khanat-ressources-NeL/translation/work/phrases/phrase_xpgain_wk.txt

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////////////////////////////////////////////////////////////////////////////////////
// these sentences are used in the xp gain system
////////////////////////////////////////////////////////////////////////////////////
PROGRESS_NO_GAIN(skill s)
{
progress_no_gain [&CHK&You don't gain experience in '$s$', this actions is too easy.]
}
//PROGRESS_LITTLE_GAIN(skill s)
//{
// progress_little_gain [&XP&You gain a little experience in '$s$'.]
//}
PROGRESS_NORMAL_GAIN(skill s, int i)
{
(i > 1)
progress_normal_gain_p [&XP&You gain $i$ experience points in '$s$'.]
(i = 1)
progress_normal_gain_1 [&XP&You gain 1 experience point in '$s$'.]
progress_normal_gain_0 [&XP&You gain no experience in '$s$'.]
}
PROGRESS_DEATH_PENALTY_PAYBACK(int i, skill s, int j, int k)
{
progress_death_penalty_payback [&XP&You gain $i$ experience points in '$s$', which amounts to $j$ death penalty points. Your death penalty is now of $k$ points.]
}
PROGRESS_DEATH_PENALTY_COMPLETE()
{
progress_death_penalty_complete [&XP&You no longer have a death experience penalty !]
}
PROGRESS_FREE_TRIAL_LIMIT(skill s)
{
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progress_free_trial_limit [&XP&You gain no experience in '$s$' because you have reached the free trial limit. To progress further in this skill you must upgrade your account.]
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}
//*PROGRESS_MUCH_GAIN(skill s)
//{
// progress_much_gain [&XP&You gain much experience in '$s$'.]
//}
PROGRESS_MISSION_GAIN(skill s)
{
progress_mission_gain [&TSK&The success of this mission has given you experience for the '$s$' skill.]
}
PROGRESS_SKILL(skill s, int i)
{
progress_skill [&XP&Your '$s$' skill improves to $i$ points.]
}
PROGRESS_HP()
{
progress_hp [&XP&Your life force increases.]
}
PROGRESS_SAP()
{
progress_sap [&XP&Your Sap increases.]
}
PROGRESS_STA()
{
progress_sta [&XP&Your endurance increases.]
}
//PROGRESS_RESIST(??)
//{
// progress_resist [&XP&]
//}
PROGRESS_UNLOCK_SKILL(skill s, int i)
{
progress_unlock_skill [&XP&Well done! You gain the new advanced skill '$s$' starting to $i$ points.]
}
PROGRESS_MAX_DAMAGE_TRANSFERED(entity e)
{
[&XP&The way you killed $e.da$ $e$ was too easy. You don't gain experience for that behaviour.]
}