Add translation work files
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60 changed files with 22157 additions and 0 deletions
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translation/work/bodypart_words_wk.txt
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translation/work/bodypart_words_wk.txt
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translation/work/bot_names.txt
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translation/work/bot_names.txt
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translation/work/career_words_wk.txt
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translation/work/career_words_wk.txt
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translation/work/characteristic_words_wk.txt
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translation/work/characteristic_words_wk.txt
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translation/work/classificationtype_words_wk.txt
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translation/work/classificationtype_words_wk.txt
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translation/work/creature_words_wk.txt
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translation/work/creature_words_wk.txt
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translation/work/damagetype_words_wk.txt
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translation/work/damagetype_words_wk.txt
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translation/work/ecosystem_words_wk.txt
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translation/work/ecosystem_words_wk.txt
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translation/work/faction_words_wk.txt
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translation/work/faction_words_wk.txt
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translation/work/item_words_wk.txt
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translation/work/item_words_wk.txt
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translation/work/job_words_wk.txt
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translation/work/job_words_wk.txt
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translation/work/outpost_words_wk.txt
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translation/work/outpost_words_wk.txt
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translation/work/phrase_wk.txt
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translation/work/phrase_wk.txt
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#include "phrases/phrase_test_wk.txt"
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#include "phrases/generic_missions_wk.txt"
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#include "phrases/emotes_wk.txt"
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#include "phrases/encyclopedia/phrase_ency_wk.txt"
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#include "phrases/rites/phrase_rites_wk.txt"
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#include "phrases/whoami_wk.txt"
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#include "phrases/named_items_wk.txt"
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#include "phrases/phrase_wk.txt"
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#include "phrases/mission_test_wk.txt"
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#include "phrases/nbland_missions.txt"
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#include "phrases/generic_task_phrases_wk.txt"
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#include "phrases/phrase_combat_wk.txt"
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#include "phrases/phrase_forage_wk.txt"
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#include "phrases/phrase_death_wk.txt"
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#include "phrases/phrase_magic_wk.txt"
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#include "phrases/phrase_xpgain_wk.txt"
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#include "phrases/phrase_faction_wk.txt"
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#include "phrases/phrase_loot_wk.txt"
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#include "phrases/phrase_ring_wk.txt"
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#include "phrases/phrase_target_wk.txt"
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#include "phrases/phrase_inventory_wk.txt"
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#include "phrases/phrase_sphrase_wk.txt"
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#include "phrases/phrase_misson_wk.txt"
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#include "phrases/phrase_craft_wk.txt"
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#include "phrases/phrase_effect_wk.txt"
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#include "phrases/phrase_team_wk.txt"
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#include "phrases/phrase_exchange_wk.txt"
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#include "phrases/phrase_zone_wk.txt"
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#include "phrases/phrase_power_wk.txt"
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#include "phrases/phrase_lift_wk.txt"
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#include "phrases/phrase_enchantment_wk.txt"
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#include "phrases/phrase_guild_wk.txt"
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#include "phrases/phrase_outpost_wk.txt"
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#include "phrases/phrase_pvp_wk.txt"
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#include "phrases/phrase_fame_wk.txt"
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#include "phrases/phrase_animal_wk.txt"
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translation/work/phrases/emotes_wk.txt
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translation/work/phrases/emotes_wk.txt
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/** this file contains encyclopedia texts for album 00 */
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ENCY_ALB_00 ()
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{
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[First Encyclopaedia Album]
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}
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ENCY_THM_00_01()
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{
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[First Encyclopaedia Mission]
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}
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ENCY_THM_TXT_00_01()
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{
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[This is an example encyclopaedia text.]
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}
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translation/work/phrases/encyclopedia/phrase_ency_wk.txt
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translation/work/phrases/encyclopedia/phrase_ency_wk.txt
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#include "phrase_ency_alb_00_wk.txt"
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/** this file contains encyclopedia texts for all albums */
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ENCY_THM_PREREQ_NO ()
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{
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[You must carry out certain tasks before you can accomplish the mission linked to this theme.]
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}
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ENCY_THM_PREREQ_YES ()
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{
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[You are ready to accomplish the mission linked to this theme.]
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}
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ENCY_ALB_PREREQ_NO()
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{
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[You have to discover all of the themes of this album to complete it.]
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}
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ENCY_THEMA_FINISHED()
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{
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[&THM& You have finished a theme of the encyclopaedia.]
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}
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translation/work/phrases/generic_missions_wk.txt
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translation/work/phrases/generic_missions_wk.txt
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5087
translation/work/phrases/generic_task_phrases_wk.txt
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translation/work/phrases/generic_task_phrases_wk.txt
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401
translation/work/phrases/mission_test_wk.txt
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translation/work/phrases/mission_test_wk.txt
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///////////// tests
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////TEST 1
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TEST_1_TITLE (bot b1, bot b2, player p )
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{
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[TEST1 : mission de test de titres / description : Salut $p$, je suis $b1$ ( je suis aussi le mission_giver : $b2$ ). ]
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}
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TEST_1_DESC ( bot dummy, item i, place p, skill s, race r, sbrick sb, faction f, bot b, creature_model cm, sphrase sp )
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{
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[ item "$i$" \n place "$p$" \n skill "$s$" \n race "$r$"\n sbrick "$sb$"\n faction "$f$"\n bot "$b$"\n creature_model "$cm$"\n sphrase "$sp$"]
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}
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TEST_1_TALK_TO ( bot b, player p )
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{
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[Hey $b$! Je suis $p$. Je veux te parler.]
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}
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////TEST 2
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TEST_2_TITLE (bot b)
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{
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[TEST2 : jump /failure /end ]
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}
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TEST_2_DESC (bot dummy)
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{
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[TEST2 : ooo/ any /jump /failure /end ]
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}
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TEST_2_TALK_TO_1 ()
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{
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[Il faut dire les 3 phrases pour avancer. 1ere phrase]
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}
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TEST_2_TALK_TO_2 ()
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{
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[Il faut dire les 3 phrases pour avancer. 2eme phrase]
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}
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TEST_2_TALK_TO_3 ()
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{
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[Il faut dire les 3 phrases pour avancer. 3eme phrase]
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}
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TEST_2_TALK_TO_4 ()
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{
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[Il faut dire une des 3 phrases pour avancer. 1ere phrase]
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}
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TEST_2_TALK_TO_5 ()
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{
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[Il faut dire une des 3 phrases pour avancer. 2eme phrase]
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}
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TEST_2_TALK_TO_6 ()
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{
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[Il faut dire une des 3 phrases pour avancer. 3eme phrase]
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}
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TEST_2_TALK_TO_7 ()
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{
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[retour au debut de la mission]
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}
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TEST_2_TALK_TO_8 ()
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{
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[retour juste apres la premiere etape ( apres avoir dit les 3 phrases )]
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}
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TEST_2_TALK_TO_9 ()
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{
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[dire ceci permet de ne jamais échoué dans la mission mais de la recommencer en cas d'echec]
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}
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TEST_2_TALK_TO_10 ()
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{
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[echec de la mission]
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}
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TEST_2_TALK_TO_11 ()
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{
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[succes de la mission]
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}
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////TEST 3
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TEST_3_AUTO ()
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{
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[test de mission auto]
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}
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TEST_3_BOT_1 ()
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{
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[cette mission ne doit pas apparaitre dans le journal. parle moi pour la finir.]
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}
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TEST_3_TALK_TO_1 ()
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{
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[finir mission auto]
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}
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////TEST 4
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TEST_4_TITLE (bot b)
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{
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[TEST4 : kill / target ]
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}
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TEST_4_DESC (bot dummy)
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{
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[Mission faite pour tester les objectifs de target / kill]
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}
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TEST_4_KILL_GROUP ()
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{
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[ kill people in the group nearby ( green seed tribe ) ]
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}
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////TEST 5
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TEST_5_TITLE (bot b)
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{
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[TEST5 : misc objectives 1]
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}
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TEST_5_DESC (bot dummy)
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{
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[ Mission faite pour tester des objectifs généraux ]
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}
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TEST_5_MISSION_DONE ()
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{
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[ Complete the auto mission ]
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}
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////TEST 6
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TEST_6_TITLE (bot b)
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{
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[TEST6 : misc objectives 2]
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}
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TEST_6_DESC (bot dummy)
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{
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[ Mission faite pour tester des objectifs généraux ]
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}
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TEST_6_TALK_TO ()
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{
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[Test de talk to pour la mission TEST 6]
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}
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////TEST 7
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TEST_7_TITLE (bot b)
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{
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[TEST7 : misc actions]
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}
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TEST_7_NEXT ()
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{
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[TEST7 : tester l'action suivante]
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}
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TEST_7_CHAT ()
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{
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[TEST7 : je te réponds]
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}
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TEST_7_DESC (bot dummy)
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{
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[ Mission faite pour tester les actions. A chaque fois que l'on parle au bot une nouvelle action est déclenchée. Liste des actions : recv_item\nlearn_action\nlearn_brick\nrecv_money : 10000\nrecv_fame : tribe_green_seed 1000\nbot_chat : tell\nbot_chat : say\nbot_chat : shout\nsystem message\nadd_compass_npc\nadd_compass_place\n ]
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}
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////TEST 10
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TEST_10_TITLE (bot b)
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{
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[TEST10: dyn_chat / special items]
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}
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TEST_10_DESC (bot dummy)
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{
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[ Mission faite pour tester dyn chat , items spéciaux et changement de description. Global replay timer de 300 ticks ]
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}
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TEST_10_DYN ()
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{
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[ Choisis une réponse il y en a 3 ]
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}
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TEST_10_A1 ()
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{
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[ retour au début de la mission(1) ]
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}
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TEST_10_A2 ()
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{
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[ retour au début de la mission(2) ]
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}
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TEST_10_A3()
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{
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[ fin de la mission.]
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}
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TEST_10_B1 ()
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{
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[ retour au début de la mission(1) ]
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}
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TEST_10_B2 ()
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{
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[ Changement du texte de descriptionretour au début de la mission(2) ]
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}
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TEST_10_B3()
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{
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[On recoit un item avec les propriétés suivantes Attention : l'item a un nom custom: \nfiche : icmm2sa.sitem \n qualité : 16\n Durability : 1 \n Speed 10; \n Range 0.9 \n enchantement\n abm_ml_fire_00140\n ]
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}
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TEST_10_DESC_NEW( bot b)
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{
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[$b$ est content : ceci est la nouvelle description.]
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}
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TEST_10_ITEM ()
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{
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[Hache de la mort.]
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}
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////TEST 11
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TEST_11_TITLE (bot b)
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{
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[TEST11 : temporalité]
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}
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TEST_11_DESC (bot dummy)
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{
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[ On ne peut remplir le premier objectif que l'été de 17h30 à 23h30. On ne peut faire la mission qu'une fois et elle ne peut etre prise que par un joueur. Player replay timer de 300 ticks. Apres le 2eme objectif, la mission est un échec au bout de 20 secondes ]
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}
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TEST_11_TALK_TO_1 ()
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{
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[ enleve contrainte de temps / saison ]
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}
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TEST_11_TALK_TO_2 ()
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{
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[ apres il reste 20 secondes pour accomplir la mission sinon echec ]
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}
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TEST_11_TALK_TO_3 ()
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{
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[ success de mission 11 ]
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}
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////TEST 12
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TEST_12_TITLE (bot b)
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{
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[TEST112 : conditions / teleportation / ojectif caché / compass]
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}
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TEST_12_DESC (bot dummy)
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{
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[ au moment ou on prend la missionon a des messages sur l'état du joueur (skill /mission / brick). Verifier qu'ils sont vrais. changer skill /mission / brick pour voir si les messages changent quand on prend la mission ]
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}
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TEST12_HIDE_OBJ ()
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{
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[Le prochain objectif ( parler au bot ) n'apparait pas dans le journal. Une fois cela fiat, le bot proposera 2 teleportations. La 2eme a un texte particulier et ne peut etre prise qu'une fois]
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}
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TEST_12_TALK_TO_1 ()
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{
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[ activer les teleports et le compass ]
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}
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TEST_12_TALK_TO_2 ()
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{
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[ finir mission 12 ]
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}
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TEST12_BRICK ( sbrick b )
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{
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[ vous possedez $b$ ]
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}
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TEST12_PAS_BRICK ( sbrick b )
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{
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[ vous ne possedez pas $b$ ]
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}
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TEST12_PAS_MISSION ()
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{
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[ vous n'avez pas fait la mission auto ]
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}
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TEST12_MISSION ()
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{
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[ vous n'avez pas fait la mission auto ]
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}
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TEST12_SKILL (skill s, int i)
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{
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[ vous avez $s$ à au moins $i$ ]
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}
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TEST12_PAS_SKILL (skill s, int i)
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{
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[ vous n'avez pas $s$ à au moins $i$ ]
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}
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////TEST 13
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TEST_13_TITLE (bot b)
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{
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[TEST13 : inside / outside places]
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}
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TEST_13_DESC (bot dummy, int i, int ql, int qu, item it)
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{
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[on doit d'abord rester dans Aegus, sinon echec de la mission au bout de 30 secondes. Parler au bot annule la condition. On doit ensuite rester hors de Aegus sinon echec apres 60 sec., TEST de variable de prix: $qu$ $it$ de qualité $ql$ = $i$ dappers ]
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}
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TEST_13_TALK_TO_1 ()
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{
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[TEST 13 : cansel inside, trigger outside]
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}
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TEST_13_TALK_TO_2 ()
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{
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[TEST 13 : cancel outside]
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}
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TEST_13_TALK_TO_3 ()
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{
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[TEST 13 : fin]
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}
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////TEST 14
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TEST_14_TITLE (bot b)
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{
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[TEST14 : Newbie mission]
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}
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TEST_14_DESC (bot dummy, int i, int ql, int qu, item it)
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{
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[mission assignée à tout nouveau personnage]
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}
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TEST_14_TALK_TO_1 ()
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{
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[TEST 14 : end]
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}
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////TEST 15
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TEST_15_TITLE (bot b)
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{
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[TEST15 : missions chainées.]
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}
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TEST_15_DESC (bot dummy, int i, int ql, int qu, item it)
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{
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[parler au bot pour acquérir automatiquement une mission. Lui reparler pour acquérir une autre mission et arreter cette mission]
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}
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TEST_15_TALK_TO_1 ()
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{
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[TEST 15 : spawner une autre mission]
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}
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TEST_15_TALK_TO_2 ()
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{
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[TEST 15 : spawner une autre mission et réussir celle ci]
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}
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SPAWN_MISSION_TITLE(bot b)
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{
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[SPAWN mission]
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}
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SPAWN_MISSION_DESC(bot b)
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{
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[SPAWN mission]
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}
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|
||||
CHAIN_MISSION_TITLE(bot dummy)
|
||||
{
|
||||
[CHAINED mission]
|
||||
}
|
||||
|
||||
CHAIN_MISSION_DESC(bot dummy)
|
||||
{
|
||||
[CHAINED mission]
|
||||
}
|
||||
|
||||
|
6
translation/work/phrases/named_items_wk.txt
Normal file
6
translation/work/phrases/named_items_wk.txt
Normal file
|
@ -0,0 +1,6 @@
|
|||
// Named Items
|
||||
|
||||
ranger_vest_noob()
|
||||
{
|
||||
[Ranger Vest]
|
||||
}
|
40
translation/work/phrases/nbland_missions_wk.txt
Normal file
40
translation/work/phrases/nbland_missions_wk.txt
Normal file
|
@ -0,0 +1,40 @@
|
|||
|
||||
CHIANG_1 ()
|
||||
{
|
||||
[&bbl&The freedom to run the program, for any purpose (freedom 0).]
|
||||
|
||||
}
|
||||
|
||||
CHIANG_2 ()
|
||||
{
|
||||
[&bbl&The freedom to study how the program works, and change it to make it do what you wish (freedom 1). Access to the source code is a precondition for this.]
|
||||
|
||||
}
|
||||
|
||||
CHIANG_3 ()
|
||||
{
|
||||
[&bbl&The freedom to redistribute copies so you can help your neighbor (freedom 2).]
|
||||
|
||||
}
|
||||
|
||||
CHIANG_4 ()
|
||||
{
|
||||
[&bbl&The freedom to distribute copies of your modified versions to others (freedom 3). By doing this you can give the whole community a chance to benefit from your changes. Access to the source code is a precondition for this.]
|
||||
|
||||
}
|
||||
|
||||
CHIANG_WELCOME ()
|
||||
{
|
||||
[Greetings Freesoftware Fellow,\nI'm the welcomer on this Ryzom Core shard. This server is here to do some test, tweak and hack on the source code. Happy Hacking!]
|
||||
|
||||
}
|
||||
|
||||
WELCOME_RYZOM_CORE_TITLE ()
|
||||
{
|
||||
[Need Money?]
|
||||
}
|
||||
|
||||
WELCOME_RYZOM_CORE_DESC ()
|
||||
{
|
||||
[Kill yubo and earn money!]
|
||||
}
|
60
translation/work/phrases/phrase_animal_wk.txt
Normal file
60
translation/work/phrases/phrase_animal_wk.txt
Normal file
|
@ -0,0 +1,60 @@
|
|||
|
||||
EGS_ALREADY_HAVE_MOUNT ()
|
||||
{
|
||||
[&CHK&You can only have one mektoub mount.]
|
||||
}
|
||||
|
||||
EGS_CANT_BUY_ANOTHER_PACKER ()
|
||||
{
|
||||
[&CHK&You can't buy another mektoub packer.]
|
||||
}
|
||||
|
||||
PACK_ANIMAL_INVENTORY_MUST_BE_EMPTY ()
|
||||
{
|
||||
[&CHK&You can't exchange an animal with something in his bag.]
|
||||
}
|
||||
|
||||
ANIMAL_INTERLOCUTOR_HAVE_MAX()
|
||||
{
|
||||
[&CHK&Votre interlocuteur a trop d'animaux pour que vous puissiez lui en donner d'autres.]
|
||||
}
|
||||
|
||||
ANIMAL_PLAYER_HAVE_MAX()
|
||||
{
|
||||
[&CHK&Vous avez trop d'animaux pour que vous puissiez en accepter d'autres.]
|
||||
}
|
||||
|
||||
ANIMAL_MOUNTED()
|
||||
{
|
||||
[&CHK&Vous ne pouvez pas échanger un animal sur lequel vous êtes monté.]
|
||||
}
|
||||
|
||||
ANIMAL_INVENTORY_INACCESSIBLE(int number)
|
||||
{
|
||||
[&SYS&Votre animal #$number$ est trop loin pour que vous puissiez acceder à son inventaire.]
|
||||
}
|
||||
|
||||
ANIMAL_DEAD (int number)
|
||||
{
|
||||
[&SYS&Votre animal #$number$ vient de mourir, vous avez trois jours pour recupérer les items qui sont dans son inventaire avant qu'il ne disparaisse par pourrissement.]
|
||||
}
|
||||
|
||||
ANIMAL_DISEAPER (int number)
|
||||
{
|
||||
[&SYS&Votre animal #$number$ à disparu car cela fait trois jour qu'il est mort, tout ce qu'il contenait encore dans son inventaire à disparu avec lui.]
|
||||
}
|
||||
|
||||
ANIMAL_HUNGRY()
|
||||
{
|
||||
[&CHK&Your mektoub is hungry, and can't run any longer.]
|
||||
}
|
||||
|
||||
ANIMAL_HAS_EATEN()
|
||||
{
|
||||
[&ITM&Your mektoub has eaten some food from his inventory, and can now run.]
|
||||
}
|
||||
|
||||
ANIMAL_FOLLOW_TOO_FAR()
|
||||
{
|
||||
[&CHK&Your following mektoub is too far from you and can't follow you any longer.]
|
||||
}
|
402
translation/work/phrases/phrase_combat_wk.txt
Normal file
402
translation/work/phrases/phrase_combat_wk.txt
Normal file
|
@ -0,0 +1,402 @@
|
|||
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
// sentences related to combat
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
COMBAT_ACTOR_HIT(entity e, int damage, int maxDamage)
|
||||
{
|
||||
(maxDamage = 0 & damage > 1)
|
||||
combat_actor_hit_p [&DGM&You inflict $damage$ damage points on $e.da$ $e$.]
|
||||
(maxDamage = 0 & damage=1)
|
||||
combat_actor_hit_1 [&DGM&You inflict one damage point on $e$.]
|
||||
(maxDamage = 0 & damage=0)
|
||||
combat_actor_hit_0 [&DGM&You hit $e$ but do no damage.]
|
||||
|
||||
(damage>1)
|
||||
combat_actor_hit_pm [&DGM&You inflict $damage$ ($maxDamage$) damage points on $e.da$ $e$.]
|
||||
(damage=1)
|
||||
combat_actor_hit_1m [&DGM&You inflict one damage ($maxDamage$) point on $e.da$ $e$.]
|
||||
(damage=0)
|
||||
combat_actor_hit_0m [&DGM&You hit $e.da$ $e$ but do no damage ($maxDamage$).]
|
||||
}
|
||||
|
||||
COMBAT_ACTOR_HIT_LOC(entity e, int damage, int maxDamage, bodypart b)
|
||||
{
|
||||
(maxDamage = 0 & damage > 1)
|
||||
combat_actor_hit_test_loc_p [&DGM&You hit $e.da$ $e$'s $b$ for $damage$ points of damage.]
|
||||
(maxDamage = 0 & damage = 1)
|
||||
combat_actor_hit_test_loc_1 [&DGM&You You hit $e.da$ $e$'s $b$ for 1 point of damage.]
|
||||
(maxDamage = 0 & damage = 0)
|
||||
combat_actor_hit_test_loc_0 [&DGM&You You hit $e.da$ $e$'s $b$ but inflict no damage.]
|
||||
|
||||
(damage>1)
|
||||
combat_actor_hit_test_loc_pm [&DGM&You hit $e.da$ $e$'s $b$ for $damage$ ($maxDamage$) points of damage.]
|
||||
(damage=1)
|
||||
combat_actor_hit_test_loc_1m [&DGM&You You hit $e.da$ $e$'s $b$ for 1 ($maxDamage$) point of damage.]
|
||||
(damage=0)
|
||||
combat_actor_hit_test_loc_0m [&DGM&You You hit $e.da$ $e$'s $b$ but inflict no damage ($maxDamage$).]
|
||||
}
|
||||
|
||||
|
||||
COMBAT_DEFENDER_HIT(entity e, int damage, int maxDamage)
|
||||
{
|
||||
(maxDamage = 0 & damage > 0)
|
||||
combat_defender_hit [&DG&$e.da$ $e$ hits you for $damage$ damage.]
|
||||
(maxDamage = 0 & damage = 0)
|
||||
combat_defender_hit_0 [&DG&$e.da$ $e$ hits you but does no damage.]
|
||||
|
||||
(damage>0)
|
||||
combat_defender_hit_m [&DG&$e.da$ $e$ hits you for $damage$ ($maxDamage$) damage.]
|
||||
(damage=0)
|
||||
combat_defender_hit_0m [&DG&$e.da$ $e$ hits you but does no damage ($maxDamage$).]
|
||||
}
|
||||
|
||||
COMBAT_DEFENDER_HIT_LOC(entity e, int damage, int maxDamage, bodypart b)
|
||||
{
|
||||
(maxDamage = 0 & damage>0)
|
||||
combat_defender_hit_loc [&DG&$e.da$ $e$ hits your $b$ for $damage$ damage.]
|
||||
(maxDamage = 0 & damage=0)
|
||||
combat_defender_hit_loc_0 [&DG&$e.da$ $e$ hits your $b$ but does no damage.]
|
||||
|
||||
(damage>0)
|
||||
combat_defender_hit_loc_m [&DG&$e.da$ $e$ hits your $b$ for $damage$ ($maxDamage$) damage.]
|
||||
(damage=0)
|
||||
combat_defender_hit_loc_0m [&DG&$e.da$ $e$ hits your $b$ but does no damage ($maxDamage$).]
|
||||
}
|
||||
|
||||
COMBAT_SPECTATOR_HIT(entity actor, entity defender, int damage, int maxDamage)
|
||||
{
|
||||
(maxDamage = 0 & damage>0)
|
||||
combat_spectator_hit [&SYS&$actor.da$ $actor$ hits $defender.da$ $defender$ for $damage$ damage.]
|
||||
(maxDamage = 0 & damage=0)
|
||||
combat_spectator_hit_0 [&SYS&$actor.da$ $actor$ hits $defender.da$ $defender$ but does no damage.]
|
||||
|
||||
(damage>0)
|
||||
combat_spectator_hit_m [&SYS&$actor.da$ $actor$ hits $defender.da$ $defender$ for $damage$ ($maxDamage$) damage.]
|
||||
(damage=0)
|
||||
combat_spectator_hit_0m [&SYS&$actor.da$ $actor$ hits $defender.da$ $defender$ but does no damage ($maxDamage$).]
|
||||
}
|
||||
|
||||
COMBAT_ACTOR_HIT_SELF(int damage, int maxDamage)
|
||||
{
|
||||
(maxDamage = 0 & damage > 1)
|
||||
combat_actor_hit_self_p [&DG&Vous vous blessez, infligeant $damage$ points de dégâts.]
|
||||
|
||||
(maxDamage = 0 & damage = 1)
|
||||
combat_actor_hit_self_1 [&DG&Vous vous blessez, infligeant 1 point de dégâts.]
|
||||
|
||||
(maxDamage = 0 & damage = 0)
|
||||
combat_actor_hit_self_0 [&DG&Vous vous blessez mais n'infligez pas de dégâts.]
|
||||
|
||||
(damage>1)
|
||||
combat_actor_hit_self_pm [&DG&Vous vous blessez, infligeant $damage$ ($maxDamage$) points de dégâts.]
|
||||
|
||||
(damage=1)
|
||||
combat_actor_hit_self_1m [&DG&Vous vous blessez, infligeant 1 ($maxDamage$) point de dégâts.]
|
||||
|
||||
(damage=0)
|
||||
combat_actor_hit_self_0m [&DG&Vous vous blessez mais n'infligez pas de dégâts ($maxDamage$).]
|
||||
}
|
||||
|
||||
COMBAT_SPECTATOR_HIT_SELF_CREATURE(creature e, int damage)
|
||||
{
|
||||
(damage>0)
|
||||
combat_spectator_hit_self_creature [&DGM&$e$ hits itself for $damage$ damage.]
|
||||
(damage=0)
|
||||
combat_spectator_hit_self_creature_0 [&DGM&$e$ hits itself but does no damage.]
|
||||
}
|
||||
COMBAT_SPECTATOR_HIT_SELF_PLAYER(player p, int damage)
|
||||
{
|
||||
(damage>0 & p.gender = male)
|
||||
combat_spectator_hit_self_player_m [&DGM&$p$ hits himself for $damage$ damage.]
|
||||
(damage>0 & p.gender = female)
|
||||
combat_spectator_hit_self_player_f [&DGM&$p$ hits herself for $damage$ damage.]
|
||||
(damage=0 & p.gender = male)
|
||||
combat_spectator_hit_self_player_0_m [&DGM&$p$ hits himself but does no damage.]
|
||||
(damage=0 & p.gender = female)
|
||||
combat_spectator_hit_self_player_0_f [&DGM&$p$ hits herself but does no damage.]
|
||||
}
|
||||
COMBAT_SPECTATOR_HIT_SELF_NPC(bot p, int damage)
|
||||
{
|
||||
(damage>0 & p.gender = male)
|
||||
combat_spectator_hit_self_bot_m [&DGM&$p$ hits himself for $damage$ damage.]
|
||||
(damage>0 & p.gender = female)
|
||||
combat_spectator_hit_self_bot_f [&DGM&$p$ hits herself for $damage$ damage.]
|
||||
(damage=0 & p.gender = male)
|
||||
combat_spectator_hit_self_bot_0_m [&DGM&$p$ hits himself but does no damage.]
|
||||
(damage=0 & p.gender = female)
|
||||
combat_spectator_hit_self_bot_0_f [&DGM&$p$ hits herself but does no damage.]
|
||||
}
|
||||
|
||||
COMBAT_LOSE_STA_ACTOR(entity e, int i)
|
||||
{
|
||||
combat_lose_sta_actor [&SPLM&You make $e.da$ $e$ lose $i$ stamina points.]
|
||||
}
|
||||
COMBAT_LOSE_STA_TARGET(entity e, int i)
|
||||
{
|
||||
combat_lose_sta_target [&SPL&$e.da$ $e$ makes you lose $i$ stamina points.]
|
||||
}
|
||||
COMBAT_LOSE_STA_SPECTATORS(entity actor, entity target, int i)
|
||||
{
|
||||
combat_lose_sta_spectators [&SYS&$actor.da$ $actor$ makes $target.da$ $target$ lose $i$ stamina points.]
|
||||
}
|
||||
COMBAT_LOSE_STA_SELF(int i)
|
||||
{
|
||||
combat_lose_sta_self [&SPL&You make yourself lose $i$ stamina points.]
|
||||
}
|
||||
COMBAT_LOSE_STA_SELF_SPECTATORS_PLAYER(player p, int i)
|
||||
{
|
||||
(p.gender = male)
|
||||
combat_lose_sta_self_spectators_pm [&SPLM&$p$ makes himself lose $i$ stamina points.]
|
||||
(p.gender = female)
|
||||
combat_lose_sta_self_spectators_pf [&SPLM&$p$ makes herself lose $i$ stamina points.]
|
||||
}
|
||||
COMBAT_LOSE_STA_SELF_SPECTATORS_NPC(bot b, int i)
|
||||
{
|
||||
(b.gender = male)
|
||||
combat_lose_sta_self_spectators_bm [&SPLM&$b.da$ $b$ makes himself lose $i$ stamina points.]
|
||||
(b.gender = female)
|
||||
combat_lose_sta_self_spectators_bf [&SPLM&$b.da$ $b$ makes herself lose $i$ stamina points.]
|
||||
}
|
||||
COMBAT_LOSE_STA_SELF_SPECTATORS_CREATURE(creature c, int i)
|
||||
{
|
||||
combat_lose_sta_self_spectators_c [&SPLM&$c.da$ $c$ makes itself lose $i$ stamina points.]
|
||||
}
|
||||
|
||||
COMBAT_LOSE_SAP_ACTOR(entity e, int i)
|
||||
{
|
||||
combat_lose_sap_actor [&SPLM&You make $e.da$ $e$ lose $i$ sap points.]
|
||||
}
|
||||
COMBAT_LOSE_SAP_TARGET(entity e, int i)
|
||||
{
|
||||
combat_lose_sap_target [&SPL&$e.da$ $e$ makes you lose $i$ sap points.]
|
||||
}
|
||||
COMBAT_LOSE_SAP_SPECTATORS(entity actor, entity target, int i)
|
||||
{
|
||||
combat_lose_sap_spectators [&SYS&$actor.da$ $actor$ makes $target.da$ $target$ lose $i$ sap points.]
|
||||
}
|
||||
COMBAT_LOSE_SAP_SELF(int i)
|
||||
{
|
||||
combat_lose_sap_self [&SPL&You make yourself lose $i$ sap points.]
|
||||
}
|
||||
COMBAT_LOSE_SAP_SELF_SPECTATORS_PLAYER(player p, int i)
|
||||
{
|
||||
(p.gender = male)
|
||||
combat_lose_sap_self_spectators_pm [&SPLM&$p$ makes himself lose $i$ sap points.]
|
||||
(p.gender = female)
|
||||
combat_lose_sap_self_spectators_pf [&SPLM&$p$ makes herself lose $i$ sap points.]
|
||||
}
|
||||
COMBAT_LOSE_SAP_SELF_SPECTATORS_NPC(bot b, int i)
|
||||
{
|
||||
(b.gender = male)
|
||||
combat_lose_sap_self_spectators_bm [&SPLM&$b.da$ $b$ makes himself lose $i$ sap points.]
|
||||
(b.gender = female)
|
||||
combat_lose_sap_self_spectators_bf [&SPLM&$b.da$ $b$ makes herself lose $i$ sap points.]
|
||||
}
|
||||
COMBAT_LOSE_SAP_SELF_SPECTATORS_CREATURE(creature c, int i)
|
||||
{
|
||||
combat_lose_sap_self_spectators_c [&SPLM&$c.da$ $c$ makes itself lose $i$ sap points.]
|
||||
}
|
||||
|
||||
COMBAT_ACTOR_MISS(entity e)
|
||||
{
|
||||
combat_actor_miss [&MISM&You miss $e$.]
|
||||
}
|
||||
|
||||
COMBAT_DEFENDER_MISS(entity e)
|
||||
{
|
||||
combat_defender_miss [&MIS&$e$ misses you.]
|
||||
}
|
||||
|
||||
COMBAT_SPECTATOR_MISS(entity actor, entity defender)
|
||||
{
|
||||
combat_spectator_miss [&SYS&$actor$ misses $defender$.]
|
||||
}
|
||||
|
||||
COMBAT_ACTOR_CRITICAL_HIT(entity e)
|
||||
{
|
||||
combat_actor_critical_hit [&SPLM&You perform a critical strike on $e$.]
|
||||
}
|
||||
|
||||
COMBAT_DEFENDER_CRITICAL_HIT(entity e)
|
||||
{
|
||||
combat_defender_critical_hit [&SPL&$e$ performs a critical strike on you.]
|
||||
}
|
||||
|
||||
COMBAT_SPECTATOR_CRITICAL_HIT(entity actor, entity defender)
|
||||
{
|
||||
combat_spectator_critical_hit [&SYS&$actor$ performs a critical strike on $defender$.]
|
||||
}
|
||||
|
||||
COMBAT_ACTOR_FUMBLE()
|
||||
{
|
||||
combat_actor_fumble [&MISM&You fumble.]
|
||||
}
|
||||
|
||||
COMBAT_DEFENDER_FUMBLE(entity e)
|
||||
{
|
||||
combat_defender_fumble [&MIS&$e$ fumbles.]
|
||||
}
|
||||
|
||||
COMBAT_SPECTATOR_FUMBLE(entity actor)
|
||||
{
|
||||
combat_spectator_fumble [&MIS&$actor$ fumbles.]
|
||||
}
|
||||
|
||||
COMBAT_ATTACK_ACTOR(entity e)
|
||||
{
|
||||
combat_attack_actor [&SYS&You attack $e$.]
|
||||
}
|
||||
|
||||
COMBAT_ATTACK_DEFENDER(entity e)
|
||||
{
|
||||
combat_attack_defender [&SYS&$e$ attacks you.]
|
||||
}
|
||||
|
||||
COMBAT_ATTACK_SPECTATOR(entity actor, entity defender)
|
||||
{
|
||||
combat_attack_spectator [&SYS&$actor$ attacks $defender$.]
|
||||
}
|
||||
|
||||
COMBAT_LEAVE_ACTOR(entity e)
|
||||
{
|
||||
combat_leave_actor [&SYS&You stop attacking $e$.]
|
||||
}
|
||||
|
||||
COMBAT_LEAVE_DEFENDER(entity e)
|
||||
{
|
||||
combat_leave_defender [&SYS&$e$ leaves combat.]
|
||||
}
|
||||
|
||||
COMBAT_LEAVE_SPECTATOR(entity actor, entity defender)
|
||||
{
|
||||
combat_leave_spectator [&SYS&$actor$ stops attacking $defender$.]
|
||||
}
|
||||
|
||||
COMBAT_DODGE_ATTACKER(entity e)
|
||||
{
|
||||
combat_dodge_attacker [&MISM&$e.da$ $e$ has dodged your attack.]
|
||||
}
|
||||
|
||||
COMBAT_DODGE_DEFENDER(entity e)
|
||||
{
|
||||
combat_dodge_defender [&MIS&You dodged $e.da$ $e$'s attack.]
|
||||
}
|
||||
|
||||
COMBAT_DODGE_SPECTATOR(entity actor, entity defender)
|
||||
{
|
||||
combat_dodge_spectator [&SYS&$defender.ia$ $defender$ has dodged $actor.ia$ $actor$'s attack.]
|
||||
}
|
||||
|
||||
COMBAT_PARRY_ATTACKER(entity e)
|
||||
{
|
||||
combat_parry_attacker [&MISM&$e.da$ $e$ has parried your attack.]
|
||||
}
|
||||
|
||||
COMBAT_PARRY_DEFENDER(entity e)
|
||||
{
|
||||
combat_parry_defender [&MIS&You parry $e.da$ $e$'s attack.]
|
||||
}
|
||||
|
||||
COMBAT_PARRY_SPECTATOR(entity actor, entity defender)
|
||||
{
|
||||
combat_parry_spectator [&SYS&$defender.ia$ $defender$ has parried $actor.ia$ $actor$'s attack.]
|
||||
}
|
||||
|
||||
COMBAT_MISS_ATTACKER(entity e)
|
||||
{
|
||||
combat_parry_attacker [&MISM& Vous avez raté $e.da$ $e$.]
|
||||
}
|
||||
|
||||
COMBAT_MISS_DEFENDER(entity e)
|
||||
{
|
||||
combat_parry_defender [&MIS&$e.da$ $e$ vous a raté.]
|
||||
}
|
||||
|
||||
COMBAT_MISS_SPECTATOR(entity actor, entity defender)
|
||||
{
|
||||
combat_parry_spectator [&SYS&$actor.ia$ $actor$ a raté $defender.ia$ $defender$.]
|
||||
}
|
||||
|
||||
// damage shield related
|
||||
COMBAT_DMG_SHIELD_ATTACKER(entity defender, int damage, int drain)
|
||||
{
|
||||
(drain > 0)
|
||||
combat_dmg_shield_attacker [&DMG&$defender.da$ $defender$'s damage shield inflicts you $damage$ damage points and $defender.da$ $defender$ gains $drain$ hit points.]
|
||||
combat_dmg_shield_attacker_0 [&DMG&$defender.da$ $defender$'s damage shield inflicts you $damage$ damage points.]
|
||||
}
|
||||
|
||||
COMBAT_DMG_SHIELD_DEFENDER(entity attacker, int damage, int drain)
|
||||
{
|
||||
(drain > 0)
|
||||
combat_dmg_shield_defender [&DGM&Your damage shield inflicts $damage$ damage points to $attacker.da$ $attacker$ and you gain $drain$ hit points.]
|
||||
combat_dmg_shield_defender_0 [&DGM&Your damage shield inflicts $damage$ damage points to $attacker.da$ $attacker$.]
|
||||
}
|
||||
|
||||
COMBAT_DMG_SHIELD_SPECTATORS(entity defender, entity attacker, int damage, int drain)
|
||||
{
|
||||
(drain > 0)
|
||||
combat_dmg_shield_spectators [&SYS&$defender.da$ $defender$'s damage shield inflicts $damage$ damage points to $attacker.da$ $attacker$ and $defender.da$ $defender$ gains $drain$ hit points.]
|
||||
combat_dmg_shield_spectators_0 [&SYS&$defender.da$ $defender$'s damage shield inflicts $damage$ damage points to $attacker.da$ $attacker$.]
|
||||
}
|
||||
|
||||
//Disarm
|
||||
COMBAT_DISARM_NO_ITEM(player p)
|
||||
{
|
||||
(p.gender = male)
|
||||
combat_disarm_no_item_m [&CHKCB&$p$ has no weapon equiped, so you cannot disarm him.]
|
||||
combat_disarm_no_item_f [&CHKCB&$p$ has no weapon equiped, so you cannot disarm her.]
|
||||
}
|
||||
|
||||
COMBAT_DISARM_ATTACKER(player p)
|
||||
{
|
||||
combat_disarm_attacker [&SPLM&You have disarmed $p$.]
|
||||
}
|
||||
COMBAT_DISARM_DEFENDER(entity e)
|
||||
{
|
||||
combat_disarm_defender [&SPL&$e.pa$ $e$ disarmed you.]
|
||||
}
|
||||
|
||||
// Feint
|
||||
COMBAT_FEINT_ACTOR(entity e)
|
||||
{
|
||||
combat_feint_actor [&SPLM&You make a successful feint against $e.da$ $e$.]
|
||||
}
|
||||
|
||||
COMBAT_FEINT_TARGET(entity e)
|
||||
{
|
||||
combat_feint_target [&SPL&$e.da$ $e$ makes a successful feint against you.]
|
||||
}
|
||||
|
||||
COMBAT_FEINT_INVALID(entity e)
|
||||
{
|
||||
combat_feint_invalid [&CHKCB&$e.da$ $e$ is not attacking you in melee combat, you cannot feint.]
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////
|
||||
/// sentences used as error codes in combat system
|
||||
////////////////////////////////////////////////////////////////////////////////////
|
||||
COMBAT_INVALID_TARGET()
|
||||
{
|
||||
combat_invalid_target [&CHKCB&Invalid target.]
|
||||
}
|
||||
COMBAT_NOT_AN_ENEMY()
|
||||
{
|
||||
combat_not_an_enemy [&CHKCB&You can only enter combat with your enemies.]
|
||||
}
|
||||
COMBAT_NOT_ENOUGH_STA()
|
||||
{
|
||||
combat_not_enough_sta [&CHKCB&You do not have enough stamina for this action.]
|
||||
}
|
||||
|
||||
COMBAT_CANNOT_USE_ACTION_YET()
|
||||
{
|
||||
combat_use_action_yet [&CHKCB&You cannot use a combat action yet.]
|
||||
}
|
||||
|
||||
COMBAT_NOT_A_WEAPON()
|
||||
{
|
||||
combat_not_a_weapon [&CHKCB&You cannot fight with this item in your hand.]
|
||||
}
|
||||
|
84
translation/work/phrases/phrase_craft_wk.txt
Normal file
84
translation/work/phrases/phrase_craft_wk.txt
Normal file
|
@ -0,0 +1,84 @@
|
|||
|
||||
////////////////////////////////////////////////////////////////////////////////////
|
||||
// these sentences are used in the craft system
|
||||
////////////////////////////////////////////////////////////////////////////////////
|
||||
ONLY_ONE_ROOT_FABER()
|
||||
{
|
||||
only_one_root_faber [&CHK&Only one root brick is permitted in craft sentence, crafting action aborted!]
|
||||
}
|
||||
UNKNOWN_CRAFTED_ITEM()
|
||||
{
|
||||
unknown_crafted_item [&CHK&Item crafted by sentence is unknown by server! Crafting action aborted! Please report this bug with exact sentence used. Thanks!]
|
||||
}
|
||||
ONE_FABER_PLAN_ALLOWED_PER_SENTENCE()
|
||||
{
|
||||
one_faber_plan_allowed_per_sentence [&CHK&Only one craft plan (mandatory bricks) is allowed in craft sentence! Crafting action aborted!]
|
||||
}
|
||||
CRAFT_SENTENCE_INCORRECT()
|
||||
{
|
||||
craft_sentence_incorrect [&CHK&Craft sentence is incorrect! Crafting action aborted!]
|
||||
}
|
||||
CANT_CRAFT_ENGAGED_IN_MELEE()
|
||||
{
|
||||
cant_craft_engaged_melee [&CHK&You can't craft when you are engaged in melee fight! Crafting action aborted!]
|
||||
}
|
||||
CANT_CRAFT_WHEN_DEAD()
|
||||
{
|
||||
cant_craft_when_dead [&CHKCB&You died during crafting! Crafting action aborted!]
|
||||
}
|
||||
CANT_FOUND_RM()
|
||||
{
|
||||
cant_found_rm [&CHK&Toutes les matiéres premiéres selectionnées n'ont pu être trouvées dans le bag! l'action de craft est annulée!]
|
||||
}
|
||||
CANT_LOCK_RM()
|
||||
{
|
||||
cant_lock_rm [&CHK&Can't reserve all raw material you chose for crafting! Some of this is certainly already reserved for other usage or are inaccessible. Crafting action aborted!]
|
||||
}
|
||||
CANT_CRAFT_NOT_ENOUGHT_FOCUS()
|
||||
{
|
||||
[&CHK& Can't craft this item now because you don't have enought focus energy!]
|
||||
}
|
||||
FABER_CANCEL()
|
||||
{
|
||||
faber_cancel [&ITMF&Your crafting action has been interrupted!]
|
||||
}
|
||||
ROOT_FABER_NOT_FIRST()
|
||||
{
|
||||
root_faber_not_first [&CHK&Root craft bricks must be in first position in sentence! Please report this bug with exact sentence used. Thanks!]
|
||||
}
|
||||
PLAN_FABER_NOT_SECOND()
|
||||
{
|
||||
plan_faber_not_second [&CHK&Craft plan bricks must be in second position in sentence! Please report this bug with exact sentence used. Thanks!]
|
||||
}
|
||||
FABER_FUMBLE()
|
||||
{
|
||||
faber_fumble [&ITMF&Your crafting action is a complete failure, you may lose some of the raw materials used for crafting!]
|
||||
}
|
||||
FABER_MISS()
|
||||
{
|
||||
faber_miss [&CHK&Your crafting action is a failure!, you may lose some of the raw materials used for crafting!]
|
||||
}
|
||||
FABER_PARTIAL_SUCCESS()
|
||||
{
|
||||
faber_partial_sucess [&ITMF&Your crafting action is a partial success! Crafted item is degraded!]
|
||||
}
|
||||
FABER_CRITICAL_SUCCESS()
|
||||
{
|
||||
faber_critical_sucess [&ITM&Your crafting action is a critical success! Crafted item is exceptional for this action and selected raw materials!]
|
||||
}
|
||||
FABER_SUCCESS()
|
||||
{
|
||||
faber_sucess [&ITM&Your crafting action is a success! Crafted item corresponding to your action and raw materials selected!]
|
||||
}
|
||||
FABER_CREATE_STACK_ITEM_FAIL()
|
||||
{
|
||||
faber_stack_fail [&CHK&Craft system failure: can't create stack item! Please report this bug with exact sentence used. Thanks!]
|
||||
}
|
||||
FABER_CREATE_ITEM_FAIL()
|
||||
{
|
||||
faber_item_fail [&CHK&Craft system failure: can't create crafted item! Please report this bug with exact sentence used. Thanks!]
|
||||
}
|
||||
FABER_TEMP_INVENTORY_FULL()
|
||||
{
|
||||
[&CHK&Can't create crafted item! Your temporary inventory is full!]
|
||||
}
|
65
translation/work/phrases/phrase_death_wk.txt
Normal file
65
translation/work/phrases/phrase_death_wk.txt
Normal file
|
@ -0,0 +1,65 @@
|
|||
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
// sentences related to entity's death
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
|
||||
DEATH_XP_DEATH( int i, int j )
|
||||
{
|
||||
[&XP&Your death penalty reached the amount of $j$ points. You have currently earned $i$.]
|
||||
}
|
||||
|
||||
DEATH_KILLER(entity e)
|
||||
{
|
||||
death_killer [&SYS&You have killed $e.da$ $e$.]
|
||||
}
|
||||
|
||||
DEATH_VICTIM(entity e)
|
||||
{
|
||||
(e = 0)
|
||||
death_victim_0 [&SYS&You have been killed.]
|
||||
death_victim [&SYS&You have been killed by $e.da$ $e$.]
|
||||
}
|
||||
|
||||
DEATH_SELF_KILL()
|
||||
{
|
||||
death_self_kill [&SYS&You killed yourself.]
|
||||
}
|
||||
DEATH_SELF_KILL_SPECTATORS_PLAYER(player p)
|
||||
{
|
||||
(p.gender = male)
|
||||
death_self_kill_spectators_pm [&SYS&$p$ killed himself.]
|
||||
death_self_kill_spectators_pf [&SYS&$p$ killed herself.]
|
||||
}
|
||||
DEATH_SELF_KILL_SPECTATORS_NPC(bot b)
|
||||
{
|
||||
(b.gender = male)
|
||||
death_self_kill_spectators_bm [&SYS&$b.da$ $b$ killed himself.]
|
||||
death_self_kill_spectators_bf [&SYS&$b.da$ $b$ killed herself.]
|
||||
}
|
||||
DEATH_SELF_KILL_SPECTATORS_CREATURE(creature c)
|
||||
{
|
||||
death_self_kill_spectators_c [&SYS&$c.da$ $c$ killed itself.]
|
||||
}
|
||||
|
||||
DEATH_SPECTATORS(entity killer, entity victim)
|
||||
{
|
||||
death_spectators [&SYS&$victim.da$ $victim$ have been killed by $killer.da$ $killer$.]
|
||||
}
|
||||
|
||||
// death messages
|
||||
OPS_DEATH_KAMI_RESURECT ()
|
||||
{
|
||||
[&SYS&The Kamis honor the pact: Sap flows through you once again as you resuscitate.]
|
||||
}
|
||||
|
||||
OPS_DEATH_CARAVAN_RESURECT ()
|
||||
{
|
||||
[&SYS&The Karavan works its craft and you exist once more.]
|
||||
}
|
||||
|
||||
OPS_DEATH_PERMANENT_KILLED ()
|
||||
{
|
||||
[&CHK&You no longer have a valid resurrection pact. You return to the humus from which you first emerged.]
|
||||
}
|
||||
|
868
translation/work/phrases/phrase_effect_wk.txt
Normal file
868
translation/work/phrases/phrase_effect_wk.txt
Normal file
|
@ -0,0 +1,868 @@
|
|||
|
||||
////////////////////////////////////////////////////////////////////////////////////
|
||||
// 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()
|
||||
{
|
||||
effect_slow_move_self_begin_creator [&SPLM&Vous vous ralentissez vous même.]
|
||||
}
|
||||
EFFECT_SLOW_MOVE_SELF_BEGIN_SPECTATORS_PLAYER(player p)
|
||||
{
|
||||
(p.gender = male)
|
||||
effect_slow_move_self_begin_spectator_player_m [&SYS&$p$ s'est ralentit lui-même.]
|
||||
(p.gender = female)
|
||||
effect_slow_move_self_begin_spectator_player_f [&SYS&$p$ s'est ralentit elle-même.]
|
||||
}
|
||||
EFFECT_SLOW_MOVE_SELF_BEGIN_SPECTATORS_NPC(bot b)
|
||||
{
|
||||
(b.gender = male)
|
||||
effect_slow_move_self_begin_spectators_npc_m [&SYS&$b.da$ $b$ s'est ralentit lui-même.]
|
||||
(b.gender = female)
|
||||
effect_slow_move_self_begin_spectators_npc_f [&SYS&$b.da$ $b$ s'est ralentit elle-même.]
|
||||
}
|
||||
EFFECT_SLOW_MOVE_SELF_BEGIN_SPECTATORS_CREATURE(creature c)
|
||||
{
|
||||
effect_slow_move_self_begin_spectators_creature [&SYS&$c.da$ $c$ s'est ralentit lui-même.]
|
||||
}
|
||||
|
||||
/**
|
||||
* 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)
|
||||
{
|
||||
effect_debuff_combat_begin_creator [&SYS&$e.da$ $e$ souffre maintenant d'un malus sur ses compétences de combat.]
|
||||
}
|
||||
EFFECT_DEBUFF_COMBAT_BEGIN_TARGET(entity e)
|
||||
{
|
||||
effect_debuff_combat_begin_target [&SPL&Vous souffrez maintenant d'un malus sur vos compétences de combat.]
|
||||
}
|
||||
EFFECT_DEBUFF_COMBAT_BEGIN_SPECTATORS(entity creator, entity target)
|
||||
{
|
||||
effect_debuff_combat_begin_spectators [&SYS&$target.da$ $target$ souffre maintenant d'un malus sur ses compétences de combat.]
|
||||
}
|
||||
|
||||
EFFECT_DEBUFF_COMBAT_END_CREATOR(entity e)
|
||||
{
|
||||
effect_debuff_combat_end_creator [&SYS&$e.da$ $e$ ne souffre plus de malus sur ses compétences de combat.]
|
||||
}
|
||||
EFFECT_DEBUFF_COMBAT_END_TARGET()
|
||||
{
|
||||
effect_debuff_combat_end_target [&SPL&Vous n'avez plus de malus sur vos compétences de combat.]
|
||||
}
|
||||
EFFECT_DEBUFF_COMBAT_END_SPECTATORS(entity e)
|
||||
{
|
||||
effect_debuff_combat_end_spectators [&SYS&$e.da$ $e$ ne souffre plus de malus sur ses compétences de combat.]
|
||||
}
|
||||
|
||||
EFFECT_DEBUFF_COMBAT_SELF_BEGIN_CREATOR()
|
||||
{
|
||||
effect_debuff_combat_self_begin_actor [&SPL&Vous souffrez maintenant d'un malus sur vos compétences de combat.]
|
||||
}
|
||||
EFFECT_DEBUFF_COMBAT_SELF_BEGIN_SPECTATORS_PLAYER(player p)
|
||||
{
|
||||
(p.gender = male)
|
||||
effect_debuff_combat_self_begin_spectator_player_m [&SYS&$p$ souffre maintenant d'un malus sur ses compétences de combat.]
|
||||
(p.gender = female)
|
||||
effect_debuff_combat_self_begin_spectator_player_f [&SYS&$p$ souffre maintenant d'un malus sur ses compétences de combat.]
|
||||
}
|
||||
EFFECT_DEBUFF_COMBAT_SELF_BEGIN_SPECTATORS_NPC(bot b)
|
||||
{
|
||||
(b.gender = male)
|
||||
effect_debuff_combat_self_begin_spectators_npc_m [&SYS&$b.da$ $b$ souffre maintenant d'un malus sur ses compétences de combat.]
|
||||
(b.gender = female)
|
||||
effect_debuff_combat_self_begin_spectators_npc_f [&SYS&$b.da$ $b$ souffre maintenant d'un malus sur ses compétences de combat.]
|
||||
}
|
||||
EFFECT_DEBUFF_COMBAT_SELF_BEGIN_SPECTATORS_CREATURE(creature c)
|
||||
{
|
||||
effect_debuff_combat_self_begin_spectators_creature [&SYS&$c.da$ $c$ souffre maintenant d'un malus sur ses compétences de combat.]
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Debuff combat defense skills
|
||||
*/
|
||||
EFFECT_DEBUFF_DEFENSE_BEGIN_CREATOR(entity e)
|
||||
{
|
||||
effect_debuff_defense_begin_creator [&SYS&$e.da$ $e$ souffre maintenant d'un malus en défense.]
|
||||
}
|
||||
EFFECT_DEBUFF_DEFENSE_BEGIN_TARGET(entity e)
|
||||
{
|
||||
effect_debuff_defense_begin_target [&SPL&Vous souffrez maintenant d'un malus en défense.]
|
||||
}
|
||||
EFFECT_DEBUFF_DEFENSE_BEGIN_SPECTATORS(entity creator, entity target)
|
||||
{
|
||||
effect_debuff_defense_begin_spectators [&SYS&$target.da$ $target$ souffre maintenant d'un malus en défense.]
|
||||
}
|
||||
|
||||
EFFECT_DEBUFF_DEFENSE_END_CREATOR(entity e)
|
||||
{
|
||||
effect_debuff_defense_end_creator [&SYS&$e.da$ $e$ ne souffre plus de malus en défense.]
|
||||
}
|
||||
EFFECT_DEBUFF_DEFENSE_END_TARGET()
|
||||
{
|
||||
effect_debuff_defense_end_target [&SPL&Vous n'avez plus de malus en défense.]
|
||||
}
|
||||
EFFECT_DEBUFF_DEFENSE_END_SPECTATORS(entity e)
|
||||
{
|
||||
effect_debuff_defense_end_spectators [&SYS&$e.da$ $e$ ne souffre plus de malus en défense.]
|
||||
}
|
||||
|
||||
EFFECT_DEBUFF_DEFENSE_SELF_BEGIN_CREATOR()
|
||||
{
|
||||
effect_debuff_defense_self_begin_actor [&SPL&Vous souffrez maintenant d'un malus en défense.]
|
||||
}
|
||||
EFFECT_DEBUFF_DEFENSE_SELF_BEGIN_SPECTATORS_PLAYER(player p)
|
||||
{
|
||||
(p.gender = male)
|
||||
effect_debuff_defense_self_begin_spectator_player_m [&SYS&$p$ souffre maintenant d'un malus en défense.]
|
||||
(p.gender = female)
|
||||
effect_debuff_defense_self_begin_spectator_player_f [&SYS&$p$ souffre maintenant d'un malus en défense.]
|
||||
}
|
||||
EFFECT_DEBUFF_DEFENSE_SELF_BEGIN_SPECTATORS_NPC(bot b)
|
||||
{
|
||||
(b.gender = male)
|
||||
effect_debuff_defense_self_begin_spectators_npc_m [&SYS&$b.da$ $b$ souffre maintenant d'un malus en défense.]
|
||||
(b.gender = female)
|
||||
effect_debuff_defense_self_begin_spectators_npc_f [&SYS&$b.da$ $b$ souffre maintenant d'un malus en défense.]
|
||||
}
|
||||
EFFECT_DEBUFF_DEFENSE_SELF_BEGIN_SPECTATORS_CREATURE(creature c)
|
||||
{
|
||||
effect_debuff_defense_self_begin_spectators_creature [&SYS&$c.da$ $c$ souffre maintenant d'un malus en défense.]
|
||||
}
|
||||
|
||||
/**
|
||||
* 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)
|
||||
{
|
||||
effect_fear_begin_creator [&SYS&$e.da$ $e$ est paralysé par la peur et ne peut plus agir.]
|
||||
}
|
||||
EFFECT_FEAR_BEGIN_TARGET(entity e)
|
||||
{
|
||||
effect_fear_begin_target [&SPL&$e.da$ $e$ vous a terrorisé, vous ne pouvez plus agir.]
|
||||
}
|
||||
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()
|
||||
{
|
||||
effect_fear_self_begin_actor [&SPL&Vous etes terrorisé et ne pouvez plus agir.]
|
||||
}
|
||||
EFFECT_FEAR_SELF_BEGIN_SPECTATORS_PLAYER(player p)
|
||||
{
|
||||
(p.gender = male)
|
||||
effect_fear_self_begin_spectator_player_m [&SYS&$p$ est terrorisé et ne peut plus agir.]
|
||||
(p.gender = female)
|
||||
effect_fear_self_begin_spectator_player_f [&SYS&$p$ est terrorisé et ne peut plus agir.]
|
||||
}
|
||||
EFFECT_FEAR_SELF_BEGIN_SPECTATORS_NPC(bot b)
|
||||
{
|
||||
(b.gender = male)
|
||||
effect_fear_self_begin_spectators_npc_m [&SYS&$b.da$ $b$ est terrorisé et ne peut plus agir.]
|
||||
(b.gender = female)
|
||||
effect_fear_self_begin_spectators_npc_f [&SYS&$b.da$ $b$ est terrorisé et ne peut plus agir.]
|
||||
}
|
||||
EFFECT_FEAR_SELF_BEGIN_SPECTATORS_CREATURE(creature c)
|
||||
{
|
||||
effect_fear_self_begin_spectators_creature [&SYS&$c.da$ $c$ est terrorisé et ne peut plus agir.]
|
||||
}
|
||||
|
||||
/**
|
||||
* 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)
|
||||
{
|
||||
effect_invulnerability_begin_creator [&SYS&$e.da$ $e$ est invulnérable mais ne peut plus utiliser d'action.]
|
||||
}
|
||||
EFFECT_INVULNERABILITY_BEGIN_TARGET(entity e)
|
||||
{
|
||||
effect_invulnerability_begin_target [&SPLM&$e.da$ $e$ vous a rendu invulnérable mais vous ne pouvez plus utiliser d'action.]
|
||||
}
|
||||
EFFECT_INVULNERABILITY_BEGIN_SPECTATORS(entity actor, entity target)
|
||||
{
|
||||
effect_invulnerability_begin_spectators [&SYS&$actor.da$ $actor$ a rendu $target.da$ $target$ invulnérable qui ne peut plus utiliser d'action.]
|
||||
}
|
||||
|
||||
EFFECT_INVULNERABILITY_END_CREATOR(entity e)
|
||||
{
|
||||
effect_invulnerability_end_creator [&SYS&$e.da$ $e$ n'est plus invulnérable et peut a nouveau agir.]
|
||||
}
|
||||
EFFECT_INVULNERABILITY_END_TARGET()
|
||||
{
|
||||
effect_invulnerability_end_target [&SPLM&Vous n'etes plus invulnérable et pouvez a nouveau agir.]
|
||||
}
|
||||
EFFECT_INVULNERABILITY_END_SPECTATORS(entity e)
|
||||
{
|
||||
effect_invulnerability_end_spectators [&SYS&$e.da$ $e$ n'est plus invulnérable et peut a nouveau agir.]
|
||||
}
|
||||
|
||||
EFFECT_INVULNERABILITY_SELF_BEGIN_CREATOR()
|
||||
{
|
||||
effect_invulnerability_self_begin_actor [&SPLM&Vous etes invulnérable mais ne pouvez plus utiliser d'action.]
|
||||
}
|
||||
EFFECT_INVULNERABILITY_SELF_BEGIN_SPECTATORS_PLAYER(player p)
|
||||
{
|
||||
(p.gender = male)
|
||||
effect_invulnerability_self_begin_spectator_player_m [&SYS&$p$ est invulnérable mais ne peut plus utiliser d'action.]
|
||||
(p.gender = female)
|
||||
effect_invulnerability_self_begin_spectator_player_f [&SYS&$p$ est invulnérable mais ne peut plus utiliser d'action.]
|
||||
}
|
||||
EFFECT_INVULNERABILITY_SELF_BEGIN_SPECTATORS_NPC(bot b)
|
||||
{
|
||||
(b.gender = male)
|
||||
effect_invulnerability_self_begin_spectators_npc_m [&SYS&$b.da$ $b$ est invulnérable mais ne peut plus utiliser d'action.]
|
||||
(b.gender = female)
|
||||
effect_invulnerability_self_begin_spectators_npc_f [&SYS&$b.da$ $b$ est invulnérable mais ne peut plus utiliser d'action.]
|
||||
}
|
||||
EFFECT_INVULNERABILITY_SELF_BEGIN_SPECTATORS_CREATURE(creature c)
|
||||
{
|
||||
effect_invulnerability_self_begin_spectators_creature [&SYS&$c.da$ $c$ est invulnérable mais ne peut plus utiliser d'action.]
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* 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)
|
||||
{
|
||||
effect_madness_begin_spectators [&SYS&$target.da$ $target$ a été rendu fou par $actor.da$ $actor$.]
|
||||
}
|
||||
|
||||
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)
|
||||
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.]
|
||||
(p.gender = female)
|
||||
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.]
|
||||
}
|
||||
EFFECT_MADNESS_SELF_BEGIN_SPECTATORS_NPC(bot b)
|
||||
{
|
||||
(b.gender = male)
|
||||
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.]
|
||||
(b.gender = female)
|
||||
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.]
|
||||
}
|
||||
EFFECT_MADNESS_SELF_BEGIN_SPECTATORS_CREATURE(creature c)
|
||||
{
|
||||
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.]
|
||||
}
|
||||
|
||||
/**
|
||||
* 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.]
|
||||
}
|
53
translation/work/phrases/phrase_enchantment_wk.txt
Normal file
53
translation/work/phrases/phrase_enchantment_wk.txt
Normal file
|
@ -0,0 +1,53 @@
|
|||
|
||||
////////////////////////////////////////////////////////////////////////////////////
|
||||
// enchantment related messages
|
||||
////////////////////////////////////////////////////////////////////////////////////
|
||||
RIGHT_HAND_EMPTY ()
|
||||
{
|
||||
right_hand_empty [&CHK&You must carry an item in your right hand to enchant it]
|
||||
}
|
||||
|
||||
ITEM_IS_NOT_CRYSTALLIZED_ACTION (item i)
|
||||
{
|
||||
item_is_not_crystallized_action [&CHK&item $i$ is not an action cristal]
|
||||
}
|
||||
|
||||
CANT_FOUND_ITEM (int i)
|
||||
{
|
||||
cant_found_item [&CHK&item in slot $i$ was not found.]
|
||||
}
|
||||
|
||||
WEAPONS_ONLY_CAN_BEEN_ENCHANTED()
|
||||
{
|
||||
weapons_only_can_been_enchanted [&CHK&Only weapons can be enchanted.]
|
||||
}
|
||||
|
||||
ITEM_IS_NOW_ENCHANTED(item i)
|
||||
{
|
||||
item_is_now_enchanted [&SPLM&You have enchanted item $i$.]
|
||||
}
|
||||
|
||||
ITEM_IS_NOT_CRYSTALLIZED_SAPLOAD_RECHARGE(item i)
|
||||
{
|
||||
item_is_not_crystallized_sapload_recharge [&CHK&Item $i$ is not a recharge cristal.]
|
||||
}
|
||||
|
||||
WEAPONS_ONLY_CAN_BEEN_RECHARGED ()
|
||||
{
|
||||
weapons_only_can_been_recharged [&CHK&Only weapons can be recharged.]
|
||||
}
|
||||
|
||||
ITEM_IN_RIGHT_HAND_HAVE_NOT_EBOUGHT_SAP ()
|
||||
{
|
||||
item_in_right_hand_have_not_ebought_sap [&CHK&The item in your right hand has not enough sap.]
|
||||
}
|
||||
CANT_BE_ENCHANTED ()
|
||||
{
|
||||
[&CHK&This item cant be enchanted.]
|
||||
}
|
||||
|
||||
|
||||
ITEM_IS_RECHARGED (item it, int current, int max )
|
||||
{
|
||||
item_is_recharged [&ITM&Item $it$ is now recharged. Sap load is $current$ on $max$.]
|
||||
}
|
82
translation/work/phrases/phrase_exchange_wk.txt
Normal file
82
translation/work/phrases/phrase_exchange_wk.txt
Normal file
|
@ -0,0 +1,82 @@
|
|||
|
||||
////////////////////////////////////////////////////////////////////////////////////
|
||||
// exchange related messages
|
||||
////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
EXCHANGE_MONEY_ERROR()
|
||||
{
|
||||
[&SYS&Money was spent during this exchange. Please retry the operations.]
|
||||
}
|
||||
|
||||
EXCHANGE_TITLE_PLAYER ( player p )
|
||||
{
|
||||
[Exchange with $p$]
|
||||
}
|
||||
|
||||
|
||||
EXCHANGE_TITLE_BOT ( bot b )
|
||||
{
|
||||
[Gift to $b$]
|
||||
}
|
||||
|
||||
|
||||
EXCHANGE_SEND_PROPOSAL(player p)
|
||||
{
|
||||
exchange_send_proposal [&SYS&You invite $p$ to exchange with you.]
|
||||
}
|
||||
|
||||
EXCHANGE_INVITATION(player p)
|
||||
{
|
||||
exchange_invitation [$p$ invites you to exchange with him.]
|
||||
}
|
||||
|
||||
EXCHANGE_ALREADY_TRADING()
|
||||
{
|
||||
exchange_already_trading [&CHK&You can't exchange with someone if you are already trading.]
|
||||
}
|
||||
EXCHANGE_BUSY(player p)
|
||||
{
|
||||
exhange_busy [&CHK&$p$ is already busy and cannot exchange with you.]
|
||||
}
|
||||
EXCHANGE_DECLINE(player p)
|
||||
{
|
||||
exchange_decline [&SYS&$p$ doesn't want to exchange with you.]
|
||||
}
|
||||
EXCHANGE_END(player p)
|
||||
{
|
||||
exchange_end [&SYS&$p$ ended exchange.]
|
||||
}
|
||||
EXCHANGE_ACCEPTED()
|
||||
{
|
||||
exchange_accepted [&ITM&Exchange accepted on both sides.]
|
||||
}
|
||||
EXCHANGE_TOO_FAR(player p)
|
||||
{
|
||||
exchange_too_far [&CHK&You are too far from $p$ to exchange something with him.]
|
||||
}
|
||||
EXCHANGE_ACCEPT_TOO_FAR(player p)
|
||||
{
|
||||
exchange_accept_too_far [&CHK&$p$ accepted the exchange but is too far from you.]
|
||||
}
|
||||
EXCHANGE_TEMP_INVENTORY_MUST_EMPTY()
|
||||
{
|
||||
exchange_temp_inventory_must_empty[&CHK&You can't validate exchange if our temporary inventory are not empty!.]
|
||||
}
|
||||
TOO_ENCUMBERED_FOR_EXCHANGE()
|
||||
{
|
||||
[&CHK&You are too encumbered for made this exchange.]
|
||||
}
|
||||
INTERLOCUTOR_TOO_ENCUMBERED_FOR_EXCHANGE(player p)
|
||||
{
|
||||
[&CHK&Character $p$ are to encumbered for made this exchange.]
|
||||
}
|
||||
|
||||
INVALID_EXCHANGE_IN_RING()
|
||||
{
|
||||
[&CHK&ECHANGE REFUSE : Certains de ces items ne peuvent être échangé entre serveurs.]
|
||||
}
|
||||
|
||||
OPS_EXCHANGE_IMPOSSIBLE ()
|
||||
{
|
||||
[&CHK&You can't invite someone to exchange if you are already trading]
|
||||
}
|
47
translation/work/phrases/phrase_faction_wk.txt
Normal file
47
translation/work/phrases/phrase_faction_wk.txt
Normal file
|
@ -0,0 +1,47 @@
|
|||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////
|
||||
// these sentences are used in the faction point gain system
|
||||
////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
FACTION_POINT_GAIN (faction faction, int fp)
|
||||
{
|
||||
(fp > 1)
|
||||
faction_points_gain_p [&XP&Vous gagnez $fp$ points de faction avec $faction.da$ $faction$.]
|
||||
(fp = 1)
|
||||
faction_points_gain_1 [&XP&Vous gagnez 1 point de faction avec $faction.da$ $faction$.]
|
||||
|
||||
faction_points_gain_0 [&XP&Vous ne gagnez pas de point de faction.]
|
||||
}
|
||||
|
||||
FACTION_POINT_GAIN_KILL (faction faction, int fp, player victim)
|
||||
{
|
||||
(fp > 1)
|
||||
[&XP&Vous avez vaincu $victim$, un ennemi de la faction $faction.da$ $faction$, votre faction ! Vous gagnez $fp$ points de faction.]
|
||||
(fp = 1)
|
||||
[&XP&Vous avez vaincu $victim$, un ennemi de la faction $faction.da$ $faction$, votre faction ! Vous gagnez un point de faction.]
|
||||
|
||||
[&XP&Vous ne gagnez pas de point de faction pour la mort de $victim$.]
|
||||
}
|
||||
|
||||
FACTION_POINT_LOSE (faction faction, int fp)
|
||||
{
|
||||
(fp > 1)
|
||||
faction_points_lose_p [&XP&Vous perdez $fp$ points de faction avec $faction.da$ $faction$.]
|
||||
(fp = 1)
|
||||
faction_points_lose_1 [&XP&Vous perdez 1 point de faction avec $faction.da$ $faction$.]
|
||||
|
||||
faction_points_lose_0 [&XP&Vous ne perdez pas de point de faction.]
|
||||
}
|
||||
|
||||
FACTION_POINT_CANNOT_GAIN_YET (player victim, int m, int s)
|
||||
{
|
||||
(m = 1)
|
||||
faction_points_cannot_gain_yet_1m [&XP&1 minute est nécessaire avant de pouvoir gagner des points d'honneur en combattant $victim$.]
|
||||
(m > 1)
|
||||
faction_points_cannot_gain_yet_xm [&XP&$m$ minutes sont nécessaires avant de pouvoir gagner des points d'honneur en combattant $victim$.]
|
||||
(s = 1)
|
||||
faction_points_cannot_gain_yet_1s [&XP&1 seconde est nécessaire avant de pouvoir gagner des points d'honneur en combattant $victim$.]
|
||||
|
||||
faction_points_cannot_gain_yet_xs [&XP&$s$ secondes sont nécessaires avant de pouvoir gagner des points d'honneur en combattant $victim$.]
|
||||
}
|
66
translation/work/phrases/phrase_fame_wk.txt
Normal file
66
translation/work/phrases/phrase_fame_wk.txt
Normal file
|
@ -0,0 +1,66 @@
|
|||
|
||||
EGS_TRADE_BAD_FAME( bot b )
|
||||
{
|
||||
// I have included a bot in this phrase cause it is a bot chat ( variation according the bot race and so on,...)
|
||||
[I dont want to trade with you because your réputation is too bad.]
|
||||
}
|
||||
|
||||
FAME_GAIN_CHAR (faction faction, int propagation_type)
|
||||
{
|
||||
(propagation_type = 0)
|
||||
fame_gain_char [You gain fame with $faction.da$ $faction$]
|
||||
(propagation_type = 1)
|
||||
fame_gain_char_ally [You gain fame with their allies $faction.da$ $faction$]
|
||||
(propagation_type = 2)
|
||||
fame_gain_char_enemy [You gain fame with their enemies $faction.da$ $faction$]
|
||||
}
|
||||
|
||||
FAME_LOST_CHAR (faction faction, int propagation_type)
|
||||
{
|
||||
(propagation_type = 0)
|
||||
fame_lost_char [You lost fame with $faction.da$ $faction$]
|
||||
(propagation_type = 1)
|
||||
fame_lost_char_ally [You lost fame with their allies $faction.da$ $faction$]
|
||||
(propagation_type = 2)
|
||||
fame_lost_char_enemy [You lost fame with their enemies $faction.da$ $faction$]
|
||||
}
|
||||
|
||||
FAME_GAIN_GUILD (faction faction, int propagation_type)
|
||||
{
|
||||
(propagation_type = 0)
|
||||
fame_gain_guild [Your guild gain fame with $faction.da$ $faction$]
|
||||
(propagation_type = 1)
|
||||
fame_gain_guild_ally [Your guild gain fame with their allies $faction.da$ $faction$]
|
||||
(propagation_type = 2)
|
||||
fame_gain_guild_enemy [Your guild gain fame with their enemies $faction.da$ $faction$]
|
||||
}
|
||||
|
||||
FAME_LOST_GUILD (faction faction, int propagation_type)
|
||||
{
|
||||
(propagation_type = 0)
|
||||
fame_lost_guild [Your guild lost fame with $faction.da$ $faction$]
|
||||
(propagation_type = 1)
|
||||
fame_lost_guild_ally [Your guild lost fame with their allies $faction.da$ $faction$]
|
||||
(propagation_type = 2)
|
||||
fame_lost_guild_enemy [Your guild lost fame with their enemies $faction.da$ $faction$]
|
||||
}
|
||||
|
||||
FAME_LOW_WARNING_FOR_ALLIANCE(faction faction)
|
||||
{
|
||||
[&CHK&Your fame is almost too low for membership with the $faction.member$. You may be removed if your fame continues to drop.]
|
||||
}
|
||||
|
||||
FAME_TOO_LOW_FOR_ALLEGIANCE(faction faction)
|
||||
{
|
||||
[&SYS&The $faction.member$ no longer accept you due to your low fame.]
|
||||
}
|
||||
|
||||
FAME_CULT_NOT_GOOD_FOR_GUILD()
|
||||
{
|
||||
[&CHK&Vous ne pouvez pas vous declarer d'un cult en contradiction avec l'allegeance de votre guilde.]
|
||||
}
|
||||
|
||||
FAME_CIV_NOT_GOOD_FOR_GUILD()
|
||||
{
|
||||
[&CHK&Vous ne pouvez pas vous declarer d'une civilisation en contradiction avec l'allegeance de votre guilde.]
|
||||
}
|
313
translation/work/phrases/phrase_forage_wk.txt
Normal file
313
translation/work/phrases/phrase_forage_wk.txt
Normal file
|
@ -0,0 +1,313 @@
|
|||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////
|
||||
/// sentences related to natural events (forage risks)
|
||||
////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
SOURCE_TOXIC_CLOUD()
|
||||
{
|
||||
source_toxic_cloud [&SPL&The forage source released a toxic cloud!]
|
||||
}
|
||||
|
||||
SOURCE_EXPLOSION()
|
||||
{
|
||||
source_explosion [&SPL&The forage source blew up!]
|
||||
}
|
||||
|
||||
SOURCE_DMG_REDUX_MISSED()
|
||||
{
|
||||
source_dmg_redux_early [&CHK&Damage reduction was done too early.]
|
||||
}
|
||||
|
||||
SOURCE_EXPLOSION_DEFENDER_HIT(int damage, int maxDamage, int reduction)
|
||||
{
|
||||
(reduction=0)
|
||||
source_explosion_defender_hit [&DMG&An explosion hits you for $damage$ ($maxDamage$) damage.]
|
||||
source_explosion_defender_reducted_hit [&DMG&An explosion hits you for $damage$ ($maxDamage$) damage (reduced by $reduction$).]
|
||||
}
|
||||
|
||||
TOXIC_CLOUD_DEFENDER_HIT(int damage, int reduction)
|
||||
{
|
||||
toxic_cloud_defender_hit [&DMG&A toxic cloud hits you for $damage$ damage.]
|
||||
}
|
||||
|
||||
SOURCE_EXPLOSION_SPECTATOR_HIT(entity defender, int damage)
|
||||
{
|
||||
source_explosion_spectator_hit [&SYS&An explosion hits $defender$ for $damage$ damage.]
|
||||
}
|
||||
|
||||
TOXIC_CLOUD_SPECTATOR_HIT(entity defender, int damage)
|
||||
{
|
||||
toxic_cloud_spectator_hit [&SYS&A toxic cloud hits $defender$ for $damage$ damage.]
|
||||
}
|
||||
|
||||
KAMI_ANGER_DEFENDER_HIT(int damage, int reduction)
|
||||
{
|
||||
kami_anger_defender_hit [&DMG&A Kami punishes you for $damage$ damage.]
|
||||
}
|
||||
|
||||
KAMI_ANGER_SPECTATOR_HIT(entity defender, int damage)
|
||||
{
|
||||
kami_anger_spectator_hit [&SYS&A Kami punishes $defender$ for $damage$ damage.]
|
||||
}
|
||||
|
||||
FORAGE_ABSORB_DMG(int damage)
|
||||
{
|
||||
forage_absorb_dmg [&DMG&You absorb raw material source damage for $damage$ damage.]
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////
|
||||
// these sentences are related to forage
|
||||
////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
CANT_FORAGE_ENGAGED_IN_MELEE()
|
||||
{
|
||||
cant_forage_engaged_in_melee [&CHKCB&You can't forage when you are engaged in melee fight! Forage action aborted!]
|
||||
}
|
||||
|
||||
INVALID_FORAGE_TOOL()
|
||||
{
|
||||
invalid_forage_tool [&CHK&You don't have a forage tool in hand.]
|
||||
}
|
||||
|
||||
FORAGE_INVALID_PLACE()
|
||||
{
|
||||
forage_invalid_place [&CHK&You can't forage for raw materials in this place.]
|
||||
}
|
||||
|
||||
|
||||
FORAGE_DEPOSIT_DISTANCE(int distance)
|
||||
{
|
||||
(distance=0)
|
||||
forage_deposit_distance_0 [&FORLD&Deposit at less than 1 m]
|
||||
forage_deposit_distance [&FORLD&Deposit at $distance$ m]
|
||||
}
|
||||
|
||||
FORAGE_DEPOSIT_LOCATED()
|
||||
{
|
||||
forage_deposit_located [&FORLD&A deposit is very close, thus the raw material you are searching for is in the surrounding area.]
|
||||
}
|
||||
|
||||
FORAGE_DEP_TRACKG_STOPPED()
|
||||
{
|
||||
forage_dep_trackg_stopped [&FORLD&End of prospection]
|
||||
}
|
||||
|
||||
FORAGE_FOUND_SOURCES(int n)
|
||||
{
|
||||
(n=0)
|
||||
forage_nothing_found [&ITMF&You found nothing.]
|
||||
(n=1)
|
||||
forage_found_source [&ITM&You found a raw material source.]
|
||||
forage_found_sources [&ITM&You found $n$ raw material sources.]
|
||||
}
|
||||
|
||||
FORAGE_SOURCE_OBSTACLE()
|
||||
{
|
||||
forage_source_obstacle [&ITMF&You couldn't find a raw material source due to some obstacle.]
|
||||
}
|
||||
|
||||
FORAGE_EXTRACTION_NEEDS_TARGET_SOURCE()
|
||||
{
|
||||
forage_extraction_needs_target_source [&CHK&You need to target a forage source to begin an extraction.]
|
||||
}
|
||||
|
||||
FORAGE_ONLY_ONE_EXTRACTOR()
|
||||
{
|
||||
forage_only_one_extractor [&CHK&Someone is already extracting this forage source, you may apply only care actions.]
|
||||
}
|
||||
|
||||
FORAGE_NO_CARE_FIRST()
|
||||
{
|
||||
forage_no_care_first [&CHK&You can't begin an extraction with a care action.]
|
||||
}
|
||||
|
||||
|
||||
FORAGE_TOO_FAR_FROM_SOURCE()
|
||||
{
|
||||
forage_too_far_from_source [&CHK&You are too far from the source to forage.]
|
||||
}
|
||||
|
||||
FORAGE_DEPOSIT_IS_EMPTY()
|
||||
{
|
||||
forage_deposit_is_empty [&ITMF&There are no more raw materials in this deposit.]
|
||||
}
|
||||
|
||||
FORAGE_QUALITY_TOO_LOW()
|
||||
{
|
||||
forage_too_low [&CHK&Your quality stanza is too low to be used on this forage source.]
|
||||
}
|
||||
|
||||
FORAGE_SOURCE_DEPLETED()
|
||||
{
|
||||
forage_source_depleted [&ITMF&The forage source was prematurely destroyed.]
|
||||
}
|
||||
|
||||
FORAGE_SOURCE_SITE_DEPLETED()
|
||||
{
|
||||
forage_source_site_depleted [&ITMF&The forage source was prematurely destroyed and the area is exhausted!]
|
||||
}
|
||||
|
||||
FORAGE_SOURCE_MAXLEVEL(int l)
|
||||
{
|
||||
forage_source_maxlevel [&SYS&The optimal quality available in this source is $l$.]
|
||||
}
|
||||
|
||||
FORAGE_SOURCE_IMPACT_MODE(int m)
|
||||
{
|
||||
forage_source_impact_mode0 [&SYS&The source mode is $m$.]
|
||||
}
|
||||
|
||||
FORAGE_MISS()
|
||||
{
|
||||
forage_miss [&ITMF&Hard luck, part of your forage action failed!]
|
||||
}
|
||||
|
||||
FORAGE_DROP_QUANTITY()
|
||||
{
|
||||
forage_drop_quantity [&ITMF&You failed to catch the material!]
|
||||
}
|
||||
|
||||
FORAGE_DROP_QUALITY()
|
||||
{
|
||||
forage_drop_quality [&ITMF&You spoiled the quality of the material!]
|
||||
}
|
||||
|
||||
FORAGE_FAIL()
|
||||
{
|
||||
forage_fail [&ITMF&You didn't manage to get any entire piece of raw material.]
|
||||
}
|
||||
|
||||
FORAGE_NO_DEPOSIT_HERE()
|
||||
{
|
||||
forage_no_deposit_here [&ITMF&No raw materials were detected in this area.]
|
||||
}
|
||||
|
||||
FORAGE_NO_DEPOSIT_IN_SEASON()
|
||||
{
|
||||
forage_no_deposit_in_season [&ITMF&No specified raw materials are present in the area in this season.]
|
||||
}
|
||||
|
||||
FORAGE_NO_DEPOSIT_IN_WEATHER()
|
||||
{
|
||||
forage_no_deposit_in_weather [&ITMF&No specified raw materials are present in the area in these weather conditions.]
|
||||
}
|
||||
|
||||
FORAGE_NO_DEPOSIT_IN_CONTEXT()
|
||||
{
|
||||
forage_no_deposit_in_context [&ITMF&No specified raw materials are present in the area at the moment.]
|
||||
}
|
||||
FORAGE_ECOTYPE_SPEC_NOT_MATCHING()
|
||||
{
|
||||
forage_ecotype_spec_not_matching [&CHK&The terrain specialization cannot be used here.]
|
||||
}
|
||||
|
||||
FORAGE_MATERIAL_SPEC_NOT_MATCHING()
|
||||
{
|
||||
forage_material_spec_not_matching [&CHK&The material specialization does not match the material source.]
|
||||
}
|
||||
|
||||
FORAGE_NO_DEPOSIT_MATERIAL_FILTER()
|
||||
{
|
||||
forage_no_deposit_material_filter [&ITMF&No specified raw materials are present in the area.]
|
||||
}
|
||||
|
||||
FORAGE_NO_LOCAL_RM_MATERIAL_FILTER()
|
||||
{
|
||||
forage_no_local_rm_material_filter [&ITMF&Some specified raw materials were detected near by, though.]
|
||||
}
|
||||
|
||||
FORAGE_NO_DEPOSIT_STATQUALITY()
|
||||
{
|
||||
forage_no_deposit_statquality [&ITMF&You could detect the presence of raw materials, but they have a higher class than your current prospecting action allows to find.]
|
||||
}
|
||||
|
||||
FORAGE_NO_LOCAL_RM_STATQUALITY()
|
||||
{
|
||||
forage_no_local_rm_statquality [&ITMF&Some raw materials were detected here, but they have a higher class than your current prospecting action allows to find. Some lower class materials were detected near by, though.]
|
||||
}
|
||||
|
||||
FORAGE_NO_DEPOSIT_EXACT_STATQUALITY()
|
||||
{
|
||||
forage_no_deposit_exact_statquality [&ITMF&You could detect the presence of raw materials, but they have a different class than the materials searched by your current prospecting action.]
|
||||
}
|
||||
|
||||
FORAGE_NO_LOCAL_RM_EXACT_STATQUALITY()
|
||||
{
|
||||
forage_no_local_rm_exact_statquality [&ITMF&Some raw materials were detected here, but they have a different class than the materials searched by your current prospecting action. Some matching materials were detected near by, though.]
|
||||
}
|
||||
|
||||
FORAGE_SITE_DEPLETED()
|
||||
{
|
||||
forage_site_depleted [&ITMF&Some raw materials used to be present here, but the place seems exhausted.]
|
||||
}
|
||||
|
||||
FORAGE_DEPOSIT_DEPLETED()
|
||||
{
|
||||
forage_deposit_depleted [&ITMF&Some raw materials used to be present here, but all have been pulled out and the deposit is now empty for a while.]
|
||||
}
|
||||
|
||||
FORAGE_CANT_ADD_SOURCE()
|
||||
{
|
||||
forage_cant_add_source [&ITMF&No more forage sources can be seen at the moment.]
|
||||
}
|
||||
|
||||
FORAGE_KAMI_ANGER_WARNING()
|
||||
{
|
||||
forage_kami_anger_warning [&SYS&A Kami warns you: you steal the resources of this land. His anger is growing! Beware!]
|
||||
}
|
||||
|
||||
FORAGE_KAMI_ANGER_PUNISH()
|
||||
{
|
||||
forage_kami_anger_punish [&SYS&A Kami tells you: I'm very angry! Take this!]
|
||||
}
|
||||
|
||||
FORAGE_KAMI_OFFERING_NOT_ENOUGH_ITEMS()
|
||||
{
|
||||
forage_kami_offering_not_enough_items [&CHK&You don't have enough items to offer.]
|
||||
}
|
||||
|
||||
FORAGE_KAMI_OFFERING_ITEM(item i)
|
||||
{
|
||||
forage_kami_offering_item [&SYS&You offer some $i$ to lower the kami anger.]
|
||||
}
|
||||
|
||||
FORAGE_XP_PROSPECTION(int i)
|
||||
{
|
||||
(i=0)
|
||||
forage_xp_prospection_0 [&XP&This XP includes the prospecting.]
|
||||
forage_xp_prospection_1 [&XP&This XP is for your useful prospecting.]
|
||||
}
|
||||
|
||||
FORAGE_CARE_XP_NEEDS_TEAM()
|
||||
{
|
||||
forage_care_xp_needs_team [&XP&You must team with the extractor to earn XP from care actions.]
|
||||
}
|
||||
|
||||
// harvest messages
|
||||
WOS_HARVEST_FOUND_NOTHING ()
|
||||
{
|
||||
[&CHK&You found nothing.]
|
||||
}
|
||||
|
||||
WOS_HARVEST_SEARCHING ()
|
||||
{
|
||||
[&SYS&Looking for resources ...]
|
||||
}
|
||||
|
||||
WOS_HARVEST_FOUND_MP ()
|
||||
{
|
||||
[&SYS&You found resources.]
|
||||
}
|
||||
|
||||
WOS_HARVEST_FOUND_MP_S (item i)
|
||||
{
|
||||
[&ITM&You found $i$.]
|
||||
}
|
||||
|
||||
WOS_HARVEST_FAILED ()
|
||||
{
|
||||
[&CHK&You failed to take the ressources you were trying to harvest.]
|
||||
}
|
||||
|
||||
|
303
translation/work/phrases/phrase_guild_wk.txt
Normal file
303
translation/work/phrases/phrase_guild_wk.txt
Normal file
|
@ -0,0 +1,303 @@
|
|||
|
||||
////////////////////////////////////////////////////////////////////////////////////
|
||||
// guild related messages
|
||||
////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
GUILD_PLAYER_BAG_FULL ()
|
||||
{
|
||||
[You cannot take this item from your guild : your bag is full]
|
||||
}
|
||||
|
||||
|
||||
GUILD_NAME_ALREADY_EXISTS ()
|
||||
{
|
||||
[&CHK&This Name is already used. Please choose another One]
|
||||
}
|
||||
|
||||
|
||||
GUILD_NAME_BAD_SIZE()
|
||||
{
|
||||
[&CHK&Guild names must have a length of at least three characters, and no more than fifty.]
|
||||
}
|
||||
|
||||
GUILD_NAME_BAD_CHAR()
|
||||
{
|
||||
[&CHK&Guild names must contains only alphabetic characters and blanks. Names cant start or end with a Blank.]
|
||||
}
|
||||
|
||||
|
||||
GUILD_DESC_BAD_SIZE()
|
||||
{
|
||||
[&CHK&Guild descriptions length cant exceed two hundred characters]
|
||||
}
|
||||
|
||||
GUILD_DESC_BAD_CHAR()
|
||||
{
|
||||
[&CHK&Guild descriptions must contains only alphabetic characters and blanks. Descriptions cannot start or end with a Blank. A blank cannot follow another one]
|
||||
}
|
||||
|
||||
|
||||
GUILD_NAME_BAD_WORD()
|
||||
{
|
||||
[&CHK&The name you chose contains forbidden words]
|
||||
}
|
||||
|
||||
GUILD_DESCRIPTION_BAD_WORD()
|
||||
{
|
||||
[&CHK&The description you chose contains forbidden words]
|
||||
}
|
||||
|
||||
GUILD_INVITED_CHARACTER_MUST_BE_ONLINE()
|
||||
{
|
||||
[&CHK&Invited character must be online.]
|
||||
}
|
||||
|
||||
GUILD_INVITE_ONLY_LOCAL_GUILD()
|
||||
{
|
||||
[&CHK&Vous ne pouvez pas inviter quelqu'un dans votre guilde si vous n'êtes pas sur le continent.]
|
||||
}
|
||||
|
||||
GUILD_ALREADY_IN_A_GUILD()
|
||||
{
|
||||
[&CHK&You are already in a guild.]
|
||||
}
|
||||
GUILD_INVALID_NAME ()
|
||||
{
|
||||
[&CHK&Invalid guild name.]
|
||||
}
|
||||
GUILD_INVALID_DESCRIPTION ()
|
||||
{
|
||||
[&CHK&Invalid guild description.]
|
||||
}
|
||||
GUILD_NOT_ENOUGH_MONEY (int m)
|
||||
{
|
||||
[&CHK&You need $m$ seeds to create a guild.]
|
||||
}
|
||||
GUILD_CREATED ()
|
||||
{
|
||||
[&AROUND&Vous avez réussi à créer une guilde.]
|
||||
}
|
||||
GUILD_DESTROYED()
|
||||
{
|
||||
[&SYS& you were the last member of your guild. So it is destroyed.]
|
||||
}
|
||||
GUILD_BAD_SESSION ()
|
||||
{
|
||||
[&CHK&Please retry this operation : guild parameters have just been modified by someone.]
|
||||
}
|
||||
GUILD_INSUFFICIENT_GRADE ()
|
||||
{
|
||||
[&CHK&You dont have a sufficient grade in your guild.]
|
||||
}
|
||||
GUILD_SET_GRADE_OFFICER(player a, string_id b, string_id str)
|
||||
{
|
||||
[&SYS&$a$ named $b$ officer of your guild $str$.]
|
||||
}
|
||||
GUILD_SET_GRADE_HIGHOFFICER(player a, string_id b, string_id str)
|
||||
{
|
||||
[&SYS&$a$ named $b$ high officer of your guild $str$.]
|
||||
}
|
||||
GUILD_SET_GRADE_MEMBER(player a, string_id b, string_id str)
|
||||
{
|
||||
[&SYS&$a$ degraded $b$ as member of your guild $str$.]
|
||||
}
|
||||
GUILD_SET_LEADER(player a, string_id b, string_id str)
|
||||
{
|
||||
[&SYS&$a$ named $b$ leader of your guild $str$.]
|
||||
}
|
||||
GUILD_GRADE_FULL (string_id p)
|
||||
{
|
||||
[&CHK&There are not enough members in your guild to change the grade of $p$ to the one you chose.]
|
||||
}
|
||||
GUILD_ALREADY_HAS_JOIN_PROPOSAL (player p)
|
||||
{
|
||||
[&CHK&$p$ already has a guild join proposal.]
|
||||
}
|
||||
GUILD_ALREADY_MEMBER(player p)
|
||||
{
|
||||
[&CHK&$p$ is already member of a guild.]
|
||||
}
|
||||
GUILD_JOIN_PROPOSAL (player p, string_id g)
|
||||
{
|
||||
[$p$ invites you to join the guild $g$.]
|
||||
}
|
||||
GUILD_REFUSE_JOIN(player a)
|
||||
{
|
||||
[&AROUND&$a$ refuse de rejoindre votre guilde.]
|
||||
}
|
||||
GUILD_YOU_JOIN(string_id str)
|
||||
{
|
||||
[&AROUND&Vous rejoignez la guilde $str$.]
|
||||
}
|
||||
GUILD_JOIN(player a)
|
||||
{
|
||||
[&AROUND&$a$ rejoint votre guilde.]
|
||||
}
|
||||
GUILD_NEW_LEADER(string_id a)
|
||||
{
|
||||
[&SYS&$a$ is now the new leader of your guild.]
|
||||
}
|
||||
GUILD_KICK_MEMBER(player a, string_id b)
|
||||
{
|
||||
[&AROUND&$a$ a chassé $b$ de votre guilde.]
|
||||
}
|
||||
GUILD_QUIT(player a)
|
||||
{
|
||||
[&AROUND&$a$ a quitté votre guilde.]
|
||||
}
|
||||
GUILD_YOU_QUIT(string_id str)
|
||||
{
|
||||
[&AROUND&Vous quittez la guilde $str$.]
|
||||
}
|
||||
GUILD_MAX_MEMBER_COUNT ( int i )
|
||||
{
|
||||
[&CHK&Votre guilde a atteint le nombre maximum de membres ($i$).]
|
||||
}
|
||||
GUILD_MAX_MEMBER_COUNT_INVITE ( int i )
|
||||
{
|
||||
[&CHK&Votre guilde a déjà atteint le nombre maximum de membres ($i$).]
|
||||
}
|
||||
GUILD_ICOMPATIBLE_ALLEGIANCE( player p, faction b)
|
||||
{
|
||||
[&CHK&Le joueur $p$ a une allegeance $b$ incompatible avec les allegeances de votre guilde.]
|
||||
}
|
||||
|
||||
GUILD_NOT_MEMBER ()
|
||||
{
|
||||
[&SYS&You are not member of any guild.]
|
||||
}
|
||||
GUILD_USER_DELETED ( player a )
|
||||
{
|
||||
[&SYS&$a$ was deleted by its player.]
|
||||
}
|
||||
GUILD_IS_PROXY()
|
||||
{
|
||||
[&CHK&Vous ne pouvez executer cette action qu'à partir du teritoire du jeu, hors vous êtes dans une instance.]
|
||||
}
|
||||
|
||||
SOLE_PLACE( place p )
|
||||
{
|
||||
place_lonely_param[$p$]
|
||||
}
|
||||
|
||||
SOLE_STRING_ID( string_id i )
|
||||
{
|
||||
[$i$]
|
||||
}
|
||||
|
||||
GUILD_ROOM( string_id i )
|
||||
{
|
||||
[To Guild "$i$".]
|
||||
}
|
||||
|
||||
PLAYER_ROOM( player p )
|
||||
{
|
||||
[To player "$p$".]
|
||||
}
|
||||
|
||||
TELEPORT_NO_PET ()
|
||||
{
|
||||
[&CHK&You must put all your animals in a stable before using this teleport.]
|
||||
}
|
||||
|
||||
TELEPORT_BAD_SESSION ()
|
||||
{
|
||||
[&CHK&The destinations of this teleporter have been updated. Please re-enter this teleport.]
|
||||
}
|
||||
|
||||
GUILD_BUILDING_BAD_GRADE()
|
||||
{
|
||||
[&CHK&Your guild grade is not sufficient to perform this action.]
|
||||
}
|
||||
|
||||
GUILD_BUILDING_ALREADY_BOUGHT()
|
||||
{
|
||||
[&CHK&Your guild already has a building.]
|
||||
}
|
||||
|
||||
GUILD_RM_ALREADY_BOUGHT()
|
||||
{
|
||||
[&CHK&Your guild already bought this rolemaster.]
|
||||
}
|
||||
|
||||
GUILD_BUILDING_NEEDED()
|
||||
{
|
||||
[&CHK&You need a guild building to perform this action.]
|
||||
}
|
||||
|
||||
PLAYER_BUILDING_BAD_FAME( int i, race r )
|
||||
{
|
||||
[&CHK&To buy a building here, you need a fame of $i$ toward the $r$ people .]
|
||||
}
|
||||
|
||||
GUILD_BUILDING_BAD_FAME( int i, race r )
|
||||
{
|
||||
[&CHK&To buy a building here, your guild need a fame of $i$ toward the $r$ people .]
|
||||
}
|
||||
GUILD_BUILDING_BAD_MONEY( int i )
|
||||
{
|
||||
[&CHK&To buy a building here, you need $i$ seeds.]
|
||||
}
|
||||
|
||||
|
||||
CHARGE_BAD_GRADE ()
|
||||
{
|
||||
[&CHK&You don't have a sufficient guild grade to perform this operation.]
|
||||
}
|
||||
|
||||
CHARGE_END (dyn_string_id id)
|
||||
{
|
||||
[&SYS&Your guild lose control of charge $id$.]
|
||||
}
|
||||
|
||||
CHARGE_GOT (dyn_string_id id)
|
||||
{
|
||||
[&SYS&Your guild was selected for the following charge : $id$.]
|
||||
}
|
||||
|
||||
MAX_CHARGE_REACHED ()
|
||||
{
|
||||
[&CHK&your guild has already applied for the maximum number of charges.]
|
||||
}
|
||||
|
||||
GUILD_ITEM_CANT_BE_PUT()
|
||||
{
|
||||
[&CHK&This item cannot be put in the guild inventory.]
|
||||
}
|
||||
|
||||
GUILD_ITEM_BAD_SESSION()
|
||||
{
|
||||
[&CHK&Someone is manipulating this item. Please retry.]
|
||||
}
|
||||
|
||||
GUILD_ITEM_DONT_HAVE_RIGHTS()
|
||||
{
|
||||
[&CHK&you are not allowed to perform that action]
|
||||
}
|
||||
|
||||
|
||||
GUILD_ITEM_MAX_BULK()
|
||||
{
|
||||
[&CHK&The guild warehouse id full.]
|
||||
}
|
||||
|
||||
|
||||
CHARGE_APPLY(dyn_string_id str)
|
||||
{
|
||||
[&SYS& your guild applied for the charge "$str$".]
|
||||
}
|
||||
|
||||
CANT_ACCESS_GUILD_INVENTORY()
|
||||
{
|
||||
[&SYS&Vous devez être dans le bâtiment ou prêt d'un avant poste de votre guilde pour pouvoir accéder à son inventaire.]
|
||||
}
|
||||
|
||||
GUILD_GAIN_CHARGE_POINT (int points)
|
||||
{
|
||||
[&SYS&Your guild gained $points$ charge points]
|
||||
}
|
||||
|
||||
GUILD_XP_GAIN ()
|
||||
{
|
||||
[&XP&Your guild gained experience points]
|
||||
}
|
158
translation/work/phrases/phrase_inventory_wk.txt
Normal file
158
translation/work/phrases/phrase_inventory_wk.txt
Normal file
|
@ -0,0 +1,158 @@
|
|||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////
|
||||
// sentences related to Inventory/items management
|
||||
////////////////////////////////////////////////////////////////////////////////////
|
||||
INVENTORY_DESTROY_ITEM(item item, int qty)
|
||||
{
|
||||
(qty=1)
|
||||
inventory_destroy_item_1 [&ITM&You have destroyed $item.ia$ $item$.]
|
||||
(qty>1)
|
||||
inventory_destroy_item_p [&ITM&You have destroyed $qty$ $item.p$.]
|
||||
}
|
||||
INVENTORY_DROP_ITEM(item item, int qty)
|
||||
{
|
||||
(qty=1)
|
||||
inventory_drop_item_1 [&ITM&You have dropped $item.ia$ $item$ on the ground.]
|
||||
(qty>1)
|
||||
inventory_drop_item_p [&ITM&You have dropped $qty$ $item.p$ on the ground.]
|
||||
}
|
||||
INVENTORY_EQUIP(item item, int qty)
|
||||
{
|
||||
(qty=1)
|
||||
inventory_equip_item_1 [&SYS&You equip with your $item$.]
|
||||
(qty>1)
|
||||
inventory_equip_item_p [&SYS&You equip with your $item.p$.]
|
||||
}
|
||||
INVENTORY_UNEQUIP(item item, int qty)
|
||||
{
|
||||
(qty=1)
|
||||
inventory_unequip_item_1 [&SYS&You unequip your $item$.]
|
||||
(qty>1)
|
||||
inventory_unequip_item_p [&SYS&You unequip your $item.p$.]
|
||||
}
|
||||
|
||||
REQUIRED_EQUIP()
|
||||
{
|
||||
[&CHK&You haven't requipred characteristic for wear this item.]
|
||||
}
|
||||
|
||||
INVENTORY_BUY_ITEM(item item, int qty, int cost, int fp)
|
||||
{
|
||||
(qty=1 & fp=0)
|
||||
inventory_buy_item_1 [&ITM&You have just bought $item.ia$ $item$ for $cost$ seeds.]
|
||||
(qty>1 & fp=0)
|
||||
inventory_buy_item_p [&ITM&You have just bought $qty$ $item.p$ for $cost$ seeds.]
|
||||
(qty=1 & fp>0 & cost>0)
|
||||
inventory_buy_item_1fc [&ITM&You have just bought $item.ia$ $item$ for $cost$ seeds and $fp$ faction points.]
|
||||
(qty>1 & fp>0 & cost>0)
|
||||
inventory_buy_item_pfc [&ITM&You have just bought $qty$ $item.p$ for $cost$ seeds and $fp$ faction points.]
|
||||
(qty=1 & fp>0 & cost=0)
|
||||
inventory_buy_item_1f [&ITM&You have just bought $item.ia$ $item$ for $fp$ faction points.]
|
||||
(qty>1 & fp>0 & cost=0)
|
||||
inventory_buy_item_pf [&ITM&You have just bought $qty$ $item.p$ for $fp$ faction points.]
|
||||
}
|
||||
|
||||
INVENTORY_BUY_ITEM_DAPPERS(item item, int qty, int cost)
|
||||
{
|
||||
(qty=1)
|
||||
[&ITM&You have just bought $item.ia$ $item$ for $cost$ seeds.]
|
||||
(qty>1)
|
||||
[&ITM&You have just bought $qty$ $item.p$ for $cost$ seeds.]
|
||||
}
|
||||
|
||||
INVENTORY_BUY_ITEM_FP(item item, int qty, int fp)
|
||||
{
|
||||
(qty=1)
|
||||
[&ITM&You have just bought $item.ia$ $item$ for $fp$ faction points.]
|
||||
(qty>1)
|
||||
[&ITM&You have just bought $qty$ $item.p$ for $fp$ faction points.]
|
||||
}
|
||||
|
||||
INVENTORY_BUY_ITEM_RRP(item item, int qty, int rrpLevel, int rrps)
|
||||
{
|
||||
(qty=1)
|
||||
[&ITM&You have just bought $item.ia$ $item$ for $rrps$ ring reward points of level $rrpLevel$.]
|
||||
(qty>1)
|
||||
[&ITM&You have just bought $qty$ $item.p$ for $rrps$ ring reward points of level $rrpLevel$.]
|
||||
}
|
||||
|
||||
ITEM_SOLD(item item, int qty, entity buyer, int money, int moneyNow, int moneyPrevious )
|
||||
{
|
||||
(qty=1)
|
||||
item_sold_1 [&ITM&Vous vendez $item.ia$ $item$ pour $moneyNow$ dapper(s).]
|
||||
(qty>1)
|
||||
item_sold_2 [&ITM&Vous vendez $qty$ $item.p$ pour $moneyNow$ dapper(s).]
|
||||
}
|
||||
|
||||
ITEM_SOLD_TO_MARKET(item item, int qty )
|
||||
{
|
||||
(qty=1)
|
||||
item_sold_market_1 [&ITM&Your $item$ is solded to market, reseller already give to you corresponding dappers.]
|
||||
(qty>1)
|
||||
item_sold_market_2 [&ITM&Your $qty$ $item.p$ are solded to market, reseller already give to you corresponding dappers.]
|
||||
}
|
||||
|
||||
ITEM_CANT_BE_SOLD( item item, int qty, int qual )
|
||||
{
|
||||
(qty=1)
|
||||
item_can_be_solded_1 [&CHK&Your $item$ of quality $qual$ can't be solded in market.]
|
||||
(qty>1)
|
||||
item_can_be_solded_2 [&CHK&Your $qty$ $item.p$ of quality $qual$ can't be solded in market.]
|
||||
}
|
||||
|
||||
ITEM_SHOP_LIMIT_REACHED( int qty )
|
||||
{
|
||||
[&CHK&You can't put more items in reseller, you have reach the $qty$ items limits you can have in reseller in same time.]
|
||||
}
|
||||
|
||||
ITEM_SOLDED_TO_NPC( item item, int qty, int price )
|
||||
{
|
||||
(qty=1)
|
||||
[&ITM&You sold $item$ to NPC for $price$ dappers.]
|
||||
(qty>1)
|
||||
[&ITM&You sold $qty$ $item.p$ to NPC for $price$ dappers.]
|
||||
}
|
||||
|
||||
ITEM_PUT_IN_RESELLER( item item, int qty, int basePrice, int sellPrice )
|
||||
{
|
||||
(qty=1)
|
||||
[&ITM&You put $item$ in reseller, reseller give to you $basePrice$ Dappers now, and you received $sellPrice$ dappers when players buy our item.]
|
||||
(qty>1)
|
||||
[&ITM&You put $qty$ $item.p$ in reseller, reseller give to you $basePrice$ Dappers now, and you received $sellPrice$ dappers when players buy our items.]
|
||||
}
|
||||
|
||||
ITEM_SERVICE_NOT_AVAILABLE(item service)
|
||||
{
|
||||
[&CHK&Achat refusé, $service.da$ $service$ n'est plus disponible.]
|
||||
}
|
||||
|
||||
ITEM_SERVICE_CONSUMED(item service)
|
||||
{
|
||||
[&ITM&$service.da$ $service$ a été consommé.]
|
||||
}
|
||||
|
||||
//INVENTORY_MOVE_TO(item item, int qty)
|
||||
//{
|
||||
// (qty=1)
|
||||
// inventory_equip_item_1 [&SYS&You equip your $item$.]
|
||||
// (qty>1)
|
||||
// inventory_equip_item_p [&SYS&You equip your $item.p$.]
|
||||
//}
|
||||
|
||||
|
||||
BAG_FULL(int qty)
|
||||
{
|
||||
bag_full [&CHK&Your inventory is full, you have $qty$ items on it.]
|
||||
}
|
||||
|
||||
ITEM_NOT_AVAILABLE()
|
||||
{
|
||||
item_not_available [&CHK&Item you want buy is no more available.]
|
||||
}
|
||||
|
||||
ALTAR_RESTRICTION()
|
||||
{
|
||||
[&SYS& Votre allégeance ou votre niveau de renommée ne vous permet pas d'avoir accès aux pactes de cet autel.]
|
||||
}
|
||||
|
24
translation/work/phrases/phrase_lift_wk.txt
Normal file
24
translation/work/phrases/phrase_lift_wk.txt
Normal file
|
@ -0,0 +1,24 @@
|
|||
|
||||
////////////////////////////////////////////////////////////////////////////////////
|
||||
// Lifts related messages
|
||||
////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
LIFT_BOT_CRAFT (bot_name b)
|
||||
{
|
||||
lift_bot_craft [$b$$$fct_guild_rm_craft$$]
|
||||
}
|
||||
|
||||
LIFT_BOT_MAGIC (bot_name b)
|
||||
{
|
||||
lift_bot_magic [$b$$$fct_guild_rm_magic$$]
|
||||
}
|
||||
|
||||
LIFT_BOT_FIGHT (bot_name b)
|
||||
{
|
||||
lift_bot_fight [$b$$$fct_guild_rm_fight$$]
|
||||
}
|
||||
|
||||
LIFT_EXIT ()
|
||||
{
|
||||
lift_exit [Exit$$exit$$]
|
||||
}
|
102
translation/work/phrases/phrase_loot_wk.txt
Normal file
102
translation/work/phrases/phrase_loot_wk.txt
Normal file
|
@ -0,0 +1,102 @@
|
|||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////
|
||||
// these sentences are used during harvest/loot
|
||||
////////////////////////////////////////////////////////////////////////////////////
|
||||
HARVEST_NOTHING_TO_QUARTER(entity e)
|
||||
{
|
||||
harvest_nothing_to_quarter [&ITMF&There is nothing to quarter on $e.da$ $e$.]
|
||||
}
|
||||
HARVEST_NOTHING_TO_LOOT(entity e)
|
||||
{
|
||||
harvest_nothing_to_loot [&ITMF&There is nothing to loot on $e.da$ $e$.]
|
||||
}
|
||||
|
||||
YOU_NOT_HAVE_LOOT_RIGHT()
|
||||
{
|
||||
you_not_have_loot_right [&CHK&Vous n'avez pas le droit de looter ce corps pour le moment. ]
|
||||
}
|
||||
|
||||
YOU_NOT_HAVE_QUARTER_RIGHT()
|
||||
{
|
||||
you_not_have_quarter_right [&CHK&Vous n'avez pas le droit de dépecer ce corps pour le moment. ]
|
||||
}
|
||||
|
||||
AUTO_LOOT_LEVEL_TOO_LOW()
|
||||
{
|
||||
auto_loot_level_too_low [&ITMF&For your mission, you need a material of higher quality.]
|
||||
}
|
||||
|
||||
AUTO_LOOT_SUCCESS (int nb, item i, int level)
|
||||
{
|
||||
(nb > 1)
|
||||
auto_loot_success_pl [&ITM&You obtain $nb$ $i.p$ of quality $level$ for your mission]
|
||||
(nb = 1)
|
||||
auto_loot_success_1 [&ITM&You obtain one $i$ of quality $level$ for your mission]
|
||||
}
|
||||
|
||||
LOOT_SUCCESS (int nb, item item, int quality)
|
||||
{
|
||||
(nb > 1)
|
||||
loot_success_pl [&ITM&You obtain $nb$ $item.p$ of quality $quality$.]
|
||||
(nb = 1)
|
||||
loot_success_1 [&ITM&You obtain one $item$ of quality $quality$.]
|
||||
}
|
||||
|
||||
LOOT_SUCCESS_OTHER (player p, int nb, item item, int quality)
|
||||
{
|
||||
(nb > 1)
|
||||
loot_success_other_pl [&ITMO&$p$ obtains $nb$ $item.p$ of quality $quality$.]
|
||||
(nb = 1)
|
||||
loot_success_other_1 [&ITMO&$p$ obtains one $item$ of quality $quality$.]
|
||||
}
|
||||
|
||||
//R2LOOT_SUCCESS (int nb, literal lit, int quality)
|
||||
//{
|
||||
// (nb > 1)
|
||||
// r2loot_success_pl [&ITM&You obtain $nb$ $lit$ of quality $quality$.]
|
||||
// (nb = 1)
|
||||
// r2loot_success_1 [&ITM&You obtain one $lit$ of quality $quality$.]
|
||||
//}
|
||||
|
||||
HARVEST_SUCCESS (int nb, item item, int quality)
|
||||
{
|
||||
(nb > 1)
|
||||
harvest_success_pl [&ITM&You obtain $nb$ $item.p$ of quality $quality$.]
|
||||
(nb = 1)
|
||||
harvest_success_1 [&ITM&You obtain one $item$ of quality $quality$.]
|
||||
}
|
||||
|
||||
HARVEST_SUCCESS_OTHER (player p, int nb, item item, int quality)
|
||||
{
|
||||
(nb > 1)
|
||||
harvest_success_other_pl [&ITMO&$p$ obtains $nb$ $item.p$ of quality $quality$.]
|
||||
(nb = 1)
|
||||
harvest_success_other_1 [&ITMO&$p$ obtains one $item$ of quality $quality$.]
|
||||
}
|
||||
|
||||
HARVEST_QUARTER_ALREADY_IN_PROGRESS_OTHER(entity creature, entity harvester)
|
||||
{
|
||||
harvest_quarter_already_in_progress_other [&CHK&$creature.da$ $creature$ is already being quartered by $harvester$.]
|
||||
}
|
||||
|
||||
HARVEST_QUARTER_ALREADY_IN_PROGRESS_SELF(entity e)
|
||||
{
|
||||
harvest_quarter_already_in_progress_self [&CHK&You are already quartering $e.da$ $e$.]
|
||||
}
|
||||
|
||||
HARVEST_LOOT_ALREADY_IN_PROGRESS_OTHER(entity creature, entity harvester)
|
||||
{
|
||||
harvest_loot_already_in_progress_other [&CHK&$creature.da$ $creature$ is already being looted by $harvester$.]
|
||||
}
|
||||
|
||||
EGS_ITEM_ALREADY_BEING_LOOTED_E (entity e)
|
||||
{
|
||||
[&CHK&This bag is already being looted by $e$.]
|
||||
}
|
||||
|
||||
EGS_LOOT_MONEY (money m)
|
||||
{
|
||||
[&ITM&You loot $m$ dappers.]
|
||||
}
|
||||
|
601
translation/work/phrases/phrase_magic_wk.txt
Normal file
601
translation/work/phrases/phrase_magic_wk.txt
Normal file
|
@ -0,0 +1,601 @@
|
|||
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
// sentences related to magic
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
|
||||
MAGIC_BEGIN_CAST_GOOD_ACTOR(entity e)
|
||||
{
|
||||
magic_begin_good_actor [&SPLM&You invoke a beneficial spell on $e.ia$ $e$.]
|
||||
}
|
||||
MAGIC_BEGIN_CAST_NEUTRAL_ACTOR(entity e)
|
||||
{
|
||||
magic_begin_neutral_actor [&SPLM&You invoke a neutral spell on $e.ia$ $e$.]
|
||||
}
|
||||
MAGIC_BEGIN_CAST_BAD_ACTOR(entity e)
|
||||
{
|
||||
magic_begin_bad_actor [&SPLM&You invoke an offensive spell on $e.ia$ $e$.]
|
||||
}
|
||||
|
||||
MAGIC_BEGIN_SELFCAST_GOOD_ACTOR()
|
||||
{
|
||||
magic_begin_selfcast_good_actor [&SPL&You invoke a beneficial spell on yourself.]
|
||||
}
|
||||
MAGIC_BEGIN_SELFCAST_NEUTRAL_ACTOR()
|
||||
{
|
||||
magic_begin_selfcast_neutral_actor [&SPL&You invoke a neutral spell on yourself.]
|
||||
}
|
||||
MAGIC_BEGIN_SELFCAST_BAD_ACTOR()
|
||||
{
|
||||
magic_begin_selfcast_bad_actor [&SPL&You invoke an offensive spell on yourself.]
|
||||
}
|
||||
|
||||
MAGIC_BEGIN_CAST_GOOD_TARGET(entity e)
|
||||
{
|
||||
magic_begin_cast_good_target [&SPL&$e.ia$ $e$ invokes a beneficial spell on you.]
|
||||
}
|
||||
MAGIC_BEGIN_CAST_NEUTRAL_TARGET(entity e)
|
||||
{
|
||||
magic_begin_cast_neutral_target [&SPL&$e.ia$ $e$ invokes a neutral spell on you.]
|
||||
}
|
||||
MAGIC_BEGIN_CAST_BAD_TARGET(entity e)
|
||||
{
|
||||
magic_begin_cast_bad_target [&SPL&$e.ia$ $e$ invokes an offensive spell on you.]
|
||||
}
|
||||
|
||||
MAGIC_BEGIN_CAST_GOOD_SPECTATOR(entity actor, entity target)
|
||||
{
|
||||
magic_begin_cast_good_spectator [&SYS&$actor.ia$ $actor$ invokes a beneficial spell on $target.ia$ $target$.]
|
||||
}
|
||||
MAGIC_BEGIN_CAST_NEUTRAL_SPECTATOR(entity actor, entity target)
|
||||
{
|
||||
magic_begin_cast_neutral_spectator [&SYS&$actor.ia$ $actor$ invokes a neutral spell on $target.ia$ $target$.]
|
||||
}
|
||||
MAGIC_BEGIN_CAST_BAD_SPECTATOR(entity actor, entity target)
|
||||
{
|
||||
magic_begin_cast_bad_spectator [&SYS&$actor.ia$ $actor$ invokes an offensive spell on $target.ia$ $target$.]
|
||||
}
|
||||
|
||||
MAGIC_BEGIN_SELFCAST_GOOD_SPECTATOR_PLAYER(player actor)
|
||||
{
|
||||
(actor.gender = male)
|
||||
magic_begin_good_spectator_pm [&SYS&$actor$ invokes a beneficial spell on himself.]
|
||||
(actor.gender = female)
|
||||
magic_begin_good_spectator_pf [&SYS&$actor$ invokes a beneficial spell on herself.]
|
||||
}
|
||||
MAGIC_BEGIN_SELFCAST_NEUTRAL_SPECTATOR_PLAYER(player actor)
|
||||
{
|
||||
(actor.gender = male)
|
||||
magic_begin_neutral_spectator_pm [&SYS&$actor$ invokes a neutral spell on himself.]
|
||||
(actor.gender = female)
|
||||
magic_begin_neutral_spectator_pf [&SYS&$actor$ invokes a neutral spell on herself.]
|
||||
}
|
||||
MAGIC_BEGIN_SELFCAST_BAD_SPECTATOR_PLAYER(player actor)
|
||||
{
|
||||
(actor.gender = male)
|
||||
magic_begin_bad_spectator_pm [&SYS&$actor$ invokes an offensive spell on himself.]
|
||||
(actor.gender = female)
|
||||
magic_begin_bad_spectator_pf [&SYS&$actor$ invokes an offensive spell on herself.]
|
||||
}
|
||||
|
||||
MAGIC_BEGIN_SELFCAST_GOOD_SPECTATOR_NPC(bot actor)
|
||||
{
|
||||
(actor.gender = male)
|
||||
magic_begin_good_spectator_nm [&SYS&$actor.ia$ $actor$ invokes a beneficial spell on himself.]
|
||||
(actor.gender = female)
|
||||
magic_begin_good_spectator_nf [&SYS&$actor.ia$ $actor$ invokes a beneficial spell on herself.]
|
||||
}
|
||||
MAGIC_BEGIN_SELFCAST_NEUTRAL_SPECTATOR_NPC(bot actor)
|
||||
{
|
||||
(actor.gender = male)
|
||||
magic_begin_neutral_spectator_nm [&SYS&$actor.ia$ $actor$ invokes a neutral spell on himself.]
|
||||
(actor.gender = female)
|
||||
magic_begin_neutral_spectator_nf [&SYS&$actor.ia$ $actor$ invokes a neutral spell on herself.]
|
||||
}
|
||||
MAGIC_BEGIN_SELFCAST_BAD_SPECTATOR_NPC(bot actor)
|
||||
{
|
||||
(actor.gender = male)
|
||||
magic_begin_bad_spectator_nm [&SYS&$actor.ia$ $actor$ invokes an offensive spell on himself.]
|
||||
(actor.gender = female)
|
||||
magic_begin_bad_spectator_nf [&SYS&$actor.ia$ $actor$ invokes an offensive spell on herself.]
|
||||
}
|
||||
|
||||
MAGIC_BEGIN_SELFCAST_GOOD_SPECTATOR_CREATURE(creature actor)
|
||||
{
|
||||
magic_begin_good_spectator_c [&SYS&$actor.ia$ $actor$ invokes a beneficial spell on itself.]
|
||||
}
|
||||
MAGIC_BEGIN_SELFCAST_NEUTRAL_SPECTATOR_CREATURE(creature actor)
|
||||
{
|
||||
magic_begin_neutral_spectator_c [&SYS&$actor.ia$ $actor$ invokes a neutral spell on itself.]
|
||||
}
|
||||
MAGIC_BEGIN_SELFCAST_BAD_SPECTATOR_CREATURE(creature actor)
|
||||
{
|
||||
magic_begin_bad_spectator_c [&SYS&$actor.ia$ $actor$ invokes an offensive spell on itself.]
|
||||
}
|
||||
|
||||
MAGIC_END_CAST_SUCCESS_ACTOR()
|
||||
{
|
||||
magic_end_cast_success_actor [&SPLM&You succesfully cast your spell.]
|
||||
}
|
||||
MAGIC_END_CAST_FAILED_ACTOR()
|
||||
{
|
||||
magic_end_cast_failed_actor [&MISM&You failed your incantation.]
|
||||
}
|
||||
MAGIC_END_CAST_FUMBLE_ACTOR()
|
||||
{
|
||||
magic_end_cast_fumble_actor [&MISM&You made a blunder.]
|
||||
}
|
||||
|
||||
MAGIC_END_CAST_SUCCESS_TARGET(entity e)
|
||||
{
|
||||
magic_end_cast_success_target [&SPL&$e.da$ $e$ succesfully cast a spell on you.]
|
||||
}
|
||||
MAGIC_END_CAST_FAILED_TARGET(entity e)
|
||||
{
|
||||
magic_end_cast_failed_target [&MIS&$e.da$ $e$'s incantation failed.]
|
||||
}
|
||||
MAGIC_END_CAST_FUMBLE_TARGET(entity e)
|
||||
{
|
||||
magic_end_cast_fumble_target [&MIS&$e.da$ $e$'s incantation fumbled.]
|
||||
}
|
||||
|
||||
MAGIC_END_CAST_SUCCESS_SPECTATORS(entity caster, entity target)
|
||||
{
|
||||
magic_end_cast_success_spectators [&SYS&$caster.da$ $caster$ succesfully cast a spell on $target.da$ $target$.]
|
||||
}
|
||||
MAGIC_END_SELFCAST_SUCCESS_SPECTATORS_PLAYER(player caster)
|
||||
{
|
||||
(caster.gender = male)
|
||||
magic_end_selfcast_success_spectators_pm [&SYS&$caster$ succesfully cast a spell on himself.]
|
||||
(caster.gender = female)
|
||||
magic_end_selfcast_success_spectators_pf [&SYS&$caster$ succesfully cast a spell on herself.]
|
||||
}
|
||||
MAGIC_END_SELFCAST_SUCCESS_SPECTATORS_NPC(bot caster)
|
||||
{
|
||||
(caster.gender = male)
|
||||
magic_end_selfcast_success_spectators_bm [&SYS&$caster.da$ $caster$ succesfully cast a spell on himself.]
|
||||
(caster.gender = female)
|
||||
magic_end_selfcast_success_spectators_bf [&SYS&$caster.da$ $caster$ succesfully cast a spell on herself.]
|
||||
}
|
||||
MAGIC_END_SELFCAST_SUCCESS_SPECTATORS_CREATURE(creature c)
|
||||
{
|
||||
magic_end_selfcast_success_spectators_c [&SYS&$c.da$ $c$ succesfully cast a spell on itself.]
|
||||
}
|
||||
MAGIC_END_CAST_FAILED_SPECTATORS(entity e)
|
||||
{
|
||||
magic_end_cast_failed_spectators [&SYS&$e.da$ $e$'s incantation failed.]
|
||||
}
|
||||
MAGIC_END_CAST_FUMBLE_SPECTATORS(entity e)
|
||||
{
|
||||
magic_end_cast_fumble_spectators [&SYS&$e.da$ $e$'s incantation fumbled.]
|
||||
}
|
||||
|
||||
MAGIC_RESIST_CASTER(entity e)
|
||||
{
|
||||
magic_resist_caster [&MISM&$e.da$ $e$ resists the effects of your spell.]
|
||||
}
|
||||
MAGIC_RESIST_TARGET(entity e)
|
||||
{
|
||||
magic_resist_target [&MIS&You resist the effects of the spell invoked by $e.da$ $e$.]
|
||||
}
|
||||
MAGIC_RESIST_SPECTATORS(entity caster, entity target)
|
||||
{
|
||||
magic_resist_spectators [&SYS&$target.da$ $target$ resists the effects of the spell invoked by $caster.da$ $caster$.]
|
||||
}
|
||||
|
||||
MAGIC_TARGET_OUT_OF_RANGE(entity e)
|
||||
{
|
||||
magic_target_out_of_range [&CHKCB&$e.da$ $e$ is out of range for your spell.]
|
||||
}
|
||||
MAGIC_BAD_TARGET()
|
||||
{
|
||||
magic_bad_target [&CHKCB&Target missing or invalid.]
|
||||
}
|
||||
MAGIC_LACK_HP()
|
||||
{
|
||||
magic_lack_hp [&CHKCB&You do not have enough hit points to cast this spell.]
|
||||
}
|
||||
MAGIC_LACK_SAP()
|
||||
{
|
||||
magic_lack_sap [&CHKCB&You do not have enough sap points to cast this spell.]
|
||||
}
|
||||
|
||||
MAGIC_NEW_LINK_CASTER(entity e)
|
||||
{
|
||||
magic_new_link_caster [&SPLM&You have created a new magic link with $e.da$ $e$.]
|
||||
}
|
||||
MAGIC_NEW_LINK_TARGET(entity e)
|
||||
{
|
||||
magic_new_link_target [&SPL&$e.da$ $e$ has created a new magic link with you.]
|
||||
}
|
||||
|
||||
MAGIC_DESTROY_LINK_CASTER(entity e)
|
||||
{
|
||||
magic_destroy_link_caster [&SPLM&A link you created with $e.da$ $e$ has been broken.]
|
||||
}
|
||||
MAGIC_DESTROY_LINK_TARGET(entity e)
|
||||
{
|
||||
magic_destroy_link_target [&SPL&A link created with you by $e.da$ $e$ has been broken.]
|
||||
}
|
||||
|
||||
MAGIC_DAMAGE_SAP_TARGET(entity e, int n, int m)
|
||||
{
|
||||
magic_damage_sap_target [&SPL&$e.da$ $e$ inflicts you $n$($m$) magic sap damage.]
|
||||
}
|
||||
MAGIC_DAMAGE_SAP_CASTER(entity e, int n, int m)
|
||||
{
|
||||
magic_damage_sap_caster [&SPLM&You inflict $n$($m$) magic sap damage to $e.da$ $e$.]
|
||||
}
|
||||
MAGIC_DAMAGE_SAP_SPECTATORS(entity caster, entity target, int n)
|
||||
{
|
||||
magic_damage_sap_spectators [&SYS&$caster.da$ $caster$ inflicts $n$ magic sap damage to $target.da$ $target$.]
|
||||
}
|
||||
MAGIC_DAMAGE_STA_TARGET(entity e, int n, int m)
|
||||
{
|
||||
magic_damage_sta_target [&SPL&$e.da$ $e$ inflicts you $n$($m$) magic stamina damage.]
|
||||
}
|
||||
MAGIC_DAMAGE_STA_CASTER(entity e, int n, int m)
|
||||
{
|
||||
magic_damage_sta_caster [&SPLM&You inflict $n$($m$) magic stamina damage to $e.da$ $e$.]
|
||||
}
|
||||
MAGIC_DAMAGE_STA_SPECTATORS(entity caster, entity target, int n)
|
||||
{
|
||||
magic_damage_sta_spectators [&SYS&$caster.da$ $caster$ inflicts $n$ magic stamina damage to $target.da$ $target$.]
|
||||
}
|
||||
MAGIC_DAMAGE_HP_TARGET(entity e, int n, int m)
|
||||
{
|
||||
magic_damage_hp_target [&DMG&$e.da$ $e$ inflicts you $n$($m$) magic hit points damage.]
|
||||
}
|
||||
MAGIC_DAMAGE_HP_CASTER(entity e, int n, int m)
|
||||
{
|
||||
magic_damage_hp_caster [&DGM&You inflict $n$($m$) magic hit points damage to $e.da$ $e$.]
|
||||
}
|
||||
MAGIC_DAMAGE_HP_SPECTATORS(entity caster, entity target, int n)
|
||||
{
|
||||
magic_damage_hp_spectators [&SYS&$caster.da$ $caster$ inflicts $n$ magic hit points damage to $target.da$ $target$.]
|
||||
}
|
||||
|
||||
MAGIC_SELF_DAMAGE_SAP(int n, int m)
|
||||
{
|
||||
magic_self_damage_sap [&SPL&You inflict yourself $n$($m$) magic sap points damage.]
|
||||
}
|
||||
MAGIC_SELF_DAMAGE_STA(int n, int m)
|
||||
{
|
||||
magic_self_damage_sta [&SPL&You inflict yourself $n$($m$) magic stamina points damage.]
|
||||
}
|
||||
MAGIC_SELF_DAMAGE_HP(int n, int m)
|
||||
{
|
||||
magic_self_damage_hp [&DMG&You inflict yourself $n$($m$) magic hit points damage.]
|
||||
}
|
||||
|
||||
MAGIC_SELF_DAMAGE_SAP_SPECTATORS_PLAYER(player p, int n)
|
||||
{
|
||||
(p.gender = male)
|
||||
magic_self_damage_sap_spectators_pm [&SYS&$p$ inflict himself $n$ magic sap points damage.]
|
||||
(p.gender = female)
|
||||
magic_self_damage_sap_spectators_pf [&SYS&$p$ inflict herself $n$ magic sap points damage.]
|
||||
}
|
||||
MAGIC_SELF_DAMAGE_SAP_SPECTATORS_NPC(bot b, int n)
|
||||
{
|
||||
(b.gender = male)
|
||||
magic_self_damage_sap_spectators_bm [&SYS&$b.da$ $b$ inflict himself $n$ magic sap points damage.]
|
||||
(b.gender = female)
|
||||
magic_self_damage_sap_spectators_bf [&SYS&$b.da$ $b$ inflict herself $n$ magic sap points damage.]
|
||||
}
|
||||
MAGIC_SELF_DAMAGE_SAP_SPECTATORS_CREATURE(creature c, int n)
|
||||
{
|
||||
magic_self_damage_sap_spectators_c [&SYS&$c.da$ $c$ inflict itself $n$ magic sap points damage.]
|
||||
}
|
||||
|
||||
MAGIC_SELF_DAMAGE_STA_SPECTATORS_PLAYER(player p, int n)
|
||||
{
|
||||
(p.gender = male)
|
||||
magic_self_damage_sta_spectators_pm [&SYS&$p$ inflict himself $n$ magic stamina points damage.]
|
||||
(p.gender = female)
|
||||
magic_self_damage_sta_spectators_pf [&SYS&$p$ inflict herself $n$ magic stamina points damage.]
|
||||
}
|
||||
MAGIC_SELF_DAMAGE_STA_SPECTATORS_NPC(bot b, int n)
|
||||
{
|
||||
(b.gender = male)
|
||||
magic_self_damage_sta_spectators_bm [&SYS&$b.da$ $b$ inflict himself $n$ magic stamina points damage.]
|
||||
(b.gender = female)
|
||||
magic_self_damage_sta_spectators_bf [&SYS&$b.da$ $b$ inflict herself $n$ magic stamina points damage.]
|
||||
}
|
||||
MAGIC_SELF_DAMAGE_STA_SPECTATORS_CREATURE(creature c, int n)
|
||||
{
|
||||
magic_self_damage_sta_spectators_c [&SYS&$c.da$ $c$ inflict itself $n$ magic stamina points damage.]
|
||||
}
|
||||
|
||||
MAGIC_SELF_DAMAGE_HP_SPECTATORS_PLAYER(player p, int n)
|
||||
{
|
||||
(p.gender = male)
|
||||
magic_self_damage_hp_spectators_pm [&SYS&$p$ inflict himself $n$ magic hit points damage.]
|
||||
(p.gender = female)
|
||||
magic_self_damage_hp_spectators_pf [&SYS&$p$ inflict herself $n$ magic hit points damage.]
|
||||
}
|
||||
MAGIC_SELF_DAMAGE_HP_SPECTATORS_NPC(bot b, int n)
|
||||
{
|
||||
(b.gender = male)
|
||||
magic_self_damage_hp_spectators_bm [&SYS&$b.da$ $b$ inflict himself $n$ magic hit points damage.]
|
||||
(b.gender = female)
|
||||
magic_self_damage_hp_spectators_bf [&SYS&$b.da$ $b$ inflict herself $n$ magic hit points damage.]
|
||||
}
|
||||
MAGIC_SELF_DAMAGE_HP_SPECTATORS_CREATURE(creature c, int n)
|
||||
{
|
||||
magic_self_damage_hp_spectators_c [&SYS&$c.da$ $c$ inflict itself $n$ magic hit points damage.]
|
||||
}
|
||||
|
||||
|
||||
MAGIC_SPECIAL_DAMAGE_ACTOR(entity e, int i, damagetype d)
|
||||
{
|
||||
magic_special_damage_actor [&DGM&You inflict $i$ $d$ damage on $e.da$ $e$.]
|
||||
}
|
||||
MAGIC_SPECIAL_DAMAGE_TARGET(entity e, int i, damagetype d)
|
||||
{
|
||||
magic_special_damage_target [&DMG&$e.da$ $e$ inflicts you $i$ $d$ damage.]
|
||||
}
|
||||
MAGIC_SPECIAL_DAMAGE_SPECTATORS(entity caster, entity target, int i, damagetype d)
|
||||
{
|
||||
magic_special_damage_spectators [&SYS&$caster.da$ $caster$ inflicts $i$ $d$ damage on $target.da$ $target$.]
|
||||
}
|
||||
MAGIC_SPECIAL_DAMAGE_SELF(int i, damagetype d)
|
||||
{
|
||||
magic_special_damage_self [&DMG&You inflict yourself $i$ $d$ damage.]
|
||||
}
|
||||
MAGIC_SPECIAL_DAMAGE_SELF_SPECTATORS_PLAYER(player p, int n, damagetype d)
|
||||
{
|
||||
(p.gender = male)
|
||||
magic_special_damage_self_spectators_pm [&SYS&$p$ inflict himself $n$ $d$ damage.]
|
||||
(p.gender = female)
|
||||
magic_special_damage_self_spectators_pf [&SYS&$p$ inflict herself $n$ $d$ damage.]
|
||||
}
|
||||
MAGIC_SPECIAL_DAMAGE_SELF_SPECTATORS_NPC(bot b, int n, damagetype d)
|
||||
{
|
||||
(b.gender = male)
|
||||
magic_special_damage_self_spectators_bm [&SYS&$b.da$ $b$ inflict himself $n$ $d$ damage.]
|
||||
(b.gender = female)
|
||||
magic_special_damage_self_spectators_bf [&SYS&$b.da$ $b$ inflict herself $n$ $d$ damage.]
|
||||
}
|
||||
MAGIC_SPECIAL_DAMAGE_SELF_SPECTATORS_CREATURE(creature c, int n, damagetype d)
|
||||
{
|
||||
magic_special_damage_self_spectators_c [&SYS&$c.da$ $c$ inflict itself $n$ $d$ damage.]
|
||||
}
|
||||
|
||||
|
||||
|
||||
MAGIC_HEAL_SAP_CASTER(entity e, int i)
|
||||
{
|
||||
magic_heal_sap_caster [&SPLM&You restore $e.da$ $e$ $i$ sap points.]
|
||||
}
|
||||
MAGIC_HEAL_SAP_TARGET(entity e, int i)
|
||||
{
|
||||
magic_heal_sap_target [&SPL&$e.da$ $e$ restores you $i$ sap points.]
|
||||
}
|
||||
MAGIC_HEAL_SAP_SPECTATORS(entity caster, entity target, int i)
|
||||
{
|
||||
magic_heal_sap_spectators [&SYS&$caster.da$ $caster$ restores $target.da$ $target$ $i$ sap points.]
|
||||
}
|
||||
MAGIC_SELF_HEAL_SAP(int i)
|
||||
{
|
||||
magic_self_heal_sap [&SPLM&You restore yourself $i$ sap points.]
|
||||
}
|
||||
MAGIC_SELF_HEAL_SAP_SPECTATORS_PLAYER(player p, int i)
|
||||
{
|
||||
(p.gender = male)
|
||||
magic_self_heal_sap_spectators_pm [&SYS&$p$ restores himself $i$ sap points.]
|
||||
(p.gender = female)
|
||||
magic_self_heal_sap_spectators_pf [&SYS&$p$ restores herself $i$ sap points.]
|
||||
}
|
||||
MAGIC_SELF_HEAL_SAP_SPECTATORS_NPC(bot b, int i)
|
||||
{
|
||||
(b.gender = male)
|
||||
magic_self_heal_sap_spectators_bm [&SYS&$b.da$ $b$ restores himself $i$ sap points.]
|
||||
(b.gender = female)
|
||||
magic_self_heal_sap_spectators_bf [&SYS&$b.da$ $b$ restores herself $i$ sap points.]
|
||||
}
|
||||
MAGIC_SELF_HEAL_SAP_SPECTATORS_CREATURE(creature c, int i)
|
||||
{
|
||||
magic_self_heal_sap_spectators_c [&SYS&$c.da$ $c$ restores itself $i$ sap points.]
|
||||
}
|
||||
|
||||
MAGIC_HEAL_STA_CASTER(entity e, int i)
|
||||
{
|
||||
magic_heal_stamina_caster [&SPLM&You restore $e.da$ $e$ $i$ stamina points.]
|
||||
}
|
||||
MAGIC_HEAL_STA_TARGET(entity e, int i)
|
||||
{
|
||||
magic_heal_stamina_target [&SPL&$e.da$ $e$ restores you $i$ stamina points.]
|
||||
}
|
||||
MAGIC_HEAL_STA_SPECTATORS(entity caster, entity target, int i)
|
||||
{
|
||||
magic_heal_sta_spectators [&SYS&$caster.da$ $caster$ restores $target.da$ $target$ $i$ stamina points.]
|
||||
}
|
||||
MAGIC_SELF_HEAL_STA(int i)
|
||||
{
|
||||
magic_self_heal_sta [&SPLM&You restore yourself $i$ stamina points.]
|
||||
}
|
||||
MAGIC_SELF_HEAL_STA_SPECTATORS_PLAYER(player p, int i)
|
||||
{
|
||||
(p.gender = male)
|
||||
magic_self_heal_sta_spectators_pm [&SYS&$p$ restores himself $i$ stamina points.]
|
||||
(p.gender = female)
|
||||
magic_self_heal_sta_spectators_pf [&SYS&$p$ restores herself $i$ stamina points.]
|
||||
}
|
||||
MAGIC_SELF_HEAL_STA_SPECTATORS_NPC(bot b, int i)
|
||||
{
|
||||
(b.gender = male)
|
||||
magic_self_heal_sta_spectators_bm [&SYS&$b.da$ $b$ restores himself $i$ stamina points.]
|
||||
(b.gender = female)
|
||||
magic_self_heal_sta_spectators_bf [&SYS&$b.da$ $b$ restores herself $i$ stamina points.]
|
||||
}
|
||||
MAGIC_SELF_HEAL_STA_SPECTATORS_CREATURE(creature c, int i)
|
||||
{
|
||||
magic_self_heal_sta_spectators_c [&SYS&$c.da$ $c$ restores itself $i$ stamina points.]
|
||||
}
|
||||
|
||||
MAGIC_HEAL_FOCUS_CASTER(entity e, int i)
|
||||
{
|
||||
magic_heal_focus_caster [&SPLM&You restore $e.da$ $e$ $i$ focus points.]
|
||||
}
|
||||
MAGIC_HEAL_FOCUS_TARGET(entity e, int i)
|
||||
{
|
||||
magic_heal_focus_target [&SPL&$e.da$ $e$ restores you $i$ focus points.]
|
||||
}
|
||||
MAGIC_HEAL_FOCUS_SPECTATORS(entity caster, entity target, int i)
|
||||
{
|
||||
magic_heal_focus_spectators [&SYS&$caster.da$ $caster$ restores $target.da$ $target$ $i$ focus points.]
|
||||
}
|
||||
MAGIC_SELF_HEAL_FOCUS(int i)
|
||||
{
|
||||
magic_self_heal_focus [&SPLM&You restore yourself $i$ focus points.]
|
||||
}
|
||||
MAGIC_SELF_HEAL_FOCUS_SPECTATORS_PLAYER(player p, int i)
|
||||
{
|
||||
(p.gender = male)
|
||||
magic_self_heal_focus_spectators_pm [&SYS&$p$ restores himself $i$ focus points.]
|
||||
(p.gender = female)
|
||||
magic_self_heal_focus_spectators_pf [&SYS&$p$ restores herself $i$ focus points.]
|
||||
}
|
||||
MAGIC_SELF_HEAL_FOCUS_SPECTATORS_NPC(bot b, int i)
|
||||
{
|
||||
(b.gender = male)
|
||||
magic_self_heal_focus_spectators_bm [&SYS&$b.da$ $b$ restores himself $i$ focus points.]
|
||||
(b.gender = female)
|
||||
magic_self_heal_focus_spectators_bf [&SYS&$b.da$ $b$ restores herself $i$ focus points.]
|
||||
}
|
||||
MAGIC_SELF_HEAL_FOCUS_SPECTATORS_CREATURE(creature c, int i)
|
||||
{
|
||||
magic_self_heal_focus_spectators_c [&SYS&$c.da$ $c$ restores itself $i$ focus points.]
|
||||
}
|
||||
|
||||
MAGIC_HEAL_HP_CASTER(entity e, int i)
|
||||
{
|
||||
magic_heal_hp_caster [&SPLM&You heal $e.da$ $e$ $i$ hit points.]
|
||||
}
|
||||
MAGIC_HEAL_HP_TARGET(entity e, int i)
|
||||
{
|
||||
magic_heal_hp_target [&SPL&$e.da$ $e$ heals you $i$ hit points.]
|
||||
}
|
||||
MAGIC_HEAL_HP_SPECTATORS(entity caster, entity target, int i)
|
||||
{
|
||||
magic_heal_hp_spectators [&SYS&$caster.da$ $caster$ heals $target.da$ $target$ $i$ hit points.]
|
||||
}
|
||||
MAGIC_SELF_HEAL_HP(int i)
|
||||
{
|
||||
magic_self_heal_hp [&SPLM&You heal yourself $i$ hit points.]
|
||||
}
|
||||
MAGIC_SELF_HEAL_HP_SPECTATORS_PLAYER(player p, int i)
|
||||
{
|
||||
(p.gender = male)
|
||||
magic_self_heal_hp_spectators_pm [&SYS&$p$ heals himself $i$ hit points.]
|
||||
(p.gender = female)
|
||||
magic_self_heal_hp_spectators_pf [&SYS&$p$ heals herself $i$ hit points.]
|
||||
}
|
||||
MAGIC_SELF_HEAL_HP_SPECTATORS_NPC(bot b, int i)
|
||||
{
|
||||
(b.gender = male)
|
||||
magic_self_heal_hp_spectators_bm [&SYS&$b.da$ $b$ heals himself $i$ hit points.]
|
||||
(b.gender = female)
|
||||
magic_self_heal_hp_spectators_bf [&SYS&$b.da$ $b$ heals herself $i$ hit points.]
|
||||
}
|
||||
MAGIC_SELF_HEAL_HP_SPECTATORS_CREATURE(creature c, int i)
|
||||
{
|
||||
magic_self_heal_hp_spectators_c [&SYS&$c.da$ $c$ heals itself $i$ hit points.]
|
||||
}
|
||||
|
||||
MAGIC_HEAL_FULL_SCORE_TARGET(score s)
|
||||
{
|
||||
(s.score_ID = hit_points)
|
||||
magic_heal_full_score_target_hp [&SYS&You are now at full health and no longer need healing.]
|
||||
|
||||
magic_heal_full_score_target [&SYS&You are now at full $s$.]
|
||||
}
|
||||
MAGIC_HEAL_FULL_SCORE_ACTOR(entity e, score s)
|
||||
{
|
||||
magic_heal_full_score_actor [&SYS&$e.da$ $e$ is now at full $s$ and no longer needs $s$ recovery spells.]
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////
|
||||
/// sentences used as error codes in magic system
|
||||
////////////////////////////////////////////////////////////////////////////////////
|
||||
MAGIC_NEED_TARGET()
|
||||
{
|
||||
magic_need_target [&CHKCB&This spell needs a target.]
|
||||
}
|
||||
MAGIC_CANNOT_CAST_ON_ENEMY()
|
||||
{
|
||||
magic_cannot_cast_on_enemy [&CHKCB&This spell cannot be cast on an enemy.]
|
||||
}
|
||||
MAGIC_CAN_ONLY_CAST_ON_ENEMY()
|
||||
{
|
||||
magic_can_only_cast_on_enemy [&CHKCB&This spell can only be cast on an enemy.]
|
||||
}
|
||||
MAGIC_TARGET_DEAD()
|
||||
{
|
||||
magic_target_dead [&CHKCB&You cannot cast on a corpse.]
|
||||
}
|
||||
|
||||
MAGIC_CANNOT_CAST_YET()
|
||||
{
|
||||
magic_cannot_cast_yet [&CHKCB&You cannot cast yet.]
|
||||
}
|
||||
|
||||
MAGIC_CANNOT_SELFCAST()
|
||||
{
|
||||
magic_cannot_selfcast [&CHKCB&You cannot cast this spell on yourself.]
|
||||
}
|
||||
|
||||
MAGIC_TARGET_INVULNERABLE_OFFENSIVE(entity e)
|
||||
{
|
||||
magic_target_invulnerable_offensive [&CHKCB&$e.da$ $e$ is invulnerable to offensive spells.]
|
||||
}
|
||||
|
||||
MAGIC_TARGET_INVULNERABLE_ALL_MAGIC(entity e)
|
||||
{
|
||||
magic_target_invulnerable_all_magic [&CHKCB&$e.da$ $e$ is unaffected by magic.]
|
||||
}
|
||||
|
||||
MAGIC_TARGET_IMMUNE(entity e)
|
||||
{
|
||||
magic_target_immune [&CHKCB&$e.da$ $e$ is immune to this kind of magic.]
|
||||
}
|
||||
|
||||
MAGIC_MAGICIAN_STAFF_LOW_REQ()
|
||||
{
|
||||
magic_magician_staff_low_req [&CHK&Your gloves quality is too low to canalyse the power of your spell, you won't benefits your gloves bonuses.]
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////
|
||||
// Magic related messages
|
||||
////////////////////////////////////////////////////////////////////////////////////
|
||||
EGS_MAGIC_LACK_HP ()
|
||||
{
|
||||
egs_magic_lack_hp [&CHKCB&You do not have enough hit points to cast this spell.]
|
||||
}
|
||||
EGS_MAGIC_LACK_SAP ()
|
||||
{
|
||||
egs_magic_lack_sap [&CHKCB&You do not have enough sap points to cast this spell.]
|
||||
}
|
||||
EGS_MAGIC_LACK_MONEY ()
|
||||
{
|
||||
egs_magic_lack_money [&CHKCB&You do not have enough sap load/money/seeds to cast this spell.]
|
||||
}
|
||||
|
||||
EGS_MAGIC_TARGET_OUT_OF_RANGE ()
|
||||
{
|
||||
[&CHKCB&Your target is out of range for your spell.]
|
||||
}
|
||||
|
||||
EGS_MAGIC_BAD_TARGET ()
|
||||
{
|
||||
[&CHKCB&Target missing or invalid.]
|
||||
}
|
||||
|
||||
UNEFFICENT_RANGE ()
|
||||
{
|
||||
[&SYS&Vous êtes trop loin pour toucher efficacement cette cible.]
|
||||
}
|
||||
|
||||
EGS_ACTOR_VAMPIRISE_EI (entity target, int vampirise)
|
||||
{
|
||||
[&SPLM&You vampirise $vampirise$ from $target$]
|
||||
}
|
221
translation/work/phrases/phrase_mission_wk.txt
Normal file
221
translation/work/phrases/phrase_mission_wk.txt
Normal file
|
@ -0,0 +1,221 @@
|
|||
|
||||
////////////////////////////////////////////////////////////////////////////////////
|
||||
////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
|
||||
MISSION_FAILED ()
|
||||
{
|
||||
mission_failed [&TSK&You failed in a mission.]
|
||||
}
|
||||
|
||||
ABANDON_MISSION ()
|
||||
{
|
||||
abandon_mission [&TSK&You have abandonned a mission.]
|
||||
}
|
||||
|
||||
// Mission message
|
||||
|
||||
REQ_LEADER_TO_ABANDON_MISSION ()
|
||||
{
|
||||
[&CHK& You must be the leader of your team to abandon or finish a team mission.]
|
||||
}
|
||||
|
||||
ABANDON_GROUP_MISSION ()
|
||||
{
|
||||
[&SYS& The leader of your team has abandoned a team mission.]
|
||||
}
|
||||
|
||||
MISSION_MAX_SOLO_REACHED ()
|
||||
{
|
||||
[&CHK&You have already picked the maximum number of solo missions]
|
||||
}
|
||||
|
||||
MISSION_MAX_GROUP_REACHED ()
|
||||
{
|
||||
[&CHK&You have already picked the maximum number of group missions]
|
||||
}
|
||||
|
||||
EGS_MISSION_SUCCESS ()
|
||||
{
|
||||
[&TSK&You have completed a mission]
|
||||
}
|
||||
|
||||
EGS_MISSION_STEP_SUCCESS ()
|
||||
{
|
||||
[&TSK&You have finished a mission step]
|
||||
}
|
||||
|
||||
EGS_TASK_ENCYCLO_SUCCESS ()
|
||||
{
|
||||
[&TSK&Task successfull.Check your encyclopedia.]
|
||||
}
|
||||
|
||||
EGS_UNLOCK_ENCYCLO ()
|
||||
{
|
||||
[&TSK&Thema unlocked.Check your encyclopedia.]
|
||||
}
|
||||
|
||||
MISSION_PREREQ_TEAM()
|
||||
{
|
||||
[Vous devez être membre d'une équipe.]
|
||||
}
|
||||
|
||||
MISSION_PREREQ_TEAM_LEADER()
|
||||
{
|
||||
[Vous devez être le chef de votre équipe.]
|
||||
}
|
||||
|
||||
MISSION_PREREQ_TEAM_SIZE(int n)
|
||||
{
|
||||
[Votre équipe doit comporter au moins $n$ membres.]
|
||||
}
|
||||
|
||||
MISSION_PREREQ_NEED_ITEM_BAG(item item)
|
||||
{
|
||||
[Vous devez posséder $item.ia$ $item$ dans votre sac.]
|
||||
}
|
||||
|
||||
MISSION_PREREQ_NEED_ITEM_WORN(item item)
|
||||
{
|
||||
[Vous devez être équipé avec $item.ia$ $item$.]
|
||||
}
|
||||
|
||||
MISSION_PREREQ_SKILL_LEVEL(skill skill, int min, int max)
|
||||
{
|
||||
(max >= 250)
|
||||
[Votre niveau dans la compétence '$skill$' doit être supérieur à $min$.]
|
||||
(min = 0)
|
||||
[Votre niveau dans la compétence '$skill$' doit être inférieur à $max$.]
|
||||
|
||||
[Votre niveau dans la compétence '$skill$' doit être supérieur à $min$ et inférieur à $max$.]
|
||||
}
|
||||
|
||||
MISSION_PREREQ_EVENT_FACTION (event_faction ef)
|
||||
{
|
||||
[Your must be in event faction '$ef$'.]
|
||||
}
|
||||
|
||||
MISSION_PREREQ_FAME_FACTION (faction f, int level)
|
||||
{
|
||||
[Votre réputation auprès de la faction "$f$" doit être au moins égale à $level$.]
|
||||
}
|
||||
|
||||
MISSION_PREREQ_KAMI ()
|
||||
{
|
||||
[Votre réputation auprès des Kamis doit être supérieure à votre réputation auprès de la Karavan.]
|
||||
}
|
||||
|
||||
MISSION_PREREQ_KARAVAN ()
|
||||
{
|
||||
[Votre réputation auprès de la Karavan doit être supérieure à votre réputation auprès des Kamis.]
|
||||
}
|
||||
|
||||
MISSION_PREREQ_SEASON_SPRING()
|
||||
{
|
||||
[Cette mission n'est disponible qu'au printemps.]
|
||||
}
|
||||
MISSION_PREREQ_SEASON_SUMMER()
|
||||
{
|
||||
[Cette mission n'est disponible qu'en été.]
|
||||
}
|
||||
MISSION_PREREQ_SEASON_AUTUMN()
|
||||
{
|
||||
[Cette mission n'est disponible qu'en automne.]
|
||||
}
|
||||
MISSION_PREREQ_SEASON_WINTER()
|
||||
{
|
||||
[Cette mission n'est disponible qu'en hiver.]
|
||||
}
|
||||
|
||||
MISSION_PREREQ_ACTION(sbrick s)
|
||||
{
|
||||
[Cette mission nécessite que vous connaissiez la stanza "$s$".]
|
||||
}
|
||||
|
||||
MISSION_PREREQ_MISSION_DONE (dyn_string_id str)
|
||||
{
|
||||
[Cette mission nécessite la réussite de la mission '$str$'.]
|
||||
}
|
||||
|
||||
MISSION_PREREQ_MISSION_RUNNING (dyn_string_id str)
|
||||
{
|
||||
[Cette mission nécessite la prise de la mission '$str$'.]
|
||||
}
|
||||
|
||||
MISSION_PREREQ_MISSION_NOTDONE (dyn_string_id str)
|
||||
{
|
||||
[Cette mission nécessite que la mission '$str$' ne soit pas accomplie.]
|
||||
}
|
||||
|
||||
MISSION_PREREQ_MISSION_NOTRUNNING (dyn_string_id str)
|
||||
{
|
||||
[Cette mission nécessite que la mission '$str$' ne soit pas en cours.]
|
||||
}
|
||||
|
||||
MISSION_PREREQ_CAN_NO_LONGER_TAKE ()
|
||||
{
|
||||
[Vous ne pouvez plus prendre cette mission.]
|
||||
}
|
||||
|
||||
MISSION_PREREQ_TIMER (int days, int h, int m)
|
||||
{
|
||||
(days > 0 )
|
||||
mission_prereq_timer_dhm [Cette mission sera disponible dans $days$ jours, $h$ heures et $m$ minutes.]
|
||||
(days = 0 & h > 0 )
|
||||
mission_prereq_timer_hm [Cette mission sera disponible dans $h$ heures et $m$ minutes.]
|
||||
|
||||
mission_prereq_timer_m [Cette mission sera disponible dans $m$ minutes.]
|
||||
}
|
||||
|
||||
MISSION_PREREQ_ALREADY_DONE()
|
||||
{
|
||||
[Cette mission ne peut être prise qu'une seule fois.]
|
||||
}
|
||||
|
||||
MISSION_PREREQ_MONO()
|
||||
{
|
||||
[Cette mission ne peut être prise pour le moment, revenez plus tard.]
|
||||
}
|
||||
|
||||
MISSION_PREREQ_ENCYCLO_ALL_DONE (dyn_string_id thema, dyn_string_id album)
|
||||
{
|
||||
[Toutes les tâches rituelles relatives au thème "$thema$" dans l'album "$album$" doivent avoir été réussies.]
|
||||
}
|
||||
|
||||
MISSION_PREREQ_TITLE (title title)
|
||||
{
|
||||
[Vous devez afficher le titre "$title$".]
|
||||
}
|
||||
|
||||
MISSION_ENTER_CRITITAL_PART_TIMEOUT(dyn_string_id str)
|
||||
{
|
||||
[Vous n'avez pas répondu assez vite, vous etes maintenant en mode sommeil pour la mission $str$.]
|
||||
}
|
||||
|
||||
MISSION_QUEUE_WAIT(int nbWaiters, int onlineWaiters, int days, int hours, int m)
|
||||
{
|
||||
(nbWaiters = 0 & days > 0)
|
||||
[Vous etes en tête de la file d'attente pour cette mission. Temps d'attende estimé : $days$ jours $hours$ heures et $m$ minutes.]
|
||||
(nbWaiters = 0 & hours > 0)
|
||||
[Vous etes en tête de la file d'attente pour cette mission. Temps d'attende estimé : $hours$ heures et $m$ minutes.]
|
||||
(nbWaiters = 0)
|
||||
[Vous etes en tête de la file d'attente pour cette mission. Temps d'attende estimé : $m$ minutes.]
|
||||
|
||||
(days>0)
|
||||
[Il y a devant vous $nbWaiters$ personnes (dont $onlineWaiters$ online) dans la file d'attente pour cette mission. Temps d'attende estimé : $days$ jours $hours$ heures et $m$ minutes.]
|
||||
|
||||
(hours > 0)
|
||||
[Il y a devant vous $nbWaiters$ personnes (dont $onlineWaiters$ online) dans la file d'attente pour cette mission. Temps d'attende estimé : $hours$ heures et $m$ minutes.]
|
||||
|
||||
[Il y a devant vous $nbWaiters$ personnes (dont $onlineWaiters$ online) dans la file d'attente pour cette mission. Temps d'attende estimé : $m$ minutes.]
|
||||
}
|
||||
|
||||
MISSION_ENTER_CRITITAL_PART_DECLINE(dyn_string_id str)
|
||||
{
|
||||
[Vous avez décliné la proposition, vous etes maintenant en mode sommeil pour la mission $str$.]
|
||||
}
|
||||
|
||||
MISSION_ENTER_CRITITAL_PART_PROPOSAL(dyn_string_id str)
|
||||
{
|
||||
[Voulez vous entrer dans la partie critique de la mission $str$ ?]
|
||||
}
|
354
translation/work/phrases/phrase_outpost_wk.txt
Normal file
354
translation/work/phrases/phrase_outpost_wk.txt
Normal file
|
@ -0,0 +1,354 @@
|
|||
|
||||
|
||||
// // Obsolete stuff
|
||||
//
|
||||
//GUILD_OUTPOST_VICTORY()
|
||||
//{
|
||||
// [&SYS&Your guild won an outpost after a bloody war.]
|
||||
//}
|
||||
//
|
||||
//GUILD_OUTPOST_DEFEAT()
|
||||
//{
|
||||
// [&SYS&Your guild was humiliated by a tribe and could not gain the aimed outpost!]
|
||||
//}
|
||||
//
|
||||
//GUILD_OUTPOST_PEACE_WON()
|
||||
//{
|
||||
// [&SYS&Your guild successfully took control of an outpost!]
|
||||
//}
|
||||
//GUILD_DECLARE_WAR()
|
||||
//{
|
||||
// [&SYS&Your guild declared war to the tribe owning the aimed outpost.]
|
||||
//}
|
||||
//GUILD_OUTPOST_CONTROL ()
|
||||
//{
|
||||
// [&TSK&Your guild gained control of an outpost]
|
||||
//}
|
||||
//GUILD_OUTPOST_BUILDING ()
|
||||
//{
|
||||
// [&ITM&Your guild gained an outpost building]
|
||||
//}
|
||||
|
||||
OUTPOST_EVENT_Challenged()
|
||||
{
|
||||
[&SYS&The outpost is challenged.]
|
||||
}
|
||||
OUTPOST_EVENT_OwnerVanished()
|
||||
{
|
||||
[&SYS&The owner of the outpost has vanished.]
|
||||
}
|
||||
OUTPOST_EVENT_AttackerVanished()
|
||||
{
|
||||
[&SYS&The attacker of the outpost has vanished.]
|
||||
}
|
||||
OUTPOST_EVENT_TimerEnd()
|
||||
{
|
||||
[&SYS&The time is elapsed in the outpost.]
|
||||
}
|
||||
OUTPOST_EVENT_AttackerGiveUp()
|
||||
{
|
||||
[&SYS&The attacker of the outpost gave up.]
|
||||
}
|
||||
OUTPOST_EVENT_OwnerGiveUp()
|
||||
{
|
||||
[&SYS&The owner of the outpost gave up.]
|
||||
}
|
||||
OUTPOST_EVENT_AllSquadsKilled()
|
||||
{
|
||||
[&SYS&All the squads of the outpost have been killed.]
|
||||
}
|
||||
|
||||
OUTPOST_STATE_Peace()
|
||||
{
|
||||
[&SYS&The outpost is now peaceful.]
|
||||
}
|
||||
OUTPOST_STATE_WarDeclaration()
|
||||
{
|
||||
[&SYS&A conflict is now declared in the outpost.]
|
||||
}
|
||||
OUTPOST_STATE_Attack()
|
||||
{
|
||||
[&SYS&The outpost is now sustaining an attack.]
|
||||
}
|
||||
OUTPOST_STATE_WarTransition()
|
||||
{
|
||||
[&SYS&A counterattack will begin soon in the outpost...]
|
||||
}
|
||||
OUTPOST_STATE_CounterAttack()
|
||||
{
|
||||
[&SYS&The outpost is now sustaining a counterattack.]
|
||||
}
|
||||
|
||||
OUTPOST_OWNER(string_id str)
|
||||
{
|
||||
[&SYS&$str$ owns the outpost now.]
|
||||
}
|
||||
|
||||
OUTPOST_ATTACKER(string_id str)
|
||||
{
|
||||
[&SYS&$str$ attacks the outpost now.]
|
||||
}
|
||||
|
||||
NEED_MORE_GUILD_MONEY()
|
||||
{
|
||||
[&CHK&Your guild does not have enough money.]
|
||||
}
|
||||
|
||||
OUTPOST_CANT_PAY_SQUAD_WAGE(string_id str)
|
||||
{
|
||||
[&CHK&$str$ n'a pas assez d'argent pour payer le salaire de l'escouade. Celle-ci quitte l'avant-poste !]
|
||||
}
|
||||
|
||||
OUTPOST_CANT_FREE_LAST_SQUAD()
|
||||
{
|
||||
[&CHK&Vous ne pouvez pas supprimer la dernière escouade sinon l'avant-poste sera perdu.]
|
||||
}
|
||||
|
||||
GUILD_CHALLENGE_OUTPOST_ALREADY_ATTACKED()
|
||||
{
|
||||
[&CHK&The outpost is already under attack.]
|
||||
}
|
||||
|
||||
GUILD_GIVEUP_OUTPOST_ATTACK_NOT_ATTACKED()
|
||||
{
|
||||
[&CHK&The outpost is not under attack.]
|
||||
}
|
||||
|
||||
OUTPOST_SQUAD_RECRUITED()
|
||||
{
|
||||
[&SYS&A new squad was recruited.]
|
||||
}
|
||||
|
||||
OUTPOST_VERSION_NOT_SYNC()
|
||||
{
|
||||
[&CHK&Votre action sur l'outpost a été rejetée car une autre action était en cours.]
|
||||
}
|
||||
|
||||
OUTPOST_EDITING_CONCURRENCY_ISSUE(player p)
|
||||
{
|
||||
[&CHK&$p$ est en train d'éditer l'avant-poste, réessayez dans un moment.]
|
||||
}
|
||||
|
||||
OUTPOST_NO_MORE_IN_CONFLICT()
|
||||
{
|
||||
[&SYS&Vous n'êtes plus engagé dans un conflit d'outpost.]
|
||||
}
|
||||
|
||||
OUTPOST_IN_CONFLICT()
|
||||
{
|
||||
[&SYS&Vous participez au conflit sur cet outpost.]
|
||||
}
|
||||
|
||||
OUTPOST_CANT_PARTICIPATE()
|
||||
{
|
||||
[&CHK&Vous êtes banni de cet outpost, vous ne pouvez pas participer au conflit en cours.]
|
||||
}
|
||||
|
||||
OUTPOST_CANT_PARTICIPATE_ATTACK()
|
||||
{
|
||||
[&CHK&Vous êtes banni de cet outpost, vous ne pouvez pas participer à l'attaque en cours.]
|
||||
}
|
||||
|
||||
OUTPOST_CANT_PARTICIPATE_DEFENSE()
|
||||
{
|
||||
[&CHK&Vous êtes banni de cet outpost, vous ne pouvez pas participer la defense de celui-ci.]
|
||||
}
|
||||
|
||||
OUTPOST_PLAYER_BANISHED_ATTACK()
|
||||
{
|
||||
[&SYS&Vous venez d'être banni de l'attack de cet outpost.]
|
||||
}
|
||||
|
||||
OUTPOST_PLAYER_BANISHED_DEFENSE()
|
||||
{
|
||||
[&SYS&Vous venez d'être banni de la defense de cet outpost.]
|
||||
}
|
||||
|
||||
OUTPOST_GUILD_BANISHED_ATTACK()
|
||||
{
|
||||
[&SYS&Votre guilde vient d'être banni de l'attaque de cet outpost.]
|
||||
}
|
||||
|
||||
OUTPOST_GUILD_BANISHED_DEFENSE()
|
||||
{
|
||||
[&SYS&Votre guilde vient d'être banni de la defense de cet outpost.]
|
||||
}
|
||||
|
||||
OUTPOST_CANNOT_BUY_SQUADS_A(int n)
|
||||
{
|
||||
[&CHK&$n$ escouades n'ont pas pu être achetées et ont été remplacées par des gratuites.]
|
||||
}
|
||||
|
||||
OUTPOST_CANNOT_BUY_SQUADS_B()
|
||||
{
|
||||
[&CHK&L'escouade n'a pas pu être achetée et a été remplacée par une gratuite.]
|
||||
}
|
||||
|
||||
// Si pas d'erreur inutile de le préciser (à priori).
|
||||
OUTPOST_ERROR_NONE()
|
||||
{
|
||||
[]
|
||||
}
|
||||
|
||||
OUTPOST_ERROR_INVALID_USER()
|
||||
{
|
||||
[Votre id de joueur n'est pas valide (bug).]
|
||||
}
|
||||
|
||||
OUTPOST_ERROR_INVALID_OUTPOST()
|
||||
{
|
||||
[Cet outpost n'est pas valide (bug).]
|
||||
}
|
||||
|
||||
OUTPOST_ERROR_NO_GUILD_MODULE()
|
||||
{
|
||||
[Vous devez faire partie d'une guilde pour attaquer un outpost.]
|
||||
}
|
||||
|
||||
OUTPOST_ERROR_BAD_GUILD_GRADE()
|
||||
{
|
||||
[Vous n'avez pas le grade nécessaire au sein de votre guilde pour attaquer cet outpost.]
|
||||
}
|
||||
|
||||
|
||||
OUTPOST_ERROR_BAD_MEMBER_LEVEL()
|
||||
{
|
||||
[Vous devez avoir un joueur en ligne dans la guilde d'un niveau et d'une ancienneté suffisante pour défier cet avant-poste. Le niveau requis ainsi que l'ancienneté dépendent du niveau de l'avant-poste.]
|
||||
}
|
||||
|
||||
OUTPOST_ERROR_NOT_ENOUGH_MONEY()
|
||||
{
|
||||
[Vous et votre guilde n'avez pas assez d'argent pour attaquer cet outpost.]
|
||||
}
|
||||
|
||||
OUTPOST_ERROR_ALREADY_ATTACKED()
|
||||
{
|
||||
[Cet outpost fait déjà l'objet d'une attaque.]
|
||||
}
|
||||
|
||||
OUTPOST_ERROR_ALREADY_OWNED()
|
||||
{
|
||||
[Vous possédez déjà cet outpost.]
|
||||
}
|
||||
|
||||
OUTPOST_ERROR_TIME_PERIOD_ESTIMATION_CHANGED()
|
||||
{
|
||||
[La période d'attaque estimée a changé depuis l'ouverture de la fenêtre.]
|
||||
}
|
||||
|
||||
OUTPOST_ERROR_TOO_MANY_GUILD_OUTPOSTS()
|
||||
{
|
||||
[Votre guilde ne peut pas acquérir plus d'avant-postes.]
|
||||
}
|
||||
|
||||
OUTPOST_ERROR_UNKNOWN()
|
||||
{
|
||||
[Erreur d'outpost inconnue (bug).]
|
||||
}
|
||||
|
||||
// side: 0=owner, 1=attacker
|
||||
// guild_owner: 0=no (tribe owner), 1=yes (guild owner)
|
||||
OUTPOST_BCP_UNKNOWN_TITLE(outpost o, int side) { [Erreur : message d'outpost inconnu] }
|
||||
OUTPOST_BCP_UNKNOWN(outpost o, int side) { [Ce message ne devrait pas être visible. Merci de signaler ce bug.] }
|
||||
OUTPOST_BCM_UNKNOWN(outpost o, int side) { [&OSM&Erreur : message d'outpost inconnu.] }
|
||||
|
||||
OUTPOST_BCM_ROUND_NEAR_END(outpost o, int side) { [&OSM&Le round va se terminer dans une minute.] }
|
||||
OUTPOST_BCM_ROUND_LOST(outpost o, int side) { [&OSM&Vous avez perdu le round.] }
|
||||
OUTPOST_BCM_ROUND_WON(outpost o, int side) { [&OSM&Vous avez gagné le round.] }
|
||||
OUTPOST_BCM_LAST_ROUND_LOST(outpost o, int side) { [&OSM&Vous avez perdu le round.] }
|
||||
OUTPOST_BCM_LAST_ROUND_WON(outpost o, int side) { [&OSM&Vous avez gagné le round.] }
|
||||
|
||||
OUTPOST_BCP_ATTACK_FAILED_TITLE(outpost o, int side)
|
||||
{
|
||||
(side = 0)
|
||||
[Victoire !]
|
||||
(side = 1)
|
||||
[Echec !]
|
||||
[Fin de l'attaque]
|
||||
}
|
||||
OUTPOST_BCP_ATTACK_FAILED(outpost o, int side)
|
||||
{
|
||||
(side = 0)
|
||||
[L'attaque de l'avant-poste $o.name$ a échoué, vous conservez le contrôle de l'outpost.]
|
||||
(side = 1)
|
||||
[L'attaque de l'avant-poste $o.name$ a échoué, votre tentive de prise de l'outpost a échoué.]
|
||||
[L'attaque de l'outpost a échoué.]
|
||||
}
|
||||
OUTPOST_BCP_ATTACK_SUCCEEDED_TITLE(outpost o, int side)
|
||||
{
|
||||
(side = 0)
|
||||
[Echec !]
|
||||
(side = 1)
|
||||
[Victoire !]
|
||||
[Fin de l'attaque]
|
||||
}
|
||||
OUTPOST_BCP_ATTACK_SUCCEEDED(outpost o, int side, int guild_owner)
|
||||
{
|
||||
(guild_owner = 1)
|
||||
[L'attaque de l'avant-poste $o.name$ a réussi, préparez vous pour la phase de défense.]
|
||||
(guild_owner = 0 and side = 1)
|
||||
[L'attaque de l'avant-poste $o.name$ a réussi, vous allez gagner le contrôle de l'outpost.]
|
||||
[L'attaque de l'outpost a réussi.]
|
||||
}
|
||||
OUTPOST_BCP_DEFENSE_FAILED_TITLE(outpost o, int side)
|
||||
{
|
||||
(side = 0)
|
||||
[Echec !]
|
||||
(side = 1)
|
||||
[Victoire !]
|
||||
[Fin de la défense]
|
||||
}
|
||||
OUTPOST_BCP_DEFENSE_FAILED(outpost o, int side)
|
||||
{
|
||||
(side = 0)
|
||||
[La défense de l'avant-poste $o.name$ a échoué, vous allez perdre le contrôle de l'outpost.]
|
||||
(side = 1)
|
||||
[La défense de l'avant-poste $o.name$ a échoué, vous allez gagner le contrôle de l'outpost.]
|
||||
[La défense de l'outpost a échoué.]
|
||||
}
|
||||
OUTPOST_BCP_DEFENSE_SUCEEDED_TITLE(outpost o, int side)
|
||||
{
|
||||
(side = 0)
|
||||
[Victoire !]
|
||||
(side = 1)
|
||||
[Echec !]
|
||||
[Fin de la défense]
|
||||
}
|
||||
OUTPOST_BCP_DEFENSE_SUCEEDED(outpost o, int side)
|
||||
{
|
||||
(side = 0)
|
||||
[La défense de l'avant-poste $o.name$ a réussi, vous conservez le contrôle de l'outpost.]
|
||||
(side = 1)
|
||||
[La défense de l'avant-poste $o.name$ a réussi, votre tentive de prise de l'outpost a échoué.]
|
||||
[La défense de l'outpost a réussi.]
|
||||
}
|
||||
OUTPOST_BCP_ATTACK_ROUNDS_TITLE(outpost o, int side)
|
||||
{
|
||||
[Début de la période d'attaque]
|
||||
}
|
||||
OUTPOST_BCP_ATTACK_ROUNDS(outpost o, int side)
|
||||
{
|
||||
(side = 0)
|
||||
[La période d'attaque contre votre avant-poste $o.name$ a commencé !]
|
||||
[La période d'attaque contre l'avant-poste $o.name$ a commencé !]
|
||||
}
|
||||
OUTPOST_BCP_DEFENSE_ROUNDS_TITLE(outpost o, int side)
|
||||
{
|
||||
[Début de la période de défense]
|
||||
}
|
||||
OUTPOST_BCP_DEFENSE_ROUNDS(outpost o, int side)
|
||||
{
|
||||
(side = 0)
|
||||
[La période de défense de votre avant-poste $o.name$ a commencé !]
|
||||
[La période de défense de l'avant-poste $o.name$ a commencé !]
|
||||
}
|
||||
OUTPOST_BCP_WAR_DECLARED_TITLE(outpost o, int side)
|
||||
{
|
||||
[La guerre est déclarée]
|
||||
}
|
||||
OUTPOST_BCP_WAR_DECLARED(outpost o, int side)
|
||||
{
|
||||
(side = 0)
|
||||
[La guerre est déclarée sur votre avant-poste $o.name$.]
|
||||
[Votre guilde a déclaré la guerre à l'avant-poste $o.name$.]
|
||||
}
|
99
translation/work/phrases/phrase_power_wk.txt
Normal file
99
translation/work/phrases/phrase_power_wk.txt
Normal file
|
@ -0,0 +1,99 @@
|
|||
|
||||
////////////////////////////////////////////////////////////////////////////////////
|
||||
// Powers related messages
|
||||
////////////////////////////////////////////////////////////////////////////////////
|
||||
POWER_DISABLED(powertype p, int m, int s)
|
||||
{
|
||||
(s > 0 & m > 0)
|
||||
power_still_disabled_ms [&CHKCB&Your "$p$" power is still disabled for $m$ minutes and $s$ seconds.]
|
||||
(s = 0 & m > 0)
|
||||
power_still_disabled_m [&CHKCB&Your "$p$" power is still disabled for $m$ minutes.]
|
||||
(s > 0 & m = 0)
|
||||
power_still_disabled_s [&CHKCB&Your "$p$" power is still disabled for $s$ seconds.]
|
||||
}
|
||||
|
||||
|
||||
POWER_TAUNT_LEVEL_TOO_HIGH(entity e)
|
||||
{
|
||||
power_taunt_level_too_high [&CHKCB&$e.da$ $e$ is too strong to be impressed by your action.]
|
||||
}
|
||||
POWER_TAUNT_TARGET_TOO_FAR(entity e)
|
||||
{
|
||||
power_taunt_target_too_far [&CHKCB&$e.da$ $e$ is too far away to be taunted by you.]
|
||||
}
|
||||
POWER_TAUNT_TARGET_NOT_ATTACKABLE()
|
||||
{
|
||||
power_taunt_target_not_attackable [&CHKCB&You can only taunt attackable creatures or npcs.]
|
||||
}
|
||||
|
||||
POWER_TAUNT(entity e)
|
||||
{
|
||||
power_taunt [&SPLM&You taunt $e.da$ $e$.]
|
||||
}
|
||||
POWER_TAUNT_FAILED(entity e)
|
||||
{
|
||||
power_taunt_failed [&MISM&You failed to taunt $e.da$ $e$.]
|
||||
}
|
||||
|
||||
POWER_AURA_ACTIVATE(powertype p)
|
||||
{
|
||||
power_aura_activate [&SPLM&Vous activez votre pouvoir "$p$".]
|
||||
}
|
||||
POWER_AURA_ACTIVATE_SPECTATORS(entity e, powertype p)
|
||||
{
|
||||
power_aura_activate_spectators [&SYS&$e.da$ $e$ active le pouvoir "$p$".]
|
||||
}
|
||||
|
||||
POWER_USE_ON_TARGET(entity e, powertype p)
|
||||
{
|
||||
power_use_on_target [&SPLM&You use your power "$p$" on $e.da$ $e$.]
|
||||
}
|
||||
POWER_USE_ON_TARGET_FAILED(entity e, powertype p)
|
||||
{
|
||||
power_use_on_target_failed [&MISM&Your power "$p$" had no effect on $e.da$ $e$.]
|
||||
}
|
||||
POWER_USE_ON_TARGET_TARGET(entity user, powertype p)
|
||||
{
|
||||
power_use_on_target_target [&SYS&$user.da$ $user$ utilise le pouvoir "$p$" sur vous.]
|
||||
}
|
||||
POWER_USE_ON_TARGET_SPECTATORS(entity user, entity target, powertype p)
|
||||
{
|
||||
power_use_on_target_spectators [&SYS&$user.da$ $user$ utilise le pouvoir "$p$" sur $target.da$ $target$.]
|
||||
}
|
||||
|
||||
POWER_USE(powertype p)
|
||||
{
|
||||
power_use [&SPLM&Vous utilisez le pouvoir "$p$".]
|
||||
}
|
||||
POWER_USE_SPECTATORS(entity e, powertype p)
|
||||
{
|
||||
power_use_spectators [&SYS&$e.da$ $e$ utilise le pouvoir "$p$".]
|
||||
}
|
||||
|
||||
POWER_EFFECT_ENDS(powertype p)
|
||||
{
|
||||
power_effect_ends [&SPLM&The power "$p$" effects end.]
|
||||
}
|
||||
|
||||
AURA_EFFECT_BEGIN(powertype p)
|
||||
{
|
||||
aura_effect_begin [&SPL&You begin to feel the effects of the $p$.]
|
||||
}
|
||||
AURA_EFFECT_END(powertype p)
|
||||
{
|
||||
aura_effect_end [&SPL&The $p$ effects have vanished.]
|
||||
}
|
||||
|
||||
POWER_BALANCE_ACTOR ( powertype p, score s, int newVal )
|
||||
{
|
||||
power_balance_actor [&SPLM&You use "$p$" power and affected members of your team now have $newVal$% of their max $s.points$.]
|
||||
}
|
||||
POWER_BALANCE_OTHERS ( entity e, powertype p,score s, int newVal )
|
||||
{
|
||||
power_balance_others [&SYS&$e.da$ $e$ uses the power "$p$" and you now have $newVal$% of your $s.points$.]
|
||||
}
|
||||
|
||||
POWER_BALANCE_NO_TEAM()
|
||||
{
|
||||
power_balance_no_team [&CHK&You must be in a team to use the Balance power.]
|
||||
}
|
417
translation/work/phrases/phrase_pvp_wk.txt
Normal file
417
translation/work/phrases/phrase_pvp_wk.txt
Normal file
|
@ -0,0 +1,417 @@
|
|||
|
||||
////////////////////////////////////////////////////////////////////////////////////
|
||||
// PVP
|
||||
////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
PVP_CHALLENGE_DISABLED()
|
||||
{
|
||||
[&CHK&PvP challenge has been disabled.]
|
||||
}
|
||||
|
||||
PVP_DUEL_DISABLED()
|
||||
{
|
||||
[&CHK&PvP duel has been disabled.]
|
||||
}
|
||||
|
||||
CHALLENGE_YOU_AGGRO()
|
||||
{
|
||||
[&CHK&You cant propose any challenge if you are attacked by a creature.]
|
||||
}
|
||||
|
||||
CHALLENGE_TEAM_AGGRO(player p)
|
||||
{
|
||||
[&CHK&You cant propose any challenge because $p$, your team mate is under attack by a creature.]
|
||||
}
|
||||
|
||||
CHALLENGE_OTHER_TEAM_AGGRO()
|
||||
{
|
||||
[&CHK&You cant propose any challenge because a member of the opponent team is under attack by a creature.]
|
||||
}
|
||||
|
||||
CHALLENGE_TARGET_AGGRO(player p)
|
||||
{
|
||||
[&CHK&You cant challenge $p$, because this player is under attack by a creature.]
|
||||
}
|
||||
|
||||
|
||||
CHALLENGE_LOST()
|
||||
{
|
||||
[&CHK&You lose the challenge.]
|
||||
}
|
||||
|
||||
CHALLENGE_WON()
|
||||
{
|
||||
[&CHK&You won the challenge.]
|
||||
}
|
||||
CHALLENGE_ACCEPTED( player p )
|
||||
{
|
||||
[&CHK&$p$and you are now in a PVP challenge.]
|
||||
}
|
||||
|
||||
CHALLENGE_STARTS()
|
||||
{
|
||||
[&CHK&You are now in a challenge versus other players. You will be teleported back when the challenge is over.]
|
||||
}
|
||||
|
||||
CHALLENGE_YOU_ABANDON( player p )
|
||||
{
|
||||
[&CHK&$p$ abandonned the challenge.]
|
||||
}
|
||||
|
||||
CHALLENGE_HE_ABANDON( player p )
|
||||
{
|
||||
[&CHK&$p$ abandonned the challenge.]
|
||||
}
|
||||
|
||||
CHALLENGE_ABANDON_NOT_LEADER()
|
||||
{
|
||||
[&CHK&You must be team leader to abandon the challenge.]
|
||||
}
|
||||
|
||||
CHALLENGE_SAME_TEAM( player p )
|
||||
{
|
||||
[&CHK&$p$ is your teammate, you cant challenge him.]
|
||||
}
|
||||
|
||||
PVP_CHALLENGE_INVITATION( player p )
|
||||
{
|
||||
[$p$ and his team challenges you and your team.]
|
||||
}
|
||||
|
||||
DUEL_YOU_ALREADY_IN_PVP(player p)
|
||||
{
|
||||
[&CHK& You cant fight $p$ as you are already engaged against other players.]
|
||||
}
|
||||
|
||||
CHALLENGE_TEAM_MEMBER_ALREADY_IN_PVP(player p)
|
||||
{
|
||||
[&CHK& $p$, your teammate, is already engaged in combat against other players.]
|
||||
}
|
||||
|
||||
DUEL_TARGET_ALREADY_IN_PVP(player p)
|
||||
{
|
||||
[&CHK& You cant fight $p$ as this player is already engaged against other players.]
|
||||
}
|
||||
|
||||
DUEL_TARGET_TEAM_ALREADY_IN_PVP (player p)
|
||||
{
|
||||
[&CHK& You cant start a challenge because $p$, a member of the opponent team is already in combat against other players.]
|
||||
}
|
||||
|
||||
DUEL_FORBIDDEN_PLACE()
|
||||
{
|
||||
[&CHK& Vous ne pouvez pas vous battre ici.]
|
||||
}
|
||||
|
||||
DUEL_YOU_CANCEL_INVITATION(player p)
|
||||
{
|
||||
[&SYS&By proposing a duel, you have canceled the duel proposed to $p$.]
|
||||
}
|
||||
|
||||
DUEL_CANCEL_INVITATION(player p)
|
||||
{
|
||||
[&SYS&$p$ cancel his duel proposition.]
|
||||
}
|
||||
|
||||
DUEL_ALREADY_INVITED(player p)
|
||||
{
|
||||
[&CHK&you are already invited to duel.]
|
||||
}
|
||||
|
||||
DUEL_TARGET_ALREADY_INVITED(player p)
|
||||
{
|
||||
[&CHK&$p$ is already invited to duel by someone else.]
|
||||
}
|
||||
|
||||
DUEL_ACCEPTED(player p)
|
||||
{
|
||||
[&SYS&you are now in duel with $p$.]
|
||||
}
|
||||
|
||||
DUEL_REFUSE_INVITATION (player p)
|
||||
{
|
||||
[&SYS&$p$ refuses your duel.]
|
||||
}
|
||||
|
||||
DUEL_INVITATION(player p)
|
||||
{
|
||||
[$p$ invites you to duel. Do you accept?]
|
||||
}
|
||||
|
||||
DUEL_DISCONNECT ()
|
||||
{
|
||||
[&SYS&Your duel opponant has disconnected.]
|
||||
}
|
||||
|
||||
DUEL_LOST ()
|
||||
{
|
||||
[&SYS&Your have lost the duel.]
|
||||
}
|
||||
DUEL_WON()
|
||||
{
|
||||
[&SYS&Your have won a duel.]
|
||||
}
|
||||
|
||||
DUEL_YOU_TELEPORT()
|
||||
{
|
||||
[&SYS&Your have lost your duel because you have teleported yourself.]
|
||||
}
|
||||
DUEL_TELEPORT()
|
||||
{
|
||||
[&SYS&Your have won a duel because your opponant has teleported himself.]
|
||||
}
|
||||
|
||||
DUEL_YOU_ENTER_PVP_ZONE()
|
||||
{
|
||||
[&SYS&Your have lost your duel because you have entered a PVP zone.]
|
||||
}
|
||||
|
||||
DUEL_ENTER_PVP_ZONE()
|
||||
{
|
||||
[&SYS&Your have won your duel because your opponant has entered a PVP zone.]
|
||||
}
|
||||
|
||||
DUEL_YOU_ABANDON()
|
||||
{
|
||||
[&SYS&Your have abandonned your duel.]
|
||||
}
|
||||
|
||||
DUEL_ABANDON()
|
||||
{
|
||||
[&SYS&Your have won the duel because your opponant has abandonned.]
|
||||
}
|
||||
|
||||
DUEL_INVITATION_EXPIRE()
|
||||
{
|
||||
[&SYS&L'invitation au duel a expiré.]
|
||||
}
|
||||
|
||||
PVP_FREE_ZONE_ENTER()
|
||||
{
|
||||
[&CHK&You are now in a Free PVP Zone : no rules there.. be careful!]
|
||||
}
|
||||
|
||||
PVP_VERSUS_ZONE_ENTER()
|
||||
{
|
||||
[&CHK&You are now in a Versus PVP Zone : your clan is determined by your factions.]
|
||||
}
|
||||
|
||||
PVP_GUILD_ZONE_ENTER()
|
||||
{
|
||||
[&CHK&You are now in a Guild PVP Zone : there guilds can confront each other.]
|
||||
}
|
||||
|
||||
PVP_ZONE_CANNOT_ENTER()
|
||||
{
|
||||
[&CHK&You cannot fight in this PVP Zone : you are in another PVP mode.]
|
||||
}
|
||||
|
||||
PVP_ZONE_ENTER_TIME(int time)
|
||||
{
|
||||
[&CHK&You will be attackable in $time$ seconds.]
|
||||
}
|
||||
|
||||
PVP_ZONE_ENTER_TIME_REPEAT(int time)
|
||||
{
|
||||
[&PVPTM&You will be attackable in $time$ seconds.]
|
||||
}
|
||||
|
||||
PVP_ZONE_ENTER_TIMEOUT()
|
||||
{
|
||||
[&CHK&Now you are attackable , be careful.]
|
||||
}
|
||||
|
||||
PVP_ZONE_LEAVE_TIME(int time)
|
||||
{
|
||||
[&CHK&You left the PVP Zone. You are still attackable for $time$ seconds.]
|
||||
}
|
||||
|
||||
PVP_ZONE_LEAVE_TIME_REPEAT(int time)
|
||||
{
|
||||
[&PVPTM&You are still attackable for $time$ seconds.]
|
||||
}
|
||||
|
||||
PVP_ZONE_LEAVE_TIMEOUT()
|
||||
{
|
||||
[&CHK&Now you are safe.]
|
||||
}
|
||||
|
||||
PVP_ZONE_ENTER_BACK()
|
||||
{
|
||||
[&CHK&You are back in the PVP Zone.]
|
||||
}
|
||||
|
||||
PVP_ZONE_LEAVE_BEFORE_TIMEOUT()
|
||||
{
|
||||
[&CHK&You left the PVP Zone before timeout. Now you are safe.]
|
||||
}
|
||||
|
||||
PVP_SAFE_ZONE()
|
||||
{
|
||||
[&CHK&Vous tes dans une zone protg du pvp, tant que vous y restez ou que vous n'initiez pas d'action pvp si vous la quitez, vous restez proteg.]
|
||||
}
|
||||
|
||||
PVP_CANT_HELP_ENEMY()
|
||||
{
|
||||
[&CHKCB&Vous ne pouvez pas aider un enemie.]
|
||||
}
|
||||
|
||||
PVP_CANT_HELP_NEUTRAL_PVP()
|
||||
{
|
||||
[&CHKCB&Vous ne pouvez pas aider un personnage joueur qui est impliqué dans un conflit PVP qui ne vous concerne pas.]
|
||||
}
|
||||
|
||||
PVP_CANT_HELP_UNKNOWN()
|
||||
{
|
||||
[&CHKCB&Vous ne pouvez pas aider cette entité.]
|
||||
}
|
||||
|
||||
PVP_CANT_ATTACK_ALLY()
|
||||
{
|
||||
[&CHKCB&Vous ne pouvez pas attaquer votre allié.]
|
||||
}
|
||||
|
||||
PVP_CANT_ATTACK_NEUTRAL()
|
||||
{
|
||||
[&CHKCB&Vous ne pouvez pas attaquer un personnage neutre.]
|
||||
}
|
||||
|
||||
PVP_TP_FORBIDEN()
|
||||
{
|
||||
[&CHK&Vous ne pouvez pas vous teleporter alors que vous avez été impliqué dans des actions de PVP faction recement.]
|
||||
}
|
||||
|
||||
PVP_TP_ENEMY_REGION_FORBIDEN()
|
||||
{
|
||||
[&CHK&Vous ne pouvez pas vous teleporter dans une region controlée par une faction enemie.]
|
||||
}
|
||||
|
||||
CHARACTER_MADE_THE_FINAL_BLOW(player p)
|
||||
{
|
||||
[Vous avez porté le coup fatal au personnage joueur $p$.]
|
||||
}
|
||||
|
||||
PVP_FLAG_ALREADY_IN_THIS_MODE( int i )
|
||||
{
|
||||
(i = 0)
|
||||
[&CHK&Vous avez déjà désactivé votre tag pvp.]
|
||||
(i != 0)
|
||||
[&CHK&Vous avez déjà activé votre tag pvp.]
|
||||
}
|
||||
|
||||
PVP_FLAG_WAIT_FOR_TIMER( int i )
|
||||
{
|
||||
(i = 0)
|
||||
[&CHK&Vous avez déjà demandé à desactiver votre tag pvp, vous devez attendre la fin du timer pour que ce soit effectif.]
|
||||
(i != 0)
|
||||
[&CHK&Vous avez déjà demandé à activer votre tag pvp, vous devez attendre la fin du timer pour que ce soit effectif.]
|
||||
}
|
||||
|
||||
PVP_TAG_PVP_NEED_ALLEGIANCE()
|
||||
{
|
||||
[&CHK&Vous ne pouvez pas être taggé PVP sans avoir déclaré une allegeance au préalable.]
|
||||
}
|
||||
|
||||
PVP_FLAG_RESET_TAG_MINIMAL_TIME( time totalTimer, time timerLeft )
|
||||
{
|
||||
[&CHK&Vous ne pouvez pas enlever votre tag PvP car il à été activé il y a moins de $totalTimer$ secondes. Il vous reste $timerLeft$ secondes avant de pouvoir enlever votre tag.]
|
||||
}
|
||||
|
||||
PVP_FLAG_RESET_NEED_NO_RECENT_PVP_ACTION( time totalTimer, time timerLeft )
|
||||
{
|
||||
[&CHK&Vous ne pouvez pas enlever votre tag PvP car vous avez fait un action PvP de faction il y a moins de $totalTimer$ secondes. Il vous reste $timerLeft$ secondes avant de pouvoir enlever votre tag.]
|
||||
}
|
||||
|
||||
|
||||
PVP_SPIRE_START_BUILDING(place region_name, faction f, int m, int s)
|
||||
{
|
||||
(s != 0)
|
||||
[&ZON&Une spire $f$ apparaîtra dans $region_name.da$ $region_name$ dans $m$ minutes $s$ secondes.]
|
||||
(s = 0)
|
||||
[&ZON&Une spire $f$ apparaîtra dans $region_name.da$ $region_name$ dans $m$ minutes.]
|
||||
}
|
||||
|
||||
PVP_SPIRE_BUILD_FINISHED(place region_name, faction f, int audience)
|
||||
{
|
||||
(audience = 0) //channel system & plein ecrant
|
||||
[&ZON&Une spire $f$ est apparue dans $region_name.da$ $region_name$. Désormais la faction $f$ domine $region_name.da$ $region_name$ et a recruté des gardiens pour veiller sur sa spire.]
|
||||
(audience = 1) //channel faction
|
||||
[&SYS&Une spire $f$ est apparue dans $region_name.da$ $region_name$. Désormais la faction $f$ domine $region_name.da$ $region_name$ et a recruté des gardiens pour veiller sur sa spire.]
|
||||
}
|
||||
|
||||
PVP_SPIRE_DESTROYED(place region_name, faction f, int audience)
|
||||
{
|
||||
(audience = 0) //channel system & plein ecrant
|
||||
[&ZON&Une spire $f$ a été détruite dans $region_name.da$ $region_name$. Désormais la faction $f$ ne domine plus $region_name.da$ $region_name$.]
|
||||
(audience = 1) // channel faction
|
||||
[&SYS&Une spire $f$ a été détruite dans $region_name.da$ $region_name$. Désormais la faction $f$ ne domine plus $region_name.da$ $region_name$.]
|
||||
}
|
||||
|
||||
PVP_SPIRE_REBUILD_DELAY(int m, int s)
|
||||
{
|
||||
(m > 0)
|
||||
[&CHK&Une nouvelle spire ne peut être invoquée sur ce socle par votre faction avant $m$ minutes $s$ seconds.]
|
||||
(m = 0)
|
||||
[&CHK&Une nouvelle spire ne peut être invoquée sur ce socle par votre faction avant $s$ secondes.]
|
||||
}
|
||||
|
||||
PVP_SPIRE_SPEND_FACTION_POINT(int q)
|
||||
{
|
||||
[&SYS&Vous sacrifiez $q$ points de faction pour invoquer une spire.]
|
||||
}
|
||||
|
||||
PVP_SPIRE_FACTION_POINT(int q)
|
||||
{
|
||||
[&XP&Vous avez détruit une spire ennemie ! Vous gagnez $q$ points de faction.]
|
||||
}
|
||||
|
||||
PVP_SPIRE_ATTACKED(place region_name, faction faction)
|
||||
{
|
||||
[&SYS&La spire $faction$ dans $region_name.da$ $region_name$ est attaquée !.]
|
||||
}
|
||||
|
||||
|
||||
FACTION_KAMI()
|
||||
{
|
||||
[Faction Kami]
|
||||
}
|
||||
|
||||
FACTION_KARAVAN()
|
||||
{
|
||||
[Faction Karavan]
|
||||
}
|
||||
|
||||
FACTION_FYROS()
|
||||
{
|
||||
[Faction Fyros]
|
||||
}
|
||||
|
||||
FACTION_MATIS()
|
||||
{
|
||||
[Faction Matis]
|
||||
}
|
||||
|
||||
FACTION_TRYKER()
|
||||
{
|
||||
[Faction Tryker]
|
||||
}
|
||||
|
||||
FACTION_ZORAI()
|
||||
{
|
||||
[Faction Zorai]
|
||||
}
|
||||
|
||||
EGS_PVP_NOT_ALLOWED ()
|
||||
{
|
||||
[&CHKCB&You connat use offensive action against this player character.]
|
||||
}
|
||||
|
||||
BS_TARGET_NOT_ATTACKABLE ()
|
||||
{
|
||||
[&CHKCB&You cannot use offensive action against your current target.]
|
||||
}
|
||||
|
||||
MAGIC_CANNOT_CAST_ON_PVP ()
|
||||
{
|
||||
[&CHKCB&You cannot cast this spell on an opponent.]
|
||||
}
|
98
translation/work/phrases/phrase_ring_wk.txt
Normal file
98
translation/work/phrases/phrase_ring_wk.txt
Normal file
|
@ -0,0 +1,98 @@
|
|||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////
|
||||
// sentences related to ring rewards
|
||||
////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
RRP_GAIN(int ptsNow, int sessionType, int ptsTotal)
|
||||
{
|
||||
(sessionType = 0) rrp_gain_novice [&XP&You earn $ptsNow$ Novice RRP]
|
||||
(sessionType = 1) rrp_gain_apprentice [&XP&You earn $ptsNow$ Apprentice RRP]
|
||||
(sessionType = 2) rrp_gain_confirmed [&XP&You earn $ptsNow$ Confirmed RRP]
|
||||
(sessionType = 3) rrp_gain_advanced [&XP&You earn $ptsNow$ Advanced RRP]
|
||||
(sessionType = 4) rrp_gain_expert [&XP&You earn $ptsNow$ Expert RRP]
|
||||
(sessionType = 5) rrp_gain_master [&XP&You earn $ptsNow$ Master RRP]
|
||||
}
|
||||
|
||||
RRP_GAIN2(int ptsNow, int sessionType, int nbPlayers, int time)
|
||||
{
|
||||
(sessionType = 0) rrp_gain_novice [&XP&You earn $ptsNow$ Novice RRP (with $nbPlayers$ players after $time$ seconds of activity)]
|
||||
(sessionType = 1) rrp_gain_apprentice [&XP&You earn $ptsNow$ Apprentice RRP (with $nbPlayers$ players after $time$ seconds of activity)]
|
||||
(sessionType = 2) rrp_gain_confirmed [&XP&You earn $ptsNow$ Confirmed RRP (with $nbPlayers$ players after $time$ seconds of activity)]
|
||||
(sessionType = 3) rrp_gain_advanced [&XP&You earn $ptsNow$ Advanced RRP (with $nbPlayers$ players after $time$ seconds of activity)]
|
||||
(sessionType = 4) rrp_gain_expert [&XP&You earn $ptsNow$ Expert RRP (with $nbPlayers$ players after $time$ seconds of activity)]
|
||||
(sessionType = 5) rrp_gain_master [&XP&You earn $ptsNow$ Master RRP (with $nbPlayers$ players after $time$ seconds of activity)]
|
||||
}
|
||||
|
||||
RRP_BONUS(int ptsBonus, int sessionType, int ptsTotal)
|
||||
{
|
||||
(sessionType = 0) rrp_bonus_novice [&XP&You have gained a BONUS of $ptsBonus$ Novice RRP]
|
||||
(sessionType = 1) rrp_bonus_apprentice [&XP&You have gained a BONUS of $ptsBonus$ Apprentice RRP]
|
||||
(sessionType = 2) rrp_bonus_confirmed [&XP&You have gained a BONUS of $ptsBonus$ Confirmed RRP]
|
||||
(sessionType = 3) rrp_bonus_advanced [&XP&You have gained a BONUS of $ptsBonus$ Advanced RRP]
|
||||
(sessionType = 4) rrp_bonus_expert [&XP&You have gained a BONUS of $ptsBonus$ Expert RRP]
|
||||
(sessionType = 5) rrp_bonus_master [&XP&You have gained a BONUS of $ptsBonus$ Master RRP]
|
||||
}
|
||||
|
||||
RRP_BAD_ACTION(int xpValue)
|
||||
{
|
||||
rrp_bad_action[&XP&Action ignored because too easy (equivalent to $xpValue$ xp)]
|
||||
}
|
||||
|
||||
RRP_BAD_SKILL(int sessionType)
|
||||
{
|
||||
(sessionType = 0) rrp_bad_skill_novice [&XP&Action below Novice level ignored]
|
||||
(sessionType = 1) rrp_bad_skill_apprentice [&XP&Action below Apprentice level ignored]
|
||||
(sessionType = 2) rrp_bad_skill_confirmed [&XP&Action below Confirmed level ignored]
|
||||
(sessionType = 3) rrp_bad_skill_advanced [&XP&Action below Advanced level ignored]
|
||||
(sessionType = 4) rrp_bad_skill_expert [&XP&Action below Expert level ignored]
|
||||
(sessionType = 5) rrp_bad_skill_master [&XP&Action below Master level ignored]
|
||||
}
|
||||
|
||||
RRP_SESSION_LIMIT_REACHED()
|
||||
{
|
||||
rrp_session_limit_reached[&XP&No more RRP points can be gained this session as you have reached the limit]
|
||||
}
|
||||
|
||||
RRP_PROGRESS(int xpSoFar, int xpRequired, int xpValue)
|
||||
{
|
||||
rrp_progress[&XP&Ring progress $xpSoFar$/$xpRequired$ of next reward points (equivalent to $xpValue$ xp)]
|
||||
}
|
||||
|
||||
RRP_NO_PROGRESS(int time)
|
||||
{
|
||||
rrp_no_progress[&XP&Next ring reward point not yet available ($time$ seconds to go)]
|
||||
}
|
||||
|
||||
RRP_GENERATE_IGNORED()
|
||||
{
|
||||
rrp_generate_ignored[&ITM&You cannot generate ring rewards at this time]
|
||||
}
|
||||
|
||||
RRP_TOO_FEW_ACTIVE_PLAYERS()
|
||||
{
|
||||
rrp_too_few_active_players[&XP&There are too few active players for you to earn Ring Reward Points]
|
||||
}
|
||||
|
||||
RRP_GENERATE_LACK_POINTS(int sessionType,int ptsRequired,int ptsHeld)
|
||||
{
|
||||
(sessionType = 0) rrp_generate_lack_points_novice [&ITM&You require at least $ptsRequired$ Novice RRP to be worthy of a reward but you only have $ptsHeld$]
|
||||
(sessionType = 1) rrp_generate_lack_points_apprentice [&ITM&You require at least $ptsRequired$ Apprentice RRP to be worthy of a reward but you only have $ptsHeld$]
|
||||
(sessionType = 2) rrp_generate_lack_points_confirmed [&ITM&You require at least $ptsRequired$ Confirmed RRP to be worthy of a reward but you only have $ptsHeld$]
|
||||
(sessionType = 3) rrp_generate_lack_points_advanced [&ITM&You require at least $ptsRequired$ Advanced RRP to be worthy of a reward but you only have $ptsHeld$]
|
||||
(sessionType = 4) rrp_generate_lack_points_expert [&ITM&You require at least $ptsRequired$ Expert RRP to be worthy of a reward but you only have $ptsHeld$]
|
||||
(sessionType = 5) rrp_generate_lack_points_master [&ITM&You require at least $ptsRequired$ Master RRP to be worthy of a reward but you only have $ptsHeld$]
|
||||
}
|
||||
|
||||
RRP_GENERATE_REWARD(int nb, item i, int level)
|
||||
{
|
||||
(nb > 1)
|
||||
rrp_generate_reward_pl [&ITM&You obtain $nb$ $i.p$ of quality $level$ as a Ring Reward]
|
||||
(nb = 1)
|
||||
rrp_generate_reward_1 [&ITM&You obtain one $i$ of quality $level$ as a Ring Reward]
|
||||
}
|
||||
|
||||
RRP_GENERATE_INVENTORY_FULL()
|
||||
{
|
||||
rrp_generate_inventory_full[&ITM&Your inventory is too full to add any more ring rewards]
|
||||
}
|
44
translation/work/phrases/phrase_sphrase_wk.txt
Normal file
44
translation/work/phrases/phrase_sphrase_wk.txt
Normal file
|
@ -0,0 +1,44 @@
|
|||
|
||||
////////////////////////////////////////////////////////////////////////////////////
|
||||
// phrases management
|
||||
////////////////////////////////////////////////////////////////////////////////////
|
||||
PHRASE_BUY(sphrase s, int cost)
|
||||
{
|
||||
(cost>1)
|
||||
phrase_buy [&ITM&You have just learnt "$s$" for $cost$ skill points.]
|
||||
phrase_buy_1 [&ITM&You have just learnt "$s$" for one skill point.]
|
||||
}
|
||||
PHRASE_BUY_COMBAT(sphrase s, int cost)
|
||||
{
|
||||
(cost>1)
|
||||
phrase_buy_combat [&ITM&You learn the "$s$" combat action for $cost$ skill points.]
|
||||
phrase_buy_combat_1 [&ITM&You learn the "$s$" combat action for one skill point.]
|
||||
}
|
||||
PHRASE_BUY_MAGIC(sphrase s, int cost)
|
||||
{
|
||||
(cost>1)
|
||||
phrase_buy_magic [&ITM&You learn the "$s$" spell for $cost$ skill points.]
|
||||
phrase_buy_magic_1 [&ITM&You learn the "$s$" spell for one skill point.]
|
||||
}
|
||||
PHRASE_BUY_FABER(sphrase s, int cost)
|
||||
{
|
||||
(cost>1)
|
||||
phrase_buy_faber [&ITM&You learn the "$s$" craft plan for $cost$ skill points.]
|
||||
phrase_buy_faber_1 [&ITM&You learn the "$s$" craft plan for one skill point.]
|
||||
}
|
||||
PHRASE_CHARAC_BUY(characteristic c, int value, int cost)
|
||||
{
|
||||
phrase_characteristic_buy [&ITM&You increase your $c$ at $value$ for $cost$ skill points.]
|
||||
}
|
||||
PHRASE_USE_PREDEF(sphrase s)
|
||||
{
|
||||
phrase_use_predef [&SPLM&You use $s$.]
|
||||
}
|
||||
PHRASE_NOT_ENOUGH_CREDIT()
|
||||
{
|
||||
phrase_missing_credit [&CHKCB&Not enough credit to validate the action.]
|
||||
}
|
||||
PHRASE_NOT_ENOUGH_FOCUS()
|
||||
{
|
||||
phrase_not_enough_focus [&CHKCB&Not enough focus to validate the action.]
|
||||
}
|
21
translation/work/phrases/phrase_target_wk.txt
Normal file
21
translation/work/phrases/phrase_target_wk.txt
Normal file
|
@ -0,0 +1,21 @@
|
|||
|
||||
////////////////////////////////////////////////////////////////////////////////////
|
||||
// sentences related to target slection
|
||||
////////////////////////////////////////////////////////////////////////////////////
|
||||
TARGET_NEW(entity e)
|
||||
{
|
||||
target_new [&SYS&You target $e.ia$ $e$.]
|
||||
}
|
||||
TARGET_SELF()
|
||||
{
|
||||
target_self [&SYS&You target yourself.]
|
||||
}
|
||||
TARGET_NONE()
|
||||
{
|
||||
target_none [&SYS&You now have no target .]
|
||||
}
|
||||
|
||||
INVALID_TARGET()
|
||||
{
|
||||
[&CHK&Invalid Target.]
|
||||
}
|
145
translation/work/phrases/phrase_team_wk.txt
Normal file
145
translation/work/phrases/phrase_team_wk.txt
Normal file
|
@ -0,0 +1,145 @@
|
|||
|
||||
////////////////////////////////////////////////////////////////////////////////////
|
||||
// team related messages
|
||||
////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
TEAM_NEW_SUCCESSOR( player p)
|
||||
{
|
||||
[&SYS&$p$ is the successor of the leader of your team.]
|
||||
}
|
||||
|
||||
|
||||
TEAM_ALREADY_IN_TEAM()
|
||||
{
|
||||
team_already_in_team [&CHK&You already belong to a team, leave your present team before joining another one.]
|
||||
}
|
||||
TEAM_GOD_FORBIDDEN()
|
||||
{
|
||||
[&CHK&You or your target have unusual access right that forbid the formation of team.]
|
||||
}
|
||||
TEAM_CREATE()
|
||||
{
|
||||
team_create [&SYS&You have created a new team.]
|
||||
}
|
||||
TEAM_INVITE(player p)
|
||||
{
|
||||
team_invite [&AROUND&You offer $p$ to join your team.]
|
||||
}
|
||||
TEAM_PROPOSAL(player p)
|
||||
{
|
||||
(p.gender = male)
|
||||
team_proposal_m [$p$ offers you to join his team.]
|
||||
team_proposal_f [$p$ offers you to join her team.]
|
||||
}
|
||||
TEAM_ACCEPT(player p)
|
||||
{
|
||||
team_accept [&AROUND&$p$ joins your team.]
|
||||
}
|
||||
TEAM_DECLINE(player p)
|
||||
{
|
||||
team_decline [&AROUND&$p$ declines your offer to join your team.]
|
||||
}
|
||||
TEAM_YOU_DECLINE(player p)
|
||||
{
|
||||
team_you_decline [&SYS&You refuse to join the team of $p$.]
|
||||
}
|
||||
TEAM_YOU_JOIN(player p)
|
||||
{
|
||||
team_you_join [&AROUND&You join the team of $p$.]
|
||||
}
|
||||
TEAM_YOU_LEAVE(player p)
|
||||
{
|
||||
team_you_leave [&AROUND&You left the team of $p$.]
|
||||
}
|
||||
TEAM_YOU_LEAVE_LEADER(player p)
|
||||
{
|
||||
team_you_leave_leader [&AROUND&You left your team, $p$ is the new leader.]
|
||||
}
|
||||
TEAM_YOU_LEAVE_DISOLVE(player p)
|
||||
{
|
||||
team_you_leave_disolve [&AROUND&You left your team and it has been disolved.]
|
||||
}
|
||||
TEAM_LEAVE(player p)
|
||||
{
|
||||
team_leave [&AROUND&$p$ left your team.]
|
||||
}
|
||||
TEAM_DISOLVED()
|
||||
{
|
||||
team_disolved [&SYS&Your were the last member of your team, so it has been disolved and you no longer belong to a team.]
|
||||
}
|
||||
TEAM_YOU_NEW_LEADER(player p)
|
||||
{
|
||||
team_you_new_leader [&SYS&Your team leader,$p$, has left the team, you are the new leader.]
|
||||
}
|
||||
TEAM_NEW_LEADER(player former, player new)
|
||||
{
|
||||
team_new_leader [&SYS&Your team leader, $former$, has left the team, $new$ is the new leader.]
|
||||
}
|
||||
TEAM_KICKED_YOU(player p)
|
||||
{
|
||||
team_kicked_you [&AROUND&You have been kicked out of the team of $p$.]
|
||||
}
|
||||
TEAM_KICKED(player p)
|
||||
{
|
||||
team_kicked [&AROUND&$p$ has been kicked out of your team.]
|
||||
}
|
||||
TEAM_PVP_ATTACKER_KICKED_YOU(player v)
|
||||
{
|
||||
[&SYS& Vous avez attaqué $v$ de votre team, un enemie de votre faction. Vous ne pouvez pas rester dans cette team.]
|
||||
}
|
||||
TEAM_PVP_ATTACKER_KICKED(player a, player v)
|
||||
{
|
||||
[&SYS& $a$ a attaqué $v$, un enemie de sa faction. $a$ ne peut pas rester dans la même team que $v$.]
|
||||
}
|
||||
TEAM_PVP_HELPER_KICKED_YOU(player v)
|
||||
{
|
||||
[&SYS& Vous avez aidé $v$, un allié de votre faction qui n'est pas dans votre team, vous ne pouvez pas rester dans une team.]
|
||||
}
|
||||
TEAM_PVP_HELPER_KICKED(player a, player v)
|
||||
{
|
||||
[&SYS& $a$ a aidé $v$, un allié de sa faction. $a$ ne peut pas rester dans une team.]
|
||||
}
|
||||
TEAM_MAX_SIZE_REACHED()
|
||||
{
|
||||
team_max_size_reached [&CHK&The team has reached its size limit and cannot accept anymore players.]
|
||||
}
|
||||
TEAM_NOT_A_PLAYER(entity e)
|
||||
{
|
||||
team_not_a_player [&CHK&$e.da$ $e$ isn't a player. Only players can be teammates.]
|
||||
}
|
||||
TEAM_ALREADY_HAS_TEAM(player p)
|
||||
{
|
||||
team_already_has_team [&CHK&$p$ already belongs to a team.]
|
||||
}
|
||||
TEAM_ALREADY_HAS_PROPOSAL(player p)
|
||||
{
|
||||
team_already_has_proposal [&CHK&$p$ is already answering an invitation.]
|
||||
}
|
||||
|
||||
TEAM_INVITED_CHARACTER_MUST_BE_ONLINE()
|
||||
{
|
||||
[&CHK&Invited character must be online.]
|
||||
}
|
||||
|
||||
INVALID_TEAM_TARGET()
|
||||
{
|
||||
[&CHK& Your target cant be invited in a team]
|
||||
}
|
||||
|
||||
TEAM_ALREADY_INVITED()
|
||||
{
|
||||
[&CHK& Your target is already being invited in a team]
|
||||
}
|
||||
|
||||
TEAM_TARGET_ALREADY_IN_TEAM()
|
||||
{
|
||||
[&CHK& Your target is already in a team]
|
||||
}
|
||||
TEAM_CANT_INVITE_ENEMIE()
|
||||
{
|
||||
[&CHK& You can't invite an enemie in a team]
|
||||
}
|
||||
TEAM_CANT_INVITE()
|
||||
{
|
||||
[&CHK& You must be team leader or not in a team to invite someone]
|
||||
}
|
115
translation/work/phrases/phrase_test_wk.txt
Normal file
115
translation/work/phrases/phrase_test_wk.txt
Normal file
|
@ -0,0 +1,115 @@
|
|||
/** this file contains test phrases only. */
|
||||
|
||||
TEST_ITEM (item i)
|
||||
{
|
||||
[Voici le nom de l'item $i$]
|
||||
}
|
||||
TEST_PLAYER(player p)
|
||||
{
|
||||
[Voici le nom du player : '$p$']
|
||||
}
|
||||
TEST_ENTITY(entity e)
|
||||
{
|
||||
[Voici le nom de l'entité : '$e$']
|
||||
}
|
||||
TEST_SBRICK (sbrick b)
|
||||
{
|
||||
[Voici le nom de la sbrick $b$]
|
||||
}
|
||||
TEST_ECO (ecosystem e)
|
||||
{
|
||||
[Voici le nom de l'ecosystem $e$]
|
||||
}
|
||||
TEST_CREATURE_MODEL(creature_model c)
|
||||
{
|
||||
[Le nom de la creature est '$c$']
|
||||
}
|
||||
TEST_RACE (race r)
|
||||
{
|
||||
[Voici le nom de la race $r$]
|
||||
}
|
||||
TEST_ROLE (role r)
|
||||
{
|
||||
[Voici le nom du role $r$]
|
||||
}
|
||||
TEST_SKILL (skill s)
|
||||
{
|
||||
[Voici le nom du skill $s$]
|
||||
}
|
||||
TEST_SELF ()
|
||||
{
|
||||
[Le nom self est $self$]
|
||||
}
|
||||
TEST_DYN_STRING (dyn_string_id m)
|
||||
{
|
||||
[La chaine dynamique est "$m$"]
|
||||
}
|
||||
TEST_STRING (string_id m)
|
||||
{
|
||||
[La chaine dynamique est $m$]
|
||||
}
|
||||
TEST_BODYPART(bodypart b)
|
||||
{
|
||||
[The bodypart is $b$]
|
||||
}
|
||||
TEST_SCORE(score s)
|
||||
{
|
||||
[The score is $s$]
|
||||
}
|
||||
TEST_SPHRASE(sphrase s)
|
||||
{
|
||||
[The sphrase name is $s$]
|
||||
}
|
||||
TEST_CHARAC(characteristic c)
|
||||
{
|
||||
[The characteristic is $c$]
|
||||
}
|
||||
TEST_damagetype (damagetype d)
|
||||
{
|
||||
[The damage type is $d$]
|
||||
}
|
||||
|
||||
TEST_BOT_NAME (bot_name b)
|
||||
{
|
||||
[The bot name is '$b$']
|
||||
}
|
||||
|
||||
TEST_POWER_TYPE (powertype p)
|
||||
{
|
||||
[The power type is '$p$']
|
||||
}
|
||||
|
||||
TEST_LITERAL (literal s)
|
||||
{
|
||||
[The literal string is '$s$']
|
||||
}
|
||||
|
||||
TEST_TITLE (title t)
|
||||
{
|
||||
[The title is '$t$']
|
||||
}
|
||||
|
||||
TEST_BIG_PHRASE ()
|
||||
{
|
||||
[En la komenco Dio kreis la
|
||||
ielon kaj la teron. Kaj la tero
|
||||
estis senforma kaj dezerta, kaj
|
||||
mallumo estis super la abismo;
|
||||
{break}
|
||||
kaj la spirito de Dio
|
||||
vebis super la akvo. \n
|
||||
Kaj Dio diris: Estu lumo; kaj fari
|
||||
is lumo.
|
||||
{break}
|
||||
Kaj Dio vidis la lumon, ke
|
||||
i estas bona; kaj Dio apartigis
|
||||
la lumon de la mallumo.
|
||||
Kaj Dio nomis la lumon Tago, kaj
|
||||
la mallumon Li nomis Nokto.
|
||||
{break}
|
||||
Kaj estis vespero, kaj estis mateno, unu tago.
|
||||
Kaj Dio diris: Estu firma
|
||||
o inter la akvo, kaj
|
||||
i apartigu akvon de akvo.]
|
||||
}
|
||||
|
812
translation/work/phrases/phrase_wk.txt
Normal file
812
translation/work/phrases/phrase_wk.txt
Normal file
|
@ -0,0 +1,812 @@
|
|||
|
||||
LITERAL ( literal lit )
|
||||
{
|
||||
[$lit$]
|
||||
}
|
||||
|
||||
SHOPKEEPER_NO_SELL(bot b)
|
||||
{
|
||||
shopkeeper_no_sell [I have nothing to sell right now, come back later.]
|
||||
}
|
||||
|
||||
|
||||
TOO_ENCUMBERED()
|
||||
{
|
||||
too_encumbered [&CHK& You are too encumbered.]
|
||||
}
|
||||
|
||||
ROOM_TOO_ENCUMBERED ()
|
||||
{
|
||||
[&CHK& Your appartment is too encumbered.]
|
||||
}
|
||||
|
||||
ANIMAL_PACKER_TOO_ENCUMBERED ()
|
||||
{
|
||||
[&CHK& Your mektoub is too encumbered.]
|
||||
}
|
||||
|
||||
TELEPORT_USED ( int i )
|
||||
{
|
||||
[&SYS& You will be teleported in $i$ seconds.]
|
||||
}
|
||||
|
||||
TELEPORT_CANCELED()
|
||||
{
|
||||
[&SYS&Teleportation has been canceled.]
|
||||
}
|
||||
|
||||
ABANDON_TEAM_MISSION_REFUSED()
|
||||
{
|
||||
abandon_team_mission_refused [&CHK& only leaders can abandon a team mission.]
|
||||
}
|
||||
|
||||
NO_ACTION_WHILE_EQUIPPING()
|
||||
{
|
||||
[&CHK&you cannot use an action while equipping.]
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////
|
||||
// item decay messages
|
||||
////////////////////////////////////////////////////////////////////////////////////
|
||||
ITEM_UNSPOILED(item item)
|
||||
{
|
||||
[&ITMF&Your $item$ is unspoiled.]
|
||||
}
|
||||
ITEM_WORN_STATE_1(item item)
|
||||
{
|
||||
[&ITMF&Your $item$ is slightly worned.]
|
||||
}
|
||||
ITEM_WORN_STATE_2(item item)
|
||||
{
|
||||
[&ITMF&Your $item$ is moderately worned.]
|
||||
}
|
||||
ITEM_WORN_STATE_3(item item)
|
||||
{
|
||||
[&ITMF&Your $item$ is heavily worned. You should start to think about replacing it.]
|
||||
}
|
||||
ITEM_WORN_STATE_4(item item)
|
||||
{
|
||||
[&ITMF&Your $item$ is nearly completely worned. You should replace it as soon as possible.]
|
||||
}
|
||||
ITEM_WORNED(item item)
|
||||
{
|
||||
[&ITMF&Your $item$ is now completely worned and you can no longer progress by using it. You should find a new one as soon as possible.]
|
||||
}
|
||||
ITEM_WORNED_DESTROYED(item item)
|
||||
{
|
||||
[&ITMF&Your $item$ was so worned it has been destroyed.]
|
||||
}
|
||||
|
||||
GMOTD (literal s)
|
||||
{
|
||||
// Guilde Message Of The Day
|
||||
[&MTD&Guild message of the day: $s$]
|
||||
}
|
||||
|
||||
MOTD (literal s)
|
||||
{
|
||||
// Message Of The Day
|
||||
[&MTD&MOTD: $s$]
|
||||
}
|
||||
|
||||
BROADCAST (literal s)
|
||||
{
|
||||
// broadcast message
|
||||
[&BC&$s$]
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////
|
||||
// generic system messages
|
||||
////////////////////////////////////////////////////////////////////////////////////
|
||||
CHARACTER_SAVED (player p)
|
||||
{
|
||||
[&SYS&"$p$" has been saved.]
|
||||
}
|
||||
|
||||
WHO_GM_INTRO()
|
||||
{
|
||||
[&SYS&Afficher les CSRs en ligne : ]
|
||||
}
|
||||
|
||||
WHO_INVISIBLE_GM_INTRO()
|
||||
{
|
||||
[&SYS&Displaying invisible online gamemasters and guides :.]
|
||||
}
|
||||
|
||||
WHO_SGM_LIST( player p )
|
||||
{
|
||||
[&SYS&<senior GM>$p$.]
|
||||
}
|
||||
WHO_GM_LIST( player p )
|
||||
{
|
||||
[&SYS&<GM>$p$.]
|
||||
}
|
||||
WHO_VG_LIST( player p )
|
||||
{
|
||||
[&SYS&<veteran Guide>$p$.]
|
||||
}
|
||||
WHO_SG_LIST( player p )
|
||||
{
|
||||
[&SYS&<senior Guide>$p$.]
|
||||
}
|
||||
WHO_G_LIST( player p )
|
||||
{
|
||||
[&SYS&<Guide>$p$.]
|
||||
}
|
||||
|
||||
WHO_REGION_INTRO(place pl)
|
||||
{
|
||||
[&SYS&Displaying online characters in region "$pl$"]
|
||||
}
|
||||
|
||||
WHO_REGION_LIST( player p )
|
||||
{
|
||||
[&SYS&$p$.]
|
||||
}
|
||||
|
||||
WHO_NO_ANSWER ()
|
||||
{
|
||||
[&SYS&No character found.]
|
||||
}
|
||||
|
||||
|
||||
TELL_PLAYER_AFK( player p )
|
||||
{
|
||||
[&SYS&$p$ is "away from keybord".]
|
||||
}
|
||||
|
||||
TELL_PLAYER_UNKNOWN( literal name )
|
||||
{
|
||||
[&SYS&$name$ is unknown or not online. Your message cannot be delivered.]
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////
|
||||
// compass related messages
|
||||
////////////////////////////////////////////////////////////////////////////////////
|
||||
NEW_COMPASS ()
|
||||
{
|
||||
new_compass [&SYS&New target added to the compass.]
|
||||
}
|
||||
|
||||
COMPASS_BOT (bot b)
|
||||
{
|
||||
[$b$]
|
||||
}
|
||||
COMPASS_PLACE (place p)
|
||||
{
|
||||
[$p$]
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////
|
||||
// CSR related messages
|
||||
////////////////////////////////////////////////////////////////////////////////////
|
||||
CSR_BAD_TARGET ()
|
||||
{
|
||||
[&CHK&<CSR COMMAND ERROR> Invalid command target.]
|
||||
}
|
||||
|
||||
CSR_PENDING_CHARACTER_LOG ()
|
||||
{
|
||||
[&SYS&<CSR COMMAND PENDING> Target not found, your command are fowarded to pending system for later execution when your target are login.]
|
||||
}
|
||||
|
||||
CSR_NOT_SUMMONED ()
|
||||
{
|
||||
[&CHK&<CSR COMMAND ERROR> command target was not previously summoned.]
|
||||
}
|
||||
|
||||
CSR_NAME_EXISTS ()
|
||||
{
|
||||
[&CHK&<CSR COMMAND ERROR> new name already attributed. Please try another one.]
|
||||
}
|
||||
|
||||
CSR_BAD_GUILD ()
|
||||
{
|
||||
[&CHK&<CSR COMMAND ERROR> Invalid guild.]
|
||||
}
|
||||
|
||||
CSR_NOT_ATTACKABLE ()
|
||||
{
|
||||
[&CHK&<CSR COMMAND ERROR> Cant kill non attackable bot.]
|
||||
}
|
||||
|
||||
CSR_ROOT_ENDS ()
|
||||
{
|
||||
[&SPL&The root effect placed on you by a GM has vanished.]
|
||||
}
|
||||
|
||||
CSR_ALREADY_ROOTED ( player p )
|
||||
{
|
||||
[&CHK&<CSR COMMAND ERROR>$p$ is already rooted by a GM command.]
|
||||
}
|
||||
CSR_ROOT_OK( player p )
|
||||
{
|
||||
[&SYS&$p$ is now rooted.]
|
||||
}
|
||||
CSR_IS_ROOTED_BY( player p )
|
||||
{
|
||||
[&SPL&$p$ has rooted you through a gamemaster power.]
|
||||
}
|
||||
|
||||
CSR_UNROOT_OK( player p )
|
||||
{
|
||||
[&SYS&$p$ was successfully unrooted.]
|
||||
}
|
||||
CSR_IS_UNROOTED_BY( player p )
|
||||
{
|
||||
[&SPL&$p$ has successfully unrooted you.]
|
||||
}
|
||||
CSR_NOT_ROOTED( player p )
|
||||
{
|
||||
[&CHK&<CSR COMMAND ERROR>$p$ is not rooted.]
|
||||
}
|
||||
|
||||
CSR_HAS_MISSION ()
|
||||
{
|
||||
[&CHK&<CSR COMMAND ERROR>Cant monitor another player mission if you have a mission.]
|
||||
}
|
||||
|
||||
CSR_BAD_MISSION ()
|
||||
{
|
||||
[&CHK&<CSR COMMAND ERROR>The chosen mission is invalid.]
|
||||
}
|
||||
|
||||
CSR_BAD_RIGHTS()
|
||||
{
|
||||
[&CHK&<CSR COMMAND ERROR>You dont have the right to affect this player.]
|
||||
}
|
||||
|
||||
CSR_BAD_NAME()
|
||||
{
|
||||
[&CHK&<CSR COMMAND ERROR>The name you are trying to assign to this player is invalid or is already taken.]
|
||||
}
|
||||
|
||||
CSR_UNKNOWN_PLAYER (literal p)
|
||||
{
|
||||
[&CHK&<CSR COMMAND ERROR> Unknown player: $p$.]
|
||||
}
|
||||
|
||||
CSR_OFFLINE_PLAYER (literal p)
|
||||
{
|
||||
[&CHK&<CSR COMMAND ERROR> $p$ is offline.]
|
||||
}
|
||||
|
||||
CSR_GUILD_NOT_MEMBER (literal p, string_id guild)
|
||||
{
|
||||
[&CHK&<CSR COMMAND ERROR> $p$ is not a member of the guild '$guild$'.]
|
||||
}
|
||||
|
||||
CSR_GUILD_UNKNOWN_GRADE ()
|
||||
{
|
||||
[&CHK&<CSR COMMAND ERROR> Unknown grade.]
|
||||
}
|
||||
|
||||
CSR_GUILD_ALREADY_HAS_GRADE (literal p)
|
||||
{
|
||||
[&CHK&<CSR COMMAND ERROR> $p$ already has this grade.]
|
||||
}
|
||||
|
||||
CSR_GUILD_MAX_GRADE_COUNT (int i)
|
||||
{
|
||||
[&CHK&<CSR COMMAND ERROR> Maximum count for this grade ($i$) has been reached.]
|
||||
}
|
||||
|
||||
CSR_GUILD_ALREADY_MEMBER (player p)
|
||||
{
|
||||
[&CHK&<CSR COMMAND ERROR> $p$ already is member of a guild.]
|
||||
}
|
||||
|
||||
CSR_GUILD_NEW_GRADE (literal p, literal grade)
|
||||
{
|
||||
[&SPL&$p$ now has grade $grade$.]
|
||||
}
|
||||
|
||||
CSR_GUILD_NEW_MEMBER (player p, string_id guild)
|
||||
{
|
||||
[&SPL&$p$ now is a member of guild '$guild$'.]
|
||||
}
|
||||
|
||||
CSR_GUILD_MEMBER_LIST (literal p, literal grade)
|
||||
{
|
||||
[&SYS&<CSR> $p$: $grade$.]
|
||||
}
|
||||
|
||||
CSR_START_EVENT (literal e)
|
||||
{
|
||||
[&SYS&<CSR> event '$e$' has been started.]
|
||||
}
|
||||
|
||||
CSR_STOP_EVENT (literal e)
|
||||
{
|
||||
[&SYS&<CSR> event '$e$' has been stoped.]
|
||||
}
|
||||
|
||||
CSR_CLEAR_EVENT_FACTION (player p)
|
||||
{
|
||||
[&SYS&<CSR> $p$ now has no event faction.]
|
||||
}
|
||||
|
||||
CSR_GET_EVENT_FACTION (player p, event_faction ef)
|
||||
{
|
||||
[&SYS&<CSR> $p$ is in event faction '$ef$'.]
|
||||
}
|
||||
|
||||
CSR_UNKNOWN_RESPAWN_POINT ()
|
||||
{
|
||||
[&CHK&<CSR> Unknown respawn point.]
|
||||
}
|
||||
|
||||
CSR_MUTE_OK(player p)
|
||||
{
|
||||
[&SYS&Vous avez rendu muet le joueur $p$.]
|
||||
}
|
||||
|
||||
CSR_IS_MUTED_BY(player p)
|
||||
{
|
||||
[&SYS&CSR $p$ vous a rendu muet.]
|
||||
}
|
||||
|
||||
CSR_UNMUTE_OK(player p)
|
||||
{
|
||||
[&SYS&Vous avez rendu la parole au joueur $p$.]
|
||||
}
|
||||
|
||||
CSR_IS_UNMUTED_BY(player p)
|
||||
{
|
||||
[&SYS&CSR $p$ vous a rendu la parole.]
|
||||
}
|
||||
|
||||
CSR_NOT_MUTED(player p)
|
||||
{
|
||||
[&SYS&Le joueur $p$ n'est pas muet, vous ne pouvez donc pas lui rendre la parole.]
|
||||
}
|
||||
|
||||
CSR_MUTE_ENDS()
|
||||
{
|
||||
[&SYS&Vous n'êtes plus muet.]
|
||||
}
|
||||
|
||||
CSR_UNIVERSE_MUTE_OK(player p)
|
||||
{
|
||||
[&SYS&Vous avez rendu muet le joueur $p$ sur le channel universe.]
|
||||
}
|
||||
|
||||
CSR_IS_UNIVERSE_MUTED_BY(player p)
|
||||
{
|
||||
[&SYS&CSR $p$ vous a rendu muet sur le channel universe.]
|
||||
}
|
||||
|
||||
CSR_UNIVERSE_UNMUTE_OK(player p)
|
||||
{
|
||||
[&SYS&Vous avez rendu la parole au joueur $p$ sur le channel universe.]
|
||||
}
|
||||
|
||||
CSR_IS_UNIVERSE_UNMUTED_BY(player p)
|
||||
{
|
||||
[&SYS&CSR $p$ vous a rendu la parole sur le channel universe.]
|
||||
}
|
||||
|
||||
CSR_NOT_UNIVERSE_MUTED(player p)
|
||||
{
|
||||
[&SYS&Le joueur $p$ n'est pas muet sur le channel universe, vous ne pouvez donc pas lui rendre la parole.]
|
||||
}
|
||||
|
||||
CSR_UNIVERSE_MUTE_ENDS()
|
||||
{
|
||||
[&SYS&Vous n'êtes plus muet sur le channel universe.]
|
||||
}
|
||||
|
||||
OPS_TEAM_MAX_SIZE_REACHED ()
|
||||
{
|
||||
[&CHK&The team has reached its size limit and cannot accept anymore players.]
|
||||
}
|
||||
|
||||
EGS_CANT_SELL_ANYTHING ()
|
||||
{
|
||||
[&SYS&I have nothing of interest for you to buy, sorry but come back later.]
|
||||
}
|
||||
|
||||
EGS_CANT_CONSTRUCT_ANYTHING ()
|
||||
{
|
||||
[&CHK&Vous ne pouvez plus rien construire.]
|
||||
}
|
||||
|
||||
OPS_WELCOME ()
|
||||
{
|
||||
[&AROUND&Welcome to Ryzom !]
|
||||
}
|
||||
|
||||
EGS_USE_LAST_AMMO ()
|
||||
{
|
||||
[&CHKCB&You have used your last ammo.]
|
||||
}
|
||||
|
||||
OPS_NOT_ENOUGHT_SEED ()
|
||||
{
|
||||
[&CHK&You are not rich enough to buy this.]
|
||||
}
|
||||
|
||||
EGS_NOT_ENOUGHT_SP ()
|
||||
{
|
||||
[&CHK&You do not have enough skill points to buy this.]
|
||||
}
|
||||
|
||||
OPS_PACT_GAIN_U (int i)
|
||||
{
|
||||
[&SYS&You have won a survival pact of level $i$.]
|
||||
}
|
||||
|
||||
EGS_NOT_ENOUGH_AMMO ()
|
||||
{
|
||||
[&CHKCB&This strategy needs more ammunition.]
|
||||
}
|
||||
|
||||
BS_NO_AMMO ()
|
||||
{
|
||||
[&CHKCB&This weapon needs ammo.]
|
||||
}
|
||||
|
||||
COMBAT_TARGET_DEAD ()
|
||||
{
|
||||
[&CHKCB&You cannot attack a corpse.]
|
||||
}
|
||||
|
||||
BS_TARGET_TOO_FAR_OR ()
|
||||
{
|
||||
[&CHKCB&Your target is too far away or you are not facing it.]
|
||||
}
|
||||
|
||||
BS_TARGET_TOO_FAR ()
|
||||
{
|
||||
[&CHKCB&Your target is too far away.]
|
||||
}
|
||||
|
||||
EGS_TOO_EXPENSIVE_STAMINA ()
|
||||
{
|
||||
[&CHKCB&You do not have enough stamina for this action.]
|
||||
}
|
||||
|
||||
EGS_TOO_EXPENSIVE_HP ()
|
||||
{
|
||||
[&CHKCB&You do not have enough hp to pay this action cost.]
|
||||
}
|
||||
|
||||
EGS_TOO_EXPENSIVE_FOCUS ()
|
||||
{
|
||||
[&CHKCB&You do not have enough focus to pay this action cost.]
|
||||
}
|
||||
|
||||
BS_ITEM_INCOMPATIBLE ()
|
||||
{
|
||||
[&CHKCB&This formula or action phrase is incompatible with the item in your hand.]
|
||||
}
|
||||
|
||||
EGS_OPENING_SUCCESS ()
|
||||
{
|
||||
[&SPLM&You successfully take the opening.]
|
||||
}
|
||||
|
||||
EGS_FORAGE_INTERRUPTED ()
|
||||
{
|
||||
[&CHK&Your foraging action has been interrupted.]
|
||||
}
|
||||
|
||||
EGS_QUARTER_INTERRUPTED ()
|
||||
{
|
||||
[&CHK&Your quartering action has been interrupted.]
|
||||
}
|
||||
|
||||
EGS_ACTOR_CASTING_INTERUPT ()
|
||||
{
|
||||
[&MISM&The incantation of your spell is broken.]
|
||||
}
|
||||
|
||||
EGS_HARVEST_CORPSE_TOO_FAR ()
|
||||
{
|
||||
[&CHK&The corpse you are trying to skin is too far away, get closer.]
|
||||
}
|
||||
|
||||
EGS_CANNOT_ATTACK_IN_WATER ()
|
||||
{
|
||||
[&CHKCB&You cannot attack while you are near water.]
|
||||
}
|
||||
|
||||
OPS_HARVEST_MP_IN_PROGRESS_E (entity entity)
|
||||
{
|
||||
[&CHK&You are already harvesting raw material on $entity$.]
|
||||
}
|
||||
|
||||
MIS_FAME_GAIN (faction faction)
|
||||
{
|
||||
[&TSK&You gain fame with $faction.da$ $faction$]
|
||||
}
|
||||
|
||||
NO_ACTION_WHILE_SWIMMING()
|
||||
{
|
||||
no_action_while_swimming [&CHK&You cannot use actions while you are near water.]
|
||||
}
|
||||
|
||||
NO_ACTION_WHEN_SITTING()
|
||||
{
|
||||
no_action_when_sitting [&CHK&You cannot use actions when sitting.]
|
||||
}
|
||||
|
||||
NO_ACTION_WHILE_INTANGIBLE()
|
||||
{
|
||||
no_action_while_intangible [&CHK&You cannot use actions while you are intangible.]
|
||||
}
|
||||
|
||||
NO_ACTION_WHILE_MOUNTED()
|
||||
{
|
||||
no_action_while_mounted [&CHK&You cannot use actions while you are mounted.]
|
||||
}
|
||||
|
||||
NO_ACTION_WHILE_TRANSACTION()
|
||||
{
|
||||
no_action_while_transaction [&CHK&You cannot use actions while you have a bot chat or a transaction in progress.]
|
||||
}
|
||||
|
||||
MAGIC_CAN_ONLY_CAST_ON_PLAYERS()
|
||||
{
|
||||
magic_can_only_cast_on_players [&CHKCB&You can only use this spell on other players.]
|
||||
}
|
||||
|
||||
KILLED_BY_GOO()
|
||||
{
|
||||
[&CHKCB&You have been killed by GOO !.]
|
||||
}
|
||||
|
||||
SUFFER_GOO_DAMAGE()
|
||||
{
|
||||
[&CHKCB&You suffer GOO damage!.]
|
||||
}
|
||||
|
||||
DISCONNECT_CANCELED()
|
||||
{
|
||||
[&CHK&Disconnection canceled.]
|
||||
}
|
||||
|
||||
OPERATION_OFFLINE()
|
||||
{
|
||||
[&CHK&Le joueur n'existe pas ou n'est pas actuellement connecté.]
|
||||
}
|
||||
|
||||
NON_DROPABLE_ITEM()
|
||||
{
|
||||
[&CHK&You cannot drop this item.]
|
||||
}
|
||||
|
||||
CRAFT_NEED_CRAFTING_TOOL()
|
||||
{
|
||||
[&CHK&You need appropriate tool to craft this item.]
|
||||
}
|
||||
|
||||
|
||||
EGS_COSMETIC_SAME_HAIR_COLOR()
|
||||
{
|
||||
[&CHK&You cannot buy this hair color : this is your current one.]
|
||||
}
|
||||
|
||||
EGS_COSMETIC_SAME_HAIR()
|
||||
{
|
||||
[&CHK&You cannot buy this hair cut : this is your current one.]
|
||||
}
|
||||
|
||||
EGS_COSMETIC_SAME_TATOO()
|
||||
{
|
||||
[&CHK&You cannot buy this tatoo : this is your current one.]
|
||||
}
|
||||
|
||||
TRADE_FAME_TOO_LOW(bot b)
|
||||
{
|
||||
[&CHK&$b$ refuses to trade with you because of your bad reputation.]
|
||||
}
|
||||
|
||||
ALREADY_TELEPORTING()
|
||||
{
|
||||
[&CHK&You are already using a teleport ticket.]
|
||||
}
|
||||
|
||||
TP_FORBIDEN_IN_RING_INSTANCE()
|
||||
{
|
||||
[&CHK&Vous ne pouvez pas utiliser un ticket de TP pendant une aventure Ring ou une session d'edition Ring.]
|
||||
}
|
||||
|
||||
MOUNT_CANT_WHILE_TP()
|
||||
{
|
||||
[&CHK&Vous ne pouvez pas monter sur votre monture pendant une téléportation.]
|
||||
}
|
||||
|
||||
ONLY_ENCHANTED_ITEMS_CAN_BE_RECHARGED()
|
||||
{
|
||||
[&CHK&Only enchanted items can be recharged.]
|
||||
}
|
||||
|
||||
ROLL_DICE(entity e, int min, int max, int roll)
|
||||
{
|
||||
[$e.da$ $e$ a fait $roll$ sur un tirage entre $min$ et $max$.]
|
||||
}
|
||||
|
||||
CONSUMABLE_OVERDOSE_TIMER(item item, int m, int s)
|
||||
{
|
||||
(m>0)
|
||||
[&CHK&Vous ne pouvez pas utiliser votre $item$ avant $m$ minutes et $s$ secondes.]
|
||||
[&CHK&Vous ne pouvez pas utiliser votre $item$ avant $s$ secondes.]
|
||||
}
|
||||
|
||||
CONSUMABLE_CONSUME_ITEM_BEGIN(item item)
|
||||
{
|
||||
[Vous utilisez votre $item$.]
|
||||
}
|
||||
|
||||
CONSUMABLE_NOT_STAND_UP()
|
||||
{
|
||||
[&CHK&Vous ne pouvez pas utiliser cet objet en étant debout.]
|
||||
}
|
||||
|
||||
CONSUMABLE_CANCEL()
|
||||
{
|
||||
[&SYS&L'action est annulée et l'objet n'est pas consommé.]
|
||||
}
|
||||
|
||||
XP_CATALYSER_NO_MORE_ACTIVE()
|
||||
{
|
||||
[&SYS&Vous n'avez plus de catalyseur d'expérience actif.]
|
||||
}
|
||||
|
||||
XP_CATALYSER_ACTIVE(int i)
|
||||
{
|
||||
[&SYS&Vous activez un catalyseur d'expérience de niveau $i$.]
|
||||
}
|
||||
|
||||
XP_CATALYSER_PROGRESS_NORMAL_GAIN(skill s, int i, int j)
|
||||
{
|
||||
[&XP&You gain $i$($j$) experience points in '$s$'.]
|
||||
}
|
||||
|
||||
XP_CATALYSER_CONSUME(int i, int j)
|
||||
{
|
||||
[&SYS&Vous consommez $i$ catalyseurs d'expérience de niveau $j$.]
|
||||
}
|
||||
|
||||
COMBAT_PROC_VAMPIRISM_ATTACKER(entity defender, int drain)
|
||||
{
|
||||
combat_proc_vampirism_spectators_n [&ISE&Déclenchement de l'effet vol de vie, votre arme vous donne $drain$ des points de vie de $defender.da$ $defender$.]
|
||||
}
|
||||
|
||||
COMBAT_PROC_VAMPIRISM_DEFENDER(entity attacker, int drain)
|
||||
{
|
||||
combat_proc_vampirism_spectators_n [&ISE&L'arme de $attacker.da$ $attacker$ lui donne $drain$ de vos points de vie.]
|
||||
}
|
||||
|
||||
COMBAT_PROC_VAMPIRISM_SPECTATORS(entity attacker, entity defender, int drain)
|
||||
{
|
||||
combat_proc_vampirism_spectators_n [&ISE&L'arme de $attacker.da$ $attacker$ lui donne $drain$ des points de vie de $defender.da$ $defender$.]
|
||||
}
|
||||
|
||||
ISE_MAGIC_DIVINE_INTERVENTION()
|
||||
{
|
||||
[&ISE&Déclenchement de l'effet intervention divine, les crédits de votre sort ne sont pas consommés.]
|
||||
}
|
||||
|
||||
ISE_MAGIC_SHOOT_AGAIN()
|
||||
{
|
||||
[&ISE&Déclenchement de l'effet feu gratuit, votre prochain sort sera incanté en un temps minimum.]
|
||||
}
|
||||
|
||||
// ISE2 is for an additional display on the center of the screen (as there is no flying text for craft)
|
||||
ISE_CRAFT_ADD_STAT_BONUS(score s, int param)
|
||||
{
|
||||
[&ISE2&Déclenchement de l'effet bonus de stat, l'item que vous avez créé a un bonus de $s$ de $param$.]
|
||||
}
|
||||
|
||||
// ISE2 is for an additional display on the center of the screen (as there is no flying text for craft)
|
||||
ISE_CRAFT_ADD_LIMIT(int param)
|
||||
{
|
||||
[&ISE2&Déclenchement de l'effet limites étendues, les limites de l'item que vous avez créé sont étendues de $param$%.]
|
||||
}
|
||||
|
||||
ISE_FORAGE_ADD_RM(int param)
|
||||
{
|
||||
[&ISE&Déclenchement de l'effet bonus de récolte, vous avez récolté $param$% de ressources supplémentaires sur cette action.]
|
||||
}
|
||||
|
||||
ISE_FORAGE_NO_RISK()
|
||||
{
|
||||
[&ISE&Déclenchement de l'effet source sans risque, une des sources que vous avez trouvées ne peux pas exploser.]
|
||||
}
|
||||
|
||||
MAGIC_YOU_BREAK_ENEMY_CAST(entity e)
|
||||
{
|
||||
[&SYS&Vous interrompez $e.da$ $e$.]
|
||||
}
|
||||
|
||||
OUTPOST_LEAVE_ZONE(outpost o)
|
||||
{
|
||||
[&SYS&Vous quittez l'avant poste $o.name$.]
|
||||
}
|
||||
|
||||
GUILD_CANT_INVITE_OUTPOST_ENEMY()
|
||||
{
|
||||
[&CHK&Vous ne pouvez pas inviter un ennemi d'avant-poste dans votre guilde]
|
||||
}
|
||||
MENU_OUTPOST()
|
||||
{
|
||||
[Consulter l'enseigne d'avant-poste]
|
||||
}
|
||||
|
||||
MISSION_GOAL_STEP_ANY_OR(dyn_string_id id)
|
||||
{
|
||||
[Soit $id$]
|
||||
}
|
||||
|
||||
MENU_RING_ENTRY()
|
||||
{
|
||||
[Choisir sa destination Ring]
|
||||
}
|
||||
|
||||
UNIVERSE_NOT_AVAILABLE_ON_RING()
|
||||
{
|
||||
[Le canal univers est réservé aux éditeurs et animateurs Ring.]
|
||||
}
|
||||
|
||||
RING_ANI()
|
||||
{
|
||||
[Ring Channel ani.]
|
||||
}
|
||||
RING_LEA()
|
||||
{
|
||||
[Ring Channel lea.]
|
||||
}
|
||||
RING_ARI()
|
||||
{
|
||||
[Ring Channel ari.]
|
||||
}
|
||||
RING_CHO()
|
||||
{
|
||||
[Ring Channel cho.]
|
||||
}
|
||||
RING_SEA()
|
||||
{
|
||||
[Ring Channel sea.]
|
||||
}
|
||||
RING_CSR()
|
||||
{
|
||||
[Ring Channel CSR]
|
||||
}
|
||||
RING_TOO()
|
||||
{
|
||||
[Ring Channel too]
|
||||
}
|
||||
RING_TRE()
|
||||
{
|
||||
[Ring Channel tre.]
|
||||
}
|
||||
YES()
|
||||
{
|
||||
[Oui.]
|
||||
}
|
||||
NO()
|
||||
{
|
||||
[Non.]
|
||||
}
|
||||
|
||||
SHUTDOWN_WARNING(int delay)
|
||||
{
|
||||
[&SYS&The shard will be shutdown in $delay$ seconds, please disconnect ASAP.]
|
||||
}
|
||||
|
||||
AMMO_BUYING_QUANTITY_TOO_LOW(int magazineSize)
|
||||
{
|
||||
[&CHK&Ce type de munition ne peut être acheté que par un ou plusieurs lots de $magazineSize$ munitions.]
|
||||
}
|
||||
|
||||
AMMO_SELLING_QUANTITY_TOO_LOW(int magazineSize)
|
||||
{
|
||||
[&CHK&Ce type de munition ne peut être vendu que par un ou plusieurs lots de $magazineSize$ munitions.]
|
||||
}
|
||||
|
||||
TRAITRE_CORSAIRE_ARRIVE()
|
||||
{
|
||||
[Que faites-vous ici ?! Voleur ! Laissez cette perle là où elle est !]
|
||||
}
|
76
translation/work/phrases/phrase_xpgain_wk.txt
Normal file
76
translation/work/phrases/phrase_xpgain_wk.txt
Normal file
|
@ -0,0 +1,76 @@
|
|||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////
|
||||
// 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)
|
||||
{
|
||||
progress_normal_gain_0 [&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.]
|
||||
}
|
||||
|
||||
//*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.]
|
||||
}
|
60
translation/work/phrases/phrase_zone_wk.txt
Normal file
60
translation/work/phrases/phrase_zone_wk.txt
Normal file
|
@ -0,0 +1,60 @@
|
|||
|
||||
EGS_ANSWER_WHERE (place c, place r, place p)
|
||||
{
|
||||
egs_answer_where [&ZON&You are in the continent $c$ in the region $r$ in place $p$.]
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////
|
||||
// zone management messages
|
||||
////////////////////////////////////////////////////////////////////////////////////
|
||||
EGS_ANSWER_WHERE_NO_PLACE (place c, place r)
|
||||
{
|
||||
egs_answer_where_no_place [&ZON&You are in the continent $c$ in the region $r$.]
|
||||
}
|
||||
|
||||
EGS_LEAVE_PLACE (place p)
|
||||
{
|
||||
egs_leave_place [&ZON&You have left $p$.]
|
||||
}
|
||||
|
||||
EGS_LEAVE_NEUTRAL_REGION(place region_name)
|
||||
{
|
||||
[&ZON&Vous quittez $region_name.da$ $region_name$. Vous sortez d’une région neutre.]
|
||||
}
|
||||
|
||||
EGS_LEAVE_FACTION_REGION(place region_name, faction f)
|
||||
{
|
||||
[&ZON&Vous quittez $region_name.da$ $region_name$. Vous sortez d’une région dominée par la faction $f$.]
|
||||
}
|
||||
|
||||
EGS_LEAVE_CONTINENT (place p)
|
||||
{
|
||||
egs_leave_continent [&ZON&You have left $p$.]
|
||||
}
|
||||
|
||||
EGS_ENTER_PLACE (place p)
|
||||
{
|
||||
egs_enter_place [&ZON&You have entered $p$.]
|
||||
}
|
||||
|
||||
EGS_ENTER_NEUTRAL_REGION(place region_name)
|
||||
{
|
||||
[&ZON&Vous êtes dans $region_name.da$ $region_name$. Cette région est neutre.]
|
||||
}
|
||||
|
||||
EGS_ENTER_FACTION_REGION(place region_name, faction f)
|
||||
{
|
||||
[&ZON&Vous êtes dans $region_name.da$ $region_name$. Cette région est dominée par la faction $f$.]
|
||||
}
|
||||
|
||||
EGS_ENTER_CONTINENT (place p)
|
||||
{
|
||||
egs_enter_continent [&ZON&You have entered $p$.]
|
||||
}
|
||||
|
||||
// Location place
|
||||
START_LOCATION( place cont, place region )
|
||||
{
|
||||
start_location [&ZON&You are in the region of $region$ on the continent of $cont$.]
|
||||
}
|
2
translation/work/phrases/rites/phrase_rites_wk.txt
Normal file
2
translation/work/phrases/rites/phrase_rites_wk.txt
Normal file
|
@ -0,0 +1,2 @@
|
|||
|
||||
#include "rite_00_01_first_rite_wk.txt"
|
10
translation/work/phrases/rites/rite_00_01_first_rite_wk.txt
Normal file
10
translation/work/phrases/rites/rite_00_01_first_rite_wk.txt
Normal file
|
@ -0,0 +1,10 @@
|
|||
R_00_01_P_TITLE (bot giver)
|
||||
{
|
||||
r_00_01_p_title [First Rite]
|
||||
}
|
||||
|
||||
R_00_01_P_DESC (bot giver)
|
||||
{
|
||||
r_00_01_p_desc [This is the first rite mission that you will be given]
|
||||
}
|
||||
|
26
translation/work/phrases/whoami_wk.txt
Normal file
26
translation/work/phrases/whoami_wk.txt
Normal file
|
@ -0,0 +1,26 @@
|
|||
/**************************************************************************************************************************
|
||||
MENUS PHRASES
|
||||
**************************************************************************************************************************/
|
||||
|
||||
MENU_WHOAMI(player p, bot b)
|
||||
{
|
||||
menu_who_am_i [Who are you?]
|
||||
}
|
||||
|
||||
MENU_WHOISKARAVAN(player p, bot b)
|
||||
{
|
||||
(b.race = karavan)
|
||||
menu_who_is_karavan [What is the Karavan?]
|
||||
}
|
||||
|
||||
////////////////////////////////////////////// NEWBIELAND GUARDS /////////////////////////////////////////////////////////////////////////
|
||||
WHOAMI_NEWBGUARD (player p, bot b)
|
||||
{
|
||||
whoami_newbguard [Greetings, young homin. If you get into bother come and find me and I shall rally to your defense.]
|
||||
}
|
||||
|
||||
////////////////////////////////////////////// NEWBIELAND MERCHANTS ///////////////////////////////////////////////////////////////////////////
|
||||
WHOAMI_NEWBMERCHANT_WEAPON ()
|
||||
{
|
||||
whoami_newbmerchant_weapon [Greetings, young newcomer ! I sell a terrific selection of hand weapons. You'll need a weapon to fight the dangerous animals roaming the area!]
|
||||
}
|
BIN
translation/work/place_words_wk.txt
Normal file
BIN
translation/work/place_words_wk.txt
Normal file
Binary file not shown.
BIN
translation/work/powertype_words_wk.txt
Normal file
BIN
translation/work/powertype_words_wk.txt
Normal file
Binary file not shown.
BIN
translation/work/race_words_wk.txt
Normal file
BIN
translation/work/race_words_wk.txt
Normal file
Binary file not shown.
BIN
translation/work/sbrick_words_wk.txt
Normal file
BIN
translation/work/sbrick_words_wk.txt
Normal file
Binary file not shown.
BIN
translation/work/score_words_wk.txt
Normal file
BIN
translation/work/score_words_wk.txt
Normal file
Binary file not shown.
BIN
translation/work/skill_words_wk.txt
Normal file
BIN
translation/work/skill_words_wk.txt
Normal file
Binary file not shown.
BIN
translation/work/sphrase_words_wk.txt
Normal file
BIN
translation/work/sphrase_words_wk.txt
Normal file
Binary file not shown.
BIN
translation/work/title_words_wk.txt
Normal file
BIN
translation/work/title_words_wk.txt
Normal file
Binary file not shown.
6074
translation/work/wk.uxt
Normal file
6074
translation/work/wk.uxt
Normal file
File diff suppressed because it is too large
Load diff
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Reference in a new issue