Lots of different people use Habitica! More than half of our users are ages 18 to 34, but we have grandparents using the site with their young grandkids and every age in-between. Often families will join a party and battle monsters together. <br /> Many of our users have a background in games, but surprisingly, when we ran a survey a while back, 40% of our users identified as non-gamers! So it looks like our method can be effective for anyone who wants productivity and wellness to feel more fun."
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                "Banyak orang berbeda-beda yang menggunakan Habitica. Lebih dari setengah dari pengguna kami berusia 18 hingga 34, tapi kami punya kakek nenek yang menggunakan situs ini bersama cucu mereka dan setiap usia di antaranya. Seringkali keluarga akan bergabung dalam sebuah party untuk melawan monster bersama. <br /> Banyak pengguna kami punya latar belakang dalam game, tapi mengejutkannya, sewaktu kami menjalankan survey beberapa waktu lalu, 40% pengguna kami merasa bukan gamer! Jadi kelihatannya metode kami bisa efektif untuk siapa saja yang mau produktifitas dan menjaga kesehatan terasa lebih seru."
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            "source": [
                "Why does Habitica use pixel art?"
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                "Mengapa Habitica menggunakan seni pixel?"
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                "Habitica uses pixel art for several reasons. In addition to the fun nostalgia factor, pixel art is very approachable to our volunteer artists who want to chip in. It's much easier to keep our pixel art consistent even when lots of different artists contribute, and it lets us quickly generate a ton of new content!"
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                "Habitica menggunakan seni pixel untuk beberapa alasan. Sebagai tambahan dari faktor nostalgia seru, seni pixel sangat mudah untuk digunakan oleh para seniman relawan kami yang ingin menyumbang. Juga lebih mudah untuk menjaga seni pixel agar tetap konsisten meskipun ada banyak dan berbagai seniman yang berkontribusi, dan ini membuat kami bisa membuat banyak konten baru dengan cepat!"
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