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

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////////////////////////////////////////////////////////////////////////////////////
// these sentences are related to effects
////////////////////////////////////////////////////////////////////////////////////
/**
* DOT BLEED
*/
EFFECT_BLEED_BEGIN()
{
effect_bleed_begin [&DG&Your wounds are bleeding massively.]
}
EFFECT_BLEED_BEGIN_ACTOR(entity e)
{
effect_bleed_begin_actor [&SYS&$e.da$ $e$ wounds are bleeding massively.]
}
EFFECT_BLEED_LOSE_HP(int i)
{
effect_bleed_lose_hp [&DG&You are bleeding and lose $i$ hit points.]
}
EFFECT_BLEED_LOSE_HP_ACTOR(entity e, int i)
{
effect_bleed_lose_hp_actor [&SYS&$e.da$ $e$ is bleeding and loses $i$ hit points.]
}
EFFECT_BLEED_ENDED()
{
effect_bleed_ended [&DG&You are no longer bleeding.]
}
EFFECT_BLEED_ENDED_ACTOR(entity e)
{
effect_bleed_ended_actor [&SYS&$e.da$ $e$ is no longer bleeding.]
}
/**
* DOT POISON
*/
EFFECT_POISON_BEGIN()
{
effect_poison_begin [&SPL&You are poisoned.]
}
EFFECT_POISON_BEGIN_CASTER(entity e)
{
effect_poison_begin_caster [&SYS&$e.da$ $e$ is poisoned.]
}
EFFECT_POISON_LOSE_HP(int i)
{
effect_poison_lose_hp [&DG&You lose $i$ hit points because of the poison flowing in your veins.]
}
EFFECT_POISON_LOSE_HP_CASTER(entity e, int i)
{
effect_poison_lose_hp_caster [&SYS&$e.da$ $e$ is suffering poison effects and loses $i$ hit points.]
}
EFFECT_POISON_ENDS()
{
effect_poison_ends [&SPL&You are no longer poisoned.]
}
EFFECT_POISON_ENDS_CASTER(entity e)
{
effect_poison_ends_caster [&SYS&$e.da$ $e$ is no longer poisoned.]
}
/**
* STUN
*/
EFFECT_STUN_BEGIN_CREATOR(entity e)
{
effect_stun_begin_actor [&SPLM&You stun $e.da$ $e$.]
}
EFFECT_STUN_BEGIN_TARGET(entity e)
{
effect_stun_begin_target [&SPL&$e.da$ $e$ has stunned you.]
}
EFFECT_STUN_BEGIN_SPECTATORS(entity actor, entity target)
{
effect_stun_begin_spectator [&SYS&$actor.da$ $actor$ has stunned $target.da$ $target$.]
}
EFFECT_STUN_SELF_BEGIN_CREATOR()
{
effect_stun_self_begin_actor [&SPLM&You have stunned yourself.]
}
EFFECT_STUN_SELF_BEGIN_SPECTATORS_PLAYER(player p)
{
(p.gender = male)
effect_stun_self_begin_spectator_player_m [&SYS&$p$ has stunned himself.]
(p.gender = female)
effect_stun_self_begin_spectator_player_f [&SYS&$p$ has stunned herself.]
}
EFFECT_STUN_SELF_BEGIN_SPECTATORS_NPC(bot b)
{
(b.gender = male)
effect_stun_self_begin_spectator_npc_m [&SYS&$b.da$ $b$ has stunned himself.]
(b.gender = female)
effect_stun_self_begin_spectator_npc_f [&SYS&$b.da$ $b$ has stunned herself.]
}
EFFECT_STUN_SELF_BEGIN_SPECTATORS_CREATURE(creature c)
{
effect_stun_self_begin_spectator_creature [&SYS&$c.da$ $c$ has stunned itself.]
}
EFFECT_STUN_END_TARGET()
{
effect_stun_end_target [&SPL&You are no longer stunned.]
}
EFFECT_STUN_END_CREATOR(entity e)
{
effect_stun_end_actor [&SYS&$e.da$ $e$ is no longer stunned.]
}
EFFECT_STUN_END_SPECTATORS(entity e)
{
effect_stun_end_spectator [&SYS&$e.da$ $e$ is no longer stunned.]
}
/**
* SLOW MOVE
*/
EFFECT_SLOW_MOVE_BEGIN_CREATOR(entity e)
{
effect_slow_move_begin_actor [&SPLM&You have slowed $e.da$ $e$.]
}
EFFECT_SLOW_MOVE_BEGIN_TARGET(entity e)
{
effect_slow_move_begin_target [&SPL&$e.da$ $e$ has slowed you.]
}
EFFECT_SLOW_MOVE_BEGIN_SPECTATORS(entity actor, entity target)
{
effect_slow_move_begin_spectator [&SYS&$actor.da$ $actor$ has slowed $target.da$ $target$.]
}
EFFECT_SLOW_MOVE_END_CREATOR(entity e)
{
effect_slow_move_end_actor [&SYS&$e.da$ $e$ is no longer slowed.]
}
EFFECT_SLOW_MOVE_END_TARGET()
{
effect_slow_move_end_target [&SPL&You are no longer slowed.]
}
EFFECT_SLOW_MOVE_END_SPECTATORS(entity e)
{
effect_slow_move_end_spectator [&SYS&$e.da$ $e$ is no longer slowed.]
}
EFFECT_SLOW_MOVE_SELF_BEGIN_CREATOR()
{
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effect_slow_move_self_begin_creator [&SPLM&Vous vous ralentissez vous même.]
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}
EFFECT_SLOW_MOVE_SELF_BEGIN_SPECTATORS_PLAYER(player p)
{
(p.gender = male)
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effect_slow_move_self_begin_spectator_player_m [&SYS&$p$ s'est ralentit lui-même.]
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(p.gender = female)
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effect_slow_move_self_begin_spectator_player_f [&SYS&$p$ s'est ralentit elle-même.]
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}
EFFECT_SLOW_MOVE_SELF_BEGIN_SPECTATORS_NPC(bot b)
{
(b.gender = male)
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effect_slow_move_self_begin_spectators_npc_m [&SYS&$b.da$ $b$ s'est ralentit lui-même.]
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(b.gender = female)
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effect_slow_move_self_begin_spectators_npc_f [&SYS&$b.da$ $b$ s'est ralentit elle-même.]
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}
EFFECT_SLOW_MOVE_SELF_BEGIN_SPECTATORS_CREATURE(creature c)
{
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effect_slow_move_self_begin_spectators_creature [&SYS&$c.da$ $c$ s'est ralentit lui-même.]
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}
/**
* SLOW attacks (combat)
*/
EFFECT_SLOW_ATTACKS_BEGIN_CREATOR(entity e)
{
effect_slow_attacks_begin_creator [&SPLM&You have slowed $e.da$ $e$'s attacks.]
}
EFFECT_SLOW_ATTACKS_BEGIN_TARGET(entity e)
{
effect_slow_attacks_begin_target [&SPL&$e.da$ $e$ has slowed your attacks.]
}
EFFECT_SLOW_ATTACKS_BEGIN_SPECTATORS(entity actor, entity target)
{
effect_slow_attacks_begin_spectators [&SYS&$actor.da$ $actor$ has slowed $target.da$ $target$'s attacks.]
}
EFFECT_SLOW_ATTACKS_END_CREATOR(entity e)
{
effect_slow_attacks_end_creator [&SYS&$e.da$ $e$'s attacks are no longer slowed.]
}
EFFECT_SLOW_ATTACKS_END_TARGET()
{
effect_slow_attacks_end_target [&SPL&Your attacks are no longer slowed.]
}
EFFECT_SLOW_ATTACKS_END_SPECTATORS(entity e)
{
effect_slow_attacks_end_spectators [&SYS&$e.da$ $e$'s attacks are no longer slowed.]
}
EFFECT_SLOW_ATTACKS_SELF_BEGIN_CREATOR()
{
effect_slow_attacks_self_begin_actor [&SPLM&Vous ralentissez vos propres attaques.]
}
EFFECT_SLOW_ATTACKS_SELF_BEGIN_SPECTATORS_PLAYER(player p)
{
(p.gender = male)
effect_slow_attacks_self_begin_spectator_player_m [&SYS&$p$ ralentit ses propres attaques.]
(p.gender = female)
effect_slow_attacks_self_begin_spectator_player_f [&SYS&$p$ ralentit ses propres attaques.]
}
EFFECT_SLOW_ATTACKS_SELF_BEGIN_SPECTATORS_NPC(bot b)
{
(b.gender = male)
effect_slow_attacks_self_begin_spectators_npc_m [&SYS&$b.da$ $b$ ralentit ses propres attaques.]
(b.gender = female)
effect_slow_attacks_self_begin_spectators_npc_f [&SYS&$b.da$ $b$ ralentit ses propres attaques.]
}
EFFECT_SLOW_ATTACKS_SELF_BEGIN_SPECTATORS_CREATURE(creature c)
{
effect_slow_attacks_self_begin_spectators_creature [&SYS&$c.da$ $c$ ralentit ses propres attaques.]
}
/**
* Debuff combat skills
*/
EFFECT_DEBUFF_COMBAT_BEGIN_CREATOR(entity e)
{
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effect_debuff_combat_begin_creator [&SYS&$e.da$ $e$ souffre maintenant d'un malus sur ses compétences de combat.]
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}
EFFECT_DEBUFF_COMBAT_BEGIN_TARGET(entity e)
{
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effect_debuff_combat_begin_target [&SPL&Vous souffrez maintenant d'un malus sur vos compétences de combat.]
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}
EFFECT_DEBUFF_COMBAT_BEGIN_SPECTATORS(entity creator, entity target)
{
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effect_debuff_combat_begin_spectators [&SYS&$target.da$ $target$ souffre maintenant d'un malus sur ses compétences de combat.]
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}
EFFECT_DEBUFF_COMBAT_END_CREATOR(entity e)
{
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effect_debuff_combat_end_creator [&SYS&$e.da$ $e$ ne souffre plus de malus sur ses compétences de combat.]
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}
EFFECT_DEBUFF_COMBAT_END_TARGET()
{
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effect_debuff_combat_end_target [&SPL&Vous n'avez plus de malus sur vos compétences de combat.]
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}
EFFECT_DEBUFF_COMBAT_END_SPECTATORS(entity e)
{
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effect_debuff_combat_end_spectators [&SYS&$e.da$ $e$ ne souffre plus de malus sur ses compétences de combat.]
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}
EFFECT_DEBUFF_COMBAT_SELF_BEGIN_CREATOR()
{
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effect_debuff_combat_self_begin_actor [&SPL&Vous souffrez maintenant d'un malus sur vos compétences de combat.]
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}
EFFECT_DEBUFF_COMBAT_SELF_BEGIN_SPECTATORS_PLAYER(player p)
{
(p.gender = male)
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effect_debuff_combat_self_begin_spectator_player_m [&SYS&$p$ souffre maintenant d'un malus sur ses compétences de combat.]
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(p.gender = female)
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effect_debuff_combat_self_begin_spectator_player_f [&SYS&$p$ souffre maintenant d'un malus sur ses compétences de combat.]
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}
EFFECT_DEBUFF_COMBAT_SELF_BEGIN_SPECTATORS_NPC(bot b)
{
(b.gender = male)
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effect_debuff_combat_self_begin_spectators_npc_m [&SYS&$b.da$ $b$ souffre maintenant d'un malus sur ses compétences de combat.]
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(b.gender = female)
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effect_debuff_combat_self_begin_spectators_npc_f [&SYS&$b.da$ $b$ souffre maintenant d'un malus sur ses compétences de combat.]
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}
EFFECT_DEBUFF_COMBAT_SELF_BEGIN_SPECTATORS_CREATURE(creature c)
{
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effect_debuff_combat_self_begin_spectators_creature [&SYS&$c.da$ $c$ souffre maintenant d'un malus sur ses compétences de combat.]
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}
/**
* Debuff combat defense skills
*/
EFFECT_DEBUFF_DEFENSE_BEGIN_CREATOR(entity e)
{
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effect_debuff_defense_begin_creator [&SYS&$e.da$ $e$ souffre maintenant d'un malus en défense.]
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}
EFFECT_DEBUFF_DEFENSE_BEGIN_TARGET(entity e)
{
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effect_debuff_defense_begin_target [&SPL&Vous souffrez maintenant d'un malus en défense.]
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}
EFFECT_DEBUFF_DEFENSE_BEGIN_SPECTATORS(entity creator, entity target)
{
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effect_debuff_defense_begin_spectators [&SYS&$target.da$ $target$ souffre maintenant d'un malus en défense.]
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}
EFFECT_DEBUFF_DEFENSE_END_CREATOR(entity e)
{
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effect_debuff_defense_end_creator [&SYS&$e.da$ $e$ ne souffre plus de malus en défense.]
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}
EFFECT_DEBUFF_DEFENSE_END_TARGET()
{
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effect_debuff_defense_end_target [&SPL&Vous n'avez plus de malus en défense.]
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}
EFFECT_DEBUFF_DEFENSE_END_SPECTATORS(entity e)
{
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effect_debuff_defense_end_spectators [&SYS&$e.da$ $e$ ne souffre plus de malus en défense.]
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}
EFFECT_DEBUFF_DEFENSE_SELF_BEGIN_CREATOR()
{
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effect_debuff_defense_self_begin_actor [&SPL&Vous souffrez maintenant d'un malus en défense.]
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}
EFFECT_DEBUFF_DEFENSE_SELF_BEGIN_SPECTATORS_PLAYER(player p)
{
(p.gender = male)
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effect_debuff_defense_self_begin_spectator_player_m [&SYS&$p$ souffre maintenant d'un malus en défense.]
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(p.gender = female)
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effect_debuff_defense_self_begin_spectator_player_f [&SYS&$p$ souffre maintenant d'un malus en défense.]
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}
EFFECT_DEBUFF_DEFENSE_SELF_BEGIN_SPECTATORS_NPC(bot b)
{
(b.gender = male)
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effect_debuff_defense_self_begin_spectators_npc_m [&SYS&$b.da$ $b$ souffre maintenant d'un malus en défense.]
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(b.gender = female)
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effect_debuff_defense_self_begin_spectators_npc_f [&SYS&$b.da$ $b$ souffre maintenant d'un malus en défense.]
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}
EFFECT_DEBUFF_DEFENSE_SELF_BEGIN_SPECTATORS_CREATURE(creature c)
{
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effect_debuff_defense_self_begin_spectators_creature [&SYS&$c.da$ $c$ souffre maintenant d'un malus en défense.]
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}
/**
* Debuff dodge skill
*/
EFFECT_DEBUFF_DODGE_BEGIN_CREATOR(entity e)
{
effect_debuff_dodge_begin_creator [&SYS&$e.da$ $e$ souffre maintenant d'un malus en esquive.]
}
EFFECT_DEBUFF_DODGE_BEGIN_TARGET(entity e)
{
effect_debuff_dodge_begin_target [&SPL&Vous souffrez maintenant d'un malus en esquive.]
}
EFFECT_DEBUFF_DODGE_BEGIN_SPECTATORS(entity creator, entity target)
{
effect_debuff_dodge_begin_spectators [&SYS&$target.da$ $target$ souffre maintenant d'un malus en esquive.]
}
EFFECT_DEBUFF_DODGE_END_CREATOR(entity e)
{
effect_debuff_dodge_end_creator [&SYS&$e.da$ $e$ ne souffre plus de malus en esquive.]
}
EFFECT_DEBUFF_DODGE_END_TARGET()
{
effect_debuff_dodge_end_target [&SPL&Vous n'avez plus de malus en esquive.]
}
EFFECT_DEBUFF_DODGE_END_SPECTATORS(entity e)
{
effect_debuff_dodge_end_spectators [&SYS&$e.da$ $e$ ne souffre plus de malus en esquive.]
}
EFFECT_DEBUFF_DODGE_SELF_BEGIN_CREATOR()
{
effect_debuff_dodge_self_begin_actor [&SYS&Vous souffrez maintenant d'un malus en esquive.]
}
EFFECT_DEBUFF_DODGE_SELF_BEGIN_SPECTATORS_PLAYER(player p)
{
(p.gender = male)
effect_debuff_dodge_self_begin_spectator_player_m [&SYS&$p$ souffre maintenant d'un malus en esquive.]
(p.gender = female)
effect_debuff_dodge_self_begin_spectator_player_f [&SYS&$p$ souffre maintenant d'un malus en esquive.]
}
EFFECT_DEBUFF_DODGE_SELF_BEGIN_SPECTATORS_NPC(bot b)
{
(b.gender = male)
effect_debuff_dodge_self_begin_spectators_npc_m [&SYS&$b.da$ $b$ souffre maintenant d'un malus en esquive.]
(b.gender = female)
effect_debuff_dodge_self_begin_spectators_npc_f [&SYS&$b.da$ $b$ souffre maintenant d'un malus en esquive.]
}
EFFECT_DEBUFF_DODGE_SELF_BEGIN_SPECTATORS_CREATURE(creature c)
{
effect_debuff_dodge_self_begin_spectators_creature [&SYS&$c.da$ $c$ souffre maintenant d'un malus en esquive.]
}
/**
* FEAR
*/
EFFECT_FEAR_BEGIN_CREATOR(entity e)
{
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effect_fear_begin_creator [&SYS&$e.da$ $e$ est paralysé par la peur et ne peut plus agir.]
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}
EFFECT_FEAR_BEGIN_TARGET(entity e)
{
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effect_fear_begin_target [&SPL&$e.da$ $e$ vous a terrorisé, vous ne pouvez plus agir.]
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}
EFFECT_FEAR_BEGIN_SPECTATORS(entity actor, entity target)
{
effect_fear_begin_spectators [&SYS&$actor.da$ $actor$ terrorise $target.da$ $target$ qui ne peut plus attaquer.]
}
EFFECT_FEAR_END_CREATOR(entity e)
{
effect_fear_end_creator [&SYS&$e.da$ $e$ retrouve son sang froid et peut a nouveau agir.]
}
EFFECT_FEAR_END_TARGET()
{
effect_fear_end_target [&SPL&Vous retrouvez votre sang froid et pouvez a nouveau agir.]
}
EFFECT_FEAR_END_SPECTATORS(entity e)
{
effect_fear_end_spectators [&SYS&$e.da$ $e$ retrouve son sang froid et peut a nouveau agir.]
}
EFFECT_FEAR_SELF_BEGIN_CREATOR()
{
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effect_fear_self_begin_actor [&SPL&Vous etes terrorisé et ne pouvez plus agir.]
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}
EFFECT_FEAR_SELF_BEGIN_SPECTATORS_PLAYER(player p)
{
(p.gender = male)
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effect_fear_self_begin_spectator_player_m [&SYS&$p$ est terrorisé et ne peut plus agir.]
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(p.gender = female)
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effect_fear_self_begin_spectator_player_f [&SYS&$p$ est terrorisé et ne peut plus agir.]
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}
EFFECT_FEAR_SELF_BEGIN_SPECTATORS_NPC(bot b)
{
(b.gender = male)
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effect_fear_self_begin_spectators_npc_m [&SYS&$b.da$ $b$ est terrorisé et ne peut plus agir.]
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(b.gender = female)
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effect_fear_self_begin_spectators_npc_f [&SYS&$b.da$ $b$ est terrorisé et ne peut plus agir.]
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}
EFFECT_FEAR_SELF_BEGIN_SPECTATORS_CREATURE(creature c)
{
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effect_fear_self_begin_spectators_creature [&SYS&$c.da$ $c$ est terrorisé et ne peut plus agir.]
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}
/**
* MEZZ
*/
EFFECT_MEZZ_BEGIN_CREATOR(entity e)
{
effect_mezz_begin_creator [&SYS&$e.da$ $e$ is now mesmerized and cannot act or move.]
}
EFFECT_MEZZ_BEGIN_TARGET(entity e)
{
effect_mezz_begin_target [&SYS&$e.da$ $e$ has mesmerized you and you can no longer act or move.]
}
EFFECT_MEZZ_BEGIN_SPECTATORS(entity actor, entity target)
{
effect_mezz_begin_spectators [&SYS&$target.da$ $target$ has been mesmerized by $actor.da$ $actor$ and can no longer act or move.]
}
EFFECT_MEZZ_END_CREATOR(entity e)
{
effect_mezz_end_creator [&SYS&$e.da$ $e$ is no longer mesmerized.]
}
EFFECT_MEZZ_END_TARGET()
{
effect_mezz_end_target [&SPL&You are no longer mesmerized.]
}
EFFECT_MEZZ_END_SPECTATORS(entity e)
{
effect_mezz_end_spectators [&SYS&$e.da$ $e$ is no longer mesmerized.]
}
EFFECT_MEZZ_SELF_BEGIN_CREATOR()
{
effect_mezz_self_begin_actor [&SPLM&You mesmerized yourself and can no longer act or move.]
}
EFFECT_MEZZ_SELF_BEGIN_SPECTATORS_PLAYER(player p)
{
(p.gender = male)
effect_mezz_self_begin_spectator_player_m [&SYS&$p$ mesmerized himself and can no longer act or move.]
(p.gender = female)
effect_mezz_self_begin_spectator_player_f [&SYS&$p$ mesmerized herself and can no longer act or move.]
}
EFFECT_MEZZ_SELF_BEGIN_SPECTATORS_NPC(bot b)
{
(b.gender = male)
effect_mezz_self_begin_spectators_npc_m [&SYS&$b.da$ $b$ mesmerized himself and can no longer act or move.]
(b.gender = female)
effect_mezz_self_begin_spectators_npc_f [&SYS&$b.da$ $b$ mesmerized herself and can no longer act or move.]
}
EFFECT_MEZZ_SELF_BEGIN_SPECTATORS_CREATURE(creature c)
{
effect_mezz_self_begin_spectators_creature [&SYS&$c.da$ $c$ mesmerized itself and can no longer act or move.]
}
/**
* ROOT
*/
EFFECT_ROOT_BEGIN_CREATOR(entity e)
{
effect_root_begin_creator [&SYS&$e.da$ $e$ is now rooted and cannot move.]
}
EFFECT_ROOT_BEGIN_TARGET(entity e)
{
effect_root_begin_target [&SPL&$e.da$ $e$ has rooted you and you can no longer move.]
}
EFFECT_ROOT_BEGIN_SPECTATORS(entity actor, entity target)
{
effect_root_begin_spectators [&SYS&$target.da$ $target$ has been rooted by $actor.da$ $actor$ and can no longer move.]
}
EFFECT_ROOT_END_CREATOR(entity e)
{
effect_root_end_creator [&SYS&$e.da$ $e$ is no longer rooted.]
}
EFFECT_ROOT_END_TARGET()
{
effect_root_end_target [&SPL&You are no longer rooted.]
}
EFFECT_ROOT_END_SPECTATORS(entity e)
{
effect_root_end_spectators [&SYS&$e.da$ $e$ is no longer rooted.]
}
EFFECT_ROOT_SELF_BEGIN_CREATOR()
{
effect_root_self_begin_actor [&SPLM&You rooted yourself and can no longer move.]
}
EFFECT_ROOT_SELF_BEGIN_SPECTATORS_PLAYER(player p)
{
(p.gender = male)
effect_root_self_begin_spectator_player_m [&SYS&$p$ rooted himself and can no longer move.]
(p.gender = female)
effect_root_self_begin_spectator_player_f [&SYS&$p$ rooted herself and can no longer move.]
}
EFFECT_ROOT_SELF_BEGIN_SPECTATORS_NPC(bot b)
{
(b.gender = male)
effect_root_self_begin_spectators_npc_m [&SYS&$b.da$ $b$ rooted himself and can no longer move.]
(b.gender = female)
effect_root_self_begin_spectators_npc_f [&SYS&$b.da$ $b$ rooted herself and can no longer move.]
}
EFFECT_ROOT_SELF_BEGIN_SPECTATORS_CREATURE(creature c)
{
effect_root_self_begin_spectators_creature [&SYS&$c.da$ $c$ rooted itself and can no longer move.]
}
/**
* INVULNERABILITY
*/
EFFECT_INVULNERABILITY_BEGIN_CREATOR(entity e)
{
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effect_invulnerability_begin_creator [&SYS&$e.da$ $e$ est invulnérable mais ne peut plus utiliser d'action.]
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}
EFFECT_INVULNERABILITY_BEGIN_TARGET(entity e)
{
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effect_invulnerability_begin_target [&SPLM&$e.da$ $e$ vous a rendu invulnérable mais vous ne pouvez plus utiliser d'action.]
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}
EFFECT_INVULNERABILITY_BEGIN_SPECTATORS(entity actor, entity target)
{
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effect_invulnerability_begin_spectators [&SYS&$actor.da$ $actor$ a rendu $target.da$ $target$ invulnérable qui ne peut plus utiliser d'action.]
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}
EFFECT_INVULNERABILITY_END_CREATOR(entity e)
{
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effect_invulnerability_end_creator [&SYS&$e.da$ $e$ n'est plus invulnérable et peut a nouveau agir.]
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}
EFFECT_INVULNERABILITY_END_TARGET()
{
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effect_invulnerability_end_target [&SPLM&Vous n'etes plus invulnérable et pouvez a nouveau agir.]
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}
EFFECT_INVULNERABILITY_END_SPECTATORS(entity e)
{
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effect_invulnerability_end_spectators [&SYS&$e.da$ $e$ n'est plus invulnérable et peut a nouveau agir.]
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}
EFFECT_INVULNERABILITY_SELF_BEGIN_CREATOR()
{
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effect_invulnerability_self_begin_actor [&SPLM&Vous etes invulnérable mais ne pouvez plus utiliser d'action.]
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}
EFFECT_INVULNERABILITY_SELF_BEGIN_SPECTATORS_PLAYER(player p)
{
(p.gender = male)
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effect_invulnerability_self_begin_spectator_player_m [&SYS&$p$ est invulnérable mais ne peut plus utiliser d'action.]
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(p.gender = female)
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effect_invulnerability_self_begin_spectator_player_f [&SYS&$p$ est invulnérable mais ne peut plus utiliser d'action.]
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}
EFFECT_INVULNERABILITY_SELF_BEGIN_SPECTATORS_NPC(bot b)
{
(b.gender = male)
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effect_invulnerability_self_begin_spectators_npc_m [&SYS&$b.da$ $b$ est invulnérable mais ne peut plus utiliser d'action.]
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(b.gender = female)
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effect_invulnerability_self_begin_spectators_npc_f [&SYS&$b.da$ $b$ est invulnérable mais ne peut plus utiliser d'action.]
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}
EFFECT_INVULNERABILITY_SELF_BEGIN_SPECTATORS_CREATURE(creature c)
{
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effect_invulnerability_self_begin_spectators_creature [&SYS&$c.da$ $c$ est invulnérable mais ne peut plus utiliser d'action.]
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}
/**
* MADNESS
*/
EFFECT_MADNESS_BEGIN_CREATOR(entity e)
{
effect_madness_begin_creator [&SYS&$e.da$ $e$ est devenu fou et peut se prendre pour cible au lieu de son adversaire.]
}
EFFECT_MADNESS_BEGIN_TARGET(entity e)
{
effect_madness_begin_target [&SPL&$e.da$ $e$ vous a rendu fou. Vous pouvez maintenant vous prendre pour cible pour vos attaques ou vos sorts.]
}
EFFECT_MADNESS_BEGIN_SPECTATORS(entity actor, entity target)
{
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effect_madness_begin_spectators [&SYS&$target.da$ $target$ a été rendu fou par $actor.da$ $actor$.]
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}
EFFECT_MADNESS_END_CREATOR(entity e)
{
effect_madness_end_creator [&SYS&$e.da$ $e$ n'est plus atteint de folie.]
}
EFFECT_MADNESS_END_TARGET()
{
effect_madness_end_target [&SPL&Vous n'etes plus atteint de folie.]
}
EFFECT_MADNESS_END_SPECTATORS(entity e)
{
effect_madness_end_spectators [&SYS&$e.da$ $e$ n'est plus atteint de folie.]
}
EFFECT_MADNESS_SELF_BEGIN_CREATOR()
{
effect_madness_self_begin_actor [&SPL&Vous vous rendez fou.]
}
EFFECT_MADNESS_SELF_BEGIN_SPECTATORS_PLAYER(player p)
{
(p.gender = male)
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effect_madness_self_begin_spectator_player_m [&SYS&$p$ s'est rendu fou et peut maintenant se prendre pour cible en attaquant ou lançant un sort.]
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(p.gender = female)
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effect_madness_self_begin_spectator_player_f [&SYS&$p$ s'est rendu fou et peut maintenant se prendre pour cible en attaquant ou lançant un sort.]
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}
EFFECT_MADNESS_SELF_BEGIN_SPECTATORS_NPC(bot b)
{
(b.gender = male)
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effect_root_self_begin_spectators_npc_m [&SYS&$b.da$ $b$ s'est rendu fou et peut maintenant se prendre pour cible en attaquant ou lançant un sort.]
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(b.gender = female)
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effect_root_self_begin_spectators_npc_f [&SYS&$b.da$ $b$ s'est rendu fou et peut maintenant se prendre pour cible en attaquant ou lançant un sort.]
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}
EFFECT_MADNESS_SELF_BEGIN_SPECTATORS_CREATURE(creature c)
{
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effect_madness_self_begin_spectators_creature [&SYS&$c.da$ $c$ s'est rendu fou et peut maintenant se prendre pour cible en attaquant ou lançant un sort.]
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}
/**
* BLIND
*/
EFFECT_BLIND_BEGIN_CREATOR (entity e)
{
(e.gender = male)
effect_blind_begin_creator_m [&SYS&$e.da$ $e$ is blinded and now runs the risk of failing in his actions.]
(e.gender = female)
effect_blind_begin_creator_f [&SYS&$e.da$ $e$ is blinded and now runs the risk of failing in her actions.]
}
EFFECT_BLIND_BEGIN_TARGET (entity e)
{
effect_blind_begin_target [&SPL&$e.da$ $e$ has blinded you, you now run the risk of failing in your actions.]
}
EFFECT_BLIND_BEGIN_SPECTATORS (entity actor, entity target)
{
(actor.gender = male)
effect_blind_begin_spectators_m [&SYS&$actor.da$ $actor$ has blinded $target.da$ $target$ who now runs the risk of failing in his actions.]
(actor.gender = female)
effect_blind_begin_spectators_f [&SYS&$actor.da$ $actor$ has blinded $target.da$ $target$ who now runs the risk of failing in his actions.]
}
EFFECT_BLIND_END_CREATOR (entity e)
{
effect_blind_end_creator [&SYS&$e.da$ $e$ is no longer blinded.]
}
EFFECT_BLIND_END_TARGET ()
{
effect_blind_end_target [&SPL&You are no longer blinded.]
}
EFFECT_BLIND_END_SPECTATORS (entity e)
{
effect_blind_end_spectators [&SYS&$e.da$ $e$ is no longer blinded.]
}
EFFECT_BLIND_SELF_BEGIN_CREATOR ()
{
effect_blind_self_begin_actor [&SPLM&You have blinded yourself and stand a greater chance of failing in your actions.]
}
EFFECT_BLIND_SELF_BEGIN_SPECTATORS_PLAYER (player p)
{
(p.gender = male)
effect_blind_self_begin_spectator_player_m [&SYS&$p$ has blinded himself and stands a greater chance of failing in his actions.]
(p.gender = female)
effect_blind_self_begin_spectator_player_f [&SYS&$p$ has blinded herself and stands a greater chance of failing in her actions.]
}
EFFECT_BLIND_SELF_BEGIN_SPECTATORS_NPC (bot b)
{
(b.gender = male)
effect_blind_self_begin_spectators_npc_m [&SYS&$b.da$ $b$ has blinded himself and stands a greater chance of failing in his actions.]
(b.gender = female)
effect_blind_self_begin_spectators_npc_f [&SYS&$b.da$ $b$ has blinded herself and stands a greater chance of failing in her actions.]
}
EFFECT_BLIND_SELF_BEGIN_SPECTATORS_CREATURE (creature c)
{
effect_blind_self_begin_spectators_creature [&SYS&$c.da$ $c$ has blinded itself and stands a greater chance of failing in its actions.]
}
/**
* STINK/STENCH
*/
EFFECT_STENCH_BEGIN_CREATOR (entity e)
{
(e.gender = male)
effect_stench_begin_creator_m [&SYS&$e.da$ $e$ stinks so much that it makes most living beings sicks.]
(e.gender = female)
effect_stench_begin_creator_f [&SYS&$e.da$ $e$ stinks so much that it makes most living beings sick.]
}
EFFECT_STENCH_BEGIN_TARGET (entity e)
{
effect_stench_begin_target [&SPL&$e.da$ $e$ makes you stinks horribly, nearby living beings can suffer from it.]
}
EFFECT_STENCH_BEGIN_SPECTATORS (entity actor, entity target)
{
(actor.gender = male)
effect_stench_begin_spectators_m [&SYS&$actor.da$ $actor$ makes $target.da$ $target$ stinks horribly, nearby living beings can suffer from it.]
(actor.gender = female)
effect_stench_begin_spectators_f [&SYS&$actor.da$ $actor$ makes $target.da$ $target$ stinks horribly, nearby living beings can suffer from it.]
}
EFFECT_STENCH_END_CREATOR (entity e)
{
effect_stench_end_creator [&SYS&$e.da$ $e$ no longer stinks.]
}
EFFECT_STENCH_END_TARGET ()
{
effect_stench_end_target [&SPL&You no longer stink.]
}
EFFECT_STENCH_END_SPECTATORS (entity e)
{
effect_stench_end_spectators [&SYS&$e.da$ $e$ no longer stinks.]
}
EFFECT_STENCH_SELF_BEGIN_CREATOR ()
{
effect_stench_self_begin_actor [&SPLM&You make yourself stink and nearby living beings can suffer from it.]
}
EFFECT_STENCH_SELF_BEGIN_SPECTATORS_PLAYER (player p)
{
(p.gender = male)
effect_stench_self_begin_spectator_player_m [&SYS&$p$ has made himself stinks, nearby living beings can suffer from it.]
(p.gender = female)
effect_stench_self_begin_spectator_player_f [&SYS&$p$ has made herself stinks, nearby living beings can suffer from it.]
}
EFFECT_STENCH_SELF_BEGIN_SPECTATORS_NPC (bot b)
{
(b.gender = male)
effect_stench_self_begin_spectators_npc_m [&SYS&$b.da$ $b$ has made himself stinks, nearby living beings can suffer from it.]
(b.gender = female)
effect_stench_self_begin_spectators_npc_f [&SYS&$b.da$ $b$ has made herself stinks, nearby living beings can suffer from it.]
}
EFFECT_STENCH_SELF_BEGIN_SPECTATORS_CREATURE (creature c)
{
effect_stench_self_begin_spectators_creature [&SYS&$c.da$ $c$ has made itself stinks, nearby living beings can suffer from it.]
}
EFFECT_STENCH_LOSE_HP(entity e, int i)
{
effect_stench_lose_hp [&SPL&$e.da$ $e$ stinks so much that you feel sick and lose $i$ hit points.]
}
EFFECT_STENCH_LOSE_HP_ACTOR(entity e, int i)
{
effect_stench_lose_hp_actor [&SPL&You stink so much that $e.da$ $e$ feels sick and loses $i$ hit points.]
}
/**
* DoT effects
*/
EFFECT_DOT_BEGIN_CREATOR (entity e)
{
(e.gender = male)
effect_dot_begin_creator_m [&SYS& TODO.]
effect_dot_begin_creator_f [&SYS& TODO.]
}
EFFECT_DOT_BEGIN_TARGET (entity e)
{
effect_dot_begin_target [&SYS& TODO.]
}
EFFECT_DOT_BEGIN_SPECTATORS (entity actor, entity target)
{
(actor.gender = male)
effect_dot_begin_spectators_m [&SYS&$actor.da$ $actor$ makes $target.da$ $target$ stinks horribly, nearby living beings can suffer from it.]
effect_dot_begin_spectators_f [&SYS&$actor.da$ $actor$ makes $target.da$ $target$ stinks horribly, nearby living beings can suffer from it.]
}
EFFECT_DOT_END_CREATOR (entity e)
{
effect_dot_end_creator [&SYS&$e.da$ $e$ no longer stinks.]
}
EFFECT_DOT_END_TARGET ()
{
effect_dot_end_target [&SPL&You no longer stink.]
}
EFFECT_DOT_END_SPECTATORS (entity e)
{
effect_dot_end_spectators [&SYS&$e.da$ $e$ no longer stinks.]
}
EFFECT_DOT_SELF_BEGIN_CREATOR ()
{
effect_dot_self_begin_actor [&SPLM&You make yourself stink and nearby living beings can suffer from it.]
}
EFFECT_DOT_SELF_BEGIN_SPECTATORS_PLAYER (player p)
{
(p.gender = male)
effect_dot_self_begin_spectator_player_m [&SYS&$p$ has made himself stinks, nearby living beings can suffer from it.]
effect_dot_self_begin_spectator_player_f [&SYS&$p$ has made herself stinks, nearby living beings can suffer from it.]
}
EFFECT_DOT_SELF_BEGIN_SPECTATORS_NPC (bot b)
{
(b.gender = male)
effect_dot_self_begin_spectators_npc_m [&SYS&$b.da$ $b$ has made himself stinks, nearby living beings can suffer from it.]
effect_dot_self_begin_spectators_npc_f [&SYS&$b.da$ $b$ has made herself stinks, nearby living beings can suffer from it.]
}
EFFECT_DOT_SELF_BEGIN_SPECTATORS_CREATURE (creature c)
{
effect_dot_self_begin_spectators_creature [&SYS&$c.da$ $c$ has made itself stinks, nearby living beings can suffer from it.]
}
EFFECT_DOT_LOSE_HP(entity e, int i)
{
effect_dot_lose_hp [&SPL&$e.da$ $e$ stinks so much that you feel sick and lose $i$ hit points.]
}
EFFECT_DOT_LOSE_HP_ACTOR(entity e, int i)
{
effect_dot_lose_hp_actor [&SPL&You stink so much that $e.da$ $e$ feels sick and loses $i$ hit points.]
}